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/cvs/deliantra/server/common/exp.C
Revision: 1.3
Committed: Wed Aug 30 16:30:36 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.2: +14 -17 lines
Log Message:
remove compression support, intiialise perl earlier etc. etc.

File Contents

# Content
1 /*
2 * static char *rcsid_arch_c =
3 * "$Id: exp.C,v 1.2 2006-08-29 08:01:35 root Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 #include <stdio.h>
30 #include <global.h>
31
32 sint64 *levels;
33
34 float exp_att_mult[NROFATTACKS+2] = {
35 0.0, /* AT_PHYSICAL */
36 0.0, /* AT_MAGIC */
37 0.0, /* AT_FIRE */
38 0.0, /* AT_ELECTRICITY */
39 0.0, /* AT_COLD */
40 0.0, /* AT_WATER *//*AT_CONFUSION!*/
41 0.4, /* AT_ACID */
42 1.5, /* AT_DRAIN */
43 0.0, /* AT_WEAPONMAGIC */
44 0.1, /* AT_GHOSTHIT */
45 0.3, /* AT_POISON */
46 0.2, /* AT_DISEASE */
47 0.3, /* AT_PARALYZE */
48 0.0, /* AT_TURN_UNDEAD */
49 0.0, /* AT_FEAR */
50 0.0, /* AT_CANCELLATION */
51 0.0, /* AT_DEPLETE */
52 0.0, /* AT_DEATH */
53 0.0, /* AT_CHAOS */
54 0.0 /* AT_COUNTERSPELL */
55 };
56
57 float exp_prot_mult[NROFATTACKS+2] = {
58 0.4, /* AT_PHYSICAL */
59 0.5, /* AT_MAGIC */
60 0.1, /* AT_FIRE */
61 0.1, /* AT_ELECTRICITY */
62 0.1, /* AT_COLD */
63 0.1, /* AT_WATER */
64 0.1, /* AT_ACID */
65 0.1, /* AT_DRAIN */
66 0.1, /* AT_WEAPONMAGIC */
67 0.1, /* AT_GHOSTHIT */
68 0.1, /* AT_POISON */
69 0.1, /* AT_DISEASE */
70 0.1, /* AT_PARALYZE */
71 0.1, /* AT_TURN_UNDEAD */
72 0.1, /* AT_FEAR */
73 0.0, /* AT_CANCELLATION */
74 0.0, /* AT_DEPLETE */
75 0.0, /* AT_DEATH */
76 0.0, /* AT_CHAOS */
77 0.0 /* AT_COUNTERSPELL */
78
79 };
80
81 /*
82 * new_exp() is an alternative way to calculate experience based
83 * on the ability of a monster.
84 * It's far from perfect, and doesn't consider everything which
85 * can be considered, thus it's only used in debugging.
86 * this is only used with one of the dumpflags,
87 * and not anyplace in the code.
88 */
89
90 int new_exp(const object *ob) {
91 double att_mult, prot_mult, spec_mult;
92 double exp;
93 int i;
94 long mask = 1;
95
96 att_mult = prot_mult =spec_mult = 1.0;
97 for(i=0;i<NROFATTACKS;i++) {
98 mask = 1<<i;
99 att_mult += (exp_att_mult[i] * ((ob->attacktype&mask) != 0));
100 /* We multiply & then divide to prevent roundoffs on the floats.
101 * the doubling is to take into account the table and resistances
102 * are lower than they once were.
103 */
104 prot_mult += (exp_prot_mult[i] * 200*ob->resist[i]) / 100.0;
105 }
106 spec_mult += (0.3*(QUERY_FLAG(ob,FLAG_SEE_INVISIBLE)!= 0)) +
107 (0.5*(QUERY_FLAG(ob,FLAG_SPLITTING)!= 0))+
108 (0.3*(QUERY_FLAG(ob,FLAG_HITBACK)!= 0)) +
109 (0.1*(QUERY_FLAG(ob,FLAG_REFL_MISSILE)!= 0)) +
110 (0.3*(QUERY_FLAG(ob,FLAG_REFL_SPELL)!= 0)) +
111 (1.0*(QUERY_FLAG(ob,FLAG_NO_MAGIC)!= 0)) +
112 (0.1*(QUERY_FLAG(ob,FLAG_PICK_UP)!= 0)) +
113 (0.1*(QUERY_FLAG(ob,FLAG_USE_SCROLL)!= 0)) +
114 (0.2*(QUERY_FLAG(ob,FLAG_USE_RANGE)!= 0)) +
115 (0.1*(QUERY_FLAG(ob,FLAG_USE_BOW)!= 0));
116
117 exp = (ob->stats.maxhp<5) ? 5 : ob->stats.maxhp;
118 exp *= (QUERY_FLAG(ob,FLAG_CAST_SPELL) && has_ability(ob))
119 ? (40+(ob->stats.maxsp>80?80:ob->stats.maxsp))/40 : 1;
120 exp *= (80.0/(70.0+ob->stats.wc)) * (80.0/(70.0+ob->stats.ac)) * (50.0+ob->stats.dam)/50.0;
121 exp *= att_mult * prot_mult * spec_mult;
122 exp *= 2.0/(2.0-((FABS(ob->speed)<0.95)?FABS(ob->speed):0.95));
123 exp *= (20.0+ob->stats.Con)/20.0;
124 if (QUERY_FLAG(ob, FLAG_STAND_STILL))
125 exp /= 2;
126
127 return (int) exp;
128 }
129
130 /*
131 * Returns true if the monster specified has any innate abilities.
