Files
nethack/src/wield.c
Alex Smith fce66245ca Don't attempt to cache encumber_msg result
There was only one point in the code at which this caching was
being done, and it was incorrect: it's possible for the result of
near_capacity to change during a monster turn because monster
actions can change either inventory weight or carry capacity.

The bug was particularly relevant in cases where a character
polymorphed into a slow weak monster gets attacked by a monster
that moves at normal speed: due to the polyform being slow, the
normal-speed monster gets in a lot of attacks and causes a
rehumanization, but due to the polyform being weak, it was
burdened at the start of the monster turn, and so when that
penalty is (due to the bug) applied to the next turn it can
mean that the character misses the next turn too, and may end up
dying as a result.
2025-11-24 02:07:23 +00:00

1078 lines
36 KiB
C

/* NetHack 3.7 wield.c $NHDT-Date: 1707525193 2024/02/10 00:33:13 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.110 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2009. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
/* KMH -- Differences between the three weapon slots.
*
* The main weapon (uwep):
* 1. Is filled by the (w)ield command.
* 2. Can be filled with any type of item.
* 3. May be carried in one or both hands.
* 4. Is used as the melee weapon and as the launcher for
* ammunition.
* 5. Only conveys intrinsics when it is a weapon, weapon-tool,
* or artifact.
* 6. Certain cursed items will weld to the hand and cannot be
* unwielded or dropped. See erodeable_wep() and will_weld()
* below for the list of which items apply.
*
* The secondary weapon (uswapwep):
* 1. Is filled by the e(x)change command, which swaps this slot
* with the main weapon. If the "pushweapon" option is set,
* the (w)ield command will also store the old weapon in the
* secondary slot.
* 2. Can be filled with anything that will fit in the main weapon
* slot; that is, any type of item.
* 3. Is usually NOT considered to be carried in the hands.
* That would force too many checks among the main weapon,
* second weapon, shield, gloves, and rings; and it would
* further be complicated by bimanual weapons. A special
* exception is made for two-weapon combat.
* 4. Is used as the second weapon for two-weapon combat, and as
* a convenience to swap with the main weapon.
* 5. Never conveys intrinsics.
* 6. Cursed items never weld (see #3 for reasons), but they also
* prevent two-weapon combat.
*
* The quiver (uquiver):
* 1. Is filled by the (Q)uiver command.
* 2. Can be filled with any type of item.
* 3. Is considered to be carried in a special part of the pack.
* 4. Is used as the item to throw with the (f)ire command.
* This is a convenience over the normal (t)hrow command.
* 5. Never conveys intrinsics.
* 6. Cursed items never weld; their effect is handled by the normal
* throwing code.
* 7. The autoquiver option will fill it with something deemed
* suitable if (f)ire is used when it's empty.
*
* No item may be in more than one of these slots.
*/
staticfn boolean cant_wield_corpse(struct obj *) NONNULLARG1;
staticfn int ready_weapon(struct obj *) NO_NNARGS;
staticfn int ready_ok(struct obj *) NO_NNARGS;
staticfn int wield_ok(struct obj *) NO_NNARGS;
staticfn void finish_splitting(struct obj *);
/* used by will_weld() */
/* probably should be renamed */
#define erodeable_wep(optr) \
((optr)->oclass == WEAPON_CLASS || is_weptool(optr) \
|| (optr)->otyp == HEAVY_IRON_BALL || (optr)->otyp == IRON_CHAIN)
/* used by welded(), and also while wielding */
#define will_weld(optr) \
((optr)->cursed && (erodeable_wep(optr) || (optr)->otyp == TIN_OPENER))
/* to dual-wield, 'obj' must be a weapon or a weapon-tool, and not a bow
or arrow or missile (dart, shuriken, boomerang), so not matching the
one-handed weapons which yield "you begin bashing" if used for melee;
empty hands and two-handed weapons have to be handled separately */
#define TWOWEAPOK(obj) \
(((obj)->oclass == WEAPON_CLASS) \
? !(is_launcher(obj) || is_ammo(obj) || is_missile(obj)) \
: is_weptool(obj))
static const char
are_no_longer_twoweap[] = "are no longer using two weapons at once",
can_no_longer_twoweap[] = "can no longer wield two weapons at once";
/*** Functions that place a given item in a slot ***/
/* Proper usage includes:
* 1. Initializing the slot during character generation or a
* restore.
