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- // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
- // For more information, see LICENCE in the main folder
- #include "elemental.hpp"
- #include <cstring>
- #include <cmath>
- #include <cstdlib>
- #include <common/cbasetypes.hpp>
- #include <common/malloc.hpp>
- #include <common/mmo.hpp>
- #include <common/nullpo.hpp>
- #include <common/random.hpp>
- #include <common/showmsg.hpp>
- #include <common/strlib.hpp>
- #include <common/timer.hpp>
- #include <common/utils.hpp>
- #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<s_elemental_db> 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<s_elemental_db> 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<s_elemental_db> 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<s_elemental_skill> 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<s_elemental_skill> 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<s_skill_db> 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<s_elemental_db> 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<s_elemental_db>();
- 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<defType>(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<defType>(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<e_size>(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<e_race>(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<e_element>(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<uint8>(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<e_elemental_skillmode>(constant);
- std::shared_ptr<s_elemental_skill> entry = util::umap_find(elemental->skill, mode);
- bool mode_exists = entry != nullptr;
- if (!mode_exists)
- entry = std::make_shared<s_elemental_skill>();
- 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();
- }
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