#include "mob.hpp"
#include <cassert>
#include <cmath>
#include <cstdlib>
#include <cstring>
#include <algorithm>
#include "../common/cxxstdio.hpp"
#include "../common/random.hpp"
#include "../common/nullpo.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 "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(struct mob_data *md, struct block_list *target,
int skill_idx);
/*==========================================
* Mob is searched with a name.
*------------------------------------------
*/
int mobdb_searchname(const char *str)
{
int i;
for (i = 0; i < sizeof(mob_db) / sizeof(mob_db[0]); i++)
{
if (strcasecmp(mob_db[i].name, str) == 0
|| strcmp(mob_db[i].jname, str) == 0
|| memcmp(mob_db[i].name, str, 24) == 0
|| memcmp(mob_db[i].jname, str, 24) == 0)
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(struct mob_data *md);
/*==========================================
* The minimum data set for MOB spawning
*------------------------------------------
*/
static
int mob_spawn_dataset(struct mob_data *md, const char *mobname, int mob_class)
{
nullpo_ret(md);
if (strcmp(mobname, "--en--") == 0)
memcpy(md->name, mob_db[mob_class].name, 24);
else if (strcmp(mobname, "--ja--") == 0)
memcpy(md->name, mob_db[mob_class].jname, 24);
else
memcpy(md->name, mobname, 24);
md->bl.prev = NULL;
md->bl.next = NULL;
md->n = 0;
md->mob_class = mob_class;
md->bl.id = npc_get_new_npc_id();
memset(&md->state, 0, sizeof(md->state));
md->timer = nullptr;
md->target_id = 0;
md->attacked_id = 0;
mob_init(md);
return 0;
}
// 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(struct 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(struct 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 =
(int) floor(effective_hp *
pow(sqrt(attack_factor) + sqrt(dodge_factor) +
sqrt(persuit_factor) + 55,
3) * aggression_factor / 2000000.0 *
(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(struct 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(struct map_session_data *sd, const char *mapname,
int x, int y, const char *mobname, int mob_class, int amount,
const char *event)
{
struct mob_data *md = NULL;
int m, count, r = mob_class;
if (sd && strcmp(mapname, "this") == 0)
m = sd->bl.m;
else
m = map_mapname2mapid(mapname);
if (m < 0 || 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 = (struct mob_data *) calloc(1, sizeof(struct mob_data));
if (bool(mob_db[mob_class].mode & MobMode::LOOTER))
md->lootitem =
(struct item *) calloc(LOOTITEM_SIZE, sizeof(struct item));
else
md->lootitem = NULL;
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->m = m;
md->x0 = x;
md->y0 = y;
md->xs = 0;
md->ys = 0;
md->spawndelay1 = static_cast<interval_t>(-1); // Only once is a flag.
md->spawndelay2 = static_cast<interval_t>(-1); // Only once is a flag.
memcpy(md->npc_event, event, sizeof(md->npc_event));
md->bl.type = BL::MOB;
map_addiddb(&md->bl);
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(struct map_session_data *sd, const char *mapname,
int x0, int y0, int x1, int y1,
const char *mobname, int mob_class, int amount,
const char *event)
{
int x, y, i, c, max, lx = -1, ly = -1, id = 0;
int m;
if (strcmp(mapname, "this") == 0)
m = sd->bl.m;
else
m = map_mapname2mapid(mapname);
max = (y1 - y0 + 1) * (x1 - x0 + 1) * 3;
if (max > 1000)
max = 1000;
if (m < 0 || 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 (((c = map_getcell(m, x, y)) == 1 || c == 5) && (++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(struct 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(struct 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->bl) * 14 / 10;
return battle_get_speed(&md->bl);
}
static
int mob_walktoxy_sub(struct mob_data *md);
/*==========================================
* Mob Walk processing
*------------------------------------------
*/
static
int mob_walk(struct mob_data *md, tick_t tick, unsigned char data)
{
int moveblock;
int ctype;
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;
ctype = map_getcell(md->bl.m, x, y);
if (ctype == 1 || ctype == 5)
{
mob_stop_walking(md, 1);
return 0;
}
md->dir = md->walkpath.path[md->walkpath.path_pos];
dx = dirx[md->dir];
dy = diry[md->dir];
ctype = map_getcell(md->bl.m, x + dx, y + dy);
if (ctype == 1 || ctype == 5)
{
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->bl);
md->bl.x = x;
md->bl.y = y;
if (moveblock)
map_addblock(&md->bl);
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 = add_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(struct mob_data *md)
{
struct block_list *tbl = NULL;
struct map_session_data *tsd = NULL;
struct 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->type == BL::PC)
tsd = (struct map_session_data *) tbl;
else if (tbl->type == BL::MOB)
tmd = (struct mob_data *) tbl;
else
return 0;
if (tsd)
{
if (pc_isdead(tsd) || tsd->invincible_timer
|| pc_isinvisible(tsd) || md->bl.m != tbl->m || tbl->prev == NULL
|| distance(md->bl.x, md->bl.y, tbl->x, tbl->y) >= 13)
{
md->target_id = 0;
md->state.attackable = false;
return 0;
}
}
if (tmd)
{
if (md->bl.m != tbl->m || tbl->prev == NULL
|| distance(md->bl.x, md->bl.y, tbl->x, tbl->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->x, tbl->y) > range)
return 0;
return 1;
}
static
void mob_ancillary_attack(struct block_list *bl,
struct block_list *mdbl, struct block_list *tbl, tick_t tick)
{
if (bl != tbl)
battle_weapon_attack(mdbl, bl, tick);
}
/*==========================================
* Attack processing of mob
*------------------------------------------
*/
static
int mob_attack(struct mob_data *md, tick_t tick)
{
struct 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->bl, tbl->x, tbl->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->bl, 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->type == BL::PC && !map[tbl->m].flag.town)
map_foreachinarea(std::bind(mob_ancillary_attack, ph::_1, &md->bl, tbl, tick),
tbl->m, tbl->x - radius, tbl->y - radius,
tbl->x + radius, tbl->y + radius, BL::PC);
md->attackabletime = tick + battle_get_adelay(&md->bl);
md->timer = add_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(struct 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(struct mob_data *md, MS state, bool type)
{
nullpo_ret(md);
if (md->timer)
delete_timer(md->timer);
md->timer = nullptr;
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 = add_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 = add_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->bl);
md->timer = add_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 = add_timer(md->attackabletime,
std::bind(mob_timer, ph::_1, ph::_2,
md->bl.id, 0));
}
}
break;
case MS::DEAD:
{
skill_castcancel(&md->bl, 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->bl, 2); // The abnormalities in status are canceled.
