elemental.c 27 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909
  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/malloc.h"
  5. #include "../common/socket.h"
  6. #include "../common/timer.h"
  7. #include "../common/nullpo.h"
  8. #include "../common/mmo.h"
  9. #include "../common/showmsg.h"
  10. #include "../common/utils.h"
  11. #include "../common/random.h"
  12. #include "../common/strlib.h"
  13. #include "log.h"
  14. #include "clif.h"
  15. #include "chrif.h"
  16. #include "intif.h"
  17. #include "itemdb.h"
  18. #include "map.h"
  19. #include "pc.h"
  20. #include "status.h"
  21. #include "skill.h"
  22. #include "mob.h"
  23. #include "pet.h"
  24. #include "battle.h"
  25. #include "party.h"
  26. #include "guild.h"
  27. #include "atcommand.h"
  28. #include "script.h"
  29. #include "npc.h"
  30. #include "trade.h"
  31. #include "unit.h"
  32. #include "elemental.h"
  33. #include <stdio.h>
  34. #include <stdlib.h>
  35. #include <string.h>
  36. #include <math.h>
  37. struct s_elemental_db elemental_db[MAX_ELEMENTAL_CLASS]; // Elemental Database
  38. static uint16 elemental_count;
  39. int elemental_search_index(int class_) {
  40. int i;
  41. ARR_FIND(0, elemental_count, i, elemental_db[i].class_ == class_);
  42. return (i == elemental_count)?-1:i;
  43. }
  44. bool elemental_class(int class_) {
  45. return (bool)(elemental_search_index(class_) > -1);
  46. }
  47. struct view_data * elemental_get_viewdata(int class_) {
  48. int i = elemental_search_index(class_);
  49. if( i < 0 )
  50. return 0;
  51. return &elemental_db[i].vd;
  52. }
  53. int elemental_create(struct map_session_data *sd, int class_, unsigned int lifetime) {
  54. struct s_elemental ele;
  55. struct s_elemental_db *db;
  56. int i;
  57. nullpo_retr(1,sd);
  58. if( (i = elemental_search_index(class_)) < 0 )
  59. return 0;
  60. db = &elemental_db[i];
  61. memset(&ele,0,sizeof(struct s_elemental));
  62. ele.char_id = sd->status.char_id;
  63. ele.class_ = class_;
  64. ele.mode = EL_MODE_PASSIVE; // Initial mode
  65. i = db->status.size+1; // summon level
  66. //[(Caster's Max HP/ 3 ) + (Caster's INT x 10 )+ (Caster's Job Level x 20 )] x [(Elemental Summon Level + 2) / 3]
  67. ele.hp = ele.max_hp = (sd->battle_status.max_hp/3 + sd->battle_status.int_*10 + sd->status.job_level*20) * ((i + 2) / 3);
  68. //Caster's Max SP /4
  69. ele.sp = ele.max_sp = sd->battle_status.max_sp/4;
  70. //Caster's [ Max SP / (18 / Elemental Summon Skill Level) 1- 100 ]
  71. ele.atk = (sd->battle_status.max_sp / (18 / i) * 1 - 100);
  72. //Caster's [ Max SP / (18 / Elemental Summon Skill Level) ]
  73. ele.atk2 = sd->battle_status.max_sp / (18 / i);
  74. //Caster's HIT + (Caster's Base Level)
  75. ele.hit = sd->battle_status.hit + sd->status.base_level;
  76. //[Elemental Summon Skill Level x (Caster's INT / 2 + Caster's DEX / 4)]
  77. ele.matk = i * (sd->battle_status.int_ / 2 + sd->battle_status.dex / 4);
  78. //150 + [Caster's DEX / 10] + [Elemental Summon Skill Level x 3 ]
  79. ele.amotion = 150 + sd->battle_status.dex / 10 + i * 3;
  80. //Caster's DEF + (Caster's Base Level / (5 - Elemental Summon Skill Level)
  81. ele.def = sd->battle_status.def + sd->status.base_level / (5-i);
  82. //Caster's MDEF + (Caster's INT / (5 - Elemental Summon Skill Level)
  83. ele.mdef = sd->battle_status.mdef + sd->battle_status.int_ / (5-i);
  84. //Caster's FLEE + (Caster's Base Level / (5 - Elemental Summon Skill Level)
  85. ele.flee = sd->status.base_level / (5-i);
  86. //per individual bonuses
  87. switch(db->class_){
  88. case ELEMENTALID_AGNI_S: case ELEMENTALID_AGNI_M:
  89. case ELEMENTALID_AGNI_L: //ATK + (Summon Agni Skill Level x 20) / HIT + (Summon Agni Skill Level x 10)
  90. ele.atk += i * 20;
  91. ele.atk2 += i * 20;
  92. ele.hit += i * 10;
  93. break;
  94. case ELEMENTALID_AQUA_S: case ELEMENTALID_AQUA_M:
  95. case ELEMENTALID_AQUA_L: //MDEF + (Summon Aqua Skill Level x 10) / MATK + (Summon Aqua Skill Level x 20)
  96. ele.mdef += i * 10;
  97. ele.matk += i * 20;
  98. break;
  99. case ELEMENTALID_VENTUS_S: case ELEMENTALID_VENTUS_M:
