public override void Execute() { RetCode rc; Debug.Assert(DobjArtifact != null); DobjArtAc = DobjArtifact.GetArtifactCategory(ArtTypes, false); if (DobjArtAc == null) { PrintNotWeapon(DobjArtifact); NextState = Globals.CreateInstance <IStartState>(); goto Cleanup; } if (DobjArtAc.Type == ArtifactType.Wearable) { NextState = Globals.CreateInstance <IWearCommand>(); CopyCommandData(NextState as ICommand); goto Cleanup; } if (!DobjArtifact.IsReadyableByCharacter()) { PrintNotReadyableWeapon(DobjArtifact); NextState = Globals.CreateInstance <IStartState>(); goto Cleanup; } if (!DobjArtifact.IsCarriedByCharacter()) { if (!GetCommandCalled) { RedirectToGetCommand <IReadyCommand>(DobjArtifact); } else if (DobjArtifact.DisguisedMonster == null) { NextState = Globals.CreateInstance <IStartState>(); } goto Cleanup; } // can't use two-handed weapon while wearing shield if (gGameState.Sh > 0 && DobjArtAc.Field5 > 1) { ShieldArtifact = gADB[gGameState.Sh]; Debug.Assert(ShieldArtifact != null); PrintCantReadyWeaponWithShield(DobjArtifact, ShieldArtifact); NextState = Globals.CreateInstance <IStartState>(); goto Cleanup; } ActorWeapon = gADB[ActorMonster.Weapon]; if (ActorWeapon != null) { rc = ActorWeapon.RemoveStateDesc(ActorWeapon.GetReadyWeaponDesc()); Debug.Assert(gEngine.IsSuccess(rc)); } ActorMonster.Weapon = DobjArtifact.Uid; rc = DobjArtifact.AddStateDesc(DobjArtifact.GetReadyWeaponDesc()); Debug.Assert(gEngine.IsSuccess(rc)); gOut.Print("{0} readied.", DobjArtifact.GetNoneName(true, false)); ProcessEvents(EventType.AfterReadyArtifact); if (GotoCleanup) { goto Cleanup; } Cleanup: if (NextState == null) { NextState = Globals.CreateInstance <IMonsterStartState>(); } }