annotate arogue5/wear.c @ 315:ad2570b5b21f

Advanced Rogue 5, 7: fix some trading post messages. When attempting to buy an unaffordable object, messages were often of the form "You can't afford that a scroll of hold monster !", because the object description (stored in curpurch) was the same text used in inventory displays. This has been worked around by inspecting the contents of curpurch and using different message templates.
author John "Elwin" Edwards
date Sun, 24 Oct 2021 20:26:21 -0400
parents 56e748983fa8
children
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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 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 #include "curses.h"
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16 #include "rogue.h"
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17 #include <string.h>
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18 #include <stdlib.h>
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19
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20
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21 /*
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22 * take_off:
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23 * Get the armor off of the players back
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24 */
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25
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26 void
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27 take_off(void)
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28 {
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29 register struct object *obj;
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30 register struct linked_list *item;
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31
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32 /* What does player want to take off? */
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33 if ((item = get_item(pack, "take off", REMOVABLE)) == NULL)
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34 return;
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35
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36 obj = OBJPTR(item);
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37 if (!is_current(obj)) {
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38 sprintf(outstring,"Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE));
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39 msg(outstring);
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40 return;
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41 }
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42
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43 /* Can the player remove the item? */
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44 if (!dropcheck(obj)) return;
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45 updpack(TRUE);
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46
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47 sprintf(outstring,"Was wearing %c) %s", pack_char(pack, obj),inv_name(obj,TRUE));
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48 msg(outstring);
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49 }
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50
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51 /*
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52 * wear:
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53 * The player wants to wear something, so let him/her put it on.
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54 */
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55
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56 void
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57 wear(void)
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58 {
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59 register struct linked_list *item;
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60 register struct object *obj;
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61 register int i;
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62 char buf[LINELEN];
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63
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64
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65 /* What does player want to wear? */
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66 if ((item = get_item(pack, "wear", WEARABLE)) == NULL)
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67 return;
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68
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69 obj = OBJPTR(item);
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70
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71 switch (obj->o_type) {
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72 case ARMOR:
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73 if (cur_armor != NULL) {
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74 addmsg("You are already wearing armor");
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75 if (!terse) addmsg(". You'll have to take it off first.");
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76 endmsg();
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77 after = FALSE;
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78 return;
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79 }
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80 if (cur_misc[WEAR_BRACERS] != NULL) {
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81 msg("You can't wear armor with bracers of defense.");
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82 return;
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83 }
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84 if (cur_misc[WEAR_CLOAK] != NULL || cur_relic[EMORI_CLOAK]) {
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85 msg("You can't wear armor with a cloak.");
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86 return;
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87 }
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88 if (player.t_ctype == C_THIEF &&
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89 (obj->o_which != LEATHER && obj->o_which != STUDDED_LEATHER)) {
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90 if (terse) msg("Thieves can't wear that type of armor");
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91 else
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92 msg("Thieves can only wear leather or studded leather armor");
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93 return;
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94 }
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95 waste_time();
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96 obj->o_flags |= ISKNOW;
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97 cur_armor = obj;
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98 addmsg(terse ? "W" : "You are now w");
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99 msg("earing %s.", armors[obj->o_which].a_name);
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100
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101 when MM:
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102 switch (obj->o_which) {
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103 /*
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