3 * @brief ウィザードモードの処理(特別処理中心) / Wizard commands
6 * Copyright (c) 1997 Ben Harrison, and others<br>
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.<br>
10 * 2014 Deskull rearranged comment for Doxygen.<br>
18 * @brief プレイヤーのヒットダイスを振り直す / Roll the hitdie -- aux of do_cmd_rerate()
21 void do_cmd_rerate_aux(void)
23 /* Minimum hitpoints at highest level */
24 int min_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 3 / 8;
26 /* Maximum hitpoints at highest level */
27 int max_value = p_ptr->hitdie + ((PY_MAX_LEVEL + 2) * (p_ptr->hitdie + 1)) * 5 / 8;
34 /* Pre-calculate level 1 hitdice */
35 p_ptr->player_hp[0] = (HIT_POINT)p_ptr->hitdie;
37 for (i = 1; i < 4; i++)
39 p_ptr->player_hp[0] += randint1(p_ptr->hitdie);
42 /* Roll the hitpoint values */
43 for (i = 1; i < PY_MAX_LEVEL; i++)
45 p_ptr->player_hp[i] = p_ptr->player_hp[i - 1] + randint1(p_ptr->hitdie);
48 /* Require "valid" hitpoints at highest level */
49 if ((p_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) &&
50 (p_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value)) break;
56 * @brief プレイヤーのヒットダイスを振り直した後明示を行う / Hack -- Rerate Hitpoints
57 * @param display TRUEならば体力ランクを明示する
60 void do_cmd_rerate(bool display)
67 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
69 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
72 /* Update and redraw hitpoints */
73 p_ptr->update |= (PU_HP);
74 p_ptr->redraw |= (PR_HP);
76 p_ptr->window |= (PW_PLAYER);
81 msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
82 p_ptr->knowledge |= KNOW_HPRATE;
86 msg_print(_("体力ランクが変わった。", "Life rate is changed."));
87 p_ptr->knowledge &= ~(KNOW_HPRATE);
95 * @brief 必ず成功するウィザードモード用次元の扉処理 / Wizard Dimension Door
96 * @return 実際にテレポートを行ったらTRUEを返す
98 static bool wiz_dimension_door(void)
100 POSITION x = 0, y = 0;
101 if (!tgt_pt(&x, &y)) return FALSE;
102 teleport_player_to(y, x, TELEPORT_NONMAGICAL);
108 * @brief プレイ日数を変更する / Set gametime.
109 * @return 実際に変更を行ったらTRUEを返す
111 static bool set_gametime(void)
114 char ppp[80], tmp_val[40];
117 sprintf(ppp, "Dungeon Turn (0-%ld): ", (long)dungeon_turn_limit);
120 sprintf(tmp_val, "%ld", (long)dungeon_turn);
123 if (!get_string(ppp, tmp_val, 10)) return (FALSE);
126 tmp_int = atoi(tmp_val);
129 if (tmp_int >= dungeon_turn_limit) tmp_int = dungeon_turn_limit - 1;
130 else if (tmp_int < 0) tmp_int = 0;
131 dungeon_turn = turn = tmp_int;
138 * @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
141 static void wiz_create_named_art(void)
143 char tmp_val[10] = "";
147 if (!get_string("Artifact ID:", tmp_val, 3)) return;
150 a_idx = (ARTIFACT_IDX)atoi(tmp_val);
151 if(a_idx < 0) a_idx = 0;
152 if(a_idx >= max_a_idx) a_idx = 0;
154 /* Create the artifact */
155 (void)create_named_art(a_idx, p_ptr->y, p_ptr->x);
158 msg_print("Allocated.");
163 * @brief ウィザードモード用モンスター調査 / Hack -- quick debugging hook
166 static void do_cmd_wiz_hack_ben(void)
173 * @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
176 static void do_cmd_summon_horde(void)
178 POSITION wy = p_ptr->y, wx = p_ptr->x;
183 scatter(&wy, &wx, p_ptr->y, p_ptr->x, 3, 0);
184 if (cave_empty_bold(wy, wx)) break;
187 (void)alloc_horde(wy, wx);
191 * @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.
194 static void prt_binary(BIT_FLAGS flags, int row, int col)
200 for (i = bitmask = 1; i <= 32; i++, bitmask *= 2)
205 Term_putch(col++, row, TERM_BLUE, '*');
208 /* Dump unset bits */
211 Term_putch(col++, row, TERM_WHITE, '-');
217 #define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
220 * @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.
