Source:NetHack 3.2.0/weapon.c

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Below is the full text to weapon.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/weapon.c#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

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This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

1.    /*	SCCS Id: @(#)weapon.c	3.2	96/03/03	*/
2.    /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
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.   #ifdef WEAPON_SKILLS
13.   #ifndef OVLB
14.   
15.   STATIC_DCL NEARDATA const short skill_names_indices[];
16.   STATIC_DCL NEARDATA const char *odd_skill_names[];
17.   
18.   #else	/* OVLB */
19.   
20.   STATIC_OVL NEARDATA const short skill_names_indices[P_NUM_SKILLS] = {
21.   	DAGGER,		KNIFE,		AXE,		PICK_AXE,
22.   	SHORT_SWORD,	BROADSWORD,	LONG_SWORD,	TWO_HANDED_SWORD,
23.   	SCIMITAR,	PN_SABER,	CLUB,		MACE,
24.   	MORNING_STAR,	FLAIL,		WAR_HAMMER,	QUARTERSTAFF,
25.   	PN_POLEARMS,	SPEAR,		JAVELIN,	TRIDENT,
26.   	LANCE,		BOW,		SLING,		CROSSBOW,
27.   	DART,		SHURIKEN,	BOOMERANG,	BULLWHIP,
28.   	UNICORN_HORN,	PN_TWO_WEAPON_COMBAT,
29.   	PN_BARE_HANDED_COMBAT, PN_MARTIAL_ARTS
30.   };
31.   
32.   STATIC_OVL NEARDATA const char *odd_skill_names[] = {
33.       "polearms", "two weapon combat", "bare handed combat",
34.       "martial arts", "saber"
35.   };
36.   
37.   #endif	/* OVLB */
38.   #ifdef OVL1
39.   
40.   static char *FDECL(skill_level_name, (int,char *));
41.   static int FDECL(slots_required, (int));
42.   static boolean FDECL(can_advance, (int));
43.   static void FDECL(skill_advance, (int));
44.   
45.   #endif	/* OVL1 */
46.   
47.   #define P_NAME(type) (skill_names_indices[type] < NUM_OBJECTS ? \
48.   		      OBJ_NAME(objects[skill_names_indices[type]]) : \
49.   		      odd_skill_names[skill_names_indices[type] - NUM_OBJECTS])
50.   #endif /* WEAPON_SKILLS */
51.   
52.   #ifdef OVLB
53.   
54.   static NEARDATA const char kebabable[] = {
55.   	S_XORN, S_DRAGON, S_JABBERWOCK, S_NAGA, S_GIANT, '\0'
56.   };
57.   
58.   /*
59.    *	hitval returns an integer representing the "to hit" bonuses
60.    *	of "otmp" against the monster.
61.    */
62.   int
63.   hitval(otmp, mon)
64.   struct obj *otmp;
65.   struct monst *mon;
66.   {
67.   	int	tmp = 0;
68.   	struct permonst *ptr = mon->data;
69.   	boolean Is_weapon = (otmp->oclass == WEAPON_CLASS || is_weptool(otmp));
70.   
71.   	if (Is_weapon)
72.   		tmp += otmp->spe;
73.   
74.   /*	Put weapon specific "to hit" bonuses in below:		*/
75.   	tmp += objects[otmp->otyp].oc_hitbon;
76.   #ifdef WEAPON_SKILLS
77.   	tmp += weapon_hit_bonus(otmp);	/* weapon skill */
78.   #endif /* WEAPON_SKILLS */
79.   
80.   /*	Put weapon vs. monster type "to hit" bonuses in below:	*/
81.   
82.   	/* Blessed weapons used against undead or demons */
83.   	if (Is_weapon && otmp->blessed &&
84.   	   (is_demon(ptr) || is_undead(ptr))) tmp += 2;
85.   
86.   	if (objects[otmp->otyp].oc_wepcat == WEP_SPEAR &&
87.   	   index(kebabable, ptr->mlet)) tmp += 2;
88.   
89.   	/* trident is highly effective against swimmers */
90.   	if (otmp->otyp == TRIDENT && is_swimmer(ptr)) {
91.   	   if (is_pool(mon->mx, mon->my)) tmp += 4;
92.   	   else if (ptr->mlet == S_EEL || ptr->mlet == S_SNAKE) tmp += 2;
93.   	}
94.   
95.   	/* pick-axe used against xorns and earth elementals */
96.   	if ((otmp->otyp == PICK_AXE || otmp->otyp == DWARVISH_MATTOCK) &&
97.   	   (passes_walls(ptr) && thick_skinned(ptr))) tmp += 2;
98.   
99.   	/* Check specially named weapon "to hit" bonuses */
100.  	if (otmp->oartifact) tmp += spec_abon(otmp, mon);
101.  
102.  	return tmp;
103.  }
104.  
105.  /*
106.   *	dmgval returns an integer representing the damage bonuses
107.   *	of "otmp" against the monster.
108.   */
109.  int
110.  dmgval(otmp, mon)
111.  struct obj *otmp;
112.  struct monst *mon;
113.  {
114.  	int tmp = 0, otyp = otmp->otyp;
115.  	struct permonst *ptr = mon->data;
116.  	boolean Is_weapon = (otmp->oclass == WEAPON_CLASS || is_weptool(otmp));
117.  
118.  	if (otyp == CREAM_PIE) return 0;
119.  
