// $Id: mob.c,v 1.7 2004/09/25 05:32:18 MouseJstr Exp $ #include #include #include #include #include #include "../common/timer.hpp" #include "../common/socket.hpp" #include "../common/db.hpp" #include "../common/nullpo.hpp" #include "../common/mt_rand.hpp" #include "map.hpp" #include "clif.hpp" #include "intif.hpp" #include "pc.hpp" #include "mob.hpp" #include "itemdb.hpp" #include "skill.hpp" #include "battle.hpp" #include "party.hpp" #include "npc.hpp" #ifdef MEMWATCH #include "memwatch.hpp" #endif #ifndef max #define max( a, b ) (((a) > (b)) ? (a) : (b) ) #endif #define MIN_MOBTHINKTIME 100 #define MOB_LAZYMOVEPERC 50 // Move probability in the negligent mode MOB (rate of 1000 minute) #define MOB_LAZYWARPPERC 20 // Warp probability in the negligent mode MOB (rate of 1000 minute) struct mob_db mob_db[2001]; /*========================================== * Local prototype declaration (only required thing) *------------------------------------------ */ static int distance(int, int, int, int); static int mob_makedummymobdb(int); static void mob_timer(timer_id, tick_t, custom_id_t, custom_data_t); int mobskill_deltimer(struct mob_data *md); int mob_skillid2skillidx(int mob_class, int skillid); int mobskill_use_id(struct mob_data *md, struct block_list *target, int skill_idx); static int mob_unlocktarget(struct mob_data *md, int tick); /*========================================== * Mob is searched with a name. *------------------------------------------ */ int mobdb_searchname(const char *str) { int i; for (i = 0; i < sizeof(mob_db) / sizeof(mob_db[0]); i++) { if (strcasecmp(mob_db[i].name, str) == 0 || strcmp(mob_db[i].jname, str) == 0 || memcmp(mob_db[i].name, str, 24) == 0 || memcmp(mob_db[i].jname, str, 24) == 0) return i; } return 0; } /*========================================== * Id Mob is checked. *------------------------------------------ */ int mobdb_checkid(const int id) { if (id <= 0 || id >= (sizeof(mob_db) / sizeof(mob_db[0])) || mob_db[id].name[0] == '\0') return 0; return id; } static void mob_init(struct mob_data *md); /*========================================== * The minimum data set for MOB spawning *------------------------------------------ */ static int mob_spawn_dataset(struct mob_data *md, const char *mobname, int mob_class) { nullpo_retr(0, md); if (strcmp(mobname, "--en--") == 0) memcpy(md->name, mob_db[mob_class].name, 24); else if (strcmp(mobname, "--ja--") == 0) memcpy(md->name, mob_db[mob_class].jname, 24); else memcpy(md->name, mobname, 24); md->bl.prev = NULL; md->bl.next = NULL; md->n = 0; md->base_class = md->mob_class = mob_class; md->bl.id = npc_get_new_npc_id(); memset(&md->state, 0, sizeof(md->state)); md->timer = -1; md->target_id = 0; md->attacked_id = 0; mob_init(md); return 0; } // Mutation values indicate how `valuable' a change to each stat is, XP wise. // For one 256th of change, we give out that many 1024th fractions of XP change // (i.e., 1024 means a 100% XP increase for a single point of adjustment, 4 means 100% XP bonus for doubling the value) static int mutation_value[MOB_XP_BONUS] = { 2, // MOB_LV 3, // MOB_MAX_HP 1, // MOB_STR 2, // MOB_AGI 1, // MOB_VIT 0, // MOB_INT 2, // MOB_DEX 2, // MOB_LUK 1, // MOB_ATK1 1, // MOB_ATK2 2, // MOB_ADELAY 2, // MOB_DEF 2, // MOB_MDEF 2, // MOB_SPEED }; // The mutation scale indicates how far `up' we can go, with 256 indicating 100% Note that this may stack with multiple // calls to `mutate'. static int mutation_scale[MOB_XP_BONUS] = { 16, // MOB_LV 256, // MOB_MAX_HP 32, // MOB_STR 48, // MOB_AGI 48, // MOB_VIT 48, // MOB_INT 48, // MOB_DEX 64, // MOB_LUK 48, // MOB_ATK1 48, // MOB_ATK2 80, // MOB_ADELAY 48, // MOB_DEF 48, // MOB_MDEF 80, // MOB_SPEED }; // The table below indicates the `average' value for each of the statistics, or -1 if there is none. // This average is used to determine XP modifications for mutations. The experience point bonus is // based on mutation_value and mutation_base as follows: // (1) first, compute the percentage change of the attribute (p0) // (2) second, determine the absolute stat change // (3) third, compute the percentage stat change relative to mutation_base (p1) // (4) fourth, compute the XP mofication based on the smaller of (p0, p1). static int mutation_base[MOB_XP_BONUS] = { 30, // MOB_LV -1, // MOB_MAX_HP 20, // MOB_STR 20, // MOB_AGI 20, // MOB_VIT 20, // MOB_INT 20, // MOB_DEX 20, // MOB_LUK -1, // MOB_ATK1 -1, // MOB_ATK2 -1, // MOB_ADELAY -1, // MOB_DEF 20, // MOB_MDEF -1, // MOB_SPEED }; /*======================================== * Mutates a MOB. For large `direction' values, calling this multiple times will give bigger XP boni. *---------------------------------------- */ static void mob_mutate(struct mob_data *md, int stat, int intensity) // intensity: positive: strengthen, negative: weaken. 256 = 100%. { int old_stat; int new_stat; int real_intensity; // relative intensity const int mut_base = mutation_base[stat]; int sign = 1; if (!md || stat < 0 || stat >= MOB_XP_BONUS || intensity == 0) return; while (intensity > mutation_scale[stat]) { mob_mutate(md, stat, mutation_scale[stat]); // give better XP assignments intensity -= mutation_scale[stat]; } while (intensity < -mutation_scale[stat]) { mob_mutate(md, stat, mutation_scale[stat]); // give better XP assignments intensity += mutation_scale[stat]; } if (!intensity) return; // MOB_ADELAY and MOB_SPEED are special because going DOWN is good here. if (stat == MOB_ADELAY || stat == MOB_SPEED) sign = -1; // Now compute the new stat old_stat = md->stats[stat]; new_stat = old_stat + ((old_stat * sign * intensity) / 256); if (new_stat < 0) new_stat = 0; if (old_stat == 0) real_intensity = 0; else real_intensity = (((new_stat - old_stat) << 8) / old_stat); if (mut_base != -1) { // Now compute the mutation intensity relative to an absolute value. // Take the lesser of the two effects. int real_intensity2 = (((new_stat - old_stat) << 8) / mut_base); if (real_intensity < 0) if (real_intensity2 > real_intensity) real_intensity = real_intensity2; if (real_intensity > 0) if (real_intensity2 < real_intensity) real_intensity = real_intensity2; } real_intensity *= sign; md->stats[stat] = new_stat; // Adjust XP value md->stats[MOB_XP_BONUS] += mutation_value[stat] * real_intensity; if (md->stats[MOB_XP_BONUS] <= 0) md->stats[MOB_XP_BONUS] = 1; // Sanitise if (md->stats[MOB_ATK1] > md->stats[MOB_ATK2]) { int swap = md->stats[MOB_ATK2]; md->stats[MOB_ATK2] = md->stats[MOB_ATK1]; md->stats[MOB_ATK1] = swap; } } // This calculates the exp of a given mob static int mob_gen_exp(struct mob_db *mob) { if (mob->max_hp <= 1) return 1; double mod_def = 100 - mob->def; if (100 == mob->def) mod_def = 1; double effective_hp = ((50 - mob->luk) * mob->max_hp / 50.0) + (2 * mob->luk * mob->max_hp / mod_def); double attack_factor = (mob->atk1 + mob->atk2 + mob->str / 3.0 + mob->dex / 2.0 + mob->luk) * (1872.0 / mob->adelay) / 4; double dodge_factor = pow(mob->lv + mob->agi + mob->luk / 2.0, 4.0 / 3.0); double persuit_factor = (3 + mob->range) * (mob->mode % 2) * 1000 / mob->speed; double aggression_factor = (mob->mode & 4) == 4 ? 10.0 / 9.0 : 1.0; int xp = (int) floor(effective_hp * pow(sqrt(attack_factor) + sqrt(dodge_factor) + sqrt(persuit_factor) + 55, 3) * aggression_factor / 2000000.0 * (double) battle_config.base_exp_rate / 100.); if (xp < 1) xp = 1; printf("Exp for mob '%s' generated: %d\n", mob->name, xp); return xp; } static void mob_init(struct mob_data *md) { int i; const int mob_class = md->mob_class; const int mutations_nr = mob_db[mob_class].mutations_nr; const int mutation_power = mob_db[mob_class].mutation_power; md->stats[MOB_LV] = mob_db[mob_class].lv; md->stats[MOB_MAX_HP] = mob_db[mob_class].max_hp; md->stats[MOB_STR] = mob_db[mob_class].str; md->stats[MOB_AGI] = mob_db[mob_class].agi; md->stats[MOB_VIT] = mob_db[mob_class].vit; md->stats[MOB_INT] = mob_db[mob_class].int_; md->stats[MOB_DEX] = mob_db[mob_class].dex; md->stats[MOB_LUK] = mob_db[mob_class].luk; md->stats[MOB_ATK1] = mob_db[mob_class].atk1; md->stats[MOB_ATK2] = mob_db[mob_class].atk2; md->stats[MOB_ADELAY] = mob_db[mob_class].adelay; md->stats[MOB_DEF] = mob_db[mob_class].def; md->stats[MOB_MDEF] = mob_db[mob_class].mdef; md->stats[MOB_SPEED] = mob_db[mob_class].speed; md->stats[MOB_XP_BONUS] = MOB_XP_BONUS_BASE; for (i = 0; i < mutations_nr; i++) { int stat_nr = MRAND(MOB_XP_BONUS + 1); int strength; if (stat_nr >= MOB_XP_BONUS) stat_nr = MOB_MAX_HP; strength = ((MRAND((mutation_power >> 1)) + (MRAND((mutation_power >> 1))) + 2) * mutation_scale[stat_nr]) / 100; strength = MRAND(2) ? strength : -strength; if (strength < -240) strength = -240; /* Don't go too close to zero */ mob_mutate(md, stat_nr, strength); } } /*========================================== * The MOB appearance for one time (for scripts) *------------------------------------------ */ int mob_once_spawn(struct map_session_data *sd, const char *mapname, int x, int y, const char *mobname, int mob_class, int amount, const char *event) { struct mob_data *md = NULL; int m, count, lv = 255, r = mob_class; if (sd) lv = sd->status.base_level; if (sd && strcmp(mapname, "this") == 0) m = sd->bl.m; else m = map_mapname2mapid(mapname); if (m < 0 || amount <= 0 || (mob_class >= 0 && mob_class <= 1000) || mob_class > 2000) // 値が異常なら召喚を止める return 0; if (mob_class < 0) { // ランダムに召喚 int i = 0; int j = -mob_class - 1; int k; if (j >= 0 && j < MAX_RANDOMMONSTER) { do { mob_class = MPRAND(1001, 1000); k = MRAND(1000000); } while ((mob_db[mob_class].max_hp <= 0 || mob_db[mob_class].summonper[j] <= k || (lv < mob_db[mob_class].lv && battle_config.random_monster_checklv == 1)) && (i++) < 2000); if (i >= 2000) { mob_class = mob_db[0].summonper[j]; } } else { return 0; } // if(battle_config.etc_log==1) // printf("mobmob_class=%d try=%d\n",mob_class,i); } if (sd) { if (x <= 0) x = sd->bl.x; if (y <= 0) y = sd->bl.y; } else if (x <= 0 || y <= 0) { printf("mob_once_spawn: ??\n"); } for (count = 0; count < amount; count++) { md = (struct mob_data *) calloc(1, sizeof(struct mob_data)); if (mob_db[mob_class].mode & 0x02) md->lootitem = (struct item *) calloc(LOOTITEM_SIZE, sizeof(struct item)); else md->lootitem = NULL; mob_spawn_dataset(md, mobname, mob_class); md->bl.m = m; md->bl.x = x; md->bl.y = y; if (r < 0 && battle_config.dead_branch_active == 1) md->mode = 0x1 + 0x4 + 0x80; //移動してアクティブで反撃する md->m = m; md->x0 = x; md->y0 = y; md->xs = 0; md->ys = 0; md->spawndelay1 = -1; // Only once is a flag. md->spawndelay2 = -1; // Only once is a flag. memcpy(md->npc_event, event, sizeof(md->npc_event)); md->bl.type = BL_MOB; map_addiddb(&md->bl); mob_spawn(md->bl.id); } return (amount > 0) ? md->bl.id : 0; } /*========================================== * The MOB appearance for one time (& area specification for scripts) *------------------------------------------ */ int mob_once_spawn_area(struct map_session_data *sd, const char *mapname, int x0, int y0, int x1, int y1, const char *mobname, int mob_class, int amount, const char *event) { int x, y, i, c, max, lx = -1, ly = -1, id = 0; int m; if (strcmp(mapname, "this") == 0) m = sd->bl.m; else m = map_mapname2mapid(mapname); max = (y1 - y0 + 1) * (x1 - x0 + 1) * 3; if (max > 1000) max = 1000; if (m < 0 || amount <= 0 || (mob_class >= 0 && mob_class <= 1000) || mob_class > 2000) // A summon is stopped if a value is unusual return 0; for (i = 0; i < amount; i++) { int j = 0; do { x = MPRAND(x0, (x1 - x0 + 1)); y = MPRAND(y0, (y1 - y0 + 1)); } while (((c = map_getcell(m, x, y)) == 1 || c == 5) && (++j) < max); if (j >= max) { if (lx >= 0) { // Since reference went wrong, the place which boiled before is used. x = lx; y = ly; } else return 0; // Since reference of the place which boils first went wrong, it stops. } id = mob_once_spawn(sd, mapname, x, y, mobname, mob_class, 1, event); lx = x; ly = y; } return id; } /*========================================== * Summoning Guardians [Valaris] *------------------------------------------ */ int mob_spawn_guardian(struct map_session_data *sd, const char *mapname, int x, int y, const char *mobname, int mob_class, int amount, const char *event, int guardian) { struct mob_data *md = NULL; int m, count = 1, lv = 255; if (sd) lv = sd->status.base_level; if (sd && strcmp(mapname, "this") == 0) m = sd->bl.m; else m = map_mapname2mapid(mapname); if (m < 0 || amount <= 0 || (mob_class >= 0 && mob_class <= 1000) || mob_class > 2000) // 値が異常なら召喚を止める return 0; if (mob_class < 0) return 0; if (sd) { if (x <= 0) x = sd->bl.x; if (y <= 0) y = sd->bl.y; } else if (x <= 0 || y <= 0) printf("mob_spawn_guardian: ??