Mercurial > hg > early-roguelike
annotate arogue7/weapons.c @ 239:837044d2c362
Merge the GCC5 and build fix branches.
This fixes all warnings produced by GCC 5, except the ones related to
system functions. Those could be fixed by including the proper headers,
but it would be better to replace the system-dependent code with
functions from mdport.c.
author | John "Elwin" Edwards |
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date | Fri, 11 Mar 2016 19:47:52 -0500 |
parents | f9ef86cf22b2 |
children | 28e22fb35989 |
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 void |
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26 boomerang(int ydelta, int xdelta, struct linked_list *item, struct thing *tp) |
125
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27 { |
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28 register struct object *obj; |
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29 struct thing midpoint; |
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30 coord oldpos; |
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31 |
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32 obj = OBJPTR(item); |
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33 oldpos = obj->o_pos; |
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34 |
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35 /* |
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36 * make it appear to fly at the target |
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37 */ |
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38 do_motion(obj, ydelta, xdelta, tp); |
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39 hit_monster(unc(obj->o_pos), obj, tp); |
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40 |
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41 /* |
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42 * Now let's make it fly back to the wielder. We need to |
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43 * use midpoint to fool do_motion into thinking the action |
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44 * starts there. Do_motion only looks at the t_pos field. |
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45 */ |
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46 midpoint.t_pos = obj->o_pos; /* Simulate a new start position */ |
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47 do_motion(obj, -ydelta, -xdelta, &midpoint); |
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48 |
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49 obj->o_pos = oldpos; |
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50 } |
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51 |
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52 /* |
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53 * do the actual motion on the screen done by an object traveling |
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54 * across the room. Note that we should not look at any field in |
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55 * tp other than t_pos unless we change boomerang(). |
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56 */ |
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57 void |
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58 do_motion(struct object *obj, int ydelta, int xdelta, struct thing *tp) |
125
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59 { |
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60 |
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61 /* |
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62 * Come fly with us ... |
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63 */ |
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64 obj->o_pos = tp->t_pos; |
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65 for (; ;) { |
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66 register int ch; |
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67 /* |
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68 * Erase the old one |
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69 */ |
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70 if (!ce(obj->o_pos, tp->t_pos) && |
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71 cansee(unc(obj->o_pos)) && |
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72 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { |
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73 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x)); |
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74 } |
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75 /* |
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76 * Get the new position |
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77 */ |
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78 obj->o_pos.y += ydelta; |
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79 obj->o_pos.x += xdelta; |
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80 if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) { |
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81 /* |
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82 * It hasn't hit anything yet, so display it |
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83 * If it alright. |
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84 */ |
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85 if (cansee(unc(obj->o_pos)) && |
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86 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { |
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87 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type); |
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88 draw(cw); |
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89 } |
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90 continue; |
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91 } |
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92 |
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93 /* |
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94 * Did we stop because of a monster or the hero? If we did |
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95 * not, we want to move our position back one because we could |
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96 * not actually make it this far. |
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97 */ |
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98 if (!isalpha(ch) && |
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99 !(obj->o_pos.y == hero.y && obj->o_pos.x == hero.x)) { |
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100 obj->o_pos.y -= ydelta; |
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101 obj->o_pos.x -= xdelta; |
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102 } |
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103 |
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104 break; |
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105 } |
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106 } |
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107 |
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108 |
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109 /* |
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110 * fall: |
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111 * Drop an item someplace around here. |
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112 */ |
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113 |
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114 void |
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115 fall(struct linked_list *item, bool pr) |
125
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116 { |
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117 register struct object *obj; |
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118 register struct room *rp; |
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119 register int i; |
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120 struct object *tobj; |
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121 struct linked_list *titem; |
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122 coord *fpos; |
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123 |
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124 obj = OBJPTR(item); |
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125 /* |
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126 * try to drop the item, look up to 3 squares away for now |
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127 */ |
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128 for (i=1; i<4; i++) { |
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129 if ((fpos = fallpos(&obj->o_pos, FALSE, i)) != NULL) |
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130 break; |
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131 } |
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132 |
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133 if (fpos != NULL) { |
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134 if (obj->o_group) { /* try to add groups together */ |
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135 for(titem=lvl_obj; titem!=NULL; titem=next(titem)) { |
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136 tobj = OBJPTR(titem); |
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137 if (tobj->o_group == obj->o_group && |
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138 tobj->o_pos.y == fpos->y && |
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139 tobj->o_pos.x == fpos->x) { |
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140 tobj->o_count += obj->o_count; |
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141 o_discard(item); |
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142 return; |