  100. case ELEMENTALID_VENTUS_L: //FLEE + (Summon Ventus Skill Level x 20) / MATK + (Summon Ventus Skill Level x 10)
  101. ele.flee += i * 20;
  102. ele.matk += i * 10;
  103. break;
  104. case ELEMENTALID_TERA_S: case ELEMENTALID_TERA_M:
  105. case ELEMENTALID_TERA_L: //DEF + (Summon Tera Skill Level x 25) / ATK + (Summon Tera Skill Level x 5)
  106. ele.def += i * 25;
  107. ele.atk += i * 5;
  108. ele.atk2 += i * 5;
  109. break;
  110. }
  111. if( (i=pc_checkskill(sd,SO_EL_SYMPATHY)) > 0 ){
  112. ele.hp = ele.max_hp = ele.max_hp * 5 * i / 100;
  113. ele.sp = ele.max_sp = ele.max_sp * 5 * i / 100;
  114. ele.atk += 25 * i;
  115. ele.atk2 += 25 * i;
  116. ele.matk += 25 * i;
  117. }
  118. ele.life_time = lifetime;
  119. // Request Char Server to create this elemental
  120. intif_elemental_create(&ele);
  121. return 1;
  122. }
  123. int elemental_get_lifetime(struct elemental_data *ed) {
  124. const struct TimerData * td;
  125. if( ed == NULL || ed->summon_timer == INVALID_TIMER )
  126. return 0;
  127. td = get_timer(ed->summon_timer);
  128. return (td != NULL) ? DIFF_TICK(td->tick, gettick()) : 0;
  129. }
  130. int elemental_save(struct elemental_data *ed) {
  131. ed->elemental.mode = ed->battle_status.mode;
  132. ed->elemental.hp = ed->battle_status.hp;
  133. ed->elemental.sp = ed->battle_status.sp;
  134. ed->elemental.max_hp = ed->battle_status.max_hp;
  135. ed->elemental.max_sp = ed->battle_status.max_sp;
  136. ed->elemental.atk = ed->battle_status.rhw.atk;
  137. ed->elemental.atk2 = ed->battle_status.rhw.atk2;
  138. ed->elemental.matk = ed->battle_status.matk_min;
  139. ed->elemental.def = ed->battle_status.def;
  140. ed->elemental.mdef = ed->battle_status.mdef;
  141. ed->elemental.flee = ed->battle_status.flee;
  142. ed->elemental.hit = ed->battle_status.hit;
  143. ed->elemental.life_time = elemental_get_lifetime(ed);
  144. intif_elemental_save(&ed->elemental);
  145. return 1;
  146. }
  147. static int elemental_summon_end(int tid, unsigned int tick, int id, intptr_t data) {
  148. struct map_session_data *sd;
  149. struct elemental_data *ed;
  150. if( (sd = map_id2sd(id)) == NULL )
  151. return 1;
  152. if( (ed = sd->ed) == NULL )
  153. return 1;
  154. if( ed->summon_timer != tid ) {
  155. ShowError("elemental_summon_end %d != %d.\n", ed->summon_timer, tid);
  156. return 0;
  157. }
  158. ed->summon_timer = INVALID_TIMER;
  159. elemental_delete(ed, 0); // Elemental's summon time is over.
  160. return 0;
  161. }
  162. void elemental_summon_stop(struct elemental_data *ed) {
  163. nullpo_retv(ed);
  164. if( ed->summon_timer != INVALID_TIMER )
  165. delete_timer(ed->summon_timer, elemental_summon_end);
  166. ed->summon_timer = INVALID_TIMER;
  167. }
  168. int elemental_delete(struct elemental_data *ed, int reply) {
  169. struct map_session_data *sd;
  170. nullpo_ret(ed);
  171. sd = ed->master;
  172. ed->elemental.life_time = 0;
  173. elemental_clean_effect(ed);
  174. elemental_summon_stop(ed);
  175. if( !sd )
  176. return unit_free(&ed->bl, 0);
  177. sd->ed = NULL;
  178. sd->status.ele_id = 0;
  179. return unit_remove_map(&ed->bl, 0);
  180. }
  181. void elemental_summon_init(struct elemental_data *ed) {
  182. if( ed->summon_timer == INVALID_TIMER )
  183. ed->summon_timer = add_timer(gettick() + ed->elemental.life_time, elemental_summon_end, ed->master->bl.id, 0);
  184. ed->regen.state.block = 0;
  185. }
  186. /**
  187. * Inter-serv has sent us the elemental data from sql, fill it in map-serv memory
  188. * @param ele : The elemental data received from char-serv
  189. * @param flag : 0:not created, 1:was saved/loaded
  190. * @return 0:failed, 1:sucess
  191. */
  192. int elemental_data_received(struct s_elemental *ele, bool flag) {
  193. struct map_session_data *sd;
  194. struct elemental_data *ed;
  195. struct s_elemental_db *db;
  196. int i = elemental_search_index(ele->class_);
  197. if( (sd = map_charid2sd(ele->char_id)) == NULL )
  198. return 0;
  199. if( !flag || i < 0 ) { // Not created - loaded - DB info
  200. sd->status.ele_id = 0;
  201. return 0;
  202. }
  203. db = &elemental_db[i];
  204. if( !sd->ed ) { // Initialize it after first summon.
