… | |
… | |
889 | tmp->type == AMULET || tmp->type == GIRDLE || |
889 | tmp->type == AMULET || tmp->type == GIRDLE || |
890 | tmp->type == BRACERS || tmp->type == CLOAK || |
890 | tmp->type == BRACERS || tmp->type == CLOAK || |
891 | tmp->type == DISEASE || tmp->type == FORCE || |
891 | tmp->type == DISEASE || tmp->type == FORCE || |
892 | tmp->type == SKILL) |
892 | tmp->type == SKILL) |
893 | { |
893 | { |
894 | contr->digestion += tmp->stats.food; |
894 | contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION); |
895 | contr->gen_hp += tmp->stats.hp; |
895 | contr->gen_hp += tmp->stats.hp; |
896 | contr->gen_sp += tmp->stats.sp; |
896 | contr->gen_sp += tmp->stats.sp; |
897 | contr->gen_grace += tmp->stats.grace; |
897 | contr->gen_grace += tmp->stats.grace; |
898 | contr->gen_sp_armour += tmp->gen_sp_armour; |
898 | contr->gen_sp_armour += tmp->gen_sp_armour; |
899 | } |
899 | } |
… | |
… | |
1509 | object *skin = NULL; /* pointer to dragon skin force */ |
1509 | object *skin = NULL; /* pointer to dragon skin force */ |
1510 | object *tmp = NULL; /* tmp. object */ |
1510 | object *tmp = NULL; /* tmp. object */ |
1511 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1511 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1512 | |
1512 | |
1513 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1513 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1514 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
|
|
1515 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
|
|
1516 | |
|
|
1517 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1514 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1518 | if (tmp->type == FORCE) |
1515 | if (tmp->type == FORCE) |
1519 | if (tmp->arch->archname == dragon_ability_force) |
1516 | if (tmp->arch->archname == shstr_dragon_ability_force) |
1520 | abil = tmp; |
1517 | abil = tmp; |
1521 | else if (tmp->arch->archname == dragon_skin_force) |
1518 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
1522 | skin = tmp; |
1519 | skin = tmp; |
1523 | |
1520 | |
1524 | /* if the force is missing -> bail out */ |
1521 | /* if the force is missing -> bail out */ |
1525 | if (abil == NULL) |
1522 | if (abil == NULL) |
1526 | return; |
1523 | return; |
… | |
… | |
1602 | */ |
1599 | */ |
1603 | void |
1600 | void |
1604 | player_lvl_adj (object *who, object *op) |
1601 | player_lvl_adj (object *who, object *op) |
1605 | { |
1602 | { |
1606 | char buf[MAX_BUF]; |
1603 | char buf[MAX_BUF]; |
|
|
1604 | bool changed = false; |
1607 | |
1605 | |
1608 | if (!op) /* when rolling stats */ |
1606 | if (!op) /* when rolling stats */ |
1609 | op = who; |
1607 | op = who; |
1610 | |
1608 | |
1611 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1609 | while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1612 | { |
1610 | { |
|
|
1611 | changed = true; |
|
|
1612 | |
1613 | op->level++; |
1613 | op->level++; |
1614 | |
1614 | |
1615 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1615 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1616 | dragon_level_gain (who); |
1616 | dragon_level_gain (who); |
1617 | |
1617 | |
… | |
… | |
1621 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1621 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1622 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1622 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1623 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1623 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1624 | } |
1624 | } |
1625 | |
1625 | |
1626 | who->update_stats (); |
|
|
1627 | if (op->level > 1) |
1626 | if (op->level > 1) |
1628 | { |
1627 | { |
1629 | if (op->type != PLAYER) |
1628 | if (op->type != PLAYER) |
|
|
1629 | { |
|
|
1630 | who->contr->play_sound (sound_find ("skill_up")); |
1630 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1631 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
|
|
1632 | } |
1631 | else |
1633 | else |
|
|
1634 | { |
|
|
1635 | who->contr->play_sound (sound_find ("level_up")); |
1632 | sprintf (buf, "You are now level %d.", op->level); |
1636 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1637 | } |
1633 | |
1638 | |
1634 | if (who) |
1639 | if (who) |
1635 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1640 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1636 | } |
1641 | } |
1637 | |
|
|
1638 | player_lvl_adj (who, op); /* To increase more levels */ |
|
|
1639 | } |
1642 | } |
|
|
1643 | |
1640 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1644 | while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1641 | { |
1645 | { |
|
|
1646 | changed = true; |
|
|
1647 | |
1642 | op->level--; |
1648 | op->level--; |
1643 | who->update_stats (); |
|
|
1644 | |
1649 | |
1645 | if (op->type != PLAYER) |
1650 | if (op->type != PLAYER) |
1646 | { |
1651 | { |
1647 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1652 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1648 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1653 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1649 | } |
1654 | } |
|
|
1655 | } |
1650 | |
1656 | |
1651 | player_lvl_adj (who, op); /* To decrease more levels */ |
1657 | if (changed) |
1652 | } |
1658 | { |
1653 | |
1659 | who->update_stats (); |
|
|
1660 | esrv_update_stats (who->contr); |
1654 | /* check if the spell data has changed */ |
1661 | /* check if the spell data has changed */ |
1655 | esrv_update_stats (who->contr); |
|
|
1656 | esrv_update_spells (who->contr); |
1662 | esrv_update_spells (who->contr); |
|
|
1663 | } |
1657 | } |
1664 | } |
1658 | |
1665 | |
1659 | /* |
1666 | /* |
1660 | * Returns how much experience is needed for a player to become |
1667 | * Returns how much experience is needed for a player to become |
1661 | * the given level. level should really never exceed max_level |
1668 | * the given level. level should really never exceed max_level |