221 * @param tval ベースアイテムの大項目ID
222 * @param sval ベースアイテムの小項目ID
227 static void prt_alloc(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval, TERM_LEN row, TERM_LEN col)
231 u32b rarity[K_MAX_DEPTH];
232 u32b total[K_MAX_DEPTH];
234 cptr r = "+---Rate---+";
239 alloc_entry *table = alloc_kind_table;
241 /* Wipe the tables */
242 (void)C_WIPE(rarity, K_MAX_DEPTH, u32b);
243 (void)C_WIPE(total, K_MAX_DEPTH, u32b);
244 (void)C_WIPE(display, 22, s32b);
246 /* Scan all entries */
247 for (i = 0; i < K_MAX_DEPTH; i++)
250 for (j = 0; j < alloc_kind_size; j++)
254 if (table[j].level <= i)
256 prob = table[j].prob1 * GREAT_OBJ * K_MAX_DEPTH;
258 else if (table[j].level - 1 > 0)
260 prob = table[j].prob1 * i * K_MAX_DEPTH / (table[j].level - 1);
263 /* Acquire this kind */
264 k_ptr = &k_info[table[j].index];
266 /* Accumulate probabilities */
267 total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
268 total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
270 /* Accumulate probabilities */
271 if ((k_ptr->tval == tval) && (k_ptr->sval == sval))
274 rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
277 total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
280 /* Calculate probabilities for each range */
281 for (i = 0; i < 22; i++)
283 /* Shift the values into view */
285 for (j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
286 possibility += rarity[j] * 100000 / total[j];
287 display[i] = possibility / 5;
290 /* Graph the rarities */
291 for (i = 0; i < 22; i++)
293 Term_putch(col, row + i + 1, TERM_WHITE, '|');
295 prt(format("%2dF", (i * 5)), row + i + 1, col);
299 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22))
301 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
305 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
309 /* Make it look nice */
314 * @brief プレイヤーの職業を変更する
316 * @todo 魔法領域の再選択などがまだ不完全、要実装。
318 static void do_cmd_wiz_reset_class(void)
325 sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
328 sprintf(tmp_val, "%d", p_ptr->pclass);
331 if (!get_string(ppp, tmp_val, 2)) return;
334 tmp_int = atoi(tmp_val);
337 if (tmp_int < 0 || tmp_int >= MAX_CLASS) return;
340 p_ptr->pclass = (byte_hack)tmp_int;
342 /* Redraw inscription */
343 p_ptr->window |= (PW_PLAYER);
345 /* {.} and {$} effect p_ptr->warning and TRC_TELEPORT_SELF */
346 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
353 * @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
356 static void do_cmd_wiz_bamf(void)
358 /* Must have a target */
359 if (!target_who) return;
361 /* Teleport to the target */
362 teleport_player_to(target_row, target_col, TELEPORT_NONMAGICAL);
367 * @brief プレイヤーの現能力値を調整する
368 * Aux function for "do_cmd_wiz_change()". -RAK-
371 static void do_cmd_wiz_change_aux(void)
381 /* Query the stats */
382 for (i = 0; i < 6; i++)
385 sprintf(ppp, "%s (3-%d): ", stat_names[i], p_ptr->stat_max_max[i]);
388 sprintf(tmp_val, "%d", p_ptr->stat_max[i]);
391 if (!get_string(ppp, tmp_val, 3)) return;
394 tmp_int = atoi(tmp_val);
397 if (tmp_int > p_ptr->stat_max_max[i]) tmp_int = p_ptr->stat_max_max[i];
398 else if (tmp_int < 3) tmp_int = 3;
401 p_ptr->stat_cur[i] = p_ptr->stat_max[i] = (s16b)tmp_int;
406 sprintf(tmp_val, "%d", WEAPON_EXP_MASTER);
409 if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 9)) return;
412 tmp_s16b = (s16b)atoi(tmp_val);
415 if (tmp_s16b < WEAPON_EXP_UNSKILLED) tmp_s16b = WEAPON_EXP_UNSKILLED;
416 if (tmp_s16b > WEAPON_EXP_MASTER) tmp_s16b = WEAPON_EXP_MASTER;
418 for (j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++)
420 for (i = 0;i < 64;i++)
422 p_ptr->weapon_exp[j][i] = tmp_s16b;
423 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];
427 for (j = 0; j < 10; j++)
429 p_ptr->skill_exp[j] = tmp_s16b;
430 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];
433 for (j = 0; j < 32; j++)
434 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
436 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
439 sprintf(tmp_val, "%ld", (long)(p_ptr->au));
442 if (!get_string("Gold: ", tmp_val, 9)) return;
445 tmp_long = atol(tmp_val);
448 if (tmp_long < 0) tmp_long = 0L;
451 p_ptr->au = tmp_long;
455 sprintf(tmp_val, "%ld", (long)(p_ptr->max_exp));
458 if (!get_string("Experience: ", tmp_val, 9)) return;
461 tmp_long = atol(tmp_val);
464 if (tmp_long < 0) tmp_long = 0L;
466 if (p_ptr->prace != RACE_ANDROID)
469 p_ptr->max_exp = tmp_long;
470 p_ptr->exp = tmp_long;
479 * @brief プレイヤーの現能力値を調整する(メインルーチン)
480 * Change various "permanent" player variables.
483 static void do_cmd_wiz_change(void)
486 do_cmd_wiz_change_aux();
488 /* Redraw everything */
494 * @brief アイテムの詳細ステータスを表示する /
495 * Change various "permanent" player variables.
496 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
499 * Wizard routines for creating objects -RAK-
500 * And for manipulating them! -Bernd-
502 * This has been rewritten to make the whole procedure
503 * of debugging objects much easier and more comfortable.
505 * The following functions are meant to play with objects:
506 * Create, modify, roll for them (for statistic purposes) and more.
507 * The original functions were by RAK.
508 * The function to show an item's debug information was written
509 * by David Reeve Sward <sward+@CMU.EDU>.
510 * Bernd (wiebelt@mathematik.hu-berlin.de)
512 * Here are the low-level functions
513 * - wiz_display_item()
514 * display an item's debug-info
515 * - wiz_create_itemtype()
516 * specify tval and sval (type and subtype of object)
518 * specify pval, +AC, +tohit, +todam
519 * Note that the wizard can leave this function anytime,
520 * thus accepting the default-values for the remaining values.
521 * pval comes first now, since it is most important.
522 * - wiz_reroll_item()
523 * apply some magic to the item or turn it into an artifact.
525 * Get some statistics about the rarity of an item:
526 * We create a lot of fake items and see if they are of the
527 * same type (tval and sval), then we compare pval and +AC.
528 * If the fake-item is better or equal it is counted.
529 * Note that cursed items that are better or equal (absolute values)
531 * HINT: This is *very* useful for balancing the game!
532 * - wiz_quantity_item()
533 * change the quantity of an item, but be sane about it.
