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 "artifact/fixed-art-types.h"
15 #include "birth/inventory-initializer.h"
16 #include "cmd-io/cmd-dump.h"
17 #include "cmd-io/cmd-help.h"
18 #include "cmd-io/cmd-save.h"
19 #include "cmd-visual/cmd-draw.h"
20 #include "core/asking-player.h"
21 #include "core/player-redraw-types.h"
22 #include "core/player-update-types.h"
23 #include "core/stuff-handler.h"
24 #include "core/window-redrawer.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/item-apply-magic.h"
54 #include "object-enchant/item-magic-applier.h"
55 #include "object-enchant/trc-types.h"
56 #include "object-enchant/trg-types.h"
57 #include "object/object-kind-hook.h"
58 #include "perception/object-perception.h"
59 #include "player-base/player-class.h"
60 #include "player-base/player-race.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/bad-status-setter.h"
80 #include "status/experience.h"
81 #include "system/angband-version.h"
82 #include "system/artifact-type-definition.h"
83 #include "system/baseitem-info.h"
84 #include "system/dungeon-info.h"
85 #include "system/floor-type-definition.h"
86 #include "system/grid-type-definition.h"
87 #include "system/item-entity.h"
88 #include "system/monster-entity.h"
89 #include "system/player-type-definition.h"
90 #include "system/terrain-type-definition.h"
91 #include "target/grid-selector.h"
92 #include "term/screen-processor.h"
93 #include "term/z-form.h"
94 #include "util/angband-files.h"
95 #include "util/bit-flags-calculator.h"
96 #include "util/enum-converter.h"
97 #include "util/int-char-converter.h"
98 #include "view/display-messages.h"
99 #include "wizard/spoiler-table.h"
100 #include "wizard/tval-descriptions-table.h"
101 #include "wizard/wizard-spells.h"
102 #include "wizard/wizard-spoiler.h"
103 #include "world/world.h"
114 * @brief プレイヤーを完全回復する
116 void wiz_cure_all(PlayerType *player_ptr)
118 (void)life_stream(player_ptr, false, false);
119 (void)restore_mana(player_ptr, true);
120 (void)set_food(player_ptr, PY_FOOD_MAX - 1);
121 BadStatusSetter bss(player_ptr);
122 (void)bss.set_fear(0);
123 (void)bss.set_deceleration(0, false);
124 msg_print("You're fully cured by wizard command.");
127 static std::optional<short> wiz_select_tval()
131 for (list = 0; (list < 80) && (tvals[list].tval > ItemKindType::NONE); list++) {
132 auto row = 2 + (list % 20);
133 auto col = _(32, 24) * (list / 20);
135 prt(format("[%c] %s", ch, tvals[list].desc), row, col);
139 if (!get_com(_("アイテム種別を選んで下さい", "Get what type of object? "), &ch, false)) {
144 for (selection = 0; selection < max_num; selection++) {
145 if (listsym[selection] == ch) {
150 if ((selection < 0) || (selection >= max_num)) {
157 static short wiz_select_sval(const ItemKindType tval, concptr tval_description)
162 for (const auto &baseitem : baseitems_info) {
167 if ((baseitem.idx == 0) || baseitem.bi_key.tval() != tval) {
171 auto row = 2 + (num % 20);
172 auto col = _(30, 32) * (num / 20);
174 const auto buf = strip_name(baseitem.idx);
175 prt(format("[%c] %s", ch, buf.data()), row, col);
176 choice[num++] = baseitem.idx;
180 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)) {
185 for (selection = 0; selection < max_num; selection++) {
186 if (listsym[selection] == ch) {
191 if ((selection < 0) || (selection >= max_num)) {
195 return choice[selection];
199 * @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 /
200 * Specify tval and sval (type and subtype of object) originally
203 * by RAK, heavily modified by -Bernd-
204 * This function returns the bi_id of an object type, or zero if failed
205 * List up to 50 choices in three columns
207 static short wiz_create_itemtype()
210 auto selection = wiz_select_tval();
211 if (!selection.has_value()) {
215 auto tval = tvals[selection.value()].tval;
216 auto tval_description = tvals[selection.value()].desc;
218 return wiz_select_sval(tval, tval_description);
222 * @brief 任意のベースアイテム生成のメインルーチン /
223 * Wizard routine for creating objects -RAK-
225 * Heavily modified to allow magification and artifactification -Bernd-
227 * Note that wizards cannot create objects on top of other objects.
