server/game/src/char.h

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2022-03-05 12:44:06 +02:00
#ifndef __INC_METIN_II_CHAR_H__
#define __INC_METIN_II_CHAR_H__
#include <unordered_map>
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#include <common/stl.h>
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#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,
//<2F><>ų
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 <20><><EFBFBD>׹̳<D7B9>
POINT_MAX_STAMINA, // 10 <20>ִ<EFBFBD> <20><><EFBFBD>׹̳<D7B9>
POINT_GOLD, // 11
POINT_ST, // 12 <20>ٷ<EFBFBD>
POINT_HT, // 13 ü<><C3BC>
POINT_DX, // 14 <20><>ø<EFBFBD><C3B8>
POINT_IQ, // 15 <20><><EFBFBD>ŷ<EFBFBD>
POINT_DEF_GRADE, // 16 ...
POINT_ATT_SPEED, // 17 <20><><EFBFBD>ݼӵ<DDBC>
POINT_ATT_GRADE, // 18 <20><><EFBFBD>ݷ<EFBFBD> MAX
POINT_MOV_SPEED, // 19 <20>̵<EFBFBD><CCB5>ӵ<EFBFBD>
POINT_CLIENT_DEF_GRADE, // 20 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_CASTING_SPEED, // 21 <20>ֹ<EFBFBD><D6B9>ӵ<EFBFBD> (<28><><EFBFBD>ٿ<EFBFBD>Ÿ<EFBFBD><C5B8>*100) / (100 + <20>̰<EFBFBD>) = <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ٿ<EFBFBD> Ÿ<><C5B8>
POINT_MAGIC_ATT_GRADE, // 22 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݷ<EFBFBD>
POINT_MAGIC_DEF_GRADE, // 23 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_EMPIRE_POINT, // 24 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_LEVEL_STEP, // 25 <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ܰ<EFBFBD>.. (1 2 3 <20><> <20><> <20><><EFBFBD><EFBFBD>, 4 <20>Ǹ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><>)
POINT_STAT, // 26 <20>ɷ<EFBFBD>ġ <20>ø<EFBFBD> <20><> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_SUB_SKILL, // 27 <20><><EFBFBD><EFBFBD> <20><>ų <20><><EFBFBD><EFBFBD>Ʈ
POINT_SKILL, // 28 <20><>Ƽ<EFBFBD><C6BC> <20><>ų <20><><EFBFBD><EFBFBD>Ʈ
POINT_WEAPON_MIN, // 29 <20><><EFBFBD><EFBFBD> <20>ּ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_WEAPON_MAX, // 30 <20><><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_PLAYTIME, // 31 <20>÷<EFBFBD><C3B7>̽ð<CCBD>
POINT_HP_REGEN, // 32 HP ȸ<><C8B8><EFBFBD><EFBFBD>
POINT_SP_REGEN, // 33 SP ȸ<><C8B8><EFBFBD><EFBFBD>
POINT_BOW_DISTANCE, // 34 Ȱ <20><><EFBFBD><EFBFBD><EFBFBD>Ÿ<EFBFBD> <20><><EFBFBD><EFBFBD>ġ (meter)
POINT_HP_RECOVERY, // 35 ü<><C3BC> ȸ<><C8B8> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_SP_RECOVERY, // 36 <20><><EFBFBD>ŷ<EFBFBD> ȸ<><C8B8> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_POISON_PCT, // 37 <20><> Ȯ<><C8AE>
POINT_STUN_PCT, // 38 <20><><EFBFBD><EFBFBD> Ȯ<><C8AE>
POINT_SLOW_PCT, // 39 <20><><EFBFBD>ο<EFBFBD> Ȯ<><C8AE>
POINT_CRITICAL_PCT, // 40 ũ<><C5A9>Ƽ<EFBFBD><C6BC> Ȯ<><C8AE>
POINT_PENETRATE_PCT, // 41 <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8> Ȯ<><C8AE>
POINT_CURSE_PCT, // 42 <20><><EFBFBD><EFBFBD> Ȯ<><C8AE>
POINT_ATTBONUS_HUMAN, // 43 <20>ΰ<EFBFBD><CEB0><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_ATTBONUS_ANIMAL, // 44 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> % <20><><EFBFBD><EFBFBD>
POINT_ATTBONUS_ORC, // 45 <20><><EFBFBD>Ϳ<EFBFBD><CDBF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> % <20><><EFBFBD><EFBFBD>
POINT_ATTBONUS_MILGYO, // 46 <20>б<EFBFBD><D0B1><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> % <20><><EFBFBD><EFBFBD>
POINT_ATTBONUS_UNDEAD, // 47 <20><>ü<EFBFBD><C3BC><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> % <20><><EFBFBD><EFBFBD>
POINT_ATTBONUS_DEVIL, // 48 <20><><EFBFBD><EFBFBD>(<28>Ǹ<EFBFBD>)<29><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> % <20><><EFBFBD><EFBFBD>
POINT_ATTBONUS_INSECT, // 49 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_ATTBONUS_FIRE, // 50 ȭ<><C8AD><EFBFBD><EFBFBD>
POINT_ATTBONUS_ICE, // 51 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_ATTBONUS_DESERT, // 52 <20><EFBFBD><E7B8B7>
