during devel make it easy to review mon difficulty

This commit is contained in:
nhmall
2022-10-07 10:26:40 -04:00
parent 60252cd28b
commit b0029472de
3 changed files with 102 additions and 0 deletions

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@@ -1604,6 +1604,9 @@ extern void pacify_guards(void);
extern void decide_to_shapeshift(struct monst *, int);
extern boolean vamp_stone(struct monst *);
extern void check_gear_next_turn(struct monst *);
#if (NH_DEVEL_STATUS != NH_STATUS_RELEASED) || defined(DEBUG)
extern int mstrength(struct permonst *ptr);
#endif
/* ### mondata.c ### */

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@@ -17,6 +17,7 @@
#endif
#if (NH_DEVEL_STATUS != NH_STATUS_RELEASED) || defined(DEBUG)
static int wiz_display_macros(void);
static int wiz_check_mdifficulty(void);
#endif
#ifdef DUMB /* stuff commented out in extern.h, but needed here */
@@ -2756,6 +2757,8 @@ struct ext_func_tab extcmdlist[] = {
{ C('e'), "wizdetect", "reveal hidden things within a small radius",
wiz_detect, IFBURIED | WIZMODECMD, NULL },
#if (NH_DEVEL_STATUS != NH_STATUS_RELEASED) || defined(DEBUG)
{ '\0', "wizcheckmdifficulty", "validate the difficulty levels of monsters",
wiz_check_mdifficulty, IFBURIED | AUTOCOMPLETE | WIZMODECMD, NULL },
{ '\0', "wizdispmacros", "validate the display macro ranges",
wiz_display_macros, IFBURIED | AUTOCOMPLETE | WIZMODECMD, NULL },
#endif
@@ -4088,6 +4091,39 @@ wiz_display_macros(void)
}
#endif /* (NH_DEVEL_STATUS != NH_STATUS_RELEASED) || defined(DEBUG) */
#if (NH_DEVEL_STATUS != NH_STATUS_RELEASED) || defined(DEBUG)
/* the #wizcheckmdifficulty command */
static int
wiz_check_mdifficulty(void)
{
char buf[BUFSZ];
winid win;
int mhardcoded = 0, mcalculated = 0, trouble = 0, cnt = 0, mdiff = 0;
struct permonst *ptr;
static const char *const display_issues = "Review of monster difficulties:";
win = create_nhwindow(NHW_TEXT);
for (ptr = &mons[0]; ptr->mlet; ptr++, cnt++) {
mcalculated = mstrength(ptr);
mhardcoded = (int) ptr->difficulty;
mdiff = mhardcoded - mcalculated;
if (mdiff) {
trouble++;
Snprintf(buf, sizeof buf,
"%-18s [%4d]: calculated: %2d, hardcoded: %2d (%+d)",
ptr->pmnames[NEUTRAL], cnt, mcalculated, mhardcoded,
mdiff);
putstr(win, 0, buf);
}
}
if (!trouble)
putstr(win, 0, "No monster difficulty discrepencies were detected");
display_nhwindow(win, FALSE);
destroy_nhwindow(win);
return ECMD_OK;
}
#endif /* (NH_DEVEL_STATUS != NH_STATUS_RELEASED) || defined(DEBUG) */
RESTORE_WARNING_FORMAT_NONLITERAL
static void

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@@ -30,6 +30,10 @@ static struct permonst *accept_newcham_form(struct monst *, int);
static void kill_eggs(struct obj *);
static void pacify_guard(struct monst *);
#ifdef DEBUG
int mstrength(struct permonst *ptr);
#endif
#define LEVEL_SPECIFIC_NOCORPSE(mdat) \
(Is_rogue_level(&u.uz) \
|| (g.level.flags.graveyard && is_undead(mdat) && rn2(3)))
@@ -5177,4 +5181,63 @@ check_gear_next_turn(struct monst *mon)
mon->misc_worn_check |= I_SPECIAL;
}
#if (NH_DEVEL_STATUS != NH_STATUS_RELEASED) || defined(DEBUG)
/* This routine is designed to return an integer value which represents
* an approximation of monster strength. It uses a similar method of
* determination as "experience()" to arrive at the strength.
*/
int
mstrength(struct permonst *ptr)
{
int i, tmp2, n, tmp = ptr->mlevel;
if(tmp > 49) /* special fixed hp monster */
tmp = 2*(tmp - 6) / 4;
/* For creation in groups */
n = (!!(ptr->geno & G_SGROUP));
n += (!!(ptr->geno & G_LGROUP)) << 1;
/* For ranged attacks */
if (ranged_attk(ptr)) n++;
/* For higher ac values */
n += (ptr->ac < 4);
n += (ptr->ac < 0);
/* For very fast monsters */
n += (ptr->mmove >= 18);
/* For each attack and "special" attack */
for(i = 0; i < NATTK; i++) {
tmp2 = ptr->mattk[i].aatyp;
n += (tmp2 > 0);
n += (tmp2 == AT_MAGC);
n += (tmp2 == AT_WEAP && (ptr->mflags2 & M2_STRONG));
}
/* For each "special" damage type */
for(i = 0; i < NATTK; i++) {
tmp2 = ptr->mattk[i].adtyp;
if ((tmp2 == AD_DRLI) || (tmp2 == AD_STON) || (tmp2 == AD_DRST)
|| (tmp2 == AD_DRDX) || (tmp2 == AD_DRCO) || (tmp2 == AD_WERE))
n += 2;
else if (strcmp(ptr->pmnames[NEUTRAL], "grid bug")) n += (tmp2 != AD_PHYS);
n += ((int) (ptr->mattk[i].damd * ptr->mattk[i].damn) > 23);
}
/* Leprechauns are special cases. They have many hit dice so they
can hit and are hard to kill, but they don't really do much damage. */
if (!strcmp(ptr->pmnames[NEUTRAL], "leprechaun")) n -= 2;
/* Finally, adjust the monster level 0 <= n <= 24 (approx.) */
if(n == 0) tmp--;
else if(n >= 6) tmp += ( n / 2 );
else tmp += ( n / 3 + 1);
return((tmp >= 0) ? tmp : 0);
}
#endif /* (NH_DEVEL_STATUS != NH_STATUS_RELEASED) || DEBUG */
/*mon.c*/