3 * @brief ウィザードモードの処理(特別処理中心) / Wizard commands
6 * Copyright (c) 1997 Ben Harrison, and others<br>
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.<br>
10 * 2014 Deskull rearranged comment for Doxygen.<br>
17 * @brief プレイヤーのヒットダイスを振り直す / Roll the hitdie -- aux of do_cmd_rerate()
20 void do_cmd_rerate_aux(void)
22 /* Minimum hitpoints at highest level */
23 int min_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 3 / 8;
25 /* Maximum hitpoints at highest level */
26 int max_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 5 / 8;
33 /* Pre-calculate level 1 hitdice */
34 p_ptr->player_hp[0] = (HIT_POINT)p_ptr->hitdie;
36 for (i = 1; i < 4; i++)
38 p_ptr->player_hp[0] += randint1(p_ptr->hitdie);
41 /* Roll the hitpoint values */
42 for (i = 1; i < PY_MAX_LEVEL; i++)
44 p_ptr->player_hp[i] = p_ptr->player_hp[i - 1] + randint1(p_ptr->hitdie);
47 /* Require "valid" hitpoints at highest level */
48 if ((p_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) &&
49 (p_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value)) break;
55 * @brief プレイヤーのヒットダイスを振り直した後明示を行う / Hack -- Rerate Hitpoints
56 * @param display TRUEならば体力ランクを明示する
59 void do_cmd_rerate(bool display)
66 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
68 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
71 /* Update and redraw hitpoints */
72 p_ptr->update |= (PU_HP);
73 p_ptr->redraw |= (PR_HP);
76 p_ptr->window |= (PW_PLAYER);
84 msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
85 p_ptr->knowledge |= KNOW_HPRATE;
89 msg_print(_("体力ランクが変わった。", "Life rate is changed."));
90 p_ptr->knowledge &= ~(KNOW_HPRATE);
98 * @brief 必ず成功するウィザードモード用次元の扉処理 / Wizard Dimension Door
99 * @return 実際にテレポートを行ったらTRUEを返す
101 static bool wiz_dimension_door(void)
103 POSITION x = 0, y = 0;
104 if (!tgt_pt(&x, &y)) return FALSE;
105 teleport_player_to(y, x, TELEPORT_NONMAGICAL);
111 * @brief プレイ日数を変更する / Set gametime.
112 * @return 実際に変更を行ったらTRUEを返す
114 static bool set_gametime(void)
117 char ppp[80], tmp_val[40];
120 sprintf(ppp, "Dungeon Turn (0-%ld): ", dungeon_turn_limit);
123 sprintf(tmp_val, "%ld", dungeon_turn);
126 if (!get_string(ppp, tmp_val, 10)) return (FALSE);
129 tmp_int = atoi(tmp_val);
132 if (tmp_int >= dungeon_turn_limit) tmp_int = dungeon_turn_limit - 1;
133 else if (tmp_int < 0) tmp_int = 0;
134 dungeon_turn = turn = tmp_int;
141 * @brief 指定されたIDの固定アーティファクトを生成する / Create the artifact of the specified number
144 static void wiz_create_named_art(void)
146 char tmp_val[10] = "";
150 if (!get_string("Artifact ID:", tmp_val, 3)) return;
153 a_idx = atoi(tmp_val);
154 if(a_idx < 0) a_idx = 0;
155 if(a_idx >= max_a_idx) a_idx = 0;
157 /* Create the artifact */
158 (void)create_named_art(a_idx, p_ptr->y, p_ptr->x);
161 msg_print("Allocated.");
166 * @brief ウィザードモード用モンスター調査 / Hack -- quick debugging hook
169 static void do_cmd_wiz_hack_ben(void)
177 #ifdef MONSTER_HORDES
180 * @brief ウィザードモード用モンスターの群れ生成 / Summon a horde of monsters
183 static void do_cmd_summon_horde(void)
185 POSITION wy = p_ptr->y, wx = p_ptr->x;
190 scatter(&wy, &wx, p_ptr->y, p_ptr->x, 3, 0);
191 if (cave_empty_bold(wy, wx)) break;
194 (void)alloc_horde(wy, wx);
197 #endif /* MONSTER_HORDES */
200 * @brief 32ビット変数のビット配列を並べて描画する / Output a long int in binary format.
203 static void prt_binary(u32b flags, int row, int col)
209 for (i = bitmask = 1; i <= 32; i++, bitmask *= 2)
214 Term_putch(col++, row, TERM_BLUE, '*');
217 /* Dump unset bits */
220 Term_putch(col++, row, TERM_WHITE, '-');
226 #define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
229 * @brief アイテムの階層毎生成率を表示する / Output a rarity graph for a type of object.
