Esempio n. 1
0
        /**
         * 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;
                    }
                }
            }
        }
Esempio n. 2
0
        /**
         * Helper function used with ranged_helper by do_cmd_fire.
         */
        public static attack_result make_ranged_shot(Object.Object o_ptr, int y, int x)
        {
            attack_result result = new attack_result(false, 0, 0, "hit");

            Object.Object j_ptr = Misc.p_ptr.inventory[Misc.INVEN_BOW];

            Monster.Monster m_ptr = Cave.cave_monster(Cave.cave, Cave.cave.m_idx[y][x]);
            Monster_Race    r_ptr = Misc.r_info[m_ptr.r_idx];

            int bonus   = Misc.p_ptr.state.to_h + o_ptr.to_h + j_ptr.to_h;
            int chance  = Misc.p_ptr.state.skills[(int)Skill.TO_HIT_BOW] + bonus * Misc.BTH_PLUS_ADJ;
            int chance2 = chance - Cave.distance(Misc.p_ptr.py, Misc.p_ptr.px, y, x);

            int  multiplier = Misc.p_ptr.state.ammo_mult;
            Slay best_s_ptr = null;

            /* Did we hit it (penalize distance travelled) */
            if (!test_hit(chance2, r_ptr.ac, m_ptr.ml))
            {
                return(result);
            }

            result.success = true;

            Slay.improve_attack_modifier(o_ptr, m_ptr, ref best_s_ptr, true, false);
            Slay.improve_attack_modifier(j_ptr, m_ptr, ref best_s_ptr, true, false);

            /* If we have a slay, modify the multiplier appropriately */
            if (best_s_ptr != null)
            {
                result.hit_verb = best_s_ptr.range_verb;
                multiplier     += best_s_ptr.mult;
            }

            /* Apply damage: multiplier, slays, criticals, bonuses */
            result.dmg  = Random.damroll(o_ptr.dd, o_ptr.ds);
            result.dmg += o_ptr.to_d + j_ptr.to_d;
            result.dmg *= multiplier;
            result.dmg  = critical_shot(o_ptr.weight, o_ptr.to_h, result.dmg, ref result.msg_type);

            Misc.p_ptr.inventory[Misc.INVEN_BOW].notice_attack_plusses();

            return(result);
        }
Esempio n. 3
0
        /**
         * Attack the monster at the given location with a single blow.
         */
        static bool py_attack_real(int y, int x, ref bool fear)
        {
            /* Information about the target of the attack */
            Monster.Monster m_ptr = Cave.cave_monster(Cave.cave, Cave.cave.m_idx[y][x]);
            Monster_Race    r_ptr = Misc.r_info[m_ptr.r_idx];
            //char m_name[80];
            string m_name;
            bool   stop = false;

            /* The weapon used */
            Object.Object o_ptr = Misc.p_ptr.inventory[Misc.INVEN_WIELD];

            /* Information about the attack */
            int  bonus    = Misc.p_ptr.state.to_h + o_ptr.to_h;
            int  chance   = Misc.p_ptr.state.skills[(int)Skill.TO_HIT_MELEE] + bonus * Misc.BTH_PLUS_ADJ;
            bool do_quake = false;
            bool success  = false;

            /* Default to punching for one damage */
            string       hit_verb = "punch";
            int          dmg      = 1;
            Message_Type msg_type = Message_Type.MSG_HIT;

            /* Extract monster name (or "it") */
            m_name = m_ptr.monster_desc(0);

            /* Auto-Recall if possible and visible */
            if (m_ptr.ml)
            {
                Cave.monster_race_track(m_ptr.r_idx);
            }

            /* Track a new monster */
            if (m_ptr.ml)
            {
                Cave.health_track(Misc.p_ptr, Cave.cave.m_idx[y][x]);
            }

            /* Handle player fear (only for invisible monsters) */
            if (Misc.p_ptr.check_state(Object_Flag.AFRAID, Misc.p_ptr.state.flags))
            {
                Utilities.msgt(Message_Type.MSG_AFRAID, "You are too afraid to attack {0}!", m_name);
                return(false);
            }

            /* Disturb the monster */
            Monster.Monster.mon_clear_timed(Cave.cave.m_idx[y][x], (int)Misc.MON_TMD.SLEEP, Misc.MON_TMD_FLG_NOMESSAGE, false);

            /* See if the player hit */
            success = test_hit(chance, (int)r_ptr.ac, m_ptr.ml);

