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>
18 * @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()
21 void do_cmd_rerate_aux(void)
23 /* Minimum hitpoints at highest level */
24 int min_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 3 / 8;
26 /* Maximum hitpoints at highest level */
27 int max_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 5 / 8;
34 /* Pre-calculate level 1 hitdice */
35 p_ptr->player_hp[0] = (HIT_POINT)p_ptr->hitdie;
37 for (i = 1; i < 4; i++)
39 p_ptr->player_hp[0] += randint1(p_ptr->hitdie);
42 /* Roll the hitpoint values */
43 for (i = 1; i < PY_MAX_LEVEL; i++)
45 p_ptr->player_hp[i] = p_ptr->player_hp[i - 1] + randint1(p_ptr->hitdie);
48 /* Require "valid" hitpoints at highest level */
49 if ((p_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) &&
50 (p_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value)) break;
56 * @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
57 * @param display TRUEならば体力ランクを明示する
60 void do_cmd_rerate(bool display)
67 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
69 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
72 /* Update and redraw hitpoints */
73 p_ptr->update |= (PU_HP);
74 p_ptr->redraw |= (PR_HP);
76 p_ptr->window |= (PW_PLAYER);
83 msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
84 p_ptr->knowledge |= KNOW_HPRATE;
88 msg_print(_("体力ランクが変わった。", "Life rate is changed."));
89 p_ptr->knowledge &= ~(KNOW_HPRATE);
97 * @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
98 * @return 実際にテレポートを行ったらTRUEを返す
100 static bool wiz_dimension_door(void)
102 POSITION x = 0, y = 0;
103 if (!tgt_pt(&x, &y)) return FALSE;
104 teleport_player_to(y, x, TELEPORT_NONMAGICAL);
110 * @brief プレイ日数を変更する / Set gametime.
111 * @return 実際に変更を行ったらTRUEを返す
113 static bool set_gametime(void)
116 char ppp[80], tmp_val[40];
119 sprintf(ppp, "Dungeon Turn (0-%ld): ", (long)dungeon_turn_limit);
122 sprintf(tmp_val, "%ld", (long)dungeon_turn);
125 if (!get_string(ppp, tmp_val, 10)) return (FALSE);
128 tmp_int = atoi(tmp_val);
131 if (tmp_int >= dungeon_turn_limit) tmp_int = dungeon_turn_limit - 1;
132 else if (tmp_int < 0) tmp_int = 0;
133 dungeon_turn = turn = tmp_int;
140 * @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
143 static void wiz_create_named_art(void)
145 char tmp_val[10] = "";
149 if (!get_string("Artifact ID:", tmp_val, 3)) return;
152 a_idx = (ARTIFACT_IDX)atoi(tmp_val);
153 if(a_idx < 0) a_idx = 0;
154 if(a_idx >= max_a_idx) a_idx = 0;
156 /* Create the artifact */
157 (void)create_named_art(a_idx, p_ptr->y, p_ptr->x);
160 msg_print("Allocated.");
165 * @brief ウィザードモード用モンスター調査 / Hack -- quick debugging hook
168 static void do_cmd_wiz_hack_ben(void)
175 * @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
178 static void do_cmd_summon_horde(void)
180 POSITION wy = p_ptr->y, wx = p_ptr->x;
185 scatter(&wy, &wx, p_ptr->y, p_ptr->x, 3, 0);
186 if (cave_empty_bold(wy, wx)) break;
189 (void)alloc_horde(wy, wx);
193 * @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.
196 static void prt_binary(BIT_FLAGS flags, int row, int col)
202 for (i = bitmask = 1; i <= 32; i++, bitmask *= 2)
207 Term_putch(col++, row, TERM_BLUE, '*');
210 /* Dump unset bits */
213 Term_putch(col++, row, TERM_WHITE, '-');
219 #define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
222 * @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.
223 * @param tval ベースアイテムの大項目ID
224 * @param sval ベースアイテムの小項目ID
229 static void prt_alloc(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval, TERM_LEN row, TERM_LEN col)
233 u32b rarity[K_MAX_DEPTH];
234 u32b total[K_MAX_DEPTH];
236 cptr r = "+---Rate---+";
241 alloc_entry *table = alloc_kind_table;
243 /* Wipe the tables */
244 (void)C_WIPE(rarity, K_MAX_DEPTH, u32b);
245 (void)C_WIPE(total, K_MAX_DEPTH, u32b);
246 (void)C_WIPE(display, 22, s32b);
248 /* Scan all entries */
249 for (i = 0; i < K_MAX_DEPTH; i++)
252 for (j = 0; j < alloc_kind_size; j++)
256 if (table[j].level <= i)
258 prob = table[j].prob1 * GREAT_OBJ * K_MAX_DEPTH;
260 else if (table[j].level - 1 > 0)
262 prob = table[j].prob1 * i * K_MAX_DEPTH / (table[j].level - 1);
265 /* Acquire this kind */
266 k_ptr = &k_info[table[j].index];
268 /* Accumulate probabilities */
269 total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
270 total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
272 /* Accumulate probabilities */
273 if ((k_ptr->tval == tval) && (k_ptr->sval == sval))
276 rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
279 total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
282 /* Calculate probabilities for each range */
283 for (i = 0; i < 22; i++)
285 /* Shift the values into view */
287 for (j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
288 possibility += rarity[j] * 100000 / total[j];
289 display[i] = possibility / 5;
292 /* Graph the rarities */
293 for (i = 0; i < 22; i++)
295 Term_putch(col, row + i + 1, TERM_WHITE, '|');
297 prt(format("%2dF", (i * 5)), row + i + 1, col);
301 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22))
