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>
16 #include "spells-summon.h"
22 * @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()
25 void do_cmd_rerate_aux(void)
27 /* Minimum hitpoints at highest level */
28 HIT_POINT min_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 3 / 8;
30 /* Maximum hitpoints at highest level */
31 HIT_POINT max_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 5 / 8;
38 /* Pre-calculate level 1 hitdice */
39 p_ptr->player_hp[0] = (HIT_POINT)p_ptr->hitdie;
41 for (i = 1; i < 4; i++)
43 p_ptr->player_hp[0] += randint1(p_ptr->hitdie);
46 /* Roll the hitpoint values */
47 for (i = 1; i < PY_MAX_LEVEL; i++)
49 p_ptr->player_hp[i] = p_ptr->player_hp[i - 1] + randint1(p_ptr->hitdie);
52 /* Require "valid" hitpoints at highest level */
53 if ((p_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) &&
54 (p_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value)) break;
60 * @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
61 * @param display TRUEならば体力ランクを明示する
64 void do_cmd_rerate(bool display)
71 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
72 (2 * p_ptr->hitdie + ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
75 /* Update and redraw hitpoints */
76 p_ptr->update |= (PU_HP);
77 p_ptr->redraw |= (PR_HP);
78 p_ptr->window |= (PW_PLAYER);
83 msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
84 p_ptr->knowledge |= KNOW_HPRATE;
88 msg_print(_("体力ランクが変わった。", "Life rate is changed."));
89 p_ptr->knowledge &= ~(KNOW_HPRATE);
97 * @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
98 * @return 実際にテレポートを行ったらTRUEを返す
100 static bool wiz_dimension_door(void)
102 POSITION x = 0, y = 0;
103 if (!tgt_pt(&x, &y)) return FALSE;
104 teleport_player_to(y, x, TELEPORT_NONMAGICAL);
110 * @brief プレイ日数を変更する / Set gametime.
111 * @return 実際に変更を行ったらTRUEを返す
113 static bool set_gametime(void)
116 char ppp[80], tmp_val[40];
118 sprintf(ppp, "Dungeon Turn (0-%ld): ", (long)dungeon_turn_limit);
119 sprintf(tmp_val, "%ld", (long)dungeon_turn);
120 if (!get_string(ppp, tmp_val, 10)) return (FALSE);
121 tmp_int = atoi(tmp_val);
124 if (tmp_int >= dungeon_turn_limit) tmp_int = dungeon_turn_limit - 1;
125 else if (tmp_int < 0) tmp_int = 0;
126 dungeon_turn = turn = tmp_int;
133 * @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
136 static void wiz_create_named_art(void)
138 char tmp_val[10] = "";
142 if (!get_string("Artifact ID:", tmp_val, 3)) return;
145 a_idx = (ARTIFACT_IDX)atoi(tmp_val);
146 if(a_idx < 0) a_idx = 0;
147 if(a_idx >= max_a_idx) a_idx = 0;
149 /* Create the artifact */
150 (void)create_named_art(a_idx, p_ptr->y, p_ptr->x);
153 msg_print("Allocated.");
158 * @brief ウィザードモード用モンスター調査 / Hack -- quick debugging hook
161 static void do_cmd_wiz_hack_ben(void)
168 * @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
171 static void do_cmd_summon_horde(void)
173 POSITION wy = p_ptr->y, wx = p_ptr->x;
178 scatter(&wy, &wx, p_ptr->y, p_ptr->x, 3, 0);
179 if (cave_empty_bold(wy, wx)) break;
182 (void)alloc_horde(wy, wx);
186 * @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.
189 static void prt_binary(BIT_FLAGS flags, int row, int col)
195 for (i = bitmask = 1; i <= 32; i++, bitmask *= 2)
200 Term_putch(col++, row, TERM_BLUE, '*');
203 /* Dump unset bits */
206 Term_putch(col++, row, TERM_WHITE, '-');
212 #define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
215 * @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.
216 * @param tval ベースアイテムの大項目ID
217 * @param sval ベースアイテムの小項目ID
222 static void prt_alloc(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval, TERM_LEN row, TERM_LEN col)
226 u32b rarity[K_MAX_DEPTH];
227 u32b total[K_MAX_DEPTH];
229 concptr r = "+---Rate---+";
234 alloc_entry *table = alloc_kind_table;
236 /* Wipe the tables */
237 (void)C_WIPE(rarity, K_MAX_DEPTH, u32b);
238 (void)C_WIPE(total, K_MAX_DEPTH, u32b);
239 (void)C_WIPE(display, 22, s32b);
241 /* Scan all entries */
242 for (i = 0; i < K_MAX_DEPTH; i++)
245 for (j = 0; j < alloc_kind_size; j++)
249 if (table[j].level <= i)
251 prob = table[j].prob1 * GREAT_OBJ * K_MAX_DEPTH;
253 else if (table[j].level - 1 > 0)
255 prob = table[j].prob1 * i * K_MAX_DEPTH / (table[j].level - 1);
258 /* Acquire this kind */
259 k_ptr = &k_info[table[j].index];
261 /* Accumulate probabilities */
262 total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
263 total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
265 /* Accumulate probabilities */
266 if ((k_ptr->tval == tval) && (k_ptr->sval == sval))
269 rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
272 total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
275 /* Calculate probabilities for each range */
276 for (i = 0; i < 22; i++)
278 /* Shift the values into view */
280 for (j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
281 possibility += rarity[j] * 100000 / total[j];
282 display[i] = possibility / 5;
285 /* Graph the rarities */
286 for (i = 0; i < 22; i++)
288 Term_putch(col, row + i + 1, TERM_WHITE, '|');
290 prt(format("%2dF", (i * 5)), row + i + 1, col);
294 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22))
296 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
