3 * @brief ウィザードモードの処理(特別処理中心) / Wizard commands
6 * Copyright (c) 1997 Ben Harrison, and others<br>
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.<br>
10 * 2014 Deskull rearranged comment for Doxygen.<br>
17 * @brief プレイヤーのヒットダイスを振り直す / Roll the hitdie -- aux of do_cmd_rerate()
20 void do_cmd_rerate_aux(void)
22 /* Minimum hitpoints at highest level */
23 int min_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 3 / 8;
25 /* Maximum hitpoints at highest level */
26 int max_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 5 / 8;
33 /* Pre-calculate level 1 hitdice */
34 p_ptr->player_hp[0] = p_ptr->hitdie;
36 for (i = 1; i < 4; i++)
38 p_ptr->player_hp[0] += randint1(p_ptr->hitdie);
41 /* Roll the hitpoint values */
42 for (i = 1; i < PY_MAX_LEVEL; i++)
44 p_ptr->player_hp[i] = p_ptr->player_hp[i - 1] + randint1(p_ptr->hitdie);
47 /* Require "valid" hitpoints at highest level */
48 if ((p_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) &&
49 (p_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value)) break;
55 * @brief プレイヤーのヒットダイスを振り直した後明示を行う / Hack -- Rerate Hitpoints
56 * @param display TRUEならば体力ランクを明示する
59 void do_cmd_rerate(bool display)
66 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
68 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
71 /* Update and redraw hitpoints */
72 p_ptr->update |= (PU_HP);
73 p_ptr->redraw |= (PR_HP);
76 p_ptr->window |= (PW_PLAYER);
84 msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
85 p_ptr->knowledge |= KNOW_HPRATE;
89 msg_print(_("体力ランクが変わった。", "Life rate is changed."));
90 p_ptr->knowledge &= ~(KNOW_HPRATE);
98 * @brief 必ず成功するウィザードモード用次元の扉処理 / Wizard Dimension Door
99 * @return 実際にテレポートを行ったらTRUEを返す
101 static bool wiz_dimension_door(void)
105 if (!tgt_pt(&x, &y)) return FALSE;
107 teleport_player_to(y, x, TELEPORT_NONMAGICAL);
114 * @brief プレイ日数を変更する / Set gametime.
115 * @return 実際に変更を行ったらTRUEを返す
117 static bool set_gametime(void)
120 char ppp[80], tmp_val[40];
123 sprintf(ppp, "Dungeon Turn (0-%d): ", dungeon_turn_limit);
126 sprintf(tmp_val, "%d", dungeon_turn);
129 if (!get_string(ppp, tmp_val, 10)) return (FALSE);
132 tmp_int = atoi(tmp_val);
135 if (tmp_int >= dungeon_turn_limit) tmp_int = dungeon_turn_limit - 1;
136 else if (tmp_int < 0) tmp_int = 0;
137 dungeon_turn = turn = tmp_int;
144 * @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
147 static void wiz_create_named_art(void)
149 char tmp_val[10] = "";
153 if (!get_string("Artifact ID:", tmp_val, 3)) return;
156 a_idx = atoi(tmp_val);
157 if(a_idx < 0) a_idx = 0;
158 if(a_idx >= max_a_idx) a_idx = 0;
160 /* Create the artifact */
161 (void)create_named_art(a_idx, p_ptr->y, p_ptr->x);
164 msg_print("Allocated.");
169 * @brief ウィザードモード用モンスター調査 / Hack -- quick debugging hook
172 static void do_cmd_wiz_hack_ben(void)
180 #ifdef MONSTER_HORDES
183 * @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
186 static void do_cmd_summon_horde(void)
188 int wy = p_ptr->y, wx = p_ptr->x;
193 scatter(&wy, &wx, p_ptr->y, p_ptr->x, 3, 0);
194 if (cave_empty_bold(wy, wx)) break;
197 (void)alloc_horde(wy, wx);
200 #endif /* MONSTER_HORDES */
203 * @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.
206 static void prt_binary(u32b flags, int row, int col)
212 for (i = bitmask = 1; i <= 32; i++, bitmask *= 2)
217 Term_putch(col++, row, TERM_BLUE, '*');
220 /* Dump unset bits */
223 Term_putch(col++, row, TERM_WHITE, '-');
229 #define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
232 * @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.
