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attrib.c
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attrib.c
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/* NetHack 3.7 attrib.c $NHDT-Date: 1651908297 2022/05/07 07:24:57 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.86 $ */
/* 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" };
/* also used by enlightenment for non-abbreviated status info */
const char
*const attrname[] = { "strength", "intelligence", "wisdom",
"dexterity", "constitution", "charisma" };
static const struct innate {
schar ulevel;
long *ability;
const char *gainstr, *losestr;
} arc_abil[] = { { 1, &(HSearching), "", "" },
{ 5, &(HStealth), "stealthy", "" },
{ 10, &(HFast), "quick", "slow" },
{ 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), "", "" },
{ 3, &(HStealth), "stealthy", "" },
{ 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 */
dwa_abil[] = { { 1, &HInfravision, "", "" },
{ 0, 0, 0, 0 } },
elf_abil[] = { { 1, &HInfravision, "", "" },
{ 4, &HSleep_resistance, "awake", "tired" },
{ 0, 0, 0, 0 } },
gno_abil[] = { { 1, &HInfravision, "", "" },
{ 0, 0, 0, 0 } },
orc_abil[] = { { 1, &HInfravision, "", "" },
{ 1, &HPoison_resistance, "", "" },
{ 0, 0, 0, 0 } },
hum_abil[] = { { 0, 0, 0, 0 } };
static void exerper(void);
static void postadjabil(long *);
static const struct innate *role_abil(int);
static const struct innate *check_innate_abil(long *, long);
static int innately(long *);
/* adjust an attribute; return TRUE if change is made, FALSE otherwise */
boolean
adjattrib(
int ndx, /* which characteristic */
int incr, /* amount of change */
int msgflg) /* positive => no message, zero => message, and */
{ /* negative => conditional (msg if change made) */
int old_acurr, old_abase, old_amax, decr;
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);
old_abase = ABASE(ndx);
old_amax = AMAX(ndx);
ABASE(ndx) += incr; /* when incr is negative, this reduces ABASE() */
if (incr > 0) {
if (ABASE(ndx) > AMAX(ndx)) {
AMAX(ndx) = ABASE(ndx);
if (AMAX(ndx) > ATTRMAX(ndx))
ABASE(ndx) = AMAX(ndx) = ATTRMAX(ndx);
}
attrstr = plusattr[ndx];
abonflg = (ABON(ndx) < 0);
} else { /* incr is negative */
if (ABASE(ndx) < ATTRMIN(ndx)) {
/*
* If base value has dropped so low that it is trying to be
* taken below the minimum, reduce max value (peak reached)
* instead. That means that restore ability and repeated
* applications of unicorn horn will not be able to recover
* all the lost value. As of 3.6.2, we only take away
* some (average half, possibly zero) of the excess from max
* instead of all of it, but without intervening recovery, it
* can still eventually drop to the minimum allowed. After
* that, it can't be recovered, only improved with new gains.
*
* This used to assign a new negative value to incr and then
* add it, but that could affect messages below, possibly
* making a large decrease be described as a small one.
*
* decr = rn2(-(ABASE - ATTRMIN) + 1);
*/
decr = rn2(ATTRMIN(ndx) - ABASE(ndx) + 1);
ABASE(ndx) = ATTRMIN(ndx);
AMAX(ndx) -= decr;
if (AMAX(ndx) < ATTRMIN(ndx))
AMAX(ndx) = ATTRMIN(ndx);
}
attrstr = minusattr[ndx];
abonflg = (ABON(ndx) > 0);
}
if (ACURR(ndx) == old_acurr) {
if (msgflg == 0 && Verbose(0, adjattrib)) {
if (ABASE(ndx) == old_abase && AMAX(ndx) == old_amax) {
pline("You're %s as %s as you can get.",
abonflg ? "currently" : "already", attrstr);
} else {
/* current stayed the same but base value changed, or
base is at minimum and reduction caused max to drop */
Your("innate %s has %s.", attrname[ndx],
(incr > 0) ? "improved" : "declined");
}
}
return FALSE;
}
gc.context.botl = TRUE;
if (msgflg <= 0)
You_feel("%s%s!", (incr > 1 || incr < -1) ? "very " : "", attrstr);
if (gp.program_state.in_moveloop && (ndx == A_STR || ndx == A_CON))
(void) encumber_msg();
return TRUE;
}
/* strength gain */
void
gainstr(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);
}
/* strength loss, may kill you; cause may be poison or monster like 'a' */
void
losestr(int num, const char *knam, schar k_format)
{
int uhpmin = minuhpmax(1), olduhpmax = u.uhpmax;
int ustr = ABASE(A_STR) - num, amt, dmg;
boolean waspolyd = Upolyd;
if (num <= 0 || ABASE(A_STR) < ATTRMIN(A_STR)) {
impossible("losestr: %d - %d", ABASE(A_STR), num);
return;
}
dmg = 0;
while (ustr < ATTRMIN(A_STR)) {
++ustr;
