コード例 #1
0
ファイル: wizard2.c プロジェクト: BackupTheBerlios/randomband
/*
 * Ask for and parse a "debug command"
 * The "command_arg" may have been set.
 */
void do_cmd_debug(void)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	int     x, y;
	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 /* ALLOW_SPOILERS */

#ifdef MATLAB
		case '=':
			output_monster_matlab();
		break;
#endif /* MATLAB */

		/* Hack -- Help */
		case '?':
			screen_save();
			(void)show_file("wizard.txt", NULL, 0 , 0);
			screen_load();
		break;


		/* Cure all maladies */
		case 'a':
			do_cmd_wiz_cure_all();
		break;

		/* Know alignment */
		case 'A':
			msg_format("Your alignment is %d.", p_ptr->align);
		break;

		/* Teleport to target */
		case 'b':
			do_cmd_wiz_bamf();
		break;

		/* Create any object */
		case 'c':
			wiz_create_item();
		break;

		/* Create a named artifact */
		case 'C':
/*			wiz_create_named_art(p_ptr->command_arg);*/
		break;

		/* Detect everything */
		case 'd':
			(void)detect_all();
		break;

		/* Edit character */
		case 'e':
			do_cmd_wiz_change();
		break;

		/* View item info */
		case 'f':
			(void)identify_fully();
		break;

		/* Create feature */
		case 'F':
			if (p_ptr->command_arg > 0) do_cmd_wiz_feature(p_ptr->command_arg);
		break;

		/* Good Objects */
		case 'g':
			if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1;
			acquirement(py, px, p_ptr->command_arg, FALSE, TRUE);
		break;

		/* Hitpoint rerating */
		case 'h':
			do_cmd_rerate();
		break;

#ifdef MONSTER_HORDES
		case 'H':
			do_cmd_summon_horde();
		break;
#endif /* MONSTER_HORDES */

		/* Identify */
		case 'i':
			(void)ident_spell();
		break;

		/* Fields Integrity */
		case 'I':
			(void)test_field_data_integrity();
		break;

		/* Go up or down in the dungeon */
		case 'j':
			do_cmd_wiz_jump();
		break;

		/* Test compression code */
		case 'J':
			/* test_compress_module(); */
		break;

		/* Self-Knowledge */
		case 'k':
			self_knowledge();
		break;

		/* Learn about objects */
		case 'l':
			do_cmd_wiz_learn();
		break;

		/* Lose Mutation */
		case 'L':
			(void)lose_mutation(p_ptr->command_arg);
		break;

		/* Magic Mapping */
		case 'm':
			map_area();
		break;

		/* Gain Mutation */
		case 'M':
			(void)gain_mutation(p_ptr->command_arg);
		break;

		/* Specific reward */
		case 'r':
			(void)gain_level_reward(p_ptr->command_arg);
		break;

		/* Summon _friendly_ named monster */
		case 'N':
			do_cmd_wiz_named_friendly(p_ptr->command_arg, TRUE);
		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;

#if 0
		/* Complete a Quest -KMW- */
		case 'q':
		{
			for (i = 0; i < max_quests; i++)
			{
				if (p_ptr->quest[i].status == QUEST_STATUS_TAKEN)
				{
					p_ptr->quest[i].status++;
					msg_print("Completed Quest");
					msg_print(NULL);
					break;
				}
			}
			if (i == max_quests)
			{
				msg_print("No current quest");
				msg_print(NULL);
			}
			break;
		}
#endif

		/* Make every dungeon square "known" to test streamers -KMW- */
		case 'u':
		{
			for (y = min_hgt; y < max_hgt; y++)
			{
				for (x = min_wid; x < max_wid; x++)
				{
					area(y, x)->info |= (CAVE_GLOW | CAVE_MARK);
				}
			}

			wiz_lite();
			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;

		/* Very Good Objects */
		case 'v':
			if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1;
			acquirement(py, px, p_ptr->command_arg, TRUE, TRUE);
		break;

		/* Wizard Light the Level */
		case 'w':
			if (p_ptr->depth)
			{
				wiz_lite();
			}
			else
			{
				learn_map();
			}
		break;

		case 'W':
			test_decision_tree();
		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':
			do_cmd_wiz_zap();
		break;

		case 'Z':
			do_cmd_wiz_zap_all();
		break;

		/* Hack -- whatever I desire */
		case '_':
			do_cmd_wiz_hack_ben();
		break;

