Mercurial > hg > early-roguelike
view srogue/armor.c @ 244:ded75a57405c
Rogue V4, V5: fix messages when viewing the identified items.
The functions for displaying the list of identified items begin by
prompting for the category of item, using msg(). Rogue V4 left this
prompt on the screen after displaying the discovery list. Rogue V5
erased the message window even if the process of printing the list
created another message which the player had not read.
Messages are now cleared in endline(), which is capable of checking
whether clearing should be done.
author | John "Elwin" Edwards |
---|---|
date | Sun, 24 Apr 2016 13:33:17 -0400 |
parents | 94a0d9dd5ce1 |
children | e52a8a7ad4c5 |
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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 */ void wear(void) { 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 */ void take_off(void) { 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. */ void initarmor(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 */ bool hurt_armor(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; }