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>
17 * @brief プレイヤーのヒットダイスを振り直す / Roll the hitdie -- aux of do_cmd_rerate()
20 void do_cmd_rerate_aux(void)
22 /* Minimum hitpoints at highest level */
23 int min_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 3 / 8;
25 /* Maximum hitpoints at highest level */
26 int max_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 5 / 8;
33 /* Pre-calculate level 1 hitdice */
34 p_ptr->player_hp[0] = (HIT_POINT)p_ptr->hitdie;
36 for (i = 1; i < 4; i++)
38 p_ptr->player_hp[0] += randint1(p_ptr->hitdie);
41 /* Roll the hitpoint values */
42 for (i = 1; i < PY_MAX_LEVEL; i++)
44 p_ptr->player_hp[i] = p_ptr->player_hp[i - 1] + randint1(p_ptr->hitdie);
47 /* Require "valid" hitpoints at highest level */
48 if ((p_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) &&
49 (p_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value)) break;
55 * @brief プレイヤーのヒットダイスを振り直した後明示を行う / Hack -- Rerate Hitpoints
56 * @param display TRUEならば体力ランクを明示する
59 void do_cmd_rerate(bool display)
66 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
68 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
71 /* Update and redraw hitpoints */
72 p_ptr->update |= (PU_HP);
73 p_ptr->redraw |= (PR_HP);
76 p_ptr->window |= (PW_PLAYER);
84 msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
85 p_ptr->knowledge |= KNOW_HPRATE;
89 msg_print(_("体力ランクが変わった。", "Life rate is changed."));
90 p_ptr->knowledge &= ~(KNOW_HPRATE);
98 * @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
99 * @return 実際にテレポートを行ったらTRUEを返す
101 static bool wiz_dimension_door(void)
103 POSITION x = 0, y = 0;
104 if (!tgt_pt(&x, &y)) return FALSE;
105 teleport_player_to(y, x, TELEPORT_NONMAGICAL);
111 * @brief プレイ日数を変更する / Set gametime.
112 * @return 実際に変更を行ったらTRUEを返す
114 static bool set_gametime(void)
117 char ppp[80], tmp_val[40];
120 sprintf(ppp, "Dungeon Turn (0-%ld): ", dungeon_turn_limit);
123 sprintf(tmp_val, "%ld", dungeon_turn);
126 if (!get_string(ppp, tmp_val, 10)) return (FALSE);
129 tmp_int = atoi(tmp_val);
132 if (tmp_int >= dungeon_turn_limit) tmp_int = dungeon_turn_limit - 1;
133 else if (tmp_int < 0) tmp_int = 0;
134 dungeon_turn = turn = tmp_int;
141 * @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
144 static void wiz_create_named_art(void)
146 char tmp_val[10] = "";
150 if (!get_string("Artifact ID:", tmp_val, 3)) return;
153 a_idx = atoi(tmp_val);
154 if(a_idx < 0) a_idx = 0;
155 if(a_idx >= max_a_idx) a_idx = 0;
157 /* Create the artifact */
158 (void)create_named_art(a_idx, p_ptr->y, p_ptr->x);
161 msg_print("Allocated.");
166 * @brief ウィザードモード用モンスター調査 / Hack -- quick debugging hook
169 static void do_cmd_wiz_hack_ben(void)
177 #ifdef MONSTER_HORDES
180 * @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
183 static void do_cmd_summon_horde(void)
185 POSITION wy = p_ptr->y, wx = p_ptr->x;
190 scatter(&wy, &wx, p_ptr->y, p_ptr->x, 3, 0);
191 if (cave_empty_bold(wy, wx)) break;
194 (void)alloc_horde(wy, wx);
197 #endif /* MONSTER_HORDES */
200 * @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.
203 static void prt_binary(u32b flags, int row, int col)
209 for (i = bitmask = 1; i <= 32; i++, bitmask *= 2)
214 Term_putch(col++, row, TERM_BLUE, '*');
217 /* Dump unset bits */
220 Term_putch(col++, row, TERM_WHITE, '-');
226 #define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
229 * @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.
230 * @param tval ベースアイテムの大項目ID
231 * @param sval ベースアイテムの小項目ID
236 static void prt_alloc(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval, TERM_POSITION row, TERM_POSITION col)
240 u32b rarity[K_MAX_DEPTH];
241 u32b total[K_MAX_DEPTH];
243 cptr r = "+---Rate---+";
248 alloc_entry *table = alloc_kind_table;
250 /* Wipe the tables */
251 (void)C_WIPE(rarity, K_MAX_DEPTH, u32b);
252 (void)C_WIPE(total, K_MAX_DEPTH, u32b);
253 (void)C_WIPE(display, 22, s32b);
255 /* Scan all entries */
256 for (i = 0; i < K_MAX_DEPTH; i++)
259 for (j = 0; j < alloc_kind_size; j++)
263 if (table[j].level <= i)
265 prob = table[j].prob1 * GREAT_OBJ * K_MAX_DEPTH;
267 else if (table[j].level - 1 > 0)
269 prob = table[j].prob1 * i * K_MAX_DEPTH / (table[j].level - 1);
272 /* Acquire this kind */
273 k_ptr = &k_info[table[j].index];
275 /* Accumulate probabilities */
276 total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
277 total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
279 /* Accumulate probabilities */
280 if ((k_ptr->tval == tval) && (k_ptr->sval == sval))
283 rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
286 total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
289 /* Calculate probabilities for each range */
290 for (i = 0; i < 22; i++)
292 /* Shift the values into view */
294 for (j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
295 possibility += rarity[j] * 100000 / total[j];
296 display[i] = possibility / 5;
299 /* Graph the rarities */
300 for (i = 0; i < 22; i++)
302 Term_putch(col, row + i + 1, TERM_WHITE, '|');
304 prt(format("%2dF", (i * 5)), row + i + 1, col);
308 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22))
310 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
