Source:SLASH'EM 0.0.7E7F2/do wear.c
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Below is the full text to do_wear.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[Source:SLASH'EM 0.0.7E7F2/do_wear.c#line123]], for example.
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1. /* SCCS Id: @(#)do_wear.c 3.4 2003/11/14 */ 2. /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4. 5. #include "hack.h" 6. 7. #ifndef OVLB 8. 9. STATIC_DCL long takeoff_mask, taking_off; 10. 11. #else /* OVLB */ 12. 13. STATIC_OVL NEARDATA long takeoff_mask = 0L; 14. static NEARDATA long taking_off = 0L; 15. 16. static NEARDATA int todelay; 17. static boolean cancelled_don = FALSE; 18. 19. static NEARDATA const char see_yourself[] = "see yourself"; 20. static NEARDATA const char unknown_type[] = "Unknown type of %s (%d)"; 21. static NEARDATA const char c_armor[] = "armor", 22. c_suit[] = "suit", 23. #ifdef TOURIST 24. c_shirt[] = "shirt", 25. #endif 26. c_cloak[] = "cloak", 27. c_gloves[] = "gloves", 28. c_boots[] = "boots", 29. c_helmet[] = "helmet", 30. c_shield[] = "shield", 31. c_weapon[] = "weapon", 32. c_sword[] = "sword", 33. c_axe[] = "axe", 34. c_that_[] = "that"; 35. 36. static NEARDATA const long takeoff_order[] = { WORN_BLINDF, W_WEP, 37. WORN_SHIELD, WORN_GLOVES, LEFT_RING, RIGHT_RING, WORN_CLOAK, 38. WORN_HELMET, WORN_AMUL, WORN_ARMOR, 39. #ifdef TOURIST 40. WORN_SHIRT, 41. #endif 42. WORN_BOOTS, W_SWAPWEP, W_QUIVER, 0L }; 43. 44. STATIC_DCL void FDECL(on_msg, (struct obj *)); 45. STATIC_DCL void FDECL(Ring_off_or_gone, (struct obj *, BOOLEAN_P)); 46. STATIC_PTR int FDECL(select_off, (struct obj *)); 47. STATIC_DCL struct obj *NDECL(do_takeoff); 48. STATIC_PTR int NDECL(take_off); 49. STATIC_DCL int FDECL(menu_remarm, (int)); 50. STATIC_DCL void FDECL(already_wearing, (const char*)); 51. STATIC_DCL void FDECL(already_wearing2, (const char*, const char*)); 52. 53. void 54. off_msg(otmp) 55. register struct obj *otmp; 56. { 57. if(flags.verbose) 58. You("were wearing %s.", doname(otmp)); 59. } 60. 61. /* for items that involve no delay */ 62. STATIC_OVL void 63. on_msg(otmp) 64. register struct obj *otmp; 65. { 66. if (flags.verbose) { 67. char how[BUFSZ]; 68. 69. how[0] = '\0'; 70. if (otmp->otyp == TOWEL) 71. Sprintf(how, " around your %s", body_part(HEAD)); 72. You("are now wearing %s%s.", 73. obj_is_pname(otmp) ? the(xname(otmp)) : an(xname(otmp)), 74. how); 75. } 76. } 77. 78. /* 79. * The Type_on() functions should be called *after* setworn(). 80. * The Type_off() functions call setworn() themselves. 81. */ 82. 83. int 84. Boots_on() 85. { 86. long oldprop = 87. u.uprops[objects[uarmf->otyp].oc_oprop].extrinsic & ~WORN_BOOTS; 88. 89. switch(uarmf->otyp) { 90. case LOW_BOOTS: 91. case IRON_SHOES: 92. case HIGH_BOOTS: 93. case JUMPING_BOOTS: 94. case KICKING_BOOTS: 95. break; 96. case WATER_WALKING_BOOTS: 97. if (u.uinwater) spoteffects(TRUE); 98. break; 99. case SPEED_BOOTS: 100. /* Speed boots are still better than intrinsic speed, */ 101. /* though not better than potion speed */ 102. if (!oldprop && !(HFast & TIMEOUT)) { 103. makeknown(uarmf->otyp); 104. You_feel("yourself speed up%s.", 105. (oldprop || HFast) ? " a bit more" : ""); 106. } 107. break; 108. case ELVEN_BOOTS: 109. if (!oldprop && !HStealth && !BStealth) { 110. makeknown(uarmf->otyp); 111. You("walk very quietly."); 112. } 113. break; 114. case FUMBLE_BOOTS: 115. if (!oldprop && !(HFumbling & ~TIMEOUT)) 116. incr_itimeout(&HFumbling, rnd(20)); 117. break; 118. case LEVITATION_BOOTS: 119. if (!oldprop && !HLevitation) { 120. makeknown(uarmf->otyp); 121. float_up(); 122. spoteffects(FALSE); 123. } 124. break; 125. default: impossible(unknown_type, c_boots, uarmf->otyp); 126. } 127. return 0; 128. } 129. 130. int 131. Boots_off() 132. { 133. int otyp = uarmf->otyp; 134. long oldprop = u.uprops[objects[otyp].oc_oprop].extrinsic & ~WORN_BOOTS; 135. 136. takeoff_mask &= ~W_ARMF; 137. /* For levitation, float_down() returns if Levitation, so we 138. * must do a setworn() _before_ the levitation case. 139. */ 140. setworn((struct obj *)0, W_ARMF); 141. switch (otyp) { 142. case SPEED_BOOTS: 143. if (!Very_fast && !cancelled_don) { 144. makeknown(otyp); 145. You_feel("yourself slow down%s.", 146. Fast ? " a bit" : ""); 147. } 148. break; 149. case WATER_WALKING_BOOTS: 150. if (is_pool(u.ux,u.uy) && !Levitation && !Flying && 151. !is_clinger(youmonst.data) && !cancelled_don) { 152. makeknown(otyp); 153. /* make boots known in case you survive the drowning */ 154. spoteffects(TRUE); 155. } 156. break; 157. case ELVEN_BOOTS: 158. if (!oldprop && !HStealth && !BStealth && !cancelled_don) { 159. makeknown(otyp); 160. You("sure are noisy."); 161. } 162. break; 163. case FUMBLE_BOOTS: 164. if (!oldprop && !(HFumbling & ~TIMEOUT)) 165. HFumbling = EFumbling = 0; 166. break; 167. case LEVITATION_BOOTS: 168. if (!oldprop && !HLevitation && !cancelled_don) { 169. (void) float_down(0L, 0L); 170. makeknown(otyp); 171. } 172. break; 173. case LOW_BOOTS: 174. case IRON_SHOES: 175. case HIGH_BOOTS: 176. case JUMPING_BOOTS: 177. case KICKING_BOOTS: 178. break; 179. default: impossible(unknown_type, c_boots, otyp); 180. } 181. cancelled_don = FALSE; 182. return 0; 183. } 184. 185. int 186. Cloak_on() 187. { 188. long oldprop = 189. u.uprops[objects[uarmc->otyp].oc_oprop].extrinsic & ~WORN_CLOAK; 190. 191. switch(uarmc->otyp) { 192. case ELVEN_CLOAK: 193. case CLOAK_OF_PROTECTION: 194. case CLOAK_OF_DISPLACEMENT: 195. makeknown(uarmc->otyp); 196. break; 197. case ORCISH_CLOAK: 198. case DWARVISH_CLOAK: 199. case CLOAK_OF_MAGIC_RESISTANCE: 200. case ROBE: 201. case LEATHER_CLOAK: 202. /* KMH, balance patch -- removed 203. case CLOAK_OF_DRAIN_RESISTANCE: */ 204. break; 205. /* KMH, balance patch -- lab coat gives poison _and_ acid resistance */ 206. case LAB_COAT: 207. EAcid_resistance |= WORN_CLOAK; 208. break; 209. case MUMMY_WRAPPING: 210. /* Note: it's already being worn, so we have to cheat here. */ 211. if ((HInvis || EInvis || pm_invisible(youmonst.data)) && !Blind) { 212. newsym(u.ux,u.uy); 213. You("can %s!", 214. See_invisible ? "no longer see through yourself" 215. : see_yourself); 216. } 217. break; 218. case CLOAK_OF_INVISIBILITY: 219. /* since cloak of invisibility was worn, we know mummy wrapping 220. wasn't, so no need to check `oldprop' against blocked */ 221. if (!oldprop && !HInvis && !Blind) { 222. makeknown(uarmc->otyp); 223. newsym(u.ux,u.uy); 224. pline("Suddenly you can%s yourself.", 225. See_invisible ? " see through" : "not see"); 226. } 227. break; 228. case POISONOUS_CLOAK: 229. if (Poison_resistance) 230. pline("This cloak feels a little itchy."); 231. else { 232. makeknown(uarmc->otyp); 233. poisoned("cloak",A_STR,"poisonous cloak",3); 234. } 235. break; 236. case OILSKIN_CLOAK: 237. pline("%s very tightly.", Tobjnam(uarmc, "fit")); 238. break; 239. /* Alchemy smock gives poison _and_ acid resistance */ 240. #if 0 241. case ALCHEMY_SMOCK: 242. EAcid_resistance |= WORN_CLOAK; 243. break; 244. #endif 245. default: impossible(unknown_type, c_cloak, uarmc->otyp); 246. } 247. return 0; 248. } 249. 250. int 251. Cloak_off() 252. { 253. int otyp = uarmc->otyp; 254. long oldprop = u.uprops[objects[otyp].oc_oprop].extrinsic & ~WORN_CLOAK; 255. 256. takeoff_mask &= ~W_ARMC; 257. /* For mummy wrapping, taking it off first resets `Invisible'. */ 258. setworn((struct obj *)0, W_ARMC); 259. switch (otyp) { 260. case ELVEN_CLOAK: 261. case ORCISH_CLOAK: 262. case DWARVISH_CLOAK: 263. case CLOAK_OF_PROTECTION: 264. case CLOAK_OF_MAGIC_RESISTANCE: 265. case CLOAK_OF_DISPLACEMENT: 266. case POISONOUS_CLOAK: 267. case OILSKIN_CLOAK: 268. case ROBE: 269. case LEATHER_CLOAK: 270. /* KMH, balance patch -- removed 271. case CLOAK_OF_DRAIN_RESISTANCE: */ 272. break; 273. /* KMH, balance patch -- lab coat gives poison _and_ acid resistance */ 274. case LAB_COAT: 275. EAcid_resistance &= ~WORN_CLOAK; 276. break; 277. case MUMMY_WRAPPING: 278. if (Invis && !Blind) { 279. newsym(u.ux,u.uy); 280. You("can %s.", 281. See_invisible ? "see through yourself" 282. : "no longer see yourself"); 283. } 284. break; 285. case CLOAK_OF_INVISIBILITY: 286. if (!oldprop && !HInvis && !Blind) { 287. makeknown(CLOAK_OF_INVISIBILITY); 288. newsym(u.ux,u.uy); 289. pline("Suddenly you can %s.", 290. See_invisible ? "no longer see through yourself" 291. : see_yourself); 292. } 293. break; 294. #if 0 295. /* Alchemy smock gives poison _and_ acid resistance */ 296. case ALCHEMY_SMOCK: 297. EAcid_resistance &= ~WORN_CLOAK; 298. break; 299. #endif 300. default: impossible(unknown_type, c_cloak, otyp); 301. } 302. return 0; 303. } 304. 