예제 #1
0
static int _calc_innate_blows_aux(innate_attack_ptr a, int max, int str_idx, int dex_idx)
{
    int      result = 0;
    int      blow_str_idx;
    int      mul = 55, div = MAX(70, a->weight);
    _range_t rng = _blows_range[dex_idx];

    blow_str_idx = (adj_str_blow[str_idx] * mul / div);
    if (blow_str_idx > 110) blow_str_idx = 110;

    result = rng.min + (rng.max - rng.min) * blow_str_idx / 110;

    if (prace_is_(RACE_MON_LEPRECHAUN))
        result /= 2;

    if (prace_is_(RACE_MON_HYDRA))
        result *= 2;

    if (result < 100)
        result = 100;
    if (result > max)
        result = max;

    return result;
}
예제 #2
0
void vampire_feed(int amt)
{
    int food;
    int div = 4;

    if (prace_is_(MIMIC_BAT))
        div = 16;

    if (p_ptr->food < PY_FOOD_FULL)
        hp_player(amt);
    else
        msg_print("You were not hungry.");

    /* Experimental: Scale the feeding asymptotically. Historically, vampiric feeding
        was too slow in the early game (low damage) hence tedious. But by the end game,
        a mere two bites would fill the vampire, rendering the talent rather useless. */
    if (p_ptr->food < PY_FOOD_VAMP_MAX)
        food = p_ptr->food + (PY_FOOD_VAMP_MAX - p_ptr->food) / div;
    /* Exceeding PY_FOOD_VAMP_MAX is unlikely, but possible (eg. eating rations of food?!) */
    else if (p_ptr->food < PY_FOOD_MAX)
        food = p_ptr->food + (PY_FOOD_MAX - p_ptr->food) / div;
    else
        food = p_ptr->food + amt;

    assert(food >= p_ptr->food);
    set_food(food);
}
예제 #3
0
int bow_range(object_type *o_ptr)
{
    int range, mult;

    switch (o_ptr->sval)
    {
    case SV_LIGHT_XBOW:
        range = 9; /* somebody is adding 1 later ... */
        range += (p_ptr->concent + 1) / 2;    /* Snipers? */
        break;

    case SV_SHORT_BOW:
        range = 9; /* somebody is adding 1 later ... */
        break;

    default:
        mult = bow_mult(o_ptr);
        range = 13 + mult/80;
        if (o_ptr->sval == SV_HEAVY_XBOW)
        {
            if (p_ptr->concent)
                range -= (5 - (p_ptr->concent + 1) / 2);
            else
                range -= 5;
        }
        break;
    }
    if (prace_is_(RACE_DEMIGOD) && p_ptr->psubrace == DEMIGOD_ARTEMIS)
        range += 1 + p_ptr->lev/12;

    return range;
}
예제 #4
0
bool res_save_inventory(int which)
{
    int power = res_is_low(which) ? 66 : 41;

    /* Mercy for racial vulnerabilities:
        ResCt  Old% New%
        =====  ==== ====
          1    24.2 35.2
          2     1.5 16.7
          3     0.0  7.4
          4          3.7
          5          1.9
          6          0.0
    */
    if (prace_is_(RACE_ENT) && which == RES_FIRE)
        power = 54;
    if (prace_is_(RACE_ANDROID) && which == RES_ELEC)
        power = 54;

    return res_save(which, power);
}
예제 #5
0
void display_shooter_info(doc_ptr doc)
{
    object_type *bow_ptr = NULL;
    int          slot = equip_find_object(TV_BOW, SV_ANY);
    char         o_name[MAX_NLEN];
    int          mult;
    int          num_fire = 0;
    int          to_h = 0;
    int          to_d = 0;
    int          i, j;

    if (!slot || prace_is_(RACE_MON_JELLY) || p_ptr->shooter_info.tval_ammo == TV_NO_AMMO)
        return;

    bow_ptr = equip_obj(slot);
    assert(bow_ptr);

    mult = bow_mult(bow_ptr);

    if (p_ptr->shooter_info.num_fire)
        num_fire = p_ptr->shooter_info.num_fire * 100 * 100 / bow_energy(bow_ptr->sval);

    if (object_is_known(bow_ptr))
    {
        to_h = bow_ptr->to_h;
        to_d = bow_ptr->to_d;
        if (weaponmaster_is_(WEAPONMASTER_CROSSBOWS) && p_ptr->lev >= 15)
            to_d += 1 + p_ptr->lev/10;
    }

    /* Shooter */
    object_desc(o_name, bow_ptr, OD_OMIT_INSCRIPTION | OD_COLOR_CODED);
    doc_printf(doc, " <color:y>Shooting</color>: <indent><style:indent>%s</style></indent>\n", o_name);
    
    doc_printf(doc, " %-8.8s: %d'\n", "Range", (bow_range(bow_ptr) + 1) * 10);
    doc_printf(doc, " %-8.8s: %d.%02d\n", "Shots", num_fire/100, num_fire%100);
    doc_printf(doc, " %-8.8s: %d.%02dx\n", "Mult", mult/100, mult%100);
    doc_printf(doc, " %-8.8s: %d + %d = %d\n", "To Hit", to_h, p_ptr->shooter_info.dis_to_h, to_h + p_ptr->shooter_info.dis_to_h);
    doc_printf(doc, " %-8.8s: %d (%s)\n", "To Dam", to_d, "Multiplier Applies");
    doc_printf(doc, " %-8.8s: %d (%s)\n", "Xtra Dam", p_ptr->shooter_info.dis_to_d, "Multiplier Does Not Apply");
    doc_newline(doc);

    /* Ammo */
    j = 0;
    for (i = 0; i < INVEN_PACK; i++)
    {
        if (inventory[i].tval == p_ptr->shooter_info.tval_ammo)
            _shooter_info_aux(doc, bow_ptr, &inventory[i], ++j);
    }

}
예제 #6
0
int calculate_base_blows(int hand, int str_idx, int dex_idx)
{
    int            result = 0;
    weapon_info_t *info_ptr = &p_ptr->weapon_info[hand];
    object_type   *o_ptr = NULL;
    int            blow_str_idx;
    int            div = 0;
    int            mul = 0;
    int            wgt = 0;
    _blow_info_t   blow_info = {0};
    _range_t       rng = _blows_range[dex_idx];

    if (info_ptr->wield_how == WIELD_NONE) return 0;

    o_ptr = equip_obj(info_ptr->slot);
    if (!o_ptr) return 0;
    if (info_ptr->heavy_wield) return 100;

    blow_info = _get_blow_info(hand);

    wgt = o_ptr->weight;
    div = (wgt < blow_info.wgt) ? blow_info.wgt : wgt;
    mul = blow_info.mul + info_ptr->giant_wield * 10;

    blow_str_idx = adj_str_blow[str_idx] * mul / div; /* Scaled by 10 */
    if (info_ptr->wield_how == WIELD_TWO_HANDS)
    {
        if (!info_ptr->omoi)
            blow_str_idx += 10;
        if (prace_is_(RACE_MON_GIANT) && giant_is_favorite(o_ptr)) 
            blow_str_idx += 10;
    }
    if (p_ptr->pclass == CLASS_NINJA) blow_str_idx = MAX(0, blow_str_idx-10);
    if (blow_str_idx > 110) blow_str_idx = 110;

