server.pg/src/game/src/char_battle.cpp
2024-04-07 12:54:57 +02:00

3500 lines
80 KiB
C++

#include "stdafx.h"
#include "utils.h"
#include "config.h"
#include "desc.h"
#include "desc_manager.h"
#include "char_manager.h"
#include "item.h"
#include "item_manager.h"
#include "mob_manager.h"
#include "battle.h"
#include "pvp.h"
#include "skill.h"
#include "start_position.h"
#include "profiler.h"
#include "cmd.h"
#include "dungeon.h"
#include "log.h"
#include "unique_item.h"
#include "priv_manager.h"
#include "db.h"
#include "vector.h"
#include "marriage.h"
#include "arena.h"
#include "regen.h"
#include "monarch.h"
#include "exchange.h"
#include "shop_manager.h"
#include "castle.h"
#include "ani.h"
#include "BattleArena.h"
#include "packet.h"
#include "party.h"
#include "affect.h"
#include "guild.h"
#include "guild_manager.h"
#include "questmanager.h"
#include "questlua.h"
#include "threeway_war.h"
#include "BlueDragon.h"
#include "DragonLair.h"
DWORD AdjustExpByLevel(const LPCHARACTER ch, const DWORD exp)
{
if (PLAYER_EXP_TABLE_MAX < ch->GetLevel())
{
double ret = 0.95;
double factor = 0.1;
for (ssize_t i=0 ; i < ch->GetLevel()-100 ; ++i)
{
if ( (i%10) == 0)
factor /= 2.0;
ret *= 1.0 - factor;
}
ret = ret * static_cast<double>(exp);
if (ret < 1.0)
return 1;
return static_cast<DWORD>(ret);
}
return exp;
}
bool CHARACTER::CanBeginFight() const
{
if (!CanMove())
return false;
return m_pointsInstant.position == POS_STANDING && !IsDead() && !IsStun();
}
void CHARACTER::BeginFight(LPCHARACTER pkVictim)
{
SetVictim(pkVictim);
SetPosition(POS_FIGHTING);
SetNextStatePulse(1);
}
bool CHARACTER::CanFight() const
{
return m_pointsInstant.position >= POS_FIGHTING ? true : false;
}
void CHARACTER::CreateFly(BYTE bType, LPCHARACTER pkVictim)
{
TPacketGCCreateFly packFly;
packFly.bHeader = HEADER_GC_CREATE_FLY;
packFly.bType = bType;
packFly.dwStartVID = GetVID();
packFly.dwEndVID = pkVictim->GetVID();
PacketAround(&packFly, sizeof(TPacketGCCreateFly));
}
void CHARACTER::DistributeSP(LPCHARACTER pkKiller, int iMethod)
{
if (pkKiller->GetSP() >= pkKiller->GetMaxSP())
return;
bool bAttacking = (get_dword_time() - GetLastAttackTime()) < 3000;
bool bMoving = (get_dword_time() - GetLastMoveTime()) < 3000;
if (iMethod == 1)
{
int num = Random::get(0, 3);
if (!num)
{
int iLvDelta = GetLevel() - pkKiller->GetLevel();
int iAmount = 0;
if (iLvDelta >= 5)
iAmount = 10;
else if (iLvDelta >= 0)
iAmount = 6;
else if (iLvDelta >= -3)
iAmount = 2;
if (iAmount != 0)
{
iAmount += (iAmount * pkKiller->GetPoint(POINT_SP_REGEN)) / 100;
if (iAmount >= 11)
CreateFly(FLY_SP_BIG, pkKiller);
else if (iAmount >= 7)
CreateFly(FLY_SP_MEDIUM, pkKiller);
else
CreateFly(FLY_SP_SMALL, pkKiller);
pkKiller->PointChange(POINT_SP, iAmount);
}
}
}
else
{
if (pkKiller->GetJob() == JOB_SHAMAN || (pkKiller->GetJob() == JOB_SURA && pkKiller->GetSkillGroup() == 2))
{
int iAmount;
if (bAttacking)
iAmount = 2 + GetMaxSP() / 100;
else if (bMoving)
iAmount = 3 + GetMaxSP() * 2 / 100;
else
iAmount = 10 + GetMaxSP() * 3 / 100; // 평상시
iAmount += (iAmount * pkKiller->GetPoint(POINT_SP_REGEN)) / 100;
pkKiller->PointChange(POINT_SP, iAmount);
}
else
{
int iAmount;
if (bAttacking)
iAmount = 2 + pkKiller->GetMaxSP() / 200;
else if (bMoving)
iAmount = 2 + pkKiller->GetMaxSP() / 100;
else
{
// 평상시
if (pkKiller->GetHP() < pkKiller->GetMaxHP())
iAmount = 2 + (pkKiller->GetMaxSP() / 100); // 피 다 안찼을때
else
iAmount = 9 + (pkKiller->GetMaxSP() / 100); // 기본
}
iAmount += (iAmount * pkKiller->GetPoint(POINT_SP_REGEN)) / 100;
pkKiller->PointChange(POINT_SP, iAmount);
}
}
}
bool CHARACTER::Attack(LPCHARACTER pkVictim, BYTE bType)
{
SPDLOG_TRACE("[TEST_SERVER] Attack : {} type {}, MobBattleType {}", GetName(), bType, !GetMobBattleType() ? 0 : GetMobAttackRange());
//PROF_UNIT puAttack("Attack");
if (!CanMove())
return false;
// CASTLE
if (IS_CASTLE_MAP(GetMapIndex()) && false == castle_can_attack(this, pkVictim))
return false;
// CASTLE
DWORD dwCurrentTime = get_dword_time();
if (IsPC())
{
if (IS_SPEED_HACK(this, pkVictim, dwCurrentTime))
return false;
if (bType == 0 && dwCurrentTime < GetSkipComboAttackByTime())
return false;
}
else
{
MonsterChat(MONSTER_CHAT_ATTACK);
}
pkVictim->SetSyncOwner(this);
if (pkVictim->CanBeginFight())
pkVictim->BeginFight(this);
int iRet;
if (bType == 0)
{
//
// 일반 공격
//
switch (GetMobBattleType())
{
case BATTLE_TYPE_MELEE:
case BATTLE_TYPE_POWER:
case BATTLE_TYPE_TANKER:
case BATTLE_TYPE_SUPER_POWER:
case BATTLE_TYPE_SUPER_TANKER:
iRet = battle_melee_attack(this, pkVictim);
break;
case BATTLE_TYPE_RANGE:
FlyTarget(pkVictim->GetVID(), pkVictim->GetX(), pkVictim->GetY(), HEADER_CG_FLY_TARGETING);
iRet = Shoot(0) ? BATTLE_DAMAGE : BATTLE_NONE;
break;
case BATTLE_TYPE_MAGIC:
FlyTarget(pkVictim->GetVID(), pkVictim->GetX(), pkVictim->GetY(), HEADER_CG_FLY_TARGETING);
iRet = Shoot(1) ? BATTLE_DAMAGE : BATTLE_NONE;
break;
default:
SPDLOG_ERROR("Unhandled battle type {}", GetMobBattleType());
iRet = BATTLE_NONE;
break;
}
}
else
{
if (IsPC() == true)
{
if (dwCurrentTime - m_dwLastSkillTime > 1500)
{
SPDLOG_DEBUG("HACK: Too long skill using term. Name({}) PID({}) delta({})",
GetName(), GetPlayerID(), (dwCurrentTime - m_dwLastSkillTime));
return false;
}
}
SPDLOG_DEBUG("Attack call ComputeSkill {} {}", bType, pkVictim?pkVictim->GetName():"");
iRet = ComputeSkill(bType, pkVictim);
}
if (iRet == BATTLE_DAMAGE || iRet == BATTLE_DEAD)
{
OnMove(true);
pkVictim->OnMove();
// only pc sets victim null. For npc, state machine will reset this.
if (BATTLE_DEAD == iRet && IsPC())
SetVictim(NULL);
return true;
}
return false;
}
void CHARACTER::DeathPenalty(BYTE bTown)
{
SPDLOG_DEBUG("DEATH_PERNALY_CHECK({}) town({})", GetName(), bTown);
Cube_close(this);
if (CBattleArena::instance().IsBattleArenaMap(GetMapIndex()) == true)
{
return;
}
if (GetLevel() < 10)
{
SPDLOG_DEBUG("NO_DEATH_PENALTY_LESS_LV10({})", GetName());
ChatPacket(CHAT_TYPE_INFO, LC_TEXT("You did not lose any Experience because of the Blessing of the Dragon God."));
return;
}
if (Random::get(0, 2))
{
SPDLOG_DEBUG("NO_DEATH_PENALTY_LUCK({})", GetName());
ChatPacket(CHAT_TYPE_INFO, LC_TEXT("You did not lose any Experience because of the Blessing of the Dragon God."));
return;
}
if (IS_SET(m_pointsInstant.instant_flag, INSTANT_FLAG_DEATH_PENALTY))
{
REMOVE_BIT(m_pointsInstant.instant_flag, INSTANT_FLAG_DEATH_PENALTY);
// NO_DEATH_PENALTY_BUG_FIX
if (!bTown) // 국제 버전에서는 제자리 부활시만 용신의 가호를 사용한다. (마을 복귀시는 경험치 패널티 없음)
{
if (FindAffect(AFFECT_NO_DEATH_PENALTY))
{
SPDLOG_DEBUG("NO_DEATH_PENALTY_AFFECT({})", GetName());
ChatPacket(CHAT_TYPE_INFO, LC_TEXT("You did not lose any Experience because of the Blessing of the Dragon God."));
RemoveAffect(AFFECT_NO_DEATH_PENALTY);
return;
}
}
// END_OF_NO_DEATH_PENALTY_BUG_FIX
int iLoss = ((GetNextExp() * aiExpLossPercents[std::clamp<int>(GetLevel(), 1, PLAYER_EXP_TABLE_MAX)]) / 100);
iLoss = std::min(800000, iLoss);
if (bTown)
{
iLoss = 0;
}
if (IsEquipUniqueItem(UNIQUE_ITEM_TEARDROP_OF_GODNESS))
iLoss /= 2;
SPDLOG_DEBUG("DEATH_PENALTY({}) EXP_LOSS: {} percent {}%", GetName(), iLoss, aiExpLossPercents[std::min(gPlayerMaxLevel, GetLevel())]);
PointChange(POINT_EXP, -iLoss, true);
}
}
bool CHARACTER::IsStun() const
{
if (IS_SET(m_pointsInstant.instant_flag, INSTANT_FLAG_STUN))
return true;
return false;
}
EVENTFUNC(StunEvent)
{
char_event_info* info = dynamic_cast<char_event_info*>( event->info );
if ( info == NULL )
{
SPDLOG_ERROR("StunEvent> <Factor> Null pointer" );
return 0;
}
LPCHARACTER ch = info->ch;
if (ch == NULL) { // <Factor>
return 0;
}
ch->m_pkStunEvent = NULL;
ch->Dead();
return 0;
}
void CHARACTER::Stun()
{
if (IsStun())
return;
if (IsDead())
return;
if (!IsPC() && m_pkParty)
{
m_pkParty->SendMessage(this, PM_ATTACKED_BY, 0, 0);
}
SPDLOG_DEBUG("{}: Stun {}", GetName(), (void*) this);
PointChange(POINT_HP_RECOVERY, -GetPoint(POINT_HP_RECOVERY));
PointChange(POINT_SP_RECOVERY, -GetPoint(POINT_SP_RECOVERY));
CloseMyShop();
event_cancel(&m_pkRecoveryEvent); // 회복 이벤트를 죽인다.
