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Annotation of early-roguelike/arogue5/wear.c, Revision 1.1.1.1

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: }

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