*/
#include "angband.h"
-#include "core.h"
-#include "term.h"
-
-#include "dungeon.h"
-#include "cmd-dump.h"
-#include "util.h"
-#include "birth.h"
#include "selfinfo.h"
#include "patron.h"
#include "mutation.h"
#include "quest.h"
#include "artifact.h"
#include "player-status.h"
-#include "player-effects.h"
-#include "player-skill.h"
-#include "player-class.h"
-#include "player-inventory.h"
#include "spells.h"
#include "spells-object.h"
#include "spells-world.h"
#include "spells-floor.h"
-#include "object-flavor.h"
#include "object-hook.h"
#include "monster-status.h"
#include "floor.h"
#include "floor-save.h"
-#include "grid.h"
-#include "dungeon-file.h"
-#include "files.h"
-#include "monster-spell.h"
-#include "bldg.h"
-#include "objectkind.h"
-#include "targeting.h"
-#include "view-mainwindow.h"
-#include "world.h"
#ifdef ALLOW_WIZARD
{
POSITION x = 0, y = 0;
if (!tgt_pt(&x, &y)) return FALSE;
- teleport_player_to(p_ptr, y, x, TELEPORT_NONMAGICAL);
+ teleport_player_to(y, x, TELEPORT_NONMAGICAL);
return (TRUE);
}
if(a_idx < 0) a_idx = 0;
if(a_idx >= max_a_idx) a_idx = 0;
+ /* Create the artifact */
(void)create_named_art(a_idx, p_ptr->y, p_ptr->x);
/* All done */
* @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(player_type *creature_ptr)
+static void do_cmd_wiz_reset_class(void)
{
int tmp_int;
char tmp_val[160];
sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
/* Default */
- sprintf(tmp_val, "%d", creature_ptr->pclass);
+ sprintf(tmp_val, "%d", p_ptr->pclass);
/* Query */
if (!get_string(ppp, tmp_val, 2)) return;
if (tmp_int < 0 || tmp_int >= MAX_CLASS) return;
/* Save it */
- creature_ptr->pclass = (byte_hack)tmp_int;
+ p_ptr->pclass = (byte_hack)tmp_int;
/* Redraw inscription */
- creature_ptr->window |= (PW_PLAYER);
+ p_ptr->window |= (PW_PLAYER);
- /* {.} and {$} effect creature_ptr->warning and TRC_TELEPORT_SELF */
- creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
+ /* {.} and {$} effect p_ptr->warning and TRC_TELEPORT_SELF */
+ p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
handle_stuff();
}
if (!target_who) return;
/* Teleport to the target */
- teleport_player_to(p_ptr, target_row, target_col, TELEPORT_NONMAGICAL);
+ teleport_player_to(target_row, target_col, TELEPORT_NONMAGICAL);
}
* Aux function for "do_cmd_wiz_change()". -RAK-
* @return なし
*/
-static void do_cmd_wiz_change_aux(player_type *creature_ptr)
+static void do_cmd_wiz_change_aux(void)
{
int i, j;
int tmp_int;
char tmp_val[160];
char ppp[80];
+
/* Query the stats */
for (i = 0; i < A_MAX; i++)
{
/* Prompt */
- sprintf(ppp, "%s (3-%d): ", stat_names[i], creature_ptr->stat_max_max[i]);
+ sprintf(ppp, "%s (3-%d): ", stat_names[i], p_ptr->stat_max_max[i]);
/* Default */
- sprintf(tmp_val, "%d", creature_ptr->stat_max[i]);
+ sprintf(tmp_val, "%d", p_ptr->stat_max[i]);
/* Query */
if (!get_string(ppp, tmp_val, 3)) return;
tmp_int = atoi(tmp_val);
/* Verify */
- if (tmp_int > creature_ptr->stat_max_max[i]) tmp_int = creature_ptr->stat_max_max[i];
+ if (tmp_int > p_ptr->stat_max_max[i]) tmp_int = p_ptr->stat_max_max[i];
else if (tmp_int < 3) tmp_int = 3;
/* Save it */
- creature_ptr->stat_cur[i] = creature_ptr->stat_max[i] = (BASE_STATUS)tmp_int;
+ p_ptr->stat_cur[i] = p_ptr->stat_max[i] = (BASE_STATUS)tmp_int;
}
{
for (i = 0;i < 64;i++)
{
- creature_ptr->weapon_exp[j][i] = tmp_s16b;
