3 * @brief ウィザードモードの処理(特別処理中心) / Wizard commands
6 * Copyright (c) 1997 Ben Harrison, and others<br>
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.<br>
10 * 2014 Deskull rearranged comment for Doxygen.<br>
20 #include "player-status.h"
21 #include "player-effects.h"
24 #include "spells-object.h"
25 #include "spells-summon.h"
26 #include "spells-status.h"
27 #include "spells-world.h"
28 #include "spells-floor.h"
30 #include "object-flavor.h"
31 #include "object-hook.h"
32 #include "monster-status.h"
35 #include "floor-save.h"
37 #include "dungeon-file.h"
39 #include "monster-spell.h"
44 * @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
45 * @return 実際にテレポートを行ったらTRUEを返す
47 static bool wiz_dimension_door(void)
49 POSITION x = 0, y = 0;
50 if (!tgt_pt(&x, &y)) return FALSE;
51 teleport_player_to(y, x, TELEPORT_NONMAGICAL);
56 * @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
59 static void wiz_create_named_art(void)
61 char tmp_val[10] = "";
65 if (!get_string("Artifact ID:", tmp_val, 3)) return;
68 a_idx = (ARTIFACT_IDX)atoi(tmp_val);
69 if(a_idx < 0) a_idx = 0;
70 if(a_idx >= max_a_idx) a_idx = 0;
72 (void)create_named_art(a_idx, p_ptr->y, p_ptr->x);
75 msg_print("Allocated.");
79 * @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
82 static void do_cmd_summon_horde(void)
84 POSITION wy = p_ptr->y, wx = p_ptr->x;
89 scatter(&wy, &wx, p_ptr->y, p_ptr->x, 3, 0);
90 if (cave_empty_bold(wy, wx)) break;
93 (void)alloc_horde(wy, wx);
97 * @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.
100 static void prt_binary(BIT_FLAGS flags, int row, int col)
106 for (i = bitmask = 1; i <= 32; i++, bitmask *= 2)
111 Term_putch(col++, row, TERM_BLUE, '*');
114 /* Dump unset bits */
117 Term_putch(col++, row, TERM_WHITE, '-');
123 #define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
126 * @brief アイテムの階層毎生成率を表示する / Output a rarity graph for a type of object.
127 * @param tval ベースアイテムの大項目ID
128 * @param sval ベースアイテムの小項目ID
133 static void prt_alloc(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval, TERM_LEN row, TERM_LEN col)
137 u32b rarity[K_MAX_DEPTH];
138 u32b total[K_MAX_DEPTH];
140 concptr r = "+---Rate---+";
145 alloc_entry *table = alloc_kind_table;
147 /* Wipe the tables */
148 (void)C_WIPE(rarity, K_MAX_DEPTH, u32b);
149 (void)C_WIPE(total, K_MAX_DEPTH, u32b);
150 (void)C_WIPE(display, 22, s32b);
152 /* Scan all entries */
153 for (i = 0; i < K_MAX_DEPTH; i++)
156 for (j = 0; j < alloc_kind_size; j++)
160 if (table[j].level <= i)
162 prob = table[j].prob1 * GREAT_OBJ * K_MAX_DEPTH;
164 else if (table[j].level - 1 > 0)
166 prob = table[j].prob1 * i * K_MAX_DEPTH / (table[j].level - 1);
169 /* Acquire this kind */
170 k_ptr = &k_info[table[j].index];
172 /* Accumulate probabilities */
173 total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
174 total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
176 /* Accumulate probabilities */
177 if ((k_ptr->tval == tval) && (k_ptr->sval == sval))
180 rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
183 total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
186 /* Calculate probabilities for each range */
187 for (i = 0; i < 22; i++)
189 /* Shift the values into view */
191 for (j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
192 possibility += rarity[j] * 100000 / total[j];
193 display[i] = possibility / 5;
196 /* Graph the rarities */
197 for (i = 0; i < 22; i++)
199 Term_putch(col, row + i + 1, TERM_WHITE, '|');
201 prt(format("%2dF", (i * 5)), row + i + 1, col);
205 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22))
207 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
211 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
215 /* Make it look nice */
220 * @brief プレイヤーの職業を変更する
222 * @todo 魔法領域の再選択などがまだ不完全、要実装。
224 static void do_cmd_wiz_reset_class(void)
231 sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
234 sprintf(tmp_val, "%d", p_ptr->pclass);
237 if (!get_string(ppp, tmp_val, 2)) return;
240 tmp_int = atoi(tmp_val);
243 if (tmp_int < 0 || tmp_int >= MAX_CLASS) return;
246 p_ptr->pclass = (byte_hack)tmp_int;
248 /* Redraw inscription */
249 p_ptr->window |= (PW_PLAYER);
251 /* {.} and {$} effect p_ptr->warning and TRC_TELEPORT_SELF */
252 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
259 * @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
262 static void do_cmd_wiz_bamf(void)
264 /* Must have a target */
265 if (!target_who) return;
267 /* Teleport to the target */
268 teleport_player_to(target_row, target_col, TELEPORT_NONMAGICAL);
273 * @brief プレイヤーの現能力値を調整する
274 * Aux function for "do_cmd_wiz_change()". -RAK-
277 static void do_cmd_wiz_change_aux(void)
287 /* Query the stats */
288 for (i = 0; i < A_MAX; i++)
291 sprintf(ppp, "%s (3-%d): ", stat_names[i], p_ptr->stat_max_max[i]);
294 sprintf(tmp_val, "%d", p_ptr->stat_max[i]);
297 if (!get_string(ppp, tmp_val, 3)) return;
300 tmp_int = atoi(tmp_val);
303 if (tmp_int > p_ptr->stat_max_max[i]) tmp_int = p_ptr->stat_max_max[i];
304 else if (tmp_int < 3) tmp_int = 3;
307 p_ptr->stat_cur[i] = p_ptr->stat_max[i] = (BASE_STATUS)tmp_int;
312 sprintf(tmp_val, "%d", WEAPON_EXP_MASTER);
315 if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 9)) return;
318 tmp_s16b = (s16b)atoi(tmp_val);
321 if (tmp_s16b < WEAPON_EXP_UNSKILLED) tmp_s16b = WEAPON_EXP_UNSKILLED;
322 if (tmp_s16b > WEAPON_EXP_MASTER) tmp_s16b = WEAPON_EXP_MASTER;
324 for (j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++)
326 for (i = 0;i < 64;i++)
328 p_ptr->weapon_exp[j][i] = tmp_s16b;
329 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];
333 for (j = 0; j < 10; j++)
335 p_ptr->skill_exp[j] = tmp_s16b;
336 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];
339 for (j = 0; j < 32; j++)
340 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
342 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
345 sprintf(tmp_val, "%ld", (long)(p_ptr->au));
348 if (!get_string("Gold: ", tmp_val, 9)) return;
351 tmp_long = atol(tmp_val);
354 if (tmp_long < 0) tmp_long = 0L;
357 p_ptr->au = tmp_long;
360 sprintf(tmp_val, "%ld", (long)(p_ptr->max_exp));
363 if (!get_string("Experience: ", tmp_val, 9)) return;
366 tmp_long = atol(tmp_val);
369 if (tmp_long < 0) tmp_long = 0L;
371 if (p_ptr->prace != RACE_ANDROID)
374 p_ptr->max_exp = tmp_long;
375 p_ptr->exp = tmp_long;
384 * @brief プレイヤーの現能力値を調整する(メインルーチン)
385 * Change various "permanent" player variables.
