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);
77 p_ptr->window |= (PW_PLAYER);
85 msg_format(_("現在の体力ランクは %d/100 です。", "Your life rate is %d/100 now."), percent);
86 p_ptr->knowledge |= KNOW_HPRATE;
90 msg_print(_("体力ランクが変わった。", "Life rate is changed."));
91 p_ptr->knowledge &= ~(KNOW_HPRATE);
99 * @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
100 * @return 実際にテレポートを行ったらTRUEを返す
102 static bool wiz_dimension_door(void)
104 POSITION x = 0, y = 0;
105 if (!tgt_pt(&x, &y)) return FALSE;
106 teleport_player_to(y, x, TELEPORT_NONMAGICAL);
112 * @brief プレイ日数を変更する / Set gametime.
113 * @return 実際に変更を行ったらTRUEを返す
115 static bool set_gametime(void)
118 char ppp[80], tmp_val[40];
121 sprintf(ppp, "Dungeon Turn (0-%ld): ", (long)dungeon_turn_limit);
124 sprintf(tmp_val, "%ld", (long)dungeon_turn);
127 if (!get_string(ppp, tmp_val, 10)) return (FALSE);
130 tmp_int = atoi(tmp_val);
133 if (tmp_int >= dungeon_turn_limit) tmp_int = dungeon_turn_limit - 1;
134 else if (tmp_int < 0) tmp_int = 0;
135 dungeon_turn = turn = tmp_int;
142 * @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
145 static void wiz_create_named_art(void)
147 char tmp_val[10] = "";
151 if (!get_string("Artifact ID:", tmp_val, 3)) return;
154 a_idx = atoi(tmp_val);
155 if(a_idx < 0) a_idx = 0;
156 if(a_idx >= max_a_idx) a_idx = 0;
158 /* Create the artifact */
159 (void)create_named_art(a_idx, p_ptr->y, p_ptr->x);
162 msg_print("Allocated.");
167 * @brief ウィザードモード用モンスター調査 / Hack -- quick debugging hook
170 static void do_cmd_wiz_hack_ben(void)
178 #ifdef MONSTER_HORDES
181 * @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
184 static void do_cmd_summon_horde(void)
186 POSITION wy = p_ptr->y, wx = p_ptr->x;
191 scatter(&wy, &wx, p_ptr->y, p_ptr->x, 3, 0);
192 if (cave_empty_bold(wy, wx)) break;
195 (void)alloc_horde(wy, wx);
198 #endif /* MONSTER_HORDES */
201 * @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.
204 static void prt_binary(u32b flags, int row, int col)
210 for (i = bitmask = 1; i <= 32; i++, bitmask *= 2)
215 Term_putch(col++, row, TERM_BLUE, '*');
218 /* Dump unset bits */
221 Term_putch(col++, row, TERM_WHITE, '-');
227 #define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
230 * @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.
231 * @param tval ベースアイテムの大項目ID
232 * @param sval ベースアイテムの小項目ID
237 static void prt_alloc(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval, TERM_POSITION row, TERM_POSITION col)
241 u32b rarity[K_MAX_DEPTH];
242 u32b total[K_MAX_DEPTH];
244 cptr r = "+---Rate---+";
249 alloc_entry *table = alloc_kind_table;
251 /* Wipe the tables */
252 (void)C_WIPE(rarity, K_MAX_DEPTH, u32b);
253 (void)C_WIPE(total, K_MAX_DEPTH, u32b);
254 (void)C_WIPE(display, 22, s32b);
256 /* Scan all entries */
257 for (i = 0; i < K_MAX_DEPTH; i++)
260 for (j = 0; j < alloc_kind_size; j++)
264 if (table[j].level <= i)
266 prob = table[j].prob1 * GREAT_OBJ * K_MAX_DEPTH;
268 else if (table[j].level - 1 > 0)
270 prob = table[j].prob1 * i * K_MAX_DEPTH / (table[j].level - 1);
273 /* Acquire this kind */
274 k_ptr = &k_info[table[j].index];
276 /* Accumulate probabilities */
277 total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
278 total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
280 /* Accumulate probabilities */
281 if ((k_ptr->tval == tval) && (k_ptr->sval == sval))
284 rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
287 total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
290 /* Calculate probabilities for each range */
291 for (i = 0; i < 22; i++)
293 /* Shift the values into view */
295 for (j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
296 possibility += rarity[j] * 100000 / total[j];
297 display[i] = possibility / 5;
300 /* Graph the rarities */
301 for (i = 0; i < 22; i++)
303 Term_putch(col, row + i + 1, TERM_WHITE, '|');
305 prt(format("%2dF", (i * 5)), row + i + 1, col);
309 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22))
311 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
315 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
319 /* Make it look nice */
324 * @brief プレイヤーの職業を変更する
326 * @todo 魔法領域の再選択などがまだ不完全、要実装。
328 static void do_cmd_wiz_reset_class(void)
335 sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
338 sprintf(tmp_val, "%d", p_ptr->pclass);
341 if (!get_string(ppp, tmp_val, 2)) return;
344 tmp_int = atoi(tmp_val);
347 if (tmp_int < 0 || tmp_int >= MAX_CLASS) return;
350 p_ptr->pclass = (byte_hack)tmp_int;
352 /* Redraw inscription */
353 p_ptr->window |= (PW_PLAYER);
355 /* {.} and {$} effect p_ptr->warning and TRC_TELEPORT_SELF */
