Exemple #1
0
void Client::SetEXP(uint32 set_exp, uint32 set_aaxp, bool isrezzexp) {
	_log(CLIENT__EXP, "Attempting to Set Exp for %s (XP: %u, AAXP: %u, Rez: %s)", this->GetCleanName(), set_exp, set_aaxp, isrezzexp ? "true" : "false");
	//max_AAXP = GetEXPForLevel(52) - GetEXPForLevel(51);	//GetEXPForLevel() doesn't depend on class/race, just level, so it shouldn't change between Clients
	max_AAXP = RuleI(AA, ExpPerPoint);	//this may be redundant since we're doing this in Client::FinishConnState2()
	if (max_AAXP == 0 || GetEXPForLevel(GetLevel()) == 0xFFFFFFFF) {
		Message(13, "Error in Client::SetEXP. EXP not set.");
		return; // Must be invalid class/race
	}
	
	
	if ((set_exp + set_aaxp) > (m_pp.exp+m_pp.expAA)) {
		if (isrezzexp)
			this->Message_StringID(MT_Experience, REZ_REGAIN);
		else{
			if(this->IsGrouped())
				this->Message_StringID(MT_Experience, GAIN_GROUPXP);
			else if(IsRaidGrouped())
				Message_StringID(MT_Experience, GAIN_RAIDEXP);
			else
				this->Message_StringID(MT_Experience, GAIN_XP);
		}
	}
	else if((set_exp + set_aaxp) < (m_pp.exp+m_pp.expAA)){ //only loss message if you lose exp, no message if you gained/lost nothing.
		Message(15, "You have lost experience.");
	}
	
	//check_level represents the level we should be when we have
	//this ammount of exp (once these loops complete)
	uint16 check_level = GetLevel()+1;
	//see if we gained any levels
	while (set_exp >= GetEXPForLevel(check_level)) {
		check_level++;
		if (check_level > 127) {	//hard level cap
			check_level = 127;
			break;
		}
		if(GetMercID())
			UpdateMercLevel();
	}
	//see if we lost any levels
	while (set_exp < GetEXPForLevel(check_level-1)) {
		check_level--;
		if (check_level < 2) {	//hard level minimum
			check_level = 2;
			break;
		}
		if(GetMercID())
			UpdateMercLevel();
	}
	check_level--;

	
	//see if we gained any AAs
	if (set_aaxp >= max_AAXP) {
		/*
			Note: AA exp is stored differently than normal exp.
			Exp points are only stored in m_pp.expAA until you 
			gain a full AA point, once you gain it, a point is 
			added to m_pp.aapoints and the ammount needed to gain
			that point is subtracted from m_pp.expAA
			
			then, once they spend an AA point, it is subtracted from
			m_pp.aapoints. In theory it then goes into m_pp.aapoints_spent,
			but im not sure if we have that in the right spot.
		*/
		//record how many points we have
		uint32 last_unspentAA = m_pp.aapoints;
		
		//figure out how many AA points we get from the exp were setting
		m_pp.aapoints = set_aaxp / max_AAXP;
		_log(CLIENT__EXP, "Calculating additional AA Points from AAXP for %s: %u / %u = %.1f points", this->GetCleanName(), set_aaxp, max_AAXP, (float)set_aaxp / (float)max_AAXP);
		
		//get remainder exp points, set in PP below
		set_aaxp = set_aaxp - (max_AAXP * m_pp.aapoints);
		
		//add in how many points we had
		m_pp.aapoints += last_unspentAA;
		//set_aaxp = m_pp.expAA % max_AAXP;
		
		//figure out how many points were actually gained
		/*uint32 gained = m_pp.aapoints - last_unspentAA;*/	//unused
		
		//Message(15, "You have gained %d skill points!!", m_pp.aapoints - last_unspentAA);
		char val1[20]={0};
		Message_StringID(MT_Experience, GAIN_ABILITY_POINT,ConvertArray(m_pp.aapoints, val1),m_pp.aapoints == 1 ? "" : "(s)");	//You have gained an ability point!  You now have %1 ability point%2.
		//Message(15, "You now have %d skill points available to spend.", m_pp.aapoints);
	}

	uint8 maxlevel = RuleI(Character, MaxExpLevel) + 1;

	if(maxlevel <= 1)
		maxlevel = RuleI(Character, MaxLevel) + 1;
	
	if(check_level > maxlevel) {
		check_level = maxlevel;

