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>
21 #include "player-status.h"
22 #include "player-effects.h"
25 #include "spells-object.h"
26 #include "spells-summon.h"
27 #include "spells-status.h"
28 #include "spells-world.h"
29 #include "spells-floor.h"
31 #include "object-flavor.h"
32 #include "object-hook.h"
33 #include "monster-status.h"
36 #include "floor-save.h"
38 #include "dungeon-file.h"
40 #include "monster-spell.h"
45 * @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
46 * @return 実際にテレポートを行ったらTRUEを返す
48 static bool wiz_dimension_door(void)
50 POSITION x = 0, y = 0;
51 if (!tgt_pt(&x, &y)) return FALSE;
52 teleport_player_to(y, x, TELEPORT_NONMAGICAL);
57 * @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
60 static void wiz_create_named_art(void)
62 char tmp_val[10] = "";
66 if (!get_string("Artifact ID:", tmp_val, 3)) return;
69 a_idx = (ARTIFACT_IDX)atoi(tmp_val);
70 if(a_idx < 0) a_idx = 0;
71 if(a_idx >= max_a_idx) a_idx = 0;
73 (void)create_named_art(a_idx, p_ptr->y, p_ptr->x);
76 msg_print("Allocated.");
80 * @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
83 static void do_cmd_summon_horde(void)
85 POSITION wy = p_ptr->y, wx = p_ptr->x;
90 scatter(&wy, &wx, p_ptr->y, p_ptr->x, 3, 0);
91 if (cave_empty_bold(wy, wx)) break;
94 (void)alloc_horde(wy, wx);
98 * @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.
101 static void prt_binary(BIT_FLAGS flags, int row, int col)
107 for (i = bitmask = 1; i <= 32; i++, bitmask *= 2)
112 Term_putch(col++, row, TERM_BLUE, '*');
115 /* Dump unset bits */
118 Term_putch(col++, row, TERM_WHITE, '-');
124 #define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
127 * @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.
128 * @param tval ベースアイテムの大項目ID
129 * @param sval ベースアイテムの小項目ID
134 static void prt_alloc(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval, TERM_LEN row, TERM_LEN col)
138 u32b rarity[K_MAX_DEPTH];
139 u32b total[K_MAX_DEPTH];
141 concptr r = "+---Rate---+";
146 alloc_entry *table = alloc_kind_table;
148 /* Wipe the tables */
149 (void)C_WIPE(rarity, K_MAX_DEPTH, u32b);
150 (void)C_WIPE(total, K_MAX_DEPTH, u32b);
151 (void)C_WIPE(display, 22, s32b);
153 /* Scan all entries */
154 for (i = 0; i < K_MAX_DEPTH; i++)
157 for (j = 0; j < alloc_kind_size; j++)
161 if (table[j].level <= i)
163 prob = table[j].prob1 * GREAT_OBJ * K_MAX_DEPTH;
165 else if (table[j].level - 1 > 0)
167 prob = table[j].prob1 * i * K_MAX_DEPTH / (table[j].level - 1);
170 /* Acquire this kind */
171 k_ptr = &k_info[table[j].index];
173 /* Accumulate probabilities */
174 total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
175 total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
177 /* Accumulate probabilities */
178 if ((k_ptr->tval == tval) && (k_ptr->sval == sval))
181 rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
184 total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
187 /* Calculate probabilities for each range */
188 for (i = 0; i < 22; i++)
190 /* Shift the values into view */
192 for (j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
193 possibility += rarity[j] * 100000 / total[j];
194 display[i] = possibility / 5;
197 /* Graph the rarities */
198 for (i = 0; i < 22; i++)
200 Term_putch(col, row + i + 1, TERM_WHITE, '|');
202 prt(format("%2dF", (i * 5)), row + i + 1, col);
206 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22))
208 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
212 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
216 /* Make it look nice */
221 * @brief プレイヤーの職業を変更する
223 * @todo 魔法領域の再選択などがまだ不完全、要実装。
225 static void do_cmd_wiz_reset_class(void)
232 sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
235 sprintf(tmp_val, "%d", p_ptr->pclass);
238 if (!get_string(ppp, tmp_val, 2)) return;
241 tmp_int = atoi(tmp_val);
244 if (tmp_int < 0 || tmp_int >= MAX_CLASS) return;
247 p_ptr->pclass = (byte_hack)tmp_int;
249 /* Redraw inscription */
250 p_ptr->window |= (PW_PLAYER);
252 /* {.} and {$} effect p_ptr->warning and TRC_TELEPORT_SELF */
253 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
260 * @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
263 static void do_cmd_wiz_bamf(void)
265 /* Must have a target */
266 if (!target_who) return;
268 /* Teleport to the target */
269 teleport_player_to(target_row, target_col, TELEPORT_NONMAGICAL);
274 * @brief プレイヤーの現能力値を調整する
275 * Aux function for "do_cmd_wiz_change()". -RAK-
278 static void do_cmd_wiz_change_aux(void)
288 /* Query the stats */
289 for (i = 0; i < A_MAX; i++)
292 sprintf(ppp, "%s (3-%d): ", stat_names[i], p_ptr->stat_max_max[i]);
295 sprintf(tmp_val, "%d", p_ptr->stat_max[i]);
298 if (!get_string(ppp, tmp_val, 3)) return;
301 tmp_int = atoi(tmp_val);
304 if (tmp_int > p_ptr->stat_max_max[i]) tmp_int = p_ptr->stat_max_max[i];
305 else if (tmp_int < 3) tmp_int = 3;
308 p_ptr->stat_cur[i] = p_ptr->stat_max[i] = (BASE_STATUS)tmp_int;
313 sprintf(tmp_val, "%d", WEAPON_EXP_MASTER);
316 if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 9)) return;
319 tmp_s16b = (s16b)atoi(tmp_val);
322 if (tmp_s16b < WEAPON_EXP_UNSKILLED) tmp_s16b = WEAPON_EXP_UNSKILLED;
323 if (tmp_s16b > WEAPON_EXP_MASTER) tmp_s16b = WEAPON_EXP_MASTER;
325 for (j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++)
327 for (i = 0;i < 64;i++)
329 p_ptr->weapon_exp[j][i] = tmp_s16b;
330 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];
334 for (j = 0; j < 10; j++)
336 p_ptr->skill_exp[j] = tmp_s16b;
337 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];
340 for (j = 0; j < 32; j++)
341 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
343 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
346 sprintf(tmp_val, "%ld", (long)(p_ptr->au));
349 if (!get_string("Gold: ", tmp_val, 9)) return;
352 tmp_long = atol(tmp_val);
355 if (tmp_long < 0) tmp_long = 0L;
358 p_ptr->au = tmp_long;
361 sprintf(tmp_val, "%ld", (long)(p_ptr->max_exp));
364 if (!get_string("Experience: ", tmp_val, 9)) return;
367 tmp_long = atol(tmp_val);
370 if (tmp_long < 0) tmp_long = 0L;
372 if (p_ptr->prace != RACE_ANDROID)
375 p_ptr->max_exp = tmp_long;
376 p_ptr->exp = tmp_long;
385 * @brief プレイヤーの現能力値を調整する(メインルーチン)
386 * Change various "permanent" player variables.