120.  	if (bigmonst(ptr)) {
121.  	    if (objects[otyp].oc_wldam)
122.  		tmp = rnd(objects[otyp].oc_wldam);
123.  	    switch (otyp) {
124.  		case CROSSBOW_BOLT:
125.  		case MORNING_STAR:
126.  		case PARTISAN:
127.  		case RUNESWORD:
128.  		case ELVEN_BROADSWORD:
129.  		case BROADSWORD:	tmp++; break;
130.  
131.  		case FLAIL:
132.  		case RANSEUR:
133.  		case VOULGE:		tmp += rnd(4); break;
134.  
135.  		case ACID_VENOM:
136.  		case HALBERD:
137.  		case SPETUM:		tmp += rnd(6); break;
138.  
139.  		case BATTLE_AXE:
140.  		case BARDICHE:
141.  		case TRIDENT:		tmp += d(2,4); break;
142.  
143.  		case TSURUGI:
144.  		case DWARVISH_MATTOCK:
145.  		case TWO_HANDED_SWORD:	tmp += d(2,6); break;
146.  	    }
147.  	} else {
148.  	    if (objects[otyp].oc_wsdam)
149.  		tmp = rnd(objects[otyp].oc_wsdam);
150.  	    switch (otyp) {
151.  		case CROSSBOW_BOLT:
152.  		case MACE:
153.  		case WAR_HAMMER:
154.  		case FLAIL:
155.  		case SPETUM:
156.  		case TRIDENT:		tmp++; break;
157.  
158.  		case BATTLE_AXE:
159.  		case BARDICHE:
160.  		case BILL_GUISARME:
161.  		case GUISARME:
162.  		case LUCERN_HAMMER:
163.  		case MORNING_STAR:
164.  		case RANSEUR:
165.  		case BROADSWORD:
166.  		case ELVEN_BROADSWORD:
167.  		case RUNESWORD:
168.  		case VOULGE:		tmp += rnd(4); break;
169.  
170.  		case ACID_VENOM:	tmp += rnd(6); break;
171.  	    }
172.  	}
173.  	if (Is_weapon)
174.  		tmp += otmp->spe;
175.  
176.  	if (objects[otyp].oc_material <= LEATHER && thick_skinned(ptr))
177.  		/* thick skinned/scaled creatures don't feel it */
178.  		tmp = 0;
179.  	if (ptr == &mons[PM_SHADE] && objects[otyp].oc_material != SILVER)
180.  		tmp = 0;
181.  
182.  /*	Put weapon vs. monster type damage bonuses in below:	*/
183.  	if (Is_weapon || otmp->oclass == GEM_CLASS) {
184.  	    int bonus = 0;
185.  
186.  	    if (otmp->blessed && (is_undead(ptr) || is_demon(ptr)))
187.  		bonus += rnd(4);
188.  	    if ((otyp == AXE || otyp == BATTLE_AXE) && is_wooden(ptr))
189.  		bonus += rnd(4);
190.  	    if (objects[otyp].oc_material == SILVER && hates_silver(ptr))
191.  		bonus += rnd(20);
192.  
193.  	    /* if the weapon is going to get a double damage bonus, adjust
194.  	       this bonus so that effectively it's added after the doubling */
195.  	    if (bonus > 1 && otmp->oartifact && spec_dbon(otmp, mon, 25) >= 25)
196.  		bonus = (bonus + 1) / 2;
197.  
198.  	    tmp += bonus;
199.  	}
200.  
201.  	if (tmp > 0) {
202.  		tmp -= otmp->oeroded;
203.  		if (tmp < 1) tmp = 1;
204.  	}
205.  
206.  	return(tmp);
207.  }
208.  
209.  #endif /* OVLB */
210.  #ifdef OVL0
211.  
212.  static struct obj *FDECL(oselect, (struct monst *,int));
213.  #define Oselect(x)	if ((otmp = oselect(mtmp, x)) != 0) return(otmp);
214.  
215.  static struct obj *
216.  oselect(mtmp, x)
217.  struct monst *mtmp;
218.  int x;
219.  {
220.  	struct obj *otmp;
221.  
222.  	for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj) {
223.  	    if (otmp->otyp == x &&
224.  		    /* never select non-cockatrice corpses */
225.  		    !(x == CORPSE && otmp->corpsenm != PM_COCKATRICE) &&
226.  		    (!otmp->oartifact || touch_artifact(otmp,mtmp)))
227.  		return otmp;
228.  	}
229.  	return (struct obj *)0;
230.  }
231.  
232.  static NEARDATA const int rwep[] =
233.  	{ DWARVISH_SPEAR, ELVEN_SPEAR, SPEAR, ORCISH_SPEAR, JAVELIN,
234.  	  SHURIKEN, YA, SILVER_ARROW, ELVEN_ARROW, ARROW, ORCISH_ARROW,
235.  	  CROSSBOW_BOLT, ELVEN_DAGGER, DAGGER, ORCISH_DAGGER, KNIFE, ROCK,
236.  	  LOADSTONE, LUCKSTONE, DART, /* BOOMERANG, */ CREAM_PIE
237.  	  /* note: CREAM_PIE should NOT be #ifdef KOPS */
238.  	  };
239.  
240.  static struct obj *propellor;
241.  
242.  struct obj *
243.  select_rwep(mtmp)	/* select a ranged weapon for the monster */
244.  register struct monst *mtmp;
245.  {
246.  	register struct obj *otmp;
247.  	int i;
248.  
