elemental.cpp 30 KB

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  1. // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "elemental.hpp"
  4. #include <cstring>
  5. #include <cmath>
  6. #include <cstdlib>
  7. #include <common/cbasetypes.hpp>
  8. #include <common/malloc.hpp>
  9. #include <common/mmo.hpp>
  10. #include <common/nullpo.hpp>
  11. #include <common/random.hpp>
  12. #include <common/showmsg.hpp>
  13. #include <common/strlib.hpp>
  14. #include <common/timer.hpp>
  15. #include <common/utils.hpp>
  16. #include "battle.hpp"
  17. #include "clif.hpp"
  18. #include "intif.hpp"
  19. #include "itemdb.hpp"
  20. #include "log.hpp"
  21. #include "npc.hpp"
  22. #include "party.hpp"
  23. #include "pc.hpp"
  24. #include "trade.hpp"
  25. using namespace rathena;
  26. ElementalDatabase elemental_db;
  27. struct view_data * elemental_get_viewdata(int class_) {
  28. std::shared_ptr<s_elemental_db> db = elemental_db.find(class_);
  29. if (db == nullptr)
  30. return 0;
  31. return &db->vd;
  32. }
  33. int elemental_create(map_session_data *sd, int class_, uint32 lifetime) {
  34. nullpo_retr(1,sd);
  35. std::shared_ptr<s_elemental_db> db = elemental_db.find(class_);
  36. if (db == nullptr) {
  37. ShowError("elemental_create: Unknown elemental class %d.\n", class_);
  38. return 0;
  39. }
  40. s_elemental ele = {};
  41. ele.char_id = sd->status.char_id;
  42. ele.class_ = class_;
  43. ele.mode = EL_MODE_PASSIVE; // Initial mode
  44. int i = db->status.size+1; // summon level
  45. //[(Caster's Max HP/ 3 ) + (Caster's INT x 10 )+ (Caster's Job Level x 20 )] x [(Elemental Summon Level + 2) / 3]
  46. ele.hp = ele.max_hp = (sd->battle_status.max_hp/3 + sd->battle_status.int_*10 + sd->status.job_level*20) * ((i + 2) / 3);
  47. //Caster's Max SP /4
  48. ele.sp = ele.max_sp = sd->battle_status.max_sp/4;
  49. //Caster's [ Max SP / (18 / Elemental Summon Skill Level) 1- 100 ]
  50. ele.atk = (sd->battle_status.max_sp / (18 / i) * 1 - 100);
  51. //Caster's [ Max SP / (18 / Elemental Summon Skill Level) ]
  52. ele.atk2 = sd->battle_status.max_sp / (18 / i);
  53. //Caster's HIT + (Caster's Base Level)
  54. ele.hit = sd->battle_status.hit + sd->status.base_level;
  55. //[Elemental Summon Skill Level x (Caster's INT / 2 + Caster's DEX / 4)]
  56. ele.matk = i * (sd->battle_status.int_ / 2 + sd->battle_status.dex / 4);
  57. //150 + [Caster's DEX / 10] + [Elemental Summon Skill Level x 3 ]
  58. ele.amotion = 150 + sd->battle_status.dex / 10 + i * 3;
  59. //Caster's DEF + (Caster's Base Level / (5 - Elemental Summon Skill Level)
  60. ele.def = sd->battle_status.def + sd->status.base_level / (5-i);
  61. //Caster's MDEF + (Caster's INT / (5 - Elemental Summon Skill Level)
  62. ele.mdef = sd->battle_status.mdef + sd->battle_status.int_ / (5-i);
  63. //Caster's FLEE + (Caster's Base Level / (5 - Elemental Summon Skill Level)
  64. ele.flee = sd->battle_status.flee + sd->status.base_level / (5-i);
  65. //per individual bonuses
  66. switch(db->class_){
  67. case ELEMENTALID_AGNI_S:
  68. case ELEMENTALID_AGNI_M:
  69. case ELEMENTALID_AGNI_L:
  70. case ELEMENTALID_ARDOR://ATK + (Summon Agni Skill Level x 20) / HIT + (Summon Agni Skill Level x 10)
  71. ele.atk += i * 20;
  72. ele.atk2 += i * 20;
  73. ele.hit += i * 10;
  74. break;
  75. case ELEMENTALID_AQUA_S:
  76. case ELEMENTALID_AQUA_M:
  77. case ELEMENTALID_AQUA_L:
  78. case ELEMENTALID_DILUVIO://MDEF + (Summon Aqua Skill Level x 10) / MATK + (Summon Aqua Skill Level x 20)
  79. ele.mdef += i * 10;
  80. ele.matk += i * 20;
  81. break;
  82. case ELEMENTALID_VENTUS_S:
  83. case ELEMENTALID_VENTUS_M:
  84. case ELEMENTALID_VENTUS_L:
  85. case ELEMENTALID_PROCELLA://FLEE + (Summon Ventus Skill Level x 20) / MATK + (Summon Ventus Skill Level x 10)
  86. ele.flee += i * 20;
  87. ele.matk += i * 10;
  88. break;
  89. case ELEMENTALID_TERA_S:
  90. case ELEMENTALID_TERA_M:
  91. case ELEMENTALID_TERA_L:
  92. case ELEMENTALID_TERREMOTUS:
  93. case ELEMENTALID_SERPENS://DEF + (Summon Tera Skill Level x 25) / ATK + (Summon Tera Skill Level x 5)
  94. ele.def += i * 25;
