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weapon.c
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1680 lines (1532 loc) · 53.5 KB
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/* NetHack 3.6 weapon.c $NHDT-Date: 1559998716 2019/06/08 12:58:36 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.70 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2011. */
/* 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"
STATIC_DCL void FDECL(give_may_advance_msg, (int));
STATIC_DCL boolean FDECL(could_advance, (int));
STATIC_DCL boolean FDECL(peaked_skill, (int));
STATIC_DCL int FDECL(slots_required, (int));
STATIC_DCL void FDECL(skill_advance, (int));
/* 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_VAR NEARDATA const short skill_names_indices[P_NUM_SKILLS] = {
0, DAGGER, KNIFE, AXE, PICK_AXE, SHORT_SWORD, BROADSWORD, LONG_SWORD,
TWO_HANDED_SWORD, SCIMITAR, PN_SABER, CLUB, MACE, MORNING_STAR, FLAIL,
PN_HAMMER, QUARTERSTAFF, PN_POLEARMS, SPEAR, TRIDENT, LANCE, BOW, SLING,
CROSSBOW, DART, SHURIKEN, BOOMERANG, PN_WHIP, UNICORN_HORN,
PN_ATTACK_SPELL, PN_HEALING_SPELL, PN_DIVINATION_SPELL,
PN_ENCHANTMENT_SPELL, PN_CLERIC_SPELL, PN_ESCAPE_SPELL, PN_MATTER_SPELL,
PN_BARE_HANDED, PN_TWO_WEAPONS, PN_RIDING
};
/* note: entry [0] isn't used */
STATIC_VAR NEARDATA const char *const odd_skill_names[] = {
"no skill", "bare hands", /* use barehands_or_martial[] instead */
"two weapon combat", "riding", "polearms", "saber", "hammer", "whip",
"attack spells", "healing spells", "divination spells",
"enchantment spells", "clerical spells", "escape spells", "matter spells",
};
/* indexed vis `is_martial() */
STATIC_VAR NEARDATA const char *const barehands_or_martial[] = {
"bare handed combat", "martial arts"
};
#define P_NAME(type) \
((skill_names_indices[type] > 0) \
? OBJ_NAME(objects[skill_names_indices[type]]) \
: (type == P_BARE_HANDED_COMBAT) \
? barehands_or_martial[martial_bonus()] \
: odd_skill_names[-skill_names_indices[type]])
static NEARDATA const char kebabable[] = { S_XORN, S_DRAGON, S_JABBERWOCK,
S_NAGA, S_GIANT, '\0' };
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 ");
}
/* weapon's skill category name for use as generalized description of weapon;
mostly used to shorten "you drop your <weapon>" messages when slippery
fingers or polymorph causes hero to involuntarily drop wielded weapon(s) */
const char *
weapon_descr(obj)
struct obj *obj;
{
int skill = weapon_type(obj);
const char *descr = P_NAME(skill);
/* assorted special cases */
switch (skill) {
case P_NONE:
/* not a weapon or weptool: use item class name;
override class name "food" for corpses, tins, and eggs,
"large rock" for statues and boulders, and "tool" for towels */
descr = (obj->otyp == CORPSE || obj->otyp == TIN || obj->otyp == EGG
|| obj->otyp == STATUE || obj->otyp == BOULDER
|| obj->otyp == TOWEL)
? OBJ_NAME(objects[obj->otyp])
: def_oc_syms[(int) obj->oclass].name;
break;
case P_SLING:
if (is_ammo(obj))
descr = (obj->otyp == ROCK || is_graystone(obj))
? "stone"
/* avoid "rock"; what about known glass? */
: (obj->oclass == GEM_CLASS)
? "gem"
/* in case somebody adds odd sling ammo */
: def_oc_syms[(int) obj->oclass].name;
break;
case P_BOW:
if (is_ammo(obj))
descr = "arrow";
break;
case P_CROSSBOW:
if (is_ammo(obj))
descr = "bolt";
break;
case P_FLAIL:
if (obj->otyp == GRAPPLING_HOOK)
descr = "hook";
break;
case P_PICK_AXE:
/* even if "dwarvish mattock" hasn't been discovered yet */
if (obj->otyp == DWARVISH_MATTOCK)
descr = "mattock";
break;
default:
break;
}
return makesingular(descr);
}
/*
* hitval returns an integer representing the "to hit" bonuses
* of "otmp" against the monster.
