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"
39 * @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
40 * @return 実際にテレポートを行ったらTRUEを返す
42 static bool wiz_dimension_door(void)
44 POSITION x = 0, y = 0;
45 if (!tgt_pt(&x, &y)) return FALSE;
46 teleport_player_to(y, x, TELEPORT_NONMAGICAL);
51 * @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
54 static void wiz_create_named_art(void)
56 char tmp_val[10] = "";
60 if (!get_string("Artifact ID:", tmp_val, 3)) return;
63 a_idx = (ARTIFACT_IDX)atoi(tmp_val);
64 if(a_idx < 0) a_idx = 0;
65 if(a_idx >= max_a_idx) a_idx = 0;
67 (void)create_named_art(a_idx, p_ptr->y, p_ptr->x);
70 msg_print("Allocated.");
74 * @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
77 static void do_cmd_summon_horde(void)
79 POSITION wy = p_ptr->y, wx = p_ptr->x;
84 scatter(&wy, &wx, p_ptr->y, p_ptr->x, 3, 0);
85 if (cave_empty_bold(wy, wx)) break;
88 (void)alloc_horde(wy, wx);
92 * @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.
95 static void prt_binary(BIT_FLAGS flags, int row, int col)
101 for (i = bitmask = 1; i <= 32; i++, bitmask *= 2)
106 Term_putch(col++, row, TERM_BLUE, '*');
109 /* Dump unset bits */
112 Term_putch(col++, row, TERM_WHITE, '-');
118 #define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
121 * @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.
122 * @param tval ベースアイテムの大項目ID
123 * @param sval ベースアイテムの小項目ID
128 static void prt_alloc(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval, TERM_LEN row, TERM_LEN col)
132 u32b rarity[K_MAX_DEPTH];
133 u32b total[K_MAX_DEPTH];
135 concptr r = "+---Rate---+";
140 alloc_entry *table = alloc_kind_table;
142 /* Wipe the tables */
143 (void)C_WIPE(rarity, K_MAX_DEPTH, u32b);
144 (void)C_WIPE(total, K_MAX_DEPTH, u32b);
145 (void)C_WIPE(display, 22, s32b);
147 /* Scan all entries */
148 for (i = 0; i < K_MAX_DEPTH; i++)
151 for (j = 0; j < alloc_kind_size; j++)
155 if (table[j].level <= i)
157 prob = table[j].prob1 * GREAT_OBJ * K_MAX_DEPTH;
159 else if (table[j].level - 1 > 0)
161 prob = table[j].prob1 * i * K_MAX_DEPTH / (table[j].level - 1);
164 /* Acquire this kind */
165 k_ptr = &k_info[table[j].index];
167 /* Accumulate probabilities */
168 total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
169 total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
171 /* Accumulate probabilities */
172 if ((k_ptr->tval == tval) && (k_ptr->sval == sval))
175 rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
178 total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
181 /* Calculate probabilities for each range */
182 for (i = 0; i < 22; i++)
184 /* Shift the values into view */
186 for (j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
187 possibility += rarity[j] * 100000 / total[j];
188 display[i] = possibility / 5;
191 /* Graph the rarities */
192 for (i = 0; i < 22; i++)
194 Term_putch(col, row + i + 1, TERM_WHITE, '|');
196 prt(format("%2dF", (i * 5)), row + i + 1, col);
200 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22))
202 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
206 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
210 /* Make it look nice */
215 * @brief プレイヤーの職業を変更する
217 * @todo 魔法領域の再選択などがまだ不完全、要実装。
219 static void do_cmd_wiz_reset_class(void)
226 sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
229 sprintf(tmp_val, "%d", p_ptr->pclass);
232 if (!get_string(ppp, tmp_val, 2)) return;
235 tmp_int = atoi(tmp_val);
238 if (tmp_int < 0 || tmp_int >= MAX_CLASS) return;
241 p_ptr->pclass = (byte_hack)tmp_int;
243 /* Redraw inscription */
244 p_ptr->window |= (PW_PLAYER);
246 /* {.} and {$} effect p_ptr->warning and TRC_TELEPORT_SELF */
247 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
254 * @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
257 static void do_cmd_wiz_bamf(void)
259 /* Must have a target */
260 if (!target_who) return;
262 /* Teleport to the target */
263 teleport_player_to(target_row, target_col, TELEPORT_NONMAGICAL);
268 * @brief プレイヤーの現能力値を調整する
269 * Aux function for "do_cmd_wiz_change()". -RAK-
272 static void do_cmd_wiz_change_aux(void)
282 /* Query the stats */
283 for (i = 0; i < A_MAX; i++)
286 sprintf(ppp, "%s (3-%d): ", stat_names[i], p_ptr->stat_max_max[i]);
289 sprintf(tmp_val, "%d", p_ptr->stat_max[i]);
292 if (!get_string(ppp, tmp_val, 3)) return;
295 tmp_int = atoi(tmp_val);
298 if (tmp_int > p_ptr->stat_max_max[i]) tmp_int = p_ptr->stat_max_max[i];
299 else if (tmp_int < 3) tmp_int = 3;
302 p_ptr->stat_cur[i] = p_ptr->stat_max[i] = (BASE_STATUS)tmp_int;
307 sprintf(tmp_val, "%d", WEAPON_EXP_MASTER);
310 if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 9)) return;
313 tmp_s16b = (s16b)atoi(tmp_val);
316 if (tmp_s16b < WEAPON_EXP_UNSKILLED) tmp_s16b = WEAPON_EXP_UNSKILLED;
317 if (tmp_s16b > WEAPON_EXP_MASTER) tmp_s16b = WEAPON_EXP_MASTER;
319 for (j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++)
321 for (i = 0;i < 64;i++)
323 p_ptr->weapon_exp[j][i] = tmp_s16b;
324 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];
328 for (j = 0; j < 10; j++)
330 p_ptr->skill_exp[j] = tmp_s16b;
331 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];
334 for (j = 0; j < 32; j++)
335 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
337 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
340 sprintf(tmp_val, "%ld", (long)(p_ptr->au));
343 if (!get_string("Gold: ", tmp_val, 9)) return;
346 tmp_long = atol(tmp_val);
349 if (tmp_long < 0) tmp_long = 0L;
352 p_ptr->au = tmp_long;
355 sprintf(tmp_val, "%ld", (long)(p_ptr->max_exp));
358 if (!get_string("Experience: ", tmp_val, 9)) return;
361 tmp_long = atol(tmp_val);
364 if (tmp_long < 0) tmp_long = 0L;
366 if (p_ptr->prace != RACE_ANDROID)
369 p_ptr->max_exp = tmp_long;
370 p_ptr->exp = tmp_long;
379 * @brief プレイヤーの現能力値を調整する(メインルーチン)
380 * Change various "permanent" player variables.
