--- deliantra/server/common/living.C 2007/05/12 19:41:02 1.55 +++ deliantra/server/common/living.C 2007/08/07 22:57:57 1.76 @@ -1,25 +1,24 @@ /* - * CrossFire, A Multiplayer game + * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. * - * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team - * Copyright (C) 2002 Mark Wedel & Crossfire Development Team - * Copyright (C) 1992 Frank Tore Johansen + * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team + * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992,2007 Frank Tore Johansen * - * This program is free software; you can redistribute it and/or modify + * Crossfire TRT is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by - * the Free Software Foundation; either version 2 of the License, or + * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software - * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - * - * The authors can be reached via e-mail at + * along with this program. If not, see . + * + * The authors can be reached via e-mail to */ #include @@ -313,8 +312,8 @@ */ if (nstat < 1 && i * flag < 0) nstat = 1; - else if (nstat > 20 + op->arch->clone.stats.stat (j)) - nstat = 20 + op->arch->clone.stats.stat (j); + else if (nstat > 20 + op->arch->stats.stat (j)) + nstat = 20 + op->arch->stats.stat (j); if (nstat != ostat) { @@ -424,7 +423,7 @@ /* becoming UNDEAD... a special treatment for this flag. Only those not * originally undead may change their status */ - if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) + if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) { success = 1; @@ -435,7 +434,7 @@ } else { - op->race = op->arch->clone.race; + op->race = op->arch->race; new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); } } @@ -687,7 +686,7 @@ { for (int i = 0; i < NUM_STATS; ++i) { - sint8 v = arch->clone.stats.stat (i); + sint8 v = arch->stats.stat (i); stats.stat (i) -= v; contr->orig_stats.stat (i) -= v; } @@ -701,12 +700,52 @@ { for (int i = 0; i < NUM_STATS; ++i) { - sint8 v = arch->clone.stats.stat (i); + sint8 v = arch->stats.stat (i); stats.stat (i) += v; contr->orig_stats.stat (i) += v; } } +/* These are the items that currently can change digestion, regeneration, + * spell point recovery and mana point recovery. Seems sort of an arbitary + * list, but other items store other info into stats array. + */ +static struct digest_types : std::bitset +{ + digest_types () + { + set (WEAPON); + set (BOW); + set (ARMOUR); + set (HELMET); + set (SHIELD); + set (RING); + set (BOOTS); + set (GLOVES); + set (AMULET); + set (GIRDLE); + set (BRACERS); + set (CLOAK); + set (DISEASE); + set (FORCE); + set (SKILL); + } +} digest_types; + +static struct copy_flags : object::flags_t +{ + copy_flags () + { + set (FLAG_LIFESAVE); + set (FLAG_REFL_SPELL); + set (FLAG_REFL_MISSILE); + set (FLAG_STEALTH); + set (FLAG_XRAYS); + set (FLAG_BLIND); + set (FLAG_SEE_IN_DARK); + } +} copy_flags; + /* * Updates all abilities given by applied objects in the inventory * of the given object. Note: This function works for both monsters @@ -720,19 +759,19 @@ void object::update_stats () { - int i, j; - float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; + float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; int weapon_weight = 0, weapon_speed = 0; int best_wc = 0, best_ac = 0, wc = 0, ac = 0; int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; object *grace_obj = NULL, *mana_obj = NULL, *tmp; float old_speed = speed; + int stat_sum [NUM_STATS]; /* First task is to clear all the values back to their original values */ if (type == PLAYER) { - for (i = 0; i < NUM_STATS; i++) - stats.stat (i) = contr->orig_stats.stat (i); + for (int i = 0; i < NUM_STATS; i++) + stat_sum [i] = contr->orig_stats.stat (i); if (settings.spell_encumbrance == TRUE) contr->encumbrance = 0; @@ -762,25 +801,25 @@ CLEAR_FLAG (this, FLAG_STEALTH); CLEAR_FLAG (this, FLAG_BLIND); - if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); - if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); - if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); - if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); - - path_attuned = arch->clone.path_attuned; - path_repelled = arch->clone.path_repelled; - path_denied = arch->clone.path_denied; - glow_radius = arch->clone.glow_radius; - move_type = arch->clone.move_type; + if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); + if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); + if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); + if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); + + path_attuned = arch->path_attuned; + path_repelled = arch->path_repelled; + path_denied = arch->path_denied; + glow_radius = arch->glow_radius; + move_type = arch->move_type; chosen_skill = 0; /* initializing resistances from the values in player/monster's * archetype clone */ - memcpy (&resist, &arch->clone.resist, sizeof (resist)); + memcpy (&resist, &arch->resist, sizeof (resist)); - for (i = 0; i < NROFATTACKS; i++) + for (int i = 0; i < NROFATTACKS; i++) { if (resist[i] > 0) prot[i] = resist[i], vuln[i] = 0; @@ -790,8 +829,8 @@ potion_resist[i] = 0; } - wc = arch->clone.stats.wc; - stats.dam = arch->clone.stats.dam; + wc = arch->stats.wc; + stats.dam = arch->stats.dam; /* for players which cannot use armour, they gain AC -1 per 3 levels, * plus a small amount of physical resist, those poor suckers. ;) @@ -802,26 +841,20 @@ */ if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) { - ac = MAX (-10, arch->clone.stats.ac - level / 3); + ac = max (-10, arch->stats.ac - level / 3); prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; } else - ac = arch->clone.stats.ac; + ac = arch->stats.ac; - stats.luck = arch->clone.stats.luck; - speed = arch->clone.speed; + stats.luck = arch->stats.luck; + speed = arch->speed; /* OK - we've reset most all the objects attributes to sane values. * now go through and make adjustments for what the player has equipped. */ for (tmp = inv; tmp; tmp = tmp->below) { - /* See note in map.c:update_position about making this additive - * since light sources are never applied, need to put check here. - */ - if (tmp->glow_radius > glow_radius) - glow_radius = tmp->glow_radius; - /* This happens because apply_potion calls change_abil with the potion * applied so we can tell the player what changed. But change_abil * then calls this function. @@ -829,6 +862,12 @@ if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) continue; + /* See note in map.c:update_position about making this additive + * since light sources are never applied, need to put check here. + */ + if (tmp->glow_radius > glow_radius) + glow_radius = tmp->glow_radius; + /* For some things, we don't care what is equipped */ if (tmp->type == SKILL) { @@ -867,32 +906,25 @@ { if (type == PLAYER) { + contr->item_power += tmp->item_power; + if (tmp == contr->combat_ob || tmp == contr->ranged_ob) - if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) + if (tmp != current_weapon + && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) + && !tmp->flag [FLAG_CURSED] + && !tmp->flag [FLAG_DAMNED]) continue; - for (i = 0; i < NUM_STATS; i++) - change_attr_value (&stats, i, tmp->stats.stat (i)); + for (int i = 0; i < NUM_STATS; i++) + stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); - /* these are the items that currently can change digestion, regeneration, - * spell point recovery and mana point recovery. Seems sort of an arbitary - * list, but other items store other info into stats array. - */ - if (tmp->type == WEAPON || tmp->type == BOW || - tmp->type == ARMOUR || tmp->type == HELMET || - tmp->type == SHIELD || tmp->type == RING || - tmp->type == BOOTS || tmp->type == GLOVES || - tmp->type == AMULET || tmp->type == GIRDLE || - tmp->type == BRACERS || tmp->type == CLOAK || - tmp->type == DISEASE || tmp->type == FORCE || - tmp->type == SKILL) + if (digest_types [tmp->type]) { contr->digestion += tmp->stats.food; contr->gen_hp += tmp->stats.hp; contr->gen_sp += tmp->stats.sp; contr->gen_grace += tmp->stats.grace; contr->gen_sp_armour += tmp->gen_sp_armour; - contr->item_power += tmp->item_power; } } /* if this is a player */ else @@ -903,7 +935,7 @@ /* Update slots used for items */ if (QUERY_FLAG (tmp, FLAG_APPLIED)) - for (i = 0; i < NUM_BODY_LOCATIONS; i++) + for (int i = 0; i < NUM_BODY_LOCATIONS; i++) slot[i].used += tmp->slot[i].info; if (tmp->type == SYMPTOM) @@ -921,7 +953,7 @@ */ if (tmp->type != POTION) { - for (i = 0; i < NROFATTACKS; i++) + for (int i = 0; i < NROFATTACKS; i++) { /* Potential for cursed potions, in which case we just can use * a straight MAX, as potion_resist is initialised to zero. @@ -929,7 +961,7 @@ if (tmp->type == POTION_EFFECT) { if (potion_resist[i]) - potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); + potion_resist[i] = max (potion_resist[i], tmp->resist[i]); else potion_resist[i] = tmp->resist[i]; } @@ -951,15 +983,9 @@ stats.luck += tmp->stats.luck; } - if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); - if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); - if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); - if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); - if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); - if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); - if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); + flag |= tmp->flag & copy_flags; - if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) + if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) SET_FLAG (this, FLAG_UNDEAD); if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) @@ -993,48 +1019,50 @@ /* skills modifying the character -b.t. */ /* for all skills