From 41974ae5265fbc23a06f276f9e008d5dad020e0b Mon Sep 17 00:00:00 2001 From: Ben Longbons Date: Thu, 30 Aug 2012 16:16:25 -0700 Subject: Rename files for C++ conversion. Does not compile. After updating, you can remove these files, as shown in 'git status': Untracked files: (use "git add ..." to include in what will be committed) src/map/magic-interpreter-lexer.c src/map/magic-interpreter-parser.c src/map/magic-interpreter-parser.h --- src/map/mob.cpp | 5070 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 5070 insertions(+) create mode 100644 src/map/mob.cpp (limited to 'src/map/mob.cpp') diff --git a/src/map/mob.cpp b/src/map/mob.cpp new file mode 100644 index 0000000..a722920 --- /dev/null +++ b/src/map/mob.cpp @@ -0,0 +1,5070 @@ +// $Id: mob.c,v 1.7 2004/09/25 05:32:18 MouseJstr Exp $ +#include +#include +#include +#include +#include + +#include "../common/timer.hpp" +#include "../common/socket.hpp" +#include "../common/db.hpp" +#include "../common/nullpo.hpp" +#include "../common/mt_rand.hpp" +#include "map.hpp" +#include "clif.hpp" +#include "intif.hpp" +#include "pc.hpp" +#include "mob.hpp" +#include "guild.hpp" +#include "itemdb.hpp" +#include "skill.hpp" +#include "battle.hpp" +#include "party.hpp" +#include "npc.hpp" + +#ifdef MEMWATCH +#include "memwatch.hpp" +#endif + +#ifndef max +#define max( a, b ) ( ((a) > (b)) ? (a) : (b) ) +#endif + +#define MIN_MOBTHINKTIME 100 + +#define MOB_LAZYMOVEPERC 50 // Move probability in the negligent mode MOB (rate of 1000 minute) +#define MOB_LAZYWARPPERC 20 // Warp probability in the negligent mode MOB (rate of 1000 minute) + +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 (timer_id, tick_t, custom_id_t, custom_data_t); +int mobskill_use (struct mob_data *md, unsigned int tick, int event); +int mobskill_deltimer (struct mob_data *md); +int mob_skillid2skillidx (int mob_class, int skillid); +int mobskill_use_id (struct mob_data *md, struct block_list *target, + int skill_idx); +static int mob_unlocktarget (struct mob_data *md, int tick); + +/*========================================== + * 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 + *------------------------------------------ + */ +int mob_spawn_dataset (struct mob_data *md, const char *mobname, int mob_class) +{ + nullpo_retr (0, 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->base_class = md->mob_class = mob_class; + md->bl.id = npc_get_new_npc_id (); + + memset (&md->state, 0, sizeof (md->state)); + md->timer = -1; + 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 int mutation_value[MOB_XP_BONUS] = { + 2, // MOB_LV + 3, // MOB_MAX_HP + 1, // MOB_STR + 2, // MOB_AGI + 1, // MOB_VIT + 0, // MOB_INT + 2, // MOB_DEX + 2, // MOB_LUK + 1, // MOB_ATK1 + 1, // MOB_ATK2 + 2, // MOB_ADELAY + 2, // MOB_DEF + 2, // MOB_MDEF + 2, // MOB_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 int mutation_scale[MOB_XP_BONUS] = { + 16, // MOB_LV + 256, // MOB_MAX_HP + 32, // MOB_STR + 48, // MOB_AGI + 48, // MOB_VIT + 48, // MOB_INT + 48, // MOB_DEX + 64, // MOB_LUK + 48, // MOB_ATK1 + 48, // MOB_ATK2 + 80, // MOB_ADELAY + 48, // MOB_DEF + 48, // MOB_MDEF + 80, // MOB_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 int mutation_base[MOB_XP_BONUS] = { + 30, // MOB_LV + -1, // MOB_MAX_HP + 20, // MOB_STR + 20, // MOB_AGI + 20, // MOB_VIT + 20, // MOB_INT + 20, // MOB_DEX + 20, // MOB_LUK + -1, // MOB_ATK1 + -1, // MOB_ATK2 + -1, // MOB_ADELAY + -1, // MOB_DEF + 20, // MOB_MDEF + -1, // MOB_SPEED +}; + +/*======================================== + * Mutates a MOB. For large `direction' values, calling this multiple times will give bigger XP boni. + *---------------------------------------- + */ +static void mob_mutate (struct mob_data *md, int stat, int intensity) // intensity: positive: strengthen, negative: weaken. 256 = 100%. +{ + int old_stat; + int new_stat; + int real_intensity; // relative intensity + const int mut_base = mutation_base[stat]; + int sign = 1; + + if (!md || stat < 0 || stat >= MOB_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_ADELAY and MOB_SPEED are special because going DOWN is good here. + if (stat == MOB_ADELAY || stat == MOB_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_XP_BONUS] += mutation_value[stat] * real_intensity; + if (md->stats[MOB_XP_BONUS] <= 0) + md->stats[MOB_XP_BONUS] = 1; + + // Sanitise + if (md->stats[MOB_ATK1] > md->stats[MOB_ATK2]) + { + int swap = md->stats[MOB_ATK2]; + md->stats[MOB_ATK2] = md->stats[MOB_ATK1]; + md->stats[MOB_ATK1] = swap; + } +} + +// This calculates the exp of a given mob +int mob_gen_exp (struct mob_db *mob) +{ + if (mob->max_hp <= 1) + return 1; + double mod_def = 100 - mob->def; + if (mod_def == 0) + mod_def = 1; + double effective_hp = + ((50 - mob->luk) * mob->max_hp / 50.0) + + (2 * mob->luk * mob->max_hp / mod_def); + double attack_factor = + (mob->atk1 + mob->atk2 + mob->str / 3.0 + mob->dex / 2.0 + + mob->luk) * (1872.0 / mob->adelay) / 4; + double dodge_factor = + pow (mob->lv + mob->agi + mob->luk / 2.0, 4.0 / 3.0); + double persuit_factor = + (3 + mob->range) * (mob->mode % 2) * 1000 / mob->speed; + double aggression_factor = (mob->mode & 4) == 4 ? 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_LV] = mob_db[mob_class].lv; + md->stats[MOB_MAX_HP] = mob_db[mob_class].max_hp; + md->stats[MOB_STR] = mob_db[mob_class].str; + md->stats[MOB_AGI] = mob_db[mob_class].agi; + md->stats[MOB_VIT] = mob_db[mob_class].vit; + md->stats[MOB_INT] = mob_db[mob_class].int_; + md->stats[MOB_DEX] = mob_db[mob_class].dex; + md->stats[MOB_LUK] = mob_db[mob_class].luk; + md->stats[MOB_ATK1] = mob_db[mob_class].atk1; + md->stats[MOB_ATK2] = mob_db[mob_class].atk2; + md->stats[MOB_ADELAY] = mob_db[mob_class].adelay; + md->stats[MOB_DEF] = mob_db[mob_class].def; + md->stats[MOB_MDEF] = mob_db[mob_class].mdef; + md->stats[MOB_SPEED] = mob_db[mob_class].speed; + md->stats[MOB_XP_BONUS] = MOB_XP_BONUS_BASE; + + for (i = 0; i < mutations_nr; i++) + { + int stat_nr = MRAND (MOB_XP_BONUS + 1); + int strength; + + if (stat_nr >= MOB_XP_BONUS) + stat_nr = MOB_MAX_HP; + + strength = + ((MRAND ((mutation_power >> 1)) + + (MRAND ((mutation_power >> 1))) + + 2) * mutation_scale[stat_nr]) / 100; + + strength = MRAND (2) ? 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, 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, lv = 255, r = mob_class; + + if (sd) + lv = sd->status.base_level; + + 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 (mob_class < 0) + { // ランダムに召喚 + int i = 0; + int j = -mob_class - 1; + int k; + if (j >= 0 && j < MAX_RANDOMMONSTER) + { + do + { + mob_class = MPRAND (1001, 1000); + k = MRAND (1000000); + } + while ((mob_db[mob_class].max_hp <= 0 + || mob_db[mob_class].summonper[j] <= k + || (lv < mob_db[mob_class].lv + && battle_config.random_monster_checklv == 1)) + && (i++) < 2000); + if (i >= 2000) + { + mob_class = mob_db[0].summonper[j]; + } + } + else + { + return 0; + } +// if(battle_config.etc_log==1) +// printf("mobmob_class=%d try=%d\n",mob_class,i); + } + 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 (mob_db[mob_class].mode & 0x02) + 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) + md->mode = 0x1 + 0x4 + 0x80; //移動してアクティブで反撃する + md->m = m; + md->x0 = x; + md->y0 = y; + md->xs = 0; + md->ys = 0; + md->spawndelay1 = -1; // Only once is a flag. + md->spawndelay2 = -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); + + if (mob_class == 1288) + { // emperium hp based on defense level [Valaris] + struct guild_castle *gc = guild_mapname2gc (map[md->bl.m].name); + if (gc) + { + mob_db[mob_class].max_hp += 2000 * gc->defense; + md->hp = mob_db[mob_class].max_hp; + } + } // end addition [Valaris] + + } + 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, 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 = MPRAND (x0, (x1 - x0 + 1)); + y = MPRAND (y0, (y1 - y0 + 1)); + } + 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; +} + +/*========================================== + * Summoning Guardians [Valaris] + *------------------------------------------ + */ +int mob_spawn_guardian (struct map_session_data *sd, char *mapname, + int x, int y, const char *mobname, int mob_class, + int amount, const char *event, int guardian) +{ + struct mob_data *md = NULL; + int m, count = 1, lv = 255; + + if (sd) + lv = sd->status.base_level; + + 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 (mob_class < 0) + 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_spawn_guardian: ??\n"); + + for (count = 0; count < amount; count++) + { + struct guild_castle *gc; + CREATE (md, struct mob_data, 1); + + mob_spawn_dataset (md, mobname, mob_class); + 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->spawndelay1 = -1; // Only once is a flag. + md->spawndelay2 = -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); + + gc = guild_mapname2gc (map[md->bl.m].name); + if (gc) + { + mob_db[mob_class].max_hp += 2000 * gc->defense; + if (guardian == 0) + { + md->hp = gc->Ghp0; + gc->GID0 = md->bl.id; + } + if (guardian == 1) + { + md->hp = gc->Ghp1; + gc->GID1 = md->bl.id; + } + if (guardian == 2) + { + md->hp = gc->Ghp2; + gc->GID2 = md->bl.id; + } + if (guardian == 3) + { + md->hp = gc->Ghp3; + gc->GID3 = md->bl.id; + } + if (guardian == 4) + { + md->hp = gc->Ghp4; + gc->GID4 = md->bl.id; + } + if (guardian == 5) + { + md->hp = gc->Ghp5; + gc->GID5 = md->bl.id; + } + if (guardian == 6) + { + md->hp = gc->Ghp6; + gc->GID6 = md->bl.id; + } + if (guardian == 7) + { + md->hp = gc->Ghp7; + gc->GID7 = md->bl.id; + } + + } + } + + return (amount > 0) ? md->bl.id : 0; +} + +/*========================================== + * Appearance income of mob + *------------------------------------------ + */ +int mob_get_viewclass (int mob_class) +{ + return mob_db[mob_class].view_class; +} + +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? + *------------------------------------------ + */ +int mob_can_move (struct mob_data *md) +{ + nullpo_retr (0, md); + + if (md->canmove_tick > gettick () || (md->opt1 > 0 && md->opt1 != 6) + || md->option & 2) + return 0; + // アンクル中で動けないとか + if (md->sc_data[SC_ANKLE].timer != -1 || //アンクルスネア + md->sc_data[SC_AUTOCOUNTER].timer != -1 || //オートカウンター + md->sc_data[SC_BLADESTOP].timer != -1 || //白刃取り + md->sc_data[SC_SPIDERWEB].timer != -1 //スパイダーウェッブ + ) + return 0; + + return 1; +} + +/*========================================== + * Time calculation concerning one step next to mob + *------------------------------------------ + */ +static int calc_next_walk_step (struct mob_data *md) +{ + nullpo_retr (0, md); + + if (md->walkpath.path_pos >= md->walkpath.path_len) + return -1; + if (md->walkpath.path[md->walkpath.path_pos] & 1) + 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, unsigned int tick, int data) +{ + int moveblock; + int i, ctype; + static int