* 2. Setting the slot due to a player's actions.
* 3. If one of the objects in the slot are split off, these
* functions can be used to put the remainder back in the slot.
* 4. Putting an item that was thrown and returned back into the slot.
* 5. Emptying the slot, by passing a null object. NEVER pass
* cg.zeroobj!
*
* If the item is being moved from another slot, it is the caller's
* responsibility to handle that. It's also the caller's responsibility
* to print the appropriate messages.
*/
void
setuwep(struct obj *obj)
{
struct obj *olduwep = uwep;
if (obj == uwep)
return; /* necessary to not set gu.unweapon */
/* This message isn't printed in the caller because it happens
* *whenever* Sunsword is unwielded, from whatever cause.
*/
setworn(obj, W_WEP);
if (uwep == obj && artifact_light(olduwep) && olduwep->lamplit) {
end_burn(olduwep, FALSE);
if (!Blind)
pline("%s shining.", Tobjnam(olduwep, "stop"));
}
if (uwep == obj
&& (u_wield_art(ART_OGRESMASHER)
|| is_art(olduwep, ART_OGRESMASHER)))
disp.botl = TRUE;
/* Note: Explicitly wielding a pick-axe will not give a "bashing"
* message. Wielding one via 'a'pplying it will.
* 3.2.2: Wielding arbitrary objects will give bashing message too.
*/
if (obj) {
gu.unweapon = (obj->oclass == WEAPON_CLASS)
? is_launcher(obj) || is_ammo(obj) || is_missile(obj)
|| (is_pole(obj) && !u.usteed && !is_art(obj, ART_SNICKERSNEE))
: !is_weptool(obj) && !is_wet_towel(obj);
} else
gu.unweapon = TRUE; /* for "bare hands" message */
}
staticfn boolean
cant_wield_corpse(struct obj *obj)
{
char kbuf[BUFSZ];
if (uarmg || obj->otyp != CORPSE || !touch_petrifies(&mons[obj->corpsenm])
|| Stone_resistance)
return FALSE;
/* Prevent wielding cockatrice when not wearing gloves --KAA */
You("wield %s in your bare %s.",
corpse_xname(obj, (const char *) 0, CXN_PFX_THE),
makeplural(body_part(HAND)));
Sprintf(kbuf, "wielding %s bare-handed", killer_xname(obj));
instapetrify(kbuf);
return TRUE;
}
/* description of hands when not wielding anything; also used
by #seeweapon (')'), #attributes (^X), and #takeoffall ('A') */
const char *
empty_handed(void)
{
return uarmg ? "empty handed" /* gloves imply hands */
: humanoid(gy.youmonst.data)
/* hands but no weapon and no gloves */
? "bare handed"
/* alternate phrasing for paws or lack of hands */
: "not wielding anything";
}
staticfn int
ready_weapon(struct obj *wep)
{
/* Separated function so swapping works easily */
int res = ECMD_OK;
boolean was_twoweap = u.twoweap, had_wep = (uwep != 0);
if (!wep) {
/* No weapon */
if (uwep) {
You("are %s.", empty_handed());
setuwep((struct obj *) 0);
res = ECMD_TIME;
} else
You("are already %s.", empty_handed());
} else if (wep->otyp == CORPSE && cant_wield_corpse(wep)) {
/* hero must have been life-saved to get here; use a turn */
res = ECMD_TIME; /* corpse won't be wielded */
} else if (uarms && bimanual(wep)) {
You("cannot wield a two-handed %s while wearing a shield.",
is_sword(wep) ? "sword" : wep->otyp == BATTLE_AXE ? "axe"
: "weapon");
res = ECMD_FAIL;
} else if (!retouch_object(&wep, FALSE)) {
res = ECMD_TIME; /* takes a turn even though it doesn't get wielded */
} else {
/* Weapon WILL be wielded after this point */
res = ECMD_TIME;
if (will_weld(wep)) {
const char *tmp = xname(wep), *thestr = "The ";
if (strncmp(tmp, thestr, 4) && !strncmp(The(tmp), thestr, 4))
tmp = thestr;
else
tmp = "";
pline("%s%s %s to your %s%s!", tmp, aobjnam(wep, "weld"),
(wep->quan == 1L) ? "itself" : "themselves", /* a3 */
bimanual(wep) ? "" :
(URIGHTY ? "dominant right " : "dominant left "),
bimanual(wep) ? (const char *) makeplural(body_part(HAND))
: body_part(HAND));
set_bknown(wep, 1);
} else {
/* The message must be printed before setuwep (since
* you might die and be revived from changing weapons),
* and the message must be before the death message and
* Lifesaved rewielding. Yet we want the message to
* say "weapon in hand", thus this kludge.