TPacketGCStun pack;
pack.header = HEADER_GC_STUN;
pack.vid = m_vid;
PacketAround(&pack, sizeof(pack));
SET_BIT(m_pointsInstant.instant_flag, INSTANT_FLAG_STUN);
if (m_pkStunEvent)
return;
char_event_info* info = AllocEventInfo<char_event_info>();
info->ch = this;
m_pkStunEvent = event_create(StunEvent, info, PASSES_PER_SEC(3));
}
EVENTINFO(SCharDeadEventInfo)
{
bool isPC;
uint32_t dwID;
SCharDeadEventInfo()
: isPC(0)
, dwID(0)
{
}
};
EVENTFUNC(dead_event)
{
const SCharDeadEventInfo* info = dynamic_cast<SCharDeadEventInfo*>(event->info);
if ( info == NULL )
{
SPDLOG_ERROR("dead_event> <Factor> Null pointer" );
return 0;
}
LPCHARACTER ch = NULL;
if (true == info->isPC)
{
ch = CHARACTER_MANAGER::instance().FindByPID( info->dwID );
}
else
{
ch = CHARACTER_MANAGER::instance().Find( info->dwID );
}
if (NULL == ch)
{
SPDLOG_ERROR("DEAD_EVENT: cannot find char pointer with {} id({})", info->isPC ? "PC" : "MOB", info->dwID );
return 0;
}
ch->m_pkDeadEvent = NULL;
if (ch->GetDesc())
{
ch->GetDesc()->SetPhase(PHASE_GAME);
ch->SetPosition(POS_STANDING);
PIXEL_POSITION pos;
if (SECTREE_MANAGER::instance().GetRecallPositionByEmpire(ch->GetMapIndex(), ch->GetEmpire(), pos))
ch->WarpSet(pos.x, pos.y);
else
{
SPDLOG_ERROR("cannot find spawn position (name {})", ch->GetName());
ch->WarpSet(EMPIRE_START_X(ch->GetEmpire()), EMPIRE_START_Y(ch->GetEmpire()));
}
ch->PointChange(POINT_HP, (ch->GetMaxHP() / 2) - ch->GetHP(), true);
ch->DeathPenalty(0);
ch->StartRecoveryEvent();
ch->ChatPacket(CHAT_TYPE_COMMAND, "CloseRestartWindow");
}
else
{
if (ch->IsMonster() == true)
{
if (ch->IsRevive() == false && ch->HasReviverInParty() == true)
{
ch->SetPosition(POS_STANDING);
ch->SetHP(ch->GetMaxHP());
ch->ViewReencode();
ch->SetAggressive();
ch->SetRevive(true);
return 0;
}
}
M2_DESTROY_CHARACTER(ch);
}
return 0;
}
bool CHARACTER::IsDead() const
{
if (m_pointsInstant.position == POS_DEAD)
return true;
return false;
}
#define GetGoldMultipler() (distribution_test_server ? 3 : 1)
void CHARACTER::RewardGold(LPCHARACTER pkAttacker)
{
// ADD_PREMIUM
bool isAutoLoot =
(pkAttacker->GetPremiumRemainSeconds(PREMIUM_AUTOLOOT) > 0 ||
pkAttacker->IsEquipUniqueGroup(UNIQUE_GROUP_AUTOLOOT))
? true : false; // 제3의 손
// END_OF_ADD_PREMIUM
PIXEL_POSITION pos;
if (!isAutoLoot)
if (!SECTREE_MANAGER::instance().GetMovablePosition(GetMapIndex(), GetX(), GetY(), pos))
return;
int iTotalGold = 0;
//
// --------- 돈 드롭 확률 계산 ----------
//
int iGoldPercent = MobRankStats[GetMobRank()].iGoldPercent;
if (pkAttacker->IsPC())
iGoldPercent = iGoldPercent * (100 + CPrivManager::instance().GetPriv(pkAttacker, PRIV_GOLD_DROP)) / 100;
if (pkAttacker->GetPoint(POINT_MALL_GOLDBONUS))
iGoldPercent += (iGoldPercent * pkAttacker->GetPoint(POINT_MALL_GOLDBONUS) / 100);
iGoldPercent = iGoldPercent * CHARACTER_MANAGER::instance().GetMobGoldDropRate(pkAttacker) / 100;
// ADD_PREMIUM
if (pkAttacker->GetPremiumRemainSeconds(PREMIUM_GOLD) > 0 ||
pkAttacker->IsEquipUniqueGroup(UNIQUE_GROUP_LUCKY_GOLD))
iGoldPercent += iGoldPercent;
// END_OF_ADD_PREMIUM
if (iGoldPercent > 100)
iGoldPercent = 100;
int iPercent;
if (GetMobRank() >= MOB_RANK_BOSS)
iPercent = ((iGoldPercent * PERCENT_LVDELTA_BOSS(pkAttacker->GetLevel(), GetLevel())) / 100);
else
iPercent = ((iGoldPercent * PERCENT_LVDELTA(pkAttacker->GetLevel(), GetLevel())) / 100);
//int iPercent = CALCULATE_VALUE_LVDELTA(pkAttacker->GetLevel(), GetLevel(), iGoldPercent);
if (Random::get(1, 100) > iPercent)
return;
int iGoldMultipler = GetGoldMultipler();
if (1 == Random::get(1, 50000)) // 1/50000 확률로 돈이 10배
iGoldMultipler *= 10;
else if (1 == Random::get(1, 10000)) // 1/10000 확률로 돈이 5배
iGoldMultipler *= 5;
// 개인 적용
if (pkAttacker->GetPoint(POINT_GOLD_DOUBLE_BONUS))
if (Random::get(1, 100) <= pkAttacker->GetPoint(POINT_GOLD_DOUBLE_BONUS))
iGoldMultipler *= 2;
//
// --------- 돈 드롭 배수 결정 ----------
//
if (test_server)
pkAttacker->ChatPacket(CHAT_TYPE_PARTY, "gold_mul %d rate %d", iGoldMultipler, CHARACTER_MANAGER::instance().GetMobGoldAmountRate(pkAttacker));
//
// --------- 실제 드롭 처리 -------------
//
LPITEM item;
int iGold10DropPct = 100;
iGold10DropPct = (iGold10DropPct * 100) / (100 + CPrivManager::instance().GetPriv(pkAttacker, PRIV_GOLD10_DROP));
// MOB_RANK가 BOSS보다 높으면 무조건 돈폭탄
if (GetMobRank() >= MOB_RANK_BOSS && !IsStone() && GetMobTable().dwGoldMax != 0)
{
if (1 == Random::get(1, iGold10DropPct))
iGoldMultipler *= 10; // 1% 확률로 돈 10배
int iSplitCount = Random::get(25, 35);
for (int i = 0; i < iSplitCount; ++i)
{
int iGold = Random::get(GetMobTable().dwGoldMin, GetMobTable().dwGoldMax) / iSplitCount;
SPDLOG_TRACE("iGold {}", iGold);
iGold = iGold * CHARACTER_MANAGER::instance().GetMobGoldAmountRate(pkAttacker) / 100;
iGold *= iGoldMultipler;
if (iGold == 0)
{
continue ;
}
SPDLOG_TRACE("Drop Moeny MobGoldAmountRate {} {}", CHARACTER_MANAGER::instance().GetMobGoldAmountRate(pkAttacker), iGoldMultipler);
SPDLOG_TRACE("Drop Money gold {} GoldMin {} GoldMax {}", iGold, GetMobTable().dwGoldMax, GetMobTable().dwGoldMax);
// NOTE: 돈 폭탄은 제 3의 손 처리를 하지 않음
if ((item = ITEM_MANAGER::instance().CreateItem(1, iGold)))
{
pos.x = GetX() + ((Random::get(-14, 14) + Random::get(-14, 14)) * 23);
pos.y = GetY() + ((Random::get(-14, 14) + Random::get(-14, 14)) * 23);
item->AddToGround(GetMapIndex(), pos);
item->StartDestroyEvent();
iTotalGold += iGold; // Total gold
}
}
}
// 1% 확률로 돈을 10개 떨어 뜨린다. (10배 드롭임)
else if (1 == Random::get(1, iGold10DropPct))
{
//
// 돈 폭탄식 드롭
//
for (int i = 0; i < 10; ++i)
{
int iGold = Random::get(GetMobTable().dwGoldMin, GetMobTable().dwGoldMax);
iGold = iGold * CHARACTER_MANAGER::instance().GetMobGoldAmountRate(pkAttacker) / 100;
iGold *= iGoldMultipler;
if (iGold == 0)
{
continue;
}
// NOTE: 돈 폭탄은 제 3의 손 처리를 하지 않음
if ((item = ITEM_MANAGER::instance().CreateItem(1, iGold)))
{
pos.x = GetX() + (Random::get(-7, 7) * 20);
pos.y = GetY() + (Random::get(-7, 7) * 20);
item->AddToGround(GetMapIndex(), pos);
item->StartDestroyEvent();
iTotalGold += iGold; // Total gold
}
}
}
else
{
//
// 일반적인 방식의 돈 드롭
//
int iGold = Random::get(GetMobTable().dwGoldMin, GetMobTable().dwGoldMax);
iGold = iGold * CHARACTER_MANAGER::instance().GetMobGoldAmountRate(pkAttacker) / 100;
iGold *= iGoldMultipler;
int iSplitCount;
if (iGold >= 3)
iSplitCount = Random::get(1, 3);
else if (GetMobRank() >= MOB_RANK_BOSS)
{
iSplitCount = Random::get(3, 10);
if ((iGold / iSplitCount) == 0)
iSplitCount = 1;
}
else
iSplitCount = 1;
if (iGold != 0)
{
iTotalGold += iGold; // Total gold
for (int i = 0; i < iSplitCount; ++i)
{
if (isAutoLoot)
{
pkAttacker->GiveGold(iGold / iSplitCount);
}
else if ((item = ITEM_MANAGER::instance().CreateItem(1, iGold / iSplitCount)))
{
pos.x = GetX() + (Random::get(-7, 7) * 20);
pos.y = GetY() + (Random::get(-7, 7) * 20);
item->AddToGround(GetMapIndex(), pos);
item->StartDestroyEvent();
}
}
}
}
DBManager::instance().SendMoneyLog(MONEY_LOG_MONSTER, GetRaceNum(), iTotalGold);
}
void CHARACTER::Reward(bool bItemDrop)
{
if (GetRaceNum() == 5001) // 왜구는 돈을 무조건 드롭
{
PIXEL_POSITION pos;
if (!SECTREE_MANAGER::instance().GetMovablePosition(GetMapIndex(), GetX(), GetY(), pos))
return;
LPITEM item;
int iGold = Random::get(GetMobTable().dwGoldMin, GetMobTable().dwGoldMax);
iGold = iGold * CHARACTER_MANAGER::instance().GetMobGoldAmountRate(NULL) / 100;
iGold *= GetGoldMultipler();
int iSplitCount = Random::get(25, 35);
SPDLOG_TRACE("WAEGU Dead gold {} split {}", iGold, iSplitCount);
for (int i = 1; i <= iSplitCount; ++i)
{
if ((item = ITEM_MANAGER::instance().CreateItem(1, iGold / iSplitCount)))
{
if (i != 0)
{
pos.x = Random::get(-7, 7) * 20;
pos.y = Random::get(-7, 7) * 20;
pos.x += GetX();
pos.y += GetY();
}
item->AddToGround(GetMapIndex(), pos);
item->StartDestroyEvent();
}
}
return;
}
//PROF_UNIT puReward("Reward");
LPCHARACTER pkAttacker = DistributeExp();
if (!pkAttacker)
return;
//PROF_UNIT pu1("r1");
if (pkAttacker->IsPC())
{
if (GetLevel() - pkAttacker->GetLevel() >= -10)
if (pkAttacker->GetRealAlignment() < 0)
{
if (pkAttacker->IsEquipUniqueItem(UNIQUE_ITEM_FASTER_ALIGNMENT_UP_BY_KILL))
pkAttacker->UpdateAlignment(14);
else
pkAttacker->UpdateAlignment(7);
}
else
pkAttacker->UpdateAlignment(2);
pkAttacker->SetQuestNPCID(GetVID());
quest::CQuestManager::instance().Kill(pkAttacker->GetPlayerID(), GetRaceNum());
CHARACTER_MANAGER::instance().KillLog(GetRaceNum());
if (!Random::get(0, 9))
{
if (pkAttacker->GetPoint(POINT_KILL_HP_RECOVERY))
{
int iHP = pkAttacker->GetMaxHP() * pkAttacker->GetPoint(POINT_KILL_HP_RECOVERY) / 100;
pkAttacker->PointChange(POINT_HP, iHP);
CreateFly(FLY_HP_SMALL, pkAttacker);
}
if (pkAttacker->GetPoint(POINT_KILL_SP_RECOVER))
{
int iSP = pkAttacker->GetMaxSP() * pkAttacker->GetPoint(POINT_KILL_SP_RECOVER) / 100;
pkAttacker->PointChange(POINT_SP, iSP);
CreateFly(FLY_SP_SMALL, pkAttacker);
}
}
}
//pu1.Pop();
if (!bItemDrop)
return;
PIXEL_POSITION pos = GetXYZ();
if (!SECTREE_MANAGER::instance().GetMovablePosition(GetMapIndex(), pos.x, pos.y, pos))
return;
//
// 돈 드롭
//
//PROF_UNIT pu2("r2");
SPDLOG_TRACE("Drop money : Attacker {}", pkAttacker->GetName());
RewardGold(pkAttacker);
//pu2.Pop();
//
// 아이템 드롭
//
//PROF_UNIT pu3("r3");
LPITEM item;
static std::vector<LPITEM> s_vec_item;
s_vec_item.clear();
if (ITEM_MANAGER::instance().CreateDropItem(this, pkAttacker, s_vec_item))
{
if (s_vec_item.size() == 0);
else if (s_vec_item.size() == 1)
{
item = s_vec_item[0];
item->AddToGround(GetMapIndex(), pos);
if (CBattleArena::instance().IsBattleArenaMap(pkAttacker->GetMapIndex()) == false)
{
item->SetOwnership(pkAttacker);
}
item->StartDestroyEvent();
pos.x = Random::get(-7, 7) * 20;
pos.y = Random::get(-7, 7) * 20;
pos.x += GetX();
pos.y += GetY();
SPDLOG_DEBUG("DROP_ITEM: {} {} {} from {}", item->GetName(), pos.x, pos.y, GetName());
}
else
{
int iItemIdx = s_vec_item.size() - 1;
std::priority_queue<std::pair<int, LPCHARACTER> > pq;
int total_dam = 0;
for (TDamageMap::iterator it = m_map_kDamage.begin(); it != m_map_kDamage.end(); ++it)
{
int iDamage = it->second.iTotalDamage;
if (iDamage > 0)
{
LPCHARACTER ch = CHARACTER_MANAGER::instance().Find(it->first);
if (ch)
{
pq.push(std::make_pair(iDamage, ch));
total_dam += iDamage;
}
}
}
std::vector<LPCHARACTER> v;
while (!pq.empty() && pq.top().first * 10 >= total_dam)
{
v.push_back(pq.top().second);
pq.pop();
}
if (v.empty())
{
// 데미지를 특별히 많이 준 사람이 없으니 소유권 없음
while (iItemIdx >= 0)
{
item = s_vec_item[iItemIdx--];
if (!item)
{
SPDLOG_ERROR("item null in vector idx {}", iItemIdx + 1);
continue;
}
item->AddToGround(GetMapIndex(), pos);
// 10% 이하 데미지 준 사람끼리는 소유권없음
//item->SetOwnership(pkAttacker);
item->StartDestroyEvent();
pos.x = Random::get(-7, 7) * 20;
pos.y = Random::get(-7, 7) * 20;
pos.x += GetX();
pos.y += GetY();
SPDLOG_DEBUG("DROP_ITEM: {} {} {} by {}", item->GetName(), pos.x, pos.y, GetName());
}
}
else
{
// 데미지 많이 준 사람들 끼리만 소유권 나눠가짐
std::vector<LPCHARACTER>::iterator it = v.begin();
while (iItemIdx >= 0)
{
item = s_vec_item[iItemIdx--];
if (!item)
{
SPDLOG_ERROR("item null in vector idx {}", iItemIdx + 1);
continue;
}
item->AddToGround(GetMapIndex(), pos);
LPCHARACTER ch = *it;
if (ch->GetParty())
ch = ch->GetParty()->GetNextOwnership(ch, GetX(), GetY());
++it;
if (it == v.end())
it = v.begin();
if (CBattleArena::instance().IsBattleArenaMap(ch->GetMapIndex()) == false)
{
item->SetOwnership(ch);
}
item->StartDestroyEvent();
pos.x = Random::get(-7, 7) * 20;
pos.y = Random::get(-7, 7) * 20;
pos.x += GetX();
pos.y += GetY();
SPDLOG_DEBUG("DROP_ITEM: {} {} {} by {}", item->GetName(), pos.x, pos.y, GetName());
}
}
}
}
m_map_kDamage.clear();
}
struct TItemDropPenalty
{
int iInventoryPct; // Range: 1 ~ 1000
int iInventoryQty; // Range: --
int iEquipmentPct; // Range: 1 ~ 100
int iEquipmentQty; // Range: --
};
TItemDropPenalty aItemDropPenalty_kor[9] =
{
{ 0, 0, 0, 0 }, // 선왕
{ 0, 0, 0, 0 }, // 영웅
{ 0, 0, 0, 0 }, // 성자
{ 0, 0, 0, 0 }, // 지인
{ 0, 0, 0, 0 }, // 양민
{ 25, 1, 5, 1 }, // 낭인
{ 50, 2, 10, 1 }, // 악인
{ 75, 4, 15, 1 }, // 마두
{ 100, 8, 20, 1 }, // 패왕
};
void CHARACTER::ItemDropPenalty(LPCHARACTER pkKiller)
{
// 개인상점을 연 상태에서는 아이템을 드롭하지 않는다.
