rathena/src/map/homunculus.cpp
Aleos 652d77eb02
Job Improvement Project - Genetic (#3284)
* Fixes #2571.
* Updates Homunculus skills from kRO maintenance: http://ro.gnjoy.com/news/update/View.asp?seq=218&curpage=1
* Updates Genetic skills from kRO maintenance: http://ro.gnjoy.com/news/update/View.asp?seq=246&curpage=1
Thanks to @Tokeiburu, @Badarosk0, @Balferian, and @Haydrich!
2020-03-25 13:26:26 -04:00

1657 lines
42 KiB
C++

// Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#include "homunculus.hpp"
#include <stdlib.h>
#include "../common/cbasetypes.hpp"
#include "../common/malloc.hpp"
#include "../common/mmo.hpp"
#include "../common/nullpo.hpp"
#include "../common/random.hpp"
#include "../common/showmsg.hpp"
#include "../common/strlib.hpp"
#include "../common/timer.hpp"
#include "../common/utils.hpp"
#include "battle.hpp"
#include "clif.hpp"
#include "intif.hpp"
#include "itemdb.hpp"
#include "log.hpp"
#include "npc.hpp"
#include "party.hpp"
#include "pc.hpp"
#include "trade.hpp"
struct s_homunculus_db homunculus_db[MAX_HOMUNCULUS_CLASS]; //[orn]
struct homun_skill_tree_entry hskill_tree[MAX_HOMUNCULUS_CLASS][MAX_HOM_SKILL_TREE];
static TIMER_FUNC(hom_hungry);
static uint16 homunculus_count;
static unsigned int hexptbl[MAX_LEVEL];
//For holding the view data of npc classes. [Skotlex]
static struct view_data hom_viewdb[MAX_HOMUNCULUS_CLASS];
struct s_homun_intimacy_grade {
//const char *grade;
uint32 min_value;
};
/// Intimacy grade, order based on enum e_homun_grade
static struct s_homun_intimacy_grade intimacy_grades[] = {
{ /*"Hate with passion",*/ 100 },
{ /*"Hate", */ 400 },
{ /*"Awkward", */ 1100 },
{ /*"Shy", */ 10100 },
{ /*"Neutral", */ 25100 },
{ /*"Cordial", */ 75100 },
{ /*"Loyal", */ 91100 },
};
/**
* Check if the skill is a valid homunculus skill based skill range or availablity in skill db
* @param skill_id
* @return -1 if invalid skill or skill index for homunculus skill in s_homunculus::hskill
*/
short hom_skill_get_index(uint16 skill_id) {
if (!SKILL_CHK_HOMUN(skill_id))
return -1;
skill_id -= HM_SKILLBASE;
if (skill_id >= MAX_HOMUNSKILL)
return -1;
return skill_id;
}
/**
* Check homunculus class for array look up
* @param class_
* @return Class index or -1 if invalid class
*/
static short hom_class2index(int class_) {
if (homdb_checkid(class_))
return class_ - HM_CLASS_BASE;
return -1;
}
/**
* Get homunculus view data
* @param class_ Homunculus class
* @return vd
*/
struct view_data* hom_get_viewdata(int class_)
{ //Returns the viewdata for homunculus
if (homdb_checkid(class_))
return &hom_viewdb[class_-HM_CLASS_BASE];
return NULL;
}
/**
* Get homunculus type of specified class_
* @param class_
* @return enum homun_type
*/
enum homun_type hom_class2type(int class_) {
int mid = hom_class2mapid(class_);
if((mid&(HOM_REG|HOM_EVO)) == (HOM_REG|HOM_EVO))
return HT_EVO;
else if(mid&(HOM_REG))
return HT_REG;
else if(mid&(HOM_S))
return HT_S;
else
return HT_INVALID;
}
/**
* Get homunculus MAPID from specified class
* @param hom_class
* @return Homunculus MAPID (see enum hom_mapid)
*/
int hom_class2mapid(int hom_class)
{
switch(hom_class)
{
// Normal Homunculus
case 6001: case 6005: return MAPID_LIF;
case 6002: case 6006: return MAPID_AMISTR;
case 6003: case 6007: return MAPID_FILIR;
case 6004: case 6008: return MAPID_VANILMIRTH;
// Evolved Homunculus
case 6009: case 6013: return MAPID_LIF_E;
case 6010: case 6014: return MAPID_AMISTR_E;
case 6011: case 6015: return MAPID_FILIR_E;
case 6012: case 6016: return MAPID_VANILMIRTH_E;
// Homunculus S
case 6048: return MAPID_EIRA;
case 6049: return MAPID_BAYERI;
case 6050: return MAPID_SERA;
case 6051: return MAPID_DIETER;
case 6052: return MAPID_ELANOR;
default: return -1;
}
}
/**
* Add homunculus spirit ball
* @param hd
* @param max Maximum number of spirit ball
*/
void hom_addspiritball(TBL_HOM *hd, int max) {
nullpo_retv(hd);
if (max > MAX_SPIRITBALL)
max = MAX_SPIRITBALL;
if (hd->homunculus.spiritball < 0)
hd->homunculus.spiritball = 0;
if (hd->homunculus.spiritball && hd->homunculus.spiritball >= max)
hd->homunculus.spiritball = max;
else
hd->homunculus.spiritball++;
clif_spiritball(&hd->bl);
}
/**
* Delete homunculus spirit ball
* @param hd
* @param count Number spirit ball will be deleted
* @param type 1 - Update client
*/
void hom_delspiritball(TBL_HOM *hd, int count, int type) {
nullpo_retv(hd);
if (hd->homunculus.spiritball <= 0) {
hd->homunculus.spiritball = 0;
return;
}
if (count <= 0)
return;
if (count > MAX_SPIRITBALL)
count = MAX_SPIRITBALL;
if (count > hd->homunculus.spiritball)
count = hd->homunculus.spiritball;
hd->homunculus.spiritball -= count;
if (!type)
clif_spiritball(&hd->bl);
}
/**
* Update homunculus info to its master after receiving damage
* @param hd
*/
void hom_damage(struct homun_data *hd) {
if (hd->master)
clif_hominfo(hd->master,hd,0);
}
/**
* Set homunculus's dead status
* @param hd
* @return flag &1 - Standard dead, &2 - Remove object from map, &4 - Delete object from memory
*/
int hom_dead(struct homun_data *hd)
{
//There's no intimacy penalties on death (from Tharis)
struct map_session_data *sd = hd->master;
clif_emotion(&hd->bl, ET_KEK);
//Delete timers when dead.
hom_hungry_timer_delete(hd);
hd->homunculus.hp = 0;
if (!sd) //unit remove map will invoke unit free
return 3;
clif_emotion(&sd->bl, ET_CRY);
//Remove from map (if it has no intimacy, it is auto-removed from memory)
return 3;
}
/**
* Vaporize a character's homunculus
* @param sd
* @param flag 1: then HP needs to be 80% or above. 2: then set to morph state.
