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>
26 #include "player-status.h"
27 #include "player-effects.h"
28 #include "player-skill.h"
29 #include "player-class.h"
30 #include "player-inventory.h"
33 #include "spells-object.h"
34 #include "spells-summon.h"
35 #include "spells-status.h"
36 #include "spells-world.h"
37 #include "spells-floor.h"
39 #include "object-flavor.h"
40 #include "object-hook.h"
41 #include "monster-status.h"
44 #include "floor-save.h"
46 #include "dungeon-file.h"
48 #include "monster-spell.h"
50 #include "objectkind.h"
51 #include "targeting.h"
52 #include "view-mainwindow.h"
58 extern void do_cmd_debug(player_type *creature_ptr);
62 typedef struct debug_spell_commands1
66 bool(*spell_function_type1)(player_type *);
67 } debug_spell_commands1;
69 typedef struct debug_spell_commands2
73 bool(*spell_function_type2)(player_type *, floor_type *);
74 } debug_spell_commands2;
76 typedef struct debug_spell_commands3
80 bool(*spell_function_type3)(player_type *, HIT_POINT);
81 } debug_spell_commands3;
83 typedef union debug_spell_commands {
84 debug_spell_commands1 command1;
85 debug_spell_commands2 command2;
86 debug_spell_commands3 command3;
87 } debug_spell_commands;
89 debug_spell_commands debug_spell_commands_list[] =
91 .command3 = {3, "true healing", true_healing}
95 typedef union spell_functions {
96 struct debug_spell_type1 { bool(*spell_function)(player_type *, floor_type *); } spell1;
97 struct debug_spell_type2 { bool(*spell_function)(player_type *); } spell2;
98 struct debug_spell_type3 { bool(*spell_function)(player_type *, HIT_POINT); } spell3;
101 typedef struct debug_spell_command
105 spell_functions command_function;
106 } debug_spell_command;
109 debug_spell_command debug_spell_commands_list[SPELL_MAX] =
111 { 2, "vanish dungeon", {.spell2 = vanish_dungeon} },
112 { 3, "true healing", {.spell3 = true_healing} }
116 * @brief コマンド入力により任意にスペル効果を起こす / Wizard spells
117 * @return 実際にテレポートを行ったらTRUEを返す
119 static bool do_cmd_debug_spell(player_type *creature_ptr)
121 char tmp_val[50] = "\0";
124 if (!get_string("SPELL:", tmp_val, 32)) return FALSE;
126 for (int i = 0; i < SPELL_MAX; i++)
128 if (strcmp(tmp_val, debug_spell_commands_list[i].command_name) != 0)
130 switch (debug_spell_commands_list[i].type)
133 (*(debug_spell_commands_list[i].command_function.spell2.spell_function))(creature_ptr);
137 if (!get_string("POWER:", tmp_val, 32)) return FALSE;
138 tmp_int = atoi(tmp_val);
139 (*(debug_spell_commands_list[i].command_function.spell3.spell_function))(creature_ptr, tmp_int);
151 * @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
152 * @param caster_ptr プレーヤーへの参照ポインタ
153 * @return 実際にテレポートを行ったらTRUEを返す
155 static bool wiz_dimension_door(player_type *caster_ptr)
157 POSITION x = 0, y = 0;
158 if (!tgt_pt(caster_ptr, &x, &y)) return FALSE;
159 teleport_player_to(caster_ptr, y, x, TELEPORT_NONMAGICAL);
164 * @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
165 * @param caster_ptr プレーヤーへの参照ポインタ
168 static void wiz_create_named_art(player_type *caster_ptr)
170 char tmp_val[10] = "";
174 if (!get_string("Artifact ID:", tmp_val, 3)) return;
177 a_idx = (ARTIFACT_IDX)atoi(tmp_val);
178 if (a_idx < 0) a_idx = 0;
179 if (a_idx >= max_a_idx) a_idx = 0;
181 (void)create_named_art(caster_ptr, a_idx, caster_ptr->y, caster_ptr->x);
184 msg_print("Allocated.");
188 * @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
189 * @param caster_ptr プレーヤーへの参照ポインタ
192 static void do_cmd_summon_horde(player_type *caster_ptr)
194 POSITION wy = caster_ptr->y, wx = caster_ptr->x;
199 scatter(caster_ptr->current_floor_ptr, &wy, &wx, caster_ptr->y, caster_ptr->x, 3, 0);
200 if (cave_empty_bold(caster_ptr->current_floor_ptr, wy, wx)) break;
203 (void)alloc_horde(wy, wx);
207 * @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.
210 static void prt_binary(BIT_FLAGS flags, int row, int col)
216 for (i = bitmask = 1; i <= 32; i++, bitmask *= 2)
221 Term_putch(col++, row, TERM_BLUE, '*');
224 /* Dump unset bits */
227 Term_putch(col++, row, TERM_WHITE, '-');
233 #define K_MAX_DEPTH 110 /*!< アイテムの階層毎生成率を表示する最大階 */
236 * @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.
