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- #include "stdafx.h"
- #include "utils.h"
- #include "config.h"
- #include "desc.h"
- #include "desc_manager.h"
- #include "char_manager.h"
- #include "item.h"
- #include "item_manager.h"
- #include "mob_manager.h"
- #include "battle.h"
- #include "pvp.h"
- #include "skill.h"
- #include "start_position.h"
- #include "profiler.h"
- #include "cmd.h"
- #include "dungeon.h"
- #include "log.h"
- #include "unique_item.h"
- #include "priv_manager.h"
- #include "db.h"
- #include "vector.h"
- #include "marriage.h"
- #include "arena.h"
- #include "regen.h"
- #include "monarch.h"
- #include "exchange.h"
- #include "shop_manager.h"
- #include "castle.h"
- #include "dev_log.h"
- #include "ani.h"
- #include "BattleArena.h"
- #include "packet.h"
- #include "party.h"
- #include "affect.h"
- #include "guild.h"
- #include "guild_manager.h"
- #include "questmanager.h"
- #include "questlua.h"
- #include "threeway_war.h"
- #include "BlueDragon.h"
- #include "DragonLair.h"
- extern bool bugfix_sura_manashield;
- extern bool check_speedhack_enable;
- extern long max_rank_points;
- DWORD AdjustExpByLevel(const LPCHARACTER ch, const DWORD exp)
- {
- if (PLAYER_EXP_TABLE_MAX < ch->GetLevel())
- {
- double ret = 0.95;
- double factor = 0.1;
- for (ssize_t i=0 ; i < ch->GetLevel()-100 ; ++i)
- {
- if ( (i%10) == 0)
- factor /= 2.0;
- ret *= 1.0 - factor;
- }
- ret = ret * static_cast<double>(exp);
- if (ret < 1.0)
- return 1;
- return static_cast<DWORD>(ret);
- }
- return exp;
- }
- bool CHARACTER::CanBeginFight() const
- {
- if (!CanMove())
- return false;
- return m_pointsInstant.position == POS_STANDING && !IsDead() && !IsStun();
- }
- void CHARACTER::BeginFight(LPCHARACTER pkVictim)
- {
- SetVictim(pkVictim);
- SetPosition(POS_FIGHTING);
- SetNextStatePulse(1);
- }
- bool CHARACTER::CanFight() const
- {
- return m_pointsInstant.position >= POS_FIGHTING ? true : false;
- }
- void CHARACTER::CreateFly(BYTE bType, LPCHARACTER pkVictim)
- {
- TPacketGCCreateFly packFly;
- packFly.bHeader = HEADER_GC_CREATE_FLY;
- packFly.bType = bType;
- packFly.dwStartVID = GetVID();
- packFly.dwEndVID = pkVictim->GetVID();
- PacketAround(&packFly, sizeof(TPacketGCCreateFly));
- }
- void CHARACTER::DistributeSP(LPCHARACTER pkKiller, int iMethod)
- {
- if (pkKiller->GetSP() >= pkKiller->GetMaxSP())
- return;
- bool bAttacking = (get_dword_time() - GetLastAttackTime()) < 3000;
- bool bMoving = (get_dword_time() - GetLastMoveTime()) < 3000;
- if (iMethod == 1)
- {
- int num = number(0, 3);
- if (!num)
- {
- int iLvDelta = GetLevel() - pkKiller->GetLevel();
- int iAmount = 0;
- if (iLvDelta >= 5)
- iAmount = 10;
- else if (iLvDelta >= 0)
- iAmount = 6;
- else if (iLvDelta >= -3)
- iAmount = 2;
- if (iAmount != 0)
- {
- iAmount += (iAmount * pkKiller->GetPoint(POINT_SP_REGEN)) / 100;
- if (iAmount >= 11)
- CreateFly(FLY_SP_BIG, pkKiller);
- else if (iAmount >= 7)
- CreateFly(FLY_SP_MEDIUM, pkKiller);
- else
- CreateFly(FLY_SP_SMALL, pkKiller);
- pkKiller->PointChange(POINT_SP, iAmount);
- }
- }
- }
- else
- {
- if (pkKiller->GetJob() == JOB_SHAMAN || (pkKiller->GetJob() == JOB_SURA && pkKiller->GetSkillGroup() == 2))
- {
- int iAmount;
- if (bAttacking)
- iAmount = 2 + GetMaxSP() / 100;
- else if (bMoving)
- iAmount = 3 + GetMaxSP() * 2 / 100;
- else
- iAmount = 10 + GetMaxSP() * 3 / 100; // 평상시
- iAmount += (iAmount * pkKiller->GetPoint(POINT_SP_REGEN)) / 100;
- pkKiller->PointChange(POINT_SP, iAmount);
- }
- else
- {
- int iAmount;
- if (bAttacking)
- iAmount = 2 + pkKiller->GetMaxSP() / 200;
- else if (bMoving)
- iAmount = 2 + pkKiller->GetMaxSP() / 100;
- else
- {
- // 평상시
- if (pkKiller->GetHP() < pkKiller->GetMaxHP())
- iAmount = 2 + (pkKiller->GetMaxSP() / 100); // 피 다 안찼을때
- else
- iAmount = 9 + (pkKiller->GetMaxSP() / 100); // 기본
- }
- iAmount += (iAmount * pkKiller->GetPoint(POINT_SP_REGEN)) / 100;
- pkKiller->PointChange(POINT_SP, iAmount);
- }
- }
- }
- bool CHARACTER::Attack(LPCHARACTER pkVictim, BYTE bType)
- {
- if (test_server)
- sys_log(0, "[TEST_SERVER] Attack : %s type %d, MobBattleType %d", GetName(), bType, !GetMobBattleType() ? 0 : GetMobAttackRange());
- //PROF_UNIT puAttack("Attack");
- if (!CanMove())
- return false;
- if (pkVictim->GetMyShop())
- return false;
- // CASTLE
- if (IS_CASTLE_MAP(GetMapIndex()) && false == castle_can_attack(this, pkVictim))
- return false;
- // CASTLE
- DWORD dwCurrentTime = get_dword_time();
- if (IsPC())
- {
- if(check_speedhack_enable)
- if (IS_SPEED_HACK(this, pkVictim, dwCurrentTime))
- return false;
- if (bType == 0 && dwCurrentTime < GetSkipComboAttackByTime())
- return false;
- }
- else
- {
- MonsterChat(MONSTER_CHAT_ATTACK);
- }
- pkVictim->SetSyncOwner(this);
- if (pkVictim->CanBeginFight())
- pkVictim->BeginFight(this);
- int iRet;
- if (bType == 0)
- {
- //
- // 일반 공격
- //
- switch (GetMobBattleType())
- {
- case BATTLE_TYPE_MELEE:
- case BATTLE_TYPE_POWER:
- case BATTLE_TYPE_TANKER:
- case BATTLE_TYPE_SUPER_POWER:
- case BATTLE_TYPE_SUPER_TANKER:
- iRet = battle_melee_attack(this, pkVictim);
- break;
- case BATTLE_TYPE_RANGE:
- FlyTarget(pkVictim->GetVID(), pkVictim->GetX(), pkVictim->GetY(), HEADER_CG_FLY_TARGETING);
- iRet = Shoot(0) ? BATTLE_DAMAGE : BATTLE_NONE;
- break;
- case BATTLE_TYPE_MAGIC:
- FlyTarget(pkVictim->GetVID(), pkVictim->GetX(), pkVictim->GetY(), HEADER_CG_FLY_TARGETING);
- iRet = Shoot(1) ? BATTLE_DAMAGE : BATTLE_NONE;
- break;
- default:
- sys_err("Unhandled battle type %d", GetMobBattleType());
- iRet = BATTLE_NONE;
- break;
- }
- }
- else
- {
- if (IsPC() == true)
- {
- if (dwCurrentTime - m_dwLastSkillTime > 1500)
- {
- sys_log(1, "HACK: Too long skill using term. Name(%s) PID(%u) delta(%u)",
- GetName(), GetPlayerID(), (dwCurrentTime - m_dwLastSkillTime));
- return false;
- }
- }
- sys_log(1, "Attack call ComputeSkill %d %s", bType, pkVictim?pkVictim->GetName():"");
- iRet = ComputeSkill(bType, pkVictim);
- }
- //if (test_server && IsPC())
- // sys_log(0, "%s Attack %s type %u ret %d", GetName(), pkVictim->GetName(), bType, iRet);
- if (iRet == BATTLE_DAMAGE || iRet == BATTLE_DEAD)
- {
- OnMove(true);
- pkVictim->OnMove();
- // only pc sets victim null. For npc, state machine will reset this.
- if (BATTLE_DEAD == iRet && IsPC())
- SetVictim(NULL);
- return true;
- }
- return false;
- }
- void CHARACTER::DeathPenalty(BYTE bTown)
- {
- sys_log(1, "DEATH_PERNALY_CHECK(%s) town(%d)", GetName(), bTown);
- Cube_close(this);
- if (CBattleArena::instance().IsBattleArenaMap(GetMapIndex()) == true)
- {
- return;
- }
- if (GetLevel() < 10)
- {
- sys_log(0, "NO_DEATH_PENALTY_LESS_LV10(%s)", GetName());
- ChatPacket(CHAT_TYPE_INFO, LC_TEXT("용신의 가호로 경험치가 떨어지지 않았습니다."));
- return;
- }
- if (number(0, 2))
- {
- sys_log(0, "NO_DEATH_PENALTY_LUCK(%s)", GetName());
- ChatPacket(CHAT_TYPE_INFO, LC_TEXT("용신의 가호로 경험치가 떨어지지 않았습니다."));
- return;
- }
- if (IS_SET(m_pointsInstant.instant_flag, INSTANT_FLAG_DEATH_PENALTY))
- {
- REMOVE_BIT(m_pointsInstant.instant_flag, INSTANT_FLAG_DEATH_PENALTY);
- // NO_DEATH_PENALTY_BUG_FIX
- if (LC_IsYMIR()) // 천마 버전에서는 언제나 용신의 가호 아이템을 체크한다.
- {
- if (FindAffect(AFFECT_NO_DEATH_PENALTY))
- {
- sys_log(0, "NO_DEATH_PENALTY_AFFECT(%s)", GetName());
- ChatPacket(CHAT_TYPE_INFO, LC_TEXT("용신의 가호로 경험치가 떨어지지 않았습니다."));
- RemoveAffect(AFFECT_NO_DEATH_PENALTY);
- return;
- }
- }
- else if (!bTown) // 국제 버전에서는 제자리 부활시만 용신의 가호를 사용한다. (마을 복귀시는 경험치 패널티 없음)
- {
- if (FindAffect(AFFECT_NO_DEATH_PENALTY))
- {
- sys_log(0, "NO_DEATH_PENALTY_AFFECT(%s)", GetName());
- ChatPacket(CHAT_TYPE_INFO, LC_TEXT("용신의 가호로 경험치가 떨어지지 않았습니다."));
- RemoveAffect(AFFECT_NO_DEATH_PENALTY);
- return;
- }
- }
- // END_OF_NO_DEATH_PENALTY_BUG_FIX
- int iLoss = ((GetNextExp() * aiExpLossPercents[MINMAX(1, GetLevel(), PLAYER_EXP_TABLE_MAX)]) / 100);
- if (true == LC_IsYMIR())
- {
- if (PLAYER_EXP_TABLE_MAX < GetLevel())
- {
- iLoss = MIN(500000, iLoss);
- }
- else
- {
- iLoss = MIN(200000, iLoss);
- }
- }
- else if (true == LC_IsEurope())
- {
- iLoss = MIN(800000, iLoss);
- }
- if (bTown)
- {
- if (g_iUseLocale)
- {
- iLoss = 0;
- }
- else
- {
- iLoss -= iLoss / 3;
- }
- }
- if (IsEquipUniqueItem(UNIQUE_ITEM_TEARDROP_OF_GODNESS))
- iLoss /= 2;
- sys_log(0, "DEATH_PENALTY(%s) EXP_LOSS: %d percent %d%%", GetName(), iLoss, aiExpLossPercents[MIN(gPlayerMaxLevel, GetLevel())]);
- PointChange(POINT_EXP, -iLoss, true);
- }
- }
- bool CHARACTER::IsStun() const
- {
- if (IS_SET(m_pointsInstant.instant_flag, INSTANT_FLAG_STUN))
- return true;
- return false;
- }
- EVENTFUNC(StunEvent)
- {
- char_event_info* info = dynamic_cast<char_event_info*>( event->info );
- if ( info == NULL )
- {
- sys_err( "StunEvent> <Factor> Null pointer" );
- return 0;
- }
- LPCHARACTER ch = info->ch;
- if (ch == NULL) { // <Factor>
- return 0;
- }
- ch->m_pkStunEvent = NULL;
- ch->Dead();
- return 0;
- }
- void CHARACTER::Stun()
- {
- if (IsStun())
- return;
- if (IsDead())
- return;
- if (!IsPC() && m_pkParty)
- {
- m_pkParty->SendMessage(this, PM_ATTACKED_BY, 0, 0);
- }
- sys_log(1, "%s: Stun %p", GetName(), this);
- PointChange(POINT_HP_RECOVERY, -GetPoint(POINT_HP_RECOVERY));
- PointChange(POINT_SP_RECOVERY, -GetPoint(POINT_SP_RECOVERY));
- CloseMyShop();
- event_cancel(&m_pkRecoveryEvent); // 회복 이벤트를 죽인다.