*/
int
hitval(otmp, mon)
struct obj *otmp;
struct monst *mon;
{
int tmp = 0;
struct permonst *ptr = mon->data;
boolean Is_weapon = (otmp->oclass == WEAPON_CLASS || is_weptool(otmp));
if (Is_weapon)
tmp += otmp->spe;
/* Put weapon specific "to hit" bonuses in below: */
tmp += objects[otmp->otyp].oc_hitbon;
/* Put weapon vs. monster type "to hit" bonuses in below: */
/* Blessed weapons used against undead or demons */
if (Is_weapon && otmp->blessed
&& (is_demon(ptr) || is_undead(ptr) || is_vampshifter(mon)))
tmp += 2;
if (is_spear(otmp) && index(kebabable, ptr->mlet))
tmp += 2;
/* trident is highly effective against swimmers */
if (otmp->otyp == TRIDENT && is_swimmer(ptr)) {
if (is_pool(mon->mx, mon->my))
tmp += 4;
else if (ptr->mlet == S_EEL || ptr->mlet == S_SNAKE)
tmp += 2;
}
/* Picks used against xorns and earth elementals */
if (is_pick(otmp) && (passes_walls(ptr) && thick_skinned(ptr)))
tmp += 2;
/* Check specially named weapon "to hit" bonuses */
if (otmp->oartifact)
tmp += spec_abon(otmp, mon);
return tmp;
}
/* Historical note: The original versions of Hack used a range of damage
* which was similar to, but not identical to the damage used in Advanced
* Dungeons and Dragons. I figured that since it was so close, I may as well
* make it exactly the same as AD&D, adding some more weapons in the process.
* This has the advantage that it is at least possible that the player would
* already know the damage of at least some of the weapons. This was circa
* 1987 and I used the table from Unearthed Arcana until I got tired of typing
* them in (leading to something of an imbalance towards weapons early in
* alphabetical order). The data structure still doesn't include fields that
* fully allow the appropriate damage to be described (there's no way to say
* 3d6 or 1d6+1) so we add on the extra damage in dmgval() if the weapon
* doesn't do an exact die of damage.
*
* Of course new weapons were added later in the development of Nethack. No
* AD&D consistency was kept, but most of these don't exist in AD&D anyway.
*
* Second edition AD&D came out a few years later; luckily it used the same
* table. As of this writing (1999), third edition is in progress but not
* released. Let's see if the weapon table stays the same. --KAA
* October 2000: It didn't. Oh, well.
*/
/*
* dmgval returns an integer representing the damage bonuses
* of "otmp" against the monster.
