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-rw-r--r--src/map/elemental.c1458
1 files changed, 744 insertions, 714 deletions
diff --git a/src/map/elemental.c b/src/map/elemental.c
index 770047138..a28982d72 100644
--- a/src/map/elemental.c
+++ b/src/map/elemental.c
@@ -39,785 +39,815 @@
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;
+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);
+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;
+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_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_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;
+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;
+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;
+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);
+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;
+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_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_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_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;
+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;
+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;
+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);
+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_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_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_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;
+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_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_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_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;
+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_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;
+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_elementaldb(void)
+{
+ read_elementaldb();
+ reload_elemental_skilldb();
}
-void reload_elemental_skilldb(void) {
- read_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;
+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;
+void do_final_elemental(void)
+{
+ return;
}