
* Combines skill_cast_db, skill_castnodex_db, skill_copyable_db, skill_nonearnpc_db, skill_require_db, and skill_unit_db into skill_db. * Introduces a cached YAML class for quicker lookups. * General cleanups and optimizations. * Includes CSV2YAML conversion tool. Thanks to @Lemongrass3110! Co-authored-by: Lemongrass3110 <lemongrass@kstp.at>
905 lines
27 KiB
C++
905 lines
27 KiB
C++
// Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
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// For more information, see LICENCE in the main folder
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#include "elemental.hpp"
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#include <cstring>
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#include <ctgmath> //floor
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#include <math.h>
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#include <stdlib.h>
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#include "../common/cbasetypes.hpp"
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#include "../common/malloc.hpp"
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#include "../common/mmo.hpp"
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#include "../common/nullpo.hpp"
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#include "../common/random.hpp"
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#include "../common/showmsg.hpp"
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#include "../common/strlib.hpp"
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#include "../common/timer.hpp"
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#include "../common/utils.hpp"
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#include "battle.hpp"
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#include "clif.hpp"
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#include "intif.hpp"
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#include "itemdb.hpp"
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#include "log.hpp"
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#include "npc.hpp"
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#include "party.hpp"
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#include "pc.hpp"
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#include "trade.hpp"
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struct s_elemental_db elemental_db[MAX_ELEMENTAL_CLASS]; // Elemental Database
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static uint16 elemental_count;
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int elemental_search_index(int class_) {
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int i;
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ARR_FIND(0, elemental_count, i, elemental_db[i].class_ == class_);
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return (i == elemental_count)?-1:i;
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}
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bool elemental_class(int class_) {
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return (bool)(elemental_search_index(class_) > -1);
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}
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struct view_data * elemental_get_viewdata(int class_) {
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int i = elemental_search_index(class_);
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if( i < 0 )
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return 0;
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return &elemental_db[i].vd;
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}
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int elemental_create(struct map_session_data *sd, int class_, unsigned int lifetime) {
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struct s_elemental ele;
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struct s_elemental_db *db;
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int i;
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nullpo_retr(1,sd);
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if( (i = elemental_search_index(class_)) < 0 )
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return 0;
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db = &elemental_db[i];
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memset(&ele,0,sizeof(struct s_elemental));
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ele.char_id = sd->status.char_id;
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ele.class_ = class_;
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ele.mode = EL_MODE_PASSIVE; // Initial mode
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i = db->status.size+1; // summon level
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//[(Caster's Max HP/ 3 ) + (Caster's INT x 10 )+ (Caster's Job Level x 20 )] x [(Elemental Summon Level + 2) / 3]
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ele.hp = ele.max_hp = (sd->battle_status.max_hp/3 + sd->battle_status.int_*10 + sd->status.job_level*20) * ((i + 2) / 3);
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//Caster's Max SP /4
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ele.sp = ele.max_sp = sd->battle_status.max_sp/4;
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//Caster's [ Max SP / (18 / Elemental Summon Skill Level) 1- 100 ]
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ele.atk = (sd->battle_status.max_sp / (18 / i) * 1 - 100);
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//Caster's [ Max SP / (18 / Elemental Summon Skill Level) ]
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ele.atk2 = sd->battle_status.max_sp / (18 / i);
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//Caster's HIT + (Caster's Base Level)
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ele.hit = sd->battle_status.hit + sd->status.base_level;
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//[Elemental Summon Skill Level x (Caster's INT / 2 + Caster's DEX / 4)]
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ele.matk = i * (sd->battle_status.int_ / 2 + sd->battle_status.dex / 4);
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//150 + [Caster's DEX / 10] + [Elemental Summon Skill Level x 3 ]
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ele.amotion = 150 + sd->battle_status.dex / 10 + i * 3;
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//Caster's DEF + (Caster's Base Level / (5 - Elemental Summon Skill Level)
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ele.def = sd->battle_status.def + sd->status.base_level / (5-i);
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//Caster's MDEF + (Caster's INT / (5 - Elemental Summon Skill Level)
