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- // Copyright (c) Hercules Dev Team, licensed under GNU GPL.
- // See the LICENSE file
- // Portions Copyright (c) Athena Dev Teams
- #define HERCULES_CORE
- #include "../config/core.h" // AUTOLOOT_DISTANCE, DBPATH, DEFTYPE_MAX, DEFTYPE_MIN, RENEWAL_DROP, RENEWAL_EXP
- #include "mob.h"
- #include <math.h>
- #include <stdarg.h>
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include "atcommand.h"
- #include "battle.h"
- #include "clif.h"
- #include "date.h"
- #include "elemental.h"
- #include "guild.h"
- #include "homunculus.h"
- #include "intif.h"
- #include "itemdb.h"
- #include "log.h"
- #include "map.h"
- #include "mercenary.h"
- #include "npc.h"
- #include "party.h"
- #include "path.h"
- #include "pc.h"
- #include "pet.h"
- #include "quest.h"
- #include "script.h"
- #include "skill.h"
- #include "status.h"
- #include "../common/HPM.h"
- #include "../common/cbasetypes.h"
- #include "../common/db.h"
- #include "../common/ers.h"
- #include "../common/malloc.h"
- #include "../common/nullpo.h"
- #include "../common/random.h"
- #include "../common/showmsg.h"
- #include "../common/socket.h"
- #include "../common/strlib.h"
- #include "../common/timer.h"
- #include "../common/utils.h"
- struct mob_interface mob_s;
- #define ACTIVE_AI_RANGE 2 //Distance added on top of 'AREA_SIZE' at which mobs enter active AI mode.
- #define IDLE_SKILL_INTERVAL 10 //Active idle skills should be triggered every 1 second (1000/MIN_MOBTHINKTIME)
- // Probability for mobs far from players from doing their IDLE skill. (rate of 1000 minute)
- // in Aegis, this is 100% for mobs that have been activated by players and none otherwise.
- #define MOB_LAZYSKILLPERC(md) (md->state.spotted?1000:0)
- // Move probability for mobs away from players (rate of 1000 minute)
- // in Aegis, this is 100% for mobs that have been activated by players and none otherwise.
- #define MOB_LAZYMOVEPERC(md) ((md)->state.spotted?1000:0)
- #define MOB_MAX_DELAY (24*3600*1000)
- #define MAX_MINCHASE 30 //Max minimum chase value to use for mobs.
- #define RUDE_ATTACKED_COUNT 2 //After how many rude-attacks should the skill be used?
- //Dynamic item drop ratio database for per-item drop ratio modifiers overriding global drop ratios.
- #define MAX_ITEMRATIO_MOBS 10
- struct item_drop_ratio {
- int drop_ratio;
- int mob_id[MAX_ITEMRATIO_MOBS];
- };
- static struct item_drop_ratio *item_drop_ratio_db[MAX_ITEMDB];
- static struct eri *item_drop_ers; //For loot drops delay structures.
- static struct eri *item_drop_list_ers;
- static struct {
- int qty;
- int class_[350];
- } summon[MAX_RANDOMMONSTER];
- struct mob_db *mob_db(int index) {
- if (index < 0 || index > MAX_MOB_DB || mob->db_data[index] == NULL)
- return mob->dummy;
- return mob->db_data[index];
- }
- struct mob_chat *mob_chat(short id) {
- if(id <= 0 || id > MAX_MOB_CHAT || mob->chat_db[id] == NULL)
- return NULL;
- return mob->chat_db[id];
- }
- /*==========================================
- * Mob is searched with a name.
- *------------------------------------------*/
- int mobdb_searchname(const char *str)
- {
- int i;
- struct mob_db* monster;
- for(i=0;i<=MAX_MOB_DB;i++){
- monster = mob->db(i);
- if(monster == mob->dummy) //Skip dummy mobs.
- continue;
- if(strcmpi(monster->name,str)==0 || strcmpi(monster->jname,str)==0)
- return i;
- if(battle_config.case_sensitive_aegisnames && strcmp(monster->sprite,str)==0)
- return i;
- if(!battle_config.case_sensitive_aegisnames && strcasecmp(monster->sprite,str)==0)
- return i;
- }
- return 0;
- }
- int mobdb_searchname_array_sub(struct mob_db* monster, const char *str, int flag) {
- if (monster == mob->dummy)
- return 1;
- if(!monster->base_exp && !monster->job_exp && monster->spawn[0].qty < 1)
- return 1; // Monsters with no base/job exp and no spawn point are, by this criteria, considered "slave mobs" and excluded from search results
- if( !flag ) {
- if(stristr(monster->jname,str))
- return 0;
- if(stristr(monster->name,str))
- return 0;
- } else {
- if(strcmpi(monster->jname,str) == 0)
- return 0;
- if(strcmpi(monster->name,str) == 0)
- return 0;
- }
- if (battle_config.case_sensitive_aegisnames)
- return strcmp(monster->sprite,str);
- return strcasecmp(monster->sprite,str);
- }
- /*==========================================
- * MvP Tomb [GreenBox]
- *------------------------------------------*/
- void mvptomb_create(struct mob_data *md, char *killer, time_t time)
- {
- struct npc_data *nd;
- if ( md->tomb_nid )
- mob->mvptomb_destroy(md);
- nd = npc->create_npc(md->bl.m, md->bl.x, md->bl.y);
- md->tomb_nid = nd->bl.id;
- nd->dir = md->ud.dir;
- nd->bl.type = BL_NPC;
- safestrncpy(nd->name, msg_txt(856), sizeof(nd->name)); // "Tomb"
- nd->class_ = 565;
- nd->speed = 200;
- nd->subtype = TOMB;
- nd->u.tomb.md = md;
- nd->u.tomb.kill_time = time;
- if (killer)
- safestrncpy(nd->u.tomb.killer_name, killer, NAME_LENGTH);
- else
- nd->u.tomb.killer_name[0] = '\0';
- map->addnpc(nd->bl.m, nd);
- map->addblock(&nd->bl);
- status->set_viewdata(&nd->bl, nd->class_);
- clif->spawn(&nd->bl);
- }
- void mvptomb_destroy(struct mob_data *md) {
- struct npc_data *nd;
- if ( (nd = map->id2nd(md->tomb_nid)) ) {
- int16 m, i;
- m = nd->bl.m;
- clif->clearunit_area(&nd->bl,CLR_OUTSIGHT);
- map->delblock(&nd->bl);
- ARR_FIND( 0, map->list[m].npc_num, i, map->list[m].npc[i] == nd );
- if( !(i == map->list[m].npc_num) ) {
- map->list[m].npc_num--;
- map->list[m].npc[i] = map->list[m].npc[map->list[m].npc_num];
- map->list[m].npc[map->list[m].npc_num] = NULL;
- }
- map->deliddb(&nd->bl);
- aFree(nd);
- }
- md->tomb_nid = 0;
- }
- /*==========================================
- * Founds up to N matches. Returns number of matches [Skotlex]
- *------------------------------------------*/
- int mobdb_searchname_array(struct mob_db** data, int size, const char *str, int flag)
- {
- int count = 0, i;
- struct mob_db* monster;
- for(i=0;i<=MAX_MOB_DB;i++){
- monster = mob->db(i);
- if (monster == mob->dummy || mob->is_clone(i) ) //keep clones out (or you leak player stats)
- continue;
- if (!mob->db_searchname_array_sub(monster, str, flag)) {
- if (count < size)
- data[count] = monster;
- count++;
- }
- }
- return count;
- }
- /*==========================================
- * Id Mob is checked.
- *------------------------------------------*/
- int mobdb_checkid(const int id)
- {
- if (mob->db(id) == mob->dummy)
- return 0;
- if (mob->is_clone(id)) //checkid is used mostly for random ID based code, therefore clone mobs are out of the question.
- return 0;
- return id;
- }
- /*==========================================
- * Returns the view data associated to this mob class.
- *------------------------------------------*/
- struct view_data * mob_get_viewdata(int class_)
- {
- if (mob->db(class_) == mob->dummy)
- return 0;
- return &mob->db(class_)->vd;
- }
- /*==========================================
- * Cleans up mob-spawn data to make it "valid"
- *------------------------------------------*/
- int mob_parse_dataset(struct spawn_data *data)
- {
- size_t len;
- if ((!mob->db_checkid(data->class_) && !mob->is_clone(data->class_)) || !data->num)
- return 0;
- if( ( len = strlen(data->eventname) ) > 0 )
- {
- if( data->eventname[len-1] == '"' )
- data->eventname[len-1] = '\0'; //Remove trailing quote.
- if( data->eventname[0] == '"' ) //Strip leading quotes
- memmove(data->eventname, data->eventname+1, len-1);
- }
- if(strcmp(data->name,"--en--")==0)
- safestrncpy(data->name, mob->db(data->class_)->name, sizeof(data->name));
- else if(strcmp(data->name,"--ja--")==0)
- safestrncpy(data->name, mob->db(data->class_)->jname, sizeof(data->name));
- return 1;
- }
- /*==========================================
- * Generates the basic mob data using the spawn_data provided.
- *------------------------------------------*/
- struct mob_data* mob_spawn_dataset(struct spawn_data *data) {
- struct mob_data *md = (struct mob_data*)aCalloc(1, sizeof(struct mob_data));
- md->bl.id= npc->get_new_npc_id();
- md->bl.type = BL_MOB;
- md->bl.m = data->m;
- md->bl.x = data->x;
- md->bl.y = data->y;
- md->class_ = data->class_;
- md->state.boss = data->state.boss;
- md->db = mob->db(md->class_);
- if (data->level > 0 && data->level <= MAX_LEVEL)
- md->level = data->level;
- memcpy(md->name, data->name, NAME_LENGTH);
- if (data->state.ai)
- md->special_state.ai = data->state.ai;
- if (data->state.size)
- md->special_state.size = data->state.size;
- if (data->eventname[0] && strlen(data->eventname) >= 4)
- memcpy(md->npc_event, data->eventname, 50);
- if(md->db->status.mode&MD_LOOTER)
- md->lootitem = (struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
- md->spawn_timer = INVALID_TIMER;
- md->deletetimer = INVALID_TIMER;
- md->skill_idx = -1;
- status->set_viewdata(&md->bl, md->class_);
- status->change_init(&md->bl);
- unit->dataset(&md->bl);
- map->addiddb(&md->bl);
- return md;
- }
- /*==========================================
- * Fetches a random mob_id [Skotlex]
- * type: Where to fetch from:
- * 0: dead branch list
- * 1: poring list
- * 2: bloody branch list
- * flag:
- * &1: Apply the summon success chance found in the list (otherwise get any monster from the db)
- * &2: Apply a monster check level.
- * &4: Selected monster should not be a boss type
- * &8: Selected monster must have normal spawn.
- * lv: Mob level to check against
- *------------------------------------------*/
- int mob_get_random_id(int type, int flag, int lv)
- {
- struct mob_db *monster;
- int i=0, class_;
- if(type < 0 || type >= MAX_RANDOMMONSTER) {
- ShowError("mob_get_random_id: Invalid type (%d) of random monster.\n", type);
- return 0;
- }
- do {
- if (type)
- class_ = summon[type].class_[rnd()%summon[type].qty];
- else //Dead branch
- class_ = rnd() % MAX_MOB_DB;
- monster = mob->db(class_);
- } while ((monster == mob->dummy ||
- mob->is_clone(class_) ||
- (flag&1 && monster->summonper[type] <= rnd() % 1000000) ||
- (flag&2 && lv < monster->lv) ||
- (flag&4 && monster->status.mode&MD_BOSS) ||
- (flag&8 && monster->spawn[0].qty < 1)
- ) && (i++) < MAX_MOB_DB);
- if(i >= MAX_MOB_DB) // no suitable monster found, use fallback for given list
- class_ = mob->db_data[0]->summonper[type];
- return class_;
- }
- /*==========================================
- * Kill Steal Protection [Zephyrus]
- *------------------------------------------*/
- bool mob_ksprotected(struct block_list *src, struct block_list *target) {
- struct block_list *s_bl, *t_bl;
- struct map_session_data
- *sd, // Source
- *pl_sd, // Owner
- *t_sd; // Mob Target
- struct status_change_entry *sce;
- struct mob_data *md;
- int64 tick = timer->gettick();
- char output[128];
- if( !battle_config.ksprotection )
- return false; // KS Protection Disabled
- if( !(md = BL_CAST(BL_MOB,target)) )
- return false; // Target is not MOB
- if( (s_bl = battle->get_master(src)) == NULL )
- s_bl = src;
- if( !(sd = BL_CAST(BL_PC,s_bl)) )
- return false; // Master is not PC
- t_bl = map->id2bl(md->target_id);
- if( !t_bl || (s_bl = battle->get_master(t_bl)) == NULL )
- s_bl = t_bl;
- t_sd = BL_CAST(BL_PC,s_bl);
- do {
- if( map->list[md->bl.m].flag.allowks || map_flag_ks(md->bl.m) )
- return false; // Ignores GVG, PVP and AllowKS map flags
- if( md->db->mexp || md->master_id )
- return false; // MVP, Slaves mobs ignores KS
- if( (sce = md->sc.data[SC_KSPROTECTED]) == NULL )
- break; // No KS Protected
- if( sd->bl.id == sce->val1 || // Same Owner
- (sce->val2 == 2 && sd->status.party_id && sd->status.party_id == sce->val3) || // Party KS allowed
- (sce->val2 == 3 && sd->status.guild_id && sd->status.guild_id == sce->val4) ) // Guild KS allowed
- break;
- if( t_sd && (
- (sce->val2 == 1 && sce->val1 != t_sd->bl.id) ||
- (sce->val2 == 2 && sce->val3 && sce->val3 != t_sd->status.party_id) ||
- (sce->val2 == 3 && sce->val4 && sce->val4 != t_sd->status.guild_id)) )
- break;
- if( (pl_sd = map->id2sd(sce->val1)) == NULL || pl_sd->bl.m != md->bl.m )
- break;
- if( !pl_sd->state.noks )
- return false; // No KS Protected, but normal players should be protected too
- // Message to KS
- if( DIFF_TICK(sd->ks_floodprotect_tick, tick) <= 0 )
- {
- sprintf(output, "[KS Warning!! - Owner : %s]", pl_sd->status.name);
- clif_disp_onlyself(sd, output, strlen(output));
- sd->ks_floodprotect_tick = tick + 2000;
- }
- // Message to Owner
- if( DIFF_TICK(pl_sd->ks_floodprotect_tick, tick) <= 0 )
- {
- sprintf(output, "[Watch out! %s is trying to KS you!]", sd->status.name);
- clif_disp_onlyself(pl_sd, output, strlen(output));
- pl_sd->ks_floodprotect_tick = tick + 2000;
- }
- return true;
- } while(0);
- status->change_start(NULL, target, SC_KSPROTECTED, 10000, sd->bl.id, sd->state.noks,
- sd->status.party_id, sd->status.guild_id, battle_config.ksprotection, SCFLAG_NONE);
- return false;
- }
- struct mob_data *mob_once_spawn_sub(struct block_list *bl, int16 m, int16 x, int16 y, const char *mobname, int class_, const char *event, unsigned int size, unsigned int ai)
- {
- struct spawn_data data;
- memset(&data, 0, sizeof(struct spawn_data));
- data.m = m;
- data.num = 1;
- data.class_ = class_;
- data.state.size = size;
- data.state.ai = ai;
- if (mobname)
- safestrncpy(data.name, mobname, sizeof(data.name));
- else
- if (battle_config.override_mob_names == 1)
- strcpy(data.name, "--en--");
- else
- strcpy(data.name, "--ja--");
- if (event)
- safestrncpy(data.eventname, event, sizeof(data.eventname));
- // Locate spot next to player.
- if (bl && (x < 0 || y < 0))
- map->search_freecell(bl, m, &x, &y, 1, 1, 0);
- // if none found, pick random position on map
- if (x <= 0 || x >= map->list[m].xs || y <= 0 || y >= map->list[m].ys)
- map->search_freecell(NULL, m, &x, &y, -1, -1, 1);
- data.x = x;
- data.y = y;
- if (!mob->parse_dataset(&data))
- return NULL;
- return mob->spawn_dataset(&data);
- }
- /*==========================================
- * Spawn a single mob on the specified coordinates.
- *------------------------------------------*/
- int mob_once_spawn(struct map_session_data* sd, int16 m, int16 x, int16 y, const char* mobname, int class_, int amount, const char* event, unsigned int size, unsigned int ai) {
- struct mob_data* md = NULL;
- int count, lv;
- bool no_guardian_data = false;
- if( ai && ai&0x200 ) {
- no_guardian_data = true;
- ai &=~ 0x200;
- }
- if (m < 0 || amount <= 0)
- return 0; // invalid input
- lv = (sd) ? sd->status.base_level : 255;
- for (count = 0; count < amount; count++) {
- int c = (class_ >= 0) ? class_ : mob->get_random_id(-class_ - 1, (battle_config.random_monster_checklv) ? 3 : 1, lv);
- md = mob->once_spawn_sub((sd) ? &sd->bl : NULL, m, x, y, mobname, c, event, size, ai);
- if (!md)
- continue;
- if ( class_ == MOBID_EMPERIUM && !no_guardian_data ) {
- struct guild_castle* gc = guild->mapindex2gc(map_id2index(m));
- struct guild* g = (gc) ? guild->search(gc->guild_id) : NULL;
- if( gc ) {
- md->guardian_data = (struct guardian_data*)aCalloc(1, sizeof(struct guardian_data));
- md->guardian_data->castle = gc;
- md->guardian_data->number = MAX_GUARDIANS;
- if( g )
- md->guardian_data->g = g;
- else if( gc->guild_id ) //Guild not yet available, retry in 5.
- timer->add(timer->gettick()+5000,mob->spawn_guardian_sub,md->bl.id,gc->guild_id);
- }
- } // end addition [Valaris]
- mob->spawn(md);
- if (class_ < 0 && battle_config.dead_branch_active) {
- //Behold Aegis's masterful decisions yet again...
- //"I understand the "Aggressive" part, but the "Can Move" and "Can Attack" is just stupid" - Poki#3
- sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE|MD_CANATTACK|MD_CANMOVE|MD_ANGRY, 0, 60000);
- }
- }
- return (md) ? md->bl.id : 0; // id of last spawned mob
- }
- /*==========================================
- * Spawn mobs in the specified area.
- *------------------------------------------*/
- int mob_once_spawn_area(struct map_session_data* sd, int16 m, int16 x0, int16 y0, int16 x1, int16 y1, const char* mobname, int class_, int amount, const char* event, unsigned int size, unsigned int ai)
- {
- int i, max, id = 0;
- int lx = -1, ly = -1;
- if (m < 0 || amount <= 0)
- return 0; // invalid input
- // normalize x/y coordinates
- if (x0 > x1)
- swap(x0, x1);
- if (y0 > y1)
- swap(y0, y1);
- // choose a suitable max. number of attempts
- max = (y1 - y0 + 1)*(x1 - x0 + 1)*3;
- if (max > 1000)
- max = 1000;
- // spawn mobs, one by one
- for (i = 0; i < amount; i++)
- {
- int x, y;
- int j = 0;
- // find a suitable map cell
- do {
- x = rnd()%(x1-x0+1)+x0;
- y = rnd()%(y1-y0+1)+y0;
- j++;
- } while (map->getcell(m,x,y,CELL_CHKNOPASS) && j < max);
- if (j == max)
- {// attempt to find an available cell failed
- if (lx == -1 && ly == -1)
- return 0; // total failure
- // fallback to last good x/y pair
- x = lx;
- y = ly;
- }
- // record last successful coordinates
- lx = x;
- ly = y;
- id = mob->once_spawn(sd, m, x, y, mobname, class_, 1, event, size, ai);
- }
- return id; // id of last spawned mob
- }
- /**
- * Sets a guardian's guild data and liberates castle if couldn't retrieve guild data
- * @param data (int)guild_id
- * @retval Always 0
- * @author Skotlex
- **/
- int mob_spawn_guardian_sub(int tid, int64 tick, int id, intptr_t data) {
- //Needed because the guild data may not be available at guardian spawn time.
- struct block_list* bl = map->id2bl(id);
- struct mob_data* md;
- struct guild* g;
- if( bl == NULL ) //It is possible mob was already removed from map when the castle has no owner. [Skotlex]
- return 0;
- if( bl->type != BL_MOB ) {
- ShowError("mob_spawn_guardian_sub: Block error!\n");
- return 0;
- }
- md = (struct mob_data*)bl;
- nullpo_ret(md->guardian_data);
- g = guild->search((int)data);
- if( g == NULL ) { //Liberate castle, if the guild is not found this is an error! [Skotlex]
- ShowError("mob_spawn_guardian_sub: Couldn't load guild %d!\n", (int)data);
- //Not sure this is the best way, but otherwise we'd be invoking this for ALL guardians spawned later on.
- if( md->class_ == MOBID_EMPERIUM && md->guardian_data ) {
- md->guardian_data->g = NULL;
- if( md->guardian_data->castle->guild_id ) {//Free castle up.
- ShowNotice("Clearing ownership of castle %d (%s)\n", md->guardian_data->castle->castle_id, md->guardian_data->castle->castle_name);
- guild->castledatasave(md->guardian_data->castle->castle_id, 1, 0);
- }
- } else {
- if( md->guardian_data && md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS
- && md->guardian_data->castle->guardian[md->guardian_data->number].visible )
- guild->castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
- unit->free(&md->bl,CLR_OUTSIGHT); // Remove guardian.
- }
- return 0;
- }
- if( guild->checkskill(g,GD_GUARDUP) )
- status_calc_mob(md, SCO_NONE); // Give bonuses.
- return 0;
- }
- /*==========================================
- * Summoning Guardians [Valaris]
- *------------------------------------------*/
- int mob_spawn_guardian(const char* mapname, short x, short y, const char* mobname, int class_, const char* event, int guardian, bool has_index)
- {
- struct mob_data *md=NULL;
- struct spawn_data data;
- struct guild *g=NULL;
- struct guild_castle *gc;
- int16 m;
- memset(&data, 0, sizeof(struct spawn_data));
- data.num = 1;
- m=map->mapname2mapid(mapname);
- if(m<0)
- {
- ShowWarning("mob_spawn_guardian: Map [%s] not found.\n", mapname);
- return 0;
- }
- data.m = m;
- data.num = 1;
- if(class_<=0) {
- class_ = mob->get_random_id(-class_-1, 1, 99);
- if (!class_) return 0;
- }
- data.class_ = class_;
- if( !has_index ) {
- guardian = -1;
- } else if( guardian < 0 || guardian >= MAX_GUARDIANS ) {
- ShowError("mob_spawn_guardian: Invalid guardian index %d for guardian %d (castle map %s)\n", guardian, class_, map->list[m].name);
- return 0;
- }
- if((x<=0 || y<=0) && !map->search_freecell(NULL, m, &x, &y, -1,-1, 1)) {
- ShowWarning("mob_spawn_guardian: Couldn't locate a spawn cell for guardian class %d (index %d) at castle map %s\n",class_, guardian, map->list[m].name);
- return 0;
- }
- data.x = x;
- data.y = y;
- safestrncpy(data.name, mobname, sizeof(data.name));
- safestrncpy(data.eventname, event, sizeof(data.eventname));
- if (!mob->parse_dataset(&data))
- return 0;
- gc=guild->mapname2gc(map->list[m].name);
- if (gc == NULL) {
- ShowError("mob_spawn_guardian: No castle set at map %s\n", map->list[m].name);
- return 0;
- }
- if (!gc->guild_id)
- ShowWarning("mob_spawn_guardian: Spawning guardian %d on a castle with no guild (castle map %s)\n", class_, map->list[m].name);
- else
- g = guild->search(gc->guild_id);
- if( has_index && gc->guardian[guardian].id ) {
- //Check if guardian already exists, refuse to spawn if so.