POINT_ATTBONUS_MONSTER, // 53 <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ϳ<EFBFBD><CDBF><EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_ATTBONUS_WARRIOR, // 54 <20><><EFBFBD><EFBFBD><E7BFA1> <20><><EFBFBD><EFBFBD>
POINT_ATTBONUS_ASSASSIN, // 55 <20>ڰ<EFBFBD><DAB0><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_ATTBONUS_SURA, // 56 <20><><EFBFBD>󿡰<EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_ATTBONUS_SHAMAN, // 57 <20><><EFBFBD><EFBFBD><E7BFA1> <20><><EFBFBD><EFBFBD>
POINT_ATTBONUS_TREE, // 58 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> 20050729.myevan UNUSED5
POINT_RESIST_WARRIOR, // 59 <20><><EFBFBD><EFBFBD><E7BFA1> <20><><EFBFBD><EFBFBD>
POINT_RESIST_ASSASSIN, // 60 <20>ڰ<EFBFBD><DAB0><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_RESIST_SURA, // 61 <20><><EFBFBD>󿡰<EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_RESIST_SHAMAN, // 62 <20><><EFBFBD><EFBFBD><E7BFA1> <20><><EFBFBD><EFBFBD>
POINT_STEAL_HP, // 63 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_STEAL_SP, // 64 <20><><EFBFBD>ŷ<EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_MANA_BURN_PCT, // 65 <20><><EFBFBD><EFBFBD> <20><>
/// <20><><EFBFBD>ؽ<EFBFBD> <20><><EFBFBD>ʽ<EFBFBD> ///
POINT_DAMAGE_SP_RECOVER, // 66 <20><><EFBFBD>ݴ<EFBFBD><DDB4><EFBFBD> <20><> <20><><EFBFBD>ŷ<EFBFBD> ȸ<><C8B8> Ȯ<><C8AE>
POINT_BLOCK, // 67 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_DODGE, // 68 ȸ<><C8B8><EFBFBD><EFBFBD>
POINT_RESIST_SWORD, // 69
POINT_RESIST_TWOHAND, // 70
POINT_RESIST_DAGGER, // 71
POINT_RESIST_BELL, // 72
POINT_RESIST_FAN, // 73
POINT_RESIST_BOW, // 74 ȭ<><C8AD> <20><><EFBFBD><EFBFBD> : <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_RESIST_FIRE, // 75 ȭ<><C8AD> <20><><EFBFBD><EFBFBD> : ȭ<><C8AD><EFBFBD><EFBFBD><EFBFBD>ݿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_RESIST_ELEC, // 76 <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> : <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_RESIST_MAGIC, // 77 <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> : <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_RESIST_WIND, // 78 <20>ٶ<EFBFBD> <20><><EFBFBD><EFBFBD> : <20>ٶ<EFBFBD><D9B6><EFBFBD><EFBFBD>ݿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_REFLECT_MELEE, // 79 <20><><EFBFBD><EFBFBD> <20>ݻ<EFBFBD>
/// Ư<><C6AF> <20><><EFBFBD>ؽ<EFBFBD> ///
POINT_REFLECT_CURSE, // 80 <20><><EFBFBD><EFBFBD> <20>ݻ<EFBFBD>
POINT_POISON_REDUCE, // 81 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
/// <20><> <20>Ҹ<EFBFBD><D2B8><EFBFBD> ///
POINT_KILL_SP_RECOVER, // 82 <20><> <20>Ҹ<EFBFBD><D2B8><EFBFBD> MP ȸ<><C8B8>
POINT_EXP_DOUBLE_BONUS, // 83
POINT_GOLD_DOUBLE_BONUS, // 84
POINT_ITEM_DROP_BONUS, // 85
/// ȸ<><C8B8> <20><><EFBFBD><EFBFBD> ///
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 <20><><EFBFBD>ż<EFBFBD>ȣ <20><>ų<EFBFBD><C5B3> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ȿ<><C8BF> <20><><EFBFBD><EFBFBD>
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 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ȣ
POINT_MOUNT, // 109 Ÿ<><C5B8><EFBFBD>ִ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ȣ
POINT_PARTY_HASTE_BONUS, // 110
POINT_PARTY_DEFENDER_BONUS, // 111
POINT_STAT_RESET_COUNT, // 112 <20><><EFBFBD><EFBFBD> <20>ܾ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ (1<><31> 1<><31><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD>°<EFBFBD><C2B0><EFBFBD>)
POINT_HORSE_SKILL, // 113
POINT_MALL_ATTBONUS, // 114 <20><><EFBFBD>ݷ<EFBFBD> +x%
POINT_MALL_DEFBONUS, // 115 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> +x%
POINT_MALL_EXPBONUS, // 116 <20><><EFBFBD><EFBFBD>ġ +x%
POINT_MALL_ITEMBONUS, // 117 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> x/10<31><30>
