2 * @brief ウィザードモードの処理(特別処理中心) / Wizard commands
5 * Copyright (c) 1997 Ben Harrison, and others<br>
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.<br>
9 * 2014 Deskull rearranged comment for Doxygen.<br>
12 #include "wizard/wizard-special-process.h"
13 #include "artifact/fixed-art-generator.h"
14 #include "birth/inventory-initializer.h"
15 #include "cmd-io/cmd-dump.h"
16 #include "cmd-io/cmd-help.h"
17 #include "cmd-io/cmd-save.h"
18 #include "cmd-visual/cmd-draw.h"
19 #include "core/asking-player.h"
20 #include "core/player-redraw-types.h"
21 #include "core/player-update-types.h"
22 #include "core/stuff-handler.h"
23 #include "core/window-redrawer.h"
24 #include "dungeon/dungeon.h"
25 #include "dungeon/quest.h"
26 #include "flavor/flavor-describer.h"
27 #include "flavor/object-flavor-types.h"
28 #include "flavor/object-flavor.h"
29 #include "floor/floor-leaver.h"
30 #include "floor/floor-mode-changer.h"
31 #include "floor/floor-object.h"
32 #include "game-option/birth-options.h"
33 #include "game-option/option-types-table.h"
34 #include "game-option/play-record-options.h"
35 #include "game-option/special-options.h"
36 #include "grid/feature.h"
37 #include "grid/grid.h"
38 #include "info-reader/fixed-map-parser.h"
39 #include "inventory/inventory-object.h"
40 #include "inventory/inventory-slot-types.h"
41 #include "io/files-util.h"
42 #include "io/input-key-requester.h"
43 #include "io/write-diary.h"
44 #include "market/arena.h"
45 #include "monster-floor/monster-remover.h"
46 #include "monster-floor/monster-summon.h"
47 #include "monster/monster-describer.h"
48 #include "monster/monster-description-types.h"
49 #include "monster/monster-info.h"
50 #include "monster/monster-status.h"
51 #include "monster/smart-learn-types.h"
52 #include "mutation/mutation-investor-remover.h"
53 #include "object-enchant/apply-magic.h"
54 #include "object-enchant/item-apply-magic.h"
55 #include "object-enchant/trc-types.h"
56 #include "object-enchant/trg-types.h"
57 #include "object/object-kind-hook.h"
58 #include "object/object-kind.h"
59 #include "perception/object-perception.h"
60 #include "player-base/player-class.h"
61 #include "player-info/class-info.h"
62 #include "player-info/race-info.h"
63 #include "player-info/race-types.h"
64 #include "player-info/self-info.h"
65 #include "player-status/player-energy.h"
66 #include "player/digestion-processor.h"
67 #include "player/patron.h"
68 #include "player/player-skill.h"
69 #include "player/player-status-table.h"
70 #include "player/player-status.h"
71 #include "player/race-info-table.h"
72 #include "spell-kind/spells-detection.h"
73 #include "spell-kind/spells-sight.h"
74 #include "spell-kind/spells-teleport.h"
75 #include "spell-kind/spells-world.h"
76 #include "spell/spells-object.h"
77 #include "spell/spells-status.h"
78 #include "spell/spells-summon.h"
79 #include "status/experience.h"
80 #include "system/angband-version.h"
81 #include "system/artifact-type-definition.h"
82 #include "system/floor-type-definition.h"
83 #include "system/grid-type-definition.h"