		//DCBOOKMARK
		if(RuleB(Character, KeepLevelOverMax))
		{
			set_exp = GetEXPForLevel(GetLevel()+1);
		}
		else
		{
			set_exp = GetEXPForLevel(maxlevel);
		}
	}
	
	if(RuleB(Character, PerCharacterQglobalMaxLevel)){
		uint32 MaxLevel = GetCharMaxLevelFromQGlobal();
		if(MaxLevel){
			if(GetLevel() >= MaxLevel){
				uint32 expneeded = GetEXPForLevel(MaxLevel);
				if(set_exp > expneeded)
				{
					set_exp =  expneeded;
				}
			}
		}
	}

	if ((GetLevel() != check_level) && !(check_level >= maxlevel)) {
		char val1[20]={0};
		if (GetLevel() == check_level-1){
			Message_StringID(MT_Experience, GAIN_LEVEL,ConvertArray(check_level,val1));
			SendLevelAppearance();
			//Message(15, "You have gained a level! Welcome to level %i!", check_level);
		}
		if (GetLevel() == check_level){
			Message_StringID(MT_Experience, LOSE_LEVEL,ConvertArray(check_level,val1));
			//Message(15, "You lost a level! You are now level %i!", check_level);
		}
		else
			Message(15, "Welcome to level %i!", check_level);
		SetLevel(check_level);
	}
	
	//If were at max level then stop gaining experience if we make it to the cap
	if(GetLevel() == maxlevel - 1){
		uint32 expneeded = GetEXPForLevel(maxlevel);
		if(set_exp > expneeded)
		{
			set_exp =  expneeded;
		}
	}	
	
	//set the client's EXP and AAEXP
	m_pp.exp = set_exp;
	m_pp.expAA = set_aaxp;
	
	if (GetLevel() < 51) {
		m_epp.perAA = 0;	// turn off aa exp if they drop below 51
	} else
		SendAAStats();	//otherwise, send them an AA update

	//send the expdata in any case so the xp bar isnt stuck after leveling
	uint32 tmpxp1 = GetEXPForLevel(GetLevel()+1);
	uint32 tmpxp2 = GetEXPForLevel(GetLevel());
	// Quag: crash bug fix... Divide by zero when tmpxp1 and 2 equalled each other, most likely the error case from GetEXPForLevel() (invalid class, etc)
	if (tmpxp1 != tmpxp2 && tmpxp1 != 0xFFFFFFFF && tmpxp2 != 0xFFFFFFFF) {
		EQApplicationPacket* outapp = new EQApplicationPacket(OP_ExpUpdate, sizeof(ExpUpdate_Struct));
		ExpUpdate_Struct* eu = (ExpUpdate_Struct*)outapp->pBuffer;
		float tmpxp = (float) ( (float) set_exp-tmpxp2 ) / ( (float) tmpxp1-tmpxp2 );
		eu->exp = (uint32)(330.0f * tmpxp);
		FastQueuePacket(&outapp);
	}
	
	if (admin>=100 && GetGM()) {
		char val1[20]={0};
		char val2[20]={0};
		char val3[20]={0};
		Message_StringID(MT_Experience, GM_GAINXP,ConvertArray(set_aaxp,val1),ConvertArray(set_exp,val2),ConvertArray(GetEXPForLevel(GetLevel()+1),val3));	//[GM] You have gained %1 AXP and %2 EXP (%3).
		//Message(15, "[GM] You now have %d / %d EXP and %d / %d AA exp.", set_exp, GetEXPForLevel(GetLevel()+1), set_aaxp, max_AAXP);
	}
}
Exemple #2
0
void Client::SetEXP(uint32 set_exp, uint32 set_aaxp, bool isrezzexp) {
	Log.Out(Logs::Detail, Logs::None, "Attempting to Set Exp for %s (XP: %u, AAXP: %u, Rez: %s)", this->GetCleanName(), set_exp, set_aaxp, isrezzexp ? "true" : "false");
	//max_AAXP = GetEXPForLevel(52) - GetEXPForLevel(51);	//GetEXPForLevel() doesn't depend on class/race, just level, so it shouldn't change between Clients
	max_AAXP = RuleI(AA, ExpPerPoint);	//this may be redundant since we're doing this in Client::FinishConnState2()
	if (max_AAXP == 0 || GetEXPForLevel(GetLevel()) == 0xFFFFFFFF) {
		Message(13, "Error in Client::SetEXP. EXP not set.");
		return; // Must be invalid class/race
	}

