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 * @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()
22 void do_cmd_rerate_aux(void)
24 /* Minimum hitpoints at highest level */
25 HIT_POINT min_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 3 / 8;
27 /* Maximum hitpoints at highest level */
28 HIT_POINT max_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 5 / 8;
35 /* Pre-calculate level 1 hitdice */
36 p_ptr->player_hp[0] = (HIT_POINT)p_ptr->hitdie;
38 for (i = 1; i < 4; i++)
40 p_ptr->player_hp[0] += randint1(p_ptr->hitdie);
43 /* Roll the hitpoint values */
44 for (i = 1; i < PY_MAX_LEVEL; i++)
46 p_ptr->player_hp[i] = p_ptr->player_hp[i - 1] + randint1(p_ptr->hitdie);
49 /* Require "valid" hitpoints at highest level */
50 if ((p_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) &&
51 (p_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value)) break;
57 * @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
58 * @param display TRUEならば体力ランクを明示する
61 void do_cmd_rerate(bool display)
68 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
69 (2 * p_ptr->hitdie + ((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);
75 p_ptr->window |= (PW_PLAYER);
80 msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
81 p_ptr->knowledge |= KNOW_HPRATE;
85 msg_print(_("体力ランクが変わった。", "Life rate is changed."));
86 p_ptr->knowledge &= ~(KNOW_HPRATE);
94 * @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
95 * @return 実際にテレポートを行ったらTRUEを返す
97 static bool wiz_dimension_door(void)
99 POSITION x = 0, y = 0;
100 if (!tgt_pt(&x, &y)) return FALSE;
101 teleport_player_to(y, x, TELEPORT_NONMAGICAL);
107 * @brief プレイ日数を変更する / Set gametime.
108 * @return 実際に変更を行ったらTRUEを返す
110 static bool set_gametime(void)
113 char ppp[80], tmp_val[40];
115 sprintf(ppp, "Dungeon Turn (0-%ld): ", (long)dungeon_turn_limit);
116 sprintf(tmp_val, "%ld", (long)dungeon_turn);
117 if (!get_string(ppp, tmp_val, 10)) return (FALSE);
118 tmp_int = atoi(tmp_val);
121 if (tmp_int >= dungeon_turn_limit) tmp_int = dungeon_turn_limit - 1;
122 else if (tmp_int < 0) tmp_int = 0;
123 dungeon_turn = turn = tmp_int;
130 * @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
133 static void wiz_create_named_art(void)
135 char tmp_val[10] = "";
139 if (!get_string("Artifact ID:", tmp_val, 3)) return;
142 a_idx = (ARTIFACT_IDX)atoi(tmp_val);
143 if(a_idx < 0) a_idx = 0;
144 if(a_idx >= max_a_idx) a_idx = 0;
146 /* Create the artifact */
147 (void)create_named_art(a_idx, p_ptr->y, p_ptr->x);
150 msg_print("Allocated.");
155 * @brief ウィザードモード用モンスター調査 / Hack -- quick debugging hook
158 static void do_cmd_wiz_hack_ben(void)
165 * @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
168 static void do_cmd_summon_horde(void)
170 POSITION wy = p_ptr->y, wx = p_ptr->x;
175 scatter(&wy, &wx, p_ptr->y, p_ptr->x, 3, 0);
176 if (cave_empty_bold(wy, wx)) break;
179 (void)alloc_horde(wy, wx);
183 * @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.
186 static void prt_binary(BIT_FLAGS flags, int row, int col)
192 for (i = bitmask = 1; i <= 32; i++, bitmask *= 2)
197 Term_putch(col++, row, TERM_BLUE, '*');
200 /* Dump unset bits */
203 Term_putch(col++, row, TERM_WHITE, '-');
209 #define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
212 * @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.
213 * @param tval ベースアイテムの大項目ID
214 * @param sval ベースアイテムの小項目ID
219 static void prt_alloc(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval, TERM_LEN row, TERM_LEN col)
223 u32b rarity[K_MAX_DEPTH];
224 u32b total[K_MAX_DEPTH];
226 concptr r = "+---Rate---+";
231 alloc_entry *table = alloc_kind_table;
233 /* Wipe the tables */
234 (void)C_WIPE(rarity, K_MAX_DEPTH, u32b);
235 (void)C_WIPE(total, K_MAX_DEPTH, u32b);
236 (void)C_WIPE(display, 22, s32b);
238 /* Scan all entries */
239 for (i = 0; i < K_MAX_DEPTH; i++)
242 for (j = 0; j < alloc_kind_size; j++)
246 if (table[j].level <= i)
248 prob = table[j].prob1 * GREAT_OBJ * K_MAX_DEPTH;
250 else if (table[j].level - 1 > 0)
252 prob = table[j].prob1 * i * K_MAX_DEPTH / (table[j].level - 1);
255 /* Acquire this kind */
256 k_ptr = &k_info[table[j].index];
258 /* Accumulate probabilities */
259 total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
260 total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
262 /* Accumulate probabilities */
263 if ((k_ptr->tval == tval) && (k_ptr->sval == sval))
266 rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
269 total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
272 /* Calculate probabilities for each range */
273 for (i = 0; i < 22; i++)
275 /* Shift the values into view */
277 for (j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
278 possibility += rarity[j] * 100000 / total[j];
279 display[i] = possibility / 5;
282 /* Graph the rarities */
283 for (i = 0; i < 22; i++)
285 Term_putch(col, row + i + 1, TERM_WHITE, '|');
287 prt(format("%2dF", (i * 5)), row + i + 1, col);
291 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22))
293 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
297 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
