Пример #1
0
static size_t obj_desc_pval(const object_type *o_ptr, char *buf, size_t max,
	size_t end, bool spoil)
{
	bitflag f[OF_SIZE], f2[OF_SIZE];
	int i;
	bool any = FALSE;

	object_flags(o_ptr, f);
	create_mask(f2, FALSE, OFT_PVAL, OFT_STAT, OFT_MAX);

	if (!of_is_inter(f, f2)) return end;

	strnfcat(buf, max, &end, " <");
	for (i = 0; i < o_ptr->num_pvals; i++) {
		if (spoil || object_this_pval_is_visible(o_ptr, i)) {
			if (any)
				strnfcat(buf, max, &end, ", ");
			strnfcat(buf, max, &end, "%+d", o_ptr->pval[i]);
			any = TRUE;
		}
	}

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

	return end;
}
Пример #2
0
/*
 * Describe stat modifications.
 */
static bool describe_stats(textblock *tb, const object_type *o_ptr,
		bitflag flags[MAX_PVALS][OF_SIZE], oinfo_detail_t mode)
{
	const char *descs[N_ELEMENTS(pval_flags)];
	size_t count, i;
	bool full = mode & OINFO_FULL;
	bool dummy = mode & OINFO_DUMMY;
	bool search = FALSE;

	if (!o_ptr->num_pvals && !dummy)
		return FALSE;

	for (i = 0; i < o_ptr->num_pvals; i++) {
		count = info_collect(tb, pval_flags, N_ELEMENTS(pval_flags), flags[i], descs);

		if (count)
		{
			if ((object_this_pval_is_visible(o_ptr, i) || full) && !dummy)
				textblock_append_c(tb, (o_ptr->pval[i] > 0) ? TERM_L_GREEN : TERM_RED,
					"%+i ", o_ptr->pval[i]);
			else
				textblock_append(tb, "Affects your ");

			info_out_list(tb, descs, count);
		}
		if (of_has(flags[i], OF_SEARCH))
			search = TRUE;
	}

	if (search)
	{
		if ((object_this_pval_is_visible(o_ptr, which_pval(o_ptr, OF_SEARCH)) || full) && !dummy)
		{
			textblock_append_c(tb, (o_ptr->pval[which_pval(o_ptr, OF_SEARCH)] > 0) ? TERM_L_GREEN : TERM_RED,
				"%+i%% ", o_ptr->pval[which_pval(o_ptr, OF_SEARCH)] * 5);
			textblock_append(tb, "to searching.\n");
		}
		else if (count)
			textblock_append(tb, "Also affects your searching skill.\n");
		else
			textblock_append(tb, "Affects your searching skill.\n");
	}

	return TRUE;
}
Пример #3
0
/*
 * Determine the squelch level of an object, which is similar to its pseudo.
 *
 * The main point is when the value is undetermined given current info,
 * return the maximum possible value.
 */
byte squelch_level_of(const object_type *o_ptr)
{
	byte value;
	bitflag f[OF_SIZE], f2[OF_SIZE];
	int i;

	object_flags_known(o_ptr, f);

	/* Deal with jewelry specially. */
	if (object_is_jewelry(o_ptr))
	{
		/* CC: average jewelry has at least one known positive pval */
		for (i = 0; i < o_ptr->num_pvals; i++)
			if ((object_this_pval_is_visible(o_ptr, i)) && (o_ptr->pval[i] > 0))
				return SQUELCH_AVERAGE;

		if ((o_ptr->to_h > 0) || (o_ptr->to_d > 0) || (o_ptr->to_a > 0))
			return SQUELCH_AVERAGE;
		if ((object_attack_plusses_are_visible(o_ptr) &&
				((o_ptr->to_h < 0) || (o_ptr->to_d < 0))) ||
		    	(object_defence_plusses_are_visible(o_ptr) && o_ptr->to_a < 0))
			return SQUELCH_BAD;

		return SQUELCH_AVERAGE;
	}

	/* And lights */
	if (o_ptr->tval == TV_LIGHT)
	{
		create_mask(f2, TRUE, OFID_WIELD, OFT_MAX);
		if (of_is_inter(f, f2))
			return SQUELCH_ALL;
		if ((o_ptr->to_h > 0) || (o_ptr->to_d > 0) || (o_ptr->to_a > 0))
			return SQUELCH_GOOD;
		if ((o_ptr->to_h < 0) || (o_ptr->to_d < 0) || (o_ptr->to_a < 0))
			return SQUELCH_BAD;

