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Source:Weapon.c

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Below is the full text to src/weapon.c from NetHack 3.4.3. To link to a particular line, write [[weapon.c#line123]], for example.

Top of file Edit

1.    /*	SCCS Id: @(#)weapon.c	3.4	2002/11/07	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
5.    /*
6.     *	This module contains code for calculation of "to hit" and damage
7.     *	bonuses for any given weapon used, as well as weapons selection
8.     *	code for monsters.
9.     */
10.   #include "hack.h"
11.   
12.   /* Categories whose names don't come from OBJ_NAME(objects[type])
13.    */
14.   #define PN_BARE_HANDED			(-1)	/* includes martial arts */
15.   #define PN_TWO_WEAPONS			(-2)
16.   #define PN_RIDING			(-3)
17.   #define PN_POLEARMS			(-4)
18.   #define PN_SABER			(-5)
19.   #define PN_HAMMER			(-6)
20.   #define PN_WHIP				(-7)
21.   #define PN_ATTACK_SPELL			(-8)
22.   #define PN_HEALING_SPELL		(-9)
23.   #define PN_DIVINATION_SPELL		(-10)
24.   #define PN_ENCHANTMENT_SPELL		(-11)
25.   #define PN_CLERIC_SPELL			(-12)
26.   #define PN_ESCAPE_SPELL			(-13)
27.   #define PN_MATTER_SPELL			(-14)
28.   
29.   STATIC_DCL void FDECL(give_may_advance_msg, (int));
30.   
31.   #ifndef OVLB
32.   
33.   STATIC_DCL NEARDATA const short skill_names_indices[];
34.   STATIC_DCL NEARDATA const char *odd_skill_names[];
35.   STATIC_DCL NEARDATA const char *barehands_or_martial[];
36.   
37.   #else	/* OVLB */
38.   
39.   STATIC_VAR NEARDATA const short skill_names_indices[P_NUM_SKILLS] = {
40.   	0,                DAGGER,         KNIFE,        AXE,
41.   	PICK_AXE,         SHORT_SWORD,    BROADSWORD,   LONG_SWORD,
42.   	TWO_HANDED_SWORD, SCIMITAR,       PN_SABER,     CLUB,
43.   	MACE,             MORNING_STAR,   FLAIL,
44.   	PN_HAMMER,        QUARTERSTAFF,   PN_POLEARMS,  SPEAR,
45.   	JAVELIN,          TRIDENT,        LANCE,        BOW,
46.   	SLING,            CROSSBOW,       DART,
47.   	SHURIKEN,         BOOMERANG,      PN_WHIP,      UNICORN_HORN,
48.   	PN_ATTACK_SPELL,     PN_HEALING_SPELL,
49.   	PN_DIVINATION_SPELL, PN_ENCHANTMENT_SPELL,
50.   	PN_CLERIC_SPELL,     PN_ESCAPE_SPELL,
51.   	PN_MATTER_SPELL,
52.   	PN_BARE_HANDED,   PN_TWO_WEAPONS,
53.   #ifdef STEED
54.   	PN_RIDING
55.   #endif
56.   };
57.   
58.   /* note: entry [0] isn't used */
59.   STATIC_VAR NEARDATA const char * const odd_skill_names[] = {
60.       "no skill",
61.       "bare hands",		/* use barehands_or_martial[] instead */
62.       "two weapon combat",
63.       "riding",
64.       "polearms",
65.       "saber",
66.       "hammer",
67.       "whip",
68.       "attack spells",
69.       "healing spells",
70.       "divination spells",
71.       "enchantment spells",
72.       "clerical spells",
73.       "escape spells",
74.       "matter spells",
75.   };
76.   /* indexed vis `is_martial() */
77.   STATIC_VAR NEARDATA const char * const barehands_or_martial[] = {
78.       "bare handed combat", "martial arts"
79.   };
80.   

give_may_advance_msg Edit

81.   STATIC_OVL void
82.   give_may_advance_msg(skill)
83.   int skill;
84.   {
85.   	You_feel("more confident in your %sskills.",
86.   		skill == P_NONE ?
87.   			"" :
88.   		skill <= P_LAST_WEAPON ?
89.   			"weapon " :
90.   		skill <= P_LAST_SPELL ?
91.   			"spell casting " :
92.   		"fighting ");
93.   }
94.   
95.   #endif	/* OVLB */
96.   
97.   STATIC_DCL boolean FDECL(can_advance, (int, BOOLEAN_P));
98.   STATIC_DCL boolean FDECL(could_advance, (int));
99.   STATIC_DCL boolean FDECL(peaked_skill, (int));
100.  STATIC_DCL int FDECL(slots_required, (int));
101.  
102.  #ifdef OVL1
103.  
104.  STATIC_DCL char *FDECL(skill_level_name, (int,char *));
105.  STATIC_DCL void FDECL(skill_advance, (int));
106.  
107.  #endif	/* OVL1 */
108.  
109.  #define P_NAME(type) ((skill_names_indices[type] > 0) ? \
110.  		      OBJ_NAME(objects[skill_names_indices[type]]) : \
111.  		      (type == P_BARE_HANDED_COMBAT) ? \
112.  			barehands_or_martial[martial_bonus()] : \
113.  			odd_skill_names[-skill_names_indices[type]])
114.  

hitval Edit

115.  #ifdef OVLB
116.  static NEARDATA const char kebabable[] = {
117.  	S_XORN, S_DRAGON, S_JABBERWOCK, S_NAGA, S_GIANT, '\0'
118.  };
119.  
120.  /*
121.   *	hitval returns an integer representing the "to hit" bonuses
122.   *	of "otmp" against the monster.
123.   */
124.  int
125.  hitval(otmp, mon)
126.  struct obj *otmp;
127.  struct monst *mon;
128.  {
129.  	int	tmp = 0;
130.  	struct permonst *ptr = mon->data;
131.  	boolean Is_weapon = (otmp->oclass == WEAPON_CLASS || is_weptool(otmp));
132.  
133.  	if (Is_weapon)
134.  		tmp += otmp->spe;
135.  
136.  /*	Put weapon specific "to hit" bonuses in below:		*/
137.  	tmp += objects[otmp->otyp].oc_hitbon;
138.  
139.  /*	Put weapon vs. monster type "to hit" bonuses in below:	*/
140.  
141.  	/* Blessed weapons used against undead or demons */
142.  	if (Is_weapon && otmp->blessed &&
143.  	   (is_demon(ptr) || is_undead(ptr))) tmp += 2;
144.  
145.  	if (is_spear(otmp) &&
146.  	   index(kebabable, ptr->mlet)) tmp += 2;
147.  
148.  	/* trident is highly effective against swimmers */
149.  	if (otmp->otyp == TRIDENT && is_swimmer(ptr)) {
150.  	   if (is_pool(mon->mx, mon->my)) tmp += 4;
151.  	   else if (ptr->mlet == S_EEL || ptr->mlet == S_SNAKE) tmp += 2;
152.  	}
153.  
154.  	/* Picks used against xorns and earth elementals */
155.  	if (is_pick(otmp) &&
156.  	   (passes_walls(ptr) && thick_skinned(ptr))) tmp += 2;
157.  
158.  #ifdef INVISIBLE_OBJECTS
159.  	/* Invisible weapons against monsters who can't see invisible */
160.  	if (otmp->oinvis && !perceives(ptr)) tmp += 3;
161.  #endif
162.  
163.  	/* Check specially named weapon "to hit" bonuses */
164.  	if (otmp->oartifact) tmp += spec_abon(otmp, mon);
165.  
166.  	return tmp;
167.  }
168.  

