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>
20 #include "player-status.h"
23 #include "spells-object.h"
24 #include "spells-summon.h"
25 #include "spells-status.h"
26 #include "spells-world.h"
27 #include "spells-floor.h"
29 #include "object-hook.h"
30 #include "monster-status.h"
35 * @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
36 * @return 実際にテレポートを行ったらTRUEを返す
38 static bool wiz_dimension_door(void)
40 POSITION x = 0, y = 0;
41 if (!tgt_pt(&x, &y)) return FALSE;
42 teleport_player_to(y, x, TELEPORT_NONMAGICAL);
47 * @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
50 static void wiz_create_named_art(void)
52 char tmp_val[10] = "";
56 if (!get_string("Artifact ID:", tmp_val, 3)) return;
59 a_idx = (ARTIFACT_IDX)atoi(tmp_val);
60 if(a_idx < 0) a_idx = 0;
61 if(a_idx >= max_a_idx) a_idx = 0;
63 /* Create the artifact */
64 (void)create_named_art(a_idx, p_ptr->y, p_ptr->x);
67 msg_print("Allocated.");
71 * @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
74 static void do_cmd_summon_horde(void)
76 POSITION wy = p_ptr->y, wx = p_ptr->x;
81 scatter(&wy, &wx, p_ptr->y, p_ptr->x, 3, 0);
82 if (cave_empty_bold(wy, wx)) break;
85 (void)alloc_horde(wy, wx);
89 * @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.
92 static void prt_binary(BIT_FLAGS flags, int row, int col)
98 for (i = bitmask = 1; i <= 32; i++, bitmask *= 2)
103 Term_putch(col++, row, TERM_BLUE, '*');
106 /* Dump unset bits */
109 Term_putch(col++, row, TERM_WHITE, '-');
115 #define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
118 * @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.
119 * @param tval ベースアイテムの大項目ID
120 * @param sval ベースアイテムの小項目ID
125 static void prt_alloc(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval, TERM_LEN row, TERM_LEN col)
129 u32b rarity[K_MAX_DEPTH];
130 u32b total[K_MAX_DEPTH];
132 concptr r = "+---Rate---+";
137 alloc_entry *table = alloc_kind_table;
139 /* Wipe the tables */
140 (void)C_WIPE(rarity, K_MAX_DEPTH, u32b);
141 (void)C_WIPE(total, K_MAX_DEPTH, u32b);
142 (void)C_WIPE(display, 22, s32b);
144 /* Scan all entries */
145 for (i = 0; i < K_MAX_DEPTH; i++)
148 for (j = 0; j < alloc_kind_size; j++)
152 if (table[j].level <= i)
154 prob = table[j].prob1 * GREAT_OBJ * K_MAX_DEPTH;
156 else if (table[j].level - 1 > 0)
158 prob = table[j].prob1 * i * K_MAX_DEPTH / (table[j].level - 1);
161 /* Acquire this kind */
162 k_ptr = &k_info[table[j].index];
164 /* Accumulate probabilities */
165 total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
166 total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
168 /* Accumulate probabilities */
169 if ((k_ptr->tval == tval) && (k_ptr->sval == sval))
172 rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
175 total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
178 /* Calculate probabilities for each range */
179 for (i = 0; i < 22; i++)
181 /* Shift the values into view */
183 for (j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
184 possibility += rarity[j] * 100000 / total[j];
185 display[i] = possibility / 5;
188 /* Graph the rarities */
189 for (i = 0; i < 22; i++)
191 Term_putch(col, row + i + 1, TERM_WHITE, '|');
193 prt(format("%2dF", (i * 5)), row + i + 1, col);
197 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22))
199 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
203 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
207 /* Make it look nice */
212 * @brief プレイヤーの職業を変更する
214 * @todo 魔法領域の再選択などがまだ不完全、要実装。
216 static void do_cmd_wiz_reset_class(void)
223 sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
226 sprintf(tmp_val, "%d", p_ptr->pclass);
229 if (!get_string(ppp, tmp_val, 2)) return;
232 tmp_int = atoi(tmp_val);
235 if (tmp_int < 0 || tmp_int >= MAX_CLASS) return;
238 p_ptr->pclass = (byte_hack)tmp_int;
240 /* Redraw inscription */
241 p_ptr->window |= (PW_PLAYER);
243 /* {.} and {$} effect p_ptr->warning and TRC_TELEPORT_SELF */
244 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
251 * @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
254 static void do_cmd_wiz_bamf(void)
256 /* Must have a target */
257 if (!target_who) return;
259 /* Teleport to the target */
260 teleport_player_to(target_row, target_col, TELEPORT_NONMAGICAL);
265 * @brief プレイヤーの現能力値を調整する
266 * Aux function for "do_cmd_wiz_change()". -RAK-
269 static void do_cmd_wiz_change_aux(void)
279 /* Query the stats */
280 for (i = 0; i < A_MAX; i++)
283 sprintf(ppp, "%s (3-%d): ", stat_names[i], p_ptr->stat_max_max[i]);
286 sprintf(tmp_val, "%d", p_ptr->stat_max[i]);
289 if (!get_string(ppp, tmp_val, 3)) return;
292 tmp_int = atoi(tmp_val);
295 if (tmp_int > p_ptr->stat_max_max[i]) tmp_int = p_ptr->stat_max_max[i];
296 else if (tmp_int < 3) tmp_int = 3;
299 p_ptr->stat_cur[i] = p_ptr->stat_max[i] = (BASE_STATUS)tmp_int;
304 sprintf(tmp_val, "%d", WEAPON_EXP_MASTER);
307 if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 9)) return;
310 tmp_s16b = (s16b)atoi(tmp_val);
313 if (tmp_s16b < WEAPON_EXP_UNSKILLED) tmp_s16b = WEAPON_EXP_UNSKILLED;
314 if (tmp_s16b > WEAPON_EXP_MASTER) tmp_s16b = WEAPON_EXP_MASTER;
316 for (j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++)
318 for (i = 0;i < 64;i++)
320 p_ptr->weapon_exp[j][i] = tmp_s16b;
321 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];
325 for (j = 0; j < 10; j++)
327 p_ptr->skill_exp[j] = tmp_s16b;
328 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];
331 for (j = 0; j < 32; j++)
332 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
334 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
337 sprintf(tmp_val, "%ld", (long)(p_ptr->au));
340 if (!get_string("Gold: ", tmp_val, 9)) return;
343 tmp_long = atol(tmp_val);
346 if (tmp_long < 0) tmp_long = 0L;
349 p_ptr->au = tmp_long;
352 sprintf(tmp_val, "%ld", (long)(p_ptr->max_exp));
355 if (!get_string("Experience: ", tmp_val, 9)) return;
358 tmp_long = atol(tmp_val);
361 if (tmp_long < 0) tmp_long = 0L;
363 if (p_ptr->prace != RACE_ANDROID)
366 p_ptr->max_exp = tmp_long;
367 p_ptr->exp = tmp_long;
376 * @brief プレイヤーの現能力値を調整する(メインルーチン)
377 * Change various "permanent" player variables.