    result = rng.min + (rng.max - rng.min) * blow_str_idx / 110;

    if (p_ptr->pclass == CLASS_MAULER)
        result = 100 + (result - 100)/8;
        
    if (result > blow_info.num) 
        result = blow_info.num;

    if (result < 100)
        result = 100;

    return result;
}
예제 #7
0
void hypnotic_gaze_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Hypnotic Gaze");
        break;
    case SPELL_DESC:
        var_set_string(res, "Attempt to charm a monster.");
        break;
    case SPELL_GAIN_MUT:
        msg_print("Your eyes look mesmerizing...");
        break;
    case SPELL_LOSE_MUT:
        msg_print("Your eyes look uninteresting.");
        break;
    case SPELL_MUT_DESC:
        var_set_string(res, "Your gaze is hypnotic.");
        break;
    case SPELL_CAST:
    {
        int dir = 0;
        var_set_bool(res, FALSE);
        if (get_aim_dir(&dir))
        {
            int power = p_ptr->lev;
            
            if (prace_is_(RACE_MON_VAMPIRE))
                power *= 2;

            msg_print("Your eyes look mesmerizing...");
            charm_monster(dir, power);
            var_set_bool(res, TRUE);
        }
        break;
    }
    default:
        default_spell(cmd, res);
        break;
    }
}
예제 #8
0
int res_pct_aux(int which, int count)
{
    int result = 0;
    int idx = count;

    if (count < 0)
        idx *= -1;

    if (idx >= _MAX_PCTS)
        idx = _MAX_PCTS-1;

    if (res_is_low(which))
        result = _lo_pcts[idx];
    else
        result = _hi_pcts[idx];

    if (count < 0)
        result *= -1;
    else if (result < 100)
    {
        if (which == RES_CONF)
        {
            if (prace_is_(RACE_TONBERRY) || demon_is_(DEMON_CYBERDEMON))
                result = (result + 1) / 2;
        }

        if (which == RES_LITE)
        {
            if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_MON_VAMPIRE) || prace_is_(MIMIC_VAMPIRE))
                result = (result + 1) / 2;
        }

        if (which == RES_FIRE)
        {
            if (prace_is_(RACE_ENT))
                result = result * 7 / 10;
        }

        if (which == RES_ELEC)
        {
            if (prace_is_(RACE_ANDROID))
                result = result * 7 / 10;
        }
    }
    return result;
}
예제 #9
0
/*
 * Destroy an item
 */
void do_cmd_destroy(void)
{
    int          item, amt = 1;
    int          old_number;
    bool         force = FALSE;
    object_type *o_ptr;
    object_type  forge;
    object_type *q_ptr = &forge;
    bool         is_equipped = FALSE;
    char         o_name[MAX_NLEN];
    char         out_val[MAX_NLEN+40];

    cptr q, s;
    int mode = USE_INVEN | USE_FLOOR;

    if (p_ptr->pclass == CLASS_RUNE_KNIGHT)
        mode |= USE_EQUIP;

    if (p_ptr->special_defense & KATA_MUSOU)
    {
        set_action(ACTION_NONE);
    }

    /* Hack -- force destruction */
    if (command_arg > 0) force = TRUE;


    /* Get an item */
    q = "Destroy which item? ";
    s = "You have nothing to destroy.";

    if (!get_item(&item, q, s, mode)) return;

    /* Get the item (in the pack) */
    if (item >= 0)
    {
        o_ptr = &inventory[item];
        is_equipped = equip_is_valid_slot(item);
    }

    /* Get the item (on the floor) */
    else
    {
        o_ptr = &o_list[0 - item];
    }

    /* Hack for Rune Knight: They can destroy worn equipment, but only
       if it has the Sacrifice rune.  get_item() is not smart enough
       to handle this restriction ... */
    if (is_equipped && o_ptr->rune != RUNE_SACRIFICE)
    {
        msg_print("You must first remove that item before destroying it.");
        return;
    }

    /* Verify unless quantity given beforehand */
    if (!force && (confirm_destroy || (object_value(o_ptr) > 0)))
    {
        object_desc(o_name, o_ptr, OD_OMIT_PREFIX);

        /* Make a verification */
        sprintf(out_val, 
            "Really destroy %s? [y/n/Auto]",
            o_name);

        msg_print(NULL);

        /* HACK : Add the line to message buffer */
        message_add(out_val);
        p_ptr->window |= (PW_MESSAGE);
        window_stuff();

        /* Get an acceptable answer */
        while (TRUE)
        {
            char i;

            /* Prompt */
            prt(out_val, 0, 0);

            i = inkey();

            /* Erase the prompt */
            prt("", 0, 0);


            if (i == 'y' || i == 'Y')
            {
                break;
            }
            if (i == ESCAPE || i == 'n' || i == 'N')
            {
                /* Cancel */
                return;
            }
            if (i == 'A')
            {
                /* Add an auto-destroy preference line */
                if (autopick_autoregister(o_ptr))
                {
                    /* Auto-destroy it */
                    autopick_alter_item(item, TRUE);
                }

                /* The object is already destroyed. */
                return;
            }
        } /* while (TRUE) */
    }

    /* See how many items */
    if (o_ptr->number > 1)
    {
        /* Get a quantity */
        amt = get_quantity(NULL, o_ptr->number);

        /* Allow user abort */
        if (amt <= 0) return;
    }


    /* Describe the object */
    old_number = o_ptr->number;
    o_ptr->number = amt;
    object_desc(o_name, o_ptr, 0);
    o_ptr->number = old_number;

    /* Take a turn */
    energy_use = 100;

    /* Artifacts cannot be destroyed */
    if (!can_player_destroy_object(o_ptr))
    {
        energy_use = 0;

        /* Message */
        msg_format("You cannot destroy %s.", o_name);

        /* Done */
        return;
    }

    object_copy(q_ptr, o_ptr);

    stats_on_p_destroy(o_ptr, amt);

    if (prace_is_(RACE_MON_JELLY))
        jelly_eat_object(o_ptr);
    else if (prace_is_(RACE_MON_SWORD) && object_is_melee_weapon(o_ptr))
        sword_absorb_object(o_ptr);
    else if (prace_is_(RACE_MON_RING) && object_is_jewelry(o_ptr))
        ring_absorb_object(o_ptr);
    else
        msg_format("You destroy %s.", o_name);

    if (o_ptr->rune == RUNE_SACRIFICE)
    {
        int add_hp = is_equipped ? p_ptr->mhp : p_ptr->mhp/3;
        int add_sp = is_equipped ? p_ptr->msp : p_ptr->msp/3;

        msg_print("You feel a surge of wondrous power enter your body.");
        
        p_ptr->chp = MIN(p_ptr->mhp, p_ptr->chp + add_hp);
        p_ptr->chp_frac = 0;
        p_ptr->csp = MIN(p_ptr->msp, p_ptr->csp + add_sp);
        p_ptr->csp_frac = 0;

        p_ptr->redraw |= (PR_MANA);
        p_ptr->window |= (PW_PLAYER);
        p_ptr->window |= (PW_SPELL);
        p_ptr->redraw |= (PR_HP);

        if (is_equipped)
        {
            blast_object(o_ptr);
            o_ptr->curse_flags = TRC_HEAVY_CURSE;
        }
    }
    else if (is_equipped)
        blast_object(o_ptr);

    sound(SOUND_DESTITEM);

