… | |
… | |
704 | stats.stat (i) += v; |
704 | stats.stat (i) += v; |
705 | contr->orig_stats.stat (i) += v; |
705 | contr->orig_stats.stat (i) += v; |
706 | } |
706 | } |
707 | } |
707 | } |
708 | |
708 | |
|
|
709 | /* These are the items that currently can change digestion, regeneration, |
|
|
710 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
711 | * list, but other items store other info into stats array. |
|
|
712 | */ |
|
|
713 | static struct digest_types : std::bitset<NUM_TYPES> |
|
|
714 | { |
|
|
715 | digest_types () |
|
|
716 | { |
|
|
717 | set (WEAPON); |
|
|
718 | set (BOW); |
|
|
719 | set (ARMOUR); |
|
|
720 | set (HELMET); |
|
|
721 | set (SHIELD); |
|
|
722 | set (RING); |
|
|
723 | set (BOOTS); |
|
|
724 | set (GLOVES); |
|
|
725 | set (AMULET); |
|
|
726 | set (GIRDLE); |
|
|
727 | set (BRACERS); |
|
|
728 | set (CLOAK); |
|
|
729 | set (DISEASE); |
|
|
730 | set (FORCE); |
|
|
731 | set (SKILL); |
|
|
732 | } |
|
|
733 | } digest_types; |
|
|
734 | |
|
|
735 | static struct copy_flags : object::flags_t |
|
|
736 | { |
|
|
737 | copy_flags () |
|
|
738 | { |
|
|
739 | set (FLAG_LIFESAVE); |
|
|
740 | set (FLAG_REFL_SPELL); |
|
|
741 | set (FLAG_REFL_MISSILE); |
|
|
742 | set (FLAG_STEALTH); |
|
|
743 | set (FLAG_XRAYS); |
|
|
744 | set (FLAG_BLIND); |
|
|
745 | set (FLAG_SEE_IN_DARK); |
|
|
746 | } |
|
|
747 | } copy_flags; |
|
|
748 | |
709 | /* |
749 | /* |
710 | * Updates all abilities given by applied objects in the inventory |
750 | * Updates all abilities given by applied objects in the inventory |
711 | * of the given object. Note: This function works for both monsters |
751 | * of the given object. Note: This function works for both monsters |
712 | * and players; the "player" in the name is purely an archaic inheritance. |
752 | * and players; the "player" in the name is purely an archaic inheritance. |
713 | * This functions starts from base values (archetype or player object) |
753 | * This functions starts from base values (archetype or player object) |
… | |
… | |
718 | */ |
758 | */ |
719 | void |
759 | void |
720 | object::update_stats () |
760 | object::update_stats () |
721 | { |
761 | { |
722 | int i, j; |
762 | int i, j; |
723 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
763 | float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
724 | int weapon_weight = 0, weapon_speed = 0; |
764 | int weapon_weight = 0, weapon_speed = 0; |
725 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
765 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
726 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
766 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
727 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
767 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
728 | float old_speed = speed; |
768 | float old_speed = speed; |
… | |
… | |
799 | * basically, if a server updates its max level, these playes may find |
839 | * basically, if a server updates its max level, these playes may find |
800 | * that their protection from physical goes down |
840 | * that their protection from physical goes down |
801 | */ |
841 | */ |
802 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
842 | if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) |
803 | { |
843 | { |
804 | ac = MAX (-10, arch->stats.ac - level / 3); |
844 | ac = max (-10, arch->stats.ac - level / 3); |
805 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
845 | prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; |
806 | } |
846 | } |
807 | else |
847 | else |
808 | ac = arch->stats.ac; |
848 | ac = arch->stats.ac; |
809 | |
849 | |
810 | stats.luck = arch->stats.luck; |
850 | stats.luck = arch->stats.luck; |
811 | speed = arch->speed; |
851 | speed = arch->speed; |
812 | |
|
|
813 | sint16 digestion = 0; // a local var to add digestion |
|
|
814 | |
852 | |
815 | /* OK - we've reset most all the objects attributes to sane values. |
853 | /* OK - we've reset most all the objects attributes to sane values. |
816 | * now go through and make adjustments for what the player has equipped. |
854 | * now go through and make adjustments for what the player has equipped. |
817 | */ |
855 | */ |
818 | for (tmp = inv; tmp; tmp = tmp->below) |
856 | for (tmp = inv; tmp; tmp = tmp->below) |
… | |
… | |
875 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
913 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
876 | && !tmp->flag [FLAG_CURSED] |
914 | && !tmp->flag [FLAG_CURSED] |
877 | && !tmp->flag [FLAG_DAMNED]) |
915 | && !tmp->flag [FLAG_DAMNED]) |
878 | continue; |
916 | continue; |
879 | |
917 | |
880 | for (i = 0; i < NUM_STATS; i++) |
