#include "mob.hpp"
#include <cassert>
#include <cmath>
#include <cstdlib>
#include <cstring>
#include <algorithm>
#include <fstream>
#include "../common/cxxstdio.hpp"
#include "../common/extract.hpp"
#include "../common/io.hpp"
#include "../common/nullpo.hpp"
#include "../common/random.hpp"
#include "../common/socket.hpp"
#include "../common/timer.hpp"
#include "battle.hpp"
#include "clif.hpp"
#include "itemdb.hpp"
#include "map.hpp"
#include "npc.hpp"
#include "party.hpp"
#include "path.hpp"
#include "pc.hpp"
#include "skill.hpp"
#include "../poison.hpp"
constexpr interval_t MIN_MOBTHINKTIME = std::chrono::milliseconds(100);
// Move probability in the negligent mode MOB (rate of 1000 minute)
constexpr random_::Fraction MOB_LAZYMOVEPERC {50, 1000};
// Warp probability in the negligent mode MOB (rate of 1000 minute)
constexpr random_::Fraction MOB_LAZYWARPPERC {20, 1000};
struct mob_db_ mob_db[2001];
/*==========================================
* Local prototype declaration (only required thing)
*------------------------------------------
*/
static
int distance(int, int, int, int);
static
int mob_makedummymobdb(int);
static
void mob_timer(TimerData *, tick_t, int, unsigned char);
static
int mobskill_use_id(dumb_ptr<mob_data> md, dumb_ptr<block_list> target,
mob_skill& skill_idx);
/*==========================================
* Mob is searched with a name.
*------------------------------------------
*/
int mobdb_searchname(MobName str)
{
int i;
for (i = 0; i < sizeof(mob_db) / sizeof(mob_db[0]); i++)
{
if (mob_db[i].name == str || mob_db[i].jname == str)
return i;
}
return 0;
}
/*==========================================
* Id Mob is checked.
*------------------------------------------
*/
int mobdb_checkid(const int id)
{
if (id <= 0 || id >= (sizeof(mob_db) / sizeof(mob_db[0]))
|| mob_db[id].name[0] == '\0')
return 0;
return id;
}
static
void mob_init(dumb_ptr<mob_data> md);
/*==========================================
* The minimum data set for MOB spawning
*------------------------------------------
*/
static
void mob_spawn_dataset(dumb_ptr<mob_data> md, MobName mobname, int mob_class)
{
nullpo_retv(md);
if (mobname == ENGLISH_NAME)
md->name = mob_db[mob_class].name;
else if (mobname == JAPANESE_NAME)
md->name = mob_db[mob_class].jname;
else
md->name = mobname;
md->bl_prev = NULL;
md->bl_next = NULL;
md->n = 0;
md->mob_class = mob_class;
md->bl_id = npc_get_new_npc_id();
really_memzero_this(&md->state);
// md->timer = nullptr;
md->target_id = 0;
md->attacked_id = 0;
mob_init(md);
}
// Mutation values indicate how `valuable' a change to each stat is, XP wise.
// For one 256th of change, we give out that many 1024th fractions of XP change
// (i.e., 1024 means a 100% XP increase for a single point of adjustment, 4 means 100% XP bonus for doubling the value)
static
earray<int, mob_stat, mob_stat::XP_BONUS> mutation_value //=
{{
2, // mob_stat::LV
3, // mob_stat::MAX_HP
1, // mob_stat::STR
2, // mob_stat::AGI
1, // mob_stat::VIT
0, // mob_stat::INT
2, // mob_stat::DEX
2, // mob_stat::LUK
1, // mob_stat::ATK1
1, // mob_stat::ATK2
2, // mob_stat::ADELAY
2, // mob_stat::DEF
2, // mob_stat::MDEF
2, // mob_stat::SPEED
}};
// The mutation scale indicates how far `up' we can go, with 256 indicating 100% Note that this may stack with multiple
// calls to `mutate'.
static
earray<int, mob_stat, mob_stat::XP_BONUS> mutation_scale //=
{{
16, // mob_stat::LV
256, // mob_stat::MAX_HP
32, // mob_stat::STR
48, // mob_stat::AGI
48, // mob_stat::VIT
48, // mob_stat::INT
48, // mob_stat::DEX
64, // mob_stat::LUK
48, // mob_stat::ATK1
48, // mob_stat::ATK2
80, // mob_stat::ADELAY
48, // mob_stat::DEF
48, // mob_stat::MDEF
80, // mob_stat::SPEED
}};
// The table below indicates the `average' value for each of the statistics, or -1 if there is none.
// This average is used to determine XP modifications for mutations. The experience point bonus is
// based on mutation_value and mutation_base as follows:
// (1) first, compute the percentage change of the attribute (p0)
// (2) second, determine the absolute stat change
// (3) third, compute the percentage stat change relative to mutation_base (p1)
// (4) fourth, compute the XP mofication based on the smaller of (p0, p1).
static
earray<int, mob_stat, mob_stat::XP_BONUS> mutation_base //=
{{
30, // mob_stat::LV
-1, // mob_stat::MAX_HP
20, // mob_stat::STR
20, // mob_stat::AGI
20, // mob_stat::VIT
20, // mob_stat::INT
20, // mob_stat::DEX
20, // mob_stat::LUK
-1, // mob_stat::ATK1
-1, // mob_stat::ATK2
-1, // mob_stat::ADELAY
-1, // mob_stat::DEF
20, // mob_stat::MDEF
-1, // mob_stat::SPEED
}};
/*========================================
* Mutates a MOB. For large `direction' values, calling this multiple times will give bigger XP boni.
*----------------------------------------
*/
// intensity: positive: strengthen, negative: weaken. 256 = 100%.
static
void mob_mutate(dumb_ptr<mob_data> md, mob_stat stat, int intensity)
{
int old_stat;
int new_stat;
int real_intensity; // relative intensity
const int mut_base = mutation_base[stat];
int sign = 1;
if (!md || stat >= mob_stat::XP_BONUS || intensity == 0)
return;
while (intensity > mutation_scale[stat])
{
mob_mutate(md, stat, mutation_scale[stat]); // give better XP assignments
intensity -= mutation_scale[stat];
}
while (intensity < -mutation_scale[stat])
{
mob_mutate(md, stat, mutation_scale[stat]); // give better XP assignments
intensity += mutation_scale[stat];
}
if (!intensity)
return;
// mob_stat::ADELAY and mob_stat::SPEED are special because going DOWN is good here.
if (stat == mob_stat::ADELAY || stat == mob_stat::SPEED)
sign = -1;
// Now compute the new stat
old_stat = md->stats[stat];
new_stat = old_stat + ((old_stat * sign * intensity) / 256);
if (new_stat < 0)
new_stat = 0;
if (old_stat == 0)
real_intensity = 0;
else
real_intensity = (((new_stat - old_stat) << 8) / old_stat);
if (mut_base != -1)
{
// Now compute the mutation intensity relative to an absolute value.
// Take the lesser of the two effects.
int real_intensity2 = (((new_stat - old_stat) << 8) / mut_base);
if (real_intensity < 0)
if (real_intensity2 > real_intensity)
real_intensity = real_intensity2;
if (real_intensity > 0)
if (real_intensity2 < real_intensity)
real_intensity = real_intensity2;
}
real_intensity *= sign;
md->stats[stat] = new_stat;
// Adjust XP value
md->stats[mob_stat::XP_BONUS] += mutation_value[stat] * real_intensity;
if (md->stats[mob_stat::XP_BONUS] <= 0)
md->stats[mob_stat::XP_BONUS] = 1;
// Sanitise
if (md->stats[mob_stat::ATK1] > md->stats[mob_stat::ATK2])
{
int swap = md->stats[mob_stat::ATK2];
md->stats[mob_stat::ATK2] = md->stats[mob_stat::ATK1];
md->stats[mob_stat::ATK1] = swap;
}
}
// This calculates the exp of a given mob
static
int mob_gen_exp(mob_db_ *mob)
{
if (mob->max_hp <= 1)
return 1;
double mod_def = 100 - mob->def;
if (100 == mob->def)
mod_def = 1;
double effective_hp =
((50 - mob->attrs[ATTR::LUK]) * mob->max_hp / 50.0) +
(2 * mob->attrs[ATTR::LUK] * mob->max_hp / mod_def);
double attack_factor =
(mob->atk1 + mob->atk2 + mob->attrs[ATTR::STR] / 3.0 + mob->attrs[ATTR::DEX] / 2.0 +
mob->attrs[ATTR::LUK]) * (1872.0 / mob->adelay) / 4;
double dodge_factor =
pow(mob->lv + mob->attrs[ATTR::AGI] + mob->attrs[ATTR::LUK] / 2.0, 4.0 / 3.0);
// TODO s/persuit/pursuit/g sometime when I'm not worried about diffs
double persuit_factor =
(3 + mob->range) * bool(mob->mode & MobMode::CAN_MOVE) * 1000 / mob->speed;
double aggression_factor =
bool(mob->mode & MobMode::AGGRESSIVE)
? 10.0 / 9.0
: 1.0;
int xp = floor(effective_hp * pow(sqrt(attack_factor)
+ sqrt(dodge_factor)
+ sqrt(persuit_factor) + 55, 3)
* aggression_factor / 2000000.0
* static_cast<double>(battle_config.base_exp_rate) / 100.);
if (xp < 1)
xp = 1;
PRINTF("Exp for mob '%s' generated: %d\n", mob->name, xp);
return xp;
}
static
void mob_init(dumb_ptr<mob_data> md)
{
int i;
const int mob_class = md->mob_class;
const int mutations_nr = mob_db[mob_class].mutations_nr;
const int mutation_power = mob_db[mob_class].mutation_power;
md->stats[mob_stat::LV] = mob_db[mob_class].lv;
md->stats[mob_stat::MAX_HP] = mob_db[mob_class].max_hp;
md->stats[mob_stat::STR] = mob_db[mob_class].attrs[ATTR::STR];
md->stats[mob_stat::AGI] = mob_db[mob_class].attrs[ATTR::AGI];
md->stats[mob_stat::VIT] = mob_db[mob_class].attrs[ATTR::VIT];
md->stats[mob_stat::INT] = mob_db[mob_class].attrs[ATTR::INT];
md->stats[mob_stat::DEX] = mob_db[mob_class].attrs[ATTR::DEX];
md->stats[mob_stat::LUK] = mob_db[mob_class].attrs[ATTR::LUK];
md->stats[mob_stat::ATK1] = mob_db[mob_class].atk1;
md->stats[mob_stat::ATK2] = mob_db[mob_class].atk2;
md->stats[mob_stat::ADELAY] = mob_db[mob_class].adelay;
md->stats[mob_stat::DEF] = mob_db[mob_class].def;
md->stats[mob_stat::MDEF] = mob_db[mob_class].mdef;
md->stats[mob_stat::SPEED] = mob_db[mob_class].speed;
md->stats[mob_stat::XP_BONUS] = MOB_XP_BONUS_BASE;
for (i = 0; i < mutations_nr; i++)
{
mob_stat stat_nr = random_::choice({
mob_stat::LV,
mob_stat::MAX_HP,
mob_stat::STR,
mob_stat::AGI,
mob_stat::VIT,
mob_stat::INT,
mob_stat::DEX,
mob_stat::LUK,
mob_stat::ATK1,
mob_stat::ATK2,
mob_stat::ADELAY,
mob_stat::DEF,
mob_stat::MDEF,
mob_stat::SPEED,
// double chance to modify hp
mob_stat::MAX_HP,
});
// TODO: if I don't remove this entirely, look into
// normal distributions.
int strength = (random_::to(mutation_power / 2)
+ random_::to(mutation_power / 2)
+ 2)
* mutation_scale[stat_nr] / 100;
if (random_::coin())
strength = -strength;
if (strength < -240)
strength = -240; /* Don't go too close to zero */
mob_mutate(md, stat_nr, strength);
}
}
/*==========================================
* The MOB appearance for one time (for scripts)
*------------------------------------------
*/
int mob_once_spawn(dumb_ptr<map_session_data> sd,
MapName mapname, int x, int y,
MobName mobname, int mob_class, int amount,
NpcEvent event)
{
dumb_ptr<mob_data> md = NULL;
map_local *m;
int count, r = mob_class;
if (sd && mapname == MOB_THIS_MAP)
m = sd->bl_m;
else
m = map_mapname2mapid(mapname);
if (m == nullptr || amount <= 0 || (mob_class >= 0 && mob_class <= 1000) || mob_class > 2000) // 値が異常なら召喚を止める
return 0;
if (sd)
{
if (x <= 0)
x = sd->bl_x;
if (y <= 0)
y = sd->bl_y;
}
else if (x <= 0 || y <= 0)
{
PRINTF("mob_once_spawn: ??\n");
}
for (count = 0; count < amount; count++)
{
md.new_();
md->lootitemv.clear();
mob_spawn_dataset(md, mobname, mob_class);
md->bl_m = m;
md->bl_x = x;
md->bl_y = y;
if (r < 0 && battle_config.dead_branch_active == 1)
//移動してアクティブで反撃する
md->mode = MobMode::war;
md->spawn.m = m;
md->spawn.x0 = x;
md->spawn.y0 = y;
md->spawn.xs = 0;
md->spawn.ys = 0;
md->spawn.delay1 = static_cast<interval_t>(-1); // Only once is a flag.
md->spawn.delay2 = static_cast<interval_t>(-1); // Only once is a flag.
md->npc_event = event;
md->bl_type = BL::MOB;
map_addiddb(md);
mob_spawn(md->bl_id);
}
return (amount > 0) ? md->bl_id : 0;
}
/*==========================================
* The MOB appearance for one time (& area specification for scripts)
*------------------------------------------
*/
int mob_once_spawn_area(dumb_ptr<map_session_data> sd,
MapName mapname, int x0, int y0, int x1, int y1,
MobName mobname, int mob_class, int amount,
NpcEvent event)
{
int x, y, i, max, lx = -1, ly = -1, id = 0;
map_local *m;
if (mapname == MOB_THIS_MAP)
m = sd->bl_m;
else
m = map_mapname2mapid(mapname);
max = (y1 - y0 + 1) * (x1 - x0 + 1) * 3;
if (max > 1000)
max = 1000;
if (m == nullptr || amount <= 0 || (mob_class >= 0 && mob_class <= 1000) || mob_class > 2000) // A summon is stopped if a value is unusual
return 0;
for (i = 0; i < amount; i++)
{
int j = 0;
do
{
x = random_::in(x0, x1);
y = random_::in(y0, y1);
}
while (bool(map_getcell(m, x, y) & MapCell::UNWALKABLE)
&& (++j) < max);
if (j >= max)
{
if (lx >= 0)
{ // Since reference went wrong, the place which boiled before is used.
x = lx;
y = ly;
}
else
return 0; // Since reference of the place which boils first went wrong, it stops.
