Make worm teeth and crysknives be stackable. Positively enchanting
a stack of multiple worm teeth produces a single crysknife, negatively
enchanting a stack of multiple crysknives produces a single worm tooth.
A dropped stack of N fixed crysknives has 90% of remaining N crysknives,
10% of becoming a stack of N worm teeth, rather than produce an average
of 0.9*N crysknives and 0.1*N worm teeth. (The code which handles that
transformation operates on loose objects so cannot handle stack splitting
because it wouldn't have any idea of what to do with extra objects.)
Terminate multi-shot volley throwing of boomerangs if one comes back
and isn't caught. The sequence throw-catch-throw-catch is odd, but would
take a substantial amount of code and effort to be changed to the more
intuitive (for rapid volley throwing) throw-throw-catch-catch. Even if
feasible, doing that for underused boomerangs would be a waste of effort.
854 lines
23 KiB
C
854 lines
23 KiB
C
/* SCCS Id: @(#)wield.c 3.5 2006/07/14 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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/* KMH -- Differences between the three weapon slots.
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*
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* The main weapon (uwep):
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* 1. Is filled by the (w)ield command.
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* 2. Can be filled with any type of item.
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* 3. May be carried in one or both hands.
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* 4. Is used as the melee weapon and as the launcher for
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* ammunition.
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* 5. Only conveys intrinsics when it is a weapon, weapon-tool,
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* or artifact.
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* 6. Certain cursed items will weld to the hand and cannot be
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* unwielded or dropped. See erodeable_wep() and will_weld()
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* below for the list of which items apply.
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*
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* The secondary weapon (uswapwep):
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* 1. Is filled by the e(x)change command, which swaps this slot
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* with the main weapon. If the "pushweapon" option is set,
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* the (w)ield command will also store the old weapon in the
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* secondary slot.
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* 2. Can be field with anything that will fit in the main weapon
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* slot; that is, any type of item.
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* 3. Is usually NOT considered to be carried in the hands.
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* That would force too many checks among the main weapon,
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* second weapon, shield, gloves, and rings; and it would
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* further be complicated by bimanual weapons. A special
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* exception is made for two-weapon combat.
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* 4. Is used as the second weapon for two-weapon combat, and as
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* a convenience to swap with the main weapon.
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* 5. Never conveys intrinsics.
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* 6. Cursed items never weld (see #3 for reasons), but they also
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* prevent two-weapon combat.
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*
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* The quiver (uquiver):
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* 1. Is filled by the (Q)uiver command.
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* 2. Can be filled with any type of item.
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* 3. Is considered to be carried in a special part of the pack.
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* 4. Is used as the item to throw with the (f)ire command.
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* This is a convenience over the normal (t)hrow command.
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* 5. Never conveys intrinsics.
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* 6. Cursed items never weld; their effect is handled by the normal
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* throwing code.
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*
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* No item may be in more than one of these slots.
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*/
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STATIC_DCL boolean FDECL(cant_wield_corpse, (struct obj *));
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STATIC_DCL int FDECL(ready_weapon, (struct obj *));
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/* used by will_weld() */
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/* probably should be renamed */
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#define erodeable_wep(optr) ((optr)->oclass == WEAPON_CLASS \
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|| is_weptool(optr) \
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|| (optr)->otyp == HEAVY_IRON_BALL \
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|| (optr)->otyp == IRON_CHAIN)
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/* used by welded(), and also while wielding */
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#define will_weld(optr) ((optr)->cursed \
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&& (erodeable_wep(optr) \
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|| (optr)->otyp == TIN_OPENER))
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/*** Functions that place a given item in a slot ***/
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/* Proper usage includes:
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* 1. Initializing the slot during character generation or a
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* restore.
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* 2. Setting the slot due to a player's actions.
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* 3. If one of the objects in the slot are split off, these
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* functions can be used to put the remainder back in the slot.
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* 4. Putting an item that was thrown and returned back into the slot.
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* 5. Emptying the slot, by passing a null object. NEVER pass
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* zeroobj!
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*
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* If the item is being moved from another slot, it is the caller's
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* responsibility to handle that. It's also the caller's responsibility
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* to print the appropriate messages.