	if ((set_exp + set_aaxp) > (m_pp.exp+m_pp.expAA)) {
		if (isrezzexp)
			this->Message_StringID(MT_Experience, REZ_REGAIN);
		else{
			if(this->IsGrouped())
				this->Message_StringID(MT_Experience, GAIN_GROUPXP);
			else if(IsRaidGrouped())
				Message_StringID(MT_Experience, GAIN_RAIDEXP);
			else
				this->Message_StringID(MT_Experience, GAIN_XP);
		}
	}
	else if((set_exp + set_aaxp) < (m_pp.exp+m_pp.expAA)){ //only loss message if you lose exp, no message if you gained/lost nothing.
		Message(15, "You have lost experience.");
	}

	//check_level represents the level we should be when we have
	//this ammount of exp (once these loops complete)
	uint16 check_level = GetLevel()+1;
	//see if we gained any levels
	bool level_increase = true;
	int8 level_count = 0;

	while (set_exp >= GetEXPForLevel(check_level)) {
		check_level++;
		if (check_level > 127) {	//hard level cap
			check_level = 127;
			break;
		}
		level_count++;

		if(GetMercID())
			UpdateMercLevel();
	}
	//see if we lost any levels
	while (set_exp < GetEXPForLevel(check_level-1)) {
		check_level--;
		if (check_level < 2) {	//hard level minimum
			check_level = 2;
			break;
		}
		level_increase = false;
		if(GetMercID())
			UpdateMercLevel();
	}
	check_level--;


	//see if we gained any AAs
	if (set_aaxp >= max_AAXP) {
		/*
			Note: AA exp is stored differently than normal exp.
			Exp points are only stored in m_pp.expAA until you
			gain a full AA point, once you gain it, a point is
			added to m_pp.aapoints and the ammount needed to gain
			that point is subtracted from m_pp.expAA

			then, once they spend an AA point, it is subtracted from
			m_pp.aapoints. In theory it then goes into m_pp.aapoints_spent,
			but im not sure if we have that in the right spot.
		*/
		//record how many points we have
		uint32 last_unspentAA = m_pp.aapoints;

		//figure out how many AA points we get from the exp were setting
		m_pp.aapoints = set_aaxp / max_AAXP;
		Log.Out(Logs::Detail, Logs::None, "Calculating additional AA Points from AAXP for %s: %u / %u = %.1f points", this->GetCleanName(), set_aaxp, max_AAXP, (float)set_aaxp / (float)max_AAXP);

		//get remainder exp points, set in PP below
		set_aaxp = set_aaxp - (max_AAXP * m_pp.aapoints);

		//add in how many points we had
		m_pp.aapoints += last_unspentAA;
		//set_aaxp = m_pp.expAA % max_AAXP;

		//figure out how many points were actually gained
		/*uint32 gained = m_pp.aapoints - last_unspentAA;*/	//unused

		//Message(15, "You have gained %d skill points!!", m_pp.aapoints - last_unspentAA);
		char val1[20]={0};
		Message_StringID(MT_Experience, GAIN_ABILITY_POINT,ConvertArray(m_pp.aapoints, val1),m_pp.aapoints == 1 ? "" : "(s)");	//You have gained an ability point! You now have %1 ability point%2.
		
