The consolidation of global variables from scattered source
files into decl.c and declared in decl.h was begun in 3.7.0.
Their placement in common files was done for centralized
initialization and potential re-initialization during a
"play again" scenario.
It wasn't really necessary for all of them to be housed in a
single huge structure to meet the "play again" requirement,
and the single huge structure has been a little unwieldy when
it comes to maintenance.
Following this commit, instead of one single extremely large structure
named 'g' to house all of the relocated global variables, they
are distributed into several ga through gz.
To make things easy for the developer, each variable is placed
into the struct corresponding to the starting letter of the variable.
That way, no lookup is required in order to know which struct houses
a particular variable, it is a simple match to the starting letter
for all the centralized global variables.
A global variable named 'amulets', would be found in ga.
ga.amulets
^ ^
A global varable named 'move', would be found in gm.
gm.moves
^ ^
A global variable named 'val_for_n_or_more' would be found in gv.
gv.val_for_n_or_more
^ ^
A global variable named 'youmonst' would be found in gy.
gy.youmonst
^ ^
1716 lines
56 KiB
C
1716 lines
56 KiB
C
/* NetHack 3.7 weapon.c $NHDT-Date: 1646688071 2022/03/07 21:21:11 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.100 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2011. */
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/* NetHack may be freely redistributed. See license for details. */
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/*
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* This module contains code for calculation of "to hit" and damage
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* bonuses for any given weapon used, as well as weapons selection
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* code for monsters.
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*/
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#include "hack.h"
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static void give_may_advance_msg(int);
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static void finish_towel_change(struct obj *obj, int);
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static boolean could_advance(int);
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static boolean peaked_skill(int);
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static int slots_required(int);
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static void skill_advance(int);
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/* Categories whose names don't come from OBJ_NAME(objects[type])
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*/
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#define PN_BARE_HANDED (-1) /* includes martial arts */
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#define PN_TWO_WEAPONS (-2)
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#define PN_RIDING (-3)
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#define PN_POLEARMS (-4)
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#define PN_SABER (-5)
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#define PN_HAMMER (-6)
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#define PN_WHIP (-7)
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#define PN_ATTACK_SPELL (-8)
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#define PN_HEALING_SPELL (-9)
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#define PN_DIVINATION_SPELL (-10)
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#define PN_ENCHANTMENT_SPELL (-11)
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#define PN_CLERIC_SPELL (-12)
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#define PN_ESCAPE_SPELL (-13)
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#define PN_MATTER_SPELL (-14)
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static NEARDATA const short skill_names_indices[P_NUM_SKILLS] = {
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/* Weapon */
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0, DAGGER, KNIFE, AXE, PICK_AXE, SHORT_SWORD, BROADSWORD, LONG_SWORD,
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TWO_HANDED_SWORD, PN_SABER, CLUB, MACE, MORNING_STAR, FLAIL, PN_HAMMER,
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QUARTERSTAFF, PN_POLEARMS, SPEAR, TRIDENT, LANCE, BOW, SLING, CROSSBOW,
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DART, SHURIKEN, BOOMERANG, PN_WHIP, UNICORN_HORN,
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/* Spell */
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PN_ATTACK_SPELL, PN_HEALING_SPELL, PN_DIVINATION_SPELL,
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PN_ENCHANTMENT_SPELL, PN_CLERIC_SPELL, PN_ESCAPE_SPELL, PN_MATTER_SPELL,
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/* Other */
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PN_BARE_HANDED, PN_TWO_WEAPONS, PN_RIDING
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};
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/* note: entry [0] isn't used */
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static NEARDATA const char *const odd_skill_names[] = {
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"no skill", "bare hands", /* use barehands_or_martial[] instead */
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"two weapon combat", "riding", "polearms", "saber", "hammer", "whip",
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"attack spells", "healing spells", "divination spells",
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"enchantment spells", "clerical spells", "escape spells", "matter spells",
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};
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/* indexed via is_martial() */
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static NEARDATA const char *const barehands_or_martial[] = {
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"bare handed combat", "martial arts"
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};
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#define P_NAME(type) \
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((skill_names_indices[type] > 0) \
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? OBJ_NAME(objects[skill_names_indices[type]]) \
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: (type == P_BARE_HANDED_COMBAT) \
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? barehands_or_martial[martial_bonus()] \
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: odd_skill_names[-skill_names_indices[type]])
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static NEARDATA const char kebabable[] = { S_XORN, S_DRAGON, S_JABBERWOCK,
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S_NAGA, S_GIANT, '\0' };
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static void
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give_may_advance_msg(int skill)
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{
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You_feel("more confident in your %sskills.",
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(skill == P_NONE) ? ""
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: (skill <= P_LAST_WEAPON) ? "weapon "
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: (skill <= P_LAST_SPELL) ? "spell casting "
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: "fighting ");
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if (!gc.context.enhance_tip) {
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gc.context.enhance_tip = TRUE;
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pline("(Use the #enhance command to advance them.)");
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}
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}
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/* weapon's skill category name for use as generalized description of weapon;
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mostly used to shorten "you drop your <weapon>" messages when slippery
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fingers or polymorph causes hero to involuntarily drop wielded weapon(s) */
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const char *
