-/* NetHack 3.7 dothrow.c $NHDT-Date: 1606343578 2020/11/25 22:32:58 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.190 $ */
+/* NetHack 3.7 dothrow.c $NHDT-Date: 1607200366 2020/12/05 20:32:46 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.191 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2013. */
/* NetHack may be freely redistributed. See license for details. */
static NEARDATA const char toss_objs[] = { ALLOW_COUNT, COIN_CLASS,
ALL_CLASSES, WEAPON_CLASS, 0 };
/* different default choices when wielding a sling (gold must be included) */
-static NEARDATA const char bullets[] = { ALLOW_COUNT, COIN_CLASS, ALL_CLASSES,
- GEM_CLASS, 0 };
+static NEARDATA const char t_bullets[] = {
+ ALLOW_COUNT, COIN_CLASS, ALL_CLASSES, GEM_CLASS, 0
+};
/* g.thrownobj (decl.c) tracks an object until it lands */
if (!ok_to_throw(&shotlimit))
return 0;
- obj = getobj(uslinging() ? bullets : toss_objs, "throw");
+ obj = getobj(uslinging() ? t_bullets : toss_objs, "throw");
/* it is also possible to throw food */
/* (or jewels, or iron balls... ) */
use direction of previous throw as getobj()'s choice here */
g.in_doagain = 0;
/* choose something from inventory, then usually quiver it */
- obj = getobj(uslinging() ? bullets : toss_objs, "throw");
+ obj = getobj(uslinging() ? t_bullets : toss_objs, "throw");
/* Q command doesn't allow gold in quiver */
if (obj && !obj->owornmask && obj->oclass != COIN_CLASS)
setuqwep(obj); /* demi-autoquiver */
-/* NetHack 3.7 wield.c $NHDT-Date: 1596498228 2020/08/03 23:43:48 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.77 $ */
+/* NetHack 3.7 wield.c $NHDT-Date: 1607200367 2020/12/05 20:32:47 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.78 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2009. */
/* NetHack may be freely redistributed. See license for details. */
static NEARDATA const char ready_objs[] = {
ALLOW_COUNT, COIN_CLASS, ALL_CLASSES, ALLOW_NONE, WEAPON_CLASS, 0
};
-static NEARDATA const char bullets[] = { /* (note: different from dothrow.c) */
+static NEARDATA const char w_bullets[] = { /* (different from dothrow.c) */
ALLOW_COUNT, COIN_CLASS, ALL_CLASSES, ALLOW_NONE,
GEM_CLASS, WEAPON_CLASS, 0
};
quivee_types = (uslinging()
|| (uswapwep
&& objects[uswapwep->otyp].oc_skill == P_SLING))
- ? bullets
+ ? w_bullets
: ready_objs;
newquiver = getobj(quivee_types, "ready");