Source:NetHack 3.4.0/wield.c
Jump to navigation
Jump to search
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
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.
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*/