Example #1
0
/**
 * 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);
}
Example #2
0
/**
 * 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;
}
Example #3
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;
}