diff options
Diffstat (limited to 'src/map/elemental.c')
-rw-r--r-- | src/map/elemental.c | 1969 |
1 files changed, 985 insertions, 984 deletions
diff --git a/src/map/elemental.c b/src/map/elemental.c index 03aa93e49..1ef85b3e5 100644 --- a/src/map/elemental.c +++ b/src/map/elemental.c @@ -1,984 +1,985 @@ -// Copyright (c) Hercules Dev Team, licensed under GNU GPL.
-// See the LICENSE file
-// Portions Copyright (c) Athena Dev Teams
-
-#include "../common/cbasetypes.h"
-#include "../common/malloc.h"
-#include "../common/socket.h"
-#include "../common/timer.h"
-#include "../common/nullpo.h"
-#include "../common/mmo.h"
-#include "../common/showmsg.h"
-#include "../common/utils.h"
-#include "../common/random.h"
-#include "../common/strlib.h"
-
-#include "log.h"
-#include "clif.h"
-#include "chrif.h"
-#include "intif.h"
-#include "itemdb.h"
-#include "map.h"
-#include "pc.h"
-#include "status.h"
-#include "skill.h"
-#include "mob.h"
-#include "pet.h"
-#include "battle.h"
-#include "party.h"
-#include "guild.h"
-#include "atcommand.h"
-#include "script.h"
-#include "npc.h"
-#include "trade.h"
-#include "unit.h"
-#include "elemental.h"
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-#include <math.h>
-
-int elemental_search_index(int class_) {
- int i;
- ARR_FIND(0, MAX_ELEMENTAL_CLASS, i, elemental->elemental_db[i].class_ == class_);
- return (i == MAX_ELEMENTAL_CLASS)?-1:i;
-}
-
-bool elemental_class(int class_) {
- return (bool)(elemental_search_index(class_) > -1);
-}
-
-struct view_data * elemental_get_viewdata(int class_) {
- int i = elemental_search_index(class_);
- if( i < 0 )
- return 0;
-
- return &elemental->elemental_db[i].vd;
-}
-
-int elemental_create(struct map_session_data *sd, int class_, unsigned int lifetime) {
- struct s_elemental ele;
- struct s_elemental_db *db;
- int i;
-
- nullpo_retr(1,sd);
-
- if( (i = elemental_search_index(class_)) < 0 )
- return 0;
-
- db = &elemental->elemental_db[i];
- memset(&ele,0,sizeof(struct s_elemental));
-
- ele.char_id = sd->status.char_id;
- ele.class_ = class_;
- ele.mode = EL_MODE_PASSIVE; // Initial mode
- i = db->status.size+1; // summon level
-
- //[(Caster�s Max HP/ 3 ) + (Caster�s INT x 10 )+ (Caster�s Job Level x 20 )] x [(Elemental Summon Level + 2) / 3]
- ele.hp = ele.max_hp = (sd->battle_status.max_hp/3 + sd->battle_status.int_*10 + sd->status.job_level) * ((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;
- //Caster�s HIT + (Caster�s Base Level )
- ele.hit = sd->battle_status.hit + sd->status.base_level;
- //[Elemental Summon Skill Level x (Caster�s INT / 2 + Caster�s DEX / 4)]
- ele.matk = i * (sd->battle_status.int_ / 2 + sd->battle_status.dex / 4);
- //150 + [Caster�s DEX / 10] + [Elemental Summon Skill Level x 3 ]
- ele.amotion = 150 + sd->battle_status.dex / 10 + i * 3;
- //Caster�s DEF + (Caster�s Base Level / (5 � Elemental Summon Skill Level)
- ele.def = sd->battle_status.def + sd->status.base_level / (5-i);
- //Caster�s MDEF + (Caster�s INT / (5 - Elemental Summon Skill Level)
- ele.mdef = sd->battle_status.mdef + sd->battle_status.int_ / (5-i);
- //Caster�s FLEE + (Caster�s Base Level / (5 � Elemental Summon Skill Level)
- ele.flee = sd->status.base_level / (5-i);
- //Caster�s HIT + (Caster�s Base Level )
- ele.hit = sd->battle_status.hit + sd->status.base_level;
-
- //per individual bonuses
- switch(db->class_){
- case 2114: case 2115:
- case 2116: //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 2117: case 2118:
- case 2119: //MDEF + (Summon Aqua Skill Level x 10) / MATK + (Summon Aqua Skill Level x 20)
- ele.mdef += i * 10;
- ele.matk += i * 20;
- break;
- case 2120: case 2121:
- case 2122: //FLEE + (Summon Ventus Skill Level x 20) / MATK + (Summon Ventus Skill Level x 10)
- ele.flee += i * 20;
- ele.matk += i * 10;
- break;
- case 2123: case 2124:
- case 2125: //DEF + (Summon Tera Skill Level x 25) / ATK + (Summon Tera Skill Level x 5)
- ele.def += i * 25;
- ele.atk += i * 5;
- ele.atk2 += i * 5;
- break;
- }
-
- if( (i=pc->checkskill(sd,SO_EL_SYMPATHY)) > 0 ){
- ele.hp = ele.max_hp = ele.max_hp * 5 * i / 100;
- ele.sp = ele.max_sp = ele.max_sp * 5 * i / 100;
- ele.atk += 25 * i;
- ele.atk2 += 25 * i;
- ele.matk += 25 * i;
- }
-
- ele.life_time = lifetime;
-
- // Request Char Server to create this elemental
- intif->elemental_create(&ele);
-
- return 1;
-}
-
-int elemental_get_lifetime(struct elemental_data *ed) {
- const struct TimerData * td;
- if( ed == NULL || ed->summon_timer == INVALID_TIMER )
- return 0;
-
- td = iTimer->get_timer(ed->summon_timer);
- return (td != NULL) ? DIFF_TICK(td->tick, iTimer->gettick()) : 0;
-}
-
-int elemental_save(struct elemental_data *ed) {
- ed->elemental.mode = ed->battle_status.mode;
- ed->elemental.hp = ed->battle_status.hp;
- ed->elemental.sp = ed->battle_status.sp;
- ed->elemental.max_hp = ed->battle_status.max_hp;
- ed->elemental.max_sp = ed->battle_status.max_sp;
- ed->elemental.atk = ed->battle_status.rhw.atk;
- ed->elemental.atk2 = ed->battle_status.rhw.atk2;
- ed->elemental.matk = ed->battle_status.matk_min;
- ed->elemental.def = ed->battle_status.def;
- ed->elemental.mdef = ed->battle_status.mdef;
- ed->elemental.flee = ed->battle_status.flee;
- ed->elemental.hit = ed->battle_status.hit;
- ed->elemental.life_time = elemental->get_lifetime(ed);
- intif->elemental_save(&ed->elemental);
- return 1;
-}
-
-static int elemental_summon_end(int tid, unsigned int tick, int id, intptr_t data) {
- struct map_session_data *sd;
- struct elemental_data *ed;
-
- if( (sd = iMap->id2sd(id)) == NULL )
- return 1;
- if( (ed = sd->ed) == NULL )
- return 1;
-
- if( ed->summon_timer != tid ) {
- ShowError("elemental_summon_end %d != %d.\n", ed->summon_timer, tid);
- return 0;
- }
-
- ed->summon_timer = INVALID_TIMER;
- elemental->delete(ed, 0); // Elemental's summon time is over.
-
- return 0;
-}
-
-void elemental_summon_stop(struct elemental_data *ed) {
- nullpo_retv(ed);
- if( ed->summon_timer != INVALID_TIMER )
- iTimer->delete_timer(ed->summon_timer, elemental_summon_end);
- ed->summon_timer = INVALID_TIMER;
-}
-
-int elemental_delete(struct elemental_data *ed, int reply) {
- struct map_session_data *sd;
- nullpo_ret(ed);
-
- sd = ed->master;
- ed->elemental.life_time = 0;
-
- elemental->clean_effect(ed);
- elemental->summon_stop(ed);
-
- if( !sd )
- return unit_free(&ed->bl, 0);
-
- sd->ed = NULL;
- sd->status.ele_id = 0;
-
- return unit_remove_map(&ed->bl, 0);
-}
-
-void elemental_summon_init(struct elemental_data *ed) {
- if( ed->summon_timer == INVALID_TIMER )
- ed->summon_timer = iTimer->add_timer(iTimer->gettick() + ed->elemental.life_time, elemental_summon_end, ed->master->bl.id, 0);
-
- ed->regen.state.block = 0;
-}
-
-int elemental_data_received(struct s_elemental *ele, bool flag) {
- struct map_session_data *sd;
- struct elemental_data *ed;
- struct s_elemental_db *db;
- int i = elemental_search_index(ele->class_);
-
- if( (sd = iMap->charid2sd(ele->char_id)) == NULL )
- return 0;
-
- if( !flag || i < 0 ) { // Not created - loaded - DB info
- sd->status.ele_id = 0;
- return 0;
- }
-
- db = &elemental->elemental_db[i];
- if( !sd->ed ) { // Initialize it after first summon.
