/* * Know inventory and home items upon death */ static void death_knowledge(void) { store_type *st_ptr = &store[STORE_HOME]; object_type *o_ptr; int i; for (i = 0; i < ALL_INVEN_TOTAL; i++) { o_ptr = &p_ptr->inventory[i]; if (!o_ptr->kind) continue; object_flavor_aware(o_ptr); object_notice_everything(o_ptr); } for (i = 0; i < st_ptr->stock_num; i++) { o_ptr = &st_ptr->stock[i]; if (!o_ptr->kind) continue; object_flavor_aware(o_ptr); object_notice_everything(o_ptr); } history_unmask_unknown(); /* Hack -- Recalculate bonuses */ p_ptr->update |= (PU_BONUS); handle_stuff(p_ptr); }
/* * 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 object_check_for_ident(object_type *o_ptr) { bitflag flags[OF_SIZE], known_flags[OF_SIZE]; object_flags(o_ptr, flags); object_flags_known(o_ptr, known_flags); /* Some flags are irrelevant or never learned or too hard to learn */ flags_clear(flags, OF_SIZE, OF_OBJ_ONLY_MASK, FLAG_END); flags_clear(known_flags, OF_SIZE, OF_OBJ_ONLY_MASK, FLAG_END); if (!of_is_equal(flags, known_flags)) return FALSE; /* If we know attack bonuses, and defence bonuses, and effect, then * we effectively know everything, so mark as such */ if ((object_attack_plusses_are_visible(o_ptr) || (object_was_sensed(o_ptr) && o_ptr->to_h == 0 && o_ptr->to_d == 0)) && (object_defence_plusses_are_visible(o_ptr) || (object_was_sensed(o_ptr) && o_ptr->to_a == 0)) && (object_effect_is_known(o_ptr) || !object_effect(o_ptr))) { object_notice_everything(o_ptr); return TRUE; } /* We still know all the flags, so we still know if it's an ego */ else if (ego_item_p(o_ptr)) { /* require worn status so you don't learn launcher of accuracy or gloves of slaying before wield */ if (object_was_worn(o_ptr)) object_notice_ego(o_ptr); } return FALSE; }
/** * Allocate objects upon opening a chest * * Disperse treasures from the given chest, centered at (x,y). * * Small chests often contain "gold", while Large chests always contain * items. Wooden chests contain 2 items, Iron chests contain 4 items, * and Steel chests contain 6 items. The "value" of the items in a * chest is based on the level on which the chest is generated. * * Judgment of size and construction of chests is currently made from the name. */ static void chest_death(int y, int x, struct object *chest) { int number, value; bool tiny; struct object *treasure; /* Small chests often hold "gold" */ tiny = strstr(chest->kind->name, "Small") ? TRUE : FALSE; /* Determine how much to drop (see above) */ if (strstr(chest->kind->name, "wooden")) number = 2; else if (strstr(chest->kind->name, "iron")) number = 4; else if (strstr(chest->kind->name, "steel")) number = 6; else number = 2 * (randint1(3)); /* Zero pval means empty chest */ if (!chest->pval) number = 0; /* Determine the "value" of the items */ value = chest->origin_depth - 10 + 2 * chest->sval; if (value < 1) value = 1; /* Drop some objects (non-chests) */ for (; number > 0; --number) { /* Small chests often drop gold */ if (tiny && (randint0(100) < 75)) treasure = make_gold(value, "any"); /* Otherwise drop an item, as long as it isn't a chest */ else { treasure = make_object(cave, value, FALSE, FALSE, FALSE, NULL, 0); if (!treasure) continue; if (tval_is_chest(treasure)) { mem_free(treasure); continue; } } /* Record origin */ treasure->origin = ORIGIN_CHEST; treasure->origin_depth = chest->origin_depth; /* Drop it in the dungeon */ drop_near(cave, treasure, 0, y, x, TRUE); } /* Empty */ chest->pval = 0; /* Known */ object_notice_everything(chest); }
