/** * Notice any slays on a particular object which are in mask. * * \param o_ptr is the object on which we are noticing slays * \param mask is the flagset within which we are noticing them */ void object_notice_slays(object_type *o_ptr, const bitflag mask[OF_SIZE]) { bool learned; bitflag f[OF_SIZE]; char o_name[40]; int i; /* We are only interested in the flags specified in mask */ object_flags(o_ptr, f); of_inter(f, mask); /* if you learn a slay, learn the ego and print a message */ for (i = 0; i < SL_MAX; i++) { const struct slay *s_ptr = &slay_table[i]; if (of_has(f, s_ptr->object_flag)) { learned = object_notice_flag(o_ptr, s_ptr->object_flag); if (EASY_LEARN && learned) { object_notice_ego(o_ptr); object_desc(o_name, sizeof(o_name), o_ptr, ODESC_BASE | ODESC_SINGULAR); msg("Your %s %s!", o_name, s_ptr->active_verb); } } } object_check_for_ident(o_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; }
/* * Notice slays on a particular object. * * \param known_f0 is the list of flags to notice */ void object_notice_slay(object_type *o_ptr, int flag) { const slay_t *s_ptr; bool learned = object_notice_flag(o_ptr, flag); /* if you learn a slay, learn the ego and print a message */ if (EASY_LEARN && learned) { object_notice_ego(o_ptr); for (s_ptr = slay_table; s_ptr->slay_flag; s_ptr++) { if (s_ptr->slay_flag == flag) { 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); } } } object_check_for_ident(o_ptr); }
/* 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? */ }