  205. sd->ed = ed = (struct elemental_data*)aCalloc(1,sizeof(struct elemental_data));
  206. ed->bl.type = BL_ELEM;
  207. ed->bl.id = npc_get_new_npc_id();
  208. ed->master = sd;
  209. ed->db = db;
  210. memcpy(&ed->elemental, ele, sizeof(struct s_elemental));
  211. status_set_viewdata(&ed->bl, ed->elemental.class_);
  212. ed->vd->head_mid = 10; // Why?
  213. status_change_init(&ed->bl);
  214. unit_dataset(&ed->bl);
  215. ed->ud.dir = sd->ud.dir;
  216. ed->bl.m = sd->bl.m;
  217. ed->bl.x = sd->bl.x;
  218. ed->bl.y = sd->bl.y;
  219. unit_calc_pos(&ed->bl, sd->bl.x, sd->bl.y, sd->ud.dir);
  220. ed->bl.x = ed->ud.to_x;
  221. ed->bl.y = ed->ud.to_y;
  222. map_addiddb(&ed->bl);
  223. status_calc_elemental(ed,SCO_FIRST);
  224. ed->last_spdrain_time = ed->last_thinktime = gettick();
  225. ed->summon_timer = INVALID_TIMER;
  226. ed->masterteleport_timer = INVALID_TIMER;
  227. elemental_summon_init(ed);
  228. } else {
  229. memcpy(&sd->ed->elemental, ele, sizeof(struct s_elemental));
  230. ed = sd->ed;
  231. }
  232. sd->status.ele_id = ele->elemental_id;
  233. if( ed->bl.prev == NULL && sd->bl.prev != NULL ) {
  234. if(map_addblock(&ed->bl))
  235. return 0;
  236. clif_spawn(&ed->bl);
  237. clif_elemental_info(sd);
  238. clif_elemental_updatestatus(sd,SP_HP);
  239. clif_hpmeter_single(sd->fd,ed->bl.id,ed->battle_status.hp,ed->battle_status.max_hp);
  240. clif_elemental_updatestatus(sd,SP_SP);
  241. }
  242. return 1;
  243. }
  244. int elemental_clean_single_effect(struct elemental_data *ed, uint16 skill_id) {
  245. struct block_list *bl;
  246. sc_type type = status_skill2sc(skill_id);
  247. nullpo_ret(ed);
  248. bl = battle_get_master(&ed->bl);
  249. if( type ) {
  250. switch( type ) {
  251. // Just remove status change.
  252. case SC_PYROTECHNIC_OPTION:
  253. case SC_HEATER_OPTION:
  254. case SC_TROPIC_OPTION:
  255. case SC_FIRE_CLOAK_OPTION:
  256. case SC_AQUAPLAY_OPTION:
  257. case SC_WATER_SCREEN_OPTION:
  258. case SC_COOLER_OPTION:
  259. case SC_CHILLY_AIR_OPTION:
  260. case SC_GUST_OPTION:
  261. case SC_WIND_STEP_OPTION:
  262. case SC_BLAST_OPTION:
  263. case SC_WATER_DROP_OPTION:
  264. case SC_WIND_CURTAIN_OPTION:
  265. case SC_WILD_STORM_OPTION:
  266. case SC_PETROLOGY_OPTION:
  267. case SC_SOLID_SKIN_OPTION:
  268. case SC_CURSED_SOIL_OPTION:
  269. case SC_STONE_SHIELD_OPTION:
  270. case SC_UPHEAVAL_OPTION:
  271. case SC_CIRCLE_OF_FIRE_OPTION:
  272. case SC_TIDAL_WEAPON_OPTION:
  273. if( bl ) status_change_end(bl,type,INVALID_TIMER); // Master
  274. status_change_end(&ed->bl,type-1,INVALID_TIMER); // Elemental Spirit
  275. break;
  276. case SC_ZEPHYR:
  277. if( bl ) status_change_end(bl,type,INVALID_TIMER);
  278. break;
  279. default:
  280. ShowWarning("Invalid SC=%d in elemental_clean_single_effect\n",type);
  281. break;
  282. }
  283. }
  284. return 1;
  285. }
  286. int elemental_clean_effect(struct elemental_data *ed) {
  287. struct map_session_data *sd;
  288. nullpo_ret(ed);
  289. // Elemental side
  290. status_change_end(&ed->bl, SC_TROPIC, INVALID_TIMER);
  291. status_change_end(&ed->bl, SC_HEATER, INVALID_TIMER);
  292. status_change_end(&ed->bl, SC_AQUAPLAY, INVALID_TIMER);
  293. status_change_end(&ed->bl, SC_COOLER, INVALID_TIMER);