if (md->deletetimer)
delete_timer(md->deletetimer);
md->deletetimer = nullptr;
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 *tid, tick_t tick, int id, unsigned char data)
{
struct mob_data *md;
struct 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->type == BL::NUL || bl->type != BL::MOB)
return;
md = (struct mob_data *) bl;
assert (md->timer == tid);
md->timer = nullptr;
if (md->bl.prev == NULL || md->state.state == MS::DEAD)
return;
map_freeblock_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;
}
map_freeblock_unlock();
return;
}
/*==========================================
*
*------------------------------------------
*/
static
int mob_walktoxy_sub(struct 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;
memcpy(&md->walkpath, &wpd, sizeof(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(struct 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)
{
struct mob_data *md;
struct block_list *bl;
if ((bl = map_id2bl(id)) == NULL)
return -1;
if (!bl || bl->type == BL::NUL || bl->type != BL::MOB)
return -1;
md = (struct mob_data *) bl;
nullpo_retr(-1, md);
if (!md || md->bl.type != BL::MOB)
return -1;
// Processing of MOB which is not revitalized
if (md->spawndelay1 == static_cast<interval_t>(-1)
&& md->spawndelay2 == static_cast<interval_t>(-1)
&& md->n == 0)
{
map_deliddb(&md->bl);
if (md->lootitem)
{
map_freeblock(md->lootitem);
md->lootitem = NULL;
}
map_freeblock(md); // Instead of [ of free ]
return 0;
}
tick_t spawntime1 = md->last_spawntime + md->spawndelay1;
tick_t spawntime2 = md->last_deadtime + md->spawndelay2;
tick_t spawntime3 = gettick() + std::chrono::seconds(5);
tick_t spawntime = std::max({spawntime1, spawntime2, spawntime3});
add_timer(spawntime,
std::bind(mob_delayspawn, ph::_1, ph::_2,
id));
return 0;
}
/*==========================================
* Mob spawning. Initialization is also variously here.
*------------------------------------------
*/
int mob_spawn(int id)
{
int x = 0, y = 0, c;
tick_t tick = gettick();
struct mob_data *md;
struct block_list *bl;
bl = map_id2bl(id);
nullpo_retr(-1, bl);
if (!bl || bl->type == BL::NUL || bl->type != BL::MOB)
return -1;
md = (struct mob_data *) bl;
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->bl);
}
md->bl.m = md->m;
{
int i = 0;
do
{
if (md->x0 == 0 && md->y0 == 0)
{
x = random_::in(1, map[md->bl.m].xs - 2);
y = random_::in(1, map[md->bl.m].ys - 2);
}
else
{
// TODO: move this logic earlier - possibly all the way
// into the data files
x = md->x0 - md->xs / 2 + random_::in(0, md->xs);
y = md->y0 - md->ys / 2 + random_::in(0, md->ys);
}
i++;
}
while (((c = map_getcell(md->bl.m, x, y)) == 1 || c == 5) && i < 50);
if (i >= 50)
{
// if(battle_config.error_log==1)
// PRINTF("MOB spawn error %d @ %s\n",id,map[md->bl.m].name);
add_timer(tick + std::chrono::seconds(5),
std::bind(mob_delayspawn, ph::_1, ph::_2,
id));
return 1;
}
}
md->to_x = md->bl.x = x;
md->to_y = md->bl.y = y;
md->dir = DIR::S;
map_addblock(&md->bl);
memset(&md->state, 0, sizeof(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;
md->timer = nullptr;
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->sg_count = 0;
md->deletetimer = nullptr;
md->skilltimer = nullptr;
for (int i = 0; i < MAX_MOBSKILL; i++)
md->skilldelay[i] = tick - std::chrono::hours(10);
md->skillid = SkillID();
md->skilllv = 0;
memset(md->dmglog, 0, sizeof(md->dmglog));
if (md->lootitem)
memset(md->lootitem, 0, sizeof(*md->lootitem));
md->lootitem_count = 0;
for (StatusChange i : erange(StatusChange(), StatusChange::MAX_STATUSCHANGE))
{
md->sc_data[i].timer = nullptr;
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->bl);
if (md->hp <= 0)
{
mob_makedummymobdb(md->mob_class);
md->hp = battle_get_max_hp(&md->bl);
}
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(struct 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(struct 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->bl);
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(struct mob_data *md, struct block_list *bl, int range)
{
int dx, dy;
struct walkpath_data wpd;
int i;
nullpo_ret(md);
nullpo_ret(bl);
dx = abs(bl->x - md->bl.x);
dy = abs(bl->y - md->bl.y);
if (bl && bl->type == BL::PC && battle_config.monsters_ignore_gm == 1)
{ // option to have monsters ignore GMs [Valaris]
struct map_session_data *sd;
if ((sd = (struct map_session_data *) bl) != NULL && pc_isGM(sd))
return 0;
}
if (md->bl.m != 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->x && md->bl.y == 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->x, bl->y, 0) !=
-1)
return 1;
if (bl->type != BL::PC && 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->x - dx, 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->x - 1 + i / 3,
bl->y - 1 + i % 3, 0) != -1)
return 1;
}
return 0;
}
/*==========================================
* Determination for an attack of a monster
*------------------------------------------
*/
int mob_target(struct mob_data *md, struct block_list *bl, int dist)
{
struct 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->type == BL::PC)
{
sd = (struct map_session_data *) bl;
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->id; // Since there was no disturbance, it locks on to target.
