… | |
… | |
202 | {BUILDER, "item builder", "item builders", 0, 0}, |
202 | {BUILDER, "item builder", "item builders", 0, 0}, |
203 | {MATERIAL, "building material", "building materials", 0, 0}, |
203 | {MATERIAL, "building material", "building materials", 0, 0}, |
204 | {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, |
204 | {ITEM_TRANSFORMER, "item_transformer", "item_transformers", 0, 0}, |
205 | }; |
205 | }; |
206 | |
206 | |
207 | static const int item_types_size = sizeof (item_types) / sizeof (*item_types); |
207 | static const int item_types_size = array_length (item_types); |
208 | |
208 | |
209 | /* This curve may be too steep. But the point is that there should |
209 | /* This curve may be too steep. But the point is that there should |
210 | * be tough choices - there is no real point to this if everyone can |
210 | * be tough choices - there is no real point to this if everyone can |
211 | * wear whatever they want with no worries. Perhaps having the steep |
211 | * wear whatever they want with no worries. Perhaps having the steep |
212 | * curve is good (maybe even steeper), but allowing players to |
212 | * curve is good (maybe even steeper), but allowing players to |
… | |
… | |
214 | * able to use 2-3 of the most powerful items. |
214 | * able to use 2-3 of the most powerful items. |
215 | * note that this table is only really used for program generated items - |
215 | * note that this table is only really used for program generated items - |
216 | * custom objects can use whatever they want. |
216 | * custom objects can use whatever they want. |
217 | */ |
217 | */ |
218 | static int enc_to_item_power[21] = { |
218 | static int enc_to_item_power[21] = { |
|
|
219 | 0, |
219 | 0, 0, 1, 2, 3, 4, /* 5 */ |
220 | 0, 1, 2, 3, 4, // 5 |
220 | 5, 7, 9, 11, 13, /* 10 */ |
221 | 5, 7, 9, 11, 13, // 10 |
221 | 15, 18, 21, 24, 27, /* 15 */ |
222 | 15, 18, 21, 24, 27, // 15 |
222 | 30, 35, 40, 45, 50 /* 20 */ |
223 | 30, 35, 40, 45, 50 // 20 |
223 | }; |
224 | }; |
224 | |
225 | |
225 | int |
226 | int |
226 | get_power_from_ench (int ench) |
227 | get_power_from_ench (int ench) |
227 | { |
228 | { |
228 | return enc_to_item_power [clamp (ench, 0, 20)]; |
229 | return enc_to_item_power [clamp (ench, 0, 20)]; |
|
|
230 | } |
|
|
231 | |
|
|
232 | static const struct need_identify_types : typeset |
|
|
233 | { |
|
|
234 | need_identify_types () |
|
|
235 | { |
|
|
236 | set (RING); |
|
|
237 | set (WAND); |
|
|
238 | set (ROD); |
|
|
239 | set (HORN); |
|
|
240 | set (SCROLL); |
|
|
241 | set (SKILL); |
|
|
242 | set (SKILLSCROLL); |
|
|
243 | set (SPELLBOOK); |
|
|
244 | set (FOOD); |
|
|
245 | set (POTION); |
|
|
246 | set (BOW); |
|
|
247 | set (ARROW); |
|
|
248 | set (WEAPON); |
|
|
249 | set (ARMOUR); |
|
|
250 | set (SHIELD); |
|
|
251 | set (HELMET); |
|
|
252 | set (AMULET); |
|
|
253 | set (BOOTS); |
|
|
254 | set (GLOVES); |
|
|
255 | set (BRACERS); |
|
|
256 | set (GIRDLE); |
|
|
257 | set (CONTAINER); |
|
|
258 | set (DRINK); |
|
|
259 | set (FLESH); |
|
|
260 | set (INORGANIC); |
|
|
261 | set (CLOSE_CON); |
|
|
262 | set (CLOAK); |
|
|
263 | set (GEM); |
|
|
264 | set (POWER_CRYSTAL); |