  95. ele.atk += i * 5;
  96. ele.atk2 += i * 5;
  97. break;
  98. }
  99. if( (i=pc_checkskill(sd,SO_EL_SYMPATHY)) > 0 ){
  100. ele.hp = ele.max_hp += ele.max_hp * 5 * i / 100;
  101. ele.sp = ele.max_sp += ele.max_sp * 5 * i / 100;
  102. ele.atk += 25 * i;
  103. ele.atk2 += 25 * i;
  104. ele.matk += 25 * i;
  105. }
  106. if ((i = pc_checkskill(sd, EM_ELEMENTAL_SPIRIT_M)) > 0 && db->class_ >= ELEMENTALID_DILUVIO && db->class_ <= ELEMENTALID_SERPENS) {
  107. ele.hp = ele.max_hp += 10000 + 3000 * i;
  108. ele.sp = ele.max_sp += 100 * i;
  109. ele.atk += 100 + 20 * i;
  110. ele.atk2 += 100 + 20 * i;
  111. ele.matk += 20 * i;
  112. ele.def += 20 * i;
  113. ele.mdef += 4 * i;
  114. ele.flee += 10 * i;
  115. }
  116. ele.life_time = lifetime;
  117. // Request Char Server to create this elemental
  118. intif_elemental_create(&ele);
  119. return 1;
  120. }
  121. t_tick elemental_get_lifetime(s_elemental_data *ed) {
  122. if( ed == nullptr || ed->summon_timer == INVALID_TIMER )
  123. return 0;
  124. const struct TimerData * td = get_timer(ed->summon_timer);
  125. return (td != nullptr) ? DIFF_TICK(td->tick, gettick()) : 0;
  126. }
  127. int elemental_save(s_elemental_data *ed) {
  128. ed->elemental.mode = ed->battle_status.mode;
  129. ed->elemental.hp = ed->battle_status.hp;
  130. ed->elemental.sp = ed->battle_status.sp;
  131. ed->elemental.max_hp = ed->battle_status.max_hp;
  132. ed->elemental.max_sp = ed->battle_status.max_sp;
  133. ed->elemental.atk = ed->battle_status.rhw.atk;
  134. ed->elemental.atk2 = ed->battle_status.rhw.atk2;
  135. ed->elemental.matk = ed->battle_status.matk_min;
  136. ed->elemental.def = ed->battle_status.def;
  137. ed->elemental.mdef = ed->battle_status.mdef;
  138. ed->elemental.flee = ed->battle_status.flee;
  139. ed->elemental.hit = ed->battle_status.hit;
  140. ed->elemental.life_time = elemental_get_lifetime(ed);
  141. intif_elemental_save(&ed->elemental);
  142. return 1;
  143. }
  144. static TIMER_FUNC(elemental_summon_end){
  145. map_session_data *sd;
  146. if( (sd = map_id2sd(id)) == nullptr )
  147. return 1;
  148. s_elemental_data *ed;
  149. if( (ed = sd->ed) == nullptr )
  150. return 1;
  151. if( ed->summon_timer != tid ) {
  152. ShowError("elemental_summon_end %d != %d.\n", ed->summon_timer, tid);
  153. return 0;
  154. }
  155. ed->summon_timer = INVALID_TIMER;
  156. elemental_delete(ed); // Elemental's summon time is over.
  157. return 0;
  158. }
  159. void elemental_summon_stop(s_elemental_data *ed) {
  160. nullpo_retv(ed);
  161. if( ed->summon_timer != INVALID_TIMER )
  162. delete_timer(ed->summon_timer, elemental_summon_end);
  163. ed->summon_timer = INVALID_TIMER;
  164. }
  165. int elemental_delete(s_elemental_data *ed) {
  166. nullpo_ret(ed);
  167. map_session_data *sd = ed->master;
  168. ed->elemental.life_time = 0;
  169. elemental_clean_effect(ed);
  170. elemental_summon_stop(ed);
  171. if( !sd )
  172. return unit_free(&ed->bl, CLR_OUTSIGHT);
  173. sd->ed = nullptr;
  174. sd->status.ele_id = 0;
  175. return unit_remove_map(&ed->bl, CLR_OUTSIGHT);
  176. }
  177. void elemental_summon_init(s_elemental_data *ed) {
  178. if( ed->summon_timer == INVALID_TIMER )
  179. ed->summon_timer = add_timer(gettick() + ed->elemental.life_time, elemental_summon_end, ed->master->bl.id, 0);
  180. ed->regen.state.block = 0;
  181. }
  182. /**
  183. * Inter-serv has sent us the elemental data from sql, fill it in map-serv memory
  184. * @param ele : The elemental data received from char-serv
  185. * @param flag : 0:not created, 1:was saved/loaded
  186. * @return 0:failed, 1:sucess
  187. */
  188. int elemental_data_received(s_elemental *ele, bool flag) {
  189. map_session_data *sd;
  190. t_tick tick = gettick();
  191. if( (sd = map_charid2sd(ele->char_id)) == nullptr )
  192. return 0;
  193. std::shared_ptr<s_elemental_db> db = elemental_db.find(ele->class_);
  194. if( !flag || db == nullptr ) { // Not created - loaded - DB info
  195. sd->status.ele_id = 0;
  196. return 0;
  197. }
  198. s_elemental_data *ed;
  199. if( !sd->ed ) { // Initialize it after first summon.