237 * @param tval ベースアイテムの大項目ID
238 * @param sval ベースアイテムの小項目ID
243 static void prt_alloc(OBJECT_TYPE_VALUE tval, OBJECT_SUBTYPE_VALUE sval, TERM_LEN row, TERM_LEN col)
245 u32b rarity[K_MAX_DEPTH];
246 (void)C_WIPE(rarity, K_MAX_DEPTH, u32b);
247 u32b total[K_MAX_DEPTH];
248 (void)C_WIPE(total, K_MAX_DEPTH, u32b);
250 (void)C_WIPE(display, 22, s32b);
252 /* Scan all entries */
254 for (int i = 0; i < K_MAX_DEPTH; i++)
258 alloc_entry *table = alloc_kind_table;
259 for (int j = 0; j < alloc_kind_size; j++)
263 if (table[j].level <= i)
265 prob = table[j].prob1 * GREAT_OBJ * K_MAX_DEPTH;
267 else if (table[j].level - 1 > 0)
269 prob = table[j].prob1 * i * K_MAX_DEPTH / (table[j].level - 1);
272 /* Acquire this kind */
273 k_ptr = &k_info[table[j].index];
275 /* Accumulate probabilities */
276 total[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
277 total_frac += prob % (GREAT_OBJ * K_MAX_DEPTH);
279 /* Accumulate probabilities */
280 if ((k_ptr->tval == tval) && (k_ptr->sval == sval))
283 rarity[i] += prob / (GREAT_OBJ * K_MAX_DEPTH);
286 total[i] += total_frac / (GREAT_OBJ * K_MAX_DEPTH);
289 /* Calculate probabilities for each range */
290 for (int i = 0; i < 22; i++)
292 /* Shift the values into view */
294 for (int j = i * K_MAX_DEPTH / 22; j < (i + 1) * K_MAX_DEPTH / 22; j++)
295 possibility += rarity[j] * 100000 / total[j];
296 display[i] = possibility / 5;
299 /* Graph the rarities */
300 for (int i = 0; i < 22; i++)
302 Term_putch(col, row + i + 1, TERM_WHITE, '|');
304 prt(format("%2dF", (i * 5)), row + i + 1, col);
308 if ((i * K_MAX_DEPTH / 22 <= home) && (home < (i + 1) * K_MAX_DEPTH / 22))
310 c_prt(TERM_RED, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
314 c_prt(TERM_WHITE, format("%3d.%04d%%", display[i] / 1000, display[i] % 1000), row + i + 1, col + 3);
318 /* Make it look nice */
319 concptr r = "+---Rate---+";
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(player_type *creature_ptr)
332 sprintf(ppp, "Class (0-%d): ", MAX_CLASS - 1);
336 sprintf(tmp_val, "%d", creature_ptr->pclass);
339 if (!get_string(ppp, tmp_val, 2)) return;
342 int tmp_int = atoi(tmp_val);
345 if (tmp_int < 0 || tmp_int >= MAX_CLASS) return;
348 creature_ptr->pclass = (byte_hack)tmp_int;
350 /* Redraw inscription */
351 creature_ptr->window |= (PW_PLAYER);
353 /* {.} and {$} effect creature_ptr->warning and TRC_TELEPORT_SELF */
354 creature_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
361 * @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
364 static void do_cmd_wiz_bamf(player_type *caster_ptr)
366 /* Must have a target */
367 if (!target_who) return;
369 /* Teleport to the target */
370 teleport_player_to(caster_ptr, target_row, target_col, TELEPORT_NONMAGICAL);
375 * @brief プレイヤーの現能力値を調整する
376 * Aux function for "do_cmd_wiz_change()". -RAK-
379 static void do_cmd_wiz_change_aux(player_type *creature_ptr)
387 /* Query the stats */
388 for (int i = 0; i < A_MAX; i++)
391 sprintf(ppp, "%s (3-%d): ", stat_names[i], creature_ptr->stat_max_max[i]);
394 sprintf(tmp_val, "%d", creature_ptr->stat_max[i]);
397 if (!get_string(ppp, tmp_val, 3)) return;
400 tmp_int = atoi(tmp_val);
403 if (tmp_int > creature_ptr->stat_max_max[i]) tmp_int = creature_ptr->stat_max_max[i];
404 else if (tmp_int < 3) tmp_int = 3;
407 creature_ptr->stat_cur[i] = creature_ptr->stat_max[i] = (BASE_STATUS)tmp_int;
412 sprintf(tmp_val, "%d", WEAPON_EXP_MASTER);
415 if (!get_string(_("熟練度: ", "Proficiency: "), tmp_val, 9)) return;
418 tmp_s16b = (s16b)atoi(tmp_val);
421 if (tmp_s16b < WEAPON_EXP_UNSKILLED) tmp_s16b = WEAPON_EXP_UNSKILLED;
422 if (tmp_s16b > WEAPON_EXP_MASTER) tmp_s16b = WEAPON_EXP_MASTER;
424 for (int j = 0; j <= TV_WEAPON_END - TV_WEAPON_BEGIN; j++)
426 for (int i = 0; i < 64; i++)
428 creature_ptr->weapon_exp[j][i] = tmp_s16b;
429 if (creature_ptr->weapon_exp[j][i] > s_info[creature_ptr->pclass].w_max[j][i]) creature_ptr->weapon_exp[j][i] = s_info[creature_ptr->pclass].w_max[j][i];
433 for (int j = 0; j < 10; j++)
435 creature_ptr->skill_exp[j] = tmp_s16b;
436 if (creature_ptr->skill_exp[j] > s_info[creature_ptr->pclass].s_max[j]) creature_ptr->skill_exp[j] = s_info[creature_ptr->pclass].s_max[j];
440 for (k = 0; k < 32; k++)
441 creature_ptr->spell_exp[k] = (tmp_s16b > SPELL_EXP_MASTER ? SPELL_EXP_MASTER : tmp_s16b);
443 creature_ptr->spell_exp[k] = (tmp_s16b > SPELL_EXP_EXPERT ? SPELL_EXP_EXPERT : tmp_s16b);
446 sprintf(tmp_val, "%ld", (long)(creature_ptr->au));
449 if (!get_string("Gold: ", tmp_val, 9)) return;
452 tmp_long = atol(tmp_val);
455 if (tmp_long < 0) tmp_long = 0L;
458 creature_ptr->au = tmp_long;
461 sprintf(tmp_val, "%ld", (long)(creature_ptr->max_exp));
464 if (!get_string("Experience: ", tmp_val, 9)) return;
467 tmp_long = atol(tmp_val);
470 if (tmp_long < 0) tmp_long = 0L;
472 if (creature_ptr->prace == RACE_ANDROID) return;
475 creature_ptr->max_exp = tmp_long;
476 creature_ptr->exp = tmp_long;
479 check_experience(creature_ptr);
484 * @brief プレイヤーの現能力値を調整する(メインルーチン)
485 * Change various "permanent" player variables.
488 static void do_cmd_wiz_change(player_type *creature_ptr)
491 do_cmd_wiz_change_aux(creature_ptr);
492 do_cmd_redraw(creature_ptr);
497 * @brief アイテムの詳細ステータスを表示する /
498 * Change various "permanent" player variables.
499 * @param o_ptr 詳細を表示するアイテム情報の参照ポインタ
502 * Wizard routines for creating objects -RAK-
503 * And for manipulating them! -Bernd-
505 * This has been rewritten to make the whole procedure
506 * of debugging objects much easier and more comfortable.
508 * The following functions are meant to play with objects:
509 * Create, modify, roll for them (for statistic purposes) and more.
510 * The original functions were by RAK.
511 * The function to show an item's debug information was written
512 * by David Reeve Sward <sward+@CMU.EDU>.
513 * Bernd (wiebelt@mathematik.hu-berlin.de)
515 * Here are the low-level functions
516 * - wiz_display_item()
517 * display an item's debug-info
518 * - wiz_create_itemtype()
519 * specify tval and sval (type and subtype of object)
521 * specify pval, +AC, +tohit, +todam
522 * Note that the wizard can leave this function anytime,
523 * thus accepting the default-values for the remaining values.
524 * pval comes first now, since it is most important.
