/* File: wizard2.c */ /* * Copyright (c) 1997 Ben Harrison, 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. Other copyrights may also apply. */ #include "angband.h" #ifdef ALLOW_WIZARD /* * Hack -- quick debugging hook */ static void do_cmd_wiz_hack_ben(void) { /* Oops */ msg_print("Oops."); } /* * 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 (!p_ptr->target_who) return; /* Teleport to the target */ teleport_player_to(p_ptr->target_row, p_ptr->target_col); } /* * Aux function for "do_cmd_wiz_change()" */ 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; /* Update */ check_experience(); } /* * 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 and modifying them * * This has been rewritten to make the whole procedure * of debugging objects much easier and more comfortable. * * 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. */ /* * Display an item's properties */ static void wiz_display_item(object_type *o_ptr) { int j = 0; u32b f1, f2, f3; char buf[256]; /* Extract the flags */ object_flags(o_ptr, &f1, &f2, &f3); /* Clear screen */ Term_clear(); /* 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", o_ptr->name1, o_ptr->name2, (long)object_value(o_ptr)), 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(" ae x q aefc", 12, j); prt("siwdcc ssidsa nvudotgdd u clio", 13, j); prt("tnieoh trnipt iinmrrnrr a ierl", 14, j); prt("rtsxna..lcfgdk..mldncltgg.k.dced", 15, j); prt_binary(f1, 16, j); prt("+------------FLAGS2------------+", 17, j); prt("SUST....IMMUN.RESIST............", 18, j); prt(" aefcp psaefcp ldbc sn ", 19, j); prt("siwdcc clioo atclioo ialoshtncd", 20, j); prt("tnieoh ierli raierli trnnnrhehi", 21, j); prt("rtsxna..dceds.atdceds.ekdfddrxss", 22, j); prt_binary(f2, 23, j); prt("+------------FLAGS3------------+", 10, j+32); prt(" ehsi st iiiiadta hp", 11, j+32); prt(" aihnf ee ggggcregb vr", 12, j+32); prt(" sdose eld nnnntalrl ym", 13, j+32); prt(" yewta ieirmsrrrriieaeccc", 14, j+32); prt(" ktmatlnpgeihaefcvnpvsuuu", 15, j+32); prt(" nyoahivaeggoclioaeoasrrr", 16, j+32); prt(" opdretitsehtierltxrtesss", 17, j+32); prt(" westreshtntsdcedeptedeee", 18, j+32); prt_binary(f3, 19, j+32); } /* * A structure to hold a tval and its description */ typedef struct tval_desc { int tval; cptr desc; } tval_desc; /* * A list of tvals and their textual names */ static tval_desc tvals[] = { { TV_SWORD, "Sword" }, { TV_POLEARM, "Polearm" }, { TV_HAFTED, "Hafted Weapon" }, { TV_BOW, "Bow" }, { 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_SCROLL, "Scroll" }, { TV_WAND, "Wand" }, { TV_STAFF, "Staff" }, { TV_ROD, "Rod" }, { TV_PRAYER_BOOK, "Priest Book" }, { TV_MAGIC_BOOK, "Magic Book" }, { TV_SPIKE, "Spikes" }, { TV_DIGGING, "Digger" }, { TV_CHEST, "Chest" }, { TV_FOOD, "Food" }, { TV_FLASK, "Flask" }, { 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[3] = { 'a', 'A', '0' }; /* * Acquire an object kind for creation (or zero) * * List up to 50 choices in three columns */ static int wiz_create_itemtype(void) { int i, num, max_num; int col, row; int tval; cptr tval_desc; 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++) { row = 2 + (num % 20); col = 30 * (num / 20); ch = head[num/20] + (num%20); prt(format("[%c] %s", ch, tvals[num].desc), row, col); } /* 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] + 10)) 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_desc = 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; /* Prepare it */ row = 2 + (num % 20); col = 30 * (num / 20); ch = head[num/20] + (num%20); /* Acquire the "name" of object "i" */ strip_name(buf, i); /* Print it */ prt(format("[%c] %s", ch, buf), row, col); /* 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_desc), &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] + 