// $Id: mob.c,v 1.7 2004/09/25 05:32:18 MouseJstr Exp $ #include #include #include #include #include #include "timer.h" #include "socket.h" #include "db.h" #include "nullpo.h" #include "malloc.h" #include "map.h" #include "clif.h" #include "intif.h" #include "pc.h" #include "mob.h" #include "guild.h" #include "itemdb.h" #include "skill.h" #include "battle.h" #include "party.h" #include "npc.h" #ifdef MEMWATCH #include "memwatch.h" #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 int mob_timer(int,unsigned int,int,int); int mobskill_use(struct mob_data *md,unsigned int tick,int event); int mobskill_deltimer(struct mob_data *md ); int mob_skillid2skillidx(int 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 (strcmpi(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 class) { nullpo_retr(0, md); if(strcmp(mobname,"--en--")==0) memcpy(md->name,mob_db[class].name,24); else if(strcmp(mobname,"--ja--")==0) memcpy(md->name,mob_db[class].jname,24); else memcpy(md->name,mobname,24); md->bl.prev=NULL; md->bl.next=NULL; md->n = 0; md->base_class = md->class = 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 / 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 class = md->class; const int mutations_nr = mob_db[class].mutations_nr; const int mutation_power = mob_db[class].mutation_power; md->stats[MOB_LV] = mob_db[class].lv; md->stats[MOB_MAX_HP] = mob_db[class].max_hp; md->stats[MOB_STR] = mob_db[class].str; md->stats[MOB_AGI] = mob_db[class].agi; md->stats[MOB_VIT] = mob_db[class].vit; md->stats[MOB_INT] = mob_db[class].int_; md->stats[MOB_DEX] = mob_db[class].dex; md->stats[MOB_LUK] = mob_db[class].luk; md->stats[MOB_ATK1] = mob_db[class].atk1; md->stats[MOB_ATK2] = mob_db[class].atk2; md->stats[MOB_ADELAY] = mob_db[class].adelay; md->stats[MOB_DEF] = mob_db[class].def; md->stats[MOB_MDEF] = mob_db[class].mdef; md->stats[MOB_SPEED] = mob_db[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 class,int amount,const char *event) { struct mob_data *md=NULL; int m,count,lv=255,r=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 || (class>=0 && class<=1000) || class>2000) // 値が異常なら召喚を止める return 0; if(class<0){ // ランダムに召喚 int i=0; int j=-class-1; int k; if(j>=0 && j=2000){ class=mob_db[0].summonper[j]; } }else{ return 0; } // if(battle_config.etc_log==1) // printf("mobclass=%d try=%d\n",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;countlootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item)); else md->lootitem=NULL; mob_spawn_dataset(md,mobname,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(class==1288) { // emperium hp based on defense level [Valaris] struct guild_castle *gc=guild_mapname2gc(map[md->bl.m].name); if(gc) { mob_db[class].max_hp+=2000*gc->defense; md->hp=mob_db[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 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 || (class>=0 && class<=1000) || class>2000) // A summon is stopped if a value is unusual return 0; for(i=0;i=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,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 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 || (class>=0 && class<=1000) || class>2000) // 値が異常なら召喚を止める return 0; if(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;countbl.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[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 class) { return mob_db[class].view_class; } int mob_get_sex(int class) { return mob_db[class].sex; } short mob_get_hair(int class) { return mob_db[class].hair; } short mob_get_hair_color(int class) { return mob_db[class].hair_color; } short mob_get_weapon(int class) { return mob_db[class].weapon; } short mob_get_shield(int class) { return mob_db[class].shield; } short mob_get_head_top(int class) { return mob_db[class].head_top; } short mob_get_head_mid(int class) { return mob_db[class].head_mid; } short mob_get_head_buttom(int class) { return mob_db[class].head_buttom; } short mob_get_clothes_color(int class) // Add for player monster dye - Valaris { return mob_db[class].clothes_color; // End } int mob_get_equip(int class) // mob equip [Valaris] { return mob_db[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->class].mode; else mode=md->mode; race=mob_db[md->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->class].range; if(mode&1) range++; if(distance(md->bl.x,md->bl.y,tbl->x,tbl->y) > range) return 0; return 1; } /*========================================== * 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(!