* [That comment is obsolete. It dates from the days (3.0)
* when unwielding Firebrand could cause hero to be burned
* to death in Hell due to loss of fire resistance.
* "Lifesaved re-wielding or re-wearing" is ancient history.]
*/
long dummy = wep->owornmask;
wep->owornmask |= W_WEP;
if (wep->otyp == AKLYS && (wep->owornmask & W_WEP) != 0)
You("secure the tether.");
prinv((char *) 0, wep, 0L);
wep->owornmask = dummy;
}
setuwep(wep);
if (was_twoweap && !u.twoweap && flags.verbose) {
/* skip this message if we already got "empty handed" one above;
also, Null is not safe for neither TWOWEAPOK() or bimanual() */
if (uwep)
You("%s.", ((TWOWEAPOK(uwep) && !bimanual(uwep))
? are_no_longer_twoweap
: can_no_longer_twoweap));
}
/* KMH -- Talking artifacts are finally implemented */
if (wep->oartifact) {
res |= arti_speak(wep); /* sets ECMD_TIME bit if artifact speaks */
}
if (artifact_light(wep) && !wep->lamplit) {
begin_burn(wep, FALSE);
if (!Blind)
pline("%s to shine %s!", Tobjnam(wep, "begin"),
arti_light_description(wep));
}
#if 0
/* we'll get back to this someday, but it's not balanced yet */
if (Race_if(PM_ELF) && !wep->oartifact
&& objects[wep->otyp].oc_material == IRON) {
/* Elves are averse to wielding cold iron */
You("have an uneasy feeling about wielding cold iron.");
change_luck(-1);
}
#endif
if (wep->unpaid) {
struct monst *this_shkp;
if ((this_shkp = shop_keeper(inside_shop(u.ux, u.uy)))
!= (struct monst *) 0) {
pline("%s says \"You be careful with my %s!\"",
shkname(this_shkp), xname(wep));
}
}
}
if ((had_wep != (uwep != 0)) && condtests[bl_bareh].enabled)
disp.botl = TRUE;
return res;
}
void
setuqwep(struct obj *obj)
{
setworn(obj, W_QUIVER);
/* no extra handling needed; this used to include a call to
update_inventory() but that's already performed by setworn() */
return;
}
void
setuswapwep(struct obj *obj)
{
setworn(obj, W_SWAPWEP);
return;
}
/* getobj callback for object to ready for throwing/shooting;
this filter lets worn items through so that caller can reject them */
staticfn int
ready_ok(struct obj *obj)
{
if (!obj) /* '-', will empty quiver slot if chosen */
return uquiver ? GETOBJ_SUGGEST : GETOBJ_DOWNPLAY;
/* downplay when wielded, unless more than one */
if (obj == uwep || (obj == uswapwep && u.twoweap))
return (obj->quan == 1) ? GETOBJ_DOWNPLAY : GETOBJ_SUGGEST;
if (is_ammo(obj)) {
return ((uwep && ammo_and_launcher(obj, uwep))
|| (uswapwep && ammo_and_launcher(obj, uswapwep)))
? GETOBJ_SUGGEST
: GETOBJ_DOWNPLAY;
} else if (is_launcher(obj)) { /* part of 'possible extension' below */
return GETOBJ_DOWNPLAY;
} else {
if (obj->oclass == WEAPON_CLASS || obj->oclass == COIN_CLASS)
return GETOBJ_SUGGEST;
/* Possible extension: exclude weapons that make no sense to throw,
such as whips, bows, slings, rubber hoses. */
}
#if 0 /* superseded by ammo_and_launcher handling above */
/* Include gems/stones as likely candidates if either primary
or secondary weapon is a sling. */
if (obj->oclass == GEM_CLASS
&& (uslinging()
|| (uswapwep && objects[uswapwep->otyp].oc_skill == P_SLING)))
return GETOBJ_SUGGEST;
#endif
return GETOBJ_DOWNPLAY;
}
/* getobj callback for object to wield */
staticfn int
wield_ok(struct obj *obj)
