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Length: 22667 (0x588b) Types: TextFile Names: »oitem.c«
└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987 └─⟦this⟧ »EUUGD18/General/Omega/oitem.c«
/* omega copyright (C) 1987,1988 by Laurence Raphael Brothers */ /* oitem.c */ #include "oglob.h" /* make a random new object, returning pointer */ /* may return NULL. */ pob create_object(itemlevel) int itemlevel; { pob new; int r; int ok = FALSE; while (! ok) { new = ((pob) malloc(sizeof(objtype))); r= random_range(135); if (r < 20) make_thing(new,-1); else if (r < 40) make_food(new,-1); else if (r < 50) make_scroll(new,-1); else if (r < 60) make_potion(new,-1); else if (r < 70) make_weapon(new,-1); else if (r < 80) make_armor(new,-1); else if (r < 90) make_shield(new,-1); else if (r < 100) make_stick(new,-1); else if (r < 110) make_boots(new,-1); else if (r < 120) make_cloak(new,-1); else if (r < 130) make_ring(new,-1); else make_artifact(new,-1); /* not ok if object is too good for level, or if unique and already made */ /* 1/100 chance of finding object if too good for level */ ok = ((new->uniqueness != UNIQUE_MADE) && ((new->level < itemlevel+random_range(3)) || (random_range(100)==23))); if (!ok) free((char *) new); } if (new->uniqueness == UNIQUE_UNMADE) Objects[new->id].uniqueness=UNIQUE_MADE; return(new); } void make_cash(new,level) pob new; int level; { *new = Objects[CASHID]; new->basevalue = random_range(level*level+10)+1; /* aux is AU value */ new->objstr = salloc(cashstr()); new->cursestr = new->truename = new->objstr; } void make_food(new,id) pob new; int id; { if (id == -1) id = random_range(NUMFOODS); *new = Objects[FOODID+id]; } void make_corpse(new,m) pob new; struct monster *m; { *new = Objects[CORPSEID]; new->charge = m->id; new->weight = m->corpseweight; new->basevalue = m->corpsevalue; new->known = 2; new->objstr = salloc(m->corpsestr); new->truename = new->cursestr = new->objstr; if (m->monchar == '@') new->usef = I_CANNIBAL; else if (m_statusp(m,EDIBLE)) { new->usef = I_FOOD; new->aux = 6; } else if (m_statusp(m,POISONOUS)) new->usef = I_POISON_FOOD; /* Special corpse-eating effects */ else switch(m->id) { case ML1+1: /*tse tse fly */ case ML4+9: /*torpor beast */ new->usef = I_SLEEP_SELF; break; case ML2+5: new->usef = I_INVISIBLE; break; case ML1+5: /* blipper */ new->usef = I_TELEPORT; break; case ML2+3: /* floating eye -- it's traditional.... */ new->usef = I_CLAIRVOYANCE; break; case ML4+11: /*astral fuzzy */ new->usef = I_DISPLACE; break; case ML4+12: /*s o law */ new->usef = I_CHAOS; break; case ML4+13: /*s o chaos */ new->usef = I_LAW; break; case ML5+9: /* astral vampire */ new->usef = I_ENCHANT; break; case ML5+11: /* manaburst */ new->usef = I_SPELLS; break; case ML6+9: /* rakshasa */ new->usef = I_TRUESIGHT; break; case ML7+0: /* behemoth */ new->usef = I_HEAL; break; case ML7+2: /* unicorn */ new->usef = I_NEUTRALIZE_POISON; break; case ML8+10: /*coma beast */ new->usef = I_ALERT; break; default: new->usef = I_INEDIBLE; break; } } void make_ring(new,id) pob new; int id; { if (id == -1) id = random_range(NUMRINGS); *new = Objects[RINGID+id]; if (new->blessing == 0) new->blessing = itemblessing(); if (new->plus == 0) new->plus = itemplus()+1; if (new->blessing < 0) new->plus = -1 - abs(new->plus); } void make_thing(new,id) pob new; int id; { if (id == -1) id = random_range(NUMTHINGS); *new = Objects[THINGID+id]; if (strcmp(new->objstr,"grot") == 0) { new->objstr = salloc(grotname()); new->truename = new->cursestr = new->objstr; } } void make_scroll(new,id) pob new; int id; { if (id == -1) id = random_range(NUMSCROLLS); *new = Objects[SCROLLID+id]; /* if a scroll of spells, aux is the spell id in Spells */ if (new->id == SCROLLID+1) { new->aux = random_range(NUMSPELLS); } } void make_potion(new,id) pob new; int id; { if (id == -1) id = random_range(NUMPOTIONS); *new = Objects[POTIONID+id]; if (new->plus == 0) new->plus = itemplus(); } void make_weapon(new,id) pob new; int id; { if (id == -1) id = random_range(NUMWEAPONS); *new = Objects[WEAPONID+id]; if ((id == 28) || (id == 29)) /* bolt or arrow */ new->number = random_range(20)+1; if (new->blessing == 0) new->blessing = itemblessing(); if (new->plus == 0) { new->plus = itemplus(); if (new->blessing < 0) new->plus = -1 - abs(new->plus); else if (new->blessing > 0) new->plus = 1 + abs(new->plus); } } void make_shield(new,id) pob new; int id; { if (id == -1) id = random_range(NUMSHIELDS); *new = Objects[SHIELDID+id]; if (new->plus == 0) new->plus = itemplus(); if (new->blessing == 0) new->blessing = itemblessing(); if (new->blessing < 0) new->plus = -1 - abs(new->plus); else if (new->blessing > 0) new->plus = 1 + abs(new->plus); } void make_armor(new,id) pob new; int id; { if (id == -1) id = random_range(NUMARMOR); *new = Objects[ARMORID+id]; if (new->plus == 0) new->plus = itemplus(); if (new->blessing == 0) new->blessing = itemblessing(); if (new->blessing < 0) new->plus = -1 - abs(new->plus); else if (new->blessing > 0) new->plus = 1 + abs(new->plus); } void make_cloak(new,id) pob new; int id; { if (id == -1) id = random_range(NUMCLOAKS); Objects[CLOAKID+4].plus = 2; *new = Objects[CLOAKID+id]; if (new->blessing == 0) new->blessing = itemblessing(); } void make_boots(new,id) pob new; int id; { if (id == -1) id = random_range(NUMBOOTS); *new = Objects[BOOTID+id]; if (new->blessing == 0) new->blessing = itemblessing(); } void make_stick(new,id) pob new; int id; { if (id == -1) id = random_range(NUMSTICKS); *new = Objects[STICKID+id]; new->charge = itemcharge(); if (new->blessing == 0) new->blessing = itemblessing(); } void make_artifact(new,id) pob new; { if (id == -1) id = random_range(NUMARTIFACTS); *new = Objects[ARTIFACTID+id]; } /* item name functions */ char *scrollname(reset,id) int reset,id; { static int ids[30]; int i,j,k; if (reset) { for(i=0;i<30;i++) ids[i]=i; for(i=0;i<500;i++) { j = random_range(30); k = ids[i % 30]; ids[i % 30]=ids[j]; ids[j]=k; } } else { switch(ids[id]) { case 0: strcpy(Str4,"scroll-GRISTOGRUE"); break; case 1: strcpy(Str4,"scroll-Kho Reck Tighp"); break; case 2: strcpy(Str4,"scroll-E Z"); break; case 3: strcpy(Str4,"scroll-Kevitz"); break; case 4: strcpy(Str4,"scroll-Arcanum Prime"); break; case 5: strcpy(Str4,"scroll-NYARLATHOTEP"); break; case 6: strcpy(Str4,"scroll-Gilthoniel"); break; case 7: strcpy(Str4,"scroll-Zarathustra"); break; case 8: strcpy(Str4,"scroll-Ancient Lore"); break; case 9: strcpy(Str4,"scroll-Eyes Only"); break; case 10: strcpy(Str4,"scroll-Ambogar Empheltz"); break; case 11: strcpy(Str4,"scroll-Isengard"); break; case 12: strcpy(Str4,"scroll-Deosil Widdershins"); break; case 13: strcpy(Str4,"scroll-Magister Paracelsus"); break; case 14: strcpy(Str4,"scroll-Qlipphotic Summons"); break; case 15: strcpy(Str4,"scroll-Aratron