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>
19 #include "player-status.h"
22 #include "spells-object.h"
23 #include "spells-summon.h"
24 #include "spells-status.h"
25 #include "spells-world.h"
26 #include "spells-floor.h"
28 #include "object-hook.h"
29 #include "monster-status.h"
32 #include "floor-save.h"
37 * @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
38 * @return 実際にテレポートを行ったらTRUEを返す
40 static bool wiz_dimension_door(void)
42 POSITION x = 0, y = 0;
43 if (!tgt_pt(&x, &y)) return FALSE;
44 teleport_player_to(y, x, TELEPORT_NONMAGICAL);
49 * @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
52 static void wiz_create_named_art(void)
54 char tmp_val[10] = "";
58 if (!get_string("Artifact ID:", tmp_val, 3)) return;
61 a_idx = (ARTIFACT_IDX)atoi(tmp_val);
62 if(a_idx < 0) a_idx = 0;
63 if(a_idx >= max_a_idx) a_idx = 0;
65 /* Create the artifact */
66 (void)create_named_art(a_idx, p_ptr->y, p_ptr->x);
69 msg_print("Allocated.");
73 * @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
76 static void do_cmd_summon_horde(void)
78 POSITION wy = p_ptr->y, wx = p_ptr->x;
83 scatter(&wy, &wx, p_ptr->y, p_ptr->x, 3, 0);
84 if (cave_empty_bold(wy, wx)) break;
87 (void)alloc_horde(wy, wx);
91 * @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.
94 static void prt_binary(BIT_FLAGS flags, int row, int col)
100 for (i = bitmask = 1; i <= 32; i++, bitmask *= 2)
105 Term_putch(col++, row, TERM_BLUE, '*');
108 /* Dump unset bits */
111 Term_putch(col++, row, TERM_WHITE, '-');
117 #define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
120 * @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.
121 * @param tval ベースアイテムの大項目ID
122 * @param sval ベースアイテムの小項目ID
127 static void prt_alloc(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval, TERM_LEN row, TERM_LEN col)
131 u32b rarity[K_MAX_DEPTH];
132 u32b total[K_MAX_DEPTH];
134 concptr r = "+---Rate---+";
139 alloc_entry *table = alloc_kind_table;
141 /* Wipe the tables */
142 (void)C_WIPE(rarity, K_MAX_DEPTH, u32b);
143 (void)C_WIPE(total, K_MAX_DEPTH, u32b);
144 (void)C_WIPE(display, 22, s32b);
146 /* Scan all entries */
147 for (i = 0; i < K_MAX_DEPTH; i++)
150 for (j = 0; j < alloc_kind_size; j++)
154 if (table[j].level <= i)
156 prob = table[j].prob1 * GREAT_OBJ * K_MAX_DEPTH;
158 else if (table[j].level - 1 > 0)
160 prob = table[j].prob1 * i * K_MAX_DEPTH / (table[j].level - 1);
163 /* Acquire this kind */
164 k_ptr = &k_info[table[j].index];
166 /* Accumulate probabilities */
167 total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
168 total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
170 /* Accumulate probabilities */
171 if ((k_ptr->tval == tval) && (k_ptr->sval == sval))
174 rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
177 total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
180 /* Calculate probabilities for each range */
181 for (i = 0; i < 22; i++)
183 /* Shift the values into view */
185 for (j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
186 possibility += rarity[j] * 100000 / total[j];
187 display[i] = possibility / 5;
190 /* Graph the rarities */
191 for (i = 0; i < 22; i++)
193 Term_putch(col, row + i + 1, TERM_WHITE, '|');
195 prt(format("%2dF", (i * 5)), row + i + 1, col);
199 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22))
201 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
205 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
209 /* Make it look nice */
214 * @brief プレイヤーの職業を変更する
216 * @todo 魔法領域の再選択などがまだ不完全、要実装。
218 static void do_cmd_wiz_reset_class(void)
225 sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
228 sprintf(tmp_val, "%d", p_ptr->pclass);
231 if (!get_string(ppp, tmp_val, 2)) return;
234 tmp_int = atoi(tmp_val);
237 if (tmp_int < 0 || tmp_int >= MAX_CLASS) return;
240 p_ptr->pclass = (byte_hack)tmp_int;
242 /* Redraw inscription */
243 p_ptr->window |= (PW_PLAYER);
245 /* {.} and {$} effect p_ptr->warning and TRC_TELEPORT_SELF */
246 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
253 * @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
256 static void do_cmd_wiz_bamf(void)
258 /* Must have a target */
259 if (!target_who) return;
261 /* Teleport to the target */
262 teleport_player_to(target_row, target_col, TELEPORT_NONMAGICAL);
267 * @brief プレイヤーの現能力値を調整する
268 * Aux function for "do_cmd_wiz_change()". -RAK-
271 static void do_cmd_wiz_change_aux(void)
281 /* Query the stats */
282 for (i = 0; i < A_MAX; i++)
285 sprintf(ppp, "%s (3-%d): ", stat_names[i], p_ptr->stat_max_max[i]);
288 sprintf(tmp_val, "%d", p_ptr->stat_max[i]);
291 if (!get_string(ppp, tmp_val, 3)) return;
294 tmp_int = atoi(tmp_val);
297 if (tmp_int > p_ptr->stat_max_max[i]) tmp_int = p_ptr->stat_max_max[i];
298 else if (tmp_int < 3) tmp_int = 3;
301 p_ptr->stat_cur[i] = p_ptr->stat_max[i] = (BASE_STATUS)tmp_int;
306 sprintf(tmp_val, "%d", WEAPON_EXP_MASTER);
309 if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 9)) return;
312 tmp_s16b = (s16b)atoi(tmp_val);
315 if (tmp_s16b < WEAPON_EXP_UNSKILLED) tmp_s16b = WEAPON_EXP_UNSKILLED;
316 if (tmp_s16b > WEAPON_EXP_MASTER) tmp_s16b = WEAPON_EXP_MASTER;
318 for (j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++)
320 for (i = 0;i < 64;i++)
322 p_ptr->weapon_exp[j][i] = tmp_s16b;
323 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];
327 for (j = 0; j < 10; j++)
329 p_ptr->skill_exp[j] = tmp_s16b;
330 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];
333 for (j = 0; j < 32; j++)
334 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
336 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
339 sprintf(tmp_val, "%ld", (long)(p_ptr->au));
342 if (!get_string("Gold: ", tmp_val, 9)) return;
345 tmp_long = atol(tmp_val);
348 if (tmp_long < 0) tmp_long = 0L;
351 p_ptr->au = tmp_long;
354 sprintf(tmp_val, "%ld", (long)(p_ptr->max_exp));
357 if (!get_string("Experience: ", tmp_val, 9)) return;
360 tmp_long = atol(tmp_val);
363 if (tmp_long < 0) tmp_long = 0L;
365 if (p_ptr->prace != RACE_ANDROID)
368 p_ptr->max_exp = tmp_long;
369 p_ptr->exp = tmp_long;
378 * @brief プレイヤーの現能力値を調整する(メインルーチン)
379 * Change various "permanent" player variables.