230 * @param tval ベースアイテムの大項目ID
231 * @param sval ベースアイテムの小項目ID
236 static void prt_alloc(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval, TERM_POSITION row, TERM_POSITION col)
240 u32b rarity[K_MAX_DEPTH];
241 u32b total[K_MAX_DEPTH];
243 cptr r = "+---Rate---+";
248 alloc_entry *table = alloc_kind_table;
250 /* Wipe the tables */
251 (void)C_WIPE(rarity, K_MAX_DEPTH, u32b);
252 (void)C_WIPE(total, K_MAX_DEPTH, u32b);
253 (void)C_WIPE(display, 22, s32b);
255 /* Scan all entries */
256 for (i = 0; i < K_MAX_DEPTH; i++)
259 for (j = 0; j < alloc_kind_size; j++)
263 if (table[j].level <= i)
265 prob = table[j].prob1 * GREAT_OBJ * K_MAX_DEPTH;
267 else if (table[j].level - 1 > 0)
269 prob = table[j].prob1 * i * K_MAX_DEPTH / (table[j].level - 1);
272 /* Acquire this kind */
273 k_ptr = &k_info[table[j].index];
275 /* Accumulate probabilities */
276 total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
277 total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
279 /* Accumulate probabilities */
280 if ((k_ptr->tval == tval) && (k_ptr->sval == sval))
283 rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
286 total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
289 /* Calculate probabilities for each range */
290 for (i = 0; i < 22; i++)
292 /* Shift the values into view */
294 for (j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
295 possibility += rarity[j] * 100000 / total[j];
296 display[i] = possibility / 5;
299 /* Graph the rarities */
300 for (i = 0; i < 22; i++)
302 Term_putch(col, row + i + 1, TERM_WHITE, '|');
304 prt(format("%2dF", (i * 5)), row + i + 1, col);
308 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22))
310 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
314 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
318 /* Make it look nice */
323 * @brief プレイヤーの職業を変更する
325 * @todo 魔法領域の再選択などがまだ不完全、要実装。
327 static void do_cmd_wiz_reset_class(void)
334 sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
337 sprintf(tmp_val, "%d", p_ptr->pclass);
340 if (!get_string(ppp, tmp_val, 2)) return;
343 tmp_int = atoi(tmp_val);
346 if (tmp_int < 0 || tmp_int >= MAX_CLASS) return;
349 p_ptr->pclass = (byte_hack)tmp_int;
351 /* Redraw inscription */
352 p_ptr->window |= (PW_PLAYER);
354 /* {.} and {$} effect p_ptr->warning and TRC_TELEPORT_SELF */
355 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
362 * @brief ウィザードモード用処理としてターゲット中の相手をテレポートバックする / Hack -- Teleport to the target
365 static void do_cmd_wiz_bamf(void)
367 /* Must have a target */
368 if (!target_who) return;
370 /* Teleport to the target */
371 teleport_player_to(target_row, target_col, TELEPORT_NONMAGICAL);
376 * @brief プレイヤーの現能力値を調整する
377 * Aux function for "do_cmd_wiz_change()". -RAK-
380 static void do_cmd_wiz_change_aux(void)
390 /* Query the stats */
391 for (i = 0; i < 6; i++)
394 sprintf(ppp, "%s (3-%d): ", stat_names[i], p_ptr->stat_max_max[i]);
397 sprintf(tmp_val, "%d", p_ptr->stat_max[i]);
400 if (!get_string(ppp, tmp_val, 3)) return;
403 tmp_int = atoi(tmp_val);
406 if (tmp_int > p_ptr->stat_max_max[i]) tmp_int = p_ptr->stat_max_max[i];
407 else if (tmp_int < 3) tmp_int = 3;
410 p_ptr->stat_cur[i] = p_ptr->stat_max[i] = (s16b)tmp_int;
415 sprintf(tmp_val, "%d", WEAPON_EXP_MASTER);
418 if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 9)) return;
421 tmp_s16b = (s16b)atoi(tmp_val);
424 if (tmp_s16b < WEAPON_EXP_UNSKILLED) tmp_s16b = WEAPON_EXP_UNSKILLED;
425 if (tmp_s16b > WEAPON_EXP_MASTER) tmp_s16b = WEAPON_EXP_MASTER;
427 for (j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++)
429 for (i = 0;i < 64;i++)
431 p_ptr->weapon_exp[j][i] = tmp_s16b;
432 if (p_ptr->weapon_exp[j][i] > s_info[p_ptr->pclass].w_max[j][i]) p_ptr->weapon_exp[j][i] = s_info[p_ptr->pclass].w_max[j][i];
436 for (j = 0; j < 10; j++)
438 p_ptr->skill_exp[j] = tmp_s16b;
439 if (p_ptr->skill_exp[j] > s_info[p_ptr->pclass].s_max[j]) p_ptr->skill_exp[j] = s_info[p_ptr->pclass].s_max[j];
442 for (j = 0; j < 32; j++)
443 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
445 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
448 sprintf(tmp_val, "%ld", (long)(p_ptr->au));
451 if (!get_string("Gold: ", tmp_val, 9)) return;
454 tmp_long = atol(tmp_val);
457 if (tmp_long < 0) tmp_long = 0L;
460 p_ptr->au = tmp_long;
464 sprintf(tmp_val, "%ld", (long)(p_ptr->max_exp));
467 if (!get_string("Experience: ", tmp_val, 9)) return;
470 tmp_long = atol(tmp_val);
473 if (tmp_long < 0) tmp_long = 0L;
475 if (p_ptr->prace != RACE_ANDROID)
478 p_ptr->max_exp = tmp_long;
479 p_ptr->exp = tmp_long;
488 * @brief プレイヤーの現能力値を調整する(メインルーチン)
489 * Change various "permanent" player variables.
492 static void do_cmd_wiz_change(void)
495 do_cmd_wiz_change_aux();
497 /* Redraw everything */
503 * @brief アイテムの詳細ステータスを表示する /
504 * Change various "permanent" player variables.
505 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
508 * Wizard routines for creating objects -RAK-
509 * And for manipulating them! -Bernd-
511 * This has been rewritten to make the whole procedure
512 * of debugging objects much easier and more comfortable.
514 * The following functions are meant to play with objects:
515 * Create, modify, roll for them (for statistic purposes) and more.
516 * The original functions were by RAK.
517 * The function to show an item's debug information was written
518 * by David Reeve Sward <sward+@CMU.EDU>.
519 * Bernd (wiebelt@mathematik.hu-berlin.de)
521 * Here are the low-level functions
522 * - wiz_display_item()
523 * display an item's debug-info
524 * - wiz_create_itemtype()
525 * specify tval and sval (type and subtype of object)
527 * specify pval, +AC, +tohit, +todam
528 * Note that the wizard can leave this function anytime,
529 * thus accepting the default-values for the remaining values.
530 * pval comes first now, since it is most important.
531 * - wiz_reroll_item()
532 * apply some magic to the item or turn it into an artifact.
534 * Get some statistics about the rarity of an item:
535 * We create a lot of fake items and see if they are of the
536 * same type (tval and sval), then we compare pval and +AC.
537 * If the fake-item is better or equal it is counted.
538 * Note that cursed items that are better or equal (absolute values)
540 * HINT: This is *very* useful for balancing the game!
541 * - wiz_quantity_item()
542 * change the quantity of an item, but be sane about it.