  294. status_change_end(&ed->bl, SC_CHILLY_AIR, INVALID_TIMER);
  295. status_change_end(&ed->bl, SC_PYROTECHNIC, INVALID_TIMER);
  296. status_change_end(&ed->bl, SC_FIRE_CLOAK, INVALID_TIMER);
  297. status_change_end(&ed->bl, SC_WATER_DROP, INVALID_TIMER);
  298. status_change_end(&ed->bl, SC_WATER_SCREEN, INVALID_TIMER);
  299. status_change_end(&ed->bl, SC_GUST, INVALID_TIMER);
  300. status_change_end(&ed->bl, SC_WIND_STEP, INVALID_TIMER);
  301. status_change_end(&ed->bl, SC_BLAST, INVALID_TIMER);
  302. status_change_end(&ed->bl, SC_WIND_CURTAIN, INVALID_TIMER);
  303. status_change_end(&ed->bl, SC_WILD_STORM, INVALID_TIMER);
  304. status_change_end(&ed->bl, SC_PETROLOGY, INVALID_TIMER);
  305. status_change_end(&ed->bl, SC_SOLID_SKIN, INVALID_TIMER);
  306. status_change_end(&ed->bl, SC_CURSED_SOIL, INVALID_TIMER);
  307. status_change_end(&ed->bl, SC_STONE_SHIELD, INVALID_TIMER);
  308. status_change_end(&ed->bl, SC_UPHEAVAL, INVALID_TIMER);
  309. status_change_end(&ed->bl, SC_CIRCLE_OF_FIRE, INVALID_TIMER);
  310. status_change_end(&ed->bl, SC_TIDAL_WEAPON, INVALID_TIMER);
  311. if( (sd = ed->master) == NULL )
  312. return 0;
  313. // Master side
  314. status_change_end(&sd->bl, SC_TROPIC_OPTION, INVALID_TIMER);
  315. status_change_end(&sd->bl, SC_HEATER_OPTION, INVALID_TIMER);
  316. status_change_end(&sd->bl, SC_AQUAPLAY_OPTION, INVALID_TIMER);
  317. status_change_end(&sd->bl, SC_COOLER_OPTION, INVALID_TIMER);
  318. status_change_end(&sd->bl, SC_CHILLY_AIR_OPTION, INVALID_TIMER);
  319. status_change_end(&sd->bl, SC_PYROTECHNIC_OPTION, INVALID_TIMER);
  320. status_change_end(&sd->bl, SC_FIRE_CLOAK_OPTION, INVALID_TIMER);
  321. status_change_end(&sd->bl, SC_WATER_DROP_OPTION, INVALID_TIMER);
  322. status_change_end(&sd->bl, SC_WATER_SCREEN_OPTION, INVALID_TIMER);
  323. status_change_end(&sd->bl, SC_GUST_OPTION, INVALID_TIMER);
  324. status_change_end(&sd->bl, SC_WIND_STEP_OPTION, INVALID_TIMER);
  325. status_change_end(&sd->bl, SC_BLAST_OPTION, INVALID_TIMER);
  326. status_change_end(&sd->bl, SC_WATER_DROP_OPTION, INVALID_TIMER);
  327. status_change_end(&sd->bl, SC_WIND_CURTAIN_OPTION, INVALID_TIMER);
  328. status_change_end(&sd->bl, SC_WILD_STORM_OPTION, INVALID_TIMER);
  329. status_change_end(&sd->bl, SC_ZEPHYR, INVALID_TIMER);
  330. status_change_end(&sd->bl, SC_WIND_STEP_OPTION, INVALID_TIMER);
  331. status_change_end(&sd->bl, SC_PETROLOGY_OPTION, INVALID_TIMER);
  332. status_change_end(&sd->bl, SC_SOLID_SKIN_OPTION, INVALID_TIMER);
  333. status_change_end(&sd->bl, SC_CURSED_SOIL_OPTION, INVALID_TIMER);
  334. status_change_end(&sd->bl, SC_STONE_SHIELD_OPTION, INVALID_TIMER);
  335. status_change_end(&sd->bl, SC_UPHEAVAL_OPTION, INVALID_TIMER);
  336. status_change_end(&sd->bl, SC_CIRCLE_OF_FIRE_OPTION, INVALID_TIMER);
  337. status_change_end(&sd->bl, SC_TIDAL_WEAPON_OPTION, INVALID_TIMER);
  338. return 1;
  339. }
  340. int elemental_action(struct elemental_data *ed, struct block_list *bl, unsigned int tick) {
  341. struct skill_condition req;
  342. uint16 skill_id, skill_lv;
  343. int i;
  344. nullpo_ret(ed);
  345. nullpo_ret(bl);
  346. if( !ed->master )
  347. return 0;
  348. if( ed->target_id )
  349. elemental_unlocktarget(ed); // Remove previous target.
