3 #include "system/angband.h"
4 #include "effect/attribute-types.h"
10 typedef union spell_functions {
11 struct debug_spell_type1 {
12 bool (*spell_function)(PlayerType *, floor_type *);
15 struct debug_spell_type2 {
16 bool (*spell_function)(PlayerType *);
19 struct debug_spell_type3 {
20 bool (*spell_function)(PlayerType *, HIT_POINT);
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 typedef struct debug_spell_command {
36 spell_functions command_function;
37 } debug_spell_command;
39 extern debug_spell_command debug_spell_commands_list[SPELL_MAX];
41 bool wiz_debug_spell(PlayerType *player_ptr);
42 void wiz_dimension_door(PlayerType *player_ptr);
43 void wiz_summon_horde(PlayerType *player_ptr);
44 void wiz_teleport_back(PlayerType *player_ptr);
45 void wiz_learn_blue_magic_all(PlayerType *player_ptr);
46 void wiz_fillup_all_smith_essences(PlayerType *player_ptr);
47 void wiz_summon_random_enemy(PlayerType *player_ptr, int num);
48 void wiz_summon_specific_enemy(PlayerType *player_ptr, MONRACE_IDX r_idx);
49 void wiz_summon_pet(PlayerType *player_ptr, MONRACE_IDX r_idx);
50 void wiz_kill_enemy(PlayerType *player_ptr, HIT_POINT dam = 1000000, AttributeType effect_idx = AttributeType::DEBUG);
51 void wiz_kill_me(PlayerType *player_ptr, HIT_POINT dam, AttributeType effect_idx);