            /* If a miss, skip this hit */
            if (!success)
            {
                Utilities.msgt(Message_Type.MSG_MISS, "You miss {0}.", m_name);
                return(false);
            }

            /* Handle normal weapon */
            if (o_ptr.kind != null)
            {
                int  i;
                Slay best_s_ptr = null;

                hit_verb = "hit";

                /* Get the best attack from all slays or
                 * brands on all non-launcher equipment */
                for (i = Misc.INVEN_LEFT; i < Misc.INVEN_TOTAL; i++)
                {
                    Object.Object obj = Misc.p_ptr.inventory[i];
                    if (obj.kind != null)
                    {
                        Slay.improve_attack_modifier(obj, m_ptr, ref best_s_ptr, true, false);
                    }
                }

                Slay.improve_attack_modifier(o_ptr, m_ptr, ref best_s_ptr, true, false);
                if (best_s_ptr != null)
                {
                    hit_verb = best_s_ptr.melee_verb;
                }

                dmg  = Random.damroll(o_ptr.dd, o_ptr.ds);
                dmg *= (best_s_ptr == null) ? 1 : best_s_ptr.mult;

                dmg += o_ptr.to_d;
                dmg  = critical_norm(o_ptr.weight, o_ptr.to_h, dmg, ref msg_type);

                /* Learn by use for the weapon */
                o_ptr.notice_attack_plusses();

                if (Misc.p_ptr.check_state(Object_Flag.IMPACT, Misc.p_ptr.state.flags) && dmg > 50)
                {
                    do_quake = true;
                    Object.Object.wieldeds_notice_flag(Misc.p_ptr, Object_Flag.IMPACT.value);
                }
            }

            /* Learn by use for other equipped items */
            Object.Object.wieldeds_notice_on_attack();

            /* Apply the player damage bonuses */
            dmg += Misc.p_ptr.state.to_d;

            /* No negative damage */
            if (dmg <= 0)
            {
                dmg = 0;
            }

            /* Tell the player what happened */
            if (dmg <= 0)
            {
                Utilities.msgt(Message_Type.MSG_MISS, "You fail to harm {0}.", m_name);
            }
            else if (msg_type == Message_Type.MSG_HIT)
            {
                Utilities.msgt(Message_Type.MSG_HIT, "You {0} {1}.", hit_verb, m_name);
            }
            else if (msg_type == Message_Type.MSG_HIT_GOOD)
            {
                Utilities.msgt(Message_Type.MSG_HIT_GOOD, "You {0} {1}. {2}", hit_verb, m_name, "It was a good hit!");
            }
            else if (msg_type == Message_Type.MSG_HIT_GREAT)
            {
                Utilities.msgt(Message_Type.MSG_HIT_GREAT, "You {0} {1}. {2}", hit_verb, m_name, "It was a great hit!");
            }
            else if (msg_type == Message_Type.MSG_HIT_SUPERB)
            {
                Utilities.msgt(Message_Type.MSG_HIT_SUPERB, "You {0} {1}. {2}", hit_verb, m_name, "It was a superb hit!");
            }
            else if (msg_type == Message_Type.MSG_HIT_HI_GREAT)
            {
                Utilities.msgt(Message_Type.MSG_HIT_HI_GREAT, "You {0} {1}. {2}", hit_verb, m_name, "It was a *GREAT* hit!");
            }
            else if (msg_type == Message_Type.MSG_HIT_HI_SUPERB)
            {
                Utilities.msgt(Message_Type.MSG_HIT_HI_SUPERB, "You {0} {1}. {2}", hit_verb, m_name, "It was a *SUPERB* hit!");
            }

            /* Complex message */
            if (Misc.p_ptr.wizard)
            {
                Utilities.msg("You do {0} (out of {1}) damage.", dmg, m_ptr.hp);
            }

            /* Confusion attack */
            if (Misc.p_ptr.confusing != 0)
            {
                Misc.p_ptr.confusing = 0;                //false;
                Utilities.msg("Your hands stop glowing.");

                Monster.Monster.mon_inc_timed(Cave.cave.m_idx[y][x], Misc.MON_TMD.CONF,
                                              (10 + Random.randint0(Misc.p_ptr.lev) / 10), Misc.MON_TMD_FLG_NOTIFY, false);
            }

