/
wield.c
892 lines (817 loc) · 28.6 KB
/
wield.c
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/* NetHack 3.6 wield.c $NHDT-Date: 1559670611 2019/06/04 17:50:11 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.59 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2009. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
/* KMH -- Differences between the three weapon slots.
*
* The main weapon (uwep):
* 1. Is filled by the (w)ield command.
* 2. Can be filled with any type of item.
* 3. May be carried in one or both hands.
* 4. Is used as the melee weapon and as the launcher for
* ammunition.
* 5. Only conveys intrinsics when it is a weapon, weapon-tool,
* or artifact.
* 6. Certain cursed items will weld to the hand and cannot be
* unwielded or dropped. See erodeable_wep() and will_weld()
* below for the list of which items apply.
*
* The secondary weapon (uswapwep):
* 1. Is filled by the e(x)change command, which swaps this slot
* with the main weapon. If the "pushweapon" option is set,
* the (w)ield command will also store the old weapon in the
* secondary slot.
* 2. Can be filled with anything that will fit in the main weapon
* slot; that is, any type of item.
* 3. Is usually NOT considered to be carried in the hands.
* That would force too many checks among the main weapon,
* second weapon, shield, gloves, and rings; and it would
* further be complicated by bimanual weapons. A special
* exception is made for two-weapon combat.
* 4. Is used as the second weapon for two-weapon combat, and as
* a convenience to swap with the main weapon.
* 5. Never conveys intrinsics.
* 6. Cursed items never weld (see #3 for reasons), but they also
* prevent two-weapon combat.
*
* The quiver (uquiver):
* 1. Is filled by the (Q)uiver command.
* 2. Can be filled with any type of item.
* 3. Is considered to be carried in a special part of the pack.
* 4. Is used as the item to throw with the (f)ire command.
* This is a convenience over the normal (t)hrow command.
* 5. Never conveys intrinsics.
* 6. Cursed items never weld; their effect is handled by the normal
* throwing code.
* 7. The autoquiver option will fill it with something deemed
* suitable if (f)ire is used when it's empty.
*
* No item may be in more than one of these slots.
*/
STATIC_DCL boolean FDECL(cant_wield_corpse, (struct obj *));
STATIC_DCL int FDECL(ready_weapon, (struct obj *));
/* used by will_weld() */
/* probably should be renamed */
#define erodeable_wep(optr) \
((optr)->oclass == WEAPON_CLASS || is_weptool(optr) \
|| (optr)->otyp == HEAVY_IRON_BALL || (optr)->otyp == IRON_CHAIN)
/* used by welded(), and also while wielding */
#define will_weld(optr) \
((optr)->cursed && (erodeable_wep(optr) || (optr)->otyp == TIN_OPENER))
/*** Functions that place a given item in a slot ***/
/* Proper usage includes:
* 1. Initializing the slot during character generation or a
* restore.
* 2. Setting the slot due to a player's actions.
* 3. If one of the objects in the slot are split off, these
* functions can be used to put the remainder back in the slot.
* 4. Putting an item that was thrown and returned back into the slot.
* 5. Emptying the slot, by passing a null object. NEVER pass
* zeroobj!
*
* If the item is being moved from another slot, it is the caller's
* responsibility to handle that. It's also the caller's responsibility
* to print the appropriate messages.
*/
void
setuwep(obj)
register struct obj *obj;
{
struct obj *olduwep = uwep;
if (obj == uwep)
return; /* necessary to not set unweapon */
/* This message isn't printed in the caller because it happens
* *whenever* Sunsword is unwielded, from whatever cause.
*/
setworn(obj, W_WEP);
if (uwep == obj && artifact_light(olduwep) && olduwep->lamplit) {
end_burn(olduwep, FALSE);
if (!Blind)
pline("%s shining.", Tobjnam(olduwep, "stop"));
}
if (uwep == obj
&& ((uwep && uwep->oartifact == ART_OGRESMASHER)
|| (olduwep && olduwep->oartifact == ART_OGRESMASHER)))
context.botl = 1;
/* Note: Explicitly wielding a pick-axe will not give a "bashing"
* message. Wielding one via 'a'pplying it will.
