Esempio n. 1
0
void
ballfall()
{
	boolean gets_hit;

	gets_hit = (((uball->ox != u.ux) || (uball->oy != u.uy)) &&
		    ((uwep == uball)? FALSE : (boolean)rn2(5)));
	if (carried(uball)) {
		pline("Startled, you drop the iron ball.");
		if (uwep == uball)
			setuwep((struct obj *)0);
		if (uswapwep == uball)
			setuswapwep((struct obj *)0);
		if (uquiver == uball)
			setuqwep((struct obj *)0);;
		if (uwep != uball)
			freeinv(uball);
	}
	if(gets_hit){
		int dmg = rn1(7,25);
		pline_The("iron ball falls on your %s.",
			body_part(HEAD));
		if (uarmh) {
		    if(is_metallic(uarmh)) {
			pline("Fortunately, you are wearing a hard helmet.");
			dmg = 3;
		    } else if (flags.verbose)
			Your("%s does not protect you.", xname(uarmh));
		}
		losehp(dmg, "crunched in the head by an iron ball",
			NO_KILLER_PREFIX);
	}
}
Esempio n. 2
0
/* Unwields all weapons silently. */
void unwield_weapons_silently(void)
{
	setuwep(NULL);
	setuswapwep(NULL);
	setuqwep(NULL);
	u.twoweap = FALSE;
}
Esempio n. 3
0
int doswapweapon(void)
{
	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(NULL);

	/* 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(NULL, uswapwep, 0L);
		else
			pline("You have no secondary weapon readied.");
	}

	if (u.twoweap && !can_twoweapon())
		untwoweapon();

	return result;
}
Esempio n. 4
0
int dowield(struct obj *wep)
{
	struct obj *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 && !validate_object(wep, wield_objs, "wield"))
		return 0;
	else if (!wep)
		wep = getobj(wield_objs, "wield");
	if (!wep)
		/* Cancelled */
		return 0;
	else if (wep == uwep) {
	    pline("You are already wielding that!");
	    if (is_weptool(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 = NULL;
	else if (wep == uswapwep)
		return doswapweapon();
	else if (wep == uquiver)
		setuqwep(NULL);
	else if (wep->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL
			| W_SADDLE)) {
		pline("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;
}
Esempio n. 5
0
int dowieldquiver(struct obj *newquiver)
{
	const char *quivee_types = (uslinging() ||
		  (uswapwep && objects[uswapwep->otyp].oc_skill == P_SLING)) ?
				  bullets : ready_objs;

	/* Since the quiver isn't in your hands, don't check cantwield(), */
	/* will_weld(), touch_petrifies(), etc. */
	multi = 0;

	if (newquiver && !validate_object(newquiver, quivee_types, "ready"))
		return 0;
	else if (!newquiver)
		/* Prompt for a new quiver */
		newquiver = getobj(quivee_types, "ready");
	if (!newquiver)
		/* Cancelled */
		return 0;

	/* Handle no object, or object in other slot */
	/* Any type is okay, since we give no intrinsics anyways */
	if (newquiver == &zeroobj) {
		/* Explicitly nothing */
		if (uquiver) {
			pline("You now have no ammunition readied.");
			setuqwep(newquiver = NULL);
		} else {
			pline("You already have no ammunition readied!");
			return 0;
		}
	} else if (newquiver == uquiver) {
		pline("That ammunition is already readied!");
		return 0;
	} else if (newquiver == uwep) {
		/* Prevent accidentally readying the main weapon */
		pline("%s already being used as a weapon!",
		      !is_plural(uwep) ? "That is" : "They are");
		return 0;
	} else if (newquiver->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL
			| W_SADDLE)) {
		pline("You cannot ready that!");
		return 0;
	} else {
		long dummy;


		/* Check if it's the secondary weapon */
		if (newquiver == uswapwep) {
			setuswapwep(NULL);
			untwoweapon();
		}

		/* Okay to put in quiver; print it */
		dummy = newquiver->owornmask;
		newquiver->owornmask |= W_QUIVER;
		prinv(NULL, newquiver, 0L);
		newquiver->owornmask = dummy;
	}

	/* Finally, place it in the quiver */
	setuqwep(newquiver);
	/* Take no time since this is a convenience slot */
	return 0;
}