300 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
304 /* Make it look nice */
309 * @brief プレイヤーの職業を変更する
311 * @todo 魔法領域の再選択などがまだ不完全、要実装。
313 static void do_cmd_wiz_reset_class(void)
320 sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
323 sprintf(tmp_val, "%d", p_ptr->pclass);
326 if (!get_string(ppp, tmp_val, 2)) return;
329 tmp_int = atoi(tmp_val);
332 if (tmp_int < 0 || tmp_int >= MAX_CLASS) return;
335 p_ptr->pclass = (byte_hack)tmp_int;
337 /* Redraw inscription */
338 p_ptr->window |= (PW_PLAYER);
340 /* {.} and {$} effect p_ptr->warning and TRC_TELEPORT_SELF */
341 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
348 * @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
351 static void do_cmd_wiz_bamf(void)
353 /* Must have a target */
354 if (!target_who) return;
356 /* Teleport to the target */
357 teleport_player_to(target_row, target_col, TELEPORT_NONMAGICAL);
362 * @brief プレイヤーの現能力値を調整する
363 * Aux function for "do_cmd_wiz_change()". -RAK-
366 static void do_cmd_wiz_change_aux(void)
376 /* Query the stats */
377 for (i = 0; i < A_MAX; i++)
380 sprintf(ppp, "%s (3-%d): ", stat_names[i], p_ptr->stat_max_max[i]);
383 sprintf(tmp_val, "%d", p_ptr->stat_max[i]);
386 if (!get_string(ppp, tmp_val, 3)) return;
389 tmp_int = atoi(tmp_val);
392 if (tmp_int > p_ptr->stat_max_max[i]) tmp_int = p_ptr->stat_max_max[i];
393 else if (tmp_int < 3) tmp_int = 3;
396 p_ptr->stat_cur[i] = p_ptr->stat_max[i] = (s16b)tmp_int;
401 sprintf(tmp_val, "%d", WEAPON_EXP_MASTER);
404 if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 9)) return;
407 tmp_s16b = (s16b)atoi(tmp_val);
410 if (tmp_s16b < WEAPON_EXP_UNSKILLED) tmp_s16b = WEAPON_EXP_UNSKILLED;
411 if (tmp_s16b > WEAPON_EXP_MASTER) tmp_s16b = WEAPON_EXP_MASTER;
413 for (j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++)
415 for (i = 0;i < 64;i++)
417 p_ptr->weapon_exp[j][i] = tmp_s16b;
418 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];
422 for (j = 0; j < 10; j++)
424 p_ptr->skill_exp[j] = tmp_s16b;
425 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];
428 for (j = 0; j < 32; j++)
429 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
431 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
434 sprintf(tmp_val, "%ld", (long)(p_ptr->au));
437 if (!get_string("Gold: ", tmp_val, 9)) return;
440 tmp_long = atol(tmp_val);
443 if (tmp_long < 0) tmp_long = 0L;
446 p_ptr->au = tmp_long;
449 sprintf(tmp_val, "%ld", (long)(p_ptr->max_exp));
452 if (!get_string("Experience: ", tmp_val, 9)) return;
455 tmp_long = atol(tmp_val);
458 if (tmp_long < 0) tmp_long = 0L;
460 if (p_ptr->prace != RACE_ANDROID)
463 p_ptr->max_exp = tmp_long;
464 p_ptr->exp = tmp_long;
473 * @brief プレイヤーの現能力値を調整する(メインルーチン)
474 * Change various "permanent" player variables.
477 static void do_cmd_wiz_change(void)
480 do_cmd_wiz_change_aux();
486 * @brief アイテムの詳細ステータスを表示する /
487 * Change various "permanent" player variables.
488 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
491 * Wizard routines for creating objects -RAK-
492 * And for manipulating them! -Bernd-
494 * This has been rewritten to make the whole procedure
495 * of debugging objects much easier and more comfortable.
497 * The following functions are meant to play with objects:
498 * Create, modify, roll for them (for statistic purposes) and more.
499 * The original functions were by RAK.
500 * The function to show an item's debug information was written
501 * by David Reeve Sward <sward+@CMU.EDU>.
502 * Bernd (wiebelt@mathematik.hu-berlin.de)
504 * Here are the low-level functions
505 * - wiz_display_item()
506 * display an item's debug-info
507 * - wiz_create_itemtype()
508 * specify tval and sval (type and subtype of object)
510 * specify pval, +AC, +tohit, +todam
511 * Note that the wizard can leave this function anytime,
512 * thus accepting the default-values for the remaining values.
513 * pval comes first now, since it is most important.
514 * - wiz_reroll_item()
515 * apply some magic to the item or turn it into an artifact.
517 * Get some statistics about the rarity of an item:
518 * We create a lot of fake items and see if they are of the
519 * same type (tval and sval), then we compare pval and +AC.
520 * If the fake-item is better or equal it is counted.
521 * Note that cursed items that are better or equal (absolute values)
523 * HINT: This is *very* useful for balancing the game!
524 * - wiz_quantity_item()
525 * change the quantity of an item, but be sane about it.
527 * And now the high-level functions
528 * - do_cmd_wiz_play()
529 * play with an existing object
530 * - wiz_create_item()
531 * create a new object
533 * Note -- You do not have to specify "pval" and other item-properties
534 * directly. Just apply magic until you are satisfied with the item.
536 * Note -- For some items (such as wands, staffs, some rings, etc), you
537 * must apply magic, or you will get "broken" or "uncharged" objects.
539 * Note -- Redefining artifacts via "do_cmd_wiz_play()" may destroy
540 * the artifact. Be careful.
542 * Hack -- this function will allow you to create multiple artifacts.
543 * This "feature" may induce crashes or other nasty effects.