918 | for (int i = 0; i < NUM_STATS; i++) |
881 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
919 | if (expect_false (tmp->stats.stat (i))) |
|
|
920 | stats.stat (i) = clamp (stats.stat (i) + tmp->stats.stat (i), MIN_STAT, MAX_STAT); |
882 | |
921 | |
883 | /* These are the items that currently can change digestion, regeneration, |
922 | if (digest_types [tmp->type]) |
884 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
885 | * list, but other items store other info into stats array. |
|
|
886 | */ |
|
|
887 | if (tmp->type == WEAPON || tmp->type == BOW || |
|
|
888 | tmp->type == ARMOUR || tmp->type == HELMET || |
|
|
889 | tmp->type == SHIELD || tmp->type == RING || |
|
|
890 | tmp->type == BOOTS || tmp->type == GLOVES || |
|
|
891 | tmp->type == AMULET || tmp->type == GIRDLE || |
|
|
892 | tmp->type == BRACERS || tmp->type == CLOAK || |
|
|
893 | tmp->type == DISEASE || tmp->type == FORCE || |
|
|
894 | tmp->type == SKILL) |
|
|
895 | { |
923 | { |
896 | digestion += tmp->stats.food; |
924 | contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION); |
897 | contr->gen_hp += tmp->stats.hp; |
925 | contr->gen_hp += tmp->stats.hp; |
898 | contr->gen_sp += tmp->stats.sp; |
926 | contr->gen_sp += tmp->stats.sp; |
899 | contr->gen_grace += tmp->stats.grace; |
927 | contr->gen_grace += tmp->stats.grace; |
900 | contr->gen_sp_armour += tmp->gen_sp_armour; |
928 | contr->gen_sp_armour += tmp->gen_sp_armour; |
901 | } |
929 | } |
… | |
… | |
932 | * a straight MAX, as potion_resist is initialised to zero. |
960 | * a straight MAX, as potion_resist is initialised to zero. |
933 | */ |
961 | */ |
934 | if (tmp->type == POTION_EFFECT) |
962 | if (tmp->type == POTION_EFFECT) |
935 | { |
963 | { |
936 | if (potion_resist[i]) |
964 | if (potion_resist[i]) |
937 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
965 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
938 | else |
966 | else |
939 | potion_resist[i] = tmp->resist[i]; |
967 | potion_resist[i] = tmp->resist[i]; |
940 | } |
968 | } |
941 | else if (tmp->resist[i] > 0) |
969 | else if (tmp->resist[i] > 0) |
942 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
970 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
… | |
… | |
954 | path_denied |= tmp->path_denied; |
982 | path_denied |= tmp->path_denied; |
955 | move_type |= tmp->move_type; |
983 | move_type |= tmp->move_type; |
956 | stats.luck += tmp->stats.luck; |
984 | stats.luck += tmp->stats.luck; |
957 | } |
985 | } |
958 | |
986 | |
959 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
987 | flag |= tmp->flag & copy_flags; |
960 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
|
|
961 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
|
|
962 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
|
|
963 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
|
|
964 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
|
|
965 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); |
|
|
966 | |
988 | |
967 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
989 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
968 | SET_FLAG (this, FLAG_UNDEAD); |
990 | SET_FLAG (this, FLAG_UNDEAD); |
969 | |
991 | |
970 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
992 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
… | |
… | |
1127 | wc -= (tmp->stats.wc + tmp->magic); |
1149 | wc -= (tmp->stats.wc + tmp->magic); |
1128 | |
1150 | |
1129 | if (tmp->stats.ac) |
1151 | if (tmp->stats.ac) |
1130 | ac -= (tmp->stats.ac + tmp->magic); |
1152 | ac -= (tmp->stats.ac + tmp->magic); |
1131 | |
1153 | |
1132 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) |
1154 | if (ARMOUR_SPEED (tmp)) |
1133 | max = ARMOUR_SPEED (tmp) / 10.f; |
1155 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1134 | |
1156 | |
1135 | break; |
1157 | break; |
1136 | } /* switch tmp->type */ |
1158 | } /* switch tmp->type */ |
1137 | } /* item is equipped */ |
1159 | } /* item is equipped */ |
1138 | } /* for loop of items */ |
1160 | } /* for loop of items */ |
1139 | |
|
|
1140 | // now clamp digestion to our limits |
|
|
1141 | contr->digestion = clamp (digestion, MIN_DIGESTION, MAX_DIGESTION); |
|
|
1142 | |
1161 | |
1143 | /* We've gone through all the objects the player has equipped. For many things, we |
1162 | /* We've gone through all the objects the player has equipped. For many things, we |
1144 | * have generated intermediate values which we now need to assign. |
1163 | * have generated intermediate values which we now need to assign. |
1145 | */ |
1164 | */ |
1146 | |
1165 | |
… | |
… | |
