예제 #1
0
/**
 * Make a player resurect an homon (player must have one)
 * @param sd : player pointer
 * @param per : hp percentage to revive homon
 * @param x : x map coordinate
 * @param y : Y map coordinate
 * @return 0:failure, 1:success
 */
int hom_ressurect(struct map_session_data* sd, unsigned char per, short x, short y)
{
	struct homun_data* hd;
	nullpo_ret(sd);

	if (!sd->status.hom_id)
		return 0; // no homunculus

	if (!sd->hd) //Load homun data;
		return intif_homunculus_requestload(sd->status.account_id, sd->status.hom_id);

	hd = sd->hd;

	if (hd->homunculus.vaporize == HOM_ST_REST)
		return 0; // vaporized homunculi need to be 'called'

	if (!status_isdead(&hd->bl))
		return 0; // already alive

	hom_init_timers(hd);

	if (!hd->bl.prev)
	{	//Add it back to the map.
		hd->bl.m = sd->bl.m;
		hd->bl.x = x;
		hd->bl.y = y;
		if(map_addblock(&hd->bl))
			return 0;
		clif_spawn(&hd->bl);
	}
	return status_revive(&hd->bl, per, 0);
}
예제 #2
0
/**
 * Inter-serv has sent us the elemental data from sql, fill it in map-serv memory
 * @param ele : The elemental data received from char-serv
 * @param flag : 0:not created, 1:was saved/loaded
 * @return 0:failed, 1:sucess
 */
int elemental_data_received(struct s_elemental *ele, bool flag) {
	struct map_session_data *sd;
	struct elemental_data *ed;
	struct s_elemental_db *db;
	int i = elemental_search_index(ele->class_);

	if( (sd = map_charid2sd(ele->char_id)) == NULL )
		return 0;

	if( !flag || i < 0 ) { // Not created - loaded - DB info
		sd->status.ele_id = 0;
		return 0;
	}

	db = &elemental_db[i];
	if( !sd->ed ) {	// Initialize it after first summon.
		sd->ed = ed = (struct elemental_data*)aCalloc(1,sizeof(struct elemental_data));
		ed->bl.type = BL_ELEM;
		ed->bl.id = npc_get_new_npc_id();
		ed->master = sd;
		ed->db = db;
		memcpy(&ed->elemental, ele, sizeof(struct s_elemental));
		status_set_viewdata(&ed->bl, ed->elemental.class_);
		ed->vd->head_mid = 10; // Why?
		status_change_init(&ed->bl);
		unit_dataset(&ed->bl);
		ed->ud.dir = sd->ud.dir;

		ed->bl.m = sd->bl.m;
		ed->bl.x = sd->bl.x;
		ed->bl.y = sd->bl.y;
		unit_calc_pos(&ed->bl, sd->bl.x, sd->bl.y, sd->ud.dir);
		ed->bl.x = ed->ud.to_x;
		ed->bl.y = ed->ud.to_y;

		map_addiddb(&ed->bl);
		status_calc_elemental(ed,SCO_FIRST);
		ed->last_spdrain_time = ed->last_thinktime = gettick();
		ed->summon_timer = INVALID_TIMER;
		ed->masterteleport_timer = INVALID_TIMER;
		elemental_summon_init(ed);
	} else {
		memcpy(&sd->ed->elemental, ele, sizeof(struct s_elemental));
		ed = sd->ed;
	}

	sd->status.ele_id = ele->elemental_id;

	if( ed->bl.prev == NULL && sd->bl.prev != NULL ) {
		if(map_addblock(&ed->bl))
			return 0;
		clif_spawn(&ed->bl);
		clif_elemental_info(sd);
		clif_elemental_updatestatus(sd,SP_HP);
		clif_hpmeter_single(sd->fd,ed->bl.id,ed->battle_status.hp,ed->battle_status.max_hp);
		clif_elemental_updatestatus(sd,SP_SP);
	}

	return 1;
}
예제 #3
0
/**
 * Received mercenary data from char-serv
 * @param merc : mercenary datas
 * @param flag : if inter-serv request was sucessfull
 * @return false:failure, true:sucess
 */
bool mercenary_recv_data(struct s_mercenary *merc, bool flag)
{
	struct map_session_data *sd;
	struct mercenary_data *md;
	struct s_mercenary_db *db;
	int i = mercenary_search_index(merc->class_);

	if( (sd = map_charid2sd(merc->char_id)) == NULL )
		return false;
	if( !flag || i < 0 ) { // Not created - loaded - DB info
		sd->status.mer_id = 0;
		return false;
	}