POINT_MALL_GOLDBONUS, // 118 <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> x/10<31><30>
POINT_MAX_HP_PCT, // 119 <20>ִ<EFBFBD><D6B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> +x%
POINT_MAX_SP_PCT, // 120 <20>ִ<EFBFBD><D6B4><EFBFBD><EFBFBD>ŷ<EFBFBD> +x%
POINT_SKILL_DAMAGE_BONUS, // 121 <20><>ų <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> *(100+x)%
POINT_NORMAL_HIT_DAMAGE_BONUS, // 122 <20><>Ÿ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> *(100+x)%
// DEFEND_BONUS_ATTRIBUTES
POINT_SKILL_DEFEND_BONUS, // 123 <20><>ų <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_NORMAL_HIT_DEFEND_BONUS, // 124 <20><>Ÿ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// END_OF_DEFEND_BONUS_ATTRIBUTES
// PC_BANG_ITEM_ADD
POINT_PC_BANG_EXP_BONUS, // 125 PC<50><43> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ġ <20><><EFBFBD>ʽ<EFBFBD>
POINT_PC_BANG_DROP_BONUS, // 126 PC<50><43> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ӷ<EFBFBD> <20><><EFBFBD>ʽ<EFBFBD>
// END_PC_BANG_ITEM_ADD
POINT_RAMADAN_CANDY_BONUS_EXP, // <20>󸶴<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ġ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
POINT_ENERGY = 128, // 128 <20><><EFBFBD><EFBFBD>
// <20><><EFBFBD><EFBFBD> ui <20><>.
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ʱ⸸, Ŭ<><C5AC><EFBFBD>̾<EFBFBD>Ʈ<EFBFBD><C6AE><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20>ð<EFBFBD><C3B0><EFBFBD> POINT<4E><54> <20><><EFBFBD><EFBFBD><EFBFBD>ϱ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̷<EFBFBD><CCB7><EFBFBD> <20>Ѵ<EFBFBD>.
// <20><> <20>β<EFBFBD><CEB2><EFBFBD><EFBFBD><EFBFBD>
POINT_ENERGY_END_TIME = 129, // 129 <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ð<EFBFBD>
POINT_COSTUME_ATTR_BONUS = 130,
POINT_MAGIC_ATT_BONUS_PER = 131,
POINT_MELEE_MAGIC_ATT_BONUS_PER = 132,
// <20>߰<EFBFBD> <20>Ӽ<EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_RESIST_ICE = 133, // <20>ñ<EFBFBD> <20><><EFBFBD><EFBFBD> : <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_RESIST_EARTH = 134, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> : <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_RESIST_DARK = 135, // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> : <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ݿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_RESIST_CRITICAL = 136, // ũ<><C5A9>Ƽ<EFBFBD><C6BC> <20><><EFBFBD><EFBFBD> : <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ũ<><C5A9>Ƽ<EFBFBD><C6BC> Ȯ<><C8AE><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
POINT_RESIST_PENETRATE = 137, // <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8> <20><><EFBFBD><EFBFBD> : <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8> Ȯ<><C8AE><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
//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;
};
/* <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
typedef struct character_point
{
int points[POINT_MAX_NUM];
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BYTE job;
BYTE voice;
BYTE level;
DWORD exp;
int gold;
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int hp;
int sp;
int iRandomHP;
int iRandomSP;
int stamina;
BYTE skill_group;
} CHARACTER_POINT;
/* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ʴ<EFBFBD> ij<><C4B3><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
typedef struct character_point_instant
{
int points[POINT_MAX_NUM];
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float fRot;
int iMaxHP;
int iMaxSP;
int position;
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int instant_flag;
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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];
// <20><>ȥ<EFBFBD><C8A5> <20>κ<EFBFBD><CEBA>丮.
