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Comparing deliantra/server/common/living.C (file contents):
Revision 1.118 by root, Sun Apr 11 00:34:05 2010 UTC vs.
Revision 1.119 by root, Thu Apr 15 04:56:46 2010 UTC

139/* 139/*
140 Since this is nowhere defined ... 140 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
142*/ 142*/
143 143
144#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
145 145
146/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
156 * line with progression of previous levels, so 156 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
158 * -b.t. 158 * -b.t.
159 */ 159 */
160 160
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
162
163extern sint64 *levels;
164 162
165#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
166 164
167/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
1612 */ 1610 */
1613 1611
1614sint64 1612sint64
1615level_exp (int level, double expmul) 1613level_exp (int level, double expmul)
1616{ 1614{
1617 if (level > settings.max_level) 1615 return expmul * level_to_min_exp (level);
1618 return (sint64) (expmul * levels[settings.max_level]);
1619
1620 return (sint64) (expmul * levels[level]);
1621} 1616}
1622 1617
1623/* 1618/*
1624 * Ensure that the permanent experience requirements in an exp object are met. 1619 * Ensure that the permanent experience requirements in an exp object are met.
1625 * This really just checks 'op to make sure the perm_exp value is within 1620 * This really just checks 'op to make sure the perm_exp value is within
1693 { 1688 {
1694 /* Basically, you can never gain more experience in one shot 1689 /* Basically, you can never gain more experience in one shot
1695 * than half what you need to gain for next level. 1690 * than half what you need to gain for next level.
1696 */ 1691 */
1697 exp_to_add = exp; 1692 exp_to_add = exp;
1698 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1693 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1699 if (exp_to_add > limit) 1694 if (exp_to_add > limit)
1700 exp_to_add = limit; 1695 exp_to_add = limit;
1701 1696
1702 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1697 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1703 if (settings.permanent_exp_ratio) 1698 if (settings.permanent_exp_ratio)
1710 } 1705 }
1711 1706
1712 if (skill_obj) 1707 if (skill_obj)
1713 { 1708 {
1714 exp_to_add = exp; 1709 exp_to_add = exp;
1715 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1710 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1716 if (exp_to_add > limit) 1711 if (exp_to_add > limit)
1717 exp_to_add = limit; 1712 exp_to_add = limit;
1718 1713
1719 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1714 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1720 if (settings.permanent_exp_ratio) 1715 if (settings.permanent_exp_ratio)

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