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 #include "artifact.h"
9 #include "artilist.h"
10
11 /* #define DEBUG */ /* uncomment for debugging info */
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 static
24 const struct innate {
25 schar ulevel;
26 long *ability;
27 const char *gainstr, *losestr;
28 } arc_abil[] = { { 1, &(HStealth), "", "" },
29 { 1, &(HFast), "", "" },
30 { 10, &(HSearching), "perceptive", "" },
31 { 0, 0, 0, 0 } },
32
33 bar_abil[] = { { 1, &(HPoison_resistance), "", "" },
34 { 7, &(HFast), "quick", "slow" },
35 { 15, &(HStealth), "stealthy", "" },
36 { 0, 0, 0, 0 } },
37
38 cav_abil[] = { { 7, &(HFast), "quick", "slow" },
39 { 15, &(HWarning), "sensitive", "" },
40 { 0, 0, 0, 0 } },
41
42 #ifdef CONVICT
43 con_abil[] = { { 1, &(HSick_resistance), "", "" },
44 { 7, &(HPoison_resistance), "healthy", "" },
45 { 20, &(HSearching), "perceptive", "unaware" },
46 { 0, 0, 0, 0 } },
47 #endif /* CONVICT */
48
49 hea_abil[] = { { 1, &(HPoison_resistance), "", "" },
50 { 15, &(HWarning), "sensitive", "" },
51 { 0, 0, 0, 0 } },
52
53 kni_abil[] = { { 7, &(HFast), "quick", "slow" },
54 { 0, 0, 0, 0 } },
55
56 mon_abil[] = { { 1, &(HFast), "", "" },
57 { 1, &(HSleep_resistance), "", "" },
58 { 1, &(HSee_invisible), "", "" },
59 { 3, &(HPoison_resistance), "healthy", "" },
60 { 5, &(HStealth), "stealthy", "" },
61 { 7, &(HWarning), "sensitive", "" },
62 { 9, &(HSearching), "perceptive", "unaware" },
63 { 11, &(HFire_resistance), "cool", "warmer" },
64 { 13, &(HCold_resistance), "warm", "cooler" },
65 { 15, &(HShock_resistance), "insulated", "conductive" },
66 { 17, &(HTeleport_control), "controlled","uncontrolled" },
67 { 0, 0, 0, 0 } },
68
69 pri_abil[] = { { 15, &(HWarning), "sensitive", "" },
70 { 20, &(HFire_resistance), "cool", "warmer" },
71 { 0, 0, 0, 0 } },
72
73 ran_abil[] = { { 1, &(HSearching), "", "" },
74 { 7, &(HStealth), "stealthy", "" },
75 { 15, &(HSee_invisible), "", "" },
76 { 0, 0, 0, 0 } },
77
78 rog_abil[] = { { 1, &(HStealth), "", "" },
79 { 10, &(HSearching), "perceptive", "" },
80 { 0, 0, 0, 0 } },
81
82 sam_abil[] = { { 1, &(HFast), "", "" },
83 { 15, &(HStealth), "stealthy", "" },
84 { 0, 0, 0, 0 } },
85
86 tou_abil[] = { { 10, &(HSearching), "perceptive", "" },
87 { 20, &(HPoison_resistance), "hardy", "" },
88 { 0, 0, 0, 0 } },
89
90 val_abil[] = { { 1, &(HCold_resistance), "", "" },
91 { 1, &(HStealth), "", "" },
92 { 7, &(HFast), "quick", "slow" },
93 { 0, 0, 0, 0 } },
94
95 wiz_abil[] = { { 15, &(HWarning), "sensitive", "" },
96 { 17, &(HTeleport_control), "controlled","uncontrolled" },
97 { 0, 0, 0, 0 } },
98
99 /* Intrinsics conferred by race */
100 elf_abil[] = { { 4, &(HSleep_resistance), "awake", "tired" },
101 { 0, 0, 0, 0 } },
102
103 orc_abil[] = { { 1, &(HPoison_resistance), "", "" },
104 { 0, 0, 0, 0 } };
105
106 static long next_check = 600L; /* arbitrary first setting */
107 STATIC_DCL void NDECL(exerper);