  350. ARR_FIND(0, MAX_ELESKILLTREE, i, ed->db->skill[i].id && (ed->db->skill[i].mode&EL_SKILLMODE_AGGRESSIVE));
  351. if( i == MAX_ELESKILLTREE )
  352. return 0;
  353. skill_id = ed->db->skill[i].id;
  354. skill_lv = ed->db->skill[i].lv;
  355. if( elemental_skillnotok(skill_id, ed) )
  356. return 0;
  357. if( ed->ud.skilltimer != INVALID_TIMER )
  358. return 0;
  359. else if( DIFF_TICK(tick, ed->ud.canact_tick) < 0 )
  360. return 0;
  361. ed->target_id = ed->ud.skilltarget = bl->id; // Set new target
  362. ed->last_thinktime = tick;
  363. // Not in skill range.
  364. if( !battle_check_range(&ed->bl,bl,skill_get_range(skill_id,skill_lv)) ) {
  365. // Try to walk to the target.
  366. if( !unit_walktobl(&ed->bl, bl, skill_get_range(skill_id,skill_lv), 2) )
  367. elemental_unlocktarget(ed);
  368. else {
  369. // Walking, waiting to be in range. Client don't handle it, then we must handle it here.
  370. int walk_dist = distance_bl(&ed->bl,bl) - skill_get_range(skill_id,skill_lv);
  371. ed->ud.skill_id = skill_id;
  372. ed->ud.skill_lv = skill_lv;
  373. if( skill_get_inf(skill_id) & INF_GROUND_SKILL )
  374. ed->ud.skilltimer = add_timer( tick+status_get_speed(&ed->bl)*walk_dist, skill_castend_pos, ed->bl.id, 0 );
  375. else
  376. ed->ud.skilltimer = add_timer( tick+status_get_speed(&ed->bl)*walk_dist, skill_castend_id, ed->bl.id, 0 );
  377. }
  378. return 1;
  379. }
  380. req = elemental_skill_get_requirements(skill_id, skill_lv);
  381. if(req.hp || req.sp){
  382. struct map_session_data *sd = BL_CAST(BL_PC, battle_get_master(&ed->bl));
  383. if( sd ){
  384. if( sd->skill_id_old != SO_EL_ACTION && //regardless of remaining HP/SP it can be cast
  385. (status_get_hp(&ed->bl) < req.hp || status_get_sp(&ed->bl) < req.sp) )
  386. return 1;
  387. else
  388. status_zap(&ed->bl, req.hp, req.sp);
  389. }
  390. }
  391. //Otherwise, just cast the skill.
  392. if( skill_get_inf(skill_id) & INF_GROUND_SKILL )
  393. unit_skilluse_pos(&ed->bl, bl->x, bl->y, skill_id, skill_lv);
  394. else
  395. unit_skilluse_id(&ed->bl, bl->id, skill_id, skill_lv);
  396. // Reset target.
  397. ed->target_id = 0;
  398. return 1;
  399. }
  400. /*===============================================================
  401. * Action that elemental perform after changing mode.
  402. * Activates one of the skills of the new mode.
  403. *-------------------------------------------------------------*/
  404. int elemental_change_mode_ack(struct elemental_data *ed, int mode) {
  405. struct block_list *bl = &ed->master->bl;
  406. uint16 skill_id, skill_lv;
  407. int i;
  408. nullpo_ret(ed);
  409. if( !bl )
  410. return 0;
  411. // Select a skill.
  412. ARR_FIND(0, MAX_ELESKILLTREE, i, ed->db->skill[i].id && (ed->db->skill[i].mode&mode));
  413. if( i == MAX_ELESKILLTREE )
  414. return 0;
  415. skill_id = ed->db->skill[i].id;
  416. skill_lv = ed->db->skill[i].lv;
  417. if( elemental_skillnotok(skill_id, ed) )
  418. return 0;
  419. if( ed->ud.skilltimer != INVALID_TIMER )
  420. return 0;
  421. else if( DIFF_TICK(gettick(), ed->ud.canact_tick) < 0 )
  422. return 0;
  423. ed->target_id = bl->id; // Set new target
  424. ed->last_thinktime = gettick();
  425. if( skill_get_inf(skill_id) & INF_GROUND_SKILL )
  426. unit_skilluse_pos(&ed->bl, bl->x, bl->y, skill_id, skill_lv);
  427. else
  428. unit_skilluse_id(&ed->bl,bl->id,skill_id,skill_lv);
  429. ed->target_id = 0; // Reset target after casting the skill to avoid continious attack.
  430. return 1;
  431. }
  432. /*===============================================================
  433. * Change elemental mode.
  434. *-------------------------------------------------------------*/
  435. int elemental_change_mode(struct elemental_data *ed, int mode) {
  436. nullpo_ret(ed);
  437. // Remove target
  438. elemental_unlocktarget(ed);
  439. // Removes the effects of the previous mode.
  440. if(ed->elemental.mode != mode ) elemental_clean_effect(ed);
  441. ed->battle_status.mode = ed->elemental.mode = mode;
  442. // Normalize elemental mode to elemental skill mode.
  443. if( mode == EL_MODE_AGGRESSIVE ) mode = EL_SKILLMODE_AGGRESSIVE; // Aggressive spirit mode -> Aggressive spirit skill.
  444. else if( mode == EL_MODE_ASSIST ) mode = EL_SKILLMODE_ASSIST; // Assist spirit mode -> Assist spirit skill.
