/* * 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_issecrettrap(cave, y, x)) { 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_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(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 if not a trapped chest */ if (!is_trapped_chest(o_ptr)) 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; }
/** * Determine if an item can "absorb" a second item * * See "object_absorb()" for the actual "absorption" code. * * If permitted, we allow weapons/armor to stack, if "known". * * Missiles will combine if both stacks have the same "known" status. * This is done to make unidentified stacks of missiles useful. * * Food, potions, scrolls, and "easy know" items always stack. * * Chests, and activatable items, except rods, never stack (for various * reasons). */ bool object_stackable(const struct object *obj1, const struct object *obj2, object_stack_t mode) { int i; /* Equipment items don't stack */ if (object_is_equipped(player->body, obj1)) return FALSE; if (object_is_equipped(player->body, obj2)) return FALSE; /* If either item is unknown, do not stack */ if (mode & OSTACK_LIST && obj1->marked == MARK_AWARE) return FALSE; if (mode & OSTACK_LIST && obj2->marked == MARK_AWARE) return FALSE; /* Hack -- identical items cannot be stacked */ if (obj1 == obj2) return FALSE; /* Require identical object kinds */ if (obj1->kind != obj2->kind) return FALSE; /* Different flags don't stack */ if (!of_is_equal(obj1->flags, obj2->flags)) return FALSE; /* Different elements don't stack */ for (i = 0; i < ELEM_MAX; i++) { if (obj1->el_info[i].res_level != obj2->el_info[i].res_level) return FALSE; if ((obj1->el_info[i].flags & (EL_INFO_HATES | EL_INFO_IGNORE)) != (obj2->el_info[i].flags & (EL_INFO_HATES | EL_INFO_IGNORE))) return FALSE; } /* Artifacts never stack */ if (obj1->artifact || obj2->artifact) return FALSE; /* Analyze the items */ if (tval_is_chest(obj1)) { /* Chests never stack */ return FALSE; } else if (tval_is_food(obj1) || tval_is_potion(obj1) || tval_is_scroll(obj1) || tval_is_rod(obj1)) { /* Food, potions, scrolls and rods all stack nicely, since the kinds are identical, either both will be aware or both will be unaware */ } else if (tval_can_have_charges(obj1) || tval_is_money(obj1)) { /* Gold, staves and wands stack most of the time */ /* Too much gold or too many charges */ if (obj1->pval + obj2->pval > MAX_PVAL) return FALSE; /* ... otherwise ok */ } else if (tval_is_weapon(obj1) || tval_is_armor(obj1) || tval_is_jewelry(obj1) || tval_is_light(obj1)) { bool obj1_is_known = object_is_known(obj1); bool obj2_is_known = object_is_known(obj2); /* Require identical values */ if (obj1->ac != obj2->ac) return FALSE; if (obj1->dd != obj2->dd) return FALSE; if (obj1->ds != obj2->ds) return FALSE; /* Require identical bonuses */ if (obj1->to_h != obj2->to_h) return FALSE; if (obj1->to_d != obj2->to_d) return FALSE; if (obj1->to_a != obj2->to_a) return FALSE; /* Require all identical modifiers */ for (i = 0; i < OBJ_MOD_MAX; i++) if (obj1->modifiers[i] != obj2->modifiers[i]) return (FALSE); /* Require identical ego-item types */ if (obj1->ego != obj2->ego) return FALSE; /* Hack - Never stack recharging wearables ... */ if ((obj1->timeout || obj2->timeout) && !tval_is_light(obj1)) return FALSE; /* ... and lights must have same amount of fuel */ else if ((obj1->timeout != obj2->timeout) && tval_is_light(obj1)) return FALSE; /* Prevent unIDd items stacking with IDd items in the object list */ if (mode & OSTACK_LIST && (obj1_is_known != obj2_is_known)) return FALSE; } else { /* Anything else probably okay */ } /* Require compatible inscriptions */ if (obj1->note && obj2->note && (obj1->note != obj2->note)) return FALSE; /* They must be similar enough */ return TRUE; }
