elemental.c 27 KB

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  1. // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
  2. // For more information, see LICENCE in the main folder
  3. #include "../common/cbasetypes.h"
  4. #include "../common/malloc.h"
  5. #include "../common/socket.h"
  6. #include "../common/timer.h"
  7. #include "../common/nullpo.h"
  8. #include "../common/mmo.h"
  9. #include "../common/showmsg.h"
  10. #include "../common/utils.h"
  11. #include "../common/random.h"
  12. #include "log.h"
  13. #include "clif.h"
  14. #include "chrif.h"
  15. #include "intif.h"
  16. #include "itemdb.h"
  17. #include "map.h"
  18. #include "pc.h"
  19. #include "status.h"
  20. #include "skill.h"
  21. #include "mob.h"
  22. #include "pet.h"
  23. #include "battle.h"
  24. #include "party.h"
  25. #include "guild.h"
  26. #include "atcommand.h"
  27. #include "script.h"
  28. #include "npc.h"
  29. #include "trade.h"
  30. #include "unit.h"
  31. #include "elemental.h"
  32. #include <stdio.h>
  33. #include <stdlib.h>
  34. #include <string.h>
  35. #include <math.h>
  36. struct s_elemental_db elemental_db[MAX_ELEMENTAL_CLASS]; // Elemental Database
  37. int elemental_search_index(int class_) {
  38. int i;
  39. ARR_FIND(0, MAX_ELEMENTAL_CLASS, i, elemental_db[i].class_ == class_);
  40. return (i == MAX_ELEMENTAL_CLASS)?-1:i;
  41. }
  42. bool elemental_class(int class_) {
  43. return (bool)(elemental_search_index(class_) > -1);
  44. }
  45. struct view_data * elemental_get_viewdata(int class_) {
  46. int i = elemental_search_index(class_);
  47. if( i < 0 )
  48. return 0;
  49. return &elemental_db[i].vd;
  50. }
  51. int elemental_create(struct map_session_data *sd, int class_, unsigned int lifetime) {
  52. struct s_elemental ele;
  53. struct s_elemental_db *db;
  54. int i;
  55. nullpo_retr(1,sd);
  56. if( (i = elemental_search_index(class_)) < 0 )
  57. return 0;
  58. db = &elemental_db[i];
  59. memset(&ele,0,sizeof(struct s_elemental));
  60. ele.char_id = sd->status.char_id;
  61. ele.class_ = class_;
  62. ele.mode = EL_MODE_PASSIVE; // Initial mode
  63. i = db->status.size+1; // summon level
  64. //[(Caster’s Max HP/ 3 ) + (Caster’s INT x 10 )+ (Caster’s Job Level x 20 )] x [(Elemental Summon Level + 2) / 3]
  65. ele.hp = ele.max_hp = (sd->battle_status.max_hp/3 + sd->battle_status.int_*10 + sd->status.job_level) * ((i + 2) / 3);
  66. //Caster’s Max SP /4
  67. ele.sp = ele.max_sp = sd->battle_status.max_sp/4;
  68. //Caster’s [ Max SP / (18 / Elemental Summon Skill Level) 1- 100 ]
  69. ele.atk = (sd->battle_status.max_sp / (18 / i) * 1 - 100);
  70. //Caster’s [ Max SP / (18 / Elemental Summon Skill Level) ]
  71. ele.atk2 = sd->battle_status.max_sp / 18;
  72. //Caster’s HIT + (Caster’s Base Level )
  73. ele.hit = sd->battle_status.hit + sd->status.base_level;
  74. //[Elemental Summon Skill Level x (Caster’s INT / 2 + Caster’s DEX / 4)]
  75. ele.matk = i * (sd->battle_status.int_ / 2 + sd->battle_status.dex / 4);
  76. //150 + [Caster’s DEX / 10] + [Elemental Summon Skill Level x 3 ]
  77. ele.amotion = 150 + sd->battle_status.dex / 10 + i * 3;
  78. //Caster’s DEF + (Caster’s Base Level / (5 – Elemental Summon Skill Level)
  79. ele.def = sd->battle_status.def + sd->status.base_level / (5-i);
  80. //Caster’s MDEF + (Caster’s INT / (5 - Elemental Summon Skill Level)
  81. ele.mdef = sd->battle_status.mdef + sd->battle_status.int_ / (5-i);
  82. //Caster’s FLEE + (Caster’s Base Level / (5 – Elemental Summon Skill Level)
  83. ele.flee = sd->status.base_level / (5-i);
  84. //Caster’s HIT + (Caster’s Base Level )
  85. ele.hit = sd->battle_status.hit + sd->status.base_level;
  86. //per individual bonuses
  87. switch(db->class_){
  88. case 2114: case 2115:
  89. case 2116: //ATK + (Summon Agni Skill Level x 20) / HIT + (Summon Agni Skill Level x 10)
  90. ele.atk += i * 20;
  91. ele.atk2 += i * 20;
  92. ele.hit += i * 10;
  93. break;
  94. case 2117: case 2118:
