Source:NetHack 3.3.0/wield.c

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Below is the full text to wield.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/wield.c#line123]], for example.

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1.    /*	SCCS Id: @(#)wield.c	3.3	1999/08/16	*/
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 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.    * Note: setuwep() with a null obj, and uwepgone(), are NOT the same!
88.    * Sometimes unwielding a weapon can kill you, and lifesaving will then
89.    * put it back into your hand.  If lifesaving is permitted to do this,
90.    * use setwuep((struct obj *)0); otherwise use uwepgone().
91.    *
92.    * If the item is being moved from another slot, it is the caller's
93.    * responsibility to handle that.  It's also the caller's responsibility
94.    * to print the appropriate messages.
95.    */
96.   void
97.   setuwep(obj)
98.   register struct obj *obj;
99.   {
100.  	if (obj == uwep) return; /* necessary to not set unweapon */
101.  	setworn(obj, W_WEP);
102.  	/* Note: Explicitly wielding a pick-axe will not give a "bashing"
103.  	 * message.  Wielding one via 'a'pplying it will.
104.  	 * 3.2.2:  Wielding arbitrary objects will give bashing message too.
105.  	 */
106.  	if (obj) {
107.  		unweapon = (obj->oclass == WEAPON_CLASS) ?
108.  				is_launcher(obj) || is_ammo(obj) ||
109.  				is_missile(obj) || is_pole(obj) :
110.  			   !is_weptool(obj);
111.  	} else
112.  		unweapon = TRUE;	/* for "bare hands" message */
113.  	update_inventory();
114.  }
115.  
116.  static int
117.  ready_weapon(wep)
118.  struct obj *wep;
119.  {
120.  	/* Separated function so swapping works easily */
121.  	int res = 0;
122.  
123.  	if (!wep) {
124.  	    /* No weapon */
125.  	    if (uwep) {
126.  		You("are empty %s.", body_part(HANDED));
127.  		setuwep((struct obj *) 0);
128.  		res++;
129.  	    } else
130.  		You("are already empty %s.", body_part(HANDED));
131.  	} else if (!uarmg && !Stone_resistance && wep->otyp == CORPSE
132.  				&& touch_petrifies(&mons[wep->corpsenm])) {
133.  	    /* Prevent wielding cockatrice when not wearing gloves --KAA */
134.              char kbuf[BUFSZ];
135.  
136.              You("wield the %s corpse in your bare %s.",
137.                  mons[wep->corpsenm].mname, makeplural(body_part(HAND)));
138.              Sprintf(kbuf, "%s corpse", an(mons[wep->corpsenm].mname));
139.              instapetrify(kbuf);
140.  	} else if (uarms && bimanual(wep))
141.  	    You("cannot wield a two-handed %s while wearing a shield.",
142.  		is_sword(wep) ? "sword" :
143.  		    wep->otyp == BATTLE_AXE ? "axe" : "weapon");
144.  	else if (wep->oartifact && !touch_artifact(wep, &youmonst)) {
145.  	    res++;	/* takes a turn even though it doesn't get wielded */
146.  	} else {
147.  	    /* Weapon WILL be wielded after this point */
148.  	    res++;
149.  	    if (will_weld(wep)) {
150.  		const char *tmp = xname(wep), *thestr = "The ";
151.  		if (strncmp(tmp, thestr, 4) && !strncmp(The(tmp),thestr,4))
152.  		    tmp = thestr;
153.  		else tmp = "";
154.  		pline("%s%s %s to your %s!", tmp, aobjnam(wep, "weld"),
155.  			(wep->quan == 1L) ? "itself" : "themselves", /* a3 */
156.  			bimanual(wep) ?
157.  				(const char *)makeplural(body_part(HAND))
158.  				: body_part(HAND));
159.  		wep->bknown = TRUE;
160.  	    } else {
161.  		/* The message must be printed before setuwep (since
162.  		 * you might die and be revived from changing weapons),
163.  		 * and the message must be before the death message and
164.  		 * Lifesaved rewielding.  Yet we want the message to
165.  		 * say "weapon in hand", thus this kludge.
166.  		 */
167.  		long dummy = wep->owornmask;
168.  		wep->owornmask |= W_WEP;
169.  		prinv((char *)0, wep, 0L);
170.  		wep->owornmask = dummy;
171.  	    }
172.  	    setuwep(wep);
173.  
174.  	    /* KMH -- Talking artifacts are finally implemented */
175.  	    arti_speak(wep);
176.  
