Source:NetHack 3.6.0/src/wield.c

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Below is the full text to wield.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/wield.c#line123]], for example.

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 /* NetHack 3.6	wield.c	$NHDT-Date: 1446887539 2015/11/07 09:12:19 $  $NHDT-Branch: master $:$NHDT-Revision: 1.47 $ */
 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
 /* NetHack may be freely redistributed.  See license for details. */
 
 #include "hack.h"
 
 /* KMH -- Differences between the three weapon slots.
  *
  * The main weapon (uwep):
  * 1.  Is filled by the (w)ield command.
  * 2.  Can be filled with any type of item.
  * 3.  May be carried in one or both hands.
  * 4.  Is used as the melee weapon and as the launcher for
  *     ammunition.
  * 5.  Only conveys intrinsics when it is a weapon, weapon-tool,
  *     or artifact.
  * 6.  Certain cursed items will weld to the hand and cannot be
  *     unwielded or dropped.  See erodeable_wep() and will_weld()
  *     below for the list of which items apply.
  *
  * The secondary weapon (uswapwep):
  * 1.  Is filled by the e(x)change command, which swaps this slot
  *     with the main weapon.  If the "pushweapon" option is set,
  *     the (w)ield command will also store the old weapon in the
  *     secondary slot.
  * 2.  Can be filled with anything that will fit in the main weapon
  *     slot; that is, any type of item.
  * 3.  Is usually NOT considered to be carried in the hands.
  *     That would force too many checks among the main weapon,
  *     second weapon, shield, gloves, and rings; and it would
  *     further be complicated by bimanual weapons.  A special
  *     exception is made for two-weapon combat.
  * 4.  Is used as the second weapon for two-weapon combat, and as
  *     a convenience to swap with the main weapon.
  * 5.  Never conveys intrinsics.
  * 6.  Cursed items never weld (see #3 for reasons), but they also
  *     prevent two-weapon combat.
  *
  * The quiver (uquiver):
  * 1.  Is filled by the (Q)uiver command.
  * 2.  Can be filled with any type of item.
  * 3.  Is considered to be carried in a special part of the pack.
  * 4.  Is used as the item to throw with the (f)ire command.
  *     This is a convenience over the normal (t)hrow command.
  * 5.  Never conveys intrinsics.
  * 6.  Cursed items never weld; their effect is handled by the normal
  *     throwing code.
  * 7.  The autoquiver option will fill it with something deemed
  *     suitable if (f)ire is used when it's empty.
  *
  * No item may be in more than one of these slots.
  */
 
 STATIC_DCL boolean FDECL(cant_wield_corpse, (struct obj *));
 STATIC_DCL int FDECL(ready_weapon, (struct obj *));
 
 /* used by will_weld() */
 /* probably should be renamed */
 #define erodeable_wep(optr)                             \
     ((optr)->oclass == WEAPON_CLASS || is_weptool(optr) \
      || (optr)->otyp == HEAVY_IRON_BALL || (optr)->otyp == IRON_CHAIN)
 
 /* used by welded(), and also while wielding */
 #define will_weld(optr) \
     ((optr)->cursed && (erodeable_wep(optr) || (optr)->otyp == TIN_OPENER))
 

Functions that place a given item in a slot

 /*** Functions that place a given item in a slot ***/
 /* Proper usage includes:
  * 1.  Initializing the slot during character generation or a
  *     restore.
  * 2.  Setting the slot due to a player's actions.
  * 3.  If one of the objects in the slot are split off, these
  *     functions can be used to put the remainder back in the slot.
  * 4.  Putting an item that was thrown and returned back into the slot.
  * 5.  Emptying the slot, by passing a null object.  NEVER pass
  *     zeroobj!
  *
  * If the item is being moved from another slot, it is the caller's
  * responsibility to handle that.  It's also the caller's responsibility
  * to print the appropriate messages.
  */

setuwep

 void
 setuwep(obj)
 register struct obj *obj;
 {
     struct obj *olduwep = uwep;
 
