// $Id: mob.c,v 1.7 2004/09/25 05:32:18 MouseJstr Exp $
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <string.h>
#include "timer.h"
#include "socket.h"
#include "db.h"
#include "nullpo.h"
#include "malloc.h"
#include "map.h"
#include "clif.h"
#include "intif.h"
#include "pc.h"
#include "status.h"
#include "mob.h"
#include "guild.h"
#include "itemdb.h"
#include "skill.h"
#include "battle.h"
#include "party.h"
#include "npc.h"
#include "log.h"
#include "showmsg.h"
#ifdef MEMWATCH
#include "memwatch.h"
#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)
#define MAX_MOB_DB 2000 /* Change this to increase the table size in your mob_db to accomodate
numbers more than 2000 for mobs if you want to (and know what you're doing).
Be sure to note that 4001 to 4047 are for advanced classes. */
struct mob_db mob_db[2001];
#define CLASSCHANGE_BOSS_NUM 21
/*==========================================
* Local prototype declaration (only required thing)
*------------------------------------------
*/
static int distance(int,int,int,int);
static int mob_makedummymobdb(int);
static int mob_timer(int,unsigned int,int,int);
int mobskill_use(struct mob_data *md,unsigned int tick,int event);
int mobskill_deltimer(struct mob_data *md );
int mob_skillid2skillidx(int class_,int skillid);
int mobskill_use_id(struct mob_data *md,struct block_list *target,int skill_idx);
static int mob_unlocktarget(struct mob_data *md,int tick);
/*==========================================
* Mob is searched with a name.
*------------------------------------------
*/
int mobdb_searchname(const char *str)
{
int i;
for(i=0;i<sizeof(mob_db)/sizeof(mob_db[0]);i++){
if( strcmpi(mob_db[i].name,str)==0 || strcmp(mob_db[i].jname,str)==0 ||
memcmp(mob_db[i].name,str,24)==0 || memcmp(mob_db[i].jname,str,24)==0)
return i;
}
return 0;
}
/*==========================================
* Id Mob is checked.
*------------------------------------------
*/
int mobdb_checkid(const int id)
{
if (id <= 0 || id >= (sizeof(mob_db) / sizeof(mob_db[0])) || mob_db[id].name[0] == '\0')
return 0;
return id;
}
/*==========================================
* The minimum data set for MOB spawning
*------------------------------------------
*/
int mob_spawn_dataset(struct mob_data *md,const char *mobname,int class_)
{
nullpo_retr(0, md);
md->bl.prev=NULL;
md->bl.next=NULL;
if(strcmp(mobname,"--en--")==0)
memcpy(md->name,mob_db[class_].name,24);
else if(strcmp(mobname,"--ja--")==0)
memcpy(md->name,mob_db[class_].jname,24);
else
memcpy(md->name,mobname,24);
md->n = 0;
md->base_class = md->class_ = class_;
md->bl.id= npc_get_new_npc_id();
memset(&md->state,0,sizeof(md->state));
md->timer = -1;
md->target_id=0;
md->attacked_id=0;
md->speed=mob_db[class_].speed;
return 0;
}
/*==========================================
* The MOB appearance for one time (for scripts)
*------------------------------------------
*/
int mob_once_spawn(struct map_session_data *sd,char *mapname,
int x,int y,const char *mobname,int class_,int amount,const char *event)
{
struct mob_data *md=NULL;
int m,count,lv=255,r=class_;
int i, j;
if( sd )
lv=sd->status.base_level;
if( sd && strcmp(mapname,"this")==0)
m=sd->bl.m;
else
m=map_mapname2mapid(mapname);
if(m<0 || amount<=0 || (class_>=0 && class_<=1000) || class_>MAX_MOB_DB) // �l���ُ�Ȃ珢�����~�߂�
return 0;
if(class_<0){ // �����_���ɏ���
i = 0;
j = -class_-1;
int k;
if(j>=0 && j<MAX_RANDOMMONSTER){
do{
class_=rand()%1000+1001;
k=rand()%1000000;
}while((mob_db[class_].max_hp <= 0 || mob_db[class_].summonper[j] <= k ||
(lv<mob_db[class_].lv && battle_config.random_monster_checklv)) && (i++) < 2000);
if(i>=2000){
class_=mob_db[0].summonper[j];
}
}else{
return 0;
}
// if(battle_config.etc_log)
// printf("mobclass=%d try=%d\n",class_,i);
}
if (sd) { //even if the coords were wrong, spawn mob anyways (but look for most suitable coords first) Got from Freya [Lupus]
if (x <= 0 || y <= 0) {
if (x <= 0) x = sd->bl.x + rand() % 3 - 1;
if (y <= 0) y = sd->bl.y + rand() % 3 - 1;
if (map_getcell(m, x, y, CELL_CHKNOPASS)) {
x = sd->bl.x;
y = sd->bl.y;
}
}
} else if (x <= 0 || y <= 0) {
i = j = 0;
printf("mob_once_spawn: %i at %s x:%i y:%i\n ??\n",class_,map[m].name,x,y); //got idea from Freya [Lupus]
do {
x = rand() % (map[m].xs - 2) + 1;
y = rand() % (map[m].ys - 2) + 1;
} while ((i=map_getcell(m, x, y, CELL_CHKNOPASS)) && j++ < 64);
if (i) { // not solved?
