/*	SCCS Id: @(#)attrib.c	3.4	2000/05/17	*/
/*	Copyright 1988, 1989, 1990, 1992, M. Stephenson		  */
/* NetHack may be freely redistributed.  See license for details. */

/*
**	Japanese version Copyright
**	(c) Issei Numata, Naoki Hamada, Shigehiro Miyashita, 1994-2000
**	changing point is marked `JP' (94/6/7)
**	For 3.4.0, Copyright (c) Kentaro Shirakata, 2002
**	JNetHack 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[] = {
/*JP
	"strong", "smart", "wise", "agile", "tough", "charismatic"
*/
	"強い","賢明だ","賢い","機敏だ","頑丈だ","魅力的だ"
},
		*minusattr[] = {
/*JP
	"weak", "stupid", "foolish", "clumsy", "fragile", "repulsive"
*/
	"弱い","愚かだ","間抜けだ","不器用だ","ひ弱だ","醜い"
};


static
const struct innate {
	schar	ulevel;
	long	*ability;
	const char *gainstr, *losestr;
}	arc_abil[] = { {	 1, &(HStealth), "", "" },
		     {   1, &(HFast), "", "" },
/*JP
		     {  10, &(HSearching), "perceptive", "" },
*/
		     {  10, &(HSearching), "知覚力を得た", "知覚力を失った" },
		     {	 0, 0, 0, 0 } },

	bar_abil[] = { {	 1, &(HPoison_resistance), "", "" },
/*JP
		     {   7, &(HFast), "quick", "slow" },
*/
		     {   7, &(HFast), "素早さを得た", "遅くなった" },
/*JP
		     {  15, &(HStealth), "stealthy", "" },
*/
		     {  15, &(HStealth), "人目を盗む力を得た", "人目を盗む力を失った" },
		     {	 0, 0, 0, 0 } },

/*JP
	cav_abil[] = { {	 7, &(HFast), "quick", "slow" },
*/
	cav_abil[] = { {	 7, &(HFast), "素早さを得た", "遅くなった" },
/*JP
		     {	15, &(HWarning), "sensitive", "" },
*/
		     {	15, &(HWarning), "敏感になった", "鈍感になった" },
		     {	 0, 0, 0, 0 } },

	hea_abil[] = { {	 1, &(HPoison_resistance), "", "" },
/*JP
		     {	15, &(HWarning), "sensitive", "" },
*/
		     {  15, &(HWarning), "敏感になった", "鈍感になった" },
		     {	 0, 0, 0, 0 } },

/*JP
	kni_abil[] = { {	 7, &(HFast), "quick", "slow" },
*/
	kni_abil[] = { {	 7, &(HFast), "素早さを得た", "遅くなった" },
		     {	 0, 0, 0, 0 } },

	mon_abil[] = { {   1, &(HFast), "", "" },
		     {   1, &(HSleep_resistance), "", "" },
		     {   1, &(HSee_invisible), "", "" },
/*JP
		     {   3, &(HPoison_resistance), "healthy", "" },
*/
		     {   3, &(HPoison_resistance), "健康になった", "不健康になった" },
/*JP
		     {   5, &(HStealth), "stealthy", "" },
*/
		     {   5, &(HStealth), "人目を盗む力を得た", "人目を盗む力を失った" },
/*JP
		     {   7, &(HWarning), "sensitive", "" },
*/
		     {   7, &(HWarning), "敏感になった", "鈍感になった" },
/*JP
		     {   9, &(HSearching), "perceptive", "unaware" },
*/
		     {   9, &(HSearching), "知覚力を得た", "知覚力を失った" },
/*JP
		     {  11, &(HFire_resistance), "cool", "warmer" },
*/
		     {  11, &(HFire_resistance), "冷たくなった", "暖かくなった" },
/*JP
		     {  13, &(HCold_resistance), "warm", "cooler" },
*/
		     {  13, &(HCold_resistance), "暖かくなった", "冷たくなった"},
/*JP
		     {  15, &(HShock_resistance), "insulated", "conductive" },
*/
		     {  15, &(HShock_resistance), "絶縁された", "導電された" },
/*JP
		     {  17, &(HTeleport_control), "controlled","uncontrolled" },
*/
		     {  17, &(HTeleport_control), "制御力を得た","制御力を失った" },
		     {   0, 0, 0, 0 } },

/*JP
	pri_abil[] = { {	15, &(HWarning), "sensitive", "" },
*/
	pri_abil[] = { {	15, &(HWarning), "敏感になった", "鈍感になった" },
/*JP
		     {  20, &(HFire_resistance), "cool", "warmer" },
*/
		     {  20, &(HFire_resistance), "冷たくなった", "暖かくなった" },
		     {	 0, 0, 0, 0 } },

	ran_abil[] = { {   1, &(HSearching), "", "" },
/*JP
		     {	 7, &(HStealth), "stealthy", "" },
*/
		     {   7, &(HStealth), "人目を盗む力を得た", "人目を盗む力を失った" },
		     {	15, &(HSee_invisible), "", "" },
		     {	 0, 0, 0, 0 } },

	rog_abil[] = { {	 1, &(HStealth), "", ""  },
/*JP
		     {  10, &(HSearching), "perceptive", "" },
*/
		     {  10, &(HSearching), "知覚力を得た", "知覚力を失った" },
		     {	 0, 0, 0, 0 } },

	sam_abil[] = { {	 1, &(HFast), "", "" },
/*JP
		     {  15, &(HStealth), "stealthy", "" },
*/
		     {  15, &(HStealth), "人目を盗む力を得た", "人目を盗む力を失った" },
		     {	 0, 0, 0, 0 } },