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; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ȣ
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;
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} 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;
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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 <20><><EFBFBD><EFBFBD>
virtual void EncodeInsertPacket(LPENTITY entity);
virtual void EncodeRemovePacket(LPENTITY entity);
//////////////////////////////////////////////////////////////////////////////////
public:
LPCHARACTER FindCharacterInView(const char * name, bool bFindPCOnly);
void UpdatePacket();
//////////////////////////////////////////////////////////////////////////////////
// FSM (Finite State Machine) <20><><EFBFBD><EFBFBD>
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); // <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD>
void SetProto(const CMob * c_pkMob);
WORD GetRaceNum() const;
void Save(); // DelayedSave
void SaveReal(); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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(); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
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(); // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ij<EFBFBD><C4B3><EFBFBD>Ͷ<EFBFBD><CDB6><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ش<EFBFBD>.
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 <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ִ밪 <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>˻<EFBFBD><CBBB>ϰ<EFBFBD> <20><><EFBFBD>ٸ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
bool Show(int lMapIndex, int x, int y, int z = INT_MAX, bool bShowSpawnMotion = false);
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void Sitdown(int is_ground);
void Standup();
void SetRotation(float fRot);
void SetRotationToXY(int x, int y);
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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; } // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϴ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
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); // <20>ٷ<EFBFBD> <20>̵<EFBFBD> <20><>Ű<EFBFBD><C5B0> <20>ʰ<EFBFBD> <20><>ǥ <20><>ġ<EFBFBD><C4A1> BLENDING <20><>Ų<EFBFBD><C5B2>.
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void Stop();
bool CanMove() const; // <20>̵<EFBFBD><CCB5><EFBFBD> <20><> <20>ִ°<D6B4>?
void SyncPacket();
bool Sync(int x, int y); // <20><><EFBFBD><EFBFBD> <20><> <20>޼ҵ<DEBC><D2B5><EFBFBD> <20>̵<EFBFBD> <20>Ѵ<EFBFBD> (<28><> <20><> <20><><EFBFBD>ǿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20>̵<EFBFBD> <20>Ұ<EFBFBD><D2B0><EFBFBD> <20><><EFBFBD><EFBFBD>)
bool Move(int x, int y); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>˻<EFBFBD><CBBB>ϰ<EFBFBD> Sync <20>޼ҵ带 <20><><EFBFBD><EFBFBD> <20>̵<EFBFBD> <20>Ѵ<EFBFBD>.
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void OnMove(bool bIsAttack = false); // <20><><EFBFBD><EFBFBD><EFBFBD>϶<EFBFBD> <20>Ҹ<EFBFBD><D2B8><EFBFBD>. Move() <20>޼ҵ<DEBC> <20>̿ܿ<CCBF><DCBF><EFBFBD><EFBFBD><EFBFBD> <20>Ҹ<EFBFBD> <20><> <20>ִ<EFBFBD>.
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); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ݹ<EFBFBD><DDB9><EFBFBD> <20>ð<EFBFBD> <20><> <20><>ġ<EFBFBD><C4A1> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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);
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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; // <20><><EFBFBD><EFBFBD> SyncOwner<65><72> <20>ڵ<EFBFBD>
PIXEL_POSITION m_posDest;
PIXEL_POSITION m_posStart;
PIXEL_POSITION m_posWarp;
int m_lWarpMapIndex;
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PIXEL_POSITION m_posExit;
int m_lExitMapIndex;
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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 <20><><EFBFBD><EFBFBD>
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);
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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 loading<6E><67> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ΰ<EFBFBD>?
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);
/// <20>ڽ<EFBFBD><DABD><EFBFBD> <20><>Ƽ<EFBFBD><C6BC> <20>ٸ<EFBFBD> character <20><> <20>ʴ<EFBFBD><CAB4>Ѵ<EFBFBD>.
/**
* @param pchInvitee <EFBFBD>ʴ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> character. <EFBFBD><EFBFBD>Ƽ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̾<EFBFBD><EFBFBD><EFBFBD> <EFBFBD>Ѵ<EFBFBD>.
*
* <EFBFBD><EFBFBD><EFBFBD><EFBFBD> character <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>°<EFBFBD> <EFBFBD><EFBFBD>Ƽ<EFBFBD><EFBFBD> <EFBFBD>ʴ<EFBFBD><EFBFBD>ϰ<EFBFBD> <EFBFBD>ʴ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD>ִ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>°<EFBFBD> <EFBFBD>ƴ϶<EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ʴ<EFBFBD><EFBFBD>ϴ<EFBFBD> ij<EFBFBD><EFBFBD><EFBFBD>Ϳ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ش<EFBFBD><EFBFBD>ϴ<EFBFBD> ä<EFBFBD><EFBFBD> <EFBFBD>޼<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
*/
void PartyInvite(LPCHARACTER pchInvitee);
/// <20>ʴ<EFBFBD><CAB4>ߴ<EFBFBD> character <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ó<><C3B3><EFBFBD>Ѵ<EFBFBD>.
