1335 lines
38 KiB
C
1335 lines
38 KiB
C
/* NetHack 3.5 weapon.c $NHDT-Date$ $NHDT-Branch$:$NHDT-Revision$ */
|
|
/* NetHack 3.5 weapon.c $Date: 2011/12/18 05:16:28 $ $Revision: 1.38 $ */
|
|
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
|
|
/* NetHack may be freely redistributed. See license for details. */
|
|
|
|
/*
|
|
* This module contains code for calculation of "to hit" and damage
|
|
* bonuses for any given weapon used, as well as weapons selection
|
|
* code for monsters.
|
|
*/
|
|
#include "hack.h"
|
|
|
|
/* Categories whose names don't come from OBJ_NAME(objects[type])
|
|
*/
|
|
#define PN_BARE_HANDED (-1) /* includes martial arts */
|
|
#define PN_TWO_WEAPONS (-2)
|
|
#define PN_RIDING (-3)
|
|
#define PN_POLEARMS (-4)
|
|
#define PN_SABER (-5)
|
|
#define PN_HAMMER (-6)
|
|
#define PN_WHIP (-7)
|
|
#define PN_ATTACK_SPELL (-8)
|
|
#define PN_HEALING_SPELL (-9)
|
|
#define PN_DIVINATION_SPELL (-10)
|
|
#define PN_ENCHANTMENT_SPELL (-11)
|
|
#define PN_CLERIC_SPELL (-12)
|
|
#define PN_ESCAPE_SPELL (-13)
|
|
#define PN_MATTER_SPELL (-14)
|
|
|
|
STATIC_DCL void FDECL(give_may_advance_msg, (int));
|
|
|
|
STATIC_VAR NEARDATA const short skill_names_indices[P_NUM_SKILLS] = {
|
|
0, DAGGER, KNIFE, AXE,
|
|
PICK_AXE, SHORT_SWORD, BROADSWORD, LONG_SWORD,
|
|
TWO_HANDED_SWORD, SCIMITAR, PN_SABER, CLUB,
|
|
MACE, MORNING_STAR, FLAIL,
|
|
PN_HAMMER, QUARTERSTAFF, PN_POLEARMS, SPEAR,
|
|
TRIDENT, LANCE, BOW,
|
|
SLING, CROSSBOW, DART,
|
|
SHURIKEN, BOOMERANG, PN_WHIP, UNICORN_HORN,
|
|
PN_ATTACK_SPELL, PN_HEALING_SPELL,
|
|
PN_DIVINATION_SPELL, PN_ENCHANTMENT_SPELL,
|
|
PN_CLERIC_SPELL, PN_ESCAPE_SPELL,
|
|
PN_MATTER_SPELL,
|
|
PN_BARE_HANDED, PN_TWO_WEAPONS,
|
|
PN_RIDING
|
|
};
|
|
|
|
/* note: entry [0] isn't used */
|
|
STATIC_VAR NEARDATA const char * const odd_skill_names[] = {
|
|
"no skill",
|
|
"bare hands", /* use barehands_or_martial[] instead */
|
|
"two weapon combat",
|
|
"riding",
|
|
"polearms",
|
|
"saber",
|
|
"hammer",
|
|
"whip",
|
|
"attack spells",
|
|
"healing spells",
|
|
"divination spells",
|
|
"enchantment spells",
|
|
"clerical spells",
|
|
"escape spells",
|
|
"matter spells",
|
|
};
|
|
/* indexed vis `is_martial() */
|
|
STATIC_VAR NEARDATA const char * const barehands_or_martial[] = {
|
|
"bare handed combat", "martial arts"
|
|
};
|
|
|
|
STATIC_OVL void
|
|
give_may_advance_msg(skill)
|
|
int skill;
|
|
{
|
|
You_feel("more confident in your %sskills.",
|
|
skill == P_NONE ?
|
|
"" :
|
|
skill <= P_LAST_WEAPON ?
|
|
"weapon " :
|
|
skill <= P_LAST_SPELL ?
|
|
"spell casting " :
|
|
"fighting ");
|
|
}
|
|
|
|
STATIC_DCL boolean FDECL(can_advance, (int, BOOLEAN_P));
|
|
STATIC_DCL boolean FDECL(could_advance, (int));
|
|
STATIC_DCL boolean FDECL(peaked_skill, (int));
|
|
STATIC_DCL int FDECL(slots_required, (int));
|
|
STATIC_DCL char *FDECL(skill_level_name, (int,char *));
|
|
STATIC_DCL void FDECL(skill_advance, (int));
|
|
|
|
#define P_NAME(type) ((skill_names_indices[type] > 0) ? \
|
|
OBJ_NAME(objects[skill_names_indices[type]]) : \
|
|
(type == P_BARE_HANDED_COMBAT) ? \
|
|
barehands_or_martial[martial_bonus()] : \
|
|
odd_skill_names[-skill_names_indices[type]])
|
|
|
|
static NEARDATA const char kebabable[] = {
|
|
S_XORN, S_DRAGON, S_JABBERWOCK, S_NAGA, S_GIANT, '\0'
|
|
};
|
|
|
|
/* weapon's skill category name for use as generalized description of weapon */
|
|
const char *
|
|
weapon_descr(obj)
|
|
struct obj *obj;
|
|
{
|
|
int skill = weapon_type(obj);
|
|
const char *descr = P_NAME(skill);
|
|
|
|
/* assorted special cases */
|
|
switch (skill) {
|
|
case P_NONE:
|
|
/* not a weapon: use item class name; override "food" for corpses,
|
|
tins, and eggs and "large rock" for statues and boulders */
|
|
descr = (obj->otyp == CORPSE || obj->otyp == TIN || obj->otyp == EGG ||
|
|
obj->otyp == STATUE || obj->otyp == BOULDER) ?
|
|
OBJ_NAME(objects[obj->otyp]) :
|
|
def_oc_syms[(int)obj->oclass].name;
|
|
break;
|
|
case P_SLING:
|
|
if (is_ammo(obj))
|
|
descr = (obj->otyp == ROCK || is_graystone(obj)) ? "stone" :
|
|
/* avoid "rock"; what about known glass? */
|
|
(obj->oclass == GEM_CLASS) ? "gem" :
|
|
/* in case somebody adds odd sling ammo */
|
|
def_oc_syms[(int)obj->oclass].name;
|
|
break;
|
|
case P_BOW:
|
|
if (is_ammo(obj)) descr = "arrow";
|
|
break;
|
|
case P_CROSSBOW:
|
|
if (is_ammo(obj)) descr = "bolt";
|
|
break;
|
|
case P_FLAIL:
|
|
if (obj->otyp == GRAPPLING_HOOK) descr = "hook";
|
|
break;
|
|
case P_PICK_AXE:
|
|
/* even if "dwarvish mattock" hasn't been discovered yet */
|
|
if (obj->otyp == DWARVISH_MATTOCK) descr = "mattock";
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
return makesingular(descr);
|
|
}
|
|
|
|
/*
|
|
* hitval returns an integer representing the "to hit" bonuses
|
|
* of "otmp" against the monster.