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ele.mdef = sd->battle_status.mdef + sd->battle_status.int_ / (5-i);
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//Caster's FLEE + (Caster's Base Level / (5 - Elemental Summon Skill Level)
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ele.flee = sd->battle_status.flee + sd->status.base_level / (5-i);
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//per individual bonuses
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switch(db->class_){
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case ELEMENTALID_AGNI_S: case ELEMENTALID_AGNI_M:
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case ELEMENTALID_AGNI_L: //ATK + (Summon Agni Skill Level x 20) / HIT + (Summon Agni Skill Level x 10)
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ele.atk += i * 20;
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ele.atk2 += i * 20;
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ele.hit += i * 10;
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break;
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case ELEMENTALID_AQUA_S: case ELEMENTALID_AQUA_M:
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case ELEMENTALID_AQUA_L: //MDEF + (Summon Aqua Skill Level x 10) / MATK + (Summon Aqua Skill Level x 20)
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ele.mdef += i * 10;
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ele.matk += i * 20;
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break;
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case ELEMENTALID_VENTUS_S: case ELEMENTALID_VENTUS_M:
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case ELEMENTALID_VENTUS_L: //FLEE + (Summon Ventus Skill Level x 20) / MATK + (Summon Ventus Skill Level x 10)
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ele.flee += i * 20;
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ele.matk += i * 10;
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break;
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case ELEMENTALID_TERA_S: case ELEMENTALID_TERA_M:
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case ELEMENTALID_TERA_L: //DEF + (Summon Tera Skill Level x 25) / ATK + (Summon Tera Skill Level x 5)
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ele.def += i * 25;
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ele.atk += i * 5;
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ele.atk2 += i * 5;
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break;
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}
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if( (i=pc_checkskill(sd,SO_EL_SYMPATHY)) > 0 ){
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ele.hp = ele.max_hp += ele.max_hp * 5 * i / 100;
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ele.sp = ele.max_sp += ele.max_sp * 5 * i / 100;
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ele.atk += 25 * i;
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ele.atk2 += 25 * i;
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ele.matk += 25 * i;
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}
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ele.life_time = lifetime;
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// Request Char Server to create this elemental
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intif_elemental_create(&ele);
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return 1;
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}
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t_tick elemental_get_lifetime(struct elemental_data *ed) {
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const struct TimerData * td;
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if( ed == NULL || ed->summon_timer == INVALID_TIMER )
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return 0;
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td = get_timer(ed->summon_timer);
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return (td != NULL) ? DIFF_TICK(td->tick, gettick()) : 0;
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}
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int elemental_save(struct elemental_data *ed) {
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ed->elemental.mode = ed->battle_status.mode;
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ed->elemental.hp = ed->battle_status.hp;
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ed->elemental.sp = ed->battle_status.sp;
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ed->elemental.max_hp = ed->battle_status.max_hp;
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ed->elemental.max_sp = ed->battle_status.max_sp;
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ed->elemental.atk = ed->battle_status.rhw.atk;
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ed->elemental.atk2 = ed->battle_status.rhw.atk2;
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ed->elemental.matk = ed->battle_status.matk_min;
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ed->elemental.def = ed->battle_status.def;
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ed->elemental.mdef = ed->battle_status.mdef;
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ed->elemental.flee = ed->battle_status.flee;
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ed->elemental.hit = ed->battle_status.hit;
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ed->elemental.life_time = elemental_get_lifetime(ed);
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intif_elemental_save(&ed->elemental);
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return 1;
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}
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static TIMER_FUNC(elemental_summon_end){
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struct map_session_data *sd;
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struct elemental_data *ed;
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if( (sd = map_id2sd(id)) == NULL )
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return 1;
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if( (ed = sd->ed) == NULL )
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return 1;
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if( ed->summon_timer != tid ) {
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ShowError("elemental_summon_end %d != %d.\n", ed->summon_timer, tid);
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return 0;
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}
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ed->summon_timer = INVALID_TIMER;
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elemental_delete(ed); // Elemental's summon time is over.