544 * Just display an item's properties (debug-info)
545 * Originally by David Reeve Sward <sward+@CMU.EDU>
546 * Verbose item flags by -Bernd-
548 static void wiz_display_item(object_type *o_ptr)
551 BIT_FLAGS flgs[TR_FLAG_SIZE];
553 object_flags(o_ptr, flgs);
555 /* Clear the screen */
556 for (i = 1; i <= 23; i++) prt("", i, j - 2);
558 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
561 object_desc(buf, o_ptr, OD_STORE);
565 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d",
566 o_ptr->k_idx, k_info[o_ptr->k_idx].level,
567 o_ptr->tval, o_ptr->sval), 4, j);
569 prt(format("number = %-3d wgt = %-6d ac = %-5d damage = %dd%d",
570 o_ptr->number, o_ptr->weight,
571 o_ptr->ac, o_ptr->dd, o_ptr->ds), 5, j);
573 prt(format("pval = %-5d toac = %-5d tohit = %-4d todam = %-4d",
574 o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), 6, j);
576 prt(format("name1 = %-4d name2 = %-4d cost = %ld",
577 o_ptr->name1, o_ptr->name2, (long)object_value_real(o_ptr)), 7, j);
579 prt(format("ident = %04x xtra1 = %-4d xtra2 = %-4d timeout = %-d",
580 o_ptr->ident, o_ptr->xtra1, o_ptr->xtra2, o_ptr->timeout), 8, j);
582 prt(format("xtra3 = %-4d xtra4 = %-4d xtra5 = %-4d cursed = %-d",
583 o_ptr->xtra3, o_ptr->xtra4, o_ptr->xtra5, o_ptr->curse_flags), 9, j);
585 prt("+------------FLAGS1------------+", 10, j);
586 prt("AFFECT........SLAY........BRAND.", 11, j);
587 prt(" mf cvae xsqpaefc", 12, j);
588 prt("siwdccsossidsahanvudotgddhuoclio", 13, j);
589 prt("tnieohtctrnipttmiinmrrnrrraiierl", 14, j);
590 prt("rtsxnarelcfgdkcpmldncltggpksdced", 15, j);
591 prt_binary(flgs[0], 16, j);
593 prt("+------------FLAGS2------------+", 17, j);
594 prt("SUST....IMMUN.RESIST............", 18, j);
595 prt(" reaefctrpsaefcpfldbc sn ", 19, j);
596 prt("siwdcciaclioheatcliooeialoshtncd", 20, j);
597 prt("tnieohdsierlrfraierliatrnnnrhehi", 21, j);
598 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", 22, j);
599 prt_binary(flgs[1], 23, j);
601 prt("+------------FLAGS3------------+", 10, j+32);
602 prt("fe cnn t stdrmsiiii d ab ", 11, j+32);
603 prt("aa aoomywhs lleeieihgggg rtgl ", 12, j+32);
604 prt("uu utmacaih eielgggonnnnaaere ", 13, j+32);
605 prt("rr reanurdo vtieeehtrrrrcilas ", 14, j+32);
606 prt("aa algarnew ienpsntsaefctnevs ", 15, j+32);
607 prt_binary(flgs[2], 16, j+32);
609 prt("+------------FLAGS4------------+", 17, j+32);
610 prt("KILL....ESP......... ", 18, j+32);
611 prt("aeud tghaud tgdhegnu ", 19, j+32);
612 prt("nvneoriunneoriruvoon ", 20, j+32);
613 prt("iidmroamidmroagmionq ", 21, j+32);
614 prt("mlenclnmmenclnnnldlu ", 22, j+32);
615 prt_binary(flgs[3], 23, j+32);
620 * 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
622 typedef struct tval_desc
624 int tval; /*!< 大項目のID */
625 concptr desc; /*!< 大項目名 */
629 * 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
631 static tval_desc tvals[] =
633 { TV_SWORD, "Sword" },
634 { TV_POLEARM, "Polearm" },
635 { TV_HAFTED, "Hafted Weapon" },
637 { TV_ARROW, "Arrows" },
638 { TV_BOLT, "Bolts" },
639 { TV_SHOT, "Shots" },
640 { TV_SHIELD, "Shield" },
641 { TV_CROWN, "Crown" },
643 { TV_GLOVES, "Gloves" },
644 { TV_BOOTS, "Boots" },
645 { TV_CLOAK, "Cloak" },
646 { TV_DRAG_ARMOR, "Dragon Scale Mail" },
647 { TV_HARD_ARMOR, "Hard Armor" },
648 { TV_SOFT_ARMOR, "Soft Armor" },
650 { TV_AMULET, "Amulet" },
652 { TV_POTION, "Potion" },
653 { TV_SCROLL, "Scroll" },
655 { TV_STAFF, "Staff" },
657 { TV_LIFE_BOOK, "Life Spellbook" },
658 { TV_SORCERY_BOOK, "Sorcery Spellbook" },
659 { TV_NATURE_BOOK, "Nature Spellbook" },
660 { TV_CHAOS_BOOK, "Chaos Spellbook" },
661 { TV_DEATH_BOOK, "Death Spellbook" },
662 { TV_TRUMP_BOOK, "Trump Spellbook" },
663 { TV_ARCANE_BOOK, "Arcane Spellbook" },
664 { TV_CRAFT_BOOK, "Craft Spellbook"},
665 { TV_DAEMON_BOOK, "Daemon Spellbook"},
666 { TV_CRUSADE_BOOK, "Crusade Spellbook"},
667 { TV_MUSIC_BOOK, "Music Spellbook" },
668 { TV_HISSATSU_BOOK, "Book of Kendo" },
669 { TV_HEX_BOOK, "Hex Spellbook" },
670 { TV_PARCHMENT, "Parchment" },
671 { TV_WHISTLE, "Whistle" },
672 { TV_SPIKE, "Spikes" },
673 { TV_DIGGING, "Digger" },
674 { TV_CHEST, "Chest" },
675 { TV_CAPTURE, "Capture Ball" },
676 { TV_CARD, "Express Card" },
677 { TV_FIGURINE, "Magical Figurine" },
678 { TV_STATUE, "Statue" },
679 { TV_CORPSE, "Corpse" },
681 { TV_FLASK, "Flask" },
683 { TV_SKELETON, "Skeleton" },
689 * @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
690 * @param buf ベースアイテム格納先の参照ポインタ
691 * @param k_idx ベースアイテムID
694 void strip_name(char *buf, KIND_OBJECT_IDX k_idx)
698 object_kind *k_ptr = &k_info[k_idx];
700 concptr str = (k_name + k_ptr->name);
703 /* Skip past leading characters */
704 while ((*str == ' ') || (*str == '&')) str++;
706 /* Copy useful chars */
707 for (t = buf; *str; str++)
710 if (iskanji(*str)) {*t++ = *str++; *t++ = *str; continue;}
712 if (*str != '~') *t++ = *str;
715 /* Terminate the new name */
721 * @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 /
722 * Specify tval and sval (type and subtype of object) originally
725 * by RAK, heavily modified by -Bernd-
726 * This function returns the k_idx of an object type, or zero if failed
727 * List up to 50 choices in three columns
729 static KIND_OBJECT_IDX wiz_create_itemtype(void)
734 OBJECT_TYPE_VALUE tval;
