Exemple #1
0
/**
 * Wipe an object clean and make it a standard object of the specified kind.
 */
void object_prep(object_type *o_ptr, struct object_kind *k, int lev,
		aspect rand_aspect)
{
	int i, flag, pval;
	bitflag flags[OF_SIZE], f2[OF_SIZE];

	/* Clean slate */
	WIPE(o_ptr, object_type);

	/* Assign the kind and copy across data */
	o_ptr->kind = k;
	o_ptr->tval = k->tval;
	o_ptr->sval = k->sval;
	o_ptr->ac = k->ac;
	o_ptr->dd = k->dd;
	o_ptr->ds = k->ds;
	o_ptr->weight = k->weight;

	/* Default number */
	o_ptr->number = 1;

	/* Apply pvals and then copy flags */
	of_copy(f2, k->flags);
    for (i = 0; i < k->num_pvals; i++) {
        of_copy(flags, k->pval_flags[i]);
        pval = randcalc(k->pval[i], lev, rand_aspect);
        for (flag = of_next(flags, FLAG_START); flag != FLAG_END;
                flag = of_next(flags, flag + 1))
			/* Prevent phantom flags */
			if (pval)
				object_add_pval(o_ptr, pval, flag);
			else
				of_off(f2, flag);
    }
	of_copy(o_ptr->flags, k->base->flags);
	of_union(o_ptr->flags, f2);

	/* Assign charges (wands/staves only) */
	if (o_ptr->tval == TV_WAND || o_ptr->tval == TV_STAFF)
		o_ptr->pval[DEFAULT_PVAL] = randcalc(k->charge, lev, rand_aspect);

	/* Assign flagless pval for food or oil */
	if (o_ptr->tval == TV_FOOD || o_ptr->tval == TV_POTION ||
			o_ptr->tval == TV_FLASK)
		o_ptr->pval[DEFAULT_PVAL]
			= randcalc(k->pval[DEFAULT_PVAL], lev, rand_aspect);

	/* Default fuel for lamps */
	if (o_ptr->tval == TV_LIGHT) {
		if (o_ptr->sval == SV_LIGHT_TORCH)
			o_ptr->timeout = DEFAULT_TORCH;
		else if (o_ptr->sval == SV_LIGHT_LANTERN)
			o_ptr->timeout = DEFAULT_LAMP;
	}

	/* Default magic */
	o_ptr->to_h = randcalc(k->to_h, lev, rand_aspect);
	o_ptr->to_d = randcalc(k->to_d, lev, rand_aspect);
	o_ptr->to_a = randcalc(k->to_a, lev, rand_aspect);
}
Exemple #2
0
/**
 * Add power for non-derived flags (derived flags have flag_power 0)
 */
static int flags_power(const object_type *obj, int p, int verbose,
					   ang_file *log_file, bool known)
{
	size_t i, j;
	int q;
	bitflag flags[OF_SIZE];

	/* Extract the flags */
	if (known)
		object_flags(obj, flags);
	else
		object_flags_known(obj, flags);

	/* Log the flags in human-readable form */
	if (verbose)
		log_flags(flags, log_file);

	/* Zero the flag counts */
	for (i = 0; i < N_ELEMENTS(flag_sets); i++)
		flag_sets[i].count = 0;

	for (i = of_next(flags, FLAG_START); i != FLAG_END; 
		 i = of_next(flags, i + 1)) {
		if (flag_power(i)) {
			q = (flag_power(i) * flag_slot_mult(i, wield_slot(obj)));
			p += q;
			log_obj(format("Add %d power for %s, total is %d\n", 
						   q, flag_name(i), p));
		}

		/* Track combinations of flag types */
		for (j = 0; j < N_ELEMENTS(flag_sets); j++)
			if (flag_sets[j].type == obj_flag_type(i))
				flag_sets[j].count++;
	}

	/* Add extra power for multiple flags of the same type */
	for (i = 0; i < N_ELEMENTS(flag_sets); i++) {
		if (flag_sets[i].count > 1) {
			q = (flag_sets[i].factor * flag_sets[i].count * flag_sets[i].count);
			p += q;
			log_obj(format("Add %d power for multiple %s, total is %d\n",
						   q, flag_sets[i].desc, p));
		}

		/* Add bonus if item has a full set of these flags */
		if (flag_sets[i].count == flag_sets[i].size) {
			q = flag_sets[i].bonus;
			p += q;
			log_obj(format("Add %d power for full set of %s, total is %d\n", 
						   q, flag_sets[i].desc, p));
		}
	}

	return p;
}
Exemple #3
0
/**
 * Notice things about an object that would be noticed in time.
 */
static void object_notice_after_time(void)
{
	int i;
	int flag;

	object_type *o_ptr;
	char o_name[80];

	bitflag f[OF_SIZE], timed_mask[OF_SIZE];

	flags_init(timed_mask, OF_SIZE, OF_NOTICE_TIMED_MASK, FLAG_END);

