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Comparing deliantra/server/common/living.C (file contents):
Revision 1.49 by root, Sat May 12 17:26:51 2007 UTC vs.
Revision 1.55 by root, Sat May 12 19:41:02 2007 UTC

233const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 235};
236 236
237/* 237/*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241void
242set_attr_value (living *stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269
270/*
271 * Like set_attr_value(), but instead the value (which can be negative) 238 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 239 * is added to the specified stat.
273 */ 240 */
274void 241void
275change_attr_value (living *stats, int attr, sint8 value) 242change_attr_value (living *stats, int attr, sint8 value)
276{ 243{
277 if (value == 0) 244 stats->stat (attr) += value;
278 return;
279
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living *stats, int attr)
314{
315 switch (attr)
316 {
317 case STR: return stats->Str;
318 case DEX: return stats->Dex;
319 case CON: return stats->Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int;
323 case POW: return stats->Pow;
324 }
325
326 return 0;
327} 245}
328 246
329/* 247/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 248 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 249 * 1-30 stat limit.
332 */ 250 */
333
334void 251void
335check_stat_bounds (living *stats) 252check_stat_bounds (living *stats)
336{ 253{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 254 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 255 {
341 set_attr_value (stats, i, MAX_STAT); 256 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 257 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 258 }
344} 259}
345 260
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 261#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 262
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 263/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
366 * that gives them that ability. 281 * that gives them that ability.
367 */ 282 */
368int 283int
369change_abil (object *op, object *tmp) 284change_abil (object *op, object *tmp)
370{ 285{
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
372 char message[MAX_BUF]; 287 char message[MAX_BUF];
373 int potion_max = 0; 288 int potion_max = 0;
374 289
375 /* remember what object was like before it was changed. note that 290 /* remember what object was like before it was changed. note that
376 * refop is a local copy of op only to be used for detecting changes 291 * refop is a local copy of op only to be used for detecting changes
381 if (op->type == PLAYER) 296 if (op->type == PLAYER)
382 { 297 {
383 if (tmp->type == POTION) 298 if (tmp->type == POTION)
384 { 299 {
385 potion_max = 1; 300 potion_max = 1;
386 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
387 { 302 {
388 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
389 304 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 305
393 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
395 308
396 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. While I don't think any
397 * potions do so right now, there is the potential for potions 310 * potions do so right now, there is the potential for potions
398 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
399 * to allow for that. 312 * to allow for that.
400 */ 313 */
401 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 315 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&op->arch->clone.stats, j)) 316 else if (nstat > 20 + op->arch->clone.stats.stat (j))
404 nstat = 20 + get_attr_value (&op->arch->clone.stats, j); 317 nstat = 20 + op->arch->clone.stats.stat (j);
405 318
406 if (nstat != ostat) 319 if (nstat != ostat)
407 { 320 {
408 set_attr_value (&op->contr->orig_stats, j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
409 potion_max = 0; 322 potion_max = 0;
410 } 323 }
411 else if (i) 324 else if (i)
412 { 325 {
413 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
417 330
418 /* This section of code ups the characters normal stats also. I am not 331 /* This section of code ups the characters normal stats also. I am not
419 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
420 * recalculates this anyway. 333 * recalculates this anyway.
421 */ 334 */
422 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
423 change_attr_value (&op->stats, j, flag * get_attr_value (&tmp->stats, j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
424 337
425 check_stat_bounds (&op->stats); 338 check_stat_bounds (&op->stats);
426 } /* end of potion handling code */ 339 } /* end of potion handling code */
427 } 340 }
428 341
429 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
430 * everything to set 343 * everything to set
431 */ 344 */
432 if (flag == -1) 345 if (flag == -1)
433 { 346 {
434 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
440 */ 353 */
441 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
442 } 355 }
443 356
444 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
445 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
446 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
447 */ 360 */
448 op->update_stats (); 361 op->update_stats ();
449 362
450 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
451 * print out message if this is a bow. 364 * print out message if this is a bow.
