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/*
* File: debug.cc
* Summary: Debug and wizard related functions.
* Written by: Linley Henzell and Jesse Jones
*
* Change History (most recent first):
*
* <4> 14/12/99 LRH Added cast_spec_spell_name()
* <3> 5/06/99 JDJ Added TRACE.
* <2> -/--/-- JDJ Added a bunch od debugging macros.
* Old code is now #if WIZARD.
* <1> -/--/-- LRH Created
*/
#include "AppHdr.h"
#include "debug.h"
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
#include <stdarg.h>
#include <ctype.h>
#ifdef DOS
#include <conio.h>
#endif
#include "externs.h"
#include "direct.h"
#include "dungeon.h"
#include "invent.h"
#include "itemname.h"
#include "items.h"
#include "misc.h"
#include "monplace.h"
#include "monstuff.h"
#include "mon-util.h"
#include "mutation.h"
#include "player.h"
#include "randart.h"
#include "religion.h"
#include "skills.h"
#include "skills2.h"
#include "spl-cast.h"
#include "spl-util.h"
#include "stuff.h"
#ifndef WIZARD
#define WIZARD
#endif
#if DEBUG && WIN
#define MyDebugBreak() _asm {int 3}
#endif
//-----------------------------------
// Internal Variables
//
#if WIN
static HANDLE sConsole = NULL;
#endif
// ========================================================================
// Internal Functions
// ========================================================================
//---------------------------------------------------------------
//
// BreakStrToDebugger
//
//---------------------------------------------------------------
#if DEBUG
static void BreakStrToDebugger(const char *mesg)
{
#if OSX
fprintf(stderr, mesg);
// raise(SIGINT); // this is what DebugStr() does on OS X according to Tech Note 2030
int* p = NULL; // but this gives us a stack crawl...
*p = 0;
#elif MAC
unsigned char s[50];
int len = strlen(mesg);
if (len > 255)
len = 255;
s[0] = (Byte) len;
BlockMoveData(mesg, s + 1, len);
DebugStr(s);
#elif WIN
MSG msg; // remove pending quit messages so the message box displays
bool quitting = (bool)::PeekMessage(&msg, NULL, WM_QUIT, WM_QUIT, PM_REMOVE);
char text[2500];
int flags = MB_YESNO + // want abort and ignore buttons
// (too bad we can't ditch the retry button...)
MB_ICONERROR + // display the icon for errors
MB_TASKMODAL + // don't let the user do anything else in the app
MB_SETFOREGROUND; // bring the app to the front
strcpy(text, mesg);
strcat(text, "\nDo you want to drop into the debugger?");
int result = MessageBoxA(NULL, text, "Debug Break", flags);
if (result == IDYES)
MyDebugBreak();
if (quitting)
PostQuitMessage(msg.wParam);
#else
fprintf(stderr, "%s\n", mesg);
abort();
#endif
}
#endif
//---------------------------------------------------------------
//
// IsDebuggerPresent95
//
// From March 1999 Windows Developer's Journal. This should only
// be called if we're running on Win 95 (normally I'd add an
// ASSERT, but that's a bit dicy since this is called by ASSERT...)
//
//---------------------------------------------------------------
#if WIN
static bool IsDebuggerPresent95()
{
bool present = false;
const DWORD kDebuggerPresentFlag = 0x000000001;
const DWORD kProcessDatabaseBytes = 190;
const DWORD kOffsetFlags = 8;
DWORD threadID = GetCurrentThreadId();
DWORD processID = GetCurrentProcessId();
DWORD obfuscator = 0;
#if __MWERKS__
asm
{
mov ax, fs
mov es, ax
mov eax, 0x18
mov eax, es:[eax]
sub eax, 0x10 xor eax,[threadID] mov[obfuscator], eax
}
#else
_asm
{
mov ax, fs
mov es, ax
mov eax, 18 h
mov eax, es:[eax]
sub eax, 10 h xor eax,[threadID] mov[obfuscator], eax
}
#endif
const DWORD *processDatabase =
reinterpret_cast< const DWORD * >(processID ^ obfuscator);
if (!IsBadReadPtr(processDatabase, kProcessDatabaseBytes))
{
DWORD flags = processDatabase[kOffsetFlags];
present = (flags & kDebuggerPresentFlag) != 0;
}
return present;
}
#endif
//---------------------------------------------------------------
//
// IsDebuggerPresent
//
//---------------------------------------------------------------
#if WIN
bool IsDebuggerPresent()
{
bool present = false;
typedef BOOL(WINAPI * IsDebuggerPresentProc) ();
HINSTANCE kernelH = LoadLibrary("KERNEL32.DLL");
if (kernelH != NULL)
{ // should never fail
IsDebuggerPresentProc proc =
(IsDebuggerPresentProc)::GetProcAddress( kernelH,
"IsDebuggerPresent" );
if (proc != NULL) // only present in NT and Win 98
present = proc() != 0;
else
present = IsDebuggerPresent95();
}
return present;
}
#endif
//---------------------------------------------------------------
//
// CreateConsoleWindow
//
//---------------------------------------------------------------
#if WIN
static void CreateConsoleWindow()
{
ASSERT(sConsole == NULL);
// Create the console window
if (::AllocConsole())
{
// Get the console window's handle
sConsole =::GetStdHandle(STD_ERROR_HANDLE);
if (sConsole == INVALID_HANDLE_VALUE)
sConsole = NULL;
// Set some options
if (sConsole != NULL)
{
VERIFY(::SetConsoleTextAttribute(sConsole, FOREGROUND_GREEN));
// green text on a black background (there doesn't appear to
// be a way to get black text)
VERIFY(::SetConsoleTitle("Debug Log"));
COORD size = { 80, 120 };
VERIFY(::SetConsoleScreenBufferSize(sConsole, size));
}
else
DEBUGSTR(L "Couldn't get the console window's handle!");
}
else
DEBUGSTR(L "Couldn't allocate the console window!");
}
#endif
#if DEBUG
//---------------------------------------------------------------
//
// TraceString
//
//---------------------------------------------------------------
static void TraceString(const char *mesg)
{
// Write the string to the debug window
#if WIN
if (IsDebuggerPresent())
{
