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-rw-r--r--src/map/elemental.c1968
1 files changed, 984 insertions, 984 deletions
diff --git a/src/map/elemental.c b/src/map/elemental.c
index 03aa93e49..1952d93e2 100644
--- a/src/map/elemental.c
+++ b/src/map/elemental.c
@@ -1,984 +1,984 @@
-// Copyright (c) Hercules Dev Team, licensed under GNU GPL.
-// See the LICENSE file
-// Portions Copyright (c) Athena Dev Teams
-
-#include "../common/cbasetypes.h"
-#include "../common/malloc.h"
-#include "../common/socket.h"
-#include "../common/timer.h"
-#include "../common/nullpo.h"
-#include "../common/mmo.h"
-#include "../common/showmsg.h"
-#include "../common/utils.h"
-#include "../common/random.h"
-#include "../common/strlib.h"
-
-#include "log.h"
-#include "clif.h"
-#include "chrif.h"
-#include "intif.h"
-#include "itemdb.h"
-#include "map.h"
-#include "pc.h"
-#include "status.h"
-#include "skill.h"
-#include "mob.h"
-#include "pet.h"
-#include "battle.h"
-#include "party.h"
-#include "guild.h"
-#include "atcommand.h"
-#include "script.h"
-#include "npc.h"
-#include "trade.h"
-#include "unit.h"
-#include "elemental.h"
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-#include <math.h>
-
-int elemental_search_index(int class_) {
- int i;
- ARR_FIND(0, MAX_ELEMENTAL_CLASS, i, elemental->elemental_db[i].class_ == class_);
- return (i == MAX_ELEMENTAL_CLASS)?-1:i;
-}
-
-bool elemental_class(int class_) {
- return (bool)(elemental_search_index(class_) > -1);
-}
-
-struct view_data * elemental_get_viewdata(int class_) {
- int i = elemental_search_index(class_);
- if( i < 0 )
- return 0;
-
- return &elemental->elemental_db[i].vd;
-}
-
-int elemental_create(struct map_session_data *sd, int class_, unsigned int lifetime) {
- struct s_elemental ele;
- struct s_elemental_db *db;
- int i;
-
- nullpo_retr(1,sd);
-
- if( (i = elemental_search_index(class_)) < 0 )
- return 0;
-
- db = &elemental->elemental_db[i];
- memset(&ele,0,sizeof(struct s_elemental));
-
- ele.char_id = sd->status.char_id;
- ele.class_ = class_;
- ele.mode = EL_MODE_PASSIVE; // Initial mode
- i = db->status.size+1; // summon level
-
- //[(Caster�s Max HP/ 3 ) + (Caster�s INT x 10 )+ (Caster�s Job Level x 20 )] x [(Elemental Summon Level + 2) / 3]
- ele.hp = ele.max_hp = (sd->battle_status.max_hp/3 + sd->battle_status.int_*10 + sd->status.job_level) * ((i + 2) / 3);
- //Caster�s Max SP /4
- ele.sp = ele.max_sp = sd->battle_status.max_sp/4;
- //Caster�s [ Max SP / (18 / Elemental Summon Skill Level) 1- 100 ]
- ele.atk = (sd->battle_status.max_sp / (18 / i) * 1 - 100);
- //Caster�s [ Max SP / (18 / Elemental Summon Skill Level) ]
- ele.atk2 = sd->battle_status.max_sp / 18;
- //Caster�s HIT + (Caster�s Base Level )
- ele.hit = sd->battle_status.hit + sd->status.base_level;
- //[Elemental Summon Skill Level x (Caster�s INT / 2 + Caster�s DEX / 4)]
- ele.matk = i * (sd->battle_status.int_ / 2 + sd->battle_status.dex / 4);
- //150 + [Caster�s DEX / 10] + [Elemental Summon Skill Level x 3 ]
- ele.amotion = 150 + sd->battle_status.dex / 10 + i * 3;
- //Caster�s DEF + (Caster�s Base Level / (5 � Elemental Summon Skill Level)
- ele.def = sd->battle_status.def + sd->status.base_level / (5-i);
- //Caster�s MDEF + (Caster�s INT / (5 - Elemental Summon Skill Level)
- ele.mdef = sd->battle_status.mdef + sd->battle_status.int_ / (5-i);
- //Caster�s FLEE + (Caster�s Base Level / (5 � Elemental Summon Skill Level)
- ele.flee = sd->status.base_level / (5-i);
- //Caster�s HIT + (Caster�s Base Level )
- ele.hit = sd->battle_status.hit + sd->status.base_level;
-
- //per individual bonuses
- switch(db->class_){
- case 2114: case 2115:
- case 2116: //ATK + (Summon Agni Skill Level x 20) / HIT + (Summon Agni Skill Level x 10)
- ele.atk += i * 20;
- ele.atk2 += i * 20;
- ele.hit += i * 10;
- break;
- case 2117: case 2118:
- case 2119: //MDEF + (Summon Aqua Skill Level x 10) / MATK + (Summon Aqua Skill Level x 20)
- ele.mdef += i * 10;
- ele.matk += i * 20;
- break;
- case 2120: case 2121:
- case 2122: //FLEE + (Summon Ventus Skill Level x 20) / MATK + (Summon Ventus Skill Level x 10)
- ele.flee += i * 20;
- ele.matk += i * 10;
- break;
- case 2123: case 2124:
- case 2125: //DEF + (Summon Tera Skill Level x 25) / ATK + (Summon Tera Skill Level x 5)
- ele.def += i * 25;
- ele.atk += i * 5;
- ele.atk2 += i * 5;
- break;
- }
-
- if( (i=pc->checkskill(sd,SO_EL_SYMPATHY)) > 0 ){
- ele.hp = ele.max_hp = ele.max_hp * 5 * i / 100;
- ele.sp = ele.max_sp = ele.max_sp * 5 * i / 100;
- ele.atk += 25 * i;
- ele.atk2 += 25 * i;
- ele.matk += 25 * i;
- }
-
- ele.life_time = lifetime;
-
- // Request Char Server to create this elemental
- intif->elemental_create(&ele);
-
- return 1;
-}
-
-int elemental_get_lifetime(struct elemental_data *ed) {
- const struct TimerData * td;
- if( ed == NULL || ed->summon_timer == INVALID_TIMER )
- return 0;
-
- td = iTimer->get_timer(ed->summon_timer);
- return (td != NULL) ? DIFF_TICK(td->tick, iTimer->gettick()) : 0;
-}
-
-int elemental_save(struct elemental_data *ed) {
- ed->elemental.mode = ed->battle_status.mode;
- ed->elemental.hp = ed->battle_status.hp;
- ed->elemental.sp = ed->battle_status.sp;
- ed->elemental.max_hp = ed->battle_status.max_hp;
- ed->elemental.max_sp = ed->battle_status.max_sp;
- ed->elemental.atk = ed->battle_status.rhw.atk;
- ed->elemental.atk2 = ed->battle_status.rhw.atk2;
- ed->elemental.matk = ed->battle_status.matk_min;
- ed->elemental.def = ed->battle_status.def;
- ed->elemental.mdef = ed->battle_status.mdef;
- ed->elemental.flee = ed->battle_status.flee;
- ed->elemental.hit = ed->battle_status.hit;
- ed->elemental.life_time = elemental->get_lifetime(ed);
- intif->elemental_save(&ed->elemental);
- return 1;
-}
-
-static int elemental_summon_end(int tid, unsigned int tick, int id, intptr_t data) {
- struct map_session_data *sd;
- struct elemental_data *ed;
-
- if( (sd = iMap->id2sd(id)) == NULL )
- return 1;
- if( (ed = sd->ed) == NULL )
- return 1;
-
- if( ed->summon_timer != tid ) {
- ShowError("elemental_summon_end %d != %d.\n", ed->summon_timer, tid);
- return 0;
- }
-
- ed->summon_timer = INVALID_TIMER;
- elemental->delete(ed, 0); // Elemental's summon time is over.
-
- return 0;
-}
-
-void elemental_summon_stop(struct elemental_data *ed) {
- nullpo_retv(ed);
- if( ed->summon_timer != INVALID_TIMER )
- iTimer->delete_timer(ed->summon_timer, elemental_summon_end);
- ed->summon_timer = INVALID_TIMER;
-}
-
-int elemental_delete(struct elemental_data *ed, int reply) {
- struct map_session_data *sd;
- nullpo_ret(ed);
-
- sd = ed->master;
- ed->elemental.life_time = 0;
-
- elemental->clean_effect(ed);
- elemental->summon_stop(ed);
-
- if( !sd )
- return unit_free(&ed->bl, 0);
-
- sd->ed = NULL;
- sd->status.ele_id = 0;
-
- return unit_remove_map(&ed->bl, 0);
-}
-
-void elemental_summon_init(struct elemental_data *ed) {
- if( ed->summon_timer == INVALID_TIMER )
- ed->summon_timer = iTimer->add_timer(iTimer->gettick() + ed->elemental.life_time, elemental_summon_end, ed->master->bl.id, 0);
-
- ed->regen.state.block = 0;
-}
-
-int elemental_data_received(struct s_elemental *ele, bool flag) {
- struct map_session_data *sd;
- struct elemental_data *ed;
- struct s_elemental_db *db;
- int i = elemental_search_index(ele->class_);
-
- if( (sd = iMap->charid2sd(ele->char_id)) == NULL )
- return 0;
-
- if( !flag || i < 0 ) { // Not created - loaded - DB info
- sd->status.ele_id = 0;
- return 0;
- }
-
- db = &elemental->elemental_db[i];
- if( !sd->ed ) { // Initialize it after first summon.
- sd->ed = ed = (struct elemental_data*)aCalloc(1,sizeof(struct elemental_data));
- ed->bl.type = BL_ELEM;
- ed->bl.id = npc_get_new_npc_id();
- ed->master = sd;
- ed->db = db;
- memcpy(&ed->elemental, ele, sizeof(struct s_elemental));
- iStatus->set_viewdata(&ed->bl, ed->elemental.class_);
- ed->vd->head_mid = 10; // Why?