301 /* Make it look nice */
306 * @brief プレイヤーの職業を変更する
308 * @todo 魔法領域の再選択などがまだ不完全、要実装。
310 static void do_cmd_wiz_reset_class(void)
317 sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
320 sprintf(tmp_val, "%d", p_ptr->pclass);
323 if (!get_string(ppp, tmp_val, 2)) return;
326 tmp_int = atoi(tmp_val);
329 if (tmp_int < 0 || tmp_int >= MAX_CLASS) return;
332 p_ptr->pclass = (byte_hack)tmp_int;
334 /* Redraw inscription */
335 p_ptr->window |= (PW_PLAYER);
337 /* {.} and {$} effect p_ptr->warning and TRC_TELEPORT_SELF */
338 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
345 * @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
348 static void do_cmd_wiz_bamf(void)
350 /* Must have a target */
351 if (!target_who) return;
353 /* Teleport to the target */
354 teleport_player_to(target_row, target_col, TELEPORT_NONMAGICAL);
359 * @brief プレイヤーの現能力値を調整する
360 * Aux function for "do_cmd_wiz_change()". -RAK-
363 static void do_cmd_wiz_change_aux(void)
373 /* Query the stats */
374 for (i = 0; i < A_MAX; i++)
377 sprintf(ppp, "%s (3-%d): ", stat_names[i], p_ptr->stat_max_max[i]);
380 sprintf(tmp_val, "%d", p_ptr->stat_max[i]);
383 if (!get_string(ppp, tmp_val, 3)) return;
386 tmp_int = atoi(tmp_val);
389 if (tmp_int > p_ptr->stat_max_max[i]) tmp_int = p_ptr->stat_max_max[i];
390 else if (tmp_int < 3) tmp_int = 3;
393 p_ptr->stat_cur[i] = p_ptr->stat_max[i] = (s16b)tmp_int;
398 sprintf(tmp_val, "%d", WEAPON_EXP_MASTER);
401 if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 9)) return;
404 tmp_s16b = (s16b)atoi(tmp_val);
407 if (tmp_s16b < WEAPON_EXP_UNSKILLED) tmp_s16b = WEAPON_EXP_UNSKILLED;
408 if (tmp_s16b > WEAPON_EXP_MASTER) tmp_s16b = WEAPON_EXP_MASTER;
410 for (j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++)
412 for (i = 0;i < 64;i++)
414 p_ptr->weapon_exp[j][i] = tmp_s16b;
415 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];
419 for (j = 0; j < 10; j++)
421 p_ptr->skill_exp[j] = tmp_s16b;
422 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];
425 for (j = 0; j < 32; j++)
426 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
428 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
431 sprintf(tmp_val, "%ld", (long)(p_ptr->au));
434 if (!get_string("Gold: ", tmp_val, 9)) return;
437 tmp_long = atol(tmp_val);
440 if (tmp_long < 0) tmp_long = 0L;
443 p_ptr->au = tmp_long;
446 sprintf(tmp_val, "%ld", (long)(p_ptr->max_exp));
449 if (!get_string("Experience: ", tmp_val, 9)) return;
452 tmp_long = atol(tmp_val);
455 if (tmp_long < 0) tmp_long = 0L;
457 if (p_ptr->prace != RACE_ANDROID)
460 p_ptr->max_exp = tmp_long;
461 p_ptr->exp = tmp_long;
470 * @brief プレイヤーの現能力値を調整する(メインルーチン)
471 * Change various "permanent" player variables.
474 static void do_cmd_wiz_change(void)
477 do_cmd_wiz_change_aux();
483 * @brief アイテムの詳細ステータスを表示する /
484 * Change various "permanent" player variables.
485 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
488 * Wizard routines for creating objects -RAK-
489 * And for manipulating them! -Bernd-
491 * This has been rewritten to make the whole procedure
492 * of debugging objects much easier and more comfortable.
494 * The following functions are meant to play with objects:
495 * Create, modify, roll for them (for statistic purposes) and more.
496 * The original functions were by RAK.
497 * The function to show an item's debug information was written
498 * by David Reeve Sward <sward+@CMU.EDU>.
499 * Bernd (wiebelt@mathematik.hu-berlin.de)
501 * Here are the low-level functions
502 * - wiz_display_item()
503 * display an item's debug-info
504 * - wiz_create_itemtype()
505 * specify tval and sval (type and subtype of object)
507 * specify pval, +AC, +tohit, +todam
508 * Note that the wizard can leave this function anytime,
509 * thus accepting the default-values for the remaining values.
510 * pval comes first now, since it is most important.
511 * - wiz_reroll_item()
512 * apply some magic to the item or turn it into an artifact.
514 * Get some statistics about the rarity of an item:
515 * We create a lot of fake items and see if they are of the
516 * same type (tval and sval), then we compare pval and +AC.
517 * If the fake-item is better or equal it is counted.
518 * Note that cursed items that are better or equal (absolute values)
520 * HINT: This is *very* useful for balancing the game!
521 * - wiz_quantity_item()
522 * change the quantity of an item, but be sane about it.
524 * And now the high-level functions
525 * - do_cmd_wiz_play()
526 * play with an existing object
527 * - wiz_create_item()
528 * create a new object
530 * Note -- You do not have to specify "pval" and other item-properties
531 * directly. Just apply magic until you are satisfied with the item.
533 * Note -- For some items (such as wands, staffs, some rings, etc), you
534 * must apply magic, or you will get "broken" or "uncharged" objects.
536 * Note -- Redefining artifacts via "do_cmd_wiz_play()" may destroy
537 * the artifact. Be careful.
539 * Hack -- this function will allow you to create multiple artifacts.
540 * This "feature" may induce crashes or other nasty effects.
