/* The armour_table 
 * Started by Dank, completed by Baldrick.
 * Added more types, dec '95, Baldrick.
 */
int *lookup_armour_data(string name) 
  {
  int i;
  int *armour_data;
/* armour data are of form: 
 * 0: gp cost (use negative integer if cost is in silver, i.e. -5 = 5 silver.
 * 1: gp cost of enchanted +1 item, 
 * 2: weight in standard game units (tenths of pounds), 
 * 3: Size, an int, 1 is xxs (ring and such) and 20 is XXL (full plate)
 * 4: Armor class
 * 5: Type: 1 = bodyarmour, 2 = shield, 3 = helmet, 4 = boots, 5 = amulet, 
 *          6 = cloak, 7 = ring,   8 = gloves, 9 = belt, 10 = backpack
 *          11 = trousers
 * 6: Material: 1 = wood, 2 = metal, 3 = leather, 4 = cloth
 * 
 * Have to add these to the table !!!!! lazy right now.
 * 
 * 7: Holdable. 1 if it is, 0 if it's not.
      If it's holdable, it's not wearable..  
 * 8: 1 if it is of a type that won't give the player a dex modifier on ac.
 *    (like plate armour)
 */
  switch(name) {
    case "banded mail":
    case "banded": 
      /* Added size on this one already! Baldrick. */
      armour_data=({ 200,  4000, 350, 18, 60, 1, 2, 0, 0 }); break;
    case "bracers":
      armour_data=({   7,  2000,   5, 2, 0, 8, 2, 0, 0 }); break;
    case "brigandine":
      armour_data=({ 120,  3500, 350, 17, 40, 1, 3, 0, 0 }); break;
     /* The material is leather becuase it's the weakest component.--AKK */
    case "chain mail":
    case "chain":
    case "chainmail":
      armour_data=({  75,  3500, 400, 17, 50, 1, 2, 0, 0 }); break;
    case "bronze plate":
      armour_data=({ 400, 10000, 450, 20, 60, 1, 2, 0, 1 }); break;
    case "elfin chain":
      armour_data=({5000, 20000, 150, 17, 50, 1, 2, 0, 0 }); break;
    case "field plate":
      armour_data=({2000, 15000, 600, 20, 80, 1, 2, 0, 1 }); break;
    case "full plate":
      armour_data=({8000, 30000, 700, 20, 90, 1, 2, 0, 1 }); break;
    case "hide":
      armour_data=({  15,  2500, 300, 17, 30, 1, 3, 0, 0 }); break;
    case "leather":
      armour_data=({   5,  2000, 150, 15, 20, 1, 3, 0, 0 }); break;
    case "padded leather":
    case "padded":
      armour_data=({   4,  2000, 100, 18, 20, 1, 3, 0, 0 }); break;
    case "heavy hide":
      armour_data=({ 1000, 4000, 600, 20, 60, 1, 3, 0, 1 }); break;
    case "plate mail":
    case "plate": 
      armour_data=({ 600,  5000, 500, 20, 70, 1, 2, 0, 1 }); break;
    case "ring mail":
      armour_data=({ 100,  3000, 300, 17, 30, 1, 3, 0, 0 }); break;
   /* As with Brigandine, it's leather becuase the leather is the weakest
    * part of the armor. --AKK */
    case "scale mail":
    case "scale":
      armour_data=({ 120,  3500, 400, 17, 40, 1, 3, 0, 0 }); break;
   /* In this case, although leather is the weakest material, the metal scales
    * cover it too well for things to effect the leather. --AKK */
    case "splint mail":
    case "splint":
      armour_data=({  80,  3500, 400, 17, 60, 1, 3, 0, 0 }); break;
   /* Another leather-backed armor.... --AKK */
    case "studded":
    case "studded leather":
      armour_data=({  20,  2000, 250, 15, 30, 1, 3, 0, 0 }); break;
    /* Shields: */
    case "buckler":
      armour_data=({   1,  1500,  30, 5, 10, 2, 2, 1, 0 }); break;
    case "shield":
    case "medium shield":  
      armour_data=({   7,  2500, 100, 6, 20, 2, 2, 1, 0 }); break;
    case "large shield":
      armour_data=({  10,  3000, 150, 8, 30, 2, 2, 1, 0 }); break;
    case "small shield":
      armour_data=({   3,  2000, 120, 5, 15, 2, 2, 1, 0 }); break;
    case "wooden shield":
      armour_data=({   1,  1000,  40, 5, 10, 2, 1, 1, 0 }); break;
    /* head-wear */
    case "helm":
    case "helmet":
    case "basinet":
      armour_data=({  8,  1500,  50, 1, 10, 3, 2, 0, 0 }); break;
    case "cowl":
     armour_data=({  4, 1500, 10, 1, 10, 3, 2, 0, 0 }); break;
    case "great helm":
    case "full helm":
    case "visored helm":
      armour_data=({  30,  2500, 100, 2, 20, 3, 2, 0, 0 }); break;
    case "shoes":
    case "boots":
      armour_data=({   1,  1500,  10, 3, 0, 4, 3, 0, 0 }); break;
    case "slippers":
      armour_data=({   1,  1500,  10, 2, 0, 4, 4, 0, 0 }); break;
    case "amulet":
    case "pendant":
    case "necklace":
      armour_data=({  10,  4000,   2, 1, 0, 5, 2, 0, 0 }); break;
    case "cape":
    case "cloak":
      armour_data=({   1,  1500,  10, 10, 0, 6, 4, 0, 0 }); break;
    case "ring":
      armour_data=({   1,  4000,   1, 1, 0, 7, 2, 0, 0 }); break;
    case "gauntlets":
      armour_data=({   3,  2000,   3, 2, 0, 8, 2, 0, 0 }); break;
    case "gloves":
      armour_data=({   3,  2000,   3, 2, 0, 8, 3, 0, 0 }); break;
    case "belt":
      armour_data=({   7,  2000,   5, 2, 0, 9, 2, 0, 0 }); break;
    case "trousers":
      armour_data=({ -5, 500, 2, 6, 0, 11, 4, 0, 0 }); break;
    case "shirt":
      armour_data=({ -5, 500, 2, 6, 0, 12, 4, 0, 0 }); break;
    default: break;
  }
  return armour_data;
}