Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
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286
rogue5/weapons.c
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286
rogue5/weapons.c
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/*
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* Functions for dealing with problems brought about by weapons
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*
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* @(#)weapons.c 4.34 (Berkeley) 02/05/99
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*
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* Rogue: Exploring the Dungeons of Doom
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* Copyright (C) 1980-1983, 1985, 1999 Michael Toy, Ken Arnold and Glenn Wichman
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* All rights reserved.
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*
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include <curses.h>
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#include <string.h>
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#include <ctype.h>
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#include "rogue.h"
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#define NO_WEAPON -1
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static const struct init_weaps {
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char *iw_dam; /* Damage when wielded */
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char *iw_hrl; /* Damage when thrown */
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int iw_launch; /* Launching weapon */
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int iw_flags; /* Miscellaneous flags */
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} init_dam[MAXWEAPONS] = {
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{ "2x4", "1x3", NO_WEAPON, 0, }, /* Mace */
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{ "3x4", "1x2", NO_WEAPON, 0, }, /* Long sword */
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{ "1x1", "1x1", NO_WEAPON, 0, }, /* Bow */
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{ "1x1", "2x3", BOW, ISMANY|ISMISL, }, /* Arrow */
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{ "1x6", "1x4", NO_WEAPON, ISMISL|ISMISL, }, /* Dagger */
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{ "4x4", "1x2", NO_WEAPON, 0, }, /* 2h sword */
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{ "1x1", "1x3", NO_WEAPON, ISMANY|ISMISL, }, /* Dart */
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{ "1x2", "2x4", NO_WEAPON, ISMANY|ISMISL, }, /* Shuriken */
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{ "2x3", "1x6", NO_WEAPON, ISMISL, }, /* Spear */
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};
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/*
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* missile:
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* Fire a missile in a given direction
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*/
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void
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missile(int ydelta, int xdelta)
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{
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THING *obj;
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/*
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* Get which thing we are hurling
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*/
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if ((obj = get_item("throw", WEAPON)) == NULL)
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return;
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if (!dropcheck(obj) || is_current(obj))
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return;
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obj = leave_pack(obj, TRUE, FALSE);
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do_motion(obj, ydelta, xdelta);
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/*
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* AHA! Here it has hit something. If it is a wall or a door,
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* or if it misses (combat) the monster, put it on the floor
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*/
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if (moat(obj->o_pos.y, obj->o_pos.x) == NULL ||
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!hit_monster(unc(obj->o_pos), obj))
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fall(obj, TRUE);
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}
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/*
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* do_motion:
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* Do the actual motion on the screen done by an object traveling
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* across the room
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*/
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void
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do_motion(THING *obj, int ydelta, int xdelta)
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{
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int ch;
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/*
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* Come fly with us ...
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*/
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obj->o_pos = hero;
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for (;;)
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{
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/*
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* Erase the old one
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*/
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if (!ce(obj->o_pos, hero) && cansee(unc(obj->o_pos)) && !terse)
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{
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ch = chat(obj->o_pos.y, obj->o_pos.x);
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if (ch == FLOOR && !show_floor())
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ch = ' ';
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mvaddch(obj->o_pos.y, obj->o_pos.x, ch);
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}
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/*
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* Get the new position
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*/
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obj->o_pos.y += ydelta;
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obj->o_pos.x += xdelta;
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if (step_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR)
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{
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/*
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* It hasn't hit anything yet, so display it
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* If it alright.
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*/
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if (cansee(unc(obj->o_pos)) && !terse)
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{
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mvaddch(obj->o_pos.y, obj->o_pos.x, obj->o_type);
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refresh();
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}
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continue;
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}
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break;
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}
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}
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/*
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* fall:
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* Drop an item someplace around here.