if (GetMyShop())
return;
if (GetLevel() < 50)
return;
if (CBattleArena::instance().IsBattleArenaMap(GetMapIndex()) == true)
{
return;
}
struct TItemDropPenalty * table = &aItemDropPenalty_kor[0];
if (GetLevel() < 10)
return;
int iAlignIndex;
if (GetRealAlignment() >= 120000)
iAlignIndex = 0;
else if (GetRealAlignment() >= 80000)
iAlignIndex = 1;
else if (GetRealAlignment() >= 40000)
iAlignIndex = 2;
else if (GetRealAlignment() >= 10000)
iAlignIndex = 3;
else if (GetRealAlignment() >= 0)
iAlignIndex = 4;
else if (GetRealAlignment() > -40000)
iAlignIndex = 5;
else if (GetRealAlignment() > -80000)
iAlignIndex = 6;
else if (GetRealAlignment() > -120000)
iAlignIndex = 7;
else
iAlignIndex = 8;
std::vector<std::pair<LPITEM, int> > vec_item;
LPITEM pkItem;
int i;
bool isDropAllEquipments = false;
TItemDropPenalty & r = table[iAlignIndex];
SPDLOG_DEBUG("{} align {} inven_pct {} equip_pct {}", GetName(), iAlignIndex, r.iInventoryPct, r.iEquipmentPct);
bool bDropInventory = r.iInventoryPct >= Random::get(1, 1000);
bool bDropEquipment = r.iEquipmentPct >= Random::get(1, 100);
bool bDropAntiDropUniqueItem = false;
if ((bDropInventory || bDropEquipment) && IsEquipUniqueItem(UNIQUE_ITEM_SKIP_ITEM_DROP_PENALTY))
{
bDropInventory = false;
bDropEquipment = false;
bDropAntiDropUniqueItem = true;
}
if (bDropInventory) // Drop Inventory
{
std::vector<BYTE> vec_bSlots;
for (i = 0; i < INVENTORY_MAX_NUM; ++i)
if (GetInventoryItem(i))
vec_bSlots.push_back(i);
if (!vec_bSlots.empty())
{
random_shuffle(vec_bSlots.begin(), vec_bSlots.end());
int iQty = std::min<int>(vec_bSlots.size(), r.iInventoryQty);
if (iQty)
iQty = Random::get(1, iQty);
for (i = 0; i < iQty; ++i)
{
pkItem = GetInventoryItem(vec_bSlots[i]);
if (IS_SET(pkItem->GetAntiFlag(), ITEM_ANTIFLAG_GIVE | ITEM_ANTIFLAG_PKDROP))
continue;
SyncQuickslot(QUICKSLOT_TYPE_ITEM, vec_bSlots[i], 255);
vec_item.push_back(std::make_pair(pkItem->RemoveFromCharacter(), INVENTORY));
}
}
else if (iAlignIndex == 8)
isDropAllEquipments = true;
}
if (bDropEquipment) // Drop Equipment
{
std::vector<BYTE> vec_bSlots;
for (i = 0; i < WEAR_MAX_NUM; ++i)
if (GetWear(i))
vec_bSlots.push_back(i);
if (!vec_bSlots.empty())
{
random_shuffle(vec_bSlots.begin(), vec_bSlots.end());
int iQty;
if (isDropAllEquipments)
iQty = vec_bSlots.size();
else
iQty = std::min<int>(vec_bSlots.size(), Random::get(1, r.iEquipmentQty));
if (iQty)
iQty = Random::get(1, iQty);
for (i = 0; i < iQty; ++i)
{
pkItem = GetWear(vec_bSlots[i]);
if (IS_SET(pkItem->GetAntiFlag(), ITEM_ANTIFLAG_GIVE | ITEM_ANTIFLAG_PKDROP))
continue;
SyncQuickslot(QUICKSLOT_TYPE_ITEM, vec_bSlots[i], 255);
vec_item.push_back(std::make_pair(pkItem->RemoveFromCharacter(), EQUIPMENT));
}
}
}
if (bDropAntiDropUniqueItem)
{
LPITEM pkItem;
pkItem = GetWear(WEAR_UNIQUE1);
if (pkItem && pkItem->GetVnum() == UNIQUE_ITEM_SKIP_ITEM_DROP_PENALTY)
{
SyncQuickslot(QUICKSLOT_TYPE_ITEM, WEAR_UNIQUE1, 255);
vec_item.push_back(std::make_pair(pkItem->RemoveFromCharacter(), EQUIPMENT));
}
pkItem = GetWear(WEAR_UNIQUE2);
if (pkItem && pkItem->GetVnum() == UNIQUE_ITEM_SKIP_ITEM_DROP_PENALTY)
{
SyncQuickslot(QUICKSLOT_TYPE_ITEM, WEAR_UNIQUE2, 255);
vec_item.push_back(std::make_pair(pkItem->RemoveFromCharacter(), EQUIPMENT));
}
}
{
PIXEL_POSITION pos;
pos.x = GetX();
pos.y = GetY();
unsigned int i;
for (i = 0; i < vec_item.size(); ++i)
{
LPITEM item = vec_item[i].first;
int window = vec_item[i].second;
item->AddToGround(GetMapIndex(), pos);
item->StartDestroyEvent();
SPDLOG_DEBUG("DROP_ITEM_PK: {} {} {} from {}", item->GetName(), pos.x, pos.y, GetName());
LogManager::instance().ItemLog(this, item, "DEAD_DROP", (window == INVENTORY) ? "INVENTORY" : ((window == EQUIPMENT) ? "EQUIPMENT" : ""));
pos.x = GetX() + Random::get(-7, 7) * 20;
pos.y = GetY() + Random::get(-7, 7) * 20;
}
}
}
class FPartyAlignmentCompute
{
public:
FPartyAlignmentCompute(int iAmount, int x, int y)
{
m_iAmount = iAmount;
m_iCount = 0;
m_iStep = 0;
m_iKillerX = x;
m_iKillerY = y;
}
void operator () (LPCHARACTER pkChr)
{
if (DISTANCE_APPROX(pkChr->GetX() - m_iKillerX, pkChr->GetY() - m_iKillerY) < PARTY_DEFAULT_RANGE)
{
if (m_iStep == 0)
{
++m_iCount;
}
else
{
pkChr->UpdateAlignment(m_iAmount / m_iCount);
}
}
}
int m_iAmount;
int m_iCount;
int m_iStep;
int m_iKillerX;
int m_iKillerY;
};
void CHARACTER::Dead(LPCHARACTER pkKiller, bool bImmediateDead)
{
if (IsDead())
return;
{
if (IsHorseRiding())
{
StopRiding();
}
else if (GetMountVnum())
{
RemoveAffect(AFFECT_MOUNT_BONUS);
m_dwMountVnum = 0;
UnEquipSpecialRideUniqueItem();
UpdatePacket();
}
}
if (!pkKiller && m_dwKillerPID)
pkKiller = CHARACTER_MANAGER::instance().FindByPID(m_dwKillerPID);
m_dwKillerPID = 0; // 반드시 초기화 해야함 DO NOT DELETE THIS LINE UNLESS YOU ARE 1000000% SURE
bool isAgreedPVP = false;
bool isUnderGuildWar = false;
bool isDuel = false;
bool isForked = false;
if (pkKiller && pkKiller->IsPC())
{
if (pkKiller->m_pkChrTarget == this)
pkKiller->SetTarget(NULL);
if (!IsPC() && pkKiller->GetDungeon())
pkKiller->GetDungeon()->IncKillCount(pkKiller, this);
isAgreedPVP = CPVPManager::instance().Dead(this, pkKiller->GetPlayerID());
isDuel = CArenaManager::instance().OnDead(pkKiller, this);
if (IsPC())
{
CGuild * g1 = GetGuild();
CGuild * g2 = pkKiller->GetGuild();
if (g1 && g2)
if (g1->UnderWar(g2->GetID()))
isUnderGuildWar = true;
pkKiller->SetQuestNPCID(GetVID());
quest::CQuestManager::instance().Kill(pkKiller->GetPlayerID(), quest::QUEST_NO_NPC);
CGuildManager::instance().Kill(pkKiller, this);
}
}
//CHECK_FORKEDROAD_WAR
if (IsPC())
{
if (CThreeWayWar::instance().IsThreeWayWarMapIndex(GetMapIndex()))
isForked = true;
}
//END_CHECK_FORKEDROAD_WAR
if (pkKiller &&
!isAgreedPVP &&
!isUnderGuildWar &&
IsPC() &&
!isDuel &&
!isForked &&
!IS_CASTLE_MAP(GetMapIndex()))
{
if (GetGMLevel() == GM_PLAYER || test_server)
{
ItemDropPenalty(pkKiller);
}
}
// CASTLE_SIEGE
if (IS_CASTLE_MAP(GetMapIndex()))
{
if (CASTLE_FROG_VNUM == GetRaceNum())
castle_frog_die(this, pkKiller);
else if (castle_is_guard_vnum(GetRaceNum()))
castle_guard_die(this, pkKiller);
else if (castle_is_tower_vnum(GetRaceNum()))
castle_tower_die(this, pkKiller);
}
// CASTLE_SIEGE
if (true == isForked)
{
CThreeWayWar::instance().onDead( this, pkKiller );
}
SetPosition(POS_DEAD);
ClearAffect(true);
if (pkKiller && IsPC())
{
if (!pkKiller->IsPC())
{
if (!isForked)
{
SPDLOG_DEBUG("DEAD: {} {} WITH PENALTY", GetName(), (void*) this);
SET_BIT(m_pointsInstant.instant_flag, INSTANT_FLAG_DEATH_PENALTY);
LogManager::instance().CharLog(this, pkKiller->GetRaceNum(), "DEAD_BY_NPC", pkKiller->GetName());
}
}
else
{
SPDLOG_DEBUG("DEAD_BY_PC: {} {} KILLER {} {}", GetName(), (void*) this, pkKiller->GetName(), (void*) get_pointer(pkKiller));
REMOVE_BIT(m_pointsInstant.instant_flag, INSTANT_FLAG_DEATH_PENALTY);
if (GetEmpire() != pkKiller->GetEmpire())
{
int iEP = std::min(GetPoint(POINT_EMPIRE_POINT), pkKiller->GetPoint(POINT_EMPIRE_POINT));
PointChange(POINT_EMPIRE_POINT, -(iEP / 10));
pkKiller->PointChange(POINT_EMPIRE_POINT, iEP / 5);
if (GetPoint(POINT_EMPIRE_POINT) < 10)
{
// TODO : 입구로 날리는 코드를 넣어야 한다.
