/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
* Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2002 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992 Frank Tore Johansen
*
* Deliantra is free software: you can redistribute it and/or modify it under
* the terms of the Affero GNU General Public License as published by the
* Free Software Foundation, either version 3 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the Affero GNU General Public License
* and the GNU General Public License along with this program. If not, see
* .
*
* The authors can be reached via e-mail to
*/
#include
#include
sint64 levels[MAXNUMLEVELS];
static const float exp_att_mult[NROFATTACKS + 2] = {
0.0, /* AT_PHYSICAL */
0.0, /* AT_MAGIC */
0.0, /* AT_FIRE */
0.0, /* AT_ELECTRICITY */
0.0, /* AT_COLD */
0.0, /* AT_WATER *//*AT_CONFUSION! */
0.4, /* AT_ACID */
1.5, /* AT_DRAIN */
0.0, /* AT_WEAPONMAGIC */
0.1, /* AT_GHOSTHIT */
0.3, /* AT_POISON */
0.2, /* AT_DISEASE */
0.3, /* AT_PARALYZE */
0.0, /* AT_TURN_UNDEAD */
0.0, /* AT_FEAR */
0.0, /* AT_CANCELLATION */
0.0, /* AT_DEPLETE */
0.0, /* AT_DEATH */
0.0, /* AT_CHAOS */
0.0 /* AT_COUNTERSPELL */
};
static const float exp_prot_mult[NROFATTACKS + 2] = {
0.4, /* AT_PHYSICAL */
0.5, /* AT_MAGIC */
0.1, /* AT_FIRE */
0.1, /* AT_ELECTRICITY */
0.1, /* AT_COLD */
0.1, /* AT_WATER */
0.1, /* AT_ACID */
0.1, /* AT_DRAIN */
0.1, /* AT_WEAPONMAGIC */
0.1, /* AT_GHOSTHIT */
0.1, /* AT_POISON */
0.1, /* AT_DISEASE */
0.1, /* AT_PARALYZE */
0.1, /* AT_TURN_UNDEAD */
0.1, /* AT_FEAR */
0.0, /* AT_CANCELLATION */
0.0, /* AT_DEPLETE */
0.0, /* AT_DEATH */
0.0, /* AT_CHAOS */
0.0 /* AT_COUNTERSPELL */
};
/*
* Returns true if the monster specified has any innate abilities.
*/
static int
has_ability (const object *ob)
{
for (object *tmp = ob->inv; tmp; tmp = tmp->below)
if (tmp->type == SPELL || tmp->type == SPELLBOOK)
return true;
return false;
}
/*
* new_exp() is an alternative way to calculate experience based
* on the ability of a monster.
* It's far from perfect, and doesn't consider everything which
* can be considered, thus it's only used in debugging.
* this is only used with one of the dumpflags,
* and not anyplace in the code.
*/
int
new_exp (const object *ob)
{
double att_mult, prot_mult, spec_mult;
double exp;
int i;
long mask = 1;
att_mult = prot_mult = spec_mult = 1.0;
for (i = 0; i < NROFATTACKS; i++)
{
mask = 1 << i;
att_mult += (exp_att_mult[i] * ((ob->attacktype & mask) != 0));
/* We multiply & then divide to prevent roundoffs on the floats.
* the doubling is to take into account the table and resistances
* are lower than they once were.
*/
prot_mult += (exp_prot_mult[i] * 200 * ob->resist[i]) / 100.0;
}
spec_mult += (0.3 * (ob->flag [FLAG_SEE_INVISIBLE] != 0)) +
(0.5 * (ob->flag [FLAG_SPLITTING] != 0)) +
(0.3 * (ob->flag [FLAG_HITBACK] != 0)) +
(0.1 * (ob->flag [FLAG_REFL_MISSILE] != 0)) +
(0.3 * (ob->flag [FLAG_REFL_SPELL] != 0)) +
(1.0 * (ob->flag [FLAG_NO_MAGIC] != 0)) +
(0.1 * (ob->flag [FLAG_PICK_UP] != 0)) +
(0.1 * (ob->flag [FLAG_USE_SCROLL] != 0)) +
(0.2 * (ob->flag [FLAG_USE_RANGE] != 0)) + (0.1 * (ob->flag [FLAG_USE_BOW] != 0));
exp = (ob->stats.maxhp < 5) ? 5 : ob->stats.maxhp;
exp *= (ob->flag [FLAG_CAST_SPELL] && has_ability (ob)) ? (40 + (ob->stats.maxsp > 80 ? 80 : ob->stats.maxsp)) / 40 : 1;
exp *= (80.0 / (70.0 + ob->stats.wc)) * (80.0 / (70.0 + ob->stats.ac)) * (50.0 + ob->stats.dam) / 50.0;
exp *= att_mult * prot_mult * spec_mult;
exp *= 2.0 / (2.0 - min (ob->speed, 0.95));
exp *= (20.0 + ob->stats.Con) / 20.0;
if (ob->flag [FLAG_STAND_STILL])
exp /= 2;
return exp;
}
//TODO: binary search...
int
exp_to_level (sint64 exp)
{
for (int i = 1; i <= settings.max_level; i++)
if (levels [i] > exp)
return i - 1;
return settings.max_level;
}
sint64
level_to_min_exp (int level)
{
return levels [clamp (level, 0, settings.max_level)];
}
/* This loads the experience table from the exp_table
* file.
*/
void
reload_exp_table ()
{
int lastlevel = 0;
sint64 lastexp = -1;
object_thawer thawer (settings.datadir, "exp_table");
if (!thawer)
{
LOG (llevError, "unable to load experience table file");
return;
}
if (thawer.kw != KW_max_level)
{
thawer.parse_error ("experience table file");
return;
}
thawer.get (settings.max_level);
sint64 newlevels [MAXNUMLEVELS];
while (thawer.next_line ())
{
sint64 tmpexp;
thawer.get (tmpexp);
/* Do some sanity checking - if value is bogus, just exit because
* the table otherwise is probably in an inconsistent state
*/
if (tmpexp <= lastexp)
{
LOG (llevError, "Experience for level %d is lower than previous level (%" PRId64 " <= %" PRId64 ")\n", lastlevel + 1, tmpexp, lastexp);
return;
}
lastlevel++;
if (lastlevel > settings.max_level)
{
LOG (llevError, "Too many levels specified in table (%d > %d)\n", lastlevel, settings.max_level);
exit (1);
}
newlevels [lastlevel] = tmpexp;
lastexp = tmpexp;
}
if (lastlevel != settings.max_level && lastlevel != 0)
{
LOG (llevError, "Warning: exp_table does not have %d entries (%d)\n", settings.max_level, lastlevel);
return;
}
memcpy (levels, newlevels, sizeof (levels));
}