/** * Make a player resurect an homon (player must have one) * @param sd : player pointer * @param per : hp percentage to revive homon * @param x : x map coordinate * @param y : Y map coordinate * @return 0:failure, 1:success */ int hom_ressurect(struct map_session_data* sd, unsigned char per, short x, short y) { struct homun_data* hd; nullpo_ret(sd); if (!sd->status.hom_id) return 0; // no homunculus if (!sd->hd) //Load homun data; return intif_homunculus_requestload(sd->status.account_id, sd->status.hom_id); hd = sd->hd; if (hd->homunculus.vaporize == HOM_ST_REST) return 0; // vaporized homunculi need to be 'called' if (!status_isdead(&hd->bl)) return 0; // already alive hom_init_timers(hd); if (!hd->bl.prev) { //Add it back to the map. hd->bl.m = sd->bl.m; hd->bl.x = x; hd->bl.y = y; if(map_addblock(&hd->bl)) return 0; clif_spawn(&hd->bl); } return status_revive(&hd->bl, per, 0); }
/** * Inter-serv has sent us the elemental data from sql, fill it in map-serv memory * @param ele : The elemental data received from char-serv * @param flag : 0:not created, 1:was saved/loaded * @return 0:failed, 1:sucess */ int elemental_data_received(struct s_elemental *ele, bool flag) { struct map_session_data *sd; struct elemental_data *ed; struct s_elemental_db *db; int i = elemental_search_index(ele->class_); if( (sd = map_charid2sd(ele->char_id)) == NULL ) return 0; if( !flag || i < 0 ) { // Not created - loaded - DB info sd->status.ele_id = 0; return 0; } db = &elemental_db[i]; if( !sd->ed ) { // Initialize it after first summon. sd->ed = ed = (struct elemental_data*)aCalloc(1,sizeof(struct elemental_data)); ed->bl.type = BL_ELEM; ed->bl.id = npc_get_new_npc_id(); ed->master = sd; ed->db = db; memcpy(&ed->elemental, ele, sizeof(struct s_elemental)); status_set_viewdata(&ed->bl, ed->elemental.class_); ed->vd->head_mid = 10; // Why? status_change_init(&ed->bl); unit_dataset(&ed->bl); ed->ud.dir = sd->ud.dir; ed->bl.m = sd->bl.m; ed->bl.x = sd->bl.x; ed->bl.y = sd->bl.y; unit_calc_pos(&ed->bl, sd->bl.x, sd->bl.y, sd->ud.dir); ed->bl.x = ed->ud.to_x; ed->bl.y = ed->ud.to_y; map_addiddb(&ed->bl); status_calc_elemental(ed,SCO_FIRST); ed->last_spdrain_time = ed->last_thinktime = gettick(); ed->summon_timer = INVALID_TIMER; ed->masterteleport_timer = INVALID_TIMER; elemental_summon_init(ed); } else { memcpy(&sd->ed->elemental, ele, sizeof(struct s_elemental)); ed = sd->ed; } sd->status.ele_id = ele->elemental_id; if( ed->bl.prev == NULL && sd->bl.prev != NULL ) { if(map_addblock(&ed->bl)) return 0; clif_spawn(&ed->bl); clif_elemental_info(sd); clif_elemental_updatestatus(sd,SP_HP); clif_hpmeter_single(sd->fd,ed->bl.id,ed->battle_status.hp,ed->battle_status.max_hp); clif_elemental_updatestatus(sd,SP_SP); } return 1; }
/** * Received mercenary data from char-serv * @param merc : mercenary datas * @param flag : if inter-serv request was sucessfull * @return false:failure, true:sucess */ bool mercenary_recv_data(struct s_mercenary *merc, bool flag) { struct map_session_data *sd; struct mercenary_data *md; struct s_mercenary_db *db; int i = mercenary_search_index(merc->class_); if( (sd = map_charid2sd(merc->char_id)) == NULL ) return false; if( !flag || i < 0 ) { // Not created - loaded - DB info sd->status.mer_id = 0; return false; } db = &mercenary_db[i]; if( !sd->md ) { sd->md = md = (struct mercenary_data*)aCalloc(1,sizeof(struct