/**
* This file is part of Hercules.
* http://herc.ws - http://github.com/HerculesWS/Hercules
*
* Copyright (C) 2012-2016 Hercules Dev Team
* Copyright (C) Athena Dev Teams
*
* Hercules is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#define HERCULES_CORE
#include "config/core.h" // DBPATH
#include "homunculus.h"
#include "map/atcommand.h"
#include "map/battle.h"
#include "map/chrif.h"
#include "map/clif.h"
#include "map/guild.h"
#include "map/intif.h"
#include "map/itemdb.h"
#include "map/log.h"
#include "map/map.h"
#include "map/mob.h"
#include "map/npc.h"
#include "map/party.h"
#include "map/pc.h"
#include "map/pet.h"
#include "map/script.h"
#include "map/skill.h"
#include "map/status.h"
#include "map/trade.h"
#include "map/unit.h"
#include "common/cbasetypes.h"
#include "common/memmgr.h"
#include "common/mmo.h"
#include "common/nullpo.h"
#include "common/random.h"
#include "common/showmsg.h"
#include "common/socket.h"
#include "common/strlib.h"
#include "common/timer.h"
#include "common/utils.h"
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
struct homunculus_interface homunculus_s;
struct homun_dbs homundbs;
struct homunculus_interface *homun;
//Returns the viewdata for homunculus
struct view_data* homunculus_get_viewdata(int class_) {
Assert_retr(NULL, homdb_checkid(class_));
return &homun->dbs->viewdb[class_-HM_CLASS_BASE];
}
enum homun_type homunculus_class2type(int class_) {
switch(class_) {
// Normal Homunculus
case HOMID_LIF:
case HOMID_AMISTR:
case HOMID_FILIR:
case HOMID_VANILMIRTH:
case HOMID_LIF2:
case HOMID_AMISTR2:
case HOMID_FILIR2:
case HOMID_VANILMIRTH2:
return HT_REG;
// Evolved Homunculus
case HOMID_LIF_E:
case HOMID_AMISTR_E:
case HOMID_FILIR_E:
case HOMID_VANILMIRTH_E:
case HOMID_LIF2_E:
case HOMID_AMISTR2_E:
case HOMID_FILIR2_E:
case HOMID_VANILMIRTH2_E:
return HT_EVO;
// Homunculus S
case HOMID_EIRA:
case HOMID_BAYERI:
case HOMID_SERA:
case HOMID_DIETR:
case HOMID_ELEANOR:
return HT_S;
default:
return HT_INVALID;
}
}
void homunculus_addspiritball(struct homun_data *hd, int max) {
nullpo_retv(hd);
if (max > MAX_SKILL_LEVEL)
max = MAX_SKILL_LEVEL;
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);
}
void homunculus_delspiritball(struct homun_data *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_SKILL_LEVEL)
count = MAX_SKILL_LEVEL;
if (count > hd->homunculus.spiritball)
count = hd->homunculus.spiritball;
hd->homunculus.spiritball -= count;
if (!type)
clif->spiritball(&hd->bl);
}
void homunculus_damaged(struct homun_data *hd) {
clif->hominfo(hd->master,hd,0);
}
int homunculus_dead(struct homun_data *hd) {
//There's no intimacy penalties on death (from Tharis)
struct map_session_data *sd;
nullpo_retr(3, hd);
sd = hd->master;
clif->emotion(&hd->bl, E_WAH);
//Delete timers when dead.
homun->hunger_timer_delete(hd);
hd->homunculus.hp = 0;
if (!sd) //unit remove map will invoke unit free
return 3;
clif->emotion(&sd->bl, E_SOB);
//Remove from map (if it has no intimacy, it is auto-removed from memory)
return 3;
}
//Vaporize a character's homun. If flag, HP needs to be 80% or above.
int homunculus_vaporize(struct map_session_data *sd, enum homun_state flag) {
struct homun_data *hd;
nullpo_ret(sd);
hd = sd->hd;
if (!hd || hd->homunculus.vaporize != HOM_ST_ACTIVE)
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.
homun->hunger_timer_delete(hd);
hd->homunculus.vaporize = flag;
if(battle_config.hom_setting&0x40)
memset(hd->blockskill, 0, sizeof(hd->blockskill));
clif->hominfo(sd, sd->hd, 0);
homun->save(hd);
return unit->remove_map(&hd->bl, CLR_OUTSIGHT, ALC_MARK);
}
//delete a homunculus, completely "killing it".