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143 } |
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144 } |
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145 } |
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146 mvaddch(fpos->y, fpos->x, obj->o_type); |
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147 obj->o_pos = *fpos; |
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148 if ((rp = roomin(&hero)) != NULL && |
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149 lit_room(rp)) { |
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150 light(&hero); |
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151 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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152 } |
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153 attach(lvl_obj, item); |
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154 return; |
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155 } |
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156 if (pr) { |
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157 msg("The %s vanishes as it hits the ground.", |
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158 weaps[obj->o_which].w_name); |
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159 } |
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160 o_discard(item); |
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161 } |
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162 |
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163 |
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164 /* |
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165 * Does the missile hit the monster |
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166 */ |
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167 |
219
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168 bool |
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169 hit_monster(int y, int x, struct object *obj, struct thing *tp) |
125
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170 { |
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171 static coord mp; |
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172 |
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173 mp.y = y; |
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174 mp.x = x; |
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175 if (tp == &player) { |
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176 /* Make sure there is a monster where it landed */ |
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177 if (!isalpha(mvwinch(mw, y, x))) { |
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178 return(FALSE); |
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179 } |
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180 |
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181 /* Player hits monster */ |
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182 return(fight(&mp, obj, TRUE)); |
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183 } else { |
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184 if (!ce(mp, hero)) { |
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185 /* Monster hits monster */ |
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186 return(skirmish(tp, &mp, obj, TRUE)); |
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187 } |
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188 |
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189 /* Monster hits player */ |
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190 return(attack(tp, obj, TRUE)); |
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191 } |
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192 } |
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193 |
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194 /* |
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195 * init_weapon: |
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196 * Set up the initial goodies for a weapon |
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197 */ |
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198 |
219
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199 void |
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200 init_weapon(struct object *weap, char type) |
125
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201 { |
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202 register struct init_weps *iwp; |
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203 |
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204 iwp = &weaps[type]; |
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205 strncpy(weap->o_damage, iwp->w_dam, sizeof(weap->o_damage)); |
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206 strncpy(weap->o_hurldmg, iwp->w_hrl, sizeof(weap->o_hurldmg)); |
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207 weap->o_launch = iwp->w_launch; |
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208 weap->o_flags = iwp->w_flags; |
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209 weap->o_weight = iwp->w_wght; |
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210 if (weap->o_flags & ISMANY) { |
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211 weap->o_count = rnd(8) + 8; |
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212 weap->o_group = newgrp(); |
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213 } else { |
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214 weap->o_count = 1; |
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215 } |
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216 } |
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217 |
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218 /* |
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219 * missile: |
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220 * Fire a missile in a given direction |
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221 */ |
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222 |
219
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223 void |
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224 missile(int ydelta, int xdelta, struct linked_list *item, struct thing *tp) |
125
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225 { |
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226 register struct object *obj; |
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227 register struct linked_list *nitem; |
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228 char ch; |
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229 |
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230 /* |
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231 * Get which thing we are hurling |
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232 */ |
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233 if (item == NULL) { |
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234 return; |
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235 } |
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236 obj = OBJPTR(item); |
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237 if (obj->o_type == RELIC && obj->o_which == AXE_AKLAD) { |
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238 boomerang(ydelta, xdelta, item, tp); |
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239 return; |
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240 } |
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241 |
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242 if (!dropcheck(obj)) return; /* Can we get rid of it? */ |
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243 |
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244 if(!(obj->o_flags & ISMISL)) { |
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245 while (TRUE) { |
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246 msg(terse ? "Really throw? (y or n): " |
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247 : "Do you really want to throw %s? (y or n): ", |
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248 inv_name(obj, TRUE)); |
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249 mpos = 0; |
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250 ch = readchar(); |
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251 if (ch == 'n' || ch == ESCAPE) { |
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252 after = FALSE; |
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253 return; |
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254 } |
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255 if (ch == 'y') |
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256 break; |
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257 } |
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258 } |
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259 /* |
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260 * Get rid of the thing. If it is a non-multiple item object, or |
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261 * if it is the last thing, just drop it. Otherwise, create a new |
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262 * item with a count of one. |
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263 */ |
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264 if (obj->o_count < 2) { |
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265 detach(tp->t_pack, item); |
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266 if (tp->t_pack == pack) { |
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267 inpack--; |
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268 } |
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269 } |
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270 else { |
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271 obj->o_count--; |