- sd->ed = ed = (struct elemental_data*)aCalloc(1,sizeof(struct elemental_data));
- ed->bl.type = BL_ELEM;
- ed->bl.id = npc_get_new_npc_id();
- ed->master = sd;
- ed->db = db;
- memcpy(&ed->elemental, ele, sizeof(struct s_elemental));
- iStatus->set_viewdata(&ed->bl, ed->elemental.class_);
- ed->vd->head_mid = 10; // Why?
- iStatus->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;
-
- iMap->addiddb(&ed->bl);
- status_calc_elemental(ed,1);
- ed->last_spdrain_time = ed->last_thinktime = iTimer->gettick();
- ed->summon_timer = INVALID_TIMER;
- elemental_summon_init(ed);
- } else {
- memcpy(&sd->ed->elemental, ele, sizeof(struct s_elemental));
- ed = sd->ed;
- }
-
- sd->status.ele_id = ele->elemental_id;
-
- if( ed->bl.prev == NULL && sd->bl.prev != NULL ) {
- iMap->addblock(&ed->bl);
- clif->spawn(&ed->bl);
- clif->elemental_info(sd);
- clif->elemental_updatestatus(sd,SP_HP);
- clif->hpmeter_single(sd->fd,ed->bl.id,ed->battle_status.hp,ed->battle_status.max_hp);
- clif->elemental_updatestatus(sd,SP_SP);
- }
-
- return 1;
-}
-
-int elemental_clean_single_effect(struct elemental_data *ed, uint16 skill_id) {
- struct block_list *bl;
- sc_type type = iStatus->skill2sc(skill_id);
-
- nullpo_ret(ed);
-
- bl = battle->get_master(&ed->bl);
-
- if( type ) {
- switch( type ) {
- // Just remove status change.
- case SC_PYROTECHNIC_OPTION:
- case SC_HEATER_OPTION:
- case SC_TROPIC_OPTION:
- case SC_FIRE_CLOAK_OPTION:
- case SC_AQUAPLAY_OPTION:
- case SC_WATER_SCREEN_OPTION:
- case SC_COOLER_OPTION:
- case SC_CHILLY_AIR_OPTION:
- case SC_GUST_OPTION:
- case SC_WIND_STEP_OPTION:
- case SC_BLAST_OPTION:
- case SC_WATER_DROP_OPTION:
- case SC_WIND_CURTAIN_OPTION:
- case SC_WILD_STORM_OPTION:
- case SC_PETROLOGY_OPTION:
- case SC_SOLID_SKIN_OPTION:
- case SC_CURSED_SOIL_OPTION:
- case SC_STONE_SHIELD_OPTION:
- case SC_UPHEAVAL_OPTION:
- case SC_CIRCLE_OF_FIRE_OPTION:
- case SC_TIDAL_WEAPON_OPTION:
- if( bl ) status_change_end(bl,type,INVALID_TIMER); // Master
- status_change_end(&ed->bl,type-1,INVALID_TIMER); // Elemental Spirit
- break;
- case SC_ZEPHYR:
- if( bl ) status_change_end(bl,type,INVALID_TIMER);
- break;
- default:
- ShowWarning("Invalid SC=%d in elemental_clean_single_effect\n",type);
- break;
- }
- }
-
- return 1;
-}
-
-int elemental_clean_effect(struct elemental_data *ed) {
- struct map_session_data *sd;
-
- nullpo_ret(ed);
-
- // Elemental side
- status_change_end(&ed->bl, SC_TROPIC, INVALID_TIMER);
- status_change_end(&ed->bl, SC_HEATER, INVALID_TIMER);
- status_change_end(&ed->bl, SC_AQUAPLAY, INVALID_TIMER);
- status_change_end(&ed->bl, SC_COOLER, INVALID_TIMER);
- status_change_end(&ed->bl, SC_CHILLY_AIR, INVALID_TIMER);
- status_change_end(&ed->bl, SC_PYROTECHNIC, INVALID_TIMER);
- status_change_end(&ed->bl, SC_FIRE_CLOAK, INVALID_TIMER);
- status_change_end(&ed->bl, SC_WATER_DROP, INVALID_TIMER);
- status_change_end(&ed->bl, SC_WATER_SCREEN, INVALID_TIMER);
- status_change_end(&ed->bl, SC_GUST, INVALID_TIMER);
- status_change_end(&ed->bl, SC_WIND_STEP, INVALID_TIMER);
- status_change_end(&ed->bl, SC_BLAST, INVALID_TIMER);
- status_change_end(&ed->bl, SC_WIND_CURTAIN, INVALID_TIMER);
- status_change_end(&ed->bl, SC_WILD_STORM, INVALID_TIMER);
- status_change_end(&ed->bl, SC_PETROLOGY, INVALID_TIMER);
- status_change_end(&ed->bl, SC_SOLID_SKIN, INVALID_TIMER);
- status_change_end(&ed->bl, SC_CURSED_SOIL, INVALID_TIMER);
- status_change_end(&ed->bl, SC_STONE_SHIELD, INVALID_TIMER);
- status_change_end(&ed->bl, SC_UPHEAVAL, INVALID_TIMER);
- status_change_end(&ed->bl, SC_CIRCLE_OF_FIRE, INVALID_TIMER);
- status_change_end(&ed->bl, SC_TIDAL_WEAPON, INVALID_TIMER);
-
- if( (sd = ed->master) == NULL )
- return 0;
-
- // Master side
- status_change_end(&sd->bl, SC_TROPIC_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_HEATER_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_AQUAPLAY_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_COOLER_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_CHILLY_AIR_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_PYROTECHNIC_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_FIRE_CLOAK_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_WATER_DROP_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_WATER_SCREEN_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_GUST_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_WIND_STEP_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_BLAST_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_WATER_DROP_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_WIND_CURTAIN_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_WILD_STORM_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_ZEPHYR, INVALID_TIMER);
- status_change_end(&sd->bl, SC_WIND_STEP_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_PETROLOGY_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_SOLID_SKIN_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_CURSED_SOIL_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_STONE_SHIELD_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_UPHEAVAL_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_CIRCLE_OF_FIRE_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_TIDAL_WEAPON_OPTION, INVALID_TIMER);
-
- return 1;
-}
-
-int elemental_action(struct elemental_data *ed, struct block_list *bl, unsigned int tick) {
- struct skill_condition req;
- uint16 skill_id, skill_lv;
- int i;
-
- nullpo_ret(ed);
- nullpo_ret(bl);
-
- if( !ed->master )
- return 0;
-
- if( ed->target_id )
- elemental->unlocktarget(ed); // Remove previous target.
-
- ARR_FIND(0, MAX_ELESKILLTREE, i, ed->db->skill[i].id && (ed->db->skill[i].mode&EL_SKILLMODE_AGGRESSIVE));
- if( i == MAX_ELESKILLTREE )
- return 0;
-
- skill_id = ed->db->skill[i].id;
- skill_lv = ed->db->skill[i].lv;
-
- if( elemental->skillnotok(skill_id, ed) )
- return 0;
-
- if( ed->ud.skilltimer != INVALID_TIMER )
- return 0;
- else if( DIFF_TICK(tick, ed->ud.canact_tick) < 0 )
- return 0;
-
- ed->target_id = ed->ud.skilltarget = bl->id; // Set new target
- ed->last_thinktime = tick;
-
- // Not in skill range.
- if( !battle->check_range(&ed->bl,bl,skill->get_range(skill_id,skill_lv)) ) {
- // Try to walk to the target.
- if( !unit_walktobl(&ed->bl, bl, skill->get_range(skill_id,skill_lv), 2) )
- elemental->unlocktarget(ed);
- else {
- // Walking, waiting to be in range. Client don't handle it, then we must handle it here.
- int walk_dist = distance_bl(&ed->bl,bl) - skill->get_range(skill_id,skill_lv);
- ed->ud.skill_id = skill_id;
- ed->ud.skill_lv = skill_lv;
-
- if( skill->get_inf(skill_id) & INF_GROUND_SKILL )
- ed->ud.skilltimer = iTimer->add_timer( tick+iStatus->get_speed(&ed->bl)*walk_dist, skill->castend_pos, ed->bl.id, 0 );
- else
- ed->ud.skilltimer = iTimer->add_timer( tick+iStatus->get_speed(&ed->bl)*walk_dist, skill->castend_id, ed->bl.id, 0 );
- }
- return 1;
-
- }
-
- req = elemental->skill_get_requirements(skill_id, skill_lv);
-
- if(req.hp || req.sp){
- struct map_session_data *sd = BL_CAST(BL_PC, battle->get_master(&ed->bl));
- if( sd ){
- if( sd->skill_id_old != SO_EL_ACTION && //regardless of remaining HP/SP it can be cast
- (status_get_hp(&ed->bl) < req.hp || status_get_sp(&ed->bl) < req.sp) )
- return 1;
- else
- status_zap(&ed->bl, req.hp, req.sp);
- }
- }
-
- //Otherwise, just cast the skill.
- if( skill->get_inf(skill_id) & INF_GROUND_SKILL )
- unit_skilluse_pos(&ed->bl, bl->x, bl->y, skill_id, skill_lv);
- else
- unit_skilluse_id(&ed->bl, bl->id, skill_id, skill_lv);
-
- // Reset target.
