// 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>
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);
//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=iPc->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_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;
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 = status_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+status_get_speed(&ed->bl)*walk_dist, skill->castend_pos, ed->bl.id, 0 );
else
ed->ud.skilltimer = iTimer->add_timer( tick+status_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( !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);
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_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]);
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_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_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();
reload_elemental_skilldb();
}
void reload_elemental_skilldb(void) {
read_elemental_skilldb();
}
int do_init_elemental(void) {
read_elementaldb();
read_elemental_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;
}