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"
21 #include "player-status.h"
25 * @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()
28 void do_cmd_rerate_aux(void)
30 /* Minimum hitpoints at highest level */
31 HIT_POINT min_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 3 / 8;
33 /* Maximum hitpoints at highest level */
34 HIT_POINT max_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 5 / 8;
41 /* Pre-calculate level 1 hitdice */
42 p_ptr->player_hp[0] = (HIT_POINT)p_ptr->hitdie;
44 for (i = 1; i < 4; i++)
46 p_ptr->player_hp[0] += randint1(p_ptr->hitdie);
49 /* Roll the hitpoint values */
50 for (i = 1; i < PY_MAX_LEVEL; i++)
52 p_ptr->player_hp[i] = p_ptr->player_hp[i - 1] + randint1(p_ptr->hitdie);
55 /* Require "valid" hitpoints at highest level */
56 if ((p_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) &&
57 (p_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value)) break;
63 * @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
64 * @param display TRUEならば体力ランクを明示する
67 void do_cmd_rerate(bool display)
74 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
75 (2 * p_ptr->hitdie + ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
78 /* Update and redraw hitpoints */
79 p_ptr->update |= (PU_HP);
80 p_ptr->redraw |= (PR_HP);
81 p_ptr->window |= (PW_PLAYER);
86 msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
87 p_ptr->knowledge |= KNOW_HPRATE;
91 msg_print(_("体力ランクが変わった。", "Life rate is changed."));
92 p_ptr->knowledge &= ~(KNOW_HPRATE);
100 * @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
101 * @return 実際にテレポートを行ったらTRUEを返す
103 static bool wiz_dimension_door(void)
105 POSITION x = 0, y = 0;
106 if (!tgt_pt(&x, &y)) return FALSE;
107 teleport_player_to(y, x, TELEPORT_NONMAGICAL);
113 * @brief プレイ日数を変更する / Set gametime.
114 * @return 実際に変更を行ったらTRUEを返す
116 static bool set_gametime(void)
119 char ppp[80], tmp_val[40];
121 sprintf(ppp, "Dungeon Turn (0-%ld): ", (long)dungeon_turn_limit);
122 sprintf(tmp_val, "%ld", (long)dungeon_turn);
123 if (!get_string(ppp, tmp_val, 10)) return (FALSE);
124 tmp_int = atoi(tmp_val);
127 if (tmp_int >= dungeon_turn_limit) tmp_int = dungeon_turn_limit - 1;
128 else if (tmp_int < 0) tmp_int = 0;
129 dungeon_turn = turn = tmp_int;
136 * @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
139 static void wiz_create_named_art(void)
141 char tmp_val[10] = "";
145 if (!get_string("Artifact ID:", tmp_val, 3)) return;
148 a_idx = (ARTIFACT_IDX)atoi(tmp_val);
149 if(a_idx < 0) a_idx = 0;
150 if(a_idx >= max_a_idx) a_idx = 0;
152 /* Create the artifact */
153 (void)create_named_art(a_idx, p_ptr->y, p_ptr->x);
156 msg_print("Allocated.");
161 * @brief ウィザードモード用モンスター調査 / Hack -- quick debugging hook
164 static void do_cmd_wiz_hack_ben(void)
171 * @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
174 static void do_cmd_summon_horde(void)
176 POSITION wy = p_ptr->y, wx = p_ptr->x;
181 scatter(&wy, &wx, p_ptr->y, p_ptr->x, 3, 0);
182 if (cave_empty_bold(wy, wx)) break;
185 (void)alloc_horde(wy, wx);
189 * @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.
192 static void prt_binary(BIT_FLAGS flags, int row, int col)
198 for (i = bitmask = 1; i <= 32; i++, bitmask *= 2)
203 Term_putch(col++, row, TERM_BLUE, '*');
206 /* Dump unset bits */
209 Term_putch(col++, row, TERM_WHITE, '-');
215 #define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
218 * @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.
219 * @param tval ベースアイテムの大項目ID
220 * @param sval ベースアイテムの小項目ID
225 static void prt_alloc(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval, TERM_LEN row, TERM_LEN col)
229 u32b rarity[K_MAX_DEPTH];
230 u32b total[K_MAX_DEPTH];
232 concptr r = "+---Rate---+";
237 alloc_entry *table = alloc_kind_table;
239 /* Wipe the tables */
240 (void)C_WIPE(rarity, K_MAX_DEPTH, u32b);
241 (void)C_WIPE(total, K_MAX_DEPTH, u32b);
242 (void)C_WIPE(display, 22, s32b);
244 /* Scan all entries */
245 for (i = 0; i < K_MAX_DEPTH; i++)
248 for (j = 0; j < alloc_kind_size; j++)
252 if (table[j].level <= i)
254 prob = table[j].prob1 * GREAT_OBJ * K_MAX_DEPTH;
256 else if (table[j].level - 1 > 0)
258 prob = table[j].prob1 * i * K_MAX_DEPTH / (table[j].level - 1);
261 /* Acquire this kind */
262 k_ptr = &k_info[table[j].index];
264 /* Accumulate probabilities */
265 total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
266 total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
268 /* Accumulate probabilities */
269 if ((k_ptr->tval == tval) && (k_ptr->sval == sval))
272 rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
275 total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
278 /* Calculate probabilities for each range */
279 for (i = 0; i < 22; i++)
281 /* Shift the values into view */
283 for (j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
284 possibility += rarity[j] * 100000 / total[j];
285 display[i] = possibility / 5;
288 /* Graph the rarities */
289 for (i = 0; i < 22; i++)
291 Term_putch(col, row + i + 1, TERM_WHITE, '|');
293 prt(format("%2dF", (i * 5)), row + i + 1, col);
297 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22))
299 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