x = 0;
y = 0;
}
}
for(count=0;count<amount;count++){
md=(struct mob_data *)aCalloc(1,sizeof(struct mob_data));
memset(md, '\0', sizeof *md);
if(class_>4000) { // large/tiny mobs [Valaris]
md->size=2;
class_-=4000;
}
else if(class_>MAX_MOB_DB) {
md->size=1;
class_-=MAX_MOB_DB;
}
if(mob_db[class_].mode&0x02)
md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
else
md->lootitem=NULL;
mob_spawn_dataset(md,mobname,class_);
md->bl.m=m;
md->bl.x=x;
md->bl.y=y;
if(r<0&&battle_config.dead_branch_active) md->mode=0x1+0x4+0x80; //�ړ����ăA�N�e�B�u�Ŕ�������
md->m =m;
md->x0=x;
md->y0=y;
md->xs=0;
md->ys=0;
md->spawndelay1=-1; // ��x�̂݃t���O
md->spawndelay2=-1; // ��x�̂݃t���O
memcpy(md->npc_event,event,strlen(event));
md->bl.type=BL_MOB;
map_addiddb(&md->bl);
mob_spawn(md->bl.id);
if(class_==1288) { // emperium hp based on defense level [Valaris]
struct guild_castle *gc=guild_mapname2gc(map[md->bl.m].name);
if(gc) {
mob_db[class_].max_hp+=2000*gc->defense;
md->hp=mob_db[class_].max_hp;
}
} // end addition [Valaris]
}
return (amount>0)?md->bl.id:0;
}
/*==========================================
* The MOB appearance for one time (& area specification for scripts)
*------------------------------------------
*/
int mob_once_spawn_area(struct map_session_data *sd,char *mapname,
int x0,int y0,int x1,int y1,
const char *mobname,int class_,int amount,const char *event)
{
int x,y,i,max,lx=-1,ly=-1,id=0;
int m;
if(strcmp(mapname,"this")==0)
m=sd->bl.m;
else
m=map_mapname2mapid(mapname);
max=(y1-y0+1)*(x1-x0+1)*3;
if(max>1000)max=1000;
if(m<0 || amount<=0 || (class_>=0 && class_<=1000) || class_>MAX_MOB_DB) // A summon is stopped if a value is unusual
return 0;
for(i=0;i<amount;i++){
int j=0;
do{
x=rand()%(x1-x0+1)+x0;
y=rand()%(y1-y0+1)+y0;
} while (map_getcell(m,x,y,CELL_CHKNOPASS) && (++j)<max);
// freya }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.
}
if(x==0||y==0) printf("xory=0, x=%d,y=%d,x0=%d,y0=%d\n",x,y,x0,y0);
id=mob_once_spawn(sd,mapname,x,y,mobname,class_,1,event);
lx=x;
ly=y;
}
return id;
}
/*==========================================
* Summoning Guardians [Valaris]
*------------------------------------------
*/
int mob_spawn_guardian(struct map_session_data *sd,char *mapname,
int x,int y,const char *mobname,int class_,int amount,const char *event,int guardian)
{
struct mob_data *md=NULL;
int m,count=1,lv=255;
if( sd )
lv=sd->status.base_level;
if( sd && strcmp(mapname,"this")==0)
m=sd->bl.m;
else
m=map_mapname2mapid(mapname);
if(m<0 || amount<=0 || (class_>=0 && class_<=1000) || class_>MAX_MOB_DB) // Invalid monster classes
return 0;
if(class_<0)
return 0;
if(sd){
if(x<=0) x=sd->bl.x;
if(y<=0) y=sd->bl.y;
}
else if(x<=0 || y<=0)
printf("mob_spawn_guardian: ??\n");
for(count=0;count<amount;count++){
struct guild_castle *gc;
md=(struct mob_data *) aCalloc(sizeof(struct mob_data), 1);
if(md==NULL){
printf("mob_spawn_guardian: out of memory !\n");
exit(1);
}
memset(md, '\0', sizeof *md);
mob_spawn_dataset(md,mobname,class_);
md->bl.m=m;
md->bl.x=x;
md->bl.y=y;
md->m =m;
md->x0=x;
md->y0=y;
md->xs=0;
md->ys=0;
md->spawndelay1=-1; // Only once is a flag.
md->spawndelay2=-1; // Only once is a flag.
memcpy(md->npc_event,event,sizeof(md->npc_event));
md->bl.type=BL_MOB;
map_addiddb(&md->bl);
mob_spawn(md->bl.id);
gc=guild_mapname2gc(map[md->bl.m].name);
if(gc) {
mob_db[class_].max_hp+=2000*gc->defense;
if(guardian==0) { md->hp=gc->Ghp0; gc->GID0=md->bl.id; }
if(guardian==1) { md->hp=gc->Ghp1; gc->GID1=md->bl.id; }
if(guardian==2) { md->hp=gc->Ghp2; gc->GID2=md->bl.id; }
if(guardian==3) { md->hp=gc->Ghp3; gc->GID3=md->bl.id; }
if(guardian==4) { md->hp=gc->Ghp4; gc->GID4=md->bl.id; }
if(guardian==5) { md->hp=gc->Ghp5; gc->GID5=md->bl.id; }
if(guardian==6) { md->hp=gc->Ghp6; gc->GID6=md->bl.id; }
if(guardian==7) { md->hp=gc->Ghp7; gc->GID7=md->bl.id; }
}
}
return (amount>0)?md->bl.id:0;
}
/*==========================================
* The disregard ID is added to mob.
