rathena/src/map/elemental.cpp
Lemongrass3110 fa4666d7af
Fixed some packets for 2022 clients (#7276)
Migrates a few packets from FIFO to structs.
Migrates friendlist to struct and fixed invalid version check.
Added a new guild related packet that does nothing for the time being.
Synced to latest Hercules' packet definitions.
Fixed name of ZC_SOULENERGY.

Thanks to @Dia and @Pokye.
2022-09-22 01:50:24 +02:00

1147 lines
30 KiB
C++

// Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#include "elemental.hpp"
#include <cstring>
#include <ctgmath> //floor
#include <math.h>
#include <stdlib.h>
#include "../common/cbasetypes.hpp"
#include "../common/malloc.hpp"
#include "../common/mmo.hpp"
#include "../common/nullpo.hpp"
#include "../common/random.hpp"
#include "../common/showmsg.hpp"
#include "../common/strlib.hpp"
#include "../common/timer.hpp"
#include "../common/utils.hpp"
#include "battle.hpp"
#include "clif.hpp"
#include "intif.hpp"
#include "itemdb.hpp"
#include "log.hpp"
#include "npc.hpp"
#include "party.hpp"
#include "pc.hpp"
#include "trade.hpp"
using namespace rathena;
ElementalDatabase elemental_db;
struct view_data * elemental_get_viewdata(int class_) {
std::shared_ptr<s_elemental_db> db = elemental_db.find(class_);
if (db == nullptr)
return 0;
return &db->vd;
}
int elemental_create(map_session_data *sd, int class_, unsigned int lifetime) {
nullpo_retr(1,sd);
std::shared_ptr<s_elemental_db> db = elemental_db.find(class_);
if (db == nullptr) {
ShowError("elemental_create: Unknown elemental class %d.\n", class_);
return 0;
}
s_elemental ele = {};
ele.char_id = sd->status.char_id;
ele.class_ = class_;
ele.mode = EL_MODE_PASSIVE; // Initial mode
int i = db->status.size+1; // summon level
//[(Caster's Max HP/ 3 ) + (Caster's INT x 10 )+ (Caster's Job Level x 20 )] x [(Elemental Summon Level + 2) / 3]
ele.hp = ele.max_hp = (sd->battle_status.max_hp/3 + sd->battle_status.int_*10 + sd->status.job_level*20) * ((i + 2) / 3);
//Caster's Max SP /4
ele.sp = ele.max_sp = sd->battle_status.max_sp/4;
//Caster's [ Max SP / (18 / Elemental Summon Skill Level) 1- 100 ]
ele.atk = (sd->battle_status.max_sp / (18 / i) * 1 - 100);
//Caster's [ Max SP / (18 / Elemental Summon Skill Level) ]
ele.atk2 = sd->battle_status.max_sp / (18 / i);
//Caster's HIT + (Caster's Base Level)
ele.hit = sd->battle_status.hit + sd->status.base_level;
//[Elemental Summon Skill Level x (Caster's INT / 2 + Caster's DEX / 4)]
ele.matk = i * (sd->battle_status.int_ / 2 + sd->battle_status.dex / 4);
//150 + [Caster's DEX / 10] + [Elemental Summon Skill Level x 3 ]
ele.amotion = 150 + sd->battle_status.dex / 10 + i * 3;
//Caster's DEF + (Caster's Base Level / (5 - Elemental Summon Skill Level)
ele.def = sd->battle_status.def + sd->status.base_level / (5-i);
//Caster's MDEF + (Caster's INT / (5 - Elemental Summon Skill Level)
ele.mdef = sd->battle_status.mdef + sd->battle_status.int_ / (5-i);
