/** * Remove slays which are duplicates, i.e. they have exactly the same "monster * flag" and the same "resist flag". The one with highest multiplier is kept. * * \param flags is the flagset from which to remove duplicates. * count is the number of dups removed. */ public static int dedup_slays(ref Bitflag flags) { int i, j; int count = 0; for (i = 0; i < list.Count(); i++) { Slay s_ptr = list[i]; if (flags.has(s_ptr.object_flag.value)) { for (j = i + 1; j < list.Count(); j++) { Slay t_ptr = list[j]; if (flags.has(t_ptr.object_flag.value) && (t_ptr.monster_flag == s_ptr.monster_flag) && (t_ptr.resist_flag == s_ptr.resist_flag) && (t_ptr.mult != s_ptr.mult)) { count++; if (t_ptr.mult > s_ptr.mult) { flags.off(s_ptr.object_flag.value); } else { flags.off(t_ptr.object_flag.value); } } } } } return(count); }
/** * Extract the multiplier from a given object hitting a given monster. * * \param o_ptr is the object being used to attack * \param m_ptr is the monster being attacked * \param best_s_ptr is the best applicable slay_table entry, or null if no * slay already known * \param real is whether this is a real attack (where we update lore) or a * simulation (where we don't) * \param known_only is whether we are using all the object flags, or only * the ones we *already* know about */ //Best_s_ptr was slay** public static void improve_attack_modifier(Object o_ptr, Monster.Monster m_ptr, ref Slay best_s_ptr, bool real, bool known_only) { Monster_Race r_ptr = Misc.r_info[m_ptr.r_idx]; Monster_Lore l_ptr = Misc.l_list[m_ptr.r_idx]; Bitflag f = new Bitflag(Object_Flag.SIZE); Bitflag known_f = new Bitflag(Object_Flag.SIZE); Bitflag note_f = new Bitflag(Object_Flag.SIZE); int i; o_ptr.object_flags(ref f); o_ptr.object_flags_known(ref known_f); for (i = 0; i < Slay.MAX.value; i++) { Slay s_ptr = list[i]; if ((known_only && !known_f.has(s_ptr.object_flag.value)) || (!known_only && !f.has(s_ptr.object_flag.value))) { continue; } /* In a real attack, learn about monster resistance or slay match if: * EITHER the slay flag on the object is known, * OR the monster is vulnerable to the slay/brand */ if (real && (known_f.has(s_ptr.object_flag.value) || (s_ptr.monster_flag != Monster_Flag.NONE && r_ptr.flags.has(s_ptr.monster_flag.value)) || (s_ptr.resist_flag != Monster_Flag.NONE && !r_ptr.flags.has(s_ptr.resist_flag.value)))) { /* notice any brand or slay that would affect monster */ note_f.wipe(); note_f.on(s_ptr.object_flag.value); object_notice_slays(o_ptr, note_f); if (m_ptr.ml && s_ptr.monster_flag != Monster_Flag.NONE) { l_ptr.flags.on(s_ptr.monster_flag.value); } if (m_ptr.ml && s_ptr.resist_flag != Monster_Flag.NONE) { l_ptr.flags.on(s_ptr.resist_flag.value); } } /* If the monster doesn't resist or the slay flag matches */ if ((s_ptr.brand != null && s_ptr.brand.Length != 0 && !r_ptr.flags.has(s_ptr.resist_flag.value)) || (s_ptr.monster_flag != Monster_Flag.NONE && r_ptr.flags.has(s_ptr.monster_flag.value))) { /* compare multipliers to determine best attack */ if ((best_s_ptr == null) || ((best_s_ptr).mult < s_ptr.mult)) { best_s_ptr = s_ptr; } } } }
/** * Notice a given special flag on wielded items. * * \param flag is the flag to notice */ public static void wieldeds_notice_flag(Player.Player p, int flag) { int i; /* Sanity check */ if (flag == 0) { return; } /* XXX Eddie need different naming conventions for starting wieldeds at INVEN_WIELD vs INVEN_WIELD+2 */ for (i = Misc.INVEN_WIELD; i < Misc.ALL_INVEN_TOTAL; i++) { Object o_ptr = p.inventory[i]; Bitflag f = new Bitflag(Object_Flag.SIZE); if (o_ptr.kind == null) { continue; } o_ptr.object_flags(ref f); if (f.has(flag) && !o_ptr.known_flags.has(flag)) { //char o_name[80]; string o_name = o_ptr.object_desc(Detail.BASE); /* Notice the flag */ o_ptr.notice_flag(flag); /* XXX Eddie should this go before noticing the flag to avoid learning twice? */ if (EASY_LEARN && o_ptr.is_jewelry()) { /* XXX Eddie EASY_LEARN Possible concern: gets =teleportation just from +2 speed */ o_ptr.flavor_aware(); o_ptr.check_for_ident(); } /* Message */ Object_Flag.flag_message(flag, o_name); } else { /* Notice that flag is absent */ o_ptr.notice_flag(flag); } /* XXX Eddie should not need this, should be done in noticing, but will remove later */ o_ptr.check_for_ident(); } return; }
static int obj_desc_light(Object o_ptr, ref string buf, int max, int end) { Bitflag f = new Bitflag(Object_Flag.SIZE); o_ptr.object_flags(ref f); /* Fuelled light sources get number of remaining turns appended */ if ((o_ptr.tval == TVal.TV_LIGHT) && !f.has(Object_Flag.NO_FUEL.value)) { buf += String.Format(" ({0} turns)", o_ptr.timeout); } return(buf.Length); }
/** * Determine whether an object flag or its timed equivalent are set in the * passed-in flags (which probably come from a state structure). This assumes * that there are no p_ptr.timed effects which can be active yet unknown to * the player. * * \param p player to act upon * \param flag is the object flag for which we are checking. * \param f is the set of flags we're checking */ public bool check_state(Object.Object_Flag flag, Bitflag f) { Object_Flag of_ptr = Object_Flag.list[flag.value]; /* Sanity check */ if (flag == null) { return(false); } if (f.has(flag.value) || (of_ptr.timed != (Timed_Effect)0 && timed[(int)of_ptr.timed] > 0)) { return(true); } return(false); }
/** * Match slays in flags against a chosen flag mask * * count is the number of matches * \param flags is the flagset to analyse for matches * \param mask is the flagset against which to test * \param desc[] is the array of descriptions of matching slays - can be null * \param brand[] is the array of descriptions of brands - can be null * \param mult[] is the array of multipliers of those slays - can be null * \param dedup is whether or not to remove duplicates * * desc[], brand[] and mult[] must be >= SL_MAX in size */ //Bitflags were size Object_Flag.SIZE, might be an out param public static int list_slays(Bitflag flags, Bitflag mask, string[] desc, string[] brand, int[] mult, bool dedup) { int i, count = 0; Bitflag f = new Bitflag(Object_Flag.SIZE); /* We are only interested in the flags specified in mask */ f.copy(flags); f.inter(mask); /* Remove "duplicate" flags if desired */ if (dedup) { dedup_slays(ref f); } /* Collect slays */ for (i = 0; i < list.Count(); i++) { Slay s_ptr = list[i]; if (f.has(s_ptr.object_flag.value)) { if (mult != null) { mult[count] = s_ptr.mult; } if (brand != null) { brand[count] = s_ptr.brand; } if (desc != null) { desc[count] = s_ptr.desc; } count++; } } return(count); }
/** * This is a safe way to choose a random new flag to add to an object. * It takes the existing flags and an array of new flags, * and returns an entry from newf, or 0 if there are no * new flags available. */ static int get_new_attr(Bitflag flags, Bitflag newf) { int options = 0, flag = 0; for (int i = newf.next(Bitflag.FLAG_START); i != Bitflag.FLAG_null; i = newf.next(i + 1)) { /* skip this one if the flag is already present */ if (flags.has(i)) { continue; } /* each time we find a new possible option, we have a 1-in-N chance of * choosing it and an (N-1)-in-N chance of keeping a previous one */ if (Random.one_in_(++options)) { flag = i; } } return(flag); }