382 static void do_cmd_wiz_change(void)
385 do_cmd_wiz_change_aux();
391 * @brief アイテムの詳細ステータスを表示する /
392 * Change various "permanent" player variables.
393 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
396 * Wizard routines for creating objects -RAK-
397 * And for manipulating them! -Bernd-
399 * This has been rewritten to make the whole procedure
400 * of debugging objects much easier and more comfortable.
402 * The following functions are meant to play with objects:
403 * Create, modify, roll for them (for statistic purposes) and more.
404 * The original functions were by RAK.
405 * The function to show an item's debug information was written
406 * by David Reeve Sward <sward+@CMU.EDU>.
407 * Bernd (wiebelt@mathematik.hu-berlin.de)
409 * Here are the low-level functions
410 * - wiz_display_item()
411 * display an item's debug-info
412 * - wiz_create_itemtype()
413 * specify tval and sval (type and subtype of object)
415 * specify pval, +AC, +tohit, +todam
416 * Note that the wizard can leave this function anytime,
417 * thus accepting the default-values for the remaining values.
418 * pval comes first now, since it is most important.
419 * - wiz_reroll_item()
420 * apply some magic to the item or current_world_ptr->game_turn it into an artifact.
422 * Get some statistics about the rarity of an item:
423 * We create a lot of fake items and see if they are of the
424 * same type (tval and sval), then we compare pval and +AC.
425 * If the fake-item is better or equal it is counted.
426 * Note that cursed items that are better or equal (absolute values)
428 * HINT: This is *very* useful for balancing the game!
429 * - wiz_quantity_item()
430 * change the quantity of an item, but be sane about it.
432 * And now the high-level functions
433 * - do_cmd_wiz_play()
434 * play with an existing object
435 * - wiz_create_item()
436 * create a new object
438 * Note -- You do not have to specify "pval" and other item-properties
439 * directly. Just apply magic until you are satisfied with the item.
441 * Note -- For some items (such as wands, staffs, some rings, etc), you
442 * must apply magic, or you will get "broken" or "uncharged" objects.
444 * Note -- Redefining artifacts via "do_cmd_wiz_play()" may destroy
445 * the artifact. Be careful.
447 * Hack -- this function will allow you to create multiple artifacts.
448 * This "feature" may induce crashes or other nasty effects.
449 * Just display an item's properties (debug-info)
450 * Originally by David Reeve Sward <sward+@CMU.EDU>
451 * Verbose item flags by -Bernd-
453 static void wiz_display_item(object_type *o_ptr)
456 BIT_FLAGS flgs[TR_FLAG_SIZE];
458 object_flags(o_ptr, flgs);
460 /* Clear the screen */
461 for (i = 1; i <= 23; i++) prt("", i, j - 2);
463 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
466 object_desc(buf, o_ptr, OD_STORE);
470 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d",
471 o_ptr->k_idx, k_info[o_ptr->k_idx].level,
472 o_ptr->tval, o_ptr->sval), 4, j);
474 prt(format("number = %-3d wgt = %-6d ac = %-5d damage = %dd%d",
475 o_ptr->number, o_ptr->weight,
476 o_ptr->ac, o_ptr->dd, o_ptr->ds), 5, j);
478 prt(format("pval = %-5d toac = %-5d tohit = %-4d todam = %-4d",
479 o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), 6, j);
481 prt(format("name1 = %-4d name2 = %-4d cost = %ld",
482 o_ptr->name1, o_ptr->name2, (long)object_value_real(o_ptr)), 7, j);
484 prt(format("ident = %04x xtra1 = %-4d xtra2 = %-4d timeout = %-d",
485 o_ptr->ident, o_ptr->xtra1, o_ptr->xtra2, o_ptr->timeout), 8, j);
487 prt(format("xtra3 = %-4d xtra4 = %-4d xtra5 = %-4d cursed = %-d",
488 o_ptr->xtra3, o_ptr->xtra4, o_ptr->xtra5, o_ptr->curse_flags), 9, j);
490 prt("+------------FLAGS1------------+", 10, j);
491 prt("AFFECT........SLAY........BRAND.", 11, j);
492 prt(" mf cvae xsqpaefc", 12, j);
493 prt("siwdccsossidsahanvudotgddhuoclio", 13, j);
494 prt("tnieohtctrnipttmiinmrrnrrraiierl", 14, j);
495 prt("rtsxnarelcfgdkcpmldncltggpksdced", 15, j);
496 prt_binary(flgs[0], 16, j);
498 prt("+------------FLAGS2------------+", 17, j);
499 prt("SUST....IMMUN.RESIST............", 18, j);
500 prt(" reaefctrpsaefcpfldbc sn ", 19, j);
501 prt("siwdcciaclioheatcliooeialoshtncd", 20, j);
502 prt("tnieohdsierlrfraierliatrnnnrhehi", 21, j);