739 KIND_OBJECT_IDX choice[80];
745 /* Print all tval's and their descriptions */
746 for (num = 0; (num < 80) && tvals[num].tval; num++)
748 row = 2 + (num % 20);
749 col = 20 * (num / 20);
751 prt(format("[%c] %s", ch, tvals[num].desc), row, col);
754 /* Me need to know the maximal possible tval_index */
758 if (!get_com("Get what type of object? ", &ch, FALSE)) return (0);
761 for (num = 0; num < max_num; num++)
763 if (listsym[num] == ch) break;
766 /* Bail out if choice is illegal */
767 if ((num < 0) || (num >= max_num)) return (0);
769 /* Base object type chosen, fill in tval */
770 tval = tvals[num].tval;
771 tval_desc = tvals[num].desc;
774 /*** And now we go for k_idx ***/
777 /* We have to search the whole itemlist. */
778 for (num = 0, i = 1; (num < 80) && (i < max_k_idx); i++)
780 object_kind *k_ptr = &k_info[i];
782 /* Analyze matching items */
783 if (k_ptr->tval == tval)
786 row = 2 + (num % 20);
787 col = 20 * (num / 20);
791 /* Acquire the "name" of object "i" */
795 prt(format("[%c] %s", ch, buf), row, col);
797 /* Remember the object index */
802 /* Me need to know the maximal possible remembered object_index */
806 if (!get_com(format("What Kind of %s? ", tval_desc), &ch, FALSE)) return (0);
809 for (num = 0; num < max_num; num++)
811 if (listsym[num] == ch) break;
814 /* Bail out if choice is "illegal" */
815 if ((num < 0) || (num >= max_num)) return (0);
817 /* And return successful */
818 return (choice[num]);
823 * @briefアイテムの基礎能力値を調整する / Tweak an item
824 * @param o_ptr 調整するアイテムの参照ポインタ
827 static void wiz_tweak_item(object_type *o_ptr)
832 /* Hack -- leave artifacts alone */
833 if (object_is_artifact(o_ptr)) return;
835 p = "Enter new 'pval' setting: ";
836 sprintf(tmp_val, "%d", o_ptr->pval);
837 if (!get_string(p, tmp_val, 5)) return;
838 o_ptr->pval = (s16b)atoi(tmp_val);
839 wiz_display_item(o_ptr);
841 p = "Enter new 'to_a' setting: ";
842 sprintf(tmp_val, "%d", o_ptr->to_a);
843 if (!get_string(p, tmp_val, 5)) return;
844 o_ptr->to_a = (s16b)atoi(tmp_val);
845 wiz_display_item(o_ptr);
847 p = "Enter new 'to_h' setting: ";
848 sprintf(tmp_val, "%d", o_ptr->to_h);
849 if (!get_string(p, tmp_val, 5)) return;
850 o_ptr->to_h = (s16b)atoi(tmp_val);
851 wiz_display_item(o_ptr);
853 p = "Enter new 'to_d' setting: ";
854 sprintf(tmp_val, "%d", (int)o_ptr->to_d);
855 if (!get_string(p, tmp_val, 5)) return;
856 o_ptr->to_d = (s16b)atoi(tmp_val);
857 wiz_display_item(o_ptr);
862 * @brief アイテムの質を選択して再生成する /
863 * Apply magic to an item or turn it into an artifact. -Bernd-
864 * @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
867 static void wiz_reroll_item(object_type *o_ptr)
874 bool changed = FALSE;
877 /* Hack -- leave artifacts alone */
878 if (object_is_artifact(o_ptr)) return;
882 /* Copy the object */
883 object_copy(q_ptr, o_ptr);
886 /* Main loop. Ask for magification and artifactification */
889 /* Display full item debug information */
890 wiz_display_item(q_ptr);
892 /* Ask wizard what to do. */
893 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, FALSE))
895 /* Preserve wizard-generated artifacts */
896 if (object_is_fixed_artifact(q_ptr))
898 a_info[q_ptr->name1].cur_num = 0;
906 /* Create/change it! */
907 if (ch == 'A' || ch == 'a')
913 /* Preserve wizard-generated artifacts */
914 if (object_is_fixed_artifact(q_ptr))
916 a_info[q_ptr->name1].cur_num = 0;
922 /* Apply bad magic, but first clear object */
925 object_prep(q_ptr, o_ptr->k_idx);
926 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
929 /* Apply bad magic, but first clear object */
932 object_prep(q_ptr, o_ptr->k_idx);
933 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
936 /* Apply normal magic, but first clear object */
939 object_prep(q_ptr, o_ptr->k_idx);
940 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
943 /* Apply good magic, but first clear object */
946 object_prep(q_ptr, o_ptr->k_idx);
947 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD);
950 /* Apply great magic, but first clear object */
953 object_prep(q_ptr, o_ptr->k_idx);
954 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT);
957 /* Apply special magic, but first clear object */
960 object_prep(q_ptr, o_ptr->k_idx);
961 apply_magic(q_ptr, dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
963 /* Failed to create artifact; make a random one */
964 if (!object_is_artifact(q_ptr)) create_artifact(q_ptr, FALSE);
968 q_ptr->iy = o_ptr->iy;
969 q_ptr->ix = o_ptr->ix;
970 q_ptr->next_o_idx = o_ptr->next_o_idx;
971 q_ptr->marked = o_ptr->marked;
979 object_copy(o_ptr, q_ptr);
980 p_ptr->update |= (PU_BONUS);
982 /* Combine / Reorder the pack (later) */
983 p_ptr->update |= (PU_COMBINE | PU_REORDER);
985 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
992 * @brief 検査対象のアイテムを基準とした生成テストを行う /
993 * Try to create an item again. Output some statistics. -Bernd-
994 * @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
996 * The statistics are correct now. We acquire a clean grid, and then
997 * repeatedly place an object in this grid, copying it into an item
998 * holder, and then deleting the object. We fiddle with the artifact
999 * counter flags to prevent weirdness. We use the items to collect
1000 * statistics on item creation relative to the initial item.