|
|
*/
|
|
int
|
|
hitval(otmp, mon)
|
|
struct obj *otmp;
|
|
struct monst *mon;
|
|
{
|
|
int tmp = 0;
|
|
struct permonst *ptr = mon->data;
|
|
boolean Is_weapon = (otmp->oclass == WEAPON_CLASS || is_weptool(otmp));
|
|
|
|
if (Is_weapon)
|
|
tmp += otmp->spe;
|
|
|
|
/* Put weapon specific "to hit" bonuses in below: */
|
|
tmp += objects[otmp->otyp].oc_hitbon;
|
|
|
|
/* Put weapon vs. monster type "to hit" bonuses in below: */
|
|
|
|
/* Blessed weapons used against undead or demons */
|
|
if (Is_weapon && otmp->blessed &&
|
|
(is_demon(ptr) || is_undead(ptr) || is_vampshifter(mon))) tmp += 2;
|
|
|
|
if (is_spear(otmp) &&
|
|
index(kebabable, ptr->mlet)) tmp += 2;
|
|
|
|
/* trident is highly effective against swimmers */
|
|
if (otmp->otyp == TRIDENT && is_swimmer(ptr)) {
|
|
if (is_pool(mon->mx, mon->my)) tmp += 4;
|
|
else if (ptr->mlet == S_EEL || ptr->mlet == S_SNAKE) tmp += 2;
|
|
}
|
|
|
|
/* Picks used against xorns and earth elementals */
|
|
if (is_pick(otmp) &&
|
|
(passes_walls(ptr) && thick_skinned(ptr))) tmp += 2;
|
|
|
|
/* Check specially named weapon "to hit" bonuses */
|
|
if (otmp->oartifact) tmp += spec_abon(otmp, mon);
|
|
|
|
return tmp;
|
|
}
|
|
|
|
/* Historical note: The original versions of Hack used a range of damage
|
|
* which was similar to, but not identical to the damage used in Advanced
|
|
* Dungeons and Dragons. I figured that since it was so close, I may as well
|
|
* make it exactly the same as AD&D, adding some more weapons in the process.
|
|
* This has the advantage that it is at least possible that the player would
|
|
* already know the damage of at least some of the weapons. This was circa
|
|
* 1987 and I used the table from Unearthed Arcana until I got tired of typing
|
|
* them in (leading to something of an imbalance towards weapons early in
|
|
* alphabetical order). The data structure still doesn't include fields that
|
|
* fully allow the appropriate damage to be described (there's no way to say
|
|
* 3d6 or 1d6+1) so we add on the extra damage in dmgval() if the weapon
|
|
* doesn't do an exact die of damage.
|
|
*
|
|
* Of course new weapons were added later in the development of Nethack. No
|
|
* AD&D consistency was kept, but most of these don't exist in AD&D anyway.
|
|
*
|
|
* Second edition AD&D came out a few years later; luckily it used the same
|
|
* table. As of this writing (1999), third edition is in progress but not
|
|
* released. Let's see if the weapon table stays the same. --KAA
|
|
* October 2000: It didn't. Oh, well.
|
|
*/
|
|
|
|
/*
|
|
* dmgval returns an integer representing the damage bonuses
|
|
* of "otmp" against the monster.
|
|
*/
|
|
int
|
|
dmgval(otmp, mon)
|
|
struct obj *otmp;
|
|
struct monst *mon;
|
|
{
|
|
int tmp = 0, otyp = otmp->otyp;
|
|
struct permonst *ptr = mon->data;
|
|
boolean Is_weapon = (otmp->oclass == WEAPON_CLASS || is_weptool(otmp));
|
|
|
|
if (otyp == CREAM_PIE) return 0;
|
|
|
|
if (bigmonst(ptr)) {
|
|
if (objects[otyp].oc_wldam)
|
|
tmp = rnd(objects[otyp].oc_wldam);
|
|
switch (otyp) {
|
|
case IRON_CHAIN:
|
|
case CROSSBOW_BOLT:
|
|
case MORNING_STAR:
|
|
case PARTISAN:
|
|
case RUNESWORD:
|
|
case ELVEN_BROADSWORD:
|
|
case BROADSWORD: tmp++; break;
|
|
|
|
case FLAIL:
|
|
case RANSEUR:
|
|
case VOULGE: tmp += rnd(4); break;
|
|
|
|
case ACID_VENOM:
|
|
case HALBERD:
|
|
case SPETUM: tmp += rnd(6); break;
|
|
|
|
case BATTLE_AXE:
|
|
case BARDICHE:
|
|
case TRIDENT: tmp += d(2,4); break;
|
|
|
|
case TSURUGI:
|
|
case DWARVISH_MATTOCK:
|
|
case TWO_HANDED_SWORD: tmp += d(2,6); break;
|
|
}
|
|
} else {
|
|
if (objects[otyp].oc_wsdam)
|
|
tmp = rnd(objects[otyp].oc_wsdam);
|
|
switch (otyp) {
|
|
case IRON_CHAIN:
|
|
case CROSSBOW_BOLT:
|
|
case MACE:
|
|
case WAR_HAMMER:
|
|
case FLAIL:
|
|
case SPETUM:
|
|
case TRIDENT: tmp++; break;
|
|
|
|
case BATTLE_AXE:
|
|
case BARDICHE:
|
|
case BILL_GUISARME:
|
|
case GUISARME:
|
|
case LUCERN_HAMMER:
|
|
case MORNING_STAR:
|
|
case RANSEUR:
|
|
case BROADSWORD:
|
|
case ELVEN_BROADSWORD:
|
|
case RUNESWORD:
|
|
case VOULGE: tmp += rnd(4); break;
|
|
|
|
case ACID_VENOM: tmp += rnd(6); break;
|
|
}
|
|
}
|
|
if (Is_weapon) {
|
|
tmp += otmp->spe;
|
|
/* negative enchantment mustn't produce negative damage */
|
|
if (tmp < 0) tmp = 0;
|
|
}
|
|
|
|
if (objects[otyp].oc_material <= LEATHER && thick_skinned(ptr))
|
|
/* thick skinned/scaled creatures don't feel it */
|
|
tmp = 0;
|
|
if (ptr == &mons[PM_SHADE] && !shade_glare(otmp))
|
|
tmp = 0;
|
|
|
|
/* "very heavy iron ball"; weight increase is in increments of 160 */
|
|
if (otyp == HEAVY_IRON_BALL && tmp > 0) {
|
|
int wt = (int)objects[HEAVY_IRON_BALL].oc_weight;
|
|
|
|
if ((int)otmp->owt > wt) {
|
|
wt = ((int)otmp->owt - wt) / 160;
|
|
tmp += rnd(4 * wt);
|
|
if (tmp > 25) tmp = 25; /* objects[].oc_wldam */
|
|
}
|
|
}
|
|
|
|
/* Put weapon vs. monster type damage bonuses in below: */
|
|
if (Is_weapon || otmp->oclass == GEM_CLASS ||
|
|
otmp->oclass == BALL_CLASS || otmp->oclass == CHAIN_CLASS) {
|
|
int bonus = 0;
|
|
|
|
if (otmp->blessed &&
|
|
(is_undead(ptr) || is_demon(ptr) || is_vampshifter(mon)))
|
|
bonus += rnd(4);
|
|
if (is_axe(otmp) && is_wooden(ptr))
|
|
bonus += rnd(4);
|
|
if (objects[otyp].oc_material == SILVER && mon_hates_silver(mon))
|
|
bonus += rnd(20);
|
|
|
|
/* if the weapon is going to get a double damage bonus, adjust