\n"); for (count = 0; count < amount; count++) { CREATE(md, struct mob_data, 1); mob_spawn_dataset(md, mobname, mob_class); md->bl.m = m; md->bl.x = x; md->bl.y = y; md->m = m; md->x0 = x; md->y0 = y; md->xs = 0; md->ys = 0; md->spawndelay1 = -1; // Only once is a flag. md->spawndelay2 = -1; // Only once is a flag. memcpy(md->npc_event, event, sizeof(md->npc_event)); md->bl.type = BL_MOB; map_addiddb(&md->bl); mob_spawn(md->bl.id); } return (amount > 0) ? md->bl.id : 0; } /*========================================== * Appearance income of mob *------------------------------------------ */ int mob_get_viewclass(int mob_class) { return mob_db[mob_class].view_class; } int mob_get_sex(int mob_class) { return mob_db[mob_class].sex; } short mob_get_hair(int mob_class) { return mob_db[mob_class].hair; } short mob_get_hair_color(int mob_class) { return mob_db[mob_class].hair_color; } short mob_get_weapon(int mob_class) { return mob_db[mob_class].weapon; } short mob_get_shield(int mob_class) { return mob_db[mob_class].shield; } short mob_get_head_top(int mob_class) { return mob_db[mob_class].head_top; } short mob_get_head_mid(int mob_class) { return mob_db[mob_class].head_mid; } short mob_get_head_buttom(int mob_class) { return mob_db[mob_class].head_buttom; } short mob_get_clothes_color(int mob_class) // Add for player monster dye - Valaris { return mob_db[mob_class].clothes_color; // End } int mob_get_equip(int mob_class) // mob equip [Valaris] { return mob_db[mob_class].equip; } /*========================================== * Is MOB in the state in which the present movement is possible or not? *------------------------------------------ */ static int mob_can_move(struct mob_data *md) { nullpo_retr(0, md); if (md->canmove_tick > gettick() || (md->opt1 > 0 && md->opt1 != 6) || md->option & 2) return 0; // アンクル中で動けないとか if (md->sc_data[SC_ANKLE].timer != -1 || //アンクルスネア md->sc_data[SC_AUTOCOUNTER].timer != -1 || //オートカウンター md->sc_data[SC_BLADESTOP].timer != -1 || //白刃取り md->sc_data[SC_SPIDERWEB].timer != -1 //スパイダーウェッブ ) return 0; return 1; } /*========================================== * Time calculation concerning one step next to mob *------------------------------------------ */ static int calc_next_walk_step(struct mob_data *md) { nullpo_retr(0, md); if (md->walkpath.path_pos >= md->walkpath.path_len) return -1; if (md->walkpath.path[md->walkpath.path_pos] & 1) return battle_get_speed(&md->bl) * 14 / 10; return battle_get_speed(&md->bl); } static int mob_walktoxy_sub(struct mob_data *md); /*========================================== * Mob Walk processing *------------------------------------------ */ static int mob_walk(struct mob_data *md, unsigned int tick, int data) { int moveblock; int i, ctype; static int dirx[8] = { 0, -1, -1, -1, 0, 1, 1, 1 }; static int diry[8] = { 1, 1, 0, -1, -1, -1, 0, 1 }; int x, y, dx, dy; nullpo_retr(0, md); md->state.state = MS_IDLE; if (md->walkpath.path_pos >= md->walkpath.path_len || md->walkpath.path_pos != data) return 0; md->walkpath.path_half ^= 1; if (md->walkpath.path_half == 0) { md->walkpath.path_pos++; if (md->state.change_walk_target) { mob_walktoxy_sub(md); return 0; } } else { if (md->walkpath.path[md->walkpath.path_pos] >= 8) return 1; x = md->bl.x; y = md->bl.y; ctype = map_getcell(md->bl.m, x, y); if (ctype == 1 || ctype == 5) { mob_stop_walking(md, 1); return 0; } md->dir = md->walkpath.path[md->walkpath.path_pos]; dx = dirx[md->dir]; dy = diry[md->dir]; ctype = map_getcell(md->bl.m, x + dx, y + dy); if (ctype == 1 || ctype == 5) { mob_walktoxy_sub(md); return 0; } moveblock = (x / BLOCK_SIZE != (x + dx) / BLOCK_SIZE || y / BLOCK_SIZE != (y + dy) / BLOCK_SIZE); md->state.state = MS_WALK; map_foreachinmovearea(clif_moboutsight, md->bl.m, x - AREA_SIZE, y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE, dx, dy, BL_PC, md); x += dx; y += dy; if (md->min_chase > 13) md->min_chase--; if (moveblock) map_delblock(&md->bl); md->bl.x = x; md->bl.y = y; if (moveblock) map_addblock(&md->bl); map_foreachinmovearea(clif_mobinsight, md->bl.m, x - AREA_SIZE, y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE, -dx, -dy, BL_PC, md); md->state.state = MS_IDLE; if (md->option & 4) skill_check_cloaking(&md->bl); skill_unit_move(&md->bl, tick, 1); // Inspection of a skill unit } if ((i = calc_next_walk_step(md)) > 0) { i = i >> 1; if (i < 1 && md->walkpath.path_half == 0) i = 1; md->timer = add_timer(tick + i, mob_timer, md->bl.id, md->walkpath.path_pos); md->state.state = MS_WALK; if (md->walkpath.path_pos >= md->walkpath.path_len) clif_fixmobpos(md); // When mob stops, retransmission current of a position. } return 0; } /*========================================== * Check if mob should be attempting to attack *------------------------------------------ */ static int mob_check_attack(struct mob_data *md) { struct block_list *tbl = NULL; struct map_session_data *tsd = NULL; struct mob_data *tmd = NULL; int mode, race, range; nullpo_retr(0, md); md->min_chase = 13; md->state.state = MS_IDLE; md->state.skillstate = MSS_IDLE; if (md->skilltimer != -1) return 0; if (md->opt1 > 0 || md->option & 2) return 0; if (md->sc_data[SC_AUTOCOUNTER].timer != -1) return 0; if (md->sc_data[SC_BLADESTOP].timer != -1) return 0; if ((tbl = map_id2bl(md->target_id)) == NULL) { md->target_id = 0; md->state.targettype = NONE_ATTACKABLE; return 0; } if (tbl->type == BL_PC) tsd = (struct map_session_data *) tbl; else if (tbl->type == BL_MOB) tmd = (struct mob_data *) tbl; else return 0; if (tsd) { if (pc_isdead(tsd) || tsd->invincible_timer != -1 || pc_isinvisible(tsd) || md->bl.m != tbl->m || tbl->prev == NULL || distance(md->bl.x, md->bl.y, tbl->x, tbl->y) >= 13) { md->target_id = 0; md->state.targettype = NONE_ATTACKABLE; return 0; } } if (tmd) { if (md->bl.m != tbl->m || tbl->prev == NULL || distance(md->bl.x, md->bl.y, tbl->x, tbl->y) >= 13) { md->target_id = 0; md->state.targettype = NONE_ATTACKABLE; return 0; } } if (!md->mode) mode = mob_db[md->mob_class].mode; else mode = md->mode; race = mob_db[md->mob_class].race; if (!(mode & 0x80)) { md->target_id = 0; md->state.targettype = NONE_ATTACKABLE; return 0; } if (tsd && !(mode & 0x20) && (tsd->sc_data[SC_TRICKDEAD].timer != -1 || ((pc_ishiding(tsd) || tsd->state.gangsterparadise) && race != 4 && race != 6))) { md->target_id = 0; md->state.targettype = NONE_ATTACKABLE; return 0; } range = mob_db[md->mob_class].range; if (mode & 1) range++; if (distance(md->bl.x, md->bl.y, tbl->x, tbl->y) > range) return 0; return 1; } static void mob_ancillary_attack(struct block_list *bl, va_list ap) { struct block_list *mdbl = va_arg(ap, struct block_list *); struct block_list *tbl = va_arg(ap, struct block_list *); unsigned int tick = va_arg(ap, unsigned int); if (bl != tbl) battle_weapon_attack(mdbl, bl, tick, 0); } /*========================================== * Attack processing of mob *------------------------------------------ */ static int mob_attack(struct mob_data *md, unsigned int tick, int data) { struct block_list *tbl = NULL; nullpo_retr(0, md); if ((tbl = map_id2bl(md->target_id)) == NULL) return 0; if (!mob_check_attack(md)) return 0; if (battle_config.monster_attack_direction_change) md->dir = map_calc_dir(&md->bl, tbl->x, tbl->y); // 向き設定 //clif_fixmobpos(md); md->state.skillstate = MSS_ATTACK; if (mobskill_use(md, tick, -2)) // スキル使用 return 0; md->target_lv = battle_weapon_attack(&md->bl, tbl, tick, 0); // If you are reading this, please note: // it is highly platform-specific that this even works at all. int radius = battle_config.mob_splash_radius; if (radius >= 0 && tbl->type == BL_PC && !map[tbl->m].flag.town) map_foreachinarea(mob_ancillary_attack, tbl->m, tbl->x - radius, tbl->y - radius, tbl->x + radius, tbl->y + radius, BL_PC, &md->bl, tbl, tick); if (!(battle_config.monster_cloak_check_type & 2) && md->sc_data[SC_CLOAKING].timer != -1) skill_status_change_end(&md->bl, SC_CLOAKING, -1); md->attackabletime = tick + battle_get_adelay(&md->bl); md->timer = add_timer(md->attackabletime, mob_timer, md->bl.id, 0); md->state.state = MS_ATTACK; return 0; } /*========================================== * The attack of PC which is attacking id is stopped. * The callback function of clif_foreachclient *------------------------------------------ */ static int mob_stopattacked(struct map_session_data *sd, va_list ap) { int id; nullpo_retr(0, sd); nullpo_retr(0, ap); id = va_arg(ap, int); if (sd->attacktarget == id) pc_stopattack(sd); return 0; } /*========================================== * The timer in which the mob's states changes *------------------------------------------ */ int mob_changestate(struct mob_data *md, int state, int type) { unsigned int tick; int i; nullpo_retr(0, md); if (md->timer != -1) delete_timer(md->timer, mob_timer); md->timer = -1; md->state.state = state; switch (state) { case MS_WALK: if ((i = calc_next_walk_step(md)) > 0) { i = i >> 2; md->timer = add_timer(gettick() + i, mob_timer, md->bl.id, 0); } else md->state.state = MS_IDLE; break; case MS_ATTACK: tick = gettick(); i = DIFF_TICK(md->attackabletime, tick); if (i > 0 && i < 2000) md->timer = add_timer(md->attackabletime, mob_timer, md->bl.id, 0); else if (type) { md->attackabletime = tick + battle_get_amotion(&md->bl); md->timer = add_timer(md->attackabletime, mob_timer, md->bl.id, 0); } else { md->attackabletime = tick + 1; md->timer = add_timer(md->attackabletime, mob_timer, md->bl.id, 0); } break; case MS_DELAY: md->timer = add_timer(gettick() + type, mob_timer, md->bl.id, 0); break; case MS_DEAD: skill_castcancel(&md->bl, 0); // mobskill_deltimer(md); md->state.skillstate = MSS_DEAD; md->last_deadtime = gettick(); // Since it died, all aggressors' attack to this mob is stopped. clif_foreachclient(mob_stopattacked, md->bl.id); skill_unit_out_all(&md->bl, gettick(), 1); skill_status_change_clear(&md->bl, 2); // The abnormalities in status are canceled. skill_clear_unitgroup(&md->bl); // All skill unit groups are deleted. skill_cleartimerskill(&md->bl); if (md->deletetimer != -1) delete_timer(md->deletetimer, mob_timer_delete); md->deletetimer = -1; md->hp = md->target_id = md->attacked_id = 0; md->state.targettype = NONE_ATTACKABLE; break; } return 0; } /*========================================== * timer processing of mob (timer function) * It branches to a walk and an attack. *------------------------------------------ */ static void mob_timer(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data) { struct mob_data *md; struct block_list *bl; if ((bl = map_id2bl(id)) == NULL) { //攻撃してきた敵がもういないのは正常のようだ return; } if (!bl || !bl->type || bl->type != BL_MOB) return; nullpo_retv(md = (struct mob_data *) bl); if (!md->bl.type || md->bl.type != BL_MOB) return; if (md->timer != tid) { if (battle_config.error_log == 1) printf("mob_timer %d != %d\n", md->timer, tid); return; } md->timer = -1; if (md->bl.prev == NULL || md->state.state == MS_DEAD) return; map_freeblock_lock(); switch (md->state.state) { case MS_WALK: mob_check_attack(md); mob_walk(md, tick, data); break; case MS_ATTACK: mob_attack(md, tick, data); break; case MS_DELAY: mob_changestate(md, MS_IDLE, 0); break; default: if (battle_config.error_log == 1) printf("mob_timer : %d ?