Ejemplo n.º 1
0
static struct panel *get_panel_combat(void) {
	struct panel *p = panel_allocate(9);
	struct object *obj;
	int bth, dam, hit;

	/* AC */
	panel_line(p, TERM_L_BLUE, "Armor", "[%d,%+d]",
			p_ptr->state.dis_ac, p_ptr->state.dis_to_a);

	/* Melee */
	obj = &p_ptr->inventory[INVEN_WIELD];
	bth = (p_ptr->state.skills[SKILL_TO_HIT_MELEE] * 10) / BTH_PLUS_ADJ;
	dam = p_ptr->state.dis_to_d + (object_attack_plusses_are_visible(obj) ? obj->to_d : 0);
	hit = p_ptr->state.dis_to_h + (object_attack_plusses_are_visible(obj) ? obj->to_h : 0);

	panel_space(p);
	panel_line(p, TERM_L_BLUE, "Melee", "%dd%d,%+d", obj->dd, obj->ds, dam);
	panel_line(p, TERM_L_BLUE, "To-hit", "%d,%+d", bth / 10, hit);
	panel_line(p, TERM_L_BLUE, "Blows", "%d.%d/turn",
			p_ptr->state.num_blows / 100, (p_ptr->state.num_blows / 10 % 10));

	/* Ranged */
	obj = &p_ptr->inventory[INVEN_BOW];
	bth = (p_ptr->state.skills[SKILL_TO_HIT_BOW] * 10) / BTH_PLUS_ADJ;
	hit = p_ptr->state.dis_to_h + (object_attack_plusses_are_visible(obj) ? obj->to_h : 0);
	dam = object_attack_plusses_are_visible(obj) ? obj->to_d : 0;

	panel_space(p);
	panel_line(p, TERM_L_BLUE, "Shoot to-dam", "%+d", dam);
	panel_line(p, TERM_L_BLUE, "To-hit", "%d,%+d", bth / 10, hit);
	panel_line(p, TERM_L_BLUE, "Shots", "%d/turn", p_ptr->state.num_shots);

	return p;
}
Ejemplo n.º 2
0
static size_t obj_desc_combat(const object_type *o_ptr, char *buf, size_t max, 
		size_t end, bool spoil)
{
	bitflag flags[OF_SIZE];
	bitflag flags_known[OF_SIZE];

	object_flags(o_ptr, flags);
	object_flags_known(o_ptr, flags_known);

	if (of_has(flags, OF_SHOW_DICE)) {
		/* Only display the real damage dice if the combat stats are known */
		if (spoil || object_attack_plusses_are_visible(o_ptr))
			strnfcat(buf, max, &end, " (%dd%d)", o_ptr->dd, o_ptr->ds);
		else
			strnfcat(buf, max, &end, " (%dd%d)", o_ptr->kind->dd, o_ptr->kind->ds);
	}

	if (of_has(flags, OF_SHOW_MULT)) {
		/* Display shooting power as part of the multiplier */
		if (of_has(flags, OF_MIGHT) &&
		    (spoil || object_flag_is_known(o_ptr, OF_MIGHT)))
			strnfcat(buf, max, &end, " (x%d)", (o_ptr->sval % 10) + o_ptr->pval[which_pval(o_ptr, OF_MIGHT)]);
		else
			strnfcat(buf, max, &end, " (x%d)", o_ptr->sval % 10);
	}

	/* Show weapon bonuses */
	if (spoil || object_attack_plusses_are_visible(o_ptr)) {
		if (wield_slot(o_ptr) == INVEN_WIELD || wield_slot(o_ptr) == INVEN_BOW
				|| obj_is_ammo(o_ptr) || o_ptr->to_d || o_ptr->to_h) {
			/* Make an exception for body armor with only a to-hit penalty */
			if (o_ptr->to_h < 0 && o_ptr->to_d == 0 &&
			    (o_ptr->tval == TV_SOFT_ARMOR ||
			     o_ptr->tval == TV_HARD_ARMOR ||
			     o_ptr->tval == TV_DRAG_ARMOR))
				strnfcat(buf, max, &end, " (%+d)", o_ptr->to_h);

			/* Otherwise, always use the full tuple */
			else
				strnfcat(buf, max, &end, " (%+d,%+d)", o_ptr->to_h, o_ptr->to_d);
		}
	}


	/* Show armor bonuses */
	if (spoil || object_defence_plusses_are_visible(o_ptr)) {
		if (obj_desc_show_armor(o_ptr))
			strnfcat(buf, max, &end, " [%d,%+d]", o_ptr->ac, o_ptr->to_a);
		else if (o_ptr->to_a)
			strnfcat(buf, max, &end, " [%+d]", o_ptr->to_a);
	}
	else if (obj_desc_show_armor(o_ptr))
		strnfcat(buf, max, &end, " [%d]", object_was_sensed(o_ptr) ? o_ptr->ac : o_ptr->kind->ac);

	return end;
}
Ejemplo n.º 3
0
/**
 * Describe combat properties of an item - damage dice, to-hit, to-dam, armor
 * class, missile multipler
 */
static size_t obj_desc_combat(const struct object *obj, char *buf, size_t max, 
		size_t end, bool spoil)
{
	bitflag flags_known[OF_SIZE];

	object_flags_known(obj, flags_known);

	if (kf_has(obj->kind->kind_flags, KF_SHOW_DICE)) {
		/* Only display the real damage dice if the combat stats are known */
		if (spoil || object_attack_plusses_are_visible(obj))
			strnfcat(buf, max, &end, " (%dd%d)", obj->dd, obj->ds);
		else
			strnfcat(buf, max, &end, " (%dd%d)", obj->kind->dd,
					 obj->kind->ds);
	}

	if (kf_has(obj->kind->kind_flags, KF_SHOW_MULT)) {
		/* Display shooting power as part of the multiplier */
		if ((obj->modifiers[OBJ_MOD_MIGHT] > 0) &&
		    (spoil || object_this_mod_is_visible(obj, OBJ_MOD_MIGHT)))
			strnfcat(buf, max, &end, " (x%d)",
					 obj->pval + obj->modifiers[OBJ_MOD_MIGHT]);
		else
			strnfcat(buf, max, &end, " (x%d)", obj->pval);
	}

	/* Show weapon bonuses */
	if (spoil || object_attack_plusses_are_visible(obj)) {
		if (tval_is_weapon(obj) || obj->to_d || obj->to_h) {
			/* Make an exception for body armor with only a to-hit penalty */
			if (obj->to_h < 0 && obj->to_d == 0 &&
				tval_is_body_armor(obj))
				strnfcat(buf, max, &end, " (%+d)", obj->to_h);

			/* Otherwise, always use the full tuple */
			else
				strnfcat(buf, max, &end, " (%+d,%+d)", obj->to_h,
						 obj->to_d);
		}
	}


	/* Show armor bonuses */
	if (spoil || object_defence_plusses_are_visible(obj)) {
		if (obj_desc_show_armor(obj))
			strnfcat(buf, max, &end, " [%d,%+d]", obj->ac, obj->to_a);
		else if (obj->to_a)
			strnfcat(buf, max, &end, " [%+d]", obj->to_a);
	}
	else if (obj_desc_show_armor(obj))
		strnfcat(buf, max, &end, " [%d]",
				 object_was_sensed(obj) ? obj->ac : obj->kind->ac);

	return end;
}
Ejemplo n.º 4
0
void object_notice_attack_plusses(object_type *o_ptr)
{
	if (!o_ptr->k_idx) return;
	if (object_attack_plusses_are_visible(o_ptr))
		return;

	if (object_add_ident_flags(o_ptr, IDENT_ATTACK))
		object_check_for_ident(o_ptr);


	if (wield_slot(o_ptr) == INVEN_WIELD)
	{
		char o_name[80];

		object_desc(o_name, sizeof(o_name), o_ptr, ODESC_BASE);
		message_format(MSG_PSEUDOID, 0,
				"You know more about the %s you are using.",
				o_name);
	}
	else if ((o_ptr->to_d || o_ptr->to_h) &&
			!((o_ptr->tval == TV_HARD_ARMOR || o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->to_h < 0)))
	{
		char o_name[80];

		object_desc(o_name, sizeof(o_name), o_ptr, ODESC_BASE);
		message_format(MSG_PSEUDOID, 0, "Your %s glows.", o_name);
	}

	p_ptr->update |= (PU_BONUS);
	event_signal(EVENT_INVENTORY);
	event_signal(EVENT_EQUIPMENT);
}
Ejemplo n.º 5
0
/*
 * Checks for additional knowledge implied by what the player already knows.
 *
 * \param o_ptr is the object to check
 *
 * returns whether it calls object_notice_everyting
 */
bool object_check_for_ident(object_type *o_ptr)
{
	bitflag flags[OF_SIZE], known_flags[OF_SIZE];
	
	object_flags(o_ptr, flags);
	object_flags_known(o_ptr, known_flags);