- ed->target_id = 0;
-
- return 1;
-}
-
-/*===============================================================
- * Action that elemental perform after changing mode.
- * Activates one of the skills of the new mode.
- *-------------------------------------------------------------*/
-int elemental_change_mode_ack(struct elemental_data *ed, int mode) {
- struct block_list *bl = &ed->master->bl;
- uint16 skill_id, skill_lv;
- int i;
-
- nullpo_ret(ed);
-
- if( !bl )
- return 0;
-
- // Select a skill.
- ARR_FIND(0, MAX_ELESKILLTREE, i, ed->db->skill[i].id && (ed->db->skill[i].mode&mode));
- if( i == MAX_ELESKILLTREE )
- return 0;
-
- skill_id = ed->db->skill[i].id;
- skill_lv = ed->db->skill[i].lv;
-
- if( elemental->skillnotok(skill_id, ed) )
- return 0;
-
- if( ed->ud.skilltimer != INVALID_TIMER )
- return 0;
- else if( DIFF_TICK(iTimer->gettick(), ed->ud.canact_tick) < 0 )
- return 0;
-
- ed->target_id = bl->id; // Set new target
- ed->last_thinktime = iTimer->gettick();
-
- if( skill->get_inf(skill_id) & INF_GROUND_SKILL )
- unit_skilluse_pos(&ed->bl, bl->x, bl->y, skill_id, skill_lv);
- else
- unit_skilluse_id(&ed->bl,bl->id,skill_id,skill_lv);
-
- ed->target_id = 0; // Reset target after casting the skill to avoid continious attack.
-
- return 1;
-}
-
-/*===============================================================
- * Change elemental mode.
- *-------------------------------------------------------------*/
-int elemental_change_mode(struct elemental_data *ed, int mode) {
- nullpo_ret(ed);
-
- // Remove target
- elemental->unlocktarget(ed);
-
- // Removes the effects of the previous mode.
- if(ed->elemental.mode != mode ) elemental->clean_effect(ed);
-
- ed->battle_status.mode = ed->elemental.mode = mode;
-
- // Normalize elemental mode to elemental skill mode.
- if( mode == EL_MODE_AGGRESSIVE ) mode = EL_SKILLMODE_AGGRESSIVE; // Aggressive spirit mode -> Aggressive spirit skill.
- else if( mode == EL_MODE_ASSIST ) mode = EL_SKILLMODE_ASSIST; // Assist spirit mode -> Assist spirit skill.
- else mode = EL_SKILLMODE_PASIVE; // Passive spirit mode -> Passive spirit skill.
-
- // Use a skill inmediately after every change mode.
- if( mode != EL_SKILLMODE_AGGRESSIVE )
- elemental->change_mode_ack(ed,mode);
- return 1;
-}
-
-void elemental_heal(struct elemental_data *ed, int hp, int sp) {
- if( hp )
- clif->elemental_updatestatus(ed->master, SP_HP);
- if( sp )
- clif->elemental_updatestatus(ed->master, SP_SP);
-}
-
-int elemental_dead(struct elemental_data *ed) {
- elemental->delete(ed, 1);
- return 0;
-}
-
-int elemental_unlocktarget(struct elemental_data *ed) {
- nullpo_ret(ed);
-
- ed->target_id = 0;
- elemental_stop_attack(ed);
- elemental_stop_walking(ed,1);
- return 0;
-}
-
-int elemental_skillnotok(uint16 skill_id, struct elemental_data *ed) {
- int idx = skill->get_index(skill_id);
- nullpo_retr(1,ed);
-
- if (idx == 0)
- return 1; // invalid skill id
-
- return skill->not_ok(skill_id, ed->master);
-}
-
-struct skill_condition elemental_skill_get_requirements(uint16 skill_id, uint16 skill_lv){
- struct skill_condition req;
- int idx = skill->get_index(skill_id);
-
- memset(&req,0,sizeof(req));
-
- if( idx == 0 ) // invalid skill id
- return req;
-
- if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
- return req;
-
- req.hp = skill_db[idx].hp[skill_lv-1];
- req.sp = skill_db[idx].sp[skill_lv-1];
-
- return req;
-}
-
-int elemental_set_target( struct map_session_data *sd, struct block_list *bl ) {
- struct elemental_data *ed = sd->ed;
-
- nullpo_ret(ed);
- nullpo_ret(bl);
-
- if( ed->bl.m != bl->m || !check_distance_bl(&ed->bl, bl, ed->db->range2) )
- return 0;
-
- if( !iStatus->check_skilluse(&ed->bl, bl, 0, 0) )
- return 0;
-
- if( ed->target_id == 0 )
- ed->target_id = bl->id;
-
- return 1;
-}
-
-static int elemental_ai_sub_timer_activesearch(struct block_list *bl, va_list ap) {
- struct elemental_data *ed;
- struct block_list **target;
- int dist;
-
- nullpo_ret(bl);
-
- ed = va_arg(ap,struct elemental_data *);
- target = va_arg(ap,struct block_list**);
-
- //If can't seek yet, not an enemy, or you can't attack it, skip.
- if( (*target) == bl || !iStatus->check_skilluse(&ed->bl, bl, 0, 0) )
- return 0;
-
- if( battle->check_target(&ed->bl,bl,BCT_ENEMY) <= 0 )
- return 0;
-
- switch( bl->type ) {
- case BL_PC:
- if( !map_flag_vs(ed->bl.m) )
- return 0;
- default:
- dist = distance_bl(&ed->bl, bl);
- if( ((*target) == NULL || !check_distance_bl(&ed->bl, *target, dist)) && battle->check_range(&ed->bl,bl,ed->db->range2) ) { //Pick closest target?
- (*target) = bl;
- ed->target_id = bl->id;
- ed->min_chase = dist + ed->db->range3;
- if( ed->min_chase > AREA_SIZE )
- ed->min_chase = AREA_SIZE;
- return 1;
- }
- break;
- }
- return 0;
-}
-
-static int elemental_ai_sub_timer(struct elemental_data *ed, struct map_session_data *sd, unsigned int tick) {
- struct block_list *target = NULL;
- int master_dist, view_range, mode;
-
- nullpo_ret(ed);
- nullpo_ret(sd);
-
- if( ed->bl.prev == NULL || sd == NULL || sd->bl.prev == NULL )
- return 0;
-
- // Check if caster can sustain the summoned elemental
- if( DIFF_TICK(tick,ed->last_spdrain_time) >= 10000 ){// Drain SP every 10 seconds
- int sp = 5;
-
- switch(ed->vd->class_){
- case 2115: case 2118:
- case 2121: case 2124:
- sp = 8;
- break;
- case 2116: case 2119:
- case 2122: case 2125:
- sp = 11;
- break;
- }
-
- if( status_get_sp(&sd->bl) < sp ){ // Can't sustain delete it.
- elemental->delete(sd->ed,0);
- return 0;
- }
-
- status_zap(&sd->bl,0,sp);
- ed->last_spdrain_time = tick;
- }
-
- if( DIFF_TICK(tick,ed->last_thinktime) < MIN_ELETHINKTIME )
- return 0;
-
- ed->last_thinktime = tick;
-
- if( ed->ud.skilltimer != INVALID_TIMER )
- return 0;
-
- if( ed->ud.walktimer != INVALID_TIMER && ed->ud.walkpath.path_pos <= 2 )
- return 0; //No thinking when you just started to walk.
-
- if(ed->ud.walkpath.path_pos < ed->ud.walkpath.path_len && ed->ud.target == sd->bl.id)
- return 0; //No thinking until be near the master.
-
- if( ed->sc.count && ed->sc.data[SC_BLIND] )
- view_range = 3;
- else
- view_range = ed->db->range2;
-
- mode = status_get_mode(&ed->bl);
-
- master_dist = distance_bl(&sd->bl, &ed->bl);
- if( master_dist > AREA_SIZE ) { // Master out of vision range.
- elemental->unlocktarget(ed);
- unit_warp(&ed->bl,sd->bl.m,sd->bl.x,sd->bl.y,CLR_TELEPORT);
- clif->elemental_updatestatus(sd,SP_HP);
- clif->elemental_updatestatus(sd,SP_SP);
- return 0;
- } else if( master_dist > MAX_ELEDISTANCE ) { // Master too far, chase.
- short x = sd->bl.x, y = sd->bl.y;
- if( ed->target_id )
- elemental->unlocktarget(ed);
- if( ed->ud.walktimer != INVALID_TIMER && ed->ud.target == sd->bl.id )
- return 0; //Already walking to him
- if( DIFF_TICK(tick, ed->ud.canmove_tick) < 0 )
- return 0; //Can't move yet.
- if( iMap->search_freecell(&ed->bl, sd->bl.m, &x, &y, MIN_ELEDISTANCE, MIN_ELEDISTANCE, 1)
- && unit_walktoxy(&ed->bl, x, y, 0) )
- return 0;
- }
-
- if( mode == EL_MODE_AGGRESSIVE ) {
- target = iMap->id2bl(ed->ud.target);
-
- if( !target )
- iMap->foreachinrange(elemental_ai_sub_timer_activesearch, &ed->bl, view_range, BL_CHAR, ed, &target, status_get_mode(&ed->bl));
-
- if( !target ) { //No targets available.
