I've noticed (with curses interface) that there are a lot of update_status(BL_FLUSH) calls when nothing on the status lines has changed. It happens while just wondering around, not due to deliberate botlx update. This eliminates one of the causes. Updating hero's experience points or score (via u.urexp) was requesting a bottom lines refresh even if the relevant options to see those changed values was off. The botl code would send a flush directive even though nothing visible was modified. (I have a fix for that too, but am holding back while hoping to find some of the other causes of unnecessary botl requests.)
346 lines
9.6 KiB
C
346 lines
9.6 KiB
C
/* NetHack 3.6 exper.c $NHDT-Date: 1553296396 2019/03/22 23:13:16 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.32 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2007. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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#ifndef LONG_MAX
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#include <limits.h>
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#endif
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STATIC_DCL int FDECL(enermod, (int));
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long
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newuexp(lev)
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int lev;
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{
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if (lev < 10)
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return (10L * (1L << lev));
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if (lev < 20)
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return (10000L * (1L << (lev - 10)));
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return (10000000L * ((long) (lev - 19)));
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}
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STATIC_OVL int
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enermod(en)
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int en;
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{
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switch (Role_switch) {
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case PM_PRIEST:
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case PM_WIZARD:
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return (2 * en);
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case PM_HEALER:
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case PM_KNIGHT:
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return ((3 * en) / 2);
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case PM_BARBARIAN:
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case PM_VALKYRIE:
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return ((3 * en) / 4);
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default:
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return en;
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}
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}
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/* calculate spell power/energy points for new level */
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int
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newpw()
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{
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int en = 0, enrnd, enfix;
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if (u.ulevel == 0) {
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en = urole.enadv.infix + urace.enadv.infix;
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if (urole.enadv.inrnd > 0)
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en += rnd(urole.enadv.inrnd);
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if (urace.enadv.inrnd > 0)
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en += rnd(urace.enadv.inrnd);
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} else {
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enrnd = (int) ACURR(A_WIS) / 2;
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if (u.ulevel < urole.xlev) {
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enrnd += urole.enadv.lornd + urace.enadv.lornd;
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enfix = urole.enadv.lofix + urace.enadv.lofix;
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} else {
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enrnd += urole.enadv.hirnd + urace.enadv.hirnd;
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enfix = urole.enadv.hifix + urace.enadv.hifix;
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}
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en = enermod(rn1(enrnd, enfix));
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}
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if (en <= 0)
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en = 1;
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if (u.ulevel < MAXULEV)
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u.ueninc[u.ulevel] = (xchar) en;
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return en;
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}
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/* return # of exp points for mtmp after nk killed */
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int
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experience(mtmp, nk)
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register struct monst *mtmp;
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register int nk;
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{
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register struct permonst *ptr = mtmp->data;
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int i, tmp, tmp2;
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tmp = 1 + mtmp->m_lev * mtmp->m_lev;
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/* For higher ac values, give extra experience */
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if ((i = find_mac(mtmp)) < 3)
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tmp += (7 - i) * ((i < 0) ? 2 : 1);
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/* For very fast monsters, give extra experience */
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if (ptr->mmove > NORMAL_SPEED)
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tmp += (ptr->mmove > (3 * NORMAL_SPEED / 2)) ? 5 : 3;
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/* For each "special" attack type give extra experience */
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for (i = 0; i < NATTK; i++) {
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tmp2 = ptr->mattk[i].aatyp;
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if (tmp2 > AT_BUTT) {
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if (tmp2 == AT_WEAP)
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tmp += 5;
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else if (tmp2 == AT_MAGC)
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tmp += 10;
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else
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tmp += 3;
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}
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}
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/* For each "special" damage type give extra experience */
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for (i = 0; i < NATTK; i++) {
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tmp2 = ptr->mattk[i].adtyp;
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if (tmp2 > AD_PHYS && tmp2 < AD_BLND)
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tmp += 2 * mtmp->m_lev;
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else if ((tmp2 == AD_DRLI) || (tmp2 == AD_STON) || (tmp2 == AD_SLIM))
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tmp += 50;
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else if (tmp2 != AD_PHYS)
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tmp += mtmp->m_lev;
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/* extra heavy damage bonus */
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if ((int) (ptr->mattk[i].damd * ptr->mattk[i].damn) > 23)
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tmp += mtmp->m_lev;
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if (tmp2 == AD_WRAP && ptr->mlet == S_EEL && !Amphibious)
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tmp += 1000;
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}
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/* For certain "extra nasty" monsters, give even more */
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if (extra_nasty(ptr))
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tmp += (7 * mtmp->m_lev);
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/* For higher level monsters, an additional bonus is given */
