*/
#include "angband.h"
+#include "selfinfo.h"
/*!
while (1)
{
/* Pre-calculate level 1 hitdice */
- p_ptr->player_hp[0] = p_ptr->hitdie;
+ p_ptr->player_hp[0] = (HIT_POINT)p_ptr->hitdie;
for (i = 1; i < 4; i++)
{
*/
void do_cmd_rerate(bool display)
{
- int percent;
+ PERCENTAGE percent;
/* Rerate */
do_cmd_rerate_aux();
p_ptr->update |= (PU_HP);
p_ptr->redraw |= (PR_HP);
- /* Window stuff */
p_ptr->window |= (PW_PLAYER);
-
- /* Handle stuff */
handle_stuff();
- /* Message */
if (display)
{
msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
*/
static bool wiz_dimension_door(void)
{
- int x = 0, y = 0;
-
+ POSITION x = 0, y = 0;
if (!tgt_pt(&x, &y)) return FALSE;
-
teleport_player_to(y, x, TELEPORT_NONMAGICAL);
+ 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): ", (long)dungeon_turn_limit);
+
+ /* Default */
+ sprintf(tmp_val, "%ld", (long)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);
+
}
static void wiz_create_named_art(void)
{
char tmp_val[10] = "";
- int a_idx;
+ ARTIFACT_IDX a_idx;
/* Query */
if (!get_string("Artifact ID:", tmp_val, 3)) return;
/* Extract */
- a_idx = atoi(tmp_val);
+ a_idx = (ARTIFACT_IDX)atoi(tmp_val);
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, py, px);
+ (void)create_named_art(a_idx, p_ptr->y, p_ptr->x);
/* All done */
msg_print("Allocated.");
*/
static void do_cmd_wiz_hack_ben(void)
{
- /* Oops */
msg_print("Oops.");
(void)probing();
}
-
-#ifdef MONSTER_HORDES
-
/*!
* @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;
+ POSITION wy = p_ptr->y, wx = p_ptr->x;
int attempts = 1000;
while (--attempts)
{
- scatter(&wy, &wx, py, px, 3, 0);
+ 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 */
-
/*!
* @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)
+static void prt_binary(BIT_FLAGS flags, int row, int col)
{
- int i;
- u32b bitmask;
+ int i;
+ u32b bitmask;
/* Scan the flags */
for (i = bitmask = 1; i <= 32; i++, bitmask *= 2)
* @param col 表示行
* @return なし
*/
-static void prt_alloc(byte tval, byte sval, int row, int col)
+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];
u32b total[K_MAX_DEPTH];
- s32b maxd = 1, display[22];
- byte c = TERM_WHITE;
+ s32b display[22];
cptr r = "+---Rate---+";
object_kind *k_ptr;
int total_frac = 0;
for (j = 0; j < alloc_kind_size; j++)
{
- int prob = 0;
+ PERCENTAGE prob = 0;
if (table[j].level <= i)
{
if (tmp_int < 0 || tmp_int >= MAX_CLASS) return;
/* Save it */
- p_ptr->pclass = tmp_int;
+ 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();
+ handle_stuff();
}
-/*
- * Hack -- Teleport to the target
+/*!
+ * @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)
{
}
-/*
+/*!
+ * @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;
}
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;
}
-/*
+/*!
+ * @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)
{
/* Interact */
do_cmd_wiz_change_aux();
-
- /* Redraw everything */
do_cmd_redraw();
}
-/*
+/*!
+ * @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-
static void wiz_display_item(object_type *o_ptr)
{
int i, j = 13;
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
char buf[256];
/* Extract the flags */
}
-/*
- * 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[] =
{
};
-/*
- * 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)
+void strip_name(char *buf, KIND_OBJECT_IDX k_idx)
{
char *t;
}
-/*
+/*!