{
if (!obj)
return GETOBJ_SUGGEST;
if (obj->oclass == COIN_CLASS)
return GETOBJ_EXCLUDE;
if (obj->oclass == WEAPON_CLASS || is_weptool(obj))
return GETOBJ_SUGGEST;
return GETOBJ_DOWNPLAY;
}
staticfn void
finish_splitting(struct obj *obj)
{
/* obj was split off from something; give it its own invlet */
freeinv(obj);
addinv_nomerge(obj);
}
/* the #wield command - wield a weapon */
int
dowield(void)
{
char qbuf[QBUFSZ];
struct obj *wep, *oldwep;
int result;
/* May we attempt this? */
gm.multi = 0;
if (cantwield(gy.youmonst.data)) {
pline("Don't be ridiculous!");
return ECMD_FAIL;
}
/* Keep going even if inventory is completely empty, since wielding '-'
to wield nothing can be construed as a positive act even when done
so redundantly. */
/* Prompt for a new weapon */
clear_splitobjs();
if (!(wep = getobj("wield", wield_ok, GETOBJ_PROMPT | GETOBJ_ALLOWCNT))) {
/* Cancelled */
return ECMD_CANCEL;
} else if (wep == uwep) {
already_wielded:
You("are already wielding that!");
if (is_weptool(wep) || is_wet_towel(wep))
gu.unweapon = FALSE; /* [see setuwep()] */
return ECMD_FAIL;
} else if (welded(uwep)) {
weldmsg(uwep);
/* previously interrupted armor removal mustn't be resumed */
reset_remarm();
/* if player chose a partial stack but can't wield it, undo split */
if (wep->o_id && wep->o_id == svc.context.objsplit.child_oid)
unsplitobj(wep);
return ECMD_FAIL;
} else if (wep->o_id && wep->o_id == svc.context.objsplit.child_oid) {
/* if wep is the result of supplying a count to getobj()
we don't want to split something already wielded; for
any other item, we need to give it its own inventory slot */
if (uwep && uwep->o_id == svc.context.objsplit.parent_oid) {
unsplitobj(wep);
/* wep was merged back to uwep, already_wielded uses wep */
wep = uwep;
goto already_wielded;
}
finish_splitting(wep);
goto wielding;
}
/* Handle no object, or object in other slot */
if (wep == &hands_obj) {
wep = (struct obj *) 0;
} else if (wep == uswapwep) {
return doswapweapon();
} else if (wep == uquiver) {
/* offer to split stack if multiple are quivered */
if (uquiver->quan > 1L && inv_cnt(FALSE) < invlet_basic
&& splittable(uquiver)) {
Sprintf(qbuf, "You have %ld %s readied. Wield one?",
uquiver->quan, simpleonames(uquiver));
switch (ynq(qbuf)) {
case 'q':
return ECMD_OK;
case 'y':
/* leave N-1 quivered, split off 1 to wield */
wep = splitobj(uquiver, 1L);
finish_splitting(wep);
goto wielding;
default:
break;
}
Strcpy(qbuf, "Wield all of them instead?");
} else {
boolean use_plural = (is_plural(uquiver) || pair_of(uquiver));
Sprintf(qbuf, "You have %s readied. Wield %s instead?",
!use_plural ? "that" : "those",
!use_plural ? "it" : "them");
}
/* require confirmation to wield the quivered weapon */
if (ynq(qbuf) != 'y') {
(void) Shk_Your(qbuf, uquiver); /* replace qbuf[] contents */
pline("%s%s %s readied.", qbuf,
simpleonames(uquiver), otense(uquiver, "remain"));
return ECMD_OK;
}
/* wielding whole readied stack, so no longer quivered */
setuqwep((struct obj *) 0);
} else if (wep->owornmask & (W_ARMOR | W_ACCESSORY | W_SADDLE)) {
You("cannot wield that!");
return ECMD_FAIL;
}
wielding:
/* Set your new primary weapon */
oldwep = uwep;