503 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", 22, j);
504 prt_binary(flgs[1], 23, j);
506 prt("+------------FLAGS3------------+", 10, j+32);
507 prt("fe cnn t stdrmsiiii d ab ", 11, j+32);
508 prt("aa aoomywhs lleeieihgggg rtgl ", 12, j+32);
509 prt("uu utmacaih eielgggonnnnaaere ", 13, j+32);
510 prt("rr reanurdo vtieeehtrrrrcilas ", 14, j+32);
511 prt("aa algarnew ienpsntsaefctnevs ", 15, j+32);
512 prt_binary(flgs[2], 16, j+32);
514 prt("+------------FLAGS4------------+", 17, j+32);
515 prt("KILL....ESP......... ", 18, j+32);
516 prt("aeud tghaud tgdhegnu ", 19, j+32);
517 prt("nvneoriunneoriruvoon ", 20, j+32);
518 prt("iidmroamidmroagmionq ", 21, j+32);
519 prt("mlenclnmmenclnnnldlu ", 22, j+32);
520 prt_binary(flgs[3], 23, j+32);
525 * 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
527 typedef struct tval_desc
529 int tval; /*!< 大項目のID */
530 concptr desc; /*!< 大項目名 */
534 * 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
536 static tval_desc tvals[] =
538 { TV_SWORD, "Sword" },
539 { TV_POLEARM, "Polearm" },
540 { TV_HAFTED, "Hafted Weapon" },
542 { TV_ARROW, "Arrows" },
543 { TV_BOLT, "Bolts" },
544 { TV_SHOT, "Shots" },
545 { TV_SHIELD, "Shield" },
546 { TV_CROWN, "Crown" },
548 { TV_GLOVES, "Gloves" },
549 { TV_BOOTS, "Boots" },
550 { TV_CLOAK, "Cloak" },
551 { TV_DRAG_ARMOR, "Dragon Scale Mail" },
552 { TV_HARD_ARMOR, "Hard Armor" },
553 { TV_SOFT_ARMOR, "Soft Armor" },
555 { TV_AMULET, "Amulet" },
557 { TV_POTION, "Potion" },
558 { TV_SCROLL, "Scroll" },
560 { TV_STAFF, "Staff" },
562 { TV_LIFE_BOOK, "Life Spellbook" },
563 { TV_SORCERY_BOOK, "Sorcery Spellbook" },
564 { TV_NATURE_BOOK, "Nature Spellbook" },
565 { TV_CHAOS_BOOK, "Chaos Spellbook" },
566 { TV_DEATH_BOOK, "Death Spellbook" },
567 { TV_TRUMP_BOOK, "Trump Spellbook" },
568 { TV_ARCANE_BOOK, "Arcane Spellbook" },
569 { TV_CRAFT_BOOK, "Craft Spellbook"},
570 { TV_DAEMON_BOOK, "Daemon Spellbook"},
571 { TV_CRUSADE_BOOK, "Crusade Spellbook"},
572 { TV_MUSIC_BOOK, "Music Spellbook" },
573 { TV_HISSATSU_BOOK, "Book of Kendo" },
574 { TV_HEX_BOOK, "Hex Spellbook" },
575 { TV_PARCHMENT, "Parchment" },
576 { TV_WHISTLE, "Whistle" },
577 { TV_SPIKE, "Spikes" },
578 { TV_DIGGING, "Digger" },
579 { TV_CHEST, "Chest" },
580 { TV_CAPTURE, "Capture Ball" },
581 { TV_CARD, "Express Card" },
582 { TV_FIGURINE, "Magical Figurine" },
583 { TV_STATUE, "Statue" },
584 { TV_CORPSE, "Corpse" },
586 { TV_FLASK, "Flask" },
588 { TV_SKELETON, "Skeleton" },
594 * @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
595 * @param buf ベースアイテム格納先の参照ポインタ
596 * @param k_idx ベースアイテムID
599 void strip_name(char *buf, KIND_OBJECT_IDX k_idx)
603 object_kind *k_ptr = &k_info[k_idx];
605 concptr str = (k_name + k_ptr->name);
608 /* Skip past leading characters */
609 while ((*str == ' ') || (*str == '&')) str++;
611 /* Copy useful chars */
612 for (t = buf; *str; str++)
615 if (iskanji(*str)) {*t++ = *str++; *t++ = *str; continue;}
617 if (*str != '~') *t++ = *str;
620 /* Terminate the new name */
626 * @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 /
627 * Specify tval and sval (type and subtype of object) originally
630 * by RAK, heavily modified by -Bernd-
631 * This function returns the k_idx of an object type, or zero if failed
632 * List up to 50 choices in three columns
634 static KIND_OBJECT_IDX wiz_create_itemtype(void)
639 OBJECT_TYPE_VALUE tval;
644 KIND_OBJECT_IDX choice[80];
650 /* Print all tval's and their descriptions */
651 for (num = 0; (num < 80) && tvals[num].tval; num++)
653 row = 2 + (num % 20);
654 col = 20 * (num / 20);
656 prt(format("[%c] %s", ch, tvals[num].desc), row, col);
659 /* Me need to know the maximal possible tval_index */
663 if (!get_com("Get what type of object? ", &ch, FALSE)) return (0);
666 for (num = 0; num < max_num; num++)
668 if (listsym[num] == ch) break;
671 /* Bail out if choice is illegal */
672 if ((num < 0) || (num >= max_num)) return (0);
674 /* Base object type chosen, fill in tval */
675 tval = tvals[num].tval;
676 tval_desc = tvals[num].desc;
679 /*** And now we go for k_idx ***/
682 /* We have to search the whole itemlist. */
683 for (num = 0, i = 1; (num < 80) && (i < max_k_idx); i++)
685 object_kind *k_ptr = &k_info[i];
687 /* Analyze matching items */
688 if (k_ptr->tval == tval)
691 row = 2 + (num % 20);