/* * Calculate the players current "state", taking into account * not only race/class intrinsics, but also objects being worn * and temporary spell effects. * * See also calc_mana() and calc_hitpoints(). * * Take note of the new "speed code", in particular, a very strong * player will start slowing down as soon as he reaches 150 pounds, * but not until he reaches 450 pounds will he be half as fast as * a normal kobold. This both hurts and helps the player, hurts * because in the old days a player could just avoid 300 pounds, * and helps because now carrying 300 pounds is not very painful. * * The "weapon" and "bow" do *not* add to the bonuses to hit or to * damage, since that would affect non-combat things. These values * are actually added in later, at the appropriate place. * * If id_only is true, calc_bonuses() will only use the known * information of objects; thus it returns what the player _knows_ * the character state to be. */ void calc_bonuses(Object.Object[] inventory, ref Player_State state, bool id_only) { Player p_ptr = Player.instance; int i, j, hold; int extra_blows = 0; int extra_shots = 0; int extra_might = 0; Object.Object o_ptr; Bitflag f = new Bitflag(Object_Flag.SIZE); Bitflag collect_f = new Bitflag(Object_Flag.SIZE); /*** Reset ***/ state = new Player_State(); //memset(state, 0, sizeof *state); /* Set various defaults */ state.speed = 110; state.num_blows = 100; /*** Extract race/class info ***/ /* Base infravision (purely racial) */ if(p_ptr.Race == null) return; state.see_infra = p_ptr.Race.infra; /* Base skills */ for (i = 0; i < (int)Skill.MAX; i++) state.skills[i] = (short)(p_ptr.Race.r_skills[i] + p_ptr.Class.c_skills[i]); /*** Analyze player ***/ /* Extract the player flags */ Player.player_flags(ref collect_f); /*** Analyze equipment ***/ /* Scan the equipment */ for (i = Misc.INVEN_WIELD; i < Misc.INVEN_TOTAL; i++) { o_ptr = inventory[i]; /* Skip non-objects */ if (o_ptr == null || o_ptr.kind == null) continue; /* Extract the item flags */ if (id_only) o_ptr.object_flags_known(ref f); else o_ptr.object_flags(ref f); collect_f.union(f); /* Affect stats */ if (f.has(Object_Flag.STR.value)) state.stat_add[(int)Stat.Str] += o_ptr.pval[o_ptr.which_pval(Object_Flag.STR.value)]; if (f.has(Object_Flag.INT.value)) state.stat_add[(int)Stat.Int] += o_ptr.pval[o_ptr.which_pval(Object_Flag.INT.value)]; if (f.has(Object_Flag.WIS.value)) state.stat_add[(int)Stat.Wis] += o_ptr.pval[o_ptr.which_pval(Object_Flag.WIS.value)]; if (f.has(Object_Flag.DEX.value)) state.stat_add[(int)Stat.Dex] += o_ptr.pval[o_ptr.which_pval(Object_Flag.DEX.value)]; if (f.has(Object_Flag.CON.value)) state.stat_add[(int)Stat.Con] += o_ptr.pval[o_ptr.which_pval(Object_Flag.CON.value)]; if (f.has(Object_Flag.CHR.value)) state.stat_add[(int)Stat.Chr] += o_ptr.pval[o_ptr.which_pval(Object_Flag.CHR.value)]; /* Affect stealth */ if (f.has(Object_Flag.STEALTH.value)) state.skills[(int)Skill.STEALTH] += o_ptr.pval[o_ptr.which_pval(Object_Flag.STEALTH.value)]; /* Affect searching ability (factor of five) */ if (f.has(Object_Flag.SEARCH.value)) state.skills[(int)Skill.SEARCH] += (short)(o_ptr.pval[o_ptr.which_pval(Object_Flag.SEARCH.value)] * 5); /* Affect searching frequency (factor of five) */ if (f.has(Object_Flag.SEARCH.value)) state.skills[(int)Skill.SEARCH_FREQUENCY] += (short)(o_ptr.pval[o_ptr.which_pval(Object_Flag.SEARCH.value)] * 5); /* Affect infravision */ if (f.has(Object_Flag.INFRA.value)) state.see_infra += o_ptr.pval[o_ptr.which_pval(Object_Flag.INFRA.value)]; /* Affect digging (factor of 20) */ if (f.has(Object_Flag.TUNNEL.value)) state.skills[(int)Skill.DIGGING] += (short)(o_ptr.pval[o_ptr.which_pval(Object_Flag.TUNNEL.value)] * 20); /* Affect speed */ if (f.has(Object_Flag.SPEED.value)) state.speed += o_ptr.pval[o_ptr.which_pval(Object_Flag.SPEED.value)]; /* Affect blows */ if (f.has(Object_Flag.BLOWS.value)) extra_blows += o_ptr.pval[o_ptr.which_pval(Object_Flag.BLOWS.value)]; /* Affect shots */ if (f.has(Object_Flag.SHOTS.value)) extra_shots += o_ptr.pval[o_ptr.which_pval(Object_Flag.SHOTS.value)]; /* Affect Might */ if (f.has(Object_Flag.MIGHT.value)) extra_might += o_ptr.pval[o_ptr.which_pval(Object_Flag.MIGHT.value)]; /* Modify the base armor class */ state.ac += o_ptr.ac; /* The base armor class is always known */ state.dis_ac += o_ptr.ac; /* Apply the bonuses to armor class */ if (!id_only || o_ptr.is_known()) state.to_a += o_ptr.to_a; /* Apply the mental bonuses to armor class, if known */ if (o_ptr.defence_plusses_are_visible()) state.dis_to_a += o_ptr.to_a; /* Hack -- do not apply "weapon" bonuses */ if (i == Misc.INVEN_WIELD) continue; /* Hack -- do not apply "bow" bonuses */ if (i == Misc.INVEN_BOW) continue; /* Apply the bonuses to hit/damage */ if (!id_only || o_ptr.is_known()) { state.to_h += o_ptr.to_h; state.to_d += o_ptr.to_d; } /* Apply the mental bonuses tp hit/damage, if known */ if (o_ptr.attack_plusses_are_visible()) { state.dis_to_h += o_ptr.to_h; state.dis_to_d += o_ptr.to_d; } } /*** Update all flags ***/ for (i = 0; i < Object_Flag.MAX.value; i++) if (collect_f.has(i)) state.flags.on(i); /*** Handle stats ***/ /* Calculate stats */ for (i = 0; i < (int)Stat.Max; i++) { int add, top, use, ind; /* Extract modifier */ add = state.stat_add[i]; /* Maximize mode */ if (Option.birth_maximize.value) { /* Modify the stats for race/class */ add += (p_ptr.Race.r_adj[i] + p_ptr.Class.c_adj[i]); } /* Extract the new "stat_top" value for the stat */ top = Birther.modify_stat_value(p_ptr.stat_max[i], add); /* Save the new value */ state.stat_top[i] = (short)top; /* Extract the new "stat_use" value for the stat */ use = Birther.modify_stat_value(p_ptr.stat_cur[i], add); /* Save the new value */ state.stat_use[i] = (short)use; /* Values: n/a */ if (use <= 3) ind = 0; /* Values: 3, 4, ..., 18 */ else if (use <= 18) ind = (use - 3); /* Ranges: 18/00-18/09, ..., 18/210-18/219 */ else if (use <= 18+219) ind = (15 + (use - 18) / 10); /* Range: 18/220+ */ else ind = (37); Misc.assert((0 <= ind) && (ind < Misc.STAT_RANGE)); /* Save the new index */ state.stat_ind[i] = (short)ind; } /*** Temporary flags ***/ /* Apply temporary "stun" */ if (p_ptr.timed[(int)Timed_Effect.STUN] > 50) { state.to_h -= 20; state.dis_to_h -= 20; state.to_d -= 20; state.dis_to_d -= 20; state.skills[(int)Skill.DEVICE] = (short)(state.skills[(int)Skill.DEVICE] * 8 / 10); } else if (p_ptr.timed[(int)Timed_Effect.STUN] != 0) { state.to_h -= 5; state.dis_to_h -= 5; state.to_d -= 5; state.dis_to_d -= 5; state.skills[(int)Skill.DEVICE] = (short)(state.skills[(int)Skill.DEVICE] * 9 / 10); } /* Invulnerability */ if (p_ptr.timed[(int)Timed_Effect.INVULN] != 0) { state.to_a += 100; state.dis_to_a += 100; } /* Temporary blessing */ if (p_ptr.timed[(int)Timed_Effect.BLESSED] != 0) { state.to_a += 5; state.dis_to_a += 5; state.to_h += 10; state.dis_to_h += 10; state.skills[(int)Skill.DEVICE] = (short) (state.skills[(int)Skill.DEVICE] * 105 / 100); } /* Temporary shield */ if (p_ptr.timed[(int)Timed_Effect.SHIELD] != 0) { state.to_a += 50; state.dis_to_a += 50; } /* Temporary stoneskin */ if (p_ptr.timed[(int)Timed_Effect.STONESKIN] != 0) { state.to_a += 40; state.dis_to_a += 40; state.speed -= 5; } /* Temporary "Hero" */ if (p_ptr.timed[(int)Timed_Effect.HERO] != 0) { state.to_h += 12; state.dis_to_h += 12; state.skills[(int)Skill.DEVICE] = (short)(state.skills[(int)Skill.DEVICE] * 105 / 100); } /* Temporary "Berserk" */ if (p_ptr.timed[(int)Timed_Effect.SHERO] != 0) { state.to_h += 24; state.dis_to_h += 24; state.to_a -= 10; state.dis_to_a -= 10; state.skills[(int)Skill.DEVICE] = (short)(state.skills[(int)Skill.DEVICE] * 9 / 10); } /* Temporary "fast" */ if (p_ptr.timed[(int)Timed_Effect.FAST] != 0 || p_ptr.timed[(int)Timed_Effect.SPRINT] != 0) state.speed += 10; /* Temporary "slow" */ if (p_ptr.timed[(int)Timed_Effect.SLOW] != 0) state.speed -= 10; /* Temporary infravision boost */ if (p_ptr.timed[(int)Timed_Effect.SINFRA] != 0) state.see_infra += 5; /* Terror - this is necessary because TMD_AFRAID already occupies the * of_ptr.timed slot for Object_Flag.AFRAID */ if (p_ptr.timed[(int)Timed_Effect.TERROR] > p_ptr.timed[(int)Timed_Effect.AFRAID]) p_ptr.timed[(int)Timed_Effect.AFRAID] = p_ptr.timed[(int)Timed_Effect.TERROR]; if (p_ptr.timed[(int)Timed_Effect.TERROR] != 0) state.speed += 5; /* Fear can come from item flags too */ if (p_ptr.check_state(Object_Flag.AFRAID, p_ptr.state.flags)) { state.to_h -= 20; state.dis_to_h -= 20; state.to_a += 8; state.dis_to_a += 8; state.skills[(int)Skill.DEVICE] = (short)(state.skills[(int)Skill.DEVICE] * 95 / 100); } /* Confusion */ if (p_ptr.timed[(int)Timed_Effect.CONFUSED] != 0) state.skills[(int)Skill.DEVICE] = (short)(state.skills[(int)Skill.DEVICE] * 75 / 100); /* Amnesia */ if (p_ptr.timed[(int)Timed_Effect.AMNESIA] != 0) state.skills[(int)Skill.DEVICE] = (short)(state.skills[(int)Skill.DEVICE] * 8 / 10); /* Poison */ if (p_ptr.timed[(int)Timed_Effect.POISONED] != 0) state.skills[(int)Skill.DEVICE] = (short)(state.skills[(int)Skill.DEVICE] * 95 / 100); /* Hallucination */ if (p_ptr.timed[(int)Timed_Effect.IMAGE] != 0) state.skills[(int)Skill.DEVICE] = (short)(state.skills[(int)Skill.DEVICE] * 8 / 10); /*** Analyze weight ***/ /* Extract the current weight (in tenth pounds) */ j = p_ptr.total_weight; /* Extract the "weight limit" (in tenth pounds) */ i = state.weight_limit(); /* Apply "encumbrance" from weight */ if (j > i / 2) state.speed -= (short)((j - (i / 2)) / (i / 10)); /* Bloating slows the player down (a little) */ if (p_ptr.food >= Misc.PY_FOOD_MAX) state.speed -= 10; /* Searching slows the player down */ if (p_ptr.searching != 0) state.speed -= 10; /* Sanity check on extreme speeds */ if (state.speed < 0) state.speed = 0; if (state.speed > 199) state.speed = 199; /*** Apply modifier bonuses ***/ /* Actual Modifier Bonuses (Un-inflate stat bonuses) */ state.to_a += (short)((int)(adj_dex_ta[state.stat_ind[(int)Stat.Dex]]) - 128); state.to_d += (short)((int)(adj_str_td[state.stat_ind[(int)Stat.Str]]) - 128); state.to_h += (short)((int)(adj_dex_th[state.stat_ind[(int)Stat.Dex]]) - 128); state.to_h += (short)((int)(adj_str_th[state.stat_ind[(int)Stat.Str]]) - 128); /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */ state.dis_to_a += (short)((int)(adj_dex_ta[state.stat_ind[(int)Stat.Dex]]) - 128); state.dis_to_d += (short)((int)(adj_str_td[state.stat_ind[(int)Stat.Str]]) - 128); state.dis_to_h += (short)((int)(adj_dex_th[state.stat_ind[(int)Stat.Dex]]) - 128); state.dis_to_h += (short)((int)(adj_str_th[state.stat_ind[(int)Stat.Str]]) - 128); /*** Modify skills ***/ /* Affect Skill -- stealth (bonus one) */ state.skills[(int)Skill.STEALTH] += 1; /* Affect Skill -- disarming (DEX and INT) */ state.skills[(int)Skill.DISARM] += adj_dex_dis[state.stat_ind[(int)Stat.Dex]]; state.skills[(int)Skill.DISARM] += adj_int_dis[state.stat_ind[(int)Stat.Int]]; /* Affect Skill -- magic devices (INT) */ state.skills[(int)Skill.DEVICE] += adj_int_dev[state.stat_ind[(int)Stat.Int]]; /* Affect Skill -- saving throw (WIS) */ state.skills[(int)Skill.SAVE] += adj_wis_sav[state.stat_ind[(int)Stat.Wis]]; /* Affect Skill -- digging (STR) */ state.skills[(int)Skill.DIGGING] += adj_str_dig[state.stat_ind[(int)Stat.Str]]; /* Affect Skills (Level, by Class) */ for (i = 0; i < (int)Skill.MAX; i++) state.skills[i] += (short)(p_ptr.Class.x_skills[i] * p_ptr.lev / 10); /* Limit Skill -- digging from 1 up */ if (state.skills[(int)Skill.DIGGING] < 1) state.skills[(int)Skill.DIGGING] = 1; /* Limit Skill -- stealth from 0 to 30 */ if (state.skills[(int)Skill.STEALTH] > 30) state.skills[(int)Skill.STEALTH] = 30; if (state.skills[(int)Skill.STEALTH] < 0) state.skills[(int)Skill.STEALTH] = 0; /* Apply Skill -- Extract noise from stealth */ state.noise = (uint)(1L << (30 - state.skills[(int)Skill.STEALTH])); /* Obtain the "hold" value */ hold = adj_str_hold[state.stat_ind[(int)Stat.Str]]; /*** Analyze current bow ***/ /* Examine the "current bow" */ o_ptr = inventory[Misc.INVEN_BOW]; /* Assume not heavy */ state.heavy_shoot = false; /* It is hard to hold a heavy bow */ if (hold < o_ptr.weight / 10) { /* Hard to wield a heavy bow */ state.to_h += (short)(2 * (hold - o_ptr.weight / 10)); state.dis_to_h += (short)(2 * (hold - o_ptr.weight / 10)); /* Heavy Bow */ state.heavy_shoot = true; } /* Analyze launcher */ if (o_ptr.kind != null) { /* Get to shoot */ state.num_shots = 1; /* Analyze the launcher */ switch (o_ptr.sval) { /* Sling and ammo */ case SVal.SV_SLING: { state.ammo_tval = TVal.TV_SHOT; state.ammo_mult = 2; break; } /* Short Bow and Arrow */ case SVal.SV_SHORT_BOW: { state.ammo_tval = TVal.TV_ARROW; state.ammo_mult = 2; break; } /* Long Bow and Arrow */ case SVal.SV_LONG_BOW: { state.ammo_tval = TVal.TV_ARROW; state.ammo_mult = 3; break; } /* Light Crossbow and Bolt */ case SVal.SV_LIGHT_XBOW: { state.ammo_tval = TVal.TV_BOLT; state.ammo_mult = 3; break; } /* Heavy Crossbow and Bolt */ case SVal.SV_HEAVY_XBOW: { state.ammo_tval = TVal.TV_BOLT; state.ammo_mult = 4; break; } } /* Apply special flags */ if (o_ptr.kind != null && !state.heavy_shoot) { /* Extra shots */ state.num_shots += (short)extra_shots; /* Extra might */ state.ammo_mult += (byte)extra_might; /* Hack -- Rangers love Bows */ if (player_has(Misc.PF.EXTRA_SHOT.value) && (state.ammo_tval == TVal.TV_ARROW)) { /* Extra shot at level 20 */ if (p_ptr.lev >= 20) state.num_shots++; /* Extra shot at level 40 */ if (p_ptr.lev >= 40) state.num_shots++; } } /* Require at least one shot */ if (state.num_shots < 1) state.num_shots = 1; } /*** Analyze weapon ***/ /* Examine the "current weapon" */ o_ptr = inventory[Misc.INVEN_WIELD]; /* Assume not heavy */ state.heavy_wield = false; /* It is hard to hold a heavy weapon */ if (hold < o_ptr.weight / 10) { /* Hard to wield a heavy weapon */ state.to_h += (short)(2 * (hold - o_ptr.weight / 10)); state.dis_to_h += (short)(2 * (hold - o_ptr.weight / 10)); /* Heavy weapon */ state.heavy_wield = true; } /* Non-object means barehanded attacks */ if (o_ptr.kind == null) Misc.assert(o_ptr.weight == 0); /* Normal weapons */ if (!state.heavy_wield) { /* Calculate number of blows */ state.num_blows = (short)calc_blows(o_ptr, state, extra_blows); /* Boost digging skill by weapon weight */ state.skills[(int)Skill.DIGGING] += (short)(o_ptr.weight / 10); } /* Assume okay */ state.icky_wield = false; /* Priest weapon penalty for non-blessed edged weapons */ if (player_has(Misc.PF.BLESS_WEAPON.value) && !p_ptr.check_state(Object_Flag.BLESSED, p_ptr.state.flags) && ((o_ptr.tval == TVal.TV_SWORD) || (o_ptr.tval == TVal.TV_POLEARM))) { /* Reduce the real bonuses */ state.to_h -= 2; state.to_d -= 2; /* Reduce the mental bonuses */ state.dis_to_h -= 2; state.dis_to_d -= 2; /* Icky weapon */ state.icky_wield = true; } return; }
