annotate xrogue/wear.c @ 134:cfa9d1609b78

xrogue: fix definition of struct delayed_action. Arrays of struct delayed_action were declared before the definition. Also, daemon.c and state.c defined it differently. The state.c definition, in which d_arg is a union, is now used everywhere. This is the least bad option, but fuses and daemons are still a disheartening morass that undoubtedly shelters more bugs.
author John "Elwin" Edwards
date Tue, 21 Apr 2015 10:11:02 -0400
parents e6179860cb76
children ce0cf824c192
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133
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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 XRogue: Expeditions into the Dungeons of Doom
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5 Copyright (C) 1991 Robert Pietkivitch
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6 All rights reserved.
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7
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8 Based on "Advanced Rogue"
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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10 All rights reserved.
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11
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12 Based on "Rogue: Exploring the Dungeons of Doom"
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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14 All rights reserved.
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15
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16 See the file LICENSE.TXT for full copyright and licensing information.
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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 * take_off:
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24 * Get the armor off of the players back
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25 */
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26
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27 take_off()
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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 /* It takes time to take things off */
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33 if (player.t_action != C_TAKEOFF) {
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34 /* What does player want to take off? */
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35 if ((item = get_item(pack, "take off", REMOVABLE, FALSE, FALSE))==NULL)
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36 return;
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37
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38 obj = OBJPTR(item);
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39 if (!is_current(obj)) {
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40 msg("Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE));
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41 return;
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42 }
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43
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44 player.t_using = item; /* Remember what it is */
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45 player.t_action = C_TAKEOFF; /* We are taking something off */
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46
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47 /* Cursed items take almost no time */
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48 if (obj->o_flags & ISCURSED) player.t_no_move = movement(&player);
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49 else player.t_no_move = dress_units(item) * movement(&player);
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50 return;
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51 }
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52
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53 /* We have waited our time, let's take off our item */
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54 item = player.t_using;
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55 player.t_using = NULL;
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56 player.t_action = A_NIL;
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57
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58 obj = OBJPTR(item);
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59 if (!is_current(obj)) { /* Just to be on the safe side */
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60 msg("Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE));
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61 return;
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62 }
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63
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64 /* Can the player remove the item? */
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65 if (!dropcheck(obj)) return;
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66 updpack(TRUE, &player);
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67
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68 msg("Was wearing %c) %s", pack_char(pack, obj),inv_name(obj,TRUE));
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69 }
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70
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71 /*
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72 * wear:
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73 * The player wants to wear something, so let him/her put it on.
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74 */
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75
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76 wear()
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77 {
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78 register struct linked_list *item;
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79 register struct object *obj;
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80 register int i;
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81
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82 /* It takes time to put things on */
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83 if (player.t_action != C_WEAR) {
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84 /* What does player want to wear? */
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85 if ((item = get_item(pack, "wear", WEARABLE, FALSE, FALSE)) == NULL)
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86 return;
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87
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88 obj = OBJPTR(item);
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89
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90 switch (obj->o_type) {
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91 case ARMOR:
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92 if (cur_armor != NULL) {
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93 addmsg("You are already wearing armor");