544 * And now the high-level functions
545 * - do_cmd_wiz_play()
546 * play with an existing object
547 * - wiz_create_item()
548 * create a new object
550 * Note -- You do not have to specify "pval" and other item-properties
551 * directly. Just apply magic until you are satisfied with the item.
553 * Note -- For some items (such as wands, staffs, some rings, etc), you
554 * must apply magic, or you will get "broken" or "uncharged" objects.
556 * Note -- Redefining artifacts via "do_cmd_wiz_play()" may destroy
557 * the artifact. Be careful.
559 * Hack -- this function will allow you to create multiple artifacts.
560 * This "feature" may induce crashes or other nasty effects.
561 * Just display an item's properties (debug-info)
562 * Originally by David Reeve Sward <sward+@CMU.EDU>
563 * Verbose item flags by -Bernd-
565 static void wiz_display_item(object_type *o_ptr)
568 u32b flgs[TR_FLAG_SIZE];
571 /* Extract the flags */
572 object_flags(o_ptr, flgs);
574 /* Clear the screen */
575 for (i = 1; i <= 23; i++) prt("", i, j - 2);
577 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
580 object_desc(buf, o_ptr, OD_STORE);
584 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d",
585 o_ptr->k_idx, k_info[o_ptr->k_idx].level,
586 o_ptr->tval, o_ptr->sval), 4, j);
588 prt(format("number = %-3d wgt = %-6d ac = %-5d damage = %dd%d",
589 o_ptr->number, o_ptr->weight,
590 o_ptr->ac, o_ptr->dd, o_ptr->ds), 5, j);
592 prt(format("pval = %-5d toac = %-5d tohit = %-4d todam = %-4d",
593 o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), 6, j);
595 prt(format("name1 = %-4d name2 = %-4d cost = %ld",
596 o_ptr->name1, o_ptr->name2, (long)object_value_real(o_ptr)), 7, j);
598 prt(format("ident = %04x xtra1 = %-4d xtra2 = %-4d timeout = %-d",
599 o_ptr->ident, o_ptr->xtra1, o_ptr->xtra2, o_ptr->timeout), 8, j);
601 prt(format("xtra3 = %-4d xtra4 = %-4d xtra5 = %-4d cursed = %-d",
602 o_ptr->xtra3, o_ptr->xtra4, o_ptr->xtra5, o_ptr->curse_flags), 9, j);
604 prt("+------------FLAGS1------------+", 10, j);
605 prt("AFFECT........SLAY........BRAND.", 11, j);
606 prt(" mf cvae xsqpaefc", 12, j);
607 prt("siwdccsossidsahanvudotgddhuoclio", 13, j);
608 prt("tnieohtctrnipttmiinmrrnrrraiierl", 14, j);
609 prt("rtsxnarelcfgdkcpmldncltggpksdced", 15, j);
610 prt_binary(flgs[0], 16, j);
612 prt("+------------FLAGS2------------+", 17, j);
613 prt("SUST....IMMUN.RESIST............", 18, j);
614 prt(" reaefctrpsaefcpfldbc sn ", 19, j);
615 prt("siwdcciaclioheatcliooeialoshtncd", 20, j);
616 prt("tnieohdsierlrfraierliatrnnnrhehi", 21, j);
617 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", 22, j);
618 prt_binary(flgs[1], 23, j);
620 prt("+------------FLAGS3------------+", 10, j+32);
621 prt("fe cnn t stdrmsiiii d ab ", 11, j+32);
622 prt("aa aoomywhs lleeieihgggg rtgl ", 12, j+32);
623 prt("uu utmacaih eielgggonnnnaaere ", 13, j+32);
624 prt("rr reanurdo vtieeehtrrrrcilas ", 14, j+32);
625 prt("aa algarnew ienpsntsaefctnevs ", 15, j+32);
626 prt_binary(flgs[2], 16, j+32);
628 prt("+------------FLAGS4------------+", 17, j+32);
629 prt("KILL....ESP......... ", 18, j+32);
630 prt("aeud tghaud tgdhegnu ", 19, j+32);
631 prt("nvneoriunneoriruvoon ", 20, j+32);
632 prt("iidmroamidmroagmionq ", 21, j+32);
633 prt("mlenclnmmenclnnnldlu ", 22, j+32);
634 prt_binary(flgs[3], 23, j+32);
639 * ベースアイテムの大項目IDの種別名をまとめる構造体 / A structure to hold a tval and its description
641 typedef struct tval_desc
643 int tval; /*!< 大項目のID */
644 cptr desc; /*!< 大項目名 */
648 * ベースアイテムの大項目IDの種別名定義 / A list of tvals and their textual names
650 static tval_desc tvals[] =
652 { TV_SWORD, "Sword" },
653 { TV_POLEARM, "Polearm" },
654 { TV_HAFTED, "Hafted Weapon" },
656 { TV_ARROW, "Arrows" },
657 { TV_BOLT, "Bolts" },
658 { TV_SHOT, "Shots" },
659 { TV_SHIELD, "Shield" },
660 { TV_CROWN, "Crown" },
662 { TV_GLOVES, "Gloves" },
663 { TV_BOOTS, "Boots" },
664 { TV_CLOAK, "Cloak" },
665 { TV_DRAG_ARMOR, "Dragon Scale Mail" },
666 { TV_HARD_ARMOR, "Hard Armor" },
667 { TV_SOFT_ARMOR, "Soft Armor" },
669 { TV_AMULET, "Amulet" },
671 { TV_POTION, "Potion" },
672 { TV_SCROLL, "Scroll" },
674 { TV_STAFF, "Staff" },
676 { TV_LIFE_BOOK, "Life Spellbook" },
677 { TV_SORCERY_BOOK, "Sorcery Spellbook" },
678 { TV_NATURE_BOOK, "Nature Spellbook" },
679 { TV_CHAOS_BOOK, "Chaos Spellbook" },
680 { TV_DEATH_BOOK, "Death Spellbook" },
681 { TV_TRUMP_BOOK, "Trump Spellbook" },
682 { TV_ARCANE_BOOK, "Arcane Spellbook" },
683 { TV_CRAFT_BOOK, "Craft Spellbook"},
684 { TV_DAEMON_BOOK, "Daemon Spellbook"},
685 { TV_CRUSADE_BOOK, "Crusade Spellbook"},
686 { TV_MUSIC_BOOK, "Music Spellbook" },
687 { TV_HISSATSU_BOOK, "Book of Kendo" },
688 { TV_HEX_BOOK, "Hex Spellbook" },
689 { TV_PARCHMENT, "Parchment" },
690 { TV_WHISTLE, "Whistle" },
691 { TV_SPIKE, "Spikes" },
692 { TV_DIGGING, "Digger" },