/** * This draws the Object Recall subwindow when displaying a recalled item kind * (e.g. a generic ring of acid or a generic blade of chaos) */ void display_object_kind_recall(struct object_kind *kind) { struct object object = { 0 }; object_prep(&object, kind, 0, EXTREMIFY); if (kind->aware) object_notice_everything(&object); display_object_recall(&object); }
/* Unlock chests */ static void project_object_handler_KILL_TRAP(project_object_handler_context_t *context) { /* Chests are noticed only if trapped or locked */ if (is_locked_chest(context->obj)) { /* Disarm or Unlock */ unlock_chest((struct object * const)context->obj); /* Identify */ object_notice_everything((struct object * const)context->obj); /* Notice */ if (context->obj->marked > MARK_UNAWARE && !ignore_item_ok(context->obj)) { msg("Click!"); context->obvious = TRUE; } } }
/* * Describe fake object */ static void desc_obj_fake(int k_idx) { object_kind *kind = &k_info[k_idx]; object_type object_type_body; object_type *o_ptr = &object_type_body; char header[120]; textblock *tb; region area = { 0, 0, 0, 0 }; /* Check for known artifacts, display them as artifacts */ if (of_has(kind->flags, OF_INSTA_ART) && artifact_is_known(get_artifact_from_kind(kind))) { desc_art_fake(get_artifact_from_kind(kind)); return; } /* Update the object recall window */ track_object_kind(k_idx); handle_stuff(p_ptr); /* Wipe the object */ object_wipe(o_ptr); /* Create the artifact */ object_prep(o_ptr, kind, 0, EXTREMIFY); /* Hack -- its in the store */ if (kind->aware) o_ptr->ident |= (IDENT_STORE); /* It's fully know */ if (!kind->flavor) object_notice_everything(o_ptr); /* Hack -- Handle stuff */ handle_stuff(p_ptr); tb = object_info(o_ptr, OINFO_NONE); object_desc(header, sizeof(header), o_ptr, ODESC_PREFIX | ODESC_FULL); textui_textblock_show(tb, area, format("%^s", header)); textblock_free(tb); }
/* * Show artifact lore */ static void desc_art_fake(int a_idx) { object_type *o_ptr; object_type object_type_body = { 0 }; char header[120]; textblock *tb; region area = { 0, 0, 0, 0 }; o_ptr = find_artifact(&a_info[a_idx]); /* If it's been lost, make a fake artifact for it */ if (!o_ptr) { o_ptr = &object_type_body; make_fake_artifact(o_ptr, &a_info[a_idx]); o_ptr->ident |= IDENT_NAME; /* Check the history entry, to see if it was fully known before it * was lost */ if (history_is_artifact_known(o_ptr->artifact)) object_notice_everything(o_ptr); } /* Hack -- Handle stuff */ handle_stuff(p_ptr); tb = object_info(o_ptr, OINFO_NONE); object_desc(header, sizeof(header), o_ptr, ODESC_PREFIX | ODESC_FULL); textui_textblock_show(tb, area, format("%^s", header)); textblock_free(tb); #if 0 /* XXX This should be in object_info */ if (lost) text_out("\nThis artifact has been lost."); #endif }
/* * Search for hidden things. Returns true if a search was attempted, returns * false when the player has a 0% chance of finding anything. Prints messages * for negative confirmation when verbose mode is requested. */ bool search(bool verbose) { int py = p_ptr->py; int px = p_ptr->px; int y, x, chance; bool found = FALSE; object_type *o_ptr; /* Start with base search ability */ chance = p_ptr->state.skills[SKILL_SEARCH]; /* Penalize various conditions */ if (p_ptr->timed[TMD_BLIND] || no_light()) chance = chance / 10; if (p_ptr->timed[TMD_CONFUSED] || p_ptr->timed[TMD_IMAGE]) chance = chance / 10; /* Prevent fruitless searches */ if (chance <= 0) { if (verbose) { msg("You can't make out your surroundings well enough to search."); /* Cancel repeat */ disturb(p_ptr, 0, 0); } return FALSE; } /* Search the nearby grids, which are always in bounds */ for (y = (py - 1); y <= (py + 1); y++) { for (x = (px - 1); x <= (px + 1); x++) { /* Sometimes, notice things */ if (randint0(100) < chance) { /* Invisible