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"
20 #include "player-effects.h"
23 #include "spells-object.h"
24 #include "spells-summon.h"
25 #include "spells-status.h"
26 #include "spells-world.h"
27 #include "spells-floor.h"
29 #include "object-flavor.h"
30 #include "object-hook.h"
31 #include "monster-status.h"
34 #include "floor-save.h"
36 #include "dungeon-file.h"
42 * @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
43 * @return 実際にテレポートを行ったらTRUEを返す
45 static bool wiz_dimension_door(void)
47 POSITION x = 0, y = 0;
48 if (!tgt_pt(&x, &y)) return FALSE;
49 teleport_player_to(y, x, TELEPORT_NONMAGICAL);
54 * @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
57 static void wiz_create_named_art(void)
59 char tmp_val[10] = "";
63 if (!get_string("Artifact ID:", tmp_val, 3)) return;
66 a_idx = (ARTIFACT_IDX)atoi(tmp_val);
67 if(a_idx < 0) a_idx = 0;
68 if(a_idx >= max_a_idx) a_idx = 0;
70 (void)create_named_art(a_idx, p_ptr->y, p_ptr->x);
73 msg_print("Allocated.");
77 * @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
80 static void do_cmd_summon_horde(void)
82 POSITION wy = p_ptr->y, wx = p_ptr->x;
87 scatter(&wy, &wx, p_ptr->y, p_ptr->x, 3, 0);
88 if (cave_empty_bold(wy, wx)) break;
91 (void)alloc_horde(wy, wx);
95 * @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.
98 static void prt_binary(BIT_FLAGS flags, int row, int col)
104 for (i = bitmask = 1; i <= 32; i++, bitmask *= 2)
109 Term_putch(col++, row, TERM_BLUE, '*');
112 /* Dump unset bits */
115 Term_putch(col++, row, TERM_WHITE, '-');
121 #define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
124 * @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.
125 * @param tval ベースアイテムの大項目ID
126 * @param sval ベースアイテムの小項目ID
131 static void prt_alloc(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval, TERM_LEN row, TERM_LEN col)
135 u32b rarity[K_MAX_DEPTH];
136 u32b total[K_MAX_DEPTH];
138 concptr r = "+---Rate---+";
143 alloc_entry *table = alloc_kind_table;
145 /* Wipe the tables */
146 (void)C_WIPE(rarity, K_MAX_DEPTH, u32b);
147 (void)C_WIPE(total, K_MAX_DEPTH, u32b);
148 (void)C_WIPE(display, 22, s32b);
150 /* Scan all entries */
151 for (i = 0; i < K_MAX_DEPTH; i++)
154 for (j = 0; j < alloc_kind_size; j++)
158 if (table[j].level <= i)
160 prob = table[j].prob1 * GREAT_OBJ * K_MAX_DEPTH;
162 else if (table[j].level - 1 > 0)
164 prob = table[j].prob1 * i * K_MAX_DEPTH / (table[j].level - 1);
167 /* Acquire this kind */
168 k_ptr = &k_info[table[j].index];
170 /* Accumulate probabilities */
171 total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
172 total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
174 /* Accumulate probabilities */
175 if ((k_ptr->tval == tval) && (k_ptr->sval == sval))
178 rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
181 total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
184 /* Calculate probabilities for each range */
185 for (i = 0; i < 22; i++)
187 /* Shift the values into view */
189 for (j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
190 possibility += rarity[j] * 100000 / total[j];
191 display[i] = possibility / 5;
194 /* Graph the rarities */
195 for (i = 0; i < 22; i++)
197 Term_putch(col, row + i + 1, TERM_WHITE, '|');
199 prt(format("%2dF", (i * 5)), row + i + 1, col);
203 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22))
205 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
209 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
213 /* Make it look nice */
218 * @brief プレイヤーの職業を変更する
220 * @todo 魔法領域の再選択などがまだ不完全、要実装。
222 static void do_cmd_wiz_reset_class(void)
229 sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
232 sprintf(tmp_val, "%d", p_ptr->pclass);
235 if (!get_string(ppp, tmp_val, 2)) return;
238 tmp_int = atoi(tmp_val);
241 if (tmp_int < 0 || tmp_int >= MAX_CLASS) return;
244 p_ptr->pclass = (byte_hack)tmp_int;
246 /* Redraw inscription */
247 p_ptr->window |= (PW_PLAYER);
249 /* {.} and {$} effect p_ptr->warning and TRC_TELEPORT_SELF */
250 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
257 * @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
260 static void do_cmd_wiz_bamf(void)
262 /* Must have a target */
263 if (!target_who) return;
265 /* Teleport to the target */
266 teleport_player_to(target_row, target_col, TELEPORT_NONMAGICAL);
271 * @brief プレイヤーの現能力値を調整する
272 * Aux function for "do_cmd_wiz_change()". -RAK-
275 static void do_cmd_wiz_change_aux(void)
285 /* Query the stats */
286 for (i = 0; i < A_MAX; i++)
289 sprintf(ppp, "%s (3-%d): ", stat_names[i], p_ptr->stat_max_max[i]);
292 sprintf(tmp_val, "%d", p_ptr->stat_max[i]);
295 if (!get_string(ppp, tmp_val, 3)) return;
298 tmp_int = atoi(tmp_val);
301 if (tmp_int > p_ptr->stat_max_max[i]) tmp_int = p_ptr->stat_max_max[i];
302 else if (tmp_int < 3) tmp_int = 3;
305 p_ptr->stat_cur[i] = p_ptr->stat_max[i] = (BASE_STATUS)tmp_int;
310 sprintf(tmp_val, "%d", WEAPON_EXP_MASTER);
313 if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 9)) return;
316 tmp_s16b = (s16b)atoi(tmp_val);
319 if (tmp_s16b < WEAPON_EXP_UNSKILLED) tmp_s16b = WEAPON_EXP_UNSKILLED;
320 if (tmp_s16b > WEAPON_EXP_MASTER) tmp_s16b = WEAPON_EXP_MASTER;
322 for (j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++)
324 for (i = 0;i < 64;i++)
326 p_ptr->weapon_exp[j][i] = tmp_s16b;
327 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];
331 for (j = 0; j < 10; j++)
333 p_ptr->skill_exp[j] = tmp_s16b;
334 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];
337 for (j = 0; j < 32; j++)
338 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
340 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
343 sprintf(tmp_val, "%ld", (long)(p_ptr->au));
346 if (!get_string("Gold: ", tmp_val, 9)) return;
349 tmp_long = atol(tmp_val);
352 if (tmp_long < 0) tmp_long = 0L;
355 p_ptr->au = tmp_long;
358 sprintf(tmp_val, "%ld", (long)(p_ptr->max_exp));
361 if (!get_string("Experience: ", tmp_val, 9)) return;
364 tmp_long = atol(tmp_val);
367 if (tmp_long < 0) tmp_long = 0L;
369 if (p_ptr->prace != RACE_ANDROID)
372 p_ptr->max_exp = tmp_long;
373 p_ptr->exp = tmp_long;
382 * @brief プレイヤーの現能力値を調整する(メインルーチン)
383 * Change various "permanent" player variables.