(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 int mob_timer(int tid,unsigned int tick,int id,int 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 1; } if(!bl || !bl->type || bl->type!=BL_MOB) return 1; nullpo_retr(1, md=(struct mob_data*)bl); if(!md->bl.type || md->bl.type!=BL_MOB) return 1; if(md->timer != tid){ if(battle_config.error_log==1) printf("mob_timer %d != %d\n",md->timer,tid); return 0; } md->timer=-1; if(md->bl.prev == NULL || md->state.state == MS_DEAD) return 1; 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 0; } /*========================================== * *------------------------------------------ */ 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 int mob_delayspawn(int tid,unsigned int tick,int m,int n) { mob_spawn(m); return 0; } /*========================================== * 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->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->class].speed; md->def_ele = mob_db[md->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;iskilldelay[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;iskilltimerskill[i].timer = -1; for(i=0;isc_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->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->class == 1285 || md->class == 1286 || md->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->class].race; if(!md->mode){ mode=mob_db[md->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->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->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->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->class].mode&0x08){ if( tmd->class==md->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->class].mode&0x08){ if( tmd->class==md->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->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->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->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;ibl.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, class = %d\n",md->bl.id,md->class); md->move_fail_count=0; mob_spawn(md->bl.id); } } } for(i=c=0;iwalkpath.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)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->class].mode; else mode=md->mode; race=mob_db[md->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->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;ilootitem[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 int mob_ai_hard(int tid,unsigned int tick,int id,int data) { clif_foreachclient(mob_ai_sub_foreachclient,tick); return 0; } /*========================================== * Negligent mode MOB AI (PC is not in near) *------------------------------------------ */ static int mob_ai_sub_lazy(void * key,void * data,va_list app) { struct mob_data *md=data; unsigned int tick; va_list ap; nullpo_retr(0, md); nullpo_retr(0, app); nullpo_retr(0, ap=va_arg(app,va_list)); if(md==NULL) return 0; if(!md->bl.type || md->bl.type!=BL_MOB) return 0; tick=va_arg(ap,unsigned int); if(DIFF_TICK(tick,md->last_thinktime)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 0; } if(DIFF_TICK(md->next_walktime,tick)<0 && (mob_db[md->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)x0<=0 && md->master_id!=0 && mob_db[md->class].mexp <= 0 && !(mob_db[md->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)x0<=0 && md->master_id!=0 && mob_db[md->class].mexp <= 0 && !(mob_db[md->class].mode & 0x20)) mob_warp(md,-1,-1,-1,-1); } md->next_walktime = tick+MPRAND(5000, 10000); } return 0; } /*========================================== * Negligent processing for mob outside PC field of view (interval timer function) *------------------------------------------ */ static int mob_ai_lazy(int tid,unsigned int tick,int id,int data) { map_foreachiddb(mob_ai_sub_lazy,tick); return 0; } /*========================================== * 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 int mob_delay_item_drop(int tid,unsigned int tick,int id,int data) { struct delay_item_drop *ditem; struct item temp_item; int flag; nullpo_retr(0, 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 0; } map_addflooritem(&temp_item,1,ditem->m,ditem->x,ditem->y,ditem->first_sd,ditem->second_sd,ditem->third_sd,0); free(ditem); return 0; } /*========================================== * item drop (timer function)-lootitem