- TPacketGCStun pack;
- pack.header = HEADER_GC_STUN;
- pack.vid = m_vid;
- PacketAround(&pack, sizeof(pack));
- SET_BIT(m_pointsInstant.instant_flag, INSTANT_FLAG_STUN);
- if (m_pkStunEvent)
- return;
- char_event_info* info = AllocEventInfo<char_event_info>();
- info->ch = this;
- m_pkStunEvent = event_create(StunEvent, info, PASSES_PER_SEC(3));
- }
- EVENTINFO(SCharDeadEventInfo)
- {
- bool isPC;
- uint32_t dwID;
- SCharDeadEventInfo()
- : isPC(0)
- , dwID(0)
- {
- }
- };
- EVENTFUNC(dead_event)
- {
- const SCharDeadEventInfo* info = dynamic_cast<SCharDeadEventInfo*>(event->info);
- if ( info == NULL )
- {
- sys_err( "dead_event> <Factor> Null pointer" );
- return 0;
- }
- LPCHARACTER ch = NULL;
- if (true == info->isPC)
- {
- ch = CHARACTER_MANAGER::instance().FindByPID( info->dwID );
- }
- else
- {
- ch = CHARACTER_MANAGER::instance().Find( info->dwID );
- }
- if (NULL == ch)
- {
- sys_err("DEAD_EVENT: cannot find char pointer with %s id(%d)", info->isPC ? "PC" : "MOB", info->dwID );
- return 0;
- }
- ch->m_pkDeadEvent = NULL;
- if (ch->GetDesc())
- {
- ch->GetDesc()->SetPhase(PHASE_GAME);
- ch->SetPosition(POS_STANDING);
- PIXEL_POSITION pos;
- if (SECTREE_MANAGER::instance().GetRecallPositionByEmpire(ch->GetMapIndex(), ch->GetEmpire(), pos))
- ch->WarpSet(pos.x, pos.y);
- else
- {
- sys_err("cannot find spawn position (name %s)", ch->GetName());
- ch->WarpSet(EMPIRE_START_X(ch->GetEmpire()), EMPIRE_START_Y(ch->GetEmpire()));
- }
- ch->PointChange(POINT_HP, (ch->GetMaxHP() / 2) - ch->GetHP(), true);
- ch->DeathPenalty(0);
- ch->StartRecoveryEvent();
- ch->ChatPacket(CHAT_TYPE_COMMAND, "CloseRestartWindow");
- }
- else
- {
- if (ch->IsMonster() == true)
- {
- if (ch->IsRevive() == false && ch->HasReviverInParty() == true)
- {
- ch->SetPosition(POS_STANDING);
- ch->SetHP(ch->GetMaxHP());
- ch->ViewReencode();
- ch->SetAggressive();
- ch->SetRevive(true);
- return 0;
- }
- }
- M2_DESTROY_CHARACTER(ch);
- }
- return 0;
- }
- bool CHARACTER::IsDead() const
- {
- if (m_pointsInstant.position == POS_DEAD)
- return true;
- return false;
- }
- #define GetGoldMultipler() (distribution_test_server ? 3 : 1)
- void CHARACTER::RewardGold(LPCHARACTER pkAttacker)
- {
- // ADD_PREMIUM
- bool isAutoLoot =
- (pkAttacker->GetPremiumRemainSeconds(PREMIUM_AUTOLOOT) > 0 ||
- pkAttacker->IsEquipUniqueGroup(UNIQUE_GROUP_AUTOLOOT))
- ? true : false; // 제3의 손
- // END_OF_ADD_PREMIUM
- PIXEL_POSITION pos;
- if (!isAutoLoot)
- if (!SECTREE_MANAGER::instance().GetMovablePosition(GetMapIndex(), GetX(), GetY(), pos))
- return;
- int iTotalGold = 0;
- //
- // --------- 돈 드롭 확률 계산 ----------
- //
- int iGoldPercent = MobRankStats[GetMobRank()].iGoldPercent;
- if (pkAttacker->IsPC())
- iGoldPercent = iGoldPercent * (100 + CPrivManager::instance().GetPriv(pkAttacker, PRIV_GOLD_DROP)) / 100;
- if (pkAttacker->GetPoint(POINT_MALL_GOLDBONUS))
- iGoldPercent += (iGoldPercent * pkAttacker->GetPoint(POINT_MALL_GOLDBONUS) / 100);
- iGoldPercent = iGoldPercent * CHARACTER_MANAGER::instance().GetMobGoldDropRate(pkAttacker) / 100;
- // ADD_PREMIUM
- if (pkAttacker->GetPremiumRemainSeconds(PREMIUM_GOLD) > 0 ||
- pkAttacker->IsEquipUniqueGroup(UNIQUE_GROUP_LUCKY_GOLD))
- iGoldPercent += iGoldPercent;
- // END_OF_ADD_PREMIUM
- if (iGoldPercent > 100)
- iGoldPercent = 100;
- int iPercent;
- if (GetMobRank() >= MOB_RANK_BOSS)
- iPercent = ((iGoldPercent * PERCENT_LVDELTA_BOSS(pkAttacker->GetLevel(), GetLevel())) / 100);
- else
- iPercent = ((iGoldPercent * PERCENT_LVDELTA(pkAttacker->GetLevel(), GetLevel())) / 100);
- //int iPercent = CALCULATE_VALUE_LVDELTA(pkAttacker->GetLevel(), GetLevel(), iGoldPercent);
- if (number(1, 100) > iPercent)
- return;
- int iGoldMultipler = GetGoldMultipler();
- if (1 == number(1, 50000)) // 1/50000 확률로 돈이 10배
- iGoldMultipler *= 10;
- else if (1 == number(1, 10000)) // 1/10000 확률로 돈이 5배
- iGoldMultipler *= 5;
- // 개인 적용
- if (pkAttacker->GetPoint(POINT_GOLD_DOUBLE_BONUS))
- if (number(1, 100) <= pkAttacker->GetPoint(POINT_GOLD_DOUBLE_BONUS))
- iGoldMultipler *= 2;
- //
- // --------- 돈 드롭 배수 결정 ----------
- //
- if (test_server)
- pkAttacker->ChatPacket(CHAT_TYPE_PARTY, "gold_mul %d rate %d", iGoldMultipler, CHARACTER_MANAGER::instance().GetMobGoldAmountRate(pkAttacker));
- //
- // --------- 실제 드롭 처리 -------------
- //
- LPITEM item;
- int iGold10DropPct = 100;
- iGold10DropPct = (iGold10DropPct * 100) / (100 + CPrivManager::instance().GetPriv(pkAttacker, PRIV_GOLD10_DROP));
- // MOB_RANK가 BOSS보다 높으면 무조건 돈폭탄
- if (GetMobRank() >= MOB_RANK_BOSS && !IsStone() && GetMobTable().dwGoldMax != 0)
- {
- if (1 == number(1, iGold10DropPct))
- iGoldMultipler *= 10; // 1% 확률로 돈 10배
- int iSplitCount = number(25, 35);
- for (int i = 0; i < iSplitCount; ++i)
- {
- int iGold = number(GetMobTable().dwGoldMin, GetMobTable().dwGoldMax) / iSplitCount;
- if (test_server)
- sys_log(0, "iGold %d", iGold);
- iGold = iGold * CHARACTER_MANAGER::instance().GetMobGoldAmountRate(pkAttacker) / 100;
- iGold *= iGoldMultipler;
- if (iGold == 0)
- {
- continue ;
- }
- if (test_server)
- {
- sys_log(0, "Drop Moeny MobGoldAmountRate %d %d", CHARACTER_MANAGER::instance().GetMobGoldAmountRate(pkAttacker), iGoldMultipler);
- sys_log(0, "Drop Money gold %d GoldMin %d GoldMax %d", iGold, GetMobTable().dwGoldMax, GetMobTable().dwGoldMax);
- }
- // NOTE: 돈 폭탄은 제 3의 손 처리를 하지 않음
- if ((item = ITEM_MANAGER::instance().CreateItem(1, iGold)))
- {
- pos.x = GetX() + ((number(-14, 14) + number(-14, 14)) * 23);
- pos.y = GetY() + ((number(-14, 14) + number(-14, 14)) * 23);
- item->AddToGround(GetMapIndex(), pos);
- item->StartDestroyEvent();
- iTotalGold += iGold; // Total gold
- }
- }
- }
- // 1% 확률로 돈을 10개 떨어 뜨린다. (10배 드롭임)
- else if (1 == number(1, iGold10DropPct))
- {
- //
- // 돈 폭탄식 드롭
- //
- for (int i = 0; i < 10; ++i)
- {
- int iGold = number(GetMobTable().dwGoldMin, GetMobTable().dwGoldMax);
- iGold = iGold * CHARACTER_MANAGER::instance().GetMobGoldAmountRate(pkAttacker) / 100;
- iGold *= iGoldMultipler;
- if (iGold == 0)
- {
- continue;
- }
- // NOTE: 돈 폭탄은 제 3의 손 처리를 하지 않음
- if ((item = ITEM_MANAGER::instance().CreateItem(1, iGold)))
- {
- pos.x = GetX() + (number(-7, 7) * 20);
- pos.y = GetY() + (number(-7, 7) * 20);
- item->AddToGround(GetMapIndex(), pos);
- item->StartDestroyEvent();
- iTotalGold += iGold; // Total gold
- }
- }
- }
- else
- {
- //
- // 일반적인 방식의 돈 드롭
- //
- int iGold = number(GetMobTable().dwGoldMin, GetMobTable().dwGoldMax);
- iGold = iGold * CHARACTER_MANAGER::instance().GetMobGoldAmountRate(pkAttacker) / 100;
- iGold *= iGoldMultipler;
- int iSplitCount;
- if (iGold >= 3 && !LC_IsYMIR())
- iSplitCount = number(1, 3);
- else if (GetMobRank() >= MOB_RANK_BOSS)
- {
- iSplitCount = number(3, 10);
- if ((iGold / iSplitCount) == 0)
- iSplitCount = 1;
- }
- else
- iSplitCount = 1;
- if (iGold != 0)
- {
- iTotalGold += iGold; // Total gold
- for (int i = 0; i < iSplitCount; ++i)
- {
- if (isAutoLoot)
- {
- pkAttacker->GiveGold(iGold / iSplitCount);
- }
- else if ((item = ITEM_MANAGER::instance().CreateItem(1, iGold / iSplitCount)))
- {
- pos.x = GetX() + (number(-7, 7) * 20);
- pos.y = GetY() + (number(-7, 7) * 20);
- item->AddToGround(GetMapIndex(), pos);
- item->StartDestroyEvent();
- }
- }
- }
- }
- DBManager::instance().SendMoneyLog(MONEY_LOG_MONSTER, GetRaceNum(), iTotalGold);
- }
- void CHARACTER::Reward(bool bItemDrop)
- {
- if (GetRaceNum() == 5001) // 왜구는 돈을 무조건 드롭
- {
- PIXEL_POSITION pos;
- if (!SECTREE_MANAGER::instance().GetMovablePosition(GetMapIndex(), GetX(), GetY(), pos))
- return;
- LPITEM item;
- int iGold = number(GetMobTable().dwGoldMin, GetMobTable().dwGoldMax);
- iGold = iGold * CHARACTER_MANAGER::instance().GetMobGoldAmountRate(NULL) / 100;
- iGold *= GetGoldMultipler();
- int iSplitCount = number(25, 35);
- sys_log(0, "WAEGU Dead gold %d split %d", iGold, iSplitCount);
- for (int i = 1; i <= iSplitCount; ++i)
- {
- if ((item = ITEM_MANAGER::instance().CreateItem(1, iGold / iSplitCount)))
- {
- if (i != 0)
- {
- pos.x = number(-7, 7) * 20;
- pos.y = number(-7, 7) * 20;
- pos.x += GetX();
- pos.y += GetY();
- }
- item->AddToGround(GetMapIndex(), pos);
- item->StartDestroyEvent();
- }
- }
- return;
- }
- //PROF_UNIT puReward("Reward");
- LPCHARACTER pkAttacker = DistributeExp();
- if (!pkAttacker)
- return;
- //PROF_UNIT pu1("r1");
- if (pkAttacker->IsPC())
- {
- if (GetLevel() - pkAttacker->GetLevel() >= -10)
- {
- if (pkAttacker->GetRealAlignment() < 0)
- {
- if (pkAttacker->IsEquipUniqueItem(UNIQUE_ITEM_FASTER_ALIGNMENT_UP_BY_KILL))
- pkAttacker->UpdateAlignment(14);
- else
- pkAttacker->UpdateAlignment(7);
- }
- else
- pkAttacker->UpdateAlignment(2);
- }
- pkAttacker->SetQuestNPCID(GetVID());
- quest::CQuestManager::instance().Kill(pkAttacker->GetPlayerID(), GetRaceNum());
- if(IsPC())
- quest::CQuestManager::instance().Player_Kill(pkAttacker->GetPlayerID(), GetPlayerID());
- CHARACTER_MANAGER::instance().KillLog(GetRaceNum());
- if (!number(0, 9))
- {
- if (pkAttacker->GetPoint(POINT_KILL_HP_RECOVERY))
- {
- int iHP = pkAttacker->GetMaxHP() * pkAttacker->GetPoint(POINT_KILL_HP_RECOVERY) / 100;
- pkAttacker->PointChange(POINT_HP, iHP);
- CreateFly(FLY_HP_SMALL, pkAttacker);
- }
- if (pkAttacker->GetPoint(POINT_KILL_SP_RECOVER))
- {
- int iSP = pkAttacker->GetMaxSP() * pkAttacker->GetPoint(POINT_KILL_SP_RECOVER) / 100;
- pkAttacker->PointChange(POINT_SP, iSP);
- CreateFly(FLY_SP_SMALL, pkAttacker);
- }
- }
- }
- //pu1.Pop();
- if (!bItemDrop)
- return;
- PIXEL_POSITION pos = GetXYZ();
- if (!SECTREE_MANAGER::instance().GetMovablePosition(GetMapIndex(), pos.x, pos.y, pos))
- return;
- //
- // 돈 드롭
- //
- //PROF_UNIT pu2("r2");
- if (test_server)
- sys_log(0, "Drop money : Attacker %s", pkAttacker->GetName());
- RewardGold(pkAttacker);
- //pu2.Pop();
- //
- // 아이템 드롭
- //
- //PROF_UNIT pu3("r3");
- LPITEM item;
- static std::vector<LPITEM> s_vec_item;
- s_vec_item.clear();
- if (ITEM_MANAGER::instance().CreateDropItem(this, pkAttacker, s_vec_item))
- {
- if (s_vec_item.size() == 0);
- else if (s_vec_item.size() == 1)
- {
- item = s_vec_item[0];
- item->AddToGround(GetMapIndex(), pos);
- if (CBattleArena::instance().IsBattleArenaMap(pkAttacker->GetMapIndex()) == false)
- {
- item->SetOwnership(pkAttacker);
- }
- item->StartDestroyEvent();
- pos.x = number(-7, 7) * 20;
- pos.y = number(-7, 7) * 20;
- pos.x += GetX();
- pos.y += GetY();
- sys_log(0, "DROP_ITEM: %s %d %d from %s", item->GetName(), pos.x, pos.y, GetName());
- }
- else
- {
- int iItemIdx = s_vec_item.size() - 1;
- std::priority_queue<std::pair<int, LPCHARACTER> > pq;
- int total_dam = 0;
- for (TDamageMap::iterator it = m_map_kDamage.begin(); it != m_map_kDamage.end(); ++it)
- {
- int iDamage = it->second.iTotalDamage;
- if (iDamage > 0)
- {
- LPCHARACTER ch = CHARACTER_MANAGER::instance().Find(it->first);
- if (ch)
- {
- pq.push(std::make_pair(iDamage, ch));
- total_dam += iDamage;
- }
- }
- }
- std::vector<LPCHARACTER> v;
- while (!pq.empty() && pq.top().first * 10 >= total_dam)
- {
- v.push_back(pq.top().second);
- pq.pop();
- }
- if (v.empty())
- {
- // 데미지를 특별히 많이 준 사람이 없으니 소유권 없음
- while (iItemIdx >= 0)
- {
- item = s_vec_item[iItemIdx--];
- if (!item)
- {
- sys_err("item null in vector idx %d", iItemIdx + 1);
- continue;
- }
- item->AddToGround(GetMapIndex(), pos);
- // 10% 이하 데미지 준 사람끼리는 소유권없음
- //item->SetOwnership(pkAttacker);
- item->StartDestroyEvent();
- pos.x = number(-7, 7) * 20;
- pos.y = number(-7, 7) * 20;
- pos.x += GetX();
- pos.y += GetY();
- sys_log(0, "DROP_ITEM: %s %d %d by %s", item->GetName(), pos.x, pos.y, GetName());
- }
- }
- else
- {
- // 데미지 많이 준 사람들 끼리만 소유권 나눠가짐
- std::vector<LPCHARACTER>::iterator it = v.begin();
- while (iItemIdx >= 0)
- {
- item = s_vec_item[iItemIdx--];
- if (!item)
- {
- sys_err("item null in vector idx %d", iItemIdx + 1);
- continue;
- }
- item->AddToGround(GetMapIndex(), pos);
- LPCHARACTER ch = *it;
- if (ch->GetParty())
- ch = ch->GetParty()->GetNextOwnership(ch, GetX(), GetY());
- ++it;
- if (it == v.end())
- it = v.begin();
- if (CBattleArena::instance().IsBattleArenaMap(ch->GetMapIndex()) == false)
- {
- item->SetOwnership(ch);
- }
- item->StartDestroyEvent();
- pos.x = number(-7, 7) * 20;
- pos.y = number(-7, 7) * 20;
- pos.x += GetX();
- pos.y += GetY();
- sys_log(0, "DROP_ITEM: %s %d %d by %s", item->GetName(), pos.x, pos.y, GetName());
- }
- }
- }
- }
- m_map_kDamage.clear();
- }
- struct TItemDropPenalty
- {
- int iInventoryPct; // Range: 1 ~ 1000
- int iInventoryQty; // Range: --
- int iEquipmentPct; // Range: 1 ~ 100
- int iEquipmentQty; // Range: --
- };
- TItemDropPenalty aItemDropPenalty_kor[9] =
- {
- { 0, 0, 0, 0 }, // 선왕
- { 0, 0, 0, 0 }, // 영웅
- { 0, 0, 0, 0 }, // 성자
- { 0, 0, 0, 0 }, // 지인
- { 0, 0, 0, 0 }, // 양민
- { 25, 1, 5, 1 }, // 낭인
- { 50, 2, 10, 1 }, // 악인
- { 75, 4, 15, 1 }, // 마두
- { 100, 8, 20, 1 }, // 패왕
- };
- void CHARACTER::ItemDropPenalty(LPCHARACTER pkKiller)
- {
- // 개인상점을 연 상태에서는 아이템을 드롭하지 않는다.
