Source:NetHack 3.2.0/attrib.c

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Below is the full text to attrib.c from the source code of NetHack 3.2.0.

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

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1.    /*	SCCS Id: @(#)attrib.c	3.2	96/03/28	*/
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.   	/* maximum and minimum values for the attributes */
24.   struct attribs	attrmax = {
25.   	{ 118, 18, 18, 18, 18, 18 }
26.   },
27.   		attrmin = {
28.   	{ 3, 3, 3, 3, 3, 3 }
29.   };
30.   
31.   static
32.   const struct innate {
33.   	schar	ulevel;
34.   	long	*ability;
35.   	const char *gainstr, *losestr;
36.   }	a_abil[] = { {	 1, &(Stealth), "", "" },
37.   		     {   1, &(Fast), "", "" },
38.   		     {  10, &(Searching), "perceptive", "" },
39.   		     {	 0, 0, 0, 0 } },
40.   
41.   	b_abil[] = { {	 1, &(HPoison_resistance), "", "" },
42.   		     {   7, &(Fast), "quick", "slow" },
43.   		     {  15, &(Stealth), "stealthy", "" },
44.   		     {	 0, 0, 0, 0 } },
45.   
46.   	c_abil[] = { {	 7, &(Fast), "quick", "slow" },
47.   		     {	15, &(Warning), "sensitive", "" },
48.   		     {	 0, 0, 0, 0 } },
49.   
50.   	e_abil[] = { {   1, &(Fast), "", "" },
51.   		     {	 1, &(HSee_invisible), "", "" },
52.   		     {	 1, &(Searching), "", "" },
53.   		     {	 1, &(HSleep_resistance), "", "" },
54.   		     {	 0, 0, 0, 0 } },
55.   
56.   	h_abil[] = { {	 1, &(HPoison_resistance), "", "" },
57.   		     {	15, &(Warning), "sensitive", "" },
58.   		     {	 0, 0, 0, 0 } },
59.   
60.   	k_abil[] = { {	 7, &(Fast), "quick", "slow" },
61.   		     {	 0, 0, 0, 0 } },
62.   
63.   	p_abil[] = { {	15, &(Warning), "sensitive", "" },
64.   		     {  20, &(HFire_resistance), "cool", "warmer" },
65.   		     {	 0, 0, 0, 0 } },
66.   
67.   	r_abil[] = { {	 1, &(Stealth), "", ""  },
68.   		     {  10, &(Searching), "perceptive", "" },
69.   		     {	 0, 0, 0, 0 } },
70.   
71.   	s_abil[] = { {	 1, &(Fast), "", "" },
72.   		     {  15, &(Stealth), "stealthy", "" },
73.   		     {	 0, 0, 0, 0 } },
74.   
75.   	t_abil[] = { {	10, &(Searching), "perceptive", "" },
76.   		     {	20, &(HPoison_resistance), "hardy", "" },
77.   		     {	 0, 0, 0, 0 } },
78.   
79.   	v_abil[] = { {	 1, &(HCold_resistance), "", "" },
80.   		     {	 1, &(Stealth), "", "" },
81.   		     {   7, &(Fast), "quick", "slow" },
82.   		     {	 0, 0, 0, 0 } },
83.   
84.   	w_abil[] = { {	15, &(Warning), "sensitive", "" },
85.   		     {  17, &(HTeleport_control), "controlled","uncontrolled" },
86.   		     {	 0, 0, 0, 0 } };
87.   
88.   static
89.   const struct clattr {
90.   	struct	attribs	base, cldist;
91.   	align	align;
92.   	schar	shp, hd, xlev, ndx;
93.   /* According to AD&D, HD for some classes (ex. Wizard) should be smaller
94.    * (4-sided for wizards).  But this is not AD&D, and using the AD&D
95.    * rule here produces an unplayable character.  Thus I have used a minimum
96.    * of an 10-sided hit die for everything.  Another AD&D change: wizards get
97.    * a minimum strength of 6 since without one you can't teleport or cast
98.    * spells. --KAA
99.    */
100.  	const struct	innate *abil;
101.  }	a_attr = { {{  7, 10, 10,  7,  7,  7 }},  /* Archeologist */
102.  		   {{ 20, 20, 20, 10, 20, 10 }},
103.  		   { A_LAWFUL,  10 },  13, 10, 14,  2, a_abil },
104.  