mercenary_data)); md->bl.type = BL_MER; md->bl.id = npc_get_new_npc_id(); md->devotion_flag = 0; md->master = sd; md->db = db; memcpy(&md->mercenary, merc, sizeof(struct s_mercenary)); status_set_viewdata(&md->bl, md->mercenary.class_); status_change_init(&md->bl); unit_dataset(&md->bl); md->ud.dir = sd->ud.dir; md->bl.m = sd->bl.m; md->bl.x = sd->bl.x; md->bl.y = sd->bl.y; unit_calc_pos(&md->bl, sd->bl.x, sd->bl.y, sd->ud.dir); md->bl.x = md->ud.to_x; md->bl.y = md->ud.to_y; map_addiddb(&md->bl); status_calc_mercenary(md, SCO_FIRST); md->contract_timer = INVALID_TIMER; md->masterteleport_timer = INVALID_TIMER; merc_contract_init(md); } else { memcpy(&sd->md->mercenary, merc, sizeof(struct s_mercenary)); md = sd->md; } if( sd->status.mer_id == 0 ) mercenary_set_calls(md, 1); sd->status.mer_id = merc->mercenary_id; if( md && md->bl.prev == NULL && sd->bl.prev != NULL ) { if(map_addblock(&md->bl)) return false; clif_spawn(&md->bl); clif_mercenary_info(sd); clif_mercenary_skillblock(sd); } return true; }
int merc_resurrect_homunculus(struct map_session_data* sd, unsigned char per, short x, short y) { struct homun_data* hd; nullpo_ret(sd); if (!sd->status.hom_id) return 0; // no homunculus if( map[sd->bl.m].flag.ancient ) return 0; // Cannot revive homunculus on Ancient WoE if (!sd->hd) //Load homun data; return intif_homunculus_requestload(sd->status.account_id, sd->status.hom_id); hd = sd->hd; if (hd->homunculus.vaporize) return 0; // vaporized homunculi need to be 'called' if (!status_isdead(&hd->bl)) return 0; // already alive merc_hom_init_timers(hd); if (!hd->bl.prev) { //Add it back to the map. hd->bl.m = sd->bl.m; hd->bl.x = x; hd->bl.y = y; map_addblock(&hd->bl); clif_spawn(&hd->bl); } status_revive(&hd->bl, per, 0); return 1; }
int merc_hom_mutation(struct homun_data *hd, int class_) { struct s_homunculus *hom; struct map_session_data *sd; nullpo_ret(hd); //Only allows mutating level 99 evolved homunculus and also prevents mutating already mutated homunculus. if( hd->homunculus.level < 99 || !(hd->homunculus.class_ >= 6009 && hd->homunculus.class_ <= 6016) || hd->homunculus.class_ >= MH_CLASS_BASE && hd->homunculus.class_ <= MH_CLASS_MAX) { clif_emotion(&hd->bl, E_SWT); return 0 ; } sd = hd->master; if (!sd) return 0; if (!merc_hom_change_class(hd, class_)) { ShowError("merc_hom_mutation: Can't mutate homunc from %d to %d", hd->homunculus.class_, class_); return 0; } // Its said the player can rename the homunculus again after mutation. // This might be true since the homunculus's form completely changes. hd->homunculus.rename_flag = 0; //Apply mutation bonuses. //Bonuses are the same for all mutations. hom = &hd->homunculus; hom->max_hp += rand(1000, 2000); hom->max_sp += rand(10, 200); hom->str += 10*rand(1, 10); hom->agi += 10*rand(1, 10); hom->vit += 10*rand(1, 10); hom->int_+= 10*rand(1, 10); hom->dex += 10*rand(1, 10); hom->luk += 10*rand(1, 10); unit_remove_map(&hd->bl, CLR_OUTSIGHT); map_addblock(&hd->bl); clif_spawn(&hd->bl); clif_emotion(&sd->bl, E_NO1); clif_specialeffect(&hd->bl,568,AREA); //status_Calc flag&1 will make current HP/SP be reloaded from hom structure hom->hp = hd->battle_status.hp; hom->sp = hd->battle_status.sp; status_calc_homunculus(hd,1); if (!(battle_config.hom_setting&0x2)) skill_unit_move(&sd->hd->bl,gettick(),1); // apply land skills immediately return 1 ; }
