/* Increase in level at appropriate experience gain */ void gain_level(void) { int gained=FALSE; int hp_gain; /* FIXED! 12/30/98 */ if (gamestatusp(SUPPRESS_PRINTING)) return; while (expval(Player.level+1) <= Player.xp) { if (!gained) morewait(); gained = TRUE; Player.level++; print1("You have attained a new experience level!"); print2("You are now "); nprint2(getarticle(levelname(Player.level))); nprint2(levelname(Player.level)); hp_gain = random_range(Player.con)+1; /* start fix 12/30/98 */ if (Player.hp < Player.maxhp ) Player.hp += hp_gain*Player.hp/Player.maxhp; else if (Player.hp < Player.maxhp + hp_gain) Player.hp = Player.maxhp + hp_gain; /* else leave current hp alone */ Player.maxhp += hp_gain; Player.maxmana = calcmana(); /* If the character was given a bonus, let him keep it. Otherwise * recharge him. */ Player.mana = max(Player.mana, Player.maxmana); /* end fix 12/30/98 */ morewait(); } if (gained) clearmsg(); calc_melee(); }
int main(int argc, char** argv) { if (argc == 1) { // Always start out nice. putchar('c'); } else { int k, r, s, e; counts(argv[1], &k, &r, &s, &e); float coop, def; expval(k, r, s, e, &coop, &def); if (coop > def) { putchar('c'); } else { // If the expected values are the same, we can do whatever we want. putchar('t'); } } return 0; }