// Copyright (c) rAthena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #ifndef ELEMENTAL_HPP #define ELEMENTAL_HPP #include "../common/mmo.hpp" #include "../common/timer.hpp" #include "status.hpp" // struct status_data, struct status_change #include "unit.hpp" // struct unit_data const t_tick MIN_ELETHINKTIME = 100; #define MIN_ELEDISTANCE 2 #define MAX_ELEDISTANCE 5 #define EL_MODE_AGGRESSIVE (MD_CANMOVE|MD_AGGRESSIVE|MD_CANATTACK) #define EL_MODE_ASSIST (MD_CANMOVE|MD_ASSIST) #define EL_MODE_PASSIVE MD_CANMOVE ///Enum of Elemental Skill Mode enum elemental_skillmode : uint8 { EL_SKILLMODE_PASSIVE = 0x1, EL_SKILLMODE_ASSIST = 0x2, EL_SKILLMODE_AGGRESSIVE = 0x4, }; ///Enum of Elemental ID enum elemental_elementalid : uint16 { ELEMENTALID_AGNI_S = 2114, ELEMENTALID_AGNI_M, ELEMENTALID_AGNI_L, ELEMENTALID_AQUA_S, ELEMENTALID_AQUA_M, ELEMENTALID_AQUA_L, ELEMENTALID_VENTUS_S, ELEMENTALID_VENTUS_M, ELEMENTALID_VENTUS_L, ELEMENTALID_TERA_S, ELEMENTALID_TERA_M, ELEMENTALID_TERA_L, }; struct elemental_skill { unsigned short id, lv; short mode; }; struct s_elemental_db { int class_; char sprite[NAME_LENGTH], name[NAME_LENGTH]; unsigned short lv; short range2, range3; struct status_data status; struct view_data vd; struct elemental_skill skill[MAX_ELESKILLTREE]; }; extern struct s_elemental_db elemental_db[MAX_ELEMENTAL_CLASS]; struct elemental_data { struct block_list bl; struct unit_data ud; struct view_data *vd; struct status_data base_status, battle_status; struct status_change sc; struct regen_data regen; struct s_elemental_db *db; struct s_elemental elemental; int masterteleport_timer; struct map_session_data *master; int summon_timer; int skill_timer; t_tick last_thinktime, last_linktime, last_spdrain_time; short min_chase; int target_id, attacked_id; }; bool elemental_class(int class_); struct view_data * elemental_get_viewdata(int class_); int elemental_create(struct map_session_data *sd, int class_, unsigned int lifetime); int elemental_data_received(struct s_elemental *ele, bool flag); int elemental_save(struct elemental_data *ed); int elemental_change_mode_ack(struct elemental_data *ed, enum elemental_skillmode skill_mode); int elemental_change_mode(struct elemental_data *ed, enum e_mode mode); void elemental_heal(struct elemental_data *ed, int hp, int sp); int elemental_dead(struct elemental_data *ed); int elemental_delete(struct elemental_data *ed); void elemental_summon_stop(struct elemental_data *ed); t_tick elemental_get_lifetime(struct elemental_data *ed); int elemental_unlocktarget(struct elemental_data *ed); bool elemental_skillnotok(uint16 skill_id, struct elemental_data *ed); int elemental_set_target( struct map_session_data *sd, struct block_list *bl ); int elemental_clean_single_effect(struct elemental_data *ed, uint16 skill_id); int elemental_clean_effect(struct elemental_data *ed); int elemental_action(struct elemental_data *ed, struct block_list *bl, t_tick tick); struct s_skill_condition elemental_skill_get_requirements(uint16 skill_id, uint16 skill_lv); #define elemental_stop_walking(ed, type) unit_stop_walking(&(ed)->bl, type) #define elemental_stop_attack(ed) unit_stop_attack(&(ed)->bl) void read_elemental_skilldb(void); void reload_elementaldb(void); void reload_elemental_skilldb(void); void do_init_elemental(void); void do_final_elemental(void); #endif /* ELEMENTAL_HPP */