Difference between revisions of "Source:NetHack 3.4.3/src/wield.c"

From NetHackWiki
Jump to navigation Jump to search
(Automated source code upload)
 
m (Add headers.)
Line 1: Line 1:
 +
Below is the full text to src/wield.c from NetHack 3.4.3. To link to a particular line, write [[wield.c#line123|<nowiki>[[wield.c#line123]]</nowiki>]], for example.
 +
 +
== Top of file ==
 +
  
Below is the full text to src/wield.c from NetHack 3.4.3. To link to a particular line, write [[wield.c#line123|<nowiki>[[wield.c#line123]]</nowiki>]], for example.
 
 
  <span id="line1">1.    /* SCCS Id: @(#)wield.c 3.4 2003/01/29 */</span>
 
  <span id="line1">1.    /* SCCS Id: @(#)wield.c 3.4 2003/01/29 */</span>
 
  <span id="line2">2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */</span>
 
  <span id="line2">2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */</span>
Line 71: Line 74:
 
  <span id="line66">66.  </span>
 
  <span id="line66">66.  </span>
 
  <span id="line67">67.  </span>
 
  <span id="line67">67.  </span>
 +
 +
== Functions that place a given item in a slot ==
 +
 
  <span id="line68">68.  /*** Functions that place a given item in a slot ***/</span>
 
  <span id="line68">68.  /*** Functions that place a given item in a slot ***/</span>
 
  <span id="line69">69.  /* Proper usage includes:</span>
 
  <span id="line69">69.  /* Proper usage includes:</span>
Line 82: Line 88:
 
  <span id="line77">77.    *    zeroobj!</span>
 
  <span id="line77">77.    *    zeroobj!</span>
 
  <span id="line78">78.    *</span>
 
  <span id="line78">78.    *</span>
 +
 +
=== setuwep ===
 +
 
  <span id="line79">79.    * If the item is being moved from another slot, it is the caller's</span>
 
  <span id="line79">79.    * If the item is being moved from another slot, it is the caller's</span>
 
  <span id="line80">80.    * responsibility to handle that.  It's also the caller's responsibility</span>
 
  <span id="line80">80.    * responsibility to handle that.  It's also the caller's responsibility</span>
Line 118: Line 127:
 
  <span id="line113">113.  }</span>
 
  <span id="line113">113.  }</span>
 
  <span id="line114">114.  </span>
 
  <span id="line114">114.  </span>
 +
 +
=== ready_weapon ===
 +
 
  <span id="line115">115.  STATIC_OVL int</span>
 
  <span id="line115">115.  STATIC_OVL int</span>
 
  <span id="line116">116.  ready_weapon(wep)</span>
 
  <span id="line116">116.  ready_weapon(wep)</span>
Line 209: Line 221:
 
  <span id="line204">204.  }</span>
 
  <span id="line204">204.  }</span>
 
  <span id="line205">205.  </span>
 
  <span id="line205">205.  </span>
 +
 +
=== setuqwep ===
 +
 
  <span id="line206">206.  void</span>
 
  <span id="line206">206.  void</span>
 
  <span id="line207">207.  setuqwep(obj)</span>
 
  <span id="line207">207.  setuqwep(obj)</span>
Line 217: Line 232:
 
  <span id="line212">212.  }</span>
 
  <span id="line212">212.  }</span>
 
  <span id="line213">213.  </span>
 
  <span id="line213">213.  </span>
 +
 +
=== setuswapwep ===
 +
 
  <span id="line214">214.  void</span>
 
  <span id="line214">214.  void</span>
 
  <span id="line215">215.  setuswapwep(obj)</span>
 
  <span id="line215">215.  setuswapwep(obj)</span>
Line 226: Line 244:
 
  <span id="line221">221.  </span>
 
  <span id="line221">221.  </span>
 
  <span id="line222">222.  </span>
 
  <span id="line222">222.  </span>
 +
 +
== Commands to change particular slots ==
 +
 
  <span id="line223">223.  /*** Commands to change particular slot(s) ***/</span>
 
  <span id="line223">223.  /*** Commands to change particular slot(s) ***/</span>
 
  <span id="line224">224.  </span>
 
  <span id="line224">224.  </span>
Line 235: Line 256:
 
