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; }