- if (GetMyShop())
- return;
- if (false == LC_IsYMIR())
- {
- if (GetLevel() < 50)
- return;
- }
- if (CBattleArena::instance().IsBattleArenaMap(GetMapIndex()) == true)
- {
- return;
- }
- struct TItemDropPenalty * table = &aItemDropPenalty_kor[0];
- if (GetLevel() < 10)
- return;
- int iAlignIndex;
- if (GetRealAlignment() >= 120000)
- iAlignIndex = 0;
- else if (GetRealAlignment() >= 80000)
- iAlignIndex = 1;
- else if (GetRealAlignment() >= 40000)
- iAlignIndex = 2;
- else if (GetRealAlignment() >= 10000)
- iAlignIndex = 3;
- else if (GetRealAlignment() >= 0)
- iAlignIndex = 4;
- else if (GetRealAlignment() > -40000)
- iAlignIndex = 5;
- else if (GetRealAlignment() > -80000)
- iAlignIndex = 6;
- else if (GetRealAlignment() > -120000)
- iAlignIndex = 7;
- else
- iAlignIndex = 8;
- std::vector<std::pair<LPITEM, int> > vec_item;
- LPITEM pkItem;
- int i;
- bool isDropAllEquipments = false;
- TItemDropPenalty & r = table[iAlignIndex];
- sys_log(0, "%s align %d inven_pct %d equip_pct %d", GetName(), iAlignIndex, r.iInventoryPct, r.iEquipmentPct);
- bool bDropInventory = r.iInventoryPct >= number(1, 1000);
- bool bDropEquipment = r.iEquipmentPct >= number(1, 100);
- bool bDropAntiDropUniqueItem = false;
- if ((bDropInventory || bDropEquipment) && IsEquipUniqueItem(UNIQUE_ITEM_SKIP_ITEM_DROP_PENALTY))
- {
- bDropInventory = false;
- bDropEquipment = false;
- bDropAntiDropUniqueItem = true;
- }
- if (bDropInventory) // Drop Inventory
- {
- std::vector<BYTE> vec_bSlots;
- for (i = 0; i < INVENTORY_MAX_NUM; ++i)
- if (GetInventoryItem(i))
- vec_bSlots.push_back(i);
- if (!vec_bSlots.empty())
- {
- random_shuffle(vec_bSlots.begin(), vec_bSlots.end());
- int iQty = MIN(vec_bSlots.size(), r.iInventoryQty);
- if (iQty)
- iQty = number(1, iQty);
- for (i = 0; i < iQty; ++i)
- {
- pkItem = GetInventoryItem(vec_bSlots[i]);
- if (IS_SET(pkItem->GetAntiFlag(), ITEM_ANTIFLAG_GIVE | ITEM_ANTIFLAG_PKDROP))
- continue;
- SyncQuickslot(QUICKSLOT_TYPE_ITEM, vec_bSlots[i], 255);
- vec_item.push_back(std::make_pair(pkItem->RemoveFromCharacter(), INVENTORY));
- }
- }
- else if (iAlignIndex == 8)
- isDropAllEquipments = true;
- }
- if (bDropEquipment) // Drop Equipment
- {
- std::vector<BYTE> vec_bSlots;
- for (i = 0; i < WEAR_MAX_NUM; ++i)
- if (GetWear(i))
- vec_bSlots.push_back(i);
- if (!vec_bSlots.empty())
- {
- random_shuffle(vec_bSlots.begin(), vec_bSlots.end());
- int iQty;
- if (isDropAllEquipments)
- iQty = vec_bSlots.size();
- else
- iQty = MIN(vec_bSlots.size(), number(1, r.iEquipmentQty));
- if (iQty)
- iQty = number(1, iQty);
- for (i = 0; i < iQty; ++i)
- {
- pkItem = GetWear(vec_bSlots[i]);
- if (IS_SET(pkItem->GetAntiFlag(), ITEM_ANTIFLAG_GIVE | ITEM_ANTIFLAG_PKDROP))
- continue;
- SyncQuickslot(QUICKSLOT_TYPE_ITEM, vec_bSlots[i], 255);
- vec_item.push_back(std::make_pair(pkItem->RemoveFromCharacter(), EQUIPMENT));
- }
- }
- }
- if (bDropAntiDropUniqueItem)
- {
- LPITEM pkItem;
- pkItem = GetWear(WEAR_UNIQUE1);
- if (pkItem && pkItem->GetVnum() == UNIQUE_ITEM_SKIP_ITEM_DROP_PENALTY)
- {
- SyncQuickslot(QUICKSLOT_TYPE_ITEM, WEAR_UNIQUE1, 255);
- vec_item.push_back(std::make_pair(pkItem->RemoveFromCharacter(), EQUIPMENT));
- }
- pkItem = GetWear(WEAR_UNIQUE2);
- if (pkItem && pkItem->GetVnum() == UNIQUE_ITEM_SKIP_ITEM_DROP_PENALTY)
- {
- SyncQuickslot(QUICKSLOT_TYPE_ITEM, WEAR_UNIQUE2, 255);
- vec_item.push_back(std::make_pair(pkItem->RemoveFromCharacter(), EQUIPMENT));
- }
- }
- {
- PIXEL_POSITION pos;
- pos.x = GetX();
- pos.y = GetY();
- unsigned int i;
- for (i = 0; i < vec_item.size(); ++i)
- {
- LPITEM item = vec_item[i].first;
- int window = vec_item[i].second;
- item->AddToGround(GetMapIndex(), pos);
- item->StartDestroyEvent();
- sys_log(0, "DROP_ITEM_PK: %s %d %d from %s", item->GetName(), pos.x, pos.y, GetName());
- LogManager::instance().ItemLog(this, item, "DEAD_DROP", (window == INVENTORY) ? "INVENTORY" : ((window == EQUIPMENT) ? "EQUIPMENT" : ""));
- pos.x = GetX() + number(-7, 7) * 20;
- pos.y = GetY() + number(-7, 7) * 20;
- }
- }
- }
- class FPartyAlignmentCompute
- {
- public:
- FPartyAlignmentCompute(int iAmount, int x, int y)
- {
- m_iAmount = iAmount;
- m_iCount = 0;
- m_iStep = 0;
- m_iKillerX = x;
- m_iKillerY = y;
- }
- void operator () (LPCHARACTER pkChr)
- {
- if (DISTANCE_APPROX(pkChr->GetX() - m_iKillerX, pkChr->GetY() - m_iKillerY) < PARTY_DEFAULT_RANGE)
- {
- if (m_iStep == 0)
- {
- ++m_iCount;
- }
- else
- {
- pkChr->UpdateAlignment(m_iAmount / m_iCount);
- }
- }
- }
- int m_iAmount;
- int m_iCount;
- int m_iStep;
- int m_iKillerX;
- int m_iKillerY;
- };
- void CHARACTER::Dead(LPCHARACTER pkKiller, bool bImmediateDead)
- {
- if (IsDead())
- return;
- {
- if (IsHorseRiding())
- {
- StopRiding();
- }
- else if (GetMountVnum())
- {
- RemoveAffect(AFFECT_MOUNT_BONUS);
- m_dwMountVnum = 0;
- UnEquipSpecialRideUniqueItem();
- UpdatePacket();
- }
- }
- if (!pkKiller && m_dwKillerPID)
- pkKiller = CHARACTER_MANAGER::instance().FindByPID(m_dwKillerPID);
- m_dwKillerPID = 0; // 반드시 초기화 해야함 DO NOT DELETE THIS LINE UNLESS YOU ARE 1000000% SURE
- bool isAgreedPVP = false;
- bool isUnderGuildWar = false;
- bool isDuel = false;
- bool isForked = false;
- if (pkKiller && pkKiller->IsPC())
- {
- if (pkKiller->m_pkChrTarget == this)
- pkKiller->SetTarget(NULL);
- if (!IsPC() && pkKiller->GetDungeon())
- pkKiller->GetDungeon()->IncKillCount(pkKiller, this);
- isAgreedPVP = CPVPManager::instance().Dead(this, pkKiller->GetPlayerID());
- isDuel = CArenaManager::instance().OnDead(pkKiller, this);
- if (IsPC())
- {
- CGuild * g1 = GetGuild();
- CGuild * g2 = pkKiller->GetGuild();
- if (g1 && g2)
- if (g1->UnderWar(g2->GetID()))
- isUnderGuildWar = true;
- pkKiller->SetQuestNPCID(GetVID());
- quest::CQuestManager::instance().Kill(pkKiller->GetPlayerID(), quest::QUEST_NO_NPC);
- quest::CQuestManager::instance().Player_Kill(pkKiller->GetPlayerID(), GetPlayerID());
- CGuildManager::instance().Kill(pkKiller, this);
- }
- }
- if(IsPC())
- quest::CQuestManager::instance().Dead(GetPlayerID());
- //CHECK_FORKEDROAD_WAR
- if (IsPC())
- {
- if (CThreeWayWar::instance().IsThreeWayWarMapIndex(GetMapIndex()))
- isForked = true;
- }
- //END_CHECK_FORKEDROAD_WAR
- if (pkKiller &&
- !isAgreedPVP &&
- !isUnderGuildWar &&
- IsPC() &&
- !isDuel &&
- !isForked &&
- !IS_CASTLE_MAP(GetMapIndex()))
- {
- if (GetGMLevel() == GM_PLAYER || test_server)
- {
- ItemDropPenalty(pkKiller);
- }
- }
- // CASTLE_SIEGE
- if (IS_CASTLE_MAP(GetMapIndex()))
- {
- if (CASTLE_FROG_VNUM == GetRaceNum())
- castle_frog_die(this, pkKiller);
- else if (castle_is_guard_vnum(GetRaceNum()))
- castle_guard_die(this, pkKiller);
- else if (castle_is_tower_vnum(GetRaceNum()))
- castle_tower_die(this, pkKiller);
- }
- // CASTLE_SIEGE
- if (true == isForked)
- {
- CThreeWayWar::instance().onDead( this, pkKiller );
- }
- SetPosition(POS_DEAD);
- ClearAffect(true);
- if (pkKiller && IsPC())
- {
- if (!pkKiller->IsPC())
- {
- if (!isForked)
- {
- sys_log(1, "DEAD: %s %p WITH PENALTY", GetName(), this);
- SET_BIT(m_pointsInstant.instant_flag, INSTANT_FLAG_DEATH_PENALTY);
- LogManager::instance().CharLog(this, pkKiller->GetRaceNum(), "DEAD_BY_NPC", pkKiller->GetName());
- }
- }
- else
- {
- sys_log(1, "DEAD_BY_PC: %s %p KILLER %s %p", GetName(), this, pkKiller->GetName(), get_pointer(pkKiller));
- REMOVE_BIT(m_pointsInstant.instant_flag, INSTANT_FLAG_DEATH_PENALTY);
- if (GetEmpire() != pkKiller->GetEmpire())
- {
- int iEP = MIN(GetPoint(POINT_EMPIRE_POINT), pkKiller->GetPoint(POINT_EMPIRE_POINT));
- PointChange(POINT_EMPIRE_POINT, -(iEP / 10));
- pkKiller->PointChange(POINT_EMPIRE_POINT, iEP / 5);
- if (GetPoint(POINT_EMPIRE_POINT) < 10)
- {
- // TODO : 입구로 날리는 코드를 넣어야 한다.
- }
- char buf[256];
- snprintf(buf, sizeof(buf),
- "%d %d %d %s %d %d %d %s",
- GetEmpire(), GetAlignment(), GetPKMode(), GetName(),
- pkKiller->GetEmpire(), pkKiller->GetAlignment(), pkKiller->GetPKMode(), pkKiller->GetName());
- LogManager::instance().CharLog(this, pkKiller->GetPlayerID(), "DEAD_BY_PC", buf);
- }
- else
- {
- if (!isAgreedPVP && !isUnderGuildWar && !IsKillerMode() && GetAlignment() >= 0 && !isDuel && !isForked)
- {
- int iNoPenaltyProb = 0;
- if (g_iUseLocale)
- {
- if (pkKiller->GetAlignment() >= 0) // 1/3 percent down
- iNoPenaltyProb = 33;
- else // 4/5 percent down
- iNoPenaltyProb = 20;
- }
- if (number(1, 100) < iNoPenaltyProb)
- pkKiller->ChatPacket(CHAT_TYPE_INFO, LC_TEXT("용신의 보호로 아이템이 떨어지지 않았습니다."));
- else
- {
- if (g_iUseLocale && pkKiller->GetParty())
- {
- FPartyAlignmentCompute f(-20000, pkKiller->GetX(), pkKiller->GetY());
- pkKiller->GetParty()->ForEachOnlineMember(f);
- if (f.m_iCount == 0)
- pkKiller->UpdateAlignment(-20000);
- else
- {
- sys_log(0, "ALIGNMENT PARTY count %d amount %d", f.m_iCount, f.m_iAmount);
- f.m_iStep = 1;
- pkKiller->GetParty()->ForEachOnlineMember(f);
- }
- }
- else
- pkKiller->UpdateAlignment(-20000);
- }
- }
- char buf[256];
- snprintf(buf, sizeof(buf),
- "%d %d %d %s %d %d %d %s",
- GetEmpire(), GetAlignment(), GetPKMode(), GetName(),
- pkKiller->GetEmpire(), pkKiller->GetAlignment(), pkKiller->GetPKMode(), pkKiller->GetName());
- LogManager::instance().CharLog(this, pkKiller->GetPlayerID(), "DEAD_BY_PC", buf);
- }
- }
- }
- else
- {
- sys_log(1, "DEAD: %s %p", GetName(), this);
- REMOVE_BIT(m_pointsInstant.instant_flag, INSTANT_FLAG_DEATH_PENALTY);
- }
- ClearSync();
- //sys_log(1, "stun cancel %s[%d]", GetName(), (DWORD)GetVID());
- event_cancel(&m_pkStunEvent); // 기절 이벤트는 죽인다.
