// Copyright (c) rAthena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #include "elemental.hpp" #include #include #include #include #include #include #include #include #include #include #include #include #include "battle.hpp" #include "clif.hpp" #include "intif.hpp" #include "itemdb.hpp" #include "log.hpp" #include "npc.hpp" #include "party.hpp" #include "pc.hpp" #include "trade.hpp" using namespace rathena; ElementalDatabase elemental_db; struct view_data * elemental_get_viewdata(int class_) { std::shared_ptr db = elemental_db.find(class_); if (db == nullptr) return 0; return &db->vd; } int elemental_create(map_session_data *sd, int class_, uint32 lifetime) { nullpo_retr(1,sd); std::shared_ptr db = elemental_db.find(class_); if (db == nullptr) { ShowError("elemental_create: Unknown elemental class %d.\n", class_); return 0; } s_elemental ele = {}; ele.char_id = sd->status.char_id; ele.class_ = class_; ele.mode = EL_MODE_PASSIVE; // Initial mode int i = db->status.size+1; // summon level //[(Caster's Max HP/ 3 ) + (Caster's INT x 10 )+ (Caster's Job Level x 20 )] x [(Elemental Summon Level + 2) / 3] ele.hp = ele.max_hp = (sd->battle_status.max_hp/3 + sd->battle_status.int_*10 + sd->status.job_level*20) * ((i + 2) / 3); //Caster's Max SP /4 ele.sp = ele.max_sp = sd->battle_status.max_sp/4; //Caster's [ Max SP / (18 / Elemental Summon Skill Level) 1- 100 ] ele.atk = (sd->battle_status.max_sp / (18 / i) * 1 - 100); //Caster's [ Max SP / (18 / Elemental Summon Skill Level) ] ele.atk2 = sd->battle_status.max_sp / (18 / i); //Caster's HIT + (Caster's Base Level) ele.hit = sd->battle_status.hit + sd->status.base_level; //[Elemental Summon Skill Level x (Caster's INT / 2 + Caster's DEX / 4)] ele.matk = i * (sd->battle_status.int_ / 2 + sd->battle_status.dex / 4); //150 + [Caster's DEX / 10] + [Elemental Summon Skill Level x 3 ] ele.amotion = 150 + sd->battle_status.dex / 10 + i * 3; //Caster's DEF + (Caster's Base Level / (5 - Elemental Summon Skill Level) ele.def = sd->battle_status.def + sd->status.base_level / (5-i); //Caster's MDEF + (Caster's INT / (5 - Elemental Summon Skill Level) ele.mdef = sd->battle_status.mdef + sd->battle_status.int_ / (5-i); //Caster's FLEE + (Caster's Base Level / (5 - Elemental Summon Skill Level) ele.flee = sd->battle_status.flee + sd->status.base_level / (5-i); //per individual bonuses switch(db->class_){ case ELEMENTALID_AGNI_S: case ELEMENTALID_AGNI_M: case ELEMENTALID_AGNI_L: case ELEMENTALID_ARDOR://ATK + (Summon Agni Skill Level x 20) / HIT + (Summon Agni Skill Level x 10) ele.atk += i * 20; ele.atk2 += i * 20; ele.hit += i * 10; break; case ELEMENTALID_AQUA_S: case ELEMENTALID_AQUA_M: case ELEMENTALID_AQUA_L: case ELEMENTALID_DILUVIO://MDEF + (Summon Aqua Skill Level x 10) / MATK + (Summon Aqua Skill Level x 20) ele.mdef += i * 10; ele.matk += i * 20; break; case ELEMENTALID_VENTUS_S: case ELEMENTALID_VENTUS_M: case ELEMENTALID_VENTUS_L: case ELEMENTALID_PROCELLA://FLEE + (Summon Ventus Skill Level x 20) / MATK + (Summon Ventus Skill Level x 10) ele.flee += i * 20; ele.matk += i * 10; break; case ELEMENTALID_TERA_S: case ELEMENTALID_TERA_M: case ELEMENTALID_TERA_L: case ELEMENTALID_TERREMOTUS: case ELEMENTALID_SERPENS://DEF + (Summon Tera Skill Level x 25) / ATK + (Summon Tera Skill Level x 5) ele.def += i * 25; ele.atk += i * 5; ele.atk2 += i * 5; break; } if( (i=pc_checkskill(sd,SO_EL_SYMPATHY)) > 0 ){ ele.hp = ele.max_hp += ele.max_hp * 5 * i / 100; ele.sp = ele.max_sp += ele.max_sp * 5 * i / 100; ele.atk += 25 * i; ele.atk2 += 25 * i; ele.matk += 25 * i; } if ((i = pc_checkskill(sd, EM_ELEMENTAL_SPIRIT_M)) > 0 && db->class_ >= ELEMENTALID_DILUVIO && db->class_ <= ELEMENTALID_SERPENS) { ele.hp = ele.max_hp += 10000 + 3000 * i; ele.sp = ele.max_sp += 100 * i; ele.atk += 100 + 20 * i; ele.atk2 += 100 + 20 * i; ele.matk += 20 * i; ele.def += 20 * i; ele.mdef += 4 * i; ele.flee += 10 * i; } ele.life_time = lifetime; // Request Char Server to create this elemental intif_elemental_create(&ele); return 1; } t_tick elemental_get_lifetime(s_elemental_data *ed) { if( ed == nullptr || ed->summon_timer == INVALID_TIMER ) return 0; const struct TimerData * td = get_timer(ed->summon_timer); return (td != nullptr) ? DIFF_TICK(td->tick, gettick()) : 0; } int elemental_save(s_elemental_data *ed) { ed->elemental.mode = ed->battle_status.mode; ed->elemental.hp = ed->battle_status.hp; ed->elemental.sp = ed->battle_status.sp; ed->elemental.max_hp = ed->battle_status.max_hp; ed->elemental.max_sp = ed->battle_status.max_sp; ed->elemental.atk = ed->battle_status.rhw.atk; ed->elemental.atk2 = ed->battle_status.rhw.atk2; ed->elemental.matk = ed->battle_status.matk_min; ed->elemental.def = ed->battle_status.def; ed->elemental.mdef = ed->battle_status.mdef; ed->elemental.flee = ed->battle_status.flee; ed->elemental.hit = ed->battle_status.hit; ed->elemental.life_time = elemental_get_lifetime(ed); intif_elemental_save(&ed->elemental); return 1; } static TIMER_FUNC(elemental_summon_end){ map_session_data *sd; if( (sd = map_id2sd(id)) == nullptr ) return 1; s_elemental_data *ed; if( (ed = sd->ed) == nullptr ) return 1; if( ed->summon_timer != tid ) { ShowError("elemental_summon_end %d != %d.\n", ed->summon_timer, tid); return 0; } ed->summon_timer = INVALID_TIMER; elemental_delete(ed); // Elemental's summon time is over. return 0; } void elemental_summon_stop(s_elemental_data *ed) { nullpo_retv(ed); if( ed->summon_timer != INVALID_TIMER ) delete_timer(ed->summon_timer, elemental_summon_end); ed->summon_timer = INVALID_TIMER; } int elemental_delete(s_elemental_data *ed) { nullpo_ret(ed); map_session_data *sd = ed->master; ed->elemental.life_time = 0; elemental_clean_effect(ed); elemental_summon_stop(ed); if( !sd ) return unit_free(&ed->bl, CLR_OUTSIGHT); sd->ed = nullptr; sd->status.ele_id = 0; return unit_remove_map(&ed->bl, CLR_OUTSIGHT); } void elemental_summon_init(s_elemental_data *ed) { if( ed->summon_timer == INVALID_TIMER ) ed->summon_timer = add_timer(gettick() + ed->elemental.life_time, elemental_summon_end, ed->master->bl.id, 0); ed->regen.state.block = 0; } /** * Inter-serv has sent us the elemental data from sql, fill it in map-serv memory * @param ele : The elemental data received from char-serv * @param flag : 0:not created, 1:was saved/loaded * @return 0:failed, 1:sucess */ int elemental_data_received(s_elemental *ele, bool flag) { map_session_data *sd; t_tick tick = gettick(); if( (sd = map_charid2sd(ele->char_id)) == nullptr ) return 0; std::shared_ptr db = elemental_db.find(ele->class_); if( !flag || db == nullptr ) { // Not created - loaded - DB info sd->status.ele_id = 0; return 0; } s_elemental_data *ed; if( !sd->ed ) { // Initialize it after first summon. sd->ed = ed = (s_elemental_data*)aCalloc(1,sizeof(s_elemental_data)); ed->bl.type = BL_ELEM; ed->bl.id = npc_get_new_npc_id(); ed->master = sd; ed->db = db; memcpy(&ed->elemental, ele, sizeof(s_elemental)); status_set_viewdata(&ed->bl, ed->elemental.class_); ed->vd->head_mid = 10; // Why? status_change_init(&ed->bl); unit_dataset(&ed->bl); ed->ud.dir = sd->ud.dir; ed->bl.m = sd->bl.m; ed->bl.x = sd->bl.x; ed->bl.y = sd->bl.y; unit_calc_pos(&ed->bl, sd->bl.x, sd->bl.y, sd->ud.dir); ed->bl.x = ed->ud.to_x; ed->bl.y = ed->ud.to_y; // Ticks need to be initialized before adding bl to map_addiddb ed->regen.tick.hp = tick; ed->regen.tick.sp = tick; map_addiddb(&ed->bl); status_calc_elemental(ed,SCO_FIRST); ed->last_spdrain_time = ed->last_thinktime = gettick(); ed->summon_timer = INVALID_TIMER; ed->masterteleport_timer = INVALID_TIMER; elemental_summon_init(ed); } else { memcpy(&sd->ed->elemental, ele, sizeof(s_elemental)); ed = sd->ed; } sd->status.ele_id = ele->elemental_id; if( ed->bl.prev == nullptr && sd->bl.prev != nullptr ) { if(map_addblock(&ed->bl)) return 0; clif_spawn(&ed->bl); clif_elemental_info(sd); clif_elemental_updatestatus(*sd, SP_HP); clif_hpmeter_single( *sd, ed->bl.id, ed->battle_status.hp, ed->battle_status.max_hp ); clif_elemental_updatestatus(*sd, SP_SP); } return 1; } int elemental_clean_effect(s_elemental_data *ed) { nullpo_ret(ed); status_db.removeByStatusFlag(&ed->bl, { SCF_REMOVEELEMENTALOPTION }); status_db.removeByStatusFlag(battle_get_master(&ed->bl), { SCF_REMOVEELEMENTALOPTION }); return 1; } int elemental_action(s_elemental_data *ed, block_list *bl, t_tick tick) { nullpo_ret(ed); nullpo_ret(bl); if( !ed->master ) return 0; if( ed->target_id ) elemental_unlocktarget(ed); // Remove previous target. std::shared_ptr skill = util::umap_find(ed->db->skill, EL_SKILLMODE_AGGRESSIVE); // only one skill per mode is supported if (skill == nullptr) return 0; uint16 skill_id = skill->id; uint16 skill_lv = skill->lv; if( elemental_skillnotok(skill_id, *ed) ) return 0; if( ed->ud.skilltimer != INVALID_TIMER ) return 0; else if( DIFF_TICK(tick, ed->ud.canact_tick) < 0 ) return 0; ed->target_id = ed->ud.skilltarget = bl->id; // Set new target ed->last_thinktime = tick; // Not in skill range. if( !battle_check_range(&ed->bl,bl,skill_get_range(skill_id,skill_lv)) ) { // Try to walk to the target. if( !unit_walktobl(&ed->bl, bl, skill_get_range(skill_id,skill_lv), 2) ) elemental_unlocktarget(ed); else { // Walking, waiting to be in range. Client don't handle it, then we must handle it here. int walk_dist = distance_bl(&ed->bl,bl) - skill_get_range(skill_id,skill_lv); ed->ud.skill_id = skill_id; ed->ud.skill_lv = skill_lv; if( skill_get_inf(skill_id) & INF_GROUND_SKILL ) ed->ud.skilltimer = add_timer( tick+(t_tick)status_get_speed(&ed->bl)*walk_dist, skill_castend_pos, ed->bl.id, 0 ); else ed->ud.skilltimer = add_timer( tick+(t_tick)status_get_speed(&ed->bl)*walk_dist, skill_castend_id, ed->bl.id, 0 ); } return 1; } s_skill_condition req = elemental_skill_get_requirements(skill_id, skill_lv); if(req.hp || req.sp){ map_session_data *sd = BL_CAST(BL_PC, battle_get_master(&ed->bl)); if( sd ){ if( sd->skill_id_old != SO_EL_ACTION && //regardless of remaining HP/SP it can be cast (status_get_hp(&ed->bl) < req.hp || status_get_sp(&ed->bl) < req.sp) ) return 1; else status_zap(&ed->bl, req.hp, req.sp); } } //Otherwise, just cast the skill. if( skill_get_inf(skill_id) & INF_GROUND_SKILL ) unit_skilluse_pos(&ed->bl, bl->x, bl->y, skill_id, skill_lv); else unit_skilluse_id(&ed->bl, bl->id, skill_id, skill_lv); // Reset target. ed->target_id = 0; return 1; } /*=============================================================== * Action that elemental perform after changing mode. * Activates one of the skills of the new mode. *-------------------------------------------------------------*/ int elemental_change_mode_ack(s_elemental_data *ed, e_elemental_skillmode skill_mode) { nullpo_ret(ed); block_list *bl = &ed->master->bl; if( !bl ) return 0; std::shared_ptr skill = util::umap_find(ed->db->skill, skill_mode); if (skill == nullptr) return 0; uint16 skill_id = skill->id; uint16 skill_lv = skill->lv; if( elemental_skillnotok(skill_id, *ed) ) return 0; if( ed->ud.skilltimer != INVALID_TIMER ) return 0; else if( DIFF_TICK(gettick(), ed->ud.canact_tick) < 0 ) return 0; ed->target_id = bl->id; // Set new target ed->last_thinktime = gettick(); if( skill_get_inf(skill_id) & INF_GROUND_SKILL ) unit_skilluse_pos(&ed->bl, bl->x, bl->y, skill_id, skill_lv); else unit_skilluse_id(&ed->bl,bl->id,skill_id,skill_lv); ed->target_id = 0; // Reset target after casting the skill to avoid continious attack. return 1; } /*=============================================================== * Change elemental mode. *-------------------------------------------------------------*/ int elemental_change_mode(s_elemental_data *ed, int mode) { nullpo_ret(ed); // Remove target elemental_unlocktarget(ed); // Removes the effects of the previous mode. if(ed->elemental.mode != mode ) elemental_clean_effect(ed); ed->battle_status.mode = ed->elemental.mode = mode; e_elemental_skillmode skill_mode; // Normalize elemental mode to elemental skill mode. if( mode == EL_MODE_AGGRESSIVE ) skill_mode = EL_SKILLMODE_AGGRESSIVE; // Aggressive spirit mode -> Aggressive spirit skill. else if( mode == EL_MODE_ASSIST ) skill_mode = EL_SKILLMODE_ASSIST; // Assist spirit mode -> Assist spirit skill. else skill_mode = EL_SKILLMODE_PASSIVE; // Passive spirit mode -> Passive spirit skill. // Use a skill inmediately after every change mode. if( skill_mode != EL_SKILLMODE_AGGRESSIVE ) return elemental_change_mode_ack(ed, skill_mode); return 1; } void elemental_heal(s_elemental_data *ed, int hp, int sp) { if (ed->master == nullptr) return; if( hp ) clif_elemental_updatestatus(*ed->master, SP_HP); if( sp ) clif_elemental_updatestatus(*ed->master, SP_SP); } int elemental_dead(s_elemental_data *ed) { elemental_delete(ed); return 0; } int elemental_unlocktarget(s_elemental_data *ed) { nullpo_ret(ed); ed->target_id = 0; elemental_stop_attack(ed); elemental_stop_walking(ed,1); return 0; } bool elemental_skillnotok( uint16 skill_id, s_elemental_data& ed ){ uint16 idx = skill_get_index(skill_id); if( idx == 0 ){ return false; } // Check if it's ok for master as well if( ed.master != nullptr ){ return skill_isNotOk( skill_id, *ed.master ); }else{ return true; } } struct s_skill_condition elemental_skill_get_requirements(uint16 skill_id, uint16 skill_lv){ s_skill_condition req = {}; std::shared_ptr skill = skill_db.find(skill_id); if( !skill ) // invalid skill id return req; skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL); req.hp = skill->require.hp[skill_lv - 1]; req.sp = skill->require.sp[skill_lv - 1]; return req; } int elemental_set_target( map_session_data *sd, block_list *bl ) { s_elemental_data *ed = sd->ed; nullpo_ret(ed); nullpo_ret(bl); if( ed->bl.m != bl->m || !check_distance_bl(&ed->bl, bl, ed->db->range2) ) return 0; if( !status_check_skilluse(&ed->bl, bl, 0, 0) ) return 0; if( ed->target_id == 0 ) ed->target_id = bl->id; return 1; } static int elemental_ai_sub_timer_activesearch(block_list *bl, va_list ap) { nullpo_ret(bl); s_elemental_data *ed; block_list **target; ed = va_arg(ap, s_elemental_data *); target = va_arg(ap, block_list**); //If can't seek yet, not an enemy, or you can't attack it, skip. if( (*target) == bl || !status_check_skilluse(&ed->bl, bl, 