Example #1
0
int elemental_save(struct elemental_data *ed) {
	ed->elemental.hp = ed->battle_status.hp;
	ed->elemental.sp = ed->battle_status.sp;
	ed->elemental.life_time = elemental_get_lifetime(ed);
	
	intif_elemental_save(&ed->elemental);
	return 1;
}
Example #2
0
/*==========================================
 * Saves character data.
 * Flag = 1: Character is quitting
 * Flag = 2: Character is changing map-servers
 *------------------------------------------*/
int chrif_save(struct map_session_data *sd, int flag)
{
	nullpo_retr(-1, sd);

	pc_makesavestatus(sd);

	if (flag && sd->state.active) //Store player data which is quitting.
	{
		//FIXME: SC are lost if there's no connection at save-time because of the way its related data is cleared immediately after this function. [Skotlex]
		if (chrif_isconnected()) chrif_save_scdata(sd);
		if (!chrif_auth_logout(sd, flag==1?ST_LOGOUT:ST_MAPCHANGE))
			ShowError("chrif_save: Failed to set up player %d:%d for proper quitting!\n", sd->status.account_id, sd->status.char_id);
	}

	chrif_check(-1); //Character is saved on reconnect.

	//For data sync
	if (sd->state.storage_flag == 2)
		storage_guild_storagesave(sd->status.account_id, sd->status.guild_id, flag);

	if (flag)
		sd->state.storage_flag = 0; //Force close it.

	//Saving of registry values. 
	if (sd->state.reg_dirty&4)
		intif_saveregistry(sd, 3); //Save char regs
	if (sd->state.reg_dirty&2)
		intif_saveregistry(sd, 2); //Save account regs
	if (sd->state.reg_dirty&1)
		intif_saveregistry(sd, 1); //Save account2 regs

	WFIFOHEAD(char_fd, sizeof(sd->status) + 13);
	WFIFOW(char_fd,0) = 0x2b01;
	WFIFOW(char_fd,2) = sizeof(sd->status) + 13;
	WFIFOL(char_fd,4) = sd->status.account_id;
	WFIFOL(char_fd,8) = sd->status.char_id;
	WFIFOB(char_fd,12) = (flag==1)?1:0; //Flag to tell char-server this character is quitting.
	memcpy(WFIFOP(char_fd,13), &sd->status, sizeof(sd->status));
	WFIFOSET(char_fd, WFIFOW(char_fd,2));

	if( sd->status.pet_id > 0 && sd->pd )
		intif_save_petdata(sd->status.account_id,&sd->pd->pet);
	if( sd->hd && merc_is_hom_active(sd->hd) )
		merc_save(sd->hd);
	if( sd->md && mercenary_get_lifetime(sd->md) > 0 )
		mercenary_save(sd->md);
	if( sd->ed && elemental_get_lifetime(sd->ed) > 0 )
		elemental_save(sd->ed);	
	if( sd->save_quest )
		intif_quest_save(sd);

	return 0;
}
Example #3
0
int elemental_save(struct elemental_data *ed) {
	ed->elemental.mode = ed->battle_status.mode;
	ed->elemental.hp = ed->battle_status.hp;
	ed->elemental.sp = ed->battle_status.sp;
	ed->elemental.max_hp = ed->battle_status.max_hp;
	ed->elemental.max_sp = ed->battle_status.max_sp;
	ed->elemental.atk = ed->battle_status.rhw.atk;
	ed->elemental.atk2 = ed->battle_status.rhw.atk2;
	ed->elemental.matk = ed->battle_status.matk_min;
	ed->elemental.def = ed->battle_status.def;
	ed->elemental.mdef = ed->battle_status.mdef;
	ed->elemental.flee = ed->battle_status.flee;
	ed->elemental.hit = ed->battle_status.hit;
	ed->elemental.life_time = elemental_get_lifetime(ed);
	intif_elemental_save(&ed->elemental);
	return 1;
}