*/
#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"
-
-#define NUM_O_SET 8
-#define NUM_O_BIT 32
-
-extern void do_cmd_debug(player_type *creature_ptr);
#ifdef ALLOW_WIZARD
-/*
-typedef struct debug_spell_commands1
-{
- int type;
- char *command;
- bool(*spell_function_type1)(player_type *);
-} debug_spell_commands1;
-
-typedef struct debug_spell_commands2
-{
- int type;
- char *command;
- bool(*spell_function_type2)(player_type *, floor_type *);
-} debug_spell_commands2;
-
-typedef struct debug_spell_commands3
-{
- int type;
- char *command;
- bool(*spell_function_type3)(player_type *, HIT_POINT);
-} debug_spell_commands3;
-
-typedef union debug_spell_commands {
- debug_spell_commands1 command1;
- debug_spell_commands2 command2;
- debug_spell_commands3 command3;
-} debug_spell_commands;
-
-debug_spell_commands debug_spell_commands_list[] =
-{
- .command3 = {3, "true healing", true_healing}
-};
-*/
-
-typedef union spell_functions {
- struct debug_spell_type1 { bool(*spell_function)(player_type *, floor_type *); } spell1;
- struct debug_spell_type2 { bool(*spell_function)(player_type *); } spell2;
- struct debug_spell_type3 { bool(*spell_function)(player_type *, HIT_POINT); } spell3;
-} spell_functions;
-
-typedef struct debug_spell_command
-{
- int type;
- char *command_name;
- spell_functions command_function;
-} debug_spell_command;
-
-#define SPELL_MAX 2
-debug_spell_command debug_spell_commands_list[SPELL_MAX] =
-{
- { 2, "vanish dungeon", {.spell2 = vanish_dungeon} },
- { 3, "true healing", {.spell3 = true_healing} }
-};
-
-/*!
- * @brief コマンド入力により任意にスペル効果を起こす / Wizard spells
- * @return 実際にテレポートを行ったらTRUEを返す
- */
-static bool do_cmd_debug_spell(player_type *creature_ptr)
-{
- char tmp_val[50] = "\0";
- int tmp_int;
-
- if (!get_string("SPELL:", tmp_val, 32)) return FALSE;
-
- for (int i = 0; i < SPELL_MAX; i++)
- {
- if (strcmp(tmp_val, debug_spell_commands_list[i].command_name) != 0)
- continue;
- switch (debug_spell_commands_list[i].type)
- {
- case 2:
- (*(debug_spell_commands_list[i].command_function.spell2.spell_function))(creature_ptr);
- break;
- case 3:
- tmp_val[0] = '\0';
- if (!get_string("POWER:", tmp_val, 32)) return FALSE;
- tmp_int = atoi(tmp_val);
- (*(debug_spell_commands_list[i].command_function.spell3.spell_function))(creature_ptr, tmp_int);
- break;
- default:
- break;
- }
- }
-
- return FALSE;
-}
-
/*!
* @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
- * @param caster_ptr プレーヤーへの参照ポインタ
* @return 実際にテレポートを行ったらTRUEを返す
*/
-static bool wiz_dimension_door(player_type *caster_ptr)
+static bool wiz_dimension_door(void)
{
POSITION x = 0, y = 0;
- if (!tgt_pt(caster_ptr, &x, &y)) return FALSE;
- teleport_player_to(caster_ptr, y, x, TELEPORT_NONMAGICAL);
+ if (!tgt_pt(&x, &y)) return FALSE;
+ teleport_player_to(y, x, TELEPORT_NONMAGICAL);
return (TRUE);
}
/*!
* @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
- * @param caster_ptr プレーヤーへの参照ポインタ
* @return なし
*/
-static void wiz_create_named_art(player_type *caster_ptr)
+static void wiz_create_named_art(void)
{
char tmp_val[10] = "";
ARTIFACT_IDX a_idx;
/* Extract */
a_idx = (ARTIFACT_IDX)atoi(tmp_val);
- if (a_idx < 0) a_idx = 0;
- if (a_idx >= max_a_idx) a_idx = 0;
+ if(a_idx < 0) a_idx = 0;
+ if(a_idx >= max_a_idx) a_idx = 0;
- (void)create_named_art(caster_ptr, a_idx, caster_ptr->y, caster_ptr->x);
+ /* Create the artifact */
+ (void)create_named_art(a_idx, p_ptr->y, p_ptr->x);
/* All done */
msg_print("Allocated.");
/*!