#ifdef USE_SCRIPT
		/* Hack -- activate a script */
		case '@':
			do_cmd_wiz_script();
		break;
#endif /* USE_SCRIPT */

		/* Not a Wizard Command */
		default:
			msg_print("That is not a valid debug command.");
		break;
	}
}
コード例 #2
0
ファイル: wizard.c プロジェクト: mtadd/angband
/*
 * 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;

	struct keypress cmd;

	const monster_race *r_ptr;


	/* Get a "debug command" */
	if (!get_com("Debug Command: ", &cmd)) return;

	/* Analyze the command */
	switch (cmd.code)
	{
		/* Ignore */
		case ESCAPE:
		case ' ':
		case KC_ENTER:
		{
			break;
		}

#ifdef ALLOW_SPOILERS

		/* Hack -- Generate Spoilers */
		case '"':
		{
			do_cmd_spoilers();
			break;
		}

#endif


		/* Hack -- Help */
		case '?':
		{
			do_cmd_wiz_help();
			break;
		}

		/* Cure all maladies */
		case 'a':
		{
			do_cmd_wiz_cure_all();
			break;
		}

		/* Make the player powerful */
		case 'A':
		{
			do_cmd_wiz_advance();
			break;
		}
		
		/* Teleport to target */
		case 'b':
		{
			do_cmd_wiz_bamf();
			break;
		}

		/* Create any object */
		case 'c':
		{
			wiz_create_item();
			break;
		}

		/* Create an artifact */
		case 'C':
		{
			if (p_ptr->command_arg > 0)
			{
				wiz_create_artifact(p_ptr->command_arg);
			}
			else
			{
				char name[80] = "";
				int a_idx = -1;

				/* Avoid the prompt getting in the way */
				screen_save();

				/* Prompt */
				prt("Create which artifact? ", 0, 0);

				/* Get the name */
				if (askfor_aux(name, sizeof(name), NULL))
				{
					/* See if an a_idx was entered */
					a_idx = get_idx_from_name(name);
					
					/* If not, find the artifact with that name */
					if (a_idx < 1)
						a_idx = lookup_artifact_name(name); 
					
					/* Did we find a valid artifact? */
					if (a_idx != -1)
						wiz_create_artifact(a_idx);
					else
						msg("No artifact found.");
				}
				
				/* Reload the screen */
				screen_load();
			}
			break;
		}

		/* Detect everything */
		case 'd':
		{
			detect_all(TRUE);
			break;
		}
		
		/* Test for disconnected dungeon */
		case 'D':
		{
			disconnect_stats();
			break;
		}

		/* Edit character */
		case 'e':
		{
			do_cmd_wiz_change();
			break;
		}

		case 'f':
		{
			stats_collect();
			break;
		}

		/* Good Objects */
		case 'g':
		{
			if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1;
			acquirement(py, px, p_ptr->depth, p_ptr->command_arg, FALSE);
			break;
		}

		/* GF demo */
		case 'G':
		{
			wiz_gf_demo();
			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;
		}

		/* Learn about objects */
		case 'l':
		{
			do_cmd_wiz_learn();
			break;
		}

		case 'L': do_cmd_keylog(); break;

		/* Magic Mapping */
		case 'm':
		{
			map_area();
			break;
		}

		/* Summon Named Monster */
		case 'n':
		{
			s16b r_idx = 0; 

			if (p_ptr->command_arg > 0)
			{
				r_idx = p_ptr->command_arg;
			}
			else
			{
				char name[80] = "";

				/* Avoid the prompt getting in the way */
				screen_save();

				/* Prompt */
				prt("Summon which monster? ", 0, 0);

				/* Get the name */
				if (askfor_aux(name, sizeof(name), NULL))
				{
					/* See if a r_idx was entered */
					r_idx = get_idx_from_name(name);
					
					/* If not, find the monster with that name */
					if (r_idx < 1)
						r_idx = lookup_monster(name); 
					
					p_ptr->redraw |= (PR_MAP | PR_MONLIST);

					/* Reload the screen */
					screen_load();
				}
			}

			if (r_idx > 0)
				do_cmd_wiz_named(r_idx, TRUE);
			else
				msg("No monster found.");
			
			break;
		}

		/* Object playing routines */
		case 'o':
		{
			do_cmd_wiz_play();
			break;
		}

