Source:SLASH'EM 0.0.7E7F2/attrib.c
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Below is the full text to attrib.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[Source:SLASH'EM 0.0.7E7F2/attrib.c#line123]], for example.
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1. /* SCCS Id: @(#)attrib.c 3.4 2002/10/07 */ 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. 9. /* #define DEBUG */ /* uncomment for debugging info */ 10. 11. #ifdef OVLB 12. 13. /* part of the output on gain or loss of attribute */ 14. static 15. const char * const plusattr[] = { 16. "strong", "smart", "wise", "agile", "tough", "charismatic" 17. }, 18. * const minusattr[] = { 19. "weak", "stupid", "foolish", "clumsy", "fragile", "repulsive" 20. }; 21. 22. 23. /* KMH, intrinsics patch -- many of these are updated */ 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. fla_abil[] = { { 1, &(HFire_resistance), "", "" }, 44. { 13, &(HCold_resistance), "warm", "cooler" }, 45. { 0, 0, 0, 0 } }, 46. 47. hea_abil[] = { { 1, &(HPoison_resistance), "", "" }, 48. { 15, &(HWarning), "sensitive", "" }, 49. { 0, 0, 0, 0 } }, 50. 51. ice_abil[] = { { 1, &(HCold_resistance), "", "" }, 52. { 13, &(HFire_resistance), "cool", "warmer" }, 53. { 0, 0, 0, 0 } }, 54. 55. kni_abil[] = { { 7, &(HFast), "quick", "slow" }, 56. { 0, 0, 0, 0 } }, 57. 58. mon_abil[] = { { 1, &(HFast), "", "" }, 59. { 1, &(HSleep_resistance), "", "" }, 60. { 1, &(HSee_invisible), "", "" }, 61. { 3, &(HPoison_resistance), "healthy", "" }, 62. { 5, &(HStealth), "stealthy", "" }, 63. { 7, &(HWarning), "sensitive", "" }, 64. { 9, &(HSearching), "perceptive", "unaware" }, 65. #if 0 66. { 11, &(HFire_resistance), "cool", "warmer" }, 67. { 13, &(HCold_resistance), "warm", "cooler" }, 68. { 15, &(HShock_resistance), "insulated", "conductive" }, 69. /* WAC -- made the above three attribs techs */ 70. #endif 71. { 17, &(HTeleport_control), "controlled","uncontrolled" }, 72. { 0, 0, 0, 0 } }, 73. 74. nec_abil[] = { { 1, &(HDrain_resistance), "", "" }, 75. { 1, &(HSick_resistance), "", "" }, 76. { 3, &(HUndead_warning), "sensitive", "" }, 77. { 0, 0, 0, 0 } }, 78. 79. pri_abil[] = { { 15, &(HWarning), "sensitive", "" }, 80. { 20, &(HFire_resistance), "cool", "warmer" }, 81. { 0, 0, 0, 0 } }, 82. 83. ran_abil[] = { { 1, &(HSearching), "", "" }, 84. { 7, &(HStealth), "stealthy", "" }, 85. { 15, &(HSee_invisible), "", "" }, 86. { 0, 0, 0, 0 } }, 87. 88. rog_abil[] = { { 1, &(HStealth), "", "" }, 89. { 10, &(HSearching), "perceptive", "" }, 90. { 0, 0, 0, 0 } }, 91. 92. sam_abil[] = { { 1, &(HFast), "", "" }, 93. { 15, &(HStealth), "stealthy", "" }, 94. { 0, 0, 0, 0 } }, 95. 96. tou_abil[] = { { 10, &(HSearching), "perceptive", "" }, 97. { 20, &(HPoison_resistance), "hardy", "" }, 98. { 0, 0, 0, 0 } }, 99. 100. und_abil[] = { { 1, &(HStealth), "", "" }, 101. { 1, &(HDrain_resistance), "", "" }, 102. { 1, &(HSick_resistance), "", "" }, 103. { 1, &(HUndead_warning), "", "" }, 104. { 7, &(HFast), "quick", "slow" }, 105. { 9, &(HPoison_resistance), "hardy", "less healthy" }, 106. { 0, 0, 0, 0 } }, 107. 