Esempio n. 1
0
void ArenaTeam::NotifyStatsChanged()
{
    // This is called after a rated match ended
    // Updates arena team stats for every member of the team (not only the ones who participated!)
    for (MemberList::const_iterator itr = Members.begin(); itr != Members.end(); ++itr)
        if (Player* player = ObjectAccessor::FindPlayer(itr->Guid))
            SendStats(player->GetSession());
}
Esempio n. 2
0
void SMOnlineStats::Update()
{
	if (m_database.isConnected())
	{
		m_database.Ping();
		TransferDoneQueue();
		SendStats();
		ResendToSendQueue();
	}
	else
	{
		m_database.Reconnect();
	}
}
Esempio n. 3
0
void DesbugaFaceBM(int clientid,int cmd_addr)
{

	  int faceBM = 28;
	  MOB *player = (MOB*)GetMobFromIndex(clientid);

	  if(player->Equip[0].EFV2 = 2 && player->Equip[0].Index == 22 || player->Equip[0].Index == 23 || player->Equip[0].Index ==24 || player->Equip[0].Index == 25 || player->Equip[0].Index == 32)
	  {
			MOB *playe = (MOB*)GetMobFromIndex(clientid);
			playe->Equip[0].Index = faceBM;
			Atualizar(clientid, _equip, 0);
			SendItens(clientid,0);
			GetCurrentScore(clientid);
			SendStats(clientid);
			SendScore(clientid);
			SendEquip(clientid);
			SendALL(clientid);
			SendClientMsg(clientid,"Sua face foi alterada.");
			return;
		}
	  }
Esempio n. 4
0
SMOnlineStats::~SMOnlineStats()
{
	m_updateThread.Halt( true );

	m_gameEdit = NULL;

	//Don't log incomplete games.
	map<unsigned int, GameStats*>::iterator it = m_gamesPending.begin();
	while (it != m_gamesPending.end())
	{
		SAFE_DELETE( it->second );
		++it;
	}
	m_gamesPending.clear();

	//Try to send all the games that are complete.
	SendStats();
	while(!m_gamesSend.empty())
	{
		SAFE_DELETE(m_gamesSend.front());
		m_gamesSend.pop();
	}

	while(!m_gamesResend.empty())
	{
		SAFE_DELETE(m_gamesResend.front());
		m_gamesResend.pop();
	}

	MLockPtr< queue<GameStats*> > gd(m_gamesDone, m_gamesDoneMUTEX);
	while(!gd->empty())
	{
		SAFE_DELETE(gd->front());
		gd->pop();
	}
}
Esempio n. 5
0
void AddExp(int clientid)
{
	MOB *player = (MOB*)GetMobFromIndex(clientid);
	int addr_bclient = clientid * 0x0410;
	int caos = PByte(clientid * 0x410 + 0x15c6c8e);
	FILE *fs = NULL;
    char name[100];
	char Classe;
	char Level;
	Classe = player->Equip[0].EFV2;
	Level = player->bStatus.Level;
	PremioLv(clientid);
	
	if(player->Equip[0].EFV2 >= 3)
	{
		if(player->bStatus.Level >= 5)
		{
			if(player->Exp < exp_Cele_Sub[player->bStatus.Level - 2])
			{
				player->Exp = exp_Cele_Sub[player->bStatus.Level - 1];
			}
		
