Mercurial > hg > early-roguelike
annotate arogue7/wear.c @ 125:adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Fri, 08 May 2015 15:24:40 -0400 |
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children | b786053d2f37 |
rev | line source |
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125
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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1 /* |
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2 * wear.c - 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, 1986 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 /* |
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16 * This file contains misc functions for dealing with armor |
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17 */ |
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18 |
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19 #include "curses.h" |
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20 #include "rogue.h" |
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21 |
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22 |
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23 /* |
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24 * take_off: |
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25 * Get the armor off of the players back |
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26 */ |
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27 |
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28 take_off() |
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29 { |
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30 register struct object *obj; |
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31 register struct linked_list *item; |
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32 |
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33 /* It takes time to take things off */ |
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34 if (player.t_action != C_TAKEOFF) { |
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35 /* What does player want to take off? */ |
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36 if ((item = get_item(pack, "take off", REMOVABLE, FALSE, FALSE))==NULL) |
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37 return; |
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38 |
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39 obj = OBJPTR(item); |
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40 if (!is_current(obj)) { |
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41 msg("Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE)); |
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42 return; |
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43 } |
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44 |
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45 player.t_using = item; /* Remember what it is */ |
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46 player.t_action = C_TAKEOFF; /* We are taking something off */ |
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47 |
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48 /* Cursed items take almost no time */ |
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49 if (obj->o_flags & ISCURSED) player.t_no_move = movement(&player); |
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50 else player.t_no_move = dress_units(item) * movement(&player); |
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51 return; |
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52 } |
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53 |
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54 /* We have waited our time, let's take off our item */ |
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55 item = player.t_using; |
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56 player.t_using = NULL; |
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57 player.t_action = A_NIL; |
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58 |
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59 obj = OBJPTR(item); |
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60 if (!is_current(obj)) { /* Just to be on the safe side */ |
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61 msg("Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE)); |
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62 return; |
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63 } |
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64 |
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65 /* Can the player remove the item? */ |
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66 if (!dropcheck(obj)) return; |
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67 updpack(TRUE, &player); |
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68 |
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69 msg("Was wearing %c) %s", pack_char(pack, obj),inv_name(obj,TRUE)); |
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70 } |
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71 |
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72 /* |
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73 * wear: |
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74 * The player wants to wear something, so let him/her put it on. |
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75 */ |
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76 |
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77 wear() |
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78 { |
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79 register struct linked_list *item; |
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80 register struct object *obj; |
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81 register int i; |
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82 |
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83 /* It takes time to put things on */ |
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84 if (player.t_action != C_WEAR) { |
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85 /* What does player want to wear? */ |
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86 if ((item = get_item(pack, "wear", WEARABLE, FALSE, FALSE)) == NULL) |
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87 return; |
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88 |
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89 obj = OBJPTR(item); |
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90 |
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91 switch (obj->o_type) { |
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92 case ARMOR: |
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93 if (cur_armor != NULL) { |
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94 addmsg("You are already wearing armor"); |
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95 if (!terse) addmsg(". You'll have to take it off first."); |
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96 endmsg(); |
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97 after = FALSE; |
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98 return; |
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99 } |
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100 if (player.t_ctype == C_MONK) { |
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101 msg("Monks can't wear armor!"); |
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102 return; |
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103 } |
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104 if (cur_misc[WEAR_BRACERS] != NULL) { |
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105 msg("You can't wear armor with bracers of defense."); |
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106 return; |
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107 } |
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108 if (cur_misc[WEAR_CLOAK] != NULL || cur_relic[EMORI_CLOAK]) { |
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109 msg("You can't wear armor with a cloak."); |
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110 return; |
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111 } |
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112 if (player.t_ctype == C_THIEF && |
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113 (obj->o_which != LEATHER && |
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114 obj->o_which != STUDDED_LEATHER)) { |
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115 if (terse) msg("Thieves can't wear that type of armor"); |
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116 else |
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117 msg("Thieves can only wear leather or studded leather armor"); |
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118 return; |
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119 } |
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120 if (player.t_ctype == C_ASSASIN && |