693 { TV_CHEST, "Chest" },
694 { TV_CAPTURE, "Capture Ball" },
695 { TV_CARD, "Express Card" },
696 { TV_FIGURINE, "Magical Figurine" },
697 { TV_STATUE, "Statue" },
698 { TV_CORPSE, "Corpse" },
700 { TV_FLASK, "Flask" },
702 { TV_SKELETON, "Skeleton" },
708 * @brief nameバッファ内からベースアイテム名を返す / Strip an "object name" into a buffer
709 * @param buf ベースアイテム格納先の参照ポインタ
710 * @param k_idx ベースアイテムID
713 void strip_name(char *buf, int k_idx)
717 object_kind *k_ptr = &k_info[k_idx];
719 cptr str = (k_name + k_ptr->name);
722 /* Skip past leading characters */
723 while ((*str == ' ') || (*str == '&')) str++;
725 /* Copy useful chars */
726 for (t = buf; *str; str++)
729 if (iskanji(*str)) {*t++ = *str++; *t++ = *str; continue;}
731 if (*str != '~') *t++ = *str;
734 /* Terminate the new name */
740 * @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 /
741 * Specify tval and sval (type and subtype of object) originally
744 * by RAK, heavily modified by -Bernd-
745 * This function returns the k_idx of an object type, or zero if failed
746 * List up to 50 choices in three columns
748 static IDX wiz_create_itemtype(void)
752 OBJECT_TYPE_VALUE tval;
765 /* Print all tval's and their descriptions */
766 for (num = 0; (num < 80) && tvals[num].tval; num++)
768 row = 2 + (num % 20);
769 col = 20 * (num / 20);
771 prt(format("[%c] %s", ch, tvals[num].desc), row, col);
774 /* Me need to know the maximal possible tval_index */
778 if (!get_com("Get what type of object? ", &ch, FALSE)) return (0);
781 for (num = 0; num < max_num; num++)
783 if (listsym[num] == ch) break;
786 /* Bail out if choice is illegal */
787 if ((num < 0) || (num >= max_num)) return (0);
789 /* Base object type chosen, fill in tval */
790 tval = tvals[num].tval;
791 tval_desc = tvals[num].desc;
794 /*** And now we go for k_idx ***/
799 /* We have to search the whole itemlist. */
800 for (num = 0, i = 1; (num < 80) && (i < max_k_idx); i++)
802 object_kind *k_ptr = &k_info[i];
804 /* Analyze matching items */
805 if (k_ptr->tval == tval)
808 row = 2 + (num % 20);
809 col = 20 * (num / 20);
813 /* Acquire the "name" of object "i" */
817 prt(format("[%c] %s", ch, buf), row, col);
819 /* Remember the object index */
824 /* Me need to know the maximal possible remembered object_index */
828 if (!get_com(format("What Kind of %s? ", tval_desc), &ch, FALSE)) return (0);
831 for (num = 0; num < max_num; num++)
833 if (listsym[num] == ch) break;
836 /* Bail out if choice is "illegal" */
837 if ((num < 0) || (num >= max_num)) return (0);
839 /* And return successful */
840 return (choice[num]);
845 * @briefアイテムの基礎能力値を調整する / Tweak an item
846 * @param o_ptr 調整するアイテムの参照ポインタ
849 static void wiz_tweak_item(object_type *o_ptr)
854 /* Hack -- leave artifacts alone */
855 if (object_is_artifact(o_ptr)) return;
857 p = "Enter new 'pval' setting: ";
858 sprintf(tmp_val, "%d", o_ptr->pval);
859 if (!get_string(p, tmp_val, 5)) return;
860 o_ptr->pval = (s16b)atoi(tmp_val);
861 wiz_display_item(o_ptr);
863 p = "Enter new 'to_a' setting: ";
864 sprintf(tmp_val, "%d", o_ptr->to_a);
865 if (!get_string(p, tmp_val, 5)) return;
866 o_ptr->to_a = (s16b)atoi(tmp_val);
867 wiz_display_item(o_ptr);
869 p = "Enter new 'to_h' setting: ";
870 sprintf(tmp_val, "%d", o_ptr->to_h);
871 if (!get_string(p, tmp_val, 5)) return;
872 o_ptr->to_h = (s16b)atoi(tmp_val);
873 wiz_display_item(o_ptr);
875 p = "Enter new 'to_d' setting: ";
876 sprintf(tmp_val, "%d", (int)o_ptr->to_d);
877 if (!get_string(p, tmp_val, 5)) return;
878 o_ptr->to_d = (s16b)atoi(tmp_val);
879 wiz_display_item(o_ptr);
884 * @brief アイテムの質を選択して再生成する /
885 * Apply magic to an item or turn it into an artifact. -Bernd-
886 * @param o_ptr 再生成の対象となるアイテム情報の参照ポインタ
889 static void wiz_reroll_item(object_type *o_ptr)
896 bool changed = FALSE;
899 /* Hack -- leave artifacts alone */
900 if (object_is_artifact(o_ptr)) return;
903 /* Get local object */
906 /* Copy the object */
907 object_copy(q_ptr, o_ptr);
910 /* Main loop. Ask for magification and artifactification */
913 /* Display full item debug information */
914 wiz_display_item(q_ptr);
916 /* Ask wizard what to do. */
917 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, FALSE))
919 /* Preserve wizard-generated artifacts */
920 if (object_is_fixed_artifact(q_ptr))
922 a_info[q_ptr->name1].cur_num = 0;
930 /* Create/change it! */
931 if (ch == 'A' || ch == 'a')
937 /* Preserve wizard-generated artifacts */
938 if (object_is_fixed_artifact(q_ptr))
940 a_info[q_ptr->name1].cur_num = 0;
946 /* Apply bad magic, but first clear object */
949 object_prep(q_ptr, o_ptr->k_idx);
950 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
953 /* Apply bad magic, but first clear object */
956 object_prep(q_ptr, o_ptr->k_idx);
957 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
960 /* Apply normal magic, but first clear object */
