Ejemplo n.º 1
0
/**
 * Determine the ignore level of an object, which is similar to its pseudo.
 *
 * The main point is when the value is undetermined given current info,
 * return the maximum possible value.
 */
byte ignore_level_of(const struct object *obj)
{
	byte value = 0;
	int i;

	if (!obj->known) return IGNORE_MAX;

	/* Deal with jewelry specially - only bad or average */
	if (tval_is_jewelry(obj)) {
		/* One positive modifier means not bad*/
		for (i = 0; i < OBJ_MOD_MAX; i++)
			if (obj->known->modifiers[i] > 0)
				return IGNORE_AVERAGE;

		/* One positive combat value means not bad, one negative means bad */
		if ((obj->known->to_h > 0) || (obj->known->to_d > 0) ||
			(obj->known->to_a > 0))
			return IGNORE_AVERAGE;
		if ((obj->known->to_h < 0) || (obj->known->to_d < 0) ||
			(obj->known->to_a < 0))
			return IGNORE_BAD;

		return IGNORE_AVERAGE;
	}

	/* Now just do bad, average, good, ego */
	if (object_fully_known(obj)) {
		int isgood = is_object_good(obj);

		/* Values for items not egos or artifacts, may be updated */
		if (isgood > 0) {
			value = IGNORE_GOOD;
		} else if (isgood < 0) {
			value = IGNORE_BAD;
		} else {
			value = IGNORE_AVERAGE;
		}

		if (obj->ego)
			value = IGNORE_ALL;
		else if (obj->artifact)
			value = IGNORE_MAX;
	} else {
		if ((obj->known->notice & OBJ_NOTICE_ASSESSED) && !obj->artifact)
			value = IGNORE_ALL;
		else
			value = IGNORE_MAX;
	}

	return value;
}
Ejemplo n.º 2
0
/*
 * Determine the squelch level of an object, which is similar to its pseudo.
 *
 * The main point is when the value is undetermined given current info,
 * return the maximum possible value.
 */
byte squelch_level_of(const object_type *o_ptr)
{
	byte value;
	bitflag f[OF_SIZE], f2[OF_SIZE];
	int i;

	object_flags_known(o_ptr, f);

	/* Deal with jewelry specially. */
	if (object_is_jewelry(o_ptr))
	{
		/* CC: average jewelry has at least one known positive pval */
		for (i = 0; i < o_ptr->num_pvals; i++)
			if ((object_this_pval_is_visible(o_ptr, i)) && (o_ptr->pval[i] > 0))
				return SQUELCH_AVERAGE;

		if ((o_ptr->to_h > 0) || (o_ptr->to_d > 0) || (o_ptr->to_a > 0))
			return SQUELCH_AVERAGE;
		if ((object_attack_plusses_are_visible(o_ptr) &&
				((o_ptr->to_h < 0) || (o_ptr->to_d < 0))) ||
		    	(object_defence_plusses_are_visible(o_ptr) && o_ptr->to_a < 0))
			return SQUELCH_BAD;

		return SQUELCH_AVERAGE;
	}

	/* And lights */
	if (o_ptr->tval == TV_LIGHT)
	{
		create_mask(f2, TRUE, OFID_WIELD, OFT_MAX);
		if (of_is_inter(f, f2))
			return SQUELCH_ALL;
		if ((o_ptr->to_h > 0) || (o_ptr->to_d > 0) || (o_ptr->to_a > 0))
			return SQUELCH_GOOD;
		if ((o_ptr->to_h < 0) || (o_ptr->to_d < 0) || (o_ptr->to_a < 0))
			return SQUELCH_BAD;

		return SQUELCH_AVERAGE;
	}

	/* CC: we need to redefine "bad" with multiple pvals
	 * At the moment we use "all pvals known and negative" */
	for (i = 0; i < o_ptr->num_pvals; i++) {
		if (!object_this_pval_is_visible(o_ptr, i) ||
			(o_ptr->pval[i] > 0))
			break;

		if (i == (o_ptr->num_pvals - 1))
			return SQUELCH_BAD;
	}

	if (object_was_sensed(o_ptr)) {
		obj_pseudo_t pseudo = object_pseudo(o_ptr);

		switch (pseudo) {
			case INSCRIP_AVERAGE: {
				value = SQUELCH_AVERAGE;
				break;
			}

			case INSCRIP_EXCELLENT: {
				/* have to assume splendid until you have tested it */
				if (object_was_worn(o_ptr)) {
					if (object_high_resist_is_possible(o_ptr))
						value = SQUELCH_EXCELLENT_NO_SPL;
					else
						value = SQUELCH_EXCELLENT_NO_HI;
				} else {
					value = SQUELCH_ALL;
				}
				break;
			}

			case INSCRIP_SPLENDID:
				value = SQUELCH_ALL;
				break;
			case INSCRIP_NULL:
			case INSCRIP_SPECIAL:
				value = SQUELCH_MAX;
				break;

