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attrib.c
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1993-01-22
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/* SCCS Id: @(#)attrib.c 3.1 92/10/26 */
/* Copyright 1988, 1989, 1990, 1992, M. Stephenson */
/* NetHack may be freely redistributed. See license for details. */
/* attribute modification routines. */
#include "hack.h"
#include "artifact.h"
/* #define DEBUG /* uncomment for debugging info */
#ifdef OVLB
/* part of the output on gain or loss of attribute */
static
const char *plusattr[] = {
"strong", "smart", "wise", "agile", "tough", "charismatic"
},
*minusattr[] = {
"weak", "stupid", "foolish", "clumsy", "vulnerable", "ugly"
};
/* maximum and minimum values for the attributes */
struct attribs attrmax = {
118, 18, 18, 18, 18, 18
},
attrmin = {
3, 3, 3, 3, 3, 3
};
static
const struct innate {
schar ulevel;
long *ability;
const char *gainstr, *losestr;
} a_abil[] = { { 1, &(Stealth), "", "" },
{ 1, &(Fast), "", "" },
{ 10, &(Searching), "perceptive", "" },
{ 0, 0, 0, 0 } },
b_abil[] = { { 1, &(HPoison_resistance), "", "" },
{ 7, &(Fast), "quick", "slow" },
{ 15, &(Stealth), "stealthy", "" },
{ 0, 0, 0, 0 } },
c_abil[] = { { 7, &(Fast), "quick", "slow" },
{ 15, &(Warning), "sensitive", "" },
{ 0, 0, 0, 0 } },
e_abil[] = { { 1, &(Fast), "", "" },
{ 1, &(HSee_invisible), "", "" },
{ 1, &(Searching), "", "" },
{ 1, &(HSleep_resistance), "", "" },
{ 0, 0, 0, 0 } },
h_abil[] = { { 1, &(HPoison_resistance), "", "" },
{ 15, &(Warning), "sensitive", "" },
{ 0, 0, 0, 0 } },
k_abil[] = { { 7, &(Fast), "quick", "slow" },
{ 0, 0, 0, 0 } },
p_abil[] = { { 15, &(Warning), "sensitive", "" },
{ 20, &(HFire_resistance), "cool", "warmer" },
{ 0, 0, 0, 0 } },
r_abil[] = { { 1, &(Stealth), "", "" },
{ 10, &(Searching), "perceptive", "" },
{ 0, 0, 0, 0 } },
s_abil[] = { { 1, &(Fast), "", "" },
{ 15, &(Stealth), "stealthy", "" },
{ 0, 0, 0, 0 } },
t_abil[] = { { 10, &(Searching), "perceptive", "" },
{ 20, &(HPoison_resistance), "hardy", "" },
{ 0, 0, 0, 0 } },
v_abil[] = { { 1, &(HCold_resistance), "", "" },
{ 1, &(Stealth), "", "" },
{ 7, &(Fast), "quick", "slow" },
{ 0, 0, 0, 0 } },
w_abil[] = { { 15, &(Warning), "sensitive", "" },
{ 17, &(HTeleport_control), "controlled","uncontrolled" },
{ 0, 0, 0, 0 } };
static
const struct clattr {
struct attribs base, cldist;
align align;
schar shp, hd, xlev, ndx;
/* According to AD&D, HD for some classes (ex. Wizard) should be smaller
* (4-sided for wizards). But this is not AD&D, and using the AD&D
* rule here produces an unplayable character. This I have used a minimum
* of an 10-sided hit die for everything. Another AD&D change: wizards get
* a minimum strength of 6 since without one you can't teleport or cast
* spells. --KAA
*/
const struct innate *abil;
} a_attr = { { 7, 10, 10, 7, 7, 7 }, /* Archeologist */
{ 20, 20, 20, 10, 20, 10 },
{ A_LAWFUL, 10 }, 13, 10, 14, 2, a_abil },
b_attr = { { 16, 7, 7, 15, 16, 6 }, /* Barbarian */
{ 30, 6, 7, 20, 30, 7 },
{ A_NEUTRAL, 10 }, 16, 12, 10, 3, b_abil },
c_attr = { { 10, 7, 7, 7, 8, 6 }, /* Caveman (fighter) */
{ 30, 6, 7, 20, 30, 7 },