	/* Some flags are irrelevant or never learned or too hard to learn */
	flags_clear(flags, OF_SIZE, OF_OBJ_ONLY_MASK, FLAG_END);
	flags_clear(known_flags, OF_SIZE, OF_OBJ_ONLY_MASK, FLAG_END);

	if (!of_is_equal(flags, known_flags)) return FALSE;

	/* If we know attack bonuses, and defence bonuses, and effect, then
	 * we effectively know everything, so mark as such */
	if ((object_attack_plusses_are_visible(o_ptr) || (object_was_sensed(o_ptr) && o_ptr->to_h == 0 && o_ptr->to_d == 0)) &&
	    (object_defence_plusses_are_visible(o_ptr) || (object_was_sensed(o_ptr) && o_ptr->to_a == 0)) &&
	    (object_effect_is_known(o_ptr) || !object_effect(o_ptr)))
	{
		object_notice_everything(o_ptr);
		return TRUE;
	}

	/* We still know all the flags, so we still know if it's an ego */
	else if (ego_item_p(o_ptr))
	{
		/* require worn status so you don't learn launcher of accuracy or gloves of slaying before wield */
		if (object_was_worn(o_ptr))
			object_notice_ego(o_ptr);
	}

	return FALSE;
}
Ejemplo n.º 6
0
static struct panel *get_panel_combat(void) {
	struct panel *p = panel_allocate(9);
	struct object *obj;
	int bth, dam, hit;
	int melee_dice = 1, melee_sides = 1;

	/* AC */
	panel_line(p, COLOUR_L_BLUE, "Armor", "[%d,%+d]",
			player->known_state.ac, player->known_state.to_a);

	/* Melee */
	obj = equipped_item_by_slot_name(player, "weapon");
	bth = (player->state.skills[SKILL_TO_HIT_MELEE] * 10) / BTH_PLUS_ADJ;
	dam = player->known_state.to_d + (obj && object_attack_plusses_are_visible(obj) ? obj->to_d : 0);
	hit = player->known_state.to_h + (obj && object_attack_plusses_are_visible(obj) ? obj->to_h : 0);

	panel_space(p);

	if (obj) {
		melee_dice = obj->dd;
		melee_sides = obj->ds;
	}

	panel_line(p, COLOUR_L_BLUE, "Melee", "%dd%d,%+d", melee_dice, melee_sides, dam);
	panel_line(p, COLOUR_L_BLUE, "To-hit", "%d,%+d", bth / 10, hit);
	panel_line(p, COLOUR_L_BLUE, "Blows", "%d.%d/turn",
			player->state.num_blows / 100, (player->state.num_blows / 10 % 10));

	/* Ranged */
	obj = equipped_item_by_slot_name(player, "shooting");
	bth = (player->state.skills[SKILL_TO_HIT_BOW] * 10) / BTH_PLUS_ADJ;
	hit = player->known_state.to_h + (obj && object_attack_plusses_are_visible(obj) ? obj->to_h : 0);
	dam = obj && object_attack_plusses_are_visible(obj) ? obj->to_d : 0;

	panel_space(p);
	panel_line(p, COLOUR_L_BLUE, "Shoot to-dam", "%+d", dam);
	panel_line(p, COLOUR_L_BLUE, "To-hit", "%d,%+d", bth / 10, hit);
	panel_line(p, COLOUR_L_BLUE, "Shots", "%d/turn", player->state.num_shots);

	return p;
}
Ejemplo n.º 7
0
static const char *show_missile_weapon(const object_type *o_ptr)
{
	static char buffer[12];
	int hit = p_ptr->state.dis_to_h;
	int dam = 0;

	if (object_attack_plusses_are_visible(o_ptr))
	{
		hit += o_ptr->to_h;
		dam += o_ptr->to_d;
	}

	strnfmt(buffer, sizeof(buffer), "(%+d,%+d)", hit, dam);
	return buffer;
}
Ejemplo n.º 8
0
/**
 * Return the price of an item including plusses (and charges).
 *
 * This function returns the "value" of the given item (qty one).
 *
 * Never notice unknown bonuses or properties, including curses,
 * since that would give the player information they did not have.
 */
s32b object_value(const object_type *obj, int qty, int verbose)
{
	s32b value;

	/* Known items use the actual value */
	if (object_is_known(obj)) {
		if (cursed_p((bitflag *)obj->flags)) return (0L);

		value = object_value_real(obj, qty, verbose, TRUE);
	} else if (tval_has_variable_power(obj)) {
		/* Variable power items are assessed by what is known about them */
		object_type object_type_body;
		object_type *j_ptr = &object_type_body;

		/* Hack -- Felt cursed items */
		if (object_was_sensed(obj) && cursed_p((bitflag *)obj->flags))
			return (0L);

		memcpy(j_ptr, obj, sizeof(object_type));

		/* give j_ptr only the flags known to be in obj */
		object_flags_known(obj, j_ptr->flags);

		if (!object_attack_plusses_are_visible(obj))
			j_ptr->to_h = j_ptr->to_d = 0;
		if (!object_defence_plusses_are_visible(obj))
			j_ptr->to_a = 0;

		value = object_value_real(j_ptr, qty, verbose, FALSE);
	} else
		/* Unknown constant-price items just get a base value */
		value = object_value_base(obj) * qty;


	/* Return the final value */
	return (value);
}
Ejemplo n.º 9
0
/*
 * Describe combat advantages.
 */
static bool describe_combat(textblock *tb, const object_type *o_ptr,
		oinfo_detail_t mode)
{
	bool full = mode & OINFO_FULL;

	const char *desc[SL_MAX] = { 0 };
	int i;
	int mult[SL_MAX];
	int cnt, dam, total_dam, plus = 0;
	int xtra_postcrit = 0, xtra_precrit = 0;
	int crit_mult, crit_div, crit_add;
	int str_plus, dex_plus, old_blows = 0, new_blows, extra_blows;
	int str_faster = -1, str_done = -1;
	object_type *bow = &p_ptr->inventory[INVEN_BOW];

	bitflag f[OF_SIZE], tmp_f[OF_SIZE], mask[OF_SIZE];

	bool weapon = (wield_slot(o_ptr) == INVEN_WIELD);
	bool ammo   = (p_ptr->state.ammo_tval == o_ptr->tval) &&
	              (bow->kind);
	int multiplier = 1;

	/* Create the "all slays" mask */
	create_mask(mask, FALSE, OFT_SLAY, OFT_KILL, OFT_BRAND, OFT_MAX);