303 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
307 /* Make it look nice */
312 * @brief プレイヤーの職業を変更する
314 * @todo 魔法領域の再選択などがまだ不完全、要実装。
316 static void do_cmd_wiz_reset_class(void)
323 sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
326 sprintf(tmp_val, "%d", p_ptr->pclass);
329 if (!get_string(ppp, tmp_val, 2)) return;
332 tmp_int = atoi(tmp_val);
335 if (tmp_int < 0 || tmp_int >= MAX_CLASS) return;
338 p_ptr->pclass = (byte_hack)tmp_int;
340 /* Redraw inscription */
341 p_ptr->window |= (PW_PLAYER);
343 /* {.} and {$} effect p_ptr->warning and TRC_TELEPORT_SELF */
344 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
351 * @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
354 static void do_cmd_wiz_bamf(void)
356 /* Must have a target */
357 if (!target_who) return;
359 /* Teleport to the target */
360 teleport_player_to(target_row, target_col, TELEPORT_NONMAGICAL);
365 * @brief プレイヤーの現能力値を調整する
366 * Aux function for "do_cmd_wiz_change()". -RAK-
369 static void do_cmd_wiz_change_aux(void)
379 /* Query the stats */
380 for (i = 0; i < A_MAX; i++)
383 sprintf(ppp, "%s (3-%d): ", stat_names[i], p_ptr->stat_max_max[i]);
386 sprintf(tmp_val, "%d", p_ptr->stat_max[i]);
389 if (!get_string(ppp, tmp_val, 3)) return;
392 tmp_int = atoi(tmp_val);
395 if (tmp_int > p_ptr->stat_max_max[i]) tmp_int = p_ptr->stat_max_max[i];
396 else if (tmp_int < 3) tmp_int = 3;
399 p_ptr->stat_cur[i] = p_ptr->stat_max[i] = (BASE_STATUS)tmp_int;
404 sprintf(tmp_val, "%d", WEAPON_EXP_MASTER);
407 if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 9)) return;
410 tmp_s16b = (s16b)atoi(tmp_val);
413 if (tmp_s16b < WEAPON_EXP_UNSKILLED) tmp_s16b = WEAPON_EXP_UNSKILLED;
414 if (tmp_s16b > WEAPON_EXP_MASTER) tmp_s16b = WEAPON_EXP_MASTER;
416 for (j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++)
418 for (i = 0;i < 64;i++)
420 p_ptr->weapon_exp[j][i] = tmp_s16b;
421 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];
425 for (j = 0; j < 10; j++)
427 p_ptr->skill_exp[j] = tmp_s16b;
428 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];
431 for (j = 0; j < 32; j++)
432 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
434 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
437 sprintf(tmp_val, "%ld", (long)(p_ptr->au));
440 if (!get_string("Gold: ", tmp_val, 9)) return;
443 tmp_long = atol(tmp_val);
446 if (tmp_long < 0) tmp_long = 0L;
449 p_ptr->au = tmp_long;
452 sprintf(tmp_val, "%ld", (long)(p_ptr->max_exp));
455 if (!get_string("Experience: ", tmp_val, 9)) return;
458 tmp_long = atol(tmp_val);
461 if (tmp_long < 0) tmp_long = 0L;
463 if (p_ptr->prace != RACE_ANDROID)
466 p_ptr->max_exp = tmp_long;
467 p_ptr->exp = tmp_long;
476 * @brief プレイヤーの現能力値を調整する(メインルーチン)
477 * Change various "permanent" player variables.
480 static void do_cmd_wiz_change(void)
483 do_cmd_wiz_change_aux();
489 * @brief アイテムの詳細ステータスを表示する /
490 * Change various "permanent" player variables.
491 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
494 * Wizard routines for creating objects -RAK-
495 * And for manipulating them! -Bernd-
497 * This has been rewritten to make the whole procedure
498 * of debugging objects much easier and more comfortable.
500 * The following functions are meant to play with objects:
501 * Create, modify, roll for them (for statistic purposes) and more.
502 * The original functions were by RAK.
503 * The function to show an item's debug information was written
504 * by David Reeve Sward <sward+@CMU.EDU>.
505 * Bernd (wiebelt@mathematik.hu-berlin.de)
507 * Here are the low-level functions
508 * - wiz_display_item()
509 * display an item's debug-info
510 * - wiz_create_itemtype()
511 * specify tval and sval (type and subtype of object)
513 * specify pval, +AC, +tohit, +todam
514 * Note that the wizard can leave this function anytime,
515 * thus accepting the default-values for the remaining values.
516 * pval comes first now, since it is most important.
517 * - wiz_reroll_item()
518 * apply some magic to the item or turn it into an artifact.
520 * Get some statistics about the rarity of an item:
521 * We create a lot of fake items and see if they are of the
522 * same type (tval and sval), then we compare pval and +AC.
523 * If the fake-item is better or equal it is counted.
524 * Note that cursed items that are better or equal (absolute values)
526 * HINT: This is *very* useful for balancing the game!
527 * - wiz_quantity_item()
528 * change the quantity of an item, but be sane about it.
530 * And now the high-level functions
531 * - do_cmd_wiz_play()
532 * play with an existing object
533 * - wiz_create_item()
534 * create a new object
536 * Note -- You do not have to specify "pval" and other item-properties
537 * directly. Just apply magic until you are satisfied with the item.
539 * Note -- For some items (such as wands, staffs, some rings, etc), you
540 * must apply magic, or you will get "broken" or "uncharged" objects.
542 * Note -- Redefining artifacts via "do_cmd_wiz_play()" may destroy
543 * the artifact. Be careful.
545 * Hack -- this function will allow you to create multiple artifacts.
546 * This "feature" may induce crashes or other nasty effects.