305. int 306. Helmet_on() 307. { 308. switch(uarmh->otyp) { 309. case FEDORA: 310. set_moreluck(); 311. break; 312. case HELMET: 313. case DENTED_POT: 314. case ELVEN_LEATHER_HELM: 315. case DWARVISH_IRON_HELM: 316. case ORCISH_HELM: 317. /* KMH, balance patch -- removed 318. case FIRE_HELMET: */ 319. case HELM_OF_TELEPATHY: 320. break; 321. case HELM_OF_BRILLIANCE: 322. adj_abon(uarmh, uarmh->spe); 323. break; 324. case CORNUTHAUM: 325. /* people think marked wizards know what they're talking 326. * about, but it takes trained arrogance to pull it off, 327. * and the actual enchantment of the hat is irrelevant. 328. */ 329. ABON(A_CHA) += (Role_if(PM_WIZARD) ? 1 : -1); 330. flags.botl = 1; 331. makeknown(uarmh->otyp); 332. break; 333. case HELM_OF_OPPOSITE_ALIGNMENT: 334. if (u.ualign.type == A_NEUTRAL) 335. u.ualign.type = rn2(2) ? A_CHAOTIC : A_LAWFUL; 336. else u.ualign.type = -(u.ualign.type); 337. u.ublessed = 0; /* lose your god's protection */ 338. /* makeknown(uarmh->otyp); -- moved below, after xname() */ 339. /*FALLTHRU*/ 340. case DUNCE_CAP: 341. if (!uarmh->cursed) { 342. if (Blind) 343. pline("%s for a moment.", Tobjnam(uarmh, "vibrate")); 344. else 345. pline("%s %s for a moment.", 346. Tobjnam(uarmh, "glow"), hcolor(NH_BLACK)); 347. curse(uarmh); 348. } 349. flags.botl = 1; /* reveal new alignment or INT & WIS */ 350. if (Hallucination) { 351. pline("My brain hurts!"); /* Monty Python's Flying Circus */ 352. } else if (uarmh->otyp == DUNCE_CAP) { 353. You_feel("%s.", /* track INT change; ignore WIS */ 354. ACURR(A_INT) <= (ABASE(A_INT) + ABON(A_INT) + ATEMP(A_INT)) ? 355. "like sitting in a corner" : "giddy"); 356. } else { 357. Your("mind oscillates briefly."); 358. makeknown(HELM_OF_OPPOSITE_ALIGNMENT); 359. } 360. break; 361. default: impossible(unknown_type, c_helmet, uarmh->otyp); 362. } 363. return 0; 364. } 365. 366. int 367. Helmet_off() 368. { 369. takeoff_mask &= ~W_ARMH; 370. 371. switch(uarmh->otyp) { 372. case FEDORA: 373. setworn((struct obj *)0, W_ARMH); 374. set_moreluck(); 375. return 0; 376. case HELMET: 377. case DENTED_POT: 378. case ELVEN_LEATHER_HELM: 379. case DWARVISH_IRON_HELM: 380. case ORCISH_HELM: 381. /* KMH, balance patch -- removed 382. case FIRE_HELMET: */ 383. break; 384. case DUNCE_CAP: 385. flags.botl = 1; 386. break; 387. case CORNUTHAUM: 388. if (!cancelled_don) { 389. ABON(A_CHA) += (Role_if(PM_WIZARD) ? -1 : 1); 390. flags.botl = 1; 391. } 392. break; 393. case HELM_OF_TELEPATHY: 394. /* need to update ability before calling see_monsters() */ 395. setworn((struct obj *)0, W_ARMH); 396. see_monsters(); 397. return 0; 398. case HELM_OF_BRILLIANCE: 399. if (!cancelled_don) adj_abon(uarmh, -uarmh->spe); 400. break; 401. case HELM_OF_OPPOSITE_ALIGNMENT: 402. u.ualign.type = u.ualignbase[A_CURRENT]; 403. u.ublessed = 0; /* lose the other god's protection */ 404. flags.botl = 1; 405. break; 406. default: impossible(unknown_type, c_helmet, uarmh->otyp); 407. } 408. setworn((struct obj *)0, W_ARMH); 409. cancelled_don = FALSE; 410. return 0; 411. } 412. 413. int 414. Gloves_on() 415. { 416. long oldprop = 417. u.uprops[objects[uarmg->otyp].oc_oprop].extrinsic & ~WORN_GLOVES; 418. 419. switch(uarmg->otyp) { 420. case LEATHER_GLOVES: 421. break; 422. case GAUNTLETS_OF_SWIMMING: 423. if (u.uinwater) { 424. pline("Hey! You can swim!"); 425. spoteffects(TRUE); 426. } 427. break; 428. case GAUNTLETS_OF_FUMBLING: 429. if (!oldprop && !(HFumbling & ~TIMEOUT)) 430. incr_itimeout(&HFumbling, rnd(20)); 431. break; 432. case GAUNTLETS_OF_POWER: 433. makeknown(uarmg->otyp); 434. flags.botl = 1; /* taken care of in attrib.c */ 435. break; 436. case GAUNTLETS_OF_DEXTERITY: 437. adj_abon(uarmg, uarmg->spe); 438. break; 439. default: impossible(unknown_type, c_gloves, uarmg->otyp); 440. } 441. return 0; 442. } 443. 444. int 445. Gloves_off() 446. { 447. long oldprop = 448. u.uprops[objects[uarmg->otyp].oc_oprop].extrinsic & ~WORN_GLOVES; 449. 450. takeoff_mask &= ~W_ARMG; 451. 452. switch(uarmg->otyp) { 453. case LEATHER_GLOVES: 454. break; 455. case GAUNTLETS_OF_SWIMMING: 456. if (u.uinwater) { 457. You("begin to thrash about!"); 458. spoteffects(TRUE); 459. } 460. break; 461. case GAUNTLETS_OF_FUMBLING: 462. if (!oldprop && !(HFumbling & ~TIMEOUT)) 463. HFumbling = EFumbling = 0; 464. break; 465. case GAUNTLETS_OF_POWER: 466. makeknown(uarmg->otyp); 467. flags.botl = 1; /* taken care of in attrib.c */ 468. break; 469. case GAUNTLETS_OF_DEXTERITY: 470. if (!cancelled_don) adj_abon(uarmg, -uarmg->spe); 471. break; 472. default: impossible(unknown_type, c_gloves, uarmg->otyp); 473. } 474. setworn((struct obj *)0, W_ARMG); 475. cancelled_don = FALSE; 476. (void) encumber_msg(); /* immediate feedback for GoP */ 477. 478. /* Prevent wielding cockatrice when not wearing gloves */ 479. if (uwep && uwep->otyp == CORPSE && 480. touch_petrifies(&mons[uwep->corpsenm])) { 481. char kbuf[BUFSZ]; 482. 483. You("wield the %s in your bare %s.", 484. corpse_xname(uwep, TRUE), makeplural(body_part(HAND))); 485. Strcpy(kbuf, an(killer_cxname(uwep, TRUE))); 486. instapetrify(kbuf); 487. uwepgone(); /* life-saved still doesn't allow touching cockatrice */ 488. } 489. 490. /* KMH -- ...or your secondary weapon when you're wielding it */ 491. if (u.twoweap && uswapwep && uswapwep->otyp == CORPSE && 492. touch_petrifies(&mons[uswapwep->corpsenm])) { 493. char kbuf[BUFSZ]; 494. 495. You("wield the %s in your bare %s.", 496. corpse_xname(uswapwep, TRUE), body_part(HAND)); 497. 498. Strcpy(kbuf, an(killer_cxname(uswapwep, TRUE))); 499. instapetrify(kbuf); 500. uswapwepgone(); /* lifesaved still doesn't allow touching cockatrice */ 501. } 502. 503. return 0; 504. } 505. 506. int 507. Shield_on() 508. { 509. /* 510. switch (uarms->otyp) { 511. case SMALL_SHIELD: 512. case ELVEN_SHIELD: 513. case URUK_HAI_SHIELD: 514. case ORCISH_SHIELD: 515. case DWARVISH_ROUNDSHIELD: 516. case LARGE_SHIELD: 517. case SHIELD_OF_REFLECTION: 518. break; 519. default: impossible(unknown_type, c_shield, uarms->otyp); 520. } 521. */ 522. return 0; 523. } 524. 525. int 526. Shield_off() 527. { 528. takeoff_mask &= ~W_ARMS; 529. /* 530. switch (uarms->otyp) { 531. case SMALL_SHIELD: 532. case ELVEN_SHIELD: 533. case URUK_HAI_SHIELD: 534. case ORCISH_SHIELD: 535. case DWARVISH_ROUNDSHIELD: 536. case LARGE_SHIELD: 537. case SHIELD_OF_REFLECTION: 538. break; 539. default: impossible(unknown_type, c_shield, uarms->otyp); 540. } 541. */ 542. setworn((struct obj *)0, W_ARMS); 543. return 0; 544. } 545. 546. #ifdef TOURIST 547. int 548. Shirt_on() 549. { 550. /* 551. switch (uarmu->otyp) { 552. case HAWAIIAN_SHIRT: 553. case T_SHIRT: 554. break; 555. default: impossible(unknown_type, c_shirt, uarmu->otyp); 556. } 557. */ 558. return 0; 559. } 560. 561. int 562. Shirt_off() 563. { 564. takeoff_mask &= ~W_ARMU; 565. /* 566. switch (uarmu->otyp) { 567. case HAWAIIAN_SHIRT: 568. case T_SHIRT: 569. break; 570. default: impossible(unknown_type, c_shirt, uarmu->otyp); 571. } 572. */ 573. setworn((struct obj *)0, W_ARMU); 574. return 0; 575. } 576. #endif /*TOURIST*/ 577. 578. /* This must be done in worn.c, because one of the possible intrinsics conferred 579. * is fire resistance, and we have to immediately set HFire_resistance in worn.c 580. * since worn.c will check it before returning. 581. */ 582. int 583. Armor_on() 584. { 585. /* KMH -- certain armor is obvious when worn */ 586. switch (uarm->otyp) { 587. case ROBE_OF_PROTECTION: 588. case ROBE_OF_WEAKNESS: 589. makeknown(uarm->otyp); 590. break; 591. } 592. return 0; 593. } 594. 595. int 596. Armor_off() 597. { 598. takeoff_mask &= ~W_ARM; 599. setworn((struct obj *)0, W_ARM); 600. cancelled_don = FALSE; 601. return 0; 602. } 603. 604. /* The gone functions differ from the off functions in that if you die from 605. * taking it off and have life saving, you still die. 606. */ 607. int 608. Armor_gone() 609. { 610. takeoff_mask &= ~W_ARM; 611. setnotworn(uarm); 612. cancelled_don = FALSE; 613. return 0; 614. } 615. 616. void 617. Amulet_on() 618. { 619. switch(uamul->otyp) { 620. case AMULET_OF_ESP: 621. #if 0 /* OBSOLETE */ 622. if(uamul->oartifact == ART_MEDALLION_OF_SHIFTERS) rescham(); 623. #endif 624. case AMULET_OF_LIFE_SAVING: 625. case AMULET_VERSUS_POISON: 626. case AMULET_OF_DRAIN_RESISTANCE: 627. case AMULET_OF_REFLECTION: 628. case AMULET_OF_MAGICAL_BREATHING: 629. /* KMH, balance patch -- removed 630. case AMULET_OF_REGENERATION: 631. case AMULET_OF_CONFLICT:*/ 632. case FAKE_AMULET_OF_YENDOR: 633. break; 634. case AMULET_OF_UNCHANGING: 635. if (Slimed) { 636. Slimed = 0; 637. flags.botl = 1; 638. } 639. break; 640. case AMULET_OF_CHANGE: 641. { 642. int orig_sex = poly_gender(); 643. 