386 static void do_cmd_wiz_change(void)
389 do_cmd_wiz_change_aux();
395 * @brief アイテムの詳細ステータスを表示する /
396 * Change various "permanent" player variables.
397 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
400 * Wizard routines for creating objects -RAK-
401 * And for manipulating them! -Bernd-
403 * This has been rewritten to make the whole procedure
404 * of debugging objects much easier and more comfortable.
406 * The following functions are meant to play with objects:
407 * Create, modify, roll for them (for statistic purposes) and more.
408 * The original functions were by RAK.
409 * The function to show an item's debug information was written
410 * by David Reeve Sward <sward+@CMU.EDU>.
411 * Bernd (wiebelt@mathematik.hu-berlin.de)
413 * Here are the low-level functions
414 * - wiz_display_item()
415 * display an item's debug-info
416 * - wiz_create_itemtype()
417 * specify tval and sval (type and subtype of object)
419 * specify pval, +AC, +tohit, +todam
420 * Note that the wizard can leave this function anytime,
421 * thus accepting the default-values for the remaining values.
422 * pval comes first now, since it is most important.
423 * - wiz_reroll_item()
424 * apply some magic to the item or current_world_ptr->game_turn it into an artifact.
426 * Get some statistics about the rarity of an item:
427 * We create a lot of fake items and see if they are of the
428 * same type (tval and sval), then we compare pval and +AC.
429 * If the fake-item is better or equal it is counted.
430 * Note that cursed items that are better or equal (absolute values)
432 * HINT: This is *very* useful for balancing the game!
433 * - wiz_quantity_item()
434 * change the quantity of an item, but be sane about it.
436 * And now the high-level functions
437 * - do_cmd_wiz_play()
438 * play with an existing object
439 * - wiz_create_item()
440 * create a new object
442 * Note -- You do not have to specify "pval" and other item-properties
443 * directly. Just apply magic until you are satisfied with the item.
445 * Note -- For some items (such as wands, staffs, some rings, etc), you
446 * must apply magic, or you will get "broken" or "uncharged" objects.
448 * Note -- Redefining artifacts via "do_cmd_wiz_play()" may destroy
449 * the artifact. Be careful.
451 * Hack -- this function will allow you to create multiple artifacts.
452 * This "feature" may induce crashes or other nasty effects.
453 * Just display an item's properties (debug-info)
454 * Originally by David Reeve Sward <sward+@CMU.EDU>
455 * Verbose item flags by -Bernd-
457 static void wiz_display_item(object_type *o_ptr)
460 BIT_FLAGS flgs[TR_FLAG_SIZE];
462 object_flags(o_ptr, flgs);
464 /* Clear the screen */
465 for (i = 1; i <= 23; i++) prt("", i, j - 2);
467 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
470 object_desc(buf, o_ptr, OD_STORE);
474 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d",
475 o_ptr->k_idx, k_info[o_ptr->k_idx].level,
476 o_ptr->tval, o_ptr->sval), 4, j);
478 prt(format("number = %-3d wgt = %-6d ac = %-5d damage = %dd%d",
479 o_ptr->number, o_ptr->weight,
480 o_ptr->ac, o_ptr->dd, o_ptr->ds), 5, j);
482 prt(format("pval = %-5d toac = %-5d tohit = %-4d todam = %-4d",
483 o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), 6, j);
485 prt(format("name1 = %-4d name2 = %-4d cost = %ld",
486 o_ptr->name1, o_ptr->name2, (long)object_value_real(o_ptr)), 7, j);
488 prt(format("ident = %04x xtra1 = %-4d xtra2 = %-4d timeout = %-d",
489 o_ptr->ident, o_ptr->xtra1, o_ptr->xtra2, o_ptr->timeout), 8, j);
491 prt(format("xtra3 = %-4d xtra4 = %-4d xtra5 = %-4d cursed = %-d",
492 o_ptr->xtra3, o_ptr->xtra4, o_ptr->xtra5, o_ptr->curse_flags), 9, j);
494 prt("+------------FLAGS1------------+", 10, j);
495 prt("AFFECT........SLAY........BRAND.", 11, j);
496 prt(" mf cvae xsqpaefc", 12, j);
497 prt("siwdccsossidsahanvudotgddhuoclio", 13, j);
498 prt("tnieohtctrnipttmiinmrrnrrraiierl", 14, j);
499 prt("rtsxnarelcfgdkcpmldncltggpksdced", 15, j);
500 prt_binary(flgs[0], 16, j);
502 prt("+------------FLAGS2------------+", 17, j);
503 prt("SUST....IMMUN.RESIST............", 18, j);
504 prt(" reaefctrpsaefcpfldbc sn ", 19, j);
505 prt("siwdcciaclioheatcliooeialoshtncd", 20, j);
506 prt("tnieohdsierlrfraierliatrnnnrhehi", 21, j);
