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Below is the full text to src/wield.c from NetHack 3.4.3. To link to a particular line, write [[wield.c#line123]], for example.

Top of file Edit

1.    /*	SCCS Id: @(#)wield.c	3.4	2003/01/29	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
5.    #include "hack.h"
6.    
7.    /* KMH -- Differences between the three weapon slots.
8.     *
9.     * The main weapon (uwep):
10.    * 1.  Is filled by the (w)ield command.
11.    * 2.  Can be filled with any type of item.
12.    * 3.  May be carried in one or both hands.
13.    * 4.  Is used as the melee weapon and as the launcher for
14.    *     ammunition.
15.    * 5.  Only conveys intrinsics when it is a weapon, weapon-tool,
16.    *     or artifact.
17.    * 6.  Certain cursed items will weld to the hand and cannot be
18.    *     unwielded or dropped.  See erodeable_wep() and will_weld()
19.    *     below for the list of which items apply.
20.    *
21.    * The secondary weapon (uswapwep):
22.    * 1.  Is filled by the e(x)change command, which swaps this slot
23.    *     with the main weapon.  If the "pushweapon" option is set,
24.    *     the (w)ield command will also store the old weapon in the
25.    *     secondary slot.
26.    * 2.  Can be field with anything that will fit in the main weapon
27.    *     slot; that is, any type of item.
28.    * 3.  Is usually NOT considered to be carried in the hands.
29.    *     That would force too many checks among the main weapon,
30.    *     second weapon, shield, gloves, and rings; and it would
31.    *     further be complicated by bimanual weapons.  A special
32.    *     exception is made for two-weapon combat.
33.    * 4.  Is used as the second weapon for two-weapon combat, and as
34.    *     a convenience to swap with the main weapon.
35.    * 5.  Never conveys intrinsics.
36.    * 6.  Cursed items never weld (see #3 for reasons), but they also
37.    *     prevent two-weapon combat.
38.    *
39.    * The quiver (uquiver):
40.    * 1.  Is filled by the (Q)uiver command.
41.    * 2.  Can be filled with any type of item.
42.    * 3.  Is considered to be carried in a special part of the pack.
43.    * 4.  Is used as the item to throw with the (f)ire command.
44.    *     This is a convenience over the normal (t)hrow command.
45.    * 5.  Never conveys intrinsics.
46.    * 6.  Cursed items never weld; their effect is handled by the normal
47.    *     throwing code.
48.    *
49.    * No item may be in more than one of these slots.
50.    */
51.   
52.   
53.   STATIC_DCL int FDECL(ready_weapon, (struct obj *));
54.   
55.   /* used by will_weld() */
56.   /* probably should be renamed */
57.   #define erodeable_wep(optr)	((optr)->oclass == WEAPON_CLASS \
58.   				|| is_weptool(optr) \
59.   				|| (optr)->otyp == HEAVY_IRON_BALL \
60.   				|| (optr)->otyp == IRON_CHAIN)
61.   
62.   /* used by welded(), and also while wielding */
63.   #define will_weld(optr)		((optr)->cursed \
64.   				&& (erodeable_wep(optr) \
65.   				   || (optr)->otyp == TIN_OPENER))
66.   
67.   

Functions that place a given item in a slot Edit

68.   /*** Functions that place a given item in a slot ***/
69.   /* Proper usage includes:
70.    * 1.  Initializing the slot during character generation or a
71.    *     restore.
72.    * 2.  Setting the slot due to a player's actions.
73.    * 3.  If one of the objects in the slot are split off, these
74.    *     functions can be used to put the remainder back in the slot.
75.    * 4.  Putting an item that was thrown and returned back into the slot.
76.    * 5.  Emptying the slot, by passing a null object.  NEVER pass
77.    *     zeroobj!
78.    *