//Emote is the emotion the master should use, send negative to disable.
int homunculus_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, ALC_MARK);
}
int homunculus_calc_skilltree(struct homun_data *hd, int flag_evolve) {
int i, id = 0;
int j, f = 1;
int c = 0;
nullpo_ret(hd);
/* load previous homunculus form skills first. */
if( hd->homunculus.prev_class != 0 ) {
c = hd->homunculus.prev_class - HM_CLASS_BASE;
Assert_ret(c >= 0 && c < MAX_HOMUNCULUS_CLASS);
for( i = 0; i < MAX_SKILL_TREE && ( id = homun->dbs->skill_tree[c][i].id ) > 0; i++ ) {
if( hd->homunculus.hskill[ id - HM_SKILLBASE ].id )
continue; //Skill already known.
if(!battle_config.skillfree) {
for (j = 0; j < MAX_HOM_SKILL_REQUIRE; j++) {
if( homun->dbs->skill_tree[c][i].need[j].id &&
homun->checkskill(hd,homun->dbs->skill_tree[c][i].need[j].id) < homun->dbs->skill_tree[c][i].need[j].lv ) {
f = 0;
break;
}
}
}
if ( f )
hd->homunculus.hskill[id-HM_SKILLBASE].id = id;
}
f = 1;
}
c = hd->homunculus.class_ - HM_CLASS_BASE;
Assert_ret(c >= 0 && c < MAX_HOMUNCULUS_CLASS);
for( i = 0; i < MAX_SKILL_TREE && ( id = homun->dbs->skill_tree[c][i].id ) > 0; i++ ) {
if( hd->homunculus.hskill[ id - HM_SKILLBASE ].id )
continue; //Skill already known.
j = ( flag_evolve ) ? 10 : hd->homunculus.intimacy;
if( j < homun->dbs->skill_tree[c][i].intimacylv )
continue;
if(!battle_config.skillfree) {
for (j = 0; j < MAX_HOM_SKILL_REQUIRE; j++) {
if( homun->dbs->skill_tree[c][i].need[j].id &&
homun->checkskill(hd,homun->dbs->skill_tree[c][i].need[j].id) < homun->dbs->skill_tree[c][i].need[j].lv ) {
f = 0;
break;
}
}
}
if ( f )
hd->homunculus.hskill[id-HM_SKILLBASE].id = id;
}
if( hd->master )
clif->homskillinfoblock(hd->master);
return 0;
}
int homunculus_checkskill(struct homun_data *hd,uint16 skill_id) {
int i = skill_id - HM_SKILLBASE;
if(!hd)
return 0;
Assert_ret(i >= 0 && i < MAX_HOMUNSKILL);
if(hd->homunculus.hskill[i].id == skill_id)
return (hd->homunculus.hskill[i].lv);
return 0;
}
int homunculus_skill_tree_get_max(int id, int b_class) {
int i, skill_id;
b_class -= HM_CLASS_BASE;
Assert_ret(b_class >= 0 && b_class < MAX_HOMUNCULUS_CLASS);
for(i=0;(skill_id=homun->dbs->skill_tree[b_class][i].id)>0;i++)
if (id == skill_id)
return homun->dbs->skill_tree[b_class][i].max;
return skill->get_max(id);
}
void homunculus_skillup(struct homun_data *hd,uint16 skill_id) {
int i = 0 ;
nullpo_retv(hd);
if(hd->homunculus.vaporize != HOM_ST_ACTIVE)
return;
i = skill_id - HM_SKILLBASE;
Assert_retv(i >= 0 && i < MAX_HOMUNSKILL);
if(hd->homunculus.skillpts > 0 &&
hd->homunculus.hskill[i].id &&
hd->homunculus.hskill[i].flag == SKILL_FLAG_PERMANENT && //Don't allow raising while you have granted skills. [Skotlex]
hd->homunculus.hskill[i].lv < homun->skill_tree_get_max(skill_id, hd->homunculus.class_)
)
{
hd->homunculus.hskill[i].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);
}
}
}
bool homunculus_levelup(struct homun_data *hd) {
struct s_homunculus *hom;
struct h_stats *min, *max;
int growth_str, growth_agi, growth_vit, growth_int, growth_dex, growth_luk ;
int growth_max_hp, growth_max_sp;
enum homun_type htype;
nullpo_retr(false, hd);
if( (htype = homun->class2type(hd->homunculus.class_)) == HT_INVALID ) {