233 * @param tval ベースアイテムの大項目ID
234 * @param sval ベースアイテムの小項目ID
239 static void prt_alloc(byte tval, byte sval, int row, int col)
243 u32b rarity[K_MAX_DEPTH];
244 u32b total[K_MAX_DEPTH];
246 cptr r = "+---Rate---+";
251 alloc_entry *table = alloc_kind_table;
253 /* Wipe the tables */
254 (void)C_WIPE(rarity, K_MAX_DEPTH, u32b);
255 (void)C_WIPE(total, K_MAX_DEPTH, u32b);
256 (void)C_WIPE(display, 22, s32b);
258 /* Scan all entries */
259 for (i = 0; i < K_MAX_DEPTH; i++)
262 for (j = 0; j < alloc_kind_size; j++)
266 if (table[j].level <= i)
268 prob = table[j].prob1 * GREAT_OBJ * K_MAX_DEPTH;
270 else if (table[j].level - 1 > 0)
272 prob = table[j].prob1 * i * K_MAX_DEPTH / (table[j].level - 1);
275 /* Acquire this kind */
276 k_ptr = &k_info[table[j].index];
278 /* Accumulate probabilities */
279 total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
280 total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
282 /* Accumulate probabilities */
283 if ((k_ptr->tval == tval) && (k_ptr->sval == sval))
286 rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
289 total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
292 /* Calculate probabilities for each range */
293 for (i = 0; i < 22; i++)
295 /* Shift the values into view */
297 for (j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
298 possibility += rarity[j] * 100000 / total[j];
299 display[i] = possibility / 5;
302 /* Graph the rarities */
303 for (i = 0; i < 22; i++)
305 Term_putch(col, row + i + 1, TERM_WHITE, '|');
307 prt(format("%2dF", (i * 5)), row + i + 1, col);
311 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22))
313 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
317 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
321 /* Make it look nice */
326 * @brief プレイヤーの職業を変更する
328 * @todo 魔法領域の再選択などがまだ不完全、要実装。
330 static void do_cmd_wiz_reset_class(void)
337 sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
340 sprintf(tmp_val, "%d", p_ptr->pclass);
343 if (!get_string(ppp, tmp_val, 2)) return;
346 tmp_int = atoi(tmp_val);
349 if (tmp_int < 0 || tmp_int >= MAX_CLASS) return;
352 p_ptr->pclass = tmp_int;
354 /* Redraw inscription */
355 p_ptr->window |= (PW_PLAYER);
357 /* {.} and {$} effect p_ptr->warning and TRC_TELEPORT_SELF */
358 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
365 * @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
368 static void do_cmd_wiz_bamf(void)
370 /* Must have a target */
371 if (!target_who) return;
373 /* Teleport to the target */
374 teleport_player_to(target_row, target_col, TELEPORT_NONMAGICAL);
379 * @brief プレイヤーの現能力値を調整する
380 * Aux function for "do_cmd_wiz_change()". -RAK-
383 static void do_cmd_wiz_change_aux(void)
393 /* Query the stats */
394 for (i = 0; i < 6; i++)
397 sprintf(ppp, "%s (3-%d): ", stat_names[i], p_ptr->stat_max_max[i]);
400 sprintf(tmp_val, "%d", p_ptr->stat_max[i]);
403 if (!get_string(ppp, tmp_val, 3)) return;
406 tmp_int = atoi(tmp_val);
409 if (tmp_int > p_ptr->stat_max_max[i]) tmp_int = p_ptr->stat_max_max[i];
410 else if (tmp_int < 3) tmp_int = 3;
413 p_ptr->stat_cur[i] = p_ptr->stat_max[i] = tmp_int;
418 sprintf(tmp_val, "%d", WEAPON_EXP_MASTER);
421 if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 9)) return;
424 tmp_s16b = atoi(tmp_val);
427 if (tmp_s16b < WEAPON_EXP_UNSKILLED) tmp_s16b = WEAPON_EXP_UNSKILLED;
428 if (tmp_s16b > WEAPON_EXP_MASTER) tmp_s16b = WEAPON_EXP_MASTER;
430 for (j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++)
432 for (i = 0;i < 64;i++)
434 p_ptr->weapon_exp[j][i] = tmp_s16b;
435 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];
439 for (j = 0; j < 10; j++)
441 p_ptr->skill_exp[j] = tmp_s16b;
442 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];
445 for (j = 0; j < 32; j++)
446 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
448 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
451 sprintf(tmp_val, "%ld", (long)(p_ptr->au));
454 if (!get_string("Gold: ", tmp_val, 9)) return;
457 tmp_long = atol(tmp_val);
460 if (tmp_long < 0) tmp_long = 0L;
463 p_ptr->au = tmp_long;
467 sprintf(tmp_val, "%ld", (long)(p_ptr->max_exp));
470 if (!get_string("Experience: ", tmp_val, 9)) return;
473 tmp_long = atol(tmp_val);
476 if (tmp_long < 0) tmp_long = 0L;
478 if (p_ptr->prace != RACE_ANDROID)
481 p_ptr->max_exp = tmp_long;
482 p_ptr->exp = tmp_long;
491 * @brief プレイヤーの現能力値を調整する(メインルーチン)
492 * Change various "permanent" player variables.
495 static void do_cmd_wiz_change(void)
498 do_cmd_wiz_change_aux();
500 /* Redraw everything */
506 * @brief アイテムの詳細ステータスを表示する /
507 * Change various "permanent" player variables.
508 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
511 * Wizard routines for creating objects -RAK-
512 * And for manipulating them! -Bernd-
514 * This has been rewritten to make the whole procedure
515 * of debugging objects much easier and more comfortable.
517 * The following functions are meant to play with objects:
518 * Create, modify, roll for them (for statistic purposes) and more.
519 * The original functions were by RAK.
520 * The function to show an item's debug information was written
521 * by David Reeve Sward <sward+@CMU.EDU>.
522 * Bernd (wiebelt@mathematik.hu-berlin.de)
524 * Here are the low-level functions
525 * - wiz_display_item()
526 * display an item's debug-info
527 * - wiz_create_itemtype()
528 * specify tval and sval (type and subtype of object)
530 * specify pval, +AC, +tohit, +todam
531 * Note that the wizard can leave this function anytime,
532 * thus accepting the default-values for the remaining values.
533 * pval comes first now, since it is most important.
534 * - wiz_reroll_item()
535 * apply some magic to the item or turn it into an artifact.
537 * Get some statistics about the rarity of an item:
538 * We create a lot of fake items and see if they are of the
539 * same type (tval and sval), then we compare pval and +AC.
540 * If the fake-item is better or equal it is counted.
541 * Note that cursed items that are better or equal (absolute values)
543 * HINT: This is *very* useful for balancing the game!
544 * - wiz_quantity_item()
545 * change the quantity of an item, but be sane about it.
547 * And now the high-level functions
548 * - do_cmd_wiz_play()
549 * play with an existing object
550 * - wiz_create_item()
551 * create a new object
553 * Note -- You do not have to specify "pval" and other item-properties
554 * directly. Just apply magic until you are satisfied with the item.
556 * Note -- For some items (such as wands, staffs, some rings, etc), you
557 * must apply magic, or you will get "broken" or "uncharged" objects.
559 * Note -- Redefining artifacts via "do_cmd_wiz_play()" may destroy
560 * the artifact. Be careful.