356 p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
363 * @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
366 static void do_cmd_wiz_bamf(void)
368 /* Must have a target */
369 if (!target_who) return;
371 /* Teleport to the target */
372 teleport_player_to(target_row, target_col, TELEPORT_NONMAGICAL);
377 * @brief プレイヤーの現能力値を調整する
378 * Aux function for "do_cmd_wiz_change()". -RAK-
381 static void do_cmd_wiz_change_aux(void)
391 /* Query the stats */
392 for (i = 0; i < 6; i++)
395 sprintf(ppp, "%s (3-%d): ", stat_names[i], p_ptr->stat_max_max[i]);
398 sprintf(tmp_val, "%d", p_ptr->stat_max[i]);
401 if (!get_string(ppp, tmp_val, 3)) return;
404 tmp_int = atoi(tmp_val);
407 if (tmp_int > p_ptr->stat_max_max[i]) tmp_int = p_ptr->stat_max_max[i];
408 else if (tmp_int < 3) tmp_int = 3;
411 p_ptr->stat_cur[i] = p_ptr->stat_max[i] = (s16b)tmp_int;
416 sprintf(tmp_val, "%d", WEAPON_EXP_MASTER);
419 if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 9)) return;
422 tmp_s16b = (s16b)atoi(tmp_val);
425 if (tmp_s16b < WEAPON_EXP_UNSKILLED) tmp_s16b = WEAPON_EXP_UNSKILLED;
426 if (tmp_s16b > WEAPON_EXP_MASTER) tmp_s16b = WEAPON_EXP_MASTER;
428 for (j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++)
430 for (i = 0;i < 64;i++)
432 p_ptr->weapon_exp[j][i] = tmp_s16b;
433 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];
437 for (j = 0; j < 10; j++)
439 p_ptr->skill_exp[j] = tmp_s16b;
440 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];
443 for (j = 0; j < 32; j++)
444 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
446 p_ptr->spell_exp[j] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
449 sprintf(tmp_val, "%ld", (long)(p_ptr->au));
452 if (!get_string("Gold: ", tmp_val, 9)) return;
455 tmp_long = atol(tmp_val);
458 if (tmp_long < 0) tmp_long = 0L;
461 p_ptr->au = tmp_long;
465 sprintf(tmp_val, "%ld", (long)(p_ptr->max_exp));
468 if (!get_string("Experience: ", tmp_val, 9)) return;
471 tmp_long = atol(tmp_val);
474 if (tmp_long < 0) tmp_long = 0L;
476 if (p_ptr->prace != RACE_ANDROID)
479 p_ptr->max_exp = tmp_long;
480 p_ptr->exp = tmp_long;
489 * @brief プレイヤーの現能力値を調整する(メインルーチン)
490 * Change various "permanent" player variables.
493 static void do_cmd_wiz_change(void)
496 do_cmd_wiz_change_aux();
498 /* Redraw everything */
504 * @brief アイテムの詳細ステータスを表示する /
505 * Change various "permanent" player variables.
506 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
509 * Wizard routines for creating objects -RAK-
510 * And for manipulating them! -Bernd-
512 * This has been rewritten to make the whole procedure
513 * of debugging objects much easier and more comfortable.
515 * The following functions are meant to play with objects:
516 * Create, modify, roll for them (for statistic purposes) and more.
517 * The original functions were by RAK.
518 * The function to show an item's debug information was written
519 * by David Reeve Sward <sward+@CMU.EDU>.
520 * Bernd (wiebelt@mathematik.hu-berlin.de)
522 * Here are the low-level functions
523 * - wiz_display_item()
524 * display an item's debug-info
525 * - wiz_create_itemtype()
526 * specify tval and sval (type and subtype of object)
528 * specify pval, +AC, +tohit, +todam
529 * Note that the wizard can leave this function anytime,
530 * thus accepting the default-values for the remaining values.
531 * pval comes first now, since it is most important.
532 * - wiz_reroll_item()
533 * apply some magic to the item or turn it into an artifact.
535 * Get some statistics about the rarity of an item:
536 * We create a lot of fake items and see if they are of the
537 * same type (tval and sval), then we compare pval and +AC.
538 * If the fake-item is better or equal it is counted.
539 * Note that cursed items that are better or equal (absolute values)
541 * HINT: This is *very* useful for balancing the game!
542 * - wiz_quantity_item()
543 * change the quantity of an item, but be sane about it.
545 * And now the high-level functions
546 * - do_cmd_wiz_play()
547 * play with an existing object
548 * - wiz_create_item()
549 * create a new object
551 * Note -- You do not have to specify "pval" and other item-properties
552 * directly. Just apply magic until you are satisfied with the item.
554 * Note -- For some items (such as wands, staffs, some rings, etc), you
555 * must apply magic, or you will get "broken" or "uncharged" objects.
557 * Note -- Redefining artifacts via "do_cmd_wiz_play()" may destroy
558 * the artifact. Be careful.
560 * Hack -- this function will allow you to create multiple artifacts.
561 * This "feature" may induce crashes or other nasty effects.
