Exemplo n.º 1
0
void GenerateStats (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i;

	printf("STATS\n\n");

	int iItemTypes = 0;
	for (i = 0; i < Universe.GetItemTypeCount(); i++)
		{
		CItemType *pType = Universe.GetItemType(i);

		//	Do not count virtual items

		if (pType->IsVirtual())
			continue;

		iItemTypes++;
		}

	printf("Item types:\t\t%d\n", iItemTypes);
	printf("Ship classes:\t\t%d\n", Universe.GetShipClassCount());
	printf("Station types:\t\t%d\n", Universe.GetStationTypeCount());
	}
Exemplo n.º 2
0
void GenerateRandomItemTables (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i;
	printf("RANDOM ITEM TABLES\n\n");

	//	Create a sorted list of item types

	CSymbolTable SortedList(FALSE, TRUE);
	for (i = 0; i < Universe.GetItemTypeCount(); i++)
		{
		CItemType *pType = Universe.GetItemType(i);
		SortedList.AddEntry(pType->GetSortName(), (CObject *)pType);
		}

	//	Create the tables

	for (int iLevel = 1; iLevel <= MAX_ITEM_LEVEL; iLevel += 2)
		{
		for (TableTypes iTable = tableTypesFirst; iTable <= tableTypesCount; iTable = (enum TableTypes)((int)iTable + 1))
			{
			int iCount = 0;
			ItemEntry Table[100];

			//	Fill the table with entries for each 
			//	item at this level

			for (i = 0; i < SortedList.GetCount(); i++)
				{
				CItemType *pType = (CItemType *)SortedList.GetValue(i);
				int iScore;
				if (iCount < 100 && ItemInTable(pType, iTable, iLevel, &iScore))
					{
					Table[iCount].pType = pType;
					Table[iCount].iScore = iScore;
					iCount++;
					}
				}

			//	Compute total score

			int iTotalScore = 0;
			for (i = 0; i < iCount; i++)
				iTotalScore += Table[i].iScore;

			//	Compute chance

			for (i = 0; i < iCount; i++)
				{
				Table[i].iChance = (Table[i].iScore * 100) / iTotalScore;
				Table[i].iRemainder = (Table[i].iScore * 100) % iTotalScore;
				}

			//	Compute remainder

			int iTotalChance = 0;
			for (i = 0; i < iCount; i++)
				iTotalChance += Table[i].iChance;

			while (iTotalChance < 100)
				{
				int iBestRemainder = 0;
				int iBestEntry = -1;

				for (i = 0; i < iCount; i++)
					if (Table[i].iRemainder > iBestRemainder)
						{
						iBestRemainder = Table[i].iRemainder;
						iBestEntry = i;
						}

				Table[iBestEntry].iChance++;
				Table[iBestEntry].iRemainder = 0;
				iTotalChance++;
				}

			//	Title

			if (iCount > 0)
				{
				switch (iTable)
					{
					case tableArmorAndWeapons:
						printf("LEVEL %d: ARMOR AND WEAPONS\n\n", iLevel);
						break;

					case tableMiscItems:
						printf("LEVEL %d: MISCELLANEOUS ITEMS\n\n", iLevel);
						break;

					case tableUsefulItems:
						printf("LEVEL %d: USEFUL ITEMS\n\n", iLevel);
						break;
					}

				//	Print table

				for (i = 0; i < iCount; i++)
					if (Table[i].iChance > 0)
						{
						//DWORD dwFlags;
						printf("%d\t%s\n", 
								Table[i].iChance,
								//Table[i].pType->GetName(&dwFlags, true).GetASCIIZPointer());
								Table[i].pType->GetSortName().GetASCIIZPointer());
						}

				printf("\n");
				}
			}
		}
	}
Exemplo n.º 3
0
void GenerateShieldStats (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i;

	CString sUNID = pCmdLine->GetAttribute(CONSTLIT("unid"));
	DWORD dwUNID = strToInt(sUNID, 0, NULL);
	CItemType *pItem = Universe.FindItemType(dwUNID);
	if (pItem == NULL)
		{
		CItemCriteria Crit;
		CItem::InitCriteriaAll(&Crit);
		CItem Item = CItem::CreateItemByName(sUNID, Crit);
		pItem = Item.GetType();

		if (pItem == NULL)
			{
			printf("ERROR: Unknown item '%s'\n", sUNID.GetASCIIZPointer());
			return;
			}
		}

	if (pItem->GetCategory() != itemcatShields)
		{
		printf("ERROR: Item '%s' is not a shield generator\n", pItem->GetNounPhrase().GetASCIIZPointer());
		return;
		}

	bool bVerbose = pCmdLine->GetAttributeBool(CONSTLIT("verbose"));
	bool bEval = pCmdLine->GetAttributeBool(CONSTLIT("eval"));