108. val_abil[] = { { 1, &(HCold_resistance), "", "" }, 109. { 1, &(HStealth), "", "" }, 110. { 7, &(HFast), "quick", "slow" }, 111. { 0, 0, 0, 0 } }, 112. 113. #ifdef YEOMAN 114. yeo_abil[] = { 115. { 7, &(HFast), "quick", "slow" }, 116. { 15, &(HSwimming), "ready to swim","afraid of the water" }, 117. { 0, 0, 0, 0 } }, 118. #endif 119. 120. wiz_abil[] = { { 15, &(HWarning), "sensitive", "" }, 121. { 17, &(HTeleport_control), "controlled","uncontrolled" }, 122. { 0, 0, 0, 0 } }, 123. 124. /* Intrinsics conferred by race */ 125. dop_abil[] = {/* { 1, &(HPolymorph), "", "" },*/ 126. { 9, &(HPolymorph_control), "your choices improve", "choiceless" }, 127. { 0, 0, 0, 0 } }, 128. 129. #ifdef DWARF 130. dwa_abil[] = { { 1, &(HSearching), "", "" }, 131. /* { 10, &(HFire_resistance), "cool", "warmer" },*/ 132. { 0, 0, 0, 0 } }, 133. #endif 134. 135. elf_abil[] = { { 4, &(HSleep_resistance), "awake", "tired" }, 136. { 0, 0, 0, 0 } }, 137. 138. gno_abil[] = { { 5, &(HStealth), "stealthy", "" }, 139. /* { 9, &(HFast), "quick", "slow" }, 140. { 11, &(HSearching), "perceptive", "unaware" },*/ 141. { 0, 0, 0, 0 } }, 142. 143. hob_abil[] = { { 1, &(HStealth), "", "" }, 144. { 7, &(HFast), "quick", "slow" }, 145. { 0, 0, 0, 0 } }, 146. 147. 148. lyc_abil[] = { /*{ 1, &(HPoison_resistance), "", "" },*/ 149. { 1, &(HRegeneration), "", "" }, 150. /* { 7, &(HStealth), "stealthy", "" },*/ 151. { 0, 0, 0, 0 } }, 152. 153. orc_abil[] = { { 1, &(HPoison_resistance), "", "" }, 154. { 0, 0, 0, 0 } }; 155. 156. static long next_check = 600L; /* arbitrary first setting */ 157. STATIC_DCL void NDECL(exerper); 158. STATIC_DCL void FDECL(postadjabil, (long *)); 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; /* 2 => no message at all, 1 => no message */ 165. /* except encumber, zero => message, and */ 166. { /* negative => conditional (msg if change made) */ 167. if (Fixed_abil || !incr) return FALSE; 168. 169. if ((ndx == A_INT || ndx == A_WIS) 170. && uarmh && uarmh->otyp == DUNCE_CAP) { 171. if (msgflg == 0) 172. Your("cap constricts briefly, then relaxes again."); 173. return FALSE; 174. } 175. 176. if (incr > 0) { 177. if ((AMAX(ndx) >= ATTRMAX(ndx)) && (ACURR(ndx) >= AMAX(ndx))) { 178. if (msgflg == 0 && flags.verbose) 179. pline("You're already as %s as you can get.", 180. plusattr[ndx]); 181. ABASE(ndx) = AMAX(ndx) = ATTRMAX(ndx); /* just in case */ 182. return FALSE; 183. } 184. 185. ABASE(ndx) += incr; 186. if(ABASE(ndx) > AMAX(ndx)) { 187. incr = ABASE(ndx) - AMAX(ndx); 188. AMAX(ndx) += incr; 189. if(AMAX(ndx) > ATTRMAX(ndx)) 190. AMAX(ndx) = ATTRMAX(ndx); 191. ABASE(ndx) = AMAX(ndx); 192. } 193. } else { 194. if (ABASE(ndx) <= ATTRMIN(ndx)) { 195. if (msgflg == 0 && flags.verbose) 196. pline("You're already as %s as you can get.", 197. minusattr[ndx]); 198. ABASE(ndx) = ATTRMIN(ndx); /* just in case */ 199. return FALSE; 200. } 201. 