*/
int hom_vaporize(struct map_session_data *sd, int flag)
{
struct homun_data *hd;
nullpo_ret(sd);
hd = sd->hd;
if (!hd || hd->homunculus.vaporize)
return 0;
if (status_isdead(&hd->bl))
return 0; //Can't vaporize a dead homun.
if (flag == HOM_ST_REST && get_percentage(hd->battle_status.hp, hd->battle_status.max_hp) < 80)
return 0;
hd->regen.state.block = 3; //Block regen while vaporized.
//Delete timers when vaporized.
hom_hungry_timer_delete(hd);
hd->homunculus.vaporize = flag ? flag : HOM_ST_REST;
if (battle_config.hom_setting&HOMSET_RESET_REUSESKILL_VAPORIZED) {
hd->blockskill.clear();
hd->blockskill.shrink_to_fit();
}
clif_hominfo(sd, sd->hd, 0);
hom_save(hd);
return unit_remove_map(&hd->bl, CLR_OUTSIGHT);
}
/**
* Delete a homunculus, completely "killing it".
* Emote is the emotion the master should use, send negative to disable.
* @param hd
* @param emote
*/
int hom_delete(struct homun_data *hd, int emote)
{
struct map_session_data *sd;
nullpo_ret(hd);
sd = hd->master;
if (!sd)
return unit_free(&hd->bl,CLR_DEAD);
if (emote >= 0)
clif_emotion(&sd->bl, emote);
//This makes it be deleted right away.
hd->homunculus.intimacy = 0;
// Send homunculus_dead to client
hd->homunculus.hp = 0;
clif_hominfo(sd, hd, 0);
return unit_remove_map(&hd->bl,CLR_OUTSIGHT);
}
/**
* Calculates homunculus skill tree
* @param hd
* @param flag_envolve
*/
void hom_calc_skilltree(struct homun_data *hd, bool flag_evolve) {
uint8 i;
short c = 0;
nullpo_retv(hd);
/* load previous homunculus form skills first. */
if (hd->homunculus.prev_class != 0 && (c = hom_class2index(hd->homunculus.prev_class)) >= 0) {
for (i = 0; i < MAX_HOM_SKILL_TREE; i++) {
uint16 skill_id;
short idx = -1;
bool fail = false;
if (!(skill_id = hskill_tree[c][i].id) || (idx = hom_skill_get_index(skill_id)) == -1)
continue;
if (hd->homunculus.hskill[idx].id)
continue; //Skill already known.
if (!battle_config.skillfree) {
uint8 j;
if (hskill_tree[c][i].need_level > hd->homunculus.level)
continue;
for (j = 0; j < MAX_HOM_SKILL_REQUIRE; j++) {
if (hskill_tree[c][i].need[j].id &&
hom_checkskill(hd,hskill_tree[c][i].need[j].id) < hskill_tree[c][i].need[j].lv)
{
fail = true;
break;
}
}
}
if (!fail)
hd->homunculus.hskill[idx].id = skill_id;
}
}
if ((c = hom_class2index(hd->homunculus.class_)) < 0)
return;
for (i = 0; i < MAX_HOM_SKILL_TREE; i++) {
unsigned int intimacy = 0;
uint16 skill_id;
short idx = -1;
bool fail = false;
if (!(skill_id = hskill_tree[c][i].id) || (idx = hom_skill_get_index(skill_id)) == -1)
continue;
if (hd->homunculus.hskill[idx].id)
continue; //Skill already known.
intimacy = (flag_evolve) ? 10 : hd->homunculus.intimacy;
if (intimacy < hskill_tree[c][i].intimacy * 100)
continue;
if (!battle_config.skillfree) {
uint8 j;
if (hskill_tree[c][i].need_level > hd->homunculus.level)
continue;
for (j = 0; j < MAX_HOM_SKILL_REQUIRE; j++) {
if (hskill_tree[c][i].need[j].id &&
hom_checkskill(hd,hskill_tree[c][i].need[j].id) < hskill_tree[c][i].need[j].lv)
{
fail = true;
break;
}
}
}
if (!fail)
hd->homunculus.hskill[idx].id = skill_id;
}
if (hd->master)
clif_homskillinfoblock(hd->master);
}
/**
* Check skill from homunculus
* @param hd
* @param skill_id
* @return Skill Level or 0 if invalid or unlearned skill
*/
short hom_checkskill(struct homun_data *hd,uint16 skill_id)
{
short idx = hom_skill_get_index(skill_id);
if (idx < 0) // Invalid skill
return 0;
if (!hd)
return 0;
if (hd->homunculus.hskill[idx].id == skill_id)
return (hd->homunculus.hskill[idx].lv);
return 0;
}
/**
* Get max level for homunculus skill
* @param id Skill ID
* @param b_class
* @return Skill Level
*/
int hom_skill_tree_get_max(int skill_id, int b_class){
uint8 i;
if ((b_class = hom_class2index(b_class)) < 0)
return 0;
ARR_FIND(0, MAX_HOM_SKILL_TREE, i, hskill_tree[b_class][i].id == skill_id);
if (i < MAX_HOM_SKILL_TREE)
return hskill_tree[b_class][i].max;
return skill_get_max(skill_id);
}
/**
* Get required minimum level to learn the skill
* @param class_ Homunculus class
* @param skill_id Homunculus skill ID
* @return Level required or 0 if invalid
**/
uint8 hom_skill_get_min_level(int class_, uint16 skill_id) {
short class_idx = hom_class2index(class_), skill_idx = -1;
uint8 i;
if (class_idx == -1 || (skill_idx = hom_skill_get_index(skill_id)) == -1)
return 0;
ARR_FIND(0, MAX_HOM_SKILL_REQUIRE, i, hskill_tree[class_idx][i].id == skill_id);
if (i == MAX_HOM_SKILL_REQUIRE)
return 0;
return hskill_tree[class_idx][i].need_level;
}
/**
* Level up an homunculus skill
* @param hd
* @param skill_id
*/
void hom_skillup(struct homun_data *hd, uint16 skill_id)
{
short idx = 0;
nullpo_retv(hd);
if (hd->homunculus.vaporize)
return;
if ((idx = hom_skill_get_index(skill_id)) < 0)
return;
if (hd->homunculus.skillpts > 0 &&
hd->homunculus.hskill[idx].id &&
hd->homunculus.hskill[idx].flag == SKILL_FLAG_PERMANENT && //Don't allow raising while you have granted skills. [Skotlex]
hd->homunculus.level >= hom_skill_get_min_level(hd->homunculus.class_, skill_id) &&
hd->homunculus.hskill[idx].lv < hom_skill_tree_get_max(skill_id, hd->homunculus.class_)
)
{
hd->homunculus.hskill[idx].lv++;
hd->homunculus.skillpts-- ;