303 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
307 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
311 /* Make it look nice */
316 * @brief プレイヤーの職業を変更する
318 * @todo 魔法領域の再選択などがまだ不完全、要実装。
320 static void do_cmd_wiz_reset_class(void)
327 sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
330 sprintf(tmp_val, "%d", p_ptr->pclass);
333 if (!get_string(ppp, tmp_val, 2)) return;
336 tmp_int = atoi(tmp_val);
339 if (tmp_int < 0 || tmp_int >= MAX_CLASS) return;
342 p_ptr->pclass = (byte_hack)tmp_int;
344 /* Redraw inscription */
345 p_ptr->window |= (PW_PLAYER);
347 /* {.} and {$} effect p_ptr->warning and TRC_TELEPORT_SELF */
348 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
355 * @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
358 static void do_cmd_wiz_bamf(void)
360 /* Must have a target */
361 if (!target_who) return;
363 /* Teleport to the target */
364 teleport_player_to(target_row, target_col, TELEPORT_NONMAGICAL);
369 * @brief プレイヤーの現能力値を調整する
370 * Aux function for "do_cmd_wiz_change()". -RAK-
373 static void do_cmd_wiz_change_aux(void)
383 /* Query the stats */
384 for (i = 0; i < 6; i++)
387 sprintf(ppp, "%s (3-%d): ", stat_names[i], p_ptr->stat_max_max[i]);
390 sprintf(tmp_val, "%d", p_ptr->stat_max[i]);
393 if (!get_string(ppp, tmp_val, 3)) return;
396 tmp_int = atoi(tmp_val);
399 if (tmp_int > p_ptr->stat_max_max[i]) tmp_int = p_ptr->stat_max_max[i];
400 else if (tmp_int < 3) tmp_int = 3;
403 p_ptr->stat_cur[i] = p_ptr->stat_max[i] = (s16b)tmp_int;
408 sprintf(tmp_val, "%d", WEAPON_EXP_MASTER);
411 if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 9)) return;
414 tmp_s16b = (s16b)atoi(tmp_val);
417 if (tmp_s16b < WEAPON_EXP_UNSKILLED) tmp_s16b = WEAPON_EXP_UNSKILLED;
418 if (tmp_s16b > WEAPON_EXP_MASTER) tmp_s16b = WEAPON_EXP_MASTER;
420 for (j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++)
422 for (i = 0;i < 64;i++)
424 p_ptr->weapon_exp[j][i] = tmp_s16b;
425 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];
429 for (j = 0; j < 10; j++)
431 p_ptr->skill_exp[j] = tmp_s16b;
432 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];
435 for (j = 0; j < 32; j++)
436 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
438 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
441 sprintf(tmp_val, "%ld", (long)(p_ptr->au));
444 if (!get_string("Gold: ", tmp_val, 9)) return;
447 tmp_long = atol(tmp_val);
450 if (tmp_long < 0) tmp_long = 0L;
453 p_ptr->au = tmp_long;
457 sprintf(tmp_val, "%ld", (long)(p_ptr->max_exp));
460 if (!get_string("Experience: ", tmp_val, 9)) return;
463 tmp_long = atol(tmp_val);
466 if (tmp_long < 0) tmp_long = 0L;
468 if (p_ptr->prace != RACE_ANDROID)
471 p_ptr->max_exp = tmp_long;
472 p_ptr->exp = tmp_long;
481 * @brief プレイヤーの現能力値を調整する(メインルーチン)
482 * Change various "permanent" player variables.
485 static void do_cmd_wiz_change(void)
488 do_cmd_wiz_change_aux();
490 /* Redraw everything */
496 * @brief アイテムの詳細ステータスを表示する /
497 * Change various "permanent" player variables.
498 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
501 * Wizard routines for creating objects -RAK-
502 * And for manipulating them! -Bernd-
504 * This has been rewritten to make the whole procedure
505 * of debugging objects much easier and more comfortable.
507 * The following functions are meant to play with objects:
508 * Create, modify, roll for them (for statistic purposes) and more.
509 * The original functions were by RAK.
510 * The function to show an item's debug information was written
511 * by David Reeve Sward <sward+@CMU.EDU>.
512 * Bernd (wiebelt@mathematik.hu-berlin.de)
514 * Here are the low-level functions
515 * - wiz_display_item()
516 * display an item's debug-info
517 * - wiz_create_itemtype()
518 * specify tval and sval (type and subtype of object)
520 * specify pval, +AC, +tohit, +todam
521 * Note that the wizard can leave this function anytime,
522 * thus accepting the default-values for the remaining values.
523 * pval comes first now, since it is most important.
524 * - wiz_reroll_item()
525 * apply some magic to the item or turn it into an artifact.
527 * Get some statistics about the rarity of an item:
528 * We create a lot of fake items and see if they are of the
529 * same type (tval and sval), then we compare pval and +AC.
530 * If the fake-item is better or equal it is counted.
531 * Note that cursed items that are better or equal (absolute values)
533 * HINT: This is *very* useful for balancing the game!
534 * - wiz_quantity_item()
535 * change the quantity of an item, but be sane about it.
537 * And now the high-level functions
538 * - do_cmd_wiz_play()
539 * play with an existing object
540 * - wiz_create_item()
541 * create a new object
543 * Note -- You do not have to specify "pval" and other item-properties
544 * directly. Just apply magic until you are satisfied with the item.
546 * Note -- For some items (such as wands, staffs, some rings, etc), you
547 * must apply magic, or you will get "broken" or "uncharged" objects.
549 * Note -- Redefining artifacts via "do_cmd_wiz_play()" may destroy
550 * the artifact. Be careful.