202. ABASE(ndx) += incr; 203. if(ABASE(ndx) < ATTRMIN(ndx)) { 204. incr = ABASE(ndx) - ATTRMIN(ndx); 205. ABASE(ndx) = ATTRMIN(ndx); 206. AMAX(ndx) += incr; 207. if(AMAX(ndx) < ATTRMIN(ndx)) 208. AMAX(ndx) = ATTRMIN(ndx); 209. } 210. } 211. if (msgflg <= 0) 212. You_feel("%s%s!", 213. (incr > 1 || incr < -1) ? "very ": "", 214. (incr > 0) ? plusattr[ndx] : minusattr[ndx]); 215. flags.botl = 1; 216. if (msgflg <= 1 && moves > 1 && (ndx == A_STR || ndx == A_CON)) 217. (void)encumber_msg(); 218. return TRUE; 219. } 220. 221. void 222. gainstr(otmp, incr) 223. register struct obj *otmp; 224. register int incr; 225. { 226. int num = 1; 227. 228. if(incr) num = incr; 229. else { 230. if(ABASE(A_STR) < 18) num = (rn2(4) ? 1 : rnd(6) ); 231. else if (ABASE(A_STR) < STR18(85)) num = rnd(10); 232. } 233. (void) adjattrib(A_STR, (otmp && otmp->cursed) ? -num : num, TRUE); 234. } 235. 236. void 237. losestr(num) /* may kill you; cause may be poison or monster like 'a' */ 238. register int num; 239. { 240. int ustr = ABASE(A_STR) - num; 241. 242. while(ustr < 3) { 243. ++ustr; 244. --num; 245. if (Upolyd) { 246. u.mh -= 6; 247. u.mhmax -= 6; 248. } else { 249. u.uhp -= 6; 250. u.uhpmax -= 6; 251. } 252. } 253. (void) adjattrib(A_STR, -num, TRUE); 254. } 255. 256. void 257. change_luck(n) 258. register schar n; 259. { 260. u.uluck += n; 261. if (u.uluck < 0 && u.uluck < LUCKMIN) u.uluck = LUCKMIN; 262. if (u.uluck > 0 && u.uluck > LUCKMAX) u.uluck = LUCKMAX; 263. } 264. 265. int 266. stone_luck(parameter) 267. boolean parameter; /* So I can't think up of a good name. So sue me. --KAA */ 268. { 269. register struct obj *otmp; 270. register long bonchance = 0; 271. 272. for (otmp = invent; otmp; otmp = otmp->nobj) 273. if (confers_luck(otmp)) { 274. if (otmp->cursed) bonchance -= otmp->quan; 275. else if (otmp->blessed) bonchance += otmp->quan; 276. else if (parameter) bonchance += otmp->quan; 277. } 278. 279. /* STEPHEN WHITE'S NEW CODE */ 280. if (uarmh && uarmh->otyp == FEDORA && !uarmh->cursed) bonchance += 2; 281. 282. return sgn((int)bonchance); 283. } 284. 285. /* there has just been an inventory change affecting a luck-granting item */ 286. void 287. set_moreluck() 288. { 289. int luckbon = stone_luck(TRUE); 290. 291. if (!luckbon && !carrying(LUCKSTONE)) u.moreluck = 0; 292. else if (luckbon >= 0) u.moreluck = LUCKADD; 293. else u.moreluck = -LUCKADD; 294. } 295. 296. 297. /* KMH, balance patch -- new function for healthstones */ 298. void 299. recalc_health() 300. { 301. register struct obj *otmp; 302. 303. 304. u.uhealbonus = 0; 305. for(otmp = invent; otmp; otmp=otmp->nobj) 306. if (otmp->otyp == HEALTHSTONE) 307. u.uhealbonus += otmp->quan * 308. (otmp->blessed ? 2 : otmp->cursed ? -2 : 1); 309. return; 310. } 311. 312. 313. #endif /* OVLB */ 314. #ifdef OVL1 315. 316. void 317. restore_attrib() 318. { 319. int i; 320. 321. for(i = 0; i < A_MAX; i++) { /* all temporary losses/gains */ 322. 