249.  #ifdef KOPS
250.  	char mlet = mtmp->data->mlet;
251.  #endif
252.  
253.  	propellor = &zeroobj;
254.  #ifdef KOPS
255.  	if(mlet == S_KOP)	/* pies are first choice for Kops */
256.  	    Oselect(CREAM_PIE);
257.  #endif
258.  	if(throws_rocks(mtmp->data))	/* ...boulders for giants */
259.  	    Oselect(BOULDER);
260.  
261.  	/*
262.  	 * other than these two specific cases, always select the
263.  	 * most potent ranged weapon to hand.
264.  	 */
265.  	for (i = 0; i < SIZE(rwep); i++) {
266.  	    int prop;
267.  
268.  	    propellor = &zeroobj;
269.  	    /* shooting gems from slings; this goes just before the darts */
270.  	    if (rwep[i]==DART && !likes_gems(mtmp->data)
271.  			&& (propellor = m_carrying(mtmp, SLING))) {
272.  		for(otmp=mtmp->minvent; otmp; otmp=otmp->nobj) {
273.  		    if(otmp->oclass==GEM_CLASS &&
274.  				(otmp->otyp != LOADSTONE || !otmp->cursed))
275.  			return(otmp);
276.  		}
277.  	    }
278.  	    prop = (objects[rwep[i]]).w_propellor;
279.  	    if (prop > 0) {
280.  		switch (prop) {
281.  		case WP_BOW:
282.  		  propellor = (oselect(mtmp, YUMI));
283.  		  if (!propellor) propellor = (oselect(mtmp, ELVEN_BOW));
284.  		  if (!propellor) propellor = (oselect(mtmp, BOW));
285.  		  if (!propellor) propellor = (oselect(mtmp, ORCISH_BOW));
286.  		  break;
287.  		case WP_SLING:
288.  		  propellor = (oselect(mtmp, SLING));
289.  		  break;
290.  		case WP_CROSSBOW:
291.  		  propellor = (oselect(mtmp, CROSSBOW));
292.  		}
293.  		if ((otmp = MON_WEP(mtmp)) && otmp->cursed && otmp != propellor
294.  				&& mtmp->weapon_check == NO_WEAPON_WANTED)
295.  			propellor = 0;
296.  	    }
297.  	    /* propellor = obj, propellor to use
298.  	     * propellor = &zeroobj, doesn't need a propellor
299.  	     * propellor = 0, needed one and didn't have one
300.  	     */
301.  	    if (propellor != 0) {
302.  		/* Note: cannot use m_carrying for loadstones, since it will
303.  		 * always select the first object of a type, and maybe the
304.  		 * monster is carrying two but only the first is unthrowable.
305.  		 */
306.  		if (rwep[i] != LOADSTONE) {
307.  			/* Don't throw a cursed weapon-in-hand */
308.  			if ((otmp = oselect(mtmp, rwep[i]))
309.  			    && (!otmp->cursed || otmp != MON_WEP(mtmp)))
310.  				return(otmp);
311.  		} else for(otmp=mtmp->minvent; otmp; otmp=otmp->nobj) {
312.  		    if (otmp->otyp == LOADSTONE && !otmp->cursed)
313.  			return otmp;
314.  		}
315.  	    }
316.  	  }
317.  
318.  	/* failure */
319.  	return (struct obj *)0;
320.  }
321.  
322.  /* Weapons in order of preference */
323.  static NEARDATA short hwep[] = {
324.  	  CORPSE,  /* cockatrice corpse */
325.  	  TSURUGI, RUNESWORD, DWARVISH_MATTOCK, TWO_HANDED_SWORD, BATTLE_AXE,
326.  	  KATANA, UNICORN_HORN, CRYSKNIFE, TRIDENT, LONG_SWORD,
327.  	  ELVEN_BROADSWORD, BROADSWORD, LUCERN_HAMMER, SCIMITAR, SILVER_SABER,
328.  	  HALBERD, PARTISAN, LANCE, FAUCHARD, BILL_GUISARME, BEC_DE_CORBIN,
329.  	  GUISARME, RANSEUR, SPETUM, VOULGE, BARDICHE, MORNING_STAR, GLAIVE,
330.  	  ELVEN_SHORT_SWORD, DWARVISH_SHORT_SWORD, SHORT_SWORD,
331.  	  ORCISH_SHORT_SWORD, MACE, AXE, DWARVISH_SPEAR, ELVEN_SPEAR, SPEAR,
332.  	  ORCISH_SPEAR, FLAIL, BULLWHIP, QUARTERSTAFF, JAVELIN, AKLYS, CLUB,
333.  	  PICK_AXE,
334.  #ifdef KOPS
335.  	  RUBBER_HOSE,
336.  #endif /* KOPS */
337.  	  WAR_HAMMER, ELVEN_DAGGER, DAGGER, ORCISH_DAGGER, ATHAME, SCALPEL,
338.  	  KNIFE, WORM_TOOTH
339.  	};
340.  
341.  struct obj *
342.  select_hwep(mtmp)	/* select a hand to hand weapon for the monster */
343.  register struct monst *mtmp;
344.  {
345.  	register struct obj *otmp;
346.  	register int i;
347.  	boolean strong = strongmonst(mtmp->data);
348.  	boolean wearing_shield = (mtmp->misc_worn_check & W_ARMS) != 0;
349.  
