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forked from metin2/server
server/src/game/src/char.h
2024-04-01 12:39:34 +02:00

2043 lines
61 KiB
C++

#ifndef __INC_METIN_II_CHAR_H__
#define __INC_METIN_II_CHAR_H__
#include <unordered_map>
#include <common/stl.h>
#include "entity.h"
#include "FSM.h"
#include "horse_rider.h"
#include "vid.h"
#include "constants.h"
#include "affect.h"
#include "affect_flag.h"
#include "cube.h"
#include "mining.h"
class CBuffOnAttributes;
class CPetSystem;
#define INSTANT_FLAG_DEATH_PENALTY (1 << 0)
#define INSTANT_FLAG_SHOP (1 << 1)
#define INSTANT_FLAG_EXCHANGE (1 << 2)
#define INSTANT_FLAG_STUN (1 << 3)
#define INSTANT_FLAG_NO_REWARD (1 << 4)
#define AI_FLAG_NPC (1 << 0)
#define AI_FLAG_AGGRESSIVE (1 << 1)
#define AI_FLAG_HELPER (1 << 2)
#define AI_FLAG_STAYZONE (1 << 3)
#define SET_OVER_TIME(ch, time) (ch)->SetOverTime(time)
extern int g_nPortalLimitTime;
enum
{
MAIN_RACE_WARRIOR_M,
MAIN_RACE_ASSASSIN_W,
MAIN_RACE_SURA_M,
MAIN_RACE_SHAMAN_W,
MAIN_RACE_WARRIOR_W,
MAIN_RACE_ASSASSIN_M,
MAIN_RACE_SURA_W,
MAIN_RACE_SHAMAN_M,
MAIN_RACE_MAX_NUM,
};
enum
{
POISON_LENGTH = 30,
STAMINA_PER_STEP = 1,
SAFEBOX_PAGE_SIZE = 9,
AI_CHANGE_ATTACK_POISITION_TIME_NEAR = 10000,
AI_CHANGE_ATTACK_POISITION_TIME_FAR = 1000,
AI_CHANGE_ATTACK_POISITION_DISTANCE = 100,
SUMMON_MONSTER_COUNT = 3,
};
enum
{
FLY_NONE,
FLY_EXP,
FLY_HP_MEDIUM,
FLY_HP_BIG,
FLY_SP_SMALL,
FLY_SP_MEDIUM,
FLY_SP_BIG,
FLY_FIREWORK1,
FLY_FIREWORK2,
FLY_FIREWORK3,
FLY_FIREWORK4,
FLY_FIREWORK5,
FLY_FIREWORK6,
FLY_FIREWORK_CHRISTMAS,
FLY_CHAIN_LIGHTNING,
FLY_HP_SMALL,
FLY_SKILL_MUYEONG,
};
enum EDamageType
{
DAMAGE_TYPE_NONE,
DAMAGE_TYPE_NORMAL,
DAMAGE_TYPE_NORMAL_RANGE,
//스킬
DAMAGE_TYPE_MELEE,
DAMAGE_TYPE_RANGE,
DAMAGE_TYPE_FIRE,
DAMAGE_TYPE_ICE,
DAMAGE_TYPE_ELEC,
DAMAGE_TYPE_MAGIC,
DAMAGE_TYPE_POISON,
DAMAGE_TYPE_SPECIAL,
};
enum EPointTypes
{
POINT_NONE, // 0
POINT_LEVEL, // 1
POINT_VOICE, // 2
POINT_EXP, // 3
POINT_NEXT_EXP, // 4
POINT_HP, // 5
POINT_MAX_HP, // 6
POINT_SP, // 7
POINT_MAX_SP, // 8
POINT_STAMINA, // 9 스테미너
POINT_MAX_STAMINA, // 10 최대 스테미너
POINT_GOLD, // 11
POINT_ST, // 12 근력
POINT_HT, // 13 체력
POINT_DX, // 14 민첩성
POINT_IQ, // 15 정신력
POINT_DEF_GRADE, // 16 ...
POINT_ATT_SPEED, // 17 공격속도
POINT_ATT_GRADE, // 18 공격력 MAX
POINT_MOV_SPEED, // 19 이동속도
POINT_CLIENT_DEF_GRADE, // 20 방어등급
POINT_CASTING_SPEED, // 21 주문속도 (쿨다운타임*100) / (100 + 이값) = 최종 쿨다운 타임
POINT_MAGIC_ATT_GRADE, // 22 마법공격력
POINT_MAGIC_DEF_GRADE, // 23 마법방어력
POINT_EMPIRE_POINT, // 24 제국점수
POINT_LEVEL_STEP, // 25 한 레벨에서의 단계.. (1 2 3 될 때 보상, 4 되면 레벨 업)
POINT_STAT, // 26 능력치 올릴 수 있는 개수
POINT_SUB_SKILL, // 27 보조 스킬 포인트
POINT_SKILL, // 28 액티브 스킬 포인트
POINT_WEAPON_MIN, // 29 무기 최소 데미지
POINT_WEAPON_MAX, // 30 무기 최대 데미지
POINT_PLAYTIME, // 31 플레이시간
POINT_HP_REGEN, // 32 HP 회복률
POINT_SP_REGEN, // 33 SP 회복률
POINT_BOW_DISTANCE, // 34 활 사정거리 증가치 (meter)
POINT_HP_RECOVERY, // 35 체력 회복 증가량
POINT_SP_RECOVERY, // 36 정신력 회복 증가량
POINT_POISON_PCT, // 37 독 확률
POINT_STUN_PCT, // 38 기절 확률
POINT_SLOW_PCT, // 39 슬로우 확률
POINT_CRITICAL_PCT, // 40 크리티컬 확률
POINT_PENETRATE_PCT, // 41 관통타격 확률
POINT_CURSE_PCT, // 42 저주 확률
POINT_ATTBONUS_HUMAN, // 43 인간에게 강함
POINT_ATTBONUS_ANIMAL, // 44 동물에게 데미지 % 증가
POINT_ATTBONUS_ORC, // 45 웅귀에게 데미지 % 증가
POINT_ATTBONUS_MILGYO, // 46 밀교에게 데미지 % 증가
POINT_ATTBONUS_UNDEAD, // 47 시체에게 데미지 % 증가
POINT_ATTBONUS_DEVIL, // 48 마귀(악마)에게 데미지 % 증가
POINT_ATTBONUS_INSECT, // 49 벌레족
POINT_ATTBONUS_FIRE, // 50 화염족
POINT_ATTBONUS_ICE, // 51 빙설족
POINT_ATTBONUS_DESERT, // 52 사막족
POINT_ATTBONUS_MONSTER, // 53 모든 몬스터에게 강함
POINT_ATTBONUS_WARRIOR, // 54 무사에게 강함
POINT_ATTBONUS_ASSASSIN, // 55 자객에게 강함
POINT_ATTBONUS_SURA, // 56 수라에게 강함
POINT_ATTBONUS_SHAMAN, // 57 무당에게 강함
POINT_ATTBONUS_TREE, // 58 나무에게 강함 20050729.myevan UNUSED5
POINT_RESIST_WARRIOR, // 59 무사에게 저항
POINT_RESIST_ASSASSIN, // 60 자객에게 저항
POINT_RESIST_SURA, // 61 수라에게 저항
POINT_RESIST_SHAMAN, // 62 무당에게 저항
POINT_STEAL_HP, // 63 생명력 흡수
POINT_STEAL_SP, // 64 정신력 흡수
POINT_MANA_BURN_PCT, // 65 마나 번
/// 피해시 보너스 ///
POINT_DAMAGE_SP_RECOVER, // 66 공격당할 시 정신력 회복 확률
POINT_BLOCK, // 67 블럭율
POINT_DODGE, // 68 회피율
POINT_RESIST_SWORD, // 69
POINT_RESIST_TWOHAND, // 70
POINT_RESIST_DAGGER, // 71
POINT_RESIST_BELL, // 72
POINT_RESIST_FAN, // 73
POINT_RESIST_BOW, // 74 화살 저항 : 대미지 감소
POINT_RESIST_FIRE, // 75 화염 저항 : 화염공격에 대한 대미지 감소
POINT_RESIST_ELEC, // 76 전기 저항 : 전기공격에 대한 대미지 감소
POINT_RESIST_MAGIC, // 77 술법 저항 : 모든술법에 대한 대미지 감소
POINT_RESIST_WIND, // 78 바람 저항 : 바람공격에 대한 대미지 감소
POINT_REFLECT_MELEE, // 79 공격 반사
/// 특수 피해시 ///
POINT_REFLECT_CURSE, // 80 저주 반사
POINT_POISON_REDUCE, // 81 독데미지 감소
/// 적 소멸시 ///
POINT_KILL_SP_RECOVER, // 82 적 소멸시 MP 회복
POINT_EXP_DOUBLE_BONUS, // 83
POINT_GOLD_DOUBLE_BONUS, // 84
POINT_ITEM_DROP_BONUS, // 85
/// 회복 관련 ///
POINT_POTION_BONUS, // 86
POINT_KILL_HP_RECOVERY, // 87
POINT_IMMUNE_STUN, // 88
POINT_IMMUNE_SLOW, // 89
POINT_IMMUNE_FALL, // 90
//////////////////
POINT_PARTY_ATTACKER_BONUS, // 91
POINT_PARTY_TANKER_BONUS, // 92
POINT_ATT_BONUS, // 93
POINT_DEF_BONUS, // 94
POINT_ATT_GRADE_BONUS, // 95
POINT_DEF_GRADE_BONUS, // 96
POINT_MAGIC_ATT_GRADE_BONUS, // 97
POINT_MAGIC_DEF_GRADE_BONUS, // 98
POINT_RESIST_NORMAL_DAMAGE, // 99
POINT_HIT_HP_RECOVERY, // 100
POINT_HIT_SP_RECOVERY, // 101
POINT_MANASHIELD, // 102 흑신수호 스킬에 의한 마나쉴드 효과 정도
POINT_PARTY_BUFFER_BONUS, // 103
POINT_PARTY_SKILL_MASTER_BONUS, // 104
POINT_HP_RECOVER_CONTINUE, // 105
POINT_SP_RECOVER_CONTINUE, // 106
POINT_STEAL_GOLD, // 107
POINT_POLYMORPH, // 108 변신한 몬스터 번호
POINT_MOUNT, // 109 타고있는 몬스터 번호
POINT_PARTY_HASTE_BONUS, // 110
POINT_PARTY_DEFENDER_BONUS, // 111
POINT_STAT_RESET_COUNT, // 112 피의 단약 사용을 통한 스텟 리셋 포인트 (1당 1포인트 리셋가능)
POINT_HORSE_SKILL, // 113
POINT_MALL_ATTBONUS, // 114 공격력 +x%
POINT_MALL_DEFBONUS, // 115 방어력 +x%
POINT_MALL_EXPBONUS, // 116 경험치 +x%
POINT_MALL_ITEMBONUS, // 117 아이템 드롭율 x/10배
POINT_MALL_GOLDBONUS, // 118 돈 드롭율 x/10배
POINT_MAX_HP_PCT, // 119 최대생명력 +x%
POINT_MAX_SP_PCT, // 120 최대정신력 +x%
POINT_SKILL_DAMAGE_BONUS, // 121 스킬 데미지 *(100+x)%
POINT_NORMAL_HIT_DAMAGE_BONUS, // 122 평타 데미지 *(100+x)%
// DEFEND_BONUS_ATTRIBUTES
POINT_SKILL_DEFEND_BONUS, // 123 스킬 방어 데미지
POINT_NORMAL_HIT_DEFEND_BONUS, // 124 평타 방어 데미지
// END_OF_DEFEND_BONUS_ATTRIBUTES
// PC_BANG_ITEM_ADD
POINT_PC_BANG_EXP_BONUS, // 125 PC방 전용 경험치 보너스
POINT_PC_BANG_DROP_BONUS, // 126 PC방 전용 드롭률 보너스
// END_PC_BANG_ITEM_ADD
POINT_RAMADAN_CANDY_BONUS_EXP, // 라마단 사탕 경험치 증가용
POINT_ENERGY = 128, // 128 기력
// 기력 ui 용.