		return SQUELCH_AVERAGE;
	}

	/* CC: we need to redefine "bad" with multiple pvals
	 * At the moment we use "all pvals known and negative" */
	for (i = 0; i < o_ptr->num_pvals; i++) {
		if (!object_this_pval_is_visible(o_ptr, i) ||
			(o_ptr->pval[i] > 0))
			break;

		if (i == (o_ptr->num_pvals - 1))
			return SQUELCH_BAD;
	}

	if (object_was_sensed(o_ptr)) {
		obj_pseudo_t pseudo = object_pseudo(o_ptr);

		switch (pseudo) {
			case INSCRIP_AVERAGE: {
				value = SQUELCH_AVERAGE;
				break;
			}

			case INSCRIP_EXCELLENT: {
				/* have to assume splendid until you have tested it */
				if (object_was_worn(o_ptr)) {
					if (object_high_resist_is_possible(o_ptr))
						value = SQUELCH_EXCELLENT_NO_SPL;
					else
						value = SQUELCH_EXCELLENT_NO_HI;
				} else {
					value = SQUELCH_ALL;
				}
				break;
			}

			case INSCRIP_SPLENDID:
				value = SQUELCH_ALL;
				break;
			case INSCRIP_NULL:
			case INSCRIP_SPECIAL:
				value = SQUELCH_MAX;
				break;

			/* This is the interesting case */
			case INSCRIP_STRANGE:
			case INSCRIP_MAGICAL: {
				value = SQUELCH_GOOD;

				if ((object_attack_plusses_are_visible(o_ptr) ||
						randcalc_valid(o_ptr->kind->to_h, o_ptr->to_h) ||
						randcalc_valid(o_ptr->kind->to_d, o_ptr->to_d)) &&
				    	(object_defence_plusses_are_visible(o_ptr) ||
						randcalc_valid(o_ptr->kind->to_a, o_ptr->to_a))) {
					int isgood = is_object_good(o_ptr);
					if (isgood > 0) {
						value = SQUELCH_GOOD;
					} else if (isgood < 0) {
						value = SQUELCH_BAD;
					} else {
						value = SQUELCH_AVERAGE;
					}
				}
				break;
			}

			default:
				/* do not handle any other possible pseudo values */
				assert(0);
		}
	}
	else
	{
		if (object_was_worn(o_ptr))
			value = SQUELCH_EXCELLENT_NO_SPL; /* object would be sensed if it were splendid */
		else if (object_is_known_not_artifact(o_ptr))
			value = SQUELCH_ALL;
		else
			value = SQUELCH_MAX;
	}

	return value;
}
Пример #4
0
/**
 * Describes item `o_ptr` into buffer `buf` of size `max`.
 *
 * ODESC_PREFIX prepends a 'the', 'a' or number
 * ODESC_BASE results in a base description.
 * ODESC_COMBAT will add to-hit, to-dam and AC info.
 * ODESC_EXTRA will add pval/charge/inscription/squelch info.
 * ODESC_PLURAL will pluralise regardless of the number in the stack.
 * ODESC_STORE turns off squelch markers, for in-store display.
 * ODESC_SPOIL treats the object as fully identified.
 *
 * Setting 'prefix' to TRUE prepends a 'the', 'a' or the number in the stack,
 * respectively.
 *
 * \returns The number of bytes used of the buffer.
 */
size_t object_desc(char *buf, size_t max, const object_type *o_ptr,
				   odesc_detail_t mode)
{
	bool prefix = mode & ODESC_PREFIX;
	bool spoil = (mode & ODESC_SPOIL);
	bool known;

	size_t end = 0, i = 0;

	/* Simple description for null item */
	if (!o_ptr->tval)
		return strnfmt(buf, max, "(nothing)");

	known = object_is_known(o_ptr) ||
			(o_ptr->ident & IDENT_STORE) || spoil;

	/* We've seen it at least once now we're aware of it */
	if (known && o_ptr->ego && !spoil) o_ptr->ego->everseen = TRUE;


