[BACK]Return to wear.c CVS log [TXT][DIR] Up to [contributed] / early-roguelike / arogue5

Annotation of early-roguelike/arogue5/wear.c, Revision 1.1

1.1     ! rubenllo    1: /*
        !             2:  * This file contains misc functions for dealing with armor
        !             3:  *
        !             4:  * Advanced Rogue
        !             5:  * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
        !             6:  * All rights reserved.
        !             7:  *
        !             8:  * Based on "Rogue: Exploring the Dungeons of Doom"
        !             9:  * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
        !            10:  * All rights reserved.
        !            11:  *
        !            12:  * See the file LICENSE.TXT for full copyright and licensing information.
        !            13:  */
        !            14:
        !            15: #include "curses.h"
        !            16: #include "rogue.h"
        !            17: #include <string.h>
        !            18: #include <stdlib.h>
        !            19:
        !            20:
        !            21: /*
        !            22:  * take_off:
        !            23:  *     Get the armor off of the players back
        !            24:  */
        !            25:
        !            26: void
        !            27: take_off(void)
        !            28: {
        !            29:     register struct object *obj;
        !            30:     register struct linked_list *item;
        !            31:
        !            32:     /* What does player want to take off? */
        !            33:     if ((item = get_item(pack, "take off", REMOVABLE)) == NULL)
        !            34:        return;
        !            35:
        !            36:     obj = OBJPTR(item);
        !            37:     if (!is_current(obj)) {
        !            38:        sprintf(outstring,"Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE));
        !            39:        msg(outstring);
        !            40:        return;
        !            41:     }
        !            42:
        !            43:     /* Can the player remove the item? */
        !            44:     if (!dropcheck(obj)) return;
        !            45:     updpack(TRUE);
        !            46:
        !            47:     sprintf(outstring,"Was wearing %c) %s", pack_char(pack, obj),inv_name(obj,TRUE));
        !            48:     msg(outstring);
        !            49: }
        !            50: 
        !            51: /*
        !            52:  * wear:
        !            53:  *     The player wants to wear something, so let him/her put it on.
        !            54:  */
        !            55:
        !            56: void
        !            57: wear(void)
        !            58: {
        !            59:     register struct linked_list *item;
        !            60:     register struct object *obj;
        !            61:     register int i;
        !            62:     char buf[LINELEN];
        !            63:
        !            64:
        !            65:     /* What does player want to wear? */
        !            66:     if ((item = get_item(pack, "wear", WEARABLE)) == NULL)
        !            67:        return;
        !            68:
        !            69:     obj = OBJPTR(item);
        !            70:
        !            71:     switch (obj->o_type) {
        !            72:        case ARMOR:
        !            73:            if (cur_armor != NULL) {
        !            74:                addmsg("You are already wearing armor");
        !            75:                if (!terse) addmsg(".  You'll have to take it off first.");
        !            76:                endmsg();
        !            77:                after = FALSE;
        !            78:                return;
        !            79:            }
        !            80:            if (cur_misc[WEAR_BRACERS] != NULL) {
        !            81:                msg("You can't wear armor with bracers of defense.");
        !            82:                return;
        !            83:            }
        !            84:            if (cur_misc[WEAR_CLOAK] != NULL || cur_relic[EMORI_CLOAK]) {
        !            85:                msg("You can't wear armor with a cloak.");
        !            86:                return;
        !            87:            }
        !            88:            if (player.t_ctype == C_THIEF       &&
        !            89:                (obj->o_which != LEATHER && obj->o_which != STUDDED_LEATHER)) {
        !            90:                if (terse) msg("Thieves can't wear that type of armor");
        !            91:                else
        !            92:                 msg("Thieves can only wear leather or studded leather armor");
        !            93:                return;
        !            94:            }
        !            95:            waste_time();
        !            96:            obj->o_flags |= ISKNOW;
        !            97:            cur_armor = obj;
        !            98:            addmsg(terse ? "W" : "You are now w");