//Caster's FLEE + (Caster's Base Level / (5 - Elemental Summon Skill Level)
ele.flee = sd->battle_status.flee + sd->status.base_level / (5-i);
//per individual bonuses
switch(db->class_){
case ELEMENTALID_AGNI_S:
case ELEMENTALID_AGNI_M:
case ELEMENTALID_AGNI_L:
case ELEMENTALID_ARDOR://ATK + (Summon Agni Skill Level x 20) / HIT + (Summon Agni Skill Level x 10)
ele.atk += i * 20;
ele.atk2 += i * 20;
ele.hit += i * 10;
break;
case ELEMENTALID_AQUA_S:
case ELEMENTALID_AQUA_M:
case ELEMENTALID_AQUA_L:
case ELEMENTALID_DILUVIO://MDEF + (Summon Aqua Skill Level x 10) / MATK + (Summon Aqua Skill Level x 20)
ele.mdef += i * 10;
ele.matk += i * 20;
break;
case ELEMENTALID_VENTUS_S:
case ELEMENTALID_VENTUS_M:
case ELEMENTALID_VENTUS_L:
case ELEMENTALID_PROCELLA://FLEE + (Summon Ventus Skill Level x 20) / MATK + (Summon Ventus Skill Level x 10)
ele.flee += i * 20;
ele.matk += i * 10;
break;
case ELEMENTALID_TERA_S:
case ELEMENTALID_TERA_M:
case ELEMENTALID_TERA_L:
case ELEMENTALID_TERREMOTUS:
case ELEMENTALID_SERPENS://DEF + (Summon Tera Skill Level x 25) / ATK + (Summon Tera Skill Level x 5)
ele.def += i * 25;
ele.atk += i * 5;
ele.atk2 += i * 5;
break;
}
if( (i=pc_checkskill(sd,SO_EL_SYMPATHY)) > 0 ){
ele.hp = ele.max_hp += ele.max_hp * 5 * i / 100;
ele.sp = ele.max_sp += ele.max_sp * 5 * i / 100;
ele.atk += 25 * i;
ele.atk2 += 25 * i;
ele.matk += 25 * i;
}
if ((i = pc_checkskill(sd, EM_ELEMENTAL_SPIRIT_M)) > 0 && db->class_ >= ELEMENTALID_DILUVIO && db->class_ <= ELEMENTALID_SERPENS) {
ele.hp = ele.max_hp += 10000 + 3000 * i;
ele.sp = ele.max_sp += 100 * i;
ele.atk += 100 + 20 * i;
ele.atk2 += 100 + 20 * i;
ele.matk += 20 * i;
ele.def += 20 * i;
ele.mdef += 4 * i;
ele.flee += 10 * i;
}
ele.life_time = lifetime;
// Request Char Server to create this elemental
intif_elemental_create(&ele);
return 1;
}
t_tick elemental_get_lifetime(s_elemental_data *ed) {
if( ed == NULL || ed->summon_timer == INVALID_TIMER )
return 0;
const struct TimerData * td = get_timer(ed->summon_timer);
return (td != NULL) ? DIFF_TICK(td->tick, gettick()) : 0;
}
int elemental_save(s_elemental_data *ed) {
ed->elemental.mode = ed->battle_status.mode;
ed->elemental.hp = ed->battle_status.hp;
ed->elemental.sp = ed->battle_status.sp;
ed->elemental.max_hp = ed->battle_status.max_hp;
ed->elemental.max_sp = ed->battle_status.max_sp;
ed->elemental.atk = ed->battle_status.rhw.atk;
ed->elemental.atk2 = ed->battle_status.rhw.atk2;
ed->elemental.matk = ed->battle_status.matk_min;
ed->elemental.def = ed->battle_status.def;
ed->elemental.mdef = ed->battle_status.mdef;
ed->elemental.flee = ed->battle_status.flee;
ed->elemental.hit = ed->battle_status.hit;
ed->elemental.life_time = elemental_get_lifetime(ed);
intif_elemental_save(&ed->elemental);
return 1;
}
static TIMER_FUNC(elemental_summon_end){
map_session_data *sd;
if( (sd = map_id2sd(id)) == NULL )
return 1;
s_elemental_data *ed;
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); // Elemental's summon time is over.