with delay *------------------------------------------ */ static int mob_delay_item_drop2(int tid,unsigned int tick,int id,int data) { struct delay_item_drop2 *ditem; int flag; nullpo_retr(0, 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 0; } 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 0; } /*========================================== * 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->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; } int mob_timer_delete(int tid, unsigned int tick, int id, int data) { struct block_list *bl=map_id2bl(id); struct mob_data *md; nullpo_retr(0, bl); md = (struct mob_data *)bl; mob_catch_delete(md,3); return 0; } /*========================================== * *------------------------------------------ */ 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;idmglog[i].id==sd->bl.id) break; if(md->dmglog[i].id==0){ minpos=i; mindmg=0; } else if(md->dmglog[i].dmgdmglog[i].dmg; } } if(idmglog[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; nullpo_retr(0, md2); for(i=0,minpos=0,mindmg=0x7fffffff;idmglog[i].id==md2->master_id) break; if(md->dmglog[i].id==0){ minpos=i; mindmg=0; } else if(md->dmglog[i].dmgdmglog[i].dmg; } } if(idmglog[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->class >= 1285 && md->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->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;idmglog[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_damagedmglog[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;ibl.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->class].base_exp * (double)battle_config.base_exp_rate / 100. * per); base_exp = (temp > 2147483647.)? 0x7fffffff:(int)temp; if(mob_db[md->class].base_exp > 0 && base_exp < 1) base_exp = 1; if(base_exp < 0) base_exp = 0; temp = ((double)mob_db[md->class].job_exp * (double)battle_config.job_exp_rate / 100. * per); job_exp = (temp > 2147483647.)? 0x7fffffff:(int)temp; if(mob_db[md->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->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->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->class].job_exp*per/256; if(job_exp < 1) job_exp = 1; if(sd && md && battle_config.pk_mode==1 && (mob_db[md->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;jexp!=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;ibl.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->class].dropitem[i].nameid <= 0) continue; drop_rate = mob_db[md->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->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 *)aCalloc(1,sizeof(struct delay_item_drop)); ditem->nameid = mob_db[md->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;imonster_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<class].mode & 0x20 && sd->monster_drop_race[i] & 1<<10) || (!(mob_db[md->class].mode & 0x20) && sd->monster_drop_race[i] & 1<<11) ) { if(sd->monster_drop_itemrate[i] <= MRAND(10000)) continue; ditem=(struct delay_item_drop *)aCalloc(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->class].lv*10 + MRAND((sd->get_zeny_num+1))); } if(md->lootitem) { for(i=0;ilootitem_count;i++) { struct delay_item_drop2 *ditem; ditem=(struct delay_item_drop2 *)aCalloc(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->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->class].mvpitem[i].nameid <= 0) continue; drop_rate = mob_db[md->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->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;isession_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->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,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; class = value[MRAND(count)]; if(class<=1000 || class>2000) return 0; max_hp = battle_get_max_hp(&md->bl); hp_rate = md->hp*100/max_hp; clif_mob_class_change(md,class); md->class = 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[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->class].speed; md->def_ele = mob_db[md->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;iskilldelay[i] = c; md->skillid=0; md->skilllv=0; if(md->lootitem == NULL && mob_db[class].mode&0x02) md->lootitem=(struct item *)aCalloc(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->class >= 1285 && md->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, class = %d\n",md->bl.id,md->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), class = %d\n",md->bl.id,x,y,md->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,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;k2000) continue; for(;amount>0;amount--){ int x=0,y=0,c=0,i=0; md=(struct mob_data *)aCalloc(1,sizeof(struct mob_data)); if(mob_db[class].mode&0x02) md->lootitem=(struct item *)aCalloc(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--",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 class,int skillid) { int i; struct mob_skill *ms=mob_db[class].skill; if(ms==NULL) return -1; for(i=0;iid:%d\n",mbl->id); return 0; } if( md->bl.type!