// 서버에서 쓰지 않기만, 클라이언트에서 기력의 끝 시간을 POINT로 관리하기 때문에 이렇게 한다.
// 아 부끄럽다
POINT_ENERGY_END_TIME = 129, // 129 기력 종료 시간
POINT_COSTUME_ATTR_BONUS = 130,
POINT_MAGIC_ATT_BONUS_PER = 131,
POINT_MELEE_MAGIC_ATT_BONUS_PER = 132,
// 추가 속성 저항
POINT_RESIST_ICE = 133, // 냉기 저항 : 얼음공격에 대한 대미지 감소
POINT_RESIST_EARTH = 134, // 대지 저항 : 얼음공격에 대한 대미지 감소
POINT_RESIST_DARK = 135, // 어둠 저항 : 얼음공격에 대한 대미지 감소
POINT_RESIST_CRITICAL = 136, // 크리티컬 저항 : 상대의 크리티컬 확률을 감소
POINT_RESIST_PENETRATE = 137, // 관통타격 저항 : 상대의 관통타격 확률을 감소
//POINT_MAX_NUM = 129 common/length.h
};
enum EPKModes
{
PK_MODE_PEACE,
PK_MODE_REVENGE,
PK_MODE_FREE,
PK_MODE_PROTECT,
PK_MODE_GUILD,
PK_MODE_MAX_NUM
};
enum EPositions
{
POS_DEAD,
POS_SLEEPING,
POS_RESTING,
POS_SITTING,
POS_FISHING,
POS_FIGHTING,
POS_MOUNTING,
POS_STANDING
};
enum EBlockAction
{
BLOCK_EXCHANGE = (1 << 0),
BLOCK_PARTY_INVITE = (1 << 1),
BLOCK_GUILD_INVITE = (1 << 2),
BLOCK_WHISPER = (1 << 3),
BLOCK_MESSENGER_INVITE = (1 << 4),
BLOCK_PARTY_REQUEST = (1 << 5),
};
// <Factor> Dynamically evaluated CHARACTER* equivalent.
// Referring to SCharDeadEventInfo.
struct DynamicCharacterPtr {
DynamicCharacterPtr() : is_pc(false), id(0) {}
DynamicCharacterPtr(const DynamicCharacterPtr& o)
: is_pc(o.is_pc), id(o.id) {}
// Returns the LPCHARACTER found in CHARACTER_MANAGER.
LPCHARACTER Get() const;
// Clears the current settings.
void Reset() {
is_pc = false;
id = 0;
}
// Basic assignment operator.
DynamicCharacterPtr& operator=(const DynamicCharacterPtr& rhs) {
is_pc = rhs.is_pc;
id = rhs.id;
return *this;
}
// Supports assignment with LPCHARACTER type.
DynamicCharacterPtr& operator=(LPCHARACTER character);
// Supports type casting to LPCHARACTER.
operator LPCHARACTER() const {
return Get();
}
bool is_pc;
uint32_t id;
};
/* 저장하는 데이터 */
typedef struct character_point
{
int points[POINT_MAX_NUM];
BYTE job;
BYTE voice;
BYTE level;
DWORD exp;
int gold;
int hp;
int sp;
int iRandomHP;
int iRandomSP;
int stamina;
BYTE skill_group;
} CHARACTER_POINT;
/* 저장되지 않는 캐릭터 데이터 */
typedef struct character_point_instant
{
int points[POINT_MAX_NUM];
float fRot;
int iMaxHP;
int iMaxSP;
int position;
int instant_flag;
DWORD dwAIFlag;
DWORD dwImmuneFlag;
DWORD dwLastShoutPulse;
WORD parts[PART_MAX_NUM];
LPITEM pItems[INVENTORY_AND_EQUIP_SLOT_MAX];
BYTE bItemGrid[INVENTORY_AND_EQUIP_SLOT_MAX];
// 용혼석 인벤토리.
LPITEM pDSItems[DRAGON_SOUL_INVENTORY_MAX_NUM];
WORD wDSItemGrid[DRAGON_SOUL_INVENTORY_MAX_NUM];
// by mhh
LPITEM pCubeItems[CUBE_MAX_NUM];
LPCHARACTER pCubeNpc;
LPCHARACTER battle_victim;
BYTE gm_level;
BYTE bBasePart; // 평상복 번호
int iMaxStamina;
BYTE bBlockMode;
int iDragonSoulActiveDeck;
LPENTITY m_pDragonSoulRefineWindowOpener;
} CHARACTER_POINT_INSTANT;
#define TRIGGERPARAM LPCHARACTER ch, LPCHARACTER causer
typedef struct trigger
{
BYTE type;
int (*func) (TRIGGERPARAM);
int value;
} TRIGGER;
class CTrigger
{
public:
CTrigger() : bType(0), pFunc(NULL)
{
}
BYTE bType;
int (*pFunc) (TRIGGERPARAM);
};
EVENTINFO(char_event_info)
{
DynamicCharacterPtr ch;
};
struct TSkillUseInfo
{
int iHitCount;
int iMaxHitCount;
int iSplashCount;
DWORD dwNextSkillUsableTime;
int iRange;
bool bUsed;
DWORD dwVID;
bool isGrandMaster;
std::map<VID, size_t> TargetVIDMap;
TSkillUseInfo()
: iHitCount(0), iMaxHitCount(0), iSplashCount(0), dwNextSkillUsableTime(0), iRange(0), bUsed(false),
dwVID(0), isGrandMaster(false)
{}
bool HitOnce(DWORD dwVnum = 0);
bool UseSkill(bool isGrandMaster, DWORD vid, DWORD dwCooltime, int splashcount = 1, int hitcount = -1, int range = -1);
DWORD GetMainTargetVID() const { return dwVID; }
void SetMainTargetVID(DWORD vid) { dwVID=vid; }
void ResetHitCount() { if (iSplashCount) { iHitCount = iMaxHitCount; iSplashCount--; } }
};
typedef struct packet_party_update TPacketGCPartyUpdate;
class CExchange;
class CSkillProto;
class CParty;
class CDungeon;
class CWarMap;
class CAffect;
class CGuild;
class CSafebox;
class CArena;
class CShop;
typedef class CShop * LPSHOP;
class CMob;
class CMobInstance;
typedef struct SMobSkillInfo TMobSkillInfo;
//SKILL_POWER_BY_LEVEL
extern int GetSkillPowerByLevelFromType(int job, int skillgroup, int skilllevel);
//END_SKILL_POWER_BY_LEVEL
namespace marriage
{
class WeddingMap;
}
enum e_overtime
{
OT_NONE,
OT_3HOUR,
OT_5HOUR,
};
class CHARACTER : public CEntity, public CFSM, public CHorseRider
{
protected:
//////////////////////////////////////////////////////////////////////////////////
// Entity 관련
virtual void EncodeInsertPacket(LPENTITY entity);
virtual void EncodeRemovePacket(LPENTITY entity);
//////////////////////////////////////////////////////////////////////////////////
public:
LPCHARACTER FindCharacterInView(const char * name, bool bFindPCOnly);
void UpdatePacket();
//////////////////////////////////////////////////////////////////////////////////
// FSM (Finite State Machine) 관련
protected:
CStateTemplate<CHARACTER> m_stateMove;
CStateTemplate<CHARACTER> m_stateBattle;
CStateTemplate<CHARACTER> m_stateIdle;
public:
virtual void StateMove();
virtual void StateBattle();
virtual void StateIdle();
virtual void StateFlag();
virtual void StateFlagBase();
void StateHorse();
protected:
// STATE_IDLE_REFACTORING
void __StateIdle_Monster();
void __StateIdle_Stone();
void __StateIdle_NPC();
// END_OF_STATE_IDLE_REFACTORING
public:
DWORD GetAIFlag() const { return m_pointsInstant.dwAIFlag; }
void SetAggressive();
bool IsAggressive() const;
void SetCoward();
bool IsCoward() const;
void CowardEscape();
void SetNoAttackShinsu();
bool IsNoAttackShinsu() const;
void SetNoAttackChunjo();
bool IsNoAttackChunjo() const;
void SetNoAttackJinno();
bool IsNoAttackJinno() const;
void SetAttackMob();
bool IsAttackMob() const;
virtual void BeginStateEmpty();