  445. else mode = EL_SKILLMODE_PASIVE; // Passive spirit mode -> Passive spirit skill.
  446. // Use a skill inmediately after every change mode.
  447. if( mode != EL_SKILLMODE_AGGRESSIVE )
  448. elemental_change_mode_ack(ed,mode);
  449. return 1;
  450. }
  451. void elemental_heal(struct elemental_data *ed, int hp, int sp) {
  452. if( hp )
  453. clif_elemental_updatestatus(ed->master, SP_HP);
  454. if( sp )
  455. clif_elemental_updatestatus(ed->master, SP_SP);
  456. }
  457. int elemental_dead(struct elemental_data *ed) {
  458. elemental_delete(ed, 1);
  459. return 0;
  460. }
  461. int elemental_unlocktarget(struct elemental_data *ed) {
  462. nullpo_ret(ed);
  463. ed->target_id = 0;
  464. elemental_stop_attack(ed);
  465. elemental_stop_walking(ed,1);
  466. return 0;
  467. }
  468. bool elemental_skillnotok(uint16 skill_id, struct elemental_data *ed) {
  469. uint16 idx = skill_get_index(skill_id);
  470. nullpo_retr(1,ed);
  471. if (idx == 0)
  472. return false; // invalid skill id
  473. return skill_isNotOk(skill_id,ed->master);
  474. }
  475. struct skill_condition elemental_skill_get_requirements(uint16 skill_id, uint16 skill_lv){
  476. struct skill_condition req;
  477. uint16 idx = skill_get_index(skill_id);
  478. memset(&req,0,sizeof(req));
  479. if( idx == 0 ) // invalid skill id
  480. return req;
  481. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  482. return req;
  483. req.hp = skill_db[idx].require.hp[skill_lv-1];
  484. req.sp = skill_db[idx].require.sp[skill_lv-1];
  485. return req;
  486. }
  487. int elemental_set_target( struct map_session_data *sd, struct block_list *bl ) {
  488. struct elemental_data *ed = sd->ed;
  489. nullpo_ret(ed);
  490. nullpo_ret(bl);
  491. if( ed->bl.m != bl->m || !check_distance_bl(&ed->bl, bl, ed->db->range2) )
  492. return 0;
  493. if( !status_check_skilluse(&ed->bl, bl, 0, 0) )
  494. return 0;
  495. if( ed->target_id == 0 )
  496. ed->target_id = bl->id;
  497. return 1;
  498. }
  499. static int elemental_ai_sub_timer_activesearch(struct block_list *bl, va_list ap) {
  500. struct elemental_data *ed;
  501. struct block_list **target;
  502. int dist;
  503. nullpo_ret(bl);
  504. ed = va_arg(ap,struct elemental_data *);
  505. target = va_arg(ap,struct block_list**);
  506. //If can't seek yet, not an enemy, or you can't attack it, skip.
  507. if( (*target) == bl || !status_check_skilluse(&ed->bl, bl, 0, 0) )
  508. return 0;
  509. if( battle_check_target(&ed->bl,bl,BCT_ENEMY) <= 0 )
  510. return 0;
  511. switch( bl->type ) {
  512. case BL_PC:
  513. if( !map_flag_vs(ed->bl.m) )
  514. return 0;
  515. default:
  516. dist = distance_bl(&ed->bl, bl);
  517. if( ((*target) == NULL || !check_distance_bl(&ed->bl, *target, dist)) && battle_check_range(&ed->bl,bl,ed->db->range2) ) { //Pick closest target?
  518. (*target) = bl;
  519. ed->target_id = bl->id;
  520. ed->min_chase = dist + ed->db->range3;
  521. if( ed->min_chase > AREA_SIZE )
  522. ed->min_chase = AREA_SIZE;
  523. return 1;
  524. }
  525. break;
  526. }
  527. return 0;
  528. }
  529. static int elemental_ai_sub_timer(struct elemental_data *ed, struct map_session_data *sd, unsigned int tick) {
  530. struct block_list *target = NULL;
  531. int master_dist, view_range, mode;
  532. nullpo_ret(ed);
  533. nullpo_ret(sd);
  534. if( ed->bl.prev == NULL || sd == NULL || sd->bl.prev == NULL )
  535. return 0;
  536. // Check if caster can sustain the summoned elemental
  537. if( DIFF_TICK(tick,ed->last_spdrain_time) >= 10000 ){// Drain SP every 10 seconds
  538. int sp = 5;
  539. switch(ed->vd->class_){
  540. case ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M:
  541. case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M:
  542. sp = 8;
  543. break;
  544. case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L:
  545. case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L:
  546. sp = 11;
  547. break;
  548. }
  549. if( status_get_sp(&sd->bl) < sp ){ // Can't sustain delete it.
  550. elemental_delete(sd->ed,0);
  551. return 0;
  552. }
  553. status_zap(&sd->bl,0,sp);
  554. ed->last_spdrain_time = tick;
  555. }
  556. if( DIFF_TICK(tick,ed->last_thinktime) < MIN_ELETHINKTIME )
  557. return 0;
  558. ed->last_thinktime = tick;
  559. if( ed->ud.skilltimer != INVALID_TIMER )
  560. return 0;
  561. if( ed->ud.walktimer != INVALID_TIMER && ed->ud.walkpath.path_pos <= 2 )
  562. return 0; //No thinking when you just started to walk.
