LPMUD/
LPMUD/BIN/
LPMUD/DOC/
LPMUD/MUDLIB/
LPMUD/MUDLIB/BANISH/
LPMUD/MUDLIB/D/
LPMUD/MUDLIB/DOC/
LPMUD/MUDLIB/DOC/DOMAINS/
LPMUD/MUDLIB/DOC/EFUN/
LPMUD/MUDLIB/DOC/EXAMPLES/
LPMUD/MUDLIB/DOC/EXAMPLES/ARMOUR/
LPMUD/MUDLIB/DOC/EXAMPLES/CONTAIN/
LPMUD/MUDLIB/DOC/EXAMPLES/FOOD/
LPMUD/MUDLIB/DOC/EXAMPLES/MAGIC/
LPMUD/MUDLIB/DOC/EXAMPLES/MONSTER/
LPMUD/MUDLIB/DOC/EXAMPLES/ROOM/
LPMUD/MUDLIB/DOC/EXAMPLES/WEAPONS/
LPMUD/MUDLIB/FUNCTION/
LPMUD/MUDLIB/INCLUDE/
LPMUD/MUDLIB/INCLUDE/FN_SPECS/
LPMUD/MUDLIB/INCLUDE/SKILLS/
LPMUD/MUDLIB/INFO/
LPMUD/MUDLIB/INHERIT/BASE/
LPMUD/MUDLIB/LOG/
LPMUD/MUDLIB/MANUALS/312/
LPMUD/MUDLIB/NEWS/
LPMUD/MUDLIB/OBJ/PARTY/
LPMUD/MUDLIB/OBJ/SHADOWS/
LPMUD/MUDLIB/OBJECTS/COMPONEN/
LPMUD/MUDLIB/OPEN/
LPMUD/MUDLIB/OPEN/LIBRARY/
LPMUD/MUDLIB/OPEN/PARTY/
LPMUD/MUDLIB/PLAYERS/
LPMUD/MUDLIB/PLAYERS/ZIL/
LPMUD/MUDLIB/ROOM/
LPMUD/MUDLIB/ROOM/CITY/ARENA/
LPMUD/MUDLIB/ROOM/CITY/CREATOR/
LPMUD/MUDLIB/ROOM/CITY/GARDEN/MONST/
LPMUD/MUDLIB/ROOM/CITY/OBJ/
LPMUD/MUDLIB/ROOM/CITY/PUB/
LPMUD/MUDLIB/ROOM/CITY/SHOP/
LPMUD/MUDLIB/ROOM/DEATH/
LPMUD/MUDLIB/ROOM/REGISTRY/
LPMUD/MUDLIB/SECURE/
LPMUD/MUDLIB/SECURE/UDP_CMD_/
LPMUD/MUDLIB/SKILLS/
LPMUD/MUDLIB/SKILLS/FIGHTER/
LPMUD/MUDLIB/SKILLS/THIEF/
LPMUD/MUDLIB/USR/
LPMUD/MUDLIB/USR/CREATORS/
LPMUD/MUDLIB/USR/PLAYERS/
/* CLOTHING.c   Angel, Sept 1993.
 * As armour is actual armour, and clothing, by no stretch of the imagination
 * actually confers protection (if it does its armour). This object is used
 * so people can create hats, robes, scarves, necklaces, and the works as
 * items of fashion as opposed to items of protection. Note, also, that 
 * armour types slowly decay as they are bashed about. These items are 
 * always as good as if they were just coded.
 */  

#include <mudlib.h>
inherit BASE;

#define NAME (string)this_player()->query_name()   

status worn;                 /* flag true if worn */    
    
init() {    
  ::init();
  add_action("wear", "wear");    
  add_action("remove", "remove");    
}    
    
    
status get() { return 1; }    

status drop(status silently) {    
  if(worn && !silently) {    
    tell_object(environment(), "You drop your worn "+ query_name() +".\n");    
  }
  worn = 0;    
  return 0;    
}    
    

string short(status wiz) {    
  if(!::short(wiz)) return 0;    
  return ::short(wiz) +((worn) ? " (worn)" : "");      
}    
   
 
status wear(string str) {    
  int i;
  object ob;    
   
  if(!str) {
    notify_fail("wear what?\n");
    return 0;
  }
  if(!(ob = present(str, this_player()))) {
    notify_fail("You do not have a "+ str +".\n");
    return 0;
  }
  if(ob != this_object()) {
    notify_fail("You can't do that!\n");
    return 0;
  }
  if(worn) {    
    write("You already wear it!\n");    
    return 1;    
  }    
  sscanf(str,"%s %d",str,i);
  for(i = 1; (ob = present(str +" "+ i, this_player())); i++) {
    if(ob->query_worn()) { 
      write("You are already wearing a "+ query_name() +".\n");    
      return 1;
    }
  }
  write("You wear "+ query_name() +".\n");
  say(NAME +" wears "+ query_name() +".\n");
  worn = 1;
  return 1;    
}    


status query_worn() {
return worn;
}
    

status remove(string str) {    
  int i;
  object ob;

  if(!str) {
    notify_fail("remove what?\n");
    return 0;
  }
  if(!(ob = present(str, this_player()))) {
    notify_fail("You do not have a "+ str +".\n");
    return 0;
  }
  if(ob != this_object()) {
    notify_fail("You can't do that!\n");
    return 0;
  }
  if(!worn) {
    write("You are not wearing it.\n");
    return 1;
  }    
  write("You remove your "+ query_name() +".\n");
  say(NAME +" removes "+ query_name() +".\n");
  worn = 0;    
  return 1;    
}