Mercurial > hg > early-roguelike
annotate srogue/armor.c @ 145:aac28331e71d
Advanced Rogue family: fix the "score" option.
Changing the score file (when permitted) now works again, closing the
old score file and opening the new one.
author | John "Elwin" Edwards |
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date | Wed, 20 May 2015 08:42:17 -0400 |
parents | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
rev | line source |
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36
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1 /* |
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2 * This file contains misc functions for dealing with armor |
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3 * |
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4 * @(#)armor.c 9.0 (rdk) 7/17/84 |
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5 * |
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6 * Super-Rogue |
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7 * Copyright (C) 1984 Robert D. Kindelberger |
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8 * All rights reserved. |
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9 * |
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10 * Based on "Rogue: Exploring the Dungeons of Doom" |
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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12 * All rights reserved. |
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13 * |
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14 * See the file LICENSE.TXT for full copyright and licensing information. |
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15 */ |
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16 |
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17 #include "rogue.h" |
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18 #include "rogue.ext" |
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19 |
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20 /* |
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21 * wear: |
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22 * The player wants to wear something, so let the hero try |
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23 */ |
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24 wear() |
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25 { |
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26 reg struct linked_list *item; |
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27 reg struct object *obj; |
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28 |
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29 if (cur_armor != NULL) { |
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30 msg("You are already wearing some."); |
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31 after = FALSE; |
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32 return; |
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33 } |
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34 if ((item = get_item("wear", ARMOR)) == NULL) |
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35 return; |
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36 obj = OBJPTR(item); |
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37 if (obj->o_type != ARMOR) { |
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38 msg("You can't wear that."); |
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39 return; |
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40 } |
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41 waste_time(); |
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42 msg("Wearing %s.", a_magic[obj->o_which].mi_name); |
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43 cur_armor = obj; |
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44 setoflg(obj,ISKNOW); |
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45 nochange = FALSE; |
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46 } |
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47 |
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48 |
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49 /* |
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50 * take_off: |
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51 * Get the armor off of the players back |
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52 */ |
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53 take_off() |
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54 { |
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55 reg struct object *obj; |
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56 |
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57 if ((obj = cur_armor) == NULL) { |
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58 msg("Not wearing any armor."); |
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59 return; |
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60 } |
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61 if (!dropcheck(cur_armor)) |
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62 return; |
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63 cur_armor = NULL; |
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64 msg("Was wearing %c) %s",pack_char(obj),inv_name(obj,TRUE)); |
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65 nochange = FALSE; |
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66 } |
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67 |
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68 /* |
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69 * initarmor: |
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70 * Initialize some armor. |
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71 */ |
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72 initarmor(obj, what) |
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73 struct object *obj; |
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74 int what; |
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75 { |
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76 struct init_armor *iwa; |
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77 struct magic_item *mi; |
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78 |
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79 obj->o_type = ARMOR; |
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80 obj->o_which = what; |
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81 iwa = &armors[what]; |
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82 mi = &a_magic[what]; |
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83 obj->o_vol = iwa->a_vol; |
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84 obj->o_ac = iwa->a_class; |
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85 obj->o_weight = iwa->a_wght; |
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86 obj->o_typname = things[TYP_ARMOR].mi_name; |
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87 } |
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88 |
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89 /* |
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90 * hurt_armor: |
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91 * Returns TRUE if armor is damaged |
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92 */ |
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93 hurt_armor(obj) |
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94 struct object *obj; |
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95 { |
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96 reg int type, ac; |
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97 |
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98 if (obj != NULL) { |
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99 if (o_on(obj, ISPROT) || (o_on(obj, ISBLESS) && rnd(100) < 10)) |
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100 return FALSE; |
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101 ac = obj->o_ac; |
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102 type = obj->o_which; |
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103 if (type != PADDED && type != LEATHER) |
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104 if ((type == STUDDED && ac < 8) || (type != STUDDED && ac < 9)) |
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105 return TRUE; |
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106 } |
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107 return FALSE; |
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108 } |