    /* Reduce the charges of rods/wands */
    reduce_charges(o_ptr, amt);

    /* Eliminate the item (from the pack) */
    if (item >= 0)
    {
        if (!is_equipped)
        {
            inven_item_increase(item, -amt);
            inven_item_describe(item);
            inven_item_optimize(item);
        }
    }

    /* Eliminate the item (from the floor) */
    else
    {
        floor_item_increase(0 - item, -amt);
        floor_item_describe(0 - item);
        floor_item_optimize(0 - item);
    }

    if ( p_ptr->pclass == CLASS_NECROMANCER
      && (q_ptr->tval == TV_LIFE_BOOK || q_ptr->tval == TV_CRUSADE_BOOK) )
    {
        int sp = 0;
        int osp = p_ptr->csp;
        switch (q_ptr->sval)
        {
        case 0: sp = 10; break;
        case 1: sp = 25; break;
        case 2: sp = 100; break;
        case 3: sp = 666; break;
        }

        p_ptr->csp += sp;
        if (p_ptr->csp >= p_ptr->msp)
        {
            p_ptr->csp = p_ptr->msp;
            p_ptr->csp_frac = 0;
        }

        if (p_ptr->csp > osp)
            msg_print("You feel your head clear.");

        p_ptr->redraw |= (PR_MANA);
    }

    if (high_level_book(q_ptr))
    {
        bool gain_expr = FALSE;

        if (p_ptr->prace == RACE_ANDROID)
        {
        }
        else if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
        {
            gain_expr = TRUE;
        }
        else if (p_ptr->pclass == CLASS_PALADIN)
        {
            if (is_good_realm(p_ptr->realm1))
            {
                if (!is_good_realm(tval2realm(q_ptr->tval))) gain_expr = TRUE;
            }
            else
            {
                if (is_good_realm(tval2realm(q_ptr->tval))) gain_expr = TRUE;
            }
        }

        if (gain_expr && (p_ptr->exp < PY_MAX_EXP))
        {
            s32b tester_exp = p_ptr->max_exp / 20;
            if (tester_exp > 10000) tester_exp = 10000;
            if (q_ptr->sval < 3) tester_exp /= 4;
            if (tester_exp<1) tester_exp = 1;

            msg_print("You feel more experienced.");
            gain_exp(tester_exp * amt);
        }
    }

    if (high_level_book(q_ptr) && q_ptr->tval == TV_LIFE_BOOK)
    {
        virtue_add(VIRTUE_UNLIFE, 1);
        virtue_add(VIRTUE_VITALITY, -1);
    }
    else if ( high_level_book(q_ptr) 
           && (q_ptr->tval == TV_DEATH_BOOK || q_ptr->tval == TV_NECROMANCY_BOOK) )
    {
        virtue_add(VIRTUE_UNLIFE, -1);
        virtue_add(VIRTUE_VITALITY, 1);
    }    

    if (q_ptr->to_a || q_ptr->to_h || q_ptr->to_d)
        virtue_add(VIRTUE_ENCHANTMENT, -1);
    
    if (object_value_real(q_ptr) > 30000)
        virtue_add(VIRTUE_SACRIFICE, 2);
    
    else if (object_value_real(q_ptr) > 10000)
        virtue_add(VIRTUE_SACRIFICE, 1);

    if (q_ptr->to_a != 0 || q_ptr->to_d != 0 || q_ptr->to_h != 0)
        virtue_add(VIRTUE_HARMONY, 1);

    if (equip_is_valid_slot(item)) 
        calc_android_exp();
}
예제 #10
0
static void do_cmd_eat_food_aux(int item)
{
    int ident, lev;
    object_type *o_ptr;

    if (music_singing_any()) bard_stop_singing();
    if (hex_spelling_any()) stop_hex_spell_all();
    warlock_stop_singing();

    /* Get the item (in the pack) */
    if (item >= 0)
    {
        o_ptr = &inventory[item];
    }

    /* Get the item (on the floor) */
    else
    {
        o_ptr = &o_list[0 - item];
    }

    if (object_is_mushroom(o_ptr) && o_ptr->art_name && o_ptr->timeout)
    {
        msg_print("Your mushroom is still charging.");
        return;
    }

    /* Sound */
    sound(SOUND_EAT);

    /* Take a turn */
    energy_use = 100;

    /* Identity not known yet */
    ident = FALSE;

    /* Object level */
    lev = k_info[o_ptr->k_idx].level;

    if (o_ptr->tval == TV_FOOD)
    {
        /* Analyze the food */
        switch (o_ptr->sval)
        {
            case SV_FOOD_POISON:
            {
                if (!res_save_default(RES_POIS))
                {
                    if (set_poisoned(p_ptr->poisoned + randint0(10) + 10, FALSE))
                        ident = TRUE;
                }
                break;
            }

            case SV_FOOD_BLINDNESS:
            {
                if (!res_save_default(RES_BLIND))
                {
                    if (set_blind(p_ptr->blind + randint0(200) + 200, FALSE))
                        ident = TRUE;
                }
                break;
            }

            case SV_FOOD_PARANOIA:
            {
                if (!fear_save_p(fear_threat_level()))
                    ident = fear_add_p(FEAR_SCARED);
                break;
            }

            case SV_FOOD_CONFUSION:
            {
                if (!res_save_default(RES_CONF))
                {
                    if (set_confused(p_ptr->confused + randint0(10) + 10, FALSE))
                        ident = TRUE;
                }
                break;
            }

            case SV_FOOD_HALLUCINATION:
            {
                if (!res_save_default(RES_CHAOS))
                {
                    if (set_image(p_ptr->image + randint0(25) + 25, FALSE))
                        ident = TRUE;
                }
                break;
            }

            case SV_FOOD_PARALYSIS:
            {
                if (!p_ptr->free_act)
                {
                    if (set_paralyzed(randint1(4), FALSE))
                    {
                        ident = TRUE;
                    }
                }
                break;
            }

            case SV_FOOD_WEAKNESS:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1);
                (void)do_dec_stat(A_STR);
                ident = TRUE;
                break;
            }

            case SV_FOOD_SICKNESS:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1);
                (void)do_dec_stat(A_CON);
                ident = TRUE;
                break;
            }

            case SV_FOOD_STUPIDITY:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1);
                (void)do_dec_stat(A_INT);
                ident = TRUE;
                break;
            }

            case SV_FOOD_NAIVETY:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1);
                (void)do_dec_stat(A_WIS);
                ident = TRUE;
                break;
            }

            case SV_FOOD_UNHEALTH:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1);
                (void)do_dec_stat(A_CON);
                ident = TRUE;
                break;
            }

            case SV_FOOD_DISEASE:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1);
                (void)do_dec_stat(A_STR);
                ident = TRUE;
                break;
            }

