コード例 #1
0
        /**
         * Notice things about an object that would be noticed in time.
         */
        static void object_notice_after_time()
        {
            int i;
            int flag;

            Object o_ptr;
            string o_name;            //[80];

            Bitflag f          = new Bitflag(Object_Flag.SIZE);
            Bitflag timed_mask = new Bitflag(Object_Flag.SIZE);

            Object_Flag.create_mask(timed_mask, true, Object_Flag.object_flag_id.TIMED);

            /* Check every item the player is wearing */
            for (i = Misc.INVEN_WIELD; i < Misc.ALL_INVEN_TOTAL; i++)
            {
                o_ptr = Misc.p_ptr.inventory[i];

                if (o_ptr.kind == null || o_ptr.is_known())
                {
                    continue;
                }

                /* Check for timed notice flags */
                o_name = o_ptr.object_desc(Detail.BASE);
                o_ptr.object_flags(ref f);
                f.inter(timed_mask);

                for (flag = f.next(Bitflag.FLAG_START); flag != Bitflag.FLAG_null; flag = f.next(flag + 1))
                {
                    if (!o_ptr.known_flags.has(flag))
                    {
                        /* Message */
                        Object_Flag.flag_message(flag, o_name);

                        /* Notice the flag */
                        o_ptr.notice_flag(flag);

                        if (o_ptr.is_jewelry() && (o_ptr.effect() == null || o_ptr.effect_is_known()))
                        {
                            /* XXX this is a small hack, but jewelry with anything noticeable really is obvious */
                            /* XXX except, wait until learn activation if that is only clue */
                            o_ptr.flavor_aware();
                            o_ptr.check_for_ident();
                        }
                    }
                    else
                    {
                        /* Notice the flag is absent */
                        o_ptr.notice_flag(flag);
                    }
                }

                /* XXX Is this necessary? */
                o_ptr.check_for_ident();
            }
        }
コード例 #2
0
        /*
         * Checks for additional knowledge implied by what the player already knows.
         *
         * \param o_ptr is the object to check
         *
         * returns whether it calls object_notice_everyting
         */
        bool check_for_ident()
        {
            Bitflag flags       = new Bitflag(Object_Flag.SIZE);
            Bitflag known_flags = new Bitflag(Object_Flag.SIZE);
            Bitflag f2          = new Bitflag(Object_Flag.SIZE);

            object_flags(ref flags);
            object_flags_known(ref known_flags);

            /* Some flags are irrelevant or never learned or too hard to learn */
            Object_Flag.create_mask(f2, false, Object_Flag.object_flag_type.INT,
                                    Object_Flag.object_flag_type.IGNORE,
                                    Object_Flag.object_flag_type.HATES);

            flags.diff(f2);
            known_flags.diff(f2);

            if (!flags.is_equal(known_flags))
            {
                return(false);
            }

            /* If we know attack bonuses, and defence bonuses, and effect, then
             * we effectively know everything, so mark as such */
            if ((attack_plusses_are_visible() || (was_sensed() && to_h == 0 && to_d == 0)) &&
                (defence_plusses_are_visible() || (was_sensed() && to_a == 0)) &&
                (effect_is_known() || effect() == null))
            {
                /* In addition to knowing the pval flags, it is necessary to know the pvals to know everything */
                int i;
                for (i = 0; i < num_pvals; i++)
                {
                    if (!this_pval_is_visible(i))
                    {
                        break;
                    }
                }
                if (i == num_pvals)
                {
                    notice_everything();
                    return(true);
                }
            }

            /* We still know all the flags, so we still know if it's an ego */
            if (ego != null)
            {
                /* require worn status so you don't learn launcher of accuracy or gloves of slaying before wield */
                if (was_worn())
                {
                    notice_ego();
                }
            }

            return(false);
        }
コード例 #3
0
        /**
         * Apply generation magic to an ego-item.
         */
        void ego_apply_magic(int level)
        {
            int i, flag, x;

            Bitflag flags = new Bitflag(Object_Flag.SIZE);
            Bitflag newf  = new Bitflag(Object_Flag.SIZE);

            object_flags(ref flags);