status_calc_homunculus(hd, SCO_NONE);
if (hd->master) {
clif_homskillup(hd->master, skill_id);
clif_hominfo(hd->master,hd,0);
clif_homskillinfoblock(hd->master);
}
}
}
/**
* Homunculus leveled up
* @param hd
*/
int hom_levelup(struct homun_data *hd)
{
struct s_homunculus *hom;
struct h_stats *min = NULL, *max = NULL;
int growth_str, growth_agi, growth_vit, growth_int, growth_dex, growth_luk ;
int growth_max_hp, growth_max_sp ;
int m_class;
if ((m_class = hom_class2mapid(hd->homunculus.class_)) == -1) {
ShowError("hom_levelup: Invalid class %d. \n", hd->homunculus.class_);
return 0;
}
/// When homunculus is homunculus S, we check to see if we need to apply previous class stats
if(m_class&HOM_S && hd->homunculus.level < battle_config.hom_S_growth_level) {
int i;
if (!hd->homunculus.prev_class) {
/// We also need to be sure that the previous class exists, otherwise give it something to work with
hd->homunculus.prev_class = 6001;
}
// Give the homunculus the level up stats database it needs
i = hom_search(hd->homunculus.prev_class,HOMUNCULUS_CLASS);
if (i < 0) // Nothing should go wrong here, but check anyways
return 0;
max = &homunculus_db[i].gmax;
min = &homunculus_db[i].gmin;
}
if (((m_class&HOM_REG) && hd->homunculus.level >= battle_config.hom_max_level)
|| ((m_class&HOM_S) && hd->homunculus.level >= battle_config.hom_S_max_level)
|| !hd->exp_next || hd->homunculus.exp < hd->exp_next)
return 0;
hom = &hd->homunculus;
hom->level++ ;
if (!(hom->level % 3))
hom->skillpts++ ; //1 skillpoint each 3 base level
hom->exp -= hd->exp_next ;
hd->exp_next = hexptbl[hom->level - 1] ;
if (!max) {
max = &hd->homunculusDB->gmax;
min = &hd->homunculusDB->gmin;
}
growth_max_hp = rnd_value(min->HP, max->HP);
growth_max_sp = rnd_value(min->SP, max->SP);
growth_str = rnd_value(min->str, max->str);
growth_agi = rnd_value(min->agi, max->agi);
growth_vit = rnd_value(min->vit, max->vit);
growth_dex = rnd_value(min->dex, max->dex);
growth_int = rnd_value(min->int_,max->int_);
growth_luk = rnd_value(min->luk, max->luk);
//Aegis discards the decimals in the stat growth values!
growth_str-=growth_str%10;
growth_agi-=growth_agi%10;
growth_vit-=growth_vit%10;
growth_dex-=growth_dex%10;
growth_int-=growth_int%10;
growth_luk-=growth_luk%10;
hom->max_hp += growth_max_hp;
hom->max_sp += growth_max_sp;
hom->str += growth_str;
hom->agi += growth_agi;
hom->vit += growth_vit;
hom->dex += growth_dex;
hom->int_+= growth_int;
hom->luk += growth_luk;
APPLY_HOMUN_LEVEL_STATWEIGHT();
// Needed to update skill list for mutated homunculus so unlocked skills will appear when the needed level is reached.
status_calc_homunculus(hd,SCO_NONE);
clif_hominfo(hd->master,hd,0);
clif_homskillinfoblock(hd->master);
if ( hd->master && battle_config.homunculus_show_growth ) {
char output[256] ;
sprintf(output,
"Growth: hp:%d sp:%d str(%.2f) agi(%.2f) vit(%.2f) int(%.2f) dex(%.2f) luk(%.2f) ",
growth_max_hp, growth_max_sp,
growth_str/10.0, growth_agi/10.0, growth_vit/10.0,
growth_int/10.0, growth_dex/10.0, growth_luk/10.0);
clif_messagecolor(&hd->master->bl, color_table[COLOR_LIGHT_GREEN], output, false, SELF);
}
return 1;
}
/**
* Changes homunculus class
* @param hd
* @param class_ old class
* @reutrn Fals if the class cannot be changed, True if otherwise
*/
static bool hom_change_class(struct homun_data *hd, short class_) {
int i;
i = hom_search(class_,HOMUNCULUS_CLASS);
if (i < 0)
return false;
hd->homunculusDB = &homunculus_db[i];
hd->homunculus.class_ = class_;
status_set_viewdata(&hd->bl, class_);
hom_calc_skilltree(hd, 1);
return true;
}
/**
* Make an homonculus evolve, (changing in evolution class and apply bonus)
* @param hd : homonculus datas
* @return 0:failure, 1:success
*/
int hom_evolution(struct homun_data *hd)
{
struct s_homunculus *hom;
struct h_stats *max, *min;
struct map_session_data *sd;
nullpo_ret(hd);
if(!hd->homunculusDB->evo_class || hd->homunculus.class_ == hd->homunculusDB->evo_class) {
clif_emotion(&hd->bl, ET_SWEAT);
return 0 ;
}
sd = hd->master;
if (!sd)
return 0;
if (!hom_change_class(hd, hd->homunculusDB->evo_class)) {
ShowError("hom_evolution: Can't evolve homunc from %d to %d", hd->homunculus.class_, hd->homunculusDB->evo_class);
return 0;
}
//Apply evolution bonuses
hom = &hd->homunculus;
max = &hd->homunculusDB->emax;
min = &hd->homunculusDB->emin;
hom->max_hp += rnd_value(min->HP, max->HP);
hom->max_sp += rnd_value(min->SP, max->SP);
hom->str += 10*rnd_value(min->str, max->str);
hom->agi += 10*rnd_value(min->agi, max->agi);
hom->vit += 10*rnd_value(min->vit, max->vit);
hom->int_+= 10*rnd_value(min->int_,max->int_);
hom->dex += 10*rnd_value(min->dex, max->dex);
hom->luk += 10*rnd_value(min->luk, max->luk);
hom->intimacy = battle_config.homunculus_evo_intimacy_reset;
unit_remove_map(&hd->bl, CLR_OUTSIGHT);
if (map_addblock(&hd->bl))
return 0;
clif_spawn(&hd->bl);
clif_emotion(&sd->bl, ET_BEST);
clif_specialeffect(&hd->bl,EF_HO_UP,AREA);
//status_Calc flag&1 will make current HP/SP be reloaded from hom structure
hom->hp = hd->battle_status.hp;
hom->sp = hd->battle_status.sp;
status_calc_homunculus(hd, SCO_FIRST);
if (!(battle_config.hom_setting&HOMSET_NO_INSTANT_LAND_SKILL))