if (bl->type == BL::PC || 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(struct block_list *bl,
struct mob_data *smd, int *pcc)
{
struct map_session_data *tsd = NULL;
struct mob_data *tmd = NULL;
MobMode mode;
int dist;
nullpo_retv(bl);
nullpo_retv(smd);
nullpo_retv(pcc);
if (bl->type == BL::PC)
tsd = (struct map_session_data *) bl;
else if (bl->type == BL::MOB)
tmd = (struct mob_data *) bl;
else
return;
//敵味方判定
if (battle_check_target(&smd->bl, 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->id;
smd->state.attackable = true;
smd->min_chase = 13;
}
}
}
}
/*==========================================
* loot monster item search
*------------------------------------------
*/
static
void mob_ai_sub_hard_lootsearch(struct block_list *bl, struct 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 (!md->lootitem
|| (battle_config.monster_loot_type == 1
&& md->lootitem_count >= LOOTITEM_SIZE))
return;
if (bl->m == md->bl.m
&& (dist = distance(md->bl.x, md->bl.y, bl->x, 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->id;
md->state.attackable = false;
md->min_chase = 13;
}
}
}
}
/*==========================================
* The ?? routine of a link monster
*------------------------------------------
*/
static
void mob_ai_sub_hard_linksearch(struct block_list *bl, struct mob_data *md, struct block_list *target)
{
struct mob_data *tmd;
nullpo_retv(bl);
tmd = (struct mob_data *) bl;
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(struct mob_data *md, tick_t tick)
{
struct mob_data *mmd = NULL;
struct block_list *bl;
MobMode mode;
int old_dist;
nullpo_ret(md);
if ((bl = map_id2bl(md->master_id)) != NULL)
mmd = (struct mob_data *) bl;
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, -1, 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))
{
struct 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(struct 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(struct mob_data *md, tick_t tick)
{
const int retrycount = 20;
nullpo_ret(md);
interval_t speed = battle_get_speed(&md->bl);
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);
uint8_t c = map_getcell(md->bl.m, x, y);
if (c != 1 && c != 5
&& 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(struct block_list *bl, tick_t tick)
{
struct mob_data *md, *tmd = NULL;
struct map_session_data *tsd = NULL;
struct block_list *tbl = NULL;
struct flooritem_data *fitem;
int i, dx, dy, ret, dist;
int attack_type = 0;
MobMode mode;
nullpo_retv(bl);
md = (struct mob_data *) bl;
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
struct 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->bl),
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}))))
{
struct block_list *abl = map_id2bl(md->attacked_id);
struct map_session_data *asd = NULL;
if (abl)
{
if (abl->type == BL::PC)
asd = (struct map_session_data *) abl;
if (asd == NULL || md->bl.m != abl->m || abl->prev == NULL
|| asd->invincible_timer || pc_isinvisible(asd)
|| (dist =
distance(md->bl.x, md->bl.y, abl->x, abl->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->type == BL::PC)
tsd = (struct map_session_data *) tbl;
else if (tbl->type == BL::MOB)
tmd = (struct mob_data *) tbl;
if (tsd || tmd)
{
if (tbl->m != md->bl.m || tbl->prev == NULL
|| (dist =
distance(md->bl.x, md->bl.y, tbl->x,
tbl->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->bl, 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->x, tbl->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->x - md->bl.x;
dy = tbl->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->x - md->bl.x + random_::in(-1, 1);
dy = tbl->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->type != BL::ITEM || tbl->m != md->bl.m
|| (dist =
distance(md->bl.x, md->bl.y, tbl->x,
tbl->y)) >= md->min_chase || !md->lootitem)
{
// 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->x, tbl->y) <= 0))
return; // 既に移動中
md->next_walktime = tick + std::chrono::milliseconds(500);
dx = tbl->x - md->bl.x;
dy = tbl->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 = (struct flooritem_data *) tbl;
if (md->lootitem_count < LOOTITEM_SIZE)
memcpy(&md->lootitem[md->lootitem_count++],
&fitem->item_data, sizeof(md->lootitem[0]));
else if (battle_config.monster_loot_type == 1
&& md->lootitem_count >= LOOTITEM_SIZE)
{
mob_unlocktarget(md, tick);
return;
}
else
{
for (i = 0; i < LOOTITEM_SIZE - 1; i++)
memcpy(&md->lootitem[i], &md->lootitem[i + 1],
sizeof(md->lootitem[0]));
memcpy(&md->lootitem[LOOTITEM_SIZE - 1],
&fitem->item_data, sizeof(md->lootitem[0]));
}
map_clearflooritem(tbl->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;
// 歩行処理
if (bool(mode & MobMode::CAN_MOVE)
&& mob_can_move(md)
&& (md->master_id == 0 || md->state.special_mob_ai
|| md->master_dist > 10))
{
//取り巻きMOBじゃない
if (md->next_walktime > tick + std::chrono::seconds(7)
&& (md->walkpath.path_len == 0
|| md->walkpath.path_pos >= md->walkpath.path_len))
{
// Original: (3000 * rand()) % 2000
// yields ({0 3000 6000 9000 12000 15000 ...} * 3000) % 2000
// = {0 1000 0 1000 0 1000 ...}
// Recent: 3000 * MRAND(2000)
// yields 3000 * {0 3000 6000 9000 ... 5991000 5994000 5997000}
// I have reverted to the original logic, but I don't understand.