- if (IsPC())
- {
- m_dwLastDeadTime = get_dword_time();
- SetKillerMode(false);
- GetDesc()->SetPhase(PHASE_DEAD);
- }
- else
- {
- // 가드에게 공격받은 몬스터는 보상이 없어야 한다.
- if (!IS_SET(m_pointsInstant.instant_flag, INSTANT_FLAG_NO_REWARD))
- {
- if (!(pkKiller && pkKiller->IsPC() && pkKiller->GetGuild() && pkKiller->GetGuild()->UnderAnyWar(GUILD_WAR_TYPE_FIELD)))
- {
- // 부활하는 몬스터는 보상을 주지 않는다.
- if (GetMobTable().dwResurrectionVnum)
- {
- // DUNGEON_MONSTER_REBIRTH_BUG_FIX
- LPCHARACTER chResurrect = CHARACTER_MANAGER::instance().SpawnMob(GetMobTable().dwResurrectionVnum, GetMapIndex(), GetX(), GetY(), GetZ(), true, (int) GetRotation());
- if (GetDungeon() && chResurrect)
- {
- chResurrect->SetDungeon(GetDungeon());
- }
- // END_OF_DUNGEON_MONSTER_REBIRTH_BUG_FIX
- Reward(false);
- }
- else if (IsRevive() == true)
- {
- Reward(false);
- }
- else
- {
- Reward(true); // Drops gold, item, etc..
- }
- }
- else
- {
- if (pkKiller->m_dwUnderGuildWarInfoMessageTime < get_dword_time())
- {
- pkKiller->m_dwUnderGuildWarInfoMessageTime = get_dword_time() + 60000;
- pkKiller->ChatPacket(CHAT_TYPE_INFO, LC_TEXT("<길드> 길드전중에는 사냥에 따른 이익이 없습니다."));
- }
- }
- }
- }
- // BOSS_KILL_LOG
- if (GetMobRank() >= MOB_RANK_BOSS && pkKiller && pkKiller->IsPC())
- {
- char buf[51];
- snprintf(buf, sizeof(buf), "%d %ld", g_bChannel, pkKiller->GetMapIndex());
- if (IsStone())
- LogManager::instance().CharLog(pkKiller, GetRaceNum(), "STONE_KILL", buf);
- else
- LogManager::instance().CharLog(pkKiller, GetRaceNum(), "BOSS_KILL", buf);
- }
- // END_OF_BOSS_KILL_LOG
- TPacketGCDead pack;
- pack.header = HEADER_GC_DEAD;
- pack.vid = m_vid;
- PacketAround(&pack, sizeof(pack));
- REMOVE_BIT(m_pointsInstant.instant_flag, INSTANT_FLAG_STUN);
- // 플레이어 캐릭터이면
- if (GetDesc() != NULL) {
- //
- // 클라이언트에 에펙트 패킷을 다시 보낸다.
- //
- itertype(m_list_pkAffect) it = m_list_pkAffect.begin();
- while (it != m_list_pkAffect.end())
- SendAffectAddPacket(GetDesc(), *it++);
- }
- //
- // Dead 이벤트 생성,
- //
- // Dead 이벤트에서는 몬스터의 경우 몇초 후에 Destroy 되도록 해주며,
- // PC의 경우 3분 있다가 마을에서 나오도록 해 준다. 3분 내에는 유저로부터
- // 마을에서 시작할 건지, 여기서 시작할 건지 결정을 받는다.
- if (isDuel == false)
- {
- if (m_pkDeadEvent)
- {
- sys_log(1, "DEAD_EVENT_CANCEL: %s %p %p", GetName(), this, get_pointer(m_pkDeadEvent));
- event_cancel(&m_pkDeadEvent);
- }
- if (IsStone())
- ClearStone();
- if (GetDungeon())
- {
- GetDungeon()->DeadCharacter(this);
- }
- SCharDeadEventInfo* pEventInfo = AllocEventInfo<SCharDeadEventInfo>();
- if (IsPC())
- {
- pEventInfo->isPC = true;
- pEventInfo->dwID = this->GetPlayerID();
- m_pkDeadEvent = event_create(dead_event, pEventInfo, PASSES_PER_SEC(180));
- }
- else
- {
- pEventInfo->isPC = false;
- pEventInfo->dwID = this->GetVID();
- if (IsRevive() == false && HasReviverInParty() == true)
- {
- m_pkDeadEvent = event_create(dead_event, pEventInfo, bImmediateDead ? 1 : PASSES_PER_SEC(3));
- }
- else
- {
- m_pkDeadEvent = event_create(dead_event, pEventInfo, bImmediateDead ? 1 : PASSES_PER_SEC(10));
- }
- }
- sys_log(1, "DEAD_EVENT_CREATE: %s %p %p", GetName(), this, get_pointer(m_pkDeadEvent));
- }
- if (m_pkExchange != NULL)
- {
- m_pkExchange->Cancel();
- }
- if (IsCubeOpen() == true)
- {
- Cube_close(this);
- }
- CShopManager::instance().StopShopping(this);
- CloseMyShop();
- CloseSafebox();
- if (true == IsMonster() && 2493 == GetMobTable().dwVnum)
- {
- if(pkKiller)
- {
- if (NULL != pkKiller && NULL != pkKiller->GetGuild() && pkKiller->GetMapIndex() == 408)
- {
- CDragonLairManager::instance().OnDragonDead( this, pkKiller->GetGuild()->GetID() );
- }
- else if (NULL != pkKiller)
- {
- //std::string asdf = ;
- sys_log(0, "DragonLair: Dragon killed by %s", pkKiller->GetName());
- //CDragonLairManager::instance().OnDragonDead( this, 0 );
- }
- } else {
- sys_err("DragonLair: Dragon killed by nobody");
- }
- }
- }
- struct FuncSetLastAttacked
- {
- FuncSetLastAttacked(DWORD dwTime) : m_dwTime(dwTime)
- {
- }
- void operator () (LPCHARACTER ch)
- {
- ch->SetLastAttacked(m_dwTime);
- }
- DWORD m_dwTime;
- };
- void CHARACTER::SetLastAttacked(DWORD dwTime)
- {
- assert(m_pkMobInst != NULL);
- m_pkMobInst->m_dwLastAttackedTime = dwTime;
- m_pkMobInst->m_posLastAttacked = GetXYZ();
- }
- void CHARACTER::SendDamagePacket(LPCHARACTER pAttacker, int Damage, BYTE DamageFlag)
- {
- if (IsPC() == true || (pAttacker->IsPC() == true && pAttacker->GetTarget() == this))
- {
- TPacketGCDamageInfo damageInfo;
- memset(&damageInfo, 0, sizeof(TPacketGCDamageInfo));
- damageInfo.header = HEADER_GC_DAMAGE_INFO;
- damageInfo.dwVID = (DWORD)GetVID();
- damageInfo.flag = DamageFlag;
- damageInfo.damage = Damage;
- if (GetDesc() != NULL)
- {
- GetDesc()->Packet(&damageInfo, sizeof(TPacketGCDamageInfo));
- }
- if (pAttacker->GetDesc() != NULL)
- {
- pAttacker->GetDesc()->Packet(&damageInfo, sizeof(TPacketGCDamageInfo));
- }
- /*
- if (GetArenaObserverMode() == false && GetArena() != NULL)
- {
- GetArena()->SendPacketToObserver(&damageInfo, sizeof(TPacketGCDamageInfo));
- }
- */
- }
- }
- //
- // CHARACTER::Damage 메소드는 this가 데미지를 입게 한다.
- //
- // Arguments
- // pAttacker : 공격자
- // dam : 데미지
- // EDamageType : 어떤 형식의 공격인가?
- //
- // Return value
- // true : dead
- // false : not dead yet
- //
- bool CHARACTER::Damage(LPCHARACTER pAttacker, int dam, EDamageType type) // returns true if dead
- {
- if (DAMAGE_TYPE_MAGIC == type)
- {
- dam = (int)((float)dam * (100 + (pAttacker->GetPoint(POINT_MAGIC_ATT_BONUS_PER) + pAttacker->GetPoint(POINT_MELEE_MAGIC_ATT_BONUS_PER))) / 100.f + 0.5f);
- }
- if (GetRaceNum() == 5001)
- {
- bool bDropMoney = false;
- int iPercent = (GetHP() * 100) / GetMaxHP();
- if (iPercent <= 10 && GetMaxSP() < 5)
- {
- SetMaxSP(5);
- bDropMoney = true;
- }
- else if (iPercent <= 20 && GetMaxSP() < 4)
- {
- SetMaxSP(4);
- bDropMoney = true;
- }
- else if (iPercent <= 40 && GetMaxSP() < 3)
- {
- SetMaxSP(3);
- bDropMoney = true;
- }
- else if (iPercent <= 60 && GetMaxSP() < 2)
- {
- SetMaxSP(2);
- bDropMoney = true;
- }
- else if (iPercent <= 80 && GetMaxSP() < 1)
- {
- SetMaxSP(1);
- bDropMoney = true;
- }
- if (bDropMoney)
- {
- DWORD dwGold = 1000;
- int iSplitCount = number(10, 13);
- sys_log(0, "WAEGU DropGoldOnHit %d times", GetMaxSP());
- for (int i = 1; i <= iSplitCount; ++i)
- {
- PIXEL_POSITION pos;
- LPITEM item;
- if ((item = ITEM_MANAGER::instance().CreateItem(1, dwGold / iSplitCount)))
- {
- if (i != 0)
- {
- pos.x = (number(-14, 14) + number(-14, 14)) * 20;
- pos.y = (number(-14, 14) + number(-14, 14)) * 20;
- pos.x += GetX();
- pos.y += GetY();
- }
- item->AddToGround(GetMapIndex(), pos);
- item->StartDestroyEvent();
- }
- }
- }
- }
- // 평타가 아닐 때는 공포 처리
- if (type != DAMAGE_TYPE_NORMAL && type != DAMAGE_TYPE_NORMAL_RANGE)
- {
- if (IsAffectFlag(AFF_TERROR))
- {
- int pct = GetSkillPower(SKILL_TERROR) / 400;
- if (number(1, 100) <= pct)
- return false;
- }
- }
- int iCurHP = GetHP();
- int iCurSP = GetSP();
- bool IsCritical = false;
- bool IsPenetrate = false;
- bool IsDeathBlow = false;
- enum DamageFlag
- {
- DAMAGE_NORMAL = (1 << 0),
- DAMAGE_POISON = (1 << 1),
- DAMAGE_DODGE = (1 << 2),
- DAMAGE_BLOCK = (1 << 3),
- DAMAGE_PENETRATE= (1 << 4),
- DAMAGE_CRITICAL = (1 << 5),
- };
- //PROF_UNIT puAttr("Attr");
- //
- // 마법형 스킬과, 레인지형 스킬은(궁자객) 크리티컬과, 관통공격 계산을 한다.
- // 원래는 하지 않아야 하는데 Nerf(다운밸런스)패치를 할 수 없어서 크리티컬과
- // 관통공격의 원래 값을 쓰지 않고, /2 이상하여 적용한다.
- //
- // 무사 이야기가 많아서 밀리 스킬도 추가
- //
- // 20091109 : 무사가 결과적으로 엄청나게 강해진 것으로 결론남, 독일 기준 무사 비율 70% 육박
- //
- if (type == DAMAGE_TYPE_MELEE || type == DAMAGE_TYPE_RANGE || type == DAMAGE_TYPE_MAGIC)
- {
- if (pAttacker)
- {
- // 크리티컬
- int iCriticalPct = pAttacker->GetPoint(POINT_CRITICAL_PCT);
- if (!IsPC())
- iCriticalPct += pAttacker->GetMarriageBonus(UNIQUE_ITEM_MARRIAGE_CRITICAL_BONUS);
- if (iCriticalPct)
- {
- if (iCriticalPct >= 10) // 10보다 크면 5% + (4마다 1%씩 증가), 따라서 수치가 50이면 20%
- iCriticalPct = 5 + (iCriticalPct - 10) / 4;
- else // 10보다 작으면 단순히 반으로 깎음, 10 = 5%
- iCriticalPct /= 2;
- //크리티컬 저항 값 적용.
- iCriticalPct -= GetPoint(POINT_RESIST_CRITICAL);
- if (number(1, 100) <= iCriticalPct)
- {
- IsCritical = true;
- dam *= 2;
- EffectPacket(SE_CRITICAL);
- if (IsAffectFlag(AFF_MANASHIELD))
- {
- RemoveAffect(AFF_MANASHIELD);
- }
- }
- }
- // 관통공격
- int iPenetratePct = pAttacker->GetPoint(POINT_PENETRATE_PCT);
- if (!IsPC())
- iPenetratePct += pAttacker->GetMarriageBonus(UNIQUE_ITEM_MARRIAGE_PENETRATE_BONUS);
- if (iPenetratePct)
- {
- {
- CSkillProto* pkSk = CSkillManager::instance().Get(SKILL_RESIST_PENETRATE);
- if (NULL != pkSk)
- {
- pkSk->SetPointVar("k", 1.0f * GetSkillPower(SKILL_RESIST_PENETRATE) / 100.0f);
- iPenetratePct -= static_cast<int>(pkSk->kPointPoly.Eval());
- }
- }
- if (iPenetratePct >= 10)
- {
- // 10보다 크면 5% + (4마다 1%씩 증가), 따라서 수치가 50이면 20%
- iPenetratePct = 5 + (iPenetratePct - 10) / 4;
- }
- else
- {
- // 10보다 작으면 단순히 반으로 깎음, 10 = 5%
- iPenetratePct /= 2;
- }
- //관통타격 저항 값 적용.
- iPenetratePct -= GetPoint(POINT_RESIST_PENETRATE);
- if (number(1, 100) <= iPenetratePct)
- {
- IsPenetrate = true;
- if (test_server)
- ChatPacket(CHAT_TYPE_INFO, LC_TEXT("관통 추가 데미지 %d"), GetPoint(POINT_DEF_GRADE) * (100 + GetPoint(POINT_DEF_BONUS)) / 100);
- dam += GetPoint(POINT_DEF_GRADE) * (100 + GetPoint(POINT_DEF_BONUS)) / 100;
- EffectPacket(SE_PENETRATE);
- if (IsAffectFlag(AFF_MANASHIELD))
- {
- RemoveAffect(AFF_MANASHIELD);
- }
- }
- }
- }
- }
- //
- // 콤보 공격, 활 공격, 즉 평타 일 때만 속성값들을 계산을 한다.
