Mercurial > hg > early-roguelike
annotate arogue7/weapons.c @ 125:adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Fri, 08 May 2015 15:24:40 -0400 |
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children | b786053d2f37 |
rev | line source |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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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> |
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22 #include "rogue.h" |
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23 |
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24 boomerang(ydelta, xdelta, item, tp) |
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25 int ydelta, xdelta; |
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26 register struct linked_list *item; |
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27 register struct thing *tp; |
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28 { |
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29 register struct object *obj; |
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30 struct thing midpoint; |
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31 coord oldpos; |
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32 |
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33 obj = OBJPTR(item); |
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34 oldpos = obj->o_pos; |
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35 |
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36 /* |
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37 * make it appear to fly at the target |
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38 */ |
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39 do_motion(obj, ydelta, xdelta, tp); |
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40 hit_monster(unc(obj->o_pos), obj, tp); |
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41 |
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42 /* |
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43 * Now let's make it fly back to the wielder. We need to |
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44 * use midpoint to fool do_motion into thinking the action |
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45 * starts there. Do_motion only looks at the t_pos field. |
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46 */ |
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47 midpoint.t_pos = obj->o_pos; /* Simulate a new start position */ |
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48 do_motion(obj, -ydelta, -xdelta, &midpoint); |
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49 |
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50 obj->o_pos = oldpos; |
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51 } |
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52 |
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53 /* |
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54 * do the actual motion on the screen done by an object traveling |
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55 * across the room. Note that we should not look at any field in |
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56 * tp other than t_pos unless we change boomerang(). |
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57 */ |
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58 do_motion(obj, ydelta, xdelta, tp) |
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59 register struct object *obj; |
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60 register int ydelta, xdelta; |
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61 register struct thing *tp; |
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62 { |
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63 |
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64 /* |
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65 * Come fly with us ... |
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66 */ |
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67 obj->o_pos = tp->t_pos; |
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68 for (; ;) { |
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69 register int ch; |
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70 /* |
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71 * Erase the old one |
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72 */ |
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73 if (!ce(obj->o_pos, tp->t_pos) && |
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74 cansee(unc(obj->o_pos)) && |
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75 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { |
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76 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x)); |
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77 } |
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78 /* |
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79 * Get the new position |
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80 */ |
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81 obj->o_pos.y += ydelta; |
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82 obj->o_pos.x += xdelta; |
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83 if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) { |
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84 /* |
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85 * It hasn't hit anything yet, so display it |
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86 * If it alright. |
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87 */ |
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88 if (cansee(unc(obj->o_pos)) && |
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89 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { |
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90 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type); |
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91 draw(cw); |
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92 } |
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93 continue; |
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94 } |
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95 |
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96 /* |
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97 * Did we stop because of a monster or the hero? If we did |
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98 * not, we want to move our position back one because we could |
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99 * not actually make it this far. |
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100 */ |
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101 if (!isalpha(ch) && |
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102 !(obj->o_pos.y == hero.y && obj->o_pos.x == hero.x)) { |
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103 obj->o_pos.y -= ydelta; |
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104 obj->o_pos.x -= xdelta; |
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105 } |
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106 |
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107 break; |
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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 /* |
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113 * fall: |
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114 * Drop an item someplace around here. |
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115 */ |
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116 |
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117 fall(item, pr) |
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118 register struct linked_list *item; |
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119 bool pr; |
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120 { |
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121 register struct object *obj; |
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122 register struct room *rp; |
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123 register int i; |
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124 struct object *tobj; |
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125 struct linked_list *titem; |
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126 coord *fpos; |
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127 |
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128 obj = OBJPTR(item); |
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129 /* |
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130 * try to drop the item, look up to 3 squares away for now |
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131 */ |
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132 for (i=1; i<4; i++) { |
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133 if ((fpos = fallpos(&obj->o_pos, FALSE, i)) != NULL) |
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134 break; |
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135 } |
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136 |
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137 if (fpos != NULL) { |
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138 if (obj->o_group) { /* try to add groups together */ |
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139 for(titem=lvl_obj; titem!=NULL; titem=next(titem)) { |
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140 tobj = OBJPTR(titem); |
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141 if (tobj->o_group == obj->o_group && |
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142 tobj->o_pos.y == fpos->y && |
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143 tobj->o_pos.x == fpos->x) { |
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144 tobj->o_count += obj->o_count; |
