// 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 #include #include #include struct s_elemental_db elemental_db[MAX_ELEMENTAL_CLASS]; // Elemental Database int elemental_search_index(int class_) { int i; ARR_FIND(0, MAX_ELEMENTAL_CLASS, i, elemental_db[i].class_ == class_); return (i == MAX_ELEMENTAL_CLASS)?-1:i; } bool elemental_class(int class_) { return (bool)(elemental_search_index(class_) > -1); } struct view_data * elemental_get_viewdata(int class_) { int i = elemental_search_index(class_); if( i < 0 ) return 0; return &elemental_db[i].vd; } int elemental_create(struct map_session_data *sd, int class_, unsigned int lifetime) { struct s_elemental ele; struct s_elemental_db *db; int i; nullpo_retr(1,sd); if( (i = elemental_search_index(class_)) < 0 ) return 0; db = &elemental_db[i]; memset(&ele,0,sizeof(struct s_elemental)); ele.char_id = sd->status.char_id; ele.class_ = class_; ele.mode = EL_MODE_PASSIVE; // Initial mode ele.hp = db->status.max_hp; ele.sp = db->status.max_sp; ele.life_time = lifetime; // Request Char Server to create this elemental intif_elemental_create(&ele); return 1; } int elemental_get_lifetime(struct elemental_data *ed) { const struct TimerData * td; if( ed == NULL || ed->summon_timer == INVALID_TIMER ) return 0; td = get_timer(ed->summon_timer); return (td != NULL) ? DIFF_TICK(td->tick, gettick()) : 0; } int elemental_save(struct elemental_data *ed) { ed->elemental.hp = ed->battle_status.hp; ed->elemental.sp = ed->battle_status.sp; ed->elemental.life_time = elemental_get_lifetime(ed); intif_elemental_save(&ed->elemental); return 1; } static int elemental_summon_end(int tid, unsigned int tick, int id, intptr data) { struct map_session_data *sd; struct elemental_data *ed; if( (sd = map_id2sd(id)) == NULL ) return 1; if( (ed = sd->ed) == NULL ) return 1; if( ed->summon_timer != tid ) { ShowError("elemental_summon_end %d != %d.\n", ed->summon_timer, tid); return 0; } ed->summon_timer = INVALID_TIMER; elemental_delete(ed, 0); // Elemental's summon time is over. return 0; } void elemental_summon_stop(struct elemental_data *ed) { nullpo_retv(ed); if( ed->summon_timer != INVALID_TIMER ) delete_timer(ed->summon_timer, elemental_summon_end); ed->summon_timer = INVALID_TIMER; } int elemental_delete(struct elemental_data *ed, int reply) { struct map_session_data *sd; nullpo_ret(ed); sd = ed->master; ed->elemental.life_time = 0; elemental_clean_effect(ed); elemental_summon_stop(ed); if( !sd ) return unit_free(&ed->bl, 0); sd->ed = NULL; sd->status.ele_id = 0; return unit_remove_map(&ed->bl, 0); } void elemental_summon_init(struct elemental_data *ed) { if( ed->summon_timer == INVALID_TIMER ) ed->summon_timer = add_timer(gettick() + ed->elemental.life_time, elemental_summon_end, ed->master->bl.id, 0); ed->regen.state.block = 0; } int elemental_data_received(struct s_elemental *ele, bool flag) { struct map_session_data *sd; struct elemental_data *ed; struct s_elemental_db *db; int i = elemental_search_index(ele->class_); if( (sd = map_charid2sd(ele->char_id)) == NULL ) return 0; if( !flag || i < 0 ) { // Not created - loaded - DB info sd->status.ele_id = 0; return 0; } db = &elemental_db[i]; if( !sd->ed ) { // Initialize it after first summon. sd->ed = ed = (struct elemental_data*)aCalloc(1,sizeof(struct elemental_data)); ed->bl.type = BL_ELEM; ed->bl.id = npc_get_new_npc_id(); ed->master = sd; ed->db = db; memcpy(&ed->elemental, ele, sizeof(struct s_elemental)); status_set_viewdata(&ed->bl, ed->elemental.class_); ed->vd->head_mid = 10; // Why? status_change_init(&ed->bl); unit_dataset(&ed->bl); ed->ud.dir = sd->ud.dir; ed->bl.m = sd->bl.m; ed->bl.x = sd->bl.x; ed->bl.y = sd->bl.y; unit_calc_pos(&ed->bl, sd->bl.x, sd->bl.y, sd->ud.dir); ed->bl.x = ed->ud.to_x; ed->bl.y = ed->ud.to_y; map_addiddb(&ed->bl); status_calc_elemental(ed,1); ed->last_thinktime = gettick(); ed->summon_timer = INVALID_TIMER; ed->battle_status.mode = ele->mode = EL_MODE_PASSIVE; // Initial mode. elemental_summon_init(ed); } else { memcpy(&sd->ed->elemental, ele, sizeof(struct s_elemental)); ed = sd->ed; } sd->status.ele_id = ele->elemental_id; ed->battle_status.mode = ele->mode = EL_MODE_PASSIVE; // Initial mode. if( ed->bl.prev == NULL && sd->bl.prev != NULL ) { map_addblock(&ed->bl); clif_spawn(&ed->bl); clif_elemental_info(sd); clif_elemental_updatestatus(sd,SP_HP); clif_hpmeter_single(sd->fd,ed->bl.id,ed->battle_status.hp,ed->battle_status.matk_max); clif_elemental_updatestatus(sd,SP_SP); } return 1; } int elemental_clean_single_effect(struct elemental_data *ed, int skill_num) { struct block_list *bl; sc_type type = status_skill2sc(skill_num); nullpo_ret(ed); bl = battle_get_master(&ed->bl); if( type ) { switch( type ) { // Just remove status change. case SC_PYROTECHNIC_OPTION: case SC_HEATER_OPTION: case SC_TROPIC_OPTION: case SC_FIRE_CLOAK_OPTION: case SC_AQUAPLAY_OPTION: case SC_WATER_SCREEN_OPTION: case SC_COOLER_OPTION: case SC_CHILLY_AIR_OPTION: case SC_GUST_OPTION: case SC_WIND_STEP_OPTION: case SC_BLAST_OPTION: case SC_WATER_DROP_OPTION: case SC_WIND_CURTAIN_OPTION: case SC_WILD_STORM_OPTION: case SC_PETROLOGY_OPTION: case SC_SOLID_SKIN_OPTION: case SC_CURSED_SOIL_OPTION: case SC_STONE_SHIELD_OPTION: case SC_UPHEAVAL_OPTION: case SC_CIRCLE_OF_FIRE_OPTION: case SC_TIDAL_WEAPON_OPTION: if( bl ) status_change_end(bl,type,INVALID_TIMER); // Master status_change_end(&ed->bl,type-1,INVALID_TIMER); // Elemental Spirit break; case SC_ZEPHYR: if( bl ) status_change_end(bl,type,INVALID_TIMER); break; default: ShowWarning("Invalid SC=%d in elemental_clean_single_effect\n",type); break; } } if( skill_get_unit_id(skill_num,0) ) skill_clear_unitgroup(&ed->bl); return 1; } int elemental_clean_effect(struct elemental_data *ed) { struct map_session_data *sd; nullpo_ret(ed); // Elemental side status_change_end(&ed->bl, SC_TROPIC, INVALID_TIMER); status_change_end(&ed->bl, SC_HEATER, INVALID_TIMER); status_change_end(&ed->bl, SC_AQUAPLAY, INVALID_TIMER); status_change_end(&ed->bl, SC_COOLER, INVALID_TIMER); status_change_end(&ed->bl, SC_CHILLY_AIR, INVALID_TIMER); status_change_end(&ed->bl, SC_PYROTECHNIC, INVALID_TIMER); status_change_end(&ed->bl, SC_FIRE_CLOAK, INVALID_TIMER); status_change_end(&ed->bl, SC_WATER_DROP, INVALID_TIMER); status_change_end(&ed->bl, SC_WATER_SCREEN, INVALID_TIMER); status_change_end(&ed->bl, SC_GUST, INVALID_TIMER); status_change_end(&ed->bl, SC_WIND_STEP, INVALID_TIMER); status_change_end(&ed->bl, SC_BLAST, INVALID_TIMER); status_change_end(&ed->bl, SC_WIND_CURTAIN, INVALID_TIMER); status_change_end(&ed->bl, SC_WILD_STORM, INVALID_TIMER); status_change_end(&ed->bl, SC_PETROLOGY, INVALID_TIMER); status_change_end(&ed->bl, SC_SOLID_SKIN, INVALID_TIMER); status_change_end(&ed->bl, SC_CURSED_SOIL, INVALID_TIMER); status_change_end(&ed->bl, SC_STONE_SHIELD, INVALID_TIMER); status_change_end(&ed->bl, SC_UPHEAVAL, INVALID_TIMER); status_change_end(&ed->bl, SC_CIRCLE_OF_FIRE, INVALID_TIMER); status_change_end(&ed->bl, SC_TIDAL_WEAPON, INVALID_TIMER); skill_clear_unitgroup(&ed->bl); if( (sd = ed->master) == NULL ) return 0; // Master side