	db = &mercenary_db[i];
	if( !sd->md ) {
		sd->md = md = (struct mercenary_data*)aCalloc(1,sizeof(struct mercenary_data));
		md->bl.type = BL_MER;
		md->bl.id = npc_get_new_npc_id();
		md->devotion_flag = 0;

		md->master = sd;
		md->db = db;
		memcpy(&md->mercenary, merc, sizeof(struct s_mercenary));
		status_set_viewdata(&md->bl, md->mercenary.class_);
		status_change_init(&md->bl);
		unit_dataset(&md->bl);
		md->ud.dir = sd->ud.dir;

		md->bl.m = sd->bl.m;
		md->bl.x = sd->bl.x;
		md->bl.y = sd->bl.y;
		unit_calc_pos(&md->bl, sd->bl.x, sd->bl.y, sd->ud.dir);
		md->bl.x = md->ud.to_x;
		md->bl.y = md->ud.to_y;

		map_addiddb(&md->bl);
		status_calc_mercenary(md, SCO_FIRST);
		md->contract_timer = INVALID_TIMER;
		md->masterteleport_timer = INVALID_TIMER;
		merc_contract_init(md);
	} else {
		memcpy(&sd->md->mercenary, merc, sizeof(struct s_mercenary));
		md = sd->md;
	}

	if( sd->status.mer_id == 0 )
		mercenary_set_calls(md, 1);
	sd->status.mer_id = merc->mercenary_id;

	if( md && md->bl.prev == NULL && sd->bl.prev != NULL ) {
		if(map_addblock(&md->bl))
			return false;
		clif_spawn(&md->bl);
		clif_mercenary_info(sd);
		clif_mercenary_skillblock(sd);
	}

	return true;
}
예제 #4
0
int merc_resurrect_homunculus(struct map_session_data* sd, unsigned char per, short x, short y)
{
	struct homun_data* hd;
	nullpo_ret(sd);

	if (!sd->status.hom_id)
		return 0; // no homunculus

	if( map[sd->bl.m].flag.ancient )
		return 0; // Cannot revive homunculus on Ancient WoE

	if (!sd->hd) //Load homun data;
		return intif_homunculus_requestload(sd->status.account_id, sd->status.hom_id);
	
	hd = sd->hd;

  	if (hd->homunculus.vaporize)
		return 0; // vaporized homunculi need to be 'called'

	if (!status_isdead(&hd->bl))
		return 0; // already alive

	merc_hom_init_timers(hd);

	if (!hd->bl.prev)
	{	//Add it back to the map.
		hd->bl.m = sd->bl.m;
		hd->bl.x = x;
		hd->bl.y = y;
		map_addblock(&hd->bl);
		clif_spawn(&hd->bl);
	}
	status_revive(&hd->bl, per, 0);
	return 1;
}
예제 #5
0
파일: homunculus.c 프로젝트: nevelis/3CeAM
int merc_hom_mutation(struct homun_data *hd, int class_)
{
	struct s_homunculus *hom;
	struct map_session_data *sd;
	nullpo_ret(hd);
	
	//Only allows mutating level 99 evolved homunculus and also prevents mutating already mutated homunculus.
	if( hd->homunculus.level < 99 || !(hd->homunculus.class_ >= 6009 && hd->homunculus.class_ <= 6016) || 
		hd->homunculus.class_ >= MH_CLASS_BASE && hd->homunculus.class_ <= MH_CLASS_MAX)
	{
		clif_emotion(&hd->bl, E_SWT);
		return 0 ;
	}
	sd = hd->master;
	if (!sd)
		return 0;

	if (!merc_hom_change_class(hd, class_)) {
		ShowError("merc_hom_mutation: Can't mutate homunc from %d to %d", hd->homunculus.class_, class_);
		return 0;
	}

	// Its said the player can rename the homunculus again after mutation.
	// This might be true since the homunculus's form completely changes.
	hd->homunculus.rename_flag = 0;

	//Apply mutation bonuses.
	//Bonuses are the same for all mutations.
	hom = &hd->homunculus;
	hom->max_hp += rand(1000, 2000);
	hom->max_sp += rand(10, 200);
	hom->str += 10*rand(1, 10);
	hom->agi += 10*rand(1, 10);
	hom->vit += 10*rand(1, 10);
	hom->int_+= 10*rand(1, 10);
	hom->dex += 10*rand(1, 10);
	hom->luk += 10*rand(1, 10);

	unit_remove_map(&hd->bl, CLR_OUTSIGHT);
	map_addblock(&hd->bl);

	clif_spawn(&hd->bl);
	clif_emotion(&sd->bl, E_NO1);
	clif_specialeffect(&hd->bl,568,AREA);