setuwep Edit

79.    * If the item is being moved from another slot, it is the caller's
80.    * responsibility to handle that.  It's also the caller's responsibility
81.    * to print the appropriate messages.
82.    */
83.   void
84.   setuwep(obj)
85.   register struct obj *obj;
86.   {
87.   	struct obj *olduwep = uwep;
88.   
89.   	if (obj == uwep) return; /* necessary to not set unweapon */
90.   	/* This message isn't printed in the caller because it happens
91.   	 * *whenever* Sunsword is unwielded, from whatever cause.
92.   	 */
93.   	setworn(obj, W_WEP);
94.   	if (uwep == obj && artifact_light(olduwep) && olduwep->lamplit) {
95.   	    end_burn(olduwep, FALSE);
96.   	    if (!Blind) pline("%s glowing.", Tobjnam(olduwep, "stop"));
97.   	}
98.   	/* Note: Explicitly wielding a pick-axe will not give a "bashing"
99.   	 * message.  Wielding one via 'a'pplying it will.
100.  	 * 3.2.2:  Wielding arbitrary objects will give bashing message too.
101.  	 */
102.  	if (obj) {
103.  		unweapon = (obj->oclass == WEAPON_CLASS) ?
104.  				is_launcher(obj) || is_ammo(obj) ||
105.  				is_missile(obj) || (is_pole(obj)
106.  #ifdef STEED
107.  				&& !u.usteed
108.  #endif
109.  				) : !is_weptool(obj);
110.  	} else
111.  		unweapon = TRUE;	/* for "bare hands" message */
112.  	update_inventory();
113.  }
114.  

ready_weapon Edit

115.  STATIC_OVL int
116.  ready_weapon(wep)
117.  struct obj *wep;
118.  {
119.  	/* Separated function so swapping works easily */
120.  	int res = 0;
121.  
122.  	if (!wep) {
123.  	    /* No weapon */
124.  	    if (uwep) {
125.  		You("are empty %s.", body_part(HANDED));
126.  		setuwep((struct obj *) 0);
127.  		res++;
128.  	    } else
129.  		You("are already empty %s.", body_part(HANDED));
130.  	} else if (!uarmg && !Stone_resistance && wep->otyp == CORPSE
131.  				&& touch_petrifies(&mons[wep->corpsenm])) {
132.  	    /* Prevent wielding cockatrice when not wearing gloves --KAA */
133.  	    char kbuf[BUFSZ];
134.  
135.  	    You("wield the %s corpse in your bare %s.",
136.  		mons[wep->corpsenm].mname, makeplural(body_part(HAND)));
137.  	    Sprintf(kbuf, "%s corpse", an(mons[wep->corpsenm].mname));
138.  	    instapetrify(kbuf);
139.  	} else if (uarms && bimanual(wep))
140.  	    You("cannot wield a two-handed %s while wearing a shield.",
141.  		is_sword(wep) ? "sword" :
142.  		    wep->otyp == BATTLE_AXE ? "axe" : "weapon");
143.  	else if (wep->oartifact && !touch_artifact(wep, &youmonst)) {
144.  	    res++;	/* takes a turn even though it doesn't get wielded */
145.  	} else {
146.  	    /* Weapon WILL be wielded after this point */
147.  	    res++;
148.  	    if (will_weld(wep)) {
149.  		const char *tmp = xname(wep), *thestr = "The ";
150.  		if (strncmp(tmp, thestr, 4) && !strncmp(The(tmp),thestr,4))
151.  		    tmp = thestr;
152.  		else tmp = "";
153.  		pline("%s%s %s to your %s!", tmp, aobjnam(wep, "weld"),
154.  			(wep->quan == 1L) ? "itself" : "themselves", /* a3 */
155.  			bimanual(wep) ?
156.  				(const char *)makeplural(body_part(HAND))
157.  				: body_part(HAND));
158.  		wep->bknown = TRUE;
159.  	    } else {
160.  		/* The message must be printed before setuwep (since
161.  		 * you might die and be revived from changing weapons),
162.  		 * and the message must be before the death message and
163.  		 * Lifesaved rewielding.  Yet we want the message to
164.  		 * say "weapon in hand", thus this kludge.
165.  		 */
166.  		long dummy = wep->owornmask;
167.  		wep->owornmask |= W_WEP;
168.  		prinv((char *)0, wep, 0L);
169.  		wep->owornmask = dummy;
170.  	    }
171.  	    setuwep(wep);
172.  
173.  	    /* KMH -- Talking artifacts are finally implemented */
174.  	    arti_speak(wep);
175.  
176.  	    if (artifact_light(wep) && !wep->lamplit) {
177.  		begin_burn(wep, FALSE);
178.  		if (!Blind)
179.  		    pline("%s to glow brilliantly!", Tobjnam(wep, "begin"));
180.  	    }
181.  
182.  #if 0
183.  	    /* we'll get back to this someday, but it's not balanced yet */
184.  	    if (Race_if(PM_ELF) && !wep->oartifact &&
185.  			    objects[wep->otyp].oc_material == IRON) {
186.  		/* Elves are averse to wielding cold iron */
187.  		You("have an uneasy feeling about wielding cold iron.");
188.  		change_luck(-1);
189.  	    }
190.  #endif
191.  
192.  	    if (wep->unpaid) {
193.  		struct monst *this_shkp;
194.  
195.  		if ((this_shkp = shop_keeper(inside_shop(u.ux, u.uy))) !=
196.  		    (struct monst *)0) {
197.  		    pline("%s says \"You be careful with my %s!\"",
198.  			  shkname(this_shkp),
199.  			  xname(wep));
200.  		}
201.  	    }
202.  	}
203.  	return(res);
204.  }
205.  

