-/* File: wizard2.c */
-
-/*
- * Copyright (c) 1997 Ben Harrison, and others
- *
+/*!
+ * @file wizard2.c
+ * @brief ウィザードモードの処理(特別処理中心) / Wizard commands
+ * @date 2014/09/07
+ * @author
+ * Copyright (c) 1997 Ben Harrison, and others<br>
* This software may be copied and distributed for educational, research,
* and not for profit purposes provided that this copyright and statement
- * are included in all such copies. Other copyrights may also apply.
+ * are included in all such copies. Other copyrights may also apply.<br>
+ * 2014 Deskull rearranged comment for Doxygen.<br>
*/
-/* Purpose: Wizard commands */
-
#include "angband.h"
-/*
- * Hack -- Rerate Hitpoints
+/*!
+ * @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()
+ * @return なし
*/
-void do_cmd_rerate(bool display)
+void do_cmd_rerate_aux(void)
{
- int min_value, max_value, i, percent, j;
+ /* Minimum hitpoints at highest level */
+ int min_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 3 / 8;
- min_value = ((PY_MAX_LEVEL+2) * (p_ptr->hitdie + 1)) * 3 / 8;
- min_value += p_ptr->hitdie;
+ /* Maximum hitpoints at highest level */
+ int max_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 5 / 8;
- max_value = ((PY_MAX_LEVEL+2) * (p_ptr->hitdie + 1)) * 5 / 8;
- max_value += p_ptr->hitdie;
+ int i;
/* Rerate */
while (1)
{
+ /* Pre-calculate level 1 hitdice */
p_ptr->player_hp[0] = p_ptr->hitdie;
for (i = 1; i < 4; i++)
{
- j = randint1(p_ptr->hitdie);
- p_ptr->player_hp[0] += j;
+ p_ptr->player_hp[0] += randint1(p_ptr->hitdie);
}
- /* Collect values */
+ /* Roll the hitpoint values */
for (i = 1; i < PY_MAX_LEVEL; i++)
{
- p_ptr->player_hp[i] = randint1(p_ptr->hitdie);
- p_ptr->player_hp[i] += p_ptr->player_hp[i - 1];
+ p_ptr->player_hp[i] = p_ptr->player_hp[i - 1] + randint1(p_ptr->hitdie);
}
- /* Legal values */
+ /* Require "valid" hitpoints at highest level */
if ((p_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) &&
(p_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value)) break;
}
+}
+
+
+/*!
+ * @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
+ * @param display TRUEならば体力ランクを明示する
+ * @return なし
+ */
+void do_cmd_rerate(bool display)
+{
+ int percent;
+
+ /* Rerate */
+ do_cmd_rerate_aux();
percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
(2 * p_ptr->hitdie +
/* Message */
if (display)
{
-#ifdef JP
- msg_format("¸½ºß¤ÎÂÎÎÏ¥é¥ó¥¯¤Ï %d/100 ¤Ç¤¹¡£", percent);
-#else
- msg_format("Your life rate is %d/100 now.", percent);
-#endif
+ msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
p_ptr->knowledge |= KNOW_HPRATE;
}
else
{
-#ifdef JP
- msg_print("ÂÎÎÏ¥é¥ó¥¯¤¬ÊѤï¤Ã¤¿¡£");
-#else
- msg_print("Life rate is changed.");
-#endif
+ msg_print(_("体力ランクが変わった。", "Life rate is changed."));
p_ptr->knowledge &= ~(KNOW_HPRATE);
}
}
#ifdef ALLOW_WIZARD
-/*
- * Dimension Door
+/*!
+ * @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
+ * @return 実際にテレポートを行ったらTRUEを返す
*/
static bool wiz_dimension_door(void)
{
if (!tgt_pt(&x, &y)) return FALSE;
- if (!cave_empty_bold(y, x))
- {
-#ifdef JP
-msg_print("ÀºÎ¤«¤éʪ¼Á³¦¤ËÌá¤ë»þ¤¦¤Þ¤¯¤¤¤«¤Ê¤«¤Ã¤¿¡ª");
-#else
- msg_print("You fail to exit the astral plane correctly!");
-#endif
+ teleport_player_to(y, x, TELEPORT_NONMAGICAL);
- teleport_player(10);
- }
- else teleport_player_to(y, x, FALSE);
+ return (TRUE);
+}
+
+
+/*!
+ * @brief プレイ日数を変更する / Set gametime.
+ * @return 実際に変更を行ったらTRUEを返す
+ */
+static bool set_gametime(void)
+{
+ int tmp_int = 0;
+ char ppp[80], tmp_val[40];
+
+ /* Prompt */
+ sprintf(ppp, "Dungeon Turn (0-%ld): ", dungeon_turn_limit);
+
+ /* Default */
+ sprintf(tmp_val, "%ld", dungeon_turn);
+
+ /* Query */
+ if (!get_string(ppp, tmp_val, 10)) return (FALSE);
+ /* Extract */
+ tmp_int = atoi(tmp_val);
+
+ /* Verify */
+ if (tmp_int >= dungeon_turn_limit) tmp_int = dungeon_turn_limit - 1;
+ else if (tmp_int < 0) tmp_int = 0;
+ dungeon_turn = turn = tmp_int;
return (TRUE);
+
}
-/*
- * Create the artifact of the specified number -- DAN
- *
+/*!
+ * @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
+ * @return なし
*/
-static void wiz_create_named_art(int a_idx)
+static void wiz_create_named_art(void)
{
+ char tmp_val[10] = "";
+ int a_idx;
+
+ /* Query */
+ if (!get_string("Artifact ID:", tmp_val, 3)) return;
+
+ /* Extract */
+ a_idx = atoi(tmp_val);
+ if(a_idx < 0) a_idx = 0;
+ if(a_idx >= max_a_idx) a_idx = 0;
+
/* Create the artifact */
- create_named_art(a_idx, py, px);
+ (void)create_named_art(a_idx, p_ptr->y, p_ptr->x);
/* All done */
msg_print("Allocated.");
}
-/*
- * Hack -- quick debugging hook
+/*!