ShowError("homunculus_levelup: Invalid class %d. \n", hd->homunculus.class_);
return false;
}
if( !hd->exp_next || hd->homunculus.exp < hd->exp_next )
return false;
switch( htype ) {
case HT_REG:
case HT_EVO:
if( hd->homunculus.level >= battle_config.hom_max_level )
return false;
break;
case HT_S:
if( hd->homunculus.level >= battle_config.hom_S_max_level )
return false;
break;
}
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 = homun->dbs->exptable[hom->level - 1];
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();
if ( 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_disp_onlyself(hd->master,output,strlen(output));
}
return true;
}
int homunculus_change_class(struct homun_data *hd, short class_) {
int i = homun->db_search(class_,HOMUNCULUS_CLASS);
nullpo_retr(0, hd);
if(i < 0)
return 0;
hd->homunculusDB = &homun->dbs->db[i];
hd->homunculus.class_ = class_;
status->set_viewdata(&hd->bl, class_);
homun->calc_skilltree(hd, 1);
return 1;
}
bool homunculus_evolve(struct homun_data *hd) {
struct s_homunculus *hom;
struct h_stats *max, *min;
struct map_session_data *sd;
nullpo_ret(hd);
sd = hd->master;
if (!sd)
return false;
if(!hd->homunculusDB->evo_class || hd->homunculus.class_ == hd->homunculusDB->evo_class) {
clif->emotion(&hd->bl, E_SWT);
return false;
}
if (!homun->change_class(hd, hd->homunculusDB->evo_class)) {
ShowError("homunculus_evolve: Can't evolve homunc from %d to %d", hd->homunculus.class_, hd->homunculusDB->evo_class);
return false;
}
//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 = 500;
unit->remove_map(&hd->bl, CLR_OUTSIGHT, ALC_MARK);
map->addblock(&hd->bl);
clif->spawn(&hd->bl);
clif->emotion(&sd->bl, E_NO1);
clif->specialeffect(&hd->bl,568,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&0x2))
skill->unit_move(&sd->hd->bl,timer->gettick(),1); // apply land skills immediately
return true;
}
bool homunculus_mutate(struct homun_data *hd, int homun_id) {
struct s_homunculus *hom;
struct map_session_data *sd;
int prev_class = 0;
enum homun_type m_class, m_id;
nullpo_ret(hd);
sd = hd->master;
if (!sd)
return false;
m_class = homun->class2type(hd->homunculus.class_);
m_id = homun->class2type(homun_id);
if( m_class == HT_INVALID || m_id == HT_INVALID || m_class != HT_EVO || m_id != HT_S ) {
clif->emotion(&hd->bl, E_SWT);
return false;
}
prev_class = hd->homunculus.class_;
if( !homun->change_class(hd, homun_id) ) {
ShowError("homunculus_mutate: Can't evolve homunc from %d to %d", hd->homunculus.class_, homun_id);
return false;
}
unit->remove_map(&hd->bl, CLR_OUTSIGHT, ALC_MARK);
map->addblock(&hd->bl);
clif->spawn(&hd->bl);
clif->emotion(&sd->bl, E_NO1);
clif->specialeffect(&hd->bl,568,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&0x2))
skill->unit_move(&sd->hd->bl,timer->gettick(),1); // apply land skills immediately
return true;
}
int homunculus_gainexp(struct homun_data *hd,unsigned int exp) {
enum homun_type htype;
nullpo_ret(hd);
if(hd->homunculus.vaporize != HOM_ST_ACTIVE)
return 1;
if( (htype = homun->class2type(hd->homunculus.class_)) == HT_INVALID ) {
ShowError("homunculus_gainexp: Invalid class %d. \n", hd->homunculus.class_);
return 0;
}
switch( htype ) {
case HT_REG:
case HT_EVO:
if( hd->homunculus.level >= battle_config.hom_max_level )
return 0;
break;
case HT_S:
if( hd->homunculus.level >= battle_config.hom_S_max_level )
return 0;
break;
}
hd->homunculus.exp += exp;
if(hd->homunculus.exp < hd->exp_next) {
clif->hominfo(hd->master,hd,0);
return 0;
}
//levelup
while( hd->homunculus.exp > hd->exp_next && homun->levelup(hd) );
if( hd->exp_next == 0 )
hd->homunculus.exp = 0;
clif->specialeffect(&hd->bl,568,AREA);
status_calc_homunculus(hd,SCO_NONE);
status_percent_heal(&hd->bl, 100, 100);
return 0;
}
// Return the new value
unsigned int homunculus_add_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;
}
// Return 0 if decrease fails or intimacy became 0 else the new value
unsigned int homunculus_consume_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;
}
void homunculus_healed (struct homun_data *hd) {
nullpo_retv(hd);
clif->hominfo(hd->master,hd,0);
}
void homunculus_save(struct homun_data *hd) {
// copy data that must be saved in homunculus struct ( hp / sp )
struct map_session_data *sd = NULL;
//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)
nullpo_retv(hd);
sd = hd->master;
nullpo_retv(sd);
hd->homunculus.hp = hd->battle_status.hp;
hd->homunculus.sp = hd->battle_status.sp;
intif->homunculus_requestsave(sd->status.account_id, &hd->homunculus);
}
unsigned char homunculus_menu(struct map_session_data *sd,unsigned char menu_num) {
nullpo_ret(sd);
if (sd->hd == NULL)
return 1;
switch(menu_num) {
case 0:
break;
case 1:
homun->feed(sd, sd->hd);
break;
case 2:
homun->delete(sd->hd, -1);
break;
default:
ShowError("homunculus_menu : unknown menu choice : %d\n", menu_num) ;
break;
}
return 0;
}
bool homunculus_feed(struct map_session_data *sd, struct homun_data *hd) {
int i, foodID, emotion;
nullpo_retr(false, hd);
nullpo_retr(false, sd);
if(hd->homunculus.vaporize == HOM_ST_REST)
return false;
foodID = hd->homunculusDB->foodID;
i = pc->search_inventory(sd,foodID);
if (i == INDEX_NOT_FOUND) {
clif->hom_food(sd,foodID,0);
return false;
}
pc->delitem(sd, i, 1, 0, DELITEM_NORMAL, LOG_TYPE_CONSUME);
if ( hd->homunculus.hunger >= 91 ) {
homun->consume_intimacy(hd, 50);
emotion = E_WAH;
} else if ( hd->homunculus.hunger >= 76 ) {
homun->consume_intimacy(hd, 5);
emotion = E_SWT2;
} else if ( hd->homunculus.hunger >= 26 ) {
homun->add_intimacy(hd, 75);
emotion = E_HO;
} else if ( hd->homunculus.hunger >= 11 ) {
homun->add_intimacy(hd, 100);
emotion = E_HO;
} else {
homun->add_intimacy(hd, 50);
emotion = E_HO;
}
hd->homunculus.hunger += 10; //dunno increase value for each food
if(hd->homunculus.hunger > 100)
hd->homunculus.hunger = 100;
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 homun->delete(sd->hd, E_OMG);
return true;
}
int homunculus_hunger_timer(int tid, int64 tick, int id, intptr_t data) {
struct map_session_data *sd;
struct homun_data *hd;
if(!(sd=map->id2sd(id)) || !sd->status.hom_id || !(hd=sd->hd))
return 1;
if(hd->hungry_timer != tid){
ShowError("homunculus_hunger_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, E_AN);
} else if(hd->homunculus.hunger == 25) {
clif->emotion(&hd->bl, E_HMM);
} else if(hd->homunculus.hunger == 75) {
clif->emotion(&hd->bl, E_OK);
}
if(hd->homunculus.hunger < 0) {
