1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
9 | * it under the terms of the GNU General Public License as published by |
9 | * under the terms of the GNU General Public License as published by the Free |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
11 | * (at your option) any later version. |
11 | * any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, but |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
16 | * GNU General Public License for more details. |
16 | * for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License along |
19 | * along with this program; if not, write to the Free Software |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <funcpoint.h> |
26 | #include <funcpoint.h> |
27 | |
27 | |
… | |
… | |
723 | int i, j; |
723 | int i, j; |
724 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
724 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
725 | int weapon_weight = 0, weapon_speed = 0; |
725 | int weapon_weight = 0, weapon_speed = 0; |
726 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
726 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
727 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
727 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
728 | object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; |
728 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
729 | float old_speed = speed; |
729 | float old_speed = speed; |
730 | |
730 | |
731 | /* First task is to clear all the values back to their original values */ |
731 | /* First task is to clear all the values back to their original values */ |
732 | if (type == PLAYER) |
732 | if (type == PLAYER) |
733 | { |
733 | { |
… | |
… | |
814 | /* OK - we've reset most all the objects attributes to sane values. |
814 | /* OK - we've reset most all the objects attributes to sane values. |
815 | * now go through and make adjustments for what the player has equipped. |
815 | * now go through and make adjustments for what the player has equipped. |
816 | */ |
816 | */ |
817 | for (tmp = inv; tmp; tmp = tmp->below) |
817 | for (tmp = inv; tmp; tmp = tmp->below) |
818 | { |
818 | { |
819 | /* See note in map.c:update_position about making this additive |
|
|
820 | * since light sources are never applied, need to put check here. |
|
|
821 | */ |
|
|
822 | if (tmp->glow_radius > glow_radius) |
|
|
823 | glow_radius = tmp->glow_radius; |
|
|
824 | |
|
|
825 | /* This happens because apply_potion calls change_abil with the potion |
819 | /* This happens because apply_potion calls change_abil with the potion |
826 | * applied so we can tell the player what changed. But change_abil |
820 | * applied so we can tell the player what changed. But change_abil |
827 | * then calls this function. |
821 | * then calls this function. |
828 | */ |
822 | */ |
829 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
823 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
830 | continue; |
824 | continue; |
|
|
825 | |
|
|
826 | /* See note in map.c:update_position about making this additive |
|
|
827 | * since light sources are never applied, need to put check here. |
|
|
828 | */ |
|
|
829 | if (tmp->glow_radius > glow_radius) |
|
|
830 | glow_radius = tmp->glow_radius; |
831 | |
831 | |
832 | /* For some things, we don't care what is equipped */ |
832 | /* For some things, we don't care what is equipped */ |
833 | if (tmp->type == SKILL) |
833 | if (tmp->type == SKILL) |
834 | { |
834 | { |
835 | /* Want to take the highest skill here. */ |
835 | /* Want to take the highest skill here. */ |
… | |
… | |
866 | && tmp->subtype == SK_PRAYING)) |
866 | && tmp->subtype == SK_PRAYING)) |
867 | { |
867 | { |
868 | if (type == PLAYER) |
868 | if (type == PLAYER) |
869 | { |
869 | { |
870 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
870 | if (tmp == contr->combat_ob || tmp == contr->ranged_ob) |
|
|
871 | if (tmp != current_weapon |
871 | if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) |
872 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
|
|
873 | && !tmp->flag [FLAG_CURSED] |
|
|
874 | && !tmp->flag [FLAG_DAMNED]) |
872 | continue; |
875 | continue; |
873 | |
876 | |
874 | for (i = 0; i < NUM_STATS; i++) |
877 | for (i = 0; i < NUM_STATS; i++) |