84 #include "system/monster-type-definition.h"
85 #include "system/object-type-definition.h"
86 #include "system/player-type-definition.h"
87 #include "target/grid-selector.h"
88 #include "term/screen-processor.h"
89 #include "util/angband-files.h"
90 #include "util/bit-flags-calculator.h"
91 #include "util/enum-converter.h"
92 #include "util/int-char-converter.h"
93 #include "view/display-messages.h"
94 #include "wizard/spoiler-table.h"
95 #include "wizard/tval-descriptions-table.h"
96 #include "wizard/wizard-spells.h"
97 #include "wizard/wizard-spoiler.h"
98 #include "world/world.h"
110 * @brief プレイヤーを完全回復する /
111 * Cure everything instantly
113 void wiz_cure_all(PlayerType *player_ptr)
115 (void)life_stream(player_ptr, false, false);
116 (void)restore_mana(player_ptr, true);
117 (void)set_food(player_ptr, PY_FOOD_MAX - 1);
120 static std::optional<KIND_OBJECT_IDX> wiz_select_tval()
122 KIND_OBJECT_IDX list;
124 for (list = 0; (list < 80) && (tvals[list].tval > ItemKindType::NONE); list++) {
125 auto row = 2 + (list % 20);
126 auto col = _(32, 24) * (list / 20);
128 prt(format("[%c] %s", ch, tvals[list].desc), row, col);
132 if (!get_com(_("アイテム種別を選んで下さい", "Get what type of object? "), &ch, false)) {
136 KIND_OBJECT_IDX selection;
137 for (selection = 0; selection < max_num; selection++) {
138 if (listsym[selection] == ch) {
143 if ((selection < 0) || (selection >= max_num)) {
150 static KIND_OBJECT_IDX wiz_select_sval(const ItemKindType tval, concptr tval_description)
153 KIND_OBJECT_IDX choice[80]{};
156 for (const auto &k_ref : k_info) {
161 if (k_ref.idx == 0 || k_ref.tval != tval) {
165 auto row = 2 + (num % 20);
166 auto col = _(30, 32) * (num / 20);
169 strip_name(buf, k_ref.idx);
170 prt(format("[%c] %s", ch, buf), row, col);
171 choice[num++] = k_ref.idx;
175 if (!get_com(format(_("%s群の具体的なアイテムを選んで下さい", "What Kind of %s? "), tval_description), &ch, false)) {
179 KIND_OBJECT_IDX selection;
180 for (selection = 0; selection < max_num; selection++) {
181 if (listsym[selection] == ch) {
186 if ((selection < 0) || (selection >= max_num)) {
190 return choice[selection];
194 * @brief ベースアイテムのウィザード生成のために大項目IDと小項目IDを取得する /
195 * Specify tval and sval (type and subtype of object) originally
198 * by RAK, heavily modified by -Bernd-
199 * This function returns the k_idx of an object type, or zero if failed
200 * List up to 50 choices in three columns
202 static KIND_OBJECT_IDX wiz_create_itemtype()
205 auto selection = wiz_select_tval();
206 if (!selection.has_value()) {
210 auto tval = tvals[selection.value()].tval;
211 auto tval_description = tvals[selection.value()].desc;
213 return wiz_select_sval(tval, tval_description);
217 * @brief 任意のベースアイテム生成のメインルーチン /
218 * Wizard routine for creating objects -RAK-
220 * Heavily modified to allow magification and artifactification -Bernd-
222 * Note that wizards cannot create objects on top of other objects.
224 * Hack -- this routine always makes a "dungeon object", and applies
225 * magic to it, and attempts to decline cursed items.
