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/* File: wizard2.c */
/* Purpose: Wizard commands */
/*
* Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
*
* This software may be copied and distributed for educational, research, and
* not for profit purposes provided that this copyright and statement are
* included in all such copies.
*/
#include "angband.h"
void do_cmd_wizard_body(s16b);
extern void status_main(void);
/*
* Adds a lvl to a monster
*/
void wiz_inc_monster_level(int level)
{
monster_type *m_ptr;
int ii, jj;
if (!tgt_pt(&ii, &jj)) return;
if (cave[jj][ii].m_idx)
{
m_ptr = &m_list[cave[jj][ii].m_idx];
m_ptr->exp = MONSTER_EXP(m_ptr->level + level);
monster_check_experience(cave[jj][ii].m_idx, FALSE);
}
}
void wiz_align_monster(int status)
{
monster_type *m_ptr;
int ii, jj;
if (!tgt_pt(&ii, &jj)) return;
if (cave[jj][ii].m_idx)
{
m_ptr = &m_list[cave[jj][ii].m_idx];
m_ptr->status = status;
}
}
/*
* Teleport directly to a town
*/
void teleport_player_town(int town)
{
int x = 0, y = 0;
autosave_checkpoint();
/* Change town */
dun_level = 0;
p_ptr->town_num = town;
for (x = 0; x < max_wild_x; x++)
for (y = 0; y < max_wild_y; y++)
if (p_ptr->town_num == wf_info[wild_map[y][x].feat].entrance) goto finteletown;
finteletown:
p_ptr->wilderness_y = y;
p_ptr->wilderness_x = x;
p_ptr->inside_arena = 0;
leaving_quest = p_ptr->inside_quest;
p_ptr->inside_quest = 0;
/* Leaving */
p_ptr->leaving = TRUE;
}
/*
* Hack -- Rerate Hitpoints
*/
void do_cmd_rerate(void)
{
int min_value, max_value, i, percent;
min_value = (PY_MAX_LEVEL * 3 * (p_ptr->hitdie - 1)) / 8;
min_value += PY_MAX_LEVEL;
max_value = (PY_MAX_LEVEL * 5 * (p_ptr->hitdie - 1)) / 8;
max_value += PY_MAX_LEVEL;
player_hp[0] = p_ptr->hitdie;
/* Rerate */
while (1)
{
/* Collect values */
for (i = 1; i < PY_MAX_LEVEL; i++)
{
player_hp[i] = randint(p_ptr->hitdie);
player_hp[i] += player_hp[i - 1];
}
/* Legal values */
if ((player_hp[PY_MAX_LEVEL - 1] >= min_value) &&
(player_hp[PY_MAX_LEVEL - 1] <= max_value)) break;
}
percent = (int)(((long)player_hp[PY_MAX_LEVEL - 1] * 200L) /
(p_ptr->hitdie + ((PY_MAX_LEVEL - 1) * p_ptr->hitdie)));
/* Update and redraw hitpoints */
p_ptr->update |= (PU_HP);
p_ptr->redraw |= (PR_HP);
/* Window stuff */
p_ptr->window |= (PW_PLAYER);
/* Handle stuff */
handle_stuff();
/* Message */
msg_format("Current Life Rating is %d/100.", percent);
}
/*
* Create the artifact of the specified number -- DAN
*
*/
static void wiz_create_named_art()
{
object_type forge;
object_type *q_ptr;
int i, a_idx;
cptr p = "Number of the artifact :";
char out_val[80] = "";
artifact_type *a_ptr;
if (!get_string(p, out_val, 4)) return;
a_idx = atoi(out_val);
/* Return if out-of-bounds */
if ((a_idx <= 0) || (a_idx >= max_a_idx)) return;
a_ptr = &a_info[a_idx];
/* Get local object */
q_ptr = &forge;
/* Wipe the object */
object_wipe(q_ptr);
/* Ignore "empty" artifacts */
if (!a_ptr->name) return;
/* Acquire the "kind" index */
i = lookup_kind(a_ptr->tval, a_ptr->sval);
/* Oops */
if (!i) return;
/* Create the artifact */
object_prep(q_ptr, i);
/* Save the name */
q_ptr->name1 = a_idx;
apply_magic(q_ptr, -1, TRUE, TRUE, TRUE);
/* Identify it fully */
object_aware(q_ptr);
object_known(q_ptr);
/* Mark the item as fully known */
q_ptr->ident |= (IDENT_MENTAL);
/* Drop the artifact from heaven */
drop_near(q_ptr, -1, p_ptr->py, p_ptr->px);
/* All done */
msg_print("Allocated.");
}
/*
* Hack -- quick debugging hook
*/
void do_cmd_wiz_hack_ben(int num)
{
s32b a;
/* MAKE(r_ptr, monster_race);
COPY(r_ptr, &r_info[500], monster_race);
r_ptr->level = 1;
r_ptr->flags6 |= RF6_BLINK;
r_ptr->freq_inate = r_ptr->freq_spell = 90;
place_monster_one_race = r_ptr;
place_monster_one(p_ptr->py - 1, p_ptr->px, 500, 0, TRUE, MSTATUS_PET);*/
get_lua_var("a", 'd', &a);
msg_format("a: %d", a);
/* Success */
return;
}
void do_cmd_lua_script()
{
char script[80] = "tome_dofile_anywhere(ANGBAND_DIR_CORE, 'gen_idx.lua')";
if (!get_string("Script:", script, 80)) return;
exec_lua(script);
/* Success */
return;
}
#ifdef MONSTER_HORDES
/* Summon a horde of monsters */
static void do_cmd_summon_horde()
{
int wy = p_ptr->py, wx = p_ptr->px;
int attempts = 1000;
while (--attempts)
{
scatter(&wy, &wx, p_ptr->py, p_ptr->px, 3);
if (cave_naked_bold(wy, wx)) break;
}
(void)alloc_horde(wy, wx);
}
#endif /* MONSTER_HORDES */
/*
* Output a long int in binary format.
*/
static void prt_binary(u32b flags, int row, int col)
{
int i;
u32b bitmask;
/* Scan the flags */
for (i = bitmask = 1; i <= 32; i++, bitmask *= 2)
{
/* Dump set bits */
if (flags & bitmask)
{
Term_putch(col++, row, TERM_BLUE, '*');
}
/* Dump unset bits */
else
{
Term_putch(col++, row, TERM_WHITE, '-');
}
}
}
/*
* Hack -- Teleport to the target
*/
static void do_cmd_wiz_bamf(void)
{
/* Must have a target */
if (!target_who) return;
/* Teleport to the target */
teleport_player_to(target_row, target_col);
}
/*
* Aux function for "do_cmd_wiz_change()". -RAK-
*/
static void do_cmd_wiz_change_aux(void)
{
int i;
int tmp_int;
long tmp_long;
char tmp_val[160];
char ppp[80];
/* Query the stats */
for (i = 0; i < 6; i++)
{
/* Prompt */
sprintf(ppp, "%s: (3-118): ", stat_names[i]);
/* Default */
sprintf(tmp_val, "%d", p_ptr->stat_max[i]);
/* Query */
if (!get_string(ppp, tmp_val, 3)) return;
/* Extract */
tmp_int = atoi(tmp_val);
/* Verify */
if (tmp_int > 18 + 100) tmp_int = 18 + 100;
else if (tmp_int < 3) tmp_int = 3;
/* Save it */
p_ptr->stat_cur[i] = p_ptr->stat_max[i] = tmp_int;
}
/* Default */
sprintf(tmp_val, "%ld", (long)(p_ptr->au));
/* Query */
if (!get_string("Gold: ", tmp_val, 9)) return;
/* Extract */
tmp_long = atol(tmp_val);
/* Verify */
if (tmp_long < 0) tmp_long = 0L;
/* Save */
p_ptr->au = tmp_long;
/* Default */
sprintf(tmp_val, "%ld", (long)(p_ptr->max_exp));
/* Query */
if (!get_string("Experience: ", tmp_val, 9)) return;
/* Extract */
tmp_long = atol(tmp_val);
/* Verify */
if (tmp_long < 0) tmp_long = 0L;
/* Save */
p_ptr->max_exp = tmp_long;
p_ptr->exp = tmp_long;
/* Update */
check_experience();
/* Default */
sprintf(tmp_val, "%d", p_ptr->luck_base);
/* Query */
if (!get_string("Luck(base): ", tmp_val, 3)) return;
/* Extract */
tmp_long = atol(tmp_val);
/* Save */
p_ptr->luck_base = tmp_long;
p_ptr->luck_max = tmp_long;
}
/*
* Change various "permanent" player variables.
*/
static void do_cmd_wiz_change(void)
{
/* Interact */
do_cmd_wiz_change_aux();
/* Redraw everything */
do_cmd_redraw();
}
/*
* Wizard routines for creating objects -RAK-
* And for manipulating them! -Bernd-
*
* This has been rewritten to make the whole procedure
* of debugging objects much easier and more comfortable.
*
* The following functions are meant to play with objects:
* Create, modify, roll for them (for statistic purposes) and more.
* The original functions were by RAK.
* The function to show an item's debug information was written
* by David Reeve Sward <sward+@CMU.EDU>.
* Bernd (wiebelt@mathematik.hu-berlin.de)
*
* Here are the low-level functions
* - wiz_display_item()
* display an item's debug-info
* - wiz_create_itemtype()
* specify tval and sval (type and subtype of object)
* - wiz_tweak_item()
* specify pval, +AC, +tohit, +todam
* Note that the wizard can leave this function anytime,
* thus accepting the default-values for the remaining values.
* pval comes first now, since it is most important.
* - wiz_reroll_item()
* apply some magic to the item or turn it into an artifact.
* - wiz_roll_item()
* Get some statistics about the rarity of an item:
* We create a lot of fake items and see if they are of the
* same type (tval and sval), then we compare pval and +AC.
* If the fake-item is better or equal it is counted.
* Note that cursed items that are better or equal (absolute values)
* are counted, too.
* HINT: This is *very* useful for balancing the game!
* - wiz_quantity_item()
* change the quantity of an item, but be sane about it.
*
* And now the high-level functions
* - do_cmd_wiz_play()
* play with an existing object
* - wiz_create_item()
* create a new object
*
* Note -- You do not have to specify "pval" and other item-properties
* directly. Just apply magic until you are satisfied with the item.
*
* Note -- For some items (such as wands, staffs, some rings, etc), you
* must apply magic, or you will get "broken" or "uncharged" objects.
*
* Note -- Redefining artifacts via "do_cmd_wiz_play()" may destroy
* the artifact. Be careful.
*
* Hack -- this function will allow you to create multiple artifacts.
* This "feature" may induce crashes or other nasty effects.
