Exemplo n.º 1
0
void Client::AddEXP(uint32 in_add_exp, uint8 conlevel, bool resexp) {

	uint32 add_exp = in_add_exp;

	if(!resexp && (XPRate != 0))
		add_exp = static_cast<uint32>(in_add_exp * (static_cast<float>(XPRate) / 100.0f));
	
	if (m_epp.perAA<0 || m_epp.perAA>100)
		m_epp.perAA=0;	// stop exploit with sanity check
	
	uint32 add_aaxp;
	if(resexp) {
		add_aaxp = 0;
	} else {

		//figure out how much of this goes to AAs
		add_aaxp = add_exp * m_epp.perAA / 100;
		//take that ammount away from regular exp
		add_exp -= add_aaxp;
	
		float totalmod = 1.0;
		float zemmod = 1.0;
		//get modifiers
		if(RuleR(Character, ExpMultiplier) >= 0){
			totalmod *= RuleR(Character, ExpMultiplier);
		}

		if(zone->newzone_data.zone_exp_multiplier >= 0){
			zemmod *= zone->newzone_data.zone_exp_multiplier;
		}

		if(RuleB(Character,UseRaceClassExpBonuses))
		{
			if(GetBaseRace() == HALFLING){
				totalmod *= 1.05;
			}

			if(GetClass() == ROGUE || GetClass() == WARRIOR){
				totalmod *= 1.05;
			}
		}

		if(zone->IsHotzone())
		{
			totalmod += RuleR(Zone, HotZoneBonus);
		}

		add_exp = uint32(float(add_exp) * totalmod * zemmod);
	
		if(RuleB(Character,UseXPConScaling))
		{
			if (conlevel != 0xFF && !resexp) {
				switch (conlevel)
				{
					case CON_GREEN:
						add_exp = 0;
						add_aaxp = 0;
						return;
					case CON_LIGHTBLUE:
							add_exp = add_exp * RuleI(Character, LightBlueModifier)/100;
							add_aaxp = add_aaxp * RuleI(Character, LightBlueModifier)/100;
						break;
					case CON_BLUE:
							add_exp = add_exp * RuleI(Character, BlueModifier)/100;
							add_aaxp = add_aaxp * RuleI(Character, BlueModifier)/100;
						break;
					case CON_WHITE:
							add_exp = add_exp * RuleI(Character, WhiteModifier)/100;
							add_aaxp = add_aaxp * RuleI(Character, WhiteModifier)/100;
						break;
					case CON_YELLOW:
							add_exp = add_exp * RuleI(Character, YellowModifier)/100;
							add_aaxp = add_aaxp * RuleI(Character, YellowModifier)/100;
						break;
					case CON_RED:
							add_exp = add_exp * RuleI(Character, RedModifier)/100;
							add_aaxp = add_aaxp * RuleI(Character, RedModifier)/100;
						break;
				}
			}
		}

		if(IsLeadershipEXPOn() && ((conlevel == CON_BLUE) || (conlevel == CON_WHITE) || (conlevel == CON_YELLOW) || (conlevel == CON_RED))) {
			add_exp = static_cast<uint32>(static_cast<float>(add_exp) * 0.8f);

			if(GetGroup())
			{
				if((m_pp.group_leadership_points < MaxBankedGroupLeadershipPoints(GetLevel()))
				   && (RuleI(Character, KillsPerGroupLeadershipAA) > 0))
				{
					AddLeadershipEXP(GROUP_EXP_PER_POINT / RuleI(Character, KillsPerGroupLeadershipAA), 0);
					Message_StringID(MT_Leadership, GAIN_GROUP_LEADERSHIP_EXP);
				}
				else
					Message_StringID(MT_Leadership, MAX_GROUP_LEADERSHIP_POINTS);
			}
			else
			{
				if((m_pp.raid_leadership_points < MaxBankedRaidLeadershipPoints(GetLevel()))
				   && (RuleI(Character, KillsPerRaidLeadershipAA) > 0))
				{
					AddLeadershipEXP(0, RAID_EXP_PER_POINT / RuleI(Character, KillsPerRaidLeadershipAA));
					Message_StringID(MT_Leadership, GAIN_RAID_LEADERSHIP_EXP);
				}
				else
					Message_StringID(MT_Leadership, MAX_RAID_LEADERSHIP_POINTS);
			}

		}

	}	//end !resexp

	float aatotalmod = 1.0;
	if(zone->newzone_data.zone_exp_multiplier >= 0){
		aatotalmod *= zone->newzone_data.zone_exp_multiplier;
	}