dmgval Edit

169.  /* Historical note: The original versions of Hack used a range of damage
170.   * which was similar to, but not identical to the damage used in Advanced
171.   * Dungeons and Dragons.  I figured that since it was so close, I may as well
172.   * make it exactly the same as AD&D, adding some more weapons in the process.
173.   * This has the advantage that it is at least possible that the player would
174.   * already know the damage of at least some of the weapons.  This was circa
175.   * 1987 and I used the table from Unearthed Arcana until I got tired of typing
176.   * them in (leading to something of an imbalance towards weapons early in
177.   * alphabetical order).  The data structure still doesn't include fields that
178.   * fully allow the appropriate damage to be described (there's no way to say
179.   * 3d6 or 1d6+1) so we add on the extra damage in dmgval() if the weapon
180.   * doesn't do an exact die of damage.
181.   *
182.   * Of course new weapons were added later in the development of Nethack.  No
183.   * AD&D consistency was kept, but most of these don't exist in AD&D anyway.
184.   *
185.   * Second edition AD&D came out a few years later; luckily it used the same
186.   * table.  As of this writing (1999), third edition is in progress but not
187.   * released.  Let's see if the weapon table stays the same.  --KAA
188.   * October 2000: It didn't.  Oh, well.
189.   */
190.  
191.  /*
192.   *	dmgval returns an integer representing the damage bonuses
193.   *	of "otmp" against the monster.
194.   */
195.  int
196.  dmgval(otmp, mon)
197.  struct obj *otmp;
198.  struct monst *mon;
199.  {
200.  	int tmp = 0, otyp = otmp->otyp;
201.  	struct permonst *ptr = mon->data;
202.  	boolean Is_weapon = (otmp->oclass == WEAPON_CLASS || is_weptool(otmp));
203.  
204.  	if (otyp == CREAM_PIE) return 0;
205.  
206.  	if (bigmonst(ptr)) {
207.  	    if (objects[otyp].oc_wldam)
208.  		tmp = rnd(objects[otyp].oc_wldam);
209.  	    switch (otyp) {
210.  		case IRON_CHAIN:
211.  		case CROSSBOW_BOLT:
212.  		case MORNING_STAR:
213.  		case PARTISAN:
214.  		case RUNESWORD:
215.  		case ELVEN_BROADSWORD:
216.  		case BROADSWORD:	tmp++; break;
217.  
218.  		case FLAIL:
219.  		case RANSEUR:
220.  		case VOULGE:		tmp += rnd(4); break;
221.  
222.  		case ACID_VENOM:
223.  		case HALBERD:
224.  		case SPETUM:		tmp += rnd(6); break;
225.  
226.  		case BATTLE_AXE:
227.  		case BARDICHE:
228.  		case TRIDENT:		tmp += d(2,4); break;
229.  
230.  		case TSURUGI:
231.  		case DWARVISH_MATTOCK:
232.  		case TWO_HANDED_SWORD:	tmp += d(2,6); break;
233.  	    }
234.  	} else {
235.  	    if (objects[otyp].oc_wsdam)
236.  		tmp = rnd(objects[otyp].oc_wsdam);
237.  	    switch (otyp) {
238.  		case IRON_CHAIN:
239.  		case CROSSBOW_BOLT:
240.  		case MACE:
241.  		case WAR_HAMMER:
242.  		case FLAIL:
243.  		case SPETUM:
244.  		case TRIDENT:		tmp++; break;
245.  
246.  		case BATTLE_AXE:
247.  		case BARDICHE:
248.  		case BILL_GUISARME:
249.  		case GUISARME:
250.  		case LUCERN_HAMMER:
251.  		case MORNING_STAR:
252.  		case RANSEUR:
253.  		case BROADSWORD:
254.  		case ELVEN_BROADSWORD:
255.  		case RUNESWORD:
256.  		case VOULGE:		tmp += rnd(4); break;
257.  
258.  		case ACID_VENOM:	tmp += rnd(6); break;
259.  	    }
260.  	}
261.  	if (Is_weapon) {
262.  		tmp += otmp->spe;
263.  		/* negative enchantment mustn't produce negative damage */
264.  		if (tmp < 0) tmp = 0;
265.  	}
266.  
267.  	if (objects[otyp].oc_material <= LEATHER && thick_skinned(ptr))
268.  		/* thick skinned/scaled creatures don't feel it */
269.  		tmp = 0;
270.  	if (ptr == &mons[PM_SHADE] && objects[otyp].oc_material != SILVER)
271.  		tmp = 0;
272.  
273.  	/* "very heavy iron ball"; weight increase is in increments of 160 */
274.  	if (otyp == HEAVY_IRON_BALL && tmp > 0) {
275.  	    int wt = (int)objects[HEAVY_IRON_BALL].oc_weight;
276.  
277.  	    if ((int)otmp->owt > wt) {
278.  		wt = ((int)otmp->owt - wt) / 160;
279.  		tmp += rnd(4 * wt);
280.  		if (tmp > 25) tmp = 25;	/* objects[].oc_wldam */
281.  	    }
282.  	}
283.  
284.  /*	Put weapon vs. monster type damage bonuses in below:	*/
285.  	if (Is_weapon || otmp->oclass == GEM_CLASS ||
286.  		otmp->oclass == BALL_CLASS || otmp->oclass == CHAIN_CLASS) {
287.  	    int bonus = 0;
288.  
289.  	    if (otmp->blessed && (is_undead(ptr) || is_demon(ptr)))
290.  		bonus += rnd(4);
291.  	    if (is_axe(otmp) && is_wooden(ptr))
292.  		bonus += rnd(4);
293.  	    if (objects[otyp].oc_material == SILVER && hates_silver(ptr))
294.  		bonus += rnd(20);
295.  
296.  	    /* if the weapon is going to get a double damage bonus, adjust
297.  	       this bonus so that effectively it's added after the doubling */
298.  	    if (bonus > 1 && otmp->oartifact && spec_dbon(otmp, mon, 25) >= 25)
299.  		bonus = (bonus + 1) / 2;
300.  
301.  	    tmp += bonus;
302.  	}
303.  
304.  	if (tmp > 0) {
305.  		/* It's debateable whether a rusted blunt instrument
306.  		   should do less damage than a pristine one, since
307.  		   it will hit with essentially the same impact, but
308.  		   there ought to some penalty for using damaged gear
309.  		   so always subtract erosion even for blunt weapons. */
310.  		tmp -= greatest_erosion(otmp);
311.  		if (tmp < 1) tmp = 1;
312.  	}
313.  
314.  	return(tmp);
315.  }
316.  
317.  #endif /* OVLB */

oselect Edit

318.  #ifdef OVL0
319.  
320.  STATIC_DCL struct obj *FDECL(oselect, (struct monst *,int));
321.  #define Oselect(x)	if ((otmp = oselect(mtmp, x)) != 0) return(otmp);
322.  
323.  STATIC_OVL struct obj *
324.  oselect(mtmp, x)
325.  struct monst *mtmp;
326.  int x;
327.  {
328.  	struct obj *otmp;
329.  
330.  	for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj) {
331.  	    if (otmp->otyp == x &&
332.  		    /* never select non-cockatrice corpses */
333.  		    !((x == CORPSE || x == EGG) &&
334.  			!touch_petrifies(&mons[otmp->corpsenm])) &&
335.  		    (!otmp->oartifact || touch_artifact(otmp,mtmp)))
336.  		return otmp;
337.  	}
338.  	return (struct obj *)0;
339.  }
340.  

