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Diffstat (limited to 'src/wizard2.cc')
-rw-r--r-- | src/wizard2.cc | 1822 |
1 files changed, 1822 insertions, 0 deletions
diff --git a/src/wizard2.cc b/src/wizard2.cc new file mode 100644 index 00000000..890c6fbe --- /dev/null +++ b/src/wizard2.cc @@ -0,0 +1,1822 @@ +/* + * 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 "wizard2.hpp" + +#include "artifact_type.hpp" +#include "birth.hpp" +#include "cave.hpp" +#include "cave_type.hpp" +#include "cmd4.hpp" +#include "corrupt.hpp" +#include "dungeon_info_type.hpp" +#include "files.hpp" +#include "game.hpp" +#include "hooks.hpp" +#include "monster2.hpp" +#include "monster_race.hpp" +#include "monster_type.hpp" +#include "object1.hpp" +#include "object2.hpp" +#include "object_flag.hpp" +#include "object_flag_meta.hpp" +#include "object_kind.hpp" +#include "player_type.hpp" +#include "randart.hpp" +#include "spells1.hpp" +#include "spells2.hpp" +#include "stats.hpp" +#include "tables.hpp" +#include "util.hpp" +#include "util.h" +#include "variable.h" +#include "variable.hpp" +#include "wilderness_map.hpp" +#include "wilderness_type_info.hpp" +#include "xtra1.hpp" +#include "xtra2.hpp" +#include "z-rand.hpp" + +/* + * Adds a lvl to a monster + */ +static 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); + } +} + +static 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 + */ +static void teleport_player_town(int town) +{ + auto const &wf_info = game->edit_data.wf_info; + + autosave_checkpoint(); + + /* Change town */ + dun_level = 0; + p_ptr->town_num = town; + + auto const &wilderness = game->wilderness; + for (std::size_t y = 0; y < wilderness.height(); y++) + { + for (std::size_t x = 0; x < wilderness.width(); x++) + { + if (p_ptr->town_num == wf_info[wilderness(x, y).feat].entrance) + { + p_ptr->wilderness_y = y; + p_ptr->wilderness_x = x; + + leaving_quest = p_ptr->inside_quest; + p_ptr->inside_quest = 0; + + /* Leaving */ + p_ptr->leaving = TRUE; + + // Done + return; + } + } + } +} + + +/* + * Hack -- Rerate Hitpoints + */ +void do_cmd_rerate() +{ + auto &player_hp = game->player_hp; + + // Force HP re-roll + roll_player_hp(); + + // Calculate life rating + int percent = static_cast<int>( + (static_cast<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_FRAME); + + /* 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() +{ + auto const &a_info = game->edit_data.a_info; + + object_type forge; + object_type *q_ptr; + int i, a_idx; + cptr p = "Number of the artifact: "; + char out_val[80] = ""; + + if (!get_string(p, out_val, 4)) return; + a_idx = atoi(out_val); + + /* Return if out-of-bounds */ + if ((a_idx <= 0) || (a_idx >= static_cast<int>(a_info.size()))) + { + return; + } + + auto 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); + + /* Apply any random resistances/powers */ + random_artifact_resistance(q_ptr); + + /* 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."); +} + +/* 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; + } + + alloc_horde(wy, wx); +} + + +/* + * Hack -- Teleport to the target + */ +static void do_cmd_wiz_bamf() +{ + /* 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() +{ + 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, "%ld", (long) (p_ptr->grace)); + + /* Query */ + if (!get_string("Piety: ", tmp_val, 9)) return; + + /* Extract */ + tmp_long = atol(tmp_val); + + /* Verify */ + if (tmp_long < 0) tmp_long = 0L; + + /* Save */ + p_ptr->grace = tmp_long; + + + /* 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() +{ + /* 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) +{ + auto const &k_info = game->edit_data.k_info; + + int i, j = 13; + char buf[256]; + + /* Extract the flags */ + auto const flags = object_flags(o_ptr); + + /* 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); + + /* Print all the flags which are set */ + prt("Flags:", 10, j); + + int const row0 = 11; + int row = row0; + int col = 0; + for (auto const &object_flag_meta: object_flags_meta()) + { + // Is the flag set? + if (object_flag_meta->flag_set & flags) + { + // Advance to next row/column + row += 1; + if (row >= 23) { + row = row0 + 1; + col += 1; + } + // Display + prt(object_flag_meta->name, row, j + 1 + 20 * col); + } + } +} + + + +/* + * Strip an "object name" into a buffer + */ +static void strip_name(char *buf, const object_kind *k_ptr) +{ + cptr str = k_ptr->name; + + + /* Skip past leading characters */ + while ((*str == ' ') || (*str == '&')) str++; + + /* Copy useful chars */ + char *t; + 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() +{ + auto const &k_info = game->edit_data.k_info; + + int num, max_num; + int tval; + + cptr tval_desc2; + char ch; + + 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. */ + std::vector<std::size_t> choice; + choice.reserve(60); + std::size_t i; + for (i = 1; (choice.size() < 60) && (i < k_info.size()); i++) + { + auto k_ptr = &k_info[i]; + + /* Analyze matching items */ + if (k_ptr->tval == tval) + { + /* Hack -- Skip instant artifacts */ + if (k_ptr->flags & TR_INSTA_ART) continue; + + /* Acquire the "name" of object */ + strip_name(buf, k_ptr); + + /* Print it */ + wci_string(buf, choice.size()); + + /* Remember the object index */ + choice.push_back(i); + } + } + + /* Me need to know the maximal possible remembered object_index */ + max_num = choice.size(); + + /* 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]; + + /* Extract the flags */ + auto const flags = object_flags(o_ptr); + + + 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 (flags & TR_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)) 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); + apply_magic(q_ptr, dun_level, FALSE, FALSE, FALSE, boost::make_optional(-2)); + } + + /* 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) +{ + auto &a_info = game->edit_data.a_info; + auto &random_artifacts = game->random_artifacts; + + long i, matches, better, worse, other; + + char ch; + const char *quality; + + bool_ good, great; + + object_type forge; + object_type *q_ptr; + + cptr q = "Rolls: %ld, Matches: %ld, Better: %ld, Worse: %ld, Other: %ld"; + + /* 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)) + { + /* Allow interupt */ + if (inkey_scan()) + { + /* 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, obj_theme::defaults()); + + + /* 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() +{ + /* Get an item */ + int item; + if (!get_item(&item, + "Play with which object? ", + "You have nothing to play with.", + (USE_EQUIP | USE_INVEN | USE_FLOOR))) + { + return; + } + + /* Get the item */ + object_type *o_ptr = get_object(item); + + + /* The item was not changed */ + bool_ changed = FALSE; + + + /* Icky */ + character_icky = TRUE; + + /* Save the screen */ + Term_save(); + + + /* Get local object */ + object_type forge; + object_type *q_ptr = &forge; + + /* Copy object */ + object_copy(q_ptr, o_ptr); + + + /* The main loop */ + while (TRUE) + { + char ch; + + /* 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() +{ + 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() +{ + auto const &k_info = game->edit_data.k_info; + + cptr p = "Number of the object :"; + char out_val[80] = ""; + + if (!get_string(p, out_val, 4)) return; + int k_idx = atoi(out_val); + + /* Return if failed or out-of-bounds */ + if ((k_idx <= 0) || (k_idx >= static_cast<int>(k_info.size()))) + { + return; + } + + /* Get local object */ + object_type forge; + auto 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."); +} + + +/* + * Cure everything instantly + */ +void do_cmd_wiz_cure_all() +{ + object_type *o_ptr; + + /* Remove curses */ + remove_all_curse(); + + /* Restore stats */ + res_stat(A_STR, TRUE); + res_stat(A_INT, TRUE); + res_stat(A_WIS, TRUE); + res_stat(A_CON, TRUE); + res_stat(A_DEX, TRUE); + res_stat(A_CHR, TRUE); + + /* Restore the level */ + 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 */ + set_blind(0); + set_confused(0); + set_poisoned(0); + set_afraid(0); + set_paralyzed(0); + set_image(0); + set_stun(0); + set_cut(0); + set_slow(0); + p_ptr->black_breath = FALSE; + + /* No longer hungry */ + set_food(PY_FOOD_MAX - 1); + + /* Redraw everything */ + do_cmd_redraw(); +} + + +/* + * Go to any level + */ +static void do_cmd_wiz_jump() +{ + auto const &d_info = game->edit_data.d_info; + + /* 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; + + 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() +{ + auto const &k_info = game->edit_data.k_info; + + /* Scan every object */ + for (std::size_t i = 0; i < k_info.size(); i++) + { + auto k_ptr = &k_info[i]; + + /* Induce awareness */ + if (k_ptr->level <= command_arg) + { + /* Get local object */ + object_type forge; + auto 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++) + { + 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(std::size_t r_idx, bool_ slp) +{ + auto const &r_info = game->edit_data.r_info; + + int i, x, y; + + /* Paranoia */ + /* if (!r_idx) return; */ + + /* Prevent illegal monsters */ + if (r_idx >= r_info.size()) 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; + int m_idx = place_monster_aux(y, x, r_idx, slp, TRUE, MSTATUS_ENEMY); + m_allow_special[r_idx] = FALSE; + + // If summoning succeeded, we stop. + if (m_idx) + { + break; + } + } +} + + +/* + * Summon a creature of the specified type + * + * XXX XXX XXX This function is rather dangerous + */ +void do_cmd_wiz_named_friendly(std::size_t r_idx, bool_ slp) +{ + auto const &r_info = game->edit_data.r_info; + + int i, x, y; + + /* Paranoia */ + /* if (!r_idx) return; */ + + /* Prevent illegal monsters */ + if (r_idx >= r_info.size()) 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; + int m_idx = place_monster_aux(y, x, r_idx, slp, TRUE, MSTATUS_PET); + m_allow_special[r_idx] = FALSE; + + // Stop if we succeeded + if (m_idx) + { + break; + } + } +} + + + +/* + * Hack -- Delete all nearby monsters + */ +static void do_cmd_wiz_zap() +{ + 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); + } +} + + +static void do_cmd_wiz_body(s16b bidx) + /* Might create problems with equipment slots. For safety, + be nude when calling this function */ +{ + auto const &r_info = game->edit_data.r_info; + + p_ptr->body_monster = bidx; + p_ptr->disembodied = FALSE; + p_ptr->chp = maxroll( (&r_info[bidx])->hdice, (&r_info[bidx])->hside); + do_cmd_redraw(); +} + + +/* + * Ask for and parse a "debug command" + * The "command_arg" may have been set. + */ +void do_cmd_debug() +{ + auto const &d_info = game->edit_data.d_info; + + 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 -- 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) && (std::size_t(command_arg) < d_info.size())) + { + dungeon_type = command_arg; + dun_level = d_info[dungeon_type].mindepth; + msg_format("You go into %s", d_info[dungeon_type].text.c_str()); + + /* 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; + + case 'H': + do_cmd_summon_horde(); break; + + /* Identify */ + case 'i': + ident_spell(); + break; + + /* Go up or down in the dungeon */ + case 'j': + do_cmd_wiz_jump(); + break; + + /* Learn about objects */ + case 'l': + do_cmd_wiz_learn(); + break; + + /* Magic Mapping */ + case 'm': + map_area(); + break; + + /* corruption */ + case 'M': + gain_random_corruption(); + 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) && (command_arg != QUEST_RANDOM)) + { + quest[command_arg].status = QUEST_STATUS_TAKEN; + *(quest[command_arg].plot) = command_arg; + quest[command_arg].init(); + 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_FRAME); + + /* 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; + + /* Mimic shape changing */ + case '*': + p_ptr->tim_mimic = 100; + p_ptr->mimic_form = command_arg; + /* Redraw title */ + p_ptr->redraw |= (PR_FRAME); + /* 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("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; + + /* Not a Wizard Command */ + default: + msg_print("That is not a valid debug command."); + break; + } +} |