* @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
- * @param caster_ptr プレーヤーへの参照ポインタ
* @return なし
*/
-static void do_cmd_summon_horde(player_type *caster_ptr)
+static void do_cmd_summon_horde(void)
{
- POSITION wy = caster_ptr->y, wx = caster_ptr->x;
+ POSITION wy = p_ptr->y, wx = p_ptr->x;
int attempts = 1000;
while (--attempts)
{
- scatter(caster_ptr->current_floor_ptr, &wy, &wx, caster_ptr->y, caster_ptr->x, 3, 0);
- if (cave_empty_bold(caster_ptr->current_floor_ptr, 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);
*/
static void prt_alloc(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval, TERM_LEN row, TERM_LEN col)
{
+ int i, j;
+ int home = 0;
u32b rarity[K_MAX_DEPTH];
- (void)C_WIPE(rarity, K_MAX_DEPTH, u32b);
u32b total[K_MAX_DEPTH];
- (void)C_WIPE(total, K_MAX_DEPTH, u32b);
s32b display[22];
+ concptr r = "+---Rate---+";
+ object_kind *k_ptr;
+
+
+ /* Get the entry */
+ alloc_entry *table = alloc_kind_table;
+
+ /* Wipe the tables */
+ (void)C_WIPE(rarity, K_MAX_DEPTH, u32b);
+ (void)C_WIPE(total, K_MAX_DEPTH, u32b);
(void)C_WIPE(display, 22, s32b);
/* Scan all entries */
- int home = 0;
- for (int i = 0; i < K_MAX_DEPTH; i++)
+ for (i = 0; i < K_MAX_DEPTH; i++)
{
int total_frac = 0;
- object_kind *k_ptr;
- alloc_entry *table = alloc_kind_table;
- for (int j = 0; j < alloc_kind_size; j++)
+ for (j = 0; j < alloc_kind_size; j++)
{
PERCENTAGE prob = 0;
}
/* Calculate probabilities for each range */
- for (int i = 0; i < 22; i++)
+ for (i = 0; i < 22; i++)
{
/* Shift the values into view */
int possibility = 0;
- for (int j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
+ for (j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
possibility += rarity[j] * 100000 / total[j];
display[i] = possibility / 5;
}
/* Graph the rarities */
- for (int i = 0; i < 22; i++)
+ for (i = 0; i < 22; i++)
{
- Term_putch(col, row + i + 1, TERM_WHITE, '|');
+ Term_putch(col, row + i + 1, TERM_WHITE, '|');
prt(format("%2dF", (i * 5)), row + i + 1, col);
}
/* Make it look nice */
- concptr r = "+---Rate---+";
prt(r, row, col);
}
* @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)
{
- /* Prompt */
+ int tmp_int;
+ char tmp_val[160];
char ppp[80];
+
+ /* Prompt */
sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
/* Default */
- char tmp_val[160];
- sprintf(tmp_val, "%d", creature_ptr->pclass);
+ sprintf(tmp_val, "%d", p_ptr->pclass);
/* Query */
if (!get_string(ppp, tmp_val, 2)) return;
/* Extract */
- int tmp_int = atoi(tmp_val);
+ tmp_int = atoi(tmp_val);
/* Verify */
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();
}
* @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(player_type *caster_ptr)
+static void do_cmd_wiz_bamf(void)
{
/* Must have a target */
if (!target_who) return;
/* Teleport to the target */
- teleport_player_to(caster_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;
long tmp_long;
s16b tmp_s16b;
char tmp_val[160];
char ppp[80];
+
/* Query the stats */
- for (int i = 0; i < A_MAX; i++)
+ 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;
}
if (tmp_s16b < WEAPON_EXP_UNSKILLED) tmp_s16b = WEAPON_EXP_UNSKILLED;
if (tmp_s16b > WEAPON_EXP_MASTER) tmp_s16b = WEAPON_EXP_MASTER;
- for (int j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++)
+ for (j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++)
{
- for (int i = 0; i < 64; i++)
+ 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 (int j = 0; j < 10; j++)
+ 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];
}
- int k;
- for (k = 0; k < 32; k++)
- creature_ptr->spell_exp[k] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
- for (; k < 64; k++)
- creature_ptr->spell_exp[k] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
+ for (j = 0; j < 32; j++)
+ p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
+ for (; j < 64; j++)
+ 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) return;
-
- /* Save */
- creature_ptr->max_exp = tmp_long;
- creature_ptr->exp = tmp_long;
+ if (p_ptr->prace != RACE_ANDROID)
+ {
+ /* Save */
+ p_ptr->max_exp = tmp_long;
+ p_ptr->exp = tmp_long;
- /* Update */
- check_experience(creature_ptr);
+ /* Update */
+ 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();
}
/*!
