Source:NetHack 2.2a/wield.c

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Below is the full text to wield.c from the source code of NetHack 2.2a.

Warning! This is the source code from an old release.

Screenshots and source code from Hack are used under the CWI license.

1.    /*	SCCS Id: @(#)wield.c	2.1	87/11/09
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    
4.    #include	"hack.h"
5.    extern struct obj zeroobj;
6.    extern char *hcolor();
7.    #ifdef KAA
8.    extern boolean unweapon;
9.    #endif
10.   
11.   setuwep(obj) register struct obj *obj; {
12.   	setworn(obj, W_WEP);
13.   }
14.   
15.   dowield()
16.   {
17.   	register struct obj *wep;
18.   	register int res = 0;
19.   
20.   	multi = 0;
21.   #ifdef KAA
22.   	if (cantwield(u.usym)) {
23.   		pline("Don't be ridiculous!");
24.   		return(0);
25.   	}
26.   #endif
27.   	if(!(wep = getobj("#-)", "wield"))) /* nothing */;
28.   	else if(wep == &zeroobj) {
29.   	  if(uwep == 0) {
30.   	    pline("You are already empty handed.");
31.   	  } else if (welded(uwep))
32.   		pline("The %s welded to your hand!",aobjnam(uwep,"are"));
33.   	  	else  {
34.   	  	  setuwep((struct obj *) 0);
35.   	  	  res++;
36.   	  	  pline("You are empty handed.");
37.   	  	}
38.   	} else if(uwep == wep)
39.   		pline("You are already wielding that!");
40.   	else if(welded(uwep))
41.   		pline("The %s welded to your hand!",
42.   			aobjnam(uwep, "are"));
43.   	/* Prevent wielding a cockatrice in pack when not wearing gloves KAA*/
44.   	else if (!uarmg && wep->otyp == DEAD_COCKATRICE) {
45.   		pline("You wield the dead cockatrice in your bare hands.");
46.   		pline("You turn to stone ...");
47.   		killer="dead cockatrice";
48.   		done("died");
49.   	} else if(uarms && wep->otyp == TWO_HANDED_SWORD)
50.   	pline("You cannot wield a two-handed sword and wear a shield.");
51.   	else if(wep->owornmask & (W_ARMOR | W_RING))
52.   		pline("You cannot wield that!");
53.   	else {
54.   		setuwep(wep);
55.   		res++;
56.   		if(welded(uwep))
57.   		    pline("The %s %s to your hand!",
58.   			aobjnam(uwep, "weld"),
59.   			(uwep->quan == 1) ? "itself" : "themselves"); /* a3 */
60.   		else prinv(uwep);
61.   	}
62.   #ifdef KAA
63.   	if(res && uwep)
64.   		unweapon = (uwep->otyp >= BOW || uwep->otyp <= BOOMERANG) ? 
65.   		TRUE : FALSE;
66.   #endif
67.   	return(res);
68.   }
69.   
70.   corrode_weapon(){
71.   	if(!uwep || uwep->olet != WEAPON_SYM) return;	/* %% */
72.   	if(uwep->rustfree)
73.   		pline("Your %s not affected.", aobjnam(uwep, "are"));
74.   	else if (uwep->spe > -6) {
75.   		pline("Your %s!", aobjnam(uwep, "corrode"));
76.   		uwep->spe--;
77.   	} else	pline("Your %s quite rusted now.", aobjnam(uwep, "look"));
78.   }
79.   
80.   chwepon(otmp,amount)
81.   register struct obj *otmp;
82.   register amount;
83.   {
84.   register char *color = (amount < 0) ? "black" : "green";
85.   register char *time;
86.   
87.   	if(Hallucination) color=hcolor();
88.   	if(!uwep || uwep->olet != WEAPON_SYM) {
89.   		strange_feeling(otmp,
90.   			(amount > 0) ? "Your hands twitch."
91.   				     : "Your hands itch.");
92.   		return(0);
93.   	}
94.   
95.   	if(uwep->otyp == WORM_TOOTH && amount > 0) {
96.   		uwep->otyp = CRYSKNIFE;
97.   		pline("Your weapon seems sharper now.");
98.   		uwep->cursed = 0;
99.   		return(1);
100.  	}
101.  
102.  	if(uwep->otyp == CRYSKNIFE && amount < 0) {
103.  		uwep->otyp = WORM_TOOTH;
104.  		pline("Your weapon looks duller now.");
105.  		return(1);
106.  	}
107.  
108.  	/* there is a (soft) upper limit to uwep->spe */
109.  	if(amount > 0 && uwep->spe > 5 && rn2(3)) {
110.  	    pline("Your %s violently %s for a while and then evaporate%s.",
111.  		aobjnam(uwep,"glow"),Hallucination ? hcolor() : "green",
112.  		plur(uwep->quan));
113.  
114.  	    while(uwep)		/* let all of them disappear */
115.  				/* note: uwep->quan = 1 is nogood if unpaid */
116.  		useup(uwep);
117.  	    return(1);
118.  	}
119.  	if(!rn2(6)) amount *= 2;
120.  	time = (amount*amount == 1) ? "moment" : "while";
121.  	pline("Your %s %s for a %s.",
122.  		aobjnam(uwep, "glow"), color, time);
123.  	uwep->spe += amount;
124.  	if(amount > 0) uwep->cursed = 0;
125.  	return(1);
126.  }
127.  
128.  int
129.  welded(obj) register struct obj *obj;  {
130.  	return(obj && obj == uwep && obj->cursed &&
131.  	       (obj->olet == WEAPON_SYM || obj->otyp == HEAVY_IRON_BALL ||
132.  		obj->otyp == CAN_OPENER || obj->otyp == PICK_AXE));
133.  }