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https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-22 21:40:05 +00:00
Use PC_MAXHEALTH() in the rest of the codebase.
+ minor fixups
This commit is contained in:
parent
113ecc8f60
commit
321dca3f79
@ -153,11 +153,11 @@ int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID)
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create.EyeColor = 1;
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create.EyeColor = 1;
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create.FaceStyle = 1;
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create.FaceStyle = 1;
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create.Gender = 1;
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create.Gender = 1;
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create.HP = 1000;
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create.Level = 1;
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create.HP = PC_MAXHEALTH(create.Level);
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create.HairColor = 1;
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create.HairColor = 1;
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create.HairStyle = 1;
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create.HairStyle = 1;
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create.Height = 0;
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create.Height = 0;
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create.Level = 1;
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create.SkinColor = 1;
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create.SkinColor = 1;
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create.isGM = settings::GM;
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create.isGM = settings::GM;
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create.x_coordinates = settings::SPAWN_X;
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create.x_coordinates = settings::SPAWN_X;
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@ -8,6 +8,7 @@
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* implementing just yet anyway.
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* implementing just yet anyway.
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*/
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*/
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// floats
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const float VALUE_BATTERY_EMPTY_PENALTY = 0.5f;
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const float VALUE_BATTERY_EMPTY_PENALTY = 0.5f;
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const float CN_EP_RANK_1 = 0.8f;
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const float CN_EP_RANK_1 = 0.8f;
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const float CN_EP_RANK_2 = 0.7f;
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const float CN_EP_RANK_2 = 0.7f;
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@ -15,6 +16,7 @@ const float CN_EP_RANK_3 = 0.5f;
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const float CN_EP_RANK_4 = 0.3f;
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const float CN_EP_RANK_4 = 0.3f;
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const float CN_EP_RANK_5 = 0.29f;
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const float CN_EP_RANK_5 = 0.29f;
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// nano powers
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enum {
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enum {
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EST_NONE = 0,
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EST_NONE = 0,
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EST_DAMAGE = 1,
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EST_DAMAGE = 1,
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@ -184,6 +184,7 @@ void NanoManager::addNano(CNSocket* sock, int16_t nanoId, int16_t slot) {
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resp.Nano.iStamina = 150;
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resp.Nano.iStamina = 150;
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resp.iQuestItemSlotNum = slot;
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resp.iQuestItemSlotNum = slot;
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resp.iPC_Level = level;
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resp.iPC_Level = level;
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resp.iPC_FusionMatter = plr->fusionmatter; // will decrese in actual nano missions
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// Update player
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// Update player
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plr->Nanos[nanoId] = resp.Nano;
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plr->Nanos[nanoId] = resp.Nano;
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@ -311,7 +312,7 @@ bool doDebuff(CNSocket *sock, int32_t *pktdata, sSkillResult_Damage_N_Debuff *re
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mob->appearanceData.iHP -= amount;
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mob->appearanceData.iHP -= amount;
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if (mob->appearanceData.iHP <= 0)
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if (mob->appearanceData.iHP <= 0)
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MobManager::giveReward(sock);
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MobManager::killMob(sock, mob);
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respdata[i].eCT = 4;
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respdata[i].eCT = 4;
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respdata[i].iDamage = amount;
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respdata[i].iDamage = amount;
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@ -352,6 +353,7 @@ bool doHeal(CNSocket *sock, int32_t *pktdata, sSkillResult_Heal_HP *respdata, in