- struct mob_data *md2 = (TBL_MOB*)map->id2bl(gc->guardian[guardian].id);
- if (md2 && md2->bl.type == BL_MOB
- && md2->guardian_data
- && md2->guardian_data->number == guardian
- ) {
- ShowError("mob_spawn_guardian: Attempted to spawn guardian in position %d which already has a guardian (castle map %s)\n", guardian, map->list[m].name);
- return 0;
- }
- }
- md = mob->spawn_dataset(&data);
- md->guardian_data = (struct guardian_data*)aCalloc(1, sizeof(struct guardian_data));
- md->guardian_data->number = guardian;
- md->guardian_data->castle = gc;
- if( has_index )
- {// permanent guardian
- gc->guardian[guardian].id = md->bl.id;
- }
- else
- {// temporary guardian
- int i;
- ARR_FIND(0, gc->temp_guardians_max, i, gc->temp_guardians[i] == 0);
- if( i == gc->temp_guardians_max )
- {
- ++(gc->temp_guardians_max);
- RECREATE(gc->temp_guardians, int, gc->temp_guardians_max);
- }
- gc->temp_guardians[i] = md->bl.id;
- }
- if( g )
- md->guardian_data->g = g;
- else if( gc->guild_id )
- timer->add(timer->gettick()+5000,mob->spawn_guardian_sub,md->bl.id,gc->guild_id);
- mob->spawn(md);
- return md->bl.id;
- }
- /*==========================================
- * Summoning BattleGround [Zephyrus]
- *------------------------------------------*/
- int mob_spawn_bg(const char* mapname, short x, short y, const char* mobname, int class_, const char* event, unsigned int bg_id)
- {
- struct mob_data *md = NULL;
- struct spawn_data data;
- int16 m;
- if( (m = map->mapname2mapid(mapname)) < 0 ) {
- ShowWarning("mob_spawn_bg: Map [%s] not found.\n", mapname);
- return 0;
- }
- memset(&data, 0, sizeof(struct spawn_data));
- data.m = m;
- data.num = 1;
- if( class_ <= 0 )
- {
- class_ = mob->get_random_id(-class_-1,1,99);
- if( !class_ ) return 0;
- }
- data.class_ = class_;
- if( (x <= 0 || y <= 0) && !map->search_freecell(NULL, m, &x, &y, -1,-1, 1) ) {
- ShowWarning("mob_spawn_bg: Couldn't locate a spawn cell for guardian class %d (bg_id %d) at map %s\n",class_, bg_id, map->list[m].name);
- return 0;
- }
- data.x = x;
- data.y = y;
- safestrncpy(data.name, mobname, sizeof(data.name));
- safestrncpy(data.eventname, event, sizeof(data.eventname));
- if( !mob->parse_dataset(&data) )
- return 0;
- md = mob->spawn_dataset(&data);
- mob->spawn(md);
- md->bg_id = bg_id; // BG Team ID
- return md->bl.id;
- }
- /*==========================================
- * Reachability to a Specification ID existence place
- * state indicates type of 'seek' mob should do:
- * - MSS_LOOT: Looking for item, path must be easy.
- * - MSS_RUSH: Chasing attacking player, path is complex
- * - MSS_FOLLOW: Initiative/support seek, path is complex
- *------------------------------------------*/
- int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state)
- {
- int easy = 0;
- nullpo_ret(md);
- nullpo_ret(bl);
- switch (state) {
- case MSS_RUSH:
- case MSS_FOLLOW:
- easy = 0; //(battle_config.mob_ai&0x1?0:1);
- break;
- case MSS_LOOT:
- default:
- easy = 1;
- break;
- }
- return unit->can_reach_bl(&md->bl, bl, range, easy, NULL, NULL);
- }
- /*==========================================
- * Links nearby mobs (supportive mobs)
- *------------------------------------------*/
- int mob_linksearch(struct block_list *bl,va_list ap) {
- struct mob_data *md;
- int class_;
- struct block_list *target;
- int64 tick;
- nullpo_ret(bl);
- md=(struct mob_data *)bl;
- class_ = va_arg(ap, int);
- target = va_arg(ap, struct block_list *);
- tick = va_arg(ap, int64);
- if (md->class_ == class_ && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME
- && !md->target_id)
- {
- md->last_linktime = tick;
- if (mob->can_reach(md,target,md->db->range2, MSS_FOLLOW)) {
- // Reachability judging
- md->target_id = target->id;
- md->min_chase=md->db->range3;
- return 1;
- }
- }
- return 0;
- }
- /*==========================================
- * mob spawn with delay (timer function)
- *------------------------------------------*/
- int mob_delayspawn(int tid, int64 tick, int id, intptr_t data) {
- struct block_list* bl = map->id2bl(id);
- struct mob_data* md = BL_CAST(BL_MOB, bl);
- if( md )
- {
- if( md->spawn_timer != tid )
- {
- ShowError("mob_delayspawn: Timer mismatch: %d != %d\n", tid, md->spawn_timer);
- return 0;
- }
- md->spawn_timer = INVALID_TIMER;
- mob->spawn(md);
- }
- return 0;
- }
- /*==========================================
- * spawn timing calculation
- *------------------------------------------*/
- int mob_setdelayspawn(struct mob_data *md)
- {
- unsigned int spawntime, mode;
- struct mob_db *db;
- if (!md->spawn) //Doesn't has respawn data!
- return unit->free(&md->bl,CLR_DEAD);
- spawntime = md->spawn->delay1; //Base respawn time
- if (md->spawn->delay2) //random variance
- spawntime+= rnd()%md->spawn->delay2;
- //Apply the spawn delay fix [Skotlex]
- db = mob->db(md->spawn->class_);
- mode = db->status.mode;
- if (mode & MD_BOSS) {
- //Bosses
- if (battle_config.boss_spawn_delay != 100) {
- // Divide by 100 first to prevent overflows
- //(precision loss is minimal as duration is in ms already)
- spawntime = spawntime/100*battle_config.boss_spawn_delay;
- }
- } else if (mode&MD_PLANT) {
- //Plants
- if (battle_config.plant_spawn_delay != 100) {
- spawntime = spawntime/100*battle_config.plant_spawn_delay;
- }
- } else if (battle_config.mob_spawn_delay != 100) {
- //Normal mobs
- spawntime = spawntime/100*battle_config.mob_spawn_delay;
- }
- if (spawntime < 5000) //Monsters should never respawn faster than within 5 seconds
- spawntime = 5000;
- if( md->spawn_timer != INVALID_TIMER )
- timer->delete(md->spawn_timer, mob->delayspawn);
- md->spawn_timer = timer->add(timer->gettick()+spawntime, mob->delayspawn, md->bl.id, 0);
- return 0;
- }
- int mob_count_sub(struct block_list *bl, va_list ap) {
- int mobid[10] = { 0 }, i;
- ARR_FIND(0, 10, i, (mobid[i] = va_arg(ap, int)) == 0); //fetch till 0
- if (mobid[0]) { //if there one let's check it otherwise go backward
- TBL_MOB *md = BL_CAST(BL_MOB, bl);
- nullpo_ret(md);
- ARR_FIND(0, 10, i, md->class_ == mobid[i]);
- return (i < 10) ? 1 : 0;
- }
- return 1; //backward compatibility
- }
- /*==========================================
- * Mob spawning. Initialization is also variously here.
- *------------------------------------------*/
- int mob_spawn (struct mob_data *md)
- {
- int i=0;
- int64 tick = timer->gettick();
- int64 c = 0;
- md->last_thinktime = tick;
- if (md->bl.prev != NULL)
- unit->remove_map(&md->bl,CLR_RESPAWN,ALC_MARK);
- else if (md->spawn && md->class_ != md->spawn->class_) {
- md->class_ = md->spawn->class_;
- status->set_viewdata(&md->bl, md->class_);
- md->db = mob->db(md->class_);
- memcpy(md->name,md->spawn->name,NAME_LENGTH);
- }
- if (md->spawn) { //Respawn data
- md->bl.m = md->spawn->m;
- md->bl.x = md->spawn->x;
- md->bl.y = md->spawn->y;
- if( (md->bl.x == 0 && md->bl.y == 0) || md->spawn->xs || md->spawn->ys ) {
- //Monster can be spawned on an area.
- if( !map->search_freecell(&md->bl, -1, &md->bl.x, &md->bl.y, md->spawn->xs, md->spawn->ys, battle_config.no_spawn_on_player?4:0) ) {
- // retry again later
- if( md->spawn_timer != INVALID_TIMER )
- timer->delete(md->spawn_timer, mob->delayspawn);
- md->spawn_timer = timer->add(tick+5000,mob->delayspawn,md->bl.id,0);
- return 1;
- }
- } else if( battle_config.no_spawn_on_player > 99 && map->foreachinrange(mob->count_sub, &md->bl, AREA_SIZE, BL_PC) ) {
- // retry again later (players on sight)
- if( md->spawn_timer != INVALID_TIMER )
- timer->delete(md->spawn_timer, mob->delayspawn);
- md->spawn_timer = timer->add(tick+5000,mob->delayspawn,md->bl.id,0);
- return 1;
- }
- }
- memset(&md->state, 0, sizeof(md->state));
- status_calc_mob(md, SCO_FIRST);
- md->attacked_id = 0;
- md->target_id = 0;
- md->move_fail_count = 0;
- md->ud.state.attack_continue = 0;
- md->ud.target_to = 0;
- md->ud.dir = 0;
- if( md->spawn_timer != INVALID_TIMER )
- {
- timer->delete(md->spawn_timer, mob->delayspawn);
- md->spawn_timer = INVALID_TIMER;
- }
- //md->master_id = 0;
- md->master_dist = 0;
- md->state.aggressive = md->status.mode&MD_ANGRY?1:0;
- md->state.skillstate = MSS_IDLE;
- md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME;
- md->last_linktime = tick;
- md->dmgtick = tick - 5000;
- md->last_pcneartime = 0;
- for (i = 0, c = tick-MOB_MAX_DELAY; i < MAX_MOBSKILL; i++)
- md->skilldelay[i] = c;
- memset(md->dmglog, 0, sizeof(md->dmglog));
- md->tdmg = 0;
- if (md->lootitem)
- memset(md->lootitem, 0, sizeof(*md->lootitem));
- md->lootitem_count = 0;
- if(md->db->option)
- // Added for carts, falcons and pecos for cloned monsters. [Valaris]
- md->sc.option = md->db->option;
- // MvP tomb [GreenBox]
- if ( md->tomb_nid )
- mob->mvptomb_destroy(md);
- map->addblock(&md->bl);
- if( map->list[md->bl.m].users )
- clif->spawn(&md->bl);
- skill->unit_move(&md->bl,tick,1);
- mob->skill_use(md, tick, MSC_SPAWN);
- return 0;
- }
- /*==========================================
- * Determines if the mob can change target. [Skotlex]
- *------------------------------------------*/
- int mob_can_changetarget(struct mob_data* md, struct block_list* target, int mode)
- {
- // if the monster was provoked ignore the above rule [celest]
- if(md->state.provoke_flag)
- {
- if (md->state.provoke_flag == target->id)
- return 1;
- else if (!(battle_config.mob_ai&0x4))
- return 0;
- }
- switch (md->state.skillstate) {
- case MSS_BERSERK:
- if (!(mode&MD_CHANGETARGET_MELEE))
- return 0;
- return (battle_config.mob_ai&0x4 || check_distance_bl(&md->bl, target, 3));
- case MSS_RUSH:
- return (mode&MD_CHANGETARGET_CHASE);
- case MSS_FOLLOW:
- case MSS_ANGRY:
- case MSS_IDLE:
- case MSS_WALK:
- case MSS_LOOT:
- return 1;
- default:
- return 0;
- }
- }
- /*==========================================
- * Determination for an attack of a monster
- *------------------------------------------*/
- int mob_target(struct mob_data *md,struct block_list *bl,int dist)
- {
- nullpo_ret(md);
- nullpo_ret(bl);
- // Nothing will be carried out if there is no mind of changing TAGE by TAGE ending.
- if(md->target_id && !mob->can_changetarget(md, bl, status_get_mode(&md->bl)))
- return 0;
- if(!status->check_skilluse(&md->bl, bl, 0, 0))
- return 0;
- md->target_id = bl->id; // Since there was no disturbance, it locks on to target.
- if (md->state.provoke_flag && bl->id != md->state.provoke_flag)
- md->state.provoke_flag = 0;
- md->min_chase=dist+md->db->range3;
- if(md->min_chase>MAX_MINCHASE)
- md->min_chase=MAX_MINCHASE;
- return 0;
- }
- /*==========================================
- * The ?? routine of an active monster
- *------------------------------------------*/
- int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
- {
- struct mob_data *md;
- struct block_list **target;
- int mode;
- int dist;
- nullpo_ret(bl);
- md=va_arg(ap,struct mob_data *);
- target= va_arg(ap,struct block_list**);
- mode= va_arg(ap,int);
- //If can't seek yet, not an enemy, or you can't attack it, skip.
- if (md->bl.id == bl->id || (*target) == bl || !status->check_skilluse(&md->bl, bl, 0, 0))
- return 0;
- if ((mode&MD_TARGETWEAK) && status->get_lv(bl) >= md->level-5)
- return 0;
- if(battle->check_target(&md->bl,bl,BCT_ENEMY)<=0)
- return 0;
- switch (bl->type) {
- case BL_PC:
- if (((TBL_PC*)bl)->state.gangsterparadise &&
- !(status_get_mode(&md->bl)&MD_BOSS))
- return 0; //Gangster paradise protection.
- default:
- if (battle_config.hom_setting&0x4 &&
- (*target) && (*target)->type == BL_HOM && bl->type != BL_HOM)
- return 0; //For some reason Homun targets are never overridden.
- dist = distance_bl(&md->bl, bl);
- if(
- ((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) &&
- battle->check_range(&md->bl,bl,md->db->range2)
- ) { //Pick closest target?
- #ifdef ACTIVEPATHSEARCH
- struct walkpath_data wpd;
- if (!path->search(&wpd, md->bl.m, md->bl.x, md->bl.y, bl->x, bl->y, 0, CELL_CHKNOPASS)) // Count walk path cells
- return 0;
- //Standing monsters use range2, walking monsters use range3
- if ((md->ud.walktimer == INVALID_TIMER && wpd.path_len > md->db->range2)
- || (md->ud.walktimer != INVALID_TIMER && wpd.path_len > md->db->range3))
- return 0;
- #endif
- (*target) = bl;
- md->target_id=bl->id;
- md->min_chase= dist + md->db->range3;
- if(md->min_chase>MAX_MINCHASE)
- md->min_chase=MAX_MINCHASE;
- return 1;
- }
- break;
- }
- return 0;
- }
- /*==========================================
- * chase target-change routine.
- *------------------------------------------*/
- int mob_ai_sub_hard_changechase(struct block_list *bl,va_list ap) {
- struct mob_data *md;
- struct block_list **target;
- nullpo_ret(bl);
- md=va_arg(ap,struct mob_data *);
- target= va_arg(ap,struct block_list**);
- //If can't seek yet, not an enemy, or you can't attack it, skip.
- if( md->bl.id == bl->id || *target == bl
- || battle->check_target(&md->bl,bl,BCT_ENEMY) <= 0
- || !status->check_skilluse(&md->bl, bl, 0, 0)
- )
- return 0;
- if(battle->check_range (&md->bl, bl, md->status.rhw.range)) {
- (*target) = bl;
- md->target_id=bl->id;
- md->min_chase= md->db->range3;
- }
- return 1;
- }
- /*==========================================
- * finds nearby bg ally for guardians looking for users to follow.
- *------------------------------------------*/
- int mob_ai_sub_hard_bg_ally(struct block_list *bl,va_list ap) {
- struct mob_data *md;
- struct block_list **target;
- nullpo_ret(bl);
- md=va_arg(ap,struct mob_data *);
- target= va_arg(ap,struct block_list**);
- if( status->check_skilluse(&md->bl, bl, 0, 0) && battle->check_target(&md->bl,bl,BCT_ENEMY)<=0 ) {
- (*target) = bl;
- }
- return 1;
- }
- /*==========================================
- * loot monster item search
- *------------------------------------------*/
- int mob_ai_sub_hard_lootsearch(struct block_list *bl,va_list ap)
- {
- struct mob_data* md;
- struct block_list **target;
- int dist;
- md=va_arg(ap,struct mob_data *);
- target= va_arg(ap,struct block_list**);
- dist=distance_bl(&md->bl, bl);
- if(mob->can_reach(md,bl,dist+1, MSS_LOOT) &&
- ((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) //New target closer than previous one.
- ) {
- (*target) = bl;
- md->target_id=bl->id;
- md->min_chase=md->db->range3;
- }
- return 0;
- }
- int mob_warpchase_sub(struct block_list *bl,va_list ap) {
- struct block_list *target;
- struct npc_data **target_nd;
- struct npc_data *nd;
- int *min_distance;
- int cur_distance;
- target= va_arg(ap, struct block_list*);
- target_nd= va_arg(ap, struct npc_data**);
- min_distance= va_arg(ap, int*);
- nd = (TBL_NPC*) bl;
- if(nd->subtype != WARP)
- return 0; //Not a warp
- if(nd->u.warp.mapindex != map_id2index(target->m))
- return 0; //Does not lead to the same map.
- cur_distance = distance_blxy(target, nd->u.warp.x, nd->u.warp.y);
- if (cur_distance < *min_distance) {
- //Pick warp that leads closest to target.
- *target_nd = nd;
- *min_distance = cur_distance;
- return 1;
- }
- return 0;
- }
- /*==========================================
- * Processing of slave monsters
- *------------------------------------------*/
- int mob_ai_sub_hard_slavemob(struct mob_data *md, int64 tick) {
- struct block_list *bl;
- bl=map->id2bl(md->master_id);
- if (!bl || status->isdead(bl)) {
- status_kill(&md->bl);
- return 1;
- }
- if (bl->prev == NULL)
- return 0; //Master not on a map? Could be warping, do not process.
- if (status_get_mode(&md->bl)&MD_CANMOVE) {
- //If the mob can move, follow around. [Check by Skotlex]
- int old_dist;
- // Distance with between slave and master is measured.
- old_dist=md->master_dist;
- md->master_dist=distance_bl(&md->bl, bl);
- // Since the master was in near immediately before, teleport is carried out and it pursues.
- if(bl->m != md->bl.m ||
- (old_dist<10 && md->master_dist>18) ||
- md->master_dist > MAX_MINCHASE
- ){
- md->master_dist = 0;
- unit->warp(&md->bl,bl->m,bl->x,bl->y,CLR_TELEPORT);
- return 1;
- }
- if(md->target_id) //Slave is busy with a target.
- return 0;
- // Approach master if within view range, chase back to Master's area also if standing on top of the master.
- if( (md->master_dist>MOB_SLAVEDISTANCE || md->master_dist == 0)
- && unit->can_move(&md->bl)
- ) {
- short x = bl->x, y = bl->y;
- mob_stop_attack(md);
- if(map->search_freecell(&md->bl, bl->m, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 1)
- && unit->walktoxy(&md->bl, x, y, 0))
- return 1;
- }
- } else if (bl->m != md->bl.m && map_flag_gvg(md->bl.m)) {
- //Delete the summoned mob if it's in a gvg ground and the master is elsewhere. [Skotlex]
- status_kill(&md->bl);
- return 1;
- }
- //Avoid attempting to lock the master's target too often to avoid unnecessary overload. [Skotlex]
- if (DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME && !md->target_id) {
- struct unit_data *ud = unit->bl2ud(bl);
- md->last_linktime = tick;
- if (ud) {
- struct block_list *tbl=NULL;
- if (ud->target && ud->state.attack_continue)
- tbl=map->id2bl(ud->target);
- else if (ud->skilltarget) {
- tbl = map->id2bl(ud->skilltarget);
- //Required check as skilltarget is not always an enemy. [Skotlex]
- if (tbl && battle->check_target(&md->bl, tbl, BCT_ENEMY) <= 0)
- tbl = NULL;
- }
- if (tbl && status->check_skilluse(&md->bl, tbl, 0, 0)) {
- md->target_id=tbl->id;
- md->min_chase=md->db->range3+distance_bl(&md->bl, tbl);
- if(md->min_chase>MAX_MINCHASE)
- md->min_chase=MAX_MINCHASE;
- return 1;
- }
- }
- }
- return 0;
- }
- /*==========================================
- * A lock of target is stopped and mob moves to a standby state.
- * This also triggers idle skill/movement since the AI can get stuck
- * when trying to pick new targets when the current chosen target is
- * unreachable.
- *------------------------------------------*/
- int mob_unlocktarget(struct mob_data *md, int64 tick) {
- nullpo_ret(md);
- switch (md->state.skillstate) {
- case MSS_WALK:
- if (md->ud.walktimer != INVALID_TIMER)
- break;
- //Because it is not unset when the mob finishes walking.
- md->state.skillstate = MSS_IDLE;
- case MSS_IDLE:
- // Idle skill.
- if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL) && mob->skill_use(md, tick, -1))
- break;
- //Random walk.
- if (!md->master_id &&
- DIFF_TICK(md->next_walktime, tick) <= 0 &&
- !mob->randomwalk(md,tick))
- //Delay next random walk when this one failed.
- md->next_walktime = tick+rnd()%1000;
- break;
- default:
- mob_stop_attack(md);
- mob_stop_walking(md,1); //Stop chasing.
- md->state.skillstate = MSS_IDLE;
- if(battle_config.mob_ai&0x8) //Walk instantly after dropping target
- md->next_walktime = tick+rnd()%1000;
- else
- md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME;
- break;
- }
- if (md->target_id) {
- md->target_id=0;
- md->ud.target_to = 0;
- unit->set_target(&md->ud, 0);
- }
- if(map->count_oncell(md->bl.m, md->bl.x, md->bl.y, BL_CHAR|BL_NPC, 1) > battle_config.official_cell_stack_limit) {
- unit->walktoxy(&md->bl, md->bl.x, md->bl.y, 8);
- }
- return 0;
- }
- /*==========================================
- * Random walk
- *------------------------------------------*/
- int mob_randomwalk(struct mob_data *md, int64 tick) {
- const int retrycount=20;
- int i,x,y,c,d;
- int speed;
- nullpo_ret(md);
- if(DIFF_TICK(md->next_walktime,tick)>0 ||
- !unit->can_move(&md->bl) ||
- !(status_get_mode(&md->bl)&MD_CANMOVE))
- return 0;
- d =12-md->move_fail_count;
- if(d<5) d=5;
- if(d>7) d=7;
- for (i = 0; i < retrycount; i++) {
- // Search of a movable place
- int r=rnd();
- x=r%(d*2+1)-d;
- y=r/(d*2+1)%(d*2+1)-d;
- x+=md->bl.x;
- y+=md->bl.y;
- if(((x != md->bl.x) || (y != md->bl.y)) && map->getcell(md->bl.m,x,y,CELL_CHKPASS) && unit->walktoxy(&md->bl,x,y,8)){
- break;
- }
- }
- if(i==retrycount){
- md->move_fail_count++;
- if(md->move_fail_count>1000){
- ShowWarning("MOB can't move. random spawn %d, class = %d, at %s (%d,%d)\n",md->bl.id,md->class_,map->list[md->bl.m].name, md->bl.x, md->bl.y);
- md->move_fail_count=0;
- mob->spawn(md);
- }
- return 0;
- }
- speed=status->get_speed(&md->bl);
- for(i=c=0;i<md->ud.walkpath.path_len;i++) {
- // The next walk start time is calculated.
