Mercurial > hg > early-roguelike
annotate arogue7/weapons.c @ 164:49af2fd0bb0c
Move some autotools files to where configure can find them.
rogue5 uses config.guess and config.sub to find the canonical system
names. The configure script expects them to be in the same directory
as install-sh. So they have been relocated to the top level.
This is a quick and dirty fix. The eventual plan is to relocate them
to /dev/null.
I also suspect they should be used to set HOST, not TARGET. Rogue is
not a cross-compiler.
author | John "Elwin" Edwards |
---|---|
date | Tue, 16 Jun 2015 11:44:49 -0400 |
parents | b786053d2f37 |
children | f9ef86cf22b2 |
rev | line source |
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125
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1 /* |
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2 * weapons.c - Functions for dealing with problems brought about by weapons |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T |
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6 * All rights reserved. |
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7 * |
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8 * Based on "Rogue: Exploring the Dungeons of Doom" |
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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10 * All rights reserved. |
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11 * |
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12 * See the file LICENSE.TXT for full copyright and licensing information. |
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13 */ |
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14 |
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15 /* |
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16 * Functions for dealing with problems brought about by weapons |
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17 * |
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18 */ |
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19 |
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20 #include "curses.h" |
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21 #include <ctype.h> |
126 | 22 #include <string.h> |
125
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23 #include "rogue.h" |
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24 |
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25 boomerang(ydelta, xdelta, item, tp) |
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26 int ydelta, xdelta; |
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27 register struct linked_list *item; |
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28 register struct thing *tp; |
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29 { |
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30 register struct object *obj; |
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31 struct thing midpoint; |
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32 coord oldpos; |
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33 |
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34 obj = OBJPTR(item); |
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35 oldpos = obj->o_pos; |
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36 |
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37 /* |
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38 * make it appear to fly at the target |
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39 */ |
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40 do_motion(obj, ydelta, xdelta, tp); |
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41 hit_monster(unc(obj->o_pos), obj, tp); |
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42 |
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43 /* |
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44 * Now let's make it fly back to the wielder. We need to |
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45 * use midpoint to fool do_motion into thinking the action |
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46 * starts there. Do_motion only looks at the t_pos field. |
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47 */ |
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48 midpoint.t_pos = obj->o_pos; /* Simulate a new start position */ |
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49 do_motion(obj, -ydelta, -xdelta, &midpoint); |
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50 |
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51 obj->o_pos = oldpos; |
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52 } |
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53 |
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54 /* |
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55 * do the actual motion on the screen done by an object traveling |
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56 * across the room. Note that we should not look at any field in |
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57 * tp other than t_pos unless we change boomerang(). |
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58 */ |
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59 do_motion(obj, ydelta, xdelta, tp) |
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60 register struct object *obj; |
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61 register int ydelta, xdelta; |
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62 register struct thing *tp; |
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63 { |
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64 |
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65 /* |
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66 * Come fly with us ... |
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67 */ |
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68 obj->o_pos = tp->t_pos; |
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69 for (; ;) { |
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70 register int ch; |
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71 /* |
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72 * Erase the old one |
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73 */ |
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74 if (!ce(obj->o_pos, tp->t_pos) && |
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75 cansee(unc(obj->o_pos)) && |
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76 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { |
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77 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x)); |
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78 } |
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79 /* |
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80 * Get the new position |
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81 */ |
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82 obj->o_pos.y += ydelta; |
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83 obj->o_pos.x += xdelta; |
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84 if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) { |
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85 /* |
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86 * It hasn't hit anything yet, so display it |
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87 * If it alright. |
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88 */ |
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89 if (cansee(unc(obj->o_pos)) && |
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90 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { |
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91 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type); |
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92 draw(cw); |
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93 } |
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94 continue; |
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95 } |
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96 |
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97 /* |
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98 * Did we stop because of a monster or the hero? If we did |
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99 * not, we want to move our position back one because we could |
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100 * not actually make it this far. |
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101 */ |
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102 if (!isalpha(ch) && |
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103 !(obj->o_pos.y == hero.y && obj->o_pos.x == hero.x)) { |
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104 obj->o_pos.y -= ydelta; |
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105 obj->o_pos.x -= xdelta; |
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106 } |
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107 |
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108 break; |
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109 } |
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110 } |
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111 |
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112 |
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113 /* |
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114 * fall: |
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115 * Drop an item someplace around here. |
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116 */ |
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117 |
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118 fall(item, pr) |
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119 register struct linked_list *item; |
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120 bool pr; |
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121 { |
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122 register struct object *obj; |
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123 register struct room *rp; |
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124 register int i; |
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125 struct object *tobj; |
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126 struct linked_list *titem; |
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127 coord *fpos; |
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128 |
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129 obj = OBJPTR(item); |
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130 /* |