  200. sd->ed = ed = (s_elemental_data*)aCalloc(1,sizeof(s_elemental_data));
  201. ed->bl.type = BL_ELEM;
  202. ed->bl.id = npc_get_new_npc_id();
  203. ed->master = sd;
  204. ed->db = db;
  205. memcpy(&ed->elemental, ele, sizeof(s_elemental));
  206. status_set_viewdata(&ed->bl, ed->elemental.class_);
  207. ed->vd->head_mid = 10; // Why?
  208. status_change_init(&ed->bl);
  209. unit_dataset(&ed->bl);
  210. ed->ud.dir = sd->ud.dir;
  211. ed->bl.m = sd->bl.m;
  212. ed->bl.x = sd->bl.x;
  213. ed->bl.y = sd->bl.y;
  214. unit_calc_pos(&ed->bl, sd->bl.x, sd->bl.y, sd->ud.dir);
  215. ed->bl.x = ed->ud.to_x;
  216. ed->bl.y = ed->ud.to_y;
  217. // Ticks need to be initialized before adding bl to map_addiddb
  218. ed->regen.tick.hp = tick;
  219. ed->regen.tick.sp = tick;
  220. map_addiddb(&ed->bl);
  221. status_calc_elemental(ed,SCO_FIRST);
  222. ed->last_spdrain_time = ed->last_thinktime = gettick();
  223. ed->summon_timer = INVALID_TIMER;
  224. ed->masterteleport_timer = INVALID_TIMER;
  225. elemental_summon_init(ed);
  226. } else {
  227. memcpy(&sd->ed->elemental, ele, sizeof(s_elemental));
  228. ed = sd->ed;
  229. }
  230. sd->status.ele_id = ele->elemental_id;
  231. if( ed->bl.prev == nullptr && sd->bl.prev != nullptr ) {
  232. if(map_addblock(&ed->bl))
  233. return 0;
  234. clif_spawn(&ed->bl);
  235. clif_elemental_info(sd);
  236. clif_elemental_updatestatus(*sd, SP_HP);
  237. clif_hpmeter_single( *sd, ed->bl.id, ed->battle_status.hp, ed->battle_status.max_hp );
  238. clif_elemental_updatestatus(*sd, SP_SP);
  239. }
  240. return 1;
  241. }
  242. int elemental_clean_effect(s_elemental_data *ed) {
  243. nullpo_ret(ed);
  244. status_db.removeByStatusFlag(&ed->bl, { SCF_REMOVEELEMENTALOPTION });
  245. status_db.removeByStatusFlag(battle_get_master(&ed->bl), { SCF_REMOVEELEMENTALOPTION });
  246. return 1;
  247. }
  248. int elemental_action(s_elemental_data *ed, block_list *bl, t_tick tick) {
  249. nullpo_ret(ed);
  250. nullpo_ret(bl);
  251. if( !ed->master )
  252. return 0;
  253. if( ed->target_id )
  254. elemental_unlocktarget(ed); // Remove previous target.
  255. std::shared_ptr<s_elemental_skill> skill = util::umap_find(ed->db->skill, EL_SKILLMODE_AGGRESSIVE); // only one skill per mode is supported
  256. if (skill == nullptr)
  257. return 0;
  258. uint16 skill_id = skill->id;
  259. uint16 skill_lv = skill->lv;
  260. if( elemental_skillnotok(skill_id, *ed) )
  261. return 0;
  262. if( ed->ud.skilltimer != INVALID_TIMER )
  263. return 0;
  264. else if( DIFF_TICK(tick, ed->ud.canact_tick) < 0 )
  265. return 0;
  266. ed->target_id = ed->ud.skilltarget = bl->id; // Set new target
  267. ed->last_thinktime = tick;
  268. // Not in skill range.
  269. if( !battle_check_range(&ed->bl,bl,skill_get_range(skill_id,skill_lv)) ) {
  270. // Try to walk to the target.
  271. if( !unit_walktobl(&ed->bl, bl, skill_get_range(skill_id,skill_lv), 2) )
  272. elemental_unlocktarget(ed);
  273. else {
  274. // Walking, waiting to be in range. Client don't handle it, then we must handle it here.
  275. int walk_dist = distance_bl(&ed->bl,bl) - skill_get_range(skill_id,skill_lv);
  276. ed->ud.skill_id = skill_id;
  277. ed->ud.skill_lv = skill_lv;
  278. if( skill_get_inf(skill_id) & INF_GROUND_SKILL )
  279. ed->ud.skilltimer = add_timer( tick+(t_tick)status_get_speed(&ed->bl)*walk_dist, skill_castend_pos, ed->bl.id, 0 );
  280. else
  281. ed->ud.skilltimer = add_timer( tick+(t_tick)status_get_speed(&ed->bl)*walk_dist, skill_castend_id, ed->bl.id, 0 );
  282. }
  283. return 1;
  284. }
  285. s_skill_condition req = elemental_skill_get_requirements(skill_id, skill_lv);
  286. if(req.hp || req.sp){
  287. map_session_data *sd = BL_CAST(BL_PC, battle_get_master(&ed->bl));
  288. if( sd ){
  289. if( sd->skill_id_old != SO_EL_ACTION && //regardless of remaining HP/SP it can be cast
  290. (status_get_hp(&ed->bl) < req.hp || status_get_sp(&ed->bl) < req.sp) )
  291. return 1;
  292. else
  293. status_zap(&ed->bl, req.hp, req.sp);
  294. }
  295. }
  296. //Otherwise, just cast the skill.
