Show spells and skills in the dumplog
These are often an important part of a character's build. There's no purpose in listing them in disclose because the player generally already knows what spells and skills they had and doesn't need them identified, but they're useful when looking at someone else's game or reminiscing over a past game.
This commit is contained in:
@@ -1550,6 +1550,7 @@ you cannot sacrifice objects/corpses while stunned or confused
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required /a and /c instead; add '/' and '?' as group accelerators so
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that they work; /y and /n for them now only work when lootabc is off
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writing on an unidentified scroll of blank paper identifies blank paper
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dumplogs include spells and skills
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Fixes to 3.7.0-x General Problems Exposed Via git Repository
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@@ -3041,6 +3041,7 @@ extern int spelleffects(int, boolean, boolean);
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extern int tport_spell(int);
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extern void losespells(void);
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extern int dovspell(void);
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extern void show_spells(void);
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extern void initialspell(struct obj *) NONNULLARG1;
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extern int known_spell(short);
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extern int spell_idx(short);
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@@ -3673,6 +3674,7 @@ extern void dry_a_towel(struct obj *, int, boolean) NONNULLARG1;
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extern char *skill_level_name(int, char *) NONNULLARG2;
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extern const char *skill_name(int);
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extern boolean can_advance(int, boolean);
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extern void show_skills(void);
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extern int enhance_weapon_skill(void);
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extern void unrestrict_weapon_skill(int);
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extern void use_skill(int, int);
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10
src/end.c
10
src/end.c
@@ -599,14 +599,16 @@ dump_everything(
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/* overview of the game up to this point */
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show_gamelog((how >= PANICKED) ? ENL_GAMEOVERALIVE : ENL_GAMEOVERDEAD);
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putstr(0, 0, "");
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list_vanquished('d', FALSE); /* 'd' => 'y' */
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putstr(0, 0, "");
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list_genocided('d', FALSE); /* 'd' => 'y' */
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putstr(0, 0, "");
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show_spells(); /* ends with a blank line */
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show_skills(); /* ends with a blank line */
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show_conduct((how >= PANICKED) ? 1 : 2);
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putstr(0, 0, "");
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show_overview((how >= PANICKED) ? 1 : 2, how);
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putstr(0, 0, "");
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list_vanquished('d', FALSE); /* 'd' => 'y' */
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putstr(0, 0, "");
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list_genocided('d', FALSE); /* 'd' => 'y' */
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putstr(0, 0, "");
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dump_redirect(FALSE);
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#else
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nhUse(how);
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26
src/spell.c
26
src/spell.c
@@ -5,6 +5,7 @@
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#include "hack.h"
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/* spellmenu arguments; 0..n-1 used as svs.spl_book[] index when swapping */
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#define SPELLMENU_DUMP (-3)
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#define SPELLMENU_CAST (-2)
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#define SPELLMENU_VIEW (-1)
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#define SPELLMENU_SORT (MAXSPELL) /* special menu entry */
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@@ -2043,13 +2044,27 @@ dovspell(void)
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DISABLE_WARNING_FORMAT_NONLITERAL
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/* lists spells for endgame dumplog purposes */
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void
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show_spells(void)
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{
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int unused = SPELLMENU_DUMP;
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if (spellid(0) == NO_SPELL) {
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pline("You didn't know any spells.");
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pline("%s", "");
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} else {
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pline("Spells:");
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nhUse(dospellmenu("", SPELLMENU_DUMP, &unused));
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}
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}
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/* shows menu of known spells, with options to sort them.
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return FALSE on cancel, TRUE otherwise.
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spell_no is set to the internal spl_book index, if any selected */
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staticfn boolean
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dospellmenu(
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const char *prompt,
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int splaction, /* SPELLMENU_CAST, SPELLMENU_VIEW, or
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int splaction, /* SPELLMENU_CAST, SPELLMENU_VIEW, SPELLMENU_DUMP or
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* svs.spl_book[] index */
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int *spell_no)
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{
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@@ -2071,10 +2086,14 @@ dospellmenu(
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* (1) that the font is monospaced, and
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* (2) that selection letters are pre-pended to the
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* given string and are of the form "a - ".
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* For SPELLMENU_DUMP, (2) is untrue, so four spaces
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* need to be subtracted.