setuqwep Edit

206.  void
207.  setuqwep(obj)
208.  register struct obj *obj;
209.  {
210.  	setworn(obj, W_QUIVER);
211.  	update_inventory();
212.  }
213.  

setuswapwep Edit

214.  void
215.  setuswapwep(obj)
216.  register struct obj *obj;
217.  {
218.  	setworn(obj, W_SWAPWEP);
219.  	update_inventory();
220.  }
221.  
222.  

Commands to change particular slots Edit

223.  /*** Commands to change particular slot(s) ***/
224.  
225.  static NEARDATA const char wield_objs[] =
226.  	{ ALL_CLASSES, ALLOW_NONE, WEAPON_CLASS, TOOL_CLASS, 0 };
227.  static NEARDATA const char ready_objs[] =
228.  	{ ALL_CLASSES, ALLOW_NONE, WEAPON_CLASS, 0 };
229.  static NEARDATA const char bullets[] =	/* (note: different from dothrow.c) */
230.  	{ ALL_CLASSES, ALLOW_NONE, GEM_CLASS, WEAPON_CLASS, 0 };
231.  

dowield Edit

232.  int
233.  dowield()
234.  {
235.  	register struct obj *wep, *oldwep;
236.  	int result;
237.  
238.  	/* May we attempt this? */
239.  	multi = 0;
240.  	if (cantwield(youmonst.data)) {
241.  		pline("Don't be ridiculous!");
242.  		return(0);
243.  	}
244.  
245.  	/* Prompt for a new weapon */
246.  	if (!(wep = getobj(wield_objs, "wield")))
247.  		/* Cancelled */
248.  		return (0);
249.  	else if (wep == uwep) {
250.  	    You("are already wielding that!");
251.  	    if (is_weptool(wep)) unweapon = FALSE;	/* [see setuwep()] */
252.  		return (0);
253.  	} else if (welded(uwep)) {
254.  		weldmsg(uwep);
255.  		/* previously interrupted armor removal mustn't be resumed */
256.  		reset_remarm();
257.  		return (0);
258.  	}
259.  
260.  	/* Handle no object, or object in other slot */
261.  	if (wep == &zeroobj)
262.  		wep = (struct obj *) 0;
263.  	else if (wep == uswapwep)
264.  		return (doswapweapon());
265.  	else if (wep == uquiver)
266.  		setuqwep((struct obj *) 0);
267.  	else if (wep->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL
268.  #ifdef STEED
269.  			| W_SADDLE
270.  #endif
271.  			)) {
272.  		You("cannot wield that!");
273.  		return (0);
274.  	}
275.  
276.  	/* Set your new primary weapon */
277.  	oldwep = uwep;
278.  	result = ready_weapon(wep);
279.  	if (flags.pushweapon && oldwep && uwep != oldwep)
280.  		setuswapwep(oldwep);
281.  	untwoweapon();
282.  
283.  	return (result);
284.  }
285.  