dirx[8] = { 0, -1, -1, -1, 0, 1, 1, 1 }; + static int diry[8] = { 1, 1, 0, -1, -1, -1, 0, 1 }; + int x, y, dx, dy; + + nullpo_retr (0, 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] >= 8) + 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 (clif_moboutsight, md->bl.m, x - AREA_SIZE, + y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE, + dx, dy, BL_PC, md); + + 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 (clif_mobinsight, md->bl.m, x - AREA_SIZE, + y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE, + -dx, -dy, BL_PC, md); + md->state.state = MS_IDLE; + + if (md->option & 4) + skill_check_cloaking (&md->bl); + + skill_unit_move (&md->bl, tick, 1); // Inspection of a skill unit + } + if ((i = calc_next_walk_step (md)) > 0) + { + i = i >> 1; + if (i < 1 && md->walkpath.path_half == 0) + i = 1; + md->timer = + add_timer (tick + i, mob_timer, 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; + + int mode, race, range; + + nullpo_retr (0, md); + + md->min_chase = 13; + md->state.state = MS_IDLE; + md->state.skillstate = MSS_IDLE; + + if (md->skilltimer != -1) + return 0; + + if (md->opt1 > 0 || md->option & 2) + return 0; + + if (md->sc_data[SC_AUTOCOUNTER].timer != -1) + return 0; + + if (md->sc_data[SC_BLADESTOP].timer != -1) + return 0; + + if ((tbl = map_id2bl (md->target_id)) == NULL) + { + md->target_id = 0; + md->state.targettype = NONE_ATTACKABLE; + 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 != -1 + || 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.targettype = NONE_ATTACKABLE; + 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.targettype = NONE_ATTACKABLE; + return 0; + } + } + + if (!md->mode) + mode = mob_db[md->mob_class].mode; + else + mode = md->mode; + + race = mob_db[md->mob_class].race; + if (!(mode & 0x80)) + { + md->target_id = 0; + md->state.targettype = NONE_ATTACKABLE; + return 0; + } + if (tsd && !(mode & 0x20) && (tsd->sc_data[SC_TRICKDEAD].timer != -1 || + ((pc_ishiding (tsd) + || tsd->state.gangsterparadise) + && race != 4 && race != 6))) + { + md->target_id = 0; + md->state.targettype = NONE_ATTACKABLE; + return 0; + } + + range = mob_db[md->mob_class].range; + if (mode & 1) + range++; + if (distance (md->bl.x, md->bl.y, tbl->x, tbl->y) > range) + return 0; + + return 1; +} + +static int mob_ancillary_attack(struct block_list *bl, va_list ap) +{ + struct block_list *mdbl = va_arg(ap, struct block_list *); + struct block_list *tbl = va_arg(ap, struct block_list *); + unsigned int tick = va_arg(ap, unsigned int); + if (bl != tbl) + battle_weapon_attack(mdbl, bl, tick, 0); + return 0; +} + +/*========================================== + * Attack processing of mob + *------------------------------------------ + */ +static int mob_attack (struct mob_data *md, unsigned int tick, int data) +{ + struct block_list *tbl = NULL; + + nullpo_retr (0, 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 = MSS_ATTACK; + if (mobskill_use (md, tick, -2)) // スキル使用 + return 0; + + md->target_lv = battle_weapon_attack (&md->bl, tbl, tick, 0); + // 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(mob_ancillary_attack, + tbl->m, tbl->x - radius, tbl->y - radius, tbl->x + radius, tbl->y + radius, + BL_PC, + &md->bl, tbl, tick); + + if (!(battle_config.monster_cloak_check_type & 2) + && md->sc_data[SC_CLOAKING].timer != -1) + skill_status_change_end (&md->bl, SC_CLOAKING, -1); + + md->attackabletime = tick + battle_get_adelay (&md->bl); + + md->timer = add_timer (md->attackabletime, mob_timer, 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 + *------------------------------------------ + */ +int mob_stopattacked (struct map_session_data *sd, va_list ap) +{ + int id; + + nullpo_retr (0, sd); + nullpo_retr (0, ap); + + id = va_arg (ap, int); + if (sd->attacktarget == id) + pc_stopattack (sd); + return 0; +} + +/*========================================== + * The timer in which the mob's states changes + *------------------------------------------ + */ +int mob_changestate (struct mob_data *md, int state, int type) +{ + unsigned int tick; + int i; + + nullpo_retr (0, md); + + if (md->timer != -1) + delete_timer (md->timer, mob_timer); + md->timer = -1; + md->state.state = state; + + switch (state) + { + case MS_WALK: + if ((i = calc_next_walk_step (md)) > 0) + { + i = i >> 2; + md->timer = + add_timer (gettick () + i, mob_timer, md->bl.id, 0); + } + else + md->state.state = MS_IDLE; + break; + case MS_ATTACK: + tick = gettick (); + i = DIFF_TICK (md->attackabletime, tick); + if (i > 0 && i < 2000) + md->timer = + add_timer (md->attackabletime, mob_timer, md->bl.id, 0); + else if (type) + { + md->attackabletime = tick + battle_get_amotion (&md->bl); + md->timer = + add_timer (md->attackabletime, mob_timer, md->bl.id, 0); + } + else + { + md->attackabletime = tick + 1; + md->timer = + add_timer (md->attackabletime, mob_timer, md->bl.id, 0); + } + break; + case MS_DELAY: + md->timer = + add_timer (gettick () + type, mob_timer, md->bl.id, 0); + break; + case MS_DEAD: + skill_castcancel (&md->bl, 0); +// mobskill_deltimer(md); + md->state.skillstate = MSS_DEAD; + md->last_deadtime = gettick (); + // Since it died, all aggressors' attack to this mob is stopped. + clif_foreachclient (mob_stopattacked, md->bl.id); + skill_unit_out_all (&md->bl, gettick (), 1); + skill_status_change_clear (&md->bl, 2); // The abnormalities in status are canceled. + skill_clear_unitgroup (&md->bl); // All skill unit groups are deleted. + skill_cleartimerskill (&md->bl); + if (md->deletetimer != -1) + delete_timer (md->deletetimer, mob_timer_delete); + md->deletetimer = -1; + md->hp = md->target_id = md->attacked_id = 0; + md->state.targettype = NONE_ATTACKABLE; + break; + } + + return 0; +} + +/*========================================== + * timer processing of mob (timer function) + * It branches to a walk and an attack. + *------------------------------------------ + */ +static void mob_timer (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data) +{ + struct mob_data *md; + struct block_list *bl; + + if ((bl = map_id2bl (id)) == 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->type != BL_MOB) + return; + + nullpo_retv (md = (struct mob_data *) bl); + + if (!md->bl.type || md->bl.type != BL_MOB) + return; + + if (md->timer != tid) + { + if (battle_config.error_log == 1) + printf ("mob_timer %d != %d\n", md->timer, tid); + return; + } + md->timer = -1; + 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, data); + break; + case MS_DELAY: + mob_changestate (md, MS_IDLE, 0); + 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_retr (0, 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 + *------------------------------------------ + */ +int mob_walktoxy (struct mob_data *md, int x, int y, int easy) +{ + struct walkpath_data wpd; + + nullpo_retr (0, 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 (timer_id tid, tick_t tick, custom_id_t m, custom_data_t n) +{ + mob_spawn (m); +} + +/*========================================== + * spawn timing calculation + *------------------------------------------ + */ +int mob_setdelayspawn (int id) +{ + unsigned int spawntime, spawntime1, spawntime2, spawntime3; + struct mob_data *md; + struct block_list *bl; + + if ((bl = map_id2bl (id)) == NULL) + return -1; + + if (!bl || !bl->type || bl->type != BL_MOB) + return -1; + + nullpo_retr (-1, md = (struct mob_data *) bl); + + if (!md || md->bl.type != BL_MOB) + return -1; + + // Processing of MOB which is not revitalized + if (md->spawndelay1 == -1 && md->spawndelay2 == -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; + } + + spawntime1 = md->last_spawntime + md->spawndelay1; + spawntime2 = md->last_deadtime + md->spawndelay2; + spawntime3 = gettick () + 5000; + // spawntime = max(spawntime1,spawntime2,spawntime3); + if (DIFF_TICK (spawntime1, spawntime2) > 0) + { + spawntime = spawntime1; + } + else + { + spawntime = spawntime2; + } + if (DIFF_TICK (spawntime3, spawntime) > 0) + { + spawntime = spawntime3; + } + + add_timer (spawntime, mob_delayspawn, id, 0); + return 0; +} + +/*========================================== + * Mob spawning. Initialization is also variously here. + *------------------------------------------ + */ +int mob_spawn (int id) +{ + int x = 0, y = 0, i = 0, c; + unsigned int tick = gettick (); + struct mob_data *md; + struct block_list *bl; + + nullpo_retr (-1, bl = map_id2bl (id)); + + if (!bl || !bl->type || bl->type != BL_MOB) + return -1; + + nullpo_retr (-1, md = (struct mob_data *) bl); + + if (!md || !md->bl.type || md->bl.type != BL_MOB) + return -1; + + md->last_spawntime = tick; + if (md->bl.prev != NULL) + { +// clif_clearchar_area(&md->bl,3); + skill_unit_out_all (&md->bl, gettick (), 1); + map_delblock (&md->bl); + } + else + md->mob_class = md->base_class; + + md->bl.m = md->m; + do + { + if (md->x0 == 0 && md->y0 == 0) + { + x = MPRAND (1, (map[md->bl.m].xs - 2)); + y = MPRAND (1, (map[md->bl.m].ys - 2)); + } + else + { + x = MPRAND (md->x0, (md->xs + 1)) - md->xs / 2; + y = MPRAND (md->y0, (md->ys + 1)) - md->ys / 2; + } + 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 + 5000, mob_delayspawn, id, 0); + return 1; + } + + md->to_x = md->bl.x = x; + md->to_y = md->bl.y = y; + md->dir = 0; + + 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_SPEED]) + md->stats[MOB_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 = MSS_IDLE; + md->timer = -1; + md->last_thinktime = tick; + md->next_walktime = tick + MPRAND (5000, 50); + md->attackabletime = tick; + md->canmove_tick = tick; + + md->sg_count = 0; + md->deletetimer = -1; + + md->skilltimer = -1; + for (i = 0, c = tick - 1000 * 3600 * 10; i < MAX_MOBSKILL; i++) + md->skilldelay[i] = c; + md->skillid = 0; + 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 (i = 0; i < MAX_MOBSKILLTIMERSKILL; i++) + md->skilltimerskill[i].timer = -1; + + for (i = 0; i < MAX_STATUSCHANGE; i++) + { + md->sc_data[i].timer = -1; + md->sc_data[i].val1 = md->sc_data[i].val2 = md->sc_data[i].val3 = + md->sc_data[i].val4 = 0; + } + md->sc_count = 0; + md->opt1 = md->opt2 = md->opt3 = md->option = 0; + + memset (md->skillunit, 0, sizeof (md->skillunit)); + memset (md->skillunittick, 0, sizeof (md->skillunittick)); + + 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.targettype = NONE_ATTACKABLE; + md->attacked_id = 0; + return 0; +} + +/*========================================== + * The stop of MOB's walking + *------------------------------------------ + */ +int mob_stop_walking (struct mob_data *md, int type) +{ + nullpo_retr (0, 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) + { + int delay = battle_get_dmotion (&md->bl); + unsigned int tick = gettick (); + if (md->canmove_tick < tick) + md->canmove_tick = tick + delay; + } + + return 0; +} + +/*========================================== + * Reachability