2 * @brief ウィザードモードの処理(特別処理中心) / Wizard commands
5 * Copyright (c) 1997 Ben Harrison, and others<br>
6 * This software may be copied and distributed for educational, research,
7 * and not for profit purposes provided that this copyright and statement
8 * are included in all such copies. Other copyrights may also apply.<br>
9 * 2014 Deskull rearranged comment for Doxygen.<br>
12 #include "wizard/wizard-special-process.h"
13 #include "artifact/fixed-art-generator.h"
14 #include "birth/inventory-initializer.h"
15 #include "cmd-io/cmd-dump.h"
16 #include "cmd-io/cmd-help.h"
17 #include "cmd-io/cmd-save.h"
18 #include "cmd-visual/cmd-draw.h"
19 #include "core/asking-player.h"
20 #include "core/player-update-types.h"
21 #include "core/stuff-handler.h"
22 #include "core/window-redrawer.h"
23 #include "dungeon/dungeon.h"
24 #include "dungeon/quest.h"
25 #include "flavor/object-flavor.h"
26 #include "floor/floor-mode-changer.h"
27 #include "floor/floor-object.h"
28 #include "floor/floor.h"
29 #include "game-option/option-types-table.h"
30 #include "game-option/play-record-options.h"
31 #include "game-option/special-options.h"
32 #include "grid/grid.h"
33 #include "info-reader/fixed-map-parser.h"
34 #include "inventory/inventory-object.h"
35 #include "inventory/inventory-slot-types.h"
36 #include "io/files-util.h"
37 #include "io/input-key-requester.h"
38 #include "io/write-diary.h"
39 #include "market/arena.h"
40 #include "monster-floor/monster-remover.h"
41 #include "monster-floor/monster-summon.h"
42 #include "monster/monster-describer.h"
43 #include "monster/monster-description-types.h"
44 #include "monster/monster-info.h"
45 #include "monster/monster-status.h"
46 #include "monster/smart-learn-types.h"
47 #include "mutation/mutation-investor-remover.h"
48 #include "object-enchant/apply-magic.h"
49 #include "object-enchant/item-apply-magic.h"
50 #include "object-enchant/trc-types.h"
51 #include "object-enchant/trg-types.h"
52 #include "object/object-generator.h"
53 #include "object/object-kind.h"
54 #include "perception/object-perception.h"
55 #include "player/digestion-processor.h"
56 #include "player/patron.h"
57 #include "player/player-class.h"
58 #include "player/player-race-types.h"
59 #include "player/player-skill.h"
60 #include "player/player-status.h"
61 #include "player/selfinfo.h"
62 #include "spell-kind/spells-detection.h"
63 #include "spell-kind/spells-floor.h"
64 #include "spell-kind/spells-perception.h"
65 #include "spell-kind/spells-sight.h"
66 #include "spell-kind/spells-teleport.h"
67 #include "spell/spells-object.h"
68 #include "spell/spells-status.h"
69 #include "spell/spells-summon.h"
70 #include "status/experience.h"
71 #include "system/angband-version.h"
72 #include "system/artifact-type-definition.h"
73 #include "system/floor-type-definition.h"
74 #include "target/grid-selector.h"
75 #include "term/screen-processor.h"
76 #include "util/angband-files.h"
77 #include "util/bit-flags-calculator.h"
78 #include "util/int-char-converter.h"
79 #include "view/display-messages.h"
80 #include "wizard/tval-descriptions-table.h"
81 #include "wizard/wizard-spells.h"
82 #include "wizard/wizard-spoiler.h"
83 #include "world/world.h"
89 * @brief プレイヤーを完全回復する /
90 * Cure everything instantly
93 void wiz_cure_all(player_type *creature_ptr)
95 (void)life_stream(creature_ptr, FALSE, FALSE);
96 (void)restore_mana(creature_ptr, TRUE);
97 (void)set_food(creature_ptr, PY_FOOD_MAX - 1);
101 * @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 /
102 * Specify tval and sval (type and subtype of object) originally
105 * by RAK, heavily modified by -Bernd-
106 * This function returns the k_idx of an object type, or zero if failed
107 * List up to 50 choices in three columns
109 KIND_OBJECT_IDX wiz_create_itemtype(void)
115 for (num = 0; (num < 80) && tvals[num].tval; num++) {
116 row = 2 + (num % 20);
117 col = 20 * (num / 20);
119 prt(format("[%c] %s", ch, tvals[num].desc), row, col);
123 if (!get_com("Get what type of object? ", &ch, FALSE))
126 for (num = 0; num < max_num; num++)
127 if (listsym[num] == ch)
130 if ((num < 0) || (num >= max_num))
133 tval_type tval = tvals[num].tval;
134 concptr tval_desc = tvals[num].desc;
137 KIND_OBJECT_IDX choice[80];
139 for (KIND_OBJECT_IDX i = 1; (num < 80) && (i < max_k_idx); i++) {
140 object_kind *k_ptr = &k_info[i];
141 if (k_ptr->tval != tval)
144 row = 2 + (num % 20);
145 col = 20 * (num / 20);
149 prt(format("[%c] %s", ch, buf), row, col);
154 if (!get_com(format("What Kind of %s? ", tval_desc), &ch, FALSE))
157 for (num = 0; num < max_num; num++)
158 if (listsym[num] == ch)
161 if ((num < 0) || (num >= max_num))
168 * @brief 任意のベースアイテム生成のメインルーチン /
169 * Wizard routine for creating objects -RAK-
172 * Heavily modified to allow magification and artifactification -Bernd-
174 * Note that wizards cannot create objects on top of other objects.
