示例#1
0
/*
 * 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;
}
示例#2
0
/**
 * Clear the dungeon, ready for generation to begin.
 */
static void cave_clear(struct chunk *c, struct player *p)
{
	int x, y;

	/* Clear the monsters */
	wipe_mon_list(c, p);

	/* Deal with artifacts */
	for (y = 0; y < c->height; y++) {
		for (x = 0; x < c->width; x++) {
			struct object *obj = square_object(c, y, x);
			while (obj) {
				if (obj->artifact) {
					if (!OPT(birth_no_preserve) && !object_was_sensed(obj))
						obj->artifact->created = FALSE;
					else
						history_lose_artifact(obj->artifact);
				}
				obj = obj->next;
			}
		}
	}
	/* Free the chunk */
	cave_free(c);
}
示例#3
0
static size_t obj_desc_combat(const object_type *o_ptr, char *buf, size_t max, 
		size_t end, bool spoil)
{
	bitflag flags[OF_SIZE];
	bitflag flags_known[OF_SIZE];

	object_flags(o_ptr, flags);
	object_flags_known(o_ptr, flags_known);

	if (of_has(flags, OF_SHOW_DICE)) {
		/* Only display the real damage dice if the combat stats are known */
		if (spoil || object_attack_plusses_are_visible(o_ptr))
			strnfcat(buf, max, &end, " (%dd%d)", o_ptr->dd, o_ptr->ds);
		else
			strnfcat(buf, max, &end, " (%dd%d)", o_ptr->kind->dd, o_ptr->kind->ds);
	}

	if (of_has(flags, OF_SHOW_MULT)) {
		/* Display shooting power as part of the multiplier */
		if (of_has(flags, OF_MIGHT) &&
		    (spoil || object_flag_is_known(o_ptr, OF_MIGHT)))
			strnfcat(buf, max, &end, " (x%d)", (o_ptr->sval % 10) + o_ptr->pval[which_pval(o_ptr, OF_MIGHT)]);
		else
			strnfcat(buf, max, &end, " (x%d)", o_ptr->sval % 10);
	}

	/* Show weapon bonuses */
	if (spoil || object_attack_plusses_are_visible(o_ptr)) {
		if (wield_slot(o_ptr) == INVEN_WIELD || wield_slot(o_ptr) == INVEN_BOW
				|| obj_is_ammo(o_ptr) || o_ptr->to_d || o_ptr->to_h) {
			/* Make an exception for body armor with only a to-hit penalty */
			if (o_ptr->to_h < 0 && o_ptr->to_d == 0 &&
			    (o_ptr->tval == TV_SOFT_ARMOR ||
			     o_ptr->tval == TV_HARD_ARMOR ||
			     o_ptr->tval == TV_DRAG_ARMOR))
				strnfcat(buf, max, &end, " (%+d)", o_ptr->to_h);

			/* Otherwise, always use the full tuple */
			else
				strnfcat(buf, max, &end, " (%+d,%+d)", o_ptr->to_h, o_ptr->to_d);
		}
	}


	/* Show armor bonuses */
	if (spoil || object_defence_plusses_are_visible(o_ptr)) {
		if (obj_desc_show_armor(o_ptr))
			strnfcat(buf, max, &end, " [%d,%+d]", o_ptr->ac, o_ptr->to_a);
		else if (o_ptr->to_a)
			strnfcat(buf, max, &end, " [%+d]", o_ptr->to_a);
	}
	else if (obj_desc_show_armor(o_ptr))
		strnfcat(buf, max, &end, " [%d]", object_was_sensed(o_ptr) ? o_ptr->ac : o_ptr->kind->ac);

	return end;
}
示例#4
0
/**
 * Describe combat properties of an item - damage dice, to-hit, to-dam, armor
 * class, missile multipler
 */
static size_t obj_desc_combat(const struct object *obj, char *buf, size_t max, 
		size_t end, bool spoil)
{
	bitflag flags_known[OF_SIZE];

	object_flags_known(obj, flags_known);

	if (kf_has(obj->kind->kind_flags, KF_SHOW_DICE)) {
		/* Only display the real damage dice if the combat stats are known */
		if (spoil || object_attack_plusses_are_visible(obj))
			strnfcat(buf, max, &end, " (%dd%d)", obj->dd, obj->ds);
		else
			strnfcat(buf, max, &end, " (%dd%d)", obj->kind->dd,
					 obj->kind->ds);
	}