227 void wiz_create_item(PlayerType *player_ptr)
230 OBJECT_IDX k_idx = wiz_create_itemtype();
235 if (k_info[k_idx].gen_flags.has(ItemGenerationTraitType::INSTA_ART)) {
236 for (const auto &a_ref : a_info) {
237 if ((a_ref.idx == 0) || (a_ref.tval != k_info[k_idx].tval) || (a_ref.sval != k_info[k_idx].sval))
240 (void)create_named_art(player_ptr, a_ref.idx, player_ptr->y, player_ptr->x);
241 msg_print("Allocated(INSTA_ART).");
250 apply_magic_to_object(player_ptr, q_ptr, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART);
251 (void)drop_near(player_ptr, q_ptr, -1, player_ptr->y, player_ptr->x);
252 msg_print("Allocated.");
256 * @brief 指定したIDの固定アーティファクトの名称を取得する
258 * @param a_idx 固定アーティファクトのID
259 * @return 固定アーティファクトの名称(Ex. ★ロング・ソード『リンギル』)を保持する std::string オブジェクト
261 static std::string wiz_make_named_artifact_desc(PlayerType *player_ptr, ARTIFACT_IDX a_idx)
263 const auto &a_ref = a_info[a_idx];
265 obj.prep(lookup_kind(a_ref.tval, a_ref.sval));
269 describe_flavor(player_ptr, buf, &obj, OD_NAME_ONLY);
275 * @brief 固定アーティファクトをリストから選択する
277 * @param a_idx_list 選択する候補となる固定アーティファクトのIDのリスト
278 * @return 選択した固定アーティファクトのIDを返す。但しキャンセルした場合は std::nullopt を返す。
280 static std::optional<ARTIFACT_IDX> wiz_select_named_artifact(PlayerType *player_ptr, const std::vector<ARTIFACT_IDX> &a_idx_list)
282 constexpr auto MAX_PER_PAGE = 20UL;
283 const auto page_max = (a_idx_list.size() - 1) / MAX_PER_PAGE + 1;
284 auto current_page = 0UL;
288 std::optional<ARTIFACT_IDX> selected_a_idx;
290 while (!selected_a_idx.has_value()) {
291 const auto page_base_idx = current_page * MAX_PER_PAGE;
292 for (auto i = 0U; i < MAX_PER_PAGE + 1; ++i) {
293 term_erase(14, i + 1, 255);
295 const auto page_item_count = std::min(MAX_PER_PAGE, a_idx_list.size() - page_base_idx);
296 for (auto i = 0U; i < page_item_count; ++i) {
297 std::stringstream ss;
298 ss << I2A(i) << ") " << wiz_make_named_artifact_desc(player_ptr, a_idx_list[page_base_idx + i]);
299 put_str(ss.str().c_str(), i + 1, 15);
302 put_str(format("-- more (%d/%d) --", current_page + 1, page_max), page_item_count + 1, 15);
306 get_com("Which artifact: ", &cmd, false);
310 return selected_a_idx;
313 if (current_page >= page_max) {
318 const auto select_idx = A2I(cmd) + page_base_idx;
319 if (select_idx < a_idx_list.size()) {
320 selected_a_idx = a_idx_list[select_idx];
328 return selected_a_idx;
332 * @brief 指定したカテゴリの固定アーティファクトのIDのリストを得る
334 * @param group_artifact 固定アーティファクトのカテゴリ
335 * @return 該当のカテゴリの固定アーティファクトのIDのリスト
337 static std::vector<ARTIFACT_IDX> wiz_collect_group_a_idx(const grouper &group_artifact)
339 const auto &[tval_list, name] = group_artifact;
340 std::vector<ARTIFACT_IDX> a_idx_list;
341 for (auto tval : tval_list) {
342 for (const auto &a_ref : a_info) {
343 if (a_ref.tval == tval) {
344 a_idx_list.push_back(a_ref.idx);
352 * @brief 固定アーティファクトを生成する / Create the artifact
354 void wiz_create_named_art(PlayerType *player_ptr)
358 for (auto i = 0U; i < group_artifact_list.size(); ++i) {
359 const auto &[tval_lit, name] = group_artifact_list[i];
360 std::stringstream ss;
361 ss << I2A(i) << ") " << name;
362 term_erase(14, i + 1, 255);
363 put_str(ss.str().c_str(), i + 1, 15);
366 std::optional<ARTIFACT_IDX> create_a_idx;
368 while (!create_a_idx.has_value()) {
370 get_com("Kind of artifact: ", &cmd, false);
376 if (auto idx = A2I(cmd); idx < group_artifact_list.size()) {
377 const auto a_idx_list = wiz_collect_group_a_idx(group_artifact_list[idx]);
378 create_a_idx = wiz_select_named_artifact(player_ptr, a_idx_list);
385 create_named_art(player_ptr, create_a_idx.value(), player_ptr->y, player_ptr->x);
386 msg_print("Allocated.");
390 * @brief プレイヤーの現能力値を調整する / Change various "permanent" player variables.