	

	if(RuleB(Character,UseRaceClassExpBonuses))
	{
		if(GetBaseRace() == HALFLING){
			aatotalmod *= 1.05;
		}

		if(GetClass() == ROGUE || GetClass() == WARRIOR){
			aatotalmod *= 1.05;
		}
	}

	if(RuleB(Zone, LevelBasedEXPMods)){
		if(zone->level_exp_mod[GetLevel()].ExpMod){
			add_exp *= zone->level_exp_mod[GetLevel()].ExpMod;
			add_aaxp *= zone->level_exp_mod[GetLevel()].AAExpMod;
		}
	}

	uint32 exp = GetEXP() + add_exp;

	uint32 aaexp = (uint32)(RuleR(Character, AAExpMultiplier) * add_aaxp * aatotalmod);
	uint32 had_aaexp = GetAAXP();
	aaexp += had_aaexp;
	if(aaexp < had_aaexp)
		aaexp = had_aaexp;	//watch for wrap
	
	SetEXP(exp, aaexp, resexp);
}
Exemplo n.º 2
0
void Client::AddEXP(uint32 in_add_exp, uint8 conlevel, bool resexp) {

	this->EVENT_ITEM_ScriptStopReturn();

	uint32 add_exp = in_add_exp;

	if(!resexp && (XPRate != 0))
		add_exp = static_cast<uint32>(in_add_exp * (static_cast<float>(XPRate) / 100.0f));

	if (m_epp.perAA<0 || m_epp.perAA>100)
		m_epp.perAA=0;	// stop exploit with sanity check

	uint32 add_aaxp;
	if(resexp) {
		add_aaxp = 0;
	} else {

		//figure out how much of this goes to AAs
		add_aaxp = add_exp * m_epp.perAA / 100;
		//take that ammount away from regular exp
		add_exp -= add_aaxp;

		float totalmod = 1.0;
		float zemmod = 1.0;
		//get modifiers
		if(RuleR(Character, ExpMultiplier) >= 0){
			totalmod *= RuleR(Character, ExpMultiplier);
		}

		if(zone->newzone_data.zone_exp_multiplier >= 0){
			zemmod *= zone->newzone_data.zone_exp_multiplier;
		}

		if(RuleB(Character,UseRaceClassExpBonuses))
		{
			if(GetBaseRace() == HALFLING){
				totalmod *= 1.05;
			}

			if(GetClass() == ROGUE || GetClass() == WARRIOR){
				totalmod *= 1.05;
			}
		}

		if(zone->IsHotzone())
		{
			totalmod += RuleR(Zone, HotZoneBonus);
		}

		add_exp = uint32(float(add_exp) * totalmod * zemmod);

		if(RuleB(Character,UseXPConScaling))
		{
			if (conlevel != 0xFF && !resexp) {
				switch (conlevel)
				{
					case CON_GREEN:
						add_exp = 0;
						add_aaxp = 0;
						return;
					case CON_LIGHTBLUE:
							add_exp = add_exp * RuleI(Character, LightBlueModifier)/100;
							add_aaxp = add_aaxp * RuleI(Character, LightBlueModifier)/100;
						break;
					case CON_BLUE:
							add_exp = add_exp * RuleI(Character, BlueModifier)/100;
							add_aaxp = add_aaxp * RuleI(Character, BlueModifier)/100;
						break;
					case CON_WHITE:
							add_exp = add_exp * RuleI(Character, WhiteModifier)/100;
							add_aaxp = add_aaxp * RuleI(Character, WhiteModifier)/100;
						break;
					case CON_YELLOW:
							add_exp = add_exp * RuleI(Character, YellowModifier)/100;
							add_aaxp = add_aaxp * RuleI(Character, YellowModifier)/100;
						break;
					case CON_RED:
							add_exp = add_exp * RuleI(Character, RedModifier)/100;
							add_aaxp = add_aaxp * RuleI(Character, RedModifier)/100;
						break;
				}
			}
		}

		if (IsLeadershipEXPOn() && (conlevel == CON_BLUE || conlevel == CON_WHITE || conlevel == CON_YELLOW || conlevel == CON_RED)) {
			add_exp = static_cast<uint32>(static_cast<float>(add_exp) * 0.8f);

