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>
19 * @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()
22 void do_cmd_rerate_aux(void)
24 /* Minimum hitpoints at highest level */
25 HIT_POINT min_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 3 / 8;
27 /* Maximum hitpoints at highest level */
28 HIT_POINT max_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 5 / 8;
35 /* Pre-calculate level 1 hitdice */
36 p_ptr->player_hp[0] = (HIT_POINT)p_ptr->hitdie;
38 for (i = 1; i < 4; i++)
40 p_ptr->player_hp[0] += randint1(p_ptr->hitdie);
43 /* Roll the hitpoint values */
44 for (i = 1; i < PY_MAX_LEVEL; i++)
46 p_ptr->player_hp[i] = p_ptr->player_hp[i - 1] + randint1(p_ptr->hitdie);
49 /* Require "valid" hitpoints at highest level */
50 if ((p_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) &&
51 (p_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value)) break;
57 * @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
58 * @param display TRUEならば体力ランクを明示する
61 void do_cmd_rerate(bool display)
68 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
70 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
73 /* Update and redraw hitpoints */
74 p_ptr->update |= (PU_HP);
75 p_ptr->redraw |= (PR_HP);
76 p_ptr->window |= (PW_PLAYER);
81 msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
82 p_ptr->knowledge |= KNOW_HPRATE;
86 msg_print(_("体力ランクが変わった。", "Life rate is changed."));
87 p_ptr->knowledge &= ~(KNOW_HPRATE);
95 * @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
96 * @return 実際にテレポートを行ったらTRUEを返す
98 static bool wiz_dimension_door(void)
100 POSITION x = 0, y = 0;
101 if (!tgt_pt(&x, &y)) return FALSE;
102 teleport_player_to(y, x, TELEPORT_NONMAGICAL);
108 * @brief プレイ日数を変更する / Set gametime.
109 * @return 実際に変更を行ったらTRUEを返す
111 static bool set_gametime(void)
114 char ppp[80], tmp_val[40];
116 sprintf(ppp, "Dungeon Turn (0-%ld): ", (long)dungeon_turn_limit);
117 sprintf(tmp_val, "%ld", (long)dungeon_turn);
118 if (!get_string(ppp, tmp_val, 10)) return (FALSE);
119 tmp_int = atoi(tmp_val);
122 if (tmp_int >= dungeon_turn_limit) tmp_int = dungeon_turn_limit - 1;
123 else if (tmp_int < 0) tmp_int = 0;
124 dungeon_turn = turn = tmp_int;
131 * @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
134 static void wiz_create_named_art(void)
136 char tmp_val[10] = "";
140 if (!get_string("Artifact ID:", tmp_val, 3)) return;
143 a_idx = (ARTIFACT_IDX)atoi(tmp_val);
144 if(a_idx < 0) a_idx = 0;
145 if(a_idx >= max_a_idx) a_idx = 0;
147 /* Create the artifact */
148 (void)create_named_art(a_idx, p_ptr->y, p_ptr->x);
151 msg_print("Allocated.");
156 * @brief ウィザードモード用モンスター調査 / Hack -- quick debugging hook
159 static void do_cmd_wiz_hack_ben(void)
166 * @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
169 static void do_cmd_summon_horde(void)
171 POSITION wy = p_ptr->y, wx = p_ptr->x;
176 scatter(&wy, &wx, p_ptr->y, p_ptr->x, 3, 0);
177 if (cave_empty_bold(wy, wx)) break;
180 (void)alloc_horde(wy, wx);
184 * @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.
187 static void prt_binary(BIT_FLAGS flags, int row, int col)
193 for (i = bitmask = 1; i <= 32; i++, bitmask *= 2)
198 Term_putch(col++, row, TERM_BLUE, '*');
201 /* Dump unset bits */
204 Term_putch(col++, row, TERM_WHITE, '-');
210 #define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
213 * @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.
214 * @param tval ベースアイテムの大項目ID
215 * @param sval ベースアイテムの小項目ID
220 static void prt_alloc(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval, TERM_LEN row, TERM_LEN col)
224 u32b rarity[K_MAX_DEPTH];
225 u32b total[K_MAX_DEPTH];
227 concptr r = "+---Rate---+";
232 alloc_entry *table = alloc_kind_table;
234 /* Wipe the tables */
235 (void)C_WIPE(rarity, K_MAX_DEPTH, u32b);
236 (void)C_WIPE(total, K_MAX_DEPTH, u32b);
237 (void)C_WIPE(display, 22, s32b);
239 /* Scan all entries */
240 for (i = 0; i < K_MAX_DEPTH; i++)
243 for (j = 0; j < alloc_kind_size; j++)
247 if (table[j].level <= i)
249 prob = table[j].prob1 * GREAT_OBJ * K_MAX_DEPTH;
251 else if (table[j].level - 1 > 0)
253 prob = table[j].prob1 * i * K_MAX_DEPTH / (table[j].level - 1);
256 /* Acquire this kind */
257 k_ptr = &k_info[table[j].index];
259 /* Accumulate probabilities */
260 total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
261 total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
263 /* Accumulate probabilities */
264 if ((k_ptr->tval == tval) && (k_ptr->sval == sval))
267 rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
270 total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
273 /* Calculate probabilities for each range */
274 for (i = 0; i < 22; i++)
276 /* Shift the values into view */
278 for (j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
279 possibility += rarity[j] * 100000 / total[j];
280 display[i] = possibility / 5;
283 /* Graph the rarities */
284 for (i = 0; i < 22; i++)
286 Term_putch(col, row + i + 1, TERM_WHITE, '|');
288 prt(format("%2dF", (i * 5)), row + i + 1, col);
292 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22))
294 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