to a Specification ID existence place + *------------------------------------------ + */ +int mob_can_reach (struct mob_data *md, struct block_list *bl, int range) +{ + int dx, dy; + struct walkpath_data wpd; + int i; + + nullpo_retr (0, md); + nullpo_retr (0, bl); + + dx = abs (bl->x - md->bl.x); + dy = abs (bl->y - md->bl.y); + + //=========== guildcastle guardian no search start=========== + //when players are the guild castle member not attack them ! + if (md->mob_class == 1285 || md->mob_class == 1286 || md->mob_class == 1287) + { + struct map_session_data *sd; + struct guild *g = NULL; + struct guild_castle *gc = guild_mapname2gc (map[bl->m].name); + + if (gc && agit_flag == 0) // Guardians will not attack during non-woe time [Valaris] + return 0; // end addition [Valaris] + + if (bl && bl->type == BL_PC) + { + if ((sd = (struct map_session_data *) bl) == NULL) + { + printf ("mob_can_reach nullpo\n"); + return 0; + } + + if (gc && sd && sd->status.guild_id && sd->status.guild_id > 0) + { + g = guild_search (sd->status.guild_id); // don't attack guild members [Valaris] + if (g && g->guild_id > 0 && g->guild_id == gc->guild_id) + return 0; + if (g && gc && guild_isallied (g, gc)) + return 0; + + } + } + } + //========== guildcastle guardian no search eof============== + + 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; + struct status_change *sc_data; + short *option; + int mode, race; + + nullpo_retr (0, md); + nullpo_retr (0, bl); + + sc_data = battle_get_sc_data (bl); + option = battle_get_option (bl); + race = mob_db[md->mob_class].race; + + if (!md->mode) + { + mode = mob_db[md->mob_class].mode; + } + else + { + mode = md->mode; + } + if (!(mode & 0x80)) + { + 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.targettype == ATTACKABLE) + && (!(mode & 0x04) || MRAND (100) > 25)) + return 0; + + if (mode & 0x20 || // Coercion is exerted if it is MVPMOB. + (sc_data && sc_data[SC_TRICKDEAD].timer == -1 && + ((option && !(*option & 0x06)) || race == 4 || race == 6))) + { + if (bl->type == BL_PC) + { + nullpo_retr (0, sd = (struct map_session_data *) bl); + if (sd->invincible_timer != -1 || pc_isinvisible (sd)) + return 0; + if (!(mode & 0x20) && race != 4 && race != 6 + && 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.targettype = ATTACKABLE; + else + md->state.targettype = NONE_ATTACKABLE; + md->min_chase = dist + 13; + if (md->min_chase > 26) + md->min_chase = 26; + } + return 0; +} + +/*========================================== + * The ?? routine of an active monster + *------------------------------------------ + */ +static int mob_ai_sub_hard_activesearch (struct block_list *bl, va_list ap) +{ + struct map_session_data *tsd = NULL; + struct mob_data *smd, *tmd = NULL; + int mode, race, dist, *pcc; + + nullpo_retr (0, bl); + nullpo_retr (0, ap); + nullpo_retr (0, smd = va_arg (ap, struct mob_data *)); + nullpo_retr (0, pcc = va_arg (ap, int *)); + + if (bl->type == BL_PC) + tsd = (struct map_session_data *) bl; + else if (bl->type == BL_MOB) + tmd = (struct mob_data *) bl; + else + return 0; + + //敵味方判定 + if (battle_check_target (&smd->bl, bl, BCT_ENEMY) == 0) + return 0; + + if (!smd->mode) + 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 (mode & 0x04) + { + 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 == -1 && + !pc_isinvisible (tsd) && + (dist = + distance (smd->bl.x, smd->bl.y, tsd->bl.x, tsd->bl.y)) < 9) + { + if (mode & 0x20 || + (tsd->sc_data[SC_TRICKDEAD].timer == -1 && + ((!pc_ishiding (tsd) && !tsd->state.gangsterparadise) + || race == 4 || race == 6))) + { // 妨害がないか判定 + if (mob_can_reach (smd, bl, 12) && // 到達可能性判定 + MRAND (1000) < 1000 / (++(*pcc))) + { // 範囲内PCで等確率にする + smd->target_id = tsd->bl.id; + smd->state.targettype = ATTACKABLE; + 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) + { + if (mob_can_reach (smd, bl, 12) && // 到達可能性判定 + MRAND (1000) < 1000 / (++(*pcc))) + { // 範囲内で等確率にする + smd->target_id = bl->id; + smd->state.targettype = ATTACKABLE; + smd->min_chase = 13; + } + } + } + return 0; +} + +/*========================================== + * loot monster item search + *------------------------------------------ + */ +static int mob_ai_sub_hard_lootsearch (struct block_list *bl, va_list ap) +{ + struct mob_data *md; + int mode, dist, *itc; + + nullpo_retr (0, bl); + nullpo_retr (0, ap); + nullpo_retr (0, md = va_arg (ap, struct mob_data *)); + nullpo_retr (0, itc = va_arg (ap, int *)); + + if (!md->mode) + { + mode = mob_db[md->mob_class].mode; + } + else + { + mode = md->mode; + } + + if (!md->target_id && mode & 0x02) + { + if (!md->lootitem + || (battle_config.monster_loot_type == 1 + && md->lootitem_count >= LOOTITEM_SIZE)) + return 0; + if (bl->m == md->bl.m + && (dist = distance (md->bl.x, md->bl.y, bl->x, bl->y)) < 9) + { + if (mob_can_reach (md, bl, 12) && // Reachability judging + MRAND (1000) < 1000 / (++(*itc))) + { // It is made a probability, such as within the limits PC. + md->target_id = bl->id; + md->state.targettype = NONE_ATTACKABLE; + md->min_chase = 13; + } + } + } + return 0; +} + +/*========================================== + * The ?? routine of a link monster + *------------------------------------------ + */ +static int mob_ai_sub_hard_linksearch (struct block_list *bl, va_list ap) +{ + struct mob_data *tmd; + struct mob_data *md; + struct block_list *target; + + nullpo_retr (0, bl); + nullpo_retr (0, ap); + nullpo_retr (0, tmd = (struct mob_data *) bl); + nullpo_retr (0, md = va_arg (ap, struct mob_data *)); + nullpo_retr (0, target = va_arg (ap, struct block_list *)); + + // same family free in a range at a link monster -- it will be made to lock if MOB is +/* if( (md->target_id > 0 && md->state.targettype == ATTACKABLE) && mob_db[md->mob_class].mode&0x08){ + if( tmd->mob_class==md->mob_class && (!tmd->target_id || md->state.targettype == NONE_ATTACKABLE) && tmd->bl.m == md->bl.m){ + if( mob_can_reach(tmd,target,12) ){ // Reachability judging + tmd->target_id=md->target_id; + tmd->state.targettype = ATTACKABLE; + tmd->min_chase=13; + } + } + }*/ + if (md->attacked_id > 0 && mob_db[md->mob_class].mode & 0x08) + { + if (tmd->mob_class == md->mob_class && tmd->bl.m == md->bl.m + && (!tmd->target_id || md->state.targettype == NONE_ATTACKABLE)) + { + if (mob_can_reach (tmd, target, 12)) + { // Reachability judging + tmd->target_id = md->attacked_id; + tmd->state.targettype = ATTACKABLE; + tmd->min_chase = 13; + } + } + } + + return 0; +} + +/*========================================== + * Processing of slave monsters + *------------------------------------------ + */ +static int mob_ai_sub_hard_slavemob (struct mob_data *md, unsigned int tick) +{ + struct mob_data *mmd = NULL; + struct block_list *bl; + int mode, race, old_dist; + + nullpo_retr (0, 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, 3); + 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, 3); + 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.targettype == NONE_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 += (MPRAND (1, ((dx < -3) ? 3 : -dx))); + else if (dx > 0) + dx -= (MPRAND (1, ((dx > 3) ? 3 : dx))); + if (dy < 0) + dy += (MPRAND (1, ((dy < -3) ? 3 : -dy))); + else if (dy > 0) + dy -= (MPRAND (1, ((dy > 3) ? 3 : dy))); + } + else + { + dx = mmd->bl.x - md->bl.x + MRAND (7) - 3; + dy = mmd->bl.y - md->bl.y + MRAND (7) - 3; + } + + ret = mob_walktoxy (md, md->bl.x + dx, md->bl.y + dy, 0); + i++; + } + while (ret && i < 10); + } + else + { + do + { + dx = MRAND (9) - 5; + dy = MRAND (9) - 5; + if (dx == 0 && dy == 0) + { + dx = (MRAND (1)) ? 1 : -1; + dy = (MRAND (1)) ? 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 + 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.targettype == ATTACKABLE) + && (!md->target_id || md->state.targettype == NONE_ATTACKABLE)) + { + struct map_session_data *sd = map_id2sd (mmd->target_id); + if (sd != NULL && !pc_isdead (sd) && sd->invincible_timer == -1 + && !pc_isinvisible (sd)) + { + + race = mob_db[md->mob_class].race; + if (mode & 0x20 || + (sd->sc_data[SC_TRICKDEAD].timer == -1 && + ((!pc_ishiding (sd) && !sd->state.gangsterparadise) + || race == 4 || race == 6))) + { // 妨害がないか判定 + + md->target_id = sd->bl.id; + md->state.targettype = ATTACKABLE; + md->min_chase = + 5 + distance (md->bl.x, md->bl.y, sd->bl.x, sd->bl.y); + md->state.master_check = 1; + } + } + } + + // There is the master, the master locks a target and he does not lock. +/* if( (md->target_id>0 && mmd->state.targettype == ATTACKABLE) && (!mmd->target_id || mmd->state.targettype == NONE_ATTACKABLE) ){ + struct map_session_data *sd=map_id2sd(md->target_id); + if(sd!=NULL && !pc_isdead(sd) && sd->invincible_timer == -1 && !pc_isinvisible(sd)){ + + race=mob_db[mmd->mob_class].race; + if(mode&0x20 || + (sd->sc_data[SC_TRICKDEAD].timer == -1 && + (!(sd->status.option&0x06) || race==4 || race==6) + ) ){ // It judges whether there is any disturbance. + + mmd->target_id=sd->bl.id; + mmd->state.targettype = ATTACKABLE; + mmd->min_chase=5+distance(mmd->bl.x,mmd->bl.y,sd->bl.x,sd->bl.y); + } + } + }*/ + + return 0; +} + +/*========================================== + * A lock of target is stopped and mob moves to a standby state. + *------------------------------------------ + */ +static int mob_unlocktarget (struct mob_data *md, int tick) +{ + nullpo_retr (0, md); + + md->target_id = 0; + md->state.targettype = NONE_ATTACKABLE; + md->state.skillstate = MSS_IDLE; + md->next_walktime = tick + MPRAND (3000, 3000); + return 0; +} + +/*========================================== + * Random walk + *------------------------------------------ + */ +static int mob_randomwalk (struct mob_data *md, int tick) +{ + const int retrycount = 20; + int speed; + + nullpo_retr (0, md); + + speed = battle_get_speed (&md->bl); + if (DIFF_TICK (md->next_walktime, tick) < 0) + { + int i, x, y, c, d = 12 - md->move_fail_count; + if (d < 5) + d = 5; + for (i = 0; i < retrycount; i++) + { // Search of a movable place + int r = mt_random (); + x = md->bl.x + r % (d * 2 + 1) - d; + y = md->bl.y + r / (d * 2 + 1) % (d * 2 + 1) - d; + if ((c = map_getcell (md->bl.m, x, y)) != 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); + } + } + } + for (i = c = 0; i < md->walkpath.path_len; i++) + { // The next walk start time is calculated. + if (md->walkpath.path[i] & 1) + c += speed * 14 / 10; + else + c += speed; + } + md->next_walktime = tick + MPRAND (3000, 3000) + c; + md->state.skillstate = MSS_WALK; + return 1; + } + return 0; +} + +/*========================================== + * AI of MOB whose is near a Player + *------------------------------------------ + */ +static int mob_ai_sub_hard (struct block_list *bl, va_list ap) +{ + struct mob_data *md, *tmd = NULL; + struct map_session_data *tsd = NULL; + struct block_list *tbl = NULL; + struct flooritem_data *fitem; + unsigned int tick; + int i, dx, dy, ret, dist; + int attack_type = 0; + int mode, race; + + nullpo_retr (0, bl); + nullpo_retr (0, ap); + nullpo_retr (0, md = (struct mob_data *) bl); + + tick = va_arg (ap, unsigned int); + + if (DIFF_TICK (tick, md->last_thinktime) < MIN_MOBTHINKTIME) + return 0; + md->last_thinktime = tick; + + if (md->skilltimer != -1 || md->bl.prev == NULL) + { // Under a skill aria and death + if (DIFF_TICK (tick, md->next_walktime) > MIN_MOBTHINKTIME) + md->next_walktime = tick; + return 0; + } + + if (!md->mode) + mode = mob_db[md->mob_class].mode; + else + mode = md->mode; + + race = mob_db[md->mob_class].race; + + // Abnormalities + if ((md->opt1 > 0 && md->opt1 != 6) || md->state.state == MS_DELAY + || md->sc_data[SC_BLADESTOP].timer != -1) + return 0; + + if (!