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*/
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void
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setuwep(obj)
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register struct obj *obj;
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{
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struct obj *olduwep = uwep;
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if (obj == uwep) return; /* necessary to not set unweapon */
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/* This message isn't printed in the caller because it happens
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* *whenever* Sunsword is unwielded, from whatever cause.
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*/
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setworn(obj, W_WEP);
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if (uwep == obj && artifact_light(olduwep) && olduwep->lamplit) {
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end_burn(olduwep, FALSE);
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if (!Blind) pline("%s glowing.", Tobjnam(olduwep, "stop"));
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}
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/* Note: Explicitly wielding a pick-axe will not give a "bashing"
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* message. Wielding one via 'a'pplying it will.
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* 3.2.2: Wielding arbitrary objects will give bashing message too.
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*/
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if (obj) {
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unweapon = (obj->oclass == WEAPON_CLASS) ?
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is_launcher(obj) || is_ammo(obj) ||
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is_missile(obj) || (is_pole(obj)
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#ifdef STEED
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&& !u.usteed
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#endif
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) : !is_weptool(obj);
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} else
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unweapon = TRUE; /* for "bare hands" message */
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update_inventory();
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}
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STATIC_OVL boolean
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cant_wield_corpse(obj)
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struct obj *obj;
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{
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char kbuf[BUFSZ];
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if (uarmg || obj->otyp != CORPSE ||
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!touch_petrifies(&mons[obj->corpsenm]) || Stone_resistance)
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return FALSE;
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/* Prevent wielding cockatrice when not wearing gloves --KAA */
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You("wield %s in your bare %s.",
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corpse_xname(obj, (const char *)0, CXN_PFX_THE),
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makeplural(body_part(HAND)));
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Sprintf(kbuf, "wielding %s bare-handed", killer_xname(obj));
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instapetrify(kbuf);
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return TRUE;
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}
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STATIC_OVL int
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ready_weapon(wep)
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struct obj *wep;
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{
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/* Separated function so swapping works easily */
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int res = 0;
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if (!wep) {
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/* No weapon */
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if (uwep) {
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You("are empty %s.", body_part(HANDED));
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setuwep((struct obj *) 0);
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res++;
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} else
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You("are already empty %s.", body_part(HANDED));
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} else if (wep->otyp == CORPSE && cant_wield_corpse(wep)) {
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/* hero must have been life-saved to get here; use a turn */
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res++; /* corpse won't be wielded */
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} else if (uarms && bimanual(wep))
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You("cannot wield a two-handed %s while wearing a shield.",
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is_sword(wep) ? "sword" :
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wep->otyp == BATTLE_AXE ? "axe" : "weapon");
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else if (wep->oartifact && !touch_artifact(wep, &youmonst)) {
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res++; /* takes a turn even though it doesn't get wielded */
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} else {
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/* Weapon WILL be wielded after this point */
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res++;
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if (will_weld(wep)) {
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const char *tmp = xname(wep), *thestr = "The ";
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if (strncmp(tmp, thestr, 4) && !strncmp(The(tmp),thestr,4))
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tmp = thestr;
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else tmp = "";
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pline("%s%s %s to your %s!", tmp, aobjnam(wep, "weld"),
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(wep->quan == 1L) ? "itself" : "themselves", /* a3 */
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bimanual(wep) ?
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(const char *)makeplural(body_part(HAND))
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: body_part(HAND));
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wep->bknown = TRUE;
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} else {
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/* The message must be printed before setuwep (since
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* you might die and be revived from changing weapons),
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* and the message must be before the death message and
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* Lifesaved rewielding. Yet we want the message to
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* say "weapon in hand", thus this kludge.
