Files
nethack/src/exper.c
nhmall 30b557f7d5 change xchar to other typedefs
One of the drivers of this change was that screen coordinates require a
type that can hold values greater than 127. Parameters to the window
port routines require a large type in order to be able to have values
a fair bit larger than COLNO and ROWNO passed to them, particularly for
their use to the right of the map window.

This splits the uses of xchar into 3 different situations, and adjusts
their type and size:

                        xchar
                          |
               -----------------------
               |          |          |
            coordxy     xint16     xint8

coordxy: Actual x or y coordinates for various things (moved to 16-bits).

xint16:  Same data size as coordxy, but for non-coordinate use (16-bits).

xint8:   There are only a few use cases initially, where it was very
         plain to see that the variable could remain as 8-bits, rather
         than be bumped to 16-bits.  There are probably more such cases
         that could be changed after additional review.

Note: This first changed all xchar variables to coordxy. Some were
reviewed and got changed to xint16 or xint8 when it became apparent that
their usage was not for coordinates.

This increments EDITLEVEL in patchlevel.h
2022-06-30 23:48:18 -04:00

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 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2007. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#ifndef LONG_MAX
#include <limits.h>
#endif
static int enermod(int);
long
newuexp(int lev)
{
if (lev < 1) /* for newuexp(u.ulevel - 1) when u.ulevel is 1 */
return 0L;
if (lev < 10)
return (10L * (1L << lev));
if (lev < 20)
return (10000L * (1L << (lev - 10)));
return (10000000L * ((long) (lev - 19)));
}
static int
enermod(int en)
{
switch (Role_switch) {
case PM_CLERIC:
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(void)
{
int en = 0, enrnd, enfix;
if (u.ulevel == 0) {
en = g.urole.enadv.infix + g.urace.enadv.infix;
if (g.urole.enadv.inrnd > 0)
en += rnd(g.urole.enadv.inrnd);
if (g.urace.enadv.inrnd > 0)
en += rnd(g.urace.enadv.inrnd);
} else {
enrnd = (int) ACURR(A_WIS) / 2;
if (u.ulevel < g.urole.xlev) {
enrnd += g.urole.enadv.lornd + g.urace.enadv.lornd;
enfix = g.urole.enadv.lofix + g.urace.enadv.lofix;
} else {
enrnd += g.urole.enadv.hirnd + g.urace.enadv.hirnd;
enfix = g.urole.enadv.hifix + g.urace.enadv.hifix;
}
en = enermod(rn1(enrnd, enfix));
}
if (en <= 0)
en = 1;
if (u.ulevel < MAXULEV) {
/* remember increment; future level drain could take it away again */
u.ueninc[u.ulevel] = (xint16) en;
} else {
/* after level 30, throttle energy gains from extra experience;
once max reaches 600, further increments will be just 1 more */
char lim = 4 - u.uenmax / 200;
lim = max(lim, 1);
if (en > lim)
en = lim;
}
return en;
}
/* return # of exp points for mtmp after nk killed */
int
experience(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_STRUCTURES
/* 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(register int exper, register int rexp)
{
long oldexp = u.uexp,
oldrexp = u.urexp,
newexp = oldexp + exper,
rexpincr = 4 * exper + rexp,
newrexp = oldrexp + rexpincr;
/* cap experience and score on wraparound */
if (newexp < 0 && exper > 0)
newexp = LONG_MAX;
if (newrexp < 0 && rexpincr > 0)
newrexp = LONG_MAX;
if (newexp != oldexp) {
u.uexp = newexp;
if (flags.showexp)
g.context.botl = TRUE;
/* even when experience points aren't being shown, experience level
might be highlighted with a percentage highlight rule and that
percentage depends upon experience points */