- iStatus->change_init(&ed->bl);
- unit_dataset(&ed->bl);
- ed->ud.dir = sd->ud.dir;
-
- ed->bl.m = sd->bl.m;
- ed->bl.x = sd->bl.x;
- ed->bl.y = sd->bl.y;
- unit_calc_pos(&ed->bl, sd->bl.x, sd->bl.y, sd->ud.dir);
- ed->bl.x = ed->ud.to_x;
- ed->bl.y = ed->ud.to_y;
-
- iMap->addiddb(&ed->bl);
- status_calc_elemental(ed,1);
- ed->last_spdrain_time = ed->last_thinktime = iTimer->gettick();
- ed->summon_timer = INVALID_TIMER;
- elemental_summon_init(ed);
- } else {
- memcpy(&sd->ed->elemental, ele, sizeof(struct s_elemental));
- ed = sd->ed;
- }
-
- sd->status.ele_id = ele->elemental_id;
-
- if( ed->bl.prev == NULL && sd->bl.prev != NULL ) {
- iMap->addblock(&ed->bl);
- clif->spawn(&ed->bl);
- clif->elemental_info(sd);
- clif->elemental_updatestatus(sd,SP_HP);
- clif->hpmeter_single(sd->fd,ed->bl.id,ed->battle_status.hp,ed->battle_status.max_hp);
- clif->elemental_updatestatus(sd,SP_SP);
- }
-
- return 1;
-}
-
-int elemental_clean_single_effect(struct elemental_data *ed, uint16 skill_id) {
- struct block_list *bl;
- sc_type type = iStatus->skill2sc(skill_id);
-
- nullpo_ret(ed);
-
- bl = battle->get_master(&ed->bl);
-
- if( type ) {
- switch( type ) {
- // Just remove status change.
- case SC_PYROTECHNIC_OPTION:
- case SC_HEATER_OPTION:
- case SC_TROPIC_OPTION:
- case SC_FIRE_CLOAK_OPTION:
- case SC_AQUAPLAY_OPTION:
- case SC_WATER_SCREEN_OPTION:
- case SC_COOLER_OPTION:
- case SC_CHILLY_AIR_OPTION:
- case SC_GUST_OPTION:
- case SC_WIND_STEP_OPTION:
- case SC_BLAST_OPTION:
- case SC_WATER_DROP_OPTION:
- case SC_WIND_CURTAIN_OPTION:
- case SC_WILD_STORM_OPTION:
- case SC_PETROLOGY_OPTION:
- case SC_SOLID_SKIN_OPTION:
- case SC_CURSED_SOIL_OPTION:
- case SC_STONE_SHIELD_OPTION:
- case SC_UPHEAVAL_OPTION:
- case SC_CIRCLE_OF_FIRE_OPTION:
- case SC_TIDAL_WEAPON_OPTION:
- if( bl ) status_change_end(bl,type,INVALID_TIMER); // Master
- status_change_end(&ed->bl,type-1,INVALID_TIMER); // Elemental Spirit
- break;
- case SC_ZEPHYR:
- if( bl ) status_change_end(bl,type,INVALID_TIMER);
- break;
- default:
- ShowWarning("Invalid SC=%d in elemental_clean_single_effect\n",type);
- break;
- }
- }
-
- return 1;
-}
-
-int elemental_clean_effect(struct elemental_data *ed) {
- struct map_session_data *sd;
-
- nullpo_ret(ed);
-
- // Elemental side
- status_change_end(&ed->bl, SC_TROPIC, INVALID_TIMER);
- status_change_end(&ed->bl, SC_HEATER, INVALID_TIMER);
- status_change_end(&ed->bl, SC_AQUAPLAY, INVALID_TIMER);
- status_change_end(&ed->bl, SC_COOLER, INVALID_TIMER);
- status_change_end(&ed->bl, SC_CHILLY_AIR, INVALID_TIMER);
- status_change_end(&ed->bl, SC_PYROTECHNIC, INVALID_TIMER);
- status_change_end(&ed->bl, SC_FIRE_CLOAK, INVALID_TIMER);
- status_change_end(&ed->bl, SC_WATER_DROP, INVALID_TIMER);
- status_change_end(&ed->bl, SC_WATER_SCREEN, INVALID_TIMER);
- status_change_end(&ed->bl, SC_GUST, INVALID_TIMER);
- status_change_end(&ed->bl, SC_WIND_STEP, INVALID_TIMER);
- status_change_end(&ed->bl, SC_BLAST, INVALID_TIMER);
- status_change_end(&ed->bl, SC_WIND_CURTAIN, INVALID_TIMER);
- status_change_end(&ed->bl, SC_WILD_STORM, INVALID_TIMER);
- status_change_end(&ed->bl, SC_PETROLOGY, INVALID_TIMER);
- status_change_end(&ed->bl, SC_SOLID_SKIN, INVALID_TIMER);
- status_change_end(&ed->bl, SC_CURSED_SOIL, INVALID_TIMER);
- status_change_end(&ed->bl, SC_STONE_SHIELD, INVALID_TIMER);
- status_change_end(&ed->bl, SC_UPHEAVAL, INVALID_TIMER);
- status_change_end(&ed->bl, SC_CIRCLE_OF_FIRE, INVALID_TIMER);
- status_change_end(&ed->bl, SC_TIDAL_WEAPON, INVALID_TIMER);
-
- if( (sd = ed->master) == NULL )
- return 0;
-
- // Master side
- status_change_end(&sd->bl, SC_TROPIC_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_HEATER_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_AQUAPLAY_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_COOLER_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_CHILLY_AIR_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_PYROTECHNIC_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_FIRE_CLOAK_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_WATER_DROP_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_WATER_SCREEN_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_GUST_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_WIND_STEP_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_BLAST_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_WATER_DROP_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_WIND_CURTAIN_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_WILD_STORM_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_ZEPHYR, INVALID_TIMER);
- status_change_end(&sd->bl, SC_WIND_STEP_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_PETROLOGY_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_SOLID_SKIN_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_CURSED_SOIL_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_STONE_SHIELD_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_UPHEAVAL_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_CIRCLE_OF_FIRE_OPTION, INVALID_TIMER);
- status_change_end(&sd->bl, SC_TIDAL_WEAPON_OPTION, INVALID_TIMER);
-
- return 1;
-}
-
-int elemental_action(struct elemental_data *ed, struct block_list *bl, unsigned int tick) {
- struct skill_condition req;
- uint16 skill_id, skill_lv;
- int i;
-
- nullpo_ret(ed);
- nullpo_ret(bl);
-
- if( !ed->master )
- return 0;
-
- if( ed->target_id )
- elemental->unlocktarget(ed); // Remove previous target.
-
- ARR_FIND(0, MAX_ELESKILLTREE, i, ed->db->skill[i].id && (ed->db->skill[i].mode&EL_SKILLMODE_AGGRESSIVE));
- if( i == MAX_ELESKILLTREE )
- return 0;
-
- skill_id = ed->db->skill[i].id;
- skill_lv = ed->db->skill[i].lv;
-
- if( elemental->skillnotok(skill_id, ed) )
- return 0;
-
- if( ed->ud.skilltimer != INVALID_TIMER )
- return 0;
- else if( DIFF_TICK(tick, ed->ud.canact_tick) < 0 )
- return 0;
-
- ed->target_id = ed->ud.skilltarget = bl->id; // Set new target
- ed->last_thinktime = tick;
-
- // Not in skill range.
- if( !battle->check_range(&ed->bl,bl,skill->get_range(skill_id,skill_lv)) ) {
- // Try to walk to the target.
- if( !unit_walktobl(&ed->bl, bl, skill->get_range(skill_id,skill_lv), 2) )
- elemental->unlocktarget(ed);
- else {
- // Walking, waiting to be in range. Client don't handle it, then we must handle it here.
- int walk_dist = distance_bl(&ed->bl,bl) - skill->get_range(skill_id,skill_lv);
- ed->ud.skill_id = skill_id;
- ed->ud.skill_lv = skill_lv;
-
- if( skill->get_inf(skill_id) & INF_GROUND_SKILL )
- ed->ud.skilltimer = iTimer->add_timer( tick+iStatus->get_speed(&ed->bl)*walk_dist, skill->castend_pos, ed->bl.id, 0 );
- else
- ed->ud.skilltimer = iTimer->add_timer( tick+iStatus->get_speed(&ed->bl)*walk_dist, skill->castend_id, ed->bl.id, 0 );
- }
- return 1;
-
- }
-
- req = elemental->skill_get_requirements(skill_id, skill_lv);
-
- if(req.hp || req.sp){
- struct map_session_data *sd = BL_CAST(BL_PC, battle->get_master(&ed->bl));
- if( sd ){
- if( sd->skill_id_old != SO_EL_ACTION && //regardless of remaining HP/SP it can be cast
- (status_get_hp(&ed->bl) < req.hp || status_get_sp(&ed->bl) < req.sp) )
- return 1;
- else
- status_zap(&ed->bl, req.hp, req.sp);
- }
- }
-
- //Otherwise, just cast the skill.
- if( skill->get_inf(skill_id) & INF_GROUND_SKILL )
- unit_skilluse_pos(&ed->bl, bl->x, bl->y, skill_id, skill_lv);
- else
- unit_skilluse_id(&ed->bl, bl->id, skill_id, skill_lv);
-
- // Reset target.
- ed->target_id = 0;
-
- return 1;
-}
-
-/*===============================================================
- * Action that elemental perform after changing mode.
- * Activates one of the skills of the new mode.
- *-------------------------------------------------------------*/
-int elemental_change_mode_ack(struct elemental_data *ed, int mode) {
- struct block_list *bl = &ed->master->bl;
- uint16 skill_id, skill_lv;
- int i;
-
- nullpo_ret(ed);
-
- if( !bl )
- return 0;
-
- // Select a skill.