389 static void do_cmd_wiz_change(void)
392 do_cmd_wiz_change_aux();
398 * @brief アイテムの詳細ステータスを表示する /
399 * Change various "permanent" player variables.
400 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
403 * Wizard routines for creating objects -RAK-
404 * And for manipulating them! -Bernd-
406 * This has been rewritten to make the whole procedure
407 * of debugging objects much easier and more comfortable.
409 * The following functions are meant to play with objects:
410 * Create, modify, roll for them (for statistic purposes) and more.
411 * The original functions were by RAK.
412 * The function to show an item's debug information was written
413 * by David Reeve Sward <sward+@CMU.EDU>.
414 * Bernd (wiebelt@mathematik.hu-berlin.de)
416 * Here are the low-level functions
417 * - wiz_display_item()
418 * display an item's debug-info
419 * - wiz_create_itemtype()
420 * specify tval and sval (type and subtype of object)
422 * specify pval, +AC, +tohit, +todam
423 * Note that the wizard can leave this function anytime,
424 * thus accepting the default-values for the remaining values.
425 * pval comes first now, since it is most important.
426 * - wiz_reroll_item()
427 * apply some magic to the item or current_world_ptr->game_turn it into an artifact.
429 * Get some statistics about the rarity of an item:
430 * We create a lot of fake items and see if they are of the
431 * same type (tval and sval), then we compare pval and +AC.
432 * If the fake-item is better or equal it is counted.
433 * Note that cursed items that are better or equal (absolute values)
435 * HINT: This is *very* useful for balancing the game!
436 * - wiz_quantity_item()
437 * change the quantity of an item, but be sane about it.
439 * And now the high-level functions
440 * - do_cmd_wiz_play()
441 * play with an existing object
442 * - wiz_create_item()
443 * create a new object
445 * Note -- You do not have to specify "pval" and other item-properties
446 * directly. Just apply magic until you are satisfied with the item.
448 * Note -- For some items (such as wands, staffs, some rings, etc), you
449 * must apply magic, or you will get "broken" or "uncharged" objects.
451 * Note -- Redefining artifacts via "do_cmd_wiz_play()" may destroy
452 * the artifact. Be careful.
454 * Hack -- this function will allow you to create multiple artifacts.
455 * This "feature" may induce crashes or other nasty effects.
456 * Just display an item's properties (debug-info)
457 * Originally by David Reeve Sward <sward+@CMU.EDU>
458 * Verbose item flags by -Bernd-
460 static void wiz_display_item(object_type *o_ptr)
463 BIT_FLAGS flgs[TR_FLAG_SIZE];
465 object_flags(o_ptr, flgs);
467 /* Clear the screen */
468 for (i = 1; i <= 23; i++) prt("", i, j - 2);
470 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
473 object_desc(buf, o_ptr, OD_STORE);
477 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d",
478 o_ptr->k_idx, k_info[o_ptr->k_idx].level,
479 o_ptr->tval, o_ptr->sval), 4, j);
481 prt(format("number = %-3d wgt = %-6d ac = %-5d damage = %dd%d",
482 o_ptr->number, o_ptr->weight,
483 o_ptr->ac, o_ptr->dd, o_ptr->ds), 5, j);
485 prt(format("pval = %-5d toac = %-5d tohit = %-4d todam = %-4d",
486 o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), 6, j);
488 prt(format("name1 = %-4d name2 = %-4d cost = %ld",
489 o_ptr->name1, o_ptr->name2, (long)object_value_real(o_ptr)), 7, j);
491 prt(format("ident = %04x xtra1 = %-4d xtra2 = %-4d timeout = %-d",
492 o_ptr->ident, o_ptr->xtra1, o_ptr->xtra2, o_ptr->timeout), 8, j);
494 prt(format("xtra3 = %-4d xtra4 = %-4d xtra5 = %-4d cursed = %-d",
495 o_ptr->xtra3, o_ptr->xtra4, o_ptr->xtra5, o_ptr->curse_flags), 9, j);
497 prt("+------------FLAGS1------------+", 10, j);
498 prt("AFFECT........SLAY........BRAND.", 11, j);
499 prt(" mf cvae xsqpaefc", 12, j);
500 prt("siwdccsossidsahanvudotgddhuoclio", 13, j);
501 prt("tnieohtctrnipttmiinmrrnrrraiierl", 14, j);
502 prt("rtsxnarelcfgdkcpmldncltggpksdced", 15, j);
503 prt_binary(flgs[0], 16, j);
505 prt("+------------FLAGS2------------+", 17, j);
506 prt("SUST....IMMUN.RESIST............", 18, j);
507 prt(" reaefctrpsaefcpfldbc sn ", 19, j);
508 prt("siwdcciaclioheatcliooeialoshtncd", 20, j);
509 prt("tnieohdsierlrfraierliatrnnnrhehi", 21, j);