177.  #if 0
178.  	    /* we'll get back to this someday, but it's not balanced yet */
179.  	    if (Race_if(PM_ELF) && !wep->oartifact &&
180.  			    objects[wep->otyp].oc_material == IRON) {
181.  		/* Elves are averse to wielding cold iron */
182.  		You("have an uneasy feeling about wielding cold iron.");
183.  		change_luck(-1);
184.  	    }
185.  #endif
186.  
187.  	    if (wep->unpaid) {
188.  		struct monst *this_shkp;
189.  
190.  		if ((this_shkp = shop_keeper(inside_shop(u.ux, u.uy))) !=
191.  		    (struct monst *)0) {
192.  		    pline("%s says \"You be careful with my %s!\"",
193.  			  shkname(this_shkp),
194.  			  xname(wep));
195.  		}
196.  	    }
197.  	}
198.  	return(res);
199.  	/* Take no time if we are dextrous enough */
200.  /*	return ((rnd(20) > ACURR(A_DEX)) ? res : 0);*/
201.  }
202.  
203.  void
204.  setuqwep(obj)
205.  register struct obj *obj;
206.  {
207.  	setworn(obj, W_QUIVER);
208.  	update_inventory();
209.  }
210.  
211.  void
212.  setuswapwep(obj)
213.  register struct obj *obj;
214.  {
215.  	setworn(obj, W_SWAPWEP);
216.  	update_inventory();
217.  }
218.  
219.  
220.  /*** Commands to change particular slot(s) ***/
221.  
222.  static NEARDATA const char wield_objs[] =
223.  	{ ALL_CLASSES, ALLOW_NONE, WEAPON_CLASS, TOOL_CLASS, 0 };
224.  
225.  int
226.  dowield()
227.  {
228.  	register struct obj *wep;
229.  	int result;
230.  
231.  	/* May we attempt this? */
232.  	multi = 0;
233.  	if (cantwield(youmonst.data)) {
234.  		pline("Don't be ridiculous!");
235.  		return(0);
236.  	}
237.  
238.  	/* Prompt for a new weapon */
239.  	if (!(wep = getobj(wield_objs, "wield")))
240.  		/* Cancelled */
241.  		return (0);
242.  	else if (wep == uwep) {
243.  	    You("are already wielding that!");
244.  	    if (is_weptool(wep)) unweapon = FALSE;	/* [see setuwep()] */
245.  		return (0);
246.  	} else if (welded(uwep)) {
247.  		weldmsg(uwep);
248.  		return (0);
249.  	}
250.  
251.  	/* Handle no object, or object in other slot */
252.  	if (wep == &zeroobj)
253.  		wep = (struct obj *) 0;
254.  	else if (wep == uswapwep)
255.  		return (doswapweapon());
256.  	else if (wep == uquiver)
257.  		setuqwep((struct obj *) 0);
258.  	else if (wep->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL
259.  #ifdef STEED
260.  			| W_SADDLE
261.  #endif
262.  			)) {
263.  		You("cannot wield that!");
264.  		return (0);
265.  	}
266.  
267.  	/* Set your new primary weapon */
268.  	if (flags.pushweapon && uwep)
269.  		setuswapwep(uwep);
270.  	result = ready_weapon(wep);
271.  	untwoweapon();
272.  
273.  	return (result);
274.  }
275.  
276.  int
277.  doswapweapon()
278.  {
279.  	register struct obj *oldwep, *oldswap;
280.  	int result = 0;
281.  
282.  
283.  	/* May we attempt this? */
284.  	multi = 0;
285.  	if (cantwield(youmonst.data)) {
286.  		pline("Don't be ridiculous!");
287.  		return(0);
288.  	}
289.  	if (welded(uwep)) {
290.  		weldmsg(uwep);
291.  		return (0);
292.  	}
293.  
294.  	/* Unwield your current secondary weapon */
295.  	oldwep = uwep;
296.  	oldswap = uswapwep;
297.  	setuswapwep((struct obj *) 0);
298.  
299.  	/* Set your new primary weapon */
300.  	result = ready_weapon(oldswap);
301.  
302.  	/* Set your new secondary weapon */
303.  	if (uwep == oldwep)
304.  		/* Wield failed for some reason */
305.  		setuswapwep(oldswap);
306.  	else {
307.  		setuswapwep(oldwep);
308.  		if (uswapwep)
309.  			prinv((char *)0, uswapwep, 0L);
310.  		else
311.  			You("have no secondary weapon readied.");
312.  	}
313.  
314.  	if (u.twoweap && !can_twoweapon())
315.  		untwoweapon();
316.  
317.  	return (result);
318.  }
319.  
320.  int
321.  dowieldquiver()
322.  {
323.  	register struct obj *newquiver;
324.  