350.  	/* prefer artifacts to everything else */
351.  	for(otmp=mtmp->minvent; otmp; otmp = otmp->nobj) {
352.  		if (otmp->oclass == WEAPON_CLASS
353.  			&& otmp->oartifact && touch_artifact(otmp,mtmp)
354.  			&& ((strong && !wearing_shield)
355.  			    || !objects[otmp->otyp].oc_bimanual))
356.  		    return otmp;
357.  	}
358.  
359.  	if(is_giant(mtmp->data))	/* giants just love to use clubs */
360.  	    Oselect(CLUB);
361.  
362.  	/* only strong monsters can wield big (esp. long) weapons */
363.  	/* big weapon is basically the same as bimanual */
364.  	/* all monsters can wield the remaining weapons */
365.  	for (i = 0; i < SIZE(hwep); i++)
366.  	    if (((strong && !wearing_shield)
367.  			|| !objects[hwep[i]].oc_bimanual) &&
368.  		    (objects[hwep[i]].oc_material != SILVER
369.  			|| !hates_silver(mtmp->data)))
370.  		Oselect(hwep[i]);
371.  
372.  	/* failure */
373.  	return (struct obj *)0;
374.  }
375.  
376.  /* Called after polymorphing a monster, robbing it, etc....  Monsters
377.   * otherwise never unwield stuff on their own.  Shouldn't print messages.
378.   */
379.  void
380.  possibly_unwield(mon)
381.  register struct monst *mon;
382.  {
383.  	register struct obj *obj;
384.  	struct obj *mw_tmp;
385.  
386.  	if (!(mw_tmp = MON_WEP(mon)))
387.  		return;
388.  	for(obj=mon->minvent; obj; obj=obj->nobj)
389.  		if (obj == mw_tmp) break;
390.  	if (!obj) { /* The weapon was stolen or destroyed */
391.  		MON_NOWEP(mon);
392.  		mon->weapon_check = NEED_WEAPON;
393.  		return;
394.  	}
395.  	if (!attacktype(mon->data, AT_WEAP)) {
396.  		mw_tmp->owornmask &= ~W_WEP;
397.  		MON_NOWEP(mon);
398.  		mon->weapon_check = NO_WEAPON_WANTED;
399.  		obj_extract_self(obj);
400.  		/* flooreffects unnecessary, can't wield boulders */
401.  		place_object(obj, mon->mx, mon->my);
402.  		stackobj(obj);
403.  		if (cansee(mon->mx, mon->my)) {
404.  			pline("%s drops %s.", Monnam(mon),
405.  				distant_name(obj, doname));
406.  			newsym(mon->mx, mon->my);
407.  		}
408.  		return;
409.  	}
410.  	/* The remaining case where there is a change is where a monster
411.  	 * is polymorphed into a stronger/weaker monster with a different
412.  	 * choice of weapons.  This has no parallel for players.  It can
413.  	 * be handled by waiting until mon_wield_item is actually called.
414.  	 * Though the monster still wields the wrong weapon until then,
415.  	 * this is OK since the player can't see it.
416.  	 * Note that if there is no change, setting the check to NEED_WEAPON
417.  	 * is harmless.
418.  	 * Possible problem: big monster with big cursed weapon gets
419.  	 * polymorphed into little monster.  But it's not quite clear how to
420.  	 * handle this anyway....
421.  	 */
422.  	mon->weapon_check = NEED_WEAPON;
423.  }
424.  
425.  /* Let a monster try to wield a weapon, based on mon->weapon_check.
426.   * Returns 1 if the monster took time to do it, 0 if it did not.
427.   */
428.  int
429.  mon_wield_item(mon)
430.  register struct monst *mon;
431.  {
432.  	struct obj *obj;
433.  
434.  	/* This case actually should never happen */
435.  	if (mon->weapon_check == NO_WEAPON_WANTED) return 0;
436.  
437.  	switch(mon->weapon_check) {
438.  		case NEED_HTH_WEAPON:
439.  			obj = select_hwep(mon);
440.  			break;
441.  		case NEED_RANGED_WEAPON:
442.  			(void)select_rwep(mon);
443.  			obj = propellor;
444.  			break;
445.  		case NEED_PICK_AXE:
446.  			obj = m_carrying(mon, PICK_AXE);
447.  			break;
448.  		default: impossible("weapon_check %d for %s?",
449.  				mon->weapon_check, mon_nam(mon));
450.  			return 0;
451.  	}
452.  	if (obj && obj != &zeroobj) {
453.  		struct obj *mw_tmp = MON_WEP(mon);
454.  		if (mw_tmp && mw_tmp->otyp == obj->otyp) {
455.  		/* already wielding it */
456.  			mon->weapon_check = NEED_WEAPON;
457.  			return 0;
458.  		}
459.  		/* Actually, this isn't necessary--as soon as the monster
460.  		 * wields the weapon, the weapon welds itself, so the monster
461.  		 * can know it's cursed and needn't even bother trying.
462.  		 * Still....
463.  		 */
464.  		if (mw_tmp && mw_tmp->cursed && mw_tmp->otyp != CORPSE) {
465.  		    if (canseemon(mon)) {
466.  			char welded_buf[BUFSZ];
467.  
468.  			Sprintf(welded_buf, "%s welded to %s hand%s",
469.  				(mw_tmp->quan == 1L) ? "is" : "are",
470.  				his[pronoun_gender(mon)],
471.  				objects[mw_tmp->otyp].oc_bimanual ? "s" : "");
472.  