1002 static void wiz_statistics(object_type *o_ptr)
1004 u32b i, matches, better, worse, other, correct;
1006 u32b test_roll = 1000000;
1016 concptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
1018 concptr p = "Enter number of items to roll: ";
1022 /* Mega-Hack -- allow multiple artifacts */
1023 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;
1029 concptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
1032 wiz_display_item(o_ptr);
1035 if (!get_com(pmt, &ch, FALSE)) break;
1037 if (ch == 'n' || ch == 'N')
1042 else if (ch == 'g' || ch == 'G')
1047 else if (ch == 'e' || ch == 'E')
1049 mode = AM_GOOD | AM_GREAT;
1050 quality = "excellent";
1057 sprintf(tmp_val, "%ld", (long int)test_roll);
1058 if (get_string(p, tmp_val, 10)) test_roll = atol(tmp_val);
1059 test_roll = MAX(1, test_roll);
1061 /* Let us know what we are doing */
1062 msg_format("Creating a lot of %s items. Base level = %d.",
1063 quality, dun_level);
1066 /* Set counters to zero */
1067 correct = matches = better = worse = other = 0;
1069 /* Let's rock and roll */
1070 for (i = 0; i <= test_roll; i++)
1072 /* Output every few rolls */
1073 if ((i < 100) || (i % 100 == 0))
1078 /* Allow interupt */
1082 break; // stop rolling
1085 /* Dump the stats */
1086 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
1092 /* Create an object */
1093 make_object(q_ptr, mode);
1096 /* Mega-Hack -- allow multiple artifacts */
1097 if (object_is_fixed_artifact(q_ptr)) a_info[q_ptr->name1].cur_num = 0;
1100 /* Test for the same tval and sval. */
1101 if ((o_ptr->tval) != (q_ptr->tval)) continue;
1102 if ((o_ptr->sval) != (q_ptr->sval)) continue;
1104 /* One more correct item */
1107 /* Check for match */
1108 if ((q_ptr->pval == o_ptr->pval) &&
1109 (q_ptr->to_a == o_ptr->to_a) &&
1110 (q_ptr->to_h == o_ptr->to_h) &&
1111 (q_ptr->to_d == o_ptr->to_d) &&
1112 (q_ptr->name1 == o_ptr->name1))
1117 /* Check for better */
1118 else if ((q_ptr->pval >= o_ptr->pval) &&
1119 (q_ptr->to_a >= o_ptr->to_a) &&
1120 (q_ptr->to_h >= o_ptr->to_h) &&
1121 (q_ptr->to_d >= o_ptr->to_d))
1126 /* Check for worse */
1127 else if ((q_ptr->pval <= o_ptr->pval) &&
1128 (q_ptr->to_a <= o_ptr->to_a) &&
1129 (q_ptr->to_h <= o_ptr->to_h) &&
1130 (q_ptr->to_d <= o_ptr->to_d))
1135 /* Assume different */
1143 msg_format(q, i, correct, matches, better, worse, other);
1148 /* Hack -- Normally only make a single artifact */
1149 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
1154 * @brief 検査対象のアイテムの数を変更する /
1155 * Change the quantity of a the item
1156 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
1159 static void wiz_quantity_item(object_type *o_ptr)
1161 int tmp_int, tmp_qnt;
1166 /* Never duplicate artifacts */
1167 if (object_is_artifact(o_ptr)) return;
1169 /* Store old quantity. -LM- */
1170 tmp_qnt = o_ptr->number;
1173 sprintf(tmp_val, "%d", (int)o_ptr->number);
1176 if (get_string("Quantity: ", tmp_val, 2))
1179 tmp_int = atoi(tmp_val);
1182 if (tmp_int < 1) tmp_int = 1;
1183 if (tmp_int > 99) tmp_int = 99;
1185 /* Accept modifications */
1186 o_ptr->number = (byte_hack)tmp_int;
1189 if (o_ptr->tval == TV_ROD)
1191 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
1196 * @brief 青魔導師の魔法を全て習得済みにする /
1197 * debug command for blue mage
1200 static void do_cmd_wiz_blue_mage(void)
1204 BIT_FLAGS f4 = 0L, f5 = 0L, f6 = 0L;
1206 for (j = 1; j < A_MAX; j++)
1208 set_rf_masks(&f4, &f5, &f6, j);
1210 for (i = 0; i < 32; i++)
1212 if ((0x00000001 << i) & f4) p_ptr->magic_num2[i] = 1;
1216 if ((0x00000001 << (i - 32)) & f5) p_ptr->magic_num2[i] = 1;
1220 if ((0x00000001 << (i - 64)) & f6) p_ptr->magic_num2[i] = 1;
1227 * @brief アイテム検査のメインルーチン /
1228 * Play with an item. Options include:
1231 * - Output statistics (via wiz_roll_item)<br>
1232 * - Reroll item (via wiz_reroll_item)<br>
1233 * - Change properties (via wiz_tweak_item)<br>
1234 * - Change the number of items (via wiz_quantity_item)<br>
1236 static void do_cmd_wiz_play(void)
1246 q = "Play with which object? ";
1247 s = "You have nothing to play with.";
1249 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
1253 /* The item was not changed */
1259 object_copy(q_ptr, o_ptr);
1265 /* Display the item */
1266 wiz_display_item(q_ptr);
1269 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, FALSE))
1275 if (ch == 'A' || ch == 'a')
1281 if (ch == 's' || ch == 'S')
1283 wiz_statistics(q_ptr);
1286 if (ch == 'r' || ch == 'r')
1288 wiz_reroll_item(q_ptr);
1291 if (ch == 't' || ch == 'T')
1293 wiz_tweak_item(q_ptr);
1296 if (ch == 'q' || ch == 'Q')
1298 wiz_quantity_item(q_ptr);
1308 msg_print("Changes accepted.");
1310 /* Recalcurate object's weight */
1313 p_ptr->total_weight += (q_ptr->weight * q_ptr->number)
1314 - (o_ptr->weight * o_ptr->number);
1318 object_copy(o_ptr, q_ptr);
1320 p_ptr->update |= (PU_BONUS);
1322 /* Combine / Reorder the pack (later) */
1323 p_ptr->update |= (PU_COMBINE | PU_REORDER);
1325 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1331 msg_print("Changes ignored.");
1337 * @brief 任意のベースアイテム生成のメインルーチン /
1338 * Wizard routine for creating objects -RAK-
1341 * Heavily modified to allow magification and artifactification -Bernd-
1343 * Note that wizards cannot create objects on top of other objects.
