Mercurial > hg > early-roguelike
annotate xrogue/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 | f54901b9c39b |
children | 28e22fb35989 |
rev | line source |
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133
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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 XRogue: Expeditions into the Dungeons of Doom |
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5 Copyright (C) 1991 Robert Pietkivitch |
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6 All rights reserved. |
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7 |
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8 Based on "Advanced Rogue" |
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T |
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10 All rights reserved. |
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11 |
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12 Based on "Rogue: Exploring the Dungeons of Doom" |
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13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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14 All rights reserved. |
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15 |
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16 See the file LICENSE.TXT for full copyright and licensing information. |
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17 */ |
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18 |
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19 #include <curses.h> |
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20 #include <ctype.h> |
135 | 21 #include <string.h> |
133
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22 #include "rogue.h" |
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23 |
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24 void |
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25 boomerang(int ydelta, int xdelta, struct linked_list *item, struct thing *tp) |
133
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26 { |
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27 register struct object *obj; |
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28 struct thing midpoint; |
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29 coord oldpos; |
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30 |
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31 obj = OBJPTR(item); |
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32 oldpos = obj->o_pos; |
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33 |
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34 /* |
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35 * make it appear to fly at the target |
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36 */ |
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37 do_motion(obj, ydelta, xdelta, tp); |
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38 hit_monster(unc(obj->o_pos), obj, tp); |
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39 |
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40 /* |
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41 * Now let's make it fly back to the wielder. We need to |
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42 * use midpoint to fool do_motion into thinking the action |
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43 * starts there. Do_motion only looks at the t_pos field. |
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44 */ |
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45 midpoint.t_pos = obj->o_pos; /* Simulate a new start position */ |
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46 do_motion(obj, -ydelta, -xdelta, &midpoint); |
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47 |
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48 obj->o_pos = oldpos; |
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49 } |
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50 |
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51 /* |
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52 * do the actual motion on the screen done by an object traveling |
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53 * across the room. Note that we should not look at any field in |
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54 * tp other than t_pos unless we change boomerang(). |
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55 */ |
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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) |
133
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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 if (obj->o_type == MISSILE) nofont(cw); |
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88 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type); |
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89 newfont(cw); |
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90 draw(cw); |
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91 } |
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92 continue; |
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93 } |
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94 |
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95 /* |
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96 * Did we stop because of a monster or the hero? If we did |
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97 * not, we want to move our position back one because we could |
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98 * not actually make it this far. |
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99 */ |
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100 if (!isalpha(ch) && |
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101 !(obj->o_pos.y == hero.y && obj->o_pos.x == hero.x)) { |
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102 obj->o_pos.y -= ydelta; |
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103 obj->o_pos.x -= xdelta; |
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104 } |
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105 |
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106 break; |
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107 } |
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108 } |
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109 |
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110 |
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111 /* |
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112 * fall: |
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113 * Drop an item someplace around here. |
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114 */ |
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115 |
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116 void |
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117 fall(struct linked_list *item, bool pr) |
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118 { |
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119 register struct object *obj; |
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120 register struct room *rp; |
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121 register int i; |
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122 struct object *tobj; |
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123 struct linked_list *titem; |
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124 coord *fpos = NULL; |
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125 |
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126 obj = OBJPTR(item); |
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127 /* |
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128 * try to drop the item, look up to 3 squares away for now |
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129 */ |
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130 for (i=1; i<4; i++) { |
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131 if ((fpos = fallpos(&obj->o_pos, FALSE, i)) != NULL) |
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132 break; |
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133 } |
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134 |
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135 if (fpos != NULL) { |
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136 if (obj->o_group) { /* try to add groups together */ |
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137 for(titem=lvl_obj; titem!=NULL; titem=next(titem)) { |
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138 tobj = OBJPTR(titem); |
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139 if (tobj->o_group == obj->o_group && |
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140 tobj->o_pos.y == fpos->y && |
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141 tobj->o_pos.x == fpos->x) { |
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142 tobj->o_count += obj->o_count; |
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143 o_discard(item); |
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144 return; |
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145 } |
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146 } |
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147 } |
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148 mvaddch(fpos->y, fpos->x, obj->o_type); |
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149 obj->o_pos = *fpos; |
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150 if ((rp = roomin(&hero)) != NULL && |
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151 lit_room(rp)) { |
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152 light(&hero); |
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153 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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154 } |
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155 attach(lvl_obj, item); |
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156 return; |
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157 } |
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158 if (pr) { |
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159 msg("The %s vanishes as it hits the ground.", |
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160 weaps[obj->o_which].w_name); |
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161 } |
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162 o_discard(item); |
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163 } |
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164 |
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165 /* |
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166 * Does the missile hit the monster |
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167 */ |
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168 |
