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/* SCCS Id: @(#)attrib.c 3.4 2002/10/07 */
/* Copyright 1988, 1989, 1990, 1992, M. Stephenson */
/* NetHack may be freely redistributed. See license for details. */
/* attribute modification routines. */
#include "hack.h"
/* #define DEBUG */ /* uncomment for debugging info */
#ifdef OVLB
/* 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 long next_check = 600L; /* arbitrary first setting */
STATIC_DCL void NDECL(exerper);
STATIC_DCL void FDECL(postadjabil, (long *));
/* 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) */
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;
}
if (incr > 0) {
if ((AMAX(ndx) >= ATTRMAX(ndx)) && (ACURR(ndx) >= AMAX(ndx))) {
if (msgflg == 0 && flags.verbose)
pline("You're already as %s as you can get.",
plusattr[ndx]);
ABASE(ndx) = AMAX(ndx) = ATTRMAX(ndx); /* just in case */
return FALSE;
}
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);
}
} else {
if (ABASE(ndx) <= ATTRMIN(ndx)) {
if (msgflg == 0 && flags.verbose)
pline("You're already as %s as you can get.",
minusattr[ndx]);
ABASE(ndx) = ATTRMIN(ndx); /* just in case */
return FALSE;
}
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);
}
}
if (msgflg <= 0)
You_feel("%s%s!",
(incr > 1 || incr < -1) ? "very ": "",
(incr > 0) ? plusattr[ndx] : minusattr[ndx]);
flags.botl = 1;
if (moves > 1 && (ndx == A_STR || ndx == A_CON))
(void)encumber_msg();
return TRUE;
}
void
gainstr(otmp, incr)
register struct obj *otmp;
register int incr;
{
int num = 1;
if(incr) num = incr;
else {
if(ABASE(A_STR) < 18) num = (rn2(4) ? 1 : rnd(6) );
else if (ABASE(A_STR) < STR18(85)) num = rnd(10);
}
(void) adjattrib(A_STR, (otmp && otmp->cursed) ? -num : num, TRUE);
}
void
losestr(num) /* may kill you; cause may be poison or monster like 'a' */
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, TRUE);
}
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;
}
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);
}
/* 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;
}
#endif /* OVLB */
#ifdef OVL1
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();
}
#endif /* OVL1 */
#ifdef OVLB
#define AVAL 50 /* tune value for exercise gains */
void
exercise(i, inc_or_dec)
int i;
boolean inc_or_dec;
{
#ifdef DEBUG
pline("Exercise:");
#endif
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);
#ifdef DEBUG
pline("%s, %s AEXE = %d",
(i == A_STR) ? "Str" : (i == A_WIS) ? "Wis" :
(i == A_DEX) ? "Dex" : "Con",
(inc_or_dec) ? "inc" : "dec", AEXE(i));
#endif
}
if (moves > 0 && (i == A_STR || i == A_CON)) (void)encumber_msg();
}
/* hunger values - from eat.c */
#define SATIATED 0
#define NOT_HUNGRY 1
#define HUNGRY 2
#define WEAK 3
#define FAINTING 4
#define FAINTED 5
#define STARVED 6
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;
#ifdef DEBUG
pline("exerper: Hunger checks");
#endif
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;
}
/* Encumberance Checks */
#ifdef DEBUG
pline("exerper: Encumber checks");
#endif
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)) {
#ifdef DEBUG
pline("exerper: Status checks");
#endif
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
#ifdef STEED
&& !u.usteed
#endif
) || Fumbling || HStun) exercise(A_DEX, FALSE);
}
}
void
exerchk()
{
int i, mod_val;
/* Check out the periodic accumulations */
exerper();
#ifdef DEBUG
if(moves >= next_check)
pline("exerchk: ready to test. multi = %d.", multi);
#endif
/* Are we ready for a test? */
if(moves >= next_check && !multi) {
#ifdef DEBUG
pline("exerchk: testing.");
#endif
/*
* 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; AEXE(i++) /= 2) {
if(ABASE(i) >= 18 || !AEXE(i)) continue;
if(i == A_INT || i == A_CHA) continue;/* can't exercise these */
#ifdef DEBUG
pline("exerchk: testing %s (%d).",
(i == A_STR) ? "Str" : (i == A_WIS) ? "Wis" :
(i == A_DEX) ? "Dex" : "Con", AEXE(i));
#endif
/*
* 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(AEXE(i)*2/3) : abs(AEXE(i))))
continue;
mod_val = sgn(AEXE(i));
#ifdef DEBUG
pline("exerchk: changing %d.", i);
#endif
if(adjattrib(i, mod_val, -1)) {
#ifdef DEBUG
pline("exerchk: changed %d.", i);
#endif
/* if you actually changed an attrib - zero accumulation */
AEXE(i) = 0;
/* then print an explanation */
switch(i) {
case A_STR: You((mod_val >0) ?
"must have been exercising." :
"must have been abusing your body.");
break;
case A_WIS: You((mod_val >0) ?
"must have been very observant." :
"haven't been paying attention.");
break;
case A_DEX: You((mod_val >0) ?
"must have been working on your reflexes." :
"haven't been working on reflexes lately.");
break;
case A_CON: You((mod_val >0) ?
"must be leading a healthy life-style." :
"haven't been watching your health.");
break;
}
}
}
next_check += rn1(200,800);
#ifdef DEBUG
pline("exerchk: next check at %ld.", next_check);
#endif
}
}
/* next_check will otherwise have its initial 600L after a game restore */
void
reset_attribute_clock()
{
if (moves > 600L) next_check = moves + rn1(50,800);
}
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++;
}
}
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();
}
STATIC_OVL
void
postadjabil(ability)
long *ability;
{
if (!ability) return;
if (ability == &(HWarning) || ability == &(HSee_invisible))
see_monsters();
}
void
adjabil(oldlevel,newlevel)
int oldlevel, newlevel;
{
register const struct innate *abil, *rabil;
long 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;
#ifdef TOURIST
case PM_TOURIST: abil = tou_abil; break;
#endif
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) {
long prevabil;
/* 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);
}
}
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);
/* Initialize alignment stuff */
u.ualign.type = aligns[flags.initalign].value;
u.ualign.record = urole.initrecord;
return hp;
} 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;
return((hp <= 0) ? 1 : hp);
}
#endif /* OVLB */
#ifdef OVL0
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 (uarmg && uarmg->otyp == GAUNTLETS_OF_POWER) return(125);
#ifdef WIN32_BUG
else return(x=((tmp >= 125) ? 125 : (tmp <= 3) ? 3 : tmp));
#else
else return((schar)((tmp >= 125) ? 125 : (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 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(6);
}
#ifdef WIN32_BUG
return(x=((tmp >= 25) ? 25 : (tmp <= 3) ? 3 : tmp));
#else
return((schar)((tmp >= 25) ? 25 : (tmp <= 3) ? 3 : tmp));
#endif
}
/* 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)(str - 100));
}
#endif /* OVL0 */
#ifdef OVL2
/* avoid possible problems with alignment overflow, and provide a centralized
* location for any future alignment limits
*/
void
adjalign(n)
register int n;
{
register 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;
}
}
#endif /* OVL2 */
/*attrib.c*/