/* * Output object information */ static textblock *object_info_out(const object_type *o_ptr, int mode) { bitflag flags[OF_SIZE]; bitflag pv_flags[MAX_PVALS][OF_SIZE]; bool something = FALSE; bool known = object_is_known(o_ptr); bool full = mode & OINFO_FULL; bool terse = mode & OINFO_TERSE; bool subjective = mode & OINFO_SUBJ; bool ego = mode & OINFO_EGO; textblock *tb = textblock_new(); /* Unaware objects get simple descriptions */ if (!full && (o_ptr->marked == MARK_AWARE)){ textblock_append(tb, "\n\nYou do not know what this is.\n"); return tb; } /* Grab the object flags */ if (full) { object_flags(o_ptr, flags); object_pval_flags(o_ptr, pv_flags); } else { object_flags_known(o_ptr, flags); object_pval_flags_known(o_ptr, pv_flags); } if (subjective) describe_origin(tb, o_ptr); if (!terse) describe_flavor_text(tb, o_ptr, ego); if (!full && !known) { textblock_append(tb, "You do not know the full extent of this item's powers.\n"); something = TRUE; } if (describe_curses(tb, o_ptr, flags)) something = TRUE; if (describe_stats(tb, o_ptr, pv_flags, mode)) something = TRUE; if (describe_slays(tb, flags, o_ptr->tval)) something = TRUE; if (describe_immune(tb, flags)) something = TRUE; if (describe_ignores(tb, flags)) something = TRUE; dedup_hates_flags(flags); if (describe_hates(tb, flags)) something = TRUE; if (describe_sustains(tb, flags)) something = TRUE; if (describe_misc_magic(tb, flags)) something = TRUE; if (ego && describe_ego(tb, o_ptr->ego)) something = TRUE; if (something) textblock_append(tb, "\n"); if (!ego && describe_effect(tb, o_ptr, full, terse, subjective)) { something = TRUE; textblock_append(tb, "\n"); } if (subjective && describe_combat(tb, o_ptr, mode)) { something = TRUE; textblock_append(tb, "\n"); } if (!terse && describe_food(tb, o_ptr, subjective, full)) something = TRUE; if (describe_light(tb, o_ptr, flags, mode)) something = TRUE; if (!terse && subjective && describe_digger(tb, o_ptr, mode)) something = TRUE; if (!something) textblock_append(tb, "\n\nThis item does not seem to possess any special abilities."); return tb; }
/* * Calculate the players current "state", taking into account * not only race/class intrinsics, but also objects being worn * and temporary spell effects. * * See also calc_mana() and calc_hitpoints(). * * Take note of the new "speed code", in particular, a very strong * player will start slowing down as soon as he reaches 150 pounds, * but not until he reaches 450 pounds will he be half as fast as * a normal kobold. This both hurts and helps the player, hurts * because in the old days a player could just avoid 300 pounds, * and helps because now carrying 300 pounds is not very painful. * * The "weapon" and "bow" do *not* add to the bonuses to hit or to * damage, since that would affect non-combat things. These values * are actually added in later, at the appropriate place. * * If id_only is true, calc_bonuses() will only use the known * information of objects; thus it returns what the player _knows_ * the character state to be. */ void calc_bonuses(object_type inventory[], player_state *state, bool id_only) { int i, j, hold; int extra_blows = 0; int extra_shots = 0; int extra_might = 0; object_type *o_ptr; bitflag f[OF_SIZE]; bitflag collect_f[OF_SIZE]; /*** Reset ***/ memset(state, 0, sizeof *state); /* Set various defaults */ state->speed = 110; state->num_blow = 1; /*** Extract race/class info ***/ /* Base infravision (purely racial) */ state->see_infra = rp_ptr->infra; /* Base skills */ for (i = 0; i < SKILL_MAX; i++) state->skills[i] = rp_ptr->r_skills[i] + cp_ptr->c_skills[i]; /*** Analyze player ***/ /* Extract the player flags */ player_flags(collect_f); /*** Analyze equipment ***/ /* Scan the equipment */ for (i = INVEN_WIELD; i < INVEN_TOTAL; i++) { o_ptr = &inventory[i]; /* Skip non-objects */ if (!o_ptr->k_idx) continue; /* Extract the item flags */ if (id_only) object_flags_known(o_ptr, f); else object_flags(o_ptr, f); of_union(collect_f, f); /* Affect stats */ if (of_has(f, OF_STR)) state->stat_add[A_STR] += o_ptr->pval; if (of_has(f, OF_INT)) state->stat_add[A_INT] += o_ptr->pval; if (of_has(f, OF_WIS)) state->stat_add[A_WIS] += o_ptr->pval; if (of_has(f, OF_DEX)) state->stat_add[A_DEX] += o_ptr->pval; if (of_has(f, OF_CON)) state->stat_add[A_CON] += o_ptr->pval; if (of_has(f, OF_CHR)) state->stat_add[A_CHR] += o_ptr->pval; /* Affect stealth */ if (of_has(f, OF_STEALTH)) state->skills[SKILL_STEALTH] += o_ptr->pval; /* Affect searching ability (factor of five) */ if (of_has(f, OF_SEARCH)) state->skills[SKILL_SEARCH] += (o_ptr->pval * 5); /* Affect searching frequency (factor of five) */ if (of_has(f, OF_SEARCH)) state->skills[SKILL_SEARCH_FREQUENCY] += (o_ptr->pval * 5); /* Affect infravision */ if (of_has(f, OF_INFRA)) state->see_infra += o_ptr->pval; /* Affect digging (factor of 20) */ if (of_has(f, OF_TUNNEL)) state->skills[SKILL_DIGGING] += (o_ptr->pval * 20); /* Affect speed */ if (of_has(f, OF_SPEED)) state->speed += o_ptr->pval; /* Affect blows */ if (of_has(f, OF_BLOWS)) extra_blows += o_ptr->pval; /* Affect shots */ if (of_has(f, OF_SHOTS)) extra_shots += o_ptr->pval; /* Affect Might */ if (of_has(f, OF_MIGHT)) extra_might += o_ptr->pval; /* Modify the base armor class */ state->ac += o_ptr->ac; /* The base armor class is always known */ state->dis_ac += o_ptr->ac; /* Apply the bonuses to armor class */ if (!id_only || object_is_known(o_ptr)) state->to_a += o_ptr->to_a; /* Apply the mental bonuses to armor class, if known */ if (object_defence_plusses_are_visible(o_ptr)) state->dis_to_a += o_ptr->to_a; /* Hack -- do not apply "weapon" bonuses */ if (i == INVEN_WIELD) continue; /* Hack -- do not apply "bow" bonuses */ if (i == INVEN_BOW) continue; /* Apply the bonuses to hit/damage */ if (!id_only || object_is_known(o_ptr)) { state->to_h += o_ptr->to_h; state->to_d += o_ptr->to_d; } /* Apply the mental bonuses tp hit/damage, if known */ if (object_attack_plusses_are_visible(o_ptr)) { state->dis_to_h += o_ptr->to_h; state->dis_to_d += o_ptr->to_d; } } /*** Update all flags ***/ /* Good flags */ if (of_has(collect_f, OF_SLOW_DIGEST)) state->slow_digest = TRUE; if (of_has(collect_f, OF_FEATHER)) state->ffall = TRUE; if (of_has(collect_f, OF_REGEN)) state->regenerate = TRUE; if (of_has(collect_f, OF_TELEPATHY)) state->telepathy = TRUE; if (of_has(collect_f, OF_SEE_INVIS)) state->see_inv = TRUE; if (of_has(collect_f, OF_FREE_ACT)) state->free_act = TRUE; if (of_has(collect_f, OF_HOLD_LIFE)) state->hold_life = TRUE; /* Weird flags */ if (of_has(collect_f, OF_BLESSED)) state->bless_blade = TRUE; /* Bad flags */ if (of_has(collect_f, OF_IMPACT)) state->impact = TRUE; if (of_has(collect_f, OF_AGGRAVATE)) state->aggravate = TRUE; if (of_has(collect_f, OF_TELEPORT)) state->teleport = TRUE; if (of_has(collect_f, OF_DRAIN_EXP)) state->exp_drain = TRUE; if (of_has(collect_f, OF_IMPAIR_HP)) state->impair_hp = TRUE; if (of_has(collect_f, OF_IMPAIR_MANA)) state->impair_mana = TRUE; if (of_has(collect_f, OF_AFRAID)) state->afraid = TRUE; /* Vulnerability flags */ if (of_has(collect_f, OF_VULN_FIRE)) state->vuln_fire = TRUE; if (of_has(collect_f, OF_VULN_ACID)) state->vuln_acid = TRUE; if (of_has(collect_f, OF_VULN_COLD)) state->vuln_cold = TRUE; if (of_has(collect_f, OF_VULN_ELEC)) state->vuln_elec = TRUE; /* Immunity flags */ if (of_has(collect_f, OF_IM_FIRE)) state->immune_fire = TRUE; if (of_has(collect_f, OF_IM_ACID)) state->immune_acid = TRUE; if (of_has(collect_f, OF_IM_COLD)) state->immune_cold = TRUE; if (of_has(collect_f, OF_IM_ELEC)) state->immune_elec = TRUE; /* Resistance flags */ if (of_has(collect_f, OF_RES_ACID)) state->resist_acid = TRUE; if (of_has(collect_f, OF_RES_ELEC)) state->resist_elec = TRUE; if (of_has(collect_f, OF_RES_FIRE)) state->resist_fire = TRUE; if (of_has(collect_f, OF_RES_COLD)) state->resist_cold = TRUE; if (of_has(collect_f, OF_RES_POIS)) state->resist_pois = TRUE; if (of_has(collect_f, OF_RES_FEAR)) state->resist_fear = TRUE; if (of_has(collect_f, OF_RES_LIGHT)) state->resist_light = TRUE; if (of_has(collect_f, OF_RES_DARK)) state->resist_dark = TRUE; if (of_has(collect_f, OF_RES_BLIND)) state->resist_blind = TRUE; if (of_has(collect_f, OF_RES_CONFU)) state->resist_confu = TRUE; if (of_has(collect_f, OF_RES_SOUND)) state->resist_sound = TRUE; if (of_has(collect_f, OF_RES_SHARD)) state->resist_shard = TRUE; if (of_has(collect_f, OF_RES_NEXUS)) state->resist_nexus = TRUE; if (of_has(collect_f, OF_RES_NETHR)) state->resist_nethr = TRUE; if (of_has(collect_f, OF_RES_CHAOS)) state->resist_chaos = TRUE; if (of_has(collect_f, OF_RES_DISEN)) state->resist_disen = TRUE; /* Sustain flags */ if (of_has(collect_f, OF_SUST_STR)) state->sustain_str = TRUE; if (of_has(collect_f, OF_SUST_INT)) state->sustain_int = TRUE; if (of_has(collect_f, OF_SUST_WIS)) state->sustain_wis = TRUE; if (of_has(collect_f, OF_SUST_DEX)) state->sustain_dex = TRUE; if (of_has(collect_f, OF_SUST_CON)) state->sustain_con = TRUE; if (of_has(collect_f, OF_SUST_CHR)) state->sustain_chr = TRUE; /*** Handle stats ***/ /* Calculate stats */ for (i = 0; i < A_MAX; i++) { int add, top, use, ind; /* Extract modifier */ add = state->stat_add[i]; /* Maximize mode */ if (OPT(adult_maximize)) { /* Modify the stats for race/class */ add += (rp_ptr->r_adj[i] + cp_ptr->c_adj[i]); } /* Extract the new "stat_top" value for the stat */ top = modify_stat_value(p_ptr->stat_max[i], add); /* Save the new value */ state->stat_top[i] = top; /* Extract the new "stat_use" value for the stat */ use = modify_stat_value(p_ptr->stat_cur[i], add); /* Save the new value */ state->stat_use[i] = use; /* Values: n/a */ if (use <= 3) ind = 0; /* Values: 3, 4, ..., 18 */ else if (use <= 18) ind = (use - 3); /* Ranges: 18/00-18/09, ..., 18/210-18/219 */ else if (use <= 18+219) ind = (15 + (use - 18) / 10); /* Range: 18/220+ */ else ind = (37); assert((0 <= ind) && (ind < STAT_RANGE)); /* Save the new index */ state->stat_ind[i] = ind; } /*** Temporary flags ***/ /* Apply temporary "stun" */ if (p_ptr->timed[TMD_STUN] > 50) { state->to_h -= 20; state->dis_to_h -= 20; state->to_d -= 20; state->dis_to_d -= 20; state->skills[SKILL_DEVICE] = state->skills[SKILL_DEVICE] * 8 / 10; } else if (p_ptr->timed[TMD_STUN]) { state->to_h -= 5; state->dis_to_h -= 5; state->to_d -= 5; state->dis_to_d -= 5; state->skills[SKILL_DEVICE] = state->skills[SKILL_DEVICE] * 9 / 10; } /* Invulnerability */ if (p_ptr->timed[TMD_INVULN]) { state->to_a += 100; state->dis_to_a += 100; } /* Temporary blessing */ if (p_ptr->timed[TMD_BLESSED]) { state->to_a += 5; state->dis_to_a += 5; state->to_h += 10; state->dis_to_h += 10; state->skills[SKILL_DEVICE] = state->skills[SKILL_DEVICE] * 105 / 100; } /* Temporary shield */ if (p_ptr->timed[TMD_SHIELD]) { state->to_a += 50; state->dis_to_a += 50; } /* Temporary stoneskin */ if (p_ptr->timed[TMD_STONESKIN]) { state->to_a += 40; state->dis_to_a += 40; state->speed -= 5; } /* Temporary "Hero" */ if (p_ptr->timed[TMD_HERO]) { state->to_h += 12; state->dis_to_h += 12; state->resist_fear = TRUE; state->skills[SKILL_DEVICE] = state->skills[SKILL_DEVICE] * 105 / 100; } /* Temporary "Berserk" */ if (p_ptr->timed[TMD_SHERO]) { state->to_h += 24; state->dis_to_h += 24; state->to_a -= 10; state->dis_to_a -= 10; state->resist_fear = TRUE; state->skills[SKILL_DEVICE] = state->skills[SKILL_DEVICE] * 9 / 10; } /* Temporary "fast" */ if (p_ptr->timed[TMD_FAST] || p_ptr->timed[TMD_SPRINT]) state->speed += 10; /* Temporary "slow" */ if (p_ptr->timed[TMD_SLOW]) state->speed -= 10; /* Temporary see invisible */ if (p_ptr->timed[TMD_SINVIS]) state->see_inv = TRUE; /* Temporary infravision boost */ if (p_ptr->timed[TMD_SINFRA]) state->see_infra += 5; /* Temporary telepathy */ if (p_ptr->timed[TMD_TELEPATHY]) state->telepathy = TRUE; /* Temporary resist confusion */ if (p_ptr->timed[TMD_OPP_CONF]) state->resist_confu = TRUE; /* Fear */ if (p_ptr->timed[TMD_AFRAID] || p_ptr->timed[TMD_TERROR]) state->afraid = TRUE; if (p_ptr->timed[TMD_TERROR]) state->speed += 5; /* Fear can come from item flags too */ if (state->afraid) { state->to_h -= 20; state->dis_to_h -= 20; state->to_a += 8; state->dis_to_a += 8; state->skills[SKILL_DEVICE] = state->skills[SKILL_DEVICE] * 95 / 100; } /* Confusion */ if (p_ptr->timed[TMD_CONFUSED]) state->skills[SKILL_DEVICE] = state->skills[SKILL_DEVICE] * 75 / 100; /* Amnesia */ if (p_ptr->timed[TMD_AMNESIA]) state->skills[SKILL_DEVICE] = state->skills[SKILL_DEVICE] * 8 / 10; /* Poison */ if (p_ptr->timed[TMD_POISONED]) state->skills[SKILL_DEVICE] = state->skills[SKILL_DEVICE] * 95 / 100; /* Hallucination */ if (p_ptr->timed[TMD_IMAGE]) state->skills[SKILL_DEVICE] = state->skills[SKILL_DEVICE] * 8 / 10; /*** Analyze weight ***/ /* Extract the current weight (in tenth pounds) */ j = p_ptr->total_weight; /* Extract the "weight limit" (in tenth pounds) */ i = weight_limit(state); /* Apply "encumbrance" from weight */ if (j > i / 2) state->speed -= ((j - (i / 2)) / (i / 10)); /* Bloating slows the player down (a little) */ if (p_ptr->food >= PY_FOOD_MAX) state->speed -= 10; /* Searching slows the player down */ if (p_ptr->searching) state->speed -= 10; /* Sanity check on extreme speeds */ if (state->speed < 0) state->speed = 0; if (state->speed > 199) state->speed = 199; /*** Apply modifier bonuses ***/ /* Actual Modifier Bonuses (Un-inflate stat bonuses) */ state->to_a += ((int)(adj_dex_ta[state->stat_ind[A_DEX]]) - 128); state->to_d += ((int)(adj_str_td[state->stat_ind[A_STR]]) - 128); state->to_h += ((int)(adj_dex_th[state->stat_ind[A_DEX]]) - 128); state->to_h += ((int)(adj_str_th[state->stat_ind[A_STR]]) - 128); /* Displayed Modifier Bonuses (Un-inflate stat bonuses) */ state->dis_to_a += ((int)(adj_dex_ta[state->stat_ind[A_DEX]]) - 128); state->dis_to_d += ((int)(adj_str_td[state->stat_ind[A_STR]]) - 128); state->dis_to_h += ((int)(adj_dex_th[state->stat_ind[A_DEX]]) - 128); state->dis_to_h += ((int)(adj_str_th[state->stat_ind[A_STR]]) - 128); /*** Modify skills ***/ /* Affect Skill -- stealth (bonus one) */ state->skills[SKILL_STEALTH] += 1; /* Affect Skill -- disarming (DEX and INT) */ state->skills[SKILL_DISARM] += adj_dex_dis[state->stat_ind[A_DEX]]; state->skills[SKILL_DISARM] += adj_int_dis[state->stat_ind[A_INT]]; /* Affect Skill -- magic devices (INT) */ state->skills[SKILL_DEVICE] += adj_int_dev[state->stat_ind[A_INT]]; /* Affect Skill -- saving throw (WIS) */ state->skills[SKILL_SAVE] += adj_wis_sav[state->stat_ind[A_WIS]]; /* Affect Skill -- digging (STR) */ state->skills[SKILL_DIGGING] += adj_str_dig[state->stat_ind[A_STR]]; /* Affect Skills (Level, by Class) */ for (i = 0; i < SKILL_MAX; i++) state->skills[i] += (cp_ptr->x_skills[i] * p_ptr->lev / 10); /* Limit Skill -- digging from 1 up */ if (state->skills[SKILL_DIGGING] < 1) state->skills[SKILL_DIGGING] = 1; /* Limit Skill -- stealth from 0 to 30 */ if (state->skills[SKILL_STEALTH] > 30) state->skills[SKILL_STEALTH] = 30; if (state->skills[SKILL_STEALTH] < 0) state->skills[SKILL_STEALTH] = 0; /* Apply Skill -- Extract noise from stealth */ state->noise = (1L << (30 - state->skills[SKILL_STEALTH])); /* Obtain the "hold" value */ hold = adj_str_hold[state->stat_ind[A_STR]]; /*** Analyze current bow ***/ /* Examine the "current bow" */ o_ptr = &inventory[INVEN_BOW]; /* Assume