535 * And now the high-level functions
536 * - do_cmd_wiz_play()
537 * play with an existing object
538 * - wiz_create_item()
539 * create a new object
541 * Note -- You do not have to specify "pval" and other item-properties
542 * directly. Just apply magic until you are satisfied with the item.
544 * Note -- For some items (such as wands, staffs, some rings, etc), you
545 * must apply magic, or you will get "broken" or "uncharged" objects.
547 * Note -- Redefining artifacts via "do_cmd_wiz_play()" may destroy
548 * the artifact. Be careful.
550 * Hack -- this function will allow you to create multiple artifacts.
551 * This "feature" may induce crashes or other nasty effects.
552 * Just display an item's properties (debug-info)
553 * Originally by David Reeve Sward <sward+@CMU.EDU>
554 * Verbose item flags by -Bernd-
556 static void wiz_display_item(object_type *o_ptr)
559 BIT_FLAGS flgs[TR_FLAG_SIZE];
562 /* Extract the flags */
563 object_flags(o_ptr, flgs);
565 /* Clear the screen */
566 for (i = 1; i <= 23; i++) prt("", i, j - 2);
568 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
571 object_desc(buf, o_ptr, OD_STORE);
575 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d",
576 o_ptr->k_idx, k_info[o_ptr->k_idx].level,
577 o_ptr->tval, o_ptr->sval), 4, j);
579 prt(format("number = %-3d wgt = %-6d ac = %-5d damage = %dd%d",
580 o_ptr->number, o_ptr->weight,
581 o_ptr->ac, o_ptr->dd, o_ptr->ds), 5, j);
583 prt(format("pval = %-5d toac = %-5d tohit = %-4d todam = %-4d",
584 o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), 6, j);
586 prt(format("name1 = %-4d name2 = %-4d cost = %ld",
587 o_ptr->name1, o_ptr->name2, (long)object_value_real(o_ptr)), 7, j);
589 prt(format("ident = %04x xtra1 = %-4d xtra2 = %-4d timeout = %-d",
590 o_ptr->ident, o_ptr->xtra1, o_ptr->xtra2, o_ptr->timeout), 8, j);
592 prt(format("xtra3 = %-4d xtra4 = %-4d xtra5 = %-4d cursed = %-d",
593 o_ptr->xtra3, o_ptr->xtra4, o_ptr->xtra5, o_ptr->curse_flags), 9, j);
595 prt("+------------FLAGS1------------+", 10, j);
596 prt("AFFECT........SLAY........BRAND.", 11, j);
597 prt(" mf cvae xsqpaefc", 12, j);
598 prt("siwdccsossidsahanvudotgddhuoclio", 13, j);
599 prt("tnieohtctrnipttmiinmrrnrrraiierl", 14, j);
600 prt("rtsxnarelcfgdkcpmldncltggpksdced", 15, j);
601 prt_binary(flgs[0], 16, j);
603 prt("+------------FLAGS2------------+", 17, j);
604 prt("SUST....IMMUN.RESIST............", 18, j);
605 prt(" reaefctrpsaefcpfldbc sn ", 19, j);
606 prt("siwdcciaclioheatcliooeialoshtncd", 20, j);
607 prt("tnieohdsierlrfraierliatrnnnrhehi", 21, j);
608 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", 22, j);
609 prt_binary(flgs[1], 23, j);
611 prt("+------------FLAGS3------------+", 10, j+32);
612 prt("fe cnn t stdrmsiiii d ab ", 11, j+32);
613 prt("aa aoomywhs lleeieihgggg rtgl ", 12, j+32);
614 prt("uu utmacaih eielgggonnnnaaere ", 13, j+32);
615 prt("rr reanurdo vtieeehtrrrrcilas ", 14, j+32);
616 prt("aa algarnew ienpsntsaefctnevs ", 15, j+32);
617 prt_binary(flgs[2], 16, j+32);
619 prt("+------------FLAGS4------------+", 17, j+32);
620 prt("KILL....ESP......... ", 18, j+32);
621 prt("aeud tghaud tgdhegnu ", 19, j+32);
622 prt("nvneoriunneoriruvoon ", 20, j+32);
623 prt("iidmroamidmroagmionq ", 21, j+32);
624 prt("mlenclnmmenclnnnldlu ", 22, j+32);
625 prt_binary(flgs[3], 23, j+32);
630 * 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
632 typedef struct tval_desc
634 int tval; /*!< 大項目のID */
635 cptr desc; /*!< 大項目名 */
639 * 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
641 static tval_desc tvals[] =
643 { TV_SWORD, "Sword" },
644 { TV_POLEARM, "Polearm" },
645 { TV_HAFTED, "Hafted Weapon" },
647 { TV_ARROW, "Arrows" },
648 { TV_BOLT, "Bolts" },
649 { TV_SHOT, "Shots" },
650 { TV_SHIELD, "Shield" },
651 { TV_CROWN, "Crown" },
653 { TV_GLOVES, "Gloves" },
654 { TV_BOOTS, "Boots" },
655 { TV_CLOAK, "Cloak" },
656 { TV_DRAG_ARMOR, "Dragon Scale Mail" },
657 { TV_HARD_ARMOR, "Hard Armor" },
658 { TV_SOFT_ARMOR, "Soft Armor" },
660 { TV_AMULET, "Amulet" },
662 { TV_POTION, "Potion" },
663 { TV_SCROLL, "Scroll" },
665 { TV_STAFF, "Staff" },
667 { TV_LIFE_BOOK, "Life Spellbook" },
668 { TV_SORCERY_BOOK, "Sorcery Spellbook" },
669 { TV_NATURE_BOOK, "Nature Spellbook" },
670 { TV_CHAOS_BOOK, "Chaos Spellbook" },
671 { TV_DEATH_BOOK, "Death Spellbook" },
672 { TV_TRUMP_BOOK, "Trump Spellbook" },
673 { TV_ARCANE_BOOK, "Arcane Spellbook" },
674 { TV_CRAFT_BOOK, "Craft Spellbook"},
675 { TV_DAEMON_BOOK, "Daemon Spellbook"},
676 { TV_CRUSADE_BOOK, "Crusade Spellbook"},
677 { TV_MUSIC_BOOK, "Music Spellbook" },
678 { TV_HISSATSU_BOOK, "Book of Kendo" },
679 { TV_HEX_BOOK, "Hex Spellbook" },