/**
* @param pchInvitee <EFBFBD><EFBFBD>Ƽ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> character. <EFBFBD><EFBFBD>Ƽ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̾<EFBFBD><EFBFBD><EFBFBD> <EFBFBD>Ѵ<EFBFBD>.
*
* pchInvitee <EFBFBD><EFBFBD> <EFBFBD><EFBFBD>Ƽ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD>ִ<EFBFBD> <EFBFBD><EFBFBD>Ȳ<EFBFBD><EFBFBD> <EFBFBD>ƴ϶<EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ش<EFBFBD><EFBFBD>ϴ<EFBFBD> ä<EFBFBD><EFBFBD> <EFBFBD>޼<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
*/
void PartyInviteAccept(LPCHARACTER pchInvitee);
/// <20>ʴ<EFBFBD><CAB4>ߴ<EFBFBD> character <20><> <20>ʴ<EFBFBD> <20>źθ<C5BA> ó<><C3B3><EFBFBD>Ѵ<EFBFBD>.
/**
* @param [in] dwPID <EFBFBD>ʴ<EFBFBD> <EFBFBD>ߴ<EFBFBD> character <EFBFBD><EFBFBD> PID
*/
void PartyInviteDeny(DWORD dwPID);
bool BuildUpdatePartyPacket(TPacketGCPartyUpdate & out);
int GetLeadershipSkillLevel() const;
bool CanSummon(int iLeaderShip);
void SetPartyRequestEvent(LPEVENT pkEvent) { m_pkPartyRequestEvent = pkEvent; }
protected:
/// <20><>Ƽ<EFBFBD><C6BC> <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
/**
* @param pkLeader <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>Ƽ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
void PartyJoin(LPCHARACTER pkLeader);
/**
* <EFBFBD><EFBFBD>Ƽ <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>.
* Error code <EFBFBD><EFBFBD> <EFBFBD>ð<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ΰ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>(mutable) type <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>(static) type <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
* Error code <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> PERR_SEPARATOR <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> type <EFBFBD>̰<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> type <EFBFBD>̴<EFBFBD>.
*/
enum PartyJoinErrCode {
PERR_NONE = 0, ///< ó<><C3B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
PERR_SERVER, ///< <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>Ƽ<EFBFBD><C6BC><EFBFBD><EFBFBD> ó<><C3B3> <20>Ұ<EFBFBD>
PERR_DUNGEON, ///< ij<><C4B3><EFBFBD>Ͱ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
PERR_OBSERVER, ///< <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
PERR_LVBOUNDARY, ///< <20><><EFBFBD><EFBFBD> ij<><C4B3><EFBFBD>Ϳ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̰<EFBFBD> <20><>
PERR_LOWLEVEL, ///< <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƽ<EFBFBD><C6BC> <20>ְ<EFBFBD><D6B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 30<33><30><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
PERR_HILEVEL, ///< <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƽ<EFBFBD><C6BC> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 30<33><30><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
PERR_ALREADYJOIN, ///< <20><>Ƽ<EFBFBD><C6BC><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> ij<><C4B3><EFBFBD>Ͱ<EFBFBD> <20>̹<EFBFBD> <20><>Ƽ<EFBFBD><C6BC>
PERR_PARTYISFULL, ///< <20><>Ƽ<EFBFBD>ο<EFBFBD> <20><><EFBFBD><EFBFBD> <20>ʰ<EFBFBD>
PERR_SEPARATOR, ///< Error type separator.
PERR_DIFFEMPIRE, ///< <20><><EFBFBD><EFBFBD> ij<><C4B3><EFBFBD>Ϳ<EFBFBD> <20>ٸ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
PERR_MAX ///< Error code <20>ְ<EFBFBD>ġ. <20><> <20>տ<EFBFBD> Error code <20><> <20>߰<EFBFBD><DFB0>Ѵ<EFBFBD>.
};
/// <20><>Ƽ <20><><EFBFBD><EFBFBD><EFBFBD>̳<EFBFBD> <20><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>˻<EFBFBD><CBBB>Ѵ<EFBFBD>.
/**
* @param pchLeader <EFBFBD><EFBFBD>Ƽ<EFBFBD><EFBFBD> leader <EFBFBD>̰ų<EFBFBD> <EFBFBD>ʴ<EFBFBD><EFBFBD><EFBFBD> character
* @param pchGuest <EFBFBD>ʴ<EFBFBD><EFBFBD>޴<EFBFBD> character
* @return <EFBFBD><EFBFBD><EFBFBD><EFBFBD> PartyJoinErrCode <EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ȯ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD>ִ<EFBFBD>.