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return 0;
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}
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void elemental_summon_stop(struct elemental_data *ed) {
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nullpo_retv(ed);
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if( ed->summon_timer != INVALID_TIMER )
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delete_timer(ed->summon_timer, elemental_summon_end);
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ed->summon_timer = INVALID_TIMER;
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}
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int elemental_delete(struct elemental_data *ed) {
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struct map_session_data *sd;
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nullpo_ret(ed);
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sd = ed->master;
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ed->elemental.life_time = 0;
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elemental_clean_effect(ed);
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elemental_summon_stop(ed);
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if( !sd )
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return unit_free(&ed->bl, CLR_OUTSIGHT);
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sd->ed = NULL;
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sd->status.ele_id = 0;
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return unit_remove_map(&ed->bl, CLR_OUTSIGHT);
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}
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void elemental_summon_init(struct elemental_data *ed) {
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if( ed->summon_timer == INVALID_TIMER )
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ed->summon_timer = add_timer(gettick() + ed->elemental.life_time, elemental_summon_end, ed->master->bl.id, 0);
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ed->regen.state.block = 0;
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}
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/**
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* Inter-serv has sent us the elemental data from sql, fill it in map-serv memory
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* @param ele : The elemental data received from char-serv
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* @param flag : 0:not created, 1:was saved/loaded
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* @return 0:failed, 1:sucess
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*/
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int elemental_data_received(struct s_elemental *ele, bool flag) {
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struct map_session_data *sd;
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struct elemental_data *ed;
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struct s_elemental_db *db;
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int i = elemental_search_index(ele->class_);
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if( (sd = map_charid2sd(ele->char_id)) == NULL )
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return 0;
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if( !flag || i < 0 ) { // Not created - loaded - DB info
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sd->status.ele_id = 0;
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return 0;
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}
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db = &elemental_db[i];
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if( !sd->ed ) { // Initialize it after first summon.
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sd->ed = ed = (struct elemental_data*)aCalloc(1,sizeof(struct elemental_data));
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ed->bl.type = BL_ELEM;
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ed->bl.id = npc_get_new_npc_id();
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ed->master = sd;
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ed->db = db;
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memcpy(&ed->elemental, ele, sizeof(struct s_elemental));
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status_set_viewdata(&ed->bl, ed->elemental.class_);
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ed->vd->head_mid = 10; // Why?
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status_change_init(&ed->bl);
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unit_dataset(&ed->bl);
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ed->ud.dir = sd->ud.dir;
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ed->bl.m = sd->bl.m;
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ed->bl.x = sd->bl.x;
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ed->bl.y = sd->bl.y;
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unit_calc_pos(&ed->bl, sd->bl.x, sd->bl.y, sd->ud.dir);
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ed->bl.x = ed->ud.to_x;
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ed->bl.y = ed->ud.to_y;
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map_addiddb(&ed->bl);
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status_calc_elemental(ed,SCO_FIRST);
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ed->last_spdrain_time = ed->last_thinktime = gettick();
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ed->summon_timer = INVALID_TIMER;
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ed->masterteleport_timer = INVALID_TIMER;
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elemental_summon_init(ed);
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} else {
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memcpy(&sd->ed->elemental, ele, sizeof(struct s_elemental));
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ed = sd->ed;
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}
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sd->status.ele_id = ele->elemental_id;
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if( ed->bl.prev == NULL && sd->bl.prev != NULL ) {
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if(map_addblock(&ed->bl))
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return 0;
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clif_spawn(&ed->bl);
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clif_elemental_info(sd);
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clif_elemental_updatestatus(sd,SP_HP);
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clif_hpmeter_single(sd->fd,ed->bl.id,ed->battle_status.hp,ed->battle_status.max_hp);
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clif_elemental_updatestatus(sd,SP_SP);
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}
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return 1;
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}
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int elemental_clean_single_effect(struct elemental_data *ed, uint16 skill_id) {
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struct block_list *bl;
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sc_type type = status_skill2sc(skill_id);
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nullpo_ret(ed);
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bl = battle_get_master(&ed->bl);
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if( type ) {
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switch( type ) {
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// Just remove status change.
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case SC_PYROTECHNIC_OPTION:
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case SC_HEATER_OPTION:
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case SC_TROPIC_OPTION:
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case SC_FIRE_CLOAK_OPTION:
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case SC_AQUAPLAY_OPTION:
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case SC_WATER_SCREEN_OPTION:
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case SC_COOLER_OPTION:
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case SC_CHILLY_AIR_OPTION:
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case SC_GUST_OPTION:
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case SC_WIND_STEP_OPTION:
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case SC_BLAST_OPTION:
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case SC_WATER_DROP_OPTION:
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case SC_WIND_CURTAIN_OPTION:
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case SC_WILD_STORM_OPTION:
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case SC_PETROLOGY_OPTION:
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case SC_SOLID_SKIN_OPTION:
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case SC_CURSED_SOIL_OPTION:
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case SC_STONE_SHIELD_OPTION:
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case SC_UPHEAVAL_OPTION:
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case SC_CIRCLE_OF_FIRE_OPTION:
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case SC_TIDAL_WEAPON_OPTION:
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if( bl ) status_change_end(bl,type,INVALID_TIMER); // Master
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status_change_end(&ed->bl,static_cast<sc_type>(type-1),INVALID_TIMER); // Elemental Spirit
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break;
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case SC_ZEPHYR:
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if( bl ) status_change_end(bl,type,INVALID_TIMER);
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break;
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default:
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ShowWarning("Invalid SC=%d in elemental_clean_single_effect\n",type);
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break;
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}
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}
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return 1;
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}
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int elemental_clean_effect(struct elemental_data *ed) {
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struct map_session_data *sd;
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nullpo_ret(ed);
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// Elemental side
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status_change_end(&ed->bl, SC_TROPIC, INVALID_TIMER);
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status_change_end(&ed->bl, SC_HEATER, INVALID_TIMER);
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status_change_end(&ed->bl, SC_AQUAPLAY, INVALID_TIMER);
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status_change_end(&ed->bl, SC_COOLER, INVALID_TIMER);
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status_change_end(&ed->bl, SC_CHILLY_AIR, INVALID_TIMER);
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status_change_end(&ed->bl, SC_PYROTECHNIC, INVALID_TIMER);
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status_change_end(&ed->bl, SC_FIRE_CLOAK, INVALID_TIMER);
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status_change_end(&ed->bl, SC_WATER_DROP, INVALID_TIMER);
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status_change_end(&ed->bl, SC_WATER_SCREEN, INVALID_TIMER);
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status_change_end(&ed->bl, SC_GUST, INVALID_TIMER);
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status_change_end(&ed->bl, SC_WIND_STEP, INVALID_TIMER);
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status_change_end(&ed->bl, SC_BLAST, INVALID_TIMER);
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status_change_end(&ed->bl, SC_WIND_CURTAIN, INVALID_TIMER);
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status_change_end(&ed->bl, SC_WILD_STORM, INVALID_TIMER);
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status_change_end(&ed->bl, SC_PETROLOGY, INVALID_TIMER);
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status_change_end(&ed->bl, SC_SOLID_SKIN, INVALID_TIMER);
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status_change_end(&ed->bl, SC_CURSED_SOIL, INVALID_TIMER);
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status_change_end(&ed->bl, SC_STONE_SHIELD, INVALID_TIMER);
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status_change_end(&ed->bl, SC_UPHEAVAL, INVALID_TIMER);