+ * @brief ウィザードモード用モンスター調査 / Hack -- quick debugging hook
+ * @return なし
*/
static void do_cmd_wiz_hack_ben(void)
{
}
-
#ifdef MONSTER_HORDES
-/* Summon a horde of monsters */
+/*!
+ * @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
+ * @return なし
+ */
static void do_cmd_summon_horde(void)
{
- int wy = py, wx = px;
+ int wy = p_ptr->y, wx = p_ptr->x;
int attempts = 1000;
while (--attempts)
{
- scatter(&wy, &wx, py, px, 3, 0);
- if (cave_naked_bold(wy, wx)) break;
+ scatter(&wy, &wx, p_ptr->y, p_ptr->x, 3, 0);
+ if (cave_empty_bold(wy, wx)) break;
}
(void)alloc_horde(wy, wx);
#endif /* MONSTER_HORDES */
-
-/*
- * Output a long int in binary format.
+/*!
+ * @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.
+ * @return なし
*/
static void prt_binary(u32b flags, int row, int col)
{
}
-#define K_MAX_DEPTH 110
+#define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
-/*
- * Output a rarity graph for a type of object.
+/*!
+ * @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.
+ * @param tval ベースアイテムの大項目ID
+ * @param sval ベースアイテムの小項目ID
+ * @param row 表示列
+ * @param col 表示行
+ * @return なし
*/
static void prt_alloc(byte tval, byte sval, int row, int col)
{
int i, j;
int home = 0;
- u32b maxr = 1, maxt = 1, ratio;
u32b rarity[K_MAX_DEPTH];
u32b total[K_MAX_DEPTH];
- s32b maxd = 1, display[22];
- byte c = TERM_WHITE;
- cptr r = "+--common--+";
+ s32b display[22];
+ cptr r = "+---Rate---+";
object_kind *k_ptr;
if ((k_ptr->tval == tval) && (k_ptr->sval == sval))
{
home = k_ptr->level;
- rarity[i] += prob;
+ rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
}
}
total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
}
- /* Find maxima */
- for (i = 0; i < K_MAX_DEPTH; i++)
- {
- if (rarity[i] > maxr) maxr = rarity[i];
- if (total[i] > maxt) maxt = total[i];
- }
-
- if (maxr / (GREAT_OBJ * K_MAX_DEPTH) != 0)
- ratio = maxt / (maxr / (GREAT_OBJ * K_MAX_DEPTH));
- else
- ratio = 99999L;
-
- /* Simulate a log graph */
- if (ratio > 1000)
- {
- c = TERM_L_WHITE;
- r = "+-uncommon-+";
- }
- if (ratio > 3000)
- {
- c = TERM_SLATE;
- r = "+---rare---+";
- }
- if (ratio > 32768L)
- {
- c = TERM_L_DARK;
- r = "+-VeryRare-+";
- }
-
/* Calculate probabilities for each range */
for (i = 0; i < 22; i++)
{
/* Shift the values into view */
-
int possibility = 0;
for (j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
- possibility += rarity[j] * (100 * maxt / total[j]);
-
- possibility = possibility / maxr;
-
- /* display[i] = log_{sqrt(2)}(possibility) */
- display[i] = 0;
- while (possibility)
- {
- display[i]++;
- possibility = possibility * 1000 / 1414;
- }
-
- /* Track maximum */
- if (display[i] > maxd) maxd = display[i];
- }
-
- /* Normalize */
- if (maxd > 10) for (i = 0; i < 22; i++)
- {
- display[i] = display[i] - maxd + 10;
+ possibility += rarity[j] * 100000 / total[j];
+ display[i] = possibility / 5;
}
/* Graph the rarities */
{
Term_putch(col, row + i + 1, TERM_WHITE, '|');
- prt(format("%d", (i * K_MAX_DEPTH / 220) % 10), row + i + 1, col);
+ prt(format("%2dF", (i * 5)), row + i + 1, col);
- if (display[i] <= 0)
- continue;
/* Note the level */
if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22))
{
- c_prt(TERM_RED, format("%.*s", display[i], "**********"), row + i + 1, col + 1);
+ c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
}
else
{
- c_prt(c, format("%.*s", display[i], "**********"), row + i + 1, col + 1);
+ c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
}
}
prt(r, row, col);
}
+/*!
+ * @brief プレイヤーの職業を変更する
+ * @return なし
+ * @todo 魔法領域の再選択などがまだ不完全、要実装。
+ */
+static void do_cmd_wiz_reset_class(void)
+{
+ int tmp_int;
+ char tmp_val[160];
+ char ppp[80];
+
+ /* Prompt */
+ sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
-/*
- * Hack -- Teleport to the target
+ /* Default */
+ sprintf(tmp_val, "%d", p_ptr->pclass);
+
+ /* Query */
+ if (!get_string(ppp, tmp_val, 2)) return;
+
+ /* Extract */
+ tmp_int = atoi(tmp_val);
+
+ /* Verify */
+ if (tmp_int < 0 || tmp_int >= MAX_CLASS) return;
+
+ /* Save it */
+ p_ptr->pclass = (byte_hack)tmp_int;
+
+ /* Redraw inscription */
+ p_ptr->window |= (PW_PLAYER);
+
+ /* {.} and {$} effect p_ptr->warning and TRC_TELEPORT_SELF */
+ p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
+
+ update_stuff();
+}
+
+
+/*!