OutputDebugStringA(mesg); // if you're using CodeWarrior you'll need to enable the "Log System Messages" checkbox to get this working
}
else
{
if (sConsole == NULL) // otherwise we'll use a console window
CreateConsoleWindow();
if (sConsole != NULL)
{
unsigned long written;
VERIFY(WriteConsoleA(sConsole, mesg, strlen(mesg), &written, NULL));
}
}
#else
fprintf(stderr, "%s", mesg);
#endif
// Write the string to the debug log
static bool inited = false;
static FILE *file = NULL;
if (!inited)
{
ASSERT(file == NULL);
const char *fileName = "DebugLog.txt";
file = fopen(fileName, "w");
ASSERT(file != NULL);
inited = true;
}
if (file != NULL)
{
fputs(mesg, file);
fflush(file); // make sure all the output makes it to the file
}
}
#endif
#if MAC
#pragma mark -
#endif
// ========================================================================
// Global Functions
// ========================================================================
//---------------------------------------------------------------
//
// AssertFailed
//
//---------------------------------------------------------------
#if DEBUG
void AssertFailed(const char *expr, const char *file, int line)
{
char mesg[512];
#if MAC
sprintf(mesg, "ASSERT(%s) in %s at line %d failed.", expr, file, line);
#else
const char *fileName = file + strlen(file); // strip off path
while (fileName > file && fileName[-1] != '\\')
--fileName;
sprintf(mesg, "ASSERT(%s) in '%s' at line %d failed.", expr, fileName,
line);
#endif
BreakStrToDebugger(mesg);
}
#endif
//---------------------------------------------------------------
//
// DEBUGSTR
//
//---------------------------------------------------------------
#if DEBUG
void DEBUGSTR(const char *format, ...)
{
char mesg[2048];
va_list args;
va_start(args, format);
vsprintf(mesg, format, args);
va_end(args);
BreakStrToDebugger(mesg);
}
#endif
//---------------------------------------------------------------
//
// TRACE
//
//---------------------------------------------------------------
#if DEBUG
void TRACE(const char *format, ...)
{
char mesg[2048];
va_list args;
va_start(args, format);
vsprintf(mesg, format, args);
va_end(args);
TraceString(mesg);
}
#endif // DEBUG
//---------------------------------------------------------------
//
// debug_prompt_for_monster
//
//---------------------------------------------------------------
#ifdef WIZARD
static int debug_prompt_for_monster( void )
{
char specs[80];
char obj_name[ ITEMNAME_SIZE ];
char *ptr;
mpr( "(Hint: 'generated' names, eg 'orc zombie', won't work)", MSGCH_PROMPT );
mpr( "Which monster by name? ", MSGCH_PROMPT );
get_input_line( specs, sizeof( specs ) );
if (specs[0] == '\0')
return (-1);
int mon = -1;
for (int i = 0; i < NUM_MONSTERS; i++)
{
moname( i, true, DESC_PLAIN, obj_name );
ptr = strstr( strlwr(obj_name), strlwr(specs) );
if (ptr != NULL)
{
mpr( obj_name );
if (ptr == obj_name)
{
// we prefer prefixes over partial matches
mon = i;
break;
}
else
mon = i;
}
}
return (mon);
}
#endif
//---------------------------------------------------------------
//
// debug_prompt_for_skill
//
//---------------------------------------------------------------
#ifdef WIZARD
static int debug_prompt_for_skill( const char *prompt )
{
char specs[80];
mpr( prompt, MSGCH_PROMPT );
get_input_line( specs, sizeof( specs ) );
if (specs[0] == '\0')
return (-1);
int skill = -1;
for (int i = 0; i < NUM_SKILLS; i++)
{
// avoid the bad values:
if (i == SK_UNUSED_1 || (i > SK_UNARMED_COMBAT && i < SK_SPELLCASTING))
continue;
char sk_name[80];
strncpy( sk_name, skill_name(i), sizeof( sk_name ) );
char *ptr = strstr( strlwr(sk_name), strlwr(specs) );
if (ptr != NULL)
{
if (ptr == sk_name && strlen(specs) > 0)
{
// we prefer prefixes over partial matches
skill = i;
break;
}
else
skill = i;
}
}
return (skill);
}
#endif
//---------------------------------------------------------------
//
// debug_change_species
//
//---------------------------------------------------------------
#ifdef WIZARD
void debug_change_species( void )
{
char specs[80];
int i;
mpr( "What species would you like to be now? " , MSGCH_PROMPT );
get_input_line( specs, sizeof( specs ) );
if (specs[0] == '\0')
return;
int sp = -1;
for (int i = SP_HUMAN; i < NUM_SPECIES; i++)
{
char sp_name[80];
strncpy( sp_name, species_name(i, you.experience_level), sizeof( sp_name ) );
char *ptr = strstr( strlwr(sp_name), strlwr(specs) );
if (ptr != NULL)
{
if (ptr == sp_name && strlen(specs) > 0)
{
// we prefer prefixes over partial matches
sp = i;
break;
}
else
sp = i;
}
}
if (sp == -1)
mpr( "That species isn't available." );
else
{
for (i = 0; i < NUM_SKILLS; i++)
{
you.skill_points[i] *= species_skills( i, sp );
you.skill_points[i] /= species_skills( i, you.species );
}
you.species = sp;
redraw_screen();
}
}
#endif
//---------------------------------------------------------------
//
// debug_prompt_for_int
//
// If nonneg, then it returns a non-negative number or -1 on fail
// If !nonneg, then it returns an integer, and 0 on fail
//
//---------------------------------------------------------------
#ifdef WIZARD
static int debug_prompt_for_int( const char *prompt, bool nonneg )
{
char specs[80];
mpr( prompt, MSGCH_PROMPT );
get_input_line( specs, sizeof( specs ) );
if (specs[0] == '\0')
return (nonneg ? -1 : 0);
char *end;
int ret = strtol( specs, &end, 10 );
if ((ret < 0 && nonneg) || (ret == 0 && end == specs))
ret = (nonneg ? -1 : 0);
return (ret);
}
#endif
/*
Some debugging functions, accessable through keys like %, $, &, ) etc when
a section of code in input() in acr.cc is uncommented.
