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/**
* @file debug.cpp
*
* Implementation of debug functions.
*/
#include "cursor.h"
#include "engine/cel_sprite.hpp"
#include "engine/load_cel.hpp"
#include "engine/point.hpp"
#include "inv.h"
#include "spells.h"
#include "utils/language.h"
namespace devilution {
#ifdef _DEBUG
bool update_seed_check = false;
#define DEBUGSEEDS 4096
int seed_index;
int level_seeds[NUMLEVELS + 1];
int seed_table[DEBUGSEEDS];
std::optional<CelSprite> pSquareCel;
char dMonsDbg[NUMLEVELS][MAXDUNX][MAXDUNY];
char dFlagDbg[NUMLEVELS][MAXDUNX][MAXDUNY];
void LoadDebugGFX()
{
if (visiondebug)
pSquareCel = LoadCel("Data\\Square.CEL", 64);
}
void FreeDebugGFX()
{
pSquareCel = std::nullopt;
}
void CheckDungeonClear()
{
int i, j;
for (j = 0; j < MAXDUNY; j++) {
for (i = 0; i < MAXDUNX; i++) {
if (dMonster[i][j] != 0)
app_fatal("Monsters not cleared");
if (dPlayer[i][j] != 0)
app_fatal("Players not cleared");
dMonsDbg[currlevel][i][j] = dFlags[i][j] & BFLAG_VISIBLE;
dFlagDbg[currlevel][i][j] = dFlags[i][j] & BFLAG_POPULATED;
}
}
}
void GiveGoldCheat()
{
auto &myPlayer = plr[myplr];
for (int i = 0; i < NUM_INV_GRID_ELEM; i++) {
if (myPlayer.InvGrid[i] == 0) {
int ni = myPlayer._pNumInv++;
SetPlrHandItem(&myPlayer.InvList[ni], IDI_GOLD);
GetPlrHandSeed(&myPlayer.InvList[ni]);
myPlayer.InvList[ni]._ivalue = GOLD_MAX_LIMIT;
myPlayer.InvList[ni]._iCurs = ICURS_GOLD_LARGE;
myPlayer._pGold += GOLD_MAX_LIMIT;
myPlayer.InvGrid[i] = myPlayer._pNumInv;
}
}
}
void TakeGoldCheat()
{
auto &myPlayer = plr[myplr];
for (int i = 0; i < NUM_INV_GRID_ELEM; i++) {
int8_t ig = myPlayer.InvGrid[i];
if (ig > 0 && myPlayer.InvList[ig - 1]._itype == ITYPE_GOLD)
myPlayer.RemoveInvItem(ig - 1);
}
for (int i = 0; i < MAXBELTITEMS; i++) {
if (myPlayer.SpdList[i]._itype == ITYPE_GOLD)
myPlayer.SpdList[i]._itype = ITYPE_NONE;
}
myPlayer._pGold = 0;
}
void MaxSpellsCheat()
{
auto &myPlayer = plr[myplr];
for (int i = SPL_FIREBOLT; i < MAX_SPELLS; i++) {
if (GetSpellBookLevel((spell_id)i) != -1) {
myPlayer._pMemSpells |= GetSpellBitmask(i);
myPlayer._pSplLvl[i] = 10;
}
}
}
void SetSpellLevelCheat(spell_id spl, int spllvl)
{
auto &myPlayer = plr[myplr];
myPlayer._pMemSpells |= GetSpellBitmask(spl);
myPlayer._pSplLvl[spl] = spllvl;
}
void SetAllSpellsCheat()
{
SetSpellLevelCheat(SPL_FIREBOLT, 8);
SetSpellLevelCheat(SPL_CBOLT, 11);
SetSpellLevelCheat(SPL_HBOLT, 10);
SetSpellLevelCheat(SPL_HEAL, 7);
SetSpellLevelCheat(SPL_HEALOTHER, 5);
SetSpellLevelCheat(SPL_LIGHTNING, 9);
SetSpellLevelCheat(SPL_FIREWALL, 5);
SetSpellLevelCheat(SPL_TELEKINESIS, 3);
SetSpellLevelCheat(SPL_TOWN, 3);
SetSpellLevelCheat(SPL_FLASH, 3);
SetSpellLevelCheat(SPL_RNDTELEPORT, 2);
SetSpellLevelCheat(SPL_MANASHIELD, 2);
