Noticed when incorporating the "vampire dancing" patch: losing a level
while polymorphed would subtract from your normal hit points but didn't
affect your monster hit points. Now they'll lose d8 from max and current,
similar to the amount they increase when gaining a level.
This also addresses an issue from the newsgroup a few weeks back:
someone mentioned an assumption that Stormbringer drained an amount other
than d8 for monsters who use some other formula for their hit points. It
wasn't true, but now it will be (approximately). Most monsters with unusual
hit points aren't subject to level drain, so it shouldn't have much impact.
288 lines
7.5 KiB
C
288 lines
7.5 KiB
C
/* SCCS Id: @(#)exper.c 3.5 2005/09/19 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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#include <limits.h>
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STATIC_DCL long FDECL(newuexp, (int));
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STATIC_DCL int FDECL(enermod, (int));
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STATIC_OVL long
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newuexp(lev)
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int lev;
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{
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if (lev < 10) return (10L * (1L << lev));
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if (lev < 20) return (10000L * (1L << (lev - 10)));
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return (10000000L * ((long)(lev - 19)));
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}
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STATIC_OVL int
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enermod(en)
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int en;
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{
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switch (Role_switch) {
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case PM_PRIEST:
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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()
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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 = urole.enadv.infix + urace.enadv.infix;
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if (urole.enadv.inrnd > 0) en += rnd(urole.enadv.inrnd);
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if (urace.enadv.inrnd > 0) en += rnd(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 < urole.xlev) {
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enrnd += urole.enadv.lornd + urace.enadv.lornd;
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enfix = urole.enadv.lofix + urace.enadv.lofix;
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} else {
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enrnd += urole.enadv.hirnd + urace.enadv.hirnd;
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enfix = urole.enadv.hifix + 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) en = 1;
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if (u.ulevel < MAXULEV) u.ueninc[u.ulevel] = (xchar)en;
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return en;
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}
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int
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experience(mtmp, nk) /* return # of exp points for mtmp after nk killed */
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register struct monst *mtmp;
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register int nk;
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#if defined(macintosh) && (defined(__SC__) || defined(__MRC__))
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# pragma unused(nk)
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#endif
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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) 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) tmp += 5;
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else if(tmp2 == AT_MAGC) tmp += 10;
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else 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) tmp += 2*mtmp->m_lev;
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else if((tmp2 == AD_DRLI) || (tmp2 == AD_STON) ||
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(tmp2 == AD_SLIM)) tmp += 50;
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else if(tmp2 != AD_PHYS) 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)) 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) tmp += 50;
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#ifdef MAIL
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/* Mail daemons put up no fight. */
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if(mtmp->data == &mons[PM_MAIL_DAEMON]) tmp = 1;
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#endif
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return(tmp);
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}
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void
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more_experienced(exper, rexp)
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register int exper, rexp;
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{
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long newexp = u.uexp + exper;
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long rexpincr = 4*exper + rexp;
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long newrexp = u.urexp + rexpincr;
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/* cap experience and score on wraparound */
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if (newexp < 0 && exper > 0) newexp = LONG_MAX;
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if (newrexp < 0 && rexpincr > 0) newrexp = LONG_MAX;
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u.uexp = newexp;
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u.urexp = newrexp;
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if(exper
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#ifdef SCORE_ON_BOTL
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|| flags.showscore
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#endif
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) context.botl = 1;
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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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void
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losexp(drainer) /* e.g., hit by drain life attack */
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const char *drainer; /* cause of death, if drain should be fatal */
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{
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register int num;
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#ifdef WIZARD
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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
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#endif
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if (resists_drli(&youmonst)) return;
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if (u.ulevel > 1) {
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pline("%s level %d.", Goodbye(), u.ulevel--);
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/* remove intrinsic abilities */
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adjabil(u.ulevel + 1, u.ulevel);
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reset_rndmonst(NON_PM); /* new monster selection */
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} else {
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if (drainer) {
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killer.format = KILLED_BY;
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if (killer.name != drainer) Strcpy(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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}
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num = (int) u.uhpinc[u.ulevel];
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u.uhpmax -= num;
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if (u.uhpmax < 1) u.uhpmax = 1;
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u.uhp -= num;
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if (u.uhp < 1) u.uhp = 1;
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else if (u.uhp > u.uhpmax) 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) u.uenmax = 0;
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u.uen -= num;
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if (u.uen < 0) u.uen = 0;
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else if (u.uen > u.uenmax) 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(&youmonst);
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u.mhmax -= num;
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u.mh -= num;
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if (u.mh <= 0) rehumanize();
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}
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context.botl = 1;
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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()
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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(incr)
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boolean incr; /* true iff via incremental experience growth */
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{ /* (false for potion of gain level) */
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int hpinc, eninc;
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if (!incr) 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(&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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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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u.uen += eninc;
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/* increase level (unless already maxxed) */
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if (u.ulevel < MAXULEV) {
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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) 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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if (u.ulevelmax < u.ulevel) u.ulevelmax = u.ulevel;
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pline("Welcome to experience level %d.", u.ulevel);
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adjabil(u.ulevel - 1, u.ulevel); /* give new intrinsics */
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reset_rndmonst(NON_PM); /* new monster selection */
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}
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context.botl = 1;
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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(gaining)
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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) 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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