		/* Phase Door */
		case 'p':
		{
			teleport_player(10);
			break;
		}

		/* Monster pit stats */
		case 'P':
		{
			pit_stats();
			break;
		}
		
		/* Query the dungeon */
		case 'q':
		{
			do_cmd_wiz_query();
			break;
		}

		/* Get full recall for a monster */
		case 'r':
		{
			s16b r_idx = 0; 

			if (p_ptr->command_arg > 0)
			{
				r_idx = p_ptr->command_arg;
			}
			else
			{
				struct keypress sym;
				const char *prompt =
					"Full recall for [a]ll monsters or [s]pecific monster? ";

				if (!get_com(prompt, &sym)) return;

				if (sym.code == 'a' || sym.code == 'A')
				{
					int i;
					for (i = 1; i < z_info->r_max; i++)
					{
						r_ptr = &r_info[i];
						cheat_monster_lore(r_ptr, &l_list[i]);
					}
					break;
				}
				else if (sym.code == 's' || sym.code == 'S')
				{
					char name[80] = "";
					
					/* Avoid the prompt getting in the way */
					screen_save();

					/* Prompt */
					prt("Which monster? ", 0, 0);

					/* Get the name */
					if (askfor_aux(name, sizeof(name), NULL))
					{
						/* See if a r_idx was entered */
						r_idx = get_idx_from_name(name);
						
						/* If not, find the monster with that name */
						if (r_idx < 1)
							r_idx = lookup_monster(name); 
					}
					
					/* Reload the screen */
					screen_load();
				}
				else
				{
					/* Assume user aborts */
					break;
				}
			}

			/* Did we find a valid monster? */
			if (r_idx > 0)
			{
				r_ptr = &r_info[r_idx];
				cheat_monster_lore(r_ptr, &l_list[r_idx]);
			}
			else
				msg("No monster found.");
	
			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;
		}
		
		/* Collect stats (S) */
		case 'S':
		{
			stats_collect();
			break;
		}

		/* Teleport */
		case 't':
		{
			teleport_player(100);
			break;
		}

		/* Create a trap */
		case 'T':
		{
			if (cave->feat[p_ptr->py][p_ptr->px] != FEAT_FLOOR) 
				msg("You can't place a trap there!");
			else if (p_ptr->depth == 0)
				msg("You can't place a trap in the town!");
			else
				cave_set_feat(cave, p_ptr->py, p_ptr->px, FEAT_INVIS);
			break;
		}

		/* Un-hide all monsters */
		case 'u':
		{
			detect_monsters_entire_level();
			break;
		}

		/* Very Good Objects */
		case 'v':
		{
			if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1;
			acquirement(py, px, p_ptr->depth, p_ptr->command_arg, TRUE);
			break;
		}

		case 'V':
		{
			wiz_test_kind(p_ptr->command_arg);
			break;
		}

		/* Wizard Light the Level */
		case 'w':
		{
			wiz_light(TRUE);
			break;
		}

		/* Wipe recall for a monster */
		case 'W':
		{
			s16b r_idx = 0; 

			if (p_ptr->command_arg > 0)
			{
				r_idx = p_ptr->command_arg;
			}
			else
			{
				struct keypress sym;
				const char *prompt =
					"Wipe recall for [a]ll monsters or [s]pecific monster? ";

				if (!get_com(prompt, &sym)) return;

				if (sym.code == 'a' || sym.code == 'A')
				{
					int i;
					for (i = 1; i < z_info->r_max; i++)
					{
						r_ptr = &r_info[i];
						wipe_monster_lore(r_ptr, &l_list[i]);
					}
					break;
				}
				else if (sym.code == 's' || sym.code == 'S')
				{
					char name[80] = "";
					
					/* Avoid the prompt getting in the way */
					screen_save();

					/* Prompt */
					prt("Which monster? ", 0, 0);

					/* Get the name */
					if (askfor_aux(name, sizeof(name), NULL))
					{
						/* See if a r_idx was entered */
						r_idx = get_idx_from_name(name);
						
						/* If not, find the monster with that name */
						if (r_idx < 1)
							r_idx = lookup_monster(name); 
					}
					
					/* Reload the screen */
					screen_load();
				}
				else
				{
					/* Assume user aborts */
					break;
				}
			}