|
|
this bonus so that effectively it's added after the doubling */
|
|
if (bonus > 1 && otmp->oartifact && spec_dbon(otmp, mon, 25) >= 25)
|
|
bonus = (bonus + 1) / 2;
|
|
|
|
tmp += bonus;
|
|
}
|
|
|
|
if (tmp > 0) {
|
|
/* It's debateable whether a rusted blunt instrument
|
|
should do less damage than a pristine one, since
|
|
it will hit with essentially the same impact, but
|
|
there ought to some penalty for using damaged gear
|
|
so always subtract erosion even for blunt weapons. */
|
|
tmp -= greatest_erosion(otmp);
|
|
if (tmp < 1) tmp = 1;
|
|
}
|
|
|
|
return(tmp);
|
|
}
|
|
|
|
STATIC_DCL struct obj *FDECL(oselect, (struct monst *,int));
|
|
#define Oselect(x) if ((otmp = oselect(mtmp, x)) != 0) return(otmp);
|
|
|
|
STATIC_OVL struct obj *
|
|
oselect(mtmp, x)
|
|
struct monst *mtmp;
|
|
int x;
|
|
{
|
|
struct obj *otmp;
|
|
|
|
for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj) {
|
|
if (otmp->otyp == x &&
|
|
/* never select non-cockatrice corpses */
|
|
!((x == CORPSE || x == EGG) &&
|
|
!touch_petrifies(&mons[otmp->corpsenm])) &&
|
|
(!otmp->oartifact || touch_artifact(otmp,mtmp)))
|
|
return otmp;
|
|
}
|
|
return (struct obj *)0;
|
|
}
|
|
|
|
static NEARDATA const int rwep[] =
|
|
{ DWARVISH_SPEAR, SILVER_SPEAR, ELVEN_SPEAR, SPEAR, ORCISH_SPEAR,
|
|
JAVELIN, SHURIKEN, YA, SILVER_ARROW, ELVEN_ARROW, ARROW,
|
|
ORCISH_ARROW, CROSSBOW_BOLT, SILVER_DAGGER, ELVEN_DAGGER, DAGGER,
|
|
ORCISH_DAGGER, KNIFE, FLINT, ROCK, LOADSTONE, LUCKSTONE, DART,
|
|
/* BOOMERANG, */ CREAM_PIE
|
|
};
|
|
|
|
static NEARDATA const int pwep[] =
|
|
{ HALBERD, BARDICHE, SPETUM, BILL_GUISARME, VOULGE, RANSEUR, GUISARME,
|
|
GLAIVE, LUCERN_HAMMER, BEC_DE_CORBIN, FAUCHARD, PARTISAN, LANCE
|
|
};
|
|
|
|
static struct obj *propellor;
|
|
|
|
struct obj *
|
|
select_rwep(mtmp) /* select a ranged weapon for the monster */
|
|
register struct monst *mtmp;
|
|
{
|
|
register struct obj *otmp;
|
|
struct obj *mwep;
|
|
boolean mweponly;
|
|
int i;
|
|
|
|
char mlet = mtmp->data->mlet;
|
|
|
|
propellor = &zeroobj;
|
|
Oselect(EGG); /* cockatrice egg */
|
|
if(mlet == S_KOP) /* pies are first choice for Kops */
|
|
Oselect(CREAM_PIE);
|
|
if(throws_rocks(mtmp->data)) /* ...boulders for giants */
|
|
Oselect(BOULDER);
|
|
|
|
/* Select polearms first; they do more damage and aren't expendable.
|
|
But don't pick one if monster's weapon is welded, because then
|
|
we'd never have a chance to throw non-wielding missiles. */
|
|
/* The limit of 13 here is based on the monster polearm range limit
|
|
* (defined as 5 in mthrowu.c). 5 corresponds to a distance of 2 in
|
|
* one direction and 1 in another; one space beyond that would be 3 in
|
|
* one direction and 2 in another; 3^2+2^2=13.
|
|
*/
|
|
mwep = MON_WEP(mtmp);
|
|
/* NO_WEAPON_WANTED means we already tried to wield and failed */
|
|
mweponly = (mwelded(mwep) && mtmp->weapon_check == NO_WEAPON_WANTED);
|
|
if (dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <= 13 &&
|
|
couldsee(mtmp->mx, mtmp->my)) {
|
|
for (i = 0; i < SIZE(pwep); i++) {
|
|
/* Only strong monsters can wield big (esp. long) weapons.
|
|
* Big weapon is basically the same as bimanual.
|
|
* All monsters can wield the remaining weapons.
|
|
*/
|
|
if (((strongmonst(mtmp->data) && (mtmp->misc_worn_check & W_ARMS) == 0)
|
|
|| !objects[pwep[i]].oc_bimanual) &&
|
|
(objects[pwep[i]].oc_material != SILVER
|
|
|| !mon_hates_silver(mtmp))) {
|
|
if ((otmp = oselect(mtmp, pwep[i])) != 0 &&
|
|
(otmp == mwep || !mweponly)) {
|
|
propellor = otmp; /* force the monster to wield it */
|
|
return otmp;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
* other than these two specific cases, always select the
|
|
* most potent ranged weapon to hand.
|
|
*/
|
|
for (i = 0; i < SIZE(rwep); i++) {
|
|
int prop;
|
|
|
|
/* shooting gems from slings; this goes just before the darts */
|
|
/* (shooting rocks is already handled via the rwep[] ordering) */
|
|
if (rwep[i] == DART && !likes_gems(mtmp->data) &&
|
|
m_carrying(mtmp, SLING)) { /* propellor */
|
|
for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
|
|
if (otmp->oclass == GEM_CLASS &&
|
|
(otmp->otyp != LOADSTONE || !otmp->cursed)) {
|
|
propellor = m_carrying(mtmp, SLING);
|
|
return otmp;
|
|
}
|
|
}
|
|
|
|
/* KMH -- This belongs here so darts will work */
|
|
propellor = &zeroobj;
|
|
|
|
prop = (objects[rwep[i]]).oc_skill;
|
|
if (prop < 0) {
|
|
switch (-prop) {
|
|
case P_BOW:
|
|
propellor = (oselect(mtmp, YUMI));
|
|
if (!propellor) propellor = (oselect(mtmp, ELVEN_BOW));
|
|
if (!propellor) propellor = (oselect(mtmp, BOW));
|
|
if (!propellor) propellor = (oselect(mtmp, ORCISH_BOW));
|
|
break;
|
|
case P_SLING:
|
|
propellor = (oselect(mtmp, SLING));
|
|
break;
|
|
case P_CROSSBOW:
|
|
propellor = (oselect(mtmp, CROSSBOW));
|
|
}
|
|
if ((otmp = MON_WEP(mtmp)) && mwelded(otmp) && otmp != propellor
|
|
&& mtmp->weapon_check == NO_WEAPON_WANTED)
|
|
propellor = 0;
|
|
}
|
|
/* propellor = obj, propellor to use
|
|
* propellor = &zeroobj, doesn't need a propellor
|
|
* propellor = 0, needed one and didn't have one
|
|
*/
|
|
if (propellor != 0) {
|
|
/* Note: cannot use m_carrying for loadstones, since it will
|
|
* always select the first object of a type, and maybe the
|
|
* monster is carrying two but only the first is unthrowable.
