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"
23 #include "spells-object.h"
24 #include "spells-summon.h"
25 #include "spells-status.h"
26 #include "spells-world.h"
27 #include "spells-floor.h"
29 #include "object-hook.h"
34 * @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
35 * @return 実際にテレポートを行ったらTRUEを返す
37 static bool wiz_dimension_door(void)
39 POSITION x = 0, y = 0;
40 if (!tgt_pt(&x, &y)) return FALSE;
41 teleport_player_to(y, x, TELEPORT_NONMAGICAL);
46 * @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
49 static void wiz_create_named_art(void)
51 char tmp_val[10] = "";
55 if (!get_string("Artifact ID:", tmp_val, 3)) return;
58 a_idx = (ARTIFACT_IDX)atoi(tmp_val);
59 if(a_idx < 0) a_idx = 0;
60 if(a_idx >= max_a_idx) a_idx = 0;
62 /* Create the artifact */
63 (void)create_named_art(a_idx, p_ptr->y, p_ptr->x);
66 msg_print("Allocated.");
70 * @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
73 static void do_cmd_summon_horde(void)
75 POSITION wy = p_ptr->y, wx = p_ptr->x;
80 scatter(&wy, &wx, p_ptr->y, p_ptr->x, 3, 0);
81 if (cave_empty_bold(wy, wx)) break;
84 (void)alloc_horde(wy, wx);
88 * @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.
91 static void prt_binary(BIT_FLAGS flags, int row, int col)
97 for (i = bitmask = 1; i <= 32; i++, bitmask *= 2)
102 Term_putch(col++, row, TERM_BLUE, '*');
105 /* Dump unset bits */
108 Term_putch(col++, row, TERM_WHITE, '-');
114 #define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
117 * @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.
118 * @param tval ベースアイテムの大項目ID
119 * @param sval ベースアイテムの小項目ID
124 static void prt_alloc(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval, TERM_LEN row, TERM_LEN col)
128 u32b rarity[K_MAX_DEPTH];
129 u32b total[K_MAX_DEPTH];
131 concptr r = "+---Rate---+";
136 alloc_entry *table = alloc_kind_table;
138 /* Wipe the tables */
139 (void)C_WIPE(rarity, K_MAX_DEPTH, u32b);
140 (void)C_WIPE(total, K_MAX_DEPTH, u32b);
141 (void)C_WIPE(display, 22, s32b);
143 /* Scan all entries */
144 for (i = 0; i < K_MAX_DEPTH; i++)
147 for (j = 0; j < alloc_kind_size; j++)
151 if (table[j].level <= i)
153 prob = table[j].prob1 * GREAT_OBJ * K_MAX_DEPTH;
155 else if (table[j].level - 1 > 0)
157 prob = table[j].prob1 * i * K_MAX_DEPTH / (table[j].level - 1);
160 /* Acquire this kind */
161 k_ptr = &k_info[table[j].index];
163 /* Accumulate probabilities */
164 total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
165 total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
167 /* Accumulate probabilities */
168 if ((k_ptr->tval == tval) && (k_ptr->sval == sval))
171 rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
174 total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
177 /* Calculate probabilities for each range */
178 for (i = 0; i < 22; i++)
180 /* Shift the values into view */
182 for (j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
183 possibility += rarity[j] * 100000 / total[j];
184 display[i] = possibility / 5;
187 /* Graph the rarities */
188 for (i = 0; i < 22; i++)
190 Term_putch(col, row + i + 1, TERM_WHITE, '|');
192 prt(format("%2dF", (i * 5)), row + i + 1, col);
196 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22))
198 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
202 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
206 /* Make it look nice */
211 * @brief プレイヤーの職業を変更する
213 * @todo 魔法領域の再選択などがまだ不完全、要実装。
215 static void do_cmd_wiz_reset_class(void)
222 sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
225 sprintf(tmp_val, "%d", p_ptr->pclass);
228 if (!get_string(ppp, tmp_val, 2)) return;
231 tmp_int = atoi(tmp_val);
234 if (tmp_int < 0 || tmp_int >= MAX_CLASS) return;
237 p_ptr->pclass = (byte_hack)tmp_int;
239 /* Redraw inscription */
240 p_ptr->window |= (PW_PLAYER);
242 /* {.} and {$} effect p_ptr->warning and TRC_TELEPORT_SELF */
243 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
250 * @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
253 static void do_cmd_wiz_bamf(void)
255 /* Must have a target */
256 if (!target_who) return;
258 /* Teleport to the target */
259 teleport_player_to(target_row, target_col, TELEPORT_NONMAGICAL);
264 * @brief プレイヤーの現能力値を調整する
265 * Aux function for "do_cmd_wiz_change()". -RAK-
268 static void do_cmd_wiz_change_aux(void)
278 /* Query the stats */
279 for (i = 0; i < A_MAX; i++)
282 sprintf(ppp, "%s (3-%d): ", stat_names[i], p_ptr->stat_max_max[i]);
285 sprintf(tmp_val, "%d", p_ptr->stat_max[i]);
288 if (!get_string(ppp, tmp_val, 3)) return;
291 tmp_int = atoi(tmp_val);
294 if (tmp_int > p_ptr->stat_max_max[i]) tmp_int = p_ptr->stat_max_max[i];
295 else if (tmp_int < 3) tmp_int = 3;
298 p_ptr->stat_cur[i] = p_ptr->stat_max[i] = (BASE_STATUS)tmp_int;
303 sprintf(tmp_val, "%d", WEAPON_EXP_MASTER);
306 if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 9)) return;
309 tmp_s16b = (s16b)atoi(tmp_val);
312 if (tmp_s16b < WEAPON_EXP_UNSKILLED) tmp_s16b = WEAPON_EXP_UNSKILLED;
313 if (tmp_s16b > WEAPON_EXP_MASTER) tmp_s16b = WEAPON_EXP_MASTER;
315 for (j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++)
317 for (i = 0;i < 64;i++)
319 p_ptr->weapon_exp[j][i] = tmp_s16b;
320 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];
324 for (j = 0; j < 10; j++)
326 p_ptr->skill_exp[j] = tmp_s16b;
327 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];
330 for (j = 0; j < 32; j++)
331 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
333 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
336 sprintf(tmp_val, "%ld", (long)(p_ptr->au));
339 if (!get_string("Gold: ", tmp_val, 9)) return;
342 tmp_long = atol(tmp_val);
345 if (tmp_long < 0) tmp_long = 0L;
348 p_ptr->au = tmp_long;
351 sprintf(tmp_val, "%ld", (long)(p_ptr->max_exp));
354 if (!get_string("Experience: ", tmp_val, 9)) return;
357 tmp_long = atol(tmp_val);
360 if (tmp_long < 0) tmp_long = 0L;
362 if (p_ptr->prace != RACE_ANDROID)
365 p_ptr->max_exp = tmp_long;
366 p_ptr->exp = tmp_long;
375 * @brief プレイヤーの現能力値を調整する(メインルーチン)
376 * Change various "permanent" player variables.