298 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
302 /* Make it look nice */
307 * @brief プレイヤーの職業を変更する
309 * @todo 魔法領域の再選択などがまだ不完全、要実装。
311 static void do_cmd_wiz_reset_class(void)
318 sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
321 sprintf(tmp_val, "%d", p_ptr->pclass);
324 if (!get_string(ppp, tmp_val, 2)) return;
327 tmp_int = atoi(tmp_val);
330 if (tmp_int < 0 || tmp_int >= MAX_CLASS) return;
333 p_ptr->pclass = (byte_hack)tmp_int;
335 /* Redraw inscription */
336 p_ptr->window |= (PW_PLAYER);
338 /* {.} and {$} effect p_ptr->warning and TRC_TELEPORT_SELF */
339 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
346 * @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
349 static void do_cmd_wiz_bamf(void)
351 /* Must have a target */
352 if (!target_who) return;
354 /* Teleport to the target */
355 teleport_player_to(target_row, target_col, TELEPORT_NONMAGICAL);
360 * @brief プレイヤーの現能力値を調整する
361 * Aux function for "do_cmd_wiz_change()". -RAK-
364 static void do_cmd_wiz_change_aux(void)
374 /* Query the stats */
375 for (i = 0; i < A_MAX; i++)
378 sprintf(ppp, "%s (3-%d): ", stat_names[i], p_ptr->stat_max_max[i]);
381 sprintf(tmp_val, "%d", p_ptr->stat_max[i]);
384 if (!get_string(ppp, tmp_val, 3)) return;
387 tmp_int = atoi(tmp_val);
390 if (tmp_int > p_ptr->stat_max_max[i]) tmp_int = p_ptr->stat_max_max[i];
391 else if (tmp_int < 3) tmp_int = 3;
394 p_ptr->stat_cur[i] = p_ptr->stat_max[i] = (s16b)tmp_int;
399 sprintf(tmp_val, "%d", WEAPON_EXP_MASTER);
402 if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 9)) return;
405 tmp_s16b = (s16b)atoi(tmp_val);
408 if (tmp_s16b < WEAPON_EXP_UNSKILLED) tmp_s16b = WEAPON_EXP_UNSKILLED;
409 if (tmp_s16b > WEAPON_EXP_MASTER) tmp_s16b = WEAPON_EXP_MASTER;
411 for (j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++)
413 for (i = 0;i < 64;i++)
415 p_ptr->weapon_exp[j][i] = tmp_s16b;
416 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];
420 for (j = 0; j < 10; j++)
422 p_ptr->skill_exp[j] = tmp_s16b;
423 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];
426 for (j = 0; j < 32; j++)
427 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
429 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
432 sprintf(tmp_val, "%ld", (long)(p_ptr->au));
435 if (!get_string("Gold: ", tmp_val, 9)) return;
438 tmp_long = atol(tmp_val);
441 if (tmp_long < 0) tmp_long = 0L;
444 p_ptr->au = tmp_long;
447 sprintf(tmp_val, "%ld", (long)(p_ptr->max_exp));
450 if (!get_string("Experience: ", tmp_val, 9)) return;
453 tmp_long = atol(tmp_val);
456 if (tmp_long < 0) tmp_long = 0L;
458 if (p_ptr->prace != RACE_ANDROID)
461 p_ptr->max_exp = tmp_long;
462 p_ptr->exp = tmp_long;
471 * @brief プレイヤーの現能力値を調整する(メインルーチン)
472 * Change various "permanent" player variables.
475 static void do_cmd_wiz_change(void)
478 do_cmd_wiz_change_aux();
484 * @brief アイテムの詳細ステータスを表示する /
485 * Change various "permanent" player variables.
486 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
489 * Wizard routines for creating objects -RAK-
490 * And for manipulating them! -Bernd-
492 * This has been rewritten to make the whole procedure
493 * of debugging objects much easier and more comfortable.
495 * The following functions are meant to play with objects:
496 * Create, modify, roll for them (for statistic purposes) and more.
497 * The original functions were by RAK.
498 * The function to show an item's debug information was written
499 * by David Reeve Sward <sward+@CMU.EDU>.
500 * Bernd (wiebelt@mathematik.hu-berlin.de)
502 * Here are the low-level functions
503 * - wiz_display_item()
504 * display an item's debug-info
505 * - wiz_create_itemtype()
506 * specify tval and sval (type and subtype of object)
508 * specify pval, +AC, +tohit, +todam
509 * Note that the wizard can leave this function anytime,
510 * thus accepting the default-values for the remaining values.
511 * pval comes first now, since it is most important.
512 * - wiz_reroll_item()
513 * apply some magic to the item or turn it into an artifact.
515 * Get some statistics about the rarity of an item:
516 * We create a lot of fake items and see if they are of the
517 * same type (tval and sval), then we compare pval and +AC.
518 * If the fake-item is better or equal it is counted.
519 * Note that cursed items that are better or equal (absolute values)
521 * HINT: This is *very* useful for balancing the game!
522 * - wiz_quantity_item()
523 * change the quantity of an item, but be sane about it.
525 * And now the high-level functions
526 * - do_cmd_wiz_play()
527 * play with an existing object
528 * - wiz_create_item()
529 * create a new object
531 * Note -- You do not have to specify "pval" and other item-properties
532 * directly. Just apply magic until you are satisfied with the item.
534 * Note -- For some items (such as wands, staffs, some rings, etc), you
535 * must apply magic, or you will get "broken" or "uncharged" objects.
537 * Note -- Redefining artifacts via "do_cmd_wiz_play()" may destroy
538 * the artifact. Be careful.
540 * Hack -- this function will allow you to create multiple artifacts.
541 * This "feature" may induce crashes or other nasty effects.