	if (kf_has(obj->kind->kind_flags, KF_SHOW_MULT)) {
		/* Display shooting power as part of the multiplier */
		if ((obj->modifiers[OBJ_MOD_MIGHT] > 0) &&
		    (spoil || object_this_mod_is_visible(obj, OBJ_MOD_MIGHT)))
			strnfcat(buf, max, &end, " (x%d)",
					 obj->pval + obj->modifiers[OBJ_MOD_MIGHT]);
		else
			strnfcat(buf, max, &end, " (x%d)", obj->pval);
	}

	/* Show weapon bonuses */
	if (spoil || object_attack_plusses_are_visible(obj)) {
		if (tval_is_weapon(obj) || obj->to_d || obj->to_h) {
			/* Make an exception for body armor with only a to-hit penalty */
			if (obj->to_h < 0 && obj->to_d == 0 &&
				tval_is_body_armor(obj))
				strnfcat(buf, max, &end, " (%+d)", obj->to_h);

			/* Otherwise, always use the full tuple */
			else
				strnfcat(buf, max, &end, " (%+d,%+d)", obj->to_h,
						 obj->to_d);
		}
	}


	/* Show armor bonuses */
	if (spoil || object_defence_plusses_are_visible(obj)) {
		if (obj_desc_show_armor(obj))
			strnfcat(buf, max, &end, " [%d,%+d]", obj->ac, obj->to_a);
		else if (obj->to_a)
			strnfcat(buf, max, &end, " [%+d]", obj->to_a);
	}
	else if (obj_desc_show_armor(obj))
		strnfcat(buf, max, &end, " [%d]",
				 object_was_sensed(obj) ? obj->ac : obj->kind->ac);

	return end;
}
示例#5
0
/*
 * Inquire whether the player wishes to squelch items similar to an object
 *
 * Returns whether the item is now squelched.
 */
bool squelch_interactive(const object_type *o_ptr)
{
	char out_val[70];

	if (squelch_tval(o_ptr->tval))
	{
		char sval_name[50];

		/* Obtain plural form without a quantity */
		object_desc(sval_name, sizeof sval_name, o_ptr,
					ODESC_BASE | ODESC_PLURAL);
		/* XXX Eddie while correct in a sense, to squelch all torches on torch of brightness you get the message "Ignore Wooden Torches of Brightness in future? " */
		strnfmt(out_val, sizeof out_val, "Ignore %s in future? ",
				sval_name);

		if (!artifact_p(o_ptr) || !object_flavor_is_aware(o_ptr))
		{
			if (get_check(out_val))
			{
				object_squelch_flavor_of(o_ptr);
				msg_format("Ignoring %s from now on.", sval_name);
				return TRUE;
			}
		}
		/* XXX Eddie need to add generalized squelching, e.g. con rings with pval < 3 */
		if (!object_is_jewelry(o_ptr) || (squelch_level_of(o_ptr) != SQUELCH_BAD))
			return FALSE;
	}

	if (object_was_sensed(o_ptr) || object_was_worn(o_ptr) || object_is_known_not_artifact(o_ptr))
	{
		byte value = squelch_level_of(o_ptr);
		int type = squelch_type_of(o_ptr);

/* XXX Eddie on pseudoed cursed artifact, only showed {cursed}, asked to ignore artifacts */
		if ((value != SQUELCH_MAX) && ((value == SQUELCH_BAD) || !object_is_jewelry(o_ptr)))
		{

			strnfmt(out_val, sizeof out_val, "Ignore all %s that are %s in future? ",
				quality_choices[type].name, quality_values[value].name);

			if (get_check(out_val))
			{
				squelch_level[type] = value;
				return TRUE;
			}
		}

	}
	return FALSE;
}
示例#6
0
/*
 * Mark an object as sensed.
 */
void object_notice_sensing(object_type *o_ptr)
{
	artifact_type *a_ptr = artifact_of(o_ptr);

	if (object_was_sensed(o_ptr))
		return;


	if (a_ptr)
	{
		a_ptr->seen = a_ptr->everseen = TRUE;
		o_ptr->ident |= IDENT_NAME;
	}

	object_notice_curses(o_ptr);
	if (object_add_ident_flags(o_ptr, IDENT_SENSE))
		object_check_for_ident(o_ptr);
}
示例#7
0
/**
 * Return the price of an item including plusses (and charges).
 *
 * This function returns the "value" of the given item (qty one).
 *
 * Never notice unknown bonuses or properties, including curses,
 * since that would give the player information they did not have.
 */
s32b object_value(const object_type *obj, int qty, int verbose)
{
	s32b value;