383 static void do_cmd_wiz_change(void)
386 do_cmd_wiz_change_aux();
392 * @brief アイテムの詳細ステータスを表示する /
393 * Change various "permanent" player variables.
394 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
397 * Wizard routines for creating objects -RAK-
398 * And for manipulating them! -Bernd-
400 * This has been rewritten to make the whole procedure
401 * of debugging objects much easier and more comfortable.
403 * The following functions are meant to play with objects:
404 * Create, modify, roll for them (for statistic purposes) and more.
405 * The original functions were by RAK.
406 * The function to show an item's debug information was written
407 * by David Reeve Sward <sward+@CMU.EDU>.
408 * Bernd (wiebelt@mathematik.hu-berlin.de)
410 * Here are the low-level functions
411 * - wiz_display_item()
412 * display an item's debug-info
413 * - wiz_create_itemtype()
414 * specify tval and sval (type and subtype of object)
416 * specify pval, +AC, +tohit, +todam
417 * Note that the wizard can leave this function anytime,
418 * thus accepting the default-values for the remaining values.
419 * pval comes first now, since it is most important.
420 * - wiz_reroll_item()
421 * apply some magic to the item or current_world_ptr->game_turn it into an artifact.
423 * Get some statistics about the rarity of an item:
424 * We create a lot of fake items and see if they are of the
425 * same type (tval and sval), then we compare pval and +AC.
426 * If the fake-item is better or equal it is counted.
427 * Note that cursed items that are better or equal (absolute values)
429 * HINT: This is *very* useful for balancing the game!
430 * - wiz_quantity_item()
431 * change the quantity of an item, but be sane about it.
433 * And now the high-level functions
434 * - do_cmd_wiz_play()
435 * play with an existing object
436 * - wiz_create_item()
437 * create a new object
439 * Note -- You do not have to specify "pval" and other item-properties
440 * directly. Just apply magic until you are satisfied with the item.
442 * Note -- For some items (such as wands, staffs, some rings, etc), you
443 * must apply magic, or you will get "broken" or "uncharged" objects.
445 * Note -- Redefining artifacts via "do_cmd_wiz_play()" may destroy
446 * the artifact. Be careful.
448 * Hack -- this function will allow you to create multiple artifacts.
449 * This "feature" may induce crashes or other nasty effects.
450 * Just display an item's properties (debug-info)
451 * Originally by David Reeve Sward <sward+@CMU.EDU>
452 * Verbose item flags by -Bernd-
454 static void wiz_display_item(object_type *o_ptr)
457 BIT_FLAGS flgs[TR_FLAG_SIZE];
459 object_flags(o_ptr, flgs);
461 /* Clear the screen */
462 for (i = 1; i <= 23; i++) prt("", i, j - 2);
464 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
467 object_desc(buf, o_ptr, OD_STORE);
471 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d",
472 o_ptr->k_idx, k_info[o_ptr->k_idx].level,
473 o_ptr->tval, o_ptr->sval), 4, j);
475 prt(format("number = %-3d wgt = %-6d ac = %-5d damage = %dd%d",
476 o_ptr->number, o_ptr->weight,
477 o_ptr->ac, o_ptr->dd, o_ptr->ds), 5, j);
479 prt(format("pval = %-5d toac = %-5d tohit = %-4d todam = %-4d",
480 o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), 6, j);
482 prt(format("name1 = %-4d name2 = %-4d cost = %ld",
483 o_ptr->name1, o_ptr->name2, (long)object_value_real(o_ptr)), 7, j);
485 prt(format("ident = %04x xtra1 = %-4d xtra2 = %-4d timeout = %-d",
486 o_ptr->ident, o_ptr->xtra1, o_ptr->xtra2, o_ptr->timeout), 8, j);
488 prt(format("xtra3 = %-4d xtra4 = %-4d xtra5 = %-4d cursed = %-d",
489 o_ptr->xtra3, o_ptr->xtra4, o_ptr->xtra5, o_ptr->curse_flags), 9, j);
491 prt("+------------FLAGS1------------+", 10, j);
492 prt("AFFECT........SLAY........BRAND.", 11, j);
493 prt(" mf cvae xsqpaefc", 12, j);
494 prt("siwdccsossidsahanvudotgddhuoclio", 13, j);
495 prt("tnieohtctrnipttmiinmrrnrrraiierl", 14, j);
496 prt("rtsxnarelcfgdkcpmldncltggpksdced", 15, j);
497 prt_binary(flgs[0], 16, j);
499 prt("+------------FLAGS2------------+", 17, j);
500 prt("SUST....IMMUN.RESIST............", 18, j);
501 prt(" reaefctrpsaefcpfldbc sn ", 19, j);
502 prt("siwdcciaclioheatcliooeialoshtncd", 20, j);
503 prt("tnieohdsierlrfraierliatrnnnrhehi", 21, j);