	/* Abort if we've nothing to say */
	if (mode & OINFO_DUMMY) return FALSE;

	if (!weapon && !ammo)
	{
		/* Potions can have special text */
		if (o_ptr->tval != TV_POTION ||
				o_ptr->dd == 0 || o_ptr->ds == 0 ||
				!object_flavor_is_aware(o_ptr))
			return FALSE;

		textblock_append(tb, "It can be thrown at creatures with damaging effect.\n");
		return TRUE;
	}

	if (full) {
		object_flags(o_ptr, f);
	} else {
		object_flags_known(o_ptr, f);
	}

	textblock_append_c(tb, TERM_L_WHITE, "Combat info:\n");

	if (weapon)
	{
		/*
		 * Get the player's hypothetical state, were they to be
		 * wielding this item.
		 */
		player_state state;
		int dex_plus_bound;
		int str_plus_bound;

		object_type inven[INVEN_TOTAL];

		memcpy(inven, p_ptr->inventory, INVEN_TOTAL * sizeof(object_type));
		inven[INVEN_WIELD] = *o_ptr;

		if (full) object_know_all_flags(&inven[INVEN_WIELD]);

		calc_bonuses(inven, &state, TRUE);
		dex_plus_bound = STAT_RANGE - state.stat_ind[A_DEX];
		str_plus_bound = STAT_RANGE - state.stat_ind[A_STR];

		dam = ((o_ptr->ds + 1) * o_ptr->dd * 5);

		xtra_postcrit = state.dis_to_d * 10;
		if (object_attack_plusses_are_visible(o_ptr))
		{
			xtra_precrit += o_ptr->to_d * 10;
			plus += o_ptr->to_h;
		}

		calculate_melee_crits(&state, o_ptr->weight, plus,
				&crit_mult, &crit_add, &crit_div);

		/* Warn about heavy weapons */
		if (adj_str_hold[state.stat_ind[A_STR]] < o_ptr->weight / 10)
			textblock_append_c(tb, TERM_L_RED, "You are too weak to use this weapon.\n");

		textblock_append_c(tb, TERM_L_GREEN, "%d.%d ",
				state.num_blows / 100, (state.num_blows / 10) % 10);
		textblock_append(tb, "blow%s/round.\n",
				(state.num_blows > 100) ? "s" : "");

		/* Check to see if extra STR or DEX would yield extra blows */
		old_blows = state.num_blows;
		extra_blows = 0;

		/* First we need to look for extra blows on other items, as
		 * state does not track these */
		for (i = INVEN_BOW; i < INVEN_TOTAL; i++)
		{
			if (!p_ptr->inventory[i].kind)
				continue;
			object_flags_known(&p_ptr->inventory[i], tmp_f);

			if (of_has(tmp_f, OF_BLOWS))
				extra_blows += p_ptr->inventory[i].pval[which_pval(&p_ptr->inventory[i], OF_BLOWS)];
		}

		/* Then we add blows from the weapon being examined */
		if (of_has(f, OF_BLOWS))
			extra_blows += o_ptr->pval[which_pval(o_ptr, OF_BLOWS)];

		/* Then we check for extra "real" blows */
		for (dex_plus = 0; dex_plus < dex_plus_bound; dex_plus++)
		{
			for (str_plus = 0; str_plus < str_plus_bound; str_plus++)
	        {
				state.stat_ind[A_STR] += str_plus;
				state.stat_ind[A_DEX] += dex_plus;
				new_blows = calc_blows(o_ptr, &state, extra_blows);

				/* Test to make sure that this extra blow is a
				 * new str/dex combination, not a repeat
				 */
				if ((new_blows - new_blows % 10) > (old_blows - old_blows % 10) &&
					(str_plus < str_done ||
					str_done == -1))
				{
					textblock_append(tb, "With +%d STR and +%d DEX you would get %d.%d blows\n",
						str_plus, dex_plus, (new_blows / 100),
						(new_blows / 10) % 10);
					state.stat_ind[A_STR] -= str_plus;
					state.stat_ind[A_DEX] -= dex_plus;
					str_done = str_plus;
					break;
				}

				/* If the combination doesn't increment
				 * the displayed blows number, it might still
				 * take a little less energy
				 */
				if (new_blows > old_blows &&
					(str_plus < str_faster ||
					str_faster == -1) &&
					(str_plus < str_done ||
					str_done == -1))
				{
					textblock_append(tb, "With +%d STR and +%d DEX you would attack a bit faster\n",
						str_plus, dex_plus);
					state.stat_ind[A_STR] -= str_plus;
					state.stat_ind[A_DEX] -= dex_plus;
					str_faster = str_plus;
					continue;
				}

				state.stat_ind[A_STR] -= str_plus;
				state.stat_ind[A_DEX] -= dex_plus;
			}
		}
	}
	else
	{
		int tdis = 6 + 2 * p_ptr->state.ammo_mult;

		if (object_attack_plusses_are_visible(o_ptr))
			plus += o_ptr->to_h;

		calculate_missile_crits(&p_ptr->state, o_ptr->weight, plus,
				&crit_mult, &crit_add, &crit_div);

		/* Calculate damage */
		dam = ((o_ptr->ds + 1) * o_ptr->dd * 5);

		if (object_attack_plusses_are_visible(o_ptr))
			dam += (o_ptr->to_d * 10);
		if (object_attack_plusses_are_visible(bow))
			dam += (bow->to_d * 10);

		/* Apply brands/slays from the shooter to the ammo, but only if known
		 * Note that this is not dependent on mode, so that viewing shop-held
		 * ammo (fully known) does not leak information about launcher */
		object_flags_known(bow, tmp_f);
		of_union(f, tmp_f);

		textblock_append(tb, "Hits targets up to ");
		textblock_append_c(tb, TERM_L_GREEN, format("%d", tdis * 10));
		textblock_append(tb, " feet away.\n");
	}

	/* Collect slays */
	/* Melee weapons get slays and brands from other items now */
	if (weapon)
	{
		bool nonweap = FALSE;

		for (i = INVEN_LEFT; i < INVEN_TOTAL; i++)
		{
			if (!p_ptr->inventory[i].kind)
				continue;
			object_flags_known(&p_ptr->inventory[i], tmp_f);

			of_inter(tmp_f, mask); /* strip out non-slays */

			if (of_union(f, tmp_f))
				nonweap = TRUE;
		}

		if (nonweap)
			textblock_append(tb, "This weapon may benefit from one or more off-weapon brands or slays.\n");
	}

	textblock_append(tb, "Average damage/round: ");

	if (ammo) multiplier = p_ptr->state.ammo_mult;

	cnt = list_slays(f, mask, desc, NULL, mult, TRUE);
	for (i = 0; i < cnt; i++)
	{
		int melee_adj_mult = ammo ? 0 : 1; /* ammo mult adds fully, melee mult is times 1, so adds 1 less */
		/* Include bonus damage and slay in stated average */
		total_dam = dam * (multiplier + mult[i] - melee_adj_mult) + xtra_precrit;
		total_dam = (total_dam * crit_mult + crit_add) / crit_div;
		total_dam += xtra_postcrit;
		if (weapon) 
			total_dam = (total_dam * old_blows) / 100;
		else
			total_dam *= p_ptr->state.num_shots;
		

		if (total_dam <= 0)
			textblock_append_c(tb, TERM_L_RED, "%d", 0);
		else if (total_dam % 10)
			textblock_append_c(tb, TERM_L_GREEN, "%d.%d",
					total_dam / 10, total_dam % 10);
		else
			textblock_append_c(tb, TERM_L_GREEN, "%d", total_dam / 10);


		textblock_append(tb, " vs. %s, ", desc[i]);
	}

	if (cnt) textblock_append(tb, "and ");

	/* Include bonus damage in stated average */
	total_dam = dam * multiplier + xtra_precrit;
	total_dam = (total_dam * crit_mult + crit_add) / crit_div;
	total_dam += xtra_postcrit;
	if (weapon)
		total_dam = (total_dam * old_blows) / 100;
	else
		total_dam *= p_ptr->state.num_shots;

	if (total_dam <= 0)
		textblock_append_c(tb, TERM_L_RED, "%d", 0);
	else if (total_dam % 10)
		textblock_append_c(tb, TERM_L_GREEN, "%d.%d",
				total_dam / 10, total_dam % 10);
	else
		textblock_append_c(tb, TERM_L_GREEN, "%d", total_dam / 10);

	if (cnt) textblock_append(tb, " vs. others");
	textblock_append(tb, ".\n");