379 static void do_cmd_wiz_change(void)
382 do_cmd_wiz_change_aux();
388 * @brief アイテムの詳細ステータスを表示する /
389 * Change various "permanent" player variables.
390 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
393 * Wizard routines for creating objects -RAK-
394 * And for manipulating them! -Bernd-
396 * This has been rewritten to make the whole procedure
397 * of debugging objects much easier and more comfortable.
399 * The following functions are meant to play with objects:
400 * Create, modify, roll for them (for statistic purposes) and more.
401 * The original functions were by RAK.
402 * The function to show an item's debug information was written
403 * by David Reeve Sward <sward+@CMU.EDU>.
404 * Bernd (wiebelt@mathematik.hu-berlin.de)
406 * Here are the low-level functions
407 * - wiz_display_item()
408 * display an item's debug-info
409 * - wiz_create_itemtype()
410 * specify tval and sval (type and subtype of object)
412 * specify pval, +AC, +tohit, +todam
413 * Note that the wizard can leave this function anytime,
414 * thus accepting the default-values for the remaining values.
415 * pval comes first now, since it is most important.
416 * - wiz_reroll_item()
417 * apply some magic to the item or turn it into an artifact.
419 * Get some statistics about the rarity of an item:
420 * We create a lot of fake items and see if they are of the
421 * same type (tval and sval), then we compare pval and +AC.
422 * If the fake-item is better or equal it is counted.
423 * Note that cursed items that are better or equal (absolute values)
425 * HINT: This is *very* useful for balancing the game!
426 * - wiz_quantity_item()
427 * change the quantity of an item, but be sane about it.
429 * And now the high-level functions
430 * - do_cmd_wiz_play()
431 * play with an existing object
432 * - wiz_create_item()
433 * create a new object
435 * Note -- You do not have to specify "pval" and other item-properties
436 * directly. Just apply magic until you are satisfied with the item.
438 * Note -- For some items (such as wands, staffs, some rings, etc), you
439 * must apply magic, or you will get "broken" or "uncharged" objects.
441 * Note -- Redefining artifacts via "do_cmd_wiz_play()" may destroy
442 * the artifact. Be careful.
444 * Hack -- this function will allow you to create multiple artifacts.
445 * This "feature" may induce crashes or other nasty effects.
446 * Just display an item's properties (debug-info)
447 * Originally by David Reeve Sward <sward+@CMU.EDU>
448 * Verbose item flags by -Bernd-
450 static void wiz_display_item(object_type *o_ptr)
453 BIT_FLAGS flgs[TR_FLAG_SIZE];
455 object_flags(o_ptr, flgs);
457 /* Clear the screen */
458 for (i = 1; i <= 23; i++) prt("", i, j - 2);
460 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
463 object_desc(buf, o_ptr, OD_STORE);
467 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d",
468 o_ptr->k_idx, k_info[o_ptr->k_idx].level,
469 o_ptr->tval, o_ptr->sval), 4, j);
471 prt(format("number = %-3d wgt = %-6d ac = %-5d damage = %dd%d",
472 o_ptr->number, o_ptr->weight,
473 o_ptr->ac, o_ptr->dd, o_ptr->ds), 5, j);
475 prt(format("pval = %-5d toac = %-5d tohit = %-4d todam = %-4d",
476 o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), 6, j);
478 prt(format("name1 = %-4d name2 = %-4d cost = %ld",
479 o_ptr->name1, o_ptr->name2, (long)object_value_real(o_ptr)), 7, j);
481 prt(format("ident = %04x xtra1 = %-4d xtra2 = %-4d timeout = %-d",
482 o_ptr->ident, o_ptr->xtra1, o_ptr->xtra2, o_ptr->timeout), 8, j);
484 prt(format("xtra3 = %-4d xtra4 = %-4d xtra5 = %-4d cursed = %-d",
485 o_ptr->xtra3, o_ptr->xtra4, o_ptr->xtra5, o_ptr->curse_flags), 9, j);
487 prt("+------------FLAGS1------------+", 10, j);
488 prt("AFFECT........SLAY........BRAND.", 11, j);
489 prt(" mf cvae xsqpaefc", 12, j);
490 prt("siwdccsossidsahanvudotgddhuoclio", 13, j);
491 prt("tnieohtctrnipttmiinmrrnrrraiierl", 14, j);
492 prt("rtsxnarelcfgdkcpmldncltggpksdced", 15, j);
493 prt_binary(flgs[0], 16, j);
495 prt("+------------FLAGS2------------+", 17, j);
496 prt("SUST....IMMUN.RESIST............", 18, j);
497 prt(" reaefctrpsaefcpfldbc sn ", 19, j);
498 prt("siwdcciaclioheatcliooeialoshtncd", 20, j);
499 prt("tnieohdsierlrfraierliatrnnnrhehi", 21, j);