547 * Just display an item's properties (debug-info)
548 * Originally by David Reeve Sward <sward+@CMU.EDU>
549 * Verbose item flags by -Bernd-
551 static void wiz_display_item(object_type *o_ptr)
554 BIT_FLAGS flgs[TR_FLAG_SIZE];
556 object_flags(o_ptr, flgs);
558 /* Clear the screen */
559 for (i = 1; i <= 23; i++) prt("", i, j - 2);
561 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
564 object_desc(buf, o_ptr, OD_STORE);
568 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d",
569 o_ptr->k_idx, k_info[o_ptr->k_idx].level,
570 o_ptr->tval, o_ptr->sval), 4, j);
572 prt(format("number = %-3d wgt = %-6d ac = %-5d damage = %dd%d",
573 o_ptr->number, o_ptr->weight,
574 o_ptr->ac, o_ptr->dd, o_ptr->ds), 5, j);
576 prt(format("pval = %-5d toac = %-5d tohit = %-4d todam = %-4d",
577 o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), 6, j);
579 prt(format("name1 = %-4d name2 = %-4d cost = %ld",
580 o_ptr->name1, o_ptr->name2, (long)object_value_real(o_ptr)), 7, j);
582 prt(format("ident = %04x xtra1 = %-4d xtra2 = %-4d timeout = %-d",
583 o_ptr->ident, o_ptr->xtra1, o_ptr->xtra2, o_ptr->timeout), 8, j);
585 prt(format("xtra3 = %-4d xtra4 = %-4d xtra5 = %-4d cursed = %-d",
586 o_ptr->xtra3, o_ptr->xtra4, o_ptr->xtra5, o_ptr->curse_flags), 9, j);
588 prt("+------------FLAGS1------------+", 10, j);
589 prt("AFFECT........SLAY........BRAND.", 11, j);
590 prt(" mf cvae xsqpaefc", 12, j);
591 prt("siwdccsossidsahanvudotgddhuoclio", 13, j);
592 prt("tnieohtctrnipttmiinmrrnrrraiierl", 14, j);
593 prt("rtsxnarelcfgdkcpmldncltggpksdced", 15, j);
594 prt_binary(flgs[0], 16, j);
596 prt("+------------FLAGS2------------+", 17, j);
597 prt("SUST....IMMUN.RESIST............", 18, j);
598 prt(" reaefctrpsaefcpfldbc sn ", 19, j);
599 prt("siwdcciaclioheatcliooeialoshtncd", 20, j);
600 prt("tnieohdsierlrfraierliatrnnnrhehi", 21, j);
601 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", 22, j);
602 prt_binary(flgs[1], 23, j);
604 prt("+------------FLAGS3------------+", 10, j+32);
605 prt("fe cnn t stdrmsiiii d ab ", 11, j+32);
606 prt("aa aoomywhs lleeieihgggg rtgl ", 12, j+32);
607 prt("uu utmacaih eielgggonnnnaaere ", 13, j+32);
608 prt("rr reanurdo vtieeehtrrrrcilas ", 14, j+32);
609 prt("aa algarnew ienpsntsaefctnevs ", 15, j+32);
610 prt_binary(flgs[2], 16, j+32);
612 prt("+------------FLAGS4------------+", 17, j+32);
613 prt("KILL....ESP......... ", 18, j+32);
614 prt("aeud tghaud tgdhegnu ", 19, j+32);
615 prt("nvneoriunneoriruvoon ", 20, j+32);
616 prt("iidmroamidmroagmionq ", 21, j+32);
617 prt("mlenclnmmenclnnnldlu ", 22, j+32);
618 prt_binary(flgs[3], 23, j+32);
623 * 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
625 typedef struct tval_desc
627 int tval; /*!< 大項目のID */
628 concptr desc; /*!< 大項目名 */
632 * 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
634 static tval_desc tvals[] =
636 { TV_SWORD, "Sword" },
637 { TV_POLEARM, "Polearm" },
638 { TV_HAFTED, "Hafted Weapon" },
640 { TV_ARROW, "Arrows" },
641 { TV_BOLT, "Bolts" },
642 { TV_SHOT, "Shots" },
643 { TV_SHIELD, "Shield" },
644 { TV_CROWN, "Crown" },
646 { TV_GLOVES, "Gloves" },
647 { TV_BOOTS, "Boots" },
648 { TV_CLOAK, "Cloak" },
649 { TV_DRAG_ARMOR, "Dragon Scale Mail" },
650 { TV_HARD_ARMOR, "Hard Armor" },
651 { TV_SOFT_ARMOR, "Soft Armor" },
653 { TV_AMULET, "Amulet" },
655 { TV_POTION, "Potion" },
656 { TV_SCROLL, "Scroll" },
658 { TV_STAFF, "Staff" },
660 { TV_LIFE_BOOK, "Life Spellbook" },
661 { TV_SORCERY_BOOK, "Sorcery Spellbook" },
662 { TV_NATURE_BOOK, "Nature Spellbook" },
663 { TV_CHAOS_BOOK, "Chaos Spellbook" },
664 { TV_DEATH_BOOK, "Death Spellbook" },
665 { TV_TRUMP_BOOK, "Trump Spellbook" },
666 { TV_ARCANE_BOOK, "Arcane Spellbook" },
667 { TV_CRAFT_BOOK, "Craft Spellbook"},
668 { TV_DAEMON_BOOK, "Daemon Spellbook"},
669 { TV_CRUSADE_BOOK, "Crusade Spellbook"},
670 { TV_MUSIC_BOOK, "Music Spellbook" },
671 { TV_HISSATSU_BOOK, "Book of Kendo" },
672 { TV_HEX_BOOK, "Hex Spellbook" },
673 { TV_PARCHMENT, "Parchment" },
674 { TV_WHISTLE, "Whistle" },
675 { TV_SPIKE, "Spikes" },
676 { TV_DIGGING, "Digger" },
677 { TV_CHEST, "Chest" },
678 { TV_CAPTURE, "Capture Ball" },
679 { TV_CARD, "Express Card" },
680 { TV_FIGURINE, "Magical Figurine" },
681 { TV_STATUE, "Statue" },
682 { TV_CORPSE, "Corpse" },
684 { TV_FLASK, "Flask" },
686 { TV_SKELETON, "Skeleton" },
692 * @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
693 * @param buf ベースアイテム格納先の参照ポインタ
694 * @param k_idx ベースアイテムID
697 void strip_name(char *buf, KIND_OBJECT_IDX k_idx)
701 object_kind *k_ptr = &k_info[k_idx];
703 concptr str = (k_name + k_ptr->name);
706 /* Skip past leading characters */
707 while ((*str == ' ') || (*str == '&')) str++;
709 /* Copy useful chars */
710 for (t = buf; *str; str++)
713 if (iskanji(*str)) {*t++ = *str++; *t++ = *str; continue;}
715 if (*str != '~') *t++ = *str;
718 /* Terminate the new name */
724 * @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 /
725 * Specify tval and sval (type and subtype of object) originally
728 * by RAK, heavily modified by -Bernd-
729 * This function returns the k_idx of an object type, or zero if failed
730 * List up to 50 choices in three columns