	/* Known items use the actual value */
	if (object_is_known(obj)) {
		if (cursed_p((bitflag *)obj->flags)) return (0L);

		value = object_value_real(obj, qty, verbose, TRUE);
	} else if (tval_has_variable_power(obj)) {
		/* Variable power items are assessed by what is known about them */
		object_type object_type_body;
		object_type *j_ptr = &object_type_body;

		/* Hack -- Felt cursed items */
		if (object_was_sensed(obj) && cursed_p((bitflag *)obj->flags))
			return (0L);

		memcpy(j_ptr, obj, sizeof(object_type));

		/* give j_ptr only the flags known to be in obj */
		object_flags_known(obj, j_ptr->flags);

		if (!object_attack_plusses_are_visible(obj))
			j_ptr->to_h = j_ptr->to_d = 0;
		if (!object_defence_plusses_are_visible(obj))
			j_ptr->to_a = 0;

		value = object_value_real(j_ptr, qty, verbose, FALSE);
	} else
		/* Unknown constant-price items just get a base value */
		value = object_value_base(obj) * qty;


	/* Return the final value */
	return (value);
}
示例#8
0
/*
 * Determine the squelch level of an object, which is similar to its pseudo.
 *
 * The main point is when the value is undetermined given current info,
 * return the maximum possible value.
 */
byte squelch_level_of(const object_type *o_ptr)
{
	byte value;
	bitflag f[OF_SIZE], f2[OF_SIZE];
	int i;

	object_flags_known(o_ptr, f);

	/* Deal with jewelry specially. */
	if (object_is_jewelry(o_ptr))
	{
		/* CC: average jewelry has at least one known positive pval */
		for (i = 0; i < o_ptr->num_pvals; i++)
			if ((object_this_pval_is_visible(o_ptr, i)) && (o_ptr->pval[i] > 0))
				return SQUELCH_AVERAGE;

		if ((o_ptr->to_h > 0) || (o_ptr->to_d > 0) || (o_ptr->to_a > 0))
			return SQUELCH_AVERAGE;
		if ((object_attack_plusses_are_visible(o_ptr) &&
				((o_ptr->to_h < 0) || (o_ptr->to_d < 0))) ||
		    	(object_defence_plusses_are_visible(o_ptr) && o_ptr->to_a < 0))
			return SQUELCH_BAD;

		return SQUELCH_AVERAGE;
	}

	/* And lights */
	if (o_ptr->tval == TV_LIGHT)
	{
		create_mask(f2, TRUE, OFID_WIELD, OFT_MAX);
		if (of_is_inter(f, f2))
			return SQUELCH_ALL;
		if ((o_ptr->to_h > 0) || (o_ptr->to_d > 0) || (o_ptr->to_a > 0))
			return SQUELCH_GOOD;
		if ((o_ptr->to_h < 0) || (o_ptr->to_d < 0) || (o_ptr->to_a < 0))
			return SQUELCH_BAD;

		return SQUELCH_AVERAGE;
	}

	/* CC: we need to redefine "bad" with multiple pvals
	 * At the moment we use "all pvals known and negative" */
	for (i = 0; i < o_ptr->num_pvals; i++) {
		if (!object_this_pval_is_visible(o_ptr, i) ||
			(o_ptr->pval[i] > 0))
			break;

		if (i == (o_ptr->num_pvals - 1))
			return SQUELCH_BAD;
	}

	if (object_was_sensed(o_ptr)) {
		obj_pseudo_t pseudo = object_pseudo(o_ptr);

		switch (pseudo) {
			case INSCRIP_AVERAGE: {
				value = SQUELCH_AVERAGE;
				break;
			}

			case INSCRIP_EXCELLENT: {
				/* have to assume splendid until you have tested it */
				if (object_was_worn(o_ptr)) {
					if (object_high_resist_is_possible(o_ptr))
						value = SQUELCH_EXCELLENT_NO_SPL;
					else
						value = SQUELCH_EXCELLENT_NO_HI;
				} else {
					value = SQUELCH_ALL;
				}
				break;
			}

			case INSCRIP_SPLENDID:
				value = SQUELCH_ALL;
				break;
			case INSCRIP_NULL:
			case INSCRIP_SPECIAL:
				value = SQUELCH_MAX;
				break;