229 * Hack -- this routine always makes a "dungeon object", and applies
230 * magic to it, and attempts to decline cursed items.
232 void wiz_create_item(PlayerType *player_ptr)
235 const auto bi_id = wiz_create_itemtype();
241 const auto &baseitem = baseitems_info[bi_id];
242 if (baseitem.gen_flags.has(ItemGenerationTraitType::INSTA_ART)) {
243 for (const auto &[a_idx, artifact] : artifacts_info) {
244 if ((a_idx == FixedArtifactId::NONE) || (artifact.bi_key != baseitem.bi_key)) {
248 (void)create_named_art(player_ptr, a_idx, player_ptr->y, player_ptr->x);
249 msg_print("Allocated(INSTA_ART).");
256 ItemMagicApplier(player_ptr, &item, player_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART).execute();
257 (void)drop_near(player_ptr, &item, -1, player_ptr->y, player_ptr->x);
258 msg_print("Allocated.");
262 * @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
264 * @param a_idx 固定アーティファクトのID
265 * @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
267 static std::string wiz_make_named_artifact_desc(PlayerType *player_ptr, FixedArtifactId a_idx)
269 const auto &artifact = ArtifactsInfo::get_instance().get_artifact(a_idx);
271 item.prep(lookup_baseitem_id(artifact.bi_key));
272 item.fixed_artifact_idx = a_idx;
274 return describe_flavor(player_ptr, &item, OD_NAME_ONLY);
278 * @brief 固定アーティファクトをリストから選択する
280 * @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
281 * @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。
283 static std::optional<FixedArtifactId> wiz_select_named_artifact(PlayerType *player_ptr, const std::vector<FixedArtifactId> &a_idx_list)
285 constexpr auto MAX_PER_PAGE = 20UL;
286 const auto page_max = (a_idx_list.size() - 1) / MAX_PER_PAGE + 1;
287 auto current_page = 0UL;
291 std::optional<FixedArtifactId> selected_a_idx;
293 while (!selected_a_idx.has_value()) {
294 const auto page_base_idx = current_page * MAX_PER_PAGE;
295 for (auto i = 0U; i < MAX_PER_PAGE + 1; ++i) {
296 term_erase(14, i + 1, 255);
298 const auto page_item_count = std::min(MAX_PER_PAGE, a_idx_list.size() - page_base_idx);
299 for (auto i = 0U; i < page_item_count; ++i) {
300 std::stringstream ss;
301 ss << I2A(i) << ") " << wiz_make_named_artifact_desc(player_ptr, a_idx_list[page_base_idx + i]);
302 put_str(ss.str().data(), i + 1, 15);
305 put_str(format("-- more (%lu/%lu) --", current_page + 1, page_max), page_item_count + 1, 15);
309 get_com("Which artifact: ", &cmd, false);
313 return selected_a_idx;
316 if (current_page >= page_max) {
321 const auto select_idx = A2I(cmd) + page_base_idx;
322 if (select_idx < a_idx_list.size()) {
323 selected_a_idx = a_idx_list[select_idx];
331 return selected_a_idx;
335 * @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
337 * @param group_artifact 固定アーティファクトのカテゴリ
338 * @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
340 static std::vector<FixedArtifactId> wiz_collect_group_a_idx(const grouper &group_artifact)
342 const auto &[tval_list, name] = group_artifact;
343 std::vector<FixedArtifactId> a_idx_list;
344 for (auto tval : tval_list) {
345 for (const auto &[a_idx, artifact] : artifacts_info) {
346 if (artifact.bi_key.tval() == tval) {
347 a_idx_list.push_back(a_idx);
356 * @brief 固定アーティファクトを生成する / Create the artifact
358 void wiz_create_named_art(PlayerType *player_ptr)
361 for (auto i = 0U; i < group_artifact_list.size(); ++i) {
362 const auto &[tval_lit, name] = group_artifact_list[i];
363 std::stringstream ss;
364 ss << I2A(i) << ") " << name;
365 term_erase(14, i + 1, 255);
366 put_str(ss.str().data(), i + 1, 15);
369 std::optional<FixedArtifactId> create_a_idx;
370 while (!create_a_idx.has_value()) {
372 get_com("Kind of artifact: ", &cmd, false);
378 if (auto idx = A2I(cmd); idx < group_artifact_list.size()) {
379 const auto &a_idx_list = wiz_collect_group_a_idx(group_artifact_list[idx]);
380 create_a_idx = wiz_select_named_artifact(player_ptr, a_idx_list);
388 const auto a_idx = create_a_idx.value();
389 const auto &artifact = ArtifactsInfo::get_instance().get_artifact(a_idx);
390 if (artifact.is_generated) {
391 msg_print("It's already allocated.");
395 (void)create_named_art(player_ptr, a_idx, player_ptr->y, player_ptr->x);
396 msg_print("Allocated.");
400 * @brief プレイヤーの現能力値を調整する / Change various "permanent" player variables.