108 STATIC_DCL void FDECL(postadjabil, (long *));
109
110 /* adjust an attribute; return TRUE if change is made, FALSE otherwise */
111 boolean
adjattrib(ndx,incr,msgflg)112 adjattrib(ndx, incr, msgflg)
113 int ndx, incr;
114 int msgflg; /* positive => no message, zero => message, and */
115 { /* negative => conditional (msg if change made) */
116 if (Fixed_abil || !incr) return FALSE;
117
118 if ((ndx == A_INT || ndx == A_WIS)
119 && uarmh && uarmh->otyp == DUNCE_CAP) {
120 if (msgflg == 0)
121 Your("cap constricts briefly, then relaxes again.");
122 return FALSE;
123 }
124
125 if (incr > 0) {
126 if ((AMAX(ndx) >= ATTRMAX(ndx)) && (ACURR(ndx) >= AMAX(ndx))) {
127 if (msgflg == 0 && flags.verbose)
128 pline("You're already as %s as you can get.",
129 plusattr[ndx]);
130 ABASE(ndx) = AMAX(ndx) = ATTRMAX(ndx); /* just in case */
131 return FALSE;
132 }
133
134 ABASE(ndx) += incr;
135 if(ABASE(ndx) > AMAX(ndx)) {
136 incr = ABASE(ndx) - AMAX(ndx);
137 AMAX(ndx) += incr;
138 if(AMAX(ndx) > ATTRMAX(ndx))
139 AMAX(ndx) = ATTRMAX(ndx);
140 ABASE(ndx) = AMAX(ndx);
141 }
142 } else {
143 if (ABASE(ndx) <= ATTRMIN(ndx)) {
144 if (msgflg == 0 && flags.verbose)
145 pline("You're already as %s as you can get.",
146 minusattr[ndx]);
147 ABASE(ndx) = ATTRMIN(ndx); /* just in case */
148 return FALSE;
149 }
150
151 ABASE(ndx) += incr;
152 if(ABASE(ndx) < ATTRMIN(ndx)) {
153 incr = ABASE(ndx) - ATTRMIN(ndx);
154 ABASE(ndx) = ATTRMIN(ndx);
155 AMAX(ndx) += incr;
156 if(AMAX(ndx) < ATTRMIN(ndx))
157 AMAX(ndx) = ATTRMIN(ndx);
158 }
159 }
160 if (msgflg <= 0)
161 You_feel("%s%s!",
162 (incr > 1 || incr < -1) ? "very ": "",
163 (incr > 0) ? plusattr[ndx] : minusattr[ndx]);
164 flags.botl = 1;
165 if (moves > 1 && (ndx == A_STR || ndx == A_CON))
166 (void)encumber_msg();
167 return TRUE;
168 }
169
170 void
gainstr(otmp,incr)171 gainstr(otmp, incr)
172 register struct obj *otmp;
173 register int incr;
174 {
175 int num = 1;
176
177 if(incr) num = incr;
178 else {
179 if(ABASE(A_STR) < 18) num = (rn2(4) ? 1 : rnd(6) );
180 else if (ABASE(A_STR) < STR18(85)) num = rnd(10);
181 }
182 (void) adjattrib(A_STR, (otmp && otmp->cursed) ? -num : num, TRUE);
183 }
184
185 void
losestr(num)186 losestr(num) /* may kill you; cause may be poison or monster like 'a' */
187 register int num;
188 {
189 int ustr = ABASE(A_STR) - num;
190
191 while(ustr < 3) {
192 ++ustr;
193 --num;
194 if (Upolyd) {
195 u.mh -= 6;
196 u.mhmax -= 6;
197 } else {
198 u.uhp -= 6;
199 u.uhpmax -= 6;
200 }
201 }
202 (void) adjattrib(A_STR, -num, TRUE);
203 }
204
205 void
change_luck(n)206 change_luck(n)
207 register schar n;
208 {
209 u.uluck += n;
210 if (u.uluck < 0 && u.uluck < LUCKMIN) u.uluck = LUCKMIN;
211 if (u.uluck > 0 && u.uluck > LUCKMAX) u.uluck = LUCKMAX;
212 }
213
214 int
stone_luck(parameter)215 stone_luck(parameter)
216 boolean parameter; /* So I can't think up of a good name. So sue me. --KAA */
