/** * Known is true when the "attributes" of an object are "known". * These include tohit, todam, toac, cost, and pval (charges, bonuses, etc.). * * Note that "knowing" an object gives you everything that an "awareness" * gives you, and much more. In fact, the player is always "aware" of any * item of which he has full "knowledge". * * This routine also removes any inscriptions generated by "feelings". */ void object_known(object_type * o_ptr) { artifact_type *a_ptr = artifact_of(o_ptr); /* Forget the feeling */ o_ptr->feel = FEEL_NONE; /* Clear the "Felt" info */ o_ptr->ident &= ~(IDENT_SENSE); /* Clear the "Empty" info */ o_ptr->ident &= ~(IDENT_EMPTY); /* Now we know about the item */ o_ptr->ident |= (IDENT_KNOWN); /* ID knowledge is better than wearing knowledge */ o_ptr->ident |= (IDENT_WORN); /* Artifact has now been seen */ if (a_ptr) { history_add_artifact(o_ptr->name1, TRUE, TRUE); } /* Get all the id flags */ of_copy(o_ptr->id_obj, o_ptr->flags_obj); flags_other(o_ptr, o_ptr->id_other); }
/* * Mark artifact number `id` as lost forever, either due to leaving it on a * level, or due to a store purging its inventory after the player sold it. */ bool history_lose_artifact(byte a_idx) { size_t i = history_ctr; while (i--) { if (history_list[i].a_idx == a_idx) { history_list[i].type |= HISTORY_ARTIFACT_LOST; return TRUE; } } /* If we lost an artifact that didn't previously have a history, then we missed it */ history_add_artifact(a_idx, FALSE, FALSE); return FALSE; }
/** * Mark artifact number `id` as lost forever, either due to leaving it on a * level, or due to a store purging its inventory after the player sold it. */ bool history_lose_artifact(struct artifact *artifact) { size_t i = history_ctr; assert(artifact); while (i--) { if (history_list[i].a_idx == artifact->aidx) { hist_on(history_list[i].type, HIST_ARTIFACT_LOST); return true; } } /* If we lost an artifact that didn't previously have a history, then we * missed it */ history_add_artifact(artifact, false, false); return false; }
/** * Move an object from a floor pile to the player's gear */ static void player_pickup_aux(struct object *obj, bool domsg) { /* Confirm the object can be picked up*/ if (!inven_carry_okay(obj)) quit_fmt("Failed pickup of %s", obj->kind->name); /* Set ignore status */ player->upkeep->notice |= PN_IGNORE; /* Automatically sense artifacts */ object_sense_artifact(obj); /* Log artifacts if found */ if (obj->artifact) history_add_artifact(obj->artifact, object_is_known(obj), TRUE); /* Carry the object */ square_excise_object(cave, player->py, player->px, obj); inven_carry(player, obj, domsg); }
/** * Mark as object as fully known, a.k.a identified. * Mark as object as fully known, a.k.a identified. * * \param o_ptr is the object to mark as identified */ void object_notice_everything(object_type *o_ptr) { artifact_type *a_ptr = artifact_of(o_ptr); /* The object is "empty" */ o_ptr->ident &= ~(IDENT_EMPTY); /* Mark as known */ object_flavor_aware(o_ptr); object_add_ident_flags(o_ptr, IDENTS_SET_BY_IDENTIFY); /* Artifact has now been seen */ if (a_ptr && !(o_ptr->ident & IDENT_FAKE)) { a_ptr->seen = a_ptr->everseen = TRUE; history_add_artifact(o_ptr->name1, TRUE, TRUE); } /* Know all flags there are to be known */ object_know_all_flags(o_ptr); }