*/
/*
* Just display an item's properties (debug-info)
* Originally by David Reeve Sward <sward+@CMU.EDU>
* Verbose item flags by -Bernd-
*/
static void wiz_display_item(object_type *o_ptr)
{
int i, j = 13;
u32b f1, f2, f3, f4, f5, esp;
char buf[256];
/* Extract the flags */
object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
/* Clear the screen */
for (i = 1; i <= 23; i++) prt("", i, j - 2);
/* Describe fully */
object_desc_store(buf, o_ptr, TRUE, 3);
prt(buf, 2, j);
prt(format("kind = %-5d level = %-4d tval = %-5d sval = %-5d",
o_ptr->k_idx, k_info[o_ptr->k_idx].level,
o_ptr->tval, o_ptr->sval), 4, j);
prt(format("number = %-3d wgt = %-6d ac = %-5d damage = %dd%d",
o_ptr->number, o_ptr->weight,
o_ptr->ac, o_ptr->dd, o_ptr->ds), 5, j);
prt(format("pval = %-5d toac = %-5d tohit = %-4d todam = %-4d",
o_ptr->pval, o_ptr->to_a, o_ptr->to_h, o_ptr->to_d), 6, j);
prt(format("name1 = %-4d name2 = %-4d cost = %ld pval2 = %-5d",
o_ptr->name1, o_ptr->name2, (long)object_value(o_ptr), o_ptr->pval2), 7, j);
prt(format("ident = %04x timeout = %-d",
o_ptr->ident, o_ptr->timeout), 8, j);
prt("+------------FLAGS1------------+", 10, j);
prt("AFFECT........SLAY........BRAND.", 11, j);
prt(" cvae xsqpaefc", 12, j);
prt("siwdcc ssidsahanvudotgddhuoclio", 13, j);
prt("tnieoh trnipttmiinmrrnrrraiierl", 14, j);
prt("rtsxna..lcfgdkcpmldncltggpksdced", 15, j);
prt_binary(f1, 16, j);
prt("+------------FLAGS2------------+", 17, j);
prt("SUST....IMMUN.RESIST............", 18, j);
prt(" aefcprpsaefcpfldbc sn ", 19, j);
prt("siwdcc cliooeatcliooeialoshtncd", 20, j);
prt("tnieoh ierlifraierliatrnnnrhehi", 21, j);
prt("rtsxna..dcedslatdcedsrekdfddrxss", 22, j);
prt_binary(f2, 23, j);
prt("+------------FLAGS3------------+", 10, j + 32);
prt("fe ehsi st iiiiadta hp", 11, j + 32);
prt("il n taihnf ee ggggcregb vr", 12, j + 32);
prt("re nowysdose eld nnnntalrl ym", 13, j + 32);
prt("ec omrcyewta ieirmsrrrriieaeccc", 14, j + 32);
prt("aa taauktmatlnpgeihaefcvnpvsuuu", 15, j + 32);
prt("uu egirnyoahivaeggoclioaeoasrrr", 16, j + 32);
prt("rr litsopdretitsehtierltxrtesss", 17, j + 32);
prt("aa echewestreshtntsdcedeptedeee", 18, j + 32);
prt_binary(f3, 19, j + 32);
}
/*
* A list of tvals and their textual names
*/
tval_desc2 tvals[] =
{
{ TV_SWORD, "Sword" },
{ TV_POLEARM, "Polearm" },
{ TV_HAFTED, "Hafted Weapon" },
{ TV_AXE, "Axe" },
{ TV_BOW, "Bow" },
{ TV_BOOMERANG, "Boomerang" },
{ TV_ARROW, "Arrows" },
{ TV_BOLT, "Bolts" },
{ TV_SHOT, "Shots" },
{ TV_SHIELD, "Shield" },
{ TV_CROWN, "Crown" },
{ TV_HELM, "Helm" },
{ TV_GLOVES, "Gloves" },
{ TV_BOOTS, "Boots" },
{ TV_CLOAK, "Cloak" },
{ TV_DRAG_ARMOR, "Dragon Scale Mail" },
{ TV_HARD_ARMOR, "Hard Armor" },
{ TV_SOFT_ARMOR, "Soft Armor" },
{ TV_RING, "Ring" },
{ TV_AMULET, "Amulet" },
{ TV_LITE, "Lite" },
{ TV_POTION, "Potion" },
{ TV_POTION2, "Potion" },
{ TV_SCROLL, "Scroll" },
{ TV_WAND, "Wand" },
{ TV_STAFF, "Staff" },
{ TV_ROD_MAIN, "Rod" },
{ TV_ROD, "Rod Tip" },
{ TV_BOOK, "Schools Spellbook", },
{ TV_SYMBIOTIC_BOOK, "Symbiotic Spellbook", },
{ TV_DRUID_BOOK, "Elemental Stone" },
{ TV_MUSIC_BOOK, "Music Book" },
{ TV_DAEMON_BOOK, "Daemon Book" },
{ TV_SPIKE, "Spikes" },
{ TV_DIGGING, "Digger" },
{ TV_CHEST, "Chest" },
{ TV_FOOD, "Food" },
{ TV_FLASK, "Flask" },
{ TV_MSTAFF, "Mage Staff" },
{ TV_BATERIE, "Essence" },
{ TV_PARCHMENT, "Parchment" },
{ TV_INSTRUMENT, "Musical Instrument" },
{ TV_RUNE1, "Rune 1" },
{ TV_RUNE2, "Rune 2" },
{ TV_JUNK, "Junk" },
{ TV_TRAPKIT, "Trapping Kit" },
{ 0, NULL }
};
/*
* Strip an "object name" into a buffer
*/
static void strip_name(char *buf, int k_idx)
{
char *t;
object_kind *k_ptr = &k_info[k_idx];
cptr str = (k_name + k_ptr->name);
/* Skip past leading characters */
while ((*str == ' ') || (*str == '&')) str++;
/* Copy useful chars */
for (t = buf; *str; str++)
{
if (*str != '~') *t++ = *str;
}
/* Terminate the new name */
*t = '\0';
}
/*
* Hack -- title for each column
*
* XXX XXX XXX This will not work with "EBCDIC", I would think.
*/
static char head[4] = { 'a', 'A', '0', ':' };
/*
* Print a string as required by wiz_create_itemtype().
* Trims characters from the beginning until it fits in the space
* before the next row or the edge of the screen.