644. if (Unchanging) break; 645. change_sex(); 646. /* Don't use same message as polymorph */ 647. if (orig_sex != poly_gender()) { 648. makeknown(AMULET_OF_CHANGE); 649. You("are suddenly very %s!", flags.female ? "feminine" 650. : "masculine"); 651. flags.botl = 1; 652. } else 653. /* already polymorphed into single-gender monster; only 654. changed the character's base sex */ 655. You("don't feel like yourself."); 656. pline_The("amulet disintegrates!"); 657. if (orig_sex == poly_gender() && uamul->dknown && 658. !objects[AMULET_OF_CHANGE].oc_name_known && 659. !objects[AMULET_OF_CHANGE].oc_uname) 660. docall(uamul); 661. useup(uamul); 662. break; 663. } 664. /* KMH, balance patch -- removed 665. case AMULET_OF_POLYMORPH: 666. makeknown(AMULET_OF_POLYMORPH); 667. You("feel rather strange."); 668. polyself(); 669. flags.botl = 1; 670. pline("The amulet disintegrates!"); 671. useup(uamul); 672. break;*/ 673. case AMULET_OF_STRANGULATION: 674. makeknown(AMULET_OF_STRANGULATION); 675. pline("It constricts your throat!"); 676. Strangled = 6; 677. break; 678. case AMULET_OF_RESTFUL_SLEEP: 679. if(uamul->blessed) { 680. char buf[BUFSZ]; 681. int sleeptime; 682. 683. makeknown(AMULET_OF_RESTFUL_SLEEP); 684. do { 685. getlin("How many moves do you wish to sleep for? [1-500]", buf); 686. sleeptime = (!*buf || *buf=='\033') ? 0 : atoi(buf); 687. } while (sleeptime < 1 || sleeptime > 500); 688. if (sleeptime > 0) { 689. You("sit down and fall asleep."); 690. nomul(-sleeptime); 691. u.usleep = 1; 692. nomovemsg = "You wake up from your refreshing nap."; 693. HSleeping = rnd(100); 694. } 695. } else HSleeping = rnd(100); 696. break; 697. case AMULET_OF_YENDOR: 698. break; 699. /* KMH, balance patch -- added */ 700. case AMULET_VERSUS_STONE: 701. uunstone(); 702. break; 703. case AMULET_OF_FLYING: 704. if (!(EFlying & ~W_AMUL) && !is_flyer(youmonst.data)) { 705. You_feel("like flying!"); 706. if (!Levitation) 707. float_up(); 708. makeknown(AMULET_OF_FLYING); 709. } 710. break; 711. } 712. } 713. 714. void 715. Amulet_off() 716. { 717. takeoff_mask &= ~W_AMUL; 718. 719. switch(uamul->otyp) { 720. case AMULET_OF_ESP: 721. /* need to update ability before calling see_monsters() */ 722. #if 0 /* OBSOLETE */ 723. if(uamul->oartifact == ART_MEDALLION_OF_SHIFTERS) restartcham(); 724. #endif 725. setworn((struct obj *)0, W_AMUL); 726. see_monsters(); 727. return; 728. case AMULET_OF_LIFE_SAVING: 729. case AMULET_VERSUS_POISON: 730. case AMULET_OF_DRAIN_RESISTANCE: 731. /* KMH, balance patch -- removed 732. case AMULET_OF_REGENERATION: 733. case AMULET_OF_CONFLICT:*/ 734. /* KMH, balance patch -- added */ 735. case AMULET_VERSUS_STONE: 736. case AMULET_OF_REFLECTION: 737. case AMULET_OF_CHANGE: 738. case AMULET_OF_UNCHANGING: 739. case FAKE_AMULET_OF_YENDOR: 740. break; 741. case AMULET_OF_MAGICAL_BREATHING: 742. if (Underwater) { 743. /* HMagical_breathing must be set off 744. before calling drown() */ 745. setworn((struct obj *)0, W_AMUL); 746. if (!breathless(youmonst.data) && !amphibious(youmonst.data) 747. && !Swimming) { 748. You("suddenly inhale an unhealthy amount of water!"); 749. (void) drown(); 750. } 751. return; 752. } 753. break; 754. case AMULET_OF_STRANGULATION: 755. if (Strangled) { 756. You("can breathe more easily!"); 757. Strangled = 0; 758. } 759. break; 760. case AMULET_OF_RESTFUL_SLEEP: 761. setworn((struct obj *)0, W_AMUL); 762. if (!ESleeping) 763. HSleeping = 0; 764. return; 765. /* KMH, balance patch -- added */ 766. case AMULET_OF_FLYING: 767. setworn((struct obj *)0, W_AMUL); 768. (void) float_down(0L, 0L); 769. return; 770. case AMULET_OF_YENDOR: 771. break; 772. } 773. setworn((struct obj *)0, W_AMUL); 774. return; 775. } 776. 777. void 778. Ring_on(obj) 779. register struct obj *obj; 780. { 781. long oldprop = u.uprops[objects[obj->otyp].oc_oprop].extrinsic; 782. int old_attrib, which; 783. 784. if (obj == uwep) setuwep((struct obj *) 0, TRUE); 785. if (obj == uswapwep) setuswapwep((struct obj *) 0, TRUE); 786. if (obj == uquiver) setuqwep((struct obj *) 0); 787. 788. /* only mask out W_RING when we don't have both 789. left and right rings of the same type */ 790. if ((oldprop & W_RING) != W_RING) oldprop &= ~W_RING; 791. 792. switch(obj->otyp){ 793. case RIN_TELEPORTATION: 794. case RIN_REGENERATION: 795. case RIN_SEARCHING: 796. case RIN_STEALTH: 797. case RIN_HUNGER: 798. case RIN_AGGRAVATE_MONSTER: 799. case RIN_POISON_RESISTANCE: 800. case RIN_FIRE_RESISTANCE: 801. case RIN_COLD_RESISTANCE: 802. case RIN_SHOCK_RESISTANCE: 803. case RIN_CONFLICT: 804. case RIN_TELEPORT_CONTROL: 805. case RIN_POLYMORPH: 806. case RIN_POLYMORPH_CONTROL: 807. /* KMH, balance patch -- now an amulet 808. case RIN_DRAIN_RESISTANCE: */ 809. /* KMH -- added */ 810. case RIN_MOOD: 811. case RIN_FREE_ACTION: 812. case RIN_SLOW_DIGESTION: 813. case RIN_SUSTAIN_ABILITY: 814. case MEAT_RING: 815. break; 816. case RIN_SLEEPING: 817. HSleeping = rnd(100); 818. break; 819. #if 0 820. case RIN_INDIGESTION: 821. incr_itimeout(&HIndigestion, rnd(20)); 822. break; 823. #endif 824. case RIN_WARNING: 825. see_monsters(); 826. break; 827. case RIN_SEE_INVISIBLE: 828. /* can now see invisible monsters */ 829. set_mimic_blocking(); /* do special mimic handling */ 830. see_monsters(); 831. #ifdef INVISIBLE_OBJECTS 832. see_objects(); 833. #endif 834. 835. if (Invis && !oldprop && !HSee_invisible && 836. !perceives(youmonst.data) && !Blind) { 837. newsym(u.ux,u.uy); 838. pline("Suddenly you are transparent, but there!"); 839. makeknown(RIN_SEE_INVISIBLE); 840. } 841. break; 842. case RIN_INVISIBILITY: 843. if (!oldprop && !HInvis && !BInvis && !Blind) { 844. makeknown(RIN_INVISIBILITY); 845. newsym(u.ux,u.uy); 846. self_invis_message(); 847. } 848. break; 849. case RIN_LEVITATION: 850. if (!oldprop && !HLevitation) { 851. float_up(); 852. makeknown(RIN_LEVITATION); 853. spoteffects(FALSE); /* for sinks */ 854. } 855. break; 856. case RIN_GAIN_STRENGTH: 857. which = A_STR; 858. goto adjust_attrib; 859. case RIN_GAIN_CONSTITUTION: 860. which = A_CON; 861. goto adjust_attrib; 862. case RIN_ADORNMENT: 863. which = A_CHA; 864. adjust_attrib: 865. old_attrib = ACURR(which); 866. ABON(which) += obj->spe; 867. if (ACURR(which) != old_attrib || 868. (objects[obj->otyp].oc_name_known && 869. old_attrib != 25 && old_attrib != 3)) { 870. flags.botl = 1; 871. makeknown(obj->otyp); 872. obj->known = 1; 873. update_inventory(); 874. } 875. break; 876. case RIN_GAIN_INTELLIGENCE: 877. ABON(A_INT) += obj->spe; 878. flags.botl = 1; 879. if (obj->spe || objects[RIN_GAIN_INTELLIGENCE].oc_name_known) { 880. makeknown(RIN_GAIN_INTELLIGENCE); 881. obj->known = TRUE; 882. } 883. break; 884. case RIN_GAIN_WISDOM: 885. ABON(A_WIS) += obj->spe; 886. flags.botl = 1; 887. if (obj->spe || objects[RIN_GAIN_WISDOM].oc_name_known) { 888. makeknown(RIN_GAIN_WISDOM); 889. obj->known = TRUE; 890. } 891. break; 892. case RIN_GAIN_DEXTERITY: 893. ABON(A_DEX) += obj->spe; 894. flags.botl = 1; 895. if (obj->spe || objects[RIN_GAIN_DEXTERITY].oc_name_known) { 896. makeknown(RIN_GAIN_DEXTERITY); 897. obj->known = TRUE; 898. } 899. break; 900. case RIN_INCREASE_ACCURACY: /* KMH */ 901. u.uhitinc += obj->spe; 902. break; 903. case RIN_INCREASE_DAMAGE: 904. u.udaminc += obj->spe; 905. break; 906. case RIN_PROTECTION_FROM_SHAPE_CHAN: 907. rescham(); 908. break; 909. case RIN_PROTECTION: 910. if (obj->spe || objects[RIN_PROTECTION].oc_name_known) { 911. flags.botl = 1; 912. makeknown(RIN_PROTECTION); 913. obj->known = 1; 914. update_inventory(); 915. } 916. break; 917. } 918. } 919. 920. STATIC_OVL void 921. Ring_off_or_gone(obj,gone) 922. register struct obj *obj; 923. boolean gone; 924. { 925. long mask = (obj->owornmask & W_RING); 926. int old_attrib, which; 927. 928. takeoff_mask &= ~mask; 929. if(!(u.uprops[objects[obj->otyp].oc_oprop].extrinsic & mask)) 930. impossible("Strange... I didn't know you had that ring."); 931. if(gone) setnotworn(obj); 932. else setworn((struct obj *)0, obj->owornmask); 933. 934. switch(obj->otyp) { 935. case RIN_TELEPORTATION: 936. case RIN_REGENERATION: 937. case RIN_SEARCHING: 938. case RIN_STEALTH: 939. case RIN_HUNGER: 940. case RIN_AGGRAVATE_MONSTER: 941. case RIN_POISON_RESISTANCE: 942. case RIN_FIRE_RESISTANCE: 943. case RIN_COLD_RESISTANCE: 944. case RIN_SHOCK_RESISTANCE: 945. case RIN_CONFLICT: 946. case RIN_TELEPORT_CONTROL: 947. case RIN_POLYMORPH: 948. case RIN_POLYMORPH_CONTROL: 949. /* KMH, balance patch -- now an amulet 950. case RIN_DRAIN_RESISTANCE: */ 951. /* KMH, balance patch -- added */ 952. case RIN_MOOD: 953. case RIN_FREE_ACTION: 954. case RIN_SLOW_DIGESTION: 955. case RIN_SUSTAIN_ABILITY: 956. case MEAT_RING: 957. break; 958. case RIN_SLEEPING: 959. if (!ESleeping) 960. HSleeping = 0; 961. break; 962. #if 0 963. case RIN_INDIGESTION: 964. if (!EIndigestion) 965. HIndigestion = 0; 966. break; 967. #endif 968. case RIN_WARNING: 969. see_monsters(); 970. break; 971. case RIN_SEE_INVISIBLE: 972. /* Make invisible monsters go away */ 973. if (!See_invisible) { 974. set_mimic_blocking(); /* do special mimic handling */ 975. see_monsters(); 976. #ifdef INVISIBLE_OBJECTS 977. see_objects(); 978. #endif 979. } 980. 