473.  			if (obj->otyp == PICK_AXE) {
474.  			    pline("Since %s weapon%s %s,",
475.  				  s_suffix(mon_nam(mon)),
476.  				  plur(mw_tmp->quan), welded_buf);
477.  			    pline("%s cannot wield that %s.",
478.  				mon_nam(mon), xname(obj));
479.  			} else {
480.  			    pline("%s tries to wield %s.", Monnam(mon),
481.  				doname(obj));
482.  			    pline("%s %s %s!",
483.  				  s_suffix(Monnam(mon)),
484.  				  xname(mw_tmp), welded_buf);
485.  			}
486.  			mw_tmp->bknown = 1;
487.  		    }
488.  		    mon->weapon_check = NO_WEAPON_WANTED;
489.  		    return 1;
490.  		}
491.  		mon->mw = obj;		/* wield obj */
492.  		if (mw_tmp) mw_tmp->owornmask &= ~W_WEP;
493.  		mon->weapon_check = NEED_WEAPON;
494.  		if (canseemon(mon)) {
495.  			pline("%s wields %s!", Monnam(mon), doname(obj));
496.  			if (obj->cursed && obj->otyp != CORPSE) {
497.  				pline("%s %s to %s hand!",
498.  					The(xname(obj)),
499.  					(obj->quan == 1L) ? "welds itself"
500.  					    : "weld themselves",
501.  					s_suffix(mon_nam(mon)));
502.  				obj->bknown = 1;
503.  			}
504.  		}
505.  		obj->owornmask = W_WEP;
506.  		return 1;
507.  	}
508.  	mon->weapon_check = NEED_WEAPON;
509.  	return 0;
510.  }
511.  
512.  int
513.  abon()		/* attack bonus for strength & dexterity */
514.  {
515.  	int	sbon;
516.  	register int	str = ACURR(A_STR), dex = ACURR(A_DEX);
517.  
518.  	if (u.umonnum >= LOW_PM) return(adj_lev(&mons[u.umonnum]) - 3);
519.  	if (str < 6) sbon = -2;
520.  	else if (str < 8) sbon = -1;
521.  	else if (str < 17) sbon = 0;
522.  	else if (str < 69) sbon = 1;	/* up to 18/50 */
523.  	else if (str < 118) sbon = 2;
524.  	else sbon = 3;
525.  
526.  /* Game tuning kludge: make it a bit easier for a low level character to hit */
527.  	sbon += (u.ulevel < 3) ? 1 : 0;
528.  
529.  	if (dex < 4) return(sbon-3);
530.  	else if (dex < 6) return(sbon-2);
531.  	else if (dex < 8) return(sbon-1);
532.  	else if (dex < 14) return(sbon);
533.  	else return(sbon + dex-14);
534.  }
535.  
536.  #endif /* OVL0 */
537.  #ifdef OVL1
538.  
539.  int
540.  dbon()		/* damage bonus for strength */
541.  {
542.  	register int	str = ACURR(A_STR);
543.  
544.  	if (u.umonnum >= LOW_PM) return(0);
545.  
546.  	if (str < 6) return(-1);
547.  	else if (str < 16) return(0);
548.  	else if (str < 18) return(1);
549.  	else if (str == 18) return(2);		/* up to 18 */
550.  	else if (str < 94) return(3);		/* up to 18/75 */
551.  	else if (str < 109) return(4);		/* up to 18/90 */
552.  	else if (str < 118) return(5);		/* up to 18/99 */
553.  	else return(6);
554.  }
555.  
556.  
557.  #ifdef WEAPON_SKILLS
558.  
559.  /* copy the skill level name into the given buffer */
560.  static char *
561.  skill_level_name(skill, buf)
562.  int skill;
563.  char *buf;
564.  {
565.      const char *ptr;
566.  
567.      if (skill <= P_LAST_WEAPON || skill == P_TWO_WEAPON_COMBAT) {
568.  	switch (P_SKILL(skill)) {
569.  	    case P_UNSKILLED:	ptr = "Unskilled"; break;
570.  	    case P_BASIC:	ptr = "Basic";     break;
571.  	    case P_SKILLED:	ptr = "Skilled";   break;
572.  	    case P_EXPERT:	ptr = "Expert";    break;
573.  	    default:		ptr = "Unknown?";  break;
574.  	}
575.  	Strcpy(buf, ptr);
576.      } else {
577.  	Sprintf(buf, "%d", P_SKILL(skill));
578.      }
579.      return buf;
580.  }
581.  
582.  /* return the # of slots required to advance the skill */
583.  static int
584.  slots_required(skill)
585.  int skill;
586.  {
587.      /* The more difficult the training, the more slots it takes. */
588.      if (skill <= P_LAST_WEAPON || skill == P_TWO_WEAPON_COMBAT)
589.  	return P_SKILL(skill);
590.  
591.      return (P_SKILL(skill) > 5) ? 2 : 1;	/* unarmed or martial */
592.  }
593.  
594.  /* return true if this skill can be advanced */
595.  static boolean
596.  can_advance(skill)
597.  int skill;
598.  {
599.      return !P_RESTRICTED(skill)
600.  	    && P_SKILL(skill) < P_MAX_SKILL(skill)
601.  	    && P_ADVANCE(skill) >=
602.  		(unsigned) practice_needed_to_advance(P_SKILL(skill))
603.  	    && u.skills_advanced < P_SKILL_LIMIT
604.  	    && u.weapon_slots >= slots_required(skill);
605.  }
606.  