*/
//---------------------------------------------------------------
//
// cast_spec_spell
//
//---------------------------------------------------------------
#ifdef WIZARD
void cast_spec_spell(void)
{
int spell = debug_prompt_for_int( "Cast which spell by number? ", true );
if (spell == -1)
canned_msg( MSG_OK );
else
your_spells( spell, 0, false );
}
#endif
//---------------------------------------------------------------
//
// cast_spec_spell_name
//
//---------------------------------------------------------------
#ifdef WIZARD
void cast_spec_spell_name(void)
{
int i = 0;
char specs[80];
char spname[80];
mpr( "Cast which spell by name? ", MSGCH_PROMPT );
get_input_line( specs, sizeof( specs ) );
for (i = 0; i < NUM_SPELLS; i++)
{
strncpy( spname, spell_title(i), sizeof( spname ) );
if (strstr( strlwr(spname), strlwr(specs) ) != NULL)
{
your_spells(i, 0, false);
return;
}
}
mpr((one_chance_in(20)) ? "Maybe you should go back to WIZARD school."
: "I couldn't find that spell.");
}
#endif
//---------------------------------------------------------------
//
// create_spec_monster
//
//---------------------------------------------------------------
#ifdef WIZARD
void create_spec_monster(void)
{
int mon = debug_prompt_for_int( "Create which monster by number? ", true );
if (mon == -1)
canned_msg( MSG_OK );
else
create_monster( mon, 0, BEH_SLEEP, you.x_pos, you.y_pos, MHITNOT, 250 );
} // end create_spec_monster()
#endif
//---------------------------------------------------------------
//
// create_spec_monster_name
//
//---------------------------------------------------------------
#ifdef WIZARD
void create_spec_monster_name(void)
{
int mon = debug_prompt_for_monster();
if (mon == -1)
{
mpr("I couldn't find that monster.");
if (one_chance_in(20))
mpr("Maybe it's hiding.");
}
else
{
create_monster(mon, 0, BEH_SLEEP, you.x_pos, you.y_pos, MHITNOT, 250);
}
} // end create_spec_monster_name()
#endif
//---------------------------------------------------------------
//
// level_travel
//
//---------------------------------------------------------------
#ifdef WIZARD
void level_travel( int delta )
{
int old_level = you.your_level;
int new_level = you.your_level + delta;
if (delta == 0)
{
new_level = debug_prompt_for_int( "Travel to which level? ", true ) - 1;
}
if (new_level < 0 || new_level >= 50)
{
mpr( "That level is out of bounds." );
return;
}
you.your_level = new_level - 1;
grd[you.x_pos][you.y_pos] = DNGN_STONE_STAIRS_DOWN_I;
down_stairs(true, old_level);
untag_followers();
} // end level_travel()
#endif
//---------------------------------------------------------------
//
// create_spec_object
//
//---------------------------------------------------------------
#ifdef WIZARD
void create_spec_object(void)
{
static int max_subtype[] =
{
NUM_WEAPONS,
NUM_MISSILES,
NUM_ARMOURS,
NUM_WANDS,
NUM_FOODS,
0, // unknown I
NUM_SCROLLS,
NUM_JEWELLERY,
NUM_POTIONS,
0, // unknown II
NUM_BOOKS,
NUM_STAVES,
0, // Orbs -- only one, handled specially
NUM_MISCELLANY,
0, // corpses -- handled specially
0, // gold -- handled specially
0, // "gemstones" -- no items of type
};
char specs[80];
char obj_name[ ITEMNAME_SIZE ];
char keyin;
char * ptr;
int best_index;
int mon;
int i;
int class_wanted = OBJ_UNASSIGNED;
int type_wanted = -1;
int special_wanted = 0;
int thing_created;
for (;;)
{
mpr(") - weapons ( - missiles [ - armour / - wands ? - scrolls",
MSGCH_PROMPT);
mpr("= - jewellery ! - potions : - books | - staves 0 - The Orb",
MSGCH_PROMPT);
mpr("} - miscellany X - corpses %% - food $ - gold ESC - exit",
MSGCH_PROMPT);
mpr("What class of item? ", MSGCH_PROMPT);
keyin = toupper( get_ch() );
if (keyin == ')')
class_wanted = OBJ_WEAPONS;
else if (keyin == '(')
class_wanted = OBJ_MISSILES;
else if (keyin == '[' || keyin == ']')
class_wanted = OBJ_ARMOUR;
else if (keyin == '/' || keyin == '\\')
class_wanted = OBJ_WANDS;
else if (keyin == '?')