732 static KIND_OBJECT_IDX wiz_create_itemtype(void)
737 OBJECT_TYPE_VALUE tval;
742 KIND_OBJECT_IDX choice[80];
748 /* Print all tval's and their descriptions */
749 for (num = 0; (num < 80) && tvals[num].tval; num++)
751 row = 2 + (num % 20);
752 col = 20 * (num / 20);
754 prt(format("[%c] %s", ch, tvals[num].desc), row, col);
757 /* Me need to know the maximal possible tval_index */
761 if (!get_com("Get what type of object? ", &ch, FALSE)) return (0);
764 for (num = 0; num < max_num; num++)
766 if (listsym[num] == ch) break;
769 /* Bail out if choice is illegal */
770 if ((num < 0) || (num >= max_num)) return (0);
772 /* Base object type chosen, fill in tval */
773 tval = tvals[num].tval;
774 tval_desc = tvals[num].desc;
777 /*** And now we go for k_idx ***/
780 /* We have to search the whole itemlist. */
781 for (num = 0, i = 1; (num < 80) && (i < max_k_idx); i++)
783 object_kind *k_ptr = &k_info[i];
785 /* Analyze matching items */
786 if (k_ptr->tval == tval)
789 row = 2 + (num % 20);
790 col = 20 * (num / 20);
794 /* Acquire the "name" of object "i" */
798 prt(format("[%c] %s", ch, buf), row, col);
800 /* Remember the object index */
805 /* Me need to know the maximal possible remembered object_index */
809 if (!get_com(format("What Kind of %s? ", tval_desc), &ch, FALSE)) return (0);
812 for (num = 0; num < max_num; num++)
814 if (listsym[num] == ch) break;
817 /* Bail out if choice is "illegal" */
818 if ((num < 0) || (num >= max_num)) return (0);
820 /* And return successful */
821 return (choice[num]);
826 * @briefアイテムの基礎能力値を調整する / Tweak an item
827 * @param o_ptr 調整するアイテムの参照ポインタ
830 static void wiz_tweak_item(object_type *o_ptr)
835 /* Hack -- leave artifacts alone */
836 if (object_is_artifact(o_ptr)) return;
838 p = "Enter new 'pval' setting: ";
839 sprintf(tmp_val, "%d", o_ptr->pval);
840 if (!get_string(p, tmp_val, 5)) return;
841 o_ptr->pval = (s16b)atoi(tmp_val);
842 wiz_display_item(o_ptr);
844 p = "Enter new 'to_a' setting: ";
845 sprintf(tmp_val, "%d", o_ptr->to_a);
846 if (!get_string(p, tmp_val, 5)) return;
847 o_ptr->to_a = (s16b)atoi(tmp_val);
848 wiz_display_item(o_ptr);
850 p = "Enter new 'to_h' setting: ";
851 sprintf(tmp_val, "%d", o_ptr->to_h);
852 if (!get_string(p, tmp_val, 5)) return;
853 o_ptr->to_h = (s16b)atoi(tmp_val);
854 wiz_display_item(o_ptr);
856 p = "Enter new 'to_d' setting: ";
857 sprintf(tmp_val, "%d", (int)o_ptr->to_d);
858 if (!get_string(p, tmp_val, 5)) return;
859 o_ptr->to_d = (s16b)atoi(tmp_val);
860 wiz_display_item(o_ptr);
865 * @brief アイテムの質を選択して再生成する /
866 * Apply magic to an item or turn it into an artifact. -Bernd-
867 * @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
870 static void wiz_reroll_item(object_type *o_ptr)
877 bool changed = FALSE;
880 /* Hack -- leave artifacts alone */
881 if (object_is_artifact(o_ptr)) return;
885 /* Copy the object */
886 object_copy(q_ptr, o_ptr);
889 /* Main loop. Ask for magification and artifactification */
892 /* Display full item debug information */
893 wiz_display_item(q_ptr);
895 /* Ask wizard what to do. */
896 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, FALSE))
898 /* Preserve wizard-generated artifacts */
899 if (object_is_fixed_artifact(q_ptr))
901 a_info[q_ptr->name1].cur_num = 0;
909 /* Create/change it! */
910 if (ch == 'A' || ch == 'a')
916 /* Preserve wizard-generated artifacts */
917 if (object_is_fixed_artifact(q_ptr))
919 a_info[q_ptr->name1].cur_num = 0;
925 /* Apply bad magic, but first clear object */
928 object_prep(q_ptr, o_ptr->k_idx);
929 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
932 /* Apply bad magic, but first clear object */
935 object_prep(q_ptr, o_ptr->k_idx);
936 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
939 /* Apply normal magic, but first clear object */
942 object_prep(q_ptr, o_ptr->k_idx);
943 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
946 /* Apply good 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);
953 /* Apply great 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_GREAT);
960 /* Apply special magic, but first clear object */
963 object_prep(q_ptr, o_ptr->k_idx);
964 apply_magic(q_ptr, dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
966 /* Failed to create artifact; make a random one */
967 if (!object_is_artifact(q_ptr)) create_artifact(q_ptr, FALSE);
971 q_ptr->iy = o_ptr->iy;
972 q_ptr->ix = o_ptr->ix;
973 q_ptr->next_o_idx = o_ptr->next_o_idx;
974 q_ptr->marked = o_ptr->marked;
982 object_copy(o_ptr, q_ptr);
983 p_ptr->update |= (PU_BONUS);
984 p_ptr->update |= (PU_COMBINE | PU_REORDER);
986 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
993 * @brief 検査対象のアイテムを基準とした生成テストを行う /
994 * Try to create an item again. Output some statistics. -Bernd-
995 * @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
997 * The statistics are correct now. We acquire a clean grid, and then
998 * repeatedly place an object in this grid, copying it into an item
999 * holder, and then deleting the object. We fiddle with the artifact
1000 * counter flags to prevent weirdness. We use the items to collect
1001 * statistics on item creation relative to the initial item.
