3 * @brief ウィザードモードの処理(特別処理中心) / Wizard commands
6 * Copyright (c) 1997 Ben Harrison, and others<br>
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.<br>
10 * 2014 Deskull rearranged comment for Doxygen.<br>
16 #include "spells-summon.h"
24 * @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()
27 void do_cmd_rerate_aux(void)
29 /* Minimum hitpoints at highest level */
30 HIT_POINT min_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 3 / 8;
32 /* Maximum hitpoints at highest level */
33 HIT_POINT max_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 5 / 8;
40 /* Pre-calculate level 1 hitdice */
41 p_ptr->player_hp[0] = (HIT_POINT)p_ptr->hitdie;
43 for (i = 1; i < 4; i++)
45 p_ptr->player_hp[0] += randint1(p_ptr->hitdie);
48 /* Roll the hitpoint values */
49 for (i = 1; i < PY_MAX_LEVEL; i++)
51 p_ptr->player_hp[i] = p_ptr->player_hp[i - 1] + randint1(p_ptr->hitdie);
54 /* Require "valid" hitpoints at highest level */
55 if ((p_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) &&
56 (p_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value)) break;
62 * @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
63 * @param display TRUEならば体力ランクを明示する
66 void do_cmd_rerate(bool display)
73 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
74 (2 * p_ptr->hitdie + ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
77 /* Update and redraw hitpoints */
78 p_ptr->update |= (PU_HP);
79 p_ptr->redraw |= (PR_HP);
80 p_ptr->window |= (PW_PLAYER);
85 msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
86 p_ptr->knowledge |= KNOW_HPRATE;
90 msg_print(_("体力ランクが変わった。", "Life rate is changed."));
91 p_ptr->knowledge &= ~(KNOW_HPRATE);
99 * @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
100 * @return 実際にテレポートを行ったらTRUEを返す
102 static bool wiz_dimension_door(void)
104 POSITION x = 0, y = 0;
105 if (!tgt_pt(&x, &y)) return FALSE;
106 teleport_player_to(y, x, TELEPORT_NONMAGICAL);
112 * @brief プレイ日数を変更する / Set gametime.
113 * @return 実際に変更を行ったらTRUEを返す
115 static bool set_gametime(void)
118 char ppp[80], tmp_val[40];
120 sprintf(ppp, "Dungeon Turn (0-%ld): ", (long)dungeon_turn_limit);
121 sprintf(tmp_val, "%ld", (long)dungeon_turn);
122 if (!get_string(ppp, tmp_val, 10)) return (FALSE);
123 tmp_int = atoi(tmp_val);
126 if (tmp_int >= dungeon_turn_limit) tmp_int = dungeon_turn_limit - 1;
127 else if (tmp_int < 0) tmp_int = 0;
128 dungeon_turn = turn = tmp_int;
135 * @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
138 static void wiz_create_named_art(void)
140 char tmp_val[10] = "";
144 if (!get_string("Artifact ID:", tmp_val, 3)) return;
147 a_idx = (ARTIFACT_IDX)atoi(tmp_val);
148 if(a_idx < 0) a_idx = 0;
149 if(a_idx >= max_a_idx) a_idx = 0;
151 /* Create the artifact */
152 (void)create_named_art(a_idx, p_ptr->y, p_ptr->x);
155 msg_print("Allocated.");
160 * @brief ウィザードモード用モンスター調査 / Hack -- quick debugging hook
163 static void do_cmd_wiz_hack_ben(void)
170 * @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
173 static void do_cmd_summon_horde(void)
175 POSITION wy = p_ptr->y, wx = p_ptr->x;
180 scatter(&wy, &wx, p_ptr->y, p_ptr->x, 3, 0);
181 if (cave_empty_bold(wy, wx)) break;
184 (void)alloc_horde(wy, wx);
188 * @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.
191 static void prt_binary(BIT_FLAGS flags, int row, int col)
197 for (i = bitmask = 1; i <= 32; i++, bitmask *= 2)
202 Term_putch(col++, row, TERM_BLUE, '*');
205 /* Dump unset bits */
208 Term_putch(col++, row, TERM_WHITE, '-');
214 #define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
217 * @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.