562 * Just display an item's properties (debug-info)
563 * Originally by David Reeve Sward <sward+@CMU.EDU>
564 * Verbose item flags by -Bernd-
566 static void wiz_display_item(object_type *o_ptr)
569 u32b flgs[TR_FLAG_SIZE];
572 /* Extract the flags */
573 object_flags(o_ptr, flgs);
575 /* Clear the screen */
576 for (i = 1; i <= 23; i++) prt("", i, j - 2);
578 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
581 object_desc(buf, o_ptr, OD_STORE);
585 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d",
586 o_ptr->k_idx, k_info[o_ptr->k_idx].level,
587 o_ptr->tval, o_ptr->sval), 4, j);
589 prt(format("number = %-3d wgt = %-6d ac = %-5d damage = %dd%d",
590 o_ptr->number, o_ptr->weight,
591 o_ptr->ac, o_ptr->dd, o_ptr->ds), 5, j);
593 prt(format("pval = %-5d toac = %-5d tohit = %-4d todam = %-4d",
594 o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), 6, j);
596 prt(format("name1 = %-4d name2 = %-4d cost = %ld",
597 o_ptr->name1, o_ptr->name2, (long)object_value_real(o_ptr)), 7, j);
599 prt(format("ident = %04x xtra1 = %-4d xtra2 = %-4d timeout = %-d",
600 o_ptr->ident, o_ptr->xtra1, o_ptr->xtra2, o_ptr->timeout), 8, j);
602 prt(format("xtra3 = %-4d xtra4 = %-4d xtra5 = %-4d cursed = %-d",
603 o_ptr->xtra3, o_ptr->xtra4, o_ptr->xtra5, o_ptr->curse_flags), 9, j);
605 prt("+------------FLAGS1------------+", 10, j);
606 prt("AFFECT........SLAY........BRAND.", 11, j);
607 prt(" mf cvae xsqpaefc", 12, j);
608 prt("siwdccsossidsahanvudotgddhuoclio", 13, j);
609 prt("tnieohtctrnipttmiinmrrnrrraiierl", 14, j);
610 prt("rtsxnarelcfgdkcpmldncltggpksdced", 15, j);
611 prt_binary(flgs[0], 16, j);
613 prt("+------------FLAGS2------------+", 17, j);
614 prt("SUST....IMMUN.RESIST............", 18, j);
615 prt(" reaefctrpsaefcpfldbc sn ", 19, j);
616 prt("siwdcciaclioheatcliooeialoshtncd", 20, j);
617 prt("tnieohdsierlrfraierliatrnnnrhehi", 21, j);
618 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", 22, j);
619 prt_binary(flgs[1], 23, j);
621 prt("+------------FLAGS3------------+", 10, j+32);
622 prt("fe cnn t stdrmsiiii d ab ", 11, j+32);
623 prt("aa aoomywhs lleeieihgggg rtgl ", 12, j+32);
624 prt("uu utmacaih eielgggonnnnaaere ", 13, j+32);
625 prt("rr reanurdo vtieeehtrrrrcilas ", 14, j+32);
626 prt("aa algarnew ienpsntsaefctnevs ", 15, j+32);
627 prt_binary(flgs[2], 16, j+32);
629 prt("+------------FLAGS4------------+", 17, j+32);
630 prt("KILL....ESP......... ", 18, j+32);
631 prt("aeud tghaud tgdhegnu ", 19, j+32);
632 prt("nvneoriunneoriruvoon ", 20, j+32);
633 prt("iidmroamidmroagmionq ", 21, j+32);
634 prt("mlenclnmmenclnnnldlu ", 22, j+32);
635 prt_binary(flgs[3], 23, j+32);
640 * 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
642 typedef struct tval_desc
644 int tval; /*!< 大項目のID */
645 cptr desc; /*!< 大項目名 */
649 * 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
651 static tval_desc tvals[] =
653 { TV_SWORD, "Sword" },
654 { TV_POLEARM, "Polearm" },
655 { TV_HAFTED, "Hafted Weapon" },
657 { TV_ARROW, "Arrows" },
658 { TV_BOLT, "Bolts" },
659 { TV_SHOT, "Shots" },
660 { TV_SHIELD, "Shield" },
661 { TV_CROWN, "Crown" },
663 { TV_GLOVES, "Gloves" },
664 { TV_BOOTS, "Boots" },
665 { TV_CLOAK, "Cloak" },
666 { TV_DRAG_ARMOR, "Dragon Scale Mail" },
667 { TV_HARD_ARMOR, "Hard Armor" },
668 { TV_SOFT_ARMOR, "Soft Armor" },
670 { TV_AMULET, "Amulet" },
672 { TV_POTION, "Potion" },
673 { TV_SCROLL, "Scroll" },
675 { TV_STAFF, "Staff" },
677 { TV_LIFE_BOOK, "Life Spellbook" },
678 { TV_SORCERY_BOOK, "Sorcery Spellbook" },
679 { TV_NATURE_BOOK, "Nature Spellbook" },
680 { TV_CHAOS_BOOK, "Chaos Spellbook" },
681 { TV_DEATH_BOOK, "Death Spellbook" },
682 { TV_TRUMP_BOOK, "Trump Spellbook" },
683 { TV_ARCANE_BOOK, "Arcane Spellbook" },
684 { TV_CRAFT_BOOK, "Craft Spellbook"},
685 { TV_DAEMON_BOOK, "Daemon Spellbook"},
686 { TV_CRUSADE_BOOK, "Crusade Spellbook"},
687 { TV_MUSIC_BOOK, "Music Spellbook" },
688 { TV_HISSATSU_BOOK, "Book of Kendo" },
689 { TV_HEX_BOOK, "Hex Spellbook" },
690 { TV_PARCHMENT, "Parchment" },
691 { TV_WHISTLE, "Whistle" },
692 { TV_SPIKE, "Spikes" },
693 { TV_DIGGING, "Digger" },
694 { TV_CHEST, "Chest" },
695 { TV_CAPTURE, "Capture Ball" },
696 { TV_CARD, "Express Card" },
697 { TV_FIGURINE, "Magical Figurine" },
698 { TV_STATUE, "Statue" },
699 { TV_CORPSE, "Corpse" },
701 { TV_FLASK, "Flask" },
703 { TV_SKELETON, "Skeleton" },
709 * @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
710 * @param buf ベースアイテム格納先の参照ポインタ
711 * @param k_idx ベースアイテムID
714 void strip_name(char *buf, KIND_OBJECT_IDX k_idx)
718 object_kind *k_ptr = &k_info[k_idx];
720 cptr str = (k_name + k_ptr->name);
723 /* Skip past leading characters */
724 while ((*str == ' ') || (*str == '&')) str++;
726 /* Copy useful chars */
727 for (t = buf; *str; str++)
730 if (iskanji(*str)) {*t++ = *str++; *t++ = *str; continue;}
732 if (*str != '~') *t++ = *str;
735 /* Terminate the new name */
741 * @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 /
742 * Specify tval and sval (type and subtype of object) originally
745 * by RAK, heavily modified by -Bernd-
746 * This function returns the k_idx of an object type, or zero if failed
747 * List up to 50 choices in three columns
749 static KIND_OBJECT_IDX wiz_create_itemtype(void)
753 TERM_POSITION col, row;
754 OBJECT_TYPE_VALUE tval;
759 KIND_OBJECT_IDX choice[80];