- elemental->unlocktarget(ed);
- return 1;
- }
-
- if( battle->check_range(&ed->bl,target,view_range) && rnd()%100 < 2 ) { // 2% chance to cast attack skill.
- if( elemental->action(ed,target,tick) )
- return 1;
- }
-
- //Attempt to attack.
- //At this point we know the target is attackable, we just gotta check if the range matches.
- if( ed->ud.target == target->id && ed->ud.attacktimer != INVALID_TIMER ) //Already locked.
- return 1;
-
- if( battle->check_range(&ed->bl, target, ed->base_status.rhw.range) ) {//Target within range, engage
- unit_attack(&ed->bl,target->id,1);
- return 1;
- }
-
- //Follow up if possible.
- if( !unit_walktobl(&ed->bl, target, ed->base_status.rhw.range, 2) )
- elemental->unlocktarget(ed);
- }
-
- return 0;
-}
-
-static int elemental_ai_sub_foreachclient(struct map_session_data *sd, va_list ap) {
- unsigned int tick = va_arg(ap,unsigned int);
- if(sd->status.ele_id && sd->ed)
- elemental_ai_sub_timer(sd->ed,sd,tick);
-
- return 0;
-}
-
-static int elemental_ai_timer(int tid, unsigned int tick, int id, intptr_t data) {
- iMap->map_foreachpc(elemental_ai_sub_foreachclient,tick);
- return 0;
-}
-
-int read_elementaldb(void) {
- FILE *fp;
- char line[1024], *p;
- char *str[26];
- int i, j = 0, k = 0, ele;
- struct s_elemental_db *db;
- struct status_data *status;
-
- sprintf(line, "%s/%s", iMap->db_path, "elemental_db.txt");
- memset(elemental->elemental_db,0,sizeof(elemental->elemental_db));
-
- fp = fopen(line, "r");
- if( !fp ) {
- ShowError("read_elementaldb : can't read elemental_db.txt\n");
- return -1;
- }
-
- while( fgets(line, sizeof(line), fp) && j < MAX_ELEMENTAL_CLASS ) {
- k++;
- if( line[0] == '/' && line[1] == '/' )
- continue;
-
- if( line[0] == '\0' || line[0] == '\n' || line[0] == '\r')
- continue;
-
- i = 0;
- p = strtok(line, ",");
- while( p != NULL && i < 26 ) {
- str[i++] = p;
- p = strtok(NULL, ",");
- }
- if( i < 26 ) {
- ShowError("read_elementaldb : Incorrect number of columns at elemental_db.txt line %d.\n", k);
- continue;
- }
-
- db = &elemental->elemental_db[j];
- db->class_ = atoi(str[0]);
- safestrncpy(db->sprite, str[1], NAME_LENGTH);
- safestrncpy(db->name, str[2], NAME_LENGTH);
- db->lv = atoi(str[3]);
-
- status = &db->status;
- db->vd.class_ = db->class_;
-
- status->max_hp = atoi(str[4]);
- status->max_sp = atoi(str[5]);
- status->rhw.range = atoi(str[6]);
- status->rhw.atk = atoi(str[7]);
- status->rhw.atk2 = atoi(str[8]);
- status->def = atoi(str[9]);
- status->mdef = atoi(str[10]);
- status->str = atoi(str[11]);
- status->agi = atoi(str[12]);
- status->vit = atoi(str[13]);
- status->int_ = atoi(str[14]);
- status->dex = atoi(str[15]);
- status->luk = atoi(str[16]);
- db->range2 = atoi(str[17]);
- db->range3 = atoi(str[18]);
- status->size = atoi(str[19]);
- status->race = atoi(str[20]);
-
- ele = atoi(str[21]);
- status->def_ele = ele%10;
- status->ele_lv = ele/20;
- if( status->def_ele >= ELE_MAX ) {
- ShowWarning("Elemental %d has invalid element type %d (max element is %d)\n", db->class_, status->def_ele, ELE_MAX - 1);
- status->def_ele = ELE_NEUTRAL;
- }
- if( status->ele_lv < 1 || status->ele_lv > 4 ) {
- ShowWarning("Elemental %d has invalid element level %d (max is 4)\n", db->class_, status->ele_lv);
- status->ele_lv = 1;
- }
-
- status->aspd_rate = 1000;
- status->speed = atoi(str[22]);
- status->adelay = atoi(str[23]);
- status->amotion = atoi(str[24]);
- status->dmotion = atoi(str[25]);
-
- j++;
- }
-
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' elementals in '"CL_WHITE"db/elemental_db.txt"CL_RESET"'.\n",j);
-
- return 0;
-}
-
-int read_elemental_skilldb(void) {
- FILE *fp;
- char line[1024], *p;
- char *str[4];
- struct s_elemental_db *db;
- int i, j = 0, k = 0, class_;
- uint16 skill_id, skill_lv;
- int skillmode;
-
- sprintf(line, "%s/%s", iMap->db_path, "elemental_skill_db.txt");
- fp = fopen(line, "r");
- if( !fp ) {
- ShowError("read_elemental_skilldb : can't read elemental_skill_db.txt\n");
- return -1;
- }
-
- while( fgets(line, sizeof(line), fp) ) {
- k++;
- if( line[0] == '/' && line[1] == '/' )
- continue;
-
- if( line[0] == '\0' || line[0] == '\n' || line[0] == '\r')
- continue;
-
- i = 0;
- p = strtok(line, ",");
- while( p != NULL && i < 4 ) {
- str[i++] = p;
- p = strtok(NULL, ",");
- }
- if( i < 4 ) {
- ShowError("read_elemental_skilldb : Incorrect number of columns at elemental_skill_db.txt line %d.\n", k);
- continue;
- }
-
- class_ = atoi(str[0]);
- ARR_FIND(0, MAX_ELEMENTAL_CLASS, i, class_ == elemental->elemental_db[i].class_);
- if( i == MAX_ELEMENTAL_CLASS ) {
- ShowError("read_elemental_skilldb : Class not found in elemental_db for skill entry, line %d.\n", k);
- continue;
- }
-
- skill_id = atoi(str[1]);
- if( skill_id < EL_SKILLBASE || skill_id >= EL_SKILLBASE + MAX_ELEMENTALSKILL ) {
- ShowError("read_elemental_skilldb : Skill out of range, line %d.\n", k);
- continue;
- }
-
- db = &elemental->elemental_db[i];
- skill_lv = atoi(str[2]);
-
- skillmode = atoi(str[3]);
- if( skillmode < EL_SKILLMODE_PASIVE || skillmode > EL_SKILLMODE_AGGRESSIVE ) {
- ShowError("read_elemental_skilldb : Skillmode out of range, line %d.\n",k);
- continue;
- }
- ARR_FIND( 0, MAX_ELESKILLTREE, i, db->skill[i].id == 0 || db->skill[i].id == skill_id );
- if( i == MAX_ELESKILLTREE ) {
- ShowWarning("Unable to load skill %d into Elemental %d's tree. Maximum number of skills per elemental has been reached.\n", skill_id, class_);
- continue;
- }
- db->skill[i].id = skill_id;
- db->skill[i].lv = skill_lv;
- db->skill[i].mode = skillmode;
- j++;
- }
-
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"db/elemental_skill_db.txt"CL_RESET"'.\n",j);
- return 0;
-}
-
-void reload_elementaldb(void) {
- read_elementaldb();
- elemental->reload_skilldb();
-}
-
-void reload_elemental_skilldb(void) {
- elemental->read_skilldb();
-}
-
-int do_init_elemental(void) {
- read_elementaldb();
- elemental->read_skilldb();
-
- iTimer->add_timer_func_list(elemental_ai_timer,"elemental_ai_timer");
- iTimer->add_timer_interval(iTimer->gettick()+MIN_ELETHINKTIME,elemental_ai_timer,0,0,MIN_ELETHINKTIME);
-
- return 0;
-}
-
-void do_final_elemental(void) {
- return;
-}
-
-/*=====================================
-* Default Functions : elemental.h
-* Generated by HerculesInterfaceMaker
-* created by Susu
-*-------------------------------------*/
-void elemental_defaults(void) {
- elemental = &elemental_s;
-
/* funcs */
-
- elemental->class = elemental_class;
- elemental->get_viewdata = elemental_get_viewdata;
-
- elemental->create = elemental_create;
- elemental->data_received = elemental_data_received;
- elemental->save = elemental_save;
-
- elemental->change_mode_ack = elemental_change_mode_ack;
- elemental->change_mode = elemental_change_mode;
-
- elemental->heal = elemental_heal;
- elemental->dead = elemental_dead;
-
- elemental->delete = elemental_delete;
- elemental->summon_stop = elemental_summon_stop;
-
- elemental->get_lifetime = elemental_get_lifetime;
-
- elemental->unlocktarget = elemental_unlocktarget;
- elemental->skillnotok = elemental_skillnotok;
- elemental->set_target = elemental_set_target;
- elemental->clean_single_effect = elemental_clean_single_effect;
- elemental->clean_effect = elemental_clean_effect;
- elemental->action = elemental_action;
- elemental->skill_get_requirements = elemental_skill_get_requirements;
-
- elemental->read_skilldb = read_elemental_skilldb;