*/
int
dmgval(otmp, mon)
struct obj *otmp;
struct monst *mon;
{
int tmp = 0, otyp = otmp->otyp;
struct permonst *ptr = mon->data;
boolean Is_weapon = (otmp->oclass == WEAPON_CLASS || is_weptool(otmp));
if (otyp == CREAM_PIE)
return 0;
if (bigmonst(ptr)) {
if (objects[otyp].oc_wldam)
tmp = rnd(objects[otyp].oc_wldam);
switch (otyp) {
case IRON_CHAIN:
case CROSSBOW_BOLT:
case MORNING_STAR:
case PARTISAN:
case RUNESWORD:
case ELVEN_BROADSWORD:
case BROADSWORD:
tmp++;
break;
case FLAIL:
case RANSEUR:
case VOULGE:
tmp += rnd(4);
break;
case ACID_VENOM:
case HALBERD:
case SPETUM:
tmp += rnd(6);
break;
case BATTLE_AXE:
case BARDICHE:
case TRIDENT:
tmp += d(2, 4);
break;
case TSURUGI:
case DWARVISH_MATTOCK:
case TWO_HANDED_SWORD:
tmp += d(2, 6);
break;
}
} else {
if (objects[otyp].oc_wsdam)
tmp = rnd(objects[otyp].oc_wsdam);
switch (otyp) {
case IRON_CHAIN:
case CROSSBOW_BOLT:
case MACE:
case WAR_HAMMER:
case FLAIL:
case SPETUM:
case TRIDENT:
tmp++;
break;
case BATTLE_AXE:
case BARDICHE:
case BILL_GUISARME:
case GUISARME:
case LUCERN_HAMMER:
case MORNING_STAR:
case RANSEUR:
case BROADSWORD:
case ELVEN_BROADSWORD:
case RUNESWORD:
case VOULGE:
tmp += rnd(4);
break;
case ACID_VENOM:
tmp += rnd(6);
break;
}
}
if (Is_weapon) {
tmp += otmp->spe;
/* negative enchantment mustn't produce negative damage */
if (tmp < 0)
tmp = 0;
}
if (objects[otyp].oc_material <= LEATHER && thick_skinned(ptr))
/* thick skinned/scaled creatures don't feel it */
tmp = 0;
if (ptr == &mons[PM_SHADE] && !shade_glare(otmp))
tmp = 0;
/* "very heavy iron ball"; weight increase is in increments */
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) / IRON_BALL_W_INCR;
tmp += rnd(4 * wt);
if (tmp > 25)
tmp = 25; /* objects[].oc_wldam */
}
}
/* Put weapon vs. monster type damage bonuses in below: */
if (Is_weapon || otmp->oclass == GEM_CLASS || otmp->oclass == BALL_CLASS
|| otmp->oclass == CHAIN_CLASS) {
int bonus = 0;
if (otmp->blessed
&& (is_undead(ptr) || is_demon(ptr) || is_vampshifter(mon)))
bonus += rnd(4);
if (is_axe(otmp) && is_wooden(ptr))
bonus += rnd(4);
if (objects[otyp].oc_material == SILVER && mon_hates_silver(mon))
bonus += rnd(20);
if (artifact_light(otmp) && otmp->lamplit && hates_light(ptr))
bonus += rnd(8);
/* 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 debatable 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;
}
/* check whether blessed and/or silver damage applies for *non-weapon* hit;
return value is the amount of the extra damage */
int
special_dmgval(magr, mdef, armask, silverhit_p)
struct monst *magr, *mdef;
long armask; /* armor mask, multiple bits accepted for W_ARMC|W_ARM|W_ARMU
* or W_ARMG|W_RINGL|W_RINGR only */
long *silverhit_p; /* output flag mask for silver bonus */
{
struct obj *obj;
struct permonst *ptr = mdef->data;
boolean left_ring = (armask & W_RINGL) ? TRUE : FALSE,
right_ring = (armask & W_RINGR) ? TRUE : FALSE;
long silverhit = 0L;
int bonus = 0;
obj = 0;
if (armask & (W_ARMC | W_ARM | W_ARMU)) {
if ((armask & W_ARMC) != 0L
&& (obj = which_armor(magr, W_ARMC)) != 0)
armask = W_ARMC;
else if ((armask & W_ARM) != 0L
&& (obj = which_armor(magr, W_ARM)) != 0)
armask = W_ARM;
else if ((armask & W_ARMU) != 0L
&& (obj = which_armor(magr, W_ARMU)) != 0)
armask = W_ARMU;
else
armask = 0L;
} else if (armask & (W_ARMG | W_RINGL | W_RINGR)) {
armask = ((obj = which_armor(magr, W_ARMG)) != 0) ? W_ARMG : 0L;
} else {
obj = which_armor(magr, armask);
}
if (obj) {
if (obj->blessed