- * @brief アイテムの詳細ステータスを表示する /
+ * @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
* 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
*/
static void wiz_display_item(object_type *o_ptr)
{
+ int i, j = 13;
BIT_FLAGS flgs[TR_FLAG_SIZE];
+ char buf[256];
object_flags(o_ptr, flgs);
/* Clear the screen */
- int j = 13;
- for (int i = 1; i <= 23; i++) prt("", i, j - 2);
+ for (i = 1; i <= 23; i++) prt("", i, j - 2);
prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
/* Describe fully */
- char buf[256];
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, k_info[o_ptr->k_idx].level,
- o_ptr->tval, o_ptr->sval), 4, j);
+ 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->number, o_ptr->weight,
- o_ptr->ac, o_ptr->dd, o_ptr->ds), 5, j);
+ o_ptr->number, o_ptr->weight,
+ o_ptr->ac, o_ptr->dd, o_ptr->ds), 5, j);
prt(format("pval = %-5d toac = %-5d tohit = %-4d todam = %-4d",
- o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), 6, j);
+ 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_real(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);
+ o_ptr->ident, o_ptr->xtra1, o_ptr->xtra2, o_ptr->timeout), 8, j);
prt(format("xtra3 = %-4d xtra4 = %-4d xtra5 = %-4d cursed = %-d",
- o_ptr->xtra3, o_ptr->xtra4, o_ptr->xtra5, o_ptr->curse_flags), 9, j);
+ o_ptr->xtra3, o_ptr->xtra4, o_ptr->xtra5, o_ptr->curse_flags), 9, j);
prt("+------------FLAGS1------------+", 10, j);
prt("AFFECT........SLAY........BRAND.", 11, j);
prt("rtsxnaeydcedwlatdcedsrekdfddrxss", 22, j);
prt_binary(flgs[1], 23, j);
- prt("+------------FLAGS3------------+", 10, j + 32);
- prt("fe cnn t stdrmsiiii d ab ", 11, j + 32);
- prt("aa aoomywhs lleeieihgggg rtgl ", 12, j + 32);
- prt("uu utmacaih eielgggonnnnaaere ", 13, j + 32);
- prt("rr reanurdo vtieeehtrrrrcilas ", 14, j + 32);
- prt("aa algarnew ienpsntsaefctnevs ", 15, j + 32);
- prt_binary(flgs[2], 16, j + 32);
-
- prt("+------------FLAGS4------------+", 17, j + 32);
- prt("KILL....ESP......... ", 18, j + 32);
- prt("aeud tghaud tgdhegnu ", 19, j + 32);
- prt("nvneoriunneoriruvoon ", 20, j + 32);
- prt("iidmroamidmroagmionq ", 21, j + 32);
- prt("mlenclnmmenclnnnldlu ", 22, j + 32);
- prt_binary(flgs[3], 23, j + 32);
+ prt("+------------FLAGS3------------+", 10, j+32);
+ prt("fe cnn t stdrmsiiii d ab ", 11, j+32);
+ prt("aa aoomywhs lleeieihgggg rtgl ", 12, j+32);
+ prt("uu utmacaih eielgggonnnnaaere ", 13, j+32);
+ prt("rr reanurdo vtieeehtrrrrcilas ", 14, j+32);
+ prt("aa algarnew ienpsntsaefctnevs ", 15, j+32);
+ prt_binary(flgs[2], 16, j+32);
+
+ prt("+------------FLAGS4------------+", 17, j+32);
+ prt("KILL....ESP......... ", 18, j+32);
+ prt("aeud tghaud tgdhegnu ", 19, j+32);
+ prt("nvneoriunneoriruvoon ", 20, j+32);
+ prt("iidmroamidmroagmionq ", 21, j+32);
+ prt("mlenclnmmenclnnnldlu ", 22, j+32);
+ prt_binary(flgs[3], 23, j+32);
}
/*!
- * 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 /
tval = tvals[num].tval;
tval_desc = tvals[num].desc;
+
/*** And now we go for k_idx ***/
Term_clear();
object_kind *k_ptr = &k_info[i];
/* Analyze matching items */
- if (k_ptr->tval != tval) continue;
-
- /* Prepare it */
- row = 2 + (num % 20);
- col = 20 * (num / 20);
- ch = listsym[num];
- strcpy(buf, " ");
+ if (k_ptr->tval == tval)
+ {
+ /* Prepare it */
+ row = 2 + (num % 20);
+ col = 20 * (num / 20);
+ ch = listsym[num];
+ strcpy(buf," ");
- /* Acquire the "name" of object "i" */
- strip_name(buf, i);
+ /* Acquire the "name" of object "i" */
+ strip_name(buf, i);
- /* Print it */
- prt(format("[%c] %s", ch, buf), row, col);
+ /* Print it */
+ prt(format("[%c] %s", ch, buf), row, col);
- /* Remember the object index */
- choice[num++] = i;
+ /* Remember the object index */
+ choice[num++] = i;
+ }
}
/* Me need to know the maximal possible remembered object_index */
*/
static void wiz_tweak_item(object_type *o_ptr)
{
+ concptr p;
+ char tmp_val[80];
+
+ /* Hack -- leave artifacts alone */
if (object_is_artifact(o_ptr)) return;
- concptr p = "Enter new 'pval' setting: ";
- char tmp_val[80];
+ p = "Enter new 'pval' setting: ";
sprintf(tmp_val, "%d", o_ptr->pval);
if (!get_string(p, tmp_val, 5)) return;
o_ptr->pval = (s16b)atoi(tmp_val);
/*!