*------------------------------------------
*/
int mob_exclusion_add(struct mob_data *md,int type,int id)
{
nullpo_retr(0, md);
if(type==1)
md->exclusion_src=id;
if(type==2)
md->exclusion_party=id;
if(type==3)
md->exclusion_guild=id;
return 0;
}
/*==========================================
* The disregard ID of mob is checked. (TAGE?)
*------------------------------------------
*/
int mob_exclusion_check(struct mob_data *md,struct map_session_data *sd)
{
nullpo_retr(0, sd);
nullpo_retr(0, md);
if(sd->bl.type==BL_PC){
if(md->exclusion_src && md->exclusion_src==sd->bl.id)
return 1;
if(md->exclusion_party && md->exclusion_party==sd->status.party_id)
return 2;
if(md->exclusion_guild && md->exclusion_guild==sd->status.guild_id)
return 3;
}
return 0;
}
/*==========================================
* Appearance income of mob
*------------------------------------------
*/
int mob_get_viewclass(int class_)
{
return mob_db[class_].view_class;
}
int mob_get_sex(int class_)
{
return mob_db[class_].sex;
}
short mob_get_hair(int class_)
{
return mob_db[class_].hair;
}
short mob_get_hair_color(int class_)
{
return mob_db[class_].hair_color;
}
short mob_get_weapon(int class_)
{
return mob_db[class_].weapon;
}
short mob_get_shield(int class_)
{
return mob_db[class_].shield;
}
short mob_get_head_top(int class_)
{
return mob_db[class_].head_top;
}
short mob_get_head_mid(int class_)
{
return mob_db[class_].head_mid;
}
short mob_get_head_buttom(int class_)
{
return mob_db[class_].head_buttom;
}
short mob_get_clothes_color(int class_) // Add for player monster dye - Valaris
{
return mob_db[class_].clothes_color; // End
}
int mob_get_equip(int class_) // mob equip [Valaris]
{
return mob_db[class_].equip;
}
/*==========================================
* Is MOB in the state in which the present movement is possible or not?
*------------------------------------------
*/
int mob_can_move(struct mob_data *md)
{
nullpo_retr(0, md);
if(md->canmove_tick > gettick() || (md->opt1 > 0 && md->opt1 != 6) || md->option&2)
return 0;
// �A���N�����œ����Ȃ��Ƃ�
if( md->sc_data[SC_ANKLE].timer != -1 || //�A���N���X�l�A
md->sc_data[SC_AUTOCOUNTER].timer != -1 || //�I�[�g�J�E���^�[
md->sc_data[SC_BLADESTOP].timer != -1 || //���n���
md->sc_data[SC_SPIDERWEB].timer != -1 //�X�p�C�_�[�E�F�b�u
)
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 status_get_speed(&md->bl)*14/10;
return status_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;
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;
if(map_getcell(md->bl.m,x,y,CELL_CHKNOPASS)) {
mob_stop_walking(md,1);
return 0;
}
md->dir=md->walkpath.path[md->walkpath.path_pos];
dx = dirx[md->dir];
dy = diry[md->dir];
if (map_getcell(md->bl.m,x+dx,y+dy,CELL_CHKBASILICA) && !(status_get_mode(&md->bl)&0x20)) {
mob_stop_walking(md,1);
return 0;
}
if (map_getcell(md->bl.m,x+dx,y+dy,CELL_CHKNOPASS)) {
mob_walktoxy_sub(md);
return 0;
}
if (skill_check_moonlit (&md->bl,x+dx,y+dy)) {
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--;
skill_unit_move(&md->bl,tick,0);
if(moveblock) map_delblock(&md->bl);
md->bl.x = x;
md->bl.y = y;
if(moveblock) map_addblock(&md->bl);
skill_unit_move(&md->bl,tick,1);
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);
}
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); // �Ƃ܂����Ƃ��Ɉʒu�̍đ��M
}
return 0;
}
/*==========================================
* Attack processing of mob
*------------------------------------------
*/
static int mob_attack(struct mob_data *md,unsigned int tick,int data)
{
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 ) // �X�L���g�p��
return 0;