875 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
878 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
876 | |
879 | |
877 | /* these are the items that currently can change digestion, regeneration, |
880 | /* These are the items that currently can change digestion, regeneration, |
878 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
881 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
879 | * list, but other items store other info into stats array. |
882 | * list, but other items store other info into stats array. |
880 | */ |
883 | */ |
881 | if (tmp->type == WEAPON || tmp->type == BOW || |
884 | if (tmp->type == WEAPON || tmp->type == BOW || |
882 | tmp->type == ARMOUR || tmp->type == HELMET || |
885 | tmp->type == ARMOUR || tmp->type == HELMET || |
883 | tmp->type == SHIELD || tmp->type == RING || |
886 | tmp->type == SHIELD || tmp->type == RING || |
… | |
… | |
939 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
942 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
940 | } |
943 | } |
941 | } |
944 | } |
942 | |
945 | |
943 | /* There may be other things that should not adjust the attacktype */ |
946 | /* There may be other things that should not adjust the attacktype */ |
944 | if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) |
947 | if (tmp->type != SYMPTOM) |
945 | || current_weapon == tmp) |
|
|
946 | { |
948 | { |
947 | attacktype |= tmp->attacktype; |
949 | attacktype |= tmp->attacktype; |
948 | path_attuned |= tmp->path_attuned; |
950 | path_attuned |= tmp->path_attuned; |
949 | path_repelled |= tmp->path_repelled; |
951 | path_repelled |= tmp->path_repelled; |
950 | path_denied |= tmp->path_denied; |
952 | path_denied |= tmp->path_denied; |
… | |
… | |
992 | #endif |
994 | #endif |
993 | |
995 | |
994 | /* skills modifying the character -b.t. */ |
996 | /* skills modifying the character -b.t. */ |
995 | /* for all skills and skill granting objects */ |
997 | /* for all skills and skill granting objects */ |
996 | case SKILL: |
998 | case SKILL: |
997 | if (!QUERY_FLAG (tmp, FLAG_APPLIED)) |
999 | { |
|
|
1000 | if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) |
998 | break; |
1001 | break; |
999 | |
1002 | |
1000 | if (IS_COMBAT_SKILL (tmp->subtype)) |
|
|
1001 | wc_obj = tmp; |
|
|
1002 | |
|
|
1003 | if (chosen_skill) |
1003 | if (chosen_skill) |
|
|
1004 | { |
1004 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
1005 | LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", |
|
|
1006 | &name, &chosen_skill->name, &tmp->name); |
1005 | |
1007 | |
|
|
1008 | tmp->flag [FLAG_APPLIED] = false; |
|
|
1009 | update_stats (); |
|
|
1010 | return; |
|
|
1011 | } |
|
|
1012 | else |
1006 | chosen_skill = tmp; |
1013 | chosen_skill = tmp; |
1007 | |
1014 | |
1008 | if (tmp->stats.dam > 0) |
1015 | if (tmp->stats.dam > 0) |
1009 | { /* skill is a 'weapon' */ |
1016 | { /* skill is a 'weapon' */ |
1010 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1017 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1011 | weapon_speed = WEAPON_SPEED (tmp); |
1018 | weapon_speed = WEAPON_SPEED (tmp); |
1012 | |
1019 | |
1013 | if (weapon_speed < 0) |
1020 | if (weapon_speed < 0) |
1014 | weapon_speed = 0; |
1021 | weapon_speed = 0; |
1015 | |
1022 | |
1016 | weapon_weight = tmp->weight; |
1023 | weapon_weight = tmp->weight; |
1017 | stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); |
1024 | stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; |
1018 | |
1025 | |
1019 | if (tmp->magic) |
1026 | if (tmp->magic) |
1020 | stats.dam += tmp->magic; |
1027 | stats.dam += tmp->magic; |
1021 | } |
1028 | } |
1022 | |
1029 | |
1023 | if (tmp->stats.wc) |
1030 | if (tmp->stats.wc) |
1024 | wc -= tmp->stats.wc + tmp->magic; |
1031 | wc -= tmp->stats.wc + tmp->magic; |
1025 | |
1032 | |
1026 | if (tmp->slaying) |
1033 | if (tmp->slaying) |
1027 | slaying = tmp->slaying; |
1034 | slaying = tmp->slaying; |
1028 | |
1035 | |
1029 | if (tmp->stats.ac) |
1036 | if (tmp->stats.ac) |
1030 | ac -= tmp->stats.ac + tmp->magic; |
1037 | ac -= tmp->stats.ac + tmp->magic; |
1031 | |
1038 | |
1032 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1039 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1033 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1040 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1034 | |