323. if(ATEMP(i) && ATIME(i)) { 324. if(!(--(ATIME(i)))) { /* countdown for change */ 325. ATEMP(i) += ATEMP(i) > 0 ? -1 : 1; 326. 327. if(ATEMP(i)) /* reset timer */ 328. ATIME(i) = 100 / ACURR(A_CON); 329. } 330. } 331. } 332. (void)encumber_msg(); 333. } 334. 335. #endif /* OVL1 */ 336. #ifdef OVLB 337. 338. #define AVAL 50 /* tune value for exercise gains */ 339. 340. void 341. exercise(i, inc_or_dec) 342. int i; 343. boolean inc_or_dec; 344. { 345. #ifdef DEBUG 346. pline("Exercise:"); 347. #endif 348. if (i == A_INT || i == A_CHA) return; /* can't exercise these */ 349. 350. /* no physical exercise while polymorphed; the body's temporary */ 351. if (Upolyd && i != A_WIS) return; 352. 353. if(abs(AEXE(i)) < AVAL) { 354. /* 355. * Law of diminishing returns (Part I): 356. * 357. * Gain is harder at higher attribute values. 358. * 79% at "3" --> 0% at "18" 359. * Loss is even at all levels (50%). 360. * 361. * Note: *YES* ACURR is the right one to use. 362. */ 363. AEXE(i) += (inc_or_dec) ? (rn2(19) > ACURR(i)) : -rn2(2); 364. #ifdef DEBUG 365. pline("%s, %s AEXE = %d", 366. (i == A_STR) ? "Str" : (i == A_WIS) ? "Wis" : 367. (i == A_DEX) ? "Dex" : "Con", 368. (inc_or_dec) ? "inc" : "dec", AEXE(i)); 369. #endif 370. } 371. if (moves > 0 && (i == A_STR || i == A_CON)) (void)encumber_msg(); 372. } 373. 374. /* hunger values - from eat.c */ 375. #define SATIATED 0 376. #define NOT_HUNGRY 1 377. #define HUNGRY 2 378. #define WEAK 3 379. #define FAINTING 4 380. #define FAINTED 5 381. #define STARVED 6 382. 383. STATIC_OVL void 384. exerper() 385. { 386. if(!(moves % 10)) { 387. /* Hunger Checks */ 388. 389. int hs = (u.uhunger > 1000) ? SATIATED : 390. (u.uhunger > 150) ? NOT_HUNGRY : 391. (u.uhunger > 50) ? HUNGRY : 392. (u.uhunger > 0) ? WEAK : FAINTING; 393. 394. #ifdef DEBUG 395. pline("exerper: Hunger checks"); 396. #endif 397. switch (hs) { 398. case SATIATED: exercise(A_DEX, FALSE); 399. if (Role_if(PM_MONK)) 400. exercise(A_WIS, FALSE); 401. break; 402. case NOT_HUNGRY: exercise(A_CON, TRUE); break; 403. case WEAK: exercise(A_STR, FALSE); 404. if (Role_if(PM_MONK)) /* fasting */ 405. exercise(A_WIS, TRUE); 406. break; 407. case FAINTING: 408. case FAINTED: exercise(A_CON, FALSE); break; 409. } 410. 411. /* Encumberance Checks */ 412. #ifdef DEBUG 413. pline("exerper: Encumber checks"); 414. #endif 415. switch (near_capacity()) { 416. case MOD_ENCUMBER: exercise(A_STR, TRUE); break; 417. case HVY_ENCUMBER: exercise(A_STR, TRUE); 418. exercise(A_DEX, FALSE); break; 419. case EXT_ENCUMBER: exercise(A_DEX, FALSE); 420. exercise(A_CON, FALSE); break; 421. } 422. 423. } 424. 425. /* status checks */ 426. if(!(moves % 5)) { 427. #ifdef DEBUG 428. pline("exerper: Status checks"); 429. #endif 430. /* KMH, intrinsic patch */ 431. if ((HClairvoyant & (INTRINSIC|TIMEOUT)) && 432. !BClairvoyant) exercise(A_WIS, TRUE); 433. if (HRegeneration) exercise(A_STR, TRUE); 434. 