if(md->opt1>0 || md->option&2)
return 0;
if(md->sc_data[SC_AUTOCOUNTER].timer != -1)
return 0;
if(md->sc_data[SC_BLADESTOP].timer != -1)
return 0;
if((tbl=map_id2bl(md->target_id))==NULL){
md->target_id=0;
md->state.targettype = NONE_ATTACKABLE;
return 0;
}
if(tbl->type==BL_PC)
tsd=(struct map_session_data *)tbl;
else if(tbl->type==BL_MOB)
tmd=(struct mob_data *)tbl;
else
return 0;
if(tsd){
if( pc_isdead(tsd) || tsd->invincible_timer != -1 || pc_isinvisible(tsd) || md->bl.m != tbl->m || tbl->prev == NULL || distance(md->bl.x,md->bl.y,tbl->x,tbl->y)>=13 ){
md->target_id=0;
md->state.targettype = NONE_ATTACKABLE;
return 0;
}
}
if(tmd){
if(md->bl.m != tbl->m || tbl->prev == NULL || distance(md->bl.x,md->bl.y,tbl->x,tbl->y)>=13){
md->target_id=0;
md->state.targettype = NONE_ATTACKABLE;
return 0;
}
}
if(!md->mode)
mode=mob_db[md->class_].mode;
else
mode=md->mode;
race=mob_db[md->class_].race;
if(!(mode&0x80)){
md->target_id=0;
md->state.targettype = NONE_ATTACKABLE;
return 0;
}
if(tsd && !(mode&0x20) && (tsd->sc_data[SC_TRICKDEAD].timer != -1 || tsd->sc_data[SC_BASILICA].timer != -1 ||
((pc_ishiding(tsd) || tsd->state.gangsterparadise) && !((race == 4 || race == 6) && !tsd->perfect_hiding) ) ) ) {
md->target_id=0;
md->state.targettype = NONE_ATTACKABLE;
return 0;
}
range = mob_db[md->class_].range;
if(mode&1)
range++;
if(distance(md->bl.x,md->bl.y,tbl->x,tbl->y) > range)
return 0;
if(battle_config.monster_attack_direction_change)
md->dir=map_calc_dir(&md->bl, tbl->x,tbl->y ); // �����ݒ�
//clif_fixmobpos(md);
md->state.skillstate=MSS_ATTACK;
if( mobskill_use(md,tick,-2) ) // �X�L���g�p
return 0;
md->target_lv = battle_weapon_attack(&md->bl,tbl,tick,0);
if(!(battle_config.monster_cloak_check_type&2) && md->sc_data[SC_CLOAKING].timer != -1)
status_change_end(&md->bl,SC_CLOAKING,-1);
md->attackabletime = tick + status_get_adelay(&md->bl);
md->timer=add_timer(md->attackabletime,mob_timer,md->bl.id,0);
md->state.state=MS_ATTACK;
return 0;
}
/*==========================================
* The attack of PC which is attacking id is stopped.
* The callback function of clif_foreachclient
*------------------------------------------
*/
int mob_stopattacked(struct map_session_data *sd,va_list ap)
{
int id;
nullpo_retr(0, sd);
nullpo_retr(0, ap);
id=va_arg(ap,int);
if(sd->attacktarget==id)
pc_stopattack(sd);
return 0;
}
/*==========================================
* The timer in which the mob's states changes
*------------------------------------------
*/
int mob_changestate(struct mob_data *md,int state,int type)
{
unsigned int tick;
int i;
nullpo_retr(0, md);
if(md->timer != -1)
delete_timer(md->timer,mob_timer);
md->timer=-1;
md->state.state=state;
switch(state){
case MS_WALK:
if((i=calc_next_walk_step(md))>0){
i = i>>2;
md->timer=add_timer(gettick()+i,mob_timer,md->bl.id,0);
}
else
md->state.state=MS_IDLE;
break;
case MS_ATTACK:
tick = gettick();
i=DIFF_TICK(md->attackabletime,tick);
if(i>0 && i<2000)
md->timer=add_timer(md->attackabletime,mob_timer,md->bl.id,0);
else if(type) {
md->attackabletime = tick + status_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_move(&md->bl,gettick(),0);
status_change_clear(&md->bl,2); // �X�e�[�^�X�ُ����������
skill_clear_unitgroup(&md->bl); // �S�ẴX�L�����j�b�g�O���[�v���폜����
skill_cleartimerskill(&md->bl);
if(md->deletetimer!=-1)
delete_timer(md->deletetimer,mob_timer_delete);
md->deletetimer=-1;
md->hp=md->target_id=md->attacked_id=0;
md->state.targettype = NONE_ATTACKABLE;
break;
}
return 0;
}
/*==========================================
* timer processing of mob (timer function)
* It branches to a walk and an attack.