trap */ if (cave->feat[y][x] == FEAT_INVIS) { found = TRUE; /* Pick a trap */ pick_trap(y, x); /* Message */ msg("You have found a trap."); /* Disturb */ disturb(p_ptr, 0, 0); } /* Secret door */ if (cave->feat[y][x] == FEAT_SECRET) { found = TRUE; /* Message */ msg("You have found a secret door."); /* Pick a door */ place_closed_door(cave, y, x); /* Disturb */ disturb(p_ptr, 0, 0); } /* Scan all objects in the grid */ for (o_ptr = get_first_object(y, x); o_ptr; o_ptr = get_next_object(o_ptr)) { /* Skip non-chests */ if (o_ptr->tval != TV_CHEST) continue; /* Skip disarmed chests */ if (o_ptr->pval[DEFAULT_PVAL] <= 0) continue; /* Skip non-trapped chests */ if (!chest_traps[o_ptr->pval[DEFAULT_PVAL]]) continue; /* Identify once */ if (!object_is_known(o_ptr)) { found = TRUE; /* Message */ msg("You have discovered a trap on the chest!"); /* Know the trap */ object_notice_everything(o_ptr); /* Notice it */ disturb(p_ptr, 0, 0); } } } } } if (verbose && !found) { if (chance >= 100) msg("There are no secrets here."); else msg("You found nothing."); } return TRUE; }
/* * Allocate objects upon opening a chest * * Disperse treasures from the given chest, centered at (x,y). * * Small chests often contain "gold", while Large chests always contain * items. Wooden chests contain 2 items, Iron chests contain 4 items, * and Steel chests contain 6 items. The "value" of the items in a * chest is based on the level on which the chest is generated. */ static void chest_death(int y, int x, s16b o_idx) { int number, value; bool tiny; object_type *o_ptr; object_type *i_ptr; object_type object_type_body; /* Get the chest */ o_ptr = object_byid(o_idx); /* Small chests often hold "gold" */ tiny = (o_ptr->sval < SV_CHEST_MIN_LARGE); /* Determine how much to drop (see above) */ number = (o_ptr->sval % SV_CHEST_MIN_LARGE) * 2; /* Zero pval means empty chest */ if (!o_ptr->pval[DEFAULT_PVAL]) number = 0; /* Determine the "value" of the items */ value = o_ptr->origin_depth - 10 + 2 * o_ptr->sval; if (value < 1) value = 1; /* Drop some objects (non-chests) */ for (; number > 0; --number) { /* Get local object */ i_ptr = &object_type_body; /* Wipe the object */ object_wipe(i_ptr); /* Small chests often drop gold */ if (tiny && (randint0(100) < 75)) make_gold(i_ptr, value, SV_GOLD_ANY); /* Otherwise drop an item, as long as it isn't a chest */ else { if (!make_object(cave, i_ptr, value, FALSE, FALSE, NULL)) continue; if (i_ptr->tval == TV_CHEST) continue; } /* Record origin */ i_ptr->origin = ORIGIN_CHEST; i_ptr->origin_depth = o_ptr->origin_depth; /* Drop it in the dungeon */ drop_near(cave, i_ptr, 0, y, x, TRUE); } /* Empty */ o_ptr->pval[DEFAULT_PVAL] = 0; /* Known */ object_notice_everything(o_ptr); }
/* * Use an object the right way. * * There may be a BIG problem with any "effect" that can cause "changes" * to the inventory. For example, a "scroll of recharging" can cause * a wand/staff to "disappear", moving the inventory up. Luckily, the * scrolls all appear BEFORE the staffs/wands, so this is not a problem. * But, for example, a "staff of recharging" could cause MAJOR problems. * In such a case, it will be best to either (1) "postpone" the effect * until the end of the function, or (2) "change" the effect, say, into * giving a staff "negative" charges, or "turning a staff into a stick". * It seems as though a "rod of recharging" might in fact cause problems. * The basic problem is that the act of recharging (and destroying) an * item causes the inducer of that action to "move", causing "o_ptr" to * no longer point at the correct item, with horrifying results. */ void