/* * Describe slays and brands on weapons */ static bool describe_slays(textblock *tb, const bitflag flags[OF_SIZE], int tval) { bool printed = FALSE; const char *slay_descs[SL_MAX] = { 0 }; bitflag slay_mask[OF_SIZE], kill_mask[OF_SIZE], brand_mask[OF_SIZE]; size_t count; bool fulldesc; create_mask(slay_mask, FALSE, OFT_SLAY, OFT_MAX); create_mask(kill_mask, FALSE, OFT_KILL, OFT_MAX); create_mask(brand_mask, FALSE, OFT_BRAND, OFT_MAX); if (tval == TV_SWORD || tval == TV_HAFTED || tval == TV_POLEARM || tval == TV_DIGGING || tval == TV_BOW || tval == TV_SHOT || tval == TV_ARROW || tval == TV_BOLT || tval == TV_FLASK) fulldesc = FALSE; else fulldesc = TRUE; /* Slays */ count = list_slays(flags, slay_mask, slay_descs, NULL, NULL, TRUE); if (count) { if (fulldesc) textblock_append(tb, "It causes your melee attacks to slay "); else textblock_append(tb, "Slays "); info_out_list(tb, slay_descs, count); printed = TRUE; } /* Kills */ count = list_slays(flags, kill_mask, slay_descs, NULL, NULL, TRUE); if (count) { if (fulldesc) textblock_append(tb, "It causes your melee attacks to *slay* "); else textblock_append(tb, "*Slays* "); info_out_list(tb, slay_descs, count); printed = TRUE; } /* Brands */ count = list_slays(flags, brand_mask, NULL, slay_descs, NULL, TRUE); if (count) { if (fulldesc) textblock_append(tb, "It brands your melee attacks with "); else textblock_append(tb, "Branded with "); info_out_list(tb, slay_descs, count); printed = TRUE; } return printed; }
/* * 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; }
/* * Evaluate the object's overall power level. */ s32b object_power(const object_type* o_ptr, int verbose, ang_file *log_file, bool known) { s32b p = 0, q = 0, slay_pwr = 0; unsigned int i, j; int extra_stat_bonus = 0, mult = 1, num_slays = 0, k = 1; bitflag flags[OF_SIZE], mask[OF_SIZE]; /* Zero the flag counts */ for (i = 0; i < N_ELEMENTS(sets); i++) sets[i].count = 0; /* Extract the flags */ if (known) { file_putf(log_file, "Object is deemed known\n"); object_flags(o_ptr, flags); } else { file_putf(log_file, "Object may not be fully known\n"); object_flags_known(o_ptr, flags); } /* Log the flags in human-readable form */ if (verbose) log_flags(flags, log_file); /* Get the slay power and number of slay/brand types */ create_mask(mask, FALSE, OFT_SLAY, OFT_KILL, OFT_BRAND, OFT_MAX); num_slays = list_slays(flags, mask, NULL, NULL, NULL, TRUE); if (num_slays) slay_pwr = slay_power(o_ptr, verbose, log_file, known); /* Start with any damage boost from the item itself */ p += (o_ptr->to_d * DAMAGE_POWER / 2); file_putf(log_file, "Adding power from to_dam, total is %d\n", p); /* Add damage from dice for any wieldable weapon or ammo */ if (wield_slot(o_ptr) == INVEN_WIELD || obj_is_ammo(o_ptr)) { p += (o_ptr->dd * (o_ptr->ds + 1) * DAMAGE_POWER / 4); file_putf(log_file, "Adding power for dam dice, total is %d\n", p); /* Add 2nd lot of damage power for nonweapons */ } else if (wield_slot(o_ptr) != INVEN_BOW) { p += (o_ptr->to_d * DAMAGE_POWER); file_putf(log_file, "Adding power from nonweap to_dam, total is %d\n", p); /* Add power boost for nonweapons with combat flags */ if (num_slays || of_has(flags, OF_BLOWS) || of_has(flags, OF_SHOTS) || of_has(flags, OF_MIGHT)) { p += (WEAP_DAMAGE * DAMAGE_POWER); file_putf(log_file, "Adding power for nonweap combat flags, total is %d\n", p); } } /* Add ammo damage for launchers, get multiplier and rescale */ if (wield_slot(o_ptr) == INVEN_BOW) { p += (archery[o_ptr->sval / 10].ammo_dam * DAMAGE_POWER / 2); file_putf(log_file, "Adding power from ammo, total is %d\n", p); mult = bow_multiplier(o_ptr->sval); file_putf(log_file, "Base mult for this weapon is %d\n", mult); } /* Add launcher bonus for ego ammo, multiply for launcher and rescale */ if (obj_is_ammo(o_ptr)) { if (o_ptr->ego) p += (archery[o_ptr->tval - TV_SHOT].launch_dam * DAMAGE_POWER / 2); p = p * archery[o_ptr->tval - TV_SHOT].launch_mult / (2 * MAX_BLOWS); file_putf(log_file, "After multiplying ammo and rescaling, power is %d\n", p); } /* Add power for extra blows */ if (of_has(flags, OF_BLOWS)) { j = which_pval(o_ptr, OF_BLOWS); if (known || object_this_pval_is_visible(o_ptr, j)) { if (o_ptr->pval[j] >= INHIBIT_BLOWS) { p += INHIBIT_POWER; file_putf(log_file, "INHIBITING - too many extra blows\n"); } else { p = p * (MAX_BLOWS + o_ptr->pval[j]) / MAX_BLOWS; /* Add boost for assumed off-weapon damage */ p += (NONWEAP_DAMAGE * o_ptr->pval[j] * DAMAGE_POWER / 2); file_putf(log_file, "Adding power for extra blows, total is %d\n", p); } } } /* Add power for extra shots - note that we cannot handle negative shots */ if (of_has(flags, OF_SHOTS)) { j = which_pval(o_ptr, OF_SHOTS); if (known || object_this_pval_is_visible(o_ptr, j)) { if (o_ptr->pval[j] >= INHIBIT_SHOTS) { p += INHIBIT_POWER; file_putf(log_file, "INHIBITING - too many extra shots\n"); } else if (o_ptr->pval[j] > 0) { p = (p * (1 + o_ptr->pval[j])); file_putf(log_file, "Extra shots: multiplying power by 1 + %d, total is %d\n", o_ptr->pval[j], p); } } } /* Add power for extra might */ if (of_has(flags, OF_MIGHT)) { j = which_pval(o_ptr, OF_MIGHT); if (known || object_this_pval_is_visible(o_ptr, j)) { if (o_ptr->pval[j] >= INHIBIT_MIGHT) { p += INHIBIT_POWER; mult = 1; /* don't overflow */ file_putf(log_file, "INHIBITING - too much extra might\n"); } else mult += o_ptr->pval[j]; file_putf(log_file, "Mult after extra might is %d\n", mult); } } p *= mult; file_putf(log_file, "After multiplying power for might, total is %d\n", p); /* Apply the correct slay multiplier */ if (slay_pwr) { p = (p * (slay_pwr / 10)) / (tot_mon_power / 10); file_putf(log_file, "Adjusted for slay power, total is %d\n", p); } /* Melee weapons assume MAX_BLOWS per turn, so we must divide by MAX_BLOWS * to get equal ratings for launchers. */ if (wield_slot(o_ptr) == INVEN_BOW) { p /= MAX_BLOWS; file_putf(log_file, "Rescaling bow power, total is %d\n", p); } /* Add power for +to_hit */ p += (o_ptr->to_h * TO_HIT_POWER / 2); file_putf(log_file, "Adding power for to hit, total is %d\n", p); /* Add power for base AC and adjust for weight */ if (o_ptr->ac) { q += BASE_ARMOUR_POWER; q += (o_ptr->ac * BASE_AC_POWER / 2); file_putf(log_file, "Adding %d power for base AC value\n", q); /* Add power for AC per unit weight */ if (o_ptr->weight > 0) { i = 800 * (o_ptr->ac + o_ptr->to_a) / o_ptr->weight; /* Avoid overpricing Elven Cloaks */ if (i > 450) i = 450; q *= i; q /= 100; /* Weightless (ethereal) armour items