select_rwep Edit

341.  static NEARDATA const int rwep[] =
342.  {	DWARVISH_SPEAR, SILVER_SPEAR, ELVEN_SPEAR, SPEAR, ORCISH_SPEAR,
343.  	JAVELIN, SHURIKEN, YA, SILVER_ARROW, ELVEN_ARROW, ARROW,
344.  	ORCISH_ARROW, CROSSBOW_BOLT, SILVER_DAGGER, ELVEN_DAGGER, DAGGER,
345.  	ORCISH_DAGGER, KNIFE, FLINT, ROCK, LOADSTONE, LUCKSTONE, DART,
346.  	/* BOOMERANG, */ CREAM_PIE
347.  	/* note: CREAM_PIE should NOT be #ifdef KOPS */
348.  };
349.  
350.  static NEARDATA const int pwep[] =
351.  {	HALBERD, BARDICHE, SPETUM, BILL_GUISARME, VOULGE, RANSEUR, GUISARME,
352.  	GLAIVE, LUCERN_HAMMER, BEC_DE_CORBIN, FAUCHARD, PARTISAN, LANCE
353.  };
354.  
355.  static struct obj *propellor;
356.  
357.  struct obj *
358.  select_rwep(mtmp)	/* select a ranged weapon for the monster */
359.  register struct monst *mtmp;
360.  {
361.  	register struct obj *otmp;
362.  	int i;
363.  
364.  #ifdef KOPS
365.  	char mlet = mtmp->data->mlet;
366.  #endif
367.  
368.  	propellor = &zeroobj;
369.  	Oselect(EGG); /* cockatrice egg */
370.  #ifdef KOPS
371.  	if(mlet == S_KOP)	/* pies are first choice for Kops */
372.  	    Oselect(CREAM_PIE);
373.  #endif
374.  	if(throws_rocks(mtmp->data))	/* ...boulders for giants */
375.  	    Oselect(BOULDER);
376.  
377.  	/* Select polearms first; they do more damage and aren't expendable */
378.  	/* The limit of 13 here is based on the monster polearm range limit
379.  	 * (defined as 5 in mthrowu.c).  5 corresponds to a distance of 2 in
380.  	 * one direction and 1 in another; one space beyond that would be 3 in
381.  	 * one direction and 2 in another; 3^2+2^2=13.
382.  	 */
383.  	if (dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <= 13 && couldsee(mtmp->mx, mtmp->my)) {
384.  	    for (i = 0; i < SIZE(pwep); i++) {
385.  		/* Only strong monsters can wield big (esp. long) weapons.
386.  		 * Big weapon is basically the same as bimanual.
387.  		 * All monsters can wield the remaining weapons.
388.  		 */
389.  		if (((strongmonst(mtmp->data) && (mtmp->misc_worn_check & W_ARMS) == 0)
390.  			|| !objects[pwep[i]].oc_bimanual) &&
391.  		    (objects[pwep[i]].oc_material != SILVER
392.  			|| !hates_silver(mtmp->data))) {
393.  		    if ((otmp = oselect(mtmp, pwep[i])) != 0) {
394.  			propellor = otmp; /* force the monster to wield it */
395.  			return otmp;
396.  		    }
397.  		}
398.  	    }
399.  	}
400.  
401.  	/*
402.  	 * other than these two specific cases, always select the
403.  	 * most potent ranged weapon to hand.
404.  	 */
405.  	for (i = 0; i < SIZE(rwep); i++) {
406.  	    int prop;
407.  
408.  	    /* shooting gems from slings; this goes just before the darts */
409.  	    /* (shooting rocks is already handled via the rwep[] ordering) */
410.  	    if (rwep[i] == DART && !likes_gems(mtmp->data) &&
411.  		    m_carrying(mtmp, SLING)) {		/* propellor */
412.  		for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
413.  		    if (otmp->oclass == GEM_CLASS &&
414.  			    (otmp->otyp != LOADSTONE || !otmp->cursed)) {
415.  			propellor = m_carrying(mtmp, SLING);
416.  			return otmp;
417.  		    }
418.  	    }
419.  
420.  		/* KMH -- This belongs here so darts will work */
421.  	    propellor = &zeroobj;
422.  
423.  	    prop = (objects[rwep[i]]).oc_skill;
424.  	    if (prop < 0) {
425.  		switch (-prop) {
426.  		case P_BOW:
427.  		  propellor = (oselect(mtmp, YUMI));
428.  		  if (!propellor) propellor = (oselect(mtmp, ELVEN_BOW));
429.  		  if (!propellor) propellor = (oselect(mtmp, BOW));
430.  		  if (!propellor) propellor = (oselect(mtmp, ORCISH_BOW));
431.  		  break;
432.  		case P_SLING:
433.  		  propellor = (oselect(mtmp, SLING));
434.  		  break;
435.  		case P_CROSSBOW:
436.  		  propellor = (oselect(mtmp, CROSSBOW));
437.  		}
438.  		if ((otmp = MON_WEP(mtmp)) && otmp->cursed && otmp != propellor
439.  				&& mtmp->weapon_check == NO_WEAPON_WANTED)
440.  			propellor = 0;
441.  	    }
442.  	    /* propellor = obj, propellor to use
443.  	     * propellor = &zeroobj, doesn't need a propellor
444.  	     * propellor = 0, needed one and didn't have one
445.  	     */
446.  	    if (propellor != 0) {
447.  		/* Note: cannot use m_carrying for loadstones, since it will
448.  		 * always select the first object of a type, and maybe the
449.  		 * monster is carrying two but only the first is unthrowable.
450.  		 */
451.  		if (rwep[i] != LOADSTONE) {
452.  			/* Don't throw a cursed weapon-in-hand or an artifact */
453.  			if ((otmp = oselect(mtmp, rwep[i])) && !otmp->oartifact
454.  			    && (!otmp->cursed || otmp != MON_WEP(mtmp)))
455.  				return(otmp);
456.  		} else for(otmp=mtmp->minvent; otmp; otmp=otmp->nobj) {
457.  		    if (otmp->otyp == LOADSTONE && !otmp->cursed)
458.  			return otmp;
459.  		}
460.  	    }
461.  	  }
462.  
463.  	/* failure */
464.  	return (struct obj *)0;
465.  }
466.  