/* * Calculate maximum mana. You do not need to know any spells. * Note that mana is lowered by heavy (or inappropriate) armor. * * This function induces status messages. */ static void calc_mana() { int msp, levels, cur_wgt, max_wgt; Object.Object o_ptr; bool old_cumber_glove = instance.cumber_glove; bool old_cumber_armor = instance.cumber_armor; /* Hack -- Must be literate */ if (instance.Class.spell_book == 0) { instance.msp = 0; instance.csp = 0; instance.csp_frac = 0; return; } /* Extract "effective" player level */ levels = (instance.lev - instance.Class.spell_first) + 1; if (levels > 0) { msp = 1; msp += (short)(adj_mag_mana[instance.state.stat_ind[instance.Class.spell_stat]] * levels / 100); } else { levels = 0; msp = 0; } /* Process gloves for those disturbed by them */ if (instance.player_has(Misc.PF.CUMBER_GLOVE.value)) { Bitflag f = new Bitflag(Object_Flag.SIZE); /* Assume player is not encumbered by gloves */ instance.cumber_glove = false; /* Get the gloves */ o_ptr = instance.inventory[Misc.INVEN_HANDS]; /* Examine the gloves */ o_ptr.object_flags(ref f); /* Normal gloves hurt mage-type spells */ if (o_ptr.kind != null && !f.has(Object_Flag.FREE_ACT.value) && !f.has(Object_Flag.SPELLS_OK.value) && !(f.has(Object_Flag.DEX.value) && (o_ptr.pval[o_ptr.which_pval(Object_Flag.DEX.value)] > 0))) { /* Encumbered */ instance.cumber_glove = true; /* Reduce mana */ msp = (3 * msp) / 4; } } /* Assume player not encumbered by armor */ instance.cumber_armor = false; /* Weigh the armor */ cur_wgt = 0; cur_wgt += instance.inventory[Misc.INVEN_BODY].weight; cur_wgt += instance.inventory[Misc.INVEN_HEAD].weight; cur_wgt += instance.inventory[Misc.INVEN_ARM].weight; cur_wgt += instance.inventory[Misc.INVEN_OUTER].weight; cur_wgt += instance.inventory[Misc.INVEN_HANDS].weight; cur_wgt += instance.inventory[Misc.INVEN_FEET].weight; /* Determine the weight allowance */ max_wgt = instance.Class.spell_weight; /* Heavy armor penalizes mana */ if (((cur_wgt - max_wgt) / 10) > 0) { /* Encumbered */ instance.cumber_armor = true; /* Reduce mana */ msp -= ((cur_wgt - max_wgt) / 10); } /* Mana can never be negative */ if (msp < 0) msp = 0; /* Maximum mana has changed */ if (msp != instance.msp) { /* Save new limit */ instance.msp = (short)msp; /* Enforce new limit */ if (instance.csp >= msp) { instance.csp = (short)msp; instance.csp_frac = 0; } /* Display mana later */ instance.redraw |= (Misc.PR_MANA); } /* Hack -- handle "xtra" mode */ if (Misc.character_xtra != 0) return; /* Take note when "glove state" changes */ if (old_cumber_glove != instance.cumber_glove) { /* Message */ if (instance.cumber_glove) { Utilities.msg("Your covered hands feel unsuitable for spellcasting."); } else { Utilities.msg("Your hands feel more suitable for spellcasting."); } } /* Take note when "armor state" changes */ if (old_cumber_armor != instance.cumber_armor) { /* Message */ if (instance.cumber_armor) { Utilities.msg("The weight of your armor encumbers your movement."); } else { Utilities.msg("You feel able to move more freely."); } } }
/* * Calculate and set the current light radius. * * The brightest wielded object counts as the light source; radii do not add * up anymore. * * Note that a cursed light source no longer emits light. */ void calc_torch() { int i; short old_light = cur_light; bool burn_light = true; short new_light = 0; int extra_light = 0; /* Ascertain lightness if in the town */ if (depth == 0 && ((Misc.turn % (10L * Cave.TOWN_DAWN)) < ((10L * Cave.TOWN_DAWN) / 2))) burn_light = false; /* Examine all wielded objects, use the brightest */ for (i = Misc.INVEN_WIELD; i < Misc.INVEN_TOTAL; i++) { Bitflag f = new Bitflag(Object_Flag.SIZE); int amt = 0; Object.Object o_ptr = inventory[i]; /* Skip empty slots */ if (o_ptr.kind == null) continue; /* Extract the flags */ o_ptr.object_flags(ref f); /* Cursed objects emit no light */ if (f.has(Object_Flag.LIGHT_CURSE.value)) amt = 0; /* Examine actual lights */ else if (o_ptr.tval == TVal.TV_LIGHT) { int flag_inc = f.has(Object_Flag.LIGHT.value) ? 1 : 0; /* Artifact lights provide permanent bright light */ if (o_ptr.artifact != null) amt = 3 + flag_inc; /* Non-artifact lights and those without fuel provide no light */ else if (!burn_light || o_ptr.timeout == 0) amt = 0; /* All lit lights provide at least radius 2 light */ else { amt = 2 + flag_inc; /* Torches below half fuel provide less light */ if (o_ptr.sval == SVal.SV_LIGHT_TORCH && o_ptr.timeout < (Misc.FUEL_TORCH / 4)) //Nick: This looks like 1/4th... amt--; } } else { /* LIGHT flag on an non-cursed non-lights always increases radius */ if (f.has(Object_Flag.LIGHT.value)) extra_light++; } /* Alter cur_light if reasonable */ if (new_light < amt) new_light = (short)amt; } /* Add bonus from LIGHT flags */ new_light += (short)extra_light; /* Limit light */ new_light = (short)Math.Min((int)new_light, 5); new_light = (short)Math.Max((int)new_light, 0); /* Notice changes in the "light radius" */ if (old_light != new_light) { /* Update the visuals */ cur_light = new_light; update |= (Misc.PU_UPDATE_VIEW | Misc.PU_MONSTERS); } }
/* * Determine whether a weapon or missile weapon is obviously {excellent} when * worn. * * XXX Eddie should messages be adhoc all over the place? perhaps the main * loop should check for change in inventory/wieldeds and all messages be * printed from one place */ public void notice_on_wield() { Bitflag f = new Bitflag(Object_Flag.SIZE); Bitflag f2 = new Bitflag(Object_Flag.SIZE); Bitflag obvious_mask = new Bitflag(Object_Flag.SIZE); bool obvious = false; Object_Flag.create_mask(obvious_mask, true, Object_Flag.object_flag_id.WIELD); /* Save time of wield for later */ object_last_wield = Misc.turn; /* Only deal with un-ID'd items */ if (is_known()) return; /* Wear it */ flavor_tried(); if (add_ident_flags(IDENT_WORN)) check_for_ident(); /* CC: may wish to be more subtle about this once we have ego lights * with multiple pvals */ if (is_light() && ego != null) notice_ego(); if (flavor_is_aware() && easy_know()) { notice_everything(); return; } /* Automatically sense artifacts upon wield */ sense_artifact(); /* Note artifacts when found */ if (artifact != null) History.add_artifact(artifact, is_known(), true); /* special case FA, needed at least for mages wielding gloves */ if (FA_would_be_obvious()) obvious_mask.on(Object_Flag.FREE_ACT.value); /* Extract the flags */ object_flags(ref f); /* Find obvious things (disregarding curses) - why do we remove the curses?? */ Object_Flag.create_mask(f2, false, Object_Flag.object_flag_type.CURSE); obvious_mask.diff(f2); if (f.is_inter(obvious_mask)) obvious = true; Object_Flag.create_mask(obvious_mask, true, Object_Flag.object_flag_id.WIELD); /* Notice any obvious brands or slays */ Slay.object_notice_slays(this, obvious_mask); /* Learn about obvious flags */ known_flags.union(obvious_mask); /* XXX Eddie should these next NOT call object_check_for_ident due to worries about repairing? */ /* XXX Eddie this is a small hack, but jewelry with anything noticeable really is obvious */ /* XXX Eddie learn =soulkeeping vs =bodykeeping when notice sustain_str */ if (is_jewelry()) { /* Learn the flavor of jewelry with obvious flags */ if (EASY_LEARN && obvious) flavor_aware(); /* Learn all flags on any aware non-artifact jewelry */ if (flavor_is_aware() && artifact == null) know_all_flags(); } check_for_ident(); if (!obvious) return; /* XXX Eddie need to add stealth here, also need to assert/double-check everything is covered */ /* CC: also need to add FA! */ if (f.has(Object_Flag.STR.value)) Utilities.msg("You feel %s!", pval[which_pval( Object_Flag.STR.value)] > 0 ? "stronger" : "weaker"); if (f.has(Object_Flag.INT.value)) Utilities.msg("You feel %s!", pval[which_pval( Object_Flag.INT.value)] > 0 ? "smarter" : "more stupid"); if (f.has(Object_Flag.WIS.value)) Utilities.msg("You feel %s!", pval[which_pval( Object_Flag.WIS.value)] > 0 ? "wiser" : "more naive"); if (f.has(Object_Flag.DEX.value)) Utilities.msg("You feel %s!", pval[which_pval( Object_Flag.DEX.value)] > 0 ? "more dextrous" : "clumsier"); if (f.has(Object_Flag.CON.value)) Utilities.msg("You feel %s!", pval[which_pval( Object_Flag.CON.value)] > 0 ? "healthier" : "sicklier"); if (f.has(Object_Flag.CHR.value)) Utilities.msg("You feel %s!", pval[which_pval( Object_Flag.CHR.value)] > 0 ? "cuter" : "uglier"); if (f.has(Object_Flag.SPEED.value)) Utilities.msg("You feel strangely %s.", pval[which_pval( Object_Flag.SPEED.value)] > 0 ? "quick" : "sluggish"); if (f.has(Object_Flag.BLOWS.value)) Utilities.msg("Your weapon %s in your hands.", pval[which_pval(Object_Flag.BLOWS.value)] > 0 ? "tingles" : "aches"); if (f.has(Object_Flag.SHOTS.value)) Utilities.msg("Your bow %s in your hands.", pval[which_pval(Object_Flag.SHOTS.value)] > 0 ? "tingles" : "aches"); if (f.has(Object_Flag.INFRA.value)) Utilities.msg("Your eyes tingle."); if (f.has(Object_Flag.LIGHT.value)) Utilities.msg("It glows!"); if (f.has(Object_Flag.TELEPATHY.value)) Utilities.msg("Your mind feels strangely sharper!"); /* WARNING -- masking f by obvious mask -- this should be at the end of this function */ /* CC: I think this can safely go, but just in case ... */ /*flags_mask(f, OF_SIZE, OF_OBVIOUS_MASK, FLAG_END); */ /* Remember the flags */ notice_sensing(); /* XXX Eddie should we check_for_ident here? */ }
/** * Notice a given special flag on wielded items. * * \param flag is the flag to notice */ public static void wieldeds_notice_flag(Player.Player p, int flag) { int i; /* Sanity check */ if (flag == 0) return; /* XXX Eddie need different naming conventions for starting wieldeds at INVEN_WIELD vs INVEN_WIELD+2 */ for (i = Misc.INVEN_WIELD; i < Misc.ALL_INVEN_TOTAL; i++) { Object o_ptr = p.inventory[i]; Bitflag f = new Bitflag(Object_Flag.SIZE); if (o_ptr.kind == null) continue; o_ptr.object_flags(ref f); if (f.has(flag) && !o_ptr.known_flags.has(flag)) { //char o_name[80]; string o_name = o_ptr.object_desc(Detail.BASE); /* Notice the flag */ o_ptr.notice_flag(flag); /* XXX Eddie should this go before noticing the flag to avoid learning twice? */ if (EASY_LEARN && o_ptr.is_jewelry()) { /* XXX Eddie EASY_LEARN Possible concern: gets =teleportation just from +2 speed */ o_ptr.flavor_aware(); o_ptr.check_for_ident(); } /* Message */ Object_Flag.flag_message(flag, o_name); } else { /* Notice that flag is absent */ o_ptr.notice_flag(flag); } /* XXX Eddie should not need this, should be done in noticing, but will remove later */ o_ptr.check_for_ident(); } return; }
public bool FA_would_be_obvious() { if (Misc.p_ptr.player_has(Misc.PF.CUMBER_GLOVE.value) && wield_slot() == Misc.INVEN_HANDS) { Bitflag flags = new Bitflag(Object_Flag.SIZE); object_flags(ref flags); if (!flags.has(Object_Flag.DEX.value) && !flags.has(Object_Flag.SPELLS_OK.value)) return true; } return false; }
/* * Evaluate the object's overall power level. */ public int object_power(bool verbose, StreamWriter log_file, bool known) { int p = 0, q = 0, slay_pwr = 0, dice_pwr = 0; int i, j; int extra_stat_bonus = 0, mult = 1, num_slays = 0, k = 1; Bitflag flags = new Bitflag(Object_Flag.SIZE); Bitflag mask = new Bitflag(Object_Flag.SIZE); /* Zero the flag counts */ for (i = 0; i < sets.Length; i++) { sets[i].count = 0; } /* Extract the flags */ if (known) { // log_file.Write("Object is deemed knwon\n"); object_flags(ref flags); } else { // log_file.Write("Object may not be fully known\n"); object_flags_known(ref flags); } /* Log the flags in human-readable form */ //if (verbose) //log_flags(flags, log_file); //meh /* Get the slay power and number of slay/brand types */ Object_Flag.create_mask(mask, false, Object_Flag.object_flag_type.SLAY, Object_Flag.object_flag_type.KILL, Object_Flag.object_flag_type.BRAND); num_slays = Slay.list_slays(flags, mask, null, null, null, true); if (num_slays != 0) { slay_pwr = slay_power(verbose, log_file, known); } /* Start with any damage boost from the item itself */ p += (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() == Misc.INVEN_WIELD || is_ammo()) { dice_pwr = (dd * (ds + 1) * DAMAGE_POWER / 4); // file_putf(log_file, "Adding %d power for dam dice\n", dice_pwr); /* Add 2nd lot of damage power for nonweapons */ } else if (wield_slot() != Misc.INVEN_BOW) { p += (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 != 0 || flags.has(Object_Flag.BLOWS.value) || flags.has(Object_Flag.SHOTS.value) || flags.has(Object_Flag.MIGHT.value)) { dice_pwr = (WEAP_DAMAGE * DAMAGE_POWER); // file_putf(log_file, "Adding %d power for nonweap combat flags\n", dice_pwr); } } p += dice_pwr; /* Add ammo damage for launchers, get multiplier and rescale */ if (wield_slot() == Misc.INVEN_BOW) { p += (archery[sval / 10].ammo_dam * DAMAGE_POWER / 2); // file_putf(log_file, "Adding power from ammo, total is %d\n", p); mult = bow_multiplier(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 (is_ammo()) { if (ego != null) { p += (archery[tval - TVal.TV_SHOT].launch_dam * DAMAGE_POWER / 2); } p = p * archery[tval - 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 (flags.has(Object_Flag.BLOWS.value)) { j = which_pval(Object_Flag.BLOWS.value); if (known || this_pval_is_visible(j)) { if (pval[j] >= INHIBIT_BLOWS) { p += INHIBIT_POWER; // file_putf(log_file, "INHIBITING - too many extra blows - quitting\n"); return(p); } else { p = p * (MAX_BLOWS + pval[j]) / MAX_BLOWS; /* Add boost for assumed off-weapon damage */ p += (NONWEAP_DAMAGE * 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 (flags.has(Object_Flag.SHOTS.value)) { j = which_pval(Object_Flag.SHOTS.value); if (known || this_pval_is_visible(j)) { if (pval[j] >= INHIBIT_SHOTS) { p += INHIBIT_POWER; // file_putf(log_file, "INHIBITING - too many extra shots - quitting\n"); return(p); } else if (pval[j] > 0) { p = (p * (1 + 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 (flags.has(Object_Flag.MIGHT.value)) { j = which_pval(Object_Flag.MIGHT.value); if (known || this_pval_is_visible(j)) { if (pval[j] >= INHIBIT_MIGHT) { p += INHIBIT_POWER; mult = 1; /* don't overflow */ // file_putf(log_file, "INHIBITING - too much extra might - quitting\n"); return(p); } else { mult += 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 != 0) { p += (dice_pwr * (slay_pwr / 100)) / (Eval.tot_mon_power / 100); // 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() == Misc.INVEN_BOW) { p /= MAX_BLOWS; // file_putf(log_file, "Rescaling bow power, total is %d\n", p); } /* Add power for +to_hit */ p += (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 (ac != 0) { p += BASE_ARMOUR_POWER; q += (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 (weight > 0) { i = 750 * (ac + to_a) / 