Exemplo n.º 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 check_for_ident()
        {
            Bitflag flags       = new Bitflag(Object_Flag.SIZE);
            Bitflag known_flags = new Bitflag(Object_Flag.SIZE);
            Bitflag f2          = new Bitflag(Object_Flag.SIZE);

            object_flags(ref flags);
            object_flags_known(ref known_flags);

            /* Some flags are irrelevant or never learned or too hard to learn */
            Object_Flag.create_mask(f2, false, Object_Flag.object_flag_type.INT,
                                    Object_Flag.object_flag_type.IGNORE,
                                    Object_Flag.object_flag_type.HATES);

            flags.diff(f2);
            known_flags.diff(f2);

            if (!flags.is_equal(known_flags))
            {
                return(false);
            }

            /* If we know attack bonuses, and defence bonuses, and effect, then
             * we effectively know everything, so mark as such */
            if ((attack_plusses_are_visible() || (was_sensed() && to_h == 0 && to_d == 0)) &&
                (defence_plusses_are_visible() || (was_sensed() && to_a == 0)) &&
                (effect_is_known() || effect() == null))
            {
                /* In addition to knowing the pval flags, it is necessary to know the pvals to know everything */
                int i;
                for (i = 0; i < num_pvals; i++)
                {
                    if (!this_pval_is_visible(i))
                    {
                        break;
                    }
                }
                if (i == num_pvals)
                {
                    notice_everything();
                    return(true);
                }
            }

            /* We still know all the flags, so we still know if it's an ego */
            if (ego != null)
            {
                /* require worn status so you don't learn launcher of accuracy or gloves of slaying before wield */
                if (was_worn())
                {
                    notice_ego();
                }
            }

            return(false);
        }
Exemplo n.º 2
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 check_for_ident()
        {
            Bitflag flags = new Bitflag(Object_Flag.SIZE);
            Bitflag known_flags = new Bitflag(Object_Flag.SIZE);
            Bitflag f2 = new Bitflag(Object_Flag.SIZE);

            object_flags(ref flags);
            object_flags_known(ref known_flags);

            /* Some flags are irrelevant or never learned or too hard to learn */
            Object_Flag.create_mask(f2, false,	Object_Flag.object_flag_type.INT,
                                                Object_Flag.object_flag_type.IGNORE,
                                                Object_Flag.object_flag_type.HATES);

            flags.diff(f2);
            known_flags.diff(f2);

            if (!flags.is_equal(known_flags)) return false;

            /* If we know attack bonuses, and defence bonuses, and effect, then
             * we effectively know everything, so mark as such */
            if ((attack_plusses_are_visible() || (was_sensed() && to_h == 0 && to_d == 0)) &&
                (defence_plusses_are_visible() || (was_sensed() && to_a == 0)) &&
                (effect_is_known() || effect() == null))
            {
                /* In addition to knowing the pval flags, it is necessary to know the pvals to know everything */
                int i;
                for (i = 0; i < num_pvals; i++)
                    if (!this_pval_is_visible(i))
                        break;
                if (i == num_pvals) {
                    notice_everything();
                    return true;
                }
            }

            /* We still know all the flags, so we still know if it's an ego */
            if (ego != null)
            {
                /* require worn status so you don't learn launcher of accuracy or gloves of slaying before wield */
                if (was_worn())
                    notice_ego();
            }

            return false;
        }
Exemplo n.º 3
0
        /*
         * Determine whether a weapon or missile weapon is obviously {excellent} when
         * worn.
         *
         * 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
         */
        public void notice_on_wield()
        {
            Bitflag f = new Bitflag(Object_Flag.SIZE);
            Bitflag f2 = new Bitflag(Object_Flag.SIZE);
            Bitflag obvious_mask = new Bitflag(Object_Flag.SIZE);
            bool obvious = false;

            Object_Flag.create_mask(obvious_mask, true, Object_Flag.object_flag_id.WIELD);

            /* Save time of wield for later */
            object_last_wield = Misc.turn;

            /* Only deal with un-ID'd items */
            if (is_known()) return;

            /* Wear it */
            flavor_tried();
            if (add_ident_flags(IDENT_WORN))
                check_for_ident();