981. if (Invisible && !Blind) { 982. newsym(u.ux,u.uy); 983. pline("Suddenly you cannot see yourself."); 984. makeknown(RIN_SEE_INVISIBLE); 985. } 986. break; 987. case RIN_INVISIBILITY: 988. if (!Invis && !BInvis && !Blind) { 989. newsym(u.ux,u.uy); 990. Your("body seems to unfade%s.", 991. See_invisible ? " completely" : ".."); 992. makeknown(RIN_INVISIBILITY); 993. } 994. break; 995. case RIN_LEVITATION: 996. (void) float_down(0L, 0L); 997. if (!Levitation) makeknown(RIN_LEVITATION); 998. break; 999. case RIN_GAIN_STRENGTH: 1000. which = A_STR; 1001. goto adjust_attrib; 1002. case RIN_GAIN_INTELLIGENCE: 1003. which = A_INT; 1004. goto adjust_attrib; 1005. case RIN_GAIN_WISDOM: 1006. which = A_WIS; 1007. goto adjust_attrib; 1008. case RIN_GAIN_DEXTERITY: 1009. which = A_DEX; 1010. goto adjust_attrib; 1011. case RIN_GAIN_CONSTITUTION: 1012. which = A_CON; 1013. goto adjust_attrib; 1014. case RIN_ADORNMENT: 1015. which = A_CHA; 1016. adjust_attrib: 1017. old_attrib = ACURR(which); 1018. ABON(which) -= obj->spe; 1019. if (ACURR(which) != old_attrib) { 1020. flags.botl = 1; 1021. makeknown(obj->otyp); 1022. obj->known = 1; 1023. update_inventory(); 1024. } 1025. break; 1026. case RIN_INCREASE_ACCURACY: /* KMH */ 1027. u.uhitinc -= obj->spe; 1028. break; 1029. case RIN_INCREASE_DAMAGE: 1030. u.udaminc -= obj->spe; 1031. break; 1032. case RIN_PROTECTION: 1033. /* might have forgotten it due to amnesia */ 1034. if (obj->spe) { 1035. flags.botl = 1; 1036. makeknown(RIN_PROTECTION); 1037. obj->known = 1; 1038. update_inventory(); 1039. } 1040. case RIN_PROTECTION_FROM_SHAPE_CHAN: 1041. /* If you're no longer protected, let the chameleons 1042. * change shape again -dgk 1043. */ 1044. restartcham(); 1045. break; 1046. } 1047. } 1048. 1049. void 1050. Ring_off(obj) 1051. struct obj *obj; 1052. { 1053. Ring_off_or_gone(obj,FALSE); 1054. } 1055. 1056. void 1057. Ring_gone(obj) 1058. struct obj *obj; 1059. { 1060. Ring_off_or_gone(obj,TRUE); 1061. } 1062. 1063. void 1064. Blindf_on(otmp) 1065. register struct obj *otmp; 1066. { 1067. long already_blind = Blind, changed = FALSE; 1068. 1069. if (otmp == uwep) 1070. setuwep((struct obj *) 0, TRUE); 1071. if (otmp == uswapwep) 1072. setuswapwep((struct obj *) 0, TRUE); 1073. if (otmp == uquiver) 1074. setuqwep((struct obj *) 0); 1075. setworn(otmp, W_TOOL); 1076. on_msg(otmp); 1077. 1078. if (Blind && !already_blind) { 1079. changed = TRUE; 1080. if (flags.verbose) You_cant("see any more."); 1081. /* set ball&chain variables before the hero goes blind */ 1082. if (Punished) set_bc(0); 1083. } else if (already_blind && !Blind) { 1084. changed = TRUE; 1085. /* "You are now wearing the Eyes of the Overworld." */ 1086. You("can see!"); 1087. } 1088. if (changed) { 1089. /* blindness has just been toggled */ 1090. if (Blind_telepat || Infravision) see_monsters(); 1091. vision_full_recalc = 1; /* recalc vision limits */ 1092. flags.botl = 1; 1093. } 1094. } 1095. 1096. void 1097. Blindf_off(otmp) 1098. register struct obj *otmp; 1099. { 1100. boolean was_blind = Blind, changed = FALSE; 1101. 1102. takeoff_mask &= ~W_TOOL; 1103. setworn((struct obj *)0, otmp->owornmask); 1104. off_msg(otmp); 1105. 1106. if (Blind) { 1107. if (was_blind) { 1108. /* "still cannot see" makes no sense when removing lenses 1109. since they can't have been the cause of your blindness */ 1110. if (otmp->otyp != LENSES) 1111. You("still cannot see."); 1112. } else { 1113. changed = TRUE; /* !was_blind */ 1114. /* "You were wearing the Eyes of the Overworld." */ 1115. You_cant("see anything now!"); 1116. /* set ball&chain variables before the hero goes blind */ 1117. if (Punished) set_bc(0); 1118. } 1119. } else if (was_blind) { 1120. changed = TRUE; /* !Blind */ 1121. You("can see again."); 1122. } 1123. if (changed) { 1124. /* blindness has just been toggled */ 1125. if (Blind_telepat || Infravision) see_monsters(); 1126. vision_full_recalc = 1; /* recalc vision limits */ 1127. flags.botl = 1; 1128. } 1129. } 1130. 1131. 1132. /* called in main to set intrinsics of worn start-up items */ 1133. void 1134. set_wear() 1135. { 1136. #ifdef TOURIST 1137. if (uarmu) (void) Shirt_on(); 1138. #endif 1139. if (uarm) (void) Armor_on(); 1140. if (uarmc) (void) Cloak_on(); 1141. if (uarmf) (void) Boots_on(); 1142. if (uarmg) (void) Gloves_on(); 1143. if (uarmh) (void) Helmet_on(); 1144. if (uarms) (void) Shield_on(); 1145. } 1146. 1147. /* check whether the target object is currently being put on (or taken off) */ 1148. boolean 1149. donning(otmp) /* also checks for doffing */ 1150. register struct obj *otmp; 1151. { 1152. /* long what = (occupation == take_off) ? taking_off : 0L; */ 1153. long what = taking_off; /* if nonzero, occupation is implied */ 1154. boolean result = FALSE; 1155. 1156. if (otmp == uarm) 1157. result = (afternmv == Armor_on || afternmv == Armor_off || 1158. what == WORN_ARMOR); 1159. #ifdef TOURIST 1160. else if (otmp == uarmu) 1161. result = (afternmv == Shirt_on || afternmv == Shirt_off || 1162. what == WORN_SHIRT); 1163. #endif 1164. else if (otmp == uarmc) 1165. result = (afternmv == Cloak_on || afternmv == Cloak_off || 1166. what == WORN_CLOAK); 1167. else if (otmp == uarmf) 1168. result = (afternmv == Boots_on || afternmv == Boots_off || 1169. what == WORN_BOOTS); 1170. else if (otmp == uarmh) 1171. result = (afternmv == Helmet_on || afternmv == Helmet_off || 1172. what == WORN_HELMET); 1173. else if (otmp == uarmg) 1174. result = (afternmv == Gloves_on || afternmv == Gloves_off || 1175. what == WORN_GLOVES); 1176. else if (otmp == uarms) 1177. result = (afternmv == Shield_on || afternmv == Shield_off || 1178. what == WORN_SHIELD); 1179. 1180. return result; 1181. } 1182. 1183. void 1184. cancel_don() 1185. { 1186. /* the piece of armor we were donning/doffing has vanished, so stop 1187. * wasting time on it (and don't dereference it when donning would 1188. * otherwise finish) 1189. */ 1190. cancelled_don = (afternmv == Boots_on || afternmv == Helmet_on || 1191. afternmv == Gloves_on || afternmv == Armor_on); 1192. afternmv = 0; 1193. nomovemsg = (char *)0; 1194. multi = 0; 1195. todelay = 0; 1196. taking_off = 0L; 1197. } 1198. 1199. static NEARDATA const char clothes[] = {ARMOR_CLASS, 0}; 1200. static NEARDATA const char accessories[] = {RING_CLASS, AMULET_CLASS, TOOL_CLASS, FOOD_CLASS, 0}; 1201. 1202. /* the 'T' command */ 1203. int 1204. dotakeoff() 1205. { 1206. register struct obj *otmp = (struct obj *)0; 1207. int armorpieces = 0; 1208. 1209. #define MOREARM(x) if (x) { armorpieces++; otmp = x; } 1210. MOREARM(uarmh); 1211. MOREARM(uarms); 1212. MOREARM(uarmg); 1213. MOREARM(uarmf); 1214. if (uarmc) { 1215. armorpieces++; 1216. otmp = uarmc; 1217. } else if (uarm) { 1218. armorpieces++; 1219. otmp = uarm; 1220. #ifdef TOURIST 1221. } else if (uarmu) { 1222. armorpieces++; 1223. otmp = uarmu; 1224. #endif 1225. } 1226. if (!armorpieces) { 1227. /* assert( GRAY_DRAGON_SCALES > YELLOW_DRAGON_SCALE_MAIL ); */ 1228. if (uskin) 1229. pline_The("%s merged with your skin!", 1230. uskin->otyp >= GRAY_DRAGON_SCALES ? 1231. "dragon scales are" : "dragon scale mail is"); 1232. else 1233. pline("Not wearing any armor.%s", (iflags.cmdassist && 1234. (uleft || uright || uamul || ublindf)) ? 1235. " Use 'R' command to remove accessories." : ""); 1236. return 0; 1237. } 1238. if (armorpieces > 1) 1239. otmp = getobj(clothes, "take off"); 1240. if (otmp == 0) return(0); 1241. if (!(otmp->owornmask & W_ARMOR)) { 1242. You("are not wearing that."); 1243. return(0); 1244. } 1245. /* note: the `uskin' case shouldn't be able to happen here; dragons 1246. can't wear any armor so will end up with `armorpieces == 0' above */ 1247. if (otmp == uskin || ((otmp == uarm) && uarmc) 1248. #ifdef TOURIST 1249. || ((otmp == uarmu) && (uarmc || uarm)) 1250. #endif 1251. ) { 1252. You_cant("take that off."); 1253. return 0; 1254. } 1255. 1256. reset_remarm(); /* clear takeoff_mask and taking_off */ 1257. (void) select_off(otmp); 1258. if (!takeoff_mask) return 0; 1259. reset_remarm(); /* armoroff() doesn't use takeoff_mask */ 1260. 1261. (void) armoroff(otmp); 1262. return(1); 1263. } 1264. 1265. /* the 'R' command */ 1266. int 1267. doremring() 1268. { 1269. register struct obj *otmp = 0; 1270. int Accessories = 0; 1271. 