0, 0) ) return 0; if( battle_check_target(&ed->bl,bl,BCT_ENEMY) <= 0 ) return 0; if (bl->type == BL_PC && !map_flag_vs(ed->bl.m)) return 0; int dist = distance_bl(&ed->bl, bl); if( ((*target) == nullptr || !check_distance_bl(&ed->bl, *target, dist)) && battle_check_range(&ed->bl,bl,ed->db->range2) ) { //Pick closest target? (*target) = bl; ed->target_id = bl->id; ed->min_chase = dist + ed->db->range3; if( ed->min_chase > AREA_SIZE ) ed->min_chase = AREA_SIZE; return 1; } return 0; } static int elemental_ai_sub_timer(s_elemental_data *ed, map_session_data *sd, t_tick tick) { nullpo_ret(ed); nullpo_ret(sd); if( ed->bl.prev == nullptr || sd == nullptr || sd->bl.prev == nullptr ) return 0; // Check if caster can sustain the summoned elemental if( DIFF_TICK(tick,ed->last_spdrain_time) >= 10000 ){// Drain SP every 10 seconds int sp = 5; switch(ed->vd->class_){ case ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M: case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M: sp = 8; break; case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L: case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L: sp = 11; break; } if( status_get_sp(&sd->bl) < sp ){ // Can't sustain delete it. elemental_delete(sd->ed); return 0; } status_zap(&sd->bl,0,sp); ed->last_spdrain_time = tick; } if( DIFF_TICK(tick,ed->last_thinktime) < MIN_ELETHINKTIME ) return 0; ed->last_thinktime = tick; if( ed->ud.skilltimer != INVALID_TIMER ) return 0; if( ed->ud.walktimer != INVALID_TIMER && ed->ud.walkpath.path_pos <= 2 ) return 0; //No thinking when you just started to walk. if(ed->ud.walkpath.path_pos < ed->ud.walkpath.path_len && ed->ud.target == sd->bl.id) return 0; //No thinking until be near the master. int master_dist, view_range; if( ed->sc.count && ed->sc.getSCE(SC_BLIND) ) view_range = 3; else view_range = ed->db->range2; int mode = status_get_mode(&ed->bl); master_dist = distance_bl(&sd->bl, &ed->bl); if( master_dist > AREA_SIZE ) { // Master out of vision range. elemental_unlocktarget(ed); unit_warp(&ed->bl,sd->bl.m,sd->bl.x,sd->bl.y,CLR_TELEPORT); clif_elemental_updatestatus(*sd, SP_HP); clif_elemental_updatestatus(*sd, SP_SP); return 0; } else if( master_dist > MAX_ELEDISTANCE ) { // Master too far, chase. short x = sd->bl.x, y = sd->bl.y; if( ed->target_id ) elemental_unlocktarget(ed); if( ed->ud.walktimer != INVALID_TIMER && ed->ud.target == sd->bl.id ) return 0; //Already walking to him if( DIFF_TICK(tick, ed->ud.canmove_tick) < 0 ) return 0; //Can't move yet. if( map_search_freecell(&ed->bl, sd->bl.m, &x, &y, MIN_ELEDISTANCE, MIN_ELEDISTANCE, 1) && unit_walktoxy(&ed->bl, x, y, 0) ) return 0; } block_list *target = nullptr; if( mode == EL_MODE_AGGRESSIVE ) { target = map_id2bl(ed->ud.target); if( !target ) map_foreachinallrange(elemental_ai_sub_timer_activesearch, &ed->bl, view_range, BL_CHAR, ed, &target, status_get_mode(&ed->bl)); if( !target ) { //No targets available. elemental_unlocktarget(ed); return 1; } if( battle_check_range(&ed->bl,target,view_range) && rnd_chance(2, 100) ) { // 2% chance to cast attack skill. if( elemental_action(ed,target,tick) ) return 1; } //Attempt to attack. //At this point we know the target is attackable, we just gotta check if the range matches. if( ed->ud.target == target->id && ed->ud.attacktimer != INVALID_TIMER ) //Already locked. return 1; if( battle_check_range(&ed->bl, target, ed->base_status.rhw.range) ) {//Target within range, engage unit_attack(&ed->bl,target->id,1); return 1; } //Follow up if possible. if( !unit_walktobl(&ed->bl, target, ed->base_status.rhw.range, 