}
id = mob_once_spawn(sd, mapname, x, y, mobname, mob_class, 1, event);
lx = x;
ly = y;
}
return id;
}
// TODO: deprecate these
int mob_get_sex(int mob_class)
{
return mob_db[mob_class].sex;
}
short mob_get_hair(int mob_class)
{
return mob_db[mob_class].hair;
}
short mob_get_hair_color(int mob_class)
{
return mob_db[mob_class].hair_color;
}
short mob_get_weapon(int mob_class)
{
return mob_db[mob_class].weapon;
}
short mob_get_shield(int mob_class)
{
return mob_db[mob_class].shield;
}
short mob_get_head_top(int mob_class)
{
return mob_db[mob_class].head_top;
}
short mob_get_head_mid(int mob_class)
{
return mob_db[mob_class].head_mid;
}
short mob_get_head_buttom(int mob_class)
{
return mob_db[mob_class].head_buttom;
}
short mob_get_clothes_color(int mob_class) // Add for player monster dye - Valaris
{
return mob_db[mob_class].clothes_color; // End
}
int mob_get_equip(int mob_class) // mob equip [Valaris]
{
return mob_db[mob_class].equip;
}
/*==========================================
* Is MOB in the state in which the present movement is possible or not?
*------------------------------------------
*/
static
int mob_can_move(dumb_ptr<mob_data> md)
{
nullpo_ret(md);
if (md->canmove_tick > gettick()
|| (bool(md->opt1) && md->opt1 != Opt1::_stone6))
return 0;
return 1;
}
/*==========================================
* Time calculation concerning one step next to mob
*------------------------------------------
*/
static
interval_t calc_next_walk_step(dumb_ptr<mob_data> md)
{
nullpo_retr(interval_t::zero(), md);
if (md->walkpath.path_pos >= md->walkpath.path_len)
return static_cast<interval_t>(-1);
if (dir_is_diagonal(md->walkpath.path[md->walkpath.path_pos]))
return battle_get_speed(md) * 14 / 10;
return battle_get_speed(md);
}
static
int mob_walktoxy_sub(dumb_ptr<mob_data> md);
/*==========================================
* Mob Walk processing
*------------------------------------------
*/
static
int mob_walk(dumb_ptr<mob_data> md, tick_t tick, unsigned char data)
{
int moveblock;
int x, y, dx, dy;
nullpo_ret(md);
md->state.state = MS::IDLE;
if (md->walkpath.path_pos >= md->walkpath.path_len
|| md->walkpath.path_pos != data)
return 0;
md->walkpath.path_half ^= 1;
if (md->walkpath.path_half == 0)
{
md->walkpath.path_pos++;
if (md->state.change_walk_target)
{
mob_walktoxy_sub(md);
return 0;
}
}
else
{
if (md->walkpath.path[md->walkpath.path_pos] >= DIR::COUNT)
return 1;
x = md->bl_x;
y = md->bl_y;
if (bool(map_getcell(md->bl_m, x, y) & MapCell::UNWALKABLE))
{
mob_stop_walking(md, 1);
return 0;
}
md->dir = md->walkpath.path[md->walkpath.path_pos];
dx = dirx[md->dir];
dy = diry[md->dir];
if (bool(map_getcell(md->bl_m, x + dx, y + dy)
& MapCell::UNWALKABLE))
{
mob_walktoxy_sub(md);
return 0;
}
moveblock = (x / BLOCK_SIZE != (x + dx) / BLOCK_SIZE
|| y / BLOCK_SIZE != (y + dy) / BLOCK_SIZE);
md->state.state = MS::WALK;
map_foreachinmovearea(std::bind(clif_moboutsight, ph::_1, md),
md->bl_m,
x - AREA_SIZE, y - AREA_SIZE,
x + AREA_SIZE, y + AREA_SIZE,
dx, dy,
BL::PC);
x += dx;
y += dy;
if (md->min_chase > 13)
md->min_chase--;
if (moveblock)
map_delblock(md);
md->bl_x = x;
md->bl_y = y;
if (moveblock)
map_addblock(md);
map_foreachinmovearea(std::bind(clif_mobinsight, ph::_1, md),
md->bl_m,
x - AREA_SIZE, y - AREA_SIZE,
x + AREA_SIZE, y + AREA_SIZE,
-dx, -dy,
BL::PC);
md->state.state = MS::IDLE;
}
interval_t i = calc_next_walk_step(md);
if (i > interval_t::zero())
{
i = i / 2;
if (md->walkpath.path_half == 0)
i = std::max(i, std::chrono::milliseconds(1));
md->timer = Timer(tick + i,
std::bind(mob_timer, ph::_1, ph::_2,
md->bl_id, md->walkpath.path_pos));
md->state.state = MS::WALK;
if (md->walkpath.path_pos >= md->walkpath.path_len)
clif_fixmobpos(md); // When mob stops, retransmission current of a position.
}
return 0;
}
/*==========================================
* Check if mob should be attempting to attack
*------------------------------------------
*/
static
int mob_check_attack(dumb_ptr<mob_data> md)
{
dumb_ptr<block_list> tbl = NULL;
dumb_ptr<map_session_data> tsd = NULL;
dumb_ptr<mob_data> tmd = NULL;
MobMode mode;
int range;
nullpo_ret(md);
md->min_chase = 13;
md->state.state = MS::IDLE;
md->state.skillstate = MobSkillState::MSS_IDLE;
if (md->skilltimer)
return 0;
if (bool(md->opt1))
return 0;
if ((tbl = map_id2bl(md->target_id)) == NULL)
{
md->target_id = 0;
md->state.attackable = false;
return 0;
}
if (tbl->bl_type == BL::PC)
tsd = tbl->as_player();
else if (tbl->bl_type == BL::MOB)
tmd = tbl->as_mob();
else
return 0;
if (tsd)
{
if (pc_isdead(tsd) || tsd->invincible_timer
|| pc_isinvisible(tsd) || md->bl_m != tbl->bl_m || tbl->bl_prev == NULL
|| distance(md->bl_x, md->bl_y, tbl->bl_x, tbl->bl_y) >= 13)
{
md->target_id = 0;
md->state.attackable = false;
return 0;
}
}
if (tmd)
{
if (md->bl_m != tbl->bl_m || tbl->bl_prev == NULL
|| distance(md->bl_x, md->bl_y, tbl->bl_x, tbl->bl_y) >= 13)
{
md->target_id = 0;
md->state.attackable = false;
return 0;
}
}
if (md->mode == MobMode::ZERO)
mode = mob_db[md->mob_class].mode;
else
mode = md->mode;
Race race = mob_db[md->mob_class].race;
if (!bool(mode & MobMode::CAN_ATTACK))
{
md->target_id = 0;
md->state.attackable = false;
return 0;
}
if (tsd
&& !bool(mode & MobMode::BOSS)
&& (tsd->state.gangsterparadise
&& race != Race::_insect
&& race != Race::_demon))
{
md->target_id = 0;
md->state.attackable = false;
return 0;
}
range = mob_db[md->mob_class].range;
if (bool(mode & MobMode::CAN_MOVE))
range++;
if (distance(md->bl_x, md->bl_y, tbl->bl_x, tbl->bl_y) > range)
return 0;
return 1;
}
static
void mob_ancillary_attack(dumb_ptr<block_list> bl,
dumb_ptr<block_list> mdbl, dumb_ptr<block_list> tbl, tick_t tick)
{
if (bl != tbl)
battle_weapon_attack(mdbl, bl, tick);
}
/*==========================================
* Attack processing of mob
*------------------------------------------
*/
static
int mob_attack(dumb_ptr<mob_data> md, tick_t tick)
{
dumb_ptr<block_list> tbl = NULL;
nullpo_ret(md);
if ((tbl = map_id2bl(md->target_id)) == NULL)
return 0;
if (!mob_check_attack(md))
return 0;
if (battle_config.monster_attack_direction_change)
md->dir = map_calc_dir(md, tbl->bl_x, tbl->bl_y); // 向き設定
//clif_fixmobpos(md);
md->state.skillstate = MobSkillState::MSS_ATTACK;
if (mobskill_use(md, tick, MobSkillCondition::NEVER_EQUAL))
return 0;
md->target_lv = battle_weapon_attack(md, tbl, tick);
// If you are reading this, please note:
// it is highly platform-specific that this even works at all.
int radius = battle_config.mob_splash_radius;
if (radius >= 0 && tbl->bl_type == BL::PC && !tbl->bl_m->flag.town)
map_foreachinarea(std::bind(mob_ancillary_attack, ph::_1, md, tbl, tick),
tbl->bl_m,
tbl->bl_x - radius, tbl->bl_y - radius,
tbl->bl_x + radius, tbl->bl_y + radius,
BL::PC);
md->attackabletime = tick + battle_get_adelay(md);
md->timer = Timer(md->attackabletime,
std::bind(mob_timer, ph::_1, ph::_2,
md->bl_id, 0));
md->state.state = MS::ATTACK;
return 0;
}
/*==========================================
* The attack of PC which is attacking id is stopped.
* The callback function of clif_foreachclient
*------------------------------------------
*/
static
void mob_stopattacked(dumb_ptr<map_session_data> sd, int id)
{
nullpo_retv(sd);
if (sd->attacktarget == id)
pc_stopattack(sd);
}
/*==========================================
* The timer in which the mob's states changes
*------------------------------------------
*/
static
int mob_changestate(dumb_ptr<mob_data> md, MS state, bool type)
{
nullpo_ret(md);
md->timer.cancel();
md->state.state = state;
switch (state)
{
case MS::WALK:
{
interval_t i = calc_next_walk_step(md);
if (i > interval_t::zero())
{
i = i / 4;
md->timer = Timer(gettick() + i,
std::bind(mob_timer, ph::_1, ph::_2,
md->bl_id, 0));
}
else
md->state.state = MS::IDLE;
}
break;
case MS::ATTACK:
{
tick_t tick = gettick();
interval_t i = md->attackabletime - tick;
if (i > interval_t::zero() && i < std::chrono::seconds(2))
md->timer = Timer(md->attackabletime,
std::bind(mob_timer, ph::_1, ph::_2,
md->bl_id, 0));
else if (type)
{
md->attackabletime = tick + battle_get_amotion(md);
md->timer = Timer(md->attackabletime,
std::bind(mob_timer, ph::_1, ph::_2,
md->bl_id, 0));
}
else
{
md->attackabletime = tick + std::chrono::milliseconds(1);
md->timer = Timer(md->attackabletime,
std::bind(mob_timer, ph::_1, ph::_2,
md->bl_id, 0));
}
}
break;
case MS::DEAD:
{
skill_castcancel(md, 0);
md->state.skillstate = MobSkillState::MSS_DEAD;
md->last_deadtime = gettick();
// Since it died, all aggressors' attack to this mob is stopped.
clif_foreachclient(std::bind(mob_stopattacked, ph::_1, md->bl_id));
skill_status_change_clear(md, 2); // The abnormalities in status are canceled.
md->deletetimer.cancel();
md->hp = md->target_id = md->attacked_id = 0;
md->state.attackable = false;
}
break;
}
return 0;
}
/*==========================================
* timer processing of mob (timer function)
* It branches to a walk and an attack.
