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exper.c
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394 lines (353 loc) · 12.1 KB
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/* NetHack 3.7 exper.c $NHDT-Date: 1621380393 2021/05/18 23:26:33 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.46 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2007. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#ifndef LONG_MAX
#include <limits.h>
#endif
static int enermod(int);
long
newuexp(int lev)
{
if (lev < 1) /* for newuexp(u.ulevel - 1) when u.ulevel is 1 */
return 0L;
if (lev < 10)
return (10L * (1L << lev));
if (lev < 20)
return (10000L * (1L << (lev - 10)));
return (10000000L * ((long) (lev - 19)));
}
static int
enermod(int en)
{
switch (Role_switch) {
case PM_CLERIC:
case PM_WIZARD:
return (2 * en);
case PM_HEALER:
case PM_KNIGHT:
return ((3 * en) / 2);
case PM_BARBARIAN:
case PM_VALKYRIE:
return ((3 * en) / 4);
default:
return en;
}
}
/* calculate spell power/energy points for new level */
int
newpw(void)
{
int en = 0, enrnd, enfix;
if (u.ulevel == 0) {
en = gu.urole.enadv.infix + gu.urace.enadv.infix;
if (gu.urole.enadv.inrnd > 0)
en += rnd(gu.urole.enadv.inrnd);
if (gu.urace.enadv.inrnd > 0)
en += rnd(gu.urace.enadv.inrnd);
} else {
enrnd = (int) ACURR(A_WIS) / 2;
if (u.ulevel < gu.urole.xlev) {
enrnd += gu.urole.enadv.lornd + gu.urace.enadv.lornd;
enfix = gu.urole.enadv.lofix + gu.urace.enadv.lofix;
} else {
enrnd += gu.urole.enadv.hirnd + gu.urace.enadv.hirnd;
enfix = gu.urole.enadv.hifix + gu.urace.enadv.hifix;
}
en = enermod(rn1(enrnd, enfix));
}
if (en <= 0)
en = 1;
if (u.ulevel < MAXULEV) {
/* remember increment; future level drain could take it away again */
u.ueninc[u.ulevel] = (xint16) en;
} else {
/* after level 30, throttle energy gains from extra experience;
once max reaches 600, further increments will be just 1 more */
char lim = 4 - u.uenmax / 200;
lim = max(lim, 1);
if (en > lim)
en = lim;
}
return en;
}
/* return # of exp points for mtmp after nk killed */
int
experience(register struct monst *mtmp, register int nk)
{
register struct permonst *ptr = mtmp->data;
int i, tmp, tmp2;
tmp = 1 + mtmp->m_lev * mtmp->m_lev;
/* For higher ac values, give extra experience */
if ((i = find_mac(mtmp)) < 3)
tmp += (7 - i) * ((i < 0) ? 2 : 1);
/* For very fast monsters, give extra experience */
if (ptr->mmove > NORMAL_SPEED)
tmp += (ptr->mmove > (3 * NORMAL_SPEED / 2)) ? 5 : 3;
/* For each "special" attack type give extra experience */
for (i = 0; i < NATTK; i++) {
tmp2 = ptr->mattk[i].aatyp;
if (tmp2 > AT_BUTT) {
if (tmp2 == AT_WEAP)
tmp += 5;
else if (tmp2 == AT_MAGC)
tmp += 10;
else
tmp += 3;
}
}
/* For each "special" damage type give extra experience */
for (i = 0; i < NATTK; i++) {
tmp2 = ptr->mattk[i].adtyp;
if (tmp2 > AD_PHYS && tmp2 < AD_BLND)
tmp += 2 * mtmp->m_lev;
else if ((tmp2 == AD_DRLI) || (tmp2 == AD_STON) || (tmp2 == AD_SLIM))
tmp += 50;
else if (tmp2 != AD_PHYS)
tmp += mtmp->m_lev;
/* extra heavy damage bonus */
if ((int) (ptr->mattk[i].damd * ptr->mattk[i].damn) > 23)
tmp += mtmp->m_lev;
if (tmp2 == AD_WRAP && ptr->mlet == S_EEL && !Amphibious)
tmp += 1000;
}
/* For certain "extra nasty" monsters, give even more */
if (extra_nasty(ptr))
tmp += (7 * mtmp->m_lev);
/* For higher level monsters, an additional bonus is given */
if (mtmp->m_lev > 8)
tmp += 50;
#ifdef MAIL_STRUCTURES
/* Mail daemons put up no fight. */
if (mtmp->data == &mons[PM_MAIL_DAEMON])
tmp = 1;
#endif
if (mtmp->mrevived || mtmp->mcloned) {
/*
* Reduce experience awarded for repeated killings of
* "the same monster". Kill count includes all of this
* monster's type which have been killed--including the
* current monster--regardless of how they were created.