*------------------------------------------
*/
static int mob_timer(int tid,unsigned int tick,int id,int data)
{
struct mob_data *md;
struct block_list *bl;
if( (bl=map_id2bl(id)) == NULL ){ //�U�����Ă����G���������Ȃ��̂͐���̂悤��
return 1;
}
if(!bl || !bl->type || bl->type!=BL_MOB)
return 1;
nullpo_retr(1, md=(struct mob_data*)bl);
if(!md->bl.type || md->bl.type!=BL_MOB)
return 1;
if(md->timer != tid){
if(battle_config.error_log)
printf("mob_timer %d != %d\n",md->timer,tid);
return 0;
}
md->timer=-1;
if(md->bl.prev == NULL || md->state.state == MS_DEAD)
return 1;
map_freeblock_lock();
switch(md->state.state){
case MS_WALK:
mob_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)
printf("mob_timer : %d ?\n",md->state.state);
break;
}
if (md->timer == -1)
mob_changestate(md,MS_WALK,0);
map_freeblock_unlock();
return 0;
}
/*==========================================
*
*------------------------------------------
*/
static int mob_walktoxy_sub(struct mob_data *md)
{
struct walkpath_data wpd;
int x,y;
static int dirx[8]={0,-1,-1,-1,0,1,1,1};
static int diry[8]={1,1,0,-1,-1,-1,0,1};
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;
x = md->bl.x+dirx[wpd.path[0]];
y = md->bl.y+diry[wpd.path[0]];
if (map_getcell(md->bl.m,x,y,CELL_CHKBASILICA) && !(status_get_mode(&md->bl)&0x20)) {
md->state.change_walk_target=0;
return 1;
}
memcpy(&md->walkpath,&wpd,sizeof(wpd));
md->state.change_walk_target=0;
mob_changestate(md,MS_WALK,0);
clif_movemob(md);
return 0;
}
/*==========================================
* mob move start
*------------------------------------------
*/
int mob_walktoxy(struct mob_data *md,int x,int y,int easy)
{
struct walkpath_data wpd;
nullpo_retr(0, md);
if(md->state.state == MS_WALK && path_search(&wpd,md->bl.m,md->bl.x,md->bl.y,x,y,easy) )
return 1;
md->state.walk_easy = easy;
md->to_x=x;
md->to_y=y;
if(md->state.state == MS_WALK)
md->state.change_walk_target=1;
else
return mob_walktoxy_sub(md);
return 0;
}
/*==========================================
* mob spawn with delay (timer function)
*------------------------------------------
*/
static int mob_delayspawn(int tid,unsigned int tick,int m,int n)
{
mob_spawn(m);
return 0;
}
/*==========================================
* spawn timing calculation
*------------------------------------------
*/
int mob_setdelayspawn(int id)
{
unsigned int spawntime,spawntime1,spawntime2,spawntime3;
struct mob_data *md;
struct block_list *bl;
if((bl=map_id2bl(id)) == NULL)
return -1;
if(!bl || !bl->type || bl->type!=BL_MOB)
return -1;
nullpo_retr(-1, md=(struct mob_data*)bl);
if(!md || md->bl.type!=BL_MOB)
return -1;
// Processing of MOB which is not revitalized
if(md->spawndelay1==-1 && md->spawndelay2==-1 && md->n==0){
map_deliddb(&md->bl);
if(md->lootitem) {
map_freeblock(md->lootitem);
md->lootitem=NULL;
}
map_freeblock(md); // Instead of [ of free ]
return 0;
}
spawntime1=md->last_spawntime+md->spawndelay1;
spawntime2=md->last_deadtime+md->spawndelay2;
spawntime3=gettick()+5000;
// spawntime = max(spawntime1,spawntime2,spawntime3);
if(DIFF_TICK(spawntime1,spawntime2)>0)
spawntime=spawntime1;
else
spawntime=spawntime2;
if(DIFF_TICK(spawntime3,spawntime)>0)
spawntime=spawntime3;
add_timer(spawntime,mob_delayspawn,id,0);
return 0;
}
/*==========================================
* Mob spawning. Initialization is also variously here.
*------------------------------------------
*/
int mob_spawn(int id)
{
int x=0,y=0,i=0,c;
unsigned int tick = gettick();
struct mob_data *md;
struct block_list *bl;
nullpo_retr(-1, bl=map_id2bl(id));
if(!bl || !bl->type || bl->type!=BL_MOB)
return -1;
nullpo_retr(-1, md=(struct mob_data*)bl);
if(!md || !md->bl.type || md->bl.type!=BL_MOB)
return -1;
md->last_spawntime=tick;
if( md->bl.prev!=NULL ){
// clif_clearchar_area(&md->bl,3);
// skill_unit_move(&md->bl,tick,0);
map_delblock(&md->bl);
}
else
md->class_ = md->base_class;
md->bl.m =md->m;
do {
if(md->x0==0 && md->y0==0){
x=rand()%(map[md->bl.m].xs-2)+1;
y=rand()%(map[md->bl.m].ys-2)+1;
} else {
x=md->x0+rand()%(md->xs+1)-md->xs/2;
y=md->y0+rand()%(md->ys+1)-md->ys/2;
}
i++;
} while(map_getcell(md->bl.m,x,y,CELL_CHKNOPASS) && 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;
md->target_dir=0;
memset(&md->state,0,sizeof(md->state));
md->attacked_id = 0;
md->target_id = 0;
md->move_fail_count = 0;
if(!md->speed)
md->speed = mob_db[md->class_].speed;
md->def_ele = mob_db[md->class_].element;
if(!md->level) // [Valaris]
md->level=mob_db[md->class_].lv;
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+rand()%50+5000;
md->attackabletime = tick;
md->canmove_tick = tick;
md->guild_id = 0;
if (md->class_ >= 1285 && md->class_ <= 1288) {
struct guild_castle *gc=guild_mapname2gc(map[md->bl.m].name);
if(gc)
md->guild_id = gc->guild_id;
}
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 = status_get_max_hp(&md->bl);
if(md->hp<=0){
mob_makedummymobdb(md->class_);
md->hp = status_get_max_hp(&md->bl);
}
map_addblock(&md->bl);
skill_unit_move(&md->bl,tick,1);
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=status_get_dmotion(&md->bl);
unsigned int tick = gettick();
if(battle_config.monster_damage_delay && md->canmove_tick < tick)
md->canmove_tick = tick + delay;
}
return 0;
}
/*==========================================
* Reachability to a Specification ID existence place
*------------------------------------------
*/
int mob_can_reach(struct mob_data *md,struct block_list *bl,int range)
{
int dx,dy;
struct walkpath_data wpd;
int i;
nullpo_retr(0, md);
nullpo_retr(0, bl);
dx=abs(bl->x - md->bl.x);
dy=abs(bl->y - md->bl.y);
//=========== guildcastle guardian no search start===========
//when players are the guild castle member not attack them !
