void CClient::SetAngelMag(int mag)
{
	_angelMag = mag ;
	if(m_iMP > GetMaxMP())
	{
		m_iMP = GetMaxMP();
		g_gameCopy->SendNotifyMsg(NULL, m_handle, NOTIFY_MP, NULL, NULL, NULL, NULL);
	}
}
void CClient::SetAngelInt(int __int)
{
	_angelInt = __int;
	if(m_iMP > GetMaxMP())
	{
		m_iMP = GetMaxMP();
		g_gameCopy->SendNotifyMsg(NULL, m_handle, NOTIFY_MP, NULL, NULL, NULL, NULL);
	}
}
void CClient::SetInt(int __int, bool check)
{
	_int = __int;
	if(check)
	{
		if(m_iMP > GetMaxMP())
		{
			m_iMP = GetMaxMP();
			g_gameCopy->SendNotifyMsg(NULL, m_handle, NOTIFY_MP, NULL, NULL, NULL, NULL);
		}
	}
}
VOID Obj_Monster::SendCharBaseDirectForHP()
{
	__ENTER_FUNCTION
	GCCharBaseAttrib msgPublicAttr;
	GCCharBaseAttrib msgProtectedAttr;

	BYTE yHPPercent = (GetMaxHP())?((BYTE)((GetHP()*100 + GetMaxHP() - 1)/GetMaxHP())):(0);

	msgPublicAttr.setObjID( GetID() );
	msgPublicAttr.setHPPercent( yHPPercent );
	msgProtectedAttr.setObjID( GetID() );
	msgProtectedAttr.setHPPercent( yHPPercent );
	m_AttrBackUp.m_HP = GetHP();
	
	if (GetHP() <= 0) // add by gh 2010/04/09 
	{
		BYTE yMPPercent = (GetMaxMP())?((BYTE)((GetMP()*100 + GetMaxMP() - 1)/GetMaxMP())):(0); 
		msgPublicAttr.setMPPercent( yMPPercent );
		m_AttrBackUp.m_MP = GetMP();
	} // end of add

	HUMANLIST listHuman;
	getScene()->ScanHuman( getZoneID(), MAX_REFESH_OBJ_ZONE_RADIUS, &(listHuman) );

	BYTE i;
	for ( i = 0; i < listHuman.m_Count; i++ )
	{
		Obj_Human *pTargetHuman = listHuman.m_aHuman[i];
		if ( IsCanViewMe( pTargetHuman ) )
		{
			ENUM_REFESH_ATTR_TYPE eType = CalcRefeshAttrType( this, pTargetHuman );
			switch( eType )
			{
			case REFESH_ATTR_TYPE_NONE:
				break;
			case REFESH_ATTR_TYPE_PUBLIC:
			case REFESH_ATTR_TYPE_PUBLIC_AND_LEVEL:
				{
					pTargetHuman->GetPlayer()->SendPacket( &msgPublicAttr );
				}
				break;
			case REFESH_ATTR_TYPE_PROTECTED:
				{
					pTargetHuman->GetPlayer()->SendPacket( &msgProtectedAttr );
				}
				break;
			default:
				break;
			}
		}
	}
	__LEAVE_FUNCTION
}
VOID Obj_Monster::InitBackupAttr()
{
__ENTER_FUNCTION

	m_AttrBackUp.m_bNameModified		= FALSE;
	m_AttrBackUp.m_bTitleModified		= FALSE;
	m_AttrBackUp.m_HP					= GetHP();
	m_AttrBackUp.m_MP					= GetMP();	//	add by gh 2010/03/25
	const _CAMP_DATA *pCampData = GetCampData();
	if ( pCampData != NULL )
		m_AttrBackUp.m_CampData			= *pCampData;
	m_AttrBackUp.m_MaxHp				= GetMaxHP();
	m_AttrBackUp.m_MaxMp				= GetMaxMP();	//	add by gh 2010/03/25
	m_AttrBackUp.m_MoveSpeed			= GetMoveSpeed();
	m_AttrBackUp.m_nDataID				= GetDataID();
	m_AttrBackUp.m_nModelID				= GetModelID();
	m_AttrBackUp.m_nMountID				= GetMountID();
	m_AttrBackUp.m_nAIType				= GetAIType();
	m_AttrBackUp.m_OwnerID				= GetOwnerID();
	m_AttrBackUp.m_OccupantGUID			= GetOccupantGUID();
	m_AttrBackUp.m_nStealthLevel		= GetStealthLevel();
	m_AttrBackUp.m_nMoodState			= GetMoodState();
	m_AttrBackUp.m_iHorseID				= GetHorseID();
	m_AttrBackUp.m_iWeaponID			= GetWeaponID();
__LEAVE_FUNCTION
}
Exemple #6
0
int32 CBattleEntity::addMP(int32 mp)
{
    int32 cap = dsp_cap(health.mp + mp, 0, GetMaxMP());
    mp = health.mp - cap;
    health.mp = cap;
    return abs(mp);
}
Exemple #7
0
// set monster stats values
bool CMonster::SetStats( )
{
    if(thisnpc==NULL) return false;
    Stats->Level = thisnpc->level;
    Stats->Attack_Power = GetAttackPower( );
    Stats->Defense = GetDefense( );
    Stats->Attack_Speed = GetAttackSpeed( );
    Stats->Move_Speed = GetMoveSpeed( );
    Stats->Dodge = GetDodge( );
    Stats->Accury = GetAccury( );
    Stats->Critical = GetCritical( );
    Stats->Magic_Defense = GetMagicDefense( );
    Stats->Attack_Distance = GetAttackDistance( );
    Stats->MaxHP = GetMaxHP( );
    Stats->MaxMP = GetMaxMP( );
    //Stats->HP = Stats->MaxHP;
    //Stats->MP = Stats->MaxMP;

    for(int i=0; i<20; i++)
    {
        AIVar[i] = 0;
    }


    return true;
}
// check if player can level up
bool CPlayer::CheckPlayerLevelUP( )
{
	if (CharInfo->Exp >= GetLevelEXP())
    {
	    CharInfo->Exp -= GetLevelEXP();
	    Stats->Level++;
	    Stats->HP = GetMaxHP( );
	    Stats->MP = GetMaxMP( );
	    CharInfo->StatPoints += int((Stats->Level * 0.8) + 10);
	    //if(Stats->Level>=10)
        CharInfo->SkillPoints += ((Stats->Level + 2) / 2);


		BEGINPACKET( pak, 0x79e );
		ADDWORD( pak, clientid );
		ADDWORD( pak, Stats->Level );
		ADDDWORD( pak, CharInfo->Exp );
		ADDWORD( pak, CharInfo->StatPoints );
		ADDWORD( pak, CharInfo->SkillPoints );
		client->SendPacket( &pak );

