Source:NetHack 3.6.0/src/attrib.c

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Below is the full text to attrib.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/attrib.c#line123]], for example.

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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 *));
 

adjattrib

 /* 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;
 }
 

gainstr

 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);
 }
 

losestr

 /* 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);
 }
 

poisontell

 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 ? '!' : '.');
 }
 

poisoned

 /* 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();
 }
 

change_luck

 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;
 }
 

stone_luck

 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);
 }
 

set_moreluck

 /* 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;
 }
 

restore_attrib

 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();
 }
 

exercise

 #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();
 }
 

exerper

 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);
     }
 }
 

exerchk

 /* 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);
     }
 }
 

init_attr

 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++;
     }
 }
 

redist_attr

 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();
 }
 

postadjabil

 STATIC_OVL
 void
 postadjabil(ability)
 long *ability;
 {
     if (!ability)
         return;
     if (ability == &(HWarning) || ability == &(HSee_invisible))
         see_monsters();
 }
 

check_innate_abil

 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;
 }
 

innately

 /*
  * 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;
 }
 

is_innate

 int
 is_innate(propidx)
 int propidx;
 {
     if (propidx == BLINDED && !haseyes(youmonst.data))
         return 1;
     return innately(&u.uprops[propidx].intrinsic);
 }
 

from_what

 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;
 }
 

adjabil

 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);
     }
 }
 

newhp

 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;
 }
 

acurr

 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
 }
 

acurrstr

 /* 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 */
 }
 

extremeattr

 /* 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;
 }
 

adjalign

 /* 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;
     }
 }
 

uchangealign

 /* 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*/