  95. case 2119: //MDEF + (Summon Aqua Skill Level x 10) / MATK + (Summon Aqua Skill Level x 20)
  96. ele.mdef += i * 10;
  97. ele.matk += i * 20;
  98. break;
  99. case 2120: case 2121:
  100. case 2122: //FLEE + (Summon Ventus Skill Level x 20) / MATK + (Summon Ventus Skill Level x 10)
  101. ele.flee += i * 20;
  102. ele.matk += i * 10;
  103. break;
  104. case 2123: case 2124:
  105. case 2125: //DEF + (Summon Tera Skill Level x 25) / ATK + (Summon Tera Skill Level x 5)
  106. ele.def += i * 25;
  107. ele.atk += i * 5;
  108. ele.atk2 += i * 5;
  109. break;
  110. }
  111. if( (i=pc_checkskill(sd,SO_EL_SYMPATHY)) > 0 ){
  112. ele.hp = ele.max_hp = ele.max_hp * 5 * i / 100;
  113. ele.sp = ele.max_sp = ele.max_sp * 5 * i / 100;
  114. ele.atk += 25 * i;
  115. ele.atk2 += 25 * i;
  116. ele.matk += 25 * i;
  117. }
  118. ele.life_time = lifetime;
  119. // Request Char Server to create this elemental
  120. intif_elemental_create(&ele);
  121. return 1;
  122. }
  123. int elemental_get_lifetime(struct elemental_data *ed) {
  124. const struct TimerData * td;
  125. if( ed == NULL || ed->summon_timer == INVALID_TIMER )
  126. return 0;
  127. td = get_timer(ed->summon_timer);
  128. return (td != NULL) ? DIFF_TICK(td->tick, gettick()) : 0;
  129. }
  130. int elemental_save(struct elemental_data *ed) {
  131. ed->elemental.mode = ed->battle_status.mode;
  132. ed->elemental.hp = ed->battle_status.hp;
  133. ed->elemental.sp = ed->battle_status.sp;
  134. ed->elemental.max_hp = ed->battle_status.max_hp;
  135. ed->elemental.max_sp = ed->battle_status.max_sp;
  136. ed->elemental.atk = ed->battle_status.rhw.atk;
  137. ed->elemental.atk2 = ed->battle_status.rhw.atk2;
  138. ed->elemental.matk = ed->battle_status.matk_min;
  139. ed->elemental.def = ed->battle_status.def;
  140. ed->elemental.mdef = ed->battle_status.mdef;
  141. ed->elemental.flee = ed->battle_status.flee;
  142. ed->elemental.hit = ed->battle_status.hit;
  143. ed->elemental.life_time = elemental_get_lifetime(ed);
  144. intif_elemental_save(&ed->elemental);
  145. return 1;
  146. }
  147. static int elemental_summon_end(int tid, unsigned int tick, int id, intptr_t data) {
  148. struct map_session_data *sd;
  149. struct elemental_data *ed;
  150. if( (sd = map_id2sd(id)) == NULL )
  151. return 1;
  152. if( (ed = sd->ed) == NULL )
  153. return 1;
  154. if( ed->summon_timer != tid ) {
  155. ShowError("elemental_summon_end %d != %d.\n", ed->summon_timer, tid);
  156. return 0;
  157. }
  158. ed->summon_timer = INVALID_TIMER;
  159. elemental_delete(ed, 0); // Elemental's summon time is over.
  160. return 0;
  161. }
  162. void elemental_summon_stop(struct elemental_data *ed) {
  163. nullpo_retv(ed);
  164. if( ed->summon_timer != INVALID_TIMER )
  165. delete_timer(ed->summon_timer, elemental_summon_end);
  166. ed->summon_timer = INVALID_TIMER;
  167. }
  168. int elemental_delete(struct elemental_data *ed, int reply) {
  169. struct map_session_data *sd;
  170. nullpo_ret(ed);
  171. sd = ed->master;
  172. ed->elemental.life_time = 0;
  173. elemental_clean_effect(ed);
  174. elemental_summon_stop(ed);
  175. if( !sd )
  176. return unit_free(&ed->bl, 0);
  177. sd->ed = NULL;
  178. sd->status.ele_id = 0;
  179. return unit_remove_map(&ed->bl, 0);
  180. }
  181. void elemental_summon_init(struct elemental_data *ed) {
  182. if( ed->summon_timer == INVALID_TIMER )
  183. ed->summon_timer = add_timer(gettick() + ed->elemental.life_time, elemental_summon_end, ed->master->bl.id, 0);
  184. ed->regen.state.block = 0;
  185. }
  186. int elemental_data_received(struct s_elemental *ele, bool flag) {
  187. struct map_session_data *sd;
  188. struct elemental_data *ed;
  189. struct s_elemental_db *db;
  190. int i = elemental_search_index(ele->class_);
  191. if( (sd = map_charid2sd(ele->char_id)) == NULL )
  192. return 0;
  193. if( !flag || i < 0 ) { // Not created - loaded - DB info
  194. sd->status.ele_id = 0;
  195. return 0;
  196. }
  197. db = &elemental_db[i];
  198. if( !sd->ed ) { // Initialize it after first summon.