		}
	}
	
	
	if(player->Equip[0].EFV2 == 1)
	{	
		if(player->bStatus.Level < 255)
		{
			if(player->Exp >= exp_Mortal_Arch[player->bStatus.Level])
			{
				player->StatusPoint += 5;
				player->MasterPoint += 3;
				player->SkillPoint += 3;
				player->bStatus.Level += 1;
				player->bStatus.Attack += 1;
				player->bStatus.Defense  += 2;
				if(caos <= 148)
				{
					PByte(clientid * 0x410 + 0x15c6c8e) += 3;
					RespawCreatMob(clientid);
					SendCreateMob(clientid,clientid,1);
				}
				PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);
				player->bStatus.curHP = player->bStatus.maxMP;
				player->Status.curHP = player->bStatus.maxHP; 
				player->Status.curMP = player->bStatus.maxMP;
				GetCurrentScore(clientid);
				SendScore(clientid);
				SendStats(clientid);
				SendSetHpMp(clientid);
				SendClientMsg(clientid, "+ + + LEVEL UP + + +");
				SendEffect(3, 0xE, clientid);
				/*Ranking(clientid);
				DeletarPlayer1(clientid);
				DeletarPlayer2(clientid);
				DeletarPlayer3(clientid);*/
				return;
			}
		}
		else if(player->bStatus.Level < 300)
		{
			if(player->Exp >= exp_Mortal_Arch[player->bStatus.Level])
			{
				player->StatusPoint += 10;
				player->MasterPoint += 3;
				player->SkillPoint += 3;
				player->bStatus.Level += 1;
				player->bStatus.Attack += 1;
				player->bStatus.Defense  += 2;
				if(caos <= 148)
				{
					PByte(clientid * 0x410 + 0x15c6c8e) += 3;
					RespawCreatMob(clientid);
					SendCreateMob(clientid,clientid,1);
				}
				PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);
				player->bStatus.curHP = player->bStatus.maxMP;
				player->Status.curHP = player->bStatus.maxHP; 
				player->Status.curMP = player->bStatus.maxMP;
				GetCurrentScore(clientid);
				SendScore(clientid);
				SendStats(clientid);
				SendSetHpMp(clientid);
				SendClientMsg(clientid, "+ + + LEVEL UP + + +");
				SendEffect(3, 0xE, clientid);
				/*Ranking(clientid);
				DeletarPlayer1(clientid);
				DeletarPlayer2(clientid);
				DeletarPlayer3(clientid);*/
				return;
			}
		}
		else if(player->bStatus.Level < 394)
		{
			if(player->Exp >= exp_Mortal_Arch[player->bStatus.Level])
			{
				player->StatusPoint += 15;
				player->MasterPoint += 3;
				player->SkillPoint += 3;
				player->bStatus.Level += 1;
				player->bStatus.Attack += 1;
				player->bStatus.Defense  += 2;
				if(caos <= 148)
				{
					PByte(clientid * 0x410 + 0x15c6c8e) += 3;
					RespawCreatMob(clientid);
					SendCreateMob(clientid,clientid,1);
				}
				PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);
				player->bStatus.curHP = player->bStatus.maxMP;
				player->Status.curHP = player->bStatus.maxHP; 
				player->Status.curMP = player->bStatus.maxMP;
				GetCurrentScore(clientid);
				SendScore(clientid);
				SendStats(clientid);
				SendSetHpMp(clientid);
				SendClientMsg(clientid, "+ + + LEVEL UP + + +");
				SendEffect(3, 0xE, clientid);
				/*Ranking(clientid);
				DeletarPlayer1(clientid);
				DeletarPlayer2(clientid);
				DeletarPlayer3(clientid);*/
				return;
			}
		}
		else if(player->bStatus.Level < 399)
		{
			if(player->Exp >= exp_Mortal_Arch[player->bStatus.Level])
			{
				player->StatusPoint += 15;
				player->MasterPoint += 3;
				player->SkillPoint += 3;
				player->bStatus.Level += 1;
				player->bStatus.Attack += 1;
				player->bStatus.Defense  += 2;
				if(caos <= 148)
				{
					PByte(clientid * 0x410 + 0x15c6c8e) += 3;
					RespawCreatMob(clientid);
					SendCreateMob(clientid,clientid,1);
				}
				PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);
				player->bStatus.curHP = player->bStatus.maxMP;
				player->Status.curHP = player->bStatus.maxHP; 
				player->Status.curMP = player->bStatus.maxMP;
				GetCurrentScore(clientid);
				SendScore(clientid);
				SendStats(clientid);
				SendSetHpMp(clientid);
				SendClientMsg(clientid, "+ + + LEVEL UP + + +");
				SendEffect(3, 0xE, clientid);
				/*Ranking(clientid);
				DeletarPlayer1(clientid);
				DeletarPlayer2(clientid);
				DeletarPlayer3(clientid);*/
				return;
			}
		}
		return;
	}
	else if(player->Equip[0].EFV2 == 2)
	{
		if(player->bStatus.Level == 350)
		{
			if(player->Exp >= exp_Mortal_Arch[player->bStatus.Level+4])
			{
				player->StatusPoint += 10;
				player->MasterPoint += 3;
				player->SkillPoint += 3;
				player->bStatus.Level += 1;
				player->bStatus.Attack += 2;
				player->bStatus.Defense += 3;
				PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);
				player->bStatus.curHP = player->bStatus.maxMP;
				player->Status.curHP = player->bStatus.maxHP; 
				player->Status.curMP = player->bStatus.maxMP;
				GetCurrentScore(clientid);
				SendScore(clientid);
				SendStats(clientid);
				SendSetHpMp(clientid);
				SendClientMsg(clientid, "+ + + LEVEL UP + + +");
				SendEffect(3, 0xE, clientid);
				/*Ranking(clientid);
				DeletarPlayer1(clientid);
				DeletarPlayer2(clientid);
				DeletarPlayer3(clientid);*/
   				return;
			}
		}
		else if(player->bStatus.Level > 351 && player->bStatus.Level < 353)
		{
			player->StatusPoint += 13;
			player->MasterPoint += 3;
			player->SkillPoint += 3;
   			player->bStatus.Level += 1;
			player->bStatus.Attack += 1;
			player->bStatus.Defense  += 2;
			if(caos <= 148)
			{
				PByte(clientid * 0x410 + 0x15c6c8e) += 3;
				RespawCreatMob(clientid);
				SendCreateMob(clientid,clientid,1);
			}
			PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);
			player->bStatus.curHP = player->bStatus.maxMP;
			player->Status.curHP = player->bStatus.maxHP; 
			player->Status.curMP = player->bStatus.maxMP;
			GetCurrentScore(clientid);
			SendScore(clientid);
			SendStats(clientid);
			SendSetHpMp(clientid);
			SendClientMsg(clientid, "+ + + LEVEL UP + + +");
			SendEffect(3, 0xE, clientid);
			    /*Ranking(clientid);
				DeletarPlayer1(clientid);
				DeletarPlayer2(clientid);
				DeletarPlayer3(clientid);*/
			return;
  		}
		else if(player->bStatus.Level < 370)
		{
			if(player->Exp >= exp_Mortal_Arch[player->bStatus.Level])
			{
				//if(player->QuestInfo == 1)
				{
					player->StatusPoint += 12;
					player->MasterPoint += 4;
					player->SkillPoint += 3;