* @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)
{
- if (object_is_artifact(o_ptr)) return;
-
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 */
- char ch;
- bool changed = FALSE;
while (TRUE)
{
/* Display full item debug information */
q_ptr->name1 = 0;
}
- switch (ch)
+ switch(ch)
{
/* Apply bad magic, but first clear object */
- case 'w': case 'W':
- {
- object_prep(q_ptr, o_ptr->k_idx);
- apply_magic(owner_ptr, q_ptr, owner_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(owner_ptr, q_ptr, owner_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(owner_ptr, q_ptr, owner_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(owner_ptr, q_ptr, owner_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(owner_ptr, q_ptr, owner_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(owner_ptr, q_ptr, owner_ptr->current_floor_ptr->dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
+ case 'w': case 'W':
+ {
+ object_prep(q_ptr, o_ptr->k_idx);
+ 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, 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, 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, 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, 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, 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(owner_ptr, q_ptr, FALSE);
- break;
- }
+ /* Failed to create artifact; make a random one */
+ if (!object_is_artifact(q_ptr)) create_artifact(q_ptr, FALSE);
+ break;
+ }
}
-
q_ptr->iy = o_ptr->iy;
q_ptr->ix = o_ptr->ix;
q_ptr->next_o_idx = o_ptr->next_o_idx;
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);
}
}
+
/*!
* @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 caster_ptr プレーヤーへの参照ポインタ
* @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
* counter flags to prevent weirdness. We use the items to collect
* statistics on item creation relative to the initial item.
*/
-static void wiz_statistics(player_type *caster_ptr, object_type *o_ptr)
+static void wiz_statistics(object_type *o_ptr)
{
+ u32b i, matches, better, worse, other, correct;
+
+ u32b test_roll = 1000000;
+
+ char ch;
+ concptr quality;
+
+ BIT_FLAGS mode;
+
object_type forge;
object_type *q_ptr;
concptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
+
concptr p = "Enter number of items to roll: ";
char tmp_val[80];
+
/* Mega-Hack -- allow multiple artifacts */
if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;
+
/* Interact */
- u32b i, matches, better, worse, other, correct;
- u32b test_roll = 1000000;
- char ch;
- concptr quality;
- BIT_FLAGS mode;
while (TRUE)
{
concptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
/* Let us know what we are doing */
msg_format("Creating a lot of %s items. Base level = %d.",
- quality, caster_ptr->current_floor_ptr->dun_level);
+ quality, current_floor_ptr->dun_level);
msg_print(NULL);
/* Set counters to zero */
object_wipe(q_ptr);
/* Create an object */
- make_object(caster_ptr, q_ptr, mode);
+ make_object(q_ptr, mode);
/* Mega-Hack -- allow multiple artifacts */
/* Check for match */
if ((q_ptr->pval == o_ptr->pval) &&
- (q_ptr->to_a == o_ptr->to_a) &&
- (q_ptr->to_h == o_ptr->to_h) &&
- (q_ptr->to_d == o_ptr->to_d) &&
- (q_ptr->name1 == o_ptr->name1))
+ (q_ptr->to_a == o_ptr->to_a) &&
+ (q_ptr->to_h == o_ptr->to_h) &&
+ (q_ptr->to_d == o_ptr->to_d) &&
+ (q_ptr->name1 == o_ptr->name1))
{
matches++;
}
/* Check for better */
else if ((q_ptr->pval >= o_ptr->pval) &&
- (q_ptr->to_a >= o_ptr->to_a) &&
- (q_ptr->to_h >= o_ptr->to_h) &&
- (q_ptr->to_d >= o_ptr->to_d))
+ (q_ptr->to_a >= o_ptr->to_a) &&
+ (q_ptr->to_h >= o_ptr->to_h) &&
+ (q_ptr->to_d >= o_ptr->to_d))
{
better++;
}
/* Check for worse */
else if ((q_ptr->pval <= o_ptr->pval) &&
- (q_ptr->to_a <= o_ptr->to_a) &&
- (q_ptr->to_h <= o_ptr->to_h) &&
- (q_ptr->to_d <= o_ptr->to_d))
+ (q_ptr->to_a <= o_ptr->to_a) &&
+ (q_ptr->to_h <= o_ptr->to_h) &&
+ (q_ptr->to_d <= o_ptr->to_d))
{
worse++;
}
msg_print(NULL);
}
+
/* Hack -- Normally only make a single artifact */
if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
}
*/
static void wiz_quantity_item(object_type *o_ptr)
{
+ int tmp_int, tmp_qnt;
+
+ char tmp_val[100];
+
+
/* Never duplicate artifacts */
if (object_is_artifact(o_ptr)) return;
/* Store old quantity. -LM- */
- int tmp_qnt = o_ptr->number;
+ tmp_qnt = o_ptr->number;
/* Default */
- char tmp_val[100];
sprintf(tmp_val, "%d", (int)o_ptr->number);
/* Query */
if (get_string("Quantity: ", tmp_val, 2))
{
/* Extract */
- int tmp_int = atoi(tmp_val);
+ tmp_int = atoi(tmp_val);
if (tmp_int < 1) tmp_int = 1;
if (tmp_int > 99) tmp_int = 99;
}
}
-
/*!
