/* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * * Copyright (©) 2005,2006,2007,2008,2009,2010 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) { if (level <= 0) return 0; else return levels [min (level, settings.max_level)]; } /* This loads the experience table from the exp_table * file. This tends to exit on any errors, since it * populates the table as it goes along, so if there * are errors, the table is likely in an inconsistent * state. */ void init_experience () { char buf[MAX_BUF], *cp; int lastlevel = 0, comp; sint64 lastexp = -1, tmpexp; sprintf (buf, "%s/exp_table", settings.confdir); object_thawer thawer (buf); if (!thawer) { LOG (llevError, "unable to parse experience table file"); return; } if (thawer.kw != KW_max_level) { thawer.parse_error ("experience table file", "max_level"); return; } thawer.get (settings.max_level); sint64 newlevels [MAXNUMLEVELS]; while (thawer.next_line ()) { 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)); }