388 static void do_cmd_wiz_change(void)
391 do_cmd_wiz_change_aux();
397 * @brief アイテムの詳細ステータスを表示する /
398 * Change various "permanent" player variables.
399 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
402 * Wizard routines for creating objects -RAK-
403 * And for manipulating them! -Bernd-
405 * This has been rewritten to make the whole procedure
406 * of debugging objects much easier and more comfortable.
408 * The following functions are meant to play with objects:
409 * Create, modify, roll for them (for statistic purposes) and more.
410 * The original functions were by RAK.
411 * The function to show an item's debug information was written
412 * by David Reeve Sward <sward+@CMU.EDU>.
413 * Bernd (wiebelt@mathematik.hu-berlin.de)
415 * Here are the low-level functions
416 * - wiz_display_item()
417 * display an item's debug-info
418 * - wiz_create_itemtype()
419 * specify tval and sval (type and subtype of object)
421 * specify pval, +AC, +tohit, +todam
422 * Note that the wizard can leave this function anytime,
423 * thus accepting the default-values for the remaining values.
424 * pval comes first now, since it is most important.
425 * - wiz_reroll_item()
426 * apply some magic to the item or current_world_ptr->game_turn it into an artifact.
428 * Get some statistics about the rarity of an item:
429 * We create a lot of fake items and see if they are of the
430 * same type (tval and sval), then we compare pval and +AC.
431 * If the fake-item is better or equal it is counted.
432 * Note that cursed items that are better or equal (absolute values)
434 * HINT: This is *very* useful for balancing the game!
435 * - wiz_quantity_item()
436 * change the quantity of an item, but be sane about it.
438 * And now the high-level functions
439 * - do_cmd_wiz_play()
440 * play with an existing object
441 * - wiz_create_item()
442 * create a new object
444 * Note -- You do not have to specify "pval" and other item-properties
445 * directly. Just apply magic until you are satisfied with the item.
447 * Note -- For some items (such as wands, staffs, some rings, etc), you
448 * must apply magic, or you will get "broken" or "uncharged" objects.
450 * Note -- Redefining artifacts via "do_cmd_wiz_play()" may destroy
451 * the artifact. Be careful.
453 * Hack -- this function will allow you to create multiple artifacts.
454 * This "feature" may induce crashes or other nasty effects.
455 * Just display an item's properties (debug-info)
456 * Originally by David Reeve Sward <sward+@CMU.EDU>
457 * Verbose item flags by -Bernd-
459 static void wiz_display_item(object_type *o_ptr)
462 BIT_FLAGS flgs[TR_FLAG_SIZE];
464 object_flags(o_ptr, flgs);
466 /* Clear the screen */
467 for (i = 1; i <= 23; i++) prt("", i, j - 2);
469 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
472 object_desc(buf, o_ptr, OD_STORE);
476 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d",
477 o_ptr->k_idx, k_info[o_ptr->k_idx].level,
478 o_ptr->tval, o_ptr->sval), 4, j);
480 prt(format("number = %-3d wgt = %-6d ac = %-5d damage = %dd%d",
481 o_ptr->number, o_ptr->weight,
482 o_ptr->ac, o_ptr->dd, o_ptr->ds), 5, j);
484 prt(format("pval = %-5d toac = %-5d tohit = %-4d todam = %-4d",
485 o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), 6, j);
487 prt(format("name1 = %-4d name2 = %-4d cost = %ld",
488 o_ptr->name1, o_ptr->name2, (long)object_value_real(o_ptr)), 7, j);
490 prt(format("ident = %04x xtra1 = %-4d xtra2 = %-4d timeout = %-d",
491 o_ptr->ident, o_ptr->xtra1, o_ptr->xtra2, o_ptr->timeout), 8, j);
493 prt(format("xtra3 = %-4d xtra4 = %-4d xtra5 = %-4d cursed = %-d",
494 o_ptr->xtra3, o_ptr->xtra4, o_ptr->xtra5, o_ptr->curse_flags), 9, j);
496 prt("+------------FLAGS1------------+", 10, j);
497 prt("AFFECT........SLAY........BRAND.", 11, j);
498 prt(" mf cvae xsqpaefc", 12, j);
499 prt("siwdccsossidsahanvudotgddhuoclio", 13, j);
500 prt("tnieohtctrnipttmiinmrrnrrraiierl", 14, j);
501 prt("rtsxnarelcfgdkcpmldncltggpksdced", 15, j);
502 prt_binary(flgs[0], 16, j);
504 prt("+------------FLAGS2------------+", 17, j);
505 prt("SUST....IMMUN.RESIST............", 18, j);
506 prt(" reaefctrpsaefcpfldbc sn ", 19, j);
507 prt("siwdcciaclioheatcliooeialoshtncd", 20, j);
508 prt("tnieohdsierlrfraierliatrnnnrhehi", 21, j);