	//	Get the stats for the shield

	Metric rHP = (Metric)pItem->GetDataFieldInteger(FIELD_HP);
	Metric rHPRegenPerTick = pItem->GetDataFieldInteger(FIELD_REGEN) / 1000.0;

	int iDamageAdj[damageCount];
	CString sDamageAdj = pItem->GetDataField(CONSTLIT("damageAdj"));
	char *pPos = sDamageAdj.GetASCIIZPointer();
	int iCount = 0;
	while (iCount < damageCount)
		{
		iDamageAdj[iCount] = strParseInt(pPos, 0, &pPos, NULL);
		if (*pPos != '\0')
			pPos++;
		iCount++;
		}

	//	Print header

	printf("%s\n\n", pItem->GetNounPhrase().GetASCIIZPointer());

	//	Loop over all weapons and sort them by level and then name

	CSymbolTable List(FALSE, TRUE);
	for (i = 0; i < Universe.GetItemTypeCount(); i++)
		{
		CItemType *pWeapon = Universe.GetItemType(i);
		if (pWeapon->GetCategory() != itemcatWeapon)
			continue;

		CString sLevel = (pWeapon->GetLevel() < 10 ? strPatternSubst(CONSTLIT("0%d"), pWeapon->GetLevel()) : strFromInt(pWeapon->GetLevel(), FALSE));
		CString sSortName = strPatternSubst(CONSTLIT("%s%s"), sLevel, pWeapon->GetNounPhrase());
		List.AddEntry(sSortName, (CObject *)pWeapon);
		}

	//	Loop over sorted list and output data

	for (i = 0; i < List.GetCount(); i++)
		{
		CItemType *pWeapon = (CItemType *)List.GetValue(i);

		//	Get the data for the weapon

		int iFireDelay = pWeapon->GetDataFieldInteger(CONSTLIT("fireDelay"));
		Metric rAverageDamage = pWeapon->GetDataFieldInteger(CONSTLIT("averageDamage")) / 1000.0;
		int iDamageType = pWeapon->GetDataFieldInteger(CONSTLIT("damageType"));
		if (iDamageType < 0 || iDamageType >= damageCount)
			iDamageType = 0;

		//	Adjust damage for type

		rAverageDamage = rAverageDamage * (iDamageAdj[iDamageType] / 100.0);
		if (rAverageDamage < 1.0)
			rAverageDamage = 0.0;

		//	Calculate how many shots it would take to pierce through the shields

		char szBuffer[256];
		Metric rShotsToDeplete;
		Metric rRegenPerShot = rHPRegenPerTick * (Metric)iFireDelay;
		if (rRegenPerShot >= rAverageDamage)
			{
			rShotsToDeplete = 1000000.0;
			lstrcpy(szBuffer, "ineffective");
			}
		else
			{
			Metric rDrainPerShot = rAverageDamage - rRegenPerShot;
			rShotsToDeplete = rHP / rDrainPerShot;
			sprintf(szBuffer, "%.2f", rShotsToDeplete);
			}

		//	See if this weapon is overpowered or underpowered

		char szEval[256];
		if (bEval)
			{
			lstrcpy(szEval, "\t");
			if (pWeapon->GetLevel() < pItem->GetLevel())
				{
				if (rShotsToDeplete <= 10.0)
					lstrcpy(szEval, "\tOVERpowered");
				}
			else
				{
				if (rShotsToDeplete > 20.0)
					lstrcpy(szEval, "\tUNDERpowered");
				}
			}
		else
			lstrcpy(szEval, "");