*------------------------------------------
*/
static
void mob_timer(TimerData *, tick_t tick, int id, unsigned char data)
{
dumb_ptr<mob_data> md;
dumb_ptr<block_list> bl;
bl = map_id2bl(id);
if (bl == NULL)
{ //攻撃してきた敵がもういないのは正常のようだ
return;
}
if (bl->bl_type == BL::NUL || bl->bl_type != BL::MOB)
return;
md = bl->as_mob();
if (md->bl_prev == NULL || md->state.state == MS::DEAD)
return;
MapBlockLock lock;
switch (md->state.state)
{
case MS::WALK:
mob_check_attack(md);
mob_walk(md, tick, data);
break;
case MS::ATTACK:
mob_attack(md, tick);
break;
default:
if (battle_config.error_log == 1)
PRINTF("mob_timer : %d ?\n",
md->state.state);
break;
}
}
/*==========================================
*
*------------------------------------------
*/
static
int mob_walktoxy_sub(dumb_ptr<mob_data> md)
{
struct walkpath_data wpd;
nullpo_ret(md);
if (path_search(&wpd, md->bl_m, md->bl_x, md->bl_y, md->to_x, md->to_y,
md->state.walk_easy))
return 1;
md->walkpath = wpd;
md->state.change_walk_target = 0;
mob_changestate(md, MS::WALK, 0);
clif_movemob(md);
return 0;
}
/*==========================================
* mob move start
*------------------------------------------
*/
static
int mob_walktoxy(dumb_ptr<mob_data> md, int x, int y, int easy)
{
struct walkpath_data wpd;
nullpo_ret(md);
if (md->state.state == MS::WALK
&& path_search(&wpd, md->bl_m, md->bl_x, md->bl_y, x, y, easy))
return 1;
md->state.walk_easy = easy;
md->to_x = x;
md->to_y = y;
if (md->state.state == MS::WALK)
{
md->state.change_walk_target = 1;
}
else
{
return mob_walktoxy_sub(md);
}
return 0;
}
/*==========================================
* mob spawn with delay (timer function)
*------------------------------------------
*/
static
void mob_delayspawn(TimerData *, tick_t, int m)
{
mob_spawn(m);
}
/*==========================================
* spawn timing calculation
*------------------------------------------
*/
static
int mob_setdelayspawn(int id)
{
dumb_ptr<mob_data> md;
dumb_ptr<block_list> bl;
if ((bl = map_id2bl(id)) == NULL)
return -1;
if (!bl || bl->bl_type == BL::NUL || bl->bl_type != BL::MOB)
return -1;
md = bl->as_mob();
nullpo_retr(-1, md);
if (!md || md->bl_type != BL::MOB)
return -1;
// Processing of MOB which is not revitalized
if (md->spawn.delay1 == static_cast<interval_t>(-1)
&& md->spawn.delay2 == static_cast<interval_t>(-1)
&& md->n == 0)
{
map_deliddb(md);
md->lootitemv.clear();
MapBlockLock::freeblock(md);
return 0;
}
tick_t spawntime1 = md->last_spawntime + md->spawn.delay1;
tick_t spawntime2 = md->last_deadtime + md->spawn.delay2;
tick_t spawntime3 = gettick() + std::chrono::seconds(5);
tick_t spawntime = std::max({spawntime1, spawntime2, spawntime3});
Timer(spawntime,
std::bind(mob_delayspawn, ph::_1, ph::_2,
id)
).detach();
return 0;
}
/*==========================================
* Mob spawning. Initialization is also variously here.
*------------------------------------------
*/
int mob_spawn(int id)
{
int x = 0, y = 0;
tick_t tick = gettick();
dumb_ptr<mob_data> md;
dumb_ptr<block_list> bl;
bl = map_id2bl(id);
nullpo_retr(-1, bl);
if (!bl || bl->bl_type == BL::NUL || bl->bl_type != BL::MOB)
return -1;
md = bl->as_mob();
nullpo_retr(-1, md);
if (!md || md->bl_type == BL::NUL || md->bl_type != BL::MOB)
return -1;
md->last_spawntime = tick;
if (md->bl_prev != NULL)
{
map_delblock(md);
}
md->bl_m = md->spawn.m;
{
int i = 0;
do
{
if (md->spawn.x0 == 0 && md->spawn.y0 == 0)
{
x = random_::in(1, md->bl_m->xs - 2);
y = random_::in(1, md->bl_m->ys - 2);
}
else
{
// TODO: move this logic earlier - possibly all the way
// into the data files
x = md->spawn.x0 - md->spawn.xs / 2 + random_::in(0, md->spawn.xs);
y = md->spawn.y0 - md->spawn.ys / 2 + random_::in(0, md->spawn.ys);
}
i++;
}
while (bool(map_getcell(md->bl_m, x, y) & MapCell::UNWALKABLE)
&& i < 50);
if (i >= 50)
{
// if(battle_config.error_log==1)
// PRINTF("MOB spawn error %d @ %s\n",id,map[md->bl_m].name);
Timer(tick + std::chrono::seconds(5),
std::bind(mob_delayspawn, ph::_1, ph::_2,
id)
).detach();
return 1;
}
}
md->to_x = md->bl_x = x;
md->to_y = md->bl_y = y;
md->dir = DIR::S;
map_addblock(md);
really_memzero_this(&md->state);
md->attacked_id = 0;
md->target_id = 0;
md->move_fail_count = 0;
mob_init(md);
if (!md->stats[mob_stat::SPEED])
md->stats[mob_stat::SPEED] = mob_db[md->mob_class].speed;
md->def_ele = mob_db[md->mob_class].element;
md->master_id = 0;
md->master_dist = 0;
md->state.state = MS::IDLE;
md->state.skillstate = MobSkillState::MSS_IDLE;
assert (!md->timer);
md->last_thinktime = tick;
md->next_walktime = tick + std::chrono::seconds(5) + std::chrono::milliseconds(random_::to(50));
md->attackabletime = tick;
md->canmove_tick = tick;
// md->deletetimer = nullptr;
// md->skilltimer = nullptr;
md->skilldelayup = make_unique<tick_t[]>(mob_db[md->mob_class].skills.size());
for (size_t i = 0; i < mob_db[md->mob_class].skills.size(); i++)
md->skilldelayup[i] = tick - std::chrono::hours(10);
md->skillid = SkillID();
md->skilllv = 0;
md->dmglogv.clear();
md->lootitemv.clear();
for (StatusChange i : erange(StatusChange(), StatusChange::MAX_STATUSCHANGE))
{
assert (!md->sc_data[i].timer);
md->sc_data[i].val1 = 0;
}
md->sc_count = 0;
md->opt1 = Opt1::ZERO;
md->opt2 = Opt2::ZERO;
md->opt3 = Opt3::ZERO;
md->option = Option::ZERO;
md->hp = battle_get_max_hp(md);
if (md->hp <= 0)
{
mob_makedummymobdb(md->mob_class);
md->hp = battle_get_max_hp(md);
}
clif_spawnmob(md);
return 0;
}
/*==========================================
* Distance calculation between two points
*------------------------------------------
*/
static
int distance(int x0, int y0, int x1, int y1)
{
int dx, dy;
dx = abs(x0 - x1);
dy = abs(y0 - y1);
return dx > dy ? dx : dy;
}
/*==========================================
* The stop of MOB's attack
*------------------------------------------
*/
int mob_stopattack(dumb_ptr<mob_data> md)
{
md->target_id = 0;
md->state.attackable = false;
md->attacked_id = 0;
return 0;
}
/*==========================================
* The stop of MOB's walking
*------------------------------------------
*/
int mob_stop_walking(dumb_ptr<mob_data> md, int type)
{
nullpo_ret(md);
if (md->state.state == MS::WALK || md->state.state == MS::IDLE)
{
int dx = 0, dy = 0;
md->walkpath.path_len = 0;
if (type & 4)
{
dx = md->to_x - md->bl_x;
if (dx < 0)
dx = -1;
else if (dx > 0)
dx = 1;
dy = md->to_y - md->bl_y;
if (dy < 0)
dy = -1;
else if (dy > 0)
dy = 1;
}
md->to_x = md->bl_x + dx;
md->to_y = md->bl_y + dy;
if (dx != 0 || dy != 0)
{
mob_walktoxy_sub(md);
return 0;
}
mob_changestate(md, MS::IDLE, 0);
}
if (type & 0x01)
clif_fixmobpos(md);
if (type & 0x02)
{
interval_t delay = battle_get_dmotion(md);
tick_t tick = gettick();
if (md->canmove_tick < tick)
md->canmove_tick = tick + delay;
}
return 0;
}
/*==========================================
* Reachability to a Specification ID existence place
*------------------------------------------
*/
static
int mob_can_reach(dumb_ptr<mob_data> md, dumb_ptr<block_list> bl, int range)
{
int dx, dy;
struct walkpath_data wpd;
int i;
nullpo_ret(md);
nullpo_ret(bl);
dx = abs(bl->bl_x - md->bl_x);
dy = abs(bl->bl_y - md->bl_y);
if (bl->bl_type == BL::PC && battle_config.monsters_ignore_gm == 1)
{ // option to have monsters ignore GMs [Valaris]
dumb_ptr<map_session_data> sd = bl->as_player();
if (pc_isGM(sd))
return 0;
}
if (md->bl_m != bl->bl_m) // 違うャbプ
return 0;
if (range > 0 && range < ((dx > dy) ? dx : dy)) // 遠すぎる
return 0;
if (md->bl_x == bl->bl_x && md->bl_y == bl->bl_y) // 同じャX
return 1;
// Obstacle judging
wpd.path_len = 0;
wpd.path_pos = 0;
wpd.path_half = 0;
if (path_search(&wpd, md->bl_m, md->bl_x, md->bl_y, bl->bl_x, bl->bl_y, 0) !=
-1)
return 1;
if (bl->bl_type != BL::PC && bl->bl_type != BL::MOB)
return 0;
// It judges whether it can adjoin or not.
dx = (dx > 0) ? 1 : ((dx < 0) ? -1 : 0);
dy = (dy > 0) ? 1 : ((dy < 0) ? -1 : 0);
if (path_search(&wpd, md->bl_m, md->bl_x, md->bl_y, bl->bl_x - dx, bl->bl_y - dy, 0) != -1)
return 1;
for (i = 0; i < 9; i++)
{
if (path_search(&wpd, md->bl_m, md->bl_x, md->bl_y, bl->bl_x - 1 + i / 3,
bl->bl_y - 1 + i % 3, 0) != -1)
return 1;
}
return 0;
}
/*==========================================
* Determination for an attack of a monster
*------------------------------------------
*/
int mob_target(dumb_ptr<mob_data> md, dumb_ptr<block_list> bl, int dist)
{
dumb_ptr<map_session_data> sd;
eptr<struct status_change, StatusChange> sc_data;
MobMode mode;
nullpo_ret(md);
nullpo_ret(bl);
sc_data = battle_get_sc_data(bl);
Option *option = battle_get_option(bl);
Race race = mob_db[md->mob_class].race;
if (md->mode == MobMode::ZERO)
{
mode = mob_db[md->mob_class].mode;
}
else
{
mode = md->mode;
}
if (!bool(mode & MobMode::CAN_ATTACK))
{
md->target_id = 0;
return 0;
}
// Nothing will be carried out if there is no mind of changing TAGE by TAGE ending.
if ((md->target_id > 0 && md->state.attackable)
&& (!bool(mode & MobMode::AGGRESSIVE)
|| !random_::chance({25 + 1, 100})))
return 0;
// Coercion is exerted if it is MVPMOB.
if (bool(mode & MobMode::BOSS)
|| (option != NULL
|| race == Race::_insect
|| race == Race::_demon))
{
if (bl->bl_type == BL::PC)
{
sd = bl->as_player();
nullpo_ret(sd);
if (sd->invincible_timer || pc_isinvisible(sd))
return 0;
if (!bool(mode & MobMode::BOSS) && race != Race::_insect && race != Race::_demon
&& sd->state.gangsterparadise)
return 0;
}
md->target_id = bl->bl_id; // Since there was no disturbance, it locks on to target.bl_
if (bl->bl_type == BL::PC || bl->bl_type == BL::MOB)
md->state.attackable = true;
else
md->state.attackable = false;
md->min_chase = dist + 13;
if (md->min_chase > 26)
md->min_chase = 26;
}
return 0;
}
/*==========================================
* The ?? routine of an active monster
*------------------------------------------
*/
static
void mob_ai_sub_hard_activesearch(dumb_ptr<block_list> bl,
dumb_ptr<mob_data> smd, int *pcc)
{
dumb_ptr<map_session_data> tsd = NULL;
dumb_ptr<mob_data> tmd = NULL;
MobMode mode;
int dist;
nullpo_retv(bl);
nullpo_retv(smd);
nullpo_retv(pcc);
if (bl->bl_type == BL::PC)
tsd = bl->as_player();
else if (bl->bl_type == BL::MOB)
tmd = bl->as_mob();
else
return;
//敵味方判定
if (battle_check_target(smd, bl, BCT_ENEMY) == 0)
return;
if (smd->mode == MobMode::ZERO)
mode = mob_db[smd->mob_class].mode;
else
mode = smd->mode;
// アクティブでターゲット射程内にいるなら、ロックする
if (bool(mode & MobMode::AGGRESSIVE))
{
Race race = mob_db[smd->mob_class].race;
//対象がPCの場合
if (tsd &&
!pc_isdead(tsd) &&
tsd->bl_m == smd->bl_m &&
!tsd->invincible_timer &&
!pc_isinvisible(tsd) &&
(dist =
distance(smd->bl_x, smd->bl_y, tsd->bl_x, tsd->bl_y)) < 9)
{
if (bool(mode & MobMode::BOSS)
|| (!tsd->state.gangsterparadise
|| race == Race::_insect
|| race == Race::_demon))
{
// 妨害がないか判定
// 到達可能性判定
if (mob_can_reach(smd, bl, 12)
&& random_::chance({1, ++*pcc}))
{
// 範囲内PCで等確率にする
smd->target_id = tsd->bl_id;
smd->state.attackable = true;
smd->min_chase = 13;
}
}
}
//対象がMobの場合
else if (tmd &&
tmd->bl_m == smd->bl_m &&
(dist =
distance(smd->bl_x, smd->bl_y, tmd->bl_x, tmd->bl_y)) < 9)
{
// 到達可能性判定
if (mob_can_reach(smd, bl, 12)
&& random_::chance({1, ++*pcc}))
{
// 範囲内で等確率にする
smd->target_id = bl->bl_id;
smd->state.attackable = true;
smd->min_chase = 13;
}
}
}
}
/*==========================================
* loot monster item search
*------------------------------------------
*/
static
void mob_ai_sub_hard_lootsearch(dumb_ptr<block_list> bl, dumb_ptr<mob_data> md, int *itc)
{
MobMode mode;
int dist;
nullpo_retv(bl);
if (md->mode == MobMode::ZERO)
{
mode = mob_db[md->mob_class].mode;
}
else
{
mode = md->mode;
}
if (!md->target_id && bool(mode & MobMode::LOOTER))
{
if (bl->bl_m == md->bl_m
&& (dist = distance(md->bl_x, md->bl_y, bl->bl_x, bl->bl_y)) < 9)
{
// Reachability judging
if (mob_can_reach(md, bl, 12)
&& random_::chance({1, ++*itc}))
{
// It is made a probability, such as within the limits PC.