skill_unit_move(&sd->hd->bl,gettick(),1); // apply land skills immediately
return 1 ;
}
/**
* Make an homonculus mutate in renewal homon
* @param hd : homonculus datas
* @param homun_id : id to make it transform into (must be a valid homon class)
* @return 0:failure, 1:sucess
*/
int hom_mutate(struct homun_data *hd, int homun_id)
{
struct s_homunculus *hom;
struct map_session_data *sd;
int m_class, m_id, prev_class = 0;
nullpo_ret(hd);
m_class = hom_class2mapid(hd->homunculus.class_);
m_id = hom_class2mapid(homun_id);
if( m_class == -1 || m_id == -1 || !(m_class&HOM_EVO) || !(m_id&HOM_S) ) {
clif_emotion(&hd->bl, ET_SWEAT);
return 0;
}
sd = hd->master;
if (!sd)
return 0;
prev_class = hd->homunculus.class_;
if (!hom_change_class(hd, homun_id)) {
ShowError("hom_mutate: Can't evolve homunc from %d to %d", hd->homunculus.class_, homun_id);
return 0;
}
unit_remove_map(&hd->bl, CLR_OUTSIGHT);
if(map_addblock(&hd->bl))
return 0;
clif_spawn(&hd->bl);
clif_emotion(&sd->bl, ET_BEST);
clif_specialeffect(&hd->bl,EF_HO_UP,AREA);
//status_Calc flag&1 will make current HP/SP be reloaded from hom structure
hom = &hd->homunculus;
hom->hp = hd->battle_status.hp;
hom->sp = hd->battle_status.sp;
hom->prev_class = prev_class;
status_calc_homunculus(hd, SCO_FIRST);
if (!(battle_config.hom_setting&HOMSET_NO_INSTANT_LAND_SKILL))
skill_unit_move(&sd->hd->bl,gettick(),1); // apply land skills immediately
return 1;
}
/**
* Add homunculus exp
* @param hd
* @param exp Added EXP
*/
void hom_gainexp(struct homun_data *hd,int exp)
{
int m_class;
nullpo_retv(hd);
if(hd->homunculus.vaporize)
return;
if((m_class = hom_class2mapid(hd->homunculus.class_)) == -1) {
ShowError("hom_gainexp: Invalid class %d. \n", hd->homunculus.class_);
return;
}
if( hd->exp_next == 0 ||
((m_class&HOM_REG) && hd->homunculus.level >= battle_config.hom_max_level) ||
((m_class&HOM_S) && hd->homunculus.level >= battle_config.hom_S_max_level) )
{
hd->homunculus.exp = 0;
return;
}
hd->homunculus.exp += exp;
if (hd->master && hd->homunculus.exp < hd->exp_next) {
clif_hominfo(hd->master,hd,0);
return;
}
// Do the levelup(s)
while( hd->homunculus.exp > hd->exp_next ){
// Max level reached or error
if( !hom_levelup(hd) ){
break;
}
}
if( hd->exp_next == 0 )
hd->homunculus.exp = 0 ;
clif_specialeffect(&hd->bl,EF_HO_UP,AREA);
status_calc_homunculus(hd, SCO_NONE);
status_percent_heal(&hd->bl, 100, 100);
}
/**
* Increase homunculu sintimacy
* @param hd
* @param value Added intimacy
* @return New intimacy value
*/
int hom_increase_intimacy(struct homun_data * hd, unsigned int value)
{
nullpo_ret(hd);
if (battle_config.homunculus_friendly_rate != 100)
value = (value * battle_config.homunculus_friendly_rate) / 100;
if (hd->homunculus.intimacy + value <= 100000)
hd->homunculus.intimacy += value;
else
hd->homunculus.intimacy = 100000;
return hd->homunculus.intimacy;
}
/**
* Decrease homunculu sintimacy
* @param hd
* @param value Reduced intimacy
* @return New intimacy value
*/
int hom_decrease_intimacy(struct homun_data * hd, unsigned int value)
{
nullpo_ret(hd);
if (hd->homunculus.intimacy >= value)
hd->homunculus.intimacy -= value;
else
hd->homunculus.intimacy = 0;
return hd->homunculus.intimacy;
}
/**
* Update homunculus info to master after healing
* @param hd
*/
void hom_heal(struct homun_data *hd) {
if (hd->master)
clif_hominfo(hd->master,hd,0);
}
/**
* Save homunculus data
* @param hd
*/
void hom_save(struct homun_data *hd)
{
// copy data that must be saved in homunculus struct ( hp / sp )
TBL_PC *sd;
nullpo_retv(hd);
sd = hd->master;
//Do not check for max_hp/max_sp caps as current could be higher to max due
//to status changes/skills (they will be capped as needed upon stat
//calculation on login)
hd->homunculus.hp = hd->battle_status.hp;
hd->homunculus.sp = hd->battle_status.sp;
intif_homunculus_requestsave(sd->status.account_id, &hd->homunculus);
}
/**
* Perform requested action from selected homunculus menu
* @param sd
* @param type
*/
void hom_menu(struct map_session_data *sd, int type)
{
nullpo_retv(sd);
if (sd->hd == NULL)
return;
switch(type) {
case 0:
break;
case 1:
hom_food(sd, sd->hd);
break;
case 2:
hom_delete(sd->hd, -1);
break;
default:
ShowError("hom_menu : unknown menu choice : %d\n", type);
break;
}
}
/**
* Feed homunculus
* @param sd
* @param hd
*/
int hom_food(struct map_session_data *sd, struct homun_data *hd)
{
int i, foodID, emotion;
nullpo_retr(1,sd);
nullpo_retr(1,hd);
if (hd->homunculus.vaporize)
return 1;
foodID = hd->homunculusDB->foodID;
i = pc_search_inventory(sd,foodID);
if (i < 0) {
clif_hom_food(sd,foodID,0);
return 1;
}
pc_delitem(sd,i,1,0,0,LOG_TYPE_CONSUME);
if ( hd->homunculus.hunger >= 91 ) {
hom_decrease_intimacy(hd, 50);
emotion = ET_KEK;
} else if ( hd->homunculus.hunger >= 76 ) {
hom_decrease_intimacy(hd, 5);
emotion = ET_PROFUSELY_SWEAT;
} else if ( hd->homunculus.hunger >= 26 ) {
hom_increase_intimacy(hd, 75);
emotion = ET_DELIGHT;
} else if ( hd->homunculus.hunger >= 11 ) {
hom_increase_intimacy(hd, 100);
emotion = ET_DELIGHT;
} else {
hom_increase_intimacy(hd, 50);
emotion = ET_DELIGHT;
}