*/
static void wci_string(cptr string, int num)
{
int row = 2 + (num % 20), col = 30 * (num / 20);
int ch = head[num / 20] + (num % 20), max_len = 0;
if (76-col < (signed)max_len)
max_len = 76-col;
else
max_len = 30-6;
if (strlen(string) > (unsigned)max_len)
string = string + (strlen(string) - max_len);
prt(format("[%c] %s", ch, string), row, col);
}
/*
* Specify tval and sval (type and subtype of object) originally
* by RAK, heavily modified by -Bernd-
*
* This function returns the k_idx of an object type, or zero if failed
*
* List up to 50 choices in three columns
*/
static int wiz_create_itemtype(void)
{
int i, num, max_num;
int tval;
cptr tval_desc2;
char ch;
int choice[60];
char buf[160];
/* Clear screen */
Term_clear();
/* Print all tval's and their descriptions */
for (num = 0; (num < 60) && tvals[num].tval; num++)
{
wci_string(tvals[num].desc, num);
}
/* Me need to know the maximal possible tval_index */
max_num = num;
/* Choose! */
if (!get_com("Get what type of object? ", &ch)) return (0);
/* Analyze choice */
num = -1;
if ((ch >= head[0]) && (ch < head[0] + 20)) num = ch - head[0];
if ((ch >= head[1]) && (ch < head[1] + 20)) num = ch - head[1] + 20;
if ((ch >= head[2]) && (ch < head[2] + 17)) num = ch - head[2] + 40;
/* Bail out if choice is illegal */
if ((num < 0) || (num >= max_num)) return (0);
/* Base object type chosen, fill in tval */
tval = tvals[num].tval;
tval_desc2 = tvals[num].desc;
/*** And now we go for k_idx ***/
/* Clear screen */
Term_clear();
/* We have to search the whole itemlist. */
for (num = 0, i = 1; (num < 60) && (i < max_k_idx); i++)
{
object_kind *k_ptr = &k_info[i];
/* Analyze matching items */
if (k_ptr->tval == tval)
{
/* Hack -- Skip instant artifacts */
if (k_ptr->flags3 & (TR3_INSTA_ART)) continue;
/* Acquire the "name" of object "i" */
strip_name(buf, i);
/* Print it */
wci_string(buf, num);
/* Remember the object index */
choice[num++] = i;
}
}
/* Me need to know the maximal possible remembered object_index */
max_num = num;
/* Choose! */
if (!get_com(format("What Kind of %s? ", tval_desc2), &ch)) return (0);
/* Analyze choice */
num = -1;
if ((ch >= head[0]) && (ch < head[0] + 20)) num = ch - head[0];
if ((ch >= head[1]) && (ch < head[1] + 20)) num = ch - head[1] + 20;
if ((ch >= head[2]) && (ch < head[2] + 17)) num = ch - head[2] + 40;
/* Bail out if choice is "illegal" */
if ((num < 0) || (num >= max_num)) return (0);
/* And return successful */
return (choice[num]);
}
/*
* Tweak an item
*/
static void wiz_tweak_item(object_type *o_ptr)
{
cptr p;
char tmp_val[80];
u32b f1, f2, f3, f4, f5, esp;
/* Extract the flags */
object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
p = "Enter new 'pval' setting: ";
sprintf(tmp_val, "%ld", (long int) o_ptr->pval);
if (!get_string(p, tmp_val, 5)) return;
o_ptr->pval = atoi(tmp_val);
wiz_display_item(o_ptr);
p = "Enter new 'pval2' setting: ";
sprintf(tmp_val, "%d", o_ptr->pval2);
if (!get_string(p, tmp_val, 5)) return;
o_ptr->pval2 = atoi(tmp_val);
wiz_display_item(o_ptr);
p = "Enter new 'pval3' setting: ";
sprintf(tmp_val, "%ld", (long int) o_ptr->pval3);
if (!get_string(p, tmp_val, 5)) return;
o_ptr->pval3 = atoi(tmp_val);
wiz_display_item(o_ptr);
p = "Enter new 'to_a' setting: ";
sprintf(tmp_val, "%d", o_ptr->to_a);
if (!get_string(p, tmp_val, 5)) return;
o_ptr->to_a = atoi(tmp_val);
wiz_display_item(o_ptr);
p = "Enter new 'to_h' setting: ";
sprintf(tmp_val, "%d", o_ptr->to_h);
if (!get_string(p, tmp_val, 5)) return;
o_ptr->to_h = atoi(tmp_val);
wiz_display_item(o_ptr);
p = "Enter new 'to_d' setting: ";
sprintf(tmp_val, "%d", o_ptr->to_d);
if (!get_string(p, tmp_val, 5)) return;
o_ptr->to_d = atoi(tmp_val);
wiz_display_item(o_ptr);
p = "Enter new 'name2' setting: ";
sprintf(tmp_val, "%d", o_ptr->name2);
if (!get_string(p, tmp_val, 5)) return;
o_ptr->name2 = atoi(tmp_val);
wiz_display_item(o_ptr);
p = "Enter new 'name2b' setting: ";
sprintf(tmp_val, "%d", o_ptr->name2b);
if (!get_string(p, tmp_val, 5)) return;
o_ptr->name2b = atoi(tmp_val);
wiz_display_item(o_ptr);
p = "Enter new 'sval' setting: ";
sprintf(tmp_val, "%d", o_ptr->sval);
if (!get_string(p, tmp_val, 5)) return;
o_ptr->sval = atoi(tmp_val);
wiz_display_item(o_ptr);
p = "Enter new 'obj exp' setting: ";
sprintf(tmp_val, "%ld", (long int) o_ptr->exp);
if (!get_string(p, tmp_val, 9)) return;
wiz_display_item(o_ptr);
o_ptr->exp = atoi(tmp_val);
if (f4 & TR4_LEVELS) check_experience_obj(o_ptr);
p = "Enter new 'timeout' setting: ";
sprintf(tmp_val, "%d", o_ptr->timeout);
if (!get_string(p, tmp_val, 5)) return;
o_ptr->timeout = atoi(tmp_val);
