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>
18 * @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()
21 void do_cmd_rerate_aux(void)
23 /* Minimum hitpoints at highest level */
24 int min_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 3 / 8;
26 /* Maximum hitpoints at highest level */
27 int max_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 5 / 8;
34 /* Pre-calculate level 1 hitdice */
35 p_ptr->player_hp[0] = (HIT_POINT)p_ptr->hitdie;
37 for (i = 1; i < 4; i++)
39 p_ptr->player_hp[0] += randint1(p_ptr->hitdie);
42 /* Roll the hitpoint values */
43 for (i = 1; i < PY_MAX_LEVEL; i++)
45 p_ptr->player_hp[i] = p_ptr->player_hp[i - 1] + randint1(p_ptr->hitdie);
48 /* Require "valid" hitpoints at highest level */
49 if ((p_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) &&
50 (p_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value)) break;
56 * @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
57 * @param display TRUEならば体力ランクを明示する
60 void do_cmd_rerate(bool display)
67 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
69 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
72 /* Update and redraw hitpoints */
73 p_ptr->update |= (PU_HP);
74 p_ptr->redraw |= (PR_HP);
76 p_ptr->window |= (PW_PLAYER);
81 msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
82 p_ptr->knowledge |= KNOW_HPRATE;
86 msg_print(_("体力ランクが変わった。", "Life rate is changed."));
87 p_ptr->knowledge &= ~(KNOW_HPRATE);
95 * @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
96 * @return 実際にテレポートを行ったらTRUEを返す
98 static bool wiz_dimension_door(void)
100 POSITION x = 0, y = 0;
101 if (!tgt_pt(&x, &y)) return FALSE;
102 teleport_player_to(y, x, TELEPORT_NONMAGICAL);
108 * @brief プレイ日数を変更する / Set gametime.
109 * @return 実際に変更を行ったらTRUEを返す
111 static bool set_gametime(void)
114 char ppp[80], tmp_val[40];
117 sprintf(ppp, "Dungeon Turn (0-%ld): ", (long)dungeon_turn_limit);
120 sprintf(tmp_val, "%ld", (long)dungeon_turn);
123 if (!get_string(ppp, tmp_val, 10)) return (FALSE);
126 tmp_int = atoi(tmp_val);
129 if (tmp_int >= dungeon_turn_limit) tmp_int = dungeon_turn_limit - 1;
130 else if (tmp_int < 0) tmp_int = 0;
131 dungeon_turn = turn = tmp_int;
138 * @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
141 static void wiz_create_named_art(void)
143 char tmp_val[10] = "";
147 if (!get_string("Artifact ID:", tmp_val, 3)) return;
150 a_idx = (ARTIFACT_IDX)atoi(tmp_val);
151 if(a_idx < 0) a_idx = 0;
152 if(a_idx >= max_a_idx) a_idx = 0;
154 /* Create the artifact */
155 (void)create_named_art(a_idx, p_ptr->y, p_ptr->x);
158 msg_print("Allocated.");
163 * @brief ウィザードモード用モンスター調査 / Hack -- quick debugging hook
166 static void do_cmd_wiz_hack_ben(void)
173 * @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
176 static void do_cmd_summon_horde(void)
178 POSITION wy = p_ptr->y, wx = p_ptr->x;
183 scatter(&wy, &wx, p_ptr->y, p_ptr->x, 3, 0);
184 if (cave_empty_bold(wy, wx)) break;
187 (void)alloc_horde(wy, wx);
191 * @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.
194 static void prt_binary(BIT_FLAGS flags, int row, int col)
200 for (i = bitmask = 1; i <= 32; i++, bitmask *= 2)
205 Term_putch(col++, row, TERM_BLUE, '*');
208 /* Dump unset bits */
211 Term_putch(col++, row, TERM_WHITE, '-');
217 #define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
220 * @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.
221 * @param tval ベースアイテムの大項目ID
222 * @param sval ベースアイテムの小項目ID
227 static void prt_alloc(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval, TERM_LEN row, TERM_LEN col)
231 u32b rarity[K_MAX_DEPTH];
232 u32b total[K_MAX_DEPTH];
234 cptr r = "+---Rate---+";
239 alloc_entry *table = alloc_kind_table;
241 /* Wipe the tables */
242 (void)C_WIPE(rarity, K_MAX_DEPTH, u32b);
243 (void)C_WIPE(total, K_MAX_DEPTH, u32b);
244 (void)C_WIPE(display, 22, s32b);
246 /* Scan all entries */
247 for (i = 0; i < K_MAX_DEPTH; i++)
250 for (j = 0; j < alloc_kind_size; j++)
254 if (table[j].level <= i)
256 prob = table[j].prob1 * GREAT_OBJ * K_MAX_DEPTH;
258 else if (table[j].level - 1 > 0)
260 prob = table[j].prob1 * i * K_MAX_DEPTH / (table[j].level - 1);
263 /* Acquire this kind */
264 k_ptr = &k_info[table[j].index];
266 /* Accumulate probabilities */
267 total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
268 total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
270 /* Accumulate probabilities */
271 if ((k_ptr->tval == tval) && (k_ptr->sval == sval))
274 rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
277 total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
280 /* Calculate probabilities for each range */
281 for (i = 0; i < 22; i++)
283 /* Shift the values into view */
285 for (j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
286 possibility += rarity[j] * 100000 / total[j];
287 display[i] = possibility / 5;
290 /* Graph the rarities */
291 for (i = 0; i < 22; i++)
293 Term_putch(col, row + i + 1, TERM_WHITE, '|');
295 prt(format("%2dF", (i * 5)), row + i + 1, col);
299 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22))
301 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