	/* Note the impact flag */
	if (of_has(f, OF_IMPACT))
		textblock_append(tb, "Sometimes creates earthquakes on impact.\n");

	/* Add breakage chance */
	if (ammo)
	{
		int chance = breakage_chance(o_ptr, TRUE);
		textblock_append_c(tb, TERM_L_GREEN, "%d%%", chance);
		textblock_append(tb, " chance of breaking upon contact.\n");
	}

	/* You always have something to say... */
	return TRUE;
}
Ejemplo n.º 10
0
/*
 * Describe damage.
 */
static bool describe_damage(textblock *tb, const object_type *o_ptr,
		player_state state, bitflag f[OF_SIZE], oinfo_detail_t mode)
{
	const char *desc[SL_MAX] = { 0 };
	size_t i, cnt;
	int mult[SL_MAX];
	int dice, sides, dam, total_dam, plus = 0;
	int xtra_postcrit = 0, xtra_precrit = 0;
	int crit_mult, crit_div, crit_add;
	int old_blows = 0;
	object_type *bow = &p_ptr->inventory[INVEN_BOW];

	bitflag tmp_f[OF_SIZE], mask[OF_SIZE];

	bool weapon = (wield_slot(o_ptr) == INVEN_WIELD);
	bool ammo   = (p_ptr->state.ammo_tval == o_ptr->tval) &&
	              (bow->kind);
	int multiplier = 1;
	bool full = mode & OINFO_FULL;

	/* Create the "all slays" mask */
	create_mask(mask, FALSE, OFT_SLAY, OFT_KILL, OFT_BRAND, OFT_MAX);

	/* Use displayed dice if real dice not known */
	if (full || object_attack_plusses_are_visible(o_ptr)) {
		dice = o_ptr->dd;
		sides = o_ptr->ds;
	} else {
		dice = o_ptr->kind->dd;
		sides = o_ptr->kind->ds;
	}

	/* Calculate damage */
	dam = ((sides + 1) * dice * 5);

	if (weapon)	{
		xtra_postcrit = state.dis_to_d * 10;
		if (object_attack_plusses_are_visible(o_ptr) || full) {
			xtra_precrit += o_ptr->to_d * 10;
			plus += o_ptr->to_h;
		}

		calculate_melee_crits(&state, o_ptr->weight, plus,
				&crit_mult, &crit_add, &crit_div);

		old_blows = state.num_blows;
	} else { /* Ammo */
		if (object_attack_plusses_are_visible(o_ptr) || full)
			plus += o_ptr->to_h;

		calculate_missile_crits(&p_ptr->state, o_ptr->weight, plus,
				&crit_mult, &crit_add, &crit_div);

		if (object_attack_plusses_are_visible(o_ptr) || full)
			dam += (o_ptr->to_d * 10);
		if (object_attack_plusses_are_visible(bow))
			dam += (bow->to_d * 10);

		/* Apply brands/slays from the shooter to the ammo, but only if known
		 * Note that this is not dependent on mode, so that viewing shop-held
		 * ammo (fully known) does not leak information about launcher */
		object_flags_known(bow, tmp_f);
		of_union(f, tmp_f);
	}

	/* Collect slays */
	/* Melee weapons get slays and brands from other items now */
	if (weapon)	{
		bool nonweap_slay = FALSE;

		for (i = INVEN_LEFT; i < INVEN_TOTAL; i++) {
			if (!p_ptr->inventory[i].kind)
				continue;

			object_flags_known(&p_ptr->inventory[i], tmp_f);

			/* Strip out non-slays */
			of_inter(tmp_f, mask);

			if (of_union(f, tmp_f))
				nonweap_slay = TRUE;
		}

		if (nonweap_slay)
			textblock_append(tb, "This weapon may benefit from one or more off-weapon brands or slays.\n");
	}

	textblock_append(tb, "Average damage/round: ");

	if (ammo) multiplier = p_ptr->state.ammo_mult;

	/* Output damage for creatures effected by the brands or slays */
	cnt = list_slays(f, mask, desc, NULL, mult, TRUE);
	for (i = 0; i < cnt; i++) {
		/* ammo mult adds fully, melee mult is times 1, so adds 1 less */
		int melee_adj_mult = ammo ? 0 : 1;

		/* Include bonus damage and slay in stated average */
		total_dam = dam * (multiplier + mult[i] - melee_adj_mult) + xtra_precrit;
		total_dam = (total_dam * crit_mult + crit_add) / crit_div;
		total_dam += xtra_postcrit;

		if (weapon)
			total_dam = (total_dam * old_blows) / 100;
		else
			total_dam *= p_ptr->state.num_shots;

		if (total_dam <= 0)
			textblock_append_c(tb, TERM_L_RED, "%d", 0);
		else if (total_dam % 10)
			textblock_append_c(tb, TERM_L_GREEN, "%d.%d",
					total_dam / 10, total_dam % 10);
		else
			textblock_append_c(tb, TERM_L_GREEN, "%d", total_dam / 10);

		textblock_append(tb, " vs. %s, ", desc[i]);
	}

	if (cnt) textblock_append(tb, "and ");

	/* Include bonus damage in stated average */
	total_dam = dam * multiplier + xtra_precrit;
	total_dam = (total_dam * crit_mult + crit_add) / crit_div;
	total_dam += xtra_postcrit;

	/* Normal damage, not considering brands or slays */
	if (weapon)
		total_dam = (total_dam * old_blows) / 100;
	else
		total_dam *= p_ptr->state.num_shots;

	if (total_dam <= 0)
		textblock_append_c(tb, TERM_L_RED, "%d", 0);
	else if (total_dam % 10)
		textblock_append_c(tb, TERM_L_GREEN, "%d.%d",
				total_dam / 10, total_dam % 10);
	else
		textblock_append_c(tb, TERM_L_GREEN, "%d", total_dam / 10);

	if (cnt) textblock_append(tb, " vs. others");
	textblock_append(tb, ".\n");

	return TRUE;
}
Ejemplo n.º 11
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 12
0
/**
 * Gets information about the average damage/turn that can be inflicted if
 * the player wields the given weapon.
 *
 * Fills in the damage against normal adversaries in `normal_damage`, as well
 * as the slays on the weapon in slay_list[] and corresponding damages in 
 * slay_damage[].  These must both be at least SL_MAX long to be safe.
 * `nonweap_slay` is set to whether other items being worn could add to the
 * damage done by branding attacks.
 *
 * Returns the number of slays populated in slay_list[] and slay_damage[].
 *
 * Note that the results are meaningless if called on a fake ego object as
 * the actual ego may have different properties.
 */
static bool obj_known_damage(const struct object *obj, int *normal_damage,
							struct brand **brand_list, struct slay **slay_list,
							bool *nonweap_slay)
{
	int i;
	int dice, sides, dam, total_dam, plus = 0;
	int xtra_postcrit = 0, xtra_precrit = 0;
	int crit_mult, crit_div, crit_add;
	int old_blows = 0;
	struct brand *brand;
	struct slay *slay;

	struct object *bow = equipped_item_by_slot_name(player, "shooting");
	bool weapon = tval_is_melee_weapon(obj);
	bool ammo   = (player->state.ammo_tval == obj->tval) &&
	              (bow);
	int multiplier = 1;

	struct player_state state;
	int weapon_slot = slot_by_name(player, "weapon");
	struct object *current_weapon = slot_object(player, weapon_slot);

	/* Pretend we're wielding the object if it's a weapon */
	if (weapon)
		player->body.slots[weapon_slot].obj = (struct object *) obj;

	/* Calculate the player's hypothetical state */
	calc_bonuses(player, &state, true, false);

	/* Stop pretending */
	player->body.slots[weapon_slot].obj = current_weapon;

	/* Use displayed dice if real dice not known */
	if (object_attack_plusses_are_visible(obj)) {
		dice = obj->dd;
		sides = obj->ds;
	} else {
		dice = obj->kind->dd;
		sides = obj->kind->ds;
	}