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131 * try to drop the item, look up to 3 squares away for now |
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132 */ |
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133 for (i=1; i<4; i++) { |
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134 if ((fpos = fallpos(&obj->o_pos, FALSE, i)) != NULL) |
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135 break; |
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136 } |
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137 |
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138 if (fpos != NULL) { |
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139 if (obj->o_group) { /* try to add groups together */ |
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140 for(titem=lvl_obj; titem!=NULL; titem=next(titem)) { |
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141 tobj = OBJPTR(titem); |
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142 if (tobj->o_group == obj->o_group && |
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143 tobj->o_pos.y == fpos->y && |
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144 tobj->o_pos.x == fpos->x) { |
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145 tobj->o_count += obj->o_count; |
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146 o_discard(item); |
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147 return; |
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148 } |
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149 } |
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150 } |
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151 mvaddch(fpos->y, fpos->x, obj->o_type); |
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152 obj->o_pos = *fpos; |
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153 if ((rp = roomin(&hero)) != NULL && |
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154 lit_room(rp)) { |
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155 light(&hero); |
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156 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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157 } |
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158 attach(lvl_obj, item); |
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159 return; |
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160 } |
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161 if (pr) { |
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162 msg("The %s vanishes as it hits the ground.", |
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163 weaps[obj->o_which].w_name); |
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164 } |
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165 o_discard(item); |
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166 } |
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167 |
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168 |
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169 /* |
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170 * Does the missile hit the monster |
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171 */ |
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172 |
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173 hit_monster(y, x, obj, tp) |
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174 register int y, x; |
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175 struct object *obj; |
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176 register struct thing *tp; |
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177 { |
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178 static coord mp; |
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179 |
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180 mp.y = y; |
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181 mp.x = x; |
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182 if (tp == &player) { |
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183 /* Make sure there is a monster where it landed */ |
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184 if (!isalpha(mvwinch(mw, y, x))) { |
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185 return(FALSE); |
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186 } |
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187 |
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188 /* Player hits monster */ |
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189 return(fight(&mp, obj, TRUE)); |
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190 } else { |
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191 if (!ce(mp, hero)) { |
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192 /* Monster hits monster */ |
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193 return(skirmish(tp, &mp, obj, TRUE)); |
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194 } |
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195 |
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196 /* Monster hits player */ |
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197 return(attack(tp, obj, TRUE)); |
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198 } |
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199 } |
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200 |
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201 /* |
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202 * init_weapon: |
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203 * Set up the initial goodies for a weapon |
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204 */ |
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205 |
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206 init_weapon(weap, type) |
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207 register struct object *weap; |
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208 char type; |
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209 { |
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210 register struct init_weps *iwp; |
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211 |
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212 iwp = &weaps[type]; |
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213 strncpy(weap->o_damage, iwp->w_dam, sizeof(weap->o_damage)); |
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214 strncpy(weap->o_hurldmg, iwp->w_hrl, sizeof(weap->o_hurldmg)); |
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215 weap->o_launch = iwp->w_launch; |
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216 weap->o_flags = iwp->w_flags; |
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217 weap->o_weight = iwp->w_wght; |
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218 if (weap->o_flags & ISMANY) { |
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219 weap->o_count = rnd(8) + 8; |
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220 weap->o_group = newgrp(); |
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221 } else { |
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222 weap->o_count = 1; |
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223 } |
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224 } |
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225 |
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226 /* |
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227 * missile: |
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228 * Fire a missile in a given direction |
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229 */ |
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230 |
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231 missile(ydelta, xdelta, item, tp) |
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232 int ydelta, xdelta; |
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233 register struct linked_list *item; |
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234 register struct thing *tp; |
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235 { |
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236 register struct object *obj; |
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237 register struct linked_list *nitem; |
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238 char ch; |
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239 |
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240 /* |
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241 * Get which thing we are hurling |
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242 */ |
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243 if (item == NULL) { |
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244 return; |
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245 } |
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246 obj = OBJPTR(item); |
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247 if (obj->o_type == RELIC && obj->o_which == AXE_AKLAD) { |
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248 boomerang(ydelta, xdelta, item, tp); |
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249 return; |
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250 } |
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251 |
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252 if (!dropcheck(obj)) return; /* Can we get rid of it? */ |
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253 |
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254 if(!(obj->o_flags & ISMISL)) { |
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255 while (TRUE) { |
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256 msg(terse ? "Really throw? (y or n): " |
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257 : "Do you really want to throw %s? (y or n): ", |
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258 inv_name(obj, TRUE)); |
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259 mpos = 0; |
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260 ch = readchar(); |
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261 if (ch == 'n' || ch == ESCAPE) { |
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262 after = FALSE; |
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263 return; |
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264 } |
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265 if (ch == 'y') |
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266 break; |
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267 } |