select_hwep Edit

467.  /* Weapons in order of preference */
468.  static const NEARDATA short hwep[] = {
469.  	  CORPSE,  /* cockatrice corpse */
470.  	  TSURUGI, RUNESWORD, DWARVISH_MATTOCK, TWO_HANDED_SWORD, BATTLE_AXE,
471.  	  KATANA, UNICORN_HORN, CRYSKNIFE, TRIDENT, LONG_SWORD,
472.  	  ELVEN_BROADSWORD, BROADSWORD, SCIMITAR, SILVER_SABER,
473.  	  MORNING_STAR, ELVEN_SHORT_SWORD, DWARVISH_SHORT_SWORD, SHORT_SWORD,
474.  	  ORCISH_SHORT_SWORD, MACE, AXE, DWARVISH_SPEAR, SILVER_SPEAR,
475.  	  ELVEN_SPEAR, SPEAR, ORCISH_SPEAR, FLAIL, BULLWHIP, QUARTERSTAFF,
476.  	  JAVELIN, AKLYS, CLUB, PICK_AXE,
477.  #ifdef KOPS
478.  	  RUBBER_HOSE,
479.  #endif /* KOPS */
480.  	  WAR_HAMMER, SILVER_DAGGER, ELVEN_DAGGER, DAGGER, ORCISH_DAGGER,
481.  	  ATHAME, SCALPEL, KNIFE, WORM_TOOTH
482.  	};
483.  
484.  struct obj *
485.  select_hwep(mtmp)	/* select a hand to hand weapon for the monster */
486.  register struct monst *mtmp;
487.  {
488.  	register struct obj *otmp;
489.  	register int i;
490.  	boolean strong = strongmonst(mtmp->data);
491.  	boolean wearing_shield = (mtmp->misc_worn_check & W_ARMS) != 0;
492.  
493.  	/* prefer artifacts to everything else */
494.  	for(otmp=mtmp->minvent; otmp; otmp = otmp->nobj) {
495.  		if (otmp->oclass == WEAPON_CLASS
496.  			&& otmp->oartifact && touch_artifact(otmp,mtmp)
497.  			&& ((strong && !wearing_shield)
498.  			    || !objects[otmp->otyp].oc_bimanual))
499.  		    return otmp;
500.  	}
501.  
502.  	if(is_giant(mtmp->data))	/* giants just love to use clubs */
503.  	    Oselect(CLUB);
504.  
505.  	/* only strong monsters can wield big (esp. long) weapons */
506.  	/* big weapon is basically the same as bimanual */
507.  	/* all monsters can wield the remaining weapons */
508.  	for (i = 0; i < SIZE(hwep); i++) {
509.  	    if (hwep[i] == CORPSE && !(mtmp->misc_worn_check & W_ARMG))
510.  		continue;
511.  	    if (((strong && !wearing_shield)
512.  			|| !objects[hwep[i]].oc_bimanual) &&
513.  		    (objects[hwep[i]].oc_material != SILVER
514.  			|| !hates_silver(mtmp->data)))
515.  		Oselect(hwep[i]);
516.  	}
517.  
518.  	/* failure */
519.  	return (struct obj *)0;
520.  }
521.  

possibly_unwield Edit

522.  /* Called after polymorphing a monster, robbing it, etc....  Monsters
523.   * otherwise never unwield stuff on their own.  Might print message.
524.   */
525.  void
526.  possibly_unwield(mon, polyspot)
527.  struct monst *mon;
528.  boolean polyspot;
529.  {
530.  	struct obj *obj, *mw_tmp;
531.  
532.  	if (!(mw_tmp = MON_WEP(mon)))
533.  		return;
534.  	for (obj = mon->minvent; obj; obj = obj->nobj)
535.  		if (obj == mw_tmp) break;
536.  	if (!obj) { /* The weapon was stolen or destroyed */
537.  		MON_NOWEP(mon);
538.  		mon->weapon_check = NEED_WEAPON;
539.  		return;
540.  	}
541.  	if (!attacktype(mon->data, AT_WEAP)) {
542.  		setmnotwielded(mon, mw_tmp);
543.  		MON_NOWEP(mon);
544.  		mon->weapon_check = NO_WEAPON_WANTED;
545.  		obj_extract_self(obj);
546.  		if (cansee(mon->mx, mon->my)) {
547.  		    pline("%s drops %s.", Monnam(mon),
548.  			  distant_name(obj, doname));
549.  		    newsym(mon->mx, mon->my);
550.  		}
551.  		/* might be dropping object into water or lava */
552.  		if (!flooreffects(obj, mon->mx, mon->my, "drop")) {
553.  		    if (polyspot) bypass_obj(obj);
554.  		    place_object(obj, mon->mx, mon->my);
555.  		    stackobj(obj);
556.  		}
557.  		return;
558.  	}
559.  	/* The remaining case where there is a change is where a monster
560.  	 * is polymorphed into a stronger/weaker monster with a different
561.  	 * choice of weapons.  This has no parallel for players.  It can
562.  	 * be handled by waiting until mon_wield_item is actually called.
563.  	 * Though the monster still wields the wrong weapon until then,
564.  	 * this is OK since the player can't see it.  (FIXME: Not okay since
565.  	 * probing can reveal it.)
566.  	 * Note that if there is no change, setting the check to NEED_WEAPON
567.  	 * is harmless.
568.  	 * Possible problem: big monster with big cursed weapon gets
569.  	 * polymorphed into little monster.  But it's not quite clear how to
570.  	 * handle this anyway....
571.  	 */
572.  	if (!(mw_tmp->cursed && mon->weapon_check == NO_WEAPON_WANTED))
573.  	    mon->weapon_check = NEED_WEAPON;
574.  	return;
575.  }
576.  

mon_wield_item Edit

577.  /* Let a monster try to wield a weapon, based on mon->weapon_check.
578.   * Returns 1 if the monster took time to do it, 0 if it did not.
579.   */
580.  int
581.  mon_wield_item(mon)
582.  register struct monst *mon;
583.  {
584.  	struct obj *obj;
585.  
586.  	/* This case actually should never happen */
587.  	if (mon->weapon_check == NO_WEAPON_WANTED) return 0;
588.  	switch(mon->weapon_check) {
589.  		case NEED_HTH_WEAPON:
590.  			obj = select_hwep(mon);
591.  			break;
592.  		case NEED_RANGED_WEAPON:
593.  			(void)select_rwep(mon);
594.  			obj = propellor;
595.  			break;
596.  		case NEED_PICK_AXE:
597.  			obj = m_carrying(mon, PICK_AXE);
598.  			/* KMH -- allow other picks */
599.  			if (!obj && !which_armor(mon, W_ARMS))
600.  			    obj = m_carrying(mon, DWARVISH_MATTOCK);
601.  			break;
602.  		case NEED_AXE:
603.  			/* currently, only 2 types of axe */
604.  			obj = m_carrying(mon, BATTLE_AXE);
605.  			if (!obj || which_armor(mon, W_ARMS))
606.  			    obj = m_carrying(mon, AXE);
607.  			break;
608.  		case NEED_PICK_OR_AXE:
609.  			/* prefer pick for fewer switches on most levels */
610.  			obj = m_carrying(mon, DWARVISH_MATTOCK);
611.  			if (!obj) obj = m_carrying(mon, BATTLE_AXE);
612.  			if (!obj || which_armor(mon, W_ARMS)) {
613.  			    obj = m_carrying(mon, PICK_AXE);
614.  			    if (!obj) obj = m_carrying(mon, AXE);
615.  			}
616.  			break;
617.  		default: impossible("weapon_check %d for %s?",
618.  				mon->weapon_check, mon_nam(mon));
619.  			return 0;
620.  	}
621.  	if (obj && obj != &zeroobj) {
622.  		struct obj *mw_tmp = MON_WEP(mon);
623.  		if (mw_tmp && mw_tmp->otyp == obj->otyp) {
624.  		/* already wielding it */
625.  			mon->weapon_check = NEED_WEAPON;
626.  			return 0;
627.  		}
628.  		/* Actually, this isn't necessary--as soon as the monster
629.  		 * wields the weapon, the weapon welds itself, so the monster
630.  		 * can know it's cursed and needn't even bother trying.
631.  		 * Still....
632.  		 */
633.  		if (mw_tmp && mw_tmp->cursed && mw_tmp->otyp != CORPSE) {
634.  		    if (canseemon(mon)) {
635.  			char welded_buf[BUFSZ];
636.  			const char *mon_hand = mbodypart(mon, HAND);
637.  
638.  			if (bimanual(mw_tmp)) mon_hand = makeplural(mon_hand);
639.  			Sprintf(welded_buf, "%s welded to %s %s",
640.  				otense(mw_tmp, "are"),
641.  				mhis(mon), mon_hand);
642.  
643.  			if (obj->otyp == PICK_AXE) {
644.  			    pline("Since %s weapon%s %s,",
645.  				  s_suffix(mon_nam(mon)),
646.  				  plur(mw_tmp->quan), welded_buf);
647.  			    pline("%s cannot wield that %s.",
648.  				mon_nam(mon), xname(obj));
649.  			} else {
650.  			    pline("%s tries to wield %s.", Monnam(mon),
651.  				doname(obj));
652.  			    pline("%s %s %s!",
653.  				  s_suffix(Monnam(mon)),
654.  				  xname(mw_tmp), welded_buf);
655.  			}
656.  			mw_tmp->bknown = 1;
657.  		    }
658.  		    mon->weapon_check = NO_WEAPON_WANTED;
659.  		    return 1;
660.  		}
661.  		mon->mw = obj;		/* wield obj */
662.  		setmnotwielded(mon, mw_tmp);
663.  		mon->weapon_check = NEED_WEAPON;
664.  		if (canseemon(mon)) {
665.  		    pline("%s wields %s!", Monnam(mon), doname(obj));
666.  		    if (obj->cursed && obj->otyp != CORPSE) {
667.  			pline("%s %s to %s %s!",
668.  			    Tobjnam(obj, "weld"),
669.  			    is_plural(obj) ? "themselves" : "itself",
670.  			    s_suffix(mon_nam(mon)), mbodypart(mon,HAND));
671.  			obj->bknown = 1;
672.  		    }
673.  		}
674.  		if (artifact_light(obj) && !obj->lamplit) {
675.  		    begin_burn(obj, FALSE);
676.  		    if (canseemon(mon))
677.  			pline("%s brilliantly in %s %s!",
678.  			    Tobjnam(obj, "glow"), 
679.  			    s_suffix(mon_nam(mon)), mbodypart(mon,HAND));
680.  		}
681.  		obj->owornmask = W_WEP;
682.  		return 1;
683.  	}
684.  	mon->weapon_check = NEED_WEAPON;
685.  	return 0;
686.  }
687.  

