summaryrefslogtreecommitdiff
path: root/src/map/elemental.c
blob: ae3c738d888fb695ba046157970b9ea32855ab60 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder

#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 "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>

struct s_elemental_db elemental_db[MAX_ELEMENTAL_CLASS]; // Elemental Database

int elemental_search_index(int class_) {
	int i;
	ARR_FIND(0, MAX_ELEMENTAL_CLASS, i, 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_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_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
	ele.hp = db->status.max_hp;
	ele.sp = db->status.max_sp;
	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 = get_timer(ed->summon_timer);
	return (td != NULL) ? DIFF_TICK(td->tick, gettick()) : 0;
}

int elemental_save(struct elemental_data *ed) {
	ed->elemental.hp = ed->battle_status.hp;
	ed->elemental.sp = ed->battle_status.sp;
	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 data) {
	struct map_session_data *sd;
	struct elemental_data *ed;
	
	if( (sd = map_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 )
		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 = add_timer(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 = map_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_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));
		status_set_viewdata(&ed->bl, ed->elemental.class_);
		ed->vd->head_mid = 10; // Why?
		status_change_init(&ed->bl);
		unit_dataset(&ed->bl);
		ed->ud.dir = sd->ud.dir;
		
		ed->bl.m = sd->bl.m;
		ed->bl.x = sd->bl.x;
		ed->bl.y = sd->bl.y;
		unit_calc_pos(&ed->bl, sd->bl.x, sd->bl.y, sd->ud.dir);
		ed->bl.x = ed->ud.to_x;
		ed->bl.y = ed->ud.to_y;
		
		map_addiddb(&ed->bl);
		status_calc_elemental(ed,1);
		ed->last_thinktime = gettick();
		ed->summon_timer = INVALID_TIMER;
		ed->battle_status.mode = ele->mode = EL_MODE_PASSIVE; // Initial mode.
		elemental_summon_init(ed);
	} else {
		memcpy(&sd->ed->elemental, ele, sizeof(struct s_elemental));
		ed = sd->ed;
	}
	
	sd->status.ele_id = ele->elemental_id;
	ed->battle_status.mode = ele->mode = EL_MODE_PASSIVE; // Initial mode.
	
	if( ed->bl.prev == NULL && sd->bl.prev != NULL ) {
		map_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.matk_max);
		clif_elemental_updatestatus(sd,SP_SP);
	}
	
	return 1;
}

int elemental_clean_single_effect(struct elemental_data *ed, int skill_num) {
	struct block_list *bl;
	sc_type type = status_skill2sc(skill_num);
	
	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;
		}
	}
	if( skill_get_unit_id(skill_num,0) )
		skill_clear_unitgroup(&ed->bl);
	
	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);
	
	skill_clear_unitgroup(&ed->bl);
	
	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) {
	short skillnum, skilllv;
	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;
	
	skillnum = ed->db->skill[i].id;
	skilllv = ed->db->skill[i].lv;
	
	if( elemental_skillnotok(skillnum, 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(skillnum,skilllv)) ) {
		// Try to walk to the target.
		if( !unit_walktobl(&ed->bl, bl, skill_get_range(skillnum,skilllv), 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(skillnum,skilllv);
			ed->ud.skillid = skillnum;
			ed->ud.skilllv = skilllv;
			
			if( skill_get_inf(skillnum) & INF_GROUND_SKILL )
				ed->ud.skilltimer = add_timer( tick+status_get_speed(&ed->bl)*walk_dist, skill_castend_pos, ed->bl.id, 0 );
			else
				ed->ud.skilltimer = add_timer( tick+status_get_speed(&ed->bl)*walk_dist, skill_castend_id, ed->bl.id, 0 );
		}
		return 1;
		
	}
	//Otherwise, just cast the skill.
	if( skill_get_inf(skillnum) & INF_GROUND_SKILL )
		unit_skilluse_pos(&ed->bl, bl->x, bl->y, skillnum, skilllv);
	else
		unit_skilluse_id(&ed->bl, bl->id, skillnum, skilllv);
	