* @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(player_type *caster_ptr)
+static void do_cmd_wiz_blue_mage(void)
{
+ int i = 0;
+ int j = 0;
BIT_FLAGS f4 = 0L, f5 = 0L, f6 = 0L;
- for (int j = 1; j < A_MAX; j++)
+
+ for (j = 1; j < A_MAX; j++)
{
set_rf_masks(&f4, &f5, &f6, j);
- int i;
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;
}
}
}
* @brief アイテム検査のメインルーチン /
* Play with an item. Options include:
* @return なし
- * @details
+ * @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(player_type *creature_ptr)
+static void do_cmd_wiz_play(void)
{
- concptr q = "Play with which object? ";
- concptr s = "You have nothing to play with.";
-
OBJECT_IDX item;
+ object_type forge;
+ object_type *q_ptr;
object_type *o_ptr;
- o_ptr = choose_object(creature_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
+ char ch;
+ bool changed;
+ concptr q, s;
+
+ q = "Play with which object? ";
+ s = "You have nothing to play with.";
+
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
if (!o_ptr) return;
+
+ /* The item was not changed */
+ changed = FALSE;
screen_save();
- object_type forge;
- object_type *q_ptr;
q_ptr = &forge;
object_copy(q_ptr, o_ptr);
+
/* The main loop */
- char ch;
- bool changed = FALSE;
while (TRUE)
{
/* Display the item */
if (ch == 's' || ch == 'S')
{
- wiz_statistics(creature_ptr, q_ptr);
+ wiz_statistics(q_ptr);
}
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 */
* Hack -- this routine always makes a "dungeon object", and applies
* magic to it, and attempts to decline cursed items.
*/
-static void wiz_create_item(player_type *caster_ptr)
+static void wiz_create_item(void)
{
+ object_type forge;
+ object_type *q_ptr;
+
+ OBJECT_IDX k_idx;
screen_save();
/* Get object base type */
- OBJECT_IDX k_idx = wiz_create_itemtype();
+ k_idx = wiz_create_itemtype();
screen_load();
if (a_info[i].sval != k_info[k_idx].sval) continue;
/* Create this artifact */
- (void)create_named_art(caster_ptr, i, caster_ptr->y, caster_ptr->x);
+ (void)create_named_art(i, p_ptr->y, p_ptr->x);
/* All done */
msg_print("Allocated(INSTA_ART).");
return;
}
}
-
- object_type forge;
- object_type *q_ptr;
q_ptr = &forge;
object_prep(q_ptr, k_idx);
- apply_magic(caster_ptr, q_ptr, caster_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(caster_ptr, q_ptr, -1, caster_ptr->y, caster_ptr->x);
+ (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
/* All done */
msg_print("Allocated.");
* 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)creature_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(creature_ptr, TRUE);
+ if (autosave_l) do_cmd_save_game(TRUE);
/* Change level */
- creature_ptr->current_floor_ptr->dun_level = command_arg;
+ current_floor_ptr->dun_level = command_arg;
- prepare_change_floor_mode(creature_ptr, CFM_RAND_PLACE);
+ prepare_change_floor_mode(CFM_RAND_PLACE);
- if (!creature_ptr->current_floor_ptr->dun_level) creature_ptr->dungeon_idx = 0;
- creature_ptr->current_floor_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(creature_ptr);
+ 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->current_floor_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(creature_ptr, CFM_FIRST_FLOOR);
- creature_ptr->leaving = TRUE;
+ prepare_change_floor_mode(CFM_FIRST_FLOOR);
+ 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
- * @param caster_ptr プレーヤーへの参照ポインタ
* @return なし
*/
-static void do_cmd_wiz_learn(player_type *caster_ptr)
+static void do_cmd_wiz_learn(void)
{
- /* Scan every object */
+ KIND_OBJECT_IDX i;
+
object_type forge;
object_type *q_ptr;
- for (KIND_OBJECT_IDX i = 1; i < max_k_idx; i++)
+
+ /* Scan every object */
+ for (i = 1; i < max_k_idx; i++)
{
object_kind *k_ptr = &k_info[i];
{
q_ptr = &forge;
object_prep(q_ptr, i);
- object_aware(caster_ptr, q_ptr);
+ object_aware(q_ptr);
}
}
}
/*!