607.  /* `#qualifications' extended command */
608.  int
609.  check_weapon_skills()
610.  {
611.      int i, len, name_length;
612.      char buf[BUFSIZ], buf2[BUFSIZ];
613.      winid tmpwin;
614.  
615.      tmpwin = create_nhwindow(NHW_MENU);
616.      putstr(tmpwin, 0, "Current Skills:");
617.      putstr(tmpwin, 0, "");
618.  
619.      /* Find longest available skill name. */
620.      for (name_length = 0, i = 0; i < P_NUM_SKILLS; i++)
621.  	if (!P_RESTRICTED(i) && (len = strlen(P_NAME(i))) > name_length)
622.  	    name_length = len;
623.  
624.      /* list the skills, indicating which ones could be advanced */
625.      for (i = 0; i < P_NUM_SKILLS; i++) {
626.  	if (P_RESTRICTED(i)) continue;
627.  #if 1
628.  	if (i == P_TWO_WEAPON_COMBAT) continue;
629.  #endif
630.  
631.  	/* sigh, this assumes a monospaced font */
632.  	if (wizard)
633.  	    Sprintf(buf2, "%-*s %c%-9s %4d(%4d)", name_length, P_NAME(i),
634.  		    can_advance(i) ? '*' : ' ',
635.  		    skill_level_name(i, buf),
636.  		    P_ADVANCE(i), practice_needed_to_advance(P_SKILL(i)));
637.  	else
638.  	    Sprintf(buf2, "%-*s %c[%s]", name_length, P_NAME(i),
639.  		    can_advance(i) ? '*' : ' ',
640.  		    skill_level_name(i, buf));
641.  	putstr(tmpwin, 0, buf2);
642.      }
643.  
644.      display_nhwindow(tmpwin, TRUE);
645.      destroy_nhwindow(tmpwin);
646.      return 0;
647.  }
648.  
649.  static void
650.  skill_advance(skill)
651.  int skill;
652.  {
653.      You("are now more skilled in %s.", P_NAME(skill));
654.      u.weapon_slots -= slots_required(skill);
655.      P_SKILL(skill)++;
656.      u.skill_record[u.skills_advanced++] = skill;
657.  }
658.  
659.  /* `#enhance' extended command */
660.  int
661.  select_weapon_skill()
662.  {
663.      int i, n, mark, len, longest;
664.      char buf[BUFSIZ], buf2[BUFSIZ];
665.      menu_item *selected;
666.      anything any;
667.      winid win;
668.  
669.      /* count # of skills we can advance */
670.      for (longest = mark = n = i = 0; i < P_NUM_SKILLS; i++)
671.  	if (can_advance(i)) {
672.  	    if ((len = strlen(P_NAME(i))) > longest) longest = len;
673.  	    mark = i;	/* in case we can only advance one */
674.  	    n++;
675.  	}
676.  
677.      if (n == 0) {
678.  	You("are not able to advance any skill right now.");
679.  	return 0;
680.      }
681.  
682.      if (n != 1) {
683.  	/* ask which skill to advance */
684.  	win = create_nhwindow(NHW_MENU);
685.  	start_menu(win);
686.  	any.a_void = 0;
687.  	for (i = 0; i < P_NUM_SKILLS; i++) {
688.  	    if (!can_advance(i)) continue;
689.  
690.  	    if (i <= P_LAST_WEAPON || i == P_TWO_WEAPON_COMBAT)
691.  		(void) skill_level_name(i, buf2);
692.  	    else
693.  		Sprintf(buf2, "%d", slots_required(i));
694.  
695.  	    /* assume monospaced font */
696.  	    Sprintf(buf, "%-*s [%s]", longest, P_NAME(i), buf2);
697.  	    any.a_int = i + 1;	/* must be non-zero */
698.  #if 1
699.  	    if (i == P_TWO_WEAPON_COMBAT) continue;
700.  #endif
701.  	    add_menu(win, NO_GLYPH, &any, 0, 0, buf, MENU_UNSELECTED);
702.  	}
703.  
704.  	end_menu(win, "Pick a skill to advance:");
705.  	n = select_menu(win, PICK_ONE, &selected);
706.  	destroy_nhwindow(win);
707.  	if (n <= 0) return 0;			/* cancelled dialog */
708.  
709.  	mark = selected[0].item.a_int - 1;	/* get item selected */
710.  	free((genericptr_t)selected);
711.      }
712.  
713.      skill_advance(mark);
714.      return 0;
715.  }
716.  
717.  /*
718.   * Change from restricted to unrestricted, allowing P_BASIC as max.  This
719.   * function may be called with with P_NO_TYPE.  Used in pray.c.
720.   */
721.  void
722.  unrestrict_weapon_skill(skill)
723.  int skill;
724.  {
725.      if (skill < P_NUM_SKILLS && P_RESTRICTED(skill)) {
726.  	P_SKILL(skill) = P_UNSKILLED;
727.  	P_MAX_SKILL(skill) = P_BASIC;
728.  	P_ADVANCE(skill) = 0;
729.      }
730.  }
731.  
732.  #endif /* WEAPON_SKILLS */
733.  
734.  #endif /* OVL1 */
735.  #ifdef OVLB
736.  
