예제 #1
0
파일: obj-pile.c 프로젝트: fizzix/angband
/**
 * Prepare an object `dst` representing `amt` objects,  based on an existing
 * object `src` representing at least `amt` objects.
 *
 * Takes care of the charge redistribution concerns of stacked items.
 */
void object_copy_amt(struct object *dest, struct object *src, int amt)
{
	int charge_time = randcalc(src->time, 0, AVERAGE), max_time;

	/* Get a copy of the object */
	object_copy(dest, src);

	/* Modify quantity */
	dest->number = amt;
	dest->note = src->note;

	/*
	 * If the item has charges/timeouts, set them to the correct level
	 * too. We split off the same amount as distribute_charges.
	 */
	if (tval_can_have_charges(src))
		dest->pval = src->pval * amt / src->number;

	if (tval_can_have_timeout(src)) {
		max_time = charge_time * amt;

		if (src->timeout > max_time)
			dest->timeout = max_time;
		else
			dest->timeout = src->timeout;
	}
}
예제 #2
0
/**
 * Describe charges or charging status for re-usable items with magic effects
 */
static size_t obj_desc_charges(const struct object *obj, char *buf, size_t max,
							   size_t end, int mode)
{
	bool aware = object_flavor_is_aware(obj) || (mode & ODESC_STORE);

	/* Wands and Staffs have charges */
	if (aware && tval_can_have_charges(obj))
		strnfcat(buf, max, &end, " (%d charge%s)", obj->pval,
				 PLURAL(obj->pval));

	/* Charging things */
	else if (obj->timeout > 0)
	{
		if (tval_is_rod(obj) && obj->number > 1)
		{
			strnfcat(buf, max, &end, " (%d charging)", number_charging(obj));
		}
		/* Artifacts, single rods */
		else if (!(tval_is_light(obj) && !obj->artifact))
		{
			strnfcat(buf, max, &end, " (charging)");
		}
	}

	return end;
}
예제 #3
0
/**
 * Add player-defined inscriptions or game-defined descriptions
 */
static size_t obj_desc_inscrip(const struct object *obj, char *buf,
							   size_t max, size_t end)
{
	const char *u[4] = { 0, 0, 0, 0 };
	int n = 0;
	int feel = object_pseudo(obj);
	bitflag flags_known[OF_SIZE], f2[OF_SIZE];

	object_flags_known(obj, flags_known);

	/* Get inscription */
	if (obj->note)
		u[n++] = quark_str(obj->note);

	/* Use special inscription, if any */
	if (!object_is_known(obj)) {
		if (feel) {
			/* cannot tell excellent vs strange vs splendid until wield */
			if (!object_was_worn(obj) && obj->ego)
				u[n++] = "ego";
			else
				u[n++] = inscrip_text[feel];
		} 
		else if (tval_can_have_charges(obj) && (obj->pval == 0))
			u[n++] = "empty";
		else if (object_was_worn(obj))
			u[n++] = (tval_is_weapon(obj)) ? "wielded" : "worn";
		else if (!object_flavor_is_aware(obj) &&
				 object_flavor_was_tried(obj))
			u[n++] = "tried";
	}

	/* Note curses */
	create_mask(f2, FALSE, OFT_CURSE, OFT_MAX);
	if (of_is_inter(flags_known, f2))
		u[n++] = "cursed";

	/* Note ignore */
	if (ignore_item_ok(obj))
		u[n++] = "ignore";

	if (n)
	{
		int i;
		for (i = 0; i < n; i++)
		{
			if (i == 0)
				strnfcat(buf, max, &end, " {");
			strnfcat(buf, max, &end, "%s", u[i]);
			if (i < n-1)
				strnfcat(buf, max, &end, ", ");
		}

		strnfcat(buf, max, &end, "}");
	}

	return end;
}
예제 #4
0
/**
 * Allow one item to "absorb" another, assuming they are similar.
 *
 * The blending of the "note" field assumes that either (1) one has an
 * inscription and the other does not, or (2) neither has an inscription.
 * In both these cases, we can simply use the existing note, unless the
 * blending object has a note, in which case we use that note.
 *
* These assumptions are enforced by the "object_similar()" code.
 */
static void object_absorb_merge(struct object *obj1, const struct object *obj2)
{
	int total;