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*/
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long dummy = wep->owornmask;
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wep->owornmask |= W_WEP;
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prinv((char *)0, wep, 0L);
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wep->owornmask = dummy;
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}
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setuwep(wep);
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/* KMH -- Talking artifacts are finally implemented */
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arti_speak(wep);
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if (artifact_light(wep) && !wep->lamplit) {
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begin_burn(wep, FALSE);
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if (!Blind)
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pline("%s to glow brilliantly!", Tobjnam(wep, "begin"));
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}
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#if 0
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/* we'll get back to this someday, but it's not balanced yet */
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if (Race_if(PM_ELF) && !wep->oartifact &&
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objects[wep->otyp].oc_material == IRON) {
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/* Elves are averse to wielding cold iron */
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You("have an uneasy feeling about wielding cold iron.");
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change_luck(-1);
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}
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#endif
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if (wep->unpaid) {
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struct monst *this_shkp;
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if ((this_shkp = shop_keeper(inside_shop(u.ux, u.uy))) !=
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(struct monst *)0) {
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pline("%s says \"You be careful with my %s!\"",
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shkname(this_shkp),
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xname(wep));
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}
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}
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}
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return(res);
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}
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void
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setuqwep(obj)
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register struct obj *obj;
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{
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setworn(obj, W_QUIVER);
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update_inventory();
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}
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void
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setuswapwep(obj)
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register struct obj *obj;
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{
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setworn(obj, W_SWAPWEP);
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update_inventory();
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}
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/*** Commands to change particular slot(s) ***/
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static NEARDATA const char wield_objs[] =
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{ ALL_CLASSES, ALLOW_NONE, WEAPON_CLASS, TOOL_CLASS, 0 };
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#ifdef GOLDOBJ
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static NEARDATA const char ready_objs[] =
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{ COIN_CLASS, ALL_CLASSES, ALLOW_NONE, WEAPON_CLASS, 0 };
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static NEARDATA const char bullets[] = /* (note: different from dothrow.c) */
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{ COIN_CLASS, ALL_CLASSES, ALLOW_NONE, GEM_CLASS, WEAPON_CLASS, 0 };
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#else
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static NEARDATA const char ready_objs[] =
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{ ALL_CLASSES, ALLOW_NONE, WEAPON_CLASS, 0 };
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static NEARDATA const char bullets[] = /* (note: different from dothrow.c) */
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{ ALL_CLASSES, ALLOW_NONE, GEM_CLASS, WEAPON_CLASS, 0 };
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#endif
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int
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dowield()
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{
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register struct obj *wep, *oldwep;
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int result;
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/* May we attempt this? */
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multi = 0;
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if (cantwield(youmonst.data)) {
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pline("Don't be ridiculous!");
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return(0);
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}
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/* Prompt for a new weapon */
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if (!(wep = getobj(wield_objs, "wield")))
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/* Cancelled */
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return (0);
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else if (wep == uwep) {
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You("are already wielding that!");
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if (is_weptool(wep)) unweapon = FALSE; /* [see setuwep()] */
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return (0);
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} else if (welded(uwep)) {
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weldmsg(uwep);
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/* previously interrupted armor removal mustn't be resumed */
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reset_remarm();
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return (0);
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}
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/* Handle no object, or object in other slot */
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if (wep == &zeroobj)
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wep = (struct obj *) 0;
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else if (wep == uswapwep)
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return (doswapweapon());
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else if (wep == uquiver)
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setuqwep((struct obj *) 0);
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else if (wep->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL
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#ifdef STEED
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| W_SADDLE
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#endif
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)) {
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You("cannot wield that!");
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return (0);
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}
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/* Set your new primary weapon */
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oldwep = uwep;
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result = ready_weapon(wep);
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if (flags.pushweapon && oldwep && uwep != oldwep)
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setuswapwep(oldwep);
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untwoweapon();
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return (result);
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}
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int
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doswapweapon()
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{
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register struct obj *oldwep, *oldswap;
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int result = 0;
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/* May we attempt this? */
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multi = 0;
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if (cantwield(youmonst.data)) {
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pline("Don't be ridiculous!");
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return(0);
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}
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if (welded(uwep)) {
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weldmsg(uwep);
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return (0);
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}
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/* Unwield your current secondary weapon */
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oldwep = uwep;
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oldswap = uswapwep;
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setuswapwep((struct obj *) 0);
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/* Set your new primary weapon */
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result = ready_weapon(oldswap);
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/* Set your new secondary weapon */
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if (uwep == oldwep)
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/* Wield failed for some reason */
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setuswapwep(oldswap);
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else {
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setuswapwep(oldwep);
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if (uswapwep)
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prinv((char *)0, uswapwep, 0L);
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else
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You("have no secondary weapon readied.");
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}
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if (u.twoweap && !can_twoweapon())
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untwoweapon();
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return (result);
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}
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int
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dowieldquiver()
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{
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register struct obj *newquiver;
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const char *quivee_types = (uslinging() ||
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(uswapwep && objects[uswapwep->otyp].oc_skill == P_SLING)) ?