218 * @param tval ベースアイテムの大項目ID
219 * @param sval ベースアイテムの小項目ID
224 static void prt_alloc(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval, TERM_LEN row, TERM_LEN col)
228 u32b rarity[K_MAX_DEPTH];
229 u32b total[K_MAX_DEPTH];
231 concptr r = "+---Rate---+";
236 alloc_entry *table = alloc_kind_table;
238 /* Wipe the tables */
239 (void)C_WIPE(rarity, K_MAX_DEPTH, u32b);
240 (void)C_WIPE(total, K_MAX_DEPTH, u32b);
241 (void)C_WIPE(display, 22, s32b);
243 /* Scan all entries */
244 for (i = 0; i < K_MAX_DEPTH; i++)
247 for (j = 0; j < alloc_kind_size; j++)
251 if (table[j].level <= i)
253 prob = table[j].prob1 * GREAT_OBJ * K_MAX_DEPTH;
255 else if (table[j].level - 1 > 0)
257 prob = table[j].prob1 * i * K_MAX_DEPTH / (table[j].level - 1);
260 /* Acquire this kind */
261 k_ptr = &k_info[table[j].index];
263 /* Accumulate probabilities */
264 total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
265 total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
267 /* Accumulate probabilities */
268 if ((k_ptr->tval == tval) && (k_ptr->sval == sval))
271 rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
274 total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
277 /* Calculate probabilities for each range */
278 for (i = 0; i < 22; i++)
280 /* Shift the values into view */
282 for (j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
283 possibility += rarity[j] * 100000 / total[j];
284 display[i] = possibility / 5;
287 /* Graph the rarities */
288 for (i = 0; i < 22; i++)
290 Term_putch(col, row + i + 1, TERM_WHITE, '|');
292 prt(format("%2dF", (i * 5)), row + i + 1, col);
296 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22))
298 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
302 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
306 /* Make it look nice */
311 * @brief プレイヤーの職業を変更する
313 * @todo 魔法領域の再選択などがまだ不完全、要実装。
315 static void do_cmd_wiz_reset_class(void)
322 sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
325 sprintf(tmp_val, "%d", p_ptr->pclass);
328 if (!get_string(ppp, tmp_val, 2)) return;
331 tmp_int = atoi(tmp_val);
334 if (tmp_int < 0 || tmp_int >= MAX_CLASS) return;
337 p_ptr->pclass = (byte_hack)tmp_int;
339 /* Redraw inscription */
340 p_ptr->window |= (PW_PLAYER);
342 /* {.} and {$} effect p_ptr->warning and TRC_TELEPORT_SELF */
343 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
350 * @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
353 static void do_cmd_wiz_bamf(void)
355 /* Must have a target */
356 if (!target_who) return;
358 /* Teleport to the target */
359 teleport_player_to(target_row, target_col, TELEPORT_NONMAGICAL);
364 * @brief プレイヤーの現能力値を調整する
365 * Aux function for "do_cmd_wiz_change()". -RAK-
368 static void do_cmd_wiz_change_aux(void)
378 /* Query the stats */
379 for (i = 0; i < A_MAX; i++)
382 sprintf(ppp, "%s (3-%d): ", stat_names[i], p_ptr->stat_max_max[i]);
385 sprintf(tmp_val, "%d", p_ptr->stat_max[i]);
388 if (!get_string(ppp, tmp_val, 3)) return;
391 tmp_int = atoi(tmp_val);
394 if (tmp_int > p_ptr->stat_max_max[i]) tmp_int = p_ptr->stat_max_max[i];
395 else if (tmp_int < 3) tmp_int = 3;
398 p_ptr->stat_cur[i] = p_ptr->stat_max[i] = (s16b)tmp_int;
403 sprintf(tmp_val, "%d", WEAPON_EXP_MASTER);
406 if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 9)) return;
409 tmp_s16b = (s16b)atoi(tmp_val);
412 if (tmp_s16b < WEAPON_EXP_UNSKILLED) tmp_s16b = WEAPON_EXP_UNSKILLED;
413 if (tmp_s16b > WEAPON_EXP_MASTER) tmp_s16b = WEAPON_EXP_MASTER;
415 for (j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++)
417 for (i = 0;i < 64;i++)
419 p_ptr->weapon_exp[j][i] = tmp_s16b;
420 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];
424 for (j = 0; j < 10; j++)
426 p_ptr->skill_exp[j] = tmp_s16b;
427 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];
430 for (j = 0; j < 32; j++)
431 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
433 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
436 sprintf(tmp_val, "%ld", (long)(p_ptr->au));
439 if (!get_string("Gold: ", tmp_val, 9)) return;
442 tmp_long = atol(tmp_val);
445 if (tmp_long < 0) tmp_long = 0L;
448 p_ptr->au = tmp_long;
451 sprintf(tmp_val, "%ld", (long)(p_ptr->max_exp));
454 if (!get_string("Experience: ", tmp_val, 9)) return;
457 tmp_long = atol(tmp_val);
460 if (tmp_long < 0) tmp_long = 0L;
462 if (p_ptr->prace != RACE_ANDROID)
465 p_ptr->max_exp = tmp_long;
466 p_ptr->exp = tmp_long;
475 * @brief プレイヤーの現能力値を調整する(メインルーチン)
476 * Change various "permanent" player variables.
479 static void do_cmd_wiz_change(void)
482 do_cmd_wiz_change_aux();
488 * @brief アイテムの詳細ステータスを表示する /
489 * Change various "permanent" player variables.
490 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
493 * Wizard routines for creating objects -RAK-
494 * And for manipulating them! -Bernd-
496 * This has been rewritten to make the whole procedure
497 * of debugging objects much easier and more comfortable.
499 * The following functions are meant to play with objects:
500 * Create, modify, roll for them (for statistic purposes) and more.
501 * The original functions were by RAK.
502 * The function to show an item's debug information was written
503 * by David Reeve Sward <sward+@CMU.EDU>.
504 * Bernd (wiebelt@mathematik.hu-berlin.de)
506 * Here are the low-level functions
507 * - wiz_display_item()
508 * display an item's debug-info
509 * - wiz_create_itemtype()
510 * specify tval and sval (type and subtype of object)
512 * specify pval, +AC, +tohit, +todam
513 * Note that the wizard can leave this function anytime,
514 * thus accepting the default-values for the remaining values.
515 * pval comes first now, since it is most important.
516 * - wiz_reroll_item()
517 * apply some magic to the item or turn it into an artifact.
519 * Get some statistics about the rarity of an item:
520 * We create a lot of fake items and see if they are of the
521 * same type (tval and sval), then we compare pval and +AC.
522 * If the fake-item is better or equal it is counted.
523 * Note that cursed items that are better or equal (absolute values)
525 * HINT: This is *very* useful for balancing the game!
526 * - wiz_quantity_item()
527 * change the quantity of an item, but be sane about it.
529 * And now the high-level functions
530 * - do_cmd_wiz_play()
531 * play with an existing object
532 * - wiz_create_item()
533 * create a new object
535 * Note -- You do not have to specify "pval" and other item-properties
536 * directly. Just apply magic until you are satisfied with the item.
538 * Note -- For some items (such as wands, staffs, some rings, etc), you
539 * must apply magic, or you will get "broken" or "uncharged" objects.
541 * Note -- Redefining artifacts via "do_cmd_wiz_play()" may destroy
542 * the artifact. Be careful.