- if (creature_ptr->weapon_exp[j][i] > s_info[creature_ptr->pclass].w_max[j][i]) creature_ptr->weapon_exp[j][i] = s_info[creature_ptr->pclass].w_max[j][i];
+ p_ptr->weapon_exp[j][i] = tmp_s16b;
+ 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];
}
}
for (j = 0; j < 10; j++)
{
- creature_ptr->skill_exp[j] = tmp_s16b;
- if (creature_ptr->skill_exp[j] > s_info[creature_ptr->pclass].s_max[j]) creature_ptr->skill_exp[j] = s_info[creature_ptr->pclass].s_max[j];
+ p_ptr->skill_exp[j] = tmp_s16b;
+ 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];
}
for (j = 0; j < 32; j++)
- creature_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
+ p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
for (; j < 64; j++)
- creature_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
+ p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
/* Default */
- sprintf(tmp_val, "%ld", (long)(creature_ptr->au));
+ sprintf(tmp_val, "%ld", (long)(p_ptr->au));
/* Query */
if (!get_string("Gold: ", tmp_val, 9)) return;
if (tmp_long < 0) tmp_long = 0L;
/* Save */
- creature_ptr->au = tmp_long;
+ p_ptr->au = tmp_long;
/* Default */
- sprintf(tmp_val, "%ld", (long)(creature_ptr->max_exp));
+ sprintf(tmp_val, "%ld", (long)(p_ptr->max_exp));
/* Query */
if (!get_string("Experience: ", tmp_val, 9)) return;
/* Verify */
if (tmp_long < 0) tmp_long = 0L;
- if (creature_ptr->prace != RACE_ANDROID)
+ if (p_ptr->prace != RACE_ANDROID)
{
/* Save */
- creature_ptr->max_exp = tmp_long;
- creature_ptr->exp = tmp_long;
+ p_ptr->max_exp = tmp_long;
+ p_ptr->exp = tmp_long;
/* Update */
- check_experience(creature_ptr);
+ check_experience();
}
}
* Change various "permanent" player variables.
* @return なし
*/
-static void do_cmd_wiz_change(player_type *creature_ptr)
+static void do_cmd_wiz_change(void)
{
/* Interact */
- do_cmd_wiz_change_aux(creature_ptr);
- do_cmd_redraw(creature_ptr);
+ do_cmd_wiz_change_aux();
+ do_cmd_redraw();
}
* thus accepting the default-values for the remaining values.
* pval comes first now, since it is most important.
* - wiz_reroll_item()
- * apply some magic to the item or turn it into an artifact.
+ * apply some magic to the item or current_world_ptr->game_turn it into an artifact.
* - wiz_roll_item()
* Get some statistics about the rarity of an item:
* We create a lot of fake items and see if they are of the
/*!
- * 選択処理用キーコード /
- * Global array for converting numbers to a logical list symbol
+ * @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
*/
-static const char listsym[] =
+void strip_name(char *buf, KIND_OBJECT_IDX k_idx)
{
- '0', '1', '2', '3', '4', '5', '6', '7', '8', '9',
- 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm',
- 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z',
- 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M',
- 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
- '\0'
-};
+ char *t;
+
+ object_kind *k_ptr = &k_info[k_idx];
+
+ concptr str = (k_name + k_ptr->name);
+
+
+ /* Skip past leading characters */
+ while ((*str == ' ') || (*str == '&')) str++;
+
+ /* Copy useful chars */
+ for (t = buf; *str; str++)
+ {
+#ifdef JP
+ if (iskanji(*str)) {*t++ = *str++; *t++ = *str; continue;}
+#endif
+ if (*str != '~') *t++ = *str;
+ }
+
+ /* Terminate the new name */
+ *t = '\0';
+}
+
/*!
* @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 /
concptr p;
char tmp_val[80];
+ /* Hack -- leave artifacts alone */
if (object_is_artifact(o_ptr)) return;
p = "Enter new 'pval' setting: ";
/*!