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145 o_discard(item); |
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146 return; |
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147 } |
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148 } |
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149 } |
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150 mvaddch(fpos->y, fpos->x, obj->o_type); |
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151 obj->o_pos = *fpos; |
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152 if ((rp = roomin(&hero)) != NULL && |
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153 lit_room(rp)) { |
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154 light(&hero); |
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155 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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156 } |
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157 attach(lvl_obj, item); |
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158 return; |
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159 } |
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160 if (pr) { |
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161 msg("The %s vanishes as it hits the ground.", |
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162 weaps[obj->o_which].w_name); |
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163 } |
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164 o_discard(item); |
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165 } |
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166 |
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167 |
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168 /* |
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169 * Does the missile hit the monster |
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170 */ |
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171 |
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172 hit_monster(y, x, obj, tp) |
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173 register int y, x; |
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174 struct object *obj; |
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175 register struct thing *tp; |
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176 { |
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177 static coord mp; |
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178 |
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179 mp.y = y; |
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180 mp.x = x; |
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181 if (tp == &player) { |
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182 /* Make sure there is a monster where it landed */ |
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183 if (!isalpha(mvwinch(mw, y, x))) { |
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184 return(FALSE); |
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185 } |
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186 |
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187 /* Player hits monster */ |
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188 return(fight(&mp, obj, TRUE)); |
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189 } else { |
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190 if (!ce(mp, hero)) { |
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191 /* Monster hits monster */ |
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192 return(skirmish(tp, &mp, obj, TRUE)); |
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193 } |
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194 |
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195 /* Monster hits player */ |
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196 return(attack(tp, obj, TRUE)); |
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197 } |
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198 } |
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199 |
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200 /* |
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201 * init_weapon: |
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202 * Set up the initial goodies for a weapon |
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203 */ |
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204 |
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205 init_weapon(weap, type) |
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206 register struct object *weap; |
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207 char type; |
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208 { |
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209 register struct init_weps *iwp; |
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210 |
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211 iwp = &weaps[type]; |
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212 strncpy(weap->o_damage, iwp->w_dam, sizeof(weap->o_damage)); |
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213 strncpy(weap->o_hurldmg, iwp->w_hrl, sizeof(weap->o_hurldmg)); |
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214 weap->o_launch = iwp->w_launch; |
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215 weap->o_flags = iwp->w_flags; |
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216 weap->o_weight = iwp->w_wght; |
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217 if (weap->o_flags & ISMANY) { |
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218 weap->o_count = rnd(8) + 8; |
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219 weap->o_group = newgrp(); |
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220 } else { |
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221 weap->o_count = 1; |
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222 } |
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223 } |
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224 |
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225 /* |
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226 * missile: |
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227 * Fire a missile in a given direction |
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228 */ |
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229 |
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230 missile(ydelta, xdelta, item, tp) |
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231 int ydelta, xdelta; |
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232 register struct linked_list *item; |
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233 register struct thing *tp; |
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234 { |
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235 register struct object *obj; |
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236 register struct linked_list *nitem; |
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237 char ch; |
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238 |
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239 /* |
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240 * Get which thing we are hurling |
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241 */ |
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242 if (item == NULL) { |
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243 return; |
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244 } |
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245 obj = OBJPTR(item); |
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246 if (obj->o_type == RELIC && obj->o_which == AXE_AKLAD) { |
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247 boomerang(ydelta, xdelta, item, tp); |
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248 return; |
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249 } |
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250 |
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251 if (!dropcheck(obj)) return; /* Can we get rid of it? */ |
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252 |
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253 if(!(obj->o_flags & ISMISL)) { |
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254 while (TRUE) { |
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255 msg(terse ? "Really throw? (y or n): " |
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256 : "Do you really want to throw %s? (y or n): ", |
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257 inv_name(obj, TRUE)); |
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258 mpos = 0; |
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259 ch = readchar(); |
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260 if (ch == 'n' || ch == ESCAPE) { |
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261 after = FALSE; |
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262 return; |
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263 } |
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264 if (ch == 'y') |
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265 break; |
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266 } |
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267 } |
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268 /* |
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269 * Get rid of the thing. If it is a non-multiple item object, or |
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270 * if it is the last thing, just drop it. Otherwise, create a new |
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271 * item with a count of one. |
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272 */ |
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273 if (obj->o_count < 2) { |
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274 detach(tp->t_pack, item); |