435. if(Sick || Vomiting) exercise(A_CON, FALSE); 436. if(Confusion || Hallucination) exercise(A_WIS, FALSE); 437. if((Wounded_legs 438. #ifdef STEED 439. && !u.usteed 440. #endif 441. ) || Fumbling || HStun) exercise(A_DEX, FALSE); 442. } 443. } 444. 445. void 446. exerchk() 447. { 448. int i, mod_val; 449. 450. /* Check out the periodic accumulations */ 451. exerper(); 452. 453. #ifdef DEBUG 454. if(moves >= next_check) 455. pline("exerchk: ready to test. multi = %d.", multi); 456. #endif 457. /* Are we ready for a test? */ 458. if(moves >= next_check && !multi) { 459. #ifdef DEBUG 460. pline("exerchk: testing."); 461. #endif 462. /* 463. * Law of diminishing returns (Part II): 464. * 465. * The effects of "exercise" and "abuse" wear 466. * off over time. Even if you *don't* get an 467. * increase/decrease, you lose some of the 468. * accumulated effects. 469. * 470. * Note that if you are polymorphed then the 471. * effects of any physical exercise done in your 472. * own body will just wear off with no checking 473. * until you return to your natural form. 474. */ 475. for(i = 0; i < A_MAX; AEXE(i++) /= 2) { 476. 477. if(Upolyd && i != A_WIS) continue; 478. if(ABASE(i) >= 18 || !AEXE(i)) continue; 479. if(i == A_INT || i == A_CHA) continue;/* can't exercise these */ 480. 481. #ifdef DEBUG 482. pline("exerchk: testing %s (%d).", 483. (i == A_STR) ? "Str" : (i == A_WIS) ? "Wis" : 484. (i == A_DEX) ? "Dex" : "Con", AEXE(i)); 485. #endif 486. /* 487. * Law of diminishing returns (Part III): 488. * 489. * You don't *always* gain by exercising. 490. * [MRS 92/10/28 - Treat Wisdom specially for balance.] 491. */ 492. if(rn2(AVAL) > ((i != A_WIS) ? abs(AEXE(i)*2/3) : abs(AEXE(i)))) 493. continue; 494. mod_val = sgn(AEXE(i)); 495. 496. #ifdef DEBUG 497. pline("exerchk: changing %d.", i); 498. #endif 499. if(adjattrib(i, mod_val, -1)) { 500. #ifdef DEBUG 501. pline("exerchk: changed %d.", i); 502. #endif 503. /* if you actually changed an attrib - zero accumulation */ 504. AEXE(i) = 0; 505. /* then print an explanation */ 506. switch(i) { 507. case A_STR: You((mod_val >0) ? 508. "must have been exercising." : 509. "must have been abusing your body."); 510. break; 511. case A_WIS: You((mod_val >0) ? 512. "must have been very observant." : 513. "haven't been paying attention."); 514. break; 515. case A_DEX: You((mod_val >0) ? 516. "must have been working on your reflexes." : 517. "haven't been working on reflexes lately."); 518. break; 519. case A_CON: You((mod_val >0) ? 520. "must be leading a healthy life-style." : 521. "haven't been watching your health."); 522. break; 523. } 524. } 525. } 526. next_check += rn1(2000,2000); 527. #ifdef DEBUG 528. pline("exerchk: next check at %ld.", next_check); 529. #endif 530. } 531. } 532. 533. /* next_check will otherwise have its initial 600L after a game restore */ 534. void 535. reset_attribute_clock() 536. { 537. if (moves > 600L) next_check = moves + rn1(50,800); 538. } 539. 540. 