            case SV_FOOD_CURE_POISON:
            {
                if (set_poisoned(0, TRUE)) ident = TRUE;
                break;
            }

            case SV_FOOD_CURE_BLINDNESS:
            {
                if (set_blind(0, TRUE)) ident = TRUE;
                break;
            }

            case SV_FOOD_CURE_PARANOIA:
            {
                if (p_ptr->afraid)
                {
                    fear_clear_p();
                    ident = TRUE;
                }
                break;
            }

            case SV_FOOD_CURE_CONFUSION:
            {
                if (set_confused(0, TRUE)) ident = TRUE;
                break;
            }

            case SV_FOOD_CURE_SERIOUS:
            {
                if (hp_player(damroll(6, 8))) ident = TRUE;
                if (set_cut((p_ptr->cut / 2) - 50, TRUE)) ident = TRUE;
                break;
            }

            case SV_FOOD_RESTORE_STR:
            {
                if (do_res_stat(A_STR)) ident = TRUE;
                break;
            }

            case SV_FOOD_RESTORE_CON:
            {
                if (do_res_stat(A_CON)) ident = TRUE;
                break;
            }

            case SV_FOOD_RESTORING:
            {
                if (do_res_stat(A_STR)) ident = TRUE;
                if (do_res_stat(A_INT)) ident = TRUE;
                if (do_res_stat(A_WIS)) ident = TRUE;
                if (do_res_stat(A_DEX)) ident = TRUE;
                if (do_res_stat(A_CON)) ident = TRUE;
                if (do_res_stat(A_CHR)) ident = TRUE;
                break;
            }
            case SV_FOOD_RATION:
            case SV_FOOD_BISCUIT:
            case SV_FOOD_JERKY:
            case SV_FOOD_SLIME_MOLD:
            {
                msg_print("That tastes good.");
                ident = TRUE;
                break;
            }
            case SV_FOOD_AMBROSIA:
            {
                msg_print("That tastes divine!");
                set_poisoned(0, TRUE);
                hp_player(damroll(15, 15));
                do_res_stat(A_STR);
                do_res_stat(A_INT);
                do_res_stat(A_WIS);
                do_res_stat(A_DEX);
                do_res_stat(A_CON);
                do_res_stat(A_CHR);
                restore_level();
                ident = TRUE;
                break;
            }

            case SV_FOOD_WAYBREAD:
            {
                msg_print("That tastes good.");
                (void)set_poisoned(0, TRUE);
                (void)hp_player(damroll(4, 8));
                ident = TRUE;
                break;
            }

            case SV_FOOD_PINT_OF_ALE:
            case SV_FOOD_PINT_OF_WINE:
            {
                msg_print("That tastes good.");
                ident = TRUE;
                break;
            }
        }
    }

    if (prace_is_(RACE_SNOTLING) && object_is_mushroom(o_ptr))
    {
        int lev = k_info[o_ptr->k_idx].level;
        int dur = lev + randint1(lev);
        set_fast(p_ptr->fast + dur, FALSE);
        set_shield(p_ptr->shield + dur, FALSE);
        set_hero(p_ptr->hero + dur, FALSE);
        set_tim_building_up(p_ptr->tim_building_up + dur, FALSE);
    }

    /* Combine / Reorder the pack (later) */
    p_ptr->notice |= (PN_COMBINE | PN_REORDER);

    if (!(object_is_aware(o_ptr)))
    {
        virtue_add(VIRTUE_KNOWLEDGE, -1);
        virtue_add(VIRTUE_PATIENCE, -1);
        virtue_add(VIRTUE_CHANCE, 1);
    }

    /* We have tried it */
    if (o_ptr->tval == TV_FOOD) object_tried(o_ptr);

    stats_on_use(o_ptr, 1);

    /* The player is now aware of the object */
    if (ident && !object_is_aware(o_ptr))
    {
        object_aware(o_ptr);
        stats_on_notice(o_ptr, 1);
        gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
    }
예제 #11
0
static void do_cmd_eat_food_aux(obj_ptr obj)
{
    int  lev = k_info[obj->k_idx].level;
    bool ident = FALSE;

    if (music_singing_any()) bard_stop_singing();
    if (hex_spelling_any()) stop_hex_spell_all();
    warlock_stop_singing();

    if (object_is_mushroom(obj) && obj->art_name && obj->timeout)
    {
        msg_print("Your mushroom is still charging.");
        return;
    }

    sound(SOUND_EAT);
    energy_use = 100;
    ident = FALSE;

    /* Food may have effects */
    if (obj->tval == TV_FOOD)
    {
        switch (obj->sval)
        {
            case SV_FOOD_POISON:
            {
                if (!res_save_default(RES_POIS))
                {
                    if (set_poisoned(p_ptr->poisoned + randint0(10) + 10, FALSE))
                        ident = TRUE;
                }
                break;
            }

            case SV_FOOD_BLINDNESS:
            {
                if (!res_save_default(RES_BLIND))
                {
                    if (set_blind(p_ptr->blind + randint0(200) + 200, FALSE))
                        ident = TRUE;
                }
                break;
            }

            case SV_FOOD_PARANOIA:
            {
                if (!fear_save_p(fear_threat_level()))
                    ident = fear_add_p(FEAR_SCARED);
                break;
            }

            case SV_FOOD_CONFUSION:
            {
                if (!res_save_default(RES_CONF))
                {
                    if (set_confused(p_ptr->confused + randint0(10) + 10, FALSE))
                        ident = TRUE;
                }
                break;
            }

            case SV_FOOD_HALLUCINATION:
            {
                if (!res_save_default(RES_CHAOS))
                {
                    if (set_image(p_ptr->image + randint0(25) + 25, FALSE))
                        ident = TRUE;
                }
                break;
            }

            case SV_FOOD_PARALYSIS:
            {
                if (!p_ptr->free_act)
                {
                    if (set_paralyzed(randint1(4), FALSE))
                    {
                        ident = TRUE;
                    }
                }
                else equip_learn_flag(OF_FREE_ACT);
                break;
            }

            case SV_FOOD_WEAKNESS:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1);
                do_dec_stat(A_STR);
                ident = TRUE;
                break;
            }

            case SV_FOOD_SICKNESS:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1);
                do_dec_stat(A_CON);
                ident = TRUE;
                break;
            }

            case SV_FOOD_STUPIDITY:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1);
                do_dec_stat(A_INT);
                ident = TRUE;
                break;
            }

            case SV_FOOD_NAIVETY:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1);
                do_dec_stat(A_WIS);
                ident = TRUE;
                break;
            }

            case SV_FOOD_UNHEALTH:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1);
                do_dec_stat(A_CON);
                ident = TRUE;
                break;
            }

            case SV_FOOD_DISEASE:
            {
                take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1);
                do_dec_stat(A_STR);
                ident = TRUE;
                break;
            }

            case SV_FOOD_CURE_POISON:
            {
                if (set_poisoned(0, TRUE)) ident = TRUE;
                break;
            }

            case SV_FOOD_CURE_BLINDNESS:
            {
                if (set_blind(0, TRUE)) ident = TRUE;
                break;
            }