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}
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}
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}
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}
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// player not found
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if (plr == nullptr)
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if (plr == nullptr)
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return false;
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return false;
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@ -381,7 +383,7 @@ bool doDamage(CNSocket *sock, int32_t *pktdata, sSkillResult_Damage *respdata, i
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mob->appearanceData.iHP -= amount;
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mob->appearanceData.iHP -= amount;
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if (mob->appearanceData.iHP <= 0)
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if (mob->appearanceData.iHP <= 0)
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MobManager::giveReward(sock);
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MobManager::killMob(sock, mob);
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respdata[i].eCT = 4;
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respdata[i].eCT = 4;
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respdata[i].iDamage = amount;
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respdata[i].iDamage = amount;
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@ -431,7 +433,7 @@ bool doLeech(CNSocket *sock, int32_t *pktdata, sSkillResult_Heal_HP *healdata, i
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mob->appearanceData.iHP -= amount;
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mob->appearanceData.iHP -= amount;
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if (mob->appearanceData.iHP <= 0)
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if (mob->appearanceData.iHP <= 0)
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MobManager::giveReward(sock);
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MobManager::killMob(sock, mob);
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damagedata->eCT = 4;
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damagedata->eCT = 4;
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damagedata->iDamage = amount;
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damagedata->iDamage = amount;
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@ -444,8 +446,8 @@ bool doLeech(CNSocket *sock, int32_t *pktdata, sSkillResult_Heal_HP *healdata, i
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}
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}
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template<class sPAYLOAD,
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template<class sPAYLOAD,
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bool (*work)(CNSocket*,int32_t*,sPAYLOAD*,int,int32_t,int32_t),
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bool (*work)(CNSocket*,int32_t*,sPAYLOAD*,int,int32_t,int32_t),
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bool isLeech=false>
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bool isLeech=false>
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void activePower(CNSocket *sock, CNPacketData *data,
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void activePower(CNSocket *sock, CNPacketData *data,
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int16_t nanoId, int16_t skillId, int16_t eSkillType,
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int16_t nanoId, int16_t skillId, int16_t eSkillType,
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int32_t iCBFlag, int32_t amount) {
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int32_t iCBFlag, int32_t amount) {
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@ -501,15 +503,15 @@ void activePower(CNSocket *sock, CNPacketData *data,
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// active nano power dispatch table
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// active nano power dispatch table
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std::vector<ActivePower> ActivePowers = {
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std::vector<ActivePower> ActivePowers = {
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ActivePower(StunPowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_STUN, CSB_BIT_STUN, 0),
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ActivePower(StunPowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_STUN, CSB_BIT_STUN, 0),
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ActivePower(HealPowers, activePower<sSkillResult_Heal_HP, doHeal>, EST_HEAL_HP, CSB_BIT_NONE, 333),
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ActivePower(HealPowers, activePower<sSkillResult_Heal_HP, doHeal>, EST_HEAL_HP, CSB_BIT_NONE, 333),
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// TODO: Recall
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// TODO: Recall
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ActivePower(DrainPowers, activePower<sSkillResult_Buff, doBuff>, EST_BOUNDINGBALL, CSB_BIT_BOUNDINGBALL, 0),
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ActivePower(DrainPowers, activePower<sSkillResult_Buff, doBuff>, EST_BOUNDINGBALL, CSB_BIT_BOUNDINGBALL, 0),
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ActivePower(SnarePowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_SNARE, CSB_BIT_DN_MOVE_SPEED, 0),
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ActivePower(SnarePowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_SNARE, CSB_BIT_DN_MOVE_SPEED, 0),
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ActivePower(DamagePowers, activePower<sSkillResult_Damage, doDamage>, EST_DAMAGE, CSB_BIT_NONE, 133),
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ActivePower(DamagePowers, activePower<sSkillResult_Damage, doDamage>, EST_DAMAGE, CSB_BIT_NONE, 133),
