status wielded;
string wielded_by;
string name_of_weapon;
string alt_name;
int class_of_weapon;
int value;
int local_weight;
query_name() { return name_of_weapon; }
long() {
write(short() + ".\n");
}
reset(arg) {
if (arg)
return;
wielded = 0; value = 0;
}
init() {
add_action("wield"); add_verb("wield");
}
wield(str) {
if (!id(str))
return 0;
if (environment() != this_player()) {
write("You must get it first!\n");
return 1;
}
if (wielded) {
write("You already wield it!\n");
return 1;
}
wielded_by = this_player();
call_other(this_player(), "wield", this_object());
wielded = 1;
return 1;
}
short() {
if (wielded)
return name_of_weapon + " (wielded)";
return name_of_weapon;
}
weapon_class() {
return class_of_weapon;
}
id(str) {
return str == name_of_weapon || str == alt_name;
}
drop(silently) {
if (wielded) {
call_other(wielded_by, "stop_wielding");
wielded = 0;
if (!silently)
write("You drop your wielded weapon.\n");
}
return 0;
}
un_wield() {
if (wielded)
wielded = 0;
}
set_class(c) {
class_of_weapon = c;
}
set_name(n) {
name_of_weapon = n;
}
query_value() {
return value;
}
set_value(v) {
value = v;
}
query_weight() { return local_weight; }
set_weight(w) { local_weight = w; }
get() { return 1; }
set_alt_name(n)
{
alt_name = n;
}