/** * Make an homonculus evolve, (changing in evolution class and apply bonus) * @param hd : homonculus datas * @return 0:failure, 1:success */ int merc_hom_evolution(struct homun_data *hd) { struct s_homunculus *hom; struct h_stats *max, *min; struct map_session_data *sd; nullpo_ret(hd); if(!hd->homunculusDB->evo_class || hd->homunculus.class_ == hd->homunculusDB->evo_class) { clif_emotion(&hd->bl, E_SWT); return 0 ; } sd = hd->master; if (!sd) return 0; if (!merc_hom_change_class(hd, hd->homunculusDB->evo_class)) { ShowError("merc_hom_evolution: Can't evolve homunc from %d to %d", hd->homunculus.class_, hd->homunculusDB->evo_class); return 0; } //Apply evolution bonuses hom = &hd->homunculus; max = &hd->homunculusDB->emax; min = &hd->homunculusDB->emin; hom->max_hp += rnd_value(min->HP, max->HP); hom->max_sp += rnd_value(min->SP, max->SP); hom->str += 10*rnd_value(min->str, max->str); hom->agi += 10*rnd_value(min->agi, max->agi); hom->vit += 10*rnd_value(min->vit, max->vit); hom->int_+= 10*rnd_value(min->int_,max->int_); hom->dex += 10*rnd_value(min->dex, max->dex); hom->luk += 10*rnd_value(min->luk, max->luk); hom->intimacy = 500; unit_remove_map(&hd->bl, CLR_OUTSIGHT); if(map_addblock(&hd->bl)) return 0; clif_spawn(&hd->bl); clif_emotion(&sd->bl, E_NO1); clif_specialeffect(&hd->bl,568,AREA); //status_Calc flag&1 will make current HP/SP be reloaded from hom structure hom->hp = hd->battle_status.hp; hom->sp = hd->battle_status.sp; status_calc_homunculus(hd,1); if (!(battle_config.hom_setting&0x2)) skill_unit_move(&sd->hd->bl,gettick(),1); // apply land skills immediately return 1 ; }
/** * Finalize hatching process and load pet to client. * @param account_id : account ID of owner * @param p : pet requesting * @param flag : 1:stop loading of pet * @return 0:success, 1:failure */ int pet_recv_petdata(int account_id,struct s_pet *p,int flag) { struct map_session_data *sd; sd = map_id2sd(account_id); if(sd == NULL) return 1; if(flag == 1) { sd->status.pet_id = 0; return 1; } if(p->incubate == 1) { int i; //Delete egg from inventory. [Skotlex] for (i = 0; i < MAX_INVENTORY; i++) { if(sd->status.inventory[i].card[0] == CARD0_PET && p->pet_id == MakeDWord(sd->status.inventory[i].card[1], sd->status.inventory[i].card[2])) break; } if(i >= MAX_INVENTORY) { ShowError("pet_recv_petdata: Hatching pet (%d:%s) aborted, couldn't find egg in inventory for removal!\n",p->pet_id, p->name); sd->status.pet_id = 0; return 1; } if (!pet_birth_process(sd,p)) //Pet hatched. Delete egg. pc_delitem(sd,i,1,0,0,LOG_TYPE_OTHER); } else { pet_data_init(sd,p); if(sd->pd && sd->bl.prev != NULL) { if(map_addblock(&sd->pd->bl)) return 1; clif_spawn(&sd->pd->bl); clif_send_petdata(sd,sd->pd,0,0); clif_send_petdata(sd,sd->pd,5,battle_config.pet_hair_style); clif_pet_equip_area(sd->pd); clif_send_petstatus(sd); } } return 0; }