		RESETPACKET( pak, 0x79e );
		ADDWORD( pak, clientid );
		GServer->SendToVisible( &pak, this );
		SetStats( );
        //SendLevelUPtoChar(this);
        return true;
	}
	return false;
}
Exemple #9
0
bool Hero::AddStats(int type)
{
	switch (type)
	{
	case ADD_ATK:
		atk++;
		if (atk > 15)
		{
			atk = 15;
			return false;
		}
		if (atk % 5 == 0)
		{
			SetKnockBack(GetKnockBack() + 5);
			SetExtraDMG(GetExtraDMG() + GetDMG()*0.2);
			BulletsAdjust(GetBullets() + 1);
		}
		SetBulletSpeed(GetBulletSpeed() - atk * 3);
		SetDMG(GetDMG() + atk * 3);
		SetMaxHP(GetMaxHP() + atk * 10);
		break;
	case ADD_DEX:
		dex++;
		if (dex > 15)
		{
			dex = 15;
			return false;
		}
		if (dex % 5 == 0)
		{
			SetCritDMG(GetCritDMG() + 0.5);
			ShootCD -= 3;
		}
		SetBulletSpeed(GetBulletSpeed() + dex * 3);
		SetCrit(GetCrit() + 3+dex/5);
		SetDodge(GetDodge() + 2+dex/5);
		break;
	case ADD_INT:
		magic++;
		if (magic > 15)
		{
			magic = 15;
			return false;
		}
		if (magic % 5 == 0)
		{
			SetSpeed(GetSpeed() + 100);
			recoverMP = 175 - 10 * magic;
		}
		SetMaxMP(GetMaxMP() + 2 * magic);
		break;
	}
	return true;
}
Exemple #10
0
// check if player can level up
bool CPlayer::CheckPlayerLevelUP( )
{
	if (CharInfo->Exp >= GetLevelEXP())
    {
	    CharInfo->Exp -= GetLevelEXP();
	    Stats->Level++;
	    Stats->HP = GetMaxHP( );
	    Stats->MP = GetMaxMP( );
	    CharInfo->StatPoints += int((Stats->Level*0.8)+10);
      // Proper skill point distribution for Pre-Evo
      switch (Stats->Level) {
        case 10:
        case 14:
          CharInfo->SkillPoints += 2;
        break;
        case 18:
          CharInfo->SkillPoints += 3;
        break;
        case 22:
          CharInfo->SkillPoints += 4;
        break;
      }
      // 5 skill points every 4 levels from 22
      if (Stats->Level > 22 && Stats->Level < 99 && ((Stats->Level - 22) % 4) == 0)
        CharInfo->SkillPoints += 5;
      // 5 skill points every 2 levels from 98
      if (Stats->Level > 98 && (Stats->Level % 2) == 0)
        CharInfo->SkillPoints += 5;

		BEGINPACKET( pak, 0x79e );
		ADDWORD( pak, clientid );
		ADDWORD( pak, Stats->Level );
		ADDDWORD( pak, CharInfo->Exp );
		ADDWORD( pak, CharInfo->StatPoints );
		ADDWORD( pak, CharInfo->SkillPoints );
		client->SendPacket( &pak );

		RESETPACKET( pak, 0x79e );
		ADDWORD( pak, clientid );
		GServer->SendToVisible( &pak, this );
		SetStats( );
        //SendLevelUPtoChar(this);
        return true;
	}
	return false;
}
Exemple #11
0
// Check For Debuffs
void CCharacter::RefreshBuff( )
{
    bool bflag = false;
    for( UINT i=0; i<30; i++)
    {
        if(MagicStatus[i].Buff==0) continue;
        clock_t etime = clock() - MagicStatus[i].BuffTime;
        if( etime >= MagicStatus[i].Duration * CLOCKS_PER_SEC )
        {
            switch(MagicStatus[i].Buff)
            {
            case A_ATTACK:
                if(i<15)
                    Status->Attack_up = 0xff;
                else
                    Status->Attack_down = 0xff;
                Stats->Attack_Power = GetAttackPower( );
                break;
            case A_DEFENSE:
                if(i<15)
                    Status->Defense_up= 0xff;
                else
                    Status->Defense_down = 0xff;
                Stats->Defense = GetDefense( );
                break;
            case A_ACCUR:
                if(i<15)
                    Status->Accury_up= 0xff;
                else
                    Status->Accury_down = 0xff;
                Stats->Accury = GetAccury( );
                break;
            case A_MRESIST:
                if(i<15)
                    Status->Magic_Defense_up = 0xff;
                else
                    Status->Magic_Defense_down = 0xff;
                Stats->Magic_Defense = GetMagicDefense( );
                break;
            case A_DODGE:
                if(i<15)
                    Status->Dodge_up = 0xff;
                else
                    Status->Dodge_down = 0xff;
                Stats->Dodge = GetDodge( );
                break;
            case A_DASH:
                if(i<15)
                    Status->Dash_up = 0xff;
                else
                    Status->Dash_down = 0xff;
                Stats->Move_Speed = GetMoveSpeed( );
                break;
            case A_HASTE:
                if(i < 15)
                {
                    Status->Haste_up = 0xff;
                }
                else
                {
                    Status->Haste_down = 0xff;
                }
                Stats->Attack_Speed = GetAttackSpeed();
                break;
            case A_CRITICAL:
                if(i<15)
                    Status->Critical_up = 0xff;
                else
                    Status->Critical_down = 0xff;
                Stats->Critical = GetCritical( );
                break;
            case A_MAX_HP:
                if(i<15)
                    Status->HP_up = 0xff;
                else
                    Status->HP_down = 0xff;
                Stats->MaxHP = GetMaxHP( );
                break;
            case A_MAX_MP:
                if(i<15)
                    Status->MP_up = 0xff;
                else
                    Status->MP_down = 0xff;
                Stats->MaxMP = GetMaxMP( );
                break;
            case A_STUN:
                Status->Stuned = 0xff;
                printf("removing stun\n");
                //StartAction2(NULL, 0, 0, true);
                break;
            case A_POISON:
                Status->Poisoned = 0xff;
                printf("removing poison\n");
                break;
            case A_MUTE:
                Status->Muted = 0xff;
                break;
            case A_GMExtra_Damage:
            case A_Extra_Damage:
                if(i<15)
                {
                    Status->ExtraDamage_up = 0xff;
                    Stats->ExtraDamage = 0;
                }

                else
                    Status->ExtraDamage_down = 0xff;

                break;
            }
            MagicStatus[i].Buff = 0;
            MagicStatus[i].BuffTime = 0;
            MagicStatus[i].Duration = 0;
            MagicStatus[i].Value = 0;
            bflag = true;
        }
        else if (MagicStatus[i].Buff == A_POISON && etime > 1*CLOCKS_PER_SEC) //Do poison dmg every 1.5 seconds
        {
            Stats->HP -= MagicStatus[i].Value;
            MagicStatus[i].BuffTime+= 1*CLOCKS_PER_SEC;
            MagicStatus[i].Duration-=1;
            printf("did %i poison dmg to the player, still %i seconds and %i HP remain \n", MagicStatus[i].Value, MagicStatus[i].Duration, Stats->HP);