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status_change_end(&ed->bl, SC_CIRCLE_OF_FIRE, INVALID_TIMER);
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status_change_end(&ed->bl, SC_TIDAL_WEAPON, INVALID_TIMER);
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if( (sd = ed->master) == NULL )
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return 0;
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// Master side
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status_change_end(&sd->bl, SC_TROPIC_OPTION, INVALID_TIMER);
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status_change_end(&sd->bl, SC_HEATER_OPTION, INVALID_TIMER);
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status_change_end(&sd->bl, SC_AQUAPLAY_OPTION, INVALID_TIMER);
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status_change_end(&sd->bl, SC_COOLER_OPTION, INVALID_TIMER);
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status_change_end(&sd->bl, SC_CHILLY_AIR_OPTION, INVALID_TIMER);
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status_change_end(&sd->bl, SC_PYROTECHNIC_OPTION, INVALID_TIMER);
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status_change_end(&sd->bl, SC_FIRE_CLOAK_OPTION, INVALID_TIMER);
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status_change_end(&sd->bl, SC_WATER_DROP_OPTION, INVALID_TIMER);
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status_change_end(&sd->bl, SC_WATER_SCREEN_OPTION, INVALID_TIMER);
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status_change_end(&sd->bl, SC_GUST_OPTION, INVALID_TIMER);
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status_change_end(&sd->bl, SC_WIND_STEP_OPTION, INVALID_TIMER);
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status_change_end(&sd->bl, SC_BLAST_OPTION, INVALID_TIMER);
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status_change_end(&sd->bl, SC_WATER_DROP_OPTION, INVALID_TIMER);
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status_change_end(&sd->bl, SC_WIND_CURTAIN_OPTION, INVALID_TIMER);
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status_change_end(&sd->bl, SC_WILD_STORM_OPTION, INVALID_TIMER);
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status_change_end(&sd->bl, SC_ZEPHYR, INVALID_TIMER);
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status_change_end(&sd->bl, SC_WIND_STEP_OPTION, INVALID_TIMER);
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status_change_end(&sd->bl, SC_PETROLOGY_OPTION, INVALID_TIMER);
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status_change_end(&sd->bl, SC_SOLID_SKIN_OPTION, INVALID_TIMER);
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status_change_end(&sd->bl, SC_CURSED_SOIL_OPTION, INVALID_TIMER);
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status_change_end(&sd->bl, SC_STONE_SHIELD_OPTION, INVALID_TIMER);
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status_change_end(&sd->bl, SC_UPHEAVAL_OPTION, INVALID_TIMER);
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status_change_end(&sd->bl, SC_CIRCLE_OF_FIRE_OPTION, INVALID_TIMER);
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status_change_end(&sd->bl, SC_TIDAL_WEAPON_OPTION, INVALID_TIMER);
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return 1;
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}
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int elemental_action(struct elemental_data *ed, struct block_list *bl, t_tick tick) {
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struct s_skill_condition req;
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uint16 skill_id, skill_lv;
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int i;
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nullpo_ret(ed);
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nullpo_ret(bl);
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if( !ed->master )
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return 0;
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if( ed->target_id )
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elemental_unlocktarget(ed); // Remove previous target.
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ARR_FIND(0, MAX_ELESKILLTREE, i, ed->db->skill[i].id && (ed->db->skill[i].mode&EL_SKILLMODE_AGGRESSIVE));
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if( i == MAX_ELESKILLTREE )
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return 0;
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skill_id = ed->db->skill[i].id;
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skill_lv = ed->db->skill[i].lv;
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if( elemental_skillnotok(skill_id, ed) )
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return 0;
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if( ed->ud.skilltimer != INVALID_TIMER )
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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(skill_id,skill_lv)) ) {
|
|
// Try to walk to the target.