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268 } |
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269 /* |
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270 * Get rid of the thing. If it is a non-multiple item object, or |
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271 * if it is the last thing, just drop it. Otherwise, create a new |
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272 * item with a count of one. |
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273 */ |
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274 if (obj->o_count < 2) { |
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275 detach(tp->t_pack, item); |
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276 if (tp->t_pack == pack) { |
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277 inpack--; |
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278 } |
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279 } |
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280 else { |
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281 obj->o_count--; |
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282 nitem = (struct linked_list *) new_item(sizeof *obj); |
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283 obj = OBJPTR(nitem); |
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284 *obj = *(OBJPTR(item)); |
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285 obj->o_count = 1; |
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286 item = nitem; |
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287 } |
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288 updpack(FALSE, tp); |
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289 do_motion(obj, ydelta, xdelta, tp); |
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290 /* |
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291 * AHA! Here it has hit something. If it is a wall or a door, |
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292 * or if it misses (combat) the monster, put it on the floor |
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293 */ |
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294 if (!hit_monster(unc(obj->o_pos), obj, tp)) { |
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295 fall(item, TRUE); |
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296 } |
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297 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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298 } |
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299 |
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300 /* |
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301 * num: |
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302 * Figure out the plus number for armor/weapons |
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303 */ |
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304 |
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305 char * |
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306 num(n1, n2) |
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307 register int n1, n2; |
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308 { |
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309 static char numbuf[LINELEN]; |
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310 |
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311 if (n1 == 0 && n2 == 0) { |
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312 return "+0"; |
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313 } |
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314 if (n2 == 0) { |
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315 sprintf(numbuf, "%s%d", n1 < 0 ? "" : "+", n1); |
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316 } else { |
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317 sprintf(numbuf, "%s%d, %s%d", n1 < 0 ? "" : "+", n1, n2 < 0 ? "" : "+", n2); |
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318 } |
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319 return(numbuf); |
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320 } |
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321 |
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322 /* |
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323 * wield: |
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324 * Pull out a certain weapon |
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325 */ |
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326 |
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327 wield() |
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328 { |
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329 register struct linked_list *item; |
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330 register struct object *obj, *oweapon; |
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331 |
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332 /* |
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333 * It takes 2 movement periods to unwield a weapon and 2 movement |
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334 * periods to wield a weapon. |
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335 */ |
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336 if (player.t_action != C_WIELD) { |
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337 player.t_action = C_WIELD; |
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338 player.t_using = NULL; /* Make sure this is NULL! */ |
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339 if (cur_weapon != NULL) { |
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340 player.t_no_move = 2 * movement(&player); |
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341 return; |
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342 } |
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343 } |
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344 |
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345 if ((oweapon = cur_weapon) != NULL) { |
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346 /* At this point we have waited at least 2 units */ |
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347 if (!dropcheck(cur_weapon)) { |
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348 cur_weapon = oweapon; |
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349 player.t_action = A_NIL; |
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350 return; |
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351 } |
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352 if (terse) |
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353 addmsg("Was "); |
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354 else |
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355 addmsg("You were "); |
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356 msg("wielding %s", inv_name(oweapon, TRUE)); |
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357 } |
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358 |
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359 /* We we have something picked out? */ |
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360 if (player.t_using == NULL) { |
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361 /* Now, what does he want to wield? */ |
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362 if ((item = get_item(pack, "wield", WIELDABLE, FALSE, FALSE)) == NULL) { |
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363 player.t_action = A_NIL; |
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364 after = FALSE; |
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365 return; |
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366 } |
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367 player.t_using = item; |
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368 player.t_no_move = 2 * movement(&player); |
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369 return; |
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370 } |
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371 |
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372 /* We have waited our time, let's wield the weapon */ |
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373 item = player.t_using; |
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374 player.t_using = NULL; |
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375 player.t_action = A_NIL; |
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376 |
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377 obj = OBJPTR(item); |
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378 |
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379 if (is_current(obj)) { |
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380 msg("Item in use."); |
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381 after = FALSE; |
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382 return; |
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383 } |
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384 if (player.t_ctype != C_FIGHTER && |
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385 player.t_ctype != C_RANGER && |
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386 player.t_ctype != C_PALADIN && |
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387 obj->o_type == WEAPON && |
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388 (obj->o_which == TWOSWORD || |
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389 (obj->o_which == BASWORD && |
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390 player.t_ctype != C_ASSASIN))) { |
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391 msg("Only fighter types can wield a %s", |
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392 weaps[obj->o_which].w_name); |
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393 return; |
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394 } |
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395 if (terse) { |
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396 addmsg("W"); |
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397 } else { |
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398 addmsg("You are now w"); |
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399 } |
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400 msg("ielding %s", inv_name(obj, TRUE)); |
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401 cur_weapon = obj; |
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402 } |
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403 |