509 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", 22, j);
510 prt_binary(flgs[1], 23, j);
512 prt("+------------FLAGS3------------+", 10, j+32);
513 prt("fe cnn t stdrmsiiii d ab ", 11, j+32);
514 prt("aa aoomywhs lleeieihgggg rtgl ", 12, j+32);
515 prt("uu utmacaih eielgggonnnnaaere ", 13, j+32);
516 prt("rr reanurdo vtieeehtrrrrcilas ", 14, j+32);
517 prt("aa algarnew ienpsntsaefctnevs ", 15, j+32);
518 prt_binary(flgs[2], 16, j+32);
520 prt("+------------FLAGS4------------+", 17, j+32);
521 prt("KILL....ESP......... ", 18, j+32);
522 prt("aeud tghaud tgdhegnu ", 19, j+32);
523 prt("nvneoriunneoriruvoon ", 20, j+32);
524 prt("iidmroamidmroagmionq ", 21, j+32);
525 prt("mlenclnmmenclnnnldlu ", 22, j+32);
526 prt_binary(flgs[3], 23, j+32);
531 * 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
533 typedef struct tval_desc
535 int tval; /*!< 大項目のID */
536 concptr desc; /*!< 大項目名 */
540 * 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
542 static tval_desc tvals[] =
544 { TV_SWORD, "Sword" },
545 { TV_POLEARM, "Polearm" },
546 { TV_HAFTED, "Hafted Weapon" },
548 { TV_ARROW, "Arrows" },
549 { TV_BOLT, "Bolts" },
550 { TV_SHOT, "Shots" },
551 { TV_SHIELD, "Shield" },
552 { TV_CROWN, "Crown" },
554 { TV_GLOVES, "Gloves" },
555 { TV_BOOTS, "Boots" },
556 { TV_CLOAK, "Cloak" },
557 { TV_DRAG_ARMOR, "Dragon Scale Mail" },
558 { TV_HARD_ARMOR, "Hard Armor" },
559 { TV_SOFT_ARMOR, "Soft Armor" },
561 { TV_AMULET, "Amulet" },
563 { TV_POTION, "Potion" },
564 { TV_SCROLL, "Scroll" },
566 { TV_STAFF, "Staff" },
568 { TV_LIFE_BOOK, "Life Spellbook" },
569 { TV_SORCERY_BOOK, "Sorcery Spellbook" },
570 { TV_NATURE_BOOK, "Nature Spellbook" },
571 { TV_CHAOS_BOOK, "Chaos Spellbook" },
572 { TV_DEATH_BOOK, "Death Spellbook" },
573 { TV_TRUMP_BOOK, "Trump Spellbook" },
574 { TV_ARCANE_BOOK, "Arcane Spellbook" },
575 { TV_CRAFT_BOOK, "Craft Spellbook"},
576 { TV_DAEMON_BOOK, "Daemon Spellbook"},
577 { TV_CRUSADE_BOOK, "Crusade Spellbook"},
578 { TV_MUSIC_BOOK, "Music Spellbook" },
579 { TV_HISSATSU_BOOK, "Book of Kendo" },
580 { TV_HEX_BOOK, "Hex Spellbook" },
581 { TV_PARCHMENT, "Parchment" },
582 { TV_WHISTLE, "Whistle" },
583 { TV_SPIKE, "Spikes" },
584 { TV_DIGGING, "Digger" },
585 { TV_CHEST, "Chest" },
586 { TV_CAPTURE, "Capture Ball" },
587 { TV_CARD, "Express Card" },
588 { TV_FIGURINE, "Magical Figurine" },
589 { TV_STATUE, "Statue" },
590 { TV_CORPSE, "Corpse" },
592 { TV_FLASK, "Flask" },
594 { TV_SKELETON, "Skeleton" },
600 * @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
601 * @param buf ベースアイテム格納先の参照ポインタ
602 * @param k_idx ベースアイテムID
605 void strip_name(char *buf, KIND_OBJECT_IDX k_idx)
609 object_kind *k_ptr = &k_info[k_idx];
611 concptr str = (k_name + k_ptr->name);
614 /* Skip past leading characters */
615 while ((*str == ' ') || (*str == '&')) str++;
617 /* Copy useful chars */
618 for (t = buf; *str; str++)
621 if (iskanji(*str)) {*t++ = *str++; *t++ = *str; continue;}
623 if (*str != '~') *t++ = *str;
626 /* Terminate the new name */
632 * @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 /
633 * Specify tval and sval (type and subtype of object) originally
636 * by RAK, heavily modified by -Bernd-
637 * This function returns the k_idx of an object type, or zero if failed
638 * List up to 50 choices in three columns
640 static KIND_OBJECT_IDX wiz_create_itemtype(void)
645 OBJECT_TYPE_VALUE tval;
650 KIND_OBJECT_IDX choice[80];
656 /* Print all tval's and their descriptions */
657 for (num = 0; (num < 80) && tvals[num].tval; num++)
659 row = 2 + (num % 20);
660 col = 20 * (num / 20);
662 prt(format("[%c] %s", ch, tvals[num].desc), row, col);
665 /* Me need to know the maximal possible tval_index */
669 if (!get_com("Get what type of object? ", &ch, FALSE)) return (0);
672 for (num = 0; num < max_num; num++)
674 if (listsym[num] == ch) break;
677 /* Bail out if choice is illegal */
678 if ((num < 0) || (num >= max_num)) return (0);
680 /* Base object type chosen, fill in tval */
681 tval = tvals[num].tval;
682 tval_desc = tvals[num].desc;
685 /*** And now we go for k_idx ***/
688 /* We have to search the whole itemlist. */
689 for (num = 0, i = 1; (num < 80) && (i < max_k_idx); i++)
691 object_kind *k_ptr = &k_info[i];
693 /* Analyze matching items */