  563. if(ed->ud.walkpath.path_pos < ed->ud.walkpath.path_len && ed->ud.target == sd->bl.id)
  564. return 0; //No thinking until be near the master.
  565. if( ed->sc.count && ed->sc.data[SC_BLIND] )
  566. view_range = 3;
  567. else
  568. view_range = ed->db->range2;
  569. mode = status_get_mode(&ed->bl);
  570. master_dist = distance_bl(&sd->bl, &ed->bl);
  571. if( master_dist > AREA_SIZE ) { // Master out of vision range.
  572. elemental_unlocktarget(ed);
  573. unit_warp(&ed->bl,sd->bl.m,sd->bl.x,sd->bl.y,CLR_TELEPORT);
  574. clif_elemental_updatestatus(sd,SP_HP);
  575. clif_elemental_updatestatus(sd,SP_SP);
  576. return 0;
  577. } else if( master_dist > MAX_ELEDISTANCE ) { // Master too far, chase.
  578. short x = sd->bl.x, y = sd->bl.y;
  579. if( ed->target_id )
  580. elemental_unlocktarget(ed);
  581. if( ed->ud.walktimer != INVALID_TIMER && ed->ud.target == sd->bl.id )
  582. return 0; //Already walking to him
  583. if( DIFF_TICK(tick, ed->ud.canmove_tick) < 0 )
  584. return 0; //Can't move yet.
  585. if( map_search_freecell(&ed->bl, sd->bl.m, &x, &y, MIN_ELEDISTANCE, MIN_ELEDISTANCE, 1)
  586. && unit_walktoxy(&ed->bl, x, y, 0) )
  587. return 0;
  588. }
  589. if( mode == EL_MODE_AGGRESSIVE ) {
  590. target = map_id2bl(ed->ud.target);
  591. if( !target )
  592. map_foreachinrange(elemental_ai_sub_timer_activesearch, &ed->bl, view_range, BL_CHAR, ed, &target, status_get_mode(&ed->bl));
  593. if( !target ) { //No targets available.
  594. elemental_unlocktarget(ed);
  595. return 1;
  596. }
  597. if( battle_check_range(&ed->bl,target,view_range) && rnd()%100 < 2 ) { // 2% chance to cast attack skill.
  598. if( elemental_action(ed,target,tick) )
  599. return 1;
  600. }
  601. //Attempt to attack.
  602. //At this point we know the target is attackable, we just gotta check if the range matches.
  603. if( ed->ud.target == target->id && ed->ud.attacktimer != INVALID_TIMER ) //Already locked.
  604. return 1;
  605. if( battle_check_range(&ed->bl, target, ed->base_status.rhw.range) ) {//Target within range, engage
  606. unit_attack(&ed->bl,target->id,1);
  607. return 1;
  608. }
  609. //Follow up if possible.
  610. if( !unit_walktobl(&ed->bl, target, ed->base_status.rhw.range, 2) )
  611. elemental_unlocktarget(ed);
  612. }
  613. return 0;
  614. }
  615. static int elemental_ai_sub_foreachclient(struct map_session_data *sd, va_list ap) {
  616. unsigned int tick = va_arg(ap,unsigned int);
  617. if(sd->status.ele_id && sd->ed)
  618. elemental_ai_sub_timer(sd->ed,sd,tick);
  619. return 0;
  620. }
  621. static int elemental_ai_timer(int tid, unsigned int tick, int id, intptr_t data) {
  622. map_foreachpc(elemental_ai_sub_foreachclient,tick);
  623. return 0;
  624. }
  625. /**
  626. * Reads Elemental DB lines
  627. * ID,Sprite_Name,Name,LV,HP,SP,Range1,ATK1,ATK2,DEF,MDEF,STR,AGI,VIT,INT,DEX,LUK,Range2,Range3,Scale,Race,Element,Speed,aDelay,aMotion,dMotion
  628. */
  629. static bool read_elementaldb_sub(char* str[], int columns, int current) {
  630. uint16 class_ = atoi(str[0]), i, ele;
  631. struct s_elemental_db *db;
  632. struct status_data *status;
  633. //Find the ID, already exist or not in elemental_db
  634. ARR_FIND(0,elemental_count,i,elemental_db[i].class_ == class_);
  635. if (i >= elemental_count)
  636. db = &elemental_db[elemental_count];
  637. else
  638. db = &elemental_db[i];
  639. db->class_ = atoi(str[0]);
  640. safestrncpy(db->sprite, str[1], NAME_LENGTH);
  641. safestrncpy(db->name, str[2], NAME_LENGTH);
  642. db->lv = atoi(str[3]);
  643. status = &db->status;
  644. db->vd.class_ = db->class_;
  645. status->max_hp = atoi(str[4]);
  646. status->max_sp = atoi(str[5]);
  647. status->rhw.range = atoi(str[6]);
  648. status->rhw.atk = atoi(str[7]);
  649. status->rhw.atk2 = atoi(str[8]);
  650. status->def = atoi(str[9]);
  651. status->mdef = atoi(str[10]);