391 * @param player_ptr プレイヤーへの参照ポインタ
393 void wiz_change_status(PlayerType *player_ptr)
398 for (int i = 0; i < A_MAX; i++) {
399 sprintf(ppp, "%s (3-%d): ", stat_names[i], player_ptr->stat_max_max[i]);
400 sprintf(tmp_val, "%d", player_ptr->stat_max[i]);
401 if (!get_string(ppp, tmp_val, 3))
404 tmp_int = atoi(tmp_val);
405 if (tmp_int > player_ptr->stat_max_max[i])
406 tmp_int = player_ptr->stat_max_max[i];
407 else if (tmp_int < 3)
410 player_ptr->stat_cur[i] = player_ptr->stat_max[i] = (BASE_STATUS)tmp_int;
413 sprintf(tmp_val, "%d", PlayerSkill::weapon_exp_at(PlayerSkillRank::MASTER));
414 if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 4))
417 auto tmp_s16b = std::clamp(static_cast<SUB_EXP>(atoi(tmp_val)),
418 PlayerSkill::weapon_exp_at(PlayerSkillRank::UNSKILLED),
419 PlayerSkill::weapon_exp_at(PlayerSkillRank::MASTER));
421 for (auto tval : TV_WEAPON_RANGE) {
422 for (int i = 0; i < 64; i++) {
423 player_ptr->weapon_exp[tval][i] = tmp_s16b;
426 PlayerSkill(player_ptr).limit_weapon_skills_by_max_value();
428 for (auto j : PLAYER_SKILL_KIND_TYPE_RANGE) {
429 player_ptr->skill_exp[j] = tmp_s16b;
430 auto short_pclass = enum2i(player_ptr->pclass);
431 if (player_ptr->skill_exp[j] > s_info[short_pclass].s_max[j])
432 player_ptr->skill_exp[j] = s_info[short_pclass].s_max[j];
436 for (k = 0; k < 32; k++)
437 player_ptr->spell_exp[k] = std::min(PlayerSkill::spell_exp_at(PlayerSkillRank::MASTER), tmp_s16b);
440 player_ptr->spell_exp[k] = std::min(PlayerSkill::spell_exp_at(PlayerSkillRank::EXPERT), tmp_s16b);
442 sprintf(tmp_val, "%ld", (long)(player_ptr->au));
443 if (!get_string("Gold: ", tmp_val, 9))
446 long tmp_long = atol(tmp_val);
450 player_ptr->au = tmp_long;
451 sprintf(tmp_val, "%ld", (long)(player_ptr->max_exp));
452 if (!get_string("Experience: ", tmp_val, 9))
455 tmp_long = atol(tmp_val);
459 if (player_ptr->prace == PlayerRaceType::ANDROID)
462 player_ptr->max_exp = tmp_long;
463 player_ptr->exp = tmp_long;
464 check_experience(player_ptr);
465 do_cmd_redraw(player_ptr);
469 * @brief 指定された地点の地形IDを変更する /
470 * Create desired feature
471 * @param creaturer_ptr プレイヤーへの参照ポインタ
473 void wiz_create_feature(PlayerType *player_ptr)
477 if (!tgt_pt(player_ptr, &x, &y))
481 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
483 f_val1 = g_ptr->feat;
484 if (!get_value(_("実地形ID", "FeatureID"), 0, f_info.size() - 1, &f_val1)) {
489 if (!get_value(_("偽装地形ID", "FeatureID"), 0, f_info.size() - 1, &f_val2)) {
494 cave_set_feat(player_ptr, y, x, f_val1);
495 g_ptr->mimic = (int16_t)f_val2;
497 f_ptr = &f_info[g_ptr->get_feat_mimic()];
499 if (f_ptr->flags.has(FloorFeatureType::RUNE_PROTECTION) || f_ptr->flags.has(FloorFeatureType::RUNE_EXPLOSION))
500 g_ptr->info |= CAVE_OBJECT;
501 else if (f_ptr->flags.has(FloorFeatureType::MIRROR))