            //A bunch of messy code to send dmg packet
            BEGINPACKET( pak, 0x7b6 );
            ADDWORD    ( pak, clientid );
            ADDWORD    ( pak, 0 );
            ADDDWORD   ( pak, 0x000007f8 );
            ADDBYTE    ( pak, 0x00 );
            ADDDWORD   ( pak, MagicStatus[i].Value );

            //If Enemy is killed
            if( IsDead())
            {
                printf("char died\n");
                CDrop* thisdrop = NULL;
                //ADDDWORD   ( pak, 16 );//i don't think this one belongs in irose
                if( !IsSummon( ) && !IsPlayer( ))
                {
                    thisdrop = GetDrop( );
                    if( thisdrop!=NULL)
                    {
                        ADDFLOAT   ( pak, thisdrop->pos.x*100 );
                        ADDFLOAT   ( pak, thisdrop->pos.y*100 );
                        if( thisdrop->type==1)
                        {
                            ADDDWORD( pak, 0xccdf );//0xccccccdf );
                            ADDDWORD( pak, thisdrop->amount );
                        }
                        else
                        {
                            ADDDWORD   ( pak, GServer->BuildItemHead( thisdrop->item ) );
                            ADDDWORD   ( pak, GServer->BuildItemData( thisdrop->item ) );
                        }
                        ADDWORD    ( pak, thisdrop->clientid );
                        ADDWORD    ( pak, thisdrop->owner );
                        CMap* map = GServer->MapList.Index[thisdrop->posMap];
                        map->AddDrop( thisdrop );
                    }
                }
                GServer->SendToVisible( &pak, this, thisdrop );
            }

            //If enemy is still alive
            else
            {
                ADDDWORD   ( pak, 4 );
                GServer->SendToVisible( &pak, this );
            }
        }
    }
    if(bflag)
    {
        BEGINPACKET( pak,0x7b7 );
        ADDWORD    ( pak, clientid );
        ADDDWORD   ( pak, GServer->BuildBuffs( this ) );
        GServer->SendToVisible( &pak, this );
    }
}
VOID Obj_Monster::SendMsg_RefeshAttrib( VOID )
{
__ENTER_FUNCTION

	BOOL bPublicAttrModified ;
	bPublicAttrModified		= FALSE;

	GCCharBaseAttrib msgPublicAttr, msgProtectedAttr;

	msgPublicAttr.setObjID( GetID() );
	msgProtectedAttr.setObjID( GetID() );

	//msgPublicAttr.setName( GetName() );
	//msgProtectedAttr.setName( GetName() );

	//msgPublicAttr.setTitle( GetTitle() );
	//msgProtectedAttr.setTitle( GetTitle() );

	if(m_AttrBackUp.m_HP != GetHP())
	{
		bPublicAttrModified = TRUE;
		m_AttrBackUp.m_HP = GetHP();

		BYTE yHPPercent = (GetMaxHP())?((BYTE)((GetHP()*100 + GetMaxHP() - 1)/GetMaxHP())):(0);
		msgPublicAttr.setHPPercent( yHPPercent );
		msgProtectedAttr.setHPPercent( yHPPercent );
	}

	if(m_AttrBackUp.m_MaxHp != GetMaxHP())
	{
		bPublicAttrModified = TRUE;
		m_AttrBackUp.m_MaxHp = GetMaxHP();

		BYTE yHPPercent = (GetMaxHP())?((BYTE)((GetHP()*100 + GetMaxHP() - 1)/GetMaxHP())):(0);
		msgPublicAttr.setHPPercent( yHPPercent );
		msgProtectedAttr.setHPPercent( yHPPercent );
	}

	// add by gh 2010/03/30
	if(m_AttrBackUp.m_MP != GetMP())
	{
		bPublicAttrModified = TRUE;
		m_AttrBackUp.m_MP = GetMP();

		BYTE yMPPercent = (GetMaxMP())?((BYTE)((GetMP()*100 + GetMaxMP() - 1)/GetMaxMP())):(0);
		msgPublicAttr.setMPPercent( yMPPercent );
		msgProtectedAttr.setMPPercent( yMPPercent );
	}

	if(m_AttrBackUp.m_MaxMp != GetMaxMP())
	{
		bPublicAttrModified = TRUE;
		m_AttrBackUp.m_MaxMp = GetMaxMP();

		BYTE yMPPercent = (GetMaxMP())?((BYTE)((GetMP()*100 + GetMaxMP() - 1)/GetMaxMP())):(0);
		msgPublicAttr.setMPPercent( yMPPercent );
		msgProtectedAttr.setMPPercent( yMPPercent );
	}
	// end of add
	if(fabs(m_AttrBackUp.m_MoveSpeed-GetMoveSpeed()) > 0.001f)
	{
		bPublicAttrModified = TRUE;
		m_AttrBackUp.m_MoveSpeed = GetMoveSpeed();

		msgPublicAttr.setMoveSpeed( GetMoveSpeed() );
		msgProtectedAttr.setMoveSpeed( GetMoveSpeed() );
	}

	if(m_AttrBackUp.m_nDataID != GetDataID())
	{
		bPublicAttrModified = TRUE;
		m_AttrBackUp.m_nDataID = GetDataID();