504 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", 22, j);
505 prt_binary(flgs[1], 23, j);
507 prt("+------------FLAGS3------------+", 10, j+32);
508 prt("fe cnn t stdrmsiiii d ab ", 11, j+32);
509 prt("aa aoomywhs lleeieihgggg rtgl ", 12, j+32);
510 prt("uu utmacaih eielgggonnnnaaere ", 13, j+32);
511 prt("rr reanurdo vtieeehtrrrrcilas ", 14, j+32);
512 prt("aa algarnew ienpsntsaefctnevs ", 15, j+32);
513 prt_binary(flgs[2], 16, j+32);
515 prt("+------------FLAGS4------------+", 17, j+32);
516 prt("KILL....ESP......... ", 18, j+32);
517 prt("aeud tghaud tgdhegnu ", 19, j+32);
518 prt("nvneoriunneoriruvoon ", 20, j+32);
519 prt("iidmroamidmroagmionq ", 21, j+32);
520 prt("mlenclnmmenclnnnldlu ", 22, j+32);
521 prt_binary(flgs[3], 23, j+32);
526 * 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
528 typedef struct tval_desc
530 int tval; /*!< 大項目のID */
531 concptr desc; /*!< 大項目名 */
535 * 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
537 static tval_desc tvals[] =
539 { TV_SWORD, "Sword" },
540 { TV_POLEARM, "Polearm" },
541 { TV_HAFTED, "Hafted Weapon" },
543 { TV_ARROW, "Arrows" },
544 { TV_BOLT, "Bolts" },
545 { TV_SHOT, "Shots" },
546 { TV_SHIELD, "Shield" },
547 { TV_CROWN, "Crown" },
549 { TV_GLOVES, "Gloves" },
550 { TV_BOOTS, "Boots" },
551 { TV_CLOAK, "Cloak" },
552 { TV_DRAG_ARMOR, "Dragon Scale Mail" },
553 { TV_HARD_ARMOR, "Hard Armor" },
554 { TV_SOFT_ARMOR, "Soft Armor" },
556 { TV_AMULET, "Amulet" },
558 { TV_POTION, "Potion" },
559 { TV_SCROLL, "Scroll" },
561 { TV_STAFF, "Staff" },
563 { TV_LIFE_BOOK, "Life Spellbook" },
564 { TV_SORCERY_BOOK, "Sorcery Spellbook" },
565 { TV_NATURE_BOOK, "Nature Spellbook" },
566 { TV_CHAOS_BOOK, "Chaos Spellbook" },
567 { TV_DEATH_BOOK, "Death Spellbook" },
568 { TV_TRUMP_BOOK, "Trump Spellbook" },
569 { TV_ARCANE_BOOK, "Arcane Spellbook" },
570 { TV_CRAFT_BOOK, "Craft Spellbook"},
571 { TV_DAEMON_BOOK, "Daemon Spellbook"},
572 { TV_CRUSADE_BOOK, "Crusade Spellbook"},
573 { TV_MUSIC_BOOK, "Music Spellbook" },
574 { TV_HISSATSU_BOOK, "Book of Kendo" },
575 { TV_HEX_BOOK, "Hex Spellbook" },
576 { TV_PARCHMENT, "Parchment" },
577 { TV_WHISTLE, "Whistle" },
578 { TV_SPIKE, "Spikes" },
579 { TV_DIGGING, "Digger" },
580 { TV_CHEST, "Chest" },
581 { TV_CAPTURE, "Capture Ball" },
582 { TV_CARD, "Express Card" },
583 { TV_FIGURINE, "Magical Figurine" },
584 { TV_STATUE, "Statue" },
585 { TV_CORPSE, "Corpse" },
587 { TV_FLASK, "Flask" },
589 { TV_SKELETON, "Skeleton" },
595 * @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
596 * @param buf ベースアイテム格納先の参照ポインタ
597 * @param k_idx ベースアイテムID
600 void strip_name(char *buf, KIND_OBJECT_IDX k_idx)
604 object_kind *k_ptr = &k_info[k_idx];
606 concptr str = (k_name + k_ptr->name);
609 /* Skip past leading characters */
610 while ((*str == ' ') || (*str == '&')) str++;
612 /* Copy useful chars */
613 for (t = buf; *str; str++)
616 if (iskanji(*str)) {*t++ = *str++; *t++ = *str; continue;}
618 if (*str != '~') *t++ = *str;
621 /* Terminate the new name */
627 * @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 /
628 * Specify tval and sval (type and subtype of object) originally
631 * by RAK, heavily modified by -Bernd-
632 * This function returns the k_idx of an object type, or zero if failed
633 * List up to 50 choices in three columns
635 static KIND_OBJECT_IDX wiz_create_itemtype(void)
640 OBJECT_TYPE_VALUE tval;
645 KIND_OBJECT_IDX choice[80];
651 /* Print all tval's and their descriptions */
652 for (num = 0; (num < 80) && tvals[num].tval; num++)
654 row = 2 + (num % 20);
655 col = 20 * (num / 20);
657 prt(format("[%c] %s", ch, tvals[num].desc), row, col);
660 /* Me need to know the maximal possible tval_index */
664 if (!get_com("Get what type of object? ", &ch, FALSE)) return (0);
667 for (num = 0; num < max_num; num++)
669 if (listsym[num] == ch) break;
672 /* Bail out if choice is illegal */
673 if ((num < 0) || (num >= max_num)) return (0);
675 /* Base object type chosen, fill in tval */
676 tval = tvals[num].tval;
677 tval_desc = tvals[num].desc;
680 /*** And now we go for k_idx ***/
683 /* We have to search the whole itemlist. */
684 for (num = 0, i = 1; (num < 80) && (i < max_k_idx); i++)
686 object_kind *k_ptr = &k_info[i];
688 /* Analyze matching items */