\n", md->state.state); break; } map_freeblock_unlock(); return; } /*========================================== * *------------------------------------------ */ static int mob_walktoxy_sub(struct mob_data *md) { struct walkpath_data wpd; nullpo_retr(0, md); if (path_search(&wpd, md->bl.m, md->bl.x, md->bl.y, md->to_x, md->to_y, md->state.walk_easy)) return 1; memcpy(&md->walkpath, &wpd, sizeof(wpd)); md->state.change_walk_target = 0; mob_changestate(md, MS_WALK, 0); clif_movemob(md); return 0; } /*========================================== * mob move start *------------------------------------------ */ int mob_walktoxy(struct mob_data *md, int x, int y, int easy) { struct walkpath_data wpd; nullpo_retr(0, md); if (md->state.state == MS_WALK && path_search(&wpd, md->bl.m, md->bl.x, md->bl.y, x, y, easy)) return 1; md->state.walk_easy = easy; md->to_x = x; md->to_y = y; if (md->state.state == MS_WALK) { md->state.change_walk_target = 1; } else { return mob_walktoxy_sub(md); } return 0; } /*========================================== * mob spawn with delay (timer function) *------------------------------------------ */ static void mob_delayspawn(timer_id tid, tick_t tick, custom_id_t m, custom_data_t n) { mob_spawn(m); } /*========================================== * spawn timing calculation *------------------------------------------ */ static int mob_setdelayspawn(int id) { unsigned int spawntime, spawntime1, spawntime2, spawntime3; struct mob_data *md; struct block_list *bl; if ((bl = map_id2bl(id)) == NULL) return -1; if (!bl || !bl->type || bl->type != BL_MOB) return -1; nullpo_retr(-1, md = (struct mob_data *) bl); if (!md || md->bl.type != BL_MOB) return -1; // Processing of MOB which is not revitalized if (md->spawndelay1 == -1 && md->spawndelay2 == -1 && md->n == 0) { map_deliddb(&md->bl); if (md->lootitem) { map_freeblock(md->lootitem); md->lootitem = NULL; } map_freeblock(md); // Instead of [ of free ] return 0; } spawntime1 = md->last_spawntime + md->spawndelay1; spawntime2 = md->last_deadtime + md->spawndelay2; spawntime3 = gettick() + 5000; // spawntime = max(spawntime1,spawntime2,spawntime3); if (DIFF_TICK(spawntime1, spawntime2) > 0) { spawntime = spawntime1; } else { spawntime = spawntime2; } if (DIFF_TICK(spawntime3, spawntime) > 0) { spawntime = spawntime3; } add_timer(spawntime, mob_delayspawn, id, 0); return 0; } /*========================================== * Mob spawning. Initialization is also variously here. *------------------------------------------ */ int mob_spawn(int id) { int x = 0, y = 0, i = 0, c; unsigned int tick = gettick(); struct mob_data *md; struct block_list *bl; nullpo_retr(-1, bl = map_id2bl(id)); if (!bl || !bl->type || bl->type != BL_MOB) return -1; nullpo_retr(-1, md = (struct mob_data *) bl); if (!md || !md->bl.type || md->bl.type != BL_MOB) return -1; md->last_spawntime = tick; if (md->bl.prev != NULL) { // clif_clearchar_area(&md->bl,3); skill_unit_out_all(&md->bl, gettick(), 1); map_delblock(&md->bl); } else md->mob_class = md->base_class; md->bl.m = md->m; do { if (md->x0 == 0 && md->y0 == 0) { x = MPRAND(1, (map[md->bl.m].xs - 2)); y = MPRAND(1, (map[md->bl.m].ys - 2)); } else { x = MPRAND(md->x0, (md->xs + 1)) - md->xs / 2; y = MPRAND(md->y0, (md->ys + 1)) - md->ys / 2; } i++; } while (((c = map_getcell(md->bl.m, x, y)) == 1 || c == 5) && i < 50); if (i >= 50) { // if(battle_config.error_log==1) // printf("MOB spawn error %d @ %s\n",id,map[md->bl.m].name); add_timer(tick + 5000, mob_delayspawn, id, 0); return 1; } md->to_x = md->bl.x = x; md->to_y = md->bl.y = y; md->dir = 0; map_addblock(&md->bl); memset(&md->state, 0, sizeof(md->state)); md->attacked_id = 0; md->target_id = 0; md->move_fail_count = 0; mob_init(md); if (!md->stats[MOB_SPEED]) md->stats[MOB_SPEED] = mob_db[md->mob_class].speed; md->def_ele = mob_db[md->mob_class].element; md->master_id = 0; md->master_dist = 0; md->state.state = MS_IDLE; md->state.skillstate = MSS_IDLE; md->timer = -1; md->last_thinktime = tick; md->next_walktime = tick + MPRAND(5000, 50); md->attackabletime = tick; md->canmove_tick = tick; md->sg_count = 0; md->deletetimer = -1; md->skilltimer = -1; for (i = 0, c = tick - 1000 * 3600 * 10; i < MAX_MOBSKILL; i++) md->skilldelay[i] = c; md->skillid = 0; md->skilllv = 0; memset(md->dmglog, 0, sizeof(md->dmglog)); if (md->lootitem) memset(md->lootitem, 0, sizeof(md->lootitem)); md->lootitem_count = 0; for (i = 0; i < MAX_MOBSKILLTIMERSKILL; i++) md->skilltimerskill[i].timer = -1; for (i = 0; i < MAX_STATUSCHANGE; i++) { md->sc_data[i].timer = -1; md->sc_data[i].val1 = md->sc_data[i].val2 = md->sc_data[i].val3 = md->sc_data[i].val4 = 0; } md->sc_count = 0; md->opt1 = md->opt2 = md->opt3 = md->option = 0; memset(md->skillunit, 0, sizeof(md->skillunit)); memset(md->skillunittick, 0, sizeof(md->skillunittick)); md->hp = battle_get_max_hp(&md->bl); if (md->hp <= 0) { mob_makedummymobdb(md->mob_class); md->hp = battle_get_max_hp(&md->bl); } clif_spawnmob(md); return 0; } /*========================================== * Distance calculation between two points *------------------------------------------ */ static int distance(int x0, int y0, int x1, int y1) { int dx, dy; dx = abs(x0 - x1); dy = abs(y0 - y1); return dx > dy ? dx : dy; } /*========================================== * The stop of MOB's attack *------------------------------------------ */ int mob_stopattack(struct mob_data *md) { md->target_id = 0; md->state.targettype = NONE_ATTACKABLE; md->attacked_id = 0; return 0; } /*========================================== * The stop of MOB's walking *------------------------------------------ */ int mob_stop_walking(struct mob_data *md, int type) { nullpo_retr(0, md); if (md->state.state == MS_WALK || md->state.state == MS_IDLE) { int dx = 0, dy = 0; md->walkpath.path_len = 0; if (type & 4) { dx = md->to_x - md->bl.x; if (dx < 0) dx = -1; else if (dx > 0) dx = 1; dy = md->to_y - md->bl.y; if (dy < 0) dy = -1; else if (dy > 0) dy = 1; } md->to_x = md->bl.x + dx; md->to_y = md->bl.y + dy; if (dx != 0 || dy != 0) { mob_walktoxy_sub(md); return 0; } mob_changestate(md, MS_IDLE, 0); } if (type & 0x01) clif_fixmobpos(md); if (type & 0x02) { int delay = battle_get_dmotion(&md->bl); unsigned int tick = gettick(); if (md->canmove_tick < tick) md->canmove_tick = tick + delay; } return 0; } /*========================================== * Reachability to a Specification ID existence place *------------------------------------------ */ static int mob_can_reach(struct mob_data *md, struct block_list *bl, int range) { int dx, dy; struct walkpath_data wpd; int i; nullpo_retr(0, md); nullpo_retr(0, bl); dx = abs(bl->x - md->bl.x); dy = abs(bl->y - md->bl.y); if (bl && bl->type == BL_PC && battle_config.monsters_ignore_gm == 1) { // option to have monsters ignore GMs [Valaris] struct map_session_data *sd; if ((sd = (struct map_session_data *) bl) != NULL && pc_isGM(sd)) return 0; } if (md->bl.m != bl->m) // 違うャbプ return 0; if (range > 0 && range < ((dx > dy) ? dx : dy)) // 遠すぎる return 0; if (md->bl.x == bl->x && md->bl.y == bl->y) // 同じャX return 1; // Obstacle judging wpd.path_len = 0; wpd.path_pos = 0; wpd.path_half = 0; if (path_search(&wpd, md->bl.m, md->bl.x, md->bl.y, bl->x, bl->y, 0) != -1) return 1; if (bl->type != BL_PC && bl->type != BL_MOB) return 0; // It judges whether it can adjoin or not. dx = (dx > 0) ? 1 : ((dx < 0) ? -1 : 0); dy = (dy > 0) ? 1 : ((dy < 0) ? -1 : 0); if (path_search(&wpd, md->bl.m, md->bl.x, md->bl.y, bl->x - dx, bl->y - dy, 0) != -1) return 1; for (i = 0; i < 9; i++) { if (path_search(&wpd, md->bl.m, md->bl.x, md->bl.y, bl->x - 1 + i / 3, bl->y - 1 + i % 3, 0) != -1) return 1; } return 0; } /*========================================== * Determination for an attack of a monster *------------------------------------------ */ int mob_target(struct mob_data *md, struct block_list *bl, int dist) { struct map_session_data *sd; struct status_change *sc_data; short *option; int mode, race; nullpo_retr(0, md); nullpo_retr(0, bl); sc_data = battle_get_sc_data(bl); option = battle_get_option(bl); race = mob_db[md->mob_class].race; if (!md->mode) { mode = mob_db[md->mob_class].mode; } else { mode = md->mode; } if (!(mode & 0x80)) { md->target_id = 0; return 0; } // Nothing will be carried out if there is no mind of changing TAGE by TAGE ending. if ((md->target_id > 0 && md->state.targettype == ATTACKABLE) && (!(mode & 0x04) || MRAND(100) > 25)) return 0; if (mode & 0x20 || // Coercion is exerted if it is MVPMOB. (sc_data && sc_data[SC_TRICKDEAD].timer == -1 && ((option && !(*option & 0x06)) || race == 4 || race == 6))) { if (bl->type == BL_PC) { nullpo_retr(0, sd = (struct map_session_data *) bl); if (sd->invincible_timer != -1 || pc_isinvisible(sd)) return 0; if (!(mode & 0x20) && race != 4 && race != 6 && sd->state.gangsterparadise) return 0; } md->target_id = bl->id; // Since there was no disturbance, it locks on to target. if (bl->type == BL_PC || bl->type == BL_MOB) md->state.targettype = ATTACKABLE; else md->state.targettype = NONE_ATTACKABLE; md->min_chase = dist + 13; if (md->min_chase > 26) md->min_chase = 26; } return 0; } /*========================================== * The ?? routine of an active monster *------------------------------------------ */ static void 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_retv(bl); nullpo_retv(ap); nullpo_retv(smd = va_arg(ap, struct mob_data *)); nullpo_retv(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; //敵味方判定 if (battle_check_target(&smd->bl, bl, BCT_ENEMY) == 0) return; if (!smd->mode) mode = mob_db[smd->mob_class].mode; else mode = smd->mode; // アクティブでターゲット射程内にいるなら、ロックする if (mode & 0x04) { race = mob_db[smd->mob_class].race; //対象がPCの場合 if (tsd && !pc_isdead(tsd) && tsd->bl.m == smd->bl.m && tsd->invincible_timer == -1 && !pc_isinvisible(tsd) && (dist = distance(smd->bl.x, smd->bl.y, tsd->bl.x, tsd->bl.y)) < 9) { if (mode & 0x20 || (tsd->sc_data[SC_TRICKDEAD].timer == -1 && ((!pc_ishiding(tsd) && !tsd->state.gangsterparadise) || race == 4 || race == 6))) { // 妨害がないか判定 if (mob_can_reach(smd, bl, 12) && // 到達可能性判定 MRAND(1000) < 1000 / (++(*pcc))) { // 範囲内PCで等確率にする smd->target_id = tsd->bl.id; smd->state.targettype = ATTACKABLE; smd->min_chase = 13; } } } //対象がMobの場合 else if (tmd && tmd->bl.m == smd->bl.m && (dist = distance(smd->bl.x, smd->bl.y, tmd->bl.x, tmd->bl.y)) < 9) { if (mob_can_reach(smd, bl, 12) && // 到達可能性判定 MRAND(1000) < 1000 / (++(*pcc))) { // 範囲内で等確率にする smd->target_id = bl->id; smd->state.targettype = ATTACKABLE; smd->min_chase = 13; } } } } /*========================================== * loot monster item search *------------------------------------------ */ static void mob_ai_sub_hard_lootsearch(struct block_list *bl, va_list ap) { struct mob_data *md; int mode, dist, *itc; nullpo_retv(bl); nullpo_retv(ap); nullpo_retv(md = va_arg(ap, struct mob_data *)); nullpo_retv(itc = va_arg(ap, int *)); if (!md->mode) { mode = mob_db[md->mob_class].mode; } else { mode = md->mode; } if (!md->target_id && mode & 0x02) { if (!md->lootitem || (battle_config.monster_loot_type == 1 && md->lootitem_count >= LOOTITEM_SIZE)) return; 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; } } } } /*========================================== * The ?? routine of a link monster *------------------------------------------ */ static void 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_retv(bl); nullpo_retv(ap); nullpo_retv(tmd = (struct mob_data *) bl); nullpo_retv(md = va_arg(ap, struct mob_data *)); nullpo_retv(target = va_arg(ap, struct block_list *)); // same family free in a range at a link monster -- it will be made to lock if MOB is /* if ((md->target_id > 0 && md->state.targettype == ATTACKABLE) && mob_db[md->mob_class].mode&0x08){ if ( tmd->mob_class==md->mob_class && (!tmd->target_id || md->state.targettype == NONE_ATTACKABLE) && tmd->bl.m == md->bl.m){ if ( mob_can_reach(tmd,target,12) ){ // Reachability judging tmd->target_id=md->target_id; tmd->state.targettype = ATTACKABLE; tmd->min_chase=13; } } }*/ if (md->attacked_id > 0 && mob_db[md->mob_class].mode & 0x08) { if (tmd->mob_class == md->mob_class && tmd->bl.m == md->bl.m && (!tmd->target_id || md->state.targettype == NONE_ATTACKABLE)) { if (mob_can_reach(tmd, target, 12)) { // Reachability judging tmd->target_id = md->attacked_id; tmd->state.targettype = ATTACKABLE; tmd->min_chase = 13; } } } } /*========================================== * Processing of slave monsters *------------------------------------------ */ static int mob_ai_sub_hard_slavemob(struct mob_data *md, unsigned int tick) { struct mob_data *mmd = NULL; struct block_list *bl; int mode, race, old_dist; nullpo_retr(0, md); if ((bl = map_id2bl(md->master_id)) != NULL) mmd = (struct mob_data *) bl; mode = mob_db[md->mob_class].mode; // It is not main monster/leader. if (!mmd || mmd->bl.type != BL_MOB || mmd->bl.id != md->master_id) return 0; // Since it is in the map on which the master is not, teleport is carried out and it pursues. if (mmd->bl.m != md->bl.m) { mob_warp(md, mmd->bl.m, mmd->bl.x, mmd->bl.y, 3); md->state.master_check = 1; return 0; } // Distance with between slave and master is measured. old_dist = md->master_dist; md->master_dist = distance(md->bl.x, md->bl.y, mmd->bl.x, mmd->bl.y); // Since the master was in near immediately before, teleport is carried out and it pursues. if (old_dist < 10 && md->master_dist > 18) { mob_warp(md, -1, mmd->bl.x, mmd->bl.y, 3); md->state.master_check = 1; return 0; } // Although there is the master, since it is somewhat far, it approaches. if ((!md->target_id || md->state.targettype == NONE_ATTACKABLE) && mob_can_move(md) && (md->walkpath.path_pos >= md->walkpath.path_len || md->walkpath.path_len == 0) && md->master_dist < 15) { int i = 0, dx, dy, ret; if (md->master_dist > 4) { do { if (i <= 5) { dx = mmd->bl.x - md->bl.x; dy = mmd->bl.y - md->bl.y; if (dx < 0) dx += (MPRAND(1, ((dx < -3) ? 