|
|
*/
|
|
if (rwep[i] != LOADSTONE) {
|
|
/* Don't throw a cursed weapon-in-hand or an artifact */
|
|
if ((otmp = oselect(mtmp, rwep[i])) && !otmp->oartifact
|
|
&& !(otmp == MON_WEP(mtmp) && mwelded(otmp)))
|
|
return(otmp);
|
|
} else for(otmp=mtmp->minvent; otmp; otmp=otmp->nobj) {
|
|
if (otmp->otyp == LOADSTONE && !otmp->cursed)
|
|
return otmp;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* failure */
|
|
return (struct obj *)0;
|
|
}
|
|
|
|
/* Weapons in order of preference */
|
|
static const NEARDATA short hwep[] = {
|
|
CORPSE, /* cockatrice corpse */
|
|
TSURUGI, RUNESWORD, DWARVISH_MATTOCK, TWO_HANDED_SWORD, BATTLE_AXE,
|
|
KATANA, UNICORN_HORN, CRYSKNIFE, TRIDENT, LONG_SWORD,
|
|
ELVEN_BROADSWORD, BROADSWORD, SCIMITAR, SILVER_SABER,
|
|
MORNING_STAR, ELVEN_SHORT_SWORD, DWARVISH_SHORT_SWORD, SHORT_SWORD,
|
|
ORCISH_SHORT_SWORD, MACE, AXE, DWARVISH_SPEAR, SILVER_SPEAR,
|
|
ELVEN_SPEAR, SPEAR, ORCISH_SPEAR, FLAIL, BULLWHIP, QUARTERSTAFF,
|
|
JAVELIN, AKLYS, CLUB, PICK_AXE, RUBBER_HOSE, WAR_HAMMER, SILVER_DAGGER,
|
|
ELVEN_DAGGER, DAGGER, ORCISH_DAGGER, ATHAME, SCALPEL, KNIFE, WORM_TOOTH
|
|
};
|
|
|
|
struct obj *
|
|
select_hwep(mtmp) /* select a hand to hand weapon for the monster */
|
|
register struct monst *mtmp;
|
|
{
|
|
register struct obj *otmp;
|
|
register int i;
|
|
boolean strong = strongmonst(mtmp->data);
|
|
boolean wearing_shield = (mtmp->misc_worn_check & W_ARMS) != 0;
|
|
|
|
/* prefer artifacts to everything else */
|
|
for(otmp=mtmp->minvent; otmp; otmp = otmp->nobj) {
|
|
if (otmp->oclass == WEAPON_CLASS
|
|
&& otmp->oartifact && touch_artifact(otmp,mtmp)
|
|
&& ((strong && !wearing_shield)
|
|
|| !objects[otmp->otyp].oc_bimanual))
|
|
return otmp;
|
|
}
|
|
|
|
if(is_giant(mtmp->data)) /* giants just love to use clubs */
|
|
Oselect(CLUB);
|
|
|
|
/* only strong monsters can wield big (esp. long) weapons */
|
|
/* big weapon is basically the same as bimanual */
|
|
/* all monsters can wield the remaining weapons */
|
|
for (i = 0; i < SIZE(hwep); i++) {
|
|
if (hwep[i] == CORPSE && !(mtmp->misc_worn_check & W_ARMG) && !resists_ston(mtmp))
|
|
continue;
|
|
if (((strong && !wearing_shield)
|
|
|| !objects[hwep[i]].oc_bimanual) &&
|
|
(objects[hwep[i]].oc_material != SILVER
|
|
|| !mon_hates_silver(mtmp)))
|
|
Oselect(hwep[i]);
|
|
}
|
|
|
|
/* failure */
|
|
return (struct obj *)0;
|
|
}
|
|
|
|
/* Called after polymorphing a monster, robbing it, etc.... Monsters
|
|
* otherwise never unwield stuff on their own. Might print message.
|
|
*/
|
|
void
|
|
possibly_unwield(mon, polyspot)
|
|
struct monst *mon;
|
|
boolean polyspot;
|
|
{
|
|
struct obj *obj, *mw_tmp;
|
|
|
|
if (!(mw_tmp = MON_WEP(mon)))
|
|
return;
|
|
for (obj = mon->minvent; obj; obj = obj->nobj)
|
|
if (obj == mw_tmp) break;
|
|
if (!obj) { /* The weapon was stolen or destroyed */
|
|
MON_NOWEP(mon);
|
|
mon->weapon_check = NEED_WEAPON;
|
|
return;
|
|
}
|
|
if (!attacktype(mon->data, AT_WEAP)) {
|
|
setmnotwielded(mon, mw_tmp);
|
|
MON_NOWEP(mon);
|
|
mon->weapon_check = NO_WEAPON_WANTED;
|
|
obj_extract_self(obj);
|
|
if (cansee(mon->mx, mon->my)) {
|
|
pline("%s drops %s.", Monnam(mon),
|
|
distant_name(obj, doname));
|
|
newsym(mon->mx, mon->my);
|
|
}
|
|
/* might be dropping object into water or lava */
|
|
if (!flooreffects(obj, mon->mx, mon->my, "drop")) {
|
|
if (polyspot) bypass_obj(obj);
|
|
place_object(obj, mon->mx, mon->my);
|
|
stackobj(obj);
|
|
}
|
|
return;
|
|
}
|
|
/* The remaining case where there is a change is where a monster
|
|
* is polymorphed into a stronger/weaker monster with a different
|
|
* choice of weapons. This has no parallel for players. It can
|
|
* be handled by waiting until mon_wield_item is actually called.
|
|
* Though the monster still wields the wrong weapon until then,
|
|
* this is OK since the player can't see it. (FIXME: Not okay since
|
|
* probing can reveal it.)
|
|
* Note that if there is no change, setting the check to NEED_WEAPON
|
|
* is harmless.
|
|
* Possible problem: big monster with big cursed weapon gets
|
|
* polymorphed into little monster. But it's not quite clear how to
|
|
* handle this anyway....
|
|
*/
|
|
if (!(mwelded(mw_tmp) && mon->weapon_check == NO_WEAPON_WANTED))
|
|
mon->weapon_check = NEED_WEAPON;
|
|
return;
|
|
}
|
|
|
|
/* Let a monster try to wield a weapon, based on mon->weapon_check.
|
|
* Returns 1 if the monster took time to do it, 0 if it did not.
|
|
*/
|
|
int
|
|
mon_wield_item(mon)
|
|
register struct monst *mon;
|
|
{
|
|
struct obj *obj;
|
|
|
|
/* This case actually should never happen */
|
|
if (mon->weapon_check == NO_WEAPON_WANTED) return 0;
|
|
switch(mon->weapon_check) {
|
|
case NEED_HTH_WEAPON:
|
|
obj = select_hwep(mon);
|
|
break;
|
|
case NEED_RANGED_WEAPON:
|
|
(void)select_rwep(mon);
|
|
obj = propellor;
|
|
break;
|
|
case NEED_PICK_AXE:
|
|
obj = m_carrying(mon, PICK_AXE);
|
|
/* KMH -- allow other picks */
|
|
if (!obj && !which_armor(mon, W_ARMS))
|
|
obj = m_carrying(mon, DWARVISH_MATTOCK);
|
|
break;
|
|
case NEED_AXE:
|
|
/* currently, only 2 types of axe */
|
|
obj = m_carrying(mon, BATTLE_AXE);
|
|
if (!obj || which_armor(mon, W_ARMS))
|
|
obj = m_carrying(mon, AXE);
|
|
break;
|
|
case NEED_PICK_OR_AXE:
|
|
/* prefer pick for fewer switches on most levels */
|
|
obj = m_carrying(mon, DWARVISH_MATTOCK);
|
|
if (!obj) obj = m_carrying(mon, BATTLE_AXE);
|
|
if (!obj || which_armor(mon, W_ARMS)) {
|
|
obj = m_carrying(mon, PICK_AXE);
|
|
if (!obj) obj = m_carrying(mon, AXE);
|
|
}
|
|
break;
|
|
default: impossible("weapon_check %d for %s?",
|
|
mon->weapon_check, mon_nam(mon));
|
|
return 0;
|
|
}
|
|
if (obj && obj != &zeroobj) {
|
|
struct obj *mw_tmp = MON_WEP(mon);
|
|
if (mw_tmp && mw_tmp->otyp == obj->otyp) {
|
|
/* already wielding it */
|
|
mon->weapon_check = NEED_WEAPON;
|
|
return 0;
|
|
}
|
|
/* Actually, this isn't necessary--as soon as the monster
|
|
* wields the weapon, the weapon welds itself, so the monster
|
|
* can know it's cursed and needn't even bother trying.
