Source:NetHack 3.4.0/wield.c

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Below is the full text to wield.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/wield.c#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

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1.    /*	SCCS Id: @(#)wield.c	3.4	2001/12/23	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #include "hack.h"
6.    
7.    /* KMH -- Differences between the three weapon slots.
8.     *
9.     * The main weapon (uwep):
10.    * 1.  Is filled by the (w)ield command.
11.    * 2.  Can be filled with any type of item.
12.    * 3.  May be carried in one or both hands.
13.    * 4.  Is used as the melee weapon and as the launcher for
14.    *     ammunition.
15.    * 5.  Only conveys intrinsics when it is a weapon, weapon-tool,
16.    *     or artifact.
17.    * 6.  Certain cursed items will weld to the hand and cannot be
18.    *     unwielded or dropped.  See erodeable_wep() and will_weld()
19.    *     below for the list of which items apply.
20.    *
21.    * The secondary weapon (uswapwep):
22.    * 1.  Is filled by the e(x)change command, which swaps this slot
23.    *     with the main weapon.  If the "pushweapon" option is set,
24.    *     the (w)ield command will also store the old weapon in the
25.    *     secondary slot.
26.    * 2.  Can be field with anything that will fit in the main weapon
27.    *     slot; that is, any type of item.
28.    * 3.  Is usually NOT considered to be carried in the hands.
29.    *     That would force too many checks among the main weapon,
30.    *     second weapon, shield, gloves, and rings; and it would
31.    *     further be complicated by bimanual weapons.  A special
32.    *     exception is made for two-weapon combat.
33.    * 4.  Is used as the second weapon for two-weapon combat, and as
34.    *     a convenience to swap with the main weapon.
35.    * 5.  Never conveys intrinsics.
36.    * 6.  Cursed items never weld (see #3 for reasons), but they also
37.    *     prevent two-weapon combat.
38.    *
39.    * The quiver (uquiver):
40.    * 1.  Is filled by the (Q)uiver command.
41.    * 2.  Can be filled with any type of item.
42.    * 3.  Is considered to be carried in a special part of the pack.
43.    * 4.  Is used as the item to throw with the (f)ire command.
44.    *     This is a convenience over the normal (t)hrow command.
45.    * 5.  Never conveys intrinsics.
46.    * 6.  Cursed items never weld; their effect is handled by the normal
47.    *     throwing code.
48.    *
49.    * No item may be in more than one of these slots.
50.    */
51.   
52.   
53.   STATIC_DCL int FDECL(ready_weapon, (struct obj *));
54.   
55.   /* elven weapons vibrate warningly when enchanted beyond a limit */
56.   #define is_elven_weapon(optr)	((optr)->otyp == ELVEN_ARROW\
57.   				|| (optr)->otyp == ELVEN_SPEAR\
58.   				|| (optr)->otyp == ELVEN_DAGGER\
59.   				|| (optr)->otyp == ELVEN_SHORT_SWORD\
60.   				|| (optr)->otyp == ELVEN_BROADSWORD\
61.   				|| (optr)->otyp == ELVEN_BOW)
62.   
63.   /* used by will_weld() */
64.   /* probably should be renamed */
65.   #define erodeable_wep(optr)	((optr)->oclass == WEAPON_CLASS \
66.   				|| is_weptool(optr) \
67.   				|| (optr)->otyp == HEAVY_IRON_BALL \
68.   				|| (optr)->otyp == IRON_CHAIN)
69.   
70.   /* used by welded(), and also while wielding */
71.   #define will_weld(optr)		((optr)->cursed \
72.   				&& (erodeable_wep(optr) \
73.   				   || (optr)->otyp == TIN_OPENER))
74.   
75.   
76.   /*** Functions that place a given item in a slot ***/
77.   /* Proper usage includes:
78.    * 1.  Initializing the slot during character generation or a
79.    *     restore.
80.    * 2.  Setting the slot due to a player's actions.
81.    * 3.  If one of the objects in the slot are split off, these
82.    *     functions can be used to put the remainder back in the slot.
83.    * 4.  Putting an item that was thrown and returned back into the slot.
84.    * 5.  Emptying the slot, by passing a null object.  NEVER pass
85.    *     zeroobj!