2) ) elemental_unlocktarget(ed); } return 0; } static int elemental_ai_sub_foreachclient(map_session_data *sd, va_list ap) { t_tick tick = va_arg(ap,t_tick); if(sd->status.ele_id && sd->ed) elemental_ai_sub_timer(sd->ed,sd,tick); return 0; } static TIMER_FUNC(elemental_ai_timer){ map_foreachpc(elemental_ai_sub_foreachclient,tick); return 0; } const std::string ElementalDatabase::getDefaultLocation() { return std::string(db_path) + "/elemental_db.yml"; } /* * Reads and parses an entry from the elemental_db. * @param node: YAML node containing the entry. * @return count of successfully parsed rows */ uint64 ElementalDatabase::parseBodyNode(const ryml::NodeRef& node) { int32 id; if (!this->asInt32(node, "Id", id)) return 0; if( !( ( id >= ELEMENTALID_AGNI_S && id <= ELEMENTALID_TERA_L ) || ( id >= ELEMENTALID_DILUVIO && id <= ELEMENTALID_SERPENS ) ) ) { this->invalidWarning( node["Id"], "Invalid Id %d (valid ranges: %d-%d and %d-%d).\n", id, ELEMENTALID_AGNI_S, ELEMENTALID_TERA_L, ELEMENTALID_DILUVIO, ELEMENTALID_SERPENS ); return 0; } std::shared_ptr elemental = this->find(id); bool exists = elemental != nullptr; if (!exists) { if (!this->nodesExist(node, { "AegisName", "Name", "Size", "Element", "ElementLevel" })) return 0; elemental = std::make_shared(); elemental->class_ = id; elemental->vd.class_ = id; } if (this->nodeExists(node, "AegisName")) { std::string name; if (!this->asString(node, "AegisName", name)) return 0; if (name.size() > NAME_LENGTH) { this->invalidWarning(node["AegisName"], "AegisName \"%s\" exceeds maximum of %d characters, capping...\n", name.c_str(), NAME_LENGTH - 1); } name.resize(NAME_LENGTH); elemental->sprite = name; } if (this->nodeExists(node, "Name")) { std::string name; if (!this->asString(node, "Name", name)) return 0; if (name.size() > NAME_LENGTH) { this->invalidWarning(node["Name"], "Name \"%s\" exceeds maximum of %d characters, capping...\n", name.c_str(), NAME_LENGTH - 1); } name.resize(NAME_LENGTH); elemental->name = name; } if (this->nodeExists(node, "Level")) { uint16 level; if (!this->asUInt16(node, "Level", level)) return 0; if (level > MAX_LEVEL) { this->invalidWarning(node["Level"], "Level %d exceeds MAX_LEVEL, capping to %d.\n", level, MAX_LEVEL); level = MAX_LEVEL; } elemental->lv = level; } else { if (!exists) elemental->lv = 1; } if (this->nodeExists(node, "Hp")) { uint32 hp; if (!this->asUInt32(node, "Hp", hp)) return 0; elemental->status.max_hp = hp; } else { if (!exists) elemental->status.max_hp = 0; } if (this->nodeExists(node, "Sp")) { uint32 sp; if (!this->asUInt32(node, "Sp", sp)) return 0; elemental->status.max_sp = sp; } else { if (!exists) elemental->status.max_sp = 1; } if (this->nodeExists(node, "Attack")) { uint16 atk; if (!this->asUInt16(node, "Attack", atk)) return 0; elemental->status.rhw.atk = atk; } else { if (!exists) elemental->status.rhw.atk = 1; } if (this->nodeExists(node, "Attack2")) { uint16 atk; if (!this->asUInt16(node, "Attack2", atk)) return 0; #ifdef RENEWAL elemental->status.rhw.matk = atk; #else elemental->status.rhw.atk2 = atk; #endif } else { if (!exists) #ifdef RENEWAL elemental->status.rhw.matk = 0; #else elemental->status.rhw.atk2 = 0; #endif } if (this->nodeExists(node, "Defense")) { int32 def; if (!this->asInt32(node, "Defense", def)) return 0; if (def < DEFTYPE_MIN || def > DEFTYPE_MAX) { this->invalidWarning(node["Defense"], "Invalid defense %d, capping...