525 * - wiz_reroll_item()
526 * apply some magic to the item or turn it into an artifact.
528 * Get some statistics about the rarity of an item:
529 * We create a lot of fake items and see if they are of the
530 * same type (tval and sval), then we compare pval and +AC.
531 * If the fake-item is better or equal it is counted.
532 * Note that cursed items that are better or equal (absolute values)
534 * HINT: This is *very* useful for balancing the game!
535 * - wiz_quantity_item()
536 * change the quantity of an item, but be sane about it.
538 * And now the high-level functions
539 * - do_cmd_wiz_play()
540 * play with an existing object
541 * - wiz_create_item()
542 * create a new object
544 * Note -- You do not have to specify "pval" and other item-properties
545 * directly. Just apply magic until you are satisfied with the item.
547 * Note -- For some items (such as wands, staffs, some rings, etc), you
548 * must apply magic, or you will get "broken" or "uncharged" objects.
550 * Note -- Redefining artifacts via "do_cmd_wiz_play()" may destroy
551 * the artifact. Be careful.
553 * Hack -- this function will allow you to create multiple artifacts.
554 * This "feature" may induce crashes or other nasty effects.
555 * Just display an item's properties (debug-info)
556 * Originally by David Reeve Sward <sward+@CMU.EDU>
557 * Verbose item flags by -Bernd-
559 static void wiz_display_item(object_type *o_ptr)
561 BIT_FLAGS flgs[TR_FLAG_SIZE];
562 object_flags(o_ptr, flgs);
564 /* Clear the screen */
566 for (int i = 1; i <= 23; i++) prt("", i, j - 2);
568 prt_alloc(o_ptr->tval, o_ptr->sval, 1, 0);
572 object_desc(buf, o_ptr, OD_STORE);
576 prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d",
577 o_ptr->k_idx, k_info[o_ptr->k_idx].level,
578 o_ptr->tval, o_ptr->sval), 4, j);
580 prt(format("number = %-3d wgt = %-6d ac = %-5d damage = %dd%d",
581 o_ptr->number, o_ptr->weight,
582 o_ptr->ac, o_ptr->dd, o_ptr->ds), 5, j);
584 prt(format("pval = %-5d toac = %-5d tohit = %-4d todam = %-4d",
585 o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), 6, j);
587 prt(format("name1 = %-4d name2 = %-4d cost = %ld",
588 o_ptr->name1, o_ptr->name2, (long)object_value_real(o_ptr)), 7, j);
590 prt(format("ident = %04x xtra1 = %-4d xtra2 = %-4d timeout = %-d",
591 o_ptr->ident, o_ptr->xtra1, o_ptr->xtra2, o_ptr->timeout), 8, j);
593 prt(format("xtra3 = %-4d xtra4 = %-4d xtra5 = %-4d cursed = %-d",
594 o_ptr->xtra3, o_ptr->xtra4, o_ptr->xtra5, o_ptr->curse_flags), 9, j);
596 prt("+------------FLAGS1------------+", 10, j);
597 prt("AFFECT........SLAY........BRAND.", 11, j);
598 prt(" mf cvae xsqpaefc", 12, j);
599 prt("siwdccsossidsahanvudotgddhuoclio", 13, j);
600 prt("tnieohtctrnipttmiinmrrnrrraiierl", 14, j);
601 prt("rtsxnarelcfgdkcpmldncltggpksdced", 15, j);
602 prt_binary(flgs[0], 16, j);
604 prt("+------------FLAGS2------------+", 17, j);
605 prt("SUST....IMMUN.RESIST............", 18, j);
606 prt(" reaefctrpsaefcpfldbc sn ", 19, j);
607 prt("siwdcciaclioheatcliooeialoshtncd", 20, j);
608 prt("tnieohdsierlrfraierliatrnnnrhehi", 21, j);
609 prt("rtsxnaeydcedwlatdcedsrekdfddrxss", 22, j);
610 prt_binary(flgs[1], 23, j);
612 prt("+------------FLAGS3------------+", 10, j + 32);
613 prt("fe cnn t stdrmsiiii d ab ", 11, j + 32);
614 prt("aa aoomywhs lleeieihgggg rtgl ", 12, j + 32);
615 prt("uu utmacaih eielgggonnnnaaere ", 13, j + 32);
616 prt("rr reanurdo vtieeehtrrrrcilas ", 14, j + 32);
617 prt("aa algarnew ienpsntsaefctnevs ", 15, j + 32);
618 prt_binary(flgs[2], 16, j + 32);
620 prt("+------------FLAGS4------------+", 17, j + 32);
621 prt("KILL....ESP......... ", 18, j + 32);
622 prt("aeud tghaud tgdhegnu ", 19, j + 32);
623 prt("nvneoriunneoriruvoon ", 20, j + 32);
624 prt("iidmroamidmroagmionq ", 21, j + 32);
625 prt("mlenclnmmenclnnnldlu ", 22, j + 32);
626 prt_binary(flgs[3], 23, j + 32);
631 * 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
633 typedef struct tval_desc
635 int tval; /*!< 大項目のID */
636 concptr desc; /*!< 大項目名 */
640 * 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
642 static tval_desc tvals[] =
644 { TV_SWORD, "Sword" },
645 { TV_POLEARM, "Polearm" },
646 { TV_HAFTED, "Hafted Weapon" },
648 { TV_ARROW, "Arrows" },
649 { TV_BOLT, "Bolts" },
650 { TV_SHOT, "Shots" },
651 { TV_SHIELD, "Shield" },
652 { TV_CROWN, "Crown" },
654 { TV_GLOVES, "Gloves" },
655 { TV_BOOTS, "Boots" },
656 { TV_CLOAK, "Cloak" },
657 { TV_DRAG_ARMOR, "Dragon Scale Mail" },
658 { TV_HARD_ARMOR, "Hard Armor" },
659 { TV_SOFT_ARMOR, "Soft Armor" },
661 { TV_AMULET, "Amulet" },
663 { TV_POTION, "Potion" },
664 { TV_SCROLL, "Scroll" },
666 { TV_STAFF, "Staff" },
668 { TV_LIFE_BOOK, "Life Spellbook" },
669 { TV_SORCERY_BOOK, "Sorcery Spellbook" },
670 { TV_NATURE_BOOK, "Nature Spellbook" },
671 { TV_CHAOS_BOOK, "Chaos Spellbook" },
672 { TV_DEATH_BOOK, "Death Spellbook" },
673 { TV_TRUMP_BOOK, "Trump Spellbook" },
674 { TV_ARCANE_BOOK, "Arcane Spellbook" },
675 { TV_CRAFT_BOOK, "Craft Spellbook"},
676 { TV_DAEMON_BOOK, "Daemon Spellbook"},
677 { TV_CRUSADE_BOOK, "Crusade Spellbook"},
678 { TV_MUSIC_BOOK, "Music Spellbook" },
679 { TV_HISSATSU_BOOK, "Book of Kendo" },
680 { TV_HEX_BOOK, "Hex Spellbook" },
681 { TV_PARCHMENT, "Parchment" },
682 { TV_WHISTLE, "Whistle" },
683 { TV_SPIKE, "Spikes" },
684 { TV_DIGGING, "Digger" },
685 { TV_CHEST, "Chest" },
686 { TV_CAPTURE, "Capture Ball" },
687 { TV_CARD, "Express Card" },
688 { TV_FIGURINE, "Magical Figurine" },
689 { TV_STATUE, "Statue" },
690 { TV_CORPSE, "Corpse" },
692 { TV_FLASK, "Flask" },
694 { TV_SKELETON, "Skeleton" },
701 * Global array for converting numbers to a logical list symbol
703 static const char listsym[] =
705 '0', '1', '2', '3', '4', '5', '6', '7', '8', '9',
706 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm',
707 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z',
708 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M',