	}

	const _CAMP_DATA *pCampData = GetCampData();
	if ( pCampData != NULL )
	{
		if(m_AttrBackUp.m_CampData != *pCampData)
		{
			bPublicAttrModified = TRUE;
			m_AttrBackUp.m_CampData = *pCampData;

			msgPublicAttr.setCampData( pCampData );
			msgProtectedAttr.setCampData( pCampData );
		}
	}

	if(m_AttrBackUp.m_OwnerID != GetOwnerID())
	{
		bPublicAttrModified = TRUE;
		m_AttrBackUp.m_OwnerID = GetOwnerID();

		msgPublicAttr.setOwnerID( GetOwnerID() );
		msgProtectedAttr.setOwnerID( GetOwnerID() );
	}

	if(m_AttrBackUp.m_OccupantGUID != GetOccupantGUID())
	{
		bPublicAttrModified = TRUE;
		m_AttrBackUp.m_OccupantGUID = GetOccupantGUID();

		msgPublicAttr.setOccupantGUID( GetOccupantGUID() );
		msgProtectedAttr.setOccupantGUID( GetOccupantGUID() );
	}

	if(m_AttrBackUp.m_nModelID != GetModelID())
	{
		bPublicAttrModified = TRUE;
		m_AttrBackUp.m_nModelID = GetModelID();
		msgPublicAttr.setModelID( GetModelID() );
		msgProtectedAttr.setModelID( GetModelID() );
	}

	if(m_AttrBackUp.m_nMountID != GetMountID())
	{
		bPublicAttrModified = TRUE;
		m_AttrBackUp.m_nMountID = GetMountID();
		msgPublicAttr.setMountID( GetMountID() );
		msgProtectedAttr.setMountID( GetMountID() );
	}

	if (m_AttrBackUp.m_nAIType != GetAIType() )
	{
		bPublicAttrModified = TRUE;
		m_AttrBackUp.m_nAIType = GetAIType();
		INT nRet = GetMonsterAIType();
		msgPublicAttr.setAIType(nRet);
		msgProtectedAttr.setAIType(nRet);
	}

	if(m_AttrBackUp.m_nStealthLevel != GetStealthLevel())
	{
		bPublicAttrModified = TRUE;
		m_AttrBackUp.m_nStealthLevel = GetStealthLevel();

		msgPublicAttr.setStealthLevel( GetStealthLevel() );
		msgProtectedAttr.setStealthLevel( GetStealthLevel() );
	}

	if(m_AttrBackUp.m_nMoodState != GetMoodState())
	{
		bPublicAttrModified = TRUE;
		m_AttrBackUp.m_nMoodState = GetMoodState();

		msgPublicAttr.setMoodState( GetMoodState() );
		msgProtectedAttr.setMoodState( GetMoodState() );
	}

	//if( m_AttrBackUp.m_iWeaponID != GetWeaponID() )
	//{
	//	bPublicAttrModified = TRUE;
	//	m_AttrBackUp.m_iWeaponID = GetWeaponID();
	//	//msgPublicAttr.setWeaponID( m_AttrBackUp.m_iWeaponID );
	//	msgProtectedAttr.setWeaponID( m_AttrBackUp.m_iWeaponID );
	//}

	if( m_AttrBackUp.m_iHorseID != GetHorseID() )
	{
		bPublicAttrModified = TRUE;
		m_AttrBackUp.m_iHorseID = GetHorseID();
		msgPublicAttr.setMountID( m_AttrBackUp.m_iHorseID );
		msgProtectedAttr.setMountID( m_AttrBackUp.m_iHorseID );
	}

	if ( bPublicAttrModified )
	{
		if ( bPublicAttrModified )
		{
			m_PublicAttrVersion++;
		}

		if ( bPublicAttrModified || m_ProtectedAttrVersion )
		{
			m_ProtectedAttrVersion++;
		}

		HUMANLIST listHuman;
		getScene()->ScanHuman( getZoneID(), MAX_REFESH_OBJ_ZONE_RADIUS, &(listHuman) );

		BOOL bSendPublicMsg				= bPublicAttrModified;
		BOOL bSendProtectedMsg			= (BOOL)(bPublicAttrModified || m_ProtectedAttrVersion);
		BYTE i;
		for ( i = 0; i < listHuman.m_Count; i++ )
		{
			Obj_Human *pTargetHuman = listHuman.m_aHuman[i];
			if ( IsCanViewMe( pTargetHuman ) )
			{
				ENUM_REFESH_ATTR_TYPE eType = CalcRefeshAttrType( this, pTargetHuman );
				switch( eType )
				{
				case REFESH_ATTR_TYPE_NONE:
					break;
				case REFESH_ATTR_TYPE_PUBLIC:
				case REFESH_ATTR_TYPE_PUBLIC_AND_LEVEL:
					if ( bSendPublicMsg )
					{
						pTargetHuman->GetPlayer()->SendPacket( &msgPublicAttr );
					}
					break;
				case REFESH_ATTR_TYPE_PROTECTED:
					if ( bSendProtectedMsg )
					{
						pTargetHuman->GetPlayer()->SendPacket( &msgProtectedAttr );
					}
					break;
				default:
					break;
				}
			}
		}
	}

__LEAVE_FUNCTION
}
Exemple #13
0
void CCharacter::RefreshBuff( )
{
    bool bflag = false;
    for( UINT i=0;i<32;i++)
    {
        if(MagicStatus[i].Buff == 0) continue;
        clock_t etime = clock() - MagicStatus[i].BuffTime;
        if( etime >= MagicStatus[i].Duration * CLOCKS_PER_SEC )
        {

            Log(MSG_INFO,"Magic Status %i, vanish after: %i", MagicStatus[i].Status, MagicStatus[i].Duration);

            switch(MagicStatus[i].Status)
            {
                case STATUS_HP_8: case STATUS_HP_18: case STATUS_HP_30: case STATUS_HP_43: case STATUS_HP_58: case STATUS_HP_75: case STATUS_SUMMON_HP:
                case STATUS_HP_92: case STATUS_HP_111: case STATUS_HP_131: case STATUS_HP_152: case STATUS_HP_174: case STATUS_HP_197: case STATUS_HP_221:
                case STATUS_HP_246: case STATUS_HP_272: case STATUS_HP_299: case STATUS_HP_326: case STATUS_HP_354: case STATUS_HP_383: case STATUS_HP_413:
                case STATUS_HP_443: case STATUS_HP_475: case STATUS_HP_539: case STATUS_HP_572: case STATUS_HP_5_PC: case 115:
                {
                    Status->HPHeal = 0xff;
                }
                break;

                case STATUS_MP_6: case STATUS_MP_10: case STATUS_MP_14: case STATUS_MP_18: case STATUS_MP_21: case STATUS_MP_25: case STATUS_MP_29:
                case STATUS_MP_33: case STATUS_MP_36: case STATUS_MP_40: case STATUS_MP_44: case STATUS_MP_48: case STATUS_MP_51: case STATUS_MP_55:
                case STATUS_MP_59: case STATUS_MP_63: case STATUS_MP_66: case STATUS_MP_70: case STATUS_MP_74: case STATUS_MP_78: case STATUS_MP_81:
                case STATUS_MP_85: case STATUS_MP_89: case STATUS_MP_93: case STATUS_MP_96: case 116:
                {
                    Status->MPHeal = 0xff;
                }
                break;