}
char buf[256];
snprintf(buf, sizeof(buf),
"%d %d %d %s %d %d %d %s",
GetEmpire(), GetAlignment(), GetPKMode(), GetName(),
pkKiller->GetEmpire(), pkKiller->GetAlignment(), pkKiller->GetPKMode(), pkKiller->GetName());
LogManager::instance().CharLog(this, pkKiller->GetPlayerID(), "DEAD_BY_PC", buf);
}
else
{
if (!isAgreedPVP && !isUnderGuildWar && !IsKillerMode() && GetAlignment() >= 0 && !isDuel && !isForked)
{
int iNoPenaltyProb = 0;
if (pkKiller->GetAlignment() >= 0) // 1/3 percent down
iNoPenaltyProb = 33;
else // 4/5 percent down
iNoPenaltyProb = 20;
if (Random::get(1, 100) < iNoPenaltyProb)
pkKiller->ChatPacket(CHAT_TYPE_INFO, LC_TEXT("You did not drop any Item(s) as you are protected by the Dragon God."));
else
{
if (pkKiller->GetParty())
{
FPartyAlignmentCompute f(-20000, pkKiller->GetX(), pkKiller->GetY());
pkKiller->GetParty()->ForEachOnlineMember(f);
if (f.m_iCount == 0)
pkKiller->UpdateAlignment(-20000);
else
{
SPDLOG_DEBUG("ALIGNMENT PARTY count {} amount {}", f.m_iCount, f.m_iAmount);
f.m_iStep = 1;
pkKiller->GetParty()->ForEachOnlineMember(f);
}
}
}
}
char buf[256];
snprintf(buf, sizeof(buf),
"%d %d %d %s %d %d %d %s",
GetEmpire(), GetAlignment(), GetPKMode(), GetName(),
pkKiller->GetEmpire(), pkKiller->GetAlignment(), pkKiller->GetPKMode(), pkKiller->GetName());
LogManager::instance().CharLog(this, pkKiller->GetPlayerID(), "DEAD_BY_PC", buf);
}
}
}
else
{
SPDLOG_DEBUG("DEAD: {} {}", GetName(), (void*) this);
REMOVE_BIT(m_pointsInstant.instant_flag, INSTANT_FLAG_DEATH_PENALTY);
}
ClearSync();
event_cancel(&m_pkStunEvent); // 기절 이벤트는 죽인다.
if (IsPC())
{
m_dwLastDeadTime = get_dword_time();
SetKillerMode(false);
GetDesc()->SetPhase(PHASE_DEAD);
}
else
{
// 가드에게 공격받은 몬스터는 보상이 없어야 한다.
if (!IS_SET(m_pointsInstant.instant_flag, INSTANT_FLAG_NO_REWARD))
{
if (!(pkKiller && pkKiller->IsPC() && pkKiller->GetGuild() && pkKiller->GetGuild()->UnderAnyWar(GUILD_WAR_TYPE_FIELD)))
{
// 부활하는 몬스터는 보상을 주지 않는다.
if (GetMobTable().dwResurrectionVnum)
{
// DUNGEON_MONSTER_REBIRTH_BUG_FIX
LPCHARACTER chResurrect = CHARACTER_MANAGER::instance().SpawnMob(GetMobTable().dwResurrectionVnum, GetMapIndex(), GetX(), GetY(), GetZ(), true, (int) GetRotation());
if (GetDungeon() && chResurrect)
{
chResurrect->SetDungeon(GetDungeon());
}
// END_OF_DUNGEON_MONSTER_REBIRTH_BUG_FIX
Reward(false);
}
else if (IsRevive() == true)
{
Reward(false);
}
else
{
Reward(true); // Drops gold, item, etc..
}
}
else
{
if (pkKiller->m_dwUnderGuildWarInfoMessageTime < get_dword_time())
{
pkKiller->m_dwUnderGuildWarInfoMessageTime = get_dword_time() + 60000;
pkKiller->ChatPacket(CHAT_TYPE_INFO, LC_TEXT("[Guild] There are no experience points for hunting during a guild war."));
}
}
}
}
// BOSS_KILL_LOG
if (GetMobRank() >= MOB_RANK_BOSS && pkKiller && pkKiller->IsPC())
{
char buf[51];
snprintf(buf, sizeof(buf), "%d %d", g_bChannel, pkKiller->GetMapIndex());
if (IsStone())
LogManager::instance().CharLog(pkKiller, GetRaceNum(), "STONE_KILL", buf);
else
LogManager::instance().CharLog(pkKiller, GetRaceNum(), "BOSS_KILL", buf);
}
// END_OF_BOSS_KILL_LOG
TPacketGCDead pack;
pack.header = HEADER_GC_DEAD;
pack.vid = m_vid;
PacketAround(&pack, sizeof(pack));
REMOVE_BIT(m_pointsInstant.instant_flag, INSTANT_FLAG_STUN);
// 플레이어 캐릭터이면
if (GetDesc() != NULL) {
//
// 클라이언트에 에펙트 패킷을 다시 보낸다.
//
itertype(m_list_pkAffect) it = m_list_pkAffect.begin();
while (it != m_list_pkAffect.end())
SendAffectAddPacket(GetDesc(), *it++);
}
//
// Dead 이벤트 생성,
//
// Dead 이벤트에서는 몬스터의 경우 몇초 후에 Destroy 되도록 해주며,
// PC의 경우 3분 있다가 마을에서 나오도록 해 준다. 3분 내에는 유저로부터
// 마을에서 시작할 건지, 여기서 시작할 건지 결정을 받는다.
if (isDuel == false)
{
if (m_pkDeadEvent)
{
SPDLOG_DEBUG("DEAD_EVENT_CANCEL: {} {} {}", GetName(), (void*) this, (void*) get_pointer(m_pkDeadEvent));
event_cancel(&m_pkDeadEvent);
}
if (IsStone())
ClearStone();
if (GetDungeon())
{
GetDungeon()->DeadCharacter(this);
}
SCharDeadEventInfo* pEventInfo = AllocEventInfo<SCharDeadEventInfo>();
if (IsPC())
{
pEventInfo->isPC = true;
pEventInfo->dwID = this->GetPlayerID();
m_pkDeadEvent = event_create(dead_event, pEventInfo, PASSES_PER_SEC(180));
}
else
{
pEventInfo->isPC = false;
pEventInfo->dwID = this->GetVID();
if (IsRevive() == false && HasReviverInParty() == true)
{
m_pkDeadEvent = event_create(dead_event, pEventInfo, bImmediateDead ? 1 : PASSES_PER_SEC(3));
}
else
{
m_pkDeadEvent = event_create(dead_event, pEventInfo, bImmediateDead ? 1 : PASSES_PER_SEC(10));
}
}
SPDLOG_DEBUG("DEAD_EVENT_CREATE: {} {} {}", GetName(), (void*) this, (void*) get_pointer(m_pkDeadEvent));
}
if (m_pkExchange != NULL)
{
m_pkExchange->Cancel();
}
if (IsCubeOpen() == true)
{
Cube_close(this);
}
CShopManager::instance().StopShopping(this);
CloseMyShop();
CloseSafebox();
if (true == IsMonster() && 2493 == GetMobTable().dwVnum)
{
if (NULL != pkKiller && NULL != pkKiller->GetGuild())
{
CDragonLairManager::instance().OnDragonDead( this, pkKiller->GetGuild()->GetID() );
}
else
{
SPDLOG_ERROR("DragonLair: Dragon killed by nobody");
}
}
}
struct FuncSetLastAttacked
{
FuncSetLastAttacked(DWORD dwTime) : m_dwTime(dwTime)
{
}
void operator () (LPCHARACTER ch)
{
ch->SetLastAttacked(m_dwTime);
}
DWORD m_dwTime;
};
void CHARACTER::SetLastAttacked(DWORD dwTime)
{
assert(m_pkMobInst != NULL);
m_pkMobInst->m_dwLastAttackedTime = dwTime;
m_pkMobInst->m_posLastAttacked = GetXYZ();
}
void CHARACTER::SendDamagePacket(LPCHARACTER pAttacker, int Damage, BYTE DamageFlag)
{
if (IsPC() == true || (pAttacker->IsPC() == true && pAttacker->GetTarget() == this))
{
TPacketGCDamageInfo damageInfo;
memset(&damageInfo, 0, sizeof(TPacketGCDamageInfo));
damageInfo.header = HEADER_GC_DAMAGE_INFO;
damageInfo.dwVID = (DWORD)GetVID();
damageInfo.flag = DamageFlag;
damageInfo.damage = Damage;
if (GetDesc() != NULL)
{
GetDesc()->Packet(&damageInfo, sizeof(TPacketGCDamageInfo));
}
if (pAttacker->GetDesc() != NULL)
{
pAttacker->GetDesc()->Packet(&damageInfo, sizeof(TPacketGCDamageInfo));
}
/*
if (GetArenaObserverMode() == false && GetArena() != NULL)
{
GetArena()->SendPacketToObserver(&damageInfo, sizeof(TPacketGCDamageInfo));
}
*/
}
}
//
// CHARACTER::Damage 메소드는 this가 데미지를 입게 한다.
//
// Arguments
// pAttacker : 공격자
// dam : 데미지
// EDamageType : 어떤 형식의 공격인가?
//
// Return value
// true : dead
// false : not dead yet
//
bool CHARACTER::Damage(LPCHARACTER pAttacker, int dam, EDamageType type) // returns true if dead
{
if (DAMAGE_TYPE_MAGIC == type)
{
dam = (int)((float)dam * (100 + (pAttacker->GetPoint(POINT_MAGIC_ATT_BONUS_PER) + pAttacker->GetPoint(POINT_MELEE_MAGIC_ATT_BONUS_PER))) / 100.f + 0.5f);
}
if (GetRaceNum() == 5001)
{
bool bDropMoney = false;
int iPercent = (GetHP() * 100) / GetMaxHP();
if (iPercent <= 10 && GetMaxSP() < 5)
{
SetMaxSP(5);
bDropMoney = true;
}
else if (iPercent <= 20 && GetMaxSP() < 4)
{
SetMaxSP(4);
bDropMoney = true;
}
else if (iPercent <= 40 && GetMaxSP() < 3)
{
SetMaxSP(3);
bDropMoney = true;
}
else if (iPercent <= 60 && GetMaxSP() < 2)
{
SetMaxSP(2);
bDropMoney = true;
}
else if (iPercent <= 80 && GetMaxSP() < 1)
{
SetMaxSP(1);
bDropMoney = true;
}
if (bDropMoney)
{
DWORD dwGold = 1000;
int iSplitCount = Random::get(10, 13);
SPDLOG_TRACE("WAEGU DropGoldOnHit {} times", GetMaxSP());
for (int i = 1; i <= iSplitCount; ++i)
{
PIXEL_POSITION pos;
LPITEM item;
if ((item = ITEM_MANAGER::instance().CreateItem(1, dwGold / iSplitCount)))
{
if (i != 0)
{
pos.x = (Random::get(-14, 14) + Random::get(-14, 14)) * 20;
pos.y = (Random::get(-14, 14) + Random::get(-14, 14)) * 20;
pos.x += GetX();
pos.y += GetY();
}
item->AddToGround(GetMapIndex(), pos);
item->StartDestroyEvent();
}
}
}
}
// 평타가 아닐 때는 공포 처리
if (type != DAMAGE_TYPE_NORMAL && type != DAMAGE_TYPE_NORMAL_RANGE)
{
if (IsAffectFlag(AFF_TERROR))
{
int pct = GetSkillPower(SKILL_TERROR) / 400;
if (Random::get(1, 100) <= pct)
return false;
}
}
int iCurHP = GetHP();
int iCurSP = GetSP();
bool IsCritical = false;
bool IsPenetrate = false;
bool IsDeathBlow = false;
enum DamageFlag
{
DAMAGE_NORMAL = (1 << 0),
DAMAGE_POISON = (1 << 1),
DAMAGE_DODGE = (1 << 2),
DAMAGE_BLOCK = (1 << 3),
DAMAGE_PENETRATE= (1 << 4),
DAMAGE_CRITICAL = (1 << 5),
};
//PROF_UNIT puAttr("Attr");
//
// 마법형 스킬과, 레인지형 스킬은(궁자객) 크리티컬과, 관통공격 계산을 한다.
// 원래는 하지 않아야 하는데 Nerf(다운밸런스)패치를 할 수 없어서 크리티컬과
// 관통공격의 원래 값을 쓰지 않고, /2 이상하여 적용한다.