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 += (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 (to_a > HIGH_TO_AC) { p += ((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 (to_a > VERYHIGH_TO_AC) { p += ((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 (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() == Misc.INVEN_LIGHT) { p += BASE_LIGHT_POWER; /* Artifact lights have larger radius so add more */ if (artifact != null) { p += BASE_LIGHT_POWER; } // file_putf(log_file, "Adding power for light radius, total is %d\n", p); } /* Add base power for jewelry */ if (is_jewelry()) { 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 = flags.next(Bitflag.FLAG_START); i != Bitflag.FLAG_null; i = flags.next(i + 1)) { if (Object_Flag.flag_uses_pval(i)) { j = which_pval(i); if (known || this_pval_is_visible(j)) { k = pval[j]; extra_stat_bonus += (k * Object_Flag.pval_mult(i)); } } else { k = 1; } if (Object_Flag.flag_power(i) != 0) { p += (k * Object_Flag.flag_power(i) * Object_Flag.slot_mult(i, wield_slot())); //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 < sets.Length; j++) { if ((sets[j].type == Object_Flag.obj_flag_type(i)) && (i != Object_Flag.SUST_CHR.value)) { 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 < sets.Length; i++) { if (sets[i].count > 1) { q = (sets[i].factor * sets[i].count * sets[i].count); /* Scale damage-dependent set bonuses by damage dice power */ if (sets[i].dam_dep) { q = q * dice_pwr / (DAMAGE_POWER * 5); } p += q; // file_putf(log_file, "Adding power for multiple %s, total is %d\n", sets[i].desc, 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 %s, total is %d\n", sets[i].desc, p); } } /* add power for effect */ if (known || effect_is_known()) { if (artifact != null && artifact.effect != null) { p += artifact.effect.effect_power(); // file_putf(log_file, "Adding power for artifact activation, total is %d\n", p); } else { p += kind.effect.effect_power(); // 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); }
/* * Evaluate the object's overall power level. */ public int object_power(bool verbose, StreamWriter log_file, bool known) { int p = 0, q = 0, slay_pwr = 0, dice_pwr = 0; int i, j; int extra_stat_bonus = 0, mult = 1, num_slays = 0, k = 1; Bitflag flags = new Bitflag(Object_Flag.SIZE); Bitflag mask = new Bitflag(Object_Flag.SIZE); /* Zero the flag counts */ for (i = 0; i < sets.Length; i++) sets[i].count = 0; /* Extract the flags */ if (known) { // log_file.Write("Object is deemed knwon\n"); object_flags(ref flags); } else { // log_file.Write("Object may not be fully known\n"); object_flags_known(ref flags); } /* Log the flags in human-readable form */ //if (verbose) //log_flags(flags, log_file); //meh /* Get the slay power and number of slay/brand types */ Object_Flag.create_mask(mask, false, Object_Flag.object_flag_type.SLAY, Object_Flag.object_flag_type.KILL, Object_Flag.object_flag_type.BRAND); num_slays = Slay.list_slays(flags, mask, null, null, null, true); if (num_slays != 0) slay_pwr = slay_power(verbose, log_file, known); /* Start with any damage boost from the item itself */ p += (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() == Misc.INVEN_WIELD || is_ammo()) { dice_pwr = (dd * (ds + 1) * DAMAGE_POWER / 4); // file_putf(log_file, "Adding %d power for dam dice\n", dice_pwr); /* Add 2nd lot of damage power for nonweapons */ } else if (wield_slot() != Misc.INVEN_BOW) { p += (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 != 0 || flags.has(Object_Flag.BLOWS.value) || flags.has(Object_Flag.SHOTS.value) || flags.has(Object_Flag.MIGHT.value)) { dice_pwr = (WEAP_DAMAGE * DAMAGE_POWER); // file_putf(log_file, "Adding %d power for nonweap combat flags\n", dice_pwr); } } p += dice_pwr; /* Add ammo damage for launchers, get multiplier and rescale */ if (wield_slot() == Misc.INVEN_BOW) { p += (archery[sval / 10].ammo_dam * DAMAGE_POWER / 2); // file_putf(log_file, "Adding power from ammo, total is %d\n", p); mult = bow_multiplier(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 (is_ammo()) { if (ego != null) p += (archery[tval - TVal.TV_SHOT].launch_dam * DAMAGE_POWER / 2); p = p * archery[tval - 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 (flags.has(Object_Flag.BLOWS.value)) { j = which_pval(Object_Flag.BLOWS.value); if (known || this_pval_is_visible(j)) { if (pval[j] >= INHIBIT_BLOWS) { p += INHIBIT_POWER; // file_putf(log_file, "INHIBITING - too many extra blows - quitting\n"); return p; } else { p = p * (MAX_BLOWS + pval[j]) / MAX_BLOWS; /* Add boost for assumed off-weapon damage */ p += (NONWEAP_DAMAGE * 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 (flags.has(Object_Flag.SHOTS.value)) { j = which_pval(Object_Flag.SHOTS.value); if (known || this_pval_is_visible(j)) { if (pval[j] >= INHIBIT_SHOTS) { p += INHIBIT_POWER; // file_putf(log_file, "INHIBITING - too many extra shots - quitting\n"); return p; } else if (pval[j] > 0) { p = (p * (1 + 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 (flags.has(Object_Flag.MIGHT.value)) { j = which_pval(Object_Flag.MIGHT.value); if (known || this_pval_is_visible(j)) { if (pval[j] >= INHIBIT_MIGHT) { p += INHIBIT_POWER; mult = 1; /* don't overflow */ // file_putf(log_file, "INHIBITING - too much extra might - quitting\n"); return p; } else mult += 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 != 0) { p += (dice_pwr * (slay_pwr / 100)) / (Eval.tot_mon_power / 100); // 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() == Misc.INVEN_BOW) { p /= MAX_BLOWS; // file_putf(log_file, "Rescaling bow power, total is %d\n", p); } /* Add power for +to_hit */ p += (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 (ac != 0) { p += BASE_ARMOUR_POWER; q += (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 (weight > 0) { i = 750 * (ac + to_a) / 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 += (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 (to_a > HIGH_TO_AC) { p += ((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 (to_a > VERYHIGH_TO_AC) { p += ((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 (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() == Misc.INVEN_LIGHT) { p += BASE_LIGHT_POWER; /* Artifact lights have larger radius so add more */ if (artifact != null) p += BASE_LIGHT_POWER; // file_putf(log_file, "Adding power for light radius, total is %d\n", p); } /* Add base power for jewelry */ if (is_jewelry()) { 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 = flags.next(Bitflag.FLAG_START); i != Bitflag.FLAG_null; i = flags.next(i + 1)) { if (Object_Flag.flag_uses_pval(i)) { j = which_pval(i); if (known || this_pval_is_visible(j)) { k = pval[j]; extra_stat_bonus += (k * Object_Flag.pval_mult(i)); } } else k = 1; if (Object_Flag.flag_power(i) != 0) { p += (k * Object_Flag.flag_power(i) * Object_Flag.slot_mult(i, wield_slot())); //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 < sets.Length; j++) if ((sets[j].type == Object_Flag.obj_flag_type(i)) && (i != Object_Flag.SUST_CHR.value)) 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 < sets.Length; i++) { if (sets[i].count > 1) { q = (sets[i].factor * sets[i].count * sets[i].count); /* Scale damage-dependent set bonuses by damage dice power */ if (sets[i].dam_dep) q = q * dice_pwr / (DAMAGE_POWER * 5); p += q; // file_putf(log_file, "Adding power for multiple %s, total is %d\n", sets[i].desc, 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 %s, total is %d\n", sets[i].desc, p); } } /* add power for effect */ if (known || effect_is_known()) { if (artifact != null && artifact.effect != null) { p += artifact.effect.effect_power(); // file_putf(log_file, "Adding power for artifact activation, total is %d\n", p); } else { p += kind.effect.effect_power(); // 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; }