		//	Print table

		if (bVerbose)
			{
			printf("%s\t%s\t%s\t(%d ticks; %.2f damage; %.2f regen/shot)%s\n",
					RomanNumeral(pWeapon->GetLevel()),
					pWeapon->GetNounPhrase().GetASCIIZPointer(),
					szBuffer,
					iFireDelay,
					rAverageDamage,
					rRegenPerShot,
					szEval);
			}
		else
			{
			printf("%s\t%s\t%s%s\n",
					RomanNumeral(pWeapon->GetLevel()),
					pWeapon->GetNounPhrase().GetASCIIZPointer(),
					szBuffer,
					szEval);
			}
		}
	}
Exemplo n.º 4
0
void GenerateArmorTable (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	int i;

	printf("ARMOR TABLE\n\n");

	printf("Level\tArmor\tCost\tWeight\tHP\tLasr\tImpc\tPart\tBlst\tIon\tThrm\tPosi\tPlsm\tAnti\tNano\tGrav\tSing\tDacd\tDstl\tDlgt\tDfir\n");
	for (i = 0; i < Universe.GetItemTypeCount(); i++)
		{
		CItemType *pItem = Universe.GetItemType(i);
		CArmorClass *pArmor = pItem->GetArmorClass();
		if (pArmor == NULL)
			continue;

		CItem Item(pItem, 1);
		CString sName = pItem->GetName(NULL);
		int iHP = pArmor->GetMaxHP(CItemCtx(&Item));

		printf("%d\t%s\t%d\t%d\t%d\t", 
				pItem->GetLevel(), 
				sName.GetASCIIZPointer(), 
				Item.GetValue(true), 
				Item.GetMassKg(),
				iHP);

		//	For each damage type, compute the adjusted hit points of the armor

		int iDamage;
		for (iDamage = damageLaser; iDamage < damageCount; iDamage++)
			{
			printf("%d", pArmor->GetDamageAdj(CItemCtx(Item), (DamageTypes)iDamage));
			if (iDamage != damageCount - 1)
				printf("\t");
			}

		printf("\n");
		}

	printf("ARMOR TABLE DAMAGE ADJUSTMENTS\n\n");

	printf("Level\tArmor\tHP\tLasr\tImpc\tPart\tBlst\tIon\tThrm\tPosi\tPlsm\tAnti\tNano\tGrav\tSing\tDacd\tDstl\tDlgt\tDfir\n");
	for (i = 0; i < Universe.GetItemTypeCount(); i++)
		{
		CItemType *pItem = Universe.GetItemType(i);
		CArmorClass *pArmor = pItem->GetArmorClass();
		if (pArmor == NULL)
			continue;

		CString sName = pItem->GetName(NULL);
		CItem Item(pItem, 1);
		int iHP = pArmor->GetMaxHP(CItemCtx(&Item));

		printf("%d\t%s\t%d\t", 
				pItem->GetLevel(), 
				sName.GetASCIIZPointer(), 
				iHP);

		//	For each damage type, compute the adjusted hit points of the armor

		int iDamage;
		for (iDamage = damageLaser; iDamage < damageCount; iDamage++)
			{
			int iAdj = pArmor->GetDamageAdj(CItemCtx(Item), (DamageTypes)iDamage);
			if (iAdj == 0)
				printf("----");
			else
				printf("%d", iHP * 100 / iAdj);

			if (iDamage != damageCount - 1)
				printf("\t");
			}

		printf("\n");
		}
	}
Exemplo n.º 5
0
void GenerateItemTable (CUniverse &Universe, CXMLElement *pCmdLine)
	{
	ALERROR error;
	int i, j;

	//	Compute the criteria

	CItemCriteria Crit;
	CString sCriteria;
	if (pCmdLine->FindAttribute(CRITERIA_ATTRIB, &sCriteria))
		CItem::ParseCriteria(sCriteria, &Crit);
	else
		CItem::InitCriteriaAll(&Crit);

	//	Generate a table

	CSymbolTable Table(FALSE, TRUE);

	//	Loop over all items that match and add them to
	//	a sorted table.

	for (j = 0; j < Universe.GetItemTypeCount(); j++)
		{
		CItemType *pType = Universe.GetItemType(j);
		CItem Item(pType, 1);

		if (!Item.MatchesCriteria(Crit))
			continue;

		//	Figure out the sort order

		char szBuffer[1024];
		wsprintf(szBuffer, "%02d%s%02d%s", 
				pType->GetLevel(),
				g_szTypeCode[GetItemType(pType)], 
				GetItemFreq(pType), 
				pType->GetNounPhrase().GetASCIIZPointer());
		Table.AddEntry(CString(szBuffer), (CObject *)pType);
		}