and skill granting objects */ case SKILL: - if (!QUERY_FLAG (tmp, FLAG_APPLIED)) - break; - - if (chosen_skill) - LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); - - chosen_skill = tmp; + { + if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) + break; - if (tmp->stats.dam > 0) - { /* skill is a 'weapon' */ - if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) - weapon_speed = WEAPON_SPEED (tmp); + if (chosen_skill) + { + LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n", + &name, &chosen_skill->name, &tmp->name); - if (weapon_speed < 0) - weapon_speed = 0; + tmp->flag [FLAG_APPLIED] = false; + update_stats (); + return; + } + else + chosen_skill = tmp; - weapon_weight = tmp->weight; - stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9); + if (tmp->stats.dam > 0) + { /* skill is a 'weapon' */ + if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) + weapon_speed = WEAPON_SPEED (tmp); - if (tmp->magic) - stats.dam += tmp->magic; - } + if (weapon_speed < 0) + weapon_speed = 0; - if (tmp->stats.wc) - wc -= tmp->stats.wc + tmp->magic; + weapon_weight = tmp->weight; + stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9; - if (tmp->slaying) - slaying = tmp->slaying; + if (tmp->magic) + stats.dam += tmp->magic; + } - if (tmp->stats.ac) - ac -= tmp->stats.ac + tmp->magic; + if (tmp->stats.wc) + wc -= tmp->stats.wc + tmp->magic; - if (settings.spell_encumbrance == TRUE && type == PLAYER) - contr->encumbrance += (int) 3 *tmp->weight / 1000; + if (tmp->slaying) + slaying = tmp->slaying; - break; + if (tmp->stats.ac) + ac -= tmp->stats.ac + tmp->magic; - case SKILL_TOOL: - if (chosen_skill) - LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); + if (settings.spell_encumbrance == TRUE && type == PLAYER) + contr->encumbrance += (int) 3 *tmp->weight / 1000; + } - chosen_skill = tmp; break; case SHIELD: @@ -1122,8 +1150,8 @@ if (tmp->stats.ac) ac -= (tmp->stats.ac + tmp->magic); - if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) - max = ARMOUR_SPEED (tmp) / 10.f; + if (ARMOUR_SPEED (tmp)) + max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); break; } /* switch tmp->type */ @@ -1140,7 +1168,7 @@ * If there is a cursed (and no uncursed) potion in effect, we take * 'total resistance = vulnerability from cursed potion'. */ - for (i = 0; i < NROFATTACKS; i++) + for (int i = 0; i < NROFATTACKS; i++) { resist[i] = prot[i] - vuln[i]; @@ -1148,9 +1176,15 @@ resist[i] = potion_resist[i]; } - /* Figure out the players sp/mana/hp totals. */ if (type == PLAYER) { + // clamp various player stats + for (int i = 0; i < NUM_STATS; ++i) + stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); + + contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); + + /* Figure out the players sp/mana/hp totals. */ int pl_level; check_stat_bounds (&(stats)); @@ -1162,23 +1196,21 @@ /* You basically get half a con bonus/level. But we do take into account rounding, * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. */ - for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) + stats.maxhp = 0; + for (int i = 1; i <= min (10, pl_level); i++) { - j = contr->levhp[i] + con_bonus[stats.Con] / 2; + int j = contr->levhp[i] + con_bonus[stats.Con] / 2; if (i % 2 && con_bonus[stats.Con] % 2) - { - if (con_bonus[stats.Con] > 0) - j++; - else - j--; - } + if (con_bonus[stats.Con] > 0) + j++; + else + j--; stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ } - for (i = 11; i <= level; i++) - stats.maxhp += 2; + stats.maxhp += 2 * max (0, level - 10); if (stats.hp > stats.maxhp) stats.hp = stats.maxhp; @@ -1201,9 +1233,9 @@ stats.maxsp = 1; else { - sp_tmp = 0.f; + float sp_tmp = 0.f; - for (i = 1; i <= mana_obj->level && i <= 10; i++) + for (int i = 1; i <= min (10, mana_obj->level); i++) { float stmp; @@ -1213,21 +1245,14 @@ else stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; - if (stmp < 1.f) - stmp = 1.f; - - sp_tmp += stmp; + sp_tmp += max (1.f, stmp); } - stats.maxsp = (sint16)sp_tmp; - - for (i = 11; i <= mana_obj->level; i++) - stats.maxsp += 2; + stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10); } /* Characters can get their sp supercharged via rune of transferrance */ - if (stats.sp > stats.maxsp * 2) - stats.sp = stats.maxsp * 2; + stats.sp = min (stats.sp, stats.maxsp * 2); /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ if (!grace_obj || !grace_obj->level || type != PLAYER) @@ -1242,8 +1267,9 @@ * becomes big jumps when the sums of the bonuses jump to the next * step of 8 - with floats, even fractional ones are useful. */ - sp_tmp = 0.f; - for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) + float sp_tmp = 0.f; + + for (int i = 1; i <= min (10, grace_obj->level); i++) { float grace_tmp = 0.f; @@ -1253,17 +1279,11 @@ else grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; - if (grace_tmp < 1.f) - grace_tmp = 1.f; - - sp_tmp += grace_tmp; + sp_tmp += max (1.f, grace_tmp); } - stats.maxgrace = (sint16)sp_tmp; - - /* two grace points per level after 11 */ - for (i = 11; i <= grace_obj->level; i++) - stats.maxgrace += 2; + /* two grace points per level after 10 */ + stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10); } /* No limit on grace vs maxgrace */ @@ -1293,7 +1313,7 @@ { wc -= wc_obj->level + thaco_bonus[stats.Str]; - for (i = 1; i < wc_obj->level; i++) + for (int i = 1; i < wc_obj->level; i++) { /* additional wc every 6 levels */ if (!