* @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 caster_ptr プレーヤーへの参照ポインタ
* @param num 生成処理回数
* @return なし
*/
-static void do_cmd_wiz_summon(player_type *caster_ptr, int num)
+static void do_cmd_wiz_summon(int num)
{
- for (int i = 0; i < num; i++)
+ int i;
+ for (i = 0; i < num; i++)
{
- (void)summon_specific(0, caster_ptr->y, caster_ptr->x, caster_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');
}
}
+
/*!
* @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
* @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
* @return なし
*/
-static void do_cmd_wiz_zap(player_type *caster_ptr)
+static void do_cmd_wiz_zap(void)
{
+ MONSTER_IDX i;
+
/* Genocide everyone nearby */
- for (MONSTER_IDX 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;
/* Delete nearby monsters */
- if (m_ptr->cdis > MAX_SIGHT) continue;
-
- if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
+ if (m_ptr->cdis <= MAX_SIGHT)
{
- GAME_TEXT m_name[MAX_NLEN];
+ 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);
- }
+ 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);
+ 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 (MONSTER_IDX 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 */
/*!
* @brief 指定された地点の地形IDを変更する /
* Create desired feature
- * @param creaturer_ptr プレーヤーへの参照ポインタ
* @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];
+ IDX tmp_feat, tmp_mimic;
POSITION y, x;
- if (!tgt_pt(creature_ptr, &x, &y)) return;
- grid_type *g_ptr;
- g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
+ if (!tgt_pt(&x, &y)) return;
+
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Default */
- static int prev_feat = 0;
- char tmp_val[160];
sprintf(tmp_val, "%d", prev_feat);
/* Query */
if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
/* Extract */
- FEAT_IDX 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;
/* Default */
- static int prev_mimic = 0;
sprintf(tmp_val, "%d", prev_mimic);
/* Query */
if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3)) return;
/* Extract */
- FEAT_IDX 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;
- cave_set_feat(creature_ptr->current_floor_ptr, y, x, tmp_feat);
+ cave_set_feat(y, x, tmp_feat);
g_ptr->mimic = (s16b)tmp_mimic;
- feature_type *f_ptr;
f_ptr = &f_info[get_feat_mimic(g_ptr)];
if (have_flag(f_ptr->flags, FF_GLYPH) ||
- have_flag(f_ptr->flags, FF_MINOR_GLYPH))
+ have_flag(f_ptr->flags, FF_MINOR_GLYPH))
g_ptr->info |= (CAVE_OBJECT);
else if (have_flag(f_ptr->flags, FF_MIRROR))
g_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
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;
}
+#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
*/
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 *fff;
FILE_TYPE(FILE_TYPE_TEXT);
+
+ /* Open the file */
fff = my_fopen(buf, "a");
if (!fff)
}
/* Allocate the "exist" array (2-dimension) */
- int **exist;
C_MAKE(exist, NUM_O_SET, int *);
C_MAKE(*exist, NUM_O_BIT * NUM_O_SET, int);
- for (int i = 1; i < NUM_O_SET; i++) exist[i] = *exist + i * NUM_O_BIT;
+ for (i = 1; i < NUM_O_SET; i++) exist[i] = *exist + i * NUM_O_BIT;
/* Check for exist option bits */
- for (int i = 0; option_info[i].o_desc; i++)
+ 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);
+ 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 (int i = 0; i < NUM_O_SET; i++)
+ for (i = 0; i < NUM_O_SET; i++)
{
- for (int j = 0; j < NUM_O_BIT; j++)
+ 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);
+ i, j, ot_ptr->o_page, ot_ptr->o_text);
}
else
{
fprintf(fff, " %d - %02d\n", i, j);
}
}
-
fputc('\n', fff);
}
}
+#ifdef ALLOW_SPOILERS
+
+/*
+ * External function
+ */
+extern void do_cmd_spoilers(void);
+
+#endif /* ALLOW_SPOILERS */
+
+
+
+/*
+ * Hack -- declare external function
+ */
+extern void do_cmd_debug(void);
+
+
+
/*!
