
* Combines skill_cast_db, skill_castnodex_db, skill_copyable_db, skill_nonearnpc_db, skill_require_db, and skill_unit_db into skill_db. * Introduces a cached YAML class for quicker lookups. * General cleanups and optimizations. * Includes CSV2YAML conversion tool. Thanks to @Lemongrass3110! Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
197 lines
6.3 KiB
C++
197 lines
6.3 KiB
C++
// Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
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// For more information, see LICENCE in the main folder
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#ifndef HOMUNCULUS_HPP
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#define HOMUNCULUS_HPP
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#include "../common/cbasetypes.hpp"
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#include "status.hpp" // struct status_data, struct status_change
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#include "unit.hpp" // struct unit_data
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#ifdef RENEWAL
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#define HOMUN_LEVEL_STATWEIGHT_VALUE 0
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#define APPLY_HOMUN_LEVEL_STATWEIGHT()( \
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hom->str_value = hom->agi_value = \
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hom->vit_value = hom->int_value = \
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hom->dex_value = hom->luk_value = hom->level / 10 - HOMUN_LEVEL_STATWEIGHT_VALUE \
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)
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#else
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#define APPLY_HOMUN_LEVEL_STATWEIGHT()
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#endif
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struct h_stats {
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unsigned int HP, SP;
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unsigned short str, agi, vit, int_, dex, luk;
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};
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struct s_homunculus_db {
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int base_class, evo_class;
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char name[NAME_LENGTH];
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struct h_stats base, gmin, gmax, emin, emax;
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int foodID;
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int baseASPD;
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long hungryDelay;
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unsigned char element, race, base_size, evo_size;
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};
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extern struct s_homunculus_db homunculus_db[MAX_HOMUNCULUS_CLASS];
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enum e_hom_search_type : uint8 { HOMUNCULUS_CLASS, HOMUNCULUS_FOOD };
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enum e_hom_mode : uint8 { MH_MD_FIGHTING = 1, MH_MD_GRAPPLING };
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enum e_hom_state : uint8 {
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HOM_ST_ACTIVE = 0,
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HOM_ST_REST = 1,
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HOM_ST_MORPH = 2,
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};
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enum e_hom_state2 : uint8 {
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SP_ACK = 0x0,
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SP_INTIMATE = 0x1,
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SP_HUNGRY = 0x2,
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};
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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_data base_status, battle_status;
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struct status_change sc;
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struct regen_data regen;
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struct s_homunculus_db *homunculusDB; //[orn]
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struct s_homunculus homunculus; //[orn]
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int masterteleport_timer;
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struct map_session_data *master; //pointer back to its master
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int hungry_timer; //[orn]
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unsigned int exp_next;
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std::vector<uint16> blockskill; // [orn]
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};
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#define MAX_HOM_SKILL_REQUIRE 5
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#define MAX_HOM_SKILL_TREE 8
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/// Homunculus skill entry [Celest]
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struct homun_skill_tree_entry {
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uint16 id; ///< Skill ID
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uint8 max; ///< Max level for this tree
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uint8 need_level; ///< Homunculus level required
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uint16 intimacy; ///< Intimacy required (n/100)
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struct {
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uint16 id; ///< Skill ID
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uint8 lv; ///< Level of skill
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} need[MAX_HOM_SKILL_REQUIRE]; ///< Skills needed
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};
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#define HOM_EVO 0x100 //256
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#define HOM_S 0x200 //512
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#define HOM_REG 0x1000 //4096
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/// Houmunculus ID
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enum homun_mapid {
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// Normal Homunculus
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MAPID_LIF = HOM_REG|0x0,
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MAPID_AMISTR,
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MAPID_FILIR,
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MAPID_VANILMIRTH,
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// Evolved Homunulus
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MAPID_LIF_E = HOM_REG|HOM_EVO|0x0,
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MAPID_AMISTR_E,
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MAPID_FILIR_E,
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MAPID_VANILMIRTH_E,
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// Homunculus S
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MAPID_EIRA = HOM_S|0x0,
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MAPID_BAYERI,
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MAPID_SERA,
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MAPID_DIETER,
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MAPID_ELANOR,
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};
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/// Homunculus type
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enum homun_type : int8 {
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HT_REG = 0x1,
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HT_EVO = 0x2,
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HT_S = 0x4,
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HT_INVALID = -1,
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};
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/// Homunculus battle_config setting
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enum homun_setting : uint8 {
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HOMSET_NO_SUPPORT_SKILL = 0x01, /// Cannot be targetted by support skills, except for their master
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HOMSET_NO_INSTANT_LAND_SKILL = 0x02, /// Unit/land skill doesn't applied immediately
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HOMSET_FIRST_TARGET = 0x04, /// Mobs will always go after them instead of players until attacked
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HOMSET_COPY_SPEED = 0x08, /// Copy their master's speed on spawn/map-change
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HOMSET_DISPLAY_LUK = 0x10, /// They display luk/3+1 instead of their actual critical in the stat window, by default they don't crit
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HOMSET_SAME_MATK = 0x20, /// Their Min-Matk is always the same as their max
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HOMSET_RESET_REUSESKILL_VAPORIZED = 0x40, /// Skill re-use delay is reset when they are vaporized.