542 * Just display an item's properties (debug-info)
543 * Originally by David Reeve Sward <sward+@CMU.EDU>
544 * Verbose item flags by -Bernd-
546 static void wiz_display_item(object_type *o_ptr)
549 BIT_FLAGS flgs[TR_FLAG_SIZE];
551 object_flags(o_ptr, flgs);
553 /* Clear the screen */
554 for (i = 1; i <= 23; i++) prt("", i, j - 2);
556 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
559 object_desc(buf, o_ptr, OD_STORE);
563 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d",
564 o_ptr->k_idx, k_info[o_ptr->k_idx].level,
565 o_ptr->tval, o_ptr->sval), 4, j);
567 prt(format("number = %-3d wgt = %-6d ac = %-5d damage = %dd%d",
568 o_ptr->number, o_ptr->weight,
569 o_ptr->ac, o_ptr->dd, o_ptr->ds), 5, j);
571 prt(format("pval = %-5d toac = %-5d tohit = %-4d todam = %-4d",
572 o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), 6, j);
574 prt(format("name1 = %-4d name2 = %-4d cost = %ld",
575 o_ptr->name1, o_ptr->name2, (long)object_value_real(o_ptr)), 7, j);
577 prt(format("ident = %04x xtra1 = %-4d xtra2 = %-4d timeout = %-d",
578 o_ptr->ident, o_ptr->xtra1, o_ptr->xtra2, o_ptr->timeout), 8, j);
580 prt(format("xtra3 = %-4d xtra4 = %-4d xtra5 = %-4d cursed = %-d",
581 o_ptr->xtra3, o_ptr->xtra4, o_ptr->xtra5, o_ptr->curse_flags), 9, j);
583 prt("+------------FLAGS1------------+", 10, j);
584 prt("AFFECT........SLAY........BRAND.", 11, j);
585 prt(" mf cvae xsqpaefc", 12, j);
586 prt("siwdccsossidsahanvudotgddhuoclio", 13, j);
587 prt("tnieohtctrnipttmiinmrrnrrraiierl", 14, j);
588 prt("rtsxnarelcfgdkcpmldncltggpksdced", 15, j);
589 prt_binary(flgs[0], 16, j);
591 prt("+------------FLAGS2------------+", 17, j);
592 prt("SUST....IMMUN.RESIST............", 18, j);
593 prt(" reaefctrpsaefcpfldbc sn ", 19, j);
594 prt("siwdcciaclioheatcliooeialoshtncd", 20, j);
595 prt("tnieohdsierlrfraierliatrnnnrhehi", 21, j);
596 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", 22, j);
597 prt_binary(flgs[1], 23, j);
599 prt("+------------FLAGS3------------+", 10, j+32);
600 prt("fe cnn t stdrmsiiii d ab ", 11, j+32);
601 prt("aa aoomywhs lleeieihgggg rtgl ", 12, j+32);
602 prt("uu utmacaih eielgggonnnnaaere ", 13, j+32);
603 prt("rr reanurdo vtieeehtrrrrcilas ", 14, j+32);
604 prt("aa algarnew ienpsntsaefctnevs ", 15, j+32);
605 prt_binary(flgs[2], 16, j+32);
607 prt("+------------FLAGS4------------+", 17, j+32);
608 prt("KILL....ESP......... ", 18, j+32);
609 prt("aeud tghaud tgdhegnu ", 19, j+32);
610 prt("nvneoriunneoriruvoon ", 20, j+32);
611 prt("iidmroamidmroagmionq ", 21, j+32);
612 prt("mlenclnmmenclnnnldlu ", 22, j+32);
613 prt_binary(flgs[3], 23, j+32);
618 * 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
620 typedef struct tval_desc
622 int tval; /*!< 大項目のID */
623 concptr desc; /*!< 大項目名 */
627 * 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
629 static tval_desc tvals[] =
631 { TV_SWORD, "Sword" },
632 { TV_POLEARM, "Polearm" },
633 { TV_HAFTED, "Hafted Weapon" },
635 { TV_ARROW, "Arrows" },
636 { TV_BOLT, "Bolts" },
637 { TV_SHOT, "Shots" },
638 { TV_SHIELD, "Shield" },
639 { TV_CROWN, "Crown" },
641 { TV_GLOVES, "Gloves" },
642 { TV_BOOTS, "Boots" },
643 { TV_CLOAK, "Cloak" },
644 { TV_DRAG_ARMOR, "Dragon Scale Mail" },
645 { TV_HARD_ARMOR, "Hard Armor" },
646 { TV_SOFT_ARMOR, "Soft Armor" },
648 { TV_AMULET, "Amulet" },
650 { TV_POTION, "Potion" },
651 { TV_SCROLL, "Scroll" },
653 { TV_STAFF, "Staff" },
655 { TV_LIFE_BOOK, "Life Spellbook" },
656 { TV_SORCERY_BOOK, "Sorcery Spellbook" },
657 { TV_NATURE_BOOK, "Nature Spellbook" },
658 { TV_CHAOS_BOOK, "Chaos Spellbook" },
659 { TV_DEATH_BOOK, "Death Spellbook" },
660 { TV_TRUMP_BOOK, "Trump Spellbook" },
661 { TV_ARCANE_BOOK, "Arcane Spellbook" },
662 { TV_CRAFT_BOOK, "Craft Spellbook"},
663 { TV_DAEMON_BOOK, "Daemon Spellbook"},
664 { TV_CRUSADE_BOOK, "Crusade Spellbook"},
665 { TV_MUSIC_BOOK, "Music Spellbook" },
666 { TV_HISSATSU_BOOK, "Book of Kendo" },
667 { TV_HEX_BOOK, "Hex Spellbook" },
668 { TV_PARCHMENT, "Parchment" },
669 { TV_WHISTLE, "Whistle" },
670 { TV_SPIKE, "Spikes" },
671 { TV_DIGGING, "Digger" },
672 { TV_CHEST, "Chest" },
673 { TV_CAPTURE, "Capture Ball" },
674 { TV_CARD, "Express Card" },
675 { TV_FIGURINE, "Magical Figurine" },
676 { TV_STATUE, "Statue" },
677 { TV_CORPSE, "Corpse" },
679 { TV_FLASK, "Flask" },
681 { TV_SKELETON, "Skeleton" },
687 * @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
688 * @param buf ベースアイテム格納先の参照ポインタ
689 * @param k_idx ベースアイテムID
692 void strip_name(char *buf, KIND_OBJECT_IDX k_idx)
696 object_kind *k_ptr = &k_info[k_idx];
698 concptr str = (k_name + k_ptr->name);
701 /* Skip past leading characters */
702 while ((*str == ' ') || (*str == '&')) str++;
704 /* Copy useful chars */
705 for (t = buf; *str; str++)
708 if (iskanji(*str)) {*t++ = *str++; *t++ = *str; continue;}
710 if (*str != '~') *t++ = *str;
713 /* Terminate the new name */
719 * @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 /
720 * Specify tval and sval (type and subtype of object) originally
723 * by RAK, heavily modified by -Bernd-
724 * This function returns the k_idx of an object type, or zero if failed
725 * List up to 50 choices in three columns
727 static KIND_OBJECT_IDX wiz_create_itemtype(void)
732 OBJECT_TYPE_VALUE tval;