1003 static void wiz_statistics(object_type *o_ptr)
1005 u32b i, matches, better, worse, other, correct;
1007 u32b test_roll = 1000000;
1017 concptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
1019 concptr p = "Enter number of items to roll: ";
1023 /* Mega-Hack -- allow multiple artifacts */
1024 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;
1030 concptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
1033 wiz_display_item(o_ptr);
1036 if (!get_com(pmt, &ch, FALSE)) break;
1038 if (ch == 'n' || ch == 'N')
1043 else if (ch == 'g' || ch == 'G')
1048 else if (ch == 'e' || ch == 'E')
1050 mode = AM_GOOD | AM_GREAT;
1051 quality = "excellent";
1058 sprintf(tmp_val, "%ld", (long int)test_roll);
1059 if (get_string(p, tmp_val, 10)) test_roll = atol(tmp_val);
1060 test_roll = MAX(1, test_roll);
1062 /* Let us know what we are doing */
1063 msg_format("Creating a lot of %s items. Base level = %d.",
1064 quality, dun_level);
1067 /* Set counters to zero */
1068 correct = matches = better = worse = other = 0;
1070 /* Let's rock and roll */
1071 for (i = 0; i <= test_roll; i++)
1073 /* Output every few rolls */
1074 if ((i < 100) || (i % 100 == 0))
1079 /* Allow interupt */
1083 break; // stop rolling
1086 /* Dump the stats */
1087 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
1093 /* Create an object */
1094 make_object(q_ptr, mode);
1097 /* Mega-Hack -- allow multiple artifacts */
1098 if (object_is_fixed_artifact(q_ptr)) a_info[q_ptr->name1].cur_num = 0;
1101 /* Test for the same tval and sval. */
1102 if ((o_ptr->tval) != (q_ptr->tval)) continue;
1103 if ((o_ptr->sval) != (q_ptr->sval)) continue;
1105 /* One more correct item */
1108 /* Check for match */
1109 if ((q_ptr->pval == o_ptr->pval) &&
1110 (q_ptr->to_a == o_ptr->to_a) &&
1111 (q_ptr->to_h == o_ptr->to_h) &&
1112 (q_ptr->to_d == o_ptr->to_d) &&
1113 (q_ptr->name1 == o_ptr->name1))
1118 /* Check for better */
1119 else if ((q_ptr->pval >= o_ptr->pval) &&
1120 (q_ptr->to_a >= o_ptr->to_a) &&
1121 (q_ptr->to_h >= o_ptr->to_h) &&
1122 (q_ptr->to_d >= o_ptr->to_d))
1127 /* Check for worse */
1128 else if ((q_ptr->pval <= o_ptr->pval) &&
1129 (q_ptr->to_a <= o_ptr->to_a) &&
1130 (q_ptr->to_h <= o_ptr->to_h) &&
1131 (q_ptr->to_d <= o_ptr->to_d))
1136 /* Assume different */
1144 msg_format(q, i, correct, matches, better, worse, other);
1149 /* Hack -- Normally only make a single artifact */
1150 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
1155 * @brief 検査対象のアイテムの数を変更する /
1156 * Change the quantity of a the item
1157 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
1160 static void wiz_quantity_item(object_type *o_ptr)
1162 int tmp_int, tmp_qnt;
1167 /* Never duplicate artifacts */
1168 if (object_is_artifact(o_ptr)) return;
1170 /* Store old quantity. -LM- */
1171 tmp_qnt = o_ptr->number;
1174 sprintf(tmp_val, "%d", (int)o_ptr->number);
1177 if (get_string("Quantity: ", tmp_val, 2))
1180 tmp_int = atoi(tmp_val);
1183 if (tmp_int < 1) tmp_int = 1;
1184 if (tmp_int > 99) tmp_int = 99;
1186 /* Accept modifications */
1187 o_ptr->number = (byte_hack)tmp_int;
1190 if (o_ptr->tval == TV_ROD)
1192 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
1197 * @brief 青魔導師の魔法を全て習得済みにする /
1198 * debug command for blue mage
1201 static void do_cmd_wiz_blue_mage(void)
1205 BIT_FLAGS f4 = 0L, f5 = 0L, f6 = 0L;
1207 for (j = 1; j < A_MAX; j++)
1209 set_rf_masks(&f4, &f5, &f6, j);
1211 for (i = 0; i < 32; i++)
1213 if ((0x00000001 << i) & f4) p_ptr->magic_num2[i] = 1;
1217 if ((0x00000001 << (i - 32)) & f5) p_ptr->magic_num2[i] = 1;
1221 if ((0x00000001 << (i - 64)) & f6) p_ptr->magic_num2[i] = 1;
1228 * @brief アイテム検査のメインルーチン /
1229 * Play with an item. Options include:
1232 * - Output statistics (via wiz_roll_item)<br>
1233 * - Reroll item (via wiz_reroll_item)<br>
1234 * - Change properties (via wiz_tweak_item)<br>
1235 * - Change the number of items (via wiz_quantity_item)<br>
1237 static void do_cmd_wiz_play(void)
1247 q = "Play with which object? ";
1248 s = "You have nothing to play with.";
1250 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
1254 /* The item was not changed */
1260 object_copy(q_ptr, o_ptr);
1266 /* Display the item */
1267 wiz_display_item(q_ptr);
1270 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, FALSE))
1276 if (ch == 'A' || ch == 'a')
1282 if (ch == 's' || ch == 'S')
1284 wiz_statistics(q_ptr);
1287 if (ch == 'r' || ch == 'r')
1289 wiz_reroll_item(q_ptr);
1292 if (ch == 't' || ch == 'T')
1294 wiz_tweak_item(q_ptr);
1297 if (ch == 'q' || ch == 'Q')
1299 wiz_quantity_item(q_ptr);
1309 msg_print("Changes accepted.");
1311 /* Recalcurate object's weight */
1314 p_ptr->total_weight += (q_ptr->weight * q_ptr->number)
1315 - (o_ptr->weight * o_ptr->number);
1319 object_copy(o_ptr, q_ptr);
1321 p_ptr->update |= (PU_BONUS);
1322 p_ptr->update |= (PU_COMBINE | PU_REORDER);
1324 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1330 msg_print("Changes ignored.");
1336 * @brief 任意のベースアイテム生成のメインルーチン /
1337 * Wizard routine for creating objects -RAK-
1340 * Heavily modified to allow magification and artifactification -Bernd-
1342 * Note that wizards cannot create objects on top of other objects.