541. void 542. init_attr(np) 543. register int np; 544. { 545. register int i, x, tryct; 546. 547. 548. for(i = 0; i < A_MAX; i++) { 549. ABASE(i) = AMAX(i) = urole.attrbase[i]; 550. ATEMP(i) = ATIME(i) = 0; 551. np -= urole.attrbase[i]; 552. } 553. 554. tryct = 0; 555. while(np > 0 && tryct < 100) { 556. 557. x = rn2(100); 558. for (i = 0; (i < A_MAX) && ((x -= urole.attrdist[i]) > 0); i++) ; 559. if(i >= A_MAX) continue; /* impossible */ 560. 561. if(ABASE(i) >= ATTRMAX(i)) { 562. 563. tryct++; 564. continue; 565. } 566. tryct = 0; 567. ABASE(i)++; 568. AMAX(i)++; 569. np--; 570. } 571. 572. tryct = 0; 573. while(np < 0 && tryct < 100) { /* for redistribution */ 574. 575. x = rn2(100); 576. for (i = 0; (i < A_MAX) && ((x -= urole.attrdist[i]) > 0); i++) ; 577. if(i >= A_MAX) continue; /* impossible */ 578. 579. if(ABASE(i) <= ATTRMIN(i)) { 580. 581. tryct++; 582. continue; 583. } 584. tryct = 0; 585. ABASE(i)--; 586. AMAX(i)--; 587. np++; 588. } 589. } 590. 591. void 592. redist_attr() 593. { 594. register int i, tmp; 595. 596. for(i = 0; i < A_MAX; i++) { 597. if (i==A_INT || i==A_WIS) continue; 598. /* Polymorphing doesn't change your mind */ 599. tmp = AMAX(i); 600. AMAX(i) += (rn2(5)-2); 601. if (AMAX(i) > ATTRMAX(i)) AMAX(i) = ATTRMAX(i); 602. if (AMAX(i) < ATTRMIN(i)) AMAX(i) = ATTRMIN(i); 603. ABASE(i) = ABASE(i) * AMAX(i) / tmp; 604. /* ABASE(i) > ATTRMAX(i) is impossible */ 605. if (ABASE(i) < ATTRMIN(i)) ABASE(i) = ATTRMIN(i); 606. } 607. (void)encumber_msg(); 608. } 609. 610. STATIC_OVL 611. void 612. postadjabil(ability) 613. long *ability; 614. { 615. if (!ability) return; 616. if (ability == &(HWarning) || ability == &(HSee_invisible)) 617. see_monsters(); 618. } 619. 620. void 621. adjabil(oldlevel,newlevel) 622. int oldlevel, newlevel; 623. { 624. register const struct innate *abil, *rabil; 625. long mask = FROMEXPER; 626. 627. switch (Role_switch) { 628. case PM_ARCHEOLOGIST: abil = arc_abil; break; 629. case PM_BARBARIAN: abil = bar_abil; break; 630. case PM_CAVEMAN: abil = cav_abil; break; 631. case PM_FLAME_MAGE: abil = fla_abil; break; 632. case PM_HEALER: abil = hea_abil; break; 633. case PM_ICE_MAGE: abil = ice_abil; break; 634. case PM_KNIGHT: abil = kni_abil; break; 635. case PM_MONK: abil = mon_abil; break; 636. case PM_NECROMANCER: abil = nec_abil; break; 637. case PM_PRIEST: abil = pri_abil; break; 638. case PM_RANGER: abil = ran_abil; break; 639. case PM_ROGUE: abil = rog_abil; break; 640. case PM_SAMURAI: abil = sam_abil; break; 641. #ifdef TOURIST 642. case PM_TOURIST: abil = tou_abil; break; 643. #endif 644. case PM_UNDEAD_SLAYER: abil = und_abil; break; 645. case PM_VALKYRIE: abil = val_abil; break; 646. case PM_WIZARD: abil = wiz_abil; break; 647. #ifdef YEOMAN 648. case PM_YEOMAN: abil = yeo_abil; break; 649. #endif 650. default: abil = 0; break; 651. } 652. 