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authorJared Adams <jaxad0127@gmail.com>2009-01-03 22:37:04 +0000
committerJared Adams <jaxad0127@gmail.com>2009-01-03 22:37:04 +0000
commit97e3980d2f2facaf710c881023cad9199e28b2c5 (patch)
tree60168cbd2291b1147f29a0727f0bcf98ecf12b60 /src/map
parent4e66ea28ae7dadf8204472891754fbfbce8c195f (diff)
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Add a function to calculate mob exp based on stats
The formula is as close to radiant's as I can get. It only applies if mobs have 0 exp set.
Diffstat (limited to 'src/map')
-rw-r--r--src/map/mob.c23
1 files changed, 23 insertions, 0 deletions
diff --git a/src/map/mob.c b/src/map/mob.c
index 9710441..34d1b83 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -1,4 +1,5 @@
// $Id: mob.c,v 1.7 2004/09/25 05:32:18 MouseJstr Exp $
+#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
@@ -25,6 +26,10 @@
#include "memwatch.h"
#endif
+#ifndef max
+ #define max( a, b ) ( ((a) > (b)) ? (a) : (b) )
+#endif
+
#define MIN_MOBTHINKTIME 100
#define MOB_LAZYMOVEPERC 50 // Move probability in the negligent mode MOB (rate of 1000 minute)
@@ -254,6 +259,22 @@ mob_mutate(struct mob_data *md, int stat, int intensity) // intensity: positive:
}
}
+// This calculates the exp of a given mob
+int
+mob_gen_exp(struct mob_db *mob)
+{
+ if (mob->max_hp <= 1) return 1;
+ double mod_def = 100 - mob->def;
+ if (mod_def == 0) mod_def = 1;
+ double effective_hp = ((50 - mob->luk) * mob->max_hp / 50.0) + (2 * mob->luk * mob->max_hp / mod_def);
+ double attack_factor = (mob->atk1 + mob->atk2 + mob->str / 3.0 + mob->dex / 2.0 + mob->luk) * (1872 / mob->adelay) / 4;
+ double dodge_factor = pow(mob->lv + mob->agi + mob->luk / 2.0, 4.0 / 3.0);
+ double persuit_factor = (3 + mob->range) * (mob->mode % 2) * 1000 / mob->speed;
+ double aggression_factor = (mob->mode & 4) == 4 ? 10.0 / 9.0 : 1.0;
+ double xp = floor(effective_hp * pow(sqrt(attack_factor) + sqrt(dodge_factor) + sqrt(persuit_factor) + 55, 3) * aggression_factor / 2000000.0);
+ if (xp < 1) xp = 1;
+ return xp;
+}
static void
mob_init(struct mob_data *md)
@@ -3975,6 +3996,8 @@ static int mob_readdb(void)
mob_db[class].head_mid=0;
mob_db[class].head_buttom=0;
mob_db[class].clothes_color=0; //Add for player monster dye - Valaris
+
+ if (mob_db[class].base_exp == 0) mob_db[class].base_exp = mob_gen_exp(&mob_db[class]);
}
fclose(fp);
printf("read %s done\n",filename[i]);