510 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", 22, j);
511 prt_binary(flgs[1], 23, j);
513 prt("+------------FLAGS3------------+", 10, j+32);
514 prt("fe cnn t stdrmsiiii d ab ", 11, j+32);
515 prt("aa aoomywhs lleeieihgggg rtgl ", 12, j+32);
516 prt("uu utmacaih eielgggonnnnaaere ", 13, j+32);
517 prt("rr reanurdo vtieeehtrrrrcilas ", 14, j+32);
518 prt("aa algarnew ienpsntsaefctnevs ", 15, j+32);
519 prt_binary(flgs[2], 16, j+32);
521 prt("+------------FLAGS4------------+", 17, j+32);
522 prt("KILL....ESP......... ", 18, j+32);
523 prt("aeud tghaud tgdhegnu ", 19, j+32);
524 prt("nvneoriunneoriruvoon ", 20, j+32);
525 prt("iidmroamidmroagmionq ", 21, j+32);
526 prt("mlenclnmmenclnnnldlu ", 22, j+32);
527 prt_binary(flgs[3], 23, j+32);
532 * 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
534 typedef struct tval_desc
536 int tval; /*!< 大項目のID */
537 concptr desc; /*!< 大項目名 */
541 * 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
543 static tval_desc tvals[] =
545 { TV_SWORD, "Sword" },
546 { TV_POLEARM, "Polearm" },
547 { TV_HAFTED, "Hafted Weapon" },
549 { TV_ARROW, "Arrows" },
550 { TV_BOLT, "Bolts" },
551 { TV_SHOT, "Shots" },
552 { TV_SHIELD, "Shield" },
553 { TV_CROWN, "Crown" },
555 { TV_GLOVES, "Gloves" },
556 { TV_BOOTS, "Boots" },
557 { TV_CLOAK, "Cloak" },
558 { TV_DRAG_ARMOR, "Dragon Scale Mail" },
559 { TV_HARD_ARMOR, "Hard Armor" },
560 { TV_SOFT_ARMOR, "Soft Armor" },
562 { TV_AMULET, "Amulet" },
564 { TV_POTION, "Potion" },
565 { TV_SCROLL, "Scroll" },
567 { TV_STAFF, "Staff" },
569 { TV_LIFE_BOOK, "Life Spellbook" },
570 { TV_SORCERY_BOOK, "Sorcery Spellbook" },
571 { TV_NATURE_BOOK, "Nature Spellbook" },
572 { TV_CHAOS_BOOK, "Chaos Spellbook" },
573 { TV_DEATH_BOOK, "Death Spellbook" },
574 { TV_TRUMP_BOOK, "Trump Spellbook" },
575 { TV_ARCANE_BOOK, "Arcane Spellbook" },
576 { TV_CRAFT_BOOK, "Craft Spellbook"},
577 { TV_DAEMON_BOOK, "Daemon Spellbook"},
578 { TV_CRUSADE_BOOK, "Crusade Spellbook"},
579 { TV_MUSIC_BOOK, "Music Spellbook" },
580 { TV_HISSATSU_BOOK, "Book of Kendo" },
581 { TV_HEX_BOOK, "Hex Spellbook" },
582 { TV_PARCHMENT, "Parchment" },
583 { TV_WHISTLE, "Whistle" },
584 { TV_SPIKE, "Spikes" },
585 { TV_DIGGING, "Digger" },
586 { TV_CHEST, "Chest" },
587 { TV_CAPTURE, "Capture Ball" },
588 { TV_CARD, "Express Card" },
589 { TV_FIGURINE, "Magical Figurine" },
590 { TV_STATUE, "Statue" },
591 { TV_CORPSE, "Corpse" },
593 { TV_FLASK, "Flask" },
595 { TV_SKELETON, "Skeleton" },
601 * @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
602 * @param buf ベースアイテム格納先の参照ポインタ
603 * @param k_idx ベースアイテムID
606 void strip_name(char *buf, KIND_OBJECT_IDX k_idx)
610 object_kind *k_ptr = &k_info[k_idx];
612 concptr str = (k_name + k_ptr->name);
615 /* Skip past leading characters */
616 while ((*str == ' ') || (*str == '&')) str++;
618 /* Copy useful chars */
619 for (t = buf; *str; str++)
622 if (iskanji(*str)) {*t++ = *str++; *t++ = *str; continue;}
624 if (*str != '~') *t++ = *str;
627 /* Terminate the new name */
633 * @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 /
634 * Specify tval and sval (type and subtype of object) originally
637 * by RAK, heavily modified by -Bernd-
638 * This function returns the k_idx of an object type, or zero if failed
639 * List up to 50 choices in three columns
641 static KIND_OBJECT_IDX wiz_create_itemtype(void)
646 OBJECT_TYPE_VALUE tval;
651 KIND_OBJECT_IDX choice[80];
657 /* Print all tval's and their descriptions */
658 for (num = 0; (num < 80) && tvals[num].tval; num++)
660 row = 2 + (num % 20);
661 col = 20 * (num / 20);
663 prt(format("[%c] %s", ch, tvals[num].desc), row, col);
666 /* Me need to know the maximal possible tval_index */
670 if (!get_com("Get what type of object? ", &ch, FALSE)) return (0);
673 for (num = 0; num < max_num; num++)
675 if (listsym[num] == ch) break;
678 /* Bail out if choice is illegal */
679 if ((num < 0) || (num >= max_num)) return (0);
681 /* Base object type chosen, fill in tval */
682 tval = tvals[num].tval;
683 tval_desc = tvals[num].desc;
686 /*** And now we go for k_idx ***/
689 /* We have to search the whole itemlist. */
690 for (num = 0, i = 1; (num < 80) && (i < max_k_idx); i++)
692 object_kind *k_ptr = &k_info[i];
694 /* Analyze matching items */