hd->homunculus.hunger = 0;
// Delete the homunculus if intimacy <= 100
if ( !homun->consume_intimacy(hd, 100) )
return homun->delete(hd, E_OMG);
clif->send_homdata(sd,SP_INTIMATE,hd->homunculus.intimacy / 100);
}
clif->send_homdata(sd,SP_HUNGRY,hd->homunculus.hunger);
hd->hungry_timer = timer->add(tick+hd->homunculusDB->hungryDelay,homun->hunger_timer,sd->bl.id,0); //simple Fix albator
return 0;
}
void homunculus_hunger_timer_delete(struct homun_data *hd) {
nullpo_retv(hd);
if(hd->hungry_timer != INVALID_TIMER) {
timer->delete(hd->hungry_timer,homun->hunger_timer);
hd->hungry_timer = INVALID_TIMER;
}
}
int homunculus_change_name(struct map_session_data *sd, const char *name)
{
int i;
struct homun_data *hd;
nullpo_retr(1, sd);
nullpo_retr(1, name);
hd = sd->hd;
if (!homun_alive(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);
}
bool homunculus_change_name_ack(struct map_session_data *sd, const char *name, int flag)
{
struct homun_data *hd;
char *newname = NULL;
nullpo_retr(false, sd);
nullpo_retr(false, name);
hd = sd->hd;
nullpo_retr(false, hd);
if (!homun_alive(hd)) return false;
newname = aStrndup(name, NAME_LENGTH-1);
normalize_name(newname, " ");//bugreport:3032 // FIXME[Haru]: This should be normalized by the inter-server (so that it's const here)
if (flag == 0 || strlen(newname) == 0) {
clif->message(sd->fd, msg_sd(sd,280)); // You cannot use this name
aFree(newname);
return false;
}
safestrncpy(hd->homunculus.name, newname, NAME_LENGTH);
aFree(newname);
clif->charnameack (0,&hd->bl);
hd->homunculus.rename_flag = 1;
clif->hominfo(sd,hd,0);
return true;
}
int homunculus_db_search(int key,int type) {
int i;
for(i=0;i<MAX_HOMUNCULUS_CLASS;i++) {
if(homun->dbs->db[i].base_class <= 0)
continue;
switch(type) {
case HOMUNCULUS_CLASS:
if(homun->dbs->db[i].base_class == key ||
homun->dbs->db[i].evo_class == key)
return i;
break;
case HOMUNCULUS_FOOD:
if(homun->dbs->db[i].foodID == key)
return i;
break;
default:
return -1;
}
}
return -1;
}
// Create homunc structure
bool homunculus_create(struct map_session_data *sd, const struct s_homunculus *hom)
{
struct homun_data *hd;
int i = 0;
nullpo_retr(false, sd);
nullpo_retr(false, hom);
Assert_retr(false, sd->status.hom_id == 0 || sd->hd == 0 || sd->hd->master == sd);
i = homun->db_search(hom->class_,HOMUNCULUS_CLASS);
if(i < 0) {
ShowError("homunculus_create: 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 false;
}
CREATE(hd, struct homun_data, 1);
hd->bl.type = BL_HOM;
hd->bl.id = npc->get_new_npc_id();
sd->hd = hd;
hd->master = sd;
hd->homunculusDB = &homun->dbs->db[i];
memcpy(&hd->homunculus, hom, sizeof(struct s_homunculus));
hd->exp_next = homun->dbs->exptable[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;
hd->masterteleport_timer = 0;
map->addiddb(&hd->bl);
status_calc_homunculus(hd,SCO_FIRST);
status_percent_heal(&hd->bl, 100, 100);
hd->hungry_timer = INVALID_TIMER;
return true;
}
void homunculus_init_timers(struct homun_data * hd) {
nullpo_retv(hd);
if (hd->hungry_timer == INVALID_TIMER)
hd->hungry_timer = timer->add(timer->gettick()+hd->homunculusDB->hungryDelay,homun->hunger_timer,hd->master->bl.id,0);
hd->regen.state.block = 0; //Restore HP/SP block.