541 * Just display an item's properties (debug-info)
542 * Originally by David Reeve Sward <sward+@CMU.EDU>
543 * Verbose item flags by -Bernd-
545 static void wiz_display_item(object_type *o_ptr)
548 BIT_FLAGS flgs[TR_FLAG_SIZE];
550 object_flags(o_ptr, flgs);
552 /* Clear the screen */
553 for (i = 1; i <= 23; i++) prt("", i, j - 2);
555 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
558 object_desc(buf, o_ptr, OD_STORE);
562 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d",
563 o_ptr->k_idx, k_info[o_ptr->k_idx].level,
564 o_ptr->tval, o_ptr->sval), 4, j);
566 prt(format("number = %-3d wgt = %-6d ac = %-5d damage = %dd%d",
567 o_ptr->number, o_ptr->weight,
568 o_ptr->ac, o_ptr->dd, o_ptr->ds), 5, j);
570 prt(format("pval = %-5d toac = %-5d tohit = %-4d todam = %-4d",
571 o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), 6, j);
573 prt(format("name1 = %-4d name2 = %-4d cost = %ld",
574 o_ptr->name1, o_ptr->name2, (long)object_value_real(o_ptr)), 7, j);
576 prt(format("ident = %04x xtra1 = %-4d xtra2 = %-4d timeout = %-d",
577 o_ptr->ident, o_ptr->xtra1, o_ptr->xtra2, o_ptr->timeout), 8, j);
579 prt(format("xtra3 = %-4d xtra4 = %-4d xtra5 = %-4d cursed = %-d",
580 o_ptr->xtra3, o_ptr->xtra4, o_ptr->xtra5, o_ptr->curse_flags), 9, j);
582 prt("+------------FLAGS1------------+", 10, j);
583 prt("AFFECT........SLAY........BRAND.", 11, j);
584 prt(" mf cvae xsqpaefc", 12, j);
585 prt("siwdccsossidsahanvudotgddhuoclio", 13, j);
586 prt("tnieohtctrnipttmiinmrrnrrraiierl", 14, j);
587 prt("rtsxnarelcfgdkcpmldncltggpksdced", 15, j);
588 prt_binary(flgs[0], 16, j);
590 prt("+------------FLAGS2------------+", 17, j);
591 prt("SUST....IMMUN.RESIST............", 18, j);
592 prt(" reaefctrpsaefcpfldbc sn ", 19, j);
593 prt("siwdcciaclioheatcliooeialoshtncd", 20, j);
594 prt("tnieohdsierlrfraierliatrnnnrhehi", 21, j);
595 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", 22, j);
596 prt_binary(flgs[1], 23, j);
598 prt("+------------FLAGS3------------+", 10, j+32);
599 prt("fe cnn t stdrmsiiii d ab ", 11, j+32);
600 prt("aa aoomywhs lleeieihgggg rtgl ", 12, j+32);
601 prt("uu utmacaih eielgggonnnnaaere ", 13, j+32);
602 prt("rr reanurdo vtieeehtrrrrcilas ", 14, j+32);
603 prt("aa algarnew ienpsntsaefctnevs ", 15, j+32);
604 prt_binary(flgs[2], 16, j+32);
606 prt("+------------FLAGS4------------+", 17, j+32);
607 prt("KILL....ESP......... ", 18, j+32);
608 prt("aeud tghaud tgdhegnu ", 19, j+32);
609 prt("nvneoriunneoriruvoon ", 20, j+32);
610 prt("iidmroamidmroagmionq ", 21, j+32);
611 prt("mlenclnmmenclnnnldlu ", 22, j+32);
612 prt_binary(flgs[3], 23, j+32);
617 * 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
619 typedef struct tval_desc
621 int tval; /*!< 大項目のID */
622 concptr desc; /*!< 大項目名 */
626 * 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
628 static tval_desc tvals[] =
630 { TV_SWORD, "Sword" },
631 { TV_POLEARM, "Polearm" },
632 { TV_HAFTED, "Hafted Weapon" },
634 { TV_ARROW, "Arrows" },
635 { TV_BOLT, "Bolts" },
636 { TV_SHOT, "Shots" },
637 { TV_SHIELD, "Shield" },
638 { TV_CROWN, "Crown" },
640 { TV_GLOVES, "Gloves" },
641 { TV_BOOTS, "Boots" },
642 { TV_CLOAK, "Cloak" },
643 { TV_DRAG_ARMOR, "Dragon Scale Mail" },
644 { TV_HARD_ARMOR, "Hard Armor" },
645 { TV_SOFT_ARMOR, "Soft Armor" },
647 { TV_AMULET, "Amulet" },
649 { TV_POTION, "Potion" },
650 { TV_SCROLL, "Scroll" },
652 { TV_STAFF, "Staff" },
654 { TV_LIFE_BOOK, "Life Spellbook" },
655 { TV_SORCERY_BOOK, "Sorcery Spellbook" },
656 { TV_NATURE_BOOK, "Nature Spellbook" },
657 { TV_CHAOS_BOOK, "Chaos Spellbook" },
658 { TV_DEATH_BOOK, "Death Spellbook" },
659 { TV_TRUMP_BOOK, "Trump Spellbook" },
660 { TV_ARCANE_BOOK, "Arcane Spellbook" },
661 { TV_CRAFT_BOOK, "Craft Spellbook"},
662 { TV_DAEMON_BOOK, "Daemon Spellbook"},
663 { TV_CRUSADE_BOOK, "Crusade Spellbook"},
664 { TV_MUSIC_BOOK, "Music Spellbook" },
665 { TV_HISSATSU_BOOK, "Book of Kendo" },
666 { TV_HEX_BOOK, "Hex Spellbook" },
667 { TV_PARCHMENT, "Parchment" },
668 { TV_WHISTLE, "Whistle" },
669 { TV_SPIKE, "Spikes" },
670 { TV_DIGGING, "Digger" },
671 { TV_CHEST, "Chest" },
672 { TV_CAPTURE, "Capture Ball" },
673 { TV_CARD, "Express Card" },
674 { TV_FIGURINE, "Magical Figurine" },
675 { TV_STATUE, "Statue" },
676 { TV_CORPSE, "Corpse" },
678 { TV_FLASK, "Flask" },
680 { TV_SKELETON, "Skeleton" },
686 * @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
687 * @param buf ベースアイテム格納先の参照ポインタ
688 * @param k_idx ベースアイテムID
691 void strip_name(char *buf, KIND_OBJECT_IDX k_idx)
695 object_kind *k_ptr = &k_info[k_idx];
697 concptr str = (k_name + k_ptr->name);
700 /* Skip past leading characters */
701 while ((*str == ' ') || (*str == '&')) str++;
703 /* Copy useful chars */
704 for (t = buf; *str; str++)
707 if (iskanji(*str)) {*t++ = *str++; *t++ = *str; continue;}
709 if (*str != '~') *t++ = *str;
712 /* Terminate the new name */
718 * @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 /
719 * Specify tval and sval (type and subtype of object) originally
722 * by RAK, heavily modified by -Bernd-
723 * This function returns the k_idx of an object type, or zero if failed
724 * List up to 50 choices in three columns
726 static KIND_OBJECT_IDX wiz_create_itemtype(void)
731 OBJECT_TYPE_VALUE tval;