static int obj_desc_combat(Object o_ptr, ref string buf, int max, int end, bool spoil) { Bitflag flags = new Bitflag(Object_Flag.SIZE); Bitflag flags_known = new Bitflag(Object_Flag.SIZE); o_ptr.object_flags(ref flags); o_ptr.object_flags_known(ref flags_known); if (flags.has(Object_Flag.SHOW_DICE.value)) { /* Only display the real damage dice if the combat stats are known */ if (spoil || o_ptr.attack_plusses_are_visible()) { buf = buf + " (" + o_ptr.dd + "d" + o_ptr.ds + ")"; } else { buf = buf + " (" + o_ptr.kind.dd + "d" + o_ptr.kind.ds + ")"; } } if (flags.has(Object_Flag.SHOW_MULT.value)) { /* Display shooting power as part of the multiplier */ if (flags.has(Object_Flag.MIGHT.value) && (spoil || o_ptr.object_flag_is_known(Object_Flag.MIGHT.value))) { buf = buf + " (x" + (o_ptr.sval % 10) + o_ptr.pval[o_ptr.which_pval(Object_Flag.MIGHT.value)] + ")"; } else { buf = buf + " (x" + o_ptr.sval % 10 + ")"; } } /* Show weapon bonuses */ if (spoil || o_ptr.attack_plusses_are_visible()) { if (flags.has(Object_Flag.SHOW_MODS.value) || o_ptr.to_d != 0 || o_ptr.to_h != 0) { /* Make an exception for body armor with only a to-hit penalty */ if (o_ptr.to_h < 0 && o_ptr.to_d == 0 && (o_ptr.tval == TVal.TV_SOFT_ARMOR || o_ptr.tval == TVal.TV_HARD_ARMOR || o_ptr.tval == TVal.TV_DRAG_ARMOR)) { buf = buf + " (" + (o_ptr.to_h > 0 ? "+" : "-") + o_ptr.to_h + ")"; } /* Otherwise, always use the full tuple */ else { buf = buf + " (" + (o_ptr.to_h > 0 ? "+" : "-") + o_ptr.to_h + "," + (o_ptr.to_d > 0 ? "+" : "-") + o_ptr.to_d + ")"; } } } /* Show armor bonuses */ if (spoil || o_ptr.defence_plusses_are_visible()) { if (obj_desc_show_armor(o_ptr)) { buf = buf + " [" + o_ptr.ac + "," + (o_ptr.to_a > 0?"+":"-") + o_ptr.to_a + "]"; } else if (o_ptr.to_a != 0) { buf = buf + " [" + (o_ptr.to_a > 0?"+":"-") + o_ptr.to_a + "]"; } } else if (obj_desc_show_armor(o_ptr)) { buf = buf + " [" + (o_ptr.was_sensed() ? o_ptr.ac : o_ptr.kind.ac) + "]"; } return(end); }
/** * Extract the multiplier from a given object hitting a given monster. * * \param o_ptr is the object being used to attack * \param m_ptr is the monster being attacked * \param best_s_ptr is the best applicable slay_table entry, or null if no * slay already known * \param real is whether this is a real attack (where we update lore) or a * simulation (where we don't) * \param known_only is whether we are using all the object flags, or only * the ones we *already* know about */ //Best_s_ptr was slay** public static void improve_attack_modifier(Object o_ptr, Monster.Monster m_ptr, ref Slay best_s_ptr, bool real, bool known_only) { Monster_Race r_ptr = Misc.r_info[m_ptr.r_idx]; Monster_Lore l_ptr = Misc.l_list[m_ptr.r_idx]; Bitflag f = new Bitflag(Object_Flag.SIZE); Bitflag known_f = new Bitflag(Object_Flag.SIZE); Bitflag note_f = new Bitflag(Object_Flag.SIZE); int i; o_ptr.object_flags(ref f); o_ptr.object_flags_known(ref known_f); for (i = 0; i < Slay.MAX.value; i++) { Slay s_ptr = list[i]; if ((known_only && !known_f.has(s_ptr.object_flag.value)) || (!known_only && !f.has(s_ptr.object_flag.value))) continue; /* In a real attack, learn about monster resistance or slay match if: * EITHER the slay flag on the object is known, * OR the monster is vulnerable to the slay/brand */ if (real && (known_f.has(s_ptr.object_flag.value) || (s_ptr.monster_flag != Monster_Flag.NONE && r_ptr.flags.has(s_ptr.monster_flag.value)) || (s_ptr.resist_flag != Monster_Flag.NONE && !r_ptr.flags.has(s_ptr.resist_flag.value)))) { /* notice any brand or slay that would affect monster */ note_f.wipe(); note_f.on(s_ptr.object_flag.value); object_notice_slays(o_ptr, note_f); if (m_ptr.ml && s_ptr.monster_flag != Monster_Flag.NONE) l_ptr.flags.on(s_ptr.monster_flag.value); if (m_ptr.ml && s_ptr.resist_flag != Monster_Flag.NONE) l_ptr.flags.on(s_ptr.resist_flag.value); } /* If the monster doesn't resist or the slay flag matches */ if ((s_ptr.brand != null && s_ptr.brand.Length != 0 && !r_ptr.flags.has(s_ptr.resist_flag.value)) || (s_ptr.monster_flag != Monster_Flag.NONE && r_ptr.flags.has(s_ptr.monster_flag.value))) { /* compare multipliers to determine best attack */ if ((best_s_ptr == null) || ((best_s_ptr).mult < s_ptr.mult)) best_s_ptr = s_ptr; } } }
/** * Determine whether an object flag or its timed equivalent are set in the * passed-in flags (which probably come from a state structure). This assumes * that there are no p_ptr.timed effects which can be active yet unknown to * the player. * * \param p player to act upon * \param flag is the object flag for which we are checking. * \param f is the set of flags we're checking */ public bool check_state(Object.Object_Flag flag, Bitflag f) { Object_Flag of_ptr = Object_Flag.list[flag.value]; /* Sanity check */ if (flag == null) return false; if (f.has(flag.value) || (of_ptr.timed != (Timed_Effect)0 && timed[(int)of_ptr.timed] > 0)) return true; return false; }
static int obj_desc_light(Object o_ptr, ref string buf, int max, int end) { Bitflag f = new Bitflag(Object_Flag.SIZE); o_ptr.object_flags(ref f); /* Fuelled light sources get number of remaining turns appended */ if ((o_ptr.tval == TVal.TV_LIGHT) && !f.has(Object_Flag.NO_FUEL.value)) buf += String.Format(" ({0} turns)", o_ptr.timeout); return buf.Length; }
static int obj_desc_combat(Object o_ptr, ref string buf, int max, int end, bool spoil) { Bitflag flags = new Bitflag(Object_Flag.SIZE); Bitflag flags_known = new Bitflag(Object_Flag.SIZE); o_ptr.object_flags(ref flags); o_ptr.object_flags_known(ref flags_known); if (flags.has(Object_Flag.SHOW_DICE.value)) { /* Only display the real damage dice if the combat stats are known */ if(spoil || o_ptr.attack_plusses_are_visible()) buf = buf + " (" + o_ptr.dd + "d" + o_ptr.ds + ")"; else buf = buf + " (" + o_ptr.kind.dd + "d" + o_ptr.kind.ds + ")"; } if (flags.has(Object_Flag.SHOW_MULT.value)) { /* Display shooting power as part of the multiplier */ if (flags.has(Object_Flag.MIGHT.value) && (spoil || o_ptr.object_flag_is_known(Object_Flag.MIGHT.value))) buf = buf + " (x" + (o_ptr.sval % 10) + o_ptr.pval[o_ptr.which_pval(Object_Flag.MIGHT.value)] + ")"; else buf = buf + " (x" + o_ptr.sval % 10 + ")"; } /* Show weapon bonuses */ if (spoil || o_ptr.attack_plusses_are_visible()) { if (flags.has(Object_Flag.SHOW_MODS.value) || o_ptr.to_d != 0 || o_ptr.to_h != 0) { /* Make an exception for body armor with only a to-hit penalty */ if(o_ptr.to_h < 0 && o_ptr.to_d == 0 && (o_ptr.tval == TVal.TV_SOFT_ARMOR || o_ptr.tval == TVal.TV_HARD_ARMOR || o_ptr.tval == TVal.TV_DRAG_ARMOR)) buf = buf + " (" + (o_ptr.to_h > 0 ? "+" : "-") + o_ptr.to_h + ")"; /* Otherwise, always use the full tuple */ else buf = buf + " (" + (o_ptr.to_h > 0 ? "+" : "-") + o_ptr.to_h + "," + (o_ptr.to_d > 0 ? "+" : "-") + o_ptr.to_d + ")"; } } /* Show armor bonuses */ if (spoil || o_ptr.defence_plusses_are_visible()) { if (obj_desc_show_armor(o_ptr)) buf = buf + " [" + o_ptr.ac + "," + (o_ptr.to_a > 0?"+":"-") + o_ptr.to_a + "]"; else if (o_ptr.to_a != 0) buf = buf + " [" + (o_ptr.to_a > 0?"+":"-") + o_ptr.to_a + "]"; } else if (obj_desc_show_armor(o_ptr)) { buf = buf + " [" + (o_ptr.was_sensed() ? o_ptr.ac : o_ptr.kind.ac) + "]"; } return end; }