132 */
133
134 int has_ability(const object *ob) {
135 object *tmp;
136
137 for(tmp=ob->inv;tmp!=NULL;tmp=tmp->below)
138 if(tmp->type==SPELL||tmp->type==SPELLBOOK)
139 return true;
140 return false;
141 }
142
143 /* This loads the experience table from the exp_table
144 * file. This tends to exit on any errors, since it
145 * populates the table as it goes along, so if there
146 * are errors, the table is likely in an inconsistent
147 * state.
148 */
149 void init_experience(void)
150 {
151 char buf[MAX_BUF], *cp;
152 int lastlevel=0, comp;
153 sint64 lastexp=-1, tmpexp;
154 FILE *fp;
155
156
157 sprintf(buf,"%s/exp_table",settings.confdir);
158
159 if ((fp = open_and_uncompress(buf, 0, &comp)) == NULL) {
160 return;
161 }
162 while (fgets(buf, MAX_BUF-1, fp) != NULL) {
163 if (buf[0] == '#') continue;
164
165 /* eliminate newline */
166 if ((cp=strrchr(buf,'\n'))!=NULL) *cp='\0';
167
168 /* Skip over empty lines */
169 if (buf[0] == 0) continue;
170 cp = buf;
171 while (isspace(*cp) && *cp!=0) cp++;
172 if (!strncasecmp(cp, "max_level",9)) {
173 if (settings.max_level) {
174 LOG(llevDebug, "Got more than one max_level value from exp_table file?\n");
175 free(levels);
176 }
177 settings.max_level = atoi(cp+9);
178 if (!settings.max_level) {
179 LOG(llevDebug, "Got invalid max_level from exp_table file? %s\n", buf);
180 } else {
181 levels = (sint64 *) calloc(settings.max_level +1, sizeof(sint64));
182 }
183 }
184 while (isdigit(*cp) && *cp!=0) {
185 if (!settings.max_level) {
186 LOG(llevError, "max_level is not set in exp_table file. Did you remember to update it?\n");
187 exit(1);
188 }
189
190 tmpexp = atoll(cp);
191 /* Do some sanity checking - if value is bogus, just exit because
192 * the table otherwise is probably in an inconsistent state
193 */
194 if (tmpexp <= lastexp) {
195 #ifndef WIN32
196 LOG(llevError,"Experience for level %d is lower than previous level (%lld <= %lld)\n",
197 lastlevel + 1, tmpexp, lastexp);
198 #else
199 LOG(llevError,"Experience for level %d is lower than previous level (%I64d <= %I64d)\n",
200 lastlevel + 1, tmpexp, lastexp);
201 #endif
202 exit(1);
203 }
204 lastlevel++;
205 if (lastlevel > settings.max_level) {
206 LOG(llevError,"Too many levels specified in table (%d > %d)\n",
207 lastlevel, settings.max_level);
208 exit(1);
209 }
210 levels[lastlevel] = tmpexp;
211 lastexp = tmpexp;
212 /* First, skip over the number we just processed. Then skip over
213 * any spaces, commas, etc.
214 */
215 while (isdigit(*cp) && *cp!=0) cp++;
216 while (!isdigit(*cp) && *cp!=0) cp++;
217 }
218 }
219 close_and_delete(fp, comp);
220 if (lastlevel != settings.max_level && lastlevel != 0) {
221 LOG(llevError,"Warning: exp_table does not have %d entries (%d)\n",
222 settings.max_level, lastlevel);
223 exit(1);
224 }
225 }
226
227 /* Dump the table - useful in terms of debugging to make sure the
228 * format of the exp_table is correct.
229 */
230
231 void dump_experience()
232 {
233 int i;
234
235 for (i=1; i<= settings.max_level; i++) {
236 fprintf(logfile,"%4d %20lld\n", i, levels[i]);
237 }
238 exit(0);
239 }