hd->homunculus.hunger += 10; //dunno increase value for each food
if(hd->homunculus.hunger > 100)
hd->homunculus.hunger = 100;
log_feeding(sd, LOG_FEED_HOMUNCULUS, foodID);
clif_emotion(&hd->bl,emotion);
clif_send_homdata(sd,SP_HUNGRY,hd->homunculus.hunger);
clif_send_homdata(sd,SP_INTIMATE,hd->homunculus.intimacy / 100);
clif_hom_food(sd,foodID,1);
// Too much food :/
if(hd->homunculus.intimacy == 0)
return hom_delete(sd->hd, ET_HUK);
return 0;
}
/**
* Timer to reduce hunger level
*/
static TIMER_FUNC(hom_hungry){
struct map_session_data *sd;
struct homun_data *hd;
sd = map_id2sd(id);
if (!sd)
return 1;
if (!sd->status.hom_id || !(hd=sd->hd))
return 1;
if (hd->hungry_timer != tid) {
ShowError("hom_hungry_timer %d != %d\n",hd->hungry_timer,tid);
return 0;
}
hd->hungry_timer = INVALID_TIMER;
hd->homunculus.hunger--;
if(hd->homunculus.hunger <= 10) {
clif_emotion(&hd->bl, ET_FRET);
} else if(hd->homunculus.hunger == 25) {
clif_emotion(&hd->bl, ET_SCRATCH);
} else if(hd->homunculus.hunger == 75) {
clif_emotion(&hd->bl, ET_OK);
}
if( battle_config.feature_homunculus_autofeed && hd->homunculus.autofeed && hd->homunculus.hunger <= battle_config.feature_homunculus_autofeed_rate ){
hom_food( sd, hd );
}
if (hd->homunculus.hunger < 0) {
hd->homunculus.hunger = 0;
// Delete the homunculus if intimacy <= 100
if (!hom_decrease_intimacy(hd, 100))
return hom_delete(hd, ET_HUK);
clif_send_homdata(sd,SP_INTIMATE,hd->homunculus.intimacy / 100);
}
clif_send_homdata(sd,SP_HUNGRY,hd->homunculus.hunger);
hd->hungry_timer = add_timer(tick+hd->homunculusDB->hungryDelay,hom_hungry,sd->bl.id,0); //simple Fix albator
return 0;
}
/**
* Remove hungry timer from homunculus
* @param hd
*/
int hom_hungry_timer_delete(struct homun_data *hd)
{
nullpo_ret(hd);
if (hd->hungry_timer != INVALID_TIMER) {
delete_timer(hd->hungry_timer,hom_hungry);
hd->hungry_timer = INVALID_TIMER;
}
return 1;
}
/**
* Change homunculus name
*/
int hom_change_name(struct map_session_data *sd,char *name)
{
int i;
struct homun_data *hd;
nullpo_retr(1, sd);
hd = sd->hd;
if (!hom_is_active(hd))
return 1;
if (hd->homunculus.rename_flag && !battle_config.hom_rename)
return 1;
for (i = 0; i < NAME_LENGTH && name[i];i++) {
if (!(name[i]&0xe0) || name[i] == 0x7f)
return 1;
}
return intif_rename_hom(sd, name);
}
/**
* Acknowledge change name request from inter-server
* @param sd
* @param name
* @param flag
*/
void hom_change_name_ack(struct map_session_data *sd, char* name, int flag)
{
struct homun_data *hd = sd->hd;
if (!hom_is_active(hd))
return;
normalize_name(name," ");//bugreport:3032
if (!flag || name[0] == '\0') {
clif_displaymessage(sd->fd, msg_txt(sd,280)); // You cannot use this name
return;
}
safestrncpy(hd->homunculus.name,name,NAME_LENGTH);
clif_name_area(&hd->bl);
hd->homunculus.rename_flag = 1;
clif_hominfo(sd,hd,0);
}
/**
* Search homunculus info (food or next class)
* @param key
* @param type see enum e_hom_search_type
* @return info found
*/
int hom_search(int key, int type)
{
int i;
for (i = 0; i < homunculus_count; i++) {
if (homunculus_db[i].base_class <= 0)
continue;
switch (type) {
case HOMUNCULUS_CLASS:
if (homunculus_db[i].base_class == key ||
homunculus_db[i].evo_class == key)
return i;
break;
case HOMUNCULUS_FOOD:
if (homunculus_db[i].foodID == key)
return i;
break;
default:
return -1;
}
}
return -1;
}
/**
* Create homunc structure
* @param sd
* @param hom
*/
void hom_alloc(struct map_session_data *sd, struct s_homunculus *hom)
{
struct homun_data *hd;
int i = 0;
nullpo_retv(sd);
Assert((sd->status.hom_id == 0 || sd->hd == 0) || sd->hd->master == sd);
i = hom_search(hom->class_,HOMUNCULUS_CLASS);
if(i < 0) {
ShowError("hom_alloc: unknown class [%d] for homunculus '%s', requesting deletion.\n", hom->class_, hom->name);
sd->status.hom_id = 0;
intif_homunculus_requestdelete(hom->hom_id);
return;
}
sd->hd = hd = (struct homun_data*)aCalloc(1,sizeof(struct homun_data));
hd->bl.type = BL_HOM;
hd->bl.id = npc_get_new_npc_id();
hd->master = sd;
hd->homunculusDB = &homunculus_db[i];
memcpy(&hd->homunculus, hom, sizeof(struct s_homunculus));
hd->exp_next = hexptbl[hd->homunculus.level - 1];
status_set_viewdata(&hd->bl, hd->homunculus.class_);
status_change_init(&hd->bl);
unit_dataset(&hd->bl);
hd->ud.dir = sd->ud.dir;
// Find a random valid pos around the player
hd->bl.m = sd->bl.m;
hd->bl.x = sd->bl.x;
hd->bl.y = sd->bl.y;
unit_calc_pos(&hd->bl, sd->bl.x, sd->bl.y, sd->ud.dir);
hd->bl.x = hd->ud.to_x;
hd->bl.y = hd->ud.to_y;
map_addiddb(&hd->bl);
status_calc_homunculus(hd, SCO_FIRST);
hd->hungry_timer = INVALID_TIMER;
hd->masterteleport_timer = INVALID_TIMER;
}
/**
* Init homunculus timers
* @param hd
*/
void hom_init_timers(struct homun_data * hd)
{
if (hd->hungry_timer == INVALID_TIMER)
hd->hungry_timer = add_timer(gettick()+hd->homunculusDB->hungryDelay,hom_hungry,hd->master->bl.id,0);
hd->regen.state.block = 0; //Restore HP/SP block.
hd->masterteleport_timer = INVALID_TIMER;
}
/**
* Make a player spawn a homonculus (call)
* @param sd
* @return False:failure, True:sucess
*/
bool hom_call(struct map_session_data *sd)
{
struct homun_data *hd;
if (!sd->status.hom_id) //Create a new homun.