doswapweapon Edit

286.  int
287.  doswapweapon()
288.  {
289.  	register struct obj *oldwep, *oldswap;
290.  	int result = 0;
291.  
292.  
293.  	/* May we attempt this? */
294.  	multi = 0;
295.  	if (cantwield(youmonst.data)) {
296.  		pline("Don't be ridiculous!");
297.  		return(0);
298.  	}
299.  	if (welded(uwep)) {
300.  		weldmsg(uwep);
301.  		return (0);
302.  	}
303.  
304.  	/* Unwield your current secondary weapon */
305.  	oldwep = uwep;
306.  	oldswap = uswapwep;
307.  	setuswapwep((struct obj *) 0);
308.  
309.  	/* Set your new primary weapon */
310.  	result = ready_weapon(oldswap);
311.  
312.  	/* Set your new secondary weapon */
313.  	if (uwep == oldwep)
314.  		/* Wield failed for some reason */
315.  		setuswapwep(oldswap);
316.  	else {
317.  		setuswapwep(oldwep);
318.  		if (uswapwep)
319.  			prinv((char *)0, uswapwep, 0L);
320.  		else
321.  			You("have no secondary weapon readied.");
322.  	}
323.  
324.  	if (u.twoweap && !can_twoweapon())
325.  		untwoweapon();
326.  
327.  	return (result);
328.  }
329.  

dowieldquiver Edit

330.  int
331.  dowieldquiver()
332.  {
333.  	register struct obj *newquiver;
334.  	const char *quivee_types = (uslinging() ||
335.  		  (uswapwep && objects[uswapwep->otyp].oc_skill == P_SLING)) ?
336.  				  bullets : ready_objs;
337.  
338.  	/* Since the quiver isn't in your hands, don't check cantwield(), */
339.  	/* will_weld(), touch_petrifies(), etc. */
340.  	multi = 0;
341.  
342.  	/* Because 'Q' used to be quit... */
343.  	if (flags.suppress_alert < FEATURE_NOTICE_VER(3,3,0))
344.  		pline("Note: Please use #quit if you wish to exit the game.");
345.  
346.  	/* Prompt for a new quiver */
347.  	if (!(newquiver = getobj(quivee_types, "ready")))
348.  		/* Cancelled */
349.  		return (0);
350.  
351.  	/* Handle no object, or object in other slot */
352.  	/* Any type is okay, since we give no intrinsics anyways */
353.  	if (newquiver == &zeroobj) {
354.  		/* Explicitly nothing */
355.  		if (uquiver) {
356.  			You("now have no ammunition readied.");
357.  			setuqwep(newquiver = (struct obj *) 0);
358.  		} else {
359.  			You("already have no ammunition readied!");
360.  			return(0);
361.  		}
362.  	} else if (newquiver == uquiver) {
363.  		pline("That ammunition is already readied!");
364.  		return(0);
365.  	} else if (newquiver == uwep) {
366.  		/* Prevent accidentally readying the main weapon */
367.  		pline("%s already being used as a weapon!",
368.  		      !is_plural(uwep) ? "That is" : "They are");
369.  		return(0);
370.  	} else if (newquiver->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL
371.  #ifdef STEED
372.  			| W_SADDLE
373.  #endif
374.  			)) {
375.  		You("cannot ready that!");
376.  		return (0);
377.  	} else {
378.  		long dummy;
379.  
380.  
381.  		/* Check if it's the secondary weapon */
382.  		if (newquiver == uswapwep) {
383.  			setuswapwep((struct obj *) 0);
384.  			untwoweapon();
385.  		}
386.  
387.  		/* Okay to put in quiver; print it */
388.  		dummy = newquiver->owornmask;
389.  		newquiver->owornmask |= W_QUIVER;
390.  		prinv((char *)0, newquiver, 0L);
391.  		newquiver->owornmask = dummy;
392.  	}
393.  
394.  	/* Finally, place it in the quiver */
395.  	setuqwep(newquiver);
396.  	/* Take no time since this is a convenience slot */
397.  	return (0);
398.  }
399.  