+ * @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
+ * @return なし
*/
static void do_cmd_wiz_bamf(void)
{
if (!target_who) return;
/* Teleport to the target */
- teleport_player_to(target_row, target_col, FALSE);
+ teleport_player_to(target_row, target_col, TELEPORT_NONMAGICAL);
}
-/*
+/*!
+ * @brief プレイヤーの現能力値を調整する
* Aux function for "do_cmd_wiz_change()". -RAK-
+ * @return なし
*/
static void do_cmd_wiz_change_aux(void)
{
else if (tmp_int < 3) tmp_int = 3;
/* Save it */
- p_ptr->stat_cur[i] = p_ptr->stat_max[i] = tmp_int;
+ p_ptr->stat_cur[i] = p_ptr->stat_max[i] = (s16b)tmp_int;
}
sprintf(tmp_val, "%d", WEAPON_EXP_MASTER);
/* Query */
-#ifdef JP
- if (!get_string("½ÏÎýÅÙ: ", tmp_val, 9)) return;
-#else
- if (!get_string("Proficiency: ", tmp_val, 9)) return;
-#endif
+ if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 9)) return;
/* Extract */
- tmp_s16b = atoi(tmp_val);
+ tmp_s16b = (s16b)atoi(tmp_val);
/* Verify */
if (tmp_s16b < WEAPON_EXP_UNSKILLED) tmp_s16b = WEAPON_EXP_UNSKILLED;
if (tmp_s16b > WEAPON_EXP_MASTER) tmp_s16b = WEAPON_EXP_MASTER;
- for (j = 0; j <= TV_SWORD - TV_BOW; j++)
+ for (j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++)
{
for (i = 0;i < 64;i++)
{
}
-/*
+/*!
+ * @brief プレイヤーの現能力値を調整する(メインルーチン)
* Change various "permanent" player variables.
+ * @return なし
*/
static void do_cmd_wiz_change(void)
{
}
-/*
+/*!
+ * @brief アイテムの詳細ステータスを表示する /
+ * Change various "permanent" player variables.
+ * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
+ * @return なし
+ * @details
* Wizard routines for creating objects -RAK-
* And for manipulating them! -Bernd-
*
*
* Hack -- this function will allow you to create multiple artifacts.
* This "feature" may induce crashes or other nasty effects.
- */
-
-/*
* Just display an item's properties (debug-info)
* Originally by David Reeve Sward <sward+@CMU.EDU>
* Verbose item flags by -Bernd-
prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
/* Describe fully */
- object_desc_store(buf, o_ptr, TRUE, 3);
+ object_desc(buf, o_ptr, OD_STORE);
prt(buf, 2, j);
prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d",
- o_ptr->k_idx, get_object_level(o_ptr),
+ o_ptr->k_idx, k_info[o_ptr->k_idx].level,
o_ptr->tval, o_ptr->sval), 4, j);
prt(format("number = %-3d wgt = %-6d ac = %-5d damage = %dd%d",
o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), 6, j);
prt(format("name1 = %-4d name2 = %-4d cost = %ld",
- o_ptr->name1, o_ptr->name2, (long)object_value(o_ptr)), 7, j);
+ o_ptr->name1, o_ptr->name2, (long)object_value_real(o_ptr)), 7, j);
prt(format("ident = %04x xtra1 = %-4d xtra2 = %-4d timeout = %-d",
o_ptr->ident, o_ptr->xtra1, o_ptr->xtra2, o_ptr->timeout), 8, j);
}
-/*
- * A structure to hold a tval and its description
+/*!
+ * 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
*/
typedef struct tval_desc
{
- int tval;
- cptr desc;
+ int tval; /*!< 大項目のID */
+ cptr desc; /*!< 大項目名 */
} tval_desc;
-/*
- * A list of tvals and their textual names
+/*!
+ * 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
*/
static tval_desc tvals[] =
{
{ TV_DEATH_BOOK, "Death Spellbook" },
{ TV_TRUMP_BOOK, "Trump Spellbook" },
{ TV_ARCANE_BOOK, "Arcane Spellbook" },
- { TV_ENCHANT_BOOK, "Craft Spellbook"},
+ { TV_CRAFT_BOOK, "Craft Spellbook"},
{ TV_DAEMON_BOOK, "Daemon Spellbook"},
- { TV_CRUSADE_BOOK, "Crusade Spellbook"},
+ { TV_CRUSADE_BOOK, "Crusade Spellbook"},
{ TV_MUSIC_BOOK, "Music Spellbook" },
{ TV_HISSATSU_BOOK, "Book of Kendo" },
- { TV_PARCHEMENT, "Parchement" },
+ { TV_HEX_BOOK, "Hex Spellbook" },
+ { TV_PARCHMENT, "Parchment" },
{ TV_WHISTLE, "Whistle" },
{ TV_SPIKE, "Spikes" },
{ TV_DIGGING, "Digger" },
};
-/*
- * Strip an "object name" into a buffer
+/*!
+ * @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
+ * @param buf ベースアイテム格納先の参照ポインタ
+ * @param k_idx ベースアイテムID
+ * @return なし
*/
void strip_name(char *buf, int k_idx)
{
}
-/*
+/*!
+ * @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 /
* Specify tval and sval (type and subtype of object) originally
+ * @return ベースアイテムID
+ * @details
* by RAK, heavily modified by -Bernd-
- *
* This function returns the k_idx of an object type, or zero if failed
- *
* List up to 50 choices in three columns
*/
static int wiz_create_itemtype(void)
}
-/*
- * Tweak an item
+/*!