3 : -dx))); else if (dx > 0) dx -= (MPRAND(1, ((dx > 3) ? 3 : dx))); if (dy < 0) dy += (MPRAND(1, ((dy < -3) ? 3 : -dy))); else if (dy > 0) dy -= (MPRAND(1, ((dy > 3) ? 3 : dy))); } else { dx = mmd->bl.x - md->bl.x + MRAND(7) - 3; dy = mmd->bl.y - md->bl.y + MRAND(7) - 3; } ret = mob_walktoxy(md, md->bl.x + dx, md->bl.y + dy, 0); i++; } while (ret && i < 10); } else { do { dx = MRAND(9) - 5; dy = MRAND(9) - 5; if (dx == 0 && dy == 0) { dx = (MRAND(1)) ? 1 : -1; dy = (MRAND(1)) ? 1 : -1; } dx += mmd->bl.x; dy += mmd->bl.y; ret = mob_walktoxy(md, mmd->bl.x + dx, mmd->bl.y + dy, 0); i++; } while (ret && i < 10); } md->next_walktime = tick + 500; md->state.master_check = 1; } // There is the master, the master locks a target and he does not lock. if ((mmd->target_id > 0 && mmd->state.targettype == ATTACKABLE) && (!md->target_id || md->state.targettype == NONE_ATTACKABLE)) { struct map_session_data *sd = map_id2sd(mmd->target_id); if (sd != NULL && !pc_isdead(sd) && sd->invincible_timer == -1 && !pc_isinvisible(sd)) { race = mob_db[md->mob_class].race; if (mode & 0x20 || (sd->sc_data[SC_TRICKDEAD].timer == -1 && ((!pc_ishiding(sd) && !sd->state.gangsterparadise) || race == 4 || race == 6))) { // 妨害がないか判定 md->target_id = sd->bl.id; md->state.targettype = ATTACKABLE; md->min_chase = 5 + distance(md->bl.x, md->bl.y, sd->bl.x, sd->bl.y); md->state.master_check = 1; } } } // There is the master, the master locks a target and he does not lock. /* if ((md->target_id>0 && mmd->state.targettype == ATTACKABLE) && (!mmd->target_id || mmd->state.targettype == NONE_ATTACKABLE) ){ struct map_session_data *sd=map_id2sd(md->target_id); if (sd!=NULL && !pc_isdead(sd) && sd->invincible_timer == -1 && !pc_isinvisible(sd)){ race=mob_db[mmd->mob_class].race; if (mode&0x20 || (sd->sc_data[SC_TRICKDEAD].timer == -1 && (!(sd->status.option&0x06) || race==4 || race==6) ) ){ // It judges whether there is any disturbance. mmd->target_id=sd->bl.id; mmd->state.targettype = ATTACKABLE; mmd->min_chase=5+distance(mmd->bl.x,mmd->bl.y,sd->bl.x,sd->bl.y); } } }*/ return 0; } /*========================================== * A lock of target is stopped and mob moves to a standby state. *------------------------------------------ */ static int mob_unlocktarget(struct mob_data *md, int tick) { nullpo_retr(0, md); md->target_id = 0; md->state.targettype = NONE_ATTACKABLE; md->state.skillstate = MSS_IDLE; md->next_walktime = tick + MPRAND(3000, 3000); return 0; } /*========================================== * Random walk *------------------------------------------ */ static int mob_randomwalk(struct mob_data *md, int tick) { const int retrycount = 20; int speed; nullpo_retr(0, md); speed = battle_get_speed(&md->bl); if (DIFF_TICK(md->next_walktime, tick) < 0) { int i, x, y, c, d = 12 - md->move_fail_count; if (d < 5) d = 5; for (i = 0; i < retrycount; i++) { // Search of a movable place int r = mt_random(); x = md->bl.x + r % (d * 2 + 1) - d; y = md->bl.y + r / (d * 2 + 1) % (d * 2 + 1) - d; if ((c = map_getcell(md->bl.m, x, y)) != 1 && c != 5 && mob_walktoxy(md, x, y, 1) == 0) { md->move_fail_count = 0; break; } if (i + 1 >= retrycount) { md->move_fail_count++; if (md->move_fail_count > 1000) { if (battle_config.error_log == 1) printf("MOB cant move. random spawn %d, mob_class = %d\n", md->bl.id, md->mob_class); md->move_fail_count = 0; mob_spawn(md->bl.id); } } } for (i = c = 0; i < md->walkpath.path_len; i++) { // The next walk start time is calculated. if (md->walkpath.path[i] & 1) c += speed * 14 / 10; else c += speed; } md->next_walktime = tick + MPRAND(3000, 3000) + c; md->state.skillstate = MSS_WALK; return 1; } return 0; } /*========================================== * AI of MOB whose is near a Player *------------------------------------------ */ static void 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_retv(bl); nullpo_retv(ap); nullpo_retv(md = (struct mob_data *) bl); tick = va_arg(ap, unsigned int); if (DIFF_TICK(tick, md->last_thinktime) < MIN_MOBTHINKTIME) return; md->last_thinktime = tick; if (md->skilltimer != -1 || md->bl.prev == NULL) { // Under a skill aria and death if (DIFF_TICK(tick, md->next_walktime) > MIN_MOBTHINKTIME) md->next_walktime = tick; return; } if (!md->mode) mode = mob_db[md->mob_class].mode; else mode = md->mode; race = mob_db[md->mob_class].race; // Abnormalities if ((md->opt1 > 0 && md->opt1 != 6) || md->state.state == MS_DELAY || md->sc_data[SC_BLADESTOP].timer != -1) return; if (!(mode & 0x80) && md->target_id > 0) md->target_id = 0; if (md->attacked_id > 0 && mode & 0x08) { // Link monster struct map_session_data *asd = map_id2sd(md->attacked_id); if (asd) { if (asd->invincible_timer == -1 && !pc_isinvisible(asd)) { map_foreachinarea(mob_ai_sub_hard_linksearch, md->bl.m, md->bl.x - 13, md->bl.y - 13, md->bl.x + 13, md->bl.y + 13, BL_MOB, md, &asd->bl); } } } // It checks to see it was attacked first (if active, it is target change at 25% of probability). if (mode > 0 && md->attacked_id > 0 && (!md->target_id || md->state.targettype == NONE_ATTACKABLE || (mode & 0x04 && MRAND(100) < 25))) { struct block_list *abl = map_id2bl(md->attacked_id); struct map_session_data *asd = NULL; if (abl) { if (abl->type == BL_PC) asd = (struct map_session_data *) abl; if (asd == NULL || md->bl.m != abl->m || abl->prev == NULL || asd->invincible_timer != -1 || pc_isinvisible(asd) || (dist = distance(md->bl.x, md->bl.y, abl->x, abl->y)) >= 32 || battle_check_target(bl, abl, BCT_ENEMY) == 0) md->attacked_id = 0; else { md->target_id = md->attacked_id; // set target md->state.targettype = ATTACKABLE; attack_type = 1; md->attacked_id = 0; md->min_chase = dist + 13; if (md->min_chase > 26) md->min_chase = 26; } } } md->state.master_check = 0; // Processing of slave monster if (md->master_id > 0 && md->state.special_mob_ai == 0) mob_ai_sub_hard_slavemob(md, tick); // アクティヴモンスターの策敵 (?? of a bitter taste TIVU monster) if ((!md->target_id || md->state.targettype == NONE_ATTACKABLE) && mode & 0x04 && !md->state.master_check && battle_config.monster_active_enable == 1) { i = 0; if (md->state.special_mob_ai) { map_foreachinarea(mob_ai_sub_hard_activesearch, md->bl.m, md->bl.x - AREA_SIZE * 2, md->bl.y - AREA_SIZE * 2, md->bl.x + AREA_SIZE * 2, md->bl.y + AREA_SIZE * 2, 0, md, &i); } else { map_foreachinarea(mob_ai_sub_hard_activesearch, md->bl.m, md->bl.x - AREA_SIZE * 2, md->bl.y - AREA_SIZE * 2, md->bl.x + AREA_SIZE * 2, md->bl.y + AREA_SIZE * 2, BL_PC, md, &i); } } // The item search of a route monster if (!md->target_id && mode & 0x02 && !md->state.master_check) { i = 0; map_foreachinarea(mob_ai_sub_hard_lootsearch, md->bl.m, md->bl.x - AREA_SIZE * 2, md->bl.y - AREA_SIZE * 2, md->bl.x + AREA_SIZE * 2, md->bl.y + AREA_SIZE * 2, BL_ITEM, md, &i); } // It will attack, if the candidate for an attack is. if (md->target_id > 0) { if ((tbl = map_id2bl(md->target_id))) { if (tbl->type == BL_PC) tsd = (struct map_session_data *) tbl; else if (tbl->type == BL_MOB) tmd = (struct mob_data *) tbl; if (tsd || tmd) { if (tbl->m != md->bl.m || tbl->prev == NULL || (dist = distance(md->bl.x, md->bl.y, tbl->x, tbl->y)) >= md->min_chase) mob_unlocktarget(md, tick); // 別マップか、視界外 else if (tsd && !(mode & 0x20) && (tsd->sc_data[SC_TRICKDEAD].timer != -1 || ((pc_ishiding(tsd) || tsd->state.gangsterparadise) && race != 4 && race != 6))) mob_unlocktarget(md, tick); // スキルなどによる策敵妨害 else if (!battle_check_range(&md->bl, tbl, mob_db[md->mob_class].range)) { // 攻撃範囲外なので移動 if (!(mode & 1)) { // 移動しないモード mob_unlocktarget(md, tick); return; } if (!mob_can_move(md)) // 動けない状態にある return; 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; // 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; // 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; } 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; } if (!mob_can_move(md)) // 動けない状態にある return; 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; // 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; // 攻撃中 if (md->state.state == MS_WALK) mob_stop_walking(md, 1); // 歩行中なら停止 fitem = (struct flooritem_data *) tbl; if (md->lootitem_count < LOOTITEM_SIZE) memcpy(&md->lootitem[md->lootitem_count++], &fitem->item_data, sizeof(md->lootitem[0])); else if (battle_config.monster_loot_type == 1 && md->lootitem_count >= LOOTITEM_SIZE) { mob_unlocktarget(md, tick); return; } else { for (i = 0; i < LOOTITEM_SIZE - 1; i++) memcpy(&md->lootitem[i], &md->lootitem[i + 1], sizeof(md->lootitem[0])); memcpy(&md->lootitem[LOOTITEM_SIZE - 1], &fitem->item_data, sizeof(md->lootitem[0])); } map_clearflooritem(tbl->id); mob_unlocktarget(md, tick); } return; } } else { mob_unlocktarget(md, tick); if (md->state.state == MS_WALK) mob_stop_walking(md, 4); // 歩行中なら停止 return; } } // It is skill use at the time of /standby at the time of a walk. if (mobskill_use(md, tick, -1)) return; // 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; } // 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; } /*========================================== * Serious processing for mob in PC field of view (foreachclient) *------------------------------------------ */ static int mob_ai_sub_foreachclient(struct map_session_data *sd, va_list ap) { unsigned int tick; nullpo_retr(0, sd); nullpo_retr(0, ap); tick = va_arg(ap, unsigned int); map_foreachinarea(mob_ai_sub_hard, sd->bl.m, sd->bl.x - AREA_SIZE * 2, sd->bl.y - AREA_SIZE * 2, sd->bl.x + AREA_SIZE * 2, sd->bl.y + AREA_SIZE * 2, BL_MOB, tick); return 0; } /*========================================== * Serious processing for mob in PC field of view (interval timer function) *------------------------------------------ */ static void mob_ai_hard(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data) { clif_foreachclient(mob_ai_sub_foreachclient, tick); } /*========================================== * Negligent mode MOB AI (PC is not in near) *------------------------------------------ */ static void mob_ai_sub_lazy(db_key_t key, db_val_t data, va_list app) { struct mob_data *md = (struct mob_data *)data; unsigned int tick; va_list ap; nullpo_retv(md); nullpo_retv(app); nullpo_retv(ap = va_arg(app, va_list)); if (md == NULL) return; if (!md->bl.type || md->bl.type != BL_MOB) return; tick = va_arg(ap, unsigned int); if (DIFF_TICK(tick, md->last_thinktime) < MIN_MOBTHINKTIME * 10) return; md->last_thinktime = tick; if (md->bl.prev == NULL || md->skilltimer != -1) { if (DIFF_TICK(tick, md->next_walktime) > MIN_MOBTHINKTIME * 10) md->next_walktime = tick; return; } if (DIFF_TICK(md->next_walktime, tick) < 0 && (mob_db[md->mob_class].mode & 1) && mob_can_move(md)) { if (map[md->bl.m].users > 0) { // Since PC is in the same map, somewhat better negligent processing is carried out. // It sometimes moves. if (MRAND(1000) < MOB_LAZYMOVEPERC) mob_randomwalk(md, tick); // MOB which is not not the summons MOB but BOSS, either sometimes reboils. else if (MRAND(1000) < MOB_LAZYWARPPERC && md->x0 <= 0 && md->master_id != 0 && mob_db[md->mob_class].mexp <= 0 && !(mob_db[md->mob_class].mode & 0x20)) mob_spawn(md->bl.id); } else { // Since PC is not even in the same map, suitable processing is carried out even if it takes. // MOB which is not BOSS which is not Summons MOB, either -- a case -- sometimes -- leaping if (MRAND(1000) < MOB_LAZYWARPPERC && md->x0 <= 0 && md->master_id != 0 && mob_db[md->mob_class].mexp <= 0 && !