	/* Check every item the player is wearing */
	for (i = INVEN_WIELD; i < ALL_INVEN_TOTAL; i++)
	{
		o_ptr = &p_ptr->inventory[i];

		if (!o_ptr->k_idx || object_is_known(o_ptr)) continue;

		/* Check for timed notice flags */
		object_desc(o_name, sizeof(o_name), o_ptr, ODESC_BASE);
		object_flags(o_ptr, f);
		of_inter(f, timed_mask);

		for (flag = of_next(f, FLAG_START); flag != FLAG_END; flag = of_next(f, flag + 1))
		{
			if (!of_has(o_ptr->known_flags, flag))
			{
				/* Message */
				if (!streq(msgs[flag], ""))
					msg_format(msgs[flag], o_name);

				/* Notice the flag */
				object_notice_flag(o_ptr, flag);

				if (object_is_jewelry(o_ptr) &&
					 (!object_effect(o_ptr) || object_effect_is_known(o_ptr)))
				{
					/* XXX this is a small hack, but jewelry with anything noticeable really is obvious */
					/* XXX except, wait until learn activation if that is only clue */
					object_flavor_aware(o_ptr);
					object_check_for_ident(o_ptr);
				}
			}
			else
			{
				/* Notice the flag is absent */
				object_notice_flag(o_ptr, flag);
			}
		}

		/* XXX Is this necessary? */
		object_check_for_ident(o_ptr);
	}
}
Exemple #4
0
/**
 * Describe random powers on ego items
 *
 * \param tb is the description textblock we're building
 * \param ego is the ego type we're analysing
 */
static bool describe_ego(textblock *tb, const struct ego_item *ego)
{
	if (ego && ego->num_randlines) {
		int i, of_type, tot = 0;
		bitflag f[OF_SIZE];

		for (i = 0; i < ego->num_randlines; i++) {
			/* See whether we recognise the flagset for this choice */
			of_type = obj_flag_type(of_next(ego->randmask[i], FLAG_START));
			create_mask(f, FALSE, of_type, OFT_MAX);

			if (of_is_equal(f, ego->randmask[i])) {
				textblock_append(tb, "It provides %s random %s.  ",
					ego->num_randflags[i] > 1 ? "more than one" : "one",
					obj_flagtype_name(of_type));
			} else /* We don't, so count the number for later */
				tot += ego->num_randflags[i];
		}
		if (tot)
			textblock_append(tb, "It provides %s random power.  ",
				tot > 1 ? "more than one" : "one");

		return TRUE;
	}

	return FALSE;
}
Exemple #5
0
/**
 * This is a safe way to choose a random new flag to add to an object.
 * It takes the existing flags and an array of new flags,
 * and returns an entry from newf, or 0 if there are no
 * new flags available.
 */
static int get_new_attr(bitflag flags[OF_SIZE], bitflag newf[OF_SIZE])
{
	size_t i;
	int options = 0, flag = 0;

	for (i = of_next(newf, FLAG_START); i != FLAG_END; i = of_next(newf, i + 1))
	{
		/* skip this one if the flag is already present */
		if (of_has(flags, i)) continue;

		/* each time we find a new possible option, we have a 1-in-N chance of
		 * choosing it and an (N-1)-in-N chance of keeping a previous one */
		if (one_in_(++options)) flag = i;
	}

	return flag;
}
Exemple #6
0
/**
 * Apply minimum pvals to an ego item. Note that 0 is treated as meaning
 * "do not apply a minimum to this pval", so it leaves negative pvals alone.
 */
void ego_min_pvals(object_type *o_ptr)
{
	int i, j, flag;

	if (!o_ptr->ego) return;

	for (i = 0; i < o_ptr->num_pvals; i++)
		for (j = 0; j < o_ptr->ego->num_pvals; j++)
			for (flag = of_next(o_ptr->ego->pval_flags[j], FLAG_START);
					flag != FLAG_END;
					flag = of_next(o_ptr->ego->pval_flags[j], flag + 1))
				if (!of_has(o_ptr->flags, flag) ||
						(o_ptr->ego->min_pval[j] != NO_MINIMUM
						&& of_has(o_ptr->pval_flags[i], flag) &&
						o_ptr->pval[i] < o_ptr->ego->min_pval[j]))
					object_add_pval(o_ptr, o_ptr->ego->min_pval[j] -
						o_ptr->pval[i], flag);
}
Exemple #7
0
/**
 * Apply generation magic to an ego-item.
 */
void ego_apply_magic(object_type *o_ptr, int level)
{
	int i, flag, x;

	bitflag flags[OF_SIZE], newf[OF_SIZE], f2[OF_SIZE];
	object_flags(o_ptr, flags);