709 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
714 * @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 /
715 * Specify tval and sval (type and subtype of object) originally
718 * by RAK, heavily modified by -Bernd-
719 * This function returns the k_idx of an object type, or zero if failed
720 * List up to 50 choices in three columns
722 static KIND_OBJECT_IDX wiz_create_itemtype(void)
727 OBJECT_TYPE_VALUE tval;
732 KIND_OBJECT_IDX choice[80];
738 /* Print all tval's and their descriptions */
739 for (num = 0; (num < 80) && tvals[num].tval; num++)
741 row = 2 + (num % 20);
742 col = 20 * (num / 20);
744 prt(format("[%c] %s", ch, tvals[num].desc), row, col);
747 /* Me need to know the maximal possible tval_index */
751 if (!get_com("Get what type of object? ", &ch, FALSE)) return (0);
754 for (num = 0; num < max_num; num++)
756 if (listsym[num] == ch) break;
759 /* Bail out if choice is illegal */
760 if ((num < 0) || (num >= max_num)) return (0);
762 /* Base object type chosen, fill in tval */
763 tval = tvals[num].tval;
764 tval_desc = tvals[num].desc;
766 /*** And now we go for k_idx ***/
769 /* We have to search the whole itemlist. */
770 for (num = 0, i = 1; (num < 80) && (i < max_k_idx); i++)
772 object_kind *k_ptr = &k_info[i];
774 /* Analyze matching items */
775 if (k_ptr->tval != tval) continue;
778 row = 2 + (num % 20);
779 col = 20 * (num / 20);
783 /* Acquire the "name" of object "i" */
787 prt(format("[%c] %s", ch, buf), row, col);
789 /* Remember the object index */
793 /* Me need to know the maximal possible remembered object_index */
797 if (!get_com(format("What Kind of %s? ", tval_desc), &ch, FALSE)) return (0);
800 for (num = 0; num < max_num; num++)
802 if (listsym[num] == ch) break;
805 /* Bail out if choice is "illegal" */
806 if ((num < 0) || (num >= max_num)) return (0);
808 /* And return successful */
809 return (choice[num]);
814 * @briefアイテムの基礎能力値を調整する / Tweak an item
815 * @param o_ptr 調整するアイテムの参照ポインタ
818 static void wiz_tweak_item(object_type *o_ptr)
820 if (object_is_artifact(o_ptr)) return;
822 concptr p = "Enter new 'pval' setting: ";
824 sprintf(tmp_val, "%d", o_ptr->pval);
825 if (!get_string(p, tmp_val, 5)) return;
826 o_ptr->pval = (s16b)atoi(tmp_val);
827 wiz_display_item(o_ptr);
829 p = "Enter new 'to_a' setting: ";
830 sprintf(tmp_val, "%d", o_ptr->to_a);
831 if (!get_string(p, tmp_val, 5)) return;
832 o_ptr->to_a = (s16b)atoi(tmp_val);
833 wiz_display_item(o_ptr);
835 p = "Enter new 'to_h' setting: ";
836 sprintf(tmp_val, "%d", o_ptr->to_h);
837 if (!get_string(p, tmp_val, 5)) return;
838 o_ptr->to_h = (s16b)atoi(tmp_val);
839 wiz_display_item(o_ptr);
841 p = "Enter new 'to_d' setting: ";
842 sprintf(tmp_val, "%d", (int)o_ptr->to_d);
843 if (!get_string(p, tmp_val, 5)) return;
844 o_ptr->to_d = (s16b)atoi(tmp_val);
845 wiz_display_item(o_ptr);
850 * @brief アイテムの質を選択して再生成する /
851 * Apply magic to an item or turn it into an artifact. -Bernd-
852 * @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
855 static void wiz_reroll_item(player_type *owner_ptr, object_type *o_ptr)
857 if (object_is_artifact(o_ptr)) return;
862 object_copy(q_ptr, o_ptr);
864 /* Main loop. Ask for magification and artifactification */
866 bool changed = FALSE;
869 /* Display full item debug information */
870 wiz_display_item(q_ptr);
872 /* Ask wizard what to do. */
873 if (!get_com("[a]ccept, [w]orthless, [c]ursed, [n]ormal, [g]ood, [e]xcellent, [s]pecial? ", &ch, FALSE))
875 /* Preserve wizard-generated artifacts */
876 if (object_is_fixed_artifact(q_ptr))
878 a_info[q_ptr->name1].cur_num = 0;
886 /* Create/change it! */
887 if (ch == 'A' || ch == 'a')
893 /* Preserve wizard-generated artifacts */
894 if (object_is_fixed_artifact(q_ptr))
896 a_info[q_ptr->name1].cur_num = 0;
902 /* Apply bad magic, but first clear object */
905 object_prep(q_ptr, o_ptr->k_idx);
906 apply_magic(q_ptr, owner_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT | AM_CURSED);
909 /* Apply bad magic, but first clear object */
912 object_prep(q_ptr, o_ptr->k_idx);
913 apply_magic(q_ptr, owner_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_CURSED);
916 /* Apply normal magic, but first clear object */
919 object_prep(q_ptr, o_ptr->k_idx);
920 apply_magic(q_ptr, owner_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART);
923 /* Apply good magic, but first clear object */
926 object_prep(q_ptr, o_ptr->k_idx);
927 apply_magic(q_ptr, owner_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD);
930 /* Apply great magic, but first clear object */
933 object_prep(q_ptr, o_ptr->k_idx);
934 apply_magic(q_ptr, owner_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART | AM_GOOD | AM_GREAT);
937 /* Apply special magic, but first clear object */
940 object_prep(q_ptr, o_ptr->k_idx);
941 apply_magic(q_ptr, owner_ptr->current_floor_ptr->dun_level, AM_GOOD | AM_GREAT | AM_SPECIAL);
943 /* Failed to create artifact; make a random one */
944 if (!object_is_artifact(q_ptr)) become_random_artifact(q_ptr, FALSE);
949 q_ptr->iy = o_ptr->iy;
950 q_ptr->ix = o_ptr->ix;
951 q_ptr->next_o_idx = o_ptr->next_o_idx;
952 q_ptr->marked = o_ptr->marked;
958 object_copy(o_ptr, q_ptr);
959 owner_ptr->update |= (PU_BONUS);
960 owner_ptr->update |= (PU_COMBINE | PU_REORDER);
961 owner_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
967 * @brief 検査対象のアイテムを基準とした生成テストを行う /
968 * Try to create an item again. Output some statistics. -Bernd-
969 * @param caster_ptr プレーヤーへの参照ポインタ
970 * @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
972 * The statistics are correct now. We acquire a clean grid, and then
973 * repeatedly place an object in this grid, copying it into an item
974 * holder, and then deleting the object. We fiddle with the artifact
975 * counter flags to prevent weirdness. We use the items to collect
976 * statistics on item creation relative to the initial item.