653. switch (Race_switch) { 654. case PM_DOPPELGANGER: rabil = dop_abil; break; 655. #ifdef DWARF 656. case PM_DWARF: rabil = dwa_abil; break; 657. #endif 658. case PM_DROW: 659. case PM_ELF: rabil = elf_abil; break; 660. case PM_GNOME: rabil = gno_abil; break; 661. case PM_HOBBIT: rabil = hob_abil; break; 662. case PM_ORC: rabil = orc_abil; break; 663. case PM_HUMAN_WEREWOLF: rabil = lyc_abil; break; 664. case PM_HUMAN: 665. case PM_VAMPIRE: 666. default: rabil = 0; break; 667. } 668. 669. while (abil || rabil) { 670. long prevabil; 671. /* Have we finished with the intrinsics list? */ 672. if (!abil || !abil->ability) { 673. /* Try the race intrinsics */ 674. if (!rabil || !rabil->ability) break; 675. abil = rabil; 676. rabil = 0; 677. mask = FROMRACE; 678. } 679. prevabil = *(abil->ability); 680. if(oldlevel < abil->ulevel && newlevel >= abil->ulevel) { 681. /* Abilities gained at level 1 can never be lost 682. * via level loss, only via means that remove _any_ 683. * sort of ability. A "gain" of such an ability from 684. * an outside source is devoid of meaning, so we set 685. * FROMOUTSIDE to avoid such gains. 686. */ 687. if (abil->ulevel == 1) 688. *(abil->ability) |= (mask|FROMOUTSIDE); 689. else 690. *(abil->ability) |= mask; 691. if(!(*(abil->ability) & INTRINSIC & ~mask)) { 692. if(*(abil->gainstr)) 693. You_feel("%s!", abil->gainstr); 694. } 695. } else if (oldlevel >= abil->ulevel && newlevel < abil->ulevel) { 696. *(abil->ability) &= ~mask; 697. if(!(*(abil->ability) & INTRINSIC)) { 698. if(*(abil->losestr)) 699. You_feel("%s!", abil->losestr); 700. else if(*(abil->gainstr)) 701. You_feel("less %s!", abil->gainstr); 702. } 703. } 704. if (prevabil != *(abil->ability)) /* it changed */ 705. postadjabil(abil->ability); 706. abil++; 707. } 708. 709. if (oldlevel > 0) { 710. if (newlevel > oldlevel) 711. add_weapon_skill(newlevel - oldlevel); 712. else 713. lose_weapon_skill(oldlevel - newlevel); 714. } 715. 716. /* ALI -- update Warn_of_mon */ 717. HWarn_of_mon = HUndead_warning; 718. if (HUndead_warning) 719. flags.warntype |= M2_UNDEAD; 720. else 721. flags.warntype &= ~M2_UNDEAD; 722. 723. /* WAC -- adjust techniques */ 724. adjtech(oldlevel, newlevel); 725. } 726. 727. 728. /* STEPHEN WHITE'S NEW CODE */ 729. int 730. newhp() 731. { 732. int hp, conplus; 733. 734. if(u.ulevel == 0) { 735. /* Initialize hit points */ 736. hp = urole.hpadv.infix + urace.hpadv.infix; 737. if (urole.hpadv.inrnd > 0) hp += rnd(urole.hpadv.inrnd); 738. if (urace.hpadv.inrnd > 0) hp += rnd(urace.hpadv.inrnd); 739. 740. /* Initialize alignment stuff */ 741. u.ualign.type = aligns[flags.initalign].value; 742. u.ualign.record = urole.initrecord; 743. return hp; 744. } else { 745. if (u.ulevel < urole.xlev) { 746. hp = urole.hpadv.lofix + urace.hpadv.lofix; 747. if (urole.hpadv.lornd > 0) hp += rnd(urole.hpadv.lornd); 748. if (urace.hpadv.lornd > 0) hp += rnd(urace.hpadv.lornd); 749. } else { 750. hp = urole.hpadv.hifix + urace.hpadv.hifix; 751. if (urole.hpadv.hirnd > 0) hp += rnd(urole.hpadv.hirnd); 752. if (urace.hpadv.hirnd > 0) hp += rnd(urace.hpadv.hirnd); 753. } 754. } 755. 