	//status_Calc flag&1 will make current HP/SP be reloaded from hom structure
	hom->hp = hd->battle_status.hp;
	hom->sp = hd->battle_status.sp;
	status_calc_homunculus(hd,1);

	if (!(battle_config.hom_setting&0x2))
		skill_unit_move(&sd->hd->bl,gettick(),1); // apply land skills immediately

	return 1 ;
}
예제 #6
0
/**
 * Make an homonculus evolve, (changing in evolution class and apply bonus)
 * @param hd : homonculus datas
 * @return 0:failure, 1:success
 */
int merc_hom_evolution(struct homun_data *hd)
{
	struct s_homunculus *hom;
	struct h_stats *max, *min;
	struct map_session_data *sd;
	nullpo_ret(hd);

	if(!hd->homunculusDB->evo_class || hd->homunculus.class_ == hd->homunculusDB->evo_class)
	{
		clif_emotion(&hd->bl, E_SWT);
		return 0 ;
	}
	sd = hd->master;
	if (!sd)
		return 0;

	if (!merc_hom_change_class(hd, hd->homunculusDB->evo_class)) {
		ShowError("merc_hom_evolution: Can't evolve homunc from %d to %d", hd->homunculus.class_, hd->homunculusDB->evo_class);
		return 0;
	}

	//Apply evolution bonuses
	hom = &hd->homunculus;
	max = &hd->homunculusDB->emax;
	min = &hd->homunculusDB->emin;
	hom->max_hp += rnd_value(min->HP, max->HP);
	hom->max_sp += rnd_value(min->SP, max->SP);
	hom->str += 10*rnd_value(min->str, max->str);
	hom->agi += 10*rnd_value(min->agi, max->agi);
	hom->vit += 10*rnd_value(min->vit, max->vit);
	hom->int_+= 10*rnd_value(min->int_,max->int_);
	hom->dex += 10*rnd_value(min->dex, max->dex);
	hom->luk += 10*rnd_value(min->luk, max->luk);
	hom->intimacy = 500;

	unit_remove_map(&hd->bl, CLR_OUTSIGHT);
	if(map_addblock(&hd->bl))
		return 0;

	clif_spawn(&hd->bl);
	clif_emotion(&sd->bl, E_NO1);
	clif_specialeffect(&hd->bl,568,AREA);

	//status_Calc flag&1 will make current HP/SP be reloaded from hom structure
	hom->hp = hd->battle_status.hp;
	hom->sp = hd->battle_status.sp;
	status_calc_homunculus(hd,1);

	if (!(battle_config.hom_setting&0x2))
		skill_unit_move(&sd->hd->bl,gettick(),1); // apply land skills immediately

	return 1 ;
}
예제 #7
0
파일: pet.c 프로젝트: Chocolate31/eamod
/**
 * Finalize hatching process and load pet to client.
 * @param account_id : account ID of owner
 * @param p : pet requesting
 * @param flag : 1:stop loading of pet
 * @return 0:success, 1:failure
 */
int pet_recv_petdata(int account_id,struct s_pet *p,int flag)
{
	struct map_session_data *sd;

	sd = map_id2sd(account_id);

	if(sd == NULL)
		return 1;

	if(flag == 1) {
		sd->status.pet_id = 0;

		return 1;
	}

	if(p->incubate == 1) {
		int i;

		//Delete egg from inventory. [Skotlex]
		for (i = 0; i < MAX_INVENTORY; i++) {
			if(sd->status.inventory[i].card[0] == CARD0_PET &&
				p->pet_id == MakeDWord(sd->status.inventory[i].card[1], sd->status.inventory[i].card[2]))
				break;
		}

		if(i >= MAX_INVENTORY) {
			ShowError("pet_recv_petdata: Hatching pet (%d:%s) aborted, couldn't find egg in inventory for removal!\n",p->pet_id, p->name);
			sd->status.pet_id = 0;

			return 1;
		}

		if (!pet_birth_process(sd,p)) //Pet hatched. Delete egg.
			pc_delitem(sd,i,1,0,0,LOG_TYPE_OTHER);
	} else {
		pet_data_init(sd,p);

		if(sd->pd && sd->bl.prev != NULL) {
			if(map_addblock(&sd->pd->bl))
				return 1;

			clif_spawn(&sd->pd->bl);
			clif_send_petdata(sd,sd->pd,0,0);
			clif_send_petdata(sd,sd->pd,5,battle_config.pet_hair_style);
			clif_pet_equip_area(sd->pd);
			clif_send_petstatus(sd);
		}
	}

