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exp.cc
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#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <syslog.h>
#include <math.h>
#include "define.h"
#include "struct.h"
int death_exp( char_data* victim, char_data* )
{
return exp_for_level( victim )/5;
}
int exp_for_level( int level )
{
int exp = level*(110*level*level+400*level-411);
exp += (int)( pow( level*level*level*level, 1.11 ) );
return exp;
}
/*
* EXP CALCULATION SUB-ROUTINES
*/
static long long base_exp( species_data* species )
{
if( species->shdata->deaths == 0
|| species->rounds == 0 )
return 0;
const dice_data dice = species->hitdice;
double xp = double( species->damage )
* ( dice.twice_average( )
+ 2.0*species->damage_taken/species->shdata->deaths )
/ (4.0*species->rounds);
xp = pow( xp, double( 1.07 ) ) + 5.0;
return (long long) xp;
}
/*
static long long death_exp( species_data *species, long long base )
{
double x = (double)species->shdata->kills / (2+species->shdata->deaths);
if( x > 1.5 )
return (1.5*base);
return (long long)(x*base);
}
*/
static long long special_exp( species_data *species, long long base )
{
if( species->rounds == 0 )
return 0;
return base * species->special / species->rounds / 2;
}
static long long level_exp( species_data *species, long long base )
{
return base * species->shdata->level / 100;
}
static long long modify_exp( species_data *species, long long base )
{
if( is_set( species->act_flags, ACT_AGGR_ALL ) )
return base/10;
return 0;
}
static long long modify_exp( char_data *mob, long long base )
{
if( is_set( mob->status, STAT_AGGR_ALL ) )
return base/10;
return 0;
}
/*
* EXP DISPLAY FUNCTION
*/
void do_exp( char_data* ch, const char *argument )
{
wizard_data *imm = wizard( ch );
species_data *species;
if( *argument ) {
if( !( species = get_species( atoi( argument ) ) ) ) {
send( ch, "No mob has that vnum.\n\r" );
return;
}
} else if( !imm->mob_edit ) {
send( ch, "For what mob do you want to see exp calculation?\n\r" );
return;
} else {
species = imm->mob_edit;
}
const long long base = base_exp( species );
// const long long death = death_exp( species, base );
const long long spec = special_exp( species, base );
const long long modif = modify_exp( species, base );
// const long long total = base+death+spec+modif;
long long total = base+spec+modif;
const long long level = level_exp( species, total );
total += level;
page_title( ch, "Exp for %s", species );
if( species->shdata->deaths == 0 )
page( ch, " Ave Exp: ??\n\r" );
else
page( ch, " Ave Exp: %d\n\r",
species->exp/species->shdata->deaths );
dice_data dice = species->hitdice;
page( ch, " Damage: %-10d Rounds: %-11d Dam/Rnd: %.2f\n\r ",
species->damage, species->rounds,
(double)species->damage / species->rounds );
page( ch, " Avg. Hp: %-7d Dmg_Taken: %-9d Avg_Taken: ",
dice.average( ), species->damage_taken );
if( species->shdata->deaths == 0 )
page( ch, "??\n\r" );
else
page( ch, "%d\n\r",
species->damage_taken/species->shdata->deaths );
page( ch," Kills: %-10d Deaths: %-13d Level: %d\n\r",
species->shdata->kills,
species->shdata->deaths,
species->shdata->level );
page( ch, " Special: %-8d Spec/Rnd: %.2f\n\r\n\r",
species->special, (double)species->special / species->rounds );
page( ch, " Base Exp: %8lld\n\r", base );
// page( ch, " Death Exp: %8lld\n\r", death );
page( ch, " Special: %8lld\n\r", spec );
page( ch, " Modifiers: %8lld\n\r", modif );
page( ch, " Level: %8lld\n\r", level );
page( ch, " --------\n\r" );
page( ch, " Total: %8lld\n\r", total );
}
/*
* EXP COMPUTATION FUNCTION
*/
long long xp_compute( char_data* victim )
{
long long xp;
if( species_data *species = victim->species ) {
xp = base_exp( species );
// xp += death_exp( species, xp );
xp += special_exp( species, xp ) + modify_exp( victim, xp );
xp += level_exp( species, xp );
} else {
obj_data *wield, *secondary, *shield;
get_wield( victim, wield, secondary, shield );
long long damage;
if( wield ) {
damage = dice_data( wield->value[1] ).twice_average( );
// damage = wield->value[1]*(wield->value[2]+1)/2;
} else {
damage = 5;
}
damage += (long long) ( 2.0*victim->Damroll( wield ) );
xp = damage*victim->max_hit/4;
const long long ceil = victim->exp / 2;
if( xp > ceil )
xp = ceil;
// xp = min( xp, victim->exp/2 );
}
if( xp < 0 )
xp = 0;
// xp = max( 0, xp );
return xp;
}
/*
* GROUP EXP FUNCTION
*/
static void gain_exp( char_data* ch, char_data* victim, int gain, const char *msg )
{
if( ch->species )
return;
/*
int level = exp_for_level( ch );
if( gain > 0 ) {
gain = (int)( gain/sqr(1.0+sqrt(1.0*gain/level)) );
}
*/
add_exp( ch, gain, msg );
/* MODIFY REPUTATION */
if( !victim )
return;
player_data *pc = (player_data*) ch;
pc->reputation.alignment[ victim->shdata->alignment ] += gain;
if( pc->reputation.alignment[ victim->shdata->alignment ] < 0 ) {
// Overflow, scale by 1/2.
