
- Cleaned up TBL_PC, TBL_MOB, TBL_PC and mob_db structures to use status_data. - Set the NPC-Change Attribute duration on Time1, updated their max to 1 in the db. - Berserk's HP cost interval is now defined as time2. - Split damage received functions into pc_damage/pc_dead and mob_damage/mob_dead - Rewrote the @heal related functions to use the new status_* healing functions. - Added status functions to deal with damage and healing (status_damage, status_heal, status_percent_change) and a bunch of defines for easier handling of them (status_percent_heal, status_percent_damage, status_fix_damage, status_kill, etc) - Splitted mob_once_spawn into two. mob_once_spawn_sub creates the mob instance without spawning it. - Added defines for Elements (ELE_*) - Modified battle_calc_(weapon/magic/misc)_attack to use the status data structure. - Rewrote and cleaned up battle_calc_misc_attack - Merged config options pc_attack_attr_none, mob_attack_attr_none, pet_attack_attr_none into attack_attr_none (type 4) - Removed config options player_defense_type, monster_defense_type, pet_defense_type in favor of weapon_defense_type - Cleaned up pet.c to stop invoking status_calc_pc when unnecessary - Modified skill_calc_heal to take into account the MEDITATION bonus. - Cleaned up code of Adjustment, Madness Cancel and other GS/NJ skills inside skill_check_condition - Added status change SC_MODECHANGE which handles mob state changes (this SC is continous until manually ended, eg: like Weight50) - Modified Slim Pitcher so it will work when casted by non-players. Will now also work with SP-healing items. - Rewrote Freedom of Cast code to use function status_freecast_switch to switch adelay/speed when cast begins/ends. - Modified Magic Power to store amplified MATK/MATK2 in val3/val4 for easier updating when used in conjunction with ground skills. - Fixed Asura Strike being usable from within a combo regardless of combo skill. - Modifed SC_DANCING to store speed-change in val3 (it is shared with skill duration...) - Added StatusChangeFlagTable to store which statuses are changed by each SC - Added SCB_* constants to specify the different stats that each sc changes. SCB_PC is the only one that means a change hardcoded in status_calc_pc, the rest are handled by status_calc_bl - Added some helper functions to simplify with basic status calculations (status_base_atk, status_calc_misc, status_base_pc_maxhp, status_base_pc_maxsp) - Added status_calc_mob which calculates initial status and special base status alterations (HP changes, stat changes due to big/small mobs, etc) - Made all the status_calc functions static. - Added status_calc_bl_sub_pc for PC related calculations that must happen after status-change adjustments. - Added status_calc_bl which does status-change related calculations using as base the base_status of the bl object and the SCB_* flag passed. - Added status_get_status_data and status_get_base_status to retrieve the bl objects current status_data and basic status_data (current never returns null, instead it returns a dummy structure with basic data) - The main switch in status_change_start now only sets the tick and val values, therefore it is skipped when loading (flag&4) - Cleaned up status_change_start and replaced many of the ex-japanese comments for english ones. - Changed Hiding to store the speed penalty on val3. val4 stores interval SP cost. - Changed Chase Walk to store Speed adjustment on val3, sp cost in val4 - Changed Cloaking to store speed penalty on val3, val4&2 signals wall-present, val4&1 is infinite cloaking. - Changed Wind walk to store speed bonus on val3 - Rewrote Marionette Control to store the status to add/substract in val3/val4, it now works on anyone (players/mobs) - Changed Improve concentration to store Card bonuses (which are not counted for total % increase) on val3/val4 - Changed SC_ADRENALINE, SC_CONCENTRATION, SC_ANGELUS, SC_IMPOSITIO, SC_MELTDOWN, SC_TRUESIGHT, SC_SUN_COMFORT, SC_MOON_COMFORT, SC_STAR_COMFORT, SC_QUAGMIRE, SC_GATLINGFEVER to store the bonus modifiers in their val values rather than calculate them in status_calc_* - Status_change_start/end will use clif_status_load rather than clif_status_change when related bl is not on a map. - Modified status_change_timer to use the status_charge function rather than directly substracting SP - Added SC_ELEMENTALCHANGE to modify someone's base defense element. - pc_clean_skilltree will now also remove item-granted skills. - Learning skills will now only invoke status_calc_pc when the skill is passive. - Cleaned up pc_steal_coin - Cleaned up pc_check_base/job_lvup to only invoke the lv-up related packets and functions ONCE regardless of skill-levls earned. - Cleaned up pc_ regen related functions. - Made player-sprite mobs have item pickup animation and walkdelay when taking items. - Cleaned up mob_dead code. - Removed paramb, parame from struct map_session_data, replaced them by param_bonus[6],param_equip[6] - mob special ai state 3 signals summon flora. - Moved petDB pet_hungry_timer vars from TBL_PC to TBL_PET - Cleaned up some pet functions, made the menu functions receive as argument both pet and master. - Clones will copy a player's base status rather than battle status (so status-change alterations are not cloned) git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@6791 54d463be-8e91-2dee-dedb-b68131a5f0ec
68 lines
2.4 KiB
C
68 lines
2.4 KiB
C
// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
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// For more information, see LICENCE in the main folder
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#ifndef _PET_H_
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#define _PET_H_
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#define MAX_PET_DB 300
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#define MAX_PETLOOT_SIZE 30 // [Valaris] - Changed to MAX_PETLOOT_SIZE [Skotlex]
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struct pet_db {
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short class_;
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char name[NAME_LENGTH],jname[NAME_LENGTH];
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short itemID;
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short EggID;
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short AcceID;
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short FoodID;
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int fullness;
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int hungry_delay;
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int r_hungry;
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int r_full;
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int intimate;
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int die;
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int capture;
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int speed;
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char s_perfor;
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int talk_convert_class;
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int attack_rate;
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int defence_attack_rate;
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int change_target_rate;
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struct script_code *script;
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};
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extern struct pet_db pet_db[MAX_PET_DB];
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enum { PET_CLASS,PET_CATCH,PET_EGG,PET_EQUIP,PET_FOOD };
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int pet_hungry_val(struct map_session_data *sd);
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int pet_target_check(struct map_session_data *sd,struct block_list *bl,int type);
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int pet_unlocktarget(struct pet_data *pd);
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int pet_sc_check(struct map_session_data *sd, int type); //Skotlex
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int search_petDB_index(int key,int type);
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int pet_hungry_timer_delete(struct pet_data *pd);
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int pet_data_init(struct map_session_data *sd);
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int pet_birth_process(struct map_session_data *sd);
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int pet_recv_petdata(int account_id,struct s_pet *p,int flag);
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int pet_select_egg(struct map_session_data *sd,short egg_index);
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int pet_catch_process1(struct map_session_data *sd,int target_class);
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int pet_catch_process2(struct map_session_data *sd,int target_id);
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int pet_get_egg(int account_id,int pet_id,int flag);
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int pet_menu(struct map_session_data *sd,int menunum);
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int pet_change_name(struct map_session_data *sd,char *name);
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int pet_equipitem(struct map_session_data *sd,int index);
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int pet_lootitem_drop(struct pet_data *pd,struct map_session_data *sd);
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int pet_attackskill(struct pet_data *pd, int target_id);
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int pet_skill_support_timer(int tid, unsigned int tick, int id, int data); // [Skotlex]
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int pet_skill_bonus_timer(int tid,unsigned int tick,int id,int data); // [Valaris]
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int pet_recovery_timer(int tid,unsigned int tick,int id,int data); // [Valaris]
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int pet_heal_timer(int tid,unsigned int tick,int id,int data); // [Valaris]
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#define pet_stop_walking(pd, type) { if((pd)->ud.walktimer != -1) unit_stop_walking(&(pd)->bl, type); }
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#define pet_stop_attack(pd) { if((pd)->ud.attacktimer != -1) unit_stop_attack(&(pd)->bl); }
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int read_petdb(void);
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int do_init_pet(void);
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int do_final_pet(void);
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#endif
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