*/
static PartyJoinErrCode IsPartyJoinableCondition(const LPCHARACTER pchLeader, const LPCHARACTER pchGuest);
/// <20><>Ƽ <20><><EFBFBD><EFBFBD><EFBFBD>̳<EFBFBD> <20><20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>˻<EFBFBD><CBBB>Ѵ<EFBFBD>.
/**
* @param pchLeader <EFBFBD><EFBFBD>Ƽ<EFBFBD><EFBFBD> leader <EFBFBD>̰ų<EFBFBD> <EFBFBD>ʴ<EFBFBD><EFBFBD><EFBFBD> character
* @param pchGuest <EFBFBD>ʴ<EFBFBD><EFBFBD>޴<EFBFBD> character
* @return mutable type <EFBFBD><EFBFBD> code <EFBFBD><EFBFBD> <EFBFBD><EFBFBD>ȯ<EFBFBD>Ѵ<EFBFBD>.
*/
static PartyJoinErrCode IsPartyJoinableMutableCondition(const LPCHARACTER pchLeader, const LPCHARACTER pchGuest);
LPPARTY m_pkParty;
DWORD m_dwLastDeadTime;
LPEVENT m_pkPartyRequestEvent;
/**
* <EFBFBD><EFBFBD>Ƽ<EFBFBD><EFBFBD>û Event map.
* key: <EFBFBD>ʴ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ij<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> PID
* value: event<EFBFBD><EFBFBD> pointer
*
* <EFBFBD>ʴ<EFBFBD><EFBFBD><EFBFBD> ij<EFBFBD><EFBFBD><EFBFBD>͵ <EFBFBD><EFBFBD><EFBFBD><EFBFBD> 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); // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><> <20>ִ°<D6B4>?
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); /// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
/// DB ij<>÷<EFBFBD> <20><><EFBFBD><EFBFBD> <20>޾ƿ<DEBE> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ó<><C3B3><EFBFBD>Ѵ<EFBFBD>.
/**
* @param [in] p <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <EFBFBD><EFBFBD>Ŷ
*
* <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> ó<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> UseSilkBotary <EFBFBD><EFBFBD><EFBFBD><EFBFBD> DB ij<EFBFBD>÷<EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ<EFBFBD><EFBFBD> <EFBFBD><EFBFBD>û<EFBFBD>ϰ<EFBFBD>
* <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD>Լ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ܺ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ó<EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
*/
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);
// <20><><EFBFBD><EFBFBD> item<65><6D> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20>ִ<EFBFBD> <20><> Ȯ<><C8AE><EFBFBD>ϰ<EFBFBD>, <20>Ұ<EFBFBD><D2B0><EFBFBD> <20>ϴٸ<CFB4> ij<><C4B3><EFBFBD>Ϳ<EFBFBD><CDBF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>˷<EFBFBD><CBB7>ִ<EFBFBD> <20>Լ<EFBFBD>
bool CanEquipNow(const LPITEM item, const TItemPos& srcCell = NPOS, const TItemPos& destCell = NPOS);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> item<65><6D> <20><><EFBFBD><EFBFBD> <20><> <20>ִ<EFBFBD> <20><> Ȯ<><C8AE><EFBFBD>ϰ<EFBFBD>, <20>Ұ<EFBFBD><D2B0><EFBFBD> <20>ϴٸ<CFB4> ij<><C4B3><EFBFBD>Ϳ<EFBFBD><CDBF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>˷<EFBFBD><CBB7>ִ<EFBFBD> <20>Լ<EFBFBD>
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);
2022-03-05 12:44:06 +02:00
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:
/// <20><> <20><><EFBFBD><EFBFBD><EFBFBD>ۿ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
/**
* @param [in] dwItemVnum <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> vnum
* @param [in] dwItemPrice <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
void SendMyShopPriceListCmd(DWORD dwItemVnum, DWORD dwItemPrice);
bool m_bNoOpenedShop; ///< <20>̹<EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD>λ<EFBFBD><CEBB><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20>ִ<EFBFBD><D6B4><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>(<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD>ٸ<EFBFBD> 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); // <20><>Ƽ<EFBFBD><C6BC> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>Ƽ <20>й<EFBFBD>, <20>α<EFBFBD> <20><><EFBFBD><EFBFBD> ó<><C3B3>
// 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); // pkVictimr<6D><72> <20>ο<EFBFBD><CEBF><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>. (<28><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20>ֳ<EFBFBD> üũ<C3BC>Ϸ<EFBFBD><CFB7><EFBFBD> CanBeginFight<68><74> <20><><EFBFBD><EFBFBD>)
bool CounterAttack(LPCHARACTER pkChr); // <20>ݰ<EFBFBD><DDB0>ϱ<EFBFBD> (<28><><EFBFBD><EFBFBD><EFBFBD>͸<EFBFBD> <20><><EFBFBD><EFBFBD>)
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);
2022-03-05 12:44:06 +02:00
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;
//<2F><><EFBFBD><EFBFBD>ġ <20><><EFBFBD><EFBFBD>
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; // <20> ij<><C4B3><EFBFBD>Ͱ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>󸶸<EFBFBD>ŭ<EFBFBD><C5AD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>־<EFBFBD><D6BE>°<EFBFBD>?