314 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
318 /* Make it look nice */
323 * @brief プレイヤーの職業を変更する
325 * @todo 魔法領域の再選択などがまだ不完全、要実装。
327 static void do_cmd_wiz_reset_class(void)
334 sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
337 sprintf(tmp_val, "%d", p_ptr->pclass);
340 if (!get_string(ppp, tmp_val, 2)) return;
343 tmp_int = atoi(tmp_val);
346 if (tmp_int < 0 || tmp_int >= MAX_CLASS) return;
349 p_ptr->pclass = (byte_hack)tmp_int;
351 /* Redraw inscription */
352 p_ptr->window |= (PW_PLAYER);
354 /* {.} and {$} effect p_ptr->warning and TRC_TELEPORT_SELF */
355 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
362 * @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
365 static void do_cmd_wiz_bamf(void)
367 /* Must have a target */
368 if (!target_who) return;
370 /* Teleport to the target */
371 teleport_player_to(target_row, target_col, TELEPORT_NONMAGICAL);
376 * @brief プレイヤーの現能力値を調整する
377 * Aux function for "do_cmd_wiz_change()". -RAK-
380 static void do_cmd_wiz_change_aux(void)
390 /* Query the stats */
391 for (i = 0; i < 6; i++)
394 sprintf(ppp, "%s (3-%d): ", stat_names[i], p_ptr->stat_max_max[i]);
397 sprintf(tmp_val, "%d", p_ptr->stat_max[i]);
400 if (!get_string(ppp, tmp_val, 3)) return;
403 tmp_int = atoi(tmp_val);
406 if (tmp_int > p_ptr->stat_max_max[i]) tmp_int = p_ptr->stat_max_max[i];
407 else if (tmp_int < 3) tmp_int = 3;
410 p_ptr->stat_cur[i] = p_ptr->stat_max[i] = (s16b)tmp_int;
415 sprintf(tmp_val, "%d", WEAPON_EXP_MASTER);
418 if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 9)) return;
421 tmp_s16b = (s16b)atoi(tmp_val);
424 if (tmp_s16b < WEAPON_EXP_UNSKILLED) tmp_s16b = WEAPON_EXP_UNSKILLED;
425 if (tmp_s16b > WEAPON_EXP_MASTER) tmp_s16b = WEAPON_EXP_MASTER;
427 for (j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++)
429 for (i = 0;i < 64;i++)
431 p_ptr->weapon_exp[j][i] = tmp_s16b;
432 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];
436 for (j = 0; j < 10; j++)
438 p_ptr->skill_exp[j] = tmp_s16b;
439 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];
442 for (j = 0; j < 32; j++)
443 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
445 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
448 sprintf(tmp_val, "%ld", (long)(p_ptr->au));
451 if (!get_string("Gold: ", tmp_val, 9)) return;
454 tmp_long = atol(tmp_val);
457 if (tmp_long < 0) tmp_long = 0L;
460 p_ptr->au = tmp_long;
464 sprintf(tmp_val, "%ld", (long)(p_ptr->max_exp));
467 if (!get_string("Experience: ", tmp_val, 9)) return;
470 tmp_long = atol(tmp_val);
473 if (tmp_long < 0) tmp_long = 0L;
475 if (p_ptr->prace != RACE_ANDROID)
478 p_ptr->max_exp = tmp_long;
479 p_ptr->exp = tmp_long;
488 * @brief プレイヤーの現能力値を調整する(メインルーチン)
489 * Change various "permanent" player variables.
492 static void do_cmd_wiz_change(void)
495 do_cmd_wiz_change_aux();
497 /* Redraw everything */
503 * @brief アイテムの詳細ステータスを表示する /
504 * Change various "permanent" player variables.
505 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
508 * Wizard routines for creating objects -RAK-
509 * And for manipulating them! -Bernd-
511 * This has been rewritten to make the whole procedure
512 * of debugging objects much easier and more comfortable.
514 * The following functions are meant to play with objects:
515 * Create, modify, roll for them (for statistic purposes) and more.
516 * The original functions were by RAK.
517 * The function to show an item's debug information was written
518 * by David Reeve Sward <sward+@CMU.EDU>.
519 * Bernd (wiebelt@mathematik.hu-berlin.de)
521 * Here are the low-level functions
522 * - wiz_display_item()
523 * display an item's debug-info
524 * - wiz_create_itemtype()
525 * specify tval and sval (type and subtype of object)
527 * specify pval, +AC, +tohit, +todam
528 * Note that the wizard can leave this function anytime,
529 * thus accepting the default-values for the remaining values.
530 * pval comes first now, since it is most important.
531 * - wiz_reroll_item()
532 * apply some magic to the item or turn it into an artifact.
534 * Get some statistics about the rarity of an item:
535 * We create a lot of fake items and see if they are of the
536 * same type (tval and sval), then we compare pval and +AC.
537 * If the fake-item is better or equal it is counted.
538 * Note that cursed items that are better or equal (absolute values)
540 * HINT: This is *very* useful for balancing the game!
541 * - wiz_quantity_item()
542 * change the quantity of an item, but be sane about it.
544 * And now the high-level functions
545 * - do_cmd_wiz_play()
546 * play with an existing object
547 * - wiz_create_item()
548 * create a new object
550 * Note -- You do not have to specify "pval" and other item-properties
551 * directly. Just apply magic until you are satisfied with the item.
553 * Note -- For some items (such as wands, staffs, some rings, etc), you
554 * must apply magic, or you will get "broken" or "uncharged" objects.
556 * Note -- Redefining artifacts via "do_cmd_wiz_play()" may destroy
557 * the artifact. Be careful.
559 * Hack -- this function will allow you to create multiple artifacts.
560 * This "feature" may induce crashes or other nasty effects.