|
|
265 | set (POISON); |
|
|
266 | set (BOOK); |
|
|
267 | set (SKILL_TOOL); |
|
|
268 | } |
|
|
269 | } need_identify_types; |
|
|
270 | |
|
|
271 | bool |
|
|
272 | object::need_identify () const |
|
|
273 | { |
|
|
274 | return need_identify_types [type]; |
229 | } |
275 | } |
230 | |
276 | |
231 | /* This takes an object 'op' and figures out what its item_power |
277 | /* This takes an object 'op' and figures out what its item_power |
232 | * rating should be. This should only really be used by the treasure |
278 | * rating should be. This should only really be used by the treasure |
233 | * generation code, and when loading legacy objects. It returns |
279 | * generation code, and when loading legacy objects. It returns |
… | |
… | |
547 | buf << " " << s; |
593 | buf << " " << s; |
548 | } |
594 | } |
549 | break; |
595 | break; |
550 | |
596 | |
551 | default: |
597 | default: |
552 | if (op->magic && ((op->flag [FLAG_BEEN_APPLIED] && need_identify (op)) || op->flag [FLAG_IDENTIFIED])) |
598 | if (op->magic |
|
|
599 | && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ()) |
|
|
600 | || op->flag [FLAG_IDENTIFIED])) |
553 | buf.printf (" %+d", op->magic); |
601 | buf.printf (" %+d", op->magic); |
554 | } |
602 | } |
555 | |
603 | |
556 | return buf; |
604 | return buf; |
557 | } |
605 | } |
… | |
… | |
756 | else if (!EXIT_PATH (op)) |
804 | else if (!EXIT_PATH (op)) |
757 | buf << " (closed)"; |
805 | buf << " (closed)"; |
758 | break; |
806 | break; |
759 | |
807 | |
760 | default: |
808 | default: |
761 | if (op->magic && ((op->flag [FLAG_BEEN_APPLIED] && need_identify (op)) || op->flag [FLAG_IDENTIFIED])) |
809 | if (op->magic |
|
|
810 | && ((op->flag [FLAG_BEEN_APPLIED] && op->need_identify ()) |
|
|
811 | || op->flag [FLAG_IDENTIFIED])) |
762 | buf.printf (" %+d", op->magic); |
812 | buf.printf (" %+d", op->magic); |
763 | } |
813 | } |
764 | |
814 | |
765 | return buf; |
815 | return buf; |
766 | } |
816 | } |
… | |
… | |
923 | int identified, i; |
973 | int identified, i; |
924 | |
974 | |
925 | /* figure this out once, instead of making multiple calls to need_identify. |
975 | /* figure this out once, instead of making multiple calls to need_identify. |
926 | * also makes the code easier to read. |
976 | * also makes the code easier to read. |
927 | */ |
977 | */ |
928 | identified = !need_identify (op) || op->flag [FLAG_IDENTIFIED]; |
978 | identified = !op->need_identify () || op->flag [FLAG_IDENTIFIED]; |
929 | if (!identified) |
979 | if (!identified) |
930 | buf << "(unidentified)"; |
980 | buf << "(unidentified)"; |
931 | |
981 | |
932 | switch (op->type) |
982 | switch (op->type) |
933 | { |
983 | { |
… | |
… | |
1291 | */ |
1341 | */ |
1292 | if (msg) |
1342 | if (msg) |
1293 | { |
1343 | { |
1294 | if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ()) |
1344 | if (type != EXIT && type != BOOK && type != CORPSE && !move_on && !has_dialogue ()) |
1295 | { |
1345 | { |
1296 | buf << '\r'; |
1346 | if (!need_identify ()) |
1297 | |
1347 | buf << '\r' << msg << '\n'; |
1298 | /* This is just a hack so when identifying the items, we print |
1348 | else if (flag [FLAG_IDENTIFIED]) |