(i % 6)) @@ -1318,7 +1338,7 @@ speed -= 1; if (attacktype == 0) - attacktype = arch->clone.attacktype; + attacktype = arch->attacktype; } /* End if player */ if (added_speed >= 0) @@ -1327,8 +1347,7 @@ speed /= 1.f - added_speed; /* Max is determined by armour */ - if (speed > max) - speed = max; + speed = min (speed, max_speed); if (type == PLAYER) { @@ -1362,41 +1381,24 @@ float M = (max_carry[stats.Str] - 121) / 121.f; float M2 = max_carry[stats.Str] / 100.f; float W = weapon_weight / 20000.f; - float s = 2 - weapon_speed / 10.f; + float s = (20 - weapon_speed) / 10.f; float D = (stats.Dex - 14) / 14.f; float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; - K *= (4 + level) *1.2f / (6 + level); + K *= (4 + level) * 1.2f / (6 + level); - if (K <= 0.f) + if (K <= 0.01f) K = 0.01f; - float S = speed / (K * s); - - contr->weapon_sp = S; + contr->weapon_sp = K * s * .5f; //TODO: balance the .5 } /* I want to limit the power of small monsters with big weapons: */ - if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) - stats.dam = arch->clone.stats.dam * 3; - - /* Prevent overflows of wc - best you can get is ABS(120) - this - * should be more than enough - remember, AC is also in 8 bits, - * so its value is the same. - */ - if (wc > 120) - wc = 120; - else if (wc < -120) - wc = -120; - - stats.wc = wc; - - if (ac > 120) - ac = 120; - else if (ac < -120) - ac = -120; + if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3) + stats.dam = arch->stats.dam * 3; - stats.ac = ac; + stats.wc = clamp (wc, MIN_WC, MAX_WC); + stats.ac = clamp (ac, MIN_AC, MAX_AC); /* if for some reason the creature doesn't have any move type, * give them walking as a default. @@ -1523,14 +1525,11 @@ char buf[MAX_BUF]; /* tmp. string buffer */ /* now grab the 'dragon_ability'-forces from the player's inventory */ - shstr_cmp dragon_ability_force ("dragon_ability_force"); - shstr_cmp dragon_skin_force ("dragon_skin_force"); - for (tmp = who->inv; tmp; tmp = tmp->below) if (tmp->type == FORCE) - if (tmp->arch->name == dragon_ability_force) + if (tmp->arch->archname == shstr_dragon_ability_force) abil = tmp; - else if (tmp->arch->name == dragon_skin_force) + else if (tmp->arch->archname == shstr_dragon_skin_force) skin = tmp; /* if the force is missing -> bail out */ @@ -1595,11 +1594,11 @@ skill_obj->level = 1; insert_ob_in_ob (skill_obj, op); - if (op->contr) + if (player *pl = op->contr) { - op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; - if (op->contr->ns) - op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous + pl->last_skill_ob [skill_obj->subtype] = skill_obj; + if (pl->ns) + pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous } return skill_obj; @@ -1616,12 +1615,15 @@ player_lvl_adj (object *who, object *op) { char buf[MAX_BUF]; + bool changed = false; if (!op) /* when rolling stats */ op = who; - if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) + while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) { + changed = true; + op->level++; if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) @@ -1635,37 +1637,44 @@ who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; } - who->update_stats (); if (op->level > 1) { if (op->type != PLAYER) - sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); + { + who->contr->play_sound (sound_find ("skill_up")); + sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); + } else - sprintf (buf, "You are now level %d.", op->level); + { + who->contr->play_sound (sound_find ("level_up")); + sprintf (buf, "You are now level %d.", op->level); + } if (who) new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); } - - player_lvl_adj (who, op); /* To increase more levels */ } - else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) + + while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) { + changed = true; + op->level--; - who->update_stats (); if (op->type != PLAYER) { sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); } - - player_lvl_adj (who, op); /* To decrease more levels */ } - /* check if the spell data has changed */ - esrv_update_stats (who->contr); - esrv_update_spells (who->contr); + if (changed) + { + who->update_stats (); + esrv_update_stats (who->contr); + /* check if the spell data has changed */ + esrv_update_spells (who->contr); + } } /*