			/* This is the interesting case */
			case INSCRIP_STRANGE:
			case INSCRIP_MAGICAL: {
				value = SQUELCH_GOOD;

				if ((object_attack_plusses_are_visible(o_ptr) ||
						randcalc_valid(o_ptr->kind->to_h, o_ptr->to_h) ||
						randcalc_valid(o_ptr->kind->to_d, o_ptr->to_d)) &&
				    	(object_defence_plusses_are_visible(o_ptr) ||
						randcalc_valid(o_ptr->kind->to_a, o_ptr->to_a))) {
					int isgood = is_object_good(o_ptr);
					if (isgood > 0) {
						value = SQUELCH_GOOD;
					} else if (isgood < 0) {
						value = SQUELCH_BAD;
					} else {
						value = SQUELCH_AVERAGE;
					}
				}
				break;
			}

			default:
				/* do not handle any other possible pseudo values */
				assert(0);
		}
	}
	else
	{
		if (object_was_worn(o_ptr))
			value = SQUELCH_EXCELLENT_NO_SPL; /* object would be sensed if it were splendid */
		else if (object_is_known_not_artifact(o_ptr))
			value = SQUELCH_ALL;
		else
			value = SQUELCH_MAX;
	}

	return value;
}
示例#9
0
void textui_cmd_ignore_menu(struct object *obj)
{
	char out_val[160];

	struct menu *m;
	region r;
	int selected;

	if (!obj)
		return;

	m = menu_dynamic_new();
	m->selections = lower_case;

	/* Basic ignore option */
	if (!obj->ignore) {
		menu_dynamic_add(m, "This item only", IGNORE_THIS_ITEM);
	} else {
		menu_dynamic_add(m, "Unignore this item", UNIGNORE_THIS_ITEM);
	}

	/* Flavour-aware ignore */
	if (ignore_tval(obj->tval) &&
			(!obj->artifact || !object_flavor_is_aware(obj))) {
		bool ignored = kind_is_ignored_aware(obj->kind) ||
				kind_is_ignored_unaware(obj->kind);

		char tmp[70];
		object_desc(tmp, sizeof(tmp), obj, ODESC_BASE | ODESC_PLURAL);
		if (!ignored) {
			strnfmt(out_val, sizeof out_val, "All %s", tmp);
			menu_dynamic_add(m, out_val, IGNORE_THIS_FLAVOR);
		} else {
			strnfmt(out_val, sizeof out_val, "Unignore all %s", tmp);
			menu_dynamic_add(m, out_val, UNIGNORE_THIS_FLAVOR);
		}
	}

	/* Ego ignoring */
	if (object_ego_is_visible(obj)) {
		ego_desc choice;
		struct ego_item *ego = obj->ego;
		char tmp[80] = "";

		choice.e_idx = ego->eidx;
		choice.itype = ignore_type_of(obj);
		choice.short_name = "";
		(void) ego_item_name(tmp, sizeof(tmp), &choice);
		if (!ego_is_ignored(choice.e_idx, choice.itype)) {
			strnfmt(out_val, sizeof out_val, "All %s", tmp + 4);
			menu_dynamic_add(m, out_val, IGNORE_THIS_EGO);
		} else {
			strnfmt(out_val, sizeof out_val, "Unignore all %s", tmp + 4);
			menu_dynamic_add(m, out_val, UNIGNORE_THIS_EGO);
		}
	}

