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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
    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_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_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_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);
}

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_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 = 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;

        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;
}