WEAPON_SYM
WEAPON_SYM, prob, 0, wt, ldam, sdam, 0 }
ILLOBJ_SYM, AMULET_SYM, FOOD_SYM, WEAPON_SYM, TOOL_SYM,
{ WEAPON_SYM, doprwep },
if (obj->olet == WEAPON_SYM) {
} else if (obj->olet == WEAPON_SYM || obj->otyp == PICK_AXE) {
if (uwep->olet == WEAPON_SYM || uwep->otyp == PICK_AXE)
(obj->olet == WEAPON_SYM && obj->otyp < BOOMERANG)))) {
case WEAPON_SYM:
case WEAPON_SYM:
case WEAPON_SYM:
(cnt < 4 || (let == WEAPON_SYM && typ <= ROCK && cnt < 20)))
RING_SYM, WAND_SYM, WEAPON_SYM, FOOD_SYM, SCROLL_SYM,
case WEAPON_SYM:
WEAPON_SYM, shkweapons
{MACE, 1, WEAPON_SYM, 1, 1},
{BOW, 1, WEAPON_SYM, 1, 1},
{ARROW, 0, WEAPON_SYM, 25, 1}, /* quan is variable */
{TWO_HANDED_SWORD, 0, WEAPON_SYM, 1, 1},
{LONG_SWORD, 0, WEAPON_SYM, 1, 1},
{SPEAR, 2, WEAPON_SYM, 1, 1},
{DART, 2, WEAPON_SYM, 25, 1}, /* quan is variable */
if (obj->olet == WEAPON_SYM) {
if (obj->olet == WEAPON_SYM)
if (!uwep || uwep->olet != WEAPON_SYM)
if (!uwep || uwep->olet != WEAPON_SYM) {
obj->olet = WEAPON_SYM;