abon Edit

688.  int
689.  abon()		/* attack bonus for strength & dexterity */
690.  {
691.  	int sbon;
692.  	int str = ACURR(A_STR), dex = ACURR(A_DEX);
693.  
694.  	if (Upolyd) return(adj_lev(&mons[u.umonnum]) - 3);
695.  	if (str < 6) sbon = -2;
696.  	else if (str < 8) sbon = -1;
697.  	else if (str < 17) sbon = 0;
698.  	else if (str <= STR18(50)) sbon = 1;	/* up to 18/50 */
699.  	else if (str < STR18(100)) sbon = 2;
700.  	else sbon = 3;
701.  
702.  /* Game tuning kludge: make it a bit easier for a low level character to hit */
703.  	sbon += (u.ulevel < 3) ? 1 : 0;
704.  
705.  	if (dex < 4) return(sbon-3);
706.  	else if (dex < 6) return(sbon-2);
707.  	else if (dex < 8) return(sbon-1);
708.  	else if (dex < 14) return(sbon);
709.  	else return(sbon + dex-14);
710.  }
711.  
712.  #endif /* OVL0 */

dbon Edit

713.  #ifdef OVL1
714.  
715.  int
716.  dbon()		/* damage bonus for strength */
717.  {
718.  	int str = ACURR(A_STR);
719.  
720.  	if (Upolyd) return(0);
721.  
722.  	if (str < 6) return(-1);
723.  	else if (str < 16) return(0);
724.  	else if (str < 18) return(1);
725.  	else if (str == 18) return(2);		/* up to 18 */
726.  	else if (str <= STR18(75)) return(3);		/* up to 18/75 */
727.  	else if (str <= STR18(90)) return(4);		/* up to 18/90 */
728.  	else if (str < STR18(100)) return(5);		/* up to 18/99 */
729.  	else return(6);
730.  }
731.  
732.  

skill_level_name Edit

733.  /* copy the skill level name into the given buffer */
734.  STATIC_OVL char *
735.  skill_level_name(skill, buf)
736.  int skill;
737.  char *buf;
738.  {
739.      const char *ptr;
740.  
741.      switch (P_SKILL(skill)) {
742.  	case P_UNSKILLED:    ptr = "Unskilled"; break;
743.  	case P_BASIC:	     ptr = "Basic";     break;
744.  	case P_SKILLED:	     ptr = "Skilled";   break;
745.  	case P_EXPERT:	     ptr = "Expert";    break;
746.  	/* these are for unarmed combat/martial arts only */
747.  	case P_MASTER:	     ptr = "Master";    break;
748.  	case P_GRAND_MASTER: ptr = "Grand Master"; break;
749.  	default:	     ptr = "Unknown";	break;
750.      }
751.      Strcpy(buf, ptr);
752.      return buf;
753.  }
754.  

slots_required Edit

755.  /* return the # of slots required to advance the skill */
756.  STATIC_OVL int
757.  slots_required(skill)
758.  int skill;
759.  {
760.      int tmp = P_SKILL(skill);
761.  
762.      /* The more difficult the training, the more slots it takes.
763.       *	unskilled -> basic	1
764.       *	basic -> skilled	2
765.       *	skilled -> expert	3
766.       */
767.      if (skill <= P_LAST_WEAPON || skill == P_TWO_WEAPON_COMBAT)
768.  	return tmp;
769.  
770.      /* Fewer slots used up for unarmed or martial.
771.       *	unskilled -> basic	1
772.       *	basic -> skilled	1
773.       *	skilled -> expert	2
774.       *	expert -> master	2
775.       *	master -> grand master	3
776.       */
777.      return (tmp + 1) / 2;
778.  }
779.  

can_advance Edit

780.  /* return true if this skill can be advanced */
781.  /*ARGSUSED*/
782.  STATIC_OVL boolean
783.  can_advance(skill, speedy)
784.  int skill;
785.  boolean speedy;
786.  {
787.      return !P_RESTRICTED(skill)
788.  	    && P_SKILL(skill) < P_MAX_SKILL(skill) && (
789.  #ifdef WIZARD
790.  	    (wizard && speedy) ||
791.  #endif
792.  	    (P_ADVANCE(skill) >=
793.  		(unsigned) practice_needed_to_advance(P_SKILL(skill))
794.  	    && u.skills_advanced < P_SKILL_LIMIT
795.  	    && u.weapon_slots >= slots_required(skill)));
796.  }
797.  

could_advance Edit

798.  /* return true if this skill could be advanced if more slots were available */
799.  STATIC_OVL boolean
800.  could_advance(skill)
801.  int skill;
802.  {
803.      return !P_RESTRICTED(skill)
804.  	    && P_SKILL(skill) < P_MAX_SKILL(skill) && (
805.  	    (P_ADVANCE(skill) >=
806.  		(unsigned) practice_needed_to_advance(P_SKILL(skill))
807.  	    && u.skills_advanced < P_SKILL_LIMIT));
808.  }
809.  

peaked_skill Edit

810.  /* return true if this skill has reached its maximum and there's been enough
811.     practice to become eligible for the next step if that had been possible */
812.  STATIC_OVL boolean
813.  peaked_skill(skill)
814.  int skill;
815.  {
816.      return !P_RESTRICTED(skill)
817.  	    && P_SKILL(skill) >= P_MAX_SKILL(skill) && (
818.  	    (P_ADVANCE(skill) >=
819.  		(unsigned) practice_needed_to_advance(P_SKILL(skill))));
820.  }
821.  