  652. status->str = atoi(str[11]);
  653. status->agi = atoi(str[12]);
  654. status->vit = atoi(str[13]);
  655. status->int_ = atoi(str[14]);
  656. status->dex = atoi(str[15]);
  657. status->luk = atoi(str[16]);
  658. db->range2 = atoi(str[17]);
  659. db->range3 = atoi(str[18]);
  660. status->size = atoi(str[19]);
  661. status->race = atoi(str[20]);
  662. ele = atoi(str[21]);
  663. status->def_ele = ele%10;
  664. status->ele_lv = ele/20;
  665. if( status->def_ele >= ELE_ALL ) {
  666. ShowWarning("read_elementaldb_sub: Elemental %d has invalid element type %d (max element is %d)\n", db->class_, status->def_ele, ELE_ALL - 1);
  667. status->def_ele = ELE_NEUTRAL;
  668. }
  669. if( status->ele_lv < 1 || status->ele_lv > 4 ) {
  670. ShowWarning("read_elementaldb_sub: Elemental %d has invalid element level %d (max is 4)\n", db->class_, status->ele_lv);
  671. status->ele_lv = 1;
  672. }
  673. status->aspd_rate = 1000;
  674. status->speed = atoi(str[22]);
  675. status->adelay = atoi(str[23]);
  676. status->amotion = atoi(str[24]);
  677. status->dmotion = atoi(str[25]);
  678. if (i >= elemental_count)
  679. elemental_count++;
  680. return true;
  681. }
  682. void read_elementaldb(void) {
  683. const char *filename[] = { "elemental_db.txt", DBIMPORT"/elemental_db.txt" };
  684. uint8 i;
  685. elemental_count = 0;
  686. for(i = 0; i<ARRAYLENGTH(filename); i++){
  687. sv_readdb(db_path, filename[i], ',', 26, 26, -1, &read_elementaldb_sub, i);
  688. }
  689. }
  690. /**
  691. * Reads Elemental Skill DB lines
  692. * ElementalID,SkillID,SkillLevel,ReqMode
  693. */
  694. static bool read_elemental_skilldb_sub(char* str[], int columns, int current) {
  695. uint16 class_ = atoi(str[0]), i, skill_id, skill_lv, skillmode;
  696. struct s_elemental_db *db;
  697. ARR_FIND(0, MAX_ELEMENTAL_CLASS, i, class_ == elemental_db[i].class_);
  698. if( i == MAX_ELEMENTAL_CLASS ) {
  699. ShowError("read_elemental_skilldb_sub: Class not found in elemental_db for skill entry, line %d.\n", current);
  700. return false;
  701. }
  702. skill_id = atoi(str[1]);
  703. if( skill_id < EL_SKILLBASE || skill_id >= EL_SKILLBASE + MAX_ELEMENTALSKILL ) {
  704. ShowError("read_elemental_skilldb_sub: Skill out of range, line %d.\n", current);
  705. return false;
  706. }
  707. db = &elemental_db[i];
  708. skill_lv = atoi(str[2]);
  709. skillmode = atoi(str[3]);
  710. if( skillmode < EL_SKILLMODE_PASIVE || skillmode > EL_SKILLMODE_AGGRESSIVE ) {
  711. ShowError("read_elemental_skilldb_sub: Skillmode out of range, line %d.\n",current);
  712. return false;
  713. }
  714. ARR_FIND( 0, MAX_ELESKILLTREE, i, db->skill[i].id == 0 || db->skill[i].id == skill_id );
  715. if( i == MAX_ELESKILLTREE ) {
  716. ShowWarning("read_elemental_skilldb_sub: Unable to load skill %d into Elemental %d's tree. Maximum number of skills per elemental has been reached.\n", skill_id, class_);
  717. return false;
  718. }
  719. db->skill[i].id = skill_id;
  720. db->skill[i].lv = skill_lv;
  721. db->skill[i].mode = skillmode;
  722. return true;
  723. }
  724. void read_elemental_skilldb(void) {
  725. const char *filename[] = { "elemental_skill_db.txt", DBIMPORT"/elemental_skill_db.txt" };
  726. uint8 i;
  727. for(i = 0; i<ARRAYLENGTH(filename); i++){
  728. sv_readdb(db_path, filename[i], ',', 4, 4, -1, &read_elemental_skilldb_sub, i);
  729. }
  730. }
  731. void reload_elementaldb(void) {
  732. read_elementaldb();
  733. reload_elemental_skilldb();
  734. }
  735. void reload_elemental_skilldb(void) {
  736. read_elemental_skilldb();
  737. }
  738. void do_init_elemental(void) {
  739. read_elementaldb();
  740. read_elemental_skilldb();
  741. add_timer_func_list(elemental_ai_timer,"elemental_ai_timer");
  742. add_timer_interval(gettick()+MIN_ELETHINKTIME,elemental_ai_timer,0,0,MIN_ELETHINKTIME);
  743. }
  744. void do_final_elemental(void) {
  745. return;
  746. }