md->target_id = bl->bl_id;
md->state.attackable = false;
md->min_chase = 13;
}
}
}
}
/*==========================================
* The ?? routine of a link monster
*------------------------------------------
*/
static
void mob_ai_sub_hard_linksearch(dumb_ptr<block_list> bl, dumb_ptr<mob_data> md, dumb_ptr<block_list> target)
{
dumb_ptr<mob_data> tmd;
nullpo_retv(bl);
tmd = bl->as_mob();
nullpo_retv(md);
nullpo_retv(target);
if (md->attacked_id > 0
&& bool(mob_db[md->mob_class].mode & MobMode::ASSIST))
{
if (tmd->mob_class == md->mob_class
&& tmd->bl_m == md->bl_m
&& (!tmd->target_id || !md->state.attackable))
{
if (mob_can_reach(tmd, target, 12))
{
// Reachability judging
tmd->target_id = md->attacked_id;
tmd->state.attackable = true;
tmd->min_chase = 13;
}
}
}
}
/*==========================================
* Processing of slave monsters
*------------------------------------------
*/
static
int mob_ai_sub_hard_slavemob(dumb_ptr<mob_data> md, tick_t tick)
{
dumb_ptr<mob_data> mmd = NULL;
dumb_ptr<block_list> bl;
MobMode mode;
int old_dist;
nullpo_ret(md);
if ((bl = map_id2bl(md->master_id)) != NULL)
mmd = bl->as_mob();
mode = mob_db[md->mob_class].mode;
// It is not main monster/leader.
if (!mmd || mmd->bl_type != BL::MOB || mmd->bl_id != md->master_id)
return 0;
// Since it is in the map on which the master is not, teleport is carried out and it pursues.
if (mmd->bl_m != md->bl_m)
{
mob_warp(md, mmd->bl_m, mmd->bl_x, mmd->bl_y, BeingRemoveWhy::WARPED);
md->state.master_check = 1;
return 0;
}
// Distance with between slave and master is measured.
old_dist = md->master_dist;
md->master_dist = distance(md->bl_x, md->bl_y, mmd->bl_x, mmd->bl_y);
// Since the master was in near immediately before, teleport is carried out and it pursues.
if (old_dist < 10 && md->master_dist > 18)
{
mob_warp(md, nullptr, mmd->bl_x, mmd->bl_y, BeingRemoveWhy::WARPED);
md->state.master_check = 1;
return 0;
}
// Although there is the master, since it is somewhat far, it approaches.
if ((!md->target_id || !md->state.attackable)
&& mob_can_move(md)
&& (md->walkpath.path_pos >= md->walkpath.path_len
|| md->walkpath.path_len == 0) && md->master_dist < 15)
{
int i = 0, dx, dy, ret;
if (md->master_dist > 4)
{
do
{
if (i <= 5)
{
dx = mmd->bl_x - md->bl_x;
dy = mmd->bl_y - md->bl_y;
if (dx < 0)
dx += random_::in(1, std::min(3, -dx));
else if (dx > 0)
dx -= random_::in(1, std::min(3, dx));
if (dy < 0)
dy += random_::in(1, std::min(3, -dy));
else if (dy > 0)
dy -= random_::in(1, std::min(3, dy));
}
else
{
dx = mmd->bl_x - md->bl_x + random_::in(-3, 3);
dy = mmd->bl_y - md->bl_y + random_::in(-3, 3);
}
ret = mob_walktoxy(md, md->bl_x + dx, md->bl_y + dy, 0);
i++;
}
while (ret && i < 10);
}
else
{
do
{
// changed to do what it was obviously supposed to do,
// instead of what it was doing ...
dx = random_::in(-4, 4);
dy = random_::in(-4, 4);
if (dx == 0 && dy == 0)
{
dx = random_::coin() ? 1 : -1;
dy = random_::coin() ? 1 : -1;
}
dx += mmd->bl_x;
dy += mmd->bl_y;
ret = mob_walktoxy(md, mmd->bl_x + dx, mmd->bl_y + dy, 0);
i++;
}
while (ret && i < 10);
}
md->next_walktime = tick + std::chrono::milliseconds(500);
md->state.master_check = 1;
}
// There is the master, the master locks a target and he does not lock.
if ((mmd->target_id > 0 && mmd->state.attackable)
&& (!md->target_id || !md->state.attackable))
{
dumb_ptr<map_session_data> sd = map_id2sd(mmd->target_id);
if (sd != NULL && !pc_isdead(sd) && !sd->invincible_timer
&& !pc_isinvisible(sd))
{
Race race = mob_db[md->mob_class].race;
if (bool(mode & MobMode::BOSS)
|| (!sd->state.gangsterparadise
|| race == Race::_insect
|| race == Race::_demon))
{ // 妨害がないか判定
md->target_id = sd->bl_id;
md->state.attackable = true;
md->min_chase =
5 + distance(md->bl_x, md->bl_y, sd->bl_x, sd->bl_y);
md->state.master_check = 1;
}
}
}
return 0;
}
/*==========================================
* A lock of target is stopped and mob moves to a standby state.
*------------------------------------------
*/
static
int mob_unlocktarget(dumb_ptr<mob_data> md, tick_t tick)
{
nullpo_ret(md);
md->target_id = 0;
md->state.attackable = false;
md->state.skillstate = MobSkillState::MSS_IDLE;
md->next_walktime = tick + std::chrono::seconds(3) + std::chrono::milliseconds(random_::to(3000));
return 0;
}
/*==========================================
* Random walk
*------------------------------------------
*/
static
int mob_randomwalk(dumb_ptr<mob_data> md, tick_t tick)
{
const int retrycount = 20;
nullpo_ret(md);
interval_t speed = battle_get_speed(md);
if (md->next_walktime < tick)
{
int i, x, y, d = 12 - md->move_fail_count;
if (d < 5)
d = 5;
for (i = 0; i < retrycount; i++)
{
// Search of a movable place
x = md->bl_x + random_::in(-d, d);
y = md->bl_y + random_::in(-d, d);
if (!bool(map_getcell(md->bl_m, x, y) & MapCell::UNWALKABLE)
&& mob_walktoxy(md, x, y, 1) == 0)
{
md->move_fail_count = 0;
break;
}
if (i + 1 >= retrycount)
{
md->move_fail_count++;
if (md->move_fail_count > 1000)
{
if (battle_config.error_log == 1)
PRINTF("MOB cant move. random spawn %d, mob_class = %d\n",
md->bl_id, md->mob_class);
md->move_fail_count = 0;
mob_spawn(md->bl_id);
}
}
}
interval_t c = interval_t::zero();
for (i = 0; i < md->walkpath.path_len; i++)
{
// The next walk start time is calculated.
if (dir_is_diagonal(md->walkpath.path[i]))
c += speed * 14 / 10;
else
c += speed;
}
md->next_walktime = tick + std::chrono::seconds(3) + std::chrono::milliseconds(random_::to(3000)) + c;
md->state.skillstate = MobSkillState::MSS_WALK;
return 1;
}
return 0;
}
/*==========================================
* AI of MOB whose is near a Player
*------------------------------------------
*/
static
void mob_ai_sub_hard(dumb_ptr<block_list> bl, tick_t tick)
{
dumb_ptr<mob_data> md, tmd = NULL;
dumb_ptr<map_session_data> tsd = NULL;
dumb_ptr<block_list> tbl = NULL;
dumb_ptr<flooritem_data> fitem;
int i, dx, dy, ret, dist;
int attack_type = 0;
MobMode mode;
nullpo_retv(bl);
md = bl->as_mob();
if (tick < md->last_thinktime + MIN_MOBTHINKTIME)
return;
md->last_thinktime = tick;
if (md->skilltimer || md->bl_prev == NULL)
{
// Under a skill aria and death
if (tick > md->next_walktime + MIN_MOBTHINKTIME)
md->next_walktime = tick;
return;
}
if (md->mode == MobMode::ZERO)
mode = mob_db[md->mob_class].mode;
else
mode = md->mode;
Race race = mob_db[md->mob_class].race;
// Abnormalities
if (bool(md->opt1) && md->opt1 != Opt1::_stone6)
return;
if (!bool(mode & MobMode::CAN_ATTACK) && md->target_id > 0)
md->target_id = 0;
if (md->attacked_id > 0 && bool(mode & MobMode::ASSIST))
{ // Link monster
dumb_ptr<map_session_data> asd = map_id2sd(md->attacked_id);
if (asd)
{
if (!asd->invincible_timer && !pc_isinvisible(asd))
{
map_foreachinarea(std::bind(mob_ai_sub_hard_linksearch, ph::_1, md, asd),
md->bl_m,
md->bl_x - 13, md->bl_y - 13,
md->bl_x + 13, md->bl_y + 13,
BL::MOB);
}
}
}
// It checks to see it was attacked first (if active, it is target change at 25% of probability).
if (mode != MobMode::ZERO && md->attacked_id > 0
&& (!md->target_id || !md->state.attackable
|| (bool(mode & MobMode::AGGRESSIVE) && random_::chance({25, 100}))))
{
dumb_ptr<block_list> abl = map_id2bl(md->attacked_id);
dumb_ptr<map_session_data> asd = NULL;
if (abl)
{
if (abl->bl_type == BL::PC)
asd = abl->as_player();
if (asd == NULL || md->bl_m != abl->bl_m || abl->bl_prev == NULL
|| asd->invincible_timer || pc_isinvisible(asd)
|| (dist =
distance(md->bl_x, md->bl_y, abl->bl_x, abl->bl_y)) >= 32
|| battle_check_target(bl, abl, BCT_ENEMY) == 0)
md->attacked_id = 0;
else
{
md->target_id = md->attacked_id; // set target
md->state.attackable = true;
attack_type = 1;
md->attacked_id = 0;
md->min_chase = dist + 13;
if (md->min_chase > 26)
md->min_chase = 26;
}
}
}
md->state.master_check = 0;
// Processing of slave monster
if (md->master_id > 0 && md->state.special_mob_ai == 0)
mob_ai_sub_hard_slavemob(md, tick);
// アクティヴモンスターの策敵 (?? of a bitter taste TIVU monster)
if ((!md->target_id || !md->state.attackable)
&& bool(mode & MobMode::AGGRESSIVE) && !md->state.master_check
&& battle_config.monster_active_enable == 1)
{
i = 0;
if (md->state.special_mob_ai)
{
map_foreachinarea(std::bind(mob_ai_sub_hard_activesearch, ph::_1, md, &i),
md->bl_m,
md->bl_x - AREA_SIZE * 2, md->bl_y - AREA_SIZE * 2,
md->bl_x + AREA_SIZE * 2, md->bl_y + AREA_SIZE * 2,
BL::NUL);
}
else
{
map_foreachinarea(std::bind(mob_ai_sub_hard_activesearch, ph::_1, md, &i),
md->bl_m,
md->bl_x - AREA_SIZE * 2, md->bl_y - AREA_SIZE * 2,
md->bl_x + AREA_SIZE * 2, md->bl_y + AREA_SIZE * 2,
BL::PC);
}
}
// The item search of a route monster
if (!md->target_id
&& bool(mode & MobMode::LOOTER)
&& !md->state.master_check)
{
i = 0;
map_foreachinarea(std::bind(mob_ai_sub_hard_lootsearch, ph::_1, md, &i),
md->bl_m,
md->bl_x - AREA_SIZE * 2, md->bl_y - AREA_SIZE * 2,
md->bl_x + AREA_SIZE * 2, md->bl_y + AREA_SIZE * 2,
BL::ITEM);
}
// It will attack, if the candidate for an attack is.