	/* Calculate damage */
	dam = ((sides + 1) * dice * 5);

	if (weapon)	{
		xtra_postcrit = state.to_d * 10;
		if (object_attack_plusses_are_visible(obj)) {
			xtra_precrit += obj->to_d * 10;
			plus += obj->to_h;
		}

		calculate_melee_crits(&state, obj->weight, plus,
				&crit_mult, &crit_add, &crit_div);

		old_blows = state.num_blows;
	} else { /* Ammo */
		if (object_attack_plusses_are_visible(obj))
			plus += obj->to_h;

		calculate_missile_crits(&player->state, obj->weight, plus,
				&crit_mult, &crit_add, &crit_div);

		if (object_attack_plusses_are_visible(obj))
			dam += (obj->to_d * 10);
		if (object_attack_plusses_are_visible(bow))
			dam += (bow->to_d * 10);
	}

	if (ammo) multiplier = player->state.ammo_mult;

	/* Get the brands */
	*brand_list = brand_collect(obj->known->brands, ammo ? bow->known : NULL);

	/* Get the slays */
	*slay_list = slay_collect(obj->known->slays, ammo ? bow->known : NULL);

	/* Melee weapons may get slays and brands from other items */
	*nonweap_slay = false;
	if (weapon)	{
		for (i = 2; i < player->body.count; i++) {
			struct object *slot_obj = slot_object(player, i);
			struct brand *new_brand;
			struct slay *new_slay;
			if (!slot_obj)
				continue;

			if (slot_obj->known->brands || slot_obj->known->slays)
				*nonweap_slay = true;
			else
				continue;

			/* Replace the old lists with new ones */
			new_brand = brand_collect(*brand_list, slot_obj->known);
			new_slay = slay_collect(*slay_list, slot_obj->known);
			free_brand(*brand_list);
			free_slay(*slay_list);
			*brand_list = new_brand;
			*slay_list = new_slay;
		}
	}

	/* Get damage for each brand on the objects */
	for (brand = *brand_list; brand; brand = brand->next) {
		/* ammo mult adds fully, melee mult is times 1, so adds 1 less */
		int melee_adj_mult = ammo ? 0 : 1;

		/* Include bonus damage and slay in stated average */
		total_dam = dam * (multiplier + brand->multiplier
						   - melee_adj_mult) + xtra_precrit;
		total_dam = (total_dam * crit_mult + crit_add) / crit_div;
		total_dam += xtra_postcrit;

		if (weapon)
			total_dam = (total_dam * old_blows) / 100;
		else
			total_dam *= player->state.num_shots;

		brand->damage = total_dam;
	}

	/* Get damage for each slay on the objects */
	for (slay = *slay_list; slay; slay = slay->next) {
		/* ammo mult adds fully, melee mult is times 1, so adds 1 less */
		int melee_adj_mult = ammo ? 0 : 1;

		/* Include bonus damage and slay in stated average */
		total_dam = dam * (multiplier + slay->multiplier
						   - melee_adj_mult) + xtra_precrit;
		total_dam = (total_dam * crit_mult + crit_add) / crit_div;
		total_dam += xtra_postcrit;

		if (weapon)
			total_dam = (total_dam * old_blows) / 100;
		else
			total_dam *= player->state.num_shots;

		slay->damage = total_dam;
	}

	/* Include bonus damage in stated average */
	total_dam = dam * multiplier + xtra_precrit;
	total_dam = (total_dam * crit_mult + crit_add) / crit_div;
	total_dam += xtra_postcrit;

	/* Normal damage, not considering brands or slays */
	if (weapon)
		total_dam = (total_dam * old_blows) / 100;
	else
		total_dam *= player->state.num_shots;

	*normal_damage = total_dam;

	return (*slay_list || *brand_list);
}
Ejemplo n.º 13
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;
}
Ejemplo n.º 14
0
static size_t obj_desc_combat(const object_type *o_ptr, char *buf, size_t max, 
		size_t end, bool spoil)
{
	object_kind *k_ptr = &k_info[o_ptr->k_idx];
	bitflag flags[OF_SIZE];
	bitflag flags_known[OF_SIZE];

	object_flags(o_ptr, flags);
	object_flags_known(o_ptr, flags_known);

	/* Dump base weapon info */
	switch (o_ptr->tval)
	{
		/* Weapons */
		case TV_SHOT:
		case TV_BOLT:
		case TV_ARROW:
		case TV_HAFTED:
		case TV_POLEARM:
		case TV_SWORD:
		case TV_DIGGING:
		{
			/* Only display the real damage dice if the combat stats are known */
			if (spoil || object_attack_plusses_are_visible(o_ptr))
				strnfcat(buf, max, &end, " (%dd%d)", o_ptr->dd, o_ptr->ds);
			else
				strnfcat(buf, max, &end, " (%dd%d)", k_ptr->dd, k_ptr->ds);
			break;
		}

		/* Missile launchers */
		case TV_BOW:
		{
			/* Display shooting power as part of the multiplier */
			if (of_has(flags, OF_MIGHT) &&
			    (spoil || object_flag_is_known(o_ptr, OF_MIGHT)))
				strnfcat(buf, max, &end, " (x%d)", (o_ptr->sval % 10) + o_ptr->pval);
			else
				strnfcat(buf, max, &end, " (x%d)", o_ptr->sval % 10);
			break;
		}
	}


	/* Show weapon bonuses */
	if (spoil || object_attack_plusses_are_visible(o_ptr))
	{
		if (obj_desc_show_weapon(o_ptr) || o_ptr->to_d || o_ptr->to_h)
		{
			/* Make an exception for body armor with only a to-hit penalty */
			if (o_ptr->to_h < 0 && o_ptr->to_d == 0 &&
			    (o_ptr->tval == TV_SOFT_ARMOR ||
			     o_ptr->tval == TV_HARD_ARMOR ||
			     o_ptr->tval == TV_DRAG_ARMOR))
				strnfcat(buf, max, &end, " (%+d)", o_ptr->to_h);

			/* Otherwise, always use the full tuple */
			else
				strnfcat(buf, max, &end, " (%+d,%+d)", o_ptr->to_h, o_ptr->to_d);
		}
	}


	/* Show armor bonuses */
	if (spoil || object_defence_plusses_are_visible(o_ptr))
	{
		if (obj_desc_show_armor(o_ptr))
			strnfcat(buf, max, &end, " [%d,%+d]", o_ptr->ac, o_ptr->to_a);
		else if (o_ptr->to_a)
			strnfcat(buf, max, &end, " [%+d]", o_ptr->to_a);
	}
	else if (obj_desc_show_armor(o_ptr))
	{
		strnfcat(buf, max, &end, " [%d]", o_ptr->ac);
	}

	return end;
}
Ejemplo n.º 15
0
/*
 * Calculate the players current "state", taking into account
 * not only race/class intrinsics, but also objects being worn
 * and temporary spell effects.
 *
 * See also calc_mana() and calc_hitpoints().
 *
 * Take note of the new "speed code", in particular, a very strong
 * player will start slowing down as soon as he reaches 150 pounds,
 * but not until he reaches 450 pounds will he be half as fast as
 * a normal kobold.  This both hurts and helps the player, hurts
 * because in the old days a player could just avoid 300 pounds,
 * and helps because now carrying 300 pounds is not very painful.
 *
 * The "weapon" and "bow" do *not* add to the bonuses to hit or to
 * damage, since that would affect non-combat things.  These values
 * are actually added in later, at the appropriate place.
 *
 * If id_only is true, calc_bonuses() will only use the known
 * information of objects; thus it returns what the player _knows_
 * the character state to be.
 */
void calc_bonuses(object_type inventory[], player_state *state, bool id_only)
{
	int i, j, hold;

	int extra_blows = 0;
	int extra_shots = 0;
	int extra_might = 0;

	object_type *o_ptr;

	bitflag f[OF_SIZE];
	bitflag collect_f[OF_SIZE];