--num;
amt = rn1(4, 3); /* (0..(4-1))+3 => 3..6; used to use flat 6 here */
dmg += amt;
}
if (dmg) {
/* in case damage is fatal and caller didn't supply killer reason */
if (!knam || !*knam) {
knam = "terminal frailty";
k_format = KILLED_BY;
}
losehp(dmg, knam, k_format);
if (Upolyd) {
/* if still polymorhed, reduce you-as-monst maxHP; never below 1 */
u.mhmax -= min(dmg, u.mhmax - 1);
} else if (!waspolyd) {
/* not polymorphed now and didn't rehumanize when taking damage;
reduce max HP, but not below below uhpmin */
if (u.uhpmax > uhpmin)
setuhpmax(max(u.uhpmax - dmg, uhpmin));
}
gc.context.botl = TRUE;
}
#if 0 /* only possible if uhpmax was already less than uhpmin */
if (!Upolyd && u.uhpmax < uhpmin) {
setuhpmax(min(olduhpmax, uhpmin));
if (!Drain_resistance)
losexp(NULL); /* won't be fatal when no 'drainer' is supplied */
}
#else
nhUse(olduhpmax);
#endif
/* 'num' could have been reduced to 0 in the minimum strength loop;
'(Upolyd || !waspolyd)' is True unless damage caused rehumanization */
if (num > 0 && (Upolyd || !waspolyd))
(void) adjattrib(A_STR, -num, 1);
}
/* combined strength loss and damage from some poisons */
void
poison_strdmg(int strloss, int dmg, const char *knam, schar k_format)
{
losestr(strloss, knam, k_format);
losehp(dmg, knam, k_format);
}
static const struct poison_effect_message {
void (*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(int typ, /* which attribute */
boolean exclaim) /* emphasis */
{
void (*func)(const char *, ...) = poiseff[typ].delivery_func;
const char *msg_txt = poiseff[typ].effect_msg;
/*
* "You feel weaker" or "you feel very sick" aren't appropriate when
* wearing or wielding something (gauntlets of power, Ogresmasher)
* which forces the attribute to maintain its maximum value.
* Phrasing for other attributes which might have fixed values
* (dunce cap) is such that we don't need message fixups for them.
*/
if (typ == A_STR && ACURR(A_STR) == STR19(25))
msg_txt = "innately weaker";
else if (typ == A_CON && ACURR(A_CON) == 25)
msg_txt = "sick inside";
(*func)("%s%c", msg_txt, exclaim ? '!' : '.');
}
/* called when an attack or trap has poisoned hero (used to be in mon.c) */
void
poisoned(
const char *reason, /* controls what messages we display */
int typ,
const char *pkiller, /* for score+log file if fatal */
int fatal, /* if fatal is 0, limit damage to adjattrib */
boolean thrown_weapon) /* thrown weapons are less deadly */
{
int i, loss, kprefix = KILLED_BY_AN;
boolean blast = !strcmp(reason, "blast");
/* 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 (!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((uchar) *reason) ? "" : "The ", reason,
plural ? "were" : "was");
}
if (Poison_resistance) {
if (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, (int *) 0);
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) {
/* sometimes survivable instant kill */
loss = 6 + d(4, 6);
if (u.uhp <= loss) {
u.uhp = -1;
gc.context.botl = TRUE;
pline_The("poison was deadly...");
} else {
/* survived, but with severe reaction */
u.uhpmax = max(3, u.uhpmax - (loss / 2));
losehp(loss, pkiller, kprefix); /* poison damage */
if (adjattrib(A_CON, (typ != A_CON) ? -1 : -3, TRUE))
poisontell(A_CON, TRUE);
if (typ != A_CON && adjattrib(typ, -3, 1))
poisontell(typ, TRUE);
}
} else if (i > 5) {
boolean cloud = !strcmp(reason, "gas cloud");
/* HP damage; more likely--but less severe--with missiles */
loss = thrown_weapon ? rnd(6) : rn1(10, 6);
if ((blast || cloud) && Half_gas_damage) /* worn towel */
loss = (loss + 1) / 2;
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) {
gk.killer.format = kprefix;
Strcpy(gk.killer.name, pkiller);
/* "Poisoned by a poisoned ___" is redundant */
done(strstri(pkiller, "poison") ? DIED : POISONING);
}
(void) encumber_msg();
}
void
change_luck(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(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 = gi.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(void)
{
int luckbon = stone_luck(TRUE);
if (!luckbon && !carrying(LUCKSTONE))
u.moreluck = 0;
else if (luckbon >= 0)
u.moreluck = LUCKADD;
else
u.moreluck = -LUCKADD;
}
/* (not used) */
void
restore_attrib(void)
{
int i, equilibrium;;
/*
* Note: this used to get called by moveloop() on every turn but
* ATIME() is never set to non-zero anywhere so didn't do anything.