561 * Just display an item's properties (debug-info)
562 * Originally by David Reeve Sward <sward+@CMU.EDU>
563 * Verbose item flags by -Bernd-
565 static void wiz_display_item(object_type *o_ptr)
568 u32b flgs[TR_FLAG_SIZE];
571 /* Extract the flags */
572 object_flags(o_ptr, flgs);
574 /* Clear the screen */
575 for (i = 1; i <= 23; i++) prt("", i, j - 2);
577 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
580 object_desc(buf, o_ptr, OD_STORE);
584 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d",
585 o_ptr->k_idx, k_info[o_ptr->k_idx].level,
586 o_ptr->tval, o_ptr->sval), 4, j);
588 prt(format("number = %-3d wgt = %-6d ac = %-5d damage = %dd%d",
589 o_ptr->number, o_ptr->weight,
590 o_ptr->ac, o_ptr->dd, o_ptr->ds), 5, j);
592 prt(format("pval = %-5d toac = %-5d tohit = %-4d todam = %-4d",
593 o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), 6, j);
595 prt(format("name1 = %-4d name2 = %-4d cost = %ld",
596 o_ptr->name1, o_ptr->name2, (long)object_value_real(o_ptr)), 7, j);
598 prt(format("ident = %04x xtra1 = %-4d xtra2 = %-4d timeout = %-d",
599 o_ptr->ident, o_ptr->xtra1, o_ptr->xtra2, o_ptr->timeout), 8, j);
601 prt(format("xtra3 = %-4d xtra4 = %-4d xtra5 = %-4d cursed = %-d",
602 o_ptr->xtra3, o_ptr->xtra4, o_ptr->xtra5, o_ptr->curse_flags), 9, j);
604 prt("+------------FLAGS1------------+", 10, j);
605 prt("AFFECT........SLAY........BRAND.", 11, j);
606 prt(" mf cvae xsqpaefc", 12, j);
607 prt("siwdccsossidsahanvudotgddhuoclio", 13, j);
608 prt("tnieohtctrnipttmiinmrrnrrraiierl", 14, j);
609 prt("rtsxnarelcfgdkcpmldncltggpksdced", 15, j);
610 prt_binary(flgs[0], 16, j);
612 prt("+------------FLAGS2------------+", 17, j);
613 prt("SUST....IMMUN.RESIST............", 18, j);
614 prt(" reaefctrpsaefcpfldbc sn ", 19, j);
615 prt("siwdcciaclioheatcliooeialoshtncd", 20, j);
616 prt("tnieohdsierlrfraierliatrnnnrhehi", 21, j);
617 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", 22, j);
618 prt_binary(flgs[1], 23, j);
620 prt("+------------FLAGS3------------+", 10, j+32);
621 prt("fe cnn t stdrmsiiii d ab ", 11, j+32);
622 prt("aa aoomywhs lleeieihgggg rtgl ", 12, j+32);
623 prt("uu utmacaih eielgggonnnnaaere ", 13, j+32);
624 prt("rr reanurdo vtieeehtrrrrcilas ", 14, j+32);
625 prt("aa algarnew ienpsntsaefctnevs ", 15, j+32);
626 prt_binary(flgs[2], 16, j+32);
628 prt("+------------FLAGS4------------+", 17, j+32);
629 prt("KILL....ESP......... ", 18, j+32);
630 prt("aeud tghaud tgdhegnu ", 19, j+32);
631 prt("nvneoriunneoriruvoon ", 20, j+32);
632 prt("iidmroamidmroagmionq ", 21, j+32);
633 prt("mlenclnmmenclnnnldlu ", 22, j+32);
634 prt_binary(flgs[3], 23, j+32);
639 * 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
641 typedef struct tval_desc
643 int tval; /*!< 大項目のID */
644 cptr desc; /*!< 大項目名 */
648 * 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
650 static tval_desc tvals[] =
652 { TV_SWORD, "Sword" },
653 { TV_POLEARM, "Polearm" },
654 { TV_HAFTED, "Hafted Weapon" },
656 { TV_ARROW, "Arrows" },
657 { TV_BOLT, "Bolts" },
658 { TV_SHOT, "Shots" },
659 { TV_SHIELD, "Shield" },
660 { TV_CROWN, "Crown" },
662 { TV_GLOVES, "Gloves" },
663 { TV_BOOTS, "Boots" },
664 { TV_CLOAK, "Cloak" },
665 { TV_DRAG_ARMOR, "Dragon Scale Mail" },
666 { TV_HARD_ARMOR, "Hard Armor" },
667 { TV_SOFT_ARMOR, "Soft Armor" },
669 { TV_AMULET, "Amulet" },
671 { TV_POTION, "Potion" },
672 { TV_SCROLL, "Scroll" },
674 { TV_STAFF, "Staff" },
676 { TV_LIFE_BOOK, "Life Spellbook" },
677 { TV_SORCERY_BOOK, "Sorcery Spellbook" },
678 { TV_NATURE_BOOK, "Nature Spellbook" },
679 { TV_CHAOS_BOOK, "Chaos Spellbook" },
680 { TV_DEATH_BOOK, "Death Spellbook" },
681 { TV_TRUMP_BOOK, "Trump Spellbook" },
682 { TV_ARCANE_BOOK, "Arcane Spellbook" },
683 { TV_CRAFT_BOOK, "Craft Spellbook"},
684 { TV_DAEMON_BOOK, "Daemon Spellbook"},
685 { TV_CRUSADE_BOOK, "Crusade Spellbook"},
686 { TV_MUSIC_BOOK, "Music Spellbook" },
687 { TV_HISSATSU_BOOK, "Book of Kendo" },
688 { TV_HEX_BOOK, "Hex Spellbook" },
689 { TV_PARCHMENT, "Parchment" },
690 { TV_WHISTLE, "Whistle" },
691 { TV_SPIKE, "Spikes" },
692 { TV_DIGGING, "Digger" },
693 { TV_CHEST, "Chest" },
694 { TV_CAPTURE, "Capture Ball" },
695 { TV_CARD, "Express Card" },
696 { TV_FIGURINE, "Magical Figurine" },
697 { TV_STATUE, "Statue" },
698 { TV_CORPSE, "Corpse" },
700 { TV_FLASK, "Flask" },
702 { TV_SKELETON, "Skeleton" },
708 * @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
709 * @param buf ベースアイテム格納先の参照ポインタ
710 * @param k_idx ベースアイテムID
713 void strip_name(char *buf, KIND_OBJECT_IDX k_idx)
717 object_kind *k_ptr = &k_info[k_idx];
719 cptr str = (k_name + k_ptr->name);
722 /* Skip past leading characters */
723 while ((*str == ' ') || (*str == '&')) str++;
725 /* Copy useful chars */
726 for (t = buf; *str; str++)
729 if (iskanji(*str)) {*t++ = *str++; *t++ = *str; continue;}
731 if (*str != '~') *t++ = *str;
734 /* Terminate the new name */
740 * @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 /
741 * Specify tval and sval (type and subtype of object) originally
744 * by RAK, heavily modified by -Bernd-
745 * This function returns the k_idx of an object type, or zero if failed
746 * List up to 50 choices in three columns
748 static KIND_OBJECT_IDX wiz_create_itemtype(void)
752 TERM_POSITION col, row;
753 OBJECT_TYPE_VALUE tval;
758 KIND_OBJECT_IDX choice[80];