\n", def); def = cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX); } elemental->status.def = static_cast(def); } else { if (!exists) elemental->status.def = 0; } if (this->nodeExists(node, "MagicDefense")) { int32 def; if (!this->asInt32(node, "MagicDefense", def)) return 0; if (def < DEFTYPE_MIN || def > DEFTYPE_MAX) { this->invalidWarning(node["MagicDefense"], "Invalid magic defense %d, capping...\n", def); def = cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX); } elemental->status.mdef = static_cast(def); } else { if (!exists) elemental->status.mdef = 0; } if (this->nodeExists(node, "Str")) { uint16 stat; if (!this->asUInt16(node, "Str", stat)) return 0; elemental->status.str = stat; } else { if (!exists) elemental->status.str = 0; } if (this->nodeExists(node, "Agi")) { uint16 stat; if (!this->asUInt16(node, "Agi", stat)) return 0; elemental->status.agi = stat; } else { if (!exists) elemental->status.agi = 0; } if (this->nodeExists(node, "Vit")) { uint16 stat; if (!this->asUInt16(node, "Vit", stat)) return 0; elemental->status.vit = stat; } else { if (!exists) elemental->status.vit = 0; } if (this->nodeExists(node, "Int")) { uint16 stat; if (!this->asUInt16(node, "Int", stat)) return 0; elemental->status.int_ = stat; } else { if (!exists) elemental->status.int_ = 0; } if (this->nodeExists(node, "Dex")) { uint16 stat; if (!this->asUInt16(node, "Dex", stat)) return 0; elemental->status.dex = stat; } else { if (!exists) elemental->status.dex = 0; } if (this->nodeExists(node, "Luk")) { uint16 stat; if (!this->asUInt16(node, "Luk", stat)) return 0; elemental->status.luk = stat; } else { if (!exists) elemental->status.luk = 0; } if (this->nodeExists(node, "AttackRange")) { uint16 range; if (!this->asUInt16(node, "AttackRange", range)) return 0; elemental->status.rhw.range = range; } else { if (!exists) elemental->status.rhw.range = 0; } if (this->nodeExists(node, "SkillRange")) { uint16 range; if (!this->asUInt16(node, "SkillRange", range)) return 0; elemental->range2 = range; } else { if (!exists) elemental->range2 = 5; } if (this->nodeExists(node, "ChaseRange")) { uint16 range; if (!this->asUInt16(node, "ChaseRange", range)) return 0; elemental->range3 = range; } else { if (!exists) elemental->range3 = 12; } if (this->nodeExists(node, "Size")) { std::string size; if (!this->asString(node, "Size", size)) return 0; std::string size_constant = "Size_" + size; int64 constant; if (!script_get_constant(size_constant.c_str(), &constant) || constant < SZ_SMALL || constant > SZ_BIG) { this->invalidWarning(node["Size"], "Invalid size %s, defaulting to Small.\n", size.c_str()); constant = SZ_SMALL; } elemental->status.size = static_cast(constant); } if (this->nodeExists(node, "Race")) { std::string race; if (!this->asString(node, "Race", race)) return 0; std::string race_constant = "RC_" + race; int64 constant; if (!script_get_constant(race_constant.c_str(), &constant) || !CHK_RACE(constant)) { this->invalidWarning(node["Race"], "Invalid race %s, defaulting to Formless.\n", race.c_str()); constant = RC_FORMLESS; } elemental->status.race = static_cast(constant); } else { if (!exists) elemental->status.race = RC_FORMLESS; } if (this->nodeExists(node, "Element")) { std::string ele; if (!this->asString(node, "Element", ele)) return 0; std::string ele_constant = "ELE_" + ele; int64 constant; if (!script_get_constant(ele_constant.c_str(), &constant) || !CHK_ELEMENT(constant)) { this->invalidWarning(node["Element"], "Invalid element %s, defaulting to Neutral.