Example #1
0
//Vaporize a character's homun. If flag, HP needs to be 80% or above.
int merc_hom_vaporize(struct map_session_data *sd, int flag)
{
	struct homun_data *hd;

	nullpo_ret(sd);

	hd = sd->hd;
	if (!hd || hd->homunculus.vaporize)
		return 0;
	
	if (status_isdead(&hd->bl))
		return 0; //Can't vaporize a dead homun.

	if (flag && get_percentage(hd->battle_status.hp, hd->battle_status.max_hp) < 80)
		return 0;

	hd->regen.state.block = 3; //Block regen while vaporized.
	//Delete timers when vaporized.
	merc_hom_hungry_timer_delete(hd);
	hd->homunculus.vaporize = 1;
	if(battle_config.hom_setting&0x40)
		memset(hd->blockskill, 0, sizeof(hd->blockskill));
	clif_hominfo(sd, sd->hd, 0);
	merc_save(hd);
	return unit_remove_map(&hd->bl, CLR_OUTSIGHT);
}
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: Falha em configurar personagem %d:%d para sair adequadamente!\n", sd->status.account_id, sd->status.char_id);
	}

	if(!chrif_isconnected())
		return -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);
#ifndef TXT_ONLY
	if( sd->save_quest )
		intif_quest_save(sd);
#endif

	return 0;
}
Example #3
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);

	if (!flag) //The flag check is needed to prevent 'nosave' taking effect when a jailed player logs out.
		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);
	}

	if(!chrif_isconnected())
		return -1; //Character is saved on reconnect.

	//For data sync
	if (sd->state.storage_flag == 1)
		storage_storage_save(sd->status.account_id, flag);
	else 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);

	return 0;
}
Example #4
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);

	if (!flag) //The flag check is needed to prevent 'nosave' taking effect when a jailed player logs out.
		pc_makesavestatus(sd);

	if(!chrif_isconnected())
  	{
		if (flag) sd->state.finalsave = 1; //Will save character on reconnect.
		return -1;
	}

	if (sd->state.finalsave)
		return -1; //Refuse to save a char already tagged for final saving. [Skotlex]
	//For data sync
	if (sd->state.storage_flag == 1)
		storage_storage_save(sd->status.account_id, flag);
	else 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->hd && merc_is_hom_active(sd->hd))
		merc_save(sd->hd);

	if (flag)
		sd->state.finalsave = 1; //Mark the last save as done.
	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;
}
Example #6
0
//Vaporize a character's homun. If flag, HP needs to be 80% or above.
int merc_hom_vaporize(struct map_session_data *sd, int flag)
{
	struct item tmp_item;
	struct s_homunculus *hom;
	struct homun_data *hd;
	int rate;

	hd = sd->hd;
	hom = &hd->homunculus;
	sd->status.lock = 0;
	
	if(hom->ditto == 1){
		//hd->homunculus.class_ = 2502;
		//status_set_viewdata(&hd->bl, 2502);
		//merc_hom_calc_skilltree(hd);
		rate = 8162;
	}else{
	rate =(hd->homunculus.class_) + 5530;
	}
	merc_save(hd);

	hom->char_id = sd->status.char_id;

	memset(&tmp_item,0,sizeof(tmp_item));
	tmp_item.nameid = rate;
	tmp_item.identify = 1;
	tmp_item.card[0] = CARD0_HUN;
	tmp_item.card[1] = GetWord(hd->homunculus.hom_id,0);
	tmp_item.card[2] = GetWord(hd->homunculus.hom_id,1);
	tmp_item.card[3] = 0;
	if((flag = pc_additem(sd,&tmp_item,1))) {
		clif_additem(sd,0,0,flag);
		map_addflooritem(&tmp_item,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
	sd = hd->master;
	hd->homunculus.intimacy = 0;
	return unit_remove_map(&hd->bl,CLR_OUTSIGHT);
	
}
Example #7
0
int merc_hom_dead(struct homun_data *hd, int flag)
{   
	struct map_session_data *sd = hd->master;
	struct s_homunculus *hom;
	struct item tmp_item;
	int rate;
	sd = hd->master;
	hd = sd->hd;
	hom = &hd->homunculus;
	rate =(hd->homunculus.class_) + 5530;
	merc_save(hd);
	sd = hd->master;
	pc_delitem(sd, pc_search_inventory(sd,690), 1, 0, 0);
	//sd->status.hom_id = 0;
	
	sd->status.lock = 0;
	merc_hom_hungry_timer_delete(hd);
	hd->homunculus.hp = 0;

	hom->char_id = sd->status.char_id;
	
	memset(&tmp_item,0,sizeof(tmp_item));
	tmp_item.nameid = rate;
	tmp_item.identify = 1;
	tmp_item.card[0] = CARD0_HUN;
	tmp_item.card[1] = GetWord(hd->homunculus.hom_id,0);
	tmp_item.card[2] = GetWord(hd->homunculus.hom_id,1);
	tmp_item.card[3] = 1;
	if((flag = pc_additem(sd,&tmp_item,1))) {
		clif_additem(sd,0,0,flag);
		map_addflooritem(&tmp_item,1,sd->bl.m,sd->bl.x,sd->bl.y,0,0,0,0);
}
	hd->homunculus.hp = 0;
	hd->homunculus.intimacy = 0;
	return unit_remove_map(&hd->bl,CLR_OUTSIGHT);
}
Example #8
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.

	// If the user is on a instance map, we have to fake his current position
	if( map[sd->bl.m].instance_id ){
		struct mmo_charstatus status;

		// Copy the whole status
		memcpy( &status, &sd->status, sizeof( struct mmo_charstatus ) );
		// Change his current position to his savepoint
		memcpy( &status.last_point, &status.save_point, sizeof( struct point ) );
		// Copy the copied status into the packet
		memcpy( WFIFOP( char_fd, 13 ), &status, sizeof( struct mmo_charstatus ) );
	} else {
		// Copy the whole status into the packet
		memcpy( WFIFOP( char_fd, 13 ), &sd->status, sizeof( struct mmo_charstatus ) );
	}

	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;
}