	/*** Reset ***/

	memset(state, 0, sizeof *state);

	/* Set various defaults */
	state->speed = 110;
	state->num_blow = 1;


	/*** Extract race/class info ***/

	/* Base infravision (purely racial) */
	state->see_infra = rp_ptr->infra;

	/* Base skills */
	for (i = 0; i < SKILL_MAX; i++)
		state->skills[i] = rp_ptr->r_skills[i] + cp_ptr->c_skills[i];


	/*** Analyze player ***/

	/* Extract the player flags */
	player_flags(collect_f);


	/*** Analyze equipment ***/

	/* Scan the equipment */
	for (i = INVEN_WIELD; i < INVEN_TOTAL; i++)
	{
		o_ptr = &inventory[i];

		/* Skip non-objects */
		if (!o_ptr->k_idx) continue;

		/* Extract the item flags */
		if (id_only)
			object_flags_known(o_ptr, f);
		else
			object_flags(o_ptr, f);

		of_union(collect_f, f);

		/* Affect stats */
		if (of_has(f, OF_STR)) state->stat_add[A_STR] += o_ptr->pval;
		if (of_has(f, OF_INT)) state->stat_add[A_INT] += o_ptr->pval;
		if (of_has(f, OF_WIS)) state->stat_add[A_WIS] += o_ptr->pval;
		if (of_has(f, OF_DEX)) state->stat_add[A_DEX] += o_ptr->pval;
		if (of_has(f, OF_CON)) state->stat_add[A_CON] += o_ptr->pval;
		if (of_has(f, OF_CHR)) state->stat_add[A_CHR] += o_ptr->pval;

		/* Affect stealth */
		if (of_has(f, OF_STEALTH)) state->skills[SKILL_STEALTH] += o_ptr->pval;

		/* Affect searching ability (factor of five) */
		if (of_has(f, OF_SEARCH)) state->skills[SKILL_SEARCH] += (o_ptr->pval * 5);

		/* Affect searching frequency (factor of five) */
		if (of_has(f, OF_SEARCH)) state->skills[SKILL_SEARCH_FREQUENCY] += (o_ptr->pval * 5);

		/* Affect infravision */
		if (of_has(f, OF_INFRA)) state->see_infra += o_ptr->pval;

		/* Affect digging (factor of 20) */
		if (of_has(f, OF_TUNNEL)) state->skills[SKILL_DIGGING] += (o_ptr->pval * 20);

		/* Affect speed */
		if (of_has(f, OF_SPEED)) state->speed += o_ptr->pval;

		/* Affect blows */
		if (of_has(f, OF_BLOWS)) extra_blows += o_ptr->pval;

		/* Affect shots */
		if (of_has(f, OF_SHOTS)) extra_shots += o_ptr->pval;

		/* Affect Might */
		if (of_has(f, OF_MIGHT)) extra_might += o_ptr->pval;

		/* Modify the base armor class */
		state->ac += o_ptr->ac;

		/* The base armor class is always known */
		state->dis_ac += o_ptr->ac;

		/* Apply the bonuses to armor class */
		if (!id_only || object_is_known(o_ptr))
			state->to_a += o_ptr->to_a;

		/* Apply the mental bonuses to armor class, if known */
		if (object_defence_plusses_are_visible(o_ptr))
			state->dis_to_a += o_ptr->to_a;

		/* Hack -- do not apply "weapon" bonuses */
		if (i == INVEN_WIELD) continue;

		/* Hack -- do not apply "bow" bonuses */
		if (i == INVEN_BOW) continue;

		/* Apply the bonuses to hit/damage */
		if (!id_only || object_is_known(o_ptr))
		{
			state->to_h += o_ptr->to_h;
			state->to_d += o_ptr->to_d;
		}

		/* Apply the mental bonuses tp hit/damage, if known */
		if (object_attack_plusses_are_visible(o_ptr))
		{
			state->dis_to_h += o_ptr->to_h;
			state->dis_to_d += o_ptr->to_d;
		}
	}


	/*** Update all flags ***/

	/* Good flags */
	if (of_has(collect_f, OF_SLOW_DIGEST)) state->slow_digest = TRUE;
	if (of_has(collect_f, OF_FEATHER)) state->ffall = TRUE;
	if (of_has(collect_f, OF_REGEN)) state->regenerate = TRUE;
	if (of_has(collect_f, OF_TELEPATHY)) state->telepathy = TRUE;
	if (of_has(collect_f, OF_SEE_INVIS)) state->see_inv = TRUE;
	if (of_has(collect_f, OF_FREE_ACT)) state->free_act = TRUE;
	if (of_has(collect_f, OF_HOLD_LIFE)) state->hold_life = TRUE;

	/* Weird flags */
	if (of_has(collect_f, OF_BLESSED)) state->bless_blade = TRUE;

	/* Bad flags */
	if (of_has(collect_f, OF_IMPACT)) state->impact = TRUE;
	if (of_has(collect_f, OF_AGGRAVATE)) state->aggravate = TRUE;
	if (of_has(collect_f, OF_TELEPORT)) state->teleport = TRUE;
	if (of_has(collect_f, OF_DRAIN_EXP)) state->exp_drain = TRUE;
	if (of_has(collect_f, OF_IMPAIR_HP)) state->impair_hp = TRUE;
	if (of_has(collect_f, OF_IMPAIR_MANA)) state->impair_mana = TRUE;
	if (of_has(collect_f, OF_AFRAID)) state->afraid = TRUE;

	/* Vulnerability flags */
	if (of_has(collect_f, OF_VULN_FIRE)) state->vuln_fire = TRUE;
	if (of_has(collect_f, OF_VULN_ACID)) state->vuln_acid = TRUE;
	if (of_has(collect_f, OF_VULN_COLD)) state->vuln_cold = TRUE;
	if (of_has(collect_f, OF_VULN_ELEC)) state->vuln_elec = TRUE;

	/* Immunity flags */
	if (of_has(collect_f, OF_IM_FIRE)) state->immune_fire = TRUE;
	if (of_has(collect_f, OF_IM_ACID)) state->immune_acid = TRUE;
	if (of_has(collect_f, OF_IM_COLD)) state->immune_cold = TRUE;
	if (of_has(collect_f, OF_IM_ELEC)) state->immune_elec = TRUE;

	/* Resistance flags */
	if (of_has(collect_f, OF_RES_ACID)) state->resist_acid = TRUE;
	if (of_has(collect_f, OF_RES_ELEC)) state->resist_elec = TRUE;
	if (of_has(collect_f, OF_RES_FIRE)) state->resist_fire = TRUE;
	if (of_has(collect_f, OF_RES_COLD)) state->resist_cold = TRUE;
	if (of_has(collect_f, OF_RES_POIS)) state->resist_pois = TRUE;
	if (of_has(collect_f, OF_RES_FEAR)) state->resist_fear = TRUE;
	if (of_has(collect_f, OF_RES_LIGHT)) state->resist_light = TRUE;
	if (of_has(collect_f, OF_RES_DARK)) state->resist_dark = TRUE;
	if (of_has(collect_f, OF_RES_BLIND)) state->resist_blind = TRUE;
	if (of_has(collect_f, OF_RES_CONFU)) state->resist_confu = TRUE;
	if (of_has(collect_f, OF_RES_SOUND)) state->resist_sound = TRUE;
	if (of_has(collect_f, OF_RES_SHARD)) state->resist_shard = TRUE;
	if (of_has(collect_f, OF_RES_NEXUS)) state->resist_nexus = TRUE;
	if (of_has(collect_f, OF_RES_NETHR)) state->resist_nethr = TRUE;
	if (of_has(collect_f, OF_RES_CHAOS)) state->resist_chaos = TRUE;
	if (of_has(collect_f, OF_RES_DISEN)) state->resist_disen = TRUE;