325.  
326.  	/* Since the quiver isn't in your hands, don't check cantwield(), */
327.  	/* will_weld(), touch_petrifies(), etc. */
328.  	multi = 0;
329.  
330.  	/* Because 'Q' used to be quit... */
331.  	if (!flags.suppress_alert || flags.suppress_alert < FEATURE_NOTICE_VER(3,3,0))
332.  		pline("Note: Please use #quit if you wish to exit the game.");
333.  
334.  	/* Prompt for a new quiver */
335.  	if (!(newquiver = getobj(wield_objs, "ready")))
336.  		/* Cancelled */
337.  		return (0);
338.  
339.  	/* Handle no object, or object in other slot */
340.  	/* Any type is okay, since we give no intrinsics anyways */
341.  	if (newquiver == &zeroobj) {
342.  		/* Explicitly nothing */
343.  		if (uquiver) {
344.  			pline("You now have no ammunition readied.");
345.  			setuqwep(newquiver = (struct obj *) 0);
346.  		} else {
347.  			pline("You already have no ammunition readied!");
348.  			return(0);
349.  		}
350.  	} else if (newquiver == uquiver) {
351.  		pline("That ammunition is already readied!");
352.  		return(0);
353.  	} else if (newquiver == uwep) {
354.  		/* Prevent accidentally readying the main weapon */
355.  		pline("That is already being used as a weapon!");
356.  		return(0);
357.  	} else if (newquiver->owornmask & (W_ARMOR | W_RING | W_AMUL | W_TOOL
358.  #ifdef STEED
359.  			| W_SADDLE
360.  #endif
361.  			)) {
362.  		You("cannot ready that!");
363.  		return (0);
364.  	} else {
365.  		long dummy;
366.  
367.  
368.  		/* Check if it's the secondary weapon */
369.  		if (newquiver == uswapwep) {
370.  			setuswapwep((struct obj *) 0);
371.  			untwoweapon();
372.  		}
373.  
374.  		/* Okay to put in quiver; print it */
375.  		dummy = newquiver->owornmask;
376.  		newquiver->owornmask |= W_QUIVER;
377.  		prinv((char *)0, newquiver, 0L);
378.  		newquiver->owornmask = dummy;
379.  	}
380.  
381.  	/* Finally, place it in the quiver */
382.  	setuqwep(newquiver);
383.  	/* Take no time if we are dextrous enough */
384.  	return (rnd(20) > ACURR(A_DEX));
385.  }
386.  
387.  int
388.  can_twoweapon()
389.  {
390.  #define NOT_WEAPON(obj) (!is_weptool(obj) && obj->oclass != WEAPON_CLASS)
391.  	if (Upolyd)
392.  		You("can only use two weapons in your normal form.");
393.  	else if (!uwep || !uswapwep)
394.  		Your("%s%s%s empty.", uwep ? "left " : uswapwep ? "right " : "",
395.  			body_part(HAND), (!uwep && !uswapwep) ? "s are" : " is");
396.  	else if (NOT_WEAPON(uwep) || bimanual(uwep))
397.  		pline("%s isn't %s%s%s.", Yname2(uwep),
398.  			NOT_WEAPON(uwep) ? "a ": "",
399.  			bimanual(uwep) ? "one-handed": "",
400.  			NOT_WEAPON(uwep) ? "weapon": "");
401.  	else if (NOT_WEAPON(uswapwep) || bimanual(uswapwep))
402.  		pline("%s isn't %s%s%s.", Yname2(uswapwep),
403.  			NOT_WEAPON(uswapwep) ? "a ": "",
404.  			bimanual(uswapwep) ? "one-handed": "",
405.  			NOT_WEAPON(uswapwep) ? "weapon": "");
406.  	else if (uarms)
407.  		You("can't use two weapons while wearing a shield.");
408.  	else if (uswapwep->oartifact)
409.  		pline("%s resists being held second to another weapon!",
410.  			Yname2(uswapwep));
411.  	else if (!uarmg && !Stone_resistance && (uswapwep->otyp == CORPSE &&                   
412.                    (touch_petrifies(&mons[uswapwep->corpsenm])))) {
413.  		char kbuf[BUFSZ];
414.  
415.  		You("wield the %s corpse with your bare %s.",
416.  		    mons[uswapwep->corpsenm].mname, body_part(HAND));
417.  		Sprintf(kbuf, "%s corpse", an(mons[uswapwep->corpsenm].mname));            
418.  		instapetrify(kbuf);
419.  	} else if (Glib || uswapwep->cursed) {
420.  		struct obj *obj = uswapwep;
421.  