  199. sd->ed = ed = (struct elemental_data*)aCalloc(1,sizeof(struct elemental_data));
  200. ed->bl.type = BL_ELEM;
  201. ed->bl.id = npc_get_new_npc_id();
  202. ed->master = sd;
  203. ed->db = db;
  204. memcpy(&ed->elemental, ele, sizeof(struct s_elemental));
  205. status_set_viewdata(&ed->bl, ed->elemental.class_);
  206. ed->vd->head_mid = 10; // Why?
  207. status_change_init(&ed->bl);
  208. unit_dataset(&ed->bl);
  209. ed->ud.dir = sd->ud.dir;
  210. ed->bl.m = sd->bl.m;
  211. ed->bl.x = sd->bl.x;
  212. ed->bl.y = sd->bl.y;
  213. unit_calc_pos(&ed->bl, sd->bl.x, sd->bl.y, sd->ud.dir);
  214. ed->bl.x = ed->ud.to_x;
  215. ed->bl.y = ed->ud.to_y;
  216. map_addiddb(&ed->bl);
  217. status_calc_elemental(ed,1);
  218. ed->last_spdrain_time = ed->last_thinktime = gettick();
  219. ed->summon_timer = INVALID_TIMER;
  220. elemental_summon_init(ed);
  221. } else {
  222. memcpy(&sd->ed->elemental, ele, sizeof(struct s_elemental));
  223. ed = sd->ed;
  224. }
  225. sd->status.ele_id = ele->elemental_id;
  226. if( ed->bl.prev == NULL && sd->bl.prev != NULL ) {
  227. map_addblock(&ed->bl);
  228. clif_spawn(&ed->bl);
  229. clif_elemental_info(sd);
  230. clif_elemental_updatestatus(sd,SP_HP);
  231. clif_hpmeter_single(sd->fd,ed->bl.id,ed->battle_status.hp,ed->battle_status.max_hp);
  232. clif_elemental_updatestatus(sd,SP_SP);
  233. }
  234. return 1;
  235. }
  236. int elemental_clean_single_effect(struct elemental_data *ed, uint16 skill_id) {
  237. struct block_list *bl;
  238. sc_type type = status_skill2sc(skill_id);
  239. nullpo_ret(ed);
  240. bl = battle_get_master(&ed->bl);
  241. if( type ) {
  242. switch( type ) {
  243. // Just remove status change.
  244. case SC_PYROTECHNIC_OPTION:
  245. case SC_HEATER_OPTION:
  246. case SC_TROPIC_OPTION:
  247. case SC_FIRE_CLOAK_OPTION:
  248. case SC_AQUAPLAY_OPTION:
  249. case SC_WATER_SCREEN_OPTION:
  250. case SC_COOLER_OPTION:
  251. case SC_CHILLY_AIR_OPTION:
  252. case SC_GUST_OPTION:
  253. case SC_WIND_STEP_OPTION:
  254. case SC_BLAST_OPTION:
  255. case SC_WATER_DROP_OPTION:
  256. case SC_WIND_CURTAIN_OPTION:
  257. case SC_WILD_STORM_OPTION:
  258. case SC_PETROLOGY_OPTION:
  259. case SC_SOLID_SKIN_OPTION:
  260. case SC_CURSED_SOIL_OPTION:
  261. case SC_STONE_SHIELD_OPTION:
  262. case SC_UPHEAVAL_OPTION:
  263. case SC_CIRCLE_OF_FIRE_OPTION:
  264. case SC_TIDAL_WEAPON_OPTION:
  265. if( bl ) status_change_end(bl,type,INVALID_TIMER); // Master
  266. status_change_end(&ed->bl,type-1,INVALID_TIMER); // Elemental Spirit
  267. break;
  268. case SC_ZEPHYR:
  269. if( bl ) status_change_end(bl,type,INVALID_TIMER);
  270. break;
  271. default:
  272. ShowWarning("Invalid SC=%d in elemental_clean_single_effect\n",type);
  273. break;
  274. }
  275. }
  276. return 1;
  277. }
  278. int elemental_clean_effect(struct elemental_data *ed) {
  279. struct map_session_data *sd;
  280. nullpo_ret(ed);
  281. // Elemental side
  282. status_change_end(&ed->bl, SC_TROPIC, INVALID_TIMER);
  283. status_change_end(&ed->bl, SC_HEATER, INVALID_TIMER);
  284. status_change_end(&ed->bl, SC_AQUAPLAY, INVALID_TIMER);
  285. status_change_end(&ed->bl, SC_COOLER, INVALID_TIMER);
  286. status_change_end(&ed->bl, SC_CHILLY_AIR, INVALID_TIMER);
  287. status_change_end(&ed->bl, SC_PYROTECHNIC, INVALID_TIMER);
  288. status_change_end(&ed->bl, SC_FIRE_CLOAK, INVALID_TIMER);
  289. status_change_end(&ed->bl, SC_WATER_DROP, INVALID_TIMER);
  290. status_change_end(&ed->bl, SC_WATER_SCREEN, INVALID_TIMER);
  291. status_change_end(&ed->bl, SC_GUST, INVALID_TIMER);