	/* Blend all knowledge */
	of_union(obj1->known_flags, obj2->known_flags);
	of_union(obj1->id_flags, obj2->id_flags);

	/* Merge inscriptions */
	if (obj2->note)
		obj1->note = obj2->note;

	/* Combine timeouts for rod stacking */
	if (tval_can_have_timeout(obj1))
		obj1->timeout += obj2->timeout;

	/* Combine pvals for wands and staves */
	if (tval_can_have_charges(obj1) || tval_is_money(obj1)) {
		total = obj1->pval + obj2->pval;
		obj1->pval = total >= MAX_PVAL ? MAX_PVAL : total;
	}

	/* Combine origin data as best we can */
	if (obj1->origin != obj2->origin ||
		obj1->origin_depth != obj2->origin_depth ||
		obj1->origin_xtra != obj2->origin_xtra) {
		int act = 2;

		if (obj1->origin_xtra && obj2->origin_xtra) {
			monster_race *r_ptr = &r_info[obj1->origin_xtra];
			monster_race *s_ptr = &r_info[obj2->origin_xtra];

			bool r_uniq = rf_has(r_ptr->flags, RF_UNIQUE) ? TRUE : FALSE;
			bool s_uniq = rf_has(s_ptr->flags, RF_UNIQUE) ? TRUE : FALSE;

			if (r_uniq && !s_uniq) act = 0;
			else if (s_uniq && !r_uniq) act = 1;
			else act = 2;
		}

		switch (act)
		{
				/* Overwrite with obj2 */
			case 1:
			{
				obj1->origin = obj2->origin;
				obj1->origin_depth = obj2->origin_depth;
				obj1->origin_xtra = obj2->origin_xtra;
			}

				/* Set as "mixed" */
			case 2:
			{
				obj1->origin = ORIGIN_MIXED;
			}
		}
	}
}
예제 #5
0
/**
 * Describe the charges on an item in the inventory.
 */
void inven_item_charges(struct object *obj)
{
	/* Require staff/wand */
	if (tval_can_have_charges(obj) && object_flavor_is_aware(obj)) {
		msg("You have %d charge%s remaining.",
				obj->pval,
				PLURAL(obj->pval));
	}
}
예제 #6
0
파일: obj-gear.c 프로젝트: fe051/angband
/**
 * Describe the charges on an item in the inventory.
 */
void inven_item_charges(struct object *obj)
{
	/* Require staff/wand */
	if (!tval_can_have_charges(obj)) return;

	/* Require known item */
	if (!object_flavor_is_aware(obj)) return;

	/* Print a message */
	msg("You have %d charge%s remaining.", obj->pval,
	    (obj->pval != 1) ? "s" : "");
}
예제 #7
0
파일: obj-pile.c 프로젝트: awalding/angband
/**
 * Describe the charges on an item on the floor.
 */
void floor_item_charges(struct object *obj)
{
	/* Require staff/wand */
	if (!tval_can_have_charges(obj)) return;

	/* Require known item */
	if (!object_is_known(obj)) return;

	/* Print a message */
	msg("There %s %d charge%s remaining.", (obj->pval != 1) ? "are" : "is",
	     obj->pval, (obj->pval != 1) ? "s" : "");
}
예제 #8
0
/**
 * Return the real price of a known (or partly known) item.
 *
 * Wand and staffs get cost for each charge.
 *
 * Wearable items (weapons, launchers, jewelry, lights, armour) and ammo
 * are priced according to their power rating. All ammo, and normal (non-ego)
 * torches are scaled down by AMMO_RESCALER to reflect their impermanence.
 */
s32b object_value_real(const object_type *obj, int qty, int verbose,
					   bool known)
{
	s32b value, total_value;

	s32b power;
	int a = 1;
	int b = 5;
	static file_mode pricing_mode = MODE_WRITE;