                case 18: // attack power up
                case 19: // attack power down
                case 48: // attack power up
                {
                    if(i == BUFF_ATTACK_UP_POS)
                    {
                        Status->Attack_up = 0xff;
                    }
                    else
                    {
                        Status->Attack_down = 0xff;
                    }
                    Stats->Attack_Power = GetAttackPower( );
                }
                break;
                case 20: // def up
                case 21: // def down
                case 49: // def up
                {
                    if(i==BUFF_DEFENSE_UP_POS)
                    {
                        Status->Defense_up= 0xff;
                    }
                    else
                    {
                        Status->Defense_down = 0xff;
                    }
                    Stats->Defense = GetDefense( );
                }
                break;
                case 24: //Accuracy up
                case 25: //Accuracy down
                case 51: //attack Accuracy up.
                {
                    if(i==BUFF_HITRATE_UP_POS)
                    {
                        Status->Accuracy_up= 0xff;
                    }
                    else
                    {
                        Status->Accuracy_down = 0xff;
                    }
                    Stats->Accuracy = GetAccuracy( );
                }
                break;
                case 22: // macic resistance up
                case 23: // magic resistance down
                case 50: // magic resistance up
                {
                    if(i==BUFF_MDEFENSE_UP_POS)
                    {
                        Status->Magic_Defense_up = 0xff;
                    }
                    else
                    {
                        Status->Magic_Defense_down = 0xff;
                    }
                    Stats->Magic_Defense = GetMagicDefense( );
                }
                break;
                case 28: //dodge up
                case 29: //dodge down
                case 53: //dodge rate up
                {
                    if(i==BUFF_DODGE_UP_POS)
                    {
                        Status->Dodge_up = 0xff;
                    }
                    else
                    {
                        Status->Dodge_down = 0xff;
                    }
                    Stats->Dodge = GetDodge( );
                }
                break;
                case 14: //dash
                case 15: //slow
                case 46: //movement speed increased
                {
                    if(i==BUFF_DASH_UP_POS)
                    {
                        Status->Dash_up = 0xff;
                    }
                    else
                    {
                        Status->Dash_down = 0xff;
                    }
                    Stats->Move_Speed = GetMoveSpeed( );
                }
                break;
                case 16: // haste attack
                case 17: // slow attack
                case 47: // attack speed up
                {
                    if(i==BUFF_HASTE_UP_POS)
                    {
                        Status->Haste_up = 0xff;
                    }
                    else
                    {
                        Status->Haste_down = 0xff;
                    }
                    //Stats->Attack_Speed_Percent = GetAttackSpeedPercent( );
                }
                break;
                case 26: // crit up
                case 27: // crit down
                case 52: // crit up
                {
                    if(i==BUFF_CRITICAL_UP_POS)
                    {
                        Status->Critical_up = 0xff;
                    }
                    else
                    {
                        Status->Critical_down = 0xff;
                    }
                    Stats->Critical = GetCritical( );
                }
                break;
                case 12: // max HP up
                case 44: // max HP up
                {
                    if(i==BUFF_MAX_HP_POS)
                    {
                        Status->HP_up = 0xff;
                    }
                    else
                    {
                        Status->HP_down = 0xff;
                    }
                    Stats->MaxHP = GetMaxHP( );

                    if(Stats->HP > Stats->MaxHP)
                    {
                        Stats->HP = Stats->MaxHP;
                    }
                }
                break;
                case 13: // max MP up
                case 45: // max MP up
                {
                    if(i==BUFF_MAX_MP_POS)
                    {
                        Status->MP_up = 0xff;
                    }
                    else
                    {
                        Status->MP_down = 0xff;
                    }
                    Stats->MaxMP = GetMaxMP( );

                    if(Stats->MP > Stats->MaxMP)
                    {
                        Stats->MP = Stats->MaxMP;
                    }
                }
                break;
                case 32: // faint
                {
                    Status->Faint = 0xff;
                    Status->CanMove = true;
                    Status->CanCastSkill = true;
                    Status->CanAttack = true;
                    //printf("removing stun\n");
                }
                break;
                case 7: case 8: case 9: case 10: case 11: case 89: //poisoned
                {
                    Status->Poisoned = 0xff;
                    //printf("removing poison\n");
                }
                break;
                case 30: // muted
                {
                    Status->Muted = 0xff;
                    Status->CanCastSkill = true;
                }
                break;
                case 31: // sleep May need to be fixed later to accomodate multiple status effects.
                {
                    Status->Sleep = 0xff;
                    Status->CanMove = true;
                    Status->CanCastSkill = true;
                    Status->CanAttack = true;
                }
                break;
                case 36: //A_Extra_Damage:
                case 54: //A_GMExtra_Damage:
                case 83: //Valkyrie Charm:
                {
                    if(i==BUFF_DUMMY_DAMAGE_POS)
                    {
                        Status->ExtraDamage_up = 0xff;
                        Stats->ExtraDamage_add = 0;//We put extardamage add value to 0 if we lost the adddmg buff
                    }
                    else
                    {
                        Status->ExtraDamage_down = 0xff;
                        Stats->ExtraDamage_add = 0;//We put extardamage add value to 0 if we lost the adddmg buff
                    }
                }
                break;
                case 56: //Taunt
                {
                    Status->Taunt = 0xff;
                    //printf("removing Taunt\n");
                }
                break;
                case 58: case 61: case 74: case 77:  case 78: case 79: case 80: //flame
                {
                    Status->Flamed = 0xff;
                }
                break;
                case 33://Stealth,Camoflauge
                {
                    if(IsAttacking( ))
                    {
                        MagicStatus[i].Duration = 0;
                    }
                    Status->Stealth = 0xff;
                    //printf("removing Stealth\n");
                }
                break;
                case 86://Stealth,Weary
                {
                    Status->Weary = 0xff;
                    Status->CanCastSkill = true;
                    //printf("removing Weary\n");
                }
                break;
                case 34://Cloaking
                {
                    Status->Cloaking = 0xff;
                    //printf("removing Cloaking\n");
                }
                break;
                case 35: //ShieldDamage:
                {
                    if(i==BUFF_SHIELD_DAMAGE_POS)
                    {
                        Status->ShieldDamage_up = 0xff;
                        //Stats->ShieldDamage = 0xff;
                    }
                    else
                    {
                        Status->ShieldDamage_down = 0xff;
                        //Stats->ShieldDamage = 0xff;
                    }
                }
                break;
                case 55://Detect
                {
                    Status->Detect = 0xff;
                    Status->Cloaking = 0xff;
                    Status->Stealth = 0xff;
                    //printf("Detect Done\n");
                }
                break;
                case 38://Purify
                {
                    //Buff_Down
                    Status->Attack_down = 0xff;
                    Status->Defense_down = 0xff;
                    Status->Accuracy_down = 0xff;
                    Status->Magic_Defense_down = 0xff;
                    Status->Dodge_down = 0xff;
                    Status->Dash_down = 0xff;
                    Status->Haste_down = 0xff;
                    Status->Critical_down = 0xff;
                    Status->HP_down = 0xff;
                    Status->MP_down = 0xff;
                    Status->ExtraDamage_down = 0xff;
                    Status->ShieldDamage_down = 0xff;
                    Status->ALL_down = 0xff;