class_wanted = OBJ_SCROLLS;
else if (keyin == '=' || keyin == '"')
class_wanted = OBJ_JEWELLERY;
else if (keyin == '!')
class_wanted = OBJ_POTIONS;
else if (keyin == ':')
class_wanted = OBJ_BOOKS;
else if (keyin == '|')
class_wanted = OBJ_STAVES;
else if (keyin == '0' || keyin == 'O')
class_wanted = OBJ_ORBS;
else if (keyin == '}' || keyin == '{')
class_wanted = OBJ_MISCELLANY;
else if (keyin == 'X')
class_wanted = OBJ_CORPSES;
else if (keyin == '%')
class_wanted = OBJ_FOOD;
else if (keyin == '$')
class_wanted = OBJ_GOLD;
else if (keyin == ESCAPE || keyin == ' '
|| keyin == '\r' || keyin == '\n')
{
canned_msg( MSG_OK );
return;
}
if (class_wanted != OBJ_UNASSIGNED)
break;
}
// allocate an item to play with:
thing_created = get_item_slot();
if (thing_created == NON_ITEM)
{
mpr( "Could not allocate item." );
return;
}
// turn item into appropriate kind:
if (class_wanted == OBJ_ORBS)
{
mitm[thing_created].base_type = OBJ_ORBS;
mitm[thing_created].sub_type = ORB_ZOT;
mitm[thing_created].quantity = 1;
}
else if (class_wanted == OBJ_GOLD)
{
int amount = debug_prompt_for_int( "How much gold? ", true );
if (amount <= 0)
{
canned_msg( MSG_OK );
return;
}
mitm[thing_created].base_type = OBJ_GOLD;
mitm[thing_created].sub_type = 0;
mitm[thing_created].quantity = amount;
}
else if (class_wanted == OBJ_CORPSES)
{
mon = debug_prompt_for_monster();
if (mon == -1)
{
mpr( "No such monster." );
return;
}
mitm[thing_created].base_type = OBJ_CORPSES;
mitm[thing_created].sub_type = CORPSE_BODY;
mitm[thing_created].plus = mon;
mitm[thing_created].plus2 = 0;
mitm[thing_created].special = 210;
mitm[thing_created].colour = mons_colour(mon);;
mitm[thing_created].quantity = 1;
mitm[thing_created].flags = 0;
}
else
{
mpr( "What type of item? ", MSGCH_PROMPT );
get_input_line( specs, sizeof( specs ) );
if (specs[0] == '\0')
{
canned_msg( MSG_OK );
return;
}
// In order to get the sub-type, we'll fill out the base type...
// then we're going to iterate over all possible subtype values
// and see if we get a winner. -- bwr
mitm[thing_created].base_type = class_wanted;
mitm[thing_created].sub_type = 0;
mitm[thing_created].plus = 0;
mitm[thing_created].plus2 = 0;
mitm[thing_created].special = 0;
mitm[thing_created].flags = 0;
mitm[thing_created].quantity = 1;
set_ident_flags( mitm[thing_created], ISFLAG_IDENT_MASK );
if (class_wanted == OBJ_ARMOUR)
{
if (strstr( "naga barding", specs ))
{
mitm[thing_created].sub_type = ARM_BOOTS;
mitm[thing_created].plus2 = TBOOT_NAGA_BARDING;
}
else if (strstr( "centaur barding", specs ))
{
mitm[thing_created].sub_type = ARM_BOOTS;
mitm[thing_created].plus2 = TBOOT_CENTAUR_BARDING;
}
else if (strstr( "wizard's hat", specs ))
{
mitm[thing_created].sub_type = ARM_HELMET;
mitm[thing_created].plus2 = THELM_WIZARD_HAT;
}
else if (strstr( "cap", specs ))
{
mitm[thing_created].sub_type = ARM_HELMET;
mitm[thing_created].plus2 = THELM_CAP;
}
else if (strstr( "helm", specs ))
{
mitm[thing_created].sub_type = ARM_HELMET;
mitm[thing_created].plus2 = THELM_HELM;
}
}
if (!mitm[thing_created].sub_type)
{
type_wanted = -1;
best_index = 10000;
for (i = 0; i < max_subtype[ mitm[thing_created].base_type ]; i++)
{
mitm[thing_created].sub_type = i;
item_name( mitm[thing_created], DESC_PLAIN, obj_name );
ptr = strstr( strlwr(obj_name), strlwr(specs) );
if (ptr != NULL)
{
// earliest match is the winner
if (ptr - obj_name < best_index)
{
mpr( obj_name );
type_wanted = i;
best_index = ptr - obj_name;
}
}
}
if (type_wanted == -1)
{
mpr( "No such item." );
return;
}
mitm[thing_created].sub_type = type_wanted;
}
switch (mitm[thing_created].base_type)
{
case OBJ_MISSILES:
mitm[thing_created].quantity = 30;
// intentional fall-through
case OBJ_WEAPONS:
case OBJ_ARMOUR:
mpr( "What ego type? ", MSGCH_PROMPT );
get_input_line( specs, sizeof( specs ) );
if (specs[0] != '\0')
{
special_wanted = 0;
best_index = 10000;
for (i = 1; i < 25; i++)
{
mitm[thing_created].special = i;
item_name( mitm[thing_created], DESC_PLAIN, obj_name );
ptr = strstr( strlwr(obj_name), strlwr(specs) );
if (ptr != NULL)
{
// earliest match is the winner
if (ptr - obj_name < best_index)
{
mpr( obj_name );
special_wanted = i;
best_index = ptr - obj_name;
}
}
}
mitm[thing_created].special = special_wanted;
}
break;
case OBJ_BOOKS:
if (mitm[thing_created].sub_type == BOOK_MANUAL)
{
special_wanted = debug_prompt_for_skill( "A manual for which skill? " );
if (special_wanted != -1)
mitm[thing_created].plus = special_wanted;
else
mpr( "Sorry, no books on that skill today." );
}
break;
case OBJ_WANDS:
mitm[thing_created].plus = 24;
break;
case OBJ_MISCELLANY:
// Runes to "demonic", decks have 50 cards, ignored elsewhere?