return 0;
}
void elemental_summon_stop(s_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(s_elemental_data *ed) {
nullpo_ret(ed);
map_session_data *sd = ed->master;
ed->elemental.life_time = 0;
elemental_clean_effect(ed);
elemental_summon_stop(ed);
if( !sd )
return unit_free(&ed->bl, CLR_OUTSIGHT);
sd->ed = NULL;
sd->status.ele_id = 0;
return unit_remove_map(&ed->bl, CLR_OUTSIGHT);
}
void elemental_summon_init(s_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;
}
/**
* Inter-serv has sent us the elemental data from sql, fill it in map-serv memory
* @param ele : The elemental data received from char-serv
* @param flag : 0:not created, 1:was saved/loaded
* @return 0:failed, 1:sucess
*/
int elemental_data_received(s_elemental *ele, bool flag) {
map_session_data *sd;
t_tick tick = gettick();
if( (sd = map_charid2sd(ele->char_id)) == NULL )
return 0;
std::shared_ptr<s_elemental_db> db = elemental_db.find(ele->class_);
if( !flag || db == nullptr ) { // Not created - loaded - DB info
sd->status.ele_id = 0;
return 0;
}
s_elemental_data *ed;
if( !sd->ed ) { // Initialize it after first summon.
sd->ed = ed = (s_elemental_data*)aCalloc(1,sizeof(s_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(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;
// Ticks need to be initialized before adding bl to map_addiddb
ed->regen.tick.hp = tick;
ed->regen.tick.sp = tick;
map_addiddb(&ed->bl);
status_calc_elemental(ed,SCO_FIRST);
ed->last_spdrain_time = ed->last_thinktime = gettick();
ed->summon_timer = INVALID_TIMER;
ed->masterteleport_timer = INVALID_TIMER;
elemental_summon_init(ed);
} else {
memcpy(&sd->ed->elemental, ele, sizeof(s_elemental));
ed = sd->ed;
}
sd->status.ele_id = ele->elemental_id;
if( ed->bl.prev == NULL && sd->bl.prev != NULL ) {
if(map_addblock(&ed->bl))
return 0;
clif_spawn(&ed->bl);
clif_elemental_info(sd);
clif_elemental_updatestatus(sd,SP_HP);
clif_hpmeter_single( *sd, ed->bl.id, ed->battle_status.hp, ed->battle_status.max_hp );
clif_elemental_updatestatus(sd,SP_SP);
}
return 1;
}
int elemental_clean_effect(s_elemental_data *ed) {
nullpo_ret(ed);
status_db.removeByStatusFlag(&ed->bl, { SCF_REMOVEELEMENTALOPTION });
status_db.removeByStatusFlag(battle_get_master(&ed->bl), { SCF_REMOVEELEMENTALOPTION });
return 1;
}
int elemental_action(s_elemental_data *ed, block_list *bl, t_tick tick) {
nullpo_ret(ed);
nullpo_ret(bl);
if( !ed->master )
return 0;
if( ed->target_id )
elemental_unlocktarget(ed); // Remove previous target.
std::shared_ptr<s_elemental_skill> skill = util::umap_find(ed->db->skill, EL_SKILLMODE_AGGRESSIVE); // only one skill per mode is supported
if (skill == nullptr)
return 0;
uint16 skill_id = skill->id;
uint16 skill_lv = skill->lv;
if( elemental_skillnotok(skill_id, 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(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;
}
s_skill_condition req = elemental_skill_get_requirements(skill_id, skill_lv);
if(req.hp || req.sp){
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(s_elemental_data *ed, e_elemental_skillmode skill_mode) {
nullpo_ret(ed);
block_list *bl = &ed->master->bl;
if( !bl )
return 0;
std::shared_ptr<s_elemental_skill> skill = util::umap_find(ed->db->skill, skill_mode);
if (skill == nullptr)
return 0;
uint16 skill_id = skill->id;
uint16 skill_lv = skill->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(s_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;
e_elemental_skillmode skill_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(s_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(s_elemental_data *ed) {
elemental_delete(ed);
return 0;
}
int elemental_unlocktarget(s_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, s_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){
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( map_session_data *sd, block_list *bl ) {
s_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(block_list *bl, va_list ap) {
nullpo_ret(bl);
s_elemental_data *ed;
block_list **target;
ed = va_arg(ap, s_elemental_data *);
target = va_arg(ap, 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;
int dist;
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(s_elemental_data *ed, map_session_data *sd, t_tick tick) {
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.
int master_dist, view_range;
if( ed->sc.count && ed->sc.data[SC_BLIND] )
view_range = 3;
else
view_range = ed->db->range2;
int 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;
}
block_list *target = NULL;
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(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;
}
const std::string ElementalDatabase::getDefaultLocation() {
return std::string(db_path) + "/elemental_db.yml";
}
/*
* Reads and parses an entry from the elemental_db.