+ * @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)
+static KIND_OBJECT_IDX wiz_create_itemtype(void)
{
- int i, num, max_num;
- int col, row;
- int tval;
+ KIND_OBJECT_IDX i;
+ int num, max_num;
+ TERM_LEN col, row;
+ OBJECT_TYPE_VALUE tval;
cptr tval_desc;
char ch;
- int choice[80];
+ KIND_OBJECT_IDX choice[80];
char buf[160];
-
- /* Clear screen */
Term_clear();
/* Print all tval's and their descriptions */
/*** And now we go for k_idx ***/
-
- /* Clear screen */
Term_clear();
/* We have to search the whole itemlist. */
}
-/*
- * 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 (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);
+ sprintf(tmp_val, "%d", (int)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 (object_is_artifact(o_ptr)) return;
-
- /* Get local object */
q_ptr = &forge;
/* Copy the object */
{
/* Apply changes */
object_copy(o_ptr, q_ptr);
-
- /* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
/* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+ p_ptr->update |= (PU_COMBINE | PU_REORDER);
- /* Window stuff */
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 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;
- u32b mode;
+ BIT_FLAGS mode;
object_type forge;
object_type *q_ptr;
char tmp_val[80];
- /* XXX XXX XXX Mega-Hack -- allow multiple artifacts */
+ /* Mega-Hack -- allow multiple artifacts */
if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;
/* Allow interupt */
if (inkey())
{
- /* Flush */
flush();
-
- /* Stop rolling */
- break;
+ break; // stop rolling
}
/* Dump the stats */
prt(format(q, i, correct, matches, better, worse, other), 0, 0);
Term_fresh();
}
-
-
- /* Get local object */
q_ptr = &forge;
-
- /* Wipe the object */
object_wipe(q_ptr);
/* Create an object */
make_object(q_ptr, mode);
- /* XXX XXX XXX Mega-Hack -- allow multiple artifacts */
+ /* Mega-Hack -- allow multiple artifacts */
if (object_is_fixed_artifact(q_ptr)) a_info[q_ptr->name1].cur_num = 0;
}
-/*
+/*!
+ * @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)
{
tmp_qnt = o_ptr->number;
/* Default */
- sprintf(tmp_val, "%d", o_ptr->number);
+ sprintf(tmp_val, "%d", (int)o_ptr->number);
/* Query */
if (get_string("Quantity: ", tmp_val, 2))
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)
}
}
-/* debug command for blue mage */
+/*!
+ * @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;
+ BIT_FLAGS f4 = 0L, f5 = 0L, f6 = 0L;
- int i = 0;
- int j = 0;
- s32b f4 = 0, f5 = 0, f6 = 0;
-
- for (j=1; j<6; j++)
+ for (j = 1; j < 6; j++)
{
-
set_rf_masks(&f4, &f5, &f6, j);
for (i = 0; i < 32; i++)
}
-/*
+/*!
+ * @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)
{
- int item;
-
+ OBJECT_IDX item;
object_type forge;
object_type *q_ptr;
-
object_type *o_ptr;
char ch;
cptr q, s;
- item_tester_no_ryoute = TRUE;
- /* Get an item */
q = "Play with which object? ";
s = "You have nothing to play with.";
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
+ if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return;
/* Get the item (in the pack) */
if (item >= 0)
/* The item was not changed */
changed = FALSE;
-
- /* Save the screen */
screen_save();
-
- /* Get local object */
q_ptr = &forge;
/* Copy object */
}
}
-
- /* Restore the screen */
screen_load();
/* Accept change */
if (changed)
{
- /* Message */
msg_print("Changes accepted.");
/* Recalcurate object's weight */
/* Change */
object_copy(o_ptr, q_ptr);
-
- /* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
/* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+ p_ptr->update |= (PU_COMBINE | PU_REORDER);
- /* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
}
}
-/*
+/*!