500 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", 22, j);
501 prt_binary(flgs[1], 23, j);
503 prt("+------------FLAGS3------------+", 10, j+32);
504 prt("fe cnn t stdrmsiiii d ab ", 11, j+32);
505 prt("aa aoomywhs lleeieihgggg rtgl ", 12, j+32);
506 prt("uu utmacaih eielgggonnnnaaere ", 13, j+32);
507 prt("rr reanurdo vtieeehtrrrrcilas ", 14, j+32);
508 prt("aa algarnew ienpsntsaefctnevs ", 15, j+32);
509 prt_binary(flgs[2], 16, j+32);
511 prt("+------------FLAGS4------------+", 17, j+32);
512 prt("KILL....ESP......... ", 18, j+32);
513 prt("aeud tghaud tgdhegnu ", 19, j+32);
514 prt("nvneoriunneoriruvoon ", 20, j+32);
515 prt("iidmroamidmroagmionq ", 21, j+32);
516 prt("mlenclnmmenclnnnldlu ", 22, j+32);
517 prt_binary(flgs[3], 23, j+32);
522 * 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
524 typedef struct tval_desc
526 int tval; /*!< 大項目のID */
527 concptr desc; /*!< 大項目名 */
531 * 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
533 static tval_desc tvals[] =
535 { TV_SWORD, "Sword" },
536 { TV_POLEARM, "Polearm" },
537 { TV_HAFTED, "Hafted Weapon" },
539 { TV_ARROW, "Arrows" },
540 { TV_BOLT, "Bolts" },
541 { TV_SHOT, "Shots" },
542 { TV_SHIELD, "Shield" },
543 { TV_CROWN, "Crown" },
545 { TV_GLOVES, "Gloves" },
546 { TV_BOOTS, "Boots" },
547 { TV_CLOAK, "Cloak" },
548 { TV_DRAG_ARMOR, "Dragon Scale Mail" },
549 { TV_HARD_ARMOR, "Hard Armor" },
550 { TV_SOFT_ARMOR, "Soft Armor" },
552 { TV_AMULET, "Amulet" },
554 { TV_POTION, "Potion" },
555 { TV_SCROLL, "Scroll" },
557 { TV_STAFF, "Staff" },
559 { TV_LIFE_BOOK, "Life Spellbook" },
560 { TV_SORCERY_BOOK, "Sorcery Spellbook" },
561 { TV_NATURE_BOOK, "Nature Spellbook" },
562 { TV_CHAOS_BOOK, "Chaos Spellbook" },
563 { TV_DEATH_BOOK, "Death Spellbook" },
564 { TV_TRUMP_BOOK, "Trump Spellbook" },
565 { TV_ARCANE_BOOK, "Arcane Spellbook" },
566 { TV_CRAFT_BOOK, "Craft Spellbook"},
567 { TV_DAEMON_BOOK, "Daemon Spellbook"},
568 { TV_CRUSADE_BOOK, "Crusade Spellbook"},
569 { TV_MUSIC_BOOK, "Music Spellbook" },
570 { TV_HISSATSU_BOOK, "Book of Kendo" },
571 { TV_HEX_BOOK, "Hex Spellbook" },
572 { TV_PARCHMENT, "Parchment" },
573 { TV_WHISTLE, "Whistle" },
574 { TV_SPIKE, "Spikes" },
575 { TV_DIGGING, "Digger" },
576 { TV_CHEST, "Chest" },
577 { TV_CAPTURE, "Capture Ball" },
578 { TV_CARD, "Express Card" },
579 { TV_FIGURINE, "Magical Figurine" },
580 { TV_STATUE, "Statue" },
581 { TV_CORPSE, "Corpse" },
583 { TV_FLASK, "Flask" },
585 { TV_SKELETON, "Skeleton" },
591 * @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
592 * @param buf ベースアイテム格納先の参照ポインタ
593 * @param k_idx ベースアイテムID
596 void strip_name(char *buf, KIND_OBJECT_IDX k_idx)
600 object_kind *k_ptr = &k_info[k_idx];
602 concptr str = (k_name + k_ptr->name);
605 /* Skip past leading characters */
606 while ((*str == ' ') || (*str == '&')) str++;
608 /* Copy useful chars */
609 for (t = buf; *str; str++)
612 if (iskanji(*str)) {*t++ = *str++; *t++ = *str; continue;}
614 if (*str != '~') *t++ = *str;
617 /* Terminate the new name */
623 * @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 /
624 * Specify tval and sval (type and subtype of object) originally
627 * by RAK, heavily modified by -Bernd-
628 * This function returns the k_idx of an object type, or zero if failed
629 * List up to 50 choices in three columns
631 static KIND_OBJECT_IDX wiz_create_itemtype(void)
636 OBJECT_TYPE_VALUE tval;
641 KIND_OBJECT_IDX choice[80];
647 /* Print all tval's and their descriptions */
648 for (num = 0; (num < 80) && tvals[num].tval; num++)
650 row = 2 + (num % 20);
651 col = 20 * (num / 20);
653 prt(format("[%c] %s", ch, tvals[num].desc), row, col);
656 /* Me need to know the maximal possible tval_index */
660 if (!get_com("Get what type of object? ", &ch, FALSE)) return (0);
663 for (num = 0; num < max_num; num++)
665 if (listsym[num] == ch) break;
668 /* Bail out if choice is illegal */
669 if ((num < 0) || (num >= max_num)) return (0);
671 /* Base object type chosen, fill in tval */
672 tval = tvals[num].tval;
673 tval_desc = tvals[num].desc;
676 /*** And now we go for k_idx ***/
679 /* We have to search the whole itemlist. */
680 for (num = 0, i = 1; (num < 80) && (i < max_k_idx); i++)
682 object_kind *k_ptr = &k_info[i];
684 /* Analyze matching items */
685 if (k_ptr->tval == tval)
688 row = 2 + (num % 20);