1272. #define MOREACC(x) if (x) { Accessories++; otmp = x; } 1273. MOREACC(uleft); 1274. MOREACC(uright); 1275. MOREACC(uamul); 1276. MOREACC(ublindf); 1277. 1278. if(!Accessories) { 1279. pline("Not wearing any accessories.%s", (iflags.cmdassist && 1280. (uarm || uarmc || 1281. #ifdef TOURIST 1282. uarmu || 1283. #endif 1284. uarms || uarmh || uarmg || uarmf)) ? 1285. " Use 'T' command to take off armor." : ""); 1286. return(0); 1287. } 1288. if (Accessories != 1) otmp = getobj(accessories, "remove"); 1289. if(!otmp) return(0); 1290. if(!(otmp->owornmask & (W_RING | W_AMUL | W_TOOL))) { 1291. You("are not wearing that."); 1292. return(0); 1293. } 1294. 1295. reset_remarm(); /* clear takeoff_mask and taking_off */ 1296. (void) select_off(otmp); 1297. if (!takeoff_mask) return 0; 1298. reset_remarm(); /* not used by Ring_/Amulet_/Blindf_off() */ 1299. 1300. if (otmp == uright || otmp == uleft) { 1301. /* Sometimes we want to give the off_msg before removing and 1302. * sometimes after; for instance, "you were wearing a moonstone 1303. * ring (on right hand)" is desired but "you were wearing a 1304. * square amulet (being worn)" is not because of the redundant 1305. * "being worn". 1306. */ 1307. off_msg(otmp); 1308. Ring_off(otmp); 1309. } else if (otmp == uamul) { 1310. Amulet_off(); 1311. off_msg(otmp); 1312. } else if (otmp == ublindf) { 1313. Blindf_off(otmp); /* does its own off_msg */ 1314. } else { 1315. impossible("removing strange accessory?"); 1316. } 1317. return(1); 1318. } 1319. 1320. /* Check if something worn is cursed _and_ unremovable. */ 1321. int 1322. cursed(otmp) 1323. register struct obj *otmp; 1324. { 1325. /* Curses, like chickens, come home to roost. */ 1326. if((otmp == uwep) ? welded(otmp) : (int)otmp->cursed) { 1327. You("can't. %s cursed.", 1328. (is_boots(otmp) || is_gloves(otmp) || otmp->quan > 1L) 1329. ? "They are" : "It is"); 1330. otmp->bknown = TRUE; 1331. return(1); 1332. } 1333. return(0); 1334. } 1335. 1336. int 1337. armoroff(otmp) 1338. register struct obj *otmp; 1339. { 1340. register int delay = -objects[otmp->otyp].oc_delay; 1341. 1342. if(cursed(otmp)) return(0); 1343. if(delay) { 1344. nomul(delay); 1345. if (is_helmet(otmp)) { 1346. nomovemsg = "You finish taking off your helmet."; 1347. afternmv = Helmet_off; 1348. } 1349. else if (is_gloves(otmp)) { 1350. nomovemsg = "You finish taking off your gloves."; 1351. afternmv = Gloves_off; 1352. } 1353. else if (is_boots(otmp)) { 1354. nomovemsg = "You finish taking off your boots."; 1355. afternmv = Boots_off; 1356. } 1357. else { 1358. nomovemsg = "You finish taking off your suit."; 1359. afternmv = Armor_off; 1360. } 1361. } else { 1362. /* Be warned! We want off_msg after removing the item to 1363. * avoid "You were wearing ____ (being worn)." However, an 1364. * item which grants fire resistance might cause some trouble 1365. * if removed in Hell and lifesaving puts it back on; in this 1366. * case the message will be printed at the wrong time (after 1367. * the messages saying you died and were lifesaved). Luckily, 1368. * no cloak, shield, or fast-removable armor grants fire 1369. * resistance, so we can safely do the off_msg afterwards. 1370. * Rings do grant fire resistance, but for rings we want the 1371. * off_msg before removal anyway so there's no problem. Take 1372. * care in adding armors granting fire resistance; this code 1373. * might need modification. 1374. * 3.2 (actually 3.1 even): this comment is obsolete since 1375. * fire resistance is not needed for Gehennom. 1376. */ 1377. if(is_cloak(otmp)) 1378. (void) Cloak_off(); 1379. else if(is_shield(otmp)) 1380. (void) Shield_off(); 1381. else if (is_helmet(otmp)) 1382. /* [Finn E. Theodorsen] For fedoras */ 1383. (void) Helmet_off(); 1384. else setworn((struct obj *)0, otmp->owornmask & W_ARMOR); 1385. off_msg(otmp); 1386. } 1387. takeoff_mask = taking_off = 0L; 1388. return(1); 1389. } 1390. 1391. STATIC_OVL void 1392. already_wearing(cc) 1393. const char *cc; 1394. { 1395. You("are already wearing %s%c", cc, (cc == c_that_) ? '!' : '.'); 1396. } 1397. 1398. STATIC_OVL void 1399. already_wearing2(cc1, cc2) 1400. const char *cc1, *cc2; 1401. { 1402. You_cant("wear %s because you're wearing %s there already.", cc1, cc2); 1403. } 1404. 1405. /* 1406. * canwearobj checks to see whether the player can wear a piece of armor 1407. * 1408. * inputs: otmp (the piece of armor) 1409. * noisy (if TRUE give error messages, otherwise be quiet about it) 1410. * output: mask (otmp's armor type) 1411. */ 1412. int 1413. canwearobj(otmp,mask,noisy) 1414. struct obj *otmp; 1415. long *mask; 1416. boolean noisy; 1417. { 1418. int err = 0; 1419. const char *which; 1420. 1421. which = is_cloak(otmp) ? c_cloak : 1422. #ifdef TOURIST 1423. is_shirt(otmp) ? c_shirt : 1424. #endif 1425. is_suit(otmp) ? c_suit : 0; 1426. if (which && cantweararm(youmonst.data) && 1427. /* same exception for cloaks as used in m_dowear() */ 1428. (which != c_cloak || youmonst.data->msize != MZ_SMALL) && 1429. (racial_exception(&youmonst, otmp) < 1)) { 1430. if (noisy) pline_The("%s will not fit on your body.", which); 1431. return 0; 1432. } else if (otmp->owornmask & W_ARMOR) { 1433. if (noisy) already_wearing(c_that_); 1434. return 0; 1435. } 1436. 1437. if (welded(uwep) && bimanual(uwep) && 1438. (is_suit(otmp) 1439. #ifdef TOURIST 1440. || is_shirt(otmp) 1441. #endif 1442. )) { 1443. if (noisy) 1444. You("cannot do that while holding your %s.", 1445. is_sword(uwep) ? c_sword : c_weapon); 1446. return 0; 1447. } 1448. 1449. if (is_helmet(otmp)) { 1450. if (uarmh) { 1451. if (noisy) already_wearing(an(c_helmet)); 1452. err++; 1453. } else if (Upolyd && has_horns(youmonst.data) && !is_flimsy(otmp)) { 1454. /* (flimsy exception matches polyself handling) */ 1455. if (noisy) 1456. pline_The("%s won't fit over your horn%s.", 1457. c_helmet, plur(num_horns(youmonst.data))); 1458. err++; 1459. } else 1460. *mask = W_ARMH; 1461. } else if (is_shield(otmp)) { 1462. if (uarms) { 1463. if (noisy) already_wearing(an(c_shield)); 1464. err++; 1465. } else if (uwep && bimanual(uwep)) { 1466. if (noisy) 1467. You("cannot wear a shield while wielding a two-handed %s.", 1468. is_sword(uwep) ? c_sword : 1469. (uwep->otyp == BATTLE_AXE) ? c_axe : c_weapon); 1470. err++; 1471. } else if (u.twoweap) { 1472. if (noisy) { 1473. if (uwep && uswapwep) 1474. You("cannot wear a shield while wielding two weapons."); 1475. else 1476. You("cannot wear a shield while fighting with two %s.", 1477. makeplural(body_part(HAND))); 1478. } 1479. err++; 1480. } else 1481. *mask = W_ARMS; 1482. } else if (is_boots(otmp)) { 1483. if (uarmf) { 1484. if (noisy) already_wearing(c_boots); 1485. err++; 1486. } else if (Upolyd && slithy(youmonst.data)) { 1487. if (noisy) You("have no feet..."); /* not body_part(FOOT) */ 1488. err++; 1489. } else if (Upolyd && youmonst.data->mlet == S_CENTAUR) { 1490. /* break_armor() pushes boots off for centaurs, 1491. so don't let dowear() put them back on... */ 1492. if (noisy) pline("You have too many hooves to wear %s.", 1493. c_boots); /* makeplural(body_part(FOOT)) yields 1494. "rear hooves" which sounds odd */ 1495. err++; 1496. } else if (u.utrap && (u.utraptype == TT_BEARTRAP || 1497. u.utraptype == TT_INFLOOR)) { 1498. if (u.utraptype == TT_BEARTRAP) { 1499. if (noisy) Your("%s is trapped!", body_part(FOOT)); 1500. } else { 1501. if (noisy) Your("%s are stuck in the %s!", 1502. makeplural(body_part(FOOT)), 1503. surface(u.ux, u.uy)); 1504. } 1505. err++; 1506. } else 1507. *mask = W_ARMF; 1508. } else if (is_gloves(otmp)) { 1509. if (uarmg) { 1510. if (noisy) already_wearing(c_gloves); 1511. err++; 1512. } else if (welded(uwep)) { 1513. if (noisy) You("cannot wear gloves over your %s.", 1514. is_sword(uwep) ? c_sword : c_weapon); 1515. err++; 1516. } else 1517. *mask = W_ARMG; 1518. #ifdef TOURIST 1519. } else if (is_shirt(otmp)) { 1520. if (uarm || uarmc || uarmu) { 1521. if (uarmu) { 1522. if (noisy) already_wearing(an(c_shirt)); 1523. } else { 1524. if (noisy) You_cant("wear that over your %s.", 1525. (uarm && !uarmc) ? c_armor : cloak_simple_name(uarmc)); 1526. } 1527. err++; 1528. } else 1529. *mask = W_ARMU; 1530. #endif 1531. } else if (is_cloak(otmp)) { 1532. if (uarmc) { 1533. if (noisy) already_wearing(an(cloak_simple_name(uarmc))); 1534. err++; 1535. } else 1536. *mask = W_ARMC; 1537. } else if (is_suit(otmp)) { 1538. if (uarmc) { 1539. if (noisy) You("cannot wear armor over a %s.", cloak_simple_name(uarmc)); 1540. err++; 1541. } else if (uarm) { 1542. if (noisy) already_wearing("some armor"); 1543. err++; 1544. } else 1545. *mask = W_ARM; 1546. } else { 1547. /* getobj can't do this after setting its allow_all flag; that 1548. happens if you have armor for slots that are covered up or 1549. extra armor for slots that are filled */ 1550. if (noisy) silly_thing("wear", otmp); 1551. err++; 1552. } 1553. /* Unnecessary since now only weapons and special items like pick-axes get 1554. * welded to your hand, not armor 1555. if (welded(otmp)) { 1556. if (!err++) { 1557. if (noisy) weldmsg(otmp); 1558. } 1559. } 1560. */ 1561. return !err; 1562. } 1563. 