Mercurial > hg > early-roguelike
annotate arogue7/weapons.c @ 180:d9e44e18eeec
rogue3: initialize various pointers.
MSVC is afraid they might get used while uninitialized.
author | John "Elwin" Edwards |
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date | Fri, 31 Jul 2015 15:34:34 -0400 |
parents | b786053d2f37 |
children | f9ef86cf22b2 |
rev | line source |
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125
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1 /* |
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2 * weapons.c - Functions for dealing with problems brought about by weapons |
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3 * |
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4 * Advanced Rogue |
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5 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T |
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6 * All rights reserved. |
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7 * |
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8 * Based on "Rogue: Exploring the Dungeons of Doom" |
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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10 * All rights reserved. |
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11 * |
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12 * See the file LICENSE.TXT for full copyright and licensing information. |
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13 */ |
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14 |
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15 /* |
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16 * Functions for dealing with problems brought about by weapons |
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17 * |
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18 */ |
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19 |
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20 #include "curses.h" |
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21 #include <ctype.h> |
126 | 22 #include <string.h> |
125
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23 #include "rogue.h" |
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24 |
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25 boomerang(ydelta, xdelta, item, tp) |
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26 int ydelta, xdelta; |
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27 register struct linked_list *item; |
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28 register struct thing *tp; |
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29 { |
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30 register struct object *obj; |
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31 struct thing midpoint; |
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32 coord oldpos; |
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33 |
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34 obj = OBJPTR(item); |
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35 oldpos = obj->o_pos; |
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36 |
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37 /* |
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38 * make it appear to fly at the target |
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39 */ |
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40 do_motion(obj, ydelta, xdelta, tp); |
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41 hit_monster(unc(obj->o_pos), obj, tp); |
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42 |
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43 /* |
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44 * Now let's make it fly back to the wielder. We need to |
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45 * use midpoint to fool do_motion into thinking the action |
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46 * starts there. Do_motion only looks at the t_pos field. |
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47 */ |
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48 midpoint.t_pos = obj->o_pos; /* Simulate a new start position */ |
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49 do_motion(obj, -ydelta, -xdelta, &midpoint); |
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50 |
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51 obj->o_pos = oldpos; |
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52 } |
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53 |
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54 /* |
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55 * do the actual motion on the screen done by an object traveling |
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56 * across the room. Note that we should not look at any field in |
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57 * tp other than t_pos unless we change boomerang(). |
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58 */ |
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59 do_motion(obj, ydelta, xdelta, tp) |
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60 register struct object *obj; |
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61 register int ydelta, xdelta; |
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62 register struct thing *tp; |
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63 { |
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64 |
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65 /* |
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66 * Come fly with us ... |
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67 */ |
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68 obj->o_pos = tp->t_pos; |
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69 for (; ;) { |
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70 register int ch; |
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71 /* |
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72 * Erase the old one |
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73 */ |
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74 if (!ce(obj->o_pos, tp->t_pos) && |
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75 cansee(unc(obj->o_pos)) && |
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76 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { |
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77 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x)); |
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78 } |
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79 /* |
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80 * Get the new position |
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81 */ |
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82 obj->o_pos.y += ydelta; |
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83 obj->o_pos.x += xdelta; |
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84 if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) { |
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85 /* |
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86 * It hasn't hit anything yet, so display it |
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87 * If it alright. |
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88 */ |
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89 if (cansee(unc(obj->o_pos)) && |
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90 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { |
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91 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type); |
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92 draw(cw); |
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93 } |
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94 continue; |
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95 } |
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96 |
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97 /* |
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98 * Did we stop because of a monster or the hero? If we did |
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99 * not, we want to move our position back one because we could |
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100 * not actually make it this far. |
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101 */ |
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102 if (!isalpha(ch) && |
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103 !(obj->o_pos.y == hero.y && obj->o_pos.x == hero.x)) { |
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104 obj->o_pos.y -= ydelta; |
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105 obj->o_pos.x -= xdelta; |
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106 } |
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107 |
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108 break; |
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109 } |
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110 } |
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111 |
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112 |
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113 /* |
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114 * fall: |
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115 * Drop an item someplace around here. |
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116 */ |
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117 |
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118 fall(item, pr) |
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119 register struct linked_list *item; |
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120 bool pr; |
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121 { |
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122 register struct object *obj; |
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123 register struct room *rp; |
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124 register int i; |
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125 struct object *tobj; |
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126 struct linked_list *titem; |
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127 coord *fpos; |
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128 |
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129 obj = OBJPTR(item); |
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130 /* |