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if (mtmp->m_lev > 8)
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tmp += 50;
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#ifdef MAIL
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/* Mail daemons put up no fight. */
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if (mtmp->data == &mons[PM_MAIL_DAEMON])
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tmp = 1;
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#endif
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if (mtmp->mrevived || mtmp->mcloned) {
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/*
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* Reduce experience awarded for repeated killings of
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* "the same monster". Kill count includes all of this
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* monster's type which have been killed--including the
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* current monster--regardless of how they were created.
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* 1.. 20 full experience
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* 21.. 40 xp / 2
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* 41.. 80 xp / 4
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* 81..120 xp / 8
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* 121..180 xp / 16
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* 181..240 xp / 32
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* 241..255+ xp / 64
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*/
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for (i = 0, tmp2 = 20; nk > tmp2 && tmp > 1; ++i) {
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tmp = (tmp + 1) / 2;
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nk -= tmp2;
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if (i & 1)
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tmp2 += 20;
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}
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}
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return (tmp);
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}
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void
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more_experienced(exper, rexp)
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register int exper, rexp;
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{
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long oldexp = u.uexp,
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oldrexp = u.urexp,
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newexp = oldexp + exper,
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rexpincr = 4 * exper + rexp,
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newrexp = oldrexp + rexpincr;
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/* cap experience and score on wraparound */
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if (newexp < 0 && exper > 0)
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newexp = LONG_MAX;
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if (newrexp < 0 && rexpincr > 0)
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newrexp = LONG_MAX;
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if (newexp != oldexp) {
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u.uexp = newexp;
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if (flags.showexp)
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context.botl = TRUE;
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}
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/* newrexp will always differ from oldrexp unless they're LONG_MAX */
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if (newrexp != oldrexp) {
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u.urexp = newrexp;
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#ifdef SCORE_ON_BOTL
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if (flags.showscore)
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context.botl = TRUE;
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#endif
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}
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if (u.urexp >= (Role_if(PM_WIZARD) ? 1000 : 2000))
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flags.beginner = 0;
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}
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/* e.g., hit by drain life attack */
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void
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losexp(drainer)
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const char *drainer; /* cause of death, if drain should be fatal */
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{
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register int num;
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/* override life-drain resistance when handling an explicit
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wizard mode request to reduce level; never fatal though */
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if (drainer && !strcmp(drainer, "#levelchange"))
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drainer = 0;
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else if (resists_drli(&youmonst))
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return;
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if (u.ulevel > 1) {
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pline("%s level %d.", Goodbye(), u.ulevel--);
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/* remove intrinsic abilities */
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adjabil(u.ulevel + 1, u.ulevel);
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reset_rndmonst(NON_PM); /* new monster selection */
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} else {
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if (drainer) {
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killer.format = KILLED_BY;
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if (killer.name != drainer)
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Strcpy(killer.name, drainer);
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done(DIED);
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}
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/* no drainer or lifesaved */
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u.uexp = 0;
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}
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num = (int) u.uhpinc[u.ulevel];
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u.uhpmax -= num;
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if (u.uhpmax < 1)
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u.uhpmax = 1;
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u.uhp -= num;
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if (u.uhp < 1)
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u.uhp = 1;
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else if (u.uhp > u.uhpmax)
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u.uhp = u.uhpmax;
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num = (int) u.ueninc[u.ulevel];
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u.uenmax -= num;
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if (u.uenmax < 0)
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u.uenmax = 0;
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u.uen -= num;
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if (u.uen < 0)
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u.uen = 0;
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else if (u.uen > u.uenmax)
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u.uen = u.uenmax;
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if (u.uexp > 0)
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u.uexp = newuexp(u.ulevel) - 1;
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if (Upolyd) {
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num = monhp_per_lvl(&youmonst);
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u.mhmax -= num;
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u.mh -= num;
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if (u.mh <= 0)
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rehumanize();
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}
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context.botl = TRUE;
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}
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/*
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* Make experience gaining similar to AD&D(tm), whereby you can at most go
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* up by one level at a time, extra expr possibly helping you along.