- if(md->ud.walkpath.path[i]&1)
- c+=speed*MOVE_DIAGONAL_COST/MOVE_COST;
- else
- c+=speed;
- }
- md->state.skillstate=MSS_WALK;
- md->move_fail_count=0;
- md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME+c;
- return 1;
- }
- int mob_warpchase(struct mob_data *md, struct block_list *target)
- {
- struct npc_data *warp = NULL;
- int distance = AREA_SIZE;
- if (!(target && battle_config.mob_ai&0x40 && battle_config.mob_warp&1))
- return 0; //Can't warp chase.
- if (target->m == md->bl.m && check_distance_bl(&md->bl, target, AREA_SIZE))
- return 0; //No need to do a warp chase.
- if (md->ud.walktimer != INVALID_TIMER &&
- map->getcell(md->bl.m,md->ud.to_x,md->ud.to_y,CELL_CHKNPC))
- return 1; //Already walking to a warp.
- //Search for warps within mob's viewing range.
- map->foreachinrange(mob->warpchase_sub, &md->bl,
- md->db->range2, BL_NPC, target, &warp, &distance);
- if (warp && unit->walktobl(&md->bl, &warp->bl, 1, 1))
- return 1;
- return 0;
- }
- /*==========================================
- * AI of MOB whose is near a Player
- *------------------------------------------*/
- bool mob_ai_sub_hard(struct mob_data *md, int64 tick) {
- struct block_list *tbl = NULL, *abl = NULL;
- int mode;
- int view_range, can_move;
- if(md->bl.prev == NULL || md->status.hp <= 0)
- return false;
- if (DIFF_TICK(tick, md->last_thinktime) < MIN_MOBTHINKTIME)
- return false;
- md->last_thinktime = tick;
- if (md->ud.skilltimer != INVALID_TIMER)
- return false;
- // Abnormalities
- if(( md->sc.opt1 > 0 && md->sc.opt1 != OPT1_STONEWAIT && md->sc.opt1 != OPT1_BURNING && md->sc.opt1 != OPT1_CRYSTALIZE )
- || md->sc.data[SC_DEEP_SLEEP] || md->sc.data[SC_BLADESTOP] || md->sc.data[SC__MANHOLE] || md->sc.data[SC_CURSEDCIRCLE_TARGET]) {
- //Should reset targets.
- md->target_id = md->attacked_id = 0;
- return false;
- }
- if (md->sc.count && md->sc.data[SC_BLIND])
- view_range = 3;
- else
- view_range = md->db->range2;
- mode = status_get_mode(&md->bl);
- can_move = (mode&MD_CANMOVE)&&unit->can_move(&md->bl);
- if (md->target_id) {
- //Check validity of current target. [Skotlex]
- tbl = map->id2bl(md->target_id);
- if (!tbl || tbl->m != md->bl.m
- || (md->ud.attacktimer == INVALID_TIMER && !status->check_skilluse(&md->bl, tbl, 0, 0))
- || (md->ud.walktimer != INVALID_TIMER && !(battle_config.mob_ai&0x1) && !check_distance_bl(&md->bl, tbl, md->min_chase))
- || ( tbl->type == BL_PC
- && ((((TBL_PC*)tbl)->state.gangsterparadise && !(mode&MD_BOSS))
- || ((TBL_PC*)tbl)->invincible_timer != INVALID_TIMER)
- )
- ) {
- //No valid target
- if (mob->warpchase(md, tbl))
- return true; //Chasing this target.
- if(md->ud.walktimer != INVALID_TIMER && (!can_move || md->ud.walkpath.path_pos <= battle_config.mob_chase_refresh)
- && (tbl || md->ud.walkpath.path_pos == 0))
- return true; //Walk at least "mob_chase_refresh" cells before dropping the target unless target is non-existent
- mob->unlocktarget(md, tick); //Unlock target
- tbl = NULL;
- }
- }
- // Check for target change.
- if (md->attacked_id && mode&MD_CANATTACK) {
- if (md->attacked_id == md->target_id) {
- //Rude attacked check.
- if (!battle->check_range(&md->bl, tbl, md->status.rhw.range)
- && ( //Can't attack back and can't reach back.
- (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || (md->sc.data[SC_SPIDERWEB] && md->sc.data[SC_SPIDERWEB]->val1)
- || md->sc.data[SC_WUGBITE] || md->sc.data[SC_VACUUM_EXTREME] || md->sc.data[SC_THORNS_TRAP]
- || md->sc.data[SC__MANHOLE] // Not yet confirmed if boss will teleport once it can't reach target.
- || md->walktoxy_fail_count > 0)
- )
- || !mob->can_reach(md, tbl, md->min_chase, MSS_RUSH)
- )
- && md->state.attacked_count++ >= RUDE_ATTACKED_COUNT
- && !mob->skill_use(md, tick, MSC_RUDEATTACKED) // If can't rude Attack
- && can_move && unit->escape(&md->bl, tbl, rnd()%10 +1) // Attempt escape
- ) {
- //Escaped
- md->attacked_id = 0;
- return true;
- }
- }
- else
- if( (abl = map->id2bl(md->attacked_id)) && (!tbl || mob->can_changetarget(md, abl, mode) || (md->sc.count && md->sc.data[SC__CHAOS]))) {
- int dist;
- if( md->bl.m != abl->m || abl->prev == NULL
- || (dist = distance_bl(&md->bl, abl)) >= MAX_MINCHASE // Attacker longer than visual area
- || battle->check_target(&md->bl, abl, BCT_ENEMY) <= 0 // Attacker is not enemy of mob
- || (battle_config.mob_ai&0x2 && !status->check_skilluse(&md->bl, abl, 0, 0)) // Cannot normal attack back to Attacker
- || (!battle->check_range(&md->bl, abl, md->status.rhw.range) // Not on Melee Range and ...
- && ( // Reach check
- (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || (md->sc.data[SC_SPIDERWEB] && md->sc.data[SC_SPIDERWEB]->val1)
- || md->sc.data[SC_WUGBITE] || md->sc.data[SC_VACUUM_EXTREME] || md->sc.data[SC_THORNS_TRAP]
- || md->sc.data[SC__MANHOLE] // Not yet confirmed if boss will teleport once it can't reach target.
- || md->walktoxy_fail_count > 0)
- )
- || !mob->can_reach(md, abl, dist+md->db->range3, MSS_RUSH)
- )
- )
- ) {
- // Rude attacked
- if (md->state.attacked_count++ >= RUDE_ATTACKED_COUNT
- && !mob->skill_use(md, tick, MSC_RUDEATTACKED) && can_move
- && !tbl && unit->escape(&md->bl, abl, rnd()%10 +1)
- ) {
- //Escaped.
- //TODO: Maybe it shouldn't attempt to run if it has another, valid target?
- md->attacked_id = 0;
- return true;
- }
- }
- else
- if (!(battle_config.mob_ai&0x2) && !status->check_skilluse(&md->bl, abl, 0, 0)) {
- //Can't attack back, but didn't invoke a rude attacked skill...
- } else {
- //Attackable
- if (!tbl || dist < md->status.rhw.range
- || !check_distance_bl(&md->bl, tbl, dist)
- || battle->get_target(tbl) != md->bl.id
- ) {
- //Change if the new target is closer than the actual one
- //or if the previous target is not attacking the mob. [Skotlex]
- md->target_id = md->attacked_id; // set target
- if (md->state.attacked_count)
- md->state.attacked_count--; //Should we reset rude attack count?
- md->min_chase = dist+md->db->range3;
- if(md->min_chase>MAX_MINCHASE)
- md->min_chase=MAX_MINCHASE;
- tbl = abl; //Set the new target
- }
- }
- }
- //Clear it since it's been checked for already.
- md->attacked_id = 0;
- }
- // Processing of slave monster
- if (md->master_id > 0 && mob->ai_sub_hard_slavemob(md, tick))
- return true;
- // Scan area for targets
- if (!tbl && mode&MD_LOOTER && md->lootitem && DIFF_TICK(tick, md->ud.canact_tick) > 0
- && (md->lootitem_count < LOOTITEM_SIZE || battle_config.monster_loot_type != 1)
- ) {
- // Scan area for items to loot, avoid trying to loot if the mob is full and can't consume the items.
- map->foreachinrange (mob->ai_sub_hard_lootsearch, &md->bl, view_range, BL_ITEM, md, &tbl);
- }
- if ((!tbl && mode&MD_AGGRESSIVE) || md->state.skillstate == MSS_FOLLOW) {
- map->foreachinrange (mob->ai_sub_hard_activesearch, &md->bl, view_range, DEFAULT_ENEMY_TYPE(md), md, &tbl, mode);
- } else if ((mode&MD_CHANGECHASE && (md->state.skillstate == MSS_RUSH || md->state.skillstate == MSS_FOLLOW)) || (md->sc.count && md->sc.data[SC__CHAOS])) {
- int search_size;
- search_size = view_range<md->status.rhw.range ? view_range:md->status.rhw.range;
- map->foreachinrange (mob->ai_sub_hard_changechase, &md->bl, search_size, DEFAULT_ENEMY_TYPE(md), md, &tbl);
- }
- if (!tbl) { //No targets available.
- if (mode&MD_ANGRY && !md->state.aggressive)
- md->state.aggressive = 1; //Restore angry state when no targets are available.
- /* bg guardians follow allies when no targets nearby */
- if( md->bg_id && mode&MD_CANATTACK ) {
- if( md->ud.walktimer != INVALID_TIMER )
- return true;/* we are already moving */
- map->foreachinrange (mob->ai_sub_hard_bg_ally, &md->bl, view_range, BL_PC, md, &tbl, mode);
- if( tbl ) {
- if( distance_blxy(&md->bl, tbl->x, tbl->y) <= 3 || unit->walktobl(&md->bl, tbl, 1, 1) )
- return true;/* we're moving or close enough don't unlock the target. */
- }
- }
- //This handles triggering idle/walk skill.
- mob->unlocktarget(md, tick);
- return true;
- }
- //Target exists, attack or loot as applicable.
- if (tbl->type == BL_ITEM) {
- //Loot time.
- struct flooritem_data *fitem;
- if (md->ud.target == tbl->id && md->ud.walktimer != INVALID_TIMER)
- return true; //Already locked.
- if (md->lootitem == NULL) {
- //Can't loot...
- mob->unlocktarget (md, tick);
- return true;
- }
- if (!check_distance_bl(&md->bl, tbl, 1)) {
- //Still not within loot range.
- if (!(mode&MD_CANMOVE)) {
- //A looter that can't move? Real smart.
- mob->unlocktarget(md,tick);
- return true;
- }
- if (!can_move) //Stuck. Wait before walking.
- return true;
- md->state.skillstate = MSS_LOOT;
- if (!unit->walktobl(&md->bl, tbl, 1, 1))
- mob->unlocktarget(md, tick); //Can't loot...
- return true;
- }
- //Within looting range.
- if (md->ud.attacktimer != INVALID_TIMER)
- return true; //Busy attacking?
- fitem = (struct flooritem_data *)tbl;
- //Logs items, taken by (L)ooter Mobs [Lupus]
- logs->pick_mob(md, LOG_TYPE_LOOT, fitem->item_data.amount, &fitem->item_data, NULL);
- if (md->lootitem_count < LOOTITEM_SIZE) {
- memcpy (&md->lootitem[md->lootitem_count++], &fitem->item_data, sizeof(md->lootitem[0]));
- } else {
- //Destroy first looted item...
- if (md->lootitem[0].card[0] == CARD0_PET)
- intif->delete_petdata( MakeDWord(md->lootitem[0].card[1],md->lootitem[0].card[2]) );
- memmove(&md->lootitem[0], &md->lootitem[1], (LOOTITEM_SIZE-1)*sizeof(md->lootitem[0]));
- memcpy (&md->lootitem[LOOTITEM_SIZE-1], &fitem->item_data, sizeof(md->lootitem[0]));
- }
- if (pcdb_checkid(md->vd->class_)) {
- //Give them walk act/delay to properly mimic players. [Skotlex]
- clif->takeitem(&md->bl,tbl);
- md->ud.canact_tick = tick + md->status.amotion;
- unit->set_walkdelay(&md->bl, tick, md->status.amotion, 1);
- }
- //Clear item.
- map->clearflooritem (tbl);
- mob->unlocktarget (md,tick);
- return true;
- }
- //Attempt to attack.
- //At this point we know the target is attackable, we just gotta check if the range matches.
- if (battle->check_range(&md->bl, tbl, md->status.rhw.range) && !(md->sc.option&OPTION_HIDE)) {
- //Target within range and able to use normal attack, engage
- if (md->ud.target != tbl->id || md->ud.attacktimer == INVALID_TIMER)
- { //Only attack if no more attack delay left
- if(tbl->type == BL_PC)
- mob->log_damage(md, tbl, 0); //Log interaction (counts as 'attacker' for the exp bonus)
- unit->attack(&md->bl,tbl->id,1);
- }
- return true;
- }
- //Monsters in berserk state, unable to use normal attacks, will always attempt a skill
- if(md->ud.walktimer == INVALID_TIMER && (md->state.skillstate == MSS_BERSERK || md->state.skillstate == MSS_ANGRY)) {
- if (DIFF_TICK(md->ud.canmove_tick, tick) <= MIN_MOBTHINKTIME && DIFF_TICK(md->ud.canact_tick, tick) < -MIN_MOBTHINKTIME*IDLE_SKILL_INTERVAL)
- { //Only use skill if able to walk on next tick and not used a skill the last second
- mob->skill_use(md, tick, -1);
- }
- }
- //Target still in attack range, no need to chase the target
- if(battle->check_range(&md->bl, tbl, md->status.rhw.range))
- return true;
- //Only update target cell / drop target after having moved at least "mob_chase_refresh" cells
- if(md->ud.walktimer != INVALID_TIMER && (!can_move || md->ud.walkpath.path_pos <= battle_config.mob_chase_refresh))
- return true;
- //Out of range...
- if (!(mode&MD_CANMOVE) || (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0)) {
- //Can't chase. Immobile and trapped mobs should unlock target and use an idle skill.
- if (md->ud.attacktimer == INVALID_TIMER)
- { //Only unlock target if no more attack delay left
- //This handles triggering idle/walk skill.
- mob->unlocktarget(md,tick);
- }
- return true;
- }
- if (md->ud.walktimer != INVALID_TIMER && md->ud.target == tbl->id &&
- (
- !(battle_config.mob_ai&0x1) ||
- check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, md->status.rhw.range)
- )) //Current target tile is still within attack range.
- return true;
- //Follow up if possible.
- //Hint: Chase skills are handled in the walktobl routine
- if(!mob->can_reach(md, tbl, md->min_chase, MSS_RUSH) ||
- !unit->walktobl(&md->bl, tbl, md->status.rhw.range, 2))
- mob->unlocktarget(md,tick);
- return true;
- }
- int mob_ai_sub_hard_timer(struct block_list *bl, va_list ap) {
- struct mob_data *md = (struct mob_data*)bl;
- int64 tick = va_arg(ap, int64);
- if (mob->ai_sub_hard(md, tick)) {
- //Hard AI triggered.
- if(!md->state.spotted)
- md->state.spotted = 1;
- md->last_pcneartime = tick;
- }
- return 0;
- }
- /*==========================================
- * Serious processing for mob in PC field of view (foreachclient)
- *------------------------------------------*/
- int mob_ai_sub_foreachclient(struct map_session_data *sd, va_list ap) {
- int64 tick;
- tick=va_arg(ap, int64);
- map->foreachinrange(mob->ai_sub_hard_timer,&sd->bl, AREA_SIZE+ACTIVE_AI_RANGE, BL_MOB,tick);
- return 0;
- }
- /*==========================================
- * Negligent mode MOB AI (PC is not in near)
- *------------------------------------------*/
- int mob_ai_sub_lazy(struct mob_data *md, va_list args) {
- int64 tick;
- nullpo_ret(md);
- if(md->bl.prev == NULL)
- return 0;
- tick = va_arg(args, int64);
- if (battle_config.mob_ai&0x20 && map->list[md->bl.m].users>0)
- return (int)mob->ai_sub_hard(md, tick);
- if (md->bl.prev==NULL || md->status.hp == 0)
- return 1;
- if (battle_config.mob_active_time
- && md->last_pcneartime
- && !(md->status.mode&MD_BOSS)
- && DIFF_TICK(tick,md->last_thinktime) > MIN_MOBTHINKTIME
- ) {
- if (DIFF_TICK(tick,md->last_pcneartime) < battle_config.mob_active_time)
- return (int)mob->ai_sub_hard(md, tick);
- md->last_pcneartime = 0;
- }
- if(battle_config.boss_active_time &&
- md->last_pcneartime &&
- (md->status.mode&MD_BOSS) &&
- DIFF_TICK(tick,md->last_thinktime) > MIN_MOBTHINKTIME)
- {
- if (DIFF_TICK(tick,md->last_pcneartime) < battle_config.boss_active_time)
- return (int)mob->ai_sub_hard(md, tick);
- md->last_pcneartime = 0;
- }
- if(DIFF_TICK(tick,md->last_thinktime)< 10*MIN_MOBTHINKTIME)
- return 0;
- md->last_thinktime=tick;
- if (md->master_id) {
- mob->ai_sub_hard_slavemob(md,tick);
- return 0;
- }
- if( DIFF_TICK(md->next_walktime,tick) < 0 && (status_get_mode(&md->bl)&MD_CANMOVE) && unit->can_move(&md->bl) ) {
- if( rnd()%1000 < MOB_LAZYMOVEPERC(md) )
- mob->randomwalk(md, tick);
- }
- else if( md->ud.walktimer == INVALID_TIMER )
- {
- //Because it is not unset when the mob finishes walking.
- md->state.skillstate = MSS_IDLE;
- if( rnd()%1000 < MOB_LAZYSKILLPERC(md) ) //Chance to do a mob's idle skill.
- mob->skill_use(md, tick, -1);
- }
- return 0;
- }
- /*==========================================
- * Negligent processing for mob outside PC field of view (interval timer function)
- *------------------------------------------*/
- int mob_ai_lazy(int tid, int64 tick, int id, intptr_t data) {
- map->foreachmob(mob->ai_sub_lazy,tick);
- return 0;
- }
- /*==========================================
- * Serious processing for mob in PC field of view (interval timer function)
- *------------------------------------------*/
- int mob_ai_hard(int tid, int64 tick, int id, intptr_t data) {
- if (battle_config.mob_ai&0x20)
- map->foreachmob(mob->ai_sub_lazy,tick);
- else
- map->foreachpc(mob->ai_sub_foreachclient,tick);
- return 0;
- }
- /*==========================================
- * Initializes the delay drop structure for mob-dropped items.
- *------------------------------------------*/
- struct item_drop* mob_setdropitem(int nameid, int qty, struct item_data *data) {
- struct item_drop *drop = ers_alloc(item_drop_ers, struct item_drop);
- drop->item_data.nameid = nameid;
- drop->item_data.amount = qty;
- drop->item_data.identify = data ? itemdb->isidentified2(data) : itemdb->isidentified(nameid);
- drop->next = NULL;
- return drop;
- }
- /*==========================================
- * Initializes the delay drop structure for mob-looted items.
- *------------------------------------------*/
- struct item_drop* mob_setlootitem(struct item* item)
- {
- struct item_drop *drop = ers_alloc(item_drop_ers, struct item_drop);
- memcpy(&drop->item_data, item, sizeof(struct item));
- drop->next = NULL;
- return drop;
- }
- /*==========================================
- * item drop with delay (timer function)
- *------------------------------------------*/
- int mob_delay_item_drop(int tid, int64 tick, int id, intptr_t data) {
- struct item_drop_list *list;
- struct item_drop *ditem, *ditem_prev;
- list=(struct item_drop_list *)data;
- ditem = list->item;
- while (ditem) {
- map->addflooritem(&ditem->item_data,ditem->item_data.amount,
- list->m,list->x,list->y,
- list->first_charid,list->second_charid,list->third_charid,0);
- ditem_prev = ditem;
- ditem = ditem->next;
- ers_free(item_drop_ers, ditem_prev);
- }
- ers_free(item_drop_list_ers, list);
- return 0;
- }
- /*==========================================
- * Sets the item_drop into the item_drop_list.
- * Also performs logging and autoloot if enabled.
- * rate is the drop-rate of the item, required for autoloot.
- * flag : Killed only by homunculus?
- *------------------------------------------*/
- void mob_item_drop(struct mob_data *md, struct item_drop_list *dlist, struct item_drop *ditem, int loot, int drop_rate, unsigned short flag)
- {
- TBL_PC* sd;
- //Logs items, dropped by mobs [Lupus]
- logs->pick_mob(md, loot?LOG_TYPE_LOOT:LOG_TYPE_PICKDROP_MONSTER, -ditem->item_data.amount, &ditem->item_data, NULL);
- sd = map->charid2sd(dlist->first_charid);
- if( sd == NULL ) sd = map->charid2sd(dlist->second_charid);
- if( sd == NULL ) sd = map->charid2sd(dlist->third_charid);
- if( sd
- && (drop_rate <= sd->state.autoloot || pc->isautolooting(sd, ditem->item_data.nameid))
- && (battle_config.idle_no_autoloot == 0 || DIFF_TICK(sockt->last_tick, sd->idletime) < battle_config.idle_no_autoloot)
- && (battle_config.homunculus_autoloot?1:!flag)
- #ifdef AUTOLOOT_DISTANCE
- && sd->bl.m == md->bl.m
- && check_distance_blxy(&sd->bl, dlist->x, dlist->y, AUTOLOOT_DISTANCE)
- #endif
- ) {
- //Autoloot.
- if (party->share_loot(party->search(sd->status.party_id),
- sd, &ditem->item_data, sd->status.char_id) == 0
- ) {
- ers_free(item_drop_ers, ditem);
- return;
- }
- }
- ditem->next = dlist->item;
- dlist->item = ditem;
- }
- int mob_timer_delete(int tid, int64 tick, int id, intptr_t data) {
- struct block_list* bl = map->id2bl(id);
- struct mob_data* md = BL_CAST(BL_MOB, bl);
- if( md )
- {
- if( md->deletetimer != tid )
- {
- ShowError("mob_timer_delete: Timer mismatch: %d != %d\n", tid, md->deletetimer);
- return 0;
- }
- //for Alchemist CANNIBALIZE [Lupus]
- md->deletetimer = INVALID_TIMER;
- unit->free(bl, CLR_TELEPORT);
- }
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int mob_deleteslave_sub(struct block_list *bl,va_list ap)
- {
- struct mob_data *md;
- int id;
- nullpo_ret(bl);
- nullpo_ret(md = (struct mob_data *)bl);
- id=va_arg(ap,int);
- if(md->master_id > 0 && md->master_id == id )
- status_kill(bl);
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int mob_deleteslave(struct mob_data *md) {
- nullpo_ret(md);
- map->foreachinmap(mob->deleteslave_sub, md->bl.m, BL_MOB,md->bl.id);
- return 0;
- }
- // Mob respawning through KAIZEL or NPC_REBIRTH [Skotlex]
- int mob_respawn(int tid, int64 tick, int id, intptr_t data) {
- struct block_list *bl = map->id2bl(id);
- if(!bl) return 0;
- status->revive(bl, (uint8)data, 0);
- return 1;
- }
- void mob_log_damage(struct mob_data *md, struct block_list *src, int damage)
- {
- int char_id = 0, flag = MDLF_NORMAL;
- if( damage < 0 )
- return; //Do nothing for absorbed damage.