694 if (k_ptr->tval == tval)
697 row = 2 + (num % 20);
698 col = 20 * (num / 20);
702 /* Acquire the "name" of object "i" */
706 prt(format("[%c] %s", ch, buf), row, col);
708 /* Remember the object index */
713 /* Me need to know the maximal possible remembered object_index */
717 if (!get_com(format("What Kind of %s? ", tval_desc), &ch, FALSE)) return (0);
720 for (num = 0; num < max_num; num++)
722 if (listsym[num] == ch) break;
725 /* Bail out if choice is "illegal" */
726 if ((num < 0) || (num >= max_num)) return (0);
728 /* And return successful */
729 return (choice[num]);
734 * @briefアイテムの基礎能力値を調整する / Tweak an item
735 * @param o_ptr 調整するアイテムの参照ポインタ
738 static void wiz_tweak_item(object_type *o_ptr)
743 if (object_is_artifact(o_ptr)) return;
745 p = "Enter new 'pval' setting: ";
746 sprintf(tmp_val, "%d", o_ptr->pval);
747 if (!get_string(p, tmp_val, 5)) return;
748 o_ptr->pval = (s16b)atoi(tmp_val);
749 wiz_display_item(o_ptr);
751 p = "Enter new 'to_a' setting: ";
752 sprintf(tmp_val, "%d", o_ptr->to_a);
753 if (!get_string(p, tmp_val, 5)) return;
754 o_ptr->to_a = (s16b)atoi(tmp_val);
755 wiz_display_item(o_ptr);
757 p = "Enter new 'to_h' setting: ";
758 sprintf(tmp_val, "%d", o_ptr->to_h);
759 if (!get_string(p, tmp_val, 5)) return;
760 o_ptr->to_h = (s16b)atoi(tmp_val);
761 wiz_display_item(o_ptr);
763 p = "Enter new 'to_d' setting: ";
764 sprintf(tmp_val, "%d", (int)o_ptr->to_d);
765 if (!get_string(p, tmp_val, 5)) return;
766 o_ptr->to_d = (s16b)atoi(tmp_val);
767 wiz_display_item(o_ptr);
772 * @brief アイテムの質を選択して再生成する /
773 * Apply magic to an item or current_world_ptr->game_turn it into an artifact. -Bernd-
774 * @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
777 static void wiz_reroll_item(object_type *o_ptr)
782 bool changed = FALSE;
784 if (object_is_artifact(o_ptr)) return;
787 object_copy(q_ptr, o_ptr);
789 /* Main loop. Ask for magification and artifactification */
792 /* Display full item debug information */
793 wiz_display_item(q_ptr);
795 /* Ask wizard what to do. */
796 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, FALSE))
798 /* Preserve wizard-generated artifacts */
799 if (object_is_fixed_artifact(q_ptr))
801 a_info[q_ptr->name1].cur_num = 0;
809 /* Create/change it! */
810 if (ch == 'A' || ch == 'a')
816 /* Preserve wizard-generated artifacts */
817 if (object_is_fixed_artifact(q_ptr))
819 a_info[q_ptr->name1].cur_num = 0;
825 /* Apply bad magic, but first clear object */
828 object_prep(q_ptr, o_ptr->k_idx);
829 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
832 /* Apply bad magic, but first clear object */
835 object_prep(q_ptr, o_ptr->k_idx);
836 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
839 /* Apply normal magic, but first clear object */
842 object_prep(q_ptr, o_ptr->k_idx);
843 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART);
846 /* Apply good magic, but first clear object */
849 object_prep(q_ptr, o_ptr->k_idx);
850 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD);
853 /* Apply great magic, but first clear object */
856 object_prep(q_ptr, o_ptr->k_idx);
857 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT);
860 /* Apply special magic, but first clear object */
863 object_prep(q_ptr, o_ptr->k_idx);
864 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
866 /* Failed to create artifact; make a random one */
867 if (!object_is_artifact(q_ptr)) create_artifact(q_ptr, FALSE);
871 q_ptr->iy = o_ptr->iy;
872 q_ptr->ix = o_ptr->ix;
873 q_ptr->next_o_idx = o_ptr->next_o_idx;
874 q_ptr->marked = o_ptr->marked;
880 object_copy(o_ptr, q_ptr);
881 p_ptr->update |= (PU_BONUS);
882 p_ptr->update |= (PU_COMBINE | PU_REORDER);
883 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
890 * @brief 検査対象のアイテムを基準とした生成テストを行う /
891 * Try to create an item again. Output some statistics. -Bernd-
892 * @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
894 * The statistics are correct now. We acquire a clean grid, and then
895 * repeatedly place an object in this grid, copying it into an item
896 * holder, and then deleting the object. We fiddle with the artifact
897 * counter flags to prevent weirdness. We use the items to collect
898 * statistics on item creation relative to the initial item.