	//	If we need to output total count, then load the table

	CSymbolTable TotalCount(TRUE, TRUE);
	if (pCmdLine->GetAttributeBool(FIELD_TOTAL_COUNT))
		{
		if (error = LoadTotalCount(TOTAL_COUNT_FILENAME, TotalCount))
			return;
		}

	//	If we've got any entries in the table, output now

	if (Table.GetCount())
		{
		//	Generate a list of columns to display

		CStringArray Cols;
		Cols.AppendString(FIELD_LEVEL);
		Cols.AppendString(FIELD_TYPE);
		Cols.AppendString(FIELD_FREQUENCY);
		Cols.AppendString(FIELD_NAME);

		//	More columns from command-line

		if (pCmdLine->GetAttributeBool(FIELD_AVERAGE_COUNT))
			Cols.AppendString(FIELD_AVERAGE_COUNT);
		if (pCmdLine->GetAttributeBool(FIELD_BALANCE))
			Cols.AppendString(FIELD_BALANCE);
		if (pCmdLine->GetAttributeBool(FIELD_COST))
			Cols.AppendString(FIELD_COST);
		if (pCmdLine->GetAttributeBool(FIELD_INSTALL_COST))
			Cols.AppendString(FIELD_INSTALL_COST);
		if (pCmdLine->GetAttributeBool(FIELD_MASS))
			Cols.AppendString(FIELD_MASS);
		if (pCmdLine->GetAttributeBool(FIELD_TOTAL_COUNT))
			Cols.AppendString(FIELD_TOTAL_COUNT);
		if (pCmdLine->GetAttributeBool(FIELD_REFERENCE))
			Cols.AppendString(FIELD_REFERENCE);

		if (pCmdLine->GetAttributeBool(FIELD_HP))
			Cols.AppendString(FIELD_HP);
		if (pCmdLine->GetAttributeBool(FIELD_HP_BONUS))
			Cols.AppendString(FIELD_HP_BONUS);
		if (pCmdLine->GetAttributeBool(FIELD_REGEN))
			Cols.AppendString(FIELD_REGEN);
		if (pCmdLine->GetAttributeBool(FIELD_FIRE_DELAY))
			Cols.AppendString(FIELD_FIRE_DELAY);
		if (pCmdLine->GetAttributeBool(FIELD_THRUST))
			Cols.AppendString(FIELD_THRUST);
		if (pCmdLine->GetAttributeBool(FIELD_POWER))
			Cols.AppendString(FIELD_POWER);

		if (pCmdLine->GetAttributeBool(FIELD_POWER_PER_SHOT))
			Cols.AppendString(FIELD_POWER_PER_SHOT);
		if (pCmdLine->GetAttributeBool(FIELD_AVERAGE_DAMAGE))
			Cols.AppendString(FIELD_AVERAGE_DAMAGE);
		if (pCmdLine->GetAttributeBool(FIELD_MAX_SPEED))
			Cols.AppendString(FIELD_MAX_SPEED);

		//	Output the header

		for (j = 0; j < Cols.GetCount(); j++)
			{
			if (j != 0)
				printf("\t");

			printf(Cols.GetStringValue(j).GetASCIIZPointer());
			}

		printf("\n");

		//	Output each row

		for (i = 0; i < Table.GetCount(); i++)
			{
			CItemType *pType = (CItemType *)Table.GetValue(i);

			for (j = 0; j < Cols.GetCount(); j++)
				{
				if (j != 0)
					printf("\t");

				CString sField = Cols.GetStringValue(j);
				CString sValue = pType->GetDataField(sField);

				if (strEquals(sField, FIELD_AVERAGE_DAMAGE) || strEquals(sField, FIELD_POWER_PER_SHOT))
					printf("%.2f", strToInt(sValue, 0, NULL) / 1000.0);
				else if (strEquals(sField, FIELD_POWER))
					printf("%.1f", strToInt(sValue, 0, NULL) / 1000.0);
				else if (strEquals(sField, FIELD_TOTAL_COUNT))
					{
					double rCount = 0.0;

					CString sKey = strFromInt(pType->GetUNID(), FALSE);
					EntryInfo *pEntry;
					if (TotalCount.Lookup(sKey, (CObject **)&pEntry) == NOERROR)
						rCount = pEntry->rTotalCount;

					printf("%.2f", rCount);
					}
				else
					printf(sValue.GetASCIIZPointer());
				}

			printf("\n");
			}

		printf("\n");
		}
	else
		printf("No entries match criteria.\n");
	}