/* * Check if an object is melee weapon and allows wielding with two-hands */ bool object_allow_two_hands_wielding(object_type *o_ptr) { if (object_is_melee_weapon(o_ptr) && ((o_ptr->weight > 99) || (o_ptr->tval == TV_POLEARM))) return TRUE; /* Hack: Shield Mastery technique */ if (weaponmaster_get_toggle() == TOGGLE_SHIELD_BASH && object_is_shield(o_ptr)) return TRUE; return FALSE; }
void display_weapon_info(doc_ptr doc, int hand) { object_type *o_ptr = equip_obj(p_ptr->weapon_info[hand].slot); char o_name[MAX_NLEN]; u32b flgs[TR_FLAG_SIZE]; int dd; int ds; int to_d = 0; int to_h = 0; int mult; critical_t crit = {0}; int crit_pct = 0; int num_blow = NUM_BLOWS(hand); bool force = FALSE; doc_ptr cols[2] = {0}; if (p_ptr->weapon_info[hand].wield_how == WIELD_NONE) return; if (!o_ptr) return; dd = o_ptr->dd + p_ptr->weapon_info[hand].to_dd; ds = o_ptr->ds + p_ptr->weapon_info[hand].to_ds; if (object_is_known(o_ptr)) { to_d = o_ptr->to_d; to_h = o_ptr->to_h; } switch (display_weapon_mode) { case MAULER_STUNNING_BLOW: case MAULER_CRITICAL_BLOW: case MAULER_CRUSHING_BLOW: case MAULER_KNOCKBACK: num_blow = 100; break; case MAULER_KNOCKOUT_BLOW: num_blow = 100; to_h -= 50; break; case PY_POWER_ATTACK: to_h += 10; to_d += p_ptr->lev / 2; break; } weapon_flags_known(hand, flgs); if ( (have_flag(flgs, TR_FORCE_WEAPON) || p_ptr->tim_force) && (p_ptr->csp > o_ptr->dd*o_ptr->ds/5) ) { force = TRUE; } if (weaponmaster_get_toggle() == TOGGLE_SHIELD_BASH && object_is_shield(o_ptr)) { dd = 3 + p_ptr->weapon_info[hand].to_dd; ds = o_ptr->ac + p_ptr->weapon_info[hand].to_ds; if (object_is_known(o_ptr)) { to_h = o_ptr->to_a; to_d = o_ptr->to_a; to_h += 2*o_ptr->to_h; to_d += 2*o_ptr->to_d; } } mult = 100; if (have_flag(flgs, TR_VORPAL2)) mult = mult * 5 / 3; else if (have_flag(flgs, TR_VORPAL)) mult = mult * 11 / 9; mult += mult * p_ptr->weapon_info[hand].to_mult / 100; if (display_weapon_mode == MAULER_CRUSHING_BLOW) { int d = p_ptr->lev/5; int n = 10*(1 + d)/2; /* scale by 10 */ mult = mult * (50 + n)/30; } if (!have_flag(flgs, TR_ORDER)) { const int attempts = 10 * 1000; int i; int crits = 0; /* Compute Average Effects of Criticals by sampling */ for (i = 0; i < attempts; i++) { critical_t tmp = critical_norm(o_ptr->weight, to_h, p_ptr->weapon_info[hand].to_h, display_weapon_mode, hand); if (tmp.desc) { crit.mul += tmp.mul; crit.to_d += tmp.to_d; crits++; } else crit.mul += 100; } crit.mul = crit.mul / attempts; crit.to_d = crit.to_d * 100 / attempts; crit_pct = crits * 1000 / attempts; } else crit.mul = 100; /* Display in 2 columns, side by side */ cols[0] = doc_alloc(60); cols[1] = doc_alloc(10); /* Column #1 */ object_desc(o_name, o_ptr, OD_COLOR_CODED | OD_NAME_AND_ENCHANT); if (prace_is_(RACE_MON_SWORD)) doc_printf(cols[0], "<color:y> You :</color> <indent><style:indent>%s</style></indent>\n", o_name); else doc_printf(cols[0], "<color:y> Hand #%d:</color> <indent><style:indent>%s</style></indent>\n", hand+1, o_name); doc_printf(cols[0], " %-7.7s: %d.