Debug mode commands, stats collection, spoiler generation. More...
|What happens when you cheat death. |
|Main switch for processing debug commands. |
|The stats programs here will provide information on the dungeon, the monsters in it, and the items that they drop. |
|Create Spoiler files. |
Debug mode commands, stats collection, spoiler generation.
Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
This work is free software; you can redistribute it and/or modify it under the terms of either:
a) the GNU General Public License as published by the Free Software Foundation, version 2, or
b) the "Angband licence": 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.
Main switch for processing debug commands.
This is a step back in time to how all commands used to be processed
References acquirement(), askfor_aux(), cave, cheat_monster_lore(), player::depth, disconnect_stats(), do_cmd_keylog(), do_cmd_rerate(), do_cmd_spoilers(), do_cmd_wiz_advance(), do_cmd_wiz_bamf(), do_cmd_wiz_change(), do_cmd_wiz_cure_all(), do_cmd_wiz_effect(), do_cmd_wiz_features(), do_cmd_wiz_hack_ben(), do_cmd_wiz_help(), do_cmd_wiz_jump(), do_cmd_wiz_learn(), do_cmd_wiz_named(), do_cmd_wiz_play(), do_cmd_wiz_query(), do_cmd_wiz_summon(), do_cmd_wiz_zap(), effect_simple(), FALSE, get_com(), get_idx_from_name(), get_lore(), get_quantity(), i, l_list, lookup_monster(), angband_constants::max_sight, msg, pit_stats(), player_exp_gain(), PR_MAP, PR_MONLIST, prt(), player::px, player::py, r_info, angband_constants::r_max, player_upkeep::redraw, screen_load(), screen_save(), square_add_trap(), square_isfloor(), stats_collect(), TRUE, player::upkeep, wipe_monster_lore(), wiz_create_item(), wiz_gf_demo(), wiz_light(), wiz_test_kind(), and z_info.
Referenced by textui_cmd_debug().
The stats programs here will provide information on the dungeon, the monsters in it, and the items that they drop.
Statistics are gotten from a given level by generating a new level, collecting all the items (noting if they were generated in a vault). Then all non-unique monsters are killed and their stats are tracked. The items from these monster drops are then collected and analyzed. Lastly, all unique monsters are killed, and their drops are analyzed. In this way, it is possible to separate unique drops and normal monster drops.
There are two options for simulating the entirety of the dungeon. There is a "diving" option that begins each level with all artifacts and uniques available; and there is a "level-clearing" option that simulates all 100 levels of the dungeon, removing artifacts and uniques as they are discovered/killed. "diving" option only catalogues every 5 levels.
At the end of the "level-clearing" log file, extra post-processing is done to find the mean and standard deviation for the level you are likely to first gain an item with a key resistance or item.
In addition to these sims there is a shorter sim that tests for dungeon connectivity.
Referenced by get_debug_command().
What happens when you cheat death.
References player::age, player::chp, player::chp_frac, player::csp, player::csp_frac, player::died_from, dungeon_change_level(), EVENT_MESSAGE_FLUSH, event_signal(), FALSE, player::is_dead, player::mhp, msg, player::msp, my_strcpy(), player::noscore, NOSCORE_WIZARD, player_clear_timed(), player_set_food(), PY_FOOD_MAX, TRUE, void(), and player::word_recall.
Referenced by cheat_death().