900 static void wiz_statistics(object_type *o_ptr)
902 u32b i, matches, better, worse, other, correct;
904 u32b test_roll = 1000000;
914 concptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
916 concptr p = "Enter number of items to roll: ";
920 /* Mega-Hack -- allow multiple artifacts */
921 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;
927 concptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
930 wiz_display_item(o_ptr);
933 if (!get_com(pmt, &ch, FALSE)) break;
935 if (ch == 'n' || ch == 'N')
940 else if (ch == 'g' || ch == 'G')
945 else if (ch == 'e' || ch == 'E')
947 mode = AM_GOOD | AM_GREAT;
948 quality = "excellent";
955 sprintf(tmp_val, "%ld", (long int)test_roll);
956 if (get_string(p, tmp_val, 10)) test_roll = atol(tmp_val);
957 test_roll = MAX(1, test_roll);
959 /* Let us know what we are doing */
960 msg_format("Creating a lot of %s items. Base level = %d.",
961 quality, current_floor_ptr->dun_level);
964 /* Set counters to zero */
965 correct = matches = better = worse = other = 0;
967 /* Let's rock and roll */
968 for (i = 0; i <= test_roll; i++)
970 /* Output every few rolls */
971 if ((i < 100) || (i % 100 == 0))
980 break; // stop rolling
984 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
990 /* Create an object */
991 make_object(q_ptr, mode);
994 /* Mega-Hack -- allow multiple artifacts */
995 if (object_is_fixed_artifact(q_ptr)) a_info[q_ptr->name1].cur_num = 0;
998 /* Test for the same tval and sval. */
999 if ((o_ptr->tval) != (q_ptr->tval)) continue;
1000 if ((o_ptr->sval) != (q_ptr->sval)) continue;
1002 /* One more correct item */
1005 /* Check for match */
1006 if ((q_ptr->pval == o_ptr->pval) &&
1007 (q_ptr->to_a == o_ptr->to_a) &&
1008 (q_ptr->to_h == o_ptr->to_h) &&
1009 (q_ptr->to_d == o_ptr->to_d) &&
1010 (q_ptr->name1 == o_ptr->name1))
1015 /* Check for better */
1016 else if ((q_ptr->pval >= o_ptr->pval) &&
1017 (q_ptr->to_a >= o_ptr->to_a) &&
1018 (q_ptr->to_h >= o_ptr->to_h) &&
1019 (q_ptr->to_d >= o_ptr->to_d))
1024 /* Check for worse */
1025 else if ((q_ptr->pval <= o_ptr->pval) &&
1026 (q_ptr->to_a <= o_ptr->to_a) &&
1027 (q_ptr->to_h <= o_ptr->to_h) &&
1028 (q_ptr->to_d <= o_ptr->to_d))
1033 /* Assume different */
1041 msg_format(q, i, correct, matches, better, worse, other);
1046 /* Hack -- Normally only make a single artifact */
1047 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
1052 * @brief 検査対象のアイテムの数を変更する /
1053 * Change the quantity of a the item
1054 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
1057 static void wiz_quantity_item(object_type *o_ptr)
1059 int tmp_int, tmp_qnt;
1064 /* Never duplicate artifacts */
1065 if (object_is_artifact(o_ptr)) return;
1067 /* Store old quantity. -LM- */
1068 tmp_qnt = o_ptr->number;
1071 sprintf(tmp_val, "%d", (int)o_ptr->number);
1074 if (get_string("Quantity: ", tmp_val, 2))
1077 tmp_int = atoi(tmp_val);
1078 if (tmp_int < 1) tmp_int = 1;
1079 if (tmp_int > 99) tmp_int = 99;
1081 /* Accept modifications */
1082 o_ptr->number = (byte_hack)tmp_int;
1085 if (o_ptr->tval == TV_ROD)
1087 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
1092 * @brief 青魔導師の魔法を全て習得済みにする /
1093 * debug command for blue mage
1096 static void do_cmd_wiz_blue_mage(void)
1100 BIT_FLAGS f4 = 0L, f5 = 0L, f6 = 0L;
1102 for (j = 1; j < A_MAX; j++)
1104 set_rf_masks(&f4, &f5, &f6, j);
1106 for (i = 0; i < 32; i++)
1108 if ((0x00000001 << i) & f4) p_ptr->magic_num2[i] = 1;
1112 if ((0x00000001 << (i - 32)) & f5) p_ptr->magic_num2[i] = 1;
1116 if ((0x00000001 << (i - 64)) & f6) p_ptr->magic_num2[i] = 1;
1123 * @brief アイテム検査のメインルーチン /
1124 * Play with an item. Options include:
1127 * - Output statistics (via wiz_roll_item)<br>
1128 * - Reroll item (via wiz_reroll_item)<br>
1129 * - Change properties (via wiz_tweak_item)<br>
1130 * - Change the number of items (via wiz_quantity_item)<br>
1132 static void do_cmd_wiz_play(void)
1142 q = "Play with which object? ";
1143 s = "You have nothing to play with.";
1145 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
1149 /* The item was not changed */
1155 object_copy(q_ptr, o_ptr);
1161 /* Display the item */
1162 wiz_display_item(q_ptr);
1165 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, FALSE))
1171 if (ch == 'A' || ch == 'a')
1177 if (ch == 's' || ch == 'S')
1179 wiz_statistics(q_ptr);
1182 if (ch == 'r' || ch == 'r')
1184 wiz_reroll_item(q_ptr);
1187 if (ch == 't' || ch == 'T')
1189 wiz_tweak_item(q_ptr);
1192 if (ch == 'q' || ch == 'Q')
1194 wiz_quantity_item(q_ptr);
1204 msg_print("Changes accepted.");
1206 /* Recalcurate object's weight */
1209 p_ptr->total_weight += (q_ptr->weight * q_ptr->number)
1210 - (o_ptr->weight * o_ptr->number);
1214 object_copy(o_ptr, q_ptr);
1216 p_ptr->update |= (PU_BONUS);
1217 p_ptr->update |= (PU_COMBINE | PU_REORDER);
1219 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1225 msg_print("Changes ignored.");
1231 * @brief 任意のベースアイテム生成のメインルーチン /
1232 * Wizard routine for creating objects -RAK-
1235 * Heavily modified to allow magification and artifactification -Bernd-
1237 * Note that wizards cannot create objects on top of other objects.