#warning "I don't understand this code! It is either wrong now or was wrong before."
md->next_walktime = tick + std::chrono::seconds(random_::to(2));
}
// 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(struct 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(db_key_t, db_val_t data, tick_t tick)
{
struct mob_data *md = (struct mob_data *)data;
nullpo_retv(md);
if (md == NULL)
return;
if (md->bl.type == BL::NUL || md->bl.type != BL::MOB)
return;
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 (map[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->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->x0 <= 0
&& md->master_id != 0
&& !bool(mob_db[md->mob_class].mode & MobMode::BOSS))
mob_warp(md, -1, -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)
{
map_foreachiddb(std::bind(mob_ai_sub_lazy, ph::_1, ph::_2, 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
{
int m, x, y;
int nameid, amount;
struct map_session_data *first_sd, *second_sd, *third_sd;
};
struct delay_item_drop2
{
int m, x, y;
struct item item_data;
struct 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;
nullpo_retv(ditem);
memset(&temp_item, 0, sizeof(temp_item));
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);
}
free(ditem);
return;
}
map_addflooritem(&temp_item, 1,
ditem->m, ditem->x, ditem->y,
ditem->first_sd, ditem->second_sd, ditem->third_sd);
free(ditem);
}
/*==========================================
* item drop (timer function)-lootitem with delay
*------------------------------------------
*/
static
void mob_delay_item_drop2(TimerData *, tick_t, struct delay_item_drop2 *ditem)
{
PickupFail flag;
nullpo_retv(ditem);
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);
}
free(ditem);
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);
free(ditem);
}
/*==========================================
* mob data is erased.
*------------------------------------------
*/
int mob_delete(struct mob_data *md)
{
nullpo_retr(1, md);
if (md->bl.prev == NULL)
return 1;
mob_changestate(md, MS::DEAD, 0);
clif_clearchar(&md->bl, BeingRemoveWhy::DEAD);
map_delblock(&md->bl);
mob_deleteslave(md);
mob_setdelayspawn(md->bl.id);
return 0;
}
int mob_catch_delete(struct 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->bl, type);
map_delblock(&md->bl);
mob_setdelayspawn(md->bl.id);
return 0;
}
void mob_timer_delete(TimerData *, tick_t, int id)
{
struct block_list *bl = map_id2bl(id);
struct mob_data *md;
nullpo_retv(bl);
md = (struct mob_data *) bl;
mob_catch_delete(md, BeingRemoveWhy::WARPED);
}
/*==========================================
*
*------------------------------------------
*/
static
void mob_deleteslave_sub(struct block_list *bl, int id)
{
struct mob_data *md;
nullpo_retv(bl);
md = (struct mob_data *) bl;
if (md->master_id > 0 && md->master_id == id)
mob_damage(NULL, md, md->hp, 1);
}
/*==========================================
*
*------------------------------------------
*/
int mob_deleteslave(struct mob_data *md)
{
nullpo_ret(md);
map_foreachinarea(std::bind(mob_deleteslave_sub, ph::_1, md->bl.id),
md->bl.m, 0, 0,
map[md->bl.m].xs, map[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(struct block_list *src, struct mob_data *md, int damage,
int type)
{
int count, minpos, mindmg;
struct map_session_data *sd = NULL, *tmpsd[DAMAGELOG_SIZE];
struct
{
struct party *p;
int id, base_exp, job_exp;
} pt[DAMAGELOG_SIZE];
int pnum = 0;
int mvp_damage, max_hp;
tick_t tick = gettick();
struct map_session_data *mvp_sd = NULL, *second_sd = NULL, *third_sd =
NULL;
double tdmg;
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->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->id;
md->attacked_id = src->id;
}
max_hp = battle_get_max_hp(&md->bl);
if (src && src->type == BL::PC)
{
sd = (struct map_session_data *) src;
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->bl, BeingRemoveWhy::DEAD);
map_delblock(&md->bl);
mob_setdelayspawn(md->bl.id);
}
return 0;
}
mob_stop_walking(md, 3);
if (damage > max_hp >> 2)
skill_stop_dancing(&md->bl, 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)
{
int i;
for (i = 0, minpos = 0, mindmg = 0x7fffffff; i < DAMAGELOG_SIZE;
i++)
{
if (md->dmglog[i].id == sd->bl.id)
break;
if (md->dmglog[i].id == 0)
{
minpos = i;
mindmg = 0;
}
else if (md->dmglog[i].dmg < mindmg)
{
minpos = i;
mindmg = md->dmglog[i].dmg;
}
}
if (i < DAMAGELOG_SIZE)
md->dmglog[i].dmg += damage;
else
{
md->dmglog[minpos].id = sd->bl.id;