            /* CC: may wish to be more subtle about this once we have ego lights
             * with multiple pvals */
            if (is_light() && ego != null)
                notice_ego();

            if (flavor_is_aware() && easy_know())
            {
                notice_everything();
                return;
            }

            /* Automatically sense artifacts upon wield */
            sense_artifact();

            /* Note artifacts when found */
            if (artifact != null)
                History.add_artifact(artifact, is_known(), true);

            /* special case FA, needed at least for mages wielding gloves */
            if (FA_would_be_obvious())
                obvious_mask.on(Object_Flag.FREE_ACT.value);

            /* Extract the flags */
            object_flags(ref f);

            /* Find obvious things (disregarding curses) - why do we remove the curses?? */
            Object_Flag.create_mask(f2, false, Object_Flag.object_flag_type.CURSE);
            obvious_mask.diff(f2);
            if (f.is_inter(obvious_mask)) obvious = true;
            Object_Flag.create_mask(obvious_mask, true, Object_Flag.object_flag_id.WIELD);

            /* Notice any obvious brands or slays */
            Slay.object_notice_slays(this, obvious_mask);

            /* Learn about obvious flags */
            known_flags.union(obvious_mask);

            /* 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 (is_jewelry())
            {
                /* Learn the flavor of jewelry with obvious flags */
                if (EASY_LEARN && obvious)
                    flavor_aware();

                /* Learn all flags on any aware non-artifact jewelry */
                if (flavor_is_aware() && artifact == null)
                    know_all_flags();
            }

            check_for_ident();

            if (!obvious) return;

            /* XXX Eddie need to add stealth here, also need to assert/double-check everything is covered */
            /* CC: also need to add FA! */
            if (f.has(Object_Flag.STR.value))
                Utilities.msg("You feel %s!", pval[which_pval(
                    Object_Flag.STR.value)] > 0 ? "stronger" : "weaker");
            if (f.has(Object_Flag.INT.value))
                Utilities.msg("You feel %s!", pval[which_pval(
                    Object_Flag.INT.value)] > 0 ? "smarter" : "more stupid");
            if (f.has(Object_Flag.WIS.value))
                Utilities.msg("You feel %s!", pval[which_pval(
                    Object_Flag.WIS.value)] > 0 ? "wiser" : "more naive");
            if (f.has(Object_Flag.DEX.value))
                Utilities.msg("You feel %s!", pval[which_pval(
                    Object_Flag.DEX.value)] > 0 ? "more dextrous" : "clumsier");
            if (f.has(Object_Flag.CON.value))
                Utilities.msg("You feel %s!", pval[which_pval(
                    Object_Flag.CON.value)] > 0 ? "healthier" : "sicklier");
            if (f.has(Object_Flag.CHR.value))
                Utilities.msg("You feel %s!", pval[which_pval(
                    Object_Flag.CHR.value)] > 0 ? "cuter" : "uglier");
            if (f.has(Object_Flag.SPEED.value))
                Utilities.msg("You feel strangely %s.", pval[which_pval(
                    Object_Flag.SPEED.value)] > 0 ? "quick" : "sluggish");
            if (f.has(Object_Flag.BLOWS.value))
                Utilities.msg("Your weapon %s in your hands.",
                    pval[which_pval(Object_Flag.BLOWS.value)] > 0 ?
                        "tingles" : "aches");
            if (f.has(Object_Flag.SHOTS.value))
                Utilities.msg("Your bow %s in your hands.",
                    pval[which_pval(Object_Flag.SHOTS.value)] > 0 ?
                        "tingles" : "aches");
            if (f.has(Object_Flag.INFRA.value))
                Utilities.msg("Your eyes tingle.");
            if (f.has(Object_Flag.LIGHT.value))
                Utilities.msg("It glows!");
            if (f.has(Object_Flag.TELEPATHY.value))
                Utilities.msg("Your mind feels strangely sharper!");

            /* WARNING -- masking f by obvious mask -- this should be at the end of this function */
            /* CC: I think this can safely go, but just in case ... */
            /*flags_mask(f, OF_SIZE, OF_OBVIOUS_MASK, FLAG_END); */

            /* Remember the flags */
            notice_sensing();

