I don't know how to do Git Hub stuff and i don't know if the non special case stuff is correct. I only tested the per character based quest global max level.
here is my new method though. Code that i altered is in red
Code:
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;
if(RuleB(Character, KeepLevelOverMax))
{
set_exp = GetEXPForLevel(GetLevel()+1);
}
else
{
set_exp = GetEXPForLevel(maxlevel);
}
}
if(GetLevel() == maxlevel){
uint32 expneeded = GetEXPForLevel(maxlevel+1);
if(set_exp >= expneeded)
{
set_exp = expneeded-100000;
}
}
if(RuleB(Character, PerCharacterQglobalMaxLevel)){
uint32 MaxLevel = GetCharMaxLevelFromQGlobal();
//maxlevel = MaxLevel;
if(MaxLevel)
{
if(GetLevel() == MaxLevel)
{
uint32 expneeded = GetEXPForLevel(MaxLevel+1);
if(set_exp >=expneeded)
{
set_exp = expneeded-100000;
}
}
if(check_level > MaxLevel)
{
check_level = MaxLevel;
if(RuleB(Character, KeepLevelOverMax))
{
set_exp = GetEXPForLevel(GetLevel()+1);
}
else
{
set_exp = GetEXPForLevel(maxlevel);
}
}
}
}
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
//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);
}
}