692 col = 20 * (num / 20);
696 /* Acquire the "name" of object "i" */
700 prt(format("[%c] %s", ch, buf), row, col);
702 /* Remember the object index */
707 /* Me need to know the maximal possible remembered object_index */
711 if (!get_com(format("What Kind of %s? ", tval_desc), &ch, FALSE)) return (0);
714 for (num = 0; num < max_num; num++)
716 if (listsym[num] == ch) break;
719 /* Bail out if choice is "illegal" */
720 if ((num < 0) || (num >= max_num)) return (0);
722 /* And return successful */
723 return (choice[num]);
728 * @briefアイテムの基礎能力値を調整する / Tweak an item
729 * @param o_ptr 調整するアイテムの参照ポインタ
732 static void wiz_tweak_item(object_type *o_ptr)
737 /* Hack -- leave artifacts alone */
738 if (object_is_artifact(o_ptr)) return;
740 p = "Enter new 'pval' setting: ";
741 sprintf(tmp_val, "%d", o_ptr->pval);
742 if (!get_string(p, tmp_val, 5)) return;
743 o_ptr->pval = (s16b)atoi(tmp_val);
744 wiz_display_item(o_ptr);
746 p = "Enter new 'to_a' setting: ";
747 sprintf(tmp_val, "%d", o_ptr->to_a);
748 if (!get_string(p, tmp_val, 5)) return;
749 o_ptr->to_a = (s16b)atoi(tmp_val);
750 wiz_display_item(o_ptr);
752 p = "Enter new 'to_h' setting: ";
753 sprintf(tmp_val, "%d", o_ptr->to_h);
754 if (!get_string(p, tmp_val, 5)) return;
755 o_ptr->to_h = (s16b)atoi(tmp_val);
756 wiz_display_item(o_ptr);
758 p = "Enter new 'to_d' setting: ";
759 sprintf(tmp_val, "%d", (int)o_ptr->to_d);
760 if (!get_string(p, tmp_val, 5)) return;
761 o_ptr->to_d = (s16b)atoi(tmp_val);
762 wiz_display_item(o_ptr);
767 * @brief アイテムの質を選択して再生成する /
768 * Apply magic to an item or current_world_ptr->game_turn it into an artifact. -Bernd-
769 * @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
772 static void wiz_reroll_item(object_type *o_ptr)
779 bool changed = FALSE;
782 /* Hack -- leave artifacts alone */
783 if (object_is_artifact(o_ptr)) return;
787 /* Copy the object */
788 object_copy(q_ptr, o_ptr);
791 /* Main loop. Ask for magification and artifactification */
794 /* Display full item debug information */
795 wiz_display_item(q_ptr);
797 /* Ask wizard what to do. */
798 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, FALSE))
800 /* Preserve wizard-generated artifacts */
801 if (object_is_fixed_artifact(q_ptr))
803 a_info[q_ptr->name1].cur_num = 0;
811 /* Create/change it! */
812 if (ch == 'A' || ch == 'a')
818 /* Preserve wizard-generated artifacts */
819 if (object_is_fixed_artifact(q_ptr))
821 a_info[q_ptr->name1].cur_num = 0;
827 /* Apply bad magic, but first clear object */
830 object_prep(q_ptr, o_ptr->k_idx);
831 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
834 /* Apply bad magic, but first clear object */
837 object_prep(q_ptr, o_ptr->k_idx);
838 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
841 /* Apply normal magic, but first clear object */
844 object_prep(q_ptr, o_ptr->k_idx);
845 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART);
848 /* Apply good magic, but first clear object */
851 object_prep(q_ptr, o_ptr->k_idx);
852 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD);
855 /* Apply great magic, but first clear object */
858 object_prep(q_ptr, o_ptr->k_idx);
859 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT);
862 /* Apply special magic, but first clear object */
865 object_prep(q_ptr, o_ptr->k_idx);
866 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
868 /* Failed to create artifact; make a random one */
869 if (!object_is_artifact(q_ptr)) create_artifact(q_ptr, FALSE);
873 q_ptr->iy = o_ptr->iy;
874 q_ptr->ix = o_ptr->ix;
875 q_ptr->next_o_idx = o_ptr->next_o_idx;
876 q_ptr->marked = o_ptr->marked;
884 object_copy(o_ptr, q_ptr);
885 p_ptr->update |= (PU_BONUS);
886 p_ptr->update |= (PU_COMBINE | PU_REORDER);
888 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
895 * @brief 検査対象のアイテムを基準とした生成テストを行う /
896 * Try to create an item again. Output some statistics. -Bernd-
897 * @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
899 * The statistics are correct now. We acquire a clean grid, and then
900 * repeatedly place an object in this grid, copying it into an item
901 * holder, and then deleting the object. We fiddle with the artifact
902 * counter flags to prevent weirdness. We use the items to collect
903 * statistics on item creation relative to the initial item.