  297. if( skill_get_inf(skill_id) & INF_GROUND_SKILL )
  298. unit_skilluse_pos(&ed->bl, bl->x, bl->y, skill_id, skill_lv);
  299. else
  300. unit_skilluse_id(&ed->bl, bl->id, skill_id, skill_lv);
  301. // Reset target.
  302. ed->target_id = 0;
  303. return 1;
  304. }
  305. /*===============================================================
  306. * Action that elemental perform after changing mode.
  307. * Activates one of the skills of the new mode.
  308. *-------------------------------------------------------------*/
  309. int elemental_change_mode_ack(s_elemental_data *ed, e_elemental_skillmode skill_mode) {
  310. nullpo_ret(ed);
  311. block_list *bl = &ed->master->bl;
  312. if( !bl )
  313. return 0;
  314. std::shared_ptr<s_elemental_skill> skill = util::umap_find(ed->db->skill, skill_mode);
  315. if (skill == nullptr)
  316. return 0;
  317. uint16 skill_id = skill->id;
  318. uint16 skill_lv = skill->lv;
  319. if( elemental_skillnotok(skill_id, *ed) )
  320. return 0;
  321. if( ed->ud.skilltimer != INVALID_TIMER )
  322. return 0;
  323. else if( DIFF_TICK(gettick(), ed->ud.canact_tick) < 0 )
  324. return 0;
  325. ed->target_id = bl->id; // Set new target
  326. ed->last_thinktime = gettick();
  327. if( skill_get_inf(skill_id) & INF_GROUND_SKILL )
  328. unit_skilluse_pos(&ed->bl, bl->x, bl->y, skill_id, skill_lv);
  329. else
  330. unit_skilluse_id(&ed->bl,bl->id,skill_id,skill_lv);
  331. ed->target_id = 0; // Reset target after casting the skill to avoid continious attack.
  332. return 1;
  333. }
  334. /*===============================================================
  335. * Change elemental mode.
  336. *-------------------------------------------------------------*/
  337. int elemental_change_mode(s_elemental_data *ed, int mode) {
  338. nullpo_ret(ed);
  339. // Remove target
  340. elemental_unlocktarget(ed);
  341. // Removes the effects of the previous mode.
  342. if(ed->elemental.mode != mode ) elemental_clean_effect(ed);
  343. ed->battle_status.mode = ed->elemental.mode = mode;
  344. e_elemental_skillmode skill_mode;
  345. // Normalize elemental mode to elemental skill mode.
  346. if( mode == EL_MODE_AGGRESSIVE ) skill_mode = EL_SKILLMODE_AGGRESSIVE; // Aggressive spirit mode -> Aggressive spirit skill.
  347. else if( mode == EL_MODE_ASSIST ) skill_mode = EL_SKILLMODE_ASSIST; // Assist spirit mode -> Assist spirit skill.
  348. else skill_mode = EL_SKILLMODE_PASSIVE; // Passive spirit mode -> Passive spirit skill.
  349. // Use a skill inmediately after every change mode.
  350. if( skill_mode != EL_SKILLMODE_AGGRESSIVE )
  351. return elemental_change_mode_ack(ed, skill_mode);
  352. return 1;
  353. }
  354. void elemental_heal(s_elemental_data *ed, int hp, int sp) {
  355. if (ed->master == nullptr)
  356. return;
  357. if( hp )
  358. clif_elemental_updatestatus(*ed->master, SP_HP);
  359. if( sp )
  360. clif_elemental_updatestatus(*ed->master, SP_SP);
  361. }
  362. int elemental_dead(s_elemental_data *ed) {
  363. elemental_delete(ed);
  364. return 0;
  365. }
  366. int elemental_unlocktarget(s_elemental_data *ed) {
  367. nullpo_ret(ed);
  368. ed->target_id = 0;
  369. elemental_stop_attack(ed);
  370. elemental_stop_walking(ed,1);
  371. return 0;
  372. }
  373. bool elemental_skillnotok( uint16 skill_id, s_elemental_data& ed ){
  374. uint16 idx = skill_get_index(skill_id);
  375. if( idx == 0 ){
  376. return false;
  377. }
  378. // Check if it's ok for master as well
  379. if( ed.master != nullptr ){
  380. return skill_isNotOk( skill_id, *ed.master );
  381. }else{
  382. return true;
  383. }
  384. }
  385. struct s_skill_condition elemental_skill_get_requirements(uint16 skill_id, uint16 skill_lv){
  386. s_skill_condition req = {};
  387. std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
  388. if( !skill ) // invalid skill id
  389. return req;
  390. skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
  391. req.hp = skill->require.hp[skill_lv - 1];
  392. req.sp = skill->require.sp[skill_lv - 1];
  393. return req;
  394. }
  395. int elemental_set_target( map_session_data *sd, block_list *bl ) {
  396. s_elemental_data *ed = sd->ed;
  397. nullpo_ret(ed);
  398. nullpo_ret(bl);
  399. if( ed->bl.m != bl->m || !check_distance_bl(&ed->bl, bl, ed->db->range2) )
  400. return 0;
  401. if( !status_check_skilluse(&ed->bl, bl, 0, 0) )
  402. return 0;
  403. if( ed->target_id == 0 )
  404. ed->target_id = bl->id;
  405. return 1;
  406. }
  407. static int elemental_ai_sub_timer_activesearch(block_list *bl, va_list ap) {
  408. nullpo_ret(bl);
  409. s_elemental_data *ed;
  410. block_list **target;
  411. ed = va_arg(ap, s_elemental_data *);
  412. target = va_arg(ap, block_list**);
  413. //If can't seek yet, not an enemy, or you can't attack it, skip.