220
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169 bool |
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170 hit_monster(int y, int x, struct object *obj, struct thing *tp) |
133
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171 { |
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172 static coord mp; |
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173 |
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174 mp.y = y; |
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175 mp.x = x; |
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176 if (tp == &player) { |
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177 /* Make sure there is a monster where it landed */ |
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178 if (!isalpha(mvwinch(mw, y, x))) { |
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179 return(FALSE); |
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180 } |
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181 |
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182 /* Player hits monster */ |
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183 return(fight(&mp, obj, TRUE)); |
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184 } else { |
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185 if (!ce(mp, hero)) { |
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186 /* Monster hits monster */ |
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187 return(skirmish(tp, &mp, obj, TRUE)); |
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188 } |
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189 |
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190 /* Monster hits player */ |
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191 return(attack(tp, obj, TRUE)); |
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192 } |
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193 } |
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194 |
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195 /* |
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196 * init_weapon: |
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197 * Set up the initial goodies for a weapon |
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198 */ |
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199 |
220
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200 void |
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201 init_weapon(struct object *weap, char type) |
133
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202 { |
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203 register struct init_weps *iwp; |
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204 |
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205 iwp = &weaps[type]; |
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206 strcpy(weap->o_damage,iwp->w_dam); |
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207 strcpy(weap->o_hurldmg,iwp->w_hrl); |
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208 weap->o_launch = iwp->w_launch; |
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209 weap->o_flags = iwp->w_flags; |
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210 weap->o_weight = iwp->w_wght; |
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211 if (weap->o_flags & ISMANY) { |
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212 weap->o_count = rnd(8) + 8; |
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213 weap->o_group = newgrp(); |
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214 } else { |
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215 weap->o_count = 1; |
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216 } |
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217 } |
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218 |
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219 /* |
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220 * missile: |
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221 * Fire a missile in a given direction |
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222 */ |
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223 |
220
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224 void |
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225 missile(int ydelta, int xdelta, struct linked_list *item, struct thing *tp) |
133
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226 { |
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227 register struct object *obj; |
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228 register struct linked_list *nitem; |
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229 char ch; |
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230 |
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231 /* |
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232 * Get which thing we are hurling |
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233 */ |
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234 if (item == NULL) { |
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235 return; |
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|
236 } |
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237 obj = OBJPTR(item); |
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238 if (obj->o_type == RELIC && obj->o_which == AXE_AKLAD) { |
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239 boomerang(ydelta, xdelta, item, tp); |
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240 return; |
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241 } |
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242 |
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243 if (!dropcheck(obj)) return; /* Can we get rid of it? */ |
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244 |
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245 if(!(obj->o_flags & ISMISL)) { |
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246 for(;;) { |
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247 msg(terse ? "Really throw? (y or n): " |
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248 : "Do you really want to throw %s? (y or n): ", |
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249 inv_name(obj, TRUE)); |
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250 mpos = 0; |
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251 ch = wgetch(cw); |
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252 if (ch == 'n' || ch == ESC) { |
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253 after = FALSE; |
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254 return; |
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|
255 } |
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256 if (ch == 'y') |
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257 break; |
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258 } |
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259 } |
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260 /* |
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261 * Get rid of the thing. If it is a non-multiple item object, or |
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262 * if it is the last thing, just drop it. Otherwise, create a new |
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263 * item with a count of one. |
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264 */ |
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265 if (obj->o_count < 2) { |
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266 detach(tp->t_pack, item); |
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267 if (tp->t_pack == pack) { |
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268 inpack--; |
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269 } |
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270 } |
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271 else { |
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272 obj->o_count--; |
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273 nitem = (struct linked_list *) new_item(sizeof *obj); |
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274 obj = OBJPTR(nitem); |
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275 *obj = *(OBJPTR(item)); |
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276 obj->o_count = 1; |
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277 item = nitem; |
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278 } |
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279 updpack(FALSE, tp); |
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280 do_motion(obj, ydelta, xdelta, tp); |
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281 /* |
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282 * AHA! Here it has hit something. If it is a wall or a door, |
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283 * or if it misses (combat) the monster, put it on the floor |
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284 */ |
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285 if (!hit_monster(unc(obj->o_pos), obj, tp)) { |
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286 fall(item, TRUE); |
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287 } |
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288 else |
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289 o_discard(item); |
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290 |
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291 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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292 |
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293 } |
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294 |
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295 /* |
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296 * num: |
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297 * Figure out the plus number for armor/weapons |
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298 */ |
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299 |
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300 char * |
220
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301 num(int n1, int n2) |
133
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302 { |
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303 static char numbuf[LINELEN/2]; |
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304 |
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305 if (n1 == 0 && n2 == 0) { |
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306 return "+0"; |
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307 } |
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308 if (n2 == 0) { |
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309 sprintf(numbuf, "%s%d", n1 < 0 ? "" : "+", n1); |