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bullets : ready_objs;
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/* Since the quiver isn't in your hands, don't check cantwield(), */
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/* will_weld(), touch_petrifies(), etc. */
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multi = 0;
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/* Because 'Q' used to be quit... */
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if (flags.suppress_alert < FEATURE_NOTICE_VER(3,3,0))
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pline("Note: Please use #quit if you wish to exit the game.");
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/* Prompt for a new quiver */
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if (!(newquiver = getobj(quivee_types, "ready")))
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/* Cancelled */
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return (0);
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/* Handle no object, or object in other slot */
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/* Any type is okay, since we give no intrinsics anyways */
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if (newquiver == &zeroobj) {
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/* Explicitly nothing */
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if (uquiver) {
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You("now have no ammunition readied.");
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setuqwep(newquiver = (struct obj *) 0);
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} else {
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You("already have no ammunition readied!");
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return(0);
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}
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} else if (newquiver == uquiver) {
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pline("That ammunition is already readied!");
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return(0);
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} else if (newquiver == uwep) {
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/* Prevent accidentally readying the main weapon */
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pline("%s already being used as a weapon!",
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!is_plural(uwep) ? "That is" : "They are");
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return(0);
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} else if (newquiver->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL
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#ifdef STEED
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| W_SADDLE
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#endif
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)) {
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You("cannot ready that!");
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return (0);
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} else {
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long dummy;
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/* Check if it's the secondary weapon */
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if (newquiver == uswapwep) {
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setuswapwep((struct obj *) 0);
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untwoweapon();
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}
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/* Okay to put in quiver; print it */
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dummy = newquiver->owornmask;
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newquiver->owornmask |= W_QUIVER;
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prinv((char *)0, newquiver, 0L);
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newquiver->owornmask = dummy;
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}
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/* Finally, place it in the quiver */
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setuqwep(newquiver);
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/* Take no time since this is a convenience slot */
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return (0);
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}
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/* used for #rub and for applying pick-axe, whip, grappling hook, or polearm */
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/* (moved from apply.c) */
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boolean
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wield_tool(obj, verb)
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struct obj *obj;
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const char *verb; /* "rub",&c */
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{
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const char *what;
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boolean more_than_1;
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if (obj == uwep) return TRUE; /* nothing to do if already wielding it */
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if (!verb) verb = "wield";
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what = xname(obj);
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more_than_1 = (obj->quan > 1L ||
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strstri(what, "pair of ") != 0 ||
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strstri(what, "s of ") != 0);
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if (obj->owornmask & (W_ARMOR|W_RING|W_AMUL|W_TOOL)) {