305 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
309 /* Make it look nice */
314 * @brief プレイヤーの職業を変更する
316 * @todo 魔法領域の再選択などがまだ不完全、要実装。
318 static void do_cmd_wiz_reset_class(void)
325 sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
328 sprintf(tmp_val, "%d", p_ptr->pclass);
331 if (!get_string(ppp, tmp_val, 2)) return;
334 tmp_int = atoi(tmp_val);
337 if (tmp_int < 0 || tmp_int >= MAX_CLASS) return;
340 p_ptr->pclass = (byte_hack)tmp_int;
342 /* Redraw inscription */
343 p_ptr->window |= (PW_PLAYER);
345 /* {.} and {$} effect p_ptr->warning and TRC_TELEPORT_SELF */
346 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
353 * @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
356 static void do_cmd_wiz_bamf(void)
358 /* Must have a target */
359 if (!target_who) return;
361 /* Teleport to the target */
362 teleport_player_to(target_row, target_col, TELEPORT_NONMAGICAL);
367 * @brief プレイヤーの現能力値を調整する
368 * Aux function for "do_cmd_wiz_change()". -RAK-
371 static void do_cmd_wiz_change_aux(void)
381 /* Query the stats */
382 for (i = 0; i < A_MAX; i++)
385 sprintf(ppp, "%s (3-%d): ", stat_names[i], p_ptr->stat_max_max[i]);
388 sprintf(tmp_val, "%d", p_ptr->stat_max[i]);
391 if (!get_string(ppp, tmp_val, 3)) return;
394 tmp_int = atoi(tmp_val);
397 if (tmp_int > p_ptr->stat_max_max[i]) tmp_int = p_ptr->stat_max_max[i];
398 else if (tmp_int < 3) tmp_int = 3;
401 p_ptr->stat_cur[i] = p_ptr->stat_max[i] = (s16b)tmp_int;
406 sprintf(tmp_val, "%d", WEAPON_EXP_MASTER);
409 if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 9)) return;
412 tmp_s16b = (s16b)atoi(tmp_val);
415 if (tmp_s16b < WEAPON_EXP_UNSKILLED) tmp_s16b = WEAPON_EXP_UNSKILLED;
416 if (tmp_s16b > WEAPON_EXP_MASTER) tmp_s16b = WEAPON_EXP_MASTER;
418 for (j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++)
420 for (i = 0;i < 64;i++)
422 p_ptr->weapon_exp[j][i] = tmp_s16b;
423 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];
427 for (j = 0; j < 10; j++)
429 p_ptr->skill_exp[j] = tmp_s16b;
430 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];
433 for (j = 0; j < 32; j++)
434 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
436 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
439 sprintf(tmp_val, "%ld", (long)(p_ptr->au));
442 if (!get_string("Gold: ", tmp_val, 9)) return;
445 tmp_long = atol(tmp_val);
448 if (tmp_long < 0) tmp_long = 0L;
451 p_ptr->au = tmp_long;
455 sprintf(tmp_val, "%ld", (long)(p_ptr->max_exp));
458 if (!get_string("Experience: ", tmp_val, 9)) return;
461 tmp_long = atol(tmp_val);
464 if (tmp_long < 0) tmp_long = 0L;
466 if (p_ptr->prace != RACE_ANDROID)
469 p_ptr->max_exp = tmp_long;
470 p_ptr->exp = tmp_long;
479 * @brief プレイヤーの現能力値を調整する(メインルーチン)
480 * Change various "permanent" player variables.
483 static void do_cmd_wiz_change(void)
486 do_cmd_wiz_change_aux();
492 * @brief アイテムの詳細ステータスを表示する /
493 * Change various "permanent" player variables.
494 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
497 * Wizard routines for creating objects -RAK-
498 * And for manipulating them! -Bernd-
500 * This has been rewritten to make the whole procedure
501 * of debugging objects much easier and more comfortable.
503 * The following functions are meant to play with objects:
504 * Create, modify, roll for them (for statistic purposes) and more.
505 * The original functions were by RAK.
506 * The function to show an item's debug information was written
507 * by David Reeve Sward <sward+@CMU.EDU>.
508 * Bernd (wiebelt@mathematik.hu-berlin.de)
510 * Here are the low-level functions
511 * - wiz_display_item()
512 * display an item's debug-info
513 * - wiz_create_itemtype()
514 * specify tval and sval (type and subtype of object)
516 * specify pval, +AC, +tohit, +todam
517 * Note that the wizard can leave this function anytime,
518 * thus accepting the default-values for the remaining values.
519 * pval comes first now, since it is most important.
520 * - wiz_reroll_item()
521 * apply some magic to the item or turn it into an artifact.
523 * Get some statistics about the rarity of an item:
524 * We create a lot of fake items and see if they are of the
525 * same type (tval and sval), then we compare pval and +AC.
526 * If the fake-item is better or equal it is counted.
527 * Note that cursed items that are better or equal (absolute values)
529 * HINT: This is *very* useful for balancing the game!
530 * - wiz_quantity_item()
531 * change the quantity of an item, but be sane about it.
533 * And now the high-level functions
534 * - do_cmd_wiz_play()
535 * play with an existing object
536 * - wiz_create_item()
537 * create a new object
539 * Note -- You do not have to specify "pval" and other item-properties
540 * directly. Just apply magic until you are satisfied with the item.
542 * Note -- For some items (such as wands, staffs, some rings, etc), you
543 * must apply magic, or you will get "broken" or "uncharged" objects.
545 * Note -- Redefining artifacts via "do_cmd_wiz_play()" may destroy
546 * the artifact. Be careful.
548 * Hack -- this function will allow you to create multiple artifacts.
549 * This "feature" may induce crashes or other nasty effects.