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*/
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void
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fall(THING *obj, int pr)
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{
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PLACE *pp;
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coord fpos;
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if (fallpos(&obj->o_pos, &fpos))
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{
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pp = INDEX(fpos.y, fpos.x);
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pp->p_ch = obj->o_type;
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obj->o_pos = fpos;
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if (cansee(fpos.y, fpos.x))
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{
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if (pp->p_monst != NULL)
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pp->p_monst->t_oldch = obj->o_type;
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else
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mvaddch(fpos.y, fpos.x, obj->o_type);
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}
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attach(lvl_obj, obj);
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return;
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}
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if (pr)
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{
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if (has_hit)
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{
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endmsg();
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has_hit = FALSE;
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}
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msg("the %s vanishes as it hits the ground",
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weap_info[obj->o_which].oi_name);
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}
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discard(obj);
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}
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/*
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* init_weapon:
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* Set up the initial goodies for a weapon
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*/
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void
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init_weapon(THING *weap, int which)
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{
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const struct init_weaps *iwp;
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weap->o_type = WEAPON;
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weap->o_which = which;
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iwp = &init_dam[which];
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strncpy(weap->o_damage, iwp->iw_dam, sizeof(weap->o_damage));
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strncpy(weap->o_hurldmg,iwp->iw_hrl, sizeof(weap->o_hurldmg));
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weap->o_launch = iwp->iw_launch;
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weap->o_flags = iwp->iw_flags;
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weap->o_hplus = 0;
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weap->o_dplus = 0;
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if (which == DAGGER)
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{
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weap->o_count = rnd(4) + 2;
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weap->o_group = group++;
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}
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else if (weap->o_flags & ISMANY)
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{
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weap->o_count = rnd(8) + 8;
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weap->o_group = group++;
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}
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else
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{
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weap->o_count = 1;
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weap->o_group = 0;
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}
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}
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/*
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* hit_monster:
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* Does the missile hit the monster?
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*/
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int
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hit_monster(int y, int x, const THING *obj)
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{
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coord mp;
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mp.y = y;
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mp.x = x;
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return fight(&mp, obj, TRUE);
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}
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/*
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* num:
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* Figure out the plus number for armor/weapons
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*/
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const char *
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num(int n1, int n2, int type)
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{
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static char numbuf[10];
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sprintf(numbuf, n1 < 0 ? "%d" : "+%d", n1);
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if (type == WEAPON)
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sprintf(&numbuf[strlen(numbuf)], n2 < 0 ? ",%d" : ",+%d", n2);
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return numbuf;
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}
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/*
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* wield:
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* Pull out a certain weapon
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*/
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void
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wield(void)
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{
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THING *obj, *oweapon;
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char *sp;
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oweapon = cur_weapon;
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if (!dropcheck(cur_weapon))
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{
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cur_weapon = oweapon;
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return;
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}
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cur_weapon = oweapon;
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if ((obj = get_item("wield", WEAPON)) == NULL)
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{
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bad:
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after = FALSE;
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return;
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}
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if (obj->o_type == ARMOR)
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{
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msg("you can't wield armor");
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goto bad;
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}
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if (is_current(obj))
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goto bad;
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sp = inv_name(obj, TRUE);
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cur_weapon = obj;
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if (!terse)
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addmsg("you are now ");
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msg("wielding %s (%c)", sp, obj->o_packch);
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}
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/*
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* fallpos:
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* Pick a random position around the give (y, x) coordinates
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*/
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int
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fallpos(const coord *pos, coord *newpos)
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{
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int y, x, cnt, ch;
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cnt = 0;
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for (y = pos->y - 1; y <= pos->y + 1; y++)
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for (x = pos->x - 1; x <= pos->x + 1; x++)
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{
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/*
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* check to make certain the spot is empty, if it is,
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* put the object there, set it in the level list
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* and re-draw the room if he can see it
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*/
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if (y == hero.y && x == hero.x)
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continue;
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if (((ch = chat(y, x)) == FLOOR || ch == PASSAGE)
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&& rnd(++cnt) == 0)
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{
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newpos->y = y;
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newpos->x = x;
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}
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}
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return (cnt != 0);
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}
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