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HOMSET_RESET_REUSESKILL_TELEPORTED = 0x80, /// Skill re-use delay is reset when they are warped (by skill or item) with player.
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};
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enum e_homun_grade : uint8 {
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HOMGRADE_HATE_WITH_PASSION = 0,
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HOMGRADE_HATE,
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HOMGRADE_AWKWARD,
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HOMGRADE_SHY,
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HOMGRADE_NEUTRAL,
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HOMGRADE_CORDIAL,
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HOMGRADE_LOYAL,
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};
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/// Check Homunculus Class ID
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#define homdb_checkid(id) ((id) >= HM_CLASS_BASE && (id) <= HM_CLASS_MAX)
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// merc_is_hom_alive(struct homun_data *)
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#define hom_is_active(x) ((x) && (x)->homunculus.vaporize == HOM_ST_ACTIVE && (x)->battle_status.hp > 0)
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int hom_recv_data(uint32 account_id, struct s_homunculus *sh, int flag); //albator
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struct view_data* hom_get_viewdata(int class_);
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int hom_class2mapid(int hom_class);
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enum homun_type hom_class2type(int class_);
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void hom_damage(struct homun_data *hd);
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int hom_dead(struct homun_data *hd);
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void hom_skillup(struct homun_data *hd,uint16 skill_id);
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void hom_calc_skilltree(struct homun_data *hd, bool flag_evolve);
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short hom_checkskill(struct homun_data *hd,uint16 skill_id);
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uint8 hom_skill_get_min_level(int class_, uint16 skill_id);
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void hom_gainexp(struct homun_data *hd,int exp);
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int hom_levelup(struct homun_data *hd);
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int hom_evolution(struct homun_data *hd);
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int hom_mutate(struct homun_data *hd,int homun_id);
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void hom_heal(struct homun_data *hd);
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int hom_vaporize(struct map_session_data *sd, int flag);
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int hom_ressurect(struct map_session_data *sd, unsigned char per, short x, short y);
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void hom_revive(struct homun_data *hd, unsigned int hp, unsigned int sp);
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void hom_reset_stats(struct homun_data *hd);
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int hom_shuffle(struct homun_data *hd); // [Zephyrus]
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void hom_save(struct homun_data *hd);
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bool hom_call(struct map_session_data *sd);
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bool hom_create_request(struct map_session_data *sd, int class_);
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int hom_search(int key,int type);
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void hom_menu(struct map_session_data *sd,int type);
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int hom_food(struct map_session_data *sd, struct homun_data *hd);
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int hom_hungry_timer_delete(struct homun_data *hd);
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int hom_change_name(struct map_session_data *sd,char *name);
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void hom_change_name_ack(struct map_session_data *sd, char* name, int flag);
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#define hom_stop_walking(hd, type) unit_stop_walking(&(hd)->bl, type)
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#define hom_stop_attack(hd) unit_stop_attack(&(hd)->bl)
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int hom_increase_intimacy(struct homun_data * hd, unsigned int value);
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int hom_decrease_intimacy(struct homun_data * hd, unsigned int value);
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int hom_skill_tree_get_max(int skill_id, int b_class);
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void hom_init_timers(struct homun_data * hd);
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void hom_reload_skill(void);
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void hom_reload(void);
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void hom_addspiritball(TBL_HOM *hd, int max);
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void hom_delspiritball(TBL_HOM *hd, int count, int type);
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uint8 hom_get_intimacy_grade(struct homun_data *hd);
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uint32 hom_intimacy_grade2intimacy(enum e_homun_grade grade);
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enum e_homun_grade hom_intimacy_intimacy2grade(uint32 intimacy);
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short hom_skill_get_index(uint16 skill_id);
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void do_final_homunculus(void);
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void do_init_homunculus(void);
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#endif /* HOMUNCULUS_HPP */
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