mitm[thing_created].plus = 50;
break;
case OBJ_FOOD:
case OBJ_SCROLLS:
case OBJ_POTIONS:
mitm[thing_created].quantity = 12;
break;
default:
break;
}
}
item_colour( mitm[thing_created] );
move_item_to_grid( &thing_created, you.x_pos, you.y_pos );
if (thing_created != NON_ITEM)
canned_msg( MSG_SOMETHING_APPEARS );
}
#endif
//---------------------------------------------------------------
//
// create_spec_object
//
//---------------------------------------------------------------
#ifdef WIZARD
void tweak_object(void)
{
char specs[50];
char keyin;
int item = prompt_invent_item( "Tweak which item? ", -1 );
if (item == PROMPT_ABORT)
{
canned_msg( MSG_OK );
return;
}
if (item == you.equip[EQ_WEAPON])
you.wield_change = true;
for (;;)
{
void *field_ptr = NULL;
for (;;)
{
item_name( you.inv[item], DESC_INVENTORY_EQUIP, info );
mpr( info );
mpr( "a - plus b - plus2 c - special d - quantity ESC - exit",
MSGCH_PROMPT );
mpr( "Which field? ", MSGCH_PROMPT );
keyin = tolower( get_ch() );
if (keyin == 'a')
field_ptr = &(you.inv[item].plus);
else if (keyin == 'b')
field_ptr = &(you.inv[item].plus2);
else if (keyin == 'c')
field_ptr = &(you.inv[item].special);
else if (keyin == 'd')
field_ptr = &(you.inv[item].quantity);
else if (keyin == ESCAPE || keyin == ' '
|| keyin == '\r' || keyin == '\n')
{
canned_msg( MSG_OK );
return;
}
if (keyin >= 'a' && keyin <= 'd')
break;
}
if (keyin != 'c')
{
const short *const ptr = static_cast< short * >( field_ptr );
snprintf( info, INFO_SIZE, "Old value: %d (0x%04x)", *ptr, *ptr );
}
else
{
const long *const ptr = static_cast< long * >( field_ptr );
snprintf( info, INFO_SIZE, "Old value: %ld (0x%08lx)", *ptr, *ptr );
}
mpr( info );
mpr( "New value? ", MSGCH_PROMPT );
get_input_line( specs, sizeof( specs ) );
if (specs[0] == '\0')
return;
char *end;
int new_value = strtol( specs, &end, 10 );
if (new_value == 0 && end == specs)
return;
if (keyin != 'c')
{
short *ptr = static_cast< short * >( field_ptr );
*ptr = new_value;
}
else
{
long *ptr = static_cast< long * >( field_ptr );
*ptr = new_value;
}
}
}
#endif
//---------------------------------------------------------------
//
// stethoscope
//
//---------------------------------------------------------------
#if DEBUG_DIAGNOSTICS
static const char *enchant_names[] =
{
"None",
"Slow", "Haste", "*BUG-3*", "Fear", "Conf", "Invis",
"YPois-1", "YPois-2", "YPois-3", "YPois-4",
"YShug-1", "YShug-2", "YShug-3", "YShug-4",
"YRot-1", "YRot-2", "YRot-3", "YRot-4",
"Summon", "Abj-1", "Abj-2", "Abj-3", "Abj-4", "Abj-5", "Abj-6",
"Corona-1", "Corona-2", "Corona-3", "Corona-4",
"Charm", "YSticky-1", "YSticky-2", "YSticky-3", "YSticky-4",
"*BUG-35*", "*BUG-36*", "*BUG-37*",
"GlowShapeshifter", "Shapeshifter",
"Tele-1", "Tele-2", "Tele-3", "Tele-4",
"*BUG-44*", "*BUG-45*", "*BUG-46*", "*BUG-47*", "*BUG-48*", "*BUG-49*",
"*BUG-50*", "*BUG-51*", "*BUG-52*", "*BUG-53*", "*BUG-54*", "*BUG-55*",
"*BUG-56*",
"Pois-1", "Pois-2", "Pois-3", "Pois-4",
"Sticky-1", "Sticky-2", "Sticky-3", "Sticky-4",
"OldAbj-1", "OldAbj-2", "OldAbj-3", "OldAbj-4", "OldAbj-5", "OldAbj-6",
"OldCreatedFriendly", "SleepWary", "Submerged", "Short Lived",
"*BUG-too big*"
};
void stethoscope(int mwh)
{
struct dist stth;
int steth_x, steth_y;
int i, j;
if (mwh != RANDOM_MONSTER)
i = mwh;
else
{
mpr( "Which monster?", MSGCH_PROMPT );
direction( stth );
if (!stth.isValid)
return;
if (stth.isTarget)
{
steth_x = stth.tx;
steth_y = stth.ty;
}
else
{
steth_x = you.x_pos + stth.dx;
steth_y = you.x_pos + stth.dy;
}
if (env.cgrid[steth_x][steth_y] != EMPTY_CLOUD)
{
snprintf( info, INFO_SIZE, "cloud type: %d delay: %d",
env.cloud[ env.cgrid[steth_x][steth_y] ].type,