737 KIND_OBJECT_IDX choice[80];
743 /* Print all tval's and their descriptions */
744 for (num = 0; (num < 80) && tvals[num].tval; num++)
746 row = 2 + (num % 20);
747 col = 20 * (num / 20);
749 prt(format("[%c] %s", ch, tvals[num].desc), row, col);
752 /* Me need to know the maximal possible tval_index */
756 if (!get_com("Get what type of object? ", &ch, FALSE)) return (0);
759 for (num = 0; num < max_num; num++)
761 if (listsym[num] == ch) break;
764 /* Bail out if choice is illegal */
765 if ((num < 0) || (num >= max_num)) return (0);
767 /* Base object type chosen, fill in tval */
768 tval = tvals[num].tval;
769 tval_desc = tvals[num].desc;
772 /*** And now we go for k_idx ***/
775 /* We have to search the whole itemlist. */
776 for (num = 0, i = 1; (num < 80) && (i < max_k_idx); i++)
778 object_kind *k_ptr = &k_info[i];
780 /* Analyze matching items */
781 if (k_ptr->tval == tval)
784 row = 2 + (num % 20);
785 col = 20 * (num / 20);
789 /* Acquire the "name" of object "i" */
793 prt(format("[%c] %s", ch, buf), row, col);
795 /* Remember the object index */
800 /* Me need to know the maximal possible remembered object_index */
804 if (!get_com(format("What Kind of %s? ", tval_desc), &ch, FALSE)) return (0);
807 for (num = 0; num < max_num; num++)
809 if (listsym[num] == ch) break;
812 /* Bail out if choice is "illegal" */
813 if ((num < 0) || (num >= max_num)) return (0);
815 /* And return successful */
816 return (choice[num]);
821 * @briefアイテムの基礎能力値を調整する / Tweak an item
822 * @param o_ptr 調整するアイテムの参照ポインタ
825 static void wiz_tweak_item(object_type *o_ptr)
830 /* Hack -- leave artifacts alone */
831 if (object_is_artifact(o_ptr)) return;
833 p = "Enter new 'pval' setting: ";
834 sprintf(tmp_val, "%d", o_ptr->pval);
835 if (!get_string(p, tmp_val, 5)) return;
836 o_ptr->pval = (s16b)atoi(tmp_val);
837 wiz_display_item(o_ptr);
839 p = "Enter new 'to_a' setting: ";
840 sprintf(tmp_val, "%d", o_ptr->to_a);
841 if (!get_string(p, tmp_val, 5)) return;
842 o_ptr->to_a = (s16b)atoi(tmp_val);
843 wiz_display_item(o_ptr);
845 p = "Enter new 'to_h' setting: ";
846 sprintf(tmp_val, "%d", o_ptr->to_h);
847 if (!get_string(p, tmp_val, 5)) return;
848 o_ptr->to_h = (s16b)atoi(tmp_val);
849 wiz_display_item(o_ptr);
851 p = "Enter new 'to_d' setting: ";
852 sprintf(tmp_val, "%d", (int)o_ptr->to_d);
853 if (!get_string(p, tmp_val, 5)) return;
854 o_ptr->to_d = (s16b)atoi(tmp_val);
855 wiz_display_item(o_ptr);
860 * @brief アイテムの質を選択して再生成する /
861 * Apply magic to an item or turn it into an artifact. -Bernd-
862 * @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
865 static void wiz_reroll_item(object_type *o_ptr)
872 bool changed = FALSE;
875 /* Hack -- leave artifacts alone */
876 if (object_is_artifact(o_ptr)) return;
880 /* Copy the object */
881 object_copy(q_ptr, o_ptr);
884 /* Main loop. Ask for magification and artifactification */
887 /* Display full item debug information */
888 wiz_display_item(q_ptr);
890 /* Ask wizard what to do. */
891 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, FALSE))
893 /* Preserve wizard-generated artifacts */
894 if (object_is_fixed_artifact(q_ptr))
896 a_info[q_ptr->name1].cur_num = 0;
904 /* Create/change it! */
905 if (ch == 'A' || ch == 'a')
911 /* Preserve wizard-generated artifacts */
912 if (object_is_fixed_artifact(q_ptr))
914 a_info[q_ptr->name1].cur_num = 0;
920 /* Apply bad magic, but first clear object */
923 object_prep(q_ptr, o_ptr->k_idx);
924 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
927 /* Apply bad magic, but first clear object */
930 object_prep(q_ptr, o_ptr->k_idx);
931 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
934 /* Apply normal magic, but first clear object */
937 object_prep(q_ptr, o_ptr->k_idx);
938 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
941 /* Apply good magic, but first clear object */
944 object_prep(q_ptr, o_ptr->k_idx);
945 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD);
948 /* Apply great magic, but first clear object */
951 object_prep(q_ptr, o_ptr->k_idx);
952 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT);
955 /* Apply special magic, but first clear object */
958 object_prep(q_ptr, o_ptr->k_idx);
959 apply_magic(q_ptr, dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
961 /* Failed to create artifact; make a random one */
962 if (!object_is_artifact(q_ptr)) create_artifact(q_ptr, FALSE);
966 q_ptr->iy = o_ptr->iy;
967 q_ptr->ix = o_ptr->ix;
968 q_ptr->next_o_idx = o_ptr->next_o_idx;
969 q_ptr->marked = o_ptr->marked;
977 object_copy(o_ptr, q_ptr);
978 p_ptr->update |= (PU_BONUS);
980 /* Combine / Reorder the pack (later) */
981 p_ptr->update |= (PU_COMBINE | PU_REORDER);
983 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
990 * @brief 検査対象のアイテムを基準とした生成テストを行う /
991 * Try to create an item again. Output some statistics. -Bernd-
992 * @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
994 * The statistics are correct now. We acquire a clean grid, and then
995 * repeatedly place an object in this grid, copying it into an item
996 * holder, and then deleting the object. We fiddle with the artifact
997 * counter flags to prevent weirdness. We use the items to collect
998 * statistics on item creation relative to the initial item.