(mode & 0x80) && md->target_id > 0) + md->target_id = 0; + + if (md->attacked_id > 0 && mode & 0x08) + { // Link monster + struct map_session_data *asd = map_id2sd (md->attacked_id); + if (asd) + { + if (asd->invincible_timer == -1 && !pc_isinvisible (asd)) + { + map_foreachinarea (mob_ai_sub_hard_linksearch, md->bl.m, + md->bl.x - 13, md->bl.y - 13, + md->bl.x + 13, md->bl.y + 13, + BL_MOB, md, &asd->bl); + } + } + } + + // It checks to see it was attacked first (if active, it is target change at 25% of probability). + if (mode > 0 && md->attacked_id > 0 + && (!md->target_id || md->state.targettype == NONE_ATTACKABLE + || (mode & 0x04 && MRAND (100) < 25))) + { + 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 != -1 || 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.targettype = ATTACKABLE; + 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.targettype == NONE_ATTACKABLE) + && mode & 0x04 && !md->state.master_check + && battle_config.monster_active_enable == 1) + { + i = 0; + if (md->state.special_mob_ai) + { + map_foreachinarea (mob_ai_sub_hard_activesearch, 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, 0, md, &i); + } + else + { + map_foreachinarea (mob_ai_sub_hard_activesearch, 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, md, &i); + } + } + + // The item search of a route monster + if (!md->target_id && mode & 0x02 && !md->state.master_check) + { + i = 0; + map_foreachinarea (mob_ai_sub_hard_lootsearch, 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, md, &i); + } + + // 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 && !(mode & 0x20) + && (tsd->sc_data[SC_TRICKDEAD].timer != -1 + || + ((pc_ishiding (tsd) + || tsd->state.gangsterparadise) && race != 4 + && race != 6))) + 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 (!(mode & 1)) + { // 移動しないモード + mob_unlocktarget (md, tick); + return 0; + } + if (!mob_can_move (md)) // 動けない状態にある + return 0; + md->state.skillstate = MSS_CHASE; // 突撃時スキル + mobskill_use (md, tick, -1); +// if(md->timer != -1 && (DIFF_TICK(md->next_walktime,tick)<0 || distance(md->to_x,md->to_y,tsd->bl.x,tsd->bl.y)<2) ) + if (md->timer != -1 && md->state.state != MS_ATTACK + && (DIFF_TICK (md->next_walktime, tick) < 0 + || distance (md->to_x, md->to_y, tbl->x, + tbl->y) < 2)) + return 0; // 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 + 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) + dx = tbl->x - md->bl.x + MRAND (3) - 1; + dy = tbl->y - md->bl.y + MRAND (3) - 1; + } + /* if(path_search(&md->walkpath,md->bl.m,md->bl.x,md->bl.y,md->bl.x+dx,md->bl.y+dy,0)){ + * dx=tsd->bl.x - md->bl.x; + * dy=tsd->bl.y - md->bl.y; + * if(dx<0) dx--; + * else if(dx>0) dx++; + * if(dy<0) dy--; + * else if(dy>0) dy++; + * } */ + 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 = 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 0; // 既に攻撃中 + mob_changestate (md, MS_ATTACK, attack_type); + +/* if(mode&0x08){ // リンクモンスター + map_foreachinarea(mob_ai_sub_hard_linksearch,md->bl.m, + md->bl.x-13,md->bl.y-13, + md->bl.x+13,md->bl.y+13, + BL_MOB,md,&tsd->bl); + }*/ + } + return 0; + } + 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 (!(mode & 1)) + { // 移動しないモード + mob_unlocktarget (md, tick); + return 0; + } + if (!mob_can_move (md)) // 動けない状態にある + return 0; + md->state.skillstate = MSS_LOOT; // ルート時スキル使用 + mobskill_use (md, tick, -1); +// if(md->timer != -1 && (DIFF_TICK(md->next_walktime,tick)<0 || distance(md->to_x,md->to_y,tbl->x,tbl->y)<2) ) + if (md->timer != -1 && md->state.state != MS_ATTACK + && (DIFF_TICK (md->next_walktime, tick) < 0 + || distance (md->to_x, md->to_y, tbl->x, + tbl->y) <= 0)) + return 0; // 既に移動中 + md->next_walktime = tick + 500; + dx = tbl->x - md->bl.x; + dy = tbl->y - md->bl.y; +/* if(path_search(&md->walkpath,md->bl.m,md->bl.x,md->bl.y,md->bl.x+dx,md->bl.y+dy,0)){ + 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 0; // 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 0; + } + 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 0; + } + } + else + { + mob_unlocktarget (md, tick); + if (md->state.state == MS_WALK) + mob_stop_walking (md, 4); // 歩行中なら停止 + return 0; + } + } + + // It is skill use at the time of /standby at the time of a walk. + if (mobskill_use (md, tick, -1)) + return 0; + + // 歩行処理 + if (mode & 1 && mob_can_move (md) && // 移動可能MOB&動ける状態にある + (md->master_id == 0 || md->state.special_mob_ai + || md->master_dist > 10)) + { //取り巻きMOBじゃない + + if (DIFF_TICK (md->next_walktime, tick) > +7000 && + (md->walkpath.path_len == 0 + || md->walkpath.path_pos >= md->walkpath.path_len)) + { + md->next_walktime = tick + 3000 * MRAND (2000); + } + + // Random movement + if (mob_randomwalk (md, tick)) + return 0; + } + + // 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 = MSS_IDLE; + return 0; +} + +/*========================================== + * Serious processing for mob in PC field of view (foreachclient) + *------------------------------------------ + */ +static int mob_ai_sub_foreachclient (struct map_session_data *sd, va_list ap) +{ + unsigned int tick; + nullpo_retr (0, sd); + nullpo_retr (0, ap); + + tick = va_arg (ap, unsigned int); + map_foreachinarea (mob_ai_sub_hard, 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, tick); + + return 0; +} + +/*========================================== + * Serious processing for mob in PC field of view (interval timer function) + *------------------------------------------ + */ +static void mob_ai_hard (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data) +{ + clif_foreachclient (mob_ai_sub_foreachclient, tick); +} + +/*========================================== + * Negligent mode MOB AI (PC is not in near) + *------------------------------------------ + */ +static void mob_ai_sub_lazy (db_key_t key, db_val_t data, va_list app) +{ + struct mob_data *md = (struct mob_data *)data; + unsigned int tick; + va_list ap; + + nullpo_retv (md); + nullpo_retv (app); + nullpo_retv (ap = va_arg (app, va_list)); + + if (md == NULL) + return; + + if (!md->bl.type || md->bl.type != BL_MOB) + return; + + tick = va_arg (ap, unsigned int); + + if (DIFF_TICK (tick, md->last_thinktime) < MIN_MOBTHINKTIME * 10) + return; + md->last_thinktime = tick; + + if (md->bl.prev == NULL || md->skilltimer != -1) + { + if (DIFF_TICK (tick, md->next_walktime) > MIN_MOBTHINKTIME * 10) + md->next_walktime = tick; + return; + } + + if (DIFF_TICK (md->next_walktime, tick) < 0 && + (mob_db[md->mob_class].mode & 1) && 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 (MRAND (1000) < MOB_LAZYMOVEPERC) + mob_randomwalk (md, tick); + + // MOB which is not not the summons MOB but BOSS, either sometimes reboils. + else if (MRAND (1000) < MOB_LAZYWARPPERC && md->x0 <= 0 + && md->master_id != 0 && mob_db[md->mob_class].mexp <= 0 + && !(mob_db[md->mob_class].mode & 0x20)) + 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 (MRAND (1000) < MOB_LAZYWARPPERC && md->x0 <= 0 + && md->master_id != 0 && mob_db[md->mob_class].mexp <= 0 + && !(mob_db[md->mob_class].mode & 0x20)) + mob_warp (md, -1, -1, -1, -1); + } + + md->next_walktime = tick + MPRAND (5000, 10000); + } +} + +/*========================================== + * Negligent processing for mob outside PC field of view (interval timer function) + *------------------------------------------ + */ +static void mob_ai_lazy (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data) +{ + map_foreachiddb (mob_ai_sub_lazy, 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 (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data) +{ + struct delay_item_drop *ditem; + struct item temp_item; + int flag; + + nullpo_retv (ditem = (struct delay_item_drop *) id); + + 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))) + { + 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, 0); + } + free (ditem); + return; + } + + map_addflooritem (&temp_item, 1, ditem->m, ditem->x, ditem->y, + ditem->first_sd, ditem->second_sd, ditem->third_sd, 0); + + free (ditem); +} + +/*========================================== + * item drop (timer function)-lootitem with delay + *------------------------------------------ + */ +static void mob_delay_item_drop2 (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data) +{ + struct delay_item_drop2 *ditem; + int flag; + + nullpo_retv (ditem = (struct delay_item_drop2 *) id); + + if (battle_config.item_auto_get == 1) + { + if (ditem->first_sd + && (flag = + pc_additem (ditem->first_sd, &ditem->item_data, + ditem->item_data.amount))) + { + 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, 0); + } + 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, 0); + + 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_area (&md->bl, 1); + map_delblock (&md->bl); + if (mob_get_viewclass (md->mob_class) <= 1000) + clif_clearchar_delay (gettick () + 3000, &md->bl, 0); + mob_deleteslave (md); + mob_setdelayspawn (md->bl.id); + return 0; +} + +int mob_catch_delete (struct mob_data *md, int type) +{ + nullpo_retr (1, md); + + if (md->bl.prev == NULL) + return 1; + mob_changestate (md, MS_DEAD, 0); + clif_clearchar_area (&md->bl, type); + map_delblock (&md->bl); + mob_setdelayspawn (md->bl.id); + return 0; +} + +void mob_timer_delete (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data) +{ + struct block_list *bl = map_id2bl (id); + struct mob_data *md; + + nullpo_retv (bl); + + md = (struct mob_data *) bl; + mob_catch_delete (md, 3); +} + +/*========================================== + * + *------------------------------------------ + */ +int mob_deleteslave_sub (struct block_list *bl, va_list ap) +{ + struct mob_data *md; + int id; + + nullpo_retr (0, bl); + nullpo_retr (0, ap); + nullpo_retr (0, md = (struct mob_data *) bl); + + id = va_arg (ap, int); + if (md->master_id > 0 && md->master_id == id) + mob_damage (NULL, md, md->hp, 1); + return 0; +} + +/*========================================== + * + *------------------------------------------ + */ +int mob_deleteslave (struct mob_data *md) +{ + nullpo_retr (0, md); + + map_foreachinarea (mob_deleteslave_sub, md->bl.m, + 0, 0, map[md->bl.m].xs, map[md->bl.m].ys, + BL_MOB, md->bl.id); + return 0; +} + +#define DAMAGE_BONUS_COUNT 6 // max. number of players to account for +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 i, 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; + unsigned int tick = gettick (); + struct map_session_data *mvp_sd = NULL, *second_sd = NULL, *third_sd = + NULL; + double dmg_rate, tdmg, temp; + struct item item; + int ret; + int drop_rate; + int skill, sp; + + nullpo_retr (0, 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 + && md->mode & MOB_MODE_TURNS_AGAINST_BAD_MASTER) + { + /* If the master hits a monster, have the monster turn against him */ + md->master_id = 0; + md->mode = 0x85; /* 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); + mobskill_use (md, tick, -1); // It is skill at the time of death. + clif_clearchar_area (&md->bl, 1); + map_delblock (&md->bl); + mob_setdelayspawn (md->bl.id); + } + return 0; + } + + if (md->sc_data[SC_ENDURE].timer == -1) + 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) + { + 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_retr (0, md2); + 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->mob_class >= 1285 && md->mob_class <= 1287) + { // guardian hp update [Valaris] + struct guild_castle *gc = guild_mapname2gc (map[md->bl.m].name); + if (gc) + { + + if (md->bl.id == gc->GID0) + { + gc->Ghp0 = md->hp; + if (gc->Ghp0 <= 0) + { + guild_castledatasave (gc->castle_id, 10, 0); + guild_castledatasave (gc->castle_id, 18, 0); + } + } + if (md->bl.id == gc->GID1) + { + gc->Ghp1 = md->hp; + if (gc->Ghp1 <= 0) + { + guild_castledatasave (gc->castle_id, 11, 0); + guild_castledatasave (gc->castle_id, 19, 0); + } + } + if (md->bl.id == gc->GID2) + { + gc->Ghp2 = md->hp; + if (gc->Ghp2 <= 0) + { + guild_castledatasave (gc->castle_id, 12, 0); + guild_castledatasave (gc->castle_id, 20, 0); + } + } + if (md->bl.id == gc->GID3) + { + gc->Ghp3 = md->hp; + if (gc->Ghp3 <= 0) + { + guild_castledatasave (gc->castle_id, 13, 0); + guild_castledatasave (gc->castle_id, 21, 0); + } + } + if (md->bl.id == gc->GID4) + { + gc->Ghp4 = md->hp; + if (gc->Ghp4 <= 0) + { + guild_castledatasave (gc->castle_id, 14, 0); + guild_castledatasave (gc->castle_id, 22, 0); + } + } + if (md->bl.id == gc->GID5) + { + gc->Ghp5 = md->hp; + if (gc->Ghp5 <= 0) + { + guild_castledatasave (gc->castle_id, 15, 0); + guild_castledatasave (gc->castle_id, 23, 0); + } + } + if (md->bl.id == gc->GID6) + { + gc->Ghp6 = md->hp; + if (gc->Ghp6 <= 0) + { + guild_castledatasave (gc->castle_id, 16, 0); + guild_castledatasave (gc->castle_id, 24, 0); + } + } + if (md->bl.id == gc->GID7) + { + gc->Ghp7 = md->hp; + if (gc->Ghp7 <= 0) + { + guild_castledatasave (gc->castle_id, 17, 0); + guild_castledatasave (gc->castle_id, 25, 0); + + } + } + } + } // end addition [Valaris] + + if (md->option & 2) + skill_status_change_end (&md->bl, SC_HIDING, -1); + if (md->option & 4) + skill_status_change_end (&md->bl, SC_CLOAKING, -1); + + if (md->state.special_mob_ai == 2) + { //スフィアーマイン + int skillidx = 0; + + if ((skillidx = + mob_skillid2skillidx (md->mob_class, NPC_SELFDESTRUCTION2)) >= 0) + { + md->mode |= 0x1; + md->next_walktime = tick; + mobskill_use_id (md, &md->bl, skillidx); //自爆詠唱開始 + md->state.special_mob_ai++; + } + } + + 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, -1); // 死亡時スキル + + 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); + + /* ソウルドレイン */ + if (sd && (skill = pc_checkskill (sd, HW_SOULDRAIN)) > 0) + { + clif_skill_nodamage (src, &md->bl, HW_SOULDRAIN, skill, 1); + sp = (battle_get_lv (&md->bl)) * (65 + 15 * skill) / 100; + if (sd->status.sp + sp > sd->status.max_sp) + sp = sd->status.max_sp - sd->status.sp; + sd->status.sp += sp; + clif_heal (sd->fd, SP_SP, sp); + } + + // 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; + for (i = 0, count = 0, mvp_damage = 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)) + { + + if ((double) max_hp < tdmg) + dmg_rate = ((double) max_hp) / tdmg; + else + dmg_rate = 1; + + // 経験値の分配 + for (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_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 (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 (i = 0; i < 8; i++) + { + struct delay_item_drop *ditem; + int drop_rate; + + 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; + drop_rate = mob_db[md->mob_class].dropitem[i].p; + if (drop_rate <= 0 && battle_config.drop_rate0item == 1) + drop_rate = 1; + if (battle_config.drops_by_luk > 0 && sd && md) + drop_rate += (sd->status.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 *= 1.25; // pk_mode increase drops if 20 level difference [Valaris] + if (drop_rate <= MRAND (10000)) + 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 + 500 + i, mob_delay_item_drop, (int) ditem, 0); + } + if (sd && sd->state.attack_type == BF_WEAPON) + { + for (i = 0; i < sd->monster_drop_item_count; i++) + { + struct delay_item_drop *ditem; + int race = battle_get_race (&md->bl); + if (sd->monster_drop_itemid[i] <= 0) + continue; + if (sd->monster_drop_race[i] & (1 << race) || + (mob_db[md->mob_class].mode & 0x20 + && sd->monster_drop_race[i] & 1 << 10) + || (!(mob_db[md->mob_class].mode & 0x20) + && sd->monster_drop_race[i] & 1 << 11)) + { + if (sd->monster_drop_itemrate[i] <= MRAND (10000)) + continue; + + ditem = (struct delay_item_drop *) + calloc (1, sizeof (struct delay_item_drop)); + ditem->nameid = sd->monster_drop_itemid[i]; + 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 + 520 + i, mob_delay_item_drop, + (int) ditem, 0); + } + } + if (sd->get_zeny_num > 0) + pc_getzeny (sd, + mob_db[md->mob_class].lv * 10 + + MRAND ((sd->get_zeny_num + 1))); + } + if (md->lootitem) + { + for (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 + 540 + i, mob_delay_item_drop2, + (int) ditem, 0); + } + } + } + + // mvp処理 + if (mvp_sd && mob_db[md->mob_class].mexp > 0) + { + int j; + int mexp = battle_get_mexp (&md->bl); + temp = + ((double) mexp * (double) battle_config.mvp_exp_rate * + (9. + (double) count) / 1000.); + mexp = (temp > 2147483647.) ? 0x7fffffff : (int) temp; + if (mexp < 1) + mexp = 1; + clif_mvp_effect (mvp_sd); // エフェクト + clif_mvp_exp (mvp_sd, mexp); + pc_gainexp (mvp_sd, mexp, 0); + for (j = 0; j < 3; j++) + { + i = MRAND (3); + if (mob_db[md->mob_class].mvpitem[i].nameid <= 0) + continue; + drop_rate = mob_db[md->mob_class].mvpitem[i].p; + if (drop_rate <= 0 && battle_config.drop_rate0item == 1) + drop_rate = 1; + if (drop_rate < battle_config.item_drop_mvp_min) + drop_rate = battle_config.item_drop_mvp_min; + if (drop_rate > battle_config.item_drop_mvp_max) + drop_rate = battle_config.item_drop_mvp_max; + if (drop_rate <= MRAND (10000)) + continue; + memset (&item, 0, sizeof (item)); + item.nameid = mob_db[md->mob_class].mvpitem[i].nameid; + item.identify = !itemdb_isequip3 (item.nameid); + clif_mvp_item (mvp_sd, item.nameid); + if (mvp_sd->weight * 2 > mvp_sd->max_weight) + map_addflooritem (&item, 1, mvp_sd->bl.m, mvp_sd->bl.x, + mvp_sd->bl.y, mvp_sd, second_sd, + third_sd, 1); + else if ((ret = pc_additem (mvp_sd, &item, 1))) + { + clif_additem (sd, 0, 0, ret); + map_addflooritem (&item, 1, mvp_sd->bl.m, mvp_sd->bl.x, + mvp_sd->bl.y, mvp_sd, second_sd, + third_sd, 1); + } + break; + } + } + + } // [MouseJstr] + + // NPC Event [OnAgitBreak] + if (md->npc_event[0] + && strcmp (((md->npc_event) + strlen (md->npc_event) - 13), + "::OnAgitBreak") == 0) + { + printf ("MOB.C: Run NPC_Event[OnAgitBreak].\n"); + if (agit_flag == 1) //Call to Run NPC_Event[OnAgitBreak] + guild_agit_break (md); + } + + // SCRIPT実行 + if (md->npc_event[0]) + { + if (sd == NULL) + { + if (mvp_sd != NULL) + sd = mvp_sd; + else + { + struct map_session_data *tmpsd; + int i; + for (i = 0; i < fd_max; i++) + { + if (session[i] && (tmpsd = (struct map_session_data *)session[i]->session_data) + && tmpsd->state.auth) + { + if (md->bl.m == tmpsd->bl.m) + { + sd = tmpsd; + break; + } + } + } + } + } + if (sd) + npc_event (sd, md->npc_event, 0); + } + + clif_clearchar_area (&md->bl, 1); + map_delblock (&md->bl); + if (mob_get_viewclass (md->mob_class) <= 1000) + clif_clearchar_delay (tick + 3000, &md->bl, 0); + mob_deleteslave (md); + mob_setdelayspawn (md->bl.id); + map_freeblock_unlock (); + + return 0; +} + +/*========================================== + * + *------------------------------------------ + */ +int mob_class_change (struct mob_data *md, int *value) +{ + unsigned int tick = gettick (); + int i, c, hp_rate, max_hp, mob_class, count = 0; + + nullpo_retr (0, md); + nullpo_retr (0, value); + + if (value[0] <= 1000 || value[0] > 2000) + return 0; + if (md->bl.prev == NULL) + return 0; + + while (count < 5 && value[count] > 1000 && value[count] <= 2000) + count++; + if (count < 1) + return 0; + + mob_class = value[MRAND (count)]; + if (mob_class <= 1000 || mob_class > 2000) + return 0; + + max_hp = battle_get_max_hp (&md->bl); + hp_rate = md->hp * 100 / max_hp; + clif_mob_class_change (md, mob_class); + md->mob_class = mob_class; + max_hp = battle_get_max_hp (&md->bl); + if (battle_config.monster_class_change_full_recover == 1) + { + md->hp = max_hp; + memset (md->dmglog, 0, sizeof (md->dmglog)); + } + else + md->hp = max_hp * hp_rate / 100; + if (md->hp > max_hp) + md->hp = max_hp; + else if (md->hp < 1) + md->hp = 1; + + memcpy (md->name, mob_db[mob_class].jname, 24); + memset (&md->state, 0, sizeof (md->state)); + md->attacked_id = 0; + md->target_id = 0; + md->move_fail_count = 0; + + md->stats[MOB_SPEED] = mob_db[md->mob_class].speed; + md->def_ele = mob_db[md->mob_class].element; + + mob_changestate (md, MS_IDLE, 0); + skill_castcancel (&md->bl, 0); + md->state.skillstate = MSS_IDLE; + md->last_thinktime = tick; + md->next_walktime = tick + MPRAND (5000, 50); + md->attackabletime = tick; + md->canmove_tick = tick; + md->sg_count = 0; + + for (i = 0, c = tick - 1000 * 3600 * 10; i < MAX_MOBSKILL; i++) + md->skilldelay[i] = c; + md->skillid = 0; + md->skilllv = 0; + + if (md->lootitem == NULL && mob_db[mob_class].mode & 0x02) + md->lootitem = (struct item *) + calloc (LOOTITEM_SIZE, sizeof (struct item)); + + skill_clear_unitgroup (&md->bl); + skill_cleartimerskill (&md->bl); + + clif_clearchar_area (&md->bl, 0); + clif_spawnmob (md); + + return 0; +} + +/*========================================== + * mob回復 + *------------------------------------------ + */ +int mob_heal (struct mob_data *md, int heal) +{ + int max_hp = battle_get_max_hp (&md->bl); + + nullpo_retr (0, md); + + md->hp += heal; + if (max_hp < md->hp) + md->hp = max_hp; + + if (md->mob_class >= 1285 && md->mob_class <= 1287) + { // guardian hp update [Valaris] + struct guild_castle *gc = guild_mapname2gc (map[md->bl.m].name); + if (gc) + { + if (md->bl.id == gc->GID0) + gc->Ghp0 = md->hp; + if (md->bl.id == gc->GID1) + gc->Ghp1 = md->hp; + if (md->bl.id == gc->GID2) + gc->Ghp2 = md->hp; + if (md->bl.id == gc->GID3) + gc->Ghp3 = md->hp; + if (md->bl.id == gc->GID4) + gc->Ghp4 = md->hp; + if (md->bl.id == gc->GID5) + gc->Ghp5 = md->hp; + if (md->bl.id == gc->GID6) + gc->Ghp6 = md->hp; + if (md->bl.id == gc->GID7) + gc->Ghp7 = md->hp; + } + } // end addition [Valaris] + + return 0; +} + +/*========================================== + * Added by RoVeRT + *------------------------------------------ + */ +int mob_warpslave_sub (struct block_list *bl, va_list ap) +{ + struct mob_data *md = (struct mob_data *) bl; + int id, x, y; + id = va_arg (ap, int); + x = va_arg (ap, int); + y = va_arg (ap, int); + if (md->master_id == id) + { + mob_warp (md, -1, x, y, 2); + } + return 0; +} + +/*========================================== + * Added by RoVeRT + *------------------------------------------ + */ +int mob_warpslave (struct mob_data *md, int x, int y) +{ +//printf("warp slave\n"); + map_foreachinarea (mob_warpslave_sub, md->bl.m, + x - AREA_SIZE, y - AREA_SIZE, + x + AREA_SIZE, y + AREA_SIZE, BL_MOB, + md->bl.id, md->bl.x, md->bl.y); + return 0; +} + +/*========================================== + * mobワープ + *------------------------------------------ + */ +int mob_warp (struct mob_data *md, int m, int x, int y, int type) +{ + int i = 0, c, xs = 0, ys = 0, bx = x, by = y; + + nullpo_retr (0, md); + + if (md->bl.prev == NULL) + return 0; + + if (m < 0) + m = md->bl.m; + + if (type >= 0) + { + if (map[md->bl.m].flag.monster_noteleport) + return 0; + clif_clearchar_area (&md->bl, type); + } + skill_unit_out_all (&md->bl, gettick (), 1); + 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 = MPRAND (bx, xs) - xs / 2; + y = MPRAND (by, ys) - ys / 2; + } + else + { // 完全ランダム探索 + x = MPRAND (1, (map[m].xs - 2)); + y = MPRAND (1, (map[m].ys - 2)); + } + } + md->dir = 0; + if (i < 1000) + { + md->bl.x = md->to_x = x; + md->bl.y = md->to_y = y; + md->bl.m = m; + } + else + { + m = md->bl.m; + 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.targettype = NONE_ATTACKABLE; + md->attacked_id = 0; + md->state.skillstate = MSS_IDLE; + mob_changestate (md, MS_IDLE, 0); + + if (type > 0 && 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 > 0) + { + 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) + *------------------------------------------ + */ +int mob_countslave_sub (struct block_list *bl, va_list ap) +{ + int id, *c; + struct mob_data *md; + + id = va_arg (ap, int); + + nullpo_retr (0, bl); + nullpo_retr (0, ap); + nullpo_retr (0, c = va_arg (ap, int *)); + nullpo_retr (0, md = (struct mob_data *) bl); + + if (md->master_id == id) + (*c)++; + return 0; +} + +/*========================================== + * 画面内の取り巻きの数計算 + *------------------------------------------ + */ +int mob_countslave (struct mob_data *md) +{ + int c = 0; + + nullpo_retr (0, md); + + map_foreachinarea (mob_countslave_sub, md->bl.m, + 0, 0, map[md->bl.m].xs - 1, map[md->bl.m].ys - 1, + BL_MOB, md->bl.id, &c); + 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_retr (0, md2); + nullpo_retr (0, 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 (mob_db[mob_class].mode & 0x02) + 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 = MPRAND (bx, 9) - 4; + y = MPRAND (by, 9) - 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_SPEED] = md2->stats[MOB_SPEED]; + md->spawndelay1 = -1; // 一度のみフラグ + md->spawndelay2 = -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); + clif_skill_nodamage (&md->bl, &md->bl, + (flag) ? NPC_SUMMONSLAVE : NPC_SUMMONMONSTER, + a, 1); + + 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 int mob_counttargeted_sub (struct block_list *bl, va_list ap) +{ + int id, *c, target_lv; + struct block_list *src; + + id = va_arg (ap, int); + nullpo_retr (0, bl); + nullpo_retr (0, ap); + nullpo_retr (0, c = va_arg (ap, int *)); + + src = va_arg (ap, struct block_list *); + target_lv = va_arg (ap, int); + if (id == bl->id || (src && id == src->id)) + return 0; + if (bl->type == BL_PC) + { + struct map_session_data *sd = (struct map_session_data *) bl; + if (sd && sd->attacktarget == id && sd->attacktimer != -1 + && 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 != -1 + && md->state.state == MS_ATTACK && md->target_lv >= target_lv) + (*c)++; + } + return 0; +} + +/*========================================== + * 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, + int target_lv) +{ + int c = 0; + + nullpo_retr (0, md); + + map_foreachinarea (mob_counttargeted_sub, md->bl.m, + md->bl.x - AREA_SIZE, md->bl.y - AREA_SIZE, + md->bl.x + AREA_SIZE, md->bl.y + AREA_SIZE, 0, + md->bl.id, &c, src, target_lv); + return c; +} + +/*========================================== + *MOBskillから該当skillidのskillidxを返す + *------------------------------------------ + */ +int mob_skillid2skillidx (int mob_class, int skillid) +{ + int i; + struct mob_skill *ms = mob_db[mob_class].skill; + + if (ms == NULL) + return -1; + + for (i = 0; i < mob_db[mob_class].maxskill; i++) + { + if (ms[i].skill_id == skillid) + return i; + } + return -1; + +} + +// +// MOBスキル +// + +/*========================================== + * スキル使用(詠唱完了、ID指定) + *------------------------------------------ + */ +void mobskill_castend_id (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data) +{ + 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 = -1; + //沈黙や状態異常など + if (md->sc_data) + { + if (md->opt1 > 0 || md->sc_data[SC_DIVINA].timer != -1 + || md->sc_data[SC_ROKISWEIL].timer != -1 + || md->sc_data[SC_STEELBODY].timer != -1) + return; + if (md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター + return; + if (md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り + return; + if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク + return; + } + if (md->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 (md->skillid == PR_LEXAETERNA) + { + struct status_change *sc_data = battle_get_sc_data (bl); + if (sc_data + && (sc_data[SC_FREEZE].timer != -1 + || (sc_data[SC_STONE].timer != -1 + && sc_data[SC_STONE].val2 == 0))) + return; + } + else if (md->skillid == RG_BACKSTAP) + { + int dir = map_calc_dir (&md->bl, bl->x, bl->y), t_dir = + battle_get_dir (bl); + int dist = distance (md->bl.x, md->bl.y, bl->x, bl->y); + if (bl->type != BL_SKILL && (dist == 0 || map_check_dir (dir, t_dir))) + 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, 0); + break; + case 1: // 支援系 + if (!mob_db[md->mob_class].skill[md->skillidx].val[0] && + (md->skillid == AL_HEAL + || (md->skillid == ALL_RESURRECTION && bl->type != BL_PC)) + && battle_check_undead (battle_get_race (bl), + battle_get_elem_type (bl))) + skill_castend_damage_id (&md->bl, bl, md->skillid, + md->skilllv, tick, 0); + else + skill_castend_nodamage_id (&md->bl, bl, md->skillid, + md->skilllv, tick, 0); + break; + } +} + +/*========================================== + * スキル使用(詠唱完了、場所指定) + *------------------------------------------ + */ +void mobskill_castend_pos (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data) +{ + struct mob_data *md = NULL; + struct block_list *bl; + int range, maxcount; + + //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; + + nullpo_retv (md = (struct mob_data *) bl); + + 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 = -1; + if (md->sc_data) + { + if (md->opt1 > 0 || md->sc_data[SC_DIVINA].timer != -1 + || md->sc_data[SC_ROKISWEIL].timer != -1 + || md->sc_data[SC_STEELBODY].timer != -1) + return; + if (md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター + return; + if (md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り + return; + if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク + return; + } + + if (battle_config.monster_skill_reiteration == 0) + { + range = -1; + switch (md->skillid) + { + case MG_SAFETYWALL: + case WZ_FIREPILLAR: + case HT_SKIDTRAP: + case HT_LANDMINE: + case HT_ANKLESNARE: + case HT_SHOCKWAVE: + case HT_SANDMAN: + case HT_FLASHER: + case HT_FREEZINGTRAP: + case HT_BLASTMINE: + case HT_CLAYMORETRAP: + case PF_SPIDERWEB: /* スパイダーウェッブ */ + range = 0; + break; + case AL_PNEUMA: + case AL_WARP: + range = 1; + break; + } + if (range >= 0) + { + if (skill_check_unit_range + (md->bl.m, md->skillx, md->skilly, range, md->skillid) > 0) + return; + } + } + if (battle_config.monster_skill_nofootset == 1) + { + range = -1; + switch (md->skillid) + { + case WZ_FIREPILLAR: + case HT_SKIDTRAP: + case HT_LANDMINE: + case HT_ANKLESNARE: + case HT_SHOCKWAVE: + case HT_SANDMAN: + case HT_FLASHER: + case HT_FREEZINGTRAP: + case HT_BLASTMINE: + case HT_CLAYMORETRAP: + case AM_DEMONSTRATION: + case PF_SPIDERWEB: /* スパイダーウェッブ */ + range = 1; + break; + case AL_WARP: + range = 0; + break; + } + if (range >= 0) + { + if (skill_check_unit_range2 + (md->bl.m, md->skillx, md->skilly, range) > 0) + return; + } + } + + if (battle_config.monster_land_skill_limit == 1) + { + maxcount = skill_get_maxcount (md->skillid); + if (maxcount > 0) + { + int i, c; + for (i = c = 0; i < MAX_MOBSKILLUNITGROUP; i++) + { + if (md->skillunit[i].alive_count > 0 + && md->skillunit[i].skill_id == md->skillid) + c++; + } + if (c >= maxcount) + 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_castend_pos2 (&md->bl, md->skillx, md->skilly, md->skillid, + md->skilllv, tick, 0); + + return; +} + +/*========================================== + * Skill use (an aria start, ID specification) + *------------------------------------------ + */ +int mobskill_use_id (struct mob_data *md, struct block_list *target, + int skill_idx) +{ + int casttime, range; + struct mob_skill *ms; + int skill_id, skill_lv, forcecast = 0; + + nullpo_retr (0, md); + nullpo_retr (0, ms = &mob_db[md->mob_class].skill[skill_idx]); + + 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; + + // 沈黙や異常 + if (md->sc_data) + { + if (md->opt1 > 0 || md->sc_data[SC_DIVINA].timer != -1 + || md->sc_data[SC_ROKISWEIL].timer != -1 + || md->sc_data[SC_STEELBODY].timer != -1) + return 0; + if (md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター + return 0; + if (md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り + return 0; + if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク + return 0; + } + + if (md->option & 4 && skill_id == TF_HIDING) + return 0; + if (md->option & 2 && skill_id != TF_HIDING && skill_id != AS_GRIMTOOTH + && skill_id != RG_BACKSTAP && skill_id != RG_RAID) + return 0; + + if (map[md->bl.m].flag.gvg + && (skill_id == SM_ENDURE || skill_id == AL_TELEPORT + || skill_id == AL_WARP || skill_id == WZ_ICEWALL + || skill_id == TF_BACKSLIDING)) + 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) ); + + casttime = skill_castfix (&md->bl, ms->casttime); + md->state.skillcastcancel = ms->cancel; + md->skilldelay[skill_idx] = gettick (); + + switch (skill_id) + { /* 何か特殊な処理が必要 */ + case ALL_RESURRECTION: /* リザレクション */ + if (target->type != BL_PC + && battle_check_undead (battle_get_race (target), + battle_get_elem_type (target))) + { /* 敵がアンデッドなら */ + forcecast = 1; /* ターンアンデットと同じ詠唱時間 */ + casttime = + skill_castfix (&md->bl, + skill_get_cast (PR_TURNUNDEAD, skill_lv)); + } + break; + case MO_EXTREMITYFIST: /*阿修羅覇鳳拳 */ + case SA_MAGICROD: + case SA_SPELLBREAKER: + forcecast = 1; + break; + } + + 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, casttime, md->mob_class); + + if (casttime > 0 || forcecast) + { // 詠唱が必要 +// struct mob_data *md2; + clif_skillcasting (&md->bl, + md->bl.id, target->id, 0, 0, skill_id, casttime); + + // 詠唱反応モンスター +/* if( target->type==BL_MOB && mob_db[(md2=(struct mob_data *)target)->mob_class].mode&0x10 && + md2->state.state!