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- // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
- // For more information, see LICENCE in the main folder
- #include "../common/cbasetypes.h"
- #include "../common/malloc.h"
- #include "../common/socket.h"
- #include "../common/timer.h"
- #include "../common/nullpo.h"
- #include "../common/mmo.h"
- #include "../common/showmsg.h"
- #include "../common/utils.h"
- #include "../common/random.h"
- #include "../common/strlib.h"
- #include "log.h"
- #include "clif.h"
- #include "chrif.h"
- #include "intif.h"
- #include "itemdb.h"
- #include "map.h"
- #include "pc.h"
- #include "status.h"
- #include "skill.h"
- #include "mob.h"
- #include "pet.h"
- #include "battle.h"
- #include "party.h"
- #include "guild.h"
- #include "atcommand.h"
- #include "script.h"
- #include "npc.h"
- #include "trade.h"
- #include "unit.h"
- #include "elemental.h"
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <math.h>
- struct s_elemental_db elemental_db[MAX_ELEMENTAL_CLASS]; // Elemental Database
- static uint16 elemental_count;
- int elemental_search_index(int class_) {
- int i;
- ARR_FIND(0, elemental_count, i, elemental_db[i].class_ == class_);
- return (i == elemental_count)?-1:i;
- }
- bool elemental_class(int class_) {
- return (bool)(elemental_search_index(class_) > -1);
- }
- struct view_data * elemental_get_viewdata(int class_) {
- int i = elemental_search_index(class_);
- if( i < 0 )
- return 0;
- return &elemental_db[i].vd;
- }
- int elemental_create(struct map_session_data *sd, int class_, unsigned int lifetime) {
- struct s_elemental ele;
- struct s_elemental_db *db;
- int i;
- nullpo_retr(1,sd);
- if( (i = elemental_search_index(class_)) < 0 )
- return 0;
- db = &elemental_db[i];
- memset(&ele,0,sizeof(struct s_elemental));
- ele.char_id = sd->status.char_id;
- ele.class_ = class_;
- ele.mode = EL_MODE_PASSIVE; // Initial mode
- 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->status.base_level / (5-i);
- //per individual bonuses
- switch(db->class_){
- case ELEMENTALID_AGNI_S: case ELEMENTALID_AGNI_M:
- case ELEMENTALID_AGNI_L: //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: //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: //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: //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;
- }
- ele.life_time = lifetime;
- // Request Char Server to create this elemental
- intif_elemental_create(&ele);
- return 1;
- }
- int elemental_get_lifetime(struct elemental_data *ed) {
- const struct TimerData * td;
- if( ed == NULL || ed->summon_timer == INVALID_TIMER )
- return 0;
- td = get_timer(ed->summon_timer);
- return (td != NULL) ? DIFF_TICK(td->tick, gettick()) : 0;
- }
- int elemental_save(struct 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 int elemental_summon_end(int tid, unsigned int tick, int id, intptr_t data) {
- struct map_session_data *sd;
- struct elemental_data *ed;
- if( (sd = map_id2sd(id)) == NULL )
- return 1;
- if( (ed = sd->ed) == NULL )
- 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, 0); // Elemental's summon time is over.
- return 0;
- }
- void elemental_summon_stop(struct 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(struct elemental_data *ed, int reply) {
- struct map_session_data *sd;
- nullpo_ret(ed);
- sd = ed->master;
- ed->elemental.life_time = 0;
- elemental_clean_effect(ed);
- elemental_summon_stop(ed);
- if( !sd )
- return unit_free(&ed->bl, 0);
- sd->ed = NULL;
- sd->status.ele_id = 0;
- return unit_remove_map(&ed->bl, 0);
- }
- void elemental_summon_init(struct 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(struct s_elemental *ele, bool flag) {
- struct map_session_data *sd;
- struct elemental_data *ed;
- struct s_elemental_db *db;
- int i = elemental_search_index(ele->class_);
- if( (sd = map_charid2sd(ele->char_id)) == NULL )
- return 0;
- if( !flag || i < 0 ) { // Not created - loaded - DB info
- sd->status.ele_id = 0;
- return 0;
- }
- db = &elemental_db[i];
- if( !sd->ed ) { // Initialize it after first summon.