86.    *
87.    * If the item is being moved from another slot, it is the caller's
88.    * responsibility to handle that.  It's also the caller's responsibility
89.    * to print the appropriate messages.
90.    */
91.   void
92.   setuwep(obj)
93.   register struct obj *obj;
94.   {
95.   	struct obj *olduwep = uwep;
96.   
97.   	if (obj == uwep) return; /* necessary to not set unweapon */
98.   	/* This message isn't printed in the caller because it happens
99.   	 * *whenever* Sunsword is unwielded, from whatever cause.
100.  	 */
101.  	setworn(obj, W_WEP);
102.  	if (uwep == obj && artifact_light(olduwep) && olduwep->lamplit) {
103.  	    end_burn(olduwep, FALSE);
104.  	    if (!Blind) pline("%s glowing.", Tobjnam(olduwep, "stop"));
105.  	}
106.  	/* Note: Explicitly wielding a pick-axe will not give a "bashing"
107.  	 * message.  Wielding one via 'a'pplying it will.
108.  	 * 3.2.2:  Wielding arbitrary objects will give bashing message too.
109.  	 */
110.  	if (obj) {
111.  		unweapon = (obj->oclass == WEAPON_CLASS) ?
112.  				is_launcher(obj) || is_ammo(obj) ||
113.  				is_missile(obj) || (is_pole(obj)
114.  #ifdef STEED
115.  				&& !u.usteed
116.  #endif
117.  				) : !is_weptool(obj);
118.  	} else
119.  		unweapon = TRUE;	/* for "bare hands" message */
120.  	update_inventory();
121.  }
122.  
123.  STATIC_OVL int
124.  ready_weapon(wep)
125.  struct obj *wep;
126.  {
127.  	/* Separated function so swapping works easily */
128.  	int res = 0;
129.  
130.  	if (!wep) {
131.  	    /* No weapon */
132.  	    if (uwep) {
133.  		You("are empty %s.", body_part(HANDED));
134.  		setuwep((struct obj *) 0);
135.  		res++;
136.  	    } else
137.  		You("are already empty %s.", body_part(HANDED));
138.  	} else if (!uarmg && !Stone_resistance && wep->otyp == CORPSE
139.  				&& touch_petrifies(&mons[wep->corpsenm])) {
140.  	    /* Prevent wielding cockatrice when not wearing gloves --KAA */
141.  	    char kbuf[BUFSZ];
142.  
143.  	    You("wield the %s corpse in your bare %s.",
144.  		mons[wep->corpsenm].mname, makeplural(body_part(HAND)));
145.  	    Sprintf(kbuf, "%s corpse", an(mons[wep->corpsenm].mname));
146.  	    instapetrify(kbuf);
147.  	} else if (uarms && bimanual(wep))
148.  	    You("cannot wield a two-handed %s while wearing a shield.",
149.  		is_sword(wep) ? "sword" :
150.  		    wep->otyp == BATTLE_AXE ? "axe" : "weapon");
151.  	else if (wep->oartifact && !touch_artifact(wep, &youmonst)) {
152.  	    res++;	/* takes a turn even though it doesn't get wielded */
153.  	} else {
154.  	    /* Weapon WILL be wielded after this point */
155.  	    res++;
156.  	    if (will_weld(wep)) {
157.  		const char *tmp = xname(wep), *thestr = "The ";
158.  		if (strncmp(tmp, thestr, 4) && !strncmp(The(tmp),thestr,4))
159.  		    tmp = thestr;
160.  		else tmp = "";
161.  		pline("%s%s %s to your %s!", tmp, aobjnam(wep, "weld"),
162.  			(wep->quan == 1L) ? "itself" : "themselves", /* a3 */
163.  			bimanual(wep) ?
164.  				(const char *)makeplural(body_part(HAND))
165.  				: body_part(HAND));
166.  		wep->bknown = TRUE;
167.  	    } else {
168.  		/* The message must be printed before setuwep (since
169.  		 * you might die and be revived from changing weapons),
170.  		 * and the message must be before the death message and
171.  		 * Lifesaved rewielding.  Yet we want the message to
172.  		 * say "weapon in hand", thus this kludge.