result = ready_weapon(wep);
if (flags.pushweapon && oldwep && uwep != oldwep)
setuswapwep(oldwep);
untwoweapon();
return result;
}
/* the #swap command - swap wielded and secondary weapons */
int
doswapweapon(void)
{
struct obj *oldwep, *oldswap;
int result = 0;
/* May we attempt this? */
gm.multi = 0;
if (cantwield(gy.youmonst.data)) {
pline("Don't be ridiculous!");
return ECMD_FAIL;
}
if (welded(uwep)) {
weldmsg(uwep);
return ECMD_FAIL;
}
/* Unwield your current secondary weapon */
oldwep = uwep;
oldswap = uswapwep;
setuswapwep((struct obj *) 0);
/* Set your new primary weapon */
result = ready_weapon(oldswap);
/* Set your new secondary weapon */
if (uwep == oldwep) {
/* Wield failed for some reason */
setuswapwep(oldswap);
} else {
setuswapwep(oldwep);
if (uswapwep)
prinv((char *) 0, uswapwep, 0L);
else
You("have no secondary weapon readied.");
}
if (u.twoweap && !can_twoweapon())
untwoweapon();
return result;
}
/* the #quiver command */
int
dowieldquiver(void)
{
return doquiver_core("ready");
}
/* guts of #quiver command; also used by #fire when refilling empty quiver */
int
doquiver_core(const char *verb) /* "ready" or "fire" */
{
char qbuf[QBUFSZ];
struct obj *newquiver;
int res;
boolean was_uwep = FALSE, was_twoweap = u.twoweap;
/* Since the quiver isn't in your hands, don't check cantwield(),
will_weld(), touch_petrifies(), etc. */
gm.multi = 0;
if (!gi.invent) {
/* could accept '-' to empty quiver, but there's no point since
inventory is empty so uquiver is already Null */
You("have nothing to ready for firing.");
return ECMD_OK;
}
/* forget last splitobj() before calling getobj() with GETOBJ_ALLOWCNT */
clear_splitobjs();
/* Prompt for a new quiver: "What do you want to {ready|fire}?" */
newquiver = getobj(verb, ready_ok, GETOBJ_PROMPT | GETOBJ_ALLOWCNT);
if (!newquiver) {
/* Cancelled */
return ECMD_CANCEL;
} else if (newquiver == &hands_obj) { /* no object */
/* Explicitly nothing */
if (uquiver) {
You("now have no ammunition readied.");
/* skip 'quivering: prinv()' */
setuqwep((struct obj *) 0);
} else {
You("already have no ammunition readied!");
}
return ECMD_OK;
} else if (newquiver->o_id == svc.context.objsplit.child_oid) {
/* if newquiver is the result of supplying a count to getobj()
we don't want to split something already in the quiver;
for any other item, we need to give it its own inventory slot */
if (uquiver && uquiver->o_id == svc.context.objsplit.parent_oid) {
unsplitobj(newquiver);
goto already_quivered;
} else if (newquiver->oclass == COIN_CLASS) {
/* don't allow splitting a stack of coins into quiver */
You("can't ready only part of your gold.");
unsplitobj(newquiver);
return ECMD_OK;
}
finish_splitting(newquiver);
} else if (newquiver == uquiver) {
already_quivered:
pline("That ammunition is already readied!");
return ECMD_OK;
} else if (newquiver->owornmask & (W_ARMOR | W_ACCESSORY | W_SADDLE)) {
You("cannot %s that!", verb);
return ECMD_OK;
} else if (newquiver == uwep) {
int weld_res = !uwep->bknown;
if (welded(uwep)) {
weldmsg(uwep);
reset_remarm(); /* same as dowield() */
return weld_res ? ECMD_TIME : ECMD_OK;
}
/* offer to split stack if wielding more than 1 */
if (uwep->quan > 1L && inv_cnt(FALSE) < invlet_basic