virtual void EndStateEmpty() {}
void RestartAtSamePos();
protected:
DWORD m_dwStateDuration;
//////////////////////////////////////////////////////////////////////////////////
public:
CHARACTER();
virtual ~CHARACTER();
void Create(const char * c_pszName, DWORD vid, bool isPC);
void Destroy();
void Disconnect(const char * c_pszReason);
protected:
void Initialize();
//////////////////////////////////////////////////////////////////////////////////
// Basic Points
public:
DWORD GetPlayerID() const { return m_dwPlayerID; }
void SetPlayerProto(const TPlayerTable * table);
void CreatePlayerProto(TPlayerTable & tab); // 저장 시 사용
void SetProto(const CMob * c_pkMob);
WORD GetRaceNum() const;
void Save(); // DelayedSave
void SaveReal(); // 실제 저장
void FlushDelayedSaveItem();
const char * GetName() const;
const VID & GetVID() const { return m_vid; }
void SetName(const std::string& name) { m_stName = name; }
void SetRace(BYTE race);
bool ChangeSex();
DWORD GetAID() const;
int GetChangeEmpireCount() const;
void SetChangeEmpireCount();
int ChangeEmpire(BYTE empire);
BYTE GetJob() const;
BYTE GetCharType() const;
bool IsPC() const { return GetDesc() ? true : false; }
bool IsNPC() const { return m_bCharType != CHAR_TYPE_PC; }
bool IsMonster() const { return m_bCharType == CHAR_TYPE_MONSTER; }
bool IsStone() const { return m_bCharType == CHAR_TYPE_STONE; }
bool IsDoor() const { return m_bCharType == CHAR_TYPE_DOOR; }
bool IsBuilding() const { return m_bCharType == CHAR_TYPE_BUILDING; }
bool IsWarp() const { return m_bCharType == CHAR_TYPE_WARP; }
bool IsGoto() const { return m_bCharType == CHAR_TYPE_GOTO; }
// bool IsPet() const { return m_bCharType == CHAR_TYPE_PET; }
DWORD GetLastShoutPulse() const { return m_pointsInstant.dwLastShoutPulse; }
void SetLastShoutPulse(DWORD pulse) { m_pointsInstant.dwLastShoutPulse = pulse; }
int GetLevel() const { return m_points.level; }
void SetLevel(BYTE level);
BYTE GetGMLevel() const;
BOOL IsGM() const;
void SetGMLevel();
DWORD GetExp() const { return m_points.exp; }
void SetExp(DWORD exp) { m_points.exp = exp; }
DWORD GetNextExp() const;
LPCHARACTER DistributeExp(); // 제일 많이 때린 사람을 리턴한다.
void DistributeHP(LPCHARACTER pkKiller);
void DistributeSP(LPCHARACTER pkKiller, int iMethod=0);
void SetPosition(int pos);
bool IsPosition(int pos) const { return m_pointsInstant.position == pos ? true : false; }
int GetPosition() const { return m_pointsInstant.position; }
void SetPart(BYTE bPartPos, WORD wVal);
WORD GetPart(BYTE bPartPos) const;
WORD GetOriginalPart(BYTE bPartPos) const;
void SetHP(int hp) { m_points.hp = hp; }
int GetHP() const { return m_points.hp; }
void SetSP(int sp) { m_points.sp = sp; }
int GetSP() const { return m_points.sp; }
void SetStamina(int stamina) { m_points.stamina = stamina; }
int GetStamina() const { return m_points.stamina; }
void SetMaxHP(int iVal) { m_pointsInstant.iMaxHP = iVal; }
int GetMaxHP() const { return m_pointsInstant.iMaxHP; }
void SetMaxSP(int iVal) { m_pointsInstant.iMaxSP = iVal; }
int GetMaxSP() const { return m_pointsInstant.iMaxSP; }
void SetMaxStamina(int iVal) { m_pointsInstant.iMaxStamina = iVal; }
int GetMaxStamina() const { return m_pointsInstant.iMaxStamina; }
void SetRandomHP(int v) { m_points.iRandomHP = v; }
void SetRandomSP(int v) { m_points.iRandomSP = v; }
int GetRandomHP() const { return m_points.iRandomHP; }
int GetRandomSP() const { return m_points.iRandomSP; }
int GetHPPct() const;
void SetRealPoint(BYTE idx, int val);
int GetRealPoint(BYTE idx) const;
void SetPoint(BYTE idx, int val);
int GetPoint(BYTE idx) const;
int GetLimitPoint(BYTE idx) const;
int GetPolymorphPoint(BYTE idx) const;
const TMobTable & GetMobTable() const;
BYTE GetMobRank() const;
BYTE GetMobBattleType() const;
BYTE GetMobSize() const;
DWORD GetMobDamageMin() const;
DWORD GetMobDamageMax() const;
WORD GetMobAttackRange() const;
DWORD GetMobDropItemVnum() const;
float GetMobDamageMultiply() const;
// NEWAI
bool IsBerserker() const;
bool IsBerserk() const;
void SetBerserk(bool mode);
bool IsStoneSkinner() const;
bool IsGodSpeeder() const;
bool IsGodSpeed() const;
void SetGodSpeed(bool mode);
bool IsDeathBlower() const;
bool IsDeathBlow() const;
bool IsReviver() const;
bool HasReviverInParty() const;
bool IsRevive() const;
void SetRevive(bool mode);
// NEWAI END
bool IsRaceFlag(DWORD dwBit) const;
bool IsSummonMonster() const;
DWORD GetSummonVnum() const;
DWORD GetPolymorphItemVnum() const;
DWORD GetMonsterDrainSPPoint() const;
void MainCharacterPacket(); // 내가 메인캐릭터라고 보내준다.
void ComputePoints();
void ComputeBattlePoints();
void PointChange(BYTE type, int amount, bool bAmount = false, bool bBroadcast = false);
void PointsPacket();
void ApplyPoint(BYTE bApplyType, int iVal);
void CheckMaximumPoints(); // HP, SP 등의 현재 값이 최대값 보다 높은지 검사하고 높다면 낮춘다.
bool Show(int lMapIndex, int x, int y, int z = INT_MAX, bool bShowSpawnMotion = false);
void Sitdown(int is_ground);
void Standup();
void SetRotation(float fRot);
void SetRotationToXY(int x, int y);
float GetRotation() const { return m_pointsInstant.fRot; }
void MotionPacketEncode(BYTE motion, LPCHARACTER victim, struct packet_motion * packet);
void Motion(BYTE motion, LPCHARACTER victim = NULL);
void ChatPacket(BYTE type, const char *format, ...);
void MonsterChat(BYTE bMonsterChatType);
void SendGreetMessage();
void ResetPoint(int iLv);
void SetBlockMode(BYTE bFlag);
void SetBlockModeForce(BYTE bFlag);
bool IsBlockMode(BYTE bFlag) const { return (m_pointsInstant.bBlockMode & bFlag)?true:false; }
bool IsPolymorphed() const { return m_dwPolymorphRace>0; }
bool IsPolyMaintainStat() const { return m_bPolyMaintainStat; } // 이전 스텟을 유지하는 폴리모프.