wield_tool Edit

400.  /* used for #rub and for applying pick-axe, whip, grappling hook, or polearm */
401.  /* (moved from apply.c) */
402.  boolean
403.  wield_tool(obj, verb)
404.  struct obj *obj;
405.  const char *verb;	/* "rub",&c */
406.  {
407.      const char *what;
408.      boolean more_than_1;
409.  
410.      if (obj == uwep) return TRUE;   /* nothing to do if already wielding it */
411.  
412.      if (!verb) verb = "wield";
413.      what = xname(obj);
414.      more_than_1 = (obj->quan > 1L ||
415.  		   strstri(what, "pair of ") != 0 ||
416.  		   strstri(what, "s of ") != 0);
417.  
418.      if (obj->owornmask & (W_ARMOR|W_RING|W_AMUL|W_TOOL)) {
419.  	char yourbuf[BUFSZ];
420.  
421.  	You_cant("%s %s %s while wearing %s.",
422.  		 verb, shk_your(yourbuf, obj), what,
423.  		 more_than_1 ? "them" : "it");
424.  	return FALSE;
425.      }
426.      if (welded(uwep)) {
427.  	if (flags.verbose) {
428.  	    const char *hand = body_part(HAND);
429.  
430.  	    if (bimanual(uwep)) hand = makeplural(hand);
431.  	    if (strstri(what, "pair of ") != 0) more_than_1 = FALSE;
432.  	    pline(
433.  	     "Since your weapon is welded to your %s, you cannot %s %s %s.",
434.  		  hand, verb, more_than_1 ? "those" : "that", xname(obj));
435.  	} else {
436.  	    You_cant("do that.");
437.  	}
438.  	return FALSE;
439.      }
440.      if (cantwield(youmonst.data)) {
441.  	You_cant("hold %s strongly enough.", more_than_1 ? "them" : "it");
442.  	return FALSE;
443.      }
444.      /* check shield */
445.      if (uarms && bimanual(obj)) {
446.  	You("cannot %s a two-handed %s while wearing a shield.",
447.  	    verb, (obj->oclass == WEAPON_CLASS) ? "weapon" : "tool");
448.  	return FALSE;
449.      }
450.      if (uquiver == obj) setuqwep((struct obj *)0);
451.      if (uswapwep == obj) {
452.  	(void) doswapweapon();
453.  	/* doswapweapon might fail */
454.  	if (uswapwep == obj) return FALSE;
455.      } else {
456.  	You("now wield %s.", doname(obj));
457.  	setuwep(obj);
458.      }
459.      if (uwep != obj) return FALSE;	/* rewielded old object after dying */
460.      /* applying weapon or tool that gets wielded ends two-weapon combat */
461.      if (u.twoweap)
462.  	untwoweapon();
463.      if (obj->oclass != WEAPON_CLASS)
464.  	unweapon = TRUE;
465.      return TRUE;
466.  }
467.  

can_twoweapon Edit

468.  int
469.  can_twoweapon()
470.  {
471.  	struct obj *otmp;
472.  
473.  #define NOT_WEAPON(obj) (!is_weptool(obj) && obj->oclass != WEAPON_CLASS)
474.  	if (!could_twoweap(youmonst.data)) {
475.  		if (Upolyd)
476.  		    You_cant("use two weapons in your current form.");
477.  		else
478.  		    pline("%s aren't able to use two weapons at once.",
479.  			  makeplural((flags.female && urole.name.f) ?
480.  				     urole.name.f : urole.name.m));
481.  	} else if (!uwep || !uswapwep)
482.  		Your("%s%s%s empty.", uwep ? "left " : uswapwep ? "right " : "",
483.  			body_part(HAND), (!uwep && !uswapwep) ? "s are" : " is");
484.  	else if (NOT_WEAPON(uwep) || NOT_WEAPON(uswapwep)) {
485.  		otmp = NOT_WEAPON(uwep) ? uwep : uswapwep;
486.  		pline("%s %s.", Yname2(otmp),
487.  		    is_plural(otmp) ? "aren't weapons" : "isn't a weapon");
488.  	} else if (bimanual(uwep) || bimanual(uswapwep)) {
489.  		otmp = bimanual(uwep) ? uwep : uswapwep;
490.  		pline("%s isn't one-handed.", Yname2(otmp));
491.  	} else if (uarms)
492.  		You_cant("use two weapons while wearing a shield.");
493.  	else if (uswapwep->oartifact)
494.  		pline("%s %s being held second to another weapon!",
495.  			Yname2(uswapwep), otense(uswapwep, "resist"));
496.  	else if (!uarmg && !Stone_resistance && (uswapwep->otyp == CORPSE &&
497.  		    touch_petrifies(&mons[uswapwep->corpsenm]))) {
498.  		char kbuf[BUFSZ];
499.  
500.  		You("wield the %s corpse with your bare %s.",
501.  		    mons[uswapwep->corpsenm].mname, body_part(HAND));
502.  		Sprintf(kbuf, "%s corpse", an(mons[uswapwep->corpsenm].mname));
503.  		instapetrify(kbuf);
504.  	} else if (Glib || uswapwep->cursed) {
505.  		if (!Glib)
506.  			uswapwep->bknown = TRUE;
507.  		drop_uswapwep();
508.  	} else
509.  		return (TRUE);
510.  	return (FALSE);
511.  }
512.  