552 * Hack -- this function will allow you to create multiple artifacts.
553 * This "feature" may induce crashes or other nasty effects.
554 * Just display an item's properties (debug-info)
555 * Originally by David Reeve Sward <sward+@CMU.EDU>
556 * Verbose item flags by -Bernd-
558 static void wiz_display_item(object_type *o_ptr)
561 BIT_FLAGS flgs[TR_FLAG_SIZE];
564 /* Extract the flags */
565 object_flags(o_ptr, flgs);
567 /* Clear the screen */
568 for (i = 1; i <= 23; i++) prt("", i, j - 2);
570 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
573 object_desc(buf, o_ptr, OD_STORE);
577 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d",
578 o_ptr->k_idx, k_info[o_ptr->k_idx].level,
579 o_ptr->tval, o_ptr->sval), 4, j);
581 prt(format("number = %-3d wgt = %-6d ac = %-5d damage = %dd%d",
582 o_ptr->number, o_ptr->weight,
583 o_ptr->ac, o_ptr->dd, o_ptr->ds), 5, j);
585 prt(format("pval = %-5d toac = %-5d tohit = %-4d todam = %-4d",
586 o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), 6, j);
588 prt(format("name1 = %-4d name2 = %-4d cost = %ld",
589 o_ptr->name1, o_ptr->name2, (long)object_value_real(o_ptr)), 7, j);
591 prt(format("ident = %04x xtra1 = %-4d xtra2 = %-4d timeout = %-d",
592 o_ptr->ident, o_ptr->xtra1, o_ptr->xtra2, o_ptr->timeout), 8, j);
594 prt(format("xtra3 = %-4d xtra4 = %-4d xtra5 = %-4d cursed = %-d",
595 o_ptr->xtra3, o_ptr->xtra4, o_ptr->xtra5, o_ptr->curse_flags), 9, j);
597 prt("+------------FLAGS1------------+", 10, j);
598 prt("AFFECT........SLAY........BRAND.", 11, j);
599 prt(" mf cvae xsqpaefc", 12, j);
600 prt("siwdccsossidsahanvudotgddhuoclio", 13, j);
601 prt("tnieohtctrnipttmiinmrrnrrraiierl", 14, j);
602 prt("rtsxnarelcfgdkcpmldncltggpksdced", 15, j);
603 prt_binary(flgs[0], 16, j);
605 prt("+------------FLAGS2------------+", 17, j);
606 prt("SUST....IMMUN.RESIST............", 18, j);
607 prt(" reaefctrpsaefcpfldbc sn ", 19, j);
608 prt("siwdcciaclioheatcliooeialoshtncd", 20, j);
609 prt("tnieohdsierlrfraierliatrnnnrhehi", 21, j);
610 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", 22, j);
611 prt_binary(flgs[1], 23, j);
613 prt("+------------FLAGS3------------+", 10, j+32);
614 prt("fe cnn t stdrmsiiii d ab ", 11, j+32);
615 prt("aa aoomywhs lleeieihgggg rtgl ", 12, j+32);
616 prt("uu utmacaih eielgggonnnnaaere ", 13, j+32);
617 prt("rr reanurdo vtieeehtrrrrcilas ", 14, j+32);
618 prt("aa algarnew ienpsntsaefctnevs ", 15, j+32);
619 prt_binary(flgs[2], 16, j+32);
621 prt("+------------FLAGS4------------+", 17, j+32);
622 prt("KILL....ESP......... ", 18, j+32);
623 prt("aeud tghaud tgdhegnu ", 19, j+32);
624 prt("nvneoriunneoriruvoon ", 20, j+32);
625 prt("iidmroamidmroagmionq ", 21, j+32);
626 prt("mlenclnmmenclnnnldlu ", 22, j+32);
627 prt_binary(flgs[3], 23, j+32);
632 * 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
634 typedef struct tval_desc
636 int tval; /*!< 大項目のID */
637 cptr desc; /*!< 大項目名 */
641 * 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
643 static tval_desc tvals[] =
645 { TV_SWORD, "Sword" },
646 { TV_POLEARM, "Polearm" },
647 { TV_HAFTED, "Hafted Weapon" },
649 { TV_ARROW, "Arrows" },
650 { TV_BOLT, "Bolts" },
651 { TV_SHOT, "Shots" },
652 { TV_SHIELD, "Shield" },
653 { TV_CROWN, "Crown" },
655 { TV_GLOVES, "Gloves" },
656 { TV_BOOTS, "Boots" },
657 { TV_CLOAK, "Cloak" },
658 { TV_DRAG_ARMOR, "Dragon Scale Mail" },
659 { TV_HARD_ARMOR, "Hard Armor" },
660 { TV_SOFT_ARMOR, "Soft Armor" },
662 { TV_AMULET, "Amulet" },
664 { TV_POTION, "Potion" },
665 { TV_SCROLL, "Scroll" },
667 { TV_STAFF, "Staff" },
669 { TV_LIFE_BOOK, "Life Spellbook" },
670 { TV_SORCERY_BOOK, "Sorcery Spellbook" },
671 { TV_NATURE_BOOK, "Nature Spellbook" },
672 { TV_CHAOS_BOOK, "Chaos Spellbook" },
673 { TV_DEATH_BOOK, "Death Spellbook" },
674 { TV_TRUMP_BOOK, "Trump Spellbook" },
675 { TV_ARCANE_BOOK, "Arcane Spellbook" },
676 { TV_CRAFT_BOOK, "Craft Spellbook"},
677 { TV_DAEMON_BOOK, "Daemon Spellbook"},
678 { TV_CRUSADE_BOOK, "Crusade Spellbook"},
679 { TV_MUSIC_BOOK, "Music Spellbook" },
680 { TV_HISSATSU_BOOK, "Book of Kendo" },
681 { TV_HEX_BOOK, "Hex Spellbook" },
682 { TV_PARCHMENT, "Parchment" },
683 { TV_WHISTLE, "Whistle" },
684 { TV_SPIKE, "Spikes" },
685 { TV_DIGGING, "Digger" },
686 { TV_CHEST, "Chest" },
687 { TV_CAPTURE, "Capture Ball" },
688 { TV_CARD, "Express Card" },
689 { TV_FIGURINE, "Magical Figurine" },
690 { TV_STATUE, "Statue" },
691 { TV_CORPSE, "Corpse" },
693 { TV_FLASK, "Flask" },
695 { TV_SKELETON, "Skeleton" },
701 * @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