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weapon_descr(struct obj *obj)
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{
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int skill = weapon_type(obj);
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const char *descr = P_NAME(skill);
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/* assorted special cases */
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switch (skill) {
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case P_NONE:
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/* not a weapon or weptool: use item class name;
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override class name for things where it sounds strange and
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for things that aren't unexpected to find being wielded:
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corpses, tins, eggs, and globs avoid "food",
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statues and boulders avoid "large rock",
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and towels and tin openers avoid "tool" */
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descr = (obj->otyp == CORPSE || obj->otyp == TIN || obj->otyp == EGG
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|| obj->otyp == STATUE || obj->otyp == BOULDER
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|| obj->otyp == TOWEL || obj->otyp == TIN_OPENER)
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? OBJ_NAME(objects[obj->otyp])
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: obj->globby ? "glob"
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: def_oc_syms[(int) obj->oclass].name;
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break;
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case P_SLING:
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if (is_ammo(obj))
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descr = (obj->otyp == ROCK || is_graystone(obj))
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? "stone"
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/* avoid "rock"; what about known glass? */
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: (obj->oclass == GEM_CLASS)
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? "gem"
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/* in case somebody adds odd sling ammo */
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: def_oc_syms[(int) obj->oclass].name;
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break;
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case P_BOW:
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if (is_ammo(obj))
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descr = "arrow";
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break;
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case P_CROSSBOW:
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if (is_ammo(obj))
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descr = "bolt";
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break;
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case P_FLAIL:
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if (obj->otyp == GRAPPLING_HOOK)
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descr = "hook";
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break;
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case P_PICK_AXE:
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/* even if "dwarvish mattock" hasn't been discovered yet */
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if (obj->otyp == DWARVISH_MATTOCK)
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descr = "mattock";
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break;
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default:
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break;
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}
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return makesingular(descr);
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}
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/*
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* hitval returns an integer representing the "to hit" bonuses
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* of "otmp" against the monster.
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*/
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int
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hitval(struct obj *otmp, struct monst *mon)
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{
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int tmp = 0;
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struct permonst *ptr = mon->data;
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boolean Is_weapon = (otmp->oclass == WEAPON_CLASS || is_weptool(otmp));
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if (Is_weapon)
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tmp += otmp->spe;
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/* Put weapon specific "to hit" bonuses in below: */
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tmp += objects[otmp->otyp].oc_hitbon;
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/* Put weapon vs. monster type "to hit" bonuses in below: */
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/* Blessed weapons used against undead or demons */
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if (Is_weapon && otmp->blessed && mon_hates_blessings(mon))
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tmp += 2;
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if (is_spear(otmp) && strchr(kebabable, ptr->mlet))
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tmp += 2;
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/* trident is highly effective against swimmers */
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if (otmp->otyp == TRIDENT && is_swimmer(ptr)) {
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if (is_pool(mon->mx, mon->my))
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tmp += 4;
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else if (ptr->mlet == S_EEL || ptr->mlet == S_SNAKE)
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tmp += 2;
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}
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/* Picks used against xorns and earth elementals */
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if (is_pick(otmp) && (passes_walls(ptr) && thick_skinned(ptr)))
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tmp += 2;
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/* Check specially named weapon "to hit" bonuses */
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if (otmp->oartifact)
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tmp += spec_abon(otmp, mon);
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return tmp;
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}
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/* Historical note: The original versions of Hack used a range of damage
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* which was similar to, but not identical to the damage used in Advanced
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* Dungeons and Dragons. I figured that since it was so close, I may as well
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* make it exactly the same as AD&D, adding some more weapons in the process.
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* This has the advantage that it is at least possible that the player would
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* already know the damage of at least some of the weapons. This was circa
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* 1987 and I used the table from Unearthed Arcana until I got tired of typing
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* them in (leading to something of an imbalance towards weapons early in
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* alphabetical order). The data structure still doesn't include fields that
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* fully allow the appropriate damage to be described (there's no way to say
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* 3d6 or 1d6+1) so we add on the extra damage in dmgval() if the weapon
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* doesn't do an exact die of damage.
