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/*
* File: l_debug.cc
* Summary: Various debugging bindings.
*/
#include "AppHdr.h"
#include "cluautil.h"
#include "l_libs.h"
#include "beam.h"
#include "branch.h"
#include "chardump.h"
#include "coordit.h"
#include "dungeon.h"
#include "env.h"
#include "files.h"
#include "initfile.h"
#include "godwrath.h"
#include "libutil.h"
#include "los.h"
#include "message.h"
#include "mon-act.h"
#include "mon-iter.h"
#include "mon-stuff.h"
#include "mon-util.h"
#include "place.h"
#include "stairs.h"
#ifdef USE_TILE
#include "tileview.h"
#endif
#include "view.h"
#include "wiz-dgn.h"
// WARNING: This is a very low-level call.
//
// Usage: goto_place("placename", <bind_entrance>)
// "placename" is the name of the place as used in maps, such as "Lair:2",
// "Vault:$", etc.
//
// If <bind_entrance> is specified, the entrance point of
// the branch specified in place_name is bound to the given level in the
// parent branch (the entrance level should be 1-based). This can be helpful
// when testing scenarios that depend on the absolute depth of the current
// place.
LUAFN(debug_goto_place)
{
try
{
const level_id id = level_id::parse_level_id(luaL_checkstring(ls, 1));
const int bind_entrance =
lua_isnumber(ls, 2)? luaL_checkint(ls, 2) : -1;
you.goto_place(id);
if (id.level_type == LEVEL_DUNGEON && bind_entrance != -1)
branches[you.where_are_you].startdepth = bind_entrance;
}
catch (const std::string &err)
{
luaL_error(ls, err.c_str());
}
return (0);
}
LUAFN(debug_enter_dungeon)
{
init_level_connectivity();
you.absdepth0 = 0;
you.where_are_you = BRANCH_MAIN_DUNGEON;
you.level_type = LEVEL_DUNGEON;
load(DNGN_STONE_STAIRS_DOWN_I, LOAD_START_GAME, level_id());
return (0);
}
LUAWRAP(debug_down_stairs, down_stairs(DNGN_STONE_STAIRS_DOWN_I))
LUAWRAP(debug_up_stairs, up_stairs(DNGN_STONE_STAIRS_UP_I))
LUAFN(debug_flush_map_memory)
{
dgn_flush_map_memory();
init_level_connectivity();
return (0);
}
LUAFN(debug_generate_level)
{
no_messages mx;
env.map_knowledge.init(map_cell());
los_changed();
#ifdef USE_TILE
tile_init_default_flavour();
tile_clear_flavour();
tile_new_level(true);
#endif
builder(you.absdepth0, you.level_type,
lua_isboolean(ls, 1)? lua_toboolean(ls, 1) : true);
return (0);
}
LUAFN(debug_los_changed)
{
los_changed();
return (0);
}
LUAFN(debug_dump_map)
{
const int pos = lua_isuserdata(ls, 1) ? 2 : 1;
if (lua_isstring(ls, pos))
dump_map(lua_tostring(ls, pos), true);
return (0);
}
LUAFN(_debug_test_explore)
{
#ifdef WIZARD
debug_test_explore();
#endif
return (0);
}
LUAFN(debug_bouncy_beam)
{
coord_def source;
coord_def target;
source.x = luaL_checkint(ls, 1);
source.y = luaL_checkint(ls, 2);
target.x = luaL_checkint(ls, 3);
target.y = luaL_checkint(ls, 4);
int range = luaL_checkint(ls, 5);
bool findray = false;
if (lua_gettop(ls) > 5)
findray = lua_toboolean(ls, 6);
bolt beam;
beam.range = range;
beam.glyph = '*';
beam.colour = LIGHTCYAN;
beam.flavour = BEAM_ELECTRICITY;
beam.source = source;
beam.target = target;
beam.is_beam = true;
beam.draw_delay = 0;
if (findray)
beam.chose_ray = find_ray(source, target, beam.ray);
beam.name = "debug lightning beam";
beam.short_name = "DEBUG";
beam.fire();
return (0);
}
LUAFN(debug_never_die)
{
#if defined(WIZARD) || defined(DEBUG)
if (lua_isnone(ls, 1))
{
luaL_argerror(ls, 1, "needs a boolean argument");
return (0);
}
you.never_die = lua_toboolean(ls, 1);
#else
luaL_error(ls, "only works if DEBUG or WIZARD is defined");
#endif
return (0);
}
// If menv[] is full, dismiss all monsters not near the player.