        !            99:            msg("earing %s.", armors[obj->o_which].a_name);
        !           100:
        !           101:        when MM:
        !           102:            switch (obj->o_which) {
        !           103:            /*
        !           104:             * when wearing the boots of elvenkind the player will not
        !           105:             * set off any traps
        !           106:             */
        !           107:            case MM_ELF_BOOTS:
        !           108:                if (cur_misc[WEAR_BOOTS] != NULL)
        !           109:                    msg("already wearing a pair of boots");
        !           110:                else {
        !           111:                    msg("wearing %s",inv_name(obj,TRUE));
        !           112:                    cur_misc[WEAR_BOOTS] = obj;
        !           113:                }
        !           114:            /*
        !           115:             * when wearing the boots of dancing the player will dance
        !           116:             * uncontrollably
        !           117:             */
        !           118:            when MM_DANCE:
        !           119:                if (cur_misc[WEAR_BOOTS] != NULL)
        !           120:                    msg("already wearing a pair of boots");
        !           121:                else {
        !           122:                    msg("wearing %s",inv_name(obj,TRUE));
        !           123:                    cur_misc[WEAR_BOOTS] = obj;
        !           124:                    msg("You begin to dance uncontrollably!");
        !           125:                    turn_on(player, ISDANCE);
        !           126:                }
        !           127:            /*
        !           128:             * bracers give the hero protection in he same way armor does.
        !           129:             * they cannot be used with armor but can be used with cloaks
        !           130:             */
        !           131:            when MM_BRACERS:
        !           132:                if (cur_misc[WEAR_BRACERS] != NULL)
        !           133:                        msg("already wearing bracers");
        !           134:                else {
        !           135:                    if (cur_armor != NULL) {
        !           136:                        msg("You can't wear bracers of defense with armor.");
        !           137:                    }
        !           138:                    else {
        !           139:                        msg("wearing %s",inv_name(obj,TRUE));
        !           140:                        cur_misc[WEAR_BRACERS] = obj;
        !           141:                    }
        !           142:                }
        !           143:
        !           144:            /*
        !           145:             * The robe (cloak) of powerlessness disallows any spell casting
        !           146:             */
        !           147:            when MM_R_POWERLESS:
        !           148:            /*
        !           149:             * the cloak of displacement gives the hero an extra +2 on AC
        !           150:             * and saving throws. Cloaks cannot be used with armor.
        !           151:             */
        !           152:            case MM_DISP:
        !           153:            /*
        !           154:             * the cloak of protection gives the hero +n on AC and saving
        !           155:             * throws with a max of +3 on saves
        !           156:             */
        !           157:            case MM_PROTECT:
        !           158:                if (cur_misc[WEAR_CLOAK] != NULL || cur_relic[EMORI_CLOAK])
        !           159:                    msg("%slready wearing a cloak.", terse ? "A"
        !           160:                                                           : "You are a");
        !           161:                else {
        !           162:                    if (cur_armor != NULL) {
        !           163:                        msg("You can't wear a cloak with armor.");
        !           164:                    }
        !           165:                    else {
        !           166:                        msg("wearing %s",inv_name(obj,TRUE));
        !           167:                        cur_misc[WEAR_CLOAK] = obj;
        !           168:                    }
        !           169:                }
        !           170:            /*
        !           171:             * the gauntlets of dexterity give the hero a dexterity of 18
        !           172:             * the gauntlets of ogre power give the hero a strength of 18
        !           173:             * the gauntlets of fumbling cause the hero to drop his weapon
        !           174:             */
        !           175:            when MM_G_DEXTERITY:
        !           176:            case MM_G_OGRE:
        !           177:            case MM_FUMBLE:
        !           178:                if (cur_misc[WEAR_GAUNTLET] != NULL)
        !           179:                    msg("Already wearing a pair of gauntlets.");