					player->bStatus.Level += 1;
					player->bStatus.Attack += 1;
					player->bStatus.Defense  += 2;
					if(caos <= 148)
					{
						PByte(clientid * 0x410 + 0x15c6c8e) += 3;
						RespawCreatMob(clientid);
						SendCreateMob(clientid,clientid,1);
					}
					PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);
					player->bStatus.curHP = player->bStatus.maxMP;
					player->Status.curHP = player->bStatus.maxHP; 
					player->Status.curMP = player->bStatus.maxMP;
					GetCurrentScore(clientid);
					SendScore(clientid);
					SendStats(clientid);
					SendSetHpMp(clientid);
					SendClientMsg(clientid, "+ + + LEVEL UP + + +");
					SendEffect(3, 0xE, clientid);
				/*Ranking(clientid);
				DeletarPlayer1(clientid);
				DeletarPlayer2(clientid);
				DeletarPlayer3(clientid);*/
					return;
				}
			}
		}
		else if(player->bStatus.Level < 399)
		{
			if(player->Exp >= exp_Mortal_Arch[player->bStatus.Level])
			{
				//if(player->QuestInfo == 2)
				{
					player->StatusPoint += 12;
					player->MasterPoint += 4;
					player->SkillPoint += 3;
					player->bStatus.Level += 1;
					player->bStatus.Attack += 1;
					player->bStatus.Defense  += 2;
					if(caos <= 148)
					{
						PByte(clientid * 0x410 + 0x15c6c8e) += 3;
						RespawCreatMob(clientid);
						SendCreateMob(clientid,clientid,1);
					}
					PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);
					player->bStatus.curHP = player->bStatus.maxMP;
					player->Status.curHP = player->bStatus.maxHP; 
					player->Status.curMP = player->bStatus.maxMP;
					GetCurrentScore(clientid);
					SendScore(clientid);
					SendStats(clientid);
					SendSetHpMp(clientid);
					SendClientMsg(clientid, "+ + + LEVEL UP + + +");
					SendEffect(3, 0xE, clientid);
				/*Ranking(clientid);
				DeletarPlayer1(clientid);
				DeletarPlayer2(clientid);
				DeletarPlayer3(clientid);*/
					return;
				}
			}
		}
		return;
	}
	else if(player->Equip[0].EFV2 == 3)
	{
		if(player->bStatus.Level < 40)
		{
			if(player->Exp >= exp_Cele_Sub[player->bStatus.Level])
			{
				printf("\n %s evoluiu para level %d \n.",player->Name,player->bStatus.Level +2);
				player->StatusPoint += 5;
				player->MasterPoint += 4;
				player->SkillPoint += 3;
				player->bStatus.Attack  += 1;
				player->bStatus.Defense  += 3;	
				player->bStatus.Level += 1;
				if(caos <= 148)
				{
					PByte(clientid * 0x410 + 0x15c6c8e) += 3;
					RespawCreatMob(clientid);
					SendCreateMob(clientid,clientid,1);
				}
				PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);
				player->bStatus.curHP = player->bStatus.maxMP;
				player->Status.curHP = player->bStatus.maxHP; 
				player->Status.curMP = player->bStatus.maxMP;
				GetCurrentScore(clientid);
				SendScore(clientid);
				SendStats(clientid);
				SendSetHpMp(clientid);
				SendClientMsg(clientid, "+ + + LEVEL UP + + +");
				SendEffect(3, 0xE, clientid);
				/*Ranking(clientid);
				DeletarPlayer1(clientid);
				DeletarPlayer2(clientid);
				DeletarPlayer3(clientid);*/
				return;
			}
		}
		else if(player->bStatus.Level < 90)
		{
			if(player->Exp >= exp_Cele_Sub[player->bStatus.Level])
			{
				//if(player->QuestInfo == 1)
				//{
					printf("\n %s evoluiu para level %d \n.",player->Name,player->bStatus.Level +2);
					player->StatusPoint += 10;
					player->MasterPoint += 4;
					player->SkillPoint += 3;
					player->bStatus.Level += 1;
					player->bStatus.Attack  += 1;
					player->bStatus.Defense  += 3;
					if(caos <= 148)
					{
						PByte(clientid * 0x410 + 0x15c6c8e) += 3;
						RespawCreatMob(clientid);
						SendCreateMob(clientid,clientid,1);
					}
					PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);
					player->bStatus.curHP = player->bStatus.maxMP;
					player->Status.curHP = player->bStatus.maxHP; 
					player->Status.curMP = player->bStatus.maxMP;
					GetCurrentScore(clientid);
					SendScore(clientid);
					SendStats(clientid);
					SendSetHpMp(clientid);
					SendClientMsg(clientid, "+ + + LEVEL UP + + +");
					SendEffect(3, 0xE, clientid);
				/*Ranking(clientid);
				DeletarPlayer1(clientid);
				DeletarPlayer2(clientid);
				DeletarPlayer3(clientid);*/
					return;
				//}
			}
		}
		else if(player->bStatus.Level < 399)
		{
			if(player->Exp >= exp_Cele_Sub[player->bStatus.Level])
			{
				//if(player->QuestInfo == 2)
				//{
					printf("\n %s evoluiu para level %d \n.",player->Name,player->bStatus.Level +2);
					player->StatusPoint += 15;
					player->MasterPoint += 4;
					player->SkillPoint += 3;
					player->bStatus.Level += 1;
					player->bStatus.Attack  += 1;
					player->bStatus.Defense  += 4;
					if(caos <= 148)
					{
						PByte(clientid * 0x410 + 0x15c6c8e) += 3;
						RespawCreatMob(clientid);
						SendCreateMob(clientid,clientid,1);
					}
					PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);
					player->bStatus.curHP = player->bStatus.maxMP;
					player->Status.curHP = player->bStatus.maxHP; 
					player->Status.curMP = player->bStatus.maxMP;
					GetCurrentScore(clientid);
					SendScore(clientid);
					SendStats(clientid);
					SendSetHpMp(clientid);
					SendClientMsg(clientid, "+ + + LEVEL UP + + +");
					SendEffect(3, 0xE, clientid);
				/*Ranking(clientid);
				DeletarPlayer1(clientid);
				DeletarPlayer2(clientid);
				DeletarPlayer3(clientid);*/
					return;
				//}
			}
		}
	}
	else if(player->Equip[0].EFV2 == 4)
	{
		if(player->bStatus.Level < 40)
		{
			if(player->Exp >= exp_Cele_Sub[player->bStatus.Level])
			{
				printf("\n %s evoluiu para level %d \n.",player->Name,player->bStatus.Level +2);
				player->StatusPoint += 5;
				player->MasterPoint += 4;
				player->SkillPoint += 3;
				player->bStatus.Level += 1;
				player->bStatus.Attack  += 1;
				player->bStatus.Defense  += 3;
				if(caos <= 148)
				{
					PByte(clientid * 0x410 + 0x15c6c8e) += 3;
					RespawCreatMob(clientid);
					SendCreateMob(clientid,clientid,1);
				}
				PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);
				player->bStatus.curHP = player->bStatus.maxMP;
				player->Status.curHP = player->bStatus.maxHP; 
				player->Status.curMP = player->bStatus.maxMP;