env.cloud[ env.cgrid[steth_x][steth_y] ].decay );
mpr( info, MSGCH_DIAGNOSTICS );
}
if (mgrd[steth_x][steth_y] == NON_MONSTER)
{
snprintf( info, INFO_SIZE, "item grid = %d", igrd[steth_x][steth_y] );
mpr( info, MSGCH_DIAGNOSTICS );
return;
}
i = mgrd[steth_x][steth_y];
}
// print type of monster
snprintf( info, INFO_SIZE, "%s (id #%d; type=%d loc=(%d,%d) align=%s)",
monam( menv[i].number, menv[i].type, true, DESC_CAP_THE ),
i, menv[i].type,
menv[i].x, menv[i].y,
((menv[i].attitude == ATT_FRIENDLY) ? "friendly" :
(menv[i].attitude == ATT_HOSTILE) ? "hostile" :
(menv[i].attitude == ATT_NEUTRAL) ? "neutral"
: "unknown alignment") );
mpr( info, MSGCH_DIAGNOSTICS );
// print stats and other info
snprintf( info, INFO_SIZE,"HD=%d HP=%d/%d AC=%d EV=%d MR=%d SP=%d energy=%d num=%d flags=%02x",
menv[i].hit_dice,
menv[i].hit_points, menv[i].max_hit_points,
menv[i].armour_class, menv[i].evasion,
mons_resist_magic( &menv[i] ),
menv[i].speed, menv[i].speed_increment,
menv[i].number, menv[i].flags );
mpr( info, MSGCH_DIAGNOSTICS );
// print behaviour information
const int hab = monster_habitat( menv[i].type );
snprintf( info, INFO_SIZE, "hab=%s beh=%s(%d) foe=%s(%d) mem=%d target=(%d,%d)",
((hab == DNGN_DEEP_WATER) ? "water" :
(hab == DNGN_LAVA) ? "lava"
: "floor"),
((menv[i].behaviour == BEH_SLEEP) ? "sleep" :
(menv[i].behaviour == BEH_WANDER) ? "wander" :
(menv[i].behaviour == BEH_SEEK) ? "seek" :
(menv[i].behaviour == BEH_FLEE) ? "flee" :
(menv[i].behaviour == BEH_CORNERED) ? "cornered"
: "unknown"),
menv[i].behaviour,
((menv[i].foe == MHITYOU) ? "you" :
(menv[i].foe == MHITNOT) ? "none" :
(menv[menv[i].foe].type == -1) ? "unassigned monster"
: monam( menv[menv[i].foe].number, menv[menv[i].foe].type,
true, DESC_PLAIN )),
menv[i].foe,
menv[i].foe_memory,
menv[i].target_x, menv[i].target_y );
mpr( info, MSGCH_DIAGNOSTICS );
// print resistances
snprintf( info, INFO_SIZE, "resist: fire=%d cold=%d elec=%d pois=%d neg=%d",
mons_res_fire( &menv[i] ),
mons_res_cold( &menv[i] ),
mons_res_elec( &menv[i] ),
mons_res_poison( &menv[i] ),
mons_res_negative_energy( &menv[i] ) );
mpr( info, MSGCH_DIAGNOSTICS );
// print enchantments
strncpy( info, "ench: ", INFO_SIZE );
for (j = 0; j < 6; j++)
{
if (menv[i].enchantment[j] >= NUM_ENCHANTMENTS)
strncat( info, enchant_names[ NUM_ENCHANTMENTS ], INFO_SIZE );
else
strncat( info, enchant_names[ menv[i].enchantment[j] ], INFO_SIZE );
if (strlen( info ) <= 70)
strncat( info, " ", INFO_SIZE );
else if (j < 5)
{
mpr( info, MSGCH_DIAGNOSTICS );
strncpy( info, "ench: ", INFO_SIZE );
}
}
mpr( info, MSGCH_DIAGNOSTICS );
if (menv[i].type == MONS_PLAYER_GHOST
|| menv[i].type == MONS_PANDEMONIUM_DEMON)
{
snprintf( info, INFO_SIZE, "Ghost damage: %d; brand: %d",
ghost.values[ GVAL_DAMAGE ], ghost.values[ GVAL_BRAND ] );
mpr( info, MSGCH_DIAGNOSTICS );
}
} // end stethoscope()
#endif
#if DEBUG_ITEM_SCAN
//---------------------------------------------------------------
//
// dump_item
//
//---------------------------------------------------------------
static void dump_item( const char *name, int num, const item_def &item )
{
mpr( name, MSGCH_WARN );
snprintf( info, INFO_SIZE, " item #%d: base: %d; sub: %d; plus: %d; plus2: %d; special: %ld",
num, item.base_type, item.sub_type,
item.plus, item.plus2, item.special );
mpr( info );
snprintf( info, INFO_SIZE, " quant: %d; colour: %d; ident: 0x%08lx; ident_type: %d",
item.quantity, item.colour, item.flags,
get_ident_type( item.base_type, item.sub_type ) );
mpr( info );
snprintf( info, INFO_SIZE, " x: %d; y: %d; link: %d",
item.x, item.y, item.link );
mpr( info );
}
//---------------------------------------------------------------