* 3.2.2: Wielding arbitrary objects will give bashing message too.
*/
if (obj) {
unweapon = (obj->oclass == WEAPON_CLASS)
? is_launcher(obj) || is_ammo(obj) || is_missile(obj)
|| (is_pole(obj) && !u.usteed)
: !is_weptool(obj) && !is_wet_towel(obj);
} else
unweapon = TRUE; /* for "bare hands" message */
}
STATIC_OVL boolean
cant_wield_corpse(obj)
struct obj *obj;
{
char kbuf[BUFSZ];
if (uarmg || obj->otyp != CORPSE || !touch_petrifies(&mons[obj->corpsenm])
|| Stone_resistance)
return FALSE;
/* Prevent wielding cockatrice when not wearing gloves --KAA */
You("wield %s in your bare %s.",
corpse_xname(obj, (const char *) 0, CXN_PFX_THE),
makeplural(body_part(HAND)));
Sprintf(kbuf, "wielding %s bare-handed", killer_xname(obj));
instapetrify(kbuf);
return TRUE;
}
STATIC_OVL int
ready_weapon(wep)
struct obj *wep;
{
/* Separated function so swapping works easily */
int res = 0;
if (!wep) {
/* No weapon */
if (uwep) {
You("are empty %s.", body_part(HANDED));
setuwep((struct obj *) 0);
res++;
} else
You("are already empty %s.", body_part(HANDED));
} else if (wep->otyp == CORPSE && cant_wield_corpse(wep)) {
/* hero must have been life-saved to get here; use a turn */
res++; /* corpse won't be wielded */
} else if (uarms && bimanual(wep)) {
You("cannot wield a two-handed %s while wearing a shield.",
is_sword(wep) ? "sword" : wep->otyp == BATTLE_AXE ? "axe"
: "weapon");
} else if (!retouch_object(&wep, FALSE)) {
res++; /* takes a turn even though it doesn't get wielded */
} else {
/* Weapon WILL be wielded after this point */
res++;
if (will_weld(wep)) {
const char *tmp = xname(wep), *thestr = "The ";
if (strncmp(tmp, thestr, 4) && !strncmp(The(tmp), thestr, 4))
tmp = thestr;
else
tmp = "";
pline("%s%s %s to your %s!", tmp, aobjnam(wep, "weld"),
(wep->quan == 1L) ? "itself" : "themselves", /* a3 */
bimanual(wep) ? (const char *) makeplural(body_part(HAND))
: body_part(HAND));
set_bknown(wep, 1);
} else {
/* The message must be printed before setuwep (since
* you might die and be revived from changing weapons),
* and the message must be before the death message and
* Lifesaved rewielding. Yet we want the message to
* say "weapon in hand", thus this kludge.
* [That comment is obsolete. It dates from the days (3.0)
* when unwielding Firebrand could cause hero to be burned
* to death in Hell due to loss of fire resistance.
* "Lifesaved re-wielding or re-wearing" is ancient history.]