void SetPolymorph(DWORD dwRaceNum, bool bMaintainStat = false);
DWORD GetPolymorphVnum() const { return m_dwPolymorphRace; }
int GetPolymorphPower() const;
// FISING
void fishing();
void fishing_take();
// END_OF_FISHING
// MINING
void mining(LPCHARACTER chLoad);
void mining_cancel();
void mining_take();
// END_OF_MINING
void ResetPlayTime(DWORD dwTimeRemain = 0);
void CreateFly(BYTE bType, LPCHARACTER pkVictim);
void ResetChatCounter();
BYTE IncreaseChatCounter();
BYTE GetChatCounter() const;
protected:
DWORD m_dwPolymorphRace;
bool m_bPolyMaintainStat;
DWORD m_dwLoginPlayTime;
DWORD m_dwPlayerID;
VID m_vid;
std::string m_stName;
BYTE m_bCharType;
CHARACTER_POINT m_points;
CHARACTER_POINT_INSTANT m_pointsInstant;
int m_iMoveCount;
DWORD m_dwPlayStartTime;
BYTE m_bAddChrState;
bool m_bSkipSave;
std::string m_stMobile;
char m_szMobileAuth[5];
BYTE m_bChatCounter;
// End of Basic Points
//////////////////////////////////////////////////////////////////////////////////
// Move & Synchronize Positions
//////////////////////////////////////////////////////////////////////////////////
public:
bool IsStateMove() const { return IsState((CState&)m_stateMove); }
bool IsStateIdle() const { return IsState((CState&)m_stateIdle); }
bool IsWalking() const { return m_bNowWalking || GetStamina()<=0; }
void SetWalking(bool bWalkFlag) { m_bWalking=bWalkFlag; }
void SetNowWalking(bool bWalkFlag);
void ResetWalking() { SetNowWalking(m_bWalking); }
bool Goto(int x, int y); // 바로 이동 시키지 않고 목표 위치로 BLENDING 시킨다.
void Stop();
bool CanMove() const; // 이동할 수 있는가?
void SyncPacket();
bool Sync(int x, int y); // 실제 이 메소드로 이동 한다 (각 종 조건에 의한 이동 불가가 없음)
bool Move(int x, int y); // 조건을 검사하고 Sync 메소드를 통해 이동 한다.
void OnMove(bool bIsAttack = false); // 움직일때 불린다. Move() 메소드 이외에서도 불릴 수 있다.
DWORD GetMotionMode() const;
float GetMoveMotionSpeed() const;
float GetMoveSpeed() const;
void CalculateMoveDuration();
void SendMovePacket(BYTE bFunc, BYTE bArg, DWORD x, DWORD y, DWORD dwDuration, DWORD dwTime=0, int iRot=-1);
DWORD GetCurrentMoveDuration() const { return m_dwMoveDuration; }
DWORD GetWalkStartTime() const { return m_dwWalkStartTime; }
DWORD GetLastMoveTime() const { return m_dwLastMoveTime; }
DWORD GetLastAttackTime() const { return m_dwLastAttackTime; }
void SetLastAttacked(DWORD time); // 마지막으로 공격받은 시간 및 위치를 저장함
bool SetSyncOwner(LPCHARACTER ch, bool bRemoveFromList = true);
bool IsSyncOwner(LPCHARACTER ch) const;
bool WarpSet(int x, int y, int lRealMapIndex = 0);
void SetWarpLocation(int lMapIndex, int x, int y);
void WarpEnd();
const PIXEL_POSITION & GetWarpPosition() const { return m_posWarp; }
bool WarpToPID(DWORD dwPID);
void SaveExitLocation();
void ExitToSavedLocation();
void StartStaminaConsume();
void StopStaminaConsume();
bool IsStaminaConsume() const;
bool IsStaminaHalfConsume() const;
void ResetStopTime();
DWORD GetStopTime() const;
protected:
void ClearSync();
float m_fSyncTime;
LPCHARACTER m_pkChrSyncOwner;
CHARACTER_LIST m_kLst_pkChrSyncOwned; // 내가 SyncOwner인 자들
PIXEL_POSITION m_posDest;
PIXEL_POSITION m_posStart;
PIXEL_POSITION m_posWarp;
int m_lWarpMapIndex;
PIXEL_POSITION m_posExit;
int m_lExitMapIndex;
DWORD m_dwMoveStartTime;
DWORD m_dwMoveDuration;
DWORD m_dwLastMoveTime;
DWORD m_dwLastAttackTime;
DWORD m_dwWalkStartTime;
DWORD m_dwStopTime;
bool m_bWalking;
bool m_bNowWalking;
bool m_bStaminaConsume;
// End
// Quickslot 관련
public:
void SyncQuickslot(BYTE bType, BYTE bOldPos, BYTE bNewPos);
bool GetQuickslot(BYTE pos, TQuickslot ** ppSlot);
bool SetQuickslot(BYTE pos, TQuickslot & rSlot);
bool DelQuickslot(BYTE pos);
bool SwapQuickslot(BYTE a, BYTE b);
void ChainQuickslotItem(LPITEM pItem, BYTE bType, BYTE bOldPos);
protected:
TQuickslot m_quickslot[QUICKSLOT_MAX_NUM];
////////////////////////////////////////////////////////////////////////////////////////
// Affect
public:
void StartAffectEvent();
void ClearAffect(bool bSave=false);
void ComputeAffect(CAffect * pkAff, bool bAdd);
bool AddAffect(DWORD dwType, BYTE bApplyOn, int lApplyValue, DWORD dwFlag, int lDuration, int lSPCost, bool bOverride, bool IsCube = false);
void RefreshAffect();
bool RemoveAffect(DWORD dwType);
bool IsAffectFlag(DWORD dwAff) const;
bool UpdateAffect(); // called from EVENT
int ProcessAffect();
void LoadAffect(DWORD dwCount, TPacketAffectElement * pElements);
void SaveAffect();
// Affect loading이 끝난 상태인가?
bool IsLoadedAffect() const { return m_bIsLoadedAffect; }
bool IsGoodAffect(BYTE bAffectType) const;
void RemoveGoodAffect();
void RemoveBadAffect();
CAffect * FindAffect(DWORD dwType, BYTE bApply=APPLY_NONE) const;
const std::list<CAffect *> & GetAffectContainer() const { return m_list_pkAffect; }
bool RemoveAffect(CAffect * pkAff);
protected:
bool m_bIsLoadedAffect;
TAffectFlag m_afAffectFlag;
std::list<CAffect *> m_list_pkAffect;
public:
// PARTY_JOIN_BUG_FIX
void SetParty(LPPARTY pkParty);
LPPARTY GetParty() const { return m_pkParty; }
bool RequestToParty(LPCHARACTER leader);
void DenyToParty(LPCHARACTER member);
void AcceptToParty(LPCHARACTER member);
/// 자신의 파티에 다른 character 를 초대한다.
/**
* @param pchInvitee 초대할 대상 character. 파티에 참여 가능한 상태이어야 한다.
*
* 양측 character 의 상태가 파티에 초대하고 초대받을 수 있는 상태가 아니라면 초대하는 캐릭터에게 해당하는 채팅 메세지를 전송한다.
*/
void PartyInvite(LPCHARACTER pchInvitee);
/// 초대했던 character 의 수락을 처리한다.
/**
* @param pchInvitee 파티에 참여할 character. 파티에 참여가능한 상태이어야 한다.
*
* pchInvitee 가 파티에 가입할 수 있는 상황이 아니라면 해당하는 채팅 메세지를 전송한다.
*/
void PartyInviteAccept(LPCHARACTER pchInvitee);
/// 초대했던 character 의 초대 거부를 처리한다.
/**
* @param [in] dwPID 초대 했던 character 의 PID
*/
void PartyInviteDeny(DWORD dwPID);
bool BuildUpdatePartyPacket(TPacketGCPartyUpdate & out);
int GetLeadershipSkillLevel() const;
bool CanSummon(int iLeaderShip);
void SetPartyRequestEvent(LPEVENT pkEvent) { m_pkPartyRequestEvent = pkEvent; }
protected:
/// 파티에 가입한다.
/**
* @param pkLeader 가입할 파티의 리더
*/
void PartyJoin(LPCHARACTER pkLeader);
/**
* 파티 가입을 할 수 없을 경우의 에러코드.
* Error code 는 시간에 의존적인가에 따라 변경가능한(mutable) type 과 정적(static) type 으로 나뉜다.
* Error code 의 값이 PERR_SEPARATOR 보다 낮으면 변경가능한 type 이고 높으면 정적 type 이다.
*/
enum PartyJoinErrCode {
PERR_NONE = 0, ///< 처리성공
PERR_SERVER, ///< 서버문제로 파티관련 처리 불가
PERR_DUNGEON, ///< 캐릭터가 던전에 있음
PERR_OBSERVER, ///< 관전모드임
PERR_LVBOUNDARY, ///< 상대 캐릭터와 레벨차이가 남
PERR_LOWLEVEL, ///< 상대파티의 최고레벨보다 30레벨 낮음
PERR_HILEVEL, ///< 상대파티의 최저레벨보다 30레벨 높음
PERR_ALREADYJOIN, ///< 파티가입 대상 캐릭터가 이미 파티중
PERR_PARTYISFULL, ///< 파티인원 제한 초과
PERR_SEPARATOR, ///< Error type separator.
PERR_DIFFEMPIRE, ///< 상대 캐릭터와 다른 제국임
PERR_MAX ///< Error code 최고치. 이 앞에 Error code 를 추가한다.
};
/// 파티 가입이나 결성 가능한 조건을 검사한다.
/**
* @param pchLeader 파티의 leader 이거나 초대한 character
* @param pchGuest 초대받는 character
* @return 모든 PartyJoinErrCode 가 반환될 수 있다.
*/
static PartyJoinErrCode IsPartyJoinableCondition(const LPCHARACTER pchLeader, const LPCHARACTER pchGuest);
/// 파티 가입이나 결성 가능한 동적인 조건을 검사한다.
/**
* @param pchLeader 파티의 leader 이거나 초대한 character
* @param pchGuest 초대받는 character
* @return mutable type 의 code 만 반환한다.
*/
static PartyJoinErrCode IsPartyJoinableMutableCondition(const LPCHARACTER pchLeader, const LPCHARACTER pchGuest);
LPPARTY m_pkParty;
DWORD m_dwLastDeadTime;
LPEVENT m_pkPartyRequestEvent;
/**
* 파티초청 Event map.