689 if (k_ptr->tval == tval)
692 row = 2 + (num % 20);
693 col = 20 * (num / 20);
697 /* Acquire the "name" of object "i" */
701 prt(format("[%c] %s", ch, buf), row, col);
703 /* Remember the object index */
708 /* Me need to know the maximal possible remembered object_index */
712 if (!get_com(format("What Kind of %s? ", tval_desc), &ch, FALSE)) return (0);
715 for (num = 0; num < max_num; num++)
717 if (listsym[num] == ch) break;
720 /* Bail out if choice is "illegal" */
721 if ((num < 0) || (num >= max_num)) return (0);
723 /* And return successful */
724 return (choice[num]);
729 * @briefアイテムの基礎能力値を調整する / Tweak an item
730 * @param o_ptr 調整するアイテムの参照ポインタ
733 static void wiz_tweak_item(object_type *o_ptr)
738 if (object_is_artifact(o_ptr)) return;
740 p = "Enter new 'pval' setting: ";
741 sprintf(tmp_val, "%d", o_ptr->pval);
742 if (!get_string(p, tmp_val, 5)) return;
743 o_ptr->pval = (s16b)atoi(tmp_val);
744 wiz_display_item(o_ptr);
746 p = "Enter new 'to_a' setting: ";
747 sprintf(tmp_val, "%d", o_ptr->to_a);
748 if (!get_string(p, tmp_val, 5)) return;
749 o_ptr->to_a = (s16b)atoi(tmp_val);
750 wiz_display_item(o_ptr);
752 p = "Enter new 'to_h' setting: ";
753 sprintf(tmp_val, "%d", o_ptr->to_h);
754 if (!get_string(p, tmp_val, 5)) return;
755 o_ptr->to_h = (s16b)atoi(tmp_val);
756 wiz_display_item(o_ptr);
758 p = "Enter new 'to_d' setting: ";
759 sprintf(tmp_val, "%d", (int)o_ptr->to_d);
760 if (!get_string(p, tmp_val, 5)) return;
761 o_ptr->to_d = (s16b)atoi(tmp_val);
762 wiz_display_item(o_ptr);
767 * @brief アイテムの質を選択して再生成する /
768 * Apply magic to an item or current_world_ptr->game_turn it into an artifact. -Bernd-
769 * @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
772 static void wiz_reroll_item(object_type *o_ptr)
777 bool changed = FALSE;
779 if (object_is_artifact(o_ptr)) return;
782 object_copy(q_ptr, o_ptr);
784 /* Main loop. Ask for magification and artifactification */
787 /* Display full item debug information */
788 wiz_display_item(q_ptr);
790 /* Ask wizard what to do. */
791 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, FALSE))
793 /* Preserve wizard-generated artifacts */
794 if (object_is_fixed_artifact(q_ptr))
796 a_info[q_ptr->name1].cur_num = 0;
804 /* Create/change it! */
805 if (ch == 'A' || ch == 'a')
811 /* Preserve wizard-generated artifacts */
812 if (object_is_fixed_artifact(q_ptr))
814 a_info[q_ptr->name1].cur_num = 0;
820 /* Apply bad magic, but first clear object */
823 object_prep(q_ptr, o_ptr->k_idx);
824 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
827 /* Apply bad magic, but first clear object */
830 object_prep(q_ptr, o_ptr->k_idx);
831 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
834 /* Apply normal magic, but first clear object */
837 object_prep(q_ptr, o_ptr->k_idx);
838 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART);
841 /* Apply good magic, but first clear object */
844 object_prep(q_ptr, o_ptr->k_idx);
845 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD);
848 /* Apply great magic, but first clear object */
851 object_prep(q_ptr, o_ptr->k_idx);
852 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT);
855 /* Apply special magic, but first clear object */
858 object_prep(q_ptr, o_ptr->k_idx);
859 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
861 /* Failed to create artifact; make a random one */
862 if (!object_is_artifact(q_ptr)) create_artifact(q_ptr, FALSE);
866 q_ptr->iy = o_ptr->iy;
867 q_ptr->ix = o_ptr->ix;
868 q_ptr->next_o_idx = o_ptr->next_o_idx;
869 q_ptr->marked = o_ptr->marked;
875 object_copy(o_ptr, q_ptr);
876 p_ptr->update |= (PU_BONUS);
877 p_ptr->update |= (PU_COMBINE | PU_REORDER);
878 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
885 * @brief 検査対象のアイテムを基準とした生成テストを行う /
886 * Try to create an item again. Output some statistics. -Bernd-
887 * @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
889 * The statistics are correct now. We acquire a clean grid, and then
890 * repeatedly place an object in this grid, copying it into an item
891 * holder, and then deleting the object. We fiddle with the artifact
892 * counter flags to prevent weirdness. We use the items to collect
893 * statistics on item creation relative to the initial item.