176 * Hack -- this routine always makes a "dungeon object", and applies
177 * magic to it, and attempts to decline cursed items.
179 void wiz_create_item(player_type *caster_ptr)
181 screen_save(caster_ptr);
182 OBJECT_IDX k_idx = wiz_create_itemtype();
183 screen_load(caster_ptr);
187 if (k_info[k_idx].gen_flags & TRG_INSTA_ART) {
188 for (ARTIFACT_IDX i = 1; i < max_a_idx; i++) {
189 if ((a_info[i].tval != k_info[k_idx].tval) || (a_info[i].sval != k_info[k_idx].sval))
192 (void)create_named_art(caster_ptr, i, caster_ptr->y, caster_ptr->x);
193 msg_print("Allocated(INSTA_ART).");
201 object_prep(caster_ptr, q_ptr, k_idx);
202 apply_magic(caster_ptr, q_ptr, caster_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART);
203 (void)drop_near(caster_ptr, q_ptr, -1, caster_ptr->y, caster_ptr->x);
204 msg_print("Allocated.");
208 * @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
209 * @param caster_ptr プレーヤーへの参照ポインタ
212 void wiz_create_named_art(player_type *caster_ptr)
214 char tmp_val[10] = "";
215 if (!get_string("Artifact ID:", tmp_val, 3))
218 ARTIFACT_IDX a_idx = (ARTIFACT_IDX)atoi(tmp_val);
219 if ((a_idx < 0) || (a_idx >= max_a_idx))
222 (void)create_named_art(caster_ptr, a_idx, caster_ptr->y, caster_ptr->x);
223 msg_print("Allocated.");
227 * @brief プレイヤーの現能力値を調整する / Change various "permanent" player variables.
228 * @param creature_ptr プレーヤーへの参照ポインタ
231 void wiz_change_status(player_type *creature_ptr)
236 for (int i = 0; i < A_MAX; i++) {
237 sprintf(ppp, "%s (3-%d): ", stat_names[i], creature_ptr->stat_max_max[i]);
238 sprintf(tmp_val, "%d", creature_ptr->stat_max[i]);
239 if (!get_string(ppp, tmp_val, 3))
242 tmp_int = atoi(tmp_val);
243 if (tmp_int > creature_ptr->stat_max_max[i])
244 tmp_int = creature_ptr->stat_max_max[i];
245 else if (tmp_int < 3)
248 creature_ptr->stat_cur[i] = creature_ptr->stat_max[i] = (BASE_STATUS)tmp_int;
251 sprintf(tmp_val, "%d", WEAPON_EXP_MASTER);
252 if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 9))
255 s16b tmp_s16b = (s16b)atoi(tmp_val);
256 if (tmp_s16b < WEAPON_EXP_UNSKILLED)
257 tmp_s16b = WEAPON_EXP_UNSKILLED;
259 if (tmp_s16b > WEAPON_EXP_MASTER)
260 tmp_s16b = WEAPON_EXP_MASTER;
262 for (int j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++) {
263 for (int i = 0; i < 64; i++) {
264 creature_ptr->weapon_exp[j][i] = tmp_s16b;
265 if (creature_ptr->weapon_exp[j][i] > s_info[creature_ptr->pclass].w_max[j][i])
266 creature_ptr->weapon_exp[j][i] = s_info[creature_ptr->pclass].w_max[j][i];
270 for (int j = 0; j < 10; j++) {
271 creature_ptr->skill_exp[j] = tmp_s16b;
272 if (creature_ptr->skill_exp[j] > s_info[creature_ptr->pclass].s_max[j])
273 creature_ptr->skill_exp[j] = s_info[creature_ptr->pclass].s_max[j];
277 for (k = 0; k < 32; k++)
278 creature_ptr->spell_exp[k] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
281 creature_ptr->spell_exp[k] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
283 sprintf(tmp_val, "%ld", (long)(creature_ptr->au));
284 if (!get_string("Gold: ", tmp_val, 9))
287 long tmp_long = atol(tmp_val);
291 creature_ptr->au = tmp_long;
292 sprintf(tmp_val, "%ld", (long)(creature_ptr->max_exp));
293 if (!get_string("Experience: ", tmp_val, 9))
296 tmp_long = atol(tmp_val);
300 if (creature_ptr->prace == RACE_ANDROID)
303 creature_ptr->max_exp = tmp_long;
304 creature_ptr->exp = tmp_long;
305 check_experience(creature_ptr);
306 do_cmd_redraw(creature_ptr);
310 * @brief 指定された地点の地形IDを変更する /
311 * Create desired feature