550 * Just display an item's properties (debug-info)
551 * Originally by David Reeve Sward <sward+@CMU.EDU>
552 * Verbose item flags by -Bernd-
554 static void wiz_display_item(object_type *o_ptr)
557 BIT_FLAGS flgs[TR_FLAG_SIZE];
559 object_flags(o_ptr, flgs);
561 /* Clear the screen */
562 for (i = 1; i <= 23; i++) prt("", i, j - 2);
564 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
567 object_desc(buf, o_ptr, OD_STORE);
571 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d",
572 o_ptr->k_idx, k_info[o_ptr->k_idx].level,
573 o_ptr->tval, o_ptr->sval), 4, j);
575 prt(format("number = %-3d wgt = %-6d ac = %-5d damage = %dd%d",
576 o_ptr->number, o_ptr->weight,
577 o_ptr->ac, o_ptr->dd, o_ptr->ds), 5, j);
579 prt(format("pval = %-5d toac = %-5d tohit = %-4d todam = %-4d",
580 o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), 6, j);
582 prt(format("name1 = %-4d name2 = %-4d cost = %ld",
583 o_ptr->name1, o_ptr->name2, (long)object_value_real(o_ptr)), 7, j);
585 prt(format("ident = %04x xtra1 = %-4d xtra2 = %-4d timeout = %-d",
586 o_ptr->ident, o_ptr->xtra1, o_ptr->xtra2, o_ptr->timeout), 8, j);
588 prt(format("xtra3 = %-4d xtra4 = %-4d xtra5 = %-4d cursed = %-d",
589 o_ptr->xtra3, o_ptr->xtra4, o_ptr->xtra5, o_ptr->curse_flags), 9, j);
591 prt("+------------FLAGS1------------+", 10, j);
592 prt("AFFECT........SLAY........BRAND.", 11, j);
593 prt(" mf cvae xsqpaefc", 12, j);
594 prt("siwdccsossidsahanvudotgddhuoclio", 13, j);
595 prt("tnieohtctrnipttmiinmrrnrrraiierl", 14, j);
596 prt("rtsxnarelcfgdkcpmldncltggpksdced", 15, j);
597 prt_binary(flgs[0], 16, j);
599 prt("+------------FLAGS2------------+", 17, j);
600 prt("SUST....IMMUN.RESIST............", 18, j);
601 prt(" reaefctrpsaefcpfldbc sn ", 19, j);
602 prt("siwdcciaclioheatcliooeialoshtncd", 20, j);
603 prt("tnieohdsierlrfraierliatrnnnrhehi", 21, j);
604 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", 22, j);
605 prt_binary(flgs[1], 23, j);
607 prt("+------------FLAGS3------------+", 10, j+32);
608 prt("fe cnn t stdrmsiiii d ab ", 11, j+32);
609 prt("aa aoomywhs lleeieihgggg rtgl ", 12, j+32);
610 prt("uu utmacaih eielgggonnnnaaere ", 13, j+32);
611 prt("rr reanurdo vtieeehtrrrrcilas ", 14, j+32);
612 prt("aa algarnew ienpsntsaefctnevs ", 15, j+32);
613 prt_binary(flgs[2], 16, j+32);
615 prt("+------------FLAGS4------------+", 17, j+32);
616 prt("KILL....ESP......... ", 18, j+32);
617 prt("aeud tghaud tgdhegnu ", 19, j+32);
618 prt("nvneoriunneoriruvoon ", 20, j+32);
619 prt("iidmroamidmroagmionq ", 21, j+32);
620 prt("mlenclnmmenclnnnldlu ", 22, j+32);
621 prt_binary(flgs[3], 23, j+32);
626 * 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
628 typedef struct tval_desc
630 int tval; /*!< 大項目のID */
631 cptr desc; /*!< 大項目名 */
635 * 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
637 static tval_desc tvals[] =
639 { TV_SWORD, "Sword" },
640 { TV_POLEARM, "Polearm" },
641 { TV_HAFTED, "Hafted Weapon" },
643 { TV_ARROW, "Arrows" },
644 { TV_BOLT, "Bolts" },
645 { TV_SHOT, "Shots" },
646 { TV_SHIELD, "Shield" },
647 { TV_CROWN, "Crown" },
649 { TV_GLOVES, "Gloves" },
650 { TV_BOOTS, "Boots" },
651 { TV_CLOAK, "Cloak" },
652 { TV_DRAG_ARMOR, "Dragon Scale Mail" },
653 { TV_HARD_ARMOR, "Hard Armor" },
654 { TV_SOFT_ARMOR, "Soft Armor" },
656 { TV_AMULET, "Amulet" },
658 { TV_POTION, "Potion" },
659 { TV_SCROLL, "Scroll" },
661 { TV_STAFF, "Staff" },
663 { TV_LIFE_BOOK, "Life Spellbook" },
664 { TV_SORCERY_BOOK, "Sorcery Spellbook" },
665 { TV_NATURE_BOOK, "Nature Spellbook" },
666 { TV_CHAOS_BOOK, "Chaos Spellbook" },
667 { TV_DEATH_BOOK, "Death Spellbook" },
668 { TV_TRUMP_BOOK, "Trump Spellbook" },
669 { TV_ARCANE_BOOK, "Arcane Spellbook" },
670 { TV_CRAFT_BOOK, "Craft Spellbook"},
671 { TV_DAEMON_BOOK, "Daemon Spellbook"},
672 { TV_CRUSADE_BOOK, "Crusade Spellbook"},
673 { TV_MUSIC_BOOK, "Music Spellbook" },
674 { TV_HISSATSU_BOOK, "Book of Kendo" },
675 { TV_HEX_BOOK, "Hex Spellbook" },
676 { TV_PARCHMENT, "Parchment" },
677 { TV_WHISTLE, "Whistle" },
678 { TV_SPIKE, "Spikes" },
679 { TV_DIGGING, "Digger" },
680 { TV_CHEST, "Chest" },
681 { TV_CAPTURE, "Capture Ball" },
682 { TV_CARD, "Express Card" },
683 { TV_FIGURINE, "Magical Figurine" },
684 { TV_STATUE, "Statue" },
685 { TV_CORPSE, "Corpse" },
687 { TV_FLASK, "Flask" },
689 { TV_SKELETON, "Skeleton" },
695 * @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
696 * @param buf ベースアイテム格納先の参照ポインタ
697 * @param k_idx ベースアイテムID
700 void strip_name(char *buf, KIND_OBJECT_IDX k_idx)
704 object_kind *k_ptr = &k_info[k_idx];
706 cptr str = (k_name + k_ptr->name);
709 /* Skip past leading characters */
710 while ((*str == ' ') || (*str == '&')) str++;
712 /* Copy useful chars */
713 for (t = buf; *str; str++)
716 if (iskanji(*str)) {*t++ = *str++; *t++ = *str; continue;}
718 if (*str != '~') *t++ = *str;
721 /* Terminate the new name */
727 * @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 /
728 * Specify tval and sval (type and subtype of object) originally
731 * by RAK, heavily modified by -Bernd-
732 * This function returns the k_idx of an object type, or zero if failed
733 * List up to 50 choices in three columns
735 static KIND_OBJECT_IDX wiz_create_itemtype(void)
740 OBJECT_TYPE_VALUE tval;
