/*
* wear.c - functions for dealing with armor
*
* Advanced Rogue
* Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
* All rights reserved.
*
* Based on "Rogue: Exploring the Dungeons of Doom"
* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
* All rights reserved.
*
* See the file LICENSE.TXT for full copyright and licensing information.
*/
/*
* This file contains misc functions for dealing with armor
*/
#include <stdlib.h>
#include "curses.h"
#include "rogue.h"
/*
* take_off:
* Get the armor off of the players back
*/
void
take_off(void)
{
register struct object *obj;
register struct linked_list *item;
/* It takes time to take things off */
if (player.t_action != C_TAKEOFF) {
/* What does player want to take off? */
if ((item = get_item(pack, "take off", REMOVABLE, FALSE, FALSE))==NULL)
return;
obj = OBJPTR(item);
if (!is_current(obj)) {
msg("Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE));
return;
}
player.t_using = item; /* Remember what it is */
player.t_action = C_TAKEOFF; /* We are taking something off */
/* Cursed items take almost no time */
if (obj->o_flags & ISCURSED) player.t_no_move = movement(&player);
else player.t_no_move = dress_units(item) * movement(&player);
return;
}
/* We have waited our time, let's take off our item */
item = player.t_using;
player.t_using = NULL;
player.t_action = A_NIL;
obj = OBJPTR(item);
if (!is_current(obj)) { /* Just to be on the safe side */
msg("Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE));
return;
}
/* Can the player remove the item? */
if (!dropcheck(obj)) return;
updpack(TRUE, &player);
msg("Was wearing %c) %s", pack_char(pack, obj),inv_name(obj,TRUE));
}
/*
* wear:
* The player wants to wear something, so let him/her put it on.
*/
void
wear(void)
{
register struct linked_list *item;
register struct object *obj;
register int i;
/* It takes time to put things on */
if (player.t_action != C_WEAR) {
/* What does player want to wear? */
if ((item = get_item(pack, "wear", WEARABLE, FALSE, FALSE)) == NULL)
return;
obj = OBJPTR(item);
switch (obj->o_type) {
case ARMOR:
if (cur_armor != NULL) {
addmsg("You are already wearing armor");
if (!terse) addmsg(". You'll have to take it off first.");
endmsg();
after = FALSE;
return;
}
if (player.t_ctype == C_MONK) {
msg("Monks can't wear armor!");
return;
}
if (cur_misc[WEAR_BRACERS] != NULL) {
msg("You can't wear armor with bracers of defense.");
return;
}
if (cur_misc[WEAR_CLOAK] != NULL || cur_relic[EMORI_CLOAK]) {
msg("You can't wear armor with a cloak.");
return;
}
if (player.t_ctype == C_THIEF &&
(obj->o_which != LEATHER &&
obj->o_which != STUDDED_LEATHER)) {
if (terse) msg("Thieves can't wear that type of armor");
else
msg("Thieves can only wear leather or studded leather armor");
return;
}
if (player.t_ctype == C_ASSASIN &&
(obj->o_which != LEATHER &&
obj->o_which != STUDDED_LEATHER)) {
if (terse) msg("Assassins can't wear that type of armor");
else
msg("Assassins can only wear leather or studded leather armor");
return;
}
when MM:
switch (obj->o_which) {
/*
* when wearing the boots of elvenkind the player will not
* set off any traps
*/
case MM_ELF_BOOTS:
if (cur_misc[WEAR_BOOTS] != NULL) {
msg("Already wearing a pair of boots");
return;
}
/*
* when wearing the boots of dancing the player will dance
* uncontrollably
*/
when MM_DANCE:
if (cur_misc[WEAR_BOOTS] != NULL) {
msg("Already wearing a pair of boots");
return;
}
/*
* bracers give the hero protection in he same way armor does.
* they cannot be used with armor but can be used with cloaks
*/
when MM_BRACERS:
if (cur_misc[WEAR_BRACERS] != NULL) {
msg("Already wearing bracers");
return;
}
else {
if (cur_armor != NULL) {
msg("You can't wear bracers of defense with armor.");
return;
}
}
/*
* The robe (cloak) of powerlessness disallows any spell casting
*/
when MM_R_POWERLESS:
/*
* the cloak of displacement gives the hero an extra +2 on AC
* and saving throws. Cloaks cannot be used with armor.