1564. /* the 'W' command */ 1565. int 1566. dowear() 1567. { 1568. struct obj *otmp; 1569. int delay; 1570. long mask = 0; 1571. 1572. /* cantweararm checks for suits of armor */ 1573. /* verysmall or nohands checks for shields, gloves, etc... */ 1574. if ((verysmall(youmonst.data) || nohands(youmonst.data))) { 1575. pline("Don't even bother."); 1576. return(0); 1577. } 1578. 1579. otmp = getobj(clothes, "wear"); 1580. if(!otmp) return(0); 1581. 1582. if (!canwearobj(otmp,&mask,TRUE)) return(0); 1583. 1584. if (otmp->oartifact && !touch_artifact(otmp, &youmonst)) 1585. return 1; /* costs a turn even though it didn't get worn */ 1586. 1587. if (otmp->otyp == HELM_OF_OPPOSITE_ALIGNMENT && 1588. qstart_level.dnum == u.uz.dnum) { /* in quest */ 1589. if (u.ualignbase[A_CURRENT] == u.ualignbase[A_ORIGINAL]) 1590. You("narrowly avoid losing all chance at your goal."); 1591. else /* converted */ 1592. You("are suddenly overcome with shame and change your mind."); 1593. u.ublessed = 0; /* lose your god's protection */ 1594. makeknown(otmp->otyp); 1595. flags.botl = 1; 1596. return 1; 1597. } 1598. 1599. otmp->known = TRUE; 1600. if(otmp == uwep) 1601. setuwep((struct obj *)0, TRUE); 1602. if (otmp == uswapwep) 1603. setuswapwep((struct obj *) 0, TRUE); 1604. if (otmp == uquiver) 1605. setuqwep((struct obj *) 0); 1606. setworn(otmp, mask); 1607. delay = -objects[otmp->otyp].oc_delay; 1608. if(delay){ 1609. nomul(delay); 1610. if(is_boots(otmp)) afternmv = Boots_on; 1611. if(is_helmet(otmp)) afternmv = Helmet_on; 1612. if(is_gloves(otmp)) afternmv = Gloves_on; 1613. if(otmp == uarm) afternmv = Armor_on; 1614. nomovemsg = "You finish your dressing maneuver."; 1615. } else { 1616. if(is_cloak(otmp)) (void) Cloak_on(); 1617. if (is_shield(otmp)) (void) Shield_on(); 1618. #ifdef TOURIST 1619. if (is_shirt(otmp)) (void) Shirt_on(); 1620. #endif 1621. if (is_helmet(otmp)) (void) Helmet_on(); /* fedoras */ 1622. on_msg(otmp); 1623. } 1624. takeoff_mask = taking_off = 0L; 1625. return(1); 1626. } 1627. 1628. int 1629. doputon() 1630. { 1631. register struct obj *otmp; 1632. long mask = 0L; 1633. 1634. if(uleft && uright && uamul && ublindf) { 1635. Your("%s%s are full, and you're already wearing an amulet and %s.", 1636. humanoid(youmonst.data) ? "ring-" : "", 1637. makeplural(body_part(FINGER)), 1638. ublindf->otyp==LENSES ? "some lenses" : "a blindfold"); 1639. return(0); 1640. } 1641. otmp = getobj(accessories, "put on"); 1642. if(!otmp) return(0); 1643. if(otmp->owornmask & (W_RING | W_AMUL | W_TOOL)) { 1644. already_wearing(c_that_); 1645. return(0); 1646. } 1647. if(welded(otmp)) { 1648. weldmsg(otmp); 1649. return(0); 1650. } 1651. if(otmp == uwep) 1652. setuwep((struct obj *)0, TRUE); 1653. if(otmp == uswapwep) 1654. setuswapwep((struct obj *) 0, TRUE); 1655. if(otmp == uquiver) 1656. setuqwep((struct obj *) 0); 1657. if(otmp->oclass == RING_CLASS || otmp->otyp == MEAT_RING) { 1658. if(nolimbs(youmonst.data)) { 1659. You("cannot make the ring stick to your body."); 1660. return(0); 1661. } 1662. if(uleft && uright){ 1663. There("are no more %s%s to fill.", 1664. humanoid(youmonst.data) ? "ring-" : "", 1665. makeplural(body_part(FINGER))); 1666. return(0); 1667. } 1668. if(uleft) mask = RIGHT_RING; 1669. else if(uright) mask = LEFT_RING; 1670. else do { 1671. char qbuf[QBUFSZ]; 1672. char answer; 1673. 1674. Sprintf(qbuf, "Which %s%s, Right or Left?", 1675. humanoid(youmonst.data) ? "ring-" : "", 1676. body_part(FINGER)); 1677. if(!(answer = yn_function(qbuf, "rl", '\0'))) 1678. return(0); 1679. switch(answer){ 1680. case 'l': 1681. case 'L': 1682. mask = LEFT_RING; 1683. break; 1684. case 'r': 1685. case 'R': 1686. mask = RIGHT_RING; 1687. break; 1688. } 1689. } while(!mask); 1690. if (uarmg && uarmg->cursed) { 1691. uarmg->bknown = TRUE; 1692. You("cannot remove your gloves to put on the ring."); 1693. return(0); 1694. } 1695. if (welded(uwep) && bimanual(uwep)) { 1696. /* welded will set bknown */ 1697. You("cannot free your weapon hands to put on the ring."); 1698. return(0); 1699. } 1700. if (welded(uwep) && mask==RIGHT_RING) { 1701. /* welded will set bknown */ 1702. You("cannot free your weapon hand to put on the ring."); 1703. return(0); 1704. } 1705. if (otmp->oartifact && !touch_artifact(otmp, &youmonst)) 1706. return 1; /* costs a turn even though it didn't get worn */ 1707. setworn(otmp, mask); 1708. Ring_on(otmp); 1709. } else if (otmp->oclass == AMULET_CLASS) { 1710. if(uamul) { 1711. already_wearing("an amulet"); 1712. return(0); 1713. } 1714. if (otmp->oartifact && !touch_artifact(otmp, &youmonst)) 1715. return 1; 1716. setworn(otmp, W_AMUL); 1717. if (otmp->otyp == AMULET_OF_CHANGE) { 1718. Amulet_on(); 1719. /* Don't do a prinv() since the amulet is now gone */ 1720. return(1); 1721. } 1722. Amulet_on(); 1723. } else { /* it's a blindfold, towel, or lenses */ 1724. if (ublindf) { 1725. if (ublindf->otyp == TOWEL) 1726. Your("%s is already covered by a towel.", 1727. body_part(FACE)); 1728. else if (ublindf->otyp == BLINDFOLD) { 1729. if (otmp->otyp == LENSES) 1730. already_wearing2("lenses", "a blindfold"); 1731. else 1732. already_wearing("a blindfold"); 1733. } else if (ublindf->otyp == LENSES) { 1734. if (otmp->otyp == BLINDFOLD) 1735. already_wearing2("a blindfold", "some lenses"); 1736. else 1737. already_wearing("some lenses"); 1738. } else 1739. already_wearing(something); /* ??? */ 1740. return(0); 1741. } 1742. if (otmp->otyp != BLINDFOLD && otmp->otyp != TOWEL && otmp->otyp != LENSES) { 1743. You_cant("wear that!"); 1744. return(0); 1745. } 1746. if (otmp->oartifact && !touch_artifact(otmp, &youmonst)) 1747. return 1; 1748. Blindf_on(otmp); 1749. return(1); 1750. } 1751. if (is_worn(otmp)) 1752. prinv((char *)0, otmp, 0L); 1753. return(1); 1754. } 1755. 1756. #endif /* OVLB */ 1757. 1758. #ifdef OVL0 1759. 1760. /* Limits of uac (conveniently equal to the limits of an schar ;) */ 1761. #define UAC_MIN (-128) 1762. #define UAC_LIM 127 1763. 1764. void 1765. find_ac() 1766. { 1767. int uac = mons[u.umonnum].ac; 1768. 1769. if(uarm) uac -= ARM_BONUS(uarm); 1770. if(uarmc) uac -= ARM_BONUS(uarmc); 1771. if(uarmh) uac -= ARM_BONUS(uarmh); 1772. if(uarmf) uac -= ARM_BONUS(uarmf); 1773. if(uarms) uac -= ARM_BONUS(uarms); 1774. if(uarmg) uac -= ARM_BONUS(uarmg); 1775. #ifdef TOURIST 1776. if(uarmu) uac -= ARM_BONUS(uarmu); 1777. #endif 1778. if(uleft && uleft->otyp == RIN_PROTECTION) uac -= uleft->spe; 1779. if(uright && uright->otyp == RIN_PROTECTION) uac -= uright->spe; 1780. if (HProtection & INTRINSIC) uac -= u.ublessed; 1781. uac -= u.uspellprot; 1782. 1783. /* STEPHEN WHITE'S NEW CODE */ 1784. /* Dexterity now affects AC */ 1785. if (ACURR(A_DEX) < 4) uac += 3; 1786. else if (ACURR(A_DEX) < 6) uac += 2; 1787. else if (ACURR(A_DEX) < 8) uac += 1; 1788. else if (ACURR(A_DEX) < 14) uac -= 0; 1789. else if (ACURR(A_DEX) < 21) uac -= ACURR(A_DEX)-14; 1790. else if (ACURR(A_DEX) < 22) uac -= 6; 1791. else if (ACURR(A_DEX) < 24) uac -= 7; 1792. else uac -= 8; 1793. 1794. if (Role_if(PM_MONK) && !uwep && (!uarm || 1795. uarm->otyp==ROBE || 1796. uarm->otyp==ROBE_OF_POWER || 1797. uarm->otyp==ROBE_OF_WEAKNESS || 1798. uarm->otyp==ROBE_OF_PROTECTION) && !uarms) { 1799. /*WAC cap off the Monk's ac bonus to -11 */ 1800. if (u.ulevel > 18) uac -= 11; 1801. else uac -= (u.ulevel / 2) + 2; 1802. } 1803. if (Race_if(PM_DOPPELGANGER) && !uarm) uac -= (u.ulevel / 4) + 1; 1804. if (Race_if(PM_HUMAN_WEREWOLF) && !uarm) uac -= (u.ulevel / 4) + 1; 1805. 1806. /* Harlow - make sure it doesn't wrap around ;) */ 1807. uac = (uac < UAC_MIN ? UAC_MIN : (uac > UAC_LIM ? UAC_LIM : uac)); 1808. 1809. if(uac != u.uac){ 1810. u.uac = uac; 1811. flags.botl = 1; 1812. } 1813. } 1814. 1815. #endif /* OVL0 */ 1816. #ifdef OVLB 1817. 1818. void 1819. glibr() 1820. { 1821. register struct obj *otmp; 1822. int xfl = 0; 1823. boolean leftfall, rightfall; 1824. const char *otherwep = 0; 1825. 