736 KIND_OBJECT_IDX choice[80];
742 /* Print all tval's and their descriptions */
743 for (num = 0; (num < 80) && tvals[num].tval; num++)
745 row = 2 + (num % 20);
746 col = 20 * (num / 20);
748 prt(format("[%c] %s", ch, tvals[num].desc), row, col);
751 /* Me need to know the maximal possible tval_index */
755 if (!get_com("Get what type of object? ", &ch, FALSE)) return (0);
758 for (num = 0; num < max_num; num++)
760 if (listsym[num] == ch) break;
763 /* Bail out if choice is illegal */
764 if ((num < 0) || (num >= max_num)) return (0);
766 /* Base object type chosen, fill in tval */
767 tval = tvals[num].tval;
768 tval_desc = tvals[num].desc;
771 /*** And now we go for k_idx ***/
774 /* We have to search the whole itemlist. */
775 for (num = 0, i = 1; (num < 80) && (i < max_k_idx); i++)
777 object_kind *k_ptr = &k_info[i];
779 /* Analyze matching items */
780 if (k_ptr->tval == tval)
783 row = 2 + (num % 20);
784 col = 20 * (num / 20);
788 /* Acquire the "name" of object "i" */
792 prt(format("[%c] %s", ch, buf), row, col);
794 /* Remember the object index */
799 /* Me need to know the maximal possible remembered object_index */
803 if (!get_com(format("What Kind of %s? ", tval_desc), &ch, FALSE)) return (0);
806 for (num = 0; num < max_num; num++)
808 if (listsym[num] == ch) break;
811 /* Bail out if choice is "illegal" */
812 if ((num < 0) || (num >= max_num)) return (0);
814 /* And return successful */
815 return (choice[num]);
820 * @briefアイテムの基礎能力値を調整する / Tweak an item
821 * @param o_ptr 調整するアイテムの参照ポインタ
824 static void wiz_tweak_item(object_type *o_ptr)
829 /* Hack -- leave artifacts alone */
830 if (object_is_artifact(o_ptr)) return;
832 p = "Enter new 'pval' setting: ";
833 sprintf(tmp_val, "%d", o_ptr->pval);
834 if (!get_string(p, tmp_val, 5)) return;
835 o_ptr->pval = (s16b)atoi(tmp_val);
836 wiz_display_item(o_ptr);
838 p = "Enter new 'to_a' setting: ";
839 sprintf(tmp_val, "%d", o_ptr->to_a);
840 if (!get_string(p, tmp_val, 5)) return;
841 o_ptr->to_a = (s16b)atoi(tmp_val);
842 wiz_display_item(o_ptr);
844 p = "Enter new 'to_h' setting: ";
845 sprintf(tmp_val, "%d", o_ptr->to_h);
846 if (!get_string(p, tmp_val, 5)) return;
847 o_ptr->to_h = (s16b)atoi(tmp_val);
848 wiz_display_item(o_ptr);
850 p = "Enter new 'to_d' setting: ";
851 sprintf(tmp_val, "%d", (int)o_ptr->to_d);
852 if (!get_string(p, tmp_val, 5)) return;
853 o_ptr->to_d = (s16b)atoi(tmp_val);
854 wiz_display_item(o_ptr);
859 * @brief アイテムの質を選択して再生成する /
860 * Apply magic to an item or turn it into an artifact. -Bernd-
861 * @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
864 static void wiz_reroll_item(object_type *o_ptr)
871 bool changed = FALSE;
874 /* Hack -- leave artifacts alone */
875 if (object_is_artifact(o_ptr)) return;
879 /* Copy the object */
880 object_copy(q_ptr, o_ptr);
883 /* Main loop. Ask for magification and artifactification */
886 /* Display full item debug information */
887 wiz_display_item(q_ptr);
889 /* Ask wizard what to do. */
890 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, FALSE))
892 /* Preserve wizard-generated artifacts */
893 if (object_is_fixed_artifact(q_ptr))
895 a_info[q_ptr->name1].cur_num = 0;
903 /* Create/change it! */
904 if (ch == 'A' || ch == 'a')
910 /* Preserve wizard-generated artifacts */
911 if (object_is_fixed_artifact(q_ptr))
913 a_info[q_ptr->name1].cur_num = 0;
919 /* Apply bad magic, but first clear object */
922 object_prep(q_ptr, o_ptr->k_idx);
923 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
926 /* Apply bad magic, but first clear object */
929 object_prep(q_ptr, o_ptr->k_idx);
930 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
933 /* Apply normal magic, but first clear object */
936 object_prep(q_ptr, o_ptr->k_idx);
937 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
940 /* Apply good magic, but first clear object */
943 object_prep(q_ptr, o_ptr->k_idx);
944 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD);
947 /* Apply great magic, but first clear object */
950 object_prep(q_ptr, o_ptr->k_idx);
951 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT);
954 /* Apply special magic, but first clear object */
957 object_prep(q_ptr, o_ptr->k_idx);
958 apply_magic(q_ptr, dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
960 /* Failed to create artifact; make a random one */
961 if (!object_is_artifact(q_ptr)) create_artifact(q_ptr, FALSE);
965 q_ptr->iy = o_ptr->iy;
966 q_ptr->ix = o_ptr->ix;
967 q_ptr->next_o_idx = o_ptr->next_o_idx;
968 q_ptr->marked = o_ptr->marked;
976 object_copy(o_ptr, q_ptr);
977 p_ptr->update |= (PU_BONUS);
979 /* Combine / Reorder the pack (later) */
980 p_ptr->update |= (PU_COMBINE | PU_REORDER);
982 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
989 * @brief 検査対象のアイテムを基準とした生成テストを行う /
990 * Try to create an item again. Output some statistics. -Bernd-
991 * @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
993 * The statistics are correct now. We acquire a clean grid, and then
994 * repeatedly place an object in this grid, copying it into an item
995 * holder, and then deleting the object. We fiddle with the artifact
996 * counter flags to prevent weirdness. We use the items to collect
997 * statistics on item creation relative to the initial item.