756. if (ACURR(A_CON) <= 3) conplus = -2; 757. else if (ACURR(A_CON) <= 6) conplus = -1; 758. else if (ACURR(A_CON) <= 14) conplus = 0; 759. else if (ACURR(A_CON) <= 16) conplus = 1; 760. else if (ACURR(A_CON) == 17) conplus = 2; 761. else if (ACURR(A_CON) == 18) conplus = 3; 762. else conplus = 4; 763. 764. hp += conplus; 765. return((hp <= 0) ? 1 : hp); 766. } 767. 768. #endif /* OVLB */ 769. #ifdef OVL0 770. 771. /* STEPHEN WHITE'S NEW CODE */ 772. schar 773. acurr(x) 774. int x; 775. { 776. register int tmp = (u.abon.a[x] + u.atemp.a[x] + u.acurr.a[x]); 777. 778. if (x == A_STR) { 779. /* WAC twiddle so that wearing rings and gauntlets have 780. a bonus */ 781. /* robe of weakness and gauntlets of power will cancel */ 782. int base = u.acurr.a[x]; 783. int bonus = tmp - base; 784. boolean nobonus = (uarmg && uarmg->otyp == GAUNTLETS_OF_POWER 785. && uarm && uarm->otyp == ROBE_OF_WEAKNESS); 786. 787. if (uarmg && uarmg->otyp == GAUNTLETS_OF_POWER && !nobonus) { 788. if ((uarmg->spe > 7) 789. || ((118 + bonus + uarmg->spe) > 125) 790. || ((tmp + uarmg->spe) > 125)) 791. return(125); 792. else if (base > 118) return (base + uarmg->spe + bonus); 793. else return(118 + uarmg->spe + bonus); 794. } else if (uarm && uarm->otyp == ROBE_OF_WEAKNESS && !nobonus) 795. return(3 + bonus); 796. else return((tmp >= 125) ? 125 : (tmp <= 3) ? 3 : tmp); 797. } else if (x == A_CHA) { 798. if (tmp < 18 && (youmonst.data->mlet == S_NYMPH || 799. u.umonnum == PM_SUCCUBUS || u.umonnum == PM_INCUBUS)) 800. tmp = 18; 801. if (uarmh && uarmh->otyp == FEDORA) tmp += 1; 802. return((tmp >= 25) ? 25 : (tmp <= 3) ? 3 : tmp); 803. } else if (x == A_INT || x == A_WIS) { 804. /* yes, this may raise int/wis if player is sufficiently 805. * stupid. there are lower levels of cognition than "dunce". 806. */ 807. if (uarmh && uarmh->otyp == DUNCE_CAP) return(6); 808. } 809. #ifdef WIN32_BUG 810. return(x=((tmp >= 25) ? 25 : (tmp <= 3) ? 3 : tmp)); 811. #else 812. return((schar)((tmp >= 25) ? 25 : (tmp <= 3) ? 3 : tmp)); 813. #endif 814. } 815. 816. /* condense clumsy ACURR(A_STR) value into value that fits into game formulas 817. */ 818. schar 819. acurrstr() 820. { 821. register int str = ACURR(A_STR); 822. 823. if (str <= 18) return str; 824. if (str <= 121) return (19 + str / 50); /* map to 19-21 */ 825. else return str - 100; 826. } 827. 828. #endif /* OVL0 */ 829. #ifdef OVL2 830. 831. /* avoid possible problems with alignment overflow, and provide a centralized 832. * location for any future alignment limits 833. */ 834. void 835. adjalign(n) 836. register int n; 837. { 838. register int newalign = u.ualign.record + n; 839. 840. if (n < 0) { 841. if (newalign < u.ualign.record) 842. u.ualign.record = newalign; 843. } else 844. if (newalign > u.ualign.record) { 845. u.ualign.record = newalign; 846. if(u.ualign.record > ALIGNLIM) 847. u.ualign.record = ALIGNLIM; 848. } 849. } 850. 851. #endif /* OVL2 */ 852. 853. /*attrib.c*/