* @param node: YAML node containing the entry.
* @return count of successfully parsed rows
*/
uint64 ElementalDatabase::parseBodyNode(const ryml::NodeRef& node) {
int32 id;
if (!this->asInt32(node, "Id", id))
return 0;
if( !( ( id >= ELEMENTALID_AGNI_S && id <= ELEMENTALID_TERA_L ) || ( id >= ELEMENTALID_DILUVIO && id <= ELEMENTALID_SERPENS ) ) ) {
this->invalidWarning( node["Id"], "Invalid Id %d (valid ranges: %d-%d and %d-%d).\n", id, ELEMENTALID_AGNI_S, ELEMENTALID_TERA_L, ELEMENTALID_DILUVIO, ELEMENTALID_SERPENS );
return 0;
}
std::shared_ptr<s_elemental_db> elemental = this->find(id);
bool exists = elemental != nullptr;
if (!exists) {
if (!this->nodesExist(node, { "AegisName", "Name", "Size", "Element", "ElementLevel" }))
return 0;
elemental = std::make_shared<s_elemental_db>();
elemental->class_ = id;
elemental->vd.class_ = id;
}
if (this->nodeExists(node, "AegisName")) {
std::string name;
if (!this->asString(node, "AegisName", name))
return 0;
if (name.size() > NAME_LENGTH) {
this->invalidWarning(node["AegisName"], "AegisName \"%s\" exceeds maximum of %d characters, capping...\n", name.c_str(), NAME_LENGTH - 1);
}
name.resize(NAME_LENGTH);
elemental->sprite = name;
}
if (this->nodeExists(node, "Name")) {
std::string name;
if (!this->asString(node, "Name", name))
return 0;
if (name.size() > NAME_LENGTH) {
this->invalidWarning(node["Name"], "Name \"%s\" exceeds maximum of %d characters, capping...\n", name.c_str(), NAME_LENGTH - 1);
}
name.resize(NAME_LENGTH);
elemental->name = name;
}
if (this->nodeExists(node, "Level")) {
uint16 level;
if (!this->asUInt16(node, "Level", level))
return 0;
if (level > MAX_LEVEL) {
this->invalidWarning(node["Level"], "Level %d exceeds MAX_LEVEL, capping to %d.\n", level, MAX_LEVEL);
level = MAX_LEVEL;
}
elemental->lv = level;
} else {
if (!exists)
elemental->lv = 1;
}
if (this->nodeExists(node, "Hp")) {
uint32 hp;
if (!this->asUInt32(node, "Hp", hp))
return 0;
elemental->status.max_hp = hp;
} else {
if (!exists)
elemental->status.max_hp = 0;
}
if (this->nodeExists(node, "Sp")) {
uint32 sp;
if (!this->asUInt32(node, "Sp", sp))
return 0;
elemental->status.max_sp = sp;
} else {
if (!exists)
elemental->status.max_sp = 1;
}
if (this->nodeExists(node, "Attack")) {
uint16 atk;
if (!this->asUInt16(node, "Attack", atk))
return 0;
elemental->status.rhw.atk = atk;
} else {
if (!exists)
elemental->status.rhw.atk = 1;
}
if (this->nodeExists(node, "Attack2")) {
uint16 atk;
if (!this->asUInt16(node, "Attack2", atk))
return 0;
#ifdef RENEWAL
elemental->status.rhw.matk = atk;
#else
elemental->status.rhw.atk2 = atk;
#endif
} else {
if (!exists)
#ifdef RENEWAL
elemental->status.rhw.matk = 0;
#else
elemental->status.rhw.atk2 = 0;
#endif
}
if (this->nodeExists(node, "Defense")) {
int32 def;
if (!this->asInt32(node, "Defense", def))
return 0;
if (def < DEFTYPE_MIN || def > DEFTYPE_MAX) {
this->invalidWarning(node["Defense"], "Invalid defense %d, capping...\n", def);
def = cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
}
elemental->status.def = static_cast<defType>(def);
} else {
if (!exists)
elemental->status.def = 0;
}
if (this->nodeExists(node, "MagicDefense")) {
int32 def;
if (!this->asInt32(node, "MagicDefense", def))
return 0;
if (def < DEFTYPE_MIN || def > DEFTYPE_MAX) {
this->invalidWarning(node["MagicDefense"], "Invalid magic defense %d, capping...\n", def);
def = cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
}
elemental->status.mdef = static_cast<defType>(def);
} else {
if (!exists)
elemental->status.mdef = 0;
}
if (this->nodeExists(node, "Str")) {
uint16 stat;
if (!this->asUInt16(node, "Str", stat))
return 0;
elemental->status.str = stat;
} else {
if (!exists)
elemental->status.str = 0;
}
if (this->nodeExists(node, "Agi")) {
uint16 stat;
if (!this->asUInt16(node, "Agi", stat))
return 0;
elemental->status.agi = stat;
} else {
if (!exists)
elemental->status.agi = 0;
}
if (this->nodeExists(node, "Vit")) {
uint16 stat;
if (!this->asUInt16(node, "Vit", stat))
return 0;
elemental->status.vit = stat;
} else {
if (!exists)
elemental->status.vit = 0;
}
if (this->nodeExists(node, "Int")) {
uint16 stat;
if (!this->asUInt16(node, "Int", stat))
return 0;
elemental->status.int_ = stat;
} else {
if (!exists)
elemental->status.int_ = 0;
}
if (this->nodeExists(node, "Dex")) {
uint16 stat;
if (!this->asUInt16(node, "Dex", stat))
return 0;
elemental->status.dex = stat;
} else {
if (!exists)
elemental->status.dex = 0;
}
if (this->nodeExists(node, "Luk")) {
uint16 stat;
if (!this->asUInt16(node, "Luk", stat))
return 0;
elemental->status.luk = stat;
} else {
if (!exists)
elemental->status.luk = 0;
}
if (this->nodeExists(node, "AttackRange")) {
uint16 range;
if (!this->asUInt16(node, "AttackRange", range))
return 0;
elemental->status.rhw.range = range;
} else {
if (!exists)
elemental->status.rhw.range = 0;
}
if (this->nodeExists(node, "SkillRange")) {
uint16 range;
if (!this->asUInt16(node, "SkillRange", range))
return 0;
elemental->range2 = range;
} else {
if (!exists)
elemental->range2 = 5;
}
if (this->nodeExists(node, "ChaseRange")) {
uint16 range;
if (!this->asUInt16(node, "ChaseRange", range))
return 0;
elemental->range3 = range;
} else {
if (!exists)
elemental->range3 = 12;
}
if (this->nodeExists(node, "Size")) {
std::string size;
if (!this->asString(node, "Size", size))
return 0;
std::string size_constant = "Size_" + size;
int64 constant;
if (!script_get_constant(size_constant.c_str(), &constant) || constant < SZ_SMALL || constant > SZ_BIG) {
this->invalidWarning(node["Size"], "Invalid size %s, defaulting to Small.\n", size.c_str());
constant = SZ_SMALL;
}
elemental->status.size = static_cast<e_size>(constant);
}
if (this->nodeExists(node, "Race")) {
std::string race;
if (!this->asString(node, "Race", race))
return 0;
std::string race_constant = "RC_" + race;
int64 constant;
if (!script_get_constant(race_constant.c_str(), &constant) || !CHK_RACE(constant)) {
this->invalidWarning(node["Race"], "Invalid race %s, defaulting to Formless.\n", race.c_str());
constant = RC_FORMLESS;
}
elemental->status.race = static_cast<e_race>(constant);
} else {
if (!exists)
elemental->status.race = RC_FORMLESS;
}
if (this->nodeExists(node, "Element")) {
std::string ele;
if (!this->asString(node, "Element", ele))
return 0;
std::string ele_constant = "ELE_" + ele;
int64 constant;
if (!script_get_constant(ele_constant.c_str(), &constant) || !CHK_ELEMENT(constant)) {
this->invalidWarning(node["Element"], "Invalid element %s, defaulting to Neutral.\n", ele.c_str());
constant = ELE_NEUTRAL;
}
elemental->status.def_ele = static_cast<e_element>(constant);
}
if (this->nodeExists(node, "ElementLevel")) {
uint16 level;
if (!this->asUInt16(node, "ElementLevel", level))
return 0;