963 object_prep(q_ptr, o_ptr->k_idx);
964 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
967 /* Apply good magic, but first clear object */
970 object_prep(q_ptr, o_ptr->k_idx);
971 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD);
974 /* Apply great magic, but first clear object */
977 object_prep(q_ptr, o_ptr->k_idx);
978 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT);
981 /* Apply special magic, but first clear object */
984 object_prep(q_ptr, o_ptr->k_idx);
985 apply_magic(q_ptr, dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
987 /* Failed to create artifact; make a random one */
988 if (!object_is_artifact(q_ptr)) create_artifact(q_ptr, FALSE);
992 q_ptr->iy = o_ptr->iy;
993 q_ptr->ix = o_ptr->ix;
994 q_ptr->next_o_idx = o_ptr->next_o_idx;
995 q_ptr->marked = o_ptr->marked;
1003 object_copy(o_ptr, q_ptr);
1005 /* Recalculate bonuses */
1006 p_ptr->update |= (PU_BONUS);
1008 /* Combine / Reorder the pack (later) */
1009 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1012 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1019 * @brief 検査対象のアイテムを基準とした生成テストを行う /
1020 * Try to create an item again. Output some statistics. -Bernd-
1021 * @param o_ptr 生成テストの基準となるアイテム情報の参照ポインタ
1023 * The statistics are correct now. We acquire a clean grid, and then
1024 * repeatedly place an object in this grid, copying it into an item
1025 * holder, and then deleting the object. We fiddle with the artifact
1026 * counter flags to prevent weirdness. We use the items to collect
1027 * statistics on item creation relative to the initial item.
1029 static void wiz_statistics(object_type *o_ptr)
1031 u32b i, matches, better, worse, other, correct;
1033 u32b test_roll = 1000000;
1043 cptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
1045 cptr p = "Enter number of items to roll: ";
1049 /* XXX XXX XXX Mega-Hack -- allow multiple artifacts */
1050 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;
1056 cptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
1059 wiz_display_item(o_ptr);
1062 if (!get_com(pmt, &ch, FALSE)) break;
1064 if (ch == 'n' || ch == 'N')
1069 else if (ch == 'g' || ch == 'G')
1074 else if (ch == 'e' || ch == 'E')
1076 mode = AM_GOOD | AM_GREAT;
1077 quality = "excellent";
1084 sprintf(tmp_val, "%ld", (long int)test_roll);
1085 if (get_string(p, tmp_val, 10)) test_roll = atol(tmp_val);
1086 test_roll = MAX(1, test_roll);
1088 /* Let us know what we are doing */
1089 msg_format("Creating a lot of %s items. Base level = %d.",
1090 quality, dun_level);
1093 /* Set counters to zero */
1094 correct = matches = better = worse = other = 0;
1096 /* Let's rock and roll */
1097 for (i = 0; i <= test_roll; i++)
1099 /* Output every few rolls */
1100 if ((i < 100) || (i % 100 == 0))
1105 /* Allow interupt */
1115 /* Dump the stats */
1116 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
1121 /* Get local object */
1124 /* Wipe the object */
1127 /* Create an object */
1128 make_object(q_ptr, mode);
1131 /* XXX XXX XXX Mega-Hack -- allow multiple artifacts */
1132 if (object_is_fixed_artifact(q_ptr)) a_info[q_ptr->name1].cur_num = 0;
1135 /* Test for the same tval and sval. */
1136 if ((o_ptr->tval) != (q_ptr->tval)) continue;
1137 if ((o_ptr->sval) != (q_ptr->sval)) continue;
1139 /* One more correct item */
1142 /* Check for match */
1143 if ((q_ptr->pval == o_ptr->pval) &&
1144 (q_ptr->to_a == o_ptr->to_a) &&
1145 (q_ptr->to_h == o_ptr->to_h) &&
1146 (q_ptr->to_d == o_ptr->to_d) &&
1147 (q_ptr->name1 == o_ptr->name1))
1152 /* Check for better */
1153 else if ((q_ptr->pval >= o_ptr->pval) &&
1154 (q_ptr->to_a >= o_ptr->to_a) &&
1155 (q_ptr->to_h >= o_ptr->to_h) &&
1156 (q_ptr->to_d >= o_ptr->to_d))
1161 /* Check for worse */
1162 else if ((q_ptr->pval <= o_ptr->pval) &&
1163 (q_ptr->to_a <= o_ptr->to_a) &&
1164 (q_ptr->to_h <= o_ptr->to_h) &&
1165 (q_ptr->to_d <= o_ptr->to_d))
1170 /* Assume different */
1178 msg_format(q, i, correct, matches, better, worse, other);
1183 /* Hack -- Normally only make a single artifact */
1184 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
1189 * @brief 検査対象のアイテムの数を変更する /
1190 * Change the quantity of a the item
1191 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
1194 static void wiz_quantity_item(object_type *o_ptr)
1196 int tmp_int, tmp_qnt;
1201 /* Never duplicate artifacts */
1202 if (object_is_artifact(o_ptr)) return;
1204 /* Store old quantity. -LM- */
1205 tmp_qnt = o_ptr->number;
1208 sprintf(tmp_val, "%d", (int)o_ptr->number);
1211 if (get_string("Quantity: ", tmp_val, 2))
1214 tmp_int = atoi(tmp_val);
1217 if (tmp_int < 1) tmp_int = 1;
1218 if (tmp_int > 99) tmp_int = 99;
1220 /* Accept modifications */
1221 o_ptr->number = (byte_hack)tmp_int;
1224 if (o_ptr->tval == TV_ROD)
1226 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