/** * Make an homonculus mutate in renewal homon * @param hd : homonculus datas * @param homun_id : id to make it transform into (must be a valid homon class) * @return 0:failure, 1:sucess */ int hom_mutate(struct homun_data *hd, int homun_id) { struct s_homunculus *hom; struct map_session_data *sd; int m_class, m_id, prev_class = 0; nullpo_ret(hd); m_class = hom_class2mapid(hd->homunculus.class_); m_id = hom_class2mapid(homun_id); if( m_class == -1 || m_id == -1 || !(m_class&HOM_EVO) || !(m_id&HOM_S) ) { clif_emotion(&hd->bl, E_SWT); return 0; } sd = hd->master; if (!sd) return 0; prev_class = hd->homunculus.class_; if (!hom_change_class(hd, homun_id)) { ShowError("hom_mutate: Can't evolve homunc from %d to %d", hd->homunculus.class_, homun_id); return 0; } unit_remove_map(&hd->bl, CLR_OUTSIGHT); if(map_addblock(&hd->bl)) return 0; clif_spawn(&hd->bl); clif_emotion(&sd->bl, E_NO1); clif_specialeffect(&hd->bl,568,AREA); //status_Calc flag&1 will make current HP/SP be reloaded from hom structure hom = &hd->homunculus; hom->hp = hd->battle_status.hp; hom->sp = hd->battle_status.sp; hom->prev_class = prev_class; status_calc_homunculus(hd, SCO_FIRST); if (!(battle_config.hom_setting&0x2)) skill_unit_move(&sd->hd->bl,gettick(),1); // apply land skills immediately return 1; }
/** * Receive homunculus data from char server * @param account_id : owner account_id of the homon * @param sh : homonculus data from char-serv * @param flag : does the creation in inter-serv was a success (0:no,1:yes) * @return 0:failure, 1:sucess */ int hom_recv_data(uint32 account_id, struct s_homunculus *sh, int flag) { struct map_session_data *sd; struct homun_data *hd; bool created = false; sd = map_id2sd(account_id); if(!sd) return 0; if (sd->status.char_id != sh->char_id) { if (sd->status.hom_id == sh->hom_id) sh->char_id = sd->status.char_id; //Correct char id. else return 0; } if(!flag) { // Failed to load sd->status.hom_id = 0; return 0; } if (!sd->status.hom_id) { //Hom just created. sd->status.hom_id = sh->hom_id; created = true; } if (sd->hd) //uh? Overwrite the data. memcpy(&sd->hd->homunculus, sh, sizeof(struct s_homunculus)); else hom_alloc(sd, sh); hd = sd->hd; if (created) status_percent_heal(&hd->bl, 100, 100); if(hd && hd->homunculus.hp && !hd->homunculus.vaporize && hd->bl.prev == NULL && sd->bl.prev != NULL) { if(map_addblock(&hd->bl)) return 0; clif_spawn(&hd->bl); clif_send_homdata(sd,SP_ACK,0); clif_hominfo(sd,hd,1); clif_hominfo(sd,hd,0); // send this x2. dunno why, but kRO does that [blackhole89] clif_homskillinfoblock(sd); hom_init_timers(hd); } return 1; }
/** * Begin hatching a pet. * @param sd : player requesting * @param pet : pet requesting */ int pet_birth_process(struct map_session_data *sd, struct s_pet *pet) { nullpo_retr(1, sd); Assert((sd->status.pet_id == 0 || sd->pd == 0) || sd->pd->master == sd); if(sd->status.pet_id && pet->incubate == 1) { sd->status.pet_id = 0; return 1; } pet->incubate = 0; pet->account_id = sd->status.account_id; pet->char_id = sd->status.char_id; sd->status.pet_id = pet->pet_id; if(pet_data_init(sd, pet)) { sd->status.pet_id = 0; return 1; } intif_save_petdata(sd->status.account_id,pet); if (save_settings&8) chrif_save(sd,0); //is it REALLY Needed to save the char for hatching a pet? [Skotlex] if(sd->bl.prev != NULL) { if(map_addblock(&sd->pd->bl)) return 1; clif_spawn(&sd->pd->bl); clif_send_petdata(sd,sd->pd, 0,0); clif_send_petdata(sd,sd->pd, 5,battle_config.pet_hair_style); clif_pet_equip_area(sd->pd); clif_send_petstatus(sd); } Assert((sd->status.pet_id == 0 || sd->pd == 0) || sd->pd->master == sd); return 0; }