  <span id="line230">230.  { ALL_CLASSES, ALLOW_NONE, GEM_CLASS, WEAPON_CLASS, 0 };</span>
 
  <span id="line230">230.  { ALL_CLASSES, ALLOW_NONE, GEM_CLASS, WEAPON_CLASS, 0 };</span>
 
  <span id="line231">231.  </span>
 
  <span id="line231">231.  </span>
 +
 +
=== dowield ===
 +
 
  <span id="line232">232.  int</span>
 
  <span id="line232">232.  int</span>
 
  <span id="line233">233.  dowield()</span>
 
  <span id="line233">233.  dowield()</span>
Line 289: Line 313:
 
  <span id="line284">284.  }</span>
 
  <span id="line284">284.  }</span>
 
  <span id="line285">285.  </span>
 
  <span id="line285">285.  </span>
 +
 +
=== doswapweapon ===
 +
 
  <span id="line286">286.  int</span>
 
  <span id="line286">286.  int</span>
 
  <span id="line287">287.  doswapweapon()</span>
 
  <span id="line287">287.  doswapweapon()</span>
Line 333: Line 360:
 
  <span id="line328">328.  }</span>
 
  <span id="line328">328.  }</span>
 
  <span id="line329">329.  </span>
 
  <span id="line329">329.  </span>
 +
 +
=== dowieldquiver ===
 +
 
  <span id="line330">330.  int</span>
 
  <span id="line330">330.  int</span>
 
  <span id="line331">331.  dowieldquiver()</span>
 
  <span id="line331">331.  dowieldquiver()</span>
Line 403: Line 433:
 
  <span id="line398">398.  }</span>
 
  <span id="line398">398.  }</span>
 
  <span id="line399">399.  </span>
 
  <span id="line399">399.  </span>
 +
 +
=== wield_tool ===
 +
 
  <span id="line400">400.  /* used for #rub and for applying pick-axe, whip, grappling hook, or polearm */</span>
 
  <span id="line400">400.  /* used for #rub and for applying pick-axe, whip, grappling hook, or polearm */</span>
 
  <span id="line401">401.  /* (moved from apply.c) */</span>
 
  <span id="line401">401.  /* (moved from apply.c) */</span>
Line 471: Line 504:
 
  <span id="line466">466.  }</span>
 
  <span id="line466">466.  }</span>
 
  <span id="line467">467.  </span>
 
  <span id="line467">467.  </span>
 +
 +
=== can_twoweapon ===
 +
 
  <span id="line468">468.  int</span>
 
  <span id="line468">468.  int</span>
 
  <span id="line469">469.  can_twoweapon()</span>
 
  <span id="line469">469.  can_twoweapon()</span>
Line 516: Line 552:
 
  <span id="line511">511.  }</span>
 
  <span id="line511">511.  }</span>
 
  <span id="line512">512.  </span>
 
  <span id="line512">512.  </span>
 +
 +
=== drop_uswapwep ===
 +
 
  <span id="line513">513.  void</span>
 
  <span id="line513">513.  void</span>
 
  <span id="line514">514.  drop_uswapwep()</span>
 
  <span id="line514">514.  drop_uswapwep()</span>
Line 528: Line 567:
 
  <span id="line523">523.  }</span>
 
  <span id="line523">523.  }</span>
 
  <span id="line524">524.  </span>
 
  <span id="line524">524.  </span>
 +
 +
=== dotwoweapon ===
 +
 
  <span id="line525">525.  int</span>
 
  <span id="line525">525.  int</span>
 
  <span id="line526">526.  dotwoweapon()</span>
 
  <span id="line526">526.  dotwoweapon()</span>
Line 549: Line 591:
 
  <span id="line544">544.  return (0);</span>
 
  <span id="line544">544.  return (0);</span>
 
  <span id="line545">545.  }</span>
 
  <span id="line545">545.  }</span>
 +
 +
== Functions to empty a given slot ==
 +
 
  <span id="line546">546.  </span>
 
  <span id="line546">546.  </span>
 
  <span id="line547">547.  /*** Functions to empty a given slot ***/</span>
 
  <span id="line547">547.  /*** Functions to empty a given slot ***/</span>
Line 556: Line 601:
 