	/* Wearables and ammo have prices that vary by individual item properties */
	if (tval_has_variable_power(obj))	{
		char buf[1024];
		ang_file *log_file = NULL;

		/* Logging */
		if (verbose) {
			path_build(buf, sizeof(buf), ANGBAND_DIR_USER, "pricing.log");
			log_file = file_open(buf, pricing_mode, FTYPE_TEXT);
			if (!log_file) {
				msg("Error - can't open pricing.log for writing.");
				exit(1);
			}
			pricing_mode = MODE_APPEND;
		}

		file_putf(log_file, "object is %s\n", obj->kind->name);

		/* Calculate power and value */
		power = object_power(obj, verbose, log_file, known);
		value = SGN(power) * ((a * power * power) + (b * power));

		/* Rescale for expendables */
		if ((tval_is_light(obj) && of_has(obj->flags, OF_BURNS_OUT)
			 && !obj->ego) || tval_is_ammo(obj)) {
			value = value / AMMO_RESCALER;
			if (value < 1) value = 1;
		}

		/* More logging */
		file_putf(log_file, "a is %d and b is %d\n", a, b);
		file_putf(log_file, "value is %d\n", value);

		if (verbose) {
			if (!file_close(log_file)) {
				msg("Error - can't close pricing.log file.");
				exit(1);
			}
		}

		/* Get the total value */
		total_value = value * qty;
		if (total_value < 0) total_value = 0;
	} else {

		/* Worthless items */
		if (!obj->kind->cost) return (0L);

		/* Base cost */
		value = obj->kind->cost;

		/* Analyze the item type and quantity */
		if (tval_can_have_charges(obj)) {
			int charges;

			total_value = value * qty;

			/* Calculate number of charges, rounded up */
			charges = obj->pval * qty / obj->number;
			if ((obj->pval * qty) % obj->number != 0)
				charges++;

			/* Pay extra for charges, depending on standard number of charges */
			total_value += value * charges / 20;
		} else
			total_value = value * qty;

		/* No negative value */
		if (total_value < 0) total_value = 0;
	}

	/* Return the value */
	return (total_value);
}
예제 #9
0
/**
 * Melee effect handler: Drain charges from the player's inventory.
 */
static void melee_effect_handler_DRAIN_CHARGES(melee_effect_handler_context_t *context)
{
	struct object *obj;
	struct monster *monster = context->m_ptr;
	struct player *player = context->p;
	int tries;
	int unpower = 0, newcharge;

	/* Take damage */
	take_hit(context->p, context->damage, context->ddesc);

	/* Find an item */
	for (tries = 0; tries < 10; tries++) {
		/* Pick an item */
		obj = context->p->upkeep->inven[randint0(z_info->pack_size)];

		/* Skip non-objects */
		if (obj == NULL) continue;

		/* Drain charged wands/staves */
		if (tval_can_have_charges(obj)) {
			/* Charged? */
			if (obj->pval) {
				/* Get number of charge to drain */
				unpower = (context->rlev / (obj->kind->level + 2)) + 1;

				/* Get new charge value, don't allow negative */
				newcharge = MAX((obj->pval - unpower),0);

				/* Remove the charges */
				obj->pval = newcharge;
			}
		}

		if (unpower) {
			int heal = context->rlev * unpower;

			msg("Energy drains from your pack!");

			context->obvious = TRUE;

			/* Don't heal more than max hp */
			heal = MIN(heal, monster->maxhp - monster->hp);

			/* Heal */
			monster->hp += heal;