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*
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* Of course new weapons were added later in the development of Nethack. No
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* AD&D consistency was kept, but most of these don't exist in AD&D anyway.
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*
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* Second edition AD&D came out a few years later; luckily it used the same
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* table. As of this writing (1999), third edition is in progress but not
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* released. Let's see if the weapon table stays the same. --KAA
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* October 2000: It didn't. Oh, well.
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*/
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/*
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* dmgval returns an integer representing the damage bonuses
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* of "otmp" against the monster.
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*/
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int
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dmgval(struct obj *otmp, struct monst *mon)
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{
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int tmp = 0, otyp = otmp->otyp;
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struct permonst *ptr = mon->data;
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boolean Is_weapon = (otmp->oclass == WEAPON_CLASS || is_weptool(otmp));
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if (otyp == CREAM_PIE)
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return 0;
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if (bigmonst(ptr)) {
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if (objects[otyp].oc_wldam)
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tmp = rnd(objects[otyp].oc_wldam);
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switch (otyp) {
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case IRON_CHAIN:
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case CROSSBOW_BOLT:
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case MORNING_STAR:
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case PARTISAN:
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case RUNESWORD:
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case ELVEN_BROADSWORD:
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case BROADSWORD:
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tmp++;
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break;
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case FLAIL:
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case RANSEUR:
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case VOULGE:
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tmp += rnd(4);
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break;
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case ACID_VENOM:
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case HALBERD:
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case SPETUM:
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tmp += rnd(6);
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break;
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case BATTLE_AXE:
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case BARDICHE:
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case TRIDENT:
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tmp += d(2, 4);
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break;
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case TSURUGI:
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case DWARVISH_MATTOCK:
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case TWO_HANDED_SWORD:
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tmp += d(2, 6);
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break;
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}
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} else {
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if (objects[otyp].oc_wsdam)
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tmp = rnd(objects[otyp].oc_wsdam);
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switch (otyp) {
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case IRON_CHAIN:
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case CROSSBOW_BOLT:
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case MACE:
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case WAR_HAMMER:
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case FLAIL:
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case SPETUM:
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case TRIDENT:
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tmp++;
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break;
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case BATTLE_AXE:
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case BARDICHE:
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case BILL_GUISARME:
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case GUISARME:
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case LUCERN_HAMMER:
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case MORNING_STAR:
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case RANSEUR:
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case BROADSWORD:
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case ELVEN_BROADSWORD:
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case RUNESWORD:
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case VOULGE:
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tmp += rnd(4);
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break;
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case ACID_VENOM:
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tmp += rnd(6);
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break;
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}
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}
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if (Is_weapon) {
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tmp += otmp->spe;
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/* negative enchantment mustn't produce negative damage */
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if (tmp < 0)
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tmp = 0;
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}
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if (objects[otyp].oc_material <= LEATHER && thick_skinned(ptr))
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/* thick skinned/scaled creatures don't feel it */
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tmp = 0;
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if (ptr == &mons[PM_SHADE] && !shade_glare(otmp))
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tmp = 0;
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/* "very heavy iron ball"; weight increase is in increments */
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if (otyp == HEAVY_IRON_BALL && tmp > 0) {
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int wt = (int) objects[HEAVY_IRON_BALL].oc_weight;
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if ((int) otmp->owt > wt) {
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wt = ((int) otmp->owt - wt) / IRON_BALL_W_INCR;
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tmp += rnd(4 * wt);
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if (tmp > 25)
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tmp = 25; /* objects[].oc_wldam */
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}
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}
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/* Put weapon vs. monster type damage bonuses in below: */
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if (Is_weapon || otmp->oclass == GEM_CLASS || otmp->oclass == BALL_CLASS
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|| otmp->oclass == CHAIN_CLASS) {
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int bonus = 0;
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if (otmp->blessed && mon_hates_blessings(mon))
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bonus += rnd(4);
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if (is_axe(otmp) && is_wooden(ptr))
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bonus += rnd(4);
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if (objects[otyp].oc_material == SILVER && mon_hates_silver(mon))
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bonus += rnd(20);
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if (artifact_light(otmp) && otmp->lamplit && hates_light(ptr))
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bonus += rnd(8);
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/* if the weapon is going to get a double damage bonus, adjust
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this bonus so that effectively it's added after the doubling */
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if (bonus > 1 && otmp->oartifact && spec_dbon(otmp, mon, 25) >= 25)
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bonus = (bonus + 1) / 2;
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tmp += bonus;
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}
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if (tmp > 0) {
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/* It's debatable whether a rusted blunt instrument
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should do less damage than a pristine one, since
|
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it will hit with essentially the same impact, but
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there ought to some penalty for using damaged gear
|
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so always subtract erosion even for blunt weapons. */
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tmp -= greatest_erosion(otmp);
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if (tmp < 1)
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tmp = 1;
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}
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return tmp;
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}
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/* check whether blessed and/or silver damage applies for *non-weapon* hit;