|
|
* Still....
|
|
*/
|
|
if (mw_tmp && mwelded(mw_tmp)) {
|
|
if (canseemon(mon)) {
|
|
char welded_buf[BUFSZ];
|
|
const char *mon_hand = mbodypart(mon, HAND);
|
|
|
|
if (bimanual(mw_tmp)) mon_hand = makeplural(mon_hand);
|
|
Sprintf(welded_buf, "%s welded to %s %s",
|
|
otense(mw_tmp, "are"),
|
|
mhis(mon), mon_hand);
|
|
|
|
if (obj->otyp == PICK_AXE) {
|
|
pline("Since %s weapon%s %s,",
|
|
s_suffix(mon_nam(mon)),
|
|
plur(mw_tmp->quan), welded_buf);
|
|
pline("%s cannot wield that %s.",
|
|
mon_nam(mon), xname(obj));
|
|
} else {
|
|
pline("%s tries to wield %s.", Monnam(mon),
|
|
doname(obj));
|
|
pline("%s %s!", Yname2(mw_tmp), welded_buf);
|
|
}
|
|
mw_tmp->bknown = 1;
|
|
}
|
|
mon->weapon_check = NO_WEAPON_WANTED;
|
|
return 1;
|
|
}
|
|
mon->mw = obj; /* wield obj */
|
|
setmnotwielded(mon, mw_tmp);
|
|
mon->weapon_check = NEED_WEAPON;
|
|
if (canseemon(mon)) {
|
|
pline("%s wields %s!", Monnam(mon), doname(obj));
|
|
if (mwelded(mw_tmp)) {
|
|
pline("%s %s to %s %s!",
|
|
Tobjnam(obj, "weld"),
|
|
is_plural(obj) ? "themselves" : "itself",
|
|
s_suffix(mon_nam(mon)), mbodypart(mon,HAND));
|
|
obj->bknown = 1;
|
|
}
|
|
}
|
|
if (artifact_light(obj) && !obj->lamplit) {
|
|
begin_burn(obj, FALSE);
|
|
if (canseemon(mon))
|
|
pline("%s %s in %s %s!", Tobjnam(obj, "shine"),
|
|
arti_light_description(obj),
|
|
s_suffix(mon_nam(mon)), mbodypart(mon,HAND));
|
|
}
|
|
obj->owornmask = W_WEP;
|
|
return 1;
|
|
}
|
|
mon->weapon_check = NEED_WEAPON;
|
|
return 0;
|
|
}
|
|
|
|
/* force monster to stop wielding current weapon, if any */
|
|
void
|
|
mwepgone(mon)
|
|
struct monst *mon;
|
|
{
|
|
struct obj *mwep = MON_WEP(mon);
|
|
|
|
if (mwep) {
|
|
setmnotwielded(mon, mwep);
|
|
MON_NOWEP(mon);
|
|
mon->weapon_check = NEED_WEAPON;
|
|
}
|
|
}
|
|
|
|
int
|
|
abon() /* attack bonus for strength & dexterity */
|
|
{
|
|
int sbon;
|
|
int str = ACURR(A_STR), dex = ACURR(A_DEX);
|
|
|
|
if (Upolyd) return(adj_lev(&mons[u.umonnum]) - 3);
|
|
if (str < 6) sbon = -2;
|
|
else if (str < 8) sbon = -1;
|
|
else if (str < 17) sbon = 0;
|
|
else if (str <= STR18(50)) sbon = 1; /* up to 18/50 */
|
|
else if (str < STR18(100)) sbon = 2;
|
|
else sbon = 3;
|
|
|
|
/* Game tuning kludge: make it a bit easier for a low level character to hit */
|
|
sbon += (u.ulevel < 3) ? 1 : 0;
|
|
|
|
if (dex < 4) return(sbon-3);
|
|
else if (dex < 6) return(sbon-2);
|
|
else if (dex < 8) return(sbon-1);
|
|
else if (dex < 14) return(sbon);
|
|
else return(sbon + dex-14);
|
|
}
|
|
|
|
int
|
|
dbon() /* damage bonus for strength */
|
|
{
|
|
int str = ACURR(A_STR);
|
|
|
|
if (Upolyd) return(0);
|
|
|
|
if (str < 6) return(-1);
|
|
else if (str < 16) return(0);
|
|
else if (str < 18) return(1);
|
|
else if (str == 18) return(2); /* up to 18 */
|
|
else if (str <= STR18(75)) return(3); /* up to 18/75 */
|
|
else if (str <= STR18(90)) return(4); /* up to 18/90 */
|
|
else if (str < STR18(100)) return(5); /* up to 18/99 */
|
|
else return(6);
|
|
}
|
|
|
|
|
|
/* copy the skill level name into the given buffer */
|
|
STATIC_OVL char *
|
|
skill_level_name(skill, buf)
|
|
int skill;
|
|
char *buf;
|
|
{
|
|
const char *ptr;
|
|
|
|
switch (P_SKILL(skill)) {
|
|
case P_UNSKILLED: ptr = "Unskilled"; break;
|
|
case P_BASIC: ptr = "Basic"; break;
|
|
case P_SKILLED: ptr = "Skilled"; break;
|
|
case P_EXPERT: ptr = "Expert"; break;
|
|
/* these are for unarmed combat/martial arts only */
|
|
case P_MASTER: ptr = "Master"; break;
|
|
case P_GRAND_MASTER: ptr = "Grand Master"; break;
|
|
default: ptr = "Unknown"; break;
|
|
}
|
|
Strcpy(buf, ptr);
|
|
return buf;
|
|
}
|
|
|
|
/* return the # of slots required to advance the skill */
|
|
STATIC_OVL int
|
|
slots_required(skill)
|
|
int skill;
|
|
{
|
|
int tmp = P_SKILL(skill);
|
|
|
|
/* The more difficult the training, the more slots it takes.
|
|
* unskilled -> basic 1
|
|
* basic -> skilled 2
|
|
* skilled -> expert 3
|
|
*/
|
|
if (skill <= P_LAST_WEAPON || skill == P_TWO_WEAPON_COMBAT)
|
|
return tmp;
|
|
|
|
/* Fewer slots used up for unarmed or martial.