// 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; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>
CHARACTER_SET m_set_pkChrSpawnedBy; // <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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; ///< <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> skill <20><> <20><> <20>ð<EFBFBD>(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;
2022-03-05 12:44:06 +02:00
std::map<int, TSkillUseInfo> m_SkillUseInfo;
////////////////////////////////////////////////////////////////////////////////////////
// AI related
public:
void AssignTriggers(const TMobTable * table);
LPCHARACTER GetVictim() const; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
void SetVictim(LPCHARACTER pkVictim);
LPCHARACTER GetNearestVictim(LPCHARACTER pkChr);
LPCHARACTER GetProtege() const; // <20><>ȣ<EFBFBD>ؾ<EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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; // <20><> Ÿ<><C5B8>
CHARACTER_SET m_set_pkChrTargetedBy; // <20><><EFBFBD><EFBFBD> Ÿ<><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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();
/// â<><C3A2> <20><><EFBFBD><EFBFBD> <20><>û
/**
* @param [in] pszPassword 1<EFBFBD><EFBFBD> <EFBFBD>̻<EFBFBD> 6<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> â<EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>й<EFBFBD>ȣ
*
* DB <EFBFBD><EFBFBD> â<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>û<EFBFBD>Ѵ<EFBFBD>.
* â<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ߺ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ϸ<EFBFBD>, <EFBFBD>ֱ<EFBFBD> â<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ð<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> 10<EFBFBD><EFBFBD> <EFBFBD>̳<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
*/
void ReqSafeboxLoad(const char* pszPassword);
/// â<><C3A2> <20><><EFBFBD><EFBFBD> <20><>û<EFBFBD><C3BB> <20><><EFBFBD><EFBFBD>
/**
* ReqSafeboxLoad <EFBFBD><EFBFBD> ȣ<EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD> CloseSafebox <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>ʾ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD>Լ<EFBFBD><EFBFBD><EFBFBD> ȣ<EFBFBD><EFBFBD><EFBFBD>ϸ<EFBFBD> â<EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD>ִ<EFBFBD>.
* â<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD>û<EFBFBD><EFBFBD> DB <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD>޾<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD>Լ<EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ؼ<EFBFBD> <EFBFBD><EFBFBD>û<EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD>ְ<EFBFBD> <EFBFBD><EFBFBD><EFBFBD>ش<EFBFBD>.
*/
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; ///< â<><C3A2><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>û <20><><EFBFBD>̰ų<CCB0> <20><><EFBFBD><EFBFBD><EFBFBD>ִ°<D6B4> <20><><EFBFBD><EFBFBD>, true <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD>̰ų<CCB0> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>.
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; } // <20><><EFBFBD><EFBFBD> <20><>ȯ<EFBFBD><C8AF><EFBFBD><EFBFBD> <20><>
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; // Ư<><C6AF> ȿ<><C8BF><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ΰ<EFBFBD>?
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);
// ij<><C4B3><EFBFBD><EFBFBD> <20>ν<EFBFBD><CEBD>Ͻ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20>Լ<EFBFBD>. <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̻<EFBFBD><CCBB><EFBFBD> <20><><EFBFBD>ӱ<EFBFBD><D3B1><EFBFBD><EFBFBD><EFBFBD> CFSM::Update <20>Լ<EFBFBD><D4BC><EFBFBD> ȣ<><C8A3><EFBFBD>ϰų<CFB0> UpdateStateMachine <20>Լ<EFBFBD><D4BC><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ߴµ<DFB4>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ <20>Լ<EFBFBD> <20>߰<EFBFBD><DFB0><EFBFBD>.
