view arogue7/wear.c @ 252:3d4252fa2ed3

Use more portable random seed generation. The new function md_random_seed() has replaced time() + getpid() and similar methods. Putting everything in mdport.c slightly reduces the warnings and workarounds.
author John "Elwin" Edwards
date Sat, 28 Jan 2017 15:49:41 -0500
parents e1cd27c5464f
children
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/*
 * wear.c  -  functions for dealing with armor
 *
 * Advanced Rogue
 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
 * 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.
 */

/*
 * This file contains misc functions for dealing with armor
 */

#include <stdlib.h>
#include "curses.h"
#include "rogue.h"


/*
 * take_off:
 *	Get the armor off of the players back
 */

void
take_off(void)
{
    register struct object *obj;
    register struct linked_list *item;

    /* It takes time to take things off */
    if (player.t_action != C_TAKEOFF) {
	/* What does player want to take off? */
	if ((item = get_item(pack, "take off", REMOVABLE, FALSE, FALSE))==NULL)
	    return;

	obj = OBJPTR(item);
	if (!is_current(obj)) {
	    msg("Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE));
	    return;
	}

	player.t_using = item;	/* Remember what it is */
	player.t_action = C_TAKEOFF;	/* We are taking something off */

	/* Cursed items take almost no time */
	if (obj->o_flags & ISCURSED) player.t_no_move = movement(&player);
	else player.t_no_move = dress_units(item) * movement(&player);
	return;
    }

    /* We have waited our time, let's take off our item */
    item = player.t_using;
    player.t_using = NULL;
    player.t_action = A_NIL;

    obj = OBJPTR(item);
    if (!is_current(obj)) {	/* Just to be on the safe side */
	msg("Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE));
	return;
    }

    /* Can the player remove the item? */
    if (!dropcheck(obj)) return;
    updpack(TRUE, &player);

    msg("Was wearing %c) %s", pack_char(pack, obj),inv_name(obj,TRUE));
}

/*
 * wear:
 *	The player wants to wear something, so let him/her put it on.
 */

void
wear(void)
{
    register struct linked_list *item;
    register struct object *obj;
    register int i;

    /* It takes time to put things on */
    if (player.t_action != C_WEAR) {
	/* What does player want to wear? */
	if ((item = get_item(pack, "wear", WEARABLE, FALSE, FALSE)) == NULL)
	    return;

	obj = OBJPTR(item);

	switch (obj->o_type) {
	    case ARMOR:
		if (cur_armor != NULL) {
		    addmsg("You are already wearing armor");
		    if (!terse) addmsg(".  You'll have to take it off first.");
		    endmsg();
		    after = FALSE;
		    return;
		}
		if (player.t_ctype == C_MONK) {
		    msg("Monks can't wear armor!");
		    return;
		}
		if (cur_misc[WEAR_BRACERS] != NULL) {
		    msg("You can't wear armor with bracers of defense.");
		    return;
		}
		if (cur_misc[WEAR_CLOAK] != NULL || cur_relic[EMORI_CLOAK]) {
		    msg("You can't wear armor with a cloak.");
		    return;
		}
		if (player.t_ctype == C_THIEF	&&
		    (obj->o_which != LEATHER    &&
		     obj->o_which != STUDDED_LEATHER)) {
		    if (terse) msg("Thieves can't wear that type of armor");
		    else
		 msg("Thieves can only wear leather or studded leather armor");
		    return;
		}
		if (player.t_ctype == C_ASSASIN	&&
		    (obj->o_which != LEATHER    &&
		     obj->o_which != STUDDED_LEATHER)) {
		    if (terse) msg("Assassins can't wear that type of armor");
		    else
		 msg("Assassins can only wear leather or studded leather armor");
		    return;
		}

	    when MM:
		switch (obj->o_which) {
		/*
		 * when wearing the boots of elvenkind the player will not
		 * set off any traps
		 */
		case MM_ELF_BOOTS:
		    if (cur_misc[WEAR_BOOTS] != NULL) {
			msg("Already wearing a pair of boots");
			return;
		    }
		/*
		 * when wearing the boots of dancing the player will dance
		 * uncontrollably
		 */
		when MM_DANCE:
		    if (cur_misc[WEAR_BOOTS] != NULL) {
			msg("Already wearing a pair of boots");
			return;
		    }
		/*
		 * bracers give the hero protection in he same way armor does.
		 * they cannot be used with armor but can be used with cloaks
		 */
		when MM_BRACERS:
		    if (cur_misc[WEAR_BRACERS] != NULL) {
			msg("Already wearing bracers");
			return;
		    }
		    else {
			if (cur_armor != NULL) {
			   msg("You can't wear bracers of defense with armor.");
			   return;
			}
		    }