*/
long dummy = wep->owornmask;
wep->owornmask |= W_WEP;
if (wep->otyp == AKLYS && (wep->owornmask & W_WEP) != 0)
You("secure the tether.");
prinv((char *) 0, wep, 0L);
wep->owornmask = dummy;
}
setuwep(wep);
/* KMH -- Talking artifacts are finally implemented */
arti_speak(wep);
if (artifact_light(wep) && !wep->lamplit) {
begin_burn(wep, FALSE);
if (!Blind)
pline("%s to shine %s!", Tobjnam(wep, "begin"),
arti_light_description(wep));
}
#if 0
/* we'll get back to this someday, but it's not balanced yet */
if (Race_if(PM_ELF) && !wep->oartifact
&& objects[wep->otyp].oc_material == IRON) {
/* Elves are averse to wielding cold iron */
You("have an uneasy feeling about wielding cold iron.");
change_luck(-1);
}
#endif
if (wep->unpaid) {
struct monst *this_shkp;
if ((this_shkp = shop_keeper(inside_shop(u.ux, u.uy)))
!= (struct monst *) 0) {
pline("%s says \"You be careful with my %s!\"",
shkname(this_shkp), xname(wep));
}
}
}
return res;
}
void
setuqwep(obj)
register struct obj *obj;
{
setworn(obj, W_QUIVER);
/* no extra handling needed; this used to include a call to
update_inventory() but that's already performed by setworn() */
return;
}
void
setuswapwep(obj)
register struct obj *obj;
{
setworn(obj, W_SWAPWEP);
return;
}
/*** Commands to change particular slot(s) ***/
static NEARDATA const char wield_objs[] = {
ALL_CLASSES, ALLOW_NONE, WEAPON_CLASS, TOOL_CLASS, 0
};
static NEARDATA const char ready_objs[] = {
ALLOW_COUNT, COIN_CLASS, ALL_CLASSES, ALLOW_NONE, WEAPON_CLASS, 0
};
static NEARDATA const char bullets[] = { /* (note: different from dothrow.c) */
ALLOW_COUNT, COIN_CLASS, ALL_CLASSES, ALLOW_NONE,
GEM_CLASS, WEAPON_CLASS, 0
};
int
dowield()
{
register struct obj *wep, *oldwep;
int result;
/* May we attempt this? */
multi = 0;
if (cantwield(youmonst.data)) {
pline("Don't be ridiculous!");
return 0;
}
/* Prompt for a new weapon */
if (!(wep = getobj(wield_objs, "wield")))
/* Cancelled */
return 0;
else if (wep == uwep) {
You("are already wielding that!");
if (is_weptool(wep) || is_wet_towel(wep))
unweapon = FALSE; /* [see setuwep()] */
return 0;
} else if (welded(uwep)) {
weldmsg(uwep);
/* previously interrupted armor removal mustn't be resumed */
reset_remarm();
return 0;
}
/* Handle no object, or object in other slot */
if (wep == &zeroobj)
wep = (struct obj *) 0;
else if (wep == uswapwep)
return doswapweapon();
else if (wep == uquiver)
setuqwep((struct obj *) 0);
else if (wep->owornmask & (W_ARMOR | W_ACCESSORY | W_SADDLE)) {
You("cannot wield that!");
return 0;
}
/* Set your new primary weapon */
oldwep = uwep;
result = ready_weapon(wep);
if (flags.pushweapon && oldwep && uwep != oldwep)
setuswapwep(oldwep);
untwoweapon();
return result;
}
int
doswapweapon()
{
register struct obj *oldwep, *oldswap;
int result = 0;
/* May we attempt this? */
multi = 0;
if (cantwield(youmonst.data)) {
pline("Don't be ridiculous!");
return 0;
}
if (welded(uwep)) {
weldmsg(uwep);
return 0;
}
/* Unwield your current secondary weapon */
oldwep = uwep;
oldswap = uswapwep;
setuswapwep((struct obj *) 0);
/* Set your new primary weapon */
result = ready_weapon(oldswap);
/* Set your new secondary weapon */
if (uwep == oldwep) {
/* Wield failed for some reason */
setuswapwep(oldswap);
} else {
setuswapwep(oldwep);
if (uswapwep)
prinv((char *) 0, uswapwep, 0L);
else
You("have no secondary weapon readied.");
}
if (u.twoweap && !can_twoweapon())
untwoweapon();
return result;
}
int
dowieldquiver()
{
char qbuf[QBUFSZ];
struct obj *newquiver;
const char *quivee_types;
int res;
boolean finish_splitting = FALSE,
was_uwep = FALSE, was_twoweap = u.twoweap;
/* Since the quiver isn't in your hands, don't check cantwield(), */
/* will_weld(), touch_petrifies(), etc. */
multi = 0;
/* forget last splitobj() before calling getobj() with ALLOW_COUNT */
context.objsplit.child_oid = context.objsplit.parent_oid = 0;
/* Prompt for a new quiver: "What do you want to ready?"