173.  		 */
174.  		long dummy = wep->owornmask;
175.  		wep->owornmask |= W_WEP;
176.  		prinv((char *)0, wep, 0L);
177.  		wep->owornmask = dummy;
178.  	    }
179.  	    setuwep(wep);
180.  
181.  	    /* KMH -- Talking artifacts are finally implemented */
182.  	    arti_speak(wep);
183.  
184.  	    if (artifact_light(wep) && !wep->lamplit) {
185.  		begin_burn(wep, FALSE);
186.  		if (!Blind)
187.  		    pline("%s to glow brilliantly!", Tobjnam(wep, "begin"));
188.  	    }
189.  
190.  #if 0
191.  	    /* we'll get back to this someday, but it's not balanced yet */
192.  	    if (Race_if(PM_ELF) && !wep->oartifact &&
193.  			    objects[wep->otyp].oc_material == IRON) {
194.  		/* Elves are averse to wielding cold iron */
195.  		You("have an uneasy feeling about wielding cold iron.");
196.  		change_luck(-1);
197.  	    }
198.  #endif
199.  
200.  	    if (wep->unpaid) {
201.  		struct monst *this_shkp;
202.  
203.  		if ((this_shkp = shop_keeper(inside_shop(u.ux, u.uy))) !=
204.  		    (struct monst *)0) {
205.  		    pline("%s says \"You be careful with my %s!\"",
206.  			  shkname(this_shkp),
207.  			  xname(wep));
208.  		}
209.  	    }
210.  	}
211.  	return(res);
212.  }
213.  
214.  void
215.  setuqwep(obj)
216.  register struct obj *obj;
217.  {
218.  	setworn(obj, W_QUIVER);
219.  	update_inventory();
220.  }
221.  
222.  void
223.  setuswapwep(obj)
224.  register struct obj *obj;
225.  {
226.  	setworn(obj, W_SWAPWEP);
227.  	update_inventory();
228.  }
229.  
230.  
231.  /*** Commands to change particular slot(s) ***/
232.  
233.  static NEARDATA const char wield_objs[] =
234.  	{ ALL_CLASSES, ALLOW_NONE, WEAPON_CLASS, TOOL_CLASS, 0 };
235.  static NEARDATA const char ready_objs[] =
236.  	{ ALL_CLASSES, ALLOW_NONE, WEAPON_CLASS, 0 };
237.  static NEARDATA const char bullets[] =	/* (note: different from dothrow.c) */
238.  	{ ALL_CLASSES, ALLOW_NONE, GEM_CLASS, WEAPON_CLASS, 0 };
239.  
240.  int
241.  dowield()
242.  {
243.  	register struct obj *wep, *oldwep;
244.  	int result;
245.  
246.  	/* May we attempt this? */
247.  	multi = 0;
248.  	if (cantwield(youmonst.data)) {
249.  		pline("Don't be ridiculous!");
250.  		return(0);
251.  	}
252.  
253.  	/* Prompt for a new weapon */
254.  	if (!(wep = getobj(wield_objs, "wield")))
255.  		/* Cancelled */
256.  		return (0);
257.  	else if (wep == uwep) {
258.  	    You("are already wielding that!");
259.  	    if (is_weptool(wep)) unweapon = FALSE;	/* [see setuwep()] */
260.  		return (0);
261.  	} else if (welded(uwep)) {
262.  		weldmsg(uwep);
263.  		return (0);
264.  	}
265.  
266.  	/* Handle no object, or object in other slot */
267.  	if (wep == &zeroobj)
268.  		wep = (struct obj *) 0;
269.  	else if (wep == uswapwep)
270.  		return (doswapweapon());
271.  	else if (wep == uquiver)
272.  		setuqwep((struct obj *) 0);
273.  	else if (wep->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL
274.  #ifdef STEED
275.  			| W_SADDLE
276.  #endif
277.  			)) {
278.  		You("cannot wield that!");
279.  		return (0);
280.  	}
281.  
282.  	/* Set your new primary weapon */
283.  	oldwep = uwep;
284.  	result = ready_weapon(wep);
285.  	if (flags.pushweapon && oldwep && uwep != oldwep)
286.  		setuswapwep(oldwep);
287.  	untwoweapon();
288.  
289.  	return (result);
290.  }
291.  