562 * Hack -- this function will allow you to create multiple artifacts.
563 * This "feature" may induce crashes or other nasty effects.
564 * Just display an item's properties (debug-info)
565 * Originally by David Reeve Sward <sward+@CMU.EDU>
566 * Verbose item flags by -Bernd-
568 static void wiz_display_item(object_type *o_ptr)
571 u32b flgs[TR_FLAG_SIZE];
574 /* Extract the flags */
575 object_flags(o_ptr, flgs);
577 /* Clear the screen */
578 for (i = 1; i <= 23; i++) prt("", i, j - 2);
580 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
583 object_desc(buf, o_ptr, OD_STORE);
587 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d",
588 o_ptr->k_idx, k_info[o_ptr->k_idx].level,
589 o_ptr->tval, o_ptr->sval), 4, j);
591 prt(format("number = %-3d wgt = %-6d ac = %-5d damage = %dd%d",
592 o_ptr->number, o_ptr->weight,
593 o_ptr->ac, o_ptr->dd, o_ptr->ds), 5, j);
595 prt(format("pval = %-5d toac = %-5d tohit = %-4d todam = %-4d",
596 o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), 6, j);
598 prt(format("name1 = %-4d name2 = %-4d cost = %ld",
599 o_ptr->name1, o_ptr->name2, (long)object_value_real(o_ptr)), 7, j);
601 prt(format("ident = %04x xtra1 = %-4d xtra2 = %-4d timeout = %-d",
602 o_ptr->ident, o_ptr->xtra1, o_ptr->xtra2, o_ptr->timeout), 8, j);
604 prt(format("xtra3 = %-4d xtra4 = %-4d xtra5 = %-4d cursed = %-d",
605 o_ptr->xtra3, o_ptr->xtra4, o_ptr->xtra5, o_ptr->curse_flags), 9, j);
607 prt("+------------FLAGS1------------+", 10, j);
608 prt("AFFECT........SLAY........BRAND.", 11, j);
609 prt(" mf cvae xsqpaefc", 12, j);
610 prt("siwdccsossidsahanvudotgddhuoclio", 13, j);
611 prt("tnieohtctrnipttmiinmrrnrrraiierl", 14, j);
612 prt("rtsxnarelcfgdkcpmldncltggpksdced", 15, j);
613 prt_binary(flgs[0], 16, j);
615 prt("+------------FLAGS2------------+", 17, j);
616 prt("SUST....IMMUN.RESIST............", 18, j);
617 prt(" reaefctrpsaefcpfldbc sn ", 19, j);
618 prt("siwdcciaclioheatcliooeialoshtncd", 20, j);
619 prt("tnieohdsierlrfraierliatrnnnrhehi", 21, j);
620 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", 22, j);
621 prt_binary(flgs[1], 23, j);
623 prt("+------------FLAGS3------------+", 10, j+32);
624 prt("fe cnn t stdrmsiiii d ab ", 11, j+32);
625 prt("aa aoomywhs lleeieihgggg rtgl ", 12, j+32);
626 prt("uu utmacaih eielgggonnnnaaere ", 13, j+32);
627 prt("rr reanurdo vtieeehtrrrrcilas ", 14, j+32);
628 prt("aa algarnew ienpsntsaefctnevs ", 15, j+32);
629 prt_binary(flgs[2], 16, j+32);
631 prt("+------------FLAGS4------------+", 17, j+32);
632 prt("KILL....ESP......... ", 18, j+32);
633 prt("aeud tghaud tgdhegnu ", 19, j+32);
634 prt("nvneoriunneoriruvoon ", 20, j+32);
635 prt("iidmroamidmroagmionq ", 21, j+32);
636 prt("mlenclnmmenclnnnldlu ", 22, j+32);
637 prt_binary(flgs[3], 23, j+32);
642 * 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
644 typedef struct tval_desc
646 int tval; /*!< 大項目のID */
647 cptr desc; /*!< 大項目名 */
651 * 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
653 static tval_desc tvals[] =
655 { TV_SWORD, "Sword" },
656 { TV_POLEARM, "Polearm" },
657 { TV_HAFTED, "Hafted Weapon" },
659 { TV_ARROW, "Arrows" },
660 { TV_BOLT, "Bolts" },
661 { TV_SHOT, "Shots" },
662 { TV_SHIELD, "Shield" },
663 { TV_CROWN, "Crown" },
665 { TV_GLOVES, "Gloves" },
666 { TV_BOOTS, "Boots" },
667 { TV_CLOAK, "Cloak" },
668 { TV_DRAG_ARMOR, "Dragon Scale Mail" },
669 { TV_HARD_ARMOR, "Hard Armor" },
670 { TV_SOFT_ARMOR, "Soft Armor" },
672 { TV_AMULET, "Amulet" },
674 { TV_POTION, "Potion" },
675 { TV_SCROLL, "Scroll" },
677 { TV_STAFF, "Staff" },
679 { TV_LIFE_BOOK, "Life Spellbook" },
680 { TV_SORCERY_BOOK, "Sorcery Spellbook" },
681 { TV_NATURE_BOOK, "Nature Spellbook" },
682 { TV_CHAOS_BOOK, "Chaos Spellbook" },
683 { TV_DEATH_BOOK, "Death Spellbook" },
684 { TV_TRUMP_BOOK, "Trump Spellbook" },
685 { TV_ARCANE_BOOK, "Arcane Spellbook" },
686 { TV_CRAFT_BOOK, "Craft Spellbook"},
687 { TV_DAEMON_BOOK, "Daemon Spellbook"},
688 { TV_CRUSADE_BOOK, "Crusade Spellbook"},
689 { TV_MUSIC_BOOK, "Music Spellbook" },
690 { TV_HISSATSU_BOOK, "Book of Kendo" },
691 { TV_HEX_BOOK, "Hex Spellbook" },
692 { TV_PARCHMENT, "Parchment" },
693 { TV_WHISTLE, "Whistle" },
694 { TV_SPIKE, "Spikes" },
695 { TV_DIGGING, "Digger" },
696 { TV_CHEST, "Chest" },
697 { TV_CAPTURE, "Capture Ball" },
698 { TV_CARD, "Express Card" },
699 { TV_FIGURINE, "Magical Figurine" },
700 { TV_STATUE, "Statue" },
701 { TV_CORPSE, "Corpse" },
703 { TV_FLASK, "Flask" },
705 { TV_SKELETON, "Skeleton" },
711 * @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
712 * @param buf ベースアイテム格納先の参照ポインタ
713 * @param k_idx ベースアイテムID
716 void strip_name(char *buf, int k_idx)
720 object_kind *k_ptr = &k_info[k_idx];
722 cptr str = (k_name + k_ptr->name);
725 /* Skip past leading characters */
726 while ((*str == ' ') || (*str == '&')) str++;
728 /* Copy useful chars */
729 for (t = buf; *str; str++)
732 if (iskanji(*str)) {*t++ = *str++; *t++ = *str; continue;}
734 if (*str != '~') *t++ = *str;
737 /* Terminate the new name */
743 * @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 /
744 * Specify tval and sval (type and subtype of object) originally
747 * by RAK, heavily modified by -Bernd-
748 * This function returns the k_idx of an object type, or zero if failed
749 * List up to 50 choices in three columns