767 /* Print all tval's and their descriptions */
768 for (num = 0; (num < 80) && tvals[num].tval; num++)
770 row = 2 + (num % 20);
771 col = 20 * (num / 20);
773 prt(format("[%c] %s", ch, tvals[num].desc), row, col);
776 /* Me need to know the maximal possible tval_index */
780 if (!get_com("Get what type of object? ", &ch, FALSE)) return (0);
783 for (num = 0; num < max_num; num++)
785 if (listsym[num] == ch) break;
788 /* Bail out if choice is illegal */
789 if ((num < 0) || (num >= max_num)) return (0);
791 /* Base object type chosen, fill in tval */
792 tval = tvals[num].tval;
793 tval_desc = tvals[num].desc;
796 /*** And now we go for k_idx ***/
801 /* We have to search the whole itemlist. */
802 for (num = 0, i = 1; (num < 80) && (i < max_k_idx); i++)
804 object_kind *k_ptr = &k_info[i];
806 /* Analyze matching items */
807 if (k_ptr->tval == tval)
810 row = 2 + (num % 20);
811 col = 20 * (num / 20);
815 /* Acquire the "name" of object "i" */
819 prt(format("[%c] %s", ch, buf), row, col);
821 /* Remember the object index */
826 /* Me need to know the maximal possible remembered object_index */
830 if (!get_com(format("What Kind of %s? ", tval_desc), &ch, FALSE)) return (0);
833 for (num = 0; num < max_num; num++)
835 if (listsym[num] == ch) break;
838 /* Bail out if choice is "illegal" */
839 if ((num < 0) || (num >= max_num)) return (0);
841 /* And return successful */
842 return (choice[num]);
847 * @briefアイテムの基礎能力値を調整する / Tweak an item
848 * @param o_ptr 調整するアイテムの参照ポインタ
851 static void wiz_tweak_item(object_type *o_ptr)
856 /* Hack -- leave artifacts alone */
857 if (object_is_artifact(o_ptr)) return;
859 p = "Enter new 'pval' setting: ";
860 sprintf(tmp_val, "%d", o_ptr->pval);
861 if (!get_string(p, tmp_val, 5)) return;
862 o_ptr->pval = (s16b)atoi(tmp_val);
863 wiz_display_item(o_ptr);
865 p = "Enter new 'to_a' setting: ";
866 sprintf(tmp_val, "%d", o_ptr->to_a);
867 if (!get_string(p, tmp_val, 5)) return;
868 o_ptr->to_a = (s16b)atoi(tmp_val);
869 wiz_display_item(o_ptr);
871 p = "Enter new 'to_h' setting: ";
872 sprintf(tmp_val, "%d", o_ptr->to_h);
873 if (!get_string(p, tmp_val, 5)) return;
874 o_ptr->to_h = (s16b)atoi(tmp_val);
875 wiz_display_item(o_ptr);
877 p = "Enter new 'to_d' setting: ";
878 sprintf(tmp_val, "%d", (int)o_ptr->to_d);
879 if (!get_string(p, tmp_val, 5)) return;
880 o_ptr->to_d = (s16b)atoi(tmp_val);
881 wiz_display_item(o_ptr);
886 * @brief アイテムの質を選択して再生成する /
887 * Apply magic to an item or turn it into an artifact. -Bernd-
888 * @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
891 static void wiz_reroll_item(object_type *o_ptr)
898 bool changed = FALSE;
901 /* Hack -- leave artifacts alone */
902 if (object_is_artifact(o_ptr)) return;
905 /* Get local object */
908 /* Copy the object */
909 object_copy(q_ptr, o_ptr);
912 /* Main loop. Ask for magification and artifactification */
915 /* Display full item debug information */
916 wiz_display_item(q_ptr);
918 /* Ask wizard what to do. */
919 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, FALSE))
921 /* Preserve wizard-generated artifacts */
922 if (object_is_fixed_artifact(q_ptr))
924 a_info[q_ptr->name1].cur_num = 0;
932 /* Create/change it! */
933 if (ch == 'A' || ch == 'a')
939 /* Preserve wizard-generated artifacts */
940 if (object_is_fixed_artifact(q_ptr))
942 a_info[q_ptr->name1].cur_num = 0;
948 /* Apply bad magic, but first clear object */
951 object_prep(q_ptr, o_ptr->k_idx);
952 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
955 /* Apply bad magic, but first clear object */
958 object_prep(q_ptr, o_ptr->k_idx);
959 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
962 /* Apply normal magic, but first clear object */
965 object_prep(q_ptr, o_ptr->k_idx);
966 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
969 /* Apply good magic, but first clear object */
972 object_prep(q_ptr, o_ptr->k_idx);
973 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD);
976 /* Apply great magic, but first clear object */
979 object_prep(q_ptr, o_ptr->k_idx);
980 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT);
983 /* Apply special magic, but first clear object */
986 object_prep(q_ptr, o_ptr->k_idx);
987 apply_magic(q_ptr, dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
989 /* Failed to create artifact; make a random one */
990 if (!object_is_artifact(q_ptr)) create_artifact(q_ptr, FALSE);
994 q_ptr->iy = o_ptr->iy;
995 q_ptr->ix = o_ptr->ix;
996 q_ptr->next_o_idx = o_ptr->next_o_idx;
997 q_ptr->marked = o_ptr->marked;
1005 object_copy(o_ptr, q_ptr);
1007 /* Recalculate bonuses */
1008 p_ptr->update |= (PU_BONUS);
1010 /* Combine / Reorder the pack (later) */
1011 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1014 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1021 * @brief 検査対象のアイテムを基準とした生成テストを行う /
1022 * Try to create an item again. Output some statistics. -Bernd-
1023 * @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
1025 * The statistics are correct now. We acquire a clean grid, and then
1026 * repeatedly place an object in this grid, copying it into an item
1027 * holder, and then deleting the object. We fiddle with the artifact
1028 * counter flags to prevent weirdness. We use the items to collect
1029 * statistics on item creation relative to the initial item.