if(md->class_ >= 1285 && md->class_ <= 1287){
struct map_session_data *sd;
struct guild *g=NULL;
struct guild_castle *gc=guild_mapname2gc(map[bl->m].name);
if(gc && agit_flag==0) // Guardians will not attack during non-woe time [Valaris]
return 0; // end addition [Valaris]
if(bl && bl->type == BL_PC){
nullpo_retr(0, sd=(struct map_session_data *)bl);
if(!gc)
return 0;
if(gc && sd && sd->status.guild_id) {
g=guild_search(sd->status.guild_id); // don't attack guild members [Valaris]
if(g && g->guild_id == gc->guild_id)
return 0;
if(g && gc && guild_isallied(g,gc))
return 0;
}
}
}
//========== guildcastle guardian no search eof==============
if(bl && bl->type == BL_PC && battle_config.monsters_ignore_gm) { // option to have monsters ignore GMs [Valaris]
struct map_session_data *sd;
if((sd=(struct map_session_data *)bl) != NULL && pc_isGM(sd) >= battle_config.monsters_ignore_gm)
return 0;
}
if( md->bl.m != bl->m) // �Ⴄ��b�v
return 0;
if( range>0 && range < ((dx>dy)?dx:dy) ) // ��������
return 0;
if( md->bl.x==bl->x && md->bl.y==bl->y ) // �����}�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 = status_get_sc_data(bl);
option = status_get_option(bl);
race=mob_db[md->class_].race;
if(!md->mode)
mode=mob_db[md->class_].mode;
else
mode=md->mode;
if(!(mode&0x80)) {
md->target_id = 0;
return 0;
}
// Nothing will be carried out if there is no mind of changing TAGE by TAGE ending.
if( (md->target_id > 0 && md->state.targettype == ATTACKABLE) && (!(mode&0x04) || rand()%100>25) &&
// if the monster was provoked ignore the above rule [celest]
!(md->state.provoke_flag && md->state.provoke_flag == bl->id))
return 0;
if(mode&0x20 || // Coercion is exerted if it is MVPMOB.
(sc_data && sc_data[SC_TRICKDEAD].timer == -1 && sc_data[SC_BASILICA].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;
if (md->state.provoke_flag)
md->state.provoke_flag = 0;
md->min_chase=dist+13;
if(md->min_chase>26)
md->min_chase=26;
}
return 0;
}
/*==========================================
* The ?? routine of an active monster
*------------------------------------------
*/
static int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
{
struct map_session_data *tsd=NULL;
struct mob_data *smd,*tmd=NULL;
int mode,race,dist,*pcc;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, smd=va_arg(ap,struct mob_data *));
nullpo_retr(0, pcc=va_arg(ap,int *));
if(bl->type==BL_PC)
tsd=(struct map_session_data *)bl;
else if(bl->type==BL_MOB)
tmd=(struct mob_data *)bl;
else
return 0;
//�G��������
if(battle_check_target(&smd->bl,bl,BCT_ENEMY)==0)
return 0;
if(!smd->mode)
mode=mob_db[smd->class_].mode;
else
mode=smd->mode;
// �A�N�e�B�u�Ń^�[�Q�b�g�˒����ɂ���Ȃ�A���b�N����
if( mode&0x04 ){
race=mob_db[smd->class_].race;
//�Ώۂ�PC�̏ꍇ
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 && tsd->sc_data[SC_BASILICA].timer == -1 &&
((!pc_ishiding(tsd) && !tsd->state.gangsterparadise) || ((race == 4 || race == 6) && !tsd->perfect_hiding) ))){ // �W�Q���Ȃ�������
if( mob_can_reach(smd,bl,12) && // ���B�\������
rand()%1000<1000/(++(*pcc)) ){ // �͈͓�PC�œ��m���ɂ���
smd->target_id=tsd->bl.id;
smd->state.targettype = ATTACKABLE;
smd->min_chase=13;
}
}
}
//�Ώۂ�Mob�̏ꍇ
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) && // ���B�\������
rand()%1000<1000/(++(*pcc)) ){ // �͈͓��œ��m���ɂ���
smd->target_id=bl->id;
smd->state.targettype = ATTACKABLE;
smd->min_chase=13;
}
}
}
return 0;
}
/*==========================================
* loot monster item search
*------------------------------------------
*/
static int mob_ai_sub_hard_lootsearch(struct block_list *bl,va_list ap)
{
struct mob_data* md;
int mode,dist,*itc;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, md=va_arg(ap,struct mob_data *));
nullpo_retr(0, itc=va_arg(ap,int *));
if(!md->mode)
mode=mob_db[md->class_].mode;
else
mode=md->mode;
if( !md->target_id && mode&0x02){
if(!md->lootitem || (battle_config.monster_loot_type == 1 && md->lootitem_count >= LOOTITEM_SIZE) )
return 0;
if(bl->m == md->bl.m && (dist=distance(md->bl.x,md->bl.y,bl->x,bl->y))<9){
if( mob_can_reach(md,bl,12) && // Reachability judging
rand()%1000<1000/(++(*itc)) ){ // It is made a probability, such as within the limits PC.