105.  	b_attr = { {{ 16,  7,  7, 15, 16,  6 }},  /* Barbarian */
106.  		   {{ 30,  6,  7, 20, 30,  7 }},
107.  		   { A_NEUTRAL, 10 },  16, 12, 10,  3, b_abil },
108.  
109.  	c_attr = { {{ 10,  7,  7,  7,  8,  6 }},  /* Caveman (fighter) */
110.  		   {{ 30,  6,  7, 20, 30,  7 }},
111.  		   { A_LAWFUL,   0 },  16, 10, 10,  3, c_abil },
112.  
113.  	e_attr = { {{ 13, 13, 13,  9, 13,  7 }},  /* Elf (ranger) */
114.  		   {{ 30, 10, 10, 20, 20, 10 }},
115.  		   { A_CHAOTIC, 10 },  15, 10, 11,  2, e_abil },
116.  
117.  	h_attr = { {{  7,  7, 13,  7, 11, 16 }},  /* Healer (druid) */
118.  		   {{ 15, 20, 20, 15, 25, 10 }},
119.  		   { A_NEUTRAL, 10 },  13, 10, 20,  2, h_abil },
120.  
121.  	k_attr = { {{ 13,  7, 14,  8, 10, 17 }},  /* Knight (paladin) */
122.  		   {{ 20, 15, 15, 10, 20, 10 }},
123.  		   { A_LAWFUL,  10 },  16, 10, 10,  3, k_abil },
124.  
125.  	p_attr = { {{  7,  7, 10,  7,  7,  7 }},  /* Priest (cleric) */
126.  		   {{ 15, 10, 30, 15, 20, 10 }},
127.  		   { A_NEUTRAL,  0 },  14, 10, 10,  2, p_abil },
128.  
129.  	r_attr = { {{  7,  7,  7, 10,  7,  6 }},  /* Rogue (thief) */
130.  		   {{ 20, 10, 10, 30, 20, 10 }},
131.  		   { A_CHAOTIC, 10 },  12, 10, 11,  2, r_abil },
132.  
133.  	s_attr = { {{ 10,  8,  7, 10, 17,  6 }},  /* Samurai (fighter/thief) */
134.  		   {{ 30, 10, 10, 30, 14, 10 }},
135.  		   { A_LAWFUL,  10 },  15, 10, 11,  2, s_abil },
136.  
137.  #ifdef TOURIST
138.  	t_attr = { {{  7, 10,  6,  7,  7, 10 }},  /* Tourist */
139.  		   {{ 15, 10, 10, 15, 30, 20 }},
140.  		   { A_NEUTRAL,  0 },  10, 10, 14,  1, t_abil },
141.  #endif
142.  
143.  	v_attr = { {{ 10,  7,  7,  7, 10,  7 }},  /* Valkyrie (fighter) */
144.  		   {{ 30,  6,  7, 20, 30,  7 }},
145.  		   { A_NEUTRAL,  0 },  16, 10, 10,  3, v_abil },
146.  
147.  	w_attr = { {{  7, 10,  7,  7,  7,  7 }},  /* Wizard (magic-user) */
148.  		   {{ 10, 30, 10, 20, 20, 10 }},
149.  		   { A_NEUTRAL,  0 },  12, 10, 12,  1, w_abil },
150.  
151.  	X_attr = { {{  3,  3,  3,  3,  3,  3 }},
152.  		   {{ 20, 15, 15, 15, 20, 15 }},
153.  		   { A_NEUTRAL,  0 },  12, 10, 14,  1,  0 };
154.  
155.  static long next_check = 600L;	/* arbitrary first setting */
156.  static NEARDATA const struct clattr *NDECL(clx);
157.  static void NDECL(init_align);
158.  static void NDECL(exerper);
159.  