            /* Damage, check for fear and death */
            stop = Monster.Monster_Make.mon_take_hit(Cave.cave.m_idx[y][x], dmg, ref fear, null);

            if (stop)
            {
                fear = false;
            }

            /* Apply earthquake brand */
            if (do_quake)
            {
                throw new NotImplementedException();
                //earthquake(Misc.p_ptr.py, Misc.p_ptr.px, 10);
                //if (Cave.cave.m_idx[y][x] == 0) stop = true;
            }

            return(stop);
        }
Esempio n. 4
0
        /**
         * This is a helper function used by do_cmd_throw and do_cmd_fire.
         *
         * It abstracts out the projectile path, display code, identify and clean up
         * logic, while using the 'attack' parameter to do work particular to each
         * kind of attack.
         */
        public static void ranged_helper(int item, int dir, int range, int shots, ranged_attack attack)
        {
            /* Get the ammo */
            Object.Object o_ptr = Object.Object.object_from_item_idx(item);

            int          i, j;
            ConsoleColor missile_attr = o_ptr.object_attr();
            char         missile_char = o_ptr.object_char();

            //object_type object_type_body;
            Object.Object i_ptr = new Object.Object();            //&object_type_body;

            //char o_name[80];
            string o_name;

            int           path_n;
            List <ushort> path_g = new List <ushort>();          //[256];

            int msec = Player.Player_Other.instance.delay_factor;

            /* Start at the player */
            int x = Misc.p_ptr.px;
            int y = Misc.p_ptr.py;

            /* Predict the "target" location */
            short ty = (short)(y + 99 * Misc.ddy[dir]);
            short tx = (short)(x + 99 * Misc.ddx[dir]);

            bool hit_target = false;

            /* Check for target validity */
            if ((dir == 5) && Target.okay())
            {
                int taim;
                //char msg[80];
                string msg;
                Target.get(out tx, out ty);
                taim = Cave.distance(y, x, ty, tx);
                if (taim > range)
                {
                    msg = String.Format("Target out of range by {0} squares. Fire anyway? ", taim - range);
                    if (!Utilities.get_check(msg))
                    {
                        return;
                    }
                }
            }

            /* Sound */
            //sound(MSG_SHOOT); //later

            o_ptr.notice_on_firing();

            /* Describe the object */
            o_name = o_ptr.object_desc(Object.Object.Detail.FULL | Object.Object.Detail.SINGULAR);

            /* Actually "fire" the object -- Take a partial turn */
            Misc.p_ptr.energy_use = (short)(100 / shots);

            /* Calculate the path */
            path_n = Cave.project_path(out path_g, range, y, x, ty, tx, 0);

            /* Hack -- Handle stuff */
            Misc.p_ptr.handle_stuff();

            /* Start at the player */
            x = Misc.p_ptr.px;
            y = Misc.p_ptr.py;

            /* Project along the path */
            for (i = 0; i < path_n; ++i)
            {
                int ny = Cave.GRID_Y(path_g[i]);
                int nx = Cave.GRID_X(path_g[i]);

                /* Hack -- Stop before hitting walls */
                if (!Cave.cave_floor_bold(ny, nx))
                {
                    break;
                }

                /* Advance */
                x = nx;
                y = ny;

                /* Only do visuals if the player can "see" the missile */
                if (Cave.player_can_see_bold(y, x))
                {
                    Cave.print_rel(missile_char, missile_attr, y, x);
                    Cave.move_cursor_relative(y, x);

                    Term.fresh();
                    if (Misc.p_ptr.redraw != 0)
                    {
                        Misc.p_ptr.redraw_stuff();
                    }

                    Term.xtra(TERM_XTRA.DELAY, msec);
                    Cave.cave_light_spot(Cave.cave, y, x);

                    Term.fresh();
                    if (Misc.p_ptr.redraw != 0)
                    {
                        Misc.p_ptr.redraw_stuff();
                    }
                }
                else
                {
                    /* Delay anyway for consistency */
                    Term.xtra(TERM_XTRA.DELAY, msec);
                }

                /* Handle monster */
                if (Cave.cave.m_idx[y][x] > 0)
                {
                    break;
                }
            }

            /* Try the attack on the monster at (x, y) if any */
            if (Cave.cave.m_idx[y][x] > 0)
            {
                Monster.Monster m_ptr   = Cave.cave_monster(Cave.cave, Cave.cave.m_idx[y][x]);
                Monster_Race    r_ptr   = Misc.r_info[m_ptr.r_idx];
                bool            visible = m_ptr.ml;

                bool fear = false;
                //char m_name[80];
                string m_name;
                string note_dies = r_ptr.monster_is_unusual() ? " is destroyed." : " dies.";

                attack_result result   = attack(o_ptr, y, x);
                int           dmg      = result.dmg;
                Message_Type  msg_type = result.msg_type;
                string        hit_verb = result.hit_verb;

                if (result.success)
                {
                    hit_target = true;