				GetCurrentScore(clientid);
				SendScore(clientid);
				SendStats(clientid);
				SendSetHpMp(clientid);
				SendClientMsg(clientid, "+ + + LEVEL UP + + +");
				SendEffect(3, 0xE, clientid);
				/*Ranking(clientid);
				DeletarPlayer1(clientid);
				DeletarPlayer2(clientid);
				DeletarPlayer3(clientid);*/
				return;
			}
		}
		else if(player->bStatus.Level < 90)
		{
			if(player->Exp >= exp_Cele_Sub[player->bStatus.Level])
			{
				//if(player->QuestInfo == 1)
				//{
					printf("\n %s evoluiu para level %d \n.",player->Name,player->bStatus.Level +2);
					player->StatusPoint += 10;
					player->MasterPoint += 4;
					player->SkillPoint += 3;
					player->bStatus.Level += 1;
					player->bStatus.Attack  += 1;
					player->bStatus.Defense  += 3;
					if(caos <= 148)
					{
						PByte(clientid * 0x410 + 0x15c6c8e) += 3;
						RespawCreatMob(clientid);
						SendCreateMob(clientid,clientid,1);
					}
					PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);
					player->bStatus.curHP = player->bStatus.maxMP;
					player->Status.curHP = player->bStatus.maxHP; 
					player->Status.curMP = player->bStatus.maxMP;
					GetCurrentScore(clientid);
					SendScore(clientid);
					SendStats(clientid);
					SendSetHpMp(clientid);
					SendClientMsg(clientid, "+ + + LEVEL UP + + +");
					SendEffect(3, 0xE, clientid);
				/*Ranking(clientid);
				DeletarPlayer1(clientid);
				DeletarPlayer2(clientid);
				DeletarPlayer3(clientid);*/
					return;
				//}
			}
		}
		else if(player->bStatus.Level < 399)
		{
			if(player->Exp >= exp_Cele_Sub[player->bStatus.Level])
			{
				//if(player->QuestInfo == 2)
				//{
					printf("\n %s evoluiu para level %d \n.",player->Name,player->bStatus.Level +2);
					player->StatusPoint += 15;
					player->MasterPoint += 4;
					player->SkillPoint += 3;
					player->bStatus.Level += 1;
					player->bStatus.Attack  += 1;
					player->bStatus.Defense  += 4;
					if(caos <= 148)
					{
						PByte(clientid * 0x410 + 0x15c6c8e) += 3;
						RespawCreatMob(clientid);
						SendCreateMob(clientid,clientid,1);
					}
					PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);
					player->bStatus.curHP = player->bStatus.maxMP;
					player->Status.curHP = player->bStatus.maxHP; 
					player->Status.curMP = player->bStatus.maxMP;
					GetCurrentScore(clientid);
					SendScore(clientid);
					SendStats(clientid);
					SendSetHpMp(clientid);
					SendClientMsg(clientid, "+ + + LEVEL UP + + +");
					SendEffect(3, 0xE, clientid);
				/*Ranking(clientid);
				DeletarPlayer1(clientid);
				DeletarPlayer2(clientid);
				DeletarPlayer3(clientid);*/
					//
					return;
				//}
			}
		}
	}
	else if(player->Equip[0].EFV2 == 5)
	{
		if(player->bStatus.Level < 40)
		{
			if(player->Exp >= exp_Cele_Sub[player->bStatus.Level])
			{
				printf("\n %s evoluiu para level %d \n.",player->Name,player->bStatus.Level +2);
				player->StatusPoint += 5;
				player->MasterPoint += 4;
				player->SkillPoint += 3;
				player->bStatus.Level += 1;
				player->bStatus.Attack  += 1;
				player->bStatus.Defense  += 3;
				if(caos <= 148)
				{
					PByte(clientid * 0x410 + 0x15c6c8e) += 3;
					RespawCreatMob(clientid);
					SendCreateMob(clientid,clientid,1);
				}
				PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);
				player->bStatus.curHP = player->bStatus.maxMP;
				player->Status.curHP = player->bStatus.maxHP; 
				player->Status.curMP = player->bStatus.maxMP;
				GetCurrentScore(clientid);
				SendScore(clientid);
				SendStats(clientid);
				SendSetHpMp(clientid);
				SendClientMsg(clientid, "+ + + LEVEL UP + + +");
				SendEffect(3, 0xE, clientid);
				/*Ranking(clientid);
				DeletarPlayer1(clientid);
				DeletarPlayer2(clientid);
				DeletarPlayer3(clientid);*/
				//
				return;
			}
		}
		else if(player->bStatus.Level < 90)
		{
			if(player->Exp >= exp_Cele_Sub[player->bStatus.Level])
			{
				//if(player->QuestInfo == 1)
				//{
					printf("\n %s evoluiu para level %d \n.",player->Name,player->bStatus.Level +2);
					player->StatusPoint += 10;
					player->MasterPoint += 4;
					player->SkillPoint += 3;
					player->bStatus.Level += 1;
					player->bStatus.Attack  += 1;
					player->bStatus.Defense  += 3;
					if(caos <= 148)
					{
						PByte(clientid * 0x410 + 0x15c6c8e) += 3;
						RespawCreatMob(clientid);
						SendCreateMob(clientid,clientid,1);
					}
					PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);
					player->bStatus.curHP = player->bStatus.maxMP;
					player->Status.curHP = player->bStatus.maxHP; 
					player->Status.curMP = player->bStatus.maxMP;
					GetCurrentScore(clientid);
					SendScore(clientid);
					SendStats(clientid);
					SendSetHpMp(clientid);
					SendClientMsg(clientid, "+ + + LEVEL UP + + +");
					SendEffect(3, 0xE, clientid);
				/*Ranking(clientid);
				DeletarPlayer1(clientid);
				DeletarPlayer2(clientid);
				DeletarPlayer3(clientid);*/
					//
					return;
				//}
			}
		}
		else if(player->bStatus.Level < 399)
		{
			if(player->Exp >= exp_Cele_Sub[player->bStatus.Level])
			{
				//if(player->QuestInfo == 2)
				//{
					printf("\n %s evoluiu para level %d \n.",player->Name,player->bStatus.Level +2);
					player->StatusPoint += 15;
					player->MasterPoint += 4;
					player->SkillPoint += 3;
					player->bStatus.Level += 1;
					player->bStatus.Attack  += 1;
					player->bStatus.Defense  += 4;
					if(caos <= 148)
					{
						PByte(clientid * 0x410 + 0x15c6c8e) += 3;
						RespawCreatMob(clientid);
						SendCreateMob(clientid,clientid,1);
					}
					PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);
					player->bStatus.curHP = player->bStatus.maxMP;
					player->Status.curHP = player->bStatus.maxHP; 
					player->Status.curMP = player->bStatus.maxMP;
					GetCurrentScore(clientid);
					SendScore(clientid);
					SendStats(clientid);
					SendSetHpMp(clientid);
					SendClientMsg(clientid, "+ + + LEVEL UP + + +");
					SendEffect(3, 0xE, clientid);
				/*Ranking(clientid);
				DeletarPlayer1(clientid);
				DeletarPlayer2(clientid);
				DeletarPlayer3(clientid);*/
					//
					return;
				//}