status_change_end(&sd->bl, SC_TROPIC_OPTION, INVALID_TIMER); status_change_end(&sd->bl, SC_HEATER_OPTION, INVALID_TIMER); status_change_end(&sd->bl, SC_AQUAPLAY_OPTION, INVALID_TIMER); status_change_end(&sd->bl, SC_COOLER_OPTION, INVALID_TIMER); status_change_end(&sd->bl, SC_CHILLY_AIR_OPTION, INVALID_TIMER); status_change_end(&sd->bl, SC_PYROTECHNIC_OPTION, INVALID_TIMER); status_change_end(&sd->bl, SC_FIRE_CLOAK_OPTION, INVALID_TIMER); status_change_end(&sd->bl, SC_WATER_DROP_OPTION, INVALID_TIMER); status_change_end(&sd->bl, SC_WATER_SCREEN_OPTION, INVALID_TIMER); status_change_end(&sd->bl, SC_GUST_OPTION, INVALID_TIMER); status_change_end(&sd->bl, SC_WIND_STEP_OPTION, INVALID_TIMER); status_change_end(&sd->bl, SC_BLAST_OPTION, INVALID_TIMER); status_change_end(&sd->bl, SC_WATER_DROP_OPTION, INVALID_TIMER); status_change_end(&sd->bl, SC_WIND_CURTAIN_OPTION, INVALID_TIMER); status_change_end(&sd->bl, SC_WILD_STORM_OPTION, INVALID_TIMER); status_change_end(&sd->bl, SC_ZEPHYR, INVALID_TIMER); status_change_end(&sd->bl, SC_WIND_STEP_OPTION, INVALID_TIMER); status_change_end(&sd->bl, SC_PETROLOGY_OPTION, INVALID_TIMER); status_change_end(&sd->bl, SC_SOLID_SKIN_OPTION, INVALID_TIMER); status_change_end(&sd->bl, SC_CURSED_SOIL_OPTION, INVALID_TIMER); status_change_end(&sd->bl, SC_STONE_SHIELD_OPTION, INVALID_TIMER); status_change_end(&sd->bl, SC_UPHEAVAL_OPTION, INVALID_TIMER); status_change_end(&sd->bl, SC_CIRCLE_OF_FIRE_OPTION, INVALID_TIMER); status_change_end(&sd->bl, SC_TIDAL_WEAPON_OPTION, INVALID_TIMER); return 1; } int elemental_action(struct elemental_data *ed, struct block_list *bl, unsigned int tick) { short skillnum, skilllv; int i; nullpo_ret(ed); nullpo_ret(bl); if( !ed->master ) return 0; if( ed->target_id ) elemental_unlocktarget(ed); // Remove previous target. ARR_FIND(0, MAX_ELESKILLTREE, i, ed->db->skill[i].id && (ed->db->skill[i].mode&EL_SKILLMODE_AGGRESSIVE)); if( i == MAX_ELESKILLTREE ) return 0; skillnum = ed->db->skill[i].id; skilllv = ed->db->skill[i].lv; if( elemental_skillnotok(skillnum, ed) ) return 0; if( ed->ud.skilltimer != INVALID_TIMER ) return 0; else if( DIFF_TICK(tick, ed->ud.canact_tick) < 0 ) return 0; ed->target_id = ed->ud.skilltarget = bl->id; // Set new target ed->last_thinktime = tick; // Not in skill range. if( !battle_check_range(&ed->bl,bl,skill_get_range(skillnum,skilllv)) ) { // Try to walk to the target. if( !unit_walktobl(&ed->bl, bl, skill_get_range(skillnum,skilllv), 2) ) elemental_unlocktarget(ed); else { // Walking, waiting to be in range. Client don't handle it, then we must handle it here. int walk_dist = distance_bl(&ed->bl,bl) - skill_get_range(skillnum,skilllv); ed->ud.skillid = skillnum; ed->ud.skilllv = skilllv; if( skill_get_inf(skillnum) & INF_GROUND_SKILL ) ed->ud.skilltimer = add_timer( tick+status_get_speed(&ed->bl)*walk_dist, skill_castend_pos, ed->bl.id, 0 ); else ed->ud.skilltimer = add_timer( tick+status_get_speed(&ed->bl)*walk_dist, skill_castend_id, ed->bl.id, 0 ); } return 1; } //Otherwise, just cast the skill. if( skill_get_inf(skillnum) & INF_GROUND_SKILL ) unit_skilluse_pos(&ed->bl, bl->x, bl->y, skillnum, skilllv); else unit_skilluse_id(&ed->bl, bl->id, skillnum, skilllv); // Reset target. ed->target_id = 0; return 1; } /*=============================================================== * Action that elemental perform after changing mode. * Activates one of the skills of the new mode. *-------------------------------------------------------------*/ int elemental_change_mode_ack(struct elemental_data *ed, int mode) { struct block_list *bl = &ed->master->bl; short skillnum, skilllv; int i; nullpo_ret(ed); if( !bl ) return 0; // Select a