380 static void do_cmd_wiz_change(void)
383 do_cmd_wiz_change_aux();
389 * @brief アイテムの詳細ステータスを表示する /
390 * Change various "permanent" player variables.
391 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
394 * Wizard routines for creating objects -RAK-
395 * And for manipulating them! -Bernd-
397 * This has been rewritten to make the whole procedure
398 * of debugging objects much easier and more comfortable.
400 * The following functions are meant to play with objects:
401 * Create, modify, roll for them (for statistic purposes) and more.
402 * The original functions were by RAK.
403 * The function to show an item's debug information was written
404 * by David Reeve Sward <sward+@CMU.EDU>.
405 * Bernd (wiebelt@mathematik.hu-berlin.de)
407 * Here are the low-level functions
408 * - wiz_display_item()
409 * display an item's debug-info
410 * - wiz_create_itemtype()
411 * specify tval and sval (type and subtype of object)
413 * specify pval, +AC, +tohit, +todam
414 * Note that the wizard can leave this function anytime,
415 * thus accepting the default-values for the remaining values.
416 * pval comes first now, since it is most important.
417 * - wiz_reroll_item()
418 * apply some magic to the item or current_world_ptr->game_turn it into an artifact.
420 * Get some statistics about the rarity of an item:
421 * We create a lot of fake items and see if they are of the
422 * same type (tval and sval), then we compare pval and +AC.
423 * If the fake-item is better or equal it is counted.
424 * Note that cursed items that are better or equal (absolute values)
426 * HINT: This is *very* useful for balancing the game!
427 * - wiz_quantity_item()
428 * change the quantity of an item, but be sane about it.
430 * And now the high-level functions
431 * - do_cmd_wiz_play()
432 * play with an existing object
433 * - wiz_create_item()
434 * create a new object
436 * Note -- You do not have to specify "pval" and other item-properties
437 * directly. Just apply magic until you are satisfied with the item.
439 * Note -- For some items (such as wands, staffs, some rings, etc), you
440 * must apply magic, or you will get "broken" or "uncharged" objects.
442 * Note -- Redefining artifacts via "do_cmd_wiz_play()" may destroy
443 * the artifact. Be careful.
445 * Hack -- this function will allow you to create multiple artifacts.
446 * This "feature" may induce crashes or other nasty effects.
447 * Just display an item's properties (debug-info)
448 * Originally by David Reeve Sward <sward+@CMU.EDU>
449 * Verbose item flags by -Bernd-
451 static void wiz_display_item(object_type *o_ptr)
454 BIT_FLAGS flgs[TR_FLAG_SIZE];
456 object_flags(o_ptr, flgs);
458 /* Clear the screen */
459 for (i = 1; i <= 23; i++) prt("", i, j - 2);
461 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
464 object_desc(buf, o_ptr, OD_STORE);
468 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d",
469 o_ptr->k_idx, k_info[o_ptr->k_idx].level,
470 o_ptr->tval, o_ptr->sval), 4, j);
472 prt(format("number = %-3d wgt = %-6d ac = %-5d damage = %dd%d",
473 o_ptr->number, o_ptr->weight,
474 o_ptr->ac, o_ptr->dd, o_ptr->ds), 5, j);
476 prt(format("pval = %-5d toac = %-5d tohit = %-4d todam = %-4d",
477 o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), 6, j);
479 prt(format("name1 = %-4d name2 = %-4d cost = %ld",
480 o_ptr->name1, o_ptr->name2, (long)object_value_real(o_ptr)), 7, j);
482 prt(format("ident = %04x xtra1 = %-4d xtra2 = %-4d timeout = %-d",
483 o_ptr->ident, o_ptr->xtra1, o_ptr->xtra2, o_ptr->timeout), 8, j);
485 prt(format("xtra3 = %-4d xtra4 = %-4d xtra5 = %-4d cursed = %-d",
486 o_ptr->xtra3, o_ptr->xtra4, o_ptr->xtra5, o_ptr->curse_flags), 9, j);
488 prt("+------------FLAGS1------------+", 10, j);
489 prt("AFFECT........SLAY........BRAND.", 11, j);
490 prt(" mf cvae xsqpaefc", 12, j);
491 prt("siwdccsossidsahanvudotgddhuoclio", 13, j);
492 prt("tnieohtctrnipttmiinmrrnrrraiierl", 14, j);
493 prt("rtsxnarelcfgdkcpmldncltggpksdced", 15, j);
494 prt_binary(flgs[0], 16, j);
496 prt("+------------FLAGS2------------+", 17, j);
497 prt("SUST....IMMUN.RESIST............", 18, j);
498 prt(" reaefctrpsaefcpfldbc sn ", 19, j);
499 prt("siwdcciaclioheatcliooeialoshtncd", 20, j);
500 prt("tnieohdsierlrfraierliatrnnnrhehi", 21, j);