|
|
if( !unit_walktobl(&ed->bl, bl, skill_get_range(skill_id,skill_lv), 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(skill_id,skill_lv);
|
|
ed->ud.skill_id = skill_id;
|
|
ed->ud.skill_lv = skill_lv;
|
|
|
|
if( skill_get_inf(skill_id) & INF_GROUND_SKILL )
|
|
ed->ud.skilltimer = add_timer( tick+(t_tick)status_get_speed(&ed->bl)*walk_dist, skill_castend_pos, ed->bl.id, 0 );
|
|
else
|
|
ed->ud.skilltimer = add_timer( tick+(t_tick)status_get_speed(&ed->bl)*walk_dist, skill_castend_id, ed->bl.id, 0 );
|
|
}
|
|
return 1;
|
|
|
|
}
|
|
|
|
req = elemental_skill_get_requirements(skill_id, skill_lv);
|
|
|
|
if(req.hp || req.sp){
|
|
struct map_session_data *sd = BL_CAST(BL_PC, battle_get_master(&ed->bl));
|
|
if( sd ){
|
|
if( sd->skill_id_old != SO_EL_ACTION && //regardless of remaining HP/SP it can be cast
|
|
(status_get_hp(&ed->bl) < req.hp || status_get_sp(&ed->bl) < req.sp) )
|
|
return 1;
|
|
else
|
|
status_zap(&ed->bl, req.hp, req.sp);
|
|
}
|
|
}
|
|
|
|
//Otherwise, just cast the skill.
|
|
if( skill_get_inf(skill_id) & INF_GROUND_SKILL )
|
|
unit_skilluse_pos(&ed->bl, bl->x, bl->y, skill_id, skill_lv);
|
|
else
|
|
unit_skilluse_id(&ed->bl, bl->id, skill_id, skill_lv);
|
|
|
|
// 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, enum elemental_skillmode skill_mode) {
|
|
struct block_list *bl = &ed->master->bl;
|
|
uint16 skill_id, skill_lv;
|
|
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&skill_mode));
|
|
if( i == MAX_ELESKILLTREE )
|
|
return 0;
|
|
|
|
skill_id = ed->db->skill[i].id;
|
|
skill_lv = ed->db->skill[i].lv;
|
|
|
|
if( elemental_skillnotok(skill_id, 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(skill_id) & INF_GROUND_SKILL )
|
|
unit_skilluse_pos(&ed->bl, bl->x, bl->y, skill_id, skill_lv);
|
|
else
|
|
unit_skilluse_id(&ed->bl,bl->id,skill_id,skill_lv);
|
|
|
|
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, enum e_mode mode) {
|
|
enum elemental_skillmode skill_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 ) skill_mode = EL_SKILLMODE_AGGRESSIVE; // Aggressive spirit mode -> Aggressive spirit skill.
|
|
else if( mode == EL_MODE_ASSIST ) skill_mode = EL_SKILLMODE_ASSIST; // Assist spirit mode -> Assist spirit skill.
|
|
else skill_mode = EL_SKILLMODE_PASSIVE; // Passive spirit mode -> Passive spirit skill.
|
|
|
|
// Use a skill inmediately after every change mode.
|
|
if( skill_mode != EL_SKILLMODE_AGGRESSIVE )
|
|
return elemental_change_mode_ack(ed, skill_mode);
|
|
|
|
return 1;
|
|
}
|
|
|
|
void elemental_heal(struct elemental_data *ed, int hp, int sp) {
|
|
if (ed->master == NULL)
|
|
return;
|
|
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);
|
|
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;
|
|
}
|
|
|
|
bool elemental_skillnotok(uint16 skill_id, struct elemental_data *ed) {
|
|
uint16 idx = skill_get_index(skill_id);
|
|
nullpo_retr(1,ed);
|
|
return idx == 0 ? false : skill_isNotOk(skill_id,ed->master); // return false or check if it,s ok for master as well
|
|
}
|
|
|
|