skill_advance Edit

822.  STATIC_OVL void
823.  skill_advance(skill)
824.  int skill;
825.  {
826.      u.weapon_slots -= slots_required(skill);
827.      P_SKILL(skill)++;
828.      u.skill_record[u.skills_advanced++] = skill;
829.      /* subtly change the advance message to indicate no more advancement */
830.      You("are now %s skilled in %s.",
831.  	P_SKILL(skill) >= P_MAX_SKILL(skill) ? "most" : "more",
832.  	P_NAME(skill));
833.  }
834.  

enhance_weapon_skill Edit

835.  const static struct skill_range {
836.  	short first, last;
837.  	const char *name;
838.  } skill_ranges[] = {
839.      { P_FIRST_H_TO_H, P_LAST_H_TO_H, "Fighting Skills" },
840.      { P_FIRST_WEAPON, P_LAST_WEAPON, "Weapon Skills" },
841.      { P_FIRST_SPELL,  P_LAST_SPELL,  "Spellcasting Skills" },
842.  };
843.  
844.  /*
845.   * The `#enhance' extended command.  What we _really_ would like is
846.   * to keep being able to pick things to advance until we couldn't any
847.   * more.  This is currently not possible -- the menu code has no way
848.   * to call us back for instant action.  Even if it did, we would also need
849.   * to be able to update the menu since selecting one item could make
850.   * others unselectable.
851.   */
852.  int
853.  enhance_weapon_skill()
854.  {
855.      int pass, i, n, len, longest,
856.  	to_advance, eventually_advance, maxxed_cnt;
857.      char buf[BUFSZ], sklnambuf[BUFSZ];
858.      const char *prefix;
859.      menu_item *selected;
860.      anything any;
861.      winid win;
862.      boolean speedy = FALSE;
863.  
864.  #ifdef WIZARD
865.  	if (wizard && yn("Advance skills without practice?") == 'y')
866.  	    speedy = TRUE;
867.  #endif
868.  
869.  	do {
870.  	    /* find longest available skill name, count those that can advance */
871.  	    to_advance = eventually_advance = maxxed_cnt = 0;
872.  	    for (longest = 0, i = 0; i < P_NUM_SKILLS; i++) {
873.  		if (P_RESTRICTED(i)) continue;
874.  		if ((len = strlen(P_NAME(i))) > longest)
875.  		    longest = len;
876.  		if (can_advance(i, speedy)) to_advance++;
877.  		else if (could_advance(i)) eventually_advance++;
878.  		else if (peaked_skill(i)) maxxed_cnt++;
879.  	    }
880.  
881.  	    win = create_nhwindow(NHW_MENU);
882.  	    start_menu(win);
883.  
884.  	    /* start with a legend if any entries will be annotated
885.  	       with "*" or "#" below */
886.  	    if (eventually_advance > 0 || maxxed_cnt > 0) {
887.  		any.a_void = 0;
888.  		if (eventually_advance > 0) {
889.  		    Sprintf(buf,
890.  			    "(Skill%s flagged by \"*\" may be enhanced %s.)",
891.  			    plur(eventually_advance),
892.  			    (u.ulevel < MAXULEV) ?
893.  				"when you're more experienced" :
894.  				"if skill slots become available");
895.  		    add_menu(win, NO_GLYPH, &any, 0, 0, ATR_NONE,
896.  			     buf, MENU_UNSELECTED);
897.  		}
898.  		if (maxxed_cnt > 0) {
899.  		    Sprintf(buf,
900.  		  "(Skill%s flagged by \"#\" cannot be enhanced any further.)",
901.  			    plur(maxxed_cnt));
902.  		    add_menu(win, NO_GLYPH, &any, 0, 0, ATR_NONE,
903.  			     buf, MENU_UNSELECTED);
904.  		}
905.  		add_menu(win, NO_GLYPH, &any, 0, 0, ATR_NONE,
906.  			     "", MENU_UNSELECTED);
907.  	    }
908.  
909.  	    /* List the skills, making ones that could be advanced
910.  	       selectable.  List the miscellaneous skills first.
911.  	       Possible future enhancement:  list spell skills before
912.  	       weapon skills for spellcaster roles. */
913.  	  for (pass = 0; pass < SIZE(skill_ranges); pass++)
914.  	    for (i = skill_ranges[pass].first;
915.  		 i <= skill_ranges[pass].last; i++) {
916.  		/* Print headings for skill types */
917.  		any.a_void = 0;
918.  		if (i == skill_ranges[pass].first)
919.  		    add_menu(win, NO_GLYPH, &any, 0, 0, iflags.menu_headings,
920.  			     skill_ranges[pass].name, MENU_UNSELECTED);
921.  
922.  		if (P_RESTRICTED(i)) continue;
923.  		/*
924.  		 * Sigh, this assumes a monospaced font unless
925.  		 * iflags.menu_tab_sep is set in which case it puts
926.  		 * tabs between columns.
927.  		 * The 12 is the longest skill level name.
928.  		 * The "    " is room for a selection letter and dash, "a - ".
929.  		 */
930.  		if (can_advance(i, speedy))
931.  		    prefix = "";	/* will be preceded by menu choice */
932.  		else if (could_advance(i))
933.  		    prefix = "  * ";
934.  		else if (peaked_skill(i))
935.  		    prefix = "  # ";
936.  		else
937.  		    prefix = (to_advance + eventually_advance +
938.  				maxxed_cnt > 0) ? "    " : "";
939.  		(void) skill_level_name(i, sklnambuf);
940.  #ifdef WIZARD
941.  		if (wizard) {
942.  		    if (!iflags.menu_tab_sep)
943.  			Sprintf(buf, " %s%-*s %-12s %5d(%4d)",
944.  			    prefix, longest, P_NAME(i), sklnambuf,
945.  			    P_ADVANCE(i),
946.  			    practice_needed_to_advance(P_SKILL(i)));
947.  		    else
948.  			Sprintf(buf, " %s%s\t%s\t%5d(%4d)",
949.  			    prefix, P_NAME(i), sklnambuf,
950.  			    P_ADVANCE(i),
951.  			    practice_needed_to_advance(P_SKILL(i)));
952.  		 } else
953.  #endif
954.  		{
955.  		    if (!iflags.menu_tab_sep)
956.  			Sprintf(buf, " %s %-*s [%s]",
957.  			    prefix, longest, P_NAME(i), sklnambuf);
958.  		    else
959.  			Sprintf(buf, " %s%s\t[%s]",
960.  			    prefix, P_NAME(i), sklnambuf);
961.  		}
962.  		any.a_int = can_advance(i, speedy) ? i+1 : 0;
963.  		add_menu(win, NO_GLYPH, &any, 0, 0, ATR_NONE,
964.  			 buf, MENU_UNSELECTED);
965.  	    }
966.  
967.  	    Strcpy(buf, (to_advance > 0) ? "Pick a skill to advance:" :
968.  					   "Current skills:");
969.  #ifdef WIZARD
970.  	    if (wizard && !speedy)
971.  		Sprintf(eos(buf), "  (%d slot%s available)",
972.  			u.weapon_slots, plur(u.weapon_slots));
973.  #endif
974.  	    end_menu(win, buf);
975.  	    n = select_menu(win, to_advance ? PICK_ONE : PICK_NONE, &selected);
976.  	    destroy_nhwindow(win);
977.  	    if (n > 0) {
978.  		n = selected[0].item.a_int - 1;	/* get item selected */
979.  		free((genericptr_t)selected);
980.  		skill_advance(n);
981.  		/* check for more skills able to advance, if so then .. */
982.  		for (n = i = 0; i < P_NUM_SKILLS; i++) {
983.  		    if (can_advance(i, speedy)) {
984.  			if (!speedy) You_feel("you could be more dangerous!");
985.  			n++;
986.  			break;
987.  		    }
988.  		}
989.  	    }
990.  	} while (speedy && n > 0);
991.  	return 0;
992.  }
993.  