695 if (k_ptr->tval == tval)
698 row = 2 + (num % 20);
699 col = 20 * (num / 20);
703 /* Acquire the "name" of object "i" */
707 prt(format("[%c] %s", ch, buf), row, col);
709 /* Remember the object index */
714 /* Me need to know the maximal possible remembered object_index */
718 if (!get_com(format("What Kind of %s? ", tval_desc), &ch, FALSE)) return (0);
721 for (num = 0; num < max_num; num++)
723 if (listsym[num] == ch) break;
726 /* Bail out if choice is "illegal" */
727 if ((num < 0) || (num >= max_num)) return (0);
729 /* And return successful */
730 return (choice[num]);
735 * @briefアイテムの基礎能力値を調整する / Tweak an item
736 * @param o_ptr 調整するアイテムの参照ポインタ
739 static void wiz_tweak_item(object_type *o_ptr)
744 if (object_is_artifact(o_ptr)) return;
746 p = "Enter new 'pval' setting: ";
747 sprintf(tmp_val, "%d", o_ptr->pval);
748 if (!get_string(p, tmp_val, 5)) return;
749 o_ptr->pval = (s16b)atoi(tmp_val);
750 wiz_display_item(o_ptr);
752 p = "Enter new 'to_a' setting: ";
753 sprintf(tmp_val, "%d", o_ptr->to_a);
754 if (!get_string(p, tmp_val, 5)) return;
755 o_ptr->to_a = (s16b)atoi(tmp_val);
756 wiz_display_item(o_ptr);
758 p = "Enter new 'to_h' setting: ";
759 sprintf(tmp_val, "%d", o_ptr->to_h);
760 if (!get_string(p, tmp_val, 5)) return;
761 o_ptr->to_h = (s16b)atoi(tmp_val);
762 wiz_display_item(o_ptr);
764 p = "Enter new 'to_d' setting: ";
765 sprintf(tmp_val, "%d", (int)o_ptr->to_d);
766 if (!get_string(p, tmp_val, 5)) return;
767 o_ptr->to_d = (s16b)atoi(tmp_val);
768 wiz_display_item(o_ptr);
773 * @brief アイテムの質を選択して再生成する /
774 * Apply magic to an item or current_world_ptr->game_turn it into an artifact. -Bernd-
775 * @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
778 static void wiz_reroll_item(object_type *o_ptr)
783 bool changed = FALSE;
785 if (object_is_artifact(o_ptr)) return;
788 object_copy(q_ptr, o_ptr);
790 /* Main loop. Ask for magification and artifactification */
793 /* Display full item debug information */
794 wiz_display_item(q_ptr);
796 /* Ask wizard what to do. */
797 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, FALSE))
799 /* Preserve wizard-generated artifacts */
800 if (object_is_fixed_artifact(q_ptr))
802 a_info[q_ptr->name1].cur_num = 0;
810 /* Create/change it! */
811 if (ch == 'A' || ch == 'a')
817 /* Preserve wizard-generated artifacts */
818 if (object_is_fixed_artifact(q_ptr))
820 a_info[q_ptr->name1].cur_num = 0;
826 /* Apply bad magic, but first clear object */
829 object_prep(q_ptr, o_ptr->k_idx);
830 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
833 /* Apply bad magic, but first clear object */
836 object_prep(q_ptr, o_ptr->k_idx);
837 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
840 /* Apply normal magic, but first clear object */
843 object_prep(q_ptr, o_ptr->k_idx);
844 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART);
847 /* Apply good magic, but first clear object */
850 object_prep(q_ptr, o_ptr->k_idx);
851 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD);
854 /* Apply great magic, but first clear object */
857 object_prep(q_ptr, o_ptr->k_idx);
858 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT);
861 /* Apply special magic, but first clear object */
864 object_prep(q_ptr, o_ptr->k_idx);
865 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
867 /* Failed to create artifact; make a random one */
868 if (!object_is_artifact(q_ptr)) create_artifact(q_ptr, FALSE);
872 q_ptr->iy = o_ptr->iy;
873 q_ptr->ix = o_ptr->ix;
874 q_ptr->next_o_idx = o_ptr->next_o_idx;
875 q_ptr->marked = o_ptr->marked;
881 object_copy(o_ptr, q_ptr);
882 p_ptr->update |= (PU_BONUS);
883 p_ptr->update |= (PU_COMBINE | PU_REORDER);
884 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
891 * @brief 検査対象のアイテムを基準とした生成テストを行う /
892 * Try to create an item again. Output some statistics. -Bernd-
893 * @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
895 * The statistics are correct now. We acquire a clean grid, and then
896 * repeatedly place an object in this grid, copying it into an item
897 * holder, and then deleting the object. We fiddle with the artifact
898 * counter flags to prevent weirdness. We use the items to collect
899 * statistics on item creation relative to the initial item.