10)) 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]; /* Hack -- leave artifacts alone */ if (artifact_p(o_ptr)) return; p = "Enter new 'pval' setting: "; sprintf(tmp_val, "%d", 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 '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); } /* * Apply magic to an item or turn it into an artifact. -Bernd- */ static void wiz_reroll_item(object_type *o_ptr) { object_type *i_ptr; object_type object_type_body; char ch; bool changed = FALSE; /* Hack -- leave artifacts alone */ if (artifact_p(o_ptr)) return; /* Get local object */ i_ptr = &object_type_body; /* Copy the object */ object_copy(i_ptr, o_ptr); /* Main loop. Ask for magification and artifactification */ while (TRUE) { /* Display full item debug information */ wiz_display_item(i_ptr); /* Ask wizard what to do. */ if (!get_com("[a]ccept, [n]ormal, [g]ood, [e]xcellent? ", &ch)) { changed = FALSE; break; } /* Create/change it! */ if (ch == 'A' || ch == 'a') { changed = TRUE; break; } /* Apply normal magic, but first clear object */ else if (ch == 'n' || ch == 'N') { object_prep(i_ptr, o_ptr->k_idx); apply_magic(i_ptr, p_ptr->depth, FALSE, FALSE, FALSE); } /* Apply good magic, but first clear object */ else if (ch == 'g' || ch == 'g') { object_prep(i_ptr, o_ptr->k_idx); apply_magic(i_ptr, p_ptr->depth, FALSE, TRUE, FALSE); } /* Apply great magic, but first clear object */ else if (ch == 'e' || ch == 'e') { object_prep(i_ptr, o_ptr->k_idx); apply_magic(i_ptr, p_ptr->depth, FALSE, TRUE, TRUE); } } /* Notice change */ if (changed) { /* Apply changes */ object_copy(o_ptr, i_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_SPELL | 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 *i_ptr; object_type object_type_body; 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)) 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, p_ptr->depth); 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 */ i_ptr = &object_type_body; /* Wipe the object */ object_wipe(i_ptr); /* Create an object */ make_object(i_ptr, good, great); /* XXX XXX XXX Mega-Hack -- allow multiple artifacts */ if (artifact_p(i_ptr)) a_info[i_ptr->name1].cur_num = 0; /* Test for the same tval and sval. */ if ((o_ptr->tval) != (i_ptr->tval)) continue; if ((o_ptr->sval) != (i_ptr->sval)) continue; /* Check for match */ if ((i_ptr->pval == o_ptr->pval) && (i_ptr->to_a == o_ptr->to_a) && (i_ptr->to_h == o_ptr->to_h) && (i_ptr->to_d == o_ptr->to_d)) { matches++; } /* Check for better */ else if ((i_ptr->pval >= o_ptr->pval) && (i_ptr->to_a >= o_ptr->to_a) && (i_ptr->to_h >= o_ptr->to_h) && (i_ptr->to_d >= o_ptr->to_d)) { better++; } /* Check for worse */ else if ((i_ptr->pval <= o_ptr->pval) && (i_ptr->to_a <= o_ptr->to_a) && (i_ptr->to_h <= o_ptr->to_h) && (i_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)) 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]; /* Never duplicate artifacts */ if (artifact_p(o_ptr)) return; /* 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 *i_ptr; object_type object_type_body; object_type *o_ptr; char ch; cptr q, s; bool changed; /* 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 (in the pack) */ if (item >= 0) { o_ptr = &inventory[item]; } /* Get the item (on the floor) */ else { o_ptr = &o_list[0 - item]; } /* The item was not changed */ changed = FALSE; /* Icky */ character_icky = TRUE; /* Save the screen */ Term_save(); /* Get local object */ i_ptr = &object_type_body; /* Copy object */ object_copy(i_ptr, o_ptr); /* The main loop */ while (TRUE) { /* Display the item */ wiz_display_item(i_ptr); /* Get choice */ if (!get_com("[a]ccept [s]tatistics [r]eroll [t]weak [q]uantity? ", &ch)) { changed = FALSE; break; } if (ch == 'A' || ch == 'a') { changed = TRUE; break; } if (ch == 's' || ch == 'S') { wiz_statistics(i_ptr); } if (ch == 'r' || ch == 'r') { wiz_reroll_item(i_ptr); } if (ch == 't' || ch == 'T') { wiz_tweak_item(i_ptr); } if (ch == 'q' || ch == 'Q') { wiz_quantity_item(i_ptr); } } /* Restore the screen */ Term_load(); /* Not Icky */ character_icky = FALSE; /* Accept change */ if (changed) { /* Message */ msg_print("Changes accepted."); /* Change */ object_copy(o_ptr, i_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_SPELL | PW_PLAYER); } /* Ignore change */ else { msg_print("Changes ignored."); } } /* * Wizard routine for creating objects * * 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. XXX XXX XXX */ static void wiz_create_item(void) { int py = p_ptr->py; int px = p_ptr->px; object_type *i_ptr; object_type object_type_body; 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 */ i_ptr = &object_type_body; /* Create the item */ object_prep(i_ptr, k_idx); /* Apply magic (no messages, no artifacts) */ apply_magic(i_ptr, p_ptr->depth, FALSE, FALSE, FALSE); /* Drop the object from heaven */ drop_near(i_ptr, -1, py, px); /* All done */ msg_print("Allocated."); } /* * Cure everything instantly */ static void do_cmd_wiz_cure_all(void) { /* Remove curses */ (void)remove_all_curse(); /* Restore stats */ (void)res_stat(A_STR); (void)res_stat(A_INT); (void)res_stat(A_WIS); (void)res_stat(A_CON); (void)res_stat(A_DEX); (void)res_stat(A_CHR); /* Restore the level */ (void)restore_level(); /* Heal the player */ p_ptr->chp = p_ptr->mhp; p_ptr->chp_frac = 0; /* 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); /* 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 (p_ptr->command_arg <= 0) { char ppp[80]; char tmp_val[160]; /* Prompt */ sprintf(ppp, "Jump to level (0-%d): ", MAX_DEPTH-1); /* Default */ sprintf(tmp_val, "%d", p_ptr->depth); /* Ask for a level */ if (!get_string(ppp, tmp_val, 10)) return; /* Extract request */ p_ptr->command_arg = atoi(tmp_val); } /* Paranoia */ if (p_ptr->command_arg < 0) p_ptr->command_arg = 0; /* Paranoia */ if (p_ptr->command_arg > MAX_DEPTH - 1) p_ptr->command_arg = MAX_DEPTH - 1; /* Accept request */ msg_format("You jump to dungeon level %d.", p_ptr->command_arg); /* New depth */ p_ptr->depth = p_ptr->command_arg; /* Leaving */ p_ptr->leaving = TRUE; } /* * Become aware of a lot of objects */ static void do_cmd_wiz_learn(void) { int i; object_type *i_ptr; object_type object_type_body; /* Scan every object */ for (i = 1; i < MAX_K_IDX; i++) { object_kind *k_ptr = &k_info[i]; /* Induce awareness */ if (k_ptr->level <= p_ptr->command_arg) { /* Get local object */ i_ptr = &object_type_body; /* Prepare object */ object_prep(i_ptr, i); /* Awareness */ object_aware(i_ptr); } } } /* * Hack -- Rerate Hitpoints */ static 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; p_ptr->player_hp[0] = p_ptr->hitdie; /* Rerate */ while (1) { /* Collect values */ for (i = 1; i < PY_MAX_LEVEL; i++) { p_ptr->player_hp[i] = randint(p_ptr->hitdie); p_ptr->player_hp[i] += p_ptr->player_hp[i - 1]; } /* Legal values */ if ((p_ptr->player_hp[PY_MAX_LEVEL - 1] >= min_value) && (p_ptr->player_hp[PY_MAX_LEVEL - 1] <= max_value)) break; } percent = (int)(((long)p_ptr->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_SPELL | PW_PLAYER); /* Handle stuff */ handle_stuff(); /* Message */ msg_format("Current Life Rating is %d/100.", percent); } /* * Summon some creatures */ static void do_cmd_wiz_summon(int num) { int py = p_ptr->py; int px = p_ptr->px; int i; for (i = 0; i < num; i++) { (void)summon_specific(py, px, p_ptr->depth, 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, int slp) { int py = p_ptr->py; int px = p_ptr->px; int