401 * @param player_ptr プレイヤーへの参照ポインタ
403 void wiz_change_status(PlayerType *player_ptr)
408 for (int i = 0; i < A_MAX; i++) {
409 strnfmt(ppp, sizeof(ppp), "%s (3-%d): ", stat_names[i], player_ptr->stat_max_max[i]);
410 strnfmt(tmp_val, sizeof(tmp_val), "%d", player_ptr->stat_max[i]);
411 if (!get_string(ppp, tmp_val, 3)) {
415 tmp_int = atoi(tmp_val);
416 if (tmp_int > player_ptr->stat_max_max[i]) {
417 tmp_int = player_ptr->stat_max_max[i];
418 } else if (tmp_int < 3) {
422 player_ptr->stat_cur[i] = player_ptr->stat_max[i] = (BASE_STATUS)tmp_int;
425 strnfmt(tmp_val, sizeof(tmp_val), "%d", PlayerSkill::weapon_exp_at(PlayerSkillRank::MASTER));
426 if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 4)) {
430 auto tmp_s16b = std::clamp(static_cast<SUB_EXP>(atoi(tmp_val)),
431 PlayerSkill::weapon_exp_at(PlayerSkillRank::UNSKILLED),
432 PlayerSkill::weapon_exp_at(PlayerSkillRank::MASTER));
434 for (auto tval : TV_WEAPON_RANGE) {
435 for (int i = 0; i < 64; i++) {
436 player_ptr->weapon_exp[tval][i] = tmp_s16b;
439 PlayerSkill(player_ptr).limit_weapon_skills_by_max_value();
441 for (auto j : PLAYER_SKILL_KIND_TYPE_RANGE) {
442 player_ptr->skill_exp[j] = tmp_s16b;
443 auto short_pclass = enum2i(player_ptr->pclass);
444 if (player_ptr->skill_exp[j] > class_skills_info[short_pclass].s_max[j]) {
445 player_ptr->skill_exp[j] = class_skills_info[short_pclass].s_max[j];
450 for (k = 0; k < 32; k++) {
451 player_ptr->spell_exp[k] = std::min(PlayerSkill::spell_exp_at(PlayerSkillRank::MASTER), tmp_s16b);
454 for (; k < 64; k++) {
455 player_ptr->spell_exp[k] = std::min(PlayerSkill::spell_exp_at(PlayerSkillRank::EXPERT), tmp_s16b);
458 strnfmt(tmp_val, sizeof(tmp_val), "%ld", (long)(player_ptr->au));
459 if (!get_string("Gold: ", tmp_val, 9)) {
463 long tmp_long = atol(tmp_val);
468 player_ptr->au = tmp_long;
469 strnfmt(tmp_val, sizeof(tmp_val), "%ld", (long)(player_ptr->max_exp));
470 if (!get_string("Experience: ", tmp_val, 9)) {
474 tmp_long = atol(tmp_val);
479 if (PlayerRace(player_ptr).equals(PlayerRaceType::ANDROID)) {
483 player_ptr->max_exp = tmp_long;
484 player_ptr->exp = tmp_long;
485 check_experience(player_ptr);
486 do_cmd_redraw(player_ptr);
490 * @brief 指定された地点の地形IDを変更する /
491 * Create desired feature
492 * @param creaturer_ptr プレイヤーへの参照ポインタ
494 void wiz_create_feature(PlayerType *player_ptr)
498 if (!tgt_pt(player_ptr, &x, &y)) {
503 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
505 f_val1 = g_ptr->feat;
506 if (!get_value(_("実地形ID", "FeatureID"), 0, terrains_info.size() - 1, &f_val1)) {
511 if (!get_value(_("偽装地形ID", "FeatureID"), 0, terrains_info.size() - 1, &f_val2)) {
515 cave_set_feat(player_ptr, y, x, static_cast<FEAT_IDX>(f_val1));
516 g_ptr->mimic = (int16_t)f_val2;
518 f_ptr = &terrains_info[g_ptr->get_feat_mimic()];
520 if (f_ptr->flags.has(TerrainCharacteristics::RUNE_PROTECTION) || f_ptr->flags.has(TerrainCharacteristics::RUNE_EXPLOSION)) {
521 g_ptr->info |= CAVE_OBJECT;
522 } else if (f_ptr->flags.has(TerrainCharacteristics::MIRROR)) {
523 g_ptr->info |= CAVE_GLOW | CAVE_OBJECT;
526 note_spot(player_ptr, y, x);
527 lite_spot(player_ptr, y, x);
528 player_ptr->update |= PU_FLOW;
532 * @brief デバッグ帰還のダンジョンを選ぶ