wiz_display_item(o_ptr);
}
/*
* Apply magic to an item or turn it into an artifact. -Bernd-
*/
static void wiz_reroll_item(object_type *o_ptr)
{
object_type forge;
object_type *q_ptr;
char ch;
bool_ changed = FALSE;
/* Hack -- leave artifacts alone */
if (artifact_p(o_ptr) || o_ptr->art_name) return;
/* Get local object */
q_ptr = &forge;
/* Copy the object */
object_copy(q_ptr, o_ptr);
/* Main loop. Ask for magification and artifactification */
while (TRUE)
{
/* Display full item debug information */
wiz_display_item(q_ptr);
/* Ask wizard what to do. */
if (!get_com("[a]ccept, [b]ad, [n]ormal, [g]ood, [e]xcellent, [r]andart? ", &ch))
{
changed = FALSE;
break;
}
/* Create/change it! */
if (ch == 'A' || ch == 'a')
{
changed = TRUE;
break;
}
/* Apply bad magic, but first clear object */
else if (ch == 'b' || ch == 'B')
{
object_prep(q_ptr, o_ptr->k_idx);
hack_apply_magic_power = -2;
apply_magic(q_ptr, dun_level, FALSE, FALSE, FALSE);
}
/* Apply normal magic, but first clear object */
else if (ch == 'n' || ch == 'N')
{
object_prep(q_ptr, o_ptr->k_idx);
apply_magic(q_ptr, dun_level, FALSE, FALSE, FALSE);
}
/* Apply good magic, but first clear object */
else if (ch == 'g' || ch == 'g')
{
object_prep(q_ptr, o_ptr->k_idx);
apply_magic(q_ptr, dun_level, FALSE, TRUE, FALSE);
}
/* Apply great magic, but first clear object */
else if (ch == 'e' || ch == 'e')
{
object_prep(q_ptr, o_ptr->k_idx);
apply_magic(q_ptr, dun_level, FALSE, TRUE, TRUE);
}
/* Apply great magic, but first clear object */
else if (ch == 'r' || ch == 'r')
{
object_prep(q_ptr, o_ptr->k_idx);
create_artifact(q_ptr, FALSE, TRUE);
}
}
/* Notice change */
if (changed)
{
/* Apply changes */
object_copy(o_ptr, q_ptr);
/* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
/* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
}
}
/*
* Maximum number of rolls
*/
#define TEST_ROLL 100000
/*
* Try to create an item again. Output some statistics. -Bernd-
*
* The statistics are correct now. We acquire a clean grid, and then
* repeatedly place an object in this grid, copying it into an item
* holder, and then deleting the object. We fiddle with the artifact
* counter flags to prevent weirdness. We use the items to collect
* statistics on item creation relative to the initial item.
*/
static void wiz_statistics(object_type *o_ptr)
{
long i, matches, better, worse, other;
char ch;
char *quality;
bool_ good, great;
object_type forge;
object_type *q_ptr;
obj_theme theme;
cptr q = "Rolls: %ld, Matches: %ld, Better: %ld, Worse: %ld, Other: %ld";
/* We can have everything */
theme.treasure = OBJ_GENE_TREASURE;
theme.combat = OBJ_GENE_COMBAT;
theme.magic = OBJ_GENE_MAGIC;
theme.tools = OBJ_GENE_TOOL;
/* XXX XXX XXX Mega-Hack -- allow multiple artifacts */
if (artifact_p(o_ptr))
{
if (o_ptr->tval == TV_RANDART)
{
random_artifacts[o_ptr->sval].generated = FALSE;
}
else
{
a_info[o_ptr->name1].cur_num = 0;
}
}
/* Interact */
while (TRUE)
{
cptr pmt = "Roll for [n]ormal, [g]ood, or [e]xcellent treasure? ";
/* Display item */
wiz_display_item(o_ptr);
/* Get choices */
if (!get_com(pmt, &ch)) break;
if (ch == 'n' || ch == 'N')
{
good = FALSE;
great = FALSE;
quality = "normal";
}
else if (ch == 'g' || ch == 'G')
{
good = TRUE;
great = FALSE;
quality = "good";
}
else if (ch == 'e' || ch == 'E')
{
good = TRUE;
great = TRUE;
quality = "excellent";
}
else
{
good = FALSE;
great = FALSE;
break;
}
/* Let us know what we are doing */
msg_format("Creating a lot of %s items. Base level = %d.",
quality, dun_level);
msg_print(NULL);
/* Set counters to zero */
matches = better = worse = other = 0;
/* Let's rock and roll */
for (i = 0; i <= TEST_ROLL; i++)
{
/* Output every few rolls */
if ((i < 100) || (i % 100 == 0))
{
/* Do not wait */
inkey_scan = TRUE;
/* Allow interupt */
if (inkey())
{
/* Flush */
flush();
/* Stop rolling */
break;
}
/* Dump the stats */
prt(format(q, i, matches, better, worse, other), 0, 0);
Term_fresh();
}
/* Get local object */
q_ptr = &forge;
/* Wipe the object */
object_wipe(q_ptr);
/* Create an object */
make_object(q_ptr, good, great, theme);
/* XXX XXX XXX Mega-Hack -- allow multiple artifacts */
if (artifact_p(q_ptr))
{
if (q_ptr->tval == TV_RANDART)
{
random_artifacts[q_ptr->sval].generated = FALSE;
}
else
{
a_info[q_ptr->name1].cur_num = 0;
}
}
/* Test for the same tval and sval. */
if ((o_ptr->tval) != (q_ptr->tval)) continue;
if ((o_ptr->sval) != (q_ptr->sval)) continue;
/* Check for match */
if ((q_ptr->pval == o_ptr->pval) &&
(q_ptr->to_a == o_ptr->to_a) &&
(q_ptr->to_h == o_ptr->to_h) &&
(q_ptr->to_d == o_ptr->to_d))