702 * @param buf ベースアイテム格納先の参照ポインタ
703 * @param k_idx ベースアイテムID
706 void strip_name(char *buf, KIND_OBJECT_IDX k_idx)
710 object_kind *k_ptr = &k_info[k_idx];
712 cptr str = (k_name + k_ptr->name);
715 /* Skip past leading characters */
716 while ((*str == ' ') || (*str == '&')) str++;
718 /* Copy useful chars */
719 for (t = buf; *str; str++)
722 if (iskanji(*str)) {*t++ = *str++; *t++ = *str; continue;}
724 if (*str != '~') *t++ = *str;
727 /* Terminate the new name */
733 * @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 /
734 * Specify tval and sval (type and subtype of object) originally
737 * by RAK, heavily modified by -Bernd-
738 * This function returns the k_idx of an object type, or zero if failed
739 * List up to 50 choices in three columns
741 static KIND_OBJECT_IDX wiz_create_itemtype(void)
746 OBJECT_TYPE_VALUE tval;
751 KIND_OBJECT_IDX choice[80];
759 /* Print all tval's and their descriptions */
760 for (num = 0; (num < 80) && tvals[num].tval; num++)
762 row = 2 + (num % 20);
763 col = 20 * (num / 20);
765 prt(format("[%c] %s", ch, tvals[num].desc), row, col);
768 /* Me need to know the maximal possible tval_index */
772 if (!get_com("Get what type of object? ", &ch, FALSE)) return (0);
775 for (num = 0; num < max_num; num++)
777 if (listsym[num] == ch) break;
780 /* Bail out if choice is illegal */
781 if ((num < 0) || (num >= max_num)) return (0);
783 /* Base object type chosen, fill in tval */
784 tval = tvals[num].tval;
785 tval_desc = tvals[num].desc;
788 /*** And now we go for k_idx ***/
793 /* We have to search the whole itemlist. */
794 for (num = 0, i = 1; (num < 80) && (i < max_k_idx); i++)
796 object_kind *k_ptr = &k_info[i];
798 /* Analyze matching items */
799 if (k_ptr->tval == tval)
802 row = 2 + (num % 20);
803 col = 20 * (num / 20);
807 /* Acquire the "name" of object "i" */
811 prt(format("[%c] %s", ch, buf), row, col);
813 /* Remember the object index */
818 /* Me need to know the maximal possible remembered object_index */
822 if (!get_com(format("What Kind of %s? ", tval_desc), &ch, FALSE)) return (0);
825 for (num = 0; num < max_num; num++)
827 if (listsym[num] == ch) break;
830 /* Bail out if choice is "illegal" */
831 if ((num < 0) || (num >= max_num)) return (0);
833 /* And return successful */
834 return (choice[num]);
839 * @briefアイテムの基礎能力値を調整する / Tweak an item
840 * @param o_ptr 調整するアイテムの参照ポインタ
843 static void wiz_tweak_item(object_type *o_ptr)
848 /* Hack -- leave artifacts alone */
849 if (object_is_artifact(o_ptr)) return;
851 p = "Enter new 'pval' setting: ";
852 sprintf(tmp_val, "%d", o_ptr->pval);
853 if (!get_string(p, tmp_val, 5)) return;
854 o_ptr->pval = (s16b)atoi(tmp_val);
855 wiz_display_item(o_ptr);
857 p = "Enter new 'to_a' setting: ";
858 sprintf(tmp_val, "%d", o_ptr->to_a);
859 if (!get_string(p, tmp_val, 5)) return;
860 o_ptr->to_a = (s16b)atoi(tmp_val);
861 wiz_display_item(o_ptr);
863 p = "Enter new 'to_h' setting: ";
864 sprintf(tmp_val, "%d", o_ptr->to_h);
865 if (!get_string(p, tmp_val, 5)) return;
866 o_ptr->to_h = (s16b)atoi(tmp_val);
867 wiz_display_item(o_ptr);
869 p = "Enter new 'to_d' setting: ";
870 sprintf(tmp_val, "%d", (int)o_ptr->to_d);
871 if (!get_string(p, tmp_val, 5)) return;
872 o_ptr->to_d = (s16b)atoi(tmp_val);
873 wiz_display_item(o_ptr);
878 * @brief アイテムの質を選択して再生成する /
879 * Apply magic to an item or turn it into an artifact. -Bernd-
880 * @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
883 static void wiz_reroll_item(object_type *o_ptr)
890 bool changed = FALSE;
893 /* Hack -- leave artifacts alone */
894 if (object_is_artifact(o_ptr)) return;
897 /* Get local object */
900 /* Copy the object */
901 object_copy(q_ptr, o_ptr);
904 /* Main loop. Ask for magification and artifactification */
907 /* Display full item debug information */
908 wiz_display_item(q_ptr);
910 /* Ask wizard what to do. */
911 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, FALSE))
913 /* Preserve wizard-generated artifacts */
914 if (object_is_fixed_artifact(q_ptr))
916 a_info[q_ptr->name1].cur_num = 0;
924 /* Create/change it! */
925 if (ch == 'A' || ch == 'a')
931 /* Preserve wizard-generated artifacts */
932 if (object_is_fixed_artifact(q_ptr))
934 a_info[q_ptr->name1].cur_num = 0;
940 /* Apply bad magic, but first clear object */
943 object_prep(q_ptr, o_ptr->k_idx);
944 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
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_CURSED);
954 /* Apply normal 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);
961 /* Apply good 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 | AM_GOOD);