533 * @param player_ptr プレイヤーへの参照ポインタ
534 * @details 範囲外の値が選択されたら再入力を促す
536 static bool select_debugging_dungeon(PlayerType *player_ptr, DUNGEON_IDX *dungeon_type)
538 if (command_arg > 0) {
544 strnfmt(tmp_val, sizeof(tmp_val), "%d", player_ptr->dungeon_idx);
545 if (!get_string("Jump which dungeon : ", tmp_val, 2)) {
549 *dungeon_type = (DUNGEON_IDX)atoi(tmp_val);
550 if ((*dungeon_type < DUNGEON_ANGBAND) || (*dungeon_type > DUNGEON_MAX)) {
551 msg_print("Invalid dungeon. Please re-input.");
560 * @brief 選択したダンジョンの任意フロアを選択する
561 * @param player_ptr プレイヤーへの参照ポインタ
562 * @param dungeon_type ダンジョン番号
563 * @return フロアを選択したらtrue、キャンセルならfalse
564 * @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
565 * @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
567 static bool select_debugging_floor(PlayerType *player_ptr, int dungeon_type)
569 auto max_depth = dungeons_info[dungeon_type].maxdepth;
570 if ((max_depth == 0) || (dungeon_type > static_cast<int>(dungeons_info.size()))) {
571 dungeon_type = DUNGEON_ANGBAND;
574 auto min_depth = (int)dungeons_info[dungeon_type].mindepth;
578 strnfmt(ppp, sizeof(ppp), "Jump to level (0, %d-%d): ", min_depth, max_depth);
579 strnfmt(tmp_val, sizeof(tmp_val), "%d", (int)player_ptr->current_floor_ptr->dun_level);
580 if (!get_string(ppp, tmp_val, 10)) {
584 auto tmp_command_arg = (COMMAND_ARG)atoi(tmp_val);
585 if (tmp_command_arg == 0) {
586 command_arg = tmp_command_arg;
590 auto is_valid_floor = tmp_command_arg > 0;
591 is_valid_floor &= tmp_command_arg >= min_depth;
592 is_valid_floor &= tmp_command_arg <= max_depth;
593 if (is_valid_floor) {
594 command_arg = tmp_command_arg;
598 msg_print("Invalid floor. Please re-input.");
606 * @brief 任意のダンジョン及び階層に飛ぶ
609 static void wiz_jump_floor(PlayerType *player_ptr, DUNGEON_IDX dun_idx, DEPTH depth)
611 player_ptr->dungeon_idx = dun_idx;
612 auto &floor_ref = *player_ptr->current_floor_ptr;
613 floor_ref.dun_level = depth;
614 prepare_change_floor_mode(player_ptr, CFM_RAND_PLACE);
615 if (!floor_ref.is_in_dungeon()) {
616 player_ptr->dungeon_idx = 0;
619 floor_ref.inside_arena = false;
620 player_ptr->wild_mode = false;
621 leave_quest_check(player_ptr);
623 exe_write_diary(player_ptr, DIARY_WIZ_TELE, 0, nullptr);
626 floor_ref.quest_number = QuestId::NONE;
627 PlayerEnergy(player_ptr).reset_player_turn();
628 player_ptr->energy_need = 0;
629 prepare_change_floor_mode(player_ptr, CFM_FIRST_FLOOR);
630 player_ptr->leaving = true;
634 * @brief 任意のダンジョン及び階層に飛ぶtための選択処理
637 void wiz_jump_to_dungeon(PlayerType *player_ptr)
639 DUNGEON_IDX dungeon_type = 1;
640 if (!select_debugging_dungeon(player_ptr, &dungeon_type)) {
644 if (!select_debugging_floor(player_ptr, dungeon_type)) {
648 if (command_arg < dungeons_info[dungeon_type].mindepth) {
652 if (command_arg > dungeons_info[dungeon_type].maxdepth) {
653 command_arg = (COMMAND_ARG)dungeons_info[dungeon_type].maxdepth;
656 msg_format("You jump to dungeon level %d.", command_arg);
658 do_cmd_save_game(player_ptr, true);
661 wiz_jump_floor(player_ptr, dungeon_type, command_arg);
665 * @brief 全ベースアイテムを鑑定済みにする /
666 * Become aware of a lot of objects
667 * @param player_ptr プレイヤーへの参照ポインタ