* @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.
- * @param creature_ptr プレーヤーへの参照ポインタ
* @return なし
*/
-void do_cmd_debug(player_type *creature_ptr)
+void do_cmd_debug(void)
{
- char cmd;
+ 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':
break;
#ifdef ALLOW_SPOILERS
- /* Hack -- Generate Spoilers */
+
+ /* Hack -- Generate Spoilers */
case '"':
do_cmd_spoilers();
break;
+
#endif /* ALLOW_SPOILERS */
- /* Hack -- Help */
+ /* Hack -- Help */
case '?':
do_cmd_help();
break;
- /* Cure all maladies */
+ /* Cure all maladies */
case 'a':
- do_cmd_wiz_cure_all(creature_ptr);
+ do_cmd_wiz_cure_all();
break;
- /* Know alignment */
+ /* 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 */
+ /* Teleport to target */
case 'b':
- do_cmd_wiz_bamf(creature_ptr);
+ do_cmd_wiz_bamf();
break;
case 'B':
- update_gambling_monsters();
+ battle_monsters();
break;
- /* Create any object */
+ /* Create any object */
case 'c':
- wiz_create_item(creature_ptr);
+ wiz_create_item();
break;
- /* Create a named artifact */
+ /* Create a named artifact */
case 'C':
- wiz_create_named_art(creature_ptr);
+ wiz_create_named_art();
break;
- /* Detect everything */
+ /* Detect everything */
case 'd':
- detect_all(creature_ptr, DETECT_RAD_ALL * 3);
+ detect_all(DETECT_RAD_ALL * 3);
break;
- /* Dimension_door */
+ /* Dimension_door */
case 'D':
- wiz_dimension_door(creature_ptr);
+ wiz_dimension_door();
break;
- /* Edit character */
+ /* Edit character */
case 'e':
- do_cmd_wiz_change(creature_ptr);
+ do_cmd_wiz_change();
break;
- /* Blue Mage Only */
+ /* 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;
- /* View item info */
+ /* View item info */
case 'f':
- identify_fully(creature_ptr, FALSE);
+ identify_fully(FALSE);
break;
- /* Create desired feature */
+ /* Create desired feature */
case 'F':
- do_cmd_wiz_create_feature(creature_ptr);
+ do_cmd_wiz_create_feature();
break;
- /* Good Objects */
+ /* Good Objects */
case 'g':
if (command_arg <= 0) command_arg = 1;
- acquirement(creature_ptr, 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 */
+ /* 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':
- do_cmd_summon_horde(creature_ptr);
+ do_cmd_summon_horde();
break;
- /* Identify */
+ /* Identify */
case 'i':
- (void)ident_spell(creature_ptr, FALSE);
+ (void)ident_spell(FALSE);
break;
- /* Go up or down in the dungeon */
+ /* Go up or down in the dungeon */
case 'j':
- do_cmd_wiz_jump(creature_ptr);
+ do_cmd_wiz_jump();
break;
- /* Self-Knowledge */
+ /* Self-Knowledge */
case 'k':
- self_knowledge(creature_ptr);
+ self_knowledge();
break;
- /* Learn about objects */
+ /* Learn about objects */
case 'l':
- do_cmd_wiz_learn(creature_ptr);
+ do_cmd_wiz_learn();
break;
- /* Magic Mapping */
+ /* Magic Mapping */
case 'm':
- map_area(creature_ptr, DETECT_RAD_ALL * 3);
+ map_area(DETECT_RAD_ALL * 3);
break;
- /* Mutation */
+ /* Mutation */
case 'M':
- (void)gain_mutation(creature_ptr, command_arg);
+ (void)gain_mutation(p_ptr, command_arg);
break;
- /* Reset Class */
+ /* Reset Class */
case 'R':
- (void)do_cmd_wiz_reset_class(creature_ptr);
+ (void)do_cmd_wiz_reset_class();
break;
- /* Specific reward */
+ /* Specific reward */
case 'r':
- (void)gain_level_reward(creature_ptr, command_arg);
+ (void)gain_level_reward(command_arg);
break;
- /* Summon _friendly_ named monster */
+ /* 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 */
+ /* Summon Named Monster */
case 'n':
- do_cmd_wiz_named(creature_ptr, command_arg);
+ do_cmd_wiz_named(command_arg);
break;
- /* Dump option bits usage */
+ /* Dump option bits usage */
case 'O':
do_cmd_dump_options();
break;
- /* Object playing routines */
+ /* Object playing routines */
case 'o':
- do_cmd_wiz_play(creature_ptr);
+ do_cmd_wiz_play();
break;