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// TODO: GroupRevive
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// TODO: GroupRevive
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ActivePower(LeechPowers, activePower<sSkillResult_Heal_HP, doLeech, true>, EST_BLOODSUCKING, CSB_BIT_NONE, 133),
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ActivePower(LeechPowers, activePower<sSkillResult_Heal_HP, doLeech, true>, EST_BLOODSUCKING, CSB_BIT_NONE, 133),
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ActivePower(SleepPowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_SLEEP, CSB_BIT_MEZ, 0),
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ActivePower(SleepPowers, activePower<sSkillResult_Damage_N_Debuff, doDebuff>, EST_SLEEP, CSB_BIT_MEZ, 0),
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};
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};
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}; // namespace
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}; // namespace
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@ -588,17 +590,17 @@ void NanoManager::nanoUnbuff(CNSocket* sock, int32_t iCBFlag, int16_t eCharStatu
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namespace NanoManager {
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namespace NanoManager {
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std::vector<PassivePower> PassivePowers = {
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std::vector<PassivePower> PassivePowers = {
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PassivePower(ScavangePowers, EST_REWARDBLOB, CSB_BIT_REWARD_BLOB, ECSB_REWARD_BLOB, 0),
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PassivePower(ScavangePowers, EST_REWARDBLOB, CSB_BIT_REWARD_BLOB, ECSB_REWARD_BLOB, 0),
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PassivePower(RunPowers, EST_RUN, CSB_BIT_UP_MOVE_SPEED, ECSB_UP_MOVE_SPEED, 200),
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PassivePower(RunPowers, EST_RUN, CSB_BIT_UP_MOVE_SPEED, ECSB_UP_MOVE_SPEED, 200),
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PassivePower(BonusPowers, EST_REWARDCASH, CSB_BIT_REWARD_CASH, ECSB_REWARD_CASH, 0),
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PassivePower(BonusPowers, EST_REWARDCASH, CSB_BIT_REWARD_CASH, ECSB_REWARD_CASH, 0),
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PassivePower(GuardPowers, EST_PROTECTBATTERY, CSB_BIT_PROTECT_BATTERY, ECSB_PROTECT_BATTERY, 0),
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PassivePower(GuardPowers, EST_PROTECTBATTERY, CSB_BIT_PROTECT_BATTERY, ECSB_PROTECT_BATTERY, 0),
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PassivePower(RadarPowers, EST_MINIMAPENEMY, CSB_BIT_MINIMAP_ENEMY, ECSB_MINIMAP_ENEMY, 0),
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PassivePower(RadarPowers, EST_MINIMAPENEMY, CSB_BIT_MINIMAP_ENEMY, ECSB_MINIMAP_ENEMY, 0),
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PassivePower(AntidotePowers, EST_PROTECTINFECTION, CSB_BIT_PROTECT_INFECTION, ECSB_PROTECT_INFECTION, 0),
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PassivePower(AntidotePowers, EST_PROTECTINFECTION, CSB_BIT_PROTECT_INFECTION, ECSB_PROTECT_INFECTION, 0),
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PassivePower(FreedomPowers, EST_FREEDOM, CSB_BIT_FREEDOM, ECSB_FREEDOM, 0),
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PassivePower(FreedomPowers, EST_FREEDOM, CSB_BIT_FREEDOM, ECSB_FREEDOM, 0),
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PassivePower(JumpPowers, EST_JUMP, CSB_BIT_UP_JUMP_HEIGHT, ECSB_UP_JUMP_HEIGHT, 400),
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PassivePower(JumpPowers, EST_JUMP, CSB_BIT_UP_JUMP_HEIGHT, ECSB_UP_JUMP_HEIGHT, 400),
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PassivePower(SelfRevivePowers, EST_PHOENIX, CSB_BIT_PHOENIX, ECSB_PHOENIX, 0),
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PassivePower(SelfRevivePowers, EST_PHOENIX, CSB_BIT_PHOENIX, ECSB_PHOENIX, 0),
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PassivePower(SneakPowers, EST_STEALTH, CSB_BIT_UP_STEALTH, ECSB_UP_STEALTH, 0),
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PassivePower(SneakPowers, EST_STEALTH, CSB_BIT_UP_STEALTH, ECSB_UP_STEALTH, 0),
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PassivePower(TreasureFinderPowers, EST_MINIMAPTRESURE, CSB_BIT_MINIMAP_TRESURE, ECSB_MINIMAP_TRESURE, 0),
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PassivePower(TreasureFinderPowers, EST_MINIMAPTRESURE, CSB_BIT_MINIMAP_TRESURE, ECSB_MINIMAP_TRESURE, 0),
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};
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};
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}; // namespace
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}; // namespace
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@ -633,7 +633,7 @@ void PlayerManager::revivePlayer(CNSocket* sock, CNPacketData* data) {
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plr->x = target.x;
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plr->x = target.x;
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plr->y = target.y;
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plr->y = target.y;
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plr->z = target.z;
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plr->z = target.z;
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plr->HP = 1000 * plr->level;
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plr->HP = PC_MAXHEALTH(plr->level);
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// Response parameters
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// Response parameters
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response.PCRegenData.iActiveNanoSlotNum = plr->activeNano;
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response.PCRegenData.iActiveNanoSlotNum = plr->activeNano;
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