1239 * Hack -- this routine always makes a "dungeon object", and applies
1240 * magic to it, and attempts to decline cursed items.
1242 static void wiz_create_item(void)
1250 /* Get object base type */
1251 k_idx = wiz_create_itemtype();
1255 /* Return if failed */
1258 if (k_info[k_idx].gen_flags & TRG_INSTA_ART)
1263 for (i = 1; i < max_a_idx; i++)
1265 /* Ignore incorrect tval */
1266 if (a_info[i].tval != k_info[k_idx].tval) continue;
1268 /* Ignore incorrect sval */
1269 if (a_info[i].sval != k_info[k_idx].sval) continue;
1271 /* Create this artifact */
1272 (void)create_named_art(i, p_ptr->y, p_ptr->x);
1275 msg_print("Allocated(INSTA_ART).");
1281 object_prep(q_ptr, k_idx);
1283 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART);
1285 /* Drop the object from heaven */
1286 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1289 msg_print("Allocated.");
1294 * @brief プレイヤーを完全回復する /
1295 * Cure everything instantly
1298 static void do_cmd_wiz_cure_all(void)
1300 (void)life_stream(FALSE, FALSE);
1301 (void)restore_mana(TRUE);
1302 (void)set_food(PY_FOOD_MAX - 1);
1307 * @brief 任意のダンジョン及び階層に飛ぶ /
1311 static void do_cmd_wiz_jump(void)
1314 if (command_arg <= 0)
1318 DUNGEON_IDX tmp_dungeon_type;
1321 sprintf(ppp, "Jump which dungeon : ");
1324 sprintf(tmp_val, "%d", p_ptr->dungeon_idx);
1326 /* Ask for a level */
1327 if (!get_string(ppp, tmp_val, 2)) return;
1329 tmp_dungeon_type = (DUNGEON_IDX)atoi(tmp_val);
1330 if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > max_d_idx)) tmp_dungeon_type = DUNGEON_ANGBAND;
1333 sprintf(ppp, "Jump to level (0, %d-%d): ",
1334 (int)d_info[tmp_dungeon_type].mindepth, (int)d_info[tmp_dungeon_type].maxdepth);
1337 sprintf(tmp_val, "%d", (int)current_floor_ptr->dun_level);
1339 /* Ask for a level */
1340 if (!get_string(ppp, tmp_val, 10)) return;
1342 /* Extract request */
1343 command_arg = (COMMAND_ARG)atoi(tmp_val);
1345 p_ptr->dungeon_idx = tmp_dungeon_type;
1347 if (command_arg < d_info[p_ptr->dungeon_idx].mindepth) command_arg = 0;
1348 if (command_arg > d_info[p_ptr->dungeon_idx].maxdepth) command_arg = (COMMAND_ARG)d_info[p_ptr->dungeon_idx].maxdepth;
1350 /* Accept request */
1351 msg_format("You jump to dungeon level %d.", command_arg);
1353 if (autosave_l) do_cmd_save_game(TRUE);
1356 current_floor_ptr->dun_level = command_arg;
1358 prepare_change_floor_mode(CFM_RAND_PLACE);
1360 if (!current_floor_ptr->dun_level) p_ptr->dungeon_idx = 0;
1361 p_ptr->inside_arena = FALSE;
1362 p_ptr->wild_mode = FALSE;
1364 leave_quest_check();
1366 if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);
1368 p_ptr->inside_quest = 0;
1371 /* Prevent energy_need from being too lower than 0 */
1372 p_ptr->energy_need = 0;
1375 * Clear all saved floors
1376 * and create a first saved floor
1378 prepare_change_floor_mode(CFM_FIRST_FLOOR);
1379 p_ptr->leaving = TRUE;
1384 * @brief 全ベースアイテムを鑑定済みにする /
1385 * Become aware of a lot of objects
1388 static void do_cmd_wiz_learn(void)
1395 /* Scan every object */
1396 for (i = 1; i < max_k_idx; i++)
1398 object_kind *k_ptr = &k_info[i];
1400 /* Induce awareness */
1401 if (k_ptr->level <= command_arg)
1404 object_prep(q_ptr, i);
1405 object_aware(q_ptr);
1412 * @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 /
1413 * Summon some creatures
1417 static void do_cmd_wiz_summon(int num)
1420 for (i = 0; i < num; i++)
1422 (void)summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE), '\0');
1429 * @brief モンスターを種族IDを指定して敵対的に召喚する /
1430 * Summon a creature of the specified type
1431 * @param r_idx モンスター種族ID
1434 * This function is rather dangerous
1436 static void do_cmd_wiz_named(MONRACE_IDX r_idx)
1438 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1443 * @brief モンスターを種族IDを指定してペット召喚する /
1444 * Summon a creature of the specified type
1445 * @param r_idx モンスター種族ID
1448 * This function is rather dangerous
1450 static void do_cmd_wiz_named_friendly(MONRACE_IDX r_idx)
1452 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP | PM_FORCE_PET));
1458 * @brief プレイヤー近辺の全モンスターを消去する /
1459 * Hack -- Delete all nearby monsters
1462 static void do_cmd_wiz_zap(void)
1466 /* Genocide everyone nearby */
1467 for (i = 1; i < m_max; i++)