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You_cant("%s %s while wearing %s.",
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verb, yname(obj), more_than_1 ? "them" : "it");
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return FALSE;
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}
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if (welded(uwep)) {
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if (flags.verbose) {
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const char *hand = body_part(HAND);
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if (bimanual(uwep)) hand = makeplural(hand);
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if (strstri(what, "pair of ") != 0) more_than_1 = FALSE;
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pline(
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"Since your weapon is welded to your %s, you cannot %s %s %s.",
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hand, verb, more_than_1 ? "those" : "that", xname(obj));
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} else {
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You_cant("do that.");
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}
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return FALSE;
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}
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if (cantwield(youmonst.data)) {
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You_cant("hold %s strongly enough.", more_than_1 ? "them" : "it");
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return FALSE;
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}
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/* check shield */
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if (uarms && bimanual(obj)) {
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You("cannot %s a two-handed %s while wearing a shield.",
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verb, (obj->oclass == WEAPON_CLASS) ? "weapon" : "tool");
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return FALSE;
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}
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if (uquiver == obj) setuqwep((struct obj *)0);
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if (uswapwep == obj) {
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(void) doswapweapon();
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/* doswapweapon might fail */
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if (uswapwep == obj) return FALSE;
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} else {
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struct obj *oldwep = uwep;
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You("now wield %s.", doname(obj));
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setuwep(obj);
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if (flags.pushweapon && oldwep && uwep != oldwep)
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setuswapwep(oldwep);
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}
|
|
if (uwep != obj) return FALSE; /* rewielded old object after dying */
|
|
/* applying weapon or tool that gets wielded ends two-weapon combat */
|
|
if (u.twoweap)
|
|
untwoweapon();
|
|
if (obj->oclass != WEAPON_CLASS)
|
|
unweapon = TRUE;
|
|
return TRUE;
|
|
}
|
|
|
|
int
|
|
can_twoweapon()
|
|
{
|
|
struct obj *otmp;
|
|
|
|
#define NOT_WEAPON(obj) (!is_weptool(obj) && obj->oclass != WEAPON_CLASS)
|
|
if (!could_twoweap(youmonst.data)) {
|
|
if (Upolyd)
|
|
You_cant("use two weapons in your current form.");
|
|
else
|
|
pline("%s aren't able to use two weapons at once.",
|
|
makeplural((flags.female && urole.name.f) ?
|
|
urole.name.f : urole.name.m));
|
|
} else if (!uwep || !uswapwep)
|
|
Your("%s%s%s empty.", uwep ? "left " : uswapwep ? "right " : "",
|
|
body_part(HAND), (!uwep && !uswapwep) ? "s are" : " is");
|
|
else if (NOT_WEAPON(uwep) || NOT_WEAPON(uswapwep)) {
|
|
otmp = NOT_WEAPON(uwep) ? uwep : uswapwep;
|
|
pline("%s %s.", Yname2(otmp),
|
|
is_plural(otmp) ? "aren't weapons" : "isn't a weapon");
|
|
} else if (bimanual(uwep) || bimanual(uswapwep)) {
|
|
otmp = bimanual(uwep) ? uwep : uswapwep;
|
|
pline("%s isn't one-handed.", Yname2(otmp));
|
|
} else if (uarms)
|
|
You_cant("use two weapons while wearing a shield.");
|
|
else if (uswapwep->oartifact)
|
|
pline("%s being held second to another weapon!",
|
|
Yobjnam2(uswapwep, "resist"));
|
|
else if (uswapwep->otyp == CORPSE && cant_wield_corpse(uswapwep)) {
|
|
/* [Note: NOT_WEAPON() check prevents ever getting here...] */
|
|
; /* must be life-saved to reach here; return FALSE */
|
|
} else if (Glib || uswapwep->cursed) {
|
|
if (!Glib)
|
|
uswapwep->bknown = TRUE;
|
|
drop_uswapwep();
|
|
} else
|
|
return (TRUE);
|
|
return (FALSE);
|
|
}
|
|
|
|
void
|
|
drop_uswapwep()
|
|
{
|
|
char str[BUFSZ];
|
|
struct obj *obj = uswapwep;
|
|
|
|
/* Avoid trashing makeplural's static buffer */
|
|
Strcpy(str, makeplural(body_part(HAND)));
|
|
pline("%s from your %s!", Yobjnam2(obj, "slip"), str);
|
|
dropx(obj);
|
|
}
|
|
|
|
int
|
|
dotwoweapon()
|
|
{
|
|
/* You can always toggle it off */
|
|
if (u.twoweap) {
|
|
You("switch to your primary weapon.");
|
|
u.twoweap = 0;
|
|
update_inventory();
|
|
return (0);
|
|
}
|
|
|
|
/* May we use two weapons? */
|
|
if (can_twoweapon()) {
|
|
/* Success! */
|
|
You("begin two-weapon combat.");
|
|
u.twoweap = 1;
|
|
update_inventory();
|
|
return (rnd(20) > ACURR(A_DEX));
|
|
}
|
|
return (0);
|
|
}
|
|
|
|
/*** Functions to empty a given slot ***/
|
|
/* These should be used only when the item can't be put back in
|
|
* the slot by life saving. Proper usage includes:
|
|
* 1. The item has been eaten, stolen, burned away, or rotted away.