905 static void wiz_statistics(object_type *o_ptr)
907 u32b i, matches, better, worse, other, correct;
909 u32b test_roll = 1000000;
919 concptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
921 concptr p = "Enter number of items to roll: ";
925 /* Mega-Hack -- allow multiple artifacts */
926 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;
932 concptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
935 wiz_display_item(o_ptr);
938 if (!get_com(pmt, &ch, FALSE)) break;
940 if (ch == 'n' || ch == 'N')
945 else if (ch == 'g' || ch == 'G')
950 else if (ch == 'e' || ch == 'E')
952 mode = AM_GOOD | AM_GREAT;
953 quality = "excellent";
960 sprintf(tmp_val, "%ld", (long int)test_roll);
961 if (get_string(p, tmp_val, 10)) test_roll = atol(tmp_val);
962 test_roll = MAX(1, test_roll);
964 /* Let us know what we are doing */
965 msg_format("Creating a lot of %s items. Base level = %d.",
966 quality, current_floor_ptr->dun_level);
969 /* Set counters to zero */
970 correct = matches = better = worse = other = 0;
972 /* Let's rock and roll */
973 for (i = 0; i <= test_roll; i++)
975 /* Output every few rolls */
976 if ((i < 100) || (i % 100 == 0))
985 break; // stop rolling
989 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
995 /* Create an object */
996 make_object(q_ptr, mode);
999 /* Mega-Hack -- allow multiple artifacts */
1000 if (object_is_fixed_artifact(q_ptr)) a_info[q_ptr->name1].cur_num = 0;
1003 /* Test for the same tval and sval. */
1004 if ((o_ptr->tval) != (q_ptr->tval)) continue;
1005 if ((o_ptr->sval) != (q_ptr->sval)) continue;
1007 /* One more correct item */
1010 /* Check for match */
1011 if ((q_ptr->pval == o_ptr->pval) &&
1012 (q_ptr->to_a == o_ptr->to_a) &&
1013 (q_ptr->to_h == o_ptr->to_h) &&
1014 (q_ptr->to_d == o_ptr->to_d) &&
1015 (q_ptr->name1 == o_ptr->name1))
1020 /* Check for better */
1021 else if ((q_ptr->pval >= o_ptr->pval) &&
1022 (q_ptr->to_a >= o_ptr->to_a) &&
1023 (q_ptr->to_h >= o_ptr->to_h) &&
1024 (q_ptr->to_d >= o_ptr->to_d))
1029 /* Check for worse */
1030 else if ((q_ptr->pval <= o_ptr->pval) &&
1031 (q_ptr->to_a <= o_ptr->to_a) &&
1032 (q_ptr->to_h <= o_ptr->to_h) &&
1033 (q_ptr->to_d <= o_ptr->to_d))
1038 /* Assume different */
1046 msg_format(q, i, correct, matches, better, worse, other);
1051 /* Hack -- Normally only make a single artifact */
1052 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
1057 * @brief 検査対象のアイテムの数を変更する /
1058 * Change the quantity of a the item
1059 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
1062 static void wiz_quantity_item(object_type *o_ptr)
1064 int tmp_int, tmp_qnt;
1069 /* Never duplicate artifacts */
1070 if (object_is_artifact(o_ptr)) return;
1072 /* Store old quantity. -LM- */
1073 tmp_qnt = o_ptr->number;
1076 sprintf(tmp_val, "%d", (int)o_ptr->number);
1079 if (get_string("Quantity: ", tmp_val, 2))
1082 tmp_int = atoi(tmp_val);
1085 if (tmp_int < 1) tmp_int = 1;
1086 if (tmp_int > 99) tmp_int = 99;
1088 /* Accept modifications */
1089 o_ptr->number = (byte_hack)tmp_int;
1092 if (o_ptr->tval == TV_ROD)
1094 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
1099 * @brief 青魔導師の魔法を全て習得済みにする /
1100 * debug command for blue mage
1103 static void do_cmd_wiz_blue_mage(void)
1107 BIT_FLAGS f4 = 0L, f5 = 0L, f6 = 0L;
1109 for (j = 1; j < A_MAX; j++)
1111 set_rf_masks(&f4, &f5, &f6, j);
1113 for (i = 0; i < 32; i++)
1115 if ((0x00000001 << i) & f4) p_ptr->magic_num2[i] = 1;
1119 if ((0x00000001 << (i - 32)) & f5) p_ptr->magic_num2[i] = 1;
1123 if ((0x00000001 << (i - 64)) & f6) p_ptr->magic_num2[i] = 1;
1130 * @brief アイテム検査のメインルーチン /
1131 * Play with an item. Options include:
1134 * - Output statistics (via wiz_roll_item)<br>
1135 * - Reroll item (via wiz_reroll_item)<br>
1136 * - Change properties (via wiz_tweak_item)<br>
1137 * - Change the number of items (via wiz_quantity_item)<br>
1139 static void do_cmd_wiz_play(void)
1149 q = "Play with which object? ";
1150 s = "You have nothing to play with.";
1152 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
1156 /* The item was not changed */
1162 object_copy(q_ptr, o_ptr);
1168 /* Display the item */
1169 wiz_display_item(q_ptr);
1172 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, FALSE))
1178 if (ch == 'A' || ch == 'a')
1184 if (ch == 's' || ch == 'S')
1186 wiz_statistics(q_ptr);
1189 if (ch == 'r' || ch == 'r')
1191 wiz_reroll_item(q_ptr);
1194 if (ch == 't' || ch == 'T')
1196 wiz_tweak_item(q_ptr);
1199 if (ch == 'q' || ch == 'Q')
1201 wiz_quantity_item(q_ptr);
1211 msg_print("Changes accepted.");
1213 /* Recalcurate object's weight */
1216 p_ptr->total_weight += (q_ptr->weight * q_ptr->number)
1217 - (o_ptr->weight * o_ptr->number);
1221 object_copy(o_ptr, q_ptr);
1223 p_ptr->update |= (PU_BONUS);
1224 p_ptr->update |= (PU_COMBINE | PU_REORDER);
1226 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1232 msg_print("Changes ignored.");
1238 * @brief 任意のベースアイテム生成のメインルーチン /
1239 * Wizard routine for creating objects -RAK-
1242 * Heavily modified to allow magification and artifactification -Bernd-
1244 * Note that wizards cannot create objects on top of other objects.