&& (is_undead(ptr) || is_demon(ptr) || is_vampshifter(mdef)))
bonus += rnd(4);
/* the only silver armor is shield of reflection (silver dragon
scales refer to color, not material) and the only way to hit
with one--aside from throwing--is to wield it and perform a
weapon hit, but we include a general check here */
if (objects[obj->otyp].oc_material == SILVER
&& mon_hates_silver(mdef)) {
bonus += rnd(20);
silverhit |= armask;
}
/* when no gloves we check for silver rings (blessed rings ignored) */
} else if ((left_ring || right_ring) && magr == &youmonst) {
if (left_ring && uleft) {
if (objects[uleft->otyp].oc_material == SILVER
&& mon_hates_silver(mdef)) {
bonus += rnd(20);
silverhit |= W_RINGL;
}
}
if (right_ring && uright) {
if (objects[uright->otyp].oc_material == SILVER
&& mon_hates_silver(mdef)) {
/* two silver rings don't give double silver damage
but 'silverhit' messages might be adjusted for them */
if (!(silverhit & W_RINGL))
bonus += rnd(20);
silverhit |= W_RINGR;
}
}
}
if (silverhit_p)
*silverhit_p = silverhit;
return bonus;
}
/* give a "silver <item> sears <target>" message;
not used for weapon hit, so we only handle rings */
void
silver_sears(magr, mdef, silverhit)
struct monst *magr UNUSED;
struct monst *mdef;
long silverhit;
{
char rings[20]; /* plenty of room for "rings" */
int ltyp = ((uleft && (silverhit & W_RINGL) != 0L)
? uleft->otyp : STRANGE_OBJECT),
rtyp = ((uright && (silverhit & W_RINGR) != 0L)
? uright->otyp : STRANGE_OBJECT);
boolean both,
l_ag = (objects[ltyp].oc_material == SILVER && uleft->dknown),
r_ag = (objects[rtyp].oc_material == SILVER && uright->dknown);
if ((silverhit & (W_RINGL | W_RINGR)) != 0L) {
/* plural if both the same type (so not multi_claw and both rings
are non-Null) and either both known or neither known, or both
silver (in case there is ever more than one type of silver ring)
and both known; singular if multi_claw (where one of ltyp or
rtyp will always be STRANGE_OBJECT) even if both rings are known
silver [see hmonas(uhitm.c) for explanation of 'multi_claw'] */
both = ((ltyp == rtyp && uleft->dknown == uright->dknown)
|| (l_ag && r_ag));
Sprintf(rings, "ring%s", both ? "s" : "");
Your("%s%s %s %s!",
(l_ag || r_ag) ? "silver "
: both ? ""
: ((silverhit & W_RINGL) != 0L) ? "left "
: "right ",
rings, vtense(rings, "sear"), mon_nam(mdef));
}
}
STATIC_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;
}
/* TODO: have monsters use aklys' throw-and-return */
static NEARDATA const int rwep[] = {
DWARVISH_SPEAR, SILVER_SPEAR, ELVEN_SPEAR, SPEAR, ORCISH_SPEAR, JAVELIN,
SHURIKEN, YA, SILVER_ARROW, ELVEN_ARROW, ARROW, ORCISH_ARROW,
CROSSBOW_BOLT, SILVER_DAGGER, ELVEN_DAGGER, DAGGER, ORCISH_DAGGER, KNIFE,
FLINT, ROCK, LOADSTONE, LUCKSTONE, DART,
/* BOOMERANG, */ CREAM_PIE
};
static NEARDATA const int pwep[] = { HALBERD, BARDICHE, SPETUM,
BILL_GUISARME, VOULGE, RANSEUR,
GUISARME, GLAIVE, LUCERN_HAMMER,
BEC_DE_CORBIN, FAUCHARD, PARTISAN,
LANCE };
static struct obj *propellor;
/* select a ranged weapon for the monster */
struct obj *
select_rwep(mtmp)
register struct monst *mtmp;
{
register struct obj *otmp;
struct obj *mwep;
boolean mweponly;
int i;
char mlet = mtmp->data->mlet;
propellor = (struct obj *) &zeroobj;
Oselect(EGG); /* cockatrice egg */
if (mlet == S_KOP) /* pies are first choice for Kops */
Oselect(CREAM_PIE);
if (throws_rocks(mtmp->data)) /* ...boulders for giants */
Oselect(BOULDER);
/* Select polearms first; they do more damage and aren't expendable.
