コード例 #1
0
        static string show_missile_weapon(Object.Object o_ptr)
        {
            Player.Player p_ptr = Player.Player.instance;
            int           hit   = p_ptr.state.dis_to_h;
            int           dam   = 0;

            if (o_ptr.attack_plusses_are_visible())
            {
                hit += o_ptr.to_h;
                dam += o_ptr.to_d;
            }
            return("(" + hit + "," + dam + ")");;
        }
コード例 #2
0
        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);
        }
コード例 #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.
         */
        public static quality_squelch squelch_level_of(Object.Object o_ptr)
        {
            quality_squelch value = quality_squelch.SQUELCH_NONE;
            Bitflag         f     = new Bitflag(Object_Flag.SIZE);
            Bitflag         f2    = new Bitflag(Object_Flag.SIZE);
            int             i;

            o_ptr.object_flags_known(ref f);

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

                if ((o_ptr.to_h > 0) || (o_ptr.to_d > 0) || (o_ptr.to_a > 0))
                {
                    return(quality_squelch.SQUELCH_AVERAGE);
                }
                if ((o_ptr.attack_plusses_are_visible() &&
                     ((o_ptr.to_h < 0) || (o_ptr.to_d < 0))) ||
                    (o_ptr.defence_plusses_are_visible() && o_ptr.to_a < 0))
                {
                    return(quality_squelch.SQUELCH_BAD);
                }

                return(quality_squelch.SQUELCH_AVERAGE);
            }

            /* And lights */
            if (o_ptr.tval == TVal.TV_LIGHT)
            {
                Object_Flag.create_mask(f2, true, Object_Flag.object_flag_id.WIELD);
                if (f.is_inter(f2))
                {
                    return(quality_squelch.SQUELCH_ALL);
                }
                if ((o_ptr.to_h > 0) || (o_ptr.to_d > 0) || (o_ptr.to_a > 0))
                {
                    return(quality_squelch.SQUELCH_GOOD);
                }
                if ((o_ptr.to_h < 0) || (o_ptr.to_d < 0) || (o_ptr.to_a < 0))
                {
                    return(quality_squelch.SQUELCH_BAD);
                }

                return(quality_squelch.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 (!o_ptr.this_pval_is_visible(i) ||
                    (o_ptr.pval[i] > 0))
                {
                    break;
                }

                if (i == (o_ptr.num_pvals - 1))
                {
                    return(quality_squelch.SQUELCH_BAD);
                }
            }

            if (o_ptr.was_sensed())
            {
                Object.Object.obj_pseudo_t pseudo = o_ptr.pseudo();

                switch (pseudo)
                {
                case Object.Object.obj_pseudo_t.INSCRIP_AVERAGE: {
                    value = quality_squelch.SQUELCH_AVERAGE;
                    break;
                }

                case Object.Object.obj_pseudo_t.INSCRIP_EXCELLENT: {
                    /* have to assume splendid until you have tested it */
                    if (o_ptr.was_worn())
                    {
                        if (o_ptr.high_resist_is_possible())
                        {
                            value = quality_squelch.SQUELCH_EXCELLENT_NO_SPL;
                        }
                        else
                        {
                            value = quality_squelch.SQUELCH_EXCELLENT_NO_HI;
                        }
                    }
                    else
                    {
                        value = quality_squelch.SQUELCH_ALL;
                    }
                    break;
                }

                case Object.Object.obj_pseudo_t.INSCRIP_SPLENDID:
                    value = quality_squelch.SQUELCH_ALL;
                    break;

                case Object.Object.obj_pseudo_t.INSCRIP_null:
                case Object.Object.obj_pseudo_t.INSCRIP_SPECIAL:
                    value = quality_squelch.SQUELCH_MAX;
                    break;

                /* This is the interesting case */
                case Object.Object.obj_pseudo_t.INSCRIP_STRANGE:
                case Object.Object.obj_pseudo_t.INSCRIP_MAGICAL: {
                    value = quality_squelch.SQUELCH_GOOD;

                    if ((o_ptr.attack_plusses_are_visible() ||
                         Random.randcalc_valid(o_ptr.kind.to_h, o_ptr.to_h) ||
                         Random.randcalc_valid(o_ptr.kind.to_d, o_ptr.to_d)) &&
                        (o_ptr.defence_plusses_are_visible() ||
                         Random.randcalc_valid(o_ptr.kind.to_a, o_ptr.to_a)))
                    {
                        int isgood = is_object_good(o_ptr);
                        if (isgood > 0)
                        {
                            value = quality_squelch.SQUELCH_GOOD;
                        }
                        else if (isgood < 0)
                        {
                            value = quality_squelch.SQUELCH_BAD;
                        }
                        else
                        {
                            value = quality_squelch.SQUELCH_AVERAGE;
                        }
                    }
                    break;
                }

                default:
                    /* do not handle any other possible pseudo values */
                    Misc.assert(false);
                    break;
                }
            }
            else
            {
                if (o_ptr.was_worn())
                {
                    value = quality_squelch.SQUELCH_EXCELLENT_NO_SPL;             /* object would be sensed if it were splendid */
                }
                else if (o_ptr.is_known_not_artifact())
                {
                    value = quality_squelch.SQUELCH_ALL;
                }
                else
                {
                    value = quality_squelch.SQUELCH_MAX;
                }
            }

            return(value);
        }
コード例 #4
0
ファイル: Object_Desc.cs プロジェクト: jobjingjo/csangband
        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;
        }
コード例 #5
0
ファイル: Squelch.cs プロジェクト: jobjingjo/csangband
        /*
         * 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.
         */
        public static quality_squelch squelch_level_of(Object.Object o_ptr)
        {
            quality_squelch value = quality_squelch.SQUELCH_NONE;
            Bitflag f = new Bitflag(Object_Flag.SIZE);
            Bitflag f2 = new Bitflag(Object_Flag.SIZE);
            int i;

            o_ptr.object_flags_known(ref f);