689 col = 20 * (num / 20);
693 /* Acquire the "name" of object "i" */
697 prt(format("[%c] %s", ch, buf), row, col);
699 /* Remember the object index */
704 /* Me need to know the maximal possible remembered object_index */
708 if (!get_com(format("What Kind of %s? ", tval_desc), &ch, FALSE)) return (0);
711 for (num = 0; num < max_num; num++)
713 if (listsym[num] == ch) break;
716 /* Bail out if choice is "illegal" */
717 if ((num < 0) || (num >= max_num)) return (0);
719 /* And return successful */
720 return (choice[num]);
725 * @briefアイテムの基礎能力値を調整する / Tweak an item
726 * @param o_ptr 調整するアイテムの参照ポインタ
729 static void wiz_tweak_item(object_type *o_ptr)
734 /* Hack -- leave artifacts alone */
735 if (object_is_artifact(o_ptr)) return;
737 p = "Enter new 'pval' setting: ";
738 sprintf(tmp_val, "%d", o_ptr->pval);
739 if (!get_string(p, tmp_val, 5)) return;
740 o_ptr->pval = (s16b)atoi(tmp_val);
741 wiz_display_item(o_ptr);
743 p = "Enter new 'to_a' setting: ";
744 sprintf(tmp_val, "%d", o_ptr->to_a);
745 if (!get_string(p, tmp_val, 5)) return;
746 o_ptr->to_a = (s16b)atoi(tmp_val);
747 wiz_display_item(o_ptr);
749 p = "Enter new 'to_h' setting: ";
750 sprintf(tmp_val, "%d", o_ptr->to_h);
751 if (!get_string(p, tmp_val, 5)) return;
752 o_ptr->to_h = (s16b)atoi(tmp_val);
753 wiz_display_item(o_ptr);
755 p = "Enter new 'to_d' setting: ";
756 sprintf(tmp_val, "%d", (int)o_ptr->to_d);
757 if (!get_string(p, tmp_val, 5)) return;
758 o_ptr->to_d = (s16b)atoi(tmp_val);
759 wiz_display_item(o_ptr);
764 * @brief アイテムの質を選択して再生成する /
765 * Apply magic to an item or turn it into an artifact. -Bernd-
766 * @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
769 static void wiz_reroll_item(object_type *o_ptr)
776 bool changed = FALSE;
779 /* Hack -- leave artifacts alone */
780 if (object_is_artifact(o_ptr)) return;
784 /* Copy the object */
785 object_copy(q_ptr, o_ptr);
788 /* Main loop. Ask for magification and artifactification */
791 /* Display full item debug information */
792 wiz_display_item(q_ptr);
794 /* Ask wizard what to do. */
795 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, FALSE))
797 /* Preserve wizard-generated artifacts */
798 if (object_is_fixed_artifact(q_ptr))
800 a_info[q_ptr->name1].cur_num = 0;
808 /* Create/change it! */
809 if (ch == 'A' || ch == 'a')
815 /* Preserve wizard-generated artifacts */
816 if (object_is_fixed_artifact(q_ptr))
818 a_info[q_ptr->name1].cur_num = 0;
824 /* Apply bad magic, but first clear object */
827 object_prep(q_ptr, o_ptr->k_idx);
828 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
831 /* Apply bad magic, but first clear object */
834 object_prep(q_ptr, o_ptr->k_idx);
835 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
838 /* Apply normal magic, but first clear object */
841 object_prep(q_ptr, o_ptr->k_idx);
842 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART);
845 /* Apply good magic, but first clear object */
848 object_prep(q_ptr, o_ptr->k_idx);
849 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD);
852 /* Apply great magic, but first clear object */
855 object_prep(q_ptr, o_ptr->k_idx);
856 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT);
859 /* Apply special magic, but first clear object */
862 object_prep(q_ptr, o_ptr->k_idx);
863 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
865 /* Failed to create artifact; make a random one */
866 if (!object_is_artifact(q_ptr)) create_artifact(q_ptr, FALSE);
870 q_ptr->iy = o_ptr->iy;
871 q_ptr->ix = o_ptr->ix;
872 q_ptr->next_o_idx = o_ptr->next_o_idx;
873 q_ptr->marked = o_ptr->marked;
881 object_copy(o_ptr, q_ptr);
882 p_ptr->update |= (PU_BONUS);
883 p_ptr->update |= (PU_COMBINE | PU_REORDER);
885 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
892 * @brief 検査対象のアイテムを基準とした生成テストを行う /
893 * Try to create an item again. Output some statistics. -Bernd-
894 * @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
896 * The statistics are correct now. We acquire a clean grid, and then
897 * repeatedly place an object in this grid, copying it into an item
898 * holder, and then deleting the object. We fiddle with the artifact
899 * counter flags to prevent weirdness. We use the items to collect
900 * statistics on item creation relative to the initial item.