1175 | for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1194 | for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1176 | { |
1195 | { |
1177 | j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1196 | j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1178 | |
1197 | |
1179 | if (i % 2 && con_bonus[stats.Con] % 2) |
1198 | if (i % 2 && con_bonus[stats.Con] % 2) |
1180 | { |
|
|
1181 | if (con_bonus[stats.Con] > 0) |
1199 | if (con_bonus[stats.Con] > 0) |
1182 | j++; |
1200 | j++; |
1183 | else |
1201 | else |
1184 | j--; |
1202 | j--; |
1185 | } |
|
|
1186 | |
1203 | |
1187 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1204 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1188 | } |
1205 | } |
1189 | |
1206 | |
1190 | for (i = 11; i <= level; i++) |
1207 | for (i = 11; i <= level; i++) |
… | |
… | |
1209 | |
1226 | |
1210 | if (mana_obj == this && type == PLAYER) |
1227 | if (mana_obj == this && type == PLAYER) |
1211 | stats.maxsp = 1; |
1228 | stats.maxsp = 1; |
1212 | else |
1229 | else |
1213 | { |
1230 | { |
1214 | sp_tmp = 0.f; |
1231 | float sp_tmp = 0.f; |
1215 | |
1232 | |
1216 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1233 | for (i = 1; i <= min (10, mana_obj->level); i++) |
1217 | { |
1234 | { |
1218 | float stmp; |
1235 | float stmp; |
1219 | |
1236 | |
1220 | /* Got some extra bonus at first level */ |
1237 | /* Got some extra bonus at first level */ |
1221 | if (i < 2) |
1238 | if (i < 2) |
1222 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1239 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1223 | else |
1240 | else |
1224 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1241 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1225 | |
1242 | |
1226 | if (stmp < 1.f) |
|
|
1227 | stmp = 1.f; |
|
|
1228 | |
|
|
1229 | sp_tmp += stmp; |
1243 | sp_tmp += max (1.f, stmp); |
1230 | } |
1244 | } |
1231 | |
1245 | |
1232 | stats.maxsp = (sint16)sp_tmp; |
1246 | stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10); |
1233 | |
|
|
1234 | for (i = 11; i <= mana_obj->level; i++) |
|
|
1235 | stats.maxsp += 2; |
|
|
1236 | } |
1247 | } |
1237 | |
1248 | |
1238 | /* Characters can get their sp supercharged via rune of transferrance */ |
1249 | /* Characters can get their sp supercharged via rune of transferrance */ |
1239 | if (stats.sp > stats.maxsp * 2) |
1250 | stats.sp = min (stats.sp, stats.maxsp * 2); |
1240 | stats.sp = stats.maxsp * 2; |
|
|
1241 | |
1251 | |
1242 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1252 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1243 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1253 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1244 | grace_obj = this; |
1254 | grace_obj = this; |
1245 | |
1255 | |
… | |
… | |
1250 | /* store grace in a float - this way, the divisions below don't create |
1260 | /* store grace in a float - this way, the divisions below don't create |
1251 | * big jumps when you go from level to level - with int's, it then |
1261 | * big jumps when you go from level to level - with int's, it then |
1252 | * becomes big jumps when the sums of the bonuses jump to the next |
1262 | * becomes big jumps when the sums of the bonuses jump to the next |
1253 | * step of 8 - with floats, even fractional ones are useful. |
1263 | * step of 8 - with floats, even fractional ones are useful. |
1254 | */ |
1264 | */ |
1255 | sp_tmp = 0.f; |
1265 | float sp_tmp = 0.f; |
1256 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1266 | |
|
|
1267 | for (i = 1; i <= min (10, grace_obj->level); i++) |
1257 | { |
1268 | { |
1258 | float grace_tmp = 0.f; |
1269 | float grace_tmp = 0.f; |
1259 | |
1270 | |
1260 | /* Got some extra bonus at first level */ |
1271 | /* Got some extra bonus at first level */ |
1261 | if (i < 2) |
1272 | if (i < 2) |
1262 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1273 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1263 | else |
1274 | else |
1264 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1275 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1265 | |
1276 | |
1266 | if (grace_tmp < 1.f) |
|
|
1267 | grace_tmp = 1.f; |
|
|
1268 | |
|
|
1269 | sp_tmp += grace_tmp; |
1277 | sp_tmp += max (1.f, grace_tmp); |
1270 | } |
1278 | } |
1271 | |
1279 | |
1272 | stats.maxgrace = (sint16)sp_tmp; |
|
|
1273 | |
|
|
1274 | /* two grace points per level after 11 */ |
1280 | /* two grace points per level after 10 */ |
1275 | for (i = 11; i <= grace_obj->level; i++) |
1281 | stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10); |
1276 | stats.maxgrace += 2; |
|
|
1277 | } |
1282 | } |
1278 | |
1283 | |
1279 | /* No limit on grace vs maxgrace */ |
