void ring_off() { int ring; THING *obj; if (cur_ring[LEFT] == NULL && cur_ring[RIGHT] == NULL) { if (terse) msg("no rings"); else msg("you aren't wearing any rings"); return; } else if (cur_ring[LEFT] == NULL) ring = RIGHT; else if (cur_ring[RIGHT] == NULL) ring = LEFT; else if ((ring = gethand()) < 0) return; mpos = 0; obj = cur_ring[ring]; if (obj == NULL) { msg("not wearing such a ring"); return; } if (dropcheck(obj)) msg("was wearing %s(%c)", inv_name(obj, TRUE), obj->o_packch); }
/* * ring_on: * Put on a ring */ int ring_on() { struct object *obj; struct linked_list *item; int ring, wh; char buf[LINLEN]; bool okring; if (cur_ring[LEFT] != NULL && cur_ring[RIGHT] != NULL) { msg("Already wearing two rings."); after = FALSE; return 0; } /* * Make certain that it is somethings that we want to wear */ if ((item = get_item("put on", RING)) == NULL) return 0; obj = OBJPTR(item); if (obj->o_type != RING) { msg("That won't fit on your finger."); return 0; } /* * find out which hand to put it on */ if (is_current(obj)) return 0; if (cur_ring[LEFT] == NULL && cur_ring[RIGHT] == NULL) { if ((ring = gethand(FALSE)) < 0) return 0; } else if (cur_ring[LEFT] == NULL) ring = LEFT; else ring = RIGHT; cur_ring[ring] = obj; wh = obj->o_which; /* * okring = FALSE when: * 1) ring is cursed and benefit = plus * 2) ring is blessed and benefit = minus */ okring = !((obj->o_ac > 0 && o_on(obj, ISCURSED)) || (obj->o_ac < 0 && o_on(obj, ISBLESS))); /* * Calculate the effect it has on the poor guy (if possible). */ if (okring) { switch (wh) { case R_SPEED: if (--obj->o_ac < 0) { obj->o_ac = 0; setoflg(obj, ISCURSED); } else { add_haste(FALSE); msg("You find yourself moving must faster."); } when R_GIANT : /* to 24 */ him->s_ef.a_str = MAXSTR; when R_ADDSTR : chg_abil(STR, obj->o_ac, FROMRING); when R_KNOW : chg_abil(WIS, obj->o_ac, FROMRING); when R_DEX : chg_abil(DEX, obj->o_ac, FROMRING); when R_CONST : chg_abil(CON, obj->o_ac, FROMRING); when R_SEEINVIS : player.t_flags |= CANSEE; light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); when R_AGGR : aggravate(); when R_HEAVY : updpack(); /* new pack weight */ when R_BLIND : r_know[R_BLIND] = TRUE; player.t_flags |= ISBLIND; look(FALSE); when R_SLOW : player.t_flags |= ISSLOW; when R_SAPEM : fuse(sapem, TRUE, 150); when R_LIGHT: { struct room *rop; r_know[R_LIGHT] = TRUE; if ((rop = player.t_room) != NULL) { rop->r_flags &= ~ISDARK; light(&hero); mvwaddch(cw, hero.y, hero.x, PLAYER); } } } } if (r_know[wh] && r_guess[wh]) { free(r_guess[wh]); r_guess[wh] = NULL; } else if (!r_know[wh] && r_guess[wh] == NULL) { mpos = 0; strcpy(buf, r_stones[wh]); msg(callit); if (get_str(buf, cw) == NORM) { r_guess[wh] = new (strlen(buf) + 1); strcpy(r_guess[wh], buf); }
void ring_on() { THING *obj; int ring; obj = get_item("put on", RING); /* * Make certain that it is somethings that we want to wear */ if (obj == NULL) return; if (obj->o_type != RING) { if (!terse) msg("it would be difficult to wrap that around a finger"); else msg("not a ring"); return; } /* * find out which hand to put it on */ if (is_current(obj)) return; if (cur_ring[LEFT] == NULL && cur_ring[RIGHT] == NULL) { if ((ring = gethand()) < 0) return; } else if (cur_ring[LEFT] == NULL) ring = LEFT; else if (cur_ring[RIGHT] == NULL) ring = RIGHT; else { if (!terse) msg("you already have a ring on each hand"); else msg("wearing two"); return; } cur_ring[ring] = obj; /* * Calculate the effect it has on the poor guy. */ switch (obj->o_which) { case R_ADDSTR: chg_str(obj->o_arm); break; case R_SEEINVIS: invis_on(); break; case R_AGGR: aggravate(); break; } if (!terse) addmsg("you are now wearing "); msg("%s (%c)", inv_name(obj, TRUE), obj->o_packch); }