MR-2: Auto-revert POS_FIGHTING after inactivity + Realtime character level updates + Macros removed

This commit is contained in:
Mind Rapist
2025-12-20 02:26:50 +02:00
parent b389e30db7
commit 337ce421c0
6 changed files with 4 additions and 44 deletions

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@@ -7,11 +7,6 @@
#define __PET_SYSTEM__
#define __UDP_BLOCK__
#define FIX_BOOK_READING_FOR_MAX_LEVEL // Disable experience point deduction for reading a book when in max level
#define FIX_BATTLE_INACTIVITY_TIMEOUT // by #tw1x1: Add battle mode inactivity timeout and reset to standing
#define __BL_LEVEL_FIX__ // Live character level updates
//#define FIX_POS_SYNC // Fix position synching between clients
// #define TW1X1_TEST // tw1x1 test server features
#endif

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@@ -4096,6 +4096,7 @@ void CHARACTER::UpdateStateMachine(DWORD dwPulse)
if (IsDead())
return;
// tw1x1: POS_FIGHTING timer fix
if (IsPC() && IsPosition(POS_FIGHTING))
{
const DWORD now = get_dword_time();
@@ -4107,6 +4108,7 @@ void CHARACTER::UpdateStateMachine(DWORD dwPulse)
if (now - m_dwLastCombatTime >= 10000)
SetVictim(NULL); // triggers battle_end() -> POS_STANDING
}
// tw1x1: end
Update();
m_dwNextStatePulse = dwPulse + m_dwStateDuration;
@@ -5924,11 +5926,7 @@ void CHARACTER::ResetPoint(int iLv)
{
BYTE bJob = GetJob();
#if defined(__BL_LEVEL_FIX__)
PointChange(POINT_LEVEL, iLv - GetLevel(), false, true);
#else
PointChange(POINT_LEVEL, iLv - GetLevel());
#endif
SetRealPoint(POINT_ST, JobInitialPoints[bJob].st);
SetPoint(POINT_ST, GetRealPoint(POINT_ST));

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@@ -2048,6 +2048,7 @@ class CHARACTER : public CEntity, public CFSM, public CHorseRider
int m_iLastPMPulse;
int m_iPMCounter;
// tw1x1: POS_FIGHTING timer fix
public:
void EnterCombat();
void UpdateLastCombatTime() { m_dwLastCombatTime = get_dword_time(); }
@@ -2055,6 +2056,7 @@ class CHARACTER : public CEntity, public CFSM, public CHorseRider
private:
DWORD m_dwLastCombatTime;
// tw1x1: end
};
ESex GET_SEX(LPCHARACTER ch);

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@@ -1600,22 +1600,6 @@ void CHARACTER::SendDamagePacket(LPCHARACTER pAttacker, int Damage, BYTE DamageF
}
}
void CHARACTER::EnterCombat()
{
if (!IsPC())
return;
if (!IsPosition(POS_FIGHTING))
{
SetPosition(POS_FIGHTING);
SetNextStatePulse(1);
}
// Start the 10s window if it hasn't started yet.
if (m_dwLastCombatTime == 0)
m_dwLastCombatTime = get_dword_time();
}
//
// CHARACTER::Damage 메소드는 this가 데미지를 입게 한다.
//
@@ -1629,7 +1613,6 @@ void CHARACTER::EnterCombat()
// false : not dead yet
//
#ifdef FIX_BATTLE_INACTIVITY_TIMEOUT
// tw1x1: POS_FIGHTING timer fix
void CHARACTER::EnterCombat()
{
@@ -1642,7 +1625,6 @@ void CHARACTER::EnterCombat()
SetNextStatePulse(1);
}
// tw1x1: end
#endif
bool CHARACTER::Damage(LPCHARACTER pAttacker, int dam, EDamageType type) // returns true if dead
{
@@ -2331,8 +2313,6 @@ bool CHARACTER::Damage(LPCHARACTER pAttacker, int dam, EDamageType type) // retu
if (GetHP() - dam <= 0)
dam = GetHP();
dam = std::min<int32_t>(GetHP(), dam);
// tw1x1: POS_FIGHTING timer fix
// REAL combat activity only: final damage > 0
if (dam > 0)

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@@ -445,11 +445,7 @@ bool CHARACTER::LearnSkillByBook(DWORD dwSkillVnum, BYTE bProb)
{
need_exp = 20000;
#ifdef FIX_BOOK_READING_FOR_MAX_LEVEL
if (GetExp() < need_exp && GetLevel() < gPlayerMaxLevel)
#else
if (GetExp() < need_exp)
#endif
{
ChatPacket(CHAT_TYPE_INFO, LC_TEXT("경험치가 부족하여 책을 읽을 수 없습니다."));
return false;
@@ -2489,11 +2485,6 @@ bool CHARACTER::UseSkill(DWORD dwVnum, LPCHARACTER pkVictim, bool bUseGrandMaste
if (!pkSk)
return false;
if (IsPC() && IS_SET(pkSk->dwFlag, SKILL_FLAG_ATTACK))
{
EnterCombat();
}
if (bCanUseHorseSkill && pkSk->dwType != SKILL_TYPE_HORSE)
return BATTLE_NONE;
@@ -2655,14 +2646,12 @@ bool CHARACTER::UseSkill(DWORD dwVnum, LPCHARACTER pkVictim, bool bUseGrandMaste
AddChainLightningExcept(pkVictim);
}
#ifdef FIX_BATTLE_INACTIVITY_TIMEOUT
// tw1x1: POS_FIGHTING timer fix
if (IsPC() && IS_SET(pkSk->dwFlag, SKILL_FLAG_ATTACK))
{
EnterCombat();
}
// tw1x1: end
#endif
if (IS_SET(pkSk->dwFlag, SKILL_FLAG_SELFONLY))
ComputeSkill(dwVnum, this);

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@@ -864,11 +864,7 @@ namespace quest
ch->PointChange(POINT_SUB_SKILL, newLevel < 10 ? 0 : newLevel - MAX(ch->GetLevel(), 9));
ch->PointChange(POINT_STAT, ((MINMAX(1, newLevel, 90) - ch->GetLevel()) * 3) + ch->GetPoint(POINT_LEVEL_STEP));
//레벨
#if defined(__BL_LEVEL_FIX__)
ch->PointChange(POINT_LEVEL, newLevel - ch->GetLevel(), false, true);
#else
ch->PointChange(POINT_LEVEL, newLevel - ch->GetLevel());
#endif
//HP, SP
ch->SetRandomHP((newLevel - 1) * number(JobInitialPoints[ch->GetJob()].hp_per_lv_begin, JobInitialPoints[ch->GetJob()].hp_per_lv_end));
ch->SetRandomSP((newLevel - 1) * number(JobInitialPoints[ch->GetJob()].sp_per_lv_begin, JobInitialPoints[ch->GetJob()].sp_per_lv_end));