895 static void wiz_statistics(object_type *o_ptr)
897 u32b i, matches, better, worse, other, correct;
899 u32b test_roll = 1000000;
909 concptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
911 concptr p = "Enter number of items to roll: ";
915 /* Mega-Hack -- allow multiple artifacts */
916 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;
922 concptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
925 wiz_display_item(o_ptr);
928 if (!get_com(pmt, &ch, FALSE)) break;
930 if (ch == 'n' || ch == 'N')
935 else if (ch == 'g' || ch == 'G')
940 else if (ch == 'e' || ch == 'E')
942 mode = AM_GOOD | AM_GREAT;
943 quality = "excellent";
950 sprintf(tmp_val, "%ld", (long int)test_roll);
951 if (get_string(p, tmp_val, 10)) test_roll = atol(tmp_val);
952 test_roll = MAX(1, test_roll);
954 /* Let us know what we are doing */
955 msg_format("Creating a lot of %s items. Base level = %d.",
956 quality, current_floor_ptr->dun_level);
959 /* Set counters to zero */
960 correct = matches = better = worse = other = 0;
962 /* Let's rock and roll */
963 for (i = 0; i <= test_roll; i++)
965 /* Output every few rolls */
966 if ((i < 100) || (i % 100 == 0))
975 break; // stop rolling
979 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
985 /* Create an object */
986 make_object(q_ptr, mode);
989 /* Mega-Hack -- allow multiple artifacts */
990 if (object_is_fixed_artifact(q_ptr)) a_info[q_ptr->name1].cur_num = 0;
993 /* Test for the same tval and sval. */
994 if ((o_ptr->tval) != (q_ptr->tval)) continue;
995 if ((o_ptr->sval) != (q_ptr->sval)) continue;
997 /* One more correct item */
1000 /* Check for match */
1001 if ((q_ptr->pval == o_ptr->pval) &&
1002 (q_ptr->to_a == o_ptr->to_a) &&
1003 (q_ptr->to_h == o_ptr->to_h) &&
1004 (q_ptr->to_d == o_ptr->to_d) &&
1005 (q_ptr->name1 == o_ptr->name1))
1010 /* Check for better */
1011 else if ((q_ptr->pval >= o_ptr->pval) &&
1012 (q_ptr->to_a >= o_ptr->to_a) &&
1013 (q_ptr->to_h >= o_ptr->to_h) &&
1014 (q_ptr->to_d >= o_ptr->to_d))
1019 /* Check for worse */
1020 else if ((q_ptr->pval <= o_ptr->pval) &&
1021 (q_ptr->to_a <= o_ptr->to_a) &&
1022 (q_ptr->to_h <= o_ptr->to_h) &&
1023 (q_ptr->to_d <= o_ptr->to_d))
1028 /* Assume different */
1036 msg_format(q, i, correct, matches, better, worse, other);
1041 /* Hack -- Normally only make a single artifact */
1042 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
1047 * @brief 検査対象のアイテムの数を変更する /
1048 * Change the quantity of a the item
1049 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
1052 static void wiz_quantity_item(object_type *o_ptr)
1054 int tmp_int, tmp_qnt;
1059 /* Never duplicate artifacts */
1060 if (object_is_artifact(o_ptr)) return;
1062 /* Store old quantity. -LM- */
1063 tmp_qnt = o_ptr->number;
1066 sprintf(tmp_val, "%d", (int)o_ptr->number);
1069 if (get_string("Quantity: ", tmp_val, 2))
1072 tmp_int = atoi(tmp_val);
1073 if (tmp_int < 1) tmp_int = 1;
1074 if (tmp_int > 99) tmp_int = 99;
1076 /* Accept modifications */
1077 o_ptr->number = (byte_hack)tmp_int;
1080 if (o_ptr->tval == TV_ROD)
1082 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
1087 * @brief 青魔導師の魔法を全て習得済みにする /
1088 * debug command for blue mage
1091 static void do_cmd_wiz_blue_mage(void)
1095 BIT_FLAGS f4 = 0L, f5 = 0L, f6 = 0L;
1097 for (j = 1; j < A_MAX; j++)
1099 set_rf_masks(&f4, &f5, &f6, j);
1101 for (i = 0; i < 32; i++)
1103 if ((0x00000001 << i) & f4) p_ptr->magic_num2[i] = 1;
1107 if ((0x00000001 << (i - 32)) & f5) p_ptr->magic_num2[i] = 1;
1111 if ((0x00000001 << (i - 64)) & f6) p_ptr->magic_num2[i] = 1;
1118 * @brief アイテム検査のメインルーチン /
1119 * Play with an item. Options include:
1122 * - Output statistics (via wiz_roll_item)<br>
1123 * - Reroll item (via wiz_reroll_item)<br>
1124 * - Change properties (via wiz_tweak_item)<br>
1125 * - Change the number of items (via wiz_quantity_item)<br>
1127 static void do_cmd_wiz_play(void)
1137 q = "Play with which object? ";
1138 s = "You have nothing to play with.";
1140 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
1144 /* The item was not changed */
1150 object_copy(q_ptr, o_ptr);
1156 /* Display the item */
1157 wiz_display_item(q_ptr);
1160 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, FALSE))
1166 if (ch == 'A' || ch == 'a')
1172 if (ch == 's' || ch == 'S')
1174 wiz_statistics(q_ptr);
1177 if (ch == 'r' || ch == 'r')
1179 wiz_reroll_item(q_ptr);
1182 if (ch == 't' || ch == 'T')
1184 wiz_tweak_item(q_ptr);
1187 if (ch == 'q' || ch == 'Q')
1189 wiz_quantity_item(q_ptr);
1199 msg_print("Changes accepted.");
1201 /* Recalcurate object's weight */
1204 p_ptr->total_weight += (q_ptr->weight * q_ptr->number)
1205 - (o_ptr->weight * o_ptr->number);
1209 object_copy(o_ptr, q_ptr);
1211 p_ptr->update |= (PU_BONUS);
1212 p_ptr->update |= (PU_COMBINE | PU_REORDER);
1214 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1220 msg_print("Changes ignored.");
1226 * @brief 任意のベースアイテム生成のメインルーチン /
1227 * Wizard routine for creating objects -RAK-
1230 * Heavily modified to allow magification and artifactification -Bernd-
1232 * Note that wizards cannot create objects on top of other objects.
1234 * Hack -- this routine always makes a "dungeon object", and applies
1235 * magic to it, and attempts to decline cursed items.