&& splittable(uwep)) {
Sprintf(qbuf, "You are wielding %ld %s. Ready %ld of them?",
uwep->quan, simpleonames(uwep), uwep->quan - 1L);
switch (ynq(qbuf)) {
case 'q':
return ECMD_OK;
case 'y':
/* leave 1 wielded, split rest off and put into quiver */
newquiver = splitobj(uwep, uwep->quan - 1L);
finish_splitting(newquiver);
goto quivering;
default:
break;
}
Strcpy(qbuf, "Ready all of them instead?");
} else {
boolean use_plural = (is_plural(uwep) || pair_of(uwep));
Sprintf(qbuf, "You are wielding %s. Ready %s instead?",
!use_plural ? "that" : "those",
!use_plural ? "it" : "them");
}
/* require confirmation to ready the main weapon */
if (ynq(qbuf) != 'y') {
(void) Shk_Your(qbuf, uwep); /* replace qbuf[] contents */
pline("%s%s %s wielded.", qbuf,
simpleonames(uwep), otense(uwep, "remain"));
return ECMD_OK;
}
/* quivering main weapon, so no longer wielding it */
setuwep((struct obj *) 0);
untwoweapon();
was_uwep = TRUE;
} else if (newquiver == uswapwep) {
if (uswapwep->quan > 1L && inv_cnt(FALSE) < invlet_basic
&& splittable(uswapwep)) {
Sprintf(qbuf, "%s %ld %s. Ready %ld of them?",
u.twoweap ? "You are dual wielding"
: "Your alternate weapon is",
uswapwep->quan, simpleonames(uswapwep),
uswapwep->quan - 1L);
switch (ynq(qbuf)) {
case 'q':
return ECMD_OK;
case 'y':
/* leave 1 alt-wielded, split rest off and put into quiver */
newquiver = splitobj(uswapwep, uswapwep->quan - 1L);
finish_splitting(newquiver);
goto quivering;
default:
break;
}
Strcpy(qbuf, "Ready all of them instead?");
} else {
boolean use_plural = (is_plural(uswapwep) || pair_of(uswapwep));
Sprintf(qbuf, "%s your %s weapon. Ready %s instead?",
!use_plural ? "That is" : "Those are",
u.twoweap ? "second" : "alternate",
!use_plural ? "it" : "them");
}
/* require confirmation to ready the alternate weapon */
if (ynq(qbuf) != 'y') {
(void) Shk_Your(qbuf, uswapwep); /* replace qbuf[] contents */
pline("%s%s %s %s.", qbuf,
simpleonames(uswapwep), otense(uswapwep, "remain"),
u.twoweap ? "wielded" : "as secondary weapon");
return ECMD_OK;
}
/* quivering alternate weapon, so no more uswapwep */
setuswapwep((struct obj *) 0);
untwoweapon();
}
quivering:
if (!strcmp(verb, "ready")) {
/* place item in quiver before printing so that inventory feedback
includes "(at the ready)" */
setuqwep(newquiver);
prinv((char *) 0, newquiver, 0L);
} else { /* verb=="fire", manually refilling quiver during 'f'ire */
/* prefix item with description of action, so don't want that to
include "(at the ready)" */
prinv("You ready:", newquiver, 0L);
setuqwep(newquiver);
}
/* quiver is a convenience slot and manipulating it ordinarily
consumes no time, but unwielding primary or secondary weapon
should take time (perhaps we're adjacent to a rust monster
or disenchanter and want to hit it immediately, but not with
something we're wielding that's vulnerable to its damage) */
res = 0;
if (was_uwep) {
You("are now %s.", empty_handed());
res = 1;
} else if (was_twoweap && !u.twoweap) {
You("%s.", are_no_longer_twoweap);
res = 1;
}
return res ? ECMD_TIME : ECMD_OK;
}
/* used for #rub and for applying pick-axe, whip, grappling hook or polearm */
boolean
wield_tool(struct obj *obj,