struct s_skill_condition elemental_skill_get_requirements(uint16 skill_id, uint16 skill_lv){
|
|
struct s_skill_condition req = {};
|
|
std::shared_ptr<s_skill_db> skill = skill_db.find(skill_id);
|
|
|
|
if( !skill ) // invalid skill id
|
|
return req;
|
|
|
|
skill_lv = cap_value(skill_lv, 1, MAX_SKILL_LEVEL);
|
|
req.hp = skill->require.hp[skill_lv - 1];
|
|
req.sp = skill->require.sp[skill_lv - 1];
|
|
|
|
return req;
|
|
}
|
|
|
|
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, t_tick tick) {
|
|
struct block_list *target = NULL;
|
|
int master_dist, view_range;
|
|
enum e_mode mode;
|
|
|
|
nullpo_ret(ed);
|
|
nullpo_ret(sd);
|
|
|
|
if( ed->bl.prev == NULL || sd == NULL || sd->bl.prev == NULL )
|
|
return 0;
|
|
|
|
// Check if caster can sustain the summoned elemental
|
|
if( DIFF_TICK(tick,ed->last_spdrain_time) >= 10000 ){// Drain SP every 10 seconds
|
|
int sp = 5;
|
|
|
|
switch(ed->vd->class_){
|
|
case ELEMENTALID_AGNI_M: case ELEMENTALID_AQUA_M:
|
|
case ELEMENTALID_VENTUS_M: case ELEMENTALID_TERA_M:
|
|
sp = 8;
|
|
break;
|
|
case ELEMENTALID_AGNI_L: case ELEMENTALID_AQUA_L:
|
|
case ELEMENTALID_VENTUS_L: case ELEMENTALID_TERA_L:
|
|
sp = 11;
|
|
break;
|
|
}
|
|
|
|
if( status_get_sp(&sd->bl) < sp ){ // Can't sustain delete it.
|
|
elemental_delete(sd->ed);
|
|
return 0;
|
|
}
|
|
|
|
status_zap(&sd->bl,0,sp);
|
|
ed->last_spdrain_time = tick;
|
|
}
|
|
|
|
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);
|
|
clif_elemental_updatestatus(sd,SP_HP);
|
|
clif_elemental_updatestatus(sd,SP_SP);
|
|
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_foreachinallrange(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) {
|
|
t_tick tick = va_arg(ap,t_tick);
|
|
if(sd->status.ele_id && sd->ed)
|
|
elemental_ai_sub_timer(sd->ed,sd,tick);
|
|
|
|
return 0;
|
|
}
|
|
|
|
static TIMER_FUNC(elemental_ai_timer){
|
|
map_foreachpc(elemental_ai_sub_foreachclient,tick);
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Reads Elemental DB lines
|
|
* ID,Sprite_Name,Name,LV,HP,SP,Range1,ATK1,ATK2,DEF,MDEF,STR,AGI,VIT,INT,DEX,LUK,Range2,Range3,Scale,Race,Element,Speed,aDelay,aMotion,dMotion
|
|
*/
|
|
static bool read_elementaldb_sub(char* str[], int columns, int current) {
|
|
uint16 class_ = atoi(str[0]), i, ele;
|
|
struct s_elemental_db *db;
|
|
struct status_data *status;
|
|
|
|
//Find the ID, already exist or not in elemental_db
|
|
ARR_FIND(0,elemental_count,i,elemental_db[i].class_ == class_);
|
|
if (i >= elemental_count)
|
|
db = &elemental_db[elemental_count];
|
|
else
|
|
db = &elemental_db[i];
|
|
|
|
db->class_ = atoi(str[0]);
|
|
safestrncpy(db->sprite, str[1], NAME_LENGTH);
|
|
safestrncpy(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]);
|
|
#ifdef RENEWAL
|
|
status->rhw.atk = atoi(str[7]); // BaseATK
|
|
status->rhw.matk = atoi(str[8]); // BaseMATK
|
|
#else
|
|
status->rhw.atk = atoi(str[7]); // MinATK
|
|
status->rhw.atk2 = atoi(str[8]); // MaxATK
|
|
#endif
|
|
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%20;
|
|
status->ele_lv = (unsigned char)floor(ele/20.);