But don't pick one if monster's weapon is welded, because then
we'd never have a chance to throw non-wielding missiles. */
/* The limit of 13 here is based on the monster polearm range limit
* (defined as 5 in mthrowu.c). 5 corresponds to a distance of 2 in
* one direction and 1 in another; one space beyond that would be 3 in
* one direction and 2 in another; 3^2+2^2=13.
*/
mwep = MON_WEP(mtmp);
/* NO_WEAPON_WANTED means we already tried to wield and failed */
mweponly = (mwelded(mwep) && mtmp->weapon_check == NO_WEAPON_WANTED);
if (dist2(mtmp->mx, mtmp->my, mtmp->mux, mtmp->muy) <= 13
&& couldsee(mtmp->mx, mtmp->my)) {
for (i = 0; i < SIZE(pwep); i++) {
/* Only strong monsters can wield big (esp. long) weapons.
* Big weapon is basically the same as bimanual.
* All monsters can wield the remaining weapons.
*/
if (((strongmonst(mtmp->data)
&& (mtmp->misc_worn_check & W_ARMS) == 0)
|| !objects[pwep[i]].oc_bimanual)
&& (objects[pwep[i]].oc_material != SILVER
|| !mon_hates_silver(mtmp))) {
if ((otmp = oselect(mtmp, pwep[i])) != 0
&& (otmp == mwep || !mweponly)) {
propellor = otmp; /* force the monster to wield it */
return otmp;
}
}
}
}
/*
* other than these two specific cases, always select the
* most potent ranged weapon to hand.
*/
for (i = 0; i < SIZE(rwep); i++) {
int prop;
/* shooting gems from slings; this goes just before the darts */
/* (shooting rocks is already handled via the rwep[] ordering) */
if (rwep[i] == DART && !likes_gems(mtmp->data)
&& m_carrying(mtmp, SLING)) { /* propellor */
for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
if (otmp->oclass == GEM_CLASS
&& (otmp->otyp != LOADSTONE || !otmp->cursed)) {
propellor = m_carrying(mtmp, SLING);
return otmp;
}
}
/* KMH -- This belongs here so darts will work */
propellor = (struct obj *) &zeroobj;
prop = objects[rwep[i]].oc_skill;
if (prop < 0) {
switch (-prop) {
case P_BOW:
propellor = oselect(mtmp, YUMI);
if (!propellor)
propellor = oselect(mtmp, ELVEN_BOW);
if (!propellor)
propellor = oselect(mtmp, BOW);
if (!propellor)
propellor = oselect(mtmp, ORCISH_BOW);
break;
case P_SLING:
propellor = oselect(mtmp, SLING);
break;
case P_CROSSBOW:
propellor = oselect(mtmp, CROSSBOW);
}
if ((otmp = MON_WEP(mtmp)) && mwelded(otmp) && otmp != propellor
&& mtmp->weapon_check == NO_WEAPON_WANTED)
propellor = 0;
}
/* propellor = obj, propellor to use
* propellor = &zeroobj, doesn't need a propellor
* propellor = 0, needed one and didn't have one
*/
if (propellor != 0) {
/* Note: cannot use m_carrying for loadstones, since it will
* always select the first object of a type, and maybe the
* monster is carrying two but only the first is unthrowable.