1031 static void wiz_statistics(object_type *o_ptr)
1033 u32b i, matches, better, worse, other, correct;
1035 u32b test_roll = 1000000;
1045 cptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
1047 cptr p = "Enter number of items to roll: ";
1051 /* XXX XXX XXX Mega-Hack -- allow multiple artifacts */
1052 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;
1058 cptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
1061 wiz_display_item(o_ptr);
1064 if (!get_com(pmt, &ch, FALSE)) break;
1066 if (ch == 'n' || ch == 'N')
1071 else if (ch == 'g' || ch == 'G')
1076 else if (ch == 'e' || ch == 'E')
1078 mode = AM_GOOD | AM_GREAT;
1079 quality = "excellent";
1086 sprintf(tmp_val, "%ld", (long int)test_roll);
1087 if (get_string(p, tmp_val, 10)) test_roll = atol(tmp_val);
1088 test_roll = MAX(1, test_roll);
1090 /* Let us know what we are doing */
1091 msg_format("Creating a lot of %s items. Base level = %d.",
1092 quality, dun_level);
1095 /* Set counters to zero */
1096 correct = matches = better = worse = other = 0;
1098 /* Let's rock and roll */
1099 for (i = 0; i <= test_roll; i++)
1101 /* Output every few rolls */
1102 if ((i < 100) || (i % 100 == 0))
1107 /* Allow interupt */
1117 /* Dump the stats */
1118 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
1123 /* Get local object */
1126 /* Wipe the object */
1129 /* Create an object */
1130 make_object(q_ptr, mode);
1133 /* XXX XXX XXX Mega-Hack -- allow multiple artifacts */
1134 if (object_is_fixed_artifact(q_ptr)) a_info[q_ptr->name1].cur_num = 0;
1137 /* Test for the same tval and sval. */
1138 if ((o_ptr->tval) != (q_ptr->tval)) continue;
1139 if ((o_ptr->sval) != (q_ptr->sval)) continue;
1141 /* One more correct item */
1144 /* Check for match */
1145 if ((q_ptr->pval == o_ptr->pval) &&
1146 (q_ptr->to_a == o_ptr->to_a) &&
1147 (q_ptr->to_h == o_ptr->to_h) &&
1148 (q_ptr->to_d == o_ptr->to_d) &&
1149 (q_ptr->name1 == o_ptr->name1))
1154 /* Check for better */
1155 else if ((q_ptr->pval >= o_ptr->pval) &&
1156 (q_ptr->to_a >= o_ptr->to_a) &&
1157 (q_ptr->to_h >= o_ptr->to_h) &&
1158 (q_ptr->to_d >= o_ptr->to_d))
1163 /* Check for worse */
1164 else if ((q_ptr->pval <= o_ptr->pval) &&
1165 (q_ptr->to_a <= o_ptr->to_a) &&
1166 (q_ptr->to_h <= o_ptr->to_h) &&
1167 (q_ptr->to_d <= o_ptr->to_d))
1172 /* Assume different */
1180 msg_format(q, i, correct, matches, better, worse, other);
1185 /* Hack -- Normally only make a single artifact */
1186 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
1191 * @brief 検査対象のアイテムの数を変更する /
1192 * Change the quantity of a the item
1193 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
1196 static void wiz_quantity_item(object_type *o_ptr)
1198 int tmp_int, tmp_qnt;
1203 /* Never duplicate artifacts */
1204 if (object_is_artifact(o_ptr)) return;
1206 /* Store old quantity. -LM- */
1207 tmp_qnt = o_ptr->number;
1210 sprintf(tmp_val, "%d", (int)o_ptr->number);
1213 if (get_string("Quantity: ", tmp_val, 2))
1216 tmp_int = atoi(tmp_val);
1219 if (tmp_int < 1) tmp_int = 1;
1220 if (tmp_int > 99) tmp_int = 99;
1222 /* Accept modifications */
1223 o_ptr->number = (byte_hack)tmp_int;
1226 if (o_ptr->tval == TV_ROD)
1228 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
1233 * @brief 青魔導師の魔法を全て習得済みにする /
1234 * debug command for blue mage
1237 static void do_cmd_wiz_blue_mage(void)
1242 s32b f4 = 0, f5 = 0, f6 = 0;
1247 set_rf_masks(&f4, &f5, &f6, j);
1249 for (i = 0; i < 32; i++)
1251 if ((0x00000001 << i) & f4) p_ptr->magic_num2[i] = 1;
1255 if ((0x00000001 << (i - 32)) & f5) p_ptr->magic_num2[i] = 1;
1259 if ((0x00000001 << (i - 64)) & f6) p_ptr->magic_num2[i] = 1;
1266 * @brief アイテム検査のメインルーチン /
1267 * Play with an item. Options include:
1270 * - Output statistics (via wiz_roll_item)<br>
1271 * - Reroll item (via wiz_reroll_item)<br>
1272 * - Change properties (via wiz_tweak_item)<br>
1273 * - Change the number of items (via wiz_quantity_item)<br>
1275 static void do_cmd_wiz_play(void)
1290 item_tester_no_ryoute = TRUE;
1292 q = "Play with which object? ";
1293 s = "You have nothing to play with.";
1294 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
1296 /* Get the item (in the pack) */
1299 o_ptr = &inventory[item];
1302 /* Get the item (on the floor) */
1305 o_ptr = &o_list[0 - item];