/*JP
	tou_abil[] = { {	10, &(HSearching), "perceptive", "" },
*/
	tou_abil[] = { {	10, &(HSearching), "知覚力を得た", "知覚力を失った" },
/*JP
		     {	20, &(HPoison_resistance), "hardy", "" },
*/  
		     {	20, &(HPoison_resistance), "免疫力を得た", "免疫力を失った" },
		     {	 0, 0, 0, 0 } },

	val_abil[] = { {	 1, &(HCold_resistance), "", "" },
		     {	 1, &(HStealth), "", "" },
/*JP
		     {   7, &(HFast), "quick", "slow" },
*/
		     {   7, &(HFast), "素早さを得た", "遅くなった" },
		     {	 0, 0, 0, 0 } },

/*JP
	wiz_abil[] = { {	15, &(HWarning), "sensitive", "" },
*/
	wiz_abil[] = { {	15, &(HWarning), "敏感になった", "鈍感になった" },
/*JP
		     {  17, &(HTeleport_control), "controlled","uncontrolled" },
*/
		     {  17, &(HTeleport_control), "制御力を得た","制御力を失った" },
		     {	 0, 0, 0, 0 } },

	/* Intrinsics conferred by race */
/*JP
	elf_abil[] = { {	4, &(HSleep_resistance), "awake", "tired" },
*/
	elf_abil[] = { {	4, &(HSleep_resistance), "目が覚めた", "眠くなった" },
		     {	 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);

/* 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)
/*JP
		    Your("cap constricts briefly, then relaxes again.");
*/
		    Your("帽子がしばらくの間キュっと締めつけ，そしてゆるんだ．");
		return FALSE;
	}

	if (incr > 0) {
	    if ((AMAX(ndx) >= ATTRMAX(ndx)) && (ACURR(ndx) >= AMAX(ndx))) {
		if (msgflg == 0 && flags.verbose)
/*JP
		    pline("You're already as %s as you can get.",
*/
		    You("もう十分に%s．",
			  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)
/*JP
		    pline("You're already as %s as you can get.",
*/
		    You("もう十分%s．",
			  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)
#if 0 /*JP*/
	    You_feel("%s%s!",
		  (incr > 1 || incr < -1) ? "very ": "",
		  (incr > 0) ? plusattr[ndx] : minusattr[ndx]);
#else
	    You("%s%sなったような気がした！",
		  (incr > 1 || incr < -1) ? "とても ": "",
		  jconj_adj((incr > 0) ? plusattr[ndx] : minusattr[ndx]));
#endif
	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 (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);
}

/* 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); 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 ((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) ?
#if 0 /*JP*/
				    "must have been exercising." :
				    "must have been abusing your body.");
#else
				    "運動したに違いない．" :
				    "体を酷使したに違いない．");
#endif
				break;
		    case A_WIS: You((mod_val >0) ?
#if 0 /*JP*/
				    "must have been very observant." :
				    "haven't been paying attention.");
#else
				    "慎重に行動してたに違いない．" :
				    "注意不足だったに違いない．");
#endif
				break;
		    case A_DEX: You((mod_val >0) ?
#if 0 /*JP*/
				    "must have been working on your reflexes." :
				    "haven't been working on reflexes lately.");
#else
				    "反射神経を使ったに違いない．" :
				    "最近反射神経を使ってなかったに違いない．");
#endif
				break;
		    case A_CON: You((mod_val >0) ?
#if 0 /*JP*/
				    "must be leading a healthy life-style." :
				    "haven't been watching your health.");
#else
				    "健康的な生活をしていたに違いない．" :
				    "健康管理を怠っていたに違いない．");
#endif
				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();
}

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) {
	    /* 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;
	    }

		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))
/*JP
				You_feel("%s!", abil->gainstr);
*/
				You("%sような気がした！", abil->gainstr);
			}
		} else if (oldlevel >= abil->ulevel && newlevel < abil->ulevel) {
			*(abil->ability) &= ~mask;
			if(!(*(abil->ability) & INTRINSIC)) {
			    if(*(abil->losestr))
/*JP
				You_feel("%s!", abil->losestr);
*/
				You("%sような気がした！", abil->losestr);
/*
**	この条件は満さないはず．
*/
			    else if(*(abil->gainstr))
				You_feel("less %s!", abil->gainstr);
			}
		}
	    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*/