217 {
218 register struct obj *otmp;
219 register long bonchance = 0;
220
221 for (otmp = invent; otmp; otmp = otmp->nobj)
222 if (confers_luck(otmp)) {
223 if (otmp->cursed) bonchance -= otmp->quan;
224 else if (otmp->blessed) bonchance += otmp->quan;
225 else if (parameter) bonchance += otmp->quan;
226 }
227
228 return sgn((int)bonchance);
229 }
230
231 boolean
has_luckitem()232 has_luckitem()
233 {
234 register struct obj *otmp;
235
236 for (otmp = invent; otmp; otmp = otmp->nobj)
237 if (confers_luck(otmp)) return TRUE;
238 return FALSE;
239 }
240
241 /* there has just been an inventory change affecting a luck-granting item */
242 void
set_moreluck()243 set_moreluck()
244 {
245 if (!has_luckitem()) u.moreluck = 0;
246 else if (stone_luck(TRUE) >= 0) u.moreluck = LUCKADD;
247 else u.moreluck = -LUCKADD;
248 }
249
250 void
restore_attrib()251 restore_attrib()
252 {
253 int i;
254
255 for(i = 0; i < A_MAX; i++) { /* all temporary losses/gains */
256
257 if(ATEMP(i) && ATIME(i)) {
258 if(!(--(ATIME(i)))) { /* countdown for change */
259 ATEMP(i) += ATEMP(i) > 0 ? -1 : 1;
260
261 if(ATEMP(i)) /* reset timer */
262 ATIME(i) = 100 / ACURR(A_CON);
263 }
264 }
265 }
266 (void)encumber_msg();
267 }
268
269 #define AVAL 50 /* tune value for exercise gains */
270
271 void
exercise(i,inc_or_dec)272 exercise(i, inc_or_dec)
273 int i;
274 boolean inc_or_dec;
275 {
276 #ifdef DEBUG
277 pline("Exercise:");
278 #endif
279 if (i == A_CHA) return; /* INT can only be exercised by fighting
280 a weeping angel's mental reflection. */
281
282 /* no physical exercise while polymorphed; the body's temporary */
283 if (Upolyd && i != A_WIS) return;
284
285 if(abs(AEXE(i)) < AVAL) {
286 /*
287 * Law of diminishing returns (Part I):
288 *
289 * Gain is harder at higher attribute values.
290 * 79% at "3" --> 0% at "18"
291 * Loss is even at all levels (50%).
292 *
293 * Note: *YES* ACURR is the right one to use.
294 */
295 AEXE(i) += (inc_or_dec) ? (rn2(19) > ACURR(i)) : -rn2(2);
296 #ifdef DEBUG
297 pline("%s, %s AEXE = %d",
298 (i == A_STR) ? "Str" : (i == A_WIS) ? "Wis" :
299 (i == A_DEX) ? "Dex" : "Con",
300 (inc_or_dec) ? "inc" : "dec", AEXE(i));
301 #endif
302 }
303 if (moves > 0 && (i == A_STR || i == A_CON)) (void)encumber_msg();
304 }
305
306 /* hunger values - from eat.c */
307 #define SATIATED 0
308 #define NOT_HUNGRY 1
309 #define HUNGRY 2
310 #define WEAK 3
311 #define FAINTING 4
312 #define FAINTED 5
313 #define STARVED 6
314
315 STATIC_OVL void
exerper()316 exerper()
317 {
318 if(!(moves % 10)) {
319 /* Hunger Checks */
320
321 int hs = (u.uhunger > 1000) ? SATIATED :
322 (u.uhunger > 150) ? NOT_HUNGRY :
323 (u.uhunger > 50) ? HUNGRY :
324 (u.uhunger > 0) ? WEAK : FAINTING;
325
326 #ifdef DEBUG
327 pline("exerper: Hunger checks");
328 #endif
329 switch (hs) {
330 case SATIATED: if (maybe_polyd(!is_vampire(youmonst.data),
331 !Race_if(PM_VAMPIRE))) /* undead */
