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 #include "player-status.h"
22 #include "spells-object.h"
23 #include "spells-summon.h"
24 #include "spells-status.h"
25 #include "spells-world.h"
26 #include "spells-floor.h"
28 #include "object-flavor.h"
29 #include "object-hook.h"
30 #include "monster-status.h"
33 #include "floor-save.h"
35 #include "dungeon-file.h"
41 * @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
42 * @return 実際にテレポートを行ったらTRUEを返す
44 static bool wiz_dimension_door(void)
46 POSITION x = 0, y = 0;
47 if (!tgt_pt(&x, &y)) return FALSE;
48 teleport_player_to(y, x, TELEPORT_NONMAGICAL);
53 * @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
56 static void wiz_create_named_art(void)
58 char tmp_val[10] = "";
62 if (!get_string("Artifact ID:", tmp_val, 3)) return;
65 a_idx = (ARTIFACT_IDX)atoi(tmp_val);
66 if(a_idx < 0) a_idx = 0;
67 if(a_idx >= max_a_idx) a_idx = 0;
69 (void)create_named_art(a_idx, p_ptr->y, p_ptr->x);
72 msg_print("Allocated.");
76 * @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
79 static void do_cmd_summon_horde(void)
81 POSITION wy = p_ptr->y, wx = p_ptr->x;
86 scatter(&wy, &wx, p_ptr->y, p_ptr->x, 3, 0);
87 if (cave_empty_bold(wy, wx)) break;
90 (void)alloc_horde(wy, wx);
94 * @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.
97 static void prt_binary(BIT_FLAGS flags, int row, int col)
103 for (i = bitmask = 1; i <= 32; i++, bitmask *= 2)
108 Term_putch(col++, row, TERM_BLUE, '*');
111 /* Dump unset bits */
114 Term_putch(col++, row, TERM_WHITE, '-');
120 #define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
123 * @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.
124 * @param tval ベースアイテムの大項目ID
125 * @param sval ベースアイテムの小項目ID
130 static void prt_alloc(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval, TERM_LEN row, TERM_LEN col)
134 u32b rarity[K_MAX_DEPTH];
135 u32b total[K_MAX_DEPTH];
137 concptr r = "+---Rate---+";
142 alloc_entry *table = alloc_kind_table;
144 /* Wipe the tables */
145 (void)C_WIPE(rarity, K_MAX_DEPTH, u32b);
146 (void)C_WIPE(total, K_MAX_DEPTH, u32b);
147 (void)C_WIPE(display, 22, s32b);
149 /* Scan all entries */
150 for (i = 0; i < K_MAX_DEPTH; i++)
153 for (j = 0; j < alloc_kind_size; j++)
157 if (table[j].level <= i)
159 prob = table[j].prob1 * GREAT_OBJ * K_MAX_DEPTH;
161 else if (table[j].level - 1 > 0)
163 prob = table[j].prob1 * i * K_MAX_DEPTH / (table[j].level - 1);
166 /* Acquire this kind */
167 k_ptr = &k_info[table[j].index];
169 /* Accumulate probabilities */
170 total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
171 total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
173 /* Accumulate probabilities */
174 if ((k_ptr->tval == tval) && (k_ptr->sval == sval))
177 rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
180 total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
183 /* Calculate probabilities for each range */
184 for (i = 0; i < 22; i++)
186 /* Shift the values into view */
188 for (j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
189 possibility += rarity[j] * 100000 / total[j];
190 display[i] = possibility / 5;
193 /* Graph the rarities */
194 for (i = 0; i < 22; i++)
196 Term_putch(col, row + i + 1, TERM_WHITE, '|');
198 prt(format("%2dF", (i * 5)), row + i + 1, col);
202 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22))
204 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
208 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
212 /* Make it look nice */
217 * @brief プレイヤーの職業を変更する
219 * @todo 魔法領域の再選択などがまだ不完全、要実装。
221 static void do_cmd_wiz_reset_class(void)
228 sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
231 sprintf(tmp_val, "%d", p_ptr->pclass);
234 if (!get_string(ppp, tmp_val, 2)) return;
237 tmp_int = atoi(tmp_val);
240 if (tmp_int < 0 || tmp_int >= MAX_CLASS) return;
243 p_ptr->pclass = (byte_hack)tmp_int;
245 /* Redraw inscription */
246 p_ptr->window |= (PW_PLAYER);
248 /* {.} and {$} effect p_ptr->warning and TRC_TELEPORT_SELF */
249 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
256 * @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
259 static void do_cmd_wiz_bamf(void)
261 /* Must have a target */
262 if (!target_who) return;
264 /* Teleport to the target */
265 teleport_player_to(target_row, target_col, TELEPORT_NONMAGICAL);
270 * @brief プレイヤーの現能力値を調整する
271 * Aux function for "do_cmd_wiz_change()". -RAK-
274 static void do_cmd_wiz_change_aux(void)
284 /* Query the stats */
285 for (i = 0; i < A_MAX; i++)
288 sprintf(ppp, "%s (3-%d): ", stat_names[i], p_ptr->stat_max_max[i]);
291 sprintf(tmp_val, "%d", p_ptr->stat_max[i]);
294 if (!get_string(ppp, tmp_val, 3)) return;
297 tmp_int = atoi(tmp_val);
300 if (tmp_int > p_ptr->stat_max_max[i]) tmp_int = p_ptr->stat_max_max[i];
301 else if (tmp_int < 3) tmp_int = 3;
304 p_ptr->stat_cur[i] = p_ptr->stat_max[i] = (BASE_STATUS)tmp_int;
309 sprintf(tmp_val, "%d", WEAPON_EXP_MASTER);
312 if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 9)) return;
315 tmp_s16b = (s16b)atoi(tmp_val);
318 if (tmp_s16b < WEAPON_EXP_UNSKILLED) tmp_s16b = WEAPON_EXP_UNSKILLED;
319 if (tmp_s16b > WEAPON_EXP_MASTER) tmp_s16b = WEAPON_EXP_MASTER;
321 for (j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++)
323 for (i = 0;i < 64;i++)
325 p_ptr->weapon_exp[j][i] = tmp_s16b;
326 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];
330 for (j = 0; j < 10; j++)
332 p_ptr->skill_exp[j] = tmp_s16b;
333 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];
336 for (j = 0; j < 32; j++)
337 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
339 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
342 sprintf(tmp_val, "%ld", (long)(p_ptr->au));
345 if (!get_string("Gold: ", tmp_val, 9)) return;
348 tmp_long = atol(tmp_val);
351 if (tmp_long < 0) tmp_long = 0L;
354 p_ptr->au = tmp_long;
357 sprintf(tmp_val, "%ld", (long)(p_ptr->max_exp));
360 if (!get_string("Experience: ", tmp_val, 9)) return;
363 tmp_long = atol(tmp_val);
366 if (tmp_long < 0) tmp_long = 0L;
368 if (p_ptr->prace != RACE_ANDROID)
371 p_ptr->max_exp = tmp_long;
372 p_ptr->exp = tmp_long;
381 * @brief プレイヤーの現能力値を調整する(メインルーチン)
382 * Change various "permanent" player variables.