* @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-
+ * Apply magic to an item or current_world_ptr->game_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(player_type *owner_ptr, object_type *o_ptr)
+static void wiz_reroll_item(object_type *o_ptr)
{
object_type forge;
object_type *q_ptr;
+
char ch;
+
bool changed = FALSE;
+
+ /* Hack -- leave artifacts alone */
if (object_is_artifact(o_ptr)) return;
q_ptr = &forge;
+
+ /* Copy the object */
object_copy(q_ptr, o_ptr);
+
/* Main loop. Ask for magification and artifactification */
while (TRUE)
{
case 'w': case 'W':
{
object_prep(q_ptr, o_ptr->k_idx);
- apply_magic(q_ptr, owner_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
+ apply_magic(q_ptr, current_floor_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, owner_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
+ apply_magic(q_ptr, current_floor_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, owner_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART);
+ apply_magic(q_ptr, current_floor_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, owner_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD);
+ apply_magic(q_ptr, current_floor_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, owner_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT);
+ apply_magic(q_ptr, current_floor_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, owner_ptr->current_floor_ptr->dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
+ apply_magic(q_ptr, current_floor_ptr->dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
/* Failed to create artifact; make a random one */
- if (!object_is_artifact(q_ptr)) become_random_artifact(q_ptr, FALSE);
+ if (!object_is_artifact(q_ptr)) create_artifact(q_ptr, FALSE);
break;
}
}
q_ptr->marked = o_ptr->marked;
}
+
/* Notice change */
if (changed)
{
+ /* Apply changes */
object_copy(o_ptr, q_ptr);
- owner_ptr->update |= (PU_BONUS);
- owner_ptr->update |= (PU_COMBINE | PU_REORDER);
- owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
+ p_ptr->update |= (PU_BONUS);
+ p_ptr->update |= (PU_COMBINE | PU_REORDER);
+
+ p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
}
}
/* Let us know what we are doing */
msg_format("Creating a lot of %s items. Base level = %d.",
- quality, p_ptr->current_floor_ptr->dun_level);
+ quality, current_floor_ptr->dun_level);
msg_print(NULL);
/* Set counters to zero */
* debug command for blue mage
* @return なし
*/
-static void do_cmd_wiz_blue_mage(player_type *caster_ptr)
+static void do_cmd_wiz_blue_mage(void)
{
int i = 0;
int j = 0;
for (i = 0; i < 32; i++)
{
- if ((0x00000001 << i) & f4) caster_ptr->magic_num2[i] = 1;
+ if ((0x00000001 << i) & f4) p_ptr->magic_num2[i] = 1;
}
for (; i < 64; i++)
{
- if ((0x00000001 << (i - 32)) & f5) caster_ptr->magic_num2[i] = 1;
+ if ((0x00000001 << (i - 32)) & f5) p_ptr->magic_num2[i] = 1;
}
for (; i < 96; i++)
{
- if ((0x00000001 << (i - 64)) & f6) caster_ptr->magic_num2[i] = 1;
+ if ((0x00000001 << (i - 64)) & f6) p_ptr->magic_num2[i] = 1;
}
}
}
* - Change properties (via wiz_tweak_item)<br>
* - Change the number of items (via wiz_quantity_item)<br>
*/
-static void do_cmd_wiz_play(player_type *creature_ptr)
+static void do_cmd_wiz_play(void)
{
OBJECT_IDX item;
object_type forge;
q = "Play with which object? ";
s = "You have nothing to play with.";
- o_ptr = choose_object(creature_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
if (!o_ptr) return;
if (ch == 'r' || ch == 'r')
{
- wiz_reroll_item(creature_ptr, q_ptr);
+ wiz_reroll_item(q_ptr);
}
if (ch == 't' || ch == 'T')
/* Recalcurate object's weight */
if (item >= 0)
{
- creature_ptr->total_weight += (q_ptr->weight * q_ptr->number)