160.  /* adjust an attribute; return TRUE if change is made, FALSE otherwise */
161.  boolean
162.  adjattrib(ndx, incr, msgflg)
163.  	int	ndx, incr;
164.  	int	msgflg;	    /* positive => no message, zero => message, and */
165.  {			    /* negative => conditional (msg if change made) */
166.  	if (!incr) return FALSE;
167.  
168.  	if ((ndx == A_INT || ndx == A_WIS)
169.  				&& uarmh && uarmh->otyp == DUNCE_CAP) {
170.  		if (msgflg == 0)
171.  		    Your("cap constricts briefly, then relaxes again.");
172.  		return FALSE;
173.  	}
174.  
175.  	if (incr > 0) {
176.  	    if ((AMAX(ndx) >= ATTRMAX(ndx)) && (ACURR(ndx) >= AMAX(ndx))) {
177.  		if (msgflg == 0 && flags.verbose)
178.  		    pline("You're already as %s as you can get.",
179.  			  plusattr[ndx]);
180.  		ABASE(ndx) = AMAX(ndx) = ATTRMAX(ndx); /* just in case */
181.  		return FALSE;
182.  	    }
183.  
184.  	    ABASE(ndx) += incr;
185.  	    if(ABASE(ndx) > AMAX(ndx)) {
186.  		incr = ABASE(ndx) - AMAX(ndx);
187.  		AMAX(ndx) += incr;
188.  		if(AMAX(ndx) > ATTRMAX(ndx))
189.  		    AMAX(ndx) = ATTRMAX(ndx);
190.  		ABASE(ndx) = AMAX(ndx);
191.  	    }
192.  	} else {
193.  	    if (ABASE(ndx) <= ATTRMIN(ndx)) {
194.  		if (msgflg == 0 && flags.verbose)
195.  		    pline("You're already as %s as you can get.",
196.  			  minusattr[ndx]);
197.  		ABASE(ndx) = ATTRMIN(ndx); /* just in case */
198.  		return FALSE;
199.  	    }
200.  
201.  	    ABASE(ndx) += incr;
202.  	    if(ABASE(ndx) < ATTRMIN(ndx)) {
203.  		incr = ABASE(ndx) - ATTRMIN(ndx);
204.  		ABASE(ndx) = ATTRMIN(ndx);
205.  		AMAX(ndx) += incr;
206.  		if(AMAX(ndx) < ATTRMIN(ndx))
207.  		    AMAX(ndx) = ATTRMIN(ndx);
208.  	    }
209.  	}
210.  	if (msgflg <= 0)
211.  	    You_feel("%s%s!",
212.  		  (incr > 1 || incr < -1) ? "very ": "",
213.  		  (incr > 0) ? plusattr[ndx] : minusattr[ndx]);
214.  	flags.botl = 1;
215.  	if (moves > 0 && (ndx == A_STR || ndx == A_CON))
216.  		(void)encumber_msg();
217.  	return TRUE;
218.  }
219.  
220.  void
221.  gainstr(otmp, incr)
222.  	register struct obj *otmp;
223.  	register int incr;
224.  {
225.  	int num = 1;
226.  
227.  	if(incr) num = incr;
228.  	else {
229.  	    if(ABASE(A_STR) < 18) num = (rn2(4) ? 1 : rnd(6) );
230.  	    else if (ABASE(A_STR) < 103) num = rnd(10);
231.  	}
232.  	(void) adjattrib(A_STR, (otmp && otmp->cursed) ? -num : num, TRUE);
233.  }
234.  
235.  void
236.  losestr(num)	/* may kill you; cause may be poison or monster like 'a' */
237.  	register int num;
238.  {
239.  	int ustr = ABASE(A_STR) - num;
240.  
241.  	while(ustr < 3) {
242.  		ustr++;
243.  		num--;
244.  		u.uhp -= 6;
245.  		u.uhpmax -= 6;
246.  	}
247.  	(void) adjattrib(A_STR, -num, TRUE);
248.  }
249.  