	return 0;
}
예제 #8
0
파일: homunculus.c 프로젝트: 2serv/rathena
/**
 * Make an homonculus mutate in renewal homon
 * @param hd : homonculus datas
 * @param homun_id : id to make it transform into (must be a valid homon class)
 * @return 0:failure, 1:sucess
 */
int hom_mutate(struct homun_data *hd, int homun_id)
{
	struct s_homunculus *hom;
	struct map_session_data *sd;
	int m_class, m_id, prev_class = 0;
	nullpo_ret(hd);

	m_class = hom_class2mapid(hd->homunculus.class_);
	m_id    = hom_class2mapid(homun_id);

	if( m_class == -1 || m_id == -1 || !(m_class&HOM_EVO) || !(m_id&HOM_S) ) {
		clif_emotion(&hd->bl, E_SWT);
		return 0;
	}

	sd = hd->master;
	if (!sd)
		return 0;

	prev_class = hd->homunculus.class_;

	if (!hom_change_class(hd, homun_id)) {
		ShowError("hom_mutate: Can't evolve homunc from %d to %d", hd->homunculus.class_, homun_id);
		return 0;
	}

	unit_remove_map(&hd->bl, CLR_OUTSIGHT);
	if(map_addblock(&hd->bl))
		return 0;

	clif_spawn(&hd->bl);
	clif_emotion(&sd->bl, E_NO1);
	clif_specialeffect(&hd->bl,568,AREA);


	//status_Calc flag&1 will make current HP/SP be reloaded from hom structure
	hom = &hd->homunculus;
	hom->hp = hd->battle_status.hp;
	hom->sp = hd->battle_status.sp;
	hom->prev_class = prev_class;
	status_calc_homunculus(hd, SCO_FIRST);

	if (!(battle_config.hom_setting&0x2))
		skill_unit_move(&sd->hd->bl,gettick(),1); // apply land skills immediately

	return 1;
}
예제 #9
0
/**
 * Receive homunculus data from char server
 * @param account_id : owner account_id of the homon
 * @param sh : homonculus data from char-serv
 * @param flag : does the creation in inter-serv was a success (0:no,1:yes)
 * @return 0:failure, 1:sucess
 */
int hom_recv_data(uint32 account_id, struct s_homunculus *sh, int flag)
{
	struct map_session_data *sd;
	struct homun_data *hd;
	bool created = false;

	sd = map_id2sd(account_id);
	if(!sd)
		return 0;
	if (sd->status.char_id != sh->char_id)
	{
		if (sd->status.hom_id == sh->hom_id)
			sh->char_id = sd->status.char_id; //Correct char id.
		else
			return 0;
	}
	if(!flag) { // Failed to load
		sd->status.hom_id = 0;
		return 0;
	}

	if (!sd->status.hom_id) { //Hom just created.
		sd->status.hom_id = sh->hom_id;
		created = true;
	}
	if (sd->hd) //uh? Overwrite the data.
		memcpy(&sd->hd->homunculus, sh, sizeof(struct s_homunculus));
	else
		hom_alloc(sd, sh);

	hd = sd->hd;
	if (created)
		status_percent_heal(&hd->bl, 100, 100);

	if(hd && hd->homunculus.hp && !hd->homunculus.vaporize && hd->bl.prev == NULL && sd->bl.prev != NULL)
	{
		if(map_addblock(&hd->bl))
			return 0;
		clif_spawn(&hd->bl);
		clif_send_homdata(sd,SP_ACK,0);
		clif_hominfo(sd,hd,1);
		clif_hominfo(sd,hd,0); // send this x2. dunno why, but kRO does that [blackhole89]
		clif_homskillinfoblock(sd);
		hom_init_timers(hd);
	}
	return 1;
}
예제 #10
0
파일: pet.c 프로젝트: Chocolate31/eamod
/**
 * Begin hatching a pet.
 * @param sd : player requesting
 * @param pet : pet requesting
 */
int pet_birth_process(struct map_session_data *sd, struct s_pet *pet)
{
	nullpo_retr(1, sd);