902 static void wiz_statistics(object_type *o_ptr)
904 u32b i, matches, better, worse, other, correct;
906 u32b test_roll = 1000000;
916 concptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
918 concptr p = "Enter number of items to roll: ";
922 /* Mega-Hack -- allow multiple artifacts */
923 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;
929 concptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
932 wiz_display_item(o_ptr);
935 if (!get_com(pmt, &ch, FALSE)) break;
937 if (ch == 'n' || ch == 'N')
942 else if (ch == 'g' || ch == 'G')
947 else if (ch == 'e' || ch == 'E')
949 mode = AM_GOOD | AM_GREAT;
950 quality = "excellent";
957 sprintf(tmp_val, "%ld", (long int)test_roll);
958 if (get_string(p, tmp_val, 10)) test_roll = atol(tmp_val);
959 test_roll = MAX(1, test_roll);
961 /* Let us know what we are doing */
962 msg_format("Creating a lot of %s items. Base level = %d.",
963 quality, current_floor_ptr->dun_level);
966 /* Set counters to zero */
967 correct = matches = better = worse = other = 0;
969 /* Let's rock and roll */
970 for (i = 0; i <= test_roll; i++)
972 /* Output every few rolls */
973 if ((i < 100) || (i % 100 == 0))
982 break; // stop rolling
986 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
992 /* Create an object */
993 make_object(q_ptr, mode);
996 /* Mega-Hack -- allow multiple artifacts */
997 if (object_is_fixed_artifact(q_ptr)) a_info[q_ptr->name1].cur_num = 0;
1000 /* Test for the same tval and sval. */
1001 if ((o_ptr->tval) != (q_ptr->tval)) continue;
1002 if ((o_ptr->sval) != (q_ptr->sval)) continue;
1004 /* One more correct item */
1007 /* Check for match */
1008 if ((q_ptr->pval == o_ptr->pval) &&
1009 (q_ptr->to_a == o_ptr->to_a) &&
1010 (q_ptr->to_h == o_ptr->to_h) &&
1011 (q_ptr->to_d == o_ptr->to_d) &&
1012 (q_ptr->name1 == o_ptr->name1))
1017 /* Check for better */
1018 else if ((q_ptr->pval >= o_ptr->pval) &&
1019 (q_ptr->to_a >= o_ptr->to_a) &&
1020 (q_ptr->to_h >= o_ptr->to_h) &&
1021 (q_ptr->to_d >= o_ptr->to_d))
1026 /* Check for worse */
1027 else if ((q_ptr->pval <= o_ptr->pval) &&
1028 (q_ptr->to_a <= o_ptr->to_a) &&
1029 (q_ptr->to_h <= o_ptr->to_h) &&
1030 (q_ptr->to_d <= o_ptr->to_d))
1035 /* Assume different */
1043 msg_format(q, i, correct, matches, better, worse, other);
1048 /* Hack -- Normally only make a single artifact */
1049 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
1054 * @brief 検査対象のアイテムの数を変更する /
1055 * Change the quantity of a the item
1056 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
1059 static void wiz_quantity_item(object_type *o_ptr)
1061 int tmp_int, tmp_qnt;
1066 /* Never duplicate artifacts */
1067 if (object_is_artifact(o_ptr)) return;
1069 /* Store old quantity. -LM- */
1070 tmp_qnt = o_ptr->number;
1073 sprintf(tmp_val, "%d", (int)o_ptr->number);
1076 if (get_string("Quantity: ", tmp_val, 2))
1079 tmp_int = atoi(tmp_val);
1082 if (tmp_int < 1) tmp_int = 1;
1083 if (tmp_int > 99) tmp_int = 99;
1085 /* Accept modifications */
1086 o_ptr->number = (byte_hack)tmp_int;
1089 if (o_ptr->tval == TV_ROD)
1091 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
1096 * @brief 青魔導師の魔法を全て習得済みにする /
1097 * debug command for blue mage
1100 static void do_cmd_wiz_blue_mage(void)
1104 BIT_FLAGS f4 = 0L, f5 = 0L, f6 = 0L;
1106 for (j = 1; j < A_MAX; j++)
1108 set_rf_masks(&f4, &f5, &f6, j);
1110 for (i = 0; i < 32; i++)
1112 if ((0x00000001 << i) & f4) p_ptr->magic_num2[i] = 1;
1116 if ((0x00000001 << (i - 32)) & f5) p_ptr->magic_num2[i] = 1;
1120 if ((0x00000001 << (i - 64)) & f6) p_ptr->magic_num2[i] = 1;
1127 * @brief アイテム検査のメインルーチン /
1128 * Play with an item. Options include:
1131 * - Output statistics (via wiz_roll_item)<br>
1132 * - Reroll item (via wiz_reroll_item)<br>
1133 * - Change properties (via wiz_tweak_item)<br>
1134 * - Change the number of items (via wiz_quantity_item)<br>
1136 static void do_cmd_wiz_play(void)
1146 q = "Play with which object? ";
1147 s = "You have nothing to play with.";
1149 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
1153 /* The item was not changed */
1159 object_copy(q_ptr, o_ptr);
1165 /* Display the item */
1166 wiz_display_item(q_ptr);
1169 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, FALSE))
1175 if (ch == 'A' || ch == 'a')
1181 if (ch == 's' || ch == 'S')
1183 wiz_statistics(q_ptr);
1186 if (ch == 'r' || ch == 'r')
1188 wiz_reroll_item(q_ptr);
1191 if (ch == 't' || ch == 'T')
1193 wiz_tweak_item(q_ptr);
1196 if (ch == 'q' || ch == 'Q')
1198 wiz_quantity_item(q_ptr);
1208 msg_print("Changes accepted.");
1210 /* Recalcurate object's weight */
1213 p_ptr->total_weight += (q_ptr->weight * q_ptr->number)
1214 - (o_ptr->weight * o_ptr->number);
1218 object_copy(o_ptr, q_ptr);
1220 p_ptr->update |= (PU_BONUS);
1221 p_ptr->update |= (PU_COMBINE | PU_REORDER);
1223 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1229 msg_print("Changes ignored.");
1235 * @brief 任意のベースアイテム生成のメインルーチン /
1236 * Wizard routine for creating objects -RAK-
1239 * Heavily modified to allow magification and artifactification -Bernd-
1241 * Note that wizards cannot create objects on top of other objects.
1243 * Hack -- this routine always makes a "dungeon object", and applies
1244 * magic to it, and attempts to decline cursed items.
