
* 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>
118 lines
3.4 KiB
C++
118 lines
3.4 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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#ifndef ELEMENTAL_HPP
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#define ELEMENTAL_HPP
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#include "../common/mmo.hpp"
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#include "../common/timer.hpp"
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#include "status.hpp" // struct status_data, struct status_change
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#include "unit.hpp" // struct unit_data
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const t_tick MIN_ELETHINKTIME = 100;
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#define MIN_ELEDISTANCE 2
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#define MAX_ELEDISTANCE 5
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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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///Enum of Elemental Skill Mode
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enum elemental_skillmode : uint8 {
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EL_SKILLMODE_PASSIVE = 0x1,
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EL_SKILLMODE_ASSIST = 0x2,
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EL_SKILLMODE_AGGRESSIVE = 0x4,
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};
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///Enum of Elemental ID
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enum elemental_elementalid : uint16 {
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ELEMENTALID_AGNI_S = 2114,
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ELEMENTALID_AGNI_M,
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ELEMENTALID_AGNI_L,
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ELEMENTALID_AQUA_S,
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ELEMENTALID_AQUA_M,
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ELEMENTALID_AQUA_L,
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ELEMENTALID_VENTUS_S,
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ELEMENTALID_VENTUS_M,
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ELEMENTALID_VENTUS_L,
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ELEMENTALID_TERA_S,
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ELEMENTALID_TERA_M,
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ELEMENTALID_TERA_L,
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};
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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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int masterteleport_timer;
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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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t_tick last_thinktime, last_linktime, last_spdrain_time;
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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, enum elemental_skillmode skill_mode);
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int elemental_change_mode(struct elemental_data *ed, enum e_mode mode);
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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);
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int elemental_delete(struct elemental_data *ed);
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void elemental_summon_stop(struct elemental_data *ed);
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t_tick elemental_get_lifetime(struct elemental_data *ed);
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int elemental_unlocktarget(struct elemental_data *ed);
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bool elemental_skillnotok(uint16 skill_id, 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, uint16 skill_id);
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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, t_tick tick);
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struct s_skill_condition elemental_skill_get_requirements(uint16 skill_id, uint16 skill_lv);
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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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void 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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void do_init_elemental(void);
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void do_final_elemental(void);
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#endif /* ELEMENTAL_HPP */
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