annotate arogue5/wear.c @ 124:d10fc4a065ac

rogue5: ignore the file name stored in the save file. state.c had put file_name into the save file. The saved value was used to overwrite file_name on restore. If the save file had been renamed, unlink(file_name) would then fail, because file_name held the old name. To avoid breaking savefile compatibility, file_name is still saved, but it is read back into a temporary buffer and then ignored. I thought I fixed this already.
author John "Elwin" Edwards
date Fri, 16 Jan 2015 13:42:30 -0500
parents f2951c4e28d9
children 56e748983fa8
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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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c49f7927b0fa arogue5: add missing header files.
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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 take_off()
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27 {
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28 register struct object *obj;
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29 register struct linked_list *item;
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30
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31 /* What does player want to take off? */
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32 if ((item = get_item(pack, "take off", REMOVABLE)) == NULL)
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33 return;
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34
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35 obj = OBJPTR(item);
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36 if (!is_current(obj)) {
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37 sprintf(outstring,"Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE));
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38 msg(outstring);
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39 return;
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40 }
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41
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42 /* Can the player remove the item? */
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43 if (!dropcheck(obj)) return;
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44 updpack(TRUE);
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45
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46 sprintf(outstring,"Was wearing %c) %s", pack_char(pack, obj),inv_name(obj,TRUE));
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47 msg(outstring);
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48 }
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49
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50 /*
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51 * wear:
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52 * The player wants to wear something, so let him/her put it on.
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53 */
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54
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55 wear()
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56 {
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57 register struct linked_list *item;
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58 register struct object *obj;
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59 register int i;
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60 char buf[LINELEN];
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61
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62
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63 /* What does player want to wear? */
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64 if ((item = get_item(pack, "wear", WEARABLE)) == NULL)
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65 return;
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66
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67 obj = OBJPTR(item);
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68
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69 switch (obj->o_type) {
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70 case ARMOR:
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71 if (cur_armor != NULL) {
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72 addmsg("You are already wearing armor");
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73 if (!terse) addmsg(". You'll have to take it off first.");
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74 endmsg();
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75 after = FALSE;
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76 return;
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77 }
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78 if (cur_misc[WEAR_BRACERS] != NULL) {
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79 msg("You can't wear armor with bracers of defense.");
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80 return;
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81 }
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82 if (cur_misc[WEAR_CLOAK] != NULL || cur_relic[EMORI_CLOAK]) {
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83 msg("You can't wear armor with a cloak.");
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84 return;
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85 }
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86 if (player.t_ctype == C_THIEF &&
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87 (obj->o_which != LEATHER && obj->o_which != STUDDED_LEATHER)) {
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88 if (terse) msg("Thieves can't wear that type of armor");
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89 else
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90 msg("Thieves can only wear leather or studded leather armor");
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91 return;
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92 }
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93 waste_time();
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94 obj->o_flags |= ISKNOW;
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95 cur_armor = obj;
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96 addmsg(terse ? "W" : "You are now w");
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97 msg("earing %s.", armors[obj->o_which].a_name);
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98
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99 when MM:
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100 switch (obj->o_which) {
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101 /*
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102 * when wearing the boots of elvenkind the player will not
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103 * set off any traps
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104 */
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