	Assert((sd->status.pet_id == 0 || sd->pd == 0) || sd->pd->master == sd);

	if(sd->status.pet_id && pet->incubate == 1) {
		sd->status.pet_id = 0;

		return 1;
	}

	pet->incubate = 0;
	pet->account_id = sd->status.account_id;
	pet->char_id = sd->status.char_id;
	sd->status.pet_id = pet->pet_id;

	if(pet_data_init(sd, pet)) {
		sd->status.pet_id = 0;

		return 1;
	}

	intif_save_petdata(sd->status.account_id,pet);

	if (save_settings&8)
		chrif_save(sd,0); //is it REALLY Needed to save the char for hatching a pet? [Skotlex]

	if(sd->bl.prev != NULL) {
		if(map_addblock(&sd->pd->bl))
			return 1;

		clif_spawn(&sd->pd->bl);
		clif_send_petdata(sd,sd->pd, 0,0);
		clif_send_petdata(sd,sd->pd, 5,battle_config.pet_hair_style);
		clif_pet_equip_area(sd->pd);
		clif_send_petstatus(sd);
	}

	Assert((sd->status.pet_id == 0 || sd->pd == 0) || sd->pd->master == sd);

	return 0;
}
예제 #11
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;
}
예제 #12
0
파일: pet.c 프로젝트: philg666/Latest_eAmod
int pet_birth_process(struct map_session_data *sd, struct s_pet *pet)
{
	char pet_output[1024]; // Declaracion de char para Invocacion Pet's [Tab]
	nullpo_retr(1, sd);

	Assert((sd->status.pet_id == 0 || sd->pd == 0) || sd->pd->msd == sd); 

	if(sd->status.pet_id && pet->incuvate == 1) {
		sd->status.pet_id = 0;
		return 1;
	}

	pet->incuvate = 0;
	pet->account_id = sd->status.account_id;
	pet->char_id = sd->status.char_id;
	sd->status.pet_id = pet->pet_id;
	if(pet_data_init(sd, pet)) {
		sd->status.pet_id = 0;
		return 1;
	}

	intif_save_petdata(sd->status.account_id,pet);
	if (save_settings&8)
		chrif_save(sd,0); //is it REALLY Needed to save the char for hatching a pet? [Skotlex]

	if(sd->bl.prev != NULL) {
		map_addblock(&sd->pd->bl);
		clif_spawn(&sd->pd->bl);
		clif_send_petdata(sd,sd->pd, 0,0);
		clif_send_petdata(sd,sd->pd, 5,battle_config.pet_hair_style);
		clif_pet_equip_area(sd->pd);
		clif_send_petstatus(sd);
	}
	Assert((sd->status.pet_id == 0 || sd->pd == 0) || sd->pd->msd == sd); 

	clif_misceffect(&sd->pd->bl, 0); // Efecto 1 de nacimiento [Tab]
	clif_misceffect(&sd->pd->bl, 344); // Efecto 2 de nacimiento [Tab]
	sprintf(pet_output,"Get Out %s... NOW!",pet->name); // Cuidado aca con el nombre del pet
	clif_displaymessage(sd->fd, pet_output); // Frase nacimiento [Tab]

	return 0;
}
예제 #13
0
/**
 * Make a player spawn a homonculus (call)
 * @param sd
 * @return False:failure, True:sucess
 */
bool hom_call(struct map_session_data *sd)
{
	struct homun_data *hd;

	if (!sd->status.hom_id) //Create a new homun.
		return hom_create_request(sd, HM_CLASS_BASE + rnd_value(0, 7)) ;

	// If homunc not yet loaded, load it
	if (!sd->hd)
		return intif_homunculus_requestload(sd->status.account_id, sd->status.hom_id);

	hd = sd->hd;

	if (!hd->homunculus.vaporize)
		return false; //Can't use this if homun wasn't vaporized.

	if (hd->homunculus.vaporize == HOM_ST_MORPH)
		return false; // Can't call homunculus (morph state).

	hom_init_timers(hd);
	hd->homunculus.vaporize = HOM_ST_ACTIVE;
	if (hd->bl.prev == NULL)
	{	//Spawn him
		hd->bl.x = sd->bl.x;
		hd->bl.y = sd->bl.y;
		hd->bl.m = sd->bl.m;
		if(map_addblock(&hd->bl))
			return false;
		clif_spawn(&hd->bl);
		clif_send_homdata(sd,SP_ACK,0);
		clif_hominfo(sd,hd,1);
		clif_hominfo(sd,hd,0); // send this x2. dunno why, but kRO does that [blackhole89]
		clif_homskillinfoblock(sd);
		if (battle_config.slaves_inherit_speed&1)
			status_calc_bl(&hd->bl, SCB_SPEED);
		hom_save(hd);
	} else
		//Warp him to master.
		unit_warp(&hd->bl,sd->bl.m, sd->bl.x, sd->bl.y,CLR_OUTSIGHT);
	return true;
}