	/* Sustain flags */
	if (of_has(collect_f, OF_SUST_STR)) state->sustain_str = TRUE;
	if (of_has(collect_f, OF_SUST_INT)) state->sustain_int = TRUE;
	if (of_has(collect_f, OF_SUST_WIS)) state->sustain_wis = TRUE;
	if (of_has(collect_f, OF_SUST_DEX)) state->sustain_dex = TRUE;
	if (of_has(collect_f, OF_SUST_CON)) state->sustain_con = TRUE;
	if (of_has(collect_f, OF_SUST_CHR)) state->sustain_chr = TRUE;



	/*** Handle stats ***/

	/* Calculate stats */
	for (i = 0; i < A_MAX; i++)
	{
		int add, top, use, ind;

		/* Extract modifier */
		add = state->stat_add[i];

		/* Maximize mode */
		if (OPT(adult_maximize))
		{
			/* Modify the stats for race/class */
			add += (rp_ptr->r_adj[i] + cp_ptr->c_adj[i]);
		}

		/* Extract the new "stat_top" value for the stat */
		top = modify_stat_value(p_ptr->stat_max[i], add);

		/* Save the new value */
		state->stat_top[i] = top;

		/* Extract the new "stat_use" value for the stat */
		use = modify_stat_value(p_ptr->stat_cur[i], add);

		/* Save the new value */
		state->stat_use[i] = use;

		/* Values: n/a */
		if (use <= 3) ind = 0;

		/* Values: 3, 4, ..., 18 */
		else if (use <= 18) ind = (use - 3);

		/* Ranges: 18/00-18/09, ..., 18/210-18/219 */
		else if (use <= 18+219) ind = (15 + (use - 18) / 10);

		/* Range: 18/220+ */
		else ind = (37);

		assert((0 <= ind) && (ind < STAT_RANGE));

		/* Save the new index */
		state->stat_ind[i] = ind;
	}


	/*** Temporary flags ***/

	/* Apply temporary "stun" */
	if (p_ptr->timed[TMD_STUN] > 50)
	{
		state->to_h -= 20;
		state->dis_to_h -= 20;
		state->to_d -= 20;
		state->dis_to_d -= 20;
		state->skills[SKILL_DEVICE] = state->skills[SKILL_DEVICE]
			* 8 / 10;
	}
	else if (p_ptr->timed[TMD_STUN])
	{
		state->to_h -= 5;
		state->dis_to_h -= 5;
		state->to_d -= 5;
		state->dis_to_d -= 5;
		state->skills[SKILL_DEVICE] = state->skills[SKILL_DEVICE]
			* 9 / 10;
	}

	/* Invulnerability */
	if (p_ptr->timed[TMD_INVULN])
	{
		state->to_a += 100;
		state->dis_to_a += 100;
	}

	/* Temporary blessing */
	if (p_ptr->timed[TMD_BLESSED])
	{
		state->to_a += 5;
		state->dis_to_a += 5;
		state->to_h += 10;
		state->dis_to_h += 10;
		state->skills[SKILL_DEVICE] = state->skills[SKILL_DEVICE]
			* 105 / 100;
	}

	/* Temporary shield */
	if (p_ptr->timed[TMD_SHIELD])
	{
		state->to_a += 50;
		state->dis_to_a += 50;
	}

	/* Temporary stoneskin */
	if (p_ptr->timed[TMD_STONESKIN])
	{
		state->to_a += 40;
		state->dis_to_a += 40;
		state->speed -= 5;
	}

	/* Temporary "Hero" */
	if (p_ptr->timed[TMD_HERO])
	{
		state->to_h += 12;
		state->dis_to_h += 12;
		state->resist_fear = TRUE;
		state->skills[SKILL_DEVICE] = state->skills[SKILL_DEVICE]
			* 105 / 100;
	}

	/* Temporary "Berserk" */
	if (p_ptr->timed[TMD_SHERO])
	{
		state->to_h += 24;
		state->dis_to_h += 24;
		state->to_a -= 10;
		state->dis_to_a -= 10;
		state->resist_fear = TRUE;
		state->skills[SKILL_DEVICE] = state->skills[SKILL_DEVICE]
			* 9 / 10;
	}

	/* Temporary "fast" */
	if (p_ptr->timed[TMD_FAST] || p_ptr->timed[TMD_SPRINT])
		state->speed += 10;

	/* Temporary "slow" */
	if (p_ptr->timed[TMD_SLOW])
		state->speed -= 10;

	/* Temporary see invisible */
	if (p_ptr->timed[TMD_SINVIS])
		state->see_inv = TRUE;

	/* Temporary infravision boost */
	if (p_ptr->timed[TMD_SINFRA])
		state->see_infra += 5;

	/* Temporary telepathy */
	if (p_ptr->timed[TMD_TELEPATHY])
		state->telepathy = TRUE;

	/* Temporary resist confusion */
	if (p_ptr->timed[TMD_OPP_CONF])
		state->resist_confu = TRUE;

	/* Fear */
	if (p_ptr->timed[TMD_AFRAID] || p_ptr->timed[TMD_TERROR])
		state->afraid = TRUE;

	if (p_ptr->timed[TMD_TERROR])
		state->speed += 5;

	/* Fear can come from item flags too */
	if (state->afraid)
	{
		state->to_h -= 20;
		state->dis_to_h -= 20;
		state->to_a += 8;
		state->dis_to_a += 8;
		state->skills[SKILL_DEVICE] = state->skills[SKILL_DEVICE]
			* 95 / 100;
	}

	/* Confusion */
	if (p_ptr->timed[TMD_CONFUSED])
		state->skills[SKILL_DEVICE] = state->skills[SKILL_DEVICE]
			* 75 / 100;

	/* Amnesia */
	if (p_ptr->timed[TMD_AMNESIA])
		state->skills[SKILL_DEVICE] = state->skills[SKILL_DEVICE]
			* 8 / 10;

	/* Poison */
	if (p_ptr->timed[TMD_POISONED])
		state->skills[SKILL_DEVICE] = state->skills[SKILL_DEVICE]
			* 95 / 100;

	/* Hallucination */
	if (p_ptr->timed[TMD_IMAGE])
		state->skills[SKILL_DEVICE] = state->skills[SKILL_DEVICE]
			* 8 / 10;

	/*** Analyze weight ***/

	/* Extract the current weight (in tenth pounds) */
	j = p_ptr->total_weight;

	/* Extract the "weight limit" (in tenth pounds) */
	i = weight_limit(state);

	/* Apply "encumbrance" from weight */
	if (j > i / 2) state->speed -= ((j - (i / 2)) / (i / 10));

	/* Bloating slows the player down (a little) */
	if (p_ptr->food >= PY_FOOD_MAX) state->speed -= 10;

	/* Searching slows the player down */
	if (p_ptr->searching) state->speed -= 10;

	/* Sanity check on extreme speeds */
	if (state->speed < 0) state->speed = 0;
	if (state->speed > 199) state->speed = 199;

	/*** Apply modifier bonuses ***/

	/* Actual Modifier Bonuses (Un-inflate stat bonuses) */
	state->to_a += ((int)(adj_dex_ta[state->stat_ind[A_DEX]]) - 128);
	state->to_d += ((int)(adj_str_td[state->stat_ind[A_STR]]) - 128);
	state->to_h += ((int)(adj_dex_th[state->stat_ind[A_DEX]]) - 128);
	state->to_h += ((int)(adj_str_th[state->stat_ind[A_STR]]) - 128);

	/* Displayed Modifier Bonuses (Un-inflate stat bonuses) */
	state->dis_to_a += ((int)(adj_dex_ta[state->stat_ind[A_DEX]]) - 128);
	state->dis_to_d += ((int)(adj_str_td[state->stat_ind[A_STR]]) - 128);
	state->dis_to_h += ((int)(adj_dex_th[state->stat_ind[A_DEX]]) - 128);
	state->dis_to_h += ((int)(adj_str_th[state->stat_ind[A_STR]]) - 128);