1299 | * out the extra message |
|
|
1300 | */ |
|
|
1301 | if (need_identify (this) && flag [FLAG_IDENTIFIED]) |
|
|
1302 | buf << "The object has a story:\r"; |
1349 | buf << '\r' << "The object has a story:\r" << msg; |
1303 | |
|
|
1304 | buf << msg << '\n'; |
|
|
1305 | } |
1350 | } |
1306 | } |
1351 | } |
1307 | else if (inv && inv->type == SPELL && flag [FLAG_IDENTIFIED] |
1352 | else if (inv |
|
|
1353 | && inv->msg |
|
|
1354 | && inv->type == SPELL |
|
|
1355 | && flag [FLAG_IDENTIFIED] |
1308 | && (type == SPELLBOOK || type == ROD || type == WAND |
1356 | && (type == SPELLBOOK || type == ROD || type == WAND |
1309 | || type == ROD || type == POTION || type == SCROLL)) |
1357 | || type == ROD || type == POTION || type == SCROLL)) |
1310 | // for spellbooks and other stuff that contains spells, print the spell message, |
1358 | // for spellbooks and other stuff that contains spells, print the spell message, |
1311 | // unless the object has a custom message handled above. |
1359 | // unless the object has a custom message handled above. |
1312 | buf << '\r' << inv->msg << '\n'; |
1360 | buf << '\r' << inv->msg << '\n'; |
… | |
… | |
1466 | * be non magical. |
1514 | * be non magical. |
1467 | */ |
1515 | */ |
1468 | return 0; |
1516 | return 0; |
1469 | } |
1517 | } |
1470 | |
1518 | |
1471 | /* need_identify returns true if the item should be identified. This |
|
|
1472 | * function really should not exist - by default, any item not identified |
|
|
1473 | * should need it. |
|
|
1474 | */ |
|
|
1475 | |
|
|
1476 | int |
|
|
1477 | need_identify (const object *op) |
|
|
1478 | { |
|
|
1479 | switch (op->type) |
|
|
1480 | { |
|
|
1481 | case RING: |
|
|
1482 | case WAND: |
|
|
1483 | case ROD: |
|
|
1484 | case HORN: |
|
|
1485 | case SCROLL: |
|
|
1486 | case SKILL: |
|
|
1487 | case SKILLSCROLL: |
|
|
1488 | case SPELLBOOK: |
|
|
1489 | case FOOD: |
|
|
1490 | case POTION: |
|
|
1491 | case BOW: |
|
|
1492 | case ARROW: |
|
|
1493 | case WEAPON: |
|
|
1494 | case ARMOUR: |
|
|
1495 | case SHIELD: |
|
|
1496 | case HELMET: |
|
|
1497 | case AMULET: |
|
|
1498 | case BOOTS: |
|
|
1499 | case GLOVES: |
|
|
1500 | case BRACERS: |
|
|
1501 | case GIRDLE: |
|
|
1502 | case CONTAINER: |
|
|
1503 | case DRINK: |
|
|
1504 | case FLESH: |
|
|
1505 | case INORGANIC: |
|
|
1506 | case CLOSE_CON: |
|
|
1507 | case CLOAK: |
|
|
1508 | case GEM: |
|
|
1509 | case POWER_CRYSTAL: |
|
|
1510 | case POISON: |
|
|
1511 | case BOOK: |
|
|
1512 | case SKILL_TOOL: |
|
|
1513 | return 1; |
|
|
1514 | } |
|
|
1515 | |
|
|
1516 | /* Try to track down some stuff that may show up here. Thus, the |
|
|
1517 | * archetype file can be updated, and this function removed. |
|
|
1518 | */ |
|
|
1519 | #if 0 |
|
|
1520 | LOG (llevDebug, "need_identify: %s does not need to be id'd\n", op->name); |
|
|
1521 | #endif |
|
|
1522 | return 0; |
|
|
1523 | } |
|
|
1524 | |
|
|
1525 | /* |
1519 | /* |
1526 | * Supposed to fix face-values as well here, but later. |
1520 | * Supposed to fix face-values as well here, but later. |
1527 | */ |
1521 | */ |
1528 | void |
1522 | void |
1529 | identify (object *op) |
1523 | identify (object *op) |