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author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-04-01 02:23:56 +0000 |
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committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-04-01 02:23:56 +0000 |
commit | 53796ffafd6eb381595b77cda1b039d795940e68 (patch) | |
tree | a33bec85a09564086f6b356a9e6d0e0797e9b079 /src/map/npc.h | |
parent | 454ae6b78937da966545207b94b1e0a037fdb098 (diff) | |
download | hercules-53796ffafd6eb381595b77cda1b039d795940e68.tar.gz hercules-53796ffafd6eb381595b77cda1b039d795940e68.tar.bz2 hercules-53796ffafd6eb381595b77cda1b039d795940e68.tar.xz hercules-53796ffafd6eb381595b77cda1b039d795940e68.zip |
- Added structure view_data to handle sprite information for all characters (equipment, weapons, hair, dyes, etc). Unified a bunch of clif functions now that you only need to handle the view_data (so instead of clif_spawn[pc/mob/npc/pet] you just have clif_spawn)
- Fixed the clif_change_class packet (it should check for non players classes, not a class above MAX_PC_CLASS), it fixes morphing enemies.
- Rewrote the way cloth dye packets are resent to optimize bandwidth usage.
- Fixed the npc_item_flag thing (enable_items/disable_items script command)
- Rewrote the disguise implementation to be bandwidth friendly.
- Modified the hide options to change your class to INVISIBLE_CLASS, since such classes don't even get their view packets sent around.
- Rewrote several clif functions to adapt to the new view_data class;
- Added class 139 to npcdb_checkid which was required by some npcs in the swordman quest? o.O
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5833 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/npc.h')
-rw-r--r-- | src/map/npc.h | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/src/map/npc.h b/src/map/npc.h index 8f659eb46..286fd6050 100644 --- a/src/map/npc.h +++ b/src/map/npc.h @@ -10,14 +10,17 @@ #define WARP_DEBUG_CLASS 722
#define INVISIBLE_CLASS 32767
+#define MAX_NPC_CLASS 1000
//Checks if a given id is a valid npc id. [Skotlex]
//Since new npcs are added all the time, the max valid value is the one before the first mob (Scorpion = 1001)
-#define npcdb_checkid(id) ((id >= 46 && id <= 125) || (id >= 700 && id <= 1000))
+#define npcdb_checkid(id) ((id >= 46 && id <= 125) || id == 139 || (id >= 700 && id <= MAX_NPC_CLASS))
#ifdef PCRE_SUPPORT
void npc_chat_finalize(struct npc_data *nd);
int mob_chat_sub(struct block_list *bl, va_list ap);
#endif
+
+struct view_data* npc_get_viewdata(int class_);
int npc_chat_sub(struct block_list *bl, va_list ap);
int npc_event_dequeue(struct map_session_data *sd);
int npc_event_timer(int tid,unsigned int tick,int id,int data);
@@ -40,8 +43,6 @@ int npc_enable(const char *name,int flag); int npc_changename(const char *name, const char *newname, short look); // [Lance]
struct npc_data* npc_name2id(const char *name);
-int npc_changestate(struct npc_data *nd,int state,int type);
-
int npc_get_new_npc_id(void);
void npc_addsrcfile(char *);
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