(mob_db[md->mob_class].mode & 0x20)) mob_warp(md, -1, -1, -1, -1); } md->next_walktime = tick + MPRAND(5000, 10000); } } /*========================================== * Negligent processing for mob outside PC field of view (interval timer function) *------------------------------------------ */ static void mob_ai_lazy(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data) { map_foreachiddb(mob_ai_sub_lazy, tick); } /*========================================== * The structure object for item drop with delay * Since it is only two being able to pass [ int ] a timer function * Data is put in and passed to this structure object. *------------------------------------------ */ struct delay_item_drop { int m, x, y; int nameid, amount; struct map_session_data *first_sd, *second_sd, *third_sd; }; struct delay_item_drop2 { int m, x, y; struct item item_data; struct map_session_data *first_sd, *second_sd, *third_sd; }; /*========================================== * item drop with delay (timer function) *------------------------------------------ */ static void mob_delay_item_drop(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data) { struct delay_item_drop *ditem; struct item temp_item; int flag; nullpo_retv(ditem = (struct delay_item_drop *) id); memset(&temp_item, 0, sizeof(temp_item)); temp_item.nameid = ditem->nameid; temp_item.amount = ditem->amount; temp_item.identify = !itemdb_isequip3(temp_item.nameid); if (battle_config.item_auto_get == 1) { if (ditem->first_sd && (flag = pc_additem(ditem->first_sd, &temp_item, ditem->amount))) { clif_additem(ditem->first_sd, 0, 0, flag); map_addflooritem(&temp_item, 1, ditem->m, ditem->x, ditem->y, ditem->first_sd, ditem->second_sd, ditem->third_sd, 0); } free(ditem); return; } map_addflooritem(&temp_item, 1, ditem->m, ditem->x, ditem->y, ditem->first_sd, ditem->second_sd, ditem->third_sd, 0); free(ditem); } /*========================================== * item drop (timer function)-lootitem with delay *------------------------------------------ */ static void mob_delay_item_drop2(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data) { struct delay_item_drop2 *ditem; int flag; nullpo_retv(ditem = (struct delay_item_drop2 *) id); if (battle_config.item_auto_get == 1) { if (ditem->first_sd && (flag = pc_additem(ditem->first_sd, &ditem->item_data, ditem->item_data.amount))) { clif_additem(ditem->first_sd, 0, 0, flag); map_addflooritem(&ditem->item_data, ditem->item_data.amount, ditem->m, ditem->x, ditem->y, ditem->first_sd, ditem->second_sd, ditem->third_sd, 0); } free(ditem); return; } map_addflooritem(&ditem->item_data, ditem->item_data.amount, ditem->m, ditem->x, ditem->y, ditem->first_sd, ditem->second_sd, ditem->third_sd, 0); free(ditem); } /*========================================== * mob data is erased. *------------------------------------------ */ int mob_delete(struct mob_data *md) { nullpo_retr(1, md); if (md->bl.prev == NULL) return 1; mob_changestate(md, MS_DEAD, 0); clif_clearchar_area(&md->bl, 1); map_delblock(&md->bl); if (mob_get_viewclass(md->mob_class) <= 1000) clif_clearchar_delay(gettick() + 3000, &md->bl, 0); mob_deleteslave(md); mob_setdelayspawn(md->bl.id); return 0; } int mob_catch_delete(struct mob_data *md, int type) { nullpo_retr(1, md); if (md->bl.prev == NULL) return 1; mob_changestate(md, MS_DEAD, 0); clif_clearchar_area(&md->bl, type); map_delblock(&md->bl); mob_setdelayspawn(md->bl.id); return 0; } void mob_timer_delete(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data) { struct block_list *bl = map_id2bl(id); struct mob_data *md; nullpo_retv(bl); md = (struct mob_data *) bl; mob_catch_delete(md, 3); } /*========================================== * *------------------------------------------ */ static void mob_deleteslave_sub(struct block_list *bl, va_list ap) { struct mob_data *md; int id; nullpo_retv(bl); nullpo_retv(ap); nullpo_retv(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); } /*========================================== * *------------------------------------------ */ 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 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 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) { int i; for (i = 0, minpos = 0, mindmg = 0x7fffffff; i < DAMAGELOG_SIZE; i++) { if (md->dmglog[i].id == sd->bl.id) break; if (md->dmglog[i].id == 0) { minpos = i; mindmg = 0; } else if (md->dmglog[i].dmg < mindmg) { minpos = i; mindmg = md->dmglog[i].dmg; } } if (i < DAMAGELOG_SIZE) md->dmglog[i].dmg += damage; else { md->dmglog[minpos].id = sd->bl.id; md->dmglog[minpos].dmg = damage; } if (md->attacked_id <= 0 && md->state.special_mob_ai == 0) md->attacked_id = sd->bl.id; } if (src && src->type == BL_MOB && ((struct mob_data *) src)->state.special_mob_ai) { struct mob_data *md2 = (struct mob_data *) src; struct block_list *master_bl = map_id2bl(md2->master_id); if (master_bl && master_bl->type == BL_PC) { MAP_LOG_PC(((struct map_session_data *) master_bl), "MOB-TO-MOB-DMG FROM MOB%d %d TO MOB%d %d FOR %d", md2->bl.id, md2->mob_class, md->bl.id, md->mob_class, damage); } nullpo_retr(0, md2); int i; for (i = 0, minpos = 0, mindmg = 0x7fffffff; i < DAMAGELOG_SIZE; i++) { if (md->dmglog[i].id == md2->master_id) break; if (md->dmglog[i].id == 0) { minpos = i; mindmg = 0; } else if (md->dmglog[i].dmg < mindmg) { minpos = i; mindmg = md->dmglog[i].dmg; } } if (i < DAMAGELOG_SIZE) md->dmglog[i].dmg += damage; else { md->dmglog[minpos].id = md2->master_id; md->dmglog[minpos].dmg = damage; if (md->attacked_id <= 0 && md->state.special_mob_ai == 0) md->attacked_id = md2->master_id; } } } md->hp -= damage; if (md->option & 2) skill_status_change_end(&md->bl, SC_HIDING, -1); if (md->option & 4) skill_status_change_end(&md->bl, SC_CLOAKING, -1); if (md->state.special_mob_ai == 2) { //スフィアーマイン int skillidx = 0; if ((skillidx = mob_skillid2skillidx(md->mob_class, NPC_SELFDESTRUCTION2)) >= 0) { md->mode |= 0x1; md->next_walktime = tick; mobskill_use_id(md, &md->bl, skillidx); //自爆詠唱開始 md->state.special_mob_ai++; } } if (md->hp > 0) { return 0; } MAP_LOG("MOB%d DEAD", md->bl.id); // ----- ここから死亡処理 ----- map_freeblock_lock(); mob_changestate(md, MS_DEAD, 0); mobskill_use(md, tick, -1); // 死亡時スキル memset(tmpsd, 0, sizeof(tmpsd)); memset(pt, 0, sizeof(pt)); max_hp = battle_get_max_hp(&md->bl); if (src && src->type == BL_MOB) mob_unlocktarget((struct mob_data *) src, tick); /* ソウルドレイン */ if (sd && (skill = pc_checkskill(sd, HW_SOULDRAIN)) > 0) { clif_skill_nodamage(src, &md->bl, HW_SOULDRAIN, skill, 1); sp = (battle_get_lv(&md->bl)) * (65 + 15 * skill) / 100; if (sd->status.sp + sp > sd->status.max_sp) sp = sd->status.max_sp - sd->status.sp; sd->status.sp += sp; clif_heal(sd->fd, SP_SP, sp); } // map外に消えた人は計算から除くので // overkill分は無いけどsumはmax_hpとは違う tdmg = 0; count = 0; mvp_damage = 0; for (int i = 0; i < DAMAGELOG_SIZE; i++) { if (md->dmglog[i].id == 0) continue; tmpsd[i] = map_id2sd(md->dmglog[i].id); if (tmpsd[i] == NULL) continue; count++; if (tmpsd[i]->bl.m != md->bl.m || pc_isdead(tmpsd[i])) continue; tdmg += (double) md->dmglog[i].dmg; if (mvp_damage < md->dmglog[i].dmg) { third_sd = second_sd; second_sd = mvp_sd; mvp_sd = tmpsd[i]; mvp_damage = md->dmglog[i].dmg; } } // [MouseJstr] if ((map[md->bl.m].flag.pvp == 0) || (battle_config.pvp_exp == 1)) { if ((double) max_hp < tdmg) dmg_rate = ((double) max_hp) / tdmg; else dmg_rate = 1; // 経験値の分配 for (int i = 0; i < DAMAGELOG_SIZE; i++) { int pid, base_exp, job_exp, flag = 1; double per; struct party *p; if (tmpsd[i] == NULL || tmpsd[i]->bl.m != md->bl.m) continue; /* jAthena's exp formula per = ((double)md->dmglog[i].dmg)* (9.+(double)((count > 6)? 6:count))/10./((double)max_hp) * dmg_rate; temp = ((double)mob_db[md->mob_class].base_exp * (double)battle_config.base_exp_rate / 100. * per); base_exp = (temp > 2147483647.)? 0x7fffffff:(int)temp; if (mob_db[md->mob_class].base_exp > 0 && base_exp < 1) base_exp = 1; if (base_exp < 0) base_exp = 0; temp = ((double)mob_db[md->mob_class].job_exp * (double)battle_config.job_exp_rate / 100. * per); job_exp = (temp > 2147483647.)? 0x7fffffff:(int)temp; if (mob_db[md->mob_class].job_exp > 0 && job_exp < 1) job_exp = 1; if (job_exp < 0) job_exp = 0; */ //eAthena's exp formula rather than jAthena's // per=(double)md->dmglog[i].dmg*256*(9+(double)((count > 6)? 6:count))/10/(double)max_hp; // [Fate] The above is the old formula. We do a more involved computation below. per = (double) md->dmglog[i].dmg * 256 / (double) max_hp; // 256 = 100% of the score per *= damage_bonus_factor[count > DAMAGE_BONUS_COUNT ? DAMAGE_BONUS_COUNT : count]; // Bonus for party attack if (per > 512) per = 512; // [Fate] Retained from before. The maximum a single individual can get is double the original value. if (per < 1) per = 1; base_exp = ((mob_db[md->mob_class].base_exp * md->stats[MOB_XP_BONUS]) >> MOB_XP_BONUS_SHIFT) * per / 256; if (base_exp < 1) base_exp = 1; if (sd && md && battle_config.pk_mode == 1 && (mob_db[md->mob_class].lv - sd->status.base_level >= 20)) { base_exp *= 1.15; // pk_mode additional exp if monster >20 levels [Valaris] } if (md->state.special_mob_ai >= 1 && battle_config.alchemist_summon_reward != 1) base_exp = 0; // Added [Valaris] job_exp = mob_db[md->mob_class].job_exp * per / 256; if (job_exp < 1) job_exp = 1; if (sd && md && battle_config.pk_mode == 1 && (mob_db[md->mob_class].lv - sd->status.base_level >= 20)) { job_exp *= 1.15; // pk_mode additional exp if monster >20 levels [Valaris] } if (md->state.special_mob_ai >= 1 && battle_config.alchemist_summon_reward != 1) job_exp = 0; // Added [Valaris] if ((pid = tmpsd[i]->status.party_id) > 0) { // パーティに入っている int j = 0; for (j = 0; j < pnum; j++) // 公平パーティリストにいるかどうか if (pt[j].id == pid) break; if (j == pnum) { // いないときは公平かどうか確認 if ((p = party_search(pid)) != NULL && p->exp != 0) { pt[pnum].id = pid; pt[pnum].p = p; pt[pnum].base_exp = base_exp; pt[pnum].job_exp = job_exp; pnum++; flag = 0; } } else { // いるときは公平 pt[j].base_exp += base_exp; pt[j].job_exp += job_exp; flag = 0; } } if (flag) // 各自所得 pc_gainexp(tmpsd[i], base_exp, job_exp); } // 公平分配 for (int i = 0; i < pnum; i++) party_exp_share(pt[i].p, md->bl.m, pt[i].base_exp, pt[i].job_exp); // item drop if (!(type & 1)) { for (int i = 0; i < 8; i++) { struct delay_item_drop *ditem; int drop_rate; if (md->state.special_mob_ai >= 1 && battle_config.alchemist_summon_reward != 1) // Added [Valaris] break; // End if (mob_db[md->mob_class].dropitem[i].nameid <= 0) continue; drop_rate = mob_db[md->mob_class].dropitem[i].p; if (drop_rate <= 0 && battle_config.drop_rate0item == 1) drop_rate = 1; if (battle_config.drops_by_luk > 0 && sd && md) drop_rate += (sd->status.luk * battle_config.drops_by_luk) / 100; // drops affected by luk [Valaris] if (sd && md && battle_config.pk_mode == 1 && (mob_db[md->mob_class].lv - sd->status.base_level >= 20)) drop_rate *= 1.25; // pk_mode increase drops if 20 level difference [Valaris] if (drop_rate <= MRAND(10000)) continue; ditem = (struct delay_item_drop *) calloc(1, sizeof(struct delay_item_drop)); ditem->nameid = mob_db[md->mob_class].dropitem[i].nameid; ditem->amount = 1; ditem->m = md->bl.m; ditem->x = md->bl.x; ditem->y = md->bl.y; ditem->first_sd = mvp_sd; ditem->second_sd = second_sd; ditem->third_sd = third_sd; add_timer(tick + 500 + i, mob_delay_item_drop, (int) ditem, 0); } if (sd && sd->state.attack_type == BF_WEAPON) { for (int i = 0; i < sd->monster_drop_item_count; i++) { struct delay_item_drop *ditem; int race = battle_get_race(&md->bl); if (sd->monster_drop_itemid[i] <= 0) continue; if (sd->monster_drop_race[i] & (1 << race) || (mob_db[md->mob_class].mode & 0x20 && sd->monster_drop_race[i] & 1 << 10) || (!(mob_db[md->mob_class].mode & 0x20) && sd->monster_drop_race[i] & 1 << 11)) { if (sd->monster_drop_itemrate[i] <= MRAND(10000)) continue; ditem = (struct delay_item_drop *) calloc(1, sizeof(struct delay_item_drop)); ditem->nameid = sd->monster_drop_itemid[i]; ditem->amount = 1; ditem->m = md->bl.m; ditem->x = md->bl.x; ditem->y = md->bl.y; ditem->first_sd = mvp_sd; ditem->second_sd = second_sd; ditem->third_sd = third_sd; add_timer(tick + 520 + i, mob_delay_item_drop, (int) ditem, 0); } } if (sd->get_zeny_num > 0) pc_getzeny(sd, mob_db[md->mob_class].lv * 10 + MRAND((sd->get_zeny_num + 1))); } if (md->lootitem) { for (int i = 0; i < md->lootitem_count; i++) { struct delay_item_drop2 *ditem; ditem = (struct delay_item_drop2 *) calloc(1, sizeof(struct delay_item_drop2)); memcpy(&ditem->item_data, &md->lootitem[i], sizeof(md->lootitem[0])); ditem->m = md->bl.m; ditem->x = md->bl.x; ditem->y = md->bl.y; ditem->first_sd = mvp_sd; ditem->second_sd = second_sd; ditem->third_sd = third_sd; add_timer(tick + 540 + i, mob_delay_item_drop2, (int) ditem, 0); } } } // mvp処理 if (mvp_sd && mob_db[md->mob_class].mexp > 0) { int j; int mexp = battle_get_mexp(&md->bl); temp = ((double) mexp * (double) battle_config.mvp_exp_rate * (9. + (double) count) / 1000.); mexp = (temp > 2147483647.) ? 