	/* Quality ignoring */
	if (object_was_sensed(obj) || object_was_worn(obj) ||
			object_is_known_not_artifact(obj)) {
		byte value = ignore_level_of(obj);
		int type = ignore_type_of(obj);

		if (tval_is_jewelry(obj) &&
					ignore_level_of(obj) != IGNORE_BAD)
			value = IGNORE_MAX;

		if (value != IGNORE_MAX && type != ITYPE_MAX) {
			strnfmt(out_val, sizeof out_val, "All %s %s",
					quality_values[value].name, ignore_name_for_type(type));

			menu_dynamic_add(m, out_val, IGNORE_THIS_QUALITY);
		}
	}

	/* Work out display region */
	r.width = menu_dynamic_longest_entry(m) + 3 + 2; /* +3 for tag, 2 for pad */
	r.col = 80 - r.width;
	r.row = 1;
	r.page_rows = m->count;

	screen_save();
	menu_layout(m, &r);
	region_erase_bordered(&r);

	prt("(Enter to select, ESC) Ignore:", 0, 0);
	selected = menu_dynamic_select(m);

	screen_load();

	if (selected == IGNORE_THIS_ITEM) {
		obj->ignore = TRUE;
	} else if (selected == UNIGNORE_THIS_ITEM) {
		obj->ignore = FALSE;
	} else if (selected == IGNORE_THIS_FLAVOR) {
		object_ignore_flavor_of(obj);
	} else if (selected == UNIGNORE_THIS_FLAVOR) {
		kind_ignore_clear(obj->kind);
	} else if (selected == IGNORE_THIS_EGO) {
		ego_ignore(obj);
	} else if (selected == UNIGNORE_THIS_EGO) {
		ego_ignore_clear(obj);
	} else if (selected == IGNORE_THIS_QUALITY) {
		byte value = ignore_level_of(obj);
		int type = ignore_type_of(obj);

		ignore_level[type] = value;
	}

	player->upkeep->notice |= PN_IGNORE;

	menu_dynamic_free(m);
}
示例#10
0
/**
 * Determine the ignore level of an object, which is similar to its pseudo.
 *
 * The main point is when the value is undetermined given current info,
 * return the maximum possible value.
 */
byte ignore_level_of(const struct object *obj)
{
	byte value = 0;
	bitflag f[OF_SIZE], f2[OF_SIZE];
	int i;
	bool negative_mod = FALSE;

	object_flags_known(obj, f);

	/* Deal with jewelry specially. */
	if (tval_is_jewelry(obj))
	{
		/* CC: average jewelry has at least one known positive modifier */
		for (i = 0; i < OBJ_MOD_MAX; i++)
			if ((object_this_mod_is_visible(obj, i)) && 
				(obj->modifiers[i] > 0))
				return IGNORE_AVERAGE;

		if ((obj->to_h > 0) || (obj->to_d > 0) || (obj->to_a > 0))
			return IGNORE_AVERAGE;
		if ((object_attack_plusses_are_visible(obj) &&
				((obj->to_h < 0) || (obj->to_d < 0))) ||
		    	(object_defence_plusses_are_visible(obj) && obj->to_a < 0))
			return IGNORE_BAD;

		return IGNORE_AVERAGE;
	}

	/* And lights */
	if (tval_is_light(obj))
	{
		create_mask(f2, TRUE, OFID_WIELD, OFT_MAX);
		if (of_is_inter(f, f2))
			return IGNORE_ALL;
		if ((obj->to_h > 0) || (obj->to_d > 0) || (obj->to_a > 0))
			return IGNORE_GOOD;
		if ((obj->to_h < 0) || (obj->to_d < 0) || (obj->to_a < 0))
			return IGNORE_BAD;

		return IGNORE_AVERAGE;
	}

	/* We need to redefine "bad" 
	 * At the moment we use "all modifiers known and negative" */
	for (i = 0; i < OBJ_MOD_MAX; i++) {
		if (!object_this_mod_is_visible(obj, i) ||
			(obj->modifiers[i] > 0))
			break;

		if (obj->modifiers[i] < 0)
			negative_mod = TRUE;
	}

	if ((i == OBJ_MOD_MAX) && negative_mod)
		return IGNORE_BAD;

	if (object_was_sensed(obj)) {
		obj_pseudo_t pseudo = object_pseudo(obj);

		switch (pseudo) {
			case INSCRIP_AVERAGE: {
				value = IGNORE_AVERAGE;
				break;
			}

			case INSCRIP_EXCELLENT: {
				/* have to assume splendid until you have tested it */
				if (object_was_worn(obj)) {
					if (object_high_resist_is_possible(obj))
						value = IGNORE_EXCELLENT_NO_SPL;
					else
						value = IGNORE_EXCELLENT_NO_HI;
				} else {
					value = IGNORE_ALL;
				}
				break;
			}

			case INSCRIP_SPLENDID:
				value = IGNORE_ALL;
				break;
			case INSCRIP_NULL:
			case INSCRIP_SPECIAL:
				value = IGNORE_MAX;
				break;