			/* Did we find a valid monster? */
			if (r_idx > 0)
			{
				r_ptr = &r_info[r_idx];
				wipe_monster_lore(r_ptr, &l_list[r_idx]);
			}
			else
				msg("No monster found.");
	
			break;
		}

		/* Increase Experience */
		case 'x':
		{
			if (p_ptr->command_arg)
			{
				player_exp_gain(p_ptr, p_ptr->command_arg);
			}
			else
			{
				player_exp_gain(p_ptr, p_ptr->exp + 1);
			}
			break;
		}

		/* Zap Monsters (Banishment) */
		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("That is not a valid debug command.");
			break;
		}
	}
}
コード例 #3
0
/*
 * 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" */
	if (!get_com("Debug Command: ", &cmd)) return;

	/* Analyze the command */
	switch (cmd)
	{
		/* Ignore */
		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;
		}

		/* Create an artifact */
		case 'C':
		{
			wiz_create_artifact(p_ptr->command_arg);
			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;
		}

		/* Query the dungeon */
		case 'q':
		{
			do_cmd_wiz_query();
			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;
		}

		/* Oops */
		default:
		{
			msg_print("That is not a valid debug command.");
			break;
		}
	}
}
コード例 #4
0
ファイル: wizard2.c プロジェクト: naota/hengband
/*!
 * @brief デバッグコマンドを選択する処理のメインルーチン /
 * Ask for and parse a "debug command"
 * The "command_arg" may have been set.
 * @return なし
 */
void do_cmd_debug(void)
{
	int     x, y, i;
	char    cmd;


	/* Get a "debug command" */
	get_com("Debug Command: ", &cmd, FALSE);

	/* 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 /* ALLOW_SPOILERS */

	/* Hack -- Help */
	case '?':
		do_cmd_help();
		break;

	/* Cure all maladies */
	case 'a':
		do_cmd_wiz_cure_all();
		break;

	/* Know alignment */
	case 'A':
		msg_format("Your alignment is %d.", p_ptr->align);
		break;

	/* Teleport to target */
	case 'b':
		do_cmd_wiz_bamf();
		break;

	case 'B':
		battle_monsters();
		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(DETECT_RAD_ALL * 3);
		break;

	/* Dimension_door */
	case 'D':
		wiz_dimension_door();
		break;

	/* Edit character */
	case 'e':
		do_cmd_wiz_change();
		break;

	/* Blue Mage Only */
	case 'E':
		if (p_ptr->pclass == CLASS_BLUE_MAGE)
		{
			do_cmd_wiz_blue_mage();
		}
		break;

	/* View item info */
	case 'f':
		identify_fully(FALSE);
		break;

	/* Create desired feature */
	case 'F':
		do_cmd_wiz_create_feature();
		break;

	/* Good Objects */
	case 'g':
		if (command_arg <= 0) command_arg = 1;
		acquirement(p_ptr->y, p_ptr->x, command_arg, FALSE, FALSE, TRUE);
		break;

	/* Hitpoint rerating */
	case 'h':
		do_cmd_rerate(TRUE);
		break;

#ifdef MONSTER_HORDES
	case 'H':
		do_cmd_summon_horde();
		break;
#endif /* MONSTER_HORDES */

	/* Identify */
	case 'i':
		(void)ident_spell(FALSE);
		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(DETECT_RAD_ALL * 3);
		break;

	/* Mutation */
	case 'M':
		(void)gain_random_mutation(command_arg);
		break;

	/* Reset Class */
	case 'R':
		(void)do_cmd_wiz_reset_class();
		break;

	/* Specific reward */
	case 'r':
		(void)gain_level_reward(command_arg);
		break;

	/* Summon _friendly_ named monster */
	case 'N':
		do_cmd_wiz_named_friendly(command_arg);
		break;

	/* Summon Named Monster */
	case 'n':
		do_cmd_wiz_named(command_arg);
		break;

	/* Dump option bits usage */
	case 'O':
		do_cmd_dump_options();
		break;

	/* Object playing routines */
	case 'o':
		do_cmd_wiz_play();
		break;

	/* Phase Door */
	case 'p':
		teleport_player(10, 0L);
		break;

	/* Complete a Quest -KMW- */
	case 'q':
		if(p_ptr->inside_quest)
		{
			if (quest[p_ptr->inside_quest].status == QUEST_STATUS_TAKEN)
			{
				complete_quest(p_ptr->inside_quest);
				break;
			}
		}
		else
		{
			msg_print("No current quest");
			msg_print(NULL);
		}
		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(FALSE);
		break;

	/* Summon Random Monster(s) */
	case 's':
		if (command_arg <= 0) command_arg = 1;
		do_cmd_wiz_summon(command_arg);
		break;

