Files
nethack/src/exper.c
nethack.rankin a3ddcba9a7 crop rotation (trunk only)
More tuning to throttle pudding farming (plus endgame Rider farming).
Earlier changes made cloned black puddings less likely to leave corpses,
to cut down on sacrifice fodder a bit, and cloned anything less likely to
drop random items when killed; this one makes killing cloned or revived
monsters be worth less experience as the number killed goes up, to cut
down on final score inflation.  [With several boulders and magic missile
or a polearm, it's possible to kill any of the Riders repeatedly with
virtually no risk of even getting hit, much less of getting killed.  Now
if you kill Pestilence 240 times it will be worth 62720 points instead of
297840 (not including doubling bonus for ascension), with an additional
19 points per kill instead of 1241 after that, requiring a couple orders
more magnitude of abuse--excuse me, superhuman "patience"--to get the
score to reach the overflow threshold.]

     While testing this, I got "The Famine's corpse glows iridescently."
This fixes that too.  Also, previously unused kill count for experience()
had an off by one error; was including ``+ 1'' even though mvitals[].died
has already been incremented by the time that that code uses it.
2007-07-08 23:51:17 +00:00

306 lines
8.0 KiB
C

/* SCCS Id: @(#)exper.c 3.5 2005/09/19 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#include <limits.h>
STATIC_DCL long FDECL(newuexp, (int));
STATIC_DCL int FDECL(enermod, (int));
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)));
}
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);
}
}
/* calculate spell power/energy points for new level */
int
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);
} 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));
}
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;
{
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
/* 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(exper, rexp)
register int exper, rexp;
{
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;
if(exper
#ifdef SCORE_ON_BOTL
|| flags.showscore
#endif
) 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 */
{
register int num;
#ifdef WIZARD
/* 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
#endif
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;
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(&youmonst);
u.mhmax -= num;
u.mh -= num;
if (u.mh <= 0) rehumanize();
}
context.botl = 1;
}
/*
* 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()
{
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;
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 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;
}
/* 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(gaining)
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*/