md->dmglog[minpos].dmg = damage;
}
if (md->attacked_id <= 0 && md->state.special_mob_ai == 0)
md->attacked_id = sd->bl.id;
}
if (src && src->type == BL::MOB
&& ((struct mob_data *) src)->state.special_mob_ai)
{
struct mob_data *md2 = (struct mob_data *) src;
struct block_list *master_bl = map_id2bl(md2->master_id);
if (master_bl && master_bl->type == BL::PC)
{
MAP_LOG_PC(((struct map_session_data *) master_bl),
"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);
int i;
for (i = 0, minpos = 0, mindmg = 0x7fffffff; i < DAMAGELOG_SIZE;
i++)
{
if (md->dmglog[i].id == md2->master_id)
break;
if (md->dmglog[i].id == 0)
{
minpos = i;
mindmg = 0;
}
else if (md->dmglog[i].dmg < mindmg)
{
minpos = i;
mindmg = md->dmglog[i].dmg;
}
}
if (i < DAMAGELOG_SIZE)
md->dmglog[i].dmg += damage;
else
{
md->dmglog[minpos].id = md2->master_id;
md->dmglog[minpos].dmg = damage;
if (md->attacked_id <= 0 && md->state.special_mob_ai == 0)
md->attacked_id = md2->master_id;
}
}
}
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 -----
map_freeblock_lock();
mob_changestate(md, MS::DEAD, 0);
mobskill_use(md, tick, MobSkillCondition::ANY);
memset(tmpsd, 0, sizeof(tmpsd));
memset(pt, 0, sizeof(pt));
max_hp = battle_get_max_hp(&md->bl);
if (src && src->type == BL::MOB)
mob_unlocktarget((struct mob_data *) src, 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
tdmg = 0;
count = 0;
mvp_damage = 0;
for (int i = 0; i < DAMAGELOG_SIZE; i++)
{
if (md->dmglog[i].id == 0)
continue;
tmpsd[i] = map_id2sd(md->dmglog[i].id);
if (tmpsd[i] == NULL)
continue;
count++;
if (tmpsd[i]->bl.m != md->bl.m || pc_isdead(tmpsd[i]))
continue;
tdmg += (double) md->dmglog[i].dmg;
if (mvp_damage < md->dmglog[i].dmg)
{
third_sd = second_sd;
second_sd = mvp_sd;
mvp_sd = tmpsd[i];
mvp_damage = md->dmglog[i].dmg;
}
}
// [MouseJstr]
if ((map[md->bl.m].flag.pvp == 0) || (battle_config.pvp_exp == 1))
{
// 経験値の分配
for (int i = 0; i < DAMAGELOG_SIZE; i++)
{
int pid, base_exp, job_exp, flag = 1;
double per;
struct party *p;
if (tmpsd[i] == NULL || tmpsd[i]->bl.m != md->bl.m)
continue;
/* jAthena's exp formula
per = ((double)md->dmglog[i].dmg)* (9.+(double)((count > 6)? 6:count))/10./((double)max_hp) * dmg_rate;
temp = ((double)mob_db[md->mob_class].base_exp * (double)battle_config.base_exp_rate / 100. * per);
base_exp = (temp > 2147483647.)? 0x7fffffff:(int)temp;
if (mob_db[md->mob_class].base_exp > 0 && base_exp < 1) base_exp = 1;
if (base_exp < 0) base_exp = 0;
temp = ((double)mob_db[md->mob_class].job_exp * (double)battle_config.job_exp_rate / 100. * per);
job_exp = (temp > 2147483647.)? 0x7fffffff:(int)temp;
if (mob_db[md->mob_class].job_exp > 0 && job_exp < 1) job_exp = 1;
if (job_exp < 0) job_exp = 0;
*/
//eAthena's exp formula rather than jAthena's
// per=(double)md->dmglog[i].dmg*256*(9+(double)((count > 6)? 6:count))/10/(double)max_hp;
// [Fate] The above is the old formula. We do a more involved computation below.
per = (double) md->dmglog[i].dmg * 256 / (double) max_hp; // 256 = 100% of the score
per *= damage_bonus_factor[count > DAMAGE_BONUS_COUNT ? DAMAGE_BONUS_COUNT : 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]
if ((pid = tmpsd[i]->status.party_id) > 0)
{ // パーティに入っている
int j = 0;
for (j = 0; j < pnum; j++) // 公平パーティリストにいるかどうか
if (pt[j].id == pid)
break;
if (j == pnum)
{ // いないときは公平かどうか確認
if ((p = party_search(pid)) != NULL && p->exp != 0)
{
pt[pnum].id = pid;
pt[pnum].p = p;
pt[pnum].base_exp = base_exp;
pt[pnum].job_exp = job_exp;
pnum++;
flag = 0;
}
}
else
{ // いるときは公平
pt[j].base_exp += base_exp;
pt[j].job_exp += job_exp;
flag = 0;
}
}
if (flag) // 各自所得
pc_gainexp(tmpsd[i], base_exp, job_exp);
}
// 公平分配
for (int i = 0; i < pnum; i++)
party_exp_share(pt[i].p, md->bl.m, pt[i].base_exp,
pt[i].job_exp);
// item drop
if (!(type & 1))
{
for (int i = 0; i < 8; i++)
{
struct delay_item_drop *ditem;
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;
ditem = (struct delay_item_drop *)
calloc(1, sizeof(struct delay_item_drop));
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;
add_timer(tick + std::chrono::milliseconds(500) + static_cast<interval_t>(i),
std::bind(mob_delay_item_drop, ph::_1, ph::_2,
ditem));
}
if (md->lootitem)
{
for (int i = 0; i < md->lootitem_count; i++)
{
struct delay_item_drop2 *ditem;
ditem = (struct delay_item_drop2 *)
calloc(1, sizeof(struct delay_item_drop2));
memcpy(&ditem->item_data, &md->lootitem[i],
sizeof(md->lootitem[0]));
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;
// ?