			/* This is the interesting case */
			case INSCRIP_STRANGE:
			case INSCRIP_MAGICAL: {
				value = SQUELCH_GOOD;

				if ((object_attack_plusses_are_visible(o_ptr) ||
						randcalc_valid(o_ptr->kind->to_h, o_ptr->to_h) ||
						randcalc_valid(o_ptr->kind->to_d, o_ptr->to_d)) &&
				    	(object_defence_plusses_are_visible(o_ptr) ||
						randcalc_valid(o_ptr->kind->to_a, o_ptr->to_a))) {
					int isgood = is_object_good(o_ptr);
					if (isgood > 0) {
						value = SQUELCH_GOOD;
					} else if (isgood < 0) {
						value = SQUELCH_BAD;
					} else {
						value = SQUELCH_AVERAGE;
					}
				}
				break;
			}

			default:
				/* do not handle any other possible pseudo values */
				assert(0);
		}
	}
	else
	{
		if (object_was_worn(o_ptr))
			value = SQUELCH_EXCELLENT_NO_SPL; /* object would be sensed if it were splendid */
		else if (object_is_known_not_artifact(o_ptr))
			value = SQUELCH_ALL;
		else
			value = SQUELCH_MAX;
	}

	return value;
}
Ejemplo n.º 3
0
/**
 * Determine the ignore level of an object, which is similar to its pseudo.
 *
 * The main point is when the value is undetermined given current info,
 * return the maximum possible value.
 */
byte ignore_level_of(const struct object *obj)
{
	byte value = 0;
	bitflag f[OF_SIZE], f2[OF_SIZE];
	int i;
	bool negative_mod = FALSE;

	object_flags_known(obj, f);

	/* Deal with jewelry specially. */
	if (tval_is_jewelry(obj))
	{
		/* CC: average jewelry has at least one known positive modifier */
		for (i = 0; i < OBJ_MOD_MAX; i++)
			if ((object_this_mod_is_visible(obj, i)) && 
				(obj->modifiers[i] > 0))
				return IGNORE_AVERAGE;

		if ((obj->to_h > 0) || (obj->to_d > 0) || (obj->to_a > 0))
			return IGNORE_AVERAGE;
		if ((object_attack_plusses_are_visible(obj) &&
				((obj->to_h < 0) || (obj->to_d < 0))) ||
		    	(object_defence_plusses_are_visible(obj) && obj->to_a < 0))
			return IGNORE_BAD;

		return IGNORE_AVERAGE;
	}

	/* And lights */
	if (tval_is_light(obj))
	{
		create_mask(f2, TRUE, OFID_WIELD, OFT_MAX);
		if (of_is_inter(f, f2))
			return IGNORE_ALL;
		if ((obj->to_h > 0) || (obj->to_d > 0) || (obj->to_a > 0))
			return IGNORE_GOOD;
		if ((obj->to_h < 0) || (obj->to_d < 0) || (obj->to_a < 0))
			return IGNORE_BAD;

		return IGNORE_AVERAGE;
	}

	/* We need to redefine "bad" 
	 * At the moment we use "all modifiers known and negative" */
	for (i = 0; i < OBJ_MOD_MAX; i++) {
		if (!object_this_mod_is_visible(obj, i) ||
			(obj->modifiers[i] > 0))
			break;

		if (obj->modifiers[i] < 0)
			negative_mod = TRUE;
	}

	if ((i == OBJ_MOD_MAX) && negative_mod)
		return IGNORE_BAD;

	if (object_was_sensed(obj)) {
		obj_pseudo_t pseudo = object_pseudo(obj);

		switch (pseudo) {
			case INSCRIP_AVERAGE: {
				value = IGNORE_AVERAGE;
				break;
			}

			case INSCRIP_EXCELLENT: {
				/* have to assume splendid until you have tested it */
				if (object_was_worn(obj)) {
					if (object_high_resist_is_possible(obj))
						value = IGNORE_EXCELLENT_NO_SPL;
					else
						value = IGNORE_EXCELLENT_NO_HI;
				} else {
					value = IGNORE_ALL;
				}
				break;
			}

			case INSCRIP_SPLENDID:
				value = IGNORE_ALL;
				break;
			case INSCRIP_NULL:
			case INSCRIP_SPECIAL:
				value = IGNORE_MAX;
				break;

			/* This is the interesting case */
			case INSCRIP_STRANGE:
			case INSCRIP_MAGICAL: {
				value = IGNORE_GOOD;

				if ((object_attack_plusses_are_visible(obj) ||
						randcalc_valid(obj->kind->to_h, obj->to_h) ||
						randcalc_valid(obj->kind->to_d, obj->to_d)) &&
				    	(object_defence_plusses_are_visible(obj) ||
						randcalc_valid(obj->kind->to_a, obj->to_a))) {
					int isgood = is_object_good(obj);
					if (isgood > 0) {
						value = IGNORE_GOOD;
					} else if (isgood < 0) {
						value = IGNORE_BAD;
					} else {
						value = IGNORE_AVERAGE;
					}
				}
				break;
			}

			default:
				/* do not handle any other possible pseudo values */
				assert(0);
		}
	}
	else
	{
		if (object_was_worn(obj))
			value = IGNORE_EXCELLENT_NO_SPL; /* object would be sensed if it were splendid */
		else if (object_is_known_not_artifact(obj))
			value = IGNORE_ALL;
		else
			value = IGNORE_MAX;
	}

	return value;
}