if (!g.context.botl && exp_percent_changing())
g.context.botl = TRUE;
}
/* newrexp will always differ from oldrexp unless they're LONG_MAX */
if (newrexp != oldrexp) {
u.urexp = newrexp;
#ifdef SCORE_ON_BOTL
if (flags.showscore)
g.context.botl = TRUE;
#endif
}
if (u.urexp >= (Role_if(PM_WIZARD) ? 1000 : 2000))
flags.beginner = 0;
}
/* e.g., hit by drain life attack */
void
losexp(
const char *drainer) /* cause of death, if drain should be fatal */
{
int num, uhpmin, olduhpmax;
/* 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 if (resists_drli(&g.youmonst))
return;
/* level-loss message; "Goodbye level 1." is fatal; divine anger
(drainer==NULL) resets a level 1 character to 0 experience points
without reducing level and that isn't fatal so suppress the message
in that situation */
if (u.ulevel > 1 || drainer)
pline("%s level %d.", Goodbye(), u.ulevel);
if (u.ulevel > 1) {
u.ulevel -= 1;
/* remove intrinsic abilities */
adjabil(u.ulevel + 1, u.ulevel);
livelog_printf(LL_MINORAC, "lost experience level %d", u.ulevel + 1);
} else {
if (drainer) {
g.killer.format = KILLED_BY;
if (g.killer.name != drainer)
Strcpy(g.killer.name, drainer);
done(DIED);
}
/* no drainer or lifesaved */
u.uexp = 0;
livelog_printf(LL_MINORAC, "lost all experience");
}
olduhpmax = u.uhpmax;
uhpmin = minuhpmax(10); /* same minimum as is used by life-saving */
num = (int) u.uhpinc[u.ulevel];
u.uhpmax -= num;
if (u.uhpmax < uhpmin)
setuhpmax(uhpmin);
/* uhpmax might try to go up if it has previously been reduced by
strength loss or by a fire trap or by an attack by Death which
all use a different minimum than life-saving or experience loss;
we don't allow it to go up because that contradicts assumptions
elsewhere (such as healing wielder who drains with Strombringer) */
if (u.uhpmax > olduhpmax)
setuhpmax(olduhpmax);
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(&g.youmonst);
u.mhmax -= num;
u.mh -= num;
if (u.mh <= 0)
rehumanize();
}
g.context.botl = TRUE;
}
/*
* 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(void)
{
if (u.ulevel < MAXULEV && u.uexp >= newuexp(u.ulevel))
pluslvl(TRUE);
}
void
pluslvl(
boolean incr) /* True: incremental experience growth;
* False: potion of gain level or wraith corpse */
{
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(&g.youmonst);
u.mhmax += hpinc;
u.mh += hpinc;
}
hpinc = newhp();
setuhpmax(u.uhpmax + hpinc);
u.uhp += hpinc;
/* increase spell power/energy points */
eninc = newpw();
u.uenmax += eninc;
if (u.uenmax > u.uenpeak)
u.uenpeak = u.uenmax;
u.uen += eninc;
/* increase level (unless already maxxed) */
if (u.ulevel < MAXULEV) {
int old_ach_cnt, newrank, oldrank = xlev_to_rank(u.ulevel);
/* 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;
pline("Welcome %sto experience level %d.",
(u.ulevelmax < u.ulevel) ? "" : "back ",
u.ulevel);
if (u.ulevelmax < u.ulevel)
u.ulevelmax = u.ulevel;
adjabil(u.ulevel - 1, u.ulevel); /* give new intrinsics */
old_ach_cnt = count_achievements();
newrank = xlev_to_rank(u.ulevel);
if (newrank > oldrank)
record_achievement(achieve_rank(newrank));
/* a new rank achievement will log its own message; log a simpler
message here if we didn't just get an achievement (so when rank
hasn't changed or hero just regained a lost level and the rank
achievement doesn't get repeated) */
if (count_achievements() == old_ach_cnt)
livelog_printf(LL_MINORAC, "%sgained experience level %d",
(u.ulevel <= u.ulevelpeak) ? "re" : "", u.ulevel);
if (u.ulevel > u.ulevelpeak)
u.ulevelpeak = u.ulevel;
}
g.context.botl = TRUE;
}
/* 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(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*/