add_timer(tick + std::chrono::milliseconds(540) + static_cast<interval_t>(i),
std::bind(mob_delay_item_drop2, ph::_1, ph::_2,
ditem));
}
}
}
} // [MouseJstr]
// SCRIPT実行
if (md->npc_event[0])
{
if (sd == NULL)
{
if (mvp_sd != NULL)
sd = mvp_sd;
else
{
struct map_session_data *tmp_sd;
int i;
for (i = 0; i < fd_max; i++)
{
if (session[i] && (tmp_sd = (struct map_session_data *)session[i]->session_data)
&& 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->bl, BeingRemoveWhy::DEAD);
map_delblock(&md->bl);
mob_deleteslave(md);
mob_setdelayspawn(md->bl.id);
map_freeblock_unlock();
return 0;
}
/*==========================================
* mob回復
*------------------------------------------
*/
int mob_heal(struct mob_data *md, int heal)
{
int max_hp = battle_get_max_hp(&md->bl);
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(struct block_list *bl, int id, int x, int y)
{
struct mob_data *md = (struct mob_data *) bl;
if (md->master_id == id)
{
mob_warp(md, -1, x, y, BeingRemoveWhy::QUIT);
}
}
/*==========================================
* Added by RoVeRT
*------------------------------------------
*/
static
int mob_warpslave(struct 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(struct mob_data *md, int m, int x, int y, BeingRemoveWhy type)
{
int i = 0, c, xs = 0, ys = 0, bx = x, by = y;
nullpo_ret(md);
if (md->bl.prev == NULL)
return 0;
if (m < 0)
m = md->bl.m;
if (type != BeingRemoveWhy::NEGATIVE1)
{
if (map[md->bl.m].flag.monster_noteleport)
return 0;
clif_clearchar(&md->bl, type);
}
map_delblock(&md->bl);
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 || ((c = read_gat(m, x, y)) == 1 || c == 5))
&& (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, map[m].xs - 2);
y = random_::in(1, map[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->bl);
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(struct block_list *bl, int id, int *c)
{
struct mob_data *md;
nullpo_retv(bl);
md = (struct mob_data *) bl;
if (md->master_id == id)
(*c)++;
}
/*==========================================
* 画面内の取り巻きの数計算
*------------------------------------------
*/
static
int mob_countslave(struct 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,
map[md->bl.m].xs - 1, map[md->bl.m].ys - 1, BL::MOB);
return c;
}
/*==========================================
* 手下MOB召喚
*------------------------------------------
*/
int mob_summonslave(struct mob_data *md2, int *value, int amount, int flag)
{
struct mob_data *md;
int bx, by, m, count = 0, mob_class, k, a = amount;
nullpo_ret(md2);
nullpo_ret(value);
bx = md2->bl.x;
by = md2->bl.y;
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, c = 0, i = 0;
md = (struct mob_data *) calloc(1, sizeof(struct mob_data));
if (bool(mob_db[mob_class].mode & MobMode::LOOTER))
md->lootitem = (struct item *)
calloc(LOOTITEM_SIZE, sizeof(struct item));
else
md->lootitem = NULL;
while ((x <= 0 || y <= 0 || (c = map_getcell(m, x, y)) == 1
|| c == 5) && (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, "--ja--", mob_class);
md->bl.prev = NULL;
md->bl.next = NULL;
md->bl.m = m;
md->bl.x = x;
md->bl.y = y;
md->m = m;
md->x0 = x;
md->y0 = y;
md->xs = 0;
md->ys = 0;
md->stats[mob_stat::SPEED] = md2->stats[mob_stat::SPEED];
md->spawndelay1 = static_cast<interval_t>(-1); // 一度のみフラグ
md->spawndelay2 = static_cast<interval_t>(-1); // 一度のみフラグ
memset(md->npc_event, 0, sizeof(md->npc_event));
md->bl.type = BL::MOB;
map_addiddb(&md->bl);
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(struct block_list *bl,
int id, int *c, struct block_list *src, ATK target_lv)
{
nullpo_retv(bl);
nullpo_retv(c);
if (id == bl->id || (src && id == src->id))
return;
if (bl->type == BL::PC)
{
struct map_session_data *sd = (struct map_session_data *) bl;
if (sd && sd->attacktarget == id && sd->attacktimer
&& sd->attacktarget_lv >= target_lv)
(*c)++;
}
else if (bl->type == BL::MOB)
{
struct mob_data *md = (struct mob_data *) bl;
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(struct mob_data *md, struct 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 *tid, tick_t tick, int id)
{
struct mob_data *md = NULL;
struct block_list *bl;
struct 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 = (struct mob_data *) mbl) == NULL)
{
PRINTF("mobskill_castend_id nullpo mbl->id:%d\n", mbl->id);
return;
}
if (md->bl.type != BL::MOB || md->bl.prev == NULL)
return;
if (md->skilltimer != tid) // タイマIDの確認
return;
md->skilltimer = nullptr;
if (bool(md->opt1))
return;
if (md->skillid != SkillID::NPC_EMOTION)
md->last_thinktime = tick + battle_get_adelay(&md->bl);
if ((bl = map_id2bl(md->skilltarget)) == NULL || 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->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, bl, BCT_ENEMY) <= 0)
return;
range = skill_get_range(md->skillid, md->skilllv);
if (range < 0)
range = battle_get_range(&md->bl) - (range + 1);
if (range + battle_config.mob_skill_add_range <
distance(md->bl.x, md->bl.y, bl->x, bl->y))
return;
md->skilldelay[md->skillidx] = 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, bl,
md->skillid, md->skilllv,
tick, BCT_ZERO);
break;
case 1: // 支援系
skill_castend_nodamage_id(&md->bl, bl,
md->skillid, md->skilllv);
break;
}
}
/*==========================================
* スキル使用(詠唱完了、場所指定)
*------------------------------------------
*/
void mobskill_castend_pos(TimerData *tid, tick_t tick, int id)
