/* SCCS Id: @(#)weapon.c 3.4 2002/11/07 */ /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */ /* NetHack may be freely redistributed. See license for details. */ /* * This module contains code for calculation of "to hit" and damage * bonuses for any given weapon used, as well as weapons selection * code for monsters. */ #include "hack.h" /* Categories whose names don't come from OBJ_NAME(objects[type]) */ #define PN_BARE_HANDED (-1) /* includes martial arts */ #define PN_TWO_WEAPONS (-2) #define PN_RIDING (-3) #define PN_POLEARMS (-4) #define PN_SABER (-5) #define PN_HAMMER (-6) #define PN_WHIP (-7) #define PN_ATTACK_SPELL (-8) #define PN_HEALING_SPELL (-9) #define PN_DIVINATION_SPELL (-10) #define PN_ENCHANTMENT_SPELL (-11) #define PN_CLERIC_SPELL (-12) #define PN_ESCAPE_SPELL (-13) #define PN_MATTER_SPELL (-14) STATIC_DCL void FDECL(give_may_advance_msg, (int)); #ifndef OVLB STATIC_DCL NEARDATA const short skill_names_indices[]; STATIC_DCL NEARDATA const char *odd_skill_names[]; STATIC_DCL NEARDATA const char *barehands_or_martial[]; #else /* OVLB */ STATIC_VAR NEARDATA const short skill_names_indices[P_NUM_SKILLS] = { 0, DAGGER, KNIFE, AXE, PICK_AXE, SHORT_SWORD, BROADSWORD, LONG_SWORD, TWO_HANDED_SWORD, SCIMITAR, PN_SABER, CLUB, MACE, MORNING_STAR, FLAIL, PN_HAMMER, QUARTERSTAFF, PN_POLEARMS, SPEAR, JAVELIN, TRIDENT, LANCE, BOW, SLING, CROSSBOW, DART, SHURIKEN, BOOMERANG, PN_WHIP, UNICORN_HORN, PN_ATTACK_SPELL, PN_HEALING_SPELL, PN_DIVINATION_SPELL, PN_ENCHANTMENT_SPELL, PN_CLERIC_SPELL, PN_ESCAPE_SPELL, PN_MATTER_SPELL, PN_BARE_HANDED, PN_TWO_WEAPONS, #ifdef STEED PN_RIDING #endif }; /* note: entry [0] isn't used */ STATIC_VAR NEARDATA const char * const odd_skill_names[] = { "no skill", "bare hands", /* use barehands_or_martial[] instead */ "two weapon combat", "riding", "polearms", "saber", "hammer", "whip", "attack spells", "healing spells", "divination spells", "enchantment spells", "clerical spells", "escape spells", "matter spells", }; /* indexed vis `is_martial() */ STATIC_VAR NEARDATA const char * const barehands_or_martial[] = { "bare handed combat", "martial arts" }; STATIC_OVL void give_may_advance_msg(skill) int skill; { You_feel("more confident in your %sskills.", skill == P_NONE ? "" : skill <= P_LAST_WEAPON ? "weapon " : skill <= P_LAST_SPELL ? "spell casting " : "fighting "); } #endif /* OVLB */ STATIC_DCL boolean FDECL(can_advance, (int, BOOLEAN_P)); STATIC_DCL boolean FDECL(could_advance, (int)); STATIC_DCL boolean FDECL(peaked_skill, (int)); STATIC_DCL int FDECL(slots_required, (int)); #ifdef OVL1 STATIC_DCL char *FDECL(skill_level_name, (int,char *)); STATIC_DCL void FDECL(skill_advance, (int)); #endif /* OVL1 */ #define P_NAME(type) ((skill_names_indices[type] > 0) ? \ OBJ_NAME(objects[skill_names_indices[type]]) : \ (type == P_BARE_HANDED_COMBAT) ? \ barehands_or_martial[martial_bonus()] : \ odd_skill_names[-skill_names_indices[type]]) #ifdef OVLB static NEARDATA const char kebabable[] = { S_XORN, S_DRAGON, S_JABBERWOCK, S_NAGA, S_GIANT, '\0' }; /* * hitval returns an integer representing the "to hit" bonuses * of "otmp" against the monster. */ int hitval(otmp, mon) struct obj *otmp; struct monst *mon; { int tmp = 0; struct permonst *ptr = mon->data; boolean Is_weapon = (otmp->oclass == WEAPON_CLASS || is_weptool(otmp)); if (Is_weapon) tmp += otmp->spe; /* Put weapon specific "to hit" bonuses in below: */ tmp += objects[otmp->otyp].oc_hitbon; /* Put weapon vs. monster type "to hit" bonuses in below: */ /* Blessed weapons used against undead or demons */ if (Is_weapon && otmp->blessed && (is_demon(ptr) || is_undead(ptr))) tmp += 2; if (is_spear(otmp) && index(kebabable, ptr->mlet)) tmp += 2; /* trident is highly effective against swimmers */ if (otmp->otyp == TRIDENT && is_swimmer(ptr)) { if (is_pool(mon->mx, mon->my)) tmp += 4; else if (ptr->mlet == S_EEL || ptr->mlet == S_SNAKE) tmp += 2; } /* Picks used against xorns and earth elementals */ if (is_pick(otmp) && (passes_walls(ptr) && thick_skinned(ptr))) tmp += 2; #ifdef INVISIBLE_OBJECTS /* Invisible weapons against monsters who can't see invisible */ if (otmp->oinvis && !perceives(ptr)) tmp += 3; #endif /* Check specially named weapon "to hit" bonuses */ if (otmp->oartifact) tmp += spec_abon(otmp, mon); return tmp; } /* Historical note: The original versions of Hack used a range of damage * which was similar to, but not identical to the damage used in Advanced * Dungeons and Dragons. I figured that since it was so close, I may as well * make it exactly the same as AD&D, adding some more weapons in the process. * This has the advantage that it is at least possible that the player would * already know the damage of at least some of the weapons. This was circa * 1987 and I used the table from Unearthed Arcana until I got tired of typing * them in (leading to something of an imbalance towards weapons early in * alphabetical order). The data structure still doesn't include fields that * fully allow the appropriate damage to be described (there's no way to say * 3d6 or 1d6+1) so we add on the extra damage in dmgval() if the weapon * doesn't do an exact die of damage. * * Of course new weapons were added later in the development of Nethack. No * AD&D consistency was kept, but most of these don't exist in AD&D anyway. * * Second edition AD&D came out a few years later; luckily it used the same * table. As of this writing (1999), third edition is in progress but not * released. Let's see if the weapon table stays the same. --KAA * October 2000: It didn't. Oh, well. */ /* * dmgval returns an integer representing the damage bonuses * of "otmp" against the monster. */ int dmgval(otmp, mon) struct obj *otmp; struct monst *mon; { int tmp = 0, otyp = otmp->otyp; struct permonst *ptr = mon->data; boolean Is_weapon = (otmp->oclass == WEAPON_CLASS || is_weptool(otmp)); if (otyp == CREAM_PIE) return 0; if (bigmonst(ptr)) { if (objects[otyp].oc_wldam) tmp = rnd(objects[otyp].oc_wldam); switch (otyp) { case IRON_CHAIN: case CROSSBOW_BOLT: case MORNING_STAR: case PARTISAN: case RUNESWORD: case ELVEN_BROADSWORD: case BROADSWORD: tmp++; break; case FLAIL: case RANSEUR: case VOULGE: tmp += rnd(4); break; case ACID_VENOM: case HALBERD: case SPETUM: tmp += rnd(6); break; case BATTLE_AXE: case BARDICHE: case TRIDENT: tmp += d(2,4); break; case TSURUGI: case DWARVISH_MATTOCK: case TWO_HANDED_SWORD: tmp += d(2,6); break; } } else { if (objects[otyp].oc_wsdam) tmp = rnd(objects[otyp].oc_wsdam); switch (otyp) { case IRON_CHAIN: case CROSSBOW_BOLT: case MACE: case WAR_HAMMER: case FLAIL: case SPETUM: case TRIDENT: tmp++; break; case BATTLE_AXE: case BARDICHE: case BILL_GUISARME: case GUISARME: case LUCERN_HAMMER: case MORNING_STAR: case RANSEUR: case BROADSWORD: case ELVEN_BROADSWORD: case RUNESWORD: case VOULGE: tmp += rnd(4); break; case ACID_VENOM: tmp += rnd(6); break; } } if (Is_weapon) { tmp += otmp->spe; /* negative enchantment mustn't produce negative damage */ if (tmp < 0) tmp = 0; } if (objects[otyp].oc_material <= LEATHER && thick_skinned(ptr)) /* thick skinned/scaled creatures don't feel it */ tmp = 0; if (ptr == &mons[PM_SHADE] && objects[otyp].oc_material != SILVER) tmp = 0; /* "very heavy iron ball"; weight increase is in increments of 160 */ if (otyp == HEAVY_IRON_BALL && tmp > 0) { int wt = (int)objects[HEAVY_IRON_BALL].oc_weight; if ((int)otmp->owt > wt) { wt = ((int)otmp->owt - wt) / 160; tmp += rnd(4 * wt); if (tmp > 25) tmp = 25; /* objects[].oc_wldam */ } } /* Put weapon vs. monster type damage bonuses in below: */ if (Is_weapon || otmp->oclass == GEM_CLASS || otmp->oclass == BALL_CLASS || otmp->oclass == CHAIN_CLASS) { int bonus = 0; if (otmp->blessed && (is_undead(ptr) || is_demon(ptr))) bonus += rnd(4); if (is_axe(otmp) && is_wooden(ptr)) bonus += rnd(4); if (objects[otyp].oc_material == SILVER && hates_silver(ptr)) bonus += rnd(20); /* if the weapon is going to get a double damage bonus, adjust this bonus so that effectively it's added after the doubling */ if (bonus > 1 && otmp->oartifact && spec_dbon(otmp, mon, 25) >= 25) bonus = (bonus + 1) / 2; tmp += bonus; } if (tmp > 0) { /* It's debateable whether a rusted blunt instrument should do less damage than a pristine one, since it will hit with essentially the same impact, but there ought to some penalty for using damaged gear so always subtract erosion even for blunt weapons. */ tmp -= greatest_erosion(otmp); if (tmp < 1) tmp = 1; } return(tmp); } #endif /* OVLB */ #ifdef OVL0 STATIC_DCL struct obj *FDECL(oselect, (struct monst *,int)); #define Oselect(x) if ((otmp = oselect(mtmp, x)) != 0) return(otmp); STATIC_OVL struct obj * oselect(mtmp, x) struct monst *mtmp; int x; { struct obj *otmp; for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj) { if (otmp->otyp == x && /* never select non-cockatrice corpses */ !