//
// debug_item_scan
//
//---------------------------------------------------------------
void debug_item_scan( void )
{
int i;
char name[256];
// unset marks
for (i = 0; i < MAX_ITEMS; i++)
mitm[i].flags &= (~ISFLAG_DEBUG_MARK);
// First we're going to check all the stacks on the level:
for (int x = 0; x < GXM; x++)
{
for (int y = 0; y < GYM; y++)
{
// These are unlinked monster inventory items -- skip them:
if (x == 0 && y == 0)
continue;
// Looking for infinite stacks (ie more links than tems allowed)
// and for items which have bad coordinates (can't find their stack)
for (int obj = igrd[x][y]; obj != NON_ITEM; obj = mitm[obj].link)
{
// Check for invalid (zero quantity) items that are linked in
if (!is_valid_item( mitm[obj] ))
{
snprintf( info, INFO_SIZE, "Linked invalid item at (%d,%d)!", x, y);
mpr( info, MSGCH_WARN );
item_name( mitm[obj], DESC_PLAIN, name );
dump_item( name, obj, mitm[obj] );
}
// Check that item knows what stack it's in
if (mitm[obj].x != x || mitm[obj].y != y)
{
snprintf( info, INFO_SIZE, "Item position incorrect at (%d,%d)!", x, y);
mpr( info, MSGCH_WARN );
item_name( mitm[obj], DESC_PLAIN, name );
dump_item( name, obj, mitm[obj] );
}
// If we run into a premarked item we're in real trouble,
// this will also keep this from being an infinite loop.
if (mitm[obj].flags & ISFLAG_DEBUG_MARK)
{
snprintf( info, INFO_SIZE, "Potential INFINITE STACK at (%d, %d)", x, y);
mpr( info, MSGCH_WARN );
break;
}
mitm[obj].flags |= ISFLAG_DEBUG_MARK;
}
}
}
// Now scan all the items on the level:
for (i = 0; i < MAX_ITEMS; i++)
{
if (!is_valid_item( mitm[i] ))
continue;
item_name( mitm[i], DESC_PLAIN, name );
// Don't check (-1,-1) player items or (0,0) monster items
if ((mitm[i].x > 0 || mitm[i].y > 0)
&& !(mitm[i].flags & ISFLAG_DEBUG_MARK))
{
mpr( "Unlinked item:", MSGCH_WARN );
dump_item( name, i, mitm[i] );
snprintf( info, INFO_SIZE, "igrd(%d,%d) = %d", mitm[i].x, mitm[i].y,
igrd[ mitm[i].x ][ mitm[i].y ] );
mpr( info );
// Let's check to see if it's an errant monster object:
for (int j = 0; j < MAX_MONSTERS; j++)
{
for (int k = 0; k < NUM_MONSTER_SLOTS; k++)
{
if (menv[j].inv[k] == i)
{
snprintf( info, INFO_SIZE, "Held by monster #%d: %s at (%d,%d)",
j, ptr_monam( &menv[j], DESC_CAP_A ),
menv[j].x, menv[j].y );
mpr( info );
}
}
}
}
// Current bad items of interest:
// -- armour and weapons with large enchantments/illegal special vals
//
// -- items described as questionable (the class 100 bug)
//
// -- eggplant is an illegal throwing weapon
//
// -- bola is an illegal fixed artefact
//
// -- items described as buggy (typically adjectives out of range)
// (note: covers buggy, bugginess, buggily, whatever else)
//
if (strstr( name, "questionable" ) != NULL
|| strstr( name, "eggplant" ) != NULL
|| strstr( name, "bola" ) != NULL
|| strstr( name, "bugg" ) != NULL)
{
mpr( "Bad item:", MSGCH_WARN );
dump_item( name, i, mitm[i] );
}
else if ((mitm[i].base_type == OBJ_WEAPONS
&& (abs(mitm[i].plus) > 30
|| abs(mitm[i].plus2) > 30
|| (!is_random_artefact( mitm[i] )
&& (mitm[i].special >= 30
&& mitm[i].special < 181))))
|| (mitm[i].base_type == OBJ_MISSILES
&& (abs(mitm[i].plus) > 25
|| (!is_random_artefact( mitm[i] )
&& mitm[i].special >= 30)))
|| (mitm[i].base_type == OBJ_ARMOUR
&& (abs(mitm[i].plus) > 25
|| (!is_random_artefact( mitm[i] )
&& mitm[i].sub_type != ARM_HELMET
&& mitm[i].special >= 30))))
{
mpr( "Bad plus or special value:", MSGCH_WARN );
dump_item( name, i, mitm[i] );
}
}
// Don't want debugging marks interfering with anything else.
for (i = 0; i < MAX_ITEMS; i++)
mitm[i].flags &= (~ISFLAG_DEBUG_MARK);
// Quickly scan monsters for "program bug"s.