332 exercise(A_DEX, FALSE);
333 if (Role_if(PM_MONK))
334 exercise(A_WIS, FALSE);
335 break;
336 case NOT_HUNGRY: exercise(A_CON, TRUE); break;
337 case WEAK: exercise(A_STR, FALSE);
338 if (Role_if(PM_MONK)) /* fasting */
339 exercise(A_WIS, TRUE);
340 break;
341 case FAINTING:
342 case FAINTED: exercise(A_CON, FALSE); break;
343 }
344
345 /* Encumberance Checks */
346 #ifdef DEBUG
347 pline("exerper: Encumber checks");
348 #endif
349 switch (near_capacity()) {
350 case MOD_ENCUMBER: exercise(A_STR, TRUE); break;
351 case HVY_ENCUMBER: exercise(A_STR, TRUE);
352 exercise(A_DEX, FALSE); break;
353 case EXT_ENCUMBER: exercise(A_DEX, FALSE);
354 exercise(A_CON, FALSE); break;
355 }
356
357 }
358
359 /* status checks */
360 if(!(moves % 5)) {
361 #ifdef DEBUG
362 pline("exerper: Status checks");
363 #endif
364 if ((HClairvoyant & (INTRINSIC|TIMEOUT)) &&
365 !BClairvoyant) exercise(A_WIS, TRUE);
366 if (HRegeneration) exercise(A_STR, TRUE);
367
368 if(Sick || Vomiting) exercise(A_CON, FALSE);
369 if(Confusion || Hallucination) exercise(A_WIS, FALSE);
370 if((Wounded_legs
371 #ifdef STEED
372 && !u.usteed
373 #endif
374 ) || Fumbling || HStun) exercise(A_DEX, FALSE);
375 }
376 }
377
378 void
exerchk()379 exerchk()
380 {
381 int i, mod_val;
382
383 /* Check out the periodic accumulations */
384 exerper();
385
386 #ifdef DEBUG
387 if(moves >= next_check)
388 pline("exerchk: ready to test. multi = %d.", multi);
389 #endif
390 /* Are we ready for a test? */
391 if(moves >= next_check && !multi) {
392 #ifdef DEBUG
393 pline("exerchk: testing.");
394 #endif
395 /*
396 * Law of diminishing returns (Part II):
397 *
398 * The effects of "exercise" and "abuse" wear
399 * off over time. Even if you *don't* get an
400 * increase/decrease, you lose some of the
401 * accumulated effects.
402 */
403 for(i = 0; i < A_MAX; AEXE(i++) /= 2) {
404
405 if(ABASE(i) >= 18 || !AEXE(i)) continue;
406 if(i == A_CHA) continue; /* INT can only be exercised by fighting
407 a weeping angel's mental reflection. */
408
409 #ifdef DEBUG
410 pline("exerchk: testing %s (%d).",
411 (i == A_STR) ? "Str" : (i == A_WIS) ? "Wis" :
412 (i == A_DEX) ? "Dex" : "Con", AEXE(i));
413 #endif
414 /*
415 * Law of diminishing returns (Part III):
416 *
417 * You don't *always* gain by exercising.
418 * [MRS 92/10/28 - Treat Wisdom specially for balance.]
419 */
420 if(rn2(AVAL) > ((i != A_WIS) ? abs(AEXE(i)*2/3) : abs(AEXE(i))))
421 continue;
422 mod_val = sgn(AEXE(i));
423
424 #ifdef DEBUG
425 pline("exerchk: changing %d.", i);
426 #endif
427 if(adjattrib(i, mod_val, -1)) {
428 #ifdef DEBUG
429 pline("exerchk: changed %d.", i);
430 #endif
431 /* if you actually changed an attrib - zero accumulation */
432 AEXE(i) = 0;
433 /* then print an explanation */
434 switch(i) {
435 case A_STR: You((mod_val >0) ?
436 "must have been exercising." :
437 "must have been abusing your body.");
438 break;
439 case A_WIS: You((mod_val >0) ?