+ * @briefアイテムの基礎能力値を調整する / Tweak an item
+ * @param o_ptr 調整するアイテムの参照ポインタ
+ * @return なし
*/
static void wiz_tweak_item(object_type *o_ptr)
{
cptr p;
char tmp_val[80];
-
/* Hack -- leave artifacts alone */
- if (artifact_p(o_ptr) || o_ptr->art_name) return;
+ if (object_is_artifact(o_ptr)) return;
p = "Enter new 'pval' setting: ";
sprintf(tmp_val, "%d", o_ptr->pval);
if (!get_string(p, tmp_val, 5)) return;
- o_ptr->pval = atoi(tmp_val);
+ o_ptr->pval = (s16b)atoi(tmp_val);
wiz_display_item(o_ptr);
p = "Enter new 'to_a' setting: ";
sprintf(tmp_val, "%d", o_ptr->to_a);
if (!get_string(p, tmp_val, 5)) return;
- o_ptr->to_a = atoi(tmp_val);
+ o_ptr->to_a = (s16b)atoi(tmp_val);
wiz_display_item(o_ptr);
p = "Enter new 'to_h' setting: ";
sprintf(tmp_val, "%d", o_ptr->to_h);
if (!get_string(p, tmp_val, 5)) return;
- o_ptr->to_h = atoi(tmp_val);
+ o_ptr->to_h = (s16b)atoi(tmp_val);
wiz_display_item(o_ptr);
p = "Enter new 'to_d' setting: ";
sprintf(tmp_val, "%d", o_ptr->to_d);
if (!get_string(p, tmp_val, 5)) return;
- o_ptr->to_d = atoi(tmp_val);
+ o_ptr->to_d = (s16b)atoi(tmp_val);
wiz_display_item(o_ptr);
}
-/*
+/*!
+ * @brief アイテムの質を選択して再生成する /
* Apply magic to an item or turn it into an artifact. -Bernd-
+ * @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
+ * @return なし
*/
static void wiz_reroll_item(object_type *o_ptr)
{
/* Hack -- leave artifacts alone */
- if (artifact_p(o_ptr) || o_ptr->art_name) return;
+ if (object_is_artifact(o_ptr)) return;
/* Get local object */
if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, FALSE))
{
/* Preserve wizard-generated artifacts */
- if (artifact_p(q_ptr))
+ if (object_is_fixed_artifact(q_ptr))
{
a_info[q_ptr->name1].cur_num = 0;
q_ptr->name1 = 0;
}
/* Preserve wizard-generated artifacts */
- if (artifact_p(q_ptr))
+ if (object_is_fixed_artifact(q_ptr))
{
a_info[q_ptr->name1].cur_num = 0;
q_ptr->name1 = 0;
case 'w': case 'W':
{
object_prep(q_ptr, o_ptr->k_idx);
- apply_magic(q_ptr, dun_level, FALSE, TRUE, TRUE, TRUE);
+ apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
break;
}
/* Apply bad magic, but first clear object */
case 'c': case 'C':
{
object_prep(q_ptr, o_ptr->k_idx);
- apply_magic(q_ptr, dun_level, FALSE, TRUE, FALSE, TRUE);
+ apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
break;
}
/* Apply normal magic, but first clear object */
case 'n': case 'N':
{
object_prep(q_ptr, o_ptr->k_idx);
- apply_magic(q_ptr, dun_level, FALSE, FALSE, FALSE, FALSE);
+ apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
break;
}
/* Apply good magic, but first clear object */
case 'g': case 'G':
{
object_prep(q_ptr, o_ptr->k_idx);
- apply_magic(q_ptr, dun_level, FALSE, TRUE, FALSE, FALSE);
+ apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD);
break;
}
/* Apply great magic, but first clear object */
case 'e': case 'E':
{
object_prep(q_ptr, o_ptr->k_idx);
- apply_magic(q_ptr, dun_level, FALSE, TRUE, TRUE, FALSE);
+ apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT);
break;
}
+ /* Apply special magic, but first clear object */
case 's': case 'S':
{
object_prep(q_ptr, o_ptr->k_idx);
- apply_magic(q_ptr, dun_level, TRUE, TRUE, TRUE, FALSE);
+ apply_magic(q_ptr, dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
- /* Failed to create normal artifact; make a random one */
- if (!artifact_p(q_ptr)) create_artifact(q_ptr, FALSE);
+ /* Failed to create artifact; make a random one */
+ if (!object_is_artifact(q_ptr)) create_artifact(q_ptr, FALSE);
break;
}
}
-/*
+/*!
+ * @brief 検査対象のアイテムを基準とした生成テストを行う /
* Try to create an item again. Output some statistics. -Bernd-
- *
+ * @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
+ * @return なし
* The statistics are correct now. We acquire a clean grid, and then
* repeatedly place an object in this grid, copying it into an item
* holder, and then deleting the object. We fiddle with the artifact
char ch;
cptr quality;
- bool good, great;
+ u32b mode;
object_type forge;
object_type *q_ptr;
/* XXX XXX XXX Mega-Hack -- allow multiple artifacts */
- if (artifact_p(o_ptr)) a_info[o_ptr->name1].cur_num = 0;
+ if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;
/* Interact */
if (ch == 'n' || ch == 'N')
{
- good = FALSE;
- great = FALSE;
+ mode = 0L;
quality = "normal";
}
else if (ch == 'g' || ch == 'G')
{
- good = TRUE;
- great = FALSE;
+ mode = AM_GOOD;
quality = "good";
}
else if (ch == 'e' || ch == 'E')
{
- good = TRUE;
- great = TRUE;
+ mode = AM_GOOD | AM_GREAT;
quality = "excellent";
}
else
{
- good = FALSE;
- great = FALSE;
break;
}
- sprintf(tmp_val, "%ld", test_roll);
+ sprintf(tmp_val, "%ld", (long int)test_roll);
if (get_string(p, tmp_val, 10)) test_roll = atol(tmp_val);
test_roll = MAX(1, test_roll);
object_wipe(q_ptr);
/* Create an object */
- make_object(q_ptr, good, great);
+ make_object(q_ptr, mode);
/* XXX XXX XXX Mega-Hack -- allow multiple artifacts */
- if (artifact_p(q_ptr)) a_info[q_ptr->name1].cur_num = 0;
+ if (object_is_fixed_artifact(q_ptr)) a_info[q_ptr->name1].cur_num = 0;
/* Test for the same tval and sval. */
/* Hack -- Normally only make a single artifact */
- if (artifact_p(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
+ if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
}
-/*
+/*!