			}

		}


	}
	else if(player->Equip[0].EFV2 == 6)
	{
		if(player->bStatus.Level < 40)
		{
			if(player->Exp >= exp_Cele_Sub[player->bStatus.Level])
			{
				printf("\n %s evoluiu para level %d \n.",player->Name,player->bStatus.Level +2);
				player->StatusPoint += 7;
				player->MasterPoint += 4;
				player->SkillPoint += 3;
				player->bStatus.Level += 1;
				player->bStatus.Attack  += 1;
				player->bStatus.Defense  += 3;
				if(caos <= 148)
				{
					PByte(clientid * 0x410 + 0x15c6c8e) += 3;
					RespawCreatMob(clientid);
					SendCreateMob(clientid,clientid,1);
				}
				PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);
				player->bStatus.curHP = player->bStatus.maxMP;
				player->Status.curHP = player->bStatus.maxHP; 
				player->Status.curMP = player->bStatus.maxMP;
				GetCurrentScore(clientid);
				SendScore(clientid);
				SendStats(clientid);
				SendSetHpMp(clientid);
				SendClientMsg(clientid, "+ + + LEVEL UP + + +");
				SendEffect(3, 0xE, clientid);
				/*Ranking(clientid);
				DeletarPlayer1(clientid);
				DeletarPlayer2(clientid);
				DeletarPlayer3(clientid);*/
				//
				return;
			}
		}
		else if(player->bStatus.Level < 90)
		{
			if(player->Exp >= exp_Cele_Sub[player->bStatus.Level])
			{
				//if(player->QuestInfo == 1)
				//{
					printf("\n %s evoluiu para level %d \n.",player->Name,player->bStatus.Level +2);
					player->StatusPoint += 10;
					player->MasterPoint += 4;
					player->SkillPoint += 3;
					player->bStatus.Level += 1;
					player->bStatus.Attack  += 1;
					player->bStatus.Defense  += 4;
					if(caos <= 148)
					{
						PByte(clientid * 0x410 + 0x15c6c8e) += 3;
						RespawCreatMob(clientid);
						SendCreateMob(clientid,clientid,1);
					}
					PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);
					player->bStatus.curHP = player->bStatus.maxMP;
					player->Status.curHP = player->bStatus.maxHP; 
					player->Status.curMP = player->bStatus.maxMP;
					GetCurrentScore(clientid);
					SendScore(clientid);
					SendStats(clientid);
					SendSetHpMp(clientid);
					SendClientMsg(clientid, "+ + + LEVEL UP + + +");
					SendEffect(3, 0xE, clientid);
				/*Ranking(clientid);
				DeletarPlayer1(clientid);
				DeletarPlayer2(clientid);
				DeletarPlayer3(clientid);*/
					return;
				//}
			}
		}
		else if(player->bStatus.Level < 399)
		{
			if(player->Exp >= exp_Cele_Sub[player->bStatus.Level])
			{
				//if(player->QuestInfo == 2)
				//{
					printf("\n %s evoluiu para level %d \n.",player->Name,player->bStatus.Level +2);
					player->StatusPoint += 15;
					player->MasterPoint += 4;
					player->SkillPoint += 3;
					player->bStatus.Level += 1;
					player->bStatus.Attack  += 1;
					player->bStatus.Defense  += 6;
					if(caos <= 148)
					{
						PByte(clientid * 0x410 + 0x15c6c8e) += 3;
						RespawCreatMob(clientid);
						SendCreateMob(clientid,clientid,1);
					}
					PInt(addr_bclient + 0x015C6A04) = PInt(addr_bclient + 0x015C6A00);
					player->bStatus.curHP = player->bStatus.maxMP;
					player->Status.curHP = player->bStatus.maxHP; 
					player->Status.curMP = player->bStatus.maxMP;
					GetCurrentScore(clientid);
					SendScore(clientid);
					SendStats(clientid);
					SendSetHpMp(clientid);
					SendClientMsg(clientid, "+ + + LEVEL UP + + +");
					SendEffect(3, 0xE, clientid);
				/*Ranking(clientid);
				DeletarPlayer1(clientid);
				DeletarPlayer2(clientid);
				DeletarPlayer3(clientid);*/
					return;
				//}