440 "must have been very observant." :
441 "haven't been paying attention.");
442 break;
443 case A_DEX: You((mod_val >0) ?
444 "must have been working on your reflexes." :
445 "haven't been working on reflexes lately.");
446 break;
447 case A_CON: You((mod_val >0) ?
448 "must be leading a healthy life-style." :
449 "haven't been watching your health.");
450 break;
451 case A_INT: You((mod_val >0) ?
452 "must have been really concentrating lately." :
453 "haven't been thinking things through.");
454 break;
455 }
456 }
457 }
458 next_check += rn1(200,800);
459 #ifdef DEBUG
460 pline("exerchk: next check at %ld.", next_check);
461 #endif
462 }
463 }
464
465 /* next_check will otherwise have its initial 600L after a game restore */
466 void
reset_attribute_clock()467 reset_attribute_clock()
468 {
469 if (moves > 600L) next_check = moves + rn1(50,800);
470 }
471
472
473 void
init_attr(np)474 init_attr(np)
475 register int np;
476 {
477 register int i, x, tryct;
478
479
480 for(i = 0; i < A_MAX; i++) {
481 ABASE(i) = AMAX(i) = urole.attrbase[i];
482 ATEMP(i) = ATIME(i) = 0;
483 np -= urole.attrbase[i];
484 }
485
486 tryct = 0;
487 while(np > 0 && tryct < 100) {
488
489 x = rn2(100);
490 for (i = 0; (i < A_MAX) && ((x -= urole.attrdist[i]) > 0); i++) ;
491 if(i >= A_MAX) continue; /* impossible */
492
493 if(ABASE(i) >= ATTRMAX(i)) {
494
495 tryct++;
496 continue;
497 }
498 tryct = 0;
499 ABASE(i)++;
500 AMAX(i)++;
501 np--;
502 }
503
504 tryct = 0;
505 while(np < 0 && tryct < 100) { /* for redistribution */
506
507 x = rn2(100);
508 for (i = 0; (i < A_MAX) && ((x -= urole.attrdist[i]) > 0); i++) ;
509 if(i >= A_MAX) continue; /* impossible */
510
511 if(ABASE(i) <= ATTRMIN(i)) {
512
513 tryct++;
514 continue;
515 }
516 tryct = 0;
517 ABASE(i)--;
518 AMAX(i)--;
519 np++;
520 }
521 }
522
523 void
redist_attr()524 redist_attr()
525 {
526 register int i, tmp;
527
528 for(i = 0; i < A_MAX; i++) {
529 if (i==A_INT || i==A_WIS) continue;
530 /* Polymorphing doesn't change your mind */
531 tmp = AMAX(i);
532 AMAX(i) += (rn2(5)-2);
533 if (AMAX(i) > ATTRMAX(i)) AMAX(i) = ATTRMAX(i);
534 if (AMAX(i) < ATTRMIN(i)) AMAX(i) = ATTRMIN(i);
535 ABASE(i) = ABASE(i) * AMAX(i) / tmp;
536 /* ABASE(i) > ATTRMAX(i) is impossible */
537 if (ABASE(i) < ATTRMIN(i)) ABASE(i) = ATTRMIN(i);
538 }
539 (void)encumber_msg();
540 }
541
542 STATIC_OVL
543 void
postadjabil(ability)544 postadjabil(ability)
545 long *ability;
546 {
547 if (!ability) return;
548 if (ability == &(HWarning) || ability == &(HSee_invisible))
549 see_monsters();
550 }
551
552 void
adjabil(oldlevel,newlevel)553 adjabil(oldlevel,newlevel)
554 int oldlevel, newlevel;
555 {
556 register const struct innate *abil, *rabil;
557 long mask = FROMEXPER;
558
559
560 switch (Role_switch) {
561 case PM_ARCHEOLOGIST: abil = arc_abil; break;
562 case PM_BARBARIAN: abil = bar_abil; break;
563 case PM_CAVEMAN: abil = cav_abil; break;
564 #ifdef CONVICT
565 case PM_CONVICT: abil = con_abil; break;
566 #endif /* CONVICT */