Samael"); break; case 16: strcpy(Str4,"scroll-De Wormiis Mysterius"); break; case 17: strcpy(Str4,"scroll-Necronomicon"); break; case 18: strcpy(Str4,"scroll-Pnakotic Manuscript"); break; case 19: strcpy(Str4,"scroll-Codex of Xalimar"); break; case 20: strcpy(Str4,"scroll-The Mabinogion"); break; case 21: strcpy(Str4,"scroll-Ginseng Shiatsu"); break; case 22: strcpy(Str4,"scroll-Tome of Tromax"); break; case 23: strcpy(Str4,"scroll-Book of the Dead "); break; case 24: strcpy(Str4,"scroll-The Flame Tongue"); break; case 25: strcpy(Str4,"scroll-Karst Khogar"); break; case 26: strcpy(Str4,"scroll-The Yellow Sign"); break; case 27: strcpy(Str4,"scroll-The Kevillist Manifesto"); break; case 28: strcpy(Str4,"scroll-Goshtar Script"); break; case 29: strcpy(Str4,"scroll-Pendragon Encryption"); break; } } return(Str4); } char *grotname() { switch(random_range(20)) { case 0: strcpy(Str4,"pot lid"); break; case 1: strcpy(Str4,"mound of offal"); break; case 2: strcpy(Str4,"sword that was broken"); break; case 3: strcpy(Str4,"salted snail"); break; case 4: strcpy(Str4,"key"); break; case 5: strcpy(Str4,"toadstool"); break; case 6: strcpy(Str4,"greenish spindle"); break; case 7: strcpy(Str4,"tin soldier"); break; case 8: strcpy(Str4,"broken yo-yo"); break; case 9: strcpy(Str4,"NYC subway map"); break; case 10: strcpy(Str4,"Nixon's the One! button"); break; case 11: strcpy(Str4,"beer can (empty)"); break; case 12: strcpy(Str4,"golden bejewelled falcon"); break; case 13: strcpy(Str4,"hamster cage"); break; case 14: strcpy(Str4,"wooden nickel"); break; case 15: strcpy(Str4,"three-dollar bill"); break; case 16: strcpy(Str4,"rosebud"); break; case 17: strcpy(Str4,"water pistol"); break; case 18: strcpy(Str4,"shattered skull"); break; case 19: strcpy(Str4,"jawbone of an ass"); break; } return(Str4); } char *potionname(reset,id) int reset,id; { static int ids[20]; int i,j,k; if (reset) { for(i=0;i<20;i++) ids[i]=i; for(i=0;i<500;i++) { j = random_range(20); k = ids[i % 20]; ids[i % 20]=ids[j]; ids[j]=k; } } else { switch (ids[id]) { case 0: strcpy(Str4,"vial of dewy liquid"); break; case 1: strcpy(Str4,"jug of tarry black substance"); break; case 2: strcpy(Str4,"flask of cold smoking froth"); break; case 3: strcpy(Str4,"phial of glowing fluid"); break; case 4: strcpy(Str4,"bottle of sickening slime"); break; case 5: strcpy(Str4,"sac of greenish gel"); break; case 6: strcpy(Str4,"wineskin of odorous goo"); break; case 7: strcpy(Str4,"canteen of sweet sap"); break; case 8: strcpy(Str4,"urn of clear fluid"); break; case 9: strcpy(Str4,"clotted grey ooze"); break; case 10: strcpy(Str4,"keg of bubbly golden fluid"); break; case 11: strcpy(Str4,"tube of minty paste"); break; case 12: strcpy(Str4,"pitcher of aromatic liquid"); break; case 13: strcpy(Str4,"pot of rancid grease"); break; case 14: strcpy(Str4,"thermos of hot black liquid"); break; case 15: strcpy(Str4,"magnum of deep red liquid"); break; case 16: strcpy(Str4,"vase full of ichor"); break; case 17: strcpy(Str4,"container of white cream"); break; case 18: strcpy(Str4,"syringe of clear fluid"); break; case 19: strcpy(Str4,"can of volatile essence"); break; } return(Str4); } } char *stickname(reset,id) int reset,id; { static int ids[20]; int i,j,k; if (reset) { for(i=0;i<20;i++) ids[i]=i; for(i=0;i<500;i++) { j = random_range(20); k = ids[i % 20]; ids[i % 20]=ids[j]; ids[j]=k; } } else { switch (ids[id]) { case 0: strcpy(Str4,"oaken staff"); break; case 1: strcpy(Str4,"heavy metal rod"); break; case 2: strcpy(Str4,"shaft of congealed light"); break; case 3: strcpy(Str4,"slender ceramic wand"); break; case 4: strcpy(Str4,"rune-inscribed bone wand"); break; case 5: strcpy(Str4,"knurly staff"); break; case 6: strcpy(Str4,"steel knobbed rod"); break; case 7: strcpy(Str4,"lucite wand"); break; case 8: strcpy(Str4,"sturdy alpenstock"); break; case 9: strcpy(Str4,"gem-studded ebony staff"); break; case 10: strcpy(Str4,"chromed sequinned staff"); break; case 11: strcpy(Str4,"old peeling stick"); break; case 12: strcpy(Str4,"jointed metal rod"); break; case 13: strcpy(Str4,"wand with lead ferrules"); break; case 14: strcpy(Str4,"forked wooden stick"); break; case 15: strcpy(Str4,"cane with gold eagle handle"); break; case 16: strcpy(Str4,"crystalline wand"); break; case 17: strcpy(Str4,"metal stick with trigger"); break; case 18: strcpy(Str4,"leather-handled stone rod"); break; case 19: strcpy(Str4,"tiny mithril wand"); break; } return(Str4); } } char *ringname(reset,id) int reset,id; { static int ids[20]; int i,j,k; if (reset) { for(i=0;i<20;i++) ids[i]=i; for(i=0;i<500;i++) { j = random_range(20); k = ids[i % 20]; ids[i % 20]=ids[j]; ids[j]=k; } } else { switch (ids[id]) { case 0: strcpy(Str4,"gold ring with a blue gem"); break; case 1: strcpy(Str4,"brass ring"); break; case 2: strcpy(Str4,"mithril ring with a red gem"); break; case 3: strcpy(Str4,"platinum ring"); break; case 4: strcpy(Str4,"gold dragon's head ring"); break; case 5: strcpy(Str4,"bronze ring"); break; case 6: strcpy(Str4,"aardvark seal ring"); break; case 7: strcpy(Str4,"grey metal ring"); break; case 8: strcpy(Str4,"silver skull ring"); break; case 9: strcpy(Str4,"onyx ring"); break; case 10: strcpy(Str4,"Collegium Magii class ring"); break; case 11: strcpy(Str4,"worn stone ring"); break; case 12: strcpy(Str4,"diorite ring"); break; case 13: strcpy(Str4,"ancient scarab ring"); break; case 14: strcpy(Str4,"plastic charm ring"); break; case 15: strcpy(Str4,"soapy gypsum ring"); break; case 16: strcpy(Str4,"glass ring"); break; case 17: strcpy(Str4,"glowing bluestone ring"); break; case 18: strcpy(Str4,"ring with eye sigil"); break; case 19: strcpy(Str4,"zirconium ring"); break; } return(Str4); } } char *cloakname(reset,id) int reset,id; { static int ids[20]; int i,j,k; if (reset) { for(i=0;i<20;i++) ids[i]=i; for(i=0;i<500;i++) { j = random_range(20); k = ids[i % 20]; ids[i % 20]=ids[j]; ids[j]=k; } } else { switch (ids[id]) { case 0: strcpy(Str4,"tattered piece of cloth"); break; case 1: strcpy(Str4,"fuligin cloak"); break; case 2: strcpy(Str4,"chintz cloak"); break; case 3: strcpy(Str4,"diaphanous cape"); break; case 4: strcpy(Str4,"red half-cloak"); break; case 5: strcpy(Str4,"mouse-hide cloak"); break; case 6: strcpy(Str4,"kelly green cloak"); break; case 7: strcpy(Str4,"cloth-of-gold cloak"); break; case 8: strcpy(Str4,"dirty old cloak"); break; case 9: strcpy(Str4,"weightless cloak"); break; case 10: strcpy(Str4,"boat cloak"); break; case 11: strcpy(Str4,"greasy tarpaulin"); break; case 12: strcpy(Str4,"sable cloak"); break; case 13: strcpy(Str4,"soft velvet cloak"); break; case 14: strcpy(Str4,"opera cape"); break; case 15: strcpy(Str4,"elegant brocade cloak"); break; case 16: strcpy(Str4,"cloak of many colors"); break; case 17: strcpy(Str4,"grey-green rag"); break; case 18: strcpy(Str4,"puce