1246 * Hack -- this routine always makes a "dungeon object", and applies
1247 * magic to it, and attempts to decline cursed items.
1249 static void wiz_create_item(void)
1257 /* Get object base type */
1258 k_idx = wiz_create_itemtype();
1262 /* Return if failed */
1265 if (k_info[k_idx].gen_flags & TRG_INSTA_ART)
1270 for (i = 1; i < max_a_idx; i++)
1272 /* Ignore incorrect tval */
1273 if (a_info[i].tval != k_info[k_idx].tval) continue;
1275 /* Ignore incorrect sval */
1276 if (a_info[i].sval != k_info[k_idx].sval) continue;
1278 /* Create this artifact */
1279 (void)create_named_art(i, p_ptr->y, p_ptr->x);
1282 msg_print("Allocated(INSTA_ART).");
1288 object_prep(q_ptr, k_idx);
1290 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART);
1292 /* Drop the object from heaven */
1293 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1296 msg_print("Allocated.");
1301 * @brief プレイヤーを完全回復する /
1302 * Cure everything instantly
1305 static void do_cmd_wiz_cure_all(void)
1307 (void)life_stream(FALSE, FALSE);
1308 (void)restore_mana(TRUE);
1309 (void)set_food(PY_FOOD_MAX - 1);
1314 * @brief 任意のダンジョン及び階層に飛ぶ /
1318 static void do_cmd_wiz_jump(void)
1321 if (command_arg <= 0)
1325 DUNGEON_IDX tmp_dungeon_type;
1328 sprintf(ppp, "Jump which dungeon : ");
1331 sprintf(tmp_val, "%d", p_ptr->dungeon_idx);
1333 /* Ask for a level */
1334 if (!get_string(ppp, tmp_val, 2)) return;
1336 tmp_dungeon_type = (DUNGEON_IDX)atoi(tmp_val);
1337 if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > max_d_idx)) tmp_dungeon_type = DUNGEON_ANGBAND;
1340 sprintf(ppp, "Jump to level (0, %d-%d): ",
1341 (int)d_info[tmp_dungeon_type].mindepth, (int)d_info[tmp_dungeon_type].maxdepth);
1344 sprintf(tmp_val, "%d", (int)current_floor_ptr->dun_level);
1346 /* Ask for a level */
1347 if (!get_string(ppp, tmp_val, 10)) return;
1349 /* Extract request */
1350 command_arg = (COMMAND_ARG)atoi(tmp_val);
1352 p_ptr->dungeon_idx = tmp_dungeon_type;
1356 if (command_arg < d_info[p_ptr->dungeon_idx].mindepth) command_arg = 0;
1357 if (command_arg > d_info[p_ptr->dungeon_idx].maxdepth) command_arg = (COMMAND_ARG)d_info[p_ptr->dungeon_idx].maxdepth;
1359 /* Accept request */
1360 msg_format("You jump to dungeon level %d.", command_arg);
1362 if (autosave_l) do_cmd_save_game(TRUE);
1365 current_floor_ptr->dun_level = command_arg;
1367 prepare_change_floor_mode(CFM_RAND_PLACE);
1369 if (!current_floor_ptr->dun_level) p_ptr->dungeon_idx = 0;
1370 p_ptr->inside_arena = FALSE;
1371 p_ptr->wild_mode = FALSE;
1373 leave_quest_check();
1375 if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);
1377 p_ptr->inside_quest = 0;
1380 /* Prevent energy_need from being too lower than 0 */
1381 p_ptr->energy_need = 0;
1384 * Clear all saved floors
1385 * and create a first saved floor
1387 prepare_change_floor_mode(CFM_FIRST_FLOOR);
1388 p_ptr->leaving = TRUE;
1393 * @brief 全ベースアイテムを鑑定済みにする /
1394 * Become aware of a lot of objects
1397 static void do_cmd_wiz_learn(void)
1404 /* Scan every object */
1405 for (i = 1; i < max_k_idx; i++)
1407 object_kind *k_ptr = &k_info[i];
1409 /* Induce awareness */
1410 if (k_ptr->level <= command_arg)
1413 object_prep(q_ptr, i);
1414 object_aware(q_ptr);
1421 * @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 /
1422 * Summon some creatures
1426 static void do_cmd_wiz_summon(int num)
1429 for (i = 0; i < num; i++)
1431 (void)summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE), '\0');
1438 * @brief モンスターを種族IDを指定して敵対的に召喚する /
1439 * Summon a creature of the specified type
1440 * @param r_idx モンスター種族ID
1443 * This function is rather dangerous
1445 static void do_cmd_wiz_named(MONRACE_IDX r_idx)
1447 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1452 * @brief モンスターを種族IDを指定してペット召喚する /
1453 * Summon a creature of the specified type
1454 * @param r_idx モンスター種族ID
1457 * This function is rather dangerous
1459 static void do_cmd_wiz_named_friendly(MONRACE_IDX r_idx)
1461 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP | PM_FORCE_PET));
1467 * @brief プレイヤー近辺の全モンスターを消去する /
1468 * Hack -- Delete all nearby monsters
1471 static void do_cmd_wiz_zap(void)
1475 /* Genocide everyone nearby */
1476 for (i = 1; i < m_max; i++)