//
// 무사 이야기가 많아서 밀리 스킬도 추가
//
// 20091109 : 무사가 결과적으로 엄청나게 강해진 것으로 결론남, 독일 기준 무사 비율 70% 육박
//
if (type == DAMAGE_TYPE_MELEE || type == DAMAGE_TYPE_RANGE || type == DAMAGE_TYPE_MAGIC)
{
if (pAttacker)
{
// 크리티컬
int iCriticalPct = pAttacker->GetPoint(POINT_CRITICAL_PCT);
if (!IsPC())
iCriticalPct += pAttacker->GetMarriageBonus(UNIQUE_ITEM_MARRIAGE_CRITICAL_BONUS);
if (iCriticalPct)
{
if (iCriticalPct >= 10) // 10보다 크면 5% + (4마다 1%씩 증가), 따라서 수치가 50이면 20%
iCriticalPct = 5 + (iCriticalPct - 10) / 4;
else // 10보다 작으면 단순히 반으로 깎음, 10 = 5%
iCriticalPct /= 2;
//크리티컬 저항 값 적용.
iCriticalPct -= GetPoint(POINT_RESIST_CRITICAL);
if (Random::get(1, 100) <= iCriticalPct)
{
IsCritical = true;
dam *= 2;
EffectPacket(SE_CRITICAL);
if (IsAffectFlag(AFF_MANASHIELD))
{
RemoveAffect(AFF_MANASHIELD);
}
}
}
// 관통공격
int iPenetratePct = pAttacker->GetPoint(POINT_PENETRATE_PCT);
if (!IsPC())
iPenetratePct += pAttacker->GetMarriageBonus(UNIQUE_ITEM_MARRIAGE_PENETRATE_BONUS);
if (iPenetratePct)
{
{
CSkillProto* pkSk = CSkillManager::instance().Get(SKILL_RESIST_PENETRATE);
if (NULL != pkSk)
{
pkSk->SetPointVar("k", 1.0f * GetSkillPower(SKILL_RESIST_PENETRATE) / 100.0f);
iPenetratePct -= static_cast<int>(pkSk->kPointPoly.Eval());
}
}
if (iPenetratePct >= 10)
{
// 10보다 크면 5% + (4마다 1%씩 증가), 따라서 수치가 50이면 20%
iPenetratePct = 5 + (iPenetratePct - 10) / 4;
}
else
{
// 10보다 작으면 단순히 반으로 깎음, 10 = 5%
iPenetratePct /= 2;
}
//관통타격 저항 값 적용.
iPenetratePct -= GetPoint(POINT_RESIST_PENETRATE);
if (Random::get(1, 100) <= iPenetratePct)
{
IsPenetrate = true;
if (test_server)
ChatPacket(CHAT_TYPE_INFO, LC_TEXT("Additional Stabbing Weapon Damage %d"), GetPoint(POINT_DEF_GRADE) * (100 + GetPoint(POINT_DEF_BONUS)) / 100);
dam += GetPoint(POINT_DEF_GRADE) * (100 + GetPoint(POINT_DEF_BONUS)) / 100;
if (IsAffectFlag(AFF_MANASHIELD))
{
RemoveAffect(AFF_MANASHIELD);
}
}
}
}
}
//
// 콤보 공격, 활 공격, 즉 평타 일 때만 속성값들을 계산을 한다.
//
else if (type == DAMAGE_TYPE_NORMAL || type == DAMAGE_TYPE_NORMAL_RANGE)
{
if (type == DAMAGE_TYPE_NORMAL)
{
// 근접 평타일 경우 막을 수 있음
if (GetPoint(POINT_BLOCK) && Random::get(1, 100) <= GetPoint(POINT_BLOCK))
{
if (test_server)
{
pAttacker->ChatPacket(CHAT_TYPE_INFO, LC_TEXT("%s Block! (%d%%)"), GetName(), GetPoint(POINT_BLOCK));
ChatPacket(CHAT_TYPE_INFO, LC_TEXT("%s Block! (%d%%)"), GetName(), GetPoint(POINT_BLOCK));
}
SendDamagePacket(pAttacker, 0, DAMAGE_BLOCK);
return false;
}
}
else if (type == DAMAGE_TYPE_NORMAL_RANGE)
{
// 원거리 평타의 경우 피할 수 있음
if (GetPoint(POINT_DODGE) && Random::get(1, 100) <= GetPoint(POINT_DODGE))
{
if (test_server)
{
pAttacker->ChatPacket(CHAT_TYPE_INFO, LC_TEXT("%s Miss! (%d%%)"), GetName(), GetPoint(POINT_DODGE));
ChatPacket(CHAT_TYPE_INFO, LC_TEXT("%s Miss! (%d%%)"), GetName(), GetPoint(POINT_DODGE));
}
SendDamagePacket(pAttacker, 0, DAMAGE_DODGE);
return false;
}
}
if (IsAffectFlag(AFF_JEONGWIHON))
dam = (int) (dam * (100 + GetSkillPower(SKILL_JEONGWI) * 25 / 100) / 100);
if (IsAffectFlag(AFF_TERROR))
dam = (int) (dam * (95 - GetSkillPower(SKILL_TERROR) / 5) / 100);
if (IsAffectFlag(AFF_HOSIN))
dam = dam * (100 - GetPoint(POINT_RESIST_NORMAL_DAMAGE)) / 100;
//
// 공격자 속성 적용
//
if (pAttacker)
{
if (type == DAMAGE_TYPE_NORMAL)
{
// 반사
if (GetPoint(POINT_REFLECT_MELEE))
{
int reflectDamage = dam * GetPoint(POINT_REFLECT_MELEE) / 100;
// NOTE: 공격자가 IMMUNE_REFLECT 속성을 갖고있다면 반사를 안 하는 게
// 아니라 1/3 데미지로 고정해서 들어가도록 기획에서 요청.
if (pAttacker->IsImmune(IMMUNE_REFLECT))
reflectDamage = int(reflectDamage / 3.0f + 0.5f);
pAttacker->Damage(this, reflectDamage, DAMAGE_TYPE_SPECIAL);
}
}
// 크리티컬
int iCriticalPct = pAttacker->GetPoint(POINT_CRITICAL_PCT);
if (!IsPC())
iCriticalPct += pAttacker->GetMarriageBonus(UNIQUE_ITEM_MARRIAGE_CRITICAL_BONUS);
if (iCriticalPct)
{
//크리티컬 저항 값 적용.
iCriticalPct -= GetPoint(POINT_RESIST_CRITICAL);
if (Random::get(1, 100) <= iCriticalPct)
{
IsCritical = true;
dam *= 2;
EffectPacket(SE_CRITICAL);
}
}
// 관통공격
int iPenetratePct = pAttacker->GetPoint(POINT_PENETRATE_PCT);
if (!IsPC())
iPenetratePct += pAttacker->GetMarriageBonus(UNIQUE_ITEM_MARRIAGE_PENETRATE_BONUS);
{
CSkillProto* pkSk = CSkillManager::instance().Get(SKILL_RESIST_PENETRATE);
if (NULL != pkSk)
{
pkSk->SetPointVar("k", 1.0f * GetSkillPower(SKILL_RESIST_PENETRATE) / 100.0f);
iPenetratePct -= static_cast<int>(pkSk->kPointPoly.Eval());
}
}
if (iPenetratePct)
{
//관통타격 저항 값 적용.
iPenetratePct -= GetPoint(POINT_RESIST_PENETRATE);
if (Random::get(1, 100) <= iPenetratePct)
{
IsPenetrate = true;
if (test_server)
ChatPacket(CHAT_TYPE_INFO, LC_TEXT("Additional Stabbing Weapon Damage %d"), GetPoint(POINT_DEF_GRADE) * (100 + GetPoint(POINT_DEF_BONUS)) / 100);
dam += GetPoint(POINT_DEF_GRADE) * (100 + GetPoint(POINT_DEF_BONUS)) / 100;
}
}
// HP 스틸
if (pAttacker->GetPoint(POINT_STEAL_HP))
{
int pct = 1;
if (Random::get(1, 10) <= pct)
{
int iHP = std::min(dam, std::max(0, iCurHP)) * pAttacker->GetPoint(POINT_STEAL_HP) / 100;
if (iHP > 0 && GetHP() >= iHP)
{
CreateFly(FLY_HP_SMALL, pAttacker);
pAttacker->PointChange(POINT_HP, iHP);
PointChange(POINT_HP, -iHP);
}
}
}
// SP 스틸
if (pAttacker->GetPoint(POINT_STEAL_SP))
{
int pct = 1;
if (Random::get(1, 10) <= pct)
{
int iCur;
if (IsPC())
iCur = iCurSP;
else
iCur = iCurHP;
int iSP = std::min(dam, std::max(0, iCur)) * pAttacker->GetPoint(POINT_STEAL_SP) / 100;
if (iSP > 0 && iCur >= iSP)
{
CreateFly(FLY_SP_SMALL, pAttacker);
pAttacker->PointChange(POINT_SP, iSP);
if (IsPC())
PointChange(POINT_SP, -iSP);
}
}
}
// 돈 스틸
if (pAttacker->GetPoint(POINT_STEAL_GOLD))
{
if (Random::get(1, 100) <= pAttacker->GetPoint(POINT_STEAL_GOLD))
{
int iAmount = Random::get(1, GetLevel());
pAttacker->PointChange(POINT_GOLD, iAmount);
DBManager::instance().SendMoneyLog(MONEY_LOG_MISC, 1, iAmount);
}
}
// 칠 때마다 HP회복
if (pAttacker->GetPoint(POINT_HIT_HP_RECOVERY) && Random::get(0, 4) > 0) // 80% 확률
{
int i = std::min(dam, iCurHP) * pAttacker->GetPoint(POINT_HIT_HP_RECOVERY) / 100;
if (i)
{
CreateFly(FLY_HP_SMALL, pAttacker);
pAttacker->PointChange(POINT_HP, i);
}
}
// 칠 때마다 SP회복
if (pAttacker->GetPoint(POINT_HIT_SP_RECOVERY) && Random::get(0, 4) > 0) // 80% 확률
{
int i = std::min(dam, iCurHP) * pAttacker->GetPoint(POINT_HIT_SP_RECOVERY) / 100;
if (i)
{
CreateFly(FLY_SP_SMALL, pAttacker);
pAttacker->PointChange(POINT_SP, i);
}
}
// 상대방의 마나를 없앤다.
if (pAttacker->GetPoint(POINT_MANA_BURN_PCT))
{
if (Random::get(1, 100) <= pAttacker->GetPoint(POINT_MANA_BURN_PCT))
PointChange(POINT_SP, -50);
}
}
}
//
// 평타 또는 스킬로 인한 보너스 피해/방어 계산
//
switch (type)
{
case DAMAGE_TYPE_NORMAL:
case DAMAGE_TYPE_NORMAL_RANGE:
if (pAttacker)
if (pAttacker->GetPoint(POINT_NORMAL_HIT_DAMAGE_BONUS))
dam = dam * (100 + pAttacker->GetPoint(POINT_NORMAL_HIT_DAMAGE_BONUS)) / 100;
dam = dam * (100 - std::min(99, GetPoint(POINT_NORMAL_HIT_DEFEND_BONUS))) / 100;
break;
case DAMAGE_TYPE_MELEE:
case DAMAGE_TYPE_RANGE:
case DAMAGE_TYPE_FIRE:
case DAMAGE_TYPE_ICE:
case DAMAGE_TYPE_ELEC:
case DAMAGE_TYPE_MAGIC:
if (pAttacker)
if (pAttacker->GetPoint(POINT_SKILL_DAMAGE_BONUS))
dam = dam * (100 + pAttacker->GetPoint(POINT_SKILL_DAMAGE_BONUS)) / 100;
dam = dam * (100 - std::min(99, GetPoint(POINT_SKILL_DEFEND_BONUS))) / 100;
break;
default:
break;
}
//
// 마나쉴드(흑신수호)
//
if (IsAffectFlag(AFF_MANASHIELD))
{
// POINT_MANASHIELD 는 작아질수록 좋다
int iDamageSPPart = dam / 3;
int iDamageToSP = iDamageSPPart * GetPoint(POINT_MANASHIELD) / 100;
int iSP = GetSP();
// SP가 있으면 무조건 데미지 절반 감소
if (iDamageToSP <= iSP)
{
PointChange(POINT_SP, -iDamageToSP);
dam -= iDamageSPPart;
}
else
{
// 정신력이 모자라서 피가 더 깍여야할??
PointChange(POINT_SP, -GetSP());
dam -= iSP * 100 / std::max(GetPoint(POINT_MANASHIELD), 1);
}
}
//
// 전체 방어력 상승 (몰 아이템)
//
if (GetPoint(POINT_MALL_DEFBONUS) > 0)
{
int dec_dam = std::min(200, dam * GetPoint(POINT_MALL_DEFBONUS) / 100);
dam -= dec_dam;
}
if (pAttacker)
{
//
// 전체 공격력 상승 (몰 아이템)
//
if (pAttacker->GetPoint(POINT_MALL_ATTBONUS) > 0)
{
int add_dam = std::min(300, dam * pAttacker->GetLimitPoint(POINT_MALL_ATTBONUS) / 100);
dam += add_dam;
}
//
// 제국으로 인한 보너스 (한국 올드 버전만 적용)
//
int iEmpire = GetEmpire();
int lMapIndex = GetMapIndex();
int iMapEmpire = SECTREE_MANAGER::instance().GetEmpireFromMapIndex(lMapIndex);
if (pAttacker->IsPC())
{
iEmpire = pAttacker->GetEmpire();
lMapIndex = pAttacker->GetMapIndex();
iMapEmpire = SECTREE_MANAGER::instance().GetEmpireFromMapIndex(lMapIndex);
// 다른 제국 사람인 경우 데미지 10% 감소
if (iEmpire && iMapEmpire && iEmpire != iMapEmpire)
{
int percent = 10;
if (184 <= lMapIndex && lMapIndex <= 189)
{
percent = 9;
}
else
{
percent = 9;
}
dam = dam * percent / 10;
}
if (!IsPC() && GetMonsterDrainSPPoint())
{
int iDrain = GetMonsterDrainSPPoint();
if (iDrain <= pAttacker->GetSP())
pAttacker->PointChange(POINT_SP, -iDrain);
else
{
int iSP = pAttacker->GetSP();
pAttacker->PointChange(POINT_SP, -iSP);
}
}
}
else if (pAttacker->IsGuardNPC())
{
SET_BIT(m_pointsInstant.instant_flag, INSTANT_FLAG_NO_REWARD);
Stun();
return true;
}
//
// 군주의 금강권 & 사자후
//
if (pAttacker->IsPC() && CMonarch::instance().IsPowerUp(pAttacker->GetEmpire()))
{
// 10% 피해 증가
dam += dam / 10;
}
if (IsPC() && CMonarch::instance().IsDefenceUp(GetEmpire()))
{
// 10% 피해 감소
dam -= dam / 10;
}
}
//puAttr.Pop();
if (!GetSectree() || GetSectree()->IsAttr(GetX(), GetY(), ATTR_BANPK))
return false;
if (!IsPC())
{
if (m_pkParty && m_pkParty->GetLeader())
m_pkParty->GetLeader()->SetLastAttacked(get_dword_time());
else
SetLastAttacked(get_dword_time());
// 몬스터 대사 : 맞을 때
MonsterChat(MONSTER_CHAT_ATTACKED);
}
if (IsStun())
{
Dead(pAttacker);
return true;
}
if (IsDead())
return true;
// 독 공격으로 죽지 않도록 함.