}
bool homunculus_call(struct map_session_data *sd) {
struct homun_data *hd;
nullpo_retr(false, sd);
if (!sd->status.hom_id) //Create a new homun.
return homun->creation_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);
hd = sd->hd;
if (hd->homunculus.vaporize != HOM_ST_REST)
return false; //Can't use this if homun wasn't vaporized.
homun->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;
map->addblock(&hd->bl);
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.slaves_inherit_speed&1)
status_calc_bl(&hd->bl, SCB_SPEED);
homun->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
bool homunculus_recv_data(int account_id, const struct s_homunculus *sh, int flag)
{
struct map_session_data *sd;
struct homun_data *hd;
struct s_homunculus new_sh;
nullpo_retr(false, sh);
sd = map->id2sd(account_id);
if(!sd)
return false;
memcpy(&new_sh, sh, sizeof(new_sh));
if (sd->status.char_id != new_sh.char_id) {
if (sd->status.hom_id == new_sh.hom_id)
new_sh.char_id = sd->status.char_id; //Correct char id.
else
return false;
}
if(!flag) { // Failed to load
sd->status.hom_id = 0;
return false;
}
if (!sd->status.hom_id) //Hom just created.
sd->status.hom_id = new_sh.hom_id;
if (sd->hd) //uh? Overwrite the data.
memcpy(&sd->hd->homunculus, &new_sh, sizeof(struct s_homunculus));
else
homun->create(sd, &new_sh);
hd = sd->hd;
if(hd && hd->homunculus.hp && hd->homunculus.vaporize == HOM_ST_ACTIVE && hd->bl.prev == NULL && sd->bl.prev != NULL) {
enum homun_type htype = homun->class2type(hd->homunculus.class_);
map->addblock(&hd->bl);
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);
homun->init_timers(hd);
/* force shuffle if your level is higher than the allowed */
switch( htype ) {
case HT_REG:
case HT_EVO:
if( hd->homunculus.level > battle_config.hom_max_level )
homun->shuffle(hd);
break;
case HT_S:
if( hd->homunculus.level > battle_config.hom_S_max_level )
homun->shuffle(hd);
break;
}
}
return true;
}
// Ask homunculus creation to char server
bool homunculus_creation_request(struct map_session_data *sd, int class_) {
struct s_homunculus hom;
struct h_stats *base;
int i;
nullpo_retr(false, sd);
i = homun->db_search(class_,HOMUNCULUS_CLASS);
if(i < 0) return false;
memset(&hom, 0, sizeof(struct s_homunculus));
//Initial data
safestrncpy(hom.name, homun->dbs->db[i].name, NAME_LENGTH-1);
hom.class_ = class_;
hom.level = 1;
hom.hunger = 32; //32%
hom.intimacy = 2100; //21/1000
hom.char_id = sd->status.char_id;
hom.hp = 10 ;
base = &homun->dbs->db[i].base;
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;
// Request homunculus creation
intif->homunculus_create(sd->status.account_id, &hom);
return true;
}
bool homunculus_ressurect(struct map_session_data* sd, unsigned char per, short x, short y) {
struct homun_data* hd;
nullpo_retr(false,sd);
if (!sd->status.hom_id)
return false; // no homunculus
if (!sd->hd) //Load homun data;
return intif->homunculus_requestload(sd->status.account_id, sd->status.hom_id);
hd = sd->hd;
nullpo_retr(false, hd);
if (hd->homunculus.vaporize != HOM_ST_ACTIVE)
return false; // vaporized homunculi need to be 'called'
if (!status->isdead(&hd->bl))
return false; // already alive
homun->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;
map->addblock(&hd->bl);
clif->spawn(&hd->bl);
}
status->revive(&hd->bl, per, 0);
return true;
}
void homunculus_revive(struct homun_data *hd, unsigned int hp, unsigned int sp) {
struct map_session_data *sd;
nullpo_retv(hd);
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);
}
//Resets a homunc stats back to zero (but doesn't touches hunger or intimacy)
void homunculus_stat_reset(struct homun_data *hd) {
struct s_homunculus_db *db;
struct s_homunculus *hom;
struct h_stats *base;
nullpo_retv(hd);
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 = homun->dbs->exptable[0];
memset(&hd->homunculus.hskill, 0, sizeof hd->homunculus.hskill);
hd->homunculus.skillpts = 0;
}
bool homunculus_shuffle(struct homun_data *hd) {
struct map_session_data *sd;
int lv, skillpts;
unsigned int exp;
struct s_skill b_skill[MAX_HOMUNSKILL];
nullpo_retr(false, hd);
if (!homun_alive(hd))
return false;
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.