1478 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1479 if (!monster_is_valid(m_ptr)) continue;
1481 /* Skip the mount */
1482 if (i == p_ptr->riding) continue;
1484 /* Delete nearby monsters */
1485 if (m_ptr->cdis <= MAX_SIGHT)
1487 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1489 GAME_TEXT m_name[MAX_NLEN];
1491 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1492 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1495 delete_monster_idx(i);
1502 * @brief フロアに存在する全モンスターを消去する /
1503 * Hack -- Delete all monsters
1506 static void do_cmd_wiz_zap_all(void)
1510 /* Genocide everyone */
1511 for (i = 1; i < m_max; i++)
1513 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1514 if (!monster_is_valid(m_ptr)) continue;
1516 /* Skip the mount */
1517 if (i == p_ptr->riding) continue;
1519 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1521 GAME_TEXT m_name[MAX_NLEN];
1523 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1524 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1527 /* Delete this monster */
1528 delete_monster_idx(i);
1534 * @brief 指定された地点の地形IDを変更する /
1535 * Create desired feature
1538 static void do_cmd_wiz_create_feature(void)
1540 static int prev_feat = 0;
1541 static int prev_mimic = 0;
1543 feature_type *f_ptr;
1545 IDX tmp_feat, tmp_mimic;
1548 if (!tgt_pt(&x, &y)) return;
1550 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1553 sprintf(tmp_val, "%d", prev_feat);
1556 if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
1559 tmp_feat = (IDX)atoi(tmp_val);
1560 if (tmp_feat < 0) tmp_feat = 0;
1561 else if (tmp_feat >= max_f_idx) tmp_feat = max_f_idx - 1;
1564 sprintf(tmp_val, "%d", prev_mimic);
1567 if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3)) return;
1570 tmp_mimic = (IDX)atoi(tmp_val);
1571 if (tmp_mimic < 0) tmp_mimic = 0;
1572 else if (tmp_mimic >= max_f_idx) tmp_mimic = max_f_idx - 1;
1574 cave_set_feat(y, x, tmp_feat);
1575 g_ptr->mimic = (s16b)tmp_mimic;
1577 f_ptr = &f_info[get_feat_mimic(g_ptr)];
1579 if (have_flag(f_ptr->flags, FF_GLYPH) ||
1580 have_flag(f_ptr->flags, FF_MINOR_GLYPH))
1581 g_ptr->info |= (CAVE_OBJECT);
1582 else if (have_flag(f_ptr->flags, FF_MIRROR))
1583 g_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
1588 /* Update some things */
1589 p_ptr->update |= (PU_FLOW);
1591 prev_feat = tmp_feat;
1592 prev_mimic = tmp_mimic;
1597 #define NUM_O_BIT 32
1600 * @brief 現在のオプション設定をダンプ出力する /
1601 * Hack -- Dump option bits usage
1604 static void do_cmd_dump_options(void)
1611 /* Build the filename */
1612 path_build(buf, sizeof buf, ANGBAND_DIR_USER, "opt_info.txt");
1614 /* File type is "TEXT" */
1615 FILE_TYPE(FILE_TYPE_TEXT);
1618 fff = my_fopen(buf, "a");
1622 msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), buf);
1627 /* Allocate the "exist" array (2-dimension) */
1628 C_MAKE(exist, NUM_O_SET, int *);
1629 C_MAKE(*exist, NUM_O_BIT * NUM_O_SET, int);
1630 for (i = 1; i < NUM_O_SET; i++) exist[i] = *exist + i * NUM_O_BIT;
1632 /* Check for exist option bits */
1633 for (i = 0; option_info[i].o_desc; i++)
1635 const option_type *ot_ptr = &option_info[i];
1636 if (ot_ptr->o_var) exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
1639 fprintf(fff, "[Option bits usage on Hengband %d.%d.%d]\n\n",
1640 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1642 fputs("Set - Bit (Page) Option Name\n", fff);
1643 fputs("------------------------------------------------\n", fff);
1644 /* Dump option bits usage */
1645 for (i = 0; i < NUM_O_SET; i++)
1647 for (j = 0; j < NUM_O_BIT; j++)
1651 const option_type *ot_ptr = &option_info[exist[i][j] - 1];
1652 fprintf(fff, " %d - %02d (%4d) %s\n",
1653 i, j, ot_ptr->o_page, ot_ptr->o_text);
1657 fprintf(fff, " %d - %02d\n", i, j);
1663 /* Free the "exist" array (2-dimension) */
1664 C_KILL(*exist, NUM_O_BIT * NUM_O_SET, int);
1665 C_KILL(exist, NUM_O_SET, int *);
1668 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);
1672 #ifdef ALLOW_SPOILERS
1677 extern void do_cmd_spoilers(void);
1679 #endif /* ALLOW_SPOILERS */
1684 * Hack -- declare external function
1686 extern void do_cmd_debug(void);
1691 * @brief デバッグコマンドを選択する処理のメインルーチン /
1692 * Ask for and parse a "debug command"
1693 * The "command_arg" may have been set.