766 /* Print all tval's and their descriptions */
767 for (num = 0; (num < 80) && tvals[num].tval; num++)
769 row = 2 + (num % 20);
770 col = 20 * (num / 20);
772 prt(format("[%c] %s", ch, tvals[num].desc), row, col);
775 /* Me need to know the maximal possible tval_index */
779 if (!get_com("Get what type of object? ", &ch, FALSE)) return (0);
782 for (num = 0; num < max_num; num++)
784 if (listsym[num] == ch) break;
787 /* Bail out if choice is illegal */
788 if ((num < 0) || (num >= max_num)) return (0);
790 /* Base object type chosen, fill in tval */
791 tval = tvals[num].tval;
792 tval_desc = tvals[num].desc;
795 /*** And now we go for k_idx ***/
800 /* We have to search the whole itemlist. */
801 for (num = 0, i = 1; (num < 80) && (i < max_k_idx); i++)
803 object_kind *k_ptr = &k_info[i];
805 /* Analyze matching items */
806 if (k_ptr->tval == tval)
809 row = 2 + (num % 20);
810 col = 20 * (num / 20);
814 /* Acquire the "name" of object "i" */
818 prt(format("[%c] %s", ch, buf), row, col);
820 /* Remember the object index */
825 /* Me need to know the maximal possible remembered object_index */
829 if (!get_com(format("What Kind of %s? ", tval_desc), &ch, FALSE)) return (0);
832 for (num = 0; num < max_num; num++)
834 if (listsym[num] == ch) break;
837 /* Bail out if choice is "illegal" */
838 if ((num < 0) || (num >= max_num)) return (0);
840 /* And return successful */
841 return (choice[num]);
846 * @briefアイテムの基礎能力値を調整する / Tweak an item
847 * @param o_ptr 調整するアイテムの参照ポインタ
850 static void wiz_tweak_item(object_type *o_ptr)
855 /* Hack -- leave artifacts alone */
856 if (object_is_artifact(o_ptr)) return;
858 p = "Enter new 'pval' setting: ";
859 sprintf(tmp_val, "%d", o_ptr->pval);
860 if (!get_string(p, tmp_val, 5)) return;
861 o_ptr->pval = (s16b)atoi(tmp_val);
862 wiz_display_item(o_ptr);
864 p = "Enter new 'to_a' setting: ";
865 sprintf(tmp_val, "%d", o_ptr->to_a);
866 if (!get_string(p, tmp_val, 5)) return;
867 o_ptr->to_a = (s16b)atoi(tmp_val);
868 wiz_display_item(o_ptr);
870 p = "Enter new 'to_h' setting: ";
871 sprintf(tmp_val, "%d", o_ptr->to_h);
872 if (!get_string(p, tmp_val, 5)) return;
873 o_ptr->to_h = (s16b)atoi(tmp_val);
874 wiz_display_item(o_ptr);
876 p = "Enter new 'to_d' setting: ";
877 sprintf(tmp_val, "%d", (int)o_ptr->to_d);
878 if (!get_string(p, tmp_val, 5)) return;
879 o_ptr->to_d = (s16b)atoi(tmp_val);
880 wiz_display_item(o_ptr);
885 * @brief アイテムの質を選択して再生成する /
886 * Apply magic to an item or turn it into an artifact. -Bernd-
887 * @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
890 static void wiz_reroll_item(object_type *o_ptr)
897 bool changed = FALSE;
900 /* Hack -- leave artifacts alone */
901 if (object_is_artifact(o_ptr)) return;
904 /* Get local object */
907 /* Copy the object */
908 object_copy(q_ptr, o_ptr);
911 /* Main loop. Ask for magification and artifactification */
914 /* Display full item debug information */
915 wiz_display_item(q_ptr);
917 /* Ask wizard what to do. */
918 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, FALSE))
920 /* Preserve wizard-generated artifacts */
921 if (object_is_fixed_artifact(q_ptr))
923 a_info[q_ptr->name1].cur_num = 0;
931 /* Create/change it! */
932 if (ch == 'A' || ch == 'a')
938 /* Preserve wizard-generated artifacts */
939 if (object_is_fixed_artifact(q_ptr))
941 a_info[q_ptr->name1].cur_num = 0;
947 /* Apply bad magic, but first clear object */
950 object_prep(q_ptr, o_ptr->k_idx);
951 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
954 /* Apply bad magic, but first clear object */
957 object_prep(q_ptr, o_ptr->k_idx);
958 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
961 /* Apply normal magic, but first clear object */
964 object_prep(q_ptr, o_ptr->k_idx);
965 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
968 /* Apply good magic, but first clear object */
971 object_prep(q_ptr, o_ptr->k_idx);
972 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD);
975 /* Apply great magic, but first clear object */
978 object_prep(q_ptr, o_ptr->k_idx);
979 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT);
982 /* Apply special magic, but first clear object */
985 object_prep(q_ptr, o_ptr->k_idx);
986 apply_magic(q_ptr, dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
988 /* Failed to create artifact; make a random one */
989 if (!object_is_artifact(q_ptr)) create_artifact(q_ptr, FALSE);
993 q_ptr->iy = o_ptr->iy;
994 q_ptr->ix = o_ptr->ix;
995 q_ptr->next_o_idx = o_ptr->next_o_idx;
996 q_ptr->marked = o_ptr->marked;
1004 object_copy(o_ptr, q_ptr);
1006 /* Recalculate bonuses */
1007 p_ptr->update |= (PU_BONUS);
1009 /* Combine / Reorder the pack (later) */
1010 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1013 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1020 * @brief 検査対象のアイテムを基準とした生成テストを行う /
1021 * Try to create an item again. Output some statistics. -Bernd-
1022 * @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
1024 * The statistics are correct now. We acquire a clean grid, and then
1025 * repeatedly place an object in this grid, copying it into an item
1026 * holder, and then deleting the object. We fiddle with the artifact
1027 * counter flags to prevent weirdness. We use the items to collect
1028 * statistics on item creation relative to the initial item.