homun->stat_reset(hd);
//Level it back up
do {
hd->homunculus.exp += hd->exp_next;
} while( hd->homunculus.level < lv && homun->levelup(hd) );
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,568,AREA);
return true;
}
bool homunculus_read_db_sub(char* str[], int columns, int current) {
int classid;
struct s_homunculus_db *db;
nullpo_retr(false, str);
//Base Class,Evo Class
classid = atoi(str[0]);
if (classid < HM_CLASS_BASE || classid > HM_CLASS_MAX) {
ShowError("homunculus_read_db_sub : Invalid class %d\n", classid);
return false;
}
db = &homun->dbs->db[current];
db->base_class = classid;
classid = atoi(str[1]);
if (classid < HM_CLASS_BASE || classid > HM_CLASS_MAX) {
db->base_class = 0;
ShowError("homunculus_read_db_sub : 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;
return true;
}
void homunculus_read_db(void) {
int i;
const char *filename[]={DBPATH"homunculus_db.txt","homunculus_db2.txt"};
memset(homun->dbs->db, 0, sizeof(homun->dbs->db));
for(i = 0; i<ARRAYLENGTH(filename); i++) {
if( i > 0 ) {
char filepath[256];
sprintf(filepath, "%s/%s", map->db_path, filename[i]);
if( !exists(filepath) ) {
continue;
}
}
sv->readdb(map->db_path, filename[i], ',', 50, 50, MAX_HOMUNCULUS_CLASS, homun->read_db_sub);
}
}
// <hom class>,<skill id>,<max level>[,<job level>],<req id1>,<req lv1>,<req id2>,<req lv2>,<req id3>,<req lv3>,<req id4>,<req lv4>,<req id5>,<req lv5>,<intimacy lv req>
bool homunculus_read_skill_db_sub(char* split[], int columns, int current) {
int k, classid;
int j;
int minJobLevelPresent = 0;
nullpo_retr(false, split);
if( columns == 15 )
minJobLevelPresent = 1; // MinJobLvl has been added - FIXME: is this extra field even needed anymore?
// check for bounds [celest]
classid = atoi(split[0]) - HM_CLASS_BASE;
if ( classid < 0 || classid >= MAX_HOMUNCULUS_CLASS ) {
ShowWarning("homunculus_read_skill_db_sub: Invalid homunculus class %d.\n", atoi(split[0]));
return false;
}
k = atoi(split[1]); //This is to avoid adding two lines for the same skill. [Skotlex]
// Search an empty line or a line with the same skill_id (stored in j)
ARR_FIND( 0, MAX_SKILL_TREE, j, !homun->dbs->skill_tree[classid][j].id || homun->dbs->skill_tree[classid][j].id == k );
if (j == MAX_SKILL_TREE) {
ShowWarning("Unable to load skill %d into homunculus %d's tree. Maximum number of skills per class has been reached.\n", k, classid);
return false;
}
homun->dbs->skill_tree[classid][j].id = k;
homun->dbs->skill_tree[classid][j].max = atoi(split[2]);
if (minJobLevelPresent)
homun->dbs->skill_tree[classid][j].joblv = atoi(split[3]);
for (k = 0; k < MAX_HOM_SKILL_REQUIRE; k++) {
homun->dbs->skill_tree[classid][j].need[k].id = atoi(split[3+k*2+minJobLevelPresent]);
homun->dbs->skill_tree[classid][j].need[k].lv = atoi(split[3+k*2+minJobLevelPresent+1]);
}
homun->dbs->skill_tree[classid][j].intimacylv = atoi(split[13+minJobLevelPresent]);
return true;
}
int8 homunculus_get_intimacy_grade(struct homun_data *hd) {
unsigned int val;
nullpo_ret(hd);
val = hd->homunculus.intimacy / 100;
if( val > 100 ) {
if( val > 250 ) {
if( val > 750 ) {
if ( val > 900 )
return 4;
else
return 3;
} else
return 2;
} else
return 1;
}
return 0;
}
void homunculus_skill_db_read(void) {
memset(homun->dbs->skill_tree, 0, sizeof(homun->dbs->skill_tree));
sv->readdb(map->db_path, "homun_skill_tree.txt", ',', 13, 15, -1, homun->read_skill_db_sub);
}
void homunculus_exp_db_read(void) {
char line[1024];
int i, j=0;
char *filename[]={
DBPATH"exp_homun.txt",
"exp_homun2.txt"};
memset(homun->dbs->exptable, 0, sizeof(homun->dbs->exptable));
for(i = 0; i < 2; i++) {
FILE *fp;
sprintf(line, "%s/%s", map->db_path, filename[i]);
if( (fp=fopen(line,"r")) == NULL) {
if(i != 0)
continue;
ShowError("can't read %s\n",line);
return;
}
while(fgets(line, sizeof(line), fp) && j < MAX_LEVEL) {
if(line[0] == '/' && line[1] == '/')
continue;
if (!(homun->dbs->exptable[j++] = (unsigned int)strtoul(line, NULL, 10)))
break;
}
// Last permitted level have to be 0!