1231 * @brief 青魔導師の魔法を全て習得済みにする /
1232 * debug command for blue mage
1235 static void do_cmd_wiz_blue_mage(void)
1240 s32b f4 = 0, f5 = 0, f6 = 0;
1245 set_rf_masks(&f4, &f5, &f6, j);
1247 for (i = 0; i < 32; i++)
1249 if ((0x00000001 << i) & f4) p_ptr->magic_num2[i] = 1;
1253 if ((0x00000001 << (i - 32)) & f5) p_ptr->magic_num2[i] = 1;
1257 if ((0x00000001 << (i - 64)) & f6) p_ptr->magic_num2[i] = 1;
1264 * @brief アイテム検査のメインルーチン /
1265 * Play with an item. Options include:
1268 * - Output statistics (via wiz_roll_item)<br>
1269 * - Reroll item (via wiz_reroll_item)<br>
1270 * - Change properties (via wiz_tweak_item)<br>
1271 * - Change the number of items (via wiz_quantity_item)<br>
1273 static void do_cmd_wiz_play(void)
1288 item_tester_no_ryoute = TRUE;
1290 q = "Play with which object? ";
1291 s = "You have nothing to play with.";
1292 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
1294 /* Get the item (in the pack) */
1297 o_ptr = &inventory[item];
1300 /* Get the item (on the floor) */
1303 o_ptr = &o_list[0 - item];
1306 /* The item was not changed */
1310 /* Save the screen */
1314 /* Get local object */
1318 object_copy(q_ptr, o_ptr);
1324 /* Display the item */
1325 wiz_display_item(q_ptr);
1328 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, FALSE))
1334 if (ch == 'A' || ch == 'a')
1340 if (ch == 's' || ch == 'S')
1342 wiz_statistics(q_ptr);
1345 if (ch == 'r' || ch == 'r')
1347 wiz_reroll_item(q_ptr);
1350 if (ch == 't' || ch == 'T')
1352 wiz_tweak_item(q_ptr);
1355 if (ch == 'q' || ch == 'Q')
1357 wiz_quantity_item(q_ptr);
1362 /* Restore the screen */
1370 msg_print("Changes accepted.");
1372 /* Recalcurate object's weight */
1375 p_ptr->total_weight += (q_ptr->weight * q_ptr->number)
1376 - (o_ptr->weight * o_ptr->number);
1380 object_copy(o_ptr, q_ptr);
1383 /* Recalculate bonuses */
1384 p_ptr->update |= (PU_BONUS);
1386 /* Combine / Reorder the pack (later) */
1387 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1390 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1396 msg_print("Changes ignored.");
1402 * @brief 任意のベースアイテム生成のメインルーチン /
1403 * Wizard routine for creating objects -RAK-
1406 * Heavily modified to allow magification and artifactification -Bernd-
1408 * Note that wizards cannot create objects on top of other objects.
1410 * Hack -- this routine always makes a "dungeon object", and applies
1411 * magic to it, and attempts to decline cursed items.
1413 static void wiz_create_item(void)
1420 /* Save the screen */
1423 /* Get object base type */
1424 k_idx = wiz_create_itemtype();
1426 /* Restore the screen */
1429 /* Return if failed */
1432 if (k_info[k_idx].gen_flags & TRG_INSTA_ART)
1437 for (i = 1; i < max_a_idx; i++)
1439 /* Ignore incorrect tval */
1440 if (a_info[i].tval != k_info[k_idx].tval) continue;
1442 /* Ignore incorrect sval */
1443 if (a_info[i].sval != k_info[k_idx].sval) continue;
1445 /* Create this artifact */
1446 (void)create_named_art(i, p_ptr->y, p_ptr->x);
1449 msg_print("Allocated(INSTA_ART).");
1455 /* Get local object */
1458 /* Create the item */
1459 object_prep(q_ptr, k_idx);
1462 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
1464 /* Drop the object from heaven */
1465 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1468 msg_print("Allocated.");
1473 * @brief プレイヤーを完全回復する /
1474 * Cure everything instantly
1477 static void do_cmd_wiz_cure_all(void)
1480 (void)res_stat(A_STR);
1481 (void)res_stat(A_INT);
1482 (void)res_stat(A_WIS);
1483 (void)res_stat(A_CON);
1484 (void)res_stat(A_DEX);
1485 (void)res_stat(A_CHR);
1487 /* Restore the level */
1488 (void)restore_level();
1490 /* Heal the player */
1491 if (p_ptr->chp < p_ptr->mhp)
1493 p_ptr->chp = p_ptr->mhp;
1494 p_ptr->chp_frac = 0;
1497 p_ptr->redraw |= (PR_HP);
1500 p_ptr->window |= (PW_PLAYER);
1504 if (p_ptr->csp < p_ptr->msp)
1506 p_ptr->csp = p_ptr->msp;
1507 p_ptr->csp_frac = 0;
1509 p_ptr->redraw |= (PR_MANA);
1510 p_ptr->window |= (PW_PLAYER);
1511 p_ptr->window |= (PW_SPELL);
1516 (void)set_confused(0);
1517 (void)set_poisoned(0);
1518 (void)set_afraid(0);
1519 (void)set_paralyzed(0);
1523 (void)set_slow(0, TRUE);
1525 /* No longer hungry */
1526 (void)set_food(PY_FOOD_MAX - 1);
1531 * @brief 任意のダンジョン及び階層に飛ぶ /
1535 static void do_cmd_wiz_jump(void)
1538 if (command_arg <= 0)
1543 int tmp_dungeon_type;
1546 sprintf(ppp, "Jump which dungeon : ");
1549 sprintf(tmp_val, "%d", dungeon_type);
1551 /* Ask for a level */
1552 if (!get_string(ppp, tmp_val, 2)) return;
1554 tmp_dungeon_type = atoi(tmp_val);
1555 if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > max_d_idx)) tmp_dungeon_type = DUNGEON_ANGBAND;
1558 sprintf(ppp, "Jump to level (0, %d-%d): ", d_info[tmp_dungeon_type].mindepth, d_info[tmp_dungeon_type].maxdepth);
1561 sprintf(tmp_val, "%d", (int)dun_level);