        !           180:                else {
        !           181:                    msg("wearing %s",inv_name(obj,TRUE));
        !           182:                    cur_misc[WEAR_GAUNTLET] = obj;
        !           183:                    if (obj->o_which == MM_FUMBLE)
        !           184:                        start_daemon(fumble, 0, AFTER);
        !           185:                }
        !           186:            /*
        !           187:             * the jewel of attacks does an aggavate monster
        !           188:             */
        !           189:            when MM_JEWEL:
        !           190:                if (cur_misc[WEAR_JEWEL] != NULL || cur_relic[YENDOR_AMULET])
        !           191:                    msg("Already wearing an amulet.");
        !           192:                else {
        !           193:                    msg("wearing %s",inv_name(obj,TRUE));
        !           194:                    cur_misc[WEAR_JEWEL] = obj;
        !           195:                    aggravate();
        !           196:                }
        !           197:            /*
        !           198:             * the necklace of adaption makes the hero immune to
        !           199:             * chlorine gas
        !           200:             */
        !           201:            when MM_ADAPTION:
        !           202:                if (cur_misc[WEAR_NECKLACE] != NULL)
        !           203:                    msg("already wearing a necklace");
        !           204:                else {
        !           205:                    msg("wearing %s",inv_name(obj,TRUE));
        !           206:                    cur_misc[WEAR_NECKLACE] = obj;
        !           207:                    turn_on(player, NOGAS);
        !           208:                }
        !           209:            /*
        !           210:             * the necklace of stragulation will try to strangle the
        !           211:             * hero to death
        !           212:             */
        !           213:            when MM_STRANGLE:
        !           214:                if (cur_misc[WEAR_NECKLACE] != NULL)
        !           215:                    msg("already wearing a necklace");
        !           216:                else {
        !           217:                    msg("wearing %s",inv_name(obj,TRUE));
        !           218:                    cur_misc[WEAR_NECKLACE] = obj;
        !           219:                    msg("The necklace is beginning to strangle you!");
        !           220:                    start_daemon(strangle, 0, AFTER);
        !           221:                }
        !           222:            otherwise:
        !           223:                msg("what a strange item you have!");
        !           224:            }
        !           225:            status(FALSE);
        !           226:            if (m_know[obj->o_which] && m_guess[obj->o_which]) {
        !           227:                free(m_guess[obj->o_which]);
        !           228:                m_guess[obj->o_which] = NULL;
        !           229:            }
        !           230:            else if (!m_know[obj->o_which] &&
        !           231:                     askme &&
        !           232:                     (obj->o_flags & ISKNOW) == 0 &&
        !           233:                     m_guess[obj->o_which] == NULL) {
        !           234:                msg(terse ? "Call it: " : "What do you want to call it? ");
        !           235:                if (get_str(buf, msgw) == NORM) {
        !           236:                    m_guess[obj->o_which] = new((unsigned int) strlen(buf) + 1);
        !           237:                    strcpy(m_guess[obj->o_which], buf);
        !           238:                }
        !           239:            }
        !           240:
        !           241:        when RING:
        !           242:            if (cur_misc[WEAR_GAUNTLET] != NULL) {
        !           243:                msg ("You have to remove your gauntlets first!");
        !           244:                return;
        !           245:            }
        !           246:
        !           247:            /* If there is room, put on the ring */
        !           248:            for (i=0; i<NUM_FINGERS; i++)
        !           249:                if (cur_ring[i] == NULL) {
        !           250:                    cur_ring[i] = obj;
        !           251:                    break;
        !           252:                }
        !           253:            if (i == NUM_FINGERS) {     /* No room */
        !           254:                if (terse) msg("Wearing enough rings");
        !           255:                else msg("You already have on eight rings");
        !           256:                return;
        !           257:            }
        !           258:
        !           259:            /* Calculate the effect of the ring */
        !           260:            ring_on(obj);
        !           261:     }
        !           262:     updpack(TRUE);
        !           263: }

CVSweb