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121 (obj->o_which != LEATHER && |
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122 obj->o_which != STUDDED_LEATHER)) { |
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123 if (terse) msg("Assassins can't wear that type of armor"); |
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124 else |
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125 msg("Assassins can only wear leather or studded leather armor"); |
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126 return; |
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127 } |
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128 |
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129 when MM: |
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130 switch (obj->o_which) { |
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131 /* |
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132 * when wearing the boots of elvenkind the player will not |
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133 * set off any traps |
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134 */ |
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135 case MM_ELF_BOOTS: |
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136 if (cur_misc[WEAR_BOOTS] != NULL) { |
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137 msg("Already wearing a pair of boots"); |
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138 return; |
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139 } |
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140 /* |
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141 * when wearing the boots of dancing the player will dance |
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142 * uncontrollably |
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143 */ |
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144 when MM_DANCE: |
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145 if (cur_misc[WEAR_BOOTS] != NULL) { |
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146 msg("Already wearing a pair of boots"); |
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147 return; |
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148 } |
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149 /* |
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150 * bracers give the hero protection in he same way armor does. |
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151 * they cannot be used with armor but can be used with cloaks |
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152 */ |
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153 when MM_BRACERS: |
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154 if (cur_misc[WEAR_BRACERS] != NULL) { |
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155 msg("Already wearing bracers"); |
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156 return; |
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157 } |
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158 else { |
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159 if (cur_armor != NULL) { |
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160 msg("You can't wear bracers of defense with armor."); |
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161 return; |
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162 } |
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163 } |
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164 |
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165 /* |
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166 * The robe (cloak) of powerlessness disallows any spell casting |
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167 */ |
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168 when MM_R_POWERLESS: |
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169 /* |
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170 * the cloak of displacement gives the hero an extra +2 on AC |
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171 * and saving throws. Cloaks cannot be used with armor. |
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172 */ |
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173 case MM_DISP: |
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174 /* |
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175 * the cloak of protection gives the hero +n on AC and saving |
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176 * throws with a max of +3 on saves |
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177 */ |
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178 case MM_PROTECT: |
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179 if (cur_misc[WEAR_CLOAK] != NULL || |
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180 cur_relic[EMORI_CLOAK]) { |
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181 msg("%slready wearing a cloak.", terse ? "A" |
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182 : "You are a"); |
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183 return; |
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184 } |
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185 else { |
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186 if (cur_armor != NULL) { |
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187 msg("You can't wear a cloak with armor."); |
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188 return; |
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189 } |
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190 } |
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191 /* |
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192 * the gauntlets of dexterity give the hero a dexterity of 18 |
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193 * the gauntlets of ogre power give the hero a strength of 18 |
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194 * the gauntlets of fumbling cause the hero to drop his weapon |
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195 */ |
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196 when MM_G_DEXTERITY: |
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197 case MM_G_OGRE: |
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198 case MM_FUMBLE: |
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199 if (cur_misc[WEAR_GAUNTLET] != NULL) { |
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200 msg("Already wearing a pair of gauntlets."); |
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201 return; |
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202 } |
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203 /* |
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204 * the jewel of attacks does an aggavate monster |
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205 */ |
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206 when MM_JEWEL: |
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207 if (cur_misc[WEAR_JEWEL] != NULL || |
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208 cur_relic[YENDOR_AMULET] || |
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209 cur_relic[STONEBONES_AMULET]) { |
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210 msg("Already wearing an amulet."); |
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211 return; |
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212 } |
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213 /* |
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214 * the necklace of adaption makes the hero immune to |
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215 * chlorine gas |
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216 */ |
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217 when MM_ADAPTION: |
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218 if (cur_misc[WEAR_NECKLACE] != NULL) { |
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219 msg("Already wearing a necklace"); |
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220 return; |
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221 } |
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222 /* |
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223 * the necklace of stragulation will try to strangle the |
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224 * hero to death |
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225 */ |
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226 when MM_STRANGLE: |
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227 if (cur_misc[WEAR_NECKLACE] != NULL) { |
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228 msg("Already wearing a necklace"); |
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229 return; |
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230 } |
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231 otherwise: |
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232 msg("what a strange item you have!"); |