- ARR_FIND(0, MAX_ELESKILLTREE, i, ed->db->skill[i].id && (ed->db->skill[i].mode&mode));
- if( i == MAX_ELESKILLTREE )
- return 0;
-
- skill_id = ed->db->skill[i].id;
- skill_lv = ed->db->skill[i].lv;
-
- if( elemental->skillnotok(skill_id, ed) )
- return 0;
-
- if( ed->ud.skilltimer != INVALID_TIMER )
- return 0;
- else if( DIFF_TICK(iTimer->gettick(), ed->ud.canact_tick) < 0 )
- return 0;
-
- ed->target_id = bl->id; // Set new target
- ed->last_thinktime = iTimer->gettick();
-
- if( skill->get_inf(skill_id) & INF_GROUND_SKILL )
- unit_skilluse_pos(&ed->bl, bl->x, bl->y, skill_id, skill_lv);
- else
- unit_skilluse_id(&ed->bl,bl->id,skill_id,skill_lv);
-
- ed->target_id = 0; // Reset target after casting the skill to avoid continious attack.
-
- return 1;
-}
-
-/*===============================================================
- * Change elemental mode.
- *-------------------------------------------------------------*/
-int elemental_change_mode(struct elemental_data *ed, int mode) {
- nullpo_ret(ed);
-
- // Remove target
- elemental->unlocktarget(ed);
-
- // Removes the effects of the previous mode.
- if(ed->elemental.mode != mode ) elemental->clean_effect(ed);
-
- ed->battle_status.mode = ed->elemental.mode = mode;
-
- // Normalize elemental mode to elemental skill mode.
- if( mode == EL_MODE_AGGRESSIVE ) mode = EL_SKILLMODE_AGGRESSIVE; // Aggressive spirit mode -> Aggressive spirit skill.
- else if( mode == EL_MODE_ASSIST ) mode = EL_SKILLMODE_ASSIST; // Assist spirit mode -> Assist spirit skill.
- else mode = EL_SKILLMODE_PASIVE; // Passive spirit mode -> Passive spirit skill.
-
- // Use a skill inmediately after every change mode.
- if( mode != EL_SKILLMODE_AGGRESSIVE )
- elemental->change_mode_ack(ed,mode);
- return 1;
-}
-
-void elemental_heal(struct elemental_data *ed, int hp, int sp) {
- if( hp )
- clif->elemental_updatestatus(ed->master, SP_HP);
- if( sp )
- clif->elemental_updatestatus(ed->master, SP_SP);
-}
-
-int elemental_dead(struct elemental_data *ed) {
- elemental->delete(ed, 1);
- return 0;
-}
-
-int elemental_unlocktarget(struct elemental_data *ed) {
- nullpo_ret(ed);
-
- ed->target_id = 0;
- elemental_stop_attack(ed);
- elemental_stop_walking(ed,1);
- return 0;
-}
-
-int elemental_skillnotok(uint16 skill_id, struct elemental_data *ed) {
- int idx = skill->get_index(skill_id);
- nullpo_retr(1,ed);
-
- if (idx == 0)
- return 1; // invalid skill id
-
- return skill->not_ok(skill_id, ed->master);
-}
-
-struct skill_condition elemental_skill_get_requirements(uint16 skill_id, uint16 skill_lv){
- struct skill_condition req;
- int idx = skill->get_index(skill_id);
-
- memset(&req,0,sizeof(req));
-
- if( idx == 0 ) // invalid skill id
- return req;
-
- if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
- return req;
-
- req.hp = skill_db[idx].hp[skill_lv-1];
- req.sp = skill_db[idx].sp[skill_lv-1];
-
- return req;
-}
-
-int elemental_set_target( struct map_session_data *sd, struct block_list *bl ) {
- struct elemental_data *ed = sd->ed;
-
- nullpo_ret(ed);
- nullpo_ret(bl);
-
- if( ed->bl.m != bl->m || !check_distance_bl(&ed->bl, bl, ed->db->range2) )
- return 0;
-
- if( !iStatus->check_skilluse(&ed->bl, bl, 0, 0) )
- return 0;
-
- if( ed->target_id == 0 )
- ed->target_id = bl->id;
-
- return 1;
-}
-
-static int elemental_ai_sub_timer_activesearch(struct block_list *bl, va_list ap) {
- struct elemental_data *ed;
- struct block_list **target;
- int dist;
-
- nullpo_ret(bl);
-
- ed = va_arg(ap,struct elemental_data *);
- target = va_arg(ap,struct block_list**);
-
- //If can't seek yet, not an enemy, or you can't attack it, skip.
- if( (*target) == bl || !iStatus->check_skilluse(&ed->bl, bl, 0, 0) )
- return 0;
-
- if( battle->check_target(&ed->bl,bl,BCT_ENEMY) <= 0 )
- return 0;
-
- switch( bl->type ) {
- case BL_PC:
- if( !map_flag_vs(ed->bl.m) )
- return 0;
- default:
- dist = distance_bl(&ed->bl, bl);
- if( ((*target) == NULL || !check_distance_bl(&ed->bl, *target, dist)) && battle->check_range(&ed->bl,bl,ed->db->range2) ) { //Pick closest target?
- (*target) = bl;
- ed->target_id = bl->id;
- ed->min_chase = dist + ed->db->range3;
- if( ed->min_chase > AREA_SIZE )
- ed->min_chase = AREA_SIZE;
- return 1;
- }
- break;
- }
- return 0;
-}
-
-static int elemental_ai_sub_timer(struct elemental_data *ed, struct map_session_data *sd, unsigned int tick) {
- struct block_list *target = NULL;
- int master_dist, view_range, mode;
-
- nullpo_ret(ed);
- nullpo_ret(sd);
-
- if( ed->bl.prev == NULL || sd == NULL || sd->bl.prev == NULL )
- return 0;
-
- // Check if caster can sustain the summoned elemental
- if( DIFF_TICK(tick,ed->last_spdrain_time) >= 10000 ){// Drain SP every 10 seconds
- int sp = 5;
-
- switch(ed->vd->class_){
- case 2115: case 2118:
- case 2121: case 2124:
- sp = 8;
- break;
- case 2116: case 2119:
- case 2122: case 2125:
- sp = 11;
- break;
- }
-
- if( status_get_sp(&sd->bl) < sp ){ // Can't sustain delete it.
- elemental->delete(sd->ed,0);
- return 0;
- }
-
- status_zap(&sd->bl,0,sp);
- ed->last_spdrain_time = tick;
- }
-
- if( DIFF_TICK(tick,ed->last_thinktime) < MIN_ELETHINKTIME )
- return 0;
-
- ed->last_thinktime = tick;
-
- if( ed->ud.skilltimer != INVALID_TIMER )
- return 0;
-
- if( ed->ud.walktimer != INVALID_TIMER && ed->ud.walkpath.path_pos <= 2 )
- return 0; //No thinking when you just started to walk.
-
- if(ed->ud.walkpath.path_pos < ed->ud.walkpath.path_len && ed->ud.target == sd->bl.id)
- return 0; //No thinking until be near the master.
-
- if( ed->sc.count && ed->sc.data[SC_BLIND] )
- view_range = 3;
- else
- view_range = ed->db->range2;
-
- mode = status_get_mode(&ed->bl);
-
- master_dist = distance_bl(&sd->bl, &ed->bl);
- if( master_dist > AREA_SIZE ) { // Master out of vision range.
- elemental->unlocktarget(ed);
- unit_warp(&ed->bl,sd->bl.m,sd->bl.x,sd->bl.y,CLR_TELEPORT);
- clif->elemental_updatestatus(sd,SP_HP);
- clif->elemental_updatestatus(sd,SP_SP);
- return 0;
- } else if( master_dist > MAX_ELEDISTANCE ) { // Master too far, chase.
- short x = sd->bl.x, y = sd->bl.y;
- if( ed->target_id )
- elemental->unlocktarget(ed);
- if( ed->ud.walktimer != INVALID_TIMER && ed->ud.target == sd->bl.id )
- return 0; //Already walking to him
- if( DIFF_TICK(tick, ed->ud.canmove_tick) < 0 )
- return 0; //Can't move yet.
- if( iMap->search_freecell(&ed->bl, sd->bl.m, &x, &y, MIN_ELEDISTANCE, MIN_ELEDISTANCE, 1)
- && unit_walktoxy(&ed->bl, x, y, 0) )
- return 0;
- }
-
- if( mode == EL_MODE_AGGRESSIVE ) {
- target = iMap->id2bl(ed->ud.target);
-
- if( !target )
- iMap->foreachinrange(elemental_ai_sub_timer_activesearch, &ed->bl, view_range, BL_CHAR, ed, &target, status_get_mode(&ed->bl));
-
- if( !target ) { //No targets available.
- elemental->unlocktarget(ed);
- return 1;
- }
-
- if( battle->check_range(&ed->bl,target,view_range) && rnd()%100 < 2 ) { // 2% chance to cast attack skill.
- if( elemental->action(ed,target,tick) )
- return 1;
- }
-
- //Attempt to attack.
- //At this point we know the target is attackable, we just gotta check if the range matches.
- if( ed->ud.target == target->id && ed->ud.attacktimer != INVALID_TIMER ) //Already locked.
- return 1;
-
- if( battle->check_range(&ed->bl, target, ed->base_status.rhw.range) ) {//Target within range, engage
- unit_attack(&ed->bl,target->id,1);
- return 1;
- }
-
- //Follow up if possible.