                    /* Get "the monster" or "it" */
                    m_name = m_ptr.monster_desc(0);

                    o_ptr.notice_attack_plusses();

                    /* No negative damage; change verb if no damage done */
                    if (dmg <= 0)
                    {
                        dmg      = 0;
                        hit_verb = "fail to harm";
                    }

                    if (!visible)
                    {
                        /* Invisible monster */
                        Utilities.msgt(Message_Type.MSG_SHOOT_HIT, "The {0} finds a mark.", o_name);
                    }
                    else
                    {
                        /* Visible monster */
                        if ((Message_Type)msg_type == Message_Type.MSG_SHOOT_HIT)
                        {
                            Utilities.msgt(Message_Type.MSG_SHOOT_HIT, "The {0} {1} {2}.", o_name, hit_verb, m_name);
                        }
                        else if ((Message_Type)msg_type == Message_Type.MSG_HIT_GOOD)
                        {
                            Utilities.msgt(Message_Type.MSG_HIT_GOOD, "The {0} {1} {2}. {3}", o_name, hit_verb, m_name,
                                           "It was a good hit!");
                        }
                        else if ((Message_Type)msg_type == Message_Type.MSG_HIT_GREAT)
                        {
                            Utilities.msgt(Message_Type.MSG_HIT_GREAT, "The {0} {1} {2}. {3}", o_name, hit_verb, m_name,
                                           "It was a great hit!");
                        }
                        else if ((Message_Type)msg_type == Message_Type.MSG_HIT_SUPERB)
                        {
                            Utilities.msgt(Message_Type.MSG_HIT_SUPERB, "The {0} {1} {2}. {3}", o_name, hit_verb, m_name,
                                           "It was a superb hit!");
                        }

                        /* Track this monster */
                        if (m_ptr.ml)
                        {
                            Cave.monster_race_track(m_ptr.r_idx);
                        }
                        if (m_ptr.ml)
                        {
                            Cave.health_track(Misc.p_ptr, Cave.cave.m_idx[y][x]);
                        }
                    }

                    /* Complex message */
                    if (Misc.p_ptr.wizard)
                    {
                        Utilities.msg("You do {0} (out of {1}) damage.", dmg, m_ptr.hp);
                    }

                    /* Hit the monster, check for death */
                    if (!Monster_Make.mon_take_hit(Cave.cave.m_idx[y][x], dmg, ref fear, note_dies))
                    {
                        Monster_Message.message_pain(Cave.cave.m_idx[y][x], dmg);
                        if (fear && m_ptr.ml)
                        {
                            Monster_Message.add_monster_message(m_name, Cave.cave.m_idx[y][x], MON_MSG.FLEE_IN_TERROR, true);
                        }
                    }
                }
            }

            /* Obtain a local object */
            i_ptr = o_ptr.copy();
            i_ptr.split(o_ptr, 1);

            /* See if the ammunition broke or not */
            j = i_ptr.breakage_chance(hit_target);

            /* Drop (or break) near that location */
            Object.Object.drop_near(Cave.cave, i_ptr, j, y, x, true);

            if (item >= 0)
            {
                /* The ammo is from the inventory */
                Object.Object.inven_item_increase(item, -1);
                Object.Object.inven_item_describe(item);
                Object.Object.inven_item_optimize(item);
            }
            else
            {
                /* The ammo is from the floor */
                Object.Object.floor_item_increase(0 - item, -1);
                Object.Object.floor_item_optimize(0 - item);
            }
        }
Esempio n. 5
0
        public Player()
        {
            instance = this;
            bool keep_randarts = false;

            inventory = null;

            /* Preserve p_ptr.randarts so that players can use loaded randarts even
             * if they create a completely different character */
            if (randarts)
            {
                keep_randarts = true;
            }

            /* Wipe the player */
            //(void)WIPE(p, struct player); //Already have a clean slate

            randarts = keep_randarts;

            //Enable below else later

            /* Start with no artifacts made yet */
            for (int i = 0; Misc.z_info != null && i < Misc.z_info.a_max; i++)
            {
                Artifact a_ptr = Misc.a_info[i];
                if (a_ptr == null)
                {
                    continue;
                }
                a_ptr.created = false;
                a_ptr.seen    = false;
            }


