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@ -15,7 +15,6 @@
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namespace devilution { |
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#ifdef _DEBUG |
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bool update_seed_check = false; |
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#define DEBUGSEEDS 4096 |
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int seed_index; |
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@ -39,10 +38,8 @@ void FreeDebugGFX()
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void CheckDungeonClear() |
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{ |
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int i, j; |
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for (j = 0; j < MAXDUNY; j++) { |
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for (i = 0; i < MAXDUNX; i++) { |
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for (int j = 0; j < MAXDUNY; j++) { |
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for (int i = 0; i < MAXDUNX; i++) { |
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if (dMonster[i][j] != 0) |
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app_fatal("Monsters not cleared"); |
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if (dPlayer[i][j] != 0) |
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@ -58,16 +55,17 @@ void GiveGoldCheat()
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{ |
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auto &myPlayer = plr[myplr]; |
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for (int i = 0; i < NUM_INV_GRID_ELEM; i++) { |
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if (myPlayer.InvGrid[i] == 0) { |
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int ni = myPlayer._pNumInv++; |
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SetPlrHandItem(&myPlayer.InvList[ni], IDI_GOLD); |
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GetPlrHandSeed(&myPlayer.InvList[ni]); |
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myPlayer.InvList[ni]._ivalue = GOLD_MAX_LIMIT; |
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myPlayer.InvList[ni]._iCurs = ICURS_GOLD_LARGE; |
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myPlayer._pGold += GOLD_MAX_LIMIT; |
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myPlayer.InvGrid[i] = myPlayer._pNumInv; |
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} |
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for (int8_t &itemId : myPlayer.InvGrid) { |
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if (itemId != 0) |
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continue; |
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int ni = myPlayer._pNumInv++; |
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SetPlrHandItem(&myPlayer.InvList[ni], IDI_GOLD); |
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GetPlrHandSeed(&myPlayer.InvList[ni]); |
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myPlayer.InvList[ni]._ivalue = GOLD_MAX_LIMIT; |
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myPlayer.InvList[ni]._iCurs = ICURS_GOLD_LARGE; |
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myPlayer._pGold += GOLD_MAX_LIMIT; |
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itemId = myPlayer._pNumInv; |
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} |
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} |
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@ -75,15 +73,15 @@ void TakeGoldCheat()
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{ |
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auto &myPlayer = plr[myplr]; |
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for (int i = 0; i < NUM_INV_GRID_ELEM; i++) { |
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int8_t ig = myPlayer.InvGrid[i]; |
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if (ig > 0 && myPlayer.InvList[ig - 1]._itype == ITYPE_GOLD) |
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myPlayer.RemoveInvItem(ig - 1); |
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} |
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for (auto itemId : myPlayer.InvGrid) { |
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itemId -= 1; |
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for (int i = 0; i < MAXBELTITEMS; i++) { |
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if (myPlayer.SpdList[i]._itype == ITYPE_GOLD) |
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myPlayer.SpdList[i]._itype = ITYPE_NONE; |
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if (itemId < 0) |
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continue; |
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if (myPlayer.InvList[itemId]._itype != ITYPE_GOLD) |
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continue; |
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myPlayer.RemoveInvItem(itemId); |
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} |
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myPlayer._pGold = 0; |
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@ -146,20 +144,20 @@ void PrintDebugPlayer(bool bNextPlayer)
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auto &player = plr[dbgplr]; |
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sprintf(dstr, "Plr %i : Active = %i", dbgplr, player.plractive); |
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sprintf(dstr, "Plr %i : Active = %i", dbgplr, player.plractive ? 1 : 0); |
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NetSendCmdString(1 << myplr, dstr); |
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if (player.plractive) { |
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sprintf(dstr, " Plr %i is %s", dbgplr, player._pName); |
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NetSendCmdString(1 << myplr, dstr); |
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sprintf(dstr, " Lvl = %i : Change = %i", player.plrlevel, player._pLvlChanging); |
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sprintf(dstr, " Lvl = %i : Change = %i", player.plrlevel, player._pLvlChanging ? 1 : 0); |
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NetSendCmdString(1 << myplr, dstr); |
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const Point target = player.GetTargetPosition(); |
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sprintf(dstr, " x = %i, y = %i : tx = %i, ty = %i", player.position.tile.x, player.position.tile.y, target.x, target.y); |
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NetSendCmdString(1 << myplr, dstr); |
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sprintf(dstr, " mode = %i : daction = %i : walk[0] = %i", player._pmode, player.destAction, player.walkpath[0]); |
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NetSendCmdString(1 << myplr, dstr); |
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sprintf(dstr, " inv = %i : hp = %i", player._pInvincible, player._pHitPoints); |
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sprintf(dstr, " inv = %i : hp = %i", player._pInvincible ? 1 : 0, player._pHitPoints); |
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NetSendCmdString(1 << myplr, dstr); |
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} |
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} |
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@ -200,7 +198,7 @@ void PrintDebugMonster(int m)
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bActive = true; |
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} |
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sprintf(dstr, "Active List = %i, Squelch = %i", bActive, monster[m]._msquelch); |
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sprintf(dstr, "Active List = %i, Squelch = %i", bActive ? 1 : 0, monster[m]._msquelch); |
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NetSendCmdString(1 << myplr, dstr); |
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} |
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@ -208,11 +206,9 @@ int dbgmon;
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void GetDebugMonster() |
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{ |
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int mi1, mi2; |
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mi1 = pcursmonst; |
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int mi1 = pcursmonst; |
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if (mi1 == -1) { |
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mi2 = dMonster[cursmx][cursmy]; |
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int mi2 = dMonster[cursmx][cursmy]; |
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if (mi2 != 0) { |
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mi1 = mi2 - 1; |
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if (mi2 <= 0) |
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@ -235,6 +231,7 @@ void NextDebugMonster()
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sprintf(dstr, "Current debug monster = %i", dbgmon); |
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NetSendCmdString(1 << myplr, dstr); |
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} |
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#endif |
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} // namespace devilution
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