			/* This is the interesting case */
			case INSCRIP_STRANGE:
			case INSCRIP_MAGICAL: {
				value = IGNORE_GOOD;

				if ((object_attack_plusses_are_visible(obj) ||
						randcalc_valid(obj->kind->to_h, obj->to_h) ||
						randcalc_valid(obj->kind->to_d, obj->to_d)) &&
				    	(object_defence_plusses_are_visible(obj) ||
						randcalc_valid(obj->kind->to_a, obj->to_a))) {
					int isgood = is_object_good(obj);
					if (isgood > 0) {
						value = IGNORE_GOOD;
					} else if (isgood < 0) {
						value = IGNORE_BAD;
					} else {
						value = IGNORE_AVERAGE;
					}
				}
				break;
			}

			default:
				/* do not handle any other possible pseudo values */
				assert(0);
		}
	}
	else
	{
		if (object_was_worn(obj))
			value = IGNORE_EXCELLENT_NO_SPL; /* object would be sensed if it were splendid */
		else if (object_is_known_not_artifact(obj))
			value = IGNORE_ALL;
		else
			value = IGNORE_MAX;
	}

	return value;
}
示例#11
0
文件: mon-make.c 项目: seebs/angband
/**
 * Deletes a monster by index.
 *
 * When a monster is deleted, all of its objects are deleted.
 */
void delete_monster_idx(int m_idx)
{
	int x, y;
	s16b this_o_idx, next_o_idx = 0;
	monster_type *m_ptr;

	assert(m_idx > 0);

	m_ptr = cave_monster(cave, m_idx);

	/* Monster location */
	y = m_ptr->fy;
	x = m_ptr->fx;

	/* Hack -- Reduce the racial counter */
	m_ptr->race->cur_num--;

	/* Hack -- count the number of "reproducers" */
	if (rf_has(m_ptr->race->flags, RF_MULTIPLY)) num_repro--;

	/* Hack -- remove target monster */
	if (target_get_monster() == m_ptr) target_set_monster(NULL);

	/* Hack -- remove tracked monster */
	if (p_ptr->health_who == m_ptr) health_track(p_ptr, NULL);

	/* Monster is gone */
	cave->m_idx[y][x] = 0;

	/* Delete objects */
	for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
	{
		object_type *o_ptr;

		/* Get the object */
		o_ptr = object_byid(this_o_idx);

		/* Get the next object */
		next_o_idx = o_ptr->next_o_idx;

		/* Preserve unseen artifacts (we assume they were created as this
		 * monster's drop) - this will cause unintended behaviour in preserve
		 * off mode if monsters can pick up artifacts */
		if (o_ptr->artifact && !object_was_sensed(o_ptr))
			o_ptr->artifact->created = FALSE;

		/* Clear held_m_idx now to avoid wasting time in delete_object_idx */
		o_ptr->held_m_idx = 0;

		/* Delete the object */
		delete_object_idx(this_o_idx);
	}

	/* Delete mimicked objects */
	if (m_ptr->mimicked_o_idx > 0)
		delete_object_idx(m_ptr->mimicked_o_idx);

	/* Wipe the Monster */
	(void)WIPE(m_ptr, monster_type);

	/* Count monsters */
	cave->mon_cnt--;

	/* Visual update */
	cave_light_spot(cave, y, x);
}
示例#12
0
/*
 * 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);
	}
}
示例#13
0
/*
 * 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;
}
示例#14
0
/*
 * Determine the squelch level of an object, which is similar to its pseudo.
 *
 * The main point is when the value is undetermined given current info,
 * return the maximum possible value.
 */
static byte squelch_level_of(const object_type *o_ptr)
{
	object_kind *k_ptr = &k_info[o_ptr->k_idx];
	byte value;
	bitflag f[OF_SIZE];

	object_flags_known(o_ptr, f);

	if ((object_pval_is_visible(o_ptr)) && (o_ptr->pval < 0))
		return SQUELCH_BAD;