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131 * try to drop the item, look up to 3 squares away for now |
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132 */ |
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133 for (i=1; i<4; i++) { |
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134 if ((fpos = fallpos(&obj->o_pos, FALSE, i)) != NULL) |
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135 break; |
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136 } |
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137 |
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138 if (fpos != NULL) { |
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139 if (obj->o_group) { /* try to add groups together */ |
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140 for(titem=lvl_obj; titem!=NULL; titem=next(titem)) { |
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141 tobj = OBJPTR(titem); |
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142 if (tobj->o_group == obj->o_group && |
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143 tobj->o_pos.y == fpos->y && |
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144 tobj->o_pos.x == fpos->x) { |
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145 tobj->o_count += obj->o_count; |
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146 o_discard(item); |
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147 return; |
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148 } |
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149 } |
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150 } |
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151 mvaddch(fpos->y, fpos->x, obj->o_type); |
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152 obj->o_pos = *fpos; |
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153 if ((rp = roomin(&hero)) != NULL && |
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154 lit_room(rp)) { |
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155 light(&hero); |
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156 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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157 } |
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158 attach(lvl_obj, item); |
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159 return; |
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160 } |
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161 if (pr) { |
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162 msg("The %s vanishes as it hits the ground.", |
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163 weaps[obj->o_which].w_name); |
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164 } |
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165 o_discard(item); |
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166 } |
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167 |
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168 |
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169 /* |
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170 * Does the missile hit the monster |
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171 */ |
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172 |
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173 hit_monster(y, x, obj, tp) |
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174 register int y, x; |
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175 struct object *obj; |
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176 register struct thing *tp; |
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177 { |
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178 static coord mp; |
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179 |
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180 mp.y = y; |
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181 mp.x = x; |
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182 if (tp == &player) { |
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183 /* Make sure there is a monster where it landed */ |
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184 if (!isalpha(mvwinch(mw, y, x))) { |
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185 return(FALSE); |
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186 } |
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187 |
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188 /* Player hits monster */ |
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189 return(fight(&mp, obj, TRUE)); |
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190 } else { |
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191 if (!ce(mp, hero)) { |
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192 /* Monster hits monster */ |
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193 return(skirmish(tp, &mp, obj, TRUE)); |
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194 } |
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195 |
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196 /* Monster hits player */ |
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197 return(attack(tp, obj, TRUE)); |
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198 } |
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199 } |
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200 |
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201 /* |
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202 * init_weapon: |
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203 * Set up the initial goodies for a weapon |
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204 */ |
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205 |
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206 init_weapon(weap, type) |
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207 register struct object *weap; |
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208 char type; |
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209 { |
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210 register struct init_weps *iwp; |
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211 |
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212 iwp = &weaps[type]; |
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213 strncpy(weap->o_damage, iwp->w_dam, sizeof(weap->o_damage)); |
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214 strncpy(weap->o_hurldmg, iwp->w_hrl, sizeof(weap->o_hurldmg)); |
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215 weap->o_launch = iwp->w_launch; |
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216 weap->o_flags = iwp->w_flags; |
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217 weap->o_weight = iwp->w_wght; |
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218 if (weap->o_flags & ISMANY) { |
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219 weap->o_count = rnd(8) + 8; |
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220 weap->o_group = newgrp(); |
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221 } else { |
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222 weap->o_count = 1; |
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223 } |
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224 } |
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225 |
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226 /* |
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227 * missile: |
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228 * Fire a missile in a given direction |
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229 */ |
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230 |
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231 missile(ydelta, xdelta, item, tp) |
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232 int ydelta, xdelta; |
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233 register struct linked_list *item; |
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234 register struct thing *tp; |
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235 { |
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236 register struct object *obj; |
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237 register struct linked_list *nitem; |
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238 char ch; |
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239 |
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240 /* |
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241 * Get which thing we are hurling |
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242 */ |
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243 if (item == NULL) { |
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244 return; |
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245 } |
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246 obj = OBJPTR(item); |
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247 if (obj->o_type == RELIC && obj->o_which == AXE_AKLAD) { |
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248 boomerang(ydelta, xdelta, item, tp); |
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249 return; |
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250 } |
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251 |
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252 if (!dropcheck(obj)) return; /* Can we get rid of it? */ |
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253 |
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254 if(!(obj->o_flags & ISMISL)) { |
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255 while (TRUE) { |
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256 msg(terse ? "Really throw? (y or n): " |
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257 : "Do you really want to throw %s? (y or n): ", |
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258 inv_name(obj, TRUE)); |
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259 mpos = 0; |
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260 ch = readchar(); |
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261 if (ch == 'n' || ch == ESCAPE) { |
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262 after = FALSE; |
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263 return; |
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264 } |
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265 if (ch == 'y') |
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266 break; |
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267 } |
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268 } |