1030 static void wiz_statistics(object_type *o_ptr)
1032 u32b i, matches, better, worse, other, correct;
1034 u32b test_roll = 1000000;
1044 cptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
1046 cptr p = "Enter number of items to roll: ";
1050 /* XXX XXX XXX Mega-Hack -- allow multiple artifacts */
1051 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;
1057 cptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
1060 wiz_display_item(o_ptr);
1063 if (!get_com(pmt, &ch, FALSE)) break;
1065 if (ch == 'n' || ch == 'N')
1070 else if (ch == 'g' || ch == 'G')
1075 else if (ch == 'e' || ch == 'E')
1077 mode = AM_GOOD | AM_GREAT;
1078 quality = "excellent";
1085 sprintf(tmp_val, "%ld", (long int)test_roll);
1086 if (get_string(p, tmp_val, 10)) test_roll = atol(tmp_val);
1087 test_roll = MAX(1, test_roll);
1089 /* Let us know what we are doing */
1090 msg_format("Creating a lot of %s items. Base level = %d.",
1091 quality, dun_level);
1094 /* Set counters to zero */
1095 correct = matches = better = worse = other = 0;
1097 /* Let's rock and roll */
1098 for (i = 0; i <= test_roll; i++)
1100 /* Output every few rolls */
1101 if ((i < 100) || (i % 100 == 0))
1106 /* Allow interupt */
1116 /* Dump the stats */
1117 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
1122 /* Get local object */
1125 /* Wipe the object */
1128 /* Create an object */
1129 make_object(q_ptr, mode);
1132 /* XXX XXX XXX Mega-Hack -- allow multiple artifacts */
1133 if (object_is_fixed_artifact(q_ptr)) a_info[q_ptr->name1].cur_num = 0;
1136 /* Test for the same tval and sval. */
1137 if ((o_ptr->tval) != (q_ptr->tval)) continue;
1138 if ((o_ptr->sval) != (q_ptr->sval)) continue;
1140 /* One more correct item */
1143 /* Check for match */
1144 if ((q_ptr->pval == o_ptr->pval) &&
1145 (q_ptr->to_a == o_ptr->to_a) &&
1146 (q_ptr->to_h == o_ptr->to_h) &&
1147 (q_ptr->to_d == o_ptr->to_d) &&
1148 (q_ptr->name1 == o_ptr->name1))
1153 /* Check for better */
1154 else if ((q_ptr->pval >= o_ptr->pval) &&
1155 (q_ptr->to_a >= o_ptr->to_a) &&
1156 (q_ptr->to_h >= o_ptr->to_h) &&
1157 (q_ptr->to_d >= o_ptr->to_d))
1162 /* Check for worse */
1163 else if ((q_ptr->pval <= o_ptr->pval) &&
1164 (q_ptr->to_a <= o_ptr->to_a) &&
1165 (q_ptr->to_h <= o_ptr->to_h) &&
1166 (q_ptr->to_d <= o_ptr->to_d))
1171 /* Assume different */
1179 msg_format(q, i, correct, matches, better, worse, other);
1184 /* Hack -- Normally only make a single artifact */
1185 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
1190 * @brief 検査対象のアイテムの数を変更する /
1191 * Change the quantity of a the item
1192 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
1195 static void wiz_quantity_item(object_type *o_ptr)
1197 int tmp_int, tmp_qnt;
1202 /* Never duplicate artifacts */
1203 if (object_is_artifact(o_ptr)) return;
1205 /* Store old quantity. -LM- */
1206 tmp_qnt = o_ptr->number;
1209 sprintf(tmp_val, "%d", (int)o_ptr->number);
1212 if (get_string("Quantity: ", tmp_val, 2))
1215 tmp_int = atoi(tmp_val);
1218 if (tmp_int < 1) tmp_int = 1;
1219 if (tmp_int > 99) tmp_int = 99;
1221 /* Accept modifications */
1222 o_ptr->number = (byte_hack)tmp_int;
1225 if (o_ptr->tval == TV_ROD)
1227 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
1232 * @brief 青魔導師の魔法を全て習得済みにする /
1233 * debug command for blue mage
1236 static void do_cmd_wiz_blue_mage(void)
1241 s32b f4 = 0, f5 = 0, f6 = 0;
1246 set_rf_masks(&f4, &f5, &f6, j);
1248 for (i = 0; i < 32; i++)
1250 if ((0x00000001 << i) & f4) p_ptr->magic_num2[i] = 1;
1254 if ((0x00000001 << (i - 32)) & f5) p_ptr->magic_num2[i] = 1;
1258 if ((0x00000001 << (i - 64)) & f6) p_ptr->magic_num2[i] = 1;
1265 * @brief アイテム検査のメインルーチン /
1266 * Play with an item. Options include:
1269 * - Output statistics (via wiz_roll_item)<br>
1270 * - Reroll item (via wiz_reroll_item)<br>
1271 * - Change properties (via wiz_tweak_item)<br>
1272 * - Change the number of items (via wiz_quantity_item)<br>
1274 static void do_cmd_wiz_play(void)
1289 item_tester_no_ryoute = TRUE;
1291 q = "Play with which object? ";
1292 s = "You have nothing to play with.";
1293 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
1295 /* Get the item (in the pack) */
1298 o_ptr = &inventory[item];
1301 /* Get the item (on the floor) */
1304 o_ptr = &o_list[0 - item];
1307 /* The item was not changed */
1311 /* Save the screen */
1315 /* Get local object */
1319 object_copy(q_ptr, o_ptr);
1325 /* Display the item */