            /* Extra powers */
            if (ego.xtra == Object_Flag.OBJECT_XTRA_TYPE_SUSTAIN)
            {
                Object_Flag.create_mask(newf, false, Object_Flag.object_flag_type.SUST);
            }
            else if (ego.xtra == Object_Flag.OBJECT_XTRA_TYPE_RESIST)
            {
                Object_Flag.create_mask(newf, false, Object_Flag.object_flag_type.HRES);
            }
            else if (ego.xtra == Object_Flag.OBJECT_XTRA_TYPE_POWER)
            {
                Object_Flag.create_mask(newf, false, Object_Flag.object_flag_type.PROT, Object_Flag.object_flag_type.MISC);
            }

            if (ego.xtra != 0)
            {
                this.flags.on(get_new_attr(flags, newf));
            }

            /* Apply extra ego bonuses */
            to_h += (short)Random.randcalc(ego.to_h, level, aspect.RANDOMISE);
            to_d += (short)Random.randcalc(ego.to_d, level, aspect.RANDOMISE);
            to_a += (short)Random.randcalc(ego.to_a, level, aspect.RANDOMISE);

            /* Apply pvals */
            for (i = 0; i < ego.num_pvals; i++)
            {
                flags.copy(ego.pval_flags[i]);
                x = Random.randcalc(ego.pval[i], level, aspect.RANDOMISE);
                for (flag = flags.next(Bitflag.FLAG_START); flag != Bitflag.FLAG_null; flag = flags.next(flag + 1))
                {
                    add_pval(x, flag);
                }
            }

            /* Apply flags */
            this.flags.union(ego.flags);

            return;
        }
コード例 #4
0
        /**
         * Notice curses on an object.
         *
         * \param o_ptr is the object to notice curses on
         */
        bool notice_curses()
        {
            Bitflag f  = new Bitflag(Object_Flag.SIZE);
            Bitflag f2 = new Bitflag(Object_Flag.SIZE);

            object_flags(ref f);

            /* Gather whatever curse flags there are to know */
            Object_Flag.create_mask(f2, false, Object_Flag.object_flag_type.CURSE);

            /* Remove everything except the curse flags */
            f.inter(f2);

            /* give knowledge of which curses are present */
            notice_flags(f);

            check_for_ident();

            Misc.p_ptr.notice |= Misc.PN_SQUELCH;

            return(!f.is_empty());
        }
コード例 #5
0
        static int obj_desc_pval(Object o_ptr, string buf, int max, int end, bool spoil)
        {
            Bitflag f  = new Bitflag(Object_Flag.SIZE);
            Bitflag f2 = new Bitflag(Object_Flag.SIZE);
            int     i;

            o_ptr.object_flags(ref f);
            Object_Flag.create_mask(f2, false, Object_Flag.object_flag_type.PVAL, Object_Flag.object_flag_type.STAT);

            if (!f.is_inter(f2))
            {
                return(end);
            }

            buf += " <";
            //strnfcat(buf, max, &end, " <");
            for (i = 0; i < o_ptr.num_pvals; i++)
            {
                if (spoil || o_ptr.this_pval_is_visible(i))
                {
                    if (i > 0)
                    {
                        buf += ", ";
                        //strnfcat(buf, max, &end, ", ");
                    }
                    buf += o_ptr.pval[i] > 0 ? "+" + o_ptr.pval[i] : o_ptr.pval[i].ToString();
                    //strnfcat(buf, max, &end, "%+d", o_ptr.pval[i]);
                }
            }

            buf += ">";
            end  = buf.Length;            //f**k it.
            //strnfcat(buf, max, &end, ">");

            return(end);
        }
コード例 #6
0
        static int obj_desc_inscrip(Object o_ptr, ref string buf, int max, int end)
        {
            string[] u = { "", "", "", "" };
            int      n = 0;

            Object.obj_pseudo_t feel        = o_ptr.pseudo();
            Bitflag             flags_known = new Bitflag(Object_Flag.SIZE);
            Bitflag             f2          = new Bitflag(Object_Flag.SIZE);

            o_ptr.object_flags_known(ref flags_known);