- elemental->reload_elementaldb = reload_elementaldb;
- elemental->reload_skilldb = reload_elemental_skilldb;
- elemental->do_init_elemental = do_init_elemental;
- elemental->do_final_elemental = do_final_elemental;
-}
+// Copyright (c) Hercules Dev Team, licensed under GNU GPL. +// See the LICENSE file +// Portions Copyright (c) Athena Dev Teams + +#include "../common/cbasetypes.h" +#include "../common/malloc.h" +#include "../common/socket.h" +#include "../common/timer.h" +#include "../common/nullpo.h" +#include "../common/mmo.h" +#include "../common/showmsg.h" +#include "../common/utils.h" +#include "../common/random.h" +#include "../common/strlib.h" + +#include "log.h" +#include "clif.h" +#include "chrif.h" +#include "intif.h" +#include "itemdb.h" +#include "map.h" +#include "pc.h" +#include "status.h" +#include "skill.h" +#include "mob.h" +#include "pet.h" +#include "battle.h" +#include "party.h" +#include "guild.h" +#include "atcommand.h" +#include "script.h" +#include "npc.h" +#include "trade.h" +#include "unit.h" +#include "elemental.h" + +#include <stdio.h> +#include <stdlib.h> +#include <string.h> +#include <math.h> + +int elemental_search_index(int class_) { + int i; + ARR_FIND(0, MAX_ELEMENTAL_CLASS, i, elemental->elemental_db[i].class_ == class_); + return (i == MAX_ELEMENTAL_CLASS)?-1:i; +} + +bool elemental_class(int class_) { + return (bool)(elemental_search_index(class_) > -1); +} + +struct view_data * elemental_get_viewdata(int class_) { + int i = elemental_search_index(class_); + if( i < 0 ) + return 0; + + return &elemental->elemental_db[i].vd; +} + +int elemental_create(struct map_session_data *sd, int class_, unsigned int lifetime) { + struct s_elemental ele; + struct s_elemental_db *db; + int i; + + nullpo_retr(1,sd); + + if( (i = elemental_search_index(class_)) < 0 ) + return 0; + + db = &elemental->elemental_db[i]; + memset(&ele,0,sizeof(struct s_elemental)); + + ele.char_id = sd->status.char_id; + ele.class_ = class_; + ele.mode = EL_MODE_PASSIVE; // Initial mode + i = db->status.size+1; // summon level + + //[(Caster�s Max HP/ 3 ) + (Caster�s INT x 10 )+ (Caster�s Job Level x 20 )] x [(Elemental Summon Level + 2) / 3] + ele.hp = ele.max_hp = (sd->battle_status.max_hp/3 + sd->battle_status.int_*10 + sd->status.job_level) * ((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; + //Caster�s HIT + (Caster�s Base Level ) + ele.hit = sd->battle_status.hit + sd->status.base_level; + //[Elemental Summon Skill Level x (Caster�s INT / 2 + Caster�s DEX / 4)] + ele.matk = i * (sd->battle_status.int_ / 2 + sd->battle_status.dex / 4); + //150 + [Caster�s DEX / 10] + [Elemental Summon Skill Level x 3 ] + ele.amotion = 150 + sd->battle_status.dex / 10 + i * 3; + //Caster�s DEF + (Caster�s Base Level / (5 � Elemental Summon Skill Level) + ele.def = sd->battle_status.def + sd->status.base_level / (5-i); + //Caster�s MDEF + (Caster�s INT / (5 - Elemental Summon Skill Level) + ele.mdef = sd->battle_status.mdef + sd->battle_status.int_ / (5-i); + //Caster�s FLEE + (Caster�s Base Level / (5 � Elemental Summon Skill Level) + ele.flee = sd->status.base_level / (5-i); + //Caster�s HIT + (Caster�s Base Level ) + ele.hit = sd->battle_status.hit + sd->status.base_level; + + //per individual bonuses + switch(db->class_){ + case 2114: case 2115: + case 2116: //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 2117: case 2118: + case 2119: //MDEF + (Summon Aqua Skill Level x 10) / MATK + (Summon Aqua Skill Level x 20) + ele.mdef += i * 10; + ele.matk += i * 20; + break; + case 2120: case 2121: + case 2122: //FLEE + (Summon Ventus Skill Level x 20) / MATK + (Summon Ventus Skill Level x 10) + ele.flee += i * 20; + ele.matk += i * 10; + break; + case 2123: case 2124: + case 2125: //DEF + (Summon Tera Skill Level x 25) / ATK + (Summon Tera Skill Level x 5) + ele.def += i * 25; + ele.atk += i * 5; + ele.atk2 += i * 5; + break; + } + + if( (i=pc->checkskill(sd,SO_EL_SYMPATHY)) > 0 ){ + ele.hp = ele.max_hp = ele.max_hp * 5 * i / 100; + ele.sp = ele.max_sp = ele.max_sp * 5 * i / 100; + ele.atk += 25 * i; + ele.atk2 += 25 * i; + ele.matk += 25 * i; + } + + ele.life_time = lifetime; + + // Request Char Server to create this elemental + intif->elemental_create(&ele); + + return 1; +} + +int elemental_get_lifetime(struct elemental_data *ed) { + const struct TimerData * td; + if( ed == NULL || ed->summon_timer == INVALID_TIMER ) + return 0; + + td = iTimer->get_timer(ed->summon_timer); + return (td != NULL) ? DIFF_TICK(td->tick, iTimer->gettick()) : 0; +} + +int elemental_save(struct elemental_data *ed) { + ed->elemental.mode = ed->battle_status.mode; + ed->elemental.hp = ed->battle_status.hp; + ed->elemental.sp = ed->battle_status.sp; + ed->elemental.max_hp = ed->battle_status.max_hp; + ed->elemental.max_sp = ed->battle_status.max_sp; + ed->elemental.atk = ed->battle_status.rhw.atk; + ed->elemental.atk2 = ed->battle_status.rhw.atk2; + ed->elemental.matk = ed->battle_status.matk_min; + ed->elemental.def = ed->battle_status.def; + ed->elemental.mdef = ed->battle_status.mdef; + ed->elemental.flee = ed->battle_status.flee; + ed->elemental.hit = ed->battle_status.hit; + ed->elemental.life_time = elemental->get_lifetime(ed); + intif->elemental_save(&ed->elemental); + return 1; +} + +static int elemental_summon_end(int tid, unsigned int tick, int id, intptr_t data) { + struct map_session_data *sd; + struct elemental_data *ed; + + if( (sd = iMap->id2sd(id)) == NULL ) + return 1; + if( (ed = sd->ed) == NULL ) + return 1; + + if( ed->summon_timer != tid ) { + ShowError("elemental_summon_end %d != %d.\n", ed->summon_timer, tid); + return 0; + } + + ed->summon_timer = INVALID_TIMER; + elemental->delete(ed, 0); // Elemental's summon time is over. + + return 0; +} + +void elemental_summon_stop(struct elemental_data *ed) { + nullpo_retv(ed); + if( ed->summon_timer != INVALID_TIMER ) + iTimer->delete_timer(ed->summon_timer, elemental_summon_end); + ed->summon_timer = INVALID_TIMER; +} + +int elemental_delete(struct elemental_data *ed, int reply) { + struct map_session_data *sd; + nullpo_ret(ed); + + sd = ed->master; + ed->elemental.life_time = 0; + + elemental->clean_effect(ed); + elemental->summon_stop(ed); + + if( !sd ) + return unit->free(&ed->bl, 0); + + sd->ed = NULL; + sd->status.ele_id = 0; + + return unit->remove_map(&ed->bl, 0, ALC_MARK); +} + +void elemental_summon_init(struct elemental_data *ed) { + if( ed->summon_timer == INVALID_TIMER ) + ed->summon_timer = iTimer->add_timer(iTimer->gettick() + ed->elemental.life_time, elemental_summon_end, ed->master->bl.id, 0); + + ed->regen.state.block = 0; +} + +int elemental_data_received(struct s_elemental *ele, bool flag) { + struct map_session_data *sd; + struct elemental_data *ed; + struct s_elemental_db *db; + int i = elemental_search_index(ele->class_); + + if( (sd = iMap->charid2sd(ele->char_id)) == NULL ) + return 0; + + if( !flag || i < 0 ) { // Not created - loaded - DB info + sd->status.ele_id = 0; + return 0; + } + + db = &elemental->elemental_db[i]; + if( !sd->ed ) { // Initialize it after first summon. + sd->ed = ed = (struct elemental_data*)aCalloc(1,sizeof(struct elemental_data)); + ed->bl.type = BL_ELEM; + ed->bl.id = npc_get_new_npc_id(); + ed->master = sd; + ed->db = db; + memcpy(&ed->elemental, ele, sizeof(struct s_elemental)); + iStatus->set_viewdata(&ed->bl, ed->elemental.class_); + ed->vd->head_mid = 10; // Why? + iStatus->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; + + iMap->addiddb(&ed->bl); + status_calc_elemental(ed,1); + ed->last_spdrain_time = ed->last_thinktime = iTimer->gettick(); + ed->summon_timer = INVALID_TIMER; + elemental_summon_init(ed); + } else { + memcpy(&sd->ed->elemental, ele, sizeof(struct s_elemental)); + ed = sd->ed; + } + + sd->status.ele_id = ele->elemental_id; + + if( ed->bl.prev == NULL && sd->bl.prev != NULL ) { + iMap->addblock(&ed->bl); + clif->spawn(&ed->bl); + clif->elemental_info(sd); + clif->elemental_updatestatus(sd,SP_HP); + clif->hpmeter_single(sd->fd,ed->bl.id,ed->battle_status.hp,ed->battle_status.max_hp); + clif->elemental_updatestatus(sd,SP_SP); + } + + return 1; +} + +int elemental_clean_single_effect(struct elemental_data *ed, uint16 skill_id) { + struct block_list *bl; + sc_type type = iStatus->skill2sc(skill_id); + + nullpo_ret(ed); + + bl = battle->get_master(&ed->bl); + + if( type ) { + switch( type ) { + // Just remove status change. + case SC_PYROTECHNIC_OPTION: + case SC_HEATER_OPTION: + case SC_TROPIC_OPTION: + case SC_FIRE_CLOAK_OPTION: + case SC_AQUAPLAY_OPTION: + case SC_WATER_SCREEN_OPTION: + case SC_COOLER_OPTION: + case SC_CHILLY_AIR_OPTION: + case SC_GUST_OPTION: + case SC_WIND_STEP_OPTION: + case SC_BLAST_OPTION: + case SC_WATER_DROP_OPTION: + case SC_WIND_CURTAIN_OPTION: + case SC_WILD_STORM_OPTION: + case SC_PETROLOGY_OPTION: + case SC_SOLID_SKIN_OPTION: + case SC_CURSED_SOIL_OPTION: + case SC_STONE_SHIELD_OPTION: + case SC_UPHEAVAL_OPTION: + case SC_CIRCLE_OF_FIRE_OPTION: + case SC_TIDAL_WEAPON_OPTION: + if( bl ) status_change_end(bl,type,INVALID_TIMER); // Master + status_change_end(&ed->bl,type-1,INVALID_TIMER); // Elemental Spirit + break; + case SC_ZEPHYR: + if( bl ) status_change_end(bl,type,INVALID_TIMER); + break; + default: + ShowWarning("Invalid SC=%d in elemental_clean_single_effect\n",type); + break; + } + } + + return 1; +} + +int elemental_clean_effect(struct elemental_data *ed) { + struct map_session_data *sd; + + nullpo_ret(ed); + + // Elemental side + status_change_end(&ed->bl, SC_TROPIC, INVALID_TIMER); + status_change_end(&ed->bl, SC_HEATER, INVALID_TIMER); + status_change_end(&ed->bl, SC_AQUAPLAY, INVALID_TIMER); + status_change_end(&ed->bl, SC_COOLER, INVALID_TIMER); + status_change_end(&ed->bl, SC_CHILLY_AIR, INVALID_TIMER); + status_change_end(&ed->bl, SC_PYROTECHNIC, INVALID_TIMER); + status_change_end(&ed->bl, SC_FIRE_CLOAK, INVALID_TIMER); + status_change_end(&ed->bl, SC_WATER_DROP, INVALID_TIMER); + status_change_end(&ed->bl, SC_WATER_SCREEN, INVALID_TIMER); + status_change_end(&ed->bl, SC_GUST, INVALID_TIMER); + status_change_end(&ed->bl, SC_WIND_STEP, INVALID_TIMER); + status_change_end(&ed->bl, SC_BLAST, INVALID_TIMER); + status_change_end(&ed->bl, SC_WIND_CURTAIN, INVALID_TIMER); + status_change_end(&ed->bl, SC_WILD_STORM, INVALID_TIMER); + status_change_end(&ed->bl, SC_PETROLOGY, INVALID_TIMER); + status_change_end(&ed->bl, SC_SOLID_SKIN, INVALID_TIMER); + status_change_end(&ed->bl, SC_CURSED_SOIL, INVALID_TIMER); + status_change_end(&ed->bl, SC_STONE_SHIELD, INVALID_TIMER); + status_change_end(&ed->bl, SC_UPHEAVAL, INVALID_TIMER); + status_change_end(&ed->bl, SC_CIRCLE_OF_FIRE, INVALID_TIMER); + status_change_end(&ed->bl, SC_TIDAL_WEAPON, INVALID_TIMER); + + if( (sd = ed->master) == NULL ) + return 0; + + // Master side + status_change_end(&sd->bl, SC_TROPIC_OPTION, INVALID_TIMER); + status_change_end(&sd->bl, SC_HEATER_OPTION, INVALID_TIMER); + status_change_end(&sd->bl, SC_AQUAPLAY_OPTION, INVALID_TIMER); + status_change_end(&sd->bl, SC_COOLER_OPTION, INVALID_TIMER); + status_change_end(&sd->bl, SC_CHILLY_AIR_OPTION, INVALID_TIMER); + status_change_end(&sd->bl, SC_PYROTECHNIC_OPTION, INVALID_TIMER); + status_change_end(&sd->bl, SC_FIRE_CLOAK_OPTION, INVALID_TIMER); + status_change_end(&sd->bl, SC_WATER_DROP_OPTION, INVALID_TIMER); + status_change_end(&sd->bl, SC_WATER_SCREEN_OPTION, INVALID_TIMER); + status_change_end(&sd->bl, SC_GUST_OPTION, INVALID_TIMER); + status_change_end(&sd->bl, SC_WIND_STEP_OPTION, INVALID_TIMER); + status_change_end(&sd->bl, SC_BLAST_OPTION, INVALID_TIMER); + status_change_end(&sd->bl, SC_WATER_DROP_OPTION, INVALID_TIMER); + status_change_end(&sd->bl, SC_WIND_CURTAIN_OPTION, INVALID_TIMER); + status_change_end(&sd->bl, SC_WILD_STORM_OPTION, INVALID_TIMER); + status_change_end(&sd->bl, SC_ZEPHYR, INVALID_TIMER); + status_change_end(&sd->bl, SC_WIND_STEP_OPTION, INVALID_TIMER); + status_change_end(&sd->bl, SC_PETROLOGY_OPTION, INVALID_TIMER); + status_change_end(&sd->bl, SC_SOLID_SKIN_OPTION, INVALID_TIMER); + status_change_end(&sd->bl, SC_CURSED_SOIL_OPTION, INVALID_TIMER); + status_change_end(&sd->bl, SC_STONE_SHIELD_OPTION, INVALID_TIMER); + status_change_end(&sd->bl, SC_UPHEAVAL_OPTION, INVALID_TIMER); + status_change_end(&sd->bl, SC_CIRCLE_OF_FIRE_OPTION, INVALID_TIMER); + status_change_end(&sd->bl, SC_TIDAL_WEAPON_OPTION, INVALID_TIMER); + + return 1; +} + +int elemental_action(struct elemental_data *ed, struct block_list *bl, unsigned int tick) { + struct skill_condition req; + uint16 skill_id, skill_lv; + int i; + + nullpo_ret(ed); + nullpo_ret(bl); + + if( !ed->master ) + return 0; + + if( ed->target_id ) + elemental->unlocktarget(ed); // Remove previous target. + + ARR_FIND(0, MAX_ELESKILLTREE, i, ed->db->skill[i].id && (ed->db->skill[i].mode&EL_SKILLMODE_AGGRESSIVE)); + if( i == MAX_ELESKILLTREE ) + return 0; + + skill_id = ed->db->skill[i].id; + skill_lv = ed->db->skill[i].lv; + + if( elemental->skillnotok(skill_id, ed) ) + return 0; + + if( ed->ud.skilltimer != INVALID_TIMER ) + return 0; + else if( DIFF_TICK(tick, ed->ud.canact_tick) < 0 ) + return 0; + + ed->target_id = ed->ud.skilltarget = bl->id; // Set new target + ed->last_thinktime = tick; + + // Not in skill range. + if( !battle->check_range(&ed->bl,bl,skill->get_range(skill_id,skill_lv)) ) { + // Try to walk to the target. + if( !unit->walktobl(&ed->bl, bl, skill->get_range(skill_id,skill_lv), 2) ) + elemental->unlocktarget(ed); + else { + // Walking, waiting to be in range. Client don't handle it, then we must handle it here. + int walk_dist = distance_bl(&ed->bl,bl) - skill->get_range(skill_id,skill_lv); + ed->ud.skill_id = skill_id; + ed->ud.skill_lv = skill_lv; + + if( skill->get_inf(skill_id) & INF_GROUND_SKILL ) + ed->ud.skilltimer = iTimer->add_timer( tick+iStatus->get_speed(&ed->bl)*walk_dist, skill->castend_pos, ed->bl.id, 0 ); + else + ed->ud.skilltimer = iTimer->add_timer( tick+iStatus->get_speed(&ed->bl)*walk_dist, skill->castend_id, ed->bl.id, 0 ); + } + return 1; + + } + + req = elemental->skill_get_requirements(skill_id, skill_lv); + + if(req.hp || req.sp){ + struct map_session_data *sd = BL_CAST(BL_PC, battle->get_master(&ed->bl)); + if( sd ){ + if( sd->skill_id_old != SO_EL_ACTION && //regardless of remaining HP/SP it can be cast + (status_get_hp(&ed->bl) < req.hp || status_get_sp(&ed->bl) < req.sp) ) + return 1; + else + status_zap(&ed->bl, req.hp, req.sp); + } + } + + //Otherwise, just cast the skill. + if( skill->get_inf(skill_id) & INF_GROUND_SKILL ) + unit->skilluse_pos(&ed->bl, bl->x, bl->y, skill_id, skill_lv); + else + unit->skilluse_id(&ed->bl, bl->id, skill_id, skill_lv); + + // Reset target. + ed->target_id = 0; + + return 1; +} + +/*=============================================================== + * Action