- if( !unit_walktobl(&ed->bl, target, ed->base_status.rhw.range, 2) )
- elemental->unlocktarget(ed);
- }
-
- return 0;
-}
-
-static int elemental_ai_sub_foreachclient(struct map_session_data *sd, va_list ap) {
- unsigned int tick = va_arg(ap,unsigned int);
- if(sd->status.ele_id && sd->ed)
- elemental_ai_sub_timer(sd->ed,sd,tick);
-
- return 0;
-}
-
-static int elemental_ai_timer(int tid, unsigned int tick, int id, intptr_t data) {
- iMap->map_foreachpc(elemental_ai_sub_foreachclient,tick);
- return 0;
-}
-
-int read_elementaldb(void) {
- FILE *fp;
- char line[1024], *p;
- char *str[26];
- int i, j = 0, k = 0, ele;
- struct s_elemental_db *db;
- struct status_data *status;
-
- sprintf(line, "%s/%s", iMap->db_path, "elemental_db.txt");
- memset(elemental->elemental_db,0,sizeof(elemental->elemental_db));
-
- fp = fopen(line, "r");
- if( !fp ) {
- ShowError("read_elementaldb : can't read elemental_db.txt\n");
- return -1;
- }
-
- while( fgets(line, sizeof(line), fp) && j < MAX_ELEMENTAL_CLASS ) {
- k++;
- if( line[0] == '/' && line[1] == '/' )
- continue;
-
- if( line[0] == '\0' || line[0] == '\n' || line[0] == '\r')
- continue;
-
- i = 0;
- p = strtok(line, ",");
- while( p != NULL && i < 26 ) {
- str[i++] = p;
- p = strtok(NULL, ",");
- }
- if( i < 26 ) {
- ShowError("read_elementaldb : Incorrect number of columns at elemental_db.txt line %d.\n", k);
- continue;
- }
-
- db = &elemental->elemental_db[j];
- db->class_ = atoi(str[0]);
- safestrncpy(db->sprite, str[1], NAME_LENGTH);
- safestrncpy(db->name, str[2], NAME_LENGTH);
- db->lv = atoi(str[3]);
-
- status = &db->status;
- db->vd.class_ = db->class_;
-
- status->max_hp = atoi(str[4]);
- status->max_sp = atoi(str[5]);
- status->rhw.range = atoi(str[6]);
- status->rhw.atk = atoi(str[7]);
- status->rhw.atk2 = atoi(str[8]);
- status->def = atoi(str[9]);
- status->mdef = atoi(str[10]);
- status->str = atoi(str[11]);
- status->agi = atoi(str[12]);
- status->vit = atoi(str[13]);
- status->int_ = atoi(str[14]);
- status->dex = atoi(str[15]);
- status->luk = atoi(str[16]);
- db->range2 = atoi(str[17]);
- db->range3 = atoi(str[18]);
- status->size = atoi(str[19]);
- status->race = atoi(str[20]);
-
- ele = atoi(str[21]);
- status->def_ele = ele%10;
- status->ele_lv = ele/20;
- if( status->def_ele >= ELE_MAX ) {
- ShowWarning("Elemental %d has invalid element type %d (max element is %d)\n", db->class_, status->def_ele, ELE_MAX - 1);
- status->def_ele = ELE_NEUTRAL;
- }
- if( status->ele_lv < 1 || status->ele_lv > 4 ) {
- ShowWarning("Elemental %d has invalid element level %d (max is 4)\n", db->class_, status->ele_lv);
- status->ele_lv = 1;
- }
-
- status->aspd_rate = 1000;
- status->speed = atoi(str[22]);
- status->adelay = atoi(str[23]);
- status->amotion = atoi(str[24]);
- status->dmotion = atoi(str[25]);
-
- j++;
- }
-
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' elementals in '"CL_WHITE"db/elemental_db.txt"CL_RESET"'.\n",j);
-
- return 0;
-}
-
-int read_elemental_skilldb(void) {
- FILE *fp;
- char line[1024], *p;
- char *str[4];
- struct s_elemental_db *db;
- int i, j = 0, k = 0, class_;
- uint16 skill_id, skill_lv;
- int skillmode;
-
- sprintf(line, "%s/%s", iMap->db_path, "elemental_skill_db.txt");
- fp = fopen(line, "r");
- if( !fp ) {
- ShowError("read_elemental_skilldb : can't read elemental_skill_db.txt\n");
- return -1;
- }
-
- while( fgets(line, sizeof(line), fp) ) {
- k++;
- if( line[0] == '/' && line[1] == '/' )
- continue;
-
- if( line[0] == '\0' || line[0] == '\n' || line[0] == '\r')
- continue;
-
- i = 0;
- p = strtok(line, ",");
- while( p != NULL && i < 4 ) {
- str[i++] = p;
- p = strtok(NULL, ",");
- }
- if( i < 4 ) {
- ShowError("read_elemental_skilldb : Incorrect number of columns at elemental_skill_db.txt line %d.\n", k);
- continue;
- }
-
- class_ = atoi(str[0]);
- ARR_FIND(0, MAX_ELEMENTAL_CLASS, i, class_ == elemental->elemental_db[i].class_);
- if( i == MAX_ELEMENTAL_CLASS ) {
- ShowError("read_elemental_skilldb : Class not found in elemental_db for skill entry, line %d.\n", k);
- continue;
- }
-
- skill_id = atoi(str[1]);
- if( skill_id < EL_SKILLBASE || skill_id >= EL_SKILLBASE + MAX_ELEMENTALSKILL ) {
- ShowError("read_elemental_skilldb : Skill out of range, line %d.\n", k);
- continue;
- }
-
- db = &elemental->elemental_db[i];
- skill_lv = atoi(str[2]);
-
- skillmode = atoi(str[3]);
- if( skillmode < EL_SKILLMODE_PASIVE || skillmode > EL_SKILLMODE_AGGRESSIVE ) {
- ShowError("read_elemental_skilldb : Skillmode out of range, line %d.\n",k);
- continue;
- }
- ARR_FIND( 0, MAX_ELESKILLTREE, i, db->skill[i].id == 0 || db->skill[i].id == skill_id );
- if( i == MAX_ELESKILLTREE ) {
- ShowWarning("Unable to load skill %d into Elemental %d's tree. Maximum number of skills per elemental has been reached.\n", skill_id, class_);
- continue;
- }
- db->skill[i].id = skill_id;
- db->skill[i].lv = skill_lv;
- db->skill[i].mode = skillmode;
- j++;
- }
-
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"db/elemental_skill_db.txt"CL_RESET"'.\n",j);
- return 0;
-}
-
-void reload_elementaldb(void) {
- read_elementaldb();
- elemental->reload_skilldb();
-}
-
-void reload_elemental_skilldb(void) {
- elemental->read_skilldb();
-}
-
-int do_init_elemental(void) {
- read_elementaldb();
- elemental->read_skilldb();
-
- iTimer->add_timer_func_list(elemental_ai_timer,"elemental_ai_timer");
- iTimer->add_timer_interval(iTimer->gettick()+MIN_ELETHINKTIME,elemental_ai_timer,0,0,MIN_ELETHINKTIME);
-
- return 0;
-}
-
-void do_final_elemental(void) {
- return;
-}
-
-/*=====================================
-* Default Functions : elemental.h
-* Generated by HerculesInterfaceMaker
-* created by Susu
-*-------------------------------------*/
-void elemental_defaults(void) {
- elemental = &elemental_s;
- /* funcs */
-
- elemental->class = elemental_class;
- elemental->get_viewdata = elemental_get_viewdata;
-
- elemental->create = elemental_create;
- elemental->data_received = elemental_data_received;
- elemental->save = elemental_save;
-
- elemental->change_mode_ack = elemental_change_mode_ack;
- elemental->change_mode = elemental_change_mode;
-
- elemental->heal = elemental_heal;
- elemental->dead = elemental_dead;
-
- elemental->delete = elemental_delete;
- elemental->summon_stop = elemental_summon_stop;
-
- elemental->get_lifetime = elemental_get_lifetime;
-
- elemental->unlocktarget = elemental_unlocktarget;
- elemental->skillnotok = elemental_skillnotok;
- elemental->set_target = elemental_set_target;
- elemental->clean_single_effect = elemental_clean_single_effect;
- elemental->clean_effect = elemental_clean_effect;
- elemental->action = elemental_action;
- elemental->skill_get_requirements = elemental_skill_get_requirements;
-
- elemental->read_skilldb = read_elemental_skilldb;
- elemental->reload_elementaldb = reload_elementaldb;
- elemental->reload_skilldb = reload_elemental_skilldb;
- elemental->do_init_elemental = do_init_elemental;
- elemental->do_final_elemental = do_final_elemental;
-}
+// Copyright (c) Hercules Dev Team, licensed under GNU GPL.