250.  void
251.  change_luck(n)
252.  	register schar n;
253.  {
254.  	u.uluck += n;
255.  	if (u.uluck < 0 && u.uluck < LUCKMIN)	u.uluck = LUCKMIN;
256.  	if (u.uluck > 0 && u.uluck > LUCKMAX)	u.uluck = LUCKMAX;
257.  }
258.  
259.  int
260.  stone_luck(parameter)
261.  boolean parameter; /* So I can't think up of a good name.  So sue me. --KAA */
262.  {
263.  	register struct obj *otmp;
264.  	register long bonchance = 0;
265.  
266.  	for(otmp = invent; otmp; otmp=otmp->nobj)
267.  	    if (otmp->otyp == LUCKSTONE
268.  		|| (otmp->oartifact && spec_ability(otmp, SPFX_LUCK))) {
269.  		if (otmp->cursed) bonchance -= otmp->quan;
270.  		else if (otmp->blessed) bonchance += otmp->quan;
271.  		else if (parameter) bonchance += otmp->quan;
272.  	    }
273.  
274.  	return sgn((int)bonchance);
275.  }
276.  
277.  /* there has just been an inventory change affecting a luck-granting item */
278.  void
279.  set_moreluck()
280.  {
281.  	int luckbon = stone_luck(TRUE);
282.  
283.  	if (!luckbon && !carrying(LUCKSTONE)) u.moreluck = 0;
284.  	else if (luckbon >= 0) u.moreluck = LUCKADD;
285.  	else u.moreluck = -LUCKADD;
286.  }
287.  
288.  #endif /* OVLB */
289.  #ifdef OVL1
290.  
291.  void
292.  restore_attrib()
293.  {
294.  	int	i;
295.  
296.  	for(i = 0; i < A_MAX; i++) {	/* all temporary losses/gains */
297.  
298.  	   if(ATEMP(i) && ATIME(i)) {
299.  		if(!(--(ATIME(i)))) { /* countdown for change */
300.  		    ATEMP(i) += ATEMP(i) > 0 ? -1 : 1;
301.  
302.  		    if(ATEMP(i)) /* reset timer */
303.  			ATIME(i) = 100 / ACURR(A_CON);
304.  		}
305.  	    }
306.  	}
307.  	(void)encumber_msg();
308.  }
309.  
310.  #endif /* OVL1 */
311.  #ifdef OVLB
312.  
313.  #define AVAL	50		/* tune value for exercise gains */
314.  
315.  void
316.  exercise(i, inc_or_dec)
317.  int	i;
318.  boolean	inc_or_dec;
319.  {
320.  #ifdef DEBUG
321.  	pline("Exercise:");
322.  #endif
323.  	if (i == A_INT || i == A_CHA) return;	/* can't exercise these */
324.  
325.  	/* no physical exercise while polymorphed; the body's temporary */
326.  	if (u.umonnum >= LOW_PM && i != A_WIS) return;
327.  
328.  	if(abs(AEXE(i)) < AVAL) {
329.  		/*
330.  		 *	Law of diminishing returns (Part I):
331.  		 *
332.  		 *	Gain is harder at higher attribute values.
333.  		 *	79% at "3" --> 0% at "18"
334.  		 *	Loss is even at all levels (50%).
335.  		 *
336.  		 *	Note: *YES* ACURR is the right one to use.
337.  		 */
338.  		AEXE(i) += (inc_or_dec) ? (rn2(19) > ACURR(i)) : -rn2(2);
339.  #ifdef DEBUG
340.  		pline("%s, %s AEXE = %d",
341.  			(i == A_STR) ? "Str" : (i == A_WIS) ? "Wis" :
342.  			(i == A_DEX) ? "Dex" : "Con",
343.  			(inc_or_dec) ? "inc" : "dec", AEXE(i));
344.  #endif
345.  	}
346.  	if (moves > 0 && (i == A_STR || i == A_CON)) (void)encumber_msg();
347.  }
348.  