- //
- else if (type == DAMAGE_TYPE_NORMAL || type == DAMAGE_TYPE_NORMAL_RANGE)
- {
- if (type == DAMAGE_TYPE_NORMAL)
- {
- // 근접 평타일 경우 막을 수 있음
- if (GetPoint(POINT_BLOCK) && number(1, 100) <= GetPoint(POINT_BLOCK))
- {
- if (test_server)
- {
- pAttacker->ChatPacket(CHAT_TYPE_INFO, LC_TEXT("%s 블럭! (%d%%)"), GetName(), GetPoint(POINT_BLOCK));
- ChatPacket(CHAT_TYPE_INFO, LC_TEXT("%s 블럭! (%d%%)"), GetName(), GetPoint(POINT_BLOCK));
- }
- SendDamagePacket(pAttacker, 0, DAMAGE_BLOCK);
- return false;
- }
- }
- else if (type == DAMAGE_TYPE_NORMAL_RANGE)
- {
- // 원거리 평타의 경우 피할 수 있음
- if (GetPoint(POINT_DODGE) && number(1, 100) <= GetPoint(POINT_DODGE))
- {
- if (test_server)
- {
- pAttacker->ChatPacket(CHAT_TYPE_INFO, LC_TEXT("%s 회피! (%d%%)"), GetName(), GetPoint(POINT_DODGE));
- ChatPacket(CHAT_TYPE_INFO, LC_TEXT("%s 회피! (%d%%)"), GetName(), GetPoint(POINT_DODGE));
- }
- SendDamagePacket(pAttacker, 0, DAMAGE_DODGE);
- return false;
- }
- }
- if (IsAffectFlag(AFF_JEONGWIHON))
- dam = (int) (dam * (100 + GetSkillPower(SKILL_JEONGWI) * 25 / 100) / 100);
- if (IsAffectFlag(AFF_TERROR))
- dam = (int) (dam * (95 - GetSkillPower(SKILL_TERROR) / 5) / 100);
- if (IsAffectFlag(AFF_HOSIN))
- dam = dam * (100 - GetPoint(POINT_RESIST_NORMAL_DAMAGE)) / 100;
- //
- // 공격자 속성 적용
- //
- if (pAttacker)
- {
- if (type == DAMAGE_TYPE_NORMAL)
- {
- // 반사
- if (GetPoint(POINT_REFLECT_MELEE))
- {
- int reflectDamage = dam * GetPoint(POINT_REFLECT_MELEE) / 100;
- // NOTE: 공격자가 IMMUNE_REFLECT 속성을 갖고있다면 반사를 안 하는 게
- // 아니라 1/3 데미지로 고정해서 들어가도록 기획에서 요청.
- if (pAttacker->IsImmune(IMMUNE_REFLECT))
- reflectDamage = int(reflectDamage / 3.0f + 0.5f);
- pAttacker->Damage(this, reflectDamage, DAMAGE_TYPE_SPECIAL);
- }
- }
- // 크리티컬
- int iCriticalPct = pAttacker->GetPoint(POINT_CRITICAL_PCT);
- if (!IsPC())
- iCriticalPct += pAttacker->GetMarriageBonus(UNIQUE_ITEM_MARRIAGE_CRITICAL_BONUS);
- if (iCriticalPct)
- {
- //크리티컬 저항 값 적용.
- iCriticalPct -= GetPoint(POINT_RESIST_CRITICAL);
- if (number(1, 100) <= iCriticalPct)
- {
- IsCritical = true;
- dam *= 2;
- EffectPacket(SE_CRITICAL);
- }
- }
- // 관통공격
- int iPenetratePct = pAttacker->GetPoint(POINT_PENETRATE_PCT);
- if (!IsPC())
- iPenetratePct += pAttacker->GetMarriageBonus(UNIQUE_ITEM_MARRIAGE_PENETRATE_BONUS);
- {
- CSkillProto* pkSk = CSkillManager::instance().Get(SKILL_RESIST_PENETRATE);
- if (NULL != pkSk)
- {
- pkSk->SetPointVar("k", 1.0f * GetSkillPower(SKILL_RESIST_PENETRATE) / 100.0f);
- iPenetratePct -= static_cast<int>(pkSk->kPointPoly.Eval());
- }
- }
- if (iPenetratePct)
- {
- //관통타격 저항 값 적용.
- iPenetratePct -= GetPoint(POINT_RESIST_PENETRATE);
- if (number(1, 100) <= iPenetratePct)
- {
- IsPenetrate = true;
- if (test_server)
- ChatPacket(CHAT_TYPE_INFO, LC_TEXT("관통 추가 데미지 %d"), GetPoint(POINT_DEF_GRADE) * (100 + GetPoint(POINT_DEF_BONUS)) / 100);
- dam += GetPoint(POINT_DEF_GRADE) * (100 + GetPoint(POINT_DEF_BONUS)) / 100;
- EffectPacket(SE_PENETRATE);
- }
- }
- // HP 스틸
- if (pAttacker->GetPoint(POINT_STEAL_HP))
- {
- int pct = 1;
- if (number(1, 10) <= pct)
- {
- int iHP = MIN(dam, MAX(0, iCurHP)) * pAttacker->GetPoint(POINT_STEAL_HP) / 100;
- if (iHP > 0 && GetHP() >= iHP)
- {
- CreateFly(FLY_HP_SMALL, pAttacker);
- pAttacker->PointChange(POINT_HP, iHP);
- PointChange(POINT_HP, -iHP);
- }
- }
- }
- // SP 스틸
- if (pAttacker->GetPoint(POINT_STEAL_SP))
- {
- int pct = 1;
- if (number(1, 10) <= pct)
- {
- int iCur;
- if (IsPC())
- iCur = iCurSP;
- else
- iCur = iCurHP;
- int iSP = MIN(dam, MAX(0, iCur)) * pAttacker->GetPoint(POINT_STEAL_SP) / 100;
- if (iSP > 0 && iCur >= iSP)
- {
- CreateFly(FLY_SP_SMALL, pAttacker);
- pAttacker->PointChange(POINT_SP, iSP);
- if (IsPC())
- PointChange(POINT_SP, -iSP);
- }
- }
- }
- // 돈 스틸
- if (pAttacker->GetPoint(POINT_STEAL_GOLD))
- {
- if (number(1, 100) <= pAttacker->GetPoint(POINT_STEAL_GOLD))
- {
- int iAmount = number(1, GetLevel());
- pAttacker->PointChange(POINT_GOLD, iAmount);
- DBManager::instance().SendMoneyLog(MONEY_LOG_MISC, 1, iAmount);
- }
- }
- // 칠 때마다 HP회복
- if (pAttacker->GetPoint(POINT_HIT_HP_RECOVERY) && number(0, 4) > 0) // 80% 확률
- {
- int i = MIN(dam, iCurHP) * pAttacker->GetPoint(POINT_HIT_HP_RECOVERY) / 100;
- if (i)
- {
- if (i<0)
- i = i * (-1);
- CreateFly(FLY_HP_SMALL, pAttacker);
- pAttacker->PointChange(POINT_HP, i);
- }
- }
- // 칠 때마다 SP회복
- if (pAttacker->GetPoint(POINT_HIT_SP_RECOVERY) && number(0, 4) > 0) // 80% 확률
- {
- int i = MIN(dam, iCurHP) * pAttacker->GetPoint(POINT_HIT_SP_RECOVERY) / 100;
- if (i)
- {
- if (i<0)
- i = i * (-1);
- CreateFly(FLY_SP_SMALL, pAttacker);
- pAttacker->PointChange(POINT_SP, i);
- }
- }
- // 상대방의 마나를 없앤다.
- if (pAttacker->GetPoint(POINT_MANA_BURN_PCT))
- {
- if (number(1, 100) <= pAttacker->GetPoint(POINT_MANA_BURN_PCT))
- PointChange(POINT_SP, -50);
- }
- }
- }
- //
- // 평타 또는 스킬로 인한 보너스 피해/방어 계산
- //
- switch (type)
- {
- case DAMAGE_TYPE_NORMAL:
- case DAMAGE_TYPE_NORMAL_RANGE:
- if (pAttacker)
- if (pAttacker->GetPoint(POINT_NORMAL_HIT_DAMAGE_BONUS))
- dam = dam * (100 + pAttacker->GetPoint(POINT_NORMAL_HIT_DAMAGE_BONUS)) / 100;
- dam = dam * (100 - MIN(99, GetPoint(POINT_NORMAL_HIT_DEFEND_BONUS))) / 100;
- break;
- case DAMAGE_TYPE_MELEE:
- case DAMAGE_TYPE_RANGE:
- case DAMAGE_TYPE_FIRE:
- case DAMAGE_TYPE_ICE:
- case DAMAGE_TYPE_ELEC:
- case DAMAGE_TYPE_MAGIC:
- if (pAttacker)
- if (pAttacker->GetPoint(POINT_SKILL_DAMAGE_BONUS))
- dam = dam * (100 + pAttacker->GetPoint(POINT_SKILL_DAMAGE_BONUS)) / 100;
- dam = dam * (100 - MIN(99, GetPoint(POINT_SKILL_DEFEND_BONUS))) / 100;
- break;
- default:
- break;
- }
- //
- // 마나쉴드(흑신수호)
- //
- if (IsAffectFlag(AFF_MANASHIELD))
- {
- if(!bugfix_sura_manashield)
- {
- // POINT_MANASHIELD 는 작아질수록 좋다
- int iDamageSPPart = dam / 3;
- int iDamageToSP = iDamageSPPart * GetPoint(POINT_MANASHIELD) / 100;
- int iSP = GetSP();
- // SP가 있으면 무조건 데미지 절반 감소
- if (iDamageToSP <= iSP)
- {
- PointChange(POINT_SP, -iDamageToSP);
- dam -= iDamageSPPart;
- }
- else
- {
- // 정신력이 모자라서 피가 더 깍여야할
- PointChange(POINT_SP, -GetSP());
- dam -= iSP * 100 / MAX(GetPoint(POINT_MANASHIELD), 1);
- }
- } else {
- // POINT_MANASHIELD 는 작아질수록 좋다
- int iDamageSPPart = (dam * GetPoint(POINT_MANASHIELD)) / 100;
- int iDamageToSP = iDamageSPPart * 0.2f;
- int iSP = GetSP();
- // SP가 있으면 무조건 데미지 절반 감소
- if (iDamageToSP <= iSP)
- {
- PointChange(POINT_SP, -iDamageToSP);
- dam -= iDamageSPPart;
- }
- else
- {
- // 정신력이 모자라서 피가 더 깍여야할
- PointChange(POINT_SP, -GetSP());
- dam -= (iSP / 20) * 100;
- }
- }
- }
- //
- // 전체 방어력 상승 (몰 아이템)
- //
- if (GetPoint(POINT_MALL_DEFBONUS) > 0)
- {
- int dec_dam = MIN(200, dam * GetPoint(POINT_MALL_DEFBONUS) / 100);
- dam -= dec_dam;
- }
- if (pAttacker)
- {
- //
- // 전체 공격력 상승 (몰 아이템)
- //
- if (pAttacker->GetPoint(POINT_MALL_ATTBONUS) > 0)
- {
- int add_dam = MIN(300, dam * pAttacker->GetLimitPoint(POINT_MALL_ATTBONUS) / 100);
- dam += add_dam;
- }
- //
- // 제국으로 인한 보너스 (한국 올드 버전만 적용)
- //
- int iEmpire = GetEmpire();
- long lMapIndex = GetMapIndex();
- int iMapEmpire = SECTREE_MANAGER::instance().GetEmpireFromMapIndex(lMapIndex);
- if (LC_IsYMIR() == true)
- {
- if (iEmpire && iMapEmpire && iEmpire != iMapEmpire)
- {
- dam += (dam * 30) / 100;
- }
- }
- if (pAttacker->IsPC())
- {
- iEmpire = pAttacker->GetEmpire();
- lMapIndex = pAttacker->GetMapIndex();
- iMapEmpire = SECTREE_MANAGER::instance().GetEmpireFromMapIndex(lMapIndex);
- // 다른 제국 사람인 경우 데미지 10% 감소
- if (iEmpire && iMapEmpire && iEmpire != iMapEmpire)
- {
- int percent = 10;
- if (184 <= lMapIndex && lMapIndex <= 189)
- {
- if (LC_IsYMIR() == true)
- percent = 7;
- else
- percent = 9;
- }
- else
- {
- if (LC_IsYMIR() == true)
- percent = 8;
- else
- percent = 9;
- }
- dam = dam * percent / 10;
- }
- if (!IsPC() && GetMonsterDrainSPPoint())
- {
- int iDrain = GetMonsterDrainSPPoint();
- if (iDrain <= pAttacker->GetSP())
- pAttacker->PointChange(POINT_SP, -iDrain);
- else
- {
- int iSP = pAttacker->GetSP();
- pAttacker->PointChange(POINT_SP, -iSP);
- }
- }
- }
- else if (pAttacker->IsGuardNPC())
- {
- SET_BIT(m_pointsInstant.instant_flag, INSTANT_FLAG_NO_REWARD);
- Stun();
- return true;
- }
- //
- // 군주의 금강권 & 사자후
- //
- if (pAttacker->IsPC() && CMonarch::instance().IsPowerUp(pAttacker->GetEmpire()))
- {
- // 10% 피해 증가
- dam += dam / 10;
- }
- if (IsPC() && CMonarch::instance().IsDefenceUp(GetEmpire()))
- {
- // 10% 피해 감소
- dam -= dam / 10;
- }
- }
- //puAttr.Pop();
- if (!GetSectree() || GetSectree()->IsAttr(GetX(), GetY(), ATTR_BANPK))
- return false;
- if (!IsPC())
- {
- if (m_pkParty && m_pkParty->GetLeader())
- m_pkParty->GetLeader()->SetLastAttacked(get_dword_time());
- else
- SetLastAttacked(get_dword_time());
- // 몬스터 대사 : 맞을 때
- MonsterChat(MONSTER_CHAT_ATTACKED);
- }
- if (IsStun())
- {
- Dead(pAttacker);
- return true;
- }
- if (IsDead())
- return true;
- // 독 공격으로 죽지 않도록 함.
