Source:NetHack 3.6.0/src/attrib.c
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/* NetHack 3.6 attrib.c $NHDT-Date: 1449269911 2015/12/04 22:58:31 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.51 $ */
/* Copyright 1988, 1989, 1990, 1992, M. Stephenson */
/* NetHack may be freely redistributed. See license for details. */
/* attribute modification routines. */
#include "hack.h"
#include <ctype.h>
/* part of the output on gain or loss of attribute */
static const char
*const plusattr[] = { "strong", "smart", "wise",
"agile", "tough", "charismatic" },
*const minusattr[] = { "weak", "stupid",
"foolish", "clumsy",
"fragile", "repulsive" };
static const struct innate {
schar ulevel;
long *ability;
const char *gainstr, *losestr;
} arc_abil[] = { { 1, &(HStealth), "", "" },
{ 1, &(HFast), "", "" },
{ 10, &(HSearching), "perceptive", "" },
{ 0, 0, 0, 0 } },
bar_abil[] = { { 1, &(HPoison_resistance), "", "" },
{ 7, &(HFast), "quick", "slow" },
{ 15, &(HStealth), "stealthy", "" },
{ 0, 0, 0, 0 } },
cav_abil[] = { { 7, &(HFast), "quick", "slow" },
{ 15, &(HWarning), "sensitive", "" },
{ 0, 0, 0, 0 } },
hea_abil[] = { { 1, &(HPoison_resistance), "", "" },
{ 15, &(HWarning), "sensitive", "" },
{ 0, 0, 0, 0 } },
kni_abil[] = { { 7, &(HFast), "quick", "slow" }, { 0, 0, 0, 0 } },
mon_abil[] = { { 1, &(HFast), "", "" },
{ 1, &(HSleep_resistance), "", "" },
{ 1, &(HSee_invisible), "", "" },
{ 3, &(HPoison_resistance), "healthy", "" },
{ 5, &(HStealth), "stealthy", "" },
{ 7, &(HWarning), "sensitive", "" },
{ 9, &(HSearching), "perceptive", "unaware" },
{ 11, &(HFire_resistance), "cool", "warmer" },
{ 13, &(HCold_resistance), "warm", "cooler" },
{ 15, &(HShock_resistance), "insulated", "conductive" },
{ 17, &(HTeleport_control), "controlled", "uncontrolled" },
{ 0, 0, 0, 0 } },
pri_abil[] = { { 15, &(HWarning), "sensitive", "" },
{ 20, &(HFire_resistance), "cool", "warmer" },
{ 0, 0, 0, 0 } },
ran_abil[] = { { 1, &(HSearching), "", "" },
{ 7, &(HStealth), "stealthy", "" },
{ 15, &(HSee_invisible), "", "" },
{ 0, 0, 0, 0 } },
rog_abil[] = { { 1, &(HStealth), "", "" },
{ 10, &(HSearching), "perceptive", "" },
{ 0, 0, 0, 0 } },
sam_abil[] = { { 1, &(HFast), "", "" },
{ 15, &(HStealth), "stealthy", "" },
{ 0, 0, 0, 0 } },
tou_abil[] = { { 10, &(HSearching), "perceptive", "" },
{ 20, &(HPoison_resistance), "hardy", "" },
{ 0, 0, 0, 0 } },
val_abil[] = { { 1, &(HCold_resistance), "", "" },
{ 1, &(HStealth), "", "" },
{ 7, &(HFast), "quick", "slow" },
{ 0, 0, 0, 0 } },
wiz_abil[] = { { 15, &(HWarning), "sensitive", "" },
{ 17, &(HTeleport_control), "controlled", "uncontrolled" },
{ 0, 0, 0, 0 } },
/* Intrinsics conferred by race */
elf_abil[] = { { 4, &(HSleep_resistance), "awake", "tired" },
{ 0, 0, 0, 0 } },
orc_abil[] = { { 1, &(HPoison_resistance), "", "" }, { 0, 0, 0, 0 } };
STATIC_DCL void NDECL(exerper);
STATIC_DCL void FDECL(postadjabil, (long *));
STATIC_DCL const struct innate *FDECL(check_innate_abil, (long *, long));
STATIC_DCL int FDECL(innately, (long *));
/* adjust an attribute; return TRUE if change is made, FALSE otherwise */
boolean
adjattrib(ndx, incr, msgflg)
int ndx, incr;
int msgflg; /* positive => no message, zero => message, and */
{ /* negative => conditional (msg if change made) */
int old_acurr;
boolean abonflg;
const char *attrstr;
if (Fixed_abil || !incr)
return FALSE;
if ((ndx == A_INT || ndx == A_WIS) && uarmh && uarmh->otyp == DUNCE_CAP) {
if (msgflg == 0)
Your("cap constricts briefly, then relaxes again.");
return FALSE;
}
old_acurr = ACURR(ndx);
if (incr > 0) {
ABASE(ndx) += incr;
if (ABASE(ndx) > AMAX(ndx)) {
incr = ABASE(ndx) - AMAX(ndx);
AMAX(ndx) += incr;
if (AMAX(ndx) > ATTRMAX(ndx))
AMAX(ndx) = ATTRMAX(ndx);
ABASE(ndx) = AMAX(ndx);
}
attrstr = plusattr[ndx];
abonflg = (ABON(ndx) < 0);
} else {
ABASE(ndx) += incr;
if (ABASE(ndx) < ATTRMIN(ndx)) {
incr = ABASE(ndx) - ATTRMIN(ndx);
ABASE(ndx) = ATTRMIN(ndx);
AMAX(ndx) += incr;
if (AMAX(ndx) < ATTRMIN(ndx))
AMAX(ndx) = ATTRMIN(ndx);
}
attrstr = minusattr[ndx];
abonflg = (ABON(ndx) > 0);
}
if (ACURR(ndx) == old_acurr) {
if (msgflg == 0 && flags.verbose)
pline("You're %s as %s as you can get.",
abonflg ? "currently" : "already", attrstr);
return FALSE;
}
if (msgflg <= 0)
You_feel("%s%s!", (incr > 1 || incr < -1) ? "very " : "", attrstr);
context.botl = 1;
if (moves > 1 && (ndx == A_STR || ndx == A_CON))
(void) encumber_msg();
return TRUE;
}
void
gainstr(otmp, incr, givemsg)
struct obj *otmp;
int incr;
boolean givemsg;
{
int num = incr;
if (!num) {
if (ABASE(A_STR) < 18)
num = (rn2(4) ? 1 : rnd(6));
else if (ABASE(A_STR) < STR18(85))
num = rnd(10);
else
num = 1;
}
(void) adjattrib(A_STR, (otmp && otmp->cursed) ? -num : num,
givemsg ? -1 : 1);
}
/* may kill you; cause may be poison or monster like 'a' */
void
losestr(num)
register int num;
{
int ustr = ABASE(A_STR) - num;
while (ustr < 3) {
++ustr;
--num;
if (Upolyd) {
u.mh -= 6;
u.mhmax -= 6;
} else {
u.uhp -= 6;
u.uhpmax -= 6;
}
}
(void) adjattrib(A_STR, -num, 1);
}
static const struct poison_effect_message {
void VDECL((*delivery_func), (const char *, ...));
const char *effect_msg;
} poiseff[] = {
{ You_feel, "weaker" }, /* A_STR */
{ Your, "brain is on fire" }, /* A_INT */
{ Your, "judgement is impaired" }, /* A_WIS */
{ Your, "muscles won't obey you" }, /* A_DEX */
{ You_feel, "very sick" }, /* A_CON */
{ You, "break out in hives" } /* A_CHA */
};
/* feedback for attribute loss due to poisoning */
void
poisontell(typ, exclaim)
int typ; /* which attribute */
boolean exclaim; /* emphasis */
{
void VDECL((*func), (const char *, ...)) = poiseff[typ].delivery_func;
(*func)("%s%c", poiseff[typ].effect_msg, exclaim ? '!' : '.');
}
/* called when an attack or trap has poisoned the hero (used to be in mon.c)
*/
void
poisoned(reason, typ, pkiller, fatal, thrown_weapon)
const char *reason, /* controls what messages we display */
*pkiller; /* for score+log file if fatal */
int typ, fatal; /* if fatal is 0, limit damage to adjattrib */
boolean thrown_weapon; /* thrown weapons are less deadly */
{
int i, loss, kprefix = KILLED_BY_AN;
/* inform player about being poisoned unless that's already been done;
"blast" has given a "blast of poison gas" message; "poison arrow",
"poison dart", etc have implicitly given poison messages too... */
if (strcmp(reason, "blast") && !strstri(reason, "poison")) {
boolean plural = (reason[strlen(reason) - 1] == 's') ? 1 : 0;
/* avoid "The" Orcus's sting was poisoned... */
pline("%s%s %s poisoned!", isupper(*reason) ? "" : "The ", reason,
plural ? "were" : "was");
}
if (Poison_resistance) {
if (!strcmp(reason, "blast"))
shieldeff(u.ux, u.uy);
pline_The("poison doesn't seem to affect you.");
return;
}
/* suppress killer prefix if it already has one */
i = name_to_mon(pkiller);
if (i >= LOW_PM && (mons[i].geno & G_UNIQ)) {
kprefix = KILLED_BY;
if (!type_is_pname(&mons[i]))
pkiller = the(pkiller);
} else if (!strncmpi(pkiller, "the ", 4) || !strncmpi(pkiller, "an ", 3)
|| !strncmpi(pkiller, "a ", 2)) {
/*[ does this need a plural check too? ]*/
kprefix = KILLED_BY;
}
i = !fatal ? 1 : rn2(fatal + (thrown_weapon ? 20 : 0));
if (i == 0 && typ != A_CHA) {
/* instant kill */
u.uhp = -1;
pline_The("poison was deadly...");
} else if (i > 5) {
/* HP damage; more likely--but less severe--with missiles */
loss = thrown_weapon ? rnd(6) : rn1(10, 6);
losehp(loss, pkiller, kprefix); /* poison damage */
} else {
/* attribute loss; if typ is A_STR, reduction in current and
maximum HP will occur once strength has dropped down to 3 */
loss = (thrown_weapon || !fatal) ? 1 : d(2, 2); /* was rn1(3,3) */
/* check that a stat change was made */
if (adjattrib(typ, -loss, 1))
poisontell(typ, TRUE);
}
if (u.uhp < 1) {
killer.format = kprefix;
Strcpy(killer.name, pkiller);
/* "Poisoned by a poisoned ___" is redundant */
done(strstri(pkiller, "poison") ? DIED : POISONING);
}
(void) encumber_msg();
}
void
change_luck(n)
register schar n;
{
u.uluck += n;
if (u.uluck < 0 && u.uluck < LUCKMIN)
u.uluck = LUCKMIN;
if (u.uluck > 0 && u.uluck > LUCKMAX)
u.uluck = LUCKMAX;
}
int
stone_luck(parameter)
boolean parameter; /* So I can't think up of a good name. So sue me. --KAA */
{
register struct obj *otmp;
register long bonchance = 0;
for (otmp = invent; otmp; otmp = otmp->nobj)
if (confers_luck(otmp)) {
if (otmp->cursed)
bonchance -= otmp->quan;
else if (otmp->blessed)
bonchance += otmp->quan;
else if (parameter)
bonchance += otmp->quan;
}
return sgn((int) bonchance);
}
/* there has just been an inventory change affecting a luck-granting item */
void
set_moreluck()
{
int luckbon = stone_luck(TRUE);
if (!luckbon && !carrying(LUCKSTONE))
u.moreluck = 0;
else if (luckbon >= 0)
u.moreluck = LUCKADD;
else
u.moreluck = -LUCKADD;
}
void
restore_attrib()
{
int i;
for (i = 0; i < A_MAX; i++) { /* all temporary losses/gains */
if (ATEMP(i) && ATIME(i)) {
if (!(--(ATIME(i)))) { /* countdown for change */
ATEMP(i) += ATEMP(i) > 0 ? -1 : 1;
if (ATEMP(i)) /* reset timer */
ATIME(i) = 100 / ACURR(A_CON);
}
}
}
(void) encumber_msg();
}
#define AVAL 50 /* tune value for exercise gains */
void
exercise(i, inc_or_dec)
int i;
boolean inc_or_dec;
{
debugpline0("Exercise:");
if (i == A_INT || i == A_CHA)
return; /* can't exercise these */
/* no physical exercise while polymorphed; the body's temporary */
if (Upolyd && i != A_WIS)
return;
if (abs(AEXE(i)) < AVAL) {
/*
* Law of diminishing returns (Part I):
*
* Gain is harder at higher attribute values.
* 79% at "3" --> 0% at "18"
* Loss is even at all levels (50%).
*
* Note: *YES* ACURR is the right one to use.
*/
AEXE(i) += (inc_or_dec) ? (rn2(19) > ACURR(i)) : -rn2(2);
debugpline3("%s, %s AEXE = %d",
(i == A_STR) ? "Str" : (i == A_WIS) ? "Wis" : (i == A_DEX)
? "Dex"
: "Con",
(inc_or_dec) ? "inc" : "dec", AEXE(i));
}
if (moves > 0 && (i == A_STR || i == A_CON))
(void) encumber_msg();
}
STATIC_OVL void
exerper()
{
if (!(moves % 10)) {
/* Hunger Checks */
int hs = (u.uhunger > 1000) ? SATIATED : (u.uhunger > 150)
? NOT_HUNGRY
: (u.uhunger > 50)
? HUNGRY
: (u.uhunger > 0)
? WEAK
: FAINTING;
debugpline0("exerper: Hunger checks");
switch (hs) {
case SATIATED:
exercise(A_DEX, FALSE);
if (Role_if(PM_MONK))
exercise(A_WIS, FALSE);
break;
case NOT_HUNGRY:
exercise(A_CON, TRUE);
break;
case WEAK:
exercise(A_STR, FALSE);
if (Role_if(PM_MONK)) /* fasting */
exercise(A_WIS, TRUE);
break;
case FAINTING:
case FAINTED:
exercise(A_CON, FALSE);
break;
}
/* Encumbrance Checks */
debugpline0("exerper: Encumber checks");
switch (near_capacity()) {
case MOD_ENCUMBER:
exercise(A_STR, TRUE);
break;
case HVY_ENCUMBER:
exercise(A_STR, TRUE);
exercise(A_DEX, FALSE);
break;
case EXT_ENCUMBER:
exercise(A_DEX, FALSE);
exercise(A_CON, FALSE);
break;
}
}
/* status checks */
if (!(moves % 5)) {
debugpline0("exerper: Status checks");
if ((HClairvoyant & (INTRINSIC | TIMEOUT)) && !BClairvoyant)
exercise(A_WIS, TRUE);
if (HRegeneration)
exercise(A_STR, TRUE);
if (Sick || Vomiting)
exercise(A_CON, FALSE);
if (Confusion || Hallucination)
exercise(A_WIS, FALSE);
if ((Wounded_legs && !u.usteed) || Fumbling || HStun)
exercise(A_DEX, FALSE);
}
}
/* exercise/abuse text (must be in attribute order, not botl order);
phrased as "You must have been [][0]." or "You haven't been [][1]." */
static NEARDATA const char *const exertext[A_MAX][2] = {
{ "exercising diligently", "exercising properly" }, /* Str */
{ 0, 0 }, /* Int */
{ "very observant", "paying attention" }, /* Wis */
{ "working on your reflexes", "working on reflexes lately" }, /* Dex */
{ "leading a healthy life-style", "watching your health" }, /* Con */
{ 0, 0 }, /* Cha */
};
void
exerchk()
{
int i, ax, mod_val, lolim, hilim;
/* Check out the periodic accumulations */
exerper();
if (moves >= context.next_attrib_check) {
debugpline1("exerchk: ready to test. multi = %d.", multi);
}
/* Are we ready for a test? */
if (moves >= context.next_attrib_check && !multi) {
debugpline0("exerchk: testing.");
/*
* Law of diminishing returns (Part II):
*
* The effects of "exercise" and "abuse" wear
* off over time. Even if you *don't* get an
* increase/decrease, you lose some of the
* accumulated effects.
*/
for (i = 0; i < A_MAX; ++i) {
ax = AEXE(i);
/* nothing to do here if no exercise or abuse has occurred
(Int and Cha always fall into this category) */
if (!ax)
continue; /* ok to skip nextattrib */
mod_val = sgn(ax); /* +1 or -1; used below */
/* no further effect for exercise if at max or abuse if at min;
can't exceed 18 via exercise even if actual max is higher */
lolim = ATTRMIN(i); /* usually 3; might be higher */
hilim = ATTRMAX(i); /* usually 18; maybe lower or higher */
if (hilim > 18)
hilim = 18;
if ((ax < 0) ? (ABASE(i) <= lolim) : (ABASE(i) >= hilim))
goto nextattrib;
/* can't exercise non-Wisdom while polymorphed; previous
exercise/abuse gradually wears off without impact then */
if (Upolyd && i != A_WIS)
goto nextattrib;
debugpline2("exerchk: testing %s (%d).",
(i == A_STR)
? "Str"
: (i == A_INT)
? "Int?"
: (i == A_WIS)
? "Wis"
: (i == A_DEX)
? "Dex"
: (i == A_CON)
? "Con"
: (i == A_CHA)
? "Cha?"
: "???",
ax);
/*
* Law of diminishing returns (Part III):
*
* You don't *always* gain by exercising.
* [MRS 92/10/28 - Treat Wisdom specially for balance.]
*/
if (rn2(AVAL) > ((i != A_WIS) ? (abs(ax) * 2 / 3) : abs(ax)))
goto nextattrib;
debugpline1("exerchk: changing %d.", i);
if (adjattrib(i, mod_val, -1)) {
debugpline1("exerchk: changed %d.", i);
/* if you actually changed an attrib - zero accumulation */
AEXE(i) = ax = 0;
/* then print an explanation */
You("%s %s.",
(mod_val > 0) ? "must have been" : "haven't been",
exertext[i][(mod_val > 0) ? 0 : 1]);
}
nextattrib:
/* this used to be ``AEXE(i) /= 2'' but that would produce
platform-dependent rounding/truncation for negative vals */
AEXE(i) = (abs(ax) / 2) * mod_val;
}
context.next_attrib_check += rn1(200, 800);
debugpline1("exerchk: next check at %ld.", context.next_attrib_check);
}
}
void
init_attr(np)
register int np;
{
register int i, x, tryct;
for (i = 0; i < A_MAX; i++) {
ABASE(i) = AMAX(i) = urole.attrbase[i];
ATEMP(i) = ATIME(i) = 0;
np -= urole.attrbase[i];
}
tryct = 0;
while (np > 0 && tryct < 100) {
x = rn2(100);
for (i = 0; (i < A_MAX) && ((x -= urole.attrdist[i]) > 0); i++)
;
if (i >= A_MAX)
continue; /* impossible */
if (ABASE(i) >= ATTRMAX(i)) {
tryct++;
continue;
}
tryct = 0;
ABASE(i)++;
AMAX(i)++;
np--;
}
tryct = 0;
while (np < 0 && tryct < 100) { /* for redistribution */
x = rn2(100);
for (i = 0; (i < A_MAX) && ((x -= urole.attrdist[i]) > 0); i++)
;
if (i >= A_MAX)
continue; /* impossible */
if (ABASE(i) <= ATTRMIN(i)) {
tryct++;
continue;
}
tryct = 0;
ABASE(i)--;
AMAX(i)--;
np++;
}
}
void
redist_attr()
{
register int i, tmp;
for (i = 0; i < A_MAX; i++) {
if (i == A_INT || i == A_WIS)
continue;
/* Polymorphing doesn't change your mind */
tmp = AMAX(i);
AMAX(i) += (rn2(5) - 2);
if (AMAX(i) > ATTRMAX(i))
AMAX(i) = ATTRMAX(i);
if (AMAX(i) < ATTRMIN(i))
AMAX(i) = ATTRMIN(i);
ABASE(i) = ABASE(i) * AMAX(i) / tmp;
/* ABASE(i) > ATTRMAX(i) is impossible */
if (ABASE(i) < ATTRMIN(i))
ABASE(i) = ATTRMIN(i);
}
(void) encumber_msg();
}
STATIC_OVL
void
postadjabil(ability)
long *ability;
{
if (!ability)
return;
if (ability == &(HWarning) || ability == &(HSee_invisible))
see_monsters();
}
STATIC_OVL const struct innate *
check_innate_abil(ability, frommask)
long *ability;
long frommask;
{
const struct innate *abil = 0;
if (frommask == FROMEXPER)
switch (Role_switch) {
case PM_ARCHEOLOGIST:
abil = arc_abil;
break;
case PM_BARBARIAN:
abil = bar_abil;
break;
case PM_CAVEMAN:
abil = cav_abil;
break;
case PM_HEALER:
abil = hea_abil;
break;
case PM_KNIGHT:
abil = kni_abil;
break;
case PM_MONK:
abil = mon_abil;
break;
case PM_PRIEST:
abil = pri_abil;
break;
case PM_RANGER:
abil = ran_abil;
break;
case PM_ROGUE:
abil = rog_abil;
break;
case PM_SAMURAI:
abil = sam_abil;
break;
case PM_TOURIST:
abil = tou_abil;
break;
case PM_VALKYRIE:
abil = val_abil;
break;
case PM_WIZARD:
abil = wiz_abil;
break;
default:
break;
}
else if (frommask == FROMRACE)
switch (Race_switch) {
case PM_ELF:
abil = elf_abil;
break;
case PM_ORC:
abil = orc_abil;
break;
case PM_HUMAN:
case PM_DWARF:
case PM_GNOME:
default:
break;
}
while (abil && abil->ability) {
if ((abil->ability == ability) && (u.ulevel >= abil->ulevel))
return abil;
abil++;
}
return (struct innate *) 0;
}
/*
* returns 1 if FROMRACE or FROMEXPER and exper level == 1
* returns 2 if FROMEXPER and exper level > 1
* otherwise returns 0
*/
STATIC_OVL int
innately(ability)
long *ability;
{
const struct innate *iptr;
if ((iptr = check_innate_abil(ability, FROMRACE)) != 0)
return 1;
else if ((iptr = check_innate_abil(ability, FROMEXPER)) != 0)
return (iptr->ulevel == 1) ? 1 : 2;
return 0;
}
int
is_innate(propidx)
int propidx;
{
if (propidx == BLINDED && !haseyes(youmonst.data))
return 1;
return innately(&u.uprops[propidx].intrinsic);
}
char *
from_what(propidx)
int propidx; /* special cases can have negative values */
{
static char buf[BUFSZ];
buf[0] = '\0';
/*
* Restrict the source of the attributes just to debug mode for now
*/
if (wizard) {
static NEARDATA const char because_of[] = " because of %s";
if (propidx >= 0) {
char *p;
struct obj *obj = (struct obj *) 0;
int innate = is_innate(propidx);
if (innate == 2)
Strcpy(buf, " because of your experience");
else if (innate == 1)
Strcpy(buf, " innately");
else if (wizard
&& (obj = what_gives(&u.uprops[propidx].extrinsic)))
Sprintf(buf, because_of, obj->oartifact
? bare_artifactname(obj)
: ysimple_name(obj));
else if (propidx == BLINDED && u.uroleplay.blind)
Sprintf(buf, " from birth");
else if (propidx == BLINDED && Blindfolded_only)
Sprintf(buf, because_of, ysimple_name(ublindf));
/* remove some verbosity and/or redundancy */
if ((p = strstri(buf, " pair of ")) != 0)
copynchars(p + 1, p + 9, BUFSZ); /* overlapping buffers ok */
else if (propidx == STRANGLED
&& (p = strstri(buf, " of strangulation")) != 0)
*p = '\0';
} else { /* negative property index */
/* if more blocking capabilities get implemented we'll need to
replace this with what_blocks() comparable to what_gives() */
switch (-propidx) {
case BLINDED:
if (ublindf
&& ublindf->oartifact == ART_EYES_OF_THE_OVERWORLD)
Sprintf(buf, because_of, bare_artifactname(ublindf));
break;
case INVIS:
if (u.uprops[INVIS].blocked & W_ARMC)
Sprintf(buf, because_of,
ysimple_name(uarmc)); /* mummy wrapping */
break;
case CLAIRVOYANT:
if (wizard && (u.uprops[CLAIRVOYANT].blocked & W_ARMH))
Sprintf(buf, because_of,
ysimple_name(uarmh)); /* cornuthaum */
break;
}
}
} /*wizard*/
return buf;
}
void
adjabil(oldlevel, newlevel)
int oldlevel, newlevel;
{
register const struct innate *abil, *rabil;
long prevabil, mask = FROMEXPER;
switch (Role_switch) {
case PM_ARCHEOLOGIST:
abil = arc_abil;
break;
case PM_BARBARIAN:
abil = bar_abil;
break;
case PM_CAVEMAN:
abil = cav_abil;
break;
case PM_HEALER:
abil = hea_abil;
break;
case PM_KNIGHT:
abil = kni_abil;
break;
case PM_MONK:
abil = mon_abil;
break;
case PM_PRIEST:
abil = pri_abil;
break;
case PM_RANGER:
abil = ran_abil;
break;
case PM_ROGUE:
abil = rog_abil;
break;
case PM_SAMURAI:
abil = sam_abil;
break;
case PM_TOURIST:
abil = tou_abil;
break;
case PM_VALKYRIE:
abil = val_abil;
break;
case PM_WIZARD:
abil = wiz_abil;
break;
default:
abil = 0;
break;
}
switch (Race_switch) {
case PM_ELF:
rabil = elf_abil;
break;
case PM_ORC:
rabil = orc_abil;
break;
case PM_HUMAN:
case PM_DWARF:
case PM_GNOME:
default:
rabil = 0;
break;
}
while (abil || rabil) {
/* Have we finished with the intrinsics list? */
if (!abil || !abil->ability) {
/* Try the race intrinsics */
if (!rabil || !rabil->ability)
break;
abil = rabil;
rabil = 0;
mask = FROMRACE;
}
prevabil = *(abil->ability);
if (oldlevel < abil->ulevel && newlevel >= abil->ulevel) {
/* Abilities gained at level 1 can never be lost
* via level loss, only via means that remove _any_
* sort of ability. A "gain" of such an ability from
* an outside source is devoid of meaning, so we set
* FROMOUTSIDE to avoid such gains.
*/
if (abil->ulevel == 1)
*(abil->ability) |= (mask | FROMOUTSIDE);
else
*(abil->ability) |= mask;
if (!(*(abil->ability) & INTRINSIC & ~mask)) {
if (*(abil->gainstr))
You_feel("%s!", abil->gainstr);
}
} else if (oldlevel >= abil->ulevel && newlevel < abil->ulevel) {
*(abil->ability) &= ~mask;
if (!(*(abil->ability) & INTRINSIC)) {
if (*(abil->losestr))
You_feel("%s!", abil->losestr);
else if (*(abil->gainstr))
You_feel("less %s!", abil->gainstr);
}
}
if (prevabil != *(abil->ability)) /* it changed */
postadjabil(abil->ability);
abil++;
}
if (oldlevel > 0) {
if (newlevel > oldlevel)
add_weapon_skill(newlevel - oldlevel);
else
lose_weapon_skill(oldlevel - newlevel);
}
}
int
newhp()
{
int hp, conplus;
if (u.ulevel == 0) {
/* Initialize hit points */
hp = urole.hpadv.infix + urace.hpadv.infix;
if (urole.hpadv.inrnd > 0)
hp += rnd(urole.hpadv.inrnd);
if (urace.hpadv.inrnd > 0)
hp += rnd(urace.hpadv.inrnd);
if (moves <= 1L) { /* initial hero; skip for polyself to new man */
/* Initialize alignment stuff */
u.ualign.type = aligns[flags.initalign].value;
u.ualign.record = urole.initrecord;
}
/* no Con adjustment for initial hit points */
} else {
if (u.ulevel < urole.xlev) {
hp = urole.hpadv.lofix + urace.hpadv.lofix;
if (urole.hpadv.lornd > 0)
hp += rnd(urole.hpadv.lornd);
if (urace.hpadv.lornd > 0)
hp += rnd(urace.hpadv.lornd);
} else {
hp = urole.hpadv.hifix + urace.hpadv.hifix;
if (urole.hpadv.hirnd > 0)
hp += rnd(urole.hpadv.hirnd);
if (urace.hpadv.hirnd > 0)
hp += rnd(urace.hpadv.hirnd);
}
if (ACURR(A_CON) <= 3)
conplus = -2;
else if (ACURR(A_CON) <= 6)
conplus = -1;
else if (ACURR(A_CON) <= 14)
conplus = 0;
else if (ACURR(A_CON) <= 16)
conplus = 1;
else if (ACURR(A_CON) == 17)
conplus = 2;
else if (ACURR(A_CON) == 18)
conplus = 3;
else
conplus = 4;
hp += conplus;
}
if (hp <= 0)
hp = 1;
if (u.ulevel < MAXULEV)
u.uhpinc[u.ulevel] = (xchar) hp;
return hp;
}
schar
acurr(x)
int x;
{
register int tmp = (u.abon.a[x] + u.atemp.a[x] + u.acurr.a[x]);
if (x == A_STR) {
if (tmp >= 125 || (uarmg && uarmg->otyp == GAUNTLETS_OF_POWER))
return (schar) 125;
else
#ifdef WIN32_BUG
return (x = ((tmp <= 3) ? 3 : tmp));
#else
return (schar) ((tmp <= 3) ? 3 : tmp);
#endif
} else if (x == A_CHA) {
if (tmp < 18
&& (youmonst.data->mlet == S_NYMPH || u.umonnum == PM_SUCCUBUS
|| u.umonnum == PM_INCUBUS))
return (schar) 18;
} else if (x == A_INT || x == A_WIS) {
/* yes, this may raise int/wis if player is sufficiently
* stupid. there are lower levels of cognition than "dunce".
*/
if (uarmh && uarmh->otyp == DUNCE_CAP)
return (schar) 6;
}
#ifdef WIN32_BUG
return (x = ((tmp >= 25) ? 25 : (tmp <= 3) ? 3 : tmp));
#else
return (schar) ((tmp >= 25) ? 25 : (tmp <= 3) ? 3 : tmp);
#endif
}
/* condense clumsy ACURR(A_STR) value into value that fits into game formulas
*/
schar
acurrstr()
{
register int str = ACURR(A_STR);
if (str <= 18)
return (schar) str;
if (str <= 121)
return (schar) (19 + str / 50); /* map to 19..21 */
else
return (schar) (min(str, 125) - 100); /* 22..25 */
}
/* when wearing (or taking off) an unID'd item, this routine is used
to distinguish between observable +0 result and no-visible-effect
due to an attribute not being able to exceed maximum or minimum */
boolean
extremeattr(attrindx) /* does attrindx's value match its max or min? */
int attrindx;
{
/* Fixed_abil and racial MINATTR/MAXATTR aren't relevant here */
int lolimit = 3, hilimit = 25, curval = ACURR(attrindx);
/* upper limit for Str is 25 but its value is encoded differently */
if (attrindx == A_STR) {
hilimit = STR19(25); /* 125 */
/* lower limit for Str can also be 25 */
if (uarmg && uarmg->otyp == GAUNTLETS_OF_POWER)
lolimit = hilimit;
}
/* this exception is hypothetical; the only other worn item affecting
Int or Wis is another helmet so can't be in use at the same time */
if (attrindx == A_INT || attrindx == A_WIS) {
if (uarmh && uarmh->otyp == DUNCE_CAP)
hilimit = lolimit = 6;
}
/* are we currently at either limit? */
return (curval == lolimit || curval == hilimit) ? TRUE : FALSE;
}
/* avoid possible problems with alignment overflow, and provide a centralized
location for any future alignment limits */
void
adjalign(n)
int n;
{
int newalign = u.ualign.record + n;
if (n < 0) {
if (newalign < u.ualign.record)
u.ualign.record = newalign;
} else if (newalign > u.ualign.record) {
u.ualign.record = newalign;
if (u.ualign.record > ALIGNLIM)
u.ualign.record = ALIGNLIM;
}
}
/* change hero's alignment type, possibly losing use of artifacts */
void
uchangealign(newalign, reason)
int newalign;
int reason; /* 0==conversion, 1==helm-of-OA on, 2==helm-of-OA off */
{
aligntyp oldalign = u.ualign.type;
u.ublessed = 0; /* lose divine protection */
context.botl = 1; /* status line needs updating */
if (reason == 0) {
/* conversion via altar */
u.ualignbase[A_CURRENT] = (aligntyp) newalign;
/* worn helm of opposite alignment might block change */
if (!uarmh || uarmh->otyp != HELM_OF_OPPOSITE_ALIGNMENT)
u.ualign.type = u.ualignbase[A_CURRENT];
You("have a %ssense of a new direction.",
(u.ualign.type != oldalign) ? "sudden " : "");
} else {
/* putting on or taking off a helm of opposite alignment */
u.ualign.type = (aligntyp) newalign;
if (reason == 1)
Your("mind oscillates %s.", Hallucination ? "wildly" : "briefly");
else if (reason == 2)
Your("mind is %s.", Hallucination
? "much of a muchness"
: "back in sync with your body");
}
if (u.ualign.type != oldalign) {
u.ualign.record = 0; /* slate is wiped clean */
retouch_equipment(0);
}
}
/*attrib.c*/