Пример #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);
}
Пример #2
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;
}
Пример #3
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;
}
Пример #4
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;
}