1563 /* Ask for a level */
1564 if (!get_string(ppp, tmp_val, 10)) return;
1566 /* Extract request */
1567 command_arg = (s16b)atoi(tmp_val);
1569 dungeon_type = (byte_hack)tmp_dungeon_type;
1573 if (command_arg < d_info[dungeon_type].mindepth) command_arg = 0;
1576 if (command_arg > d_info[dungeon_type].maxdepth) command_arg = d_info[dungeon_type].maxdepth;
1578 /* Accept request */
1579 msg_format("You jump to dungeon level %d.", command_arg);
1581 if (autosave_l) do_cmd_save_game(TRUE);
1584 dun_level = command_arg;
1586 prepare_change_floor_mode(CFM_RAND_PLACE);
1588 if (!dun_level) dungeon_type = 0;
1589 p_ptr->inside_arena = FALSE;
1590 p_ptr->wild_mode = FALSE;
1592 leave_quest_check();
1594 if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);
1596 p_ptr->inside_quest = 0;
1597 p_ptr->energy_use = 0;
1599 /* Prevent energy_need from being too lower than 0 */
1600 p_ptr->energy_need = 0;
1603 * Clear all saved floors
1604 * and create a first saved floor
1606 prepare_change_floor_mode(CFM_FIRST_FLOOR);
1609 p_ptr->leaving = TRUE;
1614 * @brief 全ベースアイテムを鑑定済みにする /
1615 * Become aware of a lot of objects
1618 static void do_cmd_wiz_learn(void)
1625 /* Scan every object */
1626 for (i = 1; i < max_k_idx; i++)
1628 object_kind *k_ptr = &k_info[i];
1630 /* Induce awareness */
1631 if (k_ptr->level <= command_arg)
1633 /* Get local object */
1636 /* Prepare object */
1637 object_prep(q_ptr, i);
1640 object_aware(q_ptr);
1647 * @brief 現在のフロアに合ったモンスターをランダムに召喚する /
1648 * Summon some creatures
1652 static void do_cmd_wiz_summon(int num)
1656 for (i = 0; i < num; i++)
1658 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
1665 * @brief モンスターを種族IDを指定して敵対的に召喚する /
1666 * Summon a creature of the specified type
1667 * @param r_idx モンスター種族ID
1670 * XXX XXX XXX This function is rather dangerous
1672 static void do_cmd_wiz_named(MONRACE_IDX r_idx)
1674 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1679 * @brief モンスターを種族IDを指定してペット召喚する /
1680 * Summon a creature of the specified type
1681 * @param r_idx モンスター種族ID
1684 * XXX XXX XXX This function is rather dangerous
1686 static void do_cmd_wiz_named_friendly(MONRACE_IDX r_idx)
1688 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP | PM_FORCE_PET));
1694 * @brief プレイヤー近辺の全モンスターを消去する /
1695 * Hack -- Delete all nearby monsters
1698 static void do_cmd_wiz_zap(void)
1703 /* Genocide everyone nearby */
1704 for (i = 1; i < m_max; i++)
1706 monster_type *m_ptr = &m_list[i];
1708 /* Paranoia -- Skip dead monsters */
1709 if (!m_ptr->r_idx) continue;
1711 /* Skip the mount */
1712 if (i == p_ptr->riding) continue;
1714 /* Delete nearby monsters */
1715 if (m_ptr->cdis <= MAX_SIGHT)
1717 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1721 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1722 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1725 delete_monster_idx(i);
1732 * @brief フロアに存在する全モンスターを消去する /
1733 * Hack -- Delete all monsters
1736 static void do_cmd_wiz_zap_all(void)
1740 /* Genocide everyone */
1741 for (i = 1; i < m_max; i++)
1743 monster_type *m_ptr = &m_list[i];
1745 /* Paranoia -- Skip dead monsters */
1746 if (!m_ptr->r_idx) continue;
1748 /* Skip the mount */
1749 if (i == p_ptr->riding) continue;
1751 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1755 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1756 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1759 /* Delete this monster */
1760 delete_monster_idx(i);
1766 * @brief 指定された地点の地形IDを変更する /
1767 * Create desired feature
1770 static void do_cmd_wiz_create_feature(void)
1772 static int prev_feat = 0;
1773 static int prev_mimic = 0;
1775 feature_type *f_ptr;
1777 IDX tmp_feat, tmp_mimic;
1780 if (!tgt_pt(&x, &y)) return;
1782 c_ptr = &cave[y][x];
1785 sprintf(tmp_val, "%d", prev_feat);
1788 if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
1791 tmp_feat = (IDX)atoi(tmp_val);
1792 if (tmp_feat < 0) tmp_feat = 0;
1793 else if (tmp_feat >= max_f_idx) tmp_feat = max_f_idx - 1;
1796 sprintf(tmp_val, "%d", prev_mimic);
1799 if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3)) return;
1802 tmp_mimic = (IDX)atoi(tmp_val);
1803 if (tmp_mimic < 0) tmp_mimic = 0;
1804 else if (tmp_mimic >= max_f_idx) tmp_mimic = max_f_idx - 1;
1806 cave_set_feat(y, x, tmp_feat);
1807 c_ptr->mimic = (s16b)tmp_mimic;
1809 f_ptr = &f_info[get_feat_mimic(c_ptr)];
1811 if (have_flag(f_ptr->flags, FF_GLYPH) ||
1812 have_flag(f_ptr->flags, FF_MINOR_GLYPH))
1813 c_ptr->info |= (CAVE_OBJECT);
1814 else if (have_flag(f_ptr->flags, FF_MIRROR))
1815 c_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
1823 /* Update some things */
1824 p_ptr->update |= (PU_FLOW);
1826 prev_feat = tmp_feat;
1827 prev_mimic = tmp_mimic;
1832 #define NUM_O_BIT 32
1835 * @brief 現在のオプション設定をダンプ出力する /
1836 * Hack -- Dump option bits usage