{
matches++;
}
/* Check for better */
else if ((q_ptr->pval >= o_ptr->pval) &&
(q_ptr->to_a >= o_ptr->to_a) &&
(q_ptr->to_h >= o_ptr->to_h) &&
(q_ptr->to_d >= o_ptr->to_d))
{
better++;
}
/* Check for worse */
else if ((q_ptr->pval <= o_ptr->pval) &&
(q_ptr->to_a <= o_ptr->to_a) &&
(q_ptr->to_h <= o_ptr->to_h) &&
(q_ptr->to_d <= o_ptr->to_d))
{
worse++;
}
/* Assume different */
else
{
other++;
}
}
/* Final dump */
msg_format(q, i, matches, better, worse, other);
msg_print(NULL);
}
/* Hack -- Normally only make a single artifact */
if (artifact_p(o_ptr))
{
if (o_ptr->tval == TV_RANDART)
{
random_artifacts[o_ptr->sval].generated = TRUE;
}
else
{
a_info[o_ptr->name1].cur_num = 1;
}
}
}
/*
* Change the quantity of a the item
*/
static void wiz_quantity_item(object_type *o_ptr)
{
int tmp_int;
char tmp_val[100];
/* Default */
sprintf(tmp_val, "%d", o_ptr->number);
/* Query */
if (get_string("Quantity: ", tmp_val, 2))
{
/* Extract */
tmp_int = atoi(tmp_val);
/* Paranoia */
if (tmp_int < 1) tmp_int = 1;
if (tmp_int > 99) tmp_int = 99;
/* Accept modifications */
o_ptr->number = tmp_int;
}
}
/*
* Play with an item. Options include:
* - Output statistics (via wiz_roll_item)
* - Reroll item (via wiz_reroll_item)
* - Change properties (via wiz_tweak_item)
* - Change the number of items (via wiz_quantity_item)
*/
static void do_cmd_wiz_play(void)
{
int item;
object_type forge;
object_type *q_ptr;
object_type *o_ptr;
char ch;
bool_ changed;
cptr q, s;
/* Get an item */
q = "Play with which object? ";
s = "You have nothing to play with.";
if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
/* Get the item */
o_ptr = get_object(item);
/* The item was not changed */
changed = FALSE;
/* Icky */
character_icky = TRUE;
/* Save the screen */
Term_save();
/* Get local object */
q_ptr = &forge;
/* Copy object */
object_copy(q_ptr, o_ptr);
/* The main loop */
while (TRUE)
{
/* Display the item */
wiz_display_item(q_ptr);
/* Get choice */
if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity apply[m]agic? ", &ch))
{
changed = FALSE;
break;
}
if (ch == 'A' || ch == 'a')
{
changed = TRUE;
break;
}
if (ch == 's' || ch == 'S')
{
wiz_statistics(q_ptr);
}
if (ch == 'r' || ch == 'r')
{
wiz_reroll_item(q_ptr);
}
if (ch == 't' || ch == 'T')
{
wiz_tweak_item(q_ptr);
}
if (ch == 'q' || ch == 'Q')
{
wiz_quantity_item(q_ptr);
}
if (ch == 'm' || ch == 'M')
{
int e = q_ptr->name2, eb = q_ptr->name2b;
object_prep(q_ptr, q_ptr->k_idx);
q_ptr->name2 = e;
q_ptr->name2b = eb;
apply_magic(q_ptr, dun_level, FALSE, FALSE, FALSE);
}
}
/* Restore the screen */
Term_load();
/* Not Icky */
character_icky = FALSE;
/* Accept change */
if (changed)
{
/* Message */
msg_print("Changes accepted.");
/* Change */
object_copy(o_ptr, q_ptr);
/* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
/* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
}
/* Ignore change */
else
{
msg_print("Changes ignored.");
}
}
/*
* Wizard routine for creating objects -RAK-
* Heavily modified to allow magification and artifactification -Bernd-
*
* Note that wizards cannot create objects on top of other objects.
*
* Hack -- this routine always makes a "dungeon object", and applies
* magic to it, and attempts to decline cursed items.
*/
static void wiz_create_item(void)
{
object_type forge;
object_type *q_ptr;
int k_idx;
/* Icky */
character_icky = TRUE;
/* Save the screen */
Term_save();
/* Get object base type */
k_idx = wiz_create_itemtype();
/* Restore the screen */
Term_load();
/* Not Icky */
character_icky = FALSE;
/* Return if failed */
if (!k_idx) return;
/* Get local object */
q_ptr = &forge;
/* Create the item */
object_prep(q_ptr, k_idx);
/* Apply magic (no messages, no artifacts) */
apply_magic(q_ptr, dun_level, FALSE, FALSE, FALSE);
/* Drop the object from heaven */
drop_near(q_ptr, -1, p_ptr->py, p_ptr->px);
/* All done */
msg_print("Allocated.");
}
/*
* As above, but takes the k_idx as a parameter instead of using menus.
*/
static void wiz_create_item_2(void)
{
object_type forge;
object_type *q_ptr;
int a_idx;
cptr p = "Number of the object :";
char out_val[80] = "";
if (!get_string(p, out_val, 4)) return;
a_idx = atoi(out_val);
/* Return if failed or out-of-bounds */
if ((a_idx <= 0) || (a_idx >= max_k_idx)) return;
/* Get local object */
q_ptr = &forge;
/* Create the item */
object_prep(q_ptr, a_idx);
/* Apply magic (no messages, no artifacts) */
apply_magic(q_ptr, dun_level, FALSE, FALSE, FALSE);
/* Drop the object from heaven */
drop_near(q_ptr, -1, p_ptr->py, p_ptr->px);
/* All done */
msg_print("Allocated.");
}
/*