1000 static void wiz_statistics(object_type *o_ptr)
1002 u32b i, matches, better, worse, other, correct;
1004 u32b test_roll = 1000000;
1014 concptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
1016 concptr p = "Enter number of items to roll: ";
1020 /* Mega-Hack -- allow multiple artifacts */
1021 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;
1027 concptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
1030 wiz_display_item(o_ptr);
1033 if (!get_com(pmt, &ch, FALSE)) break;
1035 if (ch == 'n' || ch == 'N')
1040 else if (ch == 'g' || ch == 'G')
1045 else if (ch == 'e' || ch == 'E')
1047 mode = AM_GOOD | AM_GREAT;
1048 quality = "excellent";
1055 sprintf(tmp_val, "%ld", (long int)test_roll);
1056 if (get_string(p, tmp_val, 10)) test_roll = atol(tmp_val);
1057 test_roll = MAX(1, test_roll);
1059 /* Let us know what we are doing */
1060 msg_format("Creating a lot of %s items. Base level = %d.",
1061 quality, dun_level);
1064 /* Set counters to zero */
1065 correct = matches = better = worse = other = 0;
1067 /* Let's rock and roll */
1068 for (i = 0; i <= test_roll; i++)
1070 /* Output every few rolls */
1071 if ((i < 100) || (i % 100 == 0))
1076 /* Allow interupt */
1080 break; // stop rolling
1083 /* Dump the stats */
1084 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
1090 /* Create an object */
1091 make_object(q_ptr, mode);
1094 /* Mega-Hack -- allow multiple artifacts */
1095 if (object_is_fixed_artifact(q_ptr)) a_info[q_ptr->name1].cur_num = 0;
1098 /* Test for the same tval and sval. */
1099 if ((o_ptr->tval) != (q_ptr->tval)) continue;
1100 if ((o_ptr->sval) != (q_ptr->sval)) continue;
1102 /* One more correct item */
1105 /* Check for match */
1106 if ((q_ptr->pval == o_ptr->pval) &&
1107 (q_ptr->to_a == o_ptr->to_a) &&
1108 (q_ptr->to_h == o_ptr->to_h) &&
1109 (q_ptr->to_d == o_ptr->to_d) &&
1110 (q_ptr->name1 == o_ptr->name1))
1115 /* Check for better */
1116 else if ((q_ptr->pval >= o_ptr->pval) &&
1117 (q_ptr->to_a >= o_ptr->to_a) &&
1118 (q_ptr->to_h >= o_ptr->to_h) &&
1119 (q_ptr->to_d >= o_ptr->to_d))
1124 /* Check for worse */
1125 else if ((q_ptr->pval <= o_ptr->pval) &&
1126 (q_ptr->to_a <= o_ptr->to_a) &&
1127 (q_ptr->to_h <= o_ptr->to_h) &&
1128 (q_ptr->to_d <= o_ptr->to_d))
1133 /* Assume different */
1141 msg_format(q, i, correct, matches, better, worse, other);
1146 /* Hack -- Normally only make a single artifact */
1147 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
1152 * @brief 検査対象のアイテムの数を変更する /
1153 * Change the quantity of a the item
1154 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
1157 static void wiz_quantity_item(object_type *o_ptr)
1159 int tmp_int, tmp_qnt;
1164 /* Never duplicate artifacts */
1165 if (object_is_artifact(o_ptr)) return;
1167 /* Store old quantity. -LM- */
1168 tmp_qnt = o_ptr->number;
1171 sprintf(tmp_val, "%d", (int)o_ptr->number);
1174 if (get_string("Quantity: ", tmp_val, 2))
1177 tmp_int = atoi(tmp_val);
1180 if (tmp_int < 1) tmp_int = 1;
1181 if (tmp_int > 99) tmp_int = 99;
1183 /* Accept modifications */
1184 o_ptr->number = (byte_hack)tmp_int;
1187 if (o_ptr->tval == TV_ROD)
1189 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
1194 * @brief 青魔導師の魔法を全て習得済みにする /
1195 * debug command for blue mage
1198 static void do_cmd_wiz_blue_mage(void)
1202 BIT_FLAGS f4 = 0L, f5 = 0L, f6 = 0L;
1204 for (j = 1; j < A_MAX; j++)
1206 set_rf_masks(&f4, &f5, &f6, j);
1208 for (i = 0; i < 32; i++)
1210 if ((0x00000001 << i) & f4) p_ptr->magic_num2[i] = 1;
1214 if ((0x00000001 << (i - 32)) & f5) p_ptr->magic_num2[i] = 1;
1218 if ((0x00000001 << (i - 64)) & f6) p_ptr->magic_num2[i] = 1;
1225 * @brief アイテム検査のメインルーチン /
1226 * Play with an item. Options include:
1229 * - Output statistics (via wiz_roll_item)<br>
1230 * - Reroll item (via wiz_reroll_item)<br>
1231 * - Change properties (via wiz_tweak_item)<br>
1232 * - Change the number of items (via wiz_quantity_item)<br>
1234 static void do_cmd_wiz_play(void)
1244 q = "Play with which object? ";
1245 s = "You have nothing to play with.";
1247 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
1251 /* The item was not changed */
1257 object_copy(q_ptr, o_ptr);
1263 /* Display the item */
1264 wiz_display_item(q_ptr);
1267 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, FALSE))
1273 if (ch == 'A' || ch == 'a')
1279 if (ch == 's' || ch == 'S')
1281 wiz_statistics(q_ptr);
1284 if (ch == 'r' || ch == 'r')
1286 wiz_reroll_item(q_ptr);
1289 if (ch == 't' || ch == 'T')
1291 wiz_tweak_item(q_ptr);
1294 if (ch == 'q' || ch == 'Q')
1296 wiz_quantity_item(q_ptr);
1306 msg_print("Changes accepted.");
1308 /* Recalcurate object's weight */
1311 p_ptr->total_weight += (q_ptr->weight * q_ptr->number)
1312 - (o_ptr->weight * o_ptr->number);
1316 object_copy(o_ptr, q_ptr);
1318 p_ptr->update |= (PU_BONUS);
1320 /* Combine / Reorder the pack (later) */
1321 p_ptr->update |= (PU_COMBINE | PU_REORDER);
1323 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1329 msg_print("Changes ignored.");
1335 * @brief 任意のベースアイテム生成のメインルーチン /
1336 * Wizard routine for creating objects -RAK-
1339 * Heavily modified to allow magification and artifactification -Bernd-
1341 * Note that wizards cannot create objects on top of other objects.