%d lbs\n", "Weight", o_ptr->weight/10, o_ptr->weight%10); if (weaponmaster_get_toggle() == TOGGLE_SHIELD_BASH) { assert(o_ptr->tval == TV_SHIELD); doc_printf(cols[0], " %-7.7s: %dd%d (%+d,%+d)\n", "Bash", dd, ds, to_h, to_d); doc_printf(cols[0], " %-7.7s: %s (%+d To Hit)\n", "Profic", skills_shield_describe_current(o_ptr->sval), skills_shield_calc_bonus(o_ptr->sval)); } else { doc_printf(cols[0], " %-7.7s: %s (%+d To Hit)\n", "Profic", skills_weapon_describe_current(o_ptr->tval, o_ptr->sval), skills_weapon_calc_bonus(o_ptr->tval, o_ptr->sval)); } doc_printf(cols[0], " %-7.7s: %d + %d = %d\n", "To Hit", to_h, p_ptr->weapon_info[hand].to_h, to_h + p_ptr->weapon_info[hand].to_h); doc_printf(cols[0], " %-7.7s: %d + %d = %d\n", "To Dam", to_d, p_ptr->weapon_info[hand].to_d, to_d + p_ptr->weapon_info[hand].to_d); doc_printf(cols[0], " %-7.7s: %d.%2.2d\n", "Blows", num_blow/100, num_blow%100); if (p_ptr->weapon_info[hand].dual_wield_pct < 1000) { doc_printf(cols[0], " %-7.7s: %d.%d%%\n", "Skill", p_ptr->weapon_info[hand].dual_wield_pct/ 10, p_ptr->weapon_info[hand].dual_wield_pct % 10); } mult = mult * crit.mul / 100; to_d = to_d + crit.to_d/100 + p_ptr->weapon_info[hand].to_d; doc_printf(cols[0], "<color:G> %-7.7s</color>\n", "Damage"); if (!have_flag(flgs, TR_ORDER)) { if (crit.to_d) { doc_printf(cols[0], " %-7.7s: %d.%02dx + %d.%02d\n", "Crits", crit.mul/100, crit.mul%100, crit.to_d/100, crit.to_d%100); } else { doc_printf(cols[0], " %-7.7s: %d.%02dx (%d.%d%%)\n", "Crits", crit.mul/100, crit.mul%100, crit_pct / 10, crit_pct % 10); } } if (p_ptr->weapon_info[hand].to_mult) { int m = 100 + p_ptr->weapon_info[hand].to_mult; doc_printf(cols[0], " %-7.7s: %d.%02dx\n", "Mauler", m / 100, m % 100); } _display_weapon_slay(mult, 100, FALSE, num_blow, dd, ds, to_d, "Normal", TERM_WHITE, cols[0]); if (force) _display_weapon_slay(mult, 100, force, num_blow, dd, ds, to_d, "Force", TERM_L_BLUE, cols[0]); if (p_ptr->tim_slay_sentient) _display_weapon_slay(mult, 200, force, num_blow, dd, ds, to_d, "Sent.", TERM_YELLOW, cols[0]); if (have_flag(flgs, TR_KILL_ANIMAL)) _display_weapon_slay(mult, 400, force, num_blow, dd, ds, to_d, "Animals", TERM_YELLOW, cols[0]); else if (have_flag(flgs, TR_SLAY_ANIMAL)) _display_weapon_slay(mult, 250, force, num_blow, dd, ds, to_d, "Animals", TERM_YELLOW, cols[0]); if (have_flag(flgs, TR_KILL_EVIL)) _display_weapon_slay(mult, 350, force, num_blow, dd, ds, to_d, "Evil", TERM_YELLOW, cols[0]); else if (have_flag(flgs, TR_SLAY_EVIL)) _display_weapon_slay(mult, 200, force, num_blow, dd, ds, to_d, "Evil", TERM_YELLOW, cols[0]); if (have_flag(flgs, TR_SLAY_GOOD)) _display_weapon_slay(mult, 200, force, num_blow, dd, ds, to_d, "Good", TERM_YELLOW, cols[0]); if (have_flag(flgs, TR_SLAY_LIVING)) _display_weapon_slay(mult, 200, force, num_blow, dd, ds, to_d, "Living", TERM_YELLOW, cols[0]); if (have_flag(flgs, TR_KILL_HUMAN)) _display_weapon_slay(mult, 400, force, num_blow, dd, ds, to_d, "Human", TERM_YELLOW, cols[0]); else if (have_flag(flgs, TR_SLAY_HUMAN)) _display_weapon_slay(mult, 250, force, num_blow, dd, ds, to_d, "Human", TERM_YELLOW, cols[0]); if (have_flag(flgs, TR_KILL_UNDEAD)) _display_weapon_slay(mult, 500, force, num_blow, dd, ds, to_d, "Undead", TERM_YELLOW, cols[0]); else if (have_flag(flgs, TR_SLAY_UNDEAD)) _display_weapon_slay(mult, 300, force, num_blow, dd, ds, to_d, "Undead", TERM_YELLOW, cols[0]); if (have_flag(flgs, TR_KILL_DEMON)) _display_weapon_slay(mult, 500, force, num_blow, dd, ds, to_d, "Demons", TERM_YELLOW, cols[0]); else if (have_flag(flgs, TR_SLAY_DEMON)) _display_weapon_slay(mult, 300, force, num_blow, dd, ds, to_d, "Demons", TERM_YELLOW, cols[0]); if (have_flag(flgs, TR_KILL_ORC)) _display_weapon_slay(mult, 500, force, num_blow, dd, ds, to_d, "Orcs", TERM_YELLOW, cols[0]); else if (have_flag(flgs, TR_SLAY_ORC)) _display_weapon_slay(mult, 300, force, num_blow, dd, ds, to_d, "Orcs", TERM_YELLOW, cols[0]); if (have_flag(flgs, TR_KILL_TROLL)) _display_weapon_slay(mult, 500, force, num_blow, dd, ds, to_d, "Trolls", TERM_YELLOW, cols[0]); else if (have_flag(flgs, TR_SLAY_TROLL)) _display_weapon_slay(mult, 300, force, num_blow, dd, ds, to_d, "Trolls", TERM_YELLOW, cols[0]); if (have_flag(flgs, TR_KILL_GIANT)) _display_weapon_slay(mult, 500, force, num_blow, dd, ds, to_d, "Giants", TERM_YELLOW, cols[0]); else if (have_flag(flgs, TR_SLAY_GIANT)) _display_weapon_slay(mult, 300, force, num_blow, dd, ds, to_d, "Giants", TERM_YELLOW, cols[0]); if (have_flag(flgs, TR_KILL_DRAGON)) _display_weapon_slay(mult, 500, force, num_blow, dd, ds, to_d, "Dragons", TERM_YELLOW, cols[0]); else if (have_flag(flgs, TR_SLAY_DRAGON)) _display_weapon_slay(mult, 300, force, num_blow, dd, ds, to_d, "Dragons", TERM_YELLOW, cols[0]); if (have_flag(flgs, TR_BRAND_ACID)) _display_weapon_slay(mult, 250, force, num_blow, dd, ds, to_d, "Acid", TERM_RED, cols[0]); if (have_flag(flgs, TR_BRAND_ELEC)) _display_weapon_slay(mult, 250, force, num_blow, dd, ds, to_d, "Elec", TERM_RED, cols[0]); if (have_flag(flgs, TR_BRAND_FIRE)) _display_weapon_slay(mult, 250, force, num_blow, dd, ds, to_d, "Fire", TERM_RED, cols[0]); if (have_flag(flgs, TR_BRAND_COLD)) _display_weapon_slay(mult, 250, force, num_blow, dd, ds, to_d, "Cold", TERM_RED, cols[0]); if (have_flag(flgs, TR_BRAND_POIS)) _display_weapon_slay(mult, 250, force, num_blow, dd, ds, to_d, "Poison", TERM_RED, cols[0]); if (p_ptr->weapon_info[hand].wield_how == WIELD_TWO_HANDS) { if (p_ptr->weapon_info[hand].omoi) doc_insert(cols[0], " Your weapon requires two hands to wield properly.\n"); } if (p_ptr->weapon_info[hand].info) { byte a = p_ptr->weapon_info[hand].info_attr; if (!a) a = TERM_WHITE; /* uninitialized is TERM_DARK???! */ doc_printf(cols[0], " <color:%c>%s</color>\n", attr_to_attr_char(a), p_ptr->weapon_info[hand].info); } /* Column #1 */ doc_insert(cols[1], "<color:G>Accuracy</color>\n"); doc_insert(cols[1], " AC Hit\n"); doc_printf(cols[1], "%3d %2d%%\n", 25, hit_chance(hand, to_h, 25)); doc_printf(cols[1], "%3d %2d%%\n", 50, hit_chance(hand, to_h, 50)); doc_printf(cols[1], "%3d %2d%%\n", 75, hit_chance(hand, to_h, 75)); doc_printf(cols[1], "%3d %2d%%\n", 100, hit_chance(hand, to_h, 100)); doc_printf(cols[1], "%3d %2d%%\n", 125, hit_chance(hand, to_h, 125)); doc_printf(cols[1], "%3d %2d%%\n", 150, hit_chance(hand, to_h, 150)); doc_printf(cols[1], "%3d %2d%%\n", 175, hit_chance(hand, to_h, 175)); doc_printf(cols[1], "%3d %2d%%\n", 200, hit_chance(hand, to_h, 200)); /* Assemble the result */ doc_insert_cols(doc, cols, 2, 1); doc_free(cols[0]); doc_free(cols[1]); }