            /* Get inscription */
            if (o_ptr.note != null && o_ptr.note.value != null)
            {
                u[n++] = o_ptr.note.ToString();
            }

            /* Use special inscription, if any */
            if (!o_ptr.is_known() && feel != 0)
            {
                /* cannot tell excellent vs strange vs splendid until wield */
                if (!o_ptr.was_worn() && o_ptr.ego != null)
                {
                    u[n++] = "ego";
                }
                else
                {
                    u[n++] = Misc.inscrip_text[(int)feel];             //I know that feel bro.
                }
            }
            else if (((o_ptr.ident & Object.IDENT_EMPTY) != 0) && !o_ptr.is_known())
            {
                u[n++] = "empty";
            }
            else if (!o_ptr.is_known() && o_ptr.was_worn())
            {
                if (o_ptr.wield_slot() == Misc.INVEN_WIELD || o_ptr.wield_slot() == Misc.INVEN_BOW)
                {
                    u[n++] = "wielded";
                }
                else
                {
                    u[n++] = "worn";
                }
            }
            else if (!o_ptr.is_known() && o_ptr.was_fired())
            {
                u[n++] = "fired";
            }
            else if (!o_ptr.flavor_is_aware() && o_ptr.flavor_was_tried())
            {
                u[n++] = "tried";
            }

            /* Note curses */
            Object_Flag.create_mask(f2, false, Object_Flag.object_flag_type.CURSE);
            if (flags_known.is_inter(f2))
            {
                u[n++] = "cursed";
            }

            /* Note squelch */
            if (Squelch.item_ok(o_ptr))
            {
                u[n++] = "squelch";
            }

            if (n != 0)
            {
                int i;
                for (i = 0; i < n; i++)
                {
                    if (i == 0)
                    {
                        buf = buf + " {";
                    }
                    buf = buf + u[i];
                    if (i < n - 1)
                    {
                        buf += ", ";
                    }
                }

                buf += "}";
            }

            return(end);
        }
コード例 #7
0
        /*
         * 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);
        }
コード例 #8
0
        /**
         * Calculate the rating for a given slay combination
         */
        int slay_power(bool verbose, StreamWriter log_file, bool known)
        {
            Bitflag      s_index = new Bitflag(Object_Flag.SIZE);
            Bitflag      f = new Bitflag(Object_Flag.SIZE);
            Bitflag      f2 = new Bitflag(Object_Flag.SIZE);
            int          sv = 0;    //uint
            int          i, j;
            int          mult;
            Slay         best_s_ptr = null;
            Monster_Race r_ptr;

            Monster.Monster m_ptr;
            //monster_type monster_type_body;
            string[] desc   = new string[Slay.MAX.value];      // = { 0 }, *
            string[] brand  = new string[Slay.MAX.value];      // = { 0 };
            int[]    s_mult = new int[Slay.MAX.value];         // = { 0 };

            if (known)
            {
                object_flags(ref f);
            }
            else
            {
                object_flags_known(ref f);
            }

            /* Combine the slay bytes into an index value, return if there are none */
            s_index.copy(f);
            Object_Flag.create_mask(f2, false, Object_Flag.object_flag_type.SLAY,
                                    Object_Flag.object_flag_type.KILL, Object_Flag.object_flag_type.BRAND);

            if (!s_index.is_inter(f2))
            {
                return(Eval.tot_mon_power);
            }
            else
            {
                s_index.inter(f2);
            }

            /* Look in the cache to see if we know this one yet */
            sv = Slay.check_slay_cache(s_index);

            /* If it's cached (or there are no slays), return the value */
            if (sv != 0)
            {
                //file_putf(log_file, "Slay cache hit\n");
                return(sv);
            }

            /*
             * Otherwise we need to calculate the expected average multiplier
             * for this combination (multiplied by the total number of
             * monsters, which we'll divide out later).
             */
            for (i = 0; i < Misc.z_info.r_max; i++)
            {
                best_s_ptr = null;
                mult       = 1;
                r_ptr      = Misc.r_info[i];
                if (r_ptr == null)
                {
                    continue;
                }
                m_ptr       = new Monster.Monster();
                m_ptr.r_idx = (short)i;