LUAFN(debug_cull_monsters)
{
for (int il = 0; il < MAX_MONSTERS; il++)
{
if (menv[il].type == MONS_NO_MONSTER)
// At least one empty space in menv
return (0);
}
mpr("menv[] is full, dismissing non-near monsters",
MSGCH_DIAGNOSTICS);
// menv[] is full
for (monster_iterator mi; mi; ++mi)
{
if (mons_near(*mi))
continue;
mi->flags |= MF_HARD_RESET;
monster_die(*mi, KILL_DISMISSED, NON_MONSTER);
}
return (0);
}
LUAFN(debug_dismiss_adjacent)
{
for (adjacent_iterator ai(you.pos()); ai; ++ai)
{
monsters* mon = monster_at(*ai);
if (mon)
{
mon->flags |= MF_HARD_RESET;
monster_die(mon, KILL_DISMISSED, NON_MONSTER);
}
}
return (0);
}
LUAFN(debug_god_wrath)
{
const char *god_name = luaL_checkstring(ls, 1);
if (!god_name)
{
std::string err = "god_wrath requires a god!";
return (luaL_argerror(ls, 1, err.c_str()));
}
god_type god = str_to_god(god_name);
if (god == GOD_NO_GOD)
{
std::string err = make_stringf("'%s' matches no god.", god_name);
return (luaL_argerror(ls, 1, err.c_str()));
}
bool no_bonus = lua_toboolean(ls, 2);
divine_retribution(god, no_bonus);
return (0);
}
LUAFN(debug_handle_monster_move)
{
MonsterWrap *mw = clua_get_userdata< MonsterWrap >(ls, MONS_METATABLE);
if (!mw || !mw->mons)
return (0);
handle_monster_move(mw->mons);
return (0);
}
static FixedVector<bool, NUM_MONSTERS> saved_uniques;
LUAFN(debug_save_uniques)
{
saved_uniques = you.unique_creatures;
return (0);
}
LUAFN(debug_reset_uniques)
{
you.unique_creatures.init(false);
return (0);
}
LUAFN(debug_randomize_uniques)
{
you.unique_creatures.init(false);
for (int i = 0; i < NUM_MONSTERS; ++i)
{
const monster_type mt = static_cast<monster_type>(i);
if (!mons_is_unique(mt))
continue;
you.unique_creatures[mt] = coinflip();
}
return (0);
}
// Compare list of uniques on current level with
// you.unique_creatures.
static bool _check_uniques()
{
bool ret = true;
FixedVector<bool, NUM_MONSTERS> uniques_on_level;
uniques_on_level.init(false);
for (monster_iterator mi; mi; ++mi)
if (mons_is_unique(mi->type))
uniques_on_level[mi->type] = true;
for (int i = 0; i < NUM_MONSTERS; ++i)
{
const monster_type mt = static_cast<monster_type>(i);
if (!mons_is_unique(mt))
continue;
bool was_set = saved_uniques[mt];
bool is_set = you.unique_creatures[mt];
bool placed = uniques_on_level[mt];
if (placed && was_set
|| placed && !is_set
|| was_set && !is_set
|| !was_set && is_set && !placed)
{
mprf(MSGCH_ERROR,
"Bad unique tracking: %s placed=%d was_set=%d is_set=%d",
mons_type_name(mt, DESC_PLAIN).c_str(),
placed, was_set, is_set);
ret = false;
}
}
return (ret);
}
LUAFN(debug_check_uniques)
{
lua_pushboolean(ls, _check_uniques());
return (1);
}
LUAFN(debug_viewwindow)
{
viewwindow(lua_toboolean(ls, 1));
return (0);
}
LUAFN(debug_seen_monsters_react)
{
seen_monsters_react();
return (0);
}
const struct luaL_reg debug_dlib[] =
{
{ "goto_place", debug_goto_place },
{ "enter_dungeon", debug_enter_dungeon },
{ "down_stairs", debug_down_stairs },
{ "up_stairs", debug_up_stairs },
{ "flush_map_memory", debug_flush_map_memory },
{ "generate_level", debug_generate_level },
{ "los_changed", debug_los_changed },
{ "dump_map", debug_dump_map },
{ "test_explore", _debug_test_explore },
{ "bouncy_beam", debug_bouncy_beam },
{ "never_die", debug_never_die },
{ "cull_monsters", debug_cull_monsters},
{ "dismiss_adjacent", debug_dismiss_adjacent},
{ "god_wrath", debug_god_wrath},
{ "handle_monster_move", debug_handle_monster_move },
{ "save_uniques", debug_save_uniques },
{ "randomize_uniques", debug_randomize_uniques },
{ "reset_uniques", debug_reset_uniques },
{ "check_uniques", debug_check_uniques },
{ "viewwindow", debug_viewwindow },
{ "seen_monsters_react", debug_seen_monsters_react },
{ NULL, NULL }
};
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