{
struct mob_data *md = NULL;
struct 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 = (struct mob_data *) bl;
nullpo_retv(md);
if (md->bl.type != BL::MOB || md->bl.prev == NULL)
return;
if (md->skilltimer != tid) // タイマIDの確認
return;
md->skilltimer = nullptr;
if (bool(md->opt1))
return;
range = skill_get_range(md->skillid, md->skilllv);
if (range < 0)
range = battle_get_range(&md->bl) - (range + 1);
if (range + battle_config.mob_skill_add_range <
distance(md->bl.x, md->bl.y, md->skillx, md->skilly))
return;
md->skilldelay[md->skillidx] = 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(struct mob_data *md, struct block_list *target,
int skill_idx)
{
int range;
struct mob_skill *ms;
SkillID skill_id;
int skill_lv;
nullpo_ret(md);
ms = &mob_db[md->mob_class].skill[skill_idx];
nullpo_ret(ms);
if (target == NULL && (target = map_id2bl(md->target_id)) == NULL)
return 0;
if (target->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->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->bl) - (range + 1);
if (!battle_check_range(&md->bl, target, range))
return 0;
// delay=skill_delayfix(&md->bl, skill_get_delay( skill_id,skill_lv) );
interval_t casttime = skill_castfix(&md->bl, ms->casttime);
md->state.skillcastcancel = ms->cancel;
md->skilldelay[skill_idx] = 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->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->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 = add_timer(gettick() + casttime,
std::bind(mobskill_castend_id, ph::_1, ph::_2,
md->bl.id));
}
else
{
md->skilltimer = nullptr;
mobskill_castend_id(md->skilltimer, gettick(), md->bl.id);
}
return 1;
}
/*==========================================
* スキル使用(場所指定)
*------------------------------------------
*/
static
int mobskill_use_pos(struct mob_data *md,
int skill_x, int skill_y, int skill_idx)
{
int range;
struct mob_skill *ms;
struct block_list bl;
int skill_lv;
nullpo_ret(md);
ms = &mob_db[md->mob_class].skill[skill_idx];
nullpo_ret(ms);
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.type = BL::NUL;
bl.m = md->bl.m;
bl.x = skill_x;
bl.y = skill_y;
range = skill_get_range(skill_id, skill_lv);
if (range < 0)
range = battle_get_range(&md->bl) - (range + 1);
if (!battle_check_range(&md->bl, &bl, range))
return 0;
// delay=skill_delayfix(&sd->bl, skill_get_delay( skill_id,skill_lv) );
interval_t casttime = skill_castfix(&md->bl, ms->casttime);
md->skilldelay[skill_idx] = 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 = add_timer(gettick() + casttime,
std::bind(mobskill_castend_pos, ph::_1, ph::_2,
md->bl.id));
}
else
{
md->skilltimer = nullptr;
mobskill_castend_pos(md->skilltimer, gettick(), md->bl.id);
}
return 1;
}
/*==========================================
* Skill use judging
*------------------------------------------
*/
int mobskill_use(struct mob_data *md, tick_t tick,
MobSkillCondition event)
{
struct mob_skill *ms;
// struct block_list *target=NULL;
int max_hp;
nullpo_ret(md);
ms = mob_db[md->mob_class].skill;
nullpo_ret(ms);
max_hp = battle_get_max_hp(&md->bl);
if (battle_config.mob_skill_use == 0 || md->skilltimer)
return 0;
if (md->state.special_mob_ai)
return 0;
for (int ii = 0; ii < mob_db[md->mob_class].maxskill; ii++)
{
int flag = 0;
// ディレイ中
if (tick < md->skilldelay[ii] + ms[ii].delay)
continue;
// 状態判定
if (ms[ii].state != MobSkillState::ANY && ms[ii].state != md->state.skillstate)
continue;
// Note: these *may* both be MobSkillCondition::ANY
flag = (event == ms[ii].cond1);
if (!flag)
{
switch (ms[ii].cond1)
{
case MobSkillCondition::MSC_ALWAYS:
flag = 1;
break;
case MobSkillCondition::MSC_MYHPLTMAXRATE: // HP< maxhp%
flag = (md->hp < max_hp * ms[ii].cond2i / 100);
break;
case MobSkillCondition::MSC_NOTINTOWN: // Only outside of towns.
flag = !map[md->bl.m].flag.town;
break;
case MobSkillCondition::MSC_SLAVELT: // slave < num
flag = (mob_countslave(md) < ms[ii].cond2i);
break;
case MobSkillCondition::MSC_SLAVELE: // slave <= num
flag = (mob_countslave(md) <= ms[ii].cond2i);
break;
}
}
// 確率判定
if (flag && random_::chance({ms[ii].permillage, 10000}))
{
if (skill_get_inf(ms[ii].skill_id) & 2)
{
// 場所指定
struct block_list *bl = NULL;
int x = 0, y = 0;
{
{
bl = ms[ii].target == MobSkillTarget::MST_TARGET
? map_id2bl(md->target_id)
: &md->bl;
}
if (bl)
{
x = bl->x;
y = bl->y;
}
}
if (x <= 0 || y <= 0)
continue;
if (!mobskill_use_pos(md, x, y, ii))
return 0;
}
else
{
{
struct block_list *bl = NULL;
bl = (ms[ii].target == MobSkillTarget::MST_TARGET)
? map_id2bl(md->target_id)
: &md->bl;
if (bl && !mobskill_use_id(md, bl, ii))
return 0;
}
}
if (ms[ii].emotion >= 0)
clif_emotion(&md->bl, ms[ii].emotion);
return 1;
}
}
return 0;
}
/*==========================================
* Skill use event processing
*------------------------------------------
*/
int mobskill_event(struct 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;
sprintf(mob_db[mob_class].name, "mob%d", mob_class);
sprintf(mob_db[mob_class].jname, "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;
}
/*==========================================
* db/mob_db.txt reading
*------------------------------------------
*/
static
int mob_readdb(void)
{
FILE *fp;
char line[1024];
const char *filename[] = { "db/mob_db.txt", "db/mob_db2.txt" };
memset(mob_db, 0, sizeof(mob_db));
for (int j = 0; j < 2; j++)
{
fp = fopen_(filename[j], "r");