292.  int
293.  doswapweapon()
294.  {
295.  	register struct obj *oldwep, *oldswap;
296.  	int result = 0;
297.  
298.  
299.  	/* May we attempt this? */
300.  	multi = 0;
301.  	if (cantwield(youmonst.data)) {
302.  		pline("Don't be ridiculous!");
303.  		return(0);
304.  	}
305.  	if (welded(uwep)) {
306.  		weldmsg(uwep);
307.  		return (0);
308.  	}
309.  
310.  	/* Unwield your current secondary weapon */
311.  	oldwep = uwep;
312.  	oldswap = uswapwep;
313.  	setuswapwep((struct obj *) 0);
314.  
315.  	/* Set your new primary weapon */
316.  	result = ready_weapon(oldswap);
317.  
318.  	/* Set your new secondary weapon */
319.  	if (uwep == oldwep)
320.  		/* Wield failed for some reason */
321.  		setuswapwep(oldswap);
322.  	else {
323.  		setuswapwep(oldwep);
324.  		if (uswapwep)
325.  			prinv((char *)0, uswapwep, 0L);
326.  		else
327.  			You("have no secondary weapon readied.");
328.  	}
329.  
330.  	if (u.twoweap && !can_twoweapon())
331.  		untwoweapon();
332.  
333.  	return (result);
334.  }
335.  
336.  int
337.  dowieldquiver()
338.  {
339.  	register struct obj *newquiver;
340.  
341.  
342.  	/* Since the quiver isn't in your hands, don't check cantwield(), */
343.  	/* will_weld(), touch_petrifies(), etc. */
344.  	multi = 0;
345.  
346.  	/* Because 'Q' used to be quit... */
347.  	if (!flags.suppress_alert || flags.suppress_alert < FEATURE_NOTICE_VER(3,3,0))
348.  		pline("Note: Please use #quit if you wish to exit the game.");
349.  
350.  	/* Prompt for a new quiver */
351.  	if (!(newquiver = getobj(uslinging() ? bullets : ready_objs, "ready")))
352.  		/* Cancelled */
353.  		return (0);
354.  
355.  	/* Handle no object, or object in other slot */
356.  	/* Any type is okay, since we give no intrinsics anyways */
357.  	if (newquiver == &zeroobj) {
358.  		/* Explicitly nothing */
359.  		if (uquiver) {
360.  			You("now have no ammunition readied.");
361.  			setuqwep(newquiver = (struct obj *) 0);
362.  		} else {
363.  			You("already have no ammunition readied!");
364.  			return(0);
365.  		}
366.  	} else if (newquiver == uquiver) {
367.  		pline("That ammunition is already readied!");
368.  		return(0);
369.  	} else if (newquiver == uwep) {
370.  		/* Prevent accidentally readying the main weapon */
371.  		pline("%s already being used as a weapon!",
372.  		      !is_plural(uwep) ? "That is" : "They are");
373.  		return(0);
374.  	} else if (newquiver->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL
375.  #ifdef STEED
376.  			| W_SADDLE
377.  #endif
378.  			)) {
379.  		You("cannot ready that!");
380.  		return (0);
381.  	} else {
382.  		long dummy;
383.  
384.  
385.  		/* Check if it's the secondary weapon */
386.  		if (newquiver == uswapwep) {
387.  			setuswapwep((struct obj *) 0);
388.  			untwoweapon();
389.  		}
390.  
391.  		/* Okay to put in quiver; print it */
392.  		dummy = newquiver->owornmask;
393.  		newquiver->owornmask |= W_QUIVER;
394.  		prinv((char *)0, newquiver, 0L);
395.  		newquiver->owornmask = dummy;
396.  	}
397.  
398.  	/* Finally, place it in the quiver */
399.  	setuqwep(newquiver);
400.  	/* Take no time since this is a convenience slot */
401.  	return (0);
402.  }
403.  
404.  int
405.  can_twoweapon()
406.  {
407.  	struct obj *otmp;
408.  