502 g_ptr->info |= CAVE_GLOW | CAVE_OBJECT;
504 note_spot(player_ptr, y, x);
505 lite_spot(player_ptr, y, x);
506 player_ptr->update |= PU_FLOW;
511 * @brief 選択したダンジョンの任意フロアを選択する
512 * @param player_ptr プレイヤーへの参照ポインタ
513 * @param dungeon_type ダンジョン番号
514 * @return フロアを選択したらtrue、キャンセルならfalse
515 * @details 0を指定すると地上に飛ぶが、元いた場所にしか飛ばない
516 * @todo 可能ならダンジョンの入口 (例:ルルイエなら大洋の真ん中)へ飛べるようにしたい
518 static bool select_debugging_floor(PlayerType *player_ptr, int dungeon_type)
520 auto max_depth = d_info[dungeon_type].maxdepth;
521 if ((max_depth == 0) || (dungeon_type > static_cast<int>(d_info.size()))) {
522 dungeon_type = DUNGEON_ANGBAND;
525 auto min_depth = (int)d_info[dungeon_type].mindepth;
529 sprintf(ppp, "Jump to level (0, %d-%d): ", min_depth, max_depth);
530 sprintf(tmp_val, "%d", (int)player_ptr->current_floor_ptr->dun_level);
531 if (!get_string(ppp, tmp_val, 10)) {
535 auto tmp_command_arg = (COMMAND_ARG)atoi(tmp_val);
536 if (tmp_command_arg == 0) {
537 command_arg = tmp_command_arg;
541 auto is_valid_floor = tmp_command_arg > 0;
542 is_valid_floor &= tmp_command_arg >= min_depth;
543 is_valid_floor &= tmp_command_arg <= max_depth;
544 if (is_valid_floor) {
545 command_arg = tmp_command_arg;
549 msg_print("Invalid floor. Please re-input.");
557 * @brief デバッグ帰還のダンジョンを選ぶ
558 * @param player_ptr プレイヤーへの参照ポインタ
559 * @details 範囲外の値が選択されたら再入力を促す
561 static bool select_debugging_dungeon(PlayerType *player_ptr, DUNGEON_IDX *dungeon_type)
563 if (command_arg > 0) {
570 sprintf(ppp, "Jump which dungeon : ");
571 sprintf(tmp_val, "%d", player_ptr->dungeon_idx);
572 if (!get_string(ppp, tmp_val, 2)) {
576 *dungeon_type = (DUNGEON_IDX)atoi(tmp_val);
577 if ((*dungeon_type < DUNGEON_ANGBAND) || (*dungeon_type > DUNGEON_MAX)) {
578 msg_print("Invalid dungeon. Please re-input.");
587 * @brief 任意のダンジョン及び階層に飛ぶtための選択処理
590 void wiz_jump_to_dungeon(PlayerType *player_ptr)
592 DUNGEON_IDX dungeon_type = 1;
593 if (!select_debugging_dungeon(player_ptr, &dungeon_type)) {
597 if (!select_debugging_floor(player_ptr, dungeon_type)) {
601 if (command_arg < d_info[dungeon_type].mindepth)
604 if (command_arg > d_info[dungeon_type].maxdepth)
605 command_arg = (COMMAND_ARG)d_info[dungeon_type].maxdepth;
607 msg_format("You jump to dungeon level %d.", command_arg);
609 do_cmd_save_game(player_ptr, true);
611 jump_floor(player_ptr, dungeon_type, command_arg);
615 * @brief 全ベースアイテムを鑑定済みにする /
616 * Become aware of a lot of objects
617 * @param player_ptr プレイヤーへの参照ポインタ
619 void wiz_learn_items_all(PlayerType *player_ptr)
623 for (const auto &k_ref : k_info) {
624 if (k_ref.idx > 0 && k_ref.level <= command_arg) {
626 q_ptr->prep(k_ref.idx);
627 object_aware(player_ptr, q_ptr);
633 * @brief プレイヤーの種族を変更する
635 void wiz_reset_race(PlayerType *player_ptr)