if (md->target_id > 0)
{
if ((tbl = map_id2bl(md->target_id)))
{
if (tbl->bl_type == BL::PC)
tsd = tbl->as_player();
else if (tbl->bl_type == BL::MOB)
tmd = tbl->as_mob();
if (tsd || tmd)
{
if (tbl->bl_m != md->bl_m || tbl->bl_prev == NULL
|| (dist =
distance(md->bl_x, md->bl_y, tbl->bl_x,
tbl->bl_y)) >= md->min_chase)
mob_unlocktarget(md, tick); // 別マップか、視界外
else if (tsd && !bool(mode & MobMode::BOSS)
&& (tsd->state.gangsterparadise
&& race != Race::_insect
&& race != Race::_demon))
mob_unlocktarget(md, tick); // スキルなどによる策敵妨害
else if (!battle_check_range(md, tbl, mob_db[md->mob_class].range))
{
// 攻撃範囲外なので移動
if (!bool(mode & MobMode::CAN_MOVE))
{ // 移動しないモード
mob_unlocktarget(md, tick);
return;
}
if (!mob_can_move(md)) // 動けない状態にある
return;
md->state.skillstate = MobSkillState::MSS_CHASE; // 突撃時スキル
mobskill_use(md, tick, MobSkillCondition::ANY);
if (md->timer && md->state.state != MS::ATTACK
&& (md->next_walktime < tick
|| distance(md->to_x, md->to_y, tbl->bl_x, tbl->bl_y) < 2))
return; // 既に移動中
if (!mob_can_reach(md, tbl, (md->min_chase > 13) ? md->min_chase : 13))
mob_unlocktarget(md, tick); // 移動できないのでタゲ解除(IWとか?)
else
{
// 追跡
md->next_walktime = tick + std::chrono::milliseconds(500);
i = 0;
do
{
if (i == 0)
{
// 最初はAEGISと同じ方法で検索
dx = tbl->bl_x - md->bl_x;
dy = tbl->bl_y - md->bl_y;
if (dx < 0)
dx++;
else if (dx > 0)
dx--;
if (dy < 0)
dy++;
else if (dy > 0)
dy--;
}
else
{
// だめならAthena式(ランダム)
// {0 1 2}
dx = tbl->bl_x - md->bl_x + random_::in(-1, 1);
dy = tbl->bl_y - md->bl_y + random_::in(-1, 1);
}
ret = mob_walktoxy(md, md->bl_x + dx, md->bl_y + dy, 0);
i++;
}
while (ret && i < 5);
if (ret)
{ // 移動不可能な所からの攻撃なら2歩下る
if (dx < 0)
dx = 2;
else if (dx > 0)
dx = -2;
if (dy < 0)
dy = 2;
else if (dy > 0)
dy = -2;
mob_walktoxy(md, md->bl_x + dx, md->bl_y + dy,
0);
}
}
}
else
{ // 攻撃射程範囲内
md->state.skillstate = MobSkillState::MSS_ATTACK;
if (md->state.state == MS::WALK)
mob_stop_walking(md, 1); // 歩行中なら停止
if (md->state.state == MS::ATTACK)
return; // 既に攻撃中
mob_changestate(md, MS::ATTACK, attack_type);
}
return;
}
else
{ // ルートモンスター処理
if (tbl == NULL || tbl->bl_type != BL::ITEM || tbl->bl_m != md->bl_m
|| (dist =
distance(md->bl_x, md->bl_y, tbl->bl_x,
tbl->bl_y)) >= md->min_chase
|| !bool(mob_db[md->mob_class].mode & MobMode::LOOTER))
{
// 遠すぎるかアイテムがなくなった
mob_unlocktarget(md, tick);
if (md->state.state == MS::WALK)
mob_stop_walking(md, 1); // 歩行中なら停止
}
else if (dist)
{
if (!bool(mode & MobMode::CAN_MOVE))
{ // 移動しないモード
mob_unlocktarget(md, tick);
return;
}
if (!mob_can_move(md)) // 動けない状態にある
return;
md->state.skillstate = MobSkillState::MSS_LOOT; // ルート時スキル使用
mobskill_use(md, tick, MobSkillCondition::ANY);
if (md->timer && md->state.state != MS::ATTACK
&& (md->next_walktime < tick
|| distance(md->to_x, md->to_y, tbl->bl_x, tbl->bl_y) <= 0))
return; // 既に移動中
md->next_walktime = tick + std::chrono::milliseconds(500);
dx = tbl->bl_x - md->bl_x;
dy = tbl->bl_y - md->bl_y;
ret = mob_walktoxy(md, md->bl_x + dx, md->bl_y + dy, 0);
if (ret)
mob_unlocktarget(md, tick); // 移動できないのでタゲ解除(IWとか?)
}
else
{ // アイテムまでたどり着いた
if (md->state.state == MS::ATTACK)
return; // 攻撃中
if (md->state.state == MS::WALK)
mob_stop_walking(md, 1); // 歩行中なら停止
fitem = tbl->as_item();
md->lootitemv.push_back(fitem->item_data);
map_clearflooritem(tbl->bl_id);
mob_unlocktarget(md, tick);
}
return;
}
}
else
{
mob_unlocktarget(md, tick);
if (md->state.state == MS::WALK)
mob_stop_walking(md, 4); // 歩行中なら停止
return;
}
}
// It is skill use at the time of /standby at the time of a walk.
if (mobskill_use(md, tick, MobSkillCondition::ANY))
return;
// mobs that are not slaves can random-walk
if (bool(mode & MobMode::CAN_MOVE)
&& mob_can_move(md)
&& (md->master_id == 0 || md->state.special_mob_ai
|| md->master_dist > 10))
{
// if walktime is more than 7 seconds in the future,
// set it to somewhere between 3 and 5 seconds
if (md->next_walktime > tick + std::chrono::seconds(7)
&& (md->walkpath.path_len == 0
|| md->walkpath.path_pos >= md->walkpath.path_len))
{
md->next_walktime = tick + std::chrono::seconds(3)
+ std::chrono::milliseconds(random_::to(2000));
}
// Random movement
if (mob_randomwalk(md, tick))
return;
}
// Since he has finished walking, it stands by.
if (md->walkpath.path_len == 0
|| md->walkpath.path_pos >= md->walkpath.path_len)
md->state.skillstate = MobSkillState::MSS_IDLE;
}
/*==========================================
* Serious processing for mob in PC field of view (foreachclient)
*------------------------------------------
*/
static
void mob_ai_sub_foreachclient(dumb_ptr<map_session_data> sd, tick_t tick)
{
nullpo_retv(sd);
map_foreachinarea(std::bind(mob_ai_sub_hard, ph::_1, tick),
sd->bl_m,
sd->bl_x - AREA_SIZE * 2, sd->bl_y - AREA_SIZE * 2,
sd->bl_x + AREA_SIZE * 2, sd->bl_y + AREA_SIZE * 2,
BL::MOB);
}
/*==========================================
* Serious processing for mob in PC field of view (interval timer function)
*------------------------------------------
*/
static
void mob_ai_hard(TimerData *, tick_t tick)
{
clif_foreachclient(std::bind(mob_ai_sub_foreachclient, ph::_1, tick));
}
/*==========================================
* Negligent mode MOB AI (PC is not in near)
*------------------------------------------
*/
static
void mob_ai_sub_lazy(dumb_ptr<block_list> bl, tick_t tick)
{
nullpo_retv(bl);
if (bl->bl_type != BL::MOB)
return;
dumb_ptr<mob_data> md = bl->as_mob();
if (tick < md->last_thinktime + MIN_MOBTHINKTIME * 10)
return;
md->last_thinktime = tick;
if (md->bl_prev == NULL || md->skilltimer)
{
if (tick > md->next_walktime + MIN_MOBTHINKTIME * 10)
md->next_walktime = tick;
return;
}
if (md->next_walktime < tick
&& bool(mob_db[md->mob_class].mode & MobMode::CAN_MOVE)
&& mob_can_move(md))
{
if (md->bl_m->users > 0)
{
// Since PC is in the same map, somewhat better negligent processing is carried out.
// It sometimes moves.
if (random_::chance(MOB_LAZYMOVEPERC))
mob_randomwalk(md, tick);
// MOB which is not not the summons MOB but BOSS, either sometimes reboils.
else if (random_::chance(MOB_LAZYWARPPERC)
&& md->spawn.x0 <= 0
&& md->master_id != 0
&& !bool(mob_db[md->mob_class].mode & MobMode::BOSS))
mob_spawn(md->bl_id);
}
else
{
// Since PC is not even in the same map, suitable processing is carried out even if it takes.
// MOB which is not BOSS which is not Summons MOB, either -- a case -- sometimes -- leaping
if (random_::chance(MOB_LAZYWARPPERC)
&& md->spawn.x0 <= 0
&& md->master_id != 0
&& !bool(mob_db[md->mob_class].mode & MobMode::BOSS))
mob_warp(md, nullptr, -1, -1, BeingRemoveWhy::NEGATIVE1);
}
md->next_walktime = tick + std::chrono::seconds(5) + std::chrono::milliseconds(random_::to(10 * 1000));
}
}
/*==========================================
* Negligent processing for mob outside PC field of view (interval timer function)
*------------------------------------------
*/
static
void mob_ai_lazy(TimerData *, tick_t tick)
{
for (auto& pair : id_db)
mob_ai_sub_lazy(pair.second, tick);
}
/*==========================================
* The structure object for item drop with delay
* Since it is only two being able to pass [ int ] a timer function
* Data is put in and passed to this structure object.
*------------------------------------------
*/
struct delay_item_drop
{
map_local *m;
int x, y;
int nameid, amount;
dumb_ptr<map_session_data> first_sd, second_sd, third_sd;
};
struct delay_item_drop2
{
map_local *m;
int x, y;
struct item item_data;
dumb_ptr<map_session_data> first_sd, second_sd, third_sd;
};
/*==========================================
* item drop with delay (timer function)
*------------------------------------------
*/
static
void mob_delay_item_drop(TimerData *, tick_t, struct delay_item_drop ditem)
{
struct item temp_item {};
PickupFail flag;
temp_item.nameid = ditem.nameid;
temp_item.amount = ditem.amount;
temp_item.identify = !itemdb_isequip3(temp_item.nameid);
if (battle_config.item_auto_get == 1)
{
if (ditem.first_sd
&& (flag =
pc_additem(ditem.first_sd, &temp_item, ditem.amount))
!= PickupFail::OKAY)
{
clif_additem(ditem.first_sd, 0, 0, flag);
map_addflooritem(&temp_item, 1,
ditem.m, ditem.x, ditem.y,
ditem.first_sd, ditem.second_sd, ditem.third_sd);
}
return;
}
map_addflooritem(&temp_item, 1,
ditem.m, ditem.x, ditem.y,
ditem.first_sd, ditem.second_sd, ditem.third_sd);
}
/*==========================================
* item drop (timer function)-lootitem with delay
*------------------------------------------
*/
static
void mob_delay_item_drop2(TimerData *, tick_t, struct delay_item_drop2 ditem)
{
PickupFail flag;
if (battle_config.item_auto_get == 1)
{
if (ditem.first_sd
&& (flag =
pc_additem(ditem.first_sd, &ditem.item_data,
ditem.item_data.amount))
!= PickupFail::OKAY)
{
clif_additem(ditem.first_sd, 0, 0, flag);
map_addflooritem(&ditem.item_data, ditem.item_data.amount,
ditem.m, ditem.x, ditem.y,
ditem.first_sd, ditem.second_sd, ditem.third_sd);
}
return;
}
map_addflooritem(&ditem.item_data, ditem.item_data.amount,
ditem.m, ditem.x, ditem.y,
ditem.first_sd, ditem.second_sd, ditem.third_sd);
}
/*==========================================
* mob data is erased.
*------------------------------------------
*/
int mob_delete(dumb_ptr<mob_data> md)
{
nullpo_retr(1, md);
if (md->bl_prev == NULL)
return 1;
mob_changestate(md, MS::DEAD, 0);
clif_clearchar(md, BeingRemoveWhy::DEAD);
map_delblock(md);
mob_deleteslave(md);
mob_setdelayspawn(md->bl_id);
return 0;
}
int mob_catch_delete(dumb_ptr<mob_data> md, BeingRemoveWhy type)
{
nullpo_retr(1, md);
if (md->bl_prev == NULL)
return 1;
mob_changestate(md, MS::DEAD, 0);
clif_clearchar(md, type);
map_delblock(md);
mob_setdelayspawn(md->bl_id);
return 0;
}
void mob_timer_delete(TimerData *, tick_t, int id)
{
dumb_ptr<block_list> bl = map_id2bl(id);
dumb_ptr<mob_data> md;
nullpo_retv(bl);
md = bl->as_mob();
mob_catch_delete(md, BeingRemoveWhy::WARPED);
}
/*==========================================
*
*------------------------------------------
*/
static
void mob_deleteslave_sub(dumb_ptr<block_list> bl, int id)
{
dumb_ptr<mob_data> md;
nullpo_retv(bl);
md = bl->as_mob();
if (md->master_id > 0 && md->master_id == id)
mob_damage(NULL, md, md->hp, 1);
}
/*==========================================
*
*------------------------------------------
*/
int mob_deleteslave(dumb_ptr<mob_data> md)
{
nullpo_ret(md);
map_foreachinarea(std::bind(mob_deleteslave_sub, ph::_1, md->bl_id),
md->bl_m,
0, 0,
md->bl_m->xs, md->bl_m->ys,
BL::MOB);
return 0;
}
// max. number of players to account for
constexpr int DAMAGE_BONUS_COUNT = 6;
const static
double damage_bonus_factor[DAMAGE_BONUS_COUNT + 1] =
{
1.0, 1.0, 2.0, 2.5, 2.75, 2.9, 3.0
};
/*==========================================
* It is the damage of sd to damage to md.