349.  /* hunger values - from eat.c */
350.  #define SATIATED	0
351.  #define NOT_HUNGRY	1
352.  #define HUNGRY		2
353.  #define WEAK		3
354.  #define FAINTING	4
355.  #define FAINTED		5
356.  #define STARVED		6
357.  
358.  static void
359.  exerper()
360.  {
361.  	if(!(moves % 10)) {
362.  		/* Hunger Checks */
363.  
364.  		int hs = (u.uhunger > 1000) ? SATIATED :
365.  			 (u.uhunger > 150) ? NOT_HUNGRY :
366.  			 (u.uhunger > 50) ? HUNGRY :
367.  			 (u.uhunger > 0) ? WEAK : FAINTING;
368.  
369.  #ifdef DEBUG
370.  		pline("exerper: Hunger checks");
371.  #endif
372.  		switch (hs) {
373.  		    case SATIATED:	exercise(A_DEX, FALSE); break;
374.  		    case NOT_HUNGRY:	exercise(A_CON, TRUE); break;
375.  		    case WEAK:		exercise(A_STR, FALSE); break;
376.  		    case FAINTING:
377.  		    case FAINTED:	exercise(A_CON, FALSE); break;
378.  		}
379.  
380.  		/* Encumberance Checks */
381.  #ifdef DEBUG
382.  		pline("exerper: Encumber checks");
383.  #endif
384.  		switch (near_capacity()) {
385.  		    case MOD_ENCUMBER:	exercise(A_STR, TRUE); break;
386.  		    case HVY_ENCUMBER:	exercise(A_STR, TRUE);
387.  					exercise(A_DEX, FALSE); break;
388.  		    case EXT_ENCUMBER:	exercise(A_DEX, FALSE);
389.  					exercise(A_CON, FALSE); break;
390.  		}
391.  
392.  	}
393.  
394.  	/* status checks */
395.  	if(!(moves % 5)) {
396.  #ifdef DEBUG
397.  		pline("exerper: Status checks");
398.  #endif
399.  		if ((HClairvoyant & (INTRINSIC|TIMEOUT)) &&
400.  			!(HClairvoyant & I_BLOCKED))	exercise(A_WIS, TRUE);
401.  		if (HRegeneration)			exercise(A_STR, TRUE);
402.  
403.  		if(Sick || Vomiting)			exercise(A_CON, FALSE);
404.  		if(Confusion || Hallucination)		exercise(A_WIS, FALSE);
405.  		if(Wounded_legs || Fumbling || HStun)	exercise(A_DEX, FALSE);
406.  	}
407.  }
408.  
409.  void
410.  exerchk()
411.  {
412.  	int	i, mod_val;
413.  
414.  	/*	Check out the periodic accumulations */
415.  	exerper();
416.  
417.  #ifdef DEBUG
418.  	if(moves >= next_check)
419.  		pline("exerchk: ready to test. multi = %d.", multi);
420.  #endif
421.  	/*	Are we ready for a test?	*/
422.  	if(moves >= next_check && !multi) {
423.  #ifdef DEBUG
424.  	    pline("exerchk: testing.");
425.  #endif
426.  	    /*
427.  	     *	Law of diminishing returns (Part II):
428.  	     *
429.  	     *	The effects of "exercise" and "abuse" wear
430.  	     *	off over time.  Even if you *don't* get an
431.  	     *	increase/decrease, you lose some of the
432.  	     *	accumulated effects.
433.  	     */
434.  	    for(i = 0; i < A_MAX; AEXE(i++) /= 2) {
435.  
436.  		if(ABASE(i) >= 18 || !AEXE(i)) continue;
437.  		if(i == A_INT || i == A_CHA) continue;/* can't exercise these */
438.  
439.  #ifdef DEBUG
440.  		pline("exerchk: testing %s (%d).",
441.  			(i == A_STR) ? "Str" : (i == A_WIS) ? "Wis" :
442.  			(i == A_DEX) ? "Dex" : "Con", AEXE(i));
443.  #endif
444.  		/*
445.  		 *	Law of diminishing returns (Part III):
446.  		 *
447.  		 *	You don't *always* gain by exercising.
