static void drop_weapon(int alone) { struct obj *otmp; struct obj *otmp2; if ((otmp = uwep) != 0) { /* !alone check below is currently superfluous but in the * future it might not be so if there are monsters which cannot * wear gloves but can wield weapons */ if (!alone || cantwield(youmonst.data)) { struct obj *wep = uwep; if (alone) pline("You find you must drop your weapon%s!", u.twoweap ? "s" : ""); otmp2 = u.twoweap ? uswapwep : 0; uwepgone(); if (!wep->cursed || wep->otyp != LOADSTONE) dropx(otmp); if (otmp2 != 0) { uswapwepgone(); if (!otmp2->cursed || otmp2->otyp != LOADSTONE) dropx(otmp2); } untwoweapon(); } else if (!could_twoweap(youmonst.data)) { untwoweapon(); } } }
/* An object you're wearing has been taken off by a monster (theft or seduction). Also used if a worn item gets transformed (stone to flesh). */ void remove_worn_item(struct obj *obj, boolean unchain_ball) { /* whether to unpunish or just unwield */ if (donning(obj)) cancel_don(); if (!obj->owornmask) return; if (obj->owornmask & W_ARMOR) { if (obj == uskin) { impossible("Removing embedded scales?"); skinback(TRUE); /* uarm = uskin; uskin = 0; */ } if (obj == uarm) Armor_off(); else if (obj == uarmc) Cloak_off(); else if (obj == uarmf) Boots_off(); else if (obj == uarmg) Gloves_off(); else if (obj == uarmh) Helmet_off(); else if (obj == uarms) Shield_off(); else if (obj == uarmu) Shirt_off(); /* catchall -- should never happen */ else setworn(NULL, obj->owornmask & W_ARMOR); } else if (obj->owornmask & W_AMUL) { Amulet_off(); } else if (obj->owornmask & W_RING) { Ring_gone(obj); } else if (obj->owornmask & W_TOOL) { Blindf_off(obj); } else if (obj->owornmask & (W_WEP | W_SWAPWEP | W_QUIVER)) { if (obj == uwep) uwepgone(); if (obj == uswapwep) uswapwepgone(); if (obj == uquiver) uqwepgone(); } if (obj->owornmask & (W_BALL | W_CHAIN)) { if (unchain_ball) unpunish(); } else if (obj->owornmask) { /* catchall */ setnotworn(obj); } }