not heavy */ state->heavy_shoot = FALSE; /* It is hard to carholdry a heavy bow */ if (hold < o_ptr->weight / 10) { /* Hard to wield a heavy bow */ state->to_h += 2 * (hold - o_ptr->weight / 10); state->dis_to_h += 2 * (hold - o_ptr->weight / 10); /* Heavy Bow */ state->heavy_shoot = TRUE; } /* Analyze launcher */ if (o_ptr->k_idx) { /* Get to shoot */ state->num_fire = 1; /* Analyze the launcher */ switch (o_ptr->sval) { /* Sling and ammo */ case SV_SLING: { state->ammo_tval = TV_SHOT; state->ammo_mult = 2; break; } /* Short Bow and Arrow */ case SV_SHORT_BOW: { state->ammo_tval = TV_ARROW; state->ammo_mult = 2; break; } /* Long Bow and Arrow */ case SV_LONG_BOW: { state->ammo_tval = TV_ARROW; state->ammo_mult = 3; break; } /* Light Crossbow and Bolt */ case SV_LIGHT_XBOW: { state->ammo_tval = TV_BOLT; state->ammo_mult = 3; break; } /* Heavy Crossbow and Bolt */ case SV_HEAVY_XBOW: { state->ammo_tval = TV_BOLT; state->ammo_mult = 4; break; } } /* Apply special flags */ if (o_ptr->k_idx && !state->heavy_shoot) { /* Extra shots */ state->num_fire += extra_shots; /* Extra might */ state->ammo_mult += extra_might; /* Hack -- Rangers love Bows */ if (player_has(PF_EXTRA_SHOT) && (state->ammo_tval == TV_ARROW)) { /* Extra shot at level 20 */ if (p_ptr->lev >= 20) state->num_fire++; /* Extra shot at level 40 */ if (p_ptr->lev >= 40) state->num_fire++; } } /* Require at least one shot */ if (state->num_fire < 1) state->num_fire = 1; } /*** Analyze weapon ***/ /* Examine the "current weapon" */ o_ptr = &inventory[INVEN_WIELD]; /* Assume not heavy */ state->heavy_wield = FALSE; /* It is hard to hold a heavy weapon */ if (hold < o_ptr->weight / 10) { /* Hard to wield a heavy weapon */ state->to_h += 2 * (hold - o_ptr->weight / 10); state->dis_to_h += 2 * (hold - o_ptr->weight / 10); /* Heavy weapon */ state->heavy_wield = TRUE; } /* Non-object means barehanded attacks */ if (!o_ptr->k_idx) assert(o_ptr->weight == 0); /* Normal weapons */ if (!state->heavy_wield) { /* Calculate number of blows */ state->num_blow = calc_blows(o_ptr, state) + extra_blows; /* Boost digging skill by weapon weight */ state->skills[SKILL_DIGGING] += (o_ptr->weight / 10); } /* Assume okay */ state->icky_wield = FALSE; /* Priest weapon penalty for non-blessed edged weapons */ if (player_has(PF_BLESS_WEAPON) && (!state->bless_blade) && ((o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM))) { /* Reduce the real bonuses */ state->to_h -= 2; state->to_d -= 2; /* Reduce the mental bonuses */ state->dis_to_h -= 2; state->dis_to_d -= 2; /* Icky weapon */ state->icky_wield = TRUE; } return; }
/* * 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); }
/* * Attempt to disarm the chest at the given location * * Assume there is no monster blocking the destination * * Returns TRUE if repeated commands may continue */ static bool do_cmd_disarm_chest(int y, int x, s16b o_idx) { int i, j; bool more = FALSE; object_type *o_ptr = object_byid(o_idx); /* Get the "disarm" factor */ i = p_ptr->state.skills[SKILL_DISARM]; /* Penalize some conditions */ if (p_ptr->timed[TMD_BLIND] || no_light()) i = i / 10; if (p_ptr->timed[TMD_CONFUSED] || p_ptr->timed[TMD_IMAGE]) i = i / 10; /* Extract the difficulty */ j = i - o_ptr->pval[DEFAULT_PVAL]; /* Always have a small chance of success */ if (j < 2) j = 2; /* Must find the trap first. */ if (!object_is_known(o_ptr)) { msg("I don't see any traps."); } /* Already disarmed/unlocked */ else if (o_ptr->pval[DEFAULT_PVAL] <= 0) { msg("The chest is not trapped."); } /* No traps to find. */ else if (!chest_traps[o_ptr->pval[DEFAULT_PVAL]]) { msg("The chest is not trapped."); } /* Success (get a lot of experience) */ else if (randint0(100) < j) { msgt(MSG_DISARM, "You have disarmed the chest."); player_exp_gain(p_ptr, o_ptr->pval[DEFAULT_PVAL]); o_ptr->pval[DEFAULT_PVAL] = (0 - o_ptr->pval[DEFAULT_PVAL]); } /* Failure -- Keep trying */ else if ((i > 5) && (randint1(i) > 5)) { /* We may keep trying */ more = TRUE; flush(); msg("You failed to disarm the chest."); } /* Failure -- Set off the trap */ else { msg("You set off a trap!"); chest_trap(y, x, o_idx); } /* Result */ return (more); }