901 static void wiz_statistics(object_type *o_ptr)
903 u32b i, matches, better, worse, other, correct;
905 u32b test_roll = 1000000;
915 concptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
917 concptr p = "Enter number of items to roll: ";
921 /* Mega-Hack -- allow multiple artifacts */
922 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;
928 concptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
931 wiz_display_item(o_ptr);
934 if (!get_com(pmt, &ch, FALSE)) break;
936 if (ch == 'n' || ch == 'N')
941 else if (ch == 'g' || ch == 'G')
946 else if (ch == 'e' || ch == 'E')
948 mode = AM_GOOD | AM_GREAT;
949 quality = "excellent";
956 sprintf(tmp_val, "%ld", (long int)test_roll);
957 if (get_string(p, tmp_val, 10)) test_roll = atol(tmp_val);
958 test_roll = MAX(1, test_roll);
960 /* Let us know what we are doing */
961 msg_format("Creating a lot of %s items. Base level = %d.",
962 quality, current_floor_ptr->dun_level);
965 /* Set counters to zero */
966 correct = matches = better = worse = other = 0;
968 /* Let's rock and roll */
969 for (i = 0; i <= test_roll; i++)
971 /* Output every few rolls */
972 if ((i < 100) || (i % 100 == 0))
981 break; // stop rolling
985 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
991 /* Create an object */
992 make_object(q_ptr, mode);
995 /* Mega-Hack -- allow multiple artifacts */
996 if (object_is_fixed_artifact(q_ptr)) a_info[q_ptr->name1].cur_num = 0;
999 /* Test for the same tval and sval. */
1000 if ((o_ptr->tval) != (q_ptr->tval)) continue;
1001 if ((o_ptr->sval) != (q_ptr->sval)) continue;
1003 /* One more correct item */
1006 /* Check for match */
1007 if ((q_ptr->pval == o_ptr->pval) &&
1008 (q_ptr->to_a == o_ptr->to_a) &&
1009 (q_ptr->to_h == o_ptr->to_h) &&
1010 (q_ptr->to_d == o_ptr->to_d) &&
1011 (q_ptr->name1 == o_ptr->name1))
1016 /* Check for better */
1017 else if ((q_ptr->pval >= o_ptr->pval) &&
1018 (q_ptr->to_a >= o_ptr->to_a) &&
1019 (q_ptr->to_h >= o_ptr->to_h) &&
1020 (q_ptr->to_d >= o_ptr->to_d))
1025 /* Check for worse */
1026 else if ((q_ptr->pval <= o_ptr->pval) &&
1027 (q_ptr->to_a <= o_ptr->to_a) &&
1028 (q_ptr->to_h <= o_ptr->to_h) &&
1029 (q_ptr->to_d <= o_ptr->to_d))
1034 /* Assume different */
1042 msg_format(q, i, correct, matches, better, worse, other);
1047 /* Hack -- Normally only make a single artifact */
1048 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
1053 * @brief 検査対象のアイテムの数を変更する /
1054 * Change the quantity of a the item
1055 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
1058 static void wiz_quantity_item(object_type *o_ptr)
1060 int tmp_int, tmp_qnt;
1065 /* Never duplicate artifacts */
1066 if (object_is_artifact(o_ptr)) return;
1068 /* Store old quantity. -LM- */
1069 tmp_qnt = o_ptr->number;
1072 sprintf(tmp_val, "%d", (int)o_ptr->number);
1075 if (get_string("Quantity: ", tmp_val, 2))
1078 tmp_int = atoi(tmp_val);
1079 if (tmp_int < 1) tmp_int = 1;
1080 if (tmp_int > 99) tmp_int = 99;
1082 /* Accept modifications */
1083 o_ptr->number = (byte_hack)tmp_int;
1086 if (o_ptr->tval == TV_ROD)
1088 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
1093 * @brief 青魔導師の魔法を全て習得済みにする /
1094 * debug command for blue mage
1097 static void do_cmd_wiz_blue_mage(void)
1101 BIT_FLAGS f4 = 0L, f5 = 0L, f6 = 0L;
1103 for (j = 1; j < A_MAX; j++)
1105 set_rf_masks(&f4, &f5, &f6, j);
1107 for (i = 0; i < 32; i++)
1109 if ((0x00000001 << i) & f4) p_ptr->magic_num2[i] = 1;
1113 if ((0x00000001 << (i - 32)) & f5) p_ptr->magic_num2[i] = 1;
1117 if ((0x00000001 << (i - 64)) & f6) p_ptr->magic_num2[i] = 1;
1124 * @brief アイテム検査のメインルーチン /
1125 * Play with an item. Options include:
1128 * - Output statistics (via wiz_roll_item)<br>
1129 * - Reroll item (via wiz_reroll_item)<br>
1130 * - Change properties (via wiz_tweak_item)<br>
1131 * - Change the number of items (via wiz_quantity_item)<br>
1133 static void do_cmd_wiz_play(void)
1143 q = "Play with which object? ";
1144 s = "You have nothing to play with.";
1146 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
1150 /* The item was not changed */
1156 object_copy(q_ptr, o_ptr);
1162 /* Display the item */
1163 wiz_display_item(q_ptr);
1166 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, FALSE))
1172 if (ch == 'A' || ch == 'a')
1178 if (ch == 's' || ch == 'S')
1180 wiz_statistics(q_ptr);
1183 if (ch == 'r' || ch == 'r')
1185 wiz_reroll_item(q_ptr);
1188 if (ch == 't' || ch == 'T')
1190 wiz_tweak_item(q_ptr);
1193 if (ch == 'q' || ch == 'Q')
1195 wiz_quantity_item(q_ptr);
1205 msg_print("Changes accepted.");
1207 /* Recalcurate object's weight */
1210 p_ptr->total_weight += (q_ptr->weight * q_ptr->number)
1211 - (o_ptr->weight * o_ptr->number);
1215 object_copy(o_ptr, q_ptr);
1217 p_ptr->update |= (PU_BONUS);
1218 p_ptr->update |= (PU_COMBINE | PU_REORDER);
1220 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1226 msg_print("Changes ignored.");
1232 * @brief 任意のベースアイテム生成のメインルーチン /
1233 * Wizard routine for creating objects -RAK-
1236 * Heavily modified to allow magification and artifactification -Bernd-
1238 * Note that wizards cannot create objects on top of other objects.