  <span id="line551">551.  * 2.  Making an item disappear for a bones pile.</span>
 
  <span id="line551">551.  * 2.  Making an item disappear for a bones pile.</span>
 
  <span id="line552">552.  */</span>
 
  <span id="line552">552.  */</span>
 +
 +
=== uwepgone ===
 +
 
  <span id="line553">553.  void</span>
 
  <span id="line553">553.  void</span>
 
  <span id="line554">554.  uwepgone()</span>
 
  <span id="line554">554.  uwepgone()</span>
Line 570: Line 618:
 
  <span id="line565">565.  }</span>
 
  <span id="line565">565.  }</span>
 
  <span id="line566">566.  </span>
 
  <span id="line566">566.  </span>
 +
 +
=== uswapwepgone ===
 +
 
  <span id="line567">567.  void</span>
 
  <span id="line567">567.  void</span>
 
  <span id="line568">568.  uswapwepgone()</span>
 
  <span id="line568">568.  uswapwepgone()</span>
Line 579: Line 630:
 
  <span id="line574">574.  }</span>
 
  <span id="line574">574.  }</span>
 
  <span id="line575">575.  </span>
 
  <span id="line575">575.  </span>
 +
 +
=== uqwepgone ===
 +
 
  <span id="line576">576.  void</span>
 
  <span id="line576">576.  void</span>
 
  <span id="line577">577.  uqwepgone()</span>
 
  <span id="line577">577.  uqwepgone()</span>
Line 588: Line 642:
 
  <span id="line583">583.  }</span>
 
  <span id="line583">583.  }</span>
 
  <span id="line584">584.  </span>
 
  <span id="line584">584.  </span>
 +
 +
=== untwoweapon ===
 +
 
  <span id="line585">585.  void</span>
 
  <span id="line585">585.  void</span>
 
  <span id="line586">586.  untwoweapon()</span>
 
  <span id="line586">586.  untwoweapon()</span>
Line 599: Line 656:
 
  <span id="line594">594.  }</span>
 
  <span id="line594">594.  }</span>
 
  <span id="line595">595.  </span>
 
  <span id="line595">595.  </span>
 +
 +
== erode_obj ==
 +
 
  <span id="line596">596.  /* Maybe rust object, or corrode it if acid damage is called for */</span>
 
  <span id="line596">596.  /* Maybe rust object, or corrode it if acid damage is called for */</span>
 
  <span id="line597">597.  void</span>
 
  <span id="line597">597.  void</span>
Line 689: Line 749:
 
  <span id="line684">684.  }</span>
 
  <span id="line684">684.  }</span>
 
  <span id="line685">685.  </span>
 
  <span id="line685">685.  </span>
 +
 +
== chwepon ==
 +
 
  <span id="line686">686.  int</span>
 
  <span id="line686">686.  int</span>
 
  <span id="line687">687.  chwepon(otmp, amount)</span>
 
  <span id="line687">687.  chwepon(otmp, amount)</span>
Line 778: Line 841:
 
  <span id="line773">773.  }</span>
 
  <span id="line773">773.  }</span>
 
  <span id="line774">774.  </span>
 
  <span id="line774">774.  </span>
 +
 +
== welded ==
 +
 
  <span id="line775">775.  int</span>
 
  <span id="line775">775.  int</span>
 
  <span id="line776">776.  welded(obj)</span>
 
  <span id="line776">776.  welded(obj)</span>
Line 789: Line 855:
 
  <span id="line784">784.  }</span>
 
  <span id="line784">784.  }</span>
 
  <span id="line785">785.  </span>
 
  <span id="line785">785.  </span>
 +
 +
== weldmsg ==
 +
 
  <span id="line786">786.  void</span>
 
  <span id="line786">786.  void</span>
 
  <span id="line787">787.  weldmsg(obj)</span>
 
  <span id="line787">787.  weldmsg(obj)</span>

Revision as of 21:42, 3 September 2006

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

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.

This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

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

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

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

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

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

setuswapwep

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

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

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

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

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

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

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

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

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

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

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

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

uqwepgone

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

untwoweapon

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

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

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

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

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*/