		/* QS: PlayerLogAARate */
		if (RuleB(QueryServ, PlayerLogAARate)){
			int add_points = (m_pp.aapoints - last_unspentAA);
			std::string query = StringFormat("INSERT INTO `qs_player_aa_rate_hourly` (char_id, aa_count, hour_time) VALUES (%i, %i, UNIX_TIMESTAMP() - MOD(UNIX_TIMESTAMP(), 3600)) ON DUPLICATE KEY UPDATE `aa_count` = `aa_count` + %i", this->CharacterID(), add_points, add_points);
			QServ->SendQuery(query.c_str());
		}

		//Message(15, "You now have %d skill points available to spend.", m_pp.aapoints);
	}

	uint8 maxlevel = RuleI(Character, MaxExpLevel) + 1;

	if(maxlevel <= 1)
		maxlevel = RuleI(Character, MaxLevel) + 1;

	if(check_level > maxlevel) {
		check_level = maxlevel;

		if(RuleB(Character, KeepLevelOverMax)) {
			set_exp = GetEXPForLevel(GetLevel()+1);
		}
		else {
			set_exp = GetEXPForLevel(maxlevel);
		}
	}

	if(RuleB(Character, PerCharacterQglobalMaxLevel)){
		uint32 MaxLevel = GetCharMaxLevelFromQGlobal();
		if(MaxLevel){
			if(GetLevel() >= MaxLevel){
				uint32 expneeded = GetEXPForLevel(MaxLevel);
				if(set_exp > expneeded) {
					set_exp = expneeded;
				}
			}
		}
	}

	if ((GetLevel() != check_level) && !(check_level >= maxlevel)) {
		char val1[20]={0};
		if (level_increase)
		{
			if (level_count == 1)
				Message_StringID(MT_Experience, GAIN_LEVEL, ConvertArray(check_level, val1));
			else
				Message(15, "Welcome to level %i!", check_level);

			if (check_level == RuleI(Character, DeathItemLossLevel))
				Message_StringID(15, CORPSE_ITEM_LOST);

			if (check_level == RuleI(Character, DeathExpLossLevel))
				Message_StringID(15, CORPSE_EXP_LOST);
		}
		else
			Message_StringID(MT_Experience, LOSE_LEVEL, ConvertArray(check_level, val1));

#ifdef BOTS
		uint8 myoldlevel = GetLevel();
#endif

		SetLevel(check_level);

#ifdef BOTS
		if(RuleB(Bots, BotLevelsWithOwner))
			// hack way of doing this..but, least invasive... (same criteria as gain level for sendlvlapp)
			Bot::LevelBotWithClient(this, GetLevel(), (myoldlevel==check_level-1));
#endif
	}

	//If were at max level then stop gaining experience if we make it to the cap
	if(GetLevel() == maxlevel - 1){
		uint32 expneeded = GetEXPForLevel(maxlevel);
		if(set_exp > expneeded) {
			set_exp = expneeded;
		}
	}

	//set the client's EXP and AAEXP
	m_pp.exp = set_exp;
	m_pp.expAA = set_aaxp;

	if (GetLevel() < 51) {
		m_epp.perAA = 0;	// turn off aa exp if they drop below 51
	} else
		SendAAStats();	//otherwise, send them an AA update

	//send the expdata in any case so the xp bar isnt stuck after leveling
	uint32 tmpxp1 = GetEXPForLevel(GetLevel()+1);
	uint32 tmpxp2 = GetEXPForLevel(GetLevel());
	// Quag: crash bug fix... Divide by zero when tmpxp1 and 2 equalled each other, most likely the error case from GetEXPForLevel() (invalid class, etc)
	if (tmpxp1 != tmpxp2 && tmpxp1 != 0xFFFFFFFF && tmpxp2 != 0xFFFFFFFF) {
		EQApplicationPacket* outapp = new EQApplicationPacket(OP_ExpUpdate, sizeof(ExpUpdate_Struct));
		ExpUpdate_Struct* eu = (ExpUpdate_Struct*)outapp->pBuffer;
		float tmpxp = (float) ( (float) set_exp-tmpxp2 ) / ( (float) tmpxp1-tmpxp2 );
		eu->exp = (uint32)(330.0f * tmpxp);
		FastQueuePacket(&outapp);
	}

	if (admin>=100 && GetGM()) {
		char val1[20]={0};
		char val2[20]={0};
		char val3[20]={0};
		Message_StringID(MT_Experience, GM_GAINXP,ConvertArray(set_aaxp,val1),ConvertArray(set_exp,val2),ConvertArray(GetEXPForLevel(GetLevel()+1),val3));	//[GM] You have gained %1 AXP and %2 EXP (%3).
		//Message(15, "[GM] You now have %d / %d EXP and %d / %d AA exp.", set_exp, GetEXPForLevel(GetLevel()+1), set_aaxp, max_AAXP);
	}
}