1240 * Hack -- this routine always makes a "dungeon object", and applies
1241 * magic to it, and attempts to decline cursed items.
1243 static void wiz_create_item(void)
1251 /* Get object base type */
1252 k_idx = wiz_create_itemtype();
1256 /* Return if failed */
1259 if (k_info[k_idx].gen_flags & TRG_INSTA_ART)
1264 for (i = 1; i < max_a_idx; i++)
1266 /* Ignore incorrect tval */
1267 if (a_info[i].tval != k_info[k_idx].tval) continue;
1269 /* Ignore incorrect sval */
1270 if (a_info[i].sval != k_info[k_idx].sval) continue;
1272 /* Create this artifact */
1273 (void)create_named_art(i, p_ptr->y, p_ptr->x);
1276 msg_print("Allocated(INSTA_ART).");
1282 object_prep(q_ptr, k_idx);
1284 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART);
1286 /* Drop the object from heaven */
1287 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1290 msg_print("Allocated.");
1295 * @brief プレイヤーを完全回復する /
1296 * Cure everything instantly
1299 static void do_cmd_wiz_cure_all(void)
1301 (void)life_stream(FALSE, FALSE);
1302 (void)restore_mana(TRUE);
1303 (void)set_food(PY_FOOD_MAX - 1);
1308 * @brief 任意のダンジョン及び階層に飛ぶ /
1312 static void do_cmd_wiz_jump(void)
1315 if (command_arg <= 0)
1319 DUNGEON_IDX tmp_dungeon_type;
1322 sprintf(ppp, "Jump which dungeon : ");
1325 sprintf(tmp_val, "%d", p_ptr->dungeon_idx);
1327 /* Ask for a level */
1328 if (!get_string(ppp, tmp_val, 2)) return;
1330 tmp_dungeon_type = (DUNGEON_IDX)atoi(tmp_val);
1331 if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > max_d_idx)) tmp_dungeon_type = DUNGEON_ANGBAND;
1334 sprintf(ppp, "Jump to level (0, %d-%d): ",
1335 (int)d_info[tmp_dungeon_type].mindepth, (int)d_info[tmp_dungeon_type].maxdepth);
1338 sprintf(tmp_val, "%d", (int)current_floor_ptr->dun_level);
1340 /* Ask for a level */
1341 if (!get_string(ppp, tmp_val, 10)) return;
1343 /* Extract request */
1344 command_arg = (COMMAND_ARG)atoi(tmp_val);
1346 p_ptr->dungeon_idx = tmp_dungeon_type;
1348 if (command_arg < d_info[p_ptr->dungeon_idx].mindepth) command_arg = 0;
1349 if (command_arg > d_info[p_ptr->dungeon_idx].maxdepth) command_arg = (COMMAND_ARG)d_info[p_ptr->dungeon_idx].maxdepth;
1351 /* Accept request */
1352 msg_format("You jump to dungeon level %d.", command_arg);
1354 if (autosave_l) do_cmd_save_game(TRUE);
1357 current_floor_ptr->dun_level = command_arg;
1359 prepare_change_floor_mode(CFM_RAND_PLACE);
1361 if (!current_floor_ptr->dun_level) p_ptr->dungeon_idx = 0;
1362 p_ptr->inside_arena = FALSE;
1363 p_ptr->wild_mode = FALSE;
1365 leave_quest_check();
1367 if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);
1369 p_ptr->inside_quest = 0;
1372 /* Prevent energy_need from being too lower than 0 */
1373 p_ptr->energy_need = 0;
1376 * Clear all saved floors
1377 * and create a first saved floor
1379 prepare_change_floor_mode(CFM_FIRST_FLOOR);
1380 p_ptr->leaving = TRUE;
1385 * @brief 全ベースアイテムを鑑定済みにする /
1386 * Become aware of a lot of objects
1389 static void do_cmd_wiz_learn(void)
1396 /* Scan every object */
1397 for (i = 1; i < max_k_idx; i++)
1399 object_kind *k_ptr = &k_info[i];
1401 /* Induce awareness */
1402 if (k_ptr->level <= command_arg)
1405 object_prep(q_ptr, i);
1406 object_aware(q_ptr);
1413 * @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 /
1414 * Summon some creatures
1418 static void do_cmd_wiz_summon(int num)
1421 for (i = 0; i < num; i++)
1423 (void)summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE), '\0');
1430 * @brief モンスターを種族IDを指定して敵対的に召喚する /
1431 * Summon a creature of the specified type
1432 * @param r_idx モンスター種族ID
1435 * This function is rather dangerous
1437 static void do_cmd_wiz_named(MONRACE_IDX r_idx)
1439 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1444 * @brief モンスターを種族IDを指定してペット召喚する /
1445 * Summon a creature of the specified type
1446 * @param r_idx モンスター種族ID
1449 * This function is rather dangerous
1451 static void do_cmd_wiz_named_friendly(MONRACE_IDX r_idx)
1453 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP | PM_FORCE_PET));
1459 * @brief プレイヤー近辺の全モンスターを消去する /
1460 * Hack -- Delete all nearby monsters
1463 static void do_cmd_wiz_zap(void)
1467 /* Genocide everyone nearby */
1468 for (i = 1; i < m_max; i++)