* key: 초대받은 캐릭터의 PID
* value: event의 pointer
*
* 초대한 캐릭터들에 대한 event map.
*/
typedef std::map< DWORD, LPEVENT > EventMap;
EventMap m_PartyInviteEventMap;
// END_OF_PARTY_JOIN_BUG_FIX
////////////////////////////////////////////////////////////////////////////////////////
// Dungeon
public:
void SetDungeon(LPDUNGEON pkDungeon);
LPDUNGEON GetDungeon() const { return m_pkDungeon; }
LPDUNGEON GetDungeonForce() const;
protected:
LPDUNGEON m_pkDungeon;
int m_iEventAttr;
////////////////////////////////////////////////////////////////////////////////////////
// Guild
public:
void SetGuild(CGuild * pGuild);
CGuild* GetGuild() const { return m_pGuild; }
void SetWarMap(CWarMap* pWarMap);
CWarMap* GetWarMap() const { return m_pWarMap; }
protected:
CGuild * m_pGuild;
DWORD m_dwUnderGuildWarInfoMessageTime;
CWarMap * m_pWarMap;
////////////////////////////////////////////////////////////////////////////////////////
// Item related
public:
bool CanHandleItem(bool bSkipRefineCheck = false, bool bSkipObserver = false); // 아이템 관련 행위를 할 수 있는가?
bool IsItemLoaded() const { return m_bItemLoaded; }
void SetItemLoaded() { m_bItemLoaded = true; }
void ClearItem();
void SetItem(TItemPos Cell, LPITEM item);
LPITEM GetItem(TItemPos Cell) const;
LPITEM GetInventoryItem(WORD wCell) const;
bool IsEmptyItemGrid(TItemPos Cell, BYTE size, int iExceptionCell = -1) const;
void SetWear(BYTE bCell, LPITEM item);
LPITEM GetWear(BYTE bCell) const;
// MYSHOP_PRICE_LIST
void UseSilkBotary(void); /// 비단 보따리 아이템의 사용
/// DB 캐시로 부터 받아온 가격정보 리스트를 유저에게 전송하고 보따리 아이템 사용을 처리한다.
/**
* @param [in] p 가격정보 리스트 패킷
*
* 접속한 후 처음 비단 보따리 아이템 사용 시 UseSilkBotary 에서 DB 캐시로 가격정보 리스트를 요청하고
* 응답받은 시점에 이 함수에서 실제 비단보따리 사용을 처리한다.
*/
void UseSilkBotaryReal(const TPacketMyshopPricelistHeader* p);
// END_OF_MYSHOP_PRICE_LIST
bool UseItemEx(LPITEM item, TItemPos DestCell);
bool UseItem(TItemPos Cell, TItemPos DestCell = NPOS);
// ADD_REFINE_BUILDING
bool IsRefineThroughGuild() const;
CGuild * GetRefineGuild() const;
int ComputeRefineFee(int iCost, int iMultiply = 5) const;
void PayRefineFee(int iTotalMoney);
void SetRefineNPC(LPCHARACTER ch);
// END_OF_ADD_REFINE_BUILDING
bool RefineItem(LPITEM pkItem, LPITEM pkTarget);
bool DropItem(TItemPos Cell, BYTE bCount=0);
bool GiveRecallItem(LPITEM item);
void ProcessRecallItem(LPITEM item);
// void PotionPacket(int iPotionType);
void EffectPacket(int enumEffectType);
void SpecificEffectPacket(const char filename[128]);
// ADD_MONSTER_REFINE
bool DoRefine(LPITEM item, bool bMoneyOnly = false);
// END_OF_ADD_MONSTER_REFINE
bool DoRefineWithScroll(LPITEM item);
bool RefineInformation(BYTE bCell, BYTE bType, int iAdditionalCell = -1);
void SetRefineMode(int iAdditionalCell = -1);
void ClearRefineMode();
bool GiveItem(LPCHARACTER victim, TItemPos Cell);
bool CanReceiveItem(LPCHARACTER from, LPITEM item) const;
void ReceiveItem(LPCHARACTER from, LPITEM item);
bool GiveItemFromSpecialItemGroup(DWORD dwGroupNum, std::vector <DWORD> &dwItemVnums,
std::vector <DWORD> &dwItemCounts, std::vector <LPITEM> &item_gets, int &count);
bool MoveItem(TItemPos pos, TItemPos change_pos, BYTE num);
bool PickupItem(DWORD vid);
bool EquipItem(LPITEM item, int iCandidateCell = -1);
bool UnequipItem(LPITEM item);
// 현재 item을 착용할 수 있는 지 확인하고, 불가능 하다면 캐릭터에게 이유를 알려주는 함수
bool CanEquipNow(const LPITEM item, const TItemPos& srcCell = NPOS, const TItemPos& destCell = NPOS);
// 착용중인 item을 벗을 수 있는 지 확인하고, 불가능 하다면 캐릭터에게 이유를 알려주는 함수
bool CanUnequipNow(const LPITEM item, const TItemPos& srcCell = NPOS, const TItemPos& destCell = NPOS);
bool SwapItem(BYTE bCell, BYTE bDestCell);
LPITEM AutoGiveItem(DWORD dwItemVnum, BYTE bCount=1, int iRarePct = -1, bool bMsg = true);
void AutoGiveItem(LPITEM item, bool intOwnerShip = false);
int GetEmptyInventory(BYTE size) const;
int GetEmptyDragonSoulInventory(LPITEM pItem) const;
void CopyDragonSoulItemGrid(std::vector<WORD>& vDragonSoulItemGrid) const;
int CountEmptyInventory() const;
int CountSpecifyItem(DWORD vnum) const;
void RemoveSpecifyItem(DWORD vnum, DWORD count = 1);
LPITEM FindSpecifyItem(DWORD vnum) const;
LPITEM FindItemByID(DWORD id) const;
int CountSpecifyTypeItem(BYTE type) const;
void RemoveSpecifyTypeItem(BYTE type, DWORD count = 1);
bool IsEquipUniqueItem(DWORD dwItemVnum) const;
// CHECK_UNIQUE_GROUP
bool IsEquipUniqueGroup(DWORD dwGroupVnum) const;
// END_OF_CHECK_UNIQUE_GROUP
void SendEquipment(LPCHARACTER ch);
// End of Item
protected:
/// 한 아이템에 대한 가격정보를 전송한다.
/**
* @param [in] dwItemVnum 아이템 vnum
* @param [in] dwItemPrice 아이템 가격
*/
void SendMyShopPriceListCmd(DWORD dwItemVnum, DWORD dwItemPrice);
bool m_bNoOpenedShop; ///< 이번 접속 후 개인상점을 연 적이 있는지의 여부(열었던 적이 없다면 true)
bool m_bItemLoaded;
int m_iRefineAdditionalCell;
bool m_bUnderRefine;
DWORD m_dwRefineNPCVID;
public:
////////////////////////////////////////////////////////////////////////////////////////
// Money related
INT GetGold() const { return m_points.gold; }
void SetGold(INT gold) { m_points.gold = gold; }
bool DropGold(INT gold);
INT GetAllowedGold() const;
void GiveGold(INT iAmount); // 파티가 있으면 파티 분배, 로그 등의 처리
// End of Money
////////////////////////////////////////////////////////////////////////////////////////
// Shop related
public:
void SetShop(LPSHOP pkShop);
LPSHOP GetShop() const { return m_pkShop; }
void ShopPacket(BYTE bSubHeader);
void SetShopOwner(LPCHARACTER ch) { m_pkChrShopOwner = ch; }
LPCHARACTER GetShopOwner() const { return m_pkChrShopOwner;}
void OpenMyShop(const char * c_pszSign, TShopItemTable * pTable, BYTE bItemCount);
LPSHOP GetMyShop() const { return m_pkMyShop; }
void CloseMyShop();
protected:
LPSHOP m_pkShop;
LPSHOP m_pkMyShop;
std::string m_stShopSign;
LPCHARACTER m_pkChrShopOwner;
// End of shop
////////////////////////////////////////////////////////////////////////////////////////
// Exchange related
public:
bool ExchangeStart(LPCHARACTER victim);
void SetExchange(CExchange * pkExchange);
CExchange * GetExchange() const { return m_pkExchange; }
protected:
CExchange * m_pkExchange;
// End of Exchange
////////////////////////////////////////////////////////////////////////////////////////
// Battle
public:
struct TBattleInfo
{
int iTotalDamage;
int iAggro;
TBattleInfo(int iTot, int iAggr)
: iTotalDamage(iTot), iAggro(iAggr)
{}
};
typedef std::map<VID, TBattleInfo> TDamageMap;
typedef struct SAttackLog
{
DWORD dwVID;
DWORD dwTime;
} AttackLog;
bool Damage(LPCHARACTER pAttacker, int dam, EDamageType type = DAMAGE_TYPE_NORMAL);
bool __Profile__Damage(LPCHARACTER pAttacker, int dam, EDamageType type = DAMAGE_TYPE_NORMAL);
void DeathPenalty(BYTE bExpLossPercent);
void ReviveInvisible(int iDur);
bool Attack(LPCHARACTER pkVictim, BYTE bType = 0);
bool IsAlive() const { return m_pointsInstant.position == POS_DEAD ? false : true; }
bool CanFight() const;
bool CanBeginFight() const;
void BeginFight(LPCHARACTER pkVictim); // pkVictimr과 싸우기 시작한다. (강제적임, 시작할 수 있나 체크하려면 CanBeginFight을 사용)
bool CounterAttack(LPCHARACTER pkChr); // 반격하기 (몬스터만 사용)
bool IsStun() const;
void Stun();
bool IsDead() const;
void Dead(LPCHARACTER pkKiller = NULL, bool bImmediateDead=false);
void Reward(bool bItemDrop);
void RewardGold(LPCHARACTER pkAttacker);
bool Shoot(BYTE bType);
void FlyTarget(DWORD dwTargetVID, int x, int y, BYTE bHeader);
void ForgetMyAttacker();
void AggregateMonster();
void AttractRanger();
void PullMonster();
int GetArrowAndBow(LPITEM * ppkBow, LPITEM * ppkArrow, int iArrowCount = 1);
void UseArrow(LPITEM pkArrow, DWORD dwArrowCount);
void AttackedByPoison(LPCHARACTER pkAttacker);
void RemovePoison();
void AttackedByFire(LPCHARACTER pkAttacker, int amount, int count);
void RemoveFire();
void UpdateAlignment(int iAmount);
int GetAlignment() const;
//선악치 얻기
int GetRealAlignment() const;
void ShowAlignment(bool bShow);
void SetKillerMode(bool bOn);
bool IsKillerMode() const;
void UpdateKillerMode();
BYTE GetPKMode() const;
void SetPKMode(BYTE bPKMode);
void ItemDropPenalty(LPCHARACTER pkKiller);
void UpdateAggrPoint(LPCHARACTER ch, EDamageType type, int dam);
//
// HACK
//
public:
void SetComboSequence(BYTE seq);
BYTE GetComboSequence() const;
void SetLastComboTime(DWORD time);
DWORD GetLastComboTime() const;
int GetValidComboInterval() const;
void SetValidComboInterval(int interval);
BYTE GetComboIndex() const;
void IncreaseComboHackCount(int k = 1);
void ResetComboHackCount();
void SkipComboAttackByTime(int interval);
DWORD GetSkipComboAttackByTime() const;
protected:
BYTE m_bComboSequence;
DWORD m_dwLastComboTime;
int m_iValidComboInterval;
BYTE m_bComboIndex;
int m_iComboHackCount;
DWORD m_dwSkipComboAttackByTime;
protected:
void UpdateAggrPointEx(LPCHARACTER ch, EDamageType type, int dam, TBattleInfo & info);
void ChangeVictimByAggro(int iNewAggro, LPCHARACTER pNewVictim);
DWORD m_dwFlyTargetID;
std::vector<DWORD> m_vec_dwFlyTargets;
TDamageMap m_map_kDamage; // 어떤 캐릭터가 나에게 얼마만큼의 데미지를 주었는가?