{ A_LAWFUL, 0 }, 16, 10, 10, 3, c_abil },
/*
e_attr = { { 13, 13, 14, 6, 14, 6 },
*/
e_attr = { { 13, 13, 13, 9, 13, 7 }, /* Elf (ranger) */
{ 30, 10, 10, 20, 20, 10 },
{ A_CHAOTIC, 10 }, 15, 10, 11, 2, e_abil },
h_attr = { { 7, 7, 13, 7, 11, 16 }, /* Healer (druid) */
{ 15, 20, 20, 15, 25, 10 },
{ A_NEUTRAL, 10 }, 13, 10, 20, 2, h_abil },
k_attr = { { 13, 7, 14, 8, 10, 17 }, /* Knight (paladin) */
{ 20, 15, 15, 10, 20, 10 },
{ A_LAWFUL, 10 }, 16, 10, 10, 3, k_abil },
p_attr = { { 7, 7, 10, 7, 7, 7 }, /* Priest (cleric) */
{ 15, 10, 30, 15, 20, 10 },
{ A_NEUTRAL, 0 }, 14, 10, 10, 2, p_abil },
r_attr = { { 7, 7, 7, 10, 7, 6 }, /* Rogue (thief) */
{ 20, 10, 10, 30, 20, 10 },
{ A_CHAOTIC, 10 }, 12, 10, 11, 2, r_abil },
s_attr = { { 10, 8, 7, 10, 17, 6 }, /* Samurai (fighter/thief) */
{ 30, 10, 10, 30, 14, 10 },
{ A_LAWFUL, 10 }, 15, 10, 11, 2, s_abil },
#ifdef TOURIST
t_attr = { { 7, 10, 6, 7, 7, 10 }, /* Tourist */
{ 15, 10, 10, 15, 30, 20 },
{ A_NEUTRAL, 0 }, 10, 10, 14, 1, t_abil },
#endif
v_attr = { { 10, 7, 7, 7, 10, 7 }, /* Valkyrie (fighter) */
{ 30, 6, 7, 20, 30, 7 },
{ A_NEUTRAL, 0 }, 16, 10, 10, 3, v_abil },
w_attr = { { 7, 10, 7, 7, 7, 7 }, /* Wizard (magic-user) */
{ 10, 30, 10, 20, 20, 10 },
{ A_NEUTRAL, 0 }, 12, 10, 12, 1, w_abil },
X_attr = { { 3, 3, 3, 3, 3, 3 },
{ 20, 15, 15, 15, 20, 15 },
{ A_NEUTRAL, 0 }, 12, 10, 14, 1, 0 };
static long next_check = 600L; /* arbitrary first setting */
static const struct clattr NEARDATA *NDECL(clx);
static void NDECL(init_align);
static void NDECL(exerper);
/* 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 (!incr) 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;
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) < 103) 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--;
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 (otmp->otyp == LUCKSTONE
|| (otmp->oartifact && spec_ability(otmp, SPFX_LUCK))) {
if (otmp->cursed) bonchance -= otmp->quan;
else if (otmp->blessed) bonchance += otmp->quan;
else if (parameter) bonchance += otmp->quan;
}
return sgn((int)bonchance);
}
#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);
}
}
}
}
#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 */
#ifdef POLYSELF
/* no physical exercise while polymorphed; the body's temporary */
if (u.umonnum >= 0 && i != A_WIS) return;
#endif
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
}
}
/* 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 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); break;
case NOT_HUNGRY: exercise(A_CON, TRUE); break;
case WEAK: exercise(A_STR, FALSE); 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(Clairvoyant) 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 || 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." :
"must not have 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." :
"must not have been watching your health.");
break;
}
}
}
next_check += rn1(200,800);
#ifdef DEBUG
pline("exerchk: next check at %ld.", next_check);
#endif
}
}
static const struct clattr *
clx() {
register const struct clattr *attr;
switch (pl_character[0]) {
case 'A': attr = &a_attr;
