#ifndef WORN_H #define WORN_H //***************************************************************************** // // worn.h // // handles all of the functioning of wearable items. Perhaps this could // eventually be extended to include armors? I think, perhaps, one of the // weirdest things about (most) DIKUs is that worn items and armors are two // different item types; really, wearable items are just armors that provide // no armor class. Fusing the two item types into one might be a much more // fruitful route to take. Or perhaps another route would be to just make // another item type called "armor" that only functions if the item is also of // type "worn"; it calculates armor class/protection/whatnot based on the type // of worn item the item is. // // that said, I'm not going to do it. Well, not for NakedMud anyways; I don't // want to burden other developers with my conception of what a good way to do // armor class is. Therefore, if you agree with me, I leave the exercise up to // you :) // //***************************************************************************** // // what type of a worn item is this object? const char *wornGetType(OBJ_DATA *obj); const char *wornGetPositions(OBJ_DATA *obj); void wornSetType(OBJ_DATA *obj, const char *type); // // add a new worn type to our list of possible worn types. A type name and // a list of open positions for equipping the item are required. void worn_add_type(const char *type, const char *required_positions); #endif // WORN_H