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

                if ((o_ptr.to_h > 0) || (o_ptr.to_d > 0) || (o_ptr.to_a > 0))
                    return quality_squelch.SQUELCH_AVERAGE;
                if ((o_ptr.attack_plusses_are_visible() &&
                        ((o_ptr.to_h < 0) || (o_ptr.to_d < 0))) ||
                        (o_ptr.defence_plusses_are_visible() && o_ptr.to_a < 0))
                    return quality_squelch.SQUELCH_BAD;

                return quality_squelch.SQUELCH_AVERAGE;
            }

            /* And lights */
            if (o_ptr.tval == TVal.TV_LIGHT)
            {
                Object_Flag.create_mask(f2, true, Object_Flag.object_flag_id.WIELD);
                if (f.is_inter(f2))
                    return quality_squelch.SQUELCH_ALL;
                if ((o_ptr.to_h > 0) || (o_ptr.to_d > 0) || (o_ptr.to_a > 0))
                    return quality_squelch.SQUELCH_GOOD;
                if ((o_ptr.to_h < 0) || (o_ptr.to_d < 0) || (o_ptr.to_a < 0))
                    return quality_squelch.SQUELCH_BAD;

                return quality_squelch.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 (!o_ptr.this_pval_is_visible(i) ||
                    (o_ptr.pval[i] > 0))
                    break;

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

            if (o_ptr.was_sensed()) {
                Object.Object.obj_pseudo_t pseudo = o_ptr.pseudo();

                switch (pseudo) {
                    case Object.Object.obj_pseudo_t.INSCRIP_AVERAGE: {
                        value = quality_squelch.SQUELCH_AVERAGE;
                        break;
                    }

                    case Object.Object.obj_pseudo_t.INSCRIP_EXCELLENT: {
                        /* have to assume splendid until you have tested it */
                        if (o_ptr.was_worn()) {
                            if (o_ptr.high_resist_is_possible())
                                value = quality_squelch.SQUELCH_EXCELLENT_NO_SPL;
                            else
                                value = quality_squelch.SQUELCH_EXCELLENT_NO_HI;
                        } else {
                            value = quality_squelch.SQUELCH_ALL;
                        }
                        break;
                    }

                    case Object.Object.obj_pseudo_t.INSCRIP_SPLENDID:
                        value = quality_squelch.SQUELCH_ALL;
                        break;
                    case Object.Object.obj_pseudo_t.INSCRIP_null:
                    case Object.Object.obj_pseudo_t.INSCRIP_SPECIAL:
                        value = quality_squelch.SQUELCH_MAX;
                        break;

                    /* This is the interesting case */
                    case Object.Object.obj_pseudo_t.INSCRIP_STRANGE:
                    case Object.Object.obj_pseudo_t.INSCRIP_MAGICAL: {
                        value = quality_squelch.SQUELCH_GOOD;

                        if ((o_ptr.attack_plusses_are_visible() ||
                                Random.randcalc_valid(o_ptr.kind.to_h, o_ptr.to_h) ||
                                Random.randcalc_valid(o_ptr.kind.to_d, o_ptr.to_d)) &&
                                (o_ptr.defence_plusses_are_visible() ||
                                Random.randcalc_valid(o_ptr.kind.to_a, o_ptr.to_a))) {
                            int isgood = is_object_good(o_ptr);
                            if (isgood > 0) {
                                value = quality_squelch.SQUELCH_GOOD;
                            } else if (isgood < 0) {
                                value = quality_squelch.SQUELCH_BAD;
                            } else {
                                value = quality_squelch.SQUELCH_AVERAGE;
                            }
                        }
                        break;
                    }

                    default:
                        /* do not handle any other possible pseudo values */
                        Misc.assert(false);
                        break;
                }
            }
            else
            {
                if (o_ptr.was_worn())
                    value = quality_squelch.SQUELCH_EXCELLENT_NO_SPL; /* object would be sensed if it were splendid */
                else if (o_ptr.is_known_not_artifact())
                    value = quality_squelch.SQUELCH_ALL;
                else
                    value = quality_squelch.SQUELCH_MAX;
            }

            return value;
        }
コード例 #6
0
ファイル: Files.cs プロジェクト: jobjingjo/csangband
        static string show_missile_weapon(Object.Object o_ptr)
        {
            Player.Player p_ptr = Player.Player.instance;
            int hit = p_ptr.state.dis_to_h;
            int dam = 0;

            if (o_ptr.attack_plusses_are_visible())
            {
                hit += o_ptr.to_h;
                dam += o_ptr.to_d;
            }
            return "(" + hit + "," + dam + ")";;
        }