+// See the LICENSE file
+// Portions Copyright (c) Athena Dev Teams
+
+#include "../common/cbasetypes.h"
+#include "../common/malloc.h"
+#include "../common/socket.h"
+#include "../common/timer.h"
+#include "../common/nullpo.h"
+#include "../common/mmo.h"
+#include "../common/showmsg.h"
+#include "../common/utils.h"
+#include "../common/random.h"
+#include "../common/strlib.h"
+
+#include "log.h"
+#include "clif.h"
+#include "chrif.h"
+#include "intif.h"
+#include "itemdb.h"
+#include "map.h"
+#include "pc.h"
+#include "status.h"
+#include "skill.h"
+#include "mob.h"
+#include "pet.h"
+#include "battle.h"
+#include "party.h"
+#include "guild.h"
+#include "atcommand.h"
+#include "script.h"
+#include "npc.h"
+#include "trade.h"
+#include "unit.h"
+#include "elemental.h"
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <math.h>
+
+int elemental_search_index(int class_) {
+ int i;
+ ARR_FIND(0, MAX_ELEMENTAL_CLASS, i, elemental->elemental_db[i].class_ == class_);
+ return (i == MAX_ELEMENTAL_CLASS)?-1:i;
+}
+
+bool elemental_class(int class_) {
+ return (bool)(elemental_search_index(class_) > -1);
+}
+
+struct view_data * elemental_get_viewdata(int class_) {
+ int i = elemental_search_index(class_);
+ if( i < 0 )
+ return 0;
+
+ return &elemental->elemental_db[i].vd;
+}
+
+int elemental_create(struct map_session_data *sd, int class_, unsigned int lifetime) {
+ struct s_elemental ele;
+ struct s_elemental_db *db;
+ int i;
+
+ nullpo_retr(1,sd);
+
+ if( (i = elemental_search_index(class_)) < 0 )
+ return 0;
+
+ db = &elemental->elemental_db[i];
+ memset(&ele,0,sizeof(struct s_elemental));
+
+ ele.char_id = sd->status.char_id;
+ ele.class_ = class_;
+ ele.mode = EL_MODE_PASSIVE; // Initial mode
+ i = db->status.size+1; // summon level
+
+ //[(Caster�s Max HP/ 3 ) + (Caster�s INT x 10 )+ (Caster�s Job Level x 20 )] x [(Elemental Summon Level + 2) / 3]
+ ele.hp = ele.max_hp = (sd->battle_status.max_hp/3 + sd->battle_status.int_*10 + sd->status.job_level) * ((i + 2) / 3);
+ //Caster�s Max SP /4
+ ele.sp = ele.max_sp = sd->battle_status.max_sp/4;
+ //Caster�s [ Max SP / (18 / Elemental Summon Skill Level) 1- 100 ]
+ ele.atk = (sd->battle_status.max_sp / (18 / i) * 1 - 100);
+ //Caster�s [ Max SP / (18 / Elemental Summon Skill Level) ]
+ ele.atk2 = sd->battle_status.max_sp / 18;
+ //Caster�s HIT + (Caster�s Base Level )
+ ele.hit = sd->battle_status.hit + sd->status.base_level;
+ //[Elemental Summon Skill Level x (Caster�s INT / 2 + Caster�s DEX / 4)]
+ ele.matk = i * (sd->battle_status.int_ / 2 + sd->battle_status.dex / 4);
+ //150 + [Caster�s DEX / 10] + [Elemental Summon Skill Level x 3 ]
+ ele.amotion = 150 + sd->battle_status.dex / 10 + i * 3;
+ //Caster�s DEF + (Caster�s Base Level / (5 � Elemental Summon Skill Level)
+ ele.def = sd->battle_status.def + sd->status.base_level / (5-i);
+ //Caster�s MDEF + (Caster�s INT / (5 - Elemental Summon Skill Level)
+ ele.mdef = sd->battle_status.mdef + sd->battle_status.int_ / (5-i);
+ //Caster�s FLEE + (Caster�s Base Level / (5 � Elemental Summon Skill Level)
+ ele.flee = sd->status.base_level / (5-i);
+ //Caster�s HIT + (Caster�s Base Level )
+ ele.hit = sd->battle_status.hit + sd->status.base_level;
+
+ //per individual bonuses
+ switch(db->class_){
+ case 2114: case 2115:
+ case 2116: //ATK + (Summon Agni Skill Level x 20) / HIT + (Summon Agni Skill Level x 10)
+ ele.atk += i * 20;
+ ele.atk2 += i * 20;
+ ele.hit += i * 10;
+ break;
+ case 2117: case 2118:
+ case 2119: //MDEF + (Summon Aqua Skill Level x 10) / MATK + (Summon Aqua Skill Level x 20)
+ ele.mdef += i * 10;
+ ele.matk += i * 20;
+ break;
+ case 2120: case 2121:
+ case 2122: //FLEE + (Summon Ventus Skill Level x 20) / MATK + (Summon Ventus Skill Level x 10)
+ ele.flee += i * 20;
+ ele.matk += i * 10;
+ break;
+ case 2123: case 2124:
+ case 2125: //DEF + (Summon Tera Skill Level x 25) / ATK + (Summon Tera Skill Level x 5)
+ ele.def += i * 25;
+ ele.atk += i * 5;
+ ele.atk2 += i * 5;
+ break;
+ }
+
+ if( (i=pc->checkskill(sd,SO_EL_SYMPATHY)) > 0 ){
+ ele.hp = ele.max_hp = ele.max_hp * 5 * i / 100;
+ ele.sp = ele.max_sp = ele.max_sp * 5 * i / 100;
+ ele.atk += 25 * i;
+ ele.atk2 += 25 * i;
+ ele.matk += 25 * i;
+ }
+
+ ele.life_time = lifetime;
+
+ // Request Char Server to create this elemental
+ intif->elemental_create(&ele);
+
+ return 1;
+}
+
+int elemental_get_lifetime(struct elemental_data *ed) {
+ const struct TimerData * td;
+ if( ed == NULL || ed->summon_timer == INVALID_TIMER )
+ return 0;
+
+ td = iTimer->get_timer(ed->summon_timer);
+ return (td != NULL) ? DIFF_TICK(td->tick, iTimer->gettick()) : 0;
+}
+
+int elemental_save(struct elemental_data *ed) {
+ ed->elemental.mode = ed->battle_status.mode;
+ ed->elemental.hp = ed->battle_status.hp;
+ ed->elemental.sp = ed->battle_status.sp;
+ ed->elemental.max_hp = ed->battle_status.max_hp;
+ ed->elemental.max_sp = ed->battle_status.max_sp;
+ ed->elemental.atk = ed->battle_status.rhw.atk;
+ ed->elemental.atk2 = ed->battle_status.rhw.atk2;
+ ed->elemental.matk = ed->battle_status.matk_min;
+ ed->elemental.def = ed->battle_status.def;
+ ed->elemental.mdef = ed->battle_status.mdef;
+ ed->elemental.flee = ed->battle_status.flee;
+ ed->elemental.hit = ed->battle_status.hit;
+ ed->elemental.life_time = elemental->get_lifetime(ed);
+ intif->elemental_save(&ed->elemental);
+ return 1;
+}
+
+static int elemental_summon_end(int tid, unsigned int tick, int id, intptr_t data) {
+ struct map_session_data *sd;
+ struct elemental_data *ed;
+
+ if( (sd = iMap->id2sd(id)) == NULL )
+ return 1;
+ if( (ed = sd->ed) == NULL )
+ return 1;
+
+ if( ed->summon_timer != tid ) {
+ ShowError("elemental_summon_end %d != %d.\n", ed->summon_timer, tid);
+ return 0;
+ }
+
+ ed->summon_timer = INVALID_TIMER;
+ elemental->delete(ed, 0); // Elemental's summon time is over.
+
+ return 0;
+}
+
+void elemental_summon_stop(struct elemental_data *ed) {
+ nullpo_retv(ed);
+ if( ed->summon_timer != INVALID_TIMER )
+ iTimer->delete_timer(ed->summon_timer, elemental_summon_end);
+ ed->summon_timer = INVALID_TIMER;
+}
+
+int elemental_delete(struct elemental_data *ed, int reply) {
+ struct map_session_data *sd;
+ nullpo_ret(ed);
+
+ sd = ed->master;
+ ed->elemental.life_time = 0;
+
+ elemental->clean_effect(ed);
+ elemental->summon_stop(ed);
+
+ if( !sd )
+ return unit_free(&ed->bl, 0);
+
+ sd->ed = NULL;
+ sd->status.ele_id = 0;
+
+ return unit_remove_map(&ed->bl, 0);
+}
+
+void elemental_summon_init(struct elemental_data *ed) {
+ if( ed->summon_timer == INVALID_TIMER )
+ ed->summon_timer = iTimer->add_timer(iTimer->gettick() + ed->elemental.life_time, elemental_summon_end, ed->master->bl.id, 0);
+
+ ed->regen.state.block = 0;
+}
+
+int elemental_data_received(struct s_elemental *ele, bool flag) {
+ struct map_session_data *sd;
+ struct elemental_data *ed;
+ struct s_elemental_db *db;
+ int i = elemental_search_index(ele->class_);
+
+ if( (sd = iMap->charid2sd(ele->char_id)) == NULL )
+ return 0;
+
+ if( !flag || i < 0 ) { // Not created - loaded - DB info
+ sd->status.ele_id = 0;
+ return 0;
+ }
+
+ db = &elemental->elemental_db[i];
+ if( !sd->ed ) { // Initialize it after first summon.
+ sd->ed = ed = (struct elemental_data*)aCalloc(1,sizeof(struct elemental_data));
+ ed->bl.type = BL_ELEM;
+ ed->bl.id = npc_get_new_npc_id();
+ ed->master = sd;
+ ed->db = db;
+ memcpy(&ed->elemental, ele, sizeof(struct s_elemental));
+ iStatus->set_viewdata(&ed->bl, ed->elemental.class_);
+ ed->vd->head_mid = 10; // Why?
+ iStatus->change_init(&ed->bl);
+ unit_dataset(&ed->bl);
+ ed->ud.dir = sd->ud.dir;
+
+ ed->bl.m = sd->bl.m;
+ ed->bl.x = sd->bl.x;
+ ed->bl.y = sd->bl.y;
+ unit_calc_pos(&ed->bl, sd->bl.x, sd->bl.y, sd->ud.dir);
+ ed->bl.x = ed->ud.to_x;
+ ed->bl.y = ed->ud.to_y;
+
+ iMap->addiddb(&ed->bl);
+ status_calc_elemental(ed,1);
+ ed->last_spdrain_time = ed->last_thinktime = iTimer->gettick();
+ ed->summon_timer = INVALID_TIMER;
+ elemental_summon_init(ed);
+ } else {
+ memcpy(&sd->ed->elemental, ele, sizeof(struct s_elemental));
+ ed = sd->ed;
+ }
+
+ sd->status.ele_id = ele->elemental_id;
+
+ if( ed->bl.prev == NULL && sd->bl.prev != NULL ) {
+ iMap->addblock(&ed->bl);
+ clif->spawn(&ed->bl);
+ clif->elemental_info(sd);
+ clif->elemental_updatestatus(sd,SP_HP);
+ clif->hpmeter_single(sd->fd,ed->bl.id,ed->battle_status.hp,ed->battle_status.max_hp);
+ clif->elemental_updatestatus(sd,SP_SP);
+ }
+
+ return 1;
+}
+
+int elemental_clean_single_effect(struct elemental_data *ed, uint16 skill_id) {
+ struct block_list *bl;
+ sc_type type = iStatus->skill2sc(skill_id);
+
+ nullpo_ret(ed);
+
+ bl = battle->get_master(&ed->bl);
+
+ if( type ) {
+ switch( type ) {
+ // Just remove status change.