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233 return; |
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234 } |
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235 |
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236 when RING: |
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237 if (cur_misc[WEAR_GAUNTLET] != NULL) { |
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238 msg ("You have to remove your gauntlets first!"); |
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239 return; |
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240 } |
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241 |
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242 /* Is there room to put the ring on */ |
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243 for (i=0; i<NUM_FINGERS; i++) |
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244 if (cur_ring[i] == NULL) { |
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245 break; |
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246 } |
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247 if (i == NUM_FINGERS) { /* No room */ |
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248 if (terse) msg("Wearing enough rings"); |
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249 else msg("You already have on eight rings"); |
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250 return; |
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251 } |
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parents:
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252 } |
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253 |
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254 player.t_using = item; /* Remember what it is */ |
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255 player.t_action = C_WEAR; /* We are taking something off */ |
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256 player.t_no_move = dress_units(item) * movement(&player); |
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257 return; |
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258 } |
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259 |
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260 /* We have waited our time, let's put on our item */ |
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261 item = player.t_using; |
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262 player.t_using = NULL; |
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263 player.t_action = A_NIL; |
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264 |
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265 obj = OBJPTR(item); |
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266 |
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267 switch (obj->o_type) { |
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268 case ARMOR: |
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269 obj->o_flags |= ISKNOW; |
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270 cur_armor = obj; |
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271 addmsg(terse ? "W" : "You are now w"); |
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272 msg("earing %s.", armors[obj->o_which].a_name); |
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273 |
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274 when MM: |
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275 switch (obj->o_which) { |
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276 /* |
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277 * when wearing the boots of elvenkind the player will not |
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278 * set off any traps |
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279 */ |
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280 case MM_ELF_BOOTS: |
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281 msg("Wearing %s",inv_name(obj,TRUE)); |
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282 cur_misc[WEAR_BOOTS] = obj; |
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283 /* |
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284 * when wearing the boots of dancing the player will dance |
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285 * uncontrollably |
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286 */ |
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287 when MM_DANCE: |
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288 msg("Wearing %s",inv_name(obj,TRUE)); |
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289 cur_misc[WEAR_BOOTS] = obj; |
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290 msg("You begin to dance uncontrollably!"); |
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291 turn_on(player, ISDANCE); |
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292 /* |
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293 * bracers give the hero protection in he same way armor does. |
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294 * they cannot be used with armor but can be used with cloaks |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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295 */ |
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296 when MM_BRACERS: |
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297 msg("wearing %s",inv_name(obj,TRUE)); |
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298 cur_misc[WEAR_BRACERS] = obj; |
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299 |
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300 /* |
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301 * The robe (cloak) of powerlessness disallows any spell casting |
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302 */ |
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303 when MM_R_POWERLESS: |
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304 /* |
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305 * the cloak of displacement gives the hero an extra +2 on AC |
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306 * and saving throws. Cloaks cannot be used with armor. |
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307 */ |
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308 case MM_DISP: |
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309 /* |
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310 * the cloak of protection gives the hero +n on AC and saving |
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311 * throws with a max of +3 on saves |
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312 */ |
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313 case MM_PROTECT: |
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314 msg("wearing %s",inv_name(obj,TRUE)); |
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315 cur_misc[WEAR_CLOAK] = obj; |
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316 /* |
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317 * the gauntlets of dexterity give the hero a dexterity of 18 |
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318 * the gauntlets of ogre power give the hero a strength of 18 |
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319 * the gauntlets of fumbling cause the hero to drop his weapon |
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320 */ |
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321 when MM_G_DEXTERITY: |
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322 case MM_G_OGRE: |
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323 case MM_FUMBLE: |
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324 msg("Wearing %s", inv_name(obj,TRUE)); |
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325 cur_misc[WEAR_GAUNTLET] = obj; |
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326 if (obj->o_which == MM_FUMBLE) |
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327 daemon(fumble, 0, AFTER); |
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328 /* |
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329 * the jewel of attacks does an aggavate monster |
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330 */ |
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331 when MM_JEWEL: |
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332 msg("Wearing %s",inv_name(obj,TRUE)); |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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333 cur_misc[WEAR_JEWEL] = obj; |
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334 aggravate(TRUE, TRUE); |
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335 /* |
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336 * the necklace of adaption makes the hero immune to |
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337 * chlorine gas |
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338 */ |
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339 when MM_ADAPTION: |