md->target_id=bl->id;
md->state.targettype = NONE_ATTACKABLE;
md->min_chase=13;
}
}
}
return 0;
}
/*==========================================
* The ?? routine of a link monster
*------------------------------------------
*/
static int mob_ai_sub_hard_linksearch(struct block_list *bl,va_list ap)
{
struct mob_data *tmd;
struct mob_data* md;
struct block_list *target;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, tmd=(struct mob_data *)bl);
nullpo_retr(0, md=va_arg(ap,struct mob_data *));
nullpo_retr(0, target=va_arg(ap,struct block_list *));
// same family free in a range at a link monster -- it will be made to lock if MOB is
/* if( (md->target_id > 0 && md->state.targettype == ATTACKABLE) && mob_db[md->class_].mode&0x08){
if( tmd->class_==md->class_ && (!tmd->target_id || md->state.targettype == NONE_ATTACKABLE) && tmd->bl.m == md->bl.m){
if( mob_can_reach(tmd,target,12) ){ // Reachability judging
tmd->target_id=md->target_id;
tmd->state.targettype = ATTACKABLE;
tmd->min_chase=13;
}
}
}*/
if( md->attacked_id > 0 && mob_db[md->class_].mode&0x08){
if( tmd->class_==md->class_ && tmd->bl.m == md->bl.m && (!tmd->target_id || md->state.targettype == NONE_ATTACKABLE)){
if( mob_can_reach(tmd,target,12) ){ // Reachability judging
tmd->target_id=md->attacked_id;
tmd->state.targettype = ATTACKABLE;
tmd->min_chase=13;
}
}
}
return 0;
}
/*==========================================
* Processing of slave monsters
*------------------------------------------
*/
static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick)
{
struct mob_data *mmd=NULL;
struct block_list *bl;
int mode,race,old_dist;
nullpo_retr(0, md);
if((bl=map_id2bl(md->master_id)) != NULL )
mmd=(struct mob_data *)bl;
mode=mob_db[md->class_].mode;
// It is not main monster/leader.
if(!mmd || mmd->bl.type!=BL_MOB || mmd->bl.id!=md->master_id)
return 0;
// Since it is in the map on which the master is not, teleport is carried out and it pursues.
if( mmd->bl.m != md->bl.m ){
mob_warp(md,mmd->bl.m,mmd->bl.x,mmd->bl.y,3);
md->state.master_check = 1;
return 0;
}
// Distance with between slave and master is measured.
old_dist=md->master_dist;
md->master_dist=distance(md->bl.x,md->bl.y,mmd->bl.x,mmd->bl.y);
// Since the master was in near immediately before, teleport is carried out and it pursues.
if( old_dist<10 && md->master_dist>18){
mob_warp(md,-1,mmd->bl.x,mmd->bl.y,3);
md->state.master_check = 1;
return 0;
}
// Although there is the master, since it is somewhat far, it approaches.
if((!md->target_id || md->state.targettype == NONE_ATTACKABLE) && mob_can_move(md) &&
(md->walkpath.path_pos>=md->walkpath.path_len || md->walkpath.path_len==0) && md->master_dist<15){
int i=0,dx,dy,ret;
if(md->master_dist>4) {
do {
if(i<=5){
dx=mmd->bl.x - md->bl.x;
dy=mmd->bl.y - md->bl.y;
if(dx<0) dx+=(rand()%( (dx<-3)?3:-dx )+1);
else if(dx>0) dx-=(rand()%( (dx>3)?3:dx )+1);
if(dy<0) dy+=(rand()%( (dy<-3)?3:-dy )+1);
else if(dy>0) dy-=(rand()%( (dy>3)?3:dy )+1);
}else{
dx=mmd->bl.x - md->bl.x + rand()%7 - 3;
dy=mmd->bl.y - md->bl.y + rand()%7 - 3;
}
ret=mob_walktoxy(md,md->bl.x+dx,md->bl.y+dy,0);
i++;
} while(ret && i<10);
}
else {
do {
dx = rand()%9 - 5;
dy = rand()%9 - 5;
if( dx == 0 && dy == 0) {
dx = (rand()%1)? 1:-1;
dy = (rand()%1)? 1:-1;
}
dx += mmd->bl.x;
dy += mmd->bl.y;
ret=mob_walktoxy(md,mmd->bl.x+dx,mmd->bl.y+dy,0);
i++;
} while(ret && i<10);
}
md->next_walktime=tick+500;
md->state.master_check = 1;
}
// There is the master, the master locks a target and he does not lock.
