3 #include "effect/attribute-types.h"
4 #include "system/angband.h"
6 enum class MonsterRaceId : int16_t;
10 typedef union spell_functions {
11 struct debug_spell_type1 {
12 bool (*spell_function)(PlayerType *, FloorType *);
15 struct debug_spell_type2 {
16 bool (*spell_function)(PlayerType *);
19 struct debug_spell_type3 {
20 bool (*spell_function)(PlayerType *, int);
23 struct debug_spell_type4 { // 実質 ty curse
24 bool (*spell_function)(PlayerType *, bool, int *);
27 struct debug_spell_type5 {
28 void (*spell_function)(PlayerType *);
33 struct debug_spell_command {
36 spell_functions command_function;
39 void wiz_debug_spell(PlayerType *player_ptr);
40 void wiz_dimension_door(PlayerType *player_ptr);
41 void wiz_summon_horde(PlayerType *player_ptr);
42 void wiz_teleport_back(PlayerType *player_ptr);
43 void wiz_learn_blue_magic_all(PlayerType *player_ptr);
44 void wiz_fillup_all_smith_essences(PlayerType *player_ptr);
45 void wiz_generate_random_monster(PlayerType *player_ptr, int num);
46 void wiz_summon_random_monster(PlayerType *player_ptr, int num);
47 void wiz_summon_specific_monster(PlayerType *player_ptr, MonsterRaceId r_idx);
48 void wiz_summon_pet(PlayerType *player_ptr, MonsterRaceId r_idx);
49 void wiz_kill_target(PlayerType *player_ptr, int initial_dam = 1000000, AttributeType effect_idx = AttributeType::DEBUG, const bool self = false);