	/* Special(Random Artifact) Objects */
	case 'S':
		if (command_arg <= 0) command_arg = 1;
		acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, TRUE, TRUE);
		break;

	/* Teleport */
	case 't':
		teleport_player(100, 0L);
		break;

	/* Very Good Objects */
	case 'v':
		if (command_arg <= 0) command_arg = 1;
		acquirement(p_ptr->y, p_ptr->x, command_arg, TRUE, FALSE, TRUE);
		break;

	/* Wizard Light the Level */
	case 'w':
		wiz_lite((bool)(p_ptr->pclass == CLASS_NINJA));
		break;

	/* Increase Experience */
	case 'x':
		gain_exp(command_arg ? command_arg : (p_ptr->exp + 1));
		break;

	/* Zap Monsters (Genocide) */
	case 'z':
		do_cmd_wiz_zap();
		break;

	/* Zap Monsters (Omnicide) */
	case 'Z':
		do_cmd_wiz_zap_all();
		break;

	/* Hack -- whatever I desire */
	case '_':
		do_cmd_wiz_hack_ben();
		break;

	/* Not a Wizard Command */
	default:
		msg_print("That is not a valid debug command.");
		break;
	}
}
コード例 #5
0
ファイル: wizard.c プロジェクト: NickMcConnell/RePosBand
/*
 * 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" */
	if (!get_com("Debug Command: ", &cmd)) return;

	/* Analyze the command */
	switch (cmd)
	{
		/* Ignore */
		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_wiz_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;
		}

		/* Create an artifact */
		case 'C':
		{
			if (p_ptr->command_arg > 0)
			{
				wiz_create_artifact(p_ptr->command_arg);
			}
			else
			{
				char name[80] = "";
				int a_idx = -1;

				/* Avoid the prompt getting in the way */
				screen_save();

				/* Prompt */
				prt("Create which artifact? ", 0, 0);

				/* Get the name */
				if (askfor_aux(name, sizeof(name), NULL))
				{
					/* See if an a_idx was entered */
					a_idx = get_idx_from_name(name);
					
					/* If not, find the artifact with that name */
					if (a_idx < 1)
						a_idx = lookup_artifact_name(name); 
					
					/* Did we find a valid artifact? */
					if (a_idx != -1)
						wiz_create_artifact(a_idx);
				}
				
				/* Reload the screen */
				screen_load();
			}
			break;
		}

		/* Detect everything */
		case 'd':
		{
			detect_all(TRUE);
			break;
		}

		/* Edit character */
		case 'e':
		{
			do_cmd_wiz_change();
			break;
		}

		case 'f':
		{
			stats_collect();
			break;
		}

		/* Good Objects */
		case 'g':
		{
			if (p_ptr->command_arg <= 0) p_ptr->command_arg = 1;
			acquirement(py, px, p_ptr->depth, 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;
		}

		/* Learn about objects */
		case 'l':
		{
			do_cmd_wiz_learn();
			break;
		}

		/* Magic Mapping */
		case 'm':
		{
			map_area();
			break;
		}

		/* Summon Named Monster */
		case 'n':
		{
			if (p_ptr->command_arg > 0)
			{
				do_cmd_wiz_named(p_ptr->command_arg, TRUE);
			}
			else
			{
				char name[80] = "";
				s16b r_idx;

				/* Avoid the prompt getting in the way */
				screen_save();

				/* Prompt */
				prt("Summon which monster? ", 0, 0);

				/* Get the name */
				if (askfor_aux(name, sizeof(name), NULL))
				{
					/* See if a r_idx was entered */
					r_idx = get_idx_from_name(name);
					
					/* If not, find the monster with that name */
					if (r_idx < 1)
						r_idx = lookup_monster(name); 
					
					/* Did we find a valid monster? */
					if (r_idx != -1)
						do_cmd_wiz_named(r_idx, TRUE);
				}

				p_ptr->redraw |= (PR_MAP | PR_MONLIST);

				/* Reload the screen */
				screen_load();
			}

			break;
		}

		/* Object playing routines */
		case 'o':
		{
			do_cmd_wiz_play();
			break;
		}

		/* Phase Door */
		case 'p':
		{
			teleport_player(10);
			break;
		}

		/* Query the dungeon */
		case 'q':
		{
			do_cmd_wiz_query();
			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;
		}