409.  #define NOT_WEAPON(obj) (!is_weptool(obj) && obj->oclass != WEAPON_CLASS)
410.  	if (!could_twoweap(youmonst.data))
411.  		You_cant("use two weapons in your current form.");
412.  	else if (!uwep || !uswapwep)
413.  		Your("%s%s%s empty.", uwep ? "left " : uswapwep ? "right " : "",
414.  			body_part(HAND), (!uwep && !uswapwep) ? "s are" : " is");
415.  	else if (NOT_WEAPON(uwep) || NOT_WEAPON(uswapwep)) {
416.  		otmp = NOT_WEAPON(uwep) ? uwep : uswapwep;
417.  		pline("%s %s.", Yname2(otmp),
418.  		    is_plural(otmp) ? "aren't weapons" : "isn't a weapon");
419.  	} else if (bimanual(uwep) || bimanual(uswapwep)) {
420.  		otmp = bimanual(uwep) ? uwep : uswapwep;
421.  		pline("%s isn't one-handed.", Yname2(otmp));
422.  	} else if (uarms)
423.  		You_cant("use two weapons while wearing a shield.");
424.  	else if (uswapwep->oartifact)
425.  		pline("%s %s being held second to another weapon!",
426.  			Yname2(uswapwep), otense(uswapwep, "resist"));
427.  	else if (!uarmg && !Stone_resistance && (uswapwep->otyp == CORPSE &&
428.  		    touch_petrifies(&mons[uswapwep->corpsenm]))) {
429.  		char kbuf[BUFSZ];
430.  
431.  		You("wield the %s corpse with your bare %s.",
432.  		    mons[uswapwep->corpsenm].mname, body_part(HAND));
433.  		Sprintf(kbuf, "%s corpse", an(mons[uswapwep->corpsenm].mname));
434.  		instapetrify(kbuf);
435.  	} else if (Glib || uswapwep->cursed) {
436.  		char str[BUFSZ];
437.  		struct obj *obj = uswapwep;
438.  
439.  		/* Avoid trashing makeplural's static buffer */
440.  		Strcpy(str, makeplural(body_part(HAND)));
441.  		Your("%s from your %s!",  aobjnam(obj, "slip"), str);
442.  		if (!Glib)
443.  			obj->bknown = TRUE;
444.  		dropx(obj);
445.  	} else
446.  		return (TRUE);
447.  	return (FALSE);
448.  }
449.  
450.  int
451.  dotwoweapon()
452.  {
453.  	/* You can always toggle it off */
454.  	if (u.twoweap) {
455.  		You("switch to your primary weapon.");
456.  		u.twoweap = 0;
457.  		update_inventory();
458.  		return (0);
459.  	}
460.  
461.  	/* May we use two weapons? */
462.  	if (can_twoweapon()) {
463.  		/* Success! */
464.  		You("begin two-weapon combat.");
465.  		u.twoweap = 1;
466.  		update_inventory();
467.  		return (rnd(20) > ACURR(A_DEX));
468.  	}
469.  	return (0);
470.  }
471.  
472.  /*** Functions to empty a given slot ***/
473.  /* These should be used only when the item can't be put back in
474.   * the slot by life saving.  Proper usage includes:
475.   * 1.  The item has been eaten, stolen, burned away, or rotted away.
476.   * 2.  Making an item disappear for a bones pile.
477.   */
478.  void
479.  uwepgone()
480.  {
481.  	if (uwep) {
482.  		if (artifact_light(uwep) && uwep->lamplit) {
483.  		    end_burn(uwep, FALSE);
484.  		    if (!Blind) pline("%s glowing.", Tobjnam(uwep, "stop"));
485.  		}
486.  		setworn((struct obj *)0, W_WEP);
487.  		unweapon = TRUE;
488.  		update_inventory();
489.  	}
490.  }
491.  
492.  void
493.  uswapwepgone()
494.  {
495.  	if (uswapwep) {
496.  		setworn((struct obj *)0, W_SWAPWEP);
497.  		update_inventory();
498.  	}
499.  }
500.  
501.  void
502.  uqwepgone()
503.  {
504.  	if (uquiver) {
505.  		setworn((struct obj *)0, W_QUIVER);
506.  		update_inventory();
507.  	}
508.  }
509.  
510.  void
511.  untwoweapon()
512.  {
513.  	if (u.twoweap) {
514.  		You("can no longer use two weapons at once.");
515.  		u.twoweap = FALSE;
516.  		update_inventory();
517.  	}
518.  	return;
519.  }
520.  