968 /* Apply great 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 | AM_GREAT);
975 /* Apply special magic, but first clear object */
978 object_prep(q_ptr, o_ptr->k_idx);
979 apply_magic(q_ptr, dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
981 /* Failed to create artifact; make a random one */
982 if (!object_is_artifact(q_ptr)) create_artifact(q_ptr, FALSE);
986 q_ptr->iy = o_ptr->iy;
987 q_ptr->ix = o_ptr->ix;
988 q_ptr->next_o_idx = o_ptr->next_o_idx;
989 q_ptr->marked = o_ptr->marked;
997 object_copy(o_ptr, q_ptr);
999 /* Recalculate bonuses */
1000 p_ptr->update |= (PU_BONUS);
1002 /* Combine / Reorder the pack (later) */
1003 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1005 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1012 * @brief 検査対象のアイテムを基準とした生成テストを行う /
1013 * Try to create an item again. Output some statistics. -Bernd-
1014 * @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
1016 * The statistics are correct now. We acquire a clean grid, and then
1017 * repeatedly place an object in this grid, copying it into an item
1018 * holder, and then deleting the object. We fiddle with the artifact
1019 * counter flags to prevent weirdness. We use the items to collect
1020 * statistics on item creation relative to the initial item.
1022 static void wiz_statistics(object_type *o_ptr)
1024 u32b i, matches, better, worse, other, correct;
1026 u32b test_roll = 1000000;
1036 cptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
1038 cptr p = "Enter number of items to roll: ";
1042 /* Mega-Hack -- allow multiple artifacts */
1043 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;
1049 cptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
1052 wiz_display_item(o_ptr);
1055 if (!get_com(pmt, &ch, FALSE)) break;
1057 if (ch == 'n' || ch == 'N')
1062 else if (ch == 'g' || ch == 'G')
1067 else if (ch == 'e' || ch == 'E')
1069 mode = AM_GOOD | AM_GREAT;
1070 quality = "excellent";
1077 sprintf(tmp_val, "%ld", (long int)test_roll);
1078 if (get_string(p, tmp_val, 10)) test_roll = atol(tmp_val);
1079 test_roll = MAX(1, test_roll);
1081 /* Let us know what we are doing */
1082 msg_format("Creating a lot of %s items. Base level = %d.",
1083 quality, dun_level);
1086 /* Set counters to zero */
1087 correct = matches = better = worse = other = 0;
1089 /* Let's rock and roll */
1090 for (i = 0; i <= test_roll; i++)
1092 /* Output every few rolls */
1093 if ((i < 100) || (i % 100 == 0))
1098 /* Allow interupt */
1102 break; // stop rolling
1105 /* Dump the stats */
1106 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
1110 /* Get local object */
1114 /* Create an object */
1115 make_object(q_ptr, mode);
1118 /* Mega-Hack -- allow multiple artifacts */
1119 if (object_is_fixed_artifact(q_ptr)) a_info[q_ptr->name1].cur_num = 0;
1122 /* Test for the same tval and sval. */
1123 if ((o_ptr->tval) != (q_ptr->tval)) continue;
1124 if ((o_ptr->sval) != (q_ptr->sval)) continue;
1126 /* One more correct item */
1129 /* Check for match */
1130 if ((q_ptr->pval == o_ptr->pval) &&
1131 (q_ptr->to_a == o_ptr->to_a) &&
1132 (q_ptr->to_h == o_ptr->to_h) &&
1133 (q_ptr->to_d == o_ptr->to_d) &&
1134 (q_ptr->name1 == o_ptr->name1))
1139 /* Check for better */
1140 else if ((q_ptr->pval >= o_ptr->pval) &&
1141 (q_ptr->to_a >= o_ptr->to_a) &&
1142 (q_ptr->to_h >= o_ptr->to_h) &&
1143 (q_ptr->to_d >= o_ptr->to_d))
1148 /* Check for worse */
1149 else if ((q_ptr->pval <= o_ptr->pval) &&
1150 (q_ptr->to_a <= o_ptr->to_a) &&
1151 (q_ptr->to_h <= o_ptr->to_h) &&
1152 (q_ptr->to_d <= o_ptr->to_d))
1157 /* Assume different */
1165 msg_format(q, i, correct, matches, better, worse, other);
1170 /* Hack -- Normally only make a single artifact */
1171 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
1176 * @brief 検査対象のアイテムの数を変更する /
1177 * Change the quantity of a the item
1178 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
1181 static void wiz_quantity_item(object_type *o_ptr)
1183 int tmp_int, tmp_qnt;
1188 /* Never duplicate artifacts */
1189 if (object_is_artifact(o_ptr)) return;
1191 /* Store old quantity. -LM- */
1192 tmp_qnt = o_ptr->number;
1195 sprintf(tmp_val, "%d", (int)o_ptr->number);
1198 if (get_string("Quantity: ", tmp_val, 2))
1201 tmp_int = atoi(tmp_val);
1204 if (tmp_int < 1) tmp_int = 1;
1205 if (tmp_int > 99) tmp_int = 99;
1207 /* Accept modifications */
1208 o_ptr->number = (byte_hack)tmp_int;
1211 if (o_ptr->tval == TV_ROD)
1213 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
1218 * @brief 青魔導師の魔法を全て習得済みにする /
