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Source:NetHack 3.1.0/wield.c

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Below is the full text to wield.c from the source code of NetHack 3.1.0. To link to a particular line, write [[NetHack 3.1.0/wield.c#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

The NetHack General Public License applies to screenshots, source code and other content from NetHack.
1.    /*	SCCS Id: @(#)wield.c	3.1	92/12/10	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #include	"hack.h"
6.    
7.    /* elven weapons vibrate warningly when enchanted beyond a limit */
8.    #define is_elven_weapon(optr)	((optr)->otyp == ELVEN_ARROW\
9.    				|| (optr)->otyp == ELVEN_SPEAR\
10.   				|| (optr)->otyp == ELVEN_DAGGER\
11.   				|| (optr)->otyp == ELVEN_SHORT_SWORD\
12.   				|| (optr)->otyp == ELVEN_BROADSWORD\
13.   				|| (optr)->otyp == ELVEN_BOW)
14.   
15.   /* Note: setuwep() with a null obj, and uwepgone(), are NOT the same!  Sometimes
16.    * unwielding a weapon can kill you, and lifesaving will then put it back into
17.    * your hand.  If lifesaving is permitted to do this, use
18.    * setwuep((struct obj *)0); otherwise use uwepgone().
19.    */
20.   void
21.   setuwep(obj)
22.   register struct obj *obj;
23.   {
24.   	setworn(obj, W_WEP);
25.   	/* Note: Explicitly wielding a pick-axe will not give a "bashing"
26.   	 * message.  Wielding one via 'a'pplying it will.
27.   	 */
28.   	if (obj)
29.   		unweapon = ((obj->otyp >= BOW || obj->otyp <= BOOMERANG) &&
30.   			obj->otyp != PICK_AXE && obj->otyp != UNICORN_HORN);
31.   	else
32.   		unweapon = TRUE;	/* for "bare hands" message */
33.   }
34.   
35.   void
36.   uwepgone()
37.   {
38.   	if (uwep) {
39.   		setnotworn(uwep);
40.   		unweapon = TRUE;
41.   	}
42.   }
43.   
44.   static const char NEARDATA wield_objs[] =
45.   	{ ALL_CLASSES, ALLOW_NONE, WEAPON_CLASS, TOOL_CLASS, 0 };
46.   
47.   int
48.   dowield()
49.   {
50.   	register struct obj *wep;
51.   	register int res = 0;
52.   
53.   	multi = 0;
54.   #ifdef POLYSELF
55.   	if (cantwield(uasmon)) {
56.   		pline("Don't be ridiculous!");
57.   		return(0);
58.   	}
59.   #endif
60.   	if (!(wep = getobj(wield_objs, "wield"))) /* nothing */;
61.   	else if (uwep == wep)
62.   		You("are already wielding that!");
63.   	else if (welded(uwep))
64.   		weldmsg(uwep, TRUE);
65.   	else if (wep == &zeroobj) {
66.   	    if (uwep == 0)
67.   		You("are already empty %s.", body_part(HANDED));
68.   	    else  {
69.   	  	You("are empty %s.", body_part(HANDED));
70.   	  	setuwep((struct obj *) 0);
71.   	  	res++;
72.   	    }
73.   	} else if (!uarmg &&
74.   #ifdef POLYSELF
75.   		   !resists_ston(uasmon) &&
76.   #endif
77.   		   (wep->otyp == CORPSE && wep->corpsenm == PM_COCKATRICE)) {
78.   	    /* Prevent wielding cockatrice when not wearing gloves --KAA */
79.   	    You("wield the cockatrice corpse in your bare %s.",
80.   			makeplural(body_part(HAND)));
81.   # ifdef POLYSELF
82.   	    if (!(poly_when_stoned(uasmon) && polymon(PM_STONE_GOLEM)))
83.   # endif
84.   	    {
85.   		You("turn to stone...");
86.   		killer_format = KILLED_BY;
87.   		killer="touching a cockatrice corpse";
88.   		done(STONING);
89.   	    }
90.   	} else if (uarms && bimanual(wep))
91.   	    You("cannot wield a two-handed %s while wearing a shield.",