if (fp == NULL)
{
if (j > 0)
continue;
return -1;
}
while (fgets(line, 1020, fp))
{
int mob_class;
char *str[57], *p, *np;
if (line[0] == '/' && line[1] == '/')
continue;
p = line;
for (int i = 0; i < 57; i++)
{
while (*p == '\t' || *p == ' ')
p++;
if ((np = strchr(p, ',')) != NULL)
{
str[i] = p;
*np = 0;
p = np + 1;
}
else
str[i] = p;
}
mob_class = atoi(str[0]);
if (mob_class <= 1000 || mob_class > 2000)
continue;
memcpy(mob_db[mob_class].name, str[1], 24);
memcpy(mob_db[mob_class].jname, str[2], 24);
mob_db[mob_class].lv = atoi(str[3]);
mob_db[mob_class].max_hp = atoi(str[4]);
mob_db[mob_class].max_sp = atoi(str[5]);
mob_db[mob_class].base_exp = atoi(str[6]);
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 *= battle_config.base_exp_rate / 100;
mob_db[mob_class].job_exp = atoi(str[7]);
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 *= battle_config.job_exp_rate / 100;
mob_db[mob_class].range = atoi(str[8]);
mob_db[mob_class].atk1 = atoi(str[9]);
mob_db[mob_class].atk2 = atoi(str[10]);
mob_db[mob_class].def = atoi(str[11]);
mob_db[mob_class].mdef = atoi(str[12]);
mob_db[mob_class].attrs[ATTR::STR] = atoi(str[13]);
mob_db[mob_class].attrs[ATTR::AGI] = atoi(str[14]);
mob_db[mob_class].attrs[ATTR::VIT] = atoi(str[15]);
mob_db[mob_class].attrs[ATTR::INT] = atoi(str[16]);
mob_db[mob_class].attrs[ATTR::DEX] = atoi(str[17]);
mob_db[mob_class].attrs[ATTR::LUK] = atoi(str[18]);
mob_db[mob_class].range2 = atoi(str[19]);
mob_db[mob_class].range3 = atoi(str[20]);
mob_db[mob_class].size = atoi(str[21]); // always 1
mob_db[mob_class].race = static_cast<Race>(atoi(str[22]));
mob_db[mob_class].element = LevelElement::unpack(atoi(str[23]));
mob_db[mob_class].mode = static_cast<MobMode>(atoi(str[24]));
mob_db[mob_class].speed = atoi(str[25]);
mob_db[mob_class].adelay = atoi(str[26]);
mob_db[mob_class].amotion = atoi(str[27]);
mob_db[mob_class].dmotion = atoi(str[28]);
for (int i = 0; i < 8; i++)
{
mob_db[mob_class].dropitem[i].nameid = atoi(str[29 + i * 2]);
int rate = atoi(str[30 + i * 2]);
if (rate < 1) rate = 1;
if (rate > 10000) rate = 10000;
mob_db[mob_class].dropitem[i].p.num = rate;
}
mob_db[mob_class].mutations_nr = atoi(str[55]);
mob_db[mob_class].mutation_power = atoi(str[56]);
mob_db[mob_class].maxskill = 0;
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]);
}
fclose_(fp);
PRINTF("read %s done\n", filename[j]);
}
return 0;
}
/*==========================================
* db/mob_skill_db.txt reading
*------------------------------------------
*/
static
int mob_readskilldb(void)
{
FILE *fp;
char line[1024];
int i;
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},
};
const struct
{
char str[32];
MobSkillState id;
} state[] =
{
{"any", MobSkillState::ANY},
{"idle", MobSkillState::MSS_IDLE},
{"walk", MobSkillState::MSS_WALK},
{"attack", MobSkillState::MSS_ATTACK},
};
const struct
{
char str[32];
MobSkillTarget id;
} target[] =
{
{"target", MobSkillTarget::MST_TARGET},
{"self", MobSkillTarget::MST_SELF},
};
int x;
const char *filename[] = { "db/mob_skill_db.txt", "db/mob_skill_db2.txt" };
for (x = 0; x < 2; x++)
{
fp = fopen_(filename[x], "r");
if (fp == NULL)
{
if (x == 0)
PRINTF("can't read %s\n", filename[x]);
continue;
}
while (fgets(line, 1020, fp))
{
char *sp[20], *p;
int mob_id;
// always initialized, but clang is not smart enough yet
struct mob_skill *ms = nullptr;
int j = 0;
if (line[0] == '/' && line[1] == '/')
continue;
memset(sp, 0, sizeof(sp));
for (i = 0, p = line; i < 18 && p; i++)
{
sp[i] = p;
if ((p = strchr(p, ',')) != NULL)
*p++ = 0;
}
if ((mob_id = atoi(sp[0])) <= 0)
continue;
if (strcmp(sp[1], "clear") == 0)
{
memset(mob_db[mob_id].skill, 0,
sizeof(mob_db[mob_id].skill));
mob_db[mob_id].maxskill = 0;
continue;
}
for (i = 0; i < MAX_MOBSKILL; i++)
if ((ms = &mob_db[mob_id].skill[i])->skill_id == SkillID::ZERO)
break;
if (i == MAX_MOBSKILL)
{
PRINTF("mob_skill: readdb: too many skill ! [%s] in %d[%s]\n",
sp[1], mob_id, mob_db[mob_id].jname);
continue;
}
ms->state = static_cast<MobSkillState>(atoi(sp[2]));
for (j = 0; j < sizeof(state) / sizeof(state[0]); j++)
{
if (strcmp(sp[2], state[j].str) == 0)
ms->state = state[j].id;
}
ms->skill_id = SkillID(atoi(sp[3]));
ms->skill_lv = atoi(sp[4]);
ms->permillage = atoi(sp[5]);
ms->casttime = static_cast<interval_t>(atoi(sp[6]));
ms->delay = static_cast<interval_t>(atoi(sp[7]));
ms->cancel = atoi(sp[8]);
if (strcmp(sp[8], "yes") == 0)
ms->cancel = 1;
ms->target = static_cast<MobSkillTarget>(atoi(sp[9]));
for (j = 0; j < sizeof(target) / sizeof(target[0]); j++)
{
if (strcmp(sp[9], target[j].str) == 0)
ms->target = target[j].id;
}
ms->cond1 = MobSkillCondition::ANY;
for (j = 0; j < sizeof(cond1) / sizeof(cond1[0]); j++)
{
if (strcmp(sp[10], cond1[j].str) == 0)
ms->cond1 = cond1[j].id;
}
ms->cond2i = atoi(sp[11]);
ms->val[0] = atoi(sp[12]);
ms->val[1] = atoi(sp[13]);
ms->val[2] = atoi(sp[14]);
ms->val[3] = atoi(sp[15]);
ms->val[4] = atoi(sp[16]);
if (sp[17] != NULL && strlen(sp[17]) > 2)
ms->emotion = atoi(sp[17]);
else
ms->emotion = -1;
mob_db[mob_id].maxskill = i + 1;
}
fclose_(fp);
PRINTF("read %s done\n", filename[x]);
}
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();
add_timer_interval(gettick() + MIN_MOBTHINKTIME,
mob_ai_hard,
MIN_MOBTHINKTIME);
add_timer_interval(gettick() + MIN_MOBTHINKTIME * 10,
mob_ai_lazy,
MIN_MOBTHINKTIME * 10);
return 0;
}