- if( !damage && !(src->type&DEFAULT_ENEMY_TYPE(md)) )
- return; //Do not log non-damaging effects from non-enemies.
- if( src->id == md->bl.id )
- return; //Do not log self-damage.
- switch( src->type )
- {
- case BL_PC:
- {
- struct map_session_data *sd = (TBL_PC*)src;
- char_id = sd->status.char_id;
- if( damage )
- md->attacked_id = src->id;
- break;
- }
- case BL_HOM:
- {
- struct homun_data *hd = (TBL_HOM*)src;
- flag = MDLF_HOMUN;
- if( hd->master )
- char_id = hd->master->status.char_id;
- if( damage )
- md->attacked_id = src->id;
- break;
- }
- case BL_MER:
- {
- struct mercenary_data *mer = (TBL_MER*)src;
- if( mer->master )
- char_id = mer->master->status.char_id;
- if( damage )
- md->attacked_id = src->id;
- break;
- }
- case BL_PET:
- {
- struct pet_data *pd = (TBL_PET*)src;
- flag = MDLF_PET;
- if( pd->msd )
- {
- char_id = pd->msd->status.char_id;
- if( damage ) //Let mobs retaliate against the pet's master [Skotlex]
- md->attacked_id = pd->msd->bl.id;
- }
- break;
- }
- case BL_MOB:
- {
- struct mob_data* md2 = (TBL_MOB*)src;
- if( md2->special_state.ai && md2->master_id ) {
- struct map_session_data* msd = map->id2sd(md2->master_id);
- if( msd )
- char_id = msd->status.char_id;
- }
- if( !damage )
- break;
- //Let players decide whether to retaliate versus the master or the mob. [Skotlex]
- if( md2->master_id && battle_config.retaliate_to_master )
- md->attacked_id = md2->master_id;
- else
- md->attacked_id = src->id;
- break;
- }
- case BL_ELEM:
- {
- struct elemental_data *ele = (TBL_ELEM*)src;
- if( ele->master )
- char_id = ele->master->status.char_id;
- if( damage )
- md->attacked_id = src->id;
- break;
- }
- default: //For all unhandled types.
- md->attacked_id = src->id;
- }
- if( char_id )
- { //Log damage...
- int i,minpos;
- unsigned int mindmg;
- for(i=0,minpos=DAMAGELOG_SIZE-1,mindmg=UINT_MAX;i<DAMAGELOG_SIZE;i++){
- if(md->dmglog[i].id==char_id &&
- md->dmglog[i].flag==flag)
- break;
- if(md->dmglog[i].id==0) {
- //Store data in first empty slot.
- md->dmglog[i].id = char_id;
- md->dmglog[i].flag= flag;
- break;
- }
- if (md->dmglog[i].dmg<mindmg && i) {
- //Never overwrite first hit slot (he gets double exp bonus)
- minpos=i;
- mindmg=md->dmglog[i].dmg;
- }
- }
- if(i<DAMAGELOG_SIZE)
- md->dmglog[i].dmg+=damage;
- else {
- md->dmglog[minpos].id = char_id;
- md->dmglog[minpos].flag= flag;
- md->dmglog[minpos].dmg = damage;
- }
- }
- return;
- }
- //Call when a mob has received damage.
- void mob_damage(struct mob_data *md, struct block_list *src, int damage) {
- if (damage > 0) { //Store total damage...
- if (UINT_MAX - (unsigned int)damage > md->tdmg)
- md->tdmg+=damage;
- else if (md->tdmg == UINT_MAX)
- damage = 0; //Stop recording damage once the cap has been reached.
- else { //Cap damage log...
- damage = (int)(UINT_MAX - md->tdmg);
- md->tdmg = UINT_MAX;
- }
- if (md->state.aggressive) { //No longer aggressive, change to retaliate AI.
- md->state.aggressive = 0;
- if(md->state.skillstate== MSS_ANGRY)
- md->state.skillstate = MSS_BERSERK;
- if(md->state.skillstate== MSS_FOLLOW)
- md->state.skillstate = MSS_RUSH;
- }
- //Log damage
- if (src)
- mob->log_damage(md, src, damage);
- md->dmgtick = timer->gettick();
- }
- if (battle_config.show_mob_info&3)
- clif->charnameack (0, &md->bl);
- if (!src)
- return;
- #if PACKETVER >= 20120404
- if( !(md->status.mode&MD_BOSS) ){
- int i;
- for(i = 0; i < DAMAGELOG_SIZE; i++){ // must show hp bar to all char who already hit the mob.
- if( md->dmglog[i].id ) {
- struct map_session_data *sd = map->charid2sd(md->dmglog[i].id);
- if( sd && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE) ) // check if in range
- clif->monster_hp_bar(md,sd);
- }
- }
- }
- #endif
- if( md->special_state.ai == 2 ) {//LOne WOlf explained that ANYONE can trigger the marine countdown skill. [Skotlex]
- md->state.alchemist = 1;
- mob->skill_use(md, timer->gettick(), MSC_ALCHEMIST);
- }
- }
- /*==========================================
- * Signals death of mob.
- * type&1 -> no drops, type&2 -> no exp
- *------------------------------------------*/
- int mob_dead(struct mob_data *md, struct block_list *src, int type) {
- struct status_data *mstatus;
- struct map_session_data *sd = NULL, *tmpsd[DAMAGELOG_SIZE];
- struct map_session_data *mvp_sd = NULL, *second_sd = NULL, *third_sd = NULL;
- struct {
- struct party_data *p;
- int id,zeny;
- unsigned int base_exp,job_exp;
- } pt[DAMAGELOG_SIZE];
- int i, temp, count, m = md->bl.m, pnum = 0;
- int dmgbltypes = 0; // bitfield of all bl types, that caused damage to the mob and are eligible for exp distribution
- unsigned int mvp_damage;
- int64 tick = timer->gettick();
- bool rebirth, homkillonly;
- mstatus = &md->status;
- if( src && src->type == BL_PC )
- {
- sd = (struct map_session_data *)src;
- mvp_sd = sd;
- }
- if( md->guardian_data && md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS )
- guild->castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
- if( src )
- { // Use Dead skill only if not killed by Script or Command
- md->state.skillstate = MSS_DEAD;
- mob->skill_use(md,tick,-1);
- }
- map->freeblock_lock();
- memset(pt,0,sizeof(pt));
- if(src && src->type == BL_MOB)
- mob->unlocktarget((struct mob_data *)src,tick);
- // filter out entries not eligible for exp distribution
- memset(tmpsd,0,sizeof(tmpsd));
- for(i = 0, count = 0, mvp_damage = 0; i < DAMAGELOG_SIZE && md->dmglog[i].id; i++) {
- struct map_session_data* tsd = map->charid2sd(md->dmglog[i].id);
- if(tsd == NULL)
- continue; // skip empty entries
- if(tsd->bl.m != m)
- continue; // skip players not on this map
- count++; //Only logged into same map chars are counted for the total.
- if (pc_isdead(tsd))
- continue; // skip dead players
- if(md->dmglog[i].flag == MDLF_HOMUN && !homun_alive(tsd->hd))
- continue; // skip homunc's share if inactive
- if( md->dmglog[i].flag == MDLF_PET && (!tsd->status.pet_id || !tsd->pd) )
- continue; // skip pet's share if inactive
- if(md->dmglog[i].dmg > mvp_damage) {
- third_sd = second_sd;
- second_sd = mvp_sd;
- mvp_sd = tsd;
- mvp_damage = md->dmglog[i].dmg;
- }
- tmpsd[i] = tsd; // record as valid damage-log entry
- switch( md->dmglog[i].flag ) {
- case MDLF_NORMAL: dmgbltypes|= BL_PC; break;
- case MDLF_HOMUN: dmgbltypes|= BL_HOM; break;
- case MDLF_PET: dmgbltypes|= BL_PET; break;
- }
- }
- // determines, if the monster was killed by homunculus' damage only
- homkillonly = (bool)( ( dmgbltypes&BL_HOM ) && !( dmgbltypes&~BL_HOM ) );
- if (!battle_config.exp_calc_type && count > 1) {
- //Apply first-attacker 200% exp share bonus
- //TODO: Determine if this should go before calculating the MVP player instead of after.
- if (UINT_MAX - md->dmglog[0].dmg > md->tdmg) {
- md->tdmg += md->dmglog[0].dmg;
- md->dmglog[0].dmg<<=1;
- } else {
- md->dmglog[0].dmg+= UINT_MAX - md->tdmg;
- md->tdmg = UINT_MAX;
- }
- }
- if( !(type&2) //No exp
- && (!map->list[m].flag.pvp || battle_config.pvp_exp) //Pvp no exp rule [MouseJstr]
- && (!md->master_id || !md->special_state.ai) //Only player-summoned mobs do not give exp. [Skotlex]
- && (!map->list[m].flag.nobaseexp || !map->list[m].flag.nojobexp) //Gives Exp
- ) { //Experience calculation.
- int bonus = 100; //Bonus on top of your share (common to all attackers).
- if (md->sc.data[SC_RICHMANKIM])
- bonus += md->sc.data[SC_RICHMANKIM]->val2;
- if(sd) {
- temp = status->get_class(&md->bl);
- if(sd->sc.data[SC_MIRACLE]) i = 2; //All mobs are Star Targets
- else
- ARR_FIND(0, MAX_PC_FEELHATE, i, temp == sd->hate_mob[i] &&
- (battle_config.allow_skill_without_day || pc->sg_info[i].day_func()));
- if(i<MAX_PC_FEELHATE && (temp=pc->checkskill(sd,pc->sg_info[i].bless_id)))
- bonus += (i==2?20:10)*temp;
- }
- if(battle_config.mobs_level_up && md->level > md->db->lv) // [Valaris]
- bonus += (md->level-md->db->lv)*battle_config.mobs_level_up_exp_rate;
- for(i = 0; i < DAMAGELOG_SIZE && md->dmglog[i].id; i++) {
- int flag=1,zeny=0;
- unsigned int base_exp, job_exp;
- double per; //Your share of the mob's exp
- if (!tmpsd[i]) continue;
- if (!battle_config.exp_calc_type && md->tdmg)
- //jAthena's exp formula based on total damage.
- per = (double)md->dmglog[i].dmg/(double)md->tdmg;
- else {
- //eAthena's exp formula based on max hp.
- per = (double)md->dmglog[i].dmg/(double)mstatus->max_hp;
- if (per > 2) per = 2; // prevents unlimited exp gain
- }
- if (count>1 && battle_config.exp_bonus_attacker) {
- //Exp bonus per additional attacker.
- if (count > battle_config.exp_bonus_max_attacker)
- count = battle_config.exp_bonus_max_attacker;
- per += per*((count-1)*battle_config.exp_bonus_attacker)/100.;
- }
- // change experience for different sized monsters [Valaris]
- if (battle_config.mob_size_influence) {
- switch( md->special_state.size ) {
- case SZ_MEDIUM:
- per /= 2.;
- break;
- case SZ_BIG:
- per *= 2.;
- break;
- }
- }
- if( md->dmglog[i].flag == MDLF_PET )
- per *= battle_config.pet_attack_exp_rate/100.;
- if(battle_config.zeny_from_mobs && md->level) {
- // zeny calculation moblv + random moblv [Valaris]
- zeny=(int) ((md->level+rnd()%md->level)*per*bonus/100.);
- if(md->db->mexp > 0)
- zeny*=rnd()%250;
- }
- if (map->list[m].flag.nobaseexp || !md->db->base_exp)
- base_exp = 0;
- else
- base_exp = (unsigned int)cap_value(md->db->base_exp * per * bonus/100. * map->list[m].bexp/100., 1, UINT_MAX);
- if (map->list[m].flag.nojobexp || !md->db->job_exp || md->dmglog[i].flag == MDLF_HOMUN) //Homun earned job-exp is always lost.
- job_exp = 0;
- else
- job_exp = (unsigned int)cap_value(md->db->job_exp * per * bonus/100. * map->list[m].jexp/100., 1, UINT_MAX);
- if ( (temp = tmpsd[i]->status.party_id) > 0 ) {
- int j;
- for( j = 0; j < pnum && pt[j].id != temp; j++ ); //Locate party.
- if( j == pnum ){ //Possibly add party.
- pt[pnum].p = party->search(temp);
- if(pt[pnum].p && pt[pnum].p->party.exp) {
- pt[pnum].id = temp;
- pt[pnum].base_exp = base_exp;
- pt[pnum].job_exp = job_exp;
- pt[pnum].zeny = zeny; // zeny share [Valaris]
- pnum++;
- flag=0;
- }
- } else {
- //Add to total
- if (pt[j].base_exp > UINT_MAX - base_exp)
- pt[j].base_exp = UINT_MAX;
- else
- pt[j].base_exp += base_exp;
- if (pt[j].job_exp > UINT_MAX - job_exp)
- pt[j].job_exp = UINT_MAX;
- else
- pt[j].job_exp += job_exp;
- pt[j].zeny+=zeny; // zeny share [Valaris]
- flag=0;
- }
- }
- if(base_exp && md->dmglog[i].flag == MDLF_HOMUN) //tmpsd[i] is null if it has no homunc.
- homun->gainexp(tmpsd[i]->hd, base_exp);
- if(flag) {
- if(base_exp || job_exp) {
- if( md->dmglog[i].flag != MDLF_PET || battle_config.pet_attack_exp_to_master ) {
- #ifdef RENEWAL_EXP
- int rate = pc->level_penalty_mod(md->level - (tmpsd[i])->status.base_level, md->status.race, md->status.mode, 1);
- base_exp = (unsigned int)cap_value(base_exp * rate / 100, 1, UINT_MAX);
- job_exp = (unsigned int)cap_value(job_exp * rate / 100, 1, UINT_MAX);
- #endif
- pc->gainexp(tmpsd[i], &md->bl, base_exp, job_exp, false);
- }
- }
- if(zeny) // zeny from mobs [Valaris]
- pc->getzeny(tmpsd[i], zeny, LOG_TYPE_PICKDROP_MONSTER, NULL);
- }
- }
- for( i = 0; i < pnum; i++ ) //Party share.
- party->exp_share(pt[i].p, &md->bl, pt[i].base_exp,pt[i].job_exp,pt[i].zeny);
- } //End EXP giving.
- if( !(type&1) && !map->list[m].flag.nomobloot && !md->state.rebirth && (
- !md->special_state.ai || //Non special mob
- battle_config.alchemist_summon_reward == 2 || //All summoned give drops
- (md->special_state.ai==2 && battle_config.alchemist_summon_reward == 1) //Marine Sphere Drops items.
- ) )
- { // Item Drop
- struct item_drop_list *dlist = ers_alloc(item_drop_list_ers, struct item_drop_list);
- struct item_drop *ditem;
- struct item_data* it = NULL;
- int drop_rate;
- #ifdef RENEWAL_DROP
- int drop_modifier = mvp_sd ? pc->level_penalty_mod( md->level - mvp_sd->status.base_level, md->status.race, md->status.mode, 2) :
- second_sd ? pc->level_penalty_mod( md->level - second_sd->status.base_level, md->status.race, md->status.mode, 2):
- third_sd ? pc->level_penalty_mod( md->level - third_sd->status.base_level, md->status.race, md->status.mode, 2) :
- 100;/* no player was attached, we don't use any modifier (100 = rates are not touched) */
- #endif
- dlist->m = md->bl.m;
- dlist->x = md->bl.x;
- dlist->y = md->bl.y;
- dlist->first_charid = (mvp_sd ? mvp_sd->status.char_id : 0);
- dlist->second_charid = (second_sd ? second_sd->status.char_id : 0);
- dlist->third_charid = (third_sd ? third_sd->status.char_id : 0);
- dlist->item = NULL;
- for (i = 0; i < MAX_MOB_DROP; i++)
- {
- if (md->db->dropitem[i].nameid <= 0)
- continue;
- if ( !(it = itemdb->exists(md->db->dropitem[i].nameid)) )
- continue;
- drop_rate = md->db->dropitem[i].p;
- if (drop_rate <= 0) {
- if (battle_config.drop_rate0item)
- continue;
- drop_rate = 1;
- }
- // change drops depending on monsters size [Valaris]
- if (battle_config.mob_size_influence)
- {
- if (md->special_state.size == SZ_MEDIUM && drop_rate >= 2)
- drop_rate /= 2;
- else if( md->special_state.size == SZ_BIG)
- drop_rate *= 2;
- }
- if (src) {
- //Drops affected by luk as a fixed increase [Valaris]
- if (battle_config.drops_by_luk)
- drop_rate += status_get_luk(src)*battle_config.drops_by_luk/100;
- //Drops affected by luk as a % increase [Skotlex]
- if (battle_config.drops_by_luk2)
- drop_rate += (int)(0.5+drop_rate*status_get_luk(src)*battle_config.drops_by_luk2/10000.);
- }
- if (sd && battle_config.pk_mode &&
- (int)(md->level - sd->status.base_level) >= 20)
- drop_rate = (int)(drop_rate*1.25); // pk_mode increase drops if 20 level difference [Valaris]
- // Increase drop rate if user has SC_CASH_RECEIVEITEM
- if (sd && sd->sc.data[SC_CASH_RECEIVEITEM]) // now rig the drop rate to never be over 90% unless it is originally >90%.
- drop_rate = max(drop_rate,cap_value((int)(0.5+drop_rate*(sd->sc.data[SC_CASH_RECEIVEITEM]->val1)/100.),0,9000));
- #ifdef RENEWAL_DROP
- if( drop_modifier != 100 ) {
- drop_rate = drop_rate * drop_modifier / 100;
- if( drop_rate < 1 )
- drop_rate = 1;
- }
- #endif
- if( sd && sd->status.mod_drop != 100 ) {
- drop_rate = drop_rate * sd->status.mod_drop / 100;
- if( drop_rate < 1 )
- drop_rate = 1;
- }
- // attempt to drop the item
- if (rnd() % 10000 >= drop_rate)
- continue;
- if( mvp_sd && it->type == IT_PETEGG ) {
- pet->create_egg(mvp_sd, md->db->dropitem[i].nameid);
- continue;
- }
- ditem = mob->setdropitem(md->db->dropitem[i].nameid, 1, it);
- //A Rare Drop Global Announce by Lupus
- if( mvp_sd && drop_rate <= battle_config.rare_drop_announce ) {
- char message[128];
- sprintf (message, msg_txt(541), mvp_sd->status.name, md->name, it->jname, (float)drop_rate/100);
- //MSG: "'%s' won %s's %s (chance: %0.02f%%)"
- intif->broadcast(message, strlen(message)+1, BC_DEFAULT);
- }
- /* heres the thing we got the feature set up however we're still discussing how to best define the ids,
- * so while we discuss, for a small period of time, the list is hardcoded (yes officially only those 2 use it,
- * thus why we're unsure on how to best place the setting) */
- /* temp, will not be hardcoded for long thudu. */
- if( it->nameid == 7782 || it->nameid == 7783 ) /* for when not hardcoded: add a check on mvp bonus drop as well */
- clif->item_drop_announce(mvp_sd, it->nameid, md->name);
- // Announce first, or else ditem will be freed. [Lance]
- // By popular demand, use base drop rate for autoloot code. [Skotlex]
- mob->item_drop(md, dlist, ditem, 0, md->db->dropitem[i].p, homkillonly);
- }
- // Ore Discovery [Celest]
- if (sd == mvp_sd && pc->checkskill(sd,BS_FINDINGORE) > 0) {
- if( (temp = itemdb->chain_item(itemdb->chain_cache[ECC_ORE],&i)) ) {
- ditem = mob->setdropitem(temp, 1, NULL);
- mob->item_drop(md, dlist, ditem, 0, i, homkillonly);
- }
- }
- if(sd) {
- // process script-granted extra drop bonuses
- int itemid = 0;
- for (i = 0; i < ARRAYLENGTH(sd->add_drop) && (sd->add_drop[i].id || sd->add_drop[i].group); i++)
- {
- if ( sd->add_drop[i].race == -md->class_ ||
- ( sd->add_drop[i].race > 0 && (
- sd->add_drop[i].race & (1<<mstatus->race) ||
- sd->add_drop[i].race & (1<<(mstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS))
- )))
- {
- //check if the bonus item drop rate should be multiplied with mob level/10 [Lupus]
- if(sd->add_drop[i].rate < 0) {
- //it's negative, then it should be multiplied. e.g. for Mimic,Myst Case Cards, etc
- // rate = base_rate * (mob_level/10) + 1
- drop_rate = -sd->add_drop[i].rate*(md->level/10)+1;
- drop_rate = cap_value(drop_rate, battle_config.item_drop_adddrop_min, battle_config.item_drop_adddrop_max);
- if (drop_rate > 10000) drop_rate = 10000;
- }
- else
- //it's positive, then it goes as it is
- drop_rate = sd->add_drop[i].rate;
- if (rnd()%10000 >= drop_rate)
- continue;
- itemid = (sd->add_drop[i].id > 0) ? sd->add_drop[i].id : itemdb->chain_item(sd->add_drop[i].group,&drop_rate);
- if( itemid )
- mob->item_drop(md, dlist, mob->setdropitem(itemid,1,NULL), 0, drop_rate, homkillonly);
- }
- }
- // process script-granted zeny bonus (get_zeny_num) [Skotlex]
- if( sd->bonus.get_zeny_num && rnd()%100 < sd->bonus.get_zeny_rate ) {
- i = sd->bonus.get_zeny_num > 0 ? sd->bonus.get_zeny_num : -md->level * sd->bonus.get_zeny_num;
- if (!i) i = 1;
- pc->getzeny(sd, 1+rnd()%i, LOG_TYPE_PICKDROP_MONSTER, NULL);
- }
- }
- // process items looted by the mob
- if(md->lootitem) {
- for(i = 0; i < md->lootitem_count; i++)
- mob->item_drop(md, dlist, mob->setlootitem(&md->lootitem[i]), 1, 10000, homkillonly);
- }
- if (dlist->item) //There are drop items.
- timer->add(tick + (!battle_config.delay_battle_damage?500:0), mob->delay_item_drop, 0, (intptr_t)dlist);
- else //No drops
- ers_free(item_drop_list_ers, dlist);
- } else if (md->lootitem && md->lootitem_count) {
- //Loot MUST drop!