737.  #ifdef WEAPON_SKILLS
738.  
739.  void
740.  add_weapon_skill()
741.  {
742.      u.weapon_slots++;
743.  }
744.  
745.  void
746.  lose_weapon_skill()
747.  {
748.      int skill;
749.  
750.      /* deduct first from unused slots, then from last placed slot, if any */
751.      if (u.weapon_slots) {
752.  	u.weapon_slots--;
753.      } else if (u.skills_advanced) {
754.  	skill = u.skill_record[--u.skills_advanced];
755.  	if (P_SKILL(skill) <= P_UNSKILLED)
756.  	    panic("lose_weapon_skill");
757.  
758.  	P_SKILL(skill)--;	/* drop skill one level */
759.  
760.  	/* Some skills take more than one slot, refund the rest. */
761.  	if (skill <= P_LAST_WEAPON || skill == P_TWO_WEAPON_COMBAT)
762.  	    u.weapon_slots = P_SKILL(skill) - 1;
763.  	else if (P_SKILL(skill) >= 5)
764.  	    u.weapon_slots = 1;
765.      }
766.  }
767.  
768.  int
769.  weapon_type(obj)
770.  struct obj *obj;
771.  {
772.      int type;
773.  
774.      if (obj) {
775.  	switch (obj->otyp) {
776.  	    case DAGGER:		case ELVEN_DAGGER:
777.  	    case ORCISH_DAGGER:		case ATHAME:
778.  		type = P_DAGGER; break;
779.  	    case KNIFE:			case STILETTO:
780.  	    case WORM_TOOTH:		case CRYSKNIFE:
781.  	    case SCALPEL:
782.  		type = P_KNIFE; break;
783.  	    case AXE:			case BATTLE_AXE:
784.  		type = P_AXE; break;
785.  	    case DWARVISH_MATTOCK:
786.  	    case PICK_AXE:
787.  		type = P_PICK_AXE; break;
788.  	    case SHORT_SWORD:		case ELVEN_SHORT_SWORD:
789.  	    case ORCISH_SHORT_SWORD:	case DWARVISH_SHORT_SWORD:
790.  		type = P_SHORT_SWORD; break;
791.  	    case BROADSWORD:		case ELVEN_BROADSWORD:
792.  	    case RUNESWORD:
793.  		type = P_BROAD_SWORD; break;
794.  	    case LONG_SWORD:		case KATANA:
795.  		type = P_LONG_SWORD; break;
796.  	    case TWO_HANDED_SWORD:	case TSURUGI:
797.  		type = P_TWO_HANDED_SWORD; break;
798.  	    case SCIMITAR:
799.  		type = P_SCIMITAR; break;
800.  	    case SILVER_SABER:
801.  		type = P_SABER; break;
802.  	    case CLUB:			case AKLYS:
803.  		type = P_CLUB; break;
804.  	    case MACE:
805.  		type = P_MACE; break;
806.  	    case MORNING_STAR:
807.  		type = P_MORNING_STAR; break;
808.  	    case FLAIL:
809.  		type = P_FLAIL; break;
810.  	    case WAR_HAMMER:
811.  		type = P_HAMMER; break;
812.  	    case QUARTERSTAFF:
813.  		type = P_QUARTERSTAFF; break;
814.  	    case PARTISAN:		case RANSEUR:
815.  	    case SPETUM:		case GLAIVE:
816.  	    case HALBERD:		case BARDICHE:
817.  	    case VOULGE:		case FAUCHARD:
818.  	    case GUISARME:		case BILL_GUISARME:
819.  	    case LUCERN_HAMMER:		case BEC_DE_CORBIN:
820.  		type = P_POLEARMS; break;
821.  	    case SPEAR:			case ELVEN_SPEAR:
822.  	    case ORCISH_SPEAR:		case DWARVISH_SPEAR:
823.  		type = P_SPEAR; break;
824.  	    case JAVELIN:
825.  		type = P_JAVELIN; break;
826.  	    case LANCE:
827.  		type = P_LANCE; break;
828.  	    case BOW:			case ELVEN_BOW:
829.  	    case ORCISH_BOW:		case YUMI:
830.  		type = P_BOW; break;
831.  	    case SLING:
832.  		type = P_SLING; break;
833.  	    case CROSSBOW:
834.  		type = P_CROSSBOW; break;
835.  	    case DART:
836.  		type = P_DART; break;
837.  	    case SHURIKEN:
838.  		type = P_SHURIKEN; break;
839.  	    case BOOMERANG:
840.  		type = P_BOOMERANG; break;
841.  	    case BULLWHIP:
842.  #ifdef KOPS
843.  	    case RUBBER_HOSE:
844.  #endif
845.  		type = P_WHIP; break;
846.  	    case UNICORN_HORN:
847.  		type = P_UNICORN_HORN; break;
848.  	    default:
849.  		type = P_NO_TYPE; break;
850.  	}
851.  	return type;
852.      }
853.  
854.      /* No object is one of these. */
855.      return P_RESTRICTED(P_BARE_HANDED_COMBAT) ? P_MARTIAL_ARTS :
856.  						P_BARE_HANDED_COMBAT;
857.  }
858.  
859.  /*
860.   * Return hit bonus/penalty based on skill of weapon.
861.   * Treat restricted weapons as unskilled.
862.   */
863.  int
864.  weapon_hit_bonus(weapon)
865.  struct obj *weapon;
866.  {
867.      int type, bonus = 0;
868.      static const char bad_skill[] = "weapon_hit_bonus: bad skill %d";
869.  