452 */ 365 */
453 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
454 { 367 {
455 success = 1; 368 success = 1;
495 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
496 { 409 {
497 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
498 * in that case, you don't actually land 411 * in that case, you don't actually land
499 */ 412 */
500 DIFF_MSG (flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
501 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
502 } 415 }
503 416
504 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
636 success = 1; 549 success = 1;
637 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
638 } 551 }
639 552
640 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
642 { 555 {
643 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
645 558
646 if (op->resist[i] != refop.resist[i]) 559 if (op->resist[i] != refop.resist[i])
655 } 568 }
656 } 569 }
657 570
658 if (!potion_max) 571 if (!potion_max)
659 { 572 {
660 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
661 { 574 {
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 575 if (int i = tmp->stats.stat (j))
663 { 576 {
664 success = 1; 577 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 } 579 }
667 } 580 }
770 * Subtracts stat-bonuses given by the class which the player has chosen. 683 * Subtracts stat-bonuses given by the class which the player has chosen.
771 */ 684 */
772void 685void
773object::remove_statbonus () 686object::remove_statbonus ()
774{ 687{
775 stats.Str -= arch->clone.stats.Str; 688 for (int i = 0; i < NUM_STATS; ++i)
776 stats.Dex -= arch->clone.stats.Dex; 689 {
777 stats.Con -= arch->clone.stats.Con; 690 sint8 v = arch->clone.stats.stat (i);
778 stats.Wis -= arch->clone.stats.Wis; 691 stats.stat (i) -= v;
779 stats.Pow -= arch->clone.stats.Pow; 692 contr->orig_stats.stat (i) -= v;
780 stats.Cha -= arch->clone.stats.Cha; 693 }
781 stats.Int -= arch->clone.stats.Int;
782
783 contr->orig_stats.Str -= arch->clone.stats.Str;
784 contr->orig_stats.Dex -= arch->clone.stats.Dex;
785 contr->orig_stats.Con -= arch->clone.stats.Con;
786 contr->orig_stats.Wis -= arch->clone.stats.Wis;
787 contr->orig_stats.Pow -= arch->clone.stats.Pow;
788 contr->orig_stats.Cha -= arch->clone.stats.Cha;
789 contr->orig_stats.Int -= arch->clone.stats.Int;
790} 694}
791 695
792/* 696/*
793 * Adds stat-bonuses given by the class which the player has chosen. 697 * Adds stat-bonuses given by the class which the player has chosen.
794 */ 698 */
795void 699void
796object::add_statbonus () 700object::add_statbonus ()
797{ 701{
798 stats.Str += arch->clone.stats.Str; 702 for (int i = 0; i < NUM_STATS; ++i)
799 stats.Dex += arch->clone.stats.Dex; 703 {
800 stats.Con += arch->clone.stats.Con; 704 sint8 v = arch->clone.stats.stat (i);
801 stats.Wis += arch->clone.stats.Wis; 705 stats.stat (i) += v;
802 stats.Pow += arch->clone.stats.Pow; 706 contr->orig_stats.stat (i) += v;
803 stats.Cha += arch->clone.stats.Cha; 707 }
804 stats.Int += arch->clone.stats.Int;
805
806 contr->orig_stats.Str += arch->clone.stats.Str;
807 contr->orig_stats.Dex += arch->clone.stats.Dex;
808 contr->orig_stats.Con += arch->clone.stats.Con;
809 contr->orig_stats.Wis += arch->clone.stats.Wis;
810 contr->orig_stats.Pow += arch->clone.stats.Pow;
811 contr->orig_stats.Cha += arch->clone.stats.Cha;
812 contr->orig_stats.Int += arch->clone.stats.Int;
813} 708}
814 709
815/* 710/*
816 * Updates all abilities given by applied objects in the inventory 711 * Updates all abilities given by applied objects in the inventory
817 * of the given object. Note: This function works for both monsters 712 * of the given object. Note: This function works for both monsters
828 int i, j; 723 int i, j;
829 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;
830 int weapon_weight = 0, weapon_speed = 0; 725 int weapon_weight = 0, weapon_speed = 0;
831 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
832 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
833 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 728 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
834 float old_speed = speed; 729 float old_speed = speed;
835 730
836 /* 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 */
837 if (type == PLAYER) 732 if (type == PLAYER)
838 { 733 {
839 for (i = 0; i < NUM_STATS; i++) 734 for (i = 0; i < NUM_STATS; i++)
840 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 735 stats.stat (i) = contr->orig_stats.stat (i);
841 736
842 if (settings.spell_encumbrance == TRUE) 737 if (settings.spell_encumbrance == TRUE)
843 contr->encumbrance = 0; 738 contr->encumbrance = 0;
844 739
845 attacktype = 0; 740 attacktype = 0;
975 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
976 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) 871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
977 continue; 872 continue;
978 873
979 for (i = 0; i < NUM_STATS; i++) 874 for (i = 0; i < NUM_STATS; i++)
980 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); 875 change_attr_value (&stats, i, tmp->stats.stat (i));
981 876
982 /* these are the items that currently can change digestion, regeneration, 877 /* these are the items that currently can change digestion, regeneration,
983 * spell point recovery and mana point recovery. Seems sort of an arbitary 878 * spell point recovery and mana point recovery. Seems sort of an arbitary
984 * list, but other items store other info into stats array. 879 * list, but other items store other info into stats array.