  414. if( (*target) == bl || !status_check_skilluse(&ed->bl, bl, 0, 0) )
  415. return 0;
  416. if( battle_check_target(&ed->bl,bl,BCT_ENEMY) <= 0 )
  417. return 0;
  418. if (bl->type == BL_PC && !map_flag_vs(ed->bl.m))
  419. return 0;
  420. int dist = distance_bl(&ed->bl, bl);
  421. if( ((*target) == nullptr || !check_distance_bl(&ed->bl, *target, dist)) && battle_check_range(&ed->bl,bl,ed->db->range2) ) { //Pick closest target?
  422. (*target) = bl;
  423. ed->target_id = bl->id;
  424. ed->min_chase = dist + ed->db->range3;
  425. if( ed->min_chase > AREA_SIZE )
  426. ed->min_chase = AREA_SIZE;
  427. return 1;
  428. }
  429. return 0;
  430. }
  431. static int elemental_ai_sub_timer(s_elemental_data *ed, map_session_data *sd, t_tick tick) {
  432. nullpo_ret(ed);
  433. nullpo_ret(sd);
  434. if( ed->bl.prev == nullptr || sd == nullptr || sd->bl.prev == nullptr )
  435. return 0;
  436. // Check if caster can sustain the summoned elemental
  437. if( DIFF_TICK(tick,ed->last_spdrain_time) >= 10000 ){// Drain SP every 10 seconds
  438. int sp = 5;
  439. switch(ed->vd->class_){
  440. case ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M:
  441. case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M:
  442. sp = 8;
  443. break;
  444. case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L:
  445. case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L:
  446. sp = 11;
  447. break;
  448. }
  449. if( status_get_sp(&sd->bl) < sp ){ // Can't sustain delete it.
  450. elemental_delete(sd->ed);
  451. return 0;
  452. }
  453. status_zap(&sd->bl,0,sp);
  454. ed->last_spdrain_time = tick;
  455. }
  456. if( DIFF_TICK(tick,ed->last_thinktime) < MIN_ELETHINKTIME )
  457. return 0;
  458. ed->last_thinktime = tick;
  459. if( ed->ud.skilltimer != INVALID_TIMER )
  460. return 0;
  461. if( ed->ud.walktimer != INVALID_TIMER && ed->ud.walkpath.path_pos <= 2 )
  462. return 0; //No thinking when you just started to walk.
  463. if(ed->ud.walkpath.path_pos < ed->ud.walkpath.path_len && ed->ud.target == sd->bl.id)
  464. return 0; //No thinking until be near the master.
  465. int master_dist, view_range;
  466. if( ed->sc.count && ed->sc.getSCE(SC_BLIND) )
  467. view_range = 3;
  468. else
  469. view_range = ed->db->range2;
  470. int mode = status_get_mode(&ed->bl);
  471. master_dist = distance_bl(&sd->bl, &ed->bl);
  472. if( master_dist > AREA_SIZE ) { // Master out of vision range.
  473. elemental_unlocktarget(ed);
  474. unit_warp(&ed->bl,sd->bl.m,sd->bl.x,sd->bl.y,CLR_TELEPORT);
  475. clif_elemental_updatestatus(*sd, SP_HP);
  476. clif_elemental_updatestatus(*sd, SP_SP);
  477. return 0;
  478. } else if( master_dist > MAX_ELEDISTANCE ) { // Master too far, chase.
  479. short x = sd->bl.x, y = sd->bl.y;
  480. if( ed->target_id )
  481. elemental_unlocktarget(ed);
  482. if( ed->ud.walktimer != INVALID_TIMER && ed->ud.target == sd->bl.id )
  483. return 0; //Already walking to him
  484. if( DIFF_TICK(tick, ed->ud.canmove_tick) < 0 )
  485. return 0; //Can't move yet.
  486. if( map_search_freecell(&ed->bl, sd->bl.m, &x, &y, MIN_ELEDISTANCE, MIN_ELEDISTANCE, 1)
  487. && unit_walktoxy(&ed->bl, x, y, 0) )
  488. return 0;
  489. }
  490. block_list *target = nullptr;
  491. if( mode == EL_MODE_AGGRESSIVE ) {
  492. target = map_id2bl(ed->ud.target);
  493. if( !target )
  494. map_foreachinallrange(elemental_ai_sub_timer_activesearch, &ed->bl, view_range, BL_CHAR, ed, &target, status_get_mode(&ed->bl));
  495. if( !target ) { //No targets available.
  496. elemental_unlocktarget(ed);
  497. return 1;
  498. }
  499. if( battle_check_range(&ed->bl,target,view_range) && rnd_chance(2, 100) ) { // 2% chance to cast attack skill.
  500. if( elemental_action(ed,target,tick) )
  501. return 1;
  502. }
  503. //Attempt to attack.
  504. //At this point we know the target is attackable, we just gotta check if the range matches.