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275 if (tp->t_pack == pack) { |
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276 inpack--; |
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277 } |
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278 } |
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279 else { |
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280 obj->o_count--; |
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281 nitem = (struct linked_list *) new_item(sizeof *obj); |
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282 obj = OBJPTR(nitem); |
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283 *obj = *(OBJPTR(item)); |
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284 obj->o_count = 1; |
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285 item = nitem; |
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286 } |
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287 updpack(FALSE, tp); |
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288 do_motion(obj, ydelta, xdelta, tp); |
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289 /* |
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290 * AHA! Here it has hit something. If it is a wall or a door, |
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291 * or if it misses (combat) the monster, put it on the floor |
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292 */ |
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293 if (!hit_monster(unc(obj->o_pos), obj, tp)) { |
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294 fall(item, TRUE); |
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295 } |
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296 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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297 } |
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298 |
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299 /* |
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300 * num: |
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301 * Figure out the plus number for armor/weapons |
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302 */ |
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303 |
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304 char * |
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305 num(n1, n2) |
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306 register int n1, n2; |
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307 { |
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308 static char numbuf[LINELEN]; |
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309 |
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310 if (n1 == 0 && n2 == 0) { |
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311 return "+0"; |
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312 } |
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313 if (n2 == 0) { |
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314 sprintf(numbuf, "%s%d", n1 < 0 ? "" : "+", n1); |
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315 } else { |
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316 sprintf(numbuf, "%s%d, %s%d", n1 < 0 ? "" : "+", n1, n2 < 0 ? "" : "+", n2); |
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317 } |
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318 return(numbuf); |
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319 } |
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320 |
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321 /* |
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322 * wield: |
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323 * Pull out a certain weapon |
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324 */ |
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325 |
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326 wield() |
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327 { |
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328 register struct linked_list *item; |
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329 register struct object *obj, *oweapon; |
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330 |
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331 /* |
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332 * It takes 2 movement periods to unwield a weapon and 2 movement |
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333 * periods to wield a weapon. |
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334 */ |
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335 if (player.t_action != C_WIELD) { |
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336 player.t_action = C_WIELD; |
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337 player.t_using = NULL; /* Make sure this is NULL! */ |
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338 if (cur_weapon != NULL) { |
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339 player.t_no_move = 2 * movement(&player); |
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340 return; |
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341 } |
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342 } |
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343 |
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344 if ((oweapon = cur_weapon) != NULL) { |
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345 /* At this point we have waited at least 2 units */ |
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346 if (!dropcheck(cur_weapon)) { |
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347 cur_weapon = oweapon; |
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348 player.t_action = A_NIL; |
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349 return; |
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350 } |
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351 if (terse) |
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352 addmsg("Was "); |
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353 else |
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354 addmsg("You were "); |
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355 msg("wielding %s", inv_name(oweapon, TRUE)); |
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356 } |
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357 |
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358 /* We we have something picked out? */ |
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359 if (player.t_using == NULL) { |
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360 /* Now, what does he want to wield? */ |
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361 if ((item = get_item(pack, "wield", WIELDABLE, FALSE, FALSE)) == NULL) { |
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362 player.t_action = A_NIL; |
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363 after = FALSE; |
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364 return; |
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365 } |
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366 player.t_using = item; |
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367 player.t_no_move = 2 * movement(&player); |
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368 return; |
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369 } |
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370 |
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371 /* We have waited our time, let's wield the weapon */ |
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372 item = player.t_using; |
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373 player.t_using = NULL; |
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374 player.t_action = A_NIL; |
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375 |
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376 obj = OBJPTR(item); |
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377 |
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378 if (is_current(obj)) { |
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379 msg("Item in use."); |
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380 after = FALSE; |
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381 return; |
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382 } |
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383 if (player.t_ctype != C_FIGHTER && |
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384 player.t_ctype != C_RANGER && |
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385 player.t_ctype != C_PALADIN && |
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386 obj->o_type == WEAPON && |
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387 (obj->o_which == TWOSWORD || |
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388 (obj->o_which == BASWORD && |
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389 player.t_ctype != C_ASSASIN))) { |
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390 msg("Only fighter types can wield a %s", |
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391 weaps[obj->o_which].w_name); |
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392 return; |
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393 } |
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394 if (terse) { |
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395 addmsg("W"); |
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396 } else { |
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397 addmsg("You are now w"); |
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398 } |
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399 msg("ielding %s", inv_name(obj, TRUE)); |
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400 cur_weapon = obj; |
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401 } |
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402 |