			/* Redraw (later) if needed */
			if (player->upkeep->health_who == monster)
				player->upkeep->redraw |= (PR_HEALTH);

			/* Combine the pack */
			player->upkeep->notice |= (PN_COMBINE);

			/* Redraw stuff */
			player->upkeep->redraw |= (PR_INVEN);

			/* Affect only a single inventory slot */
			break;
		}
	}
}
예제 #10
0
파일: store.c 프로젝트: batogz/angband
/**
 * Determine the price of an object (qty one) in a store.
 *
 *  store_buying == TRUE  means the shop is buying, player selling
 *               == FALSE means the shop is selling, player buying
 *
 * This function never lets a shop-keeper lose money in a transaction.
 *
 * The "greed" value should exceed 100 when the player is "buying" the
 * object, and should be less than 100 when the player is "selling" it.
 *
 * Hack -- the black market always charges twice as much as it should.
 */
int price_item(struct store *store, const struct object *obj,
			   bool store_buying, int qty)
{
	int adjust = 100;
	int price;
	struct owner *proprietor;

	if (!store) return 0L;

	proprietor = store->owner;

	/* Get the value of the stack of wands, or a single item */
	if (tval_can_have_charges(obj))
		price = object_value(obj, qty, FALSE);
	else
		price = object_value(obj, 1, FALSE);

	/* Worthless items */
	if (price <= 0) return (0L);

	/* The black market is always a worse deal */
	if (store->sidx == STORE_B_MARKET)
		adjust = 150;

	/* Shop is buying */
	if (store_buying) {
		/* Set the factor */
		adjust = 100 + (100 - adjust);
		if (adjust > 100) adjust = 100;

		/* Shops now pay 2/3 of true value */
		price = price * 2 / 3;

		/* Black market sucks */
		if (store->sidx == STORE_B_MARKET)
			price = price / 2;

		/* Check for no_selling option */
		if (OPT(birth_no_selling)) return (0L);
	} else {
		/* Recalculate if the player doesn't know the flavour */
		if (!obj->kind->aware) {
			obj->kind->aware = TRUE;
			if (tval_can_have_charges(obj))
				price = object_value(obj, qty, FALSE);
			else
				price = object_value(obj, 1, FALSE);
			obj->kind->aware = FALSE;
		}

		/* Black market sucks */
		if (store->sidx == STORE_B_MARKET)
			price = price * 2;
	}

	/* Compute the final price (with rounding) */
	price = (price * adjust + 50L) / 100L;

	/* Now convert price to total price for non-wands */
	if (!tval_can_have_charges(obj))
		price *= qty;

	/* Now limit the price to the purse limit */
	if (store_buying && (price > proprietor->max_cost * qty))
		price = proprietor->max_cost * qty;

	/* Note -- Never become "free" */
	if (price <= 0L) return (qty);

	/* Return the price */
	return (price);
}
예제 #11
0
/**
 * Wipe an object clean and make it a standard object of the specified kind.
 */
void object_prep(struct object *obj, struct object_kind *k, int lev,
				 aspect rand_aspect)
{
	int i;

	/* Clean slate */
	memset(obj, 0, sizeof(*obj));

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

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

	/* Copy flags */
	of_copy(obj->flags, k->base->flags);
	of_copy(obj->flags, k->flags);

	/* Assign modifiers */
	for (i = 0; i < OBJ_MOD_MAX; i++)
		obj->modifiers[i] = randcalc(k->modifiers[i], lev, rand_aspect);

	/* Assign charges (wands/staves only) */
	if (tval_can_have_charges(obj))
		obj->pval = randcalc(k->charge, lev, rand_aspect);

	/* Assign pval for food, oil and launchers */
	if (tval_is_edible(obj) || tval_is_potion(obj) || tval_is_fuel(obj) ||
		tval_is_launcher(obj))
		obj->pval
			= randcalc(k->pval, lev, rand_aspect);