751 static int wiz_create_itemtype(void)
768 /* Print all tval's and their descriptions */
769 for (num = 0; (num < 80) && tvals[num].tval; num++)
771 row = 2 + (num % 20);
772 col = 20 * (num / 20);
774 prt(format("[%c] %s", ch, tvals[num].desc), row, col);
777 /* Me need to know the maximal possible tval_index */
781 if (!get_com("Get what type of object? ", &ch, FALSE)) return (0);
784 for (num = 0; num < max_num; num++)
786 if (listsym[num] == ch) break;
789 /* Bail out if choice is illegal */
790 if ((num < 0) || (num >= max_num)) return (0);
792 /* Base object type chosen, fill in tval */
793 tval = tvals[num].tval;
794 tval_desc = tvals[num].desc;
797 /*** And now we go for k_idx ***/
802 /* We have to search the whole itemlist. */
803 for (num = 0, i = 1; (num < 80) && (i < max_k_idx); i++)
805 object_kind *k_ptr = &k_info[i];
807 /* Analyze matching items */
808 if (k_ptr->tval == tval)
811 row = 2 + (num % 20);
812 col = 20 * (num / 20);
816 /* Acquire the "name" of object "i" */
820 prt(format("[%c] %s", ch, buf), row, col);
822 /* Remember the object index */
827 /* Me need to know the maximal possible remembered object_index */
831 if (!get_com(format("What Kind of %s? ", tval_desc), &ch, FALSE)) return (0);
834 for (num = 0; num < max_num; num++)
836 if (listsym[num] == ch) break;
839 /* Bail out if choice is "illegal" */
840 if ((num < 0) || (num >= max_num)) return (0);
842 /* And return successful */
843 return (choice[num]);
848 * @briefアイテムの基礎能力値を調整する / Tweak an item
849 * @param o_ptr 調整するアイテムの参照ポインタ
852 static void wiz_tweak_item(object_type *o_ptr)
857 /* Hack -- leave artifacts alone */
858 if (object_is_artifact(o_ptr)) return;
860 p = "Enter new 'pval' setting: ";
861 sprintf(tmp_val, "%d", o_ptr->pval);
862 if (!get_string(p, tmp_val, 5)) return;
863 o_ptr->pval = atoi(tmp_val);
864 wiz_display_item(o_ptr);
866 p = "Enter new 'to_a' setting: ";
867 sprintf(tmp_val, "%d", o_ptr->to_a);
868 if (!get_string(p, tmp_val, 5)) return;
869 o_ptr->to_a = atoi(tmp_val);
870 wiz_display_item(o_ptr);
872 p = "Enter new 'to_h' setting: ";
873 sprintf(tmp_val, "%d", o_ptr->to_h);
874 if (!get_string(p, tmp_val, 5)) return;
875 o_ptr->to_h = atoi(tmp_val);
876 wiz_display_item(o_ptr);
878 p = "Enter new 'to_d' setting: ";
879 sprintf(tmp_val, "%d", o_ptr->to_d);
880 if (!get_string(p, tmp_val, 5)) return;
881 o_ptr->to_d = atoi(tmp_val);
882 wiz_display_item(o_ptr);
887 * @brief アイテムの質を選択して再生成する /
888 * Apply magic to an item or turn it into an artifact. -Bernd-
889 * @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
892 static void wiz_reroll_item(object_type *o_ptr)
899 bool changed = FALSE;
902 /* Hack -- leave artifacts alone */
903 if (object_is_artifact(o_ptr)) return;
906 /* Get local object */
909 /* Copy the object */
910 object_copy(q_ptr, o_ptr);
913 /* Main loop. Ask for magification and artifactification */
916 /* Display full item debug information */
917 wiz_display_item(q_ptr);
919 /* Ask wizard what to do. */
920 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, FALSE))
922 /* Preserve wizard-generated artifacts */
923 if (object_is_fixed_artifact(q_ptr))
925 a_info[q_ptr->name1].cur_num = 0;
933 /* Create/change it! */
934 if (ch == 'A' || ch == 'a')
940 /* Preserve wizard-generated artifacts */
941 if (object_is_fixed_artifact(q_ptr))
943 a_info[q_ptr->name1].cur_num = 0;
949 /* Apply bad magic, but first clear object */
952 object_prep(q_ptr, o_ptr->k_idx);
953 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
956 /* Apply bad magic, but first clear object */
959 object_prep(q_ptr, o_ptr->k_idx);
960 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
963 /* Apply normal magic, but first clear object */
966 object_prep(q_ptr, o_ptr->k_idx);
967 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
970 /* Apply good magic, but first clear object */
973 object_prep(q_ptr, o_ptr->k_idx);
974 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD);
977 /* Apply great magic, but first clear object */
980 object_prep(q_ptr, o_ptr->k_idx);
981 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT);
984 /* Apply special magic, but first clear object */
987 object_prep(q_ptr, o_ptr->k_idx);
988 apply_magic(q_ptr, dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
990 /* Failed to create artifact; make a random one */
991 if (!object_is_artifact(q_ptr)) create_artifact(q_ptr, FALSE);
995 q_ptr->iy = o_ptr->iy;
996 q_ptr->ix = o_ptr->ix;
997 q_ptr->next_o_idx = o_ptr->next_o_idx;
998 q_ptr->marked = o_ptr->marked;
1006 object_copy(o_ptr, q_ptr);
1008 /* Recalculate bonuses */
1009 p_ptr->update |= (PU_BONUS);
1011 /* Combine / Reorder the pack (later) */
1012 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1015 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1022 * @brief 検査対象のアイテムを基準とした生成テストを行う /
1023 * Try to create an item again. Output some statistics. -Bernd-
1024 * @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
1026 * The statistics are correct now. We acquire a clean grid, and then
1027 * repeatedly place an object in this grid, copying it into an item
1028 * holder, and then deleting the object. We fiddle with the artifact
1029 * counter flags to prevent weirdness. We use the items to collect
1030 * statistics on item creation relative to the initial item.