|
|
* 2. Making an item disappear for a bones pile.
|
|
*/
|
|
void
|
|
uwepgone()
|
|
{
|
|
if (uwep) {
|
|
if (artifact_light(uwep) && uwep->lamplit) {
|
|
end_burn(uwep, FALSE);
|
|
if (!Blind) pline("%s glowing.", Tobjnam(uwep, "stop"));
|
|
}
|
|
setworn((struct obj *)0, W_WEP);
|
|
unweapon = TRUE;
|
|
update_inventory();
|
|
}
|
|
}
|
|
|
|
void
|
|
uswapwepgone()
|
|
{
|
|
if (uswapwep) {
|
|
setworn((struct obj *)0, W_SWAPWEP);
|
|
update_inventory();
|
|
}
|
|
}
|
|
|
|
void
|
|
uqwepgone()
|
|
{
|
|
if (uquiver) {
|
|
setworn((struct obj *)0, W_QUIVER);
|
|
update_inventory();
|
|
}
|
|
}
|
|
|
|
void
|
|
untwoweapon()
|
|
{
|
|
if (u.twoweap) {
|
|
You("can no longer use two weapons at once.");
|
|
u.twoweap = FALSE;
|
|
update_inventory();
|
|
}
|
|
return;
|
|
}
|
|
|
|
/* Maybe rust object, or corrode it if acid damage is called for.
|
|
* Returns TRUE if something happened. */
|
|
boolean
|
|
erode_obj(target, acid_dmg, fade_scrolls, for_dip)
|
|
struct obj *target; /* object (e.g. weapon or armor) to erode */
|
|
boolean acid_dmg;
|
|
boolean fade_scrolls;
|
|
boolean for_dip;
|
|
{
|
|
int erosion;
|
|
struct monst *victim;
|
|
boolean vismon, visobj, chill;
|
|
boolean ret = FALSE;
|
|
boolean already_affected = FALSE;
|
|
|
|
if (!target)
|
|
return FALSE;
|
|
victim = carried(target) ? &youmonst :
|
|
mcarried(target) ? target->ocarry : (struct monst *)0;
|
|
vismon = victim && (victim != &youmonst) && canseemon(victim);
|
|
visobj = !victim && cansee(bhitpos.x, bhitpos.y); /* assume thrown */
|
|
|
|
if (!acid_dmg && target->lamplit) {
|
|
already_affected = snuff_lit(target);
|
|
if (already_affected) ret = TRUE;
|
|
}
|
|
erosion = acid_dmg ? target->oeroded2 : target->oeroded;
|
|
|
|
if (target->greased) {
|
|
grease_protect(target,(char *)0,victim);
|
|
ret = TRUE;
|
|
} else if (target->oclass == SCROLL_CLASS) {
|
|
if(fade_scrolls && target->otyp != SCR_BLANK_PAPER
|
|
#ifdef MAIL
|
|
&& target->otyp != SCR_MAIL
|
|
#endif
|
|
)
|
|
{
|
|
if (!Blind) {
|
|
if ((victim == &youmonst) || vismon || visobj)
|
|
pline("%s.", Yobjnam2(target, "fade"));
|
|
}
|
|
target->otyp = SCR_BLANK_PAPER;
|
|
target->spe = 0;
|
|
ret = TRUE;
|
|
}
|
|
} else if (target->oartifact &&
|
|
/* (no artifacts currently meet either of these criteria) */
|
|
arti_immune(target, acid_dmg ? AD_ACID : AD_RUST)) {
|
|
if (flags.verbose) {
|
|
if (victim == &youmonst)
|
|
pline("%s.", Yobjnam2(target, "sizzle"));
|
|
}
|
|
/* no damage to object */
|
|
} else if (target->oartifact && !acid_dmg &&
|
|
/* cold and fire provide partial protection against rust */
|
|
((chill = arti_immune(target, AD_COLD)) != 0 ||
|
|
arti_immune(target, AD_FIRE)) &&
|
|
/* once rusted, the chance for further rusting goes up */
|
|
rn2(2 * (MAX_ERODE + 1 - erosion))) {