999 static void wiz_statistics(object_type *o_ptr)
1001 u32b i, matches, better, worse, other, correct;
1003 u32b test_roll = 1000000;
1013 concptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
1015 concptr p = "Enter number of items to roll: ";
1019 /* Mega-Hack -- allow multiple artifacts */
1020 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;
1026 concptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
1029 wiz_display_item(o_ptr);
1032 if (!get_com(pmt, &ch, FALSE)) break;
1034 if (ch == 'n' || ch == 'N')
1039 else if (ch == 'g' || ch == 'G')
1044 else if (ch == 'e' || ch == 'E')
1046 mode = AM_GOOD | AM_GREAT;
1047 quality = "excellent";
1054 sprintf(tmp_val, "%ld", (long int)test_roll);
1055 if (get_string(p, tmp_val, 10)) test_roll = atol(tmp_val);
1056 test_roll = MAX(1, test_roll);
1058 /* Let us know what we are doing */
1059 msg_format("Creating a lot of %s items. Base level = %d.",
1060 quality, dun_level);
1063 /* Set counters to zero */
1064 correct = matches = better = worse = other = 0;
1066 /* Let's rock and roll */
1067 for (i = 0; i <= test_roll; i++)
1069 /* Output every few rolls */
1070 if ((i < 100) || (i % 100 == 0))
1075 /* Allow interupt */
1079 break; // stop rolling
1082 /* Dump the stats */
1083 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
1089 /* Create an object */
1090 make_object(q_ptr, mode);
1093 /* Mega-Hack -- allow multiple artifacts */
1094 if (object_is_fixed_artifact(q_ptr)) a_info[q_ptr->name1].cur_num = 0;
1097 /* Test for the same tval and sval. */
1098 if ((o_ptr->tval) != (q_ptr->tval)) continue;
1099 if ((o_ptr->sval) != (q_ptr->sval)) continue;
1101 /* One more correct item */
1104 /* Check for match */
1105 if ((q_ptr->pval == o_ptr->pval) &&
1106 (q_ptr->to_a == o_ptr->to_a) &&
1107 (q_ptr->to_h == o_ptr->to_h) &&
1108 (q_ptr->to_d == o_ptr->to_d) &&
1109 (q_ptr->name1 == o_ptr->name1))
1114 /* Check for better */
1115 else if ((q_ptr->pval >= o_ptr->pval) &&
1116 (q_ptr->to_a >= o_ptr->to_a) &&
1117 (q_ptr->to_h >= o_ptr->to_h) &&
1118 (q_ptr->to_d >= o_ptr->to_d))
1123 /* Check for worse */
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 /* Assume different */
1140 msg_format(q, i, correct, matches, better, worse, other);
1145 /* Hack -- Normally only make a single artifact */
1146 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
1151 * @brief 検査対象のアイテムの数を変更する /
1152 * Change the quantity of a the item
1153 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
1156 static void wiz_quantity_item(object_type *o_ptr)
1158 int tmp_int, tmp_qnt;
1163 /* Never duplicate artifacts */
1164 if (object_is_artifact(o_ptr)) return;
1166 /* Store old quantity. -LM- */
1167 tmp_qnt = o_ptr->number;
1170 sprintf(tmp_val, "%d", (int)o_ptr->number);
1173 if (get_string("Quantity: ", tmp_val, 2))
1176 tmp_int = atoi(tmp_val);
1179 if (tmp_int < 1) tmp_int = 1;
1180 if (tmp_int > 99) tmp_int = 99;
1182 /* Accept modifications */
1183 o_ptr->number = (byte_hack)tmp_int;
1186 if (o_ptr->tval == TV_ROD)
1188 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
1193 * @brief 青魔導師の魔法を全て習得済みにする /
1194 * debug command for blue mage
1197 static void do_cmd_wiz_blue_mage(void)
1201 BIT_FLAGS f4 = 0L, f5 = 0L, f6 = 0L;
1203 for (j = 1; j < A_MAX; j++)
1205 set_rf_masks(&f4, &f5, &f6, j);
1207 for (i = 0; i < 32; i++)
1209 if ((0x00000001 << i) & f4) p_ptr->magic_num2[i] = 1;
1213 if ((0x00000001 << (i - 32)) & f5) p_ptr->magic_num2[i] = 1;
1217 if ((0x00000001 << (i - 64)) & f6) p_ptr->magic_num2[i] = 1;
1224 * @brief アイテム検査のメインルーチン /
1225 * Play with an item. Options include:
1228 * - Output statistics (via wiz_roll_item)<br>
1229 * - Reroll item (via wiz_reroll_item)<br>
1230 * - Change properties (via wiz_tweak_item)<br>
1231 * - Change the number of items (via wiz_quantity_item)<br>
1233 static void do_cmd_wiz_play(void)
1243 q = "Play with which object? ";
1244 s = "You have nothing to play with.";
1246 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
1250 /* The item was not changed */
1256 object_copy(q_ptr, o_ptr);
1262 /* Display the item */
1263 wiz_display_item(q_ptr);
1266 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, FALSE))
1272 if (ch == 'A' || ch == 'a')
1278 if (ch == 's' || ch == 'S')
1280 wiz_statistics(q_ptr);
1283 if (ch == 'r' || ch == 'r')
1285 wiz_reroll_item(q_ptr);
1288 if (ch == 't' || ch == 'T')
1290 wiz_tweak_item(q_ptr);
1293 if (ch == 'q' || ch == 'Q')
1295 wiz_quantity_item(q_ptr);
1305 msg_print("Changes accepted.");
1307 /* Recalcurate object's weight */
1310 p_ptr->total_weight += (q_ptr->weight * q_ptr->number)
1311 - (o_ptr->weight * o_ptr->number);
1315 object_copy(o_ptr, q_ptr);
1317 p_ptr->update |= (PU_BONUS);
1319 /* Combine / Reorder the pack (later) */
1320 p_ptr->update |= (PU_COMBINE | PU_REORDER);
1322 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1328 msg_print("Changes ignored.");
1334 * @brief 任意のベースアイテム生成のメインルーチン /
1335 * Wizard routine for creating objects -RAK-
1338 * Heavily modified to allow magification and artifactification -Bernd-
1340 * Note that wizards cannot create objects on top of other objects.