                    //Bad Status
                    //Status->Stun = 0xff;
                    Status->Poisoned = 0xff;
                    Status->Muted = 0xff;
                    Status->Sleep = 0xff;
                    Status->Flamed = 0xff;
                    Status->Faint = 0xff;

                    //Stats
                    Stats->Attack_Power = GetAttackPower( );
                    Stats->Defense = GetDefense( );
                    Stats->Accuracy = GetAccuracy( );
                    Stats->Magic_Defense = GetMagicDefense( );
                    Stats->Dodge = GetDodge( );
                    Stats->Move_Speed = GetMoveSpeed( );
                    Stats->Attack_Speed = GetAttackSpeed( );
                    //Stats->Attack_Speed_Percent = GetAttackSpeedPercent();
                    Stats->Critical = GetCritical( );
                    Stats->MaxHP = GetMaxHP( );
                    Stats->MaxMP = GetMaxMP( );
                    //printf("Purify Done\n");
                }
                break;
				case 39:// Dispell
                {
                    //Buff_Down
                    Status->Attack_down = 0xff;
                    Status->Defense_down = 0xff;
                    Status->Accuracy_down = 0xff;
                    Status->Magic_Defense_down = 0xff;
                    Status->Dodge_down = 0xff;
                    Status->Dash_down = 0xff;
                    Status->Haste_down = 0xff;
                    Status->Critical_down = 0xff;
                    Status->HP_down = 0xff;
                    Status->MP_down = 0xff;
                    Status->ExtraDamage_down = 0xff;
                    Status->ShieldDamage_down = 0xff;
                    Status->ALL_down = 0xff;

                    //Buff_Up
                    Status->Attack_up = 0xff;
                    Status->Defense_up = 0xff;
                    Status->Accuracy_up = 0xff;
                    Status->Magic_Defense_up = 0xff;
                    Status->Dodge_up = 0xff;
                    Status->Dash_up = 0xff;
                    Status->Haste_up = 0xff;
                    Status->Critical_up = 0xff;
                    Status->HP_up = 0xff;
                    Status->MP_up = 0xff;
                    Status->ExtraDamage_up = 0xff;
                    Status->ShieldDamage_up = 0xff;
                    Status->ALL_up = 0xff;

                    //Bad Status
                    //Status->Stun = 0xff;
                    Status->Poisoned = 0xff;
                    Status->Muted = 0xff;
                    Status->Sleep = 0xff;
                    Status->Flamed = 0xff;
                    Status->Faint = 0xff;

                    //Stats
                    Stats->Attack_Power = GetAttackPower( );
                    Stats->Defense = GetDefense( );
                    Stats->Accuracy = GetAccuracy( );
                    Stats->Magic_Defense = GetMagicDefense( );
                    Stats->Dodge = GetDodge( );
                    Stats->Move_Speed = GetMoveSpeed( );
                    Stats->Attack_Speed = GetAttackSpeed( );
                    Stats->Critical = GetCritical( );
                    Stats->MaxHP = GetMaxHP( );
                    Stats->MaxMP = GetMaxMP( );
                    //printf("Dispell Done\n");
                }
                break;
                default:
                {
                    Log(MSG_WARNING,"Unknow skill status in charfunctions %u.",MagicStatus[i].Status);
                }
            }
            BEGINPACKET( pak,0x7b7 );
            ADDWORD    ( pak, clientid );
            ADDDWORD   ( pak, GServer->BuildBuffs( this ) );
            GServer->SendToVisible( &pak, this );
            MagicStatus[i].Status = 0;
            MagicStatus[i].Buff = 0;
            MagicStatus[i].BuffTime = 0;
            MagicStatus[i].Duration = 0;
            MagicStatus[i].Value = 0;
            bflag = true;
        }
        else if ( ((MagicStatus[i].Status >= 7 && MagicStatus[i].Status <= 11) || MagicStatus[i].Status == 89) && etime > 1*CLOCKS_PER_SEC) //Do poison dmg every 1.5 seconds
        {
             Stats->HP -= MagicStatus[i].Status; //Actually take 7, 8, 9, 10 or 11 from the health. Based on the Status itself, LMA: can be 89 noc too.
             MagicStatus[i].BuffTime += 1*CLOCKS_PER_SEC;
             MagicStatus[i].Duration -= 1;
             //printf("did %i poison dmg to the player, still %i seconds and %i HP remain \n", MagicStatus[i].Status, MagicStatus[i].Duration, Stats->HP);
             //Log(MSG_WARNING,"did %i poison dmg to the player / monster, still %i seconds and %I64i HP remain", MagicStatus[i].Status, MagicStatus[i].Duration, Stats->HP);

            //LMA: If dead, let's the client resynch
            if(IsDead())
            {
                BEGINPACKET( pak, 0x79f );
                ADDWORD    ( pak, clientid );
                ADDDWORD   ( pak, 1);
                GServer->SendToVisible( &pak, this );
                Log(MSG_INFO,"death poison for %i, amount: %i",clientid,MagicStatus[i].Status);
            }

             //A bunch of messy code to send dmg packet
             BEGINPACKET( pak, 0x7b6 );
             ADDWORD    ( pak, clientid );
             ADDWORD    ( pak, 0 );
             ADDDWORD   ( pak, 0x000007f8 );
             ADDBYTE    ( pak, 0x00 );
             ADDDWORD   ( pak, MagicStatus[i].Status );

             //If Enemy is killed
             if( IsDead())
             {
                 //printf("char died\n");
                 CDrop* thisdrop = NULL;
                 ADDDWORD   ( pak, 16 );
                 if( !IsSummon( ) && !IsPlayer( ))
                 {
                    //LMA: No drop if already dead and drop done.
                    if(drop_dead)
                    {
                        Log(MSG_WARNING,"Trying to make a monster (CID %u, type %u) drop again but already did.",clientid,char_montype);
                    }
                    else
                    {
                         thisdrop = GetDrop( );
                         if( thisdrop!=NULL)
                         {
                             CMap* map = GServer->MapList.Index[thisdrop->posMap];
                             map->AddDrop( thisdrop );
                         }