1308 /* The item was not changed */
1312 /* Save the screen */
1316 /* Get local object */
1320 object_copy(q_ptr, o_ptr);
1326 /* Display the item */
1327 wiz_display_item(q_ptr);
1330 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, FALSE))
1336 if (ch == 'A' || ch == 'a')
1342 if (ch == 's' || ch == 'S')
1344 wiz_statistics(q_ptr);
1347 if (ch == 'r' || ch == 'r')
1349 wiz_reroll_item(q_ptr);
1352 if (ch == 't' || ch == 'T')
1354 wiz_tweak_item(q_ptr);
1357 if (ch == 'q' || ch == 'Q')
1359 wiz_quantity_item(q_ptr);
1364 /* Restore the screen */
1372 msg_print("Changes accepted.");
1374 /* Recalcurate object's weight */
1377 p_ptr->total_weight += (q_ptr->weight * q_ptr->number)
1378 - (o_ptr->weight * o_ptr->number);
1382 object_copy(o_ptr, q_ptr);
1385 /* Recalculate bonuses */
1386 p_ptr->update |= (PU_BONUS);
1388 /* Combine / Reorder the pack (later) */
1389 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
1392 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1398 msg_print("Changes ignored.");
1404 * @brief 任意のベースアイテム生成のメインルーチン /
1405 * Wizard routine for creating objects -RAK-
1408 * Heavily modified to allow magification and artifactification -Bernd-
1410 * Note that wizards cannot create objects on top of other objects.
1412 * Hack -- this routine always makes a "dungeon object", and applies
1413 * magic to it, and attempts to decline cursed items.
1415 static void wiz_create_item(void)
1422 /* Save the screen */
1425 /* Get object base type */
1426 k_idx = wiz_create_itemtype();
1428 /* Restore the screen */
1431 /* Return if failed */
1434 if (k_info[k_idx].gen_flags & TRG_INSTA_ART)
1439 for (i = 1; i < max_a_idx; i++)
1441 /* Ignore incorrect tval */
1442 if (a_info[i].tval != k_info[k_idx].tval) continue;
1444 /* Ignore incorrect sval */
1445 if (a_info[i].sval != k_info[k_idx].sval) continue;
1447 /* Create this artifact */
1448 (void)create_named_art(i, p_ptr->y, p_ptr->x);
1451 msg_print("Allocated(INSTA_ART).");
1457 /* Get local object */
1460 /* Create the item */
1461 object_prep(q_ptr, k_idx);
1464 apply_magic(q_ptr, dun_level, AM_NO_FIXED_ART);
1466 /* Drop the object from heaven */
1467 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1470 msg_print("Allocated.");
1475 * @brief プレイヤーを完全回復する /
1476 * Cure everything instantly
1479 static void do_cmd_wiz_cure_all(void)
1481 (void)life_stream(FALSE, FALSE);
1482 (void)set_food(PY_FOOD_MAX - 1);
1487 * @brief 任意のダンジョン及び階層に飛ぶ /
1491 static void do_cmd_wiz_jump(void)
1494 if (command_arg <= 0)
1498 DUNGEON_IDX tmp_dungeon_type;
1501 sprintf(ppp, "Jump which dungeon : ");
1504 sprintf(tmp_val, "%d", dungeon_type);
1506 /* Ask for a level */
1507 if (!get_string(ppp, tmp_val, 2)) return;
1509 tmp_dungeon_type = (DUNGEON_IDX)atoi(tmp_val);
1510 if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > max_d_idx)) tmp_dungeon_type = DUNGEON_ANGBAND;
1513 sprintf(ppp, "Jump to level (0, %d-%d): ",
1514 (int)d_info[tmp_dungeon_type].mindepth, (int)d_info[tmp_dungeon_type].maxdepth);
1517 sprintf(tmp_val, "%d", (int)dun_level);
1519 /* Ask for a level */
1520 if (!get_string(ppp, tmp_val, 10)) return;
1522 /* Extract request */
1523 command_arg = (COMMAND_ARG)atoi(tmp_val);
1525 dungeon_type = tmp_dungeon_type;
1529 if (command_arg < d_info[dungeon_type].mindepth) command_arg = 0;
1532 if (command_arg > d_info[dungeon_type].maxdepth) command_arg = (COMMAND_ARG)d_info[dungeon_type].maxdepth;
1534 /* Accept request */
1535 msg_format("You jump to dungeon level %d.", command_arg);
1537 if (autosave_l) do_cmd_save_game(TRUE);
1540 dun_level = command_arg;
1542 prepare_change_floor_mode(CFM_RAND_PLACE);
1544 if (!dun_level) dungeon_type = 0;
1545 p_ptr->inside_arena = FALSE;
1546 p_ptr->wild_mode = FALSE;
1548 leave_quest_check();
1550 if (record_stair) do_cmd_write_nikki(NIKKI_WIZ_TELE,0,NULL);
1552 p_ptr->inside_quest = 0;
1553 p_ptr->energy_use = 0;
1555 /* Prevent energy_need from being too lower than 0 */
1556 p_ptr->energy_need = 0;
1559 * Clear all saved floors
1560 * and create a first saved floor
1562 prepare_change_floor_mode(CFM_FIRST_FLOOR);
1565 p_ptr->leaving = TRUE;
1570 * @brief 全ベースアイテムを鑑定済みにする /
1571 * Become aware of a lot of objects
1574 static void do_cmd_wiz_learn(void)