* 1.. 20 full experience
* 21.. 40 xp / 2
* 41.. 80 xp / 4
* 81..120 xp / 8
* 121..180 xp / 16
* 181..240 xp / 32
* 241..255+ xp / 64
*/
for (i = 0, tmp2 = 20; nk > tmp2 && tmp > 1; ++i) {
tmp = (tmp + 1) / 2;
nk -= tmp2;
if (i & 1)
tmp2 += 20;
}
}
return (tmp);
}
void
more_experienced(register int exper, register int rexp)
{
long oldexp = u.uexp,
oldrexp = u.urexp,
newexp = oldexp + exper,
rexpincr = 4 * exper + rexp,
newrexp = oldrexp + rexpincr;
/* cap experience and score on wraparound */
if (newexp < 0 && exper > 0)
newexp = LONG_MAX;
if (newrexp < 0 && rexpincr > 0)
newrexp = LONG_MAX;
if (newexp != oldexp) {
u.uexp = newexp;
if (flags.showexp)
gc.context.botl = TRUE;
/* even when experience points aren't being shown, experience level
might be highlighted with a percentage highlight rule and that
percentage depends upon experience points */
if (!gc.context.botl && exp_percent_changing())
gc.context.botl = TRUE;
}
/* newrexp will always differ from oldrexp unless they're LONG_MAX */
if (newrexp != oldrexp) {
u.urexp = newrexp;
#ifdef SCORE_ON_BOTL
if (flags.showscore)
gc.context.botl = TRUE;
#endif
}
if (u.urexp >= (Role_if(PM_WIZARD) ? 1000 : 2000))
flags.beginner = 0;
}
/* e.g., hit by drain life attack */
void
losexp(
const char *drainer) /* cause of death, if drain should be fatal */
{
int num, uhpmin, olduhpmax;
/* override life-drain resistance when handling an explicit
wizard mode request to reduce level; never fatal though */
if (drainer && !strcmp(drainer, "#levelchange"))
drainer = 0;
else if (resists_drli(&gy.youmonst))
return;
/* level-loss message; "Goodbye level 1." is fatal; divine anger
(drainer==NULL) resets a level 1 character to 0 experience points
without reducing level and that isn't fatal so suppress the message
in that situation */
if (u.ulevel > 1 || drainer)
pline("%s level %d.", Goodbye(), u.ulevel);
if (u.ulevel > 1) {
u.ulevel -= 1;
/* remove intrinsic abilities */
adjabil(u.ulevel + 1, u.ulevel);
livelog_printf(LL_MINORAC, "lost experience level %d", u.ulevel + 1);
SoundAchievement(0, sa2_xpleveldown, 0);
} else {
if (drainer) {
gk.killer.format = KILLED_BY;
if (gk.killer.name != drainer)
Strcpy(gk.killer.name, drainer);
done(DIED);
}
/* no drainer or lifesaved */
u.uexp = 0;
livelog_printf(LL_MINORAC, "lost all experience");
}
olduhpmax = u.uhpmax;
uhpmin = minuhpmax(10); /* same minimum as is used by life-saving */
num = (int) u.uhpinc[u.ulevel];
u.uhpmax -= num;
if (u.uhpmax < uhpmin)
setuhpmax(uhpmin);
/* uhpmax might try to go up if it has previously been reduced by
strength loss or by a fire trap or by an attack by Death which
all use a different minimum than life-saving or experience loss;
we don't allow it to go up because that contradicts assumptions
elsewhere (such as healing wielder who drains with Stormbringer) */
if (u.uhpmax > olduhpmax)
setuhpmax(olduhpmax);
u.uhp -= num;
if (u.uhp < 1)
u.uhp = 1;
else if (u.uhp > u.uhpmax)
u.uhp = u.uhpmax;
num = (int) u.ueninc[u.ulevel];
u.uenmax -= num;
if (u.uenmax < 0)
u.uenmax = 0;
u.uen -= num;
if (u.uen < 0)
u.uen = 0;
else if (u.uen > u.uenmax)
u.uen = u.uenmax;
if (u.uexp > 0)
u.uexp = newuexp(u.ulevel) - 1;
if (Upolyd) {
num = monhp_per_lvl(&gy.youmonst);
u.mhmax -= num;
u.mh -= num;
if (u.mh <= 0)
rehumanize();
}
gc.context.botl = TRUE;
}
/*
* Make experience gaining similar to AD&D(tm), whereby you can at most go
* up by one level at a time, extra expr possibly helping you along.