/* * 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); } }
/* 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? */ }
/* * Given an object, return a short identifier which gives some idea of what * the item is. */ obj_pseudo_t object_pseudo(const object_type *o_ptr) { object_kind *k_ptr = &k_info[o_ptr->k_idx]; bitflag flags[OF_SIZE]; /* Get the known and obvious flags on the object, * not including curses or properties of the kind */ object_flags_known(o_ptr, flags); /* MEGA-hack : there needs to be a table of what is obvious in each slot perhaps for each class */ /* FA on gloves is obvious to mage casters */ if (object_FA_would_be_obvious(o_ptr)) flags_mask(flags, OF_SIZE, OF_OBVIOUS_MASK, OF_FREE_ACT, FLAG_END); else flags_mask(flags, OF_SIZE, OF_OBVIOUS_MASK, FLAG_END); flags_clear(flags, OF_SIZE, OF_CURSE_MASK, FLAG_END); of_diff(flags, k_ptr->flags); if (o_ptr->ident & IDENT_INDESTRUCT) return INSCRIP_SPECIAL; if ((object_was_sensed(o_ptr) || object_was_worn(o_ptr)) && artifact_p(o_ptr)) return INSCRIP_SPECIAL; /* jewelry does not pseudo */ if (object_is_jewelry(o_ptr)) return INSCRIP_NULL; /* XXX Eddie should also check for flags with pvals where the pval exceeds * the base pval for things like picks of digging, though for now acid brand gets those */ if (!of_is_empty(flags)) return INSCRIP_SPLENDID; if (!object_is_known(o_ptr) && !object_was_sensed(o_ptr)) return INSCRIP_NULL; if (ego_item_p(o_ptr)) { /* uncursed bad egos are not excellent */ if (flags_test(e_info[o_ptr->name2].flags, OF_SIZE, OF_CURSE_MASK, FLAG_END)) return INSCRIP_STRANGE; /* XXX Eddie need something worse */ else return INSCRIP_EXCELLENT; } if (o_ptr->to_a == randcalc(k_ptr->to_a, 0, MINIMISE) && o_ptr->to_h == randcalc(k_ptr->to_h, 0, MINIMISE) && o_ptr->to_d == randcalc(k_ptr->to_d, 0, MINIMISE)) return INSCRIP_AVERAGE; if (o_ptr->to_a >= randcalc(k_ptr->to_a, 0, MINIMISE) && o_ptr->to_h >= randcalc(k_ptr->to_h, 0, MINIMISE) && o_ptr->to_d >= randcalc(k_ptr->to_d, 0, MINIMISE)) return INSCRIP_MAGICAL; if (o_ptr->to_a <= randcalc(k_ptr->to_a, 0, MINIMISE) && o_ptr->to_h <= randcalc(k_ptr->to_h, 0, MINIMISE) && o_ptr->to_d <= randcalc(k_ptr->to_d, 0, MINIMISE)) return INSCRIP_MAGICAL; return INSCRIP_STRANGE; }
/** * Describes item `o_ptr` into buffer `buf` of size `max`. * * ODESC_PREFIX prepends a 'the', 'a' or number * ODESC_BASE results in a base description. * ODESC_COMBAT will add to-hit, to-dam and AC info. * ODESC_EXTRA will add pval/charge/inscription/squelch info. * ODESC_PLURAL will pluralise regardless of the number in the stack. * ODESC_STORE turns off squelch markers, for in-store display. * ODESC_SPOIL treats the object as fully identified. * * Setting 'prefix' to TRUE prepends a 'the', 'a' or the number in the stack, * respectively. * * \returns The number of bytes used of the buffer. */ size_t object_desc(char *buf, size_t max, const object_type *o_ptr, int mode) { bool prefix = mode & ODESC_PREFIX; bool spoil = mode & ODESC_SPOIL; bool terse = mode & ODESC_TERSE; bool known; size_t end = 0, i = 0; /* Simple description for null item */ if (!o_ptr->tval) return strnfmt(buf, max, "(nothing)"); known = object_is_known(o_ptr) || (o_ptr->ident & IDENT_STORE) || spoil; /* We've seen it at least once now we're aware of it */ if (known && o_ptr->ego && !spoil) o_ptr->ego->everseen = TRUE; /*** Some things get really simple descriptions ***/ if (o_ptr->marked == MARK_AWARE) { if (prefix) return