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269 /* |
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270 * Get rid of the thing. If it is a non-multiple item object, or |
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271 * if it is the last thing, just drop it. Otherwise, create a new |
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272 * item with a count of one. |
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273 */ |
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274 if (obj->o_count < 2) { |
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275 detach(tp->t_pack, item); |
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276 if (tp->t_pack == pack) { |
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277 inpack--; |
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278 } |
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279 } |
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280 else { |
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281 obj->o_count--; |
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282 nitem = (struct linked_list *) new_item(sizeof *obj); |
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283 obj = OBJPTR(nitem); |
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284 *obj = *(OBJPTR(item)); |
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285 obj->o_count = 1; |
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286 item = nitem; |
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287 } |
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288 updpack(FALSE, tp); |
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289 do_motion(obj, ydelta, xdelta, tp); |
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290 /* |
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291 * AHA! Here it has hit something. If it is a wall or a door, |
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292 * or if it misses (combat) the monster, put it on the floor |
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293 */ |
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294 if (!hit_monster(unc(obj->o_pos), obj, tp)) { |
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295 fall(item, TRUE); |
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296 } |
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297 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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298 } |
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299 |
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300 /* |
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301 * num: |
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302 * Figure out the plus number for armor/weapons |
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303 */ |
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304 |
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305 char * |
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306 num(n1, n2) |
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307 register int n1, n2; |
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308 { |
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309 static char numbuf[LINELEN]; |
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310 |
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311 if (n1 == 0 && n2 == 0) { |
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312 return "+0"; |
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313 } |
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314 if (n2 == 0) { |
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315 sprintf(numbuf, "%s%d", n1 < 0 ? "" : "+", n1); |
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316 } else { |
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317 sprintf(numbuf, "%s%d, %s%d", n1 < 0 ? "" : "+", n1, n2 < 0 ? "" : "+", n2); |
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318 } |
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319 return(numbuf); |
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320 } |
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321 |
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322 /* |
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323 * wield: |
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324 * Pull out a certain weapon |
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325 */ |
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326 |
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327 wield() |
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328 { |
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329 register struct linked_list *item; |
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330 register struct object *obj, *oweapon; |
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331 |
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332 /* |
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333 * It takes 2 movement periods to unwield a weapon and 2 movement |
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334 * periods to wield a weapon. |
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335 */ |
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336 if (player.t_action != C_WIELD) { |
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337 player.t_action = C_WIELD; |
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338 player.t_using = NULL; /* Make sure this is NULL! */ |
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339 if (cur_weapon != NULL) { |
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340 player.t_no_move = 2 * movement(&player); |
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341 return; |
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342 } |
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343 } |
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344 |
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345 if ((oweapon = cur_weapon) != NULL) { |
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346 /* At this point we have waited at least 2 units */ |
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347 if (!dropcheck(cur_weapon)) { |
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348 cur_weapon = oweapon; |
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349 player.t_action = A_NIL; |
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350 return; |
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351 } |
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352 if (terse) |
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353 addmsg("Was "); |
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354 else |
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355 addmsg("You were "); |
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356 msg("wielding %s", inv_name(oweapon, TRUE)); |
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357 } |
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358 |
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359 /* We we have something picked out? */ |
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360 if (player.t_using == NULL) { |
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361 /* Now, what does he want to wield? */ |
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362 if ((item = get_item(pack, "wield", WIELDABLE, FALSE, FALSE)) == NULL) { |
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363 player.t_action = A_NIL; |
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364 after = FALSE; |
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365 return; |
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366 } |
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367 player.t_using = item; |
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368 player.t_no_move = 2 * movement(&player); |
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369 return; |
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370 } |
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371 |
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372 /* We have waited our time, let's wield the weapon */ |
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373 item = player.t_using; |
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374 player.t_using = NULL; |
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375 player.t_action = A_NIL; |
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376 |
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377 obj = OBJPTR(item); |
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378 |
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379 if (is_current(obj)) { |
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380 msg("Item in use."); |
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381 after = FALSE; |
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382 return; |
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383 } |
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384 if (player.t_ctype != C_FIGHTER && |
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385 player.t_ctype != C_RANGER && |
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386 player.t_ctype != C_PALADIN && |
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387 obj->o_type == WEAPON && |
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388 (obj->o_which == TWOSWORD || |
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389 (obj->o_which == BASWORD && |
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390 player.t_ctype != C_ASSASIN))) { |
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391 msg("Only fighter types can wield a %s", |
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392 weaps[obj->o_which].w_name); |
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393 return; |
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394 } |
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395 if (terse) { |
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396 addmsg("W"); |
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397 } else { |
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398 addmsg("You are now w"); |
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399 } |
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400 msg("ielding %s", inv_name(obj, TRUE)); |
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401 cur_weapon = obj; |
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402 } |
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403 |