92.   		is_sword(wep) ? "sword" :
93.   		    wep->otyp == BATTLE_AXE ? "axe" : "weapon");
94.   	else if (wep->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL))
95.   		You("cannot wield that!");
96.   	else if (!wep->oartifact || touch_artifact(wep,&youmonst)) {
97.   		res++;
98.   		if (wep->cursed &&
99.   		    (wep->oclass == WEAPON_CLASS ||
100.  		     wep->otyp == HEAVY_IRON_BALL || wep->otyp == PICK_AXE ||
101.  		     wep->otyp == UNICORN_HORN || wep->otyp == TIN_OPENER)) {
102.  		    const char *tmp = xname(wep), *thestr = "The ";
103.  		    if (strncmp(tmp, thestr, 4) && !strncmp(The(tmp),thestr,4))
104.  			tmp = thestr;
105.  		    else tmp = "";
106.  		    pline("%s%s %s to your %s!",
107.  			tmp, aobjnam(wep, "weld"),
108.  			(wep->quan == 1L) ? "itself" : "themselves", /* a3 */
109.  			body_part(HAND));
110.  		    wep->bknown = TRUE;
111.  		} else {
112.  			/* The message must be printed before setuwep (since
113.  			 * you might die and be revived from changing weapons),
114.  			 * and the message must be before the death message and
115.  			 * Lifesaved rewielding.  Yet we want the message to
116.  			 * say "weapon in hand", thus this kludge.
117.  			 */
118.  			long dummy = wep->owornmask;
119.  			wep->owornmask |= W_WEP;
120.  			prinv(NULL, wep, 0L);
121.  			wep->owornmask = dummy;
122.  		}
123.  		setuwep(wep);
124.  	}
125.  	return(res);
126.  }
127.  
128.  void
129.  erode_weapon(acid_dmg)
130.  boolean acid_dmg;
131.  /* Rust weapon, or corrode it if acid damage is called for */
132.  {
133.  	if(!uwep || uwep->oclass != WEAPON_CLASS) return;	/* %% */
134.  	if (uwep->greased) {
135.  		grease_protect(uwep,NULL,FALSE);
136.  	} else if(uwep->oerodeproof ||
137.  	   (acid_dmg ? !is_corrodeable(uwep) : !is_rustprone(uwep))) {
138.  		if (flags.verbose || !(uwep->oerodeproof && uwep->rknown))
139.  		    Your("%s not affected.", aobjnam(uwep, "are"));
140.  		if (uwep->oerodeproof) uwep->rknown = TRUE;
141.  	} else if (uwep->oeroded < MAX_ERODE) {
142.  		Your("%s%s!", aobjnam(uwep, acid_dmg ? "corrode" : "rust"),
143.  		     uwep->oeroded+1 == MAX_ERODE ? " completely" :
144.  		     uwep->oeroded ? " further" : "");
145.  		uwep->oeroded++;
146.  	} else
147.  		if (flags.verbose)
148.  		    Your("%s completely %s.",
149.  			 aobjnam(uwep, Blind ? "feel" : "look"),
150.  			 acid_dmg ? "corroded" : "rusty");
151.  }
152.  
153.  int
154.  chwepon(otmp, amount)
155.  register struct obj *otmp;
156.  register int amount;
157.  {
158.  	register const char *color = Hallucination ? hcolor() :
159.  				     (amount < 0) ? Black : blue;
160.  	register const char *xtime;
161.  
162.  	if(!uwep || (uwep->oclass != WEAPON_CLASS && uwep->otyp != PICK_AXE
163.  			&& uwep->otyp != UNICORN_HORN)) {
164.  		char buf[36];
165.  
166.  		Sprintf(buf, "Your %s %s.", makeplural(body_part(HAND)),
167.  			(amount >= 0) ? "twitch" : "itch");
168.  		strange_feeling(otmp, buf);
169.  		exercise(A_DEX, amount >= 0);
170.  		return(0);
171.  	}
172.  
173.  	if(uwep->otyp == WORM_TOOTH && amount >= 0) {
174.  		uwep->otyp = CRYSKNIFE;
175.  		Your("weapon seems sharper now.");
176.  		uwep->cursed = 0;
177.  		return(1);
178.  	}
179.  
180.  	if(uwep->otyp == CRYSKNIFE && amount < 0) {
181.  		uwep->otyp = WORM_TOOTH;
182.  		Your("weapon seems duller now.");
183.  		return(1);
184.  	}
185.  