521.  /* Maybe rust object, or corrode it if acid damage is called for */
522.  void
523.  erode_obj(target, acid_dmg, fade_scrolls)
524.  struct obj *target;		/* object (e.g. weapon or armor) to erode */
525.  boolean acid_dmg;
526.  boolean fade_scrolls;
527.  {
528.  	int erosion;
529.  	struct monst *victim;
530.  	boolean vismon;
531.  	boolean visobj;
532.  
533.  	if (!target)
534.  	    return;
535.  	victim = carried(target) ? &youmonst :
536.  	    mcarried(target) ? target->ocarry : (struct monst *)0;
537.  	vismon = victim && (victim != &youmonst) && canseemon(victim);
538.  	visobj = !victim && cansee(bhitpos.x, bhitpos.y); /* assume thrown */
539.  
540.  	erosion = acid_dmg ? target->oeroded2 : target->oeroded;
541.  
542.  	if (target->greased) {
543.  	    grease_protect(target,(char *)0,victim);
544.  	} else if (target->oclass == SCROLL_CLASS) {
545.  	    if(fade_scrolls && target->otyp != SCR_BLANK_PAPER
546.  #ifdef MAIL
547.  	    && target->otyp != SCR_MAIL
548.  #endif
549.  					)
550.  	    {
551.  		if (!Blind) {
552.  		    if (victim == &youmonst)
553.  			Your("%s.", aobjnam(target, "fade"));
554.  		    else if (vismon)
555.  			pline("%s's %s.", Monnam(victim),
556.  			      aobjnam(target, "fade"));
557.  		    else if (visobj)
558.  			pline_The("%s.", aobjnam(target, "fade"));
559.  		}
560.  		target->otyp = SCR_BLANK_PAPER;
561.  		target->spe = 0;
562.  	    }
563.  	} else if (target->oerodeproof ||
564.  		(acid_dmg ? !is_corrodeable(target) : !is_rustprone(target))) {
565.  	    if (flags.verbose || !(target->oerodeproof && target->rknown)) {
566.  		if (victim == &youmonst)
567.  		    Your("%s not affected.", aobjnam(target, "are"));
568.  		else if (vismon)
569.  		    pline("%s's %s not affected.", Monnam(victim),
570.  			aobjnam(target, "are"));
571.  		/* no message if not carried */
572.  	    }
573.  	    if (target->oerodeproof) target->rknown = TRUE;
574.  	} else if (erosion < MAX_ERODE) {
575.  	    if (victim == &youmonst)
576.  		Your("%s%s!", aobjnam(target, acid_dmg ? "corrode" : "rust"),
577.  		    erosion+1 == MAX_ERODE ? " completely" :
578.  		    erosion ? " further" : "");
579.  	    else if (vismon)
580.  		pline("%s's %s%s!", Monnam(victim),
581.  		    aobjnam(target, acid_dmg ? "corrode" : "rust"),
582.  		    erosion+1 == MAX_ERODE ? " completely" :
583.  		    erosion ? " further" : "");
584.  	    else if (visobj)
585.  		pline_The("%s%s!",
586.  		    aobjnam(target, acid_dmg ? "corrode" : "rust"),
587.  		    erosion+1 == MAX_ERODE ? " completely" :
588.  		    erosion ? " further" : "");
589.  	    if (acid_dmg)
590.  		target->oeroded2++;
591.  	    else
592.  		target->oeroded++;
593.  	} else {
594.  	    if (flags.verbose) {
595.  		if (victim == &youmonst)
596.  		    Your("%s completely %s.",
597.  			aobjnam(target, Blind ? "feel" : "look"),
598.  			acid_dmg ? "corroded" : "rusty");
599.  		else if (vismon)
600.  		    pline("%s's %s completely %s.", Monnam(victim),
601.  			aobjnam(target, "look"),
602.  			acid_dmg ? "corroded" : "rusty");
603.  		else if (visobj)
604.  		    pline_The("%s completely %s.",
605.  			aobjnam(target, "look"),
606.  			acid_dmg ? "corroded" : "rusty");
607.  	    }
608.  	}
609.  }
610.  
611.  int
612.  chwepon(otmp, amount)
613.  register struct obj *otmp;
614.  register int amount;
615.  {
616.  	register const char *color = hcolor((amount < 0) ? Black : blue);
617.  	register const char *xtime;
618.  