		/*
		 * The robe (cloak) of powerlessness disallows any spell casting
		 */
		when MM_R_POWERLESS:
		/*
		 * the cloak of displacement gives the hero an extra +2 on AC
		 * and saving throws. Cloaks cannot be used with armor.
		 */
		case MM_DISP:
		/*
		 * the cloak of protection gives the hero +n on AC and saving
		 * throws with a max of +3 on saves
		 */
		case MM_PROTECT:
		    if (cur_misc[WEAR_CLOAK] != NULL ||
			cur_relic[EMORI_CLOAK]) {
			msg("%slready wearing a cloak.", terse ? "A"
							       : "You are a");
			return;
		    }
		    else {
			if (cur_armor != NULL) {
			    msg("You can't wear a cloak with armor.");
			    return;
			}
		    }
		/*
		 * the gauntlets of dexterity give the hero a dexterity of 18
		 * the gauntlets of ogre power give the hero a strength of 18
		 * the gauntlets of fumbling cause the hero to drop his weapon
		 */
		when MM_G_DEXTERITY:
		case MM_G_OGRE:
		case MM_FUMBLE:
		    if (cur_misc[WEAR_GAUNTLET] != NULL) {
			msg("Already wearing a pair of gauntlets.");
			return;
		    }
		/*
		 * the jewel of attacks does an aggavate monster
		 */
		when MM_JEWEL:
		    if (cur_misc[WEAR_JEWEL] != NULL	||
			cur_relic[YENDOR_AMULET]	||
			cur_relic[STONEBONES_AMULET]) {
			msg("Already wearing an amulet.");
			return;
		    }
		/*
		 * the necklace of adaption makes the hero immune to
		 * chlorine gas
		 */
		when MM_ADAPTION:
		    if (cur_misc[WEAR_NECKLACE] != NULL) {
			msg("Already wearing a necklace");
			return;
		    }
		/*
		 * the necklace of stragulation will try to strangle the
		 * hero to death
		 */
		when MM_STRANGLE:
		    if (cur_misc[WEAR_NECKLACE] != NULL) {
			msg("Already wearing a necklace");
			return;
		    }
		otherwise:
		    msg("what a strange item you have!");
		    return;
		}

	    when RING:
		if (cur_misc[WEAR_GAUNTLET] != NULL) {
		    msg ("You have to remove your gauntlets first!");
		    return;
		}

		/* Is there room to put the ring on */
		for (i=0; i<NUM_FINGERS; i++)
		    if (cur_ring[i] == NULL) {
			break;
		    }
		if (i == NUM_FINGERS) {	/* No room */
		    if (terse) msg("Wearing enough rings");
		    else msg("You already have on eight rings");
		    return;
		}
	}

	player.t_using = item;	/* Remember what it is */
	player.t_action = C_WEAR;	/* We are taking something off */
	player.t_no_move = dress_units(item) * movement(&player);
	return;
    }

    /* We have waited our time, let's put on our item */
    item = player.t_using;
    player.t_using = NULL;
    player.t_action = A_NIL;

    obj = OBJPTR(item);

    switch (obj->o_type) {
	case ARMOR:
	    obj->o_flags |= ISKNOW;
	    cur_armor = obj;
	    addmsg(terse ? "W" : "You are now w");
	    msg("earing %s.", armors[obj->o_which].a_name);

	when MM:
	    switch (obj->o_which) {
	    /*
	     * when wearing the boots of elvenkind the player will not
	     * set off any traps
	     */
	    case MM_ELF_BOOTS:
		msg("Wearing %s",inv_name(obj,TRUE));
		cur_misc[WEAR_BOOTS] = obj;
	    /*
	     * when wearing the boots of dancing the player will dance
	     * uncontrollably
	     */
	    when MM_DANCE:
		msg("Wearing %s",inv_name(obj,TRUE));
		cur_misc[WEAR_BOOTS] = obj;
		msg("You begin to dance uncontrollably!");
		turn_on(player, ISDANCE);
	    /*
	     * bracers give the hero protection in he same way armor does.
	     * they cannot be used with armor but can be used with cloaks
	     */
	    when MM_BRACERS:
		msg("wearing %s",inv_name(obj,TRUE));
		cur_misc[WEAR_BRACERS] = obj;