            case SV_FOOD_CURE_PARANOIA:
            {
                if (p_ptr->afraid)
                {
                    fear_clear_p();
                    ident = TRUE;
                }
                break;
            }

            case SV_FOOD_CURE_CONFUSION:
            {
                if (set_confused(0, TRUE)) ident = TRUE;
                break;
            }

            case SV_FOOD_CURE_SERIOUS:
            {
                if (hp_player(damroll(6, 8))) ident = TRUE;
                if (set_cut((p_ptr->cut / 2) - 50, TRUE)) ident = TRUE;
                break;
            }

            case SV_FOOD_RESTORE_STR:
            {
                if (do_res_stat(A_STR)) ident = TRUE;
                break;
            }

            case SV_FOOD_RESTORE_CON:
            {
                if (do_res_stat(A_CON)) ident = TRUE;
                break;
            }

            case SV_FOOD_RESTORING:
            {
                if (do_res_stat(A_STR)) ident = TRUE;
                if (do_res_stat(A_INT)) ident = TRUE;
                if (do_res_stat(A_WIS)) ident = TRUE;
                if (do_res_stat(A_DEX)) ident = TRUE;
                if (do_res_stat(A_CON)) ident = TRUE;
                if (do_res_stat(A_CHR)) ident = TRUE;
                break;
            }
            case SV_FOOD_RATION:
            case SV_FOOD_BISCUIT:
            case SV_FOOD_JERKY:
            case SV_FOOD_SLIME_MOLD:
            {
                msg_print("That tastes good.");
                ident = TRUE;
                break;
            }
            case SV_FOOD_AMBROSIA:
            {
                msg_print("That tastes divine!");
                set_poisoned(0, TRUE);
                hp_player(damroll(15, 15));
                do_res_stat(A_STR);
                do_res_stat(A_INT);
                do_res_stat(A_WIS);
                do_res_stat(A_DEX);
                do_res_stat(A_CON);
                do_res_stat(A_CHR);
                restore_level();
                ident = TRUE;
                break;
            }

            case SV_FOOD_WAYBREAD:
            {
                msg_print("That tastes good.");
                set_poisoned(0, TRUE);
                hp_player(damroll(4, 8));
                ident = TRUE;
                break;
            }

            case SV_FOOD_PINT_OF_ALE:
            case SV_FOOD_PINT_OF_WINE:
            {
                msg_print("That tastes good.");
                ident = TRUE;
                break;
            }
        }
    }

    if (prace_is_(RACE_SNOTLING) && object_is_mushroom(obj))
    {
        int dur = lev + randint1(lev);
        set_fast(p_ptr->fast + dur, FALSE);
        set_shield(p_ptr->shield + dur, FALSE);
        set_hero(p_ptr->hero + dur, FALSE);
        set_tim_building_up(p_ptr->tim_building_up + dur, FALSE);
    }

    if (!object_is_aware(obj))
    {
        virtue_add(VIRTUE_KNOWLEDGE, -1);
        virtue_add(VIRTUE_PATIENCE, -1);
        virtue_add(VIRTUE_CHANCE, 1);
    }

    /* We have tried it */
    if (obj->tval == TV_FOOD) object_tried(obj);

    stats_on_use(obj, 1);

    /* The player is now aware of the object */
    if (ident && !object_is_aware(obj))
    {
        object_aware(obj);
        stats_on_notice(obj, 1);
        gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
        p_ptr->notice |= PN_OPTIMIZE_PACK;
    }
예제 #12
0
파일: mspells1.c 프로젝트: tanguband/tang
/*!
 * @brief モンスターの魔法一覧から戦術的に適さない魔法を除外する /
 * Remove the "bad" spells from a spell list
 * @param m_idx モンスターの構造体参照ポインタ
 * @param f4p モンスター魔法のフラグリスト1
 * @param f5p モンスター魔法のフラグリスト2
 * @param f6p モンスター魔法のフラグリスト3
 * @return なし
 */
static void remove_bad_spells(int m_idx, u32b *f4p, u32b *f5p, u32b *f6p)
{
	monster_type *m_ptr = &m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];

	u32b f4 = (*f4p);
	u32b f5 = (*f5p);
	u32b f6 = (*f6p);

	u32b smart = 0L;


	/* Too stupid to know anything */
	if (r_ptr->flags2 & RF2_STUPID) return;


	/* Must be cheating or learning */
	if (!smart_cheat && !smart_learn) return;


	/* Update acquired knowledge */
	if (smart_learn)
	{
		/* Hack -- Occasionally forget player status */
		/* Only save SM_FRIENDLY, SM_PET or SM_CLONED */
		if (m_ptr->smart && (randint0(100) < 1)) m_ptr->smart &= (SM_FRIENDLY | SM_PET | SM_CLONED);

		/* Use the memorized flags */
		smart = m_ptr->smart;
	}


	/* Cheat if requested */
	if (smart_cheat)
	{
		/* Know basic info */
		if (p_ptr->resist_acid) smart |= (SM_RES_ACID);
		if (IS_OPPOSE_ACID()) smart |= (SM_OPP_ACID);
		if (p_ptr->immune_acid) smart |= (SM_IMM_ACID);
		if (p_ptr->resist_elec) smart |= (SM_RES_ELEC);
		if (IS_OPPOSE_ELEC()) smart |= (SM_OPP_ELEC);
		if (p_ptr->immune_elec) smart |= (SM_IMM_ELEC);
		if (p_ptr->resist_fire) smart |= (SM_RES_FIRE);
		if (IS_OPPOSE_FIRE()) smart |= (SM_OPP_FIRE);
		if (p_ptr->immune_fire) smart |= (SM_IMM_FIRE);
		if (p_ptr->resist_cold) smart |= (SM_RES_COLD);
		if (IS_OPPOSE_COLD()) smart |= (SM_OPP_COLD);
		if (p_ptr->immune_cold) smart |= (SM_IMM_COLD);

		/* Know poison info */
		if (p_ptr->resist_pois) smart |= (SM_RES_POIS);
		if (IS_OPPOSE_POIS()) smart |= (SM_OPP_POIS);

		/* Know special resistances */
		if (p_ptr->resist_neth) smart |= (SM_RES_NETH);
		if (p_ptr->resist_lite) smart |= (SM_RES_LITE);
		if (p_ptr->resist_dark) smart |= (SM_RES_DARK);
		if (p_ptr->resist_fear) smart |= (SM_RES_FEAR);
		if (p_ptr->resist_conf) smart |= (SM_RES_CONF);
		if (p_ptr->resist_chaos) smart |= (SM_RES_CHAOS);
		if (p_ptr->resist_disen) smart |= (SM_RES_DISEN);
		if (p_ptr->resist_blind) smart |= (SM_RES_BLIND);
		if (p_ptr->resist_nexus) smart |= (SM_RES_NEXUS);
		if (p_ptr->resist_sound) smart |= (SM_RES_SOUND);
		if (p_ptr->resist_shard) smart |= (SM_RES_SHARD);
		if (p_ptr->reflect) smart |= (SM_IMM_REFLECT);