|
|
* unskilled -> basic 1
|
|
* basic -> skilled 1
|
|
* skilled -> expert 2
|
|
* expert -> master 2
|
|
* master -> grand master 3
|
|
*/
|
|
return (tmp + 1) / 2;
|
|
}
|
|
|
|
/* return true if this skill can be advanced */
|
|
/*ARGSUSED*/
|
|
STATIC_OVL boolean
|
|
can_advance(skill, speedy)
|
|
int skill;
|
|
boolean speedy;
|
|
{
|
|
return !P_RESTRICTED(skill)
|
|
&& P_SKILL(skill) < P_MAX_SKILL(skill) && (
|
|
(wizard && speedy) ||
|
|
(P_ADVANCE(skill) >=
|
|
(unsigned) practice_needed_to_advance(P_SKILL(skill))
|
|
&& u.skills_advanced < P_SKILL_LIMIT
|
|
&& u.weapon_slots >= slots_required(skill)));
|
|
}
|
|
|
|
/* return true if this skill could be advanced if more slots were available */
|
|
STATIC_OVL boolean
|
|
could_advance(skill)
|
|
int skill;
|
|
{
|
|
return !P_RESTRICTED(skill)
|
|
&& P_SKILL(skill) < P_MAX_SKILL(skill) && (
|
|
(P_ADVANCE(skill) >=
|
|
(unsigned) practice_needed_to_advance(P_SKILL(skill))
|
|
&& u.skills_advanced < P_SKILL_LIMIT));
|
|
}
|
|
|
|
/* return true if this skill has reached its maximum and there's been enough
|
|
practice to become eligible for the next step if that had been possible */
|
|
STATIC_OVL boolean
|
|
peaked_skill(skill)
|
|
int skill;
|
|
{
|
|
return !P_RESTRICTED(skill)
|
|
&& P_SKILL(skill) >= P_MAX_SKILL(skill) && (
|
|
(P_ADVANCE(skill) >=
|
|
(unsigned) practice_needed_to_advance(P_SKILL(skill))));
|
|
}
|
|
|
|
STATIC_OVL void
|
|
skill_advance(skill)
|
|
int skill;
|
|
{
|
|
u.weapon_slots -= slots_required(skill);
|
|
P_SKILL(skill)++;
|
|
u.skill_record[u.skills_advanced++] = skill;
|
|
/* subtly change the advance message to indicate no more advancement */
|
|
You("are now %s skilled in %s.",
|
|
P_SKILL(skill) >= P_MAX_SKILL(skill) ? "most" : "more",
|
|
P_NAME(skill));
|
|
}
|
|
|
|
static const struct skill_range {
|
|
short first, last;
|
|
const char *name;
|
|
} skill_ranges[] = {
|
|
{ P_FIRST_H_TO_H, P_LAST_H_TO_H, "Fighting Skills" },
|
|
{ P_FIRST_WEAPON, P_LAST_WEAPON, "Weapon Skills" },
|
|
{ P_FIRST_SPELL, P_LAST_SPELL, "Spellcasting Skills" },
|
|
};
|
|
|
|
/*
|
|
* The `#enhance' extended command. What we _really_ would like is
|
|
* to keep being able to pick things to advance until we couldn't any
|
|
* more. This is currently not possible -- the menu code has no way
|
|
* to call us back for instant action. Even if it did, we would also need
|
|
* to be able to update the menu since selecting one item could make
|
|
* others unselectable.
|
|
*/
|
|
int
|
|
enhance_weapon_skill()
|
|
{
|
|
int pass, i, n, len, longest,
|
|
to_advance, eventually_advance, maxxed_cnt;
|
|
char buf[BUFSZ], sklnambuf[BUFSZ];
|
|
const char *prefix;
|
|
menu_item *selected;
|
|
anything any;
|
|
winid win;
|
|
boolean speedy = FALSE;
|
|
|
|
if (wizard && yn("Advance skills without practice?") == 'y')
|
|
speedy = TRUE;
|
|
|
|
do {
|
|
/* find longest available skill name, count those that can advance */
|
|
to_advance = eventually_advance = maxxed_cnt = 0;
|
|
for (longest = 0, i = 0; i < P_NUM_SKILLS; i++) {
|
|
if (P_RESTRICTED(i)) continue;
|
|
if ((len = strlen(P_NAME(i))) > longest)
|
|
longest = len;
|
|
if (can_advance(i, speedy)) to_advance++;
|
|
else if (could_advance(i)) eventually_advance++;
|
|
else if (peaked_skill(i)) maxxed_cnt++;
|
|
}
|
|
|
|
win = create_nhwindow(NHW_MENU);
|
|
start_menu(win);
|
|
|
|
/* start with a legend if any entries will be annotated
|
|
with "*" or "#" below */
|
|
if (eventually_advance > 0 || maxxed_cnt > 0) {
|
|
any = zeroany;
|
|
if (eventually_advance > 0) {
|
|
Sprintf(buf,
|
|
"(Skill%s flagged by \"*\" may be enhanced %s.)",
|
|
plur(eventually_advance),
|
|
(u.ulevel < MAXULEV) ?
|
|
"when you're more experienced" :
|
|
"if skill slots become available");
|
|
add_menu(win, NO_GLYPH, &any, 0, 0, ATR_NONE,
|
|
buf, MENU_UNSELECTED);
|
|
}
|
|
if (maxxed_cnt > 0) {
|
|
Sprintf(buf,
|
|
"(Skill%s flagged by \"#\" cannot be enhanced any further.)",
|
|
plur(maxxed_cnt));
|
|
add_menu(win, NO_GLYPH, &any, 0, 0, ATR_NONE,
|
|
buf, MENU_UNSELECTED);
|
|
}
|
|
add_menu(win, NO_GLYPH, &any, 0, 0, ATR_NONE,
|
|
"", MENU_UNSELECTED);
|
|
}
|
|
|
|
/* List the skills, making ones that could be advanced
|
|
selectable. List the miscellaneous skills first.
|
|
Possible future enhancement: list spell skills before
|
|
weapon skills for spellcaster roles. */
|
|
for (pass = 0; pass < SIZE(skill_ranges); pass++)
|
|
for (i = skill_ranges[pass].first;
|
|
i <= skill_ranges[pass].last; i++) {
|
|
/* Print headings for skill types */
|
|
any = zeroany;
|
|
if (i == skill_ranges[pass].first)
|
|
add_menu(win, NO_GLYPH, &any, 0, 0, iflags.menu_headings,
|
|
skill_ranges[pass].name, MENU_UNSELECTED);
|
|
|
|
if (P_RESTRICTED(i)) continue;
|
|
/*
|
|
* Sigh, this assumes a monospaced font unless
|
|
* iflags.menu_tab_sep is set in which case it puts
|
|
* tabs between columns.
|
|
* The 12 is the longest skill level name.
|
|
* The " " is room for a selection letter and dash, "a - ".