1284 | /* No limit on grace vs maxgrace */ |
1280 | |
1285 | |
1281 | if (contr->braced) |
1286 | if (contr->braced) |
… | |
… | |
1335 | speed += added_speed / 10.f; |
1340 | speed += added_speed / 10.f; |
1336 | else /* Something wrong here...: */ |
1341 | else /* Something wrong here...: */ |
1337 | speed /= 1.f - added_speed; |
1342 | speed /= 1.f - added_speed; |
1338 | |
1343 | |
1339 | /* Max is determined by armour */ |
1344 | /* Max is determined by armour */ |
1340 | if (speed > max) |
1345 | speed = min (speed, max_speed); |
1341 | speed = max; |
|
|
1342 | |
1346 | |
1343 | if (type == PLAYER) |
1347 | if (type == PLAYER) |
1344 | { |
1348 | { |
1345 | /* f is a number the represents the number of kg above (positive num) |
1349 | /* f is a number the represents the number of kg above (positive num) |
1346 | * or below (negative number) that the player is carrying. If above |
1350 | * or below (negative number) that the player is carrying. If above |
… | |
… | |
1604 | */ |
1608 | */ |
1605 | void |
1609 | void |
1606 | player_lvl_adj (object *who, object *op) |
1610 | player_lvl_adj (object *who, object *op) |
1607 | { |
1611 | { |
1608 | char buf[MAX_BUF]; |
1612 | char buf[MAX_BUF]; |
|
|
1613 | bool changed = false; |
1609 | |
1614 | |
1610 | if (!op) /* when rolling stats */ |
1615 | if (!op) /* when rolling stats */ |
1611 | op = who; |
1616 | op = who; |
1612 | |
1617 | |
1613 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1618 | while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1614 | { |
1619 | { |
|
|
1620 | changed = true; |
|
|
1621 | |
1615 | op->level++; |
1622 | op->level++; |
1616 | |
1623 | |
1617 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1624 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1618 | dragon_level_gain (who); |
1625 | dragon_level_gain (who); |
1619 | |
1626 | |
… | |
… | |
1623 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1630 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1624 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1631 | who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); |
1625 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1632 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1626 | } |
1633 | } |
1627 | |
1634 | |
1628 | who->update_stats (); |
|
|
1629 | if (op->level > 1) |
1635 | if (op->level > 1) |
1630 | { |
1636 | { |
1631 | if (op->type != PLAYER) |
1637 | if (op->type != PLAYER) |
|
|
1638 | { |
|
|
1639 | who->contr->play_sound (sound_find ("skill_up")); |
1632 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1640 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
|
|
1641 | } |
1633 | else |
1642 | else |
|
|
1643 | { |
|
|
1644 | who->contr->play_sound (sound_find ("level_up")); |
1634 | sprintf (buf, "You are now level %d.", op->level); |
1645 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1646 | } |
1635 | |
1647 | |
1636 | if (who) |
1648 | if (who) |
1637 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1649 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1638 | } |
1650 | } |
1639 | |
|
|
1640 | player_lvl_adj (who, op); /* To increase more levels */ |
|
|
1641 | } |
1651 | } |
|
|
1652 | |
1642 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1653 | while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1643 | { |
1654 | { |
|
|
1655 | changed = true; |
|
|
1656 | |
1644 | op->level--; |
1657 | op->level--; |
1645 | who->update_stats (); |
|
|
1646 | |
1658 | |
1647 | if (op->type != PLAYER) |
1659 | if (op->type != PLAYER) |
1648 | { |
1660 | { |
1649 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1661 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1650 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1662 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1651 | } |
1663 | } |
|
|
1664 | } |
1652 | |
1665 | |
1653 | player_lvl_adj (who, op); /* To decrease more levels */ |
1666 | if (changed) |
1654 | } |
1667 | { |
1655 | |
1668 | who->update_stats (); |
|
|
1669 | esrv_update_stats (who->contr); |
1656 | /* check if the spell data has changed */ |
1670 | /* check if the spell data has changed */ |
1657 | esrv_update_stats (who->contr); |
|
|
1658 | esrv_update_spells (who->contr); |
1671 | esrv_update_spells (who->contr); |
|
|
1672 | } |
1659 | } |
1673 | } |
1660 | |
1674 | |
1661 | /* |
1675 | /* |
1662 | * Returns how much experience is needed for a player to become |
1676 | * Returns how much experience is needed for a player to become |
1663 | * the given level. level should really never exceed max_level |
1677 | * the given level. level should really never exceed max_level |