drop_uswapwep Edit

513.  void
514.  drop_uswapwep()
515.  {
516.  	char str[BUFSZ];
517.  	struct obj *obj = uswapwep;
518.  
519.  	/* Avoid trashing makeplural's static buffer */
520.  	Strcpy(str, makeplural(body_part(HAND)));
521.  	Your("%s from your %s!",  aobjnam(obj, "slip"), str);
522.  	dropx(obj);
523.  }
524.  

dotwoweapon Edit

525.  int
526.  dotwoweapon()
527.  {
528.  	/* You can always toggle it off */
529.  	if (u.twoweap) {
530.  		You("switch to your primary weapon.");
531.  		u.twoweap = 0;
532.  		update_inventory();
533.  		return (0);
534.  	}
535.  
536.  	/* May we use two weapons? */
537.  	if (can_twoweapon()) {
538.  		/* Success! */
539.  		You("begin two-weapon combat.");
540.  		u.twoweap = 1;
541.  		update_inventory();
542.  		return (rnd(20) > ACURR(A_DEX));
543.  	}
544.  	return (0);
545.  }

Functions to empty a given slot Edit

546.  
547.  /*** Functions to empty a given slot ***/
548.  /* These should be used only when the item can't be put back in
549.   * the slot by life saving.  Proper usage includes:
550.   * 1.  The item has been eaten, stolen, burned away, or rotted away.
551.   * 2.  Making an item disappear for a bones pile.
552.   */

uwepgone Edit

553.  void
554.  uwepgone()
555.  {
556.  	if (uwep) {
557.  		if (artifact_light(uwep) && uwep->lamplit) {
558.  		    end_burn(uwep, FALSE);
559.  		    if (!Blind) pline("%s glowing.", Tobjnam(uwep, "stop"));
560.  		}
561.  		setworn((struct obj *)0, W_WEP);
562.  		unweapon = TRUE;
563.  		update_inventory();
564.  	}
565.  }
566.  

uswapwepgone Edit

567.  void
568.  uswapwepgone()
569.  {
570.  	if (uswapwep) {
571.  		setworn((struct obj *)0, W_SWAPWEP);
572.  		update_inventory();
573.  	}
574.  }
575.  

uqwepgone Edit

576.  void
577.  uqwepgone()
578.  {
579.  	if (uquiver) {
580.  		setworn((struct obj *)0, W_QUIVER);
581.  		update_inventory();
582.  	}
583.  }
584.  

untwoweapon Edit

585.  void
586.  untwoweapon()
587.  {
588.  	if (u.twoweap) {
589.  		You("can no longer use two weapons at once.");
590.  		u.twoweap = FALSE;
591.  		update_inventory();
592.  	}
593.  	return;
594.  }
595.  

