Introduce a new set of functions to manage delayed killers in the trunk, used in addressing the various reports of delayed killer confusion. Since existing delayed killers are related to player properties, the delayed killers are keyed by uprop indexes. I did this to avoid adding yet another set of similar identifiers. - the new delayed_killer() is used for stoning, sliming, sickness, and delayed self-genocide while polymorphed. Some other timed events don't use it (and didn't use the old delayed_killer variable) because they use a fixed message when the timeout occurs. - A new data structure, struct kinfo, is used to track both delayed and immediate killers. This encapsulates all the info involved with identifying a killer. The structure contains a buffer, which subsumes the old killer_buf and several other buffers that didn't/couldn't use killer_buf. - the killer list is saved and restored as part of the game state. - the special case of usick_cause was removed and a delayed killer list entry is now used in its place - common code dealing with (un)sliming is moved to a new make_slimed function - attempted to update all make dependencies for new end.c -> lev.h dependency, sorry if I messed any up
249 lines
6.6 KiB
C
249 lines
6.6 KiB
C
/* SCCS Id: @(#)exper.c 3.4 2002/11/20 */
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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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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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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(tmp != 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(exp, rexp)
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register int exp, rexp;
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{
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u.uexp += exp;
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u.urexp += 4*exp + rexp;
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if(exp
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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 = newhp();
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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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if (u.ulevel < urole.xlev)
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num = rn1((int)ACURR(A_WIS)/2 + urole.enadv.lornd + urace.enadv.lornd,
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urole.enadv.lofix + urace.enadv.lofix);
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else
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num = rn1((int)ACURR(A_WIS)/2 + urole.enadv.hirnd + urace.enadv.hirnd,
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urole.enadv.hifix + urace.enadv.hifix);
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num = enermod(num); /* M. Stephenson */
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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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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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register int num;
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if (!incr) You_feel("more experienced.");
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num = newhp();
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u.uhpmax += num;
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u.uhp += num;
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if (Upolyd) {
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num = rnd(8);
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u.mhmax += num;
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u.mh += num;
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}
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if (u.ulevel < urole.xlev)
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num = rn1((int)ACURR(A_WIS)/2 + urole.enadv.lornd + urace.enadv.lornd,
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urole.enadv.lofix + urace.enadv.lofix);
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else
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num = rn1((int)ACURR(A_WIS)/2 + urole.enadv.hirnd + urace.enadv.hirnd,
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urole.enadv.hifix + urace.enadv.hifix);
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num = enermod(num); /* M. Stephenson */
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u.uenmax += num;
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u.uen += num;
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if (u.ulevel < MAXULEV) {
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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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