567 case PM_HEALER: abil = hea_abil; break;
568 case PM_KNIGHT: abil = kni_abil; break;
569 case PM_MONK: abil = mon_abil; break;
570 case PM_PRIEST: abil = pri_abil; break;
571 case PM_RANGER: abil = ran_abil; break;
572 case PM_ROGUE: abil = rog_abil; break;
573 case PM_SAMURAI: abil = sam_abil; break;
574 #ifdef TOURIST
575 case PM_TOURIST: abil = tou_abil; break;
576 #endif
577 case PM_VALKYRIE: abil = val_abil; break;
578 case PM_WIZARD: abil = wiz_abil; break;
579 default: abil = 0; break;
580 }
581
582 switch (Race_switch) {
583 case PM_ELF: rabil = elf_abil; break;
584 case PM_ORC: rabil = orc_abil; break;
585 case PM_HUMAN:
586 case PM_DWARF:
587 case PM_GNOME:
588 case PM_VAMPIRE:
589 default: rabil = 0; break;
590 }
591
592 while (abil || rabil) {
593 long prevabil;
594 /* Have we finished with the intrinsics list? */
595 if (!abil || !abil->ability) {
596 /* Try the race intrinsics */
597 if (!rabil || !rabil->ability) break;
598 abil = rabil;
599 rabil = 0;
600 mask = FROMRACE;
601 }
602 prevabil = *(abil->ability);
603 if(oldlevel < abil->ulevel && newlevel >= abil->ulevel) {
604 /* Abilities gained at level 1 can never be lost
605 * via level loss, only via means that remove _any_
606 * sort of ability. A "gain" of such an ability from
607 * an outside source is devoid of meaning, so we set
608 * FROMOUTSIDE to avoid such gains.
609 */
610 if (abil->ulevel == 1)
611 *(abil->ability) |= (mask|FROMOUTSIDE);
612 else
613 *(abil->ability) |= mask;
614 if(!(*(abil->ability) & INTRINSIC & ~mask)) {
615 if(*(abil->gainstr))
616 You_feel("%s!", abil->gainstr);
617 }
618 } else if (oldlevel >= abil->ulevel && newlevel < abil->ulevel) {
619 *(abil->ability) &= ~mask;
620 if(!(*(abil->ability) & INTRINSIC)) {
621 if(*(abil->losestr))
622 You_feel("%s!", abil->losestr);
623 else if(*(abil->gainstr))
624 You_feel("less %s!", abil->gainstr);
625 }
626 }
627 if (prevabil != *(abil->ability)) /* it changed */
628 postadjabil(abil->ability);
629 abil++;
630 }
631
632 if (oldlevel > 0) {
633 if (newlevel > oldlevel)
634 add_weapon_skill(newlevel - oldlevel);
635 else
636 lose_weapon_skill(oldlevel - newlevel);
637 }
638 }
639
640
641 int
newhp()642 newhp()
643 {
644 int hp, conplus;
645
646
647 if (u.ulevel == 0) {
648 /* Initialize hit points */
649 hp = urole.hpadv.infix + urace.hpadv.infix;
650 if (urole.hpadv.inrnd > 0) hp += rnd(urole.hpadv.inrnd);
651 if (urace.hpadv.inrnd > 0) hp += rnd(urace.hpadv.inrnd);
652
653 /* Initialize alignment stuff */
654 u.ualign.type = aligns[flags.initalign].value;
655 u.ualign.record = urole.initrecord;
656
657 return hp;
658 } else {
659 if (u.ulevel < urole.xlev) {
660 hp = urole.hpadv.lofix + urace.hpadv.lofix;
661 if (urole.hpadv.lornd > 0) hp += rnd(urole.hpadv.lornd);
662 if (urace.hpadv.lornd > 0) hp += rnd(urace.hpadv.lornd);
663 } else {
664 hp = urole.hpadv.hifix + urace.hpadv.hifix;
665 if (urole.hpadv.hirnd > 0) hp += rnd(urole.hpadv.hirnd);
666 if (urace.hpadv.hirnd > 0) hp += rnd(urace.hpadv.hirnd);