                /* Find the best multiplier against this monster */
                Slay.improve_attack_modifier(this, m_ptr, ref best_s_ptr, false, !known);
                if (best_s_ptr != null)
                {
                    mult = best_s_ptr.mult;
                }

                /* Add the multiple to sv */
                sv += (int)(mult * r_ptr.scaled_power);
            }

            /*
             * To get the expected damage for this weapon, multiply the
             * average damage from base dice by sv, and divide by the
             * total number of monsters.
             */
            if (verbose)
            {
                /* Write info about the slay combination and multiplier */
                //file_putf(log_file, "Slay multiplier for: ");

                j = Slay.list_slays(s_index, s_index, desc, brand, s_mult, false);

                //for (i = 0; i < j; i++) {
                //    if (brand[i]) {
                //        file_putf(log_file, brand[i]);
                //    } else {
                //        file_putf(log_file, desc[i]);
                //    }
                //    file_putf(log_file, "x%d ", s_mult[i]);
                //}
                //file_putf(log_file, "\nsv is: %d\n", sv);
                //file_putf(log_file, " and t_m_p is: %d \n", tot_mon_power);
                //file_putf(log_file, "times 1000 is: %d\n", (1000 * sv) / tot_mon_power);
            }

            /* Add to the cache */
            if (Slay.fill_slay_cache(s_index, sv))
            {
                //file_putf(log_file, "Added to slay cache\n");
            }

            return(sv);
        }
コード例 #9
0
        /**
         * Create a cache of slay combinations found on ego items, and the values of
         * these combinations. This is to speed up slay_power(), which will be called
         * many times for ego items during the game.
         *
         * \param items is the set of ego types from which we are extracting slay
         * combinations
         */
        public static int create_slay_cache(Ego_Item[] items)
        {
            int     count     = 0;
            Bitflag cacheme   = new Bitflag(Object_Flag.SIZE);
            Bitflag slay_mask = new Bitflag(Object_Flag.SIZE);

            /* Build the slay mask */
            Object_Flag.create_mask(slay_mask, false, Object_Flag.object_flag_type.SLAY,
                                    Object_Flag.object_flag_type.KILL, Object_Flag.object_flag_type.BRAND);

            /* Calculate necessary size of slay_cache */
            Bitflag[] dupcheck = new Bitflag[Misc.z_info.e_max];

            for (int i = 0; i < Misc.z_info.e_max; i++)
            {
                dupcheck[i] = new Bitflag(Object_Flag.SIZE);
                Ego_Item e_ptr = items[i];

                //Some items are null... I guess we should just skip them...?
                //TODO: Find out why they are null, and see if we actually should just skip them...
                if (e_ptr == null)
                {
                    continue;
                }

                /* Find the slay flags on this ego */
                cacheme.copy(e_ptr.flags);
                cacheme.inter(slay_mask);

                /* Only consider non-empty combinations of slay flags */
                if (!cacheme.is_empty())
                {
                    /* Skip previously scanned combinations */
                    for (int j = 0; j < i; j++)
                    {
                        if (cacheme.is_equal(dupcheck[j]))
                        {
                            continue;
                        }
                    }

                    /* msg("Found a new slay combo on an ego item"); */
                    count++;
                    dupcheck[i].copy(cacheme);
                }
            }

            /* Allocate slay_cache with an extra empty element for an iteration stop */
            slay_cache = new flag_cache[count + 1];
            count      = 0;

            /* Populate the slay_cache */
            for (int i = 0; i < Misc.z_info.e_max; i++)
            {
                if (!dupcheck[i].is_empty())
                {
                    slay_cache[count] = new flag_cache();
                    slay_cache[count].flags.copy(dupcheck[i]);
                    slay_cache[count].value = 0;
                    count++;
                    /*msg("Cached a slay combination");*/
                }
            }

            //From a time without garbage collection...

            /*for (i = 0; i < z_info.e_max; i++)
             *  FREE(dupcheck[i]);
             * FREE(dupcheck);*/

            /* Success */
            return(0);
        }
コード例 #10
0
        /*
         * 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? */
        }