unrestrict_weapon_skill Edit

994.  /*
995.   * Change from restricted to unrestricted, allowing P_BASIC as max.  This
996.   * function may be called with with P_NONE.  Used in pray.c.
997.   */
998.  void
999.  unrestrict_weapon_skill(skill)
1000. int skill;
1001. {
1002.     if (skill < P_NUM_SKILLS && P_RESTRICTED(skill)) {
1003. 	P_SKILL(skill) = P_UNSKILLED;
1004. 	P_MAX_SKILL(skill) = P_BASIC;
1005. 	P_ADVANCE(skill) = 0;
1006.     }
1007. }
1008. 
1009. #endif /* OVL1 */

use_skill Edit

1010. #ifdef OVLB
1011. 
1012. void
1013. use_skill(skill,degree)
1014. int skill;
1015. int degree;
1016. {
1017.     boolean advance_before;
1018. 
1019.     if (skill != P_NONE && !P_RESTRICTED(skill)) {
1020. 	advance_before = can_advance(skill, FALSE);
1021. 	P_ADVANCE(skill)+=degree;
1022. 	if (!advance_before && can_advance(skill, FALSE))
1023. 	    give_may_advance_msg(skill);
1024.     }
1025. }
1026. 

add_weapon_skill Edit

1027. void
1028. add_weapon_skill(n)
1029. int n;	/* number of slots to gain; normally one */
1030. {
1031.     int i, before, after;
1032. 
1033.     for (i = 0, before = 0; i < P_NUM_SKILLS; i++)
1034. 	if (can_advance(i, FALSE)) before++;
1035.     u.weapon_slots += n;
1036.     for (i = 0, after = 0; i < P_NUM_SKILLS; i++)
1037. 	if (can_advance(i, FALSE)) after++;
1038.     if (before < after)
1039. 	give_may_advance_msg(P_NONE);
1040. }
1041. 

lose_weapon_skill Edit

1042. void
1043. lose_weapon_skill(n)
1044. int n;	/* number of slots to lose; normally one */
1045. {
1046.     int skill;
1047. 
1048.     while (--n >= 0) {
1049. 	/* deduct first from unused slots, then from last placed slot, if any */
1050. 	if (u.weapon_slots) {
1051. 	    u.weapon_slots--;
1052. 	} else if (u.skills_advanced) {
1053. 	    skill = u.skill_record[--u.skills_advanced];
1054. 	    if (P_SKILL(skill) <= P_UNSKILLED)
1055. 		panic("lose_weapon_skill (%d)", skill);
1056. 	    P_SKILL(skill)--;	/* drop skill one level */
1057. 	    /* Lost skill might have taken more than one slot; refund rest. */
1058. 	    u.weapon_slots = slots_required(skill) - 1;
1059. 	    /* It might now be possible to advance some other pending
1060. 	       skill by using the refunded slots, but giving a message
1061. 	       to that effect would seem pretty confusing.... */
1062. 	}
1063.     }
1064. }
1065. 

weapon_type Edit

1066. int
1067. weapon_type(obj)
1068. struct obj *obj;
1069. {
1070. 	/* KMH -- now uses the object table */
1071. 	int type;
1072. 
1073. 	if (!obj)
1074. 		/* Not using a weapon */
1075. 		return (P_BARE_HANDED_COMBAT);
1076. 	if (obj->oclass != WEAPON_CLASS && obj->oclass != TOOL_CLASS &&
1077. 	    obj->oclass != GEM_CLASS)
1078. 		/* Not a weapon, weapon-tool, or ammo */
1079. 		return (P_NONE);
1080. 	type = objects[obj->otyp].oc_skill;
1081. 	return ((type < 0) ? -type : type);
1082. }
1083. 

uwep_skill_type Edit

1084. int
1085. uwep_skill_type()
1086. {
1087. 	if (u.twoweap)
1088. 		return P_TWO_WEAPON_COMBAT;
1089. 	return weapon_type(uwep);
1090. }
1091. 

weapon_hit_bonus Edit

1092. /*
1093.  * Return hit bonus/penalty based on skill of weapon.
1094.  * Treat restricted weapons as unskilled.
1095.  */
1096. int
1097. weapon_hit_bonus(weapon)
1098. struct obj *weapon;
1099. {
1100.     int type, wep_type, skill, bonus = 0;
1101.     static const char bad_skill[] = "weapon_hit_bonus: bad skill %d";
1102. 
1103.     wep_type = weapon_type(weapon);
1104.     /* use two weapon skill only if attacking with one of the wielded weapons */
1105.     type = (u.twoweap && (weapon == uwep || weapon == uswapwep)) ?
1106. 	    P_TWO_WEAPON_COMBAT : wep_type;
1107.     if (type == P_NONE) {
1108. 	bonus = 0;
1109.     } else if (type <= P_LAST_WEAPON) {
1110. 	switch (P_SKILL(type)) {
1111. 	    default: impossible(bad_skill, P_SKILL(type)); /* fall through */
1112. 	    case P_ISRESTRICTED:
1113. 	    case P_UNSKILLED:   bonus = -4; break;
1114. 	    case P_BASIC:       bonus =  0; break;
1115. 	    case P_SKILLED:     bonus =  2; break;
1116. 	    case P_EXPERT:      bonus =  3; break;
1117. 	}
1118.     } else if (type == P_TWO_WEAPON_COMBAT) {
1119. 	skill = P_SKILL(P_TWO_WEAPON_COMBAT);
1120. 	if (P_SKILL(wep_type) < skill) skill = P_SKILL(wep_type);
1121. 	switch (skill) {
1122. 	    default: impossible(bad_skill, skill); /* fall through */
1123. 	    case P_ISRESTRICTED:
1124. 	    case P_UNSKILLED:   bonus = -9; break;
1125. 	    case P_BASIC:	bonus = -7; break;
1126. 	    case P_SKILLED:	bonus = -5; break;
1127. 	    case P_EXPERT:	bonus = -3; break;
1128. 	}
1129.     } else if (type == P_BARE_HANDED_COMBAT) {
1130. 	/*
1131. 	 *	       b.h.  m.a.
1132. 	 *	unskl:	+1   n/a
1133. 	 *	basic:	+1    +3
1134. 	 *	skild:	+2    +4
1135. 	 *	exprt:	+2    +5
1136. 	 *	mastr:	+3    +6
1137. 	 *	grand:	+3    +7
1138. 	 */
1139. 	bonus = P_SKILL(type);
1140. 	bonus = max(bonus,P_UNSKILLED) - 1;	/* unskilled => 0 */
1141. 	bonus = ((bonus + 2) * (martial_bonus() ? 2 : 1)) / 2;
1142.     }
1143. 
1144. #ifdef STEED
1145. 	/* KMH -- It's harder to hit while you are riding */
1146. 	if (u.usteed) {
1147. 		switch (P_SKILL(P_RIDING)) {
1148. 		    case P_ISRESTRICTED:
1149. 		    case P_UNSKILLED:   bonus -= 2; break;
1150. 		    case P_BASIC:       bonus -= 1; break;
1151. 		    case P_SKILLED:     break;
1152. 		    case P_EXPERT:      break;
1153. 		}
1154. 		if (u.twoweap) bonus -= 2;
1155. 	}
1156. #endif
1157. 
1158.     return bonus;
1159. }
1160. 

