view srogue/armor.c @ 170:0298a68cc179

Advanced Rogue family: fix messages from some scrolls. When scrolls of magic mapping or gold detection were read, their characteristic messages were displayed before overwriting the whole screen to show the newly discovered information. They are now shown after updating the screen, so they will be visible.
author John "Elwin" Edwards
date Thu, 02 Jul 2015 08:04:16 -0400
parents 2128c7dc8a40
children 94a0d9dd5ce1
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/*
 * This file contains misc functions for dealing with armor
 *
 * @(#)armor.c	9.0	(rdk)	 7/17/84
 *
 * Super-Rogue
 * Copyright (C) 1984 Robert D. Kindelberger
 * All rights reserved.
 *
 * Based on "Rogue: Exploring the Dungeons of Doom"
 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

#include "rogue.h"
#include "rogue.ext"

/*
 * wear:
 *	The player wants to wear something, so let the hero try
 */
wear()
{
	reg struct linked_list *item;
	reg struct object *obj;

	if (cur_armor != NULL) {
		msg("You are already wearing some.");
		after = FALSE;
		return;
	}
	if ((item = get_item("wear", ARMOR)) == NULL)
		return;
	obj = OBJPTR(item);
	if (obj->o_type != ARMOR) {
		msg("You can't wear that.");
		return;
	}
	waste_time();
	msg("Wearing %s.", a_magic[obj->o_which].mi_name);
	cur_armor = obj;
	setoflg(obj,ISKNOW);
	nochange = FALSE;
}


/*
 * take_off:
 *	Get the armor off of the players back
 */
take_off()
{
	reg struct object *obj;

	if ((obj = cur_armor) == NULL) {
		msg("Not wearing any armor.");
		return;
	}
	if (!dropcheck(cur_armor))
		return;
	cur_armor = NULL;
	msg("Was wearing %c) %s",pack_char(obj),inv_name(obj,TRUE));
	nochange = FALSE;
}

/*
 * initarmor:
 *		Initialize some armor.
 */
initarmor(obj, what)
struct object *obj;
int what;
{
	struct init_armor *iwa;
	struct magic_item *mi;

	obj->o_type = ARMOR;
	obj->o_which = what;
	iwa = &armors[what];
	mi = &a_magic[what];
	obj->o_vol = iwa->a_vol;
	obj->o_ac = iwa->a_class;
	obj->o_weight = iwa->a_wght;
	obj->o_typname = things[TYP_ARMOR].mi_name;
}

/*
 * hurt_armor:
 *	Returns TRUE if armor is damaged
 */
hurt_armor(obj)
struct object *obj;
{
	reg int type, ac;

	if (obj != NULL) {
		if (o_on(obj, ISPROT) || (o_on(obj, ISBLESS) && rnd(100) < 10))
			return FALSE;
		ac = obj->o_ac;
		type = obj->o_which;
		if (type != PADDED && type != LEATHER)
			if ((type == STUDDED && ac < 8) || (type != STUDDED && ac < 9))
				return TRUE;
	}
	return FALSE;
}