Source:NetHack 3.0.0/exper.c

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Below is the full text to exper.c from the source code of NetHack 3.0.0. To link to a particular line, write [[NetHack 3.0.0/exper.c#line123]], for example.

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1.    /*	SCCS Id: @(#)exper.c	3.0	89/04/21
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.    #ifdef LINT
8.    #define	NEW_SCORING
9.    #endif
10.   long
11.   newuexp(lev)
12.   register unsigned lev;
13.   {
14.   #ifdef LINT	/* long conversion */
15.   	return(0L * lev);
16.   #else
17.   	if(lev < 10) return (10L*(1L << lev));
18.   	if(lev < 20) return (10000L*(1L << lev-10));
19.   	return (10000000L*(lev-19));
20.   #endif
21.   }
22.   
23.   int
24.   experience(mtmp, nk)	/* return # of exp points for mtmp after nk killed */
25.   	register struct	monst *mtmp;
26.   	register int	nk;
27.   {
28.   	register struct permonst *ptr = mtmp->data;
29.   	int	i, tmp, tmp2;
30.   
31.   	tmp = 1 + mtmp->m_lev * mtmp->m_lev;
32.   
33.   /*	For higher ac values, give extra experience */
34.   	if(ptr->ac < 3) tmp += (7 - ptr->ac) * (ptr->ac < 0) ? 2 : 1;

The above line contains a bug. It intends to confer (7 - monster_AC) points for monsters with AC less than 3, doubled if AC is less than 0; that is:
AC = 2 -> 5 points, AC = 1 -> 6 points, AC = 0 -> 7 points, AC = -1 -> 16 points.
But '*' has a higher precedence than '? :' and so the '7 - monster_AC' factor is applied to the conditional, and because it is never zero, it has no effect on the truth of the conditional. AC of 0 through 2 confers 1 point, and less than 0 confers 2 points.

The bug is still present in 3.4.0, but is fixed in 3.4.3.