            /* Start with no quests */
            for (int i = 0; Misc.q_list != null && i < Misc.MAX_Q_IDX; i++)
            {
                if (Misc.q_list[i] == null)
                {
                    Misc.q_list[i] = new Quest();
                }
                Misc.q_list[i].level = 0;
            }

            if (Misc.q_list != null)
            {
                Misc.q_list[0].level = 99;
                Misc.q_list[1].level = 100;
            }

            for (int i = 1; Misc.z_info != null && i < Misc.z_info.k_max; i++)
            {
                Object.Object_Kind k_ptr = Misc.k_info[i];
                if (k_ptr == null)
                {
                    continue;
                }
                k_ptr.tried = false;
                k_ptr.aware = false;
            }

            for (int i = 1; Misc.z_info != null && i < Misc.z_info.r_max; i++)
            {
                Monster_Race r_ptr = Misc.r_info[i];
                Monster_Lore l_ptr = Misc.l_list[i];
                if (r_ptr == null || l_ptr == null)
                {
                    continue;
                }
                r_ptr.cur_num = 0;
                r_ptr.max_num = 100;
                if (r_ptr.flags.has(Monster_Flag.UNIQUE.value))
                {
                    r_ptr.max_num = 1;
                }
                l_ptr.pkills = 0;
            }


            /* Hack -- no ghosts */
            if (Misc.z_info != null && Misc.r_info[Misc.z_info.r_max - 1] != null)
            {
                Misc.r_info[Misc.z_info.r_max - 1].max_num = 0;
            }


            /* Always start with a well fed player (this is surely in the wrong fn) */
            food = Misc.PY_FOOD_FULL - 1;


            /* None of the spells have been learned yet */
            for (int i = 0; i < Misc.PY_MAX_SPELLS; i++)
            {
                spell_order[i] = 99;
            }

            inventory = new Object.Object[Misc.ALL_INVEN_TOTAL];
            for (int i = 0; i < Misc.ALL_INVEN_TOTAL; i++)
            {
                inventory[i] = new Object.Object();
            }

            /* First turn. */
            Misc.turn    = 1;
            total_energy = 0;
            resting_turn = 0;
            /* XXX default race/class */
            Race  = Misc.races;
            Class = Misc.classes;
        }
Esempio n. 6
0
        public static void wr_monster_memory()
        {
            int i;
            int r_idx;

            wr_u16b(Misc.z_info.r_max);
            for (r_idx = 0; r_idx < Misc.z_info.r_max; r_idx++)
            {
                Monster_Race r_ptr = Misc.r_info[r_idx];
                Monster_Lore l_ptr = Misc.l_list[r_idx];

                if (r_ptr == null)
                {
                    r_ptr = new Monster_Race();
                }

                if (l_ptr == null)
                {
                    l_ptr = new Monster_Lore();
                }

                /* Count sights/deaths/kills */
                wr_s16b(l_ptr.sights);
                wr_s16b(l_ptr.deaths);
                wr_s16b(l_ptr.pkills);
                wr_s16b(l_ptr.tkills);

                /* Count wakes and ignores */
                wr_byte(l_ptr.wake);
                wr_byte(l_ptr.ignore);

                /* Count drops */
                wr_byte(l_ptr.drop_gold);
                wr_byte(l_ptr.drop_item);

                /* Count spells */
                wr_byte(l_ptr.cast_innate);
                wr_byte(l_ptr.cast_spell);

                /* Count blows of each type */
                for (i = 0; i < Monster_Blow.MONSTER_BLOW_MAX; i++)
                {
                    wr_byte(l_ptr.blows[i]);
                }

                /* Memorize flags */
                for (i = 0; i < Monster_Flag.BYTES && i < Monster_Flag.SIZE; i++)
                {
                    wr_byte(l_ptr.flags.data[i]);
                }
                if (i < Monster_Flag.BYTES)
                {
                    Savefile.pad_bytes(Monster_Flag.BYTES - i);
                }

                for (i = 0; i < Monster_Flag.BYTES && i < Monster_Spell_Flag.SIZE; i++)
                {
                    wr_byte(l_ptr.spell_flags[i]);
                }
                if (i < Monster_Flag.BYTES)
                {
                    Savefile.pad_bytes(Monster_Flag.BYTES - i);
                }

                /* Monster limit per level */
                wr_byte(r_ptr.max_num);

                /* XXX */
                wr_byte(0);
                wr_byte(0);
                wr_byte(0);
            }
        }