422.  		Your("%s from your %s!",  aobjnam(obj, "slip"),
423.  				makeplural(body_part(HAND)));
424.  		if (!Glib)
425.  			obj->bknown = TRUE;
426.  		setuswapwep((struct obj *) 0);
427.  		dropx(obj);
428.  	} else
429.  		return (TRUE);
430.  	return (FALSE);
431.  }
432.  
433.  int
434.  dotwoweapon()
435.  {
436.  	/* You can always toggle it off */
437.  	if (u.twoweap) {
438.  		You("switch to your primary weapon.");
439.  		u.twoweap = 0;
440.  		return (0);
441.  	}
442.  
443.  	/* May we use two weapons? */
444.  	if (can_twoweapon()) {
445.  		/* Success! */
446.  		You("begin two-weapon combat.");
447.  		u.twoweap = 1;
448.  		return (rnd(20) > ACURR(A_DEX));
449.  	}
450.  	return (0);
451.  }
452.  
453.  /*** Functions to empty a given slot ***/
454.  /* These should be used only when the item can't be put back in
455.   * the slot by life saving.  Proper usage includes:
456.   * 1.  The item has been eaten, stolen, burned away, or rotted away.
457.   * 2.  Making an item disappear for a bones pile.
458.   */
459.  void
460.  uwepgone()
461.  {
462.  	if (uwep) {
463.  		setworn((struct obj *)0, W_WEP);
464.  		unweapon = TRUE;
465.  		update_inventory();
466.  	}
467.  }
468.  
469.  void
470.  uswapwepgone()
471.  {
472.  	if (uswapwep) {
473.  		setworn((struct obj *)0, W_SWAPWEP);
474.  		update_inventory();
475.  	}
476.  }
477.  
478.  void
479.  uqwepgone()
480.  {
481.  	if (uquiver) {
482.  		setworn((struct obj *)0, W_QUIVER);
483.  		update_inventory();
484.  	}
485.  }
486.  
487.  void
488.  untwoweapon()
489.  {
490.  	if (u.twoweap) {
491.  		You("can no longer use two weapons at once.");
492.  		u.twoweap = FALSE;
493.  	}
494.  	return;
495.  }
496.  
497.  /* Maybe rust weapon, or corrode it if acid damage is called for */
498.  void
499.  erode_weapon(victim, acid_dmg)
500.  struct monst *victim;
501.  boolean acid_dmg;
502.  {
503.  	int erosion;
504.  	struct obj *target;
505.  	boolean vismon = (victim != &youmonst) && canseemon(victim);
506.  
507.  	target = (victim == &youmonst) ? uwep : MON_WEP(victim);
508.  	if (!target)
509.  	    return;
510.  
511.  	erosion = acid_dmg ? target->oeroded2 : target->oeroded;
512.  
513.  	if (target->greased) {
514.  	    grease_protect(target,(char *)0,FALSE,victim);
515.  	} else if (target->oerodeproof ||
516.  		(acid_dmg ? !is_corrodeable(target) : !is_rustprone(target))) {
517.  	    if (flags.verbose || !(target->oerodeproof && target->rknown)) {
518.  		if (victim == &youmonst)
519.  		    Your("%s not affected.", aobjnam(target, "are"));
520.  		else if (vismon)
521.  		    pline("%s's %s not affected.", Monnam(victim),
522.  			aobjnam(target, "are"));
523.  	    }
524.  	    if (target->oerodeproof) target->rknown = TRUE;
525.  	} else if (erosion < MAX_ERODE) {
526.  	    if (victim == &youmonst)
527.  		Your("%s%s!", aobjnam(target, acid_dmg ? "corrode" : "rust"),
528.  		    erosion+1 == MAX_ERODE ? " completely" :
529.  		    erosion ? " further" : "");
530.  	    else if (vismon)
531.  		pline("%s's %s%s!", Monnam(victim),
532.  		    aobjnam(target, acid_dmg ? "corrode" : "rust"),
533.  		    erosion+1 == MAX_ERODE ? " completely" :
534.  		    erosion ? " further" : "");
535.  	    if (acid_dmg)
536.  		target->oeroded2++;
537.  	    else
538.  		target->oeroded++;
539.  	} else {
540.  	    if (flags.verbose) {
541.  		if (victim == &youmonst)
542.  		    Your("%s completely %s.",
543.  			aobjnam(target, Blind ? "feel" : "look"),
544.  			acid_dmg ? "corroded" : "rusty");
545.  		else if (vismon)
546.  		    pline("%s's %s completely %s.", Monnam(victim),
547.  			aobjnam(target, "look"),
548.  			acid_dmg ? "corroded" : "rusty");
549.  	    }
550.  	}
551.  }
552.  