	/*** Some things get really simple descriptions ***/

	if (o_ptr->marked == MARK_AWARE) {
		return strnfmt(buf, max, "an unknown item");
	}

	if (o_ptr->tval == TV_GOLD)
		return strnfmt(buf, max, "%d gold pieces worth of %s%s",
				o_ptr->pval[DEFAULT_PVAL], o_ptr->kind->name,
				squelch_item_ok(o_ptr) ? " {squelch}" : "");

	/** Construct the name **/

	/* Copy the base name to the buffer */
	end = obj_desc_name(buf, max, end, o_ptr, prefix, mode, spoil);

	if (mode & ODESC_COMBAT)
	{
		if (o_ptr->tval == TV_CHEST)
			end = obj_desc_chest(o_ptr, buf, max, end);
		else if (o_ptr->tval == TV_LIGHT)
			end = obj_desc_light(o_ptr, buf, max, end);

		end = obj_desc_combat(o_ptr, buf, max, end, spoil);
	}

	if (mode & ODESC_EXTRA)
	{
		for (i = 0; i < o_ptr->num_pvals; i++)
			if (spoil || object_this_pval_is_visible(o_ptr, i)) {
				end = obj_desc_pval(o_ptr, buf, max, end, spoil);
				break;
			}

		end = obj_desc_charges(o_ptr, buf, max, end);

		if (mode & ODESC_STORE)
			end = obj_desc_aware(o_ptr, buf, max, end);
		else
			end = obj_desc_inscrip(o_ptr, buf, max, end);
	}

	return end;
}
Пример #5
0
/*
 * Evaluate the object's overall power level.
 */
s32b object_power(const object_type* o_ptr, int verbose, ang_file *log_file,
	bool known)
{
	s32b p = 0, q = 0, slay_pwr = 0;
	unsigned int i, j;
	int extra_stat_bonus = 0, mult = 1, num_slays = 0, k = 1;
	bitflag flags[OF_SIZE], mask[OF_SIZE];

	/* Zero the flag counts */
	for (i = 0; i < N_ELEMENTS(sets); i++)
		sets[i].count = 0;

	/* Extract the flags */
	if (known) {
		file_putf(log_file, "Object is deemed known\n");
		object_flags(o_ptr, flags);
	} else {
		file_putf(log_file, "Object may not be fully known\n");
		object_flags_known(o_ptr, flags);
	}

	/* Log the flags in human-readable form */
	if (verbose)
		log_flags(flags, log_file);

	/* Get the slay power and number of slay/brand types */
	create_mask(mask, FALSE, OFT_SLAY, OFT_KILL, OFT_BRAND, OFT_MAX);
	num_slays = list_slays(flags, mask, NULL, NULL, NULL, TRUE);
	if (num_slays)
		slay_pwr = slay_power(o_ptr, verbose, log_file, known);

	/* Start with any damage boost from the item itself */
	p += (o_ptr->to_d * DAMAGE_POWER / 2);
	file_putf(log_file, "Adding power from to_dam, total is %d\n", p);

	/* Add damage from dice for any wieldable weapon or ammo */
	if (wield_slot(o_ptr) == INVEN_WIELD || obj_is_ammo(o_ptr)) {
		p += (o_ptr->dd * (o_ptr->ds + 1) * DAMAGE_POWER / 4);
		file_putf(log_file, "Adding power for dam dice, total is %d\n", p);
	/* Add 2nd lot of damage power for nonweapons */
	} else if (wield_slot(o_ptr) != INVEN_BOW) {
		p += (o_ptr->to_d * DAMAGE_POWER);
		file_putf(log_file, "Adding power from nonweap to_dam, total is %d\n", p);
		/* Add power boost for nonweapons with combat flags */
		if (num_slays || of_has(flags, OF_BLOWS) || of_has(flags, OF_SHOTS) ||
				of_has(flags, OF_MIGHT)) {
			p += (WEAP_DAMAGE * DAMAGE_POWER);
			file_putf(log_file, "Adding power for nonweap combat flags, total is %d\n", p);
		}
	}