507 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", 22, j);
508 prt_binary(flgs[1], 23, j);
510 prt("+------------FLAGS3------------+", 10, j+32);
511 prt("fe cnn t stdrmsiiii d ab ", 11, j+32);
512 prt("aa aoomywhs lleeieihgggg rtgl ", 12, j+32);
513 prt("uu utmacaih eielgggonnnnaaere ", 13, j+32);
514 prt("rr reanurdo vtieeehtrrrrcilas ", 14, j+32);
515 prt("aa algarnew ienpsntsaefctnevs ", 15, j+32);
516 prt_binary(flgs[2], 16, j+32);
518 prt("+------------FLAGS4------------+", 17, j+32);
519 prt("KILL....ESP......... ", 18, j+32);
520 prt("aeud tghaud tgdhegnu ", 19, j+32);
521 prt("nvneoriunneoriruvoon ", 20, j+32);
522 prt("iidmroamidmroagmionq ", 21, j+32);
523 prt("mlenclnmmenclnnnldlu ", 22, j+32);
524 prt_binary(flgs[3], 23, j+32);
529 * 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
531 typedef struct tval_desc
533 int tval; /*!< 大項目のID */
534 concptr desc; /*!< 大項目名 */
538 * 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
540 static tval_desc tvals[] =
542 { TV_SWORD, "Sword" },
543 { TV_POLEARM, "Polearm" },
544 { TV_HAFTED, "Hafted Weapon" },
546 { TV_ARROW, "Arrows" },
547 { TV_BOLT, "Bolts" },
548 { TV_SHOT, "Shots" },
549 { TV_SHIELD, "Shield" },
550 { TV_CROWN, "Crown" },
552 { TV_GLOVES, "Gloves" },
553 { TV_BOOTS, "Boots" },
554 { TV_CLOAK, "Cloak" },
555 { TV_DRAG_ARMOR, "Dragon Scale Mail" },
556 { TV_HARD_ARMOR, "Hard Armor" },
557 { TV_SOFT_ARMOR, "Soft Armor" },
559 { TV_AMULET, "Amulet" },
561 { TV_POTION, "Potion" },
562 { TV_SCROLL, "Scroll" },
564 { TV_STAFF, "Staff" },
566 { TV_LIFE_BOOK, "Life Spellbook" },
567 { TV_SORCERY_BOOK, "Sorcery Spellbook" },
568 { TV_NATURE_BOOK, "Nature Spellbook" },
569 { TV_CHAOS_BOOK, "Chaos Spellbook" },
570 { TV_DEATH_BOOK, "Death Spellbook" },
571 { TV_TRUMP_BOOK, "Trump Spellbook" },
572 { TV_ARCANE_BOOK, "Arcane Spellbook" },
573 { TV_CRAFT_BOOK, "Craft Spellbook"},
574 { TV_DAEMON_BOOK, "Daemon Spellbook"},
575 { TV_CRUSADE_BOOK, "Crusade Spellbook"},
576 { TV_MUSIC_BOOK, "Music Spellbook" },
577 { TV_HISSATSU_BOOK, "Book of Kendo" },
578 { TV_HEX_BOOK, "Hex Spellbook" },
579 { TV_PARCHMENT, "Parchment" },
580 { TV_WHISTLE, "Whistle" },
581 { TV_SPIKE, "Spikes" },
582 { TV_DIGGING, "Digger" },
583 { TV_CHEST, "Chest" },
584 { TV_CAPTURE, "Capture Ball" },
585 { TV_CARD, "Express Card" },
586 { TV_FIGURINE, "Magical Figurine" },
587 { TV_STATUE, "Statue" },
588 { TV_CORPSE, "Corpse" },
590 { TV_FLASK, "Flask" },
592 { TV_SKELETON, "Skeleton" },
598 * @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
599 * @param buf ベースアイテム格納先の参照ポインタ
600 * @param k_idx ベースアイテムID
603 void strip_name(char *buf, KIND_OBJECT_IDX k_idx)
607 object_kind *k_ptr = &k_info[k_idx];
609 concptr str = (k_name + k_ptr->name);
612 /* Skip past leading characters */
613 while ((*str == ' ') || (*str == '&')) str++;
615 /* Copy useful chars */
616 for (t = buf; *str; str++)
619 if (iskanji(*str)) {*t++ = *str++; *t++ = *str; continue;}
621 if (*str != '~') *t++ = *str;
624 /* Terminate the new name */
630 * @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 /
631 * Specify tval and sval (type and subtype of object) originally
634 * by RAK, heavily modified by -Bernd-
635 * This function returns the k_idx of an object type, or zero if failed
636 * List up to 50 choices in three columns
638 static KIND_OBJECT_IDX wiz_create_itemtype(void)
643 OBJECT_TYPE_VALUE tval;
648 KIND_OBJECT_IDX choice[80];
654 /* Print all tval's and their descriptions */
655 for (num = 0; (num < 80) && tvals[num].tval; num++)
657 row = 2 + (num % 20);
658 col = 20 * (num / 20);
660 prt(format("[%c] %s", ch, tvals[num].desc), row, col);
663 /* Me need to know the maximal possible tval_index */
667 if (!get_com("Get what type of object? ", &ch, FALSE)) return (0);
670 for (num = 0; num < max_num; num++)
672 if (listsym[num] == ch) break;
675 /* Bail out if choice is illegal */
676 if ((num < 0) || (num >= max_num)) return (0);
678 /* Base object type chosen, fill in tval */
679 tval = tvals[num].tval;
680 tval_desc = tvals[num].desc;
683 /*** And now we go for k_idx ***/
686 /* We have to search the whole itemlist. */
687 for (num = 0, i = 1; (num < 80) && (i < max_k_idx); i++)
689 object_kind *k_ptr = &k_info[i];
691 /* Analyze matching items */