- sd->ed = ed = (struct elemental_data*)aCalloc(1,sizeof(struct 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(struct 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;
- 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(struct s_elemental));
- ed = sd->ed;
- }
- sd->status.ele_id = ele->elemental_id;
- if( ed->bl.prev == NULL && sd->bl.prev != NULL ) {
- 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->fd,ed->bl.id,ed->battle_status.hp,ed->battle_status.max_hp);
- clif_elemental_updatestatus(sd,SP_SP);
- }
- return 1;
- }
- int elemental_clean_single_effect(struct elemental_data *ed, uint16 skill_id) {
- struct block_list *bl;
- sc_type type = status_skill2sc(skill_id);
- nullpo_ret(ed);
- bl = battle_get_master(&ed->bl);
- if( type ) {
- switch( type ) {
- // Just remove status change.
- case SC_PYROTECHNIC_OPTION:
- case SC_HEATER_OPTION:
- case SC_TROPIC_OPTION:
- case SC_FIRE_CLOAK_OPTION:
- case SC_AQUAPLAY_OPTION:
- case SC_WATER_SCREEN_OPTION:
- case SC_COOLER_OPTION:
- case SC_CHILLY_AIR_OPTION:
- case SC_GUST_OPTION:
- case SC_WIND_STEP_OPTION:
- case SC_BLAST_OPTION:
- case SC_WATER_DROP_OPTION:
- case SC_WIND_CURTAIN_OPTION:
- case SC_WILD_STORM_OPTION:
- case SC_PETROLOGY_OPTION:
- case SC_SOLID_SKIN_OPTION:
- case SC_CURSED_SOIL_OPTION:
- case SC_STONE_SHIELD_OPTION:
- case SC_UPHEAVAL_OPTION:
- case SC_CIRCLE_OF_FIRE_OPTION:
- case SC_TIDAL_WEAPON_OPTION:
- if( bl ) status_change_end(bl,type,INVALID_TIMER); // Master
- status_change_end(&ed->bl,type-1,INVALID_TIMER); // Elemental Spirit
- break;
- case SC_ZEPHYR:
- if( bl ) status_change_end(bl,type,INVALID_TIMER);
- break;
- default:
- ShowWarning("Invalid SC=%d in elemental_clean_single_effect\n",type);
- break;
- }
- }
- return 1;
- }
- int elemental_clean_effect(struct elemental_data *ed) {
- struct map_session_data *sd;
- nullpo_ret(ed);
- // Elemental side
- status_change_end(&ed->bl, SC_TROPIC, INVALID_TIMER);
- status_change_end(&ed->bl, SC_HEATER, INVALID_TIMER);
- status_change_end(&ed->bl, SC_AQUAPLAY, INVALID_TIMER);
- status_change_end(&ed->bl, SC_COOLER, INVALID_TIMER);
- status_change_end(&ed->bl, SC_CHILLY_AIR, INVALID_TIMER);
- status_change_end(&ed->bl, SC_PYROTECHNIC, INVALID_TIMER);
- status_change_end(&ed->bl, SC_FIRE_CLOAK, INVALID_TIMER);
- status_change_end(&ed->bl, SC_WATER_DROP, INVALID_TIMER);
- status_change_end(&ed->bl, SC_WATER_SCREEN, INVALID_TIMER);
- status_change_end(&ed->bl, SC_GUST, INVALID_TIMER);
- status_change_end(&ed->bl, SC_WIND_STEP, INVALID_TIMER);
- status_change_end(&ed->bl, SC_BLAST, INVALID_TIMER);
- status_change_end(&ed->bl, SC_WIND_CURTAIN, INVALID_TIMER);
- status_change_end(&ed->bl, SC_WILD_STORM, INVALID_TIMER);
- status_change_end(&ed->bl, SC_PETROLOGY, INVALID_TIMER);
- status_change_end(&ed->bl, SC_SOLID_SKIN, INVALID_TIMER);
- status_change_end(&ed->bl, SC_CURSED_SOIL, INVALID_TIMER);
- status_change_end(&ed->bl, SC_STONE_SHIELD, INVALID_TIMER);
- status_change_end(&ed->bl, SC_UPHEAVAL, INVALID_TIMER);
- status_change_end(&ed->bl, SC_CIRCLE_OF_FIRE, INVALID_TIMER);
- status_change_end(&ed->bl, SC_TIDAL_WEAPON, INVALID_TIMER);
- if( (sd = ed->master) == NULL )
- return 0;
- // Master side