and chartreuse cloak"); break; case 19: strcpy(Str4,"smoky cloak"); break; } return(Str4); } } char *bootname(reset,id) int reset,id; { static int ids[20]; int i,j,k; if (reset) { for(i=0;i<20;i++) ids[i]=i; for(i=0;i<500;i++) { j = random_range(20); k = ids[i % 20]; ids[i % 20]=ids[j]; ids[j]=k; } } else { switch (ids[id]) { case 0: strcpy(Str4,"sturdy leather boots"); break; case 1: strcpy(Str4,"calf-length moccasins"); break; case 2: strcpy(Str4,"dark-colored tabi"); break; case 3: strcpy(Str4,"patent-leather shoes"); break; case 4: strcpy(Str4,"beaten-up gumshoes"); break; case 5: strcpy(Str4,"alligator-hide boots"); break; case 6: strcpy(Str4,"comfortable sandals"); break; case 7: strcpy(Str4,"roller skates"); break; case 8: strcpy(Str4,"purple suede gaiters"); break; case 9: strcpy(Str4,"mirror-plated wingtips"); break; case 10: strcpy(Str4,"heavy workboots"); break; case 11: strcpy(Str4,"polyurethane-soled sneakers"); break; case 12: strcpy(Str4,"clodhoppers"); break; case 13: strcpy(Str4,"wooden shoes"); break; case 14: strcpy(Str4,"ski boots"); break; case 15: strcpy(Str4,"hob-nailed boots"); break; case 16: strcpy(Str4,"elven boots"); break; case 17: strcpy(Str4,"cowboy boots"); break; case 18: strcpy(Str4,"flipflop slippers"); break; case 19: strcpy(Str4,"riding boots"); break; } return(Str4); } } int itemplus() { int p = 0; while (random_range(2) == 0) p++; return(p); } int itemcharge() { return(random_range(20)+1); } int itemblessing() { switch(random_range(10)) { case 0: case 1:return(-1-random_range(10)); break; case 8: case 9:return(1+random_range(10)); break; default: return(0); } } int twohandedp(id) int id; { switch(id) { case WEAPONID+5: case WEAPONID+12: case WEAPONID+18: case WEAPONID+20: case WEAPONID+26: case WEAPONID+27: case WEAPONID+32: case WEAPONID+36: case WEAPONID+38: case WEAPONID+39: return(TRUE); break; default: return(FALSE); break; } } void item_use(o) struct object *o; { clearmsg(); switch(o->usef) { case -1:i_no_op(o); break; case 0:i_nothing(o); break; /* scrolls */ case I_SPELLS: i_spells(o); break; case I_BLESS: i_bless(o); break; case I_ACQUIRE: i_acquire(o); break; case I_ENCHANT: i_enchant(o); break; case I_TELEPORT: i_teleport(o); break; case I_WISH: i_wish(o); break; case I_CLAIRVOYANCE: i_clairvoyance(o); break; case I_DISPLACE: i_displace(o); break; case I_ID: i_id(o); break; case I_JANE_T: i_jane_t(o); break; case I_FLUX: i_flux(o); break; case I_WARP: i_warp(o); break; case I_ALERT: i_alert(o); break; case I_CHARGE: i_charge(o); break; case I_KNOWLEDGE: i_knowledge(o); break; case I_LAW: i_law(o); break; case I_HINT: hint(); break; case I_HERO: i_hero(o); break; case I_TRUESIGHT: i_truesight(o); break; case I_ILLUMINATE: i_illuminate(o); break; case I_DEFLECT: i_deflect(o); break; /* potion functions */ case I_HEAL: i_heal(o); break; case I_OBJDET: i_objdet(o); break; case I_MONDET: i_mondet(o); break; case I_SLEEP_SELF: i_sleep_self(o); break; case I_NEUTRALIZE_POISON: i_neutralize_poison(o); break; case I_RESTORE: i_restore(o); break; case I_AZOTH: i_azoth(o); break; case I_AUGMENT: i_augment(o); break; case I_REGENERATE: i_regenerate(o); break; case I_INVISIBLE: i_invisible(o); break; case I_BREATHING: i_breathing(o); break; case I_FEAR_RESIST: i_fear_resist(o); break; case I_CHAOS: i_chaos(o); break; case I_ACCURACY: i_accuracy(o); break; case I_LEVITATION: i_levitate(o); break; case I_CURE: i_cure(o); break; /* stick functions */ case I_FIREBOLT: i_firebolt(o); break; case I_LBOLT: i_lbolt(o); break; case I_MISSILE: i_missile(o); break; case I_SLEEP_OTHER: i_sleep_other(o); break; case I_FIREBALL: i_fireball(o); break; case I_LBALL: i_lball(o); break; case I_SNOWBALL: i_snowball(o); break; case I_SUMMON: i_summon(o); break; case I_HIDE: i_hide(o); break; case I_DISRUPT: i_disrupt(o); break; case I_DISINTEGRATE: i_disintegrate(o); break; case I_APPORT: i_apport(o); break; case I_DISPEL: i_dispel(o); break; case I_POLYMORPH: i_polymorph(o); break; case I_FEAR:i_fear(o); break; /* food functions */ case I_FOOD: i_food(o); break; case I_LEMBAS: i_lembas(o); break; case I_STIM: i_stim(o); break; case I_POW: i_pow(o); break; case I_IMMUNE: i_immune(o); break; case I_POISON_FOOD: i_poison_food(o); break; case I_PEPPER_FOOD: i_pepper_food(o); break; case I_CORPSE: i_corpse(o); break; /* boots functions */ case I_PERM_SPEED: i_perm_speed(o); break; case I_PERM_HERO: i_perm_hero(o); break; case I_PERM_LEVITATE: i_perm_levitate(o); break; case I_PERM_AGILITY: i_perm_agility(o); break; /* artifact functions */ case I_SCEPTRE:i_sceptre(o);break; case I_PLANES:i_planes(o);break; case I_STARGEM:i_stargem(o);break; case I_SYMBOL:i_symbol(o); break; case I_ORBMASTERY: i_orbmastery(o); break; case I_ORBFIRE: i_orbfire(o); break; case I_ORBWATER: i_orbwater(o); break; case I_ORBEARTH: i_orbearth(o); break; case I_ORBAIR: i_orbair(o); break; case I_ORBDEAD: i_orbdead(o); break; case I_CRYSTAL: i_crystal(o); break; case I_LIFE: i_life(o); break; case I_DEATH: i_death(o); break; case I_ANTIOCH: i_antioch(o); break; case I_HELM: i_helm(o); break; case I_KOLWYNIA: i_kolwynia(o); break; case I_ENCHANTMENT: i_enchantment(o); break; case I_JUGGERNAUT: i_juggernaut(o); break; /* cloak functions */ case I_PERM_DISPLACE: i_perm_displace(o); break; case I_PERM_NEGIMMUNE: i_perm_negimmune(o); break; case I_PERM_INVISIBLE: i_perm_invisible(o); break; case I_PERM_PROTECTION: i_perm_protection(o);break; case I_PERM_ACCURACY: i_perm_accuracy(o);break; case I_PERM_TRUESIGHT: i_perm_truesight(o); break; /* ring functions */ case I_PERM_BURDEN: i_perm_burden(o); break; case I_PERM_STRENGTH: i_perm_strength(o); break; case I_PERM_GAZE_IMMUNE: i_perm_gaze_immune(o); break; case I_PERM_FIRE_RESIST: i_perm_fire_resist(o); break; case I_PERM_POISON_RESIST: i_perm_poison_resist(o); break; case I_PERM_REGENERATE: i_perm_regenerate(o); break; case I_PERM_KNOWLEDGE: i_perm_knowledge(o); break; /* armor functions */ case I_NORMAL_ARMOR: i_normal_armor(o); break; case I_PERM_FEAR_RESIST: i_perm_fear_resist(o); break; case I_PERM_ENERGY_RESIST: i_perm_energy_resist(o); break; case I_PERM_BREATHING: i_perm_breathing(o); break; /* weapons functions */ case I_NORMAL_WEAPON: i_normal_weapon(o); break; case I_LIGHTSABRE: i_lightsabre(o); break; case I_DEMONBLADE: i_demonblade(o); break; case I_DESECRATE: i_desecrate(o); break; case I_MACE_DISRUPT: i_mace_disrupt(o); break; case I_DEFEND: i_defend(o); break; case I_VICTRIX: i_victrix(o); break; /* thing functions */ case I_PICK: i_pick(o); break; case I_KEY: i_key(o); break; case I_PERM_ILLUMINATE: i_perm_illuminate(o); break; case I_TRAP: i_trap(o); break; case I_RAISE_PORTCULLIS:i_raise_portcullis(o); break; /* shield functions */ case I_NORMAL_SHIELD: i_normal_shield(o); break; case I_PERM_DEFLECT: i_perm_deflect(o); break; } }