=BL_MOB || md->bl.prev==NULL ) return 0; if( md->skilltimer != tid ) // タイマIDの確認 return 0; 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 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->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 0; } if(md->bl.m != bl->m) return 0; 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 0; } 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 0; } 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 0; 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 0; md->skilldelay[md->skillidx]=tick; if(battle_config.mob_skill_log==1) printf("MOB skill castend skill=%d, class = %d\n",md->skillid,md->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->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; } return 0; } /*========================================== * スキル使用(詠唱完了、場所指定) *------------------------------------------ */ int mobskill_castend_pos( int tid, unsigned int tick, int id,int 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 0; nullpo_retr(0, md=(struct mob_data *)bl); if( md->bl.type!=BL_MOB || md->bl.prev==NULL ) return 0; if( md->skilltimer != tid ) // タイマIDの確認 return 0; 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 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(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 0; } } 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 0; } } if(battle_config.monster_land_skill_limit==1) { maxcount = skill_get_maxcount(md->skillid); if(maxcount > 0) { int i,c; for(i=c=0;iskillunit[i].alive_count > 0 && md->skillunit[i].skill_id == md->skillid) c++; } if(c >= maxcount) return 0; } } 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 0; md->skilldelay[md->skillidx]=tick; if(battle_config.mob_skill_log==1) printf("MOB skill castend skill=%d, class = %d\n",md->skillid,md->class); mob_stop_walking(md,0); skill_castend_pos2(&md->bl,md->skillx,md->skilly,md->skillid,md->skilllv,tick,0); return 0; } /*========================================== * 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->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, class = %d\n",target->id,skill_id,skill_lv,casttime,md->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)->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->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, class = %d\n", skill_x,skill_y,skill_id,skill_lv,casttime,md->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->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->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;iclass].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])=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_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 ){ 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!=NULL){ 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{ // 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->class == 1288 || md->class == 1287 || md->class == 1286 || md->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->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->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 class) { int i; sprintf(mob_db[class].name,"mob%d",class); sprintf(mob_db[class].jname,"mob%d",class); mob_db[class].lv=1; mob_db[class].max_hp=1000; mob_db[class].max_sp=1; mob_db[class].base_exp=2; mob_db[class].job_exp=1; mob_db[class].range=1; mob_db[class].atk1=7; mob_db[class].atk2=10; mob_db[class].def=0; mob_db[class].mdef=0; mob_db[class].str=1; mob_db[class].agi=1; mob_db[class].vit=1; mob_db[class].int_=1; mob_db[class].dex=6; mob_db[class].luk=2; mob_db[class].range2=10; mob_db[class].range3=10; mob_db[class].size=0; mob_db[class].race=0; mob_db[class].element=0; mob_db[class].mode=0; mob_db[class].speed=300; mob_db[class].adelay=1000; mob_db[class].amotion=500; mob_db[class].dmotion=500; mob_db[class].dropitem[0].nameid=909; // Jellopy