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

This commit is contained in:
Mind Rapist
2025-12-19 21:59:28 +02:00
parent 418afb19f4
commit 755b0e20a8
6 changed files with 122 additions and 43 deletions

View File

@@ -41,6 +41,7 @@
#include "DragonLair.h"
#include <random>
#include <algorithm>
DWORD AdjustExpByLevel(const LPCHARACTER ch, const DWORD exp)
{
if (PLAYER_EXP_TABLE_MAX < ch->GetLevel())
@@ -208,8 +209,11 @@ bool CHARACTER::Attack(LPCHARACTER pkVictim, BYTE bType)
pkVictim->SetSyncOwner(this);
// Always ensure the victim is in fighting state and has the inactivity timer running
if (pkVictim->CanBeginFight())
{
pkVictim->BeginFight(this);
}
int iRet;
@@ -1608,12 +1612,29 @@ void CHARACTER::SendDamagePacket(LPCHARACTER pAttacker, int Damage, BYTE DamageF
// true : dead
// false : not dead yet
//
#ifdef FIX_BATTLE_INACTIVITY_TIMEOUT
// tw1x1: POS_FIGHTING timer fix
void CHARACTER::EnterCombat()
{
if (!IsPC())
return;
if (!IsPosition(POS_FIGHTING))
SetPosition(POS_FIGHTING);
SetNextStatePulse(1);
}
// tw1x1: end
#endif
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;
@@ -2295,6 +2316,26 @@ bool CHARACTER::Damage(LPCHARACTER pAttacker, int dam, EDamageType type) // retu
if (GetHP() - dam <= 0)
dam = GetHP();
#endif
#ifdef FIX_BATTLE_INACTIVITY_TIMEOUT
// tw1x1: POS_FIGHTING timer fix
// REAL combat activity only: final damage > 0
if (dam > 0)
{
// Victim received real damage
UpdateLastCombatTime();
EnterCombat();
// Attacker dealt real damage
if (pAttacker)
{
pAttacker->UpdateLastCombatTime();
pAttacker->EnterCombat();
}
}
// tw1x1: end
#endif
PointChange(POINT_HP, -dam, false);
}