			}

		}

	}
	


	
}
Esempio n. 6
0
QTSS_Error FilterRequest(QTSS_Filter_Params* inParams)
{
    UInt8 sParamStopMask[] =
    {
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //0-9      //stop unless a '\t', ' ', or '&'
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //10-19  
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //20-29
        0, 0, 0, 0, 0, 0, 0, 0, 1, 0, //30-39   
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //40-49
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //50-59
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //60-69
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //70-79
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //80-89
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //90-99
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //100-109
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //110-119
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //120-129
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //130-139
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //140-149
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //150-159
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //160-169
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //170-179
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //180-189
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //190-199
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //200-209
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //210-219
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //220-229
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //230-239
        0, 0, 0, 0, 0, 0, 0, 0, 0, 0, //240-249
        0, 0, 0, 0, 0, 1             //250-255
    };


    //check to see if we should handle this request. Invokation is triggered
    //by a "GET /" request
    
    QTSS_RTSPRequestObject theRequest = inParams->inRTSPRequest;
    
    StrPtrLen theFullRequest;
    (void)QTSS_GetValuePtr(theRequest, qtssRTSPReqFullRequest, 0, (void**)&theFullRequest.Ptr, &theFullRequest.Len);

    StringParser fullRequest(&theFullRequest);
    
    StrPtrLen   strPtr;
    StrPtrLen   paramName;
    StrPtrLen   fieldsList;
    
    fullRequest.ConsumeWord(&strPtr);
    if ( strPtr.Equal(StrPtrLen("GET")) )   //it's a "Get" request
    {
        fullRequest.ConsumeWhitespace();
        if ( fullRequest.Expect('/') )
        {
            UInt32  refreshInterval = 0;
            Bool16  displayHelp = false;
            
            
            OSCharArrayDeleter theWebStatsURL(GetPrefAsString(sPrefs, sDefaultURLPrefName));
            StrPtrLen theWebStatsURLPtr(theWebStatsURL.GetObject());
            
            // If there isn't any web stats URL, we can just return at this point
            if (theWebStatsURLPtr.Len == 0)
                return QTSS_NoErr;
                
            fullRequest.ConsumeUntil(&strPtr, StringParser::sEOLWhitespaceQueryMask);
            if ( strPtr.Len != 0 && strPtr.Equal(theWebStatsURLPtr) )   //it's a "stats" request
            {
                if ( fullRequest.Expect('?') )
                {
                    do {
                        fullRequest.ConsumeWord(&paramName);
                        
                        if( paramName.Len != 0)
                        {
                            
                            if ( paramName.Equal(StrPtrLen("refresh",strlen("refresh"))) )
                            {
                                if (fullRequest.Expect('='))
                                    refreshInterval  = fullRequest.ConsumeInteger(NULL);
                            }
                            else if ( paramName.Equal(StrPtrLen("help",strlen("help"))) )
                            {
                                displayHelp = true;
                            }
                            else if ( paramName.Equal(StrPtrLen("fields",strlen("fields"))) )
                            {
                                if (fullRequest.Expect('='))
                                    fullRequest.ConsumeUntil(&fieldsList, (UInt8*)sParamStopMask);
                                
                            }
                        }
                    } while ( paramName.Len != 0 && fullRequest.Expect('&') );
                }
                