1345 * Hack -- this routine always makes a "dungeon object", and applies
1346 * magic to it, and attempts to decline cursed items.
1348 static void wiz_create_item(void)
1356 /* Get object base type */
1357 k_idx = wiz_create_itemtype();
1361 /* Return if failed */
1364 if (k_info[k_idx].gen_flags & TRG_INSTA_ART)
1369 for (i = 1; i < max_a_idx; i++)
1371 /* Ignore incorrect tval */
1372 if (a_info[i].tval != k_info[k_idx].tval) continue;
1374 /* Ignore incorrect sval */
1375 if (a_info[i].sval != k_info[k_idx].sval) continue;
1377 /* Create this artifact */
1378 (void)create_named_art(i, p_ptr->y, p_ptr->x);
1381 msg_print("Allocated(INSTA_ART).");
1387 object_prep(q_ptr, k_idx);
1389 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
1391 /* Drop the object from heaven */
1392 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1395 msg_print("Allocated.");
1400 * @brief プレイヤーを完全回復する /
1401 * Cure everything instantly
1404 static void do_cmd_wiz_cure_all(void)
1406 (void)life_stream(FALSE, FALSE);
1407 (void)restore_mana(TRUE);
1408 (void)set_food(PY_FOOD_MAX - 1);
1413 * @brief 任意のダンジョン及び階層に飛ぶ /
1417 static void do_cmd_wiz_jump(void)
1420 if (command_arg <= 0)
1424 DUNGEON_IDX tmp_dungeon_type;
1427 sprintf(ppp, "Jump which dungeon : ");
1430 sprintf(tmp_val, "%d", dungeon_type);
1432 /* Ask for a level */
1433 if (!get_string(ppp, tmp_val, 2)) return;
1435 tmp_dungeon_type = (DUNGEON_IDX)atoi(tmp_val);
1436 if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > max_d_idx)) tmp_dungeon_type = DUNGEON_ANGBAND;
1439 sprintf(ppp, "Jump to level (0, %d-%d): ",
1440 (int)d_info[tmp_dungeon_type].mindepth, (int)d_info[tmp_dungeon_type].maxdepth);
1443 sprintf(tmp_val, "%d", (int)dun_level);
1445 /* Ask for a level */
1446 if (!get_string(ppp, tmp_val, 10)) return;
1448 /* Extract request */
1449 command_arg = (COMMAND_ARG)atoi(tmp_val);
1451 dungeon_type = tmp_dungeon_type;
1455 if (command_arg < d_info[dungeon_type].mindepth) command_arg = 0;
1456 if (command_arg > d_info[dungeon_type].maxdepth) command_arg = (COMMAND_ARG)d_info[dungeon_type].maxdepth;
1458 /* Accept request */
1459 msg_format("You jump to dungeon level %d.", command_arg);
1461 if (autosave_l) do_cmd_save_game(TRUE);
1464 dun_level = command_arg;
1466 prepare_change_floor_mode(CFM_RAND_PLACE);
1468 if (!dun_level) dungeon_type = 0;
1469 p_ptr->inside_arena = FALSE;
1470 p_ptr->wild_mode = FALSE;
1472 leave_quest_check();
1474 if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);
1476 p_ptr->inside_quest = 0;
1477 p_ptr->energy_use = 0;
1479 /* Prevent energy_need from being too lower than 0 */
1480 p_ptr->energy_need = 0;
1483 * Clear all saved floors
1484 * and create a first saved floor
1486 prepare_change_floor_mode(CFM_FIRST_FLOOR);
1489 p_ptr->leaving = TRUE;
1494 * @brief 全ベースアイテムを鑑定済みにする /
1495 * Become aware of a lot of objects
1498 static void do_cmd_wiz_learn(void)
1505 /* Scan every object */
1506 for (i = 1; i < max_k_idx; i++)
1508 object_kind *k_ptr = &k_info[i];
1510 /* Induce awareness */
1511 if (k_ptr->level <= command_arg)
1514 object_prep(q_ptr, i);
1515 object_aware(q_ptr);
1522 * @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 /
1523 * Summon some creatures
1527 static void do_cmd_wiz_summon(int num)
1530 for (i = 0; i < num; i++)
1532 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE), '\0');
1539 * @brief モンスターを種族IDを指定して敵対的に召喚する /
1540 * Summon a creature of the specified type
1541 * @param r_idx モンスター種族ID
1544 * This function is rather dangerous
1546 static void do_cmd_wiz_named(MONRACE_IDX r_idx)
1548 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1553 * @brief モンスターを種族IDを指定してペット召喚する /
1554 * Summon a creature of the specified type
1555 * @param r_idx モンスター種族ID
1558 * This function is rather dangerous
1560 static void do_cmd_wiz_named_friendly(MONRACE_IDX r_idx)
1562 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP | PM_FORCE_PET));
1568 * @brief プレイヤー近辺の全モンスターを消去する /
1569 * Hack -- Delete all nearby monsters
1572 static void do_cmd_wiz_zap(void)
1576 /* Genocide everyone nearby */
1577 for (i = 1; i < m_max; i++)
1579 monster_type *m_ptr = &m_list[i];
1581 /* Paranoia -- Skip dead monsters */