i, x, y; /* Paranoia */ if (!r_idx) return; if (r_idx >= MAX_R_IDX-1) return; /* Try 10 times */ for (i = 0; i < 10; i++) { int d = 1; /* Pick a location */ scatter(&y, &x, py, px, d, 0); /* Require empty grids */ if (!cave_empty_bold(y, x)) continue; /* Place it (allow groups) */ if (place_monster_aux(y, x, r_idx, slp, TRUE)) break; } } /* * Hack -- Delete all nearby monsters */ static void do_cmd_wiz_zap(int d) { int i; /* Genocide everyone nearby */ for (i = 1; i < m_max; i++) { monster_type *m_ptr = &m_list[i]; /* Skip dead monsters */ if (!m_ptr->r_idx) continue; /* Skip distant monsters */ if (m_ptr->cdis > d) continue; /* Delete the monster */ delete_monster_idx(i); } } /* * Un-hide all monsters */ static void do_cmd_wiz_unhide(int d) { int i; /* Process monsters */ for (i = 1; i < m_max; i++) { monster_type *m_ptr = &m_list[i]; /* Skip dead monsters */ if (!m_ptr->r_idx) continue; /* Skip distant monsters */ if (m_ptr->cdis > d) continue; /* Optimize -- Repair flags */ repair_mflag_mark = repair_mflag_show = TRUE; /* Detect the monster */ m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW); /* Update the monster */ update_mon(i, FALSE); } } #ifdef ALLOW_SPOILERS /* * External function */ extern void do_cmd_spoilers(void); #endif /* * Hack -- declare external function */ extern void do_cmd_debug(void); /* * Ask for and parse a "debug command" * The "p_ptr->command_arg" may have been set. */ void do_cmd_debug(void) { int py = p_ptr->py; int px = p_ptr->px; char cmd; /* Get a "debug command" */ (void)(get_com("Debug Command: ", &cmd)); /* Analyze the command */ switch (cmd) { /* Nothing */ case ESCAPE: case ' ': case '\n': case '\r': { break; } #ifdef ALLOW_SPOILERS /* Hack -- Generate Spoilers */ case '"': { do_cmd_spoilers(); break; } #endif /* 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; } /* Create any object */ case 'c': { wiz_create_item(); break; } /* Detect everything */ case 'd': { detect_all(); break; } /* Edit character */ case 'e': { do_cmd_wiz_change(); break; } /* View item info */ case 'f': { (void)identify_fully(); break; } /* Good Objects */ case 'g': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1; acquirement(py, px, p_ptr->command_arg, FALSE); break; } /* Hitpoint rerating */ case 'h': { do_cmd_rerate(); break; } /* 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(); break; } /* Learn about objects */ case 'l': { do_cmd_wiz_learn(); break; } /* Magic Mapping */ case 'm': { map_area(); break; } /* Summon Named Monster */ case 'n': { do_cmd_wiz_named(p_ptr->command_arg, TRUE); break; } /* Object playing routines */ case 'o': { do_cmd_wiz_play(); break; } /* Phase Door */ case 'p': { teleport_player(10); break; } /* Summon Random Monster(s) */ case 's': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1; do_cmd_wiz_summon(p_ptr->command_arg); break; } /* Teleport */ case 't': { teleport_player(100); break; } /* Un-hide all monsters */ case 'u': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = 255; do_cmd_wiz_unhide(p_ptr->command_arg); break; } /* Very Good Objects */ case 'v': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1; acquirement(py, px, p_ptr->command_arg, TRUE); break; } /* Wizard Light the Level */ case 'w': { wiz_lite(); break; } /* Increase Experience */ case 'x': { if (p_ptr->command_arg) { gain_exp(p_ptr->command_arg); } else { gain_exp(p_ptr->exp + 1); } break; } /* Zap Monsters (Genocide) */ case 'z': { if (p_ptr->command_arg <= 0) p_ptr->command_arg = MAX_SIGHT; do_cmd_wiz_zap(p_ptr->command_arg); break; } /* Hack */ case '_': { do_cmd_wiz_hack_ben(); break; } /* Oops */ default: { msg_print("That is not a valid debug command."); break; } } } #else #ifdef MACINTOSH static int i = 0; #endif #endif