1470 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1471 if (!monster_is_valid(m_ptr)) continue;
1473 /* Skip the mount */
1474 if (i == p_ptr->riding) continue;
1476 /* Delete nearby monsters */
1477 if (m_ptr->cdis <= MAX_SIGHT)
1479 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1481 GAME_TEXT m_name[MAX_NLEN];
1483 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1484 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1487 delete_monster_idx(i);
1494 * @brief フロアに存在する全モンスターを消去する /
1495 * Hack -- Delete all monsters
1498 static void do_cmd_wiz_zap_all(void)
1502 /* Genocide everyone */
1503 for (i = 1; i < m_max; i++)
1505 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1506 if (!monster_is_valid(m_ptr)) continue;
1508 /* Skip the mount */
1509 if (i == p_ptr->riding) continue;
1511 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1513 GAME_TEXT m_name[MAX_NLEN];
1515 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1516 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1519 /* Delete this monster */
1520 delete_monster_idx(i);
1526 * @brief 指定された地点の地形IDを変更する /
1527 * Create desired feature
1530 static void do_cmd_wiz_create_feature(void)
1532 static int prev_feat = 0;
1533 static int prev_mimic = 0;
1535 feature_type *f_ptr;
1537 IDX tmp_feat, tmp_mimic;
1540 if (!tgt_pt(&x, &y)) return;
1542 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1545 sprintf(tmp_val, "%d", prev_feat);
1548 if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
1551 tmp_feat = (IDX)atoi(tmp_val);
1552 if (tmp_feat < 0) tmp_feat = 0;
1553 else if (tmp_feat >= max_f_idx) tmp_feat = max_f_idx - 1;
1556 sprintf(tmp_val, "%d", prev_mimic);
1559 if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3)) return;
1562 tmp_mimic = (IDX)atoi(tmp_val);
1563 if (tmp_mimic < 0) tmp_mimic = 0;
1564 else if (tmp_mimic >= max_f_idx) tmp_mimic = max_f_idx - 1;
1566 cave_set_feat(y, x, tmp_feat);
1567 g_ptr->mimic = (s16b)tmp_mimic;
1569 f_ptr = &f_info[get_feat_mimic(g_ptr)];
1571 if (have_flag(f_ptr->flags, FF_GLYPH) ||
1572 have_flag(f_ptr->flags, FF_MINOR_GLYPH))
1573 g_ptr->info |= (CAVE_OBJECT);
1574 else if (have_flag(f_ptr->flags, FF_MIRROR))
1575 g_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
1579 p_ptr->update |= (PU_FLOW);
1581 prev_feat = tmp_feat;
1582 prev_mimic = tmp_mimic;
1587 #define NUM_O_BIT 32
1590 * @brief 現在のオプション設定をダンプ出力する /
1591 * Hack -- Dump option bits usage
1594 static void do_cmd_dump_options(void)
1601 /* Build the filename */
1602 path_build(buf, sizeof buf, ANGBAND_DIR_USER, "opt_info.txt");
1604 /* File type is "TEXT" */
1605 FILE_TYPE(FILE_TYPE_TEXT);
1608 fff = my_fopen(buf, "a");
1612 msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), buf);
1617 /* Allocate the "exist" array (2-dimension) */
1618 C_MAKE(exist, NUM_O_SET, int *);
1619 C_MAKE(*exist, NUM_O_BIT * NUM_O_SET, int);
1620 for (i = 1; i < NUM_O_SET; i++) exist[i] = *exist + i * NUM_O_BIT;
1622 /* Check for exist option bits */
1623 for (i = 0; option_info[i].o_desc; i++)
1625 const option_type *ot_ptr = &option_info[i];
1626 if (ot_ptr->o_var) exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
1629 fprintf(fff, "[Option bits usage on Hengband %d.%d.%d]\n\n",
1630 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1632 fputs("Set - Bit (Page) Option Name\n", fff);
1633 fputs("------------------------------------------------\n", fff);
1634 /* Dump option bits usage */
1635 for (i = 0; i < NUM_O_SET; i++)
1637 for (j = 0; j < NUM_O_BIT; j++)
1641 const option_type *ot_ptr = &option_info[exist[i][j] - 1];
1642 fprintf(fff, " %d - %02d (%4d) %s\n",
1643 i, j, ot_ptr->o_page, ot_ptr->o_text);
1647 fprintf(fff, " %d - %02d\n", i, j);
1653 /* Free the "exist" array (2-dimension) */
1654 C_KILL(*exist, NUM_O_BIT * NUM_O_SET, int);
1655 C_KILL(exist, NUM_O_SET, int *);
1658 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);
1662 #ifdef ALLOW_SPOILERS
1667 extern void do_cmd_spoilers(void);
1669 #endif /* ALLOW_SPOILERS */
1674 * Hack -- declare external function
1676 extern void do_cmd_debug(void);
1681 * @brief デバッグコマンドを選択する処理のメインルーチン /
1682 * Ask for and parse a "debug command"
1683 * The "command_arg" may have been set.