	/* Extra powers */
	if (o_ptr->ego->xtra == OBJECT_XTRA_TYPE_SUSTAIN)
		create_mask(newf, FALSE, OFT_SUST, OFT_MAX);
	else if (o_ptr->ego->xtra == OBJECT_XTRA_TYPE_RESIST)
		create_mask(newf, FALSE, OFT_HRES, OFT_MAX);
	else if (o_ptr->ego->xtra == OBJECT_XTRA_TYPE_POWER)
		create_mask(newf, FALSE, OFT_PROT, OFT_MISC, OFT_MAX);

	if (o_ptr->ego->xtra)
		of_on(o_ptr->flags, get_new_attr(flags, newf));

	/* Apply extra o_ptr->ego bonuses */
	o_ptr->to_h += randcalc(o_ptr->ego->to_h, level, RANDOMISE);
	o_ptr->to_d += randcalc(o_ptr->ego->to_d, level, RANDOMISE);
	o_ptr->to_a += randcalc(o_ptr->ego->to_a, level, RANDOMISE);

	/* Apply pvals */
	of_copy(f2, o_ptr->ego->flags);
	for (i = 0; i < o_ptr->ego->num_pvals; i++) {
		of_copy(flags, o_ptr->ego->pval_flags[i]);
		x = randcalc(o_ptr->ego->pval[i], level, RANDOMISE);
		for (flag = of_next(flags, FLAG_START); flag != FLAG_END;
				flag = of_next(flags, flag + 1))
			/* Prevent phantom flags */
			if (x)
				object_add_pval(o_ptr, x, flag);
			else
				of_off(f2, flag);
	}

	/* Apply remaining flags */
	of_union(o_ptr->flags, f2);

	return;
}
Exemple #8
0
/**
 * Apply an affix to an ego-item, checking minima as we go.
 *
 * \param o_ptr is the object we're modifying
 * \param level is the generation level
 * \param affix is the affix we're applying
 */
void ego_apply_magic(object_type *o_ptr, int level, int affix)
{
	int i, j, flag, pval, amt;
	bitflag flags[OF_SIZE], f2[OF_SIZE];
	ego_item_type *ego;

	ego = &e_info[affix];

	/* Random powers */
	for (i = 0; i < ego->num_randlines; i++)
		for (j = 0; j < ego->num_randflags[i]; j++)
			of_on(o_ptr->flags,	get_new_attr(o_ptr->flags, ego->randmask[i]));

	/* Apply extra combat bonuses */
	amt = randcalc(ego->to_h, level, RANDOMISE);
	o_ptr->to_h += amt;
	if (ego->min_to_h != NO_MINIMUM) {
		if (amt < ego->min_to_h)
			o_ptr->to_h += ego->min_to_h - amt;
		if (o_ptr->to_h < ego->min_to_h)
			o_ptr->to_h = ego->min_to_h;
	}

	amt = randcalc(ego->to_d, level, RANDOMISE);
	o_ptr->to_d += amt;
	if (ego->min_to_d != NO_MINIMUM) {
		if (amt < ego->min_to_d)
			o_ptr->to_d += ego->min_to_d - amt;
		if (o_ptr->to_d < ego->min_to_d)
			o_ptr->to_d = ego->min_to_d;
	}

	amt = randcalc(ego->to_a, level, RANDOMISE);
	o_ptr->to_a += amt;
	if (ego->min_to_a != NO_MINIMUM) {
		if (amt < ego->min_to_a)
			o_ptr->to_a += ego->min_to_a - amt;
		if (o_ptr->to_a < ego->min_to_a)
			o_ptr->to_a = ego->min_to_a;
	}

	/* Apply pvals */
	of_copy(f2, ego->flags);
	for (i = 0; i < ego->num_pvals; i++) {
		of_copy(flags, ego->pval_flags[i]);
		pval = randcalc(ego->pval[i], level, RANDOMISE);
		if (ego->min_pval[i] != NO_MINIMUM && pval < ego->min_pval[i])
			pval = ego->min_pval[i];
		for (flag = of_next(flags, FLAG_START); flag != FLAG_END;
				flag = of_next(flags, flag + 1))
			/* Prevent phantom flags, and check minima after adding */
			if (pval) {
				object_add_pval(o_ptr, pval, flag);
				if (ego->min_pval[i] != NO_MINIMUM && of_has(o_ptr->flags,
						flag))
					if (o_ptr->pval[which_pval(o_ptr, flag)] < ego->min_pval[i])
						object_add_pval(o_ptr, ego->min_pval[i] -
							o_ptr->pval[which_pval(o_ptr, flag)], flag);
			} else
				of_off(f2, flag);
	}