+ case SC_PYROTECHNIC_OPTION:
+ case SC_HEATER_OPTION:
+ case SC_TROPIC_OPTION:
+ case SC_FIRE_CLOAK_OPTION:
+ case SC_AQUAPLAY_OPTION:
+ case SC_WATER_SCREEN_OPTION:
+ case SC_COOLER_OPTION:
+ case SC_CHILLY_AIR_OPTION:
+ case SC_GUST_OPTION:
+ case SC_WIND_STEP_OPTION:
+ case SC_BLAST_OPTION:
+ case SC_WATER_DROP_OPTION:
+ case SC_WIND_CURTAIN_OPTION:
+ case SC_WILD_STORM_OPTION:
+ case SC_PETROLOGY_OPTION:
+ case SC_SOLID_SKIN_OPTION:
+ case SC_CURSED_SOIL_OPTION:
+ case SC_STONE_SHIELD_OPTION:
+ case SC_UPHEAVAL_OPTION:
+ case SC_CIRCLE_OF_FIRE_OPTION:
+ case SC_TIDAL_WEAPON_OPTION:
+ if( bl ) status_change_end(bl,type,INVALID_TIMER); // Master
+ status_change_end(&ed->bl,type-1,INVALID_TIMER); // Elemental Spirit
+ break;
+ case SC_ZEPHYR:
+ if( bl ) status_change_end(bl,type,INVALID_TIMER);
+ break;
+ default:
+ ShowWarning("Invalid SC=%d in elemental_clean_single_effect\n",type);
+ break;
+ }
+ }
+
+ return 1;
+}
+
+int elemental_clean_effect(struct elemental_data *ed) {
+ struct map_session_data *sd;
+
+ nullpo_ret(ed);
+
+ // Elemental side
+ status_change_end(&ed->bl, SC_TROPIC, INVALID_TIMER);
+ status_change_end(&ed->bl, SC_HEATER, INVALID_TIMER);
+ status_change_end(&ed->bl, SC_AQUAPLAY, INVALID_TIMER);
+ status_change_end(&ed->bl, SC_COOLER, INVALID_TIMER);
+ status_change_end(&ed->bl, SC_CHILLY_AIR, INVALID_TIMER);
+ status_change_end(&ed->bl, SC_PYROTECHNIC, INVALID_TIMER);
+ status_change_end(&ed->bl, SC_FIRE_CLOAK, INVALID_TIMER);
+ status_change_end(&ed->bl, SC_WATER_DROP, INVALID_TIMER);
+ status_change_end(&ed->bl, SC_WATER_SCREEN, INVALID_TIMER);
+ status_change_end(&ed->bl, SC_GUST, INVALID_TIMER);
+ status_change_end(&ed->bl, SC_WIND_STEP, INVALID_TIMER);
+ status_change_end(&ed->bl, SC_BLAST, INVALID_TIMER);
+ status_change_end(&ed->bl, SC_WIND_CURTAIN, INVALID_TIMER);
+ status_change_end(&ed->bl, SC_WILD_STORM, INVALID_TIMER);
+ status_change_end(&ed->bl, SC_PETROLOGY, INVALID_TIMER);
+ status_change_end(&ed->bl, SC_SOLID_SKIN, INVALID_TIMER);
+ status_change_end(&ed->bl, SC_CURSED_SOIL, INVALID_TIMER);
+ status_change_end(&ed->bl, SC_STONE_SHIELD, INVALID_TIMER);
+ status_change_end(&ed->bl, SC_UPHEAVAL, INVALID_TIMER);
+ status_change_end(&ed->bl, SC_CIRCLE_OF_FIRE, INVALID_TIMER);
+ status_change_end(&ed->bl, SC_TIDAL_WEAPON, INVALID_TIMER);
+
+ if( (sd = ed->master) == NULL )
+ return 0;
+
+ // Master side
+ status_change_end(&sd->bl, SC_TROPIC_OPTION, INVALID_TIMER);
+ status_change_end(&sd->bl, SC_HEATER_OPTION, INVALID_TIMER);
+ status_change_end(&sd->bl, SC_AQUAPLAY_OPTION, INVALID_TIMER);
+ status_change_end(&sd->bl, SC_COOLER_OPTION, INVALID_TIMER);
+ status_change_end(&sd->bl, SC_CHILLY_AIR_OPTION, INVALID_TIMER);
+ status_change_end(&sd->bl, SC_PYROTECHNIC_OPTION, INVALID_TIMER);
+ status_change_end(&sd->bl, SC_FIRE_CLOAK_OPTION, INVALID_TIMER);
+ status_change_end(&sd->bl, SC_WATER_DROP_OPTION, INVALID_TIMER);
+ status_change_end(&sd->bl, SC_WATER_SCREEN_OPTION, INVALID_TIMER);
+ status_change_end(&sd->bl, SC_GUST_OPTION, INVALID_TIMER);
+ status_change_end(&sd->bl, SC_WIND_STEP_OPTION, INVALID_TIMER);
+ status_change_end(&sd->bl, SC_BLAST_OPTION, INVALID_TIMER);
+ status_change_end(&sd->bl, SC_WATER_DROP_OPTION, INVALID_TIMER);
+ status_change_end(&sd->bl, SC_WIND_CURTAIN_OPTION, INVALID_TIMER);
+ status_change_end(&sd->bl, SC_WILD_STORM_OPTION, INVALID_TIMER);
+ status_change_end(&sd->bl, SC_ZEPHYR, INVALID_TIMER);
+ status_change_end(&sd->bl, SC_WIND_STEP_OPTION, INVALID_TIMER);
+ status_change_end(&sd->bl, SC_PETROLOGY_OPTION, INVALID_TIMER);
+ status_change_end(&sd->bl, SC_SOLID_SKIN_OPTION, INVALID_TIMER);
+ status_change_end(&sd->bl, SC_CURSED_SOIL_OPTION, INVALID_TIMER);
+ status_change_end(&sd->bl, SC_STONE_SHIELD_OPTION, INVALID_TIMER);
+ status_change_end(&sd->bl, SC_UPHEAVAL_OPTION, INVALID_TIMER);
+ status_change_end(&sd->bl, SC_CIRCLE_OF_FIRE_OPTION, INVALID_TIMER);
+ status_change_end(&sd->bl, SC_TIDAL_WEAPON_OPTION, INVALID_TIMER);
+
+ return 1;
+}
+
+int elemental_action(struct elemental_data *ed, struct block_list *bl, unsigned int tick) {
+ struct skill_condition req;
+ uint16 skill_id, skill_lv;
+ int i;
+
+ nullpo_ret(ed);
+ nullpo_ret(bl);
+
+ if( !ed->master )
+ return 0;
+
+ if( ed->target_id )
+ elemental->unlocktarget(ed); // Remove previous target.
+
+ ARR_FIND(0, MAX_ELESKILLTREE, i, ed->db->skill[i].id && (ed->db->skill[i].mode&EL_SKILLMODE_AGGRESSIVE));
+ if( i == MAX_ELESKILLTREE )
+ return 0;
+
+ skill_id = ed->db->skill[i].id;
+ skill_lv = ed->db->skill[i].lv;
+
+ if( elemental->skillnotok(skill_id, ed) )
+ return 0;
+
+ if( ed->ud.skilltimer != INVALID_TIMER )
+ return 0;
+ else if( DIFF_TICK(tick, ed->ud.canact_tick) < 0 )
+ return 0;
+
+ ed->target_id = ed->ud.skilltarget = bl->id; // Set new target
+ ed->last_thinktime = tick;
+
+ // Not in skill range.
+ if( !battle->check_range(&ed->bl,bl,skill->get_range(skill_id,skill_lv)) ) {
+ // Try to walk to the target.
+ if( !unit_walktobl(&ed->bl, bl, skill->get_range(skill_id,skill_lv), 2) )
+ elemental->unlocktarget(ed);
+ else {
+ // Walking, waiting to be in range. Client don't handle it, then we must handle it here.
+ int walk_dist = distance_bl(&ed->bl,bl) - skill->get_range(skill_id,skill_lv);
+ ed->ud.skill_id = skill_id;
+ ed->ud.skill_lv = skill_lv;
+
+ if( skill->get_inf(skill_id) & INF_GROUND_SKILL )
+ ed->ud.skilltimer = iTimer->add_timer( tick+iStatus->get_speed(&ed->bl)*walk_dist, skill->castend_pos, ed->bl.id, 0 );
+ else
+ ed->ud.skilltimer = iTimer->add_timer( tick+iStatus->get_speed(&ed->bl)*walk_dist, skill->castend_id, ed->bl.id, 0 );
+ }
+ return 1;
+
+ }
+
+ req = elemental->skill_get_requirements(skill_id, skill_lv);
+
+ if(req.hp || req.sp){
+ struct map_session_data *sd = BL_CAST(BL_PC, battle->get_master(&ed->bl));
+ if( sd ){
+ if( sd->skill_id_old != SO_EL_ACTION && //regardless of remaining HP/SP it can be cast
+ (status_get_hp(&ed->bl) < req.hp || status_get_sp(&ed->bl) < req.sp) )
+ return 1;
+ else
+ status_zap(&ed->bl, req.hp, req.sp);
+ }
+ }
+
+ //Otherwise, just cast the skill.