1246 static void wiz_create_item(void)
1254 /* Get object base type */
1255 k_idx = wiz_create_itemtype();
1259 /* Return if failed */
1262 if (k_info[k_idx].gen_flags & TRG_INSTA_ART)
1267 for (i = 1; i < max_a_idx; i++)
1269 /* Ignore incorrect tval */
1270 if (a_info[i].tval != k_info[k_idx].tval) continue;
1272 /* Ignore incorrect sval */
1273 if (a_info[i].sval != k_info[k_idx].sval) continue;
1275 /* Create this artifact */
1276 (void)create_named_art(i, p_ptr->y, p_ptr->x);
1279 msg_print("Allocated(INSTA_ART).");
1285 object_prep(q_ptr, k_idx);
1287 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART);
1289 /* Drop the object from heaven */
1290 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1293 msg_print("Allocated.");
1298 * @brief プレイヤーを完全回復する /
1299 * Cure everything instantly
1302 static void do_cmd_wiz_cure_all(void)
1304 (void)life_stream(FALSE, FALSE);
1305 (void)restore_mana(TRUE);
1306 (void)set_food(PY_FOOD_MAX - 1);
1311 * @brief 任意のダンジョン及び階層に飛ぶ /
1315 static void do_cmd_wiz_jump(void)
1318 if (command_arg <= 0)
1322 DUNGEON_IDX tmp_dungeon_type;
1325 sprintf(ppp, "Jump which dungeon : ");
1328 sprintf(tmp_val, "%d", p_ptr->dungeon_idx);
1330 /* Ask for a level */
1331 if (!get_string(ppp, tmp_val, 2)) return;
1333 tmp_dungeon_type = (DUNGEON_IDX)atoi(tmp_val);
1334 if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > max_d_idx)) tmp_dungeon_type = DUNGEON_ANGBAND;
1337 sprintf(ppp, "Jump to level (0, %d-%d): ",
1338 (int)d_info[tmp_dungeon_type].mindepth, (int)d_info[tmp_dungeon_type].maxdepth);
1341 sprintf(tmp_val, "%d", (int)current_floor_ptr->dun_level);
1343 /* Ask for a level */
1344 if (!get_string(ppp, tmp_val, 10)) return;
1346 /* Extract request */
1347 command_arg = (COMMAND_ARG)atoi(tmp_val);
1349 p_ptr->dungeon_idx = tmp_dungeon_type;
1353 if (command_arg < d_info[p_ptr->dungeon_idx].mindepth) command_arg = 0;
1354 if (command_arg > d_info[p_ptr->dungeon_idx].maxdepth) command_arg = (COMMAND_ARG)d_info[p_ptr->dungeon_idx].maxdepth;
1356 /* Accept request */
1357 msg_format("You jump to dungeon level %d.", command_arg);
1359 if (autosave_l) do_cmd_save_game(TRUE);
1362 current_floor_ptr->dun_level = command_arg;
1364 prepare_change_floor_mode(CFM_RAND_PLACE);
1366 if (!current_floor_ptr->dun_level) p_ptr->dungeon_idx = 0;
1367 p_ptr->inside_arena = FALSE;
1368 p_ptr->wild_mode = FALSE;
1370 leave_quest_check();
1372 if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);
1374 p_ptr->inside_quest = 0;
1377 /* Prevent energy_need from being too lower than 0 */
1378 p_ptr->energy_need = 0;
1381 * Clear all saved floors
1382 * and create a first saved floor
1384 prepare_change_floor_mode(CFM_FIRST_FLOOR);
1387 p_ptr->leaving = TRUE;
1392 * @brief 全ベースアイテムを鑑定済みにする /
1393 * Become aware of a lot of objects
1396 static void do_cmd_wiz_learn(void)
1403 /* Scan every object */
1404 for (i = 1; i < max_k_idx; i++)
1406 object_kind *k_ptr = &k_info[i];
1408 /* Induce awareness */
1409 if (k_ptr->level <= command_arg)
1412 object_prep(q_ptr, i);
1413 object_aware(q_ptr);
1420 * @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 /
1421 * Summon some creatures
1425 static void do_cmd_wiz_summon(int num)
1428 for (i = 0; i < num; i++)
1430 (void)summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE), '\0');
1437 * @brief モンスターを種族IDを指定して敵対的に召喚する /
1438 * Summon a creature of the specified type
1439 * @param r_idx モンスター種族ID
1442 * This function is rather dangerous
1444 static void do_cmd_wiz_named(MONRACE_IDX r_idx)
1446 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1451 * @brief モンスターを種族IDを指定してペット召喚する /
1452 * Summon a creature of the specified type
1453 * @param r_idx モンスター種族ID
1456 * This function is rather dangerous
1458 static void do_cmd_wiz_named_friendly(MONRACE_IDX r_idx)
1460 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP | PM_FORCE_PET));
1466 * @brief プレイヤー近辺の全モンスターを消去する /
1467 * Hack -- Delete all nearby monsters
1470 static void do_cmd_wiz_zap(void)
1474 /* Genocide everyone nearby */
1475 for (i = 1; i < m_max; i++)
1477 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1479 /* Paranoia -- Skip dead monsters */
1480 if (!m_ptr->r_idx) continue;
