Esempio n. 1
0
        /*
         * Init players with some belongings
         *
         * Having an item identifies it and makes the player "aware" of its purpose.
         */
        static void player_outfit(Player.Player p)
        {
            //Object.Object object_type_body = new Object.Object();

            /* Give the player starting equipment */
            for (Start_Item si = Player.Player.instance.Class.start_items; si != null; si = si.next)
            {
                /* Get local object */
                Object.Object i_ptr = new Object.Object();

                /* Prepare the item */
                i_ptr.prep(si.kind, 0, aspect.MINIMISE);
                i_ptr.number = (byte)Random.rand_range(si.min, si.max);
                i_ptr.origin = Origin.BIRTH;

                i_ptr.flavor_aware();
                i_ptr.notice_everything();

                i_ptr.inven_carry(p);
                si.kind.everseen = true;

                /* Deduct the cost of the item from starting cash */
                p.au -= i_ptr.value(i_ptr.number, false);
            }

            /* Sanity check */
            if (p.au < 0)
            {
                p.au = 0;
            }

            /* Now try wielding everything */
            wield_all(p);
        }
Esempio n. 2
0
        /**
         * Notice a given special flag on wielded items.
         *
         * \param flag is the flag to notice
         */
        public static void wieldeds_notice_flag(Player.Player p, int flag)
        {
            int i;

            /* Sanity check */
            if (flag == 0)
            {
                return;
            }

            /* XXX Eddie need different naming conventions for starting wieldeds at INVEN_WIELD vs INVEN_WIELD+2 */
            for (i = Misc.INVEN_WIELD; i < Misc.ALL_INVEN_TOTAL; i++)
            {
                Object  o_ptr = p.inventory[i];
                Bitflag f     = new Bitflag(Object_Flag.SIZE);

                if (o_ptr.kind == null)
                {
                    continue;
                }

                o_ptr.object_flags(ref f);

                if (f.has(flag) && !o_ptr.known_flags.has(flag))
                {
                    //char o_name[80];
                    string o_name = o_ptr.object_desc(Detail.BASE);

                    /* Notice the flag */
                    o_ptr.notice_flag(flag);

                    /* XXX Eddie should this go before noticing the flag to avoid learning twice? */
                    if (EASY_LEARN && o_ptr.is_jewelry())
                    {
                        /* XXX Eddie EASY_LEARN Possible concern: gets =teleportation just from +2 speed */
                        o_ptr.flavor_aware();
                        o_ptr.check_for_ident();
                    }

                    /* Message */
                    Object_Flag.flag_message(flag, o_name);
                }
                else
                {
                    /* Notice that flag is absent */
                    o_ptr.notice_flag(flag);
                }

                /* XXX Eddie should not need this, should be done in noticing, but will remove later */
                o_ptr.check_for_ident();
            }

            return;
        }
Esempio n. 3
0
        /*
         * Init players with some belongings
         *
         * Having an item identifies it and makes the player "aware" of its purpose.
         */
        static void player_outfit(Player.Player p)
        {
            //Object.Object object_type_body = new Object.Object();

            /* Give the player starting equipment */
            for (Start_Item si = Player.Player.instance.Class.start_items; si != null; si = si.next)
            {
                /* Get local object */
                Object.Object i_ptr = new Object.Object();

                /* Prepare the item */
                i_ptr.prep(si.kind, 0, aspect.MINIMISE);
                i_ptr.number = (byte)Random.rand_range(si.min, si.max);
                i_ptr.origin = Origin.BIRTH;

                i_ptr.flavor_aware();
                i_ptr.notice_everything();

                i_ptr.inven_carry(p);
                si.kind.everseen = true;

                /* Deduct the cost of the item from starting cash */
                p.au -= i_ptr.value(i_ptr.number, false);
            }

            /* Sanity check */
            if (p.au < 0)
                p.au = 0;

            /* Now try wielding everything */
            wield_all(p);
        }
Esempio n. 4
0
        /*
         * Identify an item.
         *
         * `item` is used to print the slot occupied by an object in equip/inven.
         * Any negative value assigned to "item" can be used for specifying an object
         * on the floor.
         */
        public static void do_ident_item(int item, Object.Object o_ptr)
        {
            string o_name = "";            //80

            Message_Type msg_type = (Message_Type)0;
            int          i;
            bool         bad = true;

            /* Identify it */
            o_ptr.flavor_aware();
            o_ptr.notice_everything();

            /* Apply an autoinscription, if necessary */
            Squelch.apply_autoinscription(o_ptr);

            /* Set squelch flag */
            Misc.p_ptr.notice |= (int)Misc.PN_SQUELCH;

            /* Recalculate bonuses */
            Misc.p_ptr.update |= (Misc.PU_BONUS);

            /* Combine / Reorder the pack (later) */
            Misc.p_ptr.notice |= (int)(Misc.PN_COMBINE | Misc.PN_REORDER | Misc.PN_SORT_QUIVER);

            /* Window stuff */
            Misc.p_ptr.redraw |= (Misc.PR_INVEN | Misc.PR_EQUIP);

            /* Description */
            o_name = o_ptr.object_desc(Object.Object.Detail.PREFIX | Object.Object.Detail.FULL);

            /* Determine the message type. */

            /* CC: we need to think more carefully about how we define "bad" with
             * multiple pvals - currently using "all nonzero pvals < 0" */
            for (i = 0; i < o_ptr.num_pvals; i++)
            {
                if (o_ptr.pval[i] > 0)
                {
                    bad = false;
                }
            }

            if (bad)
            {
                msg_type = Message_Type.MSG_IDENT_BAD;
            }
            else if (o_ptr.artifact != null)
            {
                msg_type = Message_Type.MSG_IDENT_ART;
            }
            else if (o_ptr.ego != null)
            {
                msg_type = Message_Type.MSG_IDENT_EGO;
            }
            else
            {
                msg_type = Message_Type.MSG_GENERIC;
            }

            /* Log artifacts to the history list. */
            if (o_ptr.artifact != null)
            {
                History.add_artifact(o_ptr.artifact, true, true);
            }

            /* Describe */
            if (item >= Misc.INVEN_WIELD)
            {
                Utilities.msgt(msg_type, "{0}: {1} ({2}).", Object.Object.describe_use(item), o_name, Object.Object.index_to_label(item));
                //Utilities.msgt(msg_type, "%^s: %s (%c).", describe_use(item), o_name, index_to_label(item));
            }
            else if (item >= 0)
            {
                Utilities.msgt(msg_type, "In your pack: {0} ({1}).", o_name, Object.Object.index_to_label(item));
                //Utilities.msgt(msg_type, "In your pack: %s (%c).", o_name, index_to_label(item));
            }
            else
            {
                Utilities.msgt(msg_type, "On the ground: {0}.", o_name);
            }
        }