1696 void do_cmd_debug(void)
1701 /* Get a "debug command" */
1702 get_com("Debug Command: ", &cmd, FALSE);
1704 /* Analyze the command */
1714 #ifdef ALLOW_SPOILERS
1716 /* Hack -- Generate Spoilers */
1721 #endif /* ALLOW_SPOILERS */
1728 /* Cure all maladies */
1730 do_cmd_wiz_cure_all();
1733 /* Know alignment */
1735 msg_format("Your alignment is %d.", p_ptr->align);
1738 /* Teleport to target */
1747 /* Create any object */
1752 /* Create a named artifact */
1754 wiz_create_named_art();
1757 /* Detect everything */
1759 detect_all(DETECT_RAD_ALL * 3);
1762 /* Dimension_door */
1764 wiz_dimension_door();
1767 /* Edit character */
1769 do_cmd_wiz_change();
1772 /* Blue Mage Only */
1774 if (p_ptr->pclass == CLASS_BLUE_MAGE)
1776 do_cmd_wiz_blue_mage();
1780 /* View item info */
1782 identify_fully(FALSE);
1785 /* Create desired feature */
1787 do_cmd_wiz_create_feature();
1792 if (command_arg <= 0) command_arg = 1;
1793 acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE);
1796 /* Hitpoint rerating */
1798 roll_hitdice(p_ptr, SPOP_DISPLAY_MES | SPOP_DEBUG);
1802 do_cmd_summon_horde();
1807 (void)ident_spell(FALSE);
1810 /* Go up or down in the dungeon */
1815 /* Self-Knowledge */
1820 /* Learn about objects */
1827 map_area(DETECT_RAD_ALL * 3);
1832 (void)gain_mutation(p_ptr, command_arg);
1837 (void)do_cmd_wiz_reset_class();
1840 /* Specific reward */
1842 (void)gain_level_reward(command_arg);
1845 /* Summon _friendly_ named monster */
1847 do_cmd_wiz_named_friendly(command_arg);
1850 /* Summon Named Monster */
1852 do_cmd_wiz_named(command_arg);
1855 /* Dump option bits usage */
1857 do_cmd_dump_options();
1860 /* Object playing routines */
1867 teleport_player(10, 0L);
1876 sprintf(ppp, "QuestID (0-%d):", max_q_idx - 1);
1877 sprintf(tmp_val, "%d", 0);
1879 if (!get_string(ppp, tmp_val, 3)) return;
1880 tmp_int = atoi(tmp_val);
1882 if(tmp_int < 0) break;
1883 if(tmp_int >= max_q_idx) break;
1885 p_ptr->inside_quest = (QUEST_IDX)tmp_int;
1886 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
1887 quest[tmp_int].status = QUEST_STATUS_TAKEN;
1888 p_ptr->inside_quest = 0;
1892 /* Complete a Quest -KMW- */
1894 if(p_ptr->inside_quest)
1896 if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
1898 complete_quest(p_ptr->inside_quest);
1904 msg_print("No current quest");
1909 /* Make every dungeon square "known" to test streamers -KMW- */
1911 for (y = 0; y < current_floor_ptr->height; y++)
1913 for (x = 0; x < current_floor_ptr->width; x++)
1915 current_floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1921 /* Summon Random Monster(s) */
1923 if (command_arg <= 0) command_arg = 1;
1924 do_cmd_wiz_summon(command_arg);
1927 /* Special(Random Artifact) Objects */
1929 if (command_arg <= 0) command_arg = 1;
1930 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE);
1935 teleport_player(100, 0L);
1938 /* Game Time Setting */
1944 /* Very Good Objects */
1946 if (command_arg <= 0) command_arg = 1;
1947 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE);
1950 /* Wizard Light the Level */
1952 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
1955 /* Increase Experience */
1957 gain_exp(command_arg ? command_arg : (p_ptr->exp + 1));
1960 /* Zap Monsters (Genocide) */
1965 /* Zap Monsters (Omnicide) */
1967 do_cmd_wiz_zap_all();
1970 /* Hack -- whatever I desire */
1975 /* For temporary test. */
1979 for(i = INVEN_TOTAL - 1; i >= 0; i--)
1981 if(inventory[i].k_idx) inven_drop(i, 999);
1988 do_cmd_wiz_reset_class();
1991 /* Not a Wizard Command */
1993 msg_print("That is not a valid debug command.");
1998 void cheat_death(player_type *creature_ptr)
2000 /* Mark social class, reset age, if needed */
2001 if (creature_ptr->sc) creature_ptr->sc = creature_ptr->age = 0;
2004 creature_ptr->age++;
2007 creature_ptr->noscore |= 0x0001;
2009 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."));
2012 (void)life_stream(FALSE, FALSE);
2014 if (creature_ptr->pclass == CLASS_MAGIC_EATER)
2017 for (magic_idx = 0; magic_idx < EATER_EXT * 2; magic_idx++)
2019 creature_ptr->magic_num1[magic_idx] = creature_ptr->magic_num2[magic_idx] * EATER_CHARGE;
2021 for (; magic_idx < EATER_EXT * 3; magic_idx++)
2023 creature_ptr->magic_num1[magic_idx] = 0;
2027 /* Restore spell points */
2028 creature_ptr->csp = creature_ptr->msp;
2029 creature_ptr->csp_frac = 0;
2031 /* Hack -- cancel recall */
2032 if (creature_ptr->word_recall)
2034 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
2037 /* Hack -- Prevent recall */
2038 creature_ptr->word_recall = 0;
2039 creature_ptr->redraw |= (PR_STATUS);
2042 /* Hack -- cancel alter */
2043 if (creature_ptr->alter_reality)
2045 /* Hack -- Prevent alter */
2046 creature_ptr->alter_reality = 0;
2047 creature_ptr->redraw |= (PR_STATUS);
2050 /* Note cause of death */
2051 (void)strcpy(creature_ptr->died_from, _("死の欺き", "Cheating death"));
2054 creature_ptr->is_dead = FALSE;
2056 /* Hack -- Prevent starvation */
2057 (void)set_food(PY_FOOD_MAX - 1);
2059 current_floor_ptr->dun_level = 0;
2060 creature_ptr->inside_arena = FALSE;
2061 creature_ptr->inside_battle = FALSE;
2063 creature_ptr->inside_quest = 0;
2064 if (p_ptr->dungeon_idx) creature_ptr->recall_dungeon = p_ptr->dungeon_idx;
2065 p_ptr->dungeon_idx = 0;
2066 if (lite_town || vanilla_town)
2068 creature_ptr->wilderness_y = 1;
2069 creature_ptr->wilderness_x = 1;
2072 creature_ptr->oldpy = 10;
2073 creature_ptr->oldpx = 34;
2077 creature_ptr->oldpy = 33;
2078 creature_ptr->oldpx = 131;
2083 creature_ptr->wilderness_y = 48;
2084 creature_ptr->wilderness_x = 5;
2085 creature_ptr->oldpy = 33;
2086 creature_ptr->oldpx = 131;
2088 creature_ptr->wild_mode = FALSE;
2089 creature_ptr->leaving = TRUE;
2091 do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
2095 /* Prepare next floor */