	    /*
	     * The robe (cloak) of powerlessness disallows any spell casting
	     */
	    when MM_R_POWERLESS:
	    /*
	     * the cloak of displacement gives the hero an extra +2 on AC
	     * and saving throws. Cloaks cannot be used with armor.
	     */
	    case MM_DISP:
	    /*
	     * the cloak of protection gives the hero +n on AC and saving
	     * throws with a max of +3 on saves
	     */
	    case MM_PROTECT:
		msg("wearing %s",inv_name(obj,TRUE));
		cur_misc[WEAR_CLOAK] = obj;
	    /*
	     * the gauntlets of dexterity give the hero a dexterity of 18
	     * the gauntlets of ogre power give the hero a strength of 18
	     * the gauntlets of fumbling cause the hero to drop his weapon
	     */
	    when MM_G_DEXTERITY:
	    case MM_G_OGRE:
	    case MM_FUMBLE:
		msg("Wearing %s", inv_name(obj,TRUE));
		cur_misc[WEAR_GAUNTLET] = obj;
		if (obj->o_which == MM_FUMBLE)
		    start_daemon(fumble, NULL, AFTER);
	    /*
	     * the jewel of attacks does an aggavate monster
	     */
	    when MM_JEWEL:
		msg("Wearing %s",inv_name(obj,TRUE));
		cur_misc[WEAR_JEWEL] = obj;
		aggravate(TRUE, TRUE);
	    /*
	     * the necklace of adaption makes the hero immune to
	     * chlorine gas
	     */
	    when MM_ADAPTION:
		msg("Wearing %s",inv_name(obj,TRUE));
		cur_misc[WEAR_NECKLACE] = obj;
		turn_on(player, NOGAS);
	    /*
	     * the necklace of stragulation will try to strangle the
	     * hero to death
	     */
	    when MM_STRANGLE:
		msg("Wearing %s",inv_name(obj,TRUE));
		cur_misc[WEAR_NECKLACE] = obj;
		msg("The necklace is beginning to strangle you!");
		start_daemon(strangle, NULL, AFTER);
	    otherwise:
		msg("What a strange item you have!");
	    }
	    status(FALSE);
	    if (m_know[obj->o_which] && m_guess[obj->o_which]) {
		free(m_guess[obj->o_which]);
		m_guess[obj->o_which] = NULL;
	    }
	    else if (!m_know[obj->o_which] && 
		     askme &&
		     (obj->o_flags & ISKNOW) == 0 &&
		     m_guess[obj->o_which] == NULL) {
		nameitem(item, FALSE);
	    }

	when RING:
	    /* If there is room, put on the ring */
	    for (i=0; i<NUM_FINGERS; i++)
	        if (cur_ring[i] == NULL) {
		    cur_ring[i] = obj;
		    break;
		}
	    if (i == NUM_FINGERS) {	/* No room */
		if (terse) msg("Wearing enough rings");
		else msg("You already have on eight rings");
		return;
	    }

	    /* Calculate the effect of the ring */
	    ring_on(item);
    }
    updpack(TRUE, &player);
}

/*
 * dress_units:
 *	How many movements periods does it take to put on or remove the
 *	given item of "clothing"?
 */
int
dress_units(struct linked_list *item)
{
    register struct object *obj;

    obj = OBJPTR(item);

    switch (obj->o_type) {
	case ARMOR:
	    return(10-armors[obj->o_which].a_class);
	when RING:
	    return(2);
	when MM:
	    switch (obj->o_which) {
		case MM_ELF_BOOTS:
		case MM_DANCE:
		    /* Boots */
		    return(4);
		when MM_R_POWERLESS:
		case MM_DISP:
		case MM_PROTECT:
		    /* Robes */
		    return(4);
		when MM_BRACERS:
		case MM_G_DEXTERITY:
		case MM_G_OGRE:
		case MM_FUMBLE:
		    /* Hand garments */
		    return(3);
		when MM_JEWEL:
		case MM_ADAPTION:
		case MM_STRANGLE:
		    /* Jewelry */
		    return(2);
		otherwise:
		    return(1);	/* What is it? */
	}
	otherwise:
	    return(1);	/* What is it? */
    }
}