*/
if (rwep[i] != LOADSTONE) {
/* Don't throw a cursed weapon-in-hand or an artifact */
if ((otmp = oselect(mtmp, rwep[i])) && !otmp->oartifact
&& !(otmp == MON_WEP(mtmp) && mwelded(otmp)))
return otmp;
} else
for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj) {
if (otmp->otyp == LOADSTONE && !otmp->cursed)
return otmp;
}
}
}
/* failure */
return (struct obj *) 0;
}
/* is 'obj' a type of weapon that any monster knows how to throw? */
boolean
monmightthrowwep(obj)
struct obj *obj;
{
short idx;
for (idx = 0; idx < SIZE(rwep); ++idx)
if (obj->otyp == rwep[idx])
return TRUE;
return FALSE;
}
/* Weapons in order of preference */
static const NEARDATA short hwep[] = {
CORPSE, /* cockatrice corpse */
TSURUGI, RUNESWORD, DWARVISH_MATTOCK, TWO_HANDED_SWORD, BATTLE_AXE,
KATANA, UNICORN_HORN, CRYSKNIFE, TRIDENT, LONG_SWORD, ELVEN_BROADSWORD,
BROADSWORD, SCIMITAR, SILVER_SABER, MORNING_STAR, ELVEN_SHORT_SWORD,
DWARVISH_SHORT_SWORD, SHORT_SWORD, ORCISH_SHORT_SWORD, MACE, AXE,
DWARVISH_SPEAR, SILVER_SPEAR, ELVEN_SPEAR, SPEAR, ORCISH_SPEAR, FLAIL,
BULLWHIP, QUARTERSTAFF, JAVELIN, AKLYS, CLUB, PICK_AXE, RUBBER_HOSE,
WAR_HAMMER, SILVER_DAGGER, ELVEN_DAGGER, DAGGER, ORCISH_DAGGER, ATHAME,
SCALPEL, KNIFE, WORM_TOOTH
};
/* select a hand to hand weapon for the monster */
struct obj *
select_hwep(mtmp)
register struct monst *mtmp;
{
register struct obj *otmp;
register int i;
boolean strong = strongmonst(mtmp->data);
boolean wearing_shield = (mtmp->misc_worn_check & W_ARMS) != 0;
/* prefer artifacts to everything else */
for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj) {
if (otmp->oclass == WEAPON_CLASS && otmp->oartifact
&& touch_artifact(otmp, mtmp)
&& ((strong && !wearing_shield)
|| !objects[otmp->otyp].oc_bimanual))
return otmp;
}
if (is_giant(mtmp->data)) /* giants just love to use clubs */
Oselect(CLUB);
/* only strong monsters can wield big (esp. long) weapons */
/* big weapon is basically the same as bimanual */
/* all monsters can wield the remaining weapons */
for (i = 0; i < SIZE(hwep); i++) {
if (hwep[i] == CORPSE && !(mtmp->misc_worn_check & W_ARMG)
&& !resists_ston(mtmp))
continue;
if (((strong && !wearing_shield) || !objects[hwep[i]].oc_bimanual)
&& (objects[hwep[i]].oc_material != SILVER
|| !mon_hates_silver(mtmp)))
Oselect(hwep[i]);
}
/* failure */
return (struct obj *) 0;
}
/* Called after polymorphing a monster, robbing it, etc.... Monsters
* otherwise never unwield stuff on their own. Might print message.
*/
void
possibly_unwield(mon, polyspot)
struct monst *mon;
boolean polyspot;
{
struct obj *obj, *mw_tmp;
if (!(mw_tmp = MON_WEP(mon)))
return;
for (obj = mon->minvent; obj; obj = obj->nobj)
if (obj == mw_tmp)
break;
if (!obj) { /* The weapon was stolen or destroyed */
MON_NOWEP(mon);
mon->weapon_check = NEED_WEAPON;
return;
}
if (!attacktype(mon->data, AT_WEAP)) {
setmnotwielded(mon, mw_tmp);
mon->weapon_check = NO_WEAPON_WANTED;
obj_extract_self(obj);
if (cansee(mon->mx, mon->my)) {
pline("%s drops %s.", Monnam(mon), distant_name(obj, doname));
newsym(mon->mx, mon->my);
}
/* might be dropping object into water or lava */
if (!flooreffects(obj, mon->mx, mon->my, "drop")) {
if (polyspot)
bypass_obj(obj);
place_object(obj, mon->mx, mon->my);
stackobj(obj);
}
return;
}
/* The remaining case where there is a change is where a monster
* is polymorphed into a stronger/weaker monster with a different
* choice of weapons. This has no parallel for players. It can
* be handled by waiting until mon_wield_item is actually called.
* Though the monster still wields the wrong weapon until then,
* this is OK since the player can't see it. (FIXME: Not okay since
* probing can reveal it.)
* Note that if there is no change, setting the check to NEED_WEAPON
* is harmless.
* Possible problem: big monster with big cursed weapon gets
* polymorphed into little monster. But it's not quite clear how to
* handle this anyway....
*/
if (!(mwelded(mw_tmp) && mon->weapon_check == NO_WEAPON_WANTED))
mon->weapon_check = NEED_WEAPON;
return;
}
/* Let a monster try to wield a weapon, based on mon->weapon_check.
* Returns 1 if the monster took time to do it, 0 if it did not.
*/
int
mon_wield_item(mon)
register struct monst *mon;
{
struct obj *obj;
/* This case actually should never happen */
if (mon->weapon_check == NO_WEAPON_WANTED)
return 0;
switch (mon->weapon_check) {
case NEED_HTH_WEAPON:
obj = select_hwep(mon);
break;
case NEED_RANGED_WEAPON:
(void) select_rwep(mon);
obj = propellor;
break;
case NEED_PICK_AXE:
obj = m_carrying(mon, PICK_AXE);
/* KMH -- allow other picks */
if (!obj && !which_armor(mon, W_ARMS))
obj = m_carrying(mon, DWARVISH_MATTOCK);
break;
case NEED_AXE:
/* currently, only 2 types of axe */
obj = m_carrying(mon, BATTLE_AXE);
if (!obj || which_armor(mon, W_ARMS))
obj = m_carrying(mon, AXE);
break;
case NEED_PICK_OR_AXE:
/* prefer pick for fewer switches on most levels */
obj = m_carrying(mon, DWARVISH_MATTOCK);
if (!obj)
obj = m_carrying(mon, BATTLE_AXE);
if (!obj || which_armor(mon, W_ARMS)) {
obj = m_carrying(mon, PICK_AXE);
if (!obj)
obj = m_carrying(mon, AXE);
}
break;
default:
impossible("weapon_check %d for %s?", mon->weapon_check,
mon_nam(mon));
return 0;
}
if (obj && obj != &zeroobj) {
struct obj *mw_tmp = MON_WEP(mon);
if (mw_tmp && mw_tmp->otyp == obj->otyp) {
/* already wielding it */
mon->weapon_check = NEED_WEAPON;
return 0;
}
/* Actually, this isn't necessary--as soon as the monster
* wields the weapon, the weapon welds itself, so the monster
* can know it's cursed and needn't even bother trying.
* Still....
*/
if (mw_tmp && mwelded(mw_tmp)) {
if (canseemon(mon)) {
char welded_buf[BUFSZ];
const char *mon_hand = mbodypart(mon, HAND);
if (bimanual(mw_tmp))
mon_hand = makeplural(mon_hand);
Sprintf(welded_buf, "%s welded to %s %s",
otense(mw_tmp, "are"), mhis(mon), mon_hand);
if (obj->otyp == PICK_AXE) {
pline("Since %s weapon%s %s,", s_suffix(mon_nam(mon)),
plur(mw_tmp->quan), welded_buf);
pline("%s cannot wield that %s.", mon_nam(mon),
xname(obj));
} else {
pline("%s tries to wield %s.", Monnam(mon), doname(obj));
pline("%s %s!", Yname2(mw_tmp), welded_buf);
}
mw_tmp->bknown = 1;
}
mon->weapon_check = NO_WEAPON_WANTED;
return 1;
}
mon->mw = obj; /* wield obj */
setmnotwielded(mon, mw_tmp);
mon->weapon_check = NEED_WEAPON;
if (canseemon(mon)) {
boolean newly_welded;
pline("%s wields %s!", Monnam(mon), doname(obj));
/* 3.6.3: mwelded() predicate expects the object to have its
W_WEP bit set in owormmask, but the pline here and for
artifact_light don't want that because they'd have '(weapon
in hand/claw)' appended; so we set it for the mwelded test
and then clear it, until finally setting it for good below */
obj->owornmask |= W_WEP;
newly_welded = mwelded(obj);
obj->owornmask &= ~W_WEP;
if (newly_welded) {
const char *mon_hand = mbodypart(mon, HAND);
if (bimanual(obj))
mon_hand = makeplural(mon_hand);
pline("%s %s to %s %s!", Tobjnam(obj, "weld"),
is_plural(obj) ? "themselves" : "itself",
s_suffix(mon_nam(mon)), mon_hand);
obj->bknown = 1;
}
}
if (artifact_light(obj) && !obj->lamplit) {
begin_burn(obj, FALSE);
if (canseemon(mon))
pline("%s %s in %s %s!", Tobjnam(obj, "shine"),
arti_light_description(obj), s_suffix(mon_nam(mon)),
mbodypart(mon, HAND));
/* 3.6.3: artifact might be getting wielded by invisible monst */
else if (cansee(mon->mx, mon->my))
pline("Light begins shining %s.",
(distu(mon->mx, mon->my) <= 5 * 5)
? "nearby"
: "in the distance");
}
obj->owornmask = W_WEP;
return 1;
}
mon->weapon_check = NEED_WEAPON;
return 0;
}
/* force monster to stop wielding current weapon, if any */
void
mwepgone(mon)
struct monst *mon;
{
struct obj *mwep = MON_WEP(mon);
if (mwep) {
setmnotwielded(mon, mwep);
mon->weapon_check = NEED_WEAPON;
}
}
/* attack bonus for strength & dexterity */
int
abon()
{
int sbon;
int str = ACURR(A_STR), dex = ACURR(A_DEX);
if (Upolyd)
return (adj_lev(&mons[u.umonnum]) - 3);
if (str < 6)
sbon = -2;
else if (str < 8)
sbon = -1;
else if (str < 17)
sbon = 0;
else if (str <= STR18(50))
sbon = 1; /* up to 18/50 */
else if (str < STR18(100))
sbon = 2;
else
sbon = 3;
/* Game tuning kludge: make it a bit easier for a low level character to
* hit */
sbon += (u.ulevel < 3) ? 1 : 0;
if (dex < 4)
return (sbon - 3);
else if (dex < 6)
return (sbon - 2);
else if (dex < 8)
return (sbon - 1);
else if (dex < 14)
return sbon;
else
return (sbon + dex - 14);
}
/* damage bonus for strength */
int
dbon()
{
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;
}
/* increase a towel's wetness */
void
wet_a_towel(obj, amt, verbose)
struct obj *obj;
int amt; /* positive: new value; negative: increment by -amt; zero: no-op */
boolean verbose;
{
int newspe = (amt <= 0) ? obj->spe - amt : amt;
/* new state is only reported if it's an increase */
if (newspe > obj->spe) {
if (verbose) {
const char *wetness = (newspe < 3)
? (!obj->spe ? "damp" : "damper")
: (!obj->spe ? "wet" : "wetter");
if (carried(obj))
pline("%s gets %s.", Yobjnam2(obj, (const char *) 0),
wetness);
else if (mcarried(obj) && canseemon(obj->ocarry))
pline("%s %s gets %s.", s_suffix(Monnam(obj->ocarry)),
xname(obj), wetness);
}
}
obj->spe = min(newspe, 7);
/* if hero is wielding this towel, don't give "you begin bashing
with your wet towel" message on next attack with it */
if (obj == uwep)
unweapon = !is_wet_towel(obj);
}
/* decrease a towel's wetness */
void
dry_a_towel(obj, amt, verbose)
struct obj *obj;
int amt; /* positive: new value; negative: decrement by -amt; zero: no-op */
boolean verbose;
{
int newspe = (amt <= 0) ? obj->spe + amt : amt;
/* new state is only reported if it's a decrease */
if (newspe < obj->spe) {
if (verbose) {
if (carried(obj))
pline("%s dries%s.", Yobjnam2(obj, (const char *) 0),
!newspe ? " out" : "");