     if (obj == uwep)
         return; /* necessary to not set unweapon */
     /* This message isn't printed in the caller because it happens
      * *whenever* Sunsword is unwielded, from whatever cause.
      */
     setworn(obj, W_WEP);
     if (uwep == obj && artifact_light(olduwep) && olduwep->lamplit) {
         end_burn(olduwep, FALSE);
         if (!Blind)
             pline("%s shining.", Tobjnam(olduwep, "stop"));
     }
     /* Note: Explicitly wielding a pick-axe will not give a "bashing"
      * message.  Wielding one via 'a'pplying it will.
      * 3.2.2:  Wielding arbitrary objects will give bashing message too.
      */
     if (obj) {
         unweapon = (obj->oclass == WEAPON_CLASS)
                        ? is_launcher(obj) || is_ammo(obj) || is_missile(obj)
                              || (is_pole(obj) && !u.usteed)
                        : !is_weptool(obj) && !is_wet_towel(obj);
     } else
         unweapon = TRUE; /* for "bare hands" message */
     update_inventory();
 }
 

cant_wield_corpse

 STATIC_OVL boolean
 cant_wield_corpse(obj)
 struct obj *obj;
 {
     char kbuf[BUFSZ];
 
     if (uarmg || obj->otyp != CORPSE || !touch_petrifies(&mons[obj->corpsenm])
         || Stone_resistance)
         return FALSE;
 
     /* Prevent wielding cockatrice when not wearing gloves --KAA */
     You("wield %s in your bare %s.",
         corpse_xname(obj, (const char *) 0, CXN_PFX_THE),
         makeplural(body_part(HAND)));
     Sprintf(kbuf, "wielding %s bare-handed", killer_xname(obj));
     instapetrify(kbuf);
     return TRUE;
 }
 

ready_weapon

 STATIC_OVL int
 ready_weapon(wep)
 struct obj *wep;
 {
     /* Separated function so swapping works easily */
     int res = 0;
 
     if (!wep) {
         /* No weapon */
         if (uwep) {
             You("are empty %s.", body_part(HANDED));
             setuwep((struct obj *) 0);
             res++;
         } else
             You("are already empty %s.", body_part(HANDED));
     } else if (wep->otyp == CORPSE && cant_wield_corpse(wep)) {
         /* hero must have been life-saved to get here; use a turn */
         res++; /* corpse won't be wielded */
     } else if (uarms && bimanual(wep)) {
         You("cannot wield a two-handed %s while wearing a shield.",
             is_sword(wep) ? "sword" : wep->otyp == BATTLE_AXE ? "axe"
                                                               : "weapon");
     } else if (!retouch_object(&wep, FALSE)) {
         res++; /* takes a turn even though it doesn't get wielded */
     } else {
         /* Weapon WILL be wielded after this point */
         res++;
         if (will_weld(wep)) {
             const char *tmp = xname(wep), *thestr = "The ";
 
             if (strncmp(tmp, thestr, 4) && !strncmp(The(tmp), thestr, 4))
                 tmp = thestr;
             else
                 tmp = "";
             pline("%s%s %s to your %s!", tmp, aobjnam(wep, "weld"),
                   (wep->quan == 1L) ? "itself" : "themselves", /* a3 */
                   bimanual(wep) ? (const char *) makeplural(body_part(HAND))
                                 : body_part(HAND));
             wep->bknown = TRUE;
         } else {
             /* The message must be printed before setuwep (since
              * you might die and be revived from changing weapons),
              * and the message must be before the death message and
              * Lifesaved rewielding.  Yet we want the message to
              * say "weapon in hand", thus this kludge.
              */
             long dummy = wep->owornmask;
 
             wep->owornmask |= W_WEP;
             prinv((char *) 0, wep, 0L);
             wep->owornmask = dummy;
         }
         setuwep(wep);
 
         /* KMH -- Talking artifacts are finally implemented */
         arti_speak(wep);
 
         if (artifact_light(wep) && !wep->lamplit) {
             begin_burn(wep, FALSE);
             if (!Blind)
                 pline("%s to shine %s!", Tobjnam(wep, "begin"),
                       arti_light_description(wep));
         }
 #if 0
         /* we'll get back to this someday, but it's not balanced yet */
         if (Race_if(PM_ELF) && !wep->oartifact
             && objects[wep->otyp].oc_material == IRON) {
             /* Elves are averse to wielding cold iron */
             You("have an uneasy feeling about wielding cold iron.");
             change_luck(-1);
         }
 #endif
         if (wep->unpaid) {
             struct monst *this_shkp;
 
             if ((this_shkp = shop_keeper(inside_shop(u.ux, u.uy)))
                 != (struct monst *) 0) {
                 pline("%s says \"You be careful with my %s!\"",
                       shkname(this_shkp), xname(wep));
             }
         }
     }
     return res;
 }
 

setuqwep

 void
 setuqwep(obj)
 register struct obj *obj;
 {
     setworn(obj, W_QUIVER);
     update_inventory();
 }
 
 void
 setuswapwep(obj)
 register struct obj *obj;
 {
     setworn(obj, W_SWAPWEP);
     update_inventory();
 }
 

