level-drained below level 1. No "you die" or equivalent, just straight to being life-saved or to "do you want your possessions identifed?". Change it to issue "Goodbye level 1." The fact that it is has been fatal will become obvious. An issue comment on github pointed out where the fix was needed. Fixes #511
355 lines
10 KiB
C
355 lines
10 KiB
C
/* NetHack 3.7 exper.c $NHDT-Date: 1621380393 2021/05/18 23:26:33 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.46 $ */
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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 int enermod(int);
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long
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newuexp(int lev)
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{
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if (lev < 1) /* for newuexp(u.ulevel - 1) when u.ulevel is 1 */
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return 0L;
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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 int
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enermod(int en)
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{
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switch (Role_switch) {
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case PM_CLERIC:
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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(void)
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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 = g.urole.enadv.infix + g.urace.enadv.infix;
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if (g.urole.enadv.inrnd > 0)
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en += rnd(g.urole.enadv.inrnd);
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if (g.urace.enadv.inrnd > 0)
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en += rnd(g.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 < g.urole.xlev) {
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enrnd += g.urole.enadv.lornd + g.urace.enadv.lornd;
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enfix = g.urole.enadv.lofix + g.urace.enadv.lofix;
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} else {
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enrnd += g.urole.enadv.hirnd + g.urace.enadv.hirnd;
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enfix = g.urole.enadv.hifix + g.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(register struct monst *mtmp, 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_STRUCTURES
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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(register int exper, register int 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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g.context.botl = TRUE;
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/* even when experience points aren't being shown, experience level
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might be highlighted with a percentage highlight rule and that
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percentage depends upon experience points */
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if (!g.context.botl && exp_percent_changing())
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g.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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g.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(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(&g.youmonst))
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return;
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/* level-loss message; "Goodbye level 1." is fatal; divine anger
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(drainer==NULL) resets a level 1 character to 0 experience points
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without reducing level and that isn't fatal so suppress the message
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in that situation */
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if (u.ulevel > 1 || drainer)
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pline("%s level %d.", Goodbye(), u.ulevel);
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if (u.ulevel > 1) {
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u.ulevel -= 1;
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/* remove intrinsic abilities */
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adjabil(u.ulevel + 1, u.ulevel);
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} else {
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if (drainer) {
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g.killer.format = KILLED_BY;
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if (g.killer.name != drainer)
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Strcpy(g.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(&g.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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g.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(void)
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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(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(&g.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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int newrank, oldrank = xlev_to_rank(u.ulevel);
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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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newrank = xlev_to_rank(u.ulevel);
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if (newrank > oldrank)
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record_achievement(achieve_rank(newrank));
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}
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g.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(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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