	/* Default fuel */
	if (tval_is_light(obj)) {
		if (of_has(obj->flags, OF_BURNS_OUT))
			obj->timeout = z_info->fuel_torch;
		else if (of_has(obj->flags, OF_TAKES_FUEL))
			obj->timeout = z_info->default_lamp;
	}

	/* Default magic */
	obj->to_h = randcalc(k->to_h, lev, rand_aspect);
	obj->to_d = randcalc(k->to_d, lev, rand_aspect);
	obj->to_a = randcalc(k->to_a, lev, rand_aspect);

	/* Default slays and brands */
	copy_slay(&obj->slays, k->slays);
	copy_brand(&obj->brands, k->brands);

	/* Default resists */
	for (i = 0; i < ELEM_MAX; i++) {
		obj->el_info[i].res_level = k->el_info[i].res_level;
		obj->el_info[i].flags = k->el_info[i].flags;
		obj->el_info[i].flags |= k->base->el_info[i].flags;
	}
}
예제 #12
0
파일: obj-pile.c 프로젝트: fizzix/angband
/**
 * Allow one item to "absorb" another, assuming they are similar.
 *
 * The blending of the "note" field assumes that either (1) one has an
 * inscription and the other does not, or (2) neither has an inscription.
 * In both these cases, we can simply use the existing note, unless the
 * blending object has a note, in which case we use that note.
 *
* These assumptions are enforced by the "object_similar()" code.
 */
static void object_absorb_merge(struct object *obj1, const struct object *obj2)
{
	int total;

	/* First object gains any extra knowledge from second */
	if (obj1->known && obj2->known) {
		if (obj2->known->effect)
			obj1->known->effect = obj1->effect;
		player_know_object(player, obj1);
	}

	/* Merge inscriptions */
	if (obj2->note)
		obj1->note = obj2->note;

	/* Combine timeouts for rod stacking */
	if (tval_can_have_timeout(obj1))
		obj1->timeout += obj2->timeout;

	/* Combine pvals for wands and staves */
	if (tval_can_have_charges(obj1) || tval_is_money(obj1)) {
		total = obj1->pval + obj2->pval;
		obj1->pval = total >= MAX_PVAL ? MAX_PVAL : total;
	}

	/* Combine origin data as best we can */
	if (obj1->origin != obj2->origin ||
		obj1->origin_depth != obj2->origin_depth ||
		obj1->origin_xtra != obj2->origin_xtra) {
		int act = 2;

		if (obj1->origin_xtra && obj2->origin_xtra) {
			struct monster_race *race1 = &r_info[obj1->origin_xtra];
			struct monster_race *race2 = &r_info[obj2->origin_xtra];

			bool r1_uniq = rf_has(race1->flags, RF_UNIQUE) ? true : false;
			bool r2_uniq = rf_has(race2->flags, RF_UNIQUE) ? true : false;

			if (r1_uniq && !r2_uniq) act = 0;
			else if (r2_uniq && !r1_uniq) act = 1;
			else act = 2;
		}

		switch (act)
		{
				/* Overwrite with obj2 */
			case 1:
			{
				obj1->origin = obj2->origin;
				obj1->origin_depth = obj2->origin_depth;
				obj1->origin_xtra = obj2->origin_xtra;
			}

				/* Set as "mixed" */
			case 2:
			{
				obj1->origin = ORIGIN_MIXED;
			}
		}
	}
}
예제 #13
0
파일: obj-pile.c 프로젝트: fizzix/angband
/**
 * Determine if an item can "absorb" a second item
 *
 * See "object_absorb()" for the actual "absorption" code.
 *
 * If permitted, we allow weapons/armor to stack, if "known".
 *
 * Missiles will combine if both stacks have the same "known" status.
 * This is done to make unidentified stacks of missiles useful.
 *
 * Food, potions, scrolls, and "easy know" items always stack.
 *
 * Chests, and activatable items, except rods, never stack (for various
 * reasons).
 */
bool object_stackable(const struct object *obj1, const struct object *obj2,
					  object_stack_t mode)
{
	int i;