- struct item_drop_list *dlist = ers_alloc(item_drop_list_ers, struct item_drop_list);
- dlist->m = md->bl.m;
- dlist->x = md->bl.x;
- dlist->y = md->bl.y;
- dlist->first_charid = (mvp_sd ? mvp_sd->status.char_id : 0);
- dlist->second_charid = (second_sd ? second_sd->status.char_id : 0);
- dlist->third_charid = (third_sd ? third_sd->status.char_id : 0);
- dlist->item = NULL;
- for(i = 0; i < md->lootitem_count; i++)
- mob->item_drop(md, dlist, mob->setlootitem(&md->lootitem[i]), 1, 10000, homkillonly);
- timer->add(tick + (!battle_config.delay_battle_damage?500:0), mob->delay_item_drop, 0, (intptr_t)dlist);
- }
- if(mvp_sd && md->db->mexp > 0 && !md->special_state.ai) {
- int log_mvp[2] = {0};
- unsigned int mexp;
- double exp;
- //mapflag: noexp check [Lorky]
- if (map->list[m].flag.nobaseexp || type&2)
- exp =1;
- else {
- exp = md->db->mexp;
- if (count > 1)
- exp += exp*(battle_config.exp_bonus_attacker*(count-1))/100.; //[Gengar]
- }
- mexp = (unsigned int)cap_value(exp, 1, UINT_MAX);
- clif->mvp_effect(mvp_sd);
- clif->mvp_exp(mvp_sd,mexp);
- pc->gainexp(mvp_sd, &md->bl, mexp,0, false);
- log_mvp[1] = mexp;
- if( !(map->list[m].flag.nomvploot || type&1) ) {
- /* pose them randomly in the list -- so on 100% drop servers it wont always drop the same item */
- int mdrop_id[MAX_MVP_DROP];
- int mdrop_p[MAX_MVP_DROP];
- struct item item;
- memset(&mdrop_id,0,MAX_MVP_DROP*sizeof(int));
- for(i = 0; i < MAX_MVP_DROP; i++) {
- while( 1 ) {
- int va = rand()%MAX_MVP_DROP;
- if( !mdrop_id[va] || !md->db->mvpitem[i].nameid ) {
- mdrop_id[va] = md->db->mvpitem[i].nameid;
- mdrop_p[va] = md->db->mvpitem[i].p;
- break;
- }
- }
- }
- for(i = 0; i < MAX_MVP_DROP; i++) {
- struct item_data *data;
- if(mdrop_id[i] <= 0)
- continue;
- if(! (data = itemdb->exists(mdrop_id[i])) )
- continue;
- temp = mdrop_p[i];
- if(temp <= 0 && !battle_config.drop_rate0item)
- temp = 1;
- if(temp <= rnd()%10000+1) //if ==0, then it doesn't drop
- continue;
- memset(&item,0,sizeof(item));
- item.nameid=mdrop_id[i];
- item.identify= itemdb->isidentified2(data);
- clif->mvp_item(mvp_sd,item.nameid);
- log_mvp[0] = item.nameid;
- //A Rare MVP Drop Global Announce by Lupus
- if(temp<=battle_config.rare_drop_announce) {
- char message[128];
- sprintf (message, msg_txt(541), mvp_sd->status.name, md->name, data->jname, temp/100.);
- //MSG: "'%s' won %s's %s (chance: %0.02f%%)"
- intif->broadcast(message, strlen(message)+1, BC_DEFAULT);
- }
- if((temp = pc->additem(mvp_sd,&item,1,LOG_TYPE_PICKDROP_PLAYER)) != 0) {
- clif->additem(mvp_sd,0,0,temp);
- map->addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd->status.char_id,(second_sd?second_sd->status.char_id:0),(third_sd?third_sd->status.char_id:0),1);
- }
- //Logs items, MVP prizes [Lupus]
- logs->pick_mob(md, LOG_TYPE_MVP, -1, &item, data);
- break;
- }
- }
- logs->mvpdrop(mvp_sd, md->class_, log_mvp);
- }
- if (type&2 && !sd && md->class_ == MOBID_EMPERIUM && md->guardian_data) {
- //Emperium destroyed by script. Discard mvp character. [Skotlex]
- mvp_sd = NULL;
- }
- rebirth = ( md->sc.data[SC_KAIZEL] || (md->sc.data[SC_REBIRTH] && !md->state.rebirth) );
- if( !rebirth ) { // Only trigger event on final kill
- md->status.hp = 0; //So that npc_event invoked functions KNOW that mob is dead
- if( src ) {
- switch( src->type ) {
- case BL_PET: sd = ((TBL_PET*)src)->msd; break;
- case BL_HOM: sd = ((TBL_HOM*)src)->master; break;
- case BL_MER: sd = ((TBL_MER*)src)->master; break;
- case BL_ELEM: sd = ((TBL_ELEM*)src)->master; break;
- }
- }
- if( sd ) {
- if( sd->mission_mobid == md->class_) { //TK_MISSION [Skotlex]
- if( ++sd->mission_count >= 100 && (temp = mob->get_random_id(0, 0xE, sd->status.base_level)) ) {
- pc->addfame(sd, 1);
- sd->mission_mobid = temp;
- pc_setglobalreg(sd,script->add_str("TK_MISSION_ID"), temp);
- sd->mission_count = 0;
- clif->mission_info(sd, temp, 0);
- }
- pc_setglobalreg(sd,script->add_str("TK_MISSION_COUNT"), sd->mission_count);
- }
- if( sd->status.party_id )
- map->foreachinrange(quest->update_objective_sub,&md->bl,AREA_SIZE,BL_PC,sd->status.party_id,md->class_);
- else if( sd->avail_quests )
- quest->update_objective(sd, md->class_);
- if( sd->md && src && src->type != BL_HOM && mob->db(md->class_)->lv > sd->status.base_level/2 )
- mercenary->kills(sd->md);
- }
- if( md->npc_event[0] && !md->state.npc_killmonster ) {
- if( sd && battle_config.mob_npc_event_type ) {
- pc->setparam(sd, SP_KILLERRID, sd->bl.id);
- npc->event(sd,md->npc_event,0);
- } else if( mvp_sd ) {
- pc->setparam(mvp_sd, SP_KILLERRID, sd?sd->bl.id:0);
- npc->event(mvp_sd,md->npc_event,0);
- } else
- npc->event_do(md->npc_event);
- } else if( mvp_sd && !md->state.npc_killmonster ) {
- pc->setparam(mvp_sd, SP_KILLEDRID, md->class_);
- npc->script_event(mvp_sd, NPCE_KILLNPC); // PCKillNPC [Lance]
- }
- md->status.hp = 1;
- }
- if(md->deletetimer != INVALID_TIMER) {
- timer->delete(md->deletetimer,mob->timer_delete);
- md->deletetimer = INVALID_TIMER;
- }
- /**
- * Only loops if necessary (e.g. a poring would never need to loop)
- **/
- if( md->can_summon )
- mob->deleteslave(md);
- map->freeblock_unlock();
- if( !rebirth ) {
- if( pcdb_checkid(md->vd->class_) ) {//Player mobs are not removed automatically by the client.
- /* first we set them dead, then we delay the out sight effect */
- clif->clearunit_area(&md->bl,CLR_DEAD);
- clif->clearunit_delayed(&md->bl, CLR_OUTSIGHT,tick+3000);
- } else
- /**
- * We give the client some time to breath and this allows it to display anything it'd like with the dead corpose
- * For example, this delay allows it to display soul drain effect
- **/
- clif->clearunit_delayed(&md->bl, CLR_DEAD, tick+250);
- }
- if(!md->spawn) //Tell status->damage to remove it from memory.
- return 5; // Note: Actually, it's 4. Oh well...
- // MvP tomb [GreenBox]
- if (battle_config.mvp_tomb_enabled && md->spawn->state.boss && map->list[md->bl.m].flag.notomb != 1)
- mob->mvptomb_create(md, mvp_sd ? mvp_sd->status.name : NULL, time(NULL));
- if( !rebirth ) {
- status->change_clear(&md->bl,1);
- mob->setdelayspawn(md); //Set respawning.
- }
- return 3; //Remove from map.
- }
- void mob_revive(struct mob_data *md, unsigned int hp)
- {
- int64 tick = timer->gettick();
- md->state.skillstate = MSS_IDLE;
- md->last_thinktime = tick;
- md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME;
- md->last_linktime = tick;
- md->last_pcneartime = 0;
- memset(md->dmglog, 0, sizeof(md->dmglog)); // Reset the damage done on the rebirthed monster, otherwise will grant full exp + damage done. [Valaris]
- md->tdmg = 0;
- if (!md->bl.prev)
- map->addblock(&md->bl);
- clif->spawn(&md->bl);
- skill->unit_move(&md->bl,tick,1);
- mob->skill_use(md, tick, MSC_SPAWN);
- if (battle_config.show_mob_info&3)
- clif->charnameack (0, &md->bl);
- }
- int mob_guardian_guildchange(struct mob_data *md)
- {
- struct guild *g;
- nullpo_ret(md);
- if (!md->guardian_data)
- return 0;
- if (md->guardian_data->castle->guild_id == 0) {
- //Castle with no owner? Delete the guardians.
- if( md->class_ == MOBID_EMPERIUM ) //But don't delete the emperium, just clear it's guild-data
- md->guardian_data->g = NULL;
- else {
- if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS && md->guardian_data->castle->guardian[md->guardian_data->number].visible)
- guild->castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number, 0);
- unit->free(&md->bl,CLR_OUTSIGHT); //Remove guardian.
- }
- return 0;
- }
- g = guild->search(md->guardian_data->castle->guild_id);
- if (g == NULL) {
- //Properly remove guardian info from Castle data.
- ShowError("mob_guardian_guildchange: New Guild (id %d) does not exists!\n", md->guardian_data->castle->guild_id);
- if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS)
- guild->castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number, 0);
- unit->free(&md->bl,CLR_OUTSIGHT);
- return 0;
- }
- md->guardian_data->g = g;
- return 1;
- }
- /*==========================================
- * Pick a random class for the mob
- *------------------------------------------*/
- int mob_random_class (int *value, size_t count)
- {
- nullpo_ret(value);
- // no count specified, look into the array manually, but take only max 5 elements
- if (count < 1) {
- count = 0;
- while(count < 5 && mob->db_checkid(value[count])) count++;
- if(count < 1) // nothing found
- return 0;
- } else {
- // check if at least the first value is valid
- if(mob->db_checkid(value[0]) == 0)
- return 0;
- }
- //Pick a random value, hoping it exists. [Skotlex]
- return mob->db_checkid(value[rnd()%count]);
- }
- /*==========================================
- * Change mob base class
- *------------------------------------------*/
- int mob_class_change (struct mob_data *md, int class_)
- {
- int64 tick = timer->gettick(), c = 0;
- int i, hp_rate;
- nullpo_ret(md);
- if( md->bl.prev == NULL )
- return 0;
- //Disable class changing for some targets...
- if (md->guardian_data)
- return 0; //Guardians/Emperium
- if( mob_is_treasure(md) )
- return 0; //Treasure Boxes
- if( md->special_state.ai > 1 )
- return 0; //Marine Spheres and Floras.
- if( mob->is_clone(md->class_) )
- return 0; //Clones
- if( md->class_ == class_ )
- return 0; //Nothing to change.
- hp_rate = get_percentage(md->status.hp, md->status.max_hp);
- md->class_ = class_;
- md->db = mob->db(class_);
- if (battle_config.override_mob_names==1)
- memcpy(md->name,md->db->name,NAME_LENGTH);
- else
- memcpy(md->name,md->db->jname,NAME_LENGTH);
- mob_stop_attack(md);
- mob_stop_walking(md, 0);
- unit->skillcastcancel(&md->bl, 0);
- status->set_viewdata(&md->bl, class_);
- clif->class_change(&md->bl, md->vd->class_, 1);
- status_calc_mob(md, SCO_FIRST);
- md->ud.state.speed_changed = 1; //Speed change update.
- if (battle_config.monster_class_change_recover) {
- memset(md->dmglog, 0, sizeof(md->dmglog));
- md->tdmg = 0;
- } else {
- md->status.hp = md->status.max_hp*hp_rate/100;
- if(md->status.hp < 1) md->status.hp = 1;
- }
- for(i=0,c=tick-MOB_MAX_DELAY;i<MAX_MOBSKILL;i++)
- md->skilldelay[i] = c;
- if(md->lootitem == NULL && md->db->status.mode&MD_LOOTER)
- md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
- //Targets should be cleared no morph
- md->target_id = md->attacked_id = 0;
- //Need to update name display.
- clif->charnameack(0, &md->bl);
- status_change_end(&md->bl,SC_KEEPING,INVALID_TIMER);
- return 0;
- }
- /*==========================================
- * mob heal, update display hp info of mob for players
- *------------------------------------------*/
- void mob_heal(struct mob_data *md,unsigned int heal)
- {
- if (battle_config.show_mob_info&3)
- clif->charnameack (0, &md->bl);
- #if PACKETVER >= 20120404
- if( !(md->status.mode&MD_BOSS) ){
- int i;
- for(i = 0; i < DAMAGELOG_SIZE; i++){ // must show hp bar to all char who already hit the mob.
- if( md->dmglog[i].id ) {
- struct map_session_data *sd = map->charid2sd(md->dmglog[i].id);
- if( sd && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE) ) // check if in range
- clif->monster_hp_bar(md,sd);
- }
- }
- }
- #endif
- }
- /*==========================================
- * Added by RoVeRT
- *------------------------------------------*/
- int mob_warpslave_sub(struct block_list *bl,va_list ap) {
- struct mob_data *md=(struct mob_data *)bl;
- struct block_list *master;
- short x,y,range=0;
- master = va_arg(ap, struct block_list*);
- range = va_arg(ap, int);
- if(md->master_id!=master->id)
- return 0;
- map->search_freecell(master, 0, &x, &y, range, range, 0);
- unit->warp(&md->bl, master->m, x, y,CLR_TELEPORT);
- return 1;
- }
- /*==========================================
- * Added by RoVeRT
- * Warps slaves. Range is the area around the master that they can
- * appear in randomly.
- *------------------------------------------*/
- int mob_warpslave(struct block_list *bl, int range) {
- if (range < 1)
- range = 1; //Min range needed to avoid crashes and stuff. [Skotlex]
- return map->foreachinmap(mob->warpslave_sub, bl->m, BL_MOB, bl, range);
- }
- /*==========================================
- * Counts slave sub, currently checking if mob master is the given ID.
- *------------------------------------------*/
- int mob_countslave_sub(struct block_list *bl,va_list ap)
- {
- int id;
- struct mob_data *md;
- id=va_arg(ap,int);
- md = (struct mob_data *)bl;
- if( md->master_id==id )
- return 1;
- return 0;
- }
- /*==========================================
- * Counts the number of slaves a mob has on the map.
- *------------------------------------------*/
- int mob_countslave(struct block_list *bl) {
- return map->foreachinmap(mob->countslave_sub, bl->m, BL_MOB,bl->id);
- }
- /*==========================================
- * Summons amount slaves contained in the value[5] array using round-robin. [adapted by Skotlex]
- *------------------------------------------*/
- int mob_summonslave(struct mob_data *md2,int *value,int amount,uint16 skill_id)
- {
- struct mob_data *md;
- struct spawn_data data;
- int count = 0,k=0,hp_rate=0;
- nullpo_ret(md2);
- nullpo_ret(value);
- memset(&data, 0, sizeof(struct spawn_data));
- data.m = md2->bl.m;
- data.x = md2->bl.x;
- data.y = md2->bl.y;
- data.num = 1;
- data.state.size = md2->special_state.size;
- data.state.ai = md2->special_state.ai;
- if(mob->db_checkid(value[0]) == 0)
- return 0;
- /**
- * Flags this monster is able to summon; saves a worth amount of memory upon deletion
- **/
- md2->can_summon = 1;
- while(count < 5 && mob->db_checkid(value[count])) count++;
- if(count < 1) return 0;
- if (amount > 0 && amount < count) { //Do not start on 0, pick some random sub subset [Skotlex]
- k = rnd()%count;
- amount+=k; //Increase final value by same amount to preserve total number to summon.
- }
- if (!battle_config.monster_class_change_recover &&
- (skill_id == NPC_TRANSFORMATION || skill_id == NPC_METAMORPHOSIS))
- hp_rate = get_percentage(md2->status.hp, md2->status.max_hp);
- for(;k<amount;k++) {
- short x,y;
- data.class_ = value[k%count]; //Summon slaves in round-robin fashion. [Skotlex]
- if (mob->db_checkid(data.class_) == 0)
- continue;
- if (map->search_freecell(&md2->bl, 0, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 0)) {
- data.x = x;
- data.y = y;
- } else {
- data.x = md2->bl.x;
- data.y = md2->bl.y;
- }
- //These two need to be loaded from the db for each slave.
- if(battle_config.override_mob_names==1)
- strcpy(data.name,"--en--");
- else
- strcpy(data.name,"--ja--");
- if (!mob->parse_dataset(&data))
- continue;
- md= mob->spawn_dataset(&data);
- if(skill_id == NPC_SUMMONSLAVE){
- md->master_id=md2->bl.id;
- md->special_state.ai = md2->special_state.ai;
- }
- mob->spawn(md);
- if (hp_rate) //Scale HP
- md->status.hp = md->status.max_hp*hp_rate/100;
- //Inherit the aggressive mode of the master.
- if (battle_config.slaves_inherit_mode && md->master_id) {
- switch (battle_config.slaves_inherit_mode) {
- case 1: //Always aggressive
- if (!(md->status.mode&MD_AGGRESSIVE))
- sc_start4(NULL, &md->bl, SC_MODECHANGE, 100,1,0, MD_AGGRESSIVE, 0, 0);
- break;
- case 2: //Always passive
- if (md->status.mode&MD_AGGRESSIVE)
- sc_start4(NULL, &md->bl, SC_MODECHANGE, 100,1,0, 0, MD_AGGRESSIVE, 0);
- break;
- default: //Copy master.
- if (md2->status.mode&MD_AGGRESSIVE)
- sc_start4(NULL, &md->bl, SC_MODECHANGE, 100,1,0, MD_AGGRESSIVE, 0, 0);
- else
- sc_start4(NULL, &md->bl, SC_MODECHANGE, 100,1,0, 0, MD_AGGRESSIVE, 0);
- break;
- }
- }
- clif->skill_nodamage(&md->bl,&md->bl,skill_id,amount,1);
- }
- return 0;
- }
- /*==========================================
- * MOBskill lookup (get skillindex through skill_id)
- * Returns -1 if not found.
- *------------------------------------------*/
- int mob_skill_id2skill_idx(int class_,uint16 skill_id)
- {
- int i, max = mob->db(class_)->maxskill;
- struct mob_skill *ms=mob->db(class_)->skill;
- if(ms==NULL)
- return -1;
- ARR_FIND( 0, max, i, ms[i].skill_id == skill_id );
- return ( i < max ) ? i : -1;
- }
- /*==========================================
- * Friendly Mob whose HP is decreasing by a nearby MOB is looked for.
- *------------------------------------------*/
- int mob_getfriendhprate_sub(struct block_list *bl,va_list ap)
- {
- int min_rate, max_rate,rate;
- struct block_list **fr;
- struct mob_data *md;
- md = va_arg(ap,struct mob_data *);
- min_rate=va_arg(ap,int);
- max_rate=va_arg(ap,int);
- fr=va_arg(ap,struct block_list **);
- if( md->bl.id == bl->id && !(battle_config.mob_ai&0x10))
- return 0;
- if ((*fr) != NULL) //A friend was already found.
- return 0;
- if (battle->check_target(&md->bl,bl,BCT_ENEMY)>0)
- return 0;
- rate = get_percentage(status_get_hp(bl), status_get_max_hp(bl));
- if (rate >= min_rate && rate <= max_rate)
- (*fr) = bl;
- return 1;
- }
- struct block_list *mob_getfriendhprate(struct mob_data *md,int min_rate,int max_rate) {
- struct block_list *fr=NULL;
- int type = BL_MOB;
- nullpo_retr(NULL, md);
- if (md->special_state.ai) //Summoned creatures. [Skotlex]
- type = BL_PC;
- map->foreachinrange(mob->getfriendhprate_sub, &md->bl, 8, type,md,min_rate,max_rate,&fr);
- return fr;
- }
- /*==========================================
- * Check hp rate of its master
- *------------------------------------------*/
- struct block_list *mob_getmasterhpltmaxrate(struct mob_data *md,int rate) {
- if( md && md->master_id > 0 ) {
- struct block_list *bl = map->id2bl(md->master_id);
- if( bl && get_percentage(status_get_hp(bl), status_get_max_hp(bl)) < rate )
- return bl;
- }
- return NULL;
- }
- /*==========================================
- * What a status state suits by nearby MOB is looked for.
- *------------------------------------------*/
- int mob_getfriendstatus_sub(struct block_list *bl,va_list ap)
- {
- int cond1,cond2;
- struct mob_data **fr, *md, *mmd;
- int flag=0;
- nullpo_ret(bl);
- nullpo_ret(md=(struct mob_data *)bl);
- nullpo_ret(mmd=va_arg(ap,struct mob_data *));
- if( mmd->bl.id == bl->id && !(battle_config.mob_ai&0x10) )
- return 0;
- if (battle->check_target(&mmd->bl,bl,BCT_ENEMY)>0)
- return 0;
- cond1=va_arg(ap,int);
- cond2=va_arg(ap,int);
- fr=va_arg(ap,struct mob_data **);
- if( cond2==-1 ){
- int j;
- for(j=SC_COMMON_MIN;j<=SC_COMMON_MAX && !flag;j++){
- if ((flag=(md->sc.data[j] != NULL))) //Once an effect was found, break out. [Skotlex]
- break;
- }
- }else
- flag=( md->sc.data[cond2] != NULL );
- if( flag^( cond1==MSC_FRIENDSTATUSOFF ) )
- (*fr)=md;
- return 0;
- }
- struct mob_data *mob_getfriendstatus(struct mob_data *md,int cond1,int cond2) {
- struct mob_data* fr = NULL;
- nullpo_ret(md);
- map->foreachinrange(mob->getfriendstatus_sub, &md->bl, 8,BL_MOB, md,cond1,cond2,&fr);
- return fr;
- }
- /*==========================================
- * Skill use judging
- *------------------------------------------*/
- int mobskill_use(struct mob_data *md, int64 tick, int event) {
- struct mob_skill *ms;
- struct block_list *fbl = NULL; //Friend bl, which can either be a BL_PC or BL_MOB depending on the situation. [Skotlex]
- struct block_list *bl;
- struct mob_data *fmd = NULL;
- int i,j,n;
- nullpo_ret(md);
- nullpo_ret(ms = md->db->skill);
- if (!battle_config.mob_skill_rate || md->ud.skilltimer != INVALID_TIMER || !md->db->maxskill)
- return 0;
- if (event == -1 && DIFF_TICK(md->ud.canact_tick, tick) > 0)
- return 0; //Skill act delay only affects non-event skills.
- //Pick a starting position and loop from that.
- i = battle_config.mob_ai&0x100?rnd()%md->db->maxskill:0;
- for (n = 0; n < md->db->maxskill; i++, n++) {
- int c2, flag = 0;
- if (i == md->db->maxskill)
- i = 0;
- if (DIFF_TICK(tick, md->skilldelay[i]) < ms[i].delay)
- continue;
- c2 = ms[i].cond2;
- if (ms[i].state != md->state.skillstate) {
- if (md->state.skillstate != MSS_DEAD && (ms[i].state == MSS_ANY ||
- (ms[i].state == MSS_ANYTARGET && md->target_id && md->state.skillstate != MSS_LOOT)
- )) //ANYTARGET works with any state as long as there's a target. [Skotlex]
- ;
- else
- continue;
- }
- if (rnd() % 10000 > ms[i].permillage) //Lupus (max value = 10000)
- continue;
- if (ms[i].cond1 == event)
- flag = 1; //Trigger skill.
- else if (ms[i].cond1 == MSC_SKILLUSED)
- flag = ((event & 0xffff) == MSC_SKILLUSED && ((event >> 16) == c2 || c2 == 0));
- else if(event == -1){
- //Avoid entering on defined events to avoid "hyper-active skill use" due to the overflow of calls to this function in battle.