1469 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1470 if (!monster_is_valid(m_ptr)) continue;
1472 /* Skip the mount */
1473 if (i == p_ptr->riding) continue;
1475 /* Delete nearby monsters */
1476 if (m_ptr->cdis <= MAX_SIGHT)
1478 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1480 GAME_TEXT m_name[MAX_NLEN];
1482 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1483 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1486 delete_monster_idx(i);
1493 * @brief フロアに存在する全モンスターを消去する /
1494 * Hack -- Delete all monsters
1497 static void do_cmd_wiz_zap_all(void)
1501 /* Genocide everyone */
1502 for (i = 1; i < m_max; i++)
1504 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1505 if (!monster_is_valid(m_ptr)) continue;
1507 /* Skip the mount */
1508 if (i == p_ptr->riding) continue;
1510 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1512 GAME_TEXT m_name[MAX_NLEN];
1514 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1515 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1518 /* Delete this monster */
1519 delete_monster_idx(i);
1525 * @brief 指定された地点の地形IDを変更する /
1526 * Create desired feature
1529 static void do_cmd_wiz_create_feature(void)
1531 static int prev_feat = 0;
1532 static int prev_mimic = 0;
1534 feature_type *f_ptr;
1536 IDX tmp_feat, tmp_mimic;
1539 if (!tgt_pt(&x, &y)) return;
1541 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1544 sprintf(tmp_val, "%d", prev_feat);
1547 if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
1550 tmp_feat = (IDX)atoi(tmp_val);
1551 if (tmp_feat < 0) tmp_feat = 0;
1552 else if (tmp_feat >= max_f_idx) tmp_feat = max_f_idx - 1;
1555 sprintf(tmp_val, "%d", prev_mimic);
1558 if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3)) return;
1561 tmp_mimic = (IDX)atoi(tmp_val);
1562 if (tmp_mimic < 0) tmp_mimic = 0;
1563 else if (tmp_mimic >= max_f_idx) tmp_mimic = max_f_idx - 1;
1565 cave_set_feat(y, x, tmp_feat);
1566 g_ptr->mimic = (s16b)tmp_mimic;
1568 f_ptr = &f_info[get_feat_mimic(g_ptr)];
1570 if (have_flag(f_ptr->flags, FF_GLYPH) ||
1571 have_flag(f_ptr->flags, FF_MINOR_GLYPH))
1572 g_ptr->info |= (CAVE_OBJECT);
1573 else if (have_flag(f_ptr->flags, FF_MIRROR))
1574 g_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
1578 p_ptr->update |= (PU_FLOW);
1580 prev_feat = tmp_feat;
1581 prev_mimic = tmp_mimic;
1586 #define NUM_O_BIT 32
1589 * @brief 現在のオプション設定をダンプ出力する /
1590 * Hack -- Dump option bits usage
1593 static void do_cmd_dump_options(void)
1600 /* Build the filename */
1601 path_build(buf, sizeof buf, ANGBAND_DIR_USER, "opt_info.txt");
1603 /* File type is "TEXT" */
1604 FILE_TYPE(FILE_TYPE_TEXT);
1607 fff = my_fopen(buf, "a");
1611 msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), buf);
1616 /* Allocate the "exist" array (2-dimension) */
1617 C_MAKE(exist, NUM_O_SET, int *);
1618 C_MAKE(*exist, NUM_O_BIT * NUM_O_SET, int);
1619 for (i = 1; i < NUM_O_SET; i++) exist[i] = *exist + i * NUM_O_BIT;
1621 /* Check for exist option bits */
1622 for (i = 0; option_info[i].o_desc; i++)
1624 const option_type *ot_ptr = &option_info[i];
1625 if (ot_ptr->o_var) exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
1628 fprintf(fff, "[Option bits usage on Hengband %d.%d.%d]\n\n",
1629 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1631 fputs("Set - Bit (Page) Option Name\n", fff);
1632 fputs("------------------------------------------------\n", fff);
1633 /* Dump option bits usage */
1634 for (i = 0; i < NUM_O_SET; i++)
1636 for (j = 0; j < NUM_O_BIT; j++)
1640 const option_type *ot_ptr = &option_info[exist[i][j] - 1];
1641 fprintf(fff, " %d - %02d (%4d) %s\n",
1642 i, j, ot_ptr->o_page, ot_ptr->o_text);
1646 fprintf(fff, " %d - %02d\n", i, j);
1652 /* Free the "exist" array (2-dimension) */
1653 C_KILL(*exist, NUM_O_BIT * NUM_O_SET, int);
1654 C_KILL(exist, NUM_O_SET, int *);
1657 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);
1661 #ifdef ALLOW_SPOILERS
1666 extern void do_cmd_spoilers(void);
1668 #endif /* ALLOW_SPOILERS */
1673 * Hack -- declare external function
1675 extern void do_cmd_debug(void);
1680 * @brief デバッグコマンドを選択する処理のメインルーチン /
1681 * Ask for and parse a "debug command"
1682 * The "command_arg" may have been set.