	/* Equipment items don't stack */
	if (object_is_equipped(player->body, obj1))
		return false;
	if (object_is_equipped(player->body, obj2))
		return false;

	/* If either item is unknown, do not stack */
	if (mode & OSTACK_LIST && obj1->kind != obj1->known->kind) return false;
	if (mode & OSTACK_LIST && obj2->kind != obj2->known->kind) return false;

	/* Hack -- identical items cannot be stacked */
	if (obj1 == obj2) return false;

	/* Require identical object kinds */
	if (obj1->kind != obj2->kind) return false;

	/* Different flags don't stack */
	if (!of_is_equal(obj1->flags, obj2->flags)) return false;

	/* Different elements don't stack */
	for (i = 0; i < ELEM_MAX; i++) {
		if (obj1->el_info[i].res_level != obj2->el_info[i].res_level)
			return false;
		if ((obj1->el_info[i].flags & (EL_INFO_HATES | EL_INFO_IGNORE)) !=
			(obj2->el_info[i].flags & (EL_INFO_HATES | EL_INFO_IGNORE)))
			return false;
	}

	/* Artifacts never stack */
	if (obj1->artifact || obj2->artifact) return false;

	/* Analyze the items */
	if (tval_is_chest(obj1)) {
		/* Chests never stack */
		return false;
	}
	else if (tval_is_edible(obj1) || tval_is_potion(obj1) ||
		tval_is_scroll(obj1) || tval_is_rod(obj1)) {
		/* Food, potions, scrolls and rods all stack nicely,
		   since the kinds are identical, either both will be
		   aware or both will be unaware */
	} else if (tval_can_have_charges(obj1) || tval_is_money(obj1)) {
		/* Gold, staves and wands stack most of the time */
		/* Too much gold or too many charges */
		if (obj1->pval + obj2->pval > MAX_PVAL)
			return false;

		/* ... otherwise ok */
	} else if (tval_is_weapon(obj1) || tval_is_armor(obj1) ||
		tval_is_jewelry(obj1) || tval_is_light(obj1)) {
		bool obj1_is_known = object_fully_known((struct object *)obj1);
		bool obj2_is_known = object_fully_known((struct object *)obj2);

		/* Require identical values */
		if (obj1->ac != obj2->ac) return false;
		if (obj1->dd != obj2->dd) return false;
		if (obj1->ds != obj2->ds) return false;

		/* Require identical bonuses */
		if (obj1->to_h != obj2->to_h) return false;
		if (obj1->to_d != obj2->to_d) return false;
		if (obj1->to_a != obj2->to_a) return false;

		/* Require all identical modifiers */
		for (i = 0; i < OBJ_MOD_MAX; i++)
			if (obj1->modifiers[i] != obj2->modifiers[i])
				return (false);

		/* Require identical ego-item types */
		if (obj1->ego != obj2->ego) return false;

		/* Require identical curses */
		if (!curses_are_equal(obj1->curses, obj2->curses)) return false;

		/* Hack - Never stack recharging wearables ... */
		if ((obj1->timeout || obj2->timeout) &&
			!tval_is_light(obj1)) return false;

		/* ... and lights must have same amount of fuel */
		else if ((obj1->timeout != obj2->timeout) &&
				 tval_is_light(obj1)) return false;

		/* Prevent unIDd items stacking with IDd items in the object list */
		if (mode & OSTACK_LIST && (obj1_is_known != obj2_is_known))
			return false;
	} else {
		/* Anything else probably okay */
	}

	/* Require compatible inscriptions */
	if (obj1->note && obj2->note && (obj1->note != obj2->note))
		return false;

	/* They must be similar enough */
	return true;
}