                    }

                 }

                 //GServer->SendToVisible( &pak, this, thisdrop );
                 GServer->SendToVisible( &pak, this);
             }
             else
             {
                 //If enemy is still alive
                 ADDDWORD   ( pak, 4 );
                 GServer->SendToVisible( &pak, this );
             }
         }
        else if ( MagicStatus[i].Status == 58 || MagicStatus[i].Status == 61 || MagicStatus[i].Status == 71 || MagicStatus[i].Status >= 77 && MagicStatus[i].Status <= 80 || MagicStatus[i].Status == 88 && etime > 1*CLOCKS_PER_SEC) //Do flame dmg every 1.5 seconds
        {
             Stats->HP -= MagicStatus[i].Status;
             MagicStatus[i].BuffTime += 1*CLOCKS_PER_SEC;
             MagicStatus[i].Duration -= 1;
             printf("did %i flame dmg to the player, still %i seconds and %i HP remain \n", MagicStatus[i].Status, MagicStatus[i].Duration, Stats->HP);

            //LMA: If dead, let's the client resynch
            if(IsDead())
            {
                BEGINPACKET( pak, 0x79f );
                ADDWORD    ( pak, clientid );
                ADDDWORD   ( pak, 1);
                GServer->SendToVisible( &pak, this );
                Log(MSG_INFO,"death flame for %i, amount: %i",clientid,MagicStatus[i].Status);
            }

             //A bunch of messy code to send dmg packet
             BEGINPACKET( pak, 0x7b6 );
             ADDWORD    ( pak, clientid );
             ADDWORD    ( pak, 0 );
             ADDDWORD   ( pak, 0x000007f8 );
             ADDBYTE    ( pak, 0x00 );
             ADDDWORD   ( pak, MagicStatus[i].Status );

             //If Enemy is killed
             if( IsDead())
             {
                 //printf("char died\n");
                 CDrop* thisdrop = NULL;
                 ADDDWORD   ( pak, 16 );
                 if( !IsSummon( ) && !IsPlayer( ))
                 {
                    //LMA: No drop if already dead and drop done.
                    if(drop_dead)
                    {
                        Log(MSG_WARNING,"Trying to make a monster (CID %u, type %u) drop again but already did.",clientid,char_montype);
                    }
                    else
                    {
                         thisdrop = GetDrop( );
                         if( thisdrop!=NULL)
                         {
                             CMap* map = GServer->MapList.Index[thisdrop->posMap];
                             map->AddDrop( thisdrop );
                         }

                    }

                 }
                 //GServer->SendToVisible( &pak, this, thisdrop );
                 GServer->SendToVisible( &pak, this);
             }
             else
             {
                 //If enemy is still alive
                 ADDDWORD   ( pak, 4 );
                 GServer->SendToVisible( &pak, this );
             }
         }

    }
    for( UINT i=0;i<32;i++)
    {
        if(MagicStatus2[i].Buff == 0) continue;
        clock_t etime = clock() - MagicStatus2[i].BuffTime;
        if( etime >= MagicStatus2[i].Duration * CLOCKS_PER_SEC )
        {
        CPlayer* thisplayer = GServer->GetClientByID(clientid);
            Log(MSG_INFO,"Magic Status %i, vanish after: %i", MagicStatus2[i].Status, MagicStatus2[i].Duration);