=MS_ATTACK){ + md2->target_id=md->bl.id; + md->state.targettype = ATTACKABLE; + md2->min_chase=13; + }*/ + } + + if (casttime <= 0) // 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 (!(battle_config.monster_cloak_check_type & 2) + && md->sc_data[SC_CLOAKING].timer != -1 && md->skillid != AS_CLOAKING) + skill_status_change_end (&md->bl, SC_CLOAKING, -1); + + if (casttime > 0) + { + md->skilltimer = + add_timer (gettick () + casttime, mobskill_castend_id, md->bl.id, + 0); + } + else + { + md->skilltimer = -1; + mobskill_castend_id (md->skilltimer, gettick (), md->bl.id, 0); + } + + return 1; +} + +/*========================================== + * スキル使用(場所指定) + *------------------------------------------ + */ +int mobskill_use_pos (struct mob_data *md, + int skill_x, int skill_y, int skill_idx) +{ + int casttime = 0, range; + struct mob_skill *ms; + struct block_list bl; + int skill_id, skill_lv; + + nullpo_retr (0, md); + nullpo_retr (0, ms = &mob_db[md->mob_class].skill[skill_idx]); + + if (md->bl.prev == NULL) + return 0; + + skill_id = ms->skill_id; + skill_lv = ms->skill_lv; + + //沈黙や状態異常など + if (md->sc_data) + { + if (md->opt1 > 0 || md->sc_data[SC_DIVINA].timer != -1 + || md->sc_data[SC_ROKISWEIL].timer != -1 + || md->sc_data[SC_STEELBODY].timer != -1) + return 0; + if (md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター + return 0; + if (md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り + return 0; + if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク + return 0; + } + + if (md->option & 2) + return 0; + + if (map[md->bl.m].flag.gvg + && (skill_id == SM_ENDURE || skill_id == AL_TELEPORT + || skill_id == AL_WARP || skill_id == WZ_ICEWALL + || skill_id == TF_BACKSLIDING)) + 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) ); + 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, casttime, md->mob_class); + + if (casttime > 0) // A cast time is required. + clif_skillcasting (&md->bl, + md->bl.id, 0, skill_x, skill_y, skill_id, + casttime); + + if (casttime <= 0) // 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 (!(battle_config.monster_cloak_check_type & 2) + && md->sc_data[SC_CLOAKING].timer != -1) + skill_status_change_end (&md->bl, SC_CLOAKING, -1); + if (casttime > 0) + { + md->skilltimer = + add_timer (gettick () + casttime, mobskill_castend_pos, md->bl.id, + 0); + } + else + { + md->skilltimer = -1; + mobskill_castend_pos (md->skilltimer, gettick (), md->bl.id, 0); + } + + return 1; +} + +/*========================================== + * Friendly Mob whose HP is decreasing by a nearby MOB is looked for. + *------------------------------------------ + */ +int mob_getfriendhpltmaxrate_sub (struct block_list *bl, va_list ap) +{ + int rate; + struct mob_data **fr, *md, *mmd; + + nullpo_retr (0, bl); + nullpo_retr (0, ap); + nullpo_retr (0, mmd = va_arg (ap, struct mob_data *)); + + md = (struct mob_data *) bl; + + if (mmd->bl.id == bl->id) + return 0; + rate = va_arg (ap, int); + fr = va_arg (ap, struct mob_data **); + if (md->hp < mob_db[md->mob_class].max_hp * rate / 100) + (*fr) = md; + return 0; +} + +struct mob_data *mob_getfriendhpltmaxrate (struct mob_data *md, int rate) +{ + struct mob_data *fr = NULL; + const int r = 8; + + nullpo_retr (NULL, md); + + map_foreachinarea (mob_getfriendhpltmaxrate_sub, md->bl.m, + md->bl.x - r, md->bl.y - r, md->bl.x + r, md->bl.y + r, + BL_MOB, md, rate, &fr); + return fr; +} + +/*========================================== + * What a status state suits by nearby MOB is looked for. + *------------------------------------------ + */ +int mob_getfriendstatus_sub (struct block_list *bl, va_list ap) +{ + int cond1, cond2; + struct mob_data **fr, *md, *mmd; + int flag = 0; + + nullpo_retr (0, bl); + nullpo_retr (0, ap); + nullpo_retr (0, md = (struct mob_data *) bl); + nullpo_retr (0, mmd = va_arg (ap, struct mob_data *)); + + if (mmd->bl.id == bl->id) + return 0; + cond1 = va_arg (ap, int); + cond2 = va_arg (ap, int); + fr = va_arg (ap, struct mob_data **); + if (cond2 == -1) + { + int j; + for (j = SC_STONE; j <= SC_BLIND && !flag; j++) + { + flag = (md->sc_data[j].timer != -1); + } + } + else + flag = (md->sc_data[cond2].timer != -1); + if (flag ^ (cond1 == MSC_FRIENDSTATUSOFF)) + (*fr) = md; + + return 0; +} + +struct mob_data *mob_getfriendstatus (struct mob_data *md, int cond1, + int cond2) +{ + struct mob_data *fr = NULL; + const int r = 8; + + nullpo_retr (0, md); + + map_foreachinarea (mob_getfriendstatus_sub, md->bl.m, + md->bl.x - r, md->bl.y - r, md->bl.x + r, md->bl.y + r, + BL_MOB, md, cond1, cond2, &fr); + return fr; +} + +/*========================================== + * Skill use judging + *------------------------------------------ + */ +int mobskill_use (struct mob_data *md, unsigned int tick, int event) +{ + struct mob_skill *ms; +// struct block_list *target=NULL; + int i, max_hp; + + nullpo_retr (0, md); + nullpo_retr (0, ms = mob_db[md->mob_class].skill); + + max_hp = battle_get_max_hp (&md->bl); + + if (battle_config.mob_skill_use == 0 || md->skilltimer != -1) + return 0; + + if (md->state.special_mob_ai) + return 0; + + if (md->sc_data[SC_SELFDESTRUCTION].timer != -1) //自爆中はスキルを使わない + return 0; + + for (i = 0; i < mob_db[md->mob_class].maxskill; i++) + { + int c2 = ms[i].cond2, flag = 0; + struct mob_data *fmd = NULL; + + // ディレイ中 + if (DIFF_TICK (tick, md->skilldelay[i]) < ms[i].delay) + continue; + + // 状態判定 + if (ms[i].state >= 0 && ms[i].state != md->state.skillstate) + continue; + + // 条件判定 + flag = (event == ms[i].cond1); + if (!flag) + { + switch (ms[i].cond1) + { + case MSC_ALWAYS: + flag = 1; + break; + case MSC_MYHPLTMAXRATE: // HP< maxhp% + flag = (md->hp < max_hp * c2 / 100); + break; + case MSC_MYSTATUSON: // status[num] on + case MSC_MYSTATUSOFF: // status[num] off + if (ms[i].cond2 == -1) + { + int j; + for (j = SC_STONE; j <= SC_BLIND && !flag; j++) + { + flag = (md->sc_data[j].timer != -1); + } + } + else + flag = (md->sc_data[ms[i].cond2].timer != -1); + flag ^= (ms[i].cond1 == MSC_MYSTATUSOFF); + break; + case MSC_FRIENDHPLTMAXRATE: // friend HP < maxhp% + flag = + ((fmd = + mob_getfriendhpltmaxrate (md, + ms[i].cond2)) != NULL); + break; + case MSC_FRIENDSTATUSON: // friend status[num] on + case MSC_FRIENDSTATUSOFF: // friend status[num] off + flag = + ((fmd = + mob_getfriendstatus (md, ms[i].cond1, + ms[i].cond2)) != NULL); + break; + case MSC_NOTINTOWN: // Only outside of towns. + flag = !map[md->bl.m].flag.town; + break; + case MSC_SLAVELT: // slave < num + flag = (mob_countslave (md) < c2); + break; + case MSC_ATTACKPCGT: // attack pc > num + flag = (mob_counttargeted (md, NULL, 0) > c2); + break; + case MSC_SLAVELE: // slave <= num + flag = (mob_countslave (md) <= c2); + break; + case MSC_ATTACKPCGE: // attack pc >= num + flag = (mob_counttargeted (md, NULL, 0) >= c2); + break; + case MSC_SKILLUSED: // specificated skill used + flag = ((event & 0xffff) == MSC_SKILLUSED + && ((event >> 16) == c2 || c2 == 0)); + break; + } + } + + // 確率判定 + if (flag && MRAND (10000) < ms[i].permillage) + { + + if (skill_get_inf (ms[i].skill_id) & 2) + { + // 場所指定 + struct block_list *bl = NULL; + int x = 0, y = 0; + if (ms[i].target <= MST_AROUND) + { + if (ms[i].target == MST_MASTER) + { + bl = &md->bl; + if (md->master_id) + bl = map_id2bl (md->master_id); + } + else + { + bl = ((ms[i].target == MST_TARGET + || ms[i].target == + MST_AROUND5) ? map_id2bl (md-> + target_id) + : (ms[i].target == + MST_FRIEND) ? &fmd->bl : &md->bl); + } + + if (bl) + { + x = bl->x; + y = bl->y; + } + } + if (x <= 0 || y <= 0) + continue; + // 自分の周囲 + if (ms[i].target >= MST_AROUND1) + { + int bx = x, by = y, i = 0, c, m = bl->m, r = + ms[i].target - MST_AROUND1; + do + { + bx = x + MRAND ((r * 2 + 3)) - r; + by = y + MRAND ((r * 2 + 3)) - r; + } + while ((bx <= 0 || by <= 0 || bx >= map[m].xs + || by >= map[m].ys + || ((c = read_gat (m, bx, by)) == 1 || c == 5)) + && (i++) < 1000); + if (i < 1000) + { + x = bx; + y = by; + } + } + // 相手の周囲 + if (ms[i].target >= MST_AROUND5) + { + int bx = x, by = y, i = 0, c, m = bl->m, r = + (ms[i].target - MST_AROUND5) + 1; + do + { + bx = x + MRAND ((r * 2 + 1)) - r; + by = y + MRAND ((r * 2 + 1)) - r; + } + while ((bx <= 0 || by <= 0 || bx >= map[m].xs + || by >= map[m].ys + || ((c = read_gat (m, bx, by)) == 1 || c == 5)) + && (i++) < 1000); + if (i < 1000) + { + x = bx; + y = by; + } + } + if (!mobskill_use_pos (md, x, y, i)) + return 0; + + } + else + { + if (ms[i].target == MST_MASTER) + { + struct block_list *bl = &md->bl; + if (md->master_id) + bl = map_id2bl (md->master_id); + + if (bl && !mobskill_use_id (md, bl, i)) + return 0; + } + // ID指定 + if (ms[i].target <= MST_FRIEND) + { + struct block_list *bl = NULL; + bl = ((ms[i].target == + MST_TARGET) ? map_id2bl (md-> + target_id) : (ms[i].target + == + MST_FRIEND) + ? &fmd->bl : &md->bl); + if (bl && !mobskill_use_id (md, bl, i)) + return 0; + } + } + if (ms[i].emotion >= 0) + clif_emotion (&md->bl, ms[i].emotion); + return 1; + } + } + + return 0; +} + +/*========================================== + * Skill use event processing + *------------------------------------------ + */ +int mobskill_event (struct mob_data *md, int flag) +{ + nullpo_retr (0, md); + + if (flag == -1 && mobskill_use (md, gettick (), MSC_CASTTARGETED)) + return 1; + if ((flag & BF_SHORT) + && mobskill_use (md, gettick (), MSC_CLOSEDATTACKED)) + return 1; + if ((flag & BF_LONG) + && mobskill_use (md, gettick (), MSC_LONGRANGEATTACKED)) + return 1; + return 0; +} + +/*========================================== + * Mobがエンペリウムなどの場合の判定 + *------------------------------------------ + */ +int mob_gvmobcheck (struct map_session_data *sd, struct block_list *bl) +{ + struct mob_data *md = NULL; + + nullpo_retr (0, sd); + nullpo_retr (0, bl); + + if (bl->type == BL_MOB && (md = (struct mob_data *) bl) && + (md->mob_class == 1288 || md->mob_class == 1287 || md->mob_class == 1286 + || md->mob_class == 1285)) + { + struct guild_castle *gc = guild_mapname2gc (map[sd->bl.m].name); + struct guild *g = guild_search (sd->status.guild_id); + + if (g == NULL && md->mob_class == 1288) + return 0; //ギルド未加入ならダメージ無し + else if (gc != NULL && !map[sd->bl.m].flag.gvg) + return 0; //砦内でGvじゃないときはダメージなし + else if (g && gc != NULL && g->guild_id == gc->guild_id) + return 0; //自占領ギルドのエンペならダメージ無し + else if (g && guild_checkskill (g, GD_APPROVAL) <= 0 + && md->mob_class == 1288) + return 0; //正規ギルド承認がないとダメージ無し + + } + + return 1; +} + +/*========================================== + * スキル用タイマー削除 + *------------------------------------------ + */ +int mobskill_deltimer (struct mob_data *md) +{ + nullpo_retr (0, md); + + if (md->skilltimer != -1) + { + if (skill_get_inf (md->skillid) & 2) + delete_timer (md->skilltimer, mobskill_castend_pos); + else + delete_timer (md->skilltimer, mobskill_castend_id); + md->skilltimer = -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].str = 1; + mob_db[mob_class].agi = 1; + mob_db[mob_class].vit = 1; + mob_db[mob_class].int_ = 1; + mob_db[mob_class].dex = 6; + mob_db[mob_class].luk = 2; + mob_db[mob_class].range2 = 10; + mob_db[mob_class].range3 = 10; + mob_db[mob_class].size = 0; + mob_db[mob_class].race = 0; + mob_db[mob_class].element = 0; + mob_db[mob_class].mode = 0; + mob_db[mob_class].speed = 300; + mob_db[mob_class].adelay = 1000; + mob_db[mob_class].amotion = 500; + mob_db[mob_class].dmotion = 500; + mob_db[mob_class].dropitem[0].nameid = 909; // Jellopy + mob_db[mob_class].dropitem[0].p = 1000; + for (i = 1; i < 8; i++) + { + mob_db[mob_class].dropitem[i].nameid = 0; + mob_db[mob_class].dropitem[i].p = 0; + } + // Item1,Item2 + mob_db[mob_class].mexp = 0; + mob_db[mob_class].mexpper = 0; + for (i = 0; i < 3; i++) + { + mob_db[mob_class].mvpitem[i].nameid = 0; + mob_db[mob_class].mvpitem[i].p = 0; + } + for (i = 0; i < MAX_RANDOMMONSTER; i++) + mob_db[mob_class].summonper[i] = 0; + return 0; +} + +/*========================================== + * db/mob_db.txt reading + *------------------------------------------ + */ +static int mob_readdb (void) +{ + FILE *fp; + char line[1024]; + char *filename[] = { "db/mob_db.txt", "db/mob_db2.txt" }; + int i; + + memset (mob_db, 0, sizeof (mob_db)); + + for (i = 0; i < 2; i++) + { + + fp = fopen_ (filename[i], "r"); + if (fp == NULL) + { + if (i > 0) + continue; + return -1; + } + while (fgets (line, 1020, fp)) + { + int mob_class, i; + char *str[57], *p, *np; + + if (line[0] == '/' && line[1] == '/') + continue; + + for (i = 0, p = line; 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; + + mob_db[mob_class].view_class = mob_class; + 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].str = atoi (str[13]); + mob_db[mob_class].agi = atoi (str[14]); + mob_db[mob_class].vit = atoi (str[15]); + mob_db[mob_class].int_ = atoi (str[16]); + mob_db[mob_class].dex = atoi (str[17]); + mob_db[mob_class].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]); + mob_db[mob_class].race = atoi (str[22]); + mob_db[mob_class].element = atoi (str[23]); + mob_db[mob_class].mode = 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 (i = 0; i < 8; i++) + { + int rate = 0, type, ratemin, ratemax; + mob_db[mob_class].dropitem[i].nameid = atoi (str[29 + i * 2]); + type = itemdb_type (mob_db[mob_class].dropitem[i].nameid); + if (type == 0) + { // Added [Valaris] + rate = battle_config.item_rate_heal; + ratemin = battle_config.item_drop_heal_min; + ratemax = battle_config.item_drop_heal_max; + } + else if (type == 2) + { + rate = battle_config.item_rate_use; + ratemin = battle_config.item_drop_use_min; + ratemax = battle_config.item_drop_use_max; // End + } + else if (type == 4 || type == 5 || type == 8) + { + rate = battle_config.item_rate_equip; + ratemin = battle_config.item_drop_equip_min; + ratemax = battle_config.item_drop_equip_max; + } + else if (type == 6) + { + rate = battle_config.item_rate_card; + ratemin = battle_config.item_drop_card_min; + ratemax = battle_config.item_drop_card_max; + } + else + { + rate = battle_config.item_rate_common; + ratemin = battle_config.item_drop_common_min; + ratemax = battle_config.item_drop_common_max; + } + rate = (rate / 100) * atoi (str[30 + i * 2]); + rate = + (rate < ratemin) ? ratemin : (rate > + ratemax) ? ratemax : rate; + mob_db[mob_class].dropitem[i].p = rate; + } + // Item1,Item2 + mob_db[mob_class].mexp = + atoi (str[45]) * battle_config.mvp_exp_rate / 100; + mob_db[mob_class].mexpper = atoi (str[46]); + for (i = 0; i < 3; i++) + { + mob_db[mob_class].mvpitem[i].nameid = atoi (str[47 + i * 2]); + mob_db[mob_class].mvpitem[i].p = + atoi (str[48 + i * 2]) * battle_config.mvp_item_rate / + 100; + } + mob_db[mob_class].mutations_nr = atoi (str[55]); + mob_db[mob_class].mutation_power = atoi (str[56]); + + for (i = 0; i < MAX_RANDOMMONSTER; i++) + mob_db[mob_class].summonper[i] = 0; + 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[i]); + } + return 0; +} + +/*========================================== + * MOB display graphic change data reading + *------------------------------------------ + */ +static int mob_readdb_mobavail (void) +{ + FILE *fp; + char line[1024]; + int ln = 0; + int mob_class, j, k; + char *str[20], *p, *np; + + if ((fp = fopen_ ("db/mob_avail.txt", "r")) == NULL) + { + printf ("can't read db/mob_avail.txt\n"); + return -1; + } + + while (fgets (line, 1020, fp)) + { + if (line[0] == '/' && line[1] == '/') + continue; + memset (str, 0, sizeof (str)); + + for (j = 0, p = line; j < 12; j++) + { + if ((np = strchr (p, ',')) != NULL) + { + str[j] = p; + *np = 0; + p = np + 1; + } + else + str[j] = p; + } + + if (str[0] == NULL) + continue; + + mob_class = atoi (str[0]); + + if (mob_class <= 1000 || mob_class > 2000) // 値が異常なら処理しない。 + continue; + k = atoi (str[1]); + if (k >= 0) + mob_db[mob_class].view_class = k; + + if ((mob_db[mob_class].view_class < 24) + || (mob_db[mob_class].view_class > 4000)) + { + mob_db[mob_class].sex = atoi (str[2]); + mob_db[mob_class].hair = atoi (str[3]); + mob_db[mob_class].hair_color = atoi (str[4]); + mob_db[mob_class].weapon = atoi (str[5]); + mob_db[mob_class].shield = atoi (str[6]); + mob_db[mob_class].head_top = atoi (str[7]); + mob_db[mob_class].head_mid = atoi (str[8]); + mob_db[mob_class].head_buttom = atoi (str[9]); + mob_db[mob_class].option = atoi (str[10]) & ~0x46; + mob_db[mob_class].clothes_color = atoi (str[11]); // Monster player dye option - Valaris + } + + else if (atoi (str[2]) > 0) + mob_db[mob_class].equip = atoi (str[2]); // mob equipment [Valaris] + + ln++; + } + fclose_ (fp); + printf ("read db/mob_avail.txt done (count=%d)\n", ln); + return 0; +} + +/*========================================== + * Reading of random monster data + *------------------------------------------ + */ +static int mob_read_randommonster (void) +{ + FILE *fp; + char line[1024]; + char *str[10], *p; + int i, j; + + const char *mobfile[] = { + "db/mob_branch.txt", + "db/mob_poring.txt", + "db/mob_boss.txt" + }; + + for (i = 0; i < MAX_RANDOMMONSTER; i++) + { + mob_db[0].summonper[i] = 1002; // 設定し忘れた場合はポリンが出るようにしておく + fp = fopen_ (mobfile[i], "r"); + if (fp == NULL) + { + printf ("can't read %s\n", mobfile[i]); + return -1; + } + while (fgets (line, 1020, fp)) + { + int mob_class, per; + if (line[0] == '/' && line[1] == '/') + continue; + memset (str, 0, sizeof (str)); + for (j = 0, p = line; j < 3 && p; j++) + { + str[j] = p; + p = strchr (p, ','); + if (p) + *p++ = 0; + } + + if (str[0] == NULL || str[2] == NULL) + continue; + + mob_class = atoi (str[0]); + per = atoi (str[2]); + if ((mob_class > 1000 && mob_class <= 2000) || mob_class == 0) + mob_db[mob_class].summonper[i] = per; + } + fclose_ (fp); + printf ("read %s done\n", mobfile[i]); + } + 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]; + int id; + } cond1[] = + { + { + "always", MSC_ALWAYS}, + { + "myhpltmaxrate", MSC_MYHPLTMAXRATE}, + { + "friendhpltmaxrate", MSC_FRIENDHPLTMAXRATE}, + { + "mystatuson", MSC_MYSTATUSON}, + { + "mystatusoff", MSC_MYSTATUSOFF}, + { + "friendstatuson", MSC_FRIENDSTATUSON}, + { + "friendstatusoff", MSC_FRIENDSTATUSOFF}, + { + "notintown", MSC_NOTINTOWN}, + { + "attackpcgt", MSC_ATTACKPCGT}, + { + "attackpcge", MSC_ATTACKPCGE}, + { + "slavelt", MSC_SLAVELT}, + { + "slavele", MSC_SLAVELE}, + { + "closedattacked", MSC_CLOSEDATTACKED}, + { + "longrangeattacked", MSC_LONGRANGEATTACKED}, + { + "skillused", MSC_SKILLUSED}, + { + "casttargeted", MSC_CASTTARGETED},}, cond2[] = + { + { + "anybad", -1}, + { + "stone", SC_STONE}, + { + "freeze", SC_FREEZE}, + { + "stan", SC_STAN}, + { + "sleep", SC_SLEEP}, + { + "poison", SC_POISON}, + { + "curse", SC_CURSE}, + { + "silence", SC_SILENCE}, + { + "confusion", SC_CONFUSION}, + { + "blind", SC_BLIND}, + { + "hiding", SC_HIDING}, + { + "sight", SC_SIGHT},}, state[] = + { + { + "any", -1}, + { + "idle", MSS_IDLE}, + { + "walk", MSS_WALK}, + { + "attack", MSS_ATTACK}, + { + "dead", MSS_DEAD}, + { + "loot", MSS_LOOT}, + { + "chase", MSS_CHASE},}, target[] = + { + { + "target", MST_TARGET}, + { + "self", MST_SELF}, + { + "friend", MST_FRIEND}, + { + "master", MST_MASTER}, + { + "around5", MST_AROUND5}, + { + "around6", MST_AROUND6}, + { + "around7", MST_AROUND7}, + { + "around8", MST_AROUND8}, + { + "around1", MST_AROUND1}, + { + "around2", MST_AROUND2}, + { + "around3", MST_AROUND3}, + { + "around4", MST_AROUND4}, + { + "around", MST_AROUND},}; + + int x; + 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; + struct mob_skill *ms; + 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 == 0) + 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 = 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 = atoi (sp[3]); + ms->skill_lv = atoi (sp[4]); + + ms->permillage = atoi (sp[5]); + ms->casttime = atoi (sp[6]); + ms->delay = atoi (sp[7]); + ms->cancel = atoi (sp[8]); + if (strcmp (sp[8], "yes") == 0) + ms->cancel = 1; + ms->target = 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 = -1; + for (j = 0; j < sizeof (cond1) / sizeof (cond1[0]); j++) + { + if (strcmp (sp[10], cond1[j].str) == 0) + ms->cond1 = cond1[j].id; + } + ms->cond2 = atoi (sp[11]); + for (j = 0; j < sizeof (cond2) / sizeof (cond2[0]); j++) + { + if (strcmp (sp[11], cond2[j].str) == 0) + ms->cond2 = cond2[j].id; + } + 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) +{ + /* + * + * + * mob_read(); + * + */ + + do_init_mob (); +} + +/*========================================== + * Circumference initialization of mob + *------------------------------------------ + */ +int do_init_mob (void) +{ + mob_readdb (); + + mob_readdb_mobavail (); + mob_read_randommonster (); + mob_readskilldb (); + + add_timer_interval (gettick () + MIN_MOBTHINKTIME, mob_ai_hard, 0, 0, + MIN_MOBTHINKTIME); + add_timer_interval (gettick () + MIN_MOBTHINKTIME * 10, mob_ai_lazy, 0, 0, + MIN_MOBTHINKTIME * 10); + + return 0; +} -- cgit v1.2.3-60-g2f50