1826. leftfall = (uleft && !uleft->cursed && 1827. (!uwep || !welded(uwep) || !bimanual(uwep))); 1828. rightfall = (uright && !uright->cursed && (!welded(uwep))); 1829. if (!uarmg && (leftfall || rightfall) && !nolimbs(youmonst.data)) { 1830. /* changed so cursed rings don't fall off, GAN 10/30/86 */ 1831. Your("%s off your %s.", 1832. (leftfall && rightfall) ? "rings slip" : "ring slips", 1833. (leftfall && rightfall) ? makeplural(body_part(FINGER)) : 1834. body_part(FINGER)); 1835. xfl++; 1836. if (leftfall) { 1837. otmp = uleft; 1838. Ring_off(uleft); 1839. dropx(otmp); 1840. } 1841. if (rightfall) { 1842. otmp = uright; 1843. Ring_off(uright); 1844. dropx(otmp); 1845. } 1846. } 1847. 1848. otmp = uswapwep; 1849. if (u.twoweap && otmp) { 1850. otherwep = is_sword(otmp) ? c_sword : 1851. makesingular(oclass_names[(int)otmp->oclass]); 1852. Your("%s %sslips from your %s.", 1853. otherwep, 1854. xfl ? "also " : "", 1855. makeplural(body_part(HAND))); 1856. setuswapwep((struct obj *)0, FALSE); 1857. xfl++; 1858. if (otmp->otyp != LOADSTONE || !otmp->cursed) 1859. dropx(otmp); 1860. } 1861. otmp = uwep; 1862. if (otmp && !welded(otmp)) { 1863. const char *thiswep; 1864. 1865. /* nice wording if both weapons are the same type */ 1866. thiswep = is_sword(otmp) ? c_sword : 1867. makesingular(oclass_names[(int)otmp->oclass]); 1868. if (otherwep && strcmp(thiswep, otherwep)) otherwep = 0; 1869. 1870. /* changed so cursed weapons don't fall, GAN 10/30/86 */ 1871. Your("%s%s %sslips from your %s.", 1872. otherwep ? "other " : "", thiswep, 1873. xfl ? "also " : "", 1874. makeplural(body_part(HAND))); 1875. setuwep((struct obj *)0, FALSE); 1876. if (otmp->otyp != LOADSTONE || !otmp->cursed) 1877. dropx(otmp); 1878. } 1879. } 1880. 1881. struct obj * 1882. some_armor(victim) 1883. struct monst *victim; 1884. { 1885. register struct obj *otmph, *otmp; 1886. 1887. otmph = (victim == &youmonst) ? uarmc : which_armor(victim, W_ARMC); 1888. if (!otmph) 1889. otmph = (victim == &youmonst) ? uarm : which_armor(victim, W_ARM); 1890. #ifdef TOURIST 1891. if (!otmph) 1892. otmph = (victim == &youmonst) ? uarmu : which_armor(victim, W_ARMU); 1893. #endif 1894. 1895. otmp = (victim == &youmonst) ? uarmh : which_armor(victim, W_ARMH); 1896. if(otmp && (!otmph || !rn2(4))) otmph = otmp; 1897. otmp = (victim == &youmonst) ? uarmg : which_armor(victim, W_ARMG); 1898. if(otmp && (!otmph || !rn2(4))) otmph = otmp; 1899. otmp = (victim == &youmonst) ? uarmf : which_armor(victim, W_ARMF); 1900. if(otmp && (!otmph || !rn2(4))) otmph = otmp; 1901. otmp = (victim == &youmonst) ? uarms : which_armor(victim, W_ARMS); 1902. if(otmp && (!otmph || !rn2(4))) otmph = otmp; 1903. return(otmph); 1904. } 1905. 1906. /* erode some arbitrary armor worn by the victim */ 1907. void 1908. erode_armor(victim, acid_dmg) 1909. struct monst *victim; 1910. boolean acid_dmg; 1911. { 1912. struct obj *otmph = some_armor(victim); 1913. 1914. if (otmph && (otmph != uarmf)) { 1915. erode_obj(otmph, acid_dmg, FALSE); 1916. if (carried(otmph)) update_inventory(); 1917. } 1918. } 1919. 1920. /* used for praying to check and fix levitation trouble */ 1921. struct obj * 1922. stuck_ring(ring, otyp) 1923. struct obj *ring; 1924. int otyp; 1925. { 1926. if (ring != uleft && ring != uright) { 1927. impossible("stuck_ring: neither left nor right?"); 1928. return (struct obj *)0; 1929. } 1930. 1931. if (ring && ring->otyp == otyp) { 1932. /* reasons ring can't be removed match those checked by select_off(); 1933. limbless case has extra checks because ordinarily it's temporary */ 1934. if (nolimbs(youmonst.data) && 1935. uamul && uamul->otyp == AMULET_OF_UNCHANGING && uamul->cursed) 1936. return uamul; 1937. if (welded(uwep) && (ring == uright || bimanual(uwep))) return uwep; 1938. if (uarmg && uarmg->cursed) return uarmg; 1939. if (ring->cursed) return ring; 1940. } 1941. /* either no ring or not right type or nothing prevents its removal */ 1942. return (struct obj *)0; 1943. } 1944. 1945. /* also for praying; find worn item that confers "Unchanging" attribute */ 1946. struct obj * 1947. unchanger() 1948. { 1949. if (uamul && uamul->otyp == AMULET_OF_UNCHANGING) return uamul; 1950. return 0; 1951. } 1952. 1953. /* occupation callback for 'A' */ 1954. STATIC_PTR 1955. int 1956. select_off(otmp) 1957. register struct obj *otmp; 1958. { 1959. struct obj *why; 1960. char buf[BUFSZ]; 1961. 1962. if (!otmp) return 0; 1963. *buf = '\0'; /* lint suppresion */ 1964. 1965. /* special ring checks */ 1966. if (otmp == uright || otmp == uleft) { 1967. if (nolimbs(youmonst.data)) { 1968. pline_The("ring is stuck."); 1969. return 0; 1970. } 1971. why = 0; /* the item which prevents ring removal */ 1972. if (welded(uwep) && (otmp == uright || bimanual(uwep))) { 1973. Sprintf(buf, "free a weapon %s", body_part(HAND)); 1974. why = uwep; 1975. } else if (uarmg && uarmg->cursed) { 1976. Sprintf(buf, "take off your %s", c_gloves); 1977. why = uarmg; 1978. } 1979. if (why) { 1980. You("cannot %s to remove the ring.", buf); 1981. why->bknown = TRUE; 1982. return 0; 1983. } 1984. } 1985. /* special glove checks */ 1986. if (otmp == uarmg) { 1987. if (welded(uwep)) { 1988. You("are unable to take off your %s while wielding that %s.", 1989. c_gloves, is_sword(uwep) ? c_sword : c_weapon); 1990. uwep->bknown = TRUE; 1991. return 0; 1992. } else if (Glib) { 1993. You_cant("take off the slippery %s with your slippery %s.", 1994. c_gloves, makeplural(body_part(FINGER))); 1995. return 0; 1996. } 1997. } 1998. /* special boot checks */ 1999. if (otmp == uarmf) { 2000. if (u.utrap && u.utraptype == TT_BEARTRAP) { 2001. pline_The("bear trap prevents you from pulling your %s out.", 2002. body_part(FOOT)); 2003. return 0; 2004. } else if (u.utrap && u.utraptype == TT_INFLOOR) { 2005. You("are stuck in the %s, and cannot pull your %s out.", 2006. surface(u.ux, u.uy), makeplural(body_part(FOOT))); 2007. return 0; 2008. } 2009. } 2010. /* special suit and shirt checks */ 2011. if (otmp == uarm 2012. #ifdef TOURIST 2013. || otmp == uarmu 2014. #endif 2015. ) { 2016. why = 0; /* the item which prevents disrobing */ 2017. if (uarmc && uarmc->cursed) { 2018. Sprintf(buf, "remove your %s", cloak_simple_name(uarmc)); 2019. why = uarmc; 2020. #ifdef TOURIST 2021. } else if (otmp == uarmu && uarm && uarm->cursed) { 2022. Sprintf(buf, "remove your %s", c_suit); 2023. why = uarm; 2024. #endif 2025. } else if (welded(uwep) && bimanual(uwep)) { 2026. Sprintf(buf, "release your %s", 2027. is_sword(uwep) ? c_sword : 2028. (uwep->otyp == BATTLE_AXE) ? c_axe : c_weapon); 2029. why = uwep; 2030. } 2031. if (why) { 2032. You("cannot %s to take off %s.", buf, the(xname(otmp))); 2033. why->bknown = TRUE; 2034. return 0; 2035. } 2036. } 2037. /* basic curse check */ 2038. if (otmp == uquiver || (otmp == uswapwep && !u.twoweap)) { 2039. ; /* some items can be removed even when cursed */ 2040. } else { 2041. /* otherwise, this is fundamental */ 2042. if (cursed(otmp)) return 0; 2043. } 2044. 2045. if(otmp == uarm) takeoff_mask |= WORN_ARMOR; 2046. else if(otmp == uarmc) takeoff_mask |= WORN_CLOAK; 2047. else if(otmp == uarmf) takeoff_mask |= WORN_BOOTS; 2048. else if(otmp == uarmg) takeoff_mask |= WORN_GLOVES; 2049. else if(otmp == uarmh) takeoff_mask |= WORN_HELMET; 2050. else if(otmp == uarms) takeoff_mask |= WORN_SHIELD; 2051. #ifdef TOURIST 2052. else if(otmp == uarmu) takeoff_mask |= WORN_SHIRT; 2053. #endif 2054. else if(otmp == uleft) takeoff_mask |= LEFT_RING; 2055. else if(otmp == uright) takeoff_mask |= RIGHT_RING; 2056. else if(otmp == uamul) takeoff_mask |= WORN_AMUL; 2057. else if(otmp == ublindf) takeoff_mask |= WORN_BLINDF; 2058. else if(otmp == uwep) takeoff_mask |= W_WEP; 2059. else if(otmp == uswapwep) takeoff_mask |= W_SWAPWEP; 2060. else if(otmp == uquiver) takeoff_mask |= W_QUIVER; 2061. 2062. else impossible("select_off: %s???", doname(otmp)); 2063. 2064. return(0); 2065. } 2066. 2067. STATIC_OVL struct obj * 2068. do_takeoff() 2069. { 2070. register struct obj *otmp = (struct obj *)0; 2071. 2072. if (taking_off == W_WEP) { 2073. if(!cursed(uwep)) { 2074. setuwep((struct obj *) 0, TRUE); 2075. You("are empty %s.", body_part(HANDED)); 2076. u.twoweap = FALSE; 2077. } 2078. } else if (taking_off == W_SWAPWEP) { 2079. setuswapwep((struct obj *) 0, TRUE); 2080. You("no longer have a second weapon readied."); 2081. u.twoweap = FALSE; 2082. } else if (taking_off == W_QUIVER) { 2083. setuqwep((struct obj *) 0); 2084. You("no longer have ammunition readied."); 2085. } else if (taking_off == WORN_ARMOR) { 2086. otmp = uarm; 2087. if(!cursed(otmp)) (void) Armor_off(); 2088. } else if (taking_off == WORN_CLOAK) { 2089. otmp = uarmc; 2090. if(!cursed(otmp)) (void) Cloak_off(); 2091. } else if (taking_off == WORN_BOOTS) { 2092. otmp = uarmf; 2093. if(!cursed(otmp)) (void) Boots_off(); 2094. } else if (taking_off == WORN_GLOVES) { 2095. otmp = uarmg; 2096. if(!cursed(otmp)) (void) Gloves_off(); 2097. } else if (taking_off == WORN_HELMET) { 2098. otmp = uarmh; 2099. if(!cursed(otmp)) (void) Helmet_off(); 2100. } else if (taking_off == WORN_SHIELD) { 2101. otmp = uarms; 2102. if(!cursed(otmp)) (void) Shield_off(); 2103. #ifdef TOURIST 2104. } else if (taking_off == WORN_SHIRT) { 2105. otmp = uarmu; 2106. if (!cursed(otmp)) (void) Shirt_off(); 2107. #endif 2108. } else if (taking_off == WORN_AMUL) { 2109. otmp = uamul; 2110. if(!cursed(otmp)) Amulet_off(); 2111. } else if (taking_off == LEFT_RING) { 2112. otmp = uleft; 2113. if(!cursed(otmp)) Ring_off(uleft); 2114. } else if (taking_off == RIGHT_RING) { 2115. otmp = uright; 2116. if(!cursed(otmp)) Ring_off(uright); 2117. } else if (taking_off == WORN_BLINDF) { 2118. if (!cursed(ublindf)) Blindf_off(ublindf); 2119. } else impossible("do_takeoff: taking off %lx", taking_off); 2120. 