do_cmd_use(cmd_code code, cmd_arg args[]) { int item = args[0].item; object_type *o_ptr = object_from_item_idx(item); int effect; bool ident = FALSE, used = FALSE; bool was_aware = object_flavor_is_aware(o_ptr); int dir = 5; int px = p_ptr->px, py = p_ptr->py; int snd, boost, level; use_type use; int items_allowed = 0; /* Determine how this item is used. */ if (obj_is_rod(o_ptr)) { if (!obj_can_zap(o_ptr)) { msg("That rod is still charging."); return; } use = USE_TIMEOUT; snd = MSG_ZAP_ROD; items_allowed = USE_INVEN | USE_FLOOR; } else if (obj_is_wand(o_ptr)) { if (!obj_has_charges(o_ptr)) { msg("That wand has no charges."); return; } use = USE_CHARGE; snd = MSG_ZAP_ROD; items_allowed = USE_INVEN | USE_FLOOR; } else if (obj_is_staff(o_ptr)) { if (!obj_has_charges(o_ptr)) { msg("That staff has no charges."); return; } use = USE_CHARGE; snd = MSG_USE_STAFF; items_allowed = USE_INVEN | USE_FLOOR; } else if (obj_is_food(o_ptr)) { use = USE_SINGLE; snd = MSG_EAT; items_allowed = USE_INVEN | USE_FLOOR; } else if (obj_is_potion(o_ptr)) { use = USE_SINGLE; snd = MSG_QUAFF; items_allowed = USE_INVEN | USE_FLOOR; } else if (obj_is_scroll(o_ptr)) { /* Check player can use scroll */ if (!player_can_read()) return; use = USE_SINGLE; snd = MSG_GENERIC; items_allowed = USE_INVEN | USE_FLOOR; } else if (obj_is_activatable(o_ptr)) { if (!obj_can_activate(o_ptr)) { msg("That item is still charging."); return; } use = USE_TIMEOUT; snd = MSG_ACT_ARTIFACT; items_allowed = USE_EQUIP; } else { msg("The item cannot be used at the moment"); } /* Check if item is within player's reach. */ if (items_allowed == 0 || !item_is_available(item, NULL, items_allowed)) { msg("You cannot use that item from its current location."); return; } /* track the object used */ track_object(item); /* Figure out effect to use */ effect = object_effect(o_ptr); /* If the item requires a direction, get one (allow cancelling) */ if (obj_needs_aim(o_ptr)) dir = args[1].direction; /* Check for use if necessary, and execute the effect */ if ((use != USE_CHARGE && use != USE_TIMEOUT) || check_devices(o_ptr)) { int beam = beam_chance(o_ptr->tval); /* Special message for artifacts */ if (o_ptr->artifact) { msgt(snd, "You activate it."); if (o_ptr->artifact->effect_msg) activation_message(o_ptr, o_ptr->artifact->effect_msg); level = o_ptr->artifact->level; } else { /* Make a noise! */ sound(snd); level = o_ptr->kind->level; } /* A bit of a hack to make ID work better. -- Check for "obvious" effects beforehand. */ if (effect_obvious(effect)) object_flavor_aware(o_ptr); /* Boost damage effects if skill > difficulty */ boost = MAX(p_ptr->state.skills[SKILL_DEVICE] - level, 0); /* Do effect */ used = effect_do(effect, &ident, was_aware, dir, beam, boost); /* Quit if the item wasn't used and no knowledge was gained */ if (!used && (was_aware || !ident)) return; } /* If the item is a null pointer or has been wiped, be done now */ if (!o_ptr || !o_ptr->kind) return; if (ident) object_notice_effect(o_ptr); /* Food feeds the player */ if (o_ptr->tval == TV_FOOD || o_ptr->tval == TV_POTION) (void)set_food(p_ptr->food + o_ptr->pval[DEFAULT_PVAL]); /* Use the turn */ p_ptr->energy_use = 100; /* Mark as tried and redisplay */ p_ptr->notice |= (PN_COMBINE | PN_REORDER); p_ptr->redraw |= (PR_INVEN | PR_EQUIP | PR_OBJECT); /* * If the player becomes aware of the item's function, then mark it as * aware and reward the player with some experience. Otherwise, mark * it as "tried". */ if (ident && !was_aware) { /* Object level */ int lev = o_ptr->kind->level; object_flavor_aware(o_ptr); if (o_ptr->tval == TV_ROD) object_notice_everything(o_ptr); player_exp_gain(p_ptr, (lev + (p_ptr->lev / 2)) / p_ptr->lev); p_ptr->notice |= PN_SQUELCH; } else if (used) { object_flavor_tried(o_ptr); } /* If there are no more of the item left, then we're done. */ if (!o_ptr->number) return; /* Chargeables act differently to single-used items when not used up */ if (used && use == USE_CHARGE) { /* Use a single charge */ o_ptr->pval[DEFAULT_PVAL]--; /* Describe charges */ if (item >= 0) inven_item_charges(item); else floor_item_charges(0 - item); } else if (used && use == USE_TIMEOUT) { /* Artifacts use their own special field */ if (o_ptr->artifact) o_ptr->timeout = randcalc(o_ptr->artifact->time, 0, RANDOMISE); else o_ptr->timeout += randcalc(o_ptr->kind->time, 0, RANDOMISE); } else if (used && use == USE_SINGLE) { /* Destroy a potion in the pack */ if (item >= 0) { inven_item_increase(item, -1); inven_item_describe(item); inven_item_optimize(item); } /* Destroy a potion on the floor */ else { floor_item_increase(0 - item, -1); floor_item_describe(0 - item); floor_item_optimize(0 - item); } } /* Hack to make Glyph of Warding work properly */ if (cave->feat[py][px] == FEAT_GLYPH) { /* Push objects off the grid */ if (cave->o_idx[py][px]) push_object(py, px); } }
/* * Describe the kind */ static void kind_info(char *buf, size_t buf_len, char *dam, size_t dam_len, char *wgt, size_t wgt_len, int *lev, s32b *val, int k) { object_kind *k_ptr; object_type *i_ptr; object_type object_type_body; int i; /* Get local object */ i_ptr = &object_type_body; /* Prepare a fake item */ object_prep(i_ptr, &k_info[k], 0, MAXIMISE); /* Obtain the "kind" info */ k_ptr = i_ptr->kind; /* Cancel bonuses */ for (i = 0; i < MAX_PVALS; i++) i_ptr->pval[i] = 0; i_ptr->to_a = 0; i_ptr->to_h = 0; i_ptr->to_d = 0; /* Level */ (*lev) = k_ptr->level; /* Make known */ object_notice_everything(i_ptr); /* Value */ (*val) = object_value(i_ptr, 1, FALSE); /* Description (too brief) */ if (buf) object_desc(buf, buf_len, i_ptr, ODESC_BASE | ODESC_SPOIL); /* Weight */ if (wgt) strnfmt(wgt, wgt_len, "%3d.%d", i_ptr->weight / 10, i_ptr->weight % 10); /* Hack */ if (!dam) return; /* Misc info */ dam[0] = '\0'; /* Damage */ switch (i_ptr->tval) { /* Bows */ case TV_BOW: { break; } /* Ammo */ case TV_SHOT: case TV_BOLT: case TV_ARROW: { strnfmt(dam, dam_len, "%dd%d", i_ptr->dd, i_ptr->ds); break; } /* Weapons */ case TV_HAFTED: case TV_POLEARM: case TV_SWORD: case TV_DIGGING: { strnfmt(dam, dam_len, "%dd%d", i_ptr->dd, i_ptr->ds); break; } /* Armour */ case TV_BOOTS: case TV_GLOVES: case TV_CLOAK: case TV_CROWN: case TV_HELM: case TV_SHIELD: case TV_SOFT_ARMOR: case TV_HARD_ARMOR: case TV_DRAG_ARMOR: { strnfmt(dam, dam_len, "%d", i_ptr->ac); break; } } }
/** * Search for hidden things. Returns true if a search was attempted, returns * false when the player has a 0% chance of finding anything. Prints messages * for negative confirmation when verbose mode is requested. */ bool search(bool verbose) { int py = player->py; int px = player->px; int y, x, chance; bool found = false; struct object *obj; /* Start with base search ability */ chance = player->state.skills[SKILL_SEARCH]; /* Penalize various conditions */ if (player->timed[TMD_BLIND] || no_light()) chance = chance / 10; if (player->timed[TMD_CONFUSED] || player->timed[TMD_IMAGE]) chance = chance / 10; /* Prevent fruitless searches */ if (chance <= 0) { if (verbose) { msg("You can't make out your surroundings well enough to search."); /* Cancel repeat */ disturb(player, 0); } return false; } /* Search the nearby grids, which are always in bounds */ for (y = (py - 1); y <= (py + 1); y++) { for (x = (px - 1); x <= (px + 