		/* Create a trap */
		case 'T':
		{
			cave_set_feat(p_ptr->py, p_ptr->px, FEAT_INVIS);
			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->depth, p_ptr->command_arg, TRUE);
			break;
		}

		case 'V':
		{
			wiz_test_kind(p_ptr->command_arg);
			break;
		}

		/* Wizard Light the Level */
		case 'w':
		{
			wiz_light();
			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 (Banishment) */
		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;
		}
	}
}
コード例 #6
0
ファイル: cmd3.c プロジェクト: iks3/tinyangband
/*
 * Wield or wear a single item from the pack or floor
 */
void do_cmd_wield(void)
{
	int i, item, slot;

	object_type forge;
	object_type *q_ptr;
	object_type *o_ptr;

	cptr act;
	char o_name[MAX_NLEN];
	cptr q, s;

	bool newrace = FALSE;

	/* Restrict the choices */
	item_tester_hook = item_tester_hook_wear;

	/* Get an item */
#ifdef JP
	q = "どれを装備しますか? ";
	s = "装備可能なアイテムがない。";
#else
	q = "Wear/Wield which item? ";
	s = "You have nothing you can wear or wield.";
#endif

	if (!get_item(&item, q, s, (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];
	}


	/* Check the slot */
	slot = wield_slot(o_ptr);

	/* Where is the item now */
	if (slot == INVEN_WIELD)
	{
#ifdef JP
		act = "を打撃用に装備した";
#else
		act = "You are wielding";
#endif

	}
	else if (slot == INVEN_BOW)
	{
#ifdef JP
		act = "を射撃用に装備した";
#else
		act = "You are shooting with";
#endif

	}
	else if (slot == INVEN_LITE)
	{
#ifdef JP
		act = "を光源にした";
#else
		act = "Your light source is";
#endif

	}
	else
	{
#ifdef JP
		act = "を装備した";
#else
		act = "You are wearing";
#endif

	}

	if ((o_ptr->tval == TV_RING) && inventory[INVEN_LEFT].k_idx &&
		inventory[INVEN_RIGHT].k_idx)
	{
		/* Restrict the choices */
		item_tester_tval = TV_RING;

		/* Choose a ring from the equipment only */
#ifdef JP
		q = "どちらの指輪と取り替えますか?";
		s = "おっと。";
#else
		q = "Replace which ring? ";
		s = "Oops.";
#endif

		if (!get_item(&slot, q, s, (USE_EQUIP)))
			return;
	}

	if (slot == INVEN_WIELD)
	{
		if (is_two_handed())
		{
			/* Restrict the choices */
			item_tester_hook = item_tester_hook_melee_weapon;

			/* Choose a ring from the equipment only */
#ifdef JP
			q = "どちらの武器と取り替えますか?";
			s = "おっと。";
#else
			q = "Replace which weapon? ";
			s = "Oops.";
#endif

			if (!get_item(&slot, q, s, (USE_EQUIP)))
				return;
		}
		else if (inventory[slot].k_idx)
		{
			/* Confirm doing two handed combat */
#ifdef JP
			if (get_check("二刀流を行いますか?"))
#else
			if (get_check("Do you want to do two handed combat?"))
#endif
			{
				slot = INVEN_ARM;
			}
		}
	}

	/* Prevent wielding into a cursed slot */
	if (cursed_p(&inventory[slot]))
	{
		/* Describe it */
		object_desc(o_name, &inventory[slot], OD_OMIT_PREFIX | OD_NAME_ONLY);

		/* Message */
#ifdef JP
		msg_format("%s%sは呪われているようだ。",
			   describe_use(slot) , o_name );
#else
		msg_format("The %s you are %s appears to be cursed.",
			   o_name, describe_use(slot));
#endif


		/* Cancel the command */
		return;
	}

	if (cursed_p(o_ptr) &&
	    (object_known_p(o_ptr) || (o_ptr->ident & IDENT_SENSE)))
	{
		char dummy[512];

		/* Describe it */
		object_desc(o_name, o_ptr, OD_OMIT_PREFIX | OD_NAME_ONLY);

#ifdef JP
		sprintf(dummy, "本当に%s{呪われている}を使いますか?", o_name);
#else
		sprintf(dummy, "Really use the %s {cursed}? ", o_name);
#endif
		if (!get_check(dummy))
			return;
	}
#if 0
	if ((o_ptr->name1 == ART_STONEMASK) && object_known_p(o_ptr) && (p_ptr->prace != RACE_VAMPIRE))
	{
		char dummy[MAX_NLEN+80];