SetSpellLevelCheat(SPL_WAVE, 4);
SetSpellLevelCheat(SPL_FIREBALL, 3);
SetSpellLevelCheat(SPL_STONE, 1);
SetSpellLevelCheat(SPL_CHAIN, 1);
SetSpellLevelCheat(SPL_GUARDIAN, 4);
SetSpellLevelCheat(SPL_ELEMENT, 3);
SetSpellLevelCheat(SPL_NOVA, 1);
SetSpellLevelCheat(SPL_GOLEM, 2);
SetSpellLevelCheat(SPL_FLARE, 1);
SetSpellLevelCheat(SPL_BONESPIRIT, 1);
}
int dbgplr;
void PrintDebugPlayer(bool bNextPlayer)
{
char dstr[128];
if (bNextPlayer)
dbgplr = ((BYTE)dbgplr + 1) & 3;
auto &player = plr[dbgplr];
sprintf(dstr, "Plr %i : Active = %i", dbgplr, player.plractive);
NetSendCmdString(1 << myplr, dstr);
if (player.plractive) {
sprintf(dstr, " Plr %i is %s", dbgplr, player._pName);
NetSendCmdString(1 << myplr, dstr);
sprintf(dstr, " Lvl = %i : Change = %i", player.plrlevel, player._pLvlChanging);
NetSendCmdString(1 << myplr, dstr);
const Point target = player.GetTargetPosition();
sprintf(dstr, " x = %i, y = %i : tx = %i, ty = %i", player.position.tile.x, player.position.tile.y, target.x, target.y);
NetSendCmdString(1 << myplr, dstr);
sprintf(dstr, " mode = %i : daction = %i : walk[0] = %i", player._pmode, player.destAction, player.walkpath[0]);
NetSendCmdString(1 << myplr, dstr);
sprintf(dstr, " inv = %i : hp = %i", player._pInvincible, player._pHitPoints);
NetSendCmdString(1 << myplr, dstr);
}
}
int dbgqst;
void PrintDebugQuest()
{
char dstr[128];
sprintf(dstr, "Quest %i : Active = %i, Var1 = %i", dbgqst, quests[dbgqst]._qactive, quests[dbgqst]._qvar1);
NetSendCmdString(1 << myplr, dstr);
dbgqst++;
if (dbgqst == MAXQUESTS)
dbgqst = 0;
}
void PrintDebugMonster(int m)
{
bool bActive;
int i;
char dstr[128];
sprintf(dstr, "Monster %i = %s", m, _(monster[m].mName));
NetSendCmdString(1 << myplr, dstr);
sprintf(dstr, "X = %i, Y = %i", monster[m].position.tile.x, monster[m].position.tile.y);
NetSendCmdString(1 << myplr, dstr);
sprintf(dstr, "Enemy = %i, HP = %i", monster[m]._menemy, monster[m]._mhitpoints);
NetSendCmdString(1 << myplr, dstr);
sprintf(dstr, "Mode = %i, Var1 = %i", monster[m]._mmode, monster[m]._mVar1);
NetSendCmdString(1 << myplr, dstr);
bActive = false;
for (i = 0; i < nummonsters; i++) {
if (monstactive[i] == m)
bActive = true;
}
sprintf(dstr, "Active List = %i, Squelch = %i", bActive, monster[m]._msquelch);
NetSendCmdString(1 << myplr, dstr);
}
int dbgmon;
void GetDebugMonster()
{
int mi1, mi2;
mi1 = pcursmonst;
if (mi1 == -1) {
mi2 = dMonster[cursmx][cursmy];
if (mi2 != 0) {
mi1 = mi2 - 1;
if (mi2 <= 0)
mi1 = -(mi2 + 1);
} else {
mi1 = dbgmon;
}
}
PrintDebugMonster(mi1);
}
void NextDebugMonster()
{
char dstr[128];
dbgmon++;
if (dbgmon == MAXMONSTERS)
dbgmon = 0;
sprintf(dstr, "Current debug monster = %i", dbgmon);
NetSendCmdString(1 << myplr, dstr);
}
#endif
} // namespace devilution