		/* Know bizarre "resistances" */
		if (p_ptr->free_act) smart |= (SM_IMM_FREE);
		if (!p_ptr->msp) smart |= (SM_IMM_MANA);
	}


	/* Nothing known */
	if (!smart) return;


	if (smart & SM_IMM_ACID)
	{
		f4 &= ~(RF4_BR_ACID);
		f5 &= ~(RF5_BA_ACID);
		f5 &= ~(RF5_BO_ACID);
	}
	else if ((smart & (SM_OPP_ACID)) && (smart & (SM_RES_ACID)))
	{
		if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ACID);
		if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ACID);
		if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ACID);
	}
	else if ((smart & (SM_OPP_ACID)) || (smart & (SM_RES_ACID)))
	{
		if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ACID);
		if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ACID);
		if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ACID);
	}


	if (smart & (SM_IMM_ELEC))
	{
		f4 &= ~(RF4_BR_ELEC);
		f5 &= ~(RF5_BA_ELEC);
		f5 &= ~(RF5_BO_ELEC);
	}
	else if ((smart & (SM_OPP_ELEC)) && (smart & (SM_RES_ELEC)))
	{
		if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_ELEC);
		if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_ELEC);
		if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ELEC);
	}
	else if ((smart & (SM_OPP_ELEC)) || (smart & (SM_RES_ELEC)))
	{
		if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_ELEC);
		if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_ELEC);
		if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_ELEC);
	}


	if (smart & (SM_IMM_FIRE))
	{
		f4 &= ~(RF4_BR_FIRE);
		f5 &= ~(RF5_BA_FIRE);
		f5 &= ~(RF5_BO_FIRE);
	}
	else if ((smart & (SM_OPP_FIRE)) && (smart & (SM_RES_FIRE)))
	{
		if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_FIRE);
		if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_FIRE);
		if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_FIRE);
	}
	else if ((smart & (SM_OPP_FIRE)) || (smart & (SM_RES_FIRE)))
	{
		if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_FIRE);
		if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_FIRE);
		if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_FIRE);
	}


	if (smart & (SM_IMM_COLD))
	{
		f4 &= ~(RF4_BR_COLD);
		f5 &= ~(RF5_BA_COLD);
		f5 &= ~(RF5_BO_COLD);
		f5 &= ~(RF5_BO_ICEE);
	}
	else if ((smart & (SM_OPP_COLD)) && (smart & (SM_RES_COLD)))
	{
		if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_COLD);
		if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_COLD);
		if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_COLD);
		if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BO_ICEE);
	}
	else if ((smart & (SM_OPP_COLD)) || (smart & (SM_RES_COLD)))
	{
		if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_COLD);
		if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_COLD);
		if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BO_COLD);
		if (int_outof(r_ptr, 20)) f5 &= ~(RF5_BO_ICEE);
	}


	if ((smart & (SM_OPP_POIS)) && (smart & (SM_RES_POIS)))
	{
		if (int_outof(r_ptr, 80)) f4 &= ~(RF4_BR_POIS);
		if (int_outof(r_ptr, 80)) f5 &= ~(RF5_BA_POIS);
		if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BA_NUKE);
		if (int_outof(r_ptr, 60)) f4 &= ~(RF4_BR_NUKE);
	}
	else if ((smart & (SM_OPP_POIS)) || (smart & (SM_RES_POIS)))
	{
		if (int_outof(r_ptr, 30)) f4 &= ~(RF4_BR_POIS);
		if (int_outof(r_ptr, 30)) f5 &= ~(RF5_BA_POIS);
	}


	if (smart & (SM_RES_NETH))
	{
		if (prace_is_(RACE_SPECTRE))
		{
			f4 &= ~(RF4_BR_NETH);
			f5 &= ~(RF5_BA_NETH);
			f5 &= ~(RF5_BO_NETH);
		}
		else
		{
			if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_NETH);
			if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_NETH);
			if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BO_NETH);
		}
	}

	if (smart & (SM_RES_LITE))
	{
		if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_LITE);
		if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_LITE);
	}

	if (smart & (SM_RES_DARK))
	{
		if (prace_is_(RACE_VAMPIRE))
		{
			f4 &= ~(RF4_BR_DARK);
			f5 &= ~(RF5_BA_DARK);
		}
		else
		{
			if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_DARK);
			if (int_outof(r_ptr, 50)) f5 &= ~(RF5_BA_DARK);
		}
	}

	if (smart & (SM_RES_FEAR))
	{
		f5 &= ~(RF5_SCARE);
	}

	if (smart & (SM_RES_CONF))
	{
		f5 &= ~(RF5_CONF);
		if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_CONF);
	}

	if (smart & (SM_RES_CHAOS))
	{
		if (int_outof(r_ptr, 20)) f4 &= ~(RF4_BR_CHAO);
		if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BA_CHAO);
	}

	if (smart & (SM_RES_DISEN))
	{
		if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_DISE);
	}

	if (smart & (SM_RES_BLIND))
	{
		f5 &= ~(RF5_BLIND);
	}

	if (smart & (SM_RES_NEXUS))
	{
		if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_NEXU);
		f6 &= ~(RF6_TELE_LEVEL);
	}

	if (smart & (SM_RES_SOUND))
	{
		if (int_outof(r_ptr, 50)) f4 &= ~(RF4_BR_SOUN);
	}

	if (smart & (SM_RES_SHARD))
	{
		if (int_outof(r_ptr, 40)) f4 &= ~(RF4_BR_SHAR);
	}

	if (smart & (SM_IMM_REFLECT))
	{
		if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_COLD);
		if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_FIRE);
		if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ACID);
		if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ELEC);
		if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_NETH);
		if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_WATE);
		if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_MANA);
		if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_PLAS);
		if (int_outof(r_ptr, 150)) f5 &= ~(RF5_BO_ICEE);
		if (int_outof(r_ptr, 150)) f5 &= ~(RF5_MISSILE);
	}

	if (smart & (SM_IMM_FREE))
	{
		f5 &= ~(RF5_HOLD);
		f5 &= ~(RF5_SLOW);
	}

	if (smart & (SM_IMM_MANA))
	{
		f5 &= ~(RF5_DRAIN_MANA);
	}

	/* XXX XXX XXX No spells left? */
	/* if (!f4 && !f5 && !f6) ... */

	(*f4p) = f4;
	(*f5p) = f5;
	(*f6p) = f6;
}
예제 #13
0
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]);
}
/*
 * Allocates some objects (using "place" and "type")
 */
static void alloc_object(int set, int typ, int num)
{
    int y = 0, x = 0, k;

    /* A small level has few objects. */
    num = MAX(1, num * cur_hgt * cur_wid / (MAX_HGT*MAX_WID));