* After all, how much real experience does one get shooting a wand of death
* at a dragon created with a wand of polymorph??
*/
void
newexplevel(void)
{
if (u.ulevel < MAXULEV && u.uexp >= newuexp(u.ulevel))
pluslvl(TRUE);
}
void
pluslvl(
boolean incr) /* True: incremental experience growth;
* False: potion of gain level or wraith corpse */
{
int hpinc, eninc;
if (!incr)
You_feel("more experienced.");
/* increase hit points (when polymorphed, do monster form first
in order to retain normal human/whatever increase for later) */
if (Upolyd) {
hpinc = monhp_per_lvl(&gy.youmonst);
u.mhmax += hpinc;
u.mh += hpinc;
}
hpinc = newhp();
setuhpmax(u.uhpmax + hpinc);
u.uhp += hpinc;
/* increase spell power/energy points */
eninc = newpw();
u.uenmax += eninc;
if (u.uenmax > u.uenpeak)
u.uenpeak = u.uenmax;
u.uen += eninc;
/* increase level (unless already maxxed) */
if (u.ulevel < MAXULEV) {
int old_ach_cnt, newrank, oldrank = xlev_to_rank(u.ulevel);
/* increase experience points to reflect new level */
if (incr) {
long tmp = newuexp(u.ulevel + 1);
if (u.uexp >= tmp)
u.uexp = tmp - 1;
} else {
u.uexp = newuexp(u.ulevel);
}
++u.ulevel;
pline("Welcome %sto experience level %d.",
(u.ulevelmax < u.ulevel) ? "" : "back ",
u.ulevel);
if (u.ulevelmax < u.ulevel)
u.ulevelmax = u.ulevel;
adjabil(u.ulevel - 1, u.ulevel); /* give new intrinsics */
SoundAchievement(0, sa2_xplevelup, 0);
old_ach_cnt = count_achievements();
newrank = xlev_to_rank(u.ulevel);
if (newrank > oldrank)
record_achievement(achieve_rank(newrank));
/* a new rank achievement will log its own message; log a simpler
message here if we didn't just get an achievement (so when rank
hasn't changed or hero just regained a lost level and the rank
achievement doesn't get repeated) */
if (count_achievements() == old_ach_cnt)
livelog_printf(LL_MINORAC, "%sgained experience level %d",
(u.ulevel <= u.ulevelpeak) ? "re" : "", u.ulevel);
if (u.ulevel > u.ulevelpeak)
u.ulevelpeak = u.ulevel;
}
gc.context.botl = TRUE;
}
/* compute a random amount of experience points suitable for the hero's
experience level: base number of points needed to reach the current
level plus a random portion of what it takes to get to the next level */
long
rndexp(boolean gaining) /* gaining XP via potion vs setting XP for polyself */
{
long minexp, maxexp, diff, factor, result;
minexp = (u.ulevel == 1) ? 0L : newuexp(u.ulevel - 1);
maxexp = newuexp(u.ulevel);
diff = maxexp - minexp, factor = 1L;
/* make sure that `diff' is an argument which rn2() can handle */
while (diff >= (long) LARGEST_INT)
diff /= 2L, factor *= 2L;
result = minexp + factor * (long) rn2((int) diff);
/* 3.4.1: if already at level 30, add to current experience
points rather than to threshold needed to reach the current
level; otherwise blessed potions of gain level can result
in lowering the experience points instead of raising them */
if (u.ulevel == MAXULEV && gaining) {
result += (u.uexp - minexp);
/* avoid wrapping (over 400 blessed potions needed for that...) */
if (result < u.uexp)
result = u.uexp;
}
return result;
}
/*exper.c*/