1685 void do_cmd_debug(void)
1690 /* Get a "debug command" */
1691 get_com("Debug Command: ", &cmd, FALSE);
1693 /* Analyze the command */
1703 #ifdef ALLOW_SPOILERS
1705 /* Hack -- Generate Spoilers */
1710 #endif /* ALLOW_SPOILERS */
1717 /* Cure all maladies */
1719 do_cmd_wiz_cure_all();
1722 /* Know alignment */
1724 msg_format("Your alignment is %d.", p_ptr->align);
1727 /* Teleport to target */
1733 update_gambling_monsters();
1736 /* Create any object */
1741 /* Create a named artifact */
1743 wiz_create_named_art();
1746 /* Detect everything */
1748 detect_all(DETECT_RAD_ALL * 3);
1751 /* Dimension_door */
1753 wiz_dimension_door();
1756 /* Edit character */
1758 do_cmd_wiz_change();
1761 /* Blue Mage Only */
1763 if (p_ptr->pclass == CLASS_BLUE_MAGE)
1765 do_cmd_wiz_blue_mage();
1769 /* View item info */
1771 identify_fully(FALSE);
1774 /* Create desired feature */
1776 do_cmd_wiz_create_feature();
1781 if (command_arg <= 0) command_arg = 1;
1782 acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE);
1785 /* Hitpoint rerating */
1787 roll_hitdice(p_ptr, SPOP_DISPLAY_MES | SPOP_DEBUG);
1791 do_cmd_summon_horde();
1796 (void)ident_spell(FALSE);
1799 /* Go up or down in the dungeon */
1804 /* Self-Knowledge */
1809 /* Learn about objects */
1816 map_area(DETECT_RAD_ALL * 3);
1821 (void)gain_mutation(p_ptr, command_arg);
1826 (void)do_cmd_wiz_reset_class();
1829 /* Specific reward */
1831 (void)gain_level_reward(command_arg);
1834 /* Summon _friendly_ named monster */
1836 do_cmd_wiz_named_friendly(command_arg);
1839 /* Summon Named Monster */
1841 do_cmd_wiz_named(command_arg);
1844 /* Dump option bits usage */
1846 do_cmd_dump_options();
1849 /* Object playing routines */
1856 teleport_player(10, 0L);
1865 sprintf(ppp, "QuestID (0-%d):", max_q_idx - 1);
1866 sprintf(tmp_val, "%d", 0);
1868 if (!get_string(ppp, tmp_val, 3)) return;
1869 tmp_int = atoi(tmp_val);
1871 if(tmp_int < 0) break;
1872 if(tmp_int >= max_q_idx) break;
1874 p_ptr->inside_quest = (QUEST_IDX)tmp_int;
1875 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
1876 quest[tmp_int].status = QUEST_STATUS_TAKEN;
1877 p_ptr->inside_quest = 0;
1881 /* Complete a Quest -KMW- */
1883 if(p_ptr->inside_quest)
1885 if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
1887 complete_quest(p_ptr->inside_quest);
1893 msg_print("No current quest");
1898 /* Make every dungeon square "known" to test streamers -KMW- */
1900 for (y = 0; y < current_floor_ptr->height; y++)
1902 for (x = 0; x < current_floor_ptr->width; x++)
1904 current_floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1910 /* Summon Random Monster(s) */
1912 if (command_arg <= 0) command_arg = 1;
1913 do_cmd_wiz_summon(command_arg);
1916 /* Special(Random Artifact) Objects */
1918 if (command_arg <= 0) command_arg = 1;
1919 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE);
1924 teleport_player(100, 0L);
1927 /* Game Time Setting */
1933 /* Very Good Objects */
1935 if (command_arg <= 0) command_arg = 1;
1936 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE);
1939 /* Wizard Light the Level */
1941 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
1944 /* Increase Experience */
1946 gain_exp(command_arg ? command_arg : (p_ptr->exp + 1));
1949 /* Zap Monsters (Genocide) */
1954 /* Zap Monsters (Omnicide) */
1956 do_cmd_wiz_zap_all();
1959 /* Hack -- whatever I desire */
1964 /* For temporary test. */
1968 for(i = INVEN_TOTAL - 1; i >= 0; i--)
1970 if(inventory[i].k_idx) inven_drop(i, 999);
1977 do_cmd_wiz_reset_class();
1980 /* Not a Wizard Command */
1982 msg_print("That is not a valid debug command.");
1987 void cheat_death(player_type *creature_ptr)
1989 /* Mark social class, reset age, if needed */
1990 if (creature_ptr->sc) creature_ptr->sc = creature_ptr->age = 0;
1993 creature_ptr->age++;
1996 creature_ptr->noscore |= 0x0001;
1998 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."));
2001 (void)life_stream(FALSE, FALSE);
2003 if (creature_ptr->pclass == CLASS_MAGIC_EATER)
2006 for (magic_idx = 0; magic_idx < EATER_EXT * 2; magic_idx++)
2008 creature_ptr->magic_num1[magic_idx] = creature_ptr->magic_num2[magic_idx] * EATER_CHARGE;
2010 for (; magic_idx < EATER_EXT * 3; magic_idx++)
2012 creature_ptr->magic_num1[magic_idx] = 0;
2016 /* Restore spell points */
2017 creature_ptr->csp = creature_ptr->msp;
2018 creature_ptr->csp_frac = 0;
2020 /* Hack -- cancel recall */
2021 if (creature_ptr->word_recall)
2023 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
2026 /* Hack -- Prevent recall */
2027 creature_ptr->word_recall = 0;
2028 creature_ptr->redraw |= (PR_STATUS);
2031 /* Hack -- cancel alter */
2032 if (creature_ptr->alter_reality)
2034 /* Hack -- Prevent alter */
2035 creature_ptr->alter_reality = 0;
2036 creature_ptr->redraw |= (PR_STATUS);
2039 /* Note cause of death */
2040 (void)strcpy(creature_ptr->died_from, _("死の欺き", "Cheating death"));
2043 creature_ptr->is_dead = FALSE;
2045 /* Hack -- Prevent starvation */
2046 (void)set_food(PY_FOOD_MAX - 1);
2048 current_floor_ptr->dun_level = 0;
2049 creature_ptr->inside_arena = FALSE;
2050 creature_ptr->inside_battle = FALSE;
2052 creature_ptr->inside_quest = 0;
2053 if (p_ptr->dungeon_idx) creature_ptr->recall_dungeon = p_ptr->dungeon_idx;
2054 p_ptr->dungeon_idx = 0;
2055 if (lite_town || vanilla_town)
2057 creature_ptr->wilderness_y = 1;
2058 creature_ptr->wilderness_x = 1;
2061 creature_ptr->oldpy = 10;
2062 creature_ptr->oldpx = 34;
2066 creature_ptr->oldpy = 33;
2067 creature_ptr->oldpx = 131;
2072 creature_ptr->wilderness_y = 48;
2073 creature_ptr->wilderness_x = 5;
2074 creature_ptr->oldpy = 33;
2075 creature_ptr->oldpx = 131;
2077 creature_ptr->wild_mode = FALSE;
2078 creature_ptr->leaving = TRUE;
2080 do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
2084 /* Prepare next floor */