// AttackLog m_kAttackLog;
DWORD m_dwKillerPID;
int m_iAlignment; // Lawful/Chaotic value -200000 ~ 200000
int m_iRealAlignment;
int m_iKillerModePulse;
BYTE m_bPKMode;
// Aggro
DWORD m_dwLastVictimSetTime;
int m_iMaxAggro;
// End of Battle
// Stone
public:
void SetStone(LPCHARACTER pkChrStone);
void ClearStone();
void DetermineDropMetinStone();
DWORD GetDropMetinStoneVnum() const { return m_dwDropMetinStone; }
BYTE GetDropMetinStonePct() const { return m_bDropMetinStonePct; }
protected:
LPCHARACTER m_pkChrStone; // 나를 스폰한 돌
CHARACTER_SET m_set_pkChrSpawnedBy; // 내가 스폰한 놈들
DWORD m_dwDropMetinStone;
BYTE m_bDropMetinStonePct;
// End of Stone
public:
enum
{
SKILL_UP_BY_POINT,
SKILL_UP_BY_BOOK,
SKILL_UP_BY_TRAIN,
// ADD_GRANDMASTER_SKILL
SKILL_UP_BY_QUEST,
// END_OF_ADD_GRANDMASTER_SKILL
};
void SkillLevelPacket();
void SkillLevelUp(DWORD dwVnum, BYTE bMethod = SKILL_UP_BY_POINT);
bool SkillLevelDown(DWORD dwVnum);
// ADD_GRANDMASTER_SKILL
bool UseSkill(DWORD dwVnum, LPCHARACTER pkVictim, bool bUseGrandMaster = true);
void ResetSkill();
void SetSkillLevel(DWORD dwVnum, BYTE bLev);
int GetUsedSkillMasterType(DWORD dwVnum);
bool IsLearnableSkill(DWORD dwSkillVnum) const;
// END_OF_ADD_GRANDMASTER_SKILL
bool CheckSkillHitCount(const BYTE SkillID, const VID dwTargetVID);
bool CanUseSkill(DWORD dwSkillVnum) const;
bool IsUsableSkillMotion(DWORD dwMotionIndex) const;
int GetSkillLevel(DWORD dwVnum) const;
int GetSkillMasterType(DWORD dwVnum) const;
int GetSkillPower(DWORD dwVnum, BYTE bLevel = 0) const;
time_t GetSkillNextReadTime(DWORD dwVnum) const;
void SetSkillNextReadTime(DWORD dwVnum, time_t time);
void SkillLearnWaitMoreTimeMessage(DWORD dwVnum);
void ComputePassiveSkill(DWORD dwVnum);
int ComputeSkill(DWORD dwVnum, LPCHARACTER pkVictim, BYTE bSkillLevel = 0);
int ComputeSkillAtPosition(DWORD dwVnum, const PIXEL_POSITION& posTarget, BYTE bSkillLevel = 0);
void ComputeSkillPoints();
void SetSkillGroup(BYTE bSkillGroup);
BYTE GetSkillGroup() const { return m_points.skill_group; }
int ComputeCooltime(int time);
void GiveRandomSkillBook();
void DisableCooltime();
bool LearnSkillByBook(DWORD dwSkillVnum, BYTE bProb = 0);
bool LearnGrandMasterSkill(DWORD dwSkillVnum);
private:
bool m_bDisableCooltime;
DWORD m_dwLastSkillTime; ///< 마지막으로 skill 을 쓴 시간(millisecond).
// End of Skill
// MOB_SKILL
public:
bool HasMobSkill() const;
size_t CountMobSkill() const;
const TMobSkillInfo * GetMobSkill(unsigned int idx) const;
bool CanUseMobSkill(unsigned int idx) const;
bool UseMobSkill(unsigned int idx);
void ResetMobSkillCooltime();
protected:
DWORD m_adwMobSkillCooltime[MOB_SKILL_MAX_NUM];
// END_OF_MOB_SKILL
// for SKILL_MUYEONG
public:
void StartMuyeongEvent();
void StopMuyeongEvent();
private:
LPEVENT m_pkMuyeongEvent;
// for SKILL_CHAIN lighting
public:
int GetChainLightningIndex() const { return m_iChainLightingIndex; }
void IncChainLightningIndex() { ++m_iChainLightingIndex; }
void AddChainLightningExcept(LPCHARACTER ch) { m_setExceptChainLighting.insert(ch); }
void ResetChainLightningIndex() { m_iChainLightingIndex = 0; m_setExceptChainLighting.clear(); }
int GetChainLightningMaxCount() const;
const CHARACTER_SET& GetChainLightingExcept() const { return m_setExceptChainLighting; }
private:
int m_iChainLightingIndex;
CHARACTER_SET m_setExceptChainLighting;
// for SKILL_EUNHYUNG
public:
void SetAffectedEunhyung();
void ClearAffectedEunhyung() { m_dwAffectedEunhyungLevel = 0; }
bool GetAffectedEunhyung() const { return m_dwAffectedEunhyungLevel; }
private:
DWORD m_dwAffectedEunhyungLevel;
//
// Skill levels
//
protected:
TPlayerSkill* m_pSkillLevels;
std::unordered_map<BYTE, int> m_SkillDamageBonus;
std::map<int, TSkillUseInfo> m_SkillUseInfo;
////////////////////////////////////////////////////////////////////////////////////////
// AI related
public:
void AssignTriggers(const TMobTable * table);
LPCHARACTER GetVictim() const; // 공격할 대상 리턴
void SetVictim(LPCHARACTER pkVictim);
LPCHARACTER GetNearestVictim(LPCHARACTER pkChr);
LPCHARACTER GetProtege() const; // 보호해야 할 대상 리턴
bool Follow(LPCHARACTER pkChr, float fMinimumDistance = 150.0f);
bool Return();
bool IsGuardNPC() const;
bool IsChangeAttackPosition(LPCHARACTER target) const;
void ResetChangeAttackPositionTime() { m_dwLastChangeAttackPositionTime = get_dword_time() - AI_CHANGE_ATTACK_POISITION_TIME_NEAR;}
void SetChangeAttackPositionTime() { m_dwLastChangeAttackPositionTime = get_dword_time();}
bool OnIdle();
void OnAttack(LPCHARACTER pkChrAttacker);
void OnClick(LPCHARACTER pkChrCauser);
VID m_kVIDVictim;
protected:
DWORD m_dwLastChangeAttackPositionTime;
CTrigger m_triggerOnClick;
// End of AI
////////////////////////////////////////////////////////////////////////////////////////
// Target
protected:
LPCHARACTER m_pkChrTarget; // 내 타겟
CHARACTER_SET m_set_pkChrTargetedBy; // 나를 타겟으로 가지고 있는 사람들
public:
void SetTarget(LPCHARACTER pkChrTarget);
void BroadcastTargetPacket();
void ClearTarget();
void CheckTarget();
LPCHARACTER GetTarget() const { return m_pkChrTarget; }
////////////////////////////////////////////////////////////////////////////////////////
// Safebox
public:
int GetSafeboxSize() const;
void QuerySafeboxSize();
void SetSafeboxSize(int size);
CSafebox * GetSafebox() const;
void LoadSafebox(int iSize, DWORD dwGold, int iItemCount, TPlayerItem * pItems);
void ChangeSafeboxSize(BYTE bSize);
void CloseSafebox();
/// 창고 열기 요청
/**
* @param [in] pszPassword 1자 이상 6자 이하의 창고 비밀번호
*
* DB 에 창고열기를 요청한다.