186.  	if (amount < 0 && uwep->oartifact && restrict_name(uwep, ONAME(uwep))) {
187.  	    if (!Blind)
188.  		Your("%s %s.", aobjnam(uwep, "faintly glow"), color);
189.  	    return(1);
190.  	}
191.  	/* there is a (soft) upper and lower limit to uwep->spe */
192.  	if(((uwep->spe > 5 && amount >= 0) || (uwep->spe < -5 && amount < 0))
193.  								&& rn2(3)) {
194.  	    if (!Blind)
195.  	    Your("%s %s for a while and then evaporate%s.",
196.  		 aobjnam(uwep, "violently glow"), color,
197.  		 uwep->quan == 1L ? "s" : "");
198.  	    else
199.  		Your("%s.", aobjnam(uwep, "evaporate"));
200.  
201.  	    while(uwep)		/* let all of them disappear */
202.  				/* note: uwep->quan = 1 is nogood if unpaid */
203.  		useup(uwep);
204.  	    return(1);
205.  	}
206.  	if (!Blind) {
207.  	    xtime = (amount*amount == 1) ? "moment" : "while";
208.  	    Your("%s %s for a %s.",
209.  		 aobjnam(uwep, amount == 0 ? "violently glow" : "glow"),
210.  		 color, xtime);
211.  	}
212.  	uwep->spe += amount;
213.  	if(amount > 0) uwep->cursed = 0;
214.  
215.  	/*
216.  	 * Enchantment, which normally improves a weapon, has an
217.  	 * addition adverse reaction on Magicbane whose effects are
218.  	 * spe dependent.  Give an obscure clue here.
219.  	 */
220.  	if (uwep->oartifact == ART_MAGICBANE && uwep->spe >= 0) {
221.  		Your("right %s %sches!",
222.  			body_part(HAND),
223.  			(((amount > 1) && (uwep->spe > 1)) ? "flin" : "it"));
224.  	}
225.  
226.  	/* an elven magic clue, cookie@keebler */
227.  	if ((uwep->spe > 5)
228.  		&& (is_elven_weapon(uwep) || uwep->oartifact || !rn2(7)))
229.  	    Your("%s unexpectedly.",
230.  		aobjnam(uwep, "suddenly vibrate"));
231.  
232.  	return(1);
233.  }
234.  
235.  int
236.  welded(obj)
237.  register struct obj *obj;
238.  {
239.  	if (obj && obj == uwep && obj->cursed &&
240.  		  (obj->oclass == WEAPON_CLASS ||
241.  		   obj->otyp == HEAVY_IRON_BALL ||
242.  		   obj->otyp == TIN_OPENER || obj->otyp == PICK_AXE ||
243.  		   obj->otyp == UNICORN_HORN))
244.  	{
245.  		obj->bknown = TRUE;
246.  		return 1;
247.  	}
248.  	return 0;
249.  }
250.  
251.  /* The reason for "specific" is historical; some parts of the code used
252.   * the object name and others just used "weapon"/"sword".  This function
253.   * replaced all of those.  Which one we use is really arbitrary.
254.   */
255.  void
256.  weldmsg(obj, specific)
257.  register struct obj *obj;
258.  boolean specific;
259.  {
260.  	char buf[BUFSZ];
261.  
262.  	if (specific) {
263.  		long savewornmask = obj->owornmask;
264.  		obj->owornmask &= ~W_WEP;
265.  		Strcpy(buf, Doname2(obj));
266.  		obj->owornmask = savewornmask;
267.  	} else
268.  		Sprintf(buf, "Your %s%s",
269.  			is_sword(obj) ? "sword" : "weapon",
270.  			plur(obj->quan));
271.  	Strcat(buf, (obj->quan == 1L) ? " is" : " are");
272.  #ifdef POLYSELF
273.  	Sprintf(eos(buf), " welded to your %s!",
274.  		bimanual(obj) ? (const char *)makeplural(body_part(HAND)) : body_part(HAND));
275.  #else
276.  	Sprintf(eos(buf), " welded to your hand%s!",
277.  		bimanual(obj) ? "s" : "");
278.  #endif
279.  	pline(buf);
280.  }
281.  
282.  /*wield.c*/

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