Difference between revisions of "Source:NetHack 3.4.3/src/exper.c"

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(more_experienced: some annotations)
m (more_experienced: fix broken tag)
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  <span id="line112">112.  </span>
 
  <span id="line112">112.  </span>
  
<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.

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*/