		/* Describe it */
		object_desc(o_name, o_ptr, OD_OMIT_PREFIX | OD_NAME_ONLY);

#ifdef JP
		sprintf(dummy, "%sを装備すると吸血鬼になります。よろしいですか?", o_name);
#else
		msg_format("%s will transforms you into a vampire permanently when equiped.", o_name);
		sprintf(dummy, "Do you become a vampire?");
#endif


		if (!get_check(dummy))
			return;
	}
#endif
	/* Check if completed a quest */
	for (i = 0; i < max_quests; i++)
	{
		if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
		    (quest[i].status == QUEST_STATUS_TAKEN) &&
		    (quest[i].k_idx == o_ptr->name1))
		{
			quest[i].status = QUEST_STATUS_COMPLETED;
			quest[i].complev = (byte)p_ptr->lev;
#ifdef JP
			msg_print("クエストを達成した!");
#else
			msg_print("You completed your quest!");
#endif
	  		sound(SOUND_LEVEL); /* (Sound substitute) No quest sound */
			msg_print(NULL);
		}
	}

	/* Take a turn */
	energy_use = 100;

	/* Get local object */
	q_ptr = &forge;

	/* Obtain local object */
	object_copy(q_ptr, o_ptr);

	/* Modify quantity */
	q_ptr->number = 1;

	/* Decrease the item (from the pack) */
	if (item >= 0)
	{
		inven_item_increase(item, -1);
		inven_item_optimize(item);
	}

	/* Decrease the item (from the floor) */
	else
	{
		floor_item_increase(0 - item, -1);
		floor_item_optimize(0 - item);
	}

	/* Access the wield slot */
	o_ptr = &inventory[slot];

	/* Take off existing item */
	if (o_ptr->k_idx)
	{
		/* Take off existing item */
		(void)inven_takeoff(slot, 255);
	}

	/* Wear the new stuff */
	object_copy(o_ptr, q_ptr);

	/* Player touches it */
	o_ptr->marked |= OM_TOUCHED;

	/* Forget stack */
	o_ptr->next_o_idx = 0;

	/* Forget location */
	o_ptr->iy = o_ptr->ix = 0;

	/* Increase the weight */
	p_ptr->total_weight += q_ptr->weight;

	/* Increment the equip counter by hand */
	equip_cnt++;

	/* Describe the result */
	object_desc(o_name, o_ptr, 0);

	/* Message */
#ifdef JP
	msg_format("%s(%c)%s。", o_name, index_to_label(slot), act );
#else
	msg_format("%s %s (%c).", act, o_name, index_to_label(slot));
#endif

    sound(SOUND_WIELD);

	/* Cursed! */
	if (cursed_p(o_ptr))
	{
		/* Warn the player */
#ifdef JP
		msg_print("うわ! すさまじく冷たい!");
#else
		msg_print("Oops! It feels deathly cold!");
#endif
		sound(SOUND_CURSED);
	  
		/* Note the curse */
		o_ptr->ident |= (IDENT_SENSE);
	}
#if 0
	/* if you weild stonemask, you morph into vampire */
	if ((o_ptr->name1 == ART_STONEMASK) && (!is_undead()))
	{
		p_ptr->prace = RACE_VAMPIRE;
		newrace = TRUE;
#ifdef JP
		msg_format("あなたは吸血鬼に変化した!");
#else
		msg_format("You polymorphed into a vampire!");
#endif
	}
#endif
	if (newrace)
	{
		rp_ptr = &race_info[p_ptr->prace];

		/* Experience factor */
		calc_expfact();

		/* Get new height and weight */
		get_ahw(FALSE);

		check_experience();

		/* Hitdice */
		p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp;

		do_cmd_rerate(TRUE);

		p_ptr->redraw |= (PR_BASIC);
		p_ptr->update |= (PU_BONUS);
		handle_stuff();

		/* Load an autopick preference file */
		autopick_load_pref(FALSE);

		lite_spot(py, px);
	}

	/* Recalculate bonuses */
	p_ptr->update |= (PU_BONUS);

	/* Recalculate torch */
	p_ptr->update |= (PU_TORCH);

	/* Recalculate mana */
	p_ptr->update |= (PU_MANA);

	p_ptr->redraw |= (PR_EQUIPPY);

	/* Window stuff */
	p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER | PW_STATS);
}