501 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", 22, j);
502 prt_binary(flgs[1], 23, j);
504 prt("+------------FLAGS3------------+", 10, j+32);
505 prt("fe cnn t stdrmsiiii d ab ", 11, j+32);
506 prt("aa aoomywhs lleeieihgggg rtgl ", 12, j+32);
507 prt("uu utmacaih eielgggonnnnaaere ", 13, j+32);
508 prt("rr reanurdo vtieeehtrrrrcilas ", 14, j+32);
509 prt("aa algarnew ienpsntsaefctnevs ", 15, j+32);
510 prt_binary(flgs[2], 16, j+32);
512 prt("+------------FLAGS4------------+", 17, j+32);
513 prt("KILL....ESP......... ", 18, j+32);
514 prt("aeud tghaud tgdhegnu ", 19, j+32);
515 prt("nvneoriunneoriruvoon ", 20, j+32);
516 prt("iidmroamidmroagmionq ", 21, j+32);
517 prt("mlenclnmmenclnnnldlu ", 22, j+32);
518 prt_binary(flgs[3], 23, j+32);
523 * 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
525 typedef struct tval_desc
527 int tval; /*!< 大項目のID */
528 concptr desc; /*!< 大項目名 */
532 * 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
534 static tval_desc tvals[] =
536 { TV_SWORD, "Sword" },
537 { TV_POLEARM, "Polearm" },
538 { TV_HAFTED, "Hafted Weapon" },
540 { TV_ARROW, "Arrows" },
541 { TV_BOLT, "Bolts" },
542 { TV_SHOT, "Shots" },
543 { TV_SHIELD, "Shield" },
544 { TV_CROWN, "Crown" },
546 { TV_GLOVES, "Gloves" },
547 { TV_BOOTS, "Boots" },
548 { TV_CLOAK, "Cloak" },
549 { TV_DRAG_ARMOR, "Dragon Scale Mail" },
550 { TV_HARD_ARMOR, "Hard Armor" },
551 { TV_SOFT_ARMOR, "Soft Armor" },
553 { TV_AMULET, "Amulet" },
555 { TV_POTION, "Potion" },
556 { TV_SCROLL, "Scroll" },
558 { TV_STAFF, "Staff" },
560 { TV_LIFE_BOOK, "Life Spellbook" },
561 { TV_SORCERY_BOOK, "Sorcery Spellbook" },
562 { TV_NATURE_BOOK, "Nature Spellbook" },
563 { TV_CHAOS_BOOK, "Chaos Spellbook" },
564 { TV_DEATH_BOOK, "Death Spellbook" },
565 { TV_TRUMP_BOOK, "Trump Spellbook" },
566 { TV_ARCANE_BOOK, "Arcane Spellbook" },
567 { TV_CRAFT_BOOK, "Craft Spellbook"},
568 { TV_DAEMON_BOOK, "Daemon Spellbook"},
569 { TV_CRUSADE_BOOK, "Crusade Spellbook"},
570 { TV_MUSIC_BOOK, "Music Spellbook" },
571 { TV_HISSATSU_BOOK, "Book of Kendo" },
572 { TV_HEX_BOOK, "Hex Spellbook" },
573 { TV_PARCHMENT, "Parchment" },
574 { TV_WHISTLE, "Whistle" },
575 { TV_SPIKE, "Spikes" },
576 { TV_DIGGING, "Digger" },
577 { TV_CHEST, "Chest" },
578 { TV_CAPTURE, "Capture Ball" },
579 { TV_CARD, "Express Card" },
580 { TV_FIGURINE, "Magical Figurine" },
581 { TV_STATUE, "Statue" },
582 { TV_CORPSE, "Corpse" },
584 { TV_FLASK, "Flask" },
586 { TV_SKELETON, "Skeleton" },
592 * @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
593 * @param buf ベースアイテム格納先の参照ポインタ
594 * @param k_idx ベースアイテムID
597 void strip_name(char *buf, KIND_OBJECT_IDX k_idx)
601 object_kind *k_ptr = &k_info[k_idx];
603 concptr str = (k_name + k_ptr->name);
606 /* Skip past leading characters */
607 while ((*str == ' ') || (*str == '&')) str++;
609 /* Copy useful chars */
610 for (t = buf; *str; str++)
613 if (iskanji(*str)) {*t++ = *str++; *t++ = *str; continue;}
615 if (*str != '~') *t++ = *str;
618 /* Terminate the new name */
624 * @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 /
625 * Specify tval and sval (type and subtype of object) originally
628 * by RAK, heavily modified by -Bernd-
629 * This function returns the k_idx of an object type, or zero if failed
630 * List up to 50 choices in three columns
632 static KIND_OBJECT_IDX wiz_create_itemtype(void)
637 OBJECT_TYPE_VALUE tval;
642 KIND_OBJECT_IDX choice[80];
648 /* Print all tval's and their descriptions */
649 for (num = 0; (num < 80) && tvals[num].tval; num++)
651 row = 2 + (num % 20);
652 col = 20 * (num / 20);
654 prt(format("[%c] %s", ch, tvals[num].desc), row, col);
657 /* Me need to know the maximal possible tval_index */
661 if (!get_com("Get what type of object? ", &ch, FALSE)) return (0);
664 for (num = 0; num < max_num; num++)
666 if (listsym[num] == ch) break;
669 /* Bail out if choice is illegal */
670 if ((num < 0) || (num >= max_num)) return (0);
672 /* Base object type chosen, fill in tval */
673 tval = tvals[num].tval;
674 tval_desc = tvals[num].desc;
677 /*** And now we go for k_idx ***/
680 /* We have to search the whole itemlist. */
681 for (num = 0, i = 1; (num < 80) && (i < max_k_idx); i++)
683 object_kind *k_ptr = &k_info[i];
685 /* Analyze matching items */
686 if (k_ptr->tval == tval)
689 row = 2 + (num % 20);