1343 * Hack -- this routine always makes a "dungeon object", and applies
1344 * magic to it, and attempts to decline cursed items.
1346 static void wiz_create_item(void)
1354 /* Get object base type */
1355 k_idx = wiz_create_itemtype();
1359 /* Return if failed */
1362 if (k_info[k_idx].gen_flags & TRG_INSTA_ART)
1367 for (i = 1; i < max_a_idx; i++)
1369 /* Ignore incorrect tval */
1370 if (a_info[i].tval != k_info[k_idx].tval) continue;
1372 /* Ignore incorrect sval */
1373 if (a_info[i].sval != k_info[k_idx].sval) continue;
1375 /* Create this artifact */
1376 (void)create_named_art(i, p_ptr->y, p_ptr->x);
1379 msg_print("Allocated(INSTA_ART).");
1385 object_prep(q_ptr, k_idx);
1387 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
1389 /* Drop the object from heaven */
1390 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1393 msg_print("Allocated.");
1398 * @brief プレイヤーを完全回復する /
1399 * Cure everything instantly
1402 static void do_cmd_wiz_cure_all(void)
1404 (void)life_stream(FALSE, FALSE);
1405 (void)restore_mana(TRUE);
1406 (void)set_food(PY_FOOD_MAX - 1);
1411 * @brief 任意のダンジョン及び階層に飛ぶ /
1415 static void do_cmd_wiz_jump(void)
1418 if (command_arg <= 0)
1422 DUNGEON_IDX tmp_dungeon_type;
1425 sprintf(ppp, "Jump which dungeon : ");
1428 sprintf(tmp_val, "%d", dungeon_type);
1430 /* Ask for a level */
1431 if (!get_string(ppp, tmp_val, 2)) return;
1433 tmp_dungeon_type = (DUNGEON_IDX)atoi(tmp_val);
1434 if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > max_d_idx)) tmp_dungeon_type = DUNGEON_ANGBAND;
1437 sprintf(ppp, "Jump to level (0, %d-%d): ",
1438 (int)d_info[tmp_dungeon_type].mindepth, (int)d_info[tmp_dungeon_type].maxdepth);
1441 sprintf(tmp_val, "%d", (int)dun_level);
1443 /* Ask for a level */
1444 if (!get_string(ppp, tmp_val, 10)) return;
1446 /* Extract request */
1447 command_arg = (COMMAND_ARG)atoi(tmp_val);
1449 dungeon_type = tmp_dungeon_type;
1453 if (command_arg < d_info[dungeon_type].mindepth) command_arg = 0;
1454 if (command_arg > d_info[dungeon_type].maxdepth) command_arg = (COMMAND_ARG)d_info[dungeon_type].maxdepth;
1456 /* Accept request */
1457 msg_format("You jump to dungeon level %d.", command_arg);
1459 if (autosave_l) do_cmd_save_game(TRUE);
1462 dun_level = command_arg;
1464 prepare_change_floor_mode(CFM_RAND_PLACE);
1466 if (!dun_level) dungeon_type = 0;
1467 p_ptr->inside_arena = FALSE;
1468 p_ptr->wild_mode = FALSE;
1470 leave_quest_check();
1472 if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);
1474 p_ptr->inside_quest = 0;
1475 p_ptr->energy_use = 0;
1477 /* Prevent energy_need from being too lower than 0 */
1478 p_ptr->energy_need = 0;
1481 * Clear all saved floors
1482 * and create a first saved floor
1484 prepare_change_floor_mode(CFM_FIRST_FLOOR);
1487 p_ptr->leaving = TRUE;
1492 * @brief 全ベースアイテムを鑑定済みにする /
1493 * Become aware of a lot of objects
1496 static void do_cmd_wiz_learn(void)
1503 /* Scan every object */
1504 for (i = 1; i < max_k_idx; i++)
1506 object_kind *k_ptr = &k_info[i];
1508 /* Induce awareness */
1509 if (k_ptr->level <= command_arg)
1512 object_prep(q_ptr, i);
1513 object_aware(q_ptr);
1520 * @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 /
1521 * Summon some creatures
1525 static void do_cmd_wiz_summon(int num)
1528 for (i = 0; i < num; i++)
1530 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE), '\0');
1537 * @brief モンスターを種族IDを指定して敵対的に召喚する /
1538 * Summon a creature of the specified type
1539 * @param r_idx モンスター種族ID
1542 * This function is rather dangerous
1544 static void do_cmd_wiz_named(MONRACE_IDX r_idx)
1546 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1551 * @brief モンスターを種族IDを指定してペット召喚する /
1552 * Summon a creature of the specified type
1553 * @param r_idx モンスター種族ID
1556 * This function is rather dangerous
1558 static void do_cmd_wiz_named_friendly(MONRACE_IDX r_idx)
1560 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP | PM_FORCE_PET));
1566 * @brief プレイヤー近辺の全モンスターを消去する /
1567 * Hack -- Delete all nearby monsters
1570 static void do_cmd_wiz_zap(void)
1574 /* Genocide everyone nearby */
1575 for (i = 1; i < m_max; i++)
1577 monster_type *m_ptr = &m_list[i];
1579 /* Paranoia -- Skip dead monsters */