692 if (k_ptr->tval == tval)
695 row = 2 + (num % 20);
696 col = 20 * (num / 20);
700 /* Acquire the "name" of object "i" */
704 prt(format("[%c] %s", ch, buf), row, col);
706 /* Remember the object index */
711 /* Me need to know the maximal possible remembered object_index */
715 if (!get_com(format("What Kind of %s? ", tval_desc), &ch, FALSE)) return (0);
718 for (num = 0; num < max_num; num++)
720 if (listsym[num] == ch) break;
723 /* Bail out if choice is "illegal" */
724 if ((num < 0) || (num >= max_num)) return (0);
726 /* And return successful */
727 return (choice[num]);
732 * @briefアイテムの基礎能力値を調整する / Tweak an item
733 * @param o_ptr 調整するアイテムの参照ポインタ
736 static void wiz_tweak_item(object_type *o_ptr)
741 if (object_is_artifact(o_ptr)) return;
743 p = "Enter new 'pval' setting: ";
744 sprintf(tmp_val, "%d", o_ptr->pval);
745 if (!get_string(p, tmp_val, 5)) return;
746 o_ptr->pval = (s16b)atoi(tmp_val);
747 wiz_display_item(o_ptr);
749 p = "Enter new 'to_a' setting: ";
750 sprintf(tmp_val, "%d", o_ptr->to_a);
751 if (!get_string(p, tmp_val, 5)) return;
752 o_ptr->to_a = (s16b)atoi(tmp_val);
753 wiz_display_item(o_ptr);
755 p = "Enter new 'to_h' setting: ";
756 sprintf(tmp_val, "%d", o_ptr->to_h);
757 if (!get_string(p, tmp_val, 5)) return;
758 o_ptr->to_h = (s16b)atoi(tmp_val);
759 wiz_display_item(o_ptr);
761 p = "Enter new 'to_d' setting: ";
762 sprintf(tmp_val, "%d", (int)o_ptr->to_d);
763 if (!get_string(p, tmp_val, 5)) return;
764 o_ptr->to_d = (s16b)atoi(tmp_val);
765 wiz_display_item(o_ptr);
770 * @brief アイテムの質を選択して再生成する /
771 * Apply magic to an item or current_world_ptr->game_turn it into an artifact. -Bernd-
772 * @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
775 static void wiz_reroll_item(object_type *o_ptr)
780 bool changed = FALSE;
782 if (object_is_artifact(o_ptr)) return;
785 object_copy(q_ptr, o_ptr);
787 /* Main loop. Ask for magification and artifactification */
790 /* Display full item debug information */
791 wiz_display_item(q_ptr);
793 /* Ask wizard what to do. */
794 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, FALSE))
796 /* Preserve wizard-generated artifacts */
797 if (object_is_fixed_artifact(q_ptr))
799 a_info[q_ptr->name1].cur_num = 0;
807 /* Create/change it! */
808 if (ch == 'A' || ch == 'a')
814 /* Preserve wizard-generated artifacts */
815 if (object_is_fixed_artifact(q_ptr))
817 a_info[q_ptr->name1].cur_num = 0;
823 /* Apply bad magic, but first clear object */
826 object_prep(q_ptr, o_ptr->k_idx);
827 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
830 /* Apply bad magic, but first clear object */
833 object_prep(q_ptr, o_ptr->k_idx);
834 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
837 /* Apply normal magic, but first clear object */
840 object_prep(q_ptr, o_ptr->k_idx);
841 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART);
844 /* Apply good magic, but first clear object */
847 object_prep(q_ptr, o_ptr->k_idx);
848 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD);
851 /* Apply great magic, but first clear object */
854 object_prep(q_ptr, o_ptr->k_idx);
855 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT);
858 /* Apply special magic, but first clear object */
861 object_prep(q_ptr, o_ptr->k_idx);
862 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
864 /* Failed to create artifact; make a random one */
865 if (!object_is_artifact(q_ptr)) create_artifact(q_ptr, FALSE);
869 q_ptr->iy = o_ptr->iy;
870 q_ptr->ix = o_ptr->ix;
871 q_ptr->next_o_idx = o_ptr->next_o_idx;
872 q_ptr->marked = o_ptr->marked;
878 object_copy(o_ptr, q_ptr);
879 p_ptr->update |= (PU_BONUS);
880 p_ptr->update |= (PU_COMBINE | PU_REORDER);
881 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
888 * @brief 検査対象のアイテムを基準とした生成テストを行う /
889 * Try to create an item again. Output some statistics. -Bernd-
890 * @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
892 * The statistics are correct now. We acquire a clean grid, and then
893 * repeatedly place an object in this grid, copying it into an item
894 * holder, and then deleting the object. We fiddle with the artifact
895 * counter flags to prevent weirdness. We use the items to collect
896 * statistics on item creation relative to the initial item.