	/* Add ammo damage for launchers, get multiplier and rescale */
	if (wield_slot(o_ptr) == INVEN_BOW) {
		p += (archery[o_ptr->sval / 10].ammo_dam * DAMAGE_POWER / 2);
		file_putf(log_file, "Adding power from ammo, total is %d\n", p);

		mult = bow_multiplier(o_ptr->sval);
		file_putf(log_file, "Base mult for this weapon is %d\n", mult);
	}

	/* Add launcher bonus for ego ammo, multiply for launcher and rescale */
	if (obj_is_ammo(o_ptr)) {
		if (o_ptr->ego)
			p += (archery[o_ptr->tval - TV_SHOT].launch_dam * DAMAGE_POWER / 2);
		p = p * archery[o_ptr->tval - TV_SHOT].launch_mult / (2 * MAX_BLOWS);
		file_putf(log_file, "After multiplying ammo and rescaling, power is %d\n", p);
	}

	/* Add power for extra blows */
	if (of_has(flags, OF_BLOWS)) {
		j = which_pval(o_ptr, OF_BLOWS);
		if (known || object_this_pval_is_visible(o_ptr, j)) {
			if (o_ptr->pval[j] >= INHIBIT_BLOWS) {
				p += INHIBIT_POWER;
				file_putf(log_file, "INHIBITING - too many extra blows\n");
			} else {
				p = p * (MAX_BLOWS + o_ptr->pval[j]) / MAX_BLOWS;
				/* Add boost for assumed off-weapon damage */
				p += (NONWEAP_DAMAGE * o_ptr->pval[j] * DAMAGE_POWER / 2);
				file_putf(log_file, "Adding power for extra blows, total is %d\n", p);
			}
		}
	}

	/* Add power for extra shots - note that we cannot handle negative shots */
	if (of_has(flags, OF_SHOTS)) {
		j = which_pval(o_ptr, OF_SHOTS);
		if (known || object_this_pval_is_visible(o_ptr, j)) {
			if (o_ptr->pval[j] >= INHIBIT_SHOTS) {
				p += INHIBIT_POWER;
				file_putf(log_file, "INHIBITING - too many extra shots\n");
			} else if (o_ptr->pval[j] > 0) {
				p = (p * (1 + o_ptr->pval[j]));
				file_putf(log_file, "Extra shots: multiplying power by 1 + %d, total is %d\n", o_ptr->pval[j], p);
			}
		}
	}

	/* Add power for extra might */
	if (of_has(flags, OF_MIGHT)) {
		j = which_pval(o_ptr, OF_MIGHT);
		if (known || object_this_pval_is_visible(o_ptr, j)) {
			if (o_ptr->pval[j] >= INHIBIT_MIGHT) {
				p += INHIBIT_POWER;
				mult = 1;	/* don't overflow */
				file_putf(log_file, "INHIBITING - too much extra might\n");
			} else
				mult += o_ptr->pval[j];
			file_putf(log_file, "Mult after extra might is %d\n", mult);
		}
	}
	p *= mult;
	file_putf(log_file, "After multiplying power for might, total is %d\n", p);

	/* Apply the correct slay multiplier */
	if (slay_pwr) {
		p = (p * (slay_pwr / 10)) / (tot_mon_power / 10);
		file_putf(log_file, "Adjusted for slay power, total is %d\n", p);
	}

	/* Melee weapons assume MAX_BLOWS per turn, so we must divide by MAX_BLOWS
     * to get equal ratings for launchers. */
	if (wield_slot(o_ptr) == INVEN_BOW) {
		p /= MAX_BLOWS;
		file_putf(log_file, "Rescaling bow power, total is %d\n", p);
	}

	/* Add power for +to_hit */
	p += (o_ptr->to_h * TO_HIT_POWER / 2);
	file_putf(log_file, "Adding power for to hit, total is %d\n", p);

	/* Add power for base AC and adjust for weight */
	if (o_ptr->ac) {
		q += BASE_ARMOUR_POWER;
		q += (o_ptr->ac * BASE_AC_POWER / 2);
		file_putf(log_file, "Adding %d power for base AC value\n", q);

		/* Add power for AC per unit weight */
		if (o_ptr->weight > 0) {
			i = 800 * (o_ptr->ac + o_ptr->to_a) / o_ptr->weight;

			/* Avoid overpricing Elven Cloaks */
			if (i > 450) i = 450;

			q *= i;
			q /= 100;