1032 static void wiz_statistics(object_type *o_ptr)
1034 u32b i, matches, better, worse, other, correct;
1036 u32b test_roll = 1000000;
1046 cptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
1048 cptr p = "Enter number of items to roll: ";
1052 /* XXX XXX XXX Mega-Hack -- allow multiple artifacts */
1053 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;
1059 cptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
1062 wiz_display_item(o_ptr);
1065 if (!get_com(pmt, &ch, FALSE)) break;
1067 if (ch == 'n' || ch == 'N')
1072 else if (ch == 'g' || ch == 'G')
1077 else if (ch == 'e' || ch == 'E')
1079 mode = AM_GOOD | AM_GREAT;
1080 quality = "excellent";
1087 sprintf(tmp_val, "%ld", (long int)test_roll);
1088 if (get_string(p, tmp_val, 10)) test_roll = atol(tmp_val);
1089 test_roll = MAX(1, test_roll);
1091 /* Let us know what we are doing */
1092 msg_format("Creating a lot of %s items. Base level = %d.",
1093 quality, dun_level);
1096 /* Set counters to zero */
1097 correct = matches = better = worse = other = 0;
1099 /* Let's rock and roll */
1100 for (i = 0; i <= test_roll; i++)
1102 /* Output every few rolls */
1103 if ((i < 100) || (i % 100 == 0))
1108 /* Allow interupt */
1118 /* Dump the stats */
1119 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
1124 /* Get local object */
1127 /* Wipe the object */
1130 /* Create an object */
1131 make_object(q_ptr, mode);
1134 /* XXX XXX XXX Mega-Hack -- allow multiple artifacts */
1135 if (object_is_fixed_artifact(q_ptr)) a_info[q_ptr->name1].cur_num = 0;
1138 /* Test for the same tval and sval. */
1139 if ((o_ptr->tval) != (q_ptr->tval)) continue;
1140 if ((o_ptr->sval) != (q_ptr->sval)) continue;
1142 /* One more correct item */
1145 /* Check for match */
1146 if ((q_ptr->pval == o_ptr->pval) &&
1147 (q_ptr->to_a == o_ptr->to_a) &&
1148 (q_ptr->to_h == o_ptr->to_h) &&
1149 (q_ptr->to_d == o_ptr->to_d) &&
1150 (q_ptr->name1 == o_ptr->name1))
1155 /* Check for better */
1156 else if ((q_ptr->pval >= o_ptr->pval) &&
1157 (q_ptr->to_a >= o_ptr->to_a) &&
1158 (q_ptr->to_h >= o_ptr->to_h) &&
1159 (q_ptr->to_d >= o_ptr->to_d))
1164 /* Check for worse */
1165 else if ((q_ptr->pval <= o_ptr->pval) &&
1166 (q_ptr->to_a <= o_ptr->to_a) &&
1167 (q_ptr->to_h <= o_ptr->to_h) &&
1168 (q_ptr->to_d <= o_ptr->to_d))
1173 /* Assume different */
1181 msg_format(q, i, correct, matches, better, worse, other);
1186 /* Hack -- Normally only make a single artifact */
1187 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
1192 * @brief 検査対象のアイテムの数を変更する /
1193 * Change the quantity of a the item
1194 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
1197 static void wiz_quantity_item(object_type *o_ptr)
1199 int tmp_int, tmp_qnt;
1204 /* Never duplicate artifacts */
1205 if (object_is_artifact(o_ptr)) return;
1207 /* Store old quantity. -LM- */
1208 tmp_qnt = o_ptr->number;
1211 sprintf(tmp_val, "%d", o_ptr->number);
1214 if (get_string("Quantity: ", tmp_val, 2))
1217 tmp_int = atoi(tmp_val);
1220 if (tmp_int < 1) tmp_int = 1;
1221 if (tmp_int > 99) tmp_int = 99;
1223 /* Accept modifications */
1224 o_ptr->number = tmp_int;
1227 if (o_ptr->tval == TV_ROD)
1229 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
1234 * @brief 青魔導師の魔法を全て習得済みにする /
1235 * debug command for blue mage
1238 static void do_cmd_wiz_blue_mage(void)
1243 s32b f4 = 0, f5 = 0, f6 = 0;
1248 set_rf_masks(&f4, &f5, &f6, j);
1250 for (i = 0; i < 32; i++)
1252 if ((0x00000001 << i) & f4) p_ptr->magic_num2[i] = 1;
1256 if ((0x00000001 << (i - 32)) & f5) p_ptr->magic_num2[i] = 1;
1260 if ((0x00000001 << (i - 64)) & f6) p_ptr->magic_num2[i] = 1;
1267 * @brief アイテム検査のメインルーチン /
1268 * Play with an item. Options include:
1271 * - Output statistics (via wiz_roll_item)<br>
1272 * - Reroll item (via wiz_reroll_item)<br>
1273 * - Change properties (via wiz_tweak_item)<br>
1274 * - Change the number of items (via wiz_quantity_item)<br>
1276 static void do_cmd_wiz_play(void)
1291 item_tester_no_ryoute = TRUE;
1293 q = "Play with which object? ";
1294 s = "You have nothing to play with.";
1295 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
1297 /* Get the item (in the pack) */
1300 o_ptr = &inventory[item];
1303 /* Get the item (on the floor) */
1306 o_ptr = &o_list[0 - item];
1309 /* The item was not changed */
1313 /* Save the screen */
1317 /* Get local object */
1321 object_copy(q_ptr, o_ptr);
1327 /* Display the item */
