Example #1
0
struct view_data * elemental_get_viewdata(int class_) {
	int i = elemental_search_index(class_);
	if( i < 0 )
		return 0;

	return &elemental_db[i].vd;
}
Example #2
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(struct s_elemental *ele, bool flag) {
	struct map_session_data *sd;
	struct elemental_data *ed;
	struct s_elemental_db *db;
	int i = elemental_search_index(ele->class_);

	if( (sd = map_charid2sd(ele->char_id)) == NULL )
		return 0;

	if( !flag || i < 0 ) { // Not created - loaded - DB info
		sd->status.ele_id = 0;
		return 0;
	}

	db = &elemental_db[i];
	if( !sd->ed ) {	// Initialize it after first summon.
		sd->ed = ed = (struct elemental_data*)aCalloc(1,sizeof(struct 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(struct 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;

		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(struct 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->fd,ed->bl.id,ed->battle_status.hp,ed->battle_status.max_hp);
		clif_elemental_updatestatus(sd,SP_SP);
	}

	return 1;
}
Example #3
0
int elemental_create(struct map_session_data *sd, int class_, unsigned int lifetime)
{
	struct s_elemental ele;
	struct s_elemental_db *db;
	int i;

	nullpo_retr(1,sd);

	if( (i = elemental_search_index(class_)) < 0 )
		return 0;

	db = &elemental_db[i];
	memset(&ele,0,sizeof(struct s_elemental));

	ele.char_id = sd->status.char_id;
	ele.class_ = class_;
	ele.mode = EL_MODE_PASSIVE; // Initial mode
	ele.hp = db->status.max_hp;
	ele.sp = db->status.max_sp;
	ele.life_time = lifetime;

	// Request Char Server to create this elemental
	intif_elemental_create(&ele);

	return 1;
}
Example #4
0
int elemental_create(struct map_session_data *sd, int class_, unsigned int lifetime) {
	struct s_elemental ele;
	struct s_elemental_db *db;
	int i;

	nullpo_retr(1,sd);

	if( (i = elemental_search_index(class_)) < 0 )
		return 0;

	db = &elemental_db[i];
	memset(&ele,0,sizeof(struct s_elemental));

	ele.char_id = sd->status.char_id;
	ele.class_ = class_;
	ele.mode = EL_MODE_PASSIVE; // Initial mode
	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->status.base_level / (5-i);

	//per individual bonuses
	switch(db->class_){
	case ELEMENTALID_AGNI_S:	case ELEMENTALID_AGNI_M:
	case ELEMENTALID_AGNI_L: //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: //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: //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: //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;
	}

	ele.life_time = lifetime;

	// Request Char Server to create this elemental
	intif_elemental_create(&ele);

	return 1;
}
Example #5
0
bool elemental_class(int class_) {
	return (bool)(elemental_search_index(class_) > -1);
}