that elemental perform after changing mode. + * Activates one of the skills of the new mode. + *-------------------------------------------------------------*/ +int elemental_change_mode_ack(struct elemental_data *ed, int mode) { + struct block_list *bl = &ed->master->bl; + uint16 skill_id, skill_lv; + int i; + + nullpo_ret(ed); + + if( !bl ) + return 0; + + // Select a skill. + ARR_FIND(0, MAX_ELESKILLTREE, i, ed->db->skill[i].id && (ed->db->skill[i].mode&mode)); + if( i == MAX_ELESKILLTREE ) + return 0; + + skill_id = ed->db->skill[i].id; + skill_lv = ed->db->skill[i].lv; + + if( elemental->skillnotok(skill_id, ed) ) + return 0; + + if( ed->ud.skilltimer != INVALID_TIMER ) + return 0; + else if( DIFF_TICK(iTimer->gettick(), ed->ud.canact_tick) < 0 ) + return 0; + + ed->target_id = bl->id; // Set new target + ed->last_thinktime = iTimer->gettick(); + + if( skill->get_inf(skill_id) & INF_GROUND_SKILL ) + unit->skilluse_pos(&ed->bl, bl->x, bl->y, skill_id, skill_lv); + else + unit->skilluse_id(&ed->bl,bl->id,skill_id,skill_lv); + + ed->target_id = 0; // Reset target after casting the skill to avoid continious attack. + + return 1; +} + +/*=============================================================== + * Change elemental mode. + *-------------------------------------------------------------*/ +int elemental_change_mode(struct elemental_data *ed, int mode) { + nullpo_ret(ed); + + // Remove target + elemental->unlocktarget(ed); + + // Removes the effects of the previous mode. + if(ed->elemental.mode != mode ) elemental->clean_effect(ed); + + ed->battle_status.mode = ed->elemental.mode = mode; + + // Normalize elemental mode to elemental skill mode. + if( mode == EL_MODE_AGGRESSIVE ) mode = EL_SKILLMODE_AGGRESSIVE; // Aggressive spirit mode -> Aggressive spirit skill. + else if( mode == EL_MODE_ASSIST ) mode = EL_SKILLMODE_ASSIST; // Assist spirit mode -> Assist spirit skill. + else mode = EL_SKILLMODE_PASIVE; // Passive spirit mode -> Passive spirit skill. + + // Use a skill inmediately after every change mode. + if( mode != EL_SKILLMODE_AGGRESSIVE ) + elemental->change_mode_ack(ed,mode); + return 1; +} + +void elemental_heal(struct elemental_data *ed, int hp, int sp) { + if( hp ) + clif->elemental_updatestatus(ed->master, SP_HP); + if( sp ) + clif->elemental_updatestatus(ed->master, SP_SP); +} + +int elemental_dead(struct elemental_data *ed) { + elemental->delete(ed, 1); + return 0; +} + +int elemental_unlocktarget(struct elemental_data *ed) { + nullpo_ret(ed); + + ed->target_id = 0; + elemental_stop_attack(ed); + elemental_stop_walking(ed,1); + return 0; +} + +int elemental_skillnotok(uint16 skill_id, struct elemental_data *ed) { + int idx = skill->get_index(skill_id); + nullpo_retr(1,ed); + + if (idx == 0) + return 1; // invalid skill id + + return skill->not_ok(skill_id, ed->master); +} + +struct skill_condition elemental_skill_get_requirements(uint16 skill_id, uint16 skill_lv){ + struct skill_condition req; + int idx = skill->get_index(skill_id); + + memset(&req,0,sizeof(req)); + + if( idx == 0 ) // invalid skill id + return req; + + if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL ) + return req; + + req.hp = skill_db[idx].hp[skill_lv-1]; + req.sp = skill_db[idx].sp[skill_lv-1]; + + return req; +} + +int elemental_set_target( struct map_session_data *sd, struct block_list *bl ) { + struct elemental_data *ed = sd->ed; + + nullpo_ret(ed); + nullpo_ret(bl); + + if( ed->bl.m != bl->m || !check_distance_bl(&ed->bl, bl, ed->db->range2) ) + return 0; + + if( !iStatus->check_skilluse(&ed->bl, bl, 0, 0) ) + return 0; + + if( ed->target_id == 0 ) + ed->target_id = bl->id; + + return 1; +} + +static int elemental_ai_sub_timer_activesearch(struct block_list *bl, va_list ap) { + struct elemental_data *ed; + struct block_list **target; + int dist; + + nullpo_ret(bl); + + ed = va_arg(ap,struct elemental_data *); + target = va_arg(ap,struct block_list**); + + //If can't seek yet, not an enemy, or you can't attack it, skip. + if( (*target) == bl || !iStatus->check_skilluse(&ed->bl, bl, 0, 0) ) + return 0; + + if( battle->check_target(&ed->bl,bl,BCT_ENEMY) <= 0 ) + return 0; + + switch( bl->type ) { + case BL_PC: + if( !map_flag_vs(ed->bl.m) ) + return 0; + default: + dist = distance_bl(&ed->bl, bl); + if( ((*target) == NULL || !check_distance_bl(&ed->bl, *target, dist)) && battle->check_range(&ed->bl,bl,ed->db->range2) ) { //Pick closest target? + (*target) = bl; + ed->target_id = bl->id; + ed->min_chase = dist + ed->db->range3; + if( ed->min_chase > AREA_SIZE ) + ed->min_chase = AREA_SIZE; + return 1; + } + break; + } + return 0; +} + +static int elemental_ai_sub_timer(struct elemental_data *ed, struct map_session_data *sd, unsigned int tick) { + struct block_list *target = NULL; + int master_dist, view_range, mode; + + nullpo_ret(ed); + nullpo_ret(sd); + + if( ed->bl.prev == NULL || sd == NULL || sd->bl.prev == NULL ) + return 0; + + // Check if caster can sustain the summoned elemental + if( DIFF_TICK(tick,ed->last_spdrain_time) >= 10000 ){// Drain SP every 10 seconds + int sp = 5; + + switch(ed->vd->class_){ + case 2115: case 2118: + case 2121: case 2124: + sp = 8; + break; + case 2116: case 2119: + case 2122: case 2125: + sp = 11; + break; + } + + if( status_get_sp(&sd->bl) < sp ){ // Can't sustain delete it. + elemental->delete(sd->ed,0); + return 0; + } + + status_zap(&sd->bl,0,sp); + ed->last_spdrain_time = tick; + } + + if( DIFF_TICK(tick,ed->last_thinktime) < MIN_ELETHINKTIME ) + return 0; + + ed->last_thinktime = tick; + + if( ed->ud.skilltimer != INVALID_TIMER ) + return 0; + + if( ed->ud.walktimer != INVALID_TIMER && ed->ud.walkpath.path_pos <= 2 ) + return 0; //No thinking when you just started to walk. + + if(ed->ud.walkpath.path_pos < ed->ud.walkpath.path_len && ed->ud.target == sd->bl.id) + return 0; //No thinking until be near the master. + + if( ed->sc.count && ed->sc.data[SC_BLIND] ) + view_range = 3; + else + view_range = ed->db->range2; + + mode = status_get_mode(&ed->bl); + + master_dist = distance_bl(&sd->bl, &ed->bl); + if( master_dist > AREA_SIZE ) { // Master out of vision range. + elemental->unlocktarget(ed); + unit->warp(&ed->bl,sd->bl.m,sd->bl.x,sd->bl.y,CLR_TELEPORT); + clif->elemental_updatestatus(sd,SP_HP); + clif->elemental_updatestatus(sd,SP_SP); + return 0; + } else if( master_dist > MAX_ELEDISTANCE ) { // Master too far, chase. + short x = sd->bl.x, y = sd->bl.y; + if( ed->target_id ) + elemental->unlocktarget(ed); + if( ed->ud.walktimer != INVALID_TIMER && ed->ud.target == sd->bl.id ) + return 0; //Already walking to him + if( DIFF_TICK(tick, ed->ud.canmove_tick) < 0 ) + return 0; //Can't move yet. + if( iMap->search_freecell(&ed->bl, sd->bl.m, &x, &y, MIN_ELEDISTANCE, MIN_ELEDISTANCE, 1) + && unit->walktoxy(&ed->bl, x, y, 0) ) + return 0; + } + + if( mode == EL_MODE_AGGRESSIVE ) { + target = iMap->id2bl(ed->ud.target); + + if( !target ) + iMap->foreachinrange(elemental_ai_sub_timer_activesearch, &ed->bl, view_range, BL_CHAR, ed, &target, status_get_mode(&ed->bl)); + + if( !target ) { //No targets available. + elemental->unlocktarget(ed); + return 1; + } + + if( battle->check_range(&ed->bl,target,view_range) && rnd()%100 < 2 ) { // 2% chance to cast attack skill. + if( elemental->action(ed,target,tick) ) + return 1; + } + + //Attempt to attack. + //At this point we know