1328 wiz_display_item(q_ptr);
1331 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, FALSE))
1337 if (ch == 'A' || ch == 'a')
1343 if (ch == 's' || ch == 'S')
1345 wiz_statistics(q_ptr);
1348 if (ch == 'r' || ch == 'r')
1350 wiz_reroll_item(q_ptr);
1353 if (ch == 't' || ch == 'T')
1355 wiz_tweak_item(q_ptr);
1358 if (ch == 'q' || ch == 'Q')
1360 wiz_quantity_item(q_ptr);
1365 /* Restore the screen */
1373 msg_print("Changes accepted.");
1375 /* Recalcurate object's weight */
1378 p_ptr->total_weight += (q_ptr->weight * q_ptr->number)
1379 - (o_ptr->weight * o_ptr->number);
1383 object_copy(o_ptr, q_ptr);
1386 /* Recalculate bonuses */
1387 p_ptr->update |= (PU_BONUS);
1389 /* Combine / Reorder the pack (later) */
1390 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1393 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1399 msg_print("Changes ignored.");
1405 * @brief 任意のベースアイテム生成のメインルーチン /
1406 * Wizard routine for creating objects -RAK-
1409 * Heavily modified to allow magification and artifactification -Bernd-
1411 * Note that wizards cannot create objects on top of other objects.
1413 * Hack -- this routine always makes a "dungeon object", and applies
1414 * magic to it, and attempts to decline cursed items.
1416 static void wiz_create_item(void)
1424 /* Save the screen */
1427 /* Get object base type */
1428 k_idx = wiz_create_itemtype();
1430 /* Restore the screen */
1434 /* Return if failed */
1437 if (k_info[k_idx].gen_flags & TRG_INSTA_ART)
1442 for (i = 1; i < max_a_idx; i++)
1444 /* Ignore incorrect tval */
1445 if (a_info[i].tval != k_info[k_idx].tval) continue;
1447 /* Ignore incorrect sval */
1448 if (a_info[i].sval != k_info[k_idx].sval) continue;
1450 /* Create this artifact */
1451 (void)create_named_art(i, p_ptr->y, p_ptr->x);
1454 msg_print("Allocated(INSTA_ART).");
1460 /* Get local object */
1463 /* Create the item */
1464 object_prep(q_ptr, k_idx);
1467 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
1469 /* Drop the object from heaven */
1470 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1473 msg_print("Allocated.");
1478 * @brief プレイヤーを完全回復する /
1479 * Cure everything instantly
1482 static void do_cmd_wiz_cure_all(void)
1485 (void)res_stat(A_STR);
1486 (void)res_stat(A_INT);
1487 (void)res_stat(A_WIS);
1488 (void)res_stat(A_CON);
1489 (void)res_stat(A_DEX);
1490 (void)res_stat(A_CHR);
1492 /* Restore the level */
1493 (void)restore_level();
1495 /* Heal the player */
1496 if (p_ptr->chp < p_ptr->mhp)
1498 p_ptr->chp = p_ptr->mhp;
1499 p_ptr->chp_frac = 0;
1502 p_ptr->redraw |= (PR_HP);
1505 p_ptr->window |= (PW_PLAYER);
1509 if (p_ptr->csp < p_ptr->msp)
1511 p_ptr->csp = p_ptr->msp;
1512 p_ptr->csp_frac = 0;
1514 p_ptr->redraw |= (PR_MANA);
1515 p_ptr->window |= (PW_PLAYER);
1516 p_ptr->window |= (PW_SPELL);
1521 (void)set_confused(0);
1522 (void)set_poisoned(0);
1523 (void)set_afraid(0);
1524 (void)set_paralyzed(0);
1528 (void)set_slow(0, TRUE);
1530 /* No longer hungry */
1531 (void)set_food(PY_FOOD_MAX - 1);
1536 * @brief 任意のダンジョン及び階層に飛ぶ /
1540 static void do_cmd_wiz_jump(void)
1543 if (command_arg <= 0)
1548 int tmp_dungeon_type;
1551 sprintf(ppp, "Jump which dungeon : ");
1554 sprintf(tmp_val, "%d", dungeon_type);
1556 /* Ask for a level */
1557 if (!get_string(ppp, tmp_val, 2)) return;
1559 tmp_dungeon_type = atoi(tmp_val);
1560 if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > max_d_idx)) tmp_dungeon_type = DUNGEON_ANGBAND;
1563 sprintf(ppp, "Jump to level (0, %d-%d): ", d_info[tmp_dungeon_type].mindepth, d_info[tmp_dungeon_type].maxdepth);
1566 sprintf(tmp_val, "%d", dun_level);
1568 /* Ask for a level */
1569 if (!get_string(ppp, tmp_val, 10)) return;
1571 /* Extract request */
1572 command_arg = atoi(tmp_val);
1574 dungeon_type = tmp_dungeon_type;
1578 if (command_arg < d_info[dungeon_type].mindepth) command_arg = 0;
1581 if (command_arg > d_info[dungeon_type].maxdepth) command_arg = d_info[dungeon_type].maxdepth;
1583 /* Accept request */
1584 msg_format("You jump to dungeon level %d.", command_arg);
1586 if (autosave_l) do_cmd_save_game(TRUE);
1589 dun_level = command_arg;
1591 prepare_change_floor_mode(CFM_RAND_PLACE);
1593 if (!dun_level) dungeon_type = 0;
1594 p_ptr->inside_arena = FALSE;
1595 p_ptr->wild_mode = FALSE;
1597 leave_quest_check();
1599 if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);
1601 p_ptr->inside_quest = 0;