|
|
if( !CHK_ELEMENT(status->def_ele) ) {
|
|
ShowWarning("read_elementaldb_sub: Elemental %d has invalid element type %d (max element is %d)\n", db->class_, status->def_ele, ELE_ALL - 1);
|
|
status->def_ele = ELE_NEUTRAL;
|
|
}
|
|
if( !CHK_ELEMENT_LEVEL(status->ele_lv) ) {
|
|
ShowWarning("read_elementaldb_sub: Elemental %d has invalid element level %d (max is %d)\n", db->class_, status->ele_lv, MAX_ELE_LEVEL);
|
|
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]);
|
|
|
|
if (i >= elemental_count)
|
|
elemental_count++;
|
|
return true;
|
|
}
|
|
|
|
void read_elementaldb(void) {
|
|
const char *filename[] = { "elemental_db.txt", DBIMPORT"/elemental_db.txt" };
|
|
uint8 i;
|
|
|
|
elemental_count = 0;
|
|
memset(elemental_db, 0, sizeof(elemental_db));
|
|
for(i = 0; i<ARRAYLENGTH(filename); i++){
|
|
sv_readdb(db_path, filename[i], ',', 26, 26, -1, &read_elementaldb_sub, i > 0);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Reads Elemental Skill DB lines
|
|
* ElementalID,SkillID,SkillLevel,ReqMode
|
|
*/
|
|
static bool read_elemental_skilldb_sub(char* str[], int columns, int current) {
|
|
uint16 class_ = atoi(str[0]), skill_id, skill_lv, skillmode;
|
|
uint8 i;
|
|
struct s_elemental_db *db;
|
|
|
|
ARR_FIND(0, MAX_ELEMENTAL_CLASS, i, class_ == elemental_db[i].class_);
|
|
if( i == MAX_ELEMENTAL_CLASS ) {
|
|
ShowError("read_elemental_skilldb_sub: Class not found in elemental_db for skill entry, line %d.\n", current);
|
|
return false;
|
|
}
|
|
|
|
skill_id = atoi(str[1]);
|
|
if( !SKILL_CHK_ELEM(skill_id) ) {
|
|
ShowError("read_elemental_skilldb_sub: Invalid Elemental skill '%d'.\n", skill_id);
|
|
return false;
|
|
}
|
|
|
|
db = &elemental_db[i];
|
|
skill_lv = atoi(str[2]);
|
|
|
|
skillmode = atoi(str[3]);
|
|
if( skillmode < EL_SKILLMODE_PASSIVE || skillmode > EL_SKILLMODE_AGGRESSIVE ) {
|
|
ShowError("read_elemental_skilldb_sub: Skillmode out of range, line %d.\n",current);
|
|
return false;
|
|
}
|
|
ARR_FIND( 0, MAX_ELESKILLTREE, i, db->skill[i].id == 0 || db->skill[i].id == skill_id );
|
|
if( i == MAX_ELESKILLTREE ) {
|
|
ShowWarning("read_elemental_skilldb_sub: Unable to load skill %d into Elemental %d's tree. Maximum number of skills per elemental has been reached.\n", skill_id, class_);
|
|
return false;
|
|
}
|
|
db->skill[i].id = skill_id;
|
|
db->skill[i].lv = skill_lv;
|
|
db->skill[i].mode = skillmode;
|
|
return true;
|
|
}
|
|
|
|
void read_elemental_skilldb(void) {
|
|
const char *filename[] = { "elemental_skill_db.txt", DBIMPORT"/elemental_skill_db.txt" };
|
|
uint8 i;
|
|
for(i = 0; i<ARRAYLENGTH(filename); i++){
|
|
sv_readdb(db_path, filename[i], ',', 4, 4, -1, &read_elemental_skilldb_sub, i > 0);
|
|
}
|
|
}
|
|
|
|
void reload_elementaldb(void) {
|
|
read_elementaldb();
|
|
reload_elemental_skilldb();
|
|
}
|
|
|
|
void reload_elemental_skilldb(void) {
|
|
read_elemental_skilldb();
|
|
}
|
|
|
|
void 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);
|
|
}
|
|
|
|
void do_final_elemental(void) {
|
|
return;
|
|
}
|