690 col = 20 * (num / 20);
694 /* Acquire the "name" of object "i" */
698 prt(format("[%c] %s", ch, buf), row, col);
700 /* Remember the object index */
705 /* Me need to know the maximal possible remembered object_index */
709 if (!get_com(format("What Kind of %s? ", tval_desc), &ch, FALSE)) return (0);
712 for (num = 0; num < max_num; num++)
714 if (listsym[num] == ch) break;
717 /* Bail out if choice is "illegal" */
718 if ((num < 0) || (num >= max_num)) return (0);
720 /* And return successful */
721 return (choice[num]);
726 * @briefアイテムの基礎能力値を調整する / Tweak an item
727 * @param o_ptr 調整するアイテムの参照ポインタ
730 static void wiz_tweak_item(object_type *o_ptr)
735 /* Hack -- leave artifacts alone */
736 if (object_is_artifact(o_ptr)) return;
738 p = "Enter new 'pval' setting: ";
739 sprintf(tmp_val, "%d", o_ptr->pval);
740 if (!get_string(p, tmp_val, 5)) return;
741 o_ptr->pval = (s16b)atoi(tmp_val);
742 wiz_display_item(o_ptr);
744 p = "Enter new 'to_a' setting: ";
745 sprintf(tmp_val, "%d", o_ptr->to_a);
746 if (!get_string(p, tmp_val, 5)) return;
747 o_ptr->to_a = (s16b)atoi(tmp_val);
748 wiz_display_item(o_ptr);
750 p = "Enter new 'to_h' setting: ";
751 sprintf(tmp_val, "%d", o_ptr->to_h);
752 if (!get_string(p, tmp_val, 5)) return;
753 o_ptr->to_h = (s16b)atoi(tmp_val);
754 wiz_display_item(o_ptr);
756 p = "Enter new 'to_d' setting: ";
757 sprintf(tmp_val, "%d", (int)o_ptr->to_d);
758 if (!get_string(p, tmp_val, 5)) return;
759 o_ptr->to_d = (s16b)atoi(tmp_val);
760 wiz_display_item(o_ptr);
765 * @brief アイテムの質を選択して再生成する /
766 * Apply magic to an item or current_world_ptr->game_turn it into an artifact. -Bernd-
767 * @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
770 static void wiz_reroll_item(object_type *o_ptr)
777 bool changed = FALSE;
780 /* Hack -- leave artifacts alone */
781 if (object_is_artifact(o_ptr)) return;
785 /* Copy the object */
786 object_copy(q_ptr, o_ptr);
789 /* Main loop. Ask for magification and artifactification */
792 /* Display full item debug information */
793 wiz_display_item(q_ptr);
795 /* Ask wizard what to do. */
796 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, FALSE))
798 /* Preserve wizard-generated artifacts */
799 if (object_is_fixed_artifact(q_ptr))
801 a_info[q_ptr->name1].cur_num = 0;
809 /* Create/change it! */
810 if (ch == 'A' || ch == 'a')
816 /* Preserve wizard-generated artifacts */
817 if (object_is_fixed_artifact(q_ptr))
819 a_info[q_ptr->name1].cur_num = 0;
825 /* Apply bad magic, but first clear object */
828 object_prep(q_ptr, o_ptr->k_idx);
829 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
832 /* Apply bad magic, but first clear object */
835 object_prep(q_ptr, o_ptr->k_idx);
836 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
839 /* Apply normal magic, but first clear object */
842 object_prep(q_ptr, o_ptr->k_idx);
843 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART);
846 /* Apply good magic, but first clear object */
849 object_prep(q_ptr, o_ptr->k_idx);
850 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD);
853 /* Apply great magic, but first clear object */
856 object_prep(q_ptr, o_ptr->k_idx);
857 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT);
860 /* Apply special magic, but first clear object */
863 object_prep(q_ptr, o_ptr->k_idx);
864 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
866 /* Failed to create artifact; make a random one */
867 if (!object_is_artifact(q_ptr)) create_artifact(q_ptr, FALSE);
871 q_ptr->iy = o_ptr->iy;
872 q_ptr->ix = o_ptr->ix;
873 q_ptr->next_o_idx = o_ptr->next_o_idx;
874 q_ptr->marked = o_ptr->marked;
882 object_copy(o_ptr, q_ptr);
883 p_ptr->update |= (PU_BONUS);
884 p_ptr->update |= (PU_COMBINE | PU_REORDER);
886 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
893 * @brief 検査対象のアイテムを基準とした生成テストを行う /
894 * Try to create an item again. Output some statistics. -Bernd-
895 * @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
897 * The statistics are correct now. We acquire a clean grid, and then
898 * repeatedly place an object in this grid, copying it into an item
899 * holder, and then deleting the object. We fiddle with the artifact
900 * counter flags to prevent weirdness. We use the items to collect
901 * statistics on item creation relative to the initial item.