- switch (ms[i].cond1)
- {
- case MSC_ALWAYS:
- flag = 1; break;
- case MSC_MYHPLTMAXRATE: // HP< maxhp%
- flag = get_percentage(md->status.hp, md->status.max_hp);
- flag = (flag <= c2);
- break;
- case MSC_MYHPINRATE:
- flag = get_percentage(md->status.hp, md->status.max_hp);
- flag = (flag >= c2 && flag <= ms[i].val[0]);
- break;
- case MSC_MYSTATUSON: // status[num] on
- case MSC_MYSTATUSOFF: // status[num] off
- if (!md->sc.count) {
- flag = 0;
- } else if (ms[i].cond2 == -1) {
- for (j = SC_COMMON_MIN; j <= SC_COMMON_MAX; j++)
- if ((flag = (md->sc.data[j]!=NULL)) != 0)
- break;
- } else {
- flag = (md->sc.data[ms[i].cond2]!=NULL);
- }
- flag ^= (ms[i].cond1 == MSC_MYSTATUSOFF); break;
- case MSC_FRIENDHPLTMAXRATE: // friend HP < maxhp%
- flag = ((fbl = mob->getfriendhprate(md, 0, ms[i].cond2)) != NULL); break;
- case MSC_FRIENDHPINRATE:
- flag = ((fbl = mob->getfriendhprate(md, ms[i].cond2, ms[i].val[0])) != NULL); break;
- case MSC_FRIENDSTATUSON: // friend status[num] on
- case MSC_FRIENDSTATUSOFF: // friend status[num] off
- flag = ((fmd = mob->getfriendstatus(md, ms[i].cond1, ms[i].cond2)) != NULL); break;
- case MSC_SLAVELT: // slave < num
- flag = (mob->countslave(&md->bl) < c2 ); break;
- case MSC_ATTACKPCGT: // attack pc > num
- flag = (unit->counttargeted(&md->bl) > c2); break;
- case MSC_SLAVELE: // slave <= num
- flag = (mob->countslave(&md->bl) <= c2 ); break;
- case MSC_ATTACKPCGE: // attack pc >= num
- flag = (unit->counttargeted(&md->bl) >= c2); break;
- case MSC_AFTERSKILL:
- flag = (md->ud.skill_id == c2); break;
- case MSC_RUDEATTACKED:
- flag = (md->state.attacked_count >= RUDE_ATTACKED_COUNT);
- if (flag) md->state.attacked_count = 0; //Rude attacked count should be reset after the skill condition is met. Thanks to Komurka [Skotlex]
- break;
- case MSC_MASTERHPLTMAXRATE:
- flag = ((fbl = mob->getmasterhpltmaxrate(md, ms[i].cond2)) != NULL); break;
- case MSC_MASTERATTACKED:
- flag = (md->master_id > 0 && (fbl=map->id2bl(md->master_id)) && unit->counttargeted(fbl) > 0); break;
- case MSC_ALCHEMIST:
- flag = (md->state.alchemist);
- break;
- }
- }
- if (!flag)
- continue; //Skill requisite failed to be fulfilled.
- //Execute skill
- if (skill->get_casttype(ms[i].skill_id) == CAST_GROUND) {//Ground skill.
- short x, y;
- switch (ms[i].target) {
- case MST_RANDOM: //Pick a random enemy within skill range.
- bl = battle->get_enemy(&md->bl, DEFAULT_ENEMY_TYPE(md),
- skill->get_range2(&md->bl, ms[i].skill_id, ms[i].skill_lv));
- break;
- case MST_TARGET:
- case MST_AROUND5:
- case MST_AROUND6:
- case MST_AROUND7:
- case MST_AROUND8:
- bl = map->id2bl(md->target_id);
- break;
- case MST_MASTER:
- bl = &md->bl;
- if (md->master_id)
- bl = map->id2bl(md->master_id);
- if (bl) //Otherwise, fall through.
- break;
- case MST_FRIEND:
- bl = fbl?fbl:(fmd?&fmd->bl:&md->bl);
- break;
- default:
- bl = &md->bl;
- break;
- }
- if (!bl) continue;
- x = bl->x;
- y = bl->y;
- // Look for an area to cast the spell around...
- if (ms[i].target >= MST_AROUND1 || ms[i].target >= MST_AROUND5) {
- j = ms[i].target >= MST_AROUND1?
- (ms[i].target-MST_AROUND1) +1:
- (ms[i].target-MST_AROUND5) +1;
- map->search_freecell(&md->bl, md->bl.m, &x, &y, j, j, 3);
- }
- md->skill_idx = i;
- map->freeblock_lock();
- if( !battle->check_range(&md->bl,bl,skill->get_range2(&md->bl, ms[i].skill_id,ms[i].skill_lv))
- || !unit->skilluse_pos2(&md->bl, x, y,ms[i].skill_id, ms[i].skill_lv,ms[i].casttime, ms[i].cancel)
- ) {
- map->freeblock_unlock();
- continue;
- }
- } else {
- //Targeted skill
- switch (ms[i].target) {
- case MST_RANDOM: //Pick a random enemy within skill range.
- bl = battle->get_enemy(&md->bl, DEFAULT_ENEMY_TYPE(md),
- skill->get_range2(&md->bl, ms[i].skill_id, ms[i].skill_lv));
- break;
- case MST_TARGET:
- bl = map->id2bl(md->target_id);
- break;
- case MST_MASTER:
- bl = &md->bl;
- if (md->master_id)
- bl = map->id2bl(md->master_id);
- if (bl) //Otherwise, fall through.
- break;
- case MST_FRIEND:
- if (fbl) {
- bl = fbl;
- break;
- } else if (fmd) {
- bl = &fmd->bl;
- break;
- } // else fall through
- default:
- bl = &md->bl;
- break;
- }
- if (!bl) continue;
- md->skill_idx = i;
- map->freeblock_lock();
- if( !battle->check_range(&md->bl,bl,skill->get_range2(&md->bl, ms[i].skill_id,ms[i].skill_lv))
- || !unit->skilluse_id2(&md->bl, bl->id,ms[i].skill_id, ms[i].skill_lv,ms[i].casttime, ms[i].cancel)
- ) {
- map->freeblock_unlock();
- continue;
- }
- }
- //Skill used. Post-setups...
- if ( ms[ i ].msg_id ){ //Display color message [SnakeDrak]
- struct mob_chat *mc = mob->chat(ms[i].msg_id);
- char temp[CHAT_SIZE_MAX];
- char name[NAME_LENGTH];
- snprintf(name, sizeof name,"%s", md->name);
- strtok(name, "#"); // discard extra name identifier if present [Daegaladh]
- snprintf(temp, sizeof temp,"%s : %s", name, mc->msg);
- clif->messagecolor(&md->bl, mc->color, temp);
- }
- if(!(battle_config.mob_ai&0x200)) { //pass on delay to same skill.
- for (j = 0; j < md->db->maxskill; j++)
- if (md->db->skill[j].skill_id == ms[i].skill_id)
- md->skilldelay[j]=tick;
- } else
- md->skilldelay[i]=tick;
- map->freeblock_unlock();
- return 1;
- }
- //No skill was used.
- md->skill_idx = -1;
- return 0;
- }
- /*==========================================
- * Skill use event processing
- *------------------------------------------*/
- int mobskill_event(struct mob_data *md, struct block_list *src, int64 tick, int flag) {
- int target_id, res = 0;
- if(md->bl.prev == NULL || md->status.hp <= 0)
- return 0;
- target_id = md->target_id;
- if (!target_id || battle_config.mob_changetarget_byskill)
- md->target_id = src->id;
- if (flag == -1)
- res = mob->skill_use(md, tick, MSC_CASTTARGETED);
- else if ((flag&0xffff) == MSC_SKILLUSED)
- res = mob->skill_use(md, tick, flag);
- else if (flag&BF_SHORT)
- res = mob->skill_use(md, tick, MSC_CLOSEDATTACKED);
- else if (flag&BF_LONG && !(flag&BF_MAGIC)) //Long-attacked should not include magic.
- res = mob->skill_use(md, tick, MSC_LONGRANGEATTACKED);
- if (!res)
- //Restore previous target only if skill condition failed to trigger. [Skotlex]
- md->target_id = target_id;
- //Otherwise check if the target is an enemy, and unlock if needed.
- else if (battle->check_target(&md->bl, src, BCT_ENEMY) <= 0)
- md->target_id = target_id;
- return res;
- }
- // Player cloned mobs. [Valaris]
- int mob_is_clone(int class_)
- {
- if(class_ < MOB_CLONE_START || class_ > MOB_CLONE_END)
- return 0;
- if (mob->db(class_) == mob->dummy)
- return 0;
- return class_;
- }
- //Flag values:
- //&1: Set special AI (fight mobs, not players)
- //If mode is not passed, a default aggressive mode is used.
- //If master_id is passed, clone is attached to him.
- //Returns: ID of newly crafted copy.
- int mob_clone_spawn(struct map_session_data *sd, int16 m, int16 x, int16 y, const char *event, int master_id, int mode, int flag, unsigned int duration) {
- int class_;
- int i,j,h,inf,skill_id, fd;
- struct mob_data *md;
- struct mob_skill *ms;
- struct mob_db* db;
- struct status_data *mstatus;
- nullpo_ret(sd);
- if(pc_isdead(sd) && master_id && flag&1)
- return 0;
- ARR_FIND( MOB_CLONE_START, MOB_CLONE_END, class_, mob->db_data[class_] == NULL );
- if(class_ >= MOB_CLONE_END)
- return 0;
- db = mob->db_data[class_]=(struct mob_db*)aCalloc(1, sizeof(struct mob_db));
- mstatus = &db->status;
- strcpy(db->sprite,sd->status.name);
- strcpy(db->name,sd->status.name);
- strcpy(db->jname,sd->status.name);
- db->lv=status->get_lv(&sd->bl);
- memcpy(mstatus, &sd->base_status, sizeof(struct status_data));
- mstatus->rhw.atk2= mstatus->dex + mstatus->rhw.atk + mstatus->rhw.atk2; //Max ATK
- mstatus->rhw.atk = mstatus->dex; //Min ATK
- if (mstatus->lhw.atk) {
- mstatus->lhw.atk2= mstatus->dex + mstatus->lhw.atk + mstatus->lhw.atk2; //Max ATK
- mstatus->lhw.atk = mstatus->dex; //Min ATK
- }
- if (mode) //User provided mode.
- mstatus->mode = mode;
- else if (flag&1) //Friendly Character, remove looting.
- mstatus->mode &= ~MD_LOOTER;
- mstatus->hp = mstatus->max_hp;
- mstatus->sp = mstatus->max_sp;
- memcpy(&db->vd, &sd->vd, sizeof(struct view_data));
- db->base_exp=1;
- db->job_exp=1;
- db->range2=AREA_SIZE; //Let them have the same view-range as players.
- db->range3=AREA_SIZE; //Min chase of a screen.
- db->option=sd->sc.option;
- //Skill copy [Skotlex]
- ms = &db->skill[0];
- /**
- * We temporarily disable sd's fd so it doesn't receive the messages from skill_check_condition_castbegin
- **/
- fd = sd->fd;
- sd->fd = 0;
- //Go Backwards to give better priority to advanced skills.
- for (i=0,j = MAX_SKILL_TREE-1;j>=0 && i< MAX_MOBSKILL ;j--) {
- int idx = pc->skill_tree[pc->class2idx(sd->status.class_)][j].idx;
- skill_id = pc->skill_tree[pc->class2idx(sd->status.class_)][j].id;
- if (!skill_id || sd->status.skill[idx].lv < 1 ||
- (skill->db[idx].inf2&(INF2_WEDDING_SKILL|INF2_GUILD_SKILL))
- )
- continue;
- for(h = 0; h < map->list[sd->bl.m].zone->disabled_skills_count; h++) {
- if( skill_id == map->list[sd->bl.m].zone->disabled_skills[h]->nameid && map->list[sd->bl.m].zone->disabled_skills[h]->subtype == MZS_CLONE ) {
- break;
- }
- }
- if( h < map->list[sd->bl.m].zone->disabled_skills_count )
- continue;
- //Normal aggressive mob, disable skills that cannot help them fight
- //against players (those with flags UF_NOMOB and UF_NOPC are specific
- //to always aid players!) [Skotlex]
- if (!(flag&1) &&
- skill->get_unit_id(skill_id, 0) &&
- skill->get_unit_flag(skill_id)&(UF_NOMOB|UF_NOPC))
- continue;
- /**
- * The clone should be able to cast the skill (e.g. have the required weapon) bugreport:5299)
- **/
- if( !skill->check_condition_castbegin(sd,skill_id,sd->status.skill[idx].lv) )
- continue;
- memset (&ms[i], 0, sizeof(struct mob_skill));
- ms[i].skill_id = skill_id;
- ms[i].skill_lv = sd->status.skill[idx].lv;
- ms[i].state = MSS_ANY;
- ms[i].permillage = 500*battle_config.mob_skill_rate/100; //Default chance of all skills: 5%
- ms[i].emotion = -1;
- ms[i].cancel = 0;
- ms[i].casttime = skill->cast_fix(&sd->bl,skill_id, ms[i].skill_lv);
- ms[i].delay = 5000+skill->delay_fix(&sd->bl,skill_id, ms[i].skill_lv);
- inf = skill->db[idx].inf;
- if (inf&INF_ATTACK_SKILL) {
- ms[i].target = MST_TARGET;
- ms[i].cond1 = MSC_ALWAYS;
- if (skill->get_range(skill_id, ms[i].skill_lv) > 3)
- ms[i].state = MSS_ANYTARGET;
- else
- ms[i].state = MSS_BERSERK;
- } else if(inf&INF_GROUND_SKILL) {
- if (skill->get_inf2(skill_id)&INF2_TRAP) { //Traps!
- ms[i].state = MSS_IDLE;
- ms[i].target = MST_AROUND2;
- ms[i].delay = 60000;
- } else if (skill->get_unit_target(skill_id) == BCT_ENEMY) { //Target Enemy
- ms[i].state = MSS_ANYTARGET;
- ms[i].target = MST_TARGET;
- ms[i].cond1 = MSC_ALWAYS;
- } else { //Target allies
- ms[i].target = MST_FRIEND;
- ms[i].cond1 = MSC_FRIENDHPLTMAXRATE;
- ms[i].cond2 = 95;
- }
- } else if (inf&INF_SELF_SKILL) {
- if (skill->get_inf2(skill_id)&INF2_NO_TARGET_SELF) { //auto-select target skill.
- ms[i].target = MST_TARGET;
- ms[i].cond1 = MSC_ALWAYS;
- if (skill->get_range(skill_id, ms[i].skill_lv) > 3) {
- ms[i].state = MSS_ANYTARGET;
- } else {
- ms[i].state = MSS_BERSERK;
- }
- } else { //Self skill
- ms[i].target = MST_SELF;
- ms[i].cond1 = MSC_MYHPLTMAXRATE;
- ms[i].cond2 = 90;
- ms[i].permillage = 2000;
- //Delay: Remove the stock 5 secs and add half of the support time.
- ms[i].delay += -5000 +(skill->get_time(skill_id, ms[i].skill_lv) + skill->get_time2(skill_id, ms[i].skill_lv))/2;
- if (ms[i].delay < 5000)
- ms[i].delay = 5000; //With a minimum of 5 secs.
- }
- } else if (inf&INF_SUPPORT_SKILL) {
- ms[i].target = MST_FRIEND;
- ms[i].cond1 = MSC_FRIENDHPLTMAXRATE;
- ms[i].cond2 = 90;
- if (skill_id == AL_HEAL)
- ms[i].permillage = 5000; //Higher skill rate usage for heal.
- else if (skill_id == ALL_RESURRECTION)
- ms[i].cond2 = 1;
- //Delay: Remove the stock 5 secs and add half of the support time.
- ms[i].delay += -5000 +(skill->get_time(skill_id, ms[i].skill_lv) + skill->get_time2(skill_id, ms[i].skill_lv))/2;
- if (ms[i].delay < 2000)
- ms[i].delay = 2000; //With a minimum of 2 secs.
- if (i+1 < MAX_MOBSKILL) { //duplicate this so it also triggers on self.
- memcpy(&ms[i+1], &ms[i], sizeof(struct mob_skill));
- db->maxskill = ++i;
- ms[i].target = MST_SELF;
- ms[i].cond1 = MSC_MYHPLTMAXRATE;
- }
- } else {
- switch (skill_id) { //Certain Special skills that are passive, and thus, never triggered.
- case MO_TRIPLEATTACK:
- case TF_DOUBLE:
- case GS_CHAINACTION:
- ms[i].state = MSS_BERSERK;
- ms[i].target = MST_TARGET;
- ms[i].cond1 = MSC_ALWAYS;
- ms[i].permillage = skill_id==MO_TRIPLEATTACK?(3000-ms[i].skill_lv*100):(ms[i].skill_lv*500);
- ms[i].delay -= 5000; //Remove the added delay as these could trigger on "all hits".
- break;
- default: //Untreated Skill
- continue;
- }
- }
- if (battle_config.mob_skill_rate!= 100)
- ms[i].permillage = ms[i].permillage*battle_config.mob_skill_rate/100;
- if (battle_config.mob_skill_delay != 100)
- ms[i].delay = ms[i].delay*battle_config.mob_skill_delay/100;
- db->maxskill = ++i;
- }
- /**
- * We grant the session it's fd value back.
- **/
- sd->fd = fd;
- //Finally, spawn it.
- md = mob->once_spawn_sub(&sd->bl, m, x, y, "--en--", class_, event, SZ_SMALL, AI_NONE);
- if (!md) return 0; //Failed?
- md->special_state.clone = 1;
- if (master_id || flag || duration) { //Further manipulate crafted char.
- if (flag&1) //Friendly Character
- md->special_state.ai = AI_ATTACK;
- if (master_id) //Attach to Master
- md->master_id = master_id;
- if (duration) //Auto Delete after a while.
- {
- if( md->deletetimer != INVALID_TIMER )
- timer->delete(md->deletetimer, mob->timer_delete);
- md->deletetimer = timer->add(timer->gettick() + duration, mob->timer_delete, md->bl.id, 0);
- }
- }
- mob->spawn(md);
- return md->bl.id;
- }
- int mob_clone_delete(struct mob_data *md)
- {
- const int class_ = md->class_;
- if (class_ >= MOB_CLONE_START && class_ < MOB_CLONE_END
- && mob->db_data[class_]!=NULL) {
- mob->destroy_mob_db(class_);
- //Clear references to the db
- md->db = mob->dummy;
- md->vd = NULL;
- return 1;
- }
- return 0;
- }
- //
- // Initialization
- //
- /*==========================================
- * Since un-setting [ mob ] up was used, it is an initial provisional value setup.
- *------------------------------------------*/
- int mob_makedummymobdb(int class_)
- {
- if (mob->dummy != NULL)
- {
- if (mob->db(class_) == mob->dummy)
- return 1; //Using the mob->dummy data already. [Skotlex]
- if (class_ > 0 && class_ <= MAX_MOB_DB) {
- //Remove the mob data so that it uses the dummy data instead.
- mob->destroy_mob_db(class_);
- }
- return 0;
- }
- //Initialize dummy data.
- mob->dummy = (struct mob_db*)aCalloc(1, sizeof(struct mob_db)); //Initializing the dummy mob.
- sprintf(mob->dummy->sprite,"DUMMY");
- sprintf(mob->dummy->name,"Dummy");
- sprintf(mob->dummy->jname,"Dummy");
- mob->dummy->lv=1;
- mob->dummy->status.max_hp=1000;
- mob->dummy->status.max_sp=1;
- mob->dummy->status.rhw.range=1;
- mob->dummy->status.rhw.atk=7;
- mob->dummy->status.rhw.atk2=10;
- mob->dummy->status.str=1;
- mob->dummy->status.agi=1;
- mob->dummy->status.vit=1;
- mob->dummy->status.int_=1;
- mob->dummy->status.dex=6;
- mob->dummy->status.luk=2;
- mob->dummy->status.speed=300;
- mob->dummy->status.adelay=1000;
- mob->dummy->status.amotion=500;
- mob->dummy->status.dmotion=500;
- mob->dummy->base_exp=2;
- mob->dummy->job_exp=1;
- mob->dummy->range2=10;
- mob->dummy->range3=10;
- return 0;
- }
- //Adjusts the drop rate of item according to the criteria given. [Skotlex]
- unsigned int mob_drop_adjust(int baserate, int rate_adjust, unsigned short rate_min, unsigned short rate_max)
- {
- double rate = baserate;
- if (battle_config.logarithmic_drops && rate_adjust > 0 && rate_adjust != 100 && baserate > 0) //Logarithmic drops equation by Ishizu-Chan
- //Equation: Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5))
- //x is the normal Droprate, y is the Modificator.
- rate = rate * pow((5.0 - log10(rate)), (log(rate_adjust/100.) / log(5.0))) + 0.5;
- else
- //Classical linear rate adjustment.