if (type == DAMAGE_TYPE_POISON)
{
if (GetHP() - dam <= 0)
{
dam = GetHP() - 1;
}
}
// STONE SKIN : 피해 반으로 감소
if (IsMonster() && IsStoneSkinner())
{
if (GetHPPct() < GetMobTable().bStoneSkinPoint)
dam /= 2;
}
//PROF_UNIT puRest1("Rest1");
if (pAttacker)
{
// DEATH BLOW : 확률 적으로 4배 피해 (!? 현재 이벤트나 공성전용 몬스터만 사용함)
if (pAttacker->IsMonster() && pAttacker->IsDeathBlower())
{
if (pAttacker->IsDeathBlow())
{
if (Random::get(1, 4) == GetJob())
{
IsDeathBlow = true;
dam = dam * 4;
}
}
}
dam = BlueDragon_Damage(this, pAttacker, dam);
BYTE damageFlag = 0;
if (type == DAMAGE_TYPE_POISON)
damageFlag = DAMAGE_POISON;
else
damageFlag = DAMAGE_NORMAL;
if (IsCritical == true)
damageFlag |= DAMAGE_CRITICAL;
if (IsPenetrate == true)
damageFlag |= DAMAGE_PENETRATE;
//최종 데미지 보정
float damMul = this->GetDamMul();
float tempDam = dam;
dam = tempDam * damMul + 0.5f;
if (pAttacker)
SendDamagePacket(pAttacker, dam, damageFlag);
if (test_server)
{
if(pAttacker)
{
pAttacker->ChatPacket(CHAT_TYPE_INFO, "-> %s, DAM %d HP %d(%d%%) %s%s",
GetName(),
dam,
GetHP(),
(GetHP() * 100) / GetMaxHP(),
IsCritical ? "crit " : "",
IsPenetrate ? "pene " : "",
IsDeathBlow ? "deathblow " : "");
}
ChatPacket(CHAT_TYPE_PARTY, "<- %s, DAM %d HP %d(%d%%) %s%s",
pAttacker ? pAttacker->GetName() : 0,
dam,
GetHP(),
(GetHP() * 100) / GetMaxHP(),
IsCritical ? "crit " : "",
IsPenetrate ? "pene " : "",
IsDeathBlow ? "deathblow " : "");
}
if (m_bDetailLog)
{
ChatPacket(CHAT_TYPE_INFO, LC_TEXT("%s[%d]attack location: %d %d"), pAttacker->GetName(), (DWORD) pAttacker->GetVID(), pAttacker->GetX(), pAttacker->GetY());
}
}
//
// !!!!!!!!! 실제 HP를 줄이는 부분 !!!!!!!!!
//
if (!cannot_dead)
{
PointChange(POINT_HP, -dam, false);
}
//puRest1.Pop();
//PROF_UNIT puRest2("Rest2");
if (pAttacker && dam > 0 && IsNPC())
{
//PROF_UNIT puRest20("Rest20");
TDamageMap::iterator it = m_map_kDamage.find(pAttacker->GetVID());
if (it == m_map_kDamage.end())
{
m_map_kDamage.insert(TDamageMap::value_type(pAttacker->GetVID(), TBattleInfo(dam, 0)));
it = m_map_kDamage.find(pAttacker->GetVID());
}
else
{
it->second.iTotalDamage += dam;
}
//puRest20.Pop();
//PROF_UNIT puRest21("Rest21");
StartRecoveryEvent(); // 몬스터는 데미지를 입으면 회복을 시작한다.
//puRest21.Pop();
//PROF_UNIT puRest22("Rest22");
UpdateAggrPointEx(pAttacker, type, dam, it->second);
//puRest22.Pop();
}
//puRest2.Pop();
//PROF_UNIT puRest3("Rest3");
if (GetHP() <= 0)
{
Stun();
if (pAttacker && !pAttacker->IsNPC())
m_dwKillerPID = pAttacker->GetPlayerID();
else
m_dwKillerPID = 0;
}
return false;
}
void CHARACTER::DistributeHP(LPCHARACTER pkKiller)
{
if (pkKiller->GetDungeon()) // 던젼내에선 만두가나오지않는다
return;
}
static void GiveExp(LPCHARACTER from, LPCHARACTER to, int iExp)
{
// 레벨차 경험치 가감비율
iExp = CALCULATE_VALUE_LVDELTA(to->GetLevel(), from->GetLevel(), iExp);
// 외부 테스트 서버 경험치 3배 보너스
if (distribution_test_server)
iExp *= 3;
int iBaseExp = iExp;
// 점술, 회사 경험치 이벤트 적용
iExp = iExp * (100 + CPrivManager::instance().GetPriv(to, PRIV_EXP_PCT)) / 100;
// 게임내 기본 제공되는 경험치 보너스
{
// 노동절 메달
if (to->IsEquipUniqueItem(UNIQUE_ITEM_LARBOR_MEDAL))
iExp += iExp * 20 /100;
// 사귀타워 경험치 보너스
if (to->GetMapIndex() >= 660000 && to->GetMapIndex() < 670000)
iExp += iExp * 20 / 100; // 1.2배 (20%)
// 아이템 경험치 두배 속성
if (to->GetPoint(POINT_EXP_DOUBLE_BONUS))
if (Random::get(1, 100) <= to->GetPoint(POINT_EXP_DOUBLE_BONUS))
iExp += iExp * 30 / 100; // 1.3배 (30%)
// 경험의 반지 (2시간짜리)
if (to->IsEquipUniqueItem(UNIQUE_ITEM_DOUBLE_EXP))
iExp += iExp * 50 / 100;
switch (to->GetMountVnum())
{
case 20110:
case 20111:
case 20112:
case 20113:
if (to->IsEquipUniqueItem(71115) || to->IsEquipUniqueItem(71117) || to->IsEquipUniqueItem(71119) ||
to->IsEquipUniqueItem(71121) )
{
iExp += iExp * 10 / 100;
}
break;
case 20114:
case 20120:
case 20121:
case 20122:
case 20123:
case 20124:
case 20125:
// 백사자 경험치 보너스
iExp += iExp * 30 / 100;
break;
}
}
// 아이템 몰 판매 경험치 보너스
{
// 아이템 몰: 경험치 결제
if (to->GetPremiumRemainSeconds(PREMIUM_EXP) > 0)
{
iExp += (iExp * 50 / 100);
}
if (to->IsEquipUniqueGroup(UNIQUE_GROUP_RING_OF_EXP) == true)
{
iExp += (iExp * 50 / 100);
}
// 결혼 보너스
iExp += iExp * to->GetMarriageBonus(UNIQUE_ITEM_MARRIAGE_EXP_BONUS) / 100;
}
iExp += (iExp * to->GetPoint(POINT_RAMADAN_CANDY_BONUS_EXP)/100);
iExp += (iExp * to->GetPoint(POINT_MALL_EXPBONUS)/100);
iExp += (iExp * to->GetPoint(POINT_EXP)/100);
/* if (speed_server)
{
iExp += iExp * CSpeedServerManager::ExpBonus();
}
*/
SPDLOG_TRACE("Bonus Exp : Ramadan Candy: {} MallExp: {} PointExp: {}",
to->GetPoint(POINT_RAMADAN_CANDY_BONUS_EXP),
to->GetPoint(POINT_MALL_EXPBONUS),
to->GetPoint(POINT_EXP)
);
// 기획측 조정값 2005.04.21 현재 85%
iExp = iExp * CHARACTER_MANAGER::instance().GetMobExpRate(to) / 100;
// 경험치 한번 획득량 제한
iExp = std::min<int>(to->GetNextExp() / 10, iExp);
if (test_server)
{
if (quest::CQuestManager::instance().GetEventFlag("exp_bonus_log") && iBaseExp>0)
to->ChatPacket(CHAT_TYPE_INFO, "exp bonus %d%%", (iExp-iBaseExp)*100/iBaseExp);
}
iExp = AdjustExpByLevel(to, iExp);
to->PointChange(POINT_EXP, iExp, true);
from->CreateFly(FLY_EXP, to);
{
LPCHARACTER you = to->GetMarryPartner();
// 부부가 서로 파티중이면 금슬이 오른다
if (you)
{
// 1억이 100%
DWORD dwUpdatePoint = 2000*iExp/to->GetLevel()/to->GetLevel()/3;
if (to->GetPremiumRemainSeconds(PREMIUM_MARRIAGE_FAST) > 0 ||
you->GetPremiumRemainSeconds(PREMIUM_MARRIAGE_FAST) > 0)
dwUpdatePoint = (DWORD)(dwUpdatePoint * 3);
marriage::TMarriage* pMarriage = marriage::CManager::instance().Get(to->GetPlayerID());
// DIVORCE_NULL_BUG_FIX
if (pMarriage && pMarriage->IsNear())
pMarriage->Update(dwUpdatePoint);
// END_OF_DIVORCE_NULL_BUG_FIX
}
}
}
namespace NPartyExpDistribute
{
struct FPartyTotaler
{
int total;
int member_count;
int x, y;
FPartyTotaler(LPCHARACTER center)
: total(0), member_count(0), x(center->GetX()), y(center->GetY())
{};
void operator () (LPCHARACTER ch)
{
if (DISTANCE_APPROX(ch->GetX() - x, ch->GetY() - y) <= PARTY_DEFAULT_RANGE)
{
total += party_exp_distribute_table[ch->GetLevel()];
++member_count;
}
}
};
struct FPartyDistributor
{
int total;
LPCHARACTER c;
int x, y;
DWORD _iExp;
int m_iMode;
int m_iMemberCount;
FPartyDistributor(LPCHARACTER center, int member_count, int total, DWORD iExp, int iMode)
: total(total), c(center), x(center->GetX()), y(center->GetY()), _iExp(iExp), m_iMode(iMode), m_iMemberCount(member_count)
{
if (m_iMemberCount == 0)
m_iMemberCount = 1;
};
void operator () (LPCHARACTER ch)
{
if (DISTANCE_APPROX(ch->GetX() - x, ch->GetY() - y) <= PARTY_DEFAULT_RANGE)
{
DWORD iExp2 = 0;
switch (m_iMode)
{
case PARTY_EXP_DISTRIBUTION_NON_PARITY:
iExp2 = (DWORD) (_iExp * (float) party_exp_distribute_table[ch->GetLevel()] / total);
break;
case PARTY_EXP_DISTRIBUTION_PARITY:
iExp2 = _iExp / m_iMemberCount;
break;
default:
SPDLOG_ERROR("Unknown party exp distribution mode {}", m_iMode);
return;
}
GiveExp(c, ch, iExp2);
}
}
};
}
typedef struct SDamageInfo
{
int iDam;
LPCHARACTER pAttacker;
LPPARTY pParty;
void Clear()
{
pAttacker = NULL;
pParty = NULL;
}
inline void Distribute(LPCHARACTER ch, int iExp)
{
if (pAttacker)
GiveExp(ch, pAttacker, iExp);
else if (pParty)
{
NPartyExpDistribute::FPartyTotaler f(ch);
pParty->ForEachOnlineMember(f);
if (pParty->IsPositionNearLeader(ch))
iExp = iExp * (100 + pParty->GetExpBonusPercent()) / 100;
if (test_server)
{
if (quest::CQuestManager::instance().GetEventFlag("exp_bonus_log") && pParty->GetExpBonusPercent())
pParty->ChatPacketToAllMember(CHAT_TYPE_INFO, "exp party bonus %d%%", pParty->GetExpBonusPercent());
}
// 경험치 몰아주기 (파티가 획득한 경험치를 5% 빼서 먼저 줌)
if (pParty->GetExpCentralizeCharacter())
{
LPCHARACTER tch = pParty->GetExpCentralizeCharacter();
if (DISTANCE_APPROX(ch->GetX() - tch->GetX(), ch->GetY() - tch->GetY()) <= PARTY_DEFAULT_RANGE)
{
int iExpCenteralize = (int) (iExp * 0.05f);
iExp -= iExpCenteralize;
GiveExp(ch, pParty->GetExpCentralizeCharacter(), iExpCenteralize);
}
}
NPartyExpDistribute::FPartyDistributor fDist(ch, f.member_count, f.total, iExp, pParty->GetExpDistributionMode());
pParty->ForEachOnlineMember(fDist);
}
}
} TDamageInfo;
LPCHARACTER CHARACTER::DistributeExp()
{
int iExpToDistribute = GetExp();
if (iExpToDistribute <= 0)
return NULL;
int iTotalDam = 0;
LPCHARACTER pkChrMostAttacked = NULL;
int iMostDam = 0;
typedef std::vector<TDamageInfo> TDamageInfoTable;
TDamageInfoTable damage_info_table;
std::map<LPPARTY, TDamageInfo> map_party_damage;
damage_info_table.reserve(m_map_kDamage.size());
TDamageMap::iterator it = m_map_kDamage.begin();
// 일단 주위에 없는 사람을 걸러 낸다. (50m)
while (it != m_map_kDamage.end())
{
const VID & c_VID = it->first;
int iDam = it->second.iTotalDamage;
++it;
LPCHARACTER pAttacker = CHARACTER_MANAGER::instance().Find(c_VID);
// NPC가 때리기도 하나? -.-;
if (!pAttacker || pAttacker->IsNPC() || DISTANCE_APPROX(GetX()-pAttacker->GetX(), GetY()-pAttacker->GetY())>5000)
continue;
iTotalDam += iDam;
if (!pkChrMostAttacked || iDam > iMostDam)
{
pkChrMostAttacked = pAttacker;
iMostDam = iDam;
}
if (pAttacker->GetParty())
{
std::map<LPPARTY, TDamageInfo>::iterator it = map_party_damage.find(pAttacker->GetParty());
if (it == map_party_damage.end())
{
TDamageInfo di;
di.iDam = iDam;
di.pAttacker = NULL;
di.pParty = pAttacker->GetParty();
map_party_damage.insert(std::make_pair(di.pParty, di));
}
else
{
it->second.iDam += iDam;
}
}
else
{
TDamageInfo di;
di.iDam = iDam;
di.pAttacker = pAttacker;
di.pParty = NULL;
damage_info_table.push_back(di);
}
}
for (std::map<LPPARTY, TDamageInfo>::iterator it = map_party_damage.begin(); it != map_party_damage.end(); ++it)
{
damage_info_table.push_back(it->second);
}
SetExp(0);
//m_map_kDamage.clear();
if (iTotalDam == 0) // 데미지 준게 0이면 리턴
return NULL;
if (m_pkChrStone) // 돌이 있을 경우 경험치의 반을 돌에게 넘긴다.