978 static void wiz_statistics(player_type *caster_ptr, object_type *o_ptr)
983 concptr q = "Rolls: %ld Correct: %ld Matches: %ld Better: %ld Worse: %ld Other: %ld";
984 concptr p = "Enter number of items to roll: ";
987 /* Mega-Hack -- allow multiple artifacts */
988 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 0;
991 u32b i, matches, better, worse, other, correct;
992 u32b test_roll = 1000000;
998 concptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
1001 wiz_display_item(o_ptr);
1004 if (!get_com(pmt, &ch, FALSE)) break;
1006 if (ch == 'n' || ch == 'N')
1011 else if (ch == 'g' || ch == 'G')
1016 else if (ch == 'e' || ch == 'E')
1018 mode = AM_GOOD | AM_GREAT;
1019 quality = "excellent";
1026 sprintf(tmp_val, "%ld", (long int)test_roll);
1027 if (get_string(p, tmp_val, 10)) test_roll = atol(tmp_val);
1028 test_roll = MAX(1, test_roll);
1030 /* Let us know what we are doing */
1031 msg_format("Creating a lot of %s items. Base level = %d.",
1032 quality, caster_ptr->current_floor_ptr->dun_level);
1035 /* Set counters to zero */
1036 correct = matches = better = worse = other = 0;
1038 /* Let's rock and roll */
1039 for (i = 0; i <= test_roll; i++)
1041 /* Output every few rolls */
1042 if ((i < 100) || (i % 100 == 0))
1047 /* Allow interupt */
1051 break; // stop rolling
1054 /* Dump the stats */
1055 prt(format(q, i, correct, matches, better, worse, other), 0, 0);
1061 /* Create an object */
1062 make_object(q_ptr, mode);
1065 /* Mega-Hack -- allow multiple artifacts */
1066 if (object_is_fixed_artifact(q_ptr)) a_info[q_ptr->name1].cur_num = 0;
1069 /* Test for the same tval and sval. */
1070 if ((o_ptr->tval) != (q_ptr->tval)) continue;
1071 if ((o_ptr->sval) != (q_ptr->sval)) continue;
1073 /* One more correct item */
1076 /* Check for match */
1077 if ((q_ptr->pval == o_ptr->pval) &&
1078 (q_ptr->to_a == o_ptr->to_a) &&
1079 (q_ptr->to_h == o_ptr->to_h) &&
1080 (q_ptr->to_d == o_ptr->to_d) &&
1081 (q_ptr->name1 == o_ptr->name1))
1086 /* Check for better */
1087 else if ((q_ptr->pval >= o_ptr->pval) &&
1088 (q_ptr->to_a >= o_ptr->to_a) &&
1089 (q_ptr->to_h >= o_ptr->to_h) &&
1090 (q_ptr->to_d >= o_ptr->to_d))
1095 /* Check for worse */
1096 else if ((q_ptr->pval <= o_ptr->pval) &&
1097 (q_ptr->to_a <= o_ptr->to_a) &&
1098 (q_ptr->to_h <= o_ptr->to_h) &&
1099 (q_ptr->to_d <= o_ptr->to_d))
1104 /* Assume different */
1112 msg_format(q, i, correct, matches, better, worse, other);
1116 /* Hack -- Normally only make a single artifact */
1117 if (object_is_fixed_artifact(o_ptr)) a_info[o_ptr->name1].cur_num = 1;
1122 * @brief 検査対象のアイテムの数を変更する /
1123 * Change the quantity of a the item
1124 * @param o_ptr 変更するアイテム情報構造体の参照ポインタ
1127 static void wiz_quantity_item(object_type *o_ptr)
1129 /* Never duplicate artifacts */
1130 if (object_is_artifact(o_ptr)) return;
1132 /* Store old quantity. -LM- */
1133 int tmp_qnt = o_ptr->number;
1137 sprintf(tmp_val, "%d", (int)o_ptr->number);
1140 if (get_string("Quantity: ", tmp_val, 2))
1143 int tmp_int = atoi(tmp_val);
1144 if (tmp_int < 1) tmp_int = 1;
1145 if (tmp_int > 99) tmp_int = 99;
1147 /* Accept modifications */
1148 o_ptr->number = (byte_hack)tmp_int;
1151 if (o_ptr->tval == TV_ROD)
1153 o_ptr->pval = o_ptr->pval * o_ptr->number / tmp_qnt;
1159 * @brief 青魔導師の魔法を全て習得済みにする /
1160 * debug command for blue mage
1163 static void do_cmd_wiz_blue_mage(player_type *caster_ptr)
1165 BIT_FLAGS f4 = 0L, f5 = 0L, f6 = 0L;
1166 for (int j = 1; j < A_MAX; j++)
1168 set_rf_masks(&f4, &f5, &f6, j);
1171 for (i = 0; i < 32; i++)
1173 if ((0x00000001 << i) & f4) caster_ptr->magic_num2[i] = 1;
1178 if ((0x00000001 << (i - 32)) & f5) caster_ptr->magic_num2[i] = 1;
1183 if ((0x00000001 << (i - 64)) & f6) caster_ptr->magic_num2[i] = 1;
1190 * @brief アイテム検査のメインルーチン /
1191 * Play with an item. Options include:
1194 * - Output statistics (via wiz_roll_item)<br>
1195 * - Reroll item (via wiz_reroll_item)<br>
1196 * - Change properties (via wiz_tweak_item)<br>
1197 * - Change the number of items (via wiz_quantity_item)<br>
1199 static void do_cmd_wiz_play(player_type *creature_ptr)
1201 concptr q = "Play with which object? ";
1202 concptr s = "You have nothing to play with.";
1206 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1215 object_copy(q_ptr, o_ptr);
1219 bool changed = FALSE;
1222 /* Display the item */
1223 wiz_display_item(q_ptr);
1226 if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch, FALSE))
1232 if (ch == 'A' || ch == 'a')
1238 if (ch == 's' || ch == 'S')
1240 wiz_statistics(creature_ptr, q_ptr);
1243 if (ch == 'r' || ch == 'r')
1245 wiz_reroll_item(creature_ptr, q_ptr);
1248 if (ch == 't' || ch == 'T')
1250 wiz_tweak_item(q_ptr);
1253 if (ch == 'q' || ch == 'Q')
1255 wiz_quantity_item(q_ptr);
1265 msg_print("Changes accepted.");
1267 /* Recalcurate object's weight */
1270 creature_ptr->total_weight += (q_ptr->weight * q_ptr->number)