553.  int
554.  chwepon(otmp, amount)
555.  register struct obj *otmp;
556.  register int amount;
557.  {
558.  	register const char *color = hcolor((amount < 0) ? Black : blue);
559.  	register const char *xtime;
560.  
561.  	if(!uwep || (uwep->oclass != WEAPON_CLASS && !is_weptool(uwep))) {
562.  		char buf[BUFSZ];
563.  
564.  		Sprintf(buf, "Your %s %s.", makeplural(body_part(HAND)),
565.  			(amount >= 0) ? "twitch" : "itch");
566.  		strange_feeling(otmp, buf);
567.  		exercise(A_DEX, (boolean) (amount >= 0));
568.  		return(0);
569.  	}
570.  
571.  	if(uwep->otyp == WORM_TOOTH && amount >= 0) {
572.  		uwep->otyp = CRYSKNIFE;
573.  		uwep->oerodeproof = 0;
574.  		Your("weapon seems sharper now.");
575.  		uwep->cursed = 0;
576.  		return(1);
577.  	}
578.  
579.  	if(uwep->otyp == CRYSKNIFE && amount < 0) {
580.  		uwep->otyp = WORM_TOOTH;
581.  		uwep->oerodeproof = 0;
582.  		Your("weapon seems duller now.");
583.  		return(1);
584.  	}
585.  
586.  	if (amount < 0 && uwep->oartifact && restrict_name(uwep, ONAME(uwep))) {
587.  	    if (!Blind)
588.  		Your("%s %s.", aobjnam(uwep, "faintly glow"), color);
589.  	    return(1);
590.  	}
591.  	/* there is a (soft) upper and lower limit to uwep->spe */
592.  	if(((uwep->spe > 5 && amount >= 0) || (uwep->spe < -5 && amount < 0))
593.  								&& rn2(3)) {
594.  	    if (!Blind)
595.  	    Your("%s %s for a while and then evaporate%s.",
596.  		 aobjnam(uwep, "violently glow"), color,
597.  		 uwep->quan == 1L ? "s" : "");
598.  	    else
599.  		Your("%s.", aobjnam(uwep, "evaporate"));
600.  
601.  	    while(uwep)		/* let all of them disappear */
602.  				/* note: uwep->quan = 1 is nogood if unpaid */
603.  		useup(uwep);
604.  	    return(1);
605.  	}
606.  	if (!Blind) {
607.  	    xtime = (amount*amount == 1) ? "moment" : "while";
608.  	    Your("%s %s for a %s.",
609.  		 aobjnam(uwep, amount == 0 ? "violently glow" : "glow"),
610.  		 color, xtime);
611.  	}
612.  	uwep->spe += amount;
613.  	if(amount > 0) uwep->cursed = 0;
614.  
615.  	/*
616.  	 * Enchantment, which normally improves a weapon, has an
617.  	 * addition adverse reaction on Magicbane whose effects are
618.  	 * spe dependent.  Give an obscure clue here.
619.  	 */
620.  	if (uwep->oartifact == ART_MAGICBANE && uwep->spe >= 0) {
621.  		Your("right %s %sches!",
622.  			body_part(HAND),
623.  			(((amount > 1) && (uwep->spe > 1)) ? "flin" : "it"));
624.  	}
625.  
626.  	/* an elven magic clue, cookie@keebler */
627.  	if ((uwep->spe > 5)
628.  		&& (is_elven_weapon(uwep) || uwep->oartifact || !rn2(7)))
629.  	    Your("%s unexpectedly.",
630.  		aobjnam(uwep, "suddenly vibrate"));
631.  
632.  	return(1);
633.  }
634.  
635.  int
636.  welded(obj)
637.  register struct obj *obj;
638.  {
639.  	if (obj && obj == uwep && will_weld(obj)) {
640.  		obj->bknown = TRUE;
641.  		return 1;
642.  	}
643.  	return 0;
644.  }
645.  
646.  void
647.  weldmsg(obj)
648.  register struct obj *obj;
649.  {
650.  	long savewornmask;
651.  
652.  	savewornmask = obj->owornmask;
653.  	Your("%s %s welded to your %s!",
654.  		xname(obj), (obj->quan == 1L) ? "is" : "are",
655.  		bimanual(obj) ? (const char *)makeplural(body_part(HAND))
656.  				: body_part(HAND));
657.  	obj->owornmask = savewornmask;
658.  }
659.  
660.  /*wield.c*/