- rate = rate * rate_adjust/100;
- return (unsigned int)cap_value(rate,rate_min,rate_max);
- }
- /**
- * Check if global item drop rate is overridden for given item
- * in db/mob_item_ratio.txt
- * @param nameid ID of the item
- * @param mob_id ID of the monster
- * @param rate_adjust pointer to store ratio if found
- */
- void item_dropratio_adjust(int nameid, int mob_id, int *rate_adjust)
- {
- if( item_drop_ratio_db[nameid] ) {
- if( item_drop_ratio_db[nameid]->mob_id[0] ) { // only for listed mobs
- int i;
- ARR_FIND(0, MAX_ITEMRATIO_MOBS, i, item_drop_ratio_db[nameid]->mob_id[i] == mob_id);
- if(i < MAX_ITEMRATIO_MOBS) // found
- *rate_adjust = item_drop_ratio_db[nameid]->drop_ratio;
- }
- else // for all mobs
- *rate_adjust = item_drop_ratio_db[nameid]->drop_ratio;
- }
- }
- /* (mob_parse_dbrow)_cap_value */
- static inline int mob_parse_dbrow_cap_value(int class_, int min, int max, int value) {
- if( value > max ) {
- ShowError("mob_parse_dbrow: for class '%d', field value '%d' is higher than the maximum '%d'! capping...\n", class_, value, max);
- return max;
- } else if ( value < min ) {
- ShowError("mob_parse_dbrow: for class '%d', field value '%d' is lower than the minimum '%d'! capping...\n", class_, value, min);
- return min;
- }
- return value;
- }
- /*==========================================
- * processes one mobdb entry
- *------------------------------------------*/
- bool mob_parse_dbrow(char** str) {
- struct mob_db *db, entry;
- struct status_data *mstatus;
- int class_, i, k;
- double exp, maxhp;
- struct mob_data data;
- class_ = atoi(str[0]);
- if (class_ <= 1000 || class_ > MAX_MOB_DB) {
- ShowError("mob_parse_dbrow: Invalid monster ID %d, must be in range %d-%d.\n", class_, 1000, MAX_MOB_DB);
- return false;
- }
- if (pcdb_checkid(class_)) {
- ShowError("mob_parse_dbrow: Invalid monster ID %d, reserved for player classes.\n", class_);
- return false;
- }
- if (class_ >= MOB_CLONE_START && class_ < MOB_CLONE_END) {
- ShowError("mob_parse_dbrow: Invalid monster ID %d. Range %d-%d is reserved for player clones. Please increase MAX_MOB_DB (%d).\n", class_, MOB_CLONE_START, MOB_CLONE_END-1, MAX_MOB_DB);
- return false;
- }
- memset(&entry, 0, sizeof(entry));
- db = &entry;
- mstatus = &db->status;
- db->vd.class_ = class_;
- safestrncpy(db->sprite, str[1], sizeof(db->sprite));
- safestrncpy(db->jname, str[2], sizeof(db->jname));
- safestrncpy(db->name, str[3], sizeof(db->name));
- db->lv = atoi(str[4]);
- db->lv = cap_value(db->lv, 1, USHRT_MAX);
- mstatus->max_hp = atoi(str[5]);
- mstatus->max_sp = atoi(str[6]);
- exp = (double)atoi(str[7]) * (double)battle_config.base_exp_rate / 100.;
- db->base_exp = (unsigned int)cap_value(exp, 0, UINT_MAX);
- exp = (double)atoi(str[8]) * (double)battle_config.job_exp_rate / 100.;
- db->job_exp = (unsigned int)cap_value(exp, 0, UINT_MAX);
- mstatus->rhw.range = atoi(str[9]);
- mstatus->rhw.atk = mob_parse_dbrow_cap_value(class_,UINT16_MIN,UINT16_MAX,atoi(str[10]));
- mstatus->rhw.atk2 = mob_parse_dbrow_cap_value(class_,UINT16_MIN,UINT16_MAX,atoi(str[11]));
- mstatus->def = mob_parse_dbrow_cap_value(class_,DEFTYPE_MIN,DEFTYPE_MAX,atoi(str[12]));
- mstatus->mdef = mob_parse_dbrow_cap_value(class_,DEFTYPE_MIN,DEFTYPE_MAX,atoi(str[13]));
- mstatus->str = mob_parse_dbrow_cap_value(class_,UINT16_MIN,UINT16_MAX,atoi(str[14]));
- mstatus->agi = mob_parse_dbrow_cap_value(class_,UINT16_MIN,UINT16_MAX,atoi(str[15]));
- mstatus->vit = mob_parse_dbrow_cap_value(class_,UINT16_MIN,UINT16_MAX,atoi(str[16]));
- mstatus->int_ = mob_parse_dbrow_cap_value(class_,UINT16_MIN,UINT16_MAX,atoi(str[17]));
- mstatus->dex = mob_parse_dbrow_cap_value(class_,UINT16_MIN,UINT16_MAX,atoi(str[18]));
- mstatus->luk = mob_parse_dbrow_cap_value(class_,UINT16_MIN,UINT16_MAX,atoi(str[19]));
- /*
- * Disabled for renewal since difference of 0 and 1 still has an impact in the formulas
- * Just in case there is a mishandled division by zero please let us know. [malufett]
- */
- #ifndef RENEWAL
- //All status should be min 1 to prevent divisions by zero from some skills. [Skotlex]
- if (mstatus->str < 1) mstatus->str = 1;
- if (mstatus->agi < 1) mstatus->agi = 1;
- if (mstatus->vit < 1) mstatus->vit = 1;
- if (mstatus->int_< 1) mstatus->int_= 1;
- if (mstatus->dex < 1) mstatus->dex = 1;
- if (mstatus->luk < 1) mstatus->luk = 1;
- #endif
- //Tests showed that chase range is effectively 2 cells larger than expected [Playtester]
- if (db->range3 > 0)
- db->range3 += 2;
- db->range2 = atoi(str[20]);
- db->range3 = atoi(str[21]);
- if (battle_config.view_range_rate != 100) {
- db->range2 = db->range2 * battle_config.view_range_rate / 100;
- if (db->range2 < 1)
- db->range2 = 1;
- }
- if (battle_config.chase_range_rate != 100) {
- db->range3 = db->range3 * battle_config.chase_range_rate / 100;
- if (db->range3 < db->range2)
- db->range3 = db->range2;
- }
- mstatus->size = atoi(str[22]);
- mstatus->race = atoi(str[23]);
- i = atoi(str[24]); //Element
- mstatus->def_ele = i%10;
- mstatus->ele_lv = i/20;
- if (mstatus->def_ele >= ELE_MAX) {
- ShowError("mob_parse_dbrow: Invalid element type %d for monster ID %d (max=%d).\n", mstatus->def_ele, class_, ELE_MAX-1);
- return false;
- }
- if (mstatus->ele_lv < 1 || mstatus->ele_lv > 4) {
- ShowError("mob_parse_dbrow: Invalid element level %d for monster ID %d, must be in range 1-4.\n", mstatus->ele_lv, class_);
- return false;
- }
- mstatus->mode = (int)strtol(str[25], NULL, 0);
- if (!battle_config.monster_active_enable)
- mstatus->mode &= ~MD_AGGRESSIVE;
- mstatus->speed = atoi(str[26]);
- mstatus->aspd_rate = 1000;
- i = atoi(str[27]);
- mstatus->adelay = cap_value(i, battle_config.monster_max_aspd*2, 4000);
- i = atoi(str[28]);
- mstatus->amotion = cap_value(i, battle_config.monster_max_aspd, 2000);
- //If the attack animation is longer than the delay, the client crops the attack animation!
- //On aegis there is no real visible effect of having a recharge-time less than amotion anyway.
- if (mstatus->adelay < mstatus->amotion)
- mstatus->adelay = mstatus->amotion;
- mstatus->dmotion = atoi(str[29]);
- if(battle_config.monster_damage_delay_rate != 100)
- mstatus->dmotion = mstatus->dmotion * battle_config.monster_damage_delay_rate / 100;
- // Fill in remaining status data by using a dummy monster.
- data.bl.type = BL_MOB;
- data.level = db->lv;
- memcpy(&data.status, mstatus, sizeof(struct status_data));
- status->calc_misc(&data.bl, mstatus, db->lv);
- // MVP EXP Bonus: MEXP
- // Some new MVP's MEXP multiple by high exp-rate cause overflow. [LuzZza]
- exp = (double)atoi(str[30]) * (double)battle_config.mvp_exp_rate / 100.;
- db->mexp = (unsigned int)cap_value(exp, 0, UINT_MAX);
- //Now that we know if it is an mvp or not, apply battle_config modifiers [Skotlex]
- maxhp = (double)mstatus->max_hp;
- if (db->mexp > 0) { //Mvp
- if (battle_config.mvp_hp_rate != 100)
- maxhp = maxhp * (double)battle_config.mvp_hp_rate / 100.;
- } else //Normal mob
- if (battle_config.monster_hp_rate != 100)
- maxhp = maxhp * (double)battle_config.monster_hp_rate / 100.;
- mstatus->max_hp = (unsigned int)cap_value(maxhp, 1, UINT_MAX);
- if(mstatus->max_sp < 1) mstatus->max_sp = 1;
- //Since mobs always respawn with full life...
- mstatus->hp = mstatus->max_hp;
- mstatus->sp = mstatus->max_sp;
- // MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per
- for(i = 0; i < MAX_MVP_DROP; i++) {
- int rate_adjust = battle_config.item_rate_mvp;;
- db->mvpitem[i].nameid = atoi(str[31+i*2]);
- if (!db->mvpitem[i].nameid) {
- db->mvpitem[i].p = 0; //No item....
- continue;
- }
- mob->item_dropratio_adjust(db->mvpitem[i].nameid, class_, &rate_adjust);
- db->mvpitem[i].p = mob->drop_adjust(atoi(str[32+i*2]), rate_adjust, battle_config.item_drop_mvp_min, battle_config.item_drop_mvp_max);
- //calculate and store Max available drop chance of the MVP item
- if (db->mvpitem[i].p) {
- struct item_data *id;
- id = itemdb->search(db->mvpitem[i].nameid);
- if (id->maxchance == -1 || (id->maxchance < db->mvpitem[i].p/10 + 1) ) {
- //item has bigger drop chance or sold in shops
- id->maxchance = db->mvpitem[i].p/10 + 1; //reduce MVP drop info to not spoil common drop rate
- }
- }
- }
- for(i = 0; i < MAX_MOB_DROP; i++) {
- int rate = 0, rate_adjust, type;
- unsigned short ratemin, ratemax;
- struct item_data *id;
- k = 31 + MAX_MVP_DROP*2 + i*2;
- db->dropitem[i].nameid = atoi(str[k]);
- if (!db->dropitem[i].nameid) {
- db->dropitem[i].p = 0; //No drop.
- continue;
- }
- id = itemdb->search(db->dropitem[i].nameid);
- type = id->type;
- rate = atoi(str[k+1]);
- if( (class_ >= 1324 && class_ <= 1363) || (class_ >= 1938 && class_ <= 1946) ) {
- //Treasure box drop rates [Skotlex]
- rate_adjust = battle_config.item_rate_treasure;
- ratemin = battle_config.item_drop_treasure_min;
- ratemax = battle_config.item_drop_treasure_max;
- }
- else switch (type)
- { // Added support to restrict normal drops of MVP's [Reddozen]
- case IT_HEALING:
- rate_adjust = (mstatus->mode&MD_BOSS) ? battle_config.item_rate_heal_boss : battle_config.item_rate_heal;
- ratemin = battle_config.item_drop_heal_min;
- ratemax = battle_config.item_drop_heal_max;
- break;
- case IT_USABLE:
- case IT_CASH:
- rate_adjust = (mstatus->mode&MD_BOSS) ? battle_config.item_rate_use_boss : battle_config.item_rate_use;
- ratemin = battle_config.item_drop_use_min;
- ratemax = battle_config.item_drop_use_max;
- break;
- case IT_WEAPON:
- case IT_ARMOR:
- case IT_PETARMOR:
- rate_adjust = (mstatus->mode&MD_BOSS) ? battle_config.item_rate_equip_boss : battle_config.item_rate_equip;
- ratemin = battle_config.item_drop_equip_min;
- ratemax = battle_config.item_drop_equip_max;
- break;
- case IT_CARD:
- rate_adjust = (mstatus->mode&MD_BOSS) ? battle_config.item_rate_card_boss : battle_config.item_rate_card;
- ratemin = battle_config.item_drop_card_min;
- ratemax = battle_config.item_drop_card_max;
- break;
- default:
- rate_adjust = (mstatus->mode&MD_BOSS) ? battle_config.item_rate_common_boss : battle_config.item_rate_common;
- ratemin = battle_config.item_drop_common_min;
- ratemax = battle_config.item_drop_common_max;
- break;
- }
- mob->item_dropratio_adjust(id->nameid, class_, &rate_adjust);
- db->dropitem[i].p = mob->drop_adjust(rate, rate_adjust, ratemin, ratemax);
- //calculate and store Max available drop chance of the item
- if( db->dropitem[i].p && (class_ < 1324 || class_ > 1363) && (class_ < 1938 || class_ > 1946) )
- { //Skip treasure chests.
- if (id->maxchance == -1 || (id->maxchance < db->dropitem[i].p) ) {
- id->maxchance = db->dropitem[i].p; //item has bigger drop chance or sold in shops
- }
- for (k = 0; k< MAX_SEARCH; k++) {
- if (id->mob[k].chance <= db->dropitem[i].p)
- break;
- }
- if (k == MAX_SEARCH)
- continue;
- if (id->mob[k].id != class_)
- memmove(&id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0]));
- id->mob[k].chance = db->dropitem[i].p;
- id->mob[k].id = class_;
- }
- }
- // Finally insert monster's data into the database.
- if (mob->db_data[class_] == NULL)
- mob->db_data[class_] = (struct mob_db*)aMalloc(sizeof(struct mob_db));
- else
- //Copy over spawn data
- memcpy(&db->spawn, mob->db_data[class_]->spawn, sizeof(db->spawn));
- memcpy(mob->db_data[class_], db, sizeof(struct mob_db));
- return true;
- }
- /*==========================================
- * mob_db.txt reading
- *------------------------------------------*/
- bool mob_readdb_sub(char* fields[], int columns, int current) {
- return mob->parse_dbrow(fields);
- }
- void mob_readdb(void) {
- const char* filename[] = {
- DBPATH"mob_db.txt",
- "mob_db2.txt" };
- int fi;
- for( fi = 0; fi < ARRAYLENGTH(filename); ++fi ) {
- if(fi > 0) {
- char filepath[256];
- sprintf(filepath, "%s/%s", map->db_path, filename[fi]);
- if(!exists(filepath)) {
- continue;
- }
- }
- sv->readdb(map->db_path, filename[fi], ',', 31+2*MAX_MVP_DROP+2*MAX_MOB_DROP, 31+2*MAX_MVP_DROP+2*MAX_MOB_DROP, -1, mob->readdb_sub);
- }
- mob->name_constants();
- }
- /*==========================================
- * mob_db table reading
- *------------------------------------------*/
- int mob_read_sqldb(void) {
- const char* mob_db_name[] = { map->mob_db_db, map->mob_db2_db };
- int fi;
- for( fi = 0; fi < ARRAYLENGTH(mob_db_name); ++fi ) {
- uint32 lines = 0, count = 0;
- // retrieve all rows from the mob database
- if( SQL_ERROR == SQL->Query(map->mysql_handle, "SELECT * FROM `%s`", mob_db_name[fi]) ) {
- Sql_ShowDebug(map->mysql_handle);
- continue;
- }
- // process rows one by one
- while( SQL_SUCCESS == SQL->NextRow(map->mysql_handle) ) {
- // wrap the result into a TXT-compatible format
- char line[1024];
- char* str[31+2*MAX_MVP_DROP+2*MAX_MOB_DROP];
- char* p;
- int i;
- lines++;
- for(i = 0, p = line; i < 31+2*MAX_MVP_DROP+2*MAX_MOB_DROP; i++)
- {
- char* data;
- size_t len;
- SQL->GetData(map->mysql_handle, i, &data, &len);
- strcpy(p, data);
- str[i] = p;
- p+= len + 1;
- }
- if (!mob->parse_dbrow(str))
- continue;
- count++;
- }
- // free the query result
- SQL->FreeResult(map->mysql_handle);
- ShowStatus("Done reading '"CL_WHITE"%"PRIu32""CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", count, mob_db_name[fi]);
- }
- mob->name_constants();
- return 0;
- }
- void mob_name_constants(void) {
- int i;
- #ifdef ENABLE_CASE_CHECK
- script->parser_current_file = "Mob Database (Likely an invalid or conflicting SpriteName)";
- #endif // ENABLE_CASE_CHECK
- for (i = 0; i < MAX_MOB_DB; i++) {
- if (mob->db_data[i] && !mob->is_clone(i))
- script->set_constant2(mob->db_data[i]->sprite, i, 0);
- }
- #ifdef ENABLE_CASE_CHECK
- script->parser_current_file = NULL;
- #endif // ENABLE_CASE_CHECK
- }
- /*==========================================
- * MOB display graphic change data reading
- *------------------------------------------*/
- bool mob_readdb_mobavail(char* str[], int columns, int current)
- {
- int class_, k;
- class_=atoi(str[0]);
- if(mob->db(class_) == mob->dummy) {
- // invalid class (probably undefined in db)
- ShowWarning("mob_readdb_mobavail: Unknown mob id %d.\n", class_);
- return false;
- }
- k=atoi(str[1]);
- memset(&mob->db_data[class_]->vd, 0, sizeof(struct view_data));
- mob->db_data[class_]->vd.class_=k;
- //Player sprites
- if(pcdb_checkid(k) && columns==12) {
- mob->db_data[class_]->vd.sex=atoi(str[2]);
- mob->db_data[class_]->vd.hair_style=atoi(str[3]);
- mob->db_data[class_]->vd.hair_color=atoi(str[4]);
- mob->db_data[class_]->vd.weapon=atoi(str[5]);
- mob->db_data[class_]->vd.shield=atoi(str[6]);
- mob->db_data[class_]->vd.head_top=atoi(str[7]);
- mob->db_data[class_]->vd.head_mid=atoi(str[8]);
- mob->db_data[class_]->vd.head_bottom=atoi(str[9]);
- mob->db_data[class_]->option=atoi(str[10])&~(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE);
- mob->db_data[class_]->vd.cloth_color=atoi(str[11]); // Monster player dye option - Valaris
- }
- else if(columns==3)
- mob->db_data[class_]->vd.head_bottom=atoi(str[2]); // mob equipment [Valaris]
- else if( columns != 2 )
- return false;
- return true;
- }
- /*==========================================
- * Reading of random monster data
- *------------------------------------------*/
- int mob_read_randommonster(void)
- {
- FILE *fp;
- char line[1024];
- char *str[10],*p;
- int i,j;
- const char* mobfile[] = {
- DBPATH"mob_branch.txt",
- DBPATH"mob_poring.txt",
- DBPATH"mob_boss.txt",
- "mob_pouch.txt",
- "mob_classchange.txt"};
- memset(&summon, 0, sizeof(summon));
- for( i = 0; i < ARRAYLENGTH(mobfile) && i < MAX_RANDOMMONSTER; i++ ) {
- unsigned int count = 0;
- mob->db_data[0]->summonper[i] = 1002; // Default fallback value, in case the database does not provide one
- sprintf(line, "%s/%s", map->db_path, mobfile[i]);
- fp=fopen(line,"r");
- if(fp==NULL){
- ShowError("can't read %s\n",line);
- return -1;
- }
- while(fgets(line, sizeof(line), fp))
- {
- int class_;
- if(line[0] == '/' && line[1] == '/')
- continue;
- memset(str,0,sizeof(str));
- for(j=0,p=line;j<3 && p;j++){
- str[j]=p;
- p=strchr(p,',');
- if(p) *p++=0;
- }
- if(str[0]==NULL || str[2]==NULL)
- continue;
- class_ = atoi(str[0]);
- if(mob->db(class_) == mob->dummy)
- continue;
- count++;
- mob->db_data[class_]->summonper[i]=atoi(str[2]);
- if (i) {
- if( summon[i].qty < ARRAYLENGTH(summon[i].class_) ) //MvPs
- summon[i].class_[summon[i].qty++] = class_;
- else {
- ShowDebug("Can't store more random mobs from %s, increase size of mob.c:summon variable!\n", mobfile[i]);
- break;
- }
- }
- }
- if (i && !summon[i].qty) { //At least have the default here.
- summon[i].class_[0] = mob->db_data[0]->summonper[i];
- summon[i].qty = 1;
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%u"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",count,mobfile[i]);
- }
- return 0;
- }
- /*==========================================
- * processes one mob_chat_db entry [SnakeDrak]
- * @param last_msg_id ensures that only one error message per mob id is printed
- *------------------------------------------*/
- bool mob_parse_row_chatdb(char** str, const char* source, int line, int* last_msg_id)
- {
- char* msg;
- struct mob_chat *ms;
- int msg_id;
- size_t len;
- msg_id = atoi(str[0]);
- if (msg_id <= 0 || msg_id > MAX_MOB_CHAT)
- {
- if (msg_id != *last_msg_id) {
- ShowError("mob_chat: Invalid chat ID: %d at %s, line %d\n", msg_id, source, line);
- *last_msg_id = msg_id;
- }
- return false;
- }
- if (mob->chat_db[msg_id] == NULL)
- mob->chat_db[msg_id] = (struct mob_chat*)aCalloc(1, sizeof (struct mob_chat));
- ms = mob->chat_db[msg_id];
- //MSG ID
- ms->msg_id=msg_id;
- //Color
- ms->color=(unsigned int)strtoul(str[1],NULL,0);
- //Message
- msg = str[2];
- len = strlen(msg);
- while( len && ( msg[len-1]=='\r' || msg[len-1]=='\n' ) )
- {// find EOL to strip
- len--;
- }
- if(len>(CHAT_SIZE_MAX-1))
- {
- if (msg_id != *last_msg_id) {
- ShowError("mob_chat: readdb: Message too long! Line %d, id: %d\n", line, msg_id);
- *last_msg_id = msg_id;
- }
- return false;
- }
- else if( !len )
- {
- ShowWarning("mob_parse_row_chatdb: Empty message for id %d.\n", msg_id);
- return false;
- }
- msg[len] = 0; // strip previously found EOL
- safestrncpy(ms->msg, str[2], CHAT_SIZE_MAX);
- return true;
- }
- /*==========================================
- * mob_chat_db.txt reading [SnakeDrak]
- *-------------------------------------------------------------------------*/
- void mob_readchatdb(void) {
- char arc[]="mob_chat_db.txt";
- uint32 lines=0, count=0;
- char line[1024], filepath[256];
- int i, tmp=0;
- FILE *fp;
- sprintf(filepath, "%s/%s", map->db_path, arc);
- fp=fopen(filepath, "r");
- if(fp == NULL) {
- ShowWarning("mob_readchatdb: File not found \"%s\", skipping.\n", filepath);
- return;
- }
- while(fgets(line, sizeof(line), fp)) {
- char *str[3], *p, *np;
- int j=0;
- lines++;
- if(line[0] == '/' && line[1] == '/')
- continue;
- memset(str, 0, sizeof(str));
- p=line;
- while(ISSPACE(*p))
- ++p;
- if(*p == '\0')
- continue;// empty line
- for(i = 0; i <= 2; i++)
- {
- str[i] = p;
- if(i<2 && (np = strchr(p, ',')) != NULL) {
- *np = '\0'; p = np + 1; j++;
- }
- }
- if( j < 2 || str[2]==NULL)
- {
- ShowError("mob_readchatdb: Insufficient number of fields for skill at %s, line %d\n", arc, lines);
- continue;
- }
- if( !mob->parse_row_chatdb(str, filepath, lines, &tmp) )
- continue;
- count++;
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%"PRIu32""CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", count, arc);
- }
- /*==========================================
- * processes one mob_skill_db entry
- *------------------------------------------*/
- bool mob_parse_row_mobskilldb(char** str, int columns, int current)
- {
- static const struct {
- char str[32];
- enum MobSkillState id;
- } state[] = {
- { "any", MSS_ANY }, //All states except Dead
- { "idle", MSS_IDLE },
- { "walk", MSS_WALK },
- { "loot", MSS_LOOT },
- { "dead", MSS_DEAD },
- { "attack", MSS_BERSERK }, //Retaliating attack
- { "angry", MSS_ANGRY }, //Preemptive attack (aggressive mobs)
- { "chase", MSS_RUSH }, //Chase escaping target
- { "follow", MSS_FOLLOW }, //Preemptive chase (aggressive mobs)
- { "anytarget", MSS_ANYTARGET }, //Berserk+Angry+Rush+Follow
- };
- static const struct {
- char str[32];
- int id;
- } cond1[] = {
- { "always", MSC_ALWAYS },
- { "myhpltmaxrate", MSC_MYHPLTMAXRATE },
- { "myhpinrate", MSC_MYHPINRATE },
- { "friendhpltmaxrate", MSC_FRIENDHPLTMAXRATE },
- { "friendhpinrate", MSC_FRIENDHPINRATE },
- { "mystatuson", MSC_MYSTATUSON },
- { "mystatusoff", MSC_MYSTATUSOFF },
- { "friendstatuson", MSC_FRIENDSTATUSON },
- { "friendstatusoff", MSC_FRIENDSTATUSOFF },
- { "attackpcgt", MSC_ATTACKPCGT },
- { "attackpcge", MSC_ATTACKPCGE },
- { "slavelt", MSC_SLAVELT },
- { "slavele", MSC_SLAVELE },
- { "closedattacked", MSC_CLOSEDATTACKED },
- { "longrangeattacked", MSC_LONGRANGEATTACKED },
- { "skillused", MSC_SKILLUSED },
- { "afterskill", MSC_AFTERSKILL },
- { "casttargeted", MSC_CASTTARGETED },
- { "rudeattacked", MSC_RUDEATTACKED },
- { "masterhpltmaxrate", MSC_MASTERHPLTMAXRATE },
- { "masterattacked", MSC_MASTERATTACKED },
- { "alchemist", MSC_ALCHEMIST },
- { "onspawn", MSC_SPAWN },
- }, cond2[] ={
- { "anybad", -1 },
- { "stone", SC_STONE },
- { "freeze", SC_FREEZE },
- { "stun", SC_STUN },
- { "sleep", SC_SLEEP },
- { "poison", SC_POISON },
- { "curse", SC_CURSE },
- { "silence", SC_SILENCE },
- { "confusion", SC_CONFUSION },
- { "blind", SC_BLIND },
- { "hiding", SC_HIDING },
- { "sight", SC_SIGHT },
- }, target[] = {
- { "target", MST_TARGET },
- { "randomtarget", MST_RANDOM },
- { "self", MST_SELF },
- { "friend", MST_FRIEND },
- { "master", MST_MASTER },
- { "around5", MST_AROUND5 },
- { "around6", MST_AROUND6 },
- { "around7", MST_AROUND7 },
- { "around8", MST_AROUND8 },
- { "around1", MST_AROUND1 },
- { "around2", MST_AROUND2 },
- { "around3", MST_AROUND3 },
- { "around4", MST_AROUND4 },
- { "around", MST_AROUND },
- };
- static int last_mob_id = 0; // ensures that only one error message per mob id is printed
- struct mob_skill *ms, gms;
- int mob_id;
- int i =0, j, tmp;
- uint16 sidx = 0;
- mob_id = atoi(str[0]);
- if (mob_id > 0 && mob->db(mob_id) == mob->dummy)
- {
- if (mob_id != last_mob_id) {
- ShowError("mob_parse_row_mobskilldb: Non existant Mob id %d\n", mob_id);
- last_mob_id = mob_id;
- }
- return false;
- }
- if( strcmp(str[1],"clear")==0 ){
- if (mob_id < 0)
- return false;
- memset(mob->db_data[mob_id]->skill,0,sizeof(struct mob_skill));
- mob->db_data[mob_id]->maxskill=0;
- return true;
- }
- if (mob_id < 0) {
- //Prepare global skill. [Skotlex]
- memset(&gms, 0, sizeof (struct mob_skill));
- ms = &gms;
- } else {
- ARR_FIND( 0, MAX_MOBSKILL, i, (ms = &mob->db_data[mob_id]->skill[i])->skill_id == 0 );
- if( i == MAX_MOBSKILL )
- {
- if (mob_id != last_mob_id) {
- ShowError("mob_parse_row_mobskilldb: Too many skills for monster %d[%s]\n", mob_id, mob->db_data[mob_id]->sprite);
- last_mob_id = mob_id;
- }
- return false;
- }
- }
- //State
- ARR_FIND( 0, ARRAYLENGTH(state), j, strcmp(str[2],state[j].str) == 0 );
- if( j < ARRAYLENGTH(state) )
- ms->state = state[j].id;
- else {
- ShowWarning("mob_parse_row_mobskilldb: Unrecognized state %s\n", str[2]);
- ms->state = MSS_ANY;
- }
- //Skill ID
- j=atoi(str[3]);
- if ( !(sidx = skill->get_index(j) ) ) {
- if (mob_id < 0)
- ShowError("mob_parse_row_mobskilldb: Invalid Skill ID (%d) for all mobs\n", j);
- else
- ShowError("mob_parse_row_mobskilldb: Invalid Skill ID (%d) for mob %d (%s)\n", j, mob_id, mob->db_data[mob_id]->sprite);
- return false;
- }
- ms->skill_id=j;
- //Skill lvl
- j= atoi(str[4])<=0 ? 1 : atoi(str[4]);
- ms->skill_lv= j>battle_config.mob_max_skilllvl ? battle_config.mob_max_skilllvl : j; //we strip max skill level
- //Apply battle_config modifiers to rate (permillage) and delay [Skotlex]
- tmp = atoi(str[5]);
- if (battle_config.mob_skill_rate != 100)
- tmp = tmp*battle_config.mob_skill_rate/100;
- if (tmp > 10000)
- ms->permillage= 10000;
- else if (!tmp && battle_config.mob_skill_rate)
- ms->permillage= 1;
- else
- ms->permillage= tmp;
- ms->casttime=atoi(str[6]);
- ms->delay=atoi(str[7]);
- if (battle_config.mob_skill_delay != 100)
- ms->delay = ms->delay*battle_config.mob_skill_delay/100;
- if (ms->delay < 0 || ms->delay > MOB_MAX_DELAY) //time overflow?