- if (type == DAMAGE_TYPE_POISON)
- {
- if (GetHP() - dam <= 0)
- {
- dam = GetHP() - 1;
- }
- }
- // ------------------------
- // 독일 프리미엄 모드
- // -----------------------
- if (LC_IsGermany() && pAttacker && pAttacker->IsPC())
- {
- int iDmgPct = CHARACTER_MANAGER::instance().GetUserDamageRate(pAttacker);
- dam = dam * iDmgPct / 100;
- }
- // STONE SKIN : 피해 반으로 감소
- if (IsMonster() && IsStoneSkinner())
- {
- if (GetHPPct() < GetMobTable().bStoneSkinPoint)
- dam /= 2;
- }
- //PROF_UNIT puRest1("Rest1");
- if (pAttacker)
- {
- // DEATH BLOW : 확률 적으로 4배 피해 (!? 현재 이벤트나 공성전용 몬스터만 사용함)
- if (pAttacker->IsMonster() && pAttacker->IsDeathBlower())
- {
- if (pAttacker->IsDeathBlow())
- {
- if (number(1, 4) == GetJob())
- {
- IsDeathBlow = true;
- dam = dam * 4;
- }
- }
- }
- dam = BlueDragon_Damage(this, pAttacker, dam);
- BYTE damageFlag = 0;
- if (type == DAMAGE_TYPE_POISON)
- damageFlag = DAMAGE_POISON;
- else
- damageFlag = DAMAGE_NORMAL;
- if (IsCritical == true)
- damageFlag |= DAMAGE_CRITICAL;
- if (IsPenetrate == true)
- damageFlag |= DAMAGE_PENETRATE;
- //최종 데미지 보정
- float damMul = this->GetDamMul();
- float tempDam = dam;
- dam = tempDam * damMul + 0.5f;
- if (pAttacker)
- SendDamagePacket(pAttacker, dam, damageFlag);
- if (test_server)
- {
- if(pAttacker)
- {
- pAttacker->ChatPacket(CHAT_TYPE_INFO, "-> %s, DAM %d HP %d(%d%%) %s%s",
- GetName(),
- dam,
- GetHP(),
- (GetHP() * 100) / GetMaxHP(),
- IsCritical ? "crit " : "",
- IsPenetrate ? "pene " : "",
- IsDeathBlow ? "deathblow " : "");
- }
- ChatPacket(CHAT_TYPE_PARTY, "<- %s, DAM %d HP %d(%d%%) %s%s",
- pAttacker ? pAttacker->GetName() : 0,
- dam,
- GetHP(),
- (GetHP() * 100) / GetMaxHP(),
- IsCritical ? "crit " : "",
- IsPenetrate ? "pene " : "",
- IsDeathBlow ? "deathblow " : "");
- }
- if (m_bDetailLog)
- {
- ChatPacket(CHAT_TYPE_INFO, LC_TEXT("%s[%d]가 공격 위치: %d %d"), pAttacker->GetName(), (DWORD) pAttacker->GetVID(), pAttacker->GetX(), pAttacker->GetY());
- }
- }
- //
- // !!!!!!!!! 실제 HP를 줄이는 부분 !!!!!!!!!
- //
- if (!cannot_dead)
- {
- PointChange(POINT_HP, -dam, false);
- }
- //puRest1.Pop();
- //PROF_UNIT puRest2("Rest2");
- if (pAttacker && dam > 0 && IsNPC())
- {
- //PROF_UNIT puRest20("Rest20");
- TDamageMap::iterator it = m_map_kDamage.find(pAttacker->GetVID());
- if (it == m_map_kDamage.end())
- {
- m_map_kDamage.insert(TDamageMap::value_type(pAttacker->GetVID(), TBattleInfo(dam, 0)));
- it = m_map_kDamage.find(pAttacker->GetVID());
- }
- else
- {
- it->second.iTotalDamage += dam;
- }
- //puRest20.Pop();
- //PROF_UNIT puRest21("Rest21");
- StartRecoveryEvent(); // 몬스터는 데미지를 입으면 회복을 시작한다.
- //puRest21.Pop();
- //PROF_UNIT puRest22("Rest22");
- if(type != DAMAGE_TYPE_POISON)
- UpdateAggrPointEx(pAttacker, type, dam, it->second);
- //puRest22.Pop();
- }
- //puRest2.Pop();
- //PROF_UNIT puRest3("Rest3");
- if (GetHP() <= 0)
- {
- Stun();
- if (pAttacker && !pAttacker->IsNPC())
- m_dwKillerPID = pAttacker->GetPlayerID();
- else
- m_dwKillerPID = 0;
- }
- return false;
- }
- void CHARACTER::DistributeHP(LPCHARACTER pkKiller)
- {
- if (pkKiller->GetDungeon()) // 던젼내에선 만두가나오지않는다
- return;
- }
- static void GiveExp(LPCHARACTER from, LPCHARACTER to, int iExp)
- {
- // 레벨차 경험치 가감비율
- iExp = CALCULATE_VALUE_LVDELTA(to->GetLevel(), from->GetLevel(), iExp);
- // 외부 테스트 서버 경험치 3배 보너스
- if (distribution_test_server)
- iExp *= 3;
- int iBaseExp = iExp;
- // 점술, 회사 경험치 이벤트 적용
- iExp = iExp * (100 + CPrivManager::instance().GetPriv(to, PRIV_EXP_PCT)) / 100;
- // 게임내 기본 제공되는 경험치 보너스
- {
- // 노동절 메달
- if (to->IsEquipUniqueItem(UNIQUE_ITEM_LARBOR_MEDAL))
- iExp += iExp * 20 /100;
- // 사귀타워 경험치 보너스
- if (to->GetMapIndex() >= 660000 && to->GetMapIndex() < 670000)
- iExp += iExp * 20 / 100; // 1.2배 (20%)
- // 아이템 경험치 두배 속성
- if (to->GetPoint(POINT_EXP_DOUBLE_BONUS))
- iExp += (iExp * to->GetPoint(POINT_EXP_DOUBLE_BONUS) / 100); // NEW FUNC EXP NO_BUG
- // if (number(1, 100) <= to->GetPoint(POINT_EXP_DOUBLE_BONUS))
- // iExp += iExp * to->GetPoint(POINT_EXP_DOUBLE_BONUS) / 100; // 1.3배 (30%)
- // 경험의 반지 (2시간짜리)
- if (to->IsEquipUniqueItem(UNIQUE_ITEM_DOUBLE_EXP))
- iExp += iExp * 50 / 100;
- switch (to->GetMountVnum())
- {
- case 20110:
- case 20111:
- case 20112:
- case 20113:
- if (to->IsEquipUniqueItem(71115) || to->IsEquipUniqueItem(71117) || to->IsEquipUniqueItem(71119) ||
- to->IsEquipUniqueItem(71121) )
- {
- iExp += iExp * 10 / 100;
- }
- break;
- case 20114:
- case 20120:
- case 20121:
- case 20122:
- case 20123:
- case 20124:
- case 20125:
- // 백사자 경험치 보너스
- iExp += iExp * 30 / 100;
- break;
- }
- }
- // 아이템 몰 판매 경험치 보너스
- if (LC_IsHongKong() || LC_IsEurope() || LC_IsCanada())
- {
- // 아이템 몰: 경험치 결제
- if (to->GetPremiumRemainSeconds(PREMIUM_EXP) > 0)
- {
- iExp += (iExp * 50 / 100);
- }
- if (to->IsEquipUniqueGroup(UNIQUE_GROUP_RING_OF_EXP) == true)
- {
- iExp += (iExp * 50 / 100);
- }
- // PC방 아템 경치 보너스
- if (to->GetPoint(POINT_PC_BANG_EXP_BONUS) > 0)
- {
- if (to->IsPCBang() == true)
- iExp += (iExp * to->GetPoint(POINT_PC_BANG_EXP_BONUS)/100);
- }
- // 결혼 보너스
- iExp += iExp * to->GetMarriageBonus(UNIQUE_ITEM_MARRIAGE_EXP_BONUS) / 100;
- }
- else if (/*LC_IsNewCIBN() || */LC_IsBrazil())
- {
- // 아이템 몰: 경험치 결제
- if (to->GetPremiumRemainSeconds(PREMIUM_EXP) > 0)
- {
- iExp += iExp;
- }
- if (to->IsEquipUniqueGroup(UNIQUE_GROUP_RING_OF_EXP) == true)
- {
- iExp += iExp;
- }
- // PC방 아템 경치 보너스
- if (to->GetPoint(POINT_PC_BANG_EXP_BONUS) > 0)
- {
- if (to->IsPCBang() == true)
- iExp += (iExp * to->GetPoint(POINT_PC_BANG_EXP_BONUS)/100);
- }
- // 결혼 보너스
- iExp += iExp * to->GetMarriageBonus(UNIQUE_ITEM_MARRIAGE_EXP_BONUS) / 100;
- }
- else
- {
- // 아이템 몰: 경험치 결제
- if (to->GetPremiumRemainSeconds(PREMIUM_EXP) > 0)
- {
- iExp += (iExp * 20 / 100);
- }
- if (to->IsEquipUniqueGroup(UNIQUE_GROUP_RING_OF_EXP) == true)
- {
- iExp += (iExp * 20 / 100);
- }
- // PC방 아템 경치 보너스
- if (to->GetPoint(POINT_PC_BANG_EXP_BONUS) > 0)
- {
- if (to->IsPCBang() == true)
- iExp += (iExp * to->GetPoint(POINT_PC_BANG_EXP_BONUS)/100);
- }
- // 결혼 보너스
- iExp += iExp * to->GetMarriageBonus(UNIQUE_ITEM_MARRIAGE_EXP_BONUS) / 100;
- }
- iExp += (iExp * to->GetPoint(POINT_RAMADAN_CANDY_BONUS_EXP)/100);
- iExp += (iExp * to->GetPoint(POINT_MALL_EXPBONUS)/100);
- iExp += (iExp * to->GetPoint(POINT_EXP)/100);
- /* if (speed_server)
- {
- iExp += iExp * CSpeedServerManager::ExpBonus();
- }
- */
- if (test_server)
- {
- sys_log(0, "Bonus Exp : Ramadan Candy: %d MallExp: %d PointExp: %d",
- to->GetPoint(POINT_RAMADAN_CANDY_BONUS_EXP),
- to->GetPoint(POINT_MALL_EXPBONUS),
- to->GetPoint(POINT_EXP)
- );
- }
- // 기획측 조정값 2005.04.21 현재 85%
- iExp = iExp * CHARACTER_MANAGER::instance().GetMobExpRate(to) / 100;
- // 경험치 한번 획득량 제한
- iExp = MIN(to->GetNextExp() / 10, iExp);
- if (test_server)
- {
- if (quest::CQuestManager::instance().GetEventFlag("exp_bonus_log") && iBaseExp>0)
- to->ChatPacket(CHAT_TYPE_INFO, "exp bonus %d%%", (iExp-iBaseExp)*100/iBaseExp);
- }
- iExp = AdjustExpByLevel(to, iExp);
- to->PointChange(POINT_EXP, iExp, true);
- from->CreateFly(FLY_EXP, to);
- {
- LPCHARACTER you = to->GetMarryPartner();
- // 부부가 서로 파티중이면 금슬이 오른다
- if (you)
- {
- // 1억이 100%
- DWORD dwUpdatePoint = 2000*iExp/to->GetLevel()/to->GetLevel()/3;
- if (to->GetPremiumRemainSeconds(PREMIUM_MARRIAGE_FAST) > 0 ||
- you->GetPremiumRemainSeconds(PREMIUM_MARRIAGE_FAST) > 0)
- dwUpdatePoint = (DWORD)(dwUpdatePoint * 3);
- marriage::TMarriage* pMarriage = marriage::CManager::instance().Get(to->GetPlayerID());
- // DIVORCE_NULL_BUG_FIX
- if (pMarriage && pMarriage->IsNear())
- pMarriage->Update(dwUpdatePoint);
- // END_OF_DIVORCE_NULL_BUG_FIX
- }
- }
- }
- namespace NPartyExpDistribute
- {
- struct FPartyTotaler
- {
- int total;
- int member_count;
- int x, y;
- FPartyTotaler(LPCHARACTER center)
- : total(0), member_count(0), x(center->GetX()), y(center->GetY())
- {};
- void operator () (LPCHARACTER ch)
- {
- if (DISTANCE_APPROX(ch->GetX() - x, ch->GetY() - y) <= PARTY_DEFAULT_RANGE)
- {
- if (LC_IsYMIR())
- total += ch->GetLevel();
- else
- total += party_exp_distribute_table[ch->GetLevel()];
- ++member_count;
- }
- }
- };
- struct FPartyDistributor
- {
- int total;
- LPCHARACTER c;
- int x, y;
- DWORD _iExp;
- int m_iMode;
- int m_iMemberCount;
- FPartyDistributor(LPCHARACTER center, int member_count, int total, DWORD iExp, int iMode)
- : total(total), c(center), x(center->GetX()), y(center->GetY()), _iExp(iExp), m_iMode(iMode), m_iMemberCount(member_count)
- {
- if (m_iMemberCount == 0)
- m_iMemberCount = 1;
- };
- void operator () (LPCHARACTER ch)
- {
- if (DISTANCE_APPROX(ch->GetX() - x, ch->GetY() - y) <= PARTY_DEFAULT_RANGE)
- {
- DWORD iExp2 = 0;
- switch (m_iMode)
- {
- case PARTY_EXP_DISTRIBUTION_NON_PARITY:
- if (LC_IsYMIR())
- iExp2 = (DWORD) ((_iExp * ch->GetLevel()) / total);
- else
- iExp2 = (DWORD) (_iExp * (float) party_exp_distribute_table[ch->GetLevel()] / total);
- break;
- case PARTY_EXP_DISTRIBUTION_PARITY:
- iExp2 = _iExp / m_iMemberCount;
- break;
- default:
- sys_err("Unknown party exp distribution mode %d", m_iMode);
- return;
- }
- GiveExp(c, ch, iExp2);
- }
- }
- };
- }
- typedef struct SDamageInfo
- {
- int iDam;
- LPCHARACTER pAttacker;
- LPPARTY pParty;
- void Clear()
- {
- pAttacker = NULL;
- pParty = NULL;
- }
- inline void Distribute(LPCHARACTER ch, int iExp)
- {
- if (pAttacker)
- GiveExp(ch, pAttacker, iExp);
- else if (pParty)
- {
- NPartyExpDistribute::FPartyTotaler f(ch);
- pParty->ForEachOnlineMember(f);
- if (pParty->IsPositionNearLeader(ch))
- iExp = iExp * (100 + pParty->GetExpBonusPercent()) / 100;
- if (test_server)
- {
- if (quest::CQuestManager::instance().GetEventFlag("exp_bonus_log") && pParty->GetExpBonusPercent())
- pParty->ChatPacketToAllMember(CHAT_TYPE_INFO, "exp party bonus %d%%", pParty->GetExpBonusPercent());
- }
- // 경험치 몰아주기 (파티가 획득한 경험치를 5% 빼서 먼저 줌)
- if (pParty->GetExpCentralizeCharacter())
- {
- LPCHARACTER tch = pParty->GetExpCentralizeCharacter();
- if (DISTANCE_APPROX(ch->GetX() - tch->GetX(), ch->GetY() - tch->GetY()) <= PARTY_DEFAULT_RANGE)
- {
- int iExpCenteralize = (int) (iExp * 0.05f);
- iExp -= iExpCenteralize;
- GiveExp(ch, pParty->GetExpCentralizeCharacter(), iExpCenteralize);
- }
- }
- NPartyExpDistribute::FPartyDistributor fDist(ch, f.member_count, f.total, iExp, pParty->GetExpDistributionMode());
- pParty->ForEachOnlineMember(fDist);
- }
- }
- } TDamageInfo;
- LPCHARACTER CHARACTER::DistributeExp()
- {
- int iExpToDistribute = GetExp();
- if (iExpToDistribute <= 0)
- return NULL;
- int iTotalDam = 0;
- LPCHARACTER pkChrMostAttacked = NULL;
- int iMostDam = 0;
- typedef std::vector<TDamageInfo> TDamageInfoTable;
- TDamageInfoTable damage_info_table;
- std::map<LPPARTY, TDamageInfo> map_party_damage;
- damage_info_table.reserve(m_map_kDamage.size());
- TDamageMap::iterator it = m_map_kDamage.begin();
- // 일단 주위에 없는 사람을 걸러 낸다. (50m)
- while (it != m_map_kDamage.end())
- {
- const VID & c_VID = it->first;
- int iDam = it->second.iTotalDamage;
- ++it;
- LPCHARACTER pAttacker = CHARACTER_MANAGER::instance().Find(c_VID);
- // NPC가 때리기도 하나? -.-;
- if (!pAttacker || pAttacker->IsNPC() || DISTANCE_APPROX(GetX()-pAttacker->GetX(), GetY()-pAttacker->GetY())>5000)
- continue;
- iTotalDam += iDam;
- if (!pkChrMostAttacked || iDam > iMostDam)
- {
- pkChrMostAttacked = pAttacker;
- iMostDam = iDam;
- }
- if (pAttacker->GetParty())
- {
- std::map<LPPARTY, TDamageInfo>::iterator it = map_party_damage.find(pAttacker->GetParty());
- if (it == map_party_damage.end())
- {
- TDamageInfo di;
- di.iDam = iDam;
- di.pAttacker = NULL;
- di.pParty = pAttacker->GetParty();
- map_party_damage.insert(std::make_pair(di.pParty, di));
- }
- else
- {
- it->second.iDam += iDam;
- }
- }
- else
- {
- TDamageInfo di;
- di.iDam = iDam;
- di.pAttacker = pAttacker;
- di.pParty = NULL;
- //sys_log(0, "__ pq_damage %s %d", pAttacker->GetName(), iDam);
- //pq_damage.push(di);
- damage_info_table.push_back(di);
- }
- }
- for (std::map<LPPARTY, TDamageInfo>::iterator it = map_party_damage.begin(); it != map_party_damage.end(); ++it)
- {
- damage_info_table.push_back(it->second);
- //sys_log(0, "__ pq_damage_party [%u] %d", it->second.pParty->GetLeaderPID(), it->second.iDam);
- }
- SetExp(0);
- //m_map_kDamage.clear();
- if (iTotalDam == 0) // 데미지 준게 0이면 리턴
- return NULL;
- if (m_pkChrStone) // 돌이 있을 경우 경험치의 반을 돌에게 넘긴다.