break;
case 'B': attr = &b_attr;
break;
case 'C': attr = &c_attr;
break;
case 'E': attr = &e_attr;
break;
case 'H': attr = &h_attr;
break;
case 'K': attr = &k_attr;
break;
case 'P': attr = &p_attr;
break;
case 'R': attr = &r_attr;
break;
case 'S': attr = &s_attr;
break;
#ifdef TOURIST
case 'T': attr = &t_attr;
break;
#endif
case 'V': attr = &v_attr;
break;
case 'W': attr = &w_attr;
break;
default: /* unknown type */
attr = &X_attr;
break;
}
return(attr);
}
static void
init_align() { /* called from newhp if u.ulevel is 0 */
register const struct clattr *attr = clx();
u.ualign = attr->align;
/* there should be priests of every stripe */
if(pl_character[0] == 'P')
u.ualign.type = (rn2(2)) ? attr->align.type : (rn2(2)) ? 1 : -1;
else u.ualign.type = attr->align.type;
}
void
init_attr(np)
register int np;
{
register int i, x, tryct;
register const struct clattr *attr = clx();
for(i = 0; i < A_MAX; i++) {
ABASE(i) = AMAX(i) = attr->base.a[i];
ATEMP(i) = ATIME(i) = 0;
np -= attr->base.a[i];
}
tryct = 0;
while(np > 0 && tryct < 100) {
x = rn2(100);
for (i = 0; (i < A_MAX) && ((x -= attr->cldist.a[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 -= attr->cldist.a[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
adjabil(oldlevel,newlevel)
int oldlevel, newlevel;
{
register const struct clattr *attr = clx();
#ifdef GCC_WARN
/* this is the "right" definition */
register const struct innate *abil = attr->abil;
#else
/* this one satisfies more compilers */
register struct innate *abil = (struct innate *)attr->abil;
#endif
if(abil) {
for(; abil->ability; abil++) {
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) |= (FROMEXPER|FROMOUTSIDE);
else
*(abil->ability) |= FROMEXPER;
if(!(*(abil->ability) & FROMOUTSIDE)) {
if(*(abil->gainstr))
You("feel %s!", abil->gainstr);
}
} else if (oldlevel >= abil->ulevel && newlevel < abil->ulevel) {
*(abil->ability) &= ~FROMEXPER;
if((*(abil->ability) & INTRINSIC)) {
if(*(abil->losestr))
You("feel %s!", abil->losestr);
else if(*(abil->gainstr))
You("feel less %s!", abil->gainstr);
}
}
}
}
}
int
newhp() {
register const struct clattr *attr = clx();
int hp, conplus;
if(u.ulevel == 0) {
hp = attr->shp;
init_align(); /* initialize alignment stuff */
return hp;
} else {
if(u.ulevel < attr->xlev)
hp = rnd(attr->hd);
else
hp = attr->ndx;
}
switch(ACURR(A_CON)) {
case 3: conplus = -2; break;
case 4:
case 5:
case 6: conplus = -1; break;
case 15:
case 16: conplus = 1; break;
case 17: conplus = 2; break;
case 18: conplus = 3; break;
default: conplus = 0;
}
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);
else return((tmp >= 125) ? 125 : (tmp <= 3) ? 3 : tmp);
}
#ifdef POLYSELF
else if(x == A_CHA) {
if (tmp < 18 && (u.usym == S_NYMPH ||
u.umonnum==PM_SUCCUBUS || u.umonnum == PM_INCUBUS))
return 18;
}
#endif
return((tmp >= 25) ? 25 : (tmp <= 3) ? 3 : tmp);
}
schar
acurrstr()
/* condense clumsy ACURR(A_STR) value into value that fits into game formulas
*/
{
register int str = ACURR(A_STR);
if (str <= 18) return str;
if (str <= 121) return (19 + str / 50); /* map to 19-21 */
else return 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*/