\n", ele.c_str()); constant = ELE_NEUTRAL; } elemental->status.def_ele = static_cast(constant); } if (this->nodeExists(node, "ElementLevel")) { uint16 level; if (!this->asUInt16(node, "ElementLevel", level)) return 0; if (!CHK_ELEMENT_LEVEL(level)) { this->invalidWarning(node["ElementLevel"], "Invalid element level %hu, defaulting to 1.\n", level); level = 1; } elemental->status.ele_lv = static_cast(level); } if (this->nodeExists(node, "WalkSpeed")) { uint16 speed; if (!this->asUInt16(node, "WalkSpeed", speed)) return 0; if (speed < MIN_WALK_SPEED || speed > MAX_WALK_SPEED) { this->invalidWarning(node["WalkSpeed"], "Invalid walk speed %hu, capping...\n", speed); speed = cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED); } elemental->status.speed = speed; } else { if (!exists) elemental->status.speed = 200; } if (this->nodeExists(node, "AttackDelay")) { uint16 speed; if (!this->asUInt16(node, "AttackDelay", speed)) return 0; elemental->status.adelay = cap_value(speed, 0, 4000); } else { if (!exists) elemental->status.adelay = 504; } if (this->nodeExists(node, "AttackMotion")) { uint16 speed; if (!this->asUInt16(node, "AttackMotion", speed)) return 0; elemental->status.amotion = cap_value(speed, 0, 2000); } else { if (!exists) elemental->status.amotion = 1020; } if (this->nodeExists(node, "DamageMotion")) { uint16 speed; if (!this->asUInt16(node, "DamageMotion", speed)) return 0; elemental->status.dmotion = speed; } else { if (!exists) elemental->status.dmotion = 360; } elemental->status.aspd_rate = 1000; if (this->nodeExists(node, "Mode")) { const ryml::NodeRef& ModeNode = node["Mode"]; for (const auto &Modeit : ModeNode) { std::string mode_name; c4::from_chars(Modeit.key(), &mode_name); std::string mode_constant = "EL_SKILLMODE_" + mode_name; int64 constant; if (!script_get_constant(mode_constant.c_str(), &constant) || constant < EL_SKILLMODE_PASSIVE || constant > EL_SKILLMODE_AGGRESSIVE) { this->invalidWarning(node["Mode"], "Invalid mode %s, skipping.\n", mode_name.c_str()); continue; } e_elemental_skillmode mode = static_cast(constant); std::shared_ptr entry = util::umap_find(elemental->skill, mode); bool mode_exists = entry != nullptr; if (!mode_exists) entry = std::make_shared(); const ryml::NodeRef& SkillNode = ModeNode[Modeit.key()]; std::string skill_name; if (!this->asString(SkillNode, "Skill", skill_name)) return 0; uint16 skill_id = skill_name2id(skill_name.c_str()); if (skill_id == 0) { this->invalidWarning(SkillNode["Skill"], "Skipping invalid skill %s for mode %s.\n", skill_name.c_str(), mode_name.c_str()); return 0; } if (!SKILL_CHK_ELEM(skill_id)) { this->invalidWarning(SkillNode["Skill"], "Skill %s (%u) is out of the skill range [%u-%u], skipping.\n", skill_name.c_str(), skill_id, EL_SKILLBASE, EL_SKILLBASE + MAX_ELEMENTALSKILL - 1); return 0; } entry->id = skill_id; if (this->nodeExists(SkillNode, "Level")) { uint16 level; if (!this->asUInt16(SkillNode, "Level", level)) return 0; if (level > skill_get_max(skill_id)) { this->invalidWarning(SkillNode["Level"], "Skill %s's level %hu exceeds max level %hu.\n", skill_name.c_str(), level, skill_get_max(skill_id)); return 0; } entry->lv = level; } else { if (!mode_exists) entry->lv = 1; } if (entry->lv == 0) { elemental->skill.erase(mode); return 0; } if (!mode_exists) elemental->skill.insert({ mode, entry }); } } if (!exists) this->put(id, elemental); return 1; } void do_init_elemental(void) { elemental_db.load(); add_timer_func_list(elemental_ai_timer,"elemental_ai_timer"); add_timer_interval(gettick()+MIN_ELETHINKTIME,elemental_ai_timer,0,0,MIN_ELETHINKTIME); } void do_final_elemental(void) { elemental_db.clear(); }