1581 /* Scan every object */
1582 for (i = 1; i < max_k_idx; i++)
1584 object_kind *k_ptr = &k_info[i];
1586 /* Induce awareness */
1587 if (k_ptr->level <= command_arg)
1589 /* Get local object */
1592 /* Prepare object */
1593 object_prep(q_ptr, i);
1596 object_aware(q_ptr);
1603 * @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 /
1604 * Summon some creatures
1608 static void do_cmd_wiz_summon(int num)
1612 for (i = 0; i < num; i++)
1614 (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
1621 * @brief モンスターを種族IDを指定して敵対的に召喚する /
1622 * Summon a creature of the specified type
1623 * @param r_idx モンスター種族ID
1626 * XXX XXX XXX This function is rather dangerous
1628 static void do_cmd_wiz_named(MONRACE_IDX r_idx)
1630 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1635 * @brief モンスターを種族IDを指定してペット召喚する /
1636 * Summon a creature of the specified type
1637 * @param r_idx モンスター種族ID
1640 * XXX XXX XXX This function is rather dangerous
1642 static void do_cmd_wiz_named_friendly(MONRACE_IDX r_idx)
1644 (void)summon_named_creature(0, p_ptr->y, p_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP | PM_FORCE_PET));
1650 * @brief プレイヤー近辺の全モンスターを消去する /
1651 * Hack -- Delete all nearby monsters
1654 static void do_cmd_wiz_zap(void)
1659 /* Genocide everyone nearby */
1660 for (i = 1; i < m_max; i++)
1662 monster_type *m_ptr = &m_list[i];
1664 /* Paranoia -- Skip dead monsters */
1665 if (!m_ptr->r_idx) continue;
1667 /* Skip the mount */
1668 if (i == p_ptr->riding) continue;
1670 /* Delete nearby monsters */
1671 if (m_ptr->cdis <= MAX_SIGHT)
1673 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1677 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1678 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1681 delete_monster_idx(i);
1688 * @brief フロアに存在する全モンスターを消去する /
1689 * Hack -- Delete all monsters
1692 static void do_cmd_wiz_zap_all(void)
1696 /* Genocide everyone */
1697 for (i = 1; i < m_max; i++)
1699 monster_type *m_ptr = &m_list[i];
1701 /* Paranoia -- Skip dead monsters */
1702 if (!m_ptr->r_idx) continue;
1704 /* Skip the mount */
1705 if (i == p_ptr->riding) continue;
1707 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1711 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1712 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1715 /* Delete this monster */
1716 delete_monster_idx(i);
1722 * @brief 指定された地点の地形IDを変更する /
1723 * Create desired feature
1726 static void do_cmd_wiz_create_feature(void)
1728 static int prev_feat = 0;
1729 static int prev_mimic = 0;
1731 feature_type *f_ptr;
1733 IDX tmp_feat, tmp_mimic;
1736 if (!tgt_pt(&x, &y)) return;
1738 c_ptr = &cave[y][x];
1741 sprintf(tmp_val, "%d", prev_feat);
1744 if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
1747 tmp_feat = (IDX)atoi(tmp_val);
1748 if (tmp_feat < 0) tmp_feat = 0;
1749 else if (tmp_feat >= max_f_idx) tmp_feat = max_f_idx - 1;
1752 sprintf(tmp_val, "%d", prev_mimic);
1755 if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3)) return;
1758 tmp_mimic = (IDX)atoi(tmp_val);
1759 if (tmp_mimic < 0) tmp_mimic = 0;
1760 else if (tmp_mimic >= max_f_idx) tmp_mimic = max_f_idx - 1;
1762 cave_set_feat(y, x, tmp_feat);
1763 c_ptr->mimic = (s16b)tmp_mimic;
1765 f_ptr = &f_info[get_feat_mimic(c_ptr)];
1767 if (have_flag(f_ptr->flags, FF_GLYPH) ||
1768 have_flag(f_ptr->flags, FF_MINOR_GLYPH))
1769 c_ptr->info |= (CAVE_OBJECT);
1770 else if (have_flag(f_ptr->flags, FF_MIRROR))
1771 c_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
1779 /* Update some things */
1780 p_ptr->update |= (PU_FLOW);
1782 prev_feat = tmp_feat;
1783 prev_mimic = tmp_mimic;
1788 #define NUM_O_BIT 32
1791 * @brief 現在のオプション設定をダンプ出力する /
1792 * Hack -- Dump option bits usage
1795 static void do_cmd_dump_options(void)
1802 /* Build the filename */
1803 path_build(buf, sizeof buf, ANGBAND_DIR_USER, "opt_info.txt");
1805 /* File type is "TEXT" */
1806 FILE_TYPE(FILE_TYPE_TEXT);
1809 fff = my_fopen(buf, "a");
1814 msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), buf);
1819 /* Allocate the "exist" array (2-dimension) */
1820 C_MAKE(exist, NUM_O_SET, int *);
1821 C_MAKE(*exist, NUM_O_BIT * NUM_O_SET, int);
1822 for (i = 1; i < NUM_O_SET; i++) exist[i] = *exist + i * NUM_O_BIT;
1824 /* Check for exist option bits */
