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/cvs/deliantra/server/common/exp.C
Revision: 1.16
Committed: Sun Jul 1 05:00:17 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_2, rel-2_3
Changes since 1.15: +11 -12 lines
Log Message:
- upgrade crossfire trt to the GPL version 3 (hopefully correctly).
- add a single file covered by the GNU Affero General Public License
  (which is not yet released, so I used the current draft, which is
  legally a bit wavy, but its likely better than nothing as it expresses
  direct intent by the authors, and we can upgrade as soon as it has been
  released).
  * this should ensure availability of source code for the server at least
    and hopefully also archetypes and maps even when modified versions
    are not being distributed, in accordance of section 13 of the agplv3.

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <stdio.h>
25 #include <global.h>
26
27 sint64 *levels;
28
29 float exp_att_mult[NROFATTACKS + 2] = {
30 0.0, /* AT_PHYSICAL */
31 0.0, /* AT_MAGIC */
32 0.0, /* AT_FIRE */
33 0.0, /* AT_ELECTRICITY */
34 0.0, /* AT_COLD */
35 0.0, /* AT_WATER *//*AT_CONFUSION! */
36 0.4, /* AT_ACID */
37 1.5, /* AT_DRAIN */
38 0.0, /* AT_WEAPONMAGIC */
39 0.1, /* AT_GHOSTHIT */
40 0.3, /* AT_POISON */
41 0.2, /* AT_DISEASE */
42 0.3, /* AT_PARALYZE */
43 0.0, /* AT_TURN_UNDEAD */
44 0.0, /* AT_FEAR */
45 0.0, /* AT_CANCELLATION */
46 0.0, /* AT_DEPLETE */
47 0.0, /* AT_DEATH */
48 0.0, /* AT_CHAOS */
49 0.0 /* AT_COUNTERSPELL */
50 };
51
52 float exp_prot_mult[NROFATTACKS + 2] = {
53 0.4, /* AT_PHYSICAL */
54 0.5, /* AT_MAGIC */
55 0.1, /* AT_FIRE */
56 0.1, /* AT_ELECTRICITY */
57 0.1, /* AT_COLD */
58 0.1, /* AT_WATER */
59 0.1, /* AT_ACID */
60 0.1, /* AT_DRAIN */
61 0.1, /* AT_WEAPONMAGIC */
62 0.1, /* AT_GHOSTHIT */
63 0.1, /* AT_POISON */
64 0.1, /* AT_DISEASE */
65 0.1, /* AT_PARALYZE */
66 0.1, /* AT_TURN_UNDEAD */
67 0.1, /* AT_FEAR */
68 0.0, /* AT_CANCELLATION */
69 0.0, /* AT_DEPLETE */
70 0.0, /* AT_DEATH */
71 0.0, /* AT_CHAOS */
72 0.0 /* AT_COUNTERSPELL */
73 };
74
75 /*
76 * new_exp() is an alternative way to calculate experience based
77 * on the ability of a monster.
78 * It's far from perfect, and doesn't consider everything which
79 * can be considered, thus it's only used in debugging.
80 * this is only used with one of the dumpflags,
81 * and not anyplace in the code.
82 */
83 int
84 new_exp (const object *ob)
85 {
86 double att_mult, prot_mult, spec_mult;
87 double exp;
88 int i;
89 long mask = 1;
90
91 att_mult = prot_mult = spec_mult = 1.0;
92 for (i = 0; i < NROFATTACKS; i++)
93 {
94 mask = 1 << i;
95 att_mult += (exp_att_mult[i] * ((ob->attacktype & mask) != 0));
96 /* We multiply & then divide to prevent roundoffs on the floats.
97 * the doubling is to take into account the table and resistances
98 * are lower than they once were.
99 */
100 prot_mult += (exp_prot_mult[i] * 200 * ob->resist[i]) / 100.0;
101 }
102 spec_mult += (0.3 * (QUERY_FLAG (ob, FLAG_SEE_INVISIBLE) != 0)) +
103 (0.5 * (QUERY_FLAG (ob, FLAG_SPLITTING) != 0)) +
104 (0.3 * (QUERY_FLAG (ob, FLAG_HITBACK) != 0)) +
105 (0.1 * (QUERY_FLAG (ob, FLAG_REFL_MISSILE) != 0)) +
106 (0.3 * (QUERY_FLAG (ob, FLAG_REFL_SPELL) != 0)) +
107 (1.0 * (QUERY_FLAG (ob, FLAG_NO_MAGIC) != 0)) +
108 (0.1 * (QUERY_FLAG (ob, FLAG_PICK_UP) != 0)) +
109 (0.1 * (QUERY_FLAG (ob, FLAG_USE_SCROLL) != 0)) +
110 (0.2 * (QUERY_FLAG (ob, FLAG_USE_RANGE) != 0)) + (0.1 * (QUERY_FLAG (ob, FLAG_USE_BOW) != 0));
111
112 exp = (ob->stats.maxhp < 5) ? 5 : ob->stats.maxhp;
113 exp *= (QUERY_FLAG (ob, FLAG_CAST_SPELL) && has_ability (ob)) ? (40 + (ob->stats.maxsp > 80 ? 80 : ob->stats.maxsp)) / 40 : 1;
114 exp *= (80.0 / (70.0 + ob->stats.wc)) * (80.0 / (70.0 + ob->stats.ac)) * (50.0 + ob->stats.dam) / 50.0;
115 exp *= att_mult * prot_mult * spec_mult;
116 exp *= 2.0 / (2.0 - ((fabs (ob->speed) < 0.95) ? fabs (ob->speed) : 0.95));
117 exp *= (20.0 + ob->stats.Con) / 20.0;
118 if (QUERY_FLAG (ob, FLAG_STAND_STILL))
119 exp /= 2;
120
121 return (int) exp;
122 }
123
124 /*
125 * Returns true if the monster specified has any innate abilities.