1219 * debug command for blue mage
1222 static void do_cmd_wiz_blue_mage(void)
1227 s32b f4 = 0, f5 = 0, f6 = 0;
1232 set_rf_masks(&f4, &f5, &f6, j);
1234 for (i = 0; i < 32; i++)
1236 if ((0x00000001 << i) & f4) p_ptr->magic_num2[i] = 1;
1240 if ((0x00000001 << (i - 32)) & f5) p_ptr->magic_num2[i] = 1;
1244 if ((0x00000001 << (i - 64)) & f6) p_ptr->magic_num2[i] = 1;
1251 * @brief アイテム検査のメインルーチン /
1252 * Play with an item. Options include:
1255 * - Output statistics (via wiz_roll_item)<br>
1256 * - Reroll item (via wiz_reroll_item)<br>
1257 * - Change properties (via wiz_tweak_item)<br>
1258 * - Change the number of items (via wiz_quantity_item)<br>
1260 static void do_cmd_wiz_play(void)
1275 item_tester_no_ryoute = TRUE;
1276 q = "Play with which object? ";
1277 s = "You have nothing to play with.";
1278 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
1280 /* Get the item (in the pack) */
1283 o_ptr = &inventory[item];
1286 /* Get the item (on the floor) */
1289 o_ptr = &o_list[0 - item];
1292 /* The item was not changed */
1296 /* Save the screen */
1300 /* Get local object */
1304 object_copy(q_ptr, o_ptr);
1310 /* Display the item */
1311 wiz_display_item(q_ptr);
1314 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, FALSE))
1320 if (ch == 'A' || ch == 'a')
1326 if (ch == 's' || ch == 'S')
1328 wiz_statistics(q_ptr);
1331 if (ch == 'r' || ch == 'r')
1333 wiz_reroll_item(q_ptr);
1336 if (ch == 't' || ch == 'T')
1338 wiz_tweak_item(q_ptr);
1341 if (ch == 'q' || ch == 'Q')
1343 wiz_quantity_item(q_ptr);
1348 /* Restore the screen */
1355 msg_print("Changes accepted.");
1357 /* Recalcurate object's weight */
1360 p_ptr->total_weight += (q_ptr->weight * q_ptr->number)
1361 - (o_ptr->weight * o_ptr->number);
1365 object_copy(o_ptr, q_ptr);
1368 /* Recalculate bonuses */
1369 p_ptr->update |= (PU_BONUS);
1371 /* Combine / Reorder the pack (later) */
1372 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1374 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1380 msg_print("Changes ignored.");
1386 * @brief 任意のベースアイテム生成のメインルーチン /
1387 * Wizard routine for creating objects -RAK-
1390 * Heavily modified to allow magification and artifactification -Bernd-
1392 * Note that wizards cannot create objects on top of other objects.
1394 * Hack -- this routine always makes a "dungeon object", and applies
1395 * magic to it, and attempts to decline cursed items.
1397 static void wiz_create_item(void)
1404 /* Save the screen */
1407 /* Get object base type */
1408 k_idx = wiz_create_itemtype();
1410 /* Restore the screen */
1413 /* Return if failed */
1416 if (k_info[k_idx].gen_flags & TRG_INSTA_ART)
1421 for (i = 1; i < max_a_idx; i++)
1423 /* Ignore incorrect tval */
1424 if (a_info[i].tval != k_info[k_idx].tval) continue;
1426 /* Ignore incorrect sval */
1427 if (a_info[i].sval != k_info[k_idx].sval) continue;
1429 /* Create this artifact */
1430 (void)create_named_art(i, p_ptr->y, p_ptr->x);
1433 msg_print("Allocated(INSTA_ART).");
1439 /* Get local object */
1442 /* Create the item */
1443 object_prep(q_ptr, k_idx);
1446 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
1448 /* Drop the object from heaven */
1449 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1452 msg_print("Allocated.");
1457 * @brief プレイヤーを完全回復する /
1458 * Cure everything instantly
1461 static void do_cmd_wiz_cure_all(void)
1463 (void)life_stream(FALSE, FALSE);
1464 (void)restore_mana(TRUE);
1465 (void)set_food(PY_FOOD_MAX - 1);
1470 * @brief 任意のダンジョン及び階層に飛ぶ /
1474 static void do_cmd_wiz_jump(void)
1477 if (command_arg <= 0)
1481 DUNGEON_IDX tmp_dungeon_type;
1484 sprintf(ppp, "Jump which dungeon : ");
1487 sprintf(tmp_val, "%d", dungeon_type);
1489 /* Ask for a level */
1490 if (!get_string(ppp, tmp_val, 2)) return;
1492 tmp_dungeon_type = (DUNGEON_IDX)atoi(tmp_val);
1493 if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > max_d_idx)) tmp_dungeon_type = DUNGEON_ANGBAND;
1496 sprintf(ppp, "Jump to level (0, %d-%d): ",
1497 (int)d_info[tmp_dungeon_type].mindepth, (int)d_info[tmp_dungeon_type].maxdepth);
1500 sprintf(tmp_val, "%d", (int)dun_level);
1502 /* Ask for a level */
1503 if (!get_string(ppp, tmp_val, 10)) return;
1505 /* Extract request */
1506 command_arg = (COMMAND_ARG)atoi(tmp_val);
1508 dungeon_type = tmp_dungeon_type;
1512 if (command_arg < d_info[dungeon_type].mindepth) command_arg = 0;
1515 if (command_arg > d_info[dungeon_type].maxdepth) command_arg = (COMMAND_ARG)d_info[dungeon_type].maxdepth;
1517 /* Accept request */
1518 msg_format("You jump to dungeon level %d.", command_arg);