strnfmt(buf, max, "an unknown item"); return strnfmt(buf, max, "unknown item"); } if (o_ptr->tval == TV_GOLD) return strnfmt(buf, max, "%d gold pieces worth of %s%s", o_ptr->pval[DEFAULT_PVAL], o_ptr->kind->name, squelch_item_ok(o_ptr) ? " {squelch}" : ""); /** Construct the name **/ /* Copy the base name to the buffer */ end = obj_desc_name(buf, max, end, o_ptr, prefix, mode, spoil, terse); if (mode & ODESC_COMBAT) { if (o_ptr->tval == TV_CHEST) end = obj_desc_chest(o_ptr, buf, max, end); else if (o_ptr->tval == TV_LIGHT) end = obj_desc_light(o_ptr, buf, max, end); end = obj_desc_combat(o_ptr, buf, max, end, spoil); } if (mode & ODESC_EXTRA) { for (i = 0; i < o_ptr->num_pvals; i++) if (spoil || object_this_pval_is_visible(o_ptr, i)) { end = obj_desc_pval(o_ptr, buf, max, end, spoil); break; } end = obj_desc_charges(o_ptr, buf, max, end); if (mode & ODESC_STORE) end = obj_desc_aware(o_ptr, buf, max, end); else end = obj_desc_inscrip(o_ptr, buf, max, end); } return end; }
static size_t obj_desc_inscrip(const object_type *o_ptr, char *buf, size_t max, size_t end) { const char *u[4] = { 0, 0, 0, 0 }; int n = 0; int feel = object_pseudo(o_ptr); bitflag flags_known[OF_SIZE], f2[OF_SIZE]; object_flags_known(o_ptr, flags_known); /* Get inscription */ if (o_ptr->note) u[n++] = quark_str(o_ptr->note); /* Use special inscription, if any */ if (!object_is_known(o_ptr) && feel) { /* cannot tell excellent vs strange vs splendid until wield */ if (!object_was_worn(o_ptr) && o_ptr->ego) u[n++] = "ego"; else u[n++] = inscrip_text[feel]; } else if ((o_ptr->ident & IDENT_EMPTY) && !object_is_known(o_ptr)) u[n++] = "empty"; else if (!object_is_known(o_ptr) && object_was_worn(o_ptr)) { if (wield_slot(o_ptr) == INVEN_WIELD || wield_slot(o_ptr) == INVEN_BOW) u[n++] = "wielded"; else u[n++] = "worn"; } else if (!object_is_known(o_ptr) && object_was_fired(o_ptr)) u[n++] = "fired"; else if (!object_flavor_is_aware(o_ptr) && object_flavor_was_tried(o_ptr)) u[n++] = "tried"; /* Note curses */ create_mask(f2, FALSE, OFT_CURSE, OFT_MAX); if (of_is_inter(flags_known, f2)) u[n++] = "cursed"; /* Note squelch */ if (squelch_item_ok(o_ptr)) u[n++] = "squelch"; if (n) { int i; for (i = 0; i < n; i++) { if (i == 0) strnfcat(buf, max, &end, " {"); strnfcat(buf, max, &end, "%s", u[i]); if (i < n-1) strnfcat(buf, max, &end, ", "); } strnfcat(buf, max, &end, "}"); } return end; }
static size_t obj_desc_chest(const object_type *o_ptr, char *buf, size_t max, size_t end) { bool known = object_is_known(o_ptr) || (o_ptr->ident & IDENT_STORE); if (o_ptr->tval != TV_CHEST) return end; if (!known) return end; /* May be "empty" */ if (!o_ptr->pval[DEFAULT_PVAL]) strnfcat(buf, max, &end, " (empty)"); /* May be "disarmed" */ else if (!is_locked_chest(o_ptr)) { if (chest_trap_type(o_ptr) != 0) strnfcat(buf, max, &end, " (disarmed)"); else strnfcat(buf, max, &end, " (unlocked)"); } /* Describe the traps, if any */ else { /* Describe the traps */ switch (chest_trap_type(o_ptr)) { case 0: strnfcat(buf, max, &end, " (Locked)"); break; case CHEST_LOSE_STR: strnfcat(buf, max, &end, " (Poison Needle)"); break; case CHEST_LOSE_CON: strnfcat(buf, max, &end, " (Poison Needle)"); break; case CHEST_POISON: strnfcat(buf, max, &end, " (Gas Trap)"); break; case CHEST_PARALYZE: strnfcat(buf, max, &end, " (Gas Trap)"); break; case CHEST_EXPLODE: strnfcat(buf, max, &end, " (Explosion Device)"); break; case CHEST_SUMMON: strnfcat(buf, max, &end, " (Summoning Runes)"); break; default: strnfcat(buf, max, &end, " (Multiple Traps)"); break; } } return end; }
/** * Carry an object and delete it. */ extern void py_pickup_aux(int o_idx, bool domsg) { 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 (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)); } /* 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); }