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* After all, how much real experience does one get shooting a wand of death
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* at a dragon created with a wand of polymorph??
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*/
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void
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newexplevel()
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{
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if (u.ulevel < MAXULEV && u.uexp >= newuexp(u.ulevel))
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pluslvl(TRUE);
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}
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void
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pluslvl(incr)
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boolean incr; /* true iff via incremental experience growth */
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{ /* (false for potion of gain level) */
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int hpinc, eninc;
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if (!incr)
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You_feel("more experienced.");
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/* increase hit points (when polymorphed, do monster form first
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in order to retain normal human/whatever increase for later) */
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if (Upolyd) {
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hpinc = monhp_per_lvl(&youmonst);
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u.mhmax += hpinc;
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u.mh += hpinc;
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}
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hpinc = newhp();
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u.uhpmax += hpinc;
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u.uhp += hpinc;
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/* increase spell power/energy points */
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eninc = newpw();
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u.uenmax += eninc;
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u.uen += eninc;
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/* increase level (unless already maxxed) */
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if (u.ulevel < MAXULEV) {
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/* increase experience points to reflect new level */
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if (incr) {
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long tmp = newuexp(u.ulevel + 1);
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if (u.uexp >= tmp)
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u.uexp = tmp - 1;
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} else {
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u.uexp = newuexp(u.ulevel);
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}
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++u.ulevel;
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pline("Welcome %sto experience level %d.",
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u.ulevelmax < u.ulevel ? "" : "back ",
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u.ulevel);
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if (u.ulevelmax < u.ulevel)
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u.ulevelmax = u.ulevel;
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adjabil(u.ulevel - 1, u.ulevel); /* give new intrinsics */
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reset_rndmonst(NON_PM); /* new monster selection */
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}
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context.botl = TRUE;
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}
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/* compute a random amount of experience points suitable for the hero's
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experience level: base number of points needed to reach the current
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level plus a random portion of what it takes to get to the next level */
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long
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rndexp(gaining)
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boolean gaining; /* gaining XP via potion vs setting XP for polyself */
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{
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long minexp, maxexp, diff, factor, result;
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minexp = (u.ulevel == 1) ? 0L : newuexp(u.ulevel - 1);
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maxexp = newuexp(u.ulevel);
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diff = maxexp - minexp, factor = 1L;
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/* make sure that `diff' is an argument which rn2() can handle */
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while (diff >= (long) LARGEST_INT)
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diff /= 2L, factor *= 2L;
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result = minexp + factor * (long) rn2((int) diff);
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/* 3.4.1: if already at level 30, add to current experience
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points rather than to threshold needed to reach the current
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level; otherwise blessed potions of gain level can result
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in lowering the experience points instead of raising them */
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if (u.ulevel == MAXULEV && gaining) {
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result += (u.uexp - minexp);
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/* avoid wrapping (over 400 blessed potions needed for that...) */
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if (result < u.uexp)
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result = u.uexp;
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}
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return result;
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}
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/*exper.c*/
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