Difference between revisions of "Source:NetHack 3.4.3/src/exper.c"
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− | <code>u.uexp</code> stores your [[experience point]]s, and <code>u.urexp</code> stores your [[score]]. Any gain in experience points also gains you 4 times that amount of score points, plus any bonus specified in <code>rexp</code. Some actions will net you points, but not experience points (such as identifying an unknown [[wand]] by zapping). For those, this function is called as <code>more_experienced(0,X)</code>, for an amount of points <code>X</code>. | + | <code>u.uexp</code> stores your [[experience point]]s, and <code>u.urexp</code> stores your [[score]]. Any gain in experience points also gains you 4 times that amount of score points, plus any bonus specified in <code>rexp</code>. Some actions will net you points, but not experience points (such as identifying an unknown [[wand]] by zapping). For those, this function is called as <code>more_experienced(0,X)</code>, for an amount of points <code>X</code>. |
== losexp == | == losexp == |
Revision as of 12:33, 28 August 2006
Below is the full text to src/exper.c from NetHack 3.4.3. To link to a particular line, write [[exper.c#line123]], for example.
Contents
Top of file
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.
The NetHack General Public License applies to screenshots, source code and other content from NetHack.
This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.
5. #include "hack.h" 6. 7. STATIC_DCL long FDECL(newuexp, (int)); 8. STATIC_DCL int FDECL(enermod, (int)); 9.
newuexp
10. STATIC_OVL long 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.
enermod
19. STATIC_OVL int 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.
experience
38. int 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. #ifdef MAIL 91. /* Mail daemons put up no fight. */ 92. if(mtmp->data == &mons[PM_MAIL_DAEMON]) tmp = 1; 93. #endif 94. 95. return(tmp); 96. } 97.
more_experienced
98. void 99. more_experienced(exp, rexp) 100. register int exp, rexp; 101. { 102. u.uexp += exp; 103. u.urexp += 4*exp + rexp; 104. if(exp 105. #ifdef SCORE_ON_BOTL 106. || flags.showscore 107. #endif 108. ) flags.botl = 1; 109. if (u.urexp >= (Role_if(PM_WIZARD) ? 1000 : 2000)) 110. flags.beginner = 0; 111. } 112.
u.uexp
stores your experience points, and u.urexp
stores your score. Any gain in experience points also gains you 4 times that amount of score points, plus any bonus specified in rexp
. Some actions will net you points, but not experience points (such as identifying an unknown wand by zapping). For those, this function is called as more_experienced(0,X)
, for an amount of points X
.
losexp
113. void 114. losexp(drainer) /* e.g., hit by drain life attack */ 115. const char *drainer; /* cause of death, if drain should be fatal */ 116. { 117. register int num; 118. 119. #ifdef WIZARD 120. /* override life-drain resistance when handling an explicit 121. wizard mode request to reduce level; never fatal though */ 122. if (drainer && !strcmp(drainer, "#levelchange")) 123. drainer = 0; 124. else 125. #endif 126. if (resists_drli(&youmonst)) return; 127. 128. if (u.ulevel > 1) { 129. pline("%s level %d.", Goodbye(), u.ulevel--); 130. /* remove intrinsic abilities */ 131. adjabil(u.ulevel + 1, u.ulevel); 132. reset_rndmonst(NON_PM); /* new monster selection */ 133. } else { 134. if (drainer) { 135. killer_format = KILLED_BY; 136. killer = drainer; 137. done(DIED); 138. } 139. /* no drainer or lifesaved */ 140. u.uexp = 0; 141. } 142. num = newhp(); 143. u.uhpmax -= num; 144. if (u.uhpmax < 1) u.uhpmax = 1; 145. u.uhp -= num; 146. if (u.uhp < 1) u.uhp = 1; 147. else if (u.uhp > u.uhpmax) u.uhp = u.uhpmax; 148. 149. if (u.ulevel < urole.xlev) 150. num = rn1((int)ACURR(A_WIS)/2 + urole.enadv.lornd + urace.enadv.lornd, 151. urole.enadv.lofix + urace.enadv.lofix); 152. else 153. num = rn1((int)ACURR(A_WIS)/2 + urole.enadv.hirnd + urace.enadv.hirnd, 154. urole.enadv.hifix + urace.enadv.hifix); 155. num = enermod(num); /* M. Stephenson */ 156. u.uenmax -= num; 157. if (u.uenmax < 0) u.uenmax = 0; 158. u.uen -= num; 159. if (u.uen < 0) u.uen = 0; 160. else if (u.uen > u.uenmax) u.uen = u.uenmax; 161. 162. if (u.uexp > 0) 163. u.uexp = newuexp(u.ulevel) - 1; 164. flags.botl = 1; 165. } 166.