1520 if (autosave_l) do_cmd_save_game(TRUE);
1523 dun_level = command_arg;
1525 prepare_change_floor_mode(CFM_RAND_PLACE);
1527 if (!dun_level) dungeon_type = 0;
1528 p_ptr->inside_arena = FALSE;
1529 p_ptr->wild_mode = FALSE;
1531 leave_quest_check();
1533 if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);
1535 p_ptr->inside_quest = 0;
1536 p_ptr->energy_use = 0;
1538 /* Prevent energy_need from being too lower than 0 */
1539 p_ptr->energy_need = 0;
1542 * Clear all saved floors
1543 * and create a first saved floor
1545 prepare_change_floor_mode(CFM_FIRST_FLOOR);
1548 p_ptr->leaving = TRUE;
1553 * @brief 全ベースアイテムを鑑定済みにする /
1554 * Become aware of a lot of objects
1557 static void do_cmd_wiz_learn(void)
1564 /* Scan every object */
1565 for (i = 1; i < max_k_idx; i++)
1567 object_kind *k_ptr = &k_info[i];
1569 /* Induce awareness */
1570 if (k_ptr->level <= command_arg)
1572 /* Get local object */
1575 /* Prepare object */
1576 object_prep(q_ptr, i);
1579 object_aware(q_ptr);
1586 * @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 /
1587 * Summon some creatures
1591 static void do_cmd_wiz_summon(int num)
1594 for (i = 0; i < num; i++)
1596 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
1603 * @brief モンスターを種族IDを指定して敵対的に召喚する /
1604 * Summon a creature of the specified type
1605 * @param r_idx モンスター種族ID
1608 * This function is rather dangerous
1610 static void do_cmd_wiz_named(MONRACE_IDX r_idx)
1612 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1617 * @brief モンスターを種族IDを指定してペット召喚する /
1618 * Summon a creature of the specified type
1619 * @param r_idx モンスター種族ID
1622 * This function is rather dangerous
1624 static void do_cmd_wiz_named_friendly(MONRACE_IDX r_idx)
1626 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP | PM_FORCE_PET));
1632 * @brief プレイヤー近辺の全モンスターを消去する /
1633 * Hack -- Delete all nearby monsters
1636 static void do_cmd_wiz_zap(void)
1641 /* Genocide everyone nearby */
1642 for (i = 1; i < m_max; i++)
1644 monster_type *m_ptr = &m_list[i];
1646 /* Paranoia -- Skip dead monsters */
1647 if (!m_ptr->r_idx) continue;
1649 /* Skip the mount */
1650 if (i == p_ptr->riding) continue;
1652 /* Delete nearby monsters */
1653 if (m_ptr->cdis <= MAX_SIGHT)
1655 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1659 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1660 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1663 delete_monster_idx(i);
1670 * @brief フロアに存在する全モンスターを消去する /
1671 * Hack -- Delete all monsters
1674 static void do_cmd_wiz_zap_all(void)
1678 /* Genocide everyone */
1679 for (i = 1; i < m_max; i++)
1681 monster_type *m_ptr = &m_list[i];
1683 /* Paranoia -- Skip dead monsters */
1684 if (!m_ptr->r_idx) continue;
1686 /* Skip the mount */
1687 if (i == p_ptr->riding) continue;
1689 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1693 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1694 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1697 /* Delete this monster */
1698 delete_monster_idx(i);
1704 * @brief 指定された地点の地形IDを変更する /
1705 * Create desired feature
1708 static void do_cmd_wiz_create_feature(void)
1710 static int prev_feat = 0;
1711 static int prev_mimic = 0;
1713 feature_type *f_ptr;
1715 IDX tmp_feat, tmp_mimic;
1718 if (!tgt_pt(&x, &y)) return;
1720 c_ptr = &cave[y][x];
1723 sprintf(tmp_val, "%d", prev_feat);
1726 if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
1729 tmp_feat = (IDX)atoi(tmp_val);
1730 if (tmp_feat < 0) tmp_feat = 0;
1731 else if (tmp_feat >= max_f_idx) tmp_feat = max_f_idx - 1;
1734 sprintf(tmp_val, "%d", prev_mimic);
1737 if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3)) return;
1740 tmp_mimic = (IDX)atoi(tmp_val);
1741 if (tmp_mimic < 0) tmp_mimic = 0;
1742 else if (tmp_mimic >= max_f_idx) tmp_mimic = max_f_idx - 1;
1744 cave_set_feat(y, x, tmp_feat);
1745 c_ptr->mimic = (s16b)tmp_mimic;
1747 f_ptr = &f_info[get_feat_mimic(c_ptr)];
1749 if (have_flag(f_ptr->flags, FF_GLYPH) ||
1750 have_flag(f_ptr->flags, FF_MINOR_GLYPH))
1751 c_ptr->info |= (CAVE_OBJECT);
1752 else if (have_flag(f_ptr->flags, FF_MIRROR))
1753 c_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
1760 /* Update some things */
1761 p_ptr->update |= (PU_FLOW);
1763 prev_feat = tmp_feat;
1764 prev_mimic = tmp_mimic;
1769 #define NUM_O_BIT 32
1772 * @brief 現在のオプション設定をダンプ出力する /
1773 * Hack -- Dump option bits usage
1776 static void do_cmd_dump_options(void)
1783 /* Build the filename */
1784 path_build(buf, sizeof buf, ANGBAND_DIR_USER, "opt_info.txt");
1786 /* File type is "TEXT" */
