Source:NetHack 3.2.0/exper.c

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Below is the full text to exper.c from the source code of NetHack 3.2.0.

Warning! This is the source code from an old release. For newer releases, see Source code

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1.    /*	SCCS Id: @(#)exper.c	3.2	96/01/21	*/
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.    static long FDECL(newuexp, (int));
8.    static int FDECL(enermod, (int));
9.    
10.   static 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.   
19.   static int
20.   enermod(en)
21.   int en;
22.   {
23.   	if(Role_is('W') || Role_is('P')) return(2 * en);
24.   	else if(Role_is('H') || Role_is('K')) return((3 * en) / 2);
25.   	else if(Role_is('B') || Role_is('V')) return((3 * en) / 4);
26.   	else return(en);
27.   }
28.   
29.   int
30.   experience(mtmp, nk)	/* return # of exp points for mtmp after nk killed */
31.   	register struct	monst *mtmp;
32.   	register int	nk;
33.   #if defined(applec)
34.   # pragma unused(nk)
35.   #endif
36.   {
37.   	register struct permonst *ptr = mtmp->data;
38.   	int	i, tmp, tmp2;
39.   
40.   	tmp = 1 + mtmp->m_lev * mtmp->m_lev;
41.   
42.   /*	For higher ac values, give extra experience */
43.   	if((i = find_mac(mtmp)) < 3) tmp += (7 - i) * (i < 0) ? 2 : 1;
44.   
45.   /*	For very fast monsters, give extra experience */
46.   	if(ptr->mmove >= 12) tmp += (ptr->mmove >= 18) ? 5 : 3;
47.   
48.   /*	For each "special" attack type give extra experience */
49.   	for(i = 0; i < NATTK; i++) {
50.   
51.   	    tmp2 = ptr->mattk[i].aatyp;
52.   	    if(tmp2 > AT_BUTT) {
53.   
54.   		if(tmp2 == AT_WEAP) tmp += 5;
55.   		else if(tmp2 == AT_MAGC) tmp += 10;
56.   		else tmp += 3;
57.   	    }
58.   	}
59.   
60.   /*	For each "special" damage type give extra experience */
61.   	for(i = 0; i < NATTK; i++) {
62.   
63.   	    tmp2 = ptr->mattk[i].adtyp;
64.   	    if(tmp2 > AD_PHYS && tmp2 < AD_BLND) tmp += 2*mtmp->m_lev;
65.   	    else if((tmp2 == AD_DRLI) || (tmp2 == AD_STON)) tmp += 50;
66.   	    else if(tmp != AD_PHYS) tmp += mtmp->m_lev;
67.   		/* extra heavy damage bonus */
68.   	    if((int)(ptr->mattk[i].damd * ptr->mattk[i].damn) > 23)
69.   		tmp += mtmp->m_lev;
70.   	}
71.   
72.   /*	For certain "extra nasty" monsters, give even more */
73.   	if (extra_nasty(ptr)) tmp += (7 * mtmp->m_lev);
74.   	if (ptr->mlet == S_EEL && !Amphibious) tmp += 1000;
75.   
76.   /*	For higher level monsters, an additional bonus is given */
77.   	if(mtmp->m_lev > 8) tmp += 50;
78.   
79.   #ifdef MAIL
80.   	/* Mail daemons put up no fight. */
81.   	if(mtmp->data == &mons[PM_MAIL_DAEMON]) tmp = 1;
82.   #endif
83.   
84.   	return(tmp);
85.   }
86.   
87.   void
88.   more_experienced(exp, rexp)
89.   	register int exp, rexp;
90.   {
91.   	u.uexp += exp;
92.   	u.urexp += 4*exp + rexp;
93.   	if(exp
94.   #ifdef SCORE_ON_BOTL
95.   	   || flags.showscore
96.   #endif
