Notice this revision onwards requires you to update your char sql table and add the elemental sql table (check sql-files/upgrade_svn15885_log.sql) If you step by any bugs, let us know at http://rathena.org/board/tracker/ Thank you very much. ARRIBA ARRIBA. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@15885 54d463be-8e91-2dee-dedb-b68131a5f0ec
96 lines
2.9 KiB
C
96 lines
2.9 KiB
C
// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
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// For more information, see LICENCE in the main folder
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#ifndef _ELEMENTAL_H_
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#define _ELEMENTAL_H_
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#include "status.h" // struct status_data, struct status_change
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#include "unit.h" // struct unit_data
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#define MIN_ELETHINKTIME 100
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#define MIN_ELEDISTANCE 2
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#define MAX_ELEDISTANCE 6
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#define EL_MODE_AGGRESSIVE (MD_CANMOVE|MD_AGGRESSIVE|MD_CANATTACK)
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#define EL_MODE_ASSIST (MD_CANMOVE|MD_ASSIST)
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#define EL_MODE_PASSIVE MD_CANMOVE
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#define EL_SKILLMODE_PASIVE 0x1
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#define EL_SKILLMODE_ASSIST 0x2
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#define EL_SKILLMODE_AGGRESSIVE 0x4
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struct elemental_skill {
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unsigned short id, lv;
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short mode;
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};
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struct s_elemental_db {
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int class_;
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char sprite[NAME_LENGTH], name[NAME_LENGTH];
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unsigned short lv;
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short range2, range3;
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struct status_data status;
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struct view_data vd;
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struct elemental_skill skill[MAX_ELESKILLTREE];
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};
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extern struct s_elemental_db elemental_db[MAX_ELEMENTAL_CLASS];
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struct elemental_data {
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struct block_list bl;
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struct unit_data ud;
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struct view_data *vd;
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struct status_data base_status, battle_status;
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struct status_change sc;
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struct regen_data regen;
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struct s_elemental_db *db;
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struct s_elemental elemental;
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char blockskill[MAX_SKILL];
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struct map_session_data *master;
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int summon_timer;
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int skill_timer;
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unsigned last_thinktime, last_linktime;
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short min_chase;
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int target_id, attacked_id;
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};
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bool elemental_class(int class_);
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struct view_data * elemental_get_viewdata(int class_);
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int elemental_create(struct map_session_data *sd, int class_, unsigned int lifetime);
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int elemental_data_received(struct s_elemental *ele, bool flag);
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int elemental_save(struct elemental_data *ed);
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int elemental_change_mode_ack(struct elemental_data *ed, int mode);
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int elemental_change_mode(struct elemental_data *ed, int mode);
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void elemental_damage(struct elemental_data *ed, struct block_list *src, int hp, int sp);
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void elemental_heal(struct elemental_data *ed, int hp, int sp);
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int elemental_dead(struct elemental_data *ed, struct block_list *src);
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int elemental_delete(struct elemental_data *ed, int reply);
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void elemental_summon_stop(struct elemental_data *ed);
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int elemental_get_lifetime(struct elemental_data *ed);
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int elemental_unlocktarget(struct elemental_data *ed);
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int elemental_skillnotok(int skillid, struct elemental_data *ed);
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int elemental_set_target( struct map_session_data *sd, struct block_list *bl );
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int elemental_clean_single_effect(struct elemental_data *ed, int skill_num);
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int elemental_clean_effect(struct elemental_data *ed);
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int elemental_action(struct elemental_data *ed, struct block_list *bl, unsigned int tick);
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#define elemental_stop_walking(ed, type) unit_stop_walking(&(ed)->bl, type)
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#define elemental_stop_attack(ed) unit_stop_attack(&(ed)->bl)
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int read_elemental_skilldb(void);
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void reload_elementaldb(void);
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void reload_elemental_skilldb(void);
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int do_init_elemental(void);
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void do_final_elemental(void);
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#endif /* _ELEMENTAL_H_ */
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