544 * Hack -- this function will allow you to create multiple artifacts.
545 * This "feature" may induce crashes or other nasty effects.
546 * Just display an item's properties (debug-info)
547 * Originally by David Reeve Sward <sward+@CMU.EDU>
548 * Verbose item flags by -Bernd-
550 static void wiz_display_item(object_type *o_ptr)
553 BIT_FLAGS flgs[TR_FLAG_SIZE];
555 object_flags(o_ptr, flgs);
557 /* Clear the screen */
558 for (i = 1; i <= 23; i++) prt("", i, j - 2);
560 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
563 object_desc(buf, o_ptr, OD_STORE);
567 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d",
568 o_ptr->k_idx, k_info[o_ptr->k_idx].level,
569 o_ptr->tval, o_ptr->sval), 4, j);
571 prt(format("number = %-3d wgt = %-6d ac = %-5d damage = %dd%d",
572 o_ptr->number, o_ptr->weight,
573 o_ptr->ac, o_ptr->dd, o_ptr->ds), 5, j);
575 prt(format("pval = %-5d toac = %-5d tohit = %-4d todam = %-4d",
576 o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), 6, j);
578 prt(format("name1 = %-4d name2 = %-4d cost = %ld",
579 o_ptr->name1, o_ptr->name2, (long)object_value_real(o_ptr)), 7, j);
581 prt(format("ident = %04x xtra1 = %-4d xtra2 = %-4d timeout = %-d",
582 o_ptr->ident, o_ptr->xtra1, o_ptr->xtra2, o_ptr->timeout), 8, j);
584 prt(format("xtra3 = %-4d xtra4 = %-4d xtra5 = %-4d cursed = %-d",
585 o_ptr->xtra3, o_ptr->xtra4, o_ptr->xtra5, o_ptr->curse_flags), 9, j);
587 prt("+------------FLAGS1------------+", 10, j);
588 prt("AFFECT........SLAY........BRAND.", 11, j);
589 prt(" mf cvae xsqpaefc", 12, j);
590 prt("siwdccsossidsahanvudotgddhuoclio", 13, j);
591 prt("tnieohtctrnipttmiinmrrnrrraiierl", 14, j);
592 prt("rtsxnarelcfgdkcpmldncltggpksdced", 15, j);
593 prt_binary(flgs[0], 16, j);
595 prt("+------------FLAGS2------------+", 17, j);
596 prt("SUST....IMMUN.RESIST............", 18, j);
597 prt(" reaefctrpsaefcpfldbc sn ", 19, j);
598 prt("siwdcciaclioheatcliooeialoshtncd", 20, j);
599 prt("tnieohdsierlrfraierliatrnnnrhehi", 21, j);
600 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", 22, j);
601 prt_binary(flgs[1], 23, j);
603 prt("+------------FLAGS3------------+", 10, j+32);
604 prt("fe cnn t stdrmsiiii d ab ", 11, j+32);
605 prt("aa aoomywhs lleeieihgggg rtgl ", 12, j+32);
606 prt("uu utmacaih eielgggonnnnaaere ", 13, j+32);
607 prt("rr reanurdo vtieeehtrrrrcilas ", 14, j+32);
608 prt("aa algarnew ienpsntsaefctnevs ", 15, j+32);
609 prt_binary(flgs[2], 16, j+32);
611 prt("+------------FLAGS4------------+", 17, j+32);
612 prt("KILL....ESP......... ", 18, j+32);
613 prt("aeud tghaud tgdhegnu ", 19, j+32);
614 prt("nvneoriunneoriruvoon ", 20, j+32);
615 prt("iidmroamidmroagmionq ", 21, j+32);
616 prt("mlenclnmmenclnnnldlu ", 22, j+32);
617 prt_binary(flgs[3], 23, j+32);
622 * 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
624 typedef struct tval_desc
626 int tval; /*!< 大項目のID */
627 concptr desc; /*!< 大項目名 */
631 * 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
633 static tval_desc tvals[] =
635 { TV_SWORD, "Sword" },
636 { TV_POLEARM, "Polearm" },
637 { TV_HAFTED, "Hafted Weapon" },
639 { TV_ARROW, "Arrows" },
640 { TV_BOLT, "Bolts" },
641 { TV_SHOT, "Shots" },
642 { TV_SHIELD, "Shield" },
643 { TV_CROWN, "Crown" },
645 { TV_GLOVES, "Gloves" },
646 { TV_BOOTS, "Boots" },
647 { TV_CLOAK, "Cloak" },
648 { TV_DRAG_ARMOR, "Dragon Scale Mail" },
649 { TV_HARD_ARMOR, "Hard Armor" },
650 { TV_SOFT_ARMOR, "Soft Armor" },
652 { TV_AMULET, "Amulet" },
654 { TV_POTION, "Potion" },
655 { TV_SCROLL, "Scroll" },
657 { TV_STAFF, "Staff" },
659 { TV_LIFE_BOOK, "Life Spellbook" },
660 { TV_SORCERY_BOOK, "Sorcery Spellbook" },
661 { TV_NATURE_BOOK, "Nature Spellbook" },
662 { TV_CHAOS_BOOK, "Chaos Spellbook" },
663 { TV_DEATH_BOOK, "Death Spellbook" },
664 { TV_TRUMP_BOOK, "Trump Spellbook" },
665 { TV_ARCANE_BOOK, "Arcane Spellbook" },
666 { TV_CRAFT_BOOK, "Craft Spellbook"},
667 { TV_DAEMON_BOOK, "Daemon Spellbook"},
668 { TV_CRUSADE_BOOK, "Crusade Spellbook"},
669 { TV_MUSIC_BOOK, "Music Spellbook" },
670 { TV_HISSATSU_BOOK, "Book of Kendo" },
671 { TV_HEX_BOOK, "Hex Spellbook" },
672 { TV_PARCHMENT, "Parchment" },
673 { TV_WHISTLE, "Whistle" },
674 { TV_SPIKE, "Spikes" },
675 { TV_DIGGING, "Digger" },
676 { TV_CHEST, "Chest" },
677 { TV_CAPTURE, "Capture Ball" },
678 { TV_CARD, "Express Card" },
679 { TV_FIGURINE, "Magical Figurine" },
680 { TV_STATUE, "Statue" },
681 { TV_CORPSE, "Corpse" },
683 { TV_FLASK, "Flask" },
685 { TV_SKELETON, "Skeleton" },
691 * @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
692 * @param buf ベースアイテム格納先の参照ポインタ
693 * @param k_idx ベースアイテムID
696 void strip_name(char *buf, KIND_OBJECT_IDX k_idx)
700 object_kind *k_ptr = &k_info[k_idx];
702 concptr str = (k_name + k_ptr->name);
705 /* Skip past leading characters */
706 while ((*str == ' ') || (*str == '&')) str++;
708 /* Copy useful chars */