  292. status_change_end(&ed->bl, SC_WIND_STEP, INVALID_TIMER);
  293. status_change_end(&ed->bl, SC_BLAST, INVALID_TIMER);
  294. status_change_end(&ed->bl, SC_WIND_CURTAIN, INVALID_TIMER);
  295. status_change_end(&ed->bl, SC_WILD_STORM, INVALID_TIMER);
  296. status_change_end(&ed->bl, SC_PETROLOGY, INVALID_TIMER);
  297. status_change_end(&ed->bl, SC_SOLID_SKIN, INVALID_TIMER);
  298. status_change_end(&ed->bl, SC_CURSED_SOIL, INVALID_TIMER);
  299. status_change_end(&ed->bl, SC_STONE_SHIELD, INVALID_TIMER);
  300. status_change_end(&ed->bl, SC_UPHEAVAL, INVALID_TIMER);
  301. status_change_end(&ed->bl, SC_CIRCLE_OF_FIRE, INVALID_TIMER);
  302. status_change_end(&ed->bl, SC_TIDAL_WEAPON, INVALID_TIMER);
  303. if( (sd = ed->master) == NULL )
  304. return 0;
  305. // Master side
  306. status_change_end(&sd->bl, SC_TROPIC_OPTION, INVALID_TIMER);
  307. status_change_end(&sd->bl, SC_HEATER_OPTION, INVALID_TIMER);
  308. status_change_end(&sd->bl, SC_AQUAPLAY_OPTION, INVALID_TIMER);
  309. status_change_end(&sd->bl, SC_COOLER_OPTION, INVALID_TIMER);
  310. status_change_end(&sd->bl, SC_CHILLY_AIR_OPTION, INVALID_TIMER);
  311. status_change_end(&sd->bl, SC_PYROTECHNIC_OPTION, INVALID_TIMER);
  312. status_change_end(&sd->bl, SC_FIRE_CLOAK_OPTION, INVALID_TIMER);
  313. status_change_end(&sd->bl, SC_WATER_DROP_OPTION, INVALID_TIMER);
  314. status_change_end(&sd->bl, SC_WATER_SCREEN_OPTION, INVALID_TIMER);
  315. status_change_end(&sd->bl, SC_GUST_OPTION, INVALID_TIMER);
  316. status_change_end(&sd->bl, SC_WIND_STEP_OPTION, INVALID_TIMER);
  317. status_change_end(&sd->bl, SC_BLAST_OPTION, INVALID_TIMER);
  318. status_change_end(&sd->bl, SC_WATER_DROP_OPTION, INVALID_TIMER);
  319. status_change_end(&sd->bl, SC_WIND_CURTAIN_OPTION, INVALID_TIMER);
  320. status_change_end(&sd->bl, SC_WILD_STORM_OPTION, INVALID_TIMER);
  321. status_change_end(&sd->bl, SC_ZEPHYR, INVALID_TIMER);
  322. status_change_end(&sd->bl, SC_WIND_STEP_OPTION, INVALID_TIMER);
  323. status_change_end(&sd->bl, SC_PETROLOGY_OPTION, INVALID_TIMER);
  324. status_change_end(&sd->bl, SC_SOLID_SKIN_OPTION, INVALID_TIMER);
  325. status_change_end(&sd->bl, SC_CURSED_SOIL_OPTION, INVALID_TIMER);
  326. status_change_end(&sd->bl, SC_STONE_SHIELD_OPTION, INVALID_TIMER);
  327. status_change_end(&sd->bl, SC_UPHEAVAL_OPTION, INVALID_TIMER);
  328. status_change_end(&sd->bl, SC_CIRCLE_OF_FIRE_OPTION, INVALID_TIMER);
  329. status_change_end(&sd->bl, SC_TIDAL_WEAPON_OPTION, INVALID_TIMER);
  330. return 1;
  331. }
  332. int elemental_action(struct elemental_data *ed, struct block_list *bl, unsigned int tick) {
  333. struct skill_condition req;
  334. uint16 skill_id, skill_lv;
  335. int i;
  336. nullpo_ret(ed);
  337. nullpo_ret(bl);
  338. if( !ed->master )
  339. return 0;
  340. if( ed->target_id )
  341. elemental_unlocktarget(ed); // Remove previous target.
  342. ARR_FIND(0, MAX_ELESKILLTREE, i, ed->db->skill[i].id && (ed->db->skill[i].mode&EL_SKILLMODE_AGGRESSIVE));
  343. if( i == MAX_ELESKILLTREE )
  344. return 0;
  345. skill_id = ed->db->skill[i].id;
  346. skill_lv = ed->db->skill[i].lv;
  347. if( elemental_skillnotok(skill_id, ed) )
  348. return 0;
  349. if( ed->ud.skilltimer != INVALID_TIMER )
  350. return 0;
  351. else if( DIFF_TICK(tick, ed->ud.canact_tick) < 0 )
  352. return 0;
  353. ed->target_id = ed->ud.skilltarget = bl->id; // Set new target
  354. ed->last_thinktime = tick;
  355. // Not in skill range.
  356. if( !battle_check_range(&ed->bl,bl,skill_get_range(skill_id,skill_lv)) ) {
  357. // Try to walk to the target.