1482 /* Skip the mount */
1483 if (i == p_ptr->riding) continue;
1485 /* Delete nearby monsters */
1486 if (m_ptr->cdis <= MAX_SIGHT)
1488 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1490 GAME_TEXT m_name[MAX_NLEN];
1492 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1493 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1496 delete_monster_idx(i);
1503 * @brief フロアに存在する全モンスターを消去する /
1504 * Hack -- Delete all monsters
1507 static void do_cmd_wiz_zap_all(void)
1511 /* Genocide everyone */
1512 for (i = 1; i < m_max; i++)
1514 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1516 /* Paranoia -- Skip dead monsters */
1517 if (!m_ptr->r_idx) continue;
1519 /* Skip the mount */
1520 if (i == p_ptr->riding) continue;
1522 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1524 GAME_TEXT m_name[MAX_NLEN];
1526 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1527 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1530 /* Delete this monster */
1531 delete_monster_idx(i);
1537 * @brief 指定された地点の地形IDを変更する /
1538 * Create desired feature
1541 static void do_cmd_wiz_create_feature(void)
1543 static int prev_feat = 0;
1544 static int prev_mimic = 0;
1546 feature_type *f_ptr;
1548 IDX tmp_feat, tmp_mimic;
1551 if (!tgt_pt(&x, &y)) return;
1553 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1556 sprintf(tmp_val, "%d", prev_feat);
1559 if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
1562 tmp_feat = (IDX)atoi(tmp_val);
1563 if (tmp_feat < 0) tmp_feat = 0;
1564 else if (tmp_feat >= max_f_idx) tmp_feat = max_f_idx - 1;
1567 sprintf(tmp_val, "%d", prev_mimic);
1570 if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3)) return;
1573 tmp_mimic = (IDX)atoi(tmp_val);
1574 if (tmp_mimic < 0) tmp_mimic = 0;
1575 else if (tmp_mimic >= max_f_idx) tmp_mimic = max_f_idx - 1;
1577 cave_set_feat(y, x, tmp_feat);
1578 g_ptr->mimic = (s16b)tmp_mimic;
1580 f_ptr = &f_info[get_feat_mimic(g_ptr)];
1582 if (have_flag(f_ptr->flags, FF_GLYPH) ||
1583 have_flag(f_ptr->flags, FF_MINOR_GLYPH))
1584 g_ptr->info |= (CAVE_OBJECT);
1585 else if (have_flag(f_ptr->flags, FF_MIRROR))
1586 g_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
1591 /* Update some things */
1592 p_ptr->update |= (PU_FLOW);
1594 prev_feat = tmp_feat;
1595 prev_mimic = tmp_mimic;
1600 #define NUM_O_BIT 32
1603 * @brief 現在のオプション設定をダンプ出力する /
1604 * Hack -- Dump option bits usage
1607 static void do_cmd_dump_options(void)
1614 /* Build the filename */
1615 path_build(buf, sizeof buf, ANGBAND_DIR_USER, "opt_info.txt");
1617 /* File type is "TEXT" */
1618 FILE_TYPE(FILE_TYPE_TEXT);
1621 fff = my_fopen(buf, "a");
1625 msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), buf);
1630 /* Allocate the "exist" array (2-dimension) */
1631 C_MAKE(exist, NUM_O_SET, int *);
1632 C_MAKE(*exist, NUM_O_BIT * NUM_O_SET, int);
1633 for (i = 1; i < NUM_O_SET; i++) exist[i] = *exist + i * NUM_O_BIT;
1635 /* Check for exist option bits */
1636 for (i = 0; option_info[i].o_desc; i++)
1638 const option_type *ot_ptr = &option_info[i];
1639 if (ot_ptr->o_var) exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
1642 fprintf(fff, "[Option bits usage on Hengband %d.%d.%d]\n\n",
1643 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1645 fputs("Set - Bit (Page) Option Name\n", fff);
1646 fputs("------------------------------------------------\n", fff);
1647 /* Dump option bits usage */
1648 for (i = 0; i < NUM_O_SET; i++)
1650 for (j = 0; j < NUM_O_BIT; j++)
1654 const option_type *ot_ptr = &option_info[exist[i][j] - 1];
1655 fprintf(fff, " %d - %02d (%4d) %s\n",
1656 i, j, ot_ptr->o_page, ot_ptr->o_text);
1660 fprintf(fff, " %d - %02d\n", i, j);
1666 /* Free the "exist" array (2-dimension) */
1667 C_KILL(*exist, NUM_O_BIT * NUM_O_SET, int);
1668 C_KILL(exist, NUM_O_SET, int *);
1673 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);
1677 #ifdef ALLOW_SPOILERS
1682 extern void do_cmd_spoilers(void);
1684 #endif /* ALLOW_SPOILERS */
1689 * Hack -- declare external function
1691 extern void do_cmd_debug(void);
1696 * @brief デバッグコマンドを選択する処理のメインルーチン /
1697 * Ask for and parse a "debug command"
1698 * The "command_arg" may have been set.