669 void wiz_learn_items_all(PlayerType *player_ptr)
673 for (const auto &baseitem : baseitems_info) {
674 if (baseitem.idx > 0 && baseitem.level <= command_arg) {
676 q_ptr->prep(baseitem.idx);
677 object_aware(player_ptr, q_ptr);
683 * @brief プレイヤーの種族を変更する
685 void wiz_reset_race(PlayerType *player_ptr)
687 int val = enum2i<PlayerRaceType>(player_ptr->prace);
688 if (!get_value("RaceID", 0, MAX_RACES - 1, &val)) {
692 player_ptr->prace = i2enum<PlayerRaceType>(val);
693 rp_ptr = &race_info[enum2i(player_ptr->prace)];
695 player_ptr->window_flags |= PW_PLAYER;
696 player_ptr->update |= PU_BONUS | PU_HP | PU_MP | PU_SPELLS;
697 player_ptr->redraw |= PR_BASIC | PR_HP | PR_MP | PR_ABILITY_SCORE;
698 handle_stuff(player_ptr);
702 * @brief プレイヤーの職業を変更する
703 * @todo 魔法領域の再選択などがまだ不完全、要実装。
705 void wiz_reset_class(PlayerType *player_ptr)
707 int val = enum2i<PlayerClassType>(player_ptr->pclass);
708 if (!get_value("ClassID", 0, PLAYER_CLASS_TYPE_MAX - 1, &val)) {
712 player_ptr->pclass = i2enum<PlayerClassType>(val);
713 cp_ptr = &class_info[val];
714 mp_ptr = &class_magics_info[val];
715 PlayerClass(player_ptr).init_specific_data();
716 player_ptr->window_flags |= PW_PLAYER;
717 player_ptr->update |= PU_BONUS | PU_HP | PU_MP | PU_SPELLS;
718 player_ptr->redraw |= PR_BASIC | PR_HP | PR_MP | PR_ABILITY_SCORE;
719 handle_stuff(player_ptr);
723 * @brief プレイヤーの領域を変更する
724 * @todo 存在有無などは未判定。そのうちすべき。
726 void wiz_reset_realms(PlayerType *player_ptr)
728 int val1 = player_ptr->realm1;
729 if (!get_value("1st Realm (None=0)", 0, MAX_REALM - 1, &val1)) {
733 int val2 = player_ptr->realm2;
734 if (!get_value("2nd Realm (None=0)", 0, MAX_REALM - 1, &val2)) {
738 player_ptr->realm1 = static_cast<int16_t>(val1);
739 player_ptr->realm2 = static_cast<int16_t>(val2);
740 player_ptr->window_flags |= PW_PLAYER;
741 player_ptr->update |= PU_BONUS | PU_HP | PU_MP | PU_SPELLS;
742 player_ptr->redraw |= PR_BASIC;
743 handle_stuff(player_ptr);
747 * @brief 現在のオプション設定をダンプ出力する /
748 * @param player_ptr プレイヤーへの参照ポインタ
749 * Hack -- Dump option bits usage
751 void wiz_dump_options(void)
753 const auto &path = path_build(ANGBAND_DIR_USER, "opt_info.txt");
754 const auto &filename = path.string();
755 auto *fff = angband_fopen(path, FileOpenMode::APPEND);
756 if (fff == nullptr) {
757 msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), filename.data());
762 std::vector<std::vector<int>> exist(NUM_O_SET, std::vector<int>(NUM_O_BIT));
764 for (int i = 0; option_info[i].o_desc; i++) {
765 const option_type *ot_ptr = &option_info[i];
767 exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
771 fprintf(fff, "[Option bits usage on %s\n]", get_version().data());
772 fputs("Set - Bit (Page) Option Name\n", fff);
773 fputs("------------------------------------------------\n", fff);
774 for (int i = 0; i < NUM_O_SET; i++) {
775 for (int j = 0; j < NUM_O_BIT; j++) {
777 const option_type *ot_ptr = &option_info[exist[i][j] - 1];
778 fprintf(fff, " %d - %02d (%4d) %s\n", i, j, ot_ptr->o_page, ot_ptr->o_text);
780 fprintf(fff, " %d - %02d\n", i, j);
788 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."), filename.data());
792 * @brief プレイ日数を変更する / Set gametime.