637 int val = enum2i<PlayerRaceType>(player_ptr->prace);
638 if (!get_value("RaceID", 0, MAX_RACES - 1, &val)) {
642 player_ptr->prace = i2enum<PlayerRaceType>(val);
643 rp_ptr = &race_info[enum2i(player_ptr->prace)];
645 player_ptr->window_flags |= PW_PLAYER;
646 player_ptr->update |= PU_BONUS | PU_HP | PU_MANA | PU_SPELLS;
647 player_ptr->redraw |= PR_BASIC | PR_HP | PR_MANA | PR_STATS;
648 handle_stuff(player_ptr);
652 * @brief プレイヤーの職業を変更する
653 * @todo 魔法領域の再選択などがまだ不完全、要実装。
655 void wiz_reset_class(PlayerType *player_ptr)
657 int val = enum2i<PlayerClassType>(player_ptr->pclass);
658 if (!get_value("ClassID", 0, PLAYER_CLASS_TYPE_MAX - 1, &val)) {
662 player_ptr->pclass = i2enum<PlayerClassType>(val);
663 cp_ptr = &class_info[val];
664 mp_ptr = &m_info[val];
665 PlayerClass(player_ptr).init_specific_data();
666 player_ptr->window_flags |= PW_PLAYER;
667 player_ptr->update |= PU_BONUS | PU_HP | PU_MANA | PU_SPELLS;
668 player_ptr->redraw |= PR_BASIC | PR_HP | PR_MANA | PR_STATS;
669 handle_stuff(player_ptr);
673 * @brief プレイヤーの領域を変更する
674 * @todo 存在有無などは未判定。そのうちすべき。
676 void wiz_reset_realms(PlayerType *player_ptr)
678 int val1 = player_ptr->realm1;
679 if (!get_value("1st Realm (None=0)", 0, MAX_REALM - 1, &val1)) {
683 int val2 = player_ptr->realm2;
684 if (!get_value("2nd Realm (None=0)", 0, MAX_REALM - 1, &val2)) {
688 player_ptr->realm1 = static_cast<int16_t>(val1);
689 player_ptr->realm2 = static_cast<int16_t>(val2);
690 player_ptr->window_flags |= PW_PLAYER;
691 player_ptr->update |= PU_BONUS | PU_HP | PU_MANA | PU_SPELLS;
692 player_ptr->redraw |= PR_BASIC;
693 handle_stuff(player_ptr);
697 * @brief 現在のオプション設定をダンプ出力する /
698 * @param player_ptr プレイヤーへの参照ポインタ
699 * Hack -- Dump option bits usage
701 void wiz_dump_options(void)
704 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, "opt_info.txt");
706 fff = angband_fopen(buf, "a");
707 if (fff == nullptr) {
708 msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), buf);
713 std::vector<std::vector<int>> exist(NUM_O_SET, std::vector<int>(NUM_O_BIT));
715 for (int i = 0; option_info[i].o_desc; i++) {
716 const option_type *ot_ptr = &option_info[i];
718 exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
723 fprintf(fff, "[Option bits usage on %s\n]", title);
724 fputs("Set - Bit (Page) Option Name\n", fff);
725 fputs("------------------------------------------------\n", fff);
726 for (int i = 0; i < NUM_O_SET; i++) {
727 for (int j = 0; j < NUM_O_BIT; j++) {
729 const option_type *ot_ptr = &option_info[exist[i][j] - 1];
730 fprintf(fff, " %d - %02d (%4d) %s\n", i, j, ot_ptr->o_page, ot_ptr->o_text);
732 fprintf(fff, " %d - %02d\n", i, j);
740 msg_format(_("オプションbit使用状況をファイル %s に書き出しました。", "Option bits usage dump saved to file %s."), buf);
744 * @brief プレイ日数を変更する / Set gametime.
