1 /* SCCS Id: @(#)exper.c 3.4 2002/11/20 */
2 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
3 /* NetHack may be freely redistributed. See license for details. */
4
5 #include "hack.h"
6
7 STATIC_DCL long FDECL(newuexp, (int));
8 STATIC_DCL int FDECL(enermod, (int));
9
10 STATIC_OVL long
newuexp(lev)11 newuexp(lev)
12 int lev;
13 {
14 if (lev < 10) return (10L * (1L << lev));
15 if (lev < 20) return (10000L * (1L << (lev - 10)));
16 return (10000000L * ((long)(lev - 19)));
17 }
18
19 STATIC_OVL int
enermod(en)20 enermod(en)
21 int en;
22 {
23 switch (Role_switch) {
24 case PM_PRIEST:
25 case PM_WIZARD:
26 return(2 * en);
27 case PM_HEALER:
28 case PM_KNIGHT:
29 return((3 * en) / 2);
30 case PM_BARBARIAN:
31 case PM_VALKYRIE:
32 return((3 * en) / 4);
33 default:
34 return (en);
35 }
36 }
37
38 int
experience(mtmp,nk)39 experience(mtmp, nk) /* return # of exp points for mtmp after nk killed */
40 register struct monst *mtmp;
41 register int nk;
42 #if defined(macintosh) && (defined(__SC__) || defined(__MRC__))
43 # pragma unused(nk)
44 #endif
45 {
46 register struct permonst *ptr = mtmp->data;
47 int i, tmp, tmp2;
48
49 tmp = 1 + mtmp->m_lev * mtmp->m_lev;
50
51 /* For higher ac values, give extra experience */
52 if ((i = find_mac(mtmp)) < 3) tmp += (7 - i) * ((i < 0) ? 2 : 1);
53
54 /* For very fast monsters, give extra experience */
55 if (ptr->mmove > NORMAL_SPEED)
56 tmp += (ptr->mmove > (3*NORMAL_SPEED/2)) ? 5 : 3;
57
58 /* For each "special" attack type give extra experience */
59 for(i = 0; i < NATTK; i++) {
60
61 tmp2 = ptr->mattk[i].aatyp;
62 if(tmp2 > AT_BUTT) {
63
64 if(tmp2 == AT_WEAP) tmp += 5;
65 else if(tmp2 == AT_MAGC) tmp += 10;
66 else tmp += 3;
67 }
68 }
69
70 /* For each "special" damage type give extra experience */
71 for(i = 0; i < NATTK; i++) {
72 tmp2 = ptr->mattk[i].adtyp;
73 if(tmp2 > AD_PHYS && tmp2 < AD_BLND) tmp += 2*mtmp->m_lev;
74 else if((tmp2 == AD_DRLI) || (tmp2 == AD_STON) ||
75 (tmp2 == AD_SLIM)) tmp += 50;
76 else if(tmp != AD_PHYS) tmp += mtmp->m_lev;
77 /* extra heavy damage bonus */
78 if((int)(ptr->mattk[i].damd * ptr->mattk[i].damn) > 23)
79 tmp += mtmp->m_lev;
80 if (tmp2 == AD_WRAP && ptr->mlet == S_EEL && !Amphibious)
81 tmp += 1000;
82 }
83
84 /* For certain "extra nasty" monsters, give even more */
85 if (extra_nasty(ptr)) tmp += (7 * mtmp->m_lev);
86
87 /* For higher level monsters, an additional bonus is given */
88 if(mtmp->m_lev > 8) tmp += 50;
89
90 /* Dungeon fern spores give no experience */
91 if(is_fern_spore(mtmp->data)) tmp = 0;
92
93 #ifdef MAIL
94 /* Mail daemons put up no fight. */
95 if(mtmp->data == &mons[PM_MAIL_DAEMON]) tmp = 1;
96 #endif
97
98 return(tmp);
99 }
100
101 /**
102 * Adds to Experience and Scoring counter
103 */
104 void
more_experienced(exp,score,rexp)105 more_experienced(exp, score, rexp)
106 register int exp, score, rexp;
107 {
108 u.uexp += exp;
109 u.urexp += 4*exp + rexp;
110 u.urscore += 4*score + rexp;
111 if(exp
112 #ifdef SCORE_ON_BOTL
113 || flags.showscore
114 #endif
115 ) flags.botl = 1;
116 if (u.urexp >= (Role_if(PM_WIZARD) ? 1000 : 2000))
117 flags.beginner = 0;
118 }
119
120 void
losexp(drainer)121 losexp(drainer) /* e.g., hit by drain life attack */
122 const char *drainer; /* cause of death, if drain should be fatal */
123 {
124 register int num;
125
126 #ifdef WIZARD
127 /* override life-drain resistance when handling an explicit
128 wizard mode request to reduce level; never fatal though */
129 if (drainer && !strcmp(drainer, "#levelchange"))
130 drainer = 0;
131 else
132 #endif
133 if (resists_drli(&youmonst)) return;
134
135 if (u.ulevel > 1) {
136 pline("%s level %d.", Goodbye(), u.ulevel--);
137 /* remove intrinsic abilities */
138 adjabil(u.ulevel + 1, u.ulevel);
139 reset_rndmonst(NON_PM); /* new monster selection */
140 } else {
141 if (drainer) {