619.  	if(!uwep || (uwep->oclass != WEAPON_CLASS && !is_weptool(uwep))) {
620.  		char buf[BUFSZ];
621.  
622.  		Sprintf(buf, "Your %s %s.", makeplural(body_part(HAND)),
623.  			(amount >= 0) ? "twitch" : "itch");
624.  		strange_feeling(otmp, buf);
625.  		exercise(A_DEX, (boolean) (amount >= 0));
626.  		return(0);
627.  	}
628.  
629.  	if(uwep->otyp == WORM_TOOTH && amount >= 0) {
630.  		uwep->otyp = CRYSKNIFE;
631.  		uwep->oerodeproof = 0;
632.  		Your("weapon seems sharper now.");
633.  		uwep->cursed = 0;
634.  		return(1);
635.  	}
636.  
637.  	if(uwep->otyp == CRYSKNIFE && amount < 0) {
638.  		uwep->otyp = WORM_TOOTH;
639.  		uwep->oerodeproof = 0;
640.  		Your("weapon seems duller now.");
641.  		return(1);
642.  	}
643.  
644.  	if (amount < 0 && uwep->oartifact && restrict_name(uwep, ONAME(uwep))) {
645.  	    if (!Blind)
646.  		Your("%s %s.", aobjnam(uwep, "faintly glow"), color);
647.  	    return(1);
648.  	}
649.  	/* there is a (soft) upper and lower limit to uwep->spe */
650.  	if(((uwep->spe > 5 && amount >= 0) || (uwep->spe < -5 && amount < 0))
651.  								&& rn2(3)) {
652.  	    if (!Blind)
653.  	    Your("%s %s for a while and then %s.",
654.  		 aobjnam(uwep, "violently glow"), color,
655.  		 otense(uwep, "evaporate"));
656.  	    else
657.  		Your("%s.", aobjnam(uwep, "evaporate"));
658.  
659.  	    while(uwep)		/* let all of them disappear */
660.  				/* note: uwep->quan = 1 is nogood if unpaid */
661.  		useup(uwep);
662.  	    return(1);
663.  	}
664.  	if (!Blind) {
665.  	    xtime = (amount*amount == 1) ? "moment" : "while";
666.  	    Your("%s %s for a %s.",
667.  		 aobjnam(uwep, amount == 0 ? "violently glow" : "glow"),
668.  		 color, xtime);
669.  	}
670.  	uwep->spe += amount;
671.  	if(amount > 0) uwep->cursed = 0;
672.  
673.  	/*
674.  	 * Enchantment, which normally improves a weapon, has an
675.  	 * addition adverse reaction on Magicbane whose effects are
676.  	 * spe dependent.  Give an obscure clue here.
677.  	 */
678.  	if (uwep->oartifact == ART_MAGICBANE && uwep->spe >= 0) {
679.  		Your("right %s %sches!",
680.  			body_part(HAND),
681.  			(((amount > 1) && (uwep->spe > 1)) ? "flin" : "it"));
682.  	}
683.  
684.  	/* an elven magic clue, cookie@keebler */
685.  	if ((uwep->spe > 5)
686.  		&& (is_elven_weapon(uwep) || uwep->oartifact || !rn2(7)))
687.  	    Your("%s unexpectedly.",
688.  		aobjnam(uwep, "suddenly vibrate"));
689.  
690.  	return(1);
691.  }
692.  
693.  int
694.  welded(obj)
695.  register struct obj *obj;
696.  {
697.  	if (obj && obj == uwep && will_weld(obj)) {
698.  		obj->bknown = TRUE;
699.  		return 1;
700.  	}
701.  	return 0;
702.  }
703.  
704.  void
705.  weldmsg(obj)
706.  register struct obj *obj;
707.  {
708.  	long savewornmask;
709.  
710.  	savewornmask = obj->owornmask;
711.  	Your("%s %s welded to your %s!",
712.  		xname(obj), otense(obj, "are"),
713.  		bimanual(obj) ? (const char *)makeplural(body_part(HAND))
714.  				: body_part(HAND));
715.  	obj->owornmask = savewornmask;
716.  }
717.  
718.  /*wield.c*/