((x == CORPSE || x == EGG) && !touch_petrifies(&mons[otmp->corpsenm])) && (!otmp->oartifact || touch_artifact(otmp,mtmp))) return otmp; } return (struct obj *)0; } static NEARDATA const int rwep[] = { DWARVISH_SPEAR, SILVER_SPEAR, ELVEN_SPEAR, SPEAR, ORCISH_SPEAR, JAVELIN, SHURIKEN, YA, SILVER_ARROW, ELVEN_ARROW, ARROW, ORCISH_ARROW, CROSSBOW_BOLT, SILVER_DAGGER, ELVEN_DAGGER, DAGGER, ORCISH_DAGGER, KNIFE, FLINT, ROCK, LOADSTONE, LUCKSTONE, DART, /* BOOMERANG, */ CREAM_PIE /* note: CREAM_PIE should NOT be #ifdef KOPS */ }; static NEARDATA const int pwep[] = { HALBERD, BARDICHE, SPETUM, BILL_GUISARME, VOULGE, RANSEUR, GUISARME, GLAIVE, LUCERN_HAMMER, BEC_DE_CORBIN, FAUCHARD, PARTISAN, LANCE }; static struct obj *propellor; struct obj * select_rwep(mtmp) /* select a ranged weapon for the monster */ register struct monst *mtmp; { register struct obj *otmp; int i; #ifdef KOPS char mlet = mtmp->data->mlet; #endif propellor = &zeroobj; Oselect(EGG); /* cockatrice egg */ #ifdef KOPS if(mlet == S_KOP) /* pies are first choice for Kops */ Oselect(CREAM_PIE); #endif if(throws_rocks(mtmp->data)) /* ...boulders for giants */ Oselect(BOULDER); /* Select polearms first; they do more damage and aren't expendable */ /* 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. */ 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 || !hates_silver(mtmp->data))) { if ((otmp = oselect(mtmp, pwep[i])) != 0) { propellor = otmp; /* force the monster to wield it */ return otmp; } } } } /* * other than these two specific cases, always select the * most potent ranged weapon to hand. */ for (i = 0; i < SIZE(rwep); i++) { int prop; /* shooting gems from slings; this goes just before the darts */ /* (shooting rocks is already handled via the rwep[] ordering) */ if (rwep[i] == DART && !likes_gems(mtmp->data) && m_carrying(mtmp, SLING)) { /* propellor */ for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj) if (otmp->oclass == GEM_CLASS && (otmp->otyp != LOADSTONE || !otmp->cursed)) { propellor = m_carrying(mtmp, SLING); return otmp; } } /* KMH -- This belongs here so darts will work */ propellor = &zeroobj; prop = (objects[rwep[i]]).oc_skill; if (prop < 0) { switch (-prop) { case P_BOW: propellor = (oselect(mtmp, YUMI)); if (!propellor) propellor = (oselect(mtmp, ELVEN_BOW)); if (!propellor) propellor = (oselect(mtmp, BOW)); if (!propellor) propellor = (oselect(mtmp, ORCISH_BOW)); break; case P_SLING: propellor = (oselect(mtmp, SLING)); break; case P_CROSSBOW: propellor = (oselect(mtmp, CROSSBOW)); } if ((otmp = MON_WEP(mtmp)) && otmp->cursed && otmp != propellor && mtmp->weapon_check == NO_WEAPON_WANTED) propellor = 0; } /* propellor = obj, propellor to use * propellor = &zeroobj, doesn't need a propellor * propellor = 0, needed one and didn't have one */ if (propellor != 0) { /* Note: cannot use m_carrying for loadstones, since it will * always select the first object of a type, and maybe the * monster is carrying two but only the first is unthrowable. */ if (rwep[i] != LOADSTONE) { /* Don't throw a cursed weapon-in-hand or an artifact */ if ((otmp = oselect(mtmp, rwep[i])) && !otmp->oartifact && (!otmp->cursed || otmp != MON_WEP(mtmp))) return(otmp); } else for(otmp=mtmp->minvent; otmp; otmp=otmp->nobj) { if (otmp->otyp == LOADSTONE && !otmp->cursed) return otmp; } } } /* failure */ return (struct obj *)0; } /* Weapons in order of preference */ static const NEARDATA short hwep[] = { CORPSE, /* cockatrice corpse */ TSURUGI, RUNESWORD, DWARVISH_MATTOCK, TWO_HANDED_SWORD, BATTLE_AXE, KATANA, UNICORN_HORN, CRYSKNIFE, TRIDENT, LONG_SWORD, ELVEN_BROADSWORD, BROADSWORD, SCIMITAR, SILVER_SABER, MORNING_STAR, ELVEN_SHORT_SWORD, DWARVISH_SHORT_SWORD, SHORT_SWORD, ORCISH_SHORT_SWORD, MACE, AXE, DWARVISH_SPEAR, SILVER_SPEAR, ELVEN_SPEAR, SPEAR, ORCISH_SPEAR, FLAIL, BULLWHIP, QUARTERSTAFF, JAVELIN, AKLYS, CLUB, PICK_AXE, #ifdef