(Include gems/stones as likely candidates if either primary
or secondary weapon is a sling.) */
quivee_types = (uslinging()
|| (uswapwep
&& objects[uswapwep->otyp].oc_skill == P_SLING))
? bullets
: ready_objs;
newquiver = getobj(quivee_types, "ready");
if (!newquiver) {
/* Cancelled */
return 0;
} else if (newquiver == &zeroobj) { /* no object */
/* Explicitly nothing */
if (uquiver) {
You("now have no ammunition readied.");
/* skip 'quivering: prinv()' */
setuqwep((struct obj *) 0);
} else {
You("already have no ammunition readied!");
}
return 0;
} else if (newquiver->o_id == context.objsplit.child_oid) {
/* if newquiver is the result of supplying a count to getobj()
we don't want to split something already in the quiver;
for any other item, we need to give it its own inventory slot */
if (uquiver && uquiver->o_id == context.objsplit.parent_oid) {
unsplitobj(newquiver);
goto already_quivered;
}
finish_splitting = TRUE;
} else if (newquiver == uquiver) {
already_quivered:
pline("That ammunition is already readied!");
return 0;
} else if (newquiver->owornmask & (W_ARMOR | W_ACCESSORY | W_SADDLE)) {
You("cannot ready that!");
return 0;
} else if (newquiver == uwep) {
int weld_res = !uwep->bknown;
if (welded(uwep)) {
weldmsg(uwep);
reset_remarm(); /* same as dowield() */
return weld_res;
}
/* offer to split stack if wielding more than 1 */
if (uwep->quan > 1L && inv_cnt(FALSE) < 52 && splittable(uwep)) {
Sprintf(qbuf, "You are wielding %ld %s. Ready %ld of them?",
uwep->quan, simpleonames(uwep), uwep->quan - 1L);
switch (ynq(qbuf)) {
case 'q':
return 0;
case 'y':
/* leave 1 wielded, split rest off and put into quiver */
newquiver = splitobj(uwep, uwep->quan - 1L);
finish_splitting = TRUE;
goto quivering;
default:
break;
}
Strcpy(qbuf, "Ready all of them instead?");
} else {
boolean use_plural = (is_plural(uwep) || pair_of(uwep));
Sprintf(qbuf, "You are wielding %s. Ready %s instead?",
!use_plural ? "that" : "those",
!use_plural ? "it" : "them");
}
/* require confirmation to ready the main weapon */
if (ynq(qbuf) != 'y') {
(void) Shk_Your(qbuf, uwep); /* replace qbuf[] contents */
pline("%s%s %s wielded.", qbuf,
simpleonames(uwep), otense(uwep, "remain"));
return 0;
}
/* quivering main weapon, so no longer wielding it */
setuwep((struct obj *) 0);
untwoweapon();
was_uwep = TRUE;
} else if (newquiver == uswapwep) {
if (uswapwep->quan > 1L && inv_cnt(FALSE) < 52
&& splittable(uswapwep)) {
Sprintf(qbuf, "%s %ld %s. Ready %ld of them?",
u.twoweap ? "You are dual wielding"
: "Your alternate weapon is",
uswapwep->quan, simpleonames(uswapwep),
uswapwep->quan - 1L);
switch (ynq(qbuf)) {
case 'q':
return 0;
case 'y':
/* leave 1 alt-wielded, split rest off and put into quiver */
newquiver = splitobj(uswapwep, uswapwep->quan - 1L);
finish_splitting = TRUE;
goto quivering;
default:
break;
}
Strcpy(qbuf, "Ready all of them instead?");
} else {
boolean use_plural = (is_plural(uswapwep) || pair_of(uswapwep));
Sprintf(qbuf, "%s your %s weapon. Ready %s instead?",
!use_plural ? "That is" : "Those are",
u.twoweap ? "second" : "alternate",
!use_plural ? "it" : "them");
}
/* require confirmation to ready the alternate weapon */
if (ynq(qbuf) != 'y') {
(void) Shk_Your(qbuf, uswapwep); /* replace qbuf[] contents */
pline("%s%s %s %s.", qbuf,