{
int iExp = iExpToDistribute >> 1;
m_pkChrStone->SetExp(m_pkChrStone->GetExp() + iExp);
iExpToDistribute -= iExp;
}
SPDLOG_DEBUG("{} total exp: {}, damage_info_table.size() == {}, TotalDam {}",
GetName(), iExpToDistribute, damage_info_table.size(), iTotalDam);
if (damage_info_table.empty())
return NULL;
// 제일 데미지를 많이 준 사람이 HP 회복을 한다.
DistributeHP(pkChrMostAttacked); // 만두 시스템
{
// 제일 데미지를 많이 준 사람이나 파티가 총 경험치의 20% + 자기가 때린만큼의 경험치를 먹는다.
TDamageInfoTable::iterator di = damage_info_table.begin();
{
TDamageInfoTable::iterator it;
for (it = damage_info_table.begin(); it != damage_info_table.end();++it)
{
if (it->iDam > di->iDam)
di = it;
}
}
int iExp = iExpToDistribute / 5;
iExpToDistribute -= iExp;
float fPercent = (float) di->iDam / iTotalDam;
if (fPercent > 1.0f)
{
SPDLOG_ERROR("DistributeExp percent over 1.0 (fPercent {} name {})", fPercent, di->pAttacker->GetName());
fPercent = 1.0f;
}
iExp += (int) (iExpToDistribute * fPercent);
di->Distribute(this, iExp);
// 100% 다 먹었으면 리턴한다.
if (fPercent == 1.0f)
return pkChrMostAttacked;
di->Clear();
}
{
// 남은 80%의 경험치를 분배한다.
TDamageInfoTable::iterator it;
for (it = damage_info_table.begin(); it != damage_info_table.end(); ++it)
{
TDamageInfo & di = *it;
float fPercent = (float) di.iDam / iTotalDam;
if (fPercent > 1.0f)
{
SPDLOG_ERROR("DistributeExp percent over 1.0 (fPercent {} name {})", fPercent, di.pAttacker->GetName());
fPercent = 1.0f;
}
di.Distribute(this, (int) (iExpToDistribute * fPercent));
}
}
return pkChrMostAttacked;
}
// 화살 개수를 리턴해 줌
int CHARACTER::GetArrowAndBow(LPITEM * ppkBow, LPITEM * ppkArrow, int iArrowCount/* = 1 */)
{
LPITEM pkBow;
if (!(pkBow = GetWear(WEAR_WEAPON)) || pkBow->GetProto()->bSubType != WEAPON_BOW)
{
return 0;
}
LPITEM pkArrow;
if (!(pkArrow = GetWear(WEAR_ARROW)) || pkArrow->GetType() != ITEM_WEAPON ||
pkArrow->GetProto()->bSubType != WEAPON_ARROW)
{
return 0;
}
iArrowCount = std::min<int>(iArrowCount, pkArrow->GetCount());
*ppkBow = pkBow;
*ppkArrow = pkArrow;
return iArrowCount;
}
void CHARACTER::UseArrow(LPITEM pkArrow, DWORD dwArrowCount)
{
int iCount = pkArrow->GetCount();
DWORD dwVnum = pkArrow->GetVnum();
iCount = iCount - std::min<int>(iCount, dwArrowCount);
pkArrow->SetCount(iCount);
if (iCount == 0)
{
LPITEM pkNewArrow = FindSpecifyItem(dwVnum);
SPDLOG_DEBUG("UseArrow : FindSpecifyItem {} {}", dwVnum, (void*) get_pointer(pkNewArrow));
if (pkNewArrow)
EquipItem(pkNewArrow);
}
}
class CFuncShoot
{
public:
LPCHARACTER m_me;
BYTE m_bType;
bool m_bSucceed;
CFuncShoot(LPCHARACTER ch, BYTE bType) : m_me(ch), m_bType(bType), m_bSucceed(false)
{
}
void operator () (DWORD dwTargetVID)
{
if (m_bType > 1)
{
if (g_bSkillDisable)
return;
m_me->m_SkillUseInfo[m_bType].SetMainTargetVID(dwTargetVID);
/*if (m_bType == SKILL_BIPABU || m_bType == SKILL_KWANKYEOK)
m_me->m_SkillUseInfo[m_bType].ResetHitCount();*/
}
LPCHARACTER pkVictim = CHARACTER_MANAGER::instance().Find(dwTargetVID);
if (!pkVictim)
return;
// 공격 불가
if (!battle_is_attackable(m_me, pkVictim))
return;
if (m_me->IsNPC())
{
if (DISTANCE_APPROX(m_me->GetX() - pkVictim->GetX(), m_me->GetY() - pkVictim->GetY()) > 5000)
return;
}
LPITEM pkBow, pkArrow;
switch (m_bType)
{
case 0: // 일반활
{
int iDam = 0;
if (m_me->IsPC())
{
if (m_me->GetJob() != JOB_ASSASSIN)
return;
if (0 == m_me->GetArrowAndBow(&pkBow, &pkArrow))
return;
if (m_me->GetSkillGroup() != 0)
if (!m_me->IsNPC() && m_me->GetSkillGroup() != 2)
{
if (m_me->GetSP() < 5)
return;
m_me->PointChange(POINT_SP, -5);
}
iDam = CalcArrowDamage(m_me, pkVictim, pkBow, pkArrow);
m_me->UseArrow(pkArrow, 1);
// check speed hack
DWORD dwCurrentTime = get_dword_time();
if (IS_SPEED_HACK(m_me, pkVictim, dwCurrentTime))
iDam = 0;
}
else
iDam = CalcMeleeDamage(m_me, pkVictim);
NormalAttackAffect(m_me, pkVictim);
// 데미지 계산
iDam = iDam * (100 - pkVictim->GetPoint(POINT_RESIST_BOW)) / 100;
m_me->OnMove(true);
pkVictim->OnMove();
if (pkVictim->CanBeginFight())
pkVictim->BeginFight(m_me);
pkVictim->Damage(m_me, iDam, DAMAGE_TYPE_NORMAL_RANGE);
// 타격치 계산부 끝
}
break;
case 1: // 일반 마법
{
int iDam;
if (m_me->IsPC())
return;
iDam = CalcMagicDamage(m_me, pkVictim);
NormalAttackAffect(m_me, pkVictim);
// 데미지 계산
iDam = iDam * (100 - pkVictim->GetPoint(POINT_RESIST_MAGIC)) / 100;
m_me->OnMove(true);
pkVictim->OnMove();
if (pkVictim->CanBeginFight())
pkVictim->BeginFight(m_me);
pkVictim->Damage(m_me, iDam, DAMAGE_TYPE_MAGIC);
// 타격치 계산부 끝
}
break;
case SKILL_YEONSA: // 연사
{
//int iUseArrow = 2 + (m_me->GetSkillPower(SKILL_YEONSA) *6/100);
int iUseArrow = 1;
// 토탈만 계산하는경우
{
if (iUseArrow == m_me->GetArrowAndBow(&pkBow, &pkArrow, iUseArrow))
{
m_me->OnMove(true);
pkVictim->OnMove();
if (pkVictim->CanBeginFight())
pkVictim->BeginFight(m_me);
m_me->ComputeSkill(m_bType, pkVictim);
m_me->UseArrow(pkArrow, iUseArrow);
if (pkVictim->IsDead())
break;
}
else
break;
}
}
break;
case SKILL_KWANKYEOK:
{
int iUseArrow = 1;
if (iUseArrow == m_me->GetArrowAndBow(&pkBow, &pkArrow, iUseArrow))
{
m_me->OnMove(true);
pkVictim->OnMove();
if (pkVictim->CanBeginFight())
pkVictim->BeginFight(m_me);
SPDLOG_DEBUG("{} kwankeyok {}", m_me->GetName(), pkVictim->GetName());
m_me->ComputeSkill(m_bType, pkVictim);
m_me->UseArrow(pkArrow, iUseArrow);
}
}
break;
case SKILL_GIGUNG:
{
int iUseArrow = 1;
if (iUseArrow == m_me->GetArrowAndBow(&pkBow, &pkArrow, iUseArrow))
{
m_me->OnMove(true);
pkVictim->OnMove();
if (pkVictim->CanBeginFight())
pkVictim->BeginFight(m_me);
SPDLOG_DEBUG("{} gigung {}", m_me->GetName(), pkVictim->GetName());
m_me->ComputeSkill(m_bType, pkVictim);
m_me->UseArrow(pkArrow, iUseArrow);
}
}
break;
case SKILL_HWAJO:
{
int iUseArrow = 1;
if (iUseArrow == m_me->GetArrowAndBow(&pkBow, &pkArrow, iUseArrow))
{
m_me->OnMove(true);
pkVictim->OnMove();
if (pkVictim->CanBeginFight())
pkVictim->BeginFight(m_me);
SPDLOG_DEBUG("{} hwajo {}", m_me->GetName(), pkVictim->GetName());
m_me->ComputeSkill(m_bType, pkVictim);
m_me->UseArrow(pkArrow, iUseArrow);
}
}
break;
case SKILL_HORSE_WILDATTACK_RANGE:
{
int iUseArrow = 1;
if (iUseArrow == m_me->GetArrowAndBow(&pkBow, &pkArrow, iUseArrow))
{
m_me->OnMove(true);
pkVictim->OnMove();
if (pkVictim->CanBeginFight())
pkVictim->BeginFight(m_me);
SPDLOG_DEBUG("{} horse_wildattack {}", m_me->GetName(), pkVictim->GetName());
m_me->ComputeSkill(m_bType, pkVictim);
m_me->UseArrow(pkArrow, iUseArrow);
}
}
break;
case SKILL_MARYUNG:
//case SKILL_GUMHWAN:
case SKILL_TUSOK:
case SKILL_BIPABU:
case SKILL_NOEJEON:
case SKILL_GEOMPUNG:
case SKILL_SANGONG:
case SKILL_MAHWAN:
case SKILL_PABEOB:
//case SKILL_CURSE:
{
m_me->OnMove(true);
pkVictim->OnMove();
if (pkVictim->CanBeginFight())
pkVictim->BeginFight(m_me);
SPDLOG_DEBUG("{} - Skill {} -> {}", m_me->GetName(), m_bType, pkVictim->GetName());
m_me->ComputeSkill(m_bType, pkVictim);
}
break;
case SKILL_CHAIN:
{
m_me->OnMove(true);
pkVictim->OnMove();
if (pkVictim->CanBeginFight())
pkVictim->BeginFight(m_me);
SPDLOG_DEBUG("{} - Skill {} -> {}", m_me->GetName(), m_bType, pkVictim->GetName());
m_me->ComputeSkill(m_bType, pkVictim);
// TODO 여러명에게 슉 슉 슉 하기
}
break;
case SKILL_YONGBI:
{
m_me->OnMove(true);
}
break;
/*case SKILL_BUDONG:
{
m_me->OnMove(true);
pkVictim->OnMove();
DWORD * pdw;
DWORD dwEI = AllocEventInfo(sizeof(DWORD) * 2, &pdw);
pdw[0] = m_me->GetVID();
pdw[1] = pkVictim->GetVID();
event_create(budong_event_func, dwEI, PASSES_PER_SEC(1));
}
break;*/
default:
SPDLOG_ERROR("CFuncShoot: I don't know this type [{}] of range attack.", (int) m_bType);
break;
}
m_bSucceed = true;
}
};
bool CHARACTER::Shoot(BYTE bType)
{
SPDLOG_DEBUG("Shoot {} type {} flyTargets.size {}", GetName(), bType, m_vec_dwFlyTargets.size());
if (!CanMove())
{
return false;
}
CFuncShoot f(this, bType);
if (m_dwFlyTargetID != 0)
{
f(m_dwFlyTargetID);
m_dwFlyTargetID = 0;
}
f = std::for_each(m_vec_dwFlyTargets.begin(), m_vec_dwFlyTargets.end(), f);
m_vec_dwFlyTargets.clear();
return f.m_bSucceed;
}
void CHARACTER::FlyTarget(DWORD dwTargetVID, int x, int y, BYTE bHeader)
{
LPCHARACTER pkVictim = CHARACTER_MANAGER::instance().Find(dwTargetVID);
TPacketGCFlyTargeting pack;
//pack.bHeader = HEADER_GC_FLY_TARGETING;
pack.bHeader = (bHeader == HEADER_CG_FLY_TARGETING) ? HEADER_GC_FLY_TARGETING : HEADER_GC_ADD_FLY_TARGETING;
pack.dwShooterVID = GetVID();
if (pkVictim)
{
pack.dwTargetVID = pkVictim->GetVID();
pack.x = pkVictim->GetX();
pack.y = pkVictim->GetY();
if (bHeader == HEADER_CG_FLY_TARGETING)
m_dwFlyTargetID = dwTargetVID;
else
m_vec_dwFlyTargets.push_back(dwTargetVID);
}
else
{
pack.dwTargetVID = 0;
pack.x = x;
pack.y = y;
}
SPDLOG_DEBUG("FlyTarget {} vid {} x {} y {}", GetName(), pack.dwTargetVID, pack.x, pack.y);
PacketAround(&pack, sizeof(pack), this);
}
LPCHARACTER CHARACTER::GetNearestVictim(LPCHARACTER pkChr)
{
if (NULL == pkChr)
pkChr = this;
float fMinDist = 99999.0f;
LPCHARACTER pkVictim = NULL;
TDamageMap::iterator it = m_map_kDamage.begin();
// 일단 주위에 없는 사람을 걸러 낸다.
