// Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #ifndef _ELEMENTAL_H_ #define _ELEMENTAL_H_ #include "status.h" // struct status_data, struct status_change #include "unit.h" // struct unit_data #define MIN_ELETHINKTIME 100 #define MIN_ELEDISTANCE 2 #define MAX_ELEDISTANCE 6 #define EL_MODE_AGGRESSIVE (MD_CANMOVE|MD_AGGRESSIVE|MD_CANATTACK) #define EL_MODE_ASSIST (MD_CANMOVE|MD_ASSIST) #define EL_MODE_PASSIVE MD_CANMOVE #define EL_SKILLMODE_PASIVE 0x1 #define EL_SKILLMODE_ASSIST 0x2 #define EL_SKILLMODE_AGGRESSIVE 0x4 struct elemental_skill { unsigned short id, lv; short mode; }; struct s_elemental_db { int class_; char sprite[NAME_LENGTH], name[NAME_LENGTH]; unsigned short lv; short range2, range3; struct status_data status; struct view_data vd; struct elemental_skill skill[MAX_ELESKILLTREE]; }; extern struct s_elemental_db elemental_db[MAX_ELEMENTAL_CLASS]; struct elemental_data { struct block_list bl; struct unit_data ud; struct view_data *vd; struct status_data base_status, battle_status; struct status_change sc; struct regen_data regen; struct s_elemental_db *db; struct s_elemental elemental; char blockskill[MAX_SKILL]; struct map_session_data *master; int summon_timer; int skill_timer; unsigned last_thinktime, last_linktime; short min_chase; int target_id, attacked_id; }; bool elemental_class(int class_); struct view_data * elemental_get_viewdata(int class_); int elemental_create(struct map_session_data *sd, int class_, unsigned int lifetime); int elemental_data_received(struct s_elemental *ele, bool flag); int elemental_save(struct elemental_data *ed); int elemental_change_mode_ack(struct elemental_data *ed, int mode); int elemental_change_mode(struct elemental_data *ed, int mode); void elemental_damage(struct elemental_data *ed, struct block_list *src, int hp, int sp); void elemental_heal(struct elemental_data *ed, int hp, int sp); int elemental_dead(struct elemental_data *ed, struct block_list *src); int elemental_delete(struct elemental_data *ed, int reply); void elemental_summon_stop(struct elemental_data *ed); int elemental_get_lifetime(struct elemental_data *ed); int elemental_unlocktarget(struct elemental_data *ed); int elemental_skillnotok(int skillid, struct elemental_data *ed); int elemental_set_target( struct map_session_data *sd, struct block_list *bl ); int elemental_clean_single_effect(struct elemental_data *ed, int skill_num); int elemental_clean_effect(struct elemental_data *ed); int elemental_action(struct elemental_data *ed, struct block_list *bl, unsigned int tick); #define elemental_stop_walking(ed, type) unit_stop_walking(&(ed)->bl, type) #define elemental_stop_attack(ed) unit_stop_attack(&(ed)->bl) int read_elemental_skilldb(void); void reload_elementaldb(void); void reload_elemental_skilldb(void); int do_init_elemental(void); void do_final_elemental(void); #endif /* _ELEMENTAL_H_ */