1582 if (!m_ptr->r_idx) continue;
1584 /* Skip the mount */
1585 if (i == p_ptr->riding) continue;
1587 /* Delete nearby monsters */
1588 if (m_ptr->cdis <= MAX_SIGHT)
1590 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1592 GAME_TEXT m_name[MAX_NLEN];
1594 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1595 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1598 delete_monster_idx(i);
1605 * @brief フロアに存在する全モンスターを消去する /
1606 * Hack -- Delete all monsters
1609 static void do_cmd_wiz_zap_all(void)
1613 /* Genocide everyone */
1614 for (i = 1; i < m_max; i++)
1616 monster_type *m_ptr = &m_list[i];
1618 /* Paranoia -- Skip dead monsters */
1619 if (!m_ptr->r_idx) continue;
1621 /* Skip the mount */
1622 if (i == p_ptr->riding) continue;
1624 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1626 GAME_TEXT m_name[MAX_NLEN];
1628 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1629 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1632 /* Delete this monster */
1633 delete_monster_idx(i);
1639 * @brief 指定された地点の地形IDを変更する /
1640 * Create desired feature
1643 static void do_cmd_wiz_create_feature(void)
1645 static int prev_feat = 0;
1646 static int prev_mimic = 0;
1648 feature_type *f_ptr;
1650 IDX tmp_feat, tmp_mimic;
1653 if (!tgt_pt(&x, &y)) return;
1655 c_ptr = &cave[y][x];
1658 sprintf(tmp_val, "%d", prev_feat);
1661 if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
1664 tmp_feat = (IDX)atoi(tmp_val);
1665 if (tmp_feat < 0) tmp_feat = 0;
1666 else if (tmp_feat >= max_f_idx) tmp_feat = max_f_idx - 1;
1669 sprintf(tmp_val, "%d", prev_mimic);
1672 if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3)) return;
1675 tmp_mimic = (IDX)atoi(tmp_val);
1676 if (tmp_mimic < 0) tmp_mimic = 0;
1677 else if (tmp_mimic >= max_f_idx) tmp_mimic = max_f_idx - 1;
1679 cave_set_feat(y, x, tmp_feat);
1680 c_ptr->mimic = (s16b)tmp_mimic;
1682 f_ptr = &f_info[get_feat_mimic(c_ptr)];
1684 if (have_flag(f_ptr->flags, FF_GLYPH) ||
1685 have_flag(f_ptr->flags, FF_MINOR_GLYPH))
1686 c_ptr->info |= (CAVE_OBJECT);
1687 else if (have_flag(f_ptr->flags, FF_MIRROR))
1688 c_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
1693 /* Update some things */
1694 p_ptr->update |= (PU_FLOW);
1696 prev_feat = tmp_feat;
1697 prev_mimic = tmp_mimic;
1702 #define NUM_O_BIT 32
1705 * @brief 現在のオプション設定をダンプ出力する /
1706 * Hack -- Dump option bits usage
1709 static void do_cmd_dump_options(void)
1716 /* Build the filename */
1717 path_build(buf, sizeof buf, ANGBAND_DIR_USER, "opt_info.txt");
1719 /* File type is "TEXT" */
1720 FILE_TYPE(FILE_TYPE_TEXT);
1723 fff = my_fopen(buf, "a");
1727 msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), buf);
1732 /* Allocate the "exist" array (2-dimension) */
1733 C_MAKE(exist, NUM_O_SET, int *);
1734 C_MAKE(*exist, NUM_O_BIT * NUM_O_SET, int);
1735 for (i = 1; i < NUM_O_SET; i++) exist[i] = *exist + i * NUM_O_BIT;
1737 /* Check for exist option bits */
1738 for (i = 0; option_info[i].o_desc; i++)
1740 const option_type *ot_ptr = &option_info[i];
1741 if (ot_ptr->o_var) exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
1744 fprintf(fff, "[Option bits usage on Hengband %d.%d.%d]\n\n",
1745 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1747 fputs("Set - Bit (Page) Option Name\n", fff);
1748 fputs("------------------------------------------------\n", fff);
1749 /* Dump option bits usage */
1750 for (i = 0; i < NUM_O_SET; i++)
1752 for (j = 0; j < NUM_O_BIT; j++)
1756 const option_type *ot_ptr = &option_info[exist[i][j] - 1];
1757 fprintf(fff, " %d - %02d (%4d) %s\n",
1758 i, j, ot_ptr->o_page, ot_ptr->o_text);
1762 fprintf(fff, " %d - %02d\n", i, j);
1768 /* Free the "exist" array (2-dimension) */
1769 C_KILL(*exist, NUM_O_BIT * NUM_O_SET, int);
1770 C_KILL(exist, NUM_O_SET, int *);
1775 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);
1779 #ifdef ALLOW_SPOILERS
1784 extern void do_cmd_spoilers(void);
1786 #endif /* ALLOW_SPOILERS */
1791 * Hack -- declare external function
1793 extern void do_cmd_debug(void);
1798 * @brief デバッグコマンドを選択する処理のメインルーチン /
1799 * Ask for and parse a "debug command"
1800 * The "command_arg" may have been set.