898 static void wiz_statistics(object_type *o_ptr)
900 u32b i, matches, better, worse, other, correct;
902 u32b test_roll = 1000000;
912 concptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
914 concptr p = "Enter number of items to roll: ";
918 /* Mega-Hack -- allow multiple artifacts */
919 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;
925 concptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
928 wiz_display_item(o_ptr);
931 if (!get_com(pmt, &ch, FALSE)) break;
933 if (ch == 'n' || ch == 'N')
938 else if (ch == 'g' || ch == 'G')
943 else if (ch == 'e' || ch == 'E')
945 mode = AM_GOOD | AM_GREAT;
946 quality = "excellent";
953 sprintf(tmp_val, "%ld", (long int)test_roll);
954 if (get_string(p, tmp_val, 10)) test_roll = atol(tmp_val);
955 test_roll = MAX(1, test_roll);
957 /* Let us know what we are doing */
958 msg_format("Creating a lot of %s items. Base level = %d.",
959 quality, current_floor_ptr->dun_level);
962 /* Set counters to zero */
963 correct = matches = better = worse = other = 0;
965 /* Let's rock and roll */
966 for (i = 0; i <= test_roll; i++)
968 /* Output every few rolls */
969 if ((i < 100) || (i % 100 == 0))
978 break; // stop rolling
982 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
988 /* Create an object */
989 make_object(q_ptr, mode);
992 /* Mega-Hack -- allow multiple artifacts */
993 if (object_is_fixed_artifact(q_ptr)) a_info[q_ptr->name1].cur_num = 0;
996 /* Test for the same tval and sval. */
997 if ((o_ptr->tval) != (q_ptr->tval)) continue;
998 if ((o_ptr->sval) != (q_ptr->sval)) continue;
1000 /* One more correct item */
1003 /* Check for match */
1004 if ((q_ptr->pval == o_ptr->pval) &&
1005 (q_ptr->to_a == o_ptr->to_a) &&
1006 (q_ptr->to_h == o_ptr->to_h) &&
1007 (q_ptr->to_d == o_ptr->to_d) &&
1008 (q_ptr->name1 == o_ptr->name1))
1013 /* Check for better */
1014 else if ((q_ptr->pval >= o_ptr->pval) &&
1015 (q_ptr->to_a >= o_ptr->to_a) &&
1016 (q_ptr->to_h >= o_ptr->to_h) &&
1017 (q_ptr->to_d >= o_ptr->to_d))
1022 /* Check for worse */
1023 else if ((q_ptr->pval <= o_ptr->pval) &&
1024 (q_ptr->to_a <= o_ptr->to_a) &&
1025 (q_ptr->to_h <= o_ptr->to_h) &&
1026 (q_ptr->to_d <= o_ptr->to_d))
1031 /* Assume different */
1039 msg_format(q, i, correct, matches, better, worse, other);
1044 /* Hack -- Normally only make a single artifact */
1045 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
1050 * @brief 検査対象のアイテムの数を変更する /
1051 * Change the quantity of a the item
1052 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
1055 static void wiz_quantity_item(object_type *o_ptr)
1057 int tmp_int, tmp_qnt;
1062 /* Never duplicate artifacts */
1063 if (object_is_artifact(o_ptr)) return;
1065 /* Store old quantity. -LM- */
1066 tmp_qnt = o_ptr->number;
1069 sprintf(tmp_val, "%d", (int)o_ptr->number);
1072 if (get_string("Quantity: ", tmp_val, 2))
1075 tmp_int = atoi(tmp_val);
1076 if (tmp_int < 1) tmp_int = 1;
1077 if (tmp_int > 99) tmp_int = 99;
1079 /* Accept modifications */
1080 o_ptr->number = (byte_hack)tmp_int;
1083 if (o_ptr->tval == TV_ROD)
1085 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
1090 * @brief 青魔導師の魔法を全て習得済みにする /
1091 * debug command for blue mage
1094 static void do_cmd_wiz_blue_mage(void)
1098 BIT_FLAGS f4 = 0L, f5 = 0L, f6 = 0L;
1100 for (j = 1; j < A_MAX; j++)
1102 set_rf_masks(&f4, &f5, &f6, j);
1104 for (i = 0; i < 32; i++)
1106 if ((0x00000001 << i) & f4) p_ptr->magic_num2[i] = 1;
1110 if ((0x00000001 << (i - 32)) & f5) p_ptr->magic_num2[i] = 1;
1114 if ((0x00000001 << (i - 64)) & f6) p_ptr->magic_num2[i] = 1;
1121 * @brief アイテム検査のメインルーチン /
1122 * Play with an item. Options include:
1125 * - Output statistics (via wiz_roll_item)<br>
1126 * - Reroll item (via wiz_reroll_item)<br>
1127 * - Change properties (via wiz_tweak_item)<br>
1128 * - Change the number of items (via wiz_quantity_item)<br>
1130 static void do_cmd_wiz_play(void)
1140 q = "Play with which object? ";
1141 s = "You have nothing to play with.";
1143 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
1147 /* The item was not changed */
1153 object_copy(q_ptr, o_ptr);
1159 /* Display the item */
1160 wiz_display_item(q_ptr);
1163 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, FALSE))
1169 if (ch == 'A' || ch == 'a')
1175 if (ch == 's' || ch == 'S')
1177 wiz_statistics(q_ptr);
1180 if (ch == 'r' || ch == 'r')
1182 wiz_reroll_item(q_ptr);
1185 if (ch == 't' || ch == 'T')
1187 wiz_tweak_item(q_ptr);
1190 if (ch == 'q' || ch == 'Q')
1192 wiz_quantity_item(q_ptr);
1202 msg_print("Changes accepted.");
1204 /* Recalcurate object's weight */
1207 p_ptr->total_weight += (q_ptr->weight * q_ptr->number)
1208 - (o_ptr->weight * o_ptr->number);
1212 object_copy(o_ptr, q_ptr);
1214 p_ptr->update |= (PU_BONUS);
1215 p_ptr->update |= (PU_COMBINE | PU_REORDER);
1217 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1223 msg_print("Changes ignored.");
1229 * @brief 任意のベースアイテム生成のメインルーチン /
1230 * Wizard routine for creating objects -RAK-
1233 * Heavily modified to allow magification and artifactification -Bernd-
1235 * Note that wizards cannot create objects on top of other objects.
1237 * Hack -- this routine always makes a "dungeon object", and applies
1238 * magic to it, and attempts to decline cursed items.