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272 nitem = (struct linked_list *) new_item(sizeof *obj); |
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273 obj = OBJPTR(nitem); |
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274 *obj = *(OBJPTR(item)); |
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275 obj->o_count = 1; |
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276 item = nitem; |
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277 } |
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278 updpack(FALSE, tp); |
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279 do_motion(obj, ydelta, xdelta, tp); |
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280 /* |
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281 * AHA! Here it has hit something. If it is a wall or a door, |
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282 * or if it misses (combat) the monster, put it on the floor |
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283 */ |
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284 if (!hit_monster(unc(obj->o_pos), obj, tp)) { |
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285 fall(item, TRUE); |
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286 } |
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287 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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288 } |
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289 |
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290 /* |
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291 * num: |
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292 * Figure out the plus number for armor/weapons |
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293 */ |
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294 |
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295 char * |
219
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296 num(int n1, int n2) |
125
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297 { |
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298 static char numbuf[LINELEN]; |
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299 |
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300 if (n1 == 0 && n2 == 0) { |
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301 return "+0"; |
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302 } |
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303 if (n2 == 0) { |
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304 sprintf(numbuf, "%s%d", n1 < 0 ? "" : "+", n1); |
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305 } else { |
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306 sprintf(numbuf, "%s%d, %s%d", n1 < 0 ? "" : "+", n1, n2 < 0 ? "" : "+", n2); |
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307 } |
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308 return(numbuf); |
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309 } |
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310 |
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311 /* |
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312 * wield: |
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313 * Pull out a certain weapon |
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314 */ |
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315 |
219
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316 void |
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317 wield(void) |
125
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318 { |
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319 register struct linked_list *item; |
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320 register struct object *obj, *oweapon; |
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321 |
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322 /* |
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323 * It takes 2 movement periods to unwield a weapon and 2 movement |
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324 * periods to wield a weapon. |
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325 */ |
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326 if (player.t_action != C_WIELD) { |
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327 player.t_action = C_WIELD; |
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328 player.t_using = NULL; /* Make sure this is NULL! */ |
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329 if (cur_weapon != NULL) { |
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330 player.t_no_move = 2 * movement(&player); |
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331 return; |
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332 } |
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333 } |
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334 |
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335 if ((oweapon = cur_weapon) != NULL) { |
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336 /* At this point we have waited at least 2 units */ |
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337 if (!dropcheck(cur_weapon)) { |
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338 cur_weapon = oweapon; |
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339 player.t_action = A_NIL; |
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340 return; |
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341 } |
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342 if (terse) |
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343 addmsg("Was "); |
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344 else |
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345 addmsg("You were "); |
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346 msg("wielding %s", inv_name(oweapon, TRUE)); |
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347 } |
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348 |
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349 /* We we have something picked out? */ |
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350 if (player.t_using == NULL) { |
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351 /* Now, what does he want to wield? */ |
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352 if ((item = get_item(pack, "wield", WIELDABLE, FALSE, FALSE)) == NULL) { |
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353 player.t_action = A_NIL; |
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354 after = FALSE; |
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355 return; |
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356 } |
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357 player.t_using = item; |
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358 player.t_no_move = 2 * movement(&player); |
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359 return; |
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360 } |
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361 |
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362 /* We have waited our time, let's wield the weapon */ |
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363 item = player.t_using; |
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364 player.t_using = NULL; |
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365 player.t_action = A_NIL; |
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366 |
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367 obj = OBJPTR(item); |
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368 |
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369 if (is_current(obj)) { |
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370 msg("Item in use."); |
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371 after = FALSE; |
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372 return; |
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373 } |
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374 if (player.t_ctype != C_FIGHTER && |
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375 player.t_ctype != C_RANGER && |
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376 player.t_ctype != C_PALADIN && |
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377 obj->o_type == WEAPON && |
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378 (obj->o_which == TWOSWORD || |
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379 (obj->o_which == BASWORD && |
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380 player.t_ctype != C_ASSASIN))) { |
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381 msg("Only fighter types can wield a %s", |
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382 weaps[obj->o_which].w_name); |
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383 return; |
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384 } |
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385 if (terse) { |
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386 addmsg("W"); |
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387 } else { |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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388 addmsg("You are now w"); |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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389 } |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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390 msg("ielding %s", inv_name(obj, TRUE)); |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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391 cur_weapon = obj; |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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392 } |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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393 |