  505. if( ed->ud.target == target->id && ed->ud.attacktimer != INVALID_TIMER ) //Already locked.
  506. return 1;
  507. if( battle_check_range(&ed->bl, target, ed->base_status.rhw.range) ) {//Target within range, engage
  508. unit_attack(&ed->bl,target->id,1);
  509. return 1;
  510. }
  511. //Follow up if possible.
  512. if( !unit_walktobl(&ed->bl, target, ed->base_status.rhw.range, 2) )
  513. elemental_unlocktarget(ed);
  514. }
  515. return 0;
  516. }
  517. static int elemental_ai_sub_foreachclient(map_session_data *sd, va_list ap) {
  518. t_tick tick = va_arg(ap,t_tick);
  519. if(sd->status.ele_id && sd->ed)
  520. elemental_ai_sub_timer(sd->ed,sd,tick);
  521. return 0;
  522. }
  523. static TIMER_FUNC(elemental_ai_timer){
  524. map_foreachpc(elemental_ai_sub_foreachclient,tick);
  525. return 0;
  526. }
  527. const std::string ElementalDatabase::getDefaultLocation() {
  528. return std::string(db_path) + "/elemental_db.yml";
  529. }
  530. /*
  531. * Reads and parses an entry from the elemental_db.
  532. * @param node: YAML node containing the entry.
  533. * @return count of successfully parsed rows
  534. */
  535. uint64 ElementalDatabase::parseBodyNode(const ryml::NodeRef& node) {
  536. int32 id;
  537. if (!this->asInt32(node, "Id", id))
  538. return 0;
  539. if( !( ( id >= ELEMENTALID_AGNI_S && id <= ELEMENTALID_TERA_L ) || ( id >= ELEMENTALID_DILUVIO && id <= ELEMENTALID_SERPENS ) ) ) {
  540. 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 );
  541. return 0;
  542. }
  543. std::shared_ptr<s_elemental_db> elemental = this->find(id);
  544. bool exists = elemental != nullptr;
  545. if (!exists) {
  546. if (!this->nodesExist(node, { "AegisName", "Name", "Size", "Element", "ElementLevel" }))
  547. return 0;
  548. elemental = std::make_shared<s_elemental_db>();
  549. elemental->class_ = id;
  550. elemental->vd.class_ = id;
  551. }
  552. if (this->nodeExists(node, "AegisName")) {
  553. std::string name;
  554. if (!this->asString(node, "AegisName", name))
  555. return 0;
  556. if (name.size() > NAME_LENGTH) {
  557. this->invalidWarning(node["AegisName"], "AegisName \"%s\" exceeds maximum of %d characters, capping...\n", name.c_str(), NAME_LENGTH - 1);
  558. }
  559. name.resize(NAME_LENGTH);
  560. elemental->sprite = name;
  561. }
  562. if (this->nodeExists(node, "Name")) {
  563. std::string name;
  564. if (!this->asString(node, "Name", name))
  565. return 0;
  566. if (name.size() > NAME_LENGTH) {
  567. this->invalidWarning(node["Name"], "Name \"%s\" exceeds maximum of %d characters, capping...\n", name.c_str(), NAME_LENGTH - 1);
  568. }
  569. name.resize(NAME_LENGTH);
  570. elemental->name = name;
  571. }
  572. if (this->nodeExists(node, "Level")) {
  573. uint16 level;
  574. if (!this->asUInt16(node, "Level", level))
  575. return 0;
  576. if (level > MAX_LEVEL) {
  577. this->invalidWarning(node["Level"], "Level %d exceeds MAX_LEVEL, capping to %d.\n", level, MAX_LEVEL);
  578. level = MAX_LEVEL;
  579. }
  580. elemental->lv = level;
  581. } else {
  582. if (!exists)
  583. elemental->lv = 1;
  584. }
  585. if (this->nodeExists(node, "Hp")) {
  586. uint32 hp;
  587. if (!this->asUInt32(node, "Hp", hp))
  588. return 0;
  589. elemental->status.max_hp = hp;
  590. } else {
  591. if (!exists)
  592. elemental->status.max_hp = 0;
  593. }
  594. if (this->nodeExists(node, "Sp")) {
  595. uint32 sp;
  596. if (!this->asUInt32(node, "Sp", sp))
  597. return 0;
  598. elemental->status.max_sp = sp;
  599. } else {
  600. if (!exists)
  601. elemental->status.max_sp = 1;
  602. }
  603. if (this->nodeExists(node, "Attack")) {
  604. uint16 atk;
  605. if (!this->asUInt16(node, "Attack", atk))
  606. return 0;
  607. elemental->status.rhw.atk = atk;
  608. } else {
  609. if (!exists)
  610. elemental->status.rhw.atk = 1;
  611. }
  612. if (this->nodeExists(node, "Attack2")) {
  613. uint16 atk;
  614. if (!this->asUInt16(node, "Attack2", atk))
  615. return 0;
  616. #ifdef RENEWAL
  617. elemental->status.rhw.matk = atk;
  618. #else
  619. elemental->status.rhw.atk2 = atk;
  620. #endif
  621. } else {
  622. if (!exists)
  623. #ifdef RENEWAL
  624. elemental->status.rhw.matk = 0;
  625. #else
  626. elemental->status.rhw.atk2 = 0;
  627. #endif
  628. }
  629. if (this->nodeExists(node, "Defense")) {
  630. int32 def;
  631. if (!this->asInt32(node, "Defense", def))
  632. return 0;
  633. if (def < DEFTYPE_MIN || def > DEFTYPE_MAX) {
