/* 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, 40, 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 "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;
default: break;
}
return armour_data;
}