0x7fffffff : (int) temp; if (mexp < 1) mexp = 1; clif_mvp_effect(mvp_sd); // エフェクト clif_mvp_exp(mvp_sd, mexp); pc_gainexp(mvp_sd, mexp, 0); for (j = 0; j < 3; j++) { int i = MRAND(3); if (mob_db[md->mob_class].mvpitem[i].nameid <= 0) continue; int drop_rate = mob_db[md->mob_class].mvpitem[i].p; if (drop_rate <= 0 && battle_config.drop_rate0item == 1) drop_rate = 1; if (drop_rate < battle_config.item_drop_mvp_min) drop_rate = battle_config.item_drop_mvp_min; if (drop_rate > battle_config.item_drop_mvp_max) drop_rate = battle_config.item_drop_mvp_max; if (drop_rate <= MRAND(10000)) continue; memset(&item, 0, sizeof(item)); item.nameid = mob_db[md->mob_class].mvpitem[i].nameid; item.identify = !itemdb_isequip3(item.nameid); clif_mvp_item(mvp_sd, item.nameid); if (mvp_sd->weight * 2 > mvp_sd->max_weight) map_addflooritem(&item, 1, mvp_sd->bl.m, mvp_sd->bl.x, mvp_sd->bl.y, mvp_sd, second_sd, third_sd, 1); else if ((ret = pc_additem(mvp_sd, &item, 1))) { clif_additem(sd, 0, 0, ret); map_addflooritem(&item, 1, mvp_sd->bl.m, mvp_sd->bl.x, mvp_sd->bl.y, mvp_sd, second_sd, third_sd, 1); } break; } } } // [MouseJstr] // SCRIPT実行 if (md->npc_event[0]) { if (sd == NULL) { if (mvp_sd != NULL) sd = mvp_sd; else { struct map_session_data *tmp_sd; int i; for (i = 0; i < fd_max; i++) { if (session[i] && (tmp_sd = (struct map_session_data *)session[i]->session_data) && tmp_sd->state.auth) { if (md->bl.m == tmp_sd->bl.m) { sd = tmp_sd; break; } } } } } if (sd) npc_event(sd, md->npc_event, 0); } clif_clearchar_area(&md->bl, 1); map_delblock(&md->bl); if (mob_get_viewclass(md->mob_class) <= 1000) clif_clearchar_delay(tick + 3000, &md->bl, 0); mob_deleteslave(md); mob_setdelayspawn(md->bl.id); map_freeblock_unlock(); return 0; } /*========================================== * *------------------------------------------ */ int mob_class_change(struct mob_data *md, int *value) { unsigned int tick = gettick(); int i, c, hp_rate, max_hp, mob_class, count = 0; nullpo_retr(0, md); nullpo_retr(0, value); if (value[0] <= 1000 || value[0] > 2000) return 0; if (md->bl.prev == NULL) return 0; while (count < 5 && value[count] > 1000 && value[count] <= 2000) count++; if (count < 1) return 0; mob_class = value[MRAND(count)]; if (mob_class <= 1000 || mob_class > 2000) return 0; max_hp = battle_get_max_hp(&md->bl); hp_rate = md->hp * 100 / max_hp; clif_mob_class_change(md, mob_class); md->mob_class = mob_class; max_hp = battle_get_max_hp(&md->bl); if (battle_config.monster_class_change_full_recover == 1) { md->hp = max_hp; memset(md->dmglog, 0, sizeof(md->dmglog)); } else md->hp = max_hp * hp_rate / 100; if (md->hp > max_hp) md->hp = max_hp; else if (md->hp < 1) md->hp = 1; memcpy(md->name, mob_db[mob_class].jname, 24); memset(&md->state, 0, sizeof(md->state)); md->attacked_id = 0; md->target_id = 0; md->move_fail_count = 0; md->stats[MOB_SPEED] = mob_db[md->mob_class].speed; md->def_ele = mob_db[md->mob_class].element; mob_changestate(md, MS_IDLE, 0); skill_castcancel(&md->bl, 0); md->state.skillstate = MSS_IDLE; md->last_thinktime = tick; md->next_walktime = tick + MPRAND(5000, 50); md->attackabletime = tick; md->canmove_tick = tick; md->sg_count = 0; for (i = 0, c = tick - 1000 * 3600 * 10; i < MAX_MOBSKILL; i++) md->skilldelay[i] = c; md->skillid = 0; md->skilllv = 0; if (md->lootitem == NULL && mob_db[mob_class].mode & 0x02) md->lootitem = (struct item *) calloc(LOOTITEM_SIZE, sizeof(struct item)); skill_clear_unitgroup(&md->bl); skill_cleartimerskill(&md->bl); clif_clearchar_area(&md->bl, 0); clif_spawnmob(md); return 0; } /*========================================== * mob回復 *------------------------------------------ */ int mob_heal(struct mob_data *md, int heal) { int max_hp = battle_get_max_hp(&md->bl); nullpo_retr(0, md); md->hp += heal; if (max_hp < md->hp) md->hp = max_hp; return 0; } /*========================================== * Added by RoVeRT *------------------------------------------ */ static void 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); } } /*========================================== * Added by RoVeRT *------------------------------------------ */ static int mob_warpslave(struct mob_data *md, int x, int y) { //printf("warp slave\n"); map_foreachinarea(mob_warpslave_sub, md->bl.m, x - AREA_SIZE, y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE, BL_MOB, md->bl.id, md->bl.x, md->bl.y); return 0; } /*========================================== * mobワープ *------------------------------------------ */ int mob_warp(struct mob_data *md, int m, int x, int y, int type) { int i = 0, c, xs = 0, ys = 0, bx = x, by = y; nullpo_retr(0, md); if (md->bl.prev == NULL) return 0; if (m < 0) m = md->bl.m; if (type >= 0) { if (map[md->bl.m].flag.monster_noteleport) return 0; clif_clearchar_area(&md->bl, type); } skill_unit_out_all(&md->bl, gettick(), 1); map_delblock(&md->bl); if (bx > 0 && by > 0) { // 位置指定の場合周囲9セルを探索 xs = ys = 9; } while ((x < 0 || y < 0 || ((c = read_gat(m, x, y)) == 1 || c == 5)) && (i++) < 1000) { if (xs > 0 && ys > 0 && i < 250) { // 指定位置付近の探索 x = MPRAND(bx, xs) - xs / 2; y = MPRAND(by, ys) - ys / 2; } else { // 完全ランダム探索 x = MPRAND(1, (map[m].xs - 2)); y = MPRAND(1, (map[m].ys - 2)); } } md->dir = 0; if (i < 1000) { md->bl.x = md->to_x = x; md->bl.y = md->to_y = y; md->bl.m = m; } else { m = md->bl.m; if (battle_config.error_log == 1) printf("MOB %d warp failed, mob_class = %d\n", md->bl.id, md->mob_class); } md->target_id = 0; // タゲを解除する md->state.targettype = NONE_ATTACKABLE; md->attacked_id = 0; md->state.skillstate = MSS_IDLE; mob_changestate(md, MS_IDLE, 0); if (type > 0 && i == 1000) { if (battle_config.battle_log == 1) printf("MOB %d warp to (%d,%d), mob_class = %d\n", md->bl.id, x, y, md->mob_class); } map_addblock(&md->bl); if (type > 0) { clif_spawnmob(md); mob_warpslave(md, md->bl.x, md->bl.y); } return 0; } /*========================================== * 画面内の取り巻きの数計算用(foreachinarea) *------------------------------------------ */ static void mob_countslave_sub(struct block_list *bl, va_list ap) { int id, *c; struct mob_data *md; id = va_arg(ap, int); nullpo_retv(bl); nullpo_retv(ap); nullpo_retv(c = va_arg(ap, int *)); nullpo_retv(md = (struct mob_data *) bl); if (md->master_id == id) (*c)++; } /*========================================== * 画面内の取り巻きの数計算 *------------------------------------------ */ static int mob_countslave(struct mob_data *md) { int c = 0; nullpo_retr(0, md); map_foreachinarea(mob_countslave_sub, md->bl.m, 0, 0, map[md->bl.m].xs - 1, map[md->bl.m].ys - 1, BL_MOB, md->bl.id, &c); return c; } /*========================================== * 手下MOB召喚 *------------------------------------------ */ int mob_summonslave(struct mob_data *md2, int *value, int amount, int flag) { struct mob_data *md; int bx, by, m, count = 0, mob_class, k, a = amount; nullpo_retr(0, md2); nullpo_retr(0, value); bx = md2->bl.x; by = md2->bl.y; m = md2->bl.m; if (value[0] <= 1000 || value[0] > 2000) // 値が異常なら召喚を止める return 0; while (count < 5 && value[count] > 1000 && value[count] <= 2000) count++; if (count < 1) return 0; for (k = 0; k < count; k++) { amount = a; mob_class = value[k]; if (mob_class <= 1000 || mob_class > 2000) continue; for (; amount > 0; amount--) { int x = 0, y = 0, c = 0, i = 0; md = (struct mob_data *) calloc(1, sizeof(struct mob_data)); if (mob_db[mob_class].mode & 0x02) md->lootitem = (struct item *) calloc(LOOTITEM_SIZE, sizeof(struct item)); else md->lootitem = NULL; while ((x <= 0 || y <= 0 || (c = map_getcell(m, x, y)) == 1 || c == 5) && (i++) < 100) { x = MPRAND(bx, 9) - 4; y = MPRAND(by, 9) - 4; } if (i >= 100) { x = bx; y = by; } mob_spawn_dataset(md, "--ja--", mob_class); md->bl.prev = NULL; md->bl.next = NULL; md->bl.m = m; md->bl.x = x; md->bl.y = y; md->m = m; md->x0 = x; md->y0 = y; md->xs = 0; md->ys = 0; md->stats[MOB_SPEED] = md2->stats[MOB_SPEED]; md->spawndelay1 = -1; // 一度のみフラグ md->spawndelay2 = -1; // 一度のみフラグ memset(md->npc_event, 0, sizeof(md->npc_event)); md->bl.type = BL_MOB; map_addiddb(&md->bl); mob_spawn(md->bl.id); clif_skill_nodamage(&md->bl, &md->bl, (flag) ? NPC_SUMMONSLAVE : NPC_SUMMONMONSTER, a, 1); if (flag) md->master_id = md2->bl.id; } } return 0; } /*========================================== * 自分をロックしているPCの数を数える(foreachclient) *------------------------------------------ */ static void 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_retv(bl); nullpo_retv(ap); nullpo_retv(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; 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)++; } } /*========================================== * 自分をロックしているPCの数を数える *------------------------------------------ */ int mob_counttargeted(struct mob_data *md, struct block_list *src, int target_lv) { int c = 0; nullpo_retr(0, md); map_foreachinarea(mob_counttargeted_sub, md->bl.m, md->bl.x - AREA_SIZE, md->bl.y - AREA_SIZE, md->bl.x + AREA_SIZE, md->bl.y + AREA_SIZE, 0, md->bl.id, &c, src, target_lv); return c; } /*========================================== *MOBskillから該当skillidのskillidxを返す *------------------------------------------ */ int mob_skillid2skillidx(int mob_class, int skillid) { int i; struct mob_skill *ms = mob_db[mob_class].skill; if (ms == NULL) return -1; for (i = 0; i < mob_db[mob_class].maxskill; i++) { if (ms[i].skill_id == skillid) return i; } return -1; } // // MOBスキル // /*========================================== * スキル使用(詠唱完了、ID指定) *------------------------------------------ */ void mobskill_castend_id(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data) { struct mob_data *md = NULL; struct block_list *bl; struct block_list *mbl; int range; if ((mbl = map_id2bl(id)) == NULL) //詠唱したMobがもういないというのは良くある正常処理 return; if ((md = (struct mob_data *) mbl) == NULL) { printf("mobskill_castend_id nullpo mbl->id:%d\n", mbl->id); return; } if (md->bl.type != BL_MOB || md->bl.prev == NULL) return; if (md->skilltimer != tid) // タイマIDの確認 return; md->skilltimer = -1; //沈黙や状態異常など if (md->sc_data) { if (md->opt1 > 0 || md->sc_data[SC_DIVINA].timer != -1 || md->sc_data[SC_ROKISWEIL].timer != -1 || md->sc_data[SC_STEELBODY].timer != -1) return; if (md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター return; if (md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り return; if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク return; } if (md->skillid != NPC_EMOTION) md->last_thinktime = tick + battle_get_adelay(&md->bl); if ((bl = map_id2bl(md->skilltarget)) == NULL || bl->prev == NULL) { //スキルターゲットが存在しない //printf("mobskill_castend_id nullpo\n");//ターゲットがいないときはnullpoじゃなくて普通に終了 return; } if (md->bl.m != bl->m) return; if (md->skillid == PR_LEXAETERNA) { struct status_change *sc_data = battle_get_sc_data(bl); if (sc_data && (sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))) return; } else if (md->skillid == RG_BACKSTAP) { int dir = map_calc_dir(&md->bl, bl->x, bl->y), t_dir = battle_get_dir(bl); int dist = distance(md->bl.x, md->bl.y, bl->x, bl->y); if (bl->type != BL_SKILL && (dist == 0 || map_check_dir(dir, t_dir))) return; } if (((skill_get_inf(md->skillid) & 1) || (skill_get_inf2(md->skillid) & 4)) && // 彼我敵対関係チェック battle_check_target(&md->bl, bl, BCT_ENEMY) <= 0) return; range = skill_get_range(md->skillid, md->skilllv); if (range < 0) range = battle_get_range(&md->bl) - (range + 1); if (range + battle_config.mob_skill_add_range < distance(md->bl.x, md->bl.y, bl->x, bl->y)) return; md->skilldelay[md->skillidx] = tick; if (battle_config.mob_skill_log == 1) printf("MOB skill castend skill=%d, mob_class = %d\n", md->skillid, md->mob_class); mob_stop_walking(md, 0); switch (skill_get_nk(md->skillid)) { // 攻撃系/吹き飛ばし系 case 0: case 2: skill_castend_damage_id(&md->bl, bl, md->skillid, md->skilllv, tick, 0); break; case 1: // 支援系 if (!mob_db[md->mob_class].skill[md->skillidx].val[0] && (md->skillid == AL_HEAL || (md->skillid == ALL_RESURRECTION && bl->type != BL_PC)) && battle_check_undead(battle_get_race(bl), battle_get_elem_type(bl))) skill_castend_damage_id(&md->bl, bl, md->skillid, md->skilllv, tick, 0); else skill_castend_nodamage_id(&md->bl, bl, md->skillid, md->skilllv, tick, 0); break; } } /*========================================== * スキル使用(詠唱完了、場所指定) *------------------------------------------ */ void mobskill_castend_pos(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data) { struct mob_data *md = NULL; struct block_list *bl; int range, maxcount; //mobskill_castend_id同様詠唱したMobが詠唱完了時にもういないというのはありそうなのでnullpoから除外 if ((bl = map_id2bl(id)) == NULL) return; nullpo_retv(md = (struct mob_data *) bl); if (md->bl.type != BL_MOB || md->bl.prev == NULL) return; if (md->skilltimer != tid) // タイマIDの確認 return; md->skilltimer = -1; if (md->sc_data) { if (md->opt1 > 0 || md->sc_data[SC_DIVINA].timer != -1 || md->sc_data[SC_ROKISWEIL].timer != -1 || md->sc_data[SC_STEELBODY].timer != -1) return; if (md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター return; if (md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り return; if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク return; } if (battle_config.monster_skill_reiteration == 0) { range = -1; switch (md->skillid) { case MG_SAFETYWALL: case WZ_FIREPILLAR: case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE: case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE: case HT_CLAYMORETRAP: case PF_SPIDERWEB: /* スパイダーウェッブ */ range = 0; break; case AL_PNEUMA: case AL_WARP: range = 1; break; } if (range >= 0) { if (skill_check_unit_range(md->bl.m, md->skillx, md->skilly, range, md->skillid) > 0) return; } } if (battle_config.monster_skill_nofootset == 1) { range = -1; switch (md->skillid) { case WZ_FIREPILLAR: case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE: case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE: case HT_CLAYMORETRAP: case AM_DEMONSTRATION: case PF_SPIDERWEB: /* スパイダーウェッブ */ range = 1; break; case AL_WARP: range = 0; break; } if (range >= 0) { if (skill_check_unit_range2(md->bl.m, md->skillx, md->skilly, range) > 0) return; } } if (battle_config.monster_land_skill_limit == 1) { maxcount = skill_get_maxcount(md->skillid); if (maxcount > 0) { int i, c; for (i = c = 0; i < MAX_MOBSKILLUNITGROUP; i++) { if (md->skillunit[i].alive_count > 0 && md->skillunit[i].skill_id == md->skillid) c++; } if (c >= maxcount) return; } } range = skill_get_range(md->skillid, md->skilllv); if (range < 0) range = battle_get_range(&md->bl) - (range + 1); if (range + battle_config.mob_skill_add_range < distance(md->bl.x, md->bl.y, md->skillx, md->skilly)) return; md->skilldelay[md->skillidx] = tick; if (battle_config.mob_skill_log == 1) printf("MOB skill castend skill=%d, mob_class = %d\n", md->skillid, md->mob_class); mob_stop_walking(md, 0); skill_castend_pos2(&md->bl, md->skillx, md->skilly, md->skillid, md->skilllv, tick, 0); return; } /*========================================== * Skill use (an aria start, ID specification) *------------------------------------------ */ int mobskill_use_id(struct mob_data *md, struct block_list *target, int skill_idx) { int casttime, range; struct mob_skill *ms; int skill_id, skill_lv, forcecast = 0; nullpo_retr(0, md); nullpo_retr(0, ms = &mob_db[md->mob_class].skill[skill_idx]); if (target == NULL && (target = map_id2bl(md->target_id)) == NULL) return 0; if (target->prev == NULL || md->bl.prev == NULL) return 0; skill_id = ms->skill_id; skill_lv = ms->skill_lv; // 沈黙や異常 if (md->sc_data) { if (md->opt1 > 0 || md->sc_data[SC_DIVINA].timer != -1 || md->sc_data[SC_ROKISWEIL].timer != -1 || md->sc_data[SC_STEELBODY].timer != -1) return 0; if (md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター return 0; if (md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り return 0; if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク return 0; } if (md->option & 4 && skill_id == TF_HIDING) return 0; if (md->option & 2 && skill_id != TF_HIDING && skill_id != AS_GRIMTOOTH && skill_id != RG_BACKSTAP && skill_id != RG_RAID) return 0; if (skill_get_inf2(skill_id) & 0x200 && md->bl.id == target->id) return 0; // 射程と障害物チェック range = skill_get_range(skill_id, skill_lv); if (range < 0) range = battle_get_range(&md->bl) - (range + 1); if (!battle_check_range(&md->bl, target, range)) return 0; // delay=skill_delayfix(&md->bl, skill_get_delay( skill_id,skill_lv) ); casttime = skill_castfix(&md->bl, ms->casttime); md->state.skillcastcancel = ms->cancel; md->skilldelay[skill_idx] = gettick(); switch (skill_id) { /* 何か特殊な処理が必要 */ case ALL_RESURRECTION: /* リザレクション */ if (target->type != BL_PC && battle_check_undead(battle_get_race(target), battle_get_elem_type(target))) { /* 敵がアンデッドなら */ forcecast = 1; /* ターンアンデットと同じ詠唱時間 */ casttime = skill_castfix(&md->bl, skill_get_cast(PR_TURNUNDEAD, skill_lv)); } break; case MO_EXTREMITYFIST: /*阿修羅覇鳳拳 */ case SA_MAGICROD: case SA_SPELLBREAKER: forcecast = 1; break; } if (battle_config.mob_skill_log == 1) printf("MOB skill use target_id=%d skill=%d lv=%d cast=%d, mob_class = %d\n", target->id, skill_id, skill_lv, casttime, md->mob_class); if (casttime > 0 || forcecast) { // 詠唱が必要 // struct mob_data *md2; clif_skillcasting(&md->bl, md->bl.id, target->id, 0, 0, skill_id, casttime); // 詠唱反応モンスター /* if ( target->type==BL_MOB && mob_db[(md2= (struct mob_data *)target)->mob_class].mode&0x10 && md2->state.state!=MS_ATTACK){ md2->target_id=md->bl.id; md->state.targettype = ATTACKABLE; md2->min_chase=13; }*/ } if (casttime <= 0) // 詠唱の無いものはキャンセルされない md->state.skillcastcancel = 0; md->skilltarget = target->id; md->skillx = 0; md->skilly = 0; md->skillid = skill_id; md->skilllv = skill_lv; md->skillidx = skill_idx; if (!(battle_config.monster_cloak_check_type & 2) && md->sc_data[SC_CLOAKING].timer != -1 && md->skillid != AS_CLOAKING) skill_status_change_end(&md->bl, SC_CLOAKING, -1); if (casttime > 0) { md->skilltimer = add_timer(gettick() + casttime, mobskill_castend_id, md->bl.id, 0); } else { md->skilltimer = -1; mobskill_castend_id(md->skilltimer, gettick(), md->bl.id, 0); } return 1; } /*========================================== * スキル使用(場所指定) *------------------------------------------ */ static int mobskill_use_pos(struct mob_data *md, int skill_x, int skill_y, int skill_idx) { int casttime = 0, range; struct mob_skill *ms; struct block_list bl; int skill_id, skill_lv; nullpo_retr(0, md); nullpo_retr(0, ms = &mob_db[md->mob_class].skill[skill_idx]); if (md->bl.prev == NULL) return 0; skill_id = ms->skill_id; skill_lv = ms->skill_lv; //沈黙や状態異常など if (md->sc_data) { if (md->opt1 > 0 || md->sc_data[SC_DIVINA].timer != -1 || md->sc_data[SC_ROKISWEIL].timer != -1 || md->sc_data[SC_STEELBODY].timer != -1) return 0; if (md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター return 0; if (md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り return 0; if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク return 0; } if (md->option & 2) return 0; // 射程と障害物チェック bl.type = BL_NUL; bl.m = md->bl.m; bl.x = skill_x; bl.y = skill_y; range = skill_get_range(skill_id, skill_lv); if (range < 0) range = battle_get_range(&md->bl) - (range + 1); if (!battle_check_range(&md->bl, &bl, range)) return 0; // delay=skill_delayfix(&sd->bl, skill_get_delay( skill_id,skill_lv) ); casttime = skill_castfix(&md->bl, ms->casttime); md->skilldelay[skill_idx] = gettick(); md->state.skillcastcancel = ms->cancel; if (battle_config.mob_skill_log == 1) printf("MOB skill use target_pos= (%d,%d) skill=%d lv=%d cast=%d, mob_class = %d\n", skill_x, skill_y, skill_id, skill_lv, casttime, md->mob_class); if (casttime > 0) // A cast time is required. clif_skillcasting(&md->bl, md->bl.id, 0, skill_x, skill_y, skill_id, casttime); if (casttime <= 0) // A skill without a cast time wont be cancelled. md->state.skillcastcancel = 0; md->skillx = skill_x; md->skilly = skill_y; md->skilltarget = 0; md->skillid = skill_id; md->skilllv = skill_lv; md->skillidx = skill_idx; if (!(battle_config.monster_cloak_check_type & 2) && md->sc_data[SC_CLOAKING].timer != -1) skill_status_change_end(&md->bl, SC_CLOAKING, -1); if (casttime > 0) { md->skilltimer = add_timer(gettick() + casttime, mobskill_castend_pos, md->bl.id, 0); } else { md->skilltimer = -1; mobskill_castend_pos(md->skilltimer, gettick(), md->bl.id, 0); } return 1; } /*========================================== * Friendly Mob whose HP is decreasing by a nearby MOB is looked for. *------------------------------------------ */ static void mob_getfriendhpltmaxrate_sub(struct block_list *bl, va_list ap) { int rate; struct mob_data **fr, *md, *mmd; nullpo_retv(bl); nullpo_retv(ap); nullpo_retv(mmd = va_arg(ap, struct mob_data *)); md = (struct mob_data *) bl; if (mmd->bl.id == bl->id) return; rate = va_arg(ap, int); fr = va_arg(ap, struct mob_data **); if (md->hp < mob_db[md->mob_class].max_hp * rate / 100) (*fr) = md; } static 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. *------------------------------------------ */ static void mob_getfriendstatus_sub(struct block_list *bl, va_list ap) { int cond1, cond2; struct mob_data **fr, *md, *mmd; int flag = 0; nullpo_retv(bl); nullpo_retv(ap); nullpo_retv(md = (struct mob_data *) bl); nullpo_retv(mmd = va_arg(ap, struct mob_data *)); if (mmd->bl.id == bl->id) return; 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; } static 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 max_hp; nullpo_retr(0, md); nullpo_retr(0, ms = mob_db[md->mob_class].skill); max_hp = battle_get_max_hp(&md->bl); if (battle_config.mob_skill_use == 0 || md->skilltimer != -1) return 0; if (md->state.special_mob_ai) return 0; if (md->sc_data[SC_SELFDESTRUCTION].timer != -1) //自爆中はスキルを使わない return 0; for (int ii = 0; ii < mob_db[md->mob_class].maxskill; ii++) { int c2 = ms[ii].cond2, flag = 0; struct mob_data *fmd = NULL; // ディレイ中 if (DIFF_TICK(tick, md->skilldelay[ii]) < ms[ii].delay) continue; // 状態判定 if (ms[ii].state >= 0 && ms[ii].state != md->state.skillstate) continue; // 条件判定 flag = (event == ms[ii].cond1); if (!flag) { switch (ms[ii].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[ii].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[ii].cond2].timer != -1); flag ^= (ms[ii].cond1 == MSC_MYSTATUSOFF); break; case MSC_FRIENDHPLTMAXRATE: // friend HP < maxhp% flag = ((fmd = mob_getfriendhpltmaxrate(md, ms[ii].cond2)) != NULL); break; case MSC_FRIENDSTATUSON: // friend status[num] on case MSC_FRIENDSTATUSOFF: // friend status[num] off flag = ((fmd = mob_getfriendstatus(md, ms[ii].cond1, ms[ii].cond2)) != NULL); break; case MSC_NOTINTOWN: // Only outside of towns. flag = !map[md->bl.m].flag.town; break; case MSC_SLAVELT: // slave < num flag = (mob_countslave(md) < c2); break; case MSC_ATTACKPCGT: // attack pc > num flag = (mob_counttargeted(md, NULL, 0) > c2); break; case MSC_SLAVELE: // slave <= num flag = (mob_countslave(md) <= c2); break; case MSC_ATTACKPCGE: // attack pc >= num flag = (mob_counttargeted(md, NULL, 0) >= c2); break; case MSC_SKILLUSED: // specificated skill used flag = ((event & 0xffff) == MSC_SKILLUSED && ((event >> 16) == c2 || c2 == 0)); break; } } // 確率判定 if (flag && MRAND(10000) < ms[ii].permillage) { if (skill_get_inf(ms[ii].skill_id) & 2) { // 場所指定 struct block_list *bl = NULL; int x = 0, y = 0; if (ms[ii].target <= MST_AROUND) { if (ms[ii].target == MST_MASTER) { bl = &md->bl; if (md->master_id) bl = map_id2bl(md->master_id); } else { bl = ((ms[ii].target == MST_TARGET || ms[ii].target == MST_AROUND5) ? map_id2bl(md-> target_id) : (ms[ii].target == MST_FRIEND) ? &fmd->bl : &md->bl); } if (bl) { x = bl->x; y = bl->y; } } if (x <= 0 || y <= 0) continue; // 自分の周囲 if (ms[ii].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[ii].