|
|
1035 | break; |
1041 | } |
1036 | |
1042 | |
1037 | case SKILL_TOOL: |
|
|
1038 | if (chosen_skill) |
|
|
1039 | LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); |
|
|
1040 | |
|
|
1041 | chosen_skill = tmp; |
|
|
1042 | break; |
1043 | break; |
1043 | |
1044 | |
1044 | case SHIELD: |
1045 | case SHIELD: |
1045 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1046 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1046 | contr->encumbrance += (int) tmp->weight / 2000; |
1047 | contr->encumbrance += (int) tmp->weight / 2000; |
… | |
… | |
1226 | stats.maxsp = (sint16)sp_tmp; |
1227 | stats.maxsp = (sint16)sp_tmp; |
1227 | |
1228 | |
1228 | for (i = 11; i <= mana_obj->level; i++) |
1229 | for (i = 11; i <= mana_obj->level; i++) |
1229 | stats.maxsp += 2; |
1230 | stats.maxsp += 2; |
1230 | } |
1231 | } |
|
|
1232 | |
1231 | /* Characters can get their sp supercharged via rune of transferrance */ |
1233 | /* Characters can get their sp supercharged via rune of transferrance */ |
1232 | if (stats.sp > stats.maxsp * 2) |
1234 | if (stats.sp > stats.maxsp * 2) |
1233 | stats.sp = stats.maxsp * 2; |
1235 | stats.sp = stats.maxsp * 2; |
1234 | |
1236 | |
1235 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1237 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
… | |
… | |
1266 | |
1268 | |
1267 | /* two grace points per level after 11 */ |
1269 | /* two grace points per level after 11 */ |
1268 | for (i = 11; i <= grace_obj->level; i++) |
1270 | for (i = 11; i <= grace_obj->level; i++) |
1269 | stats.maxgrace += 2; |
1271 | stats.maxgrace += 2; |
1270 | } |
1272 | } |
|
|
1273 | |
1271 | /* No limit on grace vs maxgrace */ |
1274 | /* No limit on grace vs maxgrace */ |
1272 | |
1275 | |
1273 | if (contr->braced) |
1276 | if (contr->braced) |
1274 | { |
1277 | { |
1275 | ac += 2; |
1278 | ac += 2; |
… | |
… | |
1287 | * improvement every level, now its fighterlevel/5. So |
1290 | * improvement every level, now its fighterlevel/5. So |
1288 | * we give the player a bonus here in wc and dam |
1291 | * we give the player a bonus here in wc and dam |
1289 | * to make up for the change. Note that I left the |
1292 | * to make up for the change. Note that I left the |
1290 | * monster bonus the same as before. -b.t. |
1293 | * monster bonus the same as before. -b.t. |
1291 | */ |
1294 | */ |
|
|
1295 | object *wc_obj = chosen_skill; |
1292 | |
1296 | |
1293 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1297 | if (contr && wc_obj && wc_obj->level > 1) |
1294 | { |
1298 | { |
1295 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1299 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1296 | |
1300 | |
1297 | for (i = 1; i < wc_obj->level; i++) |
1301 | for (i = 1; i < wc_obj->level; i++) |
1298 | { |
1302 | { |
1299 | /* addtional wc every 6 levels */ |
1303 | /* additional wc every 6 levels */ |
1300 | if (!(i % 6)) |
1304 | if (!(i % 6)) |
1301 | wc--; |
1305 | wc--; |
1302 | |
1306 | |
1303 | /* addtional dam every 4 levels. */ |
1307 | /* additional dam every 4 levels. */ |
1304 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1308 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1305 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1309 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1306 | } |
1310 | } |
1307 | } |
1311 | } |
1308 | else |
1312 | else |
… | |
… | |
1318 | if (settings.search_items && contr->search_str[0]) |
1322 | if (settings.search_items && contr->search_str[0]) |
1319 | speed -= 1; |
1323 | speed -= 1; |
1320 | |
1324 | |
1321 | if (attacktype == 0) |
1325 | if (attacktype == 0) |
1322 | attacktype = arch->clone.attacktype; |
1326 | attacktype = arch->clone.attacktype; |
1323 | |
|
|
1324 | } /* End if player */ |
1327 | } /* End if player */ |
1325 | |
1328 | |
1326 | if (added_speed >= 0) |
1329 | if (added_speed >= 0) |
1327 | speed += added_speed / 10.f; |
1330 | speed += added_speed / 10.f; |
1328 | else /* Something wrong here...: */ |
1331 | else /* Something wrong here...: */ |
… | |
… | |
1362 | * that would just be a real pain to read. |
1365 | * that would just be a real pain to read. |
