view xrogue/wear.c @ 264:778938a5c21d

UltraRogue: add location for character files. When using the -n option, UltraRogue will look for character files in a single location, similar to save files. The location is chosen by defining CHRDIR in getplay.c, at least until UltraRogue gets integrated with the build systems.
author John "Elwin" Edwards
date Sun, 19 Feb 2017 19:47:09 -0500
parents 7c1cb43f346e
children
line wrap: on
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/*
    wear.c  -  functions for dealing with armor
    
    XRogue: Expeditions into the Dungeons of Doom
    Copyright (C) 1991 Robert Pietkivitch
    All rights reserved.
    
    Based on "Advanced Rogue"
    Copyright (C) 1984, 1985 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.
*/

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

int dress_units(struct linked_list *item);

/*
 * 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 wear leather and studded leather armor.");
                    return;
                }
                if (player.t_ctype == C_ASSASSIN &&
                    (obj->o_which != LEATHER    &&
                     obj->o_which != STUDDED_LEATHER)) {
                    if (terse) msg("Assassins can't wear that type of armor.");
                    else
                 msg("Assassins can wear leather and 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 and ogre power give the hero
                 * a dexterity of 21, 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 and acid breath.
                 */
                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) { /* Not enough fingers */
                    if (terse) msg("Wearing enough rings.");
                    else msg("You are already wearing 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 and ogre power give the hero
             * a dexterity of 21, 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); /* affect all charactors */
                if (player.t_ctype == C_PALADIN ||
                    player.t_ctype == C_RANGER  || player.t_ctype == C_MONK)
                        msg("A chill runs down your spine! ");

            /*
             * the necklace of adaption makes the hero immune to
             * chlorine gas and acid
             */
            when MM_ADAPTION:
                msg("Wearing %s",inv_name(obj,TRUE));
                cur_misc[WEAR_NECKLACE] = obj;
                turn_on(player, NOGAS);
                turn_on(player, NOACID);

            /*
             * 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) {     /* Not enough fingers */
                if (terse) msg("Wearing enough rings.");
                else msg("You are already wearing 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(5);
                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? */
    }
}