- {
- //sys_log(0, "__ Give half to Stone : %d", iExpToDistribute>>1);
- int iExp = iExpToDistribute >> 1;
- m_pkChrStone->SetExp(m_pkChrStone->GetExp() + iExp);
- iExpToDistribute -= iExp;
- }
- sys_log(1, "%s total exp: %d, damage_info_table.size() == %d, TotalDam %d",
- GetName(), iExpToDistribute, damage_info_table.size(), iTotalDam);
- //sys_log(1, "%s total exp: %d, pq_damage.size() == %d, TotalDam %d",
- //GetName(), iExpToDistribute, pq_damage.size(), iTotalDam);
- if (damage_info_table.empty())
- return NULL;
- // 제일 데미지를 많이 준 사람이 HP 회복을 한다.
- DistributeHP(pkChrMostAttacked); // 만두 시스템
- {
- // 제일 데미지를 많이 준 사람이나 파티가 총 경험치의 20% + 자기가 때린만큼의 경험치를 먹는다.
- TDamageInfoTable::iterator di = damage_info_table.begin();
- {
- TDamageInfoTable::iterator it;
- for (it = damage_info_table.begin(); it != damage_info_table.end();++it)
- {
- if (it->iDam > di->iDam)
- di = it;
- }
- }
- int iExp = iExpToDistribute / 5;
- iExpToDistribute -= iExp;
- float fPercent = (float) di->iDam / iTotalDam;
- if (fPercent > 1.0f)
- {
- sys_err("DistributeExp percent over 1.0 (fPercent %f name %s)", fPercent, di->pAttacker->GetName());
- fPercent = 1.0f;
- }
- iExp += (int) (iExpToDistribute * fPercent);
- //sys_log(0, "%s given exp percent %.1f + 20 dam %d", GetName(), fPercent * 100.0f, di.iDam);
- di->Distribute(this, iExp);
- // 100% 다 먹었으면 리턴한다.
- if (fPercent == 1.0f)
- return pkChrMostAttacked;
- di->Clear();
- }
- {
- // 남은 80%의 경험치를 분배한다.
- TDamageInfoTable::iterator it;
- for (it = damage_info_table.begin(); it != damage_info_table.end(); ++it)
- {
- TDamageInfo & di = *it;
- float fPercent = (float) di.iDam / iTotalDam;
- if (fPercent > 1.0f)
- {
- sys_err("DistributeExp percent over 1.0 (fPercent %f name %s)", fPercent, di.pAttacker->GetName());
- fPercent = 1.0f;
- }
- //sys_log(0, "%s given exp percent %.1f dam %d", GetName(), fPercent * 100.0f, di.iDam);
- di.Distribute(this, (int) (iExpToDistribute * fPercent));
- }
- }
- return pkChrMostAttacked;
- }
- // 화살 개수를 리턴해 줌
- int CHARACTER::GetArrowAndBow(LPITEM * ppkBow, LPITEM * ppkArrow, int iArrowCount/* = 1 */)
- {
- LPITEM pkBow;
- if (!(pkBow = GetWear(WEAR_WEAPON)) || pkBow->GetProto()->bSubType != WEAPON_BOW)
- {
- return 0;
- }
- LPITEM pkArrow;
- if (!(pkArrow = GetWear(WEAR_ARROW)) || pkArrow->GetType() != ITEM_WEAPON ||
- pkArrow->GetProto()->bSubType != WEAPON_ARROW)
- {
- return 0;
- }
- iArrowCount = MIN(iArrowCount, pkArrow->GetCount());
- *ppkBow = pkBow;
- *ppkArrow = pkArrow;
- return iArrowCount;
- }
- void CHARACTER::UseArrow(LPITEM pkArrow, DWORD dwArrowCount)
- {
- int iCount = pkArrow->GetCount();
- DWORD dwVnum = pkArrow->GetVnum();
- iCount = iCount - MIN(iCount, dwArrowCount);
- pkArrow->SetCount(iCount);
- if (iCount == 0)
- {
- LPITEM pkNewArrow = FindSpecifyItem(dwVnum);
- sys_log(0, "UseArrow : FindSpecifyItem %u %p", dwVnum, get_pointer(pkNewArrow));
- if (pkNewArrow)
- EquipItem(pkNewArrow);
- }
- }
- class CFuncShoot
- {
- public:
- LPCHARACTER m_me;
- BYTE m_bType;
- bool m_bSucceed;
- CFuncShoot(LPCHARACTER ch, BYTE bType) : m_me(ch), m_bType(bType), m_bSucceed(FALSE)
- {
- }
- void operator () (DWORD dwTargetVID)
- {
- if (m_bType > 1)
- {
- if (g_bSkillDisable)
- return;
- m_me->m_SkillUseInfo[m_bType].SetMainTargetVID(dwTargetVID);
- /*if (m_bType == SKILL_BIPABU || m_bType == SKILL_KWANKYEOK)
- m_me->m_SkillUseInfo[m_bType].ResetHitCount();*/
- }
- LPCHARACTER pkVictim = CHARACTER_MANAGER::instance().Find(dwTargetVID);
- if (!pkVictim)
- return;
- // 공격 불가
- if (!battle_is_attackable(m_me, pkVictim))
- return;
- if (m_me->IsNPC())
- {
- if (DISTANCE_APPROX(m_me->GetX() - pkVictim->GetX(), m_me->GetY() - pkVictim->GetY()) > 5000)
- return;
- }
- LPITEM pkBow, pkArrow;
- switch (m_bType)
- {
- case 0: // 일반활
- {
- int iDam = 0;
- if (m_me->IsPC())
- {
- if (m_me->GetJob() != JOB_ASSASSIN)
- return;
- if (0 == m_me->GetArrowAndBow(&pkBow, &pkArrow))
- return;
- if (m_me->GetSkillGroup() != 0)
- if (!m_me->IsNPC() && m_me->GetSkillGroup() != 2)
- {
- if (m_me->GetSP() < 5)
- return;
- m_me->PointChange(POINT_SP, -5);
- }
- iDam = CalcArrowDamage(m_me, pkVictim, pkBow, pkArrow);
- m_me->UseArrow(pkArrow, 1);
- // check speed hack
- DWORD dwCurrentTime = get_dword_time();
- if(check_speedhack_enable)
- if (IS_SPEED_HACK(m_me, pkVictim, dwCurrentTime))
- iDam = 0;
- }
- else
- iDam = CalcMeleeDamage(m_me, pkVictim);
- NormalAttackAffect(m_me, pkVictim);
- // 데미지 계산
- iDam = iDam * (100 - pkVictim->GetPoint(POINT_RESIST_BOW)) / 100;
- //sys_log(0, "%s arrow %s dam %d", m_me->GetName(), pkVictim->GetName(), iDam);
- m_me->OnMove(true);
- pkVictim->OnMove();
- if (pkVictim->CanBeginFight())
- pkVictim->BeginFight(m_me);
- pkVictim->Damage(m_me, iDam, DAMAGE_TYPE_NORMAL_RANGE);
- // 타격치 계산부 끝
- }
- break;
- case 1: // 일반 마법
- {
- int iDam;
- if (m_me->IsPC())
- return;
- iDam = CalcMagicDamage(m_me, pkVictim);
- NormalAttackAffect(m_me, pkVictim);
- // 데미지 계산
- iDam = iDam * (100 - pkVictim->GetPoint(POINT_RESIST_MAGIC)) / 100;
- //sys_log(0, "%s arrow %s dam %d", m_me->GetName(), pkVictim->GetName(), iDam);
- m_me->OnMove(true);
- pkVictim->OnMove();
- if (pkVictim->CanBeginFight())
- pkVictim->BeginFight(m_me);
- pkVictim->Damage(m_me, iDam, DAMAGE_TYPE_MAGIC);
- // 타격치 계산부 끝
- }
- break;
- case SKILL_YEONSA: // 연사
- {
- //int iUseArrow = 2 + (m_me->GetSkillPower(SKILL_YEONSA) *6/100);
- int iUseArrow = 1;
- // 토탈만 계산하는경우
- {
- if (iUseArrow == m_me->GetArrowAndBow(&pkBow, &pkArrow, iUseArrow))
- {
- m_me->OnMove(true);
- pkVictim->OnMove();
- if (pkVictim->CanBeginFight())
- pkVictim->BeginFight(m_me);
- m_me->ComputeSkill(m_bType, pkVictim);
- m_me->UseArrow(pkArrow, iUseArrow);
- if (pkVictim->IsDead())
- break;
- }
- else
- break;
- }
- }
- break;
- case SKILL_KWANKYEOK:
- {
- int iUseArrow = 1;
- if (iUseArrow == m_me->GetArrowAndBow(&pkBow, &pkArrow, iUseArrow))
- {
- m_me->OnMove(true);
- pkVictim->OnMove();
- if (pkVictim->CanBeginFight())
- pkVictim->BeginFight(m_me);
- sys_log(0, "%s kwankeyok %s", m_me->GetName(), pkVictim->GetName());
- m_me->ComputeSkill(m_bType, pkVictim);
- m_me->UseArrow(pkArrow, iUseArrow);
- }
- }
- break;
- case SKILL_GIGUNG:
- {
- int iUseArrow = 1;
- if (iUseArrow == m_me->GetArrowAndBow(&pkBow, &pkArrow, iUseArrow))
- {
- m_me->OnMove(true);
- pkVictim->OnMove();
- if (pkVictim->CanBeginFight())
- pkVictim->BeginFight(m_me);
- sys_log(0, "%s gigung %s", m_me->GetName(), pkVictim->GetName());
- m_me->ComputeSkill(m_bType, pkVictim);
- m_me->UseArrow(pkArrow, iUseArrow);
- }
- }
- break;
- case SKILL_HWAJO:
- {
- int iUseArrow = 1;
- if (iUseArrow == m_me->GetArrowAndBow(&pkBow, &pkArrow, iUseArrow))
- {
- m_me->OnMove(true);
- pkVictim->OnMove();
- if (pkVictim->CanBeginFight())
- pkVictim->BeginFight(m_me);
- sys_log(0, "%s hwajo %s", m_me->GetName(), pkVictim->GetName());
- m_me->ComputeSkill(m_bType, pkVictim);
- m_me->UseArrow(pkArrow, iUseArrow);
- }
- }
- break;
- case SKILL_HORSE_WILDATTACK_RANGE:
- {
- int iUseArrow = 1;
- if (iUseArrow == m_me->GetArrowAndBow(&pkBow, &pkArrow, iUseArrow))
- {
- m_me->OnMove(true);
- pkVictim->OnMove();
- if (pkVictim->CanBeginFight())
- pkVictim->BeginFight(m_me);
- sys_log(0, "%s horse_wildattack %s", m_me->GetName(), pkVictim->GetName());
- m_me->ComputeSkill(m_bType, pkVictim);
- m_me->UseArrow(pkArrow, iUseArrow);
- }
- }
- break;
- case SKILL_MARYUNG:
- //case SKILL_GUMHWAN:
- case SKILL_TUSOK:
- case SKILL_BIPABU:
- case SKILL_NOEJEON:
- case SKILL_GEOMPUNG:
- case SKILL_SANGONG:
- case SKILL_MAHWAN:
- case SKILL_PABEOB:
- //case SKILL_CURSE:
- {
- m_me->OnMove(true);
- pkVictim->OnMove();
- if (pkVictim->CanBeginFight())
- pkVictim->BeginFight(m_me);
- sys_log(0, "%s - Skill %d -> %s", m_me->GetName(), m_bType, pkVictim->GetName());
- m_me->ComputeSkill(m_bType, pkVictim);
- }
- break;
- case SKILL_CHAIN:
- {
- m_me->OnMove(true);
- pkVictim->OnMove();
- if (pkVictim->CanBeginFight())
- pkVictim->BeginFight(m_me);
- sys_log(0, "%s - Skill %d -> %s", m_me->GetName(), m_bType, pkVictim->GetName());
- m_me->ComputeSkill(m_bType, pkVictim);
- // TODO 여러명에게 슉 슉 슉 하기
- }
- break;
- case SKILL_YONGBI:
- {
- m_me->OnMove(true);
- }
- break;
- /*case SKILL_BUDONG:
- {
- m_me->OnMove(true);
- pkVictim->OnMove();
- DWORD * pdw;
- DWORD dwEI = AllocEventInfo(sizeof(DWORD) * 2, &pdw);
- pdw[0] = m_me->GetVID();
- pdw[1] = pkVictim->GetVID();
- event_create(budong_event_func, dwEI, PASSES_PER_SEC(1));
- }
- break;*/
- default:
- sys_err("CFuncShoot: I don't know this type [%d] of range attack.", (int) m_bType);
- break;
- }
- m_bSucceed = TRUE;
- }
- };
- bool CHARACTER::Shoot(BYTE bType)
- {
- sys_log(1, "Shoot %s type %u flyTargets.size %zu", GetName(), bType, m_vec_dwFlyTargets.size());
- if (!CanMove())
- {
- return false;
- }
- CFuncShoot f(this, bType);
- if (m_dwFlyTargetID != 0)
- {
- f(m_dwFlyTargetID);
- m_dwFlyTargetID = 0;
- }
- f = std::for_each(m_vec_dwFlyTargets.begin(), m_vec_dwFlyTargets.end(), f);
- m_vec_dwFlyTargets.clear();
- return f.m_bSucceed;
- }
- void CHARACTER::FlyTarget(DWORD dwTargetVID, long x, long y, BYTE bHeader)
- {
- LPCHARACTER pkVictim = CHARACTER_MANAGER::instance().Find(dwTargetVID);
- TPacketGCFlyTargeting pack;
- //pack.bHeader = HEADER_GC_FLY_TARGETING;
- pack.bHeader = (bHeader == HEADER_CG_FLY_TARGETING) ? HEADER_GC_FLY_TARGETING : HEADER_GC_ADD_FLY_TARGETING;
- pack.dwShooterVID = GetVID();
- if (pkVictim)
- {
- pack.dwTargetVID = pkVictim->GetVID();
- pack.x = pkVictim->GetX();
- pack.y = pkVictim->GetY();
- if (bHeader == HEADER_CG_FLY_TARGETING)
- m_dwFlyTargetID = dwTargetVID;
- else
- m_vec_dwFlyTargets.push_back(dwTargetVID);
- }
- else
- {
- pack.dwTargetVID = 0;
- pack.x = x;
- pack.y = y;
- }
- sys_log(1, "FlyTarget %s vid %d x %d y %d", GetName(), pack.dwTargetVID, pack.x, pack.y);
- PacketAround(&pack, sizeof(pack), this);
- }
- LPCHARACTER CHARACTER::GetNearestVictim(LPCHARACTER pkChr)
- {
- if (NULL == pkChr)
- pkChr = this;
- float fMinDist = 99999.0f;
- LPCHARACTER pkVictim = NULL;
- TDamageMap::iterator it = m_map_kDamage.begin();
- // 일단 주위에 없는 사람을 걸러 낸다.
