Reformat all C files.

I'll push a formatting guide at some point. There may still be
outstanding changes, but please feel free to resolve those as you arrive
a them.

To the best of my knowledge, there is no changes to the actual code
content, but the formatter does have the occasional bug. If you run into
an issue, please fix it!
This commit is contained in:
Sean Hunt
2015-05-09 13:43:16 -04:00
parent 167800afdf
commit 97d6fade74
270 changed files with 182649 additions and 173878 deletions

View File

@@ -1,4 +1,4 @@
/* NetHack 3.6 exper.c $NHDT-Date$ $NHDT-Branch$:$NHDT-Revision$ */
/* NetHack 3.6 exper.c $NHDT-Date: 1431192764 2015/05/09 17:32:44 $ $NHDT-Branch: master $:$NHDT-Revision: 1.24 $ */
/* NetHack 3.6 exper.c $Date: 2009/05/06 10:46:24 $ $Revision: 1.19 $ */
/* SCCS Id: @(#)exper.c 3.5 2005/09/19 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
@@ -14,28 +14,30 @@ STATIC_OVL long
newuexp(lev)
int lev;
{
if (lev < 10) return (10L * (1L << lev));
if (lev < 20) return (10000L * (1L << (lev - 10)));
return (10000000L * ((long)(lev - 19)));
if (lev < 10)
return (10L * (1L << lev));
if (lev < 20)
return (10000L * (1L << (lev - 10)));
return (10000000L * ((long) (lev - 19)));
}
STATIC_OVL int
enermod(en)
int en;
{
switch (Role_switch) {
case PM_PRIEST:
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);
}
switch (Role_switch) {
case PM_PRIEST:
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 */
@@ -45,178 +47,199 @@ newpw()
int en = 0, enrnd, enfix;
if (u.ulevel == 0) {
en = urole.enadv.infix + urace.enadv.infix;
if (urole.enadv.inrnd > 0) en += rnd(urole.enadv.inrnd);
if (urace.enadv.inrnd > 0) en += rnd(urace.enadv.inrnd);
en = urole.enadv.infix + urace.enadv.infix;
if (urole.enadv.inrnd > 0)
en += rnd(urole.enadv.inrnd);
if (urace.enadv.inrnd > 0)
en += rnd(urace.enadv.inrnd);
} else {
enrnd = (int)ACURR(A_WIS) / 2;
if (u.ulevel < urole.xlev) {
enrnd += urole.enadv.lornd + urace.enadv.lornd;
enfix = urole.enadv.lofix + urace.enadv.lofix;
} else {
enrnd += urole.enadv.hirnd + urace.enadv.hirnd;
enfix = urole.enadv.hifix + urace.enadv.hifix;
}
en = enermod(rn1(enrnd, enfix));
enrnd = (int) ACURR(A_WIS) / 2;
if (u.ulevel < urole.xlev) {
enrnd += urole.enadv.lornd + urace.enadv.lornd;
enfix = urole.enadv.lofix + urace.enadv.lofix;
} else {
enrnd += urole.enadv.hirnd + urace.enadv.hirnd;
enfix = urole.enadv.hifix + urace.enadv.hifix;
}
en = enermod(rn1(enrnd, enfix));
}
if (en <= 0) en = 1;
if (u.ulevel < MAXULEV) u.ueninc[u.ulevel] = (xchar)en;
if (en <= 0)
en = 1;
if (u.ulevel < MAXULEV)
u.ueninc[u.ulevel] = (xchar) en;
return en;
}
int
experience(mtmp, nk) /* return # of exp points for mtmp after nk killed */
register struct monst *mtmp;
register int nk;
int experience(mtmp, nk) /* return # of exp points for mtmp after nk killed */
register struct monst *mtmp;
register int nk;
{
register struct permonst *ptr = mtmp->data;
int i, tmp, tmp2;
register struct permonst *ptr = mtmp->data;
int i, tmp, tmp2;
tmp = 1 + mtmp->m_lev * mtmp->m_lev;
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 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 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++) {
/* 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;
}
}
tmp2 = ptr->mattk[i].aatyp;
if(tmp2 > AT_BUTT) {
/* 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;
}
if(tmp2 == AT_WEAP) tmp += 5;
else if(tmp2 == AT_MAGC) tmp += 10;
else tmp += 3;
}
}
/* For certain "extra nasty" monsters, give even more */
if (extra_nasty(ptr))
tmp += (7 * mtmp->m_lev);
/* 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;
/* For higher level monsters, an additional bonus is given */
if (mtmp->m_lev > 8)
tmp += 50;
#ifdef MAIL
/* Mail daemons put up no fight. */
if(mtmp->data == &mons[PM_MAIL_DAEMON]) tmp = 1;
/* 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;
}
}
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);
return (tmp);
}
void
more_experienced(exper, rexp)
register int exper, rexp;
register int exper, rexp;
{
long newexp = u.uexp + exper;
long rexpincr = 4*exper + rexp;
long newrexp = u.urexp + rexpincr;
long newexp = u.uexp + exper;
long rexpincr = 4 * exper + rexp;
long newrexp = u.urexp + rexpincr;
/* cap experience and score on wraparound */
if (newexp < 0 && exper > 0) newexp = LONG_MAX;
if (newrexp < 0 && rexpincr > 0) newrexp = LONG_MAX;
u.uexp = newexp;
u.urexp = newrexp;
/* cap experience and score on wraparound */
if (newexp < 0 && exper > 0)
newexp = LONG_MAX;