  358. if( !unit_walktobl(&ed->bl, bl, skill_get_range(skill_id,skill_lv), 2) )
  359. elemental_unlocktarget(ed);
  360. else {
  361. // Walking, waiting to be in range. Client don't handle it, then we must handle it here.
  362. int walk_dist = distance_bl(&ed->bl,bl) - skill_get_range(skill_id,skill_lv);
  363. ed->ud.skill_id = skill_id;
  364. ed->ud.skill_lv = skill_lv;
  365. if( skill_get_inf(skill_id) & INF_GROUND_SKILL )
  366. ed->ud.skilltimer = add_timer( tick+status_get_speed(&ed->bl)*walk_dist, skill_castend_pos, ed->bl.id, 0 );
  367. else
  368. ed->ud.skilltimer = add_timer( tick+status_get_speed(&ed->bl)*walk_dist, skill_castend_id, ed->bl.id, 0 );
  369. }
  370. return 1;
  371. }
  372. req = elemental_skill_get_requirements(skill_id, skill_lv);
  373. if(req.hp || req.sp){
  374. struct map_session_data *sd = BL_CAST(BL_PC, battle_get_master(&ed->bl));
  375. if( sd ){
  376. if( sd->skill_id_old != SO_EL_ACTION && //regardless of remaining HP/SP it can be cast
  377. (status_get_hp(&ed->bl) < req.hp || status_get_sp(&ed->bl) < req.sp) )
  378. return 1;
  379. else
  380. status_zap(&ed->bl, req.hp, req.sp);
  381. }
  382. }
  383. //Otherwise, just cast the skill.
  384. if( skill_get_inf(skill_id) & INF_GROUND_SKILL )
  385. unit_skilluse_pos(&ed->bl, bl->x, bl->y, skill_id, skill_lv);
  386. else
  387. unit_skilluse_id(&ed->bl, bl->id, skill_id, skill_lv);
  388. // Reset target.
  389. ed->target_id = 0;
  390. return 1;
  391. }
  392. /*===============================================================
  393. * Action that elemental perform after changing mode.
  394. * Activates one of the skills of the new mode.
  395. *-------------------------------------------------------------*/
  396. int elemental_change_mode_ack(struct elemental_data *ed, int mode) {
  397. struct block_list *bl = &ed->master->bl;
  398. uint16 skill_id, skill_lv;
  399. int i;
  400. nullpo_ret(ed);
  401. if( !bl )
  402. return 0;
  403. // Select a skill.
  404. ARR_FIND(0, MAX_ELESKILLTREE, i, ed->db->skill[i].id && (ed->db->skill[i].mode&mode));
  405. if( i == MAX_ELESKILLTREE )
  406. return 0;
  407. skill_id = ed->db->skill[i].id;
  408. skill_lv = ed->db->skill[i].lv;
  409. if( elemental_skillnotok(skill_id, ed) )
  410. return 0;
  411. if( ed->ud.skilltimer != INVALID_TIMER )
  412. return 0;
  413. else if( DIFF_TICK(gettick(), ed->ud.canact_tick) < 0 )
  414. return 0;
  415. ed->target_id = bl->id; // Set new target
  416. ed->last_thinktime = gettick();
  417. if( skill_get_inf(skill_id) & INF_GROUND_SKILL )
  418. unit_skilluse_pos(&ed->bl, bl->x, bl->y, skill_id, skill_lv);
  419. else
  420. unit_skilluse_id(&ed->bl,bl->id,skill_id,skill_lv);
  421. ed->target_id = 0; // Reset target after casting the skill to avoid continious attack.
  422. return 1;
  423. }
  424. /*===============================================================
  425. * Change elemental mode.
  426. *-------------------------------------------------------------*/
  427. int elemental_change_mode(struct elemental_data *ed, int mode) {
  428. nullpo_ret(ed);
  429. // Remove target
  430. elemental_unlocktarget(ed);
  431. // Removes the effects of the previous mode.
  432. if(ed->elemental.mode != mode ) elemental_clean_effect(ed);
  433. ed->battle_status.mode = ed->elemental.mode = mode;
  434. // Normalize elemental mode to elemental skill mode.
  435. if( mode == EL_MODE_AGGRESSIVE ) mode = EL_SKILLMODE_AGGRESSIVE; // Aggressive spirit mode -> Aggressive spirit skill.
  436. else if( mode == EL_MODE_ASSIST ) mode = EL_SKILLMODE_ASSIST; // Assist spirit mode -> Assist spirit skill.
  437. else mode = EL_SKILLMODE_PASIVE; // Passive spirit mode -> Passive spirit skill.
  438. // Use a skill inmediately after every change mode.