+ * @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.
object_type forge;
object_type *q_ptr;
- int k_idx;
-
-
- /* Save the screen */
+ OBJECT_IDX k_idx;
screen_save();
/* Get object base type */
k_idx = wiz_create_itemtype();
- /* Restore the screen */
screen_load();
-
/* Return if failed */
if (!k_idx) return;
if (k_info[k_idx].gen_flags & TRG_INSTA_ART)
{
- int i;
+ ARTIFACT_IDX i;
/* Artifactify */
for (i = 1; i < max_a_idx; i++)
if (a_info[i].sval != k_info[k_idx].sval) continue;
/* Create this artifact */
- (void)create_named_art(i, py, px);
+ (void)create_named_art(i, p_ptr->y, p_ptr->x);
/* All done */
msg_print("Allocated(INSTA_ART).");
return;
}
}
-
- /* Get local object */
q_ptr = &forge;
-
- /* Create the item */
object_prep(q_ptr, k_idx);
- /* Apply magic */
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)
{
- /* Restore stats */
- (void)res_stat(A_STR);
- (void)res_stat(A_INT);
- (void)res_stat(A_WIS);
- (void)res_stat(A_CON);
- (void)res_stat(A_DEX);
- (void)res_stat(A_CHR);
-
- /* Restore the level */
- (void)restore_level();
-
- /* Heal the player */
- 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 */
- (void)set_blind(0);
- (void)set_confused(0);
- (void)set_poisoned(0);
- (void)set_afraid(0);
- (void)set_paralyzed(0);
- (void)set_image(0);
- (void)set_stun(0);
- (void)set_cut(0);
- (void)set_slow(0, TRUE);
-
- /* No longer hungry */
+ (void)life_stream(FALSE, FALSE);
+ (void)restore_mana(TRUE);
(void)set_food(PY_FOOD_MAX - 1);
}
-/*
+/*!
+ * @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 (command_arg <= 0)
{
char ppp[80];
-
char tmp_val[160];
- int tmp_dungeon_type;
+ DUNGEON_IDX tmp_dungeon_type;
/* Prompt */
sprintf(ppp, "Jump which dungeon : ");
/* Ask for a level */
if (!get_string(ppp, tmp_val, 2)) return;
- tmp_dungeon_type = atoi(tmp_val);
+ tmp_dungeon_type = (DUNGEON_IDX)atoi(tmp_val);
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): ", d_info[tmp_dungeon_type].mindepth, d_info[tmp_dungeon_type].maxdepth);
+ 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", dun_level);
+ sprintf(tmp_val, "%d", (int)dun_level);
/* Ask for a level */
if (!get_string(ppp, tmp_val, 10)) return;
/* Extract request */
- command_arg = atoi(tmp_val);
+ command_arg = (COMMAND_ARG)atoi(tmp_val);
dungeon_type = tmp_dungeon_type;
}
/* Paranoia */
if (command_arg < d_info[dungeon_type].mindepth) command_arg = 0;
-
- /* Paranoia */
- if (command_arg > d_info[dungeon_type].maxdepth) command_arg = d_info[dungeon_type].maxdepth;
+ if (command_arg > d_info[dungeon_type].maxdepth) command_arg = (COMMAND_ARG)d_info[dungeon_type].maxdepth;
/* Accept request */
msg_format("You jump to dungeon level %d.", command_arg);
if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);
p_ptr->inside_quest = 0;
- energy_use = 0;
+ p_ptr->energy_use = 0;
/* Prevent energy_need from being too lower than 0 */
p_ptr->energy_need = 0;
}
-/*
+/*!
+ * @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)
{
- int i;
+ KIND_OBJECT_IDX i;
object_type forge;
object_type *q_ptr;
/* Induce awareness */
if (k_ptr->level <= command_arg)
{
- /* Get local object */
q_ptr = &forge;
-
- /* Prepare object */
object_prep(q_ptr, i);
-
- /* Awareness */
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 num 生成処理回数
+ * @return なし
*/
static void do_cmd_wiz_summon(int num)
{
int i;
-
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), '\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
- *
- * XXX XXX XXX This function is rather dangerous
+ * @param r_idx モンスター種族ID
+ * @return なし
+ * @details
+ * This function is rather dangerous
*/
-static void do_cmd_wiz_named(int r_idx)
+static void do_cmd_wiz_named(MONRACE_IDX r_idx)
{
- (void)summon_named_creature(0, py, px, 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));
}
-/*
+/*!