680 { TV_PARCHMENT, "Parchment" },
681 { TV_WHISTLE, "Whistle" },
682 { TV_SPIKE, "Spikes" },
683 { TV_DIGGING, "Digger" },
684 { TV_CHEST, "Chest" },
685 { TV_CAPTURE, "Capture Ball" },
686 { TV_CARD, "Express Card" },
687 { TV_FIGURINE, "Magical Figurine" },
688 { TV_STATUE, "Statue" },
689 { TV_CORPSE, "Corpse" },
691 { TV_FLASK, "Flask" },
693 { TV_SKELETON, "Skeleton" },
699 * @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
700 * @param buf ベースアイテム格納先の参照ポインタ
701 * @param k_idx ベースアイテムID
704 void strip_name(char *buf, KIND_OBJECT_IDX k_idx)
708 object_kind *k_ptr = &k_info[k_idx];
710 cptr str = (k_name + k_ptr->name);
713 /* Skip past leading characters */
714 while ((*str == ' ') || (*str == '&')) str++;
716 /* Copy useful chars */
717 for (t = buf; *str; str++)
720 if (iskanji(*str)) {*t++ = *str++; *t++ = *str; continue;}
722 if (*str != '~') *t++ = *str;
725 /* Terminate the new name */
731 * @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 /
732 * Specify tval and sval (type and subtype of object) originally
735 * by RAK, heavily modified by -Bernd-
736 * This function returns the k_idx of an object type, or zero if failed
737 * List up to 50 choices in three columns
739 static KIND_OBJECT_IDX wiz_create_itemtype(void)
744 OBJECT_TYPE_VALUE tval;
749 KIND_OBJECT_IDX choice[80];
757 /* Print all tval's and their descriptions */
758 for (num = 0; (num < 80) && tvals[num].tval; num++)
760 row = 2 + (num % 20);
761 col = 20 * (num / 20);
763 prt(format("[%c] %s", ch, tvals[num].desc), row, col);
766 /* Me need to know the maximal possible tval_index */
770 if (!get_com("Get what type of object? ", &ch, FALSE)) return (0);
773 for (num = 0; num < max_num; num++)
775 if (listsym[num] == ch) break;
778 /* Bail out if choice is illegal */
779 if ((num < 0) || (num >= max_num)) return (0);
781 /* Base object type chosen, fill in tval */
782 tval = tvals[num].tval;
783 tval_desc = tvals[num].desc;
786 /*** And now we go for k_idx ***/
791 /* We have to search the whole itemlist. */
792 for (num = 0, i = 1; (num < 80) && (i < max_k_idx); i++)
794 object_kind *k_ptr = &k_info[i];
796 /* Analyze matching items */
797 if (k_ptr->tval == tval)
800 row = 2 + (num % 20);
801 col = 20 * (num / 20);
805 /* Acquire the "name" of object "i" */
809 prt(format("[%c] %s", ch, buf), row, col);
811 /* Remember the object index */
816 /* Me need to know the maximal possible remembered object_index */
820 if (!get_com(format("What Kind of %s? ", tval_desc), &ch, FALSE)) return (0);
823 for (num = 0; num < max_num; num++)
825 if (listsym[num] == ch) break;
828 /* Bail out if choice is "illegal" */
829 if ((num < 0) || (num >= max_num)) return (0);
831 /* And return successful */
832 return (choice[num]);
837 * @briefアイテムの基礎能力値を調整する / Tweak an item
838 * @param o_ptr 調整するアイテムの参照ポインタ
841 static void wiz_tweak_item(object_type *o_ptr)
846 /* Hack -- leave artifacts alone */
847 if (object_is_artifact(o_ptr)) return;
849 p = "Enter new 'pval' setting: ";
850 sprintf(tmp_val, "%d", o_ptr->pval);
851 if (!get_string(p, tmp_val, 5)) return;
852 o_ptr->pval = (s16b)atoi(tmp_val);
853 wiz_display_item(o_ptr);
855 p = "Enter new 'to_a' setting: ";
856 sprintf(tmp_val, "%d", o_ptr->to_a);
857 if (!get_string(p, tmp_val, 5)) return;
858 o_ptr->to_a = (s16b)atoi(tmp_val);
859 wiz_display_item(o_ptr);
861 p = "Enter new 'to_h' setting: ";
862 sprintf(tmp_val, "%d", o_ptr->to_h);
863 if (!get_string(p, tmp_val, 5)) return;
864 o_ptr->to_h = (s16b)atoi(tmp_val);
865 wiz_display_item(o_ptr);
867 p = "Enter new 'to_d' setting: ";
868 sprintf(tmp_val, "%d", (int)o_ptr->to_d);
869 if (!get_string(p, tmp_val, 5)) return;
870 o_ptr->to_d = (s16b)atoi(tmp_val);
871 wiz_display_item(o_ptr);
876 * @brief アイテムの質を選択して再生成する /
877 * Apply magic to an item or turn it into an artifact. -Bernd-
878 * @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
881 static void wiz_reroll_item(object_type *o_ptr)
888 bool changed = FALSE;
891 /* Hack -- leave artifacts alone */
892 if (object_is_artifact(o_ptr)) return;
896 /* Copy the object */
897 object_copy(q_ptr, o_ptr);
900 /* Main loop. Ask for magification and artifactification */
903 /* Display full item debug information */
904 wiz_display_item(q_ptr);
906 /* Ask wizard what to do. */
907 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, FALSE))
909 /* Preserve wizard-generated artifacts */
910 if (object_is_fixed_artifact(q_ptr))
912 a_info[q_ptr->name1].cur_num = 0;
920 /* Create/change it! */
921 if (ch == 'A' || ch == 'a')
927 /* Preserve wizard-generated artifacts */
928 if (object_is_fixed_artifact(q_ptr))
930 a_info[q_ptr->name1].cur_num = 0;
936 /* Apply bad magic, but first clear object */