1240 static void wiz_create_item(void)
1248 /* Get object base type */
1249 k_idx = wiz_create_itemtype();
1253 /* Return if failed */
1256 if (k_info[k_idx].gen_flags & TRG_INSTA_ART)
1261 for (i = 1; i < max_a_idx; i++)
1263 /* Ignore incorrect tval */
1264 if (a_info[i].tval != k_info[k_idx].tval) continue;
1266 /* Ignore incorrect sval */
1267 if (a_info[i].sval != k_info[k_idx].sval) continue;
1269 /* Create this artifact */
1270 (void)create_named_art(i, p_ptr->y, p_ptr->x);
1273 msg_print("Allocated(INSTA_ART).");
1279 object_prep(q_ptr, k_idx);
1281 apply_magic(q_ptr, current_floor_ptr->dun_level, AM_NO_FIXED_ART);
1283 /* Drop the object from heaven */
1284 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1287 msg_print("Allocated.");
1292 * @brief プレイヤーを完全回復する /
1293 * Cure everything instantly
1296 static void do_cmd_wiz_cure_all(void)
1298 (void)life_stream(FALSE, FALSE);
1299 (void)restore_mana(TRUE);
1300 (void)set_food(PY_FOOD_MAX - 1);
1305 * @brief 任意のダンジョン及び階層に飛ぶ /
1309 static void do_cmd_wiz_jump(void)
1312 if (command_arg <= 0)
1316 DUNGEON_IDX tmp_dungeon_type;
1319 sprintf(ppp, "Jump which dungeon : ");
1322 sprintf(tmp_val, "%d", p_ptr->dungeon_idx);
1324 /* Ask for a level */
1325 if (!get_string(ppp, tmp_val, 2)) return;
1327 tmp_dungeon_type = (DUNGEON_IDX)atoi(tmp_val);
1328 if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > max_d_idx)) tmp_dungeon_type = DUNGEON_ANGBAND;
1331 sprintf(ppp, "Jump to level (0, %d-%d): ",
1332 (int)d_info[tmp_dungeon_type].mindepth, (int)d_info[tmp_dungeon_type].maxdepth);
1335 sprintf(tmp_val, "%d", (int)current_floor_ptr->dun_level);
1337 /* Ask for a level */
1338 if (!get_string(ppp, tmp_val, 10)) return;
1340 /* Extract request */
1341 command_arg = (COMMAND_ARG)atoi(tmp_val);
1343 p_ptr->dungeon_idx = tmp_dungeon_type;
1345 if (command_arg < d_info[p_ptr->dungeon_idx].mindepth) command_arg = 0;
1346 if (command_arg > d_info[p_ptr->dungeon_idx].maxdepth) command_arg = (COMMAND_ARG)d_info[p_ptr->dungeon_idx].maxdepth;
1348 /* Accept request */
1349 msg_format("You jump to dungeon level %d.", command_arg);
1351 if (autosave_l) do_cmd_save_game(TRUE);
1354 current_floor_ptr->dun_level = command_arg;
1356 prepare_change_floor_mode(CFM_RAND_PLACE);
1358 if (!current_floor_ptr->dun_level) p_ptr->dungeon_idx = 0;
1359 p_ptr->inside_arena = FALSE;
1360 p_ptr->wild_mode = FALSE;
1362 leave_quest_check();
1364 if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);
1366 p_ptr->inside_quest = 0;
1369 /* Prevent energy_need from being too lower than 0 */
1370 p_ptr->energy_need = 0;
1373 * Clear all saved floors
1374 * and create a first saved floor
1376 prepare_change_floor_mode(CFM_FIRST_FLOOR);
1377 p_ptr->leaving = TRUE;
1382 * @brief 全ベースアイテムを鑑定済みにする /
1383 * Become aware of a lot of objects
1386 static void do_cmd_wiz_learn(void)
1393 /* Scan every object */
1394 for (i = 1; i < max_k_idx; i++)
1396 object_kind *k_ptr = &k_info[i];
1398 /* Induce awareness */
1399 if (k_ptr->level <= command_arg)
1402 object_prep(q_ptr, i);
1403 object_aware(q_ptr);
1410 * @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 /
1411 * Summon some creatures
1415 static void do_cmd_wiz_summon(int num)
1418 for (i = 0; i < num; i++)
1420 (void)summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE), '\0');
1427 * @brief モンスターを種族IDを指定して敵対的に召喚する /
1428 * Summon a creature of the specified type
1429 * @param r_idx モンスター種族ID
1432 * This function is rather dangerous
1434 static void do_cmd_wiz_named(MONRACE_IDX r_idx)
1436 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1441 * @brief モンスターを種族IDを指定してペット召喚する /
1442 * Summon a creature of the specified type
1443 * @param r_idx モンスター種族ID
1446 * This function is rather dangerous
1448 static void do_cmd_wiz_named_friendly(MONRACE_IDX r_idx)
1450 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP | PM_FORCE_PET));
1456 * @brief プレイヤー近辺の全モンスターを消去する /
1457 * Hack -- Delete all nearby monsters
1460 static void do_cmd_wiz_zap(void)
1464 /* Genocide everyone nearby */
1465 for (i = 1; i < m_max; i++)
1467 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1468 if (!monster_is_valid(m_ptr)) continue;