	// 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;
	short skillnum, skilllv;
	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;
	
	skillnum = ed->db->skill[i].id;
	skilllv = ed->db->skill[i].lv;
	
	if( elemental_skillnotok(skillnum, ed) )
		return 0;
	
	if( ed->ud.skilltimer != INVALID_TIMER )
		return 0;
	else if( DIFF_TICK(gettick(), ed->ud.canact_tick) < 0 )
		return 0;
	
	ed->target_id = bl->id;	// Set new target
	ed->last_thinktime = gettick();
	
	if( skill_get_inf(skillnum) & INF_GROUND_SKILL )
		unit_skilluse_pos(&ed->bl, bl->x, bl->y, skillnum, skilllv);
	else
		unit_skilluse_id(&ed->bl,bl->id,skillnum,skilllv);
	
	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_damage(struct elemental_data *ed, struct block_list *src, int hp, int sp) {
	if( hp )
		clif_elemental_updatestatus(ed->master, SP_HP);
	if( sp )
		clif_elemental_updatestatus(ed->master, SP_SP);
}

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, struct block_list *src) {
	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(int skillid, struct elemental_data *ed) {
	int i = skill_get_index(skillid);
	nullpo_retr(1,ed);
	
	if (i == 0)
		return 1; // invalid skill id
	
	if( ed->blockskill[i] > 0 )
		return 1;
	
	return skillnotok(skillid, ed->master);
}

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( !status_check_skilluse(&ed->bl, bl, 0, 0) )
		return 0;
	
	if( ed->target_id == 0 )
		ed->target_id = bl->id;
	
	return 1;
}

static int elemental_ai_sub_timer_activesearch(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 || !status_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;
	
	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);
		return 0;
	} else if( master_dist > MAX_ELEDISTANCE ) {	// Master too far, chase.
		short x = sd->bl.x, y = sd->bl.y;
		if( ed->target_id )
			elemental_unlocktarget(ed);
		if( ed->ud.walktimer != INVALID_TIMER && ed->ud.target == sd->bl.id )
			return 0; //Already walking to him
		if( DIFF_TICK(tick, ed->ud.canmove_tick) < 0 )
			return 0; //Can't move yet.
		if( map_search_freecell(&ed->bl, sd->bl.m, &x, &y, MIN_ELEDISTANCE, MIN_ELEDISTANCE, 1) 
		   && unit_walktoxy(&ed->bl, x, y, 0) )
			return 0;
	}
	
	if( mode == EL_MODE_AGGRESSIVE ) {
		target = map_id2bl(ed->ud.target);
		
		if( !target )
			map_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 data) {
	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", db_path, "elemental_db.txt");
	memset(elemental_db,0,sizeof(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;
		
		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_db[j];
		db->class_ = atoi(str[0]);
		strncpy(db->sprite, str[1], NAME_LENGTH);
		strncpy(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 = status->rhw.atk + 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_;
	int skillid, skilllv, skillmode;
	
	sprintf(line, "%s/%s", 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;
		
		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_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;
		}
		
		skillid = atoi(str[1]);
		if( skillid < EL_SKILLBASE || skillid >= EL_SKILLBASE + MAX_ELEMENTALSKILL ) {
			ShowError("read_elemental_skilldb : Skill out of range, line %d.\n", k);
			continue;
		}
		
		db = &elemental_db[i];
		skilllv = 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 == skillid );
		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", skillid, class_);
			continue;
		}
		db->skill[i].id = skillid;
		db->skill[i].lv = skilllv;
		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();
	reload_elemental_skilldb();
}

void reload_elemental_skilldb(void) {
	read_elemental_skilldb();
}

int do_init_elemental(void) {
	read_elementaldb();
	read_elemental_skilldb();
	
	add_timer_func_list(elemental_ai_timer,"elemental_ai_timer");
	add_timer_interval(gettick()+MIN_ELETHINKTIME,elemental_ai_timer,0,0,MIN_ELETHINKTIME);
	
	return 0;
}

void do_final_elemental(void) {
	return;
}