+ p_ptr->total_weight += (q_ptr->weight * q_ptr->number)
- (o_ptr->weight * o_ptr->number);
}
/* Change */
object_copy(o_ptr, q_ptr);
- creature_ptr->update |= (PU_BONUS);
- creature_ptr->update |= (PU_COMBINE | PU_REORDER);
+ p_ptr->update |= (PU_BONUS);
+ p_ptr->update |= (PU_COMBINE | PU_REORDER);
- creature_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
+ p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
}
/* Ignore change */
q_ptr = &forge;
object_prep(q_ptr, k_idx);
- apply_magic(q_ptr, p_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART);
+ apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART);
/* Drop the object from heaven */
(void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
* Cure everything instantly
* @return なし
*/
-static void do_cmd_wiz_cure_all(player_type *creature_ptr)
+static void do_cmd_wiz_cure_all(void)
{
- (void)life_stream(creature_ptr, FALSE, FALSE);
- (void)restore_mana(creature_ptr, TRUE);
- (void)set_food(creature_ptr, PY_FOOD_MAX - 1);
+ (void)life_stream(FALSE, FALSE);
+ (void)restore_mana(TRUE);
+ (void)set_food(PY_FOOD_MAX - 1);
}
* Go to any level
* @return なし
*/
-static void do_cmd_wiz_jump(player_type *creature_ptr)
+static void do_cmd_wiz_jump(void)
{
/* Ask for level */
if (command_arg <= 0)
sprintf(ppp, "Jump which dungeon : ");
/* Default */
- sprintf(tmp_val, "%d", creature_ptr->dungeon_idx);
+ sprintf(tmp_val, "%d", p_ptr->dungeon_idx);
/* Ask for a level */
if (!get_string(ppp, tmp_val, 2)) return;
tmp_dungeon_type = (DUNGEON_IDX)atoi(tmp_val);
- if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > current_world_ptr->max_d_idx)) tmp_dungeon_type = DUNGEON_ANGBAND;
+ if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > max_d_idx)) tmp_dungeon_type = DUNGEON_ANGBAND;
/* Prompt */
sprintf(ppp, "Jump to level (0, %d-%d): ",
(int)d_info[tmp_dungeon_type].mindepth, (int)d_info[tmp_dungeon_type].maxdepth);
/* Default */
- sprintf(tmp_val, "%d", (int)p_ptr->current_floor_ptr->dun_level);
+ sprintf(tmp_val, "%d", (int)current_floor_ptr->dun_level);
/* Ask for a level */
if (!get_string(ppp, tmp_val, 10)) return;
/* Extract request */
command_arg = (COMMAND_ARG)atoi(tmp_val);
- creature_ptr->dungeon_idx = tmp_dungeon_type;
+ p_ptr->dungeon_idx = tmp_dungeon_type;
}
- if (command_arg < d_info[creature_ptr->dungeon_idx].mindepth) command_arg = 0;
- if (command_arg > d_info[creature_ptr->dungeon_idx].maxdepth) command_arg = (COMMAND_ARG)d_info[creature_ptr->dungeon_idx].maxdepth;
+ if (command_arg < d_info[p_ptr->dungeon_idx].mindepth) command_arg = 0;
+ if (command_arg > d_info[p_ptr->dungeon_idx].maxdepth) command_arg = (COMMAND_ARG)d_info[p_ptr->dungeon_idx].maxdepth;
/* Accept request */
msg_format("You jump to dungeon level %d.", command_arg);
if (autosave_l) do_cmd_save_game(TRUE);
/* Change level */
- p_ptr->current_floor_ptr->dun_level = command_arg;
+ current_floor_ptr->dun_level = command_arg;
prepare_change_floor_mode(CFM_RAND_PLACE);
- if (!p_ptr->current_floor_ptr->dun_level) creature_ptr->dungeon_idx = 0;
- creature_ptr->inside_arena = FALSE;
- creature_ptr->wild_mode = FALSE;
+ if (!current_floor_ptr->dun_level) p_ptr->dungeon_idx = 0;
+ p_ptr->inside_arena = FALSE;
+ p_ptr->wild_mode = FALSE;
leave_quest_check();
- if (record_stair) exe_write_diary(creature_ptr, NIKKI_WIZ_TELE,0,NULL);
+ if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);
- creature_ptr->inside_quest = 0;
- free_turn(creature_ptr);
+ p_ptr->inside_quest = 0;
+ free_turn(p_ptr);
/* Prevent energy_need from being too lower than 0 */
- creature_ptr->energy_need = 0;
+ p_ptr->energy_need = 0;
/*
* Clear all saved floors
* and create a first saved floor
*/