- /* Phase Door */
+ /* Phase Door */
case 'p':
- teleport_player(creature_ptr, 10, 0L);
+ teleport_player(10, 0L);
break;
- /* Take a Quests */
+ /* Take a Quests */
case 'Q':
- {
- char ppp[30];
- char tmp_val[5];
- int tmp_int;
- sprintf(ppp, "QuestID (0-%d):", max_q_idx - 1);
- sprintf(tmp_val, "%d", 0);
-
- if (!get_string(ppp, tmp_val, 3)) return;
- tmp_int = atoi(tmp_val);
+ {
+ char ppp[30];
+ char tmp_val[5];
+ int tmp_int;
+ sprintf(ppp, "QuestID (0-%d):", max_q_idx - 1);
+ sprintf(tmp_val, "%d", 0);
- if (tmp_int < 0) break;
- if (tmp_int >= max_q_idx) break;
+ if (!get_string(ppp, tmp_val, 3)) return;
+ tmp_int = atoi(tmp_val);
- creature_ptr->current_floor_ptr->inside_quest = (QUEST_IDX)tmp_int;
- process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
- quest[tmp_int].status = QUEST_STATUS_TAKEN;
- creature_ptr->current_floor_ptr->inside_quest = 0;
- }
+ if(tmp_int < 0) break;
+ if(tmp_int >= max_q_idx) break;
- break;
+ 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;
+ p_ptr->inside_quest = 0;
+ }
+ break;
/* Complete a Quest -KMW- */
case 'q':
- if (creature_ptr->current_floor_ptr->inside_quest)
+ if(p_ptr->inside_quest)
{
- if (quest[creature_ptr->current_floor_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
+ if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
{
- complete_quest(creature_ptr->current_floor_ptr->inside_quest);
+ complete_quest(p_ptr->inside_quest);
break;
}
}
msg_print("No current quest");
msg_print(NULL);
}
-
break;
- /* Make every dungeon square "known" to test streamers -KMW- */
+ /* Make every dungeon square "known" to test streamers -KMW- */
case 'u':
- for (int y = 0; y < creature_ptr->current_floor_ptr->height; y++)
+ for (y = 0; y < current_floor_ptr->height; y++)
{
- for (int x = 0; x < creature_ptr->current_floor_ptr->width; x++)
+ for (x = 0; x < current_floor_ptr->width; x++)
{
- creature_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) */
+ /* Summon Random Monster(s) */
case 's':
if (command_arg <= 0) command_arg = 1;
- do_cmd_wiz_summon(creature_ptr, command_arg);
+ do_cmd_wiz_summon(command_arg);
break;
- /* Special(Random Artifact) Objects */
+ /* Special(Random Artifact) Objects */
case 'S':
if (command_arg <= 0) command_arg = 1;
- acquirement(creature_ptr, 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 */
+ /* Teleport */
case 't':
- teleport_player(creature_ptr, 100, 0L);
+ teleport_player(100, 0L);
break;
- /* Game Time Setting */
+ /* Game Time Setting */
case 'T':
set_gametime();
break;
- /* Very Good Objects */
+
+ /* Very Good Objects */
case 'v':
if (command_arg <= 0) command_arg = 1;
- acquirement(creature_ptr, 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 */
+ /* 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 */
+ /* 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 (Genocide) */
case 'z':
- do_cmd_wiz_zap(creature_ptr);
+ do_cmd_wiz_zap();
break;
- /* Zap Monsters (Omnicide) */
+ /* Zap Monsters (Omnicide) */
case 'Z':
- do_cmd_wiz_zap_all(creature_ptr);
+ do_cmd_wiz_zap_all();
break;
- /* Hack -- whatever I desire */
+ /* Hack -- whatever I desire */
case '_':
- probing(creature_ptr);
+ probing();
break;
- /* For temporary test. */
+ /* For temporary test. */
case 'X':
{
INVENTORY_IDX i;
- for (i = INVEN_TOTAL - 1; i >= 0; i--)
+ for(i = INVEN_TOTAL - 1; i >= 0; i--)
{
- if (creature_ptr->inventory_list[i].k_idx) drop_from_inventory(creature_ptr, 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);
- break;
-
- case '@':
- do_cmd_debug_spell(creature_ptr);
+ do_cmd_wiz_reset_class();
break;
+ /* Not a Wizard Command */
default:
msg_print("That is not a valid debug command.");
break;
}
}
+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
#ifdef MACINTOSH
#endif
#endif
+