985 */ 880 */
1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 939 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1045 } 940 }
1046 } 941 }
1047 942
1048 /* There may be other things that should not adjust the attacktype */ 943 /* There may be other things that should not adjust the attacktype */
1049 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 944 if (tmp->type != SYMPTOM)
1050 || current_weapon == tmp)
1051 { 945 {
1052 attacktype |= tmp->attacktype; 946 attacktype |= tmp->attacktype;
1053 path_attuned |= tmp->path_attuned; 947 path_attuned |= tmp->path_attuned;
1054 path_repelled |= tmp->path_repelled; 948 path_repelled |= tmp->path_repelled;
1055 path_denied |= tmp->path_denied; 949 path_denied |= tmp->path_denied;
1100 /* for all skills and skill granting objects */ 994 /* for all skills and skill granting objects */
1101 case SKILL: 995 case SKILL:
1102 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 996 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1103 break; 997 break;
1104 998
1105 if (IS_COMBAT_SKILL (tmp->subtype))
1106 wc_obj = tmp;
1107
1108 if (chosen_skill) 999 if (chosen_skill)
1109 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1000 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1110 1001
1111 chosen_skill = tmp; 1002 chosen_skill = tmp;
1112 1003
1117 1008
1118 if (weapon_speed < 0) 1009 if (weapon_speed < 0)
1119 weapon_speed = 0; 1010 weapon_speed = 0;
1120 1011
1121 weapon_weight = tmp->weight; 1012 weapon_weight = tmp->weight;
1122 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1013 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9);
1123 1014
1124 if (tmp->magic) 1015 if (tmp->magic)
1125 stats.dam += tmp->magic; 1016 stats.dam += tmp->magic;
1126 } 1017 }
1127 1018
1331 stats.maxsp = (sint16)sp_tmp; 1222 stats.maxsp = (sint16)sp_tmp;
1332 1223
1333 for (i = 11; i <= mana_obj->level; i++) 1224 for (i = 11; i <= mana_obj->level; i++)
1334 stats.maxsp += 2; 1225 stats.maxsp += 2;
1335 } 1226 }
1227
1336 /* Characters can get their sp supercharged via rune of transferrance */ 1228 /* Characters can get their sp supercharged via rune of transferrance */
1337 if (stats.sp > stats.maxsp * 2) 1229 if (stats.sp > stats.maxsp * 2)
1338 stats.sp = stats.maxsp * 2; 1230 stats.sp = stats.maxsp * 2;
1339 1231
1340 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1232 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1371 1263
1372 /* two grace points per level after 11 */ 1264 /* two grace points per level after 11 */
1373 for (i = 11; i <= grace_obj->level; i++) 1265 for (i = 11; i <= grace_obj->level; i++)
1374 stats.maxgrace += 2; 1266 stats.maxgrace += 2;
1375 } 1267 }
1268
1376 /* No limit on grace vs maxgrace */ 1269 /* No limit on grace vs maxgrace */
1377 1270
1378 if (contr->braced) 1271 if (contr->braced)
1379 { 1272 {
1380 ac += 2; 1273 ac += 2;
1392 * improvement every level, now its fighterlevel/5. So 1285 * improvement every level, now its fighterlevel/5. So
1393 * we give the player a bonus here in wc and dam 1286 * we give the player a bonus here in wc and dam
1394 * to make up for the change. Note that I left the 1287 * to make up for the change. Note that I left the
1395 * monster bonus the same as before. -b.t. 1288 * monster bonus the same as before. -b.t.
