3 #include "system/angband.h"
4 #include "effect/attribute-types.h"
8 typedef union spell_functions {
9 struct debug_spell_type1 {
10 bool (*spell_function)(PlayerType *, floor_type *);
13 struct debug_spell_type2 {
14 bool (*spell_function)(PlayerType *);
17 struct debug_spell_type3 {
18 bool (*spell_function)(PlayerType *, HIT_POINT);
21 struct debug_spell_type4 { // 実質 ty curse
22 bool (*spell_function)(PlayerType *, bool, int*);
25 struct debug_spell_type5 {
26 void (*spell_function)(PlayerType *);
31 struct debug_spell_command {
34 spell_functions command_function;
37 bool wiz_debug_spell(PlayerType *player_ptr);
38 void wiz_dimension_door(PlayerType *player_ptr);
39 void wiz_summon_horde(PlayerType *player_ptr);
40 void wiz_teleport_back(PlayerType *player_ptr);
41 void wiz_learn_blue_magic_all(PlayerType *player_ptr);
42 void wiz_fillup_all_smith_essences(PlayerType *player_ptr);
43 void wiz_summon_random_enemy(PlayerType *player_ptr, int num);
44 void wiz_summon_specific_enemy(PlayerType *player_ptr, MONRACE_IDX r_idx);
45 void wiz_summon_pet(PlayerType *player_ptr, MONRACE_IDX r_idx);
46 void wiz_kill_target(PlayerType *player_ptr, HIT_POINT dam = 1000000, AttributeType effect_idx = AttributeType::DEBUG, const bool self = false);