return hom_create_request(sd, HM_CLASS_BASE + rnd_value(0, 7)) ;
// If homunc not yet loaded, load it
if (!sd->hd)
return intif_homunculus_requestload(sd->status.account_id, sd->status.hom_id) > 0;
hd = sd->hd;
if (!hd->homunculus.vaporize)
return false; //Can't use this if homun wasn't vaporized.
if (hd->homunculus.vaporize == HOM_ST_MORPH)
return false; // Can't call homunculus (morph state).
hom_init_timers(hd);
hd->homunculus.vaporize = HOM_ST_ACTIVE;
if (hd->bl.prev == NULL)
{ //Spawn him
hd->bl.x = sd->bl.x;
hd->bl.y = sd->bl.y;
hd->bl.m = sd->bl.m;
if(map_addblock(&hd->bl))
return false;
clif_spawn(&hd->bl);
clif_send_homdata(sd,SP_ACK,0);
clif_hominfo(sd,hd,1);
clif_hominfo(sd,hd,0); // send this x2. dunno why, but kRO does that [blackhole89]
clif_homskillinfoblock(sd);
if (battle_config.hom_setting&HOMSET_COPY_SPEED)
status_calc_bl(&hd->bl, SCB_SPEED);
hom_save(hd);
} else
//Warp him to master.
unit_warp(&hd->bl,sd->bl.m, sd->bl.x, sd->bl.y,CLR_OUTSIGHT);
return true;
}
/**
* Receive homunculus data from char server
* @param account_id : owner account_id of the homon
* @param sh : homonculus data from char-serv
* @param flag : does the creation in inter-serv was a success (0:no,1:yes)
* @return 0:failure, 1:sucess
*/
int hom_recv_data(uint32 account_id, struct s_homunculus *sh, int flag)
{
struct map_session_data *sd;
struct homun_data *hd;
bool created = false;
sd = map_id2sd(account_id);
if(!sd)
return 0;
if (sd->status.char_id != sh->char_id)
{
if (sd->status.hom_id == sh->hom_id)
sh->char_id = sd->status.char_id; //Correct char id.
else
return 0;
}
if(!flag) { // Failed to load
sd->status.hom_id = 0;
return 0;
}
if (!sd->status.hom_id) { //Hom just created.
sd->status.hom_id = sh->hom_id;
created = true;
}
if (sd->hd) //uh? Overwrite the data.
memcpy(&sd->hd->homunculus, sh, sizeof(struct s_homunculus));
else
hom_alloc(sd, sh);
hd = sd->hd;
if (created)
status_percent_heal(&hd->bl, 100, 100);
if(hd && hd->homunculus.hp && !hd->homunculus.vaporize && hd->bl.prev == NULL && sd->bl.prev != NULL)
{
if(map_addblock(&hd->bl))
return 0;
clif_spawn(&hd->bl);
clif_send_homdata(sd,SP_ACK,0);
clif_hominfo(sd,hd,1);
clif_hominfo(sd,hd,0); // send this x2. dunno why, but kRO does that [blackhole89]
clif_homskillinfoblock(sd);
hom_init_timers(hd);
}
return 1;
}
/**
* Ask homunculus creation to char-server
* @param sd
* @param class_
* @return True:Success; False:Failed
*/
bool hom_create_request(struct map_session_data *sd, int class_)
{
struct s_homunculus homun;
struct h_stats *base;
int i;
nullpo_ret(sd);
i = hom_search(class_,HOMUNCULUS_CLASS);
if(i < 0)
return false;
memset(&homun, 0, sizeof(struct s_homunculus));
//Initial data
safestrncpy(homun.name, homunculus_db[i].name, NAME_LENGTH-1);
homun.class_ = class_;
homun.level = 1;
homun.hunger = 32; //32%
homun.intimacy = 2100; //21/1000
homun.char_id = sd->status.char_id;
homun.hp = 10 ;
base = &homunculus_db[i].base;
homun.max_hp = base->HP;
homun.max_sp = base->SP;
homun.str = base->str *10;
homun.agi = base->agi *10;
homun.vit = base->vit *10;
homun.int_= base->int_*10;
homun.dex = base->dex *10;
homun.luk = base->luk *10;
// Request homunculus creation
intif_homunculus_create(sd->status.account_id, &homun);
return true;
}
/**
* Make a player resurect an homon (player must have one)
* @param sd : player pointer
* @param per : hp percentage to revive homon
* @param x : x map coordinate
* @param y : Y map coordinate
* @return 0:failure, 1:success
*/
int hom_ressurect(struct map_session_data* sd, unsigned char per, short x, short y)
{
struct homun_data* hd;
nullpo_ret(sd);
if (!sd->status.hom_id)
return 0; // no homunculus
if (!sd->hd) //Load homun data;
return intif_homunculus_requestload(sd->status.account_id, sd->status.hom_id);
hd = sd->hd;
if (hd->homunculus.vaporize == HOM_ST_REST)
return 0; // vaporized homunculi need to be 'called'
if (!status_isdead(&hd->bl))
return 0; // already alive
hom_init_timers(hd);
if (!hd->bl.prev)
{ //Add it back to the map.
hd->bl.m = sd->bl.m;
hd->bl.x = x;
hd->bl.y = y;
if(map_addblock(&hd->bl))
return 0;
clif_spawn(&hd->bl);
}
return status_revive(&hd->bl, per, 0);
}
/**
* Revive homunculus
* @param hd
* @param hp
* @param sp
*/
void hom_revive(struct homun_data *hd, unsigned int hp, unsigned int sp)
{
struct map_session_data *sd = hd->master;
hd->homunculus.hp = hd->battle_status.hp;
if (!sd)
return;
clif_send_homdata(sd,SP_ACK,0);
clif_hominfo(sd,hd,1);
clif_hominfo(sd,hd,0);
clif_homskillinfoblock(sd);
if (hd->homunculus.class_ == 6052) //eleanor
sc_start(&hd->bl,&hd->bl, SC_STYLE_CHANGE, 100, MH_MD_FIGHTING, INFINITE_TICK);
}
/**
* Reset homunculus status
* @param hd
*/
void hom_reset_stats(struct homun_data *hd)
{ //Resets a homunc stats back to zero (but doesn't touches hunger or intimacy)
struct s_homunculus_db *db;
struct s_homunculus *hom;
struct h_stats *base;
hom = &hd->homunculus;
db = hd->homunculusDB;
base = &db->base;
hom->level = 1;
hom->hp = 10;
hom->max_hp = base->HP;
hom->max_sp = base->SP;
hom->str = base->str *10;
hom->agi = base->agi *10;
hom->vit = base->vit *10;
hom->int_= base->int_*10;
hom->dex = base->dex *10;
hom->luk = base->luk *10;
hom->exp = 0;
hd->exp_next = hexptbl[0];
memset(&hd->homunculus.hskill, 0, sizeof hd->homunculus.hskill);
hd->homunculus.skillpts = 0;
}
/**
* Shuffle homunculus status
* @param hd
*/
int hom_shuffle(struct homun_data *hd)
{
struct map_session_data *sd;
int lv, i, skillpts;
unsigned int exp;
struct s_skill b_skill[MAX_HOMUNSKILL];
if (!hom_is_active(hd))
return 0;
sd = hd->master;
lv = hd->homunculus.level;
exp = hd->homunculus.exp;
memcpy(&b_skill, &hd->homunculus.hskill, sizeof(b_skill));
skillpts = hd->homunculus.skillpts;
//Reset values to level 1.