  439. if( mode != EL_SKILLMODE_AGGRESSIVE )
  440. elemental_change_mode_ack(ed,mode);
  441. return 1;
  442. }
  443. void elemental_heal(struct elemental_data *ed, int hp, int sp) {
  444. if( hp )
  445. clif_elemental_updatestatus(ed->master, SP_HP);
  446. if( sp )
  447. clif_elemental_updatestatus(ed->master, SP_SP);
  448. }
  449. int elemental_dead(struct elemental_data *ed) {
  450. elemental_delete(ed, 1);
  451. return 0;
  452. }
  453. int elemental_unlocktarget(struct elemental_data *ed) {
  454. nullpo_ret(ed);
  455. ed->target_id = 0;
  456. elemental_stop_attack(ed);
  457. elemental_stop_walking(ed,1);
  458. return 0;
  459. }
  460. int elemental_skillnotok(uint16 skill_id, struct elemental_data *ed) {
  461. int idx = skill_get_index(skill_id);
  462. nullpo_retr(1,ed);
  463. if (idx == 0)
  464. return 1; // invalid skill id
  465. return skillnotok(skill_id, ed->master);
  466. }
  467. struct skill_condition elemental_skill_get_requirements(uint16 skill_id, uint16 skill_lv){
  468. struct skill_condition req;
  469. int idx = skill_get_index(skill_id);
  470. memset(&req,0,sizeof(req));
  471. if( idx == 0 ) // invalid skill id
  472. return req;
  473. if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
  474. return req;
  475. req.hp = skill_db[idx].hp[skill_lv-1];
  476. req.sp = skill_db[idx].sp[skill_lv-1];
  477. return req;
  478. }
  479. int elemental_set_target( struct map_session_data *sd, struct block_list *bl ) {
  480. struct elemental_data *ed = sd->ed;
  481. nullpo_ret(ed);
  482. nullpo_ret(bl);
  483. if( ed->bl.m != bl->m || !check_distance_bl(&ed->bl, bl, ed->db->range2) )
  484. return 0;
  485. if( !status_check_skilluse(&ed->bl, bl, 0, 0) )
  486. return 0;
  487. if( ed->target_id == 0 )
  488. ed->target_id = bl->id;
  489. return 1;
  490. }
  491. static int elemental_ai_sub_timer_activesearch(struct block_list *bl, va_list ap) {
  492. struct elemental_data *ed;
  493. struct block_list **target;
  494. int dist;
  495. nullpo_ret(bl);
  496. ed = va_arg(ap,struct elemental_data *);
  497. target = va_arg(ap,struct block_list**);
  498. //If can't seek yet, not an enemy, or you can't attack it, skip.
  499. if( (*target) == bl || !status_check_skilluse(&ed->bl, bl, 0, 0) )
  500. return 0;
  501. if( battle_check_target(&ed->bl,bl,BCT_ENEMY) <= 0 )
  502. return 0;
  503. switch( bl->type ) {
  504. case BL_PC:
  505. if( !map_flag_vs(ed->bl.m) )
  506. return 0;
  507. default:
  508. dist = distance_bl(&ed->bl, bl);
  509. if( ((*target) == NULL || !check_distance_bl(&ed->bl, *target, dist)) && battle_check_range(&ed->bl,bl,ed->db->range2) ) { //Pick closest target?
  510. (*target) = bl;
  511. ed->target_id = bl->id;
  512. ed->min_chase = dist + ed->db->range3;
  513. if( ed->min_chase > AREA_SIZE )
  514. ed->min_chase = AREA_SIZE;
  515. return 1;
  516. }
  517. break;
  518. }
  519. return 0;
  520. }
  521. static int elemental_ai_sub_timer(struct elemental_data *ed, struct map_session_data *sd, unsigned int tick) {
  522. struct block_list *target = NULL;
  523. int master_dist, view_range, mode;
  524. nullpo_ret(ed);
  525. nullpo_ret(sd);
  526. if( ed->bl.prev == NULL || sd == NULL || sd->bl.prev == NULL )
  527. return 0;
  528. // Check if caster can sustain the summoned elemental
  529. if( DIFF_TICK(tick,ed->last_spdrain_time) >= 10000 ){// Drain SP every 10 seconds
  530. int sp = 5;
  531. switch(ed->vd->class_){
  532. case 2115: case 2118:
  533. case 2121: case 2124:
  534. sp = 8;
  535. break;
  536. case 2116: case 2119:
  537. case 2122: case 2125:
  538. sp = 11;
  539. break;
  540. }
  541. if( status_get_sp(&sd->bl) < sp ){ // Can't sustain delete it.
  542. elemental_delete(sd->ed,0);
  543. return 0;
  544. }
  545. status_zap(&sd->bl,0,sp);
  546. ed->last_spdrain_time = tick;
  547. }
  548. if( DIFF_TICK(tick,ed->last_thinktime) < MIN_ELETHINKTIME )
  549. return 0;
  550. ed->last_thinktime = tick;
  551. if( ed->ud.skilltimer != INVALID_TIMER )
  552. return 0;
  553. if( ed->ud.walktimer != INVALID_TIMER && ed->ud.walkpath.path_pos <= 2 )
  554. return 0; //No thinking when you just started to walk.
  555. if(ed->ud.walkpath.path_pos < ed->ud.walkpath.path_len && ed->ud.target == sd->bl.id)
  556. return 0; //No thinking until be near the master.
  557. if( ed->sc.count && ed->sc.data[SC_BLIND] )
  558. view_range = 3;
  559. else
  560. view_range = ed->db->range2;
  561. mode = status_get_mode(&ed->bl);
  562. master_dist = distance_bl(&sd->bl, &ed->bl);
  563. if( master_dist > AREA_SIZE ) { // Master out of vision range.