+ * @brief 検査対象のアイテムの数を変更する /
* Change the quantity of a the item
+ * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
+ * @return なし
*/
static void wiz_quantity_item(object_type *o_ptr)
{
/* Never duplicate artifacts */
- if (artifact_p(o_ptr) || o_ptr->art_name) return;
+ if (object_is_artifact(o_ptr)) return;
/* Store old quantity. -LM- */
tmp_qnt = o_ptr->number;
if (tmp_int > 99) tmp_int = 99;
/* Accept modifications */
- o_ptr->number = tmp_int;
+ o_ptr->number = (byte_hack)tmp_int;
}
if (o_ptr->tval == TV_ROD)
}
}
+/*!
+ * @brief 青魔導師の魔法を全て習得済みにする /
+ * debug command for blue mage
+ * @return なし
+ */
+static void do_cmd_wiz_blue_mage(void)
+{
+ int i = 0;
+ int j = 0;
+ s32b f4 = 0, f5 = 0, f6 = 0;
-/*
+ for (j=1; j<6; j++)
+ {
+
+ set_rf_masks(&f4, &f5, &f6, j);
+
+ for (i = 0; i < 32; i++)
+ {
+ if ((0x00000001 << i) & f4) p_ptr->magic_num2[i] = 1;
+ }
+ for (; i < 64; i++)
+ {
+ if ((0x00000001 << (i - 32)) & f5) p_ptr->magic_num2[i] = 1;
+ }
+ for (; i < 96; i++)
+ {
+ if ((0x00000001 << (i - 64)) & f6) p_ptr->magic_num2[i] = 1;
+ }
+ }
+}
+
+
+/*!
+ * @brief アイテム検査のメインルーチン /
* Play with an item. Options include:
- * - Output statistics (via wiz_roll_item)
- * - Reroll item (via wiz_reroll_item)
- * - Change properties (via wiz_tweak_item)
- * - Change the number of items (via wiz_quantity_item)
+ * @return なし
+ * @details
+ * - Output statistics (via wiz_roll_item)<br>
+ * - Reroll item (via wiz_reroll_item)<br>
+ * - Change properties (via wiz_tweak_item)<br>
+ * - Change the number of items (via wiz_quantity_item)<br>
*/
static void do_cmd_wiz_play(void)
{
}
-/*
+/*!
+ * @brief 任意のベースアイテム生成のメインルーチン /
* Wizard routine for creating objects -RAK-
+ * @return なし
+ * @details
* Heavily modified to allow magification and artifactification -Bernd-
*
* Note that wizards cannot create objects on top of other objects.
if (a_info[i].sval != k_info[k_idx].sval) continue;
/* Create this artifact */
- create_named_art(i, py, px);
+ (void)create_named_art(i, p_ptr->y, p_ptr->x);
/* All done */
msg_print("Allocated(INSTA_ART).");
object_prep(q_ptr, k_idx);
/* Apply magic */
- apply_magic(q_ptr, dun_level, FALSE, FALSE, FALSE, FALSE);
+ apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
/* Drop the object from heaven */
- (void)drop_near(q_ptr, -1, py, px);
+ (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
/* All done */
msg_print("Allocated.");
}
-/*
+/*!
+ * @brief プレイヤーを完全回復する /
* Cure everything instantly
+ * @return なし
*/
static void do_cmd_wiz_cure_all(void)
{
(void)restore_level();
/* Heal the player */
- p_ptr->chp = p_ptr->mhp;
- p_ptr->chp_frac = 0;
+ if (p_ptr->chp < p_ptr->mhp)
+ {
+ p_ptr->chp = p_ptr->mhp;
+ p_ptr->chp_frac = 0;
+
+ /* Redraw */
+ p_ptr->redraw |= (PR_HP);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_PLAYER);
+ }
/* Restore mana */
if (p_ptr->csp < p_ptr->msp)
{
p_ptr->csp = p_ptr->msp;
p_ptr->csp_frac = 0;
+
+ p_ptr->redraw |= (PR_MANA);
+ p_ptr->window |= (PW_PLAYER);
+ p_ptr->window |= (PW_SPELL);
}
/* Cure stuff */
/* No longer hungry */
(void)set_food(PY_FOOD_MAX - 1);
-
- /* Redraw everything */
- do_cmd_redraw();
}
-/*
+/*!
+ * @brief 任意のダンジョン及び階層に飛ぶ /
* Go to any level
+ * @return なし
*/
static void do_cmd_wiz_jump(void)
{
if (!get_string(ppp, tmp_val, 10)) return;
/* Extract request */
- command_arg = atoi(tmp_val);
+ command_arg = (s16b)atoi(tmp_val);
- dungeon_type = tmp_dungeon_type;
+ dungeon_type = (byte_hack)tmp_dungeon_type;
}
/* Paranoia */
/* Change level */
dun_level = command_arg;
- prepare_change_floor_mode(CFM_RAND_PLACE | CFM_CLEAR_ALL);
+ prepare_change_floor_mode(CFM_RAND_PLACE);
if (!dun_level) dungeon_type = 0;
p_ptr->inside_arena = FALSE;
if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);
p_ptr->inside_quest = 0;
- p_ptr->leftbldg = FALSE;
- energy_use = 0;
+ p_ptr->energy_use = 0;
/* Prevent energy_need from being too lower than 0 */
p_ptr->energy_need = 0;
+ /*
+ * Clear all saved floors
+ * and create a first saved floor
+ */
+ prepare_change_floor_mode(CFM_FIRST_FLOOR);
+
/* Leaving */
p_ptr->leaving = TRUE;
}
-/*
+/*!