385 static void do_cmd_wiz_change(void)
388 do_cmd_wiz_change_aux();
394 * @brief アイテムの詳細ステータスを表示する /
395 * Change various "permanent" player variables.
396 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
399 * Wizard routines for creating objects -RAK-
400 * And for manipulating them! -Bernd-
402 * This has been rewritten to make the whole procedure
403 * of debugging objects much easier and more comfortable.
405 * The following functions are meant to play with objects:
406 * Create, modify, roll for them (for statistic purposes) and more.
407 * The original functions were by RAK.
408 * The function to show an item's debug information was written
409 * by David Reeve Sward <sward+@CMU.EDU>.
410 * Bernd (wiebelt@mathematik.hu-berlin.de)
412 * Here are the low-level functions
413 * - wiz_display_item()
414 * display an item's debug-info
415 * - wiz_create_itemtype()
416 * specify tval and sval (type and subtype of object)
418 * specify pval, +AC, +tohit, +todam
419 * Note that the wizard can leave this function anytime,
420 * thus accepting the default-values for the remaining values.
421 * pval comes first now, since it is most important.
422 * - wiz_reroll_item()
423 * apply some magic to the item or current_world_ptr->game_turn it into an artifact.
425 * Get some statistics about the rarity of an item:
426 * We create a lot of fake items and see if they are of the
427 * same type (tval and sval), then we compare pval and +AC.
428 * If the fake-item is better or equal it is counted.
429 * Note that cursed items that are better or equal (absolute values)
431 * HINT: This is *very* useful for balancing the game!
432 * - wiz_quantity_item()
433 * change the quantity of an item, but be sane about it.
435 * And now the high-level functions
436 * - do_cmd_wiz_play()
437 * play with an existing object
438 * - wiz_create_item()
439 * create a new object
441 * Note -- You do not have to specify "pval" and other item-properties
442 * directly. Just apply magic until you are satisfied with the item.
444 * Note -- For some items (such as wands, staffs, some rings, etc), you
445 * must apply magic, or you will get "broken" or "uncharged" objects.
447 * Note -- Redefining artifacts via "do_cmd_wiz_play()" may destroy
448 * the artifact. Be careful.
450 * Hack -- this function will allow you to create multiple artifacts.
451 * This "feature" may induce crashes or other nasty effects.
452 * Just display an item's properties (debug-info)
453 * Originally by David Reeve Sward <sward+@CMU.EDU>
454 * Verbose item flags by -Bernd-
456 static void wiz_display_item(object_type *o_ptr)
459 BIT_FLAGS flgs[TR_FLAG_SIZE];
461 object_flags(o_ptr, flgs);
463 /* Clear the screen */
464 for (i = 1; i <= 23; i++) prt("", i, j - 2);
466 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
469 object_desc(buf, o_ptr, OD_STORE);
473 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d",
474 o_ptr->k_idx, k_info[o_ptr->k_idx].level,
475 o_ptr->tval, o_ptr->sval), 4, j);
477 prt(format("number = %-3d wgt = %-6d ac = %-5d damage = %dd%d",
478 o_ptr->number, o_ptr->weight,
479 o_ptr->ac, o_ptr->dd, o_ptr->ds), 5, j);
481 prt(format("pval = %-5d toac = %-5d tohit = %-4d todam = %-4d",
482 o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), 6, j);
484 prt(format("name1 = %-4d name2 = %-4d cost = %ld",
485 o_ptr->name1, o_ptr->name2, (long)object_value_real(o_ptr)), 7, j);
487 prt(format("ident = %04x xtra1 = %-4d xtra2 = %-4d timeout = %-d",
488 o_ptr->ident, o_ptr->xtra1, o_ptr->xtra2, o_ptr->timeout), 8, j);
490 prt(format("xtra3 = %-4d xtra4 = %-4d xtra5 = %-4d cursed = %-d",
491 o_ptr->xtra3, o_ptr->xtra4, o_ptr->xtra5, o_ptr->curse_flags), 9, j);
493 prt("+------------FLAGS1------------+", 10, j);
494 prt("AFFECT........SLAY........BRAND.", 11, j);
495 prt(" mf cvae xsqpaefc", 12, j);
496 prt("siwdccsossidsahanvudotgddhuoclio", 13, j);
497 prt("tnieohtctrnipttmiinmrrnrrraiierl", 14, j);
498 prt("rtsxnarelcfgdkcpmldncltggpksdced", 15, j);
499 prt_binary(flgs[0], 16, j);
501 prt("+------------FLAGS2------------+", 17, j);
502 prt("SUST....IMMUN.RESIST............", 18, j);
503 prt(" reaefctrpsaefcpfldbc sn ", 19, j);
504 prt("siwdcciaclioheatcliooeialoshtncd", 20, j);
505 prt("tnieohdsierlrfraierliatrnnnrhehi", 21, j);
