view srogue/armor.c @ 215:1b73a8641b37

rogue4: fix most GCC5 warnings. Converting all function definitions to ANSI style accounts for most of the change. This has exposed other problems, such as daemons not actually being their stated type, that will require more careful solutions.
author John "Elwin" Edwards
date Wed, 27 Jan 2016 19:41:05 -0500
parents 2128c7dc8a40
children 94a0d9dd5ce1
line wrap: on
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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;
}