// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#ifndef _ELEMENTAL_H_
#define _ELEMENTAL_H_
#include "status.h" // struct status_data, struct status_change
#include "unit.h" // struct unit_data
#define MIN_ELETHINKTIME 100
#define MIN_ELEDISTANCE 2
#define MAX_ELEDISTANCE 5
#define EL_MODE_AGGRESSIVE (MD_CANMOVE|MD_AGGRESSIVE|MD_CANATTACK)
#define EL_MODE_ASSIST (MD_CANMOVE|MD_ASSIST)
#define EL_MODE_PASSIVE MD_CANMOVE
#define EL_SKILLMODE_PASIVE 0x1
#define EL_SKILLMODE_ASSIST 0x2
#define EL_SKILLMODE_AGGRESSIVE 0x4
struct elemental_skill {
unsigned short id, lv;
short mode;
};
struct s_elemental_db {
int class_;
char sprite[NAME_LENGTH], name[NAME_LENGTH];
unsigned short lv;
short range2, range3;
struct status_data status;
struct view_data vd;
struct elemental_skill skill[MAX_ELESKILLTREE];
};
extern struct s_elemental_db elemental_db[MAX_ELEMENTAL_CLASS];
struct elemental_data {
struct block_list bl;
struct unit_data ud;
struct view_data *vd;
struct status_data base_status, battle_status;
struct status_change sc;
struct regen_data regen;
struct s_elemental_db *db;
struct s_elemental elemental;
struct map_session_data *master;
int summon_timer;
int skill_timer;
unsigned last_thinktime, last_linktime, last_spdrain_time;
short min_chase;
int target_id, attacked_id;
};
bool elemental_class(int class_);
struct view_data * elemental_get_viewdata(int class_);
int elemental_create(struct map_session_data *sd, int class_, unsigned int lifetime);
int elemental_data_received(struct s_elemental *ele, bool flag);
int elemental_save(struct elemental_data *ed);
int elemental_change_mode_ack(struct elemental_data *ed, int mode);
int elemental_change_mode(struct elemental_data *ed, int mode);
void elemental_heal(struct elemental_data *ed, int hp, int sp);
int elemental_dead(struct elemental_data *ed);
int elemental_delete(struct elemental_data *ed, int reply);
void elemental_summon_stop(struct elemental_data *ed);
int elemental_get_lifetime(struct elemental_data *ed);
int elemental_unlocktarget(struct elemental_data *ed);
int elemental_skillnotok(int skillid, struct elemental_data *ed);
int elemental_set_target( struct map_session_data *sd, struct block_list *bl );
int elemental_clean_single_effect(struct elemental_data *ed, int skill_num);
int elemental_clean_effect(struct elemental_data *ed);
int elemental_action(struct elemental_data *ed, struct block_list *bl, unsigned int tick);
struct skill_condition elemental_skill_get_requirements(int skill, int lv);
#define elemental_stop_walking(ed, type) unit_stop_walking(&(ed)->bl, type)
#define elemental_stop_attack(ed) unit_stop_attack(&(ed)->bl)
int read_elemental_skilldb(void);
void reload_elementaldb(void);
void reload_elemental_skilldb(void);
int do_init_elemental(void);
void do_final_elemental(void);
#endif /* _ELEMENTAL_H_ */