  564. elemental_unlocktarget(ed);
  565. unit_warp(&ed->bl,sd->bl.m,sd->bl.x,sd->bl.y,CLR_TELEPORT);
  566. clif_elemental_updatestatus(sd,SP_HP);
  567. clif_elemental_updatestatus(sd,SP_SP);
  568. return 0;
  569. } else if( master_dist > MAX_ELEDISTANCE ) { // Master too far, chase.
  570. short x = sd->bl.x, y = sd->bl.y;
  571. if( ed->target_id )
  572. elemental_unlocktarget(ed);
  573. if( ed->ud.walktimer != INVALID_TIMER && ed->ud.target == sd->bl.id )
  574. return 0; //Already walking to him
  575. if( DIFF_TICK(tick, ed->ud.canmove_tick) < 0 )
  576. return 0; //Can't move yet.
  577. if( map_search_freecell(&ed->bl, sd->bl.m, &x, &y, MIN_ELEDISTANCE, MIN_ELEDISTANCE, 1)
  578. && unit_walktoxy(&ed->bl, x, y, 0) )
  579. return 0;
  580. }
  581. if( mode == EL_MODE_AGGRESSIVE ) {
  582. target = map_id2bl(ed->ud.target);
  583. if( !target )
  584. map_foreachinrange(elemental_ai_sub_timer_activesearch, &ed->bl, view_range, BL_CHAR, ed, &target, status_get_mode(&ed->bl));
  585. if( !target ) { //No targets available.
  586. elemental_unlocktarget(ed);
  587. return 1;
  588. }
  589. if( battle_check_range(&ed->bl,target,view_range) && rnd()%100 < 2 ) { // 2% chance to cast attack skill.
  590. if( elemental_action(ed,target,tick) )
  591. return 1;
  592. }
  593. //Attempt to attack.
  594. //At this point we know the target is attackable, we just gotta check if the range matches.
  595. if( ed->ud.target == target->id && ed->ud.attacktimer != INVALID_TIMER ) //Already locked.
  596. return 1;
  597. if( battle_check_range(&ed->bl, target, ed->base_status.rhw.range) ) {//Target within range, engage
  598. unit_attack(&ed->bl,target->id,1);
  599. return 1;
  600. }
  601. //Follow up if possible.
  602. if( !unit_walktobl(&ed->bl, target, ed->base_status.rhw.range, 2) )
  603. elemental_unlocktarget(ed);
  604. }
  605. return 0;
  606. }
  607. static int elemental_ai_sub_foreachclient(struct map_session_data *sd, va_list ap) {
  608. unsigned int tick = va_arg(ap,unsigned int);
  609. if(sd->status.ele_id && sd->ed)
  610. elemental_ai_sub_timer(sd->ed,sd,tick);
  611. return 0;
  612. }
  613. static int elemental_ai_timer(int tid, unsigned int tick, int id, intptr_t data) {
  614. map_foreachpc(elemental_ai_sub_foreachclient,tick);
  615. return 0;
  616. }
  617. int read_elementaldb(void) {
  618. FILE *fp;
  619. char line[1024], *p;
  620. char *str[26];
  621. int i, j = 0, k = 0, ele;
  622. struct s_elemental_db *db;
  623. struct status_data *status;
  624. sprintf(line, "%s/%s", db_path, "elemental_db.txt");
  625. memset(elemental_db,0,sizeof(elemental_db));
  626. fp = fopen(line, "r");
  627. if( !fp ) {
  628. ShowError("read_elementaldb : can't read elemental_db.txt\n");
  629. return -1;
  630. }
  631. while( fgets(line, sizeof(line), fp) && j < MAX_ELEMENTAL_CLASS ) {
  632. k++;
  633. if( line[0] == '/' && line[1] == '/' )
  634. continue;
  635. if( line[0] == '\0' || line[0] == '\n' || line[0] == '\r')
  636. continue;
  637. i = 0;
  638. p = strtok(line, ",");
  639. while( p != NULL && i < 26 ) {
  640. str[i++] = p;
  641. p = strtok(NULL, ",");
  642. }
  643. if( i < 26 ) {
  644. ShowError("read_elementaldb : Incorrect number of columns at elemental_db.txt line %d.\n", k);
  645. continue;
  646. }
  647. db = &elemental_db[j];
  648. db->class_ = atoi(str[0]);
  649. strncpy(db->sprite, str[1], NAME_LENGTH);
  650. strncpy(db->name, str[2], NAME_LENGTH);
  651. db->lv = atoi(str[3]);
  652. status = &db->status;
  653. db->vd.class_ = db->class_;
  654. status->max_hp = atoi(str[4]);
  655. status->max_sp = atoi(str[5]);
  656. status->rhw.range = atoi(str[6]);
  657. status->rhw.atk = atoi(str[7]);
  658. status->rhw.atk2 = atoi(str[8]);
  659. status->def = atoi(str[9]);
  660. status->mdef = atoi(str[10]);
  661. status->str = atoi(str[11]);
  662. status->agi = atoi(str[12]);
  663. status->vit = atoi(str[13]);
  664. status->int_ = atoi(str[14]);