1686 void do_cmd_debug(void)
1691 /* Get a "debug command" */
1692 get_com("Debug Command: ", &cmd, FALSE);
1694 /* Analyze the command */
1704 #ifdef ALLOW_SPOILERS
1706 /* Hack -- Generate Spoilers */
1711 #endif /* ALLOW_SPOILERS */
1718 /* Cure all maladies */
1720 do_cmd_wiz_cure_all();
1723 /* Know alignment */
1725 msg_format("Your alignment is %d.", p_ptr->align);
1728 /* Teleport to target */
1734 update_gambling_monsters();
1737 /* Create any object */
1742 /* Create a named artifact */
1744 wiz_create_named_art();
1747 /* Detect everything */
1749 detect_all(DETECT_RAD_ALL * 3);
1752 /* Dimension_door */
1754 wiz_dimension_door();
1757 /* Edit character */
1759 do_cmd_wiz_change();
1762 /* Blue Mage Only */
1764 if (p_ptr->pclass == CLASS_BLUE_MAGE)
1766 do_cmd_wiz_blue_mage();
1770 /* View item info */
1772 identify_fully(FALSE);
1775 /* Create desired feature */
1777 do_cmd_wiz_create_feature();
1782 if (command_arg <= 0) command_arg = 1;
1783 acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE);
1786 /* Hitpoint rerating */
1788 roll_hitdice(p_ptr, SPOP_DISPLAY_MES | SPOP_DEBUG);
1792 do_cmd_summon_horde();
1797 (void)ident_spell(FALSE);
1800 /* Go up or down in the dungeon */
1805 /* Self-Knowledge */
1810 /* Learn about objects */
1817 map_area(DETECT_RAD_ALL * 3);
1822 (void)gain_mutation(p_ptr, command_arg);
1827 (void)do_cmd_wiz_reset_class();
1830 /* Specific reward */
1832 (void)gain_level_reward(command_arg);
1835 /* Summon _friendly_ named monster */
1837 do_cmd_wiz_named_friendly(command_arg);
1840 /* Summon Named Monster */
1842 do_cmd_wiz_named(command_arg);
1845 /* Dump option bits usage */
1847 do_cmd_dump_options();
1850 /* Object playing routines */
1857 teleport_player(10, 0L);
1866 sprintf(ppp, "QuestID (0-%d):", max_q_idx - 1);
1867 sprintf(tmp_val, "%d", 0);
1869 if (!get_string(ppp, tmp_val, 3)) return;
1870 tmp_int = atoi(tmp_val);
1872 if(tmp_int < 0) break;
1873 if(tmp_int >= max_q_idx) break;
1875 p_ptr->inside_quest = (QUEST_IDX)tmp_int;
1876 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
1877 quest[tmp_int].status = QUEST_STATUS_TAKEN;
1878 p_ptr->inside_quest = 0;
1882 /* Complete a Quest -KMW- */
1884 if(p_ptr->inside_quest)
1886 if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
1888 complete_quest(p_ptr->inside_quest);
1894 msg_print("No current quest");
1899 /* Make every dungeon square "known" to test streamers -KMW- */
1901 for (y = 0; y < current_floor_ptr->height; y++)
1903 for (x = 0; x < current_floor_ptr->width; x++)
1905 current_floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1911 /* Summon Random Monster(s) */
1913 if (command_arg <= 0) command_arg = 1;
1914 do_cmd_wiz_summon(command_arg);
1917 /* Special(Random Artifact) Objects */
1919 if (command_arg <= 0) command_arg = 1;
1920 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE);
1925 teleport_player(100, 0L);
1928 /* Game Time Setting */
1934 /* Very Good Objects */
1936 if (command_arg <= 0) command_arg = 1;
1937 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE);
1940 /* Wizard Light the Level */
1942 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
1945 /* Increase Experience */
1947 gain_exp(command_arg ? command_arg : (p_ptr->exp + 1));
1950 /* Zap Monsters (Genocide) */
1955 /* Zap Monsters (Omnicide) */
1957 do_cmd_wiz_zap_all();
1960 /* Hack -- whatever I desire */
1965 /* For temporary test. */
1969 for(i = INVEN_TOTAL - 1; i >= 0; i--)
1971 if(inventory[i].k_idx) inven_drop(i, 999);
1978 do_cmd_wiz_reset_class();
1981 /* Not a Wizard Command */
1983 msg_print("That is not a valid debug command.");
1988 void cheat_death(player_type *creature_ptr)
1990 /* Mark social class, reset age, if needed */
1991 if (creature_ptr->sc) creature_ptr->sc = creature_ptr->age = 0;
1994 creature_ptr->age++;
1997 creature_ptr->noscore |= 0x0001;
1999 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."));
2002 (void)life_stream(FALSE, FALSE);
2004 if (creature_ptr->pclass == CLASS_MAGIC_EATER)
2007 for (magic_idx = 0; magic_idx < EATER_EXT * 2; magic_idx++)
2009 creature_ptr->magic_num1[magic_idx] = creature_ptr->magic_num2[magic_idx] * EATER_CHARGE;
2011 for (; magic_idx < EATER_EXT * 3; magic_idx++)
2013 creature_ptr->magic_num1[magic_idx] = 0;
2017 /* Restore spell points */
2018 creature_ptr->csp = creature_ptr->msp;
2019 creature_ptr->csp_frac = 0;
2021 /* Hack -- cancel recall */
2022 if (creature_ptr->word_recall)
2024 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
2027 /* Hack -- Prevent recall */
2028 creature_ptr->word_recall = 0;
2029 creature_ptr->redraw |= (PR_STATUS);
2032 /* Hack -- cancel alter */
2033 if (creature_ptr->alter_reality)
2035 /* Hack -- Prevent alter */
2036 creature_ptr->alter_reality = 0;
2037 creature_ptr->redraw |= (PR_STATUS);
2040 /* Note cause of death */
2041 (void)strcpy(creature_ptr->died_from, _("死の欺き", "Cheating death"));
2044 creature_ptr->is_dead = FALSE;
2046 /* Hack -- Prevent starvation */
2047 (void)set_food(PY_FOOD_MAX - 1);
2049 current_floor_ptr->dun_level = 0;
2050 creature_ptr->inside_arena = FALSE;
2051 creature_ptr->inside_battle = FALSE;
2053 creature_ptr->inside_quest = 0;
2054 if (p_ptr->dungeon_idx) creature_ptr->recall_dungeon = p_ptr->dungeon_idx;
2055 p_ptr->dungeon_idx = 0;
2056 if (lite_town || vanilla_town)
2058 creature_ptr->wilderness_y = 1;
2059 creature_ptr->wilderness_x = 1;
2062 creature_ptr->oldpy = 10;
2063 creature_ptr->oldpx = 34;
2067 creature_ptr->oldpy = 33;
2068 creature_ptr->oldpx = 131;
2073 creature_ptr->wilderness_y = 48;
2074 creature_ptr->wilderness_x = 5;
2075 creature_ptr->oldpy = 33;
2076 creature_ptr->oldpx = 131;
2078 creature_ptr->wild_mode = FALSE;
2079 creature_ptr->leaving = TRUE;
2081 do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
2085 /* Prepare next floor */