709 for (t = buf; *str; str++)
712 if (iskanji(*str)) {*t++ = *str++; *t++ = *str; continue;}
714 if (*str != '~') *t++ = *str;
717 /* Terminate the new name */
723 * @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 /
724 * Specify tval and sval (type and subtype of object) originally
727 * by RAK, heavily modified by -Bernd-
728 * This function returns the k_idx of an object type, or zero if failed
729 * List up to 50 choices in three columns
731 static KIND_OBJECT_IDX wiz_create_itemtype(void)
736 OBJECT_TYPE_VALUE tval;
741 KIND_OBJECT_IDX choice[80];
747 /* Print all tval's and their descriptions */
748 for (num = 0; (num < 80) && tvals[num].tval; num++)
750 row = 2 + (num % 20);
751 col = 20 * (num / 20);
753 prt(format("[%c] %s", ch, tvals[num].desc), row, col);
756 /* Me need to know the maximal possible tval_index */
760 if (!get_com("Get what type of object? ", &ch, FALSE)) return (0);
763 for (num = 0; num < max_num; num++)
765 if (listsym[num] == ch) break;
768 /* Bail out if choice is illegal */
769 if ((num < 0) || (num >= max_num)) return (0);
771 /* Base object type chosen, fill in tval */
772 tval = tvals[num].tval;
773 tval_desc = tvals[num].desc;
776 /*** And now we go for k_idx ***/
779 /* We have to search the whole itemlist. */
780 for (num = 0, i = 1; (num < 80) && (i < max_k_idx); i++)
782 object_kind *k_ptr = &k_info[i];
784 /* Analyze matching items */
785 if (k_ptr->tval == tval)
788 row = 2 + (num % 20);
789 col = 20 * (num / 20);
793 /* Acquire the "name" of object "i" */
797 prt(format("[%c] %s", ch, buf), row, col);
799 /* Remember the object index */
804 /* Me need to know the maximal possible remembered object_index */
808 if (!get_com(format("What Kind of %s? ", tval_desc), &ch, FALSE)) return (0);
811 for (num = 0; num < max_num; num++)
813 if (listsym[num] == ch) break;
816 /* Bail out if choice is "illegal" */
817 if ((num < 0) || (num >= max_num)) return (0);
819 /* And return successful */
820 return (choice[num]);
825 * @briefアイテムの基礎能力値を調整する / Tweak an item
826 * @param o_ptr 調整するアイテムの参照ポインタ
829 static void wiz_tweak_item(object_type *o_ptr)
834 /* Hack -- leave artifacts alone */
835 if (object_is_artifact(o_ptr)) return;
837 p = "Enter new 'pval' setting: ";
838 sprintf(tmp_val, "%d", o_ptr->pval);
839 if (!get_string(p, tmp_val, 5)) return;
840 o_ptr->pval = (s16b)atoi(tmp_val);
841 wiz_display_item(o_ptr);
843 p = "Enter new 'to_a' setting: ";
844 sprintf(tmp_val, "%d", o_ptr->to_a);
845 if (!get_string(p, tmp_val, 5)) return;
846 o_ptr->to_a = (s16b)atoi(tmp_val);
847 wiz_display_item(o_ptr);
849 p = "Enter new 'to_h' setting: ";
850 sprintf(tmp_val, "%d", o_ptr->to_h);
851 if (!get_string(p, tmp_val, 5)) return;
852 o_ptr->to_h = (s16b)atoi(tmp_val);
853 wiz_display_item(o_ptr);
855 p = "Enter new 'to_d' setting: ";
856 sprintf(tmp_val, "%d", (int)o_ptr->to_d);
857 if (!get_string(p, tmp_val, 5)) return;
858 o_ptr->to_d = (s16b)atoi(tmp_val);
859 wiz_display_item(o_ptr);
864 * @brief アイテムの質を選択して再生成する /
865 * Apply magic to an item or turn it into an artifact. -Bernd-
866 * @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
869 static void wiz_reroll_item(object_type *o_ptr)
876 bool changed = FALSE;
879 /* Hack -- leave artifacts alone */
880 if (object_is_artifact(o_ptr)) return;
884 /* Copy the object */
885 object_copy(q_ptr, o_ptr);
888 /* Main loop. Ask for magification and artifactification */
891 /* Display full item debug information */
892 wiz_display_item(q_ptr);
894 /* Ask wizard what to do. */
895 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, FALSE))
897 /* Preserve wizard-generated artifacts */
898 if (object_is_fixed_artifact(q_ptr))
900 a_info[q_ptr->name1].cur_num = 0;
908 /* Create/change it! */
909 if (ch == 'A' || ch == 'a')
915 /* Preserve wizard-generated artifacts */
916 if (object_is_fixed_artifact(q_ptr))
918 a_info[q_ptr->name1].cur_num = 0;
924 /* Apply bad magic, but first clear object */
927 object_prep(q_ptr, o_ptr->k_idx);
928 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
931 /* Apply bad magic, but first clear object */
934 object_prep(q_ptr, o_ptr->k_idx);
935 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
938 /* Apply normal magic, but first clear object */
941 object_prep(q_ptr, o_ptr->k_idx);
942 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
945 /* Apply good magic, but first clear object */
948 object_prep(q_ptr, o_ptr->k_idx);
949 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD);
952 /* Apply great magic, but first clear object */
955 object_prep(q_ptr, o_ptr->k_idx);
956 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT);
959 /* Apply special magic, but first clear object */
962 object_prep(q_ptr, o_ptr->k_idx);
963 apply_magic(q_ptr, dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
965 /* Failed to create artifact; make a random one */