simpleonames(uswapwep), otense(uswapwep, "remain"),
u.twoweap ? "wielded" : "as secondary weapon");
return 0;
}
/* quivering alternate weapon, so no more uswapwep */
setuswapwep((struct obj *) 0);
untwoweapon();
}
quivering:
if (finish_splitting) {
freeinv(newquiver);
newquiver->nomerge = 1;
addinv(newquiver);
newquiver->nomerge = 0;
}
/* place item in quiver before printing so that inventory feedback
includes "(at the ready)" */
setuqwep(newquiver);
prinv((char *) 0, newquiver, 0L);
/* quiver is a convenience slot and manipulating it ordinarily
consumes no time, but unwielding primary or secondary weapon
should take time (perhaps we're adjacent to a rust monster
or disenchanter and want to hit it immediately, but not with
something we're wielding that's vulnerable to its damage) */
res = 0;
if (was_uwep) {
You("are now empty %s.", body_part(HANDED));
res = 1;
} else if (was_twoweap && !u.twoweap) {
You("are no longer wielding two weapons at once.");
res = 1;
}
return res;
}
/* used for #rub and for applying pick-axe, whip, grappling hook or polearm */
boolean
wield_tool(obj, verb)
struct obj *obj;
const char *verb; /* "rub",&c */
{
const char *what;
boolean more_than_1;
if (obj == uwep)
return TRUE; /* nothing to do if already wielding it */
if (!verb)
verb = "wield";
what = xname(obj);
more_than_1 = (obj->quan > 1L || strstri(what, "pair of ") != 0
|| strstri(what, "s of ") != 0);
if (obj->owornmask & (W_ARMOR | W_ACCESSORY)) {
You_cant("%s %s while wearing %s.", verb, yname(obj),
more_than_1 ? "them" : "it");
return FALSE;
}
if (welded(uwep)) {
if (flags.verbose) {
const char *hand = body_part(HAND);
if (bimanual(uwep))
hand = makeplural(hand);
if (strstri(what, "pair of ") != 0)
more_than_1 = FALSE;
pline(
"Since your weapon is welded to your %s, you cannot %s %s %s.",
hand, verb, more_than_1 ? "those" : "that", xname(obj));
} else {
You_cant("do that.");
}
return FALSE;
}
if (cantwield(youmonst.data)) {
You_cant("hold %s strongly enough.", more_than_1 ? "them" : "it");
return FALSE;
}
/* check shield */
if (uarms && bimanual(obj)) {
You("cannot %s a two-handed %s while wearing a shield.", verb,
(obj->oclass == WEAPON_CLASS) ? "weapon" : "tool");
return FALSE;
}
if (uquiver == obj)
setuqwep((struct obj *) 0);
if (uswapwep == obj) {
(void) doswapweapon();
/* doswapweapon might fail */
if (uswapwep == obj)
return FALSE;
} else {
struct obj *oldwep = uwep;
if (will_weld(obj)) {
/* hope none of ready_weapon()'s early returns apply here... */
(void) ready_weapon(obj);
} else {
You("now wield %s.", doname(obj));
setuwep(obj);
}
if (flags.pushweapon && oldwep && uwep != oldwep)
setuswapwep(oldwep);
}
if (uwep != obj)
return FALSE; /* rewielded old object after dying */
/* applying weapon or tool that gets wielded ends two-weapon combat */
if (u.twoweap)
untwoweapon();
if (obj->oclass != WEAPON_CLASS)
unweapon = TRUE;
return TRUE;
}
int
can_twoweapon()
{
struct obj *otmp;
#define NOT_WEAPON(obj) (!is_weptool(obj) && obj->oclass != WEAPON_CLASS)
if (!could_twoweap(youmonst.data)) {
if (Upolyd)
You_cant("use two weapons in your current form.");
else
pline("%s aren't able to use two weapons at once.",
makeplural((flags.female && urole.name.f) ? urole.name.f
: urole.name.m));
} else if (!uwep || !uswapwep)
Your("%s%s%s empty.", uwep ? "left " : uswapwep ? "right " : "",