Commands to change particular slot(s)

 /*** Commands to change particular slot(s) ***/
 
 static NEARDATA const char wield_objs[] = { ALL_CLASSES, ALLOW_NONE,
                                             WEAPON_CLASS, TOOL_CLASS, 0 };
 static NEARDATA const char ready_objs[] = { COIN_CLASS, ALL_CLASSES,
                                             ALLOW_NONE, WEAPON_CLASS, 0 };
 static NEARDATA const char bullets[] = /* (note: different from dothrow.c) */
     { COIN_CLASS, ALL_CLASSES, ALLOW_NONE, GEM_CLASS, WEAPON_CLASS, 0 };
 

dowield

 int
 dowield()
 {
     register struct obj *wep, *oldwep;
     int result;
 
     /* May we attempt this? */
     multi = 0;
     if (cantwield(youmonst.data)) {
         pline("Don't be ridiculous!");
         return 0;
     }
 
     /* Prompt for a new weapon */
     if (!(wep = getobj(wield_objs, "wield")))
         /* Cancelled */
         return 0;
     else if (wep == uwep) {
         You("are already wielding that!");
         if (is_weptool(wep) || is_wet_towel(wep))
             unweapon = FALSE; /* [see setuwep()] */
         return 0;
     } else if (welded(uwep)) {
         weldmsg(uwep);
         /* previously interrupted armor removal mustn't be resumed */
         reset_remarm();
         return 0;
     }
 
     /* Handle no object, or object in other slot */
     if (wep == &zeroobj)
         wep = (struct obj *) 0;
     else if (wep == uswapwep)
         return doswapweapon();
     else if (wep == uquiver)
         setuqwep((struct obj *) 0);
     else if (wep->owornmask & (W_ARMOR | W_ACCESSORY | W_SADDLE)) {
         You("cannot wield that!");
         return 0;
     }
 
     /* Set your new primary weapon */
     oldwep = uwep;
     result = ready_weapon(wep);
     if (flags.pushweapon && oldwep && uwep != oldwep)
         setuswapwep(oldwep);
     untwoweapon();
 
     return result;
 }
 

doswapweapon

 int
 doswapweapon()
 {
     register struct obj *oldwep, *oldswap;
     int result = 0;
 
     /* May we attempt this? */
     multi = 0;
     if (cantwield(youmonst.data)) {
         pline("Don't be ridiculous!");
         return 0;
     }
     if (welded(uwep)) {
         weldmsg(uwep);
         return 0;
     }
 
     /* Unwield your current secondary weapon */
     oldwep = uwep;
     oldswap = uswapwep;
     setuswapwep((struct obj *) 0);
 
     /* Set your new primary weapon */
     result = ready_weapon(oldswap);
 
     /* Set your new secondary weapon */
     if (uwep == oldwep)
         /* Wield failed for some reason */
         setuswapwep(oldswap);
     else {
         setuswapwep(oldwep);
         if (uswapwep)
             prinv((char *) 0, uswapwep, 0L);
         else
             You("have no secondary weapon readied.");
     }
 
     if (u.twoweap && !can_twoweapon())
         untwoweapon();
 
     return result;
 }
 

dowieldquiver

 int
 dowieldquiver()
 {
     register struct obj *newquiver;
     const char *quivee_types =
         (uslinging()
          || (uswapwep && objects[uswapwep->otyp].oc_skill == P_SLING))
             ? bullets
             : ready_objs;
 
     /* Since the quiver isn't in your hands, don't check cantwield(), */
     /* will_weld(), touch_petrifies(), etc. */
     multi = 0;
 
     /* Prompt for a new quiver */
     if (!(newquiver = getobj(quivee_types, "ready")))
         /* Cancelled */
         return 0;
 