966 if (!object_is_artifact(q_ptr)) create_artifact(q_ptr, FALSE);
970 q_ptr->iy = o_ptr->iy;
971 q_ptr->ix = o_ptr->ix;
972 q_ptr->next_o_idx = o_ptr->next_o_idx;
973 q_ptr->marked = o_ptr->marked;
981 object_copy(o_ptr, q_ptr);
982 p_ptr->update |= (PU_BONUS);
984 /* Combine / Reorder the pack (later) */
985 p_ptr->update |= (PU_COMBINE | PU_REORDER);
987 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
994 * @brief 検査対象のアイテムを基準とした生成テストを行う /
995 * Try to create an item again. Output some statistics. -Bernd-
996 * @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
998 * The statistics are correct now. We acquire a clean grid, and then
999 * repeatedly place an object in this grid, copying it into an item
1000 * holder, and then deleting the object. We fiddle with the artifact
1001 * counter flags to prevent weirdness. We use the items to collect
1002 * statistics on item creation relative to the initial item.
1004 static void wiz_statistics(object_type *o_ptr)
1006 u32b i, matches, better, worse, other, correct;
1008 u32b test_roll = 1000000;
1018 concptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
1020 concptr p = "Enter number of items to roll: ";
1024 /* Mega-Hack -- allow multiple artifacts */
1025 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;
1031 concptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
1034 wiz_display_item(o_ptr);
1037 if (!get_com(pmt, &ch, FALSE)) break;
1039 if (ch == 'n' || ch == 'N')
1044 else if (ch == 'g' || ch == 'G')
1049 else if (ch == 'e' || ch == 'E')
1051 mode = AM_GOOD | AM_GREAT;
1052 quality = "excellent";
1059 sprintf(tmp_val, "%ld", (long int)test_roll);
1060 if (get_string(p, tmp_val, 10)) test_roll = atol(tmp_val);
1061 test_roll = MAX(1, test_roll);
1063 /* Let us know what we are doing */
1064 msg_format("Creating a lot of %s items. Base level = %d.",
1065 quality, dun_level);
1068 /* Set counters to zero */
1069 correct = matches = better = worse = other = 0;
1071 /* Let's rock and roll */
1072 for (i = 0; i <= test_roll; i++)
1074 /* Output every few rolls */
1075 if ((i < 100) || (i % 100 == 0))
1080 /* Allow interupt */
1084 break; // stop rolling
1087 /* Dump the stats */
1088 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
1094 /* Create an object */
1095 make_object(q_ptr, mode);
1098 /* Mega-Hack -- allow multiple artifacts */
1099 if (object_is_fixed_artifact(q_ptr)) a_info[q_ptr->name1].cur_num = 0;
1102 /* Test for the same tval and sval. */
1103 if ((o_ptr->tval) != (q_ptr->tval)) continue;
1104 if ((o_ptr->sval) != (q_ptr->sval)) continue;
1106 /* One more correct item */
1109 /* Check for match */
1110 if ((q_ptr->pval == o_ptr->pval) &&
1111 (q_ptr->to_a == o_ptr->to_a) &&
1112 (q_ptr->to_h == o_ptr->to_h) &&
1113 (q_ptr->to_d == o_ptr->to_d) &&
1114 (q_ptr->name1 == o_ptr->name1))
1119 /* Check for better */
1120 else if ((q_ptr->pval >= o_ptr->pval) &&
1121 (q_ptr->to_a >= o_ptr->to_a) &&
1122 (q_ptr->to_h >= o_ptr->to_h) &&
1123 (q_ptr->to_d >= o_ptr->to_d))
1128 /* Check for worse */
1129 else if ((q_ptr->pval <= o_ptr->pval) &&
1130 (q_ptr->to_a <= o_ptr->to_a) &&
1131 (q_ptr->to_h <= o_ptr->to_h) &&
1132 (q_ptr->to_d <= o_ptr->to_d))
1137 /* Assume different */
1145 msg_format(q, i, correct, matches, better, worse, other);
1150 /* Hack -- Normally only make a single artifact */
1151 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
1156 * @brief 検査対象のアイテムの数を変更する /
1157 * Change the quantity of a the item
1158 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
1161 static void wiz_quantity_item(object_type *o_ptr)
1163 int tmp_int, tmp_qnt;
1168 /* Never duplicate artifacts */
1169 if (object_is_artifact(o_ptr)) return;
1171 /* Store old quantity. -LM- */
1172 tmp_qnt = o_ptr->number;
1175 sprintf(tmp_val, "%d", (int)o_ptr->number);
1178 if (get_string("Quantity: ", tmp_val, 2))
1181 tmp_int = atoi(tmp_val);
1184 if (tmp_int < 1) tmp_int = 1;
1185 if (tmp_int > 99) tmp_int = 99;
1187 /* Accept modifications */
1188 o_ptr->number = (byte_hack)tmp_int;
1191 if (o_ptr->tval == TV_ROD)
1193 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
1198 * @brief 青魔導師の魔法を全て習得済みにする /
1199 * debug command for blue mage
1202 static void do_cmd_wiz_blue_mage(void)
1206 BIT_FLAGS f4 = 0L, f5 = 0L, f6 = 0L;
1208 for (j = 1; j < A_MAX; j++)
1210 set_rf_masks(&f4, &f5, &f6, j);
1212 for (i = 0; i < 32; i++)
1214 if ((0x00000001 << i) & f4) p_ptr->magic_num2[i] = 1;
1218 if ((0x00000001 << (i - 32)) & f5) p_ptr->magic_num2[i] = 1;
1222 if ((0x00000001 << (i - 64)) & f6) p_ptr->magic_num2[i] = 1;
1229 * @brief アイテム検査のメインルーチン /
1230 * Play with an item. Options include:
1233 * - Output statistics (via wiz_roll_item)<br>
1234 * - Reroll item (via wiz_reroll_item)<br>
1235 * - Change properties (via wiz_tweak_item)<br>
1236 * - Change the number of items (via wiz_quantity_item)<br>