1470 /* Skip the mount */
1471 if (i == p_ptr->riding) continue;
1473 /* Delete nearby monsters */
1474 if (m_ptr->cdis <= MAX_SIGHT)
1476 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1478 GAME_TEXT m_name[MAX_NLEN];
1480 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1481 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1484 delete_monster_idx(i);
1491 * @brief フロアに存在する全モンスターを消去する /
1492 * Hack -- Delete all monsters
1495 static void do_cmd_wiz_zap_all(void)
1499 /* Genocide everyone */
1500 for (i = 1; i < m_max; i++)
1502 monster_type *m_ptr = ¤t_floor_ptr->m_list[i];
1503 if (!monster_is_valid(m_ptr)) continue;
1505 /* Skip the mount */
1506 if (i == p_ptr->riding) continue;
1508 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1510 GAME_TEXT m_name[MAX_NLEN];
1512 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1513 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1516 /* Delete this monster */
1517 delete_monster_idx(i);
1523 * @brief 指定された地点の地形IDを変更する /
1524 * Create desired feature
1527 static void do_cmd_wiz_create_feature(void)
1529 static int prev_feat = 0;
1530 static int prev_mimic = 0;
1532 feature_type *f_ptr;
1534 IDX tmp_feat, tmp_mimic;
1537 if (!tgt_pt(&x, &y)) return;
1539 g_ptr = ¤t_floor_ptr->grid_array[y][x];
1542 sprintf(tmp_val, "%d", prev_feat);
1545 if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
1548 tmp_feat = (IDX)atoi(tmp_val);
1549 if (tmp_feat < 0) tmp_feat = 0;
1550 else if (tmp_feat >= max_f_idx) tmp_feat = max_f_idx - 1;
1553 sprintf(tmp_val, "%d", prev_mimic);
1556 if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3)) return;
1559 tmp_mimic = (IDX)atoi(tmp_val);
1560 if (tmp_mimic < 0) tmp_mimic = 0;
1561 else if (tmp_mimic >= max_f_idx) tmp_mimic = max_f_idx - 1;
1563 cave_set_feat(y, x, tmp_feat);
1564 g_ptr->mimic = (s16b)tmp_mimic;
1566 f_ptr = &f_info[get_feat_mimic(g_ptr)];
1568 if (have_flag(f_ptr->flags, FF_GLYPH) ||
1569 have_flag(f_ptr->flags, FF_MINOR_GLYPH))
1570 g_ptr->info |= (CAVE_OBJECT);
1571 else if (have_flag(f_ptr->flags, FF_MIRROR))
1572 g_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
1576 p_ptr->update |= (PU_FLOW);
1578 prev_feat = tmp_feat;
1579 prev_mimic = tmp_mimic;
1584 #define NUM_O_BIT 32
1587 * @brief 現在のオプション設定をダンプ出力する /
1588 * Hack -- Dump option bits usage
1591 static void do_cmd_dump_options(void)
1598 /* Build the filename */
1599 path_build(buf, sizeof buf, ANGBAND_DIR_USER, "opt_info.txt");
1601 /* File type is "TEXT" */
1602 FILE_TYPE(FILE_TYPE_TEXT);
1605 fff = my_fopen(buf, "a");
1609 msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), buf);
1614 /* Allocate the "exist" array (2-dimension) */
1615 C_MAKE(exist, NUM_O_SET, int *);
1616 C_MAKE(*exist, NUM_O_BIT * NUM_O_SET, int);
1617 for (i = 1; i < NUM_O_SET; i++) exist[i] = *exist + i * NUM_O_BIT;
1619 /* Check for exist option bits */
1620 for (i = 0; option_info[i].o_desc; i++)
1622 const option_type *ot_ptr = &option_info[i];
1623 if (ot_ptr->o_var) exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
1626 fprintf(fff, "[Option bits usage on Hengband %d.%d.%d]\n\n",
1627 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1629 fputs("Set - Bit (Page) Option Name\n", fff);
1630 fputs("------------------------------------------------\n", fff);
1631 /* Dump option bits usage */
1632 for (i = 0; i < NUM_O_SET; i++)
1634 for (j = 0; j < NUM_O_BIT; j++)
1638 const option_type *ot_ptr = &option_info[exist[i][j] - 1];
1639 fprintf(fff, " %d - %02d (%4d) %s\n",
1640 i, j, ot_ptr->o_page, ot_ptr->o_text);
1644 fprintf(fff, " %d - %02d\n", i, j);
1650 /* Free the "exist" array (2-dimension) */
1651 C_KILL(*exist, NUM_O_BIT * NUM_O_SET, int);
1652 C_KILL(exist, NUM_O_SET, int *);
1655 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);
1659 #ifdef ALLOW_SPOILERS
1664 extern void do_cmd_spoilers(void);
1666 #endif /* ALLOW_SPOILERS */
1671 * Hack -- declare external function
1673 extern void do_cmd_debug(void);
1678 * @brief デバッグコマンドを選択する処理のメインルーチン /
1679 * Ask for and parse a "debug command"
1680 * The "command_arg" may have been set.