448.  		 *	[MRS 92/10/28 - Treat Wisdom specially for balance.]
449.  		 */
450.  		if(rn2(AVAL) > ((i != A_WIS) ? abs(AEXE(i)*2/3) : abs(AEXE(i))))
451.  		    continue;
452.  		mod_val = sgn(AEXE(i));
453.  
454.  #ifdef DEBUG
455.  		pline("exerchk: changing %d.", i);
456.  #endif
457.  		if(adjattrib(i, mod_val, -1)) {
458.  #ifdef DEBUG
459.  		    pline("exerchk: changed %d.", i);
460.  #endif
461.  		    /* if you actually changed an attrib - zero accumulation */
462.  		    AEXE(i) = 0;
463.  		    /* then print an explanation */
464.  		    switch(i) {
465.  		    case A_STR: You((mod_val >0) ?
466.  				    "must have been exercising." :
467.  				    "must have been abusing your body.");
468.  				break;
469.  		    case A_WIS: You((mod_val >0) ?
470.  				    "must have been very observant." :
471.  				    "haven't been paying attention.");
472.  				break;
473.  		    case A_DEX: You((mod_val >0) ?
474.  				    "must have been working on your reflexes." :
475.  				    "haven't been working on reflexes lately.");
476.  				break;
477.  		    case A_CON: You((mod_val >0) ?
478.  				    "must be leading a healthy life-style." :
479.  				    "haven't been watching your health.");
480.  				break;
481.  		    }
482.  		}
483.  	    }
484.  	    next_check += rn1(200,800);
485.  #ifdef DEBUG
486.  	    pline("exerchk: next check at %ld.", next_check);
487.  #endif
488.  	}
489.  }
490.  
491.  /* next_check will otherwise have its initial 600L after a game restore */
492.  void
493.  reset_attribute_clock()
494.  {
495.  	if (moves > 600L) next_check = moves + rn1(50,800);
496.  }
497.  
498.  static const struct	clattr *
499.  clx()
500.  {
501.  	register const struct	clattr	*attr;
502.  
503.  	switch (u.role) {
504.  	    case 'A':	attr = &a_attr;
505.  			break;
506.  	    case 'B':	attr = &b_attr;
507.  			break;
508.  	    case 'C':	attr = &c_attr;
509.  			break;
510.  	    case 'E':	attr = &e_attr;
511.  			break;
512.  	    case 'H':	attr = &h_attr;
513.  			break;
514.  	    case 'K':	attr = &k_attr;
515.  			break;
516.  	    case 'P':	attr = &p_attr;
517.  			break;
518.  	    case 'R':	attr = &r_attr;
519.  			break;
520.  	    case 'S':	attr = &s_attr;
521.  			break;
522.  #ifdef TOURIST
523.  	    case 'T':	attr = &t_attr;
524.  			break;
525.  #endif
526.  	    case 'V':	attr = &v_attr;
527.  			break;
528.  	    case 'W':	attr = &w_attr;
529.  			break;
530.  	    default:	/* unknown type */
531.  			attr = &X_attr;
532.  			break;
533.  	}
534.  	return(attr);
535.  }
536.  
537.  static void
538.  init_align()	/* called from newhp if u.ulevel is 0 */
539.  {
540.  	register const struct	clattr	*attr = clx();
541.  
542.  	u.ualign = attr->align;
543.  	/* there should be priests of every stripe */
544.  	if (Role_is('P'))
545.  	     u.ualign.type = (rn2(2)) ? attr->align.type : (rn2(2)) ? 1 : -1;
546.  	else u.ualign.type = attr->align.type;
547.  }
548.  
549.  void
550.  init_attr(np)
551.  	register int	np;
552.  {
553.  	register int	i, x, tryct;
554.  	register const struct	clattr	*attr = clx();
555.  
556.  	for(i = 0; i < A_MAX; i++) {
557.  
558.  	    ABASE(i) = AMAX(i) = attr->base.a[i];
559.  	    ATEMP(i) = ATIME(i) = 0;
560.  	    np -= attr->base.a[i];
561.  	}
562.  
