move oattached and oname and other things that vary the size of the obj structure into a separate non-adjacent oextra structure, similar to what has already been done for mextra. The obj structure itself becomes a fixed size. New macros: #define ONAME(o) ((o)->oextra->oname) #define OMID(o) ((o)->oextra->omid) #define OMONST(o) ((o)->oextra->omonst) #define OLONG(o) ((o)->oextra->olong) #define OMAILCMD(o) ((o)->oextra->omailcmd) #define has_oname(o) ((o)->oextra && ONAME(o)) #define has_omid(o) ((o)->oextra && OMID(o)) #define has_omonst(o) ((o)->oextra && OMONST(o)) #define has_olong(o) ((o)->oextra && OLONG(o)) #define has_omailcmd(o) ((o)->oextra && OMAILCMD(o)) changed macros: has_name(mon) becomes has_mname(mon) to correspond. The CVS repository was tagged with NETHACK_PRE_OEXTRA before commiting these, and tagged with NETHACK_POST_OEXTRA immediately after. The diff between those two tags is this oextra patch. The associated mail daemon changes to use an oextra structure instead of a hidden command located in the name after the terminating NUL, have not been tried or tested.
828 lines
23 KiB
C
828 lines
23 KiB
C
/* SCCS Id: @(#)wield.c 3.5 2006/04/14 */
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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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|
|
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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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const char *what;
|
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boolean more_than_1;
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|
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if (obj == uwep) return TRUE; /* nothing to do if already wielding it */
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|
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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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|
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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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|
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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));
|
|
} else {
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You_cant("do that.");
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}
|
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return FALSE;
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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;
|
|
}
|
|
/* check shield */
|
|
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);
|
|
if (uswapwep == obj) {
|
|
(void) doswapweapon();
|
|
/* doswapweapon might fail */
|
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if (uswapwep == obj) return FALSE;
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|
} else {
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You("now wield %s.", doname(obj));
|
|
setuwep(obj);
|
|
}
|
|
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;
|
|
|
|
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 */
|
|
|
|
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 affected.", Yobjnam2(target, "are"));
|
|
/* 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 = "";
|
|
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) {
|
|
/* order: message, transformation, shop handling */
|
|
Your("%s is much sharper now.", simple_typename(WORM_TOOTH));
|
|
uwep->otyp = CRYSKNIFE;
|
|
uwep->oerodeproof = 0;
|
|
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);
|
|
return 1;
|
|
} else if (uwep->otyp == CRYSKNIFE && amount < 0) {
|
|
/* order matters: message, shop handling, transformation */
|
|
Your("%s is much duller now.", simple_typename(CRYSKNIFE));
|
|
costly_alteration(uwep, COST_DEGRD); /* DECHNT? other? */
|
|
uwep->otyp = WORM_TOOTH;
|
|
uwep->oerodeproof = 0;
|
|
if (otyp != STRANGE_OBJECT && otmp->bknown) makeknown(otyp);
|
|
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*/
|