  634. this->invalidWarning(node["Defense"], "Invalid defense %d, capping...\n", def);
  635. def = cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  636. }
  637. elemental->status.def = static_cast<defType>(def);
  638. } else {
  639. if (!exists)
  640. elemental->status.def = 0;
  641. }
  642. if (this->nodeExists(node, "MagicDefense")) {
  643. int32 def;
  644. if (!this->asInt32(node, "MagicDefense", def))
  645. return 0;
  646. if (def < DEFTYPE_MIN || def > DEFTYPE_MAX) {
  647. this->invalidWarning(node["MagicDefense"], "Invalid magic defense %d, capping...\n", def);
  648. def = cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
  649. }
  650. elemental->status.mdef = static_cast<defType>(def);
  651. } else {
  652. if (!exists)
  653. elemental->status.mdef = 0;
  654. }
  655. if (this->nodeExists(node, "Str")) {
  656. uint16 stat;
  657. if (!this->asUInt16(node, "Str", stat))
  658. return 0;
  659. elemental->status.str = stat;
  660. } else {
  661. if (!exists)
  662. elemental->status.str = 0;
  663. }
  664. if (this->nodeExists(node, "Agi")) {
  665. uint16 stat;
  666. if (!this->asUInt16(node, "Agi", stat))
  667. return 0;
  668. elemental->status.agi = stat;
  669. } else {
  670. if (!exists)
  671. elemental->status.agi = 0;
  672. }
  673. if (this->nodeExists(node, "Vit")) {
  674. uint16 stat;
  675. if (!this->asUInt16(node, "Vit", stat))
  676. return 0;
  677. elemental->status.vit = stat;
  678. } else {
  679. if (!exists)
  680. elemental->status.vit = 0;
  681. }
  682. if (this->nodeExists(node, "Int")) {
  683. uint16 stat;
  684. if (!this->asUInt16(node, "Int", stat))
  685. return 0;
  686. elemental->status.int_ = stat;
  687. } else {
  688. if (!exists)
  689. elemental->status.int_ = 0;
  690. }
  691. if (this->nodeExists(node, "Dex")) {
  692. uint16 stat;
  693. if (!this->asUInt16(node, "Dex", stat))
  694. return 0;
  695. elemental->status.dex = stat;
  696. } else {
  697. if (!exists)
  698. elemental->status.dex = 0;
  699. }
  700. if (this->nodeExists(node, "Luk")) {
  701. uint16 stat;
  702. if (!this->asUInt16(node, "Luk", stat))
  703. return 0;
  704. elemental->status.luk = stat;
  705. } else {
  706. if (!exists)
  707. elemental->status.luk = 0;
  708. }
  709. if (this->nodeExists(node, "AttackRange")) {
  710. uint16 range;
  711. if (!this->asUInt16(node, "AttackRange", range))
  712. return 0;
  713. elemental->status.rhw.range = range;
  714. } else {
  715. if (!exists)
  716. elemental->status.rhw.range = 0;
  717. }
  718. if (this->nodeExists(node, "SkillRange")) {
  719. uint16 range;
  720. if (!this->asUInt16(node, "SkillRange", range))
  721. return 0;
  722. elemental->range2 = range;
  723. } else {
  724. if (!exists)
  725. elemental->range2 = 5;
  726. }
  727. if (this->nodeExists(node, "ChaseRange")) {
  728. uint16 range;
  729. if (!this->asUInt16(node, "ChaseRange", range))
  730. return 0;
  731. elemental->range3 = range;
  732. } else {
  733. if (!exists)
  734. elemental->range3 = 12;
  735. }
  736. if (this->nodeExists(node, "Size")) {
  737. std::string size;
  738. if (!this->asString(node, "Size", size))
  739. return 0;
  740. std::string size_constant = "Size_" + size;
  741. int64 constant;
  742. if (!script_get_constant(size_constant.c_str(), &constant) || constant < SZ_SMALL || constant > SZ_BIG) {
  743. this->invalidWarning(node["Size"], "Invalid size %s, defaulting to Small.\n", size.c_str());
  744. constant = SZ_SMALL;
  745. }
  746. elemental->status.size = static_cast<e_size>(constant);
  747. }
  748. if (this->nodeExists(node, "Race")) {
  749. std::string race;
  750. if (!this->asString(node, "Race", race))
  751. return 0;
  752. std::string race_constant = "RC_" + race;
  753. int64 constant;
  754. if (!script_get_constant(race_constant.c_str(), &constant) || !CHK_RACE(constant)) {
  755. this->invalidWarning(node["Race"], "Invalid race %s, defaulting to Formless.\n", race.c_str());
  756. constant = RC_FORMLESS;
  757. }
  758. elemental->status.race = static_cast<e_race>(constant);
  759. } else {
  760. if (!exists)
  761. elemental->status.race = RC_FORMLESS;
  762. }
  763. if (this->nodeExists(node, "Element")) {
  764. std::string ele;
  765. if (!this->asString(node, "Element", ele))
  766. return 0;
  767. std::string ele_constant = "ELE_" + ele;
  768. int64 constant;
  769. if (!script_get_constant(ele_constant.c_str(), &constant) || !CHK_ELEMENT(constant)) {