+ if( skill->get_inf(skill_id) & INF_GROUND_SKILL )
+ unit_skilluse_pos(&ed->bl, bl->x, bl->y, skill_id, skill_lv);
+ else
+ unit_skilluse_id(&ed->bl, bl->id, skill_id, skill_lv);
+
+ // Reset target.
+ ed->target_id = 0;
+
+ return 1;
+}
+
+/*===============================================================
+ * Action that elemental perform after changing mode.
+ * Activates one of the skills of the new mode.
+ *-------------------------------------------------------------*/
+int elemental_change_mode_ack(struct elemental_data *ed, int mode) {
+ struct block_list *bl = &ed->master->bl;
+ uint16 skill_id, skill_lv;
+ int i;
+
+ nullpo_ret(ed);
+
+ if( !bl )
+ return 0;
+
+ // Select a skill.
+ ARR_FIND(0, MAX_ELESKILLTREE, i, ed->db->skill[i].id && (ed->db->skill[i].mode&mode));
+ if( i == MAX_ELESKILLTREE )
+ return 0;
+
+ skill_id = ed->db->skill[i].id;
+ skill_lv = ed->db->skill[i].lv;
+
+ if( elemental->skillnotok(skill_id, ed) )
+ return 0;
+
+ if( ed->ud.skilltimer != INVALID_TIMER )
+ return 0;
+ else if( DIFF_TICK(iTimer->gettick(), ed->ud.canact_tick) < 0 )
+ return 0;
+
+ ed->target_id = bl->id; // Set new target
+ ed->last_thinktime = iTimer->gettick();
+
+ if( skill->get_inf(skill_id) & INF_GROUND_SKILL )
+ unit_skilluse_pos(&ed->bl, bl->x, bl->y, skill_id, skill_lv);
+ else
+ unit_skilluse_id(&ed->bl,bl->id,skill_id,skill_lv);
+
+ ed->target_id = 0; // Reset target after casting the skill to avoid continious attack.
+
+ return 1;
+}
+
+/*===============================================================
+ * Change elemental mode.
+ *-------------------------------------------------------------*/
+int elemental_change_mode(struct elemental_data *ed, int mode) {
+ nullpo_ret(ed);
+
+ // Remove target
+ elemental->unlocktarget(ed);
+
+ // Removes the effects of the previous mode.
+ if(ed->elemental.mode != mode ) elemental->clean_effect(ed);
+
+ ed->battle_status.mode = ed->elemental.mode = mode;
+
+ // Normalize elemental mode to elemental skill mode.
+ if( mode == EL_MODE_AGGRESSIVE ) mode = EL_SKILLMODE_AGGRESSIVE; // Aggressive spirit mode -> Aggressive spirit skill.
+ else if( mode == EL_MODE_ASSIST ) mode = EL_SKILLMODE_ASSIST; // Assist spirit mode -> Assist spirit skill.
+ else mode = EL_SKILLMODE_PASIVE; // Passive spirit mode -> Passive spirit skill.
+
+ // Use a skill inmediately after every change mode.
+ if( mode != EL_SKILLMODE_AGGRESSIVE )
+ elemental->change_mode_ack(ed,mode);
+ return 1;
+}
+
+void elemental_heal(struct elemental_data *ed, int hp, int sp) {
+ if( hp )
+ clif->elemental_updatestatus(ed->master, SP_HP);
+ if( sp )
+ clif->elemental_updatestatus(ed->master, SP_SP);
+}
+
+int elemental_dead(struct elemental_data *ed) {
+ elemental->delete(ed, 1);
+ return 0;
+}
+
+int elemental_unlocktarget(struct elemental_data *ed) {
+ nullpo_ret(ed);
+
+ ed->target_id = 0;
+ elemental_stop_attack(ed);
+ elemental_stop_walking(ed,1);
+ return 0;
+}
+
+int elemental_skillnotok(uint16 skill_id, struct elemental_data *ed) {
+ int idx = skill->get_index(skill_id);
+ nullpo_retr(1,ed);
+
+ if (idx == 0)
+ return 1; // invalid skill id
+
+ return skill->not_ok(skill_id, ed->master);
+}
+
+struct skill_condition elemental_skill_get_requirements(uint16 skill_id, uint16 skill_lv){
+ struct skill_condition req;
+ int idx = skill->get_index(skill_id);
+
+ memset(&req,0,sizeof(req));
+
+ if( idx == 0 ) // invalid skill id
+ return req;
+
+ if( skill_lv < 1 || skill_lv > MAX_SKILL_LEVEL )
+ return req;
+
+ req.hp = skill_db[idx].hp[skill_lv-1];
+ req.sp = skill_db[idx].sp[skill_lv-1];
+
+ return req;
+}
+
+int elemental_set_target( struct map_session_data *sd, struct block_list *bl ) {
+ struct elemental_data *ed = sd->ed;
+
+ nullpo_ret(ed);
+ nullpo_ret(bl);
+
+ if( ed->bl.m != bl->m || !check_distance_bl(&ed->bl, bl, ed->db->range2) )
+ return 0;
+
+ if( !iStatus->check_skilluse(&ed->bl, bl, 0, 0) )
+ return 0;
+
+ if( ed->target_id == 0 )
+ ed->target_id = bl->id;
+
+ return 1;
+}
+
+static int elemental_ai_sub_timer_activesearch(struct block_list *bl, va_list ap) {
+ struct elemental_data *ed;
+ struct block_list **target;
+ int dist;
+
+ nullpo_ret(bl);
+
+ ed = va_arg(ap,struct elemental_data *);
+ target = va_arg(ap,struct block_list**);
+
+ //If can't seek yet, not an enemy, or you can't attack it, skip.
+ if( (*target) == bl || !iStatus->check_skilluse(&ed->bl, bl, 0, 0) )
+ return 0;
+
+ if( battle->check_target(&ed->bl,bl,BCT_ENEMY) <= 0 )
+ return 0;
+
+ switch( bl->type ) {
+ case BL_PC:
+ if( !map_flag_vs(ed->bl.m) )
+ return 0;
+ default:
+ dist = distance_bl(&ed->bl, bl);
+ if( ((*target) == NULL || !check_distance_bl(&ed->bl, *target, dist)) && battle->check_range(&ed->bl,bl,ed->db->range2) ) { //Pick closest target?
+ (*target) = bl;
+ ed->target_id = bl->id;
+ ed->min_chase = dist + ed->db->range3;
+ if( ed->min_chase > AREA_SIZE )
+ ed->min_chase = AREA_SIZE;
+ return 1;
+ }
+ break;
+ }
+ return 0;
+}
+
+static int elemental_ai_sub_timer(struct elemental_data *ed, struct map_session_data *sd, unsigned int tick) {
+ struct block_list *target = NULL;
+ int master_dist, view_range, mode;
+
+ nullpo_ret(ed);
+ nullpo_ret(sd);
+
+ if( ed->bl.prev == NULL || sd == NULL || sd->bl.prev == NULL )
+ return 0;
+
+ // Check if caster can sustain the summoned elemental
+ if( DIFF_TICK(tick,ed->last_spdrain_time) >= 10000 ){// Drain SP every 10 seconds
+ int sp = 5;
+
+ switch(ed->vd->class_){
+ case 2115: case 2118:
+ case 2121: case 2124:
+ sp = 8;
+ break;
+ case 2116: case 2119:
+ case 2122: case 2125:
+ sp = 11;
+ break;
+ }
+
+ if( status_get_sp(&sd->bl) < sp ){ // Can't sustain delete it.
+ elemental->delete(sd->ed,0);
+ return 0;
+ }
+
+ status_zap(&sd->bl,0,sp);
+ ed->last_spdrain_time = tick;
+ }
+
+ if( DIFF_TICK(tick,ed->last_thinktime) < MIN_ELETHINKTIME )
+ return 0;
+
+ ed->last_thinktime = tick;
+
+ if( ed->ud.skilltimer != INVALID_TIMER )
+ return 0;
+
+ if( ed->ud.walktimer != INVALID_TIMER && ed->ud.walkpath.path_pos <= 2 )
+ return 0; //No thinking when you just started to walk.
+
+ if(ed->ud.walkpath.path_pos < ed->ud.walkpath.path_len && ed->ud.target == sd->bl.id)
+ return 0; //No thinking until be near the master.
+
+ if( ed->sc.count && ed->sc.data[SC_BLIND] )
+ view_range = 3;
+ else
+ view_range = ed->db->range2;
+
+ mode = status_get_mode(&ed->bl);
+
+ master_dist = distance_bl(&sd->bl, &ed->bl);
+ if( master_dist > AREA_SIZE ) { // Master out of vision range.
+ elemental->unlocktarget(ed);
+ unit_warp(&ed->bl,sd->bl.m,sd->bl.x,sd->bl.y,CLR_TELEPORT);
+ clif->elemental_updatestatus(sd,SP_HP);
+ clif->elemental_updatestatus(sd,SP_SP);
+ return 0;
+ } else if( master_dist > MAX_ELEDISTANCE ) { // Master too far, chase.
+ short x = sd->bl.x, y = sd->bl.y;
+ if( ed->target_id )
+ elemental->unlocktarget(ed);
+ if( ed->ud.walktimer != INVALID_TIMER && ed->ud.target == sd->bl.id )
+ return 0; //Already walking to him
+ if( DIFF_TICK(tick, ed->ud.canmove_tick) < 0 )
+ return 0; //Can't move yet.
+ if( iMap->search_freecell(&ed->bl, sd->bl.m, &x, &y, MIN_ELEDISTANCE, MIN_ELEDISTANCE, 1)
+ && unit_walktoxy(&ed->bl, x, y, 0) )
+ return 0;
+ }
+
+ if( mode == EL_MODE_AGGRESSIVE ) {
+ target = iMap->id2bl(ed->ud.target);
+
+ if( !target )
+ iMap->foreachinrange(elemental_ai_sub_timer_activesearch, &ed->bl, view_range, BL_CHAR, ed, &target, status_get_mode(&ed->bl));
+
+ if( !target ) { //No targets available.