- status_change_end(&sd->bl, SC_TROPIC_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_HEATER_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_AQUAPLAY_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_COOLER_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_CHILLY_AIR_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_PYROTECHNIC_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_FIRE_CLOAK_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_WATER_DROP_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_WATER_SCREEN_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_GUST_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_WIND_STEP_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_BLAST_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_WATER_DROP_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_WIND_CURTAIN_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_WILD_STORM_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_ZEPHYR, INVALID_TIMER);
- status_change_end(&sd->bl, SC_WIND_STEP_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_PETROLOGY_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_SOLID_SKIN_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_CURSED_SOIL_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_STONE_SHIELD_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_UPHEAVAL_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_CIRCLE_OF_FIRE_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_TIDAL_WEAPON_OPTION, INVALID_TIMER);
- return 1;
- }
- int elemental_action(struct elemental_data *ed, struct block_list *bl, unsigned int tick) {
- struct skill_condition req;
- uint16 skill_id, skill_lv;
- int i;
- nullpo_ret(ed);
- nullpo_ret(bl);
- if( !ed->master )
- return 0;
- if( ed->target_id )
- elemental_unlocktarget(ed); // Remove previous target.
- ARR_FIND(0, MAX_ELESKILLTREE, i, ed->db->skill[i].id && (ed->db->skill[i].mode&EL_SKILLMODE_AGGRESSIVE));
- if( i == MAX_ELESKILLTREE )
- return 0;
- skill_id = ed->db->skill[i].id;
- skill_lv = ed->db->skill[i].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+status_get_speed(&ed->bl)*walk_dist, skill_castend_pos, ed->bl.id, 0 );
- else
- ed->ud.skilltimer = add_timer( tick+status_get_speed(&ed->bl)*walk_dist, skill_castend_id, ed->bl.id, 0 );
- }
- return 1;
- }
- req = elemental_skill_get_requirements(skill_id, skill_lv);
- if(req.hp || req.sp){
- struct 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(struct elemental_data *ed, int mode) {
- struct block_list *bl = &ed->master->bl;
- uint16 skill_id, skill_lv;
- int i;
- nullpo_ret(ed);
- if( !bl )
- return 0;
- // Select a skill.
- ARR_FIND(0, MAX_ELESKILLTREE, i, ed->db->skill[i].id && (ed->db->skill[i].mode&mode));
- if( i == MAX_ELESKILLTREE )
- return 0;
- skill_id = ed->db->skill[i].id;
- skill_lv = ed->db->skill[i].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(struct 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;
- // Normalize elemental mode to elemental skill mode.
- if( mode == EL_MODE_AGGRESSIVE ) mode = EL_SKILLMODE_AGGRESSIVE; // Aggressive spirit mode -> Aggressive spirit skill.
- else if( mode == EL_MODE_ASSIST ) mode = EL_SKILLMODE_ASSIST; // Assist spirit mode -> Assist spirit skill.
- else mode = EL_SKILLMODE_PASIVE; // Passive spirit mode -> Passive spirit skill.
- // Use a skill inmediately after every change mode.
