Files
nethack/src/exper.c
nethack.rankin 30f6fbb5fe B04002 - blessed gain level vs XL 30
Fix the problem [reported in the newsgroup and forwarded by <Someone>]
of blessed potions of gain level having the possibility of reducing
your experience points if you were already level 30.  The random XP
value that averages "half way to next level" could be less than your
current experience if you had gotten to level 30 via such a blessed
potion or had drunk at least one of same since reaching that level.
This didn't really make any difference to game play since you weren't
losing any levels, HP, mana, or score, but it was visible to users who
enable the `showexp' option.
2002-07-13 12:19:09 +00:00

248 lines
6.5 KiB
C

/* SCCS Id: @(#)exper.c 3.4 2002/07/11 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.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);
}
}
int
experience(mtmp, nk) /* return # of exp points for mtmp after nk killed */
register struct monst *mtmp;
register int nk;
#if defined(macintosh) && (defined(__SC__) || defined(__MRC__))
# pragma unused(nk)
#endif
{
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 >= 12) tmp += (ptr->mmove >= 18) ? 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(tmp != 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
return(tmp);
}
void
more_experienced(exp, rexp)
register int exp, rexp;
{
u.uexp += exp;
u.urexp += 4*exp + rexp;
if(exp
#ifdef SCORE_ON_BOTL
|| flags.showscore
#endif
) flags.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;
killer = drainer;
done(DIED);
}
/* no drainer or lifesaved */
u.uexp = 0;
}
num = newhp();
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 < urole.xlev)
num = rn1((int)ACURR(A_WIS)/2 + urole.enadv.lornd + urace.enadv.lornd,
urole.enadv.lofix + urace.enadv.lofix);
else
num = rn1((int)ACURR(A_WIS)/2 + urole.enadv.hirnd + urace.enadv.hirnd,
urole.enadv.hifix + urace.enadv.hifix);
num = enermod(num); /* M. Stephenson */
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;
flags.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) */
register int num;
if (!incr) You_feel("more experienced.");
num = newhp();
u.uhpmax += num;
u.uhp += num;
if (Upolyd) {
num = rnd(8);
u.mhmax += num;
u.mh += num;
}
if (u.ulevel < urole.xlev)
num = rn1((int)ACURR(A_WIS)/2 + urole.enadv.lornd + urace.enadv.lornd,
urole.enadv.lofix + urace.enadv.lofix);
else
num = rn1((int)ACURR(A_WIS)/2 + urole.enadv.hirnd + urace.enadv.hirnd,
urole.enadv.hifix + urace.enadv.hifix);
num = enermod(num); /* M. Stephenson */
u.uenmax += num;
u.uen += num;
if (u.ulevel < MAXULEV) {
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 */
}
flags.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*/