1271 - (o_ptr->weight * o_ptr->number);
1275 object_copy(o_ptr, q_ptr);
1277 creature_ptr->update |= (PU_BONUS);
1278 creature_ptr->update |= (PU_COMBINE | PU_REORDER);
1280 creature_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
1286 msg_print("Changes ignored.");
1292 * @brief 任意のベースアイテム生成のメインルーチン /
1293 * Wizard routine for creating objects -RAK-
1296 * Heavily modified to allow magification and artifactification -Bernd-
1298 * Note that wizards cannot create objects on top of other objects.
1300 * Hack -- this routine always makes a "dungeon object", and applies
1301 * magic to it, and attempts to decline cursed items.
1303 static void wiz_create_item(player_type *caster_ptr)
1307 /* Get object base type */
1308 OBJECT_IDX k_idx = wiz_create_itemtype();
1312 /* Return if failed */
1315 if (k_info[k_idx].gen_flags & TRG_INSTA_ART)
1320 for (i = 1; i < max_a_idx; i++)
1322 /* Ignore incorrect tval */
1323 if (a_info[i].tval != k_info[k_idx].tval) continue;
1325 /* Ignore incorrect sval */
1326 if (a_info[i].sval != k_info[k_idx].sval) continue;
1328 /* Create this artifact */
1329 (void)create_named_art(caster_ptr, i, caster_ptr->y, caster_ptr->x);
1332 msg_print("Allocated(INSTA_ART).");
1341 object_prep(q_ptr, k_idx);
1343 apply_magic(q_ptr, caster_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART);
1345 /* Drop the object from heaven */
1346 (void)drop_near(caster_ptr, q_ptr, -1, caster_ptr->y, caster_ptr->x);
1349 msg_print("Allocated.");
1354 * @brief プレイヤーを完全回復する /
1355 * Cure everything instantly
1358 static void do_cmd_wiz_cure_all(player_type *creature_ptr)
1360 (void)life_stream(creature_ptr, FALSE, FALSE);
1361 (void)restore_mana(creature_ptr, TRUE);
1362 (void)set_food(creature_ptr, PY_FOOD_MAX - 1);
1367 * @brief 任意のダンジョン及び階層に飛ぶ /
1371 static void do_cmd_wiz_jump(player_type *creature_ptr)
1374 if (command_arg <= 0)
1378 DUNGEON_IDX tmp_dungeon_type;
1381 sprintf(ppp, "Jump which dungeon : ");
1384 sprintf(tmp_val, "%d", creature_ptr->dungeon_idx);
1386 /* Ask for a level */
1387 if (!get_string(ppp, tmp_val, 2)) return;
1389 tmp_dungeon_type = (DUNGEON_IDX)atoi(tmp_val);
1390 if (!d_info[tmp_dungeon_type].maxdepth || (tmp_dungeon_type > current_world_ptr->max_d_idx)) tmp_dungeon_type = DUNGEON_ANGBAND;
1393 sprintf(ppp, "Jump to level (0, %d-%d): ",
1394 (int)d_info[tmp_dungeon_type].mindepth, (int)d_info[tmp_dungeon_type].maxdepth);
1397 sprintf(tmp_val, "%d", (int)creature_ptr->current_floor_ptr->dun_level);
1399 /* Ask for a level */
1400 if (!get_string(ppp, tmp_val, 10)) return;
1402 /* Extract request */
1403 command_arg = (COMMAND_ARG)atoi(tmp_val);
1405 creature_ptr->dungeon_idx = tmp_dungeon_type;
1408 if (command_arg < d_info[creature_ptr->dungeon_idx].mindepth) command_arg = 0;
1409 if (command_arg > d_info[creature_ptr->dungeon_idx].maxdepth) command_arg = (COMMAND_ARG)d_info[creature_ptr->dungeon_idx].maxdepth;
1411 /* Accept request */
1412 msg_format("You jump to dungeon level %d.", command_arg);
1414 if (autosave_l) do_cmd_save_game(creature_ptr, TRUE);
1417 creature_ptr->current_floor_ptr->dun_level = command_arg;
1419 prepare_change_floor_mode(creature_ptr, CFM_RAND_PLACE);
1421 if (!creature_ptr->current_floor_ptr->dun_level) creature_ptr->dungeon_idx = 0;
1422 creature_ptr->current_floor_ptr->inside_arena = FALSE;
1423 creature_ptr->wild_mode = FALSE;
1425 leave_quest_check(creature_ptr);
1427 if (record_stair) exe_write_diary(creature_ptr, NIKKI_WIZ_TELE, 0, NULL);
1429 creature_ptr->current_floor_ptr->inside_quest = 0;
1430 free_turn(creature_ptr);
1432 /* Prevent energy_need from being too lower than 0 */
1433 creature_ptr->energy_need = 0;
1436 * Clear all saved floors
1437 * and create a first saved floor
1439 prepare_change_floor_mode(creature_ptr, CFM_FIRST_FLOOR);
1440 creature_ptr->leaving = TRUE;
1445 * @brief 全ベースアイテムを鑑定済みにする /
1446 * Become aware of a lot of objects
1449 static void do_cmd_wiz_learn(void)
1451 /* Scan every object */
1454 for (KIND_OBJECT_IDX i = 1; i < max_k_idx; i++)
1456 object_kind *k_ptr = &k_info[i];
1458 /* Induce awareness */
1459 if (k_ptr->level <= command_arg)
1462 object_prep(q_ptr, i);
1463 object_aware(q_ptr);
1470 * @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 /
1471 * Summon some creatures
1475 static void do_cmd_wiz_summon(player_type *caster_ptr, int num)
1477 for (int i = 0; i < num; i++)
1479 (void)summon_specific(0, caster_ptr->y, caster_ptr->x, caster_ptr->current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE));
1485 * @brief モンスターを種族IDを指定して敵対的に召喚する /
1486 * Summon a creature of the specified type
1487 * @param r_idx モンスター種族ID
1490 * This function is rather dangerous
1492 static void do_cmd_wiz_named(player_type *summoner_ptr, MONRACE_IDX r_idx)
1494 (void)summon_named_creature(0, summoner_ptr->y, summoner_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
1499 * @brief モンスターを種族IDを指定してペット召喚する /