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return value is the amount of the extra damage */
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int
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special_dmgval(
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struct monst *magr, /* attacker */
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struct monst *mdef, /* defender */
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long armask, /* armor mask, multiple bits accepted for
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* W_ARMC|W_ARM|W_ARMU or
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* W_ARMG|W_RINGL|W_RINGR only */
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long *silverhit_p) /* output flag mask for silver bonus */
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{
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struct obj *obj;
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boolean left_ring = (armask & W_RINGL) ? TRUE : FALSE,
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right_ring = (armask & W_RINGR) ? TRUE : FALSE;
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long silverhit = 0L;
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int bonus = 0;
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obj = 0;
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if (armask & (W_ARMC | W_ARM | W_ARMU)) {
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if ((armask & W_ARMC) != 0L
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&& (obj = which_armor(magr, W_ARMC)) != 0)
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armask = W_ARMC;
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else if ((armask & W_ARM) != 0L
|
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&& (obj = which_armor(magr, W_ARM)) != 0)
|
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armask = W_ARM;
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else if ((armask & W_ARMU) != 0L
|
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&& (obj = which_armor(magr, W_ARMU)) != 0)
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armask = W_ARMU;
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else
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armask = 0L;
|
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} else if (armask & (W_ARMG | W_RINGL | W_RINGR)) {
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armask = ((obj = which_armor(magr, W_ARMG)) != 0) ? W_ARMG : 0L;
|
|
} else {
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|
obj = which_armor(magr, armask);
|
|
}
|
|
|
|
if (obj) {
|
|
if (obj->blessed && mon_hates_blessings(mdef))
|
|
bonus += rnd(4);
|
|
/* the only silver armor is shield of reflection (silver dragon
|
|
scales refer to color, not material) and the only way to hit
|
|
with one--aside from throwing--is to wield it and perform a
|
|
weapon hit, but we include a general check here */
|
|
if (objects[obj->otyp].oc_material == SILVER
|
|
&& mon_hates_silver(mdef)) {
|
|
bonus += rnd(20);
|
|
silverhit |= armask;
|
|
}
|
|
|
|
/* when no gloves we check for silver rings (blessed rings ignored) */
|
|
} else if ((left_ring || right_ring) && magr == &gy.youmonst) {
|
|
if (left_ring && uleft) {
|
|
if (objects[uleft->otyp].oc_material == SILVER
|
|
&& mon_hates_silver(mdef)) {
|
|
bonus += rnd(20);
|
|
silverhit |= W_RINGL;
|
|
}
|
|
}
|
|
if (right_ring && uright) {
|
|
if (objects[uright->otyp].oc_material == SILVER
|
|
&& mon_hates_silver(mdef)) {
|
|
/* two silver rings don't give double silver damage
|
|
but 'silverhit' messages might be adjusted for them */
|
|
if (!(silverhit & W_RINGL))
|
|
bonus += rnd(20);
|
|
silverhit |= W_RINGR;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (silverhit_p)
|
|
*silverhit_p = silverhit;
|
|
return bonus;
|
|
}
|
|
|
|
/* give a "silver <item> sears <target>" message;
|
|
not used for weapon hit, so we only handle rings */
|
|
void
|
|
silver_sears(struct monst *magr UNUSED, struct monst *mdef,
|
|
long silverhit)
|
|
{
|
|
char rings[20]; /* plenty of room for "rings" */
|
|
int ltyp = ((uleft && (silverhit & W_RINGL) != 0L)
|
|
? uleft->otyp : STRANGE_OBJECT),
|
|
rtyp = ((uright && (silverhit & W_RINGR) != 0L)
|
|
? uright->otyp : STRANGE_OBJECT);
|
|
boolean both,
|
|
l_ag = (objects[ltyp].oc_material == SILVER && uleft->dknown),
|
|
r_ag = (objects[rtyp].oc_material == SILVER && uright->dknown);
|
|
|
|
if ((silverhit & (W_RINGL | W_RINGR)) != 0L) {
|
|
/* plural if both the same type (so not multi_claw and both rings
|
|
are non-Null) and either both known or neither known, or both
|
|
silver (in case there is ever more than one type of silver ring)
|
|
and both known; singular if multi_claw (where one of ltyp or
|
|
rtyp will always be STRANGE_OBJECT) even if both rings are known
|
|
silver [see hmonas(uhitm.c) for explanation of 'multi_claw'] */
|
|
both = ((ltyp == rtyp && uleft->dknown == uright->dknown)
|
|
|| (l_ag && r_ag));
|
|
Sprintf(rings, "ring%s", both ? "s" : "");
|
|
Your("%s%s %s %s!",
|
|
(l_ag || r_ag) ? "silver "
|
|
: both ? ""
|
|
: ((silverhit & W_RINGL) != 0L) ? "left "
|
|
: "right ",
|
|
rings, vtense(rings, "sear"), mon_nam(mdef));
|
|
}
|
|
}
|
|
|
|
static struct obj *oselect(struct monst *, int);
|
|
#define Oselect(x) \
|
|
do { \
|
|