97.   	   ) flags.botl = 1;
98.   	if (u.urexp >= (Role_is('W') ? 1000 : 2000))
99.   		flags.beginner = 0;
100.  }
101.  
102.  void
103.  losexp()		/* hit by drain life attack */
104.  {
105.  	register int num;
106.  
107.  	if (resists_drli(&youmonst)) return;
108.  
109.  	if(u.ulevel > 1) {
110.  		pline("Goodbye level %d.", u.ulevel--);
111.  		/* remove intrinsic abilities */
112.  		adjabil(u.ulevel + 1, u.ulevel);
113.  		reset_rndmonst(NON_PM);	/* new monster selection */
114.  #ifdef WEAPON_SKILLS
115.  		lose_weapon_skill();
116.  #endif /* WEAPON_SKILLS */
117.  	} else
118.  		u.uhp = -1;
119.  	num = newhp();
120.  	u.uhp -= num;
121.  	u.uhpmax -= num;
122.  	num = enermod(rn1(u.ulevel/2 + 1, 2));		/* M. Stephenson */
123.  	u.uen -= num;
124.  	if (u.uen < 0)		u.uen = 0;
125.  	u.uenmax -= num;
126.  	if (u.uenmax < 0)	u.uenmax = 0;
127.  	u.uexp = newuexp(u.ulevel) - 1;
128.  	flags.botl = 1;
129.  }
130.  
131.  /*
132.   * Make experience gaining similar to AD&D(tm), whereby you can at most go
133.   * up by one level at a time, extra expr possibly helping you along.
134.   * After all, how much real experience does one get shooting a wand of death
135.   * at a dragon created with a wand of polymorph??
136.   */
137.  void
138.  newexplevel()
139.  {
140.  	register int tmp;
141.  
142.  	if(u.ulevel < MAXULEV && u.uexp >= newuexp(u.ulevel)) {
143.  
144.  		u.ulevel++;
145.  		if (u.uexp >= newuexp(u.ulevel)) u.uexp = newuexp(u.ulevel) - 1;
146.  		pline("Welcome to experience level %d.", u.ulevel);
147.  		/* give new intrinsics */
148.  		adjabil(u.ulevel - 1, u.ulevel);
149.  		reset_rndmonst(NON_PM);	/* new monster selection */
150.  		tmp = newhp();
151.  		u.uhpmax += tmp;
152.  		u.uhp += tmp;
153.  		tmp = enermod(rn1((int)ACURR(A_WIS)/2+1, 2)); /* M. Stephenson */
154.  		u.uenmax += tmp;
155.  		u.uen += tmp;
156.  #ifdef WEAPON_SKILLS
157.  		add_weapon_skill();
158.  #endif /* WEAPON_SKILLS */
159.  		flags.botl = 1;
160.  	}
161.  }
162.  
163.  void
164.  pluslvl()
165.  {
166.  	register int num;
167.  
168.  	You_feel("more experienced.");
169.  	num = newhp();
170.  	u.uhpmax += num;
171.  	u.uhp += num;
172.  	num = enermod(rn1((int)ACURR(A_WIS)/2+1, 2));	/* M. Stephenson */
173.  	u.uenmax += num;
174.  	u.uen += num;
175.  	if(u.ulevel < MAXULEV) {
176.  		u.uexp = newuexp(u.ulevel);
177.  		pline("Welcome to experience level %d.", ++u.ulevel);
178.  		adjabil(u.ulevel - 1, u.ulevel);
179.  		reset_rndmonst(NON_PM);	/* new monster selection */
180.  	}
181.  #ifdef WEAPON_SKILLS
182.  	add_weapon_skill();
183.  #endif /* WEAPON_SKILLS */
184.  	flags.botl = 1;
185.  }
186.  
187.  long
188.  rndexp()
189.  {
190.  	register long minexp,maxexp;
191.  
192.  	if(u.ulevel == 1)
193.  		return rn2((int)newuexp(1));
194.  	else {
195.  		minexp = newuexp(u.ulevel - 1);
196.  		maxexp = newuexp(u.ulevel);
197.  		return(minexp + rn2((int)(maxexp - minexp)));
198.  	}
199.  }
200.  
201.  /*exper.c*/