745 KIND_OBJECT_IDX choice[80];
751 /* Print all tval's and their descriptions */
752 for (num = 0; (num < 80) && tvals[num].tval; num++)
754 row = 2 + (num % 20);
755 col = 20 * (num / 20);
757 prt(format("[%c] %s", ch, tvals[num].desc), row, col);
760 /* Me need to know the maximal possible tval_index */
764 if (!get_com("Get what type of object? ", &ch, FALSE)) return (0);
767 for (num = 0; num < max_num; num++)
769 if (listsym[num] == ch) break;
772 /* Bail out if choice is illegal */
773 if ((num < 0) || (num >= max_num)) return (0);
775 /* Base object type chosen, fill in tval */
776 tval = tvals[num].tval;
777 tval_desc = tvals[num].desc;
780 /*** And now we go for k_idx ***/
783 /* We have to search the whole itemlist. */
784 for (num = 0, i = 1; (num < 80) && (i < max_k_idx); i++)
786 object_kind *k_ptr = &k_info[i];
788 /* Analyze matching items */
789 if (k_ptr->tval == tval)
792 row = 2 + (num % 20);
793 col = 20 * (num / 20);
797 /* Acquire the "name" of object "i" */
801 prt(format("[%c] %s", ch, buf), row, col);
803 /* Remember the object index */
808 /* Me need to know the maximal possible remembered object_index */
812 if (!get_com(format("What Kind of %s? ", tval_desc), &ch, FALSE)) return (0);
815 for (num = 0; num < max_num; num++)
817 if (listsym[num] == ch) break;
820 /* Bail out if choice is "illegal" */
821 if ((num < 0) || (num >= max_num)) return (0);
823 /* And return successful */
824 return (choice[num]);
829 * @briefアイテムの基礎能力値を調整する / Tweak an item
830 * @param o_ptr 調整するアイテムの参照ポインタ
833 static void wiz_tweak_item(object_type *o_ptr)
838 /* Hack -- leave artifacts alone */
839 if (object_is_artifact(o_ptr)) return;
841 p = "Enter new 'pval' setting: ";
842 sprintf(tmp_val, "%d", o_ptr->pval);
843 if (!get_string(p, tmp_val, 5)) return;
844 o_ptr->pval = (s16b)atoi(tmp_val);
845 wiz_display_item(o_ptr);
847 p = "Enter new 'to_a' setting: ";
848 sprintf(tmp_val, "%d", o_ptr->to_a);
849 if (!get_string(p, tmp_val, 5)) return;
850 o_ptr->to_a = (s16b)atoi(tmp_val);
851 wiz_display_item(o_ptr);
853 p = "Enter new 'to_h' setting: ";
854 sprintf(tmp_val, "%d", o_ptr->to_h);
855 if (!get_string(p, tmp_val, 5)) return;
856 o_ptr->to_h = (s16b)atoi(tmp_val);
857 wiz_display_item(o_ptr);
859 p = "Enter new 'to_d' setting: ";
860 sprintf(tmp_val, "%d", (int)o_ptr->to_d);
861 if (!get_string(p, tmp_val, 5)) return;
862 o_ptr->to_d = (s16b)atoi(tmp_val);
863 wiz_display_item(o_ptr);
868 * @brief アイテムの質を選択して再生成する /
869 * Apply magic to an item or turn it into an artifact. -Bernd-
870 * @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
873 static void wiz_reroll_item(object_type *o_ptr)
880 bool changed = FALSE;
883 /* Hack -- leave artifacts alone */
884 if (object_is_artifact(o_ptr)) return;
888 /* Copy the object */
889 object_copy(q_ptr, o_ptr);
892 /* Main loop. Ask for magification and artifactification */
895 /* Display full item debug information */
896 wiz_display_item(q_ptr);
898 /* Ask wizard what to do. */
899 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, FALSE))
901 /* Preserve wizard-generated artifacts */
902 if (object_is_fixed_artifact(q_ptr))
904 a_info[q_ptr->name1].cur_num = 0;
912 /* Create/change it! */
913 if (ch == 'A' || ch == 'a')
919 /* Preserve wizard-generated artifacts */
920 if (object_is_fixed_artifact(q_ptr))
922 a_info[q_ptr->name1].cur_num = 0;
928 /* Apply bad magic, but first clear object */
931 object_prep(q_ptr, o_ptr->k_idx);
932 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
935 /* Apply bad magic, but first clear object */
938 object_prep(q_ptr, o_ptr->k_idx);
939 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
942 /* Apply normal magic, but first clear object */
945 object_prep(q_ptr, o_ptr->k_idx);
946 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
949 /* Apply good magic, but first clear object */
952 object_prep(q_ptr, o_ptr->k_idx);
953 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD);
956 /* Apply great magic, but first clear object */
959 object_prep(q_ptr, o_ptr->k_idx);
960 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT);
963 /* Apply special magic, but first clear object */
966 object_prep(q_ptr, o_ptr->k_idx);
967 apply_magic(q_ptr, dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
969 /* Failed to create artifact; make a random one */
970 if (!object_is_artifact(q_ptr)) create_artifact(q_ptr, FALSE);
974 q_ptr->iy = o_ptr->iy;
975 q_ptr->ix = o_ptr->ix;
976 q_ptr->next_o_idx = o_ptr->next_o_idx;
977 q_ptr->marked = o_ptr->marked;
985 object_copy(o_ptr, q_ptr);
986 p_ptr->update |= (PU_BONUS);
988 /* Combine / Reorder the pack (later) */
989 p_ptr->update |= (PU_COMBINE | PU_REORDER);
991 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
998 * @brief 検査対象のアイテムを基準とした生成テストを行う /
999 * Try to create an item again. Output some statistics. -Bernd-
1000 * @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
1002 * The statistics are correct now. We acquire a clean grid, and then
1003 * repeatedly place an object in this grid, copying it into an item
1004 * holder, and then deleting the object. We fiddle with the artifact
1005 * counter flags to prevent weirdness. We use the items to collect
1006 * statistics on item creation relative to the initial item.