if (homun->dbs->exptable[MAX_LEVEL - 1]) {
ShowWarning("homunculus_exp_db_read: Reached max level in exp_homun [%d]. Remaining lines were not read.\n ", MAX_LEVEL);
homun->dbs->exptable[MAX_LEVEL - 1] = 0;
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' levels in '"CL_WHITE"%s"CL_RESET"'.\n", j, filename[i]);
}
}
void homunculus_reload(void) {
homun->read_db();
homun->exp_db_read();
}
void homunculus_skill_reload(void) {
homun->skill_db_read();
}
void do_init_homunculus(bool minimal) {
int class_;
if (minimal)
return;
homun->read_db();
homun->exp_db_read();
homun->skill_db_read();
// Add homunc timer function to timer func list [Toms]
timer->add_func_list(homun->hunger_timer, "homunculus_hunger_timer");
//Stock view data for homuncs
memset(homun->dbs->viewdb, 0, sizeof(homun->dbs->viewdb));
for (class_ = 0; class_ < MAX_HOMUNCULUS_CLASS; class_++)
homun->dbs->viewdb[class_].class_ = HM_CLASS_BASE+class_;
}
void do_final_homunculus(void) {
}
void homunculus_defaults(void) {
homun = &homunculus_s;
homun->dbs = &homundbs;
homun->init = do_init_homunculus;
homun->final = do_final_homunculus;
homun->reload = homunculus_reload;
homun->reload_skill = homunculus_skill_reload;
/* */
homun->get_viewdata = homunculus_get_viewdata;
homun->class2type = homunculus_class2type;
homun->damaged = homunculus_damaged;
homun->dead = homunculus_dead;
homun->vaporize = homunculus_vaporize;
homun->delete = homunculus_delete;
homun->checkskill = homunculus_checkskill;
homun->calc_skilltree = homunculus_calc_skilltree;
homun->skill_tree_get_max = homunculus_skill_tree_get_max;
homun->skillup = homunculus_skillup;
homun->levelup = homunculus_levelup;
homun->change_class = homunculus_change_class;
homun->evolve = homunculus_evolve;
homun->mutate = homunculus_mutate;
homun->gainexp = homunculus_gainexp;
homun->add_intimacy = homunculus_add_intimacy;
homun->consume_intimacy = homunculus_consume_intimacy;
homun->healed = homunculus_healed;
homun->save = homunculus_save;
homun->menu = homunculus_menu;
homun->feed = homunculus_feed;
homun->hunger_timer = homunculus_hunger_timer;
homun->hunger_timer_delete = homunculus_hunger_timer_delete;
homun->change_name = homunculus_change_name;
homun->change_name_ack = homunculus_change_name_ack;
homun->db_search = homunculus_db_search;
homun->create = homunculus_create;
homun->init_timers = homunculus_init_timers;
homun->call = homunculus_call;
homun->recv_data = homunculus_recv_data;
homun->creation_request = homunculus_creation_request;
homun->ressurect = homunculus_ressurect;
homun->revive = homunculus_revive;
homun->stat_reset = homunculus_stat_reset;
homun->shuffle = homunculus_shuffle;
homun->read_db_sub = homunculus_read_db_sub;
homun->read_db = homunculus_read_db;
homun->read_skill_db_sub = homunculus_read_skill_db_sub;
homun->skill_db_read = homunculus_skill_db_read;
homun->exp_db_read = homunculus_exp_db_read;
homun->addspiritball = homunculus_addspiritball;
homun->delspiritball = homunculus_delspiritball;
homun->get_intimacy_grade = homunculus_get_intimacy_grade;
}