            switch(MagicStatus2[i].Status)
            {
                case 126: // ALLbuff up
                {
                    if(i == BUFF_ATTACK_UP_POS)
                    {
                        Status->Attack_up = 0xff;
                        thisplayer->Attr->ALLbuff = 0;
                    }
                    else
                    {
                        Status->Attack_down = 0xff;
                        thisplayer->Attr->ALLbuff = 0;
                    }
                }
                default:
                {
                    Log(MSG_WARNING,"Unknow skill status in charfunctions %u.",MagicStatus[i].Status);
                }
            }
            BEGINPACKET( pak,0x7b7 );
            ADDWORD    ( pak, clientid );
            ADDDWORD   ( pak, GServer->BuildBuffs( this ) );
            GServer->SendToVisible( &pak, this );
            MagicStatus2[i].Status = 0;
            MagicStatus2[i].Buff = 0;
            MagicStatus2[i].BuffTime = 0;
            MagicStatus2[i].Duration = 0;
            MagicStatus2[i].Value = 0;
        }
    }
//    if(bflag)
//    {
//        BEGINPACKET( pak,0x7b7 );
//        ADDWORD    ( pak, clientid );
//        ADDDWORD   ( pak, GServer->BuildBuffs( this ) );
//        GServer->SendToVisible( &pak, this );
//    }
}
Exemple #14
0
// Heal Player when use Food/Pots
bool CPlayer::PlayerHeal()
{
    clock_t transtime = clock() - UsedItem->lastRegTime;
    if( UsedItem->usevalue!=0 && transtime >= 0.3*CLOCKS_PER_SEC )
    {
        if( UsedItem->used < UsedItem->usevalue && Stats->HP > 0 )
        {
            int value = UsedItem->userate;
            if((UsedItem->usevalue - UsedItem->used) < value)
            {
                value = UsedItem->usevalue - UsedItem->used;
            }
            switch( UsedItem->usetype )
            {
                case 16: // HP
                    Stats->HP += value;
                    if(Stats->HP > GetMaxHP())
                        Stats->HP = GetMaxHP();
                break;
                case 17: // MP
                    Stats->MP += value;
                    if(Stats->MP > GetMaxMP())
                        Stats->MP = GetMaxMP();
                break;
                case 37: // Skill points
                    CharInfo->SkillPoints += value;
                break;
                case 76: //Stamina
                    CharInfo->stamina += value;
                    if(CharInfo->stamina > 5000)
                        CharInfo->stamina = 5000;
                break;
            }
            UsedItem->used += value;
            UsedItem->lastRegTime = clock();
        }
        else
        {
            BEGINPACKET( pak,0x7b7 );
            ADDWORD    ( pak, clientid );
            ADDDWORD   ( pak, GServer->BuildBuffs( this ) );
            switch( UsedItem->usetype )
            {
                case 16: // HP
                    ADDWORD( pak, Stats->HP );
                break;
                case 17: // MP
                    ADDWORD( pak, Stats->MP );
                break;
                case 37: //Skill Points
                    ADDWORD( pak, CharInfo->SkillPoints );
                break;
                case 76: //Stamina
                    ADDWORD( pak, CharInfo->stamina );
                break;
            }
            GServer->SendToVisible( &pak, this );
            UsedItem->used = 0;
            UsedItem->usevalue = 0;
            UsedItem->userate = 0;
            UsedItem->usetype = 0;
        }
    }
    return true;
}
Exemple #15
0
// Check For Debuffs
void CCharacter::RefreshBuff( )
{
    bool bflag = false;
    for( UINT i=0; i<30; i++)
    {
        if(MagicStatus[i].Buff == 0) continue;
        clock_t etime = clock() - MagicStatus[i].BuffTime;
        if( etime >= MagicStatus[i].Duration * CLOCKS_PER_SEC )
        {
            switch(MagicStatus[i].Status)
            {
            case 18: // attack power up
            case 19: // attack power down
            case 48: // attack power up
                if(i<15)
                    Status->Attack_up = 0xff;
                else
                    Status->Attack_down = 0xff;
                Stats->Attack_Power = GetAttackPower( );
                break;
            case 20: // def up
            case 21: // def down
            case 49: // def up
                if(i<15)
                    Status->Defense_up= 0xff;
                else
                    Status->Defense_down = 0xff;
                Stats->Defense = GetDefense( );
                break;
            case 24: //accuracy up
            case 25: //accuracy down
            case 51: //attack accuracy up.
                if(i<15)
                    Status->Accury_up= 0xff;
                else
                    Status->Accury_down = 0xff;
                Stats->Accury = GetAccury( );
                break;
            case 22: // macic resistance up
            case 23: // magic resistance down
            case 50: // magic resistance up
                if(i<15)
                    Status->Magic_Defense_up = 0xff;
                else
                    Status->Magic_Defense_down = 0xff;
                Stats->Magic_Defense = GetMagicDefense( );
                break;
            case 28: //dodge up
            case 29: //dodge down
            case 53: //dodge rate up
                if(i<15)
                    Status->Dodge_up = 0xff;
                else
                    Status->Dodge_down = 0xff;
                Stats->Dodge = GetDodge( );
                break;
            case 14: //dash
            case 15: //slow
            case 46: //movement speed increased
                if(i<15)
                    Status->Dash_up = 0xff;
                else
                    Status->Dash_down = 0xff;
                Stats->Move_Speed = GetMoveSpeed( );
                break;
            case 16: // haste attack
            case 17: // slow attack
            case 47: // attack speed up
                if(i<15)
                    Status->Haste_up = 0xff;
                else
                    Status->Haste_down = 0xff;
                Stats->Attack_Speed = GetAttackSpeed( );
                break;
            case 26: // crit up
            case 27: // crit down
            case 52: // crit up
                if(i<15)
                    Status->Critical_up = 0xff;
                else
                    Status->Critical_down = 0xff;
                Stats->Critical = GetCritical( );
                break;
            case 12: // max HP up
            case 44: // max HP up
                if(i<15)
                    Status->HP_up = 0xff;
                else
                    Status->HP_down = 0xff;
                Stats->MaxHP = GetMaxHP( );
                break;
            case 13: // max MP up
            case 45: // max MP up
                if(i<15)
                    Status->MP_up = 0xff;
                else
                    Status->MP_down = 0xff;
                Stats->MaxMP = GetMaxMP( );
                break;
            case 32: // faint
                Status->Stuned = 0xff;
                Status->CanAttack = true;
                //printf("removing stun\n");
                break;
            case 7:
            case 8:
            case 9:
            case 10:
            case 11: //poisoned
                Status->Poisoned = 0xff;
                //printf("removing poison\n");
                break;
            case 30: // muted
                Status->Muted = 0xff;
                Status->CanCastSkill = true;
                break;
            case 31: // sleep May need to be fixed later to accomodate multiple status effects.
                Status->Sleep = 0xff;
                Status->CanMove = true;
                Status->CanCastSkill = true;
                Status->CanAttack = true;
                break;
            case 54: //A_GMExtra_Damage:
            case 36: //A_Extra_Damage:
                if(i<15)
                {
                    Status->ExtraDamage_up = 0xff;
                    Stats->ExtraDamage = 0xff;
                }
                else
                {
                    Status->ExtraDamage_down = 0xff;
                    Stats->ExtraDamage = 0xff;
                }

                break;
            case 56: // Taunt
                Status->Taunt = 0xff;
                break;
            }

            MagicStatus[i].Status = 0;
            MagicStatus[i].Buff = 0;
            MagicStatus[i].BuffTime = 0;
            MagicStatus[i].Duration = 0;
            MagicStatus[i].Value = 0;
            bflag = true;
        }
        else if (MagicStatus[i].Status >= 7 && MagicStatus[i].Status <= 11 && etime > 1*CLOCKS_PER_SEC) //Do poison dmg every 1.5 seconds
        {
            Stats->HP -= MagicStatus[i].Status; //Actually take 7, 8, 9, 10 or 11 from the health. Based on the Status itself
            MagicStatus[i].BuffTime += 1*CLOCKS_PER_SEC;
            MagicStatus[i].Duration -= 1;
            //printf("did %i poison dmg to the player, still %i seconds and %i HP remain \n", MagicStatus[i].Status, MagicStatus[i].Duration, Stats->HP);

            //A bunch of messy code to send dmg packet
            BEGINPACKET( pak, 0x7b6 );
            ADDWORD    ( pak, clientid );              // client taking damage
            ADDWORD    ( pak, 0 );                     // client doing damage
            ADDDWORD   ( pak, 0x000007f8 );
            ADDBYTE    ( pak, 0x00 );
            if (Stats->HP < 1)
            {
                ADDWORD   ( pak, MagicStatus[i].Status + 0x8000 );
            }
            else
            {
                ADDWORD   ( pak, MagicStatus[i].Status + 0x2000 );
            }
            //ADDDWORD   ( pak, MagicStatus[i].Status ); //damage amount

            //If poisoned entity (player or monster) is killed
            if( IsDead())
            {
                //printf("char died\n");
                CDrop* thisdrop = NULL;
                ADDDWORD   ( pak, 16 );
                if( !IsSummon( ) && !IsPlayer( ))
                {
                    thisdrop = GetDrop( );
                    if( thisdrop != NULL)
                    {
                        CMap* map = GServer->MapList.Index[thisdrop->posMap];
                        map->AddDrop( thisdrop );
                    }
                }
                GServer->SendToVisible( &pak, this ); // removed thisdrop from the packet
            }

            //If enemy is still alive
            else
            {
                ADDDWORD   ( pak, 4 );
                GServer->SendToVisible( &pak, this );
            }
        }
    }
    if(bflag)
    {
        BEGINPACKET( pak,0x7b7 );
        ADDWORD    ( pak, clientid );
        ADDDWORD   ( pak, GServer->BuildBuffs( this ) );
        GServer->SendToVisible( &pak, this );
    }
}
Exemple #16
0
uint8 CBattleEntity::GetMPP()
{
    return (uint8)ceil(((float)health.mp / (float)GetMaxMP()) * 100);
}