506 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", 22, j);
507 prt_binary(flgs[1], 23, j);
509 prt("+------------FLAGS3------------+", 10, j+32);
510 prt("fe cnn t stdrmsiiii d ab ", 11, j+32);
511 prt("aa aoomywhs lleeieihgggg rtgl ", 12, j+32);
512 prt("uu utmacaih eielgggonnnnaaere ", 13, j+32);
513 prt("rr reanurdo vtieeehtrrrrcilas ", 14, j+32);
514 prt("aa algarnew ienpsntsaefctnevs ", 15, j+32);
515 prt_binary(flgs[2], 16, j+32);
517 prt("+------------FLAGS4------------+", 17, j+32);
518 prt("KILL....ESP......... ", 18, j+32);
519 prt("aeud tghaud tgdhegnu ", 19, j+32);
520 prt("nvneoriunneoriruvoon ", 20, j+32);
521 prt("iidmroamidmroagmionq ", 21, j+32);
522 prt("mlenclnmmenclnnnldlu ", 22, j+32);
523 prt_binary(flgs[3], 23, j+32);
528 * 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
530 typedef struct tval_desc
532 int tval; /*!< 大項目のID */
533 concptr desc; /*!< 大項目名 */
537 * 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
539 static tval_desc tvals[] =
541 { TV_SWORD, "Sword" },
542 { TV_POLEARM, "Polearm" },
543 { TV_HAFTED, "Hafted Weapon" },
545 { TV_ARROW, "Arrows" },
546 { TV_BOLT, "Bolts" },
547 { TV_SHOT, "Shots" },
548 { TV_SHIELD, "Shield" },
549 { TV_CROWN, "Crown" },
551 { TV_GLOVES, "Gloves" },
552 { TV_BOOTS, "Boots" },
553 { TV_CLOAK, "Cloak" },
554 { TV_DRAG_ARMOR, "Dragon Scale Mail" },
555 { TV_HARD_ARMOR, "Hard Armor" },
556 { TV_SOFT_ARMOR, "Soft Armor" },
558 { TV_AMULET, "Amulet" },
560 { TV_POTION, "Potion" },
561 { TV_SCROLL, "Scroll" },
563 { TV_STAFF, "Staff" },
565 { TV_LIFE_BOOK, "Life Spellbook" },
566 { TV_SORCERY_BOOK, "Sorcery Spellbook" },
567 { TV_NATURE_BOOK, "Nature Spellbook" },
568 { TV_CHAOS_BOOK, "Chaos Spellbook" },
569 { TV_DEATH_BOOK, "Death Spellbook" },
570 { TV_TRUMP_BOOK, "Trump Spellbook" },
571 { TV_ARCANE_BOOK, "Arcane Spellbook" },
572 { TV_CRAFT_BOOK, "Craft Spellbook"},
573 { TV_DAEMON_BOOK, "Daemon Spellbook"},
574 { TV_CRUSADE_BOOK, "Crusade Spellbook"},
575 { TV_MUSIC_BOOK, "Music Spellbook" },
576 { TV_HISSATSU_BOOK, "Book of Kendo" },
577 { TV_HEX_BOOK, "Hex Spellbook" },
578 { TV_PARCHMENT, "Parchment" },
579 { TV_WHISTLE, "Whistle" },
580 { TV_SPIKE, "Spikes" },
581 { TV_DIGGING, "Digger" },
582 { TV_CHEST, "Chest" },
583 { TV_CAPTURE, "Capture Ball" },
584 { TV_CARD, "Express Card" },
585 { TV_FIGURINE, "Magical Figurine" },
586 { TV_STATUE, "Statue" },
587 { TV_CORPSE, "Corpse" },
589 { TV_FLASK, "Flask" },
591 { TV_SKELETON, "Skeleton" },
597 * @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
598 * @param buf ベースアイテム格納先の参照ポインタ
599 * @param k_idx ベースアイテムID
602 void strip_name(char *buf, KIND_OBJECT_IDX k_idx)
606 object_kind *k_ptr = &k_info[k_idx];
608 concptr str = (k_name + k_ptr->name);
611 /* Skip past leading characters */
612 while ((*str == ' ') || (*str == '&')) str++;
614 /* Copy useful chars */
615 for (t = buf; *str; str++)
618 if (iskanji(*str)) {*t++ = *str++; *t++ = *str; continue;}
620 if (*str != '~') *t++ = *str;
623 /* Terminate the new name */
629 * @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 /
630 * Specify tval and sval (type and subtype of object) originally
633 * by RAK, heavily modified by -Bernd-
634 * This function returns the k_idx of an object type, or zero if failed
635 * List up to 50 choices in three columns
637 static KIND_OBJECT_IDX wiz_create_itemtype(void)
642 OBJECT_TYPE_VALUE tval;
647 KIND_OBJECT_IDX choice[80];
653 /* Print all tval's and their descriptions */
654 for (num = 0; (num < 80) && tvals[num].tval; num++)
656 row = 2 + (num % 20);
657 col = 20 * (num / 20);
659 prt(format("[%c] %s", ch, tvals[num].desc), row, col);
662 /* Me need to know the maximal possible tval_index */
666 if (!get_com("Get what type of object? ", &ch, FALSE)) return (0);
669 for (num = 0; num < max_num; num++)
671 if (listsym[num] == ch) break;
674 /* Bail out if choice is illegal */
675 if ((num < 0) || (num >= max_num)) return (0);
677 /* Base object type chosen, fill in tval */
678 tval = tvals[num].tval;
679 tval_desc = tvals[num].desc;
682 /*** And now we go for k_idx ***/
685 /* We have to search the whole itemlist. */
686 for (num = 0, i = 1; (num < 80) && (i < max_k_idx); i++)
688 object_kind *k_ptr = &k_info[i];
690 /* Analyze matching items */