*------------------------------------------
*/
int mob_damage(dumb_ptr<block_list> src, dumb_ptr<mob_data> md, int damage,
int type)
{
dumb_ptr<map_session_data> sd = NULL;
int max_hp;
tick_t tick = gettick();
dumb_ptr<map_session_data> mvp_sd = NULL, second_sd = NULL, third_sd = NULL;
nullpo_ret(md); //srcはNULLで呼ばれる場合もあるので、他でチェック
if (src && src->bl_id == md->master_id
&& bool(md->mode & MobMode::TURNS_AGAINST_BAD_MASTER))
{
/* If the master hits a monster, have the monster turn against him */
md->master_id = 0;
md->mode = MobMode::war; /* Regular war mode */
md->target_id = src->bl_id;
md->attacked_id = src->bl_id;
}
max_hp = battle_get_max_hp(md);
if (src && src->bl_type == BL::PC)
{
sd = src->as_player();
mvp_sd = sd;
}
// if(battle_config.battle_log)
// PRINTF("mob_damage %d %d %d\n",md->hp,max_hp,damage);
if (md->bl_prev == NULL)
{
if (battle_config.error_log == 1)
PRINTF("mob_damage : BlockError!!\n");
return 0;
}
if (md->state.state == MS::DEAD || md->hp <= 0)
{
if (md->bl_prev != NULL)
{
mob_changestate(md, MS::DEAD, 0);
// It is skill at the time of death.
mobskill_use(md, tick, MobSkillCondition::ANY);
clif_clearchar(md, BeingRemoveWhy::DEAD);
map_delblock(md);
mob_setdelayspawn(md->bl_id);
}
return 0;
}
mob_stop_walking(md, 3);
if (damage > max_hp >> 2)
skill_stop_dancing(md, 0);
if (md->hp > max_hp)
md->hp = max_hp;
// The amount of overkill rounds to hp.
if (damage > md->hp)
damage = md->hp;
if (!(type & 2))
{
if (sd != NULL)
{
for (mob_data::DmgLogEntry& dle : md->dmglogv)
{
if (dle.id == sd->bl_id)
{
dle.dmg += damage;
goto damage_logged_pc;
}
}
//else
{
mob_data::DmgLogEntry app;
app.id = sd->bl_id;
app.dmg = damage;
md->dmglogv.push_back(app);
}
damage_logged_pc:
if (md->attacked_id <= 0 && md->state.special_mob_ai == 0)
md->attacked_id = sd->bl_id;
}
if (src && src->bl_type == BL::MOB
&& src->as_mob()->state.special_mob_ai)
{
dumb_ptr<mob_data> md2 = src->as_mob();
dumb_ptr<block_list> master_bl = map_id2bl(md2->master_id);
if (master_bl && master_bl->bl_type == BL::PC)
{
MAP_LOG_PC(master_bl->as_player(),
"MOB-TO-MOB-DMG FROM MOB%d %d TO MOB%d %d FOR %d",
md2->bl_id, md2->mob_class, md->bl_id, md->mob_class,
damage);
}
nullpo_ret(md2);
for (mob_data::DmgLogEntry& dle : md->dmglogv)
{
if (dle.id == md2->master_id)
{
dle.dmg += damage;
goto damage_logged_slave;
}
}
//else
{
mob_data::DmgLogEntry app;
app.id = md2->master_id;
app.dmg = damage;
md->dmglogv.push_back(app);
if (md->attacked_id <= 0 && md->state.special_mob_ai == 0)
md->attacked_id = md2->master_id;
}
damage_logged_slave:
;
}
}
md->hp -= damage;
if (md->hp > 0)
{
return 0;
}
MAP_LOG("MOB%d DEAD", md->bl_id);
// ----- ここから死亡処理 -----
MapBlockLock lock;
// cancels timers
mob_changestate(md, MS::DEAD, 0);
mobskill_use(md, tick, MobSkillCondition::ANY);
max_hp = battle_get_max_hp(md);
if (src && src->bl_type == BL::MOB)
mob_unlocktarget(src->as_mob(), tick);
// map外に消えた人は計算から除くので
// overkill分は無いけどsumはmax_hpとは違う
// snip a prelude loop, now merged
std::sort(md->dmglogv.begin(), md->dmglogv.end(),
[](const mob_data::DmgLogEntry& l, const mob_data::DmgLogEntry& r) -> bool
{
// reversed
return l.dmg > r.dmg;
}
);
{
struct DmgLogParty
{
struct party *p;
int base_exp, job_exp;
};
std::vector<DmgLogParty> ptv;
for (mob_data::DmgLogEntry& dle : md->dmglogv)
{
dumb_ptr<map_session_data> tmpsdi = map_id2sd(dle.id);
if (tmpsdi == NULL)
continue;
if (tmpsdi->bl_m != md->bl_m || pc_isdead(tmpsdi))
continue;
// this way is actually fair, unlike the old way
if (!mvp_sd)
mvp_sd = tmpsdi;
else if (!second_sd)
second_sd = tmpsdi;
else if (!third_sd)
third_sd = tmpsdi;
int base_exp, job_exp, flag = 1;
double per;
struct party *p;
// [Fate] The above is the old formula. We do a more involved computation below.
// [o11c] Look in git history for old code, you idiot!
// 256 = 100% of the score
per = static_cast<double>(dle.dmg) * 256 / static_cast<double>(max_hp);
size_t count = md->dmglogv.size();
if (count > DAMAGE_BONUS_COUNT)
count = DAMAGE_BONUS_COUNT;
per *= damage_bonus_factor[count]; // Bonus for party attack
if (per > 512)
per = 512; // [Fate] Retained from before. The maximum a single individual can get is double the original value.
if (per < 1)
per = 1;
base_exp =
((mob_db[md->mob_class].base_exp *
md->stats[mob_stat::XP_BONUS]) >> MOB_XP_BONUS_SHIFT) * per / 256;
if (base_exp < 1)
base_exp = 1;
if (sd && md && battle_config.pk_mode == 1
&& (mob_db[md->mob_class].lv - sd->status.base_level >= 20))
{
base_exp *= 1.15; // pk_mode additional exp if monster >20 levels [Valaris]
}
if (md->state.special_mob_ai >= 1
&& battle_config.alchemist_summon_reward != 1)
base_exp = 0; // Added [Valaris]
job_exp = mob_db[md->mob_class].job_exp * per / 256;
if (job_exp < 1)
job_exp = 1;
if (sd && md && battle_config.pk_mode == 1
&& (mob_db[md->mob_class].lv - sd->status.base_level >= 20))
{
job_exp *= 1.15; // pk_mode additional exp if monster >20 levels [Valaris]
}
if (md->state.special_mob_ai >= 1
&& battle_config.alchemist_summon_reward != 1)
job_exp = 0; // Added [Valaris]
int pid = tmpsdi->status.party_id;
if (pid > 0)
{
std::vector<DmgLogParty>::iterator it = std::find_if(ptv.begin(), ptv.end(),
[pid](const DmgLogParty& dlp)
{
return dlp.p->party_id == pid;
}
);
if (it == ptv.end())
{
p = party_search(pid);
if (p != NULL && p->exp != 0)
{
DmgLogParty pn {};
pn.p = p;
pn.base_exp = base_exp;
pn.job_exp = job_exp;
ptv.push_back(pn);
flag = 0;
}
}
else
{
it->base_exp += base_exp;
it->job_exp += job_exp;
flag = 0;
}
}
if (flag)
// not sharing
pc_gainexp_reason(tmpsdi, base_exp, job_exp,
PC_GAINEXP_REASON::KILLING);
}
for (DmgLogParty& pti : ptv)
party_exp_share(pti.p, md->bl_m, pti.base_exp, pti.job_exp);
// item drop
if (!(type & 1))
{
for (int i = 0; i < 8; i++)
{
if (md->state.special_mob_ai >= 1 && battle_config.alchemist_summon_reward != 1) // Added [Valaris]
break; // End
if (mob_db[md->mob_class].dropitem[i].nameid <= 0)
continue;
random_::Fixed<int, 10000> drop_rate = mob_db[md->mob_class].dropitem[i].p;
if (battle_config.drops_by_luk > 0 && sd && md)
drop_rate.num += (sd->status.attrs[ATTR::LUK] * battle_config.drops_by_luk) / 100; // drops affected by luk [Valaris]
if (sd && md && battle_config.pk_mode == 1
&& (mob_db[md->mob_class].lv - sd->status.base_level >= 20))
drop_rate.num *= 1.25; // pk_mode increase drops if 20 level difference [Valaris]
if (!random_::chance(drop_rate))
continue;
struct delay_item_drop ditem {};
ditem.nameid = mob_db[md->mob_class].dropitem[i].nameid;
ditem.amount = 1;
ditem.m = md->bl_m;
ditem.x = md->bl_x;
ditem.y = md->bl_y;
ditem.first_sd = mvp_sd;
ditem.second_sd = second_sd;
ditem.third_sd = third_sd;
Timer(tick + std::chrono::milliseconds(500) + static_cast<interval_t>(i),
std::bind(mob_delay_item_drop, ph::_1, ph::_2,
ditem)
).detach();
}
{
int i = 0;
for (struct item lit : md->lootitemv)
{
struct delay_item_drop2 ditem {};
ditem.item_data = lit;
ditem.m = md->bl_m;
ditem.x = md->bl_x;
ditem.y = md->bl_y;
ditem.first_sd = mvp_sd;
ditem.second_sd = second_sd;
ditem.third_sd = third_sd;
// ?