|
|
*/
|
|
if (can_advance(i, speedy))
|
|
prefix = ""; /* will be preceded by menu choice */
|
|
else if (could_advance(i))
|
|
prefix = " * ";
|
|
else if (peaked_skill(i))
|
|
prefix = " # ";
|
|
else
|
|
prefix = (to_advance + eventually_advance +
|
|
maxxed_cnt > 0) ? " " : "";
|
|
(void) skill_level_name(i, sklnambuf);
|
|
if (wizard) {
|
|
if (!iflags.menu_tab_sep)
|
|
Sprintf(buf, " %s%-*s %-12s %5d(%4d)",
|
|
prefix, longest, P_NAME(i), sklnambuf,
|
|
P_ADVANCE(i),
|
|
practice_needed_to_advance(P_SKILL(i)));
|
|
else
|
|
Sprintf(buf, " %s%s\t%s\t%5d(%4d)",
|
|
prefix, P_NAME(i), sklnambuf,
|
|
P_ADVANCE(i),
|
|
practice_needed_to_advance(P_SKILL(i)));
|
|
} else {
|
|
if (!iflags.menu_tab_sep)
|
|
Sprintf(buf, " %s %-*s [%s]",
|
|
prefix, longest, P_NAME(i), sklnambuf);
|
|
else
|
|
Sprintf(buf, " %s%s\t[%s]",
|
|
prefix, P_NAME(i), sklnambuf);
|
|
}
|
|
any.a_int = can_advance(i, speedy) ? i+1 : 0;
|
|
add_menu(win, NO_GLYPH, &any, 0, 0, ATR_NONE,
|
|
buf, MENU_UNSELECTED);
|
|
}
|
|
|
|
Strcpy(buf, (to_advance > 0) ? "Pick a skill to advance:" :
|
|
"Current skills:");
|
|
if (wizard && !speedy)
|
|
Sprintf(eos(buf), " (%d slot%s available)",
|
|
u.weapon_slots, plur(u.weapon_slots));
|
|
end_menu(win, buf);
|
|
n = select_menu(win, to_advance ? PICK_ONE : PICK_NONE, &selected);
|
|
destroy_nhwindow(win);
|
|
if (n > 0) {
|
|
n = selected[0].item.a_int - 1; /* get item selected */
|
|
free((genericptr_t)selected);
|
|
skill_advance(n);
|
|
/* check for more skills able to advance, if so then .. */
|
|
for (n = i = 0; i < P_NUM_SKILLS; i++) {
|
|
if (can_advance(i, speedy)) {
|
|
if (!speedy) You_feel("you could be more dangerous!");
|
|
n++;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
} while (speedy && n > 0);
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
* Change from restricted to unrestricted, allowing P_BASIC as max. This
|
|
* function may be called with with P_NONE. Used in pray.c.
|
|
*/
|
|
void
|
|
unrestrict_weapon_skill(skill)
|
|
int skill;
|
|
{
|
|
if (skill < P_NUM_SKILLS && P_RESTRICTED(skill)) {
|
|
P_SKILL(skill) = P_UNSKILLED;
|
|
P_MAX_SKILL(skill) = P_BASIC;
|
|
P_ADVANCE(skill) = 0;
|
|
}
|
|
}
|
|
|
|
void
|
|
use_skill(skill,degree)
|
|
int skill;
|
|
int degree;
|
|
{
|
|
boolean advance_before;
|
|
|
|
if (skill != P_NONE && !P_RESTRICTED(skill)) {
|
|
advance_before = can_advance(skill, FALSE);
|
|
P_ADVANCE(skill)+=degree;
|
|
if (!advance_before && can_advance(skill, FALSE))
|
|
give_may_advance_msg(skill);
|
|
}
|
|
}
|
|
|
|
void
|
|
add_weapon_skill(n)
|
|
int n; /* number of slots to gain; normally one */
|
|
{
|
|
int i, before, after;
|
|
|
|
for (i = 0, before = 0; i < P_NUM_SKILLS; i++)
|
|
if (can_advance(i, FALSE)) before++;
|
|
u.weapon_slots += n;
|
|
for (i = 0, after = 0; i < P_NUM_SKILLS; i++)
|
|
if (can_advance(i, FALSE)) after++;
|
|
if (before < after)
|
|
give_may_advance_msg(P_NONE);
|
|
}
|
|
|
|
void
|
|
lose_weapon_skill(n)
|
|
int n; /* number of slots to lose; normally one */
|
|
{
|
|
int skill;
|
|
|
|
while (--n >= 0) {
|
|
/* deduct first from unused slots, then from last placed slot, if any */
|
|
if (u.weapon_slots) {
|
|
u.weapon_slots--;
|
|
} else if (u.skills_advanced) {
|
|
skill = u.skill_record[--u.skills_advanced];
|
|
if (P_SKILL(skill) <= P_UNSKILLED)
|
|
panic("lose_weapon_skill (%d)", skill);
|
|
P_SKILL(skill)--; /* drop skill one level */
|
|
/* Lost skill might have taken more than one slot; refund rest. */
|
|
u.weapon_slots = slots_required(skill) - 1;
|
|
/* It might now be possible to advance some other pending
|
|
skill by using the refunded slots, but giving a message
|
|
to that effect would seem pretty confusing.... */
|
|
}
|
|
}
|
|
}
|
|
|
|
int
|
|
weapon_type(obj)
|
|
struct obj *obj;
|
|
{
|
|
/* KMH -- now uses the object table */
|
|
int type;
|
|
|
|
if (!obj)
|
|
/* Not using a weapon */
|
|
return (P_BARE_HANDED_COMBAT);
|
|
if (obj->oclass != WEAPON_CLASS && obj->oclass != TOOL_CLASS &&
|
|
obj->oclass != GEM_CLASS)
|
|
/* Not a weapon, weapon-tool, or ammo */
|
|
return (P_NONE);
|
|
type = objects[obj->otyp].oc_skill;
|
|
return ((type < 0) ? -type : type);
|
|
}
|
|
|
|
int
|
|
uwep_skill_type()
|
|
{
|
|
if (u.twoweap)
|
|
return P_TWO_WEAPON_COMBAT;
|
|
return weapon_type(uwep);
|
|
}
|
|
|
|
/*
|
|
* Return hit bonus/penalty based on skill of weapon.
|
|
* Treat restricted weapons as unskilled.
|
|
*/
|
|
int
|
|
weapon_hit_bonus(weapon)
|
|
struct obj *weapon;
|
|
{
|
|
int type, wep_type, skill, bonus = 0;
|
|
static const char bad_skill[] = "weapon_hit_bonus: bad skill %d";
|
|
|
|
wep_type = weapon_type(weapon);
|
|
/* use two weapon skill only if attacking with one of the wielded weapons */
|
|
type = (u.twoweap && (weapon == uwep || weapon == uswapwep)) ?
|
|
P_TWO_WEAPON_COMBAT : wep_type;
|
|
if (type == P_NONE) {
|
|
bonus = 0;
|
|
} else if (type <= P_LAST_WEAPON) {
|
|
switch (P_SKILL(type)) {
|
|
default: impossible(bad_skill, P_SKILL(type)); /* fall through */
|
|
case P_ISRESTRICTED:
|
|
case P_UNSKILLED: bonus = -4; break;
|
|
case P_BASIC: bonus = 0; break;
|
|
case P_SKILLED: bonus = 2; break;
|
|
case P_EXPERT: bonus = 3; break;
|
|
}
|
|
} else if (type == P_TWO_WEAPON_COMBAT) {
|
|
skill = P_SKILL(P_TWO_WEAPON_COMBAT);
|
|
if (P_SKILL(wep_type) < skill) skill = P_SKILL(wep_type);
|
|
switch (skill) {
|
|
default: impossible(bad_skill, skill); /* fall through */
|
|
case P_ISRESTRICTED:
|
|
case P_UNSKILLED: bonus = -9; break;
|
|
case P_BASIC: bonus = -7; break;
|
|
case P_SKILLED: bonus = -5; break;
|
|
case P_EXPERT: bonus = -3; break;
|
|
}
|
|
} else if (type == P_BARE_HANDED_COMBAT) {
|
|
/*
|
|
* b.h. m.a.
|
|
* unskl: +1 n/a
|
|
* basic: +1 +3
|
|
* skild: +2 +4
|
|
* exprt: +2 +5
|
|
* mastr: +3 +6
|
|
* grand: +3 +7
|
|
*/
|
|
bonus = P_SKILL(type);
|
|
bonus = max(bonus,P_UNSKILLED) - 1; /* unskilled => 0 */
|
|
bonus = ((bonus + 2) * (martial_bonus() ? 2 : 1)) / 2;
|
|
}
|
|
|
|
/* KMH -- It's harder to hit while you are riding */
|
|
if (u.usteed) {
|
|
switch (P_SKILL(P_RIDING)) {
|
|
case P_ISRESTRICTED:
|
|
case P_UNSKILLED: bonus -= 2; break;
|
|
case P_BASIC: bonus -= 1; break;
|
|
case P_SKILLED: break;
|
|
case P_EXPERT: break;
|
|
}
|
|
if (u.twoweap) bonus -= 2;
|
|
}
|
|
|
|
return bonus;
|
|
}
|
|
|
|
/*
|
|
* Return damage bonus/penalty based on skill of weapon.