1787 FILE_TYPE(FILE_TYPE_TEXT);
1790 fff = my_fopen(buf, "a");
1794 msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), buf);
1799 /* Allocate the "exist" array (2-dimension) */
1800 C_MAKE(exist, NUM_O_SET, int *);
1801 C_MAKE(*exist, NUM_O_BIT * NUM_O_SET, int);
1802 for (i = 1; i < NUM_O_SET; i++) exist[i] = *exist + i * NUM_O_BIT;
1804 /* Check for exist option bits */
1805 for (i = 0; option_info[i].o_desc; i++)
1807 const option_type *ot_ptr = &option_info[i];
1808 if (ot_ptr->o_var) exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
1811 fprintf(fff, "[Option bits usage on Hengband %d.%d.%d]\n\n",
1812 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1814 fputs("Set - Bit (Page) Option Name\n", fff);
1815 fputs("------------------------------------------------\n", fff);
1816 /* Dump option bits usage */
1817 for (i = 0; i < NUM_O_SET; i++)
1819 for (j = 0; j < NUM_O_BIT; j++)
1823 const option_type *ot_ptr = &option_info[exist[i][j] - 1];
1824 fprintf(fff, " %d - %02d (%4d) %s\n",
1825 i, j, ot_ptr->o_page, ot_ptr->o_text);
1829 fprintf(fff, " %d - %02d\n", i, j);
1835 /* Free the "exist" array (2-dimension) */
1836 C_KILL(*exist, NUM_O_BIT * NUM_O_SET, int);
1837 C_KILL(exist, NUM_O_SET, int *);
1842 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);
1846 #ifdef ALLOW_SPOILERS
1851 extern void do_cmd_spoilers(void);
1853 #endif /* ALLOW_SPOILERS */
1858 * Hack -- declare external function
1860 extern void do_cmd_debug(void);
1865 * @brief デバッグコマンドを選択する処理のメインルーチン /
1866 * Ask for and parse a "debug command"
1867 * The "command_arg" may have been set.
1870 void do_cmd_debug(void)
1875 /* Get a "debug command" */
1876 get_com("Debug Command: ", &cmd, FALSE);
1878 /* Analyze the command */
1888 #ifdef ALLOW_SPOILERS
1890 /* Hack -- Generate Spoilers */
1895 #endif /* ALLOW_SPOILERS */
1902 /* Cure all maladies */
1904 do_cmd_wiz_cure_all();
1907 /* Know alignment */
1909 msg_format("Your alignment is %d.", p_ptr->align);
1912 /* Teleport to target */
1921 /* Create any object */
1926 /* Create a named artifact */
1928 wiz_create_named_art();
1931 /* Detect everything */
1933 detect_all(DETECT_RAD_ALL * 3);
1936 /* Dimension_door */
1938 wiz_dimension_door();
1941 /* Edit character */
1943 do_cmd_wiz_change();
1946 /* Blue Mage Only */
1948 if (p_ptr->pclass == CLASS_BLUE_MAGE)
1950 do_cmd_wiz_blue_mage();
1954 /* View item info */
1956 identify_fully(FALSE);
1959 /* Create desired feature */
1961 do_cmd_wiz_create_feature();
1966 if (command_arg <= 0) command_arg = 1;
1967 acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE);
1970 /* Hitpoint rerating */
1972 do_cmd_rerate(TRUE);
1976 do_cmd_summon_horde();
1981 (void)ident_spell(FALSE);
1984 /* Go up or down in the dungeon */
1989 /* Self-Knowledge */
1994 /* Learn about objects */
2001 map_area(DETECT_RAD_ALL * 3);
2006 (void)gain_random_mutation(command_arg);
2011 (void)do_cmd_wiz_reset_class();
2014 /* Specific reward */
2016 (void)gain_level_reward(command_arg);
2019 /* Summon _friendly_ named monster */
2021 do_cmd_wiz_named_friendly(command_arg);
2024 /* Summon Named Monster */
2026 do_cmd_wiz_named(command_arg);
2029 /* Dump option bits usage */
2031 do_cmd_dump_options();
2034 /* Object playing routines */
2041 teleport_player(10, 0L);
2044 /* Complete a Quest -KMW- */
2046 if(p_ptr->inside_quest)
2048 if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
2050 complete_quest(p_ptr->inside_quest);
2056 msg_print("No current quest");
2061 /* Make every dungeon square "known" to test streamers -KMW- */
2063 for (y = 0; y < cur_hgt; y++)
2065 for (x = 0; x < cur_wid; x++)
2067 cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
2073 /* Summon Random Monster(s) */
2075 if (command_arg <= 0) command_arg = 1;
2076 do_cmd_wiz_summon(command_arg);
2079 /* Special(Random Artifact) Objects */
2081 if (command_arg <= 0) command_arg = 1;
2082 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE);
2087 teleport_player(100, 0L);
2090 /* Game Time Setting */
2096 /* Very Good Objects */
2098 if (command_arg <= 0) command_arg = 1;
2099 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE);
2102 /* Wizard Light the Level */
2104 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
2107 /* Increase Experience */
2109 gain_exp(command_arg ? command_arg : (p_ptr->exp + 1));
2112 /* Zap Monsters (Genocide) */
2117 /* Zap Monsters (Omnicide) */
2119 do_cmd_wiz_zap_all();
2122 /* Hack -- whatever I desire */
2124 do_cmd_wiz_hack_ben();
2127 /* Not a Wizard Command */
2129 msg_print("That is not a valid debug command.");