                // Before sending a response, set keep alive to off for this connection
                (void)QTSS_SetValue(theRequest, qtssRTSPReqRespKeepAlive, 0, &sFalse, sizeof(sFalse));
                SendStats(inParams->inRTSPRequest, refreshInterval, displayHelp, (fieldsList.Len != 0) ? &fieldsList : NULL);
            }
        }
    }
    return QTSS_NoErr;
}
void FixUseSkill(BYTE *m_PacketBuffer, bool* pRetn)
{
	p39D_754 *p = (p39D_754*)m_PacketBuffer;

	INT16 cId = p->Header.ClientId;

	p754_SendAffect *oldp = (p754_SendAffect*)m_PacketBuffer;

	INT16 oldcId = oldp->Header.ClientId;

	st_Mob *player = GetMobFromIndex(oldcId);	

	if(p->m_SkillId == 103) // Skill Kefra sem ser mob
	{
		*pRetn = true;

		CloseUser(cId);
		
		return;
	}		

	else if(!p->m_SkillId) // Se não for skill 
		return;	

	if(p->Header.PacketId == 0x36C && p->m_SkillId == 79)
	{
		OitavaHT(cId, p->m_Target.Index);

		*pRetn = true;

		return;
	}
		
	switch(p->m_SkillId)
	{
		case 27: case 29:
			*(DWORD*)&m_PacketBuffer[12] = 0x0;
			break;

		case 31: // Renascimento
		{
			*pRetn = true;

			if(cId == p->m_Target.Index)
				return;
			else if(p->m_Target.Index < 0 || p->m_Target.Index > 750)
				return;
				
			bool HasOnGroup = false;

			if(player->Leader <= 0) // Lider do grupo ou sem grupo
			{
				for(int i = 0; i < 12; i++)
				{
					if(player->PartyList[i] == p->m_Target.Index)
					{
						HasOnGroup = true;
						break;
					}
				}
			}
			else if(player->Leader != -1)
			{
				st_Mob *leader = GetMobFromIndex(player->Leader);

				for(int i = 0; i < 12; i++)
				{
					if(leader->PartyList[i] == p->m_Target.Index)
					{
						HasOnGroup = true;
						break;
					}
				}
			}

			if(!HasOnGroup)
				return;

			st_Mob *deadPerson = GetMobFromIndex(p->m_Target.Index);

			if(deadPerson->Status.curHP > 0)
				return;
			if(!player->Status.curHP || !player->Status.curMP)
				return;

			deadPerson->Status.curHP = deadPerson->Status.maxHP / 2;
			deadPerson->Status.curMP = deadPerson->Status.maxMP / 2;

			deadPerson->bStatus.curHP = deadPerson->bStatus.maxHP / 2;
			deadPerson->bStatus.curMP = deadPerson->bStatus.maxMP / 2;

			Users[p->m_Target.Index].Potion.CountMp = deadPerson->Status.curMP;
			Users[p->m_Target.Index].Potion.CountHp = deadPerson->Status.curHP;

			player->Status.curMP = 0;
			player->bStatus.curMP = 0;

			Users[cId].Potion.CountMp = player->Status.curMP;
				
			GetCurrentScore(p->m_Target.Index);

			BASE_GetHpMp(deadPerson);

			SendScore(p->m_Target.Index);
			SendCreateMob(p->m_Target.Index, p->m_Target.Index, 1);

			DoTeleport(p->m_Target.Index, deadPerson->PosX, deadPerson->PosY);

			break;
		}

		case 56: case 57: case 58: 
		case 59: case 60: case 61: 
		case 62: case 63: 
		{
			*pRetn = true;

			UINT8 summonId = p->m_SkillId - 56; 

			static const UINT8 MobDivisor[8] = {31, 36, 42, 51, 63, 85, 127, 255};

			if(!player->Leader || player->Leader == -1)
			{
				for(int i = 0; i < 12; i++)
				{
					if(player->PartyList[i] <= 0)
						continue;

					st_Mob *tmpMob = GetMobFromIndex(player->PartyList[i]);

					for(int e = 0; e < 8; e++)
					{
						if(tmpMob->Equip[0].Index == MobFaces[e]) 
						{
							if(tmpMob->Summoner != p->Header.ClientId)
								return;

							RemoveParty(player->PartyList[i]);
							SendRemoveParty(player->Leader, player->PartyList[i]);
						}
					}
				}
			}
			else // Não é o lider do grupo
			{
				st_Mob *Lider = GetMobFromIndex(player->Leader);

				for(int i = 0;i<12;i++)
				{
					if(Lider->PartyList[i] == cId)
						continue;

					if(Lider->PartyList[i] <= 0)
						continue;

					st_Mob *tmpMob = (st_Mob*)GetMobFromIndex(Lider->PartyList[i]);
						
					for(int e = 0; e < 8; e++)
					{
						if(tmpMob->Equip[0].Index == MobFaces[e]) 
						{
							if(tmpMob->Summoner != p->Header.ClientId)
							    return;

							RemoveParty(Lider->PartyList[i]);
							SendRemoveParty(Lider->Leader, Lider->PartyList[i]);
						}
					}
				}
			}

			// Essa conta pega o número de mobs que a skill deve criar
			INT16 numMob = player->Status.Mastery[2] / MobDivisor[summonId];

			if(!numMob)
				numMob += 1;

			for(int i = 0; i < numMob; i++)
				GenerateSummon(cId, summonId, 0);

			break;
		}

		case 64: case 66: case 68: 
		case 70: case 71:
		{
			if(player->Equip[13].Index > 4151 && player->Equip[13].Index < 4159)
			{
				// Está de traje
				SendClientMessage(cId, "Impossível utilizar esta skill enquanto trajado.");