int merc_call_homunculus(struct map_session_data *sd) { struct homun_data *hd; if( sd->sc.data[SC__GROOMY] ) return 0; if( map[sd->bl.m].flag.ancient ) return 0; // Cannot call homunculus on Ancient WoE if (!sd->status.hom_id) //Create a new homun. return merc_create_homunculus_request(sd, HM_CLASS_BASE + rand(0, 7)) ; // If homunc not yet loaded, load it if (!sd->hd) return intif_homunculus_requestload(sd->status.account_id, sd->status.hom_id); hd = sd->hd; if (!hd->homunculus.vaporize) return 0; //Can't use this if homun wasn't vaporized. merc_hom_init_timers(hd); hd->homunculus.vaporize = 0; if (hd->bl.prev == NULL) { //Spawn him hd->bl.x = sd->bl.x; hd->bl.y = sd->bl.y; hd->bl.m = sd->bl.m; map_addblock(&hd->bl); clif_spawn(&hd->bl); clif_send_homdata(sd,SP_ACK,0); clif_hominfo(sd,hd,1); clif_hominfo(sd,hd,0); // send this x2. dunno why, but kRO does that [blackhole89] clif_homskillinfoblock(sd); if (battle_config.slaves_inherit_speed&1) status_calc_bl(&hd->bl, SCB_SPEED); merc_save(hd); } else //Warp him to master. unit_warp(&hd->bl,sd->bl.m, sd->bl.x, sd->bl.y,CLR_OUTSIGHT); return 1; }
int pet_birth_process(struct map_session_data *sd, struct s_pet *pet) { char pet_output[1024]; // Declaracion de char para Invocacion Pet's [Tab] nullpo_retr(1, sd); Assert((sd->status.pet_id == 0 || sd->pd == 0) || sd->pd->msd == sd); if(sd->status.pet_id && pet->incuvate == 1) { sd->status.pet_id = 0; return 1; } pet->incuvate = 0; pet->account_id = sd->status.account_id; pet->char_id = sd->status.char_id; sd->status.pet_id = pet->pet_id; if(pet_data_init(sd, pet)) { sd->status.pet_id = 0; return 1; } intif_save_petdata(sd->status.account_id,pet); if (save_settings&8) chrif_save(sd,0); //is it REALLY Needed to save the char for hatching a pet? [Skotlex] if(sd->bl.prev != NULL) { map_addblock(&sd->pd->bl); clif_spawn(&sd->pd->bl); clif_send_petdata(sd,sd->pd, 0,0); clif_send_petdata(sd,sd->pd, 5,battle_config.pet_hair_style); clif_pet_equip_area(sd->pd); clif_send_petstatus(sd); } Assert((sd->status.pet_id == 0 || sd->pd == 0) || sd->pd->msd == sd); clif_misceffect(&sd->pd->bl, 0); // Efecto 1 de nacimiento [Tab] clif_misceffect(&sd->pd->bl, 344); // Efecto 2 de nacimiento [Tab] sprintf(pet_output,"Get Out %s... NOW!",pet->name); // Cuidado aca con el nombre del pet clif_displaymessage(sd->fd, pet_output); // Frase nacimiento [Tab] return 0; }
/** * Make a player spawn a homonculus (call) * @param sd * @return False:failure, True:sucess */ bool hom_call(struct map_session_data *sd) { struct homun_data *hd; if (!sd->status.hom_id) //Create a new homun. return hom_create_request(sd, HM_CLASS_BASE + rnd_value(0, 7)) ; // If homunc not yet loaded, load it if (!sd->hd) return intif_homunculus_requestload(sd->status.account_id, sd->status.hom_id); hd = sd->hd; if (!hd->homunculus.vaporize) return false; //Can't use this if homun wasn't vaporized. if (hd->homunculus.vaporize == HOM_ST_MORPH) return false; // Can't call homunculus (morph state). hom_init_timers(hd); hd->homunculus.vaporize = HOM_ST_ACTIVE; if (hd->bl.prev == NULL) { //Spawn him hd->bl.x = sd->bl.x; hd->bl.y = sd->bl.y; hd->bl.m = sd->bl.m; if(map_addblock(&hd->bl)) return false; clif_spawn(&hd->bl); clif_send_homdata(sd,SP_ACK,0); clif_hominfo(sd,hd,1); clif_hominfo(sd,hd,0); // send this x2. dunno why, but kRO does that [blackhole89] clif_homskillinfoblock(sd); if (battle_config.slaves_inherit_speed&1) status_calc_bl(&hd->bl, SCB_SPEED); hom_save(hd); } else //Warp him to master. unit_warp(&hd->bl,sd->bl.m, sd->bl.x, sd->bl.y,CLR_OUTSIGHT); return true; }