mob_db[class].dropitem[0].p=1000; for(i=1;i<8;i++){ mob_db[class].dropitem[i].nameid=0; mob_db[class].dropitem[i].p=0; } // Item1,Item2 mob_db[class].mexp=0; mob_db[class].mexpper=0; for(i=0;i<3;i++){ mob_db[class].mvpitem[i].nameid=0; mob_db[class].mvpitem[i].p=0; } for(i=0;i0) continue; return -1; } while(fgets(line,1020,fp)){ int 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; } class=atoi(str[0]); if(class<=1000 || class>2000) continue; mob_db[class].view_class=class; memcpy(mob_db[class].name,str[1],24); memcpy(mob_db[class].jname,str[2],24); mob_db[class].lv=atoi(str[3]); mob_db[class].max_hp=atoi(str[4]); mob_db[class].max_sp=atoi(str[5]); mob_db[class].base_exp=atoi(str[6]); if(mob_db[class].base_exp < 0) mob_db[class].base_exp = 0; else if(mob_db[class].base_exp > 0 && (mob_db[class].base_exp*battle_config.base_exp_rate/100 > 1000000000 || mob_db[class].base_exp*battle_config.base_exp_rate/100 < 0)) mob_db[class].base_exp=1000000000; else mob_db[class].base_exp*= battle_config.base_exp_rate/100; mob_db[class].job_exp=atoi(str[7]); if(mob_db[class].job_exp < 0) mob_db[class].job_exp = 0; else if(mob_db[class].job_exp > 0 && (mob_db[class].job_exp*battle_config.job_exp_rate/100 > 1000000000 || mob_db[class].job_exp*battle_config.job_exp_rate/100 < 0)) mob_db[class].job_exp=1000000000; else mob_db[class].job_exp*=battle_config.job_exp_rate/100; mob_db[class].range=atoi(str[8]); mob_db[class].atk1=atoi(str[9]); mob_db[class].atk2=atoi(str[10]); mob_db[class].def=atoi(str[11]); mob_db[class].mdef=atoi(str[12]); mob_db[class].str=atoi(str[13]); mob_db[class].agi=atoi(str[14]); mob_db[class].vit=atoi(str[15]); mob_db[class].int_=atoi(str[16]); mob_db[class].dex=atoi(str[17]); mob_db[class].luk=atoi(str[18]); mob_db[class].range2=atoi(str[19]); mob_db[class].range3=atoi(str[20]); mob_db[class].size=atoi(str[21]); mob_db[class].race=atoi(str[22]); mob_db[class].element=atoi(str[23]); mob_db[class].mode=atoi(str[24]); mob_db[class].speed=atoi(str[25]); mob_db[class].adelay=atoi(str[26]); mob_db[class].amotion=atoi(str[27]); mob_db[class].dmotion=atoi(str[28]); for(i=0;i<8;i++){ int rate = 0,type,ratemin,ratemax; mob_db[class].dropitem[i].nameid=atoi(str[29+i*2]); type = itemdb_type(mob_db[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[class].dropitem[i].p = rate; } // Item1,Item2 mob_db[class].mexp=atoi(str[45])*battle_config.mvp_exp_rate/100; mob_db[class].mexpper=atoi(str[46]); for(i=0;i<3;i++){ mob_db[class].mvpitem[i].nameid=atoi(str[47+i*2]); mob_db[class].mvpitem[i].p=atoi(str[48+i*2])*battle_config.mvp_item_rate/100; } mob_db[class].mutations_nr = atoi(str[55]); mob_db[class].mutation_power = atoi(str[56]); for(i=0;i2000) // 値が異常なら処理しない。 continue; k=atoi(str[1]); if(k >= 0) mob_db[class].view_class=k; if((mob_db[class].view_class < 24) || (mob_db[class].view_class > 4000)) { mob_db[class].sex=atoi(str[2]); mob_db[class].hair=atoi(str[3]); mob_db[class].hair_color=atoi(str[4]); mob_db[class].weapon=atoi(str[5]); mob_db[class].shield=atoi(str[6]); mob_db[class].head_top=atoi(str[7]); mob_db[class].head_mid=atoi(str[8]); mob_db[class].head_buttom=atoi(str[9]); mob_db[class].option=atoi(str[10])&~0x46; mob_db[class].clothes_color=atoi(str[11]); // Monster player dye option - Valaris } else if(atoi(str[2]) > 0) mob_db[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;i1000 && class<=2000) || class==0) mob_db[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 }, { "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 }, { "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;iskill_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;jstate=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;jtarget=target[j].id; } ms->cond1=-1; for(j=0;jcond1=cond1[j].id; } ms->cond2=atoi(sp[11]); for(j=0;jcond2=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_func_list(mob_timer,"mob_timer"); add_timer_func_list(mob_delayspawn,"mob_delayspawn"); add_timer_func_list(mob_delay_item_drop,"mob_delay_item_drop"); add_timer_func_list(mob_delay_item_drop2,"mob_delay_item_drop2"); add_timer_func_list(mob_ai_hard,"mob_ai_hard"); add_timer_func_list(mob_ai_lazy,"mob_ai_lazy"); add_timer_func_list(mobskill_castend_id,"mobskill_castend_id"); add_timer_func_list(mobskill_castend_pos,"mobskill_castend_pos"); add_timer_func_list(mob_timer_delete,"mob_timer_delete"); 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; }