void elemental_heal(struct elemental_data *ed, int hp, int sp) { if( hp ) clif_elemental_updatestatus(ed->master, SP_HP); if( sp ) clif_elemental_updatestatus(ed->master, SP_SP); }
/** * 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; }
void elemental_damage(struct elemental_data *ed, struct block_list *src, int hp, int sp) { if( hp ) clif_elemental_updatestatus(ed->master, SP_HP); if( sp ) clif_elemental_updatestatus(ed->master, SP_SP); }
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; }