if ((otmp = oselect(mtmp, x)) != 0) \
|
|
return otmp; \
|
|
} while (0)
|
|
|
|
static struct obj *
|
|
oselect(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;
|
|
}
|
|
|
|
/* TODO: have monsters use aklys' throw-and-return */
|
|
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 };
|
|
|
|
/* select a ranged weapon for the monster */
|
|
struct obj *
|
|
select_rwep(struct monst *mtmp)
|
|
{
|
|
register struct obj *otmp;
|
|
struct obj *mwep;
|
|
boolean mweponly;
|
|
int i;
|
|
|
|
char mlet = mtmp->data->mlet;
|
|
|
|
gp.propellor = (struct obj *) &cg.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)) {
|
|
gp.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)) {
|
|
gp.propellor = m_carrying(mtmp, SLING);
|
|
return otmp;
|
|
}
|
|
}
|
|
|
|
/* KMH -- This belongs here so darts will work */
|
|
gp.propellor = (struct obj *) &cg.zeroobj;
|
|
|
|
prop = objects[rwep[i]].oc_skill;
|
|
if (prop < 0) {
|
|
switch (-prop) {
|
|
case P_BOW:
|
|
gp.propellor = oselect(mtmp, YUMI);
|
|
if (!gp.propellor)
|
|
gp.propellor = oselect(mtmp, ELVEN_BOW);
|
|
if (!gp.propellor)
|
|
gp.propellor = oselect(mtmp, BOW);
|
|
if (!gp.propellor)
|
|
gp.propellor = oselect(mtmp, ORCISH_BOW);
|
|
break;
|
|
case P_SLING:
|
|
gp.propellor = oselect(mtmp, SLING);
|
|
break;
|
|
case P_CROSSBOW:
|
|
gp.propellor = oselect(mtmp, CROSSBOW);
|
|
}
|
|
if ((otmp = MON_WEP(mtmp)) && mwelded(otmp) && otmp != gp.propellor
|
|
&& mtmp->weapon_check == NO_WEAPON_WANTED)
|
|
gp.propellor = 0;
|
|
}
|
|
/* propellor = obj, propellor to use
|
|
* propellor = &cg.zeroobj, doesn't need a propellor
|
|
* propellor = 0, needed one and didn't have one
|
|
*/
|
|
if (gp.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;
|
|
}
|
|
|
|
/* is 'obj' a type of weapon that any monster knows how to throw? */
|
|
boolean
|
|
monmightthrowwep(struct obj *obj)
|
|
{
|
|
short idx;
|
|
|
|
for (idx = 0; idx < SIZE(rwep); ++idx)
|
|
if (obj->otyp == rwep[idx])
|
|
return TRUE;
|
|
return FALSE;
|
|
}
|
|
|
|
/* 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
|
|
};
|
|
|
|
/* select a hand to hand weapon for the monster */
|
|
struct obj *
|
|
select_hwep(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(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->weapon_check = NO_WEAPON_WANTED;
|
|
/* if we're going to call distant_name(), do so before extract_self */
|
|
if (cansee(mon->mx, mon->my)) {
|
|
pline("%s drops %s.", Monnam(mon), distant_name(obj, doname));
|
|
newsym(mon->mx, mon->my);
|
|
}
|
|
obj_extract_self(obj);
|
|
/* 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(struct monst *mon)
|
|
{
|
|
struct obj *obj;
|
|
boolean exclaim = TRUE; /* assume mon is planning to attack */
|
|
|
|
/* 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 = gp.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);
|
|
exclaim = FALSE; /* mon is just planning to dig */
|
|
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);
|
|
exclaim = FALSE;
|
|
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);
|
|
}
|
|
exclaim = FALSE;
|
|
break;
|
|
default:
|
|
impossible("weapon_check %d for %s?", mon->weapon_check,
|
|
mon_nam(mon));
|
|
return 0;
|
|
}
|
|
if (obj && obj != &cg.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)) {
|
|
boolean newly_welded;
|
|
|
|
pline("%s wields %s%c", Monnam(mon), doname(obj),
|
|
exclaim ? '!' : '.');
|
|
/* 3.6.3: mwelded() predicate expects the object to have its
|
|
W_WEP bit set in owormmask, but the pline here and for
|
|
artifact_light don't want that because they'd have '(weapon
|
|
in hand/claw)' appended; so we set it for the mwelded test
|
|
and then clear it, until finally setting it for good below */
|
|
obj->owornmask |= W_WEP;
|
|
newly_welded = mwelded(obj);
|
|
obj->owornmask &= ~W_WEP;
|
|
if (newly_welded) {
|
|
const char *mon_hand = mbodypart(mon, HAND);
|
|
|
|
if (bimanual(obj))
|
|
mon_hand = makeplural(mon_hand);
|
|
pline("%s %s to %s %s!", Tobjnam(obj, "weld"),
|
|
is_plural(obj) ? "themselves" : "itself",
|
|
s_suffix(mon_nam(mon)), 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));
|
|
/* 3.6.3: artifact might be getting wielded by invisible monst */
|
|
else if (cansee(mon->mx, mon->my))
|
|
pline("Light begins shining %s.",
|
|
(mdistu(mon) <= 5 * 5) ? "nearby" : "in the distance");
|
|
}
|
|
obj->owornmask = W_WEP;
|
|
return 1;
|
|
}
|
|
mon->weapon_check = NEED_WEAPON;
|
|
return 0;
|
|
}
|
|
|
|
/* force monster to stop wielding current weapon, if any */
|
|
void
|
|
mwepgone(struct monst *mon)
|
|
{
|
|
struct obj *mwep = MON_WEP(mon);
|
|
|
|
if (mwep) {
|
|
setmnotwielded(mon, mwep);
|
|
mon->weapon_check = NEED_WEAPON;
|
|
}
|
|
}
|
|
|
|
/* attack bonus for strength & dexterity */
|
|
int
|
|
abon(void)
|
|
{
|
|
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);
|
|
}
|
|
|
|
/* damage bonus for strength */
|
|
int
|
|
dbon(void)
|
|
{
|
|
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;
|
|
}
|
|
|
|
/* called when wet_a_towel() or dry_a_towel() is changing a towel's wetness */
|
|
static void
|
|
finish_towel_change(struct obj *obj, int newspe)
|
|
{
|
|
/* towel wetness is always between 0 (dry) and 7, inclusive */
|
|
newspe = min(newspe, 7);
|
|
obj->spe = max(newspe, 0);
|
|
|
|
/* if hero is wielding this towel, don't give "you begin bashing with
|
|