hom_reset_stats(hd);
//Level it back up
for (i = 1; i < lv && hd->exp_next; i++){
hd->homunculus.exp += hd->exp_next;
// Should never happen, but who knows
if( !hom_levelup(hd) ) {
break;
}
}
if(hd->homunculus.class_ == hd->homunculusDB->evo_class) {
//Evolved bonuses
struct s_homunculus *hom = &hd->homunculus;
struct h_stats *max = &hd->homunculusDB->emax, *min = &hd->homunculusDB->emin;
hom->max_hp += rnd_value(min->HP, max->HP);
hom->max_sp += rnd_value(min->SP, max->SP);
hom->str += 10*rnd_value(min->str, max->str);
hom->agi += 10*rnd_value(min->agi, max->agi);
hom->vit += 10*rnd_value(min->vit, max->vit);
hom->int_+= 10*rnd_value(min->int_,max->int_);
hom->dex += 10*rnd_value(min->dex, max->dex);
hom->luk += 10*rnd_value(min->luk, max->luk);
}
hd->homunculus.exp = exp;
memcpy(&hd->homunculus.hskill, &b_skill, sizeof(b_skill));
hd->homunculus.skillpts = skillpts;
clif_homskillinfoblock(sd);
status_calc_homunculus(hd, SCO_NONE);
status_percent_heal(&hd->bl, 100, 100);
clif_specialeffect(&hd->bl,EF_HO_UP,AREA);
return 1;
}
/**
* Get minimum intimacy value of specified grade
* @param grade see enum e_homun_grade
* @return Intimacy value
**/
uint32 hom_intimacy_grade2intimacy(enum e_homun_grade grade) {
if (grade < HOMGRADE_HATE_WITH_PASSION || grade > HOMGRADE_LOYAL)
return 0;
return intimacy_grades[grade].min_value;
}
/**
* Get grade of given intimacy value
* @param intimacy
* @return Grade, see enum e_homun_grade
**/
enum e_homun_grade hom_intimacy_intimacy2grade(uint32 intimacy) {
#define CHK_HOMINTIMACY(grade) { if (intimacy >= intimacy_grades[(grade)].min_value) return (grade); }
CHK_HOMINTIMACY(HOMGRADE_LOYAL)
CHK_HOMINTIMACY(HOMGRADE_CORDIAL)
CHK_HOMINTIMACY(HOMGRADE_NEUTRAL)
CHK_HOMINTIMACY(HOMGRADE_SHY)
CHK_HOMINTIMACY(HOMGRADE_AWKWARD)
CHK_HOMINTIMACY(HOMGRADE_HATE)
#undef CHK_HOMINTIMACY
return HOMGRADE_HATE_WITH_PASSION;
}
/**
* Get initmacy grade
* @param hd
*/
uint8 hom_get_intimacy_grade(struct homun_data *hd) {
return hom_intimacy_intimacy2grade(hd->homunculus.intimacy);
}
/**
* Read homunculus db
*/
static bool read_homunculusdb_sub(char* str[], int columns, int current)
{
int classid;
uint16 i;
struct s_homunculus_db *db;
//Base Class,Evo Class
classid = atoi(str[0]);
if (classid < HM_CLASS_BASE || classid > HM_CLASS_MAX)
{
ShowError("read_homunculusdb : Invalid class %d\n", classid);
return false;
}
//Find the ClassID, already exist or not in homunculus_db
ARR_FIND(0,homunculus_count,i,homunculus_db[i].base_class == classid);
if (i >= homunculus_count)
db = &homunculus_db[homunculus_count];
else
db = &homunculus_db[i];
db->base_class = classid;
classid = atoi(str[1]);
if (classid < HM_CLASS_BASE || classid > HM_CLASS_MAX)
{
db->base_class = 0;
ShowError("read_homunculusdb : Invalid class %d\n", classid);
return false;
}
db->evo_class = classid;
//Name, Food, Hungry Delay, Base Size, Evo Size, Race, Element, ASPD
safestrncpy(db->name,str[2],NAME_LENGTH-1);
db->foodID = atoi(str[3]);
db->hungryDelay = atoi(str[4]);
db->base_size = atoi(str[5]);
db->evo_size = atoi(str[6]);
db->race = atoi(str[7]);
db->element = atoi(str[8]);
db->baseASPD = atoi(str[9]);
//base HP, SP, str, agi, vit, int, dex, luk
db->base.HP = atoi(str[10]);
db->base.SP = atoi(str[11]);
db->base.str = atoi(str[12]);
db->base.agi = atoi(str[13]);
db->base.vit = atoi(str[14]);
db->base.int_= atoi(str[15]);
db->base.dex = atoi(str[16]);
db->base.luk = atoi(str[17]);
//Growth Min/Max HP, SP, str, agi, vit, int, dex, luk
db->gmin.HP = atoi(str[18]);
db->gmax.HP = atoi(str[19]);
db->gmin.SP = atoi(str[20]);
db->gmax.SP = atoi(str[21]);
db->gmin.str = atoi(str[22]);
db->gmax.str = atoi(str[23]);
db->gmin.agi = atoi(str[24]);
db->gmax.agi = atoi(str[25]);
db->gmin.vit = atoi(str[26]);
db->gmax.vit = atoi(str[27]);
db->gmin.int_= atoi(str[28]);
db->gmax.int_= atoi(str[29]);
db->gmin.dex = atoi(str[30]);
db->gmax.dex = atoi(str[31]);
db->gmin.luk = atoi(str[32]);
db->gmax.luk = atoi(str[33]);
//Evolution Min/Max HP, SP, str, agi, vit, int, dex, luk
db->emin.HP = atoi(str[34]);
db->emax.HP = atoi(str[35]);
db->emin.SP = atoi(str[36]);
db->emax.SP = atoi(str[37]);
db->emin.str = atoi(str[38]);
db->emax.str = atoi(str[39]);
db->emin.agi = atoi(str[40]);
db->emax.agi = atoi(str[41]);
db->emin.vit = atoi(str[42]);
db->emax.vit = atoi(str[43]);
db->emin.int_= atoi(str[44]);
db->emax.int_= atoi(str[45]);
db->emin.dex = atoi(str[46]);
db->emax.dex = atoi(str[47]);
db->emin.luk = atoi(str[48]);
db->emax.luk = atoi(str[49]);
//Check that the min/max values really are below the other one.