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*/
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if (!iflags.menu_tab_sep) {
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Sprintf(buf, "%-20s Level %-12s Fail Retention",
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" Name", "Category");
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Sprintf(buf, "%s%-20s Level %-12s Fail Retention",
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splaction == SPELLMENU_DUMP ? "" : " ",
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"Name",
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"Category");
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fmt = "%-20s %2d %-12s %3d%% %9s";
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sep = ' ';
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} else {
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@@ -2102,6 +2121,7 @@ dospellmenu(
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? MENU_ITEMFLAGS_SELECTED : MENU_ITEMFLAGS_NONE);
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}
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how = PICK_ONE;
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how = PICK_NONE;
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if (splaction == SPELLMENU_VIEW) {
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if (spellid(1) == NO_SPELL) {
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/* only one spell => nothing to swap with */
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170
src/weapon.c
170
src/weapon.c
@@ -16,6 +16,7 @@ staticfn boolean could_advance(int);
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staticfn boolean peaked_skill(int);
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staticfn int slots_required(int);
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staticfn void skill_advance(int);
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staticfn void add_skills_to_menu(winid, boolean, boolean);
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/* Categories whose names don't come from OBJ_NAME(objects[type])
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*/
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@@ -1215,6 +1216,102 @@ static const struct skill_range {
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{ P_FIRST_SPELL, P_LAST_SPELL, "Spellcasting Skills" },
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};
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/* write a list of skills onto the given menu
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if selectable is set, give selection letters for skills that can be
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advanced and leave room for them on skills that can't be advanced */
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void
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add_skills_to_menu(winid win, boolean selectable, boolean speedy)
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{
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int pass, i, len, longest;
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anything any;
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char buf[BUFSZ], sklnambuf[BUFSZ];
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const char *prefix;
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int clr = NO_COLOR;
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/* Find the longest skill name. */
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for (longest = 0, i = 0; i < P_NUM_SKILLS; i++) {
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if (P_RESTRICTED(i))
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continue;
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if ((len = Strlen(P_NAME(i))) > longest)
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longest = len;
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}
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/* List the skills, making ones that could be advanced selectable if
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selectable is set. List the miscellaneous skills first. Possible
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future enhancement: list spell skills before weapon skills for
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spellcaster roles. */
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for (pass = 0; pass < SIZE(skill_ranges); pass++)
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for (i = skill_ranges[pass].first; i <= skill_ranges[pass].last;
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i++) {
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/* Print headings for skill types */
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any = cg.zeroany;
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if (i == skill_ranges[pass].first)
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add_menu_heading(win, skill_ranges[pass].name);
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if (P_RESTRICTED(i))
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continue;
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/*
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* Sigh, this assumes a monospaced font unless
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* iflags.menu_tab_sep is set in which case it puts
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* tabs between columns.
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* The 12 is the longest skill level name.
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* The " " is room for a selection letter and dash, "a - ".
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*/
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if (!selectable)
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prefix = "";
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else if (can_advance(i, speedy))
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prefix = ""; /* will be preceded by menu choice */
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else if (could_advance(i))
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prefix = " * ";
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else if (peaked_skill(i))
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prefix = " # ";
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else
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prefix = " ";
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(void) skill_level_name(i, sklnambuf);
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if (wizard) {
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if (!iflags.menu_tab_sep)
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Snprintf(buf, sizeof buf,
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" %s%-*s %-12s %5d(%4d)", prefix,
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longest, P_NAME(i), sklnambuf, P_ADVANCE(i),
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practice_needed_to_advance(P_SKILL(i)));
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else
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Snprintf(buf, sizeof buf,
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" %s%s\t%s\t%5d(%4d)", prefix, P_NAME(i),
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sklnambuf, P_ADVANCE(i),
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practice_needed_to_advance(P_SKILL(i)));
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} else {
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if (!iflags.menu_tab_sep)
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Snprintf(buf, sizeof buf,
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" %s %-*s [%s]", prefix, longest,
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P_NAME(i), sklnambuf);
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else
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Snprintf(buf, sizeof buf,
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" %s%s\t[%s]", prefix, P_NAME(i),
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sklnambuf);
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}
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any.a_int = selectable && can_advance(i, speedy) ? i + 1 : 0;
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add_menu(win, &nul_glyphinfo, &any, 0, 0,
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ATR_NONE, clr, buf, MENU_ITEMFLAGS_NONE);
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}
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}
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/* Displays a skill list for dumplog purposes. */
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void
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show_skills(void)
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{