1602 p_ptr->energy_use = 0;
1604 /* Prevent energy_need from being too lower than 0 */
1605 p_ptr->energy_need = 0;
1608 * Clear all saved floors
1609 * and create a first saved floor
1611 prepare_change_floor_mode(CFM_FIRST_FLOOR);
1614 p_ptr->leaving = TRUE;
1619 * @brief 全ベースアイテムを鑑定済みにする /
1620 * Become aware of a lot of objects
1623 static void do_cmd_wiz_learn(void)
1630 /* Scan every object */
1631 for (i = 1; i < max_k_idx; i++)
1633 object_kind *k_ptr = &k_info[i];
1635 /* Induce awareness */
1636 if (k_ptr->level <= command_arg)
1638 /* Get local object */
1641 /* Prepare object */
1642 object_prep(q_ptr, i);
1645 object_aware(q_ptr);
1652 * @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 /
1653 * Summon some creatures
1657 static void do_cmd_wiz_summon(int num)
1661 for (i = 0; i < num; i++)
1663 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
1670 * @brief モンスターを種族IDを指定して敵対的に召喚する /
1671 * Summon a creature of the specified type
1672 * @param r_idx モンスター種族ID
1675 * XXX XXX XXX This function is rather dangerous
1677 static void do_cmd_wiz_named(int r_idx)
1679 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1684 * @brief モンスターを種族IDを指定してペット召喚する /
1685 * Summon a creature of the specified type
1686 * @param r_idx モンスター種族ID
1689 * XXX XXX XXX This function is rather dangerous
1691 static void do_cmd_wiz_named_friendly(int r_idx)
1693 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP | PM_FORCE_PET));
1699 * @brief プレイヤー近辺の全モンスターを消去する /
1700 * Hack -- Delete all nearby monsters
1703 static void do_cmd_wiz_zap(void)
1708 /* Genocide everyone nearby */
1709 for (i = 1; i < m_max; i++)
1711 monster_type *m_ptr = &m_list[i];
1713 /* Paranoia -- Skip dead monsters */
1714 if (!m_ptr->r_idx) continue;
1716 /* Skip the mount */
1717 if (i == p_ptr->riding) continue;
1719 /* Delete nearby monsters */
1720 if (m_ptr->cdis <= MAX_SIGHT)
1722 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1726 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1727 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1730 delete_monster_idx(i);
1737 * @brief フロアに存在する全モンスターを消去する /
1738 * Hack -- Delete all monsters
1741 static void do_cmd_wiz_zap_all(void)
1745 /* Genocide everyone */
1746 for (i = 1; i < m_max; i++)
1748 monster_type *m_ptr = &m_list[i];
1750 /* Paranoia -- Skip dead monsters */
1751 if (!m_ptr->r_idx) continue;
1753 /* Skip the mount */
1754 if (i == p_ptr->riding) continue;
1756 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1760 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1761 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1764 /* Delete this monster */
1765 delete_monster_idx(i);
1771 * @brief 指定された地点の地形IDを変更する /
1772 * Create desired feature
1775 static void do_cmd_wiz_create_feature(void)
1777 static int prev_feat = 0;
1778 static int prev_mimic = 0;
1780 feature_type *f_ptr;
1782 int tmp_feat, tmp_mimic;
1785 if (!tgt_pt(&x, &y)) return;
1787 c_ptr = &cave[y][x];
1790 sprintf(tmp_val, "%d", prev_feat);
1793 if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
1796 tmp_feat = atoi(tmp_val);
1797 if (tmp_feat < 0) tmp_feat = 0;
1798 else if (tmp_feat >= max_f_idx) tmp_feat = max_f_idx - 1;
1801 sprintf(tmp_val, "%d", prev_mimic);
1804 if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3)) return;
1807 tmp_mimic = atoi(tmp_val);
1808 if (tmp_mimic < 0) tmp_mimic = 0;
1809 else if (tmp_mimic >= max_f_idx) tmp_mimic = max_f_idx - 1;
1811 cave_set_feat(y, x, tmp_feat);
1812 c_ptr->mimic = tmp_mimic;
1814 f_ptr = &f_info[get_feat_mimic(c_ptr)];
1816 if (have_flag(f_ptr->flags, FF_GLYPH) ||
1817 have_flag(f_ptr->flags, FF_MINOR_GLYPH))
1818 c_ptr->info |= (CAVE_OBJECT);
1819 else if (have_flag(f_ptr->flags, FF_MIRROR))
1820 c_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
1828 /* Update some things */
1829 p_ptr->update |= (PU_FLOW);
1831 prev_feat = tmp_feat;
1832 prev_mimic = tmp_mimic;
1837 #define NUM_O_BIT 32
1840 * @brief 現在のオプション設定をダンプ出力する /
1841 * Hack -- Dump option bits usage
1844 static void do_cmd_dump_options(void)
1851 /* Build the filename */
1852 path_build(buf, sizeof buf, ANGBAND_DIR_USER, "opt_info.txt");
1854 /* File type is "TEXT" */
1855 FILE_TYPE(FILE_TYPE_TEXT);
1858 fff = my_fopen(buf, "a");
1863 msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), buf);
1868 /* Allocate the "exist" array (2-dimension) */
1869 C_MAKE(exist, NUM_O_SET, int *);