1344 * Hack -- this routine always makes a "dungeon object", and applies
1345 * magic to it, and attempts to decline cursed items.
1347 static void wiz_create_item(void)
1355 /* Get object base type */
1356 k_idx = wiz_create_itemtype();
1360 /* Return if failed */
1363 if (k_info[k_idx].gen_flags & TRG_INSTA_ART)
1368 for (i = 1; i < max_a_idx; i++)
1370 /* Ignore incorrect tval */
1371 if (a_info[i].tval != k_info[k_idx].tval) continue;
1373 /* Ignore incorrect sval */
1374 if (a_info[i].sval != k_info[k_idx].sval) continue;
1376 /* Create this artifact */
1377 (void)create_named_art(i, p_ptr->y, p_ptr->x);
1380 msg_print("Allocated(INSTA_ART).");
1386 object_prep(q_ptr, k_idx);
1388 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
1390 /* Drop the object from heaven */
1391 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1394 msg_print("Allocated.");
1399 * @brief プレイヤーを完全回復する /
1400 * Cure everything instantly
1403 static void do_cmd_wiz_cure_all(void)
1405 (void)life_stream(FALSE, FALSE);
1406 (void)restore_mana(TRUE);
1407 (void)set_food(PY_FOOD_MAX - 1);
1412 * @brief 任意のダンジョン及び階層に飛ぶ /
1416 static void do_cmd_wiz_jump(void)
1419 if (command_arg <= 0)
1423 DUNGEON_IDX tmp_dungeon_type;
1426 sprintf(ppp, "Jump which dungeon : ");
1429 sprintf(tmp_val, "%d", dungeon_type);
1431 /* Ask for a level */
1432 if (!get_string(ppp, tmp_val, 2)) return;
1434 tmp_dungeon_type = (DUNGEON_IDX)atoi(tmp_val);
1435 if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > max_d_idx)) tmp_dungeon_type = DUNGEON_ANGBAND;
1438 sprintf(ppp, "Jump to level (0, %d-%d): ",
1439 (int)d_info[tmp_dungeon_type].mindepth, (int)d_info[tmp_dungeon_type].maxdepth);
1442 sprintf(tmp_val, "%d", (int)dun_level);
1444 /* Ask for a level */
1445 if (!get_string(ppp, tmp_val, 10)) return;
1447 /* Extract request */
1448 command_arg = (COMMAND_ARG)atoi(tmp_val);
1450 dungeon_type = tmp_dungeon_type;
1454 if (command_arg < d_info[dungeon_type].mindepth) command_arg = 0;
1455 if (command_arg > d_info[dungeon_type].maxdepth) command_arg = (COMMAND_ARG)d_info[dungeon_type].maxdepth;
1457 /* Accept request */
1458 msg_format("You jump to dungeon level %d.", command_arg);
1460 if (autosave_l) do_cmd_save_game(TRUE);
1463 dun_level = command_arg;
1465 prepare_change_floor_mode(CFM_RAND_PLACE);
1467 if (!dun_level) dungeon_type = 0;
1468 p_ptr->inside_arena = FALSE;
1469 p_ptr->wild_mode = FALSE;
1471 leave_quest_check();
1473 if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);
1475 p_ptr->inside_quest = 0;
1478 /* Prevent energy_need from being too lower than 0 */
1479 p_ptr->energy_need = 0;
1482 * Clear all saved floors
1483 * and create a first saved floor
1485 prepare_change_floor_mode(CFM_FIRST_FLOOR);
1488 p_ptr->leaving = TRUE;
1493 * @brief 全ベースアイテムを鑑定済みにする /
1494 * Become aware of a lot of objects
1497 static void do_cmd_wiz_learn(void)
1504 /* Scan every object */
1505 for (i = 1; i < max_k_idx; i++)
1507 object_kind *k_ptr = &k_info[i];
1509 /* Induce awareness */
1510 if (k_ptr->level <= command_arg)
1513 object_prep(q_ptr, i);
1514 object_aware(q_ptr);
1521 * @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 /
1522 * Summon some creatures
1526 static void do_cmd_wiz_summon(int num)
1529 for (i = 0; i < num; i++)
1531 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE), '\0');
1538 * @brief モンスターを種族IDを指定して敵対的に召喚する /
1539 * Summon a creature of the specified type
1540 * @param r_idx モンスター種族ID
1543 * This function is rather dangerous
1545 static void do_cmd_wiz_named(MONRACE_IDX r_idx)
1547 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1552 * @brief モンスターを種族IDを指定してペット召喚する /
1553 * Summon a creature of the specified type
1554 * @param r_idx モンスター種族ID
1557 * This function is rather dangerous
1559 static void do_cmd_wiz_named_friendly(MONRACE_IDX r_idx)
1561 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP | PM_FORCE_PET));
1567 * @brief プレイヤー近辺の全モンスターを消去する /
1568 * Hack -- Delete all nearby monsters
1571 static void do_cmd_wiz_zap(void)
1575 /* Genocide everyone nearby */
1576 for (i = 1; i < m_max; i++)
1578 monster_type *m_ptr = &m_list[i];
1580 /* Paranoia -- Skip dead monsters */