weapon_dam_bonus Edit

1161. /*
1162.  * Return damage bonus/penalty based on skill of weapon.
1163.  * Treat restricted weapons as unskilled.
1164.  */
1165. int
1166. weapon_dam_bonus(weapon)
1167. struct obj *weapon;
1168. {
1169.     int type, wep_type, skill, bonus = 0;
1170. 
1171.     wep_type = weapon_type(weapon);
1172.     /* use two weapon skill only if attacking with one of the wielded weapons */
1173.     type = (u.twoweap && (weapon == uwep || weapon == uswapwep)) ?
1174. 	    P_TWO_WEAPON_COMBAT : wep_type;
1175.     if (type == P_NONE) {
1176. 	bonus = 0;
1177.     } else if (type <= P_LAST_WEAPON) {
1178. 	switch (P_SKILL(type)) {
1179. 	    default: impossible("weapon_dam_bonus: bad skill %d",P_SKILL(type));
1180. 		     /* fall through */
1181. 	    case P_ISRESTRICTED:
1182. 	    case P_UNSKILLED:	bonus = -2; break;
1183. 	    case P_BASIC:	bonus =  0; break;
1184. 	    case P_SKILLED:	bonus =  1; break;
1185. 	    case P_EXPERT:	bonus =  2; break;
1186. 	}
1187.     } else if (type == P_TWO_WEAPON_COMBAT) {
1188. 	skill = P_SKILL(P_TWO_WEAPON_COMBAT);
1189. 	if (P_SKILL(wep_type) < skill) skill = P_SKILL(wep_type);
1190. 	switch (skill) {
1191. 	    default:
1192. 	    case P_ISRESTRICTED:
1193. 	    case P_UNSKILLED:	bonus = -3; break;
1194. 	    case P_BASIC:	bonus = -1; break;
1195. 	    case P_SKILLED:	bonus = 0; break;
1196. 	    case P_EXPERT:	bonus = 1; break;
1197. 	}
1198.     } else if (type == P_BARE_HANDED_COMBAT) {
1199. 	/*
1200. 	 *	       b.h.  m.a.
1201. 	 *	unskl:	 0   n/a
1202. 	 *	basic:	+1    +3
1203. 	 *	skild:	+1    +4
1204. 	 *	exprt:	+2    +6
1205. 	 *	mastr:	+2    +7
1206. 	 *	grand:	+3    +9
1207. 	 */
1208. 	bonus = P_SKILL(type);
1209. 	bonus = max(bonus,P_UNSKILLED) - 1;	/* unskilled => 0 */
1210. 	bonus = ((bonus + 1) * (martial_bonus() ? 3 : 1)) / 2;
1211.     }
1212. 
1213. #ifdef STEED
1214. 	/* KMH -- Riding gives some thrusting damage */
1215. 	if (u.usteed && type != P_TWO_WEAPON_COMBAT) {
1216. 		switch (P_SKILL(P_RIDING)) {
1217. 		    case P_ISRESTRICTED:
1218. 		    case P_UNSKILLED:   break;
1219. 		    case P_BASIC:       break;
1220. 		    case P_SKILLED:     bonus += 1; break;
1221. 		    case P_EXPERT:      bonus += 2; break;
1222. 		}
1223. 	}
1224. #endif
1225. 
1226.     return bonus;
1227. }
1228. 

skill_init Edit

1229. /*
1230.  * Initialize weapon skill array for the game.  Start by setting all
1231.  * skills to restricted, then set the skill for every weapon the
1232.  * hero is holding, finally reading the given array that sets
1233.  * maximums.
1234.  */
1235. void
1236. skill_init(class_skill)
1237. const struct def_skill *class_skill;
1238. {
1239. 	struct obj *obj;
1240. 	int skmax, skill;
1241. 
1242. 	/* initialize skill array; by default, everything is restricted */
1243. 	for (skill = 0; skill < P_NUM_SKILLS; skill++) {
1244. 	    P_SKILL(skill) = P_ISRESTRICTED;
1245. 	    P_MAX_SKILL(skill) = P_ISRESTRICTED;
1246. 	    P_ADVANCE(skill) = 0;
1247. 	}
1248. 
1249. 	/* Set skill for all weapons in inventory to be basic */
1250. 	for (obj = invent; obj; obj = obj->nobj) {
1251. 	    skill = weapon_type(obj);
1252. 	    if (skill != P_NONE)
1253. 		P_SKILL(skill) = P_BASIC;
1254. 	}
1255. 
1256. 	/* set skills for magic */
1257. 	if (Role_if(PM_HEALER) || Role_if(PM_MONK)) {
1258. 		P_SKILL(P_HEALING_SPELL) = P_BASIC;
1259. 	} else if (Role_if(PM_PRIEST)) {
1260. 		P_SKILL(P_CLERIC_SPELL) = P_BASIC;
1261. 	} else if (Role_if(PM_WIZARD)) {
1262. 		P_SKILL(P_ATTACK_SPELL) = P_BASIC;
1263. 		P_SKILL(P_ENCHANTMENT_SPELL) = P_BASIC;
1264. 	}
1265. 
1266. 	/* walk through array to set skill maximums */
1267. 	for (; class_skill->skill != P_NONE; class_skill++) {
1268. 	    skmax = class_skill->skmax;
1269. 	    skill = class_skill->skill;
1270. 
1271. 	    P_MAX_SKILL(skill) = skmax;
1272. 	    if (P_SKILL(skill) == P_ISRESTRICTED)	/* skill pre-set */
1273. 		P_SKILL(skill) = P_UNSKILLED;
1274. 	}
1275. 
1276. 	/* High potential fighters already know how to use their hands. */
1277. 	if (P_MAX_SKILL(P_BARE_HANDED_COMBAT) > P_EXPERT)
1278. 	    P_SKILL(P_BARE_HANDED_COMBAT) = P_BASIC;
1279. 
1280. 	/* Roles that start with a horse know how to ride it */
1281. #ifdef STEED
1282. 	if (urole.petnum == PM_PONY)
1283. 	    P_SKILL(P_RIDING) = P_BASIC;
1284. #endif
1285. 
1286. 	/*
1287. 	 * Make sure we haven't missed setting the max on a skill
1288. 	 * & set advance
1289. 	 */
1290. 	for (skill = 0; skill < P_NUM_SKILLS; skill++) {
1291. 	    if (!P_RESTRICTED(skill)) {
1292. 		if (P_MAX_SKILL(skill) < P_SKILL(skill)) {
1293. 		    impossible("skill_init: curr > max: %s", P_NAME(skill));
1294. 		    P_MAX_SKILL(skill) = P_SKILL(skill);
1295. 		}
1296. 		P_ADVANCE(skill) = practice_needed_to_advance(P_SKILL(skill)-1);
1297. 	    }
1298. 	}
1299. }
1300. 

setmnotwielded Edit

1301. void
1302. setmnotwielded(mon,obj)
1303. register struct monst *mon;
1304. register struct obj *obj;
1305. {
1306.     if (!obj) return;
1307.     if (artifact_light(obj) && obj->lamplit) {
1308. 	end_burn(obj, FALSE);
1309. 	if (canseemon(mon))
1310. 	    pline("%s in %s %s %s glowing.", The(xname(obj)),
1311. 		  s_suffix(mon_nam(mon)), mbodypart(mon,HAND),
1312. 		  otense(obj, "stop"));
1313.     }
1314.     obj->owornmask &= ~W_WEP;
1315. }
1316. 
1317. #endif /* OVLB */
1318. 
1319. /*weapon.c*/

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