	/*** Modify skills ***/

	/* Affect Skill -- stealth (bonus one) */
	state->skills[SKILL_STEALTH] += 1;

	/* Affect Skill -- disarming (DEX and INT) */
	state->skills[SKILL_DISARM] += adj_dex_dis[state->stat_ind[A_DEX]];
	state->skills[SKILL_DISARM] += adj_int_dis[state->stat_ind[A_INT]];

	/* Affect Skill -- magic devices (INT) */
	state->skills[SKILL_DEVICE] += adj_int_dev[state->stat_ind[A_INT]];

	/* Affect Skill -- saving throw (WIS) */
	state->skills[SKILL_SAVE] += adj_wis_sav[state->stat_ind[A_WIS]];

	/* Affect Skill -- digging (STR) */
	state->skills[SKILL_DIGGING] += adj_str_dig[state->stat_ind[A_STR]];

	/* Affect Skills (Level, by Class) */
	for (i = 0; i < SKILL_MAX; i++)
		state->skills[i] += (cp_ptr->x_skills[i] * p_ptr->lev / 10);

	/* Limit Skill -- digging from 1 up */
	if (state->skills[SKILL_DIGGING] < 1) state->skills[SKILL_DIGGING] = 1;

	/* Limit Skill -- stealth from 0 to 30 */
	if (state->skills[SKILL_STEALTH] > 30) state->skills[SKILL_STEALTH] = 30;
	if (state->skills[SKILL_STEALTH] < 0) state->skills[SKILL_STEALTH] = 0;

	/* Apply Skill -- Extract noise from stealth */
	state->noise = (1L << (30 - state->skills[SKILL_STEALTH]));

	/* Obtain the "hold" value */
	hold = adj_str_hold[state->stat_ind[A_STR]];


	/*** Analyze current bow ***/

	/* Examine the "current bow" */
	o_ptr = &inventory[INVEN_BOW];

	/* Assume not heavy */
	state->heavy_shoot = FALSE;

	/* It is hard to carholdry a heavy bow */
	if (hold < o_ptr->weight / 10)
	{
		/* Hard to wield a heavy bow */
		state->to_h += 2 * (hold - o_ptr->weight / 10);
		state->dis_to_h += 2 * (hold - o_ptr->weight / 10);

		/* Heavy Bow */
		state->heavy_shoot = TRUE;
	}

	/* Analyze launcher */
	if (o_ptr->k_idx)
	{
		/* Get to shoot */
		state->num_fire = 1;

		/* Analyze the launcher */
		switch (o_ptr->sval)
		{
			/* Sling and ammo */
			case SV_SLING:
			{
				state->ammo_tval = TV_SHOT;
				state->ammo_mult = 2;
				break;
			}

			/* Short Bow and Arrow */
			case SV_SHORT_BOW:
			{
				state->ammo_tval = TV_ARROW;
				state->ammo_mult = 2;
				break;
			}

			/* Long Bow and Arrow */
			case SV_LONG_BOW:
			{
				state->ammo_tval = TV_ARROW;
				state->ammo_mult = 3;
				break;
			}

			/* Light Crossbow and Bolt */
			case SV_LIGHT_XBOW:
			{
				state->ammo_tval = TV_BOLT;
				state->ammo_mult = 3;
				break;
			}

			/* Heavy Crossbow and Bolt */
			case SV_HEAVY_XBOW:
			{
				state->ammo_tval = TV_BOLT;
				state->ammo_mult = 4;
				break;
			}
		}

		/* Apply special flags */
		if (o_ptr->k_idx && !state->heavy_shoot)
		{
			/* Extra shots */
			state->num_fire += extra_shots;

			/* Extra might */
			state->ammo_mult += extra_might;

			/* Hack -- Rangers love Bows */
			if (player_has(PF_EXTRA_SHOT) &&
			    (state->ammo_tval == TV_ARROW))
			{
				/* Extra shot at level 20 */
				if (p_ptr->lev >= 20) state->num_fire++;

				/* Extra shot at level 40 */
				if (p_ptr->lev >= 40) state->num_fire++;
			}
		}

		/* Require at least one shot */
		if (state->num_fire < 1) state->num_fire = 1;
	}


	/*** Analyze weapon ***/

	/* Examine the "current weapon" */
	o_ptr = &inventory[INVEN_WIELD];

	/* Assume not heavy */
	state->heavy_wield = FALSE;

	/* It is hard to hold a heavy weapon */
	if (hold < o_ptr->weight / 10)
	{
		/* Hard to wield a heavy weapon */
		state->to_h += 2 * (hold - o_ptr->weight / 10);
		state->dis_to_h += 2 * (hold - o_ptr->weight / 10);

		/* Heavy weapon */
		state->heavy_wield = TRUE;
	}

	/* Non-object means barehanded attacks */
	if (!o_ptr->k_idx)
		assert(o_ptr->weight == 0);

	/* Normal weapons */
	if (!state->heavy_wield)
	{
		/* Calculate number of blows */
		state->num_blow = calc_blows(o_ptr, state) + extra_blows;

		/* Boost digging skill by weapon weight */
		state->skills[SKILL_DIGGING] += (o_ptr->weight / 10);
	}


	/* Assume okay */
	state->icky_wield = FALSE;

	/* Priest weapon penalty for non-blessed edged weapons */
	if (player_has(PF_BLESS_WEAPON) && (!state->bless_blade) &&
	    ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM)))
	{
		/* Reduce the real bonuses */
		state->to_h -= 2;
		state->to_d -= 2;

		/* Reduce the mental bonuses */
		state->dis_to_h -= 2;
		state->dis_to_d -= 2;

		/* Icky weapon */
		state->icky_wield = TRUE;
	}

	return;
}
Ejemplo n.º 16
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.
 */
static byte squelch_level_of(const object_type *o_ptr)
{
	object_kind *k_ptr = &k_info[o_ptr->k_idx];
	byte value;
	bitflag f[OF_SIZE];

	object_flags_known(o_ptr, f);

	if ((object_pval_is_visible(o_ptr)) && (o_ptr->pval < 0))
		return SQUELCH_BAD;

	/* Deal with jewelry specially. */
	if (object_is_jewelry(o_ptr))
	{
		if ((object_pval_is_visible(o_ptr)) && (o_ptr->pval > 0))
			return SQUELCH_AVERAGE;
		if ((o_ptr->to_h > 0) || (o_ptr->to_d > 0) || (o_ptr->to_a > 0))
			return SQUELCH_AVERAGE;
		if ((o_ptr->to_h < 0) || (o_ptr->to_d < 0) || (o_ptr->to_a < 0))
			return SQUELCH_BAD;

		return SQUELCH_AVERAGE;
	}

	/* And lights */
	if (o_ptr->tval == TV_LIGHT)
	{
		if (flags_test(f, OF_SIZE, OF_OBVIOUS_MASK, FLAG_END))
			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;
	}

	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_STRANGE: /* XXX Eddie perhaps some strange count as something else */
			case INSCRIP_SPLENDID:
				value = SQUELCH_ALL;
				break;
			case INSCRIP_NULL:
			case INSCRIP_SPECIAL:
				value = SQUELCH_MAX;
				break;

			/* This is the interesting case */
			case INSCRIP_MAGICAL:
				value = SQUELCH_GOOD;
				if ((object_attack_plusses_are_visible(o_ptr) || (randcalc_valid(k_ptr->to_h, o_ptr->to_h) && randcalc_valid(k_ptr->to_d, o_ptr->to_d))) &&
				    (object_defence_plusses_are_visible(o_ptr) || (randcalc_valid(k_ptr->to_a, o_ptr->to_a))) &&
				    (o_ptr->to_h <= randcalc(k_ptr->to_h, 0, MINIMISE)) &&
				    (o_ptr->to_d <= randcalc(k_ptr->to_d, 0, MINIMISE)) &&
				    (o_ptr->to_a <= randcalc(k_ptr->to_a, 0, MINIMISE)))
					value = SQUELCH_BAD;
				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;
}