newexplevel
167. /* 168. * Make experience gaining similar to AD&D(tm), whereby you can at most go 169. * up by one level at a time, extra expr possibly helping you along. 170. * After all, how much real experience does one get shooting a wand of death 171. * at a dragon created with a wand of polymorph?? 172. */ 173. void 174. newexplevel() 175. { 176. if (u.ulevel < MAXULEV && u.uexp >= newuexp(u.ulevel)) 177. pluslvl(TRUE); 178. } 179.
pluslvl
180. void 181. pluslvl(incr) 182. boolean incr; /* true iff via incremental experience growth */ 183. { /* (false for potion of gain level) */ 184. register int num; 185. 186. if (!incr) You_feel("more experienced."); 187. num = newhp(); 188. u.uhpmax += num; 189. u.uhp += num; 190. if (Upolyd) { 191. num = rnd(8); 192. u.mhmax += num; 193. u.mh += num; 194. } 195. if (u.ulevel < urole.xlev) 196. num = rn1((int)ACURR(A_WIS)/2 + urole.enadv.lornd + urace.enadv.lornd, 197. urole.enadv.lofix + urace.enadv.lofix); 198. else 199. num = rn1((int)ACURR(A_WIS)/2 + urole.enadv.hirnd + urace.enadv.hirnd, 200. urole.enadv.hifix + urace.enadv.hifix); 201. num = enermod(num); /* M. Stephenson */ 202. u.uenmax += num; 203. u.uen += num; 204. if (u.ulevel < MAXULEV) { 205. if (incr) { 206. long tmp = newuexp(u.ulevel + 1); 207. if (u.uexp >= tmp) u.uexp = tmp - 1; 208. } else { 209. u.uexp = newuexp(u.ulevel); 210. } 211. ++u.ulevel; 212. if (u.ulevelmax < u.ulevel) u.ulevelmax = u.ulevel; 213. pline("Welcome to experience level %d.", u.ulevel); 214. adjabil(u.ulevel - 1, u.ulevel); /* give new intrinsics */ 215. reset_rndmonst(NON_PM); /* new monster selection */ 216. } 217. flags.botl = 1; 218. } 219.
rndexp
220. /* compute a random amount of experience points suitable for the hero's 221. experience level: base number of points needed to reach the current 222. level plus a random portion of what it takes to get to the next level */ 223. long 224. rndexp(gaining) 225. boolean gaining; /* gaining XP via potion vs setting XP for polyself */ 226. { 227. long minexp, maxexp, diff, factor, result; 228. 229. minexp = (u.ulevel == 1) ? 0L : newuexp(u.ulevel - 1); 230. maxexp = newuexp(u.ulevel); 231. diff = maxexp - minexp, factor = 1L; 232. /* make sure that `diff' is an argument which rn2() can handle */ 233. while (diff >= (long)LARGEST_INT) 234. diff /= 2L, factor *= 2L; 235. result = minexp + factor * (long)rn2((int)diff); 236. /* 3.4.1: if already at level 30, add to current experience 237. points rather than to threshold needed to reach the current 238. level; otherwise blessed potions of gain level can result 239. in lowering the experience points instead of raising them */ 240. if (u.ulevel == MAXULEV && gaining) { 241. result += (u.uexp - minexp); 242. /* avoid wrapping (over 400 blessed potions needed for that...) */ 243. if (result < u.uexp) result = u.uexp; 244. } 245. return result; 246. } 247. 248. /*exper.c*/