/* * Carry an object and delete it. */ static void py_pickup_aux(int o_idx, bool domsg) { int slot, quiver_slot = 0; char o_name[80]; object_type *o_ptr = object_byid(o_idx); /* Carry the object */ slot = inven_carry(p_ptr, o_ptr); /* Handle errors (paranoia) */ if (slot < 0) return; /* If we have picked up ammo which matches something in the quiver, note * that it so that we can wield it later (and suppress pick up message) */ if (obj_is_ammo(o_ptr)) { int i; for (i = QUIVER_START; i < QUIVER_END; i++) { if (!p_ptr->inventory[i].kind) continue; if (!object_similar(&p_ptr->inventory[i], o_ptr, OSTACK_QUIVER)) continue; quiver_slot = i; break; } } /* Get the new object */ o_ptr = &p_ptr->inventory[slot]; /* Set squelch status */ p_ptr->notice |= PN_SQUELCH; /* Automatically sense artifacts */ object_sense_artifact(o_ptr); /* Log artifacts if found */ if (o_ptr->artifact) history_add_artifact(o_ptr->artifact, object_is_known(o_ptr), TRUE); /* Optionally, display a message */ if (domsg && !quiver_slot) { /* Describe the object */ object_desc(o_name, sizeof(o_name), o_ptr, ODESC_PREFIX | ODESC_FULL); /* Message */ msg("You have %s (%c).", o_name, index_to_label(slot)); } /* Update object_idx if necessary */ if (tracked_object_is(0 - o_idx)) { track_object(slot); } /* Delete the object */ delete_object_idx(o_idx); /* If we have a quiver slot that this ammo matches, use it */ if (quiver_slot) wield_item(o_ptr, slot, quiver_slot); }
/** * Carry an object and delete it. */ extern void py_pickup_aux(int o_idx, bool msg) { int slot, quiver_slot = 0; char o_name[120]; object_type *o_ptr = &o_list[o_idx]; object_type *i_ptr = &p_ptr->inventory[INVEN_LIGHT]; bitflag f[OF_SIZE], obvious_mask[OF_SIZE]; flags_init(obvious_mask, OF_SIZE, OF_OBVIOUS_MASK, FLAG_END); of_copy(f, o_ptr->flags_obj); /* Carry the object */ slot = inven_carry(p_ptr, o_ptr); /* Handle errors (paranoia) */ if (slot < 0) return; /* If we have picked up ammo which matches something in the quiver, note * that it so that we can wield it later (and suppress pick up message) */ if (obj_is_quiver_obj(o_ptr)) { int i; for (i = QUIVER_START; i < QUIVER_END; i++) { if (!p_ptr->inventory[i].k_idx) continue; if (!object_similar(&p_ptr->inventory[i], o_ptr, OSTACK_QUIVER)) continue; quiver_slot = i; break; } } /* Get the object again */ o_ptr = &p_ptr->inventory[slot]; /* Set squelch status */ p_ptr->notice |= PN_SQUELCH; /* Stone of Lore gives id on pickup */ if (!object_known_p(o_ptr)) { if (i_ptr->sval == SV_STONE_LORE) identify_object(o_ptr); /* Otherwise pseudo-ID */ else { bool heavy = FALSE; int feel; /* Heavy sensing */ heavy = (player_has(PF_PSEUDO_ID_HEAVY)); /* Type of feeling */ feel = (heavy ? value_check_aux1(o_ptr) : value_check_aux2(o_ptr)); /* We have "felt" it */ o_ptr->ident |= (IDENT_SENSE); /* Inscribe it textually */ o_ptr->feel = feel; /* Set squelch flag as appropriate */ p_ptr->notice |= PN_SQUELCH; } } /* Log artifacts if found */ if (artifact_p(o_ptr)) history_add_artifact(o_ptr->name1, object_is_known(o_ptr), TRUE); /* Notice dice and other obvious stuff */ notice_other(IF_DD_DS, slot + 1); (void) of_inter(f, obvious_mask); of_union(o_ptr->id_obj, f); /* Average things are average */ if ((o_ptr->feel == FEEL_AVERAGE) && (is_weapon(o_ptr) || is_armour(o_ptr))){ notice_other(IF_AC, slot + 1); notice_other(IF_TO_A, slot + 1); notice_other(IF_TO_H, slot + 1); notice_other(IF_TO_D, slot + 1); } /* Recalculate the bonuses */ p_ptr->update |= (PU_BONUS); /* Optionally, display a message */ if (msg && !quiver_slot) { /* Describe the object */ object_desc(o_name, sizeof(o_name), o_ptr, ODESC_PREFIX | ODESC_FULL); /* Message */ msg_format("You have %s (%c).", o_name, index_to_label(slot)); } /* Delete the object */ delete_object_idx(o_idx); /* If we have a quiver slot that this item matches, use it */ if (quiver_slot) wield_item(o_ptr, slot, quiver_slot); }
/* 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? */ }