+ * @brief 全ベースアイテムを鑑定済みにする /
* Become aware of a lot of objects
+ * @return なし
*/
static void do_cmd_wiz_learn(void)
{
}
-/*
+/*!
+ * @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 /
* Summon some creatures
+ * @param num 生成処理回数
+ * @return なし
*/
static void do_cmd_wiz_summon(int num)
{
for (i = 0; i < num; i++)
{
- (void)summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
}
}
-/*
+
+/*!
+ * @brief モンスターを種族IDを指定して敵対的に召喚する /
* Summon a creature of the specified type
- *
+ * @param r_idx モンスター種族ID
+ * @return なし
+ * @details
* XXX XXX XXX This function is rather dangerous
*/
static void do_cmd_wiz_named(int r_idx)
{
- int i, x, y;
-
- /* Paranoia */
- /* if (!r_idx) return; */
-
- /* Prevent illegal monsters */
- if (r_idx >= max_r_idx) return;
-
- /* Try 10 times */
- for (i = 0; i < 10; i++)
- {
- int d = 1;
-
- /* Pick a location */
- scatter(&y, &x, py, px, d, 0);
-
- /* Require empty grids */
- if (!cave_empty_bold(y, x)) continue;
-
- /* Place it (allow groups) */
- if (place_monster_aux(0, y, x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP))) break;
- }
+ (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
}
-/*
+/*!
+ * @brief モンスターを種族IDを指定してペット召喚する /
* Summon a creature of the specified type
- *
+ * @param r_idx モンスター種族ID
+ * @return なし
+ * @details
* XXX XXX XXX This function is rather dangerous
*/
static void do_cmd_wiz_named_friendly(int r_idx)
{
- (void) summon_named_creature(0, py, px, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP | PM_FORCE_PET));
+ (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP | PM_FORCE_PET));
}
-/*
+/*!
+ * @brief プレイヤー近辺の全モンスターを消去する /
* Hack -- Delete all nearby monsters
+ * @return なし
*/
static void do_cmd_wiz_zap(void)
{
/* Paranoia -- Skip dead monsters */
if (!m_ptr->r_idx) continue;
+ /* Skip the mount */
+ if (i == p_ptr->riding) continue;
+
/* Delete nearby monsters */
if (m_ptr->cdis <= MAX_SIGHT)
{
- if (i == p_ptr->riding)
+ if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
- rakuba(-1, FALSE);
- p_ptr->redraw |= (PR_EXTRA);
+ char m_name[80];
+
+ monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
+ do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
}
+
delete_monster_idx(i);
}
}
}
-/*
+/*!
+ * @brief フロアに存在する全モンスターを消去する /
* Hack -- Delete all monsters
+ * @return なし
*/
static void do_cmd_wiz_zap_all(void)
{
/* Paranoia -- Skip dead monsters */
if (!m_ptr->r_idx) continue;
- if (i == p_ptr->riding)
+ /* Skip the mount */
+ if (i == p_ptr->riding) continue;
+
+ if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
- rakuba(-1, FALSE);
- p_ptr->redraw |= (PR_EXTRA);
+ char m_name[80];
+
+ monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
+ do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
}
/* Delete this monster */
}
+/*!
+ * @brief 指定された地点の地形IDを変更する /
+ * Create desired feature
+ * @return なし
+ */
+static void do_cmd_wiz_create_feature(void)
+{
+ static int prev_feat = 0;
+ static int prev_mimic = 0;
+ cave_type *c_ptr;
+ feature_type *f_ptr;
+ char tmp_val[160];
+ int tmp_feat, tmp_mimic;
+ int y, x;
+
+ if (!tgt_pt(&x, &y)) return;
+
+ c_ptr = &cave[y][x];
+
+ /* Default */
+ sprintf(tmp_val, "%d", prev_feat);
+
+ /* Query */
+ if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
+
+ /* Extract */
+ tmp_feat = atoi(tmp_val);
+ if (tmp_feat < 0) tmp_feat = 0;
+ else if (tmp_feat >= max_f_idx) tmp_feat = max_f_idx - 1;
+
+ /* Default */
+ sprintf(tmp_val, "%d", prev_mimic);
+
+ /* Query */
+ if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3)) return;
+
+ /* Extract */
+ tmp_mimic = atoi(tmp_val);
+ if (tmp_mimic < 0) tmp_mimic = 0;
+ else if (tmp_mimic >= max_f_idx) tmp_mimic = max_f_idx - 1;
+
+ cave_set_feat(y, x, tmp_feat);
+ c_ptr->mimic = (s16b)tmp_mimic;
+
+ f_ptr = &f_info[get_feat_mimic(c_ptr)];
+
+ if (have_flag(f_ptr->flags, FF_GLYPH) ||
+ have_flag(f_ptr->flags, FF_MINOR_GLYPH))
+ c_ptr->info |= (CAVE_OBJECT);
+ else if (have_flag(f_ptr->flags, FF_MIRROR))
+ c_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
+
+ /* Notice */
+ note_spot(y, x);
+
+ /* Redraw */
+ lite_spot(y, x);
+
+ /* Update some things */
+ p_ptr->update |= (PU_FLOW);
+
+ prev_feat = tmp_feat;
+ prev_mimic = tmp_mimic;
+}
+
+
+#define NUM_O_SET 8
+#define NUM_O_BIT 32
+
+/*!