1008 static void wiz_statistics(object_type *o_ptr)
1010 u32b i, matches, better, worse, other, correct;
1012 u32b test_roll = 1000000;
1022 cptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
1024 cptr p = "Enter number of items to roll: ";
1028 /* Mega-Hack -- allow multiple artifacts */
1029 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;
1035 cptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
1038 wiz_display_item(o_ptr);
1041 if (!get_com(pmt, &ch, FALSE)) break;
1043 if (ch == 'n' || ch == 'N')
1048 else if (ch == 'g' || ch == 'G')
1053 else if (ch == 'e' || ch == 'E')
1055 mode = AM_GOOD | AM_GREAT;
1056 quality = "excellent";
1063 sprintf(tmp_val, "%ld", (long int)test_roll);
1064 if (get_string(p, tmp_val, 10)) test_roll = atol(tmp_val);
1065 test_roll = MAX(1, test_roll);
1067 /* Let us know what we are doing */
1068 msg_format("Creating a lot of %s items. Base level = %d.",
1069 quality, dun_level);
1072 /* Set counters to zero */
1073 correct = matches = better = worse = other = 0;
1075 /* Let's rock and roll */
1076 for (i = 0; i <= test_roll; i++)
1078 /* Output every few rolls */
1079 if ((i < 100) || (i % 100 == 0))
1084 /* Allow interupt */
1088 break; // stop rolling
1091 /* Dump the stats */
1092 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
1098 /* Create an object */
1099 make_object(q_ptr, mode);
1102 /* Mega-Hack -- allow multiple artifacts */
1103 if (object_is_fixed_artifact(q_ptr)) a_info[q_ptr->name1].cur_num = 0;
1106 /* Test for the same tval and sval. */
1107 if ((o_ptr->tval) != (q_ptr->tval)) continue;
1108 if ((o_ptr->sval) != (q_ptr->sval)) continue;
1110 /* One more correct item */
1113 /* Check for match */
1114 if ((q_ptr->pval == o_ptr->pval) &&
1115 (q_ptr->to_a == o_ptr->to_a) &&
1116 (q_ptr->to_h == o_ptr->to_h) &&
1117 (q_ptr->to_d == o_ptr->to_d) &&
1118 (q_ptr->name1 == o_ptr->name1))
1123 /* Check for better */
1124 else if ((q_ptr->pval >= o_ptr->pval) &&
1125 (q_ptr->to_a >= o_ptr->to_a) &&
1126 (q_ptr->to_h >= o_ptr->to_h) &&
1127 (q_ptr->to_d >= o_ptr->to_d))
1132 /* Check for worse */
1133 else if ((q_ptr->pval <= o_ptr->pval) &&
1134 (q_ptr->to_a <= o_ptr->to_a) &&
1135 (q_ptr->to_h <= o_ptr->to_h) &&
1136 (q_ptr->to_d <= o_ptr->to_d))
1141 /* Assume different */
1149 msg_format(q, i, correct, matches, better, worse, other);
1154 /* Hack -- Normally only make a single artifact */
1155 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
1160 * @brief 検査対象のアイテムの数を変更する /
1161 * Change the quantity of a the item
1162 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
1165 static void wiz_quantity_item(object_type *o_ptr)
1167 int tmp_int, tmp_qnt;
1172 /* Never duplicate artifacts */
1173 if (object_is_artifact(o_ptr)) return;
1175 /* Store old quantity. -LM- */
1176 tmp_qnt = o_ptr->number;
1179 sprintf(tmp_val, "%d", (int)o_ptr->number);
1182 if (get_string("Quantity: ", tmp_val, 2))
1185 tmp_int = atoi(tmp_val);
1188 if (tmp_int < 1) tmp_int = 1;
1189 if (tmp_int > 99) tmp_int = 99;
1191 /* Accept modifications */
1192 o_ptr->number = (byte_hack)tmp_int;
1195 if (o_ptr->tval == TV_ROD)
1197 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
1202 * @brief 青魔導師の魔法を全て習得済みにする /
1203 * debug command for blue mage
1206 static void do_cmd_wiz_blue_mage(void)
1210 BIT_FLAGS f4 = 0L, f5 = 0L, f6 = 0L;
1212 for (j = 1; j < A_MAX; j++)
1214 set_rf_masks(&f4, &f5, &f6, j);
1216 for (i = 0; i < 32; i++)
1218 if ((0x00000001 << i) & f4) p_ptr->magic_num2[i] = 1;
1222 if ((0x00000001 << (i - 32)) & f5) p_ptr->magic_num2[i] = 1;
1226 if ((0x00000001 << (i - 64)) & f6) p_ptr->magic_num2[i] = 1;
1233 * @brief アイテム検査のメインルーチン /
1234 * Play with an item. Options include:
1237 * - Output statistics (via wiz_roll_item)<br>
1238 * - Reroll item (via wiz_reroll_item)<br>
1239 * - Change properties (via wiz_tweak_item)<br>
1240 * - Change the number of items (via wiz_quantity_item)<br>
1242 static void do_cmd_wiz_play(void)
1252 q = "Play with which object? ";
1253 s = "You have nothing to play with.";
1255 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
1259 /* The item was not changed */
1265 object_copy(q_ptr, o_ptr);
1271 /* Display the item */
1272 wiz_display_item(q_ptr);
1275 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, FALSE))
1281 if (ch == 'A' || ch == 'a')
1287 if (ch == 's' || ch == 'S')
1289 wiz_statistics(q_ptr);
1292 if (ch == 'r' || ch == 'r')
1294 wiz_reroll_item(q_ptr);
1297 if (ch == 't' || ch == 'T')
1299 wiz_tweak_item(q_ptr);
1302 if (ch == 'q' || ch == 'Q')
1304 wiz_quantity_item(q_ptr);
1314 msg_print("Changes accepted.");
1316 /* Recalcurate object's weight */
1319 p_ptr->total_weight += (q_ptr->weight * q_ptr->number)
1320 - (o_ptr->weight * o_ptr->number);
1324 object_copy(o_ptr, q_ptr);
1326 p_ptr->update |= (PU_BONUS);
1328 /* Combine / Reorder the pack (later) */
1329 p_ptr->update |= (PU_COMBINE | PU_REORDER);
1331 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1337 msg_print("Changes ignored.");
1343 * @brief 任意のベースアイテム生成のメインルーチン /
1344 * Wizard routine for creating objects -RAK-
1347 * Heavily modified to allow magification and artifactification -Bernd-
1349 * Note that wizards cannot create objects on top of other objects.