- if( mode != EL_SKILLMODE_AGGRESSIVE )
- elemental_change_mode_ack(ed,mode);
- return 1;
- }
- void elemental_heal(struct elemental_data *ed, int hp, int sp) {
- if( hp )
- clif_elemental_updatestatus(ed->master, SP_HP);
- if( sp )
- clif_elemental_updatestatus(ed->master, SP_SP);
- }
- int elemental_dead(struct elemental_data *ed) {
- elemental_delete(ed, 1);
- return 0;
- }
- int elemental_unlocktarget(struct 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, struct elemental_data *ed) {
- uint16 idx = skill_get_index(skill_id);
- nullpo_retr(1,ed);
- if (idx == 0)
- return false; // invalid skill id
- return skill_isNotOk(skill_id,ed->master);
- }
- struct skill_condition elemental_skill_get_requirements(uint16 skill_id, uint16 skill_lv){
- struct skill_condition req;
- uint16 idx = skill_get_index(skill_id);
- memset(&req,0,sizeof(req));
- if( idx == 0 ) // invalid skill id
- return req;
- if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
- return req;
- req.hp = skill_db[idx].require.hp[skill_lv-1];
- req.sp = skill_db[idx].require.sp[skill_lv-1];
- return req;
- }
- int elemental_set_target( struct map_session_data *sd, struct block_list *bl ) {
- struct 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(struct block_list *bl, va_list ap) {
- struct elemental_data *ed;
- struct block_list **target;
- int dist;
- nullpo_ret(bl);
- ed = va_arg(ap,struct elemental_data *);
- target = va_arg(ap,struct 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;
- switch( bl->type ) {
- case BL_PC:
- if( !map_flag_vs(ed->bl.m) )
- return 0;
- default:
- dist = distance_bl(&ed->bl, bl);
- if( ((*target) == NULL || !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;
- }
- break;
- }
- return 0;
- }
- static int elemental_ai_sub_timer(struct elemental_data *ed, struct map_session_data *sd, unsigned int tick) {
- struct block_list *target = NULL;
- int master_dist, view_range, mode;
- nullpo_ret(ed);
- nullpo_ret(sd);
- if( ed->bl.prev == NULL || sd == NULL || sd->bl.prev == NULL )
- 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,0);
- 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.
- if( ed->sc.count && ed->sc.data[SC_BLIND] )
- view_range = 3;
- else
- view_range = ed->db->range2;
- 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;
- }
- if( mode == EL_MODE_AGGRESSIVE ) {
- target = map_id2bl(ed->ud.target);
- if( !target )
- map_foreachinrange(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()%100 < 2 ) { // 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(struct map_session_data *sd, va_list ap) {
- unsigned int tick = va_arg(ap,unsigned int);
- if(sd->status.ele_id && sd->ed)
- elemental_ai_sub_timer(sd->ed,sd,tick);
- return 0;
- }
- static int elemental_ai_timer(int tid, unsigned int tick, int id, intptr_t data) {
- map_foreachpc(elemental_ai_sub_foreachclient,tick);
- return 0;
- }
- /**
- * Reads Elemental DB lines
- * 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
- */
- static bool read_elementaldb_sub(char* str[], int columns, int current) {
- uint16 class_ = atoi(str[0]), i, ele;
- struct s_elemental_db *db;
- struct status_data *status;
- //Find the ID, already exist or not in elemental_db
- ARR_FIND(0,elemental_count,i,elemental_db[i].class_ == class_);
- if (i >= elemental_count)
- db = &elemental_db[elemental_count];
- else
- db = &elemental_db[i];
-
- db->class_ = atoi(str[0]);
- safestrncpy(db->sprite, str[1], NAME_LENGTH);
- safestrncpy(db->name, str[2], NAME_LENGTH);
- db->lv = atoi(str[3]);
- status = &db->status;