*/
case MM_DISP:
/*
* the cloak of protection gives the hero +n on AC and saving
* throws with a max of +3 on saves
*/
case MM_PROTECT:
if (cur_misc[WEAR_CLOAK] != NULL ||
cur_relic[EMORI_CLOAK]) {
msg("%slready wearing a cloak.", terse ? "A"
: "You are a");
return;
}
else {
if (cur_armor != NULL) {
msg("You can't wear a cloak with armor.");
return;
}
}
/*
* the gauntlets of dexterity give the hero a dexterity of 18
* the gauntlets of ogre power give the hero a strength of 18
* the gauntlets of fumbling cause the hero to drop his weapon
*/
when MM_G_DEXTERITY:
case MM_G_OGRE:
case MM_FUMBLE:
if (cur_misc[WEAR_GAUNTLET] != NULL) {
msg("Already wearing a pair of gauntlets.");
return;
}
/*
* the jewel of attacks does an aggavate monster
*/
when MM_JEWEL:
if (cur_misc[WEAR_JEWEL] != NULL ||
cur_relic[YENDOR_AMULET] ||
cur_relic[STONEBONES_AMULET]) {
msg("Already wearing an amulet.");
return;
}
/*
* the necklace of adaption makes the hero immune to
* chlorine gas
*/
when MM_ADAPTION:
if (cur_misc[WEAR_NECKLACE] != NULL) {
msg("Already wearing a necklace");
return;
}
/*
* the necklace of stragulation will try to strangle the
* hero to death
*/
when MM_STRANGLE:
if (cur_misc[WEAR_NECKLACE] != NULL) {
msg("Already wearing a necklace");
return;
}
otherwise:
msg("what a strange item you have!");
return;
}
when RING:
if (cur_misc[WEAR_GAUNTLET] != NULL) {
msg ("You have to remove your gauntlets first!");
return;
}
/* Is there room to put the ring on */
for (i=0; i<NUM_FINGERS; i++)
if (cur_ring[i] == NULL) {
break;
}
if (i == NUM_FINGERS) { /* No room */
if (terse) msg("Wearing enough rings");
else msg("You already have on eight rings");
return;
}
}
player.t_using = item; /* Remember what it is */
player.t_action = C_WEAR; /* We are taking something off */
player.t_no_move = dress_units(item) * movement(&player);
return;
}
/* We have waited our time, let's put on our item */
item = player.t_using;
player.t_using = NULL;
player.t_action = A_NIL;
obj = OBJPTR(item);
switch (obj->o_type) {
case ARMOR:
obj->o_flags |= ISKNOW;
cur_armor = obj;
addmsg(terse ? "W" : "You are now w");
msg("earing %s.", armors[obj->o_which].a_name);
when MM:
switch (obj->o_which) {
/*
* when wearing the boots of elvenkind the player will not
* set off any traps
*/
case MM_ELF_BOOTS:
msg("Wearing %s",inv_name(obj,TRUE));
cur_misc[WEAR_BOOTS] = obj;
/*
* when wearing the boots of dancing the player will dance
* uncontrollably
*/
when MM_DANCE:
msg("Wearing %s",inv_name(obj,TRUE));
cur_misc[WEAR_BOOTS] = obj;
msg("You begin to dance uncontrollably!");
turn_on(player, ISDANCE);
/*
* bracers give the hero protection in he same way armor does.
* they cannot be used with armor but can be used with cloaks
*/
when MM_BRACERS:
msg("wearing %s",inv_name(obj,TRUE));
cur_misc[WEAR_BRACERS] = obj;
/*
* The robe (cloak) of powerlessness disallows any spell casting
*/
when MM_R_POWERLESS:
/*
* the cloak of displacement gives the hero an extra +2 on AC
* and saving throws. Cloaks cannot be used with armor.
*/
case MM_DISP:
/*
* the cloak of protection gives the hero +n on AC and saving
* throws with a max of +3 on saves
*/
case MM_PROTECT:
msg("wearing %s",inv_name(obj,TRUE));
cur_misc[WEAR_CLOAK] = obj;
/*
* the gauntlets of dexterity give the hero a dexterity of 18
* the gauntlets of ogre power give the hero a strength of 18
* the gauntlets of fumbling cause the hero to drop his weapon
*/
when MM_G_DEXTERITY:
case MM_G_OGRE:
case MM_FUMBLE:
msg("Wearing %s", inv_name(obj,TRUE));
cur_misc[WEAR_GAUNTLET] = obj;
if (obj->o_which == MM_FUMBLE)
start_daemon(fumble, NULL, AFTER);
/*
* the jewel of attacks does an aggavate monster
*/
when MM_JEWEL:
msg("Wearing %s",inv_name(obj,TRUE));
cur_misc[WEAR_JEWEL] = obj;
aggravate(TRUE, TRUE);
/*
* the necklace of adaption makes the hero immune to
* chlorine gas
*/
when MM_ADAPTION:
msg("Wearing %s",inv_name(obj,TRUE));
cur_misc[WEAR_NECKLACE] = obj;
turn_on(player, NOGAS);
/*
* the necklace of stragulation will try to strangle the
* hero to death
*/
when MM_STRANGLE:
msg("Wearing %s",inv_name(obj,TRUE));
cur_misc[WEAR_NECKLACE] = obj;
msg("The necklace is beginning to strangle you!");
start_daemon(strangle, NULL, AFTER);
otherwise:
msg("What a strange item you have!");
}
status(FALSE);
if (m_know[obj->o_which] && m_guess[obj->o_which]) {
free(m_guess[obj->o_which]);
m_guess[obj->o_which] = NULL;
}
else if (!m_know[obj->o_which] &&
askme &&
(obj->o_flags & ISKNOW) == 0 &&
m_guess[obj->o_which] == NULL) {
nameitem(item, FALSE);
}
when RING:
/* If there is room, put on the ring */
for (i=0; i<NUM_FINGERS; i++)
if (cur_ring[i] == NULL) {
cur_ring[i] = obj;
break;
}
if (i == NUM_FINGERS) { /* No room */
if (terse) msg("Wearing enough rings");
else msg("You already have on eight rings");
return;
}
/* Calculate the effect of the ring */
ring_on(item);
}
updpack(TRUE, &player);
}
/*
* dress_units:
* How many movements periods does it take to put on or remove the
* given item of "clothing"?
*/
int
dress_units(struct linked_list *item)
{
register struct object *obj;
obj = OBJPTR(item);
switch (obj->o_type) {
case ARMOR:
return(10-armors[obj->o_which].a_class);
when RING:
return(2);
when MM:
switch (obj->o_which) {
case MM_ELF_BOOTS:
case MM_DANCE:
/* Boots */
return(4);
when MM_R_POWERLESS:
case MM_DISP:
case MM_PROTECT:
/* Robes */
return(4);
when MM_BRACERS:
case MM_G_DEXTERITY:
case MM_G_OGRE:
case MM_FUMBLE:
/* Hand garments */
return(3);
when MM_JEWEL:
case MM_ADAPTION:
case MM_STRANGLE:
/* Jewelry */
return(2);
otherwise:
return(1); /* What is it? */
}
otherwise:
return(1); /* What is it? */
}
}