From cbccd8815d0db4828d40e278c999b87eeb103e67 Mon Sep 17 00:00:00 2001 From: skotlex Date: Sat, 27 May 2006 18:08:30 +0000 Subject: - 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://rathena.svn.sourceforge.net/svnroot/rathena/trunk@6791 54d463be-8e91-2dee-dedb-b68131a5f0ec --- src/map/mob.h | 22 ++++++++++------------ 1 file changed, 10 insertions(+), 12 deletions(-) (limited to 'src/map/mob.h') diff --git a/src/map/mob.h b/src/map/mob.h index fcd0ac6f5..f608ad4aa 100644 --- a/src/map/mob.h +++ b/src/map/mob.h @@ -36,19 +36,14 @@ struct mob_skill { struct mob_db { char sprite[NAME_LENGTH],name[NAME_LENGTH],jname[NAME_LENGTH]; - unsigned short lv; - int max_hp,max_sp; unsigned int base_exp,job_exp; - int atk1,atk2; - int def,mdef; - int str,agi,vit,int_,dex,luk; - int range,range2,range3; - int size,race,element,mode; + unsigned int mexp,mexpper; + int range2,range3; short race2; // celest - int speed,adelay,amotion,dmotion; - int mexp,mexpper; + unsigned short lv; struct { int nameid,p; } dropitem[MAX_MOB_DROP]; struct { int nameid,p; } mvpitem[3]; + struct status_data status; struct view_data vd; short option; int summonper[MAX_RANDOMMONSTER]; @@ -133,6 +128,8 @@ int mobdb_searchname(const char *str); int mobdb_searchname_array(struct mob_db** data, int size, const char *str); int mobdb_checkid(const int id); struct view_data* mob_get_viewdata(int class_); +struct mob_data *mob_once_spawn_sub(struct block_list *bl, int m, + short x, short y, const char *mobname, int class_, const char *event); int mob_once_spawn(struct map_session_data *sd,char *mapname, short x,short y,const char *mobname,int class_,int amount,const char *event); int mob_once_spawn_area(struct map_session_data *sd,char *mapname, @@ -151,8 +148,9 @@ struct mob_data* mob_spawn_dataset(struct spawn_data *data); int mob_spawn(struct mob_data *md); int mob_setdelayspawn(struct mob_data *md); int mob_parse_dataset(struct spawn_data *data); -int mob_damage(struct block_list *,struct mob_data*,int,int); -int mob_heal(struct mob_data*,int); +void mob_damage(struct mob_data *md, struct block_list *src, int damage); +int mob_dead(struct mob_data *md, struct block_list *src, int type); +void mob_heal(struct mob_data *md,unsigned int heal); #define mob_stop_walking(md, type) { if (md->ud.walktimer != -1) unit_stop_walking(&md->bl, type); } #define mob_stop_attack(md) { if (md->ud.attacktimer != -1) unit_stop_attack(&md->bl); } @@ -179,7 +177,7 @@ int mob_convertslave(struct mob_data *md); int mob_is_clone(int class_); -int mob_clone_spawn(struct map_session_data *sd, char *map, int x, int y, const char *event, int master_id, int mode, int flag, unsigned int duration); +int mob_clone_spawn(struct map_session_data *sd, int m, int x, int y, const char *event, int master_id, int mode, int flag, unsigned int duration); int mob_clone_delete(int class_); void mob_reload(void); -- cgit v1.2.3-70-g09d2