1351 * Hack -- this routine always makes a "dungeon object", and applies
1352 * magic to it, and attempts to decline cursed items.
1354 static void wiz_create_item(void)
1362 /* Get object base type */
1363 k_idx = wiz_create_itemtype();
1367 /* Return if failed */
1370 if (k_info[k_idx].gen_flags & TRG_INSTA_ART)
1375 for (i = 1; i < max_a_idx; i++)
1377 /* Ignore incorrect tval */
1378 if (a_info[i].tval != k_info[k_idx].tval) continue;
1380 /* Ignore incorrect sval */
1381 if (a_info[i].sval != k_info[k_idx].sval) continue;
1383 /* Create this artifact */
1384 (void)create_named_art(i, p_ptr->y, p_ptr->x);
1387 msg_print("Allocated(INSTA_ART).");
1393 object_prep(q_ptr, k_idx);
1395 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
1397 /* Drop the object from heaven */
1398 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1401 msg_print("Allocated.");
1406 * @brief プレイヤーを完全回復する /
1407 * Cure everything instantly
1410 static void do_cmd_wiz_cure_all(void)
1412 (void)life_stream(FALSE, FALSE);
1413 (void)restore_mana(TRUE);
1414 (void)set_food(PY_FOOD_MAX - 1);
1419 * @brief 任意のダンジョン及び階層に飛ぶ /
1423 static void do_cmd_wiz_jump(void)
1426 if (command_arg <= 0)
1430 DUNGEON_IDX tmp_dungeon_type;
1433 sprintf(ppp, "Jump which dungeon : ");
1436 sprintf(tmp_val, "%d", dungeon_type);
1438 /* Ask for a level */
1439 if (!get_string(ppp, tmp_val, 2)) return;
1441 tmp_dungeon_type = (DUNGEON_IDX)atoi(tmp_val);
1442 if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > max_d_idx)) tmp_dungeon_type = DUNGEON_ANGBAND;
1445 sprintf(ppp, "Jump to level (0, %d-%d): ",
1446 (int)d_info[tmp_dungeon_type].mindepth, (int)d_info[tmp_dungeon_type].maxdepth);
1449 sprintf(tmp_val, "%d", (int)dun_level);
1451 /* Ask for a level */
1452 if (!get_string(ppp, tmp_val, 10)) return;
1454 /* Extract request */
1455 command_arg = (COMMAND_ARG)atoi(tmp_val);
1457 dungeon_type = tmp_dungeon_type;
1461 if (command_arg < d_info[dungeon_type].mindepth) command_arg = 0;
1462 if (command_arg > d_info[dungeon_type].maxdepth) command_arg = (COMMAND_ARG)d_info[dungeon_type].maxdepth;
1464 /* Accept request */
1465 msg_format("You jump to dungeon level %d.", command_arg);
1467 if (autosave_l) do_cmd_save_game(TRUE);
1470 dun_level = command_arg;
1472 prepare_change_floor_mode(CFM_RAND_PLACE);
1474 if (!dun_level) dungeon_type = 0;
1475 p_ptr->inside_arena = FALSE;
1476 p_ptr->wild_mode = FALSE;
1478 leave_quest_check();
1480 if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);
1482 p_ptr->inside_quest = 0;
1483 p_ptr->energy_use = 0;
1485 /* Prevent energy_need from being too lower than 0 */
1486 p_ptr->energy_need = 0;
1489 * Clear all saved floors
1490 * and create a first saved floor
1492 prepare_change_floor_mode(CFM_FIRST_FLOOR);
1495 p_ptr->leaving = TRUE;
1500 * @brief 全ベースアイテムを鑑定済みにする /
1501 * Become aware of a lot of objects
1504 static void do_cmd_wiz_learn(void)
1511 /* Scan every object */
1512 for (i = 1; i < max_k_idx; i++)
1514 object_kind *k_ptr = &k_info[i];
1516 /* Induce awareness */
1517 if (k_ptr->level <= command_arg)
1520 object_prep(q_ptr, i);
1521 object_aware(q_ptr);
1528 * @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 /
1529 * Summon some creatures
1533 static void do_cmd_wiz_summon(int num)
1536 for (i = 0; i < num; i++)
1538 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE), '\0');
1545 * @brief モンスターを種族IDを指定して敵対的に召喚する /
1546 * Summon a creature of the specified type
1547 * @param r_idx モンスター種族ID
1550 * This function is rather dangerous
1552 static void do_cmd_wiz_named(MONRACE_IDX r_idx)
1554 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1559 * @brief モンスターを種族IDを指定してペット召喚する /
1560 * Summon a creature of the specified type
1561 * @param r_idx モンスター種族ID
1564 * This function is rather dangerous
1566 static void do_cmd_wiz_named_friendly(MONRACE_IDX r_idx)
1568 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP | PM_FORCE_PET));
1574 * @brief プレイヤー近辺の全モンスターを消去する /
1575 * Hack -- Delete all nearby monsters
1578 static void do_cmd_wiz_zap(void)
1582 /* Genocide everyone nearby */
1583 for (i = 1; i < m_max; i++)
1585 monster_type *m_ptr = &m_list[i];
1587 /* Paranoia -- Skip dead monsters */