* Presumably it once supported something like potion of heroism
* which conferred temporary characteristics boost(s).
*
* ATEMP() is used for strength loss from hunger, which doesn't
* time out, and for dexterity loss from wounded legs, which has
* its own timeout routine.
*/
for (i = 0; i < A_MAX; i++) { /* all temporary losses/gains */
equilibrium = ((i == A_STR && u.uhs >= WEAK)
|| (i == A_DEX && Wounded_legs)) ? -1 : 0;
if (ATEMP(i) != equilibrium && ATIME(i) != 0) {
if (!(--(ATIME(i)))) { /* countdown for change */
ATEMP(i) += (ATEMP(i) > 0) ? -1 : 1;
gc.context.botl = TRUE;
if (ATEMP(i)) /* reset timer */
ATIME(i) = 100 / ACURR(A_CON);
}
}
}
if (gc.context.botl)
(void) encumber_msg();
}
#define AVAL 50 /* tune value for exercise gains */
void
exercise(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 (gm.moves > 0 && (i == A_STR || i == A_CON))
(void) encumber_msg();
}
static void
exerper(void)
{
if (!(gm.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 (!(gm.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);
}
}
/* 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(void)
{
int i, ax, mod_val, lolim, hilim;
/* Check out the periodic accumulations */
exerper();
if (gm.moves >= gc.context.next_attrib_check) {
debugpline1("exerchk: ready to test. multi = %ld.", gm.multi);
}
/* Are we ready for a test? */
if (gm.moves >= gc.context.next_attrib_check && !gm.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;
}
gc.context.next_attrib_check += rn1(200, 800);
debugpline1("exerchk: next check at %ld.",
gc.context.next_attrib_check);
}
}
/* allocate hero's initial characteristics */
void
init_attr(int np)
{
register int i, x, tryct;
for (i = 0; i < A_MAX; i++) {
ABASE(i) = AMAX(i) = gu.urole.attrbase[i];
ATEMP(i) = ATIME(i) = 0;
np -= gu.urole.attrbase[i];
}
/* 3.7: the x -= ... calculation used to have an off by 1 error that
resulted in the values being biased toward Str and away from Cha */
tryct = 0;
while (np > 0 && tryct < 100) {
x = rn2(100);
for (i = 0; i < A_MAX; ++i)
if ((x -= gu.urole.attrdist[i]) < 0)
break;
if (i >= A_MAX || 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; ++i)
if ((x -= gu.urole.attrdist[i]) < 0)
break;
if (i >= A_MAX || ABASE(i) <= ATTRMIN(i)) {
tryct++;
continue;
}
tryct = 0;
ABASE(i)--;
AMAX(i)--;
np++;
}
}
void
redist_attr(void)
{
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(); -- caller needs to do this */
}
static
void
postadjabil(long *ability)
{
if (!ability)
return;
if (ability == &(HWarning) || ability == &(HSee_invisible))
see_monsters();
}
static const struct innate *
role_abil(int r)
{
const struct {
short role;
const struct innate *abil;
} roleabils[] = {
{ PM_ARCHEOLOGIST, arc_abil },
{ PM_BARBARIAN, bar_abil },
{ PM_CAVE_DWELLER, cav_abil },
{ PM_HEALER, hea_abil },
{ PM_KNIGHT, kni_abil },
{ PM_MONK, mon_abil },
{ PM_CLERIC, pri_abil },
{ PM_RANGER, ran_abil },
{ PM_ROGUE, rog_abil },
{ PM_SAMURAI, sam_abil },
{ PM_TOURIST, tou_abil },
{ PM_VALKYRIE, val_abil },
{ PM_WIZARD, wiz_abil },
{ 0, 0 }
};
int i;
for (i = 0; roleabils[i].abil && roleabils[i].role != r; i++)
continue;
return roleabils[i].abil;
}
static const struct innate *
check_innate_abil(long *ability, long frommask)
{
const struct innate *abil = 0;
if (frommask == FROMEXPER)
abil = role_abil(Role_switch);
else if (frommask == FROMRACE)
switch (Race_switch) {
case PM_DWARF:
abil = dwa_abil;
break;
case PM_ELF:
abil = elf_abil;
break;
case PM_GNOME:
abil = gno_abil;
break;
case PM_ORC:
abil = orc_abil;
break;
case PM_HUMAN:
abil = hum_abil;
break;
default:
break;
}
while (abil && abil->ability) {
if ((abil->ability == ability) && (u.ulevel >= abil->ulevel))
return abil;
abil++;
}
return (struct innate *) 0;
}
/* reasons for innate ability */
#define FROM_NONE 0
#define FROM_ROLE 1 /* from experience at level 1 */