2121. return(otmp); 2122. } 2123. 2124. static const char *disrobing = ""; 2125. 2126. STATIC_PTR 2127. int 2128. take_off() 2129. { 2130. register int i; 2131. register struct obj *otmp; 2132. 2133. if (taking_off) { 2134. if (todelay > 0) { 2135. todelay--; 2136. return(1); /* still busy */ 2137. } else { 2138. if ((otmp = do_takeoff())) off_msg(otmp); 2139. } 2140. takeoff_mask &= ~taking_off; 2141. taking_off = 0L; 2142. } 2143. 2144. for(i = 0; takeoff_order[i]; i++) 2145. if(takeoff_mask & takeoff_order[i]) { 2146. taking_off = takeoff_order[i]; 2147. break; 2148. } 2149. 2150. otmp = (struct obj *) 0; 2151. todelay = 0; 2152. 2153. if (taking_off == 0L) { 2154. You("finish %s.", disrobing); 2155. return 0; 2156. } else if (taking_off == W_WEP) { 2157. todelay = 1; 2158. } else if (taking_off == W_SWAPWEP) { 2159. todelay = 1; 2160. } else if (taking_off == W_QUIVER) { 2161. todelay = 1; 2162. } else if (taking_off == WORN_ARMOR) { 2163. otmp = uarm; 2164. /* If a cloak is being worn, add the time to take it off and put 2165. * it back on again. Kludge alert! since that time is 0 for all 2166. * known cloaks, add 1 so that it actually matters... 2167. */ 2168. if (uarmc) todelay += 2 * objects[uarmc->otyp].oc_delay + 1; 2169. } else if (taking_off == WORN_CLOAK) { 2170. otmp = uarmc; 2171. } else if (taking_off == WORN_BOOTS) { 2172. otmp = uarmf; 2173. } else if (taking_off == WORN_GLOVES) { 2174. otmp = uarmg; 2175. } else if (taking_off == WORN_HELMET) { 2176. otmp = uarmh; 2177. } else if (taking_off == WORN_SHIELD) { 2178. otmp = uarms; 2179. #ifdef TOURIST 2180. } else if (taking_off == WORN_SHIRT) { 2181. otmp = uarmu; 2182. /* add the time to take off and put back on armor and/or cloak */ 2183. if (uarm) todelay += 2 * objects[uarm->otyp].oc_delay; 2184. if (uarmc) todelay += 2 * objects[uarmc->otyp].oc_delay + 1; 2185. #endif 2186. } else if (taking_off == WORN_AMUL) { 2187. todelay = 1; 2188. } else if (taking_off == LEFT_RING) { 2189. todelay = 1; 2190. } else if (taking_off == RIGHT_RING) { 2191. todelay = 1; 2192. } else if (taking_off == WORN_BLINDF) { 2193. todelay = 2; 2194. } else { 2195. impossible("take_off: taking off %lx", taking_off); 2196. return 0; /* force done */ 2197. } 2198. 2199. if (otmp) todelay += objects[otmp->otyp].oc_delay; 2200. 2201. /* Since setting the occupation now starts the counter next move, that 2202. * would always produce a delay 1 too big per item unless we subtract 2203. * 1 here to account for it. 2204. */ 2205. if (todelay > 0) todelay--; 2206. 2207. set_occupation(take_off, disrobing, 0); 2208. return(1); /* get busy */ 2209. } 2210. 2211. /* clear saved context to avoid inappropriate resumption of interrupted 'A' */ 2212. void 2213. reset_remarm() 2214. { 2215. taking_off = takeoff_mask = 0L; 2216. disrobing = nul; 2217. } 2218. 2219. /* the 'A' command -- remove multiple worn items */ 2220. int 2221. doddoremarm() 2222. { 2223. int result = 0; 2224. 2225. if (taking_off || takeoff_mask) { 2226. You("continue %s.", disrobing); 2227. set_occupation(take_off, disrobing, 0); 2228. return 0; 2229. } else if (!uwep && !uswapwep && !uquiver && !uamul && !ublindf && 2230. !uleft && !uright && !wearing_armor()) { 2231. You("are not wearing anything."); 2232. return 0; 2233. } 2234. 2235. add_valid_menu_class(0); /* reset */ 2236. if (flags.menu_style != MENU_TRADITIONAL || 2237. (result = ggetobj("take off", select_off, 0, FALSE, (unsigned *)0)) < -1) 2238. result = menu_remarm(result); 2239. 2240. if (takeoff_mask) { 2241. /* default activity for armor and/or accessories, 2242. possibly combined with weapons */ 2243. disrobing = "disrobing"; 2244. /* specific activity when handling weapons only */ 2245. if (!(takeoff_mask & ~(W_WEP|W_SWAPWEP|W_QUIVER))) 2246. disrobing = "disarming"; 2247. (void) take_off(); 2248. } 2249. /* The time to perform the command is already completely accounted for 2250. * in take_off(); if we return 1, that would add an extra turn to each 2251. * disrobe. 2252. */ 2253. return 0; 2254. } 2255. 2256. STATIC_OVL int 2257. menu_remarm(retry) 2258. int retry; 2259. { 2260. int n, i = 0; 2261. menu_item *pick_list; 2262. boolean all_worn_categories = TRUE; 2263. 2264. if (retry) { 2265. all_worn_categories = (retry == -2); 2266. } else if (flags.menu_style == MENU_FULL) { 2267. all_worn_categories = FALSE; 2268. n = query_category("What type of things do you want to take off?", 2269. invent, WORN_TYPES|ALL_TYPES, &pick_list, PICK_ANY); 2270. if (!n) return 0; 2271. for (i = 0; i < n; i++) { 2272. if (pick_list[i].item.a_int == ALL_TYPES_SELECTED) 2273. all_worn_categories = TRUE; 2274. else 2275. add_valid_menu_class(pick_list[i].item.a_int); 2276. } 2277. free((genericptr_t) pick_list); 2278. } else if (flags.menu_style == MENU_COMBINATION) { 2279. all_worn_categories = FALSE; 2280. if (ggetobj("take off", select_off, 0, TRUE, (unsigned *)0) == -2) 2281. all_worn_categories = TRUE; 2282. } 2283. 2284. n = query_objlist("What do you want to take off?", invent, 2285. SIGNAL_NOMENU|USE_INVLET|INVORDER_SORT, 2286. &pick_list, PICK_ANY, 2287. all_worn_categories ? is_worn : is_worn_by_type); 2288. if (n > 0) { 2289. for (i = 0; i < n; i++) 2290. (void) select_off(pick_list[i].item.a_obj); 2291. free((genericptr_t) pick_list); 2292. } else if (n < 0 && flags.menu_style != MENU_COMBINATION) { 2293. There("is nothing else you can remove or unwield."); 2294. } 2295. return 0; 2296. } 2297. 2298. /* hit by destroy armor scroll/black dragon breath/monster spell */ 2299. int 2300. destroy_arm(atmp) 2301. register struct obj *atmp; 2302. { 2303. register struct obj *otmp; 2304. #define DESTROY_ARM(o) ((otmp = (o)) != 0 && \ 2305. (!atmp || atmp == otmp) && \ 2306. (!obj_resists(otmp, 0, 90))) 2307. 2308. if (DESTROY_ARM(uarmc)) { 2309. if (donning(otmp)) cancel_don(); 2310. Your("%s crumbles and turns to dust!", 2311. cloak_simple_name(uarmc)); 2312. (void) Cloak_off(); 2313. useup(otmp); 2314. } else if (DESTROY_ARM(uarm)) { 2315. if (donning(otmp)) cancel_don(); 2316. Your("armor turns to dust and falls to the %s!", 2317. surface(u.ux,u.uy)); 2318. (void) Armor_gone(); 2319. useup(otmp); 2320. #ifdef TOURIST 2321. } else if (DESTROY_ARM(uarmu)) { 2322. if (donning(otmp)) cancel_don(); 2323. Your("shirt crumbles into tiny threads and falls apart!"); 2324. (void) Shirt_off(); 2325. useup(otmp); 2326. #endif 2327. } else if (DESTROY_ARM(uarmh)) { 2328. if (donning(otmp)) cancel_don(); 2329. Your("helmet turns to dust and is blown away!"); 2330. (void) Helmet_off(); 2331. useup(otmp); 2332. } else if (DESTROY_ARM(uarmg)) { 2333. if (donning(otmp)) cancel_don(); 2334. Your("gloves vanish!"); 2335. (void) Gloves_off(); 2336. useup(otmp); 2337. selftouch("You"); 2338. } else if (DESTROY_ARM(uarmf)) { 2339. if (donning(otmp)) cancel_don(); 2340. Your("boots disintegrate!"); 2341. (void) Boots_off(); 2342. useup(otmp); 2343. } else if (DESTROY_ARM(uarms)) { 2344. if (donning(otmp)) cancel_don(); 2345. Your("shield crumbles away!"); 2346. (void) Shield_off(); 2347. useup(otmp); 2348. } else { 2349. return 0; /* could not destroy anything */ 2350. } 2351. 2352. #undef DESTROY_ARM 2353. stop_occupation(); 2354. return(1); 2355. } 2356. 2357. void 2358. adj_abon(otmp, delta) 2359. register struct obj *otmp; 2360. register schar delta; 2361. { 2362. if (uarmg && uarmg == otmp && otmp->otyp == GAUNTLETS_OF_DEXTERITY) { 2363. if (delta) { 2364. makeknown(uarmg->otyp); 2365. ABON(A_DEX) += (delta); 2366. } 2367. flags.botl = 1; 2368. } 2369. if (uarmh && uarmh == otmp && otmp->otyp == HELM_OF_BRILLIANCE) { 2370. if (delta) { 2371. makeknown(uarmh->otyp); 2372. ABON(A_INT) += (delta); 2373. ABON(A_WIS) += (delta); 2374. } 2375. flags.botl = 1; 2376. } 2377. } 2378. 2379. #endif /* OVLB */ 2380. 2381. /*do_wear.c*/