prepare_change_floor_mode(CFM_FIRST_FLOOR);
- creature_ptr->leaving = TRUE;
+ p_ptr->leaving = TRUE;
}
int i;
for (i = 0; i < num; i++)
{
- (void)summon_specific(0, p_ptr->y, p_ptr->x, p_ptr->current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
+ (void)summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE), '\0');
}
}
* @details
* This function is rather dangerous
*/
-static void do_cmd_wiz_named(player_type *summoner_ptr, MONRACE_IDX r_idx)
+static void do_cmd_wiz_named(MONRACE_IDX r_idx)
{
- (void)summon_named_creature(0, summoner_ptr->y, summoner_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
+ (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
}
* @details
* This function is rather dangerous
*/
-static void do_cmd_wiz_named_friendly(player_type *summoner_ptr, MONRACE_IDX r_idx)
+static void do_cmd_wiz_named_friendly(MONRACE_IDX r_idx)
{
- (void)summon_named_creature(0, summoner_ptr->y, summoner_ptr->x, 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
MONSTER_IDX i;
/* Genocide everyone nearby */
- for (i = 1; i < p_ptr->current_floor_ptr->m_max; i++)
+ for (i = 1; i < m_max; i++)
{
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[i];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
if (!monster_is_valid(m_ptr)) continue;
/* Skip the mount */
GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
- exe_write_diary(p_ptr, NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
+ 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
- * @param caster_ptr 術者の参照ポインタ
* @return なし
*/
-static void do_cmd_wiz_zap_all(player_type *caster_ptr)
+static void do_cmd_wiz_zap_all(void)
{
MONSTER_IDX i;
/* Genocide everyone */
- for (i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
+ for (i = 1; i < m_max; i++)
{
- monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
if (!monster_is_valid(m_ptr)) continue;
/* Skip the mount */
- if (i == caster_ptr->riding) continue;
+ if (i == p_ptr->riding) continue;
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
- exe_write_diary(caster_ptr, NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
+ do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
}
/* Delete this monster */
* Create desired feature
* @return なし
*/
-static void do_cmd_wiz_create_feature(player_type *creature_ptr)
+static void do_cmd_wiz_create_feature(void)
{
static int prev_feat = 0;
static int prev_mimic = 0;
grid_type *g_ptr;
feature_type *f_ptr;
char tmp_val[160];
- FEAT_IDX tmp_feat, tmp_mimic;
+ IDX tmp_feat, tmp_mimic;
POSITION y, x;
if (!tgt_pt(&x, &y)) return;
- g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Default */
sprintf(tmp_val, "%d", prev_feat);
if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
/* Extract */
- tmp_feat = (FEAT_IDX)atoi(tmp_val);
+ tmp_feat = (IDX)atoi(tmp_val);
if (tmp_feat < 0) tmp_feat = 0;
else if (tmp_feat >= max_f_idx) tmp_feat = max_f_idx - 1;
if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3)) return;
/* Extract */
- tmp_mimic = (FEAT_IDX)atoi(tmp_val);
+ tmp_mimic = (IDX)atoi(tmp_val);
if (tmp_mimic < 0) tmp_mimic = 0;
else if (tmp_mimic >= max_f_idx) tmp_mimic = max_f_idx - 1;
note_spot(y, x);
lite_spot(y, x);
- creature_ptr->update |= (PU_FLOW);
+ p_ptr->update |= (PU_FLOW);
prev_feat = tmp_feat;
prev_mimic = tmp_mimic;
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");
if (!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
+
+/*
+ * External function
+ */
+extern void do_cmd_spoilers(void);
+
+#endif /* ALLOW_SPOILERS */
+
+
+
/*
* Hack -- declare external function
*/
-extern void do_cmd_debug(player_type *creature_ptr);
+extern void do_cmd_debug(void);
+
/*!
* The "command_arg" may have been set.