     /* Handle no object, or object in other slot */
     /* Any type is okay, since we give no intrinsics anyways */
     if (newquiver == &zeroobj) {
         /* Explicitly nothing */
         if (uquiver) {
             You("now have no ammunition readied.");
             setuqwep(newquiver = (struct obj *) 0);
         } else {
             You("already have no ammunition readied!");
             return 0;
         }
     } else if (newquiver == uquiver) {
         pline("That ammunition is already readied!");
         return 0;
     } else if (newquiver == uwep) {
         /* Prevent accidentally readying the main weapon */
         pline("%s already being used as a weapon!",
               !is_plural(uwep) ? "That is" : "They are");
         return 0;
     } else if (newquiver->owornmask & (W_ARMOR | W_ACCESSORY | W_SADDLE)) {
         You("cannot ready that!");
         return 0;
     } else {
         long dummy;
 
         /* Check if it's the secondary weapon */
         if (newquiver == uswapwep) {
             setuswapwep((struct obj *) 0);
             untwoweapon();
         }
 
         /* Okay to put in quiver; print it */
         dummy = newquiver->owornmask;
         newquiver->owornmask |= W_QUIVER;
         prinv((char *) 0, newquiver, 0L);
         newquiver->owornmask = dummy;
     }
 
     /* Finally, place it in the quiver */
     setuqwep(newquiver);
     /* Take no time since this is a convenience slot */
     return 0;
 }
 

wield_tool

 /* used for #rub and for applying pick-axe, whip, grappling hook or polearm */
 boolean
 wield_tool(obj, verb)
 struct obj *obj;
 const char *verb; /* "rub",&c */
 {
     const char *what;
     boolean more_than_1;
 
     if (obj == uwep)
         return TRUE; /* nothing to do if already wielding it */
 
     if (!verb)
         verb = "wield";
     what = xname(obj);
     more_than_1 = (obj->quan > 1L || strstri(what, "pair of ") != 0
                    || strstri(what, "s of ") != 0);
 
     if (obj->owornmask & (W_ARMOR | W_ACCESSORY)) {
         You_cant("%s %s while wearing %s.", verb, yname(obj),
                  more_than_1 ? "them" : "it");
         return FALSE;
     }
     if (welded(uwep)) {
         if (flags.verbose) {
             const char *hand = body_part(HAND);
 
             if (bimanual(uwep))
                 hand = makeplural(hand);
             if (strstri(what, "pair of ") != 0)
                 more_than_1 = FALSE;
             pline(
                "Since your weapon is welded to your %s, you cannot %s %s %s.",
                   hand, verb, more_than_1 ? "those" : "that", xname(obj));
         } else {
             You_cant("do that.");
         }
         return FALSE;
     }
     if (cantwield(youmonst.data)) {
         You_cant("hold %s strongly enough.", more_than_1 ? "them" : "it");
         return FALSE;
     }
     /* check shield */
     if (uarms && bimanual(obj)) {
         You("cannot %s a two-handed %s while wearing a shield.", verb,
             (obj->oclass == WEAPON_CLASS) ? "weapon" : "tool");
         return FALSE;
     }
 
     if (uquiver == obj)
         setuqwep((struct obj *) 0);
     if (uswapwep == obj) {
         (void) doswapweapon();
         /* doswapweapon might fail */
         if (uswapwep == obj)
             return FALSE;
     } else {
         struct obj *oldwep = uwep;
 
         You("now wield %s.", doname(obj));
         setuwep(obj);
         if (flags.pushweapon && oldwep && uwep != oldwep)
             setuswapwep(oldwep);
     }
     if (uwep != obj)
         return FALSE; /* rewielded old object after dying */
     /* applying weapon or tool that gets wielded ends two-weapon combat */
     if (u.twoweap)
         untwoweapon();
     if (obj->oclass != WEAPON_CLASS)
         unweapon = TRUE;
     return TRUE;
 }
 

can_twoweapon

 int
 can_twoweapon()
 {
     struct obj *otmp;
 