903 static void wiz_statistics(object_type *o_ptr)
905 u32b i, matches, better, worse, other, correct;
907 u32b test_roll = 1000000;
917 concptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
919 concptr p = "Enter number of items to roll: ";
923 /* Mega-Hack -- allow multiple artifacts */
924 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;
930 concptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
933 wiz_display_item(o_ptr);
936 if (!get_com(pmt, &ch, FALSE)) break;
938 if (ch == 'n' || ch == 'N')
943 else if (ch == 'g' || ch == 'G')
948 else if (ch == 'e' || ch == 'E')
950 mode = AM_GOOD | AM_GREAT;
951 quality = "excellent";
958 sprintf(tmp_val, "%ld", (long int)test_roll);
959 if (get_string(p, tmp_val, 10)) test_roll = atol(tmp_val);
960 test_roll = MAX(1, test_roll);
962 /* Let us know what we are doing */
963 msg_format("Creating a lot of %s items. Base level = %d.",
964 quality, current_floor_ptr->dun_level);
967 /* Set counters to zero */
968 correct = matches = better = worse = other = 0;
970 /* Let's rock and roll */
971 for (i = 0; i <= test_roll; i++)
973 /* Output every few rolls */
974 if ((i < 100) || (i % 100 == 0))
983 break; // stop rolling
987 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
993 /* Create an object */
994 make_object(q_ptr, mode);
997 /* Mega-Hack -- allow multiple artifacts */
998 if (object_is_fixed_artifact(q_ptr)) a_info[q_ptr->name1].cur_num = 0;
1001 /* Test for the same tval and sval. */
1002 if ((o_ptr->tval) != (q_ptr->tval)) continue;
1003 if ((o_ptr->sval) != (q_ptr->sval)) continue;
1005 /* One more correct item */
1008 /* Check for match */
1009 if ((q_ptr->pval == o_ptr->pval) &&
1010 (q_ptr->to_a == o_ptr->to_a) &&
1011 (q_ptr->to_h == o_ptr->to_h) &&
1012 (q_ptr->to_d == o_ptr->to_d) &&
1013 (q_ptr->name1 == o_ptr->name1))
1018 /* Check for better */
1019 else if ((q_ptr->pval >= o_ptr->pval) &&
1020 (q_ptr->to_a >= o_ptr->to_a) &&
1021 (q_ptr->to_h >= o_ptr->to_h) &&
1022 (q_ptr->to_d >= o_ptr->to_d))
1027 /* Check for worse */
1028 else if ((q_ptr->pval <= o_ptr->pval) &&
1029 (q_ptr->to_a <= o_ptr->to_a) &&
1030 (q_ptr->to_h <= o_ptr->to_h) &&
1031 (q_ptr->to_d <= o_ptr->to_d))
1036 /* Assume different */
1044 msg_format(q, i, correct, matches, better, worse, other);
1049 /* Hack -- Normally only make a single artifact */
1050 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
1055 * @brief 検査対象のアイテムの数を変更する /
1056 * Change the quantity of a the item
1057 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
1060 static void wiz_quantity_item(object_type *o_ptr)
1062 int tmp_int, tmp_qnt;
1067 /* Never duplicate artifacts */
1068 if (object_is_artifact(o_ptr)) return;
1070 /* Store old quantity. -LM- */
1071 tmp_qnt = o_ptr->number;
1074 sprintf(tmp_val, "%d", (int)o_ptr->number);
1077 if (get_string("Quantity: ", tmp_val, 2))
1080 tmp_int = atoi(tmp_val);
1083 if (tmp_int < 1) tmp_int = 1;
1084 if (tmp_int > 99) tmp_int = 99;
1086 /* Accept modifications */
1087 o_ptr->number = (byte_hack)tmp_int;
1090 if (o_ptr->tval == TV_ROD)
1092 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
1097 * @brief 青魔導師の魔法を全て習得済みにする /
1098 * debug command for blue mage
1101 static void do_cmd_wiz_blue_mage(void)
1105 BIT_FLAGS f4 = 0L, f5 = 0L, f6 = 0L;
1107 for (j = 1; j < A_MAX; j++)
1109 set_rf_masks(&f4, &f5, &f6, j);
1111 for (i = 0; i < 32; i++)
1113 if ((0x00000001 << i) & f4) p_ptr->magic_num2[i] = 1;
1117 if ((0x00000001 << (i - 32)) & f5) p_ptr->magic_num2[i] = 1;
1121 if ((0x00000001 << (i - 64)) & f6) p_ptr->magic_num2[i] = 1;
1128 * @brief アイテム検査のメインルーチン /
1129 * Play with an item. Options include:
1132 * - Output statistics (via wiz_roll_item)<br>
1133 * - Reroll item (via wiz_reroll_item)<br>
1134 * - Change properties (via wiz_tweak_item)<br>
1135 * - Change the number of items (via wiz_quantity_item)<br>
1137 static void do_cmd_wiz_play(void)
1147 q = "Play with which object? ";
1148 s = "You have nothing to play with.";
1150 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
1154 /* The item was not changed */
1160 object_copy(q_ptr, o_ptr);
1166 /* Display the item */
1167 wiz_display_item(q_ptr);
1170 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, FALSE))
1176 if (ch == 'A' || ch == 'a')
1182 if (ch == 's' || ch == 'S')
1184 wiz_statistics(q_ptr);
1187 if (ch == 'r' || ch == 'r')
1189 wiz_reroll_item(q_ptr);
1192 if (ch == 't' || ch == 'T')
1194 wiz_tweak_item(q_ptr);
1197 if (ch == 'q' || ch == 'Q')
1199 wiz_quantity_item(q_ptr);
1209 msg_print("Changes accepted.");
1211 /* Recalcurate object's weight */
1214 p_ptr->total_weight += (q_ptr->weight * q_ptr->number)
1215 - (o_ptr->weight * o_ptr->number);
1219 object_copy(o_ptr, q_ptr);
1221 p_ptr->update |= (PU_BONUS);
1222 p_ptr->update |= (PU_COMBINE | PU_REORDER);
1224 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1230 msg_print("Changes ignored.");
1236 * @brief 任意のベースアイテム生成のメインルーチン /
1237 * Wizard routine for creating objects -RAK-
1240 * Heavily modified to allow magification and artifactification -Bernd-
1242 * Note that wizards cannot create objects on top of other objects.