KOPS RUBBER_HOSE, #endif /* KOPS */ WAR_HAMMER, SILVER_DAGGER, ELVEN_DAGGER, DAGGER, ORCISH_DAGGER, ATHAME, SCALPEL, KNIFE, WORM_TOOTH }; struct obj * select_hwep(mtmp) /* select a hand to hand weapon for the monster */ register struct monst *mtmp; { register struct obj *otmp; register int i; boolean strong = strongmonst(mtmp->data); boolean wearing_shield = (mtmp->misc_worn_check & W_ARMS) != 0; /* prefer artifacts to everything else */ for(otmp=mtmp->minvent; otmp; otmp = otmp->nobj) { if (otmp->oclass == WEAPON_CLASS && otmp->oartifact && touch_artifact(otmp,mtmp) && ((strong && !wearing_shield) || !objects[otmp->otyp].oc_bimanual)) return otmp; } if(is_giant(mtmp->data)) /* giants just love to use clubs */ Oselect(CLUB); /* only strong monsters can wield big (esp. long) weapons */ /* big weapon is basically the same as bimanual */ /* all monsters can wield the remaining weapons */ for (i = 0; i < SIZE(hwep); i++) { if (hwep[i] == CORPSE && !(mtmp->misc_worn_check & W_ARMG)) continue; if (((strong && !wearing_shield) || !objects[hwep[i]].oc_bimanual) && (objects[hwep[i]].oc_material != SILVER || !hates_silver(mtmp->data))) Oselect(hwep[i]); } /* failure */ return (struct obj *)0; } /* Called after polymorphing a monster, robbing it, etc.... Monsters * otherwise never unwield stuff on their own. Might print message. */ void possibly_unwield(mon, polyspot) struct monst *mon; boolean polyspot; { struct obj *obj, *mw_tmp; if (!(mw_tmp = MON_WEP(mon))) return; for (obj = mon->minvent; obj; obj = obj->nobj) if (obj == mw_tmp) break; if (!obj) { /* The weapon was stolen or destroyed */ MON_NOWEP(mon); mon->weapon_check = NEED_WEAPON; return; } if (!attacktype(mon->data, AT_WEAP)) { setmnotwielded(mon, mw_tmp); MON_NOWEP(mon); mon->weapon_check = NO_WEAPON_WANTED; obj_extract_self(obj); if (cansee(mon->mx, mon->my)) { pline("%s drops %s.", Monnam(mon), distant_name(obj, doname)); newsym(mon->mx, mon->my); } /* might be dropping object into water or lava */ if (!flooreffects(obj, mon->mx, mon->my, "drop")) { if (polyspot) bypass_obj(obj); place_object(obj, mon->mx, mon->my); stackobj(obj); } return; } /* The remaining case where there is a change is where a monster * is polymorphed into a stronger/weaker monster with a different * choice of weapons. This has no parallel for players. It can * be handled by waiting until mon_wield_item is actually called. * Though the monster still wields the wrong weapon until then, * this is OK since the player can't see it. (FIXME: Not okay since * probing can reveal it.) * Note that if there is no change, setting the check to NEED_WEAPON * is harmless. * Possible problem: big monster with big cursed weapon gets * polymorphed into little monster. But it's not quite clear how to * handle this anyway.... */ if (!(mw_tmp->cursed && mon->weapon_check == NO_WEAPON_WANTED)) mon->weapon_check = NEED_WEAPON; return; } /* Let a monster try to wield a weapon, based on mon->weapon_check. * Returns 1 if the monster took time to do it, 0 if it did not. */ int mon_wield_item(mon) register struct monst *mon; { struct obj *obj; /* This case actually should never happen */ if (mon->weapon_check == NO_WEAPON_WANTED) return 0; switch(mon->weapon_check) { case NEED_HTH_WEAPON: obj = select_hwep(mon); break; case NEED_RANGED_WEAPON: (void)select_rwep(mon); obj = propellor; break; case NEED_PICK_AXE: obj = m_carrying(mon, PICK_AXE); /* KMH -- allow other picks */ if (!obj && !which_armor(mon, W_ARMS)) obj = m_carrying(mon, DWARVISH_MATTOCK); break; case NEED_AXE: /* currently, only 2 types of axe */ obj = m_carrying(mon, BATTLE_AXE); if (!obj || which_armor(mon, W_ARMS)) obj = m_carrying(mon, AXE); break; case NEED_PICK_OR_AXE: /* prefer pick for fewer switches on most levels */ obj = m_carrying(mon, DWARVISH_MATTOCK); if (!obj) obj = m_carrying(mon, BATTLE_AXE); if (!obj || which_armor(mon, W_ARMS)) { obj = m_carrying(mon, PICK_AXE); if (!obj) obj = m_carrying(mon, AXE); } break; default: impossible("weapon_check %d for %s?", mon->weapon_check, mon_nam(mon)); return 0; } if (obj && obj != &zeroobj) { struct obj *mw_tmp = MON_WEP(mon); if (mw_tmp && mw_tmp->otyp == obj->otyp) { /* already wielding it */ mon->weapon_check = NEED_WEAPON; return 0; } /* Actually, this isn't necessary--as soon as the monster * wields the weapon, the weapon welds itself, so the monster * can know it's cursed and needn't even bother trying. * Still.... */ if (mw_tmp && mw_tmp->cursed && mw_tmp->otyp != CORPSE) { 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 %s!", s_suffix(Monnam(mon)), xname(mw_tmp), welded_buf); } mw_tmp->bknown = 1; } mon->weapon_check = NO_WEAPON_WANTED; return 1; } mon->mw = obj; /* wield obj */ setmnotwielded(mon, mw_tmp); mon->weapon_check = NEED_WEAPON; if (canseemon(mon)) { pline("%s wields %s!", Monnam(mon), doname(obj)); if (obj->cursed && obj->otyp != CORPSE) { pline("%s %s to %s %s!", Tobjnam(obj, "weld"), is_plural(obj) ? "themselves" : "itself", s_suffix(mon_nam(mon)), mbodypart(mon,HAND)); obj->bknown = 1; } } if (artifact_light(obj) && !obj->lamplit) { begin_burn(obj, FALSE); if (canseemon(mon)) pline("%s brilliantly in %s %s!", Tobjnam(obj, "glow"), s_suffix(mon_nam(mon)), mbodypart(mon,HAND)); } obj->owornmask = W_WEP; return 1; } mon->weapon_check = NEED_WEAPON; return 0; } int abon() /* attack bonus for strength & dexterity */ { int sbon; int str = ACURR(A_STR), dex = ACURR(A_DEX); if (Upolyd) return(adj_lev(&mons[u.umonnum]) - 3); if (str < 6) sbon = -2; else if (str < 8) sbon = -1; else if (str < 17) sbon = 0; else if (str <= STR18(50)) sbon = 1; /* up to 18/50 */ else if (str < STR18(100)) sbon = 2; else sbon = 3; /* Game tuning kludge: make it a bit easier for a low level character to hit */ sbon += (u.ulevel < 3) ? 1 : 0; if (dex < 4) return(sbon-3); else if (dex < 6) return(sbon-2); else if (dex < 8) return(sbon-1); else if (dex < 14) return(sbon); else return(sbon + dex-14); } #endif /* OVL0 */ #ifdef OVL1 int dbon() /* damage bonus for strength */ { int str = ACURR(A_STR); if (Upolyd) return(0); if (str < 6) return(-1); else if (str < 16) return(0); else if (str < 18) return(1); else if (str == 18) return(2); /* up to 18 */ else if (str <= STR18(75)) return(3); /* up to 18/75 */ else if (str <= STR18(90)) return(4); /* up to 18/90 */ else if (str < STR18(100)) return(5); /* up to 18/99 */ else return(6); } /* copy the skill level name into the given buffer */ STATIC_OVL char * skill_level_name(skill, buf) int skill; char *buf; { const char *ptr; switch (P_SKILL(skill)) { case P_UNSKILLED: ptr = "Unskilled"; break; case P_BASIC: ptr = "Basic"; break; case P_SKILLED: ptr = "Skilled"; break; case P_EXPERT: ptr = "Expert"; break; /* these are for unarmed combat/martial arts only */ case P_MASTER: ptr = "Master"; break; case P_GRAND_MASTER: ptr = "Grand Master"; break; default: ptr = "Unknown"; break; } Strcpy(buf, ptr); return buf; } /* return the # of slots required to advance the skill */ STATIC_OVL int slots_required(skill) int skill; { int tmp = P_SKILL(skill); /* The more difficult the training, the more slots it takes. * unskilled -> basic 1 * basic -> skilled 2 * skilled -> expert 3 */ if (skill <= P_LAST_WEAPON || skill == P_TWO_WEAPON_COMBAT) return tmp; /* Fewer slots used up for unarmed or martial. * unskilled -> basic 1 * basic -> skilled 1 * skilled -> expert 2 * expert -> master 2 * master -> grand master 3 */ return (tmp + 1) / 2; } /* return true if this skill can be advanced */ /*ARGSUSED*/ STATIC_OVL boolean can_advance(skill, speedy) int skill; boolean speedy; { return !P_RESTRICTED(skill) && P_SKILL(skill) < P_MAX_SKILL(skill) && ( #ifdef WIZARD (wizard && speedy) || #endif (P_ADVANCE(skill) >= (unsigned) practice_needed_to_advance(P_SKILL(skill)) && u.skills_advanced < P_SKILL_LIMIT && u.weapon_slots >= slots_required(skill))); } /* return true if this skill could be advanced if more slots were available */ STATIC_OVL boolean could_advance(skill) int skill; { return !P_RESTRICTED(skill) && P_SKILL(skill) < P_MAX_SKILL(skill) && ( (P_ADVANCE(skill) >= (unsigned) practice_needed_to_advance(P_SKILL(skill)) && u.skills_advanced < P_SKILL_LIMIT)); } /* return