if (newrexp < 0 && rexpincr > 0)
newrexp = LONG_MAX;
u.uexp = newexp;
u.urexp = newrexp;
if(exper
if (exper
#ifdef SCORE_ON_BOTL
|| flags.showscore
|| flags.showscore
#endif
) context.botl = 1;
if (u.urexp >= (Role_if(PM_WIZARD) ? 1000 : 2000))
flags.beginner = 0;
)
context.botl = 1;
if (u.urexp >= (Role_if(PM_WIZARD) ? 1000 : 2000))
flags.beginner = 0;
}
void
losexp(drainer) /* e.g., hit by drain life attack */
const char *drainer; /* cause of death, if drain should be fatal */
void losexp(drainer) /* e.g., hit by drain life attack */
const char *drainer; /* cause of death, if drain should be fatal */
{
register int num;
register int num;
/* 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(&youmonst)) return;
/* 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(&youmonst))
return;
if (u.ulevel > 1) {
pline("%s level %d.", Goodbye(), u.ulevel--);
/* remove intrinsic abilities */
adjabil(u.ulevel + 1, u.ulevel);
reset_rndmonst(NON_PM); /* new monster selection */
} else {
if (drainer) {
killer.format = KILLED_BY;
if (killer.name != drainer) Strcpy(killer.name, drainer);
done(DIED);
}
/* no drainer or lifesaved */
u.uexp = 0;
}
num = (int) u.uhpinc[u.ulevel];
u.uhpmax -= num;
if (u.uhpmax < 1) u.uhpmax = 1;
u.uhp -= num;
if (u.uhp < 1) u.uhp = 1;
else if (u.uhp > u.uhpmax) u.uhp = u.uhpmax;
if (u.ulevel > 1) {
pline("%s level %d.", Goodbye(), u.ulevel--);
/* remove intrinsic abilities */
adjabil(u.ulevel + 1, u.ulevel);
reset_rndmonst(NON_PM); /* new monster selection */
} else {
if (drainer) {
killer.format = KILLED_BY;
if (killer.name != drainer)
Strcpy(killer.name, drainer);
done(DIED);
}
/* no drainer or lifesaved */
u.uexp = 0;
}
num = (int) u.uhpinc[u.ulevel];
u.uhpmax -= num;
if (u.uhpmax < 1)
u.uhpmax = 1;
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;
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 (u.uexp > 0)
u.uexp = newuexp(u.ulevel) - 1;
if (Upolyd) {
num = monhp_per_lvl(&youmonst);
u.mhmax -= num;
u.mh -= num;
if (u.mh <= 0) rehumanize();
}
if (Upolyd) {
num = monhp_per_lvl(&youmonst);
u.mhmax -= num;
u.mh -= num;
if (u.mh <= 0)
rehumanize();
}
context.botl = 1;
context.botl = 1;
}
/*
@@ -228,50 +251,53 @@ const char *drainer; /* cause of death, if drain should be fatal */
void
newexplevel()
{
if (u.ulevel < MAXULEV && u.uexp >= newuexp(u.ulevel))
pluslvl(TRUE);
if (u.ulevel < MAXULEV && u.uexp >= newuexp(u.ulevel))
pluslvl(TRUE);
}
void
pluslvl(incr)
boolean incr; /* true iff via incremental experience growth */
{ /* (false for potion of gain level) */
int hpinc, eninc;
boolean incr; /* true iff via incremental experience growth */
{ /* (false for potion of gain level) */
int hpinc, eninc;
if (!incr) You_feel("more experienced.");
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(&youmonst);
u.mhmax += hpinc;
u.mh += hpinc;
}
hpinc = newhp();
u.uhpmax += hpinc;
u.uhp += hpinc;
/* 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(&youmonst);
u.mhmax += hpinc;
u.mh += hpinc;
}
hpinc = newhp();
u.uhpmax += hpinc;
u.uhp += hpinc;
/* increase spell power/energy points */
eninc = newpw();
u.uenmax += eninc;
u.uen += eninc;
/* increase spell power/energy points */
eninc = newpw();
u.uenmax += eninc;
u.uen += eninc;
/* increase level (unless already maxxed) */
if (u.ulevel < MAXULEV) {
/* 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;
if (u.ulevelmax < u.ulevel) u.ulevelmax = u.ulevel;
pline("Welcome to experience level %d.", u.ulevel);
adjabil(u.ulevel - 1, u.ulevel); /* give new intrinsics */
reset_rndmonst(NON_PM); /* new monster selection */
}
context.botl = 1;
/* increase level (unless already maxxed) */
if (u.ulevel < MAXULEV) {
/* 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;
if (u.ulevelmax < u.ulevel)
u.ulevelmax = u.ulevel;
pline("Welcome to experience level %d.", u.ulevel);
adjabil(u.ulevel - 1, u.ulevel); /* give new intrinsics */
reset_rndmonst(NON_PM); /* new monster selection */
}
context.botl = 1;
}
/* compute a random amount of experience points suitable for the hero's
@@ -279,27 +305,28 @@ boolean incr; /* true iff via incremental experience growth */
level plus a random portion of what it takes to get to the next level */
long
rndexp(gaining)
boolean gaining; /* gaining XP via potion vs setting XP for polyself */
boolean gaining; /* gaining XP via potion vs setting XP for polyself */
{
long minexp, maxexp, diff, factor, result;
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;
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*/