body_part(HAND), (!uwep && !uswapwep) ? "s are" : " is");
else if (NOT_WEAPON(uwep) || NOT_WEAPON(uswapwep)) {
otmp = NOT_WEAPON(uwep) ? uwep : uswapwep;
pline("%s %s.", Yname2(otmp),
is_plural(otmp) ? "aren't weapons" : "isn't a weapon");
} else if (bimanual(uwep) || bimanual(uswapwep)) {
otmp = bimanual(uwep) ? uwep : uswapwep;
pline("%s isn't one-handed.", Yname2(otmp));
} else if (uarms)
You_cant("use two weapons while wearing a shield.");
else if (uswapwep->oartifact)
pline("%s being held second to another weapon!",
Yobjnam2(uswapwep, "resist"));
else if (uswapwep->otyp == CORPSE && cant_wield_corpse(uswapwep)) {
/* [Note: NOT_WEAPON() check prevents ever getting here...] */
; /* must be life-saved to reach here; return FALSE */
} else if (Glib || uswapwep->cursed) {
if (!Glib)
set_bknown(uswapwep, 1);
drop_uswapwep();
} else
return TRUE;
return FALSE;
}
void
drop_uswapwep()
{
char str[BUFSZ];
struct obj *obj = uswapwep;
/* Avoid trashing makeplural's static buffer */
Strcpy(str, makeplural(body_part(HAND)));
pline("%s from your %s!", Yobjnam2(obj, "slip"), str);
dropx(obj);
}
int
dotwoweapon()
{
/* You can always toggle it off */
if (u.twoweap) {
You("switch to your primary weapon.");
u.twoweap = 0;
update_inventory();
return 0;
}
/* May we use two weapons? */
if (can_twoweapon()) {
/* Success! */
You("begin two-weapon combat.");
u.twoweap = 1;
update_inventory();
return (rnd(20) > ACURR(A_DEX));
}
return 0;
}
/*** Functions to empty a given slot ***/
/* These should be used only when the item can't be put back in
* the slot by life saving. Proper usage includes:
* 1. The item has been eaten, stolen, burned away, or rotted away.
* 2. Making an item disappear for a bones pile.
*/
void
uwepgone()
{
if (uwep) {
if (artifact_light(uwep) && uwep->lamplit) {
end_burn(uwep, FALSE);
if (!Blind)
pline("%s shining.", Tobjnam(uwep, "stop"));
}
setworn((struct obj *) 0, W_WEP);
unweapon = TRUE;
update_inventory();
}
}
void
uswapwepgone()
{
if (uswapwep) {
setworn((struct obj *) 0, W_SWAPWEP);
update_inventory();
}
}
void
uqwepgone()
{
if (uquiver) {
setworn((struct obj *) 0, W_QUIVER);
update_inventory();
}
}
void
untwoweapon()
{
if (u.twoweap) {
You("can no longer use two weapons at once.");
u.twoweap = FALSE;
update_inventory();
}
return;
}
int
chwepon(otmp, amount)
register struct obj *otmp;
register int amount;
{
const char *color = hcolor((amount < 0) ? NH_BLACK : NH_BLUE);
const char *xtime, *wepname = "";
boolean multiple;
int otyp = STRANGE_OBJECT;
if (!uwep || (uwep->oclass != WEAPON_CLASS && !is_weptool(uwep))) {
char buf[BUFSZ];
if (amount >= 0 && uwep && will_weld(uwep)) { /* cursed tin opener */
if (!Blind) {
Sprintf(buf, "%s with %s aura.",
Yobjnam2(uwep, "glow"), an(hcolor(NH_AMBER)));
uwep->bknown = !Hallucination; /* ok to bypass set_bknown() */
} else {
/* cursed tin opener is wielded in right hand */
Sprintf(buf, "Your right %s tingles.", body_part(HAND));
}
uncurse(uwep);
update_inventory();
} else {
Sprintf(buf, "Your %s %s.", makeplural(body_part(HAND)),
(amount >= 0) ? "twitch" : "itch");
}
strange_feeling(otmp, buf); /* pline()+docall()+useup() */
exercise(A_DEX, (boolean) (amount >= 0));
return 0;
}
if (otmp && otmp->oclass == SCROLL_CLASS)
otyp = otmp->otyp;
if (uwep->otyp == WORM_TOOTH && amount >= 0) {