Timer(tick + std::chrono::milliseconds(540) + static_cast<interval_t>(i),
std::bind(mob_delay_item_drop2, ph::_1, ph::_2,
ditem)
).detach();
i++;
}
}
}
} // [MouseJstr]
// SCRIPT実行
if (md->npc_event)
{
if (sd == NULL)
{
if (mvp_sd != NULL)
sd = mvp_sd;
else
{
for (int i = 0; i < fd_max; i++)
{
if (!session[i])
continue;
dumb_ptr<map_session_data> tmp_sd = dumb_ptr<map_session_data>(static_cast<map_session_data *>(session[i]->session_data.get()));
if (tmp_sd && tmp_sd->state.auth)
{
if (md->bl_m == tmp_sd->bl_m)
{
sd = tmp_sd;
break;
}
}
}
}
}
if (sd)
npc_event(sd, md->npc_event, 0);
}
clif_clearchar(md, BeingRemoveWhy::DEAD);
map_delblock(md);
mob_deleteslave(md);
mob_setdelayspawn(md->bl_id);
return 0;
}
/*==========================================
* mob回復
*------------------------------------------
*/
int mob_heal(dumb_ptr<mob_data> md, int heal)
{
int max_hp = battle_get_max_hp(md);
nullpo_ret(md);
md->hp += heal;
if (max_hp < md->hp)
md->hp = max_hp;
return 0;
}
/*==========================================
* Added by RoVeRT
*------------------------------------------
*/
static
void mob_warpslave_sub(dumb_ptr<block_list> bl, int id, int x, int y)
{
dumb_ptr<mob_data> md = bl->as_mob();
if (md->master_id == id)
{
mob_warp(md, nullptr, x, y, BeingRemoveWhy::QUIT);
}
}
/*==========================================
* Added by RoVeRT
*------------------------------------------
*/
static
int mob_warpslave(dumb_ptr<mob_data> md, int x, int y)
{
//PRINTF("warp slave\n");
map_foreachinarea(std::bind(mob_warpslave_sub, ph::_1, md->bl_id, md->bl_x, md->bl_y),
md->bl_m,
x - AREA_SIZE, y - AREA_SIZE,
x + AREA_SIZE, y + AREA_SIZE,
BL::MOB);
return 0;
}
/*==========================================
* mobワープ
*------------------------------------------
*/
int mob_warp(dumb_ptr<mob_data> md, map_local *m, int x, int y, BeingRemoveWhy type)
{
int i = 0, xs = 0, ys = 0, bx = x, by = y;
nullpo_ret(md);
if (md->bl_prev == NULL)
return 0;
if (m == nullptr)
m = md->bl_m;
if (type != BeingRemoveWhy::NEGATIVE1)
{
if (md->bl_m->flag.monster_noteleport)
return 0;
clif_clearchar(md, type);
}
map_delblock(md);
if (bx > 0 && by > 0)
{ // 位置指定の場合周囲9セルを探索
xs = ys = 9;
}
while ((x < 0
|| y < 0
|| bool(read_gatp(m, x, y) & MapCell::UNWALKABLE))
&& (i++) < 1000)
{
if (xs > 0 && ys > 0 && i < 250)
{
// 指定位置付近の探索
x = bx + random_::to(xs) - xs / 2;
y = by + random_::to(ys) - ys / 2;
}
else
{
// 完全ランダム探索
x = random_::in(1, m->xs - 2);
y = random_::in(1, m->ys - 2);
}
}
md->dir = DIR::S;
if (i < 1000)
{
md->bl_x = md->to_x = x;
md->bl_y = md->to_y = y;
md->bl_m = m;
}
else
{
if (battle_config.error_log == 1)
PRINTF("MOB %d warp failed, mob_class = %d\n", md->bl_id, md->mob_class);
}
md->target_id = 0; // タゲを解除する
md->state.attackable = false;
md->attacked_id = 0;
md->state.skillstate = MobSkillState::MSS_IDLE;
mob_changestate(md, MS::IDLE, 0);
if (type != BeingRemoveWhy::GONE && type != BeingRemoveWhy::NEGATIVE1
&& i == 1000)
{
if (battle_config.battle_log == 1)
PRINTF("MOB %d warp to (%d,%d), mob_class = %d\n", md->bl_id, x, y,
md->mob_class);
}
map_addblock(md);
if (type != BeingRemoveWhy::GONE && type != BeingRemoveWhy::NEGATIVE1)
{
clif_spawnmob(md);
mob_warpslave(md, md->bl_x, md->bl_y);
}
return 0;
}
/*==========================================
* 画面内の取り巻きの数計算用(foreachinarea)
*------------------------------------------
*/
static
void mob_countslave_sub(dumb_ptr<block_list> bl, int id, int *c)
{
dumb_ptr<mob_data> md;
nullpo_retv(bl);
md = bl->as_mob();
if (md->master_id == id)
(*c)++;
}
/*==========================================
* 画面内の取り巻きの数計算
*------------------------------------------
*/
static
int mob_countslave(dumb_ptr<mob_data> md)
{
int c = 0;
nullpo_ret(md);
map_foreachinarea(std::bind(mob_countslave_sub, ph::_1, md->bl_id, &c),
md->bl_m,
0, 0,
md->bl_m->xs - 1, md->bl_m->ys - 1,
BL::MOB);
return c;
}
/*==========================================
* 手下MOB召喚
*------------------------------------------
*/
int mob_summonslave(dumb_ptr<mob_data> md2, int *value, int amount, int flag)
{
dumb_ptr<mob_data> md;
int bx, by, count = 0, mob_class, k, a = amount;
nullpo_ret(md2);
nullpo_ret(value);
bx = md2->bl_x;
by = md2->bl_y;
map_local *m = md2->bl_m;
if (value[0] <= 1000 || value[0] > 2000) // 値が異常なら召喚を止める
return 0;
while (count < 5 && value[count] > 1000 && value[count] <= 2000)
count++;
if (count < 1)
return 0;
for (k = 0; k < count; k++)
{
amount = a;
mob_class = value[k];
if (mob_class <= 1000 || mob_class > 2000)
continue;
for (; amount > 0; amount--)
{
int x = 0, y = 0, i = 0;
md.new_();
if (bool(mob_db[mob_class].mode & MobMode::LOOTER))
md->lootitemv.clear();
while ((x <= 0
|| y <= 0
|| bool(map_getcell(m, x, y) & MapCell::UNWALKABLE))
&& (i++) < 100)
{
x = bx + random_::in(-4, 4);
y = by + random_::in(-4, 4);
}
if (i >= 100)
{
x = bx;
y = by;
}
mob_spawn_dataset(md, JAPANESE_NAME, mob_class);
md->bl_prev = NULL;
md->bl_next = NULL;
md->bl_m = m;
md->bl_x = x;
md->bl_y = y;
md->spawn.m = m;
md->spawn.x0 = x;
md->spawn.y0 = y;
md->spawn.xs = 0;
md->spawn.ys = 0;
md->stats[mob_stat::SPEED] = md2->stats[mob_stat::SPEED];
md->spawn.delay1 = static_cast<interval_t>(-1); // 一度のみフラグ
md->spawn.delay2 = static_cast<interval_t>(-1); // 一度のみフラグ
md->npc_event = NpcEvent();
md->bl_type = BL::MOB;
map_addiddb(md);
mob_spawn(md->bl_id);
if (flag)
md->master_id = md2->bl_id;
}
}
return 0;
}
/*==========================================
* 自分をロックしているPCの数を数える(foreachclient)
*------------------------------------------
*/
static
void mob_counttargeted_sub(dumb_ptr<block_list> bl,
int id, int *c, dumb_ptr<block_list> src, ATK target_lv)
{
nullpo_retv(bl);
nullpo_retv(c);
if (id == bl->bl_id || (src && id == src->bl_id))
return;
if (bl->bl_type == BL::PC)
{
dumb_ptr<map_session_data> sd = bl->as_player();
if (sd && sd->attacktarget == id && sd->attacktimer
&& sd->attacktarget_lv >= target_lv)
(*c)++;
}
else if (bl->bl_type == BL::MOB)
{
dumb_ptr<mob_data> md = bl->as_mob();
if (md && md->target_id == id && md->timer
&& md->state.state == MS::ATTACK && md->target_lv >= target_lv)
(*c)++;
}
}
/*==========================================
* 自分をロックしているPCの数を数える
*------------------------------------------
*/
int mob_counttargeted(dumb_ptr<mob_data> md, dumb_ptr<block_list> src,
ATK target_lv)
{
int c = 0;
nullpo_ret(md);
map_foreachinarea(std::bind(mob_counttargeted_sub, ph::_1, md->bl_id, &c, src, target_lv),
md->bl_m,
md->bl_x - AREA_SIZE, md->bl_y - AREA_SIZE,
md->bl_x + AREA_SIZE, md->bl_y + AREA_SIZE,
BL::NUL);
return c;
}
//
// MOBスキル
//
/*==========================================
* スキル使用(詠唱完了、ID指定)
*------------------------------------------
*/
void mobskill_castend_id(TimerData *, tick_t tick, int id)
{
dumb_ptr<mob_data> md = NULL;
dumb_ptr<block_list> bl;
dumb_ptr<block_list> mbl;
int range;
if ((mbl = map_id2bl(id)) == NULL) //詠唱したMobがもういないというのは良くある正常処理
return;
if ((md = mbl->as_mob()) == NULL)
{
PRINTF("mobskill_castend_id nullpo mbl->bl_id:%d\n", mbl->bl_id);
return;
}
if (md->bl_type != BL::MOB || md->bl_prev == NULL)
return;
if (bool(md->opt1))
return;
if (md->skillid != SkillID::NPC_EMOTION)
md->last_thinktime = tick + battle_get_adelay(md);
if ((bl = map_id2bl(md->skilltarget)) == NULL || bl->bl_prev == NULL)
{ //スキルターゲットが存在しない
//PRINTF("mobskill_castend_id nullpo\n");//ターゲットがいないときはnullpoじゃなくて普通に終了
return;
}
if (md->bl_m != bl->bl_m)
return;
if (((skill_get_inf(md->skillid) & 1) || (skill_get_inf2(md->skillid) & 4)) && // 彼我敵対関係チェック
battle_check_target(md, bl, BCT_ENEMY) <= 0)
return;
range = skill_get_range(md->skillid, md->skilllv);
if (range < 0)
range = battle_get_range(md) - (range + 1);
if (range + battle_config.mob_skill_add_range < distance(md->bl_x, md->bl_y, bl->bl_x, bl->bl_y))
return;
md->skilldelayup[md->skillidx - &mob_db[md->mob_class].skills.front()] = tick;
if (battle_config.mob_skill_log == 1)
PRINTF("MOB skill castend skill=%d, mob_class = %d\n",
md->skillid, md->mob_class);
mob_stop_walking(md, 0);
switch (skill_get_nk(md->skillid))
{
// 攻撃系/吹き飛ばし系
case 0:
case 2:
skill_castend_damage_id(md, bl,
md->skillid, md->skilllv,
tick, BCT_ZERO);
break;
case 1: // 支援系
skill_castend_nodamage_id(md, bl,
md->skillid, md->skilllv);
break;
}
}
/*==========================================
* スキル使用(詠唱完了、場所指定)
*------------------------------------------
*/
void mobskill_castend_pos(TimerData *, tick_t tick, int id)
{
dumb_ptr<mob_data> md = NULL;
dumb_ptr<block_list> bl;
int range;
//mobskill_castend_id同様詠唱したMobが詠唱完了時にもういないというのはありそうなのでnullpoから除外
if ((bl = map_id2bl(id)) == NULL)
return;
md = bl->as_mob();
nullpo_retv(md);
if (md->bl_type != BL::MOB || md->bl_prev == NULL)
return;
if (bool(md->opt1))
return;
range = skill_get_range(md->skillid, md->skilllv);
if (range < 0)
range = battle_get_range(md) - (range + 1);
if (range + battle_config.mob_skill_add_range < distance(md->bl_x, md->bl_y, md->skillx, md->skilly))
return;
md->skilldelayup[md->skillidx - &mob_db[md->mob_class].skills.front()] = tick;
if (battle_config.mob_skill_log == 1)
PRINTF("MOB skill castend skill=%d, mob_class = %d\n",
md->skillid, md->mob_class);
mob_stop_walking(md, 0);
}
/*==========================================
* Skill use (an aria start, ID specification)
*------------------------------------------
*/
int mobskill_use_id(dumb_ptr<mob_data> md, dumb_ptr<block_list> target,
mob_skill& skill_idx)
{
int range;
struct mob_skill *ms;
SkillID skill_id;
int skill_lv;
nullpo_ret(md);
ms = &skill_idx;
if (target == NULL && (target = map_id2bl(md->target_id)) == NULL)
return 0;
if (target->bl_prev == NULL || md->bl_prev == NULL)
return 0;
skill_id = ms->skill_id;
skill_lv = ms->skill_lv;
if (bool(md->opt1))
return 0;
if (skill_get_inf2(skill_id) & 0x200 && md->bl_id == target->bl_id)
return 0;
// 射程と障害物チェック
range = skill_get_range(skill_id, skill_lv);
if (range < 0)
range = battle_get_range(md) - (range + 1);
if (!battle_check_range(md, target, range))
return 0;
// delay=skill_delayfix(md, skill_get_delay( skill_id,skill_lv) );
interval_t casttime = skill_castfix(md, ms->casttime);
md->state.skillcastcancel = ms->cancel;
md->skilldelayup[ms - &mob_db[md->mob_class].skills.front()] = gettick();
if (battle_config.mob_skill_log == 1)
PRINTF("MOB skill use target_id=%d skill=%d lv=%d cast=%d, mob_class = %d\n",
target->bl_id, skill_id, skill_lv,
static_cast<uint32_t>(casttime.count()), md->mob_class);
if (casttime <= interval_t::zero()) // 詠唱の無いものはキャンセルされない
md->state.skillcastcancel = 0;
md->skilltarget = target->bl_id;
md->skillx = 0;
md->skilly = 0;
md->skillid = skill_id;
md->skilllv = skill_lv;
md->skillidx = &skill_idx;
if (casttime > interval_t::zero())
{
md->skilltimer = Timer(gettick() + casttime,
std::bind(mobskill_castend_id, ph::_1, ph::_2,
md->bl_id));
}
else
{
assert (!md->skilltimer);
mobskill_castend_id(nullptr, gettick(), md->bl_id);
}
return 1;
}
/*==========================================
* スキル使用(場所指定)
*------------------------------------------
*/
static
int mobskill_use_pos(dumb_ptr<mob_data> md,
int skill_x, int skill_y, mob_skill& skill_idx)
{
int range;
struct mob_skill *ms;
struct block_list bl;
int skill_lv;
nullpo_ret(md);
ms = &skill_idx;
if (md->bl_prev == NULL)
return 0;
SkillID skill_id = ms->skill_id;
skill_lv = ms->skill_lv;
if (bool(md->opt1))
return 0;
// 射程と障害物チェック
bl.bl_type = BL::NUL;
bl.bl_m = md->bl_m;
bl.bl_x = skill_x;
bl.bl_y = skill_y;
range = skill_get_range(skill_id, skill_lv);
if (range < 0)
range = battle_get_range(md) - (range + 1);
if (!battle_check_range(md, dumb_ptr<block_list>(&bl), range))
return 0;
// delay=skill_delayfix(sd, skill_get_delay( skill_id,skill_lv) );
interval_t casttime = skill_castfix(md, ms->casttime);
md->skilldelayup[ms - &mob_db[md->mob_class].skills.front()] = gettick();
md->state.skillcastcancel = ms->cancel;
if (battle_config.mob_skill_log == 1)
PRINTF("MOB skill use target_pos= (%d,%d) skill=%d lv=%d cast=%d, mob_class = %d\n",
skill_x, skill_y, skill_id, skill_lv,
static_cast<uint32_t>(casttime.count()), md->mob_class);
if (casttime <= interval_t::zero())
// A skill without a cast time wont be cancelled.
md->state.skillcastcancel = 0;
md->skillx = skill_x;
md->skilly = skill_y;
md->skilltarget = 0;
md->skillid = skill_id;
md->skilllv = skill_lv;
md->skillidx = &skill_idx;
if (casttime > interval_t::zero())
{
md->skilltimer = Timer(gettick() + casttime,
std::bind(mobskill_castend_pos, ph::_1, ph::_2,
md->bl_id));
}
else
{
assert (!md->skilltimer);
mobskill_castend_pos(nullptr, gettick(), md->bl_id);
}
return 1;
}
/*==========================================
* Skill use judging
*------------------------------------------
*/
int mobskill_use(dumb_ptr<mob_data> md, tick_t tick,
MobSkillCondition event)
{
int max_hp;
nullpo_ret(md);
std::vector<mob_skill>& ms = mob_db[md->mob_class].skills;
max_hp = battle_get_max_hp(md);
if (battle_config.mob_skill_use == 0 || md->skilltimer)
return 0;
if (md->state.special_mob_ai)
return 0;
for (mob_skill& msii : ms)
{
tick_t& sdii = md->skilldelayup[&msii - &ms.front()];
int flag = 0;
// ディレイ中
if (tick < sdii + msii.delay)
continue;
// 状態判定
if (msii.state != MobSkillState::ANY && msii.state != md->state.skillstate)
continue;
// Note: these *may* both be MobSkillCondition::ANY
flag = (event == msii.cond1);
if (!flag)
{
switch (msii.cond1)
{
case MobSkillCondition::MSC_ALWAYS:
flag = 1;
break;
case MobSkillCondition::MSC_MYHPLTMAXRATE: // HP< maxhp%
flag = (md->hp < max_hp * msii.cond2i / 100);
break;
case MobSkillCondition::MSC_NOTINTOWN: // Only outside of towns.