const char *verb) /* "rub",&c */
{
const char *what;
boolean more_than_1;
if (uwep && obj == uwep)
return TRUE; /* nothing to do if already wielding it */
if (!verb)
verb = "wield";
what = xname(obj);
more_than_1 = (obj->quan > 1L || strstri(what, "pair of ") != 0
|| strstri(what, "s of ") != 0);
if (obj->owornmask & (W_ARMOR | W_ACCESSORY)) {
You_cant("%s %s while wearing %s.", verb, yname(obj),
more_than_1 ? "them" : "it");
return FALSE;
}
if (uwep && welded(uwep)) {
if (flags.verbose) {
const char *hand = body_part(HAND);
if (bimanual(uwep))
hand = makeplural(hand);
if (strstri(what, "pair of ") != 0)
more_than_1 = FALSE;
pline(
"Since your weapon is welded to your %s, you cannot %s %s %s.",
hand, verb, more_than_1 ? "those" : "that", xname(obj));
} else {
You_cant("do that.");
}
return FALSE;
}
if (cantwield(gy.youmonst.data)) {
You_cant("hold %s strongly enough.", more_than_1 ? "them" : "it");
return FALSE;
}
/* check shield */
if (uarms && bimanual(obj)) {
You("cannot %s a two-handed %s while wearing a shield.", verb,
(obj->oclass == WEAPON_CLASS) ? "weapon" : "tool");
return FALSE;
}
if (uquiver == obj)
setuqwep((struct obj *) 0);
if (uswapwep == obj) {
(void) doswapweapon();
/* doswapweapon might fail */
if (uswapwep == obj)
return FALSE;
} else {
struct obj *oldwep = uwep;
if (will_weld(obj)) {
/* hope none of ready_weapon()'s early returns apply here... */
(void) ready_weapon(obj);
} else {
You("now wield %s.", doname(obj));
setuwep(obj);
}
if (flags.pushweapon && oldwep && uwep != oldwep)
setuswapwep(oldwep);
}
if (uwep && 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)
gu.unweapon = TRUE;
return TRUE;
}
int
can_twoweapon(void)
{
struct obj *otmp;
if (!could_twoweap(gy.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 && gu.urole.name.f)
? gu.urole.name.f : gu.urole.name.m));
} else if (!uwep || !uswapwep) {
const char *hand_s = body_part(HAND);
if (!uwep && !uswapwep)
hand_s = makeplural(hand_s);
/* "your hands are empty" or "your {left|right} hand is empty" */
Your("%s%s %s empty.", uwep ? "left " : uswapwep ? "right " : "",
hand_s, vtense(hand_s, "are"));
} else if (!TWOWEAPOK(uwep) || !TWOWEAPOK(uswapwep)) {
otmp = !TWOWEAPOK(uwep) ? uwep : uswapwep;
pline("%s %s suitable %s weapon%s.", Yname2(otmp),
is_plural(otmp) ? "aren't" : "isn't a",
(otmp == uwep) ? "primary" : "secondary",
plur(otmp->quan));
} 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: !TWOWEAPOK() check prevents ever getting here...] */
; /* must be life-saved to reach here; return FALSE */
} else if (Glib || uswapwep->cursed) {
if (!Glib)
set_bknown(uswapwep, 1);
drop_uswapwep();
} else
return TRUE;
return FALSE;
}
/* uswapwep has become cursed while in two-weapon combat mode or hero is
attempting to dual-wield when it is already cursed or hands are slippery */
void
drop_uswapwep(void)
{
char left_hand[QBUFSZ];
struct obj *obj = uswapwep;
/* this used to use makeplural(body_part(HAND)) but in order to be
dual-wielded, or to get this far attempting to achieve that,
uswapwep must be one-handed; since it's secondary, the hand must
be the left one */
Sprintf(left_hand, "left %s", body_part(HAND));
if (!obj->cursed)