1326 wiz_display_item(q_ptr);
1329 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, FALSE))
1335 if (ch == 'A' || ch == 'a')
1341 if (ch == 's' || ch == 'S')
1343 wiz_statistics(q_ptr);
1346 if (ch == 'r' || ch == 'r')
1348 wiz_reroll_item(q_ptr);
1351 if (ch == 't' || ch == 'T')
1353 wiz_tweak_item(q_ptr);
1356 if (ch == 'q' || ch == 'Q')
1358 wiz_quantity_item(q_ptr);
1363 /* Restore the screen */
1371 msg_print("Changes accepted.");
1373 /* Recalcurate object's weight */
1376 p_ptr->total_weight += (q_ptr->weight * q_ptr->number)
1377 - (o_ptr->weight * o_ptr->number);
1381 object_copy(o_ptr, q_ptr);
1384 /* Recalculate bonuses */
1385 p_ptr->update |= (PU_BONUS);
1387 /* Combine / Reorder the pack (later) */
1388 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1391 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1397 msg_print("Changes ignored.");
1403 * @brief 任意のベースアイテム生成のメインルーチン /
1404 * Wizard routine for creating objects -RAK-
1407 * Heavily modified to allow magification and artifactification -Bernd-
1409 * Note that wizards cannot create objects on top of other objects.
1411 * Hack -- this routine always makes a "dungeon object", and applies
1412 * magic to it, and attempts to decline cursed items.
1414 static void wiz_create_item(void)
1421 /* Save the screen */
1424 /* Get object base type */
1425 k_idx = wiz_create_itemtype();
1427 /* Restore the screen */
1430 /* Return if failed */
1433 if (k_info[k_idx].gen_flags & TRG_INSTA_ART)
1438 for (i = 1; i < max_a_idx; i++)
1440 /* Ignore incorrect tval */
1441 if (a_info[i].tval != k_info[k_idx].tval) continue;
1443 /* Ignore incorrect sval */
1444 if (a_info[i].sval != k_info[k_idx].sval) continue;
1446 /* Create this artifact */
1447 (void)create_named_art(i, p_ptr->y, p_ptr->x);
1450 msg_print("Allocated(INSTA_ART).");
1456 /* Get local object */
1459 /* Create the item */
1460 object_prep(q_ptr, k_idx);
1463 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
1465 /* Drop the object from heaven */
1466 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1469 msg_print("Allocated.");
1474 * @brief プレイヤーを完全回復する /
1475 * Cure everything instantly
1478 static void do_cmd_wiz_cure_all(void)
1481 (void)res_stat(A_STR);
1482 (void)res_stat(A_INT);
1483 (void)res_stat(A_WIS);
1484 (void)res_stat(A_CON);
1485 (void)res_stat(A_DEX);
1486 (void)res_stat(A_CHR);
1488 /* Restore the level */
1489 (void)restore_level();
1491 /* Heal the player */
1492 if (p_ptr->chp < p_ptr->mhp)
1494 p_ptr->chp = p_ptr->mhp;
1495 p_ptr->chp_frac = 0;
1498 p_ptr->redraw |= (PR_HP);
1501 p_ptr->window |= (PW_PLAYER);
1505 if (p_ptr->csp < p_ptr->msp)
1507 p_ptr->csp = p_ptr->msp;
1508 p_ptr->csp_frac = 0;
1510 p_ptr->redraw |= (PR_MANA);
1511 p_ptr->window |= (PW_PLAYER);
1512 p_ptr->window |= (PW_SPELL);
1517 (void)set_confused(0);
1518 (void)set_poisoned(0);
1519 (void)set_afraid(0);
1520 (void)set_paralyzed(0);
1524 (void)set_slow(0, TRUE);
1526 /* No longer hungry */
1527 (void)set_food(PY_FOOD_MAX - 1);
1532 * @brief 任意のダンジョン及び階層に飛ぶ /
1536 static void do_cmd_wiz_jump(void)
1539 if (command_arg <= 0)
1544 int tmp_dungeon_type;
1547 sprintf(ppp, "Jump which dungeon : ");
1550 sprintf(tmp_val, "%d", dungeon_type);
1552 /* Ask for a level */
1553 if (!get_string(ppp, tmp_val, 2)) return;
1555 tmp_dungeon_type = atoi(tmp_val);
1556 if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > max_d_idx)) tmp_dungeon_type = DUNGEON_ANGBAND;
1559 sprintf(ppp, "Jump to level (0, %d-%d): ",
1560 (int)d_info[tmp_dungeon_type].mindepth, (int)d_info[tmp_dungeon_type].maxdepth);
1563 sprintf(tmp_val, "%d", (int)dun_level);
1565 /* Ask for a level */
1566 if (!get_string(ppp, tmp_val, 10)) return;
1568 /* Extract request */
1569 command_arg = (s16b)atoi(tmp_val);
1571 dungeon_type = (byte_hack)tmp_dungeon_type;
1575 if (command_arg < d_info[dungeon_type].mindepth) command_arg = 0;
1578 if (command_arg > d_info[dungeon_type].maxdepth) command_arg = d_info[dungeon_type].maxdepth;
1580 /* Accept request */
1581 msg_format("You jump to dungeon level %d.", command_arg);
1583 if (autosave_l) do_cmd_save_game(TRUE);
1586 dun_level = command_arg;
1588 prepare_change_floor_mode(CFM_RAND_PLACE);
1590 if (!dun_level) dungeon_type = 0;
1591 p_ptr->inside_arena = FALSE;
1592 p_ptr->wild_mode = FALSE;
1594 leave_quest_check();
1596 if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);
1598 p_ptr->inside_quest = 0;