  665. status->dex = atoi(str[15]);
  666. status->luk = atoi(str[16]);
  667. db->range2 = atoi(str[17]);
  668. db->range3 = atoi(str[18]);
  669. status->size = atoi(str[19]);
  670. status->race = atoi(str[20]);
  671. ele = atoi(str[21]);
  672. status->def_ele = ele%10;
  673. status->ele_lv = ele/20;
  674. if( status->def_ele >= ELE_MAX ) {
  675. ShowWarning("Elemental %d has invalid element type %d (max element is %d)\n", db->class_, status->def_ele, ELE_MAX - 1);
  676. status->def_ele = ELE_NEUTRAL;
  677. }
  678. if( status->ele_lv < 1 || status->ele_lv > 4 ) {
  679. ShowWarning("Elemental %d has invalid element level %d (max is 4)\n", db->class_, status->ele_lv);
  680. status->ele_lv = 1;
  681. }
  682. status->aspd_rate = 1000;
  683. status->speed = atoi(str[22]);
  684. status->adelay = atoi(str[23]);
  685. status->amotion = atoi(str[24]);
  686. status->dmotion = atoi(str[25]);
  687. j++;
  688. }
  689. fclose(fp);
  690. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' elementals in '"CL_WHITE"db/elemental_db.txt"CL_RESET"'.\n",j);
  691. return 0;
  692. }
  693. int read_elemental_skilldb(void) {
  694. FILE *fp;
  695. char line[1024], *p;
  696. char *str[4];
  697. struct s_elemental_db *db;
  698. int i, j = 0, k = 0, class_;
  699. uint16 skill_id, skill_lv;
  700. int skillmode;
  701. sprintf(line, "%s/%s", db_path, "elemental_skill_db.txt");
  702. fp = fopen(line, "r");
  703. if( !fp ) {
  704. ShowError("read_elemental_skilldb : can't read elemental_skill_db.txt\n");
  705. return -1;
  706. }
  707. while( fgets(line, sizeof(line), fp) ) {
  708. k++;
  709. if( line[0] == '/' && line[1] == '/' )
  710. continue;
  711. if( line[0] == '\0' || line[0] == '\n' || line[0] == '\r')
  712. continue;
  713. i = 0;
  714. p = strtok(line, ",");
  715. while( p != NULL && i < 4 ) {
  716. str[i++] = p;
  717. p = strtok(NULL, ",");
  718. }
  719. if( i < 4 ) {
  720. ShowError("read_elemental_skilldb : Incorrect number of columns at elemental_skill_db.txt line %d.\n", k);
  721. continue;
  722. }
  723. class_ = atoi(str[0]);
  724. ARR_FIND(0, MAX_ELEMENTAL_CLASS, i, class_ == elemental_db[i].class_);
  725. if( i == MAX_ELEMENTAL_CLASS ) {
  726. ShowError("read_elemental_skilldb : Class not found in elemental_db for skill entry, line %d.\n", k);
  727. continue;
  728. }
  729. skill_id = atoi(str[1]);
  730. if( skill_id < EL_SKILLBASE || skill_id >= EL_SKILLBASE + MAX_ELEMENTALSKILL ) {
  731. ShowError("read_elemental_skilldb : Skill out of range, line %d.\n", k);
  732. continue;
  733. }
  734. db = &elemental_db[i];
  735. skill_lv = atoi(str[2]);
  736. skillmode = atoi(str[3]);
  737. if( skillmode < EL_SKILLMODE_PASIVE || skillmode > EL_SKILLMODE_AGGRESSIVE ) {
  738. ShowError("read_elemental_skilldb : Skillmode out of range, line %d.\n",k);
  739. continue;
  740. }
  741. ARR_FIND( 0, MAX_ELESKILLTREE, i, db->skill[i].id == 0 || db->skill[i].id == skill_id );
  742. if( i == MAX_ELESKILLTREE ) {
  743. ShowWarning("Unable to load skill %d into Elemental %d's tree. Maximum number of skills per elemental has been reached.\n", skill_id, class_);
  744. continue;
  745. }
  746. db->skill[i].id = skill_id;
  747. db->skill[i].lv = skill_lv;
  748. db->skill[i].mode = skillmode;
  749. j++;
  750. }
  751. fclose(fp);
  752. ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"db/elemental_skill_db.txt"CL_RESET"'.\n",j);
  753. return 0;
  754. }
  755. void reload_elementaldb(void) {
  756. read_elementaldb();
  757. reload_elemental_skilldb();
  758. }
  759. void reload_elemental_skilldb(void) {
  760. read_elemental_skilldb();
  761. }
  762. int do_init_elemental(void) {
  763. read_elementaldb();
  764. read_elemental_skilldb();
  765. add_timer_func_list(elemental_ai_timer,"elemental_ai_timer");
  766. add_timer_interval(gettick()+MIN_ELETHINKTIME,elemental_ai_timer,0,0,MIN_ELETHINKTIME);
  767. return 0;
  768. }
  769. void do_final_elemental(void) {
  770. return;
  771. }