 #define NOT_WEAPON(obj) (!is_weptool(obj) && obj->oclass != WEAPON_CLASS)
     if (!could_twoweap(youmonst.data)) {
         if (Upolyd)
             You_cant("use two weapons in your current form.");
         else
             pline("%s aren't able to use two weapons at once.",
                   makeplural((flags.female && urole.name.f) ? urole.name.f
                                                             : urole.name.m));
     } else if (!uwep || !uswapwep)
         Your("%s%s%s empty.", uwep ? "left " : uswapwep ? "right " : "",
              body_part(HAND), (!uwep && !uswapwep) ? "s are" : " is");
     else if (NOT_WEAPON(uwep) || NOT_WEAPON(uswapwep)) {
         otmp = NOT_WEAPON(uwep) ? uwep : uswapwep;
         pline("%s %s.", Yname2(otmp),
               is_plural(otmp) ? "aren't weapons" : "isn't a weapon");
     } else if (bimanual(uwep) || bimanual(uswapwep)) {
         otmp = bimanual(uwep) ? uwep : uswapwep;
         pline("%s isn't one-handed.", Yname2(otmp));
     } else if (uarms)
         You_cant("use two weapons while wearing a shield.");
     else if (uswapwep->oartifact)
         pline("%s being held second to another weapon!",
               Yobjnam2(uswapwep, "resist"));
     else if (uswapwep->otyp == CORPSE && cant_wield_corpse(uswapwep)) {
         /* [Note: NOT_WEAPON() check prevents ever getting here...] */
         ; /* must be life-saved to reach here; return FALSE */
     } else if (Glib || uswapwep->cursed) {
         if (!Glib)
             uswapwep->bknown = TRUE;
         drop_uswapwep();
     } else
         return TRUE;
     return FALSE;
 }
 

drop_uswapwep

 void
 drop_uswapwep()
 {
     char str[BUFSZ];
     struct obj *obj = uswapwep;
 
     /* Avoid trashing makeplural's static buffer */
     Strcpy(str, makeplural(body_part(HAND)));
     pline("%s from your %s!", Yobjnam2(obj, "slip"), str);
     dropx(obj);
 }
 

dotwoweapon

 int
 dotwoweapon()
 {
     /* You can always toggle it off */
     if (u.twoweap) {
         You("switch to your primary weapon.");
         u.twoweap = 0;
         update_inventory();
         return 0;
     }
 
     /* May we use two weapons? */
     if (can_twoweapon()) {
         /* Success! */
         You("begin two-weapon combat.");
         u.twoweap = 1;
         update_inventory();
         return (rnd(20) > ACURR(A_DEX));
     }
     return 0;
 }
 

Functions to empty a given slot

 /*** Functions to empty a given slot ***/
 /* These should be used only when the item can't be put back in
  * the slot by life saving.  Proper usage includes:
  * 1.  The item has been eaten, stolen, burned away, or rotted away.
  * 2.  Making an item disappear for a bones pile.
  */

uwepgone

 void
 uwepgone()
 {
     if (uwep) {
         if (artifact_light(uwep) && uwep->lamplit) {
             end_burn(uwep, FALSE);
             if (!Blind)
                 pline("%s shining.", Tobjnam(uwep, "stop"));
         }
         setworn((struct obj *) 0, W_WEP);
         unweapon = TRUE;
         update_inventory();
     }
 }
 

uswapwepgone

 void
 uswapwepgone()
 {
     if (uswapwep) {
         setworn((struct obj *) 0, W_SWAPWEP);
         update_inventory();
     }
 }
 

uqwepgone

 void
 uqwepgone()
 {
     if (uquiver) {
         setworn((struct obj *) 0, W_QUIVER);
         update_inventory();
     }
 }
 

= untwoweapon

 void
 untwoweapon()
 {
     if (u.twoweap) {
         You("can no longer use two weapons at once.");
         u.twoweap = FALSE;
         update_inventory();
     }
     return;
 }
 

chwepon

 int
 chwepon(otmp, amount)
 register struct obj *otmp;
 register int amount;
 {
     const char *color = hcolor((amount < 0) ? NH_BLACK : NH_BLUE);
     const char *xtime, *wepname = "";
     boolean multiple;
     int otyp = STRANGE_OBJECT;
 
     if (!uwep || (uwep->oclass != WEAPON_CLASS && !is_weptool(uwep))) {
         char buf[BUFSZ];
 
         Sprintf(buf, "Your %s %s.", makeplural(body_part(HAND)),
                 (amount >= 0) ? "twitch" : "itch");
         strange_feeling(otmp, buf);
         exercise(A_DEX, (boolean) (amount >= 0));
         return 0;
     }
 
     if (otmp && otmp->oclass == SCROLL_CLASS)
         otyp = otmp->otyp;
 
