static int elemental_ai_sub_timer(struct elemental_data *ed, struct map_session_data *sd, unsigned int tick) { struct block_list *target = NULL; int master_dist, view_range, 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,0); 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_foreachinrange(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_timer(struct elemental_data *ed, struct map_session_data *sd, unsigned int tick) { struct block_list *target = NULL; int master_dist, view_range, mode; nullpo_ret(ed); nullpo_ret(sd); if( ed->bl.prev == NULL || sd == NULL || sd->bl.prev == NULL ) return 0; if( DIFF_TICK(tick,ed->last_thinktime) < MIN_ELETHINKTIME ) return 0; ed->last_thinktime = tick; if( ed->ud.skilltimer != -1 ) return 0; if( ed->ud.walktimer != -1 && 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,3); 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 != -1 && 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_foreachinrange(elemental_ai_sub_timer_activesearch, &ed->bl, ed->db->range2, 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,ed->db->range2) && rand()%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 != -1 ) //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; }