1238 static void do_cmd_wiz_play(void)
1248 q = "Play with which object? ";
1249 s = "You have nothing to play with.";
1251 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
1255 /* The item was not changed */
1261 object_copy(q_ptr, o_ptr);
1267 /* Display the item */
1268 wiz_display_item(q_ptr);
1271 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, FALSE))
1277 if (ch == 'A' || ch == 'a')
1283 if (ch == 's' || ch == 'S')
1285 wiz_statistics(q_ptr);
1288 if (ch == 'r' || ch == 'r')
1290 wiz_reroll_item(q_ptr);
1293 if (ch == 't' || ch == 'T')
1295 wiz_tweak_item(q_ptr);
1298 if (ch == 'q' || ch == 'Q')
1300 wiz_quantity_item(q_ptr);
1310 msg_print("Changes accepted.");
1312 /* Recalcurate object's weight */
1315 p_ptr->total_weight += (q_ptr->weight * q_ptr->number)
1316 - (o_ptr->weight * o_ptr->number);
1320 object_copy(o_ptr, q_ptr);
1322 p_ptr->update |= (PU_BONUS);
1324 /* Combine / Reorder the pack (later) */
1325 p_ptr->update |= (PU_COMBINE | PU_REORDER);
1327 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1333 msg_print("Changes ignored.");
1339 * @brief 任意のベースアイテム生成のメインルーチン /
1340 * Wizard routine for creating objects -RAK-
1343 * Heavily modified to allow magification and artifactification -Bernd-
1345 * Note that wizards cannot create objects on top of other objects.
1347 * Hack -- this routine always makes a "dungeon object", and applies
1348 * magic to it, and attempts to decline cursed items.
1350 static void wiz_create_item(void)
1358 /* Get object base type */
1359 k_idx = wiz_create_itemtype();
1363 /* Return if failed */
1366 if (k_info[k_idx].gen_flags & TRG_INSTA_ART)
1371 for (i = 1; i < max_a_idx; i++)
1373 /* Ignore incorrect tval */
1374 if (a_info[i].tval != k_info[k_idx].tval) continue;
1376 /* Ignore incorrect sval */
1377 if (a_info[i].sval != k_info[k_idx].sval) continue;
1379 /* Create this artifact */
1380 (void)create_named_art(i, p_ptr->y, p_ptr->x);
1383 msg_print("Allocated(INSTA_ART).");
1389 object_prep(q_ptr, k_idx);
1391 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
1393 /* Drop the object from heaven */
1394 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1397 msg_print("Allocated.");
1402 * @brief プレイヤーを完全回復する /
1403 * Cure everything instantly
1406 static void do_cmd_wiz_cure_all(void)
1408 (void)life_stream(FALSE, FALSE);
1409 (void)restore_mana(TRUE);
1410 (void)set_food(PY_FOOD_MAX - 1);
1415 * @brief 任意のダンジョン及び階層に飛ぶ /
1419 static void do_cmd_wiz_jump(void)
1422 if (command_arg <= 0)
1426 DUNGEON_IDX tmp_dungeon_type;
1429 sprintf(ppp, "Jump which dungeon : ");
1432 sprintf(tmp_val, "%d", dungeon_type);
1434 /* Ask for a level */
1435 if (!get_string(ppp, tmp_val, 2)) return;
1437 tmp_dungeon_type = (DUNGEON_IDX)atoi(tmp_val);
1438 if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > max_d_idx)) tmp_dungeon_type = DUNGEON_ANGBAND;
1441 sprintf(ppp, "Jump to level (0, %d-%d): ",
1442 (int)d_info[tmp_dungeon_type].mindepth, (int)d_info[tmp_dungeon_type].maxdepth);
1445 sprintf(tmp_val, "%d", (int)dun_level);
1447 /* Ask for a level */
1448 if (!get_string(ppp, tmp_val, 10)) return;
1450 /* Extract request */
1451 command_arg = (COMMAND_ARG)atoi(tmp_val);
1453 dungeon_type = tmp_dungeon_type;
1457 if (command_arg < d_info[dungeon_type].mindepth) command_arg = 0;
1458 if (command_arg > d_info[dungeon_type].maxdepth) command_arg = (COMMAND_ARG)d_info[dungeon_type].maxdepth;
1460 /* Accept request */
1461 msg_format("You jump to dungeon level %d.", command_arg);
1463 if (autosave_l) do_cmd_save_game(TRUE);
1466 dun_level = command_arg;
1468 prepare_change_floor_mode(CFM_RAND_PLACE);
1470 if (!dun_level) dungeon_type = 0;
1471 p_ptr->inside_arena = FALSE;
1472 p_ptr->wild_mode = FALSE;
1474 leave_quest_check();
1476 if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);
1478 p_ptr->inside_quest = 0;
1479 p_ptr->energy_use = 0;
1481 /* Prevent energy_need from being too lower than 0 */
1482 p_ptr->energy_need = 0;
1485 * Clear all saved floors
1486 * and create a first saved floor
1488 prepare_change_floor_mode(CFM_FIRST_FLOOR);
1491 p_ptr->leaving = TRUE;
1496 * @brief 全ベースアイテムを鑑定済みにする /
1497 * Become aware of a lot of objects
1500 static void do_cmd_wiz_learn(void)
1507 /* Scan every object */
1508 for (i = 1; i < max_k_idx; i++)
1510 object_kind *k_ptr = &k_info[i];
1512 /* Induce awareness */
1513 if (k_ptr->level <= command_arg)
1516 object_prep(q_ptr, i);
1517 object_aware(q_ptr);
1524 * @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 /
1525 * Summon some creatures
1529 static void do_cmd_wiz_summon(int num)
1532 for (i = 0; i < num; i++)
1534 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE), '\0');
1541 * @brief モンスターを種族IDを指定して敵対的に召喚する /
1542 * Summon a creature of the specified type
1543 * @param r_idx モンスター種族ID
1546 * This function is rather dangerous