+ * @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
- *
- * XXX XXX XXX This function is rather dangerous
+ * @param r_idx モンスター種族ID
+ * @return なし
+ * @details
+ * This function is rather dangerous
*/
-static void do_cmd_wiz_named_friendly(int r_idx)
+static void do_cmd_wiz_named_friendly(MONRACE_IDX 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)
{
- int i;
-
+ MONSTER_IDX i;
/* Genocide everyone nearby */
for (i = 1; i < m_max; i++)
{
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
}
-/*
+/*!
+ * @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)
{
- int i;
+ MONSTER_IDX i;
/* Genocide everyone */
for (i = 1; i < m_max; i++)
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
}
-/*
+/*!
+ * @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)
{
cave_type *c_ptr;
feature_type *f_ptr;
char tmp_val[160];
- int tmp_feat, tmp_mimic;
- int y, x;
+ IDX tmp_feat, tmp_mimic;
+ POSITION y, x;
if (!tgt_pt(&x, &y)) return;
if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
/* Extract */
- tmp_feat = 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 = 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(y, x, tmp_feat);
- c_ptr->mimic = tmp_mimic;
+ c_ptr->mimic = (s16b)tmp_mimic;
f_ptr = &f_info[get_feat_mimic(c_ptr)];
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 */
#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)
{
/* 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);
-/*
+/*!
+ * @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);
/* Good Objects */
case 'g':
if (command_arg <= 0) command_arg = 1;
- acquirement(py, px, command_arg, FALSE, FALSE, TRUE);
+ acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE);
break;
/* Hitpoint rerating */
do_cmd_rerate(TRUE);
break;
-#ifdef MONSTER_HORDES
case 'H':
do_cmd_summon_horde();
break;
-#endif /* MONSTER_HORDES */
/* Identify */
case 'i':
teleport_player(10, 0L);
break;
-#if 0
+ /* 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);
+
+ if(tmp_int < 0) break;
+ if(tmp_int >= max_q_idx) 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':
- for (i = 0; i < max_quests; i++)
+ if(p_ptr->inside_quest)
{
- if (p_ptr->quest[i].status == QUEST_STATUS_TAKEN)
+ if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
{
- p_ptr->quest[i].status++;
- msg_print("Completed Quest");
- msg_print(NULL);
+ complete_quest(p_ptr->inside_quest);
break;
}
}
- if (i == max_quests)
+ else
{
msg_print("No current quest");
msg_print(NULL);
}
break;
-#endif
/* Make every dungeon square "known" to test streamers -KMW- */
case 'u':
/* Special(Random Artifact) Objects */
case 'S':
if (command_arg <= 0) command_arg = 1;
- acquirement(py, px, command_arg, TRUE, TRUE, TRUE);
+ acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE);
break;
/* Teleport */
teleport_player(100, 0L);
break;
+ /* Game Time Setting */
+ case 'T':
+ set_gametime();
+ break;
+
+
/* Very Good Objects */
case 'v':
if (command_arg <= 0) command_arg = 1;
- acquirement(py, px, command_arg, TRUE, FALSE, TRUE);
+ acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE);
break;
/* Wizard Light the Level */
do_cmd_wiz_hack_ben();
break;
+ /* For temporary test. */
+ case 'X':
+ {
+ INVENTORY_IDX i;
+ for(i = INVEN_TOTAL - 1; i >= 0; i--)
+ {
+ if(inventory[i].k_idx) inven_drop(i, 999);
+ }
+ player_outfit();
+ break;
+ }
+
/* Not a Wizard Command */
default:
msg_print("That is not a valid debug command.");