Example #1
0
/**
 * Calculate the rating for a given slay combination
 */
static s32b slay_power(const object_type *o_ptr, int verbose, ang_file*
	log_file, bool known)
{
	bitflag s_index[OF_SIZE], f[OF_SIZE], f2[OF_SIZE];
	u32b sv = 0;
	int i, j;
	int mult;
	const struct slay *best_s_ptr = NULL;
	monster_race *r_ptr;
	monster_type *m_ptr;
	monster_type monster_type_body;
	const char *desc[SL_MAX] = { 0 }, *brand[SL_MAX] = { 0 };
	int s_mult[SL_MAX] = { 0 };

	if (known)
		object_flags(o_ptr, f);
	else
		object_flags_known(o_ptr, f);

	/* Combine the slay bytes into an index value, return if there are none */
	of_copy(s_index, f);
	create_mask(f2, FALSE, OFT_SLAY, OFT_KILL, OFT_BRAND, OFT_MAX);

	if (!of_is_inter(s_index, f2))
		return tot_mon_power;
	else
		of_inter(s_index, f2);

	/* Look in the cache to see if we know this one yet */
	sv = check_slay_cache(s_index);

	/* If it's cached (or there are no slays), return the value */
	if (sv)	{
		file_putf(log_file, "Slay cache hit\n");
		return sv;
	}

	/*
	 * Otherwise we need to calculate the expected average multiplier
	 * for this combination (multiplied by the total number of
	 * monsters, which we'll divide out later).
	 */
	for (i = 0; i < z_info->r_max; i++)	{
		best_s_ptr = NULL;
		mult = 1;
		r_ptr = &r_info[i];
		m_ptr = &monster_type_body;
		m_ptr->r_idx = i;

		/* Find the best multiplier against this monster */
		improve_attack_modifier((object_type *)o_ptr, m_ptr, &best_s_ptr,
				FALSE, !known);
		if (best_s_ptr)
			mult = best_s_ptr->mult;

		/* Add the multiple to sv */
		sv += mult * r_ptr->scaled_power;
	}

	/*
	 * To get the expected damage for this weapon, multiply the
	 * average damage from base dice by sv, and divide by the
	 * total number of monsters.
	 */
	if (verbose) {
		/* Write info about the slay combination and multiplier */
		file_putf(log_file, "Slay multiplier for: ");

		j = list_slays(s_index, s_index, desc, brand, s_mult, FALSE);

		for (i = 0; i < j; i++) {
			if (brand[i]) {
				file_putf(log_file, brand[i]);
			} else {
				file_putf(log_file, desc[i]);
			}
			file_putf(log_file, "x%d ", s_mult[i]); 
		}
		file_putf(log_file, "\nsv is: %d\n", sv);
		file_putf(log_file, " and t_m_p is: %d \n", tot_mon_power);
		file_putf(log_file, "times 1000 is: %d\n", (1000 * sv) / tot_mon_power);
	}

	/* Add to the cache */
	if (fill_slay_cache(s_index, sv))
		file_putf(log_file, "Added to slay cache\n");

	return sv;
}
Example #2
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;
}
Example #3
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;
}
Example #4
0
/**
 * Carry an object and delete it.
 */
extern void py_pickup_aux(int o_idx, bool domsg)
{
	int slot, quiver_slot = 0;

	char o_name[120];
	object_type *o_ptr = &o_list[o_idx];
	object_type *i_ptr = &p_ptr->inventory[INVEN_LIGHT];
	bitflag f[OF_SIZE], obvious_mask[OF_SIZE];


	flags_init(obvious_mask, OF_SIZE, OF_OBVIOUS_MASK, FLAG_END);
	of_copy(f, o_ptr->flags_obj);

	/* Carry the object */
	slot = inven_carry(p_ptr, o_ptr);

	/* Handle errors (paranoia) */
	if (slot < 0)
		return;

	/* If we have picked up ammo which matches something in the quiver, note
	 * that it so that we can wield it later (and suppress pick up message) */
	if (obj_is_quiver_obj(o_ptr)) {
		int i;
		for (i = QUIVER_START; i < QUIVER_END; i++) {
			if (!p_ptr->inventory[i].k_idx)
				continue;
			if (!object_similar(&p_ptr->inventory[i], o_ptr,
								OSTACK_QUIVER))
				continue;
			quiver_slot = i;
			break;
		}
	}

	/* Get the object again */
	o_ptr = &p_ptr->inventory[slot];

	/* Set squelch status */
	p_ptr->notice |= PN_SQUELCH;

	/* Stone of Lore gives id on pickup */
	if (!object_known_p(o_ptr)) {
		if (i_ptr->sval == SV_STONE_LORE)
			identify_object(o_ptr);

		/* Otherwise pseudo-ID */
		else {
			bool heavy = FALSE;
			int feel;

			/* Heavy sensing */
			heavy = (player_has(PF_PSEUDO_ID_HEAVY));

			/* Type of feeling */
			feel =
				(heavy ? value_check_aux1(o_ptr) :
				 value_check_aux2(o_ptr));

			/* We have "felt" it */
			o_ptr->ident |= (IDENT_SENSE);

			/* Inscribe it textually */
			o_ptr->feel = feel;

			/* Set squelch flag as appropriate */
			p_ptr->notice |= PN_SQUELCH;
		}
	}

	/* Log artifacts if found */
	if (artifact_p(o_ptr))
		history_add_artifact(o_ptr->name1, object_is_known(o_ptr), TRUE);

	/* Notice dice and other obvious stuff */
	notice_other(IF_DD_DS, slot + 1);
	(void) of_inter(f, obvious_mask);
	of_union(o_ptr->id_obj, f);

	/* Average things are average */
	if ((o_ptr->feel == FEEL_AVERAGE)
		&& (is_weapon(o_ptr) || is_armour(o_ptr))) {
		notice_other(IF_AC, slot + 1);
		notice_other(IF_TO_A, slot + 1);
		notice_other(IF_TO_H, slot + 1);
		notice_other(IF_TO_D, slot + 1);
	}

	/* Recalculate the bonuses */
	p_ptr->update |= (PU_BONUS);

	/* Optionally, display a message */
	if (domsg && !quiver_slot) {
		/* Describe the object */
		object_desc(o_name, sizeof(o_name), o_ptr,
					ODESC_PREFIX | ODESC_FULL);

		/* Message */
		msg("You have %s (%c).", o_name, index_to_label(slot));
	}


	/* Delete the object */
	delete_object_idx(o_idx);

	/* If we have a quiver slot that this item matches, use it */
	if (quiver_slot)
		wield_item(o_ptr, slot, quiver_slot);
}