Exemplo n.º 1
0
int elemental_clean_single_effect (struct elemental_data *ed, int skill_num)
{
	struct block_list *bl;
	sc_type type = status_skill2sc (skill_num);
	nullpo_ret (ed);
	bl = battle_get_master (&ed->bl);

	if (type) {
		switch (type) {
				// Just remove status change.
			case SC_PYROTECHNIC_OPTION:
			case SC_HEATER_OPTION:
			case SC_TROPIC_OPTION:
			case SC_FIRE_CLOAK_OPTION:
			case SC_AQUAPLAY_OPTION:
			case SC_WATER_SCREEN_OPTION:
			case SC_COOLER_OPTION:
			case SC_CHILLY_AIR_OPTION:
			case SC_GUST_OPTION:
			case SC_WIND_STEP_OPTION:
			case SC_BLAST_OPTION:
			case SC_WATER_DROP_OPTION:
			case SC_WIND_CURTAIN_OPTION:
			case SC_WILD_STORM_OPTION:
			case SC_PETROLOGY_OPTION:
			case SC_SOLID_SKIN_OPTION:
			case SC_CURSED_SOIL_OPTION:
			case SC_STONE_SHIELD_OPTION:
			case SC_UPHEAVAL_OPTION:
			case SC_CIRCLE_OF_FIRE_OPTION:
			case SC_TIDAL_WEAPON_OPTION:
				if (bl) status_change_end (bl, type, INVALID_TIMER);	// Master

				status_change_end (&ed->bl, type - 1, INVALID_TIMER);	// Elemental Spirit
				break;

			case SC_ZEPHYR:
				if (bl) status_change_end (bl, type, INVALID_TIMER);

				break;

			default:
				ShowWarning ("Invalid SC=%d in elemental_clean_single_effect\n", type);
				break;
		}
	}

	if (skill_get_unit_id (skill_num, 0))
		skill_clear_unitgroup (&ed->bl);

	return 1;
}
Exemplo n.º 2
0
int elemental_action(struct elemental_data *ed, struct block_list *bl, unsigned int tick) {
	struct skill_condition req;
	uint16 skill_id, skill_lv;
	int i;

	nullpo_ret(ed);
	nullpo_ret(bl);

	if( !ed->master )
		return 0;

	if( ed->target_id )
		elemental_unlocktarget(ed);	// Remove previous target.

	ARR_FIND(0, MAX_ELESKILLTREE, i, ed->db->skill[i].id && (ed->db->skill[i].mode&EL_SKILLMODE_AGGRESSIVE));
	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(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+status_get_speed(&ed->bl)*walk_dist, skill_castend_pos, ed->bl.id, 0 );
			else
				ed->ud.skilltimer = add_timer( 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;
}