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310 } else { |
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311 sprintf(numbuf, "%s%d, %s%d", n1 < 0 ? "" : "+", n1, n2 < 0 ? "" : "+", n2); |
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312 } |
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313 return(numbuf); |
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314 } |
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315 |
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316 /* |
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317 * wield: |
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318 * Pull out a certain weapon |
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319 */ |
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320 |
220
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321 void |
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322 wield(void) |
133
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323 { |
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324 register struct linked_list *item; |
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325 register struct object *obj, *oweapon; |
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326 |
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327 /* |
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328 * It takes 2 movement periods to unwield a weapon and 2 movement |
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329 * periods to wield a weapon. |
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330 */ |
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331 if (player.t_action != C_WIELD) { |
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332 player.t_action = C_WIELD; |
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333 player.t_using = NULL; /* Make sure this is NULL! */ |
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334 if (cur_weapon != NULL) { |
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335 player.t_no_move = 2 * movement(&player); |
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336 return; |
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337 } |
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338 } |
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339 |
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340 if ((oweapon = cur_weapon) != NULL) { |
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341 /* At this point we have waited at least 2 units */ |
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342 if (!dropcheck(cur_weapon)) { |
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343 cur_weapon = oweapon; |
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344 player.t_action = A_NIL; |
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345 return; |
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346 } |
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347 if (terse) |
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348 addmsg("Was "); |
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349 else |
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350 addmsg("You were "); |
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351 msg("wielding %s", inv_name(oweapon, TRUE)); |
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352 } |
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353 |
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354 /* We we have something picked out? */ |
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355 if (player.t_using == NULL) { |
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356 /* Now, what does he want to wield? */ |
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357 if ((item = get_item(pack, "wield", WIELDABLE, FALSE, FALSE)) == NULL) { |
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358 player.t_action = A_NIL; |
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|
359 after = FALSE; |
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parents:
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|
360 return; |
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|
361 } |
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|
362 player.t_using = item; |
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|
363 player.t_no_move = 2 * movement(&player); |
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|
364 return; |
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parents:
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|
365 } |
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|
366 |
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367 /* We have waited our time, let's wield the weapon */ |
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368 item = player.t_using; |
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369 player.t_using = NULL; |
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370 player.t_action = A_NIL; |
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371 |
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372 obj = OBJPTR(item); |
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373 |
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374 if (is_current(obj)) { |
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|
375 msg("Item in use."); |
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|
376 after = FALSE; |
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|
377 return; |
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|
378 } |
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379 if (player.t_ctype != C_FIGHTER && |
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380 player.t_ctype != C_RANGER && |
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381 player.t_ctype != C_PALADIN && |
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382 obj->o_type == WEAPON && |
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383 obj->o_which == TWOSWORD) { |
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parents:
diff
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|
384 switch (rnd(3)) { |
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parents:
diff
changeset
|
385 case 0: |
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parents:
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|
386 msg("Only fighter types can wield the two-handed sword."); |
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387 when 1: |
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388 msg("Your hand does not fit the two-handed sword."); |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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389 otherwise: |
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390 msg("You can not wield the two-handed sword."); |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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391 } |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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392 return; |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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393 } |
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parents:
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394 if (player.t_ctype != C_FIGHTER && |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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parents:
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395 player.t_ctype != C_ASSASSIN && |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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396 player.t_ctype != C_THIEF && |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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397 player.t_ctype != C_MONK && |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
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398 obj->o_type == WEAPON && |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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399 obj->o_which == BASWORD) { |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
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400 switch (rnd(3)) { |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
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401 case 0: |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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parents:
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402 msg("Only thief types can wield the bastard sword."); |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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403 when 1: |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
changeset
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404 msg("Your hand does not fit the bastard sword."); |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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405 otherwise: |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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406 msg("You can not wield the bastard sword."); |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
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407 } |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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408 return; |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
changeset
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409 } |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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410 |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
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411 if (terse) { |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
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412 addmsg("W"); |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
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413 } else { |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
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414 addmsg("You are now w"); |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
John "Elwin" Edwards
parents:
diff
changeset
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415 } |
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John "Elwin" Edwards
parents:
diff
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416 msg("ielding %s", inv_name(obj, TRUE)); |
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Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
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parents:
diff
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417 cur_weapon = obj; |
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parents:
diff
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418 } |
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parents:
diff
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419 |