	/* Deal with jewelry specially. */
	if (object_is_jewelry(o_ptr))
	{
		if ((object_pval_is_visible(o_ptr)) && (o_ptr->pval > 0))
			return SQUELCH_AVERAGE;
		if ((o_ptr->to_h > 0) || (o_ptr->to_d > 0) || (o_ptr->to_a > 0))
			return SQUELCH_AVERAGE;
		if ((o_ptr->to_h < 0) || (o_ptr->to_d < 0) || (o_ptr->to_a < 0))
			return SQUELCH_BAD;

		return SQUELCH_AVERAGE;
	}

	/* And lights */
	if (o_ptr->tval == TV_LIGHT)
	{
		if (flags_test(f, OF_SIZE, OF_OBVIOUS_MASK, FLAG_END))
			return SQUELCH_ALL;
		if ((o_ptr->to_h > 0) || (o_ptr->to_d > 0) || (o_ptr->to_a > 0))
			return SQUELCH_GOOD;
		if ((o_ptr->to_h < 0) || (o_ptr->to_d < 0) || (o_ptr->to_a < 0))
			return SQUELCH_BAD;

		return SQUELCH_AVERAGE;
	}

	if (object_was_sensed(o_ptr))
	{
		obj_pseudo_t pseudo = object_pseudo(o_ptr);

		switch (pseudo)
		{
			case INSCRIP_AVERAGE:
				value = SQUELCH_AVERAGE;
				break;

			case INSCRIP_EXCELLENT:
				/* have to assume splendid until you have tested it */
				if (object_was_worn(o_ptr))
				{
					if (object_high_resist_is_possible(o_ptr))
						value = SQUELCH_EXCELLENT_NO_SPL;
					else
						value = SQUELCH_EXCELLENT_NO_HI;
				}
				else
				{
					value = SQUELCH_ALL;
				}
				break;

			case INSCRIP_STRANGE: /* XXX Eddie perhaps some strange count as something else */
			case INSCRIP_SPLENDID:
				value = SQUELCH_ALL;
				break;
			case INSCRIP_NULL:
			case INSCRIP_SPECIAL:
				value = SQUELCH_MAX;
				break;

			/* This is the interesting case */
			case INSCRIP_MAGICAL:
				value = SQUELCH_GOOD;
				if ((object_attack_plusses_are_visible(o_ptr) || (randcalc_valid(k_ptr->to_h, o_ptr->to_h) && randcalc_valid(k_ptr->to_d, o_ptr->to_d))) &&
				    (object_defence_plusses_are_visible(o_ptr) || (randcalc_valid(k_ptr->to_a, o_ptr->to_a))) &&
				    (o_ptr->to_h <= randcalc(k_ptr->to_h, 0, MINIMISE)) &&
				    (o_ptr->to_d <= randcalc(k_ptr->to_d, 0, MINIMISE)) &&
				    (o_ptr->to_a <= randcalc(k_ptr->to_a, 0, MINIMISE)))
					value = SQUELCH_BAD;
				break;


			default:
				/* do not handle any other possible pseudo values */
				assert(0);
		}
	}
	else
	{
		if (object_was_worn(o_ptr))
			value = SQUELCH_EXCELLENT_NO_SPL; /* object would be sensed if it were splendid */
		else if (object_is_known_not_artifact(o_ptr))
			value = SQUELCH_ALL;
		else
			value = SQUELCH_MAX;
	}

	return value;
}
示例#15
0
/*
 * Output object information
 */
static textblock *object_info_out(const object_type *o_ptr, oinfo_detail_t mode)
{
	bitflag flags[OF_SIZE];
	bitflag pval_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();

	/* Grab the object flags */
	if (full) {
		object_flags(o_ptr, flags);
		object_pval_flags(o_ptr, pval_flags);
	} else {
		object_flags_known(o_ptr, flags);
		object_pval_flags_known(o_ptr, pval_flags);
	}

	if (subjective) describe_origin(tb, o_ptr);
	if (!terse) describe_flavor_text(tb, o_ptr);

	if (!full && !known)
	{
		textblock_append(tb, "You do not know the full extent of this item's powers.\n");
		if (SENSING_REVEALS_FLAG_COUNT) {
			if (object_was_sensed(o_ptr)) {
				int unlearned = object_num_unlearned_flags(o_ptr);
				switch(unlearned) {
					case 0:
						textblock_append(tb, "It has no unknown flags.\n");
						break;
					case 1:
						textblock_append(tb, "It has 1 unknown flag.\n", unlearned);
						break;
					default:
						textblock_append(tb, "It has %d unknown flags.\n", unlearned);
						break;
				}
			}
		}