|
|
if (flags.verbose && target->oclass == WEAPON_CLASS) {
|
|
if (victim == &youmonst || vismon || visobj)
|
|
pline("%s some water.",
|
|
Yobjnam2(target, chill ? "freeze" : "boil"));
|
|
}
|
|
/* no damage to object */
|
|
} else if (target->oerodeproof ||
|
|
(acid_dmg ? !is_corrodeable(target) : !is_rustprone(target))) {
|
|
if (flags.verbose || !(target->oerodeproof && target->rknown)) {
|
|
if (((victim == &youmonst) || vismon) && !for_dip)
|
|
pline("%s not %s.", Yobjnam2(target, "are"),
|
|
already_affected ? "harmed" : "affected");
|
|
/* no message if not carried or dipping */
|
|
}
|
|
if (target->oerodeproof) target->rknown = !for_dip;
|
|
} else if (erosion < MAX_ERODE) {
|
|
if ((victim == &youmonst) || vismon || visobj)
|
|
pline("%s%s!", Yobjnam2(target, acid_dmg ? "corrode" : "rust"),
|
|
erosion+1 == MAX_ERODE ? " completely" :
|
|
erosion ? " further" : "");
|
|
if (acid_dmg)
|
|
target->oeroded2++;
|
|
else
|
|
target->oeroded++;
|
|
ret = TRUE;
|
|
} else {
|
|
if (flags.verbose && !for_dip) {
|
|
if (victim == &youmonst)
|
|
pline("%s completely %s.",
|
|
Yobjnam2(target, Blind ? "feel" : "look"),
|
|
acid_dmg ? "corroded" : "rusty");
|
|
else if (vismon || visobj)
|
|
pline("%s completely %s.",
|
|
Yobjnam2(target, "look"),
|
|
acid_dmg ? "corroded" : "rusty");
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
int
|
|
chwepon(otmp, amount)
|
|
register struct obj *otmp;
|
|
register int amount;
|
|
{
|
|
const char *color = hcolor((amount < 0) ? NH_BLACK : NH_BLUE);
|
|
const char *xtime, *wepname = "";
|
|
boolean multiple;
|
|
int otyp = STRANGE_OBJECT;
|
|
|
|
if(!uwep || (uwep->oclass != WEAPON_CLASS && !is_weptool(uwep))) {
|
|
char buf[BUFSZ];
|
|
|
|
Sprintf(buf, "Your %s %s.", makeplural(body_part(HAND)),
|
|
(amount >= 0) ? "twitch" : "itch");
|
|
strange_feeling(otmp, buf);
|
|
exercise(A_DEX, (boolean) (amount >= 0));
|
|
return(0);
|
|
}
|
|
|
|
if (otmp && otmp->oclass == SCROLL_CLASS) otyp = otmp->otyp;
|
|
|
|
if (uwep->otyp == WORM_TOOTH && amount >= 0) {
|
|
multiple = (uwep->quan > 1L);
|
|
/* order: message, transformation, shop handling */
|
|
Your("%s %s much sharper now.", simpleonames(uwep),
|
|
multiple ? "fuse, and become" : "is");
|
|
uwep->otyp = CRYSKNIFE;
|
|
uwep->oerodeproof = 0;
|
|
if (multiple) {
|
|
uwep->quan = 1L;
|
|
uwep->owt = weight(uwep);
|
|
}
|
|
if (uwep->cursed) uncurse(uwep);
|
|
/* update shop bill to reflect new higher value */
|
|
if (uwep->unpaid) alter_cost(uwep, 0L);
|
|
if (otyp != STRANGE_OBJECT) makeknown(otyp);
|
|
if (multiple) encumber_msg();
|
|
return 1;
|
|
} else if (uwep->otyp == CRYSKNIFE && amount < 0) {
|
|
multiple = (uwep->quan > 1L);
|
|
/* order matters: message, shop handling, transformation */
|
|