1825 for (i = 0; option_info[i].o_desc; i++)
1827 const option_type *ot_ptr = &option_info[i];
1828 if (ot_ptr->o_var) exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
1831 fprintf(fff, "[Option bits usage on Hengband %d.%d.%d]\n\n",
1832 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1834 fputs("Set - Bit (Page) Option Name\n", fff);
1835 fputs("------------------------------------------------\n", fff);
1836 /* Dump option bits usage */
1837 for (i = 0; i < NUM_O_SET; i++)
1839 for (j = 0; j < NUM_O_BIT; j++)
1843 const option_type *ot_ptr = &option_info[exist[i][j] - 1];
1844 fprintf(fff, " %d - %02d (%4d) %s\n",
1845 i, j, ot_ptr->o_page, ot_ptr->o_text);
1849 fprintf(fff, " %d - %02d\n", i, j);
1855 /* Free the "exist" array (2-dimension) */
1856 C_KILL(*exist, NUM_O_BIT * NUM_O_SET, int);
1857 C_KILL(exist, NUM_O_SET, int *);
1862 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);
1866 #ifdef ALLOW_SPOILERS
1871 extern void do_cmd_spoilers(void);
1873 #endif /* ALLOW_SPOILERS */
1878 * Hack -- declare external function
1880 extern void do_cmd_debug(void);
1885 * @brief デバッグコマンドを選択する処理のメインルーチン /
1886 * Ask for and parse a "debug command"
1887 * The "command_arg" may have been set.
1890 void do_cmd_debug(void)
1895 /* Get a "debug command" */
1896 get_com("Debug Command: ", &cmd, FALSE);
1898 /* Analyze the command */
1908 #ifdef ALLOW_SPOILERS
1910 /* Hack -- Generate Spoilers */
1915 #endif /* ALLOW_SPOILERS */
1922 /* Cure all maladies */
1924 do_cmd_wiz_cure_all();
1927 /* Know alignment */
1929 msg_format("Your alignment is %d.", p_ptr->align);
1932 /* Teleport to target */
1941 /* Create any object */
1946 /* Create a named artifact */
1948 wiz_create_named_art();
1951 /* Detect everything */
1953 detect_all(DETECT_RAD_ALL * 3);
1956 /* Dimension_door */
1958 wiz_dimension_door();
1961 /* Edit character */
1963 do_cmd_wiz_change();
1966 /* Blue Mage Only */
1968 if (p_ptr->pclass == CLASS_BLUE_MAGE)
1970 do_cmd_wiz_blue_mage();
1974 /* View item info */
1976 identify_fully(FALSE);
1979 /* Create desired feature */
1981 do_cmd_wiz_create_feature();
1986 if (command_arg <= 0) command_arg = 1;
1987 acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE);
1990 /* Hitpoint rerating */
1992 do_cmd_rerate(TRUE);
1995 #ifdef MONSTER_HORDES
1997 do_cmd_summon_horde();
1999 #endif /* MONSTER_HORDES */
2003 (void)ident_spell(FALSE);
2006 /* Go up or down in the dungeon */
2011 /* Self-Knowledge */
2016 /* Learn about objects */
2023 map_area(DETECT_RAD_ALL * 3);
2028 (void)gain_random_mutation(command_arg);
2033 (void)do_cmd_wiz_reset_class();
2036 /* Specific reward */
2038 (void)gain_level_reward(command_arg);
2041 /* Summon _friendly_ named monster */
2043 do_cmd_wiz_named_friendly(command_arg);
2046 /* Summon Named Monster */
2048 do_cmd_wiz_named(command_arg);
2051 /* Dump option bits usage */
2053 do_cmd_dump_options();
2056 /* Object playing routines */
2063 teleport_player(10, 0L);
2066 /* Complete a Quest -KMW- */
2068 if(p_ptr->inside_quest)
2070 if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
2072 complete_quest(p_ptr->inside_quest);
2078 msg_print("No current quest");
2083 /* Make every dungeon square "known" to test streamers -KMW- */
2085 for (y = 0; y < cur_hgt; y++)
2087 for (x = 0; x < cur_wid; x++)
2089 cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
2095 /* Summon Random Monster(s) */
2097 if (command_arg <= 0) command_arg = 1;
2098 do_cmd_wiz_summon(command_arg);
2101 /* Special(Random Artifact) Objects */
2103 if (command_arg <= 0) command_arg = 1;
2104 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE);
2109 teleport_player(100, 0L);
2112 /* Game Time Setting */
2118 /* Very Good Objects */
2120 if (command_arg <= 0) command_arg = 1;
2121 acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE);
2124 /* Wizard Light the Level */
2126 wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
2129 /* Increase Experience */
2131 gain_exp(command_arg ? command_arg : (p_ptr->exp + 1));
2134 /* Zap Monsters (Genocide) */
2139 /* Zap Monsters (Omnicide) */
2141 do_cmd_wiz_zap_all();
2144 /* Hack -- whatever I desire */
2146 do_cmd_wiz_hack_ben();
2149 /* Not a Wizard Command */
2151 msg_print("That is not a valid debug command.");