1683 void do_cmd_debug(void)
1688 /* Get a "debug command" */
1689 get_com("Debug Command: ", &cmd, FALSE);
1691 /* Analyze the command */
1701 #ifdef ALLOW_SPOILERS
1703 /* Hack -- Generate Spoilers */
1708 #endif /* ALLOW_SPOILERS */
1715 /* Cure all maladies */
1717 do_cmd_wiz_cure_all();
1720 /* Know alignment */
1722 msg_format("Your alignment is %d.", p_ptr->align);
1725 /* Teleport to target */
1731 update_gambling_monsters();
1734 /* Create any object */
1739 /* Create a named artifact */
1741 wiz_create_named_art();
1744 /* Detect everything */
1746 detect_all(DETECT_RAD_ALL * 3);
1749 /* Dimension_door */
1751 wiz_dimension_door();
1754 /* Edit character */
1756 do_cmd_wiz_change();
1759 /* Blue Mage Only */
1761 if (p_ptr->pclass == CLASS_BLUE_MAGE)
1763 do_cmd_wiz_blue_mage();
1767 /* View item info */
1769 identify_fully(FALSE);
1772 /* Create desired feature */
1774 do_cmd_wiz_create_feature();
1779 if (command_arg <= 0) command_arg = 1;
1780 acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE);
1783 /* Hitpoint rerating */
1785 roll_hitdice(p_ptr, SPOP_DISPLAY_MES | SPOP_DEBUG);
1789 do_cmd_summon_horde();
1794 (void)ident_spell(FALSE);
1797 /* Go up or down in the dungeon */
1802 /* Self-Knowledge */
1807 /* Learn about objects */
1814 map_area(DETECT_RAD_ALL * 3);
1819 (void)gain_mutation(p_ptr, command_arg);
1824 (void)do_cmd_wiz_reset_class();
1827 /* Specific reward */
1829 (void)gain_level_reward(command_arg);
1832 /* Summon _friendly_ named monster */
1834 do_cmd_wiz_named_friendly(command_arg);
1837 /* Summon Named Monster */
1839 do_cmd_wiz_named(command_arg);
1842 /* Dump option bits usage */
1844 do_cmd_dump_options();
1847 /* Object playing routines */
1854 teleport_player(10, 0L);
1863 sprintf(ppp, "QuestID (0-%d):", max_q_idx - 1);
1864 sprintf(tmp_val, "%d", 0);
1866 if (!get_string(ppp, tmp_val, 3)) return;
1867 tmp_int = atoi(tmp_val);
1869 if(tmp_int < 0) break;
1870 if(tmp_int >= max_q_idx) break;
1872 p_ptr->inside_quest = (QUEST_IDX)tmp_int;
1873 process_dungeon_file("q_info.txt", 0, 0, 0, 0);
1874 quest[tmp_int].status = QUEST_STATUS_TAKEN;
1875 p_ptr->inside_quest = 0;
1879 /* Complete a Quest -KMW- */
1881 if(p_ptr->inside_quest)
1883 if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
1885 complete_quest(p_ptr->inside_quest);
1891 msg_print("No current quest");
1896 /* Make every dungeon square "known" to test streamers -KMW- */
1898 for (y = 0; y < current_floor_ptr->height; y++)
1900 for (x = 0; x < current_floor_ptr->width; x++)
1902 current_floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1908 /* Summon Random Monster(s) */
1910 if (command_arg <= 0) command_arg = 1;
1911 do_cmd_wiz_summon(command_arg);
1914 /* Special(Random Artifact) Objects */
1916 if (command_arg <= 0) command_arg = 1;
1917 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE);
1922 teleport_player(100, 0L);
1925 /* Game Time Setting */
1931 /* Very Good Objects */
1933 if (command_arg <= 0) command_arg = 1;
1934 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE);
1937 /* Wizard Light the Level */
1939 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
1942 /* Increase Experience */
1944 gain_exp(command_arg ? command_arg : (p_ptr->exp + 1));
1947 /* Zap Monsters (Genocide) */
1952 /* Zap Monsters (Omnicide) */
1954 do_cmd_wiz_zap_all();
1957 /* Hack -- whatever I desire */
1962 /* For temporary test. */
1966 for(i = INVEN_TOTAL - 1; i >= 0; i--)
1968 if(inventory[i].k_idx) inven_drop(i, 999);
1975 do_cmd_wiz_reset_class();
1978 /* Not a Wizard Command */
1980 msg_print("That is not a valid debug command.");
1985 void cheat_death(player_type *creature_ptr)
1987 /* Mark social class, reset age, if needed */
1988 if (creature_ptr->sc) creature_ptr->sc = creature_ptr->age = 0;
1991 creature_ptr->age++;
1994 creature_ptr->noscore |= 0x0001;
1996 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."));
1999 (void)life_stream(FALSE, FALSE);
2001 if (creature_ptr->pclass == CLASS_MAGIC_EATER)
2004 for (magic_idx = 0; magic_idx < EATER_EXT * 2; magic_idx++)
2006 creature_ptr->magic_num1[magic_idx] = creature_ptr->magic_num2[magic_idx] * EATER_CHARGE;
2008 for (; magic_idx < EATER_EXT * 3; magic_idx++)
2010 creature_ptr->magic_num1[magic_idx] = 0;
2014 /* Restore spell points */
2015 creature_ptr->csp = creature_ptr->msp;
2016 creature_ptr->csp_frac = 0;
2018 /* Hack -- cancel recall */
2019 if (creature_ptr->word_recall)
2021 msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
2024 /* Hack -- Prevent recall */
2025 creature_ptr->word_recall = 0;
2026 creature_ptr->redraw |= (PR_STATUS);
2029 /* Hack -- cancel alter */
2030 if (creature_ptr->alter_reality)
2032 /* Hack -- Prevent alter */
2033 creature_ptr->alter_reality = 0;
2034 creature_ptr->redraw |= (PR_STATUS);
2037 /* Note cause of death */
2038 (void)strcpy(creature_ptr->died_from, _("死の欺き", "Cheating death"));
2041 creature_ptr->is_dead = FALSE;
2043 /* Hack -- Prevent starvation */
2044 (void)set_food(PY_FOOD_MAX - 1);
2046 current_floor_ptr->dun_level = 0;
2047 creature_ptr->inside_arena = FALSE;
2048 creature_ptr->inside_battle = FALSE;
2050 creature_ptr->inside_quest = 0;
2051 if (p_ptr->dungeon_idx) creature_ptr->recall_dungeon = p_ptr->dungeon_idx;
2052 p_ptr->dungeon_idx = 0;
2053 if (lite_town || vanilla_town)
2055 creature_ptr->wilderness_y = 1;
2056 creature_ptr->wilderness_x = 1;
2059 creature_ptr->oldpy = 10;
2060 creature_ptr->oldpx = 34;
2064 creature_ptr->oldpy = 33;
2065 creature_ptr->oldpx = 131;
2070 creature_ptr->wilderness_y = 48;
2071 creature_ptr->wilderness_x = 5;
2072 creature_ptr->oldpy = 33;
2073 creature_ptr->oldpx = 131;
2075 creature_ptr->wild_mode = FALSE;
2076 creature_ptr->leaving = TRUE;
2078 do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
2082 /* Prepare next floor */