* Cure everything instantly
*/
void do_cmd_wiz_cure_all(void)
{
object_type *o_ptr;
/* Remove curses */
(void)remove_all_curse();
/* Restore stats */
(void)res_stat(A_STR, TRUE);
(void)res_stat(A_INT, TRUE);
(void)res_stat(A_WIS, TRUE);
(void)res_stat(A_CON, TRUE);
(void)res_stat(A_DEX, TRUE);
(void)res_stat(A_CHR, TRUE);
/* Restore the level */
(void)restore_level();
/* Heal the player */
p_ptr->chp = p_ptr->mhp;
p_ptr->chp_frac = 0;
/* Cure insanity of player */
p_ptr->csane = p_ptr->msane;
p_ptr->csane_frac = 0;
/* Heal the player monster */
/* Get the carried monster */
o_ptr = &p_ptr->inventory[INVEN_CARRY];
if (o_ptr->k_idx)
{
o_ptr->pval2 = o_ptr->pval3;
}
/* Restore mana */
p_ptr->csp = p_ptr->msp;
p_ptr->csp_frac = 0;
/* Cure stuff */
(void)set_blind(0);
(void)set_confused(0);
(void)set_poisoned(0);
(void)set_afraid(0);
(void)set_paralyzed(0);
(void)set_image(0);
(void)set_stun(0);
(void)set_cut(0);
(void)set_slow(0);
p_ptr->black_breath = FALSE;
/* No longer hungry */
(void)set_food(PY_FOOD_MAX - 1);
/* Redraw everything */
do_cmd_redraw();
}
/*
* Go to any level
*/
static void do_cmd_wiz_jump(void)
{
/* Ask for level */
if (command_arg <= 0)
{
char ppp[80];
char tmp_val[160];
/* Prompt */
msg_format("dungeon_type : %d", dungeon_type);
sprintf(ppp, "Jump to level (0-%d): ", d_info[dungeon_type].maxdepth);
/* Default */
sprintf(tmp_val, "%d", dun_level);
/* Ask for a level */
if (!get_string(ppp, tmp_val, 10)) return;
/* Extract request */
command_arg = atoi(tmp_val);
}
/* Paranoia */
if (command_arg < 0) command_arg = 0;
/* Paranoia */
if (command_arg > d_info[dungeon_type].maxdepth) command_arg = d_info[dungeon_type].maxdepth;
/* Accept request */
msg_format("You jump to dungeon level %d.", command_arg);
autosave_checkpoint();
/* Change level */
dun_level = command_arg;
p_ptr->inside_arena = 0;
leaving_quest = p_ptr->inside_quest;
p_ptr->inside_quest = 0;
/* Leaving */
p_ptr->leaving = TRUE;
}
/*
* Become aware of a lot of objects
*/
static void do_cmd_wiz_learn(void)
{
int i;
object_type forge;
object_type *q_ptr;
/* Scan every object */
for (i = 1; i < max_k_idx; i++)
{
object_kind *k_ptr = &k_info[i];
/* Induce awareness */
if (k_ptr->level <= command_arg)
{
/* Get local object */
q_ptr = &forge;
/* Prepare object */
object_prep(q_ptr, i);
/* Awareness */
object_aware(q_ptr);
}
}
}
/*
* Summon some creatures
*/
static void do_cmd_wiz_summon(int num)
{
int i;
for (i = 0; i < num; i++)
{
(void)summon_specific(p_ptr->py, p_ptr->px, dun_level, 0);
}
}
/*
* Summon a creature of the specified type
*
* XXX XXX XXX This function is rather dangerous
*/
static void do_cmd_wiz_named(int r_idx, bool_ slp)
{
int i, x, y;
/* Paranoia */
/* if (!r_idx) return; */
/* Prevent illegal monsters */
if (r_idx >= max_r_idx) return;
/* Try 10 times */
for (i = 0; i < 10; i++)
{
int d = 1;
/* Pick a location */
scatter(&y, &x, p_ptr->py, p_ptr->px, d);
/* Require empty grids */
if (!cave_empty_bold(y, x)) continue;
/* Place it (allow groups) */
m_allow_special[r_idx] = TRUE;
if (place_monster_aux(y, x, r_idx, slp, TRUE, MSTATUS_ENEMY)) break;
m_allow_special[r_idx] = FALSE;
}
}
/*
* Summon a creature of the specified type
*
* XXX XXX XXX This function is rather dangerous
*/
void do_cmd_wiz_named_friendly(int r_idx, bool_ slp)
{
int i, x, y;
/* Paranoia */
/* if (!r_idx) return; */
/* Prevent illegal monsters */
if (r_idx >= max_r_idx) return;
/* Try 10 times */
m_allow_special[r_idx] = TRUE;
for (i = 0; i < 10; i++)
{
int d = 1;
/* Pick a location */
scatter(&y, &x, p_ptr->py, p_ptr->px, d);
/* Require empty grids */
if (!cave_empty_bold(y, x)) continue;
/* Place it (allow groups) */
if (place_monster_aux(y, x, r_idx, slp, TRUE, MSTATUS_PET)) break;
}
m_allow_special[r_idx] = FALSE;
}
/*
* Hack -- Delete all nearby monsters
*/
static void do_cmd_wiz_zap(void)
{
int i;
/* Genocide everyone nearby */
for (i = 1; i < m_max; i++)
{
monster_type *m_ptr = &m_list[i];
/* Paranoia -- Skip dead monsters */
if (!m_ptr->r_idx) continue;
/* Delete nearby monsters */
if (m_ptr->cdis <= MAX_SIGHT) delete_monster_idx(i);
}
}
extern void do_cmd_wiz_body(s16b bidx)
/* Might create problems with equipment slots. For safety,
be nude when calling this function */
{
p_ptr->body_monster = bidx;
p_ptr->disembodied = FALSE;
p_ptr->chp = maxroll( (&r_info[bidx])->hdice, (&r_info[bidx])->hside);
do_cmd_redraw();
}
/*
* External function
*/
extern void do_cmd_spoilers(void);
/*
* Hack -- declare external function
*/
extern void do_cmd_debug(void);
/*
* Ask for and parse a "debug command"
* The "command_arg" may have been set.