1342 * Hack -- this routine always makes a "dungeon object", and applies
1343 * magic to it, and attempts to decline cursed items.
1345 static void wiz_create_item(void)
1353 /* Get object base type */
1354 k_idx = wiz_create_itemtype();
1358 /* Return if failed */
1361 if (k_info[k_idx].gen_flags & TRG_INSTA_ART)
1366 for (i = 1; i < max_a_idx; i++)
1368 /* Ignore incorrect tval */
1369 if (a_info[i].tval != k_info[k_idx].tval) continue;
1371 /* Ignore incorrect sval */
1372 if (a_info[i].sval != k_info[k_idx].sval) continue;
1374 /* Create this artifact */
1375 (void)create_named_art(i, p_ptr->y, p_ptr->x);
1378 msg_print("Allocated(INSTA_ART).");
1384 object_prep(q_ptr, k_idx);
1386 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
1388 /* Drop the object from heaven */
1389 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1392 msg_print("Allocated.");
1397 * @brief プレイヤーを完全回復する /
1398 * Cure everything instantly
1401 static void do_cmd_wiz_cure_all(void)
1403 (void)life_stream(FALSE, FALSE);
1404 (void)restore_mana(TRUE);
1405 (void)set_food(PY_FOOD_MAX - 1);
1410 * @brief 任意のダンジョン及び階層に飛ぶ /
1414 static void do_cmd_wiz_jump(void)
1417 if (command_arg <= 0)
1421 DUNGEON_IDX tmp_dungeon_type;
1424 sprintf(ppp, "Jump which dungeon : ");
1427 sprintf(tmp_val, "%d", dungeon_type);
1429 /* Ask for a level */
1430 if (!get_string(ppp, tmp_val, 2)) return;
1432 tmp_dungeon_type = (DUNGEON_IDX)atoi(tmp_val);
1433 if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > max_d_idx)) tmp_dungeon_type = DUNGEON_ANGBAND;
1436 sprintf(ppp, "Jump to level (0, %d-%d): ",
1437 (int)d_info[tmp_dungeon_type].mindepth, (int)d_info[tmp_dungeon_type].maxdepth);
1440 sprintf(tmp_val, "%d", (int)dun_level);
1442 /* Ask for a level */
1443 if (!get_string(ppp, tmp_val, 10)) return;
1445 /* Extract request */
1446 command_arg = (COMMAND_ARG)atoi(tmp_val);
1448 dungeon_type = tmp_dungeon_type;
1452 if (command_arg < d_info[dungeon_type].mindepth) command_arg = 0;
1453 if (command_arg > d_info[dungeon_type].maxdepth) command_arg = (COMMAND_ARG)d_info[dungeon_type].maxdepth;
1455 /* Accept request */
1456 msg_format("You jump to dungeon level %d.", command_arg);
1458 if (autosave_l) do_cmd_save_game(TRUE);
1461 dun_level = command_arg;
1463 prepare_change_floor_mode(CFM_RAND_PLACE);
1465 if (!dun_level) dungeon_type = 0;
1466 p_ptr->inside_arena = FALSE;
1467 p_ptr->wild_mode = FALSE;
1469 leave_quest_check();
1471 if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);
1473 p_ptr->inside_quest = 0;
1474 p_ptr->energy_use = 0;
1476 /* Prevent energy_need from being too lower than 0 */
1477 p_ptr->energy_need = 0;
1480 * Clear all saved floors
1481 * and create a first saved floor
1483 prepare_change_floor_mode(CFM_FIRST_FLOOR);
1486 p_ptr->leaving = TRUE;
1491 * @brief 全ベースアイテムを鑑定済みにする /
1492 * Become aware of a lot of objects
1495 static void do_cmd_wiz_learn(void)
1502 /* Scan every object */
1503 for (i = 1; i < max_k_idx; i++)
1505 object_kind *k_ptr = &k_info[i];
1507 /* Induce awareness */
1508 if (k_ptr->level <= command_arg)
1511 object_prep(q_ptr, i);
1512 object_aware(q_ptr);
1519 * @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 /
1520 * Summon some creatures
1524 static void do_cmd_wiz_summon(int num)
1527 for (i = 0; i < num; i++)
1529 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE), '\0');
1536 * @brief モンスターを種族IDを指定して敵対的に召喚する /
1537 * Summon a creature of the specified type
1538 * @param r_idx モンスター種族ID
1541 * This function is rather dangerous
1543 static void do_cmd_wiz_named(MONRACE_IDX r_idx)
1545 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1550 * @brief モンスターを種族IDを指定してペット召喚する /
1551 * Summon a creature of the specified type
1552 * @param r_idx モンスター種族ID
1555 * This function is rather dangerous
1557 static void do_cmd_wiz_named_friendly(MONRACE_IDX r_idx)
1559 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP | PM_FORCE_PET));
1565 * @brief プレイヤー近辺の全モンスターを消去する /
1566 * Hack -- Delete all nearby monsters
1569 static void do_cmd_wiz_zap(void)
1573 /* Genocide everyone nearby */
1574 for (i = 1; i < m_max; i++)
1576 monster_type *m_ptr = &m_list[i];
1578 /* Paranoia -- Skip dead monsters */