691 if (k_ptr->tval == tval)
694 row = 2 + (num % 20);
695 col = 20 * (num / 20);
699 /* Acquire the "name" of object "i" */
703 prt(format("[%c] %s", ch, buf), row, col);
705 /* Remember the object index */
710 /* Me need to know the maximal possible remembered object_index */
714 if (!get_com(format("What Kind of %s? ", tval_desc), &ch, FALSE)) return (0);
717 for (num = 0; num < max_num; num++)
719 if (listsym[num] == ch) break;
722 /* Bail out if choice is "illegal" */
723 if ((num < 0) || (num >= max_num)) return (0);
725 /* And return successful */
726 return (choice[num]);
731 * @briefアイテムの基礎能力値を調整する / Tweak an item
732 * @param o_ptr 調整するアイテムの参照ポインタ
735 static void wiz_tweak_item(object_type *o_ptr)
740 if (object_is_artifact(o_ptr)) return;
742 p = "Enter new 'pval' setting: ";
743 sprintf(tmp_val, "%d", o_ptr->pval);
744 if (!get_string(p, tmp_val, 5)) return;
745 o_ptr->pval = (s16b)atoi(tmp_val);
746 wiz_display_item(o_ptr);
748 p = "Enter new 'to_a' setting: ";
749 sprintf(tmp_val, "%d", o_ptr->to_a);
750 if (!get_string(p, tmp_val, 5)) return;
751 o_ptr->to_a = (s16b)atoi(tmp_val);
752 wiz_display_item(o_ptr);
754 p = "Enter new 'to_h' setting: ";
755 sprintf(tmp_val, "%d", o_ptr->to_h);
756 if (!get_string(p, tmp_val, 5)) return;
757 o_ptr->to_h = (s16b)atoi(tmp_val);
758 wiz_display_item(o_ptr);
760 p = "Enter new 'to_d' setting: ";
761 sprintf(tmp_val, "%d", (int)o_ptr->to_d);
762 if (!get_string(p, tmp_val, 5)) return;
763 o_ptr->to_d = (s16b)atoi(tmp_val);
764 wiz_display_item(o_ptr);
769 * @brief アイテムの質を選択して再生成する /
770 * Apply magic to an item or current_world_ptr->game_turn it into an artifact. -Bernd-
771 * @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
774 static void wiz_reroll_item(object_type *o_ptr)
779 bool changed = FALSE;
781 if (object_is_artifact(o_ptr)) return;
784 object_copy(q_ptr, o_ptr);
786 /* Main loop. Ask for magification and artifactification */
789 /* Display full item debug information */
790 wiz_display_item(q_ptr);
792 /* Ask wizard what to do. */
793 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, FALSE))
795 /* Preserve wizard-generated artifacts */
796 if (object_is_fixed_artifact(q_ptr))
798 a_info[q_ptr->name1].cur_num = 0;
806 /* Create/change it! */
807 if (ch == 'A' || ch == 'a')
813 /* Preserve wizard-generated artifacts */
814 if (object_is_fixed_artifact(q_ptr))
816 a_info[q_ptr->name1].cur_num = 0;
822 /* Apply bad magic, but first clear object */
825 object_prep(q_ptr, o_ptr->k_idx);
826 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
829 /* Apply bad magic, but first clear object */
832 object_prep(q_ptr, o_ptr->k_idx);
833 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
836 /* Apply normal magic, but first clear object */
839 object_prep(q_ptr, o_ptr->k_idx);
840 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART);
843 /* Apply good magic, but first clear object */
846 object_prep(q_ptr, o_ptr->k_idx);
847 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD);
850 /* Apply great magic, but first clear object */
853 object_prep(q_ptr, o_ptr->k_idx);
854 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT);
857 /* Apply special magic, but first clear object */
860 object_prep(q_ptr, o_ptr->k_idx);
861 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
863 /* Failed to create artifact; make a random one */
864 if (!object_is_artifact(q_ptr)) create_artifact(q_ptr, FALSE);
868 q_ptr->iy = o_ptr->iy;
869 q_ptr->ix = o_ptr->ix;
870 q_ptr->next_o_idx = o_ptr->next_o_idx;
871 q_ptr->marked = o_ptr->marked;
877 object_copy(o_ptr, q_ptr);
878 p_ptr->update |= (PU_BONUS);
879 p_ptr->update |= (PU_COMBINE | PU_REORDER);
880 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
887 * @brief 検査対象のアイテムを基準とした生成テストを行う /
888 * Try to create an item again. Output some statistics. -Bernd-
889 * @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
891 * The statistics are correct now. We acquire a clean grid, and then
892 * repeatedly place an object in this grid, copying it into an item
893 * holder, and then deleting the object. We fiddle with the artifact
894 * counter flags to prevent weirdness. We use the items to collect
895 * statistics on item creation relative to the initial item.