if (!CHK_ELEMENT_LEVEL(level)) {
this->invalidWarning(node["ElementLevel"], "Invalid element level %hu, defaulting to 1.\n", level);
level = 1;
}
elemental->status.ele_lv = static_cast<uint8>(level);
}
if (this->nodeExists(node, "WalkSpeed")) {
uint16 speed;
if (!this->asUInt16(node, "WalkSpeed", speed))
return 0;
if (speed < MIN_WALK_SPEED || speed > MAX_WALK_SPEED) {
this->invalidWarning(node["WalkSpeed"], "Invalid walk speed %hu, capping...\n", speed);
speed = cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
}
elemental->status.speed = speed;
} else {
if (!exists)
elemental->status.speed = 200;
}
if (this->nodeExists(node, "AttackDelay")) {
uint16 speed;
if (!this->asUInt16(node, "AttackDelay", speed))
return 0;
elemental->status.adelay = cap_value(speed, 0, 4000);
} else {
if (!exists)
elemental->status.adelay = 504;
}
if (this->nodeExists(node, "AttackMotion")) {
uint16 speed;
if (!this->asUInt16(node, "AttackMotion", speed))
return 0;
elemental->status.amotion = cap_value(speed, 0, 2000);
} else {
if (!exists)
elemental->status.amotion = 1020;
}
if (this->nodeExists(node, "DamageMotion")) {
uint16 speed;
if (!this->asUInt16(node, "DamageMotion", speed))
return 0;
elemental->status.dmotion = speed;
} else {
if (!exists)
elemental->status.dmotion = 360;
}
elemental->status.aspd_rate = 1000;
if (this->nodeExists(node, "Mode")) {
const ryml::NodeRef& ModeNode = node["Mode"];
for (const auto &Modeit : ModeNode) {
std::string mode_name;
c4::from_chars(Modeit.key(), &mode_name);
std::string mode_constant = "EL_SKILLMODE_" + mode_name;
int64 constant;
if (!script_get_constant(mode_constant.c_str(), &constant) || constant < EL_SKILLMODE_PASSIVE || constant > EL_SKILLMODE_AGGRESSIVE) {
this->invalidWarning(node["Mode"], "Invalid mode %s, skipping.\n", mode_name.c_str());
continue;
}
e_elemental_skillmode mode = static_cast<e_elemental_skillmode>(constant);
std::shared_ptr<s_elemental_skill> entry = util::umap_find(elemental->skill, mode);
bool mode_exists = entry != nullptr;
if (!mode_exists)
entry = std::make_shared<s_elemental_skill>();
const ryml::NodeRef& SkillNode = ModeNode[Modeit.key()];
std::string skill_name;
if (!this->asString(SkillNode, "Skill", skill_name))
return 0;
uint16 skill_id = skill_name2id(skill_name.c_str());
if (skill_id == 0) {
this->invalidWarning(SkillNode["Skill"], "Skipping invalid skill %s for mode %s.\n", skill_name.c_str(), mode_name.c_str());
return 0;
}
if (!SKILL_CHK_ELEM(skill_id)) {
this->invalidWarning(SkillNode["Skill"], "Skill %s (%u) is out of the skill range [%u-%u], skipping.\n", skill_name.c_str(), skill_id, EL_SKILLBASE, EL_SKILLBASE + MAX_ELEMENTALSKILL - 1);
return 0;
}
entry->id = skill_id;
if (this->nodeExists(SkillNode, "Level")) {
uint16 level;
if (!this->asUInt16(SkillNode, "Level", level))
return 0;
if (level > skill_get_max(skill_id)) {
this->invalidWarning(SkillNode["Level"], "Skill %s's level %hu exceeds max level %hu.\n", skill_name.c_str(), level, skill_get_max(skill_id));
return 0;
}
entry->lv = level;
} else {
if (!mode_exists)
entry->lv = 1;
}
if (entry->lv == 0) {
elemental->skill.erase(mode);
return 0;
}
if (!mode_exists)
elemental->skill.insert({ mode, entry });
}
}
if (!exists)
this->put(id, elemental);
return 1;
}
void do_init_elemental(void) {
elemental_db.load();
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) {
elemental_db.clear();
}