1588 if (!m_ptr->r_idx) continue;
1590 /* Skip the mount */
1591 if (i == p_ptr->riding) continue;
1593 /* Delete nearby monsters */
1594 if (m_ptr->cdis <= MAX_SIGHT)
1596 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1598 GAME_TEXT m_name[MAX_NLEN];
1600 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1601 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1604 delete_monster_idx(i);
1611 * @brief フロアに存在する全モンスターを消去する /
1612 * Hack -- Delete all monsters
1615 static void do_cmd_wiz_zap_all(void)
1619 /* Genocide everyone */
1620 for (i = 1; i < m_max; i++)
1622 monster_type *m_ptr = &m_list[i];
1624 /* Paranoia -- Skip dead monsters */
1625 if (!m_ptr->r_idx) continue;
1627 /* Skip the mount */
1628 if (i == p_ptr->riding) continue;
1630 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1632 GAME_TEXT m_name[MAX_NLEN];
1634 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1635 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1638 /* Delete this monster */
1639 delete_monster_idx(i);
1645 * @brief 指定された地点の地形IDを変更する /
1646 * Create desired feature
1649 static void do_cmd_wiz_create_feature(void)
1651 static int prev_feat = 0;
1652 static int prev_mimic = 0;
1654 feature_type *f_ptr;
1656 IDX tmp_feat, tmp_mimic;
1659 if (!tgt_pt(&x, &y)) return;
1661 c_ptr = &cave[y][x];
1664 sprintf(tmp_val, "%d", prev_feat);
1667 if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
1670 tmp_feat = (IDX)atoi(tmp_val);
1671 if (tmp_feat < 0) tmp_feat = 0;
1672 else if (tmp_feat >= max_f_idx) tmp_feat = max_f_idx - 1;
1675 sprintf(tmp_val, "%d", prev_mimic);
1678 if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3)) return;
1681 tmp_mimic = (IDX)atoi(tmp_val);
1682 if (tmp_mimic < 0) tmp_mimic = 0;
1683 else if (tmp_mimic >= max_f_idx) tmp_mimic = max_f_idx - 1;
1685 cave_set_feat(y, x, tmp_feat);
1686 c_ptr->mimic = (s16b)tmp_mimic;
1688 f_ptr = &f_info[get_feat_mimic(c_ptr)];
1690 if (have_flag(f_ptr->flags, FF_GLYPH) ||
1691 have_flag(f_ptr->flags, FF_MINOR_GLYPH))
1692 c_ptr->info |= (CAVE_OBJECT);
1693 else if (have_flag(f_ptr->flags, FF_MIRROR))
1694 c_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
1699 /* Update some things */
1700 p_ptr->update |= (PU_FLOW);
1702 prev_feat = tmp_feat;
1703 prev_mimic = tmp_mimic;
1708 #define NUM_O_BIT 32
1711 * @brief 現在のオプション設定をダンプ出力する /
1712 * Hack -- Dump option bits usage
1715 static void do_cmd_dump_options(void)
1722 /* Build the filename */
1723 path_build(buf, sizeof buf, ANGBAND_DIR_USER, "opt_info.txt");
1725 /* File type is "TEXT" */
1726 FILE_TYPE(FILE_TYPE_TEXT);
1729 fff = my_fopen(buf, "a");
1733 msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), buf);
1738 /* Allocate the "exist" array (2-dimension) */
1739 C_MAKE(exist, NUM_O_SET, int *);
1740 C_MAKE(*exist, NUM_O_BIT * NUM_O_SET, int);
1741 for (i = 1; i < NUM_O_SET; i++) exist[i] = *exist + i * NUM_O_BIT;
1743 /* Check for exist option bits */
1744 for (i = 0; option_info[i].o_desc; i++)
1746 const option_type *ot_ptr = &option_info[i];
1747 if (ot_ptr->o_var) exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
1750 fprintf(fff, "[Option bits usage on Hengband %d.%d.%d]\n\n",
1751 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1753 fputs("Set - Bit (Page) Option Name\n", fff);
1754 fputs("------------------------------------------------\n", fff);
1755 /* Dump option bits usage */
1756 for (i = 0; i < NUM_O_SET; i++)
1758 for (j = 0; j < NUM_O_BIT; j++)
1762 const option_type *ot_ptr = &option_info[exist[i][j] - 1];
1763 fprintf(fff, " %d - %02d (%4d) %s\n",
1764 i, j, ot_ptr->o_page, ot_ptr->o_text);
1768 fprintf(fff, " %d - %02d\n", i, j);
1774 /* Free the "exist" array (2-dimension) */
1775 C_KILL(*exist, NUM_O_BIT * NUM_O_SET, int);
1776 C_KILL(exist, NUM_O_SET, int *);
1781 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);
1785 #ifdef ALLOW_SPOILERS
1790 extern void do_cmd_spoilers(void);
1792 #endif /* ALLOW_SPOILERS */
1797 * Hack -- declare external function
1799 extern void do_cmd_debug(void);
1804 * @brief デバッグコマンドを選択する処理のメインルーチン /
1805 * Ask for and parse a "debug command"
1806 * The "command_arg" may have been set.