            /* XXX Eddie should we check_for_ident here? */
        }
Exemplo n.º 4
0
        /*
         * Given an object, return a short identifier which gives some idea of what
         * the item is.
         */
        public obj_pseudo_t pseudo()
        {
            Bitflag flags = new Bitflag(Object_Flag.SIZE);
            Bitflag f2 = new Bitflag(Object_Flag.SIZE);

            /* Get the known and obvious flags on the object,
             * not including curses or properties of the kind.
             */
            object_flags_known(ref flags);
            Object_Flag.create_mask(f2, true, Object_Flag.object_flag_id.WIELD);

            /* FA on gloves is obvious to mage casters */
            if (FA_would_be_obvious())
                f2.on(Object_Flag.FREE_ACT.value);

            /* Now we remove the non-obvious known flags */
            flags.inter(f2);

            /* Now we remove the cursed flags and the kind flags */
            Object_Flag.create_mask(f2, false, Object_Flag.object_flag_type.CURSE);
            flags.diff(f2);
            flags.diff(kind.flags);

            if ((ident & IDENT_INDESTRUCT) != 0)
                return obj_pseudo_t.INSCRIP_SPECIAL;
            if ((was_sensed() || was_worn()) && artifact != null)
                return obj_pseudo_t.INSCRIP_SPECIAL;

            /* jewelry does not pseudo */
            if (is_jewelry())
                return obj_pseudo_t.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 (!flags.is_empty())
                return obj_pseudo_t.INSCRIP_SPLENDID;

            if (!is_known() && !was_sensed())
                return obj_pseudo_t.INSCRIP_null;

            if (ego != null)
            {
                /* uncursed bad egos are not excellent */
                if (ego.flags.is_inter(f2))
                    return obj_pseudo_t.INSCRIP_STRANGE; /* XXX Eddie need something worse */
                else
                    return obj_pseudo_t.INSCRIP_EXCELLENT;
            }

            if (to_a == Random.randcalc(kind.to_a, 0, aspect.MINIMISE) &&
                to_h == Random.randcalc(kind.to_h, 0, aspect.MINIMISE) &&
                 to_d == Random.randcalc(kind.to_d, 0, aspect.MINIMISE))
                return obj_pseudo_t.INSCRIP_AVERAGE;

            if (to_a >= Random.randcalc(kind.to_a, 0, aspect.MINIMISE) &&
                to_h >= Random.randcalc(kind.to_h, 0, aspect.MINIMISE) &&
                to_d >= Random.randcalc(kind.to_d, 0, aspect.MINIMISE))
                return obj_pseudo_t.INSCRIP_MAGICAL;

            if (to_a <= Random.randcalc(kind.to_a, 0, aspect.MINIMISE) &&
                to_h <= Random.randcalc(kind.to_h, 0, aspect.MINIMISE) &&
                to_d <= Random.randcalc(kind.to_d, 0, aspect.MINIMISE))
                return obj_pseudo_t.INSCRIP_MAGICAL;

            return obj_pseudo_t.INSCRIP_STRANGE;
        }
Exemplo n.º 5
0
        /*
         * Determine whether a weapon or missile weapon is obviously {excellent} when
         * worn.
         *
         * 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
         */
        public void notice_on_wield()
        {
            Bitflag f            = new Bitflag(Object_Flag.SIZE);
            Bitflag f2           = new Bitflag(Object_Flag.SIZE);
            Bitflag obvious_mask = new Bitflag(Object_Flag.SIZE);
            bool    obvious      = false;

            Object_Flag.create_mask(obvious_mask, true, Object_Flag.object_flag_id.WIELD);

            /* Save time of wield for later */
            object_last_wield = Misc.turn;

            /* Only deal with un-ID'd items */
            if (is_known())
            {
                return;
            }

            /* Wear it */
            flavor_tried();
            if (add_ident_flags(IDENT_WORN))
            {
                check_for_ident();
            }

            /* CC: may wish to be more subtle about this once we have ego lights
             * with multiple pvals */
            if (is_light() && ego != null)
            {
                notice_ego();
            }

            if (flavor_is_aware() && easy_know())
            {
                notice_everything();
                return;
            }

            /* Automatically sense artifacts upon wield */
            sense_artifact();