- while (it != m_map_kDamage.end())
- {
- const VID & c_VID = it->first;
- ++it;
- LPCHARACTER pAttacker = CHARACTER_MANAGER::instance().Find(c_VID);
- if (!pAttacker)
- continue;
- if (pAttacker->IsAffectFlag(AFF_EUNHYUNG) ||
- pAttacker->IsAffectFlag(AFF_INVISIBILITY) ||
- pAttacker->IsAffectFlag(AFF_REVIVE_INVISIBLE))
- continue;
- float fDist = DISTANCE_APPROX(pAttacker->GetX() - pkChr->GetX(), pAttacker->GetY() - pkChr->GetY());
- if (fDist < fMinDist)
- {
- pkVictim = pAttacker;
- fMinDist = fDist;
- }
- }
- return pkVictim;
- }
- void CHARACTER::SetVictim(LPCHARACTER pkVictim)
- {
- if (!pkVictim)
- {
- if (0 != (DWORD)m_kVIDVictim)
- MonsterLog("공격 대상을 해제");
- m_kVIDVictim.Reset();
- battle_end(this);
- }
- else
- {
- if (m_kVIDVictim != pkVictim->GetVID())
- MonsterLog("공격 대상을 설정: %s", pkVictim->GetName());
- m_kVIDVictim = pkVictim->GetVID();
- m_dwLastVictimSetTime = get_dword_time();
- }
- }
- LPCHARACTER CHARACTER::GetVictim() const
- {
- return CHARACTER_MANAGER::instance().Find(m_kVIDVictim);
- }
- LPCHARACTER CHARACTER::GetProtege() const // 보호해야 할 대상을 리턴
- {
- if (m_pkChrStone)
- return m_pkChrStone;
- if (m_pkParty)
- return m_pkParty->GetLeader();
- return NULL;
- }
- int CHARACTER::GetAlignment() const
- {
- return m_iAlignment;
- }
- int CHARACTER::GetRealAlignment() const
- {
- return m_iRealAlignment;
- }
- void CHARACTER::ShowAlignment(bool bShow)
- {
- if (bShow)
- {
- if (m_iAlignment != m_iRealAlignment)
- {
- m_iAlignment = m_iRealAlignment;
- UpdatePacket();
- }
- }
- else
- {
- if (m_iAlignment != 0)
- {
- m_iAlignment = 0;
- UpdatePacket();
- }
- }
- }
- void CHARACTER::UpdateAlignment(int iAmount)
- {
- bool bShow = false;
- if (m_iAlignment == m_iRealAlignment)
- bShow = true;
- int i = m_iAlignment / 10;
- m_iRealAlignment = MINMAX((max_rank_points*-10), m_iRealAlignment + iAmount, (max_rank_points*10));
- if (bShow)
- {
- m_iAlignment = m_iRealAlignment;
- if (i != m_iAlignment / 10)
- UpdatePacket();
- }
- }
- void CHARACTER::SetKillerMode(bool isOn)
- {
- if ((isOn ? ADD_CHARACTER_STATE_KILLER : 0) == IS_SET(m_bAddChrState, ADD_CHARACTER_STATE_KILLER))
- return;
- if (isOn)
- SET_BIT(m_bAddChrState, ADD_CHARACTER_STATE_KILLER);
- else
- REMOVE_BIT(m_bAddChrState, ADD_CHARACTER_STATE_KILLER);
- m_iKillerModePulse = thecore_pulse();
- UpdatePacket();
- sys_log(0, "SetKillerMode Update %s[%d]", GetName(), GetPlayerID());
- }
- bool CHARACTER::IsKillerMode() const
- {
- return IS_SET(m_bAddChrState, ADD_CHARACTER_STATE_KILLER);
- }
- void CHARACTER::UpdateKillerMode()
- {
- if (!IsKillerMode())
- return;
- int iKillerSeconds = ! LC_IsYMIR() ? 30 : 60;
- if (thecore_pulse() - m_iKillerModePulse >= PASSES_PER_SEC(iKillerSeconds))
- SetKillerMode(false);
- }
- void CHARACTER::SetPKMode(BYTE bPKMode)
- {
- if (bPKMode >= PK_MODE_MAX_NUM)
- return;
- if (m_bPKMode == bPKMode)
- return;
- if (bPKMode == PK_MODE_GUILD && !GetGuild())
- bPKMode = PK_MODE_FREE;
- m_bPKMode = bPKMode;
- UpdatePacket();
- sys_log(0, "PK_MODE: %s %d", GetName(), m_bPKMode);
- }
- BYTE CHARACTER::GetPKMode() const
- {
- return m_bPKMode;
- }
- struct FuncForgetMyAttacker
- {
- LPCHARACTER m_ch;
- FuncForgetMyAttacker(LPCHARACTER ch)
- {
- m_ch = ch;
- }
- void operator()(LPENTITY ent)
- {
- if (ent->IsType(ENTITY_CHARACTER))
- {
- LPCHARACTER ch = (LPCHARACTER) ent;
- if (ch->IsPC())
- return;
- if (ch->m_kVIDVictim == m_ch->GetVID())
- ch->SetVictim(NULL);
- }
- }
- };
- struct FuncAggregateMonster
- {
- LPCHARACTER m_ch;
- FuncAggregateMonster(LPCHARACTER ch)
- {
- m_ch = ch;
- }
- void operator()(LPENTITY ent)
- {
- if (ent->IsType(ENTITY_CHARACTER))
- {
- LPCHARACTER ch = (LPCHARACTER) ent;
- if (ch->IsPC())
- return;
- if (!ch->IsMonster())
- return;
- if (ch->GetVictim())
- return;
- if (number(1, 100) <= 50) // 임시로 50% 확률로 적을 끌어온다
- if (DISTANCE_APPROX(ch->GetX() - m_ch->GetX(), ch->GetY() - m_ch->GetY()) < 5000)
- if (ch->CanBeginFight())
- ch->BeginFight(m_ch);
- }
- }
- };
- struct FuncAttractRanger
- {
- LPCHARACTER m_ch;
- FuncAttractRanger(LPCHARACTER ch)
- {
- m_ch = ch;
- }
- void operator()(LPENTITY ent)
- {
- if (ent->IsType(ENTITY_CHARACTER))
- {
- LPCHARACTER ch = (LPCHARACTER) ent;
- if (ch->IsPC())
- return;
- if (!ch->IsMonster())
- return;
- if (ch->GetVictim() && ch->GetVictim() != m_ch)
- return;
- if (ch->GetMobAttackRange() > 150)
- {
- int iNewRange = 150;//(int)(ch->GetMobAttackRange() * 0.2);
- if (iNewRange < 150)
- iNewRange = 150;
- ch->AddAffect(AFFECT_BOW_DISTANCE, POINT_BOW_DISTANCE, iNewRange - ch->GetMobAttackRange(), AFF_NONE, 3*60, 0, false);
- }
- }
- }
- };
- struct FuncPullMonster
- {
- LPCHARACTER m_ch;
- int m_iLength;
- FuncPullMonster(LPCHARACTER ch, int iLength = 300)
- {
- m_ch = ch;
- m_iLength = iLength;
- }
- void operator()(LPENTITY ent)
- {
- if (ent->IsType(ENTITY_CHARACTER))
- {
- LPCHARACTER ch = (LPCHARACTER) ent;
- if (ch->IsPC())
- return;
- if (!ch->IsMonster())
- return;
- //if (ch->GetVictim() && ch->GetVictim() != m_ch)
- //return;
- float fDist = DISTANCE_APPROX(m_ch->GetX() - ch->GetX(), m_ch->GetY() - ch->GetY());
- if (fDist > 3000 || fDist < 100)
- return;
- float fNewDist = fDist - m_iLength;
- if (fNewDist < 100)
- fNewDist = 100;
- float degree = GetDegreeFromPositionXY(ch->GetX(), ch->GetY(), m_ch->GetX(), m_ch->GetY());
- float fx;
- float fy;
- GetDeltaByDegree(degree, fDist - fNewDist, &fx, &fy);
- long tx = (long)(ch->GetX() + fx);
- long ty = (long)(ch->GetY() + fy);
- ch->Sync(tx, ty);
- ch->Goto(tx, ty);
- ch->CalculateMoveDuration();
- ch->SyncPacket();
- }
- }
- };
- void CHARACTER::ForgetMyAttacker()
- {
- LPSECTREE pSec = GetSectree();
- if (pSec)
- {
- FuncForgetMyAttacker f(this);
- pSec->ForEachAround(f);
- }
- ReviveInvisible(5);
- }
- void CHARACTER::AggregateMonster()
- {
- LPSECTREE pSec = GetSectree();
- if (pSec)
- {
- FuncAggregateMonster f(this);
- pSec->ForEachAround(f);
- }
- }
- void CHARACTER::AttractRanger()
- {
- LPSECTREE pSec = GetSectree();
- if (pSec)
- {
- FuncAttractRanger f(this);
- pSec->ForEachAround(f);
- }
- }
- void CHARACTER::PullMonster()
- {
- LPSECTREE pSec = GetSectree();
- if (pSec)
- {
- FuncPullMonster f(this);
- pSec->ForEachAround(f);
- }
- }
- void CHARACTER::UpdateAggrPointEx(LPCHARACTER pAttacker, EDamageType type, int dam, CHARACTER::TBattleInfo & info)
- {
- // 특정 공격타입에 따라 더 올라간다
- switch (type)
- {
- case DAMAGE_TYPE_NORMAL_RANGE:
- dam = (int) (dam*1.2f);
- break;
- case DAMAGE_TYPE_RANGE:
- dam = (int) (dam*1.5f);
- break;
- case DAMAGE_TYPE_MAGIC:
- dam = (int) (dam*1.2f);
- break;
- default:
- break;
- }
- // 공격자가 현재 대상인 경우 보너스를 준다.
- if (pAttacker == GetVictim())
- dam = (int) (dam * 1.2f);
- info.iAggro += dam;
- if (info.iAggro < 0)
- info.iAggro = 0;
- //sys_log(0, "UpdateAggrPointEx for %s by %s dam %d total %d", GetName(), pAttacker->GetName(), dam, total);
- if (GetParty() && dam > 0 && type != DAMAGE_TYPE_SPECIAL)
- {
- LPPARTY pParty = GetParty();
- // 리더인 경우 영향력이 좀더 강하다
- int iPartyAggroDist = dam;
- if (pParty->GetLeaderPID() == GetVID())
- iPartyAggroDist /= 2;
- else
- iPartyAggroDist /= 3;
- pParty->SendMessage(this, PM_AGGRO_INCREASE, iPartyAggroDist, pAttacker->GetVID());
- }
- ChangeVictimByAggro(info.iAggro, pAttacker);
- }
- void CHARACTER::UpdateAggrPoint(LPCHARACTER pAttacker, EDamageType type, int dam)
- {
- if (IsDead() || IsStun())
- return;
- TDamageMap::iterator it = m_map_kDamage.find(pAttacker->GetVID());
- if (it == m_map_kDamage.end())
- {
- m_map_kDamage.insert(TDamageMap::value_type(pAttacker->GetVID(), TBattleInfo(0, dam)));
- it = m_map_kDamage.find(pAttacker->GetVID());
- }
- UpdateAggrPointEx(pAttacker, type, dam, it->second);
- }
- void CHARACTER::ChangeVictimByAggro(int iNewAggro, LPCHARACTER pNewVictim)
- {
- if (get_dword_time() - m_dwLastVictimSetTime < 3000) // 3초는 기다려야한다
- return;
- if (pNewVictim == GetVictim())
- {
- if (m_iMaxAggro < iNewAggro)
- {
- m_iMaxAggro = iNewAggro;
- return;
- }
- // Aggro가 감소한 경우
- TDamageMap::iterator it;
- TDamageMap::iterator itFind = m_map_kDamage.end();
- for (it = m_map_kDamage.begin(); it != m_map_kDamage.end(); ++it)
- {
- if (it->second.iAggro > iNewAggro)
- {
- LPCHARACTER ch = CHARACTER_MANAGER::instance().Find(it->first);
- if (ch && !ch->IsDead() && DISTANCE_APPROX(ch->GetX() - GetX(), ch->GetY() - GetY()) < 5000)
- {
- itFind = it;
- iNewAggro = it->second.iAggro;
- }
- }
- }
- if (itFind != m_map_kDamage.end())
- {
- m_iMaxAggro = iNewAggro;
- SetVictim(CHARACTER_MANAGER::instance().Find(itFind->first));
- m_dwStateDuration = 1;
- }
- }
- else
- {
- if (m_iMaxAggro < iNewAggro)
- {
- m_iMaxAggro = iNewAggro;
- SetVictim(pNewVictim);
- m_dwStateDuration = 1;
- }
- }
- }
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