870.      type = weapon_type(weapon);
871.      if (type == P_NO_TYPE) {
872.  	bonus = 0;
873.      } else if (type <= P_LAST_WEAPON) {
874.  	switch (P_SKILL(type)) {
875.  	    default: impossible(bad_skill, P_SKILL(type)); /* fall through */
876.  	    case P_ISRESTRICTED:
877.  	    case P_UNSKILLED:   bonus = -4; break;
878.  	    case P_BASIC:       bonus =  0; break;
879.  	    case P_SKILLED:     bonus =  2; break;
880.  	    case P_EXPERT:      bonus =  3; break;
881.  	}
882.      } else if (type == P_TWO_WEAPON_COMBAT) {
883.  	switch (P_SKILL(type)) {
884.  	    default: impossible(bad_skill, P_SKILL(type)); /* fall through */
885.  	    case P_ISRESTRICTED:
886.  	    case P_UNSKILLED:   bonus = -9; break;
887.  	    case P_BASIC:	bonus = -7; break;
888.  	    case P_SKILLED:	bonus = -5; break;
889.  	    case P_EXPERT:	bonus = -3; break;
890.  	}
891.      } else if (type == P_BARE_HANDED_COMBAT) {
892.  	bonus = (P_SKILL(type) + 1) / 2;	/* restricted == 0 */
893.      } else if (type == P_MARTIAL_ARTS) {
894.  	bonus = (P_SKILL(type) + 1) * 2 / 3;	/* restricted == 0 */
895.      }
896.      return bonus;
897.  }
898.  
899.  /*
900.   * Return damage bonus/penalty based on skill of weapon.
901.   * Treat restricted weapons as unskilled.
902.   */
903.  int
904.  weapon_dam_bonus(weapon)
905.  struct obj *weapon;
906.  {
907.      int type, bonus = 0;
908.  
909.      type = weapon_type(weapon);
910.      if (type == P_NO_TYPE) {
911.  	bonus = 0;
912.      } else if (P_RESTRICTED(type) || type <= P_LAST_WEAPON) {
913.  	switch (P_SKILL(type)) {
914.  	    default: impossible("weapon_dam_bonus: bad skill %d",P_SKILL(type));
915.  		     /* fall through */
916.  	    case P_ISRESTRICTED:
917.  	    case P_UNSKILLED:	bonus = -2; break;
918.  	    case P_BASIC:	bonus =  0; break;
919.  	    case P_SKILLED:	bonus =  1; break;
920.  	    case P_EXPERT:	bonus =  2; break;
921.  	}
922.      } else if (type == P_BARE_HANDED_COMBAT && P_SKILL(type)) {
923.  	bonus = P_SKILL(type) / 2;
924.      } else if (type == P_MARTIAL_ARTS && P_SKILL(type)) {
925.  	bonus = P_SKILL(type) * 2 / 3;
926.      }
927.      return bonus;
928.  }
929.  
930.  /*
931.   * Initialize weapon skill array for the game.  Start by setting all
932.   * skills to restricted, then set the skill for every weapon the
933.   * hero is holding, finally reading the given array that sets
934.   * maximums.
935.   */
936.  void
937.  skill_init(class_skill)
938.  struct def_skill *class_skill;
939.  {
940.  	struct obj *obj;
941.  	int skmax, skill;
942.  
943.  	/* initialize skill array; by default, everything is restricted */
944.  	for (skill = 0; skill < P_NUM_SKILLS; skill++) {
945.  	    P_SKILL(skill) = P_ISRESTRICTED;
946.  	    P_MAX_SKILL(skill) = P_ISRESTRICTED;
947.  	    P_ADVANCE(skill) = 0;
948.  	}
949.  
950.  	/* set skill for all weapons in inventory to be basic */
951.  	for (obj = invent; obj; obj = obj->nobj) {
952.  	    skill = weapon_type(obj);
953.  	    if (skill != P_NO_TYPE)
954.  		P_SKILL(skill) = P_BASIC;
955.  	}
956.  
957.  	/* walk through array to set skill maximums */
958.  	for (; class_skill->skill != P_NO_TYPE; class_skill++) {
959.  	    skmax = class_skill->skmax;
960.  	    skill = class_skill->skill;
961.  
962.  	    P_MAX_SKILL(skill) = skmax;
963.  	    if (P_SKILL(skill) == P_ISRESTRICTED)	/* skill pre-set */
964.  		P_SKILL(skill) = P_UNSKILLED;
965.  	}
966.  
967.  	/*
968.  	 * Make sure we haven't missed setting the max on a skill
969.  	 * & set advance
970.  	 */
971.  	for (skill = 0; skill < P_NUM_SKILLS; skill++) {
972.  	    if (!P_RESTRICTED(skill)) {
973.  		if (P_MAX_SKILL(skill) < P_SKILL(skill)) {
974.  		    impossible("skill_init: curr > max: %s", P_NAME(skill));
975.  		    P_MAX_SKILL(skill) = P_SKILL(skill);
976.  		}
977.  		P_ADVANCE(skill) = practice_needed_to_advance(P_SKILL(skill)-1);
978.  	    }
979.  	}
980.  }
981.  
982.  #endif /* WEAPON_SKILLS */
983.  
984.  #endif /* OVLB */
985.  
986.  /*weapon.c*/