1244 * Hack -- this routine always makes a "dungeon object", and applies
1245 * magic to it, and attempts to decline cursed items.
1247 static void wiz_create_item(void)
1255 /* Get object base type */
1256 k_idx = wiz_create_itemtype();
1260 /* Return if failed */
1263 if (k_info[k_idx].gen_flags & TRG_INSTA_ART)
1268 for (i = 1; i < max_a_idx; i++)
1270 /* Ignore incorrect tval */
1271 if (a_info[i].tval != k_info[k_idx].tval) continue;
1273 /* Ignore incorrect sval */
1274 if (a_info[i].sval != k_info[k_idx].sval) continue;
1276 /* Create this artifact */
1277 (void)create_named_art(i, p_ptr->y, p_ptr->x);
1280 msg_print("Allocated(INSTA_ART).");
1286 object_prep(q_ptr, k_idx);
1288 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART);
1290 /* Drop the object from heaven */
1291 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1294 msg_print("Allocated.");
1299 * @brief プレイヤーを完全回復する /
1300 * Cure everything instantly
1303 static void do_cmd_wiz_cure_all(void)
1305 (void)life_stream(FALSE, FALSE);
1306 (void)restore_mana(TRUE);
1307 (void)set_food(PY_FOOD_MAX - 1);
1312 * @brief 任意のダンジョン及び階層に飛ぶ /
1316 static void do_cmd_wiz_jump(void)
1319 if (command_arg <= 0)
1323 DUNGEON_IDX tmp_dungeon_type;
1326 sprintf(ppp, "Jump which dungeon : ");
1329 sprintf(tmp_val, "%d", p_ptr->dungeon_idx);
1331 /* Ask for a level */
1332 if (!get_string(ppp, tmp_val, 2)) return;
1334 tmp_dungeon_type = (DUNGEON_IDX)atoi(tmp_val);
1335 if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > max_d_idx)) tmp_dungeon_type = DUNGEON_ANGBAND;
1338 sprintf(ppp, "Jump to level (0, %d-%d): ",
1339 (int)d_info[tmp_dungeon_type].mindepth, (int)d_info[tmp_dungeon_type].maxdepth);
1342 sprintf(tmp_val, "%d", (int)current_floor_ptr->dun_level);
1344 /* Ask for a level */
1345 if (!get_string(ppp, tmp_val, 10)) return;
1347 /* Extract request */
1348 command_arg = (COMMAND_ARG)atoi(tmp_val);
1350 p_ptr->dungeon_idx = tmp_dungeon_type;
1354 if (command_arg < d_info[p_ptr->dungeon_idx].mindepth) command_arg = 0;
1355 if (command_arg > d_info[p_ptr->dungeon_idx].maxdepth) command_arg = (COMMAND_ARG)d_info[p_ptr->dungeon_idx].maxdepth;
1357 /* Accept request */
1358 msg_format("You jump to dungeon level %d.", command_arg);
1360 if (autosave_l) do_cmd_save_game(TRUE);
1363 current_floor_ptr->dun_level = command_arg;
1365 prepare_change_floor_mode(CFM_RAND_PLACE);
1367 if (!current_floor_ptr->dun_level) p_ptr->dungeon_idx = 0;
1368 p_ptr->inside_arena = FALSE;
1369 p_ptr->wild_mode = FALSE;
1371 leave_quest_check();
1373 if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);
1375 p_ptr->inside_quest = 0;
1378 /* Prevent energy_need from being too lower than 0 */
1379 p_ptr->energy_need = 0;
1382 * Clear all saved floors
1383 * and create a first saved floor
1385 prepare_change_floor_mode(CFM_FIRST_FLOOR);
1386 p_ptr->leaving = TRUE;
1391 * @brief 全ベースアイテムを鑑定済みにする /
1392 * Become aware of a lot of objects
1395 static void do_cmd_wiz_learn(void)
1402 /* Scan every object */
1403 for (i = 1; i < max_k_idx; i++)
1405 object_kind *k_ptr = &k_info[i];
1407 /* Induce awareness */
1408 if (k_ptr->level <= command_arg)
1411 object_prep(q_ptr, i);
1412 object_aware(q_ptr);
1419 * @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 /
1420 * Summon some creatures
1424 static void do_cmd_wiz_summon(int num)
1427 for (i = 0; i < num; i++)
1429 (void)summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE), '\0');
1436 * @brief モンスターを種族IDを指定して敵対的に召喚する /
1437 * Summon a creature of the specified type
1438 * @param r_idx モンスター種族ID
1441 * This function is rather dangerous
1443 static void do_cmd_wiz_named(MONRACE_IDX r_idx)
1445 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1450 * @brief モンスターを種族IDを指定してペット召喚する /
1451 * Summon a creature of the specified type
1452 * @param r_idx モンスター種族ID
1455 * This function is rather dangerous
1457 static void do_cmd_wiz_named_friendly(MONRACE_IDX r_idx)