563.  	tryct = 0;
564.  	while(np > 0 && tryct < 100) {
565.  
566.  	    x = rn2(100);
567.  	    for (i = 0; (i < A_MAX) && ((x -= attr->cldist.a[i]) > 0); i++) ;
568.  	    if(i >= A_MAX) continue; /* impossible */
569.  
570.  	    if(ABASE(i) >= ATTRMAX(i)) {
571.  
572.  		tryct++;
573.  		continue;
574.  	    }
575.  	    tryct = 0;
576.  	    ABASE(i)++;
577.  	    AMAX(i)++;
578.  	    np--;
579.  	}
580.  
581.  	tryct = 0;
582.  	while(np < 0 && tryct < 100) {		/* for redistribution */
583.  
584.  	    x = rn2(100);
585.  	    for (i = 0; (i < A_MAX) && ((x -= attr->cldist.a[i]) > 0); i++) ;
586.  	    if(i >= A_MAX) continue; /* impossible */
587.  
588.  	    if(ABASE(i) <= ATTRMIN(i)) {
589.  
590.  		tryct++;
591.  		continue;
592.  	    }
593.  	    tryct = 0;
594.  	    ABASE(i)--;
595.  	    AMAX(i)--;
596.  	    np++;
597.  	}
598.  }
599.  
600.  void
601.  redist_attr()
602.  {
603.  	register int i, tmp;
604.  
605.  	for(i = 0; i < A_MAX; i++) {
606.  	    if (i==A_INT || i==A_WIS) continue;
607.  		/* Polymorphing doesn't change your mind */
608.  	    tmp = AMAX(i);
609.  	    AMAX(i) += (rn2(5)-2);
610.  	    if (AMAX(i) > ATTRMAX(i)) AMAX(i) = ATTRMAX(i);
611.  	    if (AMAX(i) < ATTRMIN(i)) AMAX(i) = ATTRMIN(i);
612.  	    ABASE(i) = ABASE(i) * AMAX(i) / tmp;
613.  	    /* ABASE(i) > ATTRMAX(i) is impossible */
614.  	    if (ABASE(i) < ATTRMIN(i)) ABASE(i) = ATTRMIN(i);
615.  	}
616.  	(void)encumber_msg();
617.  }
618.  
619.  void
620.  adjabil(oldlevel,newlevel)
621.  int oldlevel, newlevel;
622.  {
623.  	register const struct clattr	*attr = clx();
624.  #ifdef GCC_WARN
625.  	/* this is the "right" definition */
626.  	register const struct innate	*abil = attr->abil;
627.  #else
628.  	/* this one satisfies more compilers */
629.  	register struct innate	*abil = (struct innate *)attr->abil;
630.  #endif
631.  
632.  	if(abil) {
633.  	    for(; abil->ability; abil++) {
634.  		if(oldlevel < abil->ulevel && newlevel >= abil->ulevel) {
635.  			/* Abilities gained at level 1 can never be lost
636.  			 * via level loss, only via means that remove _any_
637.  			 * sort of ability.  A "gain" of such an ability from
638.  			 * an outside source is devoid of meaning, so we set
639.  			 * FROMOUTSIDE to avoid such gains.
640.  			 */
641.  			if (abil->ulevel == 1)
642.  				*(abil->ability) |= (FROMEXPER|FROMOUTSIDE);
643.  			else
644.  				*(abil->ability) |= FROMEXPER;
645.  			if(!(*(abil->ability) & FROMOUTSIDE)) {
646.  			    if(*(abil->gainstr))
647.  				You_feel("%s!", abil->gainstr);
648.  			}
649.  		} else if (oldlevel >= abil->ulevel && newlevel < abil->ulevel) {
650.  			*(abil->ability) &= ~FROMEXPER;
651.  			if((*(abil->ability) & INTRINSIC)) {
652.  			    if(*(abil->losestr))
653.  				You_feel("%s!", abil->losestr);
654.  			    else if(*(abil->gainstr))
655.  				You_feel("less %s!", abil->gainstr);
656.  			}
657.  		}
658.  	    }
659.  	}
660.  }
661.  