1803 void do_cmd_debug(void)
1808 /* Get a "debug command" */
1809 get_com("Debug Command: ", &cmd, FALSE);
1811 /* Analyze the command */
1821 #ifdef ALLOW_SPOILERS
1823 /* Hack -- Generate Spoilers */
1828 #endif /* ALLOW_SPOILERS */
1835 /* Cure all maladies */
1837 do_cmd_wiz_cure_all();
1840 /* Know alignment */
1842 msg_format("Your alignment is %d.", p_ptr->align);
1845 /* Teleport to target */
1854 /* Create any object */
1859 /* Create a named artifact */
1861 wiz_create_named_art();
1864 /* Detect everything */
1866 detect_all(DETECT_RAD_ALL * 3);
1869 /* Dimension_door */
1871 wiz_dimension_door();
1874 /* Edit character */
1876 do_cmd_wiz_change();
1879 /* Blue Mage Only */
1881 if (p_ptr->pclass == CLASS_BLUE_MAGE)
1883 do_cmd_wiz_blue_mage();
1887 /* View item info */
1889 identify_fully(FALSE);
1892 /* Create desired feature */
1894 do_cmd_wiz_create_feature();
1899 if (command_arg <= 0) command_arg = 1;
1900 acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE);
1903 /* Hitpoint rerating */
1905 do_cmd_rerate(TRUE);
1909 do_cmd_summon_horde();
1914 (void)ident_spell(FALSE);
1917 /* Go up or down in the dungeon */
1922 /* Self-Knowledge */
1927 /* Learn about objects */
1934 map_area(DETECT_RAD_ALL * 3);
1939 (void)gain_random_mutation(command_arg);
1944 (void)do_cmd_wiz_reset_class();
1947 /* Specific reward */
1949 (void)gain_level_reward(command_arg);
1952 /* Summon _friendly_ named monster */
1954 do_cmd_wiz_named_friendly(command_arg);
1957 /* Summon Named Monster */
1959 do_cmd_wiz_named(command_arg);
1962 /* Dump option bits usage */
1964 do_cmd_dump_options();
1967 /* Object playing routines */
1974 teleport_player(10, 0L);
1983 sprintf(ppp, "QuestID (0-%d):", max_q_idx - 1);
1984 sprintf(tmp_val, "%d", 0);
1986 if (!get_string(ppp, tmp_val, 3)) return;
1987 tmp_int = atoi(tmp_val);
1989 if(tmp_int < 0) break;
1990 if(tmp_int >= max_q_idx) break;
1992 p_ptr->inside_quest = (QUEST_IDX)tmp_int;
1993 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
1994 quest[tmp_int].status = QUEST_STATUS_TAKEN;
1995 p_ptr->inside_quest = 0;
1999 /* Complete a Quest -KMW- */
2001 if(p_ptr->inside_quest)
2003 if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
2005 complete_quest(p_ptr->inside_quest);
2011 msg_print("No current quest");
2016 /* Make every dungeon square "known" to test streamers -KMW- */
2018 for (y = 0; y < cur_hgt; y++)
2020 for (x = 0; x < cur_wid; x++)
2022 cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
2028 /* Summon Random Monster(s) */
2030 if (command_arg <= 0) command_arg = 1;
2031 do_cmd_wiz_summon(command_arg);
2034 /* Special(Random Artifact) Objects */
2036 if (command_arg <= 0) command_arg = 1;
2037 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE);
2042 teleport_player(100, 0L);
2045 /* Game Time Setting */
2051 /* Very Good Objects */
2053 if (command_arg <= 0) command_arg = 1;
2054 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE);
2057 /* Wizard Light the Level */
2059 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
2062 /* Increase Experience */
2064 gain_exp(command_arg ? command_arg : (p_ptr->exp + 1));
2067 /* Zap Monsters (Genocide) */
2072 /* Zap Monsters (Omnicide) */
2074 do_cmd_wiz_zap_all();
2077 /* Hack -- whatever I desire */
2079 do_cmd_wiz_hack_ben();
2082 /* For temporary test. */
2086 for(i = INVEN_TOTAL - 1; i >= 0; i--)
2088 if(inventory[i].k_idx) inven_drop(i, 999);
2095 do_cmd_wiz_reset_class();
2098 /* Not a Wizard Command */
2100 msg_print("That is not a valid debug command.");
2105 void cheat_death(player_type *creature_ptr)
2107 /* Mark social class, reset age, if needed */
2108 if (creature_ptr->sc) creature_ptr->sc = creature_ptr->age = 0;
2111 creature_ptr->age++;
2114 creature_ptr->noscore |= 0x0001;
2116 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."));
2119 (void)life_stream(FALSE, FALSE);
2121 if (creature_ptr->pclass == CLASS_MAGIC_EATER)
2124 for (magic_idx = 0; magic_idx < EATER_EXT * 2; magic_idx++)
2126 creature_ptr->magic_num1[magic_idx] = creature_ptr->magic_num2[magic_idx] * EATER_CHARGE;
2128 for (; magic_idx < EATER_EXT * 3; magic_idx++)
2130 creature_ptr->magic_num1[magic_idx] = 0;
2134 /* Restore spell points */
2135 creature_ptr->csp = creature_ptr->msp;
2136 creature_ptr->csp_frac = 0;
2138 /* Hack -- cancel recall */
2139 if (creature_ptr->word_recall)
2141 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
2144 /* Hack -- Prevent recall */
2145 creature_ptr->word_recall = 0;
2146 creature_ptr->redraw |= (PR_STATUS);
2149 /* Hack -- cancel alter */
2150 if (creature_ptr->alter_reality)
2152 /* Hack -- Prevent alter */
2153 creature_ptr->alter_reality = 0;
2154 creature_ptr->redraw |= (PR_STATUS);
2157 /* Note cause of death */
2158 (void)strcpy(creature_ptr->died_from, _("死の欺き", "Cheating death"));
2161 creature_ptr->is_dead = FALSE;
2163 /* Hack -- Prevent starvation */
2164 (void)set_food(PY_FOOD_MAX - 1);
2167 creature_ptr->inside_arena = FALSE;
2168 creature_ptr->inside_battle = FALSE;
2170 creature_ptr->inside_quest = 0;
2171 if (dungeon_type) creature_ptr->recall_dungeon = dungeon_type;
2173 if (lite_town || vanilla_town)
2175 creature_ptr->wilderness_y = 1;
2176 creature_ptr->wilderness_x = 1;
2179 creature_ptr->oldpy = 10;
2180 creature_ptr->oldpx = 34;
2184 creature_ptr->oldpy = 33;
2185 creature_ptr->oldpx = 131;
2190 creature_ptr->wilderness_y = 48;
2191 creature_ptr->wilderness_x = 5;
2192 creature_ptr->oldpy = 33;
2193 creature_ptr->oldpx = 131;
2197 creature_ptr->wild_mode = FALSE;
2198 creature_ptr->leaving = TRUE;
2200 do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
2204 /* Prepare next floor */