1581 if (!m_ptr->r_idx) continue;
1583 /* Skip the mount */
1584 if (i == p_ptr->riding) continue;
1586 /* Delete nearby monsters */
1587 if (m_ptr->cdis <= MAX_SIGHT)
1589 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1591 GAME_TEXT m_name[MAX_NLEN];
1593 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1594 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1597 delete_monster_idx(i);
1604 * @brief フロアに存在する全モンスターを消去する /
1605 * Hack -- Delete all monsters
1608 static void do_cmd_wiz_zap_all(void)
1612 /* Genocide everyone */
1613 for (i = 1; i < m_max; i++)
1615 monster_type *m_ptr = &m_list[i];
1617 /* Paranoia -- Skip dead monsters */
1618 if (!m_ptr->r_idx) continue;
1620 /* Skip the mount */
1621 if (i == p_ptr->riding) continue;
1623 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1625 GAME_TEXT m_name[MAX_NLEN];
1627 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1628 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1631 /* Delete this monster */
1632 delete_monster_idx(i);
1638 * @brief 指定された地点の地形IDを変更する /
1639 * Create desired feature
1642 static void do_cmd_wiz_create_feature(void)
1644 static int prev_feat = 0;
1645 static int prev_mimic = 0;
1647 feature_type *f_ptr;
1649 IDX tmp_feat, tmp_mimic;
1652 if (!tgt_pt(&x, &y)) return;
1654 c_ptr = &cave[y][x];
1657 sprintf(tmp_val, "%d", prev_feat);
1660 if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
1663 tmp_feat = (IDX)atoi(tmp_val);
1664 if (tmp_feat < 0) tmp_feat = 0;
1665 else if (tmp_feat >= max_f_idx) tmp_feat = max_f_idx - 1;
1668 sprintf(tmp_val, "%d", prev_mimic);
1671 if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3)) return;
1674 tmp_mimic = (IDX)atoi(tmp_val);
1675 if (tmp_mimic < 0) tmp_mimic = 0;
1676 else if (tmp_mimic >= max_f_idx) tmp_mimic = max_f_idx - 1;
1678 cave_set_feat(y, x, tmp_feat);
1679 c_ptr->mimic = (s16b)tmp_mimic;
1681 f_ptr = &f_info[get_feat_mimic(c_ptr)];
1683 if (have_flag(f_ptr->flags, FF_GLYPH) ||
1684 have_flag(f_ptr->flags, FF_MINOR_GLYPH))
1685 c_ptr->info |= (CAVE_OBJECT);
1686 else if (have_flag(f_ptr->flags, FF_MIRROR))
1687 c_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
1692 /* Update some things */
1693 p_ptr->update |= (PU_FLOW);
1695 prev_feat = tmp_feat;
1696 prev_mimic = tmp_mimic;
1701 #define NUM_O_BIT 32
1704 * @brief 現在のオプション設定をダンプ出力する /
1705 * Hack -- Dump option bits usage
1708 static void do_cmd_dump_options(void)
1715 /* Build the filename */
1716 path_build(buf, sizeof buf, ANGBAND_DIR_USER, "opt_info.txt");
1718 /* File type is "TEXT" */
1719 FILE_TYPE(FILE_TYPE_TEXT);
1722 fff = my_fopen(buf, "a");
1726 msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), buf);
1731 /* Allocate the "exist" array (2-dimension) */
1732 C_MAKE(exist, NUM_O_SET, int *);
1733 C_MAKE(*exist, NUM_O_BIT * NUM_O_SET, int);
1734 for (i = 1; i < NUM_O_SET; i++) exist[i] = *exist + i * NUM_O_BIT;
1736 /* Check for exist option bits */
1737 for (i = 0; option_info[i].o_desc; i++)
1739 const option_type *ot_ptr = &option_info[i];
1740 if (ot_ptr->o_var) exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
1743 fprintf(fff, "[Option bits usage on Hengband %d.%d.%d]\n\n",
1744 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1746 fputs("Set - Bit (Page) Option Name\n", fff);
1747 fputs("------------------------------------------------\n", fff);
1748 /* Dump option bits usage */
1749 for (i = 0; i < NUM_O_SET; i++)
1751 for (j = 0; j < NUM_O_BIT; j++)
1755 const option_type *ot_ptr = &option_info[exist[i][j] - 1];
1756 fprintf(fff, " %d - %02d (%4d) %s\n",
1757 i, j, ot_ptr->o_page, ot_ptr->o_text);
1761 fprintf(fff, " %d - %02d\n", i, j);
1767 /* Free the "exist" array (2-dimension) */
1768 C_KILL(*exist, NUM_O_BIT * NUM_O_SET, int);
1769 C_KILL(exist, NUM_O_SET, int *);
1774 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);
1778 #ifdef ALLOW_SPOILERS
1783 extern void do_cmd_spoilers(void);
1785 #endif /* ALLOW_SPOILERS */
1790 * Hack -- declare external function
1792 extern void do_cmd_debug(void);
1797 * @brief デバッグコマンドを選択する処理のメインルーチン /
1798 * Ask for and parse a "debug command"
1799 * The "command_arg" may have been set.