		/* Weightless (ethereal) armour items get fixed boost */
		} else
			q *= 5;
		p += q;
		file_putf(log_file, "Adding power for AC per unit weight, now %d\n", p);
	}
	/* Add power for +to_ac */
	p += (o_ptr->to_a * TO_AC_POWER / 2);
	file_putf(log_file, "Adding power for to_ac of %d, total is %d\n", o_ptr->to_a, p);
	if (o_ptr->to_a > HIGH_TO_AC) {
		p += ((o_ptr->to_a - (HIGH_TO_AC - 1)) * TO_AC_POWER);
		file_putf(log_file, "Adding power for high to_ac value, total is %d\n", p);
	}
	if (o_ptr->to_a > VERYHIGH_TO_AC) {
		p += ((o_ptr->to_a - (VERYHIGH_TO_AC -1)) * TO_AC_POWER * 2);
		file_putf(log_file, "Adding power for very high to_ac value, total is %d\n", p);
	}
	if (o_ptr->to_a >= INHIBIT_AC) {
		p += INHIBIT_POWER;
		file_putf(log_file, "INHIBITING: AC bonus too high\n");
	}


	/* Add power for light sources by radius XXX Hack - rewrite calc_torch! */
	if (wield_slot(o_ptr) == INVEN_LIGHT) {
		p += BASE_LIGHT_POWER;

		/* Artifact lights have larger radius so add more */
		if (o_ptr->artifact)
			p += BASE_LIGHT_POWER;

		file_putf(log_file, "Adding power for light radius, total is %d\n", p);
	}

	/* Add base power for jewelry */
	if (object_is_jewelry(o_ptr)) {
		p += BASE_JEWELRY_POWER;
		file_putf(log_file, "Adding power for jewelry, total is %d\n", p);
	}

	/* Add power for non-derived flags (derived flags have flag_power 0) */
	for (i = 0; i < OF_MAX; i++) {
		if (of_has(flags, i)) {
			if (flag_uses_pval(i)) {
				j = which_pval(o_ptr, i);
				if (known || object_this_pval_is_visible(o_ptr, j)) {
					k = o_ptr->pval[j];
					extra_stat_bonus += (k * pval_mult(i));
				}
			} else
				k = 1;

			if (flag_power(i)) {
				p += (k * flag_power(i) * slot_mult(i, wield_slot(o_ptr)));
				file_putf(log_file, "Adding power for %s, total is %d\n", flag_name(i), p);
			}

			/* Track combinations of flag types - note we ignore SUST_CHR */
			for (j = 0; j < N_ELEMENTS(sets); j++)
				if ((sets[j].type == obj_flag_type(i)) && (i != OF_SUST_CHR))
					sets[j].count++;
		}
	}

	/* Add extra power term if there are a lot of ability bonuses */
	if (extra_stat_bonus > 249) {
		file_putf(log_file, "Inhibiting!  (Total ability bonus of %d is too high)\n", extra_stat_bonus);
		p += INHIBIT_POWER;
	} else {
		p += ability_power[extra_stat_bonus / 10];
		file_putf(log_file, "Adding power for pval total of %d, total is %d\n", extra_stat_bonus, p);
	}

	/* Add extra power for multiple flags of the same type */
	for (i = 0; i < N_ELEMENTS(sets); i++) {
		if (sets[i].count > 1) {
			p += (sets[i].factor * sets[i].count * sets[i].count);
			file_putf(log_file, "Adding power for multiple flags of type %d, total is %d\n", i, p);
		}

		/* Add bonus if item has a full set of these flags */
		if (sets[i].count == sets[i].size) {
			p += sets[i].bonus;
			file_putf(log_file, "Adding power for full set of type %d, total is %d\n", i, p);
		}
	}

	/* add power for effect */
	if (known || object_effect_is_known(o_ptr))	{
		if (o_ptr->artifact && o_ptr->artifact->effect) {
			p += effect_power(o_ptr->artifact->effect);
			file_putf(log_file, "Adding power for artifact activation, total is %d\n", p);
		} else {
			p += effect_power(o_ptr->kind->effect);
			file_putf(log_file, "Adding power for item activation, total is %d\n", p);
		}
	}

	file_putf(log_file, "FINAL POWER IS %d\n", p);

	return p;
}