* @return なし
*/
-void do_cmd_debug(player_type *creature_ptr)
+void do_cmd_debug(void)
{
int x, y;
char cmd;
/* Cure all maladies */
case 'a':
- do_cmd_wiz_cure_all(creature_ptr);
+ do_cmd_wiz_cure_all();
break;
/* Know alignment */
case 'A':
- msg_format("Your alignment is %d.", creature_ptr->align);
+ msg_format("Your alignment is %d.", p_ptr->align);
break;
/* Teleport to target */
break;
case 'B':
- update_gambling_monsters();
+ battle_monsters();
break;
/* Create any object */
/* Edit character */
case 'e':
- do_cmd_wiz_change(creature_ptr);
+ do_cmd_wiz_change();
break;
/* Blue Mage Only */
case 'E':
- if (creature_ptr->pclass == CLASS_BLUE_MAGE)
+ if (p_ptr->pclass == CLASS_BLUE_MAGE)
{
- do_cmd_wiz_blue_mage(creature_ptr);
+ do_cmd_wiz_blue_mage();
}
break;
/* Create desired feature */
case 'F':
- do_cmd_wiz_create_feature(creature_ptr);
+ do_cmd_wiz_create_feature();
break;
/* Good Objects */
case 'g':
if (command_arg <= 0) command_arg = 1;
- acquirement(creature_ptr->y, creature_ptr->x, command_arg, FALSE, FALSE, TRUE);
+ acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE);
break;
/* Hitpoint rerating */
case 'h':
- roll_hitdice(creature_ptr, SPOP_DISPLAY_MES | SPOP_DEBUG);
+ roll_hitdice(p_ptr, SPOP_DISPLAY_MES | SPOP_DEBUG);
break;
case 'H':
/* Go up or down in the dungeon */
case 'j':
- do_cmd_wiz_jump(creature_ptr);
+ do_cmd_wiz_jump();
break;
/* Self-Knowledge */
case 'k':
- self_knowledge(creature_ptr);
+ self_knowledge();
break;
/* Learn about objects */
/* Mutation */
case 'M':
- (void)gain_mutation(creature_ptr, command_arg);
+ (void)gain_mutation(p_ptr, command_arg);
break;
/* Reset Class */
case 'R':
- (void)do_cmd_wiz_reset_class(creature_ptr);
+ (void)do_cmd_wiz_reset_class();
break;
/* Specific reward */
case 'r':
- (void)gain_level_reward(creature_ptr, command_arg);
+ (void)gain_level_reward(command_arg);
break;
/* Summon _friendly_ named monster */
case 'N':
- do_cmd_wiz_named_friendly(creature_ptr, command_arg);
+ do_cmd_wiz_named_friendly(command_arg);
break;
/* Summon Named Monster */
case 'n':
- do_cmd_wiz_named(creature_ptr, command_arg);
+ do_cmd_wiz_named(command_arg);
break;
/* Dump option bits usage */
/* Object playing routines */
case 'o':
- do_cmd_wiz_play(creature_ptr);
+ do_cmd_wiz_play();
break;
/* Phase Door */
if(tmp_int < 0) break;
if(tmp_int >= max_q_idx) break;
- creature_ptr->inside_quest = (QUEST_IDX)tmp_int;
+ p_ptr->inside_quest = (QUEST_IDX)tmp_int;
process_dungeon_file("q_info.txt", 0, 0, 0, 0);
quest[tmp_int].status = QUEST_STATUS_TAKEN;
- creature_ptr->inside_quest = 0;
+ p_ptr->inside_quest = 0;
}
break;
/* Complete a Quest -KMW- */
case 'q':
- if(creature_ptr->inside_quest)
+ if(p_ptr->inside_quest)
{
- if (quest[creature_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
+ if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
{
- complete_quest(creature_ptr->inside_quest);
+ complete_quest(p_ptr->inside_quest);
break;
}
}
/* Make every dungeon square "known" to test streamers -KMW- */
case 'u':
- for (y = 0; y < p_ptr->current_floor_ptr->height; y++)
+ for (y = 0; y < current_floor_ptr->height; y++)
{
- for (x = 0; x < p_ptr->current_floor_ptr->width; x++)
+ for (x = 0; x < current_floor_ptr->width; x++)
{
- p_ptr->current_floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
+ current_floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
}
}
- wiz_lite(creature_ptr, FALSE);
+ wiz_lite(FALSE);
break;
/* Summon Random Monster(s) */
/* Special(Random Artifact) Objects */
case 'S':
if (command_arg <= 0) command_arg = 1;
- acquirement(creature_ptr->y, creature_ptr->x, command_arg, TRUE, TRUE, TRUE);
+ acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE);
break;
/* Teleport */
/* Very Good Objects */
case 'v':
if (command_arg <= 0) command_arg = 1;
- acquirement(creature_ptr->y, creature_ptr->x, command_arg, TRUE, FALSE, TRUE);
+ acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE);
break;
/* Wizard Light the Level */
case 'w':
- wiz_lite(creature_ptr, (bool)(creature_ptr->pclass == CLASS_NINJA));
+ wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
break;
/* Increase Experience */
case 'x':
- gain_exp(creature_ptr, command_arg ? command_arg : (creature_ptr->exp + 1));
+ gain_exp(command_arg ? command_arg : (p_ptr->exp + 1));
break;
/* Zap Monsters (Genocide) */
/* Zap Monsters (Omnicide) */
case 'Z':
- do_cmd_wiz_zap_all(creature_ptr);
+ do_cmd_wiz_zap_all();
break;
/* Hack -- whatever I desire */
INVENTORY_IDX i;
for(i = INVEN_TOTAL - 1; i >= 0; i--)
{
- if(creature_ptr->inventory_list[i].k_idx) inven_drop(i, 999);
+ if(inventory[i].k_idx) inven_drop(i, 999);
}
- player_outfit(creature_ptr);
+ player_outfit();
break;
}
case 'V':
- do_cmd_wiz_reset_class(creature_ptr);
+ do_cmd_wiz_reset_class();
break;
/* Not a Wizard Command */
}
}
+void cheat_death(player_type *creature_ptr)
+{
+ /* Mark social class, reset age, if needed */
+ if (creature_ptr->sc) creature_ptr->sc = creature_ptr->age = 0;
+
+ /* Increase age */
+ creature_ptr->age++;
+
+ /* Mark savefile */
+ creature_ptr->noscore |= 0x0001;
+
+ 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."));
+ msg_print(NULL);
+
+ (void)life_stream(FALSE, FALSE);
+
+ if (creature_ptr->pclass == CLASS_MAGIC_EATER)
+ {
+ int magic_idx;
+ for (magic_idx = 0; magic_idx < EATER_EXT * 2; magic_idx++)
+ {
+ creature_ptr->magic_num1[magic_idx] = creature_ptr->magic_num2[magic_idx] * EATER_CHARGE;
+ }
+ for (; magic_idx < EATER_EXT * 3; magic_idx++)
+ {
+ creature_ptr->magic_num1[magic_idx] = 0;
+ }
+ }
+
+ /* Restore spell points */
+ creature_ptr->csp = creature_ptr->msp;
+ creature_ptr->csp_frac = 0;
+
+ /* Hack -- cancel recall */
+ if (creature_ptr->word_recall)
+ {
+ msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
+ msg_print(NULL);
+
+ /* Hack -- Prevent recall */
+ creature_ptr->word_recall = 0;
+ creature_ptr->redraw |= (PR_STATUS);
+ }
+
+ /* Hack -- cancel alter */
+ if (creature_ptr->alter_reality)
+ {
+ /* Hack -- Prevent alter */
+ creature_ptr->alter_reality = 0;
+ creature_ptr->redraw |= (PR_STATUS);
+ }
+
+ /* Note cause of death */
+ (void)strcpy(creature_ptr->died_from, _("死の欺き", "Cheating death"));
+
+ /* Do not die */
+ creature_ptr->is_dead = FALSE;
+
+ /* Hack -- Prevent starvation */
+ (void)set_food(PY_FOOD_MAX - 1);
+
+ current_floor_ptr->dun_level = 0;
+ creature_ptr->inside_arena = FALSE;
+ creature_ptr->inside_battle = FALSE;
+ leaving_quest = 0;
+ creature_ptr->inside_quest = 0;
+ if (p_ptr->dungeon_idx) creature_ptr->recall_dungeon = p_ptr->dungeon_idx;
+ p_ptr->dungeon_idx = 0;
+ if (lite_town || vanilla_town)
+ {
+ creature_ptr->wilderness_y = 1;
+ creature_ptr->wilderness_x = 1;
+ if (vanilla_town)
+ {
+ creature_ptr->oldpy = 10;
+ creature_ptr->oldpx = 34;
+ }
+ else
+ {
+ creature_ptr->oldpy = 33;
+ creature_ptr->oldpx = 131;
+ }
+ }
+ else
+ {
+ creature_ptr->wilderness_y = 48;
+ creature_ptr->wilderness_x = 5;
+ creature_ptr->oldpy = 33;
+ creature_ptr->oldpx = 131;
+ }
+ creature_ptr->wild_mode = FALSE;
+ creature_ptr->leaving = TRUE;
+
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
+ _(" しかし、生き返った。",
+ " but revived."));
+
+ /* Prepare next floor */
+ leave_floor();
+ wipe_m_list();
+
+}
+
#else