793 * @return 実際に変更を行ったらTRUEを返す
795 void set_gametime(void)
798 if (!get_value("Dungeon Turn", 0, w_ptr->dungeon_turn_limit - 1, &game_time)) {
802 w_ptr->dungeon_turn = w_ptr->game_turn = game_time;
806 * @brief プレイヤー近辺の全モンスターを消去する / Delete all nearby monsters
808 void wiz_zap_surrounding_monsters(PlayerType *player_ptr)
810 for (MONSTER_IDX i = 1; i < player_ptr->current_floor_ptr->m_max; i++) {
811 auto *m_ptr = &player_ptr->current_floor_ptr->m_list[i];
812 if (!m_ptr->is_valid() || (i == player_ptr->riding) || (m_ptr->cdis > MAX_PLAYER_SIGHT)) {
816 if (record_named_pet && m_ptr->is_named_pet()) {
817 const auto m_name = monster_desc(player_ptr, m_ptr, MD_INDEF_VISIBLE);
818 exe_write_diary(player_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name.data());
821 delete_monster_idx(player_ptr, i);
826 * @brief フロアに存在する全モンスターを消去する / Delete all monsters
827 * @param player_ptr 術者の参照ポインタ
829 void wiz_zap_floor_monsters(PlayerType *player_ptr)
831 for (MONSTER_IDX i = 1; i < player_ptr->current_floor_ptr->m_max; i++) {
832 auto *m_ptr = &player_ptr->current_floor_ptr->m_list[i];
833 if (!m_ptr->is_valid() || (i == player_ptr->riding)) {
837 if (record_named_pet && m_ptr->is_named_pet()) {
838 const auto m_name = monster_desc(player_ptr, m_ptr, MD_INDEF_VISIBLE);
839 exe_write_diary(player_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name.data());
842 delete_monster_idx(player_ptr, i);
846 void cheat_death(PlayerType *player_ptr)
848 if (player_ptr->sc) {
849 player_ptr->sc = player_ptr->age = 0;
853 w_ptr->noscore |= 0x0001;
854 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."));
857 player_ptr->is_dead = false;
858 (void)life_stream(player_ptr, false, false);
859 (void)restore_mana(player_ptr, true);
860 (void)recall_player(player_ptr, 0);
861 reserve_alter_reality(player_ptr, 0);
863 player_ptr->died_from = _("死の欺き", "Cheating death");
864 (void)set_food(player_ptr, PY_FOOD_MAX - 1);
866 auto *floor_ptr = player_ptr->current_floor_ptr;
867 floor_ptr->dun_level = 0;
868 floor_ptr->inside_arena = false;
869 player_ptr->phase_out = false;
870 leaving_quest = QuestId::NONE;
871 floor_ptr->quest_number = QuestId::NONE;
872 if (player_ptr->dungeon_idx) {
873 player_ptr->recall_dungeon = player_ptr->dungeon_idx;
875 player_ptr->dungeon_idx = 0;
876 if (lite_town || vanilla_town) {
877 player_ptr->wilderness_y = 1;
878 player_ptr->wilderness_x = 1;
880 player_ptr->oldpy = 10;
881 player_ptr->oldpx = 34;
883 player_ptr->oldpy = 33;
884 player_ptr->oldpx = 131;
887 player_ptr->wilderness_y = 48;
888 player_ptr->wilderness_x = 5;
889 player_ptr->oldpy = 33;
890 player_ptr->oldpx = 131;
893 player_ptr->wild_mode = false;
894 player_ptr->leaving = true;
896 exe_write_diary(player_ptr, DIARY_DESCRIPTION, 1, _(" しかし、生き返った。", " but revived."));
897 leave_floor(player_ptr);