1579 if (!m_ptr->r_idx) continue;
1581 /* Skip the mount */
1582 if (i == p_ptr->riding) continue;
1584 /* Delete nearby monsters */
1585 if (m_ptr->cdis <= MAX_SIGHT)
1587 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1589 GAME_TEXT m_name[MAX_NLEN];
1591 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1592 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1595 delete_monster_idx(i);
1602 * @brief フロアに存在する全モンスターを消去する /
1603 * Hack -- Delete all monsters
1606 static void do_cmd_wiz_zap_all(void)
1610 /* Genocide everyone */
1611 for (i = 1; i < m_max; i++)
1613 monster_type *m_ptr = &m_list[i];
1615 /* Paranoia -- Skip dead monsters */
1616 if (!m_ptr->r_idx) continue;
1618 /* Skip the mount */
1619 if (i == p_ptr->riding) continue;
1621 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1623 GAME_TEXT m_name[MAX_NLEN];
1625 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1626 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1629 /* Delete this monster */
1630 delete_monster_idx(i);
1636 * @brief 指定された地点の地形IDを変更する /
1637 * Create desired feature
1640 static void do_cmd_wiz_create_feature(void)
1642 static int prev_feat = 0;
1643 static int prev_mimic = 0;
1645 feature_type *f_ptr;
1647 IDX tmp_feat, tmp_mimic;
1650 if (!tgt_pt(&x, &y)) return;
1652 c_ptr = &cave[y][x];
1655 sprintf(tmp_val, "%d", prev_feat);
1658 if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
1661 tmp_feat = (IDX)atoi(tmp_val);
1662 if (tmp_feat < 0) tmp_feat = 0;
1663 else if (tmp_feat >= max_f_idx) tmp_feat = max_f_idx - 1;
1666 sprintf(tmp_val, "%d", prev_mimic);
1669 if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3)) return;
1672 tmp_mimic = (IDX)atoi(tmp_val);
1673 if (tmp_mimic < 0) tmp_mimic = 0;
1674 else if (tmp_mimic >= max_f_idx) tmp_mimic = max_f_idx - 1;
1676 cave_set_feat(y, x, tmp_feat);
1677 c_ptr->mimic = (s16b)tmp_mimic;
1679 f_ptr = &f_info[get_feat_mimic(c_ptr)];
1681 if (have_flag(f_ptr->flags, FF_GLYPH) ||
1682 have_flag(f_ptr->flags, FF_MINOR_GLYPH))
1683 c_ptr->info |= (CAVE_OBJECT);
1684 else if (have_flag(f_ptr->flags, FF_MIRROR))
1685 c_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
1690 /* Update some things */
1691 p_ptr->update |= (PU_FLOW);
1693 prev_feat = tmp_feat;
1694 prev_mimic = tmp_mimic;
1699 #define NUM_O_BIT 32
1702 * @brief 現在のオプション設定をダンプ出力する /
1703 * Hack -- Dump option bits usage
1706 static void do_cmd_dump_options(void)
1713 /* Build the filename */
1714 path_build(buf, sizeof buf, ANGBAND_DIR_USER, "opt_info.txt");
1716 /* File type is "TEXT" */
1717 FILE_TYPE(FILE_TYPE_TEXT);
1720 fff = my_fopen(buf, "a");
1724 msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), buf);
1729 /* Allocate the "exist" array (2-dimension) */
1730 C_MAKE(exist, NUM_O_SET, int *);
1731 C_MAKE(*exist, NUM_O_BIT * NUM_O_SET, int);
1732 for (i = 1; i < NUM_O_SET; i++) exist[i] = *exist + i * NUM_O_BIT;
1734 /* Check for exist option bits */
1735 for (i = 0; option_info[i].o_desc; i++)
1737 const option_type *ot_ptr = &option_info[i];
1738 if (ot_ptr->o_var) exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
1741 fprintf(fff, "[Option bits usage on Hengband %d.%d.%d]\n\n",
1742 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1744 fputs("Set - Bit (Page) Option Name\n", fff);
1745 fputs("------------------------------------------------\n", fff);
1746 /* Dump option bits usage */
1747 for (i = 0; i < NUM_O_SET; i++)
1749 for (j = 0; j < NUM_O_BIT; j++)
1753 const option_type *ot_ptr = &option_info[exist[i][j] - 1];
1754 fprintf(fff, " %d - %02d (%4d) %s\n",
1755 i, j, ot_ptr->o_page, ot_ptr->o_text);
1759 fprintf(fff, " %d - %02d\n", i, j);
1765 /* Free the "exist" array (2-dimension) */
1766 C_KILL(*exist, NUM_O_BIT * NUM_O_SET, int);
1767 C_KILL(exist, NUM_O_SET, int *);
1772 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);
1776 #ifdef ALLOW_SPOILERS
1781 extern void do_cmd_spoilers(void);
1783 #endif /* ALLOW_SPOILERS */
1788 * Hack -- declare external function
1790 extern void do_cmd_debug(void);
1795 * @brief デバッグコマンドを選択する処理のメインルーチン /
1796 * Ask for and parse a "debug command"
1797 * The "command_arg" may have been set.
