* Part A of the Homunculus code.
This only features the structures, status_* and clif_* (packets) and is not functional yet in any conventional way, but doesn't interfere with present functionality either. I would only forget half of this stuff if I tried to do all at once. Expect the rest somewhen within the upcoming week. (This is not similar to jA's implementation.) git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@6681 54d463be-8e91-2dee-dedb-b68131a5f0ec
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@@ -733,6 +733,8 @@ struct map_session_data {
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struct pet_data *pd;
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int pet_hungry_timer;
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struct homun_data *hd; // [blackhole89]
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struct{
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int m; //-1 - none, other: map index corresponding to map name.
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unsigned short index; //map index
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@@ -874,6 +876,7 @@ struct mob_data {
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struct {
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int id;
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int dmg;
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unsigned char to_homun; //[blackhole89] - determines whether this damage was dealt by homunculus or its master
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} dmglog[DAMAGELOG_SIZE];
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struct spawn_data *spawn; //Spawn data.
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struct item *lootitem;
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@@ -903,6 +906,43 @@ struct mob_data {
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char npc_event[50];
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};
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/* [blackhole89] */
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struct homun_data {
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struct block_list bl;
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struct unit_data ud;
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struct view_data *vd;
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struct status_change sc;
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char name[NAME_LENGTH];
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int id;
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short speed;
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short class_;
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struct map_session_data *master; //pointer back to its master
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short hunger_rate;
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struct {
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int id; //0 = none
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int level;
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} hskill[4]; //skills (max. 4 for now)
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int alive; //does it live
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int target_id,attacked_id;
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int amotion,dmotion;
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short level;
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short atk,matk,hit,crit,def,mdef,flee,flee2; //flee2 is not transmitted; lucky flee
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short regenhp,regensp;
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short str,agi,vit,int_,dex,luk; //According to various sources, they do have these though they aren't transfered to client.
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short hp,max_hp;
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short sp,max_sp;
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unsigned long exp,exp_next;
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short skillpts;
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};
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struct pet_data {
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struct block_list bl;
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struct unit_data ud;
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