/* attempting to two-weapon while Glib */
pline("%s from your %s!", Yobjnam2(obj, "slip"), left_hand);
else if (!u.twoweap)
/* attempting to two-weapon when uswapwep is cursed */
pline("%s your grasp and %s from your %s!",
Yobjnam2(obj, "evade"), otense(obj, "drop"), left_hand);
else
/* already two-weaponing but can't anymore because uswapwep has
become cursed */
Your("%s spasms and drops %s!", left_hand, yobjnam(obj, (char *) 0));
dropx(obj);
}
void
set_twoweap(boolean on_off)
{
u.twoweap = on_off;
}
/* the #twoweapon command */
int
dotwoweapon(void)
{
/* You can always toggle it off */
if (u.twoweap) {
You("switch to your primary weapon.");
set_twoweap(FALSE); /* u.twoweap = FALSE */
update_inventory();
return ECMD_OK;
}
/* May we use two weapons? */
if (can_twoweapon()) {
/* Success! */
You("begin two-weapon combat.");
set_twoweap(TRUE); /* u.twoweap = TRUE */
update_inventory();
return (rnd(20) > ACURR(A_DEX)) ? ECMD_TIME : ECMD_OK;
}
return ECMD_OK;
}
/*** 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(void)
{
if (uwep) {
if (artifact_light(uwep) && uwep->lamplit) {
end_burn(uwep, FALSE);
if (!Blind)
pline("%s shining.", Tobjnam(uwep, "stop"));
}
setworn((struct obj *) 0, W_WEP);
gu.unweapon = TRUE;
update_inventory();
}
}
void
uswapwepgone(void)
{
if (uswapwep) {
setworn((struct obj *) 0, W_SWAPWEP);
update_inventory();
}
}
void
uqwepgone(void)
{
if (uquiver) {
setworn((struct obj *) 0, W_QUIVER);
update_inventory();
}
}
void
untwoweapon(void)
{
if (u.twoweap) {
You("%s.", can_no_longer_twoweap);
set_twoweap(FALSE); /* u.twoweap = FALSE */
update_inventory();
}
return;
}
/* enchant wielded weapon */
int
chwepon(struct obj *otmp, 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];
if (amount >= 0 && uwep && will_weld(uwep)) { /* cursed tin opener */
if (!Blind) {
Sprintf(buf, "%s with %s aura.",
Yobjnam2(uwep, "glow"), an(hcolor(NH_AMBER)));
uwep->bknown = !Hallucination; /* ok to bypass set_bknown() */
} else {
/* cursed tin opener is wielded in right hand */
Sprintf(buf, "Your right %s tingles.", body_part(HAND));
}
uncurse(uwep);
update_inventory();
} else {
Sprintf(buf, "Your %s %s.", makeplural(body_part(HAND)),
(amount >= 0) ? "twitch" : "itch");
}
strange_feeling(otmp, buf); /* pline()+docall()+useup() */
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 (u_wield_art(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(struct obj *obj)
{
if (obj && obj == uwep && will_weld(obj)) {
set_bknown(obj, 1);
return 1;
}
return 0;
}
void
weldmsg(struct obj *obj)
{
long savewornmask;
const char *hand = body_part(HAND);
if (bimanual(obj))
hand = makeplural(hand);
savewornmask = obj->owornmask;
obj->owornmask = 0L; /* suppress doname()'s "(weapon in hand)";
* Yobjnam2() doesn't actually need this because
* it is based on xname() rather than doname() */
pline("%s welded to your %s!", Yobjnam2(obj, "are"), hand);
obj->owornmask = savewornmask;
}
/* test whether monster's wielded weapon is stuck to hand/paw/whatever */
boolean
mwelded(struct obj *obj)
{
/* caller is responsible for making sure this is a monster's item */
if (obj && (obj->owornmask & W_WEP) && will_weld(obj))
return TRUE;
return FALSE;
}
/*wield.c*/