your [wet] towel" message if it's wet, do give one if it's dry */
|
|
if (obj == uwep)
|
|
gu.unweapon = !is_wet_towel(obj);
|
|
|
|
/* description might change: "towel" vs "moist towel" vs "wet towel" */
|
|
if (carried(obj))
|
|
update_inventory();
|
|
}
|
|
|
|
/* increase a towel's wetness */
|
|
void
|
|
wet_a_towel(struct obj *obj,
|
|
int amt, /* positive: new value; negative: increment by -amt;
|
|
zero: no-op */
|
|
boolean verbose)
|
|
{
|
|
int newspe = (amt <= 0) ? obj->spe - amt : amt;
|
|
|
|
/* new state is only reported if it's an increase */
|
|
if (newspe > obj->spe) {
|
|
if (verbose) {
|
|
const char *wetness = (newspe < 3)
|
|
? (!obj->spe ? "damp" : "damper")
|
|
: (!obj->spe ? "wet" : "wetter");
|
|
|
|
if (carried(obj))
|
|
pline("%s gets %s.", Yobjnam2(obj, (const char *) 0),
|
|
wetness);
|
|
else if (mcarried(obj) && canseemon(obj->ocarry))
|
|
pline("%s %s gets %s.", s_suffix(Monnam(obj->ocarry)),
|
|
xname(obj), wetness);
|
|
}
|
|
}
|
|
|
|
if (newspe != obj->spe)
|
|
finish_towel_change(obj, newspe);
|
|
}
|
|
|
|
/* decrease a towel's wetness; unlike when wetting, 0 is not a no-op */
|
|
void
|
|
dry_a_towel(
|
|
struct obj *obj,
|
|
int amt, /* positive or zero: new value; negative: decrement by abs(amt) */
|
|
boolean verbose)
|
|
{
|
|
int newspe = (amt < 0) ? obj->spe + amt : amt;
|
|
|
|
/* new state is only reported if it's a decrease */
|
|
if (newspe < obj->spe) {
|
|
if (verbose) {
|
|
if (carried(obj))
|
|
pline("%s dries%s.", Yobjnam2(obj, (const char *) 0),
|
|
!newspe ? " out" : "");
|
|
else if (mcarried(obj) && canseemon(obj->ocarry))
|
|
pline("%s %s dries%s.", s_suffix(Monnam(obj->ocarry)),
|
|
xname(obj), !newspe ? " out" : "");
|
|
}
|
|
}
|
|
|
|
if (newspe != obj->spe)
|
|
finish_towel_change(obj, newspe);
|
|
}
|
|
|
|
/* copy the skill level name into the given buffer */
|
|
char *
|
|
skill_level_name(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;
|
|
}
|
|
|
|
const char *
|
|
skill_name(int skill)
|
|
{
|
|
return P_NAME(skill);
|
|
}
|
|
|
|
/* return the # of slots required to advance the skill */
|
|
static int
|
|
slots_required(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 */
|
|
boolean
|
|
can_advance(int skill, boolean speedy)
|
|
{
|
|
if (P_RESTRICTED(skill)
|
|
|| P_SKILL(skill) >= P_MAX_SKILL(skill)
|
|
|| u.skills_advanced >= P_SKILL_LIMIT)
|
|
return FALSE;
|
|
|
|
if (wizard && speedy)
|
|
return TRUE;
|
|
|
|
return (boolean) ((int) P_ADVANCE(skill)
|
|
>= practice_needed_to_advance(P_SKILL(skill))
|
|
&& u.weapon_slots >= slots_required(skill));
|
|
}
|
|
|
|
/* return true if this skill could be advanced if more slots were available */
|
|
static boolean
|
|
could_advance(int skill)
|
|
{
|
|
if (P_RESTRICTED(skill)
|
|
|| P_SKILL(skill) >= P_MAX_SKILL(skill)
|
|
|| u.skills_advanced >= P_SKILL_LIMIT)
|
|
return FALSE;
|
|
|
|
return (boolean) ((int) P_ADVANCE(skill)
|
|
>= practice_needed_to_advance(P_SKILL(skill)));
|
|
}
|
|
|
|
/* 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 boolean
|
|
peaked_skill(int skill)
|
|
{
|
|
if (P_RESTRICTED(skill))
|
|
return FALSE;
|
|
|
|
return (boolean) (P_SKILL(skill) >= P_MAX_SKILL(skill)
|
|
&& ((int) P_ADVANCE(skill)
|
|
>= practice_needed_to_advance(P_SKILL(skill))));
|
|
}
|
|
|
|
static void
|
|
skill_advance(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(void)
|
|
{
|
|
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;
|
|
int clr = 0;
|
|
|
|
/* player knows about #enhance, don't show tip anymore */
|
|
gc.context.enhance_tip = TRUE;
|
|
|
|
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, MENU_BEHAVE_STANDARD);
|
|
|
|
/* start with a legend if any entries will be annotated
|
|
with "*" or "#" below */
|
|
if (eventually_advance > 0 || maxxed_cnt > 0) {
|
|
any = cg.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, &nul_glyphinfo, &any, 0, 0,
|
|
ATR_NONE, clr, buf, MENU_ITEMFLAGS_NONE);
|
|
}
|
|
if (maxxed_cnt > 0) {
|
|
Sprintf(buf,
|
|
"(Skill%s flagged by \"#\" cannot be enhanced any further.)",
|
|
plur(maxxed_cnt));
|
|
add_menu(win, &nul_glyphinfo, &any, 0, 0,
|
|
ATR_NONE, clr, buf, MENU_ITEMFLAGS_NONE);
|
|
}
|
|
add_menu(win, &nul_glyphinfo, &any, 0, 0,
|
|
ATR_NONE, clr, "", MENU_ITEMFLAGS_NONE);
|
|
}
|
|
|
|
/* 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 = cg.zeroany;
|
|
if (i == skill_ranges[pass].first)
|
|
add_menu(win, &nul_glyphinfo, &any, 0, 0,
|
|
iflags.menu_headings, clr,
|
|
skill_ranges[pass].name, MENU_ITEMFLAGS_NONE);
|
|
|
|
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)
|
|
Snprintf(buf, sizeof(buf), " %s%-*s %-12s %5d(%4d)", prefix,
|
|
longest, P_NAME(i), sklnambuf, P_ADVANCE(i),
|
|
practice_needed_to_advance(P_SKILL(i)));
|
|
else
|
|
Snprintf(buf, sizeof(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)
|
|
Snprintf(buf, sizeof(buf), " %s %-*s [%s]", prefix, longest,
|
|
P_NAME(i), sklnambuf);
|
|
else
|
|
Snprintf(buf, sizeof(buf), " %s%s\t[%s]", prefix, P_NAME(i),
|
|
sklnambuf);
|
|
}
|
|
any.a_int = can_advance(i, speedy) ? i + 1 : 0;
|
|
add_menu(win, &nul_glyphinfo, &any, 0, 0,
|
|
ATR_NONE, clr, buf, MENU_ITEMFLAGS_NONE);
|
|
}
|
|
|
|
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 ECMD_OK;
|
|
}
|
|
|
|
/*
|
|
* Change from restricted to unrestricted, allowing P_BASIC as max. This
|
|
* function may be called with with P_NONE. Used in pray.c as well as below.