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winid win;
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menu_item *selected;
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pline("Skills:");
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win = create_nhwindow(NHW_MENU);
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start_menu(win, MENU_BEHAVE_STANDARD);
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add_skills_to_menu(win, FALSE, FALSE);
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end_menu(win, "");
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nhUse(select_menu(win, PICK_NONE, &selected));
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destroy_nhwindow(win);
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}
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/*
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* The `#enhance' extended command. What we _really_ would like is
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* to keep being able to pick things to advance until we couldn't any
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@@ -1226,14 +1323,11 @@ static const struct skill_range {
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int
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enhance_weapon_skill(void)
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{
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int pass, i, n, len, longest, to_advance, eventually_advance, maxxed_cnt;
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char buf[BUFSZ], sklnambuf[BUFSZ];
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const char *prefix;
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int i, n, to_advance, eventually_advance, maxxed_cnt;
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char buf[BUFSZ];
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menu_item *selected;
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anything any;
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winid win;
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boolean speedy = FALSE;
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int clr = NO_COLOR;
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/* player knows about #enhance, don't show tip anymore */
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svc.context.tips[TIP_ENHANCE] = TRUE;
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@@ -1242,13 +1336,11 @@ enhance_weapon_skill(void)
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speedy = TRUE;
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do {
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/* find longest available skill name, count those that can advance */
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/* count advanceable skills */
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to_advance = eventually_advance = maxxed_cnt = 0;
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for (longest = 0, i = 0; i < P_NUM_SKILLS; i++) {
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for (i = 0; i < P_NUM_SKILLS; i++) {
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if (P_RESTRICTED(i))
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continue;
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if ((len = Strlen(P_NAME(i))) > longest)
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longest = len;
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if (can_advance(i, speedy))
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to_advance++;
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else if (could_advance(i))
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@@ -1280,64 +1372,8 @@ enhance_weapon_skill(void)
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add_menu_str(win, "");
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}
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/* List the skills, making ones that could be advanced
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selectable. List the miscellaneous skills first.
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Possible future enhancement: list spell skills before
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weapon skills for spellcaster roles. */
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for (pass = 0; pass < SIZE(skill_ranges); pass++)
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for (i = skill_ranges[pass].first; i <= skill_ranges[pass].last;
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i++) {
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/* Print headings for skill types */
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any = cg.zeroany;
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if (i == skill_ranges[pass].first)
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add_menu_heading(win, skill_ranges[pass].name);
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if (P_RESTRICTED(i))
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continue;
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/*
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* Sigh, this assumes a monospaced font unless
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* iflags.menu_tab_sep is set in which case it puts
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* tabs between columns.
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* The 12 is the longest skill level name.
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* The " " is room for a selection letter and dash, "a - ".
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*/
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if (can_advance(i, speedy))
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prefix = ""; /* will be preceded by menu choice */
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else if (could_advance(i))
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prefix = " * ";
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else if (peaked_skill(i))
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prefix = " # ";
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else
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prefix =
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(to_advance + eventually_advance + maxxed_cnt > 0)
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? " "
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: "";
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(void) skill_level_name(i, sklnambuf);
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if (wizard) {
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if (!iflags.menu_tab_sep)
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Snprintf(buf, sizeof buf,
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" %s%-*s %-12s %5d(%4d)", prefix,
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longest, P_NAME(i), sklnambuf, P_ADVANCE(i),
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practice_needed_to_advance(P_SKILL(i)));
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else
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Snprintf(buf, sizeof buf,
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" %s%s\t%s\t%5d(%4d)", prefix, P_NAME(i),
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sklnambuf, P_ADVANCE(i),
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practice_needed_to_advance(P_SKILL(i)));
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} else {
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if (!iflags.menu_tab_sep)
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Snprintf(buf, sizeof buf,
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" %s %-*s [%s]", prefix, longest,
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P_NAME(i), sklnambuf);
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else
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Snprintf(buf, sizeof buf,
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" %s%s\t[%s]", prefix, P_NAME(i),
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sklnambuf);
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}
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any.a_int = can_advance(i, speedy) ? i + 1 : 0;
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add_menu(win, &nul_glyphinfo, &any, 0, 0,
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ATR_NONE, clr, buf, MENU_ITEMFLAGS_NONE);
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}
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add_skills_to_menu(
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win, to_advance + eventually_advance + maxxed_cnt > 0, speedy);
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Strcpy(buf, (to_advance > 0) ? "Pick a skill to advance:"
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: "Current skills:");
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