1363 | */ |
1366 | */ |
1364 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1367 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1365 | float M2 = max_carry[stats.Str] / 100.f; |
1368 | float M2 = max_carry[stats.Str] / 100.f; |
1366 | float W = weapon_weight / 20000.f; |
1369 | float W = weapon_weight / 20000.f; |
1367 | float s = 2 - weapon_speed / 10.f; |
1370 | float s = (20 - weapon_speed) / 10.f; |
1368 | float D = (stats.Dex - 14) / 14.f; |
1371 | float D = (stats.Dex - 14) / 14.f; |
1369 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1372 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
1370 | |
1373 | |
1371 | K *= (4 + level) *1.2f / (6 + level); |
1374 | K *= (4 + level) * 1.2f / (6 + level); |
1372 | |
1375 | |
1373 | if (K <= 0.f) |
1376 | if (K <= 0.01f) |
1374 | K = 0.01f; |
1377 | K = 0.01f; |
1375 | |
1378 | |
1376 | float S = speed / (K * s); |
1379 | contr->weapon_sp = K * s * .5f; //TODO: balance the .5 |
1377 | |
|
|
1378 | contr->weapon_sp = S; |
|
|
1379 | } |
1380 | } |
1380 | |
1381 | |
1381 | /* I want to limit the power of small monsters with big weapons: */ |
1382 | /* I want to limit the power of small monsters with big weapons: */ |
1382 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1383 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1383 | stats.dam = arch->clone.stats.dam * 3; |
1384 | stats.dam = arch->clone.stats.dam * 3; |
1384 | |
1385 | |
1385 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1386 | stats.wc = clamp (wc, MIN_WC, MAX_WC); |
1386 | * should be more than enough - remember, AC is also in 8 bits, |
1387 | stats.ac = clamp (ac, MIN_AC, MAX_AC); |
1387 | * so its value is the same. |
|
|
1388 | */ |
|
|
1389 | if (wc > 120) |
|
|
1390 | wc = 120; |
|
|
1391 | else if (wc < -120) |
|
|
1392 | wc = -120; |
|
|
1393 | |
|
|
1394 | stats.wc = wc; |
|
|
1395 | |
|
|
1396 | if (ac > 120) |
|
|
1397 | ac = 120; |
|
|
1398 | else if (ac < -120) |
|
|
1399 | ac = -120; |
|
|
1400 | |
|
|
1401 | stats.ac = ac; |
|
|
1402 | |
1388 | |
1403 | /* if for some reason the creature doesn't have any move type, |
1389 | /* if for some reason the creature doesn't have any move type, |
1404 | * give them walking as a default. |
1390 | * give them walking as a default. |
1405 | * The second case is a special case - to more closely mimic the |
1391 | * The second case is a special case - to more closely mimic the |
1406 | * old behaviour - if your flying, your not walking - just |
1392 | * old behaviour - if your flying, your not walking - just |
… | |
… | |
1528 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
1514 | shstr_cmp dragon_ability_force ("dragon_ability_force"); |
1529 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
1515 | shstr_cmp dragon_skin_force ("dragon_skin_force"); |
1530 | |
1516 | |
1531 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1517 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1532 | if (tmp->type == FORCE) |
1518 | if (tmp->type == FORCE) |
1533 | if (tmp->arch->name == dragon_ability_force) |
1519 | if (tmp->arch->archname == dragon_ability_force) |
1534 | abil = tmp; |
1520 | abil = tmp; |
1535 | else if (tmp->arch->name == dragon_skin_force) |
1521 | else if (tmp->arch->archname == dragon_skin_force) |
1536 | skin = tmp; |
1522 | skin = tmp; |
1537 | |
1523 | |
1538 | /* if the force is missing -> bail out */ |
1524 | /* if the force is missing -> bail out */ |
1539 | if (abil == NULL) |
1525 | if (abil == NULL) |
1540 | return; |
1526 | return; |
… | |
… | |
1586 | if (!skill_obj) |
1572 | if (!skill_obj) |
1587 | { |
1573 | { |
1588 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1574 | LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); |
1589 | return NULL; |
1575 | return NULL; |
1590 | } |
1576 | } |
|
|
1577 | |
1591 | /* clear the flag - exp goes into this bucket, but player |
1578 | /* clear the flag - exp goes into this bucket, but player |
1592 | * still doesn't know it. |
1579 | * still doesn't know it. |
1593 | */ |
1580 | */ |
1594 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1581 | CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); |
1595 | skill_obj->stats.exp = 0; |
1582 | skill_obj->stats.exp = 0; |
1596 | skill_obj->level = 1; |