939 object_prep(q_ptr, o_ptr->k_idx);
940 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
943 /* Apply bad magic, but first clear object */
946 object_prep(q_ptr, o_ptr->k_idx);
947 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
950 /* Apply normal magic, but first clear object */
953 object_prep(q_ptr, o_ptr->k_idx);
954 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
957 /* Apply good magic, but first clear object */
960 object_prep(q_ptr, o_ptr->k_idx);
961 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD);
964 /* Apply great magic, but first clear object */
967 object_prep(q_ptr, o_ptr->k_idx);
968 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT);
971 /* Apply special magic, but first clear object */
974 object_prep(q_ptr, o_ptr->k_idx);
975 apply_magic(q_ptr, dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
977 /* Failed to create artifact; make a random one */
978 if (!object_is_artifact(q_ptr)) create_artifact(q_ptr, FALSE);
982 q_ptr->iy = o_ptr->iy;
983 q_ptr->ix = o_ptr->ix;
984 q_ptr->next_o_idx = o_ptr->next_o_idx;
985 q_ptr->marked = o_ptr->marked;
993 object_copy(o_ptr, q_ptr);
995 /* Recalculate bonuses */
996 p_ptr->update |= (PU_BONUS);
998 /* Combine / Reorder the pack (later) */
999 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1001 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1008 * @brief 検査対象のアイテムを基準とした生成テストを行う /
1009 * Try to create an item again. Output some statistics. -Bernd-
1010 * @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
1012 * The statistics are correct now. We acquire a clean grid, and then
1013 * repeatedly place an object in this grid, copying it into an item
1014 * holder, and then deleting the object. We fiddle with the artifact
1015 * counter flags to prevent weirdness. We use the items to collect
1016 * statistics on item creation relative to the initial item.
1018 static void wiz_statistics(object_type *o_ptr)
1020 u32b i, matches, better, worse, other, correct;
1022 u32b test_roll = 1000000;
1032 cptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
1034 cptr p = "Enter number of items to roll: ";
1038 /* Mega-Hack -- allow multiple artifacts */
1039 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;
1045 cptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
1048 wiz_display_item(o_ptr);
1051 if (!get_com(pmt, &ch, FALSE)) break;
1053 if (ch == 'n' || ch == 'N')
1058 else if (ch == 'g' || ch == 'G')
1063 else if (ch == 'e' || ch == 'E')
1065 mode = AM_GOOD | AM_GREAT;
1066 quality = "excellent";
1073 sprintf(tmp_val, "%ld", (long int)test_roll);
1074 if (get_string(p, tmp_val, 10)) test_roll = atol(tmp_val);
1075 test_roll = MAX(1, test_roll);
1077 /* Let us know what we are doing */
1078 msg_format("Creating a lot of %s items. Base level = %d.",
1079 quality, dun_level);
1082 /* Set counters to zero */
1083 correct = matches = better = worse = other = 0;
1085 /* Let's rock and roll */
1086 for (i = 0; i <= test_roll; i++)
1088 /* Output every few rolls */
1089 if ((i < 100) || (i % 100 == 0))
1094 /* Allow interupt */
1098 break; // stop rolling
1101 /* Dump the stats */
1102 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
1108 /* Create an object */
1109 make_object(q_ptr, mode);
1112 /* Mega-Hack -- allow multiple artifacts */
1113 if (object_is_fixed_artifact(q_ptr)) a_info[q_ptr->name1].cur_num = 0;
1116 /* Test for the same tval and sval. */
1117 if ((o_ptr->tval) != (q_ptr->tval)) continue;
1118 if ((o_ptr->sval) != (q_ptr->sval)) continue;
1120 /* One more correct item */
1123 /* Check for match */
1124 if ((q_ptr->pval == o_ptr->pval) &&
1125 (q_ptr->to_a == o_ptr->to_a) &&
1126 (q_ptr->to_h == o_ptr->to_h) &&
1127 (q_ptr->to_d == o_ptr->to_d) &&
1128 (q_ptr->name1 == o_ptr->name1))
1133 /* Check for better */
1134 else if ((q_ptr->pval >= o_ptr->pval) &&
1135 (q_ptr->to_a >= o_ptr->to_a) &&
1136 (q_ptr->to_h >= o_ptr->to_h) &&
1137 (q_ptr->to_d >= o_ptr->to_d))
1142 /* Check for worse */
1143 else if ((q_ptr->pval <= o_ptr->pval) &&
1144 (q_ptr->to_a <= o_ptr->to_a) &&
1145 (q_ptr->to_h <= o_ptr->to_h) &&
1146 (q_ptr->to_d <= o_ptr->to_d))
1151 /* Assume different */
1159 msg_format(q, i, correct, matches, better, worse, other);
1164 /* Hack -- Normally only make a single artifact */
1165 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
1170 * @brief 検査対象のアイテムの数を変更する /
1171 * Change the quantity of a the item
1172 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
1175 static void wiz_quantity_item(object_type *o_ptr)
1177 int tmp_int, tmp_qnt;
1182 /* Never duplicate artifacts */
1183 if (object_is_artifact(o_ptr)) return;
1185 /* Store old quantity. -LM- */