1459 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP | PM_FORCE_PET));
1465 * @brief プレイヤー近辺の全モンスターを消去する /
1466 * Hack -- Delete all nearby monsters
1469 static void do_cmd_wiz_zap(void)
1473 /* Genocide everyone nearby */
1474 for (i = 1; i < m_max; i++)
1476 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1478 /* Paranoia -- Skip dead monsters */
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];
1515 /* Paranoia -- Skip dead monsters */
1516 if (!monster_is_valid(m_ptr)) continue;
1518 /* Skip the mount */
1519 if (i == p_ptr->riding) continue;
1521 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1523 GAME_TEXT m_name[MAX_NLEN];
1525 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1526 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1529 /* Delete this monster */
1530 delete_monster_idx(i);
1536 * @brief 指定された地点の地形IDを変更する /
1537 * Create desired feature
1540 static void do_cmd_wiz_create_feature(void)
1542 static int prev_feat = 0;
1543 static int prev_mimic = 0;
1545 feature_type *f_ptr;
1547 IDX tmp_feat, tmp_mimic;
1550 if (!tgt_pt(&x, &y)) return;
1552 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1555 sprintf(tmp_val, "%d", prev_feat);
1558 if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
1561 tmp_feat = (IDX)atoi(tmp_val);
1562 if (tmp_feat < 0) tmp_feat = 0;
1563 else if (tmp_feat >= max_f_idx) tmp_feat = max_f_idx - 1;
1566 sprintf(tmp_val, "%d", prev_mimic);
1569 if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3)) return;
1572 tmp_mimic = (IDX)atoi(tmp_val);
1573 if (tmp_mimic < 0) tmp_mimic = 0;
1574 else if (tmp_mimic >= max_f_idx) tmp_mimic = max_f_idx - 1;
1576 cave_set_feat(y, x, tmp_feat);
1577 g_ptr->mimic = (s16b)tmp_mimic;
1579 f_ptr = &f_info[get_feat_mimic(g_ptr)];
1581 if (have_flag(f_ptr->flags, FF_GLYPH) ||
1582 have_flag(f_ptr->flags, FF_MINOR_GLYPH))
1583 g_ptr->info |= (CAVE_OBJECT);
1584 else if (have_flag(f_ptr->flags, FF_MIRROR))
1585 g_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
1590 /* Update some things */
1591 p_ptr->update |= (PU_FLOW);
1593 prev_feat = tmp_feat;
1594 prev_mimic = tmp_mimic;
1599 #define NUM_O_BIT 32
1602 * @brief 現在のオプション設定をダンプ出力する /
1603 * Hack -- Dump option bits usage
1606 static void do_cmd_dump_options(void)
1613 /* Build the filename */
1614 path_build(buf, sizeof buf, ANGBAND_DIR_USER, "opt_info.txt");
1616 /* File type is "TEXT" */
1617 FILE_TYPE(FILE_TYPE_TEXT);
1620 fff = my_fopen(buf, "a");
1624 msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), buf);
1629 /* Allocate the "exist" array (2-dimension) */
1630 C_MAKE(exist, NUM_O_SET, int *);
1631 C_MAKE(*exist, NUM_O_BIT * NUM_O_SET, int);
1632 for (i = 1; i < NUM_O_SET; i++) exist[i] = *exist + i * NUM_O_BIT;
1634 /* Check for exist option bits */
1635 for (i = 0; option_info[i].o_desc; i++)
1637 const option_type *ot_ptr = &option_info[i];
1638 if (ot_ptr->o_var) exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
1641 fprintf(fff, "[Option bits usage on Hengband %d.%d.%d]\n\n",
1642 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1644 fputs("Set - Bit (Page) Option Name\n", fff);
1645 fputs("------------------------------------------------\n", fff);
1646 /* Dump option bits usage */
1647 for (i = 0; i < NUM_O_SET; i++)
1649 for (j = 0; j < NUM_O_BIT; j++)
1653 const option_type *ot_ptr = &option_info[exist[i][j] - 1];
1654 fprintf(fff, " %d - %02d (%4d) %s\n",
1655 i, j, ot_ptr->o_page, ot_ptr->o_text);
1659 fprintf(fff, " %d - %02d\n", i, j);
1665 /* Free the "exist" array (2-dimension) */
1666 C_KILL(*exist, NUM_O_BIT * NUM_O_SET, int);
1667 C_KILL(exist, NUM_O_SET, int *);
1670 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);
1674 #ifdef ALLOW_SPOILERS
1679 extern void do_cmd_spoilers(void);
1681 #endif /* ALLOW_SPOILERS */
1686 * Hack -- declare external function
1688 extern void do_cmd_debug(void);
1693 * @brief デバッグコマンドを選択する処理のメインルーチン /
1694 * Ask for and parse a "debug command"
1695 * The "command_arg" may have been set.