|
|
*/
|
|
void
|
|
unrestrict_weapon_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(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(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(int n) /* number of slots to lose; normally one */
|
|
{
|
|
int skill;
|
|
|
|
while (--n >= 0) {
|
|
/* deduct first from unused slots then from last placed one, 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.... */
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
drain_weapon_skill(int n) /* number of skills to drain */
|
|
{
|
|
int skill;
|
|
int i;
|
|
int curradv;
|
|
int prevadv;
|
|
int tmpskills[P_NUM_SKILLS];
|
|
|
|
(void) memset((genericptr_t) tmpskills, 0, sizeof(tmpskills));
|
|
|
|
while (--n >= 0) {
|
|
if (u.skills_advanced) {
|
|
/* Pick a random skill, deleting it from the list. */
|
|
i = rn2(u.skills_advanced);
|
|
skill = u.skill_record[i];
|
|
tmpskills[skill] = 1;
|
|
for (; i < u.skills_advanced - 1; i++) {
|
|
u.skill_record[i] = u.skill_record[i + 1];
|
|
}
|
|
u.skills_advanced--;
|
|
if (P_SKILL(skill) <= P_UNSKILLED)
|
|
panic("drain_weapon_skill (%d)", skill);
|
|
P_SKILL(skill)--; /* drop skill one level */
|
|
/* refund slots used for skill */
|
|
u.weapon_slots += slots_required(skill);
|
|
/* drain skill training to a value appropriate for new level */
|
|
curradv = practice_needed_to_advance(P_SKILL(skill));
|
|
prevadv = practice_needed_to_advance(P_SKILL(skill) - 1);
|
|
if (P_ADVANCE(skill) >= curradv)
|
|
P_ADVANCE(skill) = prevadv + rn2(curradv - prevadv);
|
|
}
|
|
}
|
|
|
|
for (skill = 0; skill < P_NUM_SKILLS; skill++)
|
|
if (tmpskills[skill]) {
|
|
You("forget %syour training in %s.",
|
|
P_SKILL(skill) >= P_BASIC ? "some of " : "", P_NAME(skill));
|
|
}
|
|
}
|
|
|
|
int
|
|
weapon_type(struct obj *obj)
|
|
{
|
|
/* KMH -- now uses the object table */
|
|
int type;
|
|
|
|
if (!obj)
|
|
return P_BARE_HANDED_COMBAT; /* Not using a weapon */
|
|
if (obj->oclass != WEAPON_CLASS && obj->oclass != TOOL_CLASS
|
|
&& obj->oclass != GEM_CLASS)
|
|
return P_NONE; /* Not a weapon, weapon-tool, or ammo */
|
|
type = objects[obj->otyp].oc_skill;
|
|
return (type < 0) ? -type : type;
|
|
}
|
|
|
|
int
|
|
uwep_skill_type(void)
|
|
{
|
|
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(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(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(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 = gi.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_CLERIC)) {
|
|
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 (gu.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);
|
|
}
|
|
}
|
|
|
|
/* each role has a special spell; allow at least basic for its type
|
|
(despite the function name, this works for spell skills too) */
|
|
unrestrict_weapon_skill(spell_skilltype(gu.urole.spelspec));
|
|
}
|
|
|
|
void
|
|
setmnotwielded(struct monst *mon, 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"));
|
|
}
|
|
if (MON_WEP(mon) == obj)
|
|
MON_NOWEP(mon);
|
|
obj->owornmask &= ~W_WEP;
|
|
}
|
|
|
|
/*weapon.c*/
|