+ * @brief 現在のオプション設定をダンプ出力する /
+ * Hack -- Dump option bits usage
+ * @return なし
+ */
+static void do_cmd_dump_options(void)
+{
+ int i, j;
+ FILE *fff;
+ char buf[1024];
+ int **exist;
+
+ /* Build the filename */
+ path_build(buf, sizeof buf, ANGBAND_DIR_USER, "opt_info.txt");
+
+ /* File type is "TEXT" */
+ FILE_TYPE(FILE_TYPE_TEXT);
+
+ /* Open the file */
+ fff = my_fopen(buf, "a");
+
+ /* Oops */
+ if (!fff)
+ {
+ msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), buf);
+ msg_print(NULL);
+ return;
+ }
+
+ /* Allocate the "exist" array (2-dimension) */
+ C_MAKE(exist, NUM_O_SET, int *);
+ C_MAKE(*exist, NUM_O_BIT * NUM_O_SET, int);
+ for (i = 1; i < NUM_O_SET; i++) exist[i] = *exist + i * NUM_O_BIT;
+
+ /* Check for exist option bits */
+ for (i = 0; option_info[i].o_desc; i++)
+ {
+ const option_type *ot_ptr = &option_info[i];
+ if (ot_ptr->o_var) exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
+ }
+
+ fprintf(fff, "[Option bits usage on Hengband %d.%d.%d]\n\n",
+ FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
+
+ fputs("Set - Bit (Page) Option Name\n", fff);
+ fputs("------------------------------------------------\n", fff);
+ /* Dump option bits usage */
+ for (i = 0; i < NUM_O_SET; i++)
+ {
+ for (j = 0; j < NUM_O_BIT; j++)
+ {
+ if (exist[i][j])
+ {
+ const option_type *ot_ptr = &option_info[exist[i][j] - 1];
+ fprintf(fff, " %d - %02d (%4d) %s\n",
+ i, j, ot_ptr->o_page, ot_ptr->o_text);
+ }
+ else
+ {
+ fprintf(fff, " %d - %02d\n", i, j);
+ }
+ }
+ fputc('\n', fff);
+ }
+
+ /* Free the "exist" array (2-dimension) */
+ C_KILL(*exist, NUM_O_BIT * NUM_O_SET, int);
+ C_KILL(exist, NUM_O_SET, int *);
+
+ /* Close it */
+ my_fclose(fff);
+
+ 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);
+}
+
+
#ifdef ALLOW_SPOILERS
/*
-/*
+/*!
+ * @brief デバッグコマンドを選択する処理のメインルーチン /
* Ask for and parse a "debug command"
* The "command_arg" may have been set.
+ * @return なし
*/
void do_cmd_debug(void)
{
int x, y;
char cmd;
-
/* Get a "debug command" */
get_com("Debug Command: ", &cmd, FALSE);
/* Analyze the command */
switch (cmd)
{
- /* Nothing */
- case ESCAPE:
- case ' ':
- case '\n':
- case '\r':
+ /* Nothing */
+ case ESCAPE:
+ case ' ':
+ case '\n':
+ case '\r':
break;
-
#ifdef ALLOW_SPOILERS
- /* Hack -- Generate Spoilers */
- case '"':
+ /* Hack -- Generate Spoilers */
+ case '"':
do_cmd_spoilers();
break;
#endif /* ALLOW_SPOILERS */
-
- /* Hack -- Help */
- case '?':
+ /* Hack -- Help */
+ case '?':
do_cmd_help();
break;
-
- /* Cure all maladies */
- case 'a':
+ /* Cure all maladies */
+ case 'a':
do_cmd_wiz_cure_all();
break;
- /* Know alignment */
- case 'A':
+ /* Know alignment */
+ case 'A':
msg_format("Your alignment is %d.", p_ptr->align);
break;
- /* Teleport to target */
- case 'b':
+ /* Teleport to target */
+ case 'b':
do_cmd_wiz_bamf();
break;
- case 'B':
+ case 'B':
battle_monsters();
break;
- /* Create any object */
- case 'c':
+ /* Create any object */
+ case 'c':
wiz_create_item();
break;
- /* Create a named artifact */
- case 'C':
- wiz_create_named_art(command_arg);
+ /* Create a named artifact */
+ case 'C':
+ wiz_create_named_art();
break;
- /* Detect everything */
- case 'd':
- detect_all(DETECT_RAD_ALL*3);
+ /* Detect everything */
+ case 'd':
+ detect_all(DETECT_RAD_ALL * 3);
break;
- /* Dimension_door */
- case 'D':
+ /* Dimension_door */
+ case 'D':
wiz_dimension_door();
break;
- /* Edit character */
- case 'e':
+ /* Edit character */
+ case 'e':
do_cmd_wiz_change();
break;
- /* View item info */
- case 'f':
+ /* Blue Mage Only */
+ case 'E':
+ if (p_ptr->pclass == CLASS_BLUE_MAGE)
+ {
+ do_cmd_wiz_blue_mage();
+ }
+ break;
+
+ /* View item info */
+ case 'f':
identify_fully(FALSE);
break;
- /* Good Objects */
- case 'g':
+ /* Create desired feature */
+ case 'F':
+ do_cmd_wiz_create_feature();
+ break;
+
+ /* Good Objects */
+ case 'g':
if (command_arg <= 0) command_arg = 1;
- acquirement(py, px, command_arg, FALSE, TRUE);
+ acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE);
break;
- /* Hitpoint rerating */
- case 'h':
- do_cmd_rerate(TRUE); break;
+ /* Hitpoint rerating */
+ case 'h':
+ do_cmd_rerate(TRUE);
+ break;
#ifdef MONSTER_HORDES
- case 'H':
- do_cmd_summon_horde(); break;
+ case 'H':
+ do_cmd_summon_horde();
+ break;
#endif /* MONSTER_HORDES */
- /* Identify */
- case 'i':
+ /* Identify */
+ case 'i':
(void)ident_spell(FALSE);
break;
- /* Go up or down in the dungeon */
- case 'j':