flag = !md->bl_m->flag.town;
break;
case MobSkillCondition::MSC_SLAVELT: // slave < num
flag = (mob_countslave(md) < msii.cond2i);
break;
case MobSkillCondition::MSC_SLAVELE: // slave <= num
flag = (mob_countslave(md) <= msii.cond2i);
break;
}
}
// 確率判定
if (flag && random_::chance({msii.permillage, 10000}))
{
if (skill_get_inf(msii.skill_id) & 2)
{
// 場所指定
dumb_ptr<block_list> bl = NULL;
int x = 0, y = 0;
{
if (msii.target == MobSkillTarget::MST_TARGET)
bl = map_id2bl(md->target_id);
else
bl = md;
if (bl)
{
x = bl->bl_x;
y = bl->bl_y;
}
}
if (x <= 0 || y <= 0)
continue;
if (!mobskill_use_pos(md, x, y, msii))
return 0;
}
else
{
{
dumb_ptr<block_list> bl = NULL;
if (msii.target == MobSkillTarget::MST_TARGET)
bl = map_id2bl(md->target_id);
else
bl = md;
if (bl && !mobskill_use_id(md, bl, msii))
return 0;
}
}
if (msii.emotion >= 0)
clif_emotion(md, msii.emotion);
return 1;
}
}
return 0;
}
/*==========================================
* Skill use event processing
*------------------------------------------
*/
int mobskill_event(dumb_ptr<mob_data> md, BF flag)
{
nullpo_ret(md);
if (flag == BF::NEGATIVE_1
&& mobskill_use(md, gettick(), MobSkillCondition::ANY))
return 1;
if (bool(flag & BF::SHORT)
&& mobskill_use(md, gettick(), MobSkillCondition::ANY))
return 1;
if (bool(flag & BF::LONG)
&& mobskill_use(md, gettick(), MobSkillCondition::ANY))
return 1;
return 0;
}
//
// 初期化
//
/*==========================================
* Since un-setting [ mob ] up was used, it is an initial provisional value setup.
*------------------------------------------
*/
static
int mob_makedummymobdb(int mob_class)
{
int i;
SNPRINTF(mob_db[mob_class].name, 24, "mob%d", mob_class);
SNPRINTF(mob_db[mob_class].jname, 24, "mob%d", mob_class);
mob_db[mob_class].lv = 1;
mob_db[mob_class].max_hp = 1000;
mob_db[mob_class].max_sp = 1;
mob_db[mob_class].base_exp = 2;
mob_db[mob_class].job_exp = 1;
mob_db[mob_class].range = 1;
mob_db[mob_class].atk1 = 7;
mob_db[mob_class].atk2 = 10;
mob_db[mob_class].def = 0;
mob_db[mob_class].mdef = 0;
mob_db[mob_class].attrs[ATTR::STR] = 1;
mob_db[mob_class].attrs[ATTR::AGI] = 1;
mob_db[mob_class].attrs[ATTR::VIT] = 1;
mob_db[mob_class].attrs[ATTR::INT] = 1;
mob_db[mob_class].attrs[ATTR::DEX] = 6;
mob_db[mob_class].attrs[ATTR::LUK] = 2;
mob_db[mob_class].range2 = 10;
mob_db[mob_class].range3 = 10;
mob_db[mob_class].size = 0; // 1
mob_db[mob_class].race = Race::formless;
mob_db[mob_class].element = LevelElement{0, Element::neutral};
mob_db[mob_class].mode = MobMode::ZERO;
mob_db[mob_class].speed = 300;
mob_db[mob_class].adelay = 1000;
mob_db[mob_class].amotion = 500;
mob_db[mob_class].dmotion = 500;
for (i = 0; i < 8; i++)
{
mob_db[mob_class].dropitem[i].nameid = 0;
mob_db[mob_class].dropitem[i].p.num = 0;
}
return 0;
}
static
bool extract(XString str, LevelElement *le)
{
int tmp;
if (extract(str, &tmp))
{
le->unpack(tmp);
return true;
}
return false;
}
/*==========================================
* db/mob_db.txt reading
*------------------------------------------
*/
static
int mob_readdb(void)
{
const char *filename = "db/mob_db.txt";
for (mob_db_& e : mob_db)
e = mob_db_{};
{
std::ifstream in(filename);
if (!in.is_open())
{
return -1;
}
FString line;
while (io::getline(in, line))
{
int mob_class;
if (!line || line.startswith("//"))
continue;
struct mob_db_ mdbv {};
XString ignore;
bool okay = extract(line, record<','>(
&mob_class,
lstripping(&mdbv.name),
lstripping(&mdbv.jname),
lstripping(&mdbv.lv),
lstripping(&mdbv.max_hp),
lstripping(&mdbv.max_sp),
lstripping(&mdbv.base_exp),
lstripping(&mdbv.job_exp),
lstripping(&mdbv.range),
lstripping(&mdbv.atk1),
lstripping(&mdbv.atk2),
lstripping(&mdbv.def),
lstripping(&mdbv.mdef),
lstripping(&mdbv.attrs[ATTR::STR]),
lstripping(&mdbv.attrs[ATTR::AGI]),
lstripping(&mdbv.attrs[ATTR::VIT]),
lstripping(&mdbv.attrs[ATTR::INT]),
lstripping(&mdbv.attrs[ATTR::DEX]),
lstripping(&mdbv.attrs[ATTR::LUK]),
lstripping(&mdbv.range2),
lstripping(&mdbv.range3),
lstripping(&mdbv.size),
lstripping(&mdbv.race),
lstripping(&mdbv.element),
lstripping(&mdbv.mode),
lstripping(&mdbv.speed),
lstripping(&mdbv.adelay),
lstripping(&mdbv.amotion),
lstripping(&mdbv.dmotion),
lstripping(&mdbv.dropitem[0].nameid),
lstripping(&mdbv.dropitem[0].p.num),
lstripping(&mdbv.dropitem[1].nameid),
lstripping(&mdbv.dropitem[1].p.num),
lstripping(&mdbv.dropitem[2].nameid),
lstripping(&mdbv.dropitem[2].p.num),
lstripping(&mdbv.dropitem[3].nameid),
lstripping(&mdbv.dropitem[3].p.num),
lstripping(&mdbv.dropitem[4].nameid),
lstripping(&mdbv.dropitem[4].p.num),
lstripping(&mdbv.dropitem[5].nameid),
lstripping(&mdbv.dropitem[5].p.num),
lstripping(&mdbv.dropitem[6].nameid),
lstripping(&mdbv.dropitem[6].p.num),
lstripping(&mdbv.dropitem[7].nameid),
lstripping(&mdbv.dropitem[7].p.num),
&ignore,
&ignore,
&ignore,
&ignore,
&ignore,
&ignore,
&ignore,
&ignore,
&ignore,
&ignore,
lstripping(&mdbv.mutations_nr),
lstripping(&mdbv.mutation_power)
)
);
if (!okay || mob_class <= 1000 || mob_class > 2000)
{
PRINTF("bad mob line: %s\n", line);
continue;
}
// TODO move this lower
mob_db[mob_class] = std::move(mdbv);
if (mob_db[mob_class].base_exp < 0)
mob_db[mob_class].base_exp = 0;
else if (mob_db[mob_class].base_exp > 0
&& (mob_db[mob_class].base_exp *
battle_config.base_exp_rate / 100 > 1000000000
|| mob_db[mob_class].base_exp *
battle_config.base_exp_rate / 100 < 0))
mob_db[mob_class].base_exp = 1000000000;
else
mob_db[mob_class].base_exp = mob_db[mob_class].base_exp * battle_config.base_exp_rate / 100;
if (mob_db[mob_class].job_exp < 0)
mob_db[mob_class].job_exp = 0;
else if (mob_db[mob_class].job_exp > 0
&& (mob_db[mob_class].job_exp * battle_config.job_exp_rate /
100 > 1000000000
|| mob_db[mob_class].job_exp *
battle_config.job_exp_rate / 100 < 0))
mob_db[mob_class].job_exp = 1000000000;
else
mob_db[mob_class].job_exp = mob_db[mob_class].job_exp * battle_config.job_exp_rate / 100;
for (int i = 0; i < 8; i++)
{
int rate = mob_db[mob_class].dropitem[i].p.num;
if (rate < 1) rate = 1;
if (rate > 10000) rate = 10000;
mob_db[mob_class].dropitem[i].p.num = rate;
}
mob_db[mob_class].skills.clear();
mob_db[mob_class].sex = 0;
mob_db[mob_class].hair = 0;
mob_db[mob_class].hair_color = 0;
mob_db[mob_class].weapon = 0;
mob_db[mob_class].shield = 0;
mob_db[mob_class].head_top = 0;
mob_db[mob_class].head_mid = 0;
mob_db[mob_class].head_buttom = 0;
mob_db[mob_class].clothes_color = 0; //Add for player monster dye - Valaris
if (mob_db[mob_class].base_exp == 0)
mob_db[mob_class].base_exp = mob_gen_exp(&mob_db[mob_class]);
}
PRINTF("read %s done\n", filename);
}
return 0;
}
template<>
bool extract<MobSkillCondition, void, void>(XString str, MobSkillCondition *msc)
{
const struct
{
char str[32];
MobSkillCondition id;
} cond1[] =
{
{"always", MobSkillCondition::MSC_ALWAYS},
{"myhpltmaxrate", MobSkillCondition::MSC_MYHPLTMAXRATE},
{"notintown", MobSkillCondition::MSC_NOTINTOWN},
{"slavelt", MobSkillCondition::MSC_SLAVELT},
{"slavele", MobSkillCondition::MSC_SLAVELE},
};
for (auto& pair : cond1)
if (str == pair.str)
{
*msc = pair.id;
return true;
}
return false;
}
template<>
bool extract<MobSkillState, void, void>(XString str, MobSkillState *mss)
{
const struct
{
char str[32];
MobSkillState id;
} state[] =
{
{"any", MobSkillState::ANY},
{"idle", MobSkillState::MSS_IDLE},
{"walk", MobSkillState::MSS_WALK},
{"attack", MobSkillState::MSS_ATTACK},
};
for (auto& pair : state)
if (str == pair.str)
{
*mss = pair.id;
return true;
}
return false;
}
template<>
bool extract<MobSkillTarget, void, void>(XString str, MobSkillTarget *mst)
{
const struct
{
char str[32];
MobSkillTarget id;
} target[] =
{
{"target", MobSkillTarget::MST_TARGET},
{"self", MobSkillTarget::MST_SELF},
};
for (auto& pair : target)
if (str == pair.str)
{
*mst = pair.id;
return true;
}
return false;
}
/*==========================================
* db/mob_skill_db.txt reading
*------------------------------------------
*/
static
int mob_readskilldb(void)
{
const char *filename = "db/mob_skill_db.txt";
{
std::ifstream in(filename);
if (!in.is_open())
{
PRINTF("can't read %s\n", filename);
return 0;
}
FString line;
while (io::getline(in, line))
{
int mob_id;
if (line.startswith("//"))
continue;
XString blah;
if (extract(line, record<','>(&mob_id, &blah)) && mob_id > 0 && blah == "clear")
{
mob_db[mob_id].skills.clear();
continue;
}
struct mob_skill msv {};
msv.emotion = -1;
int casttime, delay;
XString cancellable;
if (!extract(
line,
record<',', 17>(
&mob_id,
&blah,
&msv.state,
&msv.skill_id,
&msv.skill_lv,
&msv.permillage,
&casttime,
&delay,
&cancellable,
&msv.target,
&msv.cond1,
&msv.cond2i,
&msv.val[0],
&msv.val[1],
&msv.val[2],
&msv.val[3],
&msv.val[4],
&msv.emotion
)
)
)
continue;
if (cancellable == "yes")
msv.cancel = true;
else if (cancellable == "no")
msv.cancel = false;
else
continue;
msv.casttime = std::chrono::milliseconds(casttime);
msv.delay = std::chrono::milliseconds(delay);
if (mob_id <= 0)
continue;
mob_db[mob_id].skills.push_back(std::move(msv));
}
PRINTF("read %s done\n", filename);
}
return 0;
}
void mob_reload(void)
{
/*
*
* <empty monster database>
* mob_read();
*
*/
do_init_mob();
}
/*==========================================
* Circumference initialization of mob
*------------------------------------------
*/
int do_init_mob(void)
{
mob_readdb();
mob_readskilldb();
Timer(gettick() + MIN_MOBTHINKTIME,
mob_ai_hard,
MIN_MOBTHINKTIME
).detach();
Timer(gettick() + MIN_MOBTHINKTIME * 10,
mob_ai_lazy,
MIN_MOBTHINKTIME * 10
).detach();
return 0;
}