745 * @return 実際に変更を行ったらTRUEを返す
747 void set_gametime(void)
750 char ppp[80], tmp_val[40];
751 sprintf(ppp, "Dungeon Turn (0-%ld): ", (long)w_ptr->dungeon_turn_limit);
752 sprintf(tmp_val, "%ld", (long)w_ptr->dungeon_turn);
753 if (!get_string(ppp, tmp_val, 10))
756 tmp_int = atoi(tmp_val);
757 if (tmp_int >= w_ptr->dungeon_turn_limit)
758 tmp_int = w_ptr->dungeon_turn_limit - 1;
759 else if (tmp_int < 0)
762 w_ptr->dungeon_turn = w_ptr->game_turn = tmp_int;
766 * @brief プレイヤー近辺の全モンスターを消去する / Delete all nearby monsters
768 void wiz_zap_surrounding_monsters(PlayerType *player_ptr)
770 for (MONSTER_IDX i = 1; i < player_ptr->current_floor_ptr->m_max; i++) {
771 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[i];
772 if (!monster_is_valid(m_ptr) || (i == player_ptr->riding) || (m_ptr->cdis > MAX_SIGHT))
775 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname) {
776 GAME_TEXT m_name[MAX_NLEN];
778 monster_desc(player_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
779 exe_write_diary(player_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
782 delete_monster_idx(player_ptr, i);
787 * @brief フロアに存在する全モンスターを消去する / Delete all monsters
788 * @param player_ptr 術者の参照ポインタ
790 void wiz_zap_floor_monsters(PlayerType *player_ptr)
792 for (MONSTER_IDX i = 1; i < player_ptr->current_floor_ptr->m_max; i++) {
793 monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[i];
794 if (!monster_is_valid(m_ptr) || (i == player_ptr->riding))
797 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname) {
798 GAME_TEXT m_name[MAX_NLEN];
799 monster_desc(player_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
800 exe_write_diary(player_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
803 delete_monster_idx(player_ptr, i);
807 void cheat_death(PlayerType *player_ptr)
810 player_ptr->sc = player_ptr->age = 0;
813 w_ptr->noscore |= 0x0001;
814 msg_print(_("ウィザードモードに念を送り、死を欺いた。", "You invoke wizard mode and cheat death."));
817 player_ptr->is_dead = false;
818 (void)life_stream(player_ptr, false, false);
819 (void)restore_mana(player_ptr, true);
820 (void)recall_player(player_ptr, 0);
821 reserve_alter_reality(player_ptr, 0);
823 (void)strcpy(player_ptr->died_from, _("死の欺き", "Cheating death"));
824 (void)set_food(player_ptr, PY_FOOD_MAX - 1);
826 floor_type *floor_ptr = player_ptr->current_floor_ptr;
827 floor_ptr->dun_level = 0;
828 floor_ptr->inside_arena = false;
829 player_ptr->phase_out = false;
831 floor_ptr->inside_quest = 0;
832 if (player_ptr->dungeon_idx)
833 player_ptr->recall_dungeon = player_ptr->dungeon_idx;
834 player_ptr->dungeon_idx = 0;
835 if (lite_town || vanilla_town) {
836 player_ptr->wilderness_y = 1;
837 player_ptr->wilderness_x = 1;
839 player_ptr->oldpy = 10;
840 player_ptr->oldpx = 34;
842 player_ptr->oldpy = 33;
843 player_ptr->oldpx = 131;
846 player_ptr->wilderness_y = 48;
847 player_ptr->wilderness_x = 5;
848 player_ptr->oldpy = 33;
849 player_ptr->oldpx = 131;
852 player_ptr->wild_mode = false;
853 player_ptr->leaving = true;
855 exe_write_diary(player_ptr, DIARY_DESCRIPTION, 1, _(" しかし、生き返った。", " but revived."));
856 leave_floor(player_ptr);