1500 * Summon a creature of the specified type
1501 * @param r_idx モンスター種族ID
1504 * This function is rather dangerous
1506 static void do_cmd_wiz_named_friendly(player_type *summoner_ptr, MONRACE_IDX r_idx)
1508 (void)summon_named_creature(0, summoner_ptr->y, summoner_ptr->x, r_idx, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP | PM_FORCE_PET));
1513 * @brief プレイヤー近辺の全モンスターを消去する /
1514 * Hack -- Delete all nearby monsters
1517 static void do_cmd_wiz_zap(player_type *caster_ptr)
1519 /* Genocide everyone nearby */
1520 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
1522 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
1523 if (!monster_is_valid(m_ptr)) continue;
1525 /* Skip the mount */
1526 if (i == caster_ptr->riding) continue;
1528 /* Delete nearby monsters */
1529 if (m_ptr->cdis > MAX_SIGHT) continue;
1531 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1533 GAME_TEXT m_name[MAX_NLEN];
1535 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1536 exe_write_diary(caster_ptr, NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1539 delete_monster_idx(i);
1545 * @brief フロアに存在する全モンスターを消去する /
1546 * Hack -- Delete all monsters
1547 * @param caster_ptr 術者の参照ポインタ
1550 static void do_cmd_wiz_zap_all(player_type *caster_ptr)
1552 /* Genocide everyone */
1553 for (MONSTER_IDX i = 1; i < caster_ptr->current_floor_ptr->m_max; i++)
1555 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[i];
1556 if (!monster_is_valid(m_ptr)) continue;
1558 /* Skip the mount */
1559 if (i == caster_ptr->riding) continue;
1561 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
1563 GAME_TEXT m_name[MAX_NLEN];
1565 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
1566 exe_write_diary(caster_ptr, NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
1569 /* Delete this monster */
1570 delete_monster_idx(i);
1576 * @brief 指定された地点の地形IDを変更する /
1577 * Create desired feature
1578 * @param creaturer_ptr プレーヤーへの参照ポインタ
1581 static void do_cmd_wiz_create_feature(player_type *creature_ptr)
1584 if (!tgt_pt(creature_ptr, &x, &y)) return;
1587 g_ptr = &creature_ptr->current_floor_ptr->grid_array[y][x];
1590 static int prev_feat = 0;
1592 sprintf(tmp_val, "%d", prev_feat);
1595 if (!get_string(_("地形: ", "Feature: "), tmp_val, 3)) return;
1598 FEAT_IDX tmp_feat = (FEAT_IDX)atoi(tmp_val);
1599 if (tmp_feat < 0) tmp_feat = 0;
1600 else if (tmp_feat >= max_f_idx) tmp_feat = max_f_idx - 1;
1603 static int prev_mimic = 0;
1604 sprintf(tmp_val, "%d", prev_mimic);
1607 if (!get_string(_("地形 (mimic): ", "Feature (mimic): "), tmp_val, 3)) return;
1610 FEAT_IDX tmp_mimic = (FEAT_IDX)atoi(tmp_val);
1611 if (tmp_mimic < 0) tmp_mimic = 0;
1612 else if (tmp_mimic >= max_f_idx) tmp_mimic = max_f_idx - 1;
1614 cave_set_feat(creature_ptr->current_floor_ptr, y, x, tmp_feat);
1615 g_ptr->mimic = (s16b)tmp_mimic;
1617 feature_type *f_ptr;
1618 f_ptr = &f_info[get_feat_mimic(g_ptr)];
1620 if (have_flag(f_ptr->flags, FF_GLYPH) ||
1621 have_flag(f_ptr->flags, FF_MINOR_GLYPH))
1622 g_ptr->info |= (CAVE_OBJECT);
1623 else if (have_flag(f_ptr->flags, FF_MIRROR))
1624 g_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
1628 creature_ptr->update |= (PU_FLOW);
1630 prev_feat = tmp_feat;
1631 prev_mimic = tmp_mimic;
1636 * @brief 現在のオプション設定をダンプ出力する /
1637 * Hack -- Dump option bits usage
1640 static void do_cmd_dump_options(void)
1643 path_build(buf, sizeof buf, ANGBAND_DIR_USER, "opt_info.txt");
1645 /* File type is "TEXT" */
1647 FILE_TYPE(FILE_TYPE_TEXT);
1648 fff = my_fopen(buf, "a");
1652 msg_format(_("ファイル %s を開けませんでした。", "Failed to open file %s."), buf);
1657 /* Allocate the "exist" array (2-dimension) */
1659 C_MAKE(exist, NUM_O_SET, int *);
1660 C_MAKE(*exist, NUM_O_BIT * NUM_O_SET, int);
1661 for (int i = 1; i < NUM_O_SET; i++) exist[i] = *exist + i * NUM_O_BIT;
1663 /* Check for exist option bits */
1664 for (int i = 0; option_info[i].o_desc; i++)
1666 const option_type *ot_ptr = &option_info[i];
1667 if (ot_ptr->o_var) exist[ot_ptr->o_set][ot_ptr->o_bit] = i + 1;
1670 fprintf(fff, "[Option bits usage on Hengband %d.%d.%d]\n\n",
1671 FAKE_VER_MAJOR - 10, FAKE_VER_MINOR, FAKE_VER_PATCH);
1673 fputs("Set - Bit (Page) Option Name\n", fff);
1674 fputs("------------------------------------------------\n", fff);
1676 /* Dump option bits usage */
1677 for (int i = 0; i < NUM_O_SET; i++)
1679 for (int j = 0; j < NUM_O_BIT; j++)
1683 const option_type *ot_ptr = &option_info[exist[i][j] - 1];
1684 fprintf(fff, " %d - %02d (%4d) %s\n",
1685 i, j, ot_ptr->o_page, ot_ptr->o_text);
1689 fprintf(fff, " %d - %02d\n", i, j);
1696 /* Free the "exist" array (2-dimension) */
1697 C_KILL(*exist, NUM_O_BIT * NUM_O_SET, int);
1698 C_KILL(exist, NUM_O_SET, int *);
1701 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);
1706 * @brief デバッグコマンドを選択する処理のメインルーチン /
1707 * Ask for and parse a "debug command"
1708 * The "command_arg" may have been set.