true if this skill has reached its maximum and there's been enough practice to become eligible for the next step if that had been possible */ STATIC_OVL boolean peaked_skill(skill) int skill; { return !P_RESTRICTED(skill) && P_SKILL(skill) >= P_MAX_SKILL(skill) && ( (P_ADVANCE(skill) >= (unsigned) practice_needed_to_advance(P_SKILL(skill)))); } STATIC_OVL void skill_advance(skill) int skill; { u.weapon_slots -= slots_required(skill); P_SKILL(skill)++; u.skill_record[u.skills_advanced++] = skill; /* subtly change the advance message to indicate no more advancement */ You("are now %s skilled in %s.", P_SKILL(skill) >= P_MAX_SKILL(skill) ? "most" : "more", P_NAME(skill)); } const static struct skill_range { short first, last; const char *name; } skill_ranges[] = { { P_FIRST_H_TO_H, P_LAST_H_TO_H, "Fighting Skills" }, { P_FIRST_WEAPON, P_LAST_WEAPON, "Weapon Skills" }, { P_FIRST_SPELL, P_LAST_SPELL, "Spellcasting Skills" }, }; /* * The `#enhance' extended command. What we _really_ would like is * to keep being able to pick things to advance until we couldn't any * more. This is currently not possible -- the menu code has no way * to call us back for instant action. Even if it did, we would also need * to be able to update the menu since selecting one item could make * others unselectable. */ int enhance_weapon_skill() { int pass, i, n, len, longest, to_advance, eventually_advance, maxxed_cnt; char buf[BUFSZ], sklnambuf[BUFSZ]; const char *prefix; menu_item *selected; anything any; winid win; boolean speedy = FALSE; #ifdef WIZARD if (wizard && yn("Advance skills without practice?") == 'y') speedy = TRUE; #endif do { /* find longest available skill name, count those that can advance */ to_advance = eventually_advance = maxxed_cnt = 0; for (longest = 0, i = 0; i < P_NUM_SKILLS; i++) { if (P_RESTRICTED(i)) continue; if ((len = strlen(P_NAME(i))) > longest) longest = len; if (can_advance(i, speedy)) to_advance++; else if (could_advance(i)) eventually_advance++; else if (peaked_skill(i)) maxxed_cnt++; } win = create_nhwindow(NHW_MENU); start_menu(win); /* start with a legend if any entries will be annotated with "*" or "#" below */ if (eventually_advance > 0 || maxxed_cnt > 0) { any.a_void = 0; if (eventually_advance > 0) { Sprintf(buf, "(Skill%s flagged by \"*\" may be enhanced %s.)", plur(eventually_advance), (u.ulevel < MAXULEV) ? "when you're more experienced" : "if skill slots become available"); add_menu(win, NO_GLYPH, &any, 0, 0, ATR_NONE, buf, MENU_UNSELECTED); } if (maxxed_cnt > 0) { Sprintf(buf, "(Skill%s flagged by \"#\" cannot be enhanced any further.)", plur(maxxed_cnt)); add_menu(win, NO_GLYPH, &any, 0, 0, ATR_NONE, buf, MENU_UNSELECTED); } add_menu(win, NO_GLYPH, &any, 0, 0, ATR_NONE, "", MENU_UNSELECTED); } /* List the skills, making ones that could be advanced selectable. List the miscellaneous skills first. Possible future enhancement: list spell skills before weapon skills for spellcaster roles. */ for (pass = 0; pass < SIZE(skill_ranges); pass++) for (i = skill_ranges[pass].first; i <= skill_ranges[pass].last; i++) { /* Print headings for skill types */ any.a_void = 0; if (i == skill_ranges[pass].first) add_menu(win, NO_GLYPH, &any, 0, 0, iflags.menu_headings, skill_ranges[pass].name, MENU_UNSELECTED); if (P_RESTRICTED(i)) continue; /* * Sigh, this assumes a monospaced font unless * iflags.menu_tab_sep is set in which case it puts * tabs between columns. * The 12 is the longest skill level name. * The " " is room for a selection letter and dash, "a - ". */ if (can_advance(i, speedy)) prefix = ""; /* will be preceded by menu choice */ else if (could_advance(i)) prefix = " * "; else if (peaked_skill(i)) prefix = " # "; else prefix = (to_advance + eventually_advance + maxxed_cnt > 0) ? " " : ""; (void) skill_level_name(i, sklnambuf); #ifdef WIZARD if (wizard) { if (!iflags.menu_tab_sep) Sprintf(buf, " %s%-*s %-12s %5d(%4d)", prefix, longest, P_NAME(i), sklnambuf, P_ADVANCE(i), practice_needed_to_advance(P_SKILL(i))); else Sprintf(buf, " %s%s\t%s\t%5d(%4d)", prefix, P_NAME(i), sklnambuf, P_ADVANCE(i), practice_needed_to_advance(P_SKILL(i))); } else #endif { if (!iflags.menu_tab_sep) Sprintf(buf, " %s %-*s [%s]", prefix, longest, P_NAME(i), sklnambuf); else Sprintf(buf, " %s%s\t[%s]", prefix, P_NAME(i), sklnambuf); } any.a_int = can_advance(i, speedy) ? i+1 : 0; add_menu(win, NO_GLYPH, &any, 0, 0, ATR_NONE, buf, MENU_UNSELECTED); } Strcpy(buf, (to_advance > 0) ? "Pick a skill to advance:" : "Current skills:"); #ifdef WIZARD if (wizard && !speedy) Sprintf(eos(buf), " (%d slot%s available)", u.weapon_slots, plur(u.weapon_slots)); #endif end_menu(win, buf); n = select_menu(win, to_advance ? PICK_ONE : PICK_NONE, &selected); destroy_nhwindow(win); if (n > 0) { n = selected[0].item.a_int - 1; /* get item selected */ free((genericptr_t)selected); skill_advance(n); /* check for more skills able to advance, if so then .. */ for (n = i = 0; i < P_NUM_SKILLS; i++) { if (can_advance(i, speedy)) { if (!speedy) You_feel("you could be more dangerous!"); n++; break; } } } } while (speedy && n > 0); return 0; } /* * Change from restricted to unrestricted, allowing P_BASIC as max. This * function may be called with with P_NONE. Used in pray.c. */ void unrestrict_weapon_skill(skill) int skill; { if (skill < P_NUM_SKILLS && P_RESTRICTED(skill)) { P_SKILL(skill) = P_UNSKILLED; P_MAX_SKILL(skill) = P_BASIC; P_ADVANCE(skill) = 0; } } #endif /* OVL1 */ #ifdef OVLB void use_skill(skill,degree) int skill; int degree; { boolean advance_before; if (skill != P_NONE && !P_RESTRICTED(skill)) { advance_before = can_advance(skill, FALSE); P_ADVANCE(skill)+=degree; if (!advance_before && can_advance(skill, FALSE)) give_may_advance_msg(skill); } } void add_weapon_skill(n) int n; /* number of slots to gain; normally one */ { int i, before, after; for (i = 0, before = 0; i < P_NUM_SKILLS; i++) if (can_advance(i, FALSE)) before++; u.weapon_slots += n; for (i = 0, after = 0; i < P_NUM_SKILLS; i++) if (can_advance(i, FALSE)) after++; if (before < after) give_may_advance_msg(P_NONE); } void lose_weapon_skill(n) int n; /* number of slots to lose; normally one */ { int skill; while (--n >= 0) { /* deduct first from unused slots, then from last placed slot, if any */ if (u.weapon_slots) { u.weapon_slots--; } else if (u.skills_advanced) { skill = u.skill_record[--u.skills_advanced]; if (P_SKILL(skill) <= P_UNSKILLED) panic("lose_weapon_skill (%d)", skill); P_SKILL(skill)--; /* drop skill one level */ /* Lost skill might have taken more than one slot; refund rest. */ u.weapon_slots = slots_required(skill) - 1; /* It might now be possible to advance some other pending skill by using the refunded slots, but giving a message to that effect would seem pretty confusing.... */ } } } int weapon_type(obj) struct obj *obj; { /* KMH -- now uses the object table */ int type; if (!obj) /* Not using a weapon */ return (P_BARE_HANDED_COMBAT); if (obj->oclass != WEAPON_CLASS && obj->oclass != TOOL_CLASS && obj->oclass != GEM_CLASS) /* Not a weapon, weapon-tool, or ammo */ return (P_NONE); type = objects[obj->otyp].oc_skill; return ((type < 0) ? -type : type); } int uwep_skill_type() { if (u.twoweap) return P_TWO_WEAPON_COMBAT; return weapon_type(uwep); } /* * Return hit bonus/penalty based on skill of weapon. * Treat restricted weapons as unskilled. */ int weapon_hit_bonus(weapon) struct obj *weapon; { int type, wep_type, skill, bonus = 0; static const char bad_skill[] = "weapon_hit_bonus: bad skill %d"; wep_type = weapon_type(weapon); /* use two weapon skill only if attacking with one of the wielded weapons */ type = (u.twoweap && (weapon == uwep || weapon == uswapwep)) ? P_TWO_WEAPON_COMBAT : wep_type; if (type == P_NONE) { bonus = 0; } else if (type <= P_LAST_WEAPON) { switch (P_SKILL(type)) { default: impossible(bad_skill, P_SKILL(type)); /* fall through */ case P_ISRESTRICTED: case P_UNSKILLED: bonus = -4; break; case P_BASIC: bonus = 0; break; case P_SKILLED: bonus = 2; break; case P_EXPERT: bonus = 3; break; } } else if (type == P_TWO_WEAPON_COMBAT) { skill = P_SKILL(P_TWO_WEAPON_COMBAT); if (P_SKILL(wep_type) < skill) skill = P_SKILL(wep_type); switch (skill) { default: impossible(bad_skill, skill); /* fall through */ case P_ISRESTRICTED: case P_UNSKILLED: bonus = -9; break; case P_BASIC: bonus = -7; break; case P_SKILLED: bonus = -5; break; case P_EXPERT: bonus = -3; break; } } else if (type == P_BARE_HANDED_COMBAT) { /* * b.h. m.a. * unskl: +1 n/a * basic: +1 +3 * skild: +2 +4 * exprt: +2 +5 * mastr: +3 +6 * grand: +3 +7 */ bonus = P_SKILL(type); bonus = max(bonus,P_UNSKILLED) - 1; /* unskilled => 0 */ bonus = ((bonus + 2) * (martial_bonus() ? 