1599 p_ptr->energy_use = 0;
1601 /* Prevent energy_need from being too lower than 0 */
1602 p_ptr->energy_need = 0;
1605 * Clear all saved floors
1606 * and create a first saved floor
1608 prepare_change_floor_mode(CFM_FIRST_FLOOR);
1611 p_ptr->leaving = TRUE;
1616 * @brief 全ベースアイテムを鑑定済みにする /
1617 * Become aware of a lot of objects
1620 static void do_cmd_wiz_learn(void)
1627 /* Scan every object */
1628 for (i = 1; i < max_k_idx; i++)
1630 object_kind *k_ptr = &k_info[i];
1632 /* Induce awareness */
1633 if (k_ptr->level <= command_arg)
1635 /* Get local object */
1638 /* Prepare object */
1639 object_prep(q_ptr, i);
1642 object_aware(q_ptr);
1649 * @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 /
1650 * Summon some creatures
1654 static void do_cmd_wiz_summon(int num)
1658 for (i = 0; i < num; i++)
1660 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
1667 * @brief モンスターを種族IDを指定して敵対的に召喚する /
1668 * Summon a creature of the specified type
1669 * @param r_idx モンスター種族ID
1672 * XXX XXX XXX This function is rather dangerous
1674 static void do_cmd_wiz_named(MONRACE_IDX r_idx)
1676 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1681 * @brief モンスターを種族IDを指定してペット召喚する /
1682 * Summon a creature of the specified type
1683 * @param r_idx モンスター種族ID
1686 * XXX XXX XXX This function is rather dangerous
1688 static void do_cmd_wiz_named_friendly(MONRACE_IDX r_idx)
1690 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP | PM_FORCE_PET));
1696 * @brief プレイヤー近辺の全モンスターを消去する /
1697 * Hack -- Delete all nearby monsters
1700 static void do_cmd_wiz_zap(void)
1705 /* Genocide everyone nearby */
1706 for (i = 1; i < m_max; i++)
1708 monster_type *m_ptr = &m_list[i];
1710 /* Paranoia -- Skip dead monsters */
1711 if (!m_ptr->r_idx) continue;
1713 /* Skip the mount */
1714 if (i == p_ptr->riding) continue;
1716 /* Delete nearby monsters */
1717 if (m_ptr->cdis <= MAX_SIGHT)
1719 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1723 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1724 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1727 delete_monster_idx(i);
1734 * @brief フロアに存在する全モンスターを消去する /
1735 * Hack -- Delete all monsters
1738 static void do_cmd_wiz_zap_all(void)
1742 /* Genocide everyone */
1743 for (i = 1; i < m_max; i++)
1745 monster_type *m_ptr = &m_list[i];
1747 /* Paranoia -- Skip dead monsters */
1748 if (!m_ptr->r_idx) continue;
1750 /* Skip the mount */
1751 if (i == p_ptr->riding) continue;
1753 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1757 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1758 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1761 /* Delete this monster */
1762 delete_monster_idx(i);
1768 * @brief 指定された地点の地形IDを変更する /
1769 * Create desired feature
1772 static void do_cmd_wiz_create_feature(void)
1774 static int prev_feat = 0;
1775 static int prev_mimic = 0;
1777 feature_type *f_ptr;
1779 IDX tmp_feat, tmp_mimic;
1782 if (!tgt_pt(&x, &y)) return;
1784 c_ptr = &cave[y][x];
1787 sprintf(tmp_val, "%d", prev_feat);
1790 if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
1793 tmp_feat = (IDX)atoi(tmp_val);
1794 if (tmp_feat < 0) tmp_feat = 0;
1795 else if (tmp_feat >= max_f_idx) tmp_feat = max_f_idx - 1;
1798 sprintf(tmp_val, "%d", prev_mimic);
1801 if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3)) return;
1804 tmp_mimic = (IDX)atoi(tmp_val);
1805 if (tmp_mimic < 0) tmp_mimic = 0;
1806 else if (tmp_mimic >= max_f_idx) tmp_mimic = max_f_idx - 1;
1808 cave_set_feat(y, x, tmp_feat);
1809 c_ptr->mimic = (s16b)tmp_mimic;
1811 f_ptr = &f_info[get_feat_mimic(c_ptr)];
1813 if (have_flag(f_ptr->flags, FF_GLYPH) ||
1814 have_flag(f_ptr->flags, FF_MINOR_GLYPH))
1815 c_ptr->info |= (CAVE_OBJECT);
1816 else if (have_flag(f_ptr->flags, FF_MIRROR))
1817 c_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
1825 /* Update some things */
1826 p_ptr->update |= (PU_FLOW);
1828 prev_feat = tmp_feat;
1829 prev_mimic = tmp_mimic;
1834 #define NUM_O_BIT 32
1837 * @brief 現在のオプション設定をダンプ出力する /
1838 * Hack -- Dump option bits usage
1841 static void do_cmd_dump_options(void)
1848 /* Build the filename */
1849 path_build(buf, sizeof buf, ANGBAND_DIR_USER, "opt_info.txt");
1851 /* File type is "TEXT" */
1852 FILE_TYPE(FILE_TYPE_TEXT);
1855 fff = my_fopen(buf, "a");
1860 msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), buf);
1865 /* Allocate the "exist" array (2-dimension) */
1866 C_MAKE(exist, NUM_O_SET, int *);
