Source:NetHack 3.6.1/src/exper.c

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Below is the full text to exper.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/exper.c#line123]], for example.

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 /* NetHack 3.6	exper.c	$NHDT-Date: 1446975467 2015/11/08 09:37:47 $  $NHDT-Branch: master $:$NHDT-Revision: 1.26 $ */
 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
 /*-Copyright (c) Robert Patrick Rankin, 2007. */
 /* NetHack may be freely redistributed.  See license for details. */

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.

 
 #include "hack.h"
 #include <limits.h>
 
 STATIC_DCL long FDECL(newuexp, (int));
 STATIC_DCL int FDECL(enermod, (int));
 

newuexp

 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)));
 }
 

enermod

 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;
     }
 }
 

newpw

 /* calculate spell power/energy points for new level */
 int
 newpw()
 {
     int en = 0, enrnd, enfix;
 
     if (u.ulevel == 0) {
         en = urole.enadv.infix + urace.enadv.infix;
         if (urole.enadv.inrnd > 0)
             en += rnd(urole.enadv.inrnd);
         if (urace.enadv.inrnd > 0)
             en += rnd(urace.enadv.inrnd);
     } else {
         enrnd = (int) ACURR(A_WIS) / 2;
         if (u.ulevel < urole.xlev) {
             enrnd += urole.enadv.lornd + urace.enadv.lornd;
             enfix = urole.enadv.lofix + urace.enadv.lofix;
         } else {
             enrnd += urole.enadv.hirnd + urace.enadv.hirnd;
             enfix = urole.enadv.hifix + urace.enadv.hifix;
         }
         en = enermod(rn1(enrnd, enfix));
     }
     if (en <= 0)
         en = 1;
     if (u.ulevel < MAXULEV)
         u.ueninc[u.ulevel] = (xchar) en;
     return en;
 }
 

experience

 /* return # of exp points for mtmp after nk killed */
 int
 experience(mtmp, nk)
 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
     /* 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);
 }
 

more_experienced

 void
 more_experienced(exper, rexp)
 register int exper, rexp;
 {
     long newexp = u.uexp + exper;
     long rexpincr = 4 * exper + rexp;
     long newrexp = u.urexp + rexpincr;
 
     /* cap experience and score on wraparound */
     if (newexp < 0 && exper > 0)
         newexp = LONG_MAX;
     if (newrexp < 0 && rexpincr > 0)
         newrexp = LONG_MAX;
     u.uexp = newexp;
     u.urexp = newrexp;
 
     if (exper
 #ifdef SCORE_ON_BOTL
         || flags.showscore
 #endif
         )
         context.botl = 1;
     if (u.urexp >= (Role_if(PM_WIZARD) ? 1000 : 2000))
         flags.beginner = 0;
 }
 

losexp

 /* e.g., hit by drain life attack */
 void
 losexp(drainer)
 const char *drainer; /* cause of death, if drain should be fatal */
 {
     register int num;
 
     /* 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(&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;
             if (killer.name != drainer)
                 Strcpy(killer.name, drainer);
             done(DIED);
         }
         /* no drainer or lifesaved */
         u.uexp = 0;
     }
     num = (int) u.uhpinc[u.ulevel];
     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;
 
     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(&youmonst);
         u.mhmax -= num;
         u.mh -= num;
         if (u.mh <= 0)
             rehumanize();
     }
 
     context.botl = 1;
 }
 

newexplevel

 /*
  * 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);
 }
 

pluslvl

 void
 pluslvl(incr)
 boolean incr; /* true iff via incremental experience growth */
 {             /*        (false for potion of gain level)    */
     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(&youmonst);
         u.mhmax += hpinc;
         u.mh += hpinc;
     }
     hpinc = newhp();
     u.uhpmax += hpinc;
     u.uhp += hpinc;
 
     /* increase spell power/energy points */
     eninc = newpw();
     u.uenmax += eninc;
     u.uen += eninc;
 
     /* increase level (unless already maxxed) */
     if (u.ulevel < MAXULEV) {
         /* 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 */
         reset_rndmonst(NON_PM);          /* new monster selection */
     }
     context.botl = 1;
 }
 

rndexp

 /* 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*/