+ elemental->unlocktarget(ed);
+ return 1;
+ }
+
+ if( battle->check_range(&ed->bl,target,view_range) && rnd()%100 < 2 ) { // 2% chance to cast attack skill.
+ if( elemental->action(ed,target,tick) )
+ return 1;
+ }
+
+ //Attempt to attack.
+ //At this point we know the target is attackable, we just gotta check if the range matches.
+ if( ed->ud.target == target->id && ed->ud.attacktimer != INVALID_TIMER ) //Already locked.
+ return 1;
+
+ if( battle->check_range(&ed->bl, target, ed->base_status.rhw.range) ) {//Target within range, engage
+ unit_attack(&ed->bl,target->id,1);
+ return 1;
+ }
+
+ //Follow up if possible.
+ if( !unit_walktobl(&ed->bl, target, ed->base_status.rhw.range, 2) )
+ elemental->unlocktarget(ed);
+ }
+
+ return 0;
+}
+
+static int elemental_ai_sub_foreachclient(struct map_session_data *sd, va_list ap) {
+ unsigned int tick = va_arg(ap,unsigned int);
+ if(sd->status.ele_id && sd->ed)
+ elemental_ai_sub_timer(sd->ed,sd,tick);
+
+ return 0;
+}
+
+static int elemental_ai_timer(int tid, unsigned int tick, int id, intptr_t data) {
+ iMap->map_foreachpc(elemental_ai_sub_foreachclient,tick);
+ return 0;
+}
+
+int read_elementaldb(void) {
+ FILE *fp;
+ char line[1024], *p;
+ char *str[26];
+ int i, j = 0, k = 0, ele;
+ struct s_elemental_db *db;
+ struct status_data *status;
+
+ sprintf(line, "%s/%s", iMap->db_path, "elemental_db.txt");
+ memset(elemental->elemental_db,0,sizeof(elemental->elemental_db));
+
+ fp = fopen(line, "r");
+ if( !fp ) {
+ ShowError("read_elementaldb : can't read elemental_db.txt\n");
+ return -1;
+ }
+
+ while( fgets(line, sizeof(line), fp) && j < MAX_ELEMENTAL_CLASS ) {
+ k++;
+ if( line[0] == '/' && line[1] == '/' )
+ continue;
+
+ if( line[0] == '\0' || line[0] == '\n' || line[0] == '\r')
+ continue;
+
+ i = 0;
+ p = strtok(line, ",");
+ while( p != NULL && i < 26 ) {
+ str[i++] = p;
+ p = strtok(NULL, ",");
+ }
+ if( i < 26 ) {
+ ShowError("read_elementaldb : Incorrect number of columns at elemental_db.txt line %d.\n", k);
+ continue;
+ }
+
+ db = &elemental->elemental_db[j];
+ db->class_ = atoi(str[0]);
+ safestrncpy(db->sprite, str[1], NAME_LENGTH);
+ safestrncpy(db->name, str[2], NAME_LENGTH);
+ db->lv = atoi(str[3]);
+
+ status = &db->status;
+ db->vd.class_ = db->class_;
+
+ status->max_hp = atoi(str[4]);
+ status->max_sp = atoi(str[5]);
+ status->rhw.range = atoi(str[6]);
+ status->rhw.atk = atoi(str[7]);
+ status->rhw.atk2 = atoi(str[8]);
+ status->def = atoi(str[9]);
+ status->mdef = atoi(str[10]);
+ status->str = atoi(str[11]);
+ status->agi = atoi(str[12]);
+ status->vit = atoi(str[13]);
+ status->int_ = atoi(str[14]);
+ status->dex = atoi(str[15]);
+ status->luk = atoi(str[16]);
+ db->range2 = atoi(str[17]);
+ db->range3 = atoi(str[18]);
+ status->size = atoi(str[19]);
+ status->race = atoi(str[20]);
+
+ ele = atoi(str[21]);
+ status->def_ele = ele%10;
+ status->ele_lv = ele/20;
+ if( status->def_ele >= ELE_MAX ) {
+ ShowWarning("Elemental %d has invalid element type %d (max element is %d)\n", db->class_, status->def_ele, ELE_MAX - 1);
+ status->def_ele = ELE_NEUTRAL;
+ }
+ if( status->ele_lv < 1 || status->ele_lv > 4 ) {
+ ShowWarning("Elemental %d has invalid element level %d (max is 4)\n", db->class_, status->ele_lv);
+ status->ele_lv = 1;
+ }
+
+ status->aspd_rate = 1000;
+ status->speed = atoi(str[22]);
+ status->adelay = atoi(str[23]);
+ status->amotion = atoi(str[24]);
+ status->dmotion = atoi(str[25]);
+
+ j++;
+ }
+
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' elementals in '"CL_WHITE"db/elemental_db.txt"CL_RESET"'.\n",j);
+
+ return 0;
+}
+
+int read_elemental_skilldb(void) {
+ FILE *fp;
+ char line[1024], *p;
+ char *str[4];
+ struct s_elemental_db *db;
+ int i, j = 0, k = 0, class_;
+ uint16 skill_id, skill_lv;
+ int skillmode;
+
+ sprintf(line, "%s/%s", iMap->db_path, "elemental_skill_db.txt");
+ fp = fopen(line, "r");
+ if( !fp ) {
+ ShowError("read_elemental_skilldb : can't read elemental_skill_db.txt\n");
+ return -1;
+ }
+
+ while( fgets(line, sizeof(line), fp) ) {
+ k++;
+ if( line[0] == '/' && line[1] == '/' )
+ continue;
+
+ if( line[0] == '\0' || line[0] == '\n' || line[0] == '\r')
+ continue;
+
+ i = 0;
+ p = strtok(line, ",");
+ while( p != NULL && i < 4 ) {
+ str[i++] = p;
+ p = strtok(NULL, ",");
+ }
+ if( i < 4 ) {
+ ShowError("read_elemental_skilldb : Incorrect number of columns at elemental_skill_db.txt line %d.\n", k);
+ continue;
+ }
+
+ class_ = atoi(str[0]);
+ ARR_FIND(0, MAX_ELEMENTAL_CLASS, i, class_ == elemental->elemental_db[i].class_);
+ if( i == MAX_ELEMENTAL_CLASS ) {
+ ShowError("read_elemental_skilldb : Class not found in elemental_db for skill entry, line %d.\n", k);
+ continue;
+ }
+
+ skill_id = atoi(str[1]);
+ if( skill_id < EL_SKILLBASE || skill_id >= EL_SKILLBASE + MAX_ELEMENTALSKILL ) {
+ ShowError("read_elemental_skilldb : Skill out of range, line %d.\n", k);
+ continue;
+ }
+
+ db = &elemental->elemental_db[i];
+ skill_lv = atoi(str[2]);
+
+ skillmode = atoi(str[3]);
+ if( skillmode < EL_SKILLMODE_PASIVE || skillmode > EL_SKILLMODE_AGGRESSIVE ) {
+ ShowError("read_elemental_skilldb : Skillmode out of range, line %d.\n",k);
+ continue;
+ }
+ ARR_FIND( 0, MAX_ELESKILLTREE, i, db->skill[i].id == 0 || db->skill[i].id == skill_id );
+ if( i == MAX_ELESKILLTREE ) {
+ ShowWarning("Unable to load skill %d into Elemental %d's tree. Maximum number of skills per elemental has been reached.\n", skill_id, class_);
+ continue;
+ }
+ db->skill[i].id = skill_id;
+ db->skill[i].lv = skill_lv;
+ db->skill[i].mode = skillmode;
+ j++;
+ }
+
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"db/elemental_skill_db.txt"CL_RESET"'.\n",j);
+ return 0;
+}
+
+void reload_elementaldb(void) {
+ read_elementaldb();
+ elemental->reload_skilldb();
+}
+
+void reload_elemental_skilldb(void) {
+ elemental->read_skilldb();
+}
+
+int do_init_elemental(void) {
+ read_elementaldb();
+ elemental->read_skilldb();
+
+ iTimer->add_timer_func_list(elemental_ai_timer,"elemental_ai_timer");
+ iTimer->add_timer_interval(iTimer->gettick()+MIN_ELETHINKTIME,elemental_ai_timer,0,0,MIN_ELETHINKTIME);
+
+ return 0;
+}
+
+void do_final_elemental(void) {
+ return;
+}
+
+/*=====================================
+* Default Functions : elemental.h
+* Generated by HerculesInterfaceMaker
+* created by Susu
+*-------------------------------------*/
+void elemental_defaults(void) {
+ elemental = &elemental_s;
+ /* funcs */
+
+ elemental->class = elemental_class;
+ elemental->get_viewdata = elemental_get_viewdata;
+
+ elemental->create = elemental_create;
+ elemental->data_received = elemental_data_received;
+ elemental->save = elemental_save;
+
+ elemental->change_mode_ack = elemental_change_mode_ack;
+ elemental->change_mode = elemental_change_mode;
+
+ elemental->heal = elemental_heal;
+ elemental->dead = elemental_dead;
+
+ elemental->delete = elemental_delete;
+ elemental->summon_stop = elemental_summon_stop;
+
+ elemental->get_lifetime = elemental_get_lifetime;
+
+ elemental->unlocktarget = elemental_unlocktarget;
+ elemental->skillnotok = elemental_skillnotok;
+ elemental->set_target = elemental_set_target;
+ elemental->clean_single_effect = elemental_clean_single_effect;
+ elemental->clean_effect = elemental_clean_effect;
+ elemental->action = elemental_action;
+ elemental->skill_get_requirements = elemental_skill_get_requirements;
+
+ elemental->read_skilldb = read_elemental_skilldb;
+ elemental->reload_elementaldb = reload_elementaldb;
+ elemental->reload_skilldb = reload_elemental_skilldb;
+ elemental->do_init_elemental = do_init_elemental;
+ elemental->do_final_elemental = do_final_elemental;
+}