897 static void wiz_statistics(object_type *o_ptr)
899 u32b i, matches, better, worse, other, correct;
901 u32b test_roll = 1000000;
911 concptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
913 concptr p = "Enter number of items to roll: ";
917 /* Mega-Hack -- allow multiple artifacts */
918 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;
924 concptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
927 wiz_display_item(o_ptr);
930 if (!get_com(pmt, &ch, FALSE)) break;
932 if (ch == 'n' || ch == 'N')
937 else if (ch == 'g' || ch == 'G')
942 else if (ch == 'e' || ch == 'E')
944 mode = AM_GOOD | AM_GREAT;
945 quality = "excellent";
952 sprintf(tmp_val, "%ld", (long int)test_roll);
953 if (get_string(p, tmp_val, 10)) test_roll = atol(tmp_val);
954 test_roll = MAX(1, test_roll);
956 /* Let us know what we are doing */
957 msg_format("Creating a lot of %s items. Base level = %d.",
958 quality, current_floor_ptr->dun_level);
961 /* Set counters to zero */
962 correct = matches = better = worse = other = 0;
964 /* Let's rock and roll */
965 for (i = 0; i <= test_roll; i++)
967 /* Output every few rolls */
968 if ((i < 100) || (i % 100 == 0))
977 break; // stop rolling
981 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
987 /* Create an object */
988 make_object(q_ptr, mode);
991 /* Mega-Hack -- allow multiple artifacts */
992 if (object_is_fixed_artifact(q_ptr)) a_info[q_ptr->name1].cur_num = 0;
995 /* Test for the same tval and sval. */
996 if ((o_ptr->tval) != (q_ptr->tval)) continue;
997 if ((o_ptr->sval) != (q_ptr->sval)) continue;
999 /* One more correct item */
1002 /* Check for match */
1003 if ((q_ptr->pval == o_ptr->pval) &&
1004 (q_ptr->to_a == o_ptr->to_a) &&
1005 (q_ptr->to_h == o_ptr->to_h) &&
1006 (q_ptr->to_d == o_ptr->to_d) &&
1007 (q_ptr->name1 == o_ptr->name1))
1012 /* Check for better */
1013 else if ((q_ptr->pval >= o_ptr->pval) &&
1014 (q_ptr->to_a >= o_ptr->to_a) &&
1015 (q_ptr->to_h >= o_ptr->to_h) &&
1016 (q_ptr->to_d >= o_ptr->to_d))
1021 /* Check for worse */
1022 else if ((q_ptr->pval <= o_ptr->pval) &&
1023 (q_ptr->to_a <= o_ptr->to_a) &&
1024 (q_ptr->to_h <= o_ptr->to_h) &&
1025 (q_ptr->to_d <= o_ptr->to_d))
1030 /* Assume different */
1038 msg_format(q, i, correct, matches, better, worse, other);
1043 /* Hack -- Normally only make a single artifact */
1044 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
1049 * @brief 検査対象のアイテムの数を変更する /
1050 * Change the quantity of a the item
1051 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
1054 static void wiz_quantity_item(object_type *o_ptr)
1056 int tmp_int, tmp_qnt;
1061 /* Never duplicate artifacts */
1062 if (object_is_artifact(o_ptr)) return;
1064 /* Store old quantity. -LM- */
1065 tmp_qnt = o_ptr->number;
1068 sprintf(tmp_val, "%d", (int)o_ptr->number);
1071 if (get_string("Quantity: ", tmp_val, 2))
1074 tmp_int = atoi(tmp_val);
1075 if (tmp_int < 1) tmp_int = 1;
1076 if (tmp_int > 99) tmp_int = 99;
1078 /* Accept modifications */
1079 o_ptr->number = (byte_hack)tmp_int;
1082 if (o_ptr->tval == TV_ROD)
1084 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
1089 * @brief 青魔導師の魔法を全て習得済みにする /
1090 * debug command for blue mage
1093 static void do_cmd_wiz_blue_mage(void)
1097 BIT_FLAGS f4 = 0L, f5 = 0L, f6 = 0L;
1099 for (j = 1; j < A_MAX; j++)
1101 set_rf_masks(&f4, &f5, &f6, j);
1103 for (i = 0; i < 32; i++)
1105 if ((0x00000001 << i) & f4) p_ptr->magic_num2[i] = 1;
1109 if ((0x00000001 << (i - 32)) & f5) p_ptr->magic_num2[i] = 1;
1113 if ((0x00000001 << (i - 64)) & f6) p_ptr->magic_num2[i] = 1;
1120 * @brief アイテム検査のメインルーチン /
1121 * Play with an item. Options include:
1124 * - Output statistics (via wiz_roll_item)<br>
1125 * - Reroll item (via wiz_reroll_item)<br>
1126 * - Change properties (via wiz_tweak_item)<br>
1127 * - Change the number of items (via wiz_quantity_item)<br>
1129 static void do_cmd_wiz_play(void)
1139 q = "Play with which object? ";
1140 s = "You have nothing to play with.";
1142 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
1146 /* The item was not changed */
1152 object_copy(q_ptr, o_ptr);
1158 /* Display the item */
1159 wiz_display_item(q_ptr);
1162 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, FALSE))
1168 if (ch == 'A' || ch == 'a')
1174 if (ch == 's' || ch == 'S')
1176 wiz_statistics(q_ptr);
1179 if (ch == 'r' || ch == 'r')
1181 wiz_reroll_item(q_ptr);
1184 if (ch == 't' || ch == 'T')
1186 wiz_tweak_item(q_ptr);
1189 if (ch == 'q' || ch == 'Q')
1191 wiz_quantity_item(q_ptr);
1201 msg_print("Changes accepted.");
1203 /* Recalcurate object's weight */
1206 p_ptr->total_weight += (q_ptr->weight * q_ptr->number)
1207 - (o_ptr->weight * o_ptr->number);
1211 object_copy(o_ptr, q_ptr);
1213 p_ptr->update |= (PU_BONUS);
1214 p_ptr->update |= (PU_COMBINE | PU_REORDER);
1216 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1222 msg_print("Changes ignored.");
1228 * @brief 任意のベースアイテム生成のメインルーチン /
1229 * Wizard routine for creating objects -RAK-
1232 * Heavily modified to allow magification and artifactification -Bernd-
1234 * Note that wizards cannot create objects on top of other objects.