+ /* Go up or down in the dungeon */
+ case 'j':
do_cmd_wiz_jump();
break;
- /* Self-Knowledge */
- case 'k':
- self_knowledge();
- break;
+ /* Self-Knowledge */
+ case 'k':
+ self_knowledge();
+ break;
- /* Learn about objects */
- case 'l':
- do_cmd_wiz_learn();
- break;
+ /* Learn about objects */
+ case 'l':
+ do_cmd_wiz_learn();
+ break;
- /* Magic Mapping */
- case 'm':
- map_area(DETECT_RAD_ALL);
- break;
+ /* Magic Mapping */
+ case 'm':
+ map_area(DETECT_RAD_ALL * 3);
+ break;
- /* Mutation */
- case 'M':
- (void)gain_random_mutation(command_arg);
- break;
+ /* Mutation */
+ case 'M':
+ (void)gain_random_mutation(command_arg);
+ break;
- /* Specific reward */
- case 'r':
- (void)gain_level_reward(command_arg);
- break;
+ /* Reset Class */
+ case 'R':
+ (void)do_cmd_wiz_reset_class();
+ break;
- /* Summon _friendly_ named monster */
- case 'N':
- do_cmd_wiz_named_friendly(command_arg);
- break;
+ /* Specific reward */
+ case 'r':
+ (void)gain_level_reward(command_arg);
+ break;
- /* Summon Named Monster */
- case 'n':
- do_cmd_wiz_named(command_arg);
- break;
+ /* Summon _friendly_ named monster */
+ case 'N':
+ do_cmd_wiz_named_friendly(command_arg);
+ break;
- /* Object playing routines */
- case 'o':
- do_cmd_wiz_play();
- break;
+ /* Summon Named Monster */
+ case 'n':
+ do_cmd_wiz_named(command_arg);
+ break;
- /* Phase Door */
- case 'p':
- teleport_player(10);
- break;
+ /* Dump option bits usage */
+ case 'O':
+ do_cmd_dump_options();
+ break;
+
+ /* Object playing routines */
+ case 'o':
+ do_cmd_wiz_play();
+ break;
-#if 0
- /* Complete a Quest -KMW- */
- case 'q':
+ /* Phase Door */
+ case 'p':
+ teleport_player(10, 0L);
+ break;
+
+ /* Complete a Quest -KMW- */
+ case 'q':
+ if(p_ptr->inside_quest)
{
- for (i = 0; i < max_quests; i++)
- {
- if (p_ptr->quest[i].status == QUEST_STATUS_TAKEN)
- {
- p_ptr->quest[i].status++;
- msg_print("Completed Quest");
- msg_print(NULL);
- break;
- }
- }
- if (i == max_quests)
+ if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
{
- msg_print("No current quest");
- msg_print(NULL);
+ complete_quest(p_ptr->inside_quest);
+ break;
}
- break;
}
-#endif
+ else
+ {
+ msg_print("No current quest");
+ msg_print(NULL);
+ }
+ break;
- /* Make every dungeon square "known" to test streamers -KMW- */
- case 'u':
+ /* Make every dungeon square "known" to test streamers -KMW- */
+ case 'u':
+ for (y = 0; y < cur_hgt; y++)
{
- for(y = 0; y < cur_hgt; y++)
+ for (x = 0; x < cur_wid; x++)
{
- for(x = 0; x < cur_wid; x++)
- {
- cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
- }
+ cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
}
- wiz_lite(FALSE);
- break;
}
+ wiz_lite(FALSE);
+ break;
- /* Summon Random Monster(s) */
- case 's':
- if (command_arg <= 0) command_arg = 1;
- do_cmd_wiz_summon(command_arg);
- break;
+ /* Summon Random Monster(s) */
+ case 's':
+ if (command_arg <= 0) command_arg = 1;
+ do_cmd_wiz_summon(command_arg);
+ break;
- /* Teleport */
- case 't':
- teleport_player(100);
- break;
+ /* Special(Random Artifact) Objects */
+ case 'S':
+ if (command_arg <= 0) command_arg = 1;
+ acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE);
+ break;
- /* Very Good Objects */
- case 'v':
- if (command_arg <= 0) command_arg = 1;
- acquirement(py, px, command_arg, TRUE, TRUE);
- break;
+ /* Teleport */
+ case 't':
+ teleport_player(100, 0L);
+ break;
+
+ /* Game Time Setting */
+ case 'T':
+ set_gametime();
+ break;
- /* Wizard Light the Level */
- case 'w':
+
+ /* Very Good Objects */
+ case 'v':
+ if (command_arg <= 0) command_arg = 1;
+ acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE);
+ break;
+
+ /* Wizard Light the Level */
+ case 'w':
wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
break;
- /* Increase Experience */
- case 'x':
- if (command_arg)
- {
- gain_exp(command_arg);
- }
- else
- {
- gain_exp(p_ptr->exp + 1);
- }
+ /* Increase Experience */
+ case 'x':
+ gain_exp(command_arg ? command_arg : (p_ptr->exp + 1));
break;
- /* Zap Monsters (Genocide) */
- case 'z':
+ /* Zap Monsters (Genocide) */
+ case 'z':
do_cmd_wiz_zap();
break;
- case 'Z':
+ /* Zap Monsters (Omnicide) */
+ case 'Z':
do_cmd_wiz_zap_all();
break;
- /* Hack -- whatever I desire */
- case '_':
+ /* Hack -- whatever I desire */
+ case '_':
do_cmd_wiz_hack_ben();
break;
- /* Not a Wizard Command */
- default:
+ /* Not a Wizard Command */
+ default:
msg_print("That is not a valid debug command.");
break;
}