1396 */ 1289 */
1290 object *wc_obj = chosen_skill;
1397 1291
1398 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1292 if (contr && wc_obj && wc_obj->level > 1)
1399 { 1293 {
1400 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1294 wc -= wc_obj->level + thaco_bonus[stats.Str];
1401 1295
1402 for (i = 1; i < wc_obj->level; i++) 1296 for (i = 1; i < wc_obj->level; i++)
1403 { 1297 {
1404 /* addtional wc every 6 levels */ 1298 /* additional wc every 6 levels */
1405 if (!(i % 6)) 1299 if (!(i % 6))
1406 wc--; 1300 wc--;
1407 1301
1408 /* addtional dam every 4 levels. */ 1302 /* additional dam every 4 levels. */
1409 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1303 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1410 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1304 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1411 } 1305 }
1412 } 1306 }
1413 else 1307 else
1423 if (settings.search_items && contr->search_str[0]) 1317 if (settings.search_items && contr->search_str[0])
1424 speed -= 1; 1318 speed -= 1;
1425 1319
1426 if (attacktype == 0) 1320 if (attacktype == 0)
1427 attacktype = arch->clone.attacktype; 1321 attacktype = arch->clone.attacktype;
1428
1429 } /* End if player */ 1322 } /* End if player */
1430 1323
1431 if (added_speed >= 0) 1324 if (added_speed >= 0)
1432 speed += added_speed / 10.f; 1325 speed += added_speed / 10.f;
1433 else /* Something wrong here...: */ 1326 else /* Something wrong here...: */
1691 if (!skill_obj) 1584 if (!skill_obj)
1692 { 1585 {
1693 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1586 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1694 return NULL; 1587 return NULL;
1695 } 1588 }
1589
1696 /* clear the flag - exp goes into this bucket, but player 1590 /* clear the flag - exp goes into this bucket, but player
1697 * still doesn't know it. 1591 * still doesn't know it.
1698 */ 1592 */
1699 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1593 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1700 skill_obj->stats.exp = 0; 1594 skill_obj->stats.exp = 0;
1709 } 1603 }
1710 1604
1711 return skill_obj; 1605 return skill_obj;
1712} 1606}
1713 1607
1714
1715/* player_lvl_adj() - for the new exp system. we are concerned with 1608/* player_lvl_adj() - for the new exp system. we are concerned with
1716 * whether the player gets more hp, sp and new levels. 1609 * whether the player gets more hp, sp and new levels.
1717 * Note this this function should only be called for players. Monstes 1610 * Note this this function should only be called for players. Monstes
1718 * don't really gain levels 1611 * don't really gain levels
1719 * who is the player, op is what we are checking to gain the level 1612 * who is the player, op is what we are checking to gain the level
1729 1622
1730 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1623 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1731 { 1624 {
1732 op->level++; 1625 op->level++;
1733 1626
1734 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1627 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1735 dragon_level_gain (who); 1628 dragon_level_gain (who);
1736 1629
1737 /* Only roll these if it is the player (who) that gained the level */ 1630 /* Only roll these if it is the player (who) that gained the level */
1738 if (op == who && (who->level < 11) && who->type == PLAYER) 1631 if (op == who && (who->level < 11) && who->type == PLAYER)
1739 { 1632 {
1747 { 1640 {
1748 if (op->type != PLAYER) 1641 if (op->type != PLAYER)
1749 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1642 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1750 else 1643 else
1751 sprintf (buf, "You are now level %d.", op->level); 1644 sprintf (buf, "You are now level %d.", op->level);
1645
1752 if (who) 1646 if (who)
1753 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1647 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1754 } 1648 }
1649
1755 player_lvl_adj (who, op); /* To increase more levels */ 1650 player_lvl_adj (who, op); /* To increase more levels */
1756 } 1651 }
1757 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1652 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1758 { 1653 {
1759 op->level--; 1654 op->level--;
1760 who->update_stats (); 1655 who->update_stats ();
1656
1761 if (op->type != PLAYER) 1657 if (op->type != PLAYER)
1762 { 1658 {
1763 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1659 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1764 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1660 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1765 } 1661 }
1662
1766 player_lvl_adj (who, op); /* To decrease more levels */ 1663 player_lvl_adj (who, op); /* To decrease more levels */
1767 } 1664 }
1768 1665
1769 /* check if the spell data has changed */ 1666 /* check if the spell data has changed */
1770 esrv_update_stats (who->contr); 1667 esrv_update_stats (who->contr);
2081 player_lvl_adj (op, tmp); 1978 player_lvl_adj (op, tmp);
2082 } 1979 }
2083 1980
2084 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1981 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2085 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1982 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1983
2086 if (level_loss < 0) 1984 if (level_loss < 0)
2087 level_loss = 0; 1985 level_loss = 0;
2088 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1986 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2089 1987
2090 op->stats.exp -= loss; 1988 op->stats.exp -= loss;

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