142 killer_format = KILLED_BY;
143 killer = drainer;
144 done(DIED);
145 }
146 /* no drainer or lifesaved */
147 u.uexp = 0;
148 }
149 num = newhp();
150 u.uhpmax -= num;
151 check_uhpmax();
152 if (u.uhpmax < 1) u.uhpmax = 1;
153 u.uhp -= num;
154 if (u.uhp < 1) u.uhp = 1;
155 else if (u.uhp > u.uhpmax) u.uhp = u.uhpmax;
156
157 if (u.ulevel < urole.xlev)
158 num = rn1((int)ACURR(A_WIS)/2 + urole.enadv.lornd + urace.enadv.lornd,
159 urole.enadv.lofix + urace.enadv.lofix);
160 else
161 num = rn1((int)ACURR(A_WIS)/2 + urole.enadv.hirnd + urace.enadv.hirnd,
162 urole.enadv.hifix + urace.enadv.hifix);
163 num = enermod(num); /* M. Stephenson */
164 u.uenmax -= num;
165 if (u.uenmax < 0) u.uenmax = 0;
166 u.uen -= num;
167 if (u.uen < 0) u.uen = 0;
168 else if (u.uen > u.uenmax) u.uen = u.uenmax;
169
170 if (u.uexp > 0)
171 u.uexp = newuexp(u.ulevel) - 1;
172 flags.botl = 1;
173 }
174
175 /*
176 * Make experience gaining similar to AD&D(tm), whereby you can at most go
177 * up by one level at a time, extra expr possibly helping you along.
178 * After all, how much real experience does one get shooting a wand of death
179 * at a dragon created with a wand of polymorph??
180 */
181 void
newexplevel()182 newexplevel()
183 {
184 if (u.ulevel < MAXULEV && u.uexp >= newuexp(u.ulevel))
185 pluslvl(TRUE);
186 }
187
188 void
pluslvl(incr)189 pluslvl(incr)
190 boolean incr; /* true iff via incremental experience growth */
191 { /* (false for potion of gain level) */
192 register int num;
193
194 if (!incr) You_feel("more experienced.");
195 num = newhp();
196 u.uhpmax += num;
197 u.uhp += num;
198 if (Upolyd) {
199 num = rnd(8);
200 u.mhmax += num;
201 u.mh += num;
202 }
203 if (u.ulevel < urole.xlev)
204 num = rn1((int)ACURR(A_WIS)/2 + urole.enadv.lornd + urace.enadv.lornd,
205 urole.enadv.lofix + urace.enadv.lofix);
206 else
207 num = rn1((int)ACURR(A_WIS)/2 + urole.enadv.hirnd + urace.enadv.hirnd,
208 urole.enadv.hifix + urace.enadv.hifix);
209 num = enermod(num); /* M. Stephenson */
210 if (!Role_if(PM_TOURIST)) { /* Tourists have no innate magic abilities */
211 u.uenmax += num;
212 u.uen += num;
213 }
214 if (u.ulevel < MAXULEV) {
215 if (incr) {
216 long tmp = newuexp(u.ulevel + 1);
217 if (u.uexp >= tmp) u.uexp = tmp - 1;
218 } else {
219 u.uexp = newuexp(u.ulevel);
220 }
221 ++u.ulevel;
222 if (u.ulevelmax < u.ulevel) u.ulevelmax = u.ulevel;
223 pline("Welcome to experience level %d.", u.ulevel);
224 adjabil(u.ulevel - 1, u.ulevel); /* give new intrinsics */
225 reset_rndmonst(NON_PM); /* new monster selection */
226 }
227 flags.botl = 1;
228 }
229
230 /* compute a random amount of experience points suitable for the hero's
231 experience level: base number of points needed to reach the current
232 level plus a random portion of what it takes to get to the next level */
233 long
rndexp(gaining)234 rndexp(gaining)
235 boolean gaining; /* gaining XP via potion vs setting XP for polyself */
236 {
237 long minexp, maxexp, diff, factor, result;
238
239 minexp = (u.ulevel == 1) ? 0L : newuexp(u.ulevel - 1);
240 maxexp = newuexp(u.ulevel);
241 diff = maxexp - minexp, factor = 1L;
242 /* make sure that `diff' is an argument which rn2() can handle */
243 while (diff >= (long)LARGEST_INT)
244 diff /= 2L, factor *= 2L;
245 result = minexp + factor * (long)rn2((int)diff);
246 /* 3.4.1: if already at level 30, add to current experience
247 points rather than to threshold needed to reach the current
248 level; otherwise blessed potions of gain level can result
249 in lowering the experience points instead of raising them */
250 if (u.ulevel == MAXULEV && gaining) {
251 result += (u.uexp - minexp);
252 /* avoid wrapping (over 400 blessed potions needed for that...) */
253 if (result < u.uexp) result = u.uexp;
254 }
255 return result;
256 }
257
258 /*exper.c*/
259