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Comparing deliantra/server/common/living.C (file contents):
Revision 1.69 by root, Wed Jul 4 18:03:48 2007 UTC vs.
Revision 1.73 by root, Tue Jul 31 18:08:58 2007 UTC

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 */
1603void 1600void
1604player_lvl_adj (object *who, object *op) 1601player_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

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