|
|
* Treat restricted weapons as unskilled.
|
|
*/
|
|
int
|
|
weapon_dam_bonus(weapon)
|
|
struct obj *weapon;
|
|
{
|
|
int type, wep_type, skill, bonus = 0;
|
|
|
|
wep_type = weapon_type(weapon);
|
|
/* use two weapon skill only if attacking with one of the wielded weapons */
|
|
type = (u.twoweap && (weapon == uwep || weapon == uswapwep)) ?
|
|
P_TWO_WEAPON_COMBAT : wep_type;
|
|
if (type == P_NONE) {
|
|
bonus = 0;
|
|
} else if (type <= P_LAST_WEAPON) {
|
|
switch (P_SKILL(type)) {
|
|
default: impossible("weapon_dam_bonus: bad skill %d",P_SKILL(type));
|
|
/* fall through */
|
|
case P_ISRESTRICTED:
|
|
case P_UNSKILLED: bonus = -2; break;
|
|
case P_BASIC: bonus = 0; break;
|
|
case P_SKILLED: bonus = 1; break;
|
|
case P_EXPERT: bonus = 2; break;
|
|
}
|
|
} else if (type == P_TWO_WEAPON_COMBAT) {
|
|
skill = P_SKILL(P_TWO_WEAPON_COMBAT);
|
|
if (P_SKILL(wep_type) < skill) skill = P_SKILL(wep_type);
|
|
switch (skill) {
|
|
default:
|
|
case P_ISRESTRICTED:
|
|
case P_UNSKILLED: bonus = -3; break;
|
|
case P_BASIC: bonus = -1; break;
|
|
case P_SKILLED: bonus = 0; break;
|
|
case P_EXPERT: bonus = 1; break;
|
|
}
|
|
} else if (type == P_BARE_HANDED_COMBAT) {
|
|
/*
|
|
* b.h. m.a.
|
|
* unskl: 0 n/a
|
|
* basic: +1 +3
|
|
* skild: +1 +4
|
|
* exprt: +2 +6
|
|
* mastr: +2 +7
|
|
* grand: +3 +9
|
|
*/
|
|
bonus = P_SKILL(type);
|
|
bonus = max(bonus,P_UNSKILLED) - 1; /* unskilled => 0 */
|
|
bonus = ((bonus + 1) * (martial_bonus() ? 3 : 1)) / 2;
|
|
}
|
|
|
|
/* KMH -- Riding gives some thrusting damage */
|
|
if (u.usteed && type != P_TWO_WEAPON_COMBAT) {
|
|
switch (P_SKILL(P_RIDING)) {
|
|
case P_ISRESTRICTED:
|
|
case P_UNSKILLED: break;
|
|
case P_BASIC: break;
|
|
case P_SKILLED: bonus += 1; break;
|
|
case P_EXPERT: bonus += 2; break;
|
|
}
|
|
}
|
|
|
|
return bonus;
|
|
}
|
|
|
|
/*
|
|
* Initialize weapon skill array for the game. Start by setting all
|
|
* skills to restricted, then set the skill for every weapon the
|
|
* hero is holding, finally reading the given array that sets
|
|
* maximums.
|
|
*/
|
|
void
|
|
skill_init(class_skill)
|
|
const struct def_skill *class_skill;
|
|
{
|
|
struct obj *obj;
|
|
int skmax, skill;
|
|
|
|
/* initialize skill array; by default, everything is restricted */
|
|
for (skill = 0; skill < P_NUM_SKILLS; skill++) {
|
|
P_SKILL(skill) = P_ISRESTRICTED;
|
|
P_MAX_SKILL(skill) = P_ISRESTRICTED;
|
|
P_ADVANCE(skill) = 0;
|
|
}
|
|
|
|
/* Set skill for all weapons in inventory to be basic */
|
|
for (obj = invent; obj; obj = obj->nobj) {
|
|
/* don't give skill just because of carried ammo, wait until
|
|
we see the relevant launcher (prevents an archeologist's
|
|
touchstone from inadvertently providing skill in sling) */
|
|
if (is_ammo(obj)) continue;
|
|
|
|
skill = weapon_type(obj);
|
|
if (skill != P_NONE)
|
|
P_SKILL(skill) = P_BASIC;
|
|
}
|
|
|
|
/* set skills for magic */
|
|
if (Role_if(PM_HEALER) || Role_if(PM_MONK)) {
|
|
P_SKILL(P_HEALING_SPELL) = P_BASIC;
|
|
} else if (Role_if(PM_PRIEST)) {
|
|
P_SKILL(P_CLERIC_SPELL) = P_BASIC;
|
|
} else if (Role_if(PM_WIZARD)) {
|
|
P_SKILL(P_ATTACK_SPELL) = P_BASIC;
|
|
P_SKILL(P_ENCHANTMENT_SPELL) = P_BASIC;
|
|
}
|
|
|
|
/* walk through array to set skill maximums */
|
|
for (; class_skill->skill != P_NONE; class_skill++) {
|
|
skmax = class_skill->skmax;
|
|
skill = class_skill->skill;
|
|
|
|
P_MAX_SKILL(skill) = skmax;
|
|
if (P_SKILL(skill) == P_ISRESTRICTED) /* skill pre-set */
|
|
P_SKILL(skill) = P_UNSKILLED;
|
|
}
|
|
|
|
/* High potential fighters already know how to use their hands. */
|
|
if (P_MAX_SKILL(P_BARE_HANDED_COMBAT) > P_EXPERT)
|
|
P_SKILL(P_BARE_HANDED_COMBAT) = P_BASIC;
|
|
|
|
/* Roles that start with a horse know how to ride it */
|
|
if (urole.petnum == PM_PONY)
|
|
P_SKILL(P_RIDING) = P_BASIC;
|
|
|
|
/*
|
|
* Make sure we haven't missed setting the max on a skill
|
|
* & set advance
|
|
*/
|
|
for (skill = 0; skill < P_NUM_SKILLS; skill++) {
|
|
if (!P_RESTRICTED(skill)) {
|
|
if (P_MAX_SKILL(skill) < P_SKILL(skill)) {
|
|
impossible("skill_init: curr > max: %s", P_NAME(skill));
|
|
P_MAX_SKILL(skill) = P_SKILL(skill);
|
|
}
|
|
P_ADVANCE(skill) = practice_needed_to_advance(P_SKILL(skill)-1);
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
setmnotwielded(mon,obj)
|
|
register struct monst *mon;
|
|
register struct obj *obj;
|
|
{
|
|
if (!obj) return;
|
|
if (artifact_light(obj) && obj->lamplit) {
|
|
end_burn(obj, FALSE);
|
|
if (canseemon(mon))
|
|
pline("%s in %s %s %s shining.", The(xname(obj)),
|
|
s_suffix(mon_nam(mon)), mbodypart(mon,HAND),
|
|
otense(obj, "stop"));
|
|
}
|
|
obj->owornmask &= ~W_WEP;
|
|
}
|
|
|
|
/*weapon.c*/
|