1186 tmp_qnt = o_ptr->number;
1189 sprintf(tmp_val, "%d", (int)o_ptr->number);
1192 if (get_string("Quantity: ", tmp_val, 2))
1195 tmp_int = atoi(tmp_val);
1198 if (tmp_int < 1) tmp_int = 1;
1199 if (tmp_int > 99) tmp_int = 99;
1201 /* Accept modifications */
1202 o_ptr->number = (byte_hack)tmp_int;
1205 if (o_ptr->tval == TV_ROD)
1207 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
1212 * @brief 青魔導師の魔法を全て習得済みにする /
1213 * debug command for blue mage
1216 static void do_cmd_wiz_blue_mage(void)
1221 s32b f4 = 0, f5 = 0, f6 = 0;
1226 set_rf_masks(&f4, &f5, &f6, j);
1228 for (i = 0; i < 32; i++)
1230 if ((0x00000001 << i) & f4) p_ptr->magic_num2[i] = 1;
1234 if ((0x00000001 << (i - 32)) & f5) p_ptr->magic_num2[i] = 1;
1238 if ((0x00000001 << (i - 64)) & f6) p_ptr->magic_num2[i] = 1;
1245 * @brief アイテム検査のメインルーチン /
1246 * Play with an item. Options include:
1249 * - Output statistics (via wiz_roll_item)<br>
1250 * - Reroll item (via wiz_reroll_item)<br>
1251 * - Change properties (via wiz_tweak_item)<br>
1252 * - Change the number of items (via wiz_quantity_item)<br>
1254 static void do_cmd_wiz_play(void)
1269 item_tester_no_ryoute = TRUE;
1270 q = "Play with which object? ";
1271 s = "You have nothing to play with.";
1272 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
1274 /* Get the item (in the pack) */
1277 o_ptr = &inventory[item];
1280 /* Get the item (on the floor) */
1283 o_ptr = &o_list[0 - item];
1286 /* The item was not changed */
1290 /* Save the screen */
1296 object_copy(q_ptr, o_ptr);
1302 /* Display the item */
1303 wiz_display_item(q_ptr);
1306 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, FALSE))
1312 if (ch == 'A' || ch == 'a')
1318 if (ch == 's' || ch == 'S')
1320 wiz_statistics(q_ptr);
1323 if (ch == 'r' || ch == 'r')
1325 wiz_reroll_item(q_ptr);
1328 if (ch == 't' || ch == 'T')
1330 wiz_tweak_item(q_ptr);
1333 if (ch == 'q' || ch == 'Q')
1335 wiz_quantity_item(q_ptr);
1340 /* Restore the screen */
1347 msg_print("Changes accepted.");
1349 /* Recalcurate object's weight */
1352 p_ptr->total_weight += (q_ptr->weight * q_ptr->number)
1353 - (o_ptr->weight * o_ptr->number);
1357 object_copy(o_ptr, q_ptr);
1360 /* Recalculate bonuses */
1361 p_ptr->update |= (PU_BONUS);
1363 /* Combine / Reorder the pack (later) */
1364 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1366 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1372 msg_print("Changes ignored.");
1378 * @brief 任意のベースアイテム生成のメインルーチン /
1379 * Wizard routine for creating objects -RAK-
1382 * Heavily modified to allow magification and artifactification -Bernd-
1384 * Note that wizards cannot create objects on top of other objects.
1386 * Hack -- this routine always makes a "dungeon object", and applies
1387 * magic to it, and attempts to decline cursed items.
1389 static void wiz_create_item(void)
1396 /* Save the screen */
1399 /* Get object base type */
1400 k_idx = wiz_create_itemtype();
1402 /* Restore the screen */
1405 /* Return if failed */
1408 if (k_info[k_idx].gen_flags & TRG_INSTA_ART)
1413 for (i = 1; i < max_a_idx; i++)
1415 /* Ignore incorrect tval */
1416 if (a_info[i].tval != k_info[k_idx].tval) continue;
1418 /* Ignore incorrect sval */
1419 if (a_info[i].sval != k_info[k_idx].sval) continue;
1421 /* Create this artifact */
1422 (void)create_named_art(i, p_ptr->y, p_ptr->x);
1425 msg_print("Allocated(INSTA_ART).");
1432 /* Create the item */
1433 object_prep(q_ptr, k_idx);
1436 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
1438 /* Drop the object from heaven */
1439 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1442 msg_print("Allocated.");
1447 * @brief プレイヤーを完全回復する /
1448 * Cure everything instantly
1451 static void do_cmd_wiz_cure_all(void)
1453 (void)life_stream(FALSE, FALSE);
1454 (void)restore_mana(TRUE);
1455 (void)set_food(PY_FOOD_MAX - 1);
1460 * @brief 任意のダンジョン及び階層に飛ぶ /
1464 static void do_cmd_wiz_jump(void)
1467 if (command_arg <= 0)
1471 DUNGEON_IDX tmp_dungeon_type;
1474 sprintf(ppp, "Jump which dungeon : ");
1477 sprintf(tmp_val, "%d", dungeon_type);
1479 /* Ask for a level */
1480 if (!get_string(ppp, tmp_val, 2)) return;
1482 tmp_dungeon_type = (DUNGEON_IDX)atoi(tmp_val);
1483 if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > max_d_idx)) tmp_dungeon_type = DUNGEON_ANGBAND;
1486 sprintf(ppp, "Jump to level (0, %d-%d): ",
1487 (int)d_info[tmp_dungeon_type].mindepth, (int)d_info[tmp_dungeon_type].maxdepth);
1490 sprintf(tmp_val, "%d", (int)dun_level);
1492 /* Ask for a level */
1493 if (!get_string(ppp, tmp_val, 10)) return;
1495 /* Extract request */
1496 command_arg = (COMMAND_ARG)atoi(tmp_val);
1498 dungeon_type = tmp_dungeon_type;