126 */
127
128 int
129 has_ability (const object *ob)
130 {
131 object *tmp;
132
133 for (tmp = ob->inv; tmp != NULL; tmp = tmp->below)
134 if (tmp->type == SPELL || tmp->type == SPELLBOOK)
135 return true;
136 return false;
137 }
138
139 /* This loads the experience table from the exp_table
140 * file. This tends to exit on any errors, since it
141 * populates the table as it goes along, so if there
142 * are errors, the table is likely in an inconsistent
143 * state.
144 */
145 void
146 init_experience (void)
147 {
148 char buf[MAX_BUF], *cp;
149 int lastlevel = 0, comp;
150 sint64 lastexp = -1, tmpexp;
151 FILE *fp;
152
153
154 sprintf (buf, "%s/exp_table", settings.confdir);
155
156 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
157 {
158 return;
159 }
160 while (fgets (buf, MAX_BUF - 1, fp) != NULL)
161 {
162 if (buf[0] == '#')
163 continue;
164
165 /* eliminate newline */
166 if ((cp = strrchr (buf, '\n')) != NULL)
167 *cp = '\0';
168
169 /* Skip over empty lines */
170 if (buf[0] == 0)
171 continue;
172 cp = buf;
173 while (isspace (*cp) && *cp != 0)
174 cp++;
175 if (!strncasecmp (cp, "max_level", 9))
176 {
177 if (settings.max_level)
178 {
179 LOG (llevDebug, "Got more than one max_level value from exp_table file?\n");
180 free (levels);
181 }
182 settings.max_level = atoi (cp + 9);
183 if (!settings.max_level)
184 {
185 LOG (llevDebug, "Got invalid max_level from exp_table file? %s\n", buf);
186 }
187 else
188 {
189 levels = (sint64 *) calloc (settings.max_level + 1, sizeof (sint64));
190 }
191 }
192 while (isdigit (*cp) && *cp != 0)
193 {
194 if (!settings.max_level)
195 {
196 LOG (llevError, "max_level is not set in exp_table file. Did you remember to update it?\n");
197 exit (1);
198 }
199
200 tmpexp = atoll (cp);
201 /* Do some sanity checking - if value is bogus, just exit because
202 * the table otherwise is probably in an inconsistent state
203 */
204 if (tmpexp <= lastexp)
205 {
206 LOG (llevError, "Experience for level %d is lower than previous level (%" PRId64 " <= %" PRId64 ")\n", lastlevel + 1, tmpexp, lastexp);
207 exit (1);
208 }
209 lastlevel++;
210 if (lastlevel > settings.max_level)
211 {
212 LOG (llevError, "Too many levels specified in table (%d > %d)\n", lastlevel, settings.max_level);
213 exit (1);
214 }
215 levels[lastlevel] = tmpexp;
216 lastexp = tmpexp;
217 /* First, skip over the number we just processed. Then skip over
218 * any spaces, commas, etc.
219 */
220 while (isdigit (*cp) && *cp != 0)
221 cp++;
222 while (!isdigit (*cp) && *cp != 0)
223 cp++;
224 }
225 }
226 close_and_delete (fp, comp);
227 if (lastlevel != settings.max_level && lastlevel != 0)
228 {
229 LOG (llevError, "Warning: exp_table does not have %d entries (%d)\n", settings.max_level, lastlevel);
230 exit (1);
231 }
232 }
233
234 /* Dump the table - useful in terms of debugging to make sure the
235 * format of the exp_table is correct.
236 */
237
238 void
239 dump_experience ()
240 {
241 int i;
242
243 for (i = 1; i <= settings.max_level; i++)
244 {
245 fprintf (logfile, "%4d %20lld\n", i, (long long) levels[i]);
246 }
247 exit (0);
248 }