			if (GetGroup()) {
				if (m_pp.group_leadership_points < MaxBankedGroupLeadershipPoints(GetLevel())
						&& RuleI(Character, KillsPerGroupLeadershipAA) > 0) {
					uint32 exp = GROUP_EXP_PER_POINT / RuleI(Character, KillsPerGroupLeadershipAA);
					Client *mentoree = GetGroup()->GetMentoree();
					if (GetGroup()->GetMentorPercent() && mentoree &&
							mentoree->GetGroupPoints() < MaxBankedGroupLeadershipPoints(mentoree->GetLevel())) {
						uint32 mentor_exp = exp * (GetGroup()->GetMentorPercent() / 100.0f);
						exp -= mentor_exp;
						mentoree->AddLeadershipEXP(mentor_exp, 0); // ends up rounded down
						mentoree->Message_StringID(MT_Leadership, GAIN_GROUP_LEADERSHIP_EXP);
					}
					if (exp > 0) { // possible if you mentor 100% to the other client
						AddLeadershipEXP(exp, 0); // ends up rounded up if mentored, no idea how live actually does it
						Message_StringID(MT_Leadership, GAIN_GROUP_LEADERSHIP_EXP);
					}
				} else {
					Message_StringID(MT_Leadership, MAX_GROUP_LEADERSHIP_POINTS);
				}
			} else {
				Raid *raid = GetRaid();
				// Raid leaders CAN NOT gain group AA XP, other group leaders can though!
				if (raid->IsLeader(this)) {
					if (m_pp.raid_leadership_points < MaxBankedRaidLeadershipPoints(GetLevel())
							&& RuleI(Character, KillsPerRaidLeadershipAA) > 0) {
						AddLeadershipEXP(0, RAID_EXP_PER_POINT / RuleI(Character, KillsPerRaidLeadershipAA));
						Message_StringID(MT_Leadership, GAIN_RAID_LEADERSHIP_EXP);
					} else {
						Message_StringID(MT_Leadership, MAX_RAID_LEADERSHIP_POINTS);
					}
				} else {
					if (m_pp.group_leadership_points < MaxBankedGroupLeadershipPoints(GetLevel())
							&& RuleI(Character, KillsPerGroupLeadershipAA) > 0) {
						uint32 group_id = raid->GetGroup(this);
						uint32 exp = GROUP_EXP_PER_POINT / RuleI(Character, KillsPerGroupLeadershipAA);
						Client *mentoree = raid->GetMentoree(group_id);
						if (raid->GetMentorPercent(group_id) && mentoree &&
								mentoree->GetGroupPoints() < MaxBankedGroupLeadershipPoints(mentoree->GetLevel())) {
							uint32 mentor_exp = exp * (raid->GetMentorPercent(group_id) / 100.0f);
							exp -= mentor_exp;
							mentoree->AddLeadershipEXP(mentor_exp, 0);
							mentoree->Message_StringID(MT_Leadership, GAIN_GROUP_LEADERSHIP_EXP);
						}
						if (exp > 0) {
							AddLeadershipEXP(exp, 0);
							Message_StringID(MT_Leadership, GAIN_GROUP_LEADERSHIP_EXP);
						}
					} else {
						Message_StringID(MT_Leadership, MAX_GROUP_LEADERSHIP_POINTS);
					}
				}
			}

		}

	}	//end !resexp

	float aatotalmod = 1.0;
	if(zone->newzone_data.zone_exp_multiplier >= 0){
		aatotalmod *= zone->newzone_data.zone_exp_multiplier;
	}



	if(RuleB(Character,UseRaceClassExpBonuses))
	{
		if(GetBaseRace() == HALFLING){
			aatotalmod *= 1.05;
		}

		if(GetClass() == ROGUE || GetClass() == WARRIOR){
			aatotalmod *= 1.05;
		}
	}

	if(RuleB(Zone, LevelBasedEXPMods)){
		if(zone->level_exp_mod[GetLevel()].ExpMod){
			add_exp *= zone->level_exp_mod[GetLevel()].ExpMod;
			add_aaxp *= zone->level_exp_mod[GetLevel()].AAExpMod;
		}
	}

	uint32 exp = GetEXP() + add_exp;

	uint32 aaexp = (uint32)(RuleR(Character, AAExpMultiplier) * add_aaxp * aatotalmod);
	uint32 had_aaexp = GetAAXP();
	aaexp += had_aaexp;
	if(aaexp < had_aaexp)
		aaexp = had_aaexp;	//watch for wrap

	SetEXP(exp, aaexp, resexp);
}