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340 msg("Wearing %s",inv_name(obj,TRUE)); |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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341 cur_misc[WEAR_NECKLACE] = obj; |
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342 turn_on(player, NOGAS); |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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343 /* |
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344 * the necklace of stragulation will try to strangle the |
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345 * hero to death |
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346 */ |
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347 when MM_STRANGLE: |
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348 msg("Wearing %s",inv_name(obj,TRUE)); |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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349 cur_misc[WEAR_NECKLACE] = obj; |
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350 msg("The necklace is beginning to strangle you!"); |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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351 daemon(strangle, 0, AFTER); |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
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352 otherwise: |
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parents:
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353 msg("What a strange item you have!"); |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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354 } |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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355 status(FALSE); |
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John "Elwin" Edwards
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356 if (m_know[obj->o_which] && m_guess[obj->o_which]) { |
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357 free(m_guess[obj->o_which]); |
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358 m_guess[obj->o_which] = NULL; |
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359 } |
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parents:
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360 else if (!m_know[obj->o_which] && |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
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361 askme && |
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parents:
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362 (obj->o_flags & ISKNOW) == 0 && |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
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363 m_guess[obj->o_which] == NULL) { |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
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364 nameitem(item, FALSE); |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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|
365 } |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
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|
366 |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
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367 when RING: |
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John "Elwin" Edwards
parents:
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368 /* If there is room, put on the ring */ |
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parents:
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369 for (i=0; i<NUM_FINGERS; i++) |
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370 if (cur_ring[i] == NULL) { |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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371 cur_ring[i] = obj; |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
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372 break; |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
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373 } |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
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374 if (i == NUM_FINGERS) { /* No room */ |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
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375 if (terse) msg("Wearing enough rings"); |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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parents:
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376 else msg("You already have on eight rings"); |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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|
377 return; |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
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|
378 } |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
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|
379 |
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John "Elwin" Edwards
parents:
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|
380 /* Calculate the effect of the ring */ |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
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|
381 ring_on(item); |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
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382 } |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
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|
383 updpack(TRUE, &player); |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
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|
384 } |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
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385 |
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386 /* |
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387 * dress_units: |
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388 * How many movements periods does it take to put on or remove the |
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389 * given item of "clothing"? |
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390 */ |
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391 dress_units(item) |
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392 struct linked_list *item; |
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393 { |
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394 register struct object *obj; |
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395 |
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396 obj = OBJPTR(item); |
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397 |
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398 switch (obj->o_type) { |
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399 case ARMOR: |
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400 return(10-armors[obj->o_which].a_class); |
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401 when RING: |
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402 return(2); |
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403 when MM: |
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404 switch (obj->o_which) { |
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405 case MM_ELF_BOOTS: |
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406 case MM_DANCE: |
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407 /* Boots */ |
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408 return(4); |
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409 when MM_R_POWERLESS: |
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410 case MM_DISP: |
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411 case MM_PROTECT: |
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412 /* Robes */ |
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413 return(4); |
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414 when MM_BRACERS: |
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415 case MM_G_DEXTERITY: |
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416 case MM_G_OGRE: |
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417 case MM_FUMBLE: |
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418 /* Hand garments */ |
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419 return(3); |
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420 when MM_JEWEL: |
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421 case MM_ADAPTION: |
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422 case MM_STRANGLE: |
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423 /* Jewelry */ |
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424 return(2); |
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425 otherwise: |
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426 return(1); /* What is it? */ |
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427 } |
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428 otherwise: |
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429 return(1); /* What is it? */ |
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430 } |
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431 } |