skill. ARR_FIND(0, MAX_ELESKILLTREE, i, ed->db->skill[i].id && (ed->db->skill[i].mode&mode)); if( i == MAX_ELESKILLTREE ) return 0; skillnum = ed->db->skill[i].id; skilllv = ed->db->skill[i].lv; if( elemental_skillnotok(skillnum, ed) ) return 0; if( ed->ud.skilltimer != INVALID_TIMER ) return 0; else if( DIFF_TICK(gettick(), ed->ud.canact_tick) < 0 ) return 0; ed->target_id = bl->id; // Set new target ed->last_thinktime = gettick(); if( skill_get_inf(skillnum) & INF_GROUND_SKILL ) unit_skilluse_pos(&ed->bl, bl->x, bl->y, skillnum, skilllv); else unit_skilluse_id(&ed->bl,bl->id,skillnum,skilllv); ed->target_id = 0; // Reset target after casting the skill to avoid continious attack. return 1; } /*=============================================================== * Change elemental mode. *-------------------------------------------------------------*/ int elemental_change_mode(struct elemental_data *ed, int mode) { nullpo_ret(ed); // Remove target elemental_unlocktarget(ed); // Removes the effects of the previous mode. if(ed->elemental.mode != mode ) elemental_clean_effect(ed); ed->battle_status.mode = ed->elemental.mode = mode; // Normalize elemental mode to elemental skill mode. if( mode == EL_MODE_AGGRESSIVE ) mode = EL_SKILLMODE_AGGRESSIVE; // Aggressive spirit mode -> Aggressive spirit skill. else if( mode == EL_MODE_ASSIST ) mode = EL_SKILLMODE_ASSIST; // Assist spirit mode -> Assist spirit skill. else mode = EL_SKILLMODE_PASIVE; // Passive spirit mode -> Passive spirit skill. // Use a skill inmediately after every change mode. if( mode != EL_SKILLMODE_AGGRESSIVE ) elemental_change_mode_ack(ed,mode); return 1; } void elemental_damage(struct elemental_data *ed, struct block_list *src, int hp, int sp) { if( hp ) clif_elemental_updatestatus(ed->master, SP_HP); if( sp ) clif_elemental_updatestatus(ed->master, SP_SP); } void elemental_heal(struct elemental_data *ed, int hp, int sp) { if( hp ) clif_elemental_updatestatus(ed->master, SP_HP); if( sp ) clif_elemental_updatestatus(ed->master, SP_SP); } int elemental_dead(struct elemental_data *ed, struct block_list *src) { elemental_delete(ed, 1); return 0; } int elemental_unlocktarget(struct elemental_data *ed) { nullpo_ret(ed); ed->target_id = 0; elemental_stop_attack(ed); elemental_stop_walking(ed,1); return 0; } int elemental_skillnotok(int skillid, struct elemental_data *ed) { int i = skill_get_index(skillid); nullpo_retr(1,ed); if (i == 0) return 1; // invalid skill id if( ed->blockskill[i] > 0 ) return 1; return skillnotok(skillid, ed->master); } int elemental_set_target( struct map_session_data *sd, struct block_list *bl ) { struct elemental_data *ed = sd->ed; nullpo_ret(ed); nullpo_ret(bl); if( ed->bl.m != bl->m || !check_distance_bl(&ed->bl, bl, ed->db->range2) ) return 0; if( !status_check_skilluse(&ed->bl, bl, 0, 0) ) return 0; if( ed->target_id == 0 ) ed->target_id = bl->id; return 1; } static int elemental_ai_sub_timer_activesearch(struct block_list *bl, va_list ap) { struct elemental_data *ed; struct block_list **target; int dist; nullpo_ret(bl); ed = va_arg(ap,struct elemental_data *); target = va_arg(ap,struct block_list**); //If can't seek yet, not an enemy, or you can't attack it, skip. if( (*target) == bl || !status_check_skilluse(&ed->bl, bl, 0, 0) ) return 0; if( battle_check_target(&ed->bl,bl,BCT_ENEMY) <= 0 ) return 0; switch( bl->type ) { case BL_PC: if( !map_flag_vs(ed->bl.m) ) return 0; default: dist = distance_bl(&ed->bl, bl); if( ((*target) == NULL || !check_distance_bl(&ed->bl, *target, dist)) && battle_check_range(&ed->bl,bl,ed->db->range2) ) { //Pick