* 창고는 중복으로 열지 못하며, 최근 창고를 닫은 시간으로 부터 10초 이내에는 열 지 못한다.
*/
void ReqSafeboxLoad(const char* pszPassword);
/// 창고 열기 요청의 취소
/**
* ReqSafeboxLoad 를 호출하고 CloseSafebox 하지 않았을 때 이 함수를 호출하면 창고를 열 수 있다.
* 창고열기의 요청이 DB 서버에서 실패응답을 받았을 경우 이 함수를 사용해서 요청을 할 수 있게 해준다.
*/
void CancelSafeboxLoad( void ) { m_bOpeningSafebox = false; }
void SetMallLoadTime(int t) { m_iMallLoadTime = t; }
int GetMallLoadTime() const { return m_iMallLoadTime; }
CSafebox * GetMall() const;
void LoadMall(int iItemCount, TPlayerItem * pItems);
void CloseMall();
void SetSafeboxOpenPosition();
float GetDistanceFromSafeboxOpen() const;
protected:
CSafebox * m_pkSafebox;
int m_iSafeboxSize;
int m_iSafeboxLoadTime;
bool m_bOpeningSafebox; ///< 창고가 열기 요청 중이거나 열려있는가 여부, true 일 경우 열기요청이거나 열려있음.
CSafebox * m_pkMall;
int m_iMallLoadTime;
PIXEL_POSITION m_posSafeboxOpen;
////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////
// Mounting
public:
void MountVnum(DWORD vnum);
DWORD GetMountVnum() const { return m_dwMountVnum; }
DWORD GetLastMountTime() const { return m_dwMountTime; }
bool CanUseHorseSkill();
// Horse
virtual void SetHorseLevel(int iLevel);
virtual bool StartRiding();
virtual bool StopRiding();
virtual DWORD GetMyHorseVnum() const;
virtual void HorseDie();
virtual bool ReviveHorse();
virtual void SendHorseInfo();
virtual void ClearHorseInfo();
void HorseSummon(bool bSummon, bool bFromFar = false, DWORD dwVnum = 0, const char* name = 0);
LPCHARACTER GetHorse() const { return m_chHorse; } // 현재 소환중인 말
LPCHARACTER GetRider() const; // rider on horse
void SetRider(LPCHARACTER ch);
bool IsRiding() const;
#ifdef __PET_SYSTEM__
public:
CPetSystem* GetPetSystem() { return m_petSystem; }
protected:
CPetSystem* m_petSystem;
public:
#endif
protected:
LPCHARACTER m_chHorse;
LPCHARACTER m_chRider;
DWORD m_dwMountVnum;
DWORD m_dwMountTime;
BYTE m_bSendHorseLevel;
BYTE m_bSendHorseHealthGrade;
BYTE m_bSendHorseStaminaGrade;
////////////////////////////////////////////////////////////////////////////////////////
// Detailed Log
public:
void DetailLog() { m_bDetailLog = !m_bDetailLog; }
void ToggleMonsterLog();
void MonsterLog(const char* format, ...);
private:
bool m_bDetailLog;
bool m_bMonsterLog;
////////////////////////////////////////////////////////////////////////////////////////
// Empire
public:
void SetEmpire(BYTE bEmpire);
BYTE GetEmpire() const { return m_bEmpire; }
protected:
BYTE m_bEmpire;
////////////////////////////////////////////////////////////////////////////////////////
// Regen
public:
void SetRegen(LPREGEN pkRegen);
protected:
PIXEL_POSITION m_posRegen;
float m_fRegenAngle;
LPREGEN m_pkRegen;
size_t regen_id_; // to help dungeon regen identification
// End of Regen
////////////////////////////////////////////////////////////////////////////////////////
// Resists & Proofs
public:
bool CannotMoveByAffect() const; // 특정 효과에 의해 움직일 수 없는 상태인가?
bool IsImmune(DWORD dwImmuneFlag);
void SetImmuneFlag(DWORD dw) { m_pointsInstant.dwImmuneFlag = dw; }
protected:
void ApplyMobAttribute(const TMobTable* table);
// End of Resists & Proofs
////////////////////////////////////////////////////////////////////////////////////////
// QUEST
//
public:
void SetQuestNPCID(DWORD vid);
DWORD GetQuestNPCID() const { return m_dwQuestNPCVID; }
LPCHARACTER GetQuestNPC() const;
void SetQuestItemPtr(LPITEM item);
void ClearQuestItemPtr();
LPITEM GetQuestItemPtr() const;
void SetQuestBy(DWORD dwQuestVnum) { m_dwQuestByVnum = dwQuestVnum; }
DWORD GetQuestBy() const { return m_dwQuestByVnum; }
int GetQuestFlag(const std::string& flag) const;
void SetQuestFlag(const std::string& flag, int value);
void ConfirmWithMsg(const char* szMsg, int iTimeout, DWORD dwRequestPID);
private:
DWORD m_dwQuestNPCVID;
DWORD m_dwQuestByVnum;
LPITEM m_pQuestItem;
// Events
public:
bool StartStateMachine(int iPulse = 1);
void StopStateMachine();
void UpdateStateMachine(DWORD dwPulse);
void SetNextStatePulse(int iPulseNext);
// 캐릭터 인스턴스 업데이트 함수. 기존엔 이상한 상속구조로 CFSM::Update 함수를 호출하거나 UpdateStateMachine 함수를 사용했는데, 별개의 업데이트 함수 추가함.
void UpdateCharacter(DWORD dwPulse);
protected:
DWORD m_dwNextStatePulse;
// Marriage
public:
LPCHARACTER GetMarryPartner() const;
void SetMarryPartner(LPCHARACTER ch);
int GetMarriageBonus(DWORD dwItemVnum, bool bSum = true);
void SetWeddingMap(marriage::WeddingMap* pMap);
marriage::WeddingMap* GetWeddingMap() const { return m_pWeddingMap; }
private:
marriage::WeddingMap* m_pWeddingMap;
LPCHARACTER m_pkChrMarried;
// Warp Character
public:
void StartWarpNPCEvent();
public:
void StartSaveEvent();
void StartRecoveryEvent();
void StartCheckSpeedHackEvent();
void StartDestroyWhenIdleEvent();
LPEVENT m_pkDeadEvent;
LPEVENT m_pkStunEvent;
LPEVENT m_pkSaveEvent;
LPEVENT m_pkRecoveryEvent;
LPEVENT m_pkTimedEvent;
LPEVENT m_pkFishingEvent;
LPEVENT m_pkAffectEvent;
LPEVENT m_pkPoisonEvent;
LPEVENT m_pkFireEvent;
LPEVENT m_pkWarpNPCEvent;
//DELAYED_WARP
//END_DELAYED_WARP
// MINING
LPEVENT m_pkMiningEvent;
// END_OF_MINING
LPEVENT m_pkWarpEvent;
LPEVENT m_pkCheckSpeedHackEvent;
LPEVENT m_pkDestroyWhenIdleEvent;
LPEVENT m_pkPetSystemUpdateEvent;
bool IsWarping() const { return m_pkWarpEvent ? true : false; }
bool m_bHasPoisoned;
const CMob * m_pkMobData;
CMobInstance * m_pkMobInst;
std::map<int, LPEVENT> m_mapMobSkillEvent;
friend struct FuncSplashDamage;
friend struct FuncSplashAffect;
friend class CFuncShoot;
public:
int GetPremiumRemainSeconds(BYTE bType) const;
private:
int m_aiPremiumTimes[PREMIUM_MAX_NUM];
// CHANGE_ITEM_ATTRIBUTES
static const DWORD msc_dwDefaultChangeItemAttrCycle; ///< 디폴트 아이템 속성변경 가능 주기
static const char msc_szLastChangeItemAttrFlag[]; ///< 최근 아이템 속성을 변경한 시간의 Quest Flag 이름
static const char msc_szChangeItemAttrCycleFlag[]; ///< 아이템 속성병경 가능 주기의 Quest Flag 이름
// END_OF_CHANGE_ITEM_ATTRIBUTES
// PC_BANG_ITEM_ADD
private :
bool m_isinPCBang;
public :
bool SetPCBang(bool flag) { m_isinPCBang = flag; return m_isinPCBang; }
bool IsPCBang() const { return m_isinPCBang; }
// END_PC_BANG_ITEM_ADD
// NEW_HAIR_STYLE_ADD
public :
bool ItemProcess_Hair(LPITEM item, int iDestCell);
// END_NEW_HAIR_STYLE_ADD
public :
void ClearSkill();
void ClearSubSkill();
// RESET_ONE_SKILL
bool ResetOneSkill(DWORD dwVnum);
// END_RESET_ONE_SKILL
private :
void SendDamagePacket(LPCHARACTER pAttacker, int Damage, BYTE DamageFlag);
// ARENA
private :
CArena *m_pArena;
bool m_ArenaObserver;
int m_nPotionLimit;
public :
void SetArena(CArena* pArena) { m_pArena = pArena; }
void SetArenaObserverMode(bool flag) { m_ArenaObserver = flag; }
CArena* GetArena() const { return m_pArena; }
bool GetArenaObserverMode() const { return m_ArenaObserver; }
void SetPotionLimit(int count) { m_nPotionLimit = count; }
int GetPotionLimit() const { return m_nPotionLimit; }
// END_ARENA
//PREVENT_TRADE_WINDOW
public:
bool IsOpenSafebox() const { return m_isOpenSafebox ? true : false; }
void SetOpenSafebox(bool b) { m_isOpenSafebox = b; }
int GetSafeboxLoadTime() const { return m_iSafeboxLoadTime; }
void SetSafeboxLoadTime() { m_iSafeboxLoadTime = thecore_pulse(); }
//END_PREVENT_TRADE_WINDOW
private:
bool m_isOpenSafebox;
public:
int GetSkillPowerByLevel(int level, bool bMob = false) const;
//PREVENT_REFINE_HACK
int GetRefineTime() const { return m_iRefineTime; }
void SetRefineTime() { m_iRefineTime = thecore_pulse(); }
int m_iRefineTime;
//END_PREVENT_REFINE_HACK
//RESTRICT_USE_SEED_OR_MOONBOTTLE
int GetUseSeedOrMoonBottleTime() const { return m_iSeedTime; }
void SetUseSeedOrMoonBottleTime() { m_iSeedTime = thecore_pulse(); }
int m_iSeedTime;
//END_RESTRICT_USE_SEED_OR_MOONBOTTLE
//PREVENT_PORTAL_AFTER_EXCHANGE
int GetExchangeTime() const { return m_iExchangeTime; }
void SetExchangeTime() { m_iExchangeTime = thecore_pulse(); }
int m_iExchangeTime;
//END_PREVENT_PORTAL_AFTER_EXCHANGE
int m_iMyShopTime;
int GetMyShopTime() const { return m_iMyShopTime; }
void SetMyShopTime() { m_iMyShopTime = thecore_pulse(); }
// Hack 방지를 위한 체크.
