Beispiel #1
0
// Ask homunculus creation to char server
int hom_create_request(struct map_session_data *sd, int class_)
{
	struct s_homunculus homun;
	struct h_stats *base;
	int i;

	nullpo_retr(1, sd);

	i = hom_search(class_,HOMUNCULUS_CLASS);
	if(i < 0) return 0;

	memset(&homun, 0, sizeof(struct s_homunculus));
	//Initial data
	safestrncpy(homun.name, homunculus_db[i].name, NAME_LENGTH-1);
	homun.class_ = class_;
	homun.level = 1;
	homun.hunger = 32; //32%
	homun.intimacy = 2100; //21/1000
	homun.char_id = sd->status.char_id;

	homun.hp = 10 ;
	base = &homunculus_db[i].base;
	homun.max_hp = base->HP;
	homun.max_sp = base->SP;
	homun.str = base->str *10;
	homun.agi = base->agi *10;
	homun.vit = base->vit *10;
	homun.int_= base->int_*10;
	homun.dex = base->dex *10;
	homun.luk = base->luk *10;

	// Request homunculus creation
	intif_homunculus_create(sd->status.account_id, &homun);
	return 1;
}
Beispiel #2
0
/**
* Changes homunculus class
* @param hd
* @param class_ old class
* @reutrn Fals if the class cannot be changed, True if otherwise
*/
static bool hom_change_class(struct homun_data *hd, short class_) {
	int i;
	i = hom_search(class_,HOMUNCULUS_CLASS);
	if (i < 0)
		return false;
	hd->homunculusDB = &homunculus_db[i];
	hd->homunculus.class_ = class_;
	status_set_viewdata(&hd->bl, class_);
	hom_calc_skilltree(hd, 1);
	return true;
}
Beispiel #3
0
/**
* Create homunc structure
* @param sd
* @param hom
*/
void hom_alloc(struct map_session_data *sd, struct s_homunculus *hom)
{
	struct homun_data *hd;
	int i = 0;

	nullpo_retv(sd);

	Assert((sd->status.hom_id == 0 || sd->hd == 0) || sd->hd->master == sd);

	i = hom_search(hom->class_,HOMUNCULUS_CLASS);
	if(i < 0) {
		ShowError("hom_alloc: 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;
	}
	sd->hd = hd = (struct homun_data*)aCalloc(1,sizeof(struct homun_data));
	hd->bl.type = BL_HOM;
	hd->bl.id = npc_get_new_npc_id();

	hd->master = sd;
	hd->homunculusDB = &homunculus_db[i];
	memcpy(&hd->homunculus, hom, sizeof(struct s_homunculus));
	hd->exp_next = hexptbl[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;

	map_addiddb(&hd->bl);
	status_calc_homunculus(hd, SCO_FIRST);
	status_percent_heal(&hd->bl, 100, 100);

	hd->hungry_timer = INVALID_TIMER;
	hd->masterteleport_timer = INVALID_TIMER;
}
Beispiel #4
0
/**
* Homunculus leveled up
* @param hd
*/
int hom_levelup(struct homun_data *hd)
{
	struct s_homunculus *hom;
	struct h_stats *min = NULL, *max = NULL;
	int growth_str, growth_agi, growth_vit, growth_int, growth_dex, growth_luk ;
	int growth_max_hp, growth_max_sp ;
	int m_class;

	if ((m_class = hom_class2mapid(hd->homunculus.class_)) == -1) {
		ShowError("hom_levelup: Invalid class %d. \n", hd->homunculus.class_);
		return 0;
	}

	/// When homunculus is homunculus S, we check to see if we need to apply previous class stats
	if(m_class&HOM_S && hd->homunculus.level < battle_config.hom_S_growth_level) {
		int i;
		if (!hd->homunculus.prev_class) {
			/// We also need to be sure that the previous class exists, otherwise give it something to work with
			hd->homunculus.prev_class = 6001;
		}
		// Give the homunculus the level up stats database it needs
		i = hom_search(hd->homunculus.prev_class,HOMUNCULUS_CLASS);
		if (i < 0) // Nothing should go wrong here, but check anyways
			return 0;
		max = &homunculus_db[i].gmax;
		min = &homunculus_db[i].gmin;
	}

	if (((m_class&HOM_REG) && hd->homunculus.level >= battle_config.hom_max_level)
		|| ((m_class&HOM_S) && hd->homunculus.level >= battle_config.hom_S_max_level)
		|| !hd->exp_next || hd->homunculus.exp < hd->exp_next)
		return 0;

	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 = hexptbl[hom->level - 1] ;

	if (!max) {
		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;

	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 1;
}