get fixed boost */ } else q *= 5; p += q; file_putf(log_file, "Adding power for AC per unit weight, now %d\n", p); } /* Add power for +to_ac */ p += (o_ptr->to_a * TO_AC_POWER / 2); file_putf(log_file, "Adding power for to_ac of %d, total is %d\n", o_ptr->to_a, p); if (o_ptr->to_a > HIGH_TO_AC) { p += ((o_ptr->to_a - (HIGH_TO_AC - 1)) * TO_AC_POWER); file_putf(log_file, "Adding power for high to_ac value, total is %d\n", p); } if (o_ptr->to_a > VERYHIGH_TO_AC) { p += ((o_ptr->to_a - (VERYHIGH_TO_AC -1)) * TO_AC_POWER * 2); file_putf(log_file, "Adding power for very high to_ac value, total is %d\n", p); } if (o_ptr->to_a >= INHIBIT_AC) { p += INHIBIT_POWER; file_putf(log_file, "INHIBITING: AC bonus too high\n"); } /* Add power for light sources by radius XXX Hack - rewrite calc_torch! */ if (wield_slot(o_ptr) == INVEN_LIGHT) { p += BASE_LIGHT_POWER; /* Artifact lights have larger radius so add more */ if (o_ptr->artifact) p += BASE_LIGHT_POWER; file_putf(log_file, "Adding power for light radius, total is %d\n", p); } /* Add base power for jewelry */ if (object_is_jewelry(o_ptr)) { p += BASE_JEWELRY_POWER; file_putf(log_file, "Adding power for jewelry, total is %d\n", p); } /* Add power for non-derived flags (derived flags have flag_power 0) */ for (i = 0; i < OF_MAX; i++) { if (of_has(flags, i)) { if (flag_uses_pval(i)) { j = which_pval(o_ptr, i); if (known || object_this_pval_is_visible(o_ptr, j)) { k = o_ptr->pval[j]; extra_stat_bonus += (k * pval_mult(i)); } } else k = 1; if (flag_power(i)) { p += (k * flag_power(i) * slot_mult(i, wield_slot(o_ptr))); file_putf(log_file, "Adding power for %s, total is %d\n", flag_name(i), p); } /* Track combinations of flag types - note we ignore SUST_CHR */ for (j = 0; j < N_ELEMENTS(sets); j++) if ((sets[j].type == obj_flag_type(i)) && (i != OF_SUST_CHR)) sets[j].count++; } } /* Add extra power term if there are a lot of ability bonuses */ if (extra_stat_bonus > 249) { file_putf(log_file, "Inhibiting! (Total ability bonus of %d is too high)\n", extra_stat_bonus); p += INHIBIT_POWER; } else { p += ability_power[extra_stat_bonus / 10]; file_putf(log_file, "Adding power for pval total of %d, total is %d\n", extra_stat_bonus, p); } /* Add extra power for multiple flags of the same type */ for (i = 0; i < N_ELEMENTS(sets); i++) { if (sets[i].count > 1) { p += (sets[i].factor * sets[i].count * sets[i].count); file_putf(log_file, "Adding power for multiple flags of type %d, total is %d\n", i, p); } /* Add bonus if item has a full set of these flags */ if (sets[i].count == sets[i].size) { p += sets[i].bonus; file_putf(log_file, "Adding power for full set of type %d, total is %d\n", i, p); } } /* add power for effect */ if (known || object_effect_is_known(o_ptr)) { if (o_ptr->artifact && o_ptr->artifact->effect) { p += effect_power(o_ptr->artifact->effect); file_putf(log_file, "Adding power for artifact activation, total is %d\n", p); } else { p += effect_power(o_ptr->kind->effect); file_putf(log_file, "Adding power for item activation, total is %d\n", p); } } file_putf(log_file, "FINAL POWER IS %d\n", p); return p; }
/* * 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; }
/** * 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; }