rathena/src/map/pet.h
skotlex 856240443d - Added structure status_data which holds status-related information (str, agi, etc, speed, amotion, adelay, dmotion, weapon-damage, race, size, etc) and weapon_atk structure with the weapon specific info (atk, atk2, element) to be used by all combat structures (TODO: Homun needs to be updated to use it)
- 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
2006-05-27 18:08:30 +00:00

68 lines
2.4 KiB
C

// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#ifndef _PET_H_
#define _PET_H_
#define MAX_PET_DB 300
#define MAX_PETLOOT_SIZE 30 // [Valaris] - Changed to MAX_PETLOOT_SIZE [Skotlex]
struct pet_db {
short class_;
char name[NAME_LENGTH],jname[NAME_LENGTH];
short itemID;
short EggID;
short AcceID;
short FoodID;
int fullness;
int hungry_delay;
int r_hungry;
int r_full;
int intimate;
int die;
int capture;
int speed;
char s_perfor;
int talk_convert_class;
int attack_rate;
int defence_attack_rate;
int change_target_rate;
struct script_code *script;
};
extern struct pet_db pet_db[MAX_PET_DB];
enum { PET_CLASS,PET_CATCH,PET_EGG,PET_EQUIP,PET_FOOD };
int pet_hungry_val(struct map_session_data *sd);
int pet_target_check(struct map_session_data *sd,struct block_list *bl,int type);
int pet_unlocktarget(struct pet_data *pd);
int pet_sc_check(struct map_session_data *sd, int type); //Skotlex
int search_petDB_index(int key,int type);
int pet_hungry_timer_delete(struct pet_data *pd);
int pet_data_init(struct map_session_data *sd);
int pet_birth_process(struct map_session_data *sd);
int pet_recv_petdata(int account_id,struct s_pet *p,int flag);
int pet_select_egg(struct map_session_data *sd,short egg_index);
int pet_catch_process1(struct map_session_data *sd,int target_class);
int pet_catch_process2(struct map_session_data *sd,int target_id);
int pet_get_egg(int account_id,int pet_id,int flag);
int pet_menu(struct map_session_data *sd,int menunum);
int pet_change_name(struct map_session_data *sd,char *name);
int pet_equipitem(struct map_session_data *sd,int index);
int pet_lootitem_drop(struct pet_data *pd,struct map_session_data *sd);
int pet_attackskill(struct pet_data *pd, int target_id);
int pet_skill_support_timer(int tid, unsigned int tick, int id, int data); // [Skotlex]
int pet_skill_bonus_timer(int tid,unsigned int tick,int id,int data); // [Valaris]
int pet_recovery_timer(int tid,unsigned int tick,int id,int data); // [Valaris]
int pet_heal_timer(int tid,unsigned int tick,int id,int data); // [Valaris]
#define pet_stop_walking(pd, type) { if((pd)->ud.walktimer != -1) unit_stop_walking(&(pd)->bl, type); }
#define pet_stop_attack(pd) { if((pd)->ud.attacktimer != -1) unit_stop_attack(&(pd)->bl); }
int read_petdb(void);
int do_init_pet(void);
int do_final_pet(void);
#endif