312 * @param creaturer_ptr プレーヤーへの参照ポインタ
315 void wiz_create_feature(player_type *creature_ptr)
318 if (!tgt_pt(creature_ptr, &x, &y))
322 g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
323 static int prev_feat = 0;
325 sprintf(tmp_val, "%d", prev_feat);
327 if (!get_string(_("地形: ", "Feature: "), tmp_val, 3))
330 FEAT_IDX tmp_feat = (FEAT_IDX)atoi(tmp_val);
333 else if (tmp_feat >= max_f_idx)
334 tmp_feat = max_f_idx - 1;
336 static int prev_mimic = 0;
337 sprintf(tmp_val, "%d", prev_mimic);
339 if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3))
342 FEAT_IDX tmp_mimic = (FEAT_IDX)atoi(tmp_val);
345 else if (tmp_mimic >= max_f_idx)
346 tmp_mimic = max_f_idx - 1;
348 cave_set_feat(creature_ptr, y, x, tmp_feat);
349 g_ptr->mimic = (s16b)tmp_mimic;
351 f_ptr = &f_info[get_feat_mimic(g_ptr)];
353 if (have_flag(f_ptr->flags, FF_GLYPH) || have_flag(f_ptr->flags, FF_MINOR_GLYPH))
354 g_ptr->info |= CAVE_OBJECT;
355 else if (have_flag(f_ptr->flags, FF_MIRROR))
356 g_ptr->info |= CAVE_GLOW | CAVE_OBJECT;
358 note_spot(creature_ptr, y, x);
359 lite_spot(creature_ptr, y, x);
360 creature_ptr->update |= PU_FLOW;
361 prev_feat = tmp_feat;
362 prev_mimic = tmp_mimic;
366 * @brief 任意のダンジョン及び階層に飛ぶ /
370 void wiz_jump_to_dungeon(player_type *creature_ptr)
372 if (command_arg <= 0) {
375 DUNGEON_IDX tmp_dungeon_type;
376 sprintf(ppp, "Jump which dungeon : ");
377 sprintf(tmp_val, "%d", creature_ptr->dungeon_idx);
378 if (!get_string(ppp, tmp_val, 2))
381 tmp_dungeon_type = (DUNGEON_IDX)atoi(tmp_val);
382 if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > current_world_ptr->max_d_idx))
383 tmp_dungeon_type = DUNGEON_ANGBAND;
385 sprintf(ppp, "Jump to level (0, %d-%d): ", (int)d_info[tmp_dungeon_type].mindepth, (int)d_info[tmp_dungeon_type].maxdepth);
386 sprintf(tmp_val, "%d", (int)creature_ptr->current_floor_ptr->dun_level);
387 if (!get_string(ppp, tmp_val, 10))
390 command_arg = (COMMAND_ARG)atoi(tmp_val);
391 creature_ptr->dungeon_idx = tmp_dungeon_type;
394 if (command_arg < d_info[creature_ptr->dungeon_idx].mindepth)
397 if (command_arg > d_info[creature_ptr->dungeon_idx].maxdepth)
398 command_arg = (COMMAND_ARG)d_info[creature_ptr->dungeon_idx].maxdepth;
400 msg_format("You jump to dungeon level %d.", command_arg);
402 do_cmd_save_game(creature_ptr, TRUE);
404 creature_ptr->current_floor_ptr->dun_level = command_arg;
405 prepare_change_floor_mode(creature_ptr, CFM_RAND_PLACE);
406 if (!creature_ptr->current_floor_ptr->dun_level)
407 creature_ptr->dungeon_idx = 0;
409 creature_ptr->current_floor_ptr->inside_arena = FALSE;
410 creature_ptr->wild_mode = FALSE;
411 leave_quest_check(creature_ptr);
413 exe_write_diary(creature_ptr, DIARY_WIZ_TELE, 0, NULL);
415 creature_ptr->current_floor_ptr->inside_quest = 0;
416 free_turn(creature_ptr);
417 creature_ptr->energy_need = 0;
418 prepare_change_floor_mode(creature_ptr, CFM_FIRST_FLOOR);
419 creature_ptr->leaving = TRUE;
423 * @brief 全ベースアイテムを鑑定済みにする /
424 * Become aware of a lot of objects
425 * @param caster_ptr プレーヤーへの参照ポインタ
428 void wiz_learn_items_all(player_type *caster_ptr)
432 for (KIND_OBJECT_IDX i = 1; i < max_k_idx; i++) {
433 object_kind *k_ptr = &k_info[i];
434 if (k_ptr->level <= command_arg) {
436 object_prep(caster_ptr, q_ptr, i);
437 object_aware(caster_ptr, q_ptr);
443 * @brief プレイヤーの職業を変更する
445 * @todo 魔法領域の再選択などがまだ不完全、要実装。
447 void wiz_reset_class(player_type *creature_ptr)
450 sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
