Files
rathena/src/map/elemental.hpp
Aleos c4a364be2c Initial work for map server to C++ (#2565)
* Initial progression of moving the map-server to C++ format.
* Converted all core files to .cpp and header files to .hpp.
* Refactored the refine database parser to utilize native YAML C++.
Thanks to @Jeybla and @lighta for their help!
2017-11-02 17:39:03 -04:00

117 lines
3.4 KiB
C++

// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#ifndef _ELEMENTAL_HPP_
#define _ELEMENTAL_HPP_
#include "../common/mmo.h"
#include "status.hpp" // struct status_data, struct status_change
#include "unit.hpp" // struct unit_data
#define MIN_ELETHINKTIME 100
#define MIN_ELEDISTANCE 2
#define MAX_ELEDISTANCE 5
#define EL_MODE_AGGRESSIVE (MD_CANMOVE|MD_AGGRESSIVE|MD_CANATTACK)
#define EL_MODE_ASSIST (MD_CANMOVE|MD_ASSIST)
#define EL_MODE_PASSIVE MD_CANMOVE
///Enum of Elemental Skill Mode
enum elemental_skillmode : uint8 {
EL_SKILLMODE_PASSIVE = 0x1,
EL_SKILLMODE_ASSIST = 0x2,
EL_SKILLMODE_AGGRESSIVE = 0x4,
};
///Enum of Elemental ID
enum elemental_elementalid : uint16 {
ELEMENTALID_AGNI_S = 2114,
ELEMENTALID_AGNI_M,
ELEMENTALID_AGNI_L,
ELEMENTALID_AQUA_S,
ELEMENTALID_AQUA_M,
ELEMENTALID_AQUA_L,
ELEMENTALID_VENTUS_S,
ELEMENTALID_VENTUS_M,
ELEMENTALID_VENTUS_L,
ELEMENTALID_TERA_S,
ELEMENTALID_TERA_M,
ELEMENTALID_TERA_L,
};
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;
int masterteleport_timer;
struct map_session_data *master;
int summon_timer;
int skill_timer;
unsigned last_thinktime, last_linktime, last_spdrain_time;
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, enum elemental_skillmode skill_mode);
int elemental_change_mode(struct elemental_data *ed, enum e_mode mode);
void elemental_heal(struct elemental_data *ed, int hp, int sp);
int elemental_dead(struct elemental_data *ed);
int elemental_delete(struct elemental_data *ed);
void elemental_summon_stop(struct elemental_data *ed);
int elemental_get_lifetime(struct elemental_data *ed);
int elemental_unlocktarget(struct elemental_data *ed);
bool elemental_skillnotok(uint16 skill_id, 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, uint16 skill_id);
int elemental_clean_effect(struct elemental_data *ed);
int elemental_action(struct elemental_data *ed, struct block_list *bl, unsigned int tick);
struct skill_condition elemental_skill_get_requirements(uint16 skill_id, uint16 skill_lv);
#define elemental_stop_walking(ed, type) unit_stop_walking(&(ed)->bl, type)
#define elemental_stop_attack(ed) unit_stop_attack(&(ed)->bl)
void read_elemental_skilldb(void);
void reload_elementaldb(void);
void reload_elemental_skilldb(void);
void do_init_elemental(void);
void do_final_elemental(void);
#endif /* _ELEMENTAL_HPP_ */