Some adjustments to item interesting strings

For weapons, negative bonus is now shown as "- 2" instead of as "+ -2".

For armour, the bonus is now accounted for and the numbers should match
what is actually calculated in damage_pc().

Thanks to @fosnola for noticing the armour discrepancy.
This commit is contained in:
2023-01-19 09:52:01 -05:00
parent 2d1bbe0058
commit 68ef066dca
2 changed files with 28 additions and 5 deletions

View File

@@ -35,3 +35,8 @@ inline void move_to_zero(T& val){
if(val > 0) if(val > 0)
val--; val--;
} }
template<typename T>
inline T sgn(T val) {
return val == 0 ? 0 : std::copysign(1, val);
}

View File

@@ -19,6 +19,7 @@
#include "utility.hpp" #include "utility.hpp"
#include "fileio/fileio.hpp" #include "fileio/fileio.hpp"
#include "fileio/tagfile.hpp" #include "fileio/tagfile.hpp"
#include "mathutil.hpp"
#include "damage.hpp" #include "damage.hpp"
#include "spell.hpp" #include "spell.hpp"
@@ -90,6 +91,18 @@ short cItem::item_weight() const {
return w; return w;
} }
static short min_defense_bonus(short bonus) {
if(bonus == 0) return 0;
if(bonus < 0) return bonus;
return 1 + bonus / 2;
}
static short max_defense_bonus(short bonus) {
if(bonus == 0) return 0;
if(bonus < 0) return bonus;
return bonus + bonus / 2;
}
std::string cItem::interesting_string() const { std::string cItem::interesting_string() const {
if(property) { if(property) {
return "Not yours."; return "Not yours.";
@@ -109,17 +122,22 @@ std::string cItem::interesting_string() const {
case eItemType::THROWN_MISSILE: case eItemType::THROWN_MISSILE:
case eItemType::BOLTS: case eItemType::BOLTS:
case eItemType::MISSILE_NO_AMMO: case eItemType::MISSILE_NO_AMMO:
if(bonus != 0) sout << "Damage: 1-" << item_level;
sout << "Damage: 1-" << item_level << " + " << bonus; if(bonus > 0) {
else sout << "Damage: 1-" << item_level; sout << " + " << bonus;
} else if(bonus < 0) {
sout << " - " << -bonus;
}
break; break;
case eItemType::SHIELD: case eItemType::SHIELD:
case eItemType::ARMOR: case eItemType::ARMOR:
case eItemType::HELM: case eItemType::HELM:
case eItemType::GLOVES: case eItemType::GLOVES:
case eItemType::SHIELD_2: case eItemType::SHIELD_2:
case eItemType::BOOTS: // TODO: Verify that this is displayed correctly case eItemType::BOOTS:
sout << "Blocks " << item_level + ((protection > 0) ? 1 : 0) << '-' << item_level + protection << " damage"; sout << "Blocks " << 1 + min_defense_bonus(bonus) + sgn(protection);
sout << '-' << max(1,item_level) + max_defense_bonus(bonus) + protection;
sout << " damage";
break; break;
case eItemType::BOW: case eItemType::BOW:
case eItemType::CROSSBOW: case eItemType::CROSSBOW: