Source:NetHack 3.3.0/attrib.c

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Below is the full text to attrib.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/attrib.c#line123]], for example.

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1.    /*	SCCS Id: @(#)attrib.c	3.3	1999/08/16	*/
2.    /*	Copyright 1988, 1989, 1990, 1992, M. Stephenson		  */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    /*  attribute modification routines. */
6.    
7.    #include "hack.h"
8.    #include "artifact.h"
9.    
10.   /* #define DEBUG */	/* uncomment for debugging info */
11.   
12.   #ifdef OVLB
13.   
14.   	/* part of the output on gain or loss of attribute */
15.   static
16.   const char	*plusattr[] = {
17.   	"strong", "smart", "wise", "agile", "tough", "charismatic"
18.   },
19.   		*minusattr[] = {
20.   	"weak", "stupid", "foolish", "clumsy", "vulnerable", "ugly"
21.   };
22.   
23.   
24.   static
25.   const struct innate {
26.   	schar	ulevel;
27.   	long	*ability;
28.   	const char *gainstr, *losestr;
29.   }	arc_abil[] = { {	 1, &(HStealth), "", "" },
30.   		     {   1, &(HFast), "", "" },
31.   		     {  10, &(HSearching), "perceptive", "" },
32.   		     {	 0, 0, 0, 0 } },
33.   
34.   	bar_abil[] = { {	 1, &(HPoison_resistance), "", "" },
35.   		     {   7, &(HFast), "quick", "slow" },
36.   		     {  15, &(HStealth), "stealthy", "" },
37.   		     {	 0, 0, 0, 0 } },
38.   
39.   	cav_abil[] = { {	 7, &(HFast), "quick", "slow" },
40.   		     {	15, &(HWarning), "sensitive", "" },
41.   		     {	 0, 0, 0, 0 } },
42.   
43.   	hea_abil[] = { {	 1, &(HPoison_resistance), "", "" },
44.   		     {	15, &(HWarning), "sensitive", "" },
45.   		     {	 0, 0, 0, 0 } },
46.   
47.   	kni_abil[] = { {	 7, &(HFast), "quick", "slow" },
48.   		     {	 0, 0, 0, 0 } },
49.   
50.   	mon_abil[] = { {   1, &(HFast), "", "" },
51.   		     {   1, &(HSleep_resistance), "", "" },
52.   		     {   1, &(HSee_invisible), "", "" },
53.   		     {   3, &(HPoison_resistance), "healthy", "" },
54.   		     {   5, &(HStealth), "stealthy", "" },
55.   		     {   7, &(HWarning), "sensitive", "" },
56.   		     {   9, &(HSearching), "perceptive", "unaware" },
57.   		     {  11, &(HFire_resistance), "cool", "warmer" },
58.   		     {  13, &(HCold_resistance), "warm", "cooler" },
59.   		     {  15, &(HShock_resistance), "insulated", "conductive" },
60.   		     {  17, &(HTeleport_control), "controlled","uncontrolled" },
61.   		     {   0, 0, 0, 0 } },
62.   
63.   	pri_abil[] = { {	15, &(HWarning), "sensitive", "" },
64.   		     {  20, &(HFire_resistance), "cool", "warmer" },
65.   		     {	 0, 0, 0, 0 } },
66.   
67.   	ran_abil[] = { {   1, &(HSearching), "", "" },
68.   		     {	 7, &(HStealth), "stealthy", "" },
69.   		     {	15, &(HSee_invisible), "", "" },
70.   		     {	 0, 0, 0, 0 } },
71.   
72.   	rog_abil[] = { {	 1, &(HStealth), "", ""  },
73.   		     {  10, &(HSearching), "perceptive", "" },
74.   		     {	 0, 0, 0, 0 } },
75.   
76.   	sam_abil[] = { {	 1, &(HFast), "", "" },
77.   		     {  15, &(HStealth), "stealthy", "" },
78.   		     {	 0, 0, 0, 0 } },
79.   
80.   	tou_abil[] = { {	10, &(HSearching), "perceptive", "" },
81.   		     {	20, &(HPoison_resistance), "hardy", "" },
82.   		     {	 0, 0, 0, 0 } },
83.   
84.   	val_abil[] = { {	 1, &(HCold_resistance), "", "" },
85.   		     {	 1, &(HStealth), "", "" },
86.   		     {   7, &(HFast), "quick", "slow" },
87.   		     {	 0, 0, 0, 0 } },
88.   
89.   	wiz_abil[] = { {	15, &(HWarning), "sensitive", "" },
90.   		     {  17, &(HTeleport_control), "controlled","uncontrolled" },
91.   		     {	 0, 0, 0, 0 } },
92.   
93.   	/* Intrinsics conferred by race */
94.   	elf_abil[] = { {	4, &(HSleep_resistance), "awake", "tired" },
95.   		     {	 0, 0, 0, 0 } },
96.   
97.   	orc_abil[] = { {	1, &(HPoison_resistance), "", "" },
98.   		     {	 0, 0, 0, 0 } };
99.   
100.  static long next_check = 600L;	/* arbitrary first setting */
101.  STATIC_DCL void NDECL(exerper);
102.  
103.  /* adjust an attribute; return TRUE if change is made, FALSE otherwise */
104.  boolean
105.  adjattrib(ndx, incr, msgflg)
106.  	int	ndx, incr;
107.  	int	msgflg;	    /* positive => no message, zero => message, and */
108.  {			    /* negative => conditional (msg if change made) */
109.  	if (Fixed_abil || !incr) return FALSE;
110.  
111.  	if ((ndx == A_INT || ndx == A_WIS)
112.  				&& uarmh && uarmh->otyp == DUNCE_CAP) {
113.  		if (msgflg == 0)
114.  		    Your("cap constricts briefly, then relaxes again.");
115.  		return FALSE;
116.  	}
117.  
118.  	if (incr > 0) {
119.  	    if ((AMAX(ndx) >= ATTRMAX(ndx)) && (ACURR(ndx) >= AMAX(ndx))) {
120.  		if (msgflg == 0 && flags.verbose)
121.  		    pline("You're already as %s as you can get.",
122.  			  plusattr[ndx]);
123.  		ABASE(ndx) = AMAX(ndx) = ATTRMAX(ndx); /* just in case */
124.  		return FALSE;
125.  	    }
126.  
127.  	    ABASE(ndx) += incr;
128.  	    if(ABASE(ndx) > AMAX(ndx)) {
129.  		incr = ABASE(ndx) - AMAX(ndx);
130.  		AMAX(ndx) += incr;
131.  		if(AMAX(ndx) > ATTRMAX(ndx))
132.  		    AMAX(ndx) = ATTRMAX(ndx);
133.  		ABASE(ndx) = AMAX(ndx);
134.  	    }
135.  	} else {
136.  	    if (ABASE(ndx) <= ATTRMIN(ndx)) {
137.  		if (msgflg == 0 && flags.verbose)
138.  		    pline("You're already as %s as you can get.",
139.  			  minusattr[ndx]);
140.  		ABASE(ndx) = ATTRMIN(ndx); /* just in case */
141.  		return FALSE;
142.  	    }
143.  
144.  	    ABASE(ndx) += incr;
145.  	    if(ABASE(ndx) < ATTRMIN(ndx)) {
146.  		incr = ABASE(ndx) - ATTRMIN(ndx);
147.  		ABASE(ndx) = ATTRMIN(ndx);
148.  		AMAX(ndx) += incr;
149.  		if(AMAX(ndx) < ATTRMIN(ndx))
150.  		    AMAX(ndx) = ATTRMIN(ndx);
151.  	    }
152.  	}
153.  	if (msgflg <= 0)
154.  	    You_feel("%s%s!",
155.  		  (incr > 1 || incr < -1) ? "very ": "",
156.  		  (incr > 0) ? plusattr[ndx] : minusattr[ndx]);
157.  	flags.botl = 1;
158.  	if (moves > 0 && (ndx == A_STR || ndx == A_CON))
159.  		(void)encumber_msg();
160.  	return TRUE;
161.  }
162.  
163.  void
164.  gainstr(otmp, incr)
165.  	register struct obj *otmp;
166.  	register int incr;
167.  {
168.  	int num = 1;
169.  
170.  	if(incr) num = incr;
171.  	else {
172.  	    if(ABASE(A_STR) < 18) num = (rn2(4) ? 1 : rnd(6) );
173.  	    else if (ABASE(A_STR) < STR18(85)) num = rnd(10);
174.  	}
175.  	(void) adjattrib(A_STR, (otmp && otmp->cursed) ? -num : num, TRUE);
176.  }
177.  
178.  void
179.  losestr(num)	/* may kill you; cause may be poison or monster like 'a' */
180.  	register int num;
181.  {
182.  	int ustr = ABASE(A_STR) - num;
183.  
184.  	while(ustr < 3) {
185.  	    ++ustr;
186.  	    --num;
187.  	    if (Upolyd) {
188.  		u.mh -= 6;
189.  		u.mhmax -= 6;
190.  	    } else {
191.  		u.uhp -= 6;
192.  		u.uhpmax -= 6;
193.  	    }
194.  	}
195.  	(void) adjattrib(A_STR, -num, TRUE);
196.  }
197.  
198.  void
199.  change_luck(n)
200.  	register schar n;
201.  {
202.  	u.uluck += n;
203.  	if (u.uluck < 0 && u.uluck < LUCKMIN)	u.uluck = LUCKMIN;
204.  	if (u.uluck > 0 && u.uluck > LUCKMAX)	u.uluck = LUCKMAX;
205.  }
206.  
207.  int
208.  stone_luck(parameter)
209.  boolean parameter; /* So I can't think up of a good name.  So sue me. --KAA */
210.  {
211.  	register struct obj *otmp;
212.  	register long bonchance = 0;
213.  
214.  	for(otmp = invent; otmp; otmp=otmp->nobj)
215.  	    if (otmp->otyp == LUCKSTONE
216.  		|| (otmp->oartifact && spec_ability(otmp, SPFX_LUCK))) {
217.  		if (otmp->cursed) bonchance -= otmp->quan;
218.  		else if (otmp->blessed) bonchance += otmp->quan;
219.  		else if (parameter) bonchance += otmp->quan;
220.  	    }
221.  
222.  	return sgn((int)bonchance);
223.  }
224.  
225.  /* there has just been an inventory change affecting a luck-granting item */
226.  void
227.  set_moreluck()
228.  {
229.  	int luckbon = stone_luck(TRUE);
230.  
231.  	if (!luckbon && !carrying(LUCKSTONE)) u.moreluck = 0;
232.  	else if (luckbon >= 0) u.moreluck = LUCKADD;
233.  	else u.moreluck = -LUCKADD;
234.  }
235.  
236.  #endif /* OVLB */
237.  #ifdef OVL1
238.  
239.  void
240.  restore_attrib()
241.  {
242.  	int	i;
243.  
244.  	for(i = 0; i < A_MAX; i++) {	/* all temporary losses/gains */
245.  
246.  	   if(ATEMP(i) && ATIME(i)) {
247.  		if(!(--(ATIME(i)))) { /* countdown for change */
248.  		    ATEMP(i) += ATEMP(i) > 0 ? -1 : 1;
249.  
250.  		    if(ATEMP(i)) /* reset timer */
251.  			ATIME(i) = 100 / ACURR(A_CON);
252.  		}
253.  	    }
254.  	}
255.  	(void)encumber_msg();
256.  }
257.  
258.  #endif /* OVL1 */
259.  #ifdef OVLB
260.  
261.  #define AVAL	50		/* tune value for exercise gains */
262.  
263.  void
264.  exercise(i, inc_or_dec)
265.  int	i;
266.  boolean	inc_or_dec;
267.  {
268.  #ifdef DEBUG
269.  	pline("Exercise:");
270.  #endif
271.  	if (i == A_INT || i == A_CHA) return;	/* can't exercise these */
272.  
273.  	/* no physical exercise while polymorphed; the body's temporary */
274.  	if (Upolyd && i != A_WIS) return;
275.  
276.  	if(abs(AEXE(i)) < AVAL) {
277.  		/*
278.  		 *	Law of diminishing returns (Part I):
279.  		 *
280.  		 *	Gain is harder at higher attribute values.
281.  		 *	79% at "3" --> 0% at "18"
282.  		 *	Loss is even at all levels (50%).
283.  		 *
284.  		 *	Note: *YES* ACURR is the right one to use.
285.  		 */
286.  		AEXE(i) += (inc_or_dec) ? (rn2(19) > ACURR(i)) : -rn2(2);
287.  #ifdef DEBUG
288.  		pline("%s, %s AEXE = %d",
289.  			(i == A_STR) ? "Str" : (i == A_WIS) ? "Wis" :
290.  			(i == A_DEX) ? "Dex" : "Con",
291.  			(inc_or_dec) ? "inc" : "dec", AEXE(i));
292.  #endif
293.  	}
294.  	if (moves > 0 && (i == A_STR || i == A_CON)) (void)encumber_msg();
295.  }
296.  
297.  /* hunger values - from eat.c */
298.  #define SATIATED	0
299.  #define NOT_HUNGRY	1
300.  #define HUNGRY		2
301.  #define WEAK		3
302.  #define FAINTING	4
303.  #define FAINTED		5
304.  #define STARVED		6
305.  
306.  STATIC_OVL void
307.  exerper()
308.  {
309.  	if(!(moves % 10)) {
310.  		/* Hunger Checks */
311.  
312.  		int hs = (u.uhunger > 1000) ? SATIATED :
313.  			 (u.uhunger > 150) ? NOT_HUNGRY :
314.  			 (u.uhunger > 50) ? HUNGRY :
315.  			 (u.uhunger > 0) ? WEAK : FAINTING;
316.  
317.  #ifdef DEBUG
318.  		pline("exerper: Hunger checks");
319.  #endif
320.  		switch (hs) {
321.  		    case SATIATED:	exercise(A_DEX, FALSE); break;
322.  		    case NOT_HUNGRY:	exercise(A_CON, TRUE); break;
323.  		    case WEAK:		exercise(A_STR, FALSE); break;
324.  		    case FAINTING:
325.  		    case FAINTED:	exercise(A_CON, FALSE); break;
326.  		}
327.  
328.  		/* Encumberance Checks */
329.  #ifdef DEBUG
330.  		pline("exerper: Encumber checks");
331.  #endif
332.  		switch (near_capacity()) {
333.  		    case MOD_ENCUMBER:	exercise(A_STR, TRUE); break;
334.  		    case HVY_ENCUMBER:	exercise(A_STR, TRUE);
335.  					exercise(A_DEX, FALSE); break;
336.  		    case EXT_ENCUMBER:	exercise(A_DEX, FALSE);
337.  					exercise(A_CON, FALSE); break;
338.  		}
339.  
340.  	}
341.  
342.  	/* status checks */
343.  	if(!(moves % 5)) {
344.  #ifdef DEBUG
345.  		pline("exerper: Status checks");
346.  #endif
347.  		if ((HClairvoyant & (INTRINSIC|TIMEOUT)) &&
348.  			!BClairvoyant)                      exercise(A_WIS, TRUE);
349.  		if (HRegeneration)			exercise(A_STR, TRUE);
350.  
351.  		if(Sick || Vomiting)     exercise(A_CON, FALSE);
352.  		if(Confusion || Hallucination)		exercise(A_WIS, FALSE);
353.  		if(Wounded_legs || Fumbling || HStun)	exercise(A_DEX, FALSE);
354.  	}
355.  }
356.  
357.  void
358.  exerchk()
359.  {
360.  	int	i, mod_val;
361.  
362.  	/*	Check out the periodic accumulations */
363.  	exerper();
364.  
365.  #ifdef DEBUG
366.  	if(moves >= next_check)
367.  		pline("exerchk: ready to test. multi = %d.", multi);
368.  #endif
369.  	/*	Are we ready for a test?	*/
370.  	if(moves >= next_check && !multi) {
371.  #ifdef DEBUG
372.  	    pline("exerchk: testing.");
373.  #endif
374.  	    /*
375.  	     *	Law of diminishing returns (Part II):
376.  	     *
377.  	     *	The effects of "exercise" and "abuse" wear
378.  	     *	off over time.  Even if you *don't* get an
379.  	     *	increase/decrease, you lose some of the
380.  	     *	accumulated effects.
381.  	     */
382.  	    for(i = 0; i < A_MAX; AEXE(i++) /= 2) {
383.  
384.  		if(ABASE(i) >= 18 || !AEXE(i)) continue;
385.  		if(i == A_INT || i == A_CHA) continue;/* can't exercise these */
386.  
387.  #ifdef DEBUG
388.  		pline("exerchk: testing %s (%d).",
389.  			(i == A_STR) ? "Str" : (i == A_WIS) ? "Wis" :
390.  			(i == A_DEX) ? "Dex" : "Con", AEXE(i));
391.  #endif
392.  		/*
393.  		 *	Law of diminishing returns (Part III):
394.  		 *
395.  		 *	You don't *always* gain by exercising.
396.  		 *	[MRS 92/10/28 - Treat Wisdom specially for balance.]
397.  		 */
398.  		if(rn2(AVAL) > ((i != A_WIS) ? abs(AEXE(i)*2/3) : abs(AEXE(i))))
399.  		    continue;
400.  		mod_val = sgn(AEXE(i));
401.  
402.  #ifdef DEBUG
403.  		pline("exerchk: changing %d.", i);
404.  #endif
405.  		if(adjattrib(i, mod_val, -1)) {
406.  #ifdef DEBUG
407.  		    pline("exerchk: changed %d.", i);
408.  #endif
409.  		    /* if you actually changed an attrib - zero accumulation */
410.  		    AEXE(i) = 0;
411.  		    /* then print an explanation */
412.  		    switch(i) {
413.  		    case A_STR: You((mod_val >0) ?
414.  				    "must have been exercising." :
415.  				    "must have been abusing your body.");
416.  				break;
417.  		    case A_WIS: You((mod_val >0) ?
418.  				    "must have been very observant." :
419.  				    "haven't been paying attention.");
420.  				break;
421.  		    case A_DEX: You((mod_val >0) ?
422.  				    "must have been working on your reflexes." :
423.  				    "haven't been working on reflexes lately.");
424.  				break;
425.  		    case A_CON: You((mod_val >0) ?
426.  				    "must be leading a healthy life-style." :
427.  				    "haven't been watching your health.");
428.  				break;
429.  		    }
430.  		}
431.  	    }
432.  	    next_check += rn1(200,800);
433.  #ifdef DEBUG
434.  	    pline("exerchk: next check at %ld.", next_check);
435.  #endif
436.  	}
437.  }
438.  
439.  /* next_check will otherwise have its initial 600L after a game restore */
440.  void
441.  reset_attribute_clock()
442.  {
443.  	if (moves > 600L) next_check = moves + rn1(50,800);
444.  }
445.  
446.  
447.  void
448.  init_attr(np)
449.  	register int	np;
450.  {
451.  	register int	i, x, tryct;
452.  
453.  
454.  	for(i = 0; i < A_MAX; i++) {
455.  	    ABASE(i) = AMAX(i) = urole.attrbase[i];
456.  	    ATEMP(i) = ATIME(i) = 0;
457.  	    np -= urole.attrbase[i];
458.  	}
459.  
460.  	tryct = 0;
461.  	while(np > 0 && tryct < 100) {
462.  
463.  	    x = rn2(100);
464.  	    for (i = 0; (i < A_MAX) && ((x -= urole.attrdist[i]) > 0); i++) ;
465.  	    if(i >= A_MAX) continue; /* impossible */
466.  
467.  	    if(ABASE(i) >= ATTRMAX(i)) {
468.  
469.  		tryct++;
470.  		continue;
471.  	    }
472.  	    tryct = 0;
473.  	    ABASE(i)++;
474.  	    AMAX(i)++;
475.  	    np--;
476.  	}
477.  
478.  	tryct = 0;
479.  	while(np < 0 && tryct < 100) {		/* for redistribution */
480.  
481.  	    x = rn2(100);
482.  	    for (i = 0; (i < A_MAX) && ((x -= urole.attrdist[i]) > 0); i++) ;
483.  	    if(i >= A_MAX) continue; /* impossible */
484.  
485.  	    if(ABASE(i) <= ATTRMIN(i)) {
486.  
487.  		tryct++;
488.  		continue;
489.  	    }
490.  	    tryct = 0;
491.  	    ABASE(i)--;
492.  	    AMAX(i)--;
493.  	    np++;
494.  	}
495.  }
496.  
497.  void
498.  redist_attr()
499.  {
500.  	register int i, tmp;
501.  
502.  	for(i = 0; i < A_MAX; i++) {
503.  	    if (i==A_INT || i==A_WIS) continue;
504.  		/* Polymorphing doesn't change your mind */
505.  	    tmp = AMAX(i);
506.  	    AMAX(i) += (rn2(5)-2);
507.  	    if (AMAX(i) > ATTRMAX(i)) AMAX(i) = ATTRMAX(i);
508.  	    if (AMAX(i) < ATTRMIN(i)) AMAX(i) = ATTRMIN(i);
509.  	    ABASE(i) = ABASE(i) * AMAX(i) / tmp;
510.  	    /* ABASE(i) > ATTRMAX(i) is impossible */
511.  	    if (ABASE(i) < ATTRMIN(i)) ABASE(i) = ATTRMIN(i);
512.  	}
513.  	(void)encumber_msg();
514.  }
515.  
516.  void
517.  adjabil(oldlevel,newlevel)
518.  int oldlevel, newlevel;
519.  {
520.  	register const struct innate *abil, *rabil;
521.  	long mask = FROMEXPER;
522.  
523.  
524.  	switch (Role_switch) {
525.  	case PM_ARCHEOLOGIST:   abil = arc_abil;	break;
526.  	case PM_BARBARIAN:      abil = bar_abil;	break;
527.  	case PM_CAVEMAN:        abil = cav_abil;	break;
528.  	case PM_HEALER:         abil = hea_abil;	break;
529.  	case PM_KNIGHT:         abil = kni_abil;	break;
530.  	case PM_MONK:           abil = mon_abil;	break;
531.  	case PM_PRIEST:         abil = pri_abil;	break;
532.  	case PM_RANGER:         abil = ran_abil;	break;
533.  	case PM_ROGUE:          abil = rog_abil;	break;
534.  	case PM_SAMURAI:        abil = sam_abil;	break;
535.  #ifdef TOURIST
536.  	case PM_TOURIST:        abil = tou_abil;	break;
537.  #endif
538.  	case PM_VALKYRIE:       abil = val_abil;	break;
539.  	case PM_WIZARD:         abil = wiz_abil;	break;
540.  	default:                abil = 0;		break;
541.  	}
542.  
543.  	switch (Race_switch) {
544.  	case PM_ELF:            rabil = elf_abil;	break;
545.  	case PM_ORC:            rabil = orc_abil;	break;
546.  	case PM_HUMAN:
547.  	case PM_DWARF:
548.  	case PM_GNOME:
549.  	default:                rabil = 0;		break;
550.  	}
551.  
552.  	while (abil || rabil) {
553.  	    /* Have we finished with the intrinsics list? */
554.  	    if (!abil || !abil->ability) {
555.  	    	/* Try the race intrinsics */
556.  	    	if (!rabil || !rabil->ability) break;
557.  	    	abil = rabil;
558.  	    	rabil = 0;
559.  	    	mask = FROMRACE;
560.  	    }
561.  
562.  		if(oldlevel < abil->ulevel && newlevel >= abil->ulevel) {
563.  			/* Abilities gained at level 1 can never be lost
564.  			 * via level loss, only via means that remove _any_
565.  			 * sort of ability.  A "gain" of such an ability from
566.  			 * an outside source is devoid of meaning, so we set
567.  			 * FROMOUTSIDE to avoid such gains.
568.  			 */
569.  			if (abil->ulevel == 1)
570.  				*(abil->ability) |= (mask|FROMOUTSIDE);
571.  			else
572.  				*(abil->ability) |= mask;
573.  			if(!(*(abil->ability) & INTRINSIC & ~mask)) {
574.  			    if(*(abil->gainstr))
575.  				You_feel("%s!", abil->gainstr);
576.  			}
577.  		} else if (oldlevel >= abil->ulevel && newlevel < abil->ulevel) {
578.  			*(abil->ability) &= ~mask;
579.  			if(!(*(abil->ability) & INTRINSIC)) {
580.  			    if(*(abil->losestr))
581.  				You_feel("%s!", abil->losestr);
582.  			    else if(*(abil->gainstr))
583.  				You_feel("less %s!", abil->gainstr);
584.  			}
585.  		}
586.  	    abil++;
587.  	}
588.  
589.  	if (oldlevel > 0) {
590.  	    if (newlevel > oldlevel)
591.  		add_weapon_skill(newlevel - oldlevel);
592.  	    else
593.  		lose_weapon_skill(oldlevel - newlevel);
594.  	}
595.  }
596.  
597.  
598.  int
599.  newhp()
600.  {
601.  	int	hp, conplus;
602.  
603.  
604.  	if (u.ulevel == 0) {
605.  	    /* Initialize hit points */
606.  	    hp = urole.hpadv.infix + urace.hpadv.infix;
607.  	    if (urole.hpadv.inrnd > 0) hp += rnd(urole.hpadv.inrnd);
608.  	    if (urace.hpadv.inrnd > 0) hp += rnd(urace.hpadv.inrnd);
609.  
610.  	    /* Initialize alignment stuff */
611.  	    u.ualign.type = aligns[flags.initalign].value;
612.  	    u.ualign.record = urole.initrecord;
613.  
614.  		return hp;
615.  	} else {
616.  	    if (u.ulevel < urole.xlev) {
617.  	    	hp = urole.hpadv.lofix + urace.hpadv.lofix;
618.  	    	if (urole.hpadv.lornd > 0) hp += rnd(urole.hpadv.lornd);
619.  	    	if (urace.hpadv.lornd > 0) hp += rnd(urace.hpadv.lornd);
620.  	    } else {
621.  	    	hp = urole.hpadv.hifix + urace.hpadv.hifix;
622.  	    	if (urole.hpadv.hirnd > 0) hp += rnd(urole.hpadv.hirnd);
623.  	    	if (urace.hpadv.hirnd > 0) hp += rnd(urace.hpadv.hirnd);
624.  	    }
625.  	}
626.  
627.  	switch(ACURR(A_CON)) {
628.  		case	3:	conplus = -2; break;
629.  		case	4:
630.  		case	5:
631.  		case	6:	conplus = -1; break;
632.  		case	15:
633.  		case	16:	conplus = 1; break;
634.  		case	17:	conplus = 2; break;
635.  		case	18:	conplus = 3; break;
636.  		default:	conplus = 0;
637.  	}
638.  	hp += conplus;
639.  	return((hp <= 0) ? 1 : hp);
640.  }
641.  
642.  #endif /* OVLB */
643.  #ifdef OVL0
644.  
645.  schar
646.  acurr(x)
647.  int x;
648.  {
649.  	register int tmp = (u.abon.a[x] + u.atemp.a[x] + u.acurr.a[x]);
650.  
651.  	if (x == A_STR) {
652.  		if (uarmg && uarmg->otyp == GAUNTLETS_OF_POWER) return(125);
653.  #ifdef WIN32_BUG
654.  		else return(x=((tmp >= 125) ? 125 : (tmp <= 3) ? 3 : tmp));
655.  #else
656.  		else return((schar)((tmp >= 125) ? 125 : (tmp <= 3) ? 3 : tmp));
657.  #endif
658.  	} else if (x == A_CHA) {
659.  		if (tmp < 18 && (youmonst.data->mlet == S_NYMPH ||
660.  		    u.umonnum==PM_SUCCUBUS || u.umonnum == PM_INCUBUS))
661.  		    return 18;
662.  	} else if (x == A_INT || x == A_WIS) {
663.  		/* yes, this may raise int/wis if player is sufficiently
664.  		 * stupid.  there are lower levels of cognition than "dunce".
665.  		 */
666.  		if (uarmh && uarmh->otyp == DUNCE_CAP) return(6);
667.  	}
668.  #ifdef WIN32_BUG
669.  	return(x=((tmp >= 25) ? 25 : (tmp <= 3) ? 3 : tmp));
670.  #else
671.  	return((schar)((tmp >= 25) ? 25 : (tmp <= 3) ? 3 : tmp));
672.  #endif
673.  }
674.  
675.  /* condense clumsy ACURR(A_STR) value into value that fits into game formulas
676.   */
677.  schar
678.  acurrstr()
679.  {
680.  	register int str = ACURR(A_STR);
681.  
682.  	if (str <= 18) return((schar)str);
683.  	if (str <= 121) return((schar)(19 + str / 50)); /* map to 19-21 */
684.  	else return((schar)(str - 100));
685.  }
686.  
687.  #endif /* OVL0 */
688.  #ifdef OVL2
689.  
690.  /* avoid possible problems with alignment overflow, and provide a centralized
691.   * location for any future alignment limits
692.   */
693.  void
694.  adjalign(n)
695.  register int n;
696.  {
697.  	register int newalign = u.ualign.record + n;
698.  
699.  	if(n < 0) {
700.  		if(newalign < u.ualign.record)
701.  			u.ualign.record = newalign;
702.  	} else
703.  		if(newalign > u.ualign.record) {
704.  			u.ualign.record = newalign;
705.  			if(u.ualign.record > ALIGNLIM)
706.  				u.ualign.record = ALIGNLIM;
707.  		}
708.  }
709.  
710.  #endif /* OVL2 */
711.  
712.  /*attrib.c*/