            /* Note artifacts when found */
            if (artifact != null)
            {
                History.add_artifact(artifact, is_known(), true);
            }

            /* special case FA, needed at least for mages wielding gloves */
            if (FA_would_be_obvious())
            {
                obvious_mask.on(Object_Flag.FREE_ACT.value);
            }

            /* Extract the flags */
            object_flags(ref f);

            /* Find obvious things (disregarding curses) - why do we remove the curses?? */
            Object_Flag.create_mask(f2, false, Object_Flag.object_flag_type.CURSE);
            obvious_mask.diff(f2);
            if (f.is_inter(obvious_mask))
            {
                obvious = true;
            }
            Object_Flag.create_mask(obvious_mask, true, Object_Flag.object_flag_id.WIELD);

            /* Notice any obvious brands or slays */
            Slay.object_notice_slays(this, obvious_mask);

            /* Learn about obvious flags */
            known_flags.union(obvious_mask);

            /* 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 (is_jewelry())
            {
                /* Learn the flavor of jewelry with obvious flags */
                if (EASY_LEARN && obvious)
                {
                    flavor_aware();
                }

                /* Learn all flags on any aware non-artifact jewelry */
                if (flavor_is_aware() && artifact == null)
                {
                    know_all_flags();
                }
            }

            check_for_ident();

            if (!obvious)
            {
                return;
            }

            /* XXX Eddie need to add stealth here, also need to assert/double-check everything is covered */
            /* CC: also need to add FA! */
            if (f.has(Object_Flag.STR.value))
            {
                Utilities.msg("You feel %s!", pval[which_pval(
                                                       Object_Flag.STR.value)] > 0 ? "stronger" : "weaker");
            }
            if (f.has(Object_Flag.INT.value))
            {
                Utilities.msg("You feel %s!", pval[which_pval(
                                                       Object_Flag.INT.value)] > 0 ? "smarter" : "more stupid");
            }
            if (f.has(Object_Flag.WIS.value))
            {
                Utilities.msg("You feel %s!", pval[which_pval(
                                                       Object_Flag.WIS.value)] > 0 ? "wiser" : "more naive");
            }
            if (f.has(Object_Flag.DEX.value))
            {
                Utilities.msg("You feel %s!", pval[which_pval(
                                                       Object_Flag.DEX.value)] > 0 ? "more dextrous" : "clumsier");
            }
            if (f.has(Object_Flag.CON.value))
            {
                Utilities.msg("You feel %s!", pval[which_pval(
                                                       Object_Flag.CON.value)] > 0 ? "healthier" : "sicklier");
            }
            if (f.has(Object_Flag.CHR.value))
            {
                Utilities.msg("You feel %s!", pval[which_pval(
                                                       Object_Flag.CHR.value)] > 0 ? "cuter" : "uglier");
            }
            if (f.has(Object_Flag.SPEED.value))
            {
                Utilities.msg("You feel strangely %s.", pval[which_pval(
                                                                 Object_Flag.SPEED.value)] > 0 ? "quick" : "sluggish");
            }
            if (f.has(Object_Flag.BLOWS.value))
            {
                Utilities.msg("Your weapon %s in your hands.",
                              pval[which_pval(Object_Flag.BLOWS.value)] > 0 ?
                              "tingles" : "aches");
            }
            if (f.has(Object_Flag.SHOTS.value))
            {
                Utilities.msg("Your bow %s in your hands.",
                              pval[which_pval(Object_Flag.SHOTS.value)] > 0 ?
                              "tingles" : "aches");
            }
            if (f.has(Object_Flag.INFRA.value))
            {
                Utilities.msg("Your eyes tingle.");
            }
            if (f.has(Object_Flag.LIGHT.value))
            {
                Utilities.msg("It glows!");
            }
            if (f.has(Object_Flag.TELEPATHY.value))
            {
                Utilities.msg("Your mind feels strangely sharper!");
            }

            /* WARNING -- masking f by obvious mask -- this should be at the end of this function */
            /* CC: I think this can safely go, but just in case ... */
            /*flags_mask(f, OF_SIZE, OF_OBVIOUS_MASK, FLAG_END); */

            /* Remember the flags */
            notice_sensing();

            /* XXX Eddie should we check_for_ident here? */
        }