453 sprintf(tmp_val, "%d", creature_ptr->pclass);
455 if (!get_string(ppp, tmp_val, 2))
458 int tmp_int = atoi(tmp_val);
459 if (tmp_int < 0 || tmp_int >= MAX_CLASS)
462 creature_ptr->pclass = (byte)tmp_int;
463 creature_ptr->window |= PW_PLAYER;
464 creature_ptr->update |= PU_BONUS | PU_HP | PU_MANA | PU_SPELLS;
465 handle_stuff(creature_ptr);
469 * @brief 現在のオプション設定をダンプ出力する /
470 * @param creature_ptr プレーヤーへの参照ポインタ
471 * Hack -- Dump option bits usage
474 void wiz_dump_options(void)
477 path_build(buf, sizeof(buf), ANGBAND_DIR_USER, "opt_info.txt");
479 fff = angband_fopen(buf, "a");
481 msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), buf);
487 C_MAKE(exist, NUM_O_SET, int *);
488 C_MAKE(*exist, NUM_O_BIT * NUM_O_SET, int);
489 for (int i = 1; i < NUM_O_SET; i++)
490 exist[i] = *exist + i * NUM_O_BIT;
492 for (int i = 0; option_info[i].o_desc; i++) {
493 const option_type *ot_ptr = &option_info[i];
495 exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
498 fprintf(fff, "[Option bits usage on Hengband %d.%d.%d]\n\n", FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
499 fputs("Set - Bit (Page) Option Name\n", fff);
500 fputs("------------------------------------------------\n", fff);
501 for (int i = 0; i < NUM_O_SET; i++) {
502 for (int j = 0; j < NUM_O_BIT; j++) {
504 const option_type *ot_ptr = &option_info[exist[i][j] - 1];
505 fprintf(fff, " %d - %02d (%4d) %s\n", i, j, ot_ptr->o_page, ot_ptr->o_text);
507 fprintf(fff, " %d - %02d\n", i, j);
514 C_KILL(*exist, NUM_O_BIT * NUM_O_SET, int);
515 C_KILL(exist, NUM_O_SET, int *);
517 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);
521 * @brief プレイ日数を変更する / Set gametime.
522 * @return 実際に変更を行ったらTRUEを返す
524 void set_gametime(void)
527 char ppp[80], tmp_val[40];
528 sprintf(ppp, "Dungeon Turn (0-%ld): ", (long)current_world_ptr->dungeon_turn_limit);
529 sprintf(tmp_val, "%ld", (long)current_world_ptr->dungeon_turn);
530 if (!get_string(ppp, tmp_val, 10))
533 tmp_int = atoi(tmp_val);
534 if (tmp_int >= current_world_ptr->dungeon_turn_limit)
535 tmp_int = current_world_ptr->dungeon_turn_limit - 1;
536 else if (tmp_int < 0)
539 current_world_ptr->dungeon_turn = current_world_ptr->game_turn = tmp_int;
543 * @brief プレイヤー近辺の全モンスターを消去する / Delete all nearby monsters
546 void wiz_zap_surrounding_monsters(player_type *caster_ptr)
548 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++) {
549 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
550 if (!monster_is_valid(m_ptr) || (i == caster_ptr->riding) || (m_ptr->cdis > MAX_SIGHT))
553 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname) {
554 GAME_TEXT m_name[MAX_NLEN];
556 monster_desc(caster_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
557 exe_write_diary(caster_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
560 delete_monster_idx(caster_ptr, i);
565 * @brief フロアに存在する全モンスターを消去する / Delete all monsters
566 * @param caster_ptr 術者の参照ポインタ
569 void wiz_zap_floor_monsters(player_type *caster_ptr)
571 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++) {
572 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
573 if (!monster_is_valid(m_ptr) || (i == caster_ptr->riding))
576 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname) {
577 GAME_TEXT m_name[MAX_NLEN];
578 monster_desc(caster_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
579 exe_write_diary(caster_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
582 delete_monster_idx(caster_ptr, i);