1548 static void do_cmd_wiz_named(MONRACE_IDX r_idx)
1550 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1555 * @brief モンスターを種族IDを指定してペット召喚する /
1556 * Summon a creature of the specified type
1557 * @param r_idx モンスター種族ID
1560 * This function is rather dangerous
1562 static void do_cmd_wiz_named_friendly(MONRACE_IDX r_idx)
1564 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP | PM_FORCE_PET));
1570 * @brief プレイヤー近辺の全モンスターを消去する /
1571 * Hack -- Delete all nearby monsters
1574 static void do_cmd_wiz_zap(void)
1578 /* Genocide everyone nearby */
1579 for (i = 1; i < m_max; i++)
1581 monster_type *m_ptr = &m_list[i];
1583 /* Paranoia -- Skip dead monsters */
1584 if (!m_ptr->r_idx) continue;
1586 /* Skip the mount */
1587 if (i == p_ptr->riding) continue;
1589 /* Delete nearby monsters */
1590 if (m_ptr->cdis <= MAX_SIGHT)
1592 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1594 GAME_TEXT m_name[MAX_NLEN];
1596 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1597 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1600 delete_monster_idx(i);
1607 * @brief フロアに存在する全モンスターを消去する /
1608 * Hack -- Delete all monsters
1611 static void do_cmd_wiz_zap_all(void)
1615 /* Genocide everyone */
1616 for (i = 1; i < m_max; i++)
1618 monster_type *m_ptr = &m_list[i];
1620 /* Paranoia -- Skip dead monsters */
1621 if (!m_ptr->r_idx) continue;
1623 /* Skip the mount */
1624 if (i == p_ptr->riding) continue;
1626 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1628 GAME_TEXT m_name[MAX_NLEN];
1630 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1631 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1634 /* Delete this monster */
1635 delete_monster_idx(i);
1641 * @brief 指定された地点の地形IDを変更する /
1642 * Create desired feature
1645 static void do_cmd_wiz_create_feature(void)
1647 static int prev_feat = 0;
1648 static int prev_mimic = 0;
1650 feature_type *f_ptr;
1652 IDX tmp_feat, tmp_mimic;
1655 if (!tgt_pt(&x, &y)) return;
1657 c_ptr = &cave[y][x];
1660 sprintf(tmp_val, "%d", prev_feat);
1663 if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
1666 tmp_feat = (IDX)atoi(tmp_val);
1667 if (tmp_feat < 0) tmp_feat = 0;
1668 else if (tmp_feat >= max_f_idx) tmp_feat = max_f_idx - 1;
1671 sprintf(tmp_val, "%d", prev_mimic);
1674 if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3)) return;
1677 tmp_mimic = (IDX)atoi(tmp_val);
1678 if (tmp_mimic < 0) tmp_mimic = 0;
1679 else if (tmp_mimic >= max_f_idx) tmp_mimic = max_f_idx - 1;
1681 cave_set_feat(y, x, tmp_feat);
1682 c_ptr->mimic = (s16b)tmp_mimic;
1684 f_ptr = &f_info[get_feat_mimic(c_ptr)];
1686 if (have_flag(f_ptr->flags, FF_GLYPH) ||
1687 have_flag(f_ptr->flags, FF_MINOR_GLYPH))
1688 c_ptr->info |= (CAVE_OBJECT);
1689 else if (have_flag(f_ptr->flags, FF_MIRROR))
1690 c_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
1695 /* Update some things */
1696 p_ptr->update |= (PU_FLOW);
1698 prev_feat = tmp_feat;
1699 prev_mimic = tmp_mimic;
1704 #define NUM_O_BIT 32
1707 * @brief 現在のオプション設定をダンプ出力する /
1708 * Hack -- Dump option bits usage
1711 static void do_cmd_dump_options(void)
1718 /* Build the filename */
1719 path_build(buf, sizeof buf, ANGBAND_DIR_USER, "opt_info.txt");
1721 /* File type is "TEXT" */
1722 FILE_TYPE(FILE_TYPE_TEXT);
1725 fff = my_fopen(buf, "a");
1729 msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), buf);
1734 /* Allocate the "exist" array (2-dimension) */
1735 C_MAKE(exist, NUM_O_SET, int *);
1736 C_MAKE(*exist, NUM_O_BIT * NUM_O_SET, int);
1737 for (i = 1; i < NUM_O_SET; i++) exist[i] = *exist + i * NUM_O_BIT;
1739 /* Check for exist option bits */
1740 for (i = 0; option_info[i].o_desc; i++)
1742 const option_type *ot_ptr = &option_info[i];
1743 if (ot_ptr->o_var) exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
1746 fprintf(fff, "[Option bits usage on Hengband %d.%d.%d]\n\n",
1747 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1749 fputs("Set - Bit (Page) Option Name\n", fff);
1750 fputs("------------------------------------------------\n", fff);
1751 /* Dump option bits usage */
1752 for (i = 0; i < NUM_O_SET; i++)
1754 for (j = 0; j < NUM_O_BIT; j++)
1758 const option_type *ot_ptr = &option_info[exist[i][j] - 1];
1759 fprintf(fff, " %d - %02d (%4d) %s\n",
1760 i, j, ot_ptr->o_page, ot_ptr->o_text);
1764 fprintf(fff, " %d - %02d\n", i, j);
1770 /* Free the "exist" array (2-dimension) */
1771 C_KILL(*exist, NUM_O_BIT * NUM_O_SET, int);
1772 C_KILL(exist, NUM_O_SET, int *);
1777 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);
1781 #ifdef ALLOW_SPOILERS
1786 extern void do_cmd_spoilers(void);
1788 #endif /* ALLOW_SPOILERS */
1793 * Hack -- declare external function
1795 extern void do_cmd_debug(void);
1800 * @brief デバッグコマンドを選択する処理のメインルーチン /
1801 * Ask for and parse a "debug command"
1802 * The "command_arg" may have been set.