1502 if (command_arg < d_info[dungeon_type].mindepth) command_arg = 0;
1505 if (command_arg > d_info[dungeon_type].maxdepth) command_arg = (COMMAND_ARG)d_info[dungeon_type].maxdepth;
1507 /* Accept request */
1508 msg_format("You jump to dungeon level %d.", command_arg);
1510 if (autosave_l) do_cmd_save_game(TRUE);
1513 dun_level = command_arg;
1515 prepare_change_floor_mode(CFM_RAND_PLACE);
1517 if (!dun_level) dungeon_type = 0;
1518 p_ptr->inside_arena = FALSE;
1519 p_ptr->wild_mode = FALSE;
1521 leave_quest_check();
1523 if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);
1525 p_ptr->inside_quest = 0;
1526 p_ptr->energy_use = 0;
1528 /* Prevent energy_need from being too lower than 0 */
1529 p_ptr->energy_need = 0;
1532 * Clear all saved floors
1533 * and create a first saved floor
1535 prepare_change_floor_mode(CFM_FIRST_FLOOR);
1538 p_ptr->leaving = TRUE;
1543 * @brief 全ベースアイテムを鑑定済みにする /
1544 * Become aware of a lot of objects
1547 static void do_cmd_wiz_learn(void)
1554 /* Scan every object */
1555 for (i = 1; i < max_k_idx; i++)
1557 object_kind *k_ptr = &k_info[i];
1559 /* Induce awareness */
1560 if (k_ptr->level <= command_arg)
1564 /* Prepare object */
1565 object_prep(q_ptr, i);
1568 object_aware(q_ptr);
1575 * @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 /
1576 * Summon some creatures
1580 static void do_cmd_wiz_summon(int num)
1583 for (i = 0; i < num; i++)
1585 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
1592 * @brief モンスターを種族IDを指定して敵対的に召喚する /
1593 * Summon a creature of the specified type
1594 * @param r_idx モンスター種族ID
1597 * This function is rather dangerous
1599 static void do_cmd_wiz_named(MONRACE_IDX r_idx)
1601 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1606 * @brief モンスターを種族IDを指定してペット召喚する /
1607 * Summon a creature of the specified type
1608 * @param r_idx モンスター種族ID
1611 * This function is rather dangerous
1613 static void do_cmd_wiz_named_friendly(MONRACE_IDX r_idx)
1615 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP | PM_FORCE_PET));
1621 * @brief プレイヤー近辺の全モンスターを消去する /
1622 * Hack -- Delete all nearby monsters
1625 static void do_cmd_wiz_zap(void)
1630 /* Genocide everyone nearby */
1631 for (i = 1; i < m_max; i++)
1633 monster_type *m_ptr = &m_list[i];
1635 /* Paranoia -- Skip dead monsters */
1636 if (!m_ptr->r_idx) continue;
1638 /* Skip the mount */
1639 if (i == p_ptr->riding) continue;
1641 /* Delete nearby monsters */
1642 if (m_ptr->cdis <= MAX_SIGHT)
1644 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1648 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1649 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1652 delete_monster_idx(i);
1659 * @brief フロアに存在する全モンスターを消去する /
1660 * Hack -- Delete all monsters
1663 static void do_cmd_wiz_zap_all(void)
1667 /* Genocide everyone */
1668 for (i = 1; i < m_max; i++)
1670 monster_type *m_ptr = &m_list[i];
1672 /* Paranoia -- Skip dead monsters */
1673 if (!m_ptr->r_idx) continue;
1675 /* Skip the mount */
1676 if (i == p_ptr->riding) continue;
1678 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1682 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1683 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1686 /* Delete this monster */
1687 delete_monster_idx(i);
1693 * @brief 指定された地点の地形IDを変更する /
1694 * Create desired feature
1697 static void do_cmd_wiz_create_feature(void)
1699 static int prev_feat = 0;
1700 static int prev_mimic = 0;
1702 feature_type *f_ptr;
1704 IDX tmp_feat, tmp_mimic;
1707 if (!tgt_pt(&x, &y)) return;
1709 c_ptr = &cave[y][x];
1712 sprintf(tmp_val, "%d", prev_feat);
1715 if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
1718 tmp_feat = (IDX)atoi(tmp_val);
1719 if (tmp_feat < 0) tmp_feat = 0;
1720 else if (tmp_feat >= max_f_idx) tmp_feat = max_f_idx - 1;
1723 sprintf(tmp_val, "%d", prev_mimic);
1726 if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3)) return;
1729 tmp_mimic = (IDX)atoi(tmp_val);
1730 if (tmp_mimic < 0) tmp_mimic = 0;
1731 else if (tmp_mimic >= max_f_idx) tmp_mimic = max_f_idx - 1;
1733 cave_set_feat(y, x, tmp_feat);
1734 c_ptr->mimic = (s16b)tmp_mimic;
1736 f_ptr = &f_info[get_feat_mimic(c_ptr)];
1738 if (have_flag(f_ptr->flags, FF_GLYPH) ||
1739 have_flag(f_ptr->flags, FF_MINOR_GLYPH))
1740 c_ptr->info |= (CAVE_OBJECT);
1741 else if (have_flag(f_ptr->flags, FF_MIRROR))
1742 c_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
1747 /* Update some things */
1748 p_ptr->update |= (PU_FLOW);
1750 prev_feat = tmp_feat;
1751 prev_mimic = tmp_mimic;
1756 #define NUM_O_BIT 32
1759 * @brief 現在のオプション設定をダンプ出力する /
1760 * Hack -- Dump option bits usage
1763 static void do_cmd_dump_options(void)
1770 /* Build the filename */
