[WIP] Replace appearance data with individual fields

Storing certain things in appearance data and others in their own fields
was gross. Now everything is stored on the same level and functions have
been added to generate appearance data when it's needed by the client.
This commit is contained in:
gsemaj
2021-06-20 14:37:37 -04:00
committed by gsemaj
parent 7c5b9a8105
commit 3ce9ae5f77
16 changed files with 273 additions and 249 deletions

View File

@@ -151,15 +151,15 @@ bool doDebuff(CNSocket *sock, sSkillResult_Buff *respdata, int i, int32_t target
Combat::hitMob(sock, mob, 0);
respdata[i].eCT = 4;
respdata[i].iID = mob->appearanceData.iNPC_ID;
respdata[i].iID = mob->id;
respdata[i].bProtected = 1;
if (mob->skillStyle < 0 && mob->state != MobState::RETREAT
&& !(mob->appearanceData.iConditionBitFlag & CSB_BIT_FREEDOM)) { // only debuff if the enemy is not retreating, casting corruption or in freedom
mob->appearanceData.iConditionBitFlag |= bitFlag;
&& !(mob->cbf & CSB_BIT_FREEDOM)) { // only debuff if the enemy is not retreating, casting corruption or in freedom
mob->cbf |= bitFlag;
mob->unbuffTimes[bitFlag] = getTime() + duration * 100;
respdata[i].bProtected = 0;
}
respdata[i].iConditionBitFlag = mob->appearanceData.iConditionBitFlag;
respdata[i].iConditionBitFlag = mob->cbf;
return true;
}
@@ -224,16 +224,16 @@ bool doDamageNDebuff(CNSocket *sock, sSkillResult_Damage_N_Debuff *respdata, int
respdata[i].eCT = 4;
respdata[i].iDamage = duration / 10;
respdata[i].iID = mob->appearanceData.iNPC_ID;
respdata[i].iHP = mob->appearanceData.iHP;
respdata[i].iID = mob->id;
respdata[i].iHP = mob->hp;
respdata[i].bProtected = 1;
if (mob->skillStyle < 0 && mob->state != MobState::RETREAT
&& !(mob->appearanceData.iConditionBitFlag & CSB_BIT_FREEDOM)) { // only debuff if the enemy is not retreating, casting corruption or in freedom
mob->appearanceData.iConditionBitFlag |= bitFlag;
&& !(mob->cbf & CSB_BIT_FREEDOM)) { // only debuff if the enemy is not retreating, casting corruption or in freedom
mob->cbf |= bitFlag;
mob->unbuffTimes[bitFlag] = getTime() + duration * 100;
respdata[i].bProtected = 0;
}
respdata[i].iConditionBitFlag = mob->appearanceData.iConditionBitFlag;
respdata[i].iConditionBitFlag = mob->cbf;
return true;
}
@@ -293,8 +293,8 @@ bool doDamage(CNSocket *sock, sSkillResult_Damage *respdata, int i, int32_t targ
respdata[i].eCT = 4;
respdata[i].iDamage = damage;
respdata[i].iID = mob->appearanceData.iNPC_ID;
respdata[i].iHP = mob->appearanceData.iHP;
respdata[i].iID = mob->id;
respdata[i].iHP = mob->hp;
return true;
}
@@ -348,8 +348,8 @@ bool doLeech(CNSocket *sock, sSkillResult_Heal_HP *healdata, int i, int32_t targ
damagedata->eCT = 4;
damagedata->iDamage = damage;
damagedata->iID = mob->appearanceData.iNPC_ID;
damagedata->iHP = mob->appearanceData.iHP;
damagedata->iID = mob->id;
damagedata->iHP = mob->hp;
return true;
}
@@ -476,13 +476,13 @@ bool doHeal(Mob* mob, sSkillResult_Heal_HP* respdata, int i, int32_t targetID, i
Mob* targetMob = (Mob*)npc;
int healedAmount = amount * targetMob->maxHealth / 1000;
targetMob->appearanceData.iHP += healedAmount;
if (targetMob->appearanceData.iHP > targetMob->maxHealth)
targetMob->appearanceData.iHP = targetMob->maxHealth;
targetMob->hp += healedAmount;
if (targetMob->hp > targetMob->maxHealth)
targetMob->hp = targetMob->maxHealth;
respdata[i].eCT = 4;
respdata[i].iID = targetMob->appearanceData.iNPC_ID;
respdata[i].iHP = targetMob->appearanceData.iHP;
respdata[i].iID = targetMob->id;
respdata[i].iHP = targetMob->hp;
respdata[i].iHealHP = healedAmount;
return true;
@@ -490,13 +490,13 @@ bool doHeal(Mob* mob, sSkillResult_Heal_HP* respdata, int i, int32_t targetID, i
bool doReturnHeal(Mob* mob, sSkillResult_Heal_HP* respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
int healedAmount = amount * mob->maxHealth / 1000;
mob->appearanceData.iHP += healedAmount;
if (mob->appearanceData.iHP > mob->maxHealth)
mob->appearanceData.iHP = mob->maxHealth;
mob->hp += healedAmount;
if (mob->hp > mob->maxHealth)
mob->hp = mob->maxHealth;
respdata[i].eCT = 4;
respdata[i].iID = mob->appearanceData.iNPC_ID;
respdata[i].iHP = mob->appearanceData.iHP;
respdata[i].iID = mob->id;
respdata[i].iHP = mob->hp;
respdata[i].iHealHP = healedAmount;
return true;
@@ -567,13 +567,13 @@ bool doLeech(Mob* mob, sSkillResult_Heal_HP* healdata, int i, int32_t targetID,
int healedAmount = amount * PC_MAXHEALTH(plr->level) / 1000;
mob->appearanceData.iHP += healedAmount;
if (mob->appearanceData.iHP > mob->maxHealth)
mob->appearanceData.iHP = mob->maxHealth;
mob->hp += healedAmount;
if (mob->hp > mob->maxHealth)
mob->hp = mob->maxHealth;
healdata->eCT = 4;
healdata->iID = mob->appearanceData.iNPC_ID;
healdata->iHP = mob->appearanceData.iHP;
healdata->iID = mob->id;
healdata->iHP = mob->hp;
healdata->iHealHP = healedAmount;
int damage = healedAmount;
@@ -639,9 +639,9 @@ bool doBatteryDrain(Mob* mob, sSkillResult_BatteryDrain* respdata, int i, int32_
bool doBuff(Mob* mob, sSkillResult_Buff* respdata, int i, int32_t targetID, int32_t bitFlag, int16_t timeBuffID, int16_t duration, int16_t amount) {
respdata[i].eCT = 4;
respdata[i].iID = mob->appearanceData.iNPC_ID;
mob->appearanceData.iConditionBitFlag |= bitFlag;
respdata[i].iConditionBitFlag = mob->appearanceData.iConditionBitFlag;
respdata[i].iID = mob->id;
mob->cbf |= bitFlag;
respdata[i].iConditionBitFlag = mob->cbf;
return true;
}
@@ -670,7 +670,7 @@ template<class sPAYLOAD,
sP_FE2CL_NPC_SKILL_HIT* resp = (sP_FE2CL_NPC_SKILL_HIT*)respbuf;
sPAYLOAD* respdata = (sPAYLOAD*)(respbuf + sizeof(sP_FE2CL_NPC_SKILL_HIT));
resp->iNPC_ID = mob->appearanceData.iNPC_ID;
resp->iNPC_ID = mob->id;
resp->iSkillID = skillID;
resp->iValue1 = mob->hitX;
resp->iValue2 = mob->hitY;