1580 if (!m_ptr->r_idx) continue;
1582 /* Skip the mount */
1583 if (i == p_ptr->riding) continue;
1585 /* Delete nearby monsters */
1586 if (m_ptr->cdis <= MAX_SIGHT)
1588 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1590 GAME_TEXT m_name[MAX_NLEN];
1592 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1593 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1596 delete_monster_idx(i);
1603 * @brief フロアに存在する全モンスターを消去する /
1604 * Hack -- Delete all monsters
1607 static void do_cmd_wiz_zap_all(void)
1611 /* Genocide everyone */
1612 for (i = 1; i < m_max; i++)
1614 monster_type *m_ptr = &m_list[i];
1616 /* Paranoia -- Skip dead monsters */
1617 if (!m_ptr->r_idx) continue;
1619 /* Skip the mount */
1620 if (i == p_ptr->riding) continue;
1622 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1624 GAME_TEXT m_name[MAX_NLEN];
1626 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1627 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1630 /* Delete this monster */
1631 delete_monster_idx(i);
1637 * @brief 指定された地点の地形IDを変更する /
1638 * Create desired feature
1641 static void do_cmd_wiz_create_feature(void)
1643 static int prev_feat = 0;
1644 static int prev_mimic = 0;
1646 feature_type *f_ptr;
1648 IDX tmp_feat, tmp_mimic;
1651 if (!tgt_pt(&x, &y)) return;
1653 c_ptr = &cave[y][x];
1656 sprintf(tmp_val, "%d", prev_feat);
1659 if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
1662 tmp_feat = (IDX)atoi(tmp_val);
1663 if (tmp_feat < 0) tmp_feat = 0;
1664 else if (tmp_feat >= max_f_idx) tmp_feat = max_f_idx - 1;
1667 sprintf(tmp_val, "%d", prev_mimic);
1670 if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3)) return;
1673 tmp_mimic = (IDX)atoi(tmp_val);
1674 if (tmp_mimic < 0) tmp_mimic = 0;
1675 else if (tmp_mimic >= max_f_idx) tmp_mimic = max_f_idx - 1;
1677 cave_set_feat(y, x, tmp_feat);
1678 c_ptr->mimic = (s16b)tmp_mimic;
1680 f_ptr = &f_info[get_feat_mimic(c_ptr)];
1682 if (have_flag(f_ptr->flags, FF_GLYPH) ||
1683 have_flag(f_ptr->flags, FF_MINOR_GLYPH))
1684 c_ptr->info |= (CAVE_OBJECT);
1685 else if (have_flag(f_ptr->flags, FF_MIRROR))
1686 c_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
1691 /* Update some things */
1692 p_ptr->update |= (PU_FLOW);
1694 prev_feat = tmp_feat;
1695 prev_mimic = tmp_mimic;
1700 #define NUM_O_BIT 32
1703 * @brief 現在のオプション設定をダンプ出力する /
1704 * Hack -- Dump option bits usage
1707 static void do_cmd_dump_options(void)
1714 /* Build the filename */
1715 path_build(buf, sizeof buf, ANGBAND_DIR_USER, "opt_info.txt");
1717 /* File type is "TEXT" */
1718 FILE_TYPE(FILE_TYPE_TEXT);
1721 fff = my_fopen(buf, "a");
1725 msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), buf);
1730 /* Allocate the "exist" array (2-dimension) */
1731 C_MAKE(exist, NUM_O_SET, int *);
1732 C_MAKE(*exist, NUM_O_BIT * NUM_O_SET, int);
1733 for (i = 1; i < NUM_O_SET; i++) exist[i] = *exist + i * NUM_O_BIT;
1735 /* Check for exist option bits */
1736 for (i = 0; option_info[i].o_desc; i++)
1738 const option_type *ot_ptr = &option_info[i];
1739 if (ot_ptr->o_var) exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
1742 fprintf(fff, "[Option bits usage on Hengband %d.%d.%d]\n\n",
1743 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1745 fputs("Set - Bit (Page) Option Name\n", fff);
1746 fputs("------------------------------------------------\n", fff);
1747 /* Dump option bits usage */
1748 for (i = 0; i < NUM_O_SET; i++)
1750 for (j = 0; j < NUM_O_BIT; j++)
1754 const option_type *ot_ptr = &option_info[exist[i][j] - 1];
1755 fprintf(fff, " %d - %02d (%4d) %s\n",
1756 i, j, ot_ptr->o_page, ot_ptr->o_text);
1760 fprintf(fff, " %d - %02d\n", i, j);
1766 /* Free the "exist" array (2-dimension) */
1767 C_KILL(*exist, NUM_O_BIT * NUM_O_SET, int);
1768 C_KILL(exist, NUM_O_SET, int *);
1773 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);
1777 #ifdef ALLOW_SPOILERS
1782 extern void do_cmd_spoilers(void);
1784 #endif /* ALLOW_SPOILERS */
1789 * Hack -- declare external function
1791 extern void do_cmd_debug(void);
1796 * @brief デバッグコマンドを選択する処理のメインルーチン /
1797 * Ask for and parse a "debug command"
1798 * The "command_arg" may have been set.