				*pRetn = true;

				return;
			}

			break;
		}

		////case 98: // Vinha - Skill sephira
		////	CreateMob("Vinha", oldp->PositionFinal.X, oldp->PositionFinal.Y, "npc");
		////	break;

		case 99: // Ressureição - Skill sephira
		{
			*pRetn = true;

			INT16 Level = player->bStatus.Level + 1;

			if(player->Equip[0].EFV2 > ARCH)
				Level += 200;

			INT8 resChances = Level / 5;

			if(wdBuffer[cId].Ingame.hasFailed)
				return;

			srand(time(NULL) / 5 * (rand() % 500) * 5);

			if(rand() % 100 <= resChances)
			{
				player->Status.curHP = player->Status.maxHP / 2;
				player->Status.curMP = player->Status.maxMP / 2;
				player->bStatus.curHP = player->bStatus.maxHP / 2;
				player->bStatus.curMP = player->bStatus.maxMP / 2;

				GetCurrentScore(cId);

				BASE_GetHpMp(player);

				SendScore(cId);
				SendCreateMob(cId, cId, 1);
			}
			else
				if(!wdBuffer[cId].Ingame.hasFailed)
					wdBuffer[cId].Ingame.hasFailed = 200;
				
			break;
		}

		case 102: // Soul - Melhor buff ever
		{
			*pRetn = true;

			if(player->Equip[0].EFV2 == ARCH)
				return;

			bool hasSoulOn = false;

			for(int i = 0; i < 16; i++)
				if(mBuffer[cId].Affects[i].Index == 29)
				{
					hasSoulOn = true;
					mBuffer[cId].Affects[i].Master = wdBuffer[cId].Chars[wdBuffer[cId].Ingame.LoggedMob].SoulInfo;
					mBuffer[cId].Affects[i].Time = 139;
					mBuffer[cId].Affects[i].Value = 4;
					break;
				}

			if(!hasSoulOn)
			{
				for(int i = 0; i < 16; i++)
					if(!mBuffer[cId].Affects[i].Index)
					{
						mBuffer[cId].Affects[i].Index = 29;
						mBuffer[cId].Affects[i].Master = wdBuffer[cId].Chars[wdBuffer[cId].Ingame.LoggedMob].SoulInfo;
						mBuffer[cId].Affects[i].Time = 139;
						mBuffer[cId].Affects[i].Value = 4;
						break;
					}
			}				

			GetCurrentScore(cId);
			SendStats(cId);
			SendScore(cId);				
			break;
		}
	}
}
Esempio n. 8
0
void CheckQuarterByLevel(int ClientID, int earned) 
{
	MOB *player = (MOB*)GetMobFromIndex(ClientID);
	int exp = 0, next_exp = 0;
	if(player->Equip[0].EFV2 <= 2) 
		exp = player->Exp, next_exp = exp_Mortal_Arch[player->bStatus.Level] - exp_Mortal_Arch[player->bStatus.Level-1];
	else 
		exp = player->Exp, next_exp = exp_Mortal_Arch[player->bStatus.Level] - exp_Mortal_Arch[player->bStatus.Level-1];
	next_exp /= 4;
	if(player->Equip[0].EFV2 <= 2)
	{
		if((player->Exp < exp_Mortal_Arch[player->bStatus.Level-1]+next_exp)) 
		{
			if(player->Exp + earned >= exp_Mortal_Arch[player->bStatus.Level-1]+next_exp)
			{
				SendClientMsg(ClientID, "Adquiriu 1/4 de bônus");
				goto Level;
			}
		}
		else if((player->Exp < exp_Mortal_Arch[player->bStatus.Level-1]+next_exp)) 
		{
			if(player->Exp + earned >= exp_Mortal_Arch[player->bStatus.Level - 1]+next_exp) 
			{
				SendClientMsg(ClientID, "Adquiriu 2/4 de bônus");
				goto Level;
			}
		} 
		else if((player->Exp < exp_Mortal_Arch[player->bStatus.Level-1]+next_exp)) 
		{
			if(player->Exp + earned >= exp_Mortal_Arch[player->bStatus.Level - 1]+next_exp) 
			{
				SendClientMsg(ClientID, "Adquiriu 3/4 de bônus");
				goto Level;
			}
		}
	}
	else 
	{
		if((player->Exp < exp_Cele_Sub[player->bStatus.Level-1]+next_exp)) 
		{
			if(player->Exp + earned >= exp_Cele_Sub[player->bStatus.Level-1]+next_exp)
			{
				SendClientMsg(ClientID, "Adquiriu 3/4 de bônus");
				goto Level;
			}
		} 
		else if((player->Exp < exp_Cele_Sub[player->bStatus.Level-1]+next_exp)) 
		{
			if(player->Exp + earned >= exp_Cele_Sub[player->bStatus.Level - 1]+next_exp*1) 
			{
				SendClientMsg(ClientID, "Adquiriu 2/4 de bônus");
				goto Level;
			}
		} 
		else if((player->Exp < exp_Cele_Sub[player->bStatus.Level-1]+next_exp))
		{
			if(player->Exp + earned >= exp_Cele_Sub[player->bStatus.Level - 1]+next_exp) 
			{
				SendClientMsg(ClientID, "Adquiriu 1/4 de bônus");
				goto Level;
			}
		}
	}
Level:
	player->Status.curHP = player->Status.maxHP;
	player->Status.curMP = player->Status.maxMP;
	SendScore(ClientID); SendStats(ClientID); GetCurrentScore(ClientID);
}