1839 static void do_cmd_dump_options(void)
1846 /* Build the filename */
1847 path_build(buf, sizeof buf, ANGBAND_DIR_USER, "opt_info.txt");
1849 /* File type is "TEXT" */
1850 FILE_TYPE(FILE_TYPE_TEXT);
1853 fff = my_fopen(buf, "a");
1858 msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), buf);
1863 /* Allocate the "exist" array (2-dimension) */
1864 C_MAKE(exist, NUM_O_SET, int *);
1865 C_MAKE(*exist, NUM_O_BIT * NUM_O_SET, int);
1866 for (i = 1; i < NUM_O_SET; i++) exist[i] = *exist + i * NUM_O_BIT;
1868 /* Check for exist option bits */
1869 for (i = 0; option_info[i].o_desc; i++)
1871 const option_type *ot_ptr = &option_info[i];
1872 if (ot_ptr->o_var) exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
1875 fprintf(fff, "[Option bits usage on Hengband %d.%d.%d]\n\n",
1876 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1878 fputs("Set - Bit (Page) Option Name\n", fff);
1879 fputs("------------------------------------------------\n", fff);
1880 /* Dump option bits usage */
1881 for (i = 0; i < NUM_O_SET; i++)
1883 for (j = 0; j < NUM_O_BIT; j++)
1887 const option_type *ot_ptr = &option_info[exist[i][j] - 1];
1888 fprintf(fff, " %d - %02d (%4d) %s\n",
1889 i, j, ot_ptr->o_page, ot_ptr->o_text);
1893 fprintf(fff, " %d - %02d\n", i, j);
1899 /* Free the "exist" array (2-dimension) */
1900 C_KILL(*exist, NUM_O_BIT * NUM_O_SET, int);
1901 C_KILL(exist, NUM_O_SET, int *);
1906 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);
1910 #ifdef ALLOW_SPOILERS
1915 extern void do_cmd_spoilers(void);
1917 #endif /* ALLOW_SPOILERS */
1922 * Hack -- declare external function
1924 extern void do_cmd_debug(void);
1929 * @brief デバッグコマンドを選択する処理のメインルーチン /
1930 * Ask for and parse a "debug command"
1931 * The "command_arg" may have been set.
1934 void do_cmd_debug(void)
1939 /* Get a "debug command" */
1940 get_com("Debug Command: ", &cmd, FALSE);
1942 /* Analyze the command */
1952 #ifdef ALLOW_SPOILERS
1954 /* Hack -- Generate Spoilers */
1959 #endif /* ALLOW_SPOILERS */
1966 /* Cure all maladies */
1968 do_cmd_wiz_cure_all();
1971 /* Know alignment */
1973 msg_format("Your alignment is %d.", p_ptr->align);
1976 /* Teleport to target */
1985 /* Create any object */
1990 /* Create a named artifact */
1992 wiz_create_named_art();
1995 /* Detect everything */
1997 detect_all(DETECT_RAD_ALL * 3);
2000 /* Dimension_door */
2002 wiz_dimension_door();
2005 /* Edit character */
2007 do_cmd_wiz_change();
2010 /* Blue Mage Only */
2012 if (p_ptr->pclass == CLASS_BLUE_MAGE)
2014 do_cmd_wiz_blue_mage();
2018 /* View item info */
2020 identify_fully(FALSE);
2023 /* Create desired feature */
2025 do_cmd_wiz_create_feature();
2030 if (command_arg <= 0) command_arg = 1;
2031 acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE);
2034 /* Hitpoint rerating */
2036 do_cmd_rerate(TRUE);
2039 #ifdef MONSTER_HORDES
2041 do_cmd_summon_horde();
2043 #endif /* MONSTER_HORDES */
2047 (void)ident_spell(FALSE);
2050 /* Go up or down in the dungeon */
2055 /* Self-Knowledge */
2060 /* Learn about objects */
2067 map_area(DETECT_RAD_ALL * 3);
2072 (void)gain_random_mutation(command_arg);
2077 (void)do_cmd_wiz_reset_class();
2080 /* Specific reward */
2082 (void)gain_level_reward(command_arg);
2085 /* Summon _friendly_ named monster */
2087 do_cmd_wiz_named_friendly(command_arg);
2090 /* Summon Named Monster */
2092 do_cmd_wiz_named(command_arg);
2095 /* Dump option bits usage */
2097 do_cmd_dump_options();
2100 /* Object playing routines */
2107 teleport_player(10, 0L);
2110 /* Complete a Quest -KMW- */
2112 if(p_ptr->inside_quest)
2114 if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
2116 complete_quest(p_ptr->inside_quest);
2122 msg_print("No current quest");
2127 /* Make every dungeon square "known" to test streamers -KMW- */
2129 for (y = 0; y < cur_hgt; y++)
2131 for (x = 0; x < cur_wid; x++)
2133 cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
2139 /* Summon Random Monster(s) */
2141 if (command_arg <= 0) command_arg = 1;
2142 do_cmd_wiz_summon(command_arg);
2145 /* Special(Random Artifact) Objects */
2147 if (command_arg <= 0) command_arg = 1;
2148 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE);
2153 teleport_player(100, 0L);
2156 /* Game Time Setting */
2162 /* Very Good Objects */
2164 if (command_arg <= 0) command_arg = 1;
2165 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE);
2168 /* Wizard Light the Level */
2170 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
2173 /* Increase Experience */
2175 gain_exp(command_arg ? command_arg : (p_ptr->exp + 1));
2178 /* Zap Monsters (Genocide) */
2183 /* Zap Monsters (Omnicide) */
2185 do_cmd_wiz_zap_all();
2188 /* Hack -- whatever I desire */
2190 do_cmd_wiz_hack_ben();
2193 /* Not a Wizard Command */
2195 msg_print("That is not a valid debug command.");