/** * This is a safe way to choose a random new flag to add to an object. * It takes the existing flags and an array of new flags, * and returns an entry from newf, or 0 if there are no * new flags available. */ static int get_new_attr(Bitflag flags, Bitflag newf) { int options = 0, flag = 0; for (int i = newf.next(Bitflag.FLAG_START); i != Bitflag.FLAG_null; i = newf.next(i + 1)) { /* skip this one if the flag is already present */ if (flags.has(i)) continue; /* each time we find a new possible option, we have a 1-in-N chance of * choosing it and an (N-1)-in-N chance of keeping a previous one */ if (Random.one_in_(++options)) flag = i; } return flag; }
/* * Determine whether a weapon or missile weapon is obviously {excellent} when * worn. * * XXX Eddie should messages be adhoc all over the place? perhaps the main * loop should check for change in inventory/wieldeds and all messages be * printed from one place */ public void notice_on_wield() { Bitflag f = new Bitflag(Object_Flag.SIZE); Bitflag f2 = new Bitflag(Object_Flag.SIZE); Bitflag obvious_mask = new Bitflag(Object_Flag.SIZE); bool obvious = false; Object_Flag.create_mask(obvious_mask, true, Object_Flag.object_flag_id.WIELD); /* Save time of wield for later */ object_last_wield = Misc.turn; /* Only deal with un-ID'd items */ if (is_known()) { return; } /* Wear it */ flavor_tried(); if (add_ident_flags(IDENT_WORN)) { check_for_ident(); } /* CC: may wish to be more subtle about this once we have ego lights * with multiple pvals */ if (is_light() && ego != null) { notice_ego(); } if (flavor_is_aware() && easy_know()) { notice_everything(); return; } /* Automatically sense artifacts upon wield */ sense_artifact(); /* Note artifacts when found */ if (artifact != null) { History.add_artifact(artifact, is_known(), true); } /* special case FA, needed at least for mages wielding gloves */ if (FA_would_be_obvious()) { obvious_mask.on(Object_Flag.FREE_ACT.value); } /* Extract the flags */ object_flags(ref f); /* Find obvious things (disregarding curses) - why do we remove the curses?? */ Object_Flag.create_mask(f2, false, Object_Flag.object_flag_type.CURSE); obvious_mask.diff(f2); if (f.is_inter(obvious_mask)) { obvious = true; } Object_Flag.create_mask(obvious_mask, true, Object_Flag.object_flag_id.WIELD); /* Notice any obvious brands or slays */ Slay.object_notice_slays(this, obvious_mask); /* Learn about obvious flags */ known_flags.union(obvious_mask); /* XXX Eddie should these next NOT call object_check_for_ident due to worries about repairing? */ /* XXX Eddie this is a small hack, but jewelry with anything noticeable really is obvious */ /* XXX Eddie learn =soulkeeping vs =bodykeeping when notice sustain_str */ if (is_jewelry()) { /* Learn the flavor of jewelry with obvious flags */ if (EASY_LEARN && obvious) { flavor_aware(); } /* Learn all flags on any aware non-artifact jewelry */ if (flavor_is_aware() && artifact == null) { know_all_flags(); } } check_for_ident(); if (!obvious) { return; } /* XXX Eddie need to add stealth here, also need to assert/double-check everything is covered */ /* CC: also need to add FA! */ if (f.has(Object_Flag.STR.value)) { Utilities.msg("You feel %s!", pval[which_pval( Object_Flag.STR.value)] > 0 ? "stronger" : "weaker"); } if (f.has(Object_Flag.INT.value)) { Utilities.msg("You feel %s!", pval[which_pval( Object_Flag.INT.value)] > 0 ? "smarter" : "more stupid"); } if (f.has(Object_Flag.WIS.value)) { Utilities.msg("You feel %s!", pval[which_pval( Object_Flag.WIS.value)] > 0 ? "wiser" : "more naive"); } if (f.has(Object_Flag.DEX.value)) { Utilities.msg("You feel %s!", pval[which_pval( Object_Flag.DEX.value)] > 0 ? "more dextrous" : "clumsier"); } if (f.has(Object_Flag.CON.value)) { Utilities.msg("You feel %s!", pval[which_pval( Object_Flag.CON.value)] > 0 ? "healthier" : "sicklier"); } if (f.has(Object_Flag.CHR.value)) { Utilities.msg("You feel %s!", pval[which_pval( Object_Flag.CHR.value)] > 0 ? "cuter" : "uglier"); } if (f.has(Object_Flag.SPEED.value)) { Utilities.msg("You feel strangely %s.", pval[which_pval( Object_Flag.SPEED.value)] > 0 ? "quick" : "sluggish"); } if (f.has(Object_Flag.BLOWS.value)) { Utilities.msg("Your weapon %s in your hands.", pval[which_pval(Object_Flag.BLOWS.value)] > 0 ? "tingles" : "aches"); } if (f.has(Object_Flag.SHOTS.value)) { Utilities.msg("Your bow %s in your hands.", pval[which_pval(Object_Flag.SHOTS.value)] > 0 ? "tingles" : "aches"); } if (f.has(Object_Flag.INFRA.value)) { Utilities.msg("Your eyes tingle."); } if (f.has(Object_Flag.LIGHT.value)) { Utilities.msg("It glows!"); } if (f.has(Object_Flag.TELEPATHY.value)) { Utilities.msg("Your mind feels strangely sharper!"); } /* WARNING -- masking f by obvious mask -- this should be at the end of this function */ /* CC: I think this can safely go, but just in case ... */ /*flags_mask(f, OF_SIZE, OF_OBVIOUS_MASK, FLAG_END); */ /* Remember the flags */ notice_sensing(); /* XXX Eddie should we check_for_ident here? */ }
/** * Remove slays which are duplicates, i.e. they have exactly the same "monster * flag" and the same "resist flag". The one with highest multiplier is kept. * * \param flags is the flagset from which to remove duplicates. * count is the number of dups removed. */ public static int dedup_slays(ref Bitflag flags) { int i, j; int count = 0; for (i = 0; i < list.Count(); i++) { Slay s_ptr = list[i]; if (flags.has(s_ptr.object_flag.value)) { for (j = i + 1; j < list.Count(); j++) { Slay t_ptr = list[j]; if (flags.has(t_ptr.object_flag.value) && (t_ptr.monster_flag == s_ptr.monster_flag) && (t_ptr.resist_flag == s_ptr.resist_flag) && (t_ptr.mult != s_ptr.mult)) { count++; if (t_ptr.mult > s_ptr.mult) flags.off(s_ptr.object_flag.value); else flags.off(t_ptr.object_flag.value); } } } } return count; }
/** * Match slays in flags against a chosen flag mask * * count is the number of matches * \param flags is the flagset to analyse for matches * \param mask is the flagset against which to test * \param desc[] is the array of descriptions of matching slays - can be null * \param brand[] is the array of descriptions of brands - can be null * \param mult[] is the array of multipliers of those slays - can be null * \param dedup is whether or not to remove duplicates * * desc[], brand[] and mult[] must be >= SL_MAX in size */ //Bitflags were size Object_Flag.SIZE, might be an out param public static int list_slays(Bitflag flags, Bitflag mask, string[] desc, string[] brand,int[] mult, bool dedup) { int i, count = 0; Bitflag f = new Bitflag(Object_Flag.SIZE); /* We are only interested in the flags specified in mask */ f.copy(flags); f.inter(mask); /* Remove "duplicate" flags if desired */ if (dedup) dedup_slays(ref f); /* Collect slays */ for (i = 0; i < list.Count(); i++) { Slay s_ptr = list[i]; if (f.has(s_ptr.object_flag.value)) { if (mult != null) mult[count] = s_ptr.mult; if (brand != null) brand[count] = s_ptr.brand; if (desc != null) desc[count] = s_ptr.desc; count++; } } return count; }