closest target? (*target) = bl; ed->target_id = bl->id; ed->min_chase = dist + ed->db->range3; if( ed->min_chase > AREA_SIZE ) ed->min_chase = AREA_SIZE; return 1; } break; } return 0; } static int elemental_ai_sub_timer(struct elemental_data *ed, struct map_session_data *sd, unsigned int tick) { struct block_list *target = NULL; int master_dist, view_range, mode; nullpo_ret(ed); nullpo_ret(sd); if( ed->bl.prev == NULL || sd == NULL || sd->bl.prev == NULL ) return 0; if( DIFF_TICK(tick,ed->last_thinktime) < MIN_ELETHINKTIME ) return 0; ed->last_thinktime = tick; if( ed->ud.skilltimer != INVALID_TIMER ) return 0; if( ed->ud.walktimer != INVALID_TIMER && ed->ud.walkpath.path_pos <= 2 ) return 0; //No thinking when you just started to walk. if(ed->ud.walkpath.path_pos < ed->ud.walkpath.path_len && ed->ud.target == sd->bl.id) return 0; //No thinking until be near the master. if( ed->sc.count && ed->sc.data[SC_BLIND] ) view_range = 3; else view_range = ed->db->range2; mode = status_get_mode(&ed->bl); master_dist = distance_bl(&sd->bl, &ed->bl); if( master_dist > AREA_SIZE ) { // Master out of vision range. elemental_unlocktarget(ed); unit_warp(&ed->bl,sd->bl.m,sd->bl.x,sd->bl.y,CLR_TELEPORT); return 0; } else if( master_dist > MAX_ELEDISTANCE ) { // Master too far, chase. short x = sd->bl.x, y = sd->bl.y; if( ed->target_id ) elemental_unlocktarget(ed); if( ed->ud.walktimer != INVALID_TIMER && ed->ud.target == sd->bl.id ) return 0; //Already walking to him if( DIFF_TICK(tick, ed->ud.canmove_tick) < 0 ) return 0; //Can't move yet. if( map_search_freecell(&ed->bl, sd->bl.m, &x, &y, MIN_ELEDISTANCE, MIN_ELEDISTANCE, 1) && unit_walktoxy(&ed->bl, x, y, 0) ) return 0; } if( mode == EL_MODE_AGGRESSIVE ) { target = map_id2bl(ed->ud.target); if( !target ) map_foreachinrange(elemental_ai_sub_timer_activesearch, &ed->bl, view_range, BL_CHAR, ed, &target, status_get_mode(&ed->bl)); if( !target ) { //No targets available. elemental_unlocktarget(ed); return 1; } if( battle_check_range(&ed->bl,target,view_range) && rnd()%100 < 2 ) { // 2% chance to cast attack skill. if( elemental_action(ed,target,tick) ) return 1; } //Attempt to attack. //At this point we know the target is attackable, we just gotta check if the range matches. if( ed->ud.target == target->id && ed->ud.attacktimer != INVALID_TIMER ) //Already locked. return 1; if( battle_check_range(&ed->bl, target, ed->base_status.rhw.range) ) {//Target within range, engage unit_attack(&ed->bl,target->id,1); return 1; } //Follow up if possible. if( !unit_walktobl(&ed->bl, target, ed->base_status.rhw.range, 2) ) elemental_unlocktarget(ed); } return 0; } static int elemental_ai_sub_foreachclient(struct map_session_data *sd, va_list ap) { unsigned int tick = va_arg(ap,unsigned int); if(sd->status.ele_id && sd->ed) elemental_ai_sub_timer(sd->ed,sd,tick); return 0; } static int elemental_ai_timer(int tid, unsigned int tick, int id, intptr data) { map_foreachpc(elemental_ai_sub_foreachclient,tick); return 0; } int read_elementaldb(void) { FILE *fp; char line[1024], *p; char *str[26]; int i, j = 0, k = 0, ele; struct s_elemental_db *db; struct status_data *status; sprintf(line, "%s/%s", db_path, "elemental_db.txt"); memset(elemental_db,0,sizeof(elemental_db)); fp = fopen(line, "r"); if( !fp ) { ShowError("read_elementaldb : can't read elemental_db.txt\n"); return -1; } while( fgets(line, sizeof(line), fp) && j < MAX_ELEMENTAL_CLASS ) { k++; if( line[0] == '/' && line[1] == '/' ) continue; 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; 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; }