rathena/src/map/unit.h
aleos89 2cee5b6ff1 Implemented Basic Unit Controller Script Commands
* Added getunitname, setunitname, getunitdata, and setunitdata script commands.
- getunitdata and setunitdata are open to suggestions for more values.
* Split unitstop to unitstopattack and unitstopwalk.
* Expanded unitskilluseid and unitskillusepos to be able to adjust casttime of skill.
* Added two new monster modes: MD_NORANDOM_WALK and MD_NOCAST_SKILL.
* The areamonster script command now saves spawned monster game IDs in an array called $@mobid[].
* Adjusted other monster spawning script commands to return game ID.
* Updated documentation to reflect changes.
2015-03-19 20:47:57 -04:00

149 lines
5.5 KiB
C

// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#ifndef _UNIT_H_
#define _UNIT_H_
//#include "map.h"
struct block_list;
struct unit_data;
struct map_session_data;
#include "clif.h" // clr_type
#include "map.h" // struct block_list
#include "path.h" // struct walkpath_data
#include "skill.h" // struct skill_timerskill, struct skill_unit_group, struct skill_unit_group_tickset
extern const short dirx[8]; ///lookup to know where will move to x according dir
extern const short diry[8]; ///lookup to know where will move to y according dir
struct unit_data {
struct block_list *bl; ///link to owner object BL_PC|BL_MOB|BL_PET|BL_NPC|BL_HOM|BL_MER|BL_ELEM
struct walkpath_data walkpath;
struct skill_timerskill *skilltimerskill[MAX_SKILLTIMERSKILL];
struct skill_unit_group *skillunit[MAX_SKILLUNITGROUP];
struct skill_unit_group_tickset skillunittick[MAX_SKILLUNITGROUPTICKSET];
short attacktarget_lv;
short to_x, to_y;
short skillx, skilly;
uint16 skill_id, skill_lv;
int skilltarget;
int skilltimer;
int target;
int target_to;
int attacktimer;
int walktimer;
int chaserange;
bool stepaction; //Action should be executed on step [Playtester]
int steptimer; //Timer that triggers the action [Playtester]
uint16 stepskill_id, stepskill_lv; //Remembers skill that should be casted on step [Playtester]
unsigned int attackabletime;
unsigned int canact_tick;
unsigned int canmove_tick;
bool immune_attack; ///< Whether the unit is immune to attacks
uint8 dir;
unsigned char walk_count;
unsigned char target_count;
struct {
unsigned change_walk_target : 1 ;
unsigned skillcastcancel : 1 ;
unsigned attack_continue : 1 ;
unsigned step_attack : 1;
unsigned walk_easy : 1 ;
unsigned running : 1;
unsigned speed_changed : 1;
} state;
};
struct view_data {
#ifdef __64BIT__
unsigned int class_;
#endif
unsigned short
#ifndef __64BIT__
class_,
#endif
weapon,
shield, //Or left-hand weapon.
robe,
head_top,
head_mid,
head_bottom,
hair_style,
hair_color,
cloth_color;
char sex;
unsigned dead_sit : 2;
};
// PC, MOB, PET
// Does walk action for unit
int unit_walktoxy(struct block_list *bl, short x, short y, unsigned char flag);
int unit_walktobl(struct block_list *bl, struct block_list *target, int range, unsigned char flag);
void unit_run_hit(struct block_list *bl, struct status_change *sc, struct map_session_data *sd, enum sc_type type);
bool unit_run(struct block_list *bl, struct map_session_data *sd, enum sc_type type);
int unit_calc_pos(struct block_list *bl, int tx, int ty, uint8 dir);
int unit_delay_walktoxy_timer(int tid, unsigned int tick, int id, intptr_t data);
int unit_delay_walktobl_timer(int tid, unsigned int tick, int id, intptr_t data);
// Causes the target object to stop moving.
int unit_stop_walking(struct block_list *bl,int type);
int unit_can_move(struct block_list *bl);
int unit_is_walking(struct block_list *bl);
int unit_set_walkdelay(struct block_list *bl, unsigned int tick, int delay, int type);
int unit_escape(struct block_list *bl, struct block_list *target, short dist);
// Instant unit changes
int unit_movepos(struct block_list *bl, short dst_x, short dst_y, int easy, bool checkpath);
int unit_warp(struct block_list *bl, short map, short x, short y, clr_type type);
int unit_setdir(struct block_list *bl, unsigned char dir);
uint8 unit_getdir(struct block_list *bl);
int unit_blown(struct block_list* bl, int dx, int dy, int count, int flag);
uint8 unit_blown_immune(struct block_list* bl, uint8 flag);
// Can-reach checks
bool unit_can_reach_pos(struct block_list *bl,int x,int y,int easy);
bool unit_can_reach_bl(struct block_list *bl,struct block_list *tbl, int range, int easy, short *x, short *y);
// Unit attack functions
void unit_stop_attack(struct block_list *bl);
int unit_attack(struct block_list *src,int target_id,int continuous);
int unit_cancel_combo(struct block_list *bl);
// Cast on a unit
int unit_skilluse_id(struct block_list *src, int target_id, uint16 skill_id, uint16 skill_lv);
int unit_skilluse_pos(struct block_list *src, short skill_x, short skill_y, uint16 skill_id, uint16 skill_lv);
int unit_skilluse_id2(struct block_list *src, int target_id, uint16 skill_id, uint16 skill_lv, int casttime, int castcancel);
int unit_skilluse_pos2( struct block_list *src, short skill_x, short skill_y, uint16 skill_id, uint16 skill_lv, int casttime, int castcancel);
// Step timer used for delayed attack and skill use
int unit_step_timer(int tid, unsigned int tick, int id, intptr_t data);
void unit_stop_stepaction(struct block_list *bl);
// Cancel unit cast
int unit_skillcastcancel(struct block_list *bl, char type);
int unit_counttargeted(struct block_list *bl);
int unit_set_target(struct unit_data* ud, int target_id);
// unit_data
void unit_dataset(struct block_list *bl);
int unit_fixdamage(struct block_list *src,struct block_list *target,unsigned int tick,int sdelay,int ddelay,int64 damage,int div,int type,int64 damage2);
// Remove unit
struct unit_data* unit_bl2ud(struct block_list *bl);
void unit_remove_map_pc(struct map_session_data *sd, clr_type clrtype);
void unit_free_pc(struct map_session_data *sd);
#define unit_remove_map(bl,clrtype) unit_remove_map_(bl,clrtype,__FILE__,__LINE__,__func__)
int unit_remove_map_(struct block_list *bl, clr_type clrtype, const char* file, int line, const char* func);
int unit_free(struct block_list *bl, clr_type clrtype);
int unit_changeviewsize(struct block_list *bl,short size);
void do_init_unit(void);
void do_final_unit(void);
#endif /* _UNIT_H_ */