1801 void do_cmd_debug(void)
1806 /* Get a "debug command" */
1807 get_com("Debug Command: ", &cmd, FALSE);
1809 /* Analyze the command */
1819 #ifdef ALLOW_SPOILERS
1821 /* Hack -- Generate Spoilers */
1826 #endif /* ALLOW_SPOILERS */
1833 /* Cure all maladies */
1835 do_cmd_wiz_cure_all();
1838 /* Know alignment */
1840 msg_format("Your alignment is %d.", p_ptr->align);
1843 /* Teleport to target */
1852 /* Create any object */
1857 /* Create a named artifact */
1859 wiz_create_named_art();
1862 /* Detect everything */
1864 detect_all(DETECT_RAD_ALL * 3);
1867 /* Dimension_door */
1869 wiz_dimension_door();
1872 /* Edit character */
1874 do_cmd_wiz_change();
1877 /* Blue Mage Only */
1879 if (p_ptr->pclass == CLASS_BLUE_MAGE)
1881 do_cmd_wiz_blue_mage();
1885 /* View item info */
1887 identify_fully(FALSE);
1890 /* Create desired feature */
1892 do_cmd_wiz_create_feature();
1897 if (command_arg <= 0) command_arg = 1;
1898 acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE);
1901 /* Hitpoint rerating */
1903 do_cmd_rerate(TRUE);
1907 do_cmd_summon_horde();
1912 (void)ident_spell(FALSE);
1915 /* Go up or down in the dungeon */
1920 /* Self-Knowledge */
1925 /* Learn about objects */
1932 map_area(DETECT_RAD_ALL * 3);
1937 (void)gain_random_mutation(command_arg);
1942 (void)do_cmd_wiz_reset_class();
1945 /* Specific reward */
1947 (void)gain_level_reward(command_arg);
1950 /* Summon _friendly_ named monster */
1952 do_cmd_wiz_named_friendly(command_arg);
1955 /* Summon Named Monster */
1957 do_cmd_wiz_named(command_arg);
1960 /* Dump option bits usage */
1962 do_cmd_dump_options();
1965 /* Object playing routines */
1972 teleport_player(10, 0L);
1981 sprintf(ppp, "QuestID (0-%d):", max_q_idx - 1);
1982 sprintf(tmp_val, "%d", 0);
1984 if (!get_string(ppp, tmp_val, 3)) return;
1985 tmp_int = atoi(tmp_val);
1987 if(tmp_int < 0) break;
1988 if(tmp_int >= max_q_idx) break;
1990 p_ptr->inside_quest = (QUEST_IDX)tmp_int;
1991 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
1992 quest[tmp_int].status = QUEST_STATUS_TAKEN;
1993 p_ptr->inside_quest = 0;
1997 /* Complete a Quest -KMW- */
1999 if(p_ptr->inside_quest)
2001 if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
2003 complete_quest(p_ptr->inside_quest);
2009 msg_print("No current quest");
2014 /* Make every dungeon square "known" to test streamers -KMW- */
2016 for (y = 0; y < cur_hgt; y++)
2018 for (x = 0; x < cur_wid; x++)
2020 cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
2026 /* Summon Random Monster(s) */
2028 if (command_arg <= 0) command_arg = 1;
2029 do_cmd_wiz_summon(command_arg);
2032 /* Special(Random Artifact) Objects */
2034 if (command_arg <= 0) command_arg = 1;
2035 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE);
2040 teleport_player(100, 0L);
2043 /* Game Time Setting */
2049 /* Very Good Objects */
2051 if (command_arg <= 0) command_arg = 1;
2052 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE);
2055 /* Wizard Light the Level */
2057 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
2060 /* Increase Experience */
2062 gain_exp(command_arg ? command_arg : (p_ptr->exp + 1));
2065 /* Zap Monsters (Genocide) */
2070 /* Zap Monsters (Omnicide) */
2072 do_cmd_wiz_zap_all();
2075 /* Hack -- whatever I desire */
2077 do_cmd_wiz_hack_ben();
2080 /* For temporary test. */
2084 for(i = INVEN_TOTAL - 1; i >= 0; i--)
2086 if(inventory[i].k_idx) inven_drop(i, 999);
2093 do_cmd_wiz_reset_class();
2096 /* Not a Wizard Command */
2098 msg_print("That is not a valid debug command.");
2103 void cheat_death(player_type *creature_ptr)
2105 /* Mark social class, reset age, if needed */
2106 if (creature_ptr->sc) creature_ptr->sc = creature_ptr->age = 0;
2109 creature_ptr->age++;
2112 creature_ptr->noscore |= 0x0001;
2114 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."));
2117 (void)life_stream(FALSE, FALSE);
2119 if (creature_ptr->pclass == CLASS_MAGIC_EATER)
2122 for (magic_idx = 0; magic_idx < EATER_EXT * 2; magic_idx++)
2124 creature_ptr->magic_num1[magic_idx] = creature_ptr->magic_num2[magic_idx] * EATER_CHARGE;
2126 for (; magic_idx < EATER_EXT * 3; magic_idx++)
2128 creature_ptr->magic_num1[magic_idx] = 0;
2132 /* Restore spell points */
2133 creature_ptr->csp = creature_ptr->msp;
2134 creature_ptr->csp_frac = 0;
2136 /* Hack -- cancel recall */
2137 if (creature_ptr->word_recall)
2139 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
2142 /* Hack -- Prevent recall */
2143 creature_ptr->word_recall = 0;
2144 creature_ptr->redraw |= (PR_STATUS);
2147 /* Hack -- cancel alter */
2148 if (creature_ptr->alter_reality)
2150 /* Hack -- Prevent alter */
2151 creature_ptr->alter_reality = 0;
2152 creature_ptr->redraw |= (PR_STATUS);
2155 /* Note cause of death */
2156 (void)strcpy(creature_ptr->died_from, _("死の欺き", "Cheating death"));
2159 creature_ptr->is_dead = FALSE;
2161 /* Hack -- Prevent starvation */
2162 (void)set_food(PY_FOOD_MAX - 1);
2165 creature_ptr->inside_arena = FALSE;
2166 creature_ptr->inside_battle = FALSE;
2168 creature_ptr->inside_quest = 0;
2169 if (dungeon_type) creature_ptr->recall_dungeon = dungeon_type;
2171 if (lite_town || vanilla_town)
2173 creature_ptr->wilderness_y = 1;
2174 creature_ptr->wilderness_x = 1;
2177 creature_ptr->oldpy = 10;
2178 creature_ptr->oldpx = 34;
2182 creature_ptr->oldpy = 33;
2183 creature_ptr->oldpx = 131;
2188 creature_ptr->wilderness_y = 48;
2189 creature_ptr->wilderness_x = 5;
2190 creature_ptr->oldpy = 33;
2191 creature_ptr->oldpx = 131;
2195 creature_ptr->wild_mode = FALSE;
2196 creature_ptr->leaving = TRUE;
2198 do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
2202 /* Prepare next floor */