1236 * Hack -- this routine always makes a "dungeon object", and applies
1237 * magic to it, and attempts to decline cursed items.
1239 static void wiz_create_item(void)
1247 /* Get object base type */
1248 k_idx = wiz_create_itemtype();
1252 /* Return if failed */
1255 if (k_info[k_idx].gen_flags & TRG_INSTA_ART)
1260 for (i = 1; i < max_a_idx; i++)
1262 /* Ignore incorrect tval */
1263 if (a_info[i].tval != k_info[k_idx].tval) continue;
1265 /* Ignore incorrect sval */
1266 if (a_info[i].sval != k_info[k_idx].sval) continue;
1268 /* Create this artifact */
1269 (void)create_named_art(i, p_ptr->y, p_ptr->x);
1272 msg_print("Allocated(INSTA_ART).");
1278 object_prep(q_ptr, k_idx);
1280 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART);
1282 /* Drop the object from heaven */
1283 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1286 msg_print("Allocated.");
1291 * @brief プレイヤーを完全回復する /
1292 * Cure everything instantly
1295 static void do_cmd_wiz_cure_all(void)
1297 (void)life_stream(FALSE, FALSE);
1298 (void)restore_mana(TRUE);
1299 (void)set_food(PY_FOOD_MAX - 1);
1304 * @brief 任意のダンジョン及び階層に飛ぶ /
1308 static void do_cmd_wiz_jump(void)
1311 if (command_arg <= 0)
1315 DUNGEON_IDX tmp_dungeon_type;
1318 sprintf(ppp, "Jump which dungeon : ");
1321 sprintf(tmp_val, "%d", p_ptr->dungeon_idx);
1323 /* Ask for a level */
1324 if (!get_string(ppp, tmp_val, 2)) return;
1326 tmp_dungeon_type = (DUNGEON_IDX)atoi(tmp_val);
1327 if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > max_d_idx)) tmp_dungeon_type = DUNGEON_ANGBAND;
1330 sprintf(ppp, "Jump to level (0, %d-%d): ",
1331 (int)d_info[tmp_dungeon_type].mindepth, (int)d_info[tmp_dungeon_type].maxdepth);
1334 sprintf(tmp_val, "%d", (int)current_floor_ptr->dun_level);
1336 /* Ask for a level */
1337 if (!get_string(ppp, tmp_val, 10)) return;
1339 /* Extract request */
1340 command_arg = (COMMAND_ARG)atoi(tmp_val);
1342 p_ptr->dungeon_idx = tmp_dungeon_type;
1344 if (command_arg < d_info[p_ptr->dungeon_idx].mindepth) command_arg = 0;
1345 if (command_arg > d_info[p_ptr->dungeon_idx].maxdepth) command_arg = (COMMAND_ARG)d_info[p_ptr->dungeon_idx].maxdepth;
1347 /* Accept request */
1348 msg_format("You jump to dungeon level %d.", command_arg);
1350 if (autosave_l) do_cmd_save_game(TRUE);
1353 current_floor_ptr->dun_level = command_arg;
1355 prepare_change_floor_mode(CFM_RAND_PLACE);
1357 if (!current_floor_ptr->dun_level) p_ptr->dungeon_idx = 0;
1358 p_ptr->inside_arena = FALSE;
1359 p_ptr->wild_mode = FALSE;
1361 leave_quest_check();
1363 if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);
1365 p_ptr->inside_quest = 0;
1368 /* Prevent energy_need from being too lower than 0 */
1369 p_ptr->energy_need = 0;
1372 * Clear all saved floors
1373 * and create a first saved floor
1375 prepare_change_floor_mode(CFM_FIRST_FLOOR);
1376 p_ptr->leaving = TRUE;
1381 * @brief 全ベースアイテムを鑑定済みにする /
1382 * Become aware of a lot of objects
1385 static void do_cmd_wiz_learn(void)
1392 /* Scan every object */
1393 for (i = 1; i < max_k_idx; i++)
1395 object_kind *k_ptr = &k_info[i];
1397 /* Induce awareness */
1398 if (k_ptr->level <= command_arg)
1401 object_prep(q_ptr, i);
1402 object_aware(q_ptr);
1409 * @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 /
1410 * Summon some creatures
1414 static void do_cmd_wiz_summon(int num)
1417 for (i = 0; i < num; i++)
1419 (void)summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE), '\0');
1426 * @brief モンスターを種族IDを指定して敵対的に召喚する /
1427 * Summon a creature of the specified type
1428 * @param r_idx モンスター種族ID
1431 * This function is rather dangerous
1433 static void do_cmd_wiz_named(MONRACE_IDX r_idx)
1435 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1440 * @brief モンスターを種族IDを指定してペット召喚する /
1441 * Summon a creature of the specified type
1442 * @param r_idx モンスター種族ID
1445 * This function is rather dangerous
1447 static void do_cmd_wiz_named_friendly(MONRACE_IDX r_idx)
1449 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP | PM_FORCE_PET));
1455 * @brief プレイヤー近辺の全モンスターを消去する /
1456 * Hack -- Delete all nearby monsters
1459 static void do_cmd_wiz_zap(void)
1463 /* Genocide everyone nearby */
1464 for (i = 1; i < m_max; i++)