667 }
668 }
669
670 if (ACURR(A_CON) <= 3) conplus = -2;
671 else if (ACURR(A_CON) <= 6) conplus = -1;
672 else if (ACURR(A_CON) <= 14) conplus = 0;
673 else if (ACURR(A_CON) <= 16) conplus = 1;
674 else if (ACURR(A_CON) == 17) conplus = 2;
675 else if (ACURR(A_CON) == 18) conplus = 3;
676 else conplus = 4;
677
678 hp += conplus;
679 return((hp <= 0) ? 1 : hp);
680 }
681
682 schar
acurr(x)683 acurr(x)
684 int x;
685 {
686 register int tmp = (u.abon.a[x] + u.atemp.a[x] + u.acurr.a[x]);
687
688 if (x == A_STR) {
689 if (uarmg && uarmg->otyp == GAUNTLETS_OF_POWER) return(125);
690 if ((uwep && (artilist[uwep->oartifact].spfx & SPFX_STR)) ||
691 (uswapwep && (artilist[uswapwep->oartifact].spfx & SPFX_STR))) {
692 return (118);
693 }
694 #ifdef WIN32_BUG
695 else return(x=((tmp >= 125) ? 125 : (tmp <= 3) ? 3 : tmp));
696 #else
697 else return((schar)((tmp >= 125) ? 125 : (tmp <= 3) ? 3 : tmp));
698 #endif
699 } else if (x == A_CON) {
700 if (uwep && (artilist[uwep->oartifact].spfx & SPFX_CON)) return (25);
701 } else if (x == A_CHA) {
702 if (tmp < 18 && (youmonst.data->mlet == S_NYMPH ||
703 u.umonnum==PM_SUCCUBUS || u.umonnum == PM_INCUBUS))
704 return 18;
705 } else if (x == A_INT || x == A_WIS) {
706 /* yes, this may raise int/wis if player is sufficiently
707 * stupid. there are lower levels of cognition than "dunce".
708 */
709 if (uarmh && uarmh->otyp == DUNCE_CAP) return(6);
710 }
711 #ifdef WIN32_BUG
712 return(x=((tmp >= 25) ? 25 : (tmp <= 3) ? 3 : tmp));
713 #else
714 return((schar)((tmp >= 25) ? 25 : (tmp <= 3) ? 3 : tmp));
715 #endif
716 }
717
718 /* condense clumsy ACURR(A_STR) value into value that fits into game formulas
719 */
720 schar
acurrstr()721 acurrstr()
722 {
723 register int str = ACURR(A_STR);
724
725 if (str <= 18) return((schar)str);
726 if (str <= 121) return((schar)(19 + str / 50)); /* map to 19-21 */
727 else return((schar)(str - 100));
728 }
729
730 /* avoid possible problems with alignment overflow, and provide a centralized
731 * location for any future alignment limits
732 */
733 void
adjalign(n)734 adjalign(n)
735 register int n;
736 {
737 register int newalign = u.ualign.record + n;
738
739 if(n < 0) {
740 if(newalign < u.ualign.record)
741 u.ualign.record = newalign;
742 } else
743 if(newalign > u.ualign.record) {
744 u.ualign.record = newalign;
745 if(u.ualign.record > ALIGNLIM)
746 u.ualign.record = ALIGNLIM;
747 }
748 }
749
750 /** Returns "beautiful", "handsome" or "ugly"
751 * according to gender and charisma.
752 */
753 const char *
beautiful()754 beautiful()
755 {
756 return (ACURR(A_CHA) > 14 ?
757 (poly_gender()==1 ? "beautiful" : "handsome") :
758 "ugly");
759 }
760
761 /** Returns the hitpoints of your current form. */
762 int
uhp()763 uhp()
764 {
765 return (Upolyd ? u.mh : u.uhp);
766 }
767
768 /** Returns the maximal hitpoints of your current form. */
769 int
uhpmax()770 uhpmax()
771 {
772 return (Upolyd ? u.mhmax : u.uhpmax);
773 }
774
775
776 /*attrib.c*/
777