1800 void do_cmd_debug(void)
1805 /* Get a "debug command" */
1806 get_com("Debug Command: ", &cmd, FALSE);
1808 /* Analyze the command */
1818 #ifdef ALLOW_SPOILERS
1820 /* Hack -- Generate Spoilers */
1825 #endif /* ALLOW_SPOILERS */
1832 /* Cure all maladies */
1834 do_cmd_wiz_cure_all();
1837 /* Know alignment */
1839 msg_format("Your alignment is %d.", p_ptr->align);
1842 /* Teleport to target */
1851 /* Create any object */
1856 /* Create a named artifact */
1858 wiz_create_named_art();
1861 /* Detect everything */
1863 detect_all(DETECT_RAD_ALL * 3);
1866 /* Dimension_door */
1868 wiz_dimension_door();
1871 /* Edit character */
1873 do_cmd_wiz_change();
1876 /* Blue Mage Only */
1878 if (p_ptr->pclass == CLASS_BLUE_MAGE)
1880 do_cmd_wiz_blue_mage();
1884 /* View item info */
1886 identify_fully(FALSE);
1889 /* Create desired feature */
1891 do_cmd_wiz_create_feature();
1896 if (command_arg <= 0) command_arg = 1;
1897 acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE);
1900 /* Hitpoint rerating */
1902 do_cmd_rerate(TRUE);
1906 do_cmd_summon_horde();
1911 (void)ident_spell(FALSE);
1914 /* Go up or down in the dungeon */
1919 /* Self-Knowledge */
1924 /* Learn about objects */
1931 map_area(DETECT_RAD_ALL * 3);
1936 (void)gain_random_mutation(command_arg);
1941 (void)do_cmd_wiz_reset_class();
1944 /* Specific reward */
1946 (void)gain_level_reward(command_arg);
1949 /* Summon _friendly_ named monster */
1951 do_cmd_wiz_named_friendly(command_arg);
1954 /* Summon Named Monster */
1956 do_cmd_wiz_named(command_arg);
1959 /* Dump option bits usage */
1961 do_cmd_dump_options();
1964 /* Object playing routines */
1971 teleport_player(10, 0L);
1980 sprintf(ppp, "QuestID (0-%d):", max_q_idx - 1);
1981 sprintf(tmp_val, "%d", 0);
1983 if (!get_string(ppp, tmp_val, 3)) return;
1984 tmp_int = atoi(tmp_val);
1986 if(tmp_int < 0) break;
1987 if(tmp_int >= max_q_idx) break;
1989 p_ptr->inside_quest = (QUEST_IDX)tmp_int;
1990 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
1991 quest[tmp_int].status = QUEST_STATUS_TAKEN;
1992 p_ptr->inside_quest = 0;
1996 /* Complete a Quest -KMW- */
1998 if(p_ptr->inside_quest)
2000 if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
2002 complete_quest(p_ptr->inside_quest);
2008 msg_print("No current quest");
2013 /* Make every dungeon square "known" to test streamers -KMW- */
2015 for (y = 0; y < cur_hgt; y++)
2017 for (x = 0; x < cur_wid; x++)
2019 cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
2025 /* Summon Random Monster(s) */
2027 if (command_arg <= 0) command_arg = 1;
2028 do_cmd_wiz_summon(command_arg);
2031 /* Special(Random Artifact) Objects */
2033 if (command_arg <= 0) command_arg = 1;
2034 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE);
2039 teleport_player(100, 0L);
2042 /* Game Time Setting */
2048 /* Very Good Objects */
2050 if (command_arg <= 0) command_arg = 1;
2051 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE);
2054 /* Wizard Light the Level */
2056 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
2059 /* Increase Experience */
2061 gain_exp(command_arg ? command_arg : (p_ptr->exp + 1));
2064 /* Zap Monsters (Genocide) */
2069 /* Zap Monsters (Omnicide) */
2071 do_cmd_wiz_zap_all();
2074 /* Hack -- whatever I desire */
2076 do_cmd_wiz_hack_ben();
2079 /* For temporary test. */
2083 for(i = INVEN_TOTAL - 1; i >= 0; i--)
2085 if(inventory[i].k_idx) inven_drop(i, 999);
2092 do_cmd_wiz_reset_class();
2095 /* Not a Wizard Command */
2097 msg_print("That is not a valid debug command.");
2102 void cheat_death(player_type *creature_ptr)
2104 /* Mark social class, reset age, if needed */
2105 if (creature_ptr->sc) creature_ptr->sc = creature_ptr->age = 0;
2108 creature_ptr->age++;
2111 creature_ptr->noscore |= 0x0001;
2113 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."));
2116 (void)life_stream(FALSE, FALSE);
2118 if (creature_ptr->pclass == CLASS_MAGIC_EATER)
2121 for (magic_idx = 0; magic_idx < EATER_EXT * 2; magic_idx++)
2123 creature_ptr->magic_num1[magic_idx] = creature_ptr->magic_num2[magic_idx] * EATER_CHARGE;
2125 for (; magic_idx < EATER_EXT * 3; magic_idx++)
2127 creature_ptr->magic_num1[magic_idx] = 0;
2131 /* Restore spell points */
2132 creature_ptr->csp = creature_ptr->msp;
2133 creature_ptr->csp_frac = 0;
2135 /* Hack -- cancel recall */
2136 if (creature_ptr->word_recall)
2138 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
2141 /* Hack -- Prevent recall */
2142 creature_ptr->word_recall = 0;
2143 creature_ptr->redraw |= (PR_STATUS);
2146 /* Hack -- cancel alter */
2147 if (creature_ptr->alter_reality)
2149 /* Hack -- Prevent alter */
2150 creature_ptr->alter_reality = 0;
2151 creature_ptr->redraw |= (PR_STATUS);
2154 /* Note cause of death */
2155 (void)strcpy(creature_ptr->died_from, _("死の欺き", "Cheating death"));
2158 creature_ptr->is_dead = FALSE;
2160 /* Hack -- Prevent starvation */
2161 (void)set_food(PY_FOOD_MAX - 1);
2164 creature_ptr->inside_arena = FALSE;
2165 creature_ptr->inside_battle = FALSE;
2167 creature_ptr->inside_quest = 0;
2168 if (dungeon_type) creature_ptr->recall_dungeon = dungeon_type;
2170 if (lite_town || vanilla_town)
2172 creature_ptr->wilderness_y = 1;
2173 creature_ptr->wilderness_x = 1;
2176 creature_ptr->oldpy = 10;
2177 creature_ptr->oldpx = 34;
2181 creature_ptr->oldpy = 33;
2182 creature_ptr->oldpx = 131;
2187 creature_ptr->wilderness_y = 48;
2188 creature_ptr->wilderness_x = 5;
2189 creature_ptr->oldpy = 33;
2190 creature_ptr->oldpx = 131;
2194 creature_ptr->wild_mode = FALSE;
2195 creature_ptr->leaving = TRUE;
2197 do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
2201 /* Prepare next floor */