multiple = (uwep->quan > 1L);
/* order: message, transformation, shop handling */
Your("%s %s much sharper now.", simpleonames(uwep),
multiple ? "fuse, and become" : "is");
uwep->otyp = CRYSKNIFE;
uwep->oerodeproof = 0;
if (multiple) {
uwep->quan = 1L;
uwep->owt = weight(uwep);
}
if (uwep->cursed)
uncurse(uwep);
/* update shop bill to reflect new higher value */
if (uwep->unpaid)
alter_cost(uwep, 0L);
if (otyp != STRANGE_OBJECT)
makeknown(otyp);
if (multiple)
encumber_msg();
return 1;
} else if (uwep->otyp == CRYSKNIFE && amount < 0) {
multiple = (uwep->quan > 1L);
/* order matters: message, shop handling, transformation */
Your("%s %s much duller now.", simpleonames(uwep),
multiple ? "fuse, and become" : "is");
costly_alteration(uwep, COST_DEGRD); /* DECHNT? other? */
uwep->otyp = WORM_TOOTH;
uwep->oerodeproof = 0;
if (multiple) {
uwep->quan = 1L;
uwep->owt = weight(uwep);
}
if (otyp != STRANGE_OBJECT && otmp->bknown)
makeknown(otyp);
if (multiple)
encumber_msg();
return 1;
}
if (has_oname(uwep))
wepname = ONAME(uwep);
if (amount < 0 && uwep->oartifact && restrict_name(uwep, wepname)) {
if (!Blind)
pline("%s %s.", Yobjnam2(uwep, "faintly glow"), color);
return 1;
}
/* there is a (soft) upper and lower limit to uwep->spe */
if (((uwep->spe > 5 && amount >= 0) || (uwep->spe < -5 && amount < 0))
&& rn2(3)) {
if (!Blind)
pline("%s %s for a while and then %s.",
Yobjnam2(uwep, "violently glow"), color,
otense(uwep, "evaporate"));
else
pline("%s.", Yobjnam2(uwep, "evaporate"));
useupall(uwep); /* let all of them disappear */
return 1;
}
if (!Blind) {
xtime = (amount * amount == 1) ? "moment" : "while";
pline("%s %s for a %s.",
Yobjnam2(uwep, amount == 0 ? "violently glow" : "glow"), color,
xtime);
if (otyp != STRANGE_OBJECT && uwep->known
&& (amount > 0 || (amount < 0 && otmp->bknown)))
makeknown(otyp);
}
if (amount < 0)
costly_alteration(uwep, COST_DECHNT);
uwep->spe += amount;
if (amount > 0) {
if (uwep->cursed)
uncurse(uwep);
/* update shop bill to reflect new higher price */
if (uwep->unpaid)
alter_cost(uwep, 0L);
}
/*
* Enchantment, which normally improves a weapon, has an
* addition adverse reaction on Magicbane whose effects are
* spe dependent. Give an obscure clue here.
*/
if (uwep->oartifact == ART_MAGICBANE && uwep->spe >= 0) {
Your("right %s %sches!", body_part(HAND),
(((amount > 1) && (uwep->spe > 1)) ? "flin" : "it"));
}
/* an elven magic clue, cookie@keebler */
/* elven weapons vibrate warningly when enchanted beyond a limit */
if ((uwep->spe > 5)
&& (is_elven_weapon(uwep) || uwep->oartifact || !rn2(7)))
pline("%s unexpectedly.", Yobjnam2(uwep, "suddenly vibrate"));
return 1;
}
int
welded(obj)
register struct obj *obj;
{
if (obj && obj == uwep && will_weld(obj)) {
set_bknown(obj, 1);
return 1;
}
return 0;
}
void
weldmsg(obj)
register struct obj *obj;
{
long savewornmask;
savewornmask = obj->owornmask;
pline("%s welded to your %s!", Yobjnam2(obj, "are"),
bimanual(obj) ? (const char *) makeplural(body_part(HAND))
: body_part(HAND));
obj->owornmask = savewornmask;
}
/* test whether monster's wielded weapon is stuck to hand/paw/whatever */
boolean
mwelded(obj)
struct obj *obj;
{
/* caller is responsible for making sure this is a monster's item */
if (obj && (obj->owornmask & W_WEP) && will_weld(obj))
return TRUE;
return FALSE;
}
/*wield.c*/