1805 void do_cmd_debug(void)
1810 /* Get a "debug command" */
1811 get_com("Debug Command: ", &cmd, FALSE);
1813 /* Analyze the command */
1823 #ifdef ALLOW_SPOILERS
1825 /* Hack -- Generate Spoilers */
1830 #endif /* ALLOW_SPOILERS */
1837 /* Cure all maladies */
1839 do_cmd_wiz_cure_all();
1842 /* Know alignment */
1844 msg_format("Your alignment is %d.", p_ptr->align);
1847 /* Teleport to target */
1856 /* Create any object */
1861 /* Create a named artifact */
1863 wiz_create_named_art();
1866 /* Detect everything */
1868 detect_all(DETECT_RAD_ALL * 3);
1871 /* Dimension_door */
1873 wiz_dimension_door();
1876 /* Edit character */
1878 do_cmd_wiz_change();
1881 /* Blue Mage Only */
1883 if (p_ptr->pclass == CLASS_BLUE_MAGE)
1885 do_cmd_wiz_blue_mage();
1889 /* View item info */
1891 identify_fully(FALSE);
1894 /* Create desired feature */
1896 do_cmd_wiz_create_feature();
1901 if (command_arg <= 0) command_arg = 1;
1902 acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE);
1905 /* Hitpoint rerating */
1907 do_cmd_rerate(TRUE);
1911 do_cmd_summon_horde();
1916 (void)ident_spell(FALSE);
1919 /* Go up or down in the dungeon */
1924 /* Self-Knowledge */
1929 /* Learn about objects */
1936 map_area(DETECT_RAD_ALL * 3);
1941 (void)gain_random_mutation(command_arg);
1946 (void)do_cmd_wiz_reset_class();
1949 /* Specific reward */
1951 (void)gain_level_reward(command_arg);
1954 /* Summon _friendly_ named monster */
1956 do_cmd_wiz_named_friendly(command_arg);
1959 /* Summon Named Monster */
1961 do_cmd_wiz_named(command_arg);
1964 /* Dump option bits usage */
1966 do_cmd_dump_options();
1969 /* Object playing routines */
1976 teleport_player(10, 0L);
1985 sprintf(ppp, "QuestID (0-%d):", max_q_idx - 1);
1986 sprintf(tmp_val, "%d", 0);
1988 if (!get_string(ppp, tmp_val, 3)) return;
1989 tmp_int = atoi(tmp_val);
1991 if(tmp_int < 0) break;
1992 if(tmp_int >= max_q_idx) break;
1994 p_ptr->inside_quest = (QUEST_IDX)tmp_int;
1995 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
1996 quest[tmp_int].status = QUEST_STATUS_TAKEN;
1997 p_ptr->inside_quest = 0;
2001 /* Complete a Quest -KMW- */
2003 if(p_ptr->inside_quest)
2005 if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
2007 complete_quest(p_ptr->inside_quest);
2013 msg_print("No current quest");
2018 /* Make every dungeon square "known" to test streamers -KMW- */
2020 for (y = 0; y < cur_hgt; y++)
2022 for (x = 0; x < cur_wid; x++)
2024 cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
2030 /* Summon Random Monster(s) */
2032 if (command_arg <= 0) command_arg = 1;
2033 do_cmd_wiz_summon(command_arg);
2036 /* Special(Random Artifact) Objects */
2038 if (command_arg <= 0) command_arg = 1;
2039 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE);
2044 teleport_player(100, 0L);
2047 /* Game Time Setting */
2053 /* Very Good Objects */
2055 if (command_arg <= 0) command_arg = 1;
2056 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE);
2059 /* Wizard Light the Level */
2061 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
2064 /* Increase Experience */
2066 gain_exp(command_arg ? command_arg : (p_ptr->exp + 1));
2069 /* Zap Monsters (Genocide) */
2074 /* Zap Monsters (Omnicide) */
2076 do_cmd_wiz_zap_all();
2079 /* Hack -- whatever I desire */
2081 do_cmd_wiz_hack_ben();
2084 /* For temporary test. */
2088 for(i = INVEN_TOTAL - 1; i >= 0; i--)
2090 if(inventory[i].k_idx) inven_drop(i, 999);
2097 do_cmd_wiz_reset_class();
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 */