1466 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1467 if (!monster_is_valid(m_ptr)) continue;
1469 /* Skip the mount */
1470 if (i == p_ptr->riding) continue;
1472 /* Delete nearby monsters */
1473 if (m_ptr->cdis <= MAX_SIGHT)
1475 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1477 GAME_TEXT m_name[MAX_NLEN];
1479 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1480 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1483 delete_monster_idx(i);
1490 * @brief フロアに存在する全モンスターを消去する /
1491 * Hack -- Delete all monsters
1494 static void do_cmd_wiz_zap_all(void)
1498 /* Genocide everyone */
1499 for (i = 1; i < m_max; i++)
1501 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1502 if (!monster_is_valid(m_ptr)) continue;
1504 /* Skip the mount */
1505 if (i == p_ptr->riding) continue;
1507 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1509 GAME_TEXT m_name[MAX_NLEN];
1511 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1512 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1515 /* Delete this monster */
1516 delete_monster_idx(i);
1522 * @brief 指定された地点の地形IDを変更する /
1523 * Create desired feature
1526 static void do_cmd_wiz_create_feature(void)
1528 static int prev_feat = 0;
1529 static int prev_mimic = 0;
1531 feature_type *f_ptr;
1533 IDX tmp_feat, tmp_mimic;
1536 if (!tgt_pt(&x, &y)) return;
1538 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1541 sprintf(tmp_val, "%d", prev_feat);
1544 if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
1547 tmp_feat = (IDX)atoi(tmp_val);
1548 if (tmp_feat < 0) tmp_feat = 0;
1549 else if (tmp_feat >= max_f_idx) tmp_feat = max_f_idx - 1;
1552 sprintf(tmp_val, "%d", prev_mimic);
1555 if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3)) return;
1558 tmp_mimic = (IDX)atoi(tmp_val);
1559 if (tmp_mimic < 0) tmp_mimic = 0;
1560 else if (tmp_mimic >= max_f_idx) tmp_mimic = max_f_idx - 1;
1562 cave_set_feat(y, x, tmp_feat);
1563 g_ptr->mimic = (s16b)tmp_mimic;
1565 f_ptr = &f_info[get_feat_mimic(g_ptr)];
1567 if (have_flag(f_ptr->flags, FF_GLYPH) ||
1568 have_flag(f_ptr->flags, FF_MINOR_GLYPH))
1569 g_ptr->info |= (CAVE_OBJECT);
1570 else if (have_flag(f_ptr->flags, FF_MIRROR))
1571 g_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
1575 p_ptr->update |= (PU_FLOW);
1577 prev_feat = tmp_feat;
1578 prev_mimic = tmp_mimic;
1583 #define NUM_O_BIT 32
1586 * @brief 現在のオプション設定をダンプ出力する /
1587 * Hack -- Dump option bits usage
1590 static void do_cmd_dump_options(void)
1597 /* Build the filename */
1598 path_build(buf, sizeof buf, ANGBAND_DIR_USER, "opt_info.txt");
1600 /* File type is "TEXT" */
1601 FILE_TYPE(FILE_TYPE_TEXT);
1604 fff = my_fopen(buf, "a");
1608 msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), buf);
1613 /* Allocate the "exist" array (2-dimension) */
1614 C_MAKE(exist, NUM_O_SET, int *);
1615 C_MAKE(*exist, NUM_O_BIT * NUM_O_SET, int);
1616 for (i = 1; i < NUM_O_SET; i++) exist[i] = *exist + i * NUM_O_BIT;
1618 /* Check for exist option bits */
1619 for (i = 0; option_info[i].o_desc; i++)
1621 const option_type *ot_ptr = &option_info[i];
1622 if (ot_ptr->o_var) exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
1625 fprintf(fff, "[Option bits usage on Hengband %d.%d.%d]\n\n",
1626 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1628 fputs("Set - Bit (Page) Option Name\n", fff);
1629 fputs("------------------------------------------------\n", fff);
1630 /* Dump option bits usage */
1631 for (i = 0; i < NUM_O_SET; i++)
1633 for (j = 0; j < NUM_O_BIT; j++)
1637 const option_type *ot_ptr = &option_info[exist[i][j] - 1];
1638 fprintf(fff, " %d - %02d (%4d) %s\n",
1639 i, j, ot_ptr->o_page, ot_ptr->o_text);
1643 fprintf(fff, " %d - %02d\n", i, j);
1649 /* Free the "exist" array (2-dimension) */
1650 C_KILL(*exist, NUM_O_BIT * NUM_O_SET, int);
1651 C_KILL(exist, NUM_O_SET, int *);
1654 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);
1658 #ifdef ALLOW_SPOILERS
1663 extern void do_cmd_spoilers(void);
1665 #endif /* ALLOW_SPOILERS */
1670 * Hack -- declare external function
1672 extern void do_cmd_debug(void);
1677 * @brief デバッグコマンドを選択する処理のメインルーチン /
1678 * Ask for and parse a "debug command"
1679 * The "command_arg" may have been set.