erode_obj Edit

596.  /* Maybe rust object, or corrode it if acid damage is called for */
597.  void
598.  erode_obj(target, acid_dmg, fade_scrolls)
599.  struct obj *target;		/* object (e.g. weapon or armor) to erode */
600.  boolean acid_dmg;
601.  boolean fade_scrolls;
602.  {
603.  	int erosion;
604.  	struct monst *victim;
605.  	boolean vismon;
606.  	boolean visobj;
607.  
608.  	if (!target)
609.  	    return;
610.  	victim = carried(target) ? &youmonst :
611.  	    mcarried(target) ? target->ocarry : (struct monst *)0;
612.  	vismon = victim && (victim != &youmonst) && canseemon(victim);
613.  	visobj = !victim && cansee(bhitpos.x, bhitpos.y); /* assume thrown */
614.  
615.  	erosion = acid_dmg ? target->oeroded2 : target->oeroded;
616.  
617.  	if (target->greased) {
618.  	    grease_protect(target,(char *)0,victim);
619.  	} else if (target->oclass == SCROLL_CLASS) {
620.  	    if(fade_scrolls && target->otyp != SCR_BLANK_PAPER
621.  #ifdef MAIL
622.  	    && target->otyp != SCR_MAIL
623.  #endif
624.  					)
625.  	    {
626.  		if (!Blind) {
627.  		    if (victim == &youmonst)
628.  			Your("%s.", aobjnam(target, "fade"));
629.  		    else if (vismon)
630.  			pline("%s's %s.", Monnam(victim),
631.  			      aobjnam(target, "fade"));
632.  		    else if (visobj)
633.  			pline_The("%s.", aobjnam(target, "fade"));
634.  		}
635.  		target->otyp = SCR_BLANK_PAPER;
636.  		target->spe = 0;
637.  	    }
638.  	} else if (target->oerodeproof ||
639.  		(acid_dmg ? !is_corrodeable(target) : !is_rustprone(target))) {
640.  	    if (flags.verbose || !(target->oerodeproof && target->rknown)) {
641.  		if (victim == &youmonst)
642.  		    Your("%s not affected.", aobjnam(target, "are"));
643.  		else if (vismon)
644.  		    pline("%s's %s not affected.", Monnam(victim),
645.  			aobjnam(target, "are"));
646.  		/* no message if not carried */
647.  	    }
648.  	    if (target->oerodeproof) target->rknown = TRUE;
649.  	} else if (erosion < MAX_ERODE) {
650.  	    if (victim == &youmonst)
651.  		Your("%s%s!", aobjnam(target, acid_dmg ? "corrode" : "rust"),
652.  		    erosion+1 == MAX_ERODE ? " completely" :
653.  		    erosion ? " further" : "");
654.  	    else if (vismon)
655.  		pline("%s's %s%s!", Monnam(victim),
656.  		    aobjnam(target, acid_dmg ? "corrode" : "rust"),
657.  		    erosion+1 == MAX_ERODE ? " completely" :
658.  		    erosion ? " further" : "");
659.  	    else if (visobj)
660.  		pline_The("%s%s!",
661.  		    aobjnam(target, acid_dmg ? "corrode" : "rust"),
662.  		    erosion+1 == MAX_ERODE ? " completely" :
663.  		    erosion ? " further" : "");
664.  	    if (acid_dmg)
665.  		target->oeroded2++;
666.  	    else
667.  		target->oeroded++;
668.  	} else {
669.  	    if (flags.verbose) {
670.  		if (victim == &youmonst)
671.  		    Your("%s completely %s.",
672.  			aobjnam(target, Blind ? "feel" : "look"),
673.  			acid_dmg ? "corroded" : "rusty");
674.  		else if (vismon)
675.  		    pline("%s's %s completely %s.", Monnam(victim),
676.  			aobjnam(target, "look"),
677.  			acid_dmg ? "corroded" : "rusty");
678.  		else if (visobj)
679.  		    pline_The("%s completely %s.",
680.  			aobjnam(target, "look"),
681.  			acid_dmg ? "corroded" : "rusty");
682.  	    }
683.  	}
684.  }
685.  