#define FROM_RACE 2
#define FROM_INTR 3 /* intrinsically (eating some corpse or prayer reward) */
#define FROM_EXP 4 /* from experience for some level > 1 */
#define FROM_FORM 5
#define FROM_LYCN 6
/* check whether particular ability has been obtained via innate attribute */
static int
innately(long *ability)
{
const struct innate *iptr;
if ((iptr = check_innate_abil(ability, FROMEXPER)) != 0)
return (iptr->ulevel == 1) ? FROM_ROLE : FROM_EXP;
if ((iptr = check_innate_abil(ability, FROMRACE)) != 0)
return FROM_RACE;
if ((*ability & FROMOUTSIDE) != 0L)
return FROM_INTR;
if ((*ability & FROMFORM) != 0L)
return FROM_FORM;
return FROM_NONE;
}
int
is_innate(int propidx)
{
int innateness;
/* innately() would report FROM_FORM for this; caller wants specificity */
if (propidx == DRAIN_RES && u.ulycn >= LOW_PM)
return FROM_LYCN;
if (propidx == FAST && Very_fast)
return FROM_NONE; /* can't become very fast innately */
if ((innateness = innately(&u.uprops[propidx].intrinsic)) != FROM_NONE)
return innateness;
if (propidx == JUMPING && Role_if(PM_KNIGHT)
/* knight has intrinsic jumping, but extrinsic is more versatile so
ignore innateness if equipment is going to claim responsibility */
&& !u.uprops[propidx].extrinsic)
return FROM_ROLE;
if (propidx == BLINDED && !haseyes(gy.youmonst.data))
return FROM_FORM;
return FROM_NONE;
}
DISABLE_WARNING_FORMAT_NONLITERAL
char *
from_what(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 innateness = is_innate(propidx);
/*
* Properties can be obtained from multiple sources and we
* try to pick the most significant one. Classification
* priority is not set in stone; current precedence is:
* "from the start" (from role or race at level 1),
* "from outside" (eating corpse, divine reward, blessed potion),
* "from experience" (from role or race at level 2+),
* "from current form" (while polymorphed),
* "from timed effect" (potion or spell),
* "from worn/wielded equipment" (Firebrand, elven boots, &c),
* "from carried equipment" (mainly quest artifacts).
* There are exceptions. Versatile jumping from spell or boots
* takes priority over knight's innate but limited jumping.
*/
if ((propidx == BLINDED && u.uroleplay.blind)
|| (propidx == DEAF && u.uroleplay.deaf))
Sprintf(buf, " from birth");
else if (innateness == FROM_ROLE || innateness == FROM_RACE)
Strcpy(buf, " innately");
else if (innateness == FROM_INTR) /* [].intrinsic & FROMOUTSIDE */
Strcpy(buf, " intrinsically");
else if (innateness == FROM_EXP)
Strcpy(buf, " because of your experience");
else if (innateness == FROM_LYCN)
Strcpy(buf, " due to your lycanthropy");
else if (innateness == FROM_FORM)
Strcpy(buf, " from current creature form");
else if (propidx == FAST && Very_fast)
Sprintf(buf, because_of,
((HFast & TIMEOUT) != 0L) ? "a potion or spell"
: ((EFast & W_ARMF) != 0L && uarmf->dknown
&& objects[uarmf->otyp].oc_name_known)
? ysimple_name(uarmf) /* speed boots */
: EFast ? "worn equipment"
: something);
else if (wizard
&& (obj = what_gives(&u.uprops[propidx].extrinsic)) != 0)
Sprintf(buf, because_of, obj->oartifact
? bare_artifactname(obj)
: ysimple_name(obj));
else if (propidx == BLINDED && Blindfolded_only)
Sprintf(buf, because_of, ysimple_name(ublindf));
else if (propidx == BLINDED && u.ucreamed
&& BlindedTimeout == (long) u.ucreamed
&& !EBlinded && !(HBlinded & ~TIMEOUT))
Sprintf(buf, "due to goop coverting your %s",
body_part(FACE));
/* 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:
/* wearing the Eyes of the Overworld overrides blindness */
if (BBlinded && is_art(ublindf, 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;
}
RESTORE_WARNING_FORMAT_NONLITERAL
void
adjabil(int oldlevel, int newlevel)
{
register const struct innate *abil, *rabil;
long prevabil, mask = FROMEXPER;
abil = role_abil(Role_switch);
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);