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Revision: 1.44
Committed: Thu Nov 22 00:40:12 2018 UTC (5 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.43: +1 -0 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
25
26 #include <stdio.h>
27 #include <global.h>
28
29 sint64 levels[MAXNUMLEVELS];
30
31 static const float exp_att_mult[NROFATTACKS + 2] = {
32 0.0, /* AT_PHYSICAL */
33 0.0, /* AT_MAGIC */
34 0.0, /* AT_FIRE */
35 0.0, /* AT_ELECTRICITY */
36 0.0, /* AT_COLD */
37 0.0, /* AT_WATER *//*AT_CONFUSION! */
38 0.4, /* AT_ACID */
39 1.5, /* AT_DRAIN */
40 0.0, /* AT_WEAPONMAGIC */
41 0.1, /* AT_GHOSTHIT */
42 0.3, /* AT_POISON */
43 0.2, /* AT_DISEASE */
44 0.3, /* AT_PARALYZE */
45 0.0, /* AT_TURN_UNDEAD */
46 0.0, /* AT_FEAR */
47 0.0, /* AT_CANCELLATION */
48 0.0, /* AT_DEPLETE */
49 0.0, /* AT_DEATH */
50 0.0, /* AT_CHAOS */
51 0.0 /* AT_COUNTERSPELL */
52 };
53
54 static const float exp_prot_mult[NROFATTACKS + 2] = {
55 0.4, /* AT_PHYSICAL */
56 0.5, /* AT_MAGIC */
57 0.1, /* AT_FIRE */
58 0.1, /* AT_ELECTRICITY */
59 0.1, /* AT_COLD */
60 0.1, /* AT_WATER */
61 0.1, /* AT_ACID */
62 0.1, /* AT_DRAIN */
63 0.1, /* AT_WEAPONMAGIC */
64 0.1, /* AT_GHOSTHIT */
65 0.1, /* AT_POISON */
66 0.1, /* AT_DISEASE */
67 0.1, /* AT_PARALYZE */
68 0.1, /* AT_TURN_UNDEAD */
69 0.1, /* AT_FEAR */
70 0.0, /* AT_CANCELLATION */
71 0.0, /* AT_DEPLETE */
72 0.0, /* AT_DEATH */
73 0.0, /* AT_CHAOS */
74 0.0 /* AT_COUNTERSPELL */
75 };
76
77 /*
78 * Returns true if the monster specified has any innate abilities.
79 */
80 static int
81 has_ability (const object *ob)
82 {
83 for (object *tmp = ob->inv; tmp; tmp = tmp->below)
84 if (tmp->type == SPELL || tmp->type == SPELLBOOK)
85 return true;
86
87 return false;
88 }
89
90 /*
91 * new_exp() is an alternative way to calculate experience based
92 * on the ability of a monster.
93 * It's far from perfect, and doesn't consider everything which
94 * can be considered, thus it's only used in debugging.
95 * this is only used with one of the dumpflags,
96 * and not anyplace in the code.
97 */
98 int
99 new_exp (const object *ob)
100 {
101 double att_mult, prot_mult, spec_mult;
102 double exp;
103 int i;
104 long mask = 1;
105
106 att_mult = prot_mult = spec_mult = 1.0;
107 for (i = 0; i < NROFATTACKS; i++)
108 {
109 mask = 1 << i;
110 att_mult += (exp_att_mult[i] * ((ob->attacktype & mask) != 0));
111 /* We multiply & then divide to prevent roundoffs on the floats.
112 * the doubling is to take into account the table and resistances
113 * are lower than they once were.
114 */
115 prot_mult += (exp_prot_mult[i] * 200 * ob->resist[i]) / 100.0;
116 }
117
118 spec_mult += (0.3 * (ob->flag [FLAG_SEE_INVISIBLE] != 0)) +
119 (0.5 * (ob->flag [FLAG_SPLITTING] != 0)) +
120 (0.3 * (ob->flag [FLAG_HITBACK] != 0)) +
121 (0.1 * (ob->flag [FLAG_REFL_MISSILE] != 0)) +
122 (0.3 * (ob->flag [FLAG_REFL_SPELL] != 0)) +
123 (1.0 * (ob->flag [FLAG_NO_MAGIC] != 0)) +
124 (0.1 * (ob->flag [FLAG_PICK_UP] != 0)) +
125 (0.1 * (ob->flag [FLAG_USE_SCROLL] != 0)) +
126 (0.2 * (ob->flag [FLAG_USE_RANGE] != 0)) + (0.1 * (ob->flag [FLAG_USE_BOW] != 0));
127
128 exp = (ob->stats.maxhp < 5) ? 5 : ob->stats.maxhp;
129 exp *= (ob->flag [FLAG_CAST_SPELL] && has_ability (ob)) ? (40 + (ob->stats.maxsp > 80 ? 80 : ob->stats.maxsp)) / 40 : 1;
130 exp *= (80.0 / (70.0 + ob->stats.wc)) * (80.0 / (70.0 + ob->stats.ac)) * (50.0 + ob->stats.dam) / 50.0;
131 exp *= att_mult * prot_mult * spec_mult;
132 exp *= 2.0 / (2.0 - min (ob->speed, 0.95));
133 exp *= (20.0 + ob->stats.Con) / 20.0;
134 if (ob->flag [FLAG_STAND_STILL])
135 exp /= 2;
136
137 return exp;
138 }
139
140 //TODO: binary search...
141 int
142 exp_to_level (sint64 exp)
143 {
144 for (int i = 1; i <= settings.max_level; i++)
145 if (levels [i] > exp)
146 return i - 1;
147
148 return settings.max_level;
149 }
150
151 sint64
152 level_to_min_exp (int level)
153 {
154 return levels [clamp (level, 0, settings.max_level)];
155 }
156
157 /* This loads the experience table from the exp_table
158 * file.
159 */
160 void
161 _reload_exp_table ()
162 {
163 int lastlevel = 0;
164 sint64 lastexp = -1;
165
166 object_thawer thawer (settings.datadir, "exp_table");
167
168 if (!thawer)
169 {
170 LOG (llevError, "unable to load experience table file");
171 return;
172 }
173
174 if (thawer.kw != KW_max_level)
175 {
176 thawer.parse_error ("experience table file");
177 return;
178 }
179
180 thawer.get (settings.max_level);
181
182 sint64 newlevels [MAXNUMLEVELS];
183 newlevels [0] = 0;
184
185 while (thawer.next_line ())
186 {
187 sint64 tmpexp;
188 thawer.get (tmpexp);
189
190 /* Do some sanity checking - if value is bogus, just exit because
191 * the table otherwise is probably in an inconsistent state
192 */
193 if (tmpexp <= lastexp)
194 {
195 LOG (llevError, "Experience for level %d is lower than previous level (%" PRId64 " <= %" PRId64 ")\n", lastlevel + 1, tmpexp, lastexp);
196 return;
197 }
198
199 lastlevel++;
200
201 if (lastlevel > settings.max_level)
202 {
203 LOG (llevError, "Too many levels specified in table (%d > %d)\n", lastlevel, settings.max_level);
204 exit (1);
205 }
206
207 newlevels [lastlevel] = tmpexp;
208 lastexp = tmpexp;
209 }
210
211 if (lastlevel != settings.max_level && lastlevel != 0)
212 {
213 LOG (llevError, "Warning: exp_table does not have %d entries (%d)\n", settings.max_level, lastlevel);
214 return;
215 }
216
217 memcpy (levels, newlevels, sizeof (levels));
218 }
219