for (i = 0; i < MAX_MONSTERS; i++)
{
const struct monsters *const monster = &menv[i];
if (monster->type == -1)
continue;
moname( monster->type, true, DESC_PLAIN, name );
if (strcmp( name, "program bug" ) == 0)
{
mpr( "Program bug detected!", MSGCH_WARN );
snprintf( info, INFO_SIZE,
"Buggy monster detected: monster #%d; position (%d,%d)",
i, monster->x, monster->y );
mpr( info, MSGCH_WARN );
}
}
}
#endif
//---------------------------------------------------------------
//
// debug_add_skills
//
//---------------------------------------------------------------
#ifdef WIZARD
void debug_add_skills(void)
{
int skill = debug_prompt_for_skill( "Which skill (by name)? " );
if (skill == -1)
mpr("That skill doesn't seem to exist.");
else
{
mpr("Exercising...");
exercise(skill, 100);
}
} // end debug_add_skills()
#endif
//---------------------------------------------------------------
//
// debug_set_skills
//
//---------------------------------------------------------------
#ifdef WIZARD
void debug_set_skills(void)
{
int skill = debug_prompt_for_skill( "Which skill (by name)? " );
if (skill == -1)
mpr("That skill doesn't seem to exist.");
else
{
mpr( skill_name(skill) );
int amount = debug_prompt_for_int( "To what level? ", true );
if (amount == -1)
canned_msg( MSG_OK );
else
{
const int points = (skill_exp_needed( amount + 1 )
* species_skills( skill, you.species )) / 100;
you.skill_points[skill] = points + 1;
you.skills[skill] = amount;
calc_total_skill_points();
redraw_skill( you.your_name, player_title() );
switch (skill)
{
case SK_FIGHTING:
calc_hp();
break;
case SK_SPELLCASTING:
case SK_INVOCATIONS:
case SK_EVOCATIONS:
calc_mp();
break;
case SK_DODGING:
you.redraw_evasion = 1;
break;
case SK_ARMOUR:
you.redraw_armour_class = 1;
you.redraw_evasion = 1;
break;
default:
break;
}
}
}
} // end debug_add_skills()
#endif
//---------------------------------------------------------------
//
// debug_set_all_skills
//
//---------------------------------------------------------------
#ifdef WIZARD
void debug_set_all_skills(void)
{
int i;
int amount = debug_prompt_for_int( "Set all skills to what level? ", true );
if (amount < 0) // cancel returns -1 -- bwr
canned_msg( MSG_OK );
else
{
if (amount > 27)
amount = 27;
for (i = SK_FIGHTING; i < NUM_SKILLS; i++)
{
if (i == SK_UNUSED_1
|| (i > SK_UNARMED_COMBAT && i < SK_SPELLCASTING))
{
continue;
}
const int points = (skill_exp_needed( amount + 1 )
* species_skills( i, you.species )) / 100;
you.skill_points[i] = points + 1;
you.skills[i] = amount;
}
redraw_skill( you.your_name, player_title() );
calc_total_skill_points();
calc_hp();
calc_mp();
you.redraw_armour_class = 1;
you.redraw_evasion = 1;
}
} // end debug_add_skills()
#endif
//---------------------------------------------------------------
//
// debug_add_mutation
//
//---------------------------------------------------------------
#ifdef WIZARD
bool debug_add_mutation(void)
{
bool success = false;
char specs[80];
// Yeah, the gaining message isn't too good for this... but
// there isn't an array of simple mutation names. -- bwr
mpr( "Which mutation (by message when getting mutation)? ", MSGCH_PROMPT );
get_input_line( specs, sizeof( specs ) );
if (specs[0] == '\0')
return (false);
int mutation = -1;
for (int i = 0; i < NUM_MUTATIONS; i++)
{
char mut_name[80];
strncpy( mut_name, mutation_name( i, 1 ), sizeof( mut_name ) );
char *ptr = strstr( strlwr(mut_name), strlwr(specs) );
if (ptr != NULL)
{
// we take the first mutation that matches
mutation = i;
break;
}
}
if (mutation == -1)
mpr("I can't warp you that way!");
else
{
snprintf( info, INFO_SIZE, "Found: %s", mutation_name( mutation, 1 ) );
mpr( info );
int levels = debug_prompt_for_int( "How many levels? ", false );
if (levels == 0)
{
canned_msg( MSG_OK );
success = false;
}
else if (levels > 0)
{
for (int i = 0; i < levels; i++)
{
if (mutate( mutation ))
success = true;
}
}
else
{
for (int i = 0; i < -levels; i++)
{
if (delete_mutation( mutation ))
success = true;
}
}
}
return (success);
} // end debug_add_mutation()
#endif
//---------------------------------------------------------------
//
// debug_get_religion
//
//---------------------------------------------------------------
#ifdef WIZARD
void debug_get_religion(void)
{
char specs[80];
mpr( "Which god (by name)? ", MSGCH_PROMPT );
get_input_line( specs, sizeof( specs ) );
if (specs[0] == '\0')
return;
int god = -1;
for (int i = 1; i < NUM_GODS; i++)
{
char name[80];
strncpy( name, god_name(i), sizeof( name ) );
char *ptr = strstr( strlwr(name), strlwr(specs) );
if (ptr != NULL)
{
god = i;
break;
}
}
if (god == -1)
mpr( "That god doesn't seem to be taking followers today." );
else
{
grd[you.x_pos][you.y_pos] = 179 + god;
god_pitch(god);
}
} // end debug_add_skills()
#endif
void error_message_to_player(void)
{
mpr("Oh dear. There appears to be a bug in the program.");
mpr("I suggest you leave this level then save as soon as possible.");
} // end error_message_to_player()
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