/* * 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); }
/** * 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); }