1237 static void wiz_create_item(void)
1245 /* Get object base type */
1246 k_idx = wiz_create_itemtype();
1250 /* Return if failed */
1253 if (k_info[k_idx].gen_flags & TRG_INSTA_ART)
1258 for (i = 1; i < max_a_idx; i++)
1260 /* Ignore incorrect tval */
1261 if (a_info[i].tval != k_info[k_idx].tval) continue;
1263 /* Ignore incorrect sval */
1264 if (a_info[i].sval != k_info[k_idx].sval) continue;
1266 /* Create this artifact */
1267 (void)create_named_art(i, p_ptr->y, p_ptr->x);
1270 msg_print("Allocated(INSTA_ART).");
1276 object_prep(q_ptr, k_idx);
1278 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART);
1280 /* Drop the object from heaven */
1281 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1284 msg_print("Allocated.");
1289 * @brief プレイヤーを完全回復する /
1290 * Cure everything instantly
1293 static void do_cmd_wiz_cure_all(void)
1295 (void)life_stream(FALSE, FALSE);
1296 (void)restore_mana(TRUE);
1297 (void)set_food(PY_FOOD_MAX - 1);
1302 * @brief 任意のダンジョン及び階層に飛ぶ /
1306 static void do_cmd_wiz_jump(void)
1309 if (command_arg <= 0)
1313 DUNGEON_IDX tmp_dungeon_type;
1316 sprintf(ppp, "Jump which dungeon : ");
1319 sprintf(tmp_val, "%d", p_ptr->dungeon_idx);
1321 /* Ask for a level */
1322 if (!get_string(ppp, tmp_val, 2)) return;
1324 tmp_dungeon_type = (DUNGEON_IDX)atoi(tmp_val);
1325 if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > max_d_idx)) tmp_dungeon_type = DUNGEON_ANGBAND;
1328 sprintf(ppp, "Jump to level (0, %d-%d): ",
1329 (int)d_info[tmp_dungeon_type].mindepth, (int)d_info[tmp_dungeon_type].maxdepth);
1332 sprintf(tmp_val, "%d", (int)current_floor_ptr->dun_level);
1334 /* Ask for a level */
1335 if (!get_string(ppp, tmp_val, 10)) return;
1337 /* Extract request */
1338 command_arg = (COMMAND_ARG)atoi(tmp_val);
1340 p_ptr->dungeon_idx = tmp_dungeon_type;
1342 if (command_arg < d_info[p_ptr->dungeon_idx].mindepth) command_arg = 0;
1343 if (command_arg > d_info[p_ptr->dungeon_idx].maxdepth) command_arg = (COMMAND_ARG)d_info[p_ptr->dungeon_idx].maxdepth;
1345 /* Accept request */
1346 msg_format("You jump to dungeon level %d.", command_arg);
1348 if (autosave_l) do_cmd_save_game(TRUE);
1351 current_floor_ptr->dun_level = command_arg;
1353 prepare_change_floor_mode(CFM_RAND_PLACE);
1355 if (!current_floor_ptr->dun_level) p_ptr->dungeon_idx = 0;
1356 p_ptr->inside_arena = FALSE;
1357 p_ptr->wild_mode = FALSE;
1359 leave_quest_check();
1361 if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);
1363 p_ptr->inside_quest = 0;
1366 /* Prevent energy_need from being too lower than 0 */
1367 p_ptr->energy_need = 0;
1370 * Clear all saved floors
1371 * and create a first saved floor
1373 prepare_change_floor_mode(CFM_FIRST_FLOOR);
1374 p_ptr->leaving = TRUE;
1379 * @brief 全ベースアイテムを鑑定済みにする /
1380 * Become aware of a lot of objects
1383 static void do_cmd_wiz_learn(void)
1390 /* Scan every object */
1391 for (i = 1; i < max_k_idx; i++)
1393 object_kind *k_ptr = &k_info[i];
1395 /* Induce awareness */
1396 if (k_ptr->level <= command_arg)
1399 object_prep(q_ptr, i);
1400 object_aware(q_ptr);
1407 * @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 /
1408 * Summon some creatures
1412 static void do_cmd_wiz_summon(int num)
1415 for (i = 0; i < num; i++)
1417 (void)summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE), '\0');
1424 * @brief モンスターを種族IDを指定して敵対的に召喚する /
1425 * Summon a creature of the specified type
1426 * @param r_idx モンスター種族ID
1429 * This function is rather dangerous
1431 static void do_cmd_wiz_named(MONRACE_IDX r_idx)
1433 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1438 * @brief モンスターを種族IDを指定してペット召喚する /
1439 * Summon a creature of the specified type
1440 * @param r_idx モンスター種族ID
1443 * This function is rather dangerous
1445 static void do_cmd_wiz_named_friendly(MONRACE_IDX r_idx)
1447 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP | PM_FORCE_PET));
1453 * @brief プレイヤー近辺の全モンスターを消去する /
1454 * Hack -- Delete all nearby monsters
1457 static void do_cmd_wiz_zap(void)
1461 /* Genocide everyone nearby */
1462 for (i = 1; i < m_max; i++)
1464 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1465 if (!monster_is_valid(m_ptr)) continue;