while (it != m_map_kDamage.end())
{
const VID & c_VID = it->first;
++it;
LPCHARACTER pAttacker = CHARACTER_MANAGER::instance().Find(c_VID);
if (!pAttacker)
continue;
if (pAttacker->IsAffectFlag(AFF_EUNHYUNG) ||
pAttacker->IsAffectFlag(AFF_INVISIBILITY) ||
pAttacker->IsAffectFlag(AFF_REVIVE_INVISIBLE))
continue;
float fDist = DISTANCE_APPROX(pAttacker->GetX() - pkChr->GetX(), pAttacker->GetY() - pkChr->GetY());
if (fDist < fMinDist)
{
pkVictim = pAttacker;
fMinDist = fDist;
}
}
return pkVictim;
}
void CHARACTER::SetVictim(LPCHARACTER pkVictim)
{
if (!pkVictim)
{
if (0 != (DWORD)m_kVIDVictim)
MonsterLog("Disable the attack target");
m_kVIDVictim.Reset();
battle_end(this);
}
else
{
if (m_kVIDVictim != pkVictim->GetVID())
MonsterLog("Set the attack target: %s", pkVictim->GetName());
m_kVIDVictim = pkVictim->GetVID();
m_dwLastVictimSetTime = get_dword_time();
}
}
LPCHARACTER CHARACTER::GetVictim() const
{
return CHARACTER_MANAGER::instance().Find(m_kVIDVictim);
}
LPCHARACTER CHARACTER::GetProtege() const // 보호해야 할 대상을 리턴
{
if (m_pkChrStone)
return m_pkChrStone;
if (m_pkParty)
return m_pkParty->GetLeader();
return NULL;
}
int CHARACTER::GetAlignment() const
{
return m_iAlignment;
}
int CHARACTER::GetRealAlignment() const
{
return m_iRealAlignment;
}
void CHARACTER::ShowAlignment(bool bShow)
{
if (bShow)
{
if (m_iAlignment != m_iRealAlignment)
{
m_iAlignment = m_iRealAlignment;
UpdatePacket();
}
}
else
{
if (m_iAlignment != 0)
{
m_iAlignment = 0;
UpdatePacket();
}
}
}
void CHARACTER::UpdateAlignment(int iAmount)
{
bool bShow = false;
if (m_iAlignment == m_iRealAlignment)
bShow = true;
int i = m_iAlignment / 10;
m_iRealAlignment = std::clamp(m_iRealAlignment + iAmount, -200000, 200000);
if (bShow)
{
m_iAlignment = m_iRealAlignment;
if (i != m_iAlignment / 10)
UpdatePacket();
}
}
void CHARACTER::SetKillerMode(bool isOn)
{
if ((isOn ? ADD_CHARACTER_STATE_KILLER : 0) == IS_SET(m_bAddChrState, ADD_CHARACTER_STATE_KILLER))
return;
if (isOn)
SET_BIT(m_bAddChrState, ADD_CHARACTER_STATE_KILLER);
else
REMOVE_BIT(m_bAddChrState, ADD_CHARACTER_STATE_KILLER);
m_iKillerModePulse = thecore_pulse();
UpdatePacket();
SPDLOG_DEBUG("SetKillerMode Update {}[{}]", GetName(), GetPlayerID());
}
bool CHARACTER::IsKillerMode() const
{
return IS_SET(m_bAddChrState, ADD_CHARACTER_STATE_KILLER);
}
void CHARACTER::UpdateKillerMode()
{
if (!IsKillerMode())
return;
int iKillerSeconds = 30;
if (thecore_pulse() - m_iKillerModePulse >= PASSES_PER_SEC(iKillerSeconds))
SetKillerMode(false);
}
void CHARACTER::SetPKMode(BYTE bPKMode)
{
if (bPKMode >= PK_MODE_MAX_NUM)
return;
if (m_bPKMode == bPKMode)
return;
if (bPKMode == PK_MODE_GUILD && !GetGuild())
bPKMode = PK_MODE_FREE;
m_bPKMode = bPKMode;
UpdatePacket();
SPDLOG_DEBUG("PK_MODE: {} {}", GetName(), m_bPKMode);
}
BYTE CHARACTER::GetPKMode() const
{
return m_bPKMode;
}
struct FuncForgetMyAttacker
{
LPCHARACTER m_ch;
FuncForgetMyAttacker(LPCHARACTER ch)
{
m_ch = ch;
}
void operator()(LPENTITY ent)
{
if (ent->IsType(ENTITY_CHARACTER))
{
LPCHARACTER ch = (LPCHARACTER) ent;
if (ch->IsPC())
return;
if (ch->m_kVIDVictim == m_ch->GetVID())
ch->SetVictim(NULL);
}
}
};
struct FuncAggregateMonster
{
LPCHARACTER m_ch;
FuncAggregateMonster(LPCHARACTER ch)
{
m_ch = ch;
}
void operator()(LPENTITY ent)
{
if (ent->IsType(ENTITY_CHARACTER))
{
LPCHARACTER ch = (LPCHARACTER) ent;
if (ch->IsPC())
return;
if (!ch->IsMonster())
return;
if (ch->GetVictim())
return;
if (Random::get(1, 100) <= 50) // 임시로 50% 확률로 적을 끌어온다
if (DISTANCE_APPROX(ch->GetX() - m_ch->GetX(), ch->GetY() - m_ch->GetY()) < 5000)
if (ch->CanBeginFight())
ch->BeginFight(m_ch);
}
}
};
struct FuncAttractRanger
{
LPCHARACTER m_ch;
FuncAttractRanger(LPCHARACTER ch)
{
m_ch = ch;
}
void operator()(LPENTITY ent)
{
if (ent->IsType(ENTITY_CHARACTER))
{
LPCHARACTER ch = (LPCHARACTER) ent;
if (ch->IsPC())
return;
if (!ch->IsMonster())
return;
if (ch->GetVictim() && ch->GetVictim() != m_ch)
return;
if (ch->GetMobAttackRange() > 150)
{
int iNewRange = 150;//(int)(ch->GetMobAttackRange() * 0.2);
if (iNewRange < 150)
iNewRange = 150;
ch->AddAffect(AFFECT_BOW_DISTANCE, POINT_BOW_DISTANCE, iNewRange - ch->GetMobAttackRange(), AFF_NONE, 3*60, 0, false);
}
}
}
};
struct FuncPullMonster
{
LPCHARACTER m_ch;
int m_iLength;
FuncPullMonster(LPCHARACTER ch, int iLength = 300)
{
m_ch = ch;
m_iLength = iLength;
}
void operator()(LPENTITY ent)
{
if (ent->IsType(ENTITY_CHARACTER))
{
LPCHARACTER ch = (LPCHARACTER) ent;
if (ch->IsPC())
return;
if (!ch->IsMonster())
return;
//if (ch->GetVictim() && ch->GetVictim() != m_ch)
//return;
float fDist = DISTANCE_APPROX(m_ch->GetX() - ch->GetX(), m_ch->GetY() - ch->GetY());
if (fDist > 3000 || fDist < 100)
return;
float fNewDist = fDist - m_iLength;
if (fNewDist < 100)
fNewDist = 100;
float degree = GetDegreeFromPositionXY(ch->GetX(), ch->GetY(), m_ch->GetX(), m_ch->GetY());
float fx;
float fy;
GetDeltaByDegree(degree, fDist - fNewDist, &fx, &fy);
int tx = (int)(ch->GetX() + fx);
int ty = (int)(ch->GetY() + fy);
ch->Sync(tx, ty);
ch->Goto(tx, ty);
ch->CalculateMoveDuration();
ch->SyncPacket();
}
}
};
void CHARACTER::ForgetMyAttacker()
{
LPSECTREE pSec = GetSectree();
if (pSec)
{
FuncForgetMyAttacker f(this);
pSec->ForEachAround(f);
}
ReviveInvisible(5);
}
void CHARACTER::AggregateMonster()
{
LPSECTREE pSec = GetSectree();
if (pSec)
{
FuncAggregateMonster f(this);
pSec->ForEachAround(f);
}
}
void CHARACTER::AttractRanger()
{
LPSECTREE pSec = GetSectree();
if (pSec)
{
FuncAttractRanger f(this);
pSec->ForEachAround(f);
}
}
void CHARACTER::PullMonster()
{
LPSECTREE pSec = GetSectree();
if (pSec)
{
FuncPullMonster f(this);
pSec->ForEachAround(f);
}
}
void CHARACTER::UpdateAggrPointEx(LPCHARACTER pAttacker, EDamageType type, int dam, CHARACTER::TBattleInfo & info)
{
// 특정 공격타입에 따라 더 올라간다
switch (type)
{
case DAMAGE_TYPE_NORMAL_RANGE:
dam = (int) (dam*1.2f);
break;
case DAMAGE_TYPE_RANGE:
dam = (int) (dam*1.5f);
break;
case DAMAGE_TYPE_MAGIC:
dam = (int) (dam*1.2f);
break;
default:
break;
}
// 공격자가 현재 대상인 경우 보너스를 준다.
if (pAttacker == GetVictim())
dam = (int) (dam * 1.2f);
info.iAggro += dam;
if (info.iAggro < 0)
info.iAggro = 0;
if (GetParty() && dam > 0 && type != DAMAGE_TYPE_SPECIAL)
{
LPPARTY pParty = GetParty();
// 리더인 경우 영향력이 좀더 강하다
int iPartyAggroDist = dam;
if (pParty->GetLeaderPID() == GetVID())
iPartyAggroDist /= 2;
else
iPartyAggroDist /= 3;
pParty->SendMessage(this, PM_AGGRO_INCREASE, iPartyAggroDist, pAttacker->GetVID());
}
ChangeVictimByAggro(info.iAggro, pAttacker);
}
void CHARACTER::UpdateAggrPoint(LPCHARACTER pAttacker, EDamageType type, int dam)
{
if (IsDead() || IsStun())
return;
TDamageMap::iterator it = m_map_kDamage.find(pAttacker->GetVID());
if (it == m_map_kDamage.end())
{
m_map_kDamage.insert(TDamageMap::value_type(pAttacker->GetVID(), TBattleInfo(0, dam)));
it = m_map_kDamage.find(pAttacker->GetVID());
}
UpdateAggrPointEx(pAttacker, type, dam, it->second);
}
void CHARACTER::ChangeVictimByAggro(int iNewAggro, LPCHARACTER pNewVictim)
{
if (get_dword_time() - m_dwLastVictimSetTime < 3000) // 3초는 기다려야한다
return;
if (pNewVictim == GetVictim())
{
if (m_iMaxAggro < iNewAggro)
{
m_iMaxAggro = iNewAggro;
return;
}
// Aggro가 감소한 경우
TDamageMap::iterator it;
TDamageMap::iterator itFind = m_map_kDamage.end();
for (it = m_map_kDamage.begin(); it != m_map_kDamage.end(); ++it)
{
if (it->second.iAggro > iNewAggro)
{
LPCHARACTER ch = CHARACTER_MANAGER::instance().Find(it->first);
if (ch && !ch->IsDead() && DISTANCE_APPROX(ch->GetX() - GetX(), ch->GetY() - GetY()) < 5000)
{
itFind = it;
iNewAggro = it->second.iAggro;
}
}
}
if (itFind != m_map_kDamage.end())
{
m_iMaxAggro = iNewAggro;
SetVictim(CHARACTER_MANAGER::instance().Find(itFind->first));
m_dwStateDuration = 1;
}
}
else
{
if (m_iMaxAggro < iNewAggro)
{
m_iMaxAggro = iNewAggro;
SetVictim(pNewVictim);
m_dwStateDuration = 1;
}
}
}