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; ///< <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ӽ<EFBFBD><D3BC><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ֱ<EFBFBD>
static const char msc_szLastChangeItemAttrFlag[]; ///< <20>ֱ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ӽ<EFBFBD><D3BC><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ð<EFBFBD><C3B0><EFBFBD> Quest Flag <20≯<EFBFBD>
static const char msc_szChangeItemAttrCycleFlag[]; ///< <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>Ӽ<EFBFBD><D3BC><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ֱ<EFBFBD><D6B1><EFBFBD> Quest Flag <20≯<EFBFBD>
// 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 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> üũ.
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:
//<2F>߱<EFBFBD> <20><><EFBFBD><EFBFBD>
//18<31><38> <20≯<EFBFBD> <20><><EFBFBD><EFBFBD>
//3<>ð<EFBFBD> : 50 % 5 <20>ð<EFBFBD> 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;
// <20><><EFBFBD><EFBFBD> : <20><>Ȱ<EFBFBD><C8B0> <20>׽<EFBFBD>Ʈ<EFBFBD><C6AE> <20><><EFBFBD>Ͽ<EFBFBD>.
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
//<2F><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
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;
//<2F><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><>Ŷ <20>ӽ<EFBFBD> <20><><EFBFBD><EFBFBD>
private:
unsigned int itemAward_vnum = 0;
char itemAward_cmd[20] = "";
2022-03-05 12:44:06 +02:00
//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:
//<2F><>ȥ<EFBFBD><C8A5>
// ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> affect, quest<73><74> load <20>DZ<EFBFBD> <20><><EFBFBD><EFBFBD> DragonSoul_Initialize<7A><65> ȣ<><C8A3><EFBFBD>ϸ<EFBFBD> <20>ȵȴ<C8B5>.
// affect<63><74> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>ε<EFBFBD><CEB5>Ǿ<EFBFBD> LoadAffect<63><74><EFBFBD><EFBFBD> ȣ<><C8A3><EFBFBD><EFBFBD>.
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();
// <20>ݵ<EFBFBD><DDB5><EFBFBD> ClearItem <20><><EFBFBD><EFBFBD> <20>ҷ<EFBFBD><D2B7><EFBFBD> <20>Ѵ<EFBFBD>.
// <20>ֳ<EFBFBD><D6B3>ϸ<EFBFBD>....
// <20><>ȥ<EFBFBD><C8A5> <20>ϳ<EFBFBD> <20>ϳ<EFBFBD><CFB3><EFBFBD> deactivate<74><65> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> active<76><65> <20><>ȥ<EFBFBD><C8A5><EFBFBD><EFBFBD> <20>ִ<EFBFBD><D6B4><EFBFBD> Ȯ<><C8AE><EFBFBD>ϰ<EFBFBD>,
// active<76><65> <20><>ȥ<EFBFBD><C8A5><EFBFBD><EFBFBD> <20>ϳ<EFBFBD><CFB3><EFBFBD> <20><><EFBFBD>ٸ<EFBFBD>, ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ȥ<EFBFBD><C8A5> affect<63><74>, Ȱ<><C8B0> <20><><EFBFBD>¸<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>Ѵ<EFBFBD>.
//
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> ClearItem <20><>, ij<><C4B3><EFBFBD>Ͱ<EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>ϰ<EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> unequip<69>ϴ<EFBFBD> <20>ٶ<EFBFBD><D9B6><EFBFBD>,
// <20><>ȥ<EFBFBD><C8A5> Affect<63><74> <20><><EFBFBD>ŵǰ<C5B5>, <20><20>α<EFBFBD><CEB1><EFBFBD> <20><>, <20><>ȥ<EFBFBD><C8A5><EFBFBD><EFBFBD> Ȱ<><C8B0>ȭ<EFBFBD><C8AD><EFBFBD><EFBFBD> <20>ʴ´<CAB4>.
// (Unequip<69><70> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>α׾ƿ<D7BE> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20>ƴ<EFBFBD><C6B4><EFBFBD> <20><> <20><> <20><><EFBFBD><EFBFBD>.)
// <20><>ȥ<EFBFBD><C8A5><EFBFBD><EFBFBD> deactivate<74><65>Ű<EFBFBD><C5B0> ij<><C4B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ȥ<EFBFBD><C8A5> <20><> Ȱ<><C8B0> <20><><EFBFBD>´<EFBFBD> <20>ǵ帮<C7B5><E5B8AE> <20>ʴ´<CAB4>.
void DragonSoul_CleanUp();
// <20><>ȥ<EFBFBD><C8A5> <20><>ȭâ
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:
// SyncPosition<6F><6E> <20>ǿ<EFBFBD><C7BF>Ͽ<EFBFBD> Ÿ<><C5B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20>̻<EFBFBD><CCBB><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>ϱ<EFBFBD> <20><><EFBFBD>Ͽ<EFBFBD>,
// SyncPosition<6F><6E> <20>Ͼ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>.
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