1809 void do_cmd_debug(void)
1814 /* Get a "debug command" */
1815 get_com("Debug Command: ", &cmd, FALSE);
1817 /* Analyze the command */
1827 #ifdef ALLOW_SPOILERS
1829 /* Hack -- Generate Spoilers */
1834 #endif /* ALLOW_SPOILERS */
1841 /* Cure all maladies */
1843 do_cmd_wiz_cure_all();
1846 /* Know alignment */
1848 msg_format("Your alignment is %d.", p_ptr->align);
1851 /* Teleport to target */
1860 /* Create any object */
1865 /* Create a named artifact */
1867 wiz_create_named_art();
1870 /* Detect everything */
1872 detect_all(DETECT_RAD_ALL * 3);
1875 /* Dimension_door */
1877 wiz_dimension_door();
1880 /* Edit character */
1882 do_cmd_wiz_change();
1885 /* Blue Mage Only */
1887 if (p_ptr->pclass == CLASS_BLUE_MAGE)
1889 do_cmd_wiz_blue_mage();
1893 /* View item info */
1895 identify_fully(FALSE);
1898 /* Create desired feature */
1900 do_cmd_wiz_create_feature();
1905 if (command_arg <= 0) command_arg = 1;
1906 acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE);
1909 /* Hitpoint rerating */
1911 do_cmd_rerate(TRUE);
1915 do_cmd_summon_horde();
1920 (void)ident_spell(FALSE);
1923 /* Go up or down in the dungeon */
1928 /* Self-Knowledge */
1933 /* Learn about objects */
1940 map_area(DETECT_RAD_ALL * 3);
1945 (void)gain_random_mutation(command_arg);
1950 (void)do_cmd_wiz_reset_class();
1953 /* Specific reward */
1955 (void)gain_level_reward(command_arg);
1958 /* Summon _friendly_ named monster */
1960 do_cmd_wiz_named_friendly(command_arg);
1963 /* Summon Named Monster */
1965 do_cmd_wiz_named(command_arg);
1968 /* Dump option bits usage */
1970 do_cmd_dump_options();
1973 /* Object playing routines */
1980 teleport_player(10, 0L);
1989 sprintf(ppp, "QuestID (0-%d):", max_q_idx - 1);
1990 sprintf(tmp_val, "%d", 0);
1992 if (!get_string(ppp, tmp_val, 3)) return;
1993 tmp_int = atoi(tmp_val);
1995 if(tmp_int < 0) break;
1996 if(tmp_int >= max_q_idx) break;
1998 p_ptr->inside_quest = (QUEST_IDX)tmp_int;
1999 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
2000 quest[tmp_int].status = QUEST_STATUS_TAKEN;
2001 p_ptr->inside_quest = 0;
2005 /* Complete a Quest -KMW- */
2007 if(p_ptr->inside_quest)
2009 if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
2011 complete_quest(p_ptr->inside_quest);
2017 msg_print("No current quest");
2022 /* Make every dungeon square "known" to test streamers -KMW- */
2024 for (y = 0; y < cur_hgt; y++)
2026 for (x = 0; x < cur_wid; x++)
2028 cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
2034 /* Summon Random Monster(s) */
2036 if (command_arg <= 0) command_arg = 1;
2037 do_cmd_wiz_summon(command_arg);
2040 /* Special(Random Artifact) Objects */
2042 if (command_arg <= 0) command_arg = 1;
2043 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE);
2048 teleport_player(100, 0L);
2051 /* Game Time Setting */
2057 /* Very Good Objects */
2059 if (command_arg <= 0) command_arg = 1;
2060 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE);
2063 /* Wizard Light the Level */
2065 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
2068 /* Increase Experience */
2070 gain_exp(command_arg ? command_arg : (p_ptr->exp + 1));
2073 /* Zap Monsters (Genocide) */
2078 /* Zap Monsters (Omnicide) */
2080 do_cmd_wiz_zap_all();
2083 /* Hack -- whatever I desire */
2085 do_cmd_wiz_hack_ben();
2088 /* For temporary test. */
2092 for(i = INVEN_TOTAL - 1; i >= 0; i--)
2094 if(inventory[i].k_idx) inven_drop(i, 999);
2100 /* Not a Wizard Command */
2102 msg_print("That is not a valid debug command.");
2107 void cheat_death(player_type *creature_ptr)
2109 /* Mark social class, reset age, if needed */
2110 if (creature_ptr->sc) creature_ptr->sc = creature_ptr->age = 0;
2113 creature_ptr->age++;
2116 creature_ptr->noscore |= 0x0001;
2118 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."));
2121 (void)life_stream(FALSE, FALSE);
2123 if (creature_ptr->pclass == CLASS_MAGIC_EATER)
2126 for (magic_idx = 0; magic_idx < EATER_EXT * 2; magic_idx++)
2128 creature_ptr->magic_num1[magic_idx] = creature_ptr->magic_num2[magic_idx] * EATER_CHARGE;
2130 for (; magic_idx < EATER_EXT * 3; magic_idx++)
2132 creature_ptr->magic_num1[magic_idx] = 0;
2136 /* Restore spell points */
2137 creature_ptr->csp = creature_ptr->msp;
2138 creature_ptr->csp_frac = 0;
2140 /* Hack -- cancel recall */
2141 if (creature_ptr->word_recall)
2143 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
2146 /* Hack -- Prevent recall */
2147 creature_ptr->word_recall = 0;
2148 creature_ptr->redraw |= (PR_STATUS);
2151 /* Hack -- cancel alter */
2152 if (creature_ptr->alter_reality)
2154 /* Hack -- Prevent alter */
2155 creature_ptr->alter_reality = 0;
2156 creature_ptr->redraw |= (PR_STATUS);
2159 /* Note cause of death */
2160 (void)strcpy(creature_ptr->died_from, _("死の欺き", "Cheating death"));
2163 creature_ptr->is_dead = FALSE;
2165 /* Hack -- Prevent starvation */
2166 (void)set_food(PY_FOOD_MAX - 1);
2169 creature_ptr->inside_arena = FALSE;
2170 creature_ptr->inside_battle = FALSE;
2172 creature_ptr->inside_quest = 0;
2173 if (dungeon_type) creature_ptr->recall_dungeon = dungeon_type;
2175 if (lite_town || vanilla_town)
2177 creature_ptr->wilderness_y = 1;
2178 creature_ptr->wilderness_x = 1;
2181 creature_ptr->oldpy = 10;
2182 creature_ptr->oldpx = 34;
2186 creature_ptr->oldpy = 33;
2187 creature_ptr->oldpx = 131;
2192 creature_ptr->wilderness_y = 48;
2193 creature_ptr->wilderness_x = 5;
2194 creature_ptr->oldpy = 33;
2195 creature_ptr->oldpx = 131;
2199 creature_ptr->wild_mode = FALSE;
2200 creature_ptr->leaving = TRUE;
2202 do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
2206 /* Prepare next floor */