- ms->delay = MOB_MAX_DELAY;
- ms->cancel=atoi(str[8]);
- if( strcmp(str[8],"yes")==0 ) ms->cancel=1;
- //Target
- ARR_FIND( 0, ARRAYLENGTH(target), j, strcmp(str[9],target[j].str) == 0 );
- if( j < ARRAYLENGTH(target) )
- ms->target = target[j].id;
- else {
- ShowWarning("mob_parse_row_mobskilldb: Unrecognized target %s for %d\n", str[9], mob_id);
- ms->target = MST_TARGET;
- }
- //Check that the target condition is right for the skill type. [Skotlex]
- if ( skill->get_casttype2(sidx) == CAST_GROUND) {//Ground skill.
- if (ms->target > MST_AROUND) {
- ShowWarning("mob_parse_row_mobskilldb: Wrong mob skill target for ground skill %d (%s) for %s.\n",
- ms->skill_id, skill->db[sidx].name,
- mob_id < 0?"all mobs":mob->db_data[mob_id]->sprite);
- ms->target = MST_TARGET;
- }
- } else if (ms->target > MST_MASTER) {
- ShowWarning("mob_parse_row_mobskilldb: Wrong mob skill target 'around' for non-ground skill %d (%s) for %s.\n",
- ms->skill_id, skill->db[sidx].name,
- mob_id < 0?"all mobs":mob->db_data[mob_id]->sprite);
- ms->target = MST_TARGET;
- }
- //Cond1
- ARR_FIND( 0, ARRAYLENGTH(cond1), j, strcmp(str[10],cond1[j].str) == 0 );
- if( j < ARRAYLENGTH(cond1) )
- ms->cond1 = cond1[j].id;
- else {
- ShowWarning("mob_parse_row_mobskilldb: Unrecognized condition 1 %s for %d\n", str[10], mob_id);
- ms->cond1 = -1;
- }
- //Cond2
- // numeric value
- ms->cond2 = atoi(str[11]);
- // or special constant
- ARR_FIND( 0, ARRAYLENGTH(cond2), j, strcmp(str[11],cond2[j].str) == 0 );
- if( j < ARRAYLENGTH(cond2) )
- ms->cond2 = cond2[j].id;
- ms->val[0]=(int)strtol(str[12],NULL,0);
- ms->val[1]=(int)strtol(str[13],NULL,0);
- ms->val[2]=(int)strtol(str[14],NULL,0);
- ms->val[3]=(int)strtol(str[15],NULL,0);
- ms->val[4]=(int)strtol(str[16],NULL,0);
- if(ms->skill_id == NPC_EMOTION && mob_id>0 &&
- ms->val[1] == mob->db(mob_id)->status.mode)
- {
- ms->val[1] = 0;
- ms->val[4] = 1; //request to return mode to normal.
- }
- if (ms->skill_id == NPC_EMOTION_ON && mob_id>0 && ms->val[1]) {
- //Adds a mode to the mob.
- //Remove aggressive mode when the new mob type is passive.
- if (!(ms->val[1]&MD_AGGRESSIVE))
- ms->val[3]|=MD_AGGRESSIVE;
- ms->val[2]|= ms->val[1]; //Add the new mode.
- ms->val[1] = 0; //Do not "set" it.
- }
- if(*str[17])
- ms->emotion=atoi(str[17]);
- else
- ms->emotion=-1;
- if(str[18]!=NULL && mob->chat_db[atoi(str[18])]!=NULL)
- ms->msg_id=atoi(str[18]);
- else
- ms->msg_id=0;
- if (mob_id < 0) {
- //Set this skill to ALL mobs. [Skotlex]
- mob_id *= -1;
- for (i = 1; i < MAX_MOB_DB; i++)
- {
- if (mob->db_data[i] == NULL)
- continue;
- if (mob->db_data[i]->status.mode&MD_BOSS)
- {
- if (!(mob_id&2)) //Skill not for bosses
- continue;
- } else
- if (!(mob_id&1)) //Skill not for normal enemies.
- continue;
- ARR_FIND( 0, MAX_MOBSKILL, j, mob->db_data[i]->skill[j].skill_id == 0 );
- if(j==MAX_MOBSKILL)
- continue;
- memcpy (&mob->db_data[i]->skill[j], ms, sizeof(struct mob_skill));
- mob->db_data[i]->maxskill=j+1;
- }
- } else //Skill set on a single mob.
- mob->db_data[mob_id]->maxskill=i+1;
- return true;
- }
- /*==========================================
- * mob_skill_db.txt reading
- *------------------------------------------*/
- void mob_readskilldb(void) {
- const char* filename[] = {
- DBPATH"mob_skill_db.txt",
- "mob_skill_db2.txt" };
- int fi;
- if( battle_config.mob_skill_rate == 0 ) {
- ShowStatus("Mob skill use disabled. Not reading mob skills.\n");
- return;
- }
- for( fi = 0; fi < ARRAYLENGTH(filename); ++fi ) {
- if(fi > 0) {
- char filepath[256];
- sprintf(filepath, "%s/%s", map->db_path, filename[fi]);
- if(!exists(filepath)) {
- continue;
- }
- }
- sv->readdb(map->db_path, filename[fi], ',', 19, 19, -1, mob->parse_row_mobskilldb);
- }
- }
- /**
- * mob_skill_db table reading [CalciumKid]
- * not overly sure if this is all correct
- * seems to work though...
- */
- int mob_read_sqlskilldb(void) {
- const char* mob_skill_db_name[] = { map->mob_skill_db_db, map->mob_skill_db2_db };
- int fi;
- if( battle_config.mob_skill_rate == 0 ) {
- ShowStatus("Mob skill use disabled. Not reading mob skills.\n");
- return 0;
- }
- for( fi = 0; fi < ARRAYLENGTH(mob_skill_db_name); ++fi ) {
- uint32 lines = 0, count = 0;
- // retrieve all rows from the mob skill database
- if( SQL_ERROR == SQL->Query(map->mysql_handle, "SELECT * FROM `%s`", mob_skill_db_name[fi]) ) {
- Sql_ShowDebug(map->mysql_handle);
- continue;
- }
- // process rows one by one
- while( SQL_SUCCESS == SQL->NextRow(map->mysql_handle) ) {
- // wrap the result into a TXT-compatible format
- char* str[19];
- char* dummy = "";
- int i;
- ++lines;
- for( i = 0; i < 19; ++i )
- {
- SQL->GetData(map->mysql_handle, i, &str[i], NULL);
- if( str[i] == NULL ) str[i] = dummy; // get rid of NULL columns
- }
- if (!mob->parse_row_mobskilldb(str, 19, count))
- continue;
- count++;
- }
- // free the query result
- SQL->FreeResult(map->mysql_handle);
- ShowStatus("Done reading '"CL_WHITE"%"PRIu32""CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", count, mob_skill_db_name[fi]);
- }
- return 0;
- }
- /*==========================================
- * mob_race2_db.txt reading
- *------------------------------------------*/
- bool mob_readdb_race2(char* fields[], int columns, int current)
- {
- int race, mobid, i;
- race = atoi(fields[0]);
- if (race < RC2_NONE || race >= RC2_MAX)
- {
- ShowWarning("mob_readdb_race2: Unknown race2 %d.\n", race);
- return false;
- }
- for(i = 1; i<columns; i++)
- {
- mobid = atoi(fields[i]);
- if (mob->db(mobid) == mob->dummy)
- {
- ShowWarning("mob_readdb_race2: Unknown mob id %d for race2 %d.\n", mobid, race);
- continue;
- }
- mob->db_data[mobid]->race2 = race;
- }
- return true;
- }
- /**
- * Read mob_item_ratio.txt
- */
- bool mob_readdb_itemratio(char* str[], int columns, int current)
- {
- int nameid, ratio, i;
- nameid = atoi(str[0]);
- if( itemdb->exists(nameid) == NULL )
- {
- ShowWarning("itemdb_read_itemratio: Invalid item id %d.\n", nameid);
- return false;
- }
- ratio = atoi(str[1]);
- if(item_drop_ratio_db[nameid] == NULL)
- item_drop_ratio_db[nameid] = (struct item_drop_ratio*)aCalloc(1, sizeof(struct item_drop_ratio));
- item_drop_ratio_db[nameid]->drop_ratio = ratio;
- for(i = 0; i < columns-2; i++)
- item_drop_ratio_db[nameid]->mob_id[i] = atoi(str[i+2]);
- return true;
- }
- /**
- * read all mob-related databases
- */
- void mob_load(bool minimal) {
- if (minimal) {
- // Only read the mob db in minimal mode
- mob->readdb();
- return;
- }
- sv->readdb(map->db_path, "mob_item_ratio.txt", ',', 2, 2+MAX_ITEMRATIO_MOBS, -1, mob->readdb_itemratio); // must be read before mobdb
- mob->readchatdb();
- if (map->db_use_sql_mob_db) {
- mob->read_sqldb();
- }
- if (map->db_use_sql_mob_skill_db) {
- mob->read_sqlskilldb();
- } else {
- mob->readdb();
- mob->readskilldb();
- }
- sv->readdb(map->db_path, "mob_avail.txt", ',', 2, 12, -1, mob->readdb_mobavail);
- mob->read_randommonster();
- sv->readdb(map->db_path, DBPATH"mob_race2_db.txt", ',', 2, 20, -1, mob->readdb_race2);
- }
- void mob_reload(void) {
- int i;
- //Mob skills need to be cleared before re-reading them. [Skotlex]
- for (i = 0; i < MAX_MOB_DB; i++)
- if (mob->db_data[i] && !mob->is_clone(i)) {
- memset(&mob->db_data[i]->skill,0,sizeof(mob->db_data[i]->skill));
- mob->db_data[i]->maxskill=0;
- }
- // Clear item_drop_ratio_db
- for (i = 0; i < MAX_ITEMDB; i++) {
- if (item_drop_ratio_db[i]) {
- aFree(item_drop_ratio_db[i]);
- item_drop_ratio_db[i] = NULL;
- }
- }
- mob->load(false);
- }
- /**
- * Clears spawn related information for a script reload.
- */
- void mob_clear_spawninfo()
- {
- int i;
- for (i = 0; i < MAX_MOB_DB; i++)
- if (mob->db_data[i])
- memset(&mob->db_data[i]->spawn,0,sizeof(mob->db_data[i]->spawn));
- }
- /*==========================================
- * Circumference initialization of mob
- *------------------------------------------*/
- int do_init_mob(bool minimal) {
- // Initialize the mob database
- memset(mob->db_data,0,sizeof(mob->db_data)); //Clear the array
- mob->db_data[0] = (struct mob_db*)aCalloc(1, sizeof (struct mob_db)); //This mob is used for random spawns
- mob->makedummymobdb(0); //The first time this is invoked, it creates the dummy mob
- item_drop_ers = ers_new(sizeof(struct item_drop),"mob.c::item_drop_ers",ERS_OPT_CLEAN);
- item_drop_list_ers = ers_new(sizeof(struct item_drop_list),"mob.c::item_drop_list_ers",ERS_OPT_NONE);
- mob->load(minimal);
- if (minimal)
- return 0;
- timer->add_func_list(mob->delayspawn,"mob_delayspawn");
- timer->add_func_list(mob->delay_item_drop,"mob_delay_item_drop");
- timer->add_func_list(mob->ai_hard,"mob_ai_hard");
- timer->add_func_list(mob->ai_lazy,"mob_ai_lazy");
- timer->add_func_list(mob->timer_delete,"mob_timer_delete");
- timer->add_func_list(mob->spawn_guardian_sub,"mob_spawn_guardian_sub");
- timer->add_func_list(mob->respawn,"mob_respawn");
- timer->add_interval(timer->gettick()+MIN_MOBTHINKTIME,mob->ai_hard,0,0,MIN_MOBTHINKTIME);
- timer->add_interval(timer->gettick()+MIN_MOBTHINKTIME*10,mob->ai_lazy,0,0,MIN_MOBTHINKTIME*10);
- return 0;
- }
- void mob_destroy_mob_db(int index)
- {
- struct mob_db *data = mob->db_data[index];
- int v;
- for (v = 0; v < data->hdatac; v++ ) {
- if (data->hdata[v]->flag.free ) {
- aFree(data->hdata[v]->data);
- }
- aFree(data->hdata[v]);
- }
- if (data->hdata)
- aFree(data->hdata);
- aFree(data);
- mob->db_data[index] = NULL;
- }
- /*==========================================
- * Clean memory usage.
- *------------------------------------------*/
- int do_final_mob(void)
- {
- int i;
- if (mob->dummy)
- {
- aFree(mob->dummy);
- mob->dummy = NULL;
- }
- for (i = 0; i <= MAX_MOB_DB; i++)
- {
- if (mob->db_data[i] != NULL)
- {
- mob->destroy_mob_db(i);
- }
- }
- for (i = 0; i <= MAX_MOB_CHAT; i++)
- {
- if (mob->chat_db[i] != NULL)
- {
- aFree(mob->chat_db[i]);
- mob->chat_db[i] = NULL;
- }
- }
- for (i = 0; i < MAX_ITEMDB; i++)
- {
- if (item_drop_ratio_db[i] != NULL)
- {
- aFree(item_drop_ratio_db[i]);
- item_drop_ratio_db[i] = NULL;
- }
- }
- ers_destroy(item_drop_ers);
- ers_destroy(item_drop_list_ers);
- return 0;
- }
- void mob_defaults(void) {
- //Defines the Manuk/Splendide mob groups for the status reductions [Epoque]
- const int mob_manuk[8] = { 1986, 1987, 1988, 1989, 1990, 1997, 1998, 1999 };
- const int mob_splendide[5] = { 1991, 1992, 1993, 1994, 1995 };
- mob = &mob_s;
- memset(mob->db_data, 0, sizeof(mob->db_data));
- mob->dummy = NULL;
- memset(mob->chat_db, 0, sizeof(mob->chat_db));
- memcpy(mob->manuk, mob_manuk, sizeof(mob->manuk));
- memcpy(mob->splendide, mob_splendide, sizeof(mob->splendide));
- /* */
- mob->reload = mob_reload;
- mob->init = do_init_mob;
- mob->final = do_final_mob;
- /* */
- mob->db = mob_db;
- mob->chat = mob_chat;
- mob->makedummymobdb = mob_makedummymobdb;
- mob->spawn_guardian_sub = mob_spawn_guardian_sub;
- mob->skill_id2skill_idx = mob_skill_id2skill_idx;
- mob->db_searchname = mobdb_searchname;
- mob->db_searchname_array_sub = mobdb_searchname_array_sub;
- mob->mvptomb_create = mvptomb_create;
- mob->mvptomb_destroy = mvptomb_destroy;
- mob->db_searchname_array = mobdb_searchname_array;
- mob->db_checkid = mobdb_checkid;
- mob->get_viewdata = mob_get_viewdata;
- mob->parse_dataset = mob_parse_dataset;
- mob->spawn_dataset = mob_spawn_dataset;
- mob->get_random_id = mob_get_random_id;
- mob->ksprotected = mob_ksprotected;
- mob->once_spawn_sub = mob_once_spawn_sub;
- mob->once_spawn = mob_once_spawn;
- mob->once_spawn_area = mob_once_spawn_area;
- mob->spawn_guardian = mob_spawn_guardian;
- mob->spawn_bg = mob_spawn_bg;
- mob->can_reach = mob_can_reach;
- mob->linksearch = mob_linksearch;
- mob->delayspawn = mob_delayspawn;
- mob->setdelayspawn = mob_setdelayspawn;
- mob->count_sub = mob_count_sub;
- mob->spawn = mob_spawn;
- mob->can_changetarget = mob_can_changetarget;
- mob->target = mob_target;
- mob->ai_sub_hard_activesearch = mob_ai_sub_hard_activesearch;
- mob->ai_sub_hard_changechase = mob_ai_sub_hard_changechase;
- mob->ai_sub_hard_bg_ally = mob_ai_sub_hard_bg_ally;
- mob->ai_sub_hard_lootsearch = mob_ai_sub_hard_lootsearch;
- mob->warpchase_sub = mob_warpchase_sub;
- mob->ai_sub_hard_slavemob = mob_ai_sub_hard_slavemob;
- mob->unlocktarget = mob_unlocktarget;
- mob->randomwalk = mob_randomwalk;
- mob->warpchase = mob_warpchase;
- mob->ai_sub_hard = mob_ai_sub_hard;
- mob->ai_sub_hard_timer = mob_ai_sub_hard_timer;
- mob->ai_sub_foreachclient = mob_ai_sub_foreachclient;
- mob->ai_sub_lazy = mob_ai_sub_lazy;
- mob->ai_lazy = mob_ai_lazy;
- mob->ai_hard = mob_ai_hard;
- mob->setdropitem = mob_setdropitem;
- mob->setlootitem = mob_setlootitem;
- mob->delay_item_drop = mob_delay_item_drop;
- mob->item_drop = mob_item_drop;
- mob->timer_delete = mob_timer_delete;
- mob->deleteslave_sub = mob_deleteslave_sub;
- mob->deleteslave = mob_deleteslave;
- mob->respawn = mob_respawn;
- mob->log_damage = mob_log_damage;
- mob->damage = mob_damage;
- mob->dead = mob_dead;
- mob->revive = mob_revive;
- mob->guardian_guildchange = mob_guardian_guildchange;
- mob->random_class = mob_random_class;
- mob->class_change = mob_class_change;
- mob->heal = mob_heal;
- mob->warpslave_sub = mob_warpslave_sub;
- mob->warpslave = mob_warpslave;
- mob->countslave_sub = mob_countslave_sub;
- mob->countslave = mob_countslave;
- mob->summonslave = mob_summonslave;
- mob->getfriendhprate_sub = mob_getfriendhprate_sub;
- mob->getfriendhprate = mob_getfriendhprate;
- mob->getmasterhpltmaxrate = mob_getmasterhpltmaxrate;
- mob->getfriendstatus_sub = mob_getfriendstatus_sub;
- mob->getfriendstatus = mob_getfriendstatus;
- mob->skill_use = mobskill_use;
- mob->skill_event = mobskill_event;
- mob->is_clone = mob_is_clone;
- mob->clone_spawn = mob_clone_spawn;
- mob->clone_delete = mob_clone_delete;
- mob->drop_adjust = mob_drop_adjust;
- mob->item_dropratio_adjust = item_dropratio_adjust;
- mob->parse_dbrow = mob_parse_dbrow;
- mob->readdb_sub = mob_readdb_sub;
- mob->readdb = mob_readdb;
- mob->read_sqldb = mob_read_sqldb;
- mob->name_constants = mob_name_constants;
- mob->readdb_mobavail = mob_readdb_mobavail;
- mob->read_randommonster = mob_read_randommonster;
- mob->parse_row_chatdb = mob_parse_row_chatdb;
- mob->readchatdb = mob_readchatdb;
- mob->parse_row_mobskilldb = mob_parse_row_mobskilldb;
- mob->readskilldb = mob_readskilldb;
- mob->read_sqlskilldb = mob_read_sqlskilldb;
- mob->readdb_race2 = mob_readdb_race2;
- mob->readdb_itemratio = mob_readdb_itemratio;
- mob->load = mob_load;
- mob->clear_spawninfo = mob_clear_spawninfo;
- mob->destroy_mob_db = mob_destroy_mob_db;
- }
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