1802 void do_cmd_debug(void)
1807 /* Get a "debug command" */
1808 get_com("Debug Command: ", &cmd, FALSE);
1810 /* Analyze the command */
1820 #ifdef ALLOW_SPOILERS
1822 /* Hack -- Generate Spoilers */
1827 #endif /* ALLOW_SPOILERS */
1834 /* Cure all maladies */
1836 do_cmd_wiz_cure_all();
1839 /* Know alignment */
1841 msg_format("Your alignment is %d.", p_ptr->align);
1844 /* Teleport to target */
1853 /* Create any object */
1858 /* Create a named artifact */
1860 wiz_create_named_art();
1863 /* Detect everything */
1865 detect_all(DETECT_RAD_ALL * 3);
1868 /* Dimension_door */
1870 wiz_dimension_door();
1873 /* Edit character */
1875 do_cmd_wiz_change();
1878 /* Blue Mage Only */
1880 if (p_ptr->pclass == CLASS_BLUE_MAGE)
1882 do_cmd_wiz_blue_mage();
1886 /* View item info */
1888 identify_fully(FALSE);
1891 /* Create desired feature */
1893 do_cmd_wiz_create_feature();
1898 if (command_arg <= 0) command_arg = 1;
1899 acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE);
1902 /* Hitpoint rerating */
1904 do_cmd_rerate(TRUE);
1908 do_cmd_summon_horde();
1913 (void)ident_spell(FALSE);
1916 /* Go up or down in the dungeon */
1921 /* Self-Knowledge */
1926 /* Learn about objects */
1933 map_area(DETECT_RAD_ALL * 3);
1938 (void)gain_random_mutation(command_arg);
1943 (void)do_cmd_wiz_reset_class();
1946 /* Specific reward */
1948 (void)gain_level_reward(command_arg);
1951 /* Summon _friendly_ named monster */
1953 do_cmd_wiz_named_friendly(command_arg);
1956 /* Summon Named Monster */
1958 do_cmd_wiz_named(command_arg);
1961 /* Dump option bits usage */
1963 do_cmd_dump_options();
1966 /* Object playing routines */
1973 teleport_player(10, 0L);
1982 sprintf(ppp, "QuestID (0-%d):", max_q_idx - 1);
1983 sprintf(tmp_val, "%d", 0);
1985 if (!get_string(ppp, tmp_val, 3)) return;
1986 tmp_int = atoi(tmp_val);
1988 if(tmp_int < 0) break;
1989 if(tmp_int >= max_q_idx) break;
1991 p_ptr->inside_quest = (QUEST_IDX)tmp_int;
1992 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
1993 quest[tmp_int].status = QUEST_STATUS_TAKEN;
1994 p_ptr->inside_quest = 0;
1998 /* Complete a Quest -KMW- */
2000 if(p_ptr->inside_quest)
2002 if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
2004 complete_quest(p_ptr->inside_quest);
2010 msg_print("No current quest");
2015 /* Make every dungeon square "known" to test streamers -KMW- */
2017 for (y = 0; y < cur_hgt; y++)
2019 for (x = 0; x < cur_wid; x++)
2021 cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
2027 /* Summon Random Monster(s) */
2029 if (command_arg <= 0) command_arg = 1;
2030 do_cmd_wiz_summon(command_arg);
2033 /* Special(Random Artifact) Objects */
2035 if (command_arg <= 0) command_arg = 1;
2036 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE);
2041 teleport_player(100, 0L);
2044 /* Game Time Setting */
2050 /* Very Good Objects */
2052 if (command_arg <= 0) command_arg = 1;
2053 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE);
2056 /* Wizard Light the Level */
2058 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
2061 /* Increase Experience */
2063 gain_exp(command_arg ? command_arg : (p_ptr->exp + 1));
2066 /* Zap Monsters (Genocide) */
2071 /* Zap Monsters (Omnicide) */
2073 do_cmd_wiz_zap_all();
2076 /* Hack -- whatever I desire */
2078 do_cmd_wiz_hack_ben();
2081 /* For temporary test. */
2085 for(i = INVEN_TOTAL - 1; i >= 0; i--)
2087 if(inventory[i].k_idx) inven_drop(i, 999);
2094 do_cmd_wiz_reset_class();
2097 /* Not a Wizard Command */
2099 msg_print("That is not a valid debug command.");
2104 void cheat_death(player_type *creature_ptr)
2106 /* Mark social class, reset age, if needed */
2107 if (creature_ptr->sc) creature_ptr->sc = creature_ptr->age = 0;
2110 creature_ptr->age++;
2113 creature_ptr->noscore |= 0x0001;
2115 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."));
2118 (void)life_stream(FALSE, FALSE);
2120 if (creature_ptr->pclass == CLASS_MAGIC_EATER)
2123 for (magic_idx = 0; magic_idx < EATER_EXT * 2; magic_idx++)
2125 creature_ptr->magic_num1[magic_idx] = creature_ptr->magic_num2[magic_idx] * EATER_CHARGE;
2127 for (; magic_idx < EATER_EXT * 3; magic_idx++)
2129 creature_ptr->magic_num1[magic_idx] = 0;
2133 /* Restore spell points */
2134 creature_ptr->csp = creature_ptr->msp;
2135 creature_ptr->csp_frac = 0;
2137 /* Hack -- cancel recall */
2138 if (creature_ptr->word_recall)
2140 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
2143 /* Hack -- Prevent recall */
2144 creature_ptr->word_recall = 0;
2145 creature_ptr->redraw |= (PR_STATUS);
2148 /* Hack -- cancel alter */
2149 if (creature_ptr->alter_reality)
2151 /* Hack -- Prevent alter */
2152 creature_ptr->alter_reality = 0;
2153 creature_ptr->redraw |= (PR_STATUS);
2156 /* Note cause of death */
2157 (void)strcpy(creature_ptr->died_from, _("死の欺き", "Cheating death"));
2160 creature_ptr->is_dead = FALSE;
2162 /* Hack -- Prevent starvation */
2163 (void)set_food(PY_FOOD_MAX - 1);
2166 creature_ptr->inside_arena = FALSE;
2167 creature_ptr->inside_battle = FALSE;
2169 creature_ptr->inside_quest = 0;
2170 if (dungeon_type) creature_ptr->recall_dungeon = dungeon_type;
2172 if (lite_town || vanilla_town)
2174 creature_ptr->wilderness_y = 1;
2175 creature_ptr->wilderness_x = 1;
2178 creature_ptr->oldpy = 10;
2179 creature_ptr->oldpx = 34;
2183 creature_ptr->oldpy = 33;
2184 creature_ptr->oldpx = 131;
2189 creature_ptr->wilderness_y = 48;
2190 creature_ptr->wilderness_x = 5;
2191 creature_ptr->oldpy = 33;
2192 creature_ptr->oldpx = 131;
2196 creature_ptr->wild_mode = FALSE;
2197 creature_ptr->leaving = TRUE;
2199 do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
2203 /* Prepare next floor */