Your("%s %s much duller now.", simpleonames(uwep),
|
|
multiple ? "fuse, and become" : "is");
|
|
costly_alteration(uwep, COST_DEGRD); /* DECHNT? other? */
|
|
uwep->otyp = WORM_TOOTH;
|
|
uwep->oerodeproof = 0;
|
|
if (multiple) {
|
|
uwep->quan = 1L;
|
|
uwep->owt = weight(uwep);
|
|
}
|
|
if (otyp != STRANGE_OBJECT && otmp->bknown) makeknown(otyp);
|
|
if (multiple) encumber_msg();
|
|
return 1;
|
|
}
|
|
|
|
if (has_oname(uwep))
|
|
wepname = ONAME(uwep);
|
|
if (amount < 0 && uwep->oartifact && restrict_name(uwep, wepname)) {
|
|
if (!Blind)
|
|
pline("%s %s.", Yobjnam2(uwep, "faintly glow"), color);
|
|
return(1);
|
|
}
|
|
/* there is a (soft) upper and lower limit to uwep->spe */
|
|
if(((uwep->spe > 5 && amount >= 0) || (uwep->spe < -5 && amount < 0))
|
|
&& rn2(3)) {
|
|
if (!Blind)
|
|
pline("%s %s for a while and then %s.",
|
|
Yobjnam2(uwep, "violently glow"), color,
|
|
otense(uwep, "evaporate"));
|
|
else
|
|
pline("%s.", Yobjnam2(uwep, "evaporate"));
|
|
|
|
useupall(uwep); /* let all of them disappear */
|
|
return(1);
|
|
}
|
|
if (!Blind) {
|
|
xtime = (amount*amount == 1) ? "moment" : "while";
|
|
pline("%s %s for a %s.",
|
|
Yobjnam2(uwep, amount == 0 ? "violently glow" : "glow"),
|
|
color, xtime);
|
|
if (otyp != STRANGE_OBJECT && uwep->known &&
|
|
(amount > 0 || (amount < 0 && otmp->bknown)))
|
|
makeknown(otyp);
|
|
}
|
|
if (amount < 0) costly_alteration(uwep, COST_DECHNT);
|
|
uwep->spe += amount;
|
|
if (amount > 0) {
|
|
if (uwep->cursed) uncurse(uwep);
|
|
/* update shop bill to reflect new higher price */
|
|
if (uwep->unpaid) alter_cost(uwep, 0L);
|
|
}
|
|
|
|
/*
|
|
* Enchantment, which normally improves a weapon, has an
|
|
* addition adverse reaction on Magicbane whose effects are
|
|
* spe dependent. Give an obscure clue here.
|
|
*/
|
|
if (uwep->oartifact == ART_MAGICBANE && uwep->spe >= 0) {
|
|
Your("right %s %sches!",
|
|
body_part(HAND),
|
|
(((amount > 1) && (uwep->spe > 1)) ? "flin" : "it"));
|
|
}
|
|
|
|
/* an elven magic clue, cookie@keebler */
|
|
/* elven weapons vibrate warningly when enchanted beyond a limit */
|
|
if ((uwep->spe > 5)
|
|
&& (is_elven_weapon(uwep) || uwep->oartifact || !rn2(7)))
|
|
pline("%s unexpectedly.", Yobjnam2(uwep, "suddenly vibrate"));
|
|
|
|
return(1);
|
|
}
|
|
|
|
int
|
|
welded(obj)
|
|
register struct obj *obj;
|
|
{
|
|
if (obj && obj == uwep && will_weld(obj)) {
|
|
obj->bknown = TRUE;
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void
|
|
weldmsg(obj)
|
|
register struct obj *obj;
|
|
{
|
|
long savewornmask;
|
|
|
|
savewornmask = obj->owornmask;
|
|
pline("%s welded to your %s!",
|
|
Yobjnam2(obj, "are"),
|
|
bimanual(obj) ? (const char *)makeplural(body_part(HAND))
|
|
: body_part(HAND));
|
|
obj->owornmask = savewornmask;
|
|
}
|
|
|
|
/*wield.c*/
|