bool IsHack(bool bSendMsg = true, bool bCheckShopOwner = true, int limittime = g_nPortalLimitTime);
// MONARCH
BOOL IsMonarch() const;
// END_MONARCH
void Say(const std::string & s);
enum MONARCH_COOLTIME
{
MC_HEAL = 10,
MC_WARP = 60,
MC_TRANSFER = 60,
MC_TAX = (60 * 60 * 24 * 7),
MC_SUMMON = (60 * 60),
};
enum MONARCH_INDEX
{
MI_HEAL = 0,
MI_WARP,
MI_TRANSFER,
MI_TAX,
MI_SUMMON,
MI_MAX
};
DWORD m_dwMonarchCooltime[MI_MAX];
DWORD m_dwMonarchCooltimelimit[MI_MAX];
void InitMC();
DWORD GetMC(enum MONARCH_INDEX e) const;
void SetMC(enum MONARCH_INDEX e);
bool IsMCOK(enum MONARCH_INDEX e) const;
DWORD GetMCL(enum MONARCH_INDEX e) const;
DWORD GetMCLTime(enum MONARCH_INDEX e) const;
public:
bool ItemProcess_Polymorph(LPITEM item);
// by mhh
LPITEM* GetCubeItem() { return m_pointsInstant.pCubeItems; }
bool IsCubeOpen () const { return (m_pointsInstant.pCubeNpc?true:false); }
void SetCubeNpc(LPCHARACTER npc) { m_pointsInstant.pCubeNpc = npc; }
bool CanDoCube() const;
public:
bool IsSiegeNPC() const;
private:
//중국 전용
//18세 미만 전용
//3시간 : 50 % 5 시간 0%
e_overtime m_eOverTime;
public:
bool IsOverTime(e_overtime e) const { return (e == m_eOverTime); }
void SetOverTime(e_overtime e) { m_eOverTime = e; }
private:
int m_deposit_pulse;
public:
void UpdateDepositPulse();
bool CanDeposit() const;
private:
void __OpenPrivateShop();
public:
struct AttackedLog
{
DWORD dwPID;
DWORD dwAttackedTime;
AttackedLog() : dwPID(0), dwAttackedTime(0)
{
}
};
AttackLog m_kAttackLog;
AttackedLog m_AttackedLog;
int m_speed_hack_count;
private :
std::string m_strNewName;
public :
const std::string GetNewName() const { return this->m_strNewName; }
void SetNewName(const std::string name) { this->m_strNewName = name; }
public :
void GoHome();
private :
std::set<DWORD> m_known_guild;
public :
void SendGuildName(CGuild* pGuild);
void SendGuildName(DWORD dwGuildID);
private :
DWORD m_dwLogOffInterval;
public :
DWORD GetLogOffInterval() const { return m_dwLogOffInterval; }
public:
bool UnEquipSpecialRideUniqueItem ();
bool CanWarp () const;
private:
DWORD m_dwLastGoldDropTime;
public:
void AutoRecoveryItemProcess (const EAffectTypes);
public:
void BuffOnAttr_AddBuffsFromItem(LPITEM pItem);
void BuffOnAttr_RemoveBuffsFromItem(LPITEM pItem);
private:
void BuffOnAttr_ValueChange(BYTE bType, BYTE bOldValue, BYTE bNewValue);
void BuffOnAttr_ClearAll();
typedef std::map <BYTE, CBuffOnAttributes*> TMapBuffOnAttrs;
TMapBuffOnAttrs m_map_buff_on_attrs;
// 무적 : 원활한 테스트를 위하여.
public:
void SetArmada() { cannot_dead = true; }
void ResetArmada() { cannot_dead = false; }
private:
bool cannot_dead;
#ifdef __PET_SYSTEM__
private:
bool m_bIsPet;
public:
void SetPet() { m_bIsPet = true; }
bool IsPet() { return m_bIsPet; }
#endif
//최종 데미지 보정.
private:
float m_fAttMul;
float m_fDamMul;
public:
float GetAttMul() { return this->m_fAttMul; }
void SetAttMul(float newAttMul) {this->m_fAttMul = newAttMul; }
float GetDamMul() { return this->m_fDamMul; }
void SetDamMul(float newDamMul) {this->m_fDamMul = newDamMul; }
private:
bool IsValidItemPosition(TItemPos Pos) const;
//독일 선물 기능 패킷 임시 저장
private:
unsigned int itemAward_vnum = 0;
char itemAward_cmd[20] = "";
//bool itemAward_flag;
public:
unsigned int GetItemAward_vnum() { return itemAward_vnum; }
char* GetItemAward_cmd() { return itemAward_cmd; }
//bool GetItemAward_flag() { return itemAward_flag; }
void SetItemAward_vnum(unsigned int vnum) { itemAward_vnum = vnum; }
void SetItemAward_cmd(char* cmd) { strcpy(itemAward_cmd,cmd); }
//void SetItemAward_flag(bool flag) { itemAward_flag = flag; }
public:
//용혼석
// 캐릭터의 affect, quest가 load 되기 전에 DragonSoul_Initialize를 호출하면 안된다.
// affect가 가장 마지막에 로드되어 LoadAffect에서 호출함.
void DragonSoul_Initialize();
bool DragonSoul_IsQualified() const;
void DragonSoul_GiveQualification();
int DragonSoul_GetActiveDeck() const;
bool DragonSoul_IsDeckActivated() const;
bool DragonSoul_ActivateDeck(int deck_idx);
void DragonSoul_DeactivateAll();
// 반드시 ClearItem 전에 불러야 한다.
// 왜냐하면....
// 용혼석 하나 하나를 deactivate할 때마다 덱에 active인 용혼석이 있는지 확인하고,
// active인 용혼석이 하나도 없다면, 캐릭터의 용혼석 affect와, 활성 상태를 제거한다.
//
// 하지만 ClearItem 시, 캐릭터가 착용하고 있는 모든 아이템을 unequip하는 바람에,
// 용혼석 Affect가 제거되고, 결국 로그인 시, 용혼석이 활성화되지 않는다.
// (Unequip할 때에는 로그아웃 상태인지, 아닌지 알 수 없다.)
// 용혼석만 deactivate시키고 캐릭터의 용혼석 덱 활성 상태는 건드리지 않는다.
void DragonSoul_CleanUp();
// 용혼석 강화창
public:
bool DragonSoul_RefineWindow_Open(LPENTITY pEntity);
bool DragonSoul_RefineWindow_Close();
LPENTITY DragonSoul_RefineWindow_GetOpener() { return m_pointsInstant.m_pDragonSoulRefineWindowOpener; }
bool DragonSoul_RefineWindow_CanRefine();
private:
// SyncPosition을 악용하여 타유저를 이상한 곳으로 보내는 핵 방어하기 위하여,
// SyncPosition이 일어날 때를 기록.
timeval m_tvLastSyncTime;
int m_iSyncHackCount;
public:
void SetLastSyncTime(const timeval &tv) { memcpy(&m_tvLastSyncTime, &tv, sizeof(timeval)); }
const timeval& GetLastSyncTime() { return m_tvLastSyncTime; }
void SetSyncHackCount(int iCount) { m_iSyncHackCount = iCount;}
int GetSyncHackCount() { return m_iSyncHackCount; }
};
ESex GET_SEX(LPCHARACTER ch);
#endif