1467 /* Skip the mount */
1468 if (i == p_ptr->riding) continue;
1470 /* Delete nearby monsters */
1471 if (m_ptr->cdis <= MAX_SIGHT)
1473 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1475 GAME_TEXT m_name[MAX_NLEN];
1477 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1478 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1481 delete_monster_idx(i);
1488 * @brief フロアに存在する全モンスターを消去する /
1489 * Hack -- Delete all monsters
1492 static void do_cmd_wiz_zap_all(void)
1496 /* Genocide everyone */
1497 for (i = 1; i < m_max; i++)
1499 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1500 if (!monster_is_valid(m_ptr)) continue;
1502 /* Skip the mount */
1503 if (i == p_ptr->riding) continue;
1505 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1507 GAME_TEXT m_name[MAX_NLEN];
1509 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1510 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1513 /* Delete this monster */
1514 delete_monster_idx(i);
1520 * @brief 指定された地点の地形IDを変更する /
1521 * Create desired feature
1524 static void do_cmd_wiz_create_feature(void)
1526 static int prev_feat = 0;
1527 static int prev_mimic = 0;
1529 feature_type *f_ptr;
1531 IDX tmp_feat, tmp_mimic;
1534 if (!tgt_pt(&x, &y)) return;
1536 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1539 sprintf(tmp_val, "%d", prev_feat);
1542 if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
1545 tmp_feat = (IDX)atoi(tmp_val);
1546 if (tmp_feat < 0) tmp_feat = 0;
1547 else if (tmp_feat >= max_f_idx) tmp_feat = max_f_idx - 1;
1550 sprintf(tmp_val, "%d", prev_mimic);
1553 if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3)) return;
1556 tmp_mimic = (IDX)atoi(tmp_val);
1557 if (tmp_mimic < 0) tmp_mimic = 0;
1558 else if (tmp_mimic >= max_f_idx) tmp_mimic = max_f_idx - 1;
1560 cave_set_feat(y, x, tmp_feat);
1561 g_ptr->mimic = (s16b)tmp_mimic;
1563 f_ptr = &f_info[get_feat_mimic(g_ptr)];
1565 if (have_flag(f_ptr->flags, FF_GLYPH) ||
1566 have_flag(f_ptr->flags, FF_MINOR_GLYPH))
1567 g_ptr->info |= (CAVE_OBJECT);
1568 else if (have_flag(f_ptr->flags, FF_MIRROR))
1569 g_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
1573 p_ptr->update |= (PU_FLOW);
1575 prev_feat = tmp_feat;
1576 prev_mimic = tmp_mimic;
1581 #define NUM_O_BIT 32
1584 * @brief 現在のオプション設定をダンプ出力する /
1585 * Hack -- Dump option bits usage
1588 static void do_cmd_dump_options(void)
1595 /* Build the filename */
1596 path_build(buf, sizeof buf, ANGBAND_DIR_USER, "opt_info.txt");
1598 /* File type is "TEXT" */
1599 FILE_TYPE(FILE_TYPE_TEXT);
1602 fff = my_fopen(buf, "a");
1606 msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), buf);
1611 /* Allocate the "exist" array (2-dimension) */
1612 C_MAKE(exist, NUM_O_SET, int *);
1613 C_MAKE(*exist, NUM_O_BIT * NUM_O_SET, int);
1614 for (i = 1; i < NUM_O_SET; i++) exist[i] = *exist + i * NUM_O_BIT;
1616 /* Check for exist option bits */
1617 for (i = 0; option_info[i].o_desc; i++)
1619 const option_type *ot_ptr = &option_info[i];
1620 if (ot_ptr->o_var) exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
1623 fprintf(fff, "[Option bits usage on Hengband %d.%d.%d]\n\n",
1624 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1626 fputs("Set - Bit (Page) Option Name\n", fff);
1627 fputs("------------------------------------------------\n", fff);
1628 /* Dump option bits usage */
1629 for (i = 0; i < NUM_O_SET; i++)
1631 for (j = 0; j < NUM_O_BIT; j++)
1635 const option_type *ot_ptr = &option_info[exist[i][j] - 1];
1636 fprintf(fff, " %d - %02d (%4d) %s\n",
1637 i, j, ot_ptr->o_page, ot_ptr->o_text);
1641 fprintf(fff, " %d - %02d\n", i, j);
1647 /* Free the "exist" array (2-dimension) */
1648 C_KILL(*exist, NUM_O_BIT * NUM_O_SET, int);
1649 C_KILL(exist, NUM_O_SET, int *);
1652 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);
1656 #ifdef ALLOW_SPOILERS
1661 extern void do_cmd_spoilers(void);
1663 #endif /* ALLOW_SPOILERS */
1668 * Hack -- declare external function
1670 extern void do_cmd_debug(void);
1675 * @brief デバッグコマンドを選択する処理のメインルーチン /
1676 * Ask for and parse a "debug command"
1677 * The "command_arg" may have been set.