1698 void do_cmd_debug(void)
1703 /* Get a "debug command" */
1704 get_com("Debug Command: ", &cmd, FALSE);
1706 /* Analyze the command */
1716 #ifdef ALLOW_SPOILERS
1718 /* Hack -- Generate Spoilers */
1723 #endif /* ALLOW_SPOILERS */
1730 /* Cure all maladies */
1732 do_cmd_wiz_cure_all();
1735 /* Know alignment */
1737 msg_format("Your alignment is %d.", p_ptr->align);
1740 /* Teleport to target */
1749 /* Create any object */
1754 /* Create a named artifact */
1756 wiz_create_named_art();
1759 /* Detect everything */
1761 detect_all(DETECT_RAD_ALL * 3);
1764 /* Dimension_door */
1766 wiz_dimension_door();
1769 /* Edit character */
1771 do_cmd_wiz_change();
1774 /* Blue Mage Only */
1776 if (p_ptr->pclass == CLASS_BLUE_MAGE)
1778 do_cmd_wiz_blue_mage();
1782 /* View item info */
1784 identify_fully(FALSE);
1787 /* Create desired feature */
1789 do_cmd_wiz_create_feature();
1794 if (command_arg <= 0) command_arg = 1;
1795 acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE);
1798 /* Hitpoint rerating */
1800 roll_hitdice(p_ptr, SPOP_DISPLAY_MES | SPOP_DEBUG);
1804 do_cmd_summon_horde();
1809 (void)ident_spell(FALSE);
1812 /* Go up or down in the dungeon */
1817 /* Self-Knowledge */
1822 /* Learn about objects */
1829 map_area(DETECT_RAD_ALL * 3);
1834 (void)gain_mutation(p_ptr, command_arg);
1839 (void)do_cmd_wiz_reset_class();
1842 /* Specific reward */
1844 (void)gain_level_reward(command_arg);
1847 /* Summon _friendly_ named monster */
1849 do_cmd_wiz_named_friendly(command_arg);
1852 /* Summon Named Monster */
1854 do_cmd_wiz_named(command_arg);
1857 /* Dump option bits usage */
1859 do_cmd_dump_options();
1862 /* Object playing routines */
1869 teleport_player(10, 0L);
1878 sprintf(ppp, "QuestID (0-%d):", max_q_idx - 1);
1879 sprintf(tmp_val, "%d", 0);
1881 if (!get_string(ppp, tmp_val, 3)) return;
1882 tmp_int = atoi(tmp_val);
1884 if(tmp_int < 0) break;
1885 if(tmp_int >= max_q_idx) break;
1887 p_ptr->inside_quest = (QUEST_IDX)tmp_int;
1888 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
1889 quest[tmp_int].status = QUEST_STATUS_TAKEN;
1890 p_ptr->inside_quest = 0;
1894 /* Complete a Quest -KMW- */
1896 if(p_ptr->inside_quest)
1898 if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
1900 complete_quest(p_ptr->inside_quest);
1906 msg_print("No current quest");
1911 /* Make every dungeon square "known" to test streamers -KMW- */
1913 for (y = 0; y < current_floor_ptr->height; y++)
1915 for (x = 0; x < current_floor_ptr->width; x++)
1917 current_floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1923 /* Summon Random Monster(s) */
1925 if (command_arg <= 0) command_arg = 1;
1926 do_cmd_wiz_summon(command_arg);
1929 /* Special(Random Artifact) Objects */
1931 if (command_arg <= 0) command_arg = 1;
1932 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE);
1937 teleport_player(100, 0L);
1940 /* Game Time Setting */
1946 /* Very Good Objects */
1948 if (command_arg <= 0) command_arg = 1;
1949 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE);
1952 /* Wizard Light the Level */
1954 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
1957 /* Increase Experience */
1959 gain_exp(command_arg ? command_arg : (p_ptr->exp + 1));
1962 /* Zap Monsters (Genocide) */
1967 /* Zap Monsters (Omnicide) */
1969 do_cmd_wiz_zap_all();
1972 /* Hack -- whatever I desire */
1977 /* For temporary test. */
1981 for(i = INVEN_TOTAL - 1; i >= 0; i--)
1983 if(inventory[i].k_idx) inven_drop(i, 999);
1990 do_cmd_wiz_reset_class();
1993 /* Not a Wizard Command */
1995 msg_print("That is not a valid debug command.");
2000 void cheat_death(player_type *creature_ptr)
2002 /* Mark social class, reset age, if needed */
2003 if (creature_ptr->sc) creature_ptr->sc = creature_ptr->age = 0;
2006 creature_ptr->age++;
2009 creature_ptr->noscore |= 0x0001;
2011 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."));
2014 (void)life_stream(FALSE, FALSE);
2016 if (creature_ptr->pclass == CLASS_MAGIC_EATER)
2019 for (magic_idx = 0; magic_idx < EATER_EXT * 2; magic_idx++)
2021 creature_ptr->magic_num1[magic_idx] = creature_ptr->magic_num2[magic_idx] * EATER_CHARGE;
2023 for (; magic_idx < EATER_EXT * 3; magic_idx++)
2025 creature_ptr->magic_num1[magic_idx] = 0;
2029 /* Restore spell points */
2030 creature_ptr->csp = creature_ptr->msp;
2031 creature_ptr->csp_frac = 0;
2033 /* Hack -- cancel recall */
2034 if (creature_ptr->word_recall)
2036 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
2039 /* Hack -- Prevent recall */
2040 creature_ptr->word_recall = 0;
2041 creature_ptr->redraw |= (PR_STATUS);
2044 /* Hack -- cancel alter */
2045 if (creature_ptr->alter_reality)
2047 /* Hack -- Prevent alter */
2048 creature_ptr->alter_reality = 0;
2049 creature_ptr->redraw |= (PR_STATUS);
2052 /* Note cause of death */
2053 (void)strcpy(creature_ptr->died_from, _("死の欺き", "Cheating death"));
2056 creature_ptr->is_dead = FALSE;
2058 /* Hack -- Prevent starvation */
2059 (void)set_food(PY_FOOD_MAX - 1);
2061 current_floor_ptr->dun_level = 0;
2062 creature_ptr->inside_arena = FALSE;
2063 creature_ptr->inside_battle = FALSE;
2065 creature_ptr->inside_quest = 0;
2066 if (p_ptr->dungeon_idx) creature_ptr->recall_dungeon = p_ptr->dungeon_idx;
2067 p_ptr->dungeon_idx = 0;
2068 if (lite_town || vanilla_town)
2070 creature_ptr->wilderness_y = 1;
2071 creature_ptr->wilderness_x = 1;
2074 creature_ptr->oldpy = 10;
2075 creature_ptr->oldpx = 34;
2079 creature_ptr->oldpy = 33;
2080 creature_ptr->oldpx = 131;
2085 creature_ptr->wilderness_y = 48;
2086 creature_ptr->wilderness_x = 5;
2087 creature_ptr->oldpy = 33;
2088 creature_ptr->oldpx = 131;
2090 creature_ptr->wild_mode = FALSE;
2091 creature_ptr->leaving = TRUE;
2093 do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
2097 /* Prepare next floor */