    /* Diligent players should be encouraged to explore more! */
    if (typ == ALLOC_TYP_OBJECT || typ == ALLOC_TYP_GOLD)
        num = num * (625 + virtue_current(VIRTUE_DILIGENCE)) / 625;

    for (k = 0; k < num; k++)
    {
        object_type forge;
        int         k_idx;

        if (!_get_loc(set, &x, &y))
        {
            if (cheat_room)
                msg_print("Warning! Could not place object!");

            return;
        }

        switch (typ)
        {
        case ALLOC_TYP_RUBBLE:
            place_rubble(y, x);
            cave[y][x].info &= ~(CAVE_FLOOR);
            break;

        case ALLOC_TYP_TRAP:
            place_trap(y, x);
            cave[y][x].info &= ~(CAVE_FLOOR);
            break;

        case ALLOC_TYP_GOLD:
            place_gold(y, x);
            break;

        case ALLOC_TYP_OBJECT:
            /* Comment: Monsters drop objects at (ML + DL)/2. In practice,
               this means that your best drops are just laying on the ground,
               and this encourages recall scumming for end game resources such
               as wands of rockets. Note: Vaults are not affected and we want
               to encourage these! Room templates need some thought ... */
            if (base_level > 31)
            {
               int n = base_level - 30;
               object_level = 30 + n/2 + randint1(n/2);
            }
            else
                object_level = base_level; /* paranoia */
            place_object(y, x, 0L);
            object_level = base_level;
            break;

        case ALLOC_TYP_FOOD:
            if (prace_is_(RACE_ENT))
                k_idx = lookup_kind(TV_POTION, SV_POTION_WATER);
            else
                k_idx = lookup_kind(TV_FOOD, SV_FOOD_RATION);
            object_prep(&forge, k_idx);
            obj_make_pile(&forge);
            drop_near(&forge, -1, y, x);
            break;

        case ALLOC_TYP_LIGHT:
            if (one_in_(3))
                k_idx = lookup_kind(TV_FLASK, SV_FLASK_OIL);
            else
                k_idx = lookup_kind(TV_LITE, SV_LITE_LANTERN);
            object_prep(&forge, k_idx);
            apply_magic(&forge, dun_level, 0);
            obj_make_pile(&forge);
            drop_near(&forge, -1, y, x);
            break;

        case ALLOC_TYP_RECALL:
            k_idx = lookup_kind(TV_SCROLL, SV_SCROLL_WORD_OF_RECALL);
            object_prep(&forge, k_idx);
            /*obj_make_pile(&forge);*/
            drop_near(&forge, -1, y, x);
            break;

        case ALLOC_TYP_SKELETON:
            k_idx = lookup_kind(TV_CORPSE, SV_SKELETON);
            object_prep(&forge, k_idx);
            apply_magic(&forge, dun_level, 0);
            drop_near(&forge, -1, y, x);
            break;
        }
    }
}
예제 #15
0
int calculate_fail_rate(int level, int base_fail, int stat_idx)
{
    int fail = base_fail;
    int min = 0;
    caster_info *caster_ptr = get_caster_info();

    if (p_ptr->lev < level)
        return 100;

    if (caster_ptr && (caster_ptr->options & CASTER_NO_SPELL_FAIL))
        return 0;

    if (base_fail == 0)
        return 0;

    /* Adjust Fail Rate */
    fail -= 3 * (p_ptr->lev - level);
    fail += p_ptr->to_m_chance;
    fail -= 3 * (adj_mag_stat[stat_idx] - 1);
    if (p_ptr->heavy_spell) fail += 20;

    {
        if (p_ptr->dec_mana && p_ptr->easy_spell) fail -= 4;
        else if (p_ptr->easy_spell) fail -= 3;
        else if (p_ptr->dec_mana) fail -= 2;
    }

    /* Apply Min Fail Rate */
    min = adj_mag_fail[stat_idx];

    if (caster_ptr && min < caster_ptr->min_fail)
        min = caster_ptr->min_fail;

    if (mut_present(MUT_ARCANE_MASTERY))
        fail -= 3;

    if (prace_is_(RACE_DEMIGOD) && p_ptr->psubrace == DEMIGOD_ATHENA)
    {
        fail -= 2;
        if (min > 0)
            min -= 1;
    }

    if (fail < min) fail = min;

    /* Stunning affects even 0% fail spells */
    if (p_ptr->stun > 50) fail += 25;
    else if (p_ptr->stun) fail += 15;

    /* Max Fail Rate */
    if (fail > 95) fail = 95;

    /* Some effects violate the Min/Max Fail Rates */
    if (p_ptr->heavy_spell) fail += 5; /* Fail could go to 100% */

    if (p_ptr->dec_mana) fail--; /* 5% casters could get 4% fail rates */

    if (fail < 0) fail = 0;
    if (fail > 100) fail = 100;
    return fail;
}
예제 #16
0
static _blow_info_t _get_blow_info(int hand)
{
    _blow_info_t result = {0};
    int          arm = hand / 2;
    object_type *o_ptr = equip_obj(p_ptr->weapon_info[hand].slot);

    if (!o_ptr) return result;

    /* TODO: Use race_ptr and class_ptr instead of this giant switch ... */
    switch (p_ptr->pclass)
    {
    case CLASS_WARRIOR:
        result.num = 600; result.wgt = 70; result.mul = 50 + p_ptr->lev/2;
        break;

    case CLASS_MAULER:
        result.num = 175; result.wgt = 280; result.mul = 75; break;

    case CLASS_BERSERKER:
        result.num = 600; result.wgt = 70; result.mul = 75; break;

    case CLASS_RAGE_MAGE:
        result.num = 300; result.wgt = 70; result.mul = 30; break;
                    
    case CLASS_MAGE:
    case CLASS_NECROMANCER:
    case CLASS_BLOOD_MAGE:
    case CLASS_HIGH_MAGE:
    case CLASS_BLUE_MAGE:
        result.num = 400; result.wgt = 100; result.mul = 20; break;

    case CLASS_WARLOCK:
        result.num = 400; result.wgt = 100; result.mul = 35;
        switch (p_ptr->psubclass)
        {
        case WARLOCK_DRAGONS:
            if ( p_ptr->riding
              && (object_is_(o_ptr, TV_POLEARM, SV_LANCE) || object_is_(o_ptr, TV_POLEARM, SV_HEAVY_LANCE)) )
            {
                result.mul = 65;
            }
            break;
        case WARLOCK_ANGELS:
        case WARLOCK_DEMONS:
            result.num = 450;
            break;
        case WARLOCK_HOUNDS:
            result.num = 475;
            break;
        case WARLOCK_GIANTS:
            result.wgt = 200;
            result.mul = 50 + p_ptr->lev/5;
            result.num = 500;
            break;
        }
        break;

    case CLASS_PSION:
        result.num = 400; result.wgt = 100; result.mul = 30; break;

    case CLASS_PRIEST:
    case CLASS_MAGIC_EATER:
    case CLASS_MINDCRAFTER:
        result.num = 500; result.wgt = 100; result.mul = 35; break;

    case CLASS_DEVICEMASTER:
        result.num = 400; result.wgt = 100; result.mul = 35;
        if (p_ptr->psubclass == DEVICEMASTER_POTIONS || p_ptr->psubclass == DEVICEMASTER_SCROLLS)
            result.num = 500;
        break;

    case CLASS_ROGUE:
        result.num = 525; result.wgt = 40; result.mul = 30;
        if (o_ptr->weight < 50) result.num = 600;
        break;

    case CLASS_SCOUT:
        result.num = 400; result.wgt = 70; result.mul = 25; break;