		something = TRUE;
	}

	if (describe_curses(tb, o_ptr, flags)) something = TRUE;
	if (describe_stats(tb, o_ptr, pval_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;
	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 (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, terse)) 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;
}
示例#16
0
/**
 * \returns whether the object is known to be an artifact
 */
bool object_is_known_artifact(const object_type *o_ptr)
{
	return (o_ptr.ident & IDENT_INDESTRUCT) ||
			(o_ptr.artifact && object_was_sensed(o_ptr));
}
示例#17
0
文件: cmd3.c 项目: CJNyfalt/angband
void textui_cmd_destroy(void)
{
	int item;
	object_type *o_ptr;

	char out_val[160];

	menu_type *m;
	region r;
	int selected;

	/* Get an item */
	const char *q = "Ignore which item? ";
	const char *s = "You have nothing to ignore.";
	if (!get_item(&item, q, s, CMD_DESTROY, USE_INVEN | USE_EQUIP | USE_FLOOR))
		return;

	o_ptr = object_from_item_idx(item);

	m = menu_dynamic_new();
	m->selections = lower_case;

	/* Basic ignore option */
	if (!o_ptr->ignore) {
		menu_dynamic_add(m, "This item only", IGNORE_THIS_ITEM);
	} else {
		menu_dynamic_add(m, "Unignore this item", UNIGNORE_THIS_ITEM);
	}

	/* Flavour-aware squelch */
	if (squelch_tval(o_ptr->tval) &&
			(!o_ptr->artifact || !object_flavor_is_aware(o_ptr))) {
		bool squelched = kind_is_squelched_aware(o_ptr->kind) ||
				kind_is_squelched_unaware(o_ptr->kind);

		char tmp[70];
		object_desc(tmp, sizeof(tmp), o_ptr, ODESC_BASE | ODESC_PLURAL);
		if (!squelched) {
			strnfmt(out_val, sizeof out_val, "All %s", tmp);
			menu_dynamic_add(m, out_val, IGNORE_THIS_FLAVOR);
		} else {
			strnfmt(out_val, sizeof out_val, "Unignore all %s", tmp);
			menu_dynamic_add(m, out_val, UNIGNORE_THIS_FLAVOR);
		}
	}

	/* Quality squelching */
	if (object_was_sensed(o_ptr) || object_was_worn(o_ptr) ||
			object_is_known_not_artifact(o_ptr)) {
		byte value = squelch_level_of(o_ptr);
		int type = squelch_type_of(o_ptr);

		if (object_is_jewelry(o_ptr) &&
					squelch_level_of(o_ptr) != SQUELCH_BAD)
			value = SQUELCH_MAX;

		if (value != SQUELCH_MAX && type != TYPE_MAX) {
			strnfmt(out_val, sizeof out_val, "All %s %s",
					quality_values[value].name, quality_choices[type].name);

			menu_dynamic_add(m, out_val, IGNORE_THIS_QUALITY);
		}
	}

	/* work out display region */
	r.width = menu_dynamic_longest_entry(m) + 3 + 2; /* +3 for tag, 2 for pad */
	r.col = 80 - r.width;
	r.row = 1;
	r.page_rows = m->count;

	screen_save();
	menu_layout(m, &r);
	region_erase_bordered(&r);

	prt("(Enter to select, ESC) Ignore:", 0, 0);
	selected = menu_dynamic_select(m);

	screen_load();

	if (selected == IGNORE_THIS_ITEM) {
		cmd_insert(CMD_DESTROY);
		cmd_set_arg_item(cmd_get_top(), 0, item);
	} else if (selected == UNIGNORE_THIS_ITEM) {
		o_ptr->ignore = FALSE;
	} else if (selected == IGNORE_THIS_FLAVOR) {
		object_squelch_flavor_of(o_ptr);
	} else if (selected == UNIGNORE_THIS_FLAVOR) {
		kind_squelch_clear(o_ptr->kind);
	} else if (selected == IGNORE_THIS_QUALITY) {
		byte value = squelch_level_of(o_ptr);
		int type = squelch_type_of(o_ptr);

		squelch_level[type] = value;
	}

	p_ptr->notice |= PN_SQUELCH;

	menu_dynamic_free(m);
}