if(db->gmin.HP > db->gmax.HP)
db->gmin.HP = db->gmax.HP;
if(db->gmin.SP > db->gmax.SP)
db->gmin.SP = db->gmax.SP;
if(db->gmin.str > db->gmax.str)
db->gmin.str = db->gmax.str;
if(db->gmin.agi > db->gmax.agi)
db->gmin.agi = db->gmax.agi;
if(db->gmin.vit > db->gmax.vit)
db->gmin.vit = db->gmax.vit;
if(db->gmin.int_> db->gmax.int_)
db->gmin.int_= db->gmax.int_;
if(db->gmin.dex > db->gmax.dex)
db->gmin.dex = db->gmax.dex;
if(db->gmin.luk > db->gmax.luk)
db->gmin.luk = db->gmax.luk;
if(db->emin.HP > db->emax.HP)
db->emin.HP = db->emax.HP;
if(db->emin.SP > db->emax.SP)
db->emin.SP = db->emax.SP;
if(db->emin.str > db->emax.str)
db->emin.str = db->emax.str;
if(db->emin.agi > db->emax.agi)
db->emin.agi = db->emax.agi;
if(db->emin.vit > db->emax.vit)
db->emin.vit = db->emax.vit;
if(db->emin.int_> db->emax.int_)
db->emin.int_= db->emax.int_;
if(db->emin.dex > db->emax.dex)
db->emin.dex = db->emax.dex;
if(db->emin.luk > db->emax.luk)
db->emin.luk = db->emax.luk;
if (i >= homunculus_count)
homunculus_count++;
return true;
}
/**
* Read homunculus db (check the files)
*/
void read_homunculusdb(void) {
uint8 i;
const char *filename[] = {
DBPATH"homunculus_db.txt",
DBIMPORT"/homunculus_db.txt",
};
homunculus_count = 0;
memset(homunculus_db,0,sizeof(homunculus_db));
for(i = 0; i<ARRAYLENGTH(filename); i++){
sv_readdb(db_path, filename[i], ',', 50, 50, MAX_HOMUNCULUS_CLASS, &read_homunculusdb_sub, i > 0);
}
}
/**
* Read homunculus skill db
* <hom class>,<skill id>,<max level>,<need level>,<req id1>,<req lv1>,<req id2>,<req lv2>,<req id3>,<req lv3>,<req id4>,<req lv4>,<req id5>,<req lv5>,<intimacy lv req>
*/
static bool read_homunculus_skilldb_sub(char* split[], int columns, int current) {
uint16 skill_id;
int8 i;
short class_idx, idx = -1;
// check for bounds [celest]
if ((class_idx = hom_class2index(atoi(split[0]))) == -1) {
ShowWarning("read_homunculus_skilldb: Invalid homunculus class %d.\n", atoi(split[0]));
return false;
}
skill_id = atoi(split[1]);
if (hom_skill_get_index(skill_id) == -1) {
ShowError("read_homunculus_skilldb: Invalid Homunculus skill '%s'.\n", split[1]);
return false;
}
// Search an empty line or a line with the same skill_id (stored in idx)
ARR_FIND(0, MAX_HOM_SKILL_TREE, idx, !hskill_tree[class_idx][idx].id || hskill_tree[class_idx][idx].id == skill_id);
if (idx == MAX_HOM_SKILL_TREE) {
ShowWarning("Unable to load skill %d into homunculus %d's tree. Maximum number of skills per class has been reached.\n", skill_id, atoi(split[0]));
return false;
}
hskill_tree[class_idx][idx].id = skill_id;
hskill_tree[class_idx][idx].max = atoi(split[2]);
hskill_tree[class_idx][idx].need_level = atoi(split[3]);
for (i = 0; i < MAX_HOM_SKILL_REQUIRE; i++) {
hskill_tree[class_idx][idx].need[i].id = atoi(split[4+i*2]);
hskill_tree[class_idx][idx].need[i].lv = atoi(split[4+i*2+1]);
}
hskill_tree[class_idx][idx].intimacy = atoi(split[14]);
return true;
}
/**
* Read homunculus skill db (check the files)
*/
static void read_homunculus_skilldb(void) {
const char *filename[] = { "homun_skill_tree.txt", DBIMPORT"/homun_skill_tree.txt"};
int i;
memset(hskill_tree,0,sizeof(hskill_tree));
for (i = 0; i<ARRAYLENGTH(filename); i++) {
sv_readdb(db_path, filename[i], ',', 15, 15, -1, &read_homunculus_skilldb_sub, i > 0);
}
}
/**
* Read homunculus exp db
*/
void read_homunculus_expdb(void)
{
int i;
const char *filename[]={
DBPATH"exp_homun.txt",
DBIMPORT"/exp_homun.txt"
};
memset(hexptbl,0,sizeof(hexptbl));
for (i = 0; i < ARRAYLENGTH(filename); i++) {
FILE *fp;
char path[1024];
char line[1024];
int j=0;
sprintf(path, "%s/%s", db_path, filename[i]);
fp = fopen(path,"r");
if (fp == NULL) {
if (i != 0)
continue;
ShowError("read_homunculus_expdb: Can't read %s\n",line);
return;
}
while (fgets(line, sizeof(line), fp) && j < MAX_LEVEL) {
if (line[0] == '/' && line[1] == '/')
continue;
hexptbl[j] = strtoul(line, NULL, 10);
if (!hexptbl[j++])
break;
}
if (hexptbl[MAX_LEVEL - 1]) { // Last permitted level have to be 0!
ShowWarning("read_homunculus_expdb: Reached max level in %s [%d]. Remaining lines were not read.\n ",path,MAX_LEVEL);
hexptbl[MAX_LEVEL - 1] = 0;
}
fclose(fp);
ShowStatus("Done reading '" CL_WHITE "%d" CL_RESET "' levels in '" CL_WHITE "%s" CL_RESET "'.\n", j, path);
}
}
void hom_reload(void){
read_homunculusdb();
read_homunculus_expdb();
}
void hom_reload_skill(void){
read_homunculus_skilldb();
}
void do_init_homunculus(void){
int class_;
read_homunculusdb();
read_homunculus_expdb();
read_homunculus_skilldb();
// Add homunc timer function to timer func list [Toms]
add_timer_func_list(hom_hungry, "hom_hungry");
//Stock view data for homuncs
memset(&hom_viewdb, 0, sizeof(hom_viewdb));
for (class_ = 0; class_ < ARRAYLENGTH(hom_viewdb); class_++)
hom_viewdb[class_].class_ = HM_CLASS_BASE+class_;
}
void do_final_homunculus(void) {
//Nothing todo yet
}