1); x++) { /* Sometimes, notice things */ if (randint0(100) < chance) { if (square_issecrettrap(cave, y, x)) { found = true; /* Reveal trap, display a message */ if (square_reveal_trap(cave, y, x, chance, true)) /* Disturb */ disturb(player, 0); } /* Secret door */ if (square_issecretdoor(cave, y, x)) { found = true; /* Message */ msg("You have found a secret door."); /* Pick a door */ place_closed_door(cave, y, x); /* Disturb */ disturb(player, 0); } /* Scan all objects in the grid */ for (obj = square_object(cave, y, x); obj; obj = obj->next) { /* Skip if not a trapped chest */ if (!is_trapped_chest(obj)) continue; /* Identify once */ if (!object_is_known(obj)) { found = true; /* Message */ msg("You have discovered a trap on the chest!"); /* Know the trap */ object_notice_everything(obj); /* Notice it */ disturb(player, 0); } } } } } if (verbose && !found) { if (chance >= 100) msg("There are no secrets here."); else msg("You found nothing."); } return true; }
/* 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 */ void object_notice_on_wield(object_type *o_ptr) { bitflag f[OF_SIZE], obvious_mask[OF_SIZE]; bool obvious = FALSE; const slay_t *s_ptr; flags_init(obvious_mask, OF_SIZE, OF_OBVIOUS_MASK, FLAG_END); /* Save time of wield for later */ object_last_wield = turn; /* Only deal with un-ID'd items */ if (object_is_known(o_ptr)) return; /* Wear it */ object_flavor_tried(o_ptr); if (object_add_ident_flags(o_ptr, IDENT_WORN)) object_check_for_ident(o_ptr); if (obj_is_light(o_ptr) && ego_item_p(o_ptr)) object_notice_ego(o_ptr); if (object_flavor_is_aware(o_ptr) && easy_know(o_ptr)) { object_notice_everything(o_ptr); return; } /* Automatically sense artifacts upon wield */ object_sense_artifact(o_ptr); /* Note artifacts when found */ if (artifact_p(o_ptr)) history_add_artifact(o_ptr->name1, object_is_known(o_ptr), TRUE); /* special case FA, needed at least for mages wielding gloves */ if (object_FA_would_be_obvious(o_ptr)) of_on(obvious_mask, OF_FREE_ACT); /* Learn about obvious flags */ of_union(o_ptr->known_flags, obvious_mask); /* Extract the flags */ object_flags(o_ptr, f); /* Find obvious things (disregarding curses) */ flags_clear(obvious_mask, OF_SIZE, OF_CURSE_MASK, FLAG_END); if (of_is_inter(f, obvious_mask)) obvious = TRUE; flags_init(obvious_mask, OF_SIZE, OF_OBVIOUS_MASK, FLAG_END); /* 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 (object_is_jewelry(o_ptr)) { /* Learn the flavor of jewelry with obvious flags */ if (EASY_LEARN && obvious) object_flavor_aware(o_ptr); /* Learn all flags on any aware non-artifact jewelry */ if (object_flavor_is_aware(o_ptr) && !artifact_p(o_ptr)) object_know_all_flags(o_ptr); } object_check_for_ident(o_ptr); if (!obvious) return; /* Messages */ for (s_ptr = slay_table; s_ptr->slay_flag; s_ptr++) { if (of_has(f, s_ptr->slay_flag) && s_ptr->brand) { char o_name[40]; object_desc(o_name, sizeof(o_name), o_ptr, ODESC_BASE); msg_format("Your %s %s!", o_name, s_ptr->active_verb); } } /* XXX Eddie need to add stealth here, also need to assert/double-check everything is covered */ if (of_has(f, OF_STR)) msg_format("You feel %s!", o_ptr->pval > 0 ? "stronger" : "weaker"); if (of_has(f, OF_INT)) msg_format("You feel %s!", o_ptr->pval > 0 ? "smarter" : "more stupid"); if (of_has(f, OF_WIS)) msg_format("You feel %s!", o_ptr->pval > 0 ? "wiser" : "more naive"); if (of_has(f, OF_DEX)) msg_format("You feel %s!", o_ptr->pval > 0 ? "more dextrous" : "clumsier"); if (of_has(f, OF_CON)) msg_format("You feel %s!", o_ptr->pval > 0 ? "healthier" : "sicklier"); if (of_has(f, OF_CHR)) msg_format("You feel %s!", o_ptr->pval > 0 ? "cuter" : "uglier"); if (of_has(f, OF_SPEED)) msg_format("You feel strangely %s.", o_ptr->pval > 0 ? "quick" : "sluggish"); if (flags_test(f, OF_SIZE, OF_BLOWS, OF_SHOTS, FLAG_END)) msg_format("Your hands %s", o_ptr->pval > 0 ? "tingle!" : "ache."); if (of_has(f, OF_INFRA)) msg_format("Your eyes tingle."); if (of_has(f, OF_LIGHT)) msg_print("It glows!"); if (of_has(f, OF_TELEPATHY)) msg_print("Your mind feels strangely sharper!"); /* WARNING -- masking f by obvious mask -- this should be at the end of this function */ flags_mask(f, OF_SIZE, OF_OBVIOUS_MASK, FLAG_END); /* learn the ego on any obvious brand or slay */ if (EASY_LEARN && ego_item_p(o_ptr) && obvious && flags_test(f, OF_SIZE, OF_ALL_SLAY_MASK, FLAG_END)) object_notice_ego(o_ptr); /* Remember the flags */ object_notice_sensing(o_ptr); /* XXX Eddie should we check_for_ident here? */ }
/* * Sense the inventory */ void sense_inventory(void) { int i; char o_name[80]; unsigned int rate; /* No ID when confused in a bad state */ if (p_ptr->timed[TMD_CONFUSED]) return; /* Notice some things after a while */ if (turn >= (object_last_wield + 3000)) { object_notice_after_time(); object_last_wield = 0; } /* Get improvement rate */ if (player_has(PF_PSEUDO_ID_IMPROV)) rate = cp_ptr->sense_base / (p_ptr->lev * p_ptr->lev + cp_ptr->sense_div); else rate = cp_ptr->sense_base / (p_ptr->lev + cp_ptr->sense_div); if (!one_in_(rate)) return; /* Check everything */ for (i = 0; i < ALL_INVEN_TOTAL; i++) { const char *text = NULL; object_type *o_ptr = &p_ptr->inventory[i]; obj_pseudo_t feel; bool cursed; bool okay = FALSE; /* Skip empty slots */ if (!o_ptr->k_idx) continue; /* Valid "tval" codes */ switch (o_ptr->tval) { case TV_SHOT: case TV_ARROW: case TV_BOLT: case TV_BOW: case TV_DIGGING: case TV_HAFTED: case TV_POLEARM: case TV_SWORD: case TV_BOOTS: case TV_GLOVES: case TV_HELM: case TV_CROWN: case TV_SHIELD: case TV_CLOAK: case TV_SOFT_ARMOR: case TV_HARD_ARMOR: case TV_DRAG_ARMOR: { okay = TRUE; break; } } /* Skip non-sense machines */ if (!okay) continue; /* It is known, no information needed */ if (object_is_known(o_ptr)) continue; /* It has already been sensed, do not sense it again */ if (object_was_sensed(o_ptr)) { /* Small chance of wielded, sensed items getting complete ID */ if (!o_ptr->name1 && (i >= INVEN_WIELD) && one_in_(1000)) do_ident_item(i, o_ptr); continue; } /* Occasional failure on inventory items */ if ((i < INVEN_WIELD) && one_in_(5)) continue; /* Sense the object */ object_notice_sensing(o_ptr); cursed = object_notice_curses(o_ptr); /* Get the feeling */ feel = object_pseudo(o_ptr); /* Stop everything */ disturb(0, 0); if (cursed) text = "cursed"; else text = inscrip_text[feel]; object_desc(o_name, sizeof(o_name), o_ptr, ODESC_BASE); /* Average pseudo-ID means full ID */ if (feel == INSCRIP_AVERAGE) { object_notice_everything(o_ptr); message_format(MSG_PSEUDOID, 0, "You feel the %s (%c) %s %s average...", o_name, index_to_label(i),((i >= INVEN_WIELD) ? "you are using" : "in your pack"), ((o_ptr->number == 1) ? "is" : "are")); } else { if (i >= INVEN_WIELD) { message_format(MSG_PSEUDOID, 0, "You feel the %s (%c) you are %s %s %s...", o_name, index_to_label(i), describe_use(i), ((o_ptr->number == 1) ? "is" : "are"), text); } else { message_format(MSG_PSEUDOID, 0, "You feel the %s (%c) in your pack %s %s...", o_name, index_to_label(i), ((o_ptr->number == 1) ? "is" : "are"), text); } } /* Set squelch flag as appropriate */ if (i < INVEN_WIELD) p_ptr->notice |= PN_SQUELCH; /* Combine / Reorder the pack (later) */ p_ptr->notice |= (PN_COMBINE | PN_REORDER | PN_SORT_QUIVER); /* Redraw stuff */ p_ptr->redraw |= (PR_INVEN | PR_EQUIP); } }