the target is attackable, we just gotta check if the range matches. + if( ed->ud.target == target->id && ed->ud.attacktimer != INVALID_TIMER ) //Already locked. + return 1; + + if( battle->check_range(&ed->bl, target, ed->base_status.rhw.range) ) {//Target within range, engage + unit->attack(&ed->bl,target->id,1); + return 1; + } + + //Follow up if possible. + if( !unit->walktobl(&ed->bl, target, ed->base_status.rhw.range, 2) ) + elemental->unlocktarget(ed); + } + + return 0; +} + +static int elemental_ai_sub_foreachclient(struct map_session_data *sd, va_list ap) { + unsigned int tick = va_arg(ap,unsigned int); + if(sd->status.ele_id && sd->ed) + elemental_ai_sub_timer(sd->ed,sd,tick); + + return 0; +} + +static int elemental_ai_timer(int tid, unsigned int tick, int id, intptr_t data) { + iMap->map_foreachpc(elemental_ai_sub_foreachclient,tick); + return 0; +} + +int read_elementaldb(void) { + FILE *fp; + char line[1024], *p; + char *str[26]; + int i, j = 0, k = 0, ele; + struct s_elemental_db *db; + struct status_data *status; + + sprintf(line, "%s/%s", iMap->db_path, "elemental_db.txt"); + memset(elemental->elemental_db,0,sizeof(elemental->elemental_db)); + + fp = fopen(line, "r"); + if( !fp ) { + ShowError("read_elementaldb : can't read elemental_db.txt\n"); + return -1; + } + + while( fgets(line, sizeof(line), fp) && j < MAX_ELEMENTAL_CLASS ) { + k++; + if( line[0] == '/' && line[1] == '/' ) + continue; + + if( line[0] == '\0' || line[0] == '\n' || line[0] == '\r') + continue; + + i = 0; + p = strtok(line, ","); + while( p != NULL && i < 26 ) { + str[i++] = p; + p = strtok(NULL, ","); + } + if( i < 26 ) { + ShowError("read_elementaldb : Incorrect number of columns at elemental_db.txt line %d.\n", k); + continue; + } + + db = &elemental->elemental_db[j]; + db->class_ = atoi(str[0]); + safestrncpy(db->sprite, str[1], NAME_LENGTH); + safestrncpy(db->name, str[2], NAME_LENGTH); + db->lv = atoi(str[3]); + + status = &db->status; + db->vd.class_ = db->class_; + + status->max_hp = atoi(str[4]); + status->max_sp = atoi(str[5]); + status->rhw.range = atoi(str[6]); + status->rhw.atk = atoi(str[7]); + status->rhw.atk2 = atoi(str[8]); + status->def = atoi(str[9]); + status->mdef = atoi(str[10]); + status->str = atoi(str[11]); + status->agi = atoi(str[12]); + status->vit = atoi(str[13]); + status->int_ = atoi(str[14]); + status->dex = atoi(str[15]); + status->luk = atoi(str[16]); + db->range2 = atoi(str[17]); + db->range3 = atoi(str[18]); + status->size = atoi(str[19]); + status->race = atoi(str[20]); + + ele = atoi(str[21]); + status->def_ele = ele%10; + status->ele_lv = ele/20; + if( status->def_ele >= ELE_MAX ) { + ShowWarning("Elemental %d has invalid element type %d (max element is %d)\n", db->class_, status->def_ele, ELE_MAX - 1); + status->def_ele = ELE_NEUTRAL; + } + if( status->ele_lv < 1 || status->ele_lv > 4 ) { + ShowWarning("Elemental %d has invalid element level %d (max is 4)\n", db->class_, status->ele_lv); + status->ele_lv = 1; + } + + status->aspd_rate = 1000; + status->speed = atoi(str[22]); + status->adelay = atoi(str[23]); + status->amotion = atoi(str[24]); + status->dmotion = atoi(str[25]); + + j++; + } + + fclose(fp); + ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' elementals in '"CL_WHITE"db/elemental_db.txt"CL_RESET"'.\n",j); + + return 0; +} + +int read_elemental_skilldb(void) { + FILE *fp; + char line[1024], *p; + char *str[4]; + struct s_elemental_db *db; + int i, j = 0, k = 0, class_; + uint16 skill_id, skill_lv; + int skillmode; + + sprintf(line, "%s/%s", iMap->db_path, "elemental_skill_db.txt"); + fp = fopen(line, "r"); + if( !fp ) { + ShowError("read_elemental_skilldb : can't read elemental_skill_db.txt\n"); + return -1; + } + + while( fgets(line, sizeof(line), fp) ) { + k++; + if( line[0] == '/' && line[1] == '/' ) + continue; + + if( line[0] == '\0' || line[0] == '\n' || line[0] == '\r') + continue; + + i = 0; + p = strtok(line, ","); + while( p != NULL && i < 4 ) { + str[i++] = p; + p = strtok(NULL, ","); + } + if( i < 4 ) { + ShowError("read_elemental_skilldb : Incorrect number of columns at elemental_skill_db.txt line %d.\n", k); + continue; + } + + class_ = atoi(str[0]); + ARR_FIND(0, MAX_ELEMENTAL_CLASS, i, class_ == elemental->elemental_db[i].class_); + if( i == MAX_ELEMENTAL_CLASS ) { + ShowError("read_elemental_skilldb : Class not found in elemental_db for skill entry, line %d.\n", k); + continue; + } + + skill_id = atoi(str[1]); + if( skill_id < EL_SKILLBASE || skill_id >= EL_SKILLBASE + MAX_ELEMENTALSKILL ) { + ShowError("read_elemental_skilldb : Skill out of range, line %d.\n", k); + continue; + } + + db = &elemental->elemental_db[i]; + skill_lv = atoi(str[2]); + + skillmode = atoi(str[3]); + if( skillmode < EL_SKILLMODE_PASIVE || skillmode > EL_SKILLMODE_AGGRESSIVE ) { + ShowError("read_elemental_skilldb : Skillmode out of range, line %d.\n",k); + continue; + } + ARR_FIND( 0, MAX_ELESKILLTREE, i, db->skill[i].id == 0 || db->skill[i].id == skill_id ); + if( i == MAX_ELESKILLTREE ) { + ShowWarning("Unable to load skill %d into Elemental %d's tree. Maximum number of skills per elemental has been reached.\n", skill_id, class_); + continue; + } + db->skill[i].id = skill_id; + db->skill[i].lv = skill_lv; + db->skill[i].mode = skillmode; + j++; + } + + fclose(fp); + ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"db/elemental_skill_db.txt"CL_RESET"'.\n",j); + return 0; +} + +void reload_elementaldb(void) { + read_elementaldb(); + elemental->reload_skilldb(); +} + +void reload_elemental_skilldb(void) { + elemental->read_skilldb(); +} + +int do_init_elemental(void) { + read_elementaldb(); + elemental->read_skilldb(); + + iTimer->add_timer_func_list(elemental_ai_timer,"elemental_ai_timer"); + iTimer->add_timer_interval(iTimer->gettick()+MIN_ELETHINKTIME,elemental_ai_timer,0,0,MIN_ELETHINKTIME); + + return 0; +} + +void do_final_elemental(void) { + return; +} + +/*===================================== +* Default Functions : elemental.h +* Generated by HerculesInterfaceMaker +* created by Susu +*-------------------------------------*/ +void elemental_defaults(void) { + elemental = &elemental_s; + + /* funcs */ + + elemental->class = elemental_class; + elemental->get_viewdata = elemental_get_viewdata; + + elemental->create = elemental_create; + elemental->data_received = elemental_data_received; + elemental->save = elemental_save; + + elemental->change_mode_ack = elemental_change_mode_ack; + elemental->change_mode = elemental_change_mode; + + elemental->heal = elemental_heal; + elemental->dead = elemental_dead; + + elemental->delete = elemental_delete; + elemental->summon_stop = elemental_summon_stop; + + elemental->get_lifetime = elemental_get_lifetime; + + elemental->unlocktarget = elemental_unlocktarget; + elemental->skillnotok = elemental_skillnotok; + elemental->set_target = elemental_set_target; + elemental->clean_single_effect = elemental_clean_single_effect; + elemental->clean_effect = elemental_clean_effect; + elemental->action = elemental_action; + elemental->skill_get_requirements = elemental_skill_get_requirements; + + elemental->read_skilldb = read_elemental_skilldb; + elemental->reload_elementaldb = reload_elementaldb; + elemental->reload_skilldb = reload_elemental_skilldb; + elemental->do_init_elemental = do_init_elemental; + elemental->do_final_elemental = do_final_elemental; +} |