1701 void do_cmd_debug(void)
1706 /* Get a "debug command" */
1707 get_com("Debug Command: ", &cmd, FALSE);
1709 /* Analyze the command */
1719 #ifdef ALLOW_SPOILERS
1721 /* Hack -- Generate Spoilers */
1726 #endif /* ALLOW_SPOILERS */
1733 /* Cure all maladies */
1735 do_cmd_wiz_cure_all();
1738 /* Know alignment */
1740 msg_format("Your alignment is %d.", p_ptr->align);
1743 /* Teleport to target */
1752 /* Create any object */
1757 /* Create a named artifact */
1759 wiz_create_named_art();
1762 /* Detect everything */
1764 detect_all(DETECT_RAD_ALL * 3);
1767 /* Dimension_door */
1769 wiz_dimension_door();
1772 /* Edit character */
1774 do_cmd_wiz_change();
1777 /* Blue Mage Only */
1779 if (p_ptr->pclass == CLASS_BLUE_MAGE)
1781 do_cmd_wiz_blue_mage();
1785 /* View item info */
1787 identify_fully(FALSE);
1790 /* Create desired feature */
1792 do_cmd_wiz_create_feature();
1797 if (command_arg <= 0) command_arg = 1;
1798 acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE);
1801 /* Hitpoint rerating */
1803 roll_hitdice(p_ptr, SPOP_DISPLAY_MES | SPOP_DEBUG);
1807 do_cmd_summon_horde();
1812 (void)ident_spell(FALSE);
1815 /* Go up or down in the dungeon */
1820 /* Self-Knowledge */
1825 /* Learn about objects */
1832 map_area(DETECT_RAD_ALL * 3);
1837 (void)gain_random_mutation(command_arg);
1842 (void)do_cmd_wiz_reset_class();
1845 /* Specific reward */
1847 (void)gain_level_reward(command_arg);
1850 /* Summon _friendly_ named monster */
1852 do_cmd_wiz_named_friendly(command_arg);
1855 /* Summon Named Monster */
1857 do_cmd_wiz_named(command_arg);
1860 /* Dump option bits usage */
1862 do_cmd_dump_options();
1865 /* Object playing routines */
1872 teleport_player(10, 0L);
1881 sprintf(ppp, "QuestID (0-%d):", max_q_idx - 1);
1882 sprintf(tmp_val, "%d", 0);
1884 if (!get_string(ppp, tmp_val, 3)) return;
1885 tmp_int = atoi(tmp_val);
1887 if(tmp_int < 0) break;
1888 if(tmp_int >= max_q_idx) break;
1890 p_ptr->inside_quest = (QUEST_IDX)tmp_int;
1891 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
1892 quest[tmp_int].status = QUEST_STATUS_TAKEN;
1893 p_ptr->inside_quest = 0;
1897 /* Complete a Quest -KMW- */
1899 if(p_ptr->inside_quest)
1901 if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
1903 complete_quest(p_ptr->inside_quest);
1909 msg_print("No current quest");
1914 /* Make every dungeon square "known" to test streamers -KMW- */
1916 for (y = 0; y < current_floor_ptr->height; y++)
1918 for (x = 0; x < current_floor_ptr->width; x++)
1920 current_floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1926 /* Summon Random Monster(s) */
1928 if (command_arg <= 0) command_arg = 1;
1929 do_cmd_wiz_summon(command_arg);
1932 /* Special(Random Artifact) Objects */
1934 if (command_arg <= 0) command_arg = 1;
1935 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE);
1940 teleport_player(100, 0L);
1943 /* Game Time Setting */
1949 /* Very Good Objects */
1951 if (command_arg <= 0) command_arg = 1;
1952 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE);
1955 /* Wizard Light the Level */
1957 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
1960 /* Increase Experience */
1962 gain_exp(command_arg ? command_arg : (p_ptr->exp + 1));
1965 /* Zap Monsters (Genocide) */
1970 /* Zap Monsters (Omnicide) */
1972 do_cmd_wiz_zap_all();
1975 /* Hack -- whatever I desire */
1980 /* For temporary test. */
1984 for(i = INVEN_TOTAL - 1; i >= 0; i--)
1986 if(inventory[i].k_idx) inven_drop(i, 999);
1993 do_cmd_wiz_reset_class();
1996 /* Not a Wizard Command */
1998 msg_print("That is not a valid debug command.");
2003 void cheat_death(player_type *creature_ptr)
2005 /* Mark social class, reset age, if needed */
2006 if (creature_ptr->sc) creature_ptr->sc = creature_ptr->age = 0;
2009 creature_ptr->age++;
2012 creature_ptr->noscore |= 0x0001;
2014 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."));
2017 (void)life_stream(FALSE, FALSE);
2019 if (creature_ptr->pclass == CLASS_MAGIC_EATER)
2022 for (magic_idx = 0; magic_idx < EATER_EXT * 2; magic_idx++)
2024 creature_ptr->magic_num1[magic_idx] = creature_ptr->magic_num2[magic_idx] * EATER_CHARGE;
2026 for (; magic_idx < EATER_EXT * 3; magic_idx++)
2028 creature_ptr->magic_num1[magic_idx] = 0;
2032 /* Restore spell points */
2033 creature_ptr->csp = creature_ptr->msp;
2034 creature_ptr->csp_frac = 0;
2036 /* Hack -- cancel recall */
2037 if (creature_ptr->word_recall)
2039 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
2042 /* Hack -- Prevent recall */
2043 creature_ptr->word_recall = 0;
2044 creature_ptr->redraw |= (PR_STATUS);
2047 /* Hack -- cancel alter */
2048 if (creature_ptr->alter_reality)
2050 /* Hack -- Prevent alter */
2051 creature_ptr->alter_reality = 0;
2052 creature_ptr->redraw |= (PR_STATUS);
2055 /* Note cause of death */
2056 (void)strcpy(creature_ptr->died_from, _("死の欺き", "Cheating death"));
2059 creature_ptr->is_dead = FALSE;
2061 /* Hack -- Prevent starvation */
2062 (void)set_food(PY_FOOD_MAX - 1);
2064 current_floor_ptr->dun_level = 0;
2065 creature_ptr->inside_arena = FALSE;
2066 creature_ptr->inside_battle = FALSE;
2068 creature_ptr->inside_quest = 0;
2069 if (p_ptr->dungeon_idx) creature_ptr->recall_dungeon = p_ptr->dungeon_idx;
2070 p_ptr->dungeon_idx = 0;
2071 if (lite_town || vanilla_town)
2073 creature_ptr->wilderness_y = 1;
2074 creature_ptr->wilderness_x = 1;
2077 creature_ptr->oldpy = 10;
2078 creature_ptr->oldpx = 34;
2082 creature_ptr->oldpy = 33;
2083 creature_ptr->oldpx = 131;
2088 creature_ptr->wilderness_y = 48;
2089 creature_ptr->wilderness_x = 5;
2090 creature_ptr->oldpy = 33;
2091 creature_ptr->oldpx = 131;
2095 creature_ptr->wild_mode = FALSE;
2096 creature_ptr->leaving = TRUE;
2098 do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
2102 /* Prepare next floor */