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path: root/src/map/elemental.c
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// 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
	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) * 5 * pc_checkskill(sd,SO_EL_SYMPATHY) / 100;
	//Caster�s Max SP /4
	ele.sp = ele.max_sp = sd->battle_status.max_sp/4 * 5 * pc_checkskill(sd,SO_EL_SYMPATHY) / 100;
	//Caster�s [ Max SP / (18 / Elemental Summon Skill Level) 1- 100 ]
	ele.atk = (sd->battle_status.max_sp / (18 / i)  * 1 - 100) + 25 * pc_checkskill(sd,SO_EL_SYMPATHY);
	//Caster�s [ Max SP / (18 / Elemental Summon Skill Level) ]
	ele.atk2 = sd->battle_status.max_sp / 18 + 25 * pc_checkskill(sd,SO_EL_SYMPATHY);
	//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) + 25 * pc_checkskill(sd,SO_EL_SYMPATHY);
	//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;
	}
	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.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 = 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_spdrain_time = ed->last_thinktime = 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 ) {
		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.max_hp);
		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;
		}
	}
	
	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;
	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;
		
	}

	req = elemental_skill_get_requirements(skillnum, skilllv);

	if(req.hp || req.sp){
		struct map_session_data *sd = BL_CAST(BL_PC, battle_get_master(&ed->bl));
		if( sd ){
			if( sd->skillid_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(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_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(int skillid, struct elemental_data *ed) {
	int i = skill_get_index(skillid);
	nullpo_retr(1,ed);
	
	if (i == 0)
		return 1; // invalid skill id
		
	return skillnotok(skillid, ed->master);
}

struct skill_condition elemental_skill_get_requirements(int skill, int lv){
	struct skill_condition req;
	int id = skill_get_index(skill);

	memset(&req,0,sizeof(req));

	if( id == 0 ) // invalid skill id
  		return req;

	if( lv < 1 || lv > MAX_SKILL_LEVEL )
		return req;

	req.hp = skill_db[id].hp[lv-1];
	req.sp = skill_db[id].sp[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( !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;

	// 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);
		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_t 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;
		
		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_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 = 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;

		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_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;
}