*/
void do_cmd_debug(void)
{
int x, y;
char cmd;
/* Get a "debug command" */
get_com("Debug Command: ", &cmd);
/* Analyze the command */
switch (cmd)
{
/* Nothing */
case ESCAPE:
case ' ':
case '\n':
case '\r':
break;
/* Hack -- Generate Spoilers */
case '"':
do_cmd_spoilers();
break;
case 'A':
status_main();
break;
/* Hack -- Help */
case '?':
do_cmd_help();
break;
/* Cure all maladies */
case 'a':
do_cmd_wiz_cure_all();
break;
/* Teleport to target */
case 'b':
do_cmd_wiz_bamf();
break;
case 'B':
do_cmd_wiz_body(command_arg);
break;
/* Create any object */
case '-':
wiz_create_item_2();
break;
/* Create any object */
case 'c':
wiz_create_item();
break;
/* Create a named artifact */
case 'C':
wiz_create_named_art();
break;
/* Detect everything */
case 'd':
detect_all(DEFAULT_RADIUS);
break;
/* Change of Dungeon type */
case 'D':
if ((command_arg >= 0) && (command_arg < max_d_idx))
{
dungeon_type = command_arg;
dun_level = d_info[dungeon_type].mindepth;
msg_format("You go into %s", d_text + d_info[dungeon_type].text);
/* Leaving */
p_ptr->leaving = TRUE;
}
break;
/* Edit character */
case 'e':
do_cmd_wiz_change();
break;
/* Change grid's mana */
case 'E':
cave[p_ptr->py][p_ptr->px].mana = command_arg;
break;
/* View item info */
case 'f':
identify_fully();
break;
/* Good Objects */
case 'g':
if (command_arg <= 0) command_arg = 1;
acquirement(p_ptr->py, p_ptr->px, command_arg, FALSE, TRUE);
break;
/* Hitpoint rerating */
case 'h':
do_cmd_rerate(); break;
#ifdef MONSTER_HORDES
case 'H':
do_cmd_summon_horde(); break;
#endif /* MONSTER_HORDES */
/* Identify */
case 'i':
(void)ident_spell();
break;
/* Go up or down in the dungeon */
case 'j':
do_cmd_wiz_jump();
break;
/* Self-Knowledge */
case 'k':
self_knowledge(NULL);
break;
/* Learn about objects */
case 'l':
do_cmd_wiz_learn();
break;
/* Magic Mapping */
case 'm':
map_area();
break;
/* corruption */
case 'M':
(void) gain_random_corruption(command_arg);
break;
/* Specific reward */
case 'r':
(void) gain_level_reward(command_arg);
break;
/* Create a trap */
case 'R':
wiz_place_trap(p_ptr->py, p_ptr->px, command_arg);
break;
/* Summon _friendly_ named monster */
case 'N':
do_cmd_wiz_named_friendly(command_arg, TRUE);
break;
/* Summon Named Monster */
case 'n':
do_cmd_wiz_named(command_arg, TRUE);
break;
/* Object playing routines */
case 'o':
do_cmd_wiz_play();
break;
/* Phase Door */
case 'p':
teleport_player(10);
break;
/* get a Quest */
case 'q':
{
/* if (quest[command_arg].status == QUEST_STATUS_UNTAKEN)*/
if ((command_arg >= 1) && (command_arg < MAX_Q_IDX_INIT) && (command_arg != QUEST_RANDOM))
{
quest[command_arg].status = QUEST_STATUS_TAKEN;
*(quest[command_arg].plot) = command_arg;
if (quest[command_arg].type == HOOK_TYPE_C) quest[command_arg].init(command_arg);
break;
}
break;
}
/* Make every dungeon square "known" to test streamers -KMW- */
case 'u':
{
for (y = 0; y < cur_hgt; y++)
{
for (x = 0; x < cur_wid; x++)
{
cave[y][x].info |= (CAVE_GLOW | CAVE_MARK);
}
}
wiz_lite();
break;
}
case 'U':
{
p_ptr->necro_extra |= CLASS_UNDEAD;
do_cmd_wiz_named(5, TRUE);
p_ptr->necro_extra2 = 1;
/* Display the hitpoints */
p_ptr->update |= (PU_HP);
p_ptr->redraw |= (PR_HP);
/* Window stuff */
p_ptr->window |= (PW_PLAYER);
break;
}
/* Summon Random Monster(s) */
case 's':
if (command_arg <= 0) command_arg = 1;
do_cmd_wiz_summon(command_arg);
break;
/* Change the feature of the map */
case 'S':
cave[p_ptr->py][p_ptr->px].special = command_arg;
break;
/* Teleport */
case 't':
teleport_player_bypass = TRUE;
teleport_player(100);
teleport_player_bypass = FALSE;
break;
/* Teleport to a town */
case 'T':
if ((command_arg >= 1) && (command_arg <= max_real_towns))
teleport_player_town(command_arg);
break;
/* Very Good Objects */
case 'v':
if (command_arg <= 0) command_arg = 1;
acquirement(p_ptr->py, p_ptr->px, command_arg, TRUE, TRUE);
break;
/* Wizard Light the Level */
case 'w':
wiz_lite();
break;
/* Make a wish */
case 'W':
make_wish();
break;
/* Increase Experience */
case 'x':
if (command_arg)
{
gain_exp(command_arg);
}
else
{
gain_exp(p_ptr->exp + 1);
}
break;
/* Zap Monsters (Genocide) */
case 'z':
do_cmd_wiz_zap();
break;
/* Hack -- whatever I desire */
case '_':
do_cmd_wiz_hack_ben(command_arg);
break;
/* Mimic shape changing */
case '*':
p_ptr->tim_mimic = 100;
p_ptr->mimic_form = command_arg;
/* Redraw title */
p_ptr->redraw |= (PR_TITLE);
/* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
break;
/* Gain a fate */
case '+':
{
int i;
gain_fate(command_arg);
for (i = 0; i < MAX_FATES; i++)
fates[i].know = TRUE;
break;
}
/* Change the feature of the map */
case 'F':
msg_format("Trap: %d", cave[p_ptr->py][p_ptr->px].t_idx);
msg_format("Old feature: %d", cave[p_ptr->py][p_ptr->px].feat);
msg_format("Special: %d", cave[p_ptr->py][p_ptr->px].special);
cave_set_feat(p_ptr->py, p_ptr->px, command_arg);
break;
case '=':
wiz_align_monster(command_arg);
break;
case '@':
wiz_inc_monster_level(command_arg);
break;
case '/':
summon_specific(p_ptr->py, p_ptr->px, max_dlv[dungeon_type], command_arg);
break;
case '>':
do_cmd_lua_script();
break;
/* Not a Wizard Command */
default:
if (!process_hooks(HOOK_DEBUG_COMMAND, "(d)", cmd))
msg_print("That is not a valid debug command.");
break;
}
}
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