- db->vd.class_ = db->class_;
- status->max_hp = atoi(str[4]);
- status->max_sp = atoi(str[5]);
- status->rhw.range = atoi(str[6]);
- status->rhw.atk = atoi(str[7]);
- status->rhw.atk2 = atoi(str[8]);
- status->def = atoi(str[9]);
- status->mdef = atoi(str[10]);
- status->str = atoi(str[11]);
- status->agi = atoi(str[12]);
- status->vit = atoi(str[13]);
- status->int_ = atoi(str[14]);
- status->dex = atoi(str[15]);
- status->luk = atoi(str[16]);
- db->range2 = atoi(str[17]);
- db->range3 = atoi(str[18]);
- status->size = atoi(str[19]);
- status->race = atoi(str[20]);
- ele = atoi(str[21]);
- status->def_ele = ele%10;
- status->ele_lv = ele/20;
- if( status->def_ele >= ELE_ALL ) {
- ShowWarning("read_elementaldb_sub: Elemental %d has invalid element type %d (max element is %d)\n", db->class_, status->def_ele, ELE_ALL - 1);
- status->def_ele = ELE_NEUTRAL;
- }
- if( status->ele_lv < 1 || status->ele_lv > 4 ) {
- ShowWarning("read_elementaldb_sub: Elemental %d has invalid element level %d (max is 4)\n", db->class_, status->ele_lv);
- status->ele_lv = 1;
- }
- status->aspd_rate = 1000;
- status->speed = atoi(str[22]);
- status->adelay = atoi(str[23]);
- status->amotion = atoi(str[24]);
- status->dmotion = atoi(str[25]);
- if (i >= elemental_count)
- elemental_count++;
- return true;
- }
- void read_elementaldb(void) {
- const char *filename[] = { "elemental_db.txt", DBIMPORT"/elemental_db.txt" };
- uint8 i;
- elemental_count = 0;
- for(i = 0; i<ARRAYLENGTH(filename); i++){
- sv_readdb(db_path, filename[i], ',', 26, 26, -1, &read_elementaldb_sub, i);
- }
- }
- /**
- * Reads Elemental Skill DB lines
- * ElementalID,SkillID,SkillLevel,ReqMode
- */
- static bool read_elemental_skilldb_sub(char* str[], int columns, int current) {
- uint16 class_ = atoi(str[0]), i, skill_id, skill_lv, skillmode;
- struct s_elemental_db *db;
- ARR_FIND(0, MAX_ELEMENTAL_CLASS, i, class_ == elemental_db[i].class_);
- if( i == MAX_ELEMENTAL_CLASS ) {
- ShowError("read_elemental_skilldb_sub: Class not found in elemental_db for skill entry, line %d.\n", current);
- return false;
- }
- skill_id = atoi(str[1]);
- if( skill_id < EL_SKILLBASE || skill_id >= EL_SKILLBASE + MAX_ELEMENTALSKILL ) {
- ShowError("read_elemental_skilldb_sub: Skill out of range, line %d.\n", current);
- return false;
- }
- db = &elemental_db[i];
- skill_lv = atoi(str[2]);
- skillmode = atoi(str[3]);
- if( skillmode < EL_SKILLMODE_PASIVE || skillmode > EL_SKILLMODE_AGGRESSIVE ) {
- ShowError("read_elemental_skilldb_sub: Skillmode out of range, line %d.\n",current);
- return false;
- }
- ARR_FIND( 0, MAX_ELESKILLTREE, i, db->skill[i].id == 0 || db->skill[i].id == skill_id );
- if( i == MAX_ELESKILLTREE ) {
- 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_);
- return false;
- }
- db->skill[i].id = skill_id;
- db->skill[i].lv = skill_lv;
- db->skill[i].mode = skillmode;
- return true;
- }
- void read_elemental_skilldb(void) {
- const char *filename[] = { "elemental_skill_db.txt", DBIMPORT"/elemental_skill_db.txt" };
- uint8 i;
- for(i = 0; i<ARRAYLENGTH(filename); i++){
- sv_readdb(db_path, filename[i], ',', 4, 4, -1, &read_elemental_skilldb_sub, i);
- }
- }
- void reload_elementaldb(void) {
- read_elementaldb();
- reload_elemental_skilldb();
- }
- void reload_elemental_skilldb(void) {
- read_elemental_skilldb();
- }
- void do_init_elemental(void) {
- read_elementaldb();
- read_elemental_skilldb();
- 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) {
- return;
- }
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