1771 path_build(buf, sizeof buf, ANGBAND_DIR_USER, "opt_info.txt");
1773 /* File type is "TEXT" */
1774 FILE_TYPE(FILE_TYPE_TEXT);
1777 fff = my_fopen(buf, "a");
1781 msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), buf);
1786 /* Allocate the "exist" array (2-dimension) */
1787 C_MAKE(exist, NUM_O_SET, int *);
1788 C_MAKE(*exist, NUM_O_BIT * NUM_O_SET, int);
1789 for (i = 1; i < NUM_O_SET; i++) exist[i] = *exist + i * NUM_O_BIT;
1791 /* Check for exist option bits */
1792 for (i = 0; option_info[i].o_desc; i++)
1794 const option_type *ot_ptr = &option_info[i];
1795 if (ot_ptr->o_var) exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
1798 fprintf(fff, "[Option bits usage on Hengband %d.%d.%d]\n\n",
1799 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1801 fputs("Set - Bit (Page) Option Name\n", fff);
1802 fputs("------------------------------------------------\n", fff);
1803 /* Dump option bits usage */
1804 for (i = 0; i < NUM_O_SET; i++)
1806 for (j = 0; j < NUM_O_BIT; j++)
1810 const option_type *ot_ptr = &option_info[exist[i][j] - 1];
1811 fprintf(fff, " %d - %02d (%4d) %s\n",
1812 i, j, ot_ptr->o_page, ot_ptr->o_text);
1816 fprintf(fff, " %d - %02d\n", i, j);
1822 /* Free the "exist" array (2-dimension) */
1823 C_KILL(*exist, NUM_O_BIT * NUM_O_SET, int);
1824 C_KILL(exist, NUM_O_SET, int *);
1829 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);
1833 #ifdef ALLOW_SPOILERS
1838 extern void do_cmd_spoilers(void);
1840 #endif /* ALLOW_SPOILERS */
1845 * Hack -- declare external function
1847 extern void do_cmd_debug(void);
1852 * @brief デバッグコマンドを選択する処理のメインルーチン /
1853 * Ask for and parse a "debug command"
1854 * The "command_arg" may have been set.
1857 void do_cmd_debug(void)
1862 /* Get a "debug command" */
1863 get_com("Debug Command: ", &cmd, FALSE);
1865 /* Analyze the command */
1875 #ifdef ALLOW_SPOILERS
1877 /* Hack -- Generate Spoilers */
1882 #endif /* ALLOW_SPOILERS */
1889 /* Cure all maladies */
1891 do_cmd_wiz_cure_all();
1894 /* Know alignment */
1896 msg_format("Your alignment is %d.", p_ptr->align);
1899 /* Teleport to target */
1908 /* Create any object */
1913 /* Create a named artifact */
1915 wiz_create_named_art();
1918 /* Detect everything */
1920 detect_all(DETECT_RAD_ALL * 3);
1923 /* Dimension_door */
1925 wiz_dimension_door();
1928 /* Edit character */
1930 do_cmd_wiz_change();
1933 /* Blue Mage Only */
1935 if (p_ptr->pclass == CLASS_BLUE_MAGE)
1937 do_cmd_wiz_blue_mage();
1941 /* View item info */
1943 identify_fully(FALSE);
1946 /* Create desired feature */
1948 do_cmd_wiz_create_feature();
1953 if (command_arg <= 0) command_arg = 1;
1954 acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE);
1957 /* Hitpoint rerating */
1959 do_cmd_rerate(TRUE);
1963 do_cmd_summon_horde();
1968 (void)ident_spell(FALSE);
1971 /* Go up or down in the dungeon */
1976 /* Self-Knowledge */
1981 /* Learn about objects */
1988 map_area(DETECT_RAD_ALL * 3);
1993 (void)gain_random_mutation(command_arg);
1998 (void)do_cmd_wiz_reset_class();
2001 /* Specific reward */
2003 (void)gain_level_reward(command_arg);
2006 /* Summon _friendly_ named monster */
2008 do_cmd_wiz_named_friendly(command_arg);
2011 /* Summon Named Monster */
2013 do_cmd_wiz_named(command_arg);
2016 /* Dump option bits usage */
2018 do_cmd_dump_options();
2021 /* Object playing routines */
2028 teleport_player(10, 0L);
2031 /* Complete a Quest -KMW- */
2033 if(p_ptr->inside_quest)
2035 if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
2037 complete_quest(p_ptr->inside_quest);
2043 msg_print("No current quest");
2048 /* Make every dungeon square "known" to test streamers -KMW- */
2050 for (y = 0; y < cur_hgt; y++)
2052 for (x = 0; x < cur_wid; x++)
2054 cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
2060 /* Summon Random Monster(s) */
2062 if (command_arg <= 0) command_arg = 1;
2063 do_cmd_wiz_summon(command_arg);
2066 /* Special(Random Artifact) Objects */
2068 if (command_arg <= 0) command_arg = 1;
2069 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE);
2074 teleport_player(100, 0L);
2077 /* Game Time Setting */
2083 /* Very Good Objects */
2085 if (command_arg <= 0) command_arg = 1;
2086 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE);
2089 /* Wizard Light the Level */
2091 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
2094 /* Increase Experience */
2096 gain_exp(command_arg ? command_arg : (p_ptr->exp + 1));
2099 /* Zap Monsters (Genocide) */
2104 /* Zap Monsters (Omnicide) */
2106 do_cmd_wiz_zap_all();
2109 /* Hack -- whatever I desire */
2111 do_cmd_wiz_hack_ben();
2114 /* Not a Wizard Command */
2116 msg_print("That is not a valid debug command.");