  770. this->invalidWarning(node["Element"], "Invalid element %s, defaulting to Neutral.\n", ele.c_str());
  771. constant = ELE_NEUTRAL;
  772. }
  773. elemental->status.def_ele = static_cast<e_element>(constant);
  774. }
  775. if (this->nodeExists(node, "ElementLevel")) {
  776. uint16 level;
  777. if (!this->asUInt16(node, "ElementLevel", level))
  778. return 0;
  779. if (!CHK_ELEMENT_LEVEL(level)) {
  780. this->invalidWarning(node["ElementLevel"], "Invalid element level %hu, defaulting to 1.\n", level);
  781. level = 1;
  782. }
  783. elemental->status.ele_lv = static_cast<uint8>(level);
  784. }
  785. if (this->nodeExists(node, "WalkSpeed")) {
  786. uint16 speed;
  787. if (!this->asUInt16(node, "WalkSpeed", speed))
  788. return 0;
  789. if (speed < MIN_WALK_SPEED || speed > MAX_WALK_SPEED) {
  790. this->invalidWarning(node["WalkSpeed"], "Invalid walk speed %hu, capping...\n", speed);
  791. speed = cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
  792. }
  793. elemental->status.speed = speed;
  794. } else {
  795. if (!exists)
  796. elemental->status.speed = 200;
  797. }
  798. if (this->nodeExists(node, "AttackDelay")) {
  799. uint16 speed;
  800. if (!this->asUInt16(node, "AttackDelay", speed))
  801. return 0;
  802. elemental->status.adelay = cap_value(speed, 0, 4000);
  803. } else {
  804. if (!exists)
  805. elemental->status.adelay = 504;
  806. }
  807. if (this->nodeExists(node, "AttackMotion")) {
  808. uint16 speed;
  809. if (!this->asUInt16(node, "AttackMotion", speed))
  810. return 0;
  811. elemental->status.amotion = cap_value(speed, 0, 2000);
  812. } else {
  813. if (!exists)
  814. elemental->status.amotion = 1020;
  815. }
  816. if (this->nodeExists(node, "DamageMotion")) {
  817. uint16 speed;
  818. if (!this->asUInt16(node, "DamageMotion", speed))
  819. return 0;
  820. elemental->status.dmotion = speed;
  821. } else {
  822. if (!exists)
  823. elemental->status.dmotion = 360;
  824. }
  825. elemental->status.aspd_rate = 1000;
  826. if (this->nodeExists(node, "Mode")) {
  827. const ryml::NodeRef& ModeNode = node["Mode"];
  828. for (const auto &Modeit : ModeNode) {
  829. std::string mode_name;
  830. c4::from_chars(Modeit.key(), &mode_name);
  831. std::string mode_constant = "EL_SKILLMODE_" + mode_name;
  832. int64 constant;
  833. if (!script_get_constant(mode_constant.c_str(), &constant) || constant < EL_SKILLMODE_PASSIVE || constant > EL_SKILLMODE_AGGRESSIVE) {
  834. this->invalidWarning(node["Mode"], "Invalid mode %s, skipping.\n", mode_name.c_str());
  835. continue;
  836. }
  837. e_elemental_skillmode mode = static_cast<e_elemental_skillmode>(constant);
  838. std::shared_ptr<s_elemental_skill> entry = util::umap_find(elemental->skill, mode);
  839. bool mode_exists = entry != nullptr;
  840. if (!mode_exists)
  841. entry = std::make_shared<s_elemental_skill>();
  842. const ryml::NodeRef& SkillNode = ModeNode[Modeit.key()];
  843. std::string skill_name;
  844. if (!this->asString(SkillNode, "Skill", skill_name))
  845. return 0;
  846. uint16 skill_id = skill_name2id(skill_name.c_str());
  847. if (skill_id == 0) {
  848. this->invalidWarning(SkillNode["Skill"], "Skipping invalid skill %s for mode %s.\n", skill_name.c_str(), mode_name.c_str());
  849. return 0;
  850. }
  851. if (!SKILL_CHK_ELEM(skill_id)) {
  852. 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);
  853. return 0;
  854. }
  855. entry->id = skill_id;
  856. if (this->nodeExists(SkillNode, "Level")) {
  857. uint16 level;
  858. if (!this->asUInt16(SkillNode, "Level", level))
  859. return 0;
  860. if (level > skill_get_max(skill_id)) {
  861. this->invalidWarning(SkillNode["Level"], "Skill %s's level %hu exceeds max level %hu.\n", skill_name.c_str(), level, skill_get_max(skill_id));
  862. return 0;
  863. }
  864. entry->lv = level;
  865. } else {
  866. if (!mode_exists)
  867. entry->lv = 1;
  868. }
  869. if (entry->lv == 0) {
  870. elemental->skill.erase(mode);
  871. return 0;
  872. }
  873. if (!mode_exists)
  874. elemental->skill.insert({ mode, entry });
  875. }
  876. }
  877. if (!exists)
  878. this->put(id, elemental);
  879. return 1;
  880. }
  881. void do_init_elemental(void) {
  882. elemental_db.load();
  883. add_timer_func_list(elemental_ai_timer,"elemental_ai_timer");
  884. add_timer_interval(gettick()+MIN_ELETHINKTIME,elemental_ai_timer,0,0,MIN_ELETHINKTIME);
  885. }
  886. void do_final_elemental(void) {
  887. elemental_db.clear();
  888. }