for( int i = 0; i < table_max[ TABLE_ALIGNMENT ]; ++i ) {
unsigned int x = pc->reputation.alignment[ i ];
x /= 2;
pc->reputation.alignment[ i ] = x;
}
}
if( victim->species )
++pc->reputation.nation[ victim->species->nation ];
}
void add_exp( char_data* ch, int gain, const char* msg )
{
if( ch->species )
return;
if( msg )
send( ch, msg, abs( gain ), abs( gain ) == 1 ? "" : "s" );
const int old_level = ch->Level();
if( old_level > LEVEL_HERO ) {
ch->exp = 0;
update_score( ch );
return;
}
const int level = exp_for_level( ch );
ch->exp += gain;
while( ch->Level() > 1
// && ch->Level() <= LEVEL_HERO
&& ch->exp < 0 ) {
lose_level( ch, true );
ch->exp += exp_for_level( ch );
}
ch->exp = max( 0, ch->exp );
if( ch->exp >= level
// && ch->Level() <= LEVEL_HERO
&& ch->pcdata->quest_pts >= 0
&& gain > 0 ) {
if( ch->Level() == LEVEL_HERO ) {
ch->exp = level;
} else if( !is_set( ch->pcdata->pfile->flags, PLR_APPROVED )
&& ch->Level() >= 5 ) {
send( ch,
"To gain levels past 5th you must have an approved appearance.\n\r" );
} else {
ch->exp -= level;
advance_level( ch, true );
}
}
if( ch->Level( ) != old_level )
init_affects( ch, old_level );
update_score( ch );
}
void disburse_exp( char_data* victim )
{
if( victim->pcdata )
return;
double xpc = (double) xp_compute( victim );
if( victim->species )
victim->species->exp += (int)( xpc );
int tot_damage = 0;
int members = 0;
player_array list;
for( int i = 0; i < *victim->array; ++i ) {
player_data *ch = player( victim->array->list[i] );
if( ch
&& ch != victim ) {
int damage = damage_done( ch, victim );
if( damage >= 0 || ch->fighting ) {
// remove_bit( ch->status, STAT_GAINED_EXP );
tot_damage += max( 0, damage );
members += cube( ch->Level() + 5 );
list += ch;
}
}
}
xpc /= max( tot_damage, victim->max_hit );
double xp;
for( int i = 0; i < list; ++i ) {
if( ( xp = double( tot_damage )
* cube( list[i]->Level()+5 )
* xpc / members ) > 0.0 ) {
int x = (int) xp;
if( x > 0 ) {
const int level = exp_for_level( list[i] );
x = (int)( x/sqr(1.0+sqrt(1.0*x/level)) );
}
if( x > 0 ) {
gain_exp( list[i], victim, x,
"You receive %d experience point%s.\n\r" );
} else {
gain_exp( list[i], victim, 0,
"You don't receive any experience points.\n\r" );
}
}
list[i]->shdata->fame = min( list[i]->shdata->fame
+victim->Level(), 1000 );
}
/*
This was being abused to powerlever lowbies.
Lowbies following ungrouped can gain much more xp
because of the cube calculation.
// Each attacker can be a separate group.
for( int i = 0; i < *victim->array; ++i )
if( ( ch = player( victim->array->list[i] ) )
&& ch != victim
&& !is_set( ch->status, STAT_GAINED_EXP ) ) {
group_gain( victim, ch, xpc );
}
*/
}
/*
void group_gain( char_data* victim, char_data* ch, double xpc )
{
player_data* gch;
player_array list;
int members = 0;
int tot_damage = 0;
int damage;
double xp;
for( int i = 0; i < *ch->array; ++i ) {
if( !( gch = player( ch->array->list[i] ) )
|| !is_same_group( gch, ch ) )
continue;
damage = damage_done( gch, victim );
if( damage >= 0 || gch->fighting ) {
tot_damage += damage;
members += cube( gch->Level()+5 );
list += gch;
}
set_bit( gch->status, STAT_GAINED_EXP );
}
for( int i = 0; i < list; ++i ) {
if( ( xp = double( tot_damage )
* cube( list[i]->Level()+5 )
* xpc / members ) > 0 ) {
gain_exp( list[i], victim, (int)( xp ),
"You receive %d experience point%s.\n\r" );
}
list[i]->shdata->fame = min( list[i]->shdata->fame
+victim->Level(), 1000 );
}
}
*/
void zero_exp( species_data* species )
{
species->rounds = 1;
species->damage = 0;
species->damage_taken = 0;
species->shdata->deaths = 0;
species->shdata->kills = 0;
species->exp = 0;
species->special = 0;
}