1867 C_MAKE(*exist, NUM_O_BIT * NUM_O_SET, int);
1868 for (i = 1; i < NUM_O_SET; i++) exist[i] = *exist + i * NUM_O_BIT;
1870 /* Check for exist option bits */
1871 for (i = 0; option_info[i].o_desc; i++)
1873 const option_type *ot_ptr = &option_info[i];
1874 if (ot_ptr->o_var) exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
1877 fprintf(fff, "[Option bits usage on Hengband %d.%d.%d]\n\n",
1878 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1880 fputs("Set - Bit (Page) Option Name\n", fff);
1881 fputs("------------------------------------------------\n", fff);
1882 /* Dump option bits usage */
1883 for (i = 0; i < NUM_O_SET; i++)
1885 for (j = 0; j < NUM_O_BIT; j++)
1889 const option_type *ot_ptr = &option_info[exist[i][j] - 1];
1890 fprintf(fff, " %d - %02d (%4d) %s\n",
1891 i, j, ot_ptr->o_page, ot_ptr->o_text);
1895 fprintf(fff, " %d - %02d\n", i, j);
1901 /* Free the "exist" array (2-dimension) */
1902 C_KILL(*exist, NUM_O_BIT * NUM_O_SET, int);
1903 C_KILL(exist, NUM_O_SET, int *);
1908 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);
1912 #ifdef ALLOW_SPOILERS
1917 extern void do_cmd_spoilers(void);
1919 #endif /* ALLOW_SPOILERS */
1924 * Hack -- declare external function
1926 extern void do_cmd_debug(void);
1931 * @brief デバッグコマンドを選択する処理のメインルーチン /
1932 * Ask for and parse a "debug command"
1933 * The "command_arg" may have been set.
1936 void do_cmd_debug(void)
1941 /* Get a "debug command" */
1942 get_com("Debug Command: ", &cmd, FALSE);
1944 /* Analyze the command */
1954 #ifdef ALLOW_SPOILERS
1956 /* Hack -- Generate Spoilers */
1961 #endif /* ALLOW_SPOILERS */
1968 /* Cure all maladies */
1970 do_cmd_wiz_cure_all();
1973 /* Know alignment */
1975 msg_format("Your alignment is %d.", p_ptr->align);
1978 /* Teleport to target */
1987 /* Create any object */
1992 /* Create a named artifact */
1994 wiz_create_named_art();
1997 /* Detect everything */
1999 detect_all(DETECT_RAD_ALL * 3);
2002 /* Dimension_door */
2004 wiz_dimension_door();
2007 /* Edit character */
2009 do_cmd_wiz_change();
2012 /* Blue Mage Only */
2014 if (p_ptr->pclass == CLASS_BLUE_MAGE)
2016 do_cmd_wiz_blue_mage();
2020 /* View item info */
2022 identify_fully(FALSE);
2025 /* Create desired feature */
2027 do_cmd_wiz_create_feature();
2032 if (command_arg <= 0) command_arg = 1;
2033 acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE);
2036 /* Hitpoint rerating */
2038 do_cmd_rerate(TRUE);
2041 #ifdef MONSTER_HORDES
2043 do_cmd_summon_horde();
2045 #endif /* MONSTER_HORDES */
2049 (void)ident_spell(FALSE);
2052 /* Go up or down in the dungeon */
2057 /* Self-Knowledge */
2062 /* Learn about objects */
2069 map_area(DETECT_RAD_ALL * 3);
2074 (void)gain_random_mutation(command_arg);
2079 (void)do_cmd_wiz_reset_class();
2082 /* Specific reward */
2084 (void)gain_level_reward(command_arg);
2087 /* Summon _friendly_ named monster */
2089 do_cmd_wiz_named_friendly(command_arg);
2092 /* Summon Named Monster */
2094 do_cmd_wiz_named(command_arg);
2097 /* Dump option bits usage */
2099 do_cmd_dump_options();
2102 /* Object playing routines */
2109 teleport_player(10, 0L);
2112 /* Complete a Quest -KMW- */
2114 if(p_ptr->inside_quest)
2116 if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
2118 complete_quest(p_ptr->inside_quest);
2124 msg_print("No current quest");
2129 /* Make every dungeon square "known" to test streamers -KMW- */
2131 for (y = 0; y < cur_hgt; y++)
2133 for (x = 0; x < cur_wid; x++)
2135 cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
2141 /* Summon Random Monster(s) */
2143 if (command_arg <= 0) command_arg = 1;
2144 do_cmd_wiz_summon(command_arg);
2147 /* Special(Random Artifact) Objects */
2149 if (command_arg <= 0) command_arg = 1;
2150 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE);
2155 teleport_player(100, 0L);
2158 /* Game Time Setting */
2164 /* Very Good Objects */
2166 if (command_arg <= 0) command_arg = 1;
2167 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE);
2170 /* Wizard Light the Level */
2172 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
2175 /* Increase Experience */
2177 gain_exp(command_arg ? command_arg : (p_ptr->exp + 1));
2180 /* Zap Monsters (Genocide) */
2185 /* Zap Monsters (Omnicide) */
2187 do_cmd_wiz_zap_all();
2190 /* Hack -- whatever I desire */
2192 do_cmd_wiz_hack_ben();
2195 /* Not a Wizard Command */
2197 msg_print("That is not a valid debug command.");