35.   
36.   /*	For very fast monsters, give extra experience */
37.   	if(ptr->mmove >= 12) tmp += (ptr->mmove >= 18) ? 5 : 3;
38.   
39.   /*	For each "special" attack type give extra experience */
40.   	for(i = 0; i < NATTK; i++) {
41.   
42.   	    tmp2 = ptr->mattk[i].aatyp;
43.   	    if(tmp2 > AT_BUTT) {
44.   
45.   		if(tmp2 == AT_WEAP) tmp += 5;
46.   		else if(tmp2 == AT_MAGC) tmp += 10;
47.   		else tmp += 3;
48.   	    }
49.   	}
50.   
51.   /*	For each "special" damage type give extra experience */
52.   	for(i = 0; i < NATTK; i++) {
53.   
54.   	    tmp2 = ptr->mattk[i].adtyp;
55.   	    if(tmp2 > AD_PHYS && tmp2 < AD_BLND) tmp += 2*mtmp->m_lev;
56.   	    else if((tmp2 == AD_DRLI) || (tmp2 == AD_STON)) tmp += 50;
57.   	    else if(tmp != AD_PHYS) tmp += mtmp->m_lev;
58.   		/* extra heavy damage bonus */
59.   	    if((ptr->mattk[i].damd * ptr->mattk[i].damn) > 23)
60.   		tmp += mtmp->m_lev;
61.   	}
62.   
63.   /*	For certain "extra nasty" monsters, give even more */
64.   	if(extra_nasty(ptr)) tmp += (7*mtmp->m_lev);
65.   	if(ptr->mlet == S_EEL) tmp += 1000;
66.   
67.   /*	For higher level monsters, an additional bonus is given */
68.   	if(mtmp->m_lev > 8) tmp += 50;
69.   
70.   #ifdef NEW_SCORING
71.   	/* ------- recent addition: make nr of points decrease
72.   		   when this is not the first of this kind */
73.   	{ unsigned ul = u.ulevel;
74.   	  int ml = mtmp->m_lev;
75.   	/* points are given based on present and future level */
76.   	  if(ul < MAXULEV)
77.   	    for(tmp2 = 0; !tmp2 || ul + tmp2 <= ml; tmp2++)
78.   		if(u.uexp + 1 + (tmp + ((tmp2 <= 0) ? 0 : 4<<(tmp2-1)))/nk
79.   		    >= newuexp(ul) )
80.   			if(++ul == MAXULEV) break;
81.   
82.   	  tmp2 = ml - ul -1;
83.   	  tmp = (tmp + ((tmp2 < 0) ? 0 : 4<<tmp2))/nk;
84.   	  if(tmp <= 0) tmp = 1;
85.   	}
86.   	/* note: ul is not necessarily the future value of u.ulevel */
87.   	/* ------- end of recent valuation change ------- */
88.   #endif /* NEW_SCORING /**/
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.   
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) flags.botl = 1;
105.  	if(u.urexp >= ((pl_character[0] == 'W') ? 1000 : 2000))
106.  		flags.beginner = 0;
107.  }
108.  
109.  void
110.  losexp() {	/* hit by drain life attack */
111.  
112.  	register int num;
113.  
114.  #ifdef POLYSELF
115.  	if(resists_drli(uasmon)) return;
116.  #endif
117.  
118.  	if(u.ulevel > 1) {
119.  		pline("Goodbye level %u.", u.ulevel--);
120.  		adjabil(-1);	/* remove intrinsic abilities */
121.  	} else
122.  		u.uhp = -1;
123.  	num = newhp();
124.  	u.uhp -= num;
125.  	u.uhpmax -= num;
126.  #ifdef SPELLS
127.  	num = rnd((int)u.ulevel/2+1) + 1;		/* M. Stephenson */
128.  	u.uen -= num;
129.  	if (u.uen < 0)		u.uen = 0;
130.  	u.uenmax -= num;
131.  	if (u.uenmax < 0)	u.uenmax = 0;
132.  #endif
133.  	u.uexp = newuexp(u.ulevel) - 1;
134.  	flags.botl = 1;
135.  }
136.  
137.  /*
138.   * Make experience gaining similar to AD&D(tm), whereby you can at most go
139.   * up by one level at a time, extra expr possibly helping you along.
140.   * After all, how much real experience does one get shooting a wand of death
141.   * at a dragon created with a wand of polymorph??
142.   */
143.  void
144.  newexplevel() {
145.  
146.  	register int tmp;
147.  
148.  	if(u.ulevel < MAXULEV && u.uexp >= newuexp(u.ulevel)) {
149.  
150.  		u.ulevel++;
151.  		if (u.uexp >= newuexp(u.ulevel)) u.uexp = newuexp(u.ulevel) - 1;
152.  		pline("Welcome to experience level %u.", u.ulevel);
153.  		set_uasmon();	/* set up for the new level. */
154.  		adjabil(1);	/* give new intrinsic abilities */
155.  		tmp = newhp();
156.  		u.uhpmax += tmp;
157.  		u.uhp += tmp;
158.  #ifdef SPELLS
159.  		tmp = rnd((int)ACURR(A_WIS)/2+1) + 1; /* M. Stephenson */
160.  		u.uenmax += tmp;
161.  		u.uen += tmp;
162.  #endif
163.  		flags.botl = 1;
164.  	}
165.  }
166.  
167.  void
168.  pluslvl() {
169.  	register int num;
170.  
171.  	You("feel more experienced.");
172.  	num = newhp();
173.  	u.uhpmax += num;
174.  	u.uhp += num;
175.  #ifdef SPELLS
176.  	num = rnd((int)ACURR(A_WIS)/2+1) + 1;	/* M. Stephenson */
177.  	u.uenmax += num;
178.  	u.uen += num;
179.  #endif
180.  	if(u.ulevel < MAXULEV) {
181.  		u.uexp = newuexp(u.ulevel);
182.  		pline("Welcome to experience level %u.", ++u.ulevel);
183.  		adjabil(1);
184.  	}
185.  	flags.botl = 1;
186.  }
187.  
188.  long
189.  rndexp()
190.  {
191.  	register long minexp,maxexp;
192.  
193.  	if(u.ulevel == 1)
194.  		return rn2((int)newuexp(1));
195.  	else {
196.  		minexp = newuexp(u.ulevel - 1);
197.  		maxexp = newuexp(u.ulevel);
198.  		return(minexp + rn2((int)(maxexp - minexp)));
199.  	}
200.  }