1682 void do_cmd_debug(void)
1687 /* Get a "debug command" */
1688 get_com("Debug Command: ", &cmd, FALSE);
1690 /* Analyze the command */
1700 #ifdef ALLOW_SPOILERS
1702 /* Hack -- Generate Spoilers */
1707 #endif /* ALLOW_SPOILERS */
1714 /* Cure all maladies */
1716 do_cmd_wiz_cure_all();
1719 /* Know alignment */
1721 msg_format("Your alignment is %d.", p_ptr->align);
1724 /* Teleport to target */
1730 update_gambling_monsters();
1733 /* Create any object */
1738 /* Create a named artifact */
1740 wiz_create_named_art();
1743 /* Detect everything */
1745 detect_all(DETECT_RAD_ALL * 3);
1748 /* Dimension_door */
1750 wiz_dimension_door();
1753 /* Edit character */
1755 do_cmd_wiz_change();
1758 /* Blue Mage Only */
1760 if (p_ptr->pclass == CLASS_BLUE_MAGE)
1762 do_cmd_wiz_blue_mage();
1766 /* View item info */
1768 identify_fully(FALSE);
1771 /* Create desired feature */
1773 do_cmd_wiz_create_feature();
1778 if (command_arg <= 0) command_arg = 1;
1779 acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE);
1782 /* Hitpoint rerating */
1784 roll_hitdice(p_ptr, SPOP_DISPLAY_MES | SPOP_DEBUG);
1788 do_cmd_summon_horde();
1793 (void)ident_spell(FALSE);
1796 /* Go up or down in the dungeon */
1801 /* Self-Knowledge */
1806 /* Learn about objects */
1813 map_area(DETECT_RAD_ALL * 3);
1818 (void)gain_mutation(p_ptr, command_arg);
1823 (void)do_cmd_wiz_reset_class();
1826 /* Specific reward */
1828 (void)gain_level_reward(command_arg);
1831 /* Summon _friendly_ named monster */
1833 do_cmd_wiz_named_friendly(command_arg);
1836 /* Summon Named Monster */
1838 do_cmd_wiz_named(command_arg);
1841 /* Dump option bits usage */
1843 do_cmd_dump_options();
1846 /* Object playing routines */
1853 teleport_player(10, 0L);
1862 sprintf(ppp, "QuestID (0-%d):", max_q_idx - 1);
1863 sprintf(tmp_val, "%d", 0);
1865 if (!get_string(ppp, tmp_val, 3)) return;
1866 tmp_int = atoi(tmp_val);
1868 if(tmp_int < 0) break;
1869 if(tmp_int >= max_q_idx) break;
1871 p_ptr->inside_quest = (QUEST_IDX)tmp_int;
1872 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
1873 quest[tmp_int].status = QUEST_STATUS_TAKEN;
1874 p_ptr->inside_quest = 0;
1878 /* Complete a Quest -KMW- */
1880 if(p_ptr->inside_quest)
1882 if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
1884 complete_quest(p_ptr->inside_quest);
1890 msg_print("No current quest");
1895 /* Make every dungeon square "known" to test streamers -KMW- */
1897 for (y = 0; y < current_floor_ptr->height; y++)
1899 for (x = 0; x < current_floor_ptr->width; x++)
1901 current_floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1907 /* Summon Random Monster(s) */
1909 if (command_arg <= 0) command_arg = 1;
1910 do_cmd_wiz_summon(command_arg);
1913 /* Special(Random Artifact) Objects */
1915 if (command_arg <= 0) command_arg = 1;
1916 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE);
1921 teleport_player(100, 0L);
1924 /* Game Time Setting */
1930 /* Very Good Objects */
1932 if (command_arg <= 0) command_arg = 1;
1933 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE);
1936 /* Wizard Light the Level */
1938 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
1941 /* Increase Experience */
1943 gain_exp(command_arg ? command_arg : (p_ptr->exp + 1));
1946 /* Zap Monsters (Genocide) */
1951 /* Zap Monsters (Omnicide) */
1953 do_cmd_wiz_zap_all();
1956 /* Hack -- whatever I desire */
1961 /* For temporary test. */
1965 for(i = INVEN_TOTAL - 1; i >= 0; i--)
1967 if(inventory[i].k_idx) inven_drop(i, 999);
1974 do_cmd_wiz_reset_class();
1977 /* Not a Wizard Command */
1979 msg_print("That is not a valid debug command.");
1984 void cheat_death(player_type *creature_ptr)
1986 /* Mark social class, reset age, if needed */
1987 if (creature_ptr->sc) creature_ptr->sc = creature_ptr->age = 0;
1990 creature_ptr->age++;
1993 creature_ptr->noscore |= 0x0001;
1995 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."));
1998 (void)life_stream(FALSE, FALSE);
2000 if (creature_ptr->pclass == CLASS_MAGIC_EATER)
2003 for (magic_idx = 0; magic_idx < EATER_EXT * 2; magic_idx++)
2005 creature_ptr->magic_num1[magic_idx] = creature_ptr->magic_num2[magic_idx] * EATER_CHARGE;
2007 for (; magic_idx < EATER_EXT * 3; magic_idx++)
2009 creature_ptr->magic_num1[magic_idx] = 0;
2013 /* Restore spell points */
2014 creature_ptr->csp = creature_ptr->msp;
2015 creature_ptr->csp_frac = 0;
2017 /* Hack -- cancel recall */
2018 if (creature_ptr->word_recall)
2020 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
2023 /* Hack -- Prevent recall */
2024 creature_ptr->word_recall = 0;
2025 creature_ptr->redraw |= (PR_STATUS);
2028 /* Hack -- cancel alter */
2029 if (creature_ptr->alter_reality)
2031 /* Hack -- Prevent alter */
2032 creature_ptr->alter_reality = 0;
2033 creature_ptr->redraw |= (PR_STATUS);
2036 /* Note cause of death */
2037 (void)strcpy(creature_ptr->died_from, _("死の欺き", "Cheating death"));
2040 creature_ptr->is_dead = FALSE;
2042 /* Hack -- Prevent starvation */
2043 (void)set_food(PY_FOOD_MAX - 1);
2045 current_floor_ptr->dun_level = 0;
2046 creature_ptr->inside_arena = FALSE;
2047 creature_ptr->inside_battle = FALSE;
2049 creature_ptr->inside_quest = 0;
2050 if (p_ptr->dungeon_idx) creature_ptr->recall_dungeon = p_ptr->dungeon_idx;
2051 p_ptr->dungeon_idx = 0;
2052 if (lite_town || vanilla_town)
2054 creature_ptr->wilderness_y = 1;
2055 creature_ptr->wilderness_x = 1;
2058 creature_ptr->oldpy = 10;
2059 creature_ptr->oldpx = 34;
2063 creature_ptr->oldpy = 33;
2064 creature_ptr->oldpx = 131;
2069 creature_ptr->wilderness_y = 48;
2070 creature_ptr->wilderness_x = 5;
2071 creature_ptr->oldpy = 33;
2072 creature_ptr->oldpx = 131;
2074 creature_ptr->wild_mode = FALSE;
2075 creature_ptr->leaving = TRUE;
2077 do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
2081 /* Prepare next floor */