	/* Apply remaining flags */
	of_union(o_ptr->flags, f2);

	/* Adjust AC, weight, dice and sides */
	if (o_ptr->ac && ego->ac_mod)
		o_ptr->ac = ((100 + ego->ac_mod) * o_ptr->ac) / 100;

	o_ptr->weight = ((100 + ego->wgt_mod) * o_ptr->weight) / 100;

	o_ptr->dd += ego->dd;
	if (o_ptr->dd < 1)
		o_ptr->dd = 1;

	o_ptr->ds += ego->ds;
	if (o_ptr->ds < 1)
		o_ptr->ds = 1;

	/* Tidy up and de-duplicate flags, and set the correct prefix/suffix */
	check_flags(o_ptr);
	obj_affix_names(o_ptr);

	return;
}
Exemple #9
0
/**
 * Hit a trap. 
 */
extern void hit_trap(int y, int x)
{
	bool ident = false;
	struct trap *trap;
	struct effect *effect;

    /* Count the hidden traps here */
    int num = num_traps(cave, y, x, -1);

	/* The player is safe from all traps */
	if (player_is_trapsafe(player)) return;

    /* Oops.  We've walked right into trouble. */
    if      (num == 1) msg("You stumble upon a trap!");
    else if (num >  1) msg("You stumble upon some traps!");


	/* Look at the traps in this grid */
	for (trap = square_trap(cave, y, x); trap; trap = trap->next) {
		int flag;
		bool saved = false;

		/* Require that trap be capable of affecting the character */
		if (!trf_has(trap->kind->flags, TRF_TRAP)) continue;
		if (trap->timeout) continue;

		/* Disturb the player */
		disturb(player, 0);

		/* Give a message */
		if (trap->kind->msg)
			msg(trap->kind->msg);

		/* Test for save due to flag */
		for (flag = of_next(trap->kind->save_flags, FLAG_START);
			 flag != FLAG_END;
			 flag = of_next(trap->kind->save_flags, flag + 1))
			if (player_of_has(player, flag)) {
				saved = true;
				equip_learn_flag(player, flag);
			}

		/* Test for save due to armor */
		if (trf_has(trap->kind->flags, TRF_SAVE_ARMOR) && !trap_check_hit(125))
			saved = true;

		/* Test for save due to saving throw */
		if (trf_has(trap->kind->flags, TRF_SAVE_THROW) &&
			(randint0(100) < player->state.skills[SKILL_SAVE]))
			saved = true;

		/* Save, or fire off the trap */
		if (saved) {
			if (trap->kind->msg_good)
				msg(trap->kind->msg_good);
		} else {
			if (trap->kind->msg_bad)
				msg(trap->kind->msg_bad);
			effect = trap->kind->effect;
			effect_do(effect, source_trap(trap), NULL, &ident, false, 0, 0, 0);

			/* Do any extra effects */
			if (trap->kind->effect_xtra && one_in_(2)) {
				if (trap->kind->msg_xtra)
					msg(trap->kind->msg_xtra);
				effect = trap->kind->effect_xtra;
				effect_do(effect, source_trap(trap), NULL, &ident, false, 0, 0, 0);
			}
		}

		/* Some traps drop you a dungeon level */
		if (trf_has(trap->kind->flags, TRF_DOWN))
			dungeon_change_level(player,
								 dungeon_get_next_level(player->depth, 1));

		/* Some traps drop you onto them */
		if (trf_has(trap->kind->flags, TRF_PIT))
			monster_swap(player->py, player->px, trap->fy, trap->fx);

		/* Some traps disappear after activating, all have a chance to */
		if (trf_has(trap->kind->flags, TRF_ONETIME) || one_in_(3)) {
			square_destroy_trap(cave, y, x);
			square_forget(cave, y, x);
		}

		/* Trap may have gone */
		if (!square_trap(cave, y, x)) break;

		/* Trap becomes visible (always XXX) */
		trf_on(trap->flags, TRF_VISIBLE);
		square_memorize(cave, y, x);
	}

    /* Verify traps (remove marker if appropriate) */
    (void)square_verify_trap(cave, y, x, 0);
}