1680 void do_cmd_debug(void)
1685 /* Get a "debug command" */
1686 get_com("Debug Command: ", &cmd, FALSE);
1688 /* Analyze the command */
1698 #ifdef ALLOW_SPOILERS
1700 /* Hack -- Generate Spoilers */
1705 #endif /* ALLOW_SPOILERS */
1712 /* Cure all maladies */
1714 do_cmd_wiz_cure_all();
1717 /* Know alignment */
1719 msg_format("Your alignment is %d.", p_ptr->align);
1722 /* Teleport to target */
1728 update_gambling_monsters();
1731 /* Create any object */
1736 /* Create a named artifact */
1738 wiz_create_named_art();
1741 /* Detect everything */
1743 detect_all(DETECT_RAD_ALL * 3);
1746 /* Dimension_door */
1748 wiz_dimension_door();
1751 /* Edit character */
1753 do_cmd_wiz_change();
1756 /* Blue Mage Only */
1758 if (p_ptr->pclass == CLASS_BLUE_MAGE)
1760 do_cmd_wiz_blue_mage();
1764 /* View item info */
1766 identify_fully(FALSE);
1769 /* Create desired feature */
1771 do_cmd_wiz_create_feature();
1776 if (command_arg <= 0) command_arg = 1;
1777 acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE);
1780 /* Hitpoint rerating */
1782 roll_hitdice(p_ptr, SPOP_DISPLAY_MES | SPOP_DEBUG);
1786 do_cmd_summon_horde();
1791 (void)ident_spell(FALSE);
1794 /* Go up or down in the dungeon */
1799 /* Self-Knowledge */
1804 /* Learn about objects */
1811 map_area(DETECT_RAD_ALL * 3);
1816 (void)gain_mutation(p_ptr, command_arg);
1821 (void)do_cmd_wiz_reset_class();
1824 /* Specific reward */
1826 (void)gain_level_reward(command_arg);
1829 /* Summon _friendly_ named monster */
1831 do_cmd_wiz_named_friendly(command_arg);
1834 /* Summon Named Monster */
1836 do_cmd_wiz_named(command_arg);
1839 /* Dump option bits usage */
1841 do_cmd_dump_options();
1844 /* Object playing routines */
1851 teleport_player(10, 0L);
1860 sprintf(ppp, "QuestID (0-%d):", max_q_idx - 1);
1861 sprintf(tmp_val, "%d", 0);
1863 if (!get_string(ppp, tmp_val, 3)) return;
1864 tmp_int = atoi(tmp_val);
1866 if(tmp_int < 0) break;
1867 if(tmp_int >= max_q_idx) break;
1869 p_ptr->inside_quest = (QUEST_IDX)tmp_int;
1870 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
1871 quest[tmp_int].status = QUEST_STATUS_TAKEN;
1872 p_ptr->inside_quest = 0;
1876 /* Complete a Quest -KMW- */
1878 if(p_ptr->inside_quest)
1880 if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
1882 complete_quest(p_ptr->inside_quest);
1888 msg_print("No current quest");
1893 /* Make every dungeon square "known" to test streamers -KMW- */
1895 for (y = 0; y < current_floor_ptr->height; y++)
1897 for (x = 0; x < current_floor_ptr->width; x++)
1899 current_floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1905 /* Summon Random Monster(s) */
1907 if (command_arg <= 0) command_arg = 1;
1908 do_cmd_wiz_summon(command_arg);
1911 /* Special(Random Artifact) Objects */
1913 if (command_arg <= 0) command_arg = 1;
1914 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE);
1919 teleport_player(100, 0L);
1922 /* Game Time Setting */
1928 /* Very Good Objects */
1930 if (command_arg <= 0) command_arg = 1;
1931 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE);
1934 /* Wizard Light the Level */
1936 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
1939 /* Increase Experience */
1941 gain_exp(command_arg ? command_arg : (p_ptr->exp + 1));
1944 /* Zap Monsters (Genocide) */
1949 /* Zap Monsters (Omnicide) */
1951 do_cmd_wiz_zap_all();
1954 /* Hack -- whatever I desire */
1959 /* For temporary test. */
1963 for(i = INVEN_TOTAL - 1; i >= 0; i--)
1965 if(inventory[i].k_idx) inven_drop(i, 999);
1972 do_cmd_wiz_reset_class();
1975 /* Not a Wizard Command */
1977 msg_print("That is not a valid debug command.");
1982 void cheat_death(player_type *creature_ptr)
1984 /* Mark social class, reset age, if needed */
1985 if (creature_ptr->sc) creature_ptr->sc = creature_ptr->age = 0;
1988 creature_ptr->age++;
1991 creature_ptr->noscore |= 0x0001;
1993 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."));
1996 (void)life_stream(FALSE, FALSE);
1998 if (creature_ptr->pclass == CLASS_MAGIC_EATER)
2001 for (magic_idx = 0; magic_idx < EATER_EXT * 2; magic_idx++)
2003 creature_ptr->magic_num1[magic_idx] = creature_ptr->magic_num2[magic_idx] * EATER_CHARGE;
2005 for (; magic_idx < EATER_EXT * 3; magic_idx++)
2007 creature_ptr->magic_num1[magic_idx] = 0;
2011 /* Restore spell points */
2012 creature_ptr->csp = creature_ptr->msp;
2013 creature_ptr->csp_frac = 0;
2015 /* Hack -- cancel recall */
2016 if (creature_ptr->word_recall)
2018 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
2021 /* Hack -- Prevent recall */
2022 creature_ptr->word_recall = 0;
2023 creature_ptr->redraw |= (PR_STATUS);
2026 /* Hack -- cancel alter */
2027 if (creature_ptr->alter_reality)
2029 /* Hack -- Prevent alter */
2030 creature_ptr->alter_reality = 0;
2031 creature_ptr->redraw |= (PR_STATUS);
2034 /* Note cause of death */
2035 (void)strcpy(creature_ptr->died_from, _("死の欺き", "Cheating death"));
2038 creature_ptr->is_dead = FALSE;
2040 /* Hack -- Prevent starvation */
2041 (void)set_food(PY_FOOD_MAX - 1);
2043 current_floor_ptr->dun_level = 0;
2044 creature_ptr->inside_arena = FALSE;
2045 creature_ptr->inside_battle = FALSE;
2047 creature_ptr->inside_quest = 0;
2048 if (p_ptr->dungeon_idx) creature_ptr->recall_dungeon = p_ptr->dungeon_idx;
2049 p_ptr->dungeon_idx = 0;
2050 if (lite_town || vanilla_town)
2052 creature_ptr->wilderness_y = 1;
2053 creature_ptr->wilderness_x = 1;
2056 creature_ptr->oldpy = 10;
2057 creature_ptr->oldpx = 34;
2061 creature_ptr->oldpy = 33;
2062 creature_ptr->oldpx = 131;
2067 creature_ptr->wilderness_y = 48;
2068 creature_ptr->wilderness_x = 5;
2069 creature_ptr->oldpy = 33;
2070 creature_ptr->oldpx = 131;
2072 creature_ptr->wild_mode = FALSE;
2073 creature_ptr->leaving = TRUE;
2075 do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
2079 /* Prepare next floor */