    case CLASS_RANGER:
        result.num = 500; result.wgt = 70; result.mul = 40; break;

    case CLASS_PALADIN:
    case CLASS_SAMURAI:
        result.num = 550; result.wgt = 70; result.mul = 45; break;

    case CLASS_MYSTIC:
        result.num = 100; result.wgt = 100; result.mul = 10; break;

    case CLASS_WEAPONSMITH:
    case CLASS_RUNE_KNIGHT:
        result.num = 525; result.wgt = 150; result.mul = 55; break;

    case CLASS_WEAPONMASTER:
        result.num = weaponmaster_get_max_blows(o_ptr, hand); 
        result.wgt = 70; result.mul = 50; break;

    case CLASS_WARRIOR_MAGE:
    case CLASS_RED_MAGE:
        result.num = 525; result.wgt = 70; result.mul = 30; break;

    case CLASS_CHAOS_WARRIOR:
        result.num = 550; result.wgt = 70; result.mul = 45; break;

    case CLASS_MONK:
        result.num = 500; result.wgt = 60; result.mul = 30; break;

    case CLASS_TOURIST:
    case CLASS_TIME_LORD:
        result.num = 400; result.wgt = 100; result.mul = 30; break;

    case CLASS_ARCHAEOLOGIST:
        result.num = 400; result.wgt = 70; result.mul = 30;
        if (archaeologist_is_favored_weapon(o_ptr))
        {
            result.num = 500;
            result.mul = 40;
        }
        break;

    case CLASS_BLOOD_KNIGHT:
        result.num = 300; result.wgt = 150; result.mul = 30; break;

    case CLASS_DUELIST:
        result.num = 100; result.wgt = 70; result.mul = 40; break;
                    
    case CLASS_IMITATOR:
        result.num = 550; result.wgt = 70; result.mul = 40; break;

    case CLASS_WILD_TALENT:
        result.num = 450; result.wgt = 70; result.mul = 40; break;

    case CLASS_BEASTMASTER:
        result.num = 500; result.wgt = 70; result.mul = 35; break;

    case CLASS_CAVALRY:
    {
        u32b flgs[TR_FLAG_SIZE];
        object_flags(o_ptr, flgs);
        if (p_ptr->riding && have_flag(flgs, TR_RIDING)) {result.num = 550; result.wgt = 70; result.mul = 65;}
        else {result.num = 500; result.wgt = 100; result.mul = 35;}
        break;
    }
    case CLASS_SORCERER:
        result.num = 100; result.wgt = 1; result.mul = 10; break;

    case CLASS_ARCHER:
    case CLASS_BARD:
        result.num = 450; result.wgt = 70; result.mul = 20; break;

    case CLASS_FORCETRAINER:
        result.num = 400; result.wgt = 60; result.mul = 20; break;

    case CLASS_MIRROR_MASTER:
    case CLASS_SNIPER:
        result.num = 400; result.wgt = 100; result.mul = 30; break;

    case CLASS_NINJA:
        result.num = 425; result.wgt = 20; result.mul = 10; break;

    case CLASS_MONSTER:
        result.num = 500; result.wgt = 70; result.mul = 50;
        if (prace_is_(RACE_MON_LICH)) 
        {
            result.num = 400;
            result.mul = 30;
        }
        else if (prace_is_(RACE_MON_POSSESSOR))
        {
            result.num = 400;
        }
        else if (prace_is_(RACE_MON_MIMIC)) 
        {
            result.num = 400;
        }
        else if (prace_is_(RACE_MON_TROLL))
        {
            result.num = 550;
        }
        else if (prace_is_(RACE_MON_GIANT))
        {
            result.num = 550;
            result.mul = 50 + p_ptr->lev/5;
            result.wgt = 200;
            if (giant_is_(GIANT_HRU) && p_ptr->lev >= 40)
                result.mul = 80;
        }
        else if ( prace_is_(RACE_MON_JELLY)
               || demon_is_(DEMON_KHORNE) )  
        {
            result.num = 600;
            result.mul = 50 + p_ptr->lev/5;
        }
        else if (prace_is_(RACE_MON_LEPRECHAUN)) 
        {
            result.num = 300;
            result.mul = 20;
        }
        else if (prace_is_(RACE_MON_SWORD))
        {
            result.num = 525;
            if (p_ptr->lev >= 45) /* Death Scythes retaliate! */
                result.num = 300;
        }
        else if (prace_is_(RACE_MON_GOLEM))
        {
            result.num = 100;
        }
        break;
    }

    if (hex_spelling(HEX_XTRA_MIGHT) || hex_spelling(HEX_BUILDING) || p_ptr->tim_building_up)
    {
        result.wgt /= 2;
        result.mul += 20;
    }

    /* Xorns and Mariliths have multiple sets of arms */
    if (arm > 0)
        result.num -= 100;
    if (result.num < 100)
        result.num = 100;

    if (o_ptr->tval == TV_SWORD && o_ptr->sval == SV_POISON_NEEDLE) 
        result.num = 100;

    return result;
}
예제 #17
0
bool leprechaun_steal(int m_idx)
{
    bool result = FALSE;
    monster_type *m_ptr = &m_list[m_idx];
    monster_race *r_ptr = &r_info[m_ptr->r_idx];

    if ( !mon_save_p(m_ptr->r_idx, A_DEX) 
      || (MON_CSLEEP(m_ptr) && !mon_save_p(m_ptr->r_idx, A_DEX)))
    {
        object_type loot = {0};

        if (m_ptr->hold_o_idx && one_in_(2))
        {
            object_copy(&loot, &o_list[m_ptr->hold_o_idx]);
            delete_object_idx(m_ptr->hold_o_idx);
            loot.held_m_idx = 0;
        }
        else if (m_ptr->drop_ct > m_ptr->stolen_ct)
        {
            if (get_monster_drop(m_idx, &loot))
            {
                m_ptr->stolen_ct++;
                if (r_ptr->flags1 & RF1_UNIQUE)
                    r_ptr->stolen_ct++;
            }
        }

        if (!loot.k_idx)
        {
            msg_print("There is nothing to steal!");
        }
        else 
        {
            char o_name[MAX_NLEN];

            result = TRUE;
            object_desc(o_name, &loot, 0);
            if (mon_save_p(m_ptr->r_idx, A_DEX))
            {
                msg_format("Oops! You drop %s.", o_name);
                drop_near(&loot, -1, py, px);
            }
            else if (loot.tval == TV_GOLD)
            {
                msg_format("You steal %d gold pieces worth of %s.", (int)loot.pval, o_name);
                sound(SOUND_SELL);
                p_ptr->au += loot.pval;
                stats_on_gold_find(loot.pval);
                p_ptr->redraw |= (PR_GOLD);
                if (prace_is_(RACE_MON_LEPRECHAUN))
                    p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA);
            }
            else if (!inven_carry_okay(&loot))
            {
                msg_format("You have no room for %s.", o_name);
                drop_near(&loot, -1, py, px);
            }
            else
            {
                int slot = inven_carry(&loot);

                msg_format("You steal %s (%c).", o_name, index_to_label(slot));
                autopick_alter_item(slot, TRUE);
            }
        }
    }
    return result;
}