chwepon Edit

686.  int
687.  chwepon(otmp, amount)
688.  register struct obj *otmp;
689.  register int amount;
690.  {
691.  	const char *color = hcolor((amount < 0) ? NH_BLACK : NH_BLUE);
692.  	const char *xtime;
693.  	int otyp = STRANGE_OBJECT;
694.  
695.  	if(!uwep || (uwep->oclass != WEAPON_CLASS && !is_weptool(uwep))) {
696.  		char buf[BUFSZ];
697.  
698.  		Sprintf(buf, "Your %s %s.", makeplural(body_part(HAND)),
699.  			(amount >= 0) ? "twitch" : "itch");
700.  		strange_feeling(otmp, buf);
701.  		exercise(A_DEX, (boolean) (amount >= 0));
702.  		return(0);
703.  	}
704.  
705.  	if (otmp && otmp->oclass == SCROLL_CLASS) otyp = otmp->otyp;
706.  
707.  	if(uwep->otyp == WORM_TOOTH && amount >= 0) {
708.  		uwep->otyp = CRYSKNIFE;
709.  		uwep->oerodeproof = 0;
710.  		Your("weapon seems sharper now.");
711.  		uwep->cursed = 0;
712.  		if (otyp != STRANGE_OBJECT) makeknown(otyp);
713.  		return(1);
714.  	}
715.  
716.  	if(uwep->otyp == CRYSKNIFE && amount < 0) {
717.  		uwep->otyp = WORM_TOOTH;
718.  		uwep->oerodeproof = 0;
719.  		Your("weapon seems duller now.");
720.  		if (otyp != STRANGE_OBJECT && otmp->bknown) makeknown(otyp);
721.  		return(1);
722.  	}
723.  
724.  	if (amount < 0 && uwep->oartifact && restrict_name(uwep, ONAME(uwep))) {
725.  	    if (!Blind)
726.  		Your("%s %s.", aobjnam(uwep, "faintly glow"), color);
727.  	    return(1);
728.  	}
729.  	/* there is a (soft) upper and lower limit to uwep->spe */
730.  	if(((uwep->spe > 5 && amount >= 0) || (uwep->spe < -5 && amount < 0))
731.  								&& rn2(3)) {
732.  	    if (!Blind)
733.  	    Your("%s %s for a while and then %s.",
734.  		 aobjnam(uwep, "violently glow"), color,
735.  		 otense(uwep, "evaporate"));
736.  	    else
737.  		Your("%s.", aobjnam(uwep, "evaporate"));
738.  
739.  	    useupall(uwep);	/* let all of them disappear */
740.  	    return(1);
741.  	}
742.  	if (!Blind) {
743.  	    xtime = (amount*amount == 1) ? "moment" : "while";
744.  	    Your("%s %s for a %s.",
745.  		 aobjnam(uwep, amount == 0 ? "violently glow" : "glow"),
746.  		 color, xtime);
747.  	    if (otyp != STRANGE_OBJECT && uwep->known &&
748.  		    (amount > 0 || (amount < 0 && otmp->bknown)))
749.  		makeknown(otyp);
750.  	}
751.  	uwep->spe += amount;
752.  	if(amount > 0) uwep->cursed = 0;
753.  
754.  	/*
755.  	 * Enchantment, which normally improves a weapon, has an
756.  	 * addition adverse reaction on Magicbane whose effects are
757.  	 * spe dependent.  Give an obscure clue here.
758.  	 */
759.  	if (uwep->oartifact == ART_MAGICBANE && uwep->spe >= 0) {
760.  		Your("right %s %sches!",
761.  			body_part(HAND),
762.  			(((amount > 1) && (uwep->spe > 1)) ? "flin" : "it"));
763.  	}
764.  
765.  	/* an elven magic clue, cookie@keebler */
766.  	/* elven weapons vibrate warningly when enchanted beyond a limit */
767.  	if ((uwep->spe > 5)
768.  		&& (is_elven_weapon(uwep) || uwep->oartifact || !rn2(7)))
769.  	    Your("%s unexpectedly.",
770.  		aobjnam(uwep, "suddenly vibrate"));
771.  
772.  	return(1);
773.  }
774.  

welded Edit

775.  int
776.  welded(obj)
777.  register struct obj *obj;
778.  {
779.  	if (obj && obj == uwep && will_weld(obj)) {
780.  		obj->bknown = TRUE;
781.  		return 1;
782.  	}
783.  	return 0;
784.  }
785.  

weldmsg Edit

786.  void
787.  weldmsg(obj)
788.  register struct obj *obj;
789.  {
790.  	long savewornmask;
791.  
792.  	savewornmask = obj->owornmask;
793.  	Your("%s %s welded to your %s!",
794.  		xname(obj), otense(obj, "are"),
795.  		bimanual(obj) ? (const char *)makeplural(body_part(HAND))
796.  				: body_part(HAND));
797.  	obj->owornmask = savewornmask;
798.  }
799.  
800.  /*wield.c*/

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