2 : 1)) / 2; } #ifdef STEED /* 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; } #endif return bonus; } /* * Return damage bonus/penalty based on skill of weapon. * Treat restricted weapons as unskilled. */ int weapon_dam_bonus(weapon) struct obj *weapon; { int type, wep_type, skill, bonus = 0; wep_type = weapon_type(weapon); /* use two weapon skill only if attacking with one of the wielded weapons */ type = (u.twoweap && (weapon == uwep || weapon == uswapwep)) ? P_TWO_WEAPON_COMBAT : wep_type; if (type == P_NONE) { bonus = 0; } else if (type <= P_LAST_WEAPON) { switch (P_SKILL(type)) { default: impossible("weapon_dam_bonus: bad skill %d",P_SKILL(type)); /* fall through */ case P_ISRESTRICTED: case P_UNSKILLED: bonus = -2; break; case P_BASIC: bonus = 0; break; case P_SKILLED: bonus = 1; break; case P_EXPERT: bonus = 2; break; } } else if (type == P_TWO_WEAPON_COMBAT) { skill = P_SKILL(P_TWO_WEAPON_COMBAT); if (P_SKILL(wep_type) < skill) skill = P_SKILL(wep_type); switch (skill) { default: case P_ISRESTRICTED: case P_UNSKILLED: bonus = -3; break; case P_BASIC: bonus = -1; break; case P_SKILLED: bonus = 0; break; case P_EXPERT: bonus = 1; break; } } else if (type == P_BARE_HANDED_COMBAT) { /* * b.h. m.a. * unskl: 0 n/a * basic: +1 +3 * skild: +1 +4 * exprt: +2 +6 * mastr: +2 +7 * grand: +3 +9 */ bonus = P_SKILL(type); bonus = max(bonus,P_UNSKILLED) - 1; /* unskilled => 0 */ bonus = ((bonus + 1) * (martial_bonus() ? 3 : 1)) / 2; } #ifdef STEED /* 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; } } #endif return bonus; } /* * Initialize weapon skill array for the game. Start by setting all * skills to restricted, then set the skill for every weapon the * hero is holding, finally reading the given array that sets * maximums. */ void skill_init(class_skill) const struct def_skill *class_skill; { struct obj *obj; int skmax, skill; /* initialize skill array; by default, everything is restricted */ for (skill = 0; skill < P_NUM_SKILLS; skill++) { P_SKILL(skill) = P_ISRESTRICTED; P_MAX_SKILL(skill) = P_ISRESTRICTED; P_ADVANCE(skill) = 0; } /* Set skill for all weapons in inventory to be basic */ for (obj = invent; obj; obj = obj->nobj) { skill = weapon_type(obj); if (skill != P_NONE) P_SKILL(skill) = P_BASIC; } /* set skills for magic */ if (Role_if(PM_HEALER) || Role_if(PM_MONK)) { P_SKILL(P_HEALING_SPELL) = P_BASIC; } else if (Role_if(PM_PRIEST)) { P_SKILL(P_CLERIC_SPELL) = P_BASIC; } else if (Role_if(PM_WIZARD)) { P_SKILL(P_ATTACK_SPELL) = P_BASIC; P_SKILL(P_ENCHANTMENT_SPELL) = P_BASIC; } /* walk through array to set skill maximums */ for (; class_skill->skill != P_NONE; class_skill++) { skmax = class_skill->skmax; skill = class_skill->skill; P_MAX_SKILL(skill) = skmax; if (P_SKILL(skill) == P_ISRESTRICTED) /* skill pre-set */ P_SKILL(skill) = P_UNSKILLED; } /* High potential fighters already know how to use their hands. */ if (P_MAX_SKILL(P_BARE_HANDED_COMBAT) > P_EXPERT) P_SKILL(P_BARE_HANDED_COMBAT) = P_BASIC; /* Roles that start with a horse know how to ride it */ #ifdef STEED if (urole.petnum == PM_PONY) P_SKILL(P_RIDING) = P_BASIC; #endif /* * Make sure we haven't missed setting the max on a skill * & set advance */ for (skill = 0; skill < P_NUM_SKILLS; skill++) { if (!P_RESTRICTED(skill)) { if (P_MAX_SKILL(skill) < P_SKILL(skill)) { impossible("skill_init: curr > max: %s", P_NAME(skill)); P_MAX_SKILL(skill) = P_SKILL(skill); } P_ADVANCE(skill) = practice_needed_to_advance(P_SKILL(skill)-1); } } } void setmnotwielded(mon,obj) register struct monst *mon; register struct obj *obj; { if (!obj) return; if (artifact_light(obj) && obj->lamplit) { end_burn(obj, FALSE); if (canseemon(mon)) pline("%s in %s %s %s glowing.", The(xname(obj)), s_suffix(mon_nam(mon)), mbodypart(mon,HAND), otense(obj, "stop")); } obj->owornmask &= ~W_WEP; } #endif /* OVLB */ /*weapon.c*/