     if (uwep->otyp == WORM_TOOTH && amount >= 0) {
         multiple = (uwep->quan > 1L);
         /* order: message, transformation, shop handling */
         Your("%s %s much sharper now.", simpleonames(uwep),
              multiple ? "fuse, and become" : "is");
         uwep->otyp = CRYSKNIFE;
         uwep->oerodeproof = 0;
         if (multiple) {
             uwep->quan = 1L;
             uwep->owt = weight(uwep);
         }
         if (uwep->cursed)
             uncurse(uwep);
         /* update shop bill to reflect new higher value */
         if (uwep->unpaid)
             alter_cost(uwep, 0L);
         if (otyp != STRANGE_OBJECT)
             makeknown(otyp);
         if (multiple)
             encumber_msg();
         return 1;
     } else if (uwep->otyp == CRYSKNIFE && amount < 0) {
         multiple = (uwep->quan > 1L);
         /* order matters: message, shop handling, transformation */
         Your("%s %s much duller now.", simpleonames(uwep),
              multiple ? "fuse, and become" : "is");
         costly_alteration(uwep, COST_DEGRD); /* DECHNT? other? */
         uwep->otyp = WORM_TOOTH;
         uwep->oerodeproof = 0;
         if (multiple) {
             uwep->quan = 1L;
             uwep->owt = weight(uwep);
         }
         if (otyp != STRANGE_OBJECT && otmp->bknown)
             makeknown(otyp);
         if (multiple)
             encumber_msg();
         return 1;
     }
 
     if (has_oname(uwep))
         wepname = ONAME(uwep);
     if (amount < 0 && uwep->oartifact && restrict_name(uwep, wepname)) {
         if (!Blind)
             pline("%s %s.", Yobjnam2(uwep, "faintly glow"), color);
         return 1;
     }
     /* there is a (soft) upper and lower limit to uwep->spe */
     if (((uwep->spe > 5 && amount >= 0) || (uwep->spe < -5 && amount < 0))
         && rn2(3)) {
         if (!Blind)
             pline("%s %s for a while and then %s.",
                   Yobjnam2(uwep, "violently glow"), color,
                   otense(uwep, "evaporate"));
         else
             pline("%s.", Yobjnam2(uwep, "evaporate"));
 
         useupall(uwep); /* let all of them disappear */
         return 1;
     }
     if (!Blind) {
         xtime = (amount * amount == 1) ? "moment" : "while";
         pline("%s %s for a %s.",
               Yobjnam2(uwep, amount == 0 ? "violently glow" : "glow"), color,
               xtime);
         if (otyp != STRANGE_OBJECT && uwep->known
             && (amount > 0 || (amount < 0 && otmp->bknown)))
             makeknown(otyp);
     }
     if (amount < 0)
         costly_alteration(uwep, COST_DECHNT);
     uwep->spe += amount;
     if (amount > 0) {
         if (uwep->cursed)
             uncurse(uwep);
         /* update shop bill to reflect new higher price */
         if (uwep->unpaid)
             alter_cost(uwep, 0L);
     }
 
     /*
      * Enchantment, which normally improves a weapon, has an
      * addition adverse reaction on Magicbane whose effects are
      * spe dependent.  Give an obscure clue here.
      */
     if (uwep->oartifact == ART_MAGICBANE && uwep->spe >= 0) {
         Your("right %s %sches!", body_part(HAND),
              (((amount > 1) && (uwep->spe > 1)) ? "flin" : "it"));
     }
 
     /* an elven magic clue, cookie@keebler */
     /* elven weapons vibrate warningly when enchanted beyond a limit */
     if ((uwep->spe > 5)
         && (is_elven_weapon(uwep) || uwep->oartifact || !rn2(7)))
         pline("%s unexpectedly.", Yobjnam2(uwep, "suddenly vibrate"));
 
     return 1;
 }
 

welded

 int
 welded(obj)
 register struct obj *obj;
 {
     if (obj && obj == uwep && will_weld(obj)) {
         obj->bknown = TRUE;
         return 1;
     }
     return 0;
 }
 

weldmsg

 void
 weldmsg(obj)
 register struct obj *obj;
 {
     long savewornmask;
 
     savewornmask = obj->owornmask;
     pline("%s welded to your %s!", Yobjnam2(obj, "are"),
           bimanual(obj) ? (const char *) makeplural(body_part(HAND))
                         : body_part(HAND));
     obj->owornmask = savewornmask;
 }
 

mwelded

 /* test whether monster's wielded weapon is stuck to hand/paw/whatever */
 boolean
 mwelded(obj)
 struct obj *obj;
 {
     /* caller is responsible for making sure this is a monster's item */
     if (obj && (obj->owornmask & W_WEP) && will_weld(obj))
         return TRUE;
     return FALSE;
 }
 
 /*wield.c*/