1870 C_MAKE(*exist, NUM_O_BIT * NUM_O_SET, int);
1871 for (i = 1; i < NUM_O_SET; i++) exist[i] = *exist + i * NUM_O_BIT;
1873 /* Check for exist option bits */
1874 for (i = 0; option_info[i].o_desc; i++)
1876 const option_type *ot_ptr = &option_info[i];
1877 if (ot_ptr->o_var) exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
1880 fprintf(fff, "[Option bits usage on Hengband %d.%d.%d]\n\n",
1881 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1883 fputs("Set - Bit (Page) Option Name\n", fff);
1884 fputs("------------------------------------------------\n", fff);
1885 /* Dump option bits usage */
1886 for (i = 0; i < NUM_O_SET; i++)
1888 for (j = 0; j < NUM_O_BIT; j++)
1892 const option_type *ot_ptr = &option_info[exist[i][j] - 1];
1893 fprintf(fff, " %d - %02d (%4d) %s\n",
1894 i, j, ot_ptr->o_page, ot_ptr->o_text);
1898 fprintf(fff, " %d - %02d\n", i, j);
1904 /* Free the "exist" array (2-dimension) */
1905 C_KILL(*exist, NUM_O_BIT * NUM_O_SET, int);
1906 C_KILL(exist, NUM_O_SET, int *);
1911 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);
1915 #ifdef ALLOW_SPOILERS
1920 extern void do_cmd_spoilers(void);
1922 #endif /* ALLOW_SPOILERS */
1927 * Hack -- declare external function
1929 extern void do_cmd_debug(void);
1934 * @brief デバッグコマンドを選択する処理のメインルーチン /
1935 * Ask for and parse a "debug command"
1936 * The "command_arg" may have been set.
1939 void do_cmd_debug(void)
1944 /* Get a "debug command" */
1945 get_com("Debug Command: ", &cmd, FALSE);
1947 /* Analyze the command */
1957 #ifdef ALLOW_SPOILERS
1959 /* Hack -- Generate Spoilers */
1964 #endif /* ALLOW_SPOILERS */
1971 /* Cure all maladies */
1973 do_cmd_wiz_cure_all();
1976 /* Know alignment */
1978 msg_format("Your alignment is %d.", p_ptr->align);
1981 /* Teleport to target */
1990 /* Create any object */
1995 /* Create a named artifact */
1997 wiz_create_named_art();
2000 /* Detect everything */
2002 detect_all(DETECT_RAD_ALL * 3);
2005 /* Dimension_door */
2007 wiz_dimension_door();
2010 /* Edit character */
2012 do_cmd_wiz_change();
2015 /* Blue Mage Only */
2017 if (p_ptr->pclass == CLASS_BLUE_MAGE)
2019 do_cmd_wiz_blue_mage();
2023 /* View item info */
2025 identify_fully(FALSE);
2028 /* Create desired feature */
2030 do_cmd_wiz_create_feature();
2035 if (command_arg <= 0) command_arg = 1;
2036 acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE);
2039 /* Hitpoint rerating */
2041 do_cmd_rerate(TRUE);
2044 #ifdef MONSTER_HORDES
2046 do_cmd_summon_horde();
2048 #endif /* MONSTER_HORDES */
2052 (void)ident_spell(FALSE);
2055 /* Go up or down in the dungeon */
2060 /* Self-Knowledge */
2065 /* Learn about objects */
2072 map_area(DETECT_RAD_ALL * 3);
2077 (void)gain_random_mutation(command_arg);
2082 (void)do_cmd_wiz_reset_class();
2085 /* Specific reward */
2087 (void)gain_level_reward(command_arg);
2090 /* Summon _friendly_ named monster */
2092 do_cmd_wiz_named_friendly(command_arg);
2095 /* Summon Named Monster */
2097 do_cmd_wiz_named(command_arg);
2100 /* Dump option bits usage */
2102 do_cmd_dump_options();
2105 /* Object playing routines */
2112 teleport_player(10, 0L);
2115 /* Complete a Quest -KMW- */
2117 if(p_ptr->inside_quest)
2119 if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
2121 complete_quest(p_ptr->inside_quest);
2127 msg_print("No current quest");
2132 /* Make every dungeon square "known" to test streamers -KMW- */
2134 for (y = 0; y < cur_hgt; y++)
2136 for (x = 0; x < cur_wid; x++)
2138 cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
2144 /* Summon Random Monster(s) */
2146 if (command_arg <= 0) command_arg = 1;
2147 do_cmd_wiz_summon(command_arg);
2150 /* Special(Random Artifact) Objects */
2152 if (command_arg <= 0) command_arg = 1;
2153 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE);
2158 teleport_player(100, 0L);
2161 /* Game Time Setting */
2167 /* Very Good Objects */
2169 if (command_arg <= 0) command_arg = 1;
2170 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE);
2173 /* Wizard Light the Level */
2175 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
2178 /* Increase Experience */
2180 gain_exp(command_arg ? command_arg : (p_ptr->exp + 1));
2183 /* Zap Monsters (Genocide) */
2188 /* Zap Monsters (Omnicide) */
2190 do_cmd_wiz_zap_all();
2193 /* Hack -- whatever I desire */
2195 do_cmd_wiz_hack_ben();
2198 /* Not a Wizard Command */
2200 msg_print("That is not a valid debug command.");