1709 * @param creature_ptr プレーヤーへの参照ポインタ
1712 void do_cmd_debug(player_type *creature_ptr)
1715 get_com("Debug Command: ", &cmd, FALSE);
1725 #ifdef ALLOW_SPOILERS
1726 /* Hack -- Generate Spoilers */
1730 #endif /* ALLOW_SPOILERS */
1737 /* Cure all maladies */
1739 do_cmd_wiz_cure_all(creature_ptr);
1742 /* Know alignment */
1744 msg_format("Your alignment is %d.", creature_ptr->align);
1747 /* Teleport to target */
1749 do_cmd_wiz_bamf(creature_ptr);
1753 update_gambling_monsters();
1756 /* Create any object */
1758 wiz_create_item(creature_ptr);
1761 /* Create a named artifact */
1763 wiz_create_named_art(creature_ptr);
1766 /* Detect everything */
1768 detect_all(creature_ptr, DETECT_RAD_ALL * 3);
1771 /* Dimension_door */
1773 wiz_dimension_door(creature_ptr);
1776 /* Edit character */
1778 do_cmd_wiz_change(creature_ptr);
1781 /* Blue Mage Only */
1783 if (creature_ptr->pclass == CLASS_BLUE_MAGE)
1785 do_cmd_wiz_blue_mage(creature_ptr);
1789 /* View item info */
1791 identify_fully(creature_ptr, FALSE);
1794 /* Create desired feature */
1796 do_cmd_wiz_create_feature(creature_ptr);
1801 if (command_arg <= 0) command_arg = 1;
1802 acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, command_arg, FALSE, FALSE, TRUE);
1805 /* Hitpoint rerating */
1807 roll_hitdice(creature_ptr, SPOP_DISPLAY_MES | SPOP_DEBUG);
1811 do_cmd_summon_horde(creature_ptr);
1816 (void)ident_spell(creature_ptr, FALSE);
1819 /* Go up or down in the dungeon */
1821 do_cmd_wiz_jump(creature_ptr);
1824 /* Self-Knowledge */
1826 self_knowledge(creature_ptr);
1829 /* Learn about objects */
1836 map_area(creature_ptr, DETECT_RAD_ALL * 3);
1841 (void)gain_mutation(creature_ptr, command_arg);
1846 (void)do_cmd_wiz_reset_class(creature_ptr);
1849 /* Specific reward */
1851 (void)gain_level_reward(creature_ptr, command_arg);
1854 /* Summon _friendly_ named monster */
1856 do_cmd_wiz_named_friendly(creature_ptr, command_arg);
1859 /* Summon Named Monster */
1861 do_cmd_wiz_named(creature_ptr, command_arg);
1864 /* Dump option bits usage */
1866 do_cmd_dump_options();
1869 /* Object playing routines */
1871 do_cmd_wiz_play(creature_ptr);
1876 teleport_player(creature_ptr, 10, 0L);
1885 sprintf(ppp, "QuestID (0-%d):", max_q_idx - 1);
1886 sprintf(tmp_val, "%d", 0);
1888 if (!get_string(ppp, tmp_val, 3)) return;
1889 tmp_int = atoi(tmp_val);
1891 if (tmp_int < 0) break;
1892 if (tmp_int >= max_q_idx) break;
1894 creature_ptr->current_floor_ptr->inside_quest = (QUEST_IDX)tmp_int;
1895 process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
1896 quest[tmp_int].status = QUEST_STATUS_TAKEN;
1897 creature_ptr->current_floor_ptr->inside_quest = 0;
1902 /* Complete a Quest -KMW- */
1904 if (creature_ptr->current_floor_ptr->inside_quest)
1906 if (quest[creature_ptr->current_floor_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
1908 complete_quest(creature_ptr->current_floor_ptr->inside_quest);
1914 msg_print("No current quest");
1920 /* Make every dungeon square "known" to test streamers -KMW- */
1922 for (int y = 0; y < creature_ptr->current_floor_ptr->height; y++)
1924 for (int x = 0; x < creature_ptr->current_floor_ptr->width; x++)
1926 creature_ptr->current_floor_ptr->grid_array[y][x].info |= (CAVE_GLOW | CAVE_MARK);
1930 wiz_lite(creature_ptr, FALSE);
1933 /* Summon Random Monster(s) */
1935 if (command_arg <= 0) command_arg = 1;
1936 do_cmd_wiz_summon(creature_ptr, command_arg);
1939 /* Special(Random Artifact) Objects */
1941 if (command_arg <= 0) command_arg = 1;
1942 acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, command_arg, TRUE, TRUE, TRUE);
1947 teleport_player(creature_ptr, 100, 0L);
1950 /* Game Time Setting */
1955 /* Very Good Objects */
1957 if (command_arg <= 0) command_arg = 1;
1958 acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, command_arg, TRUE, FALSE, TRUE);
1961 /* Wizard Light the Level */
1963 wiz_lite(creature_ptr, (bool)(creature_ptr->pclass == CLASS_NINJA));
1966 /* Increase Experience */
1968 gain_exp(creature_ptr, command_arg ? command_arg : (creature_ptr->exp + 1));
1971 /* Zap Monsters (Genocide) */
1973 do_cmd_wiz_zap(creature_ptr);
1976 /* Zap Monsters (Omnicide) */
1978 do_cmd_wiz_zap_all(creature_ptr);
1981 /* Hack -- whatever I desire */
1983 probing(creature_ptr);
1986 /* For temporary test. */
1990 for (i = INVEN_TOTAL - 1; i >= 0; i--)
1992 if (creature_ptr->inventory_list[i].k_idx) inven_drop(creature_ptr, i, 999);
1994 player_outfit(creature_ptr);
1999 do_cmd_wiz_reset_class(creature_ptr);
2003 do_cmd_debug_spell(creature_ptr);
2007 msg_print("That is not a valid debug command.");