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