662.  int
663.  newhp()
664.  {
665.  	register const struct clattr	*attr = clx();
666.  	int	hp, conplus;
667.  
668.  	if(u.ulevel == 0) {
669.  
670.  		hp = attr->shp;
671.  		init_align();	/* initialize alignment stuff */
672.  		return hp;
673.  	} else {
674.  
675.  	    if(u.ulevel < attr->xlev)
676.  		hp = rnd(attr->hd);
677.  	    else
678.  		hp = attr->ndx;
679.  	}
680.  
681.  	switch(ACURR(A_CON)) {
682.  		case	3:	conplus = -2; break;
683.  		case	4:
684.  		case	5:
685.  		case	6:	conplus = -1; break;
686.  		case	15:
687.  		case	16:	conplus = 1; break;
688.  		case	17:	conplus = 2; break;
689.  		case	18:	conplus = 3; break;
690.  		default:	conplus = 0;
691.  	}
692.  	hp += conplus;
693.  	return((hp <= 0) ? 1 : hp);
694.  }
695.  
696.  #endif /* OVLB */
697.  #ifdef OVL0
698.  
699.  schar
700.  acurr(x)
701.  int x;
702.  {
703.  	register int tmp = (u.abon.a[x] + u.atemp.a[x] + u.acurr.a[x]);
704.  
705.  	if (x == A_STR) {
706.  		if (uarmg && uarmg->otyp == GAUNTLETS_OF_POWER) return(125);
707.  #ifdef WIN32_BUG
708.  		else return(x=((tmp >= 125) ? 125 : (tmp <= 3) ? 3 : tmp));
709.  #else
710.  		else return((schar)((tmp >= 125) ? 125 : (tmp <= 3) ? 3 : tmp));
711.  #endif
712.  	} else if (x == A_CHA) {
713.  		if (tmp < 18 && (u.usym == S_NYMPH ||
714.  		    u.umonnum==PM_SUCCUBUS || u.umonnum == PM_INCUBUS))
715.  		    return 18;
716.  	} else if (x == A_INT || x == A_WIS) {
717.  		/* yes, this may raise int/wis if player is sufficiently
718.  		 * stupid.  there are lower levels of cognition than "dunce".
719.  		 */
720.  		if (uarmh && uarmh->otyp == DUNCE_CAP) return(6);
721.  	}
722.  #ifdef WIN32_BUG
723.  	return(x=((tmp >= 25) ? 25 : (tmp <= 3) ? 3 : tmp));
724.  #else
725.  	return((schar)((tmp >= 25) ? 25 : (tmp <= 3) ? 3 : tmp));
726.  #endif
727.  }
728.  
729.  /* condense clumsy ACURR(A_STR) value into value that fits into game formulas
730.   */
731.  schar
732.  acurrstr()
733.  {
734.  	register int str = ACURR(A_STR);
735.  
736.  	if (str <= 18) return((schar)str);
737.  	if (str <= 121) return((schar)(19 + str / 50)); /* map to 19-21 */
738.  	else return((schar)(str - 100));
739.  }
740.  
741.  #endif /* OVL0 */
742.  #ifdef OVL2
743.  
744.  /* avoid possible problems with alignment overflow, and provide a centralized
745.   * location for any future alignment limits
746.   */
747.  void
748.  adjalign(n)
749.  register int n;
750.  {
751.  	register int newalign = u.ualign.record + n;
752.  
753.  	if(n < 0) {
754.  		if(newalign < u.ualign.record)
755.  			u.ualign.record = newalign;
756.  	} else
757.  		if(newalign > u.ualign.record) {
758.  			u.ualign.record = newalign;
759.  			if(u.ualign.record > ALIGNLIM)
760.  				u.ualign.record = ALIGNLIM;
761.  		}
762.  }
763.  
764.  #endif /* OVL2 */
765.  
766.  /*attrib.c*/