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, ii)) return 0; } else { if (ms[ii].target == MST_MASTER) { struct block_list *bl = &md->bl; if (md->master_id) bl = map_id2bl(md->master_id); if (bl && !mobskill_use_id(md, bl, ii)) return 0; } // ID指定 if (ms[ii].target <= MST_FRIEND) { struct block_list *bl = NULL; bl = ((ms[ii].target == MST_TARGET) ? map_id2bl(md-> target_id) : (ms[ii].target == MST_FRIEND) ? &fmd->bl : &md->bl); if (bl && !mobskill_use_id(md, bl, ii)) return 0; } } if (ms[ii].emotion >= 0) clif_emotion(&md->bl, ms[ii].emotion); return 1; } } return 0; } /*========================================== * Skill use event processing *------------------------------------------ */ int mobskill_event(struct mob_data *md, 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; } /*========================================== * スキル用タイマー削除 *------------------------------------------ */ int mobskill_deltimer(struct mob_data *md) { nullpo_retr(0, md); if (md->skilltimer != -1) { if (skill_get_inf(md->skillid) & 2) delete_timer(md->skilltimer, mobskill_castend_pos); else delete_timer(md->skilltimer, mobskill_castend_id); md->skilltimer = -1; } return 0; } // // 初期化 // /*========================================== * Since un-setting [ mob ] up was used, it is an initial provisional value setup. *------------------------------------------ */ static int mob_makedummymobdb(int mob_class) { int i; sprintf(mob_db[mob_class].name, "mob%d", mob_class); sprintf(mob_db[mob_class].jname, "mob%d", mob_class); mob_db[mob_class].lv = 1; mob_db[mob_class].max_hp = 1000; mob_db[mob_class].max_sp = 1; mob_db[mob_class].base_exp = 2; mob_db[mob_class].job_exp = 1; mob_db[mob_class].range = 1; mob_db[mob_class].atk1 = 7; mob_db[mob_class].atk2 = 10; mob_db[mob_class].def = 0; mob_db[mob_class].mdef = 0; mob_db[mob_class].str = 1; mob_db[mob_class].agi = 1; mob_db[mob_class].vit = 1; mob_db[mob_class].int_ = 1; mob_db[mob_class].dex = 6; mob_db[mob_class].luk = 2; mob_db[mob_class].range2 = 10; mob_db[mob_class].range3 = 10; mob_db[mob_class].size = 0; mob_db[mob_class].race = 0; mob_db[mob_class].element = 0; mob_db[mob_class].mode = 0; mob_db[mob_class].speed = 300; mob_db[mob_class].adelay = 1000; mob_db[mob_class].amotion = 500; mob_db[mob_class].dmotion = 500; mob_db[mob_class].dropitem[0].nameid = 909; // Jellopy mob_db[mob_class].dropitem[0].p = 1000; for (i = 1; i < 8; i++) { mob_db[mob_class].dropitem[i].nameid = 0; mob_db[mob_class].dropitem[i].p = 0; } // Item1,Item2 mob_db[mob_class].mexp = 0; mob_db[mob_class].mexpper = 0; for (i = 0; i < 3; i++) { mob_db[mob_class].mvpitem[i].nameid = 0; mob_db[mob_class].mvpitem[i].p = 0; } for (i = 0; i < MAX_RANDOMMONSTER; i++) mob_db[mob_class].summonper[i] = 0; return 0; } /*========================================== * db/mob_db.txt reading *------------------------------------------ */ static int mob_readdb(void) { FILE *fp; char line[1024]; const char *filename[] = { "db/mob_db.txt", "db/mob_db2.txt" }; memset(mob_db, 0, sizeof(mob_db)); for (int j = 0; j < 2; j++) { fp = fopen_(filename[j], "r"); if (fp == NULL) { if (j > 0) continue; return -1; } while (fgets(line, 1020, fp)) { int mob_class; char *str[57], *p, *np; if (line[0] == '/' && line[1] == '/') continue; p = line; for (int i = 0; i < 57; i++) { while (*p == '\t' || *p == ' ') p++; if ((np = strchr(p, ',')) != NULL) { str[i] = p; *np = 0; p = np + 1; } else str[i] = p; } mob_class = atoi(str[0]); if (mob_class <= 1000 || mob_class > 2000) continue; mob_db[mob_class].view_class = mob_class; memcpy(mob_db[mob_class].name, str[1], 24); memcpy(mob_db[mob_class].jname, str[2], 24); mob_db[mob_class].lv = atoi(str[3]); mob_db[mob_class].max_hp = atoi(str[4]); mob_db[mob_class].max_sp = atoi(str[5]); mob_db[mob_class].base_exp = atoi(str[6]); if (mob_db[mob_class].base_exp < 0) mob_db[mob_class].base_exp = 0; else if (mob_db[mob_class].base_exp > 0 && (mob_db[mob_class].base_exp * battle_config.base_exp_rate / 100 > 1000000000 || mob_db[mob_class].base_exp * battle_config.base_exp_rate / 100 < 0)) mob_db[mob_class].base_exp = 1000000000; else mob_db[mob_class].base_exp *= battle_config.base_exp_rate / 100; mob_db[mob_class].job_exp = atoi(str[7]); if (mob_db[mob_class].job_exp < 0) mob_db[mob_class].job_exp = 0; else if (mob_db[mob_class].job_exp > 0 && (mob_db[mob_class].job_exp * battle_config.job_exp_rate / 100 > 1000000000 || mob_db[mob_class].job_exp * battle_config.job_exp_rate / 100 < 0)) mob_db[mob_class].job_exp = 1000000000; else mob_db[mob_class].job_exp *= battle_config.job_exp_rate / 100; mob_db[mob_class].range = atoi(str[8]); mob_db[mob_class].atk1 = atoi(str[9]); mob_db[mob_class].atk2 = atoi(str[10]); mob_db[mob_class].def = atoi(str[11]); mob_db[mob_class].mdef = atoi(str[12]); mob_db[mob_class].str = atoi(str[13]); mob_db[mob_class].agi = atoi(str[14]); mob_db[mob_class].vit = atoi(str[15]); mob_db[mob_class].int_ = atoi(str[16]); mob_db[mob_class].dex = atoi(str[17]); mob_db[mob_class].luk = atoi(str[18]); mob_db[mob_class].range2 = atoi(str[19]); mob_db[mob_class].range3 = atoi(str[20]); mob_db[mob_class].size = atoi(str[21]); mob_db[mob_class].race = atoi(str[22]); mob_db[mob_class].element = atoi(str[23]); mob_db[mob_class].mode = atoi(str[24]); mob_db[mob_class].speed = atoi(str[25]); mob_db[mob_class].adelay = atoi(str[26]); mob_db[mob_class].amotion = atoi(str[27]); mob_db[mob_class].dmotion = atoi(str[28]); for (int i = 0; i < 8; i++) { int rate = 0, type, ratemin, ratemax; mob_db[mob_class].dropitem[i].nameid = atoi(str[29 + i * 2]); type = itemdb_type(mob_db[mob_class].dropitem[i].nameid); if (type == 0) { // Added [Valaris] rate = battle_config.item_rate_heal; ratemin = battle_config.item_drop_heal_min; ratemax = battle_config.item_drop_heal_max; } else if (type == 2) { rate = battle_config.item_rate_use; ratemin = battle_config.item_drop_use_min; ratemax = battle_config.item_drop_use_max; // End } else if (type == 4 || type == 5 || type == 8) { rate = battle_config.item_rate_equip; ratemin = battle_config.item_drop_equip_min; ratemax = battle_config.item_drop_equip_max; } else if (type == 6) { rate = battle_config.item_rate_card; ratemin = battle_config.item_drop_card_min; ratemax = battle_config.item_drop_card_max; } else { rate = battle_config.item_rate_common; ratemin = battle_config.item_drop_common_min; ratemax = battle_config.item_drop_common_max; } rate = (rate / 100) * atoi(str[30 + i * 2]); rate = (rate < ratemin) ? ratemin : (rate > ratemax) ? ratemax : rate; mob_db[mob_class].dropitem[i].p = rate; } // Item1,Item2 mob_db[mob_class].mexp = atoi(str[45]) * battle_config.mvp_exp_rate / 100; mob_db[mob_class].mexpper = atoi(str[46]); for (int i = 0; i < 3; i++) { mob_db[mob_class].mvpitem[i].nameid = atoi(str[47 + i * 2]); mob_db[mob_class].mvpitem[i].p = atoi(str[48 + i * 2]) * battle_config.mvp_item_rate / 100; } mob_db[mob_class].mutations_nr = atoi(str[55]); mob_db[mob_class].mutation_power = atoi(str[56]); for (int i = 0; i < MAX_RANDOMMONSTER; i++) mob_db[mob_class].summonper[i] = 0; mob_db[mob_class].maxskill = 0; mob_db[mob_class].sex = 0; mob_db[mob_class].hair = 0; mob_db[mob_class].hair_color = 0; mob_db[mob_class].weapon = 0; mob_db[mob_class].shield = 0; mob_db[mob_class].head_top = 0; mob_db[mob_class].head_mid = 0; mob_db[mob_class].head_buttom = 0; mob_db[mob_class].clothes_color = 0; //Add for player monster dye - Valaris if (mob_db[mob_class].base_exp == 0) mob_db[mob_class].base_exp = mob_gen_exp(&mob_db[mob_class]); } fclose_(fp); printf("read %s done\n", filename[j]); } return 0; } /*========================================== * MOB display graphic change data reading *------------------------------------------ */ static int mob_readdb_mobavail(void) { FILE *fp; char line[1024]; int ln = 0; int mob_class, j, k; char *str[20], *p, *np; if ((fp = fopen_("db/mob_avail.txt", "r")) == NULL) { printf("can't read db/mob_avail.txt\n"); return -1; } while (fgets(line, 1020, fp)) { if (line[0] == '/' && line[1] == '/') continue; memset(str, 0, sizeof(str)); for (j = 0, p = line; j < 12; j++) { if ((np = strchr(p, ',')) != NULL) { str[j] = p; *np = 0; p = np + 1; } else str[j] = p; } if (str[0] == NULL) continue; mob_class = atoi(str[0]); if (mob_class <= 1000 || mob_class > 2000) // 値が異常なら処理しない。 continue; k = atoi(str[1]); if (k >= 0) mob_db[mob_class].view_class = k; if ((mob_db[mob_class].view_class < 24) || (mob_db[mob_class].view_class > 4000)) { mob_db[mob_class].sex = atoi(str[2]); mob_db[mob_class].hair = atoi(str[3]); mob_db[mob_class].hair_color = atoi(str[4]); mob_db[mob_class].weapon = atoi(str[5]); mob_db[mob_class].shield = atoi(str[6]); mob_db[mob_class].head_top = atoi(str[7]); mob_db[mob_class].head_mid = atoi(str[8]); mob_db[mob_class].head_buttom = atoi(str[9]); mob_db[mob_class].option = atoi(str[10]) & ~0x46; mob_db[mob_class].clothes_color = atoi(str[11]); // Monster player dye option - Valaris } else if (atoi(str[2]) > 0) mob_db[mob_class].equip = atoi(str[2]); // mob equipment [Valaris] ln++; } fclose_(fp); printf("read db/mob_avail.txt done (count=%d)\n", ln); return 0; } /*========================================== * Reading of random monster data *------------------------------------------ */ static int mob_read_randommonster(void) { FILE *fp; char line[1024]; char *str[10], *p; int i, j; const char *mobfile[] = { "db/mob_branch.txt", "db/mob_poring.txt", "db/mob_boss.txt" }; for (i = 0; i < MAX_RANDOMMONSTER; i++) { mob_db[0].summonper[i] = 1002; // 設定し忘れた場合はポリンが出るようにしておく fp = fopen_(mobfile[i], "r"); if (fp == NULL) { printf("can't read %s\n", mobfile[i]); return -1; } while (fgets(line, 1020, fp)) { int mob_class, per; if (line[0] == '/' && line[1] == '/') continue; memset(str, 0, sizeof(str)); for (j = 0, p = line; j < 3 && p; j++) { str[j] = p; p = strchr(p, ','); if (p) *p++ = 0; } if (str[0] == NULL || str[2] == NULL) continue; mob_class = atoi(str[0]); per = atoi(str[2]); if ((mob_class > 1000 && mob_class <= 2000) || mob_class == 0) mob_db[mob_class].summonper[i] = per; } fclose_(fp); printf("read %s done\n", mobfile[i]); } return 0; } /*========================================== * db/mob_skill_db.txt reading *------------------------------------------ */ static int mob_readskilldb(void) { FILE *fp; char line[1024]; int i; const struct { char str[32]; int id; } cond1[] = { { "always", MSC_ALWAYS}, { "myhpltmaxrate", MSC_MYHPLTMAXRATE}, { "friendhpltmaxrate", MSC_FRIENDHPLTMAXRATE}, { "mystatuson", MSC_MYSTATUSON}, { "mystatusoff", MSC_MYSTATUSOFF}, { "friendstatuson", MSC_FRIENDSTATUSON}, { "friendstatusoff", MSC_FRIENDSTATUSOFF}, { "notintown", MSC_NOTINTOWN}, { "attackpcgt", MSC_ATTACKPCGT}, { "attackpcge", MSC_ATTACKPCGE}, { "slavelt", MSC_SLAVELT}, { "slavele", MSC_SLAVELE}, { "closedattacked", MSC_CLOSEDATTACKED}, { "longrangeattacked", MSC_LONGRANGEATTACKED}, { "skillused", MSC_SKILLUSED}, { "casttargeted", MSC_CASTTARGETED},}, cond2[] = { { "anybad", -1}, { "stone", SC_STONE}, { "freeze", SC_FREEZE}, { "stan", SC_STAN}, { "sleep", SC_SLEEP}, { "poison", SC_POISON}, { "curse", SC_CURSE}, { "silence", SC_SILENCE}, { "confusion", SC_CONFUSION}, { "blind", SC_BLIND}, { "hiding", SC_HIDING}, { "sight", SC_SIGHT},}, state[] = { { "any", -1}, { "idle", MSS_IDLE}, { "walk", MSS_WALK}, { "attack", MSS_ATTACK}, { "dead", MSS_DEAD}, { "loot", MSS_LOOT}, { "chase", MSS_CHASE},}, target[] = { { "target", MST_TARGET}, { "self", MST_SELF}, { "friend", MST_FRIEND}, { "master", MST_MASTER}, { "around5", MST_AROUND5}, { "around6", MST_AROUND6}, { "around7", MST_AROUND7}, { "around8", MST_AROUND8}, { "around1", MST_AROUND1}, { "around2", MST_AROUND2}, { "around3", MST_AROUND3}, { "around4", MST_AROUND4}, { "around", MST_AROUND},}; int x; const char *filename[] = { "db/mob_skill_db.txt", "db/mob_skill_db2.txt" }; for (x = 0; x < 2; x++) { fp = fopen_(filename[x], "r"); if (fp == NULL) { if (x == 0) printf("can't read %s\n", filename[x]); continue; } while (fgets(line, 1020, fp)) { char *sp[20], *p; int mob_id; struct mob_skill *ms; int j = 0; if (line[0] == '/' && line[1] == '/') continue; memset(sp, 0, sizeof(sp)); for (i = 0, p = line; i < 18 && p; i++) { sp[i] = p; if ((p = strchr(p, ',')) != NULL) *p++ = 0; } if ((mob_id = atoi(sp[0])) <= 0) continue; if (strcmp(sp[1], "clear") == 0) { memset(mob_db[mob_id].skill, 0, sizeof(mob_db[mob_id].skill)); mob_db[mob_id].maxskill = 0; continue; } for (i = 0; i < MAX_MOBSKILL; i++) if ((ms = &mob_db[mob_id].skill[i])->skill_id == 0) break; if (i == MAX_MOBSKILL) { printf("mob_skill: readdb: too many skill ! [%s] in %d[%s]\n", sp[1], mob_id, mob_db[mob_id].jname); continue; } ms->state = atoi(sp[2]); for (j = 0; j < sizeof(state) / sizeof(state[0]); j++) { if (strcmp(sp[2], state[j].str) == 0) ms->state = state[j].id; } ms->skill_id = atoi(sp[3]); ms->skill_lv = atoi(sp[4]); ms->permillage = atoi(sp[5]); ms->casttime = atoi(sp[6]); ms->delay = atoi(sp[7]); ms->cancel = atoi(sp[8]); if (strcmp(sp[8], "yes") == 0) ms->cancel = 1; ms->target = atoi(sp[9]); for (j = 0; j < sizeof(target) / sizeof(target[0]); j++) { if (strcmp(sp[9], target[j].str) == 0) ms->target = target[j].id; } ms->cond1 = -1; for (j = 0; j < sizeof(cond1) / sizeof(cond1[0]); j++) { if (strcmp(sp[10], cond1[j].str) == 0) ms->cond1 = cond1[j].id; } ms->cond2 = atoi(sp[11]); for (j = 0; j < sizeof(cond2) / sizeof(cond2[0]); j++) { if (strcmp(sp[11], cond2[j].str) == 0) ms->cond2 = cond2[j].id; } ms->val[0] = atoi(sp[12]); ms->val[1] = atoi(sp[13]); ms->val[2] = atoi(sp[14]); ms->val[3] = atoi(sp[15]); ms->val[4] = atoi(sp[16]); if (sp[17] != NULL && strlen(sp[17]) > 2) ms->emotion = atoi(sp[17]); else ms->emotion = -1; mob_db[mob_id].maxskill = i + 1; } fclose_(fp); printf("read %s done\n", filename[x]); } return 0; } void mob_reload(void) { /* * * * mob_read(); * */ do_init_mob(); } /*========================================== * Circumference initialization of mob *------------------------------------------ */ int do_init_mob(void) { mob_readdb(); mob_readdb_mobavail(); mob_read_randommonster(); mob_readskilldb(); add_timer_interval(gettick() + MIN_MOBTHINKTIME, mob_ai_hard, 0, 0, MIN_MOBTHINKTIME); add_timer_interval(gettick() + MIN_MOBTHINKTIME * 10, mob_ai_lazy, 0, 0, MIN_MOBTHINKTIME * 10); return 0; }