1583 | skill_obj->level = 1; |
1597 | insert_ob_in_ob (skill_obj, op); |
1584 | insert_ob_in_ob (skill_obj, op); |
1598 | |
1585 | |
1599 | if (op->contr) |
1586 | if (player *pl = op->contr) |
1600 | { |
1587 | { |
1601 | op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; |
1588 | pl->last_skill_ob [skill_obj->subtype] = skill_obj; |
1602 | if (op->contr->ns) |
1589 | if (pl->ns) |
1603 | op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1590 | pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous |
1604 | } |
1591 | } |
1605 | |
1592 | |
1606 | return skill_obj; |
1593 | return skill_obj; |
1607 | } |
1594 | } |
1608 | |
|
|
1609 | |
1595 | |
1610 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1596 | /* player_lvl_adj() - for the new exp system. we are concerned with |
1611 | * whether the player gets more hp, sp and new levels. |
1597 | * whether the player gets more hp, sp and new levels. |
1612 | * Note this this function should only be called for players. Monstes |
1598 | * Note this this function should only be called for players. Monstes |
1613 | * don't really gain levels |
1599 | * don't really gain levels |
… | |
… | |
1624 | |
1610 | |
1625 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1611 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1626 | { |
1612 | { |
1627 | op->level++; |
1613 | op->level++; |
1628 | |
1614 | |
1629 | if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1615 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1630 | dragon_level_gain (who); |
1616 | dragon_level_gain (who); |
1631 | |
1617 | |
1632 | /* Only roll these if it is the player (who) that gained the level */ |
1618 | /* Only roll these if it is the player (who) that gained the level */ |
1633 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1619 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1634 | { |
1620 | { |
… | |
… | |
1642 | { |
1628 | { |
1643 | if (op->type != PLAYER) |
1629 | if (op->type != PLAYER) |
1644 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1630 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1645 | else |
1631 | else |
1646 | sprintf (buf, "You are now level %d.", op->level); |
1632 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1633 | |
1647 | if (who) |
1634 | if (who) |
1648 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1635 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1649 | } |
1636 | } |
|
|
1637 | |
1650 | player_lvl_adj (who, op); /* To increase more levels */ |
1638 | player_lvl_adj (who, op); /* To increase more levels */ |
1651 | } |
1639 | } |
1652 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1640 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1653 | { |
1641 | { |
1654 | op->level--; |
1642 | op->level--; |
1655 | who->update_stats (); |
1643 | who->update_stats (); |
|
|
1644 | |
1656 | if (op->type != PLAYER) |
1645 | if (op->type != PLAYER) |
1657 | { |
1646 | { |
1658 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1647 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1659 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1648 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1660 | } |
1649 | } |
|
|
1650 | |
1661 | player_lvl_adj (who, op); /* To decrease more levels */ |
1651 | player_lvl_adj (who, op); /* To decrease more levels */ |
1662 | } |
1652 | } |
1663 | |
1653 | |
1664 | /* check if the spell data has changed */ |
1654 | /* check if the spell data has changed */ |
1665 | esrv_update_stats (who->contr); |
1655 | esrv_update_stats (who->contr); |
… | |
… | |
1976 | player_lvl_adj (op, tmp); |
1966 | player_lvl_adj (op, tmp); |
1977 | } |
1967 | } |
1978 | |
1968 | |
1979 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1969 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1980 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1970 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
|
|
1971 | |
1981 | if (level_loss < 0) |
1972 | if (level_loss < 0) |
1982 | level_loss = 0; |
1973 | level_loss = 0; |
1983 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1974 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1984 | |
1975 | |
1985 | op->stats.exp -= loss; |
1976 | op->stats.exp -= loss; |