if( (mmd->target_id>0 && mmd->state.targettype == ATTACKABLE) && (!md->target_id || md->state.targettype == NONE_ATTACKABLE) ){
struct map_session_data *sd=map_id2sd(mmd->target_id);
if(sd!=NULL && !pc_isdead(sd) && sd->invincible_timer == -1 && !pc_isinvisible(sd)){
race=mob_db[md->class_].race;
if(mode&0x20 ||
(sd->sc_data[SC_TRICKDEAD].timer == -1 && sd->sc_data[SC_BASILICA].timer == -1 &&
( (!pc_ishiding(sd) && !sd->state.gangsterparadise) || ((race == 4 || race == 6) && !sd->perfect_hiding) ) ) ){ // �W�Q���Ȃ�������
md->target_id=sd->bl.id;
md->state.targettype = ATTACKABLE;
md->min_chase=5+distance(md->bl.x,md->bl.y,sd->bl.x,sd->bl.y);
md->state.master_check = 1;
}
}
}
// There is the master, the master locks a target and he does not lock.
/* if( (md->target_id>0 && mmd->state.targettype == ATTACKABLE) && (!mmd->target_id || mmd->state.targettype == NONE_ATTACKABLE) ){
struct map_session_data *sd=map_id2sd(md->target_id);
if(sd!=NULL && !pc_isdead(sd) && sd->invincible_timer == -1 && !pc_isinvisible(sd)){
race=mob_db[mmd->class_].race;
if(mode&0x20 ||
(sd->sc_data[SC_TRICKDEAD].timer == -1 &&
(!(sd->status.option&0x06) || race==4 || race==6)
) ){ // It judges whether there is any disturbance.
mmd->target_id=sd->bl.id;
mmd->state.targettype = ATTACKABLE;
mmd->min_chase=5+distance(mmd->bl.x,mmd->bl.y,sd->bl.x,sd->bl.y);
}
}
}*/
return 0;
}
/*==========================================
* A lock of target is stopped and mob moves to a standby state.
*------------------------------------------
*/
static int mob_unlocktarget(struct mob_data *md,int tick)
{
nullpo_retr(0, md);
md->target_id=0;
md->state.targettype = NONE_ATTACKABLE;
md->state.skillstate=MSS_IDLE;
md->next_walktime=tick+rand()%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=status_get_speed(&md->bl);
if(DIFF_TICK(md->next_walktime,tick)<0){
int i,x,y,c,d=12-md->move_fail_count;
int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
if(d<5) d=5;
for(i=0;i<retrycount;i++){ // Search of a movable place
int r=rand();
x=r%(d*2+1)-d;
y=r/(d*2+1)%(d*2+1)-d;
if (md->target_dir){
if (x<0) x=0-x;
if (y<0) y=0-y;
x *= mask[md->target_dir-1][0];
y *= mask[md->target_dir-1][1];
}
x+=md->bl.x;
y+=md->bl.y;
if((map_getcell(md->bl.m,x,y,CELL_CHKPASS)) && mob_walktoxy(md,x,y,1)==0){
md->move_fail_count=0;
break;
}
if(i+1>=retrycount){
md->move_fail_count++;
md->target_dir = 0;
if(md->move_fail_count>1000){
if(battle_config.error_log)
printf("MOB cant move. random spawn %d, class = %d\n",md->bl.id,md->class_);
md->move_fail_count=0;
mob_spawn(md->bl.id);
}
}
}
for(i=c=0;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+rand()%3000+3000+c;
md->state.skillstate=MSS_WALK;
return 1;
}
return 0;
}
/*==========================================
* AI of MOB whose is near a Player
*------------------------------------------
*/
static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
{
struct mob_data *md,*tmd=NULL;
struct map_session_data *tsd=NULL;
struct block_list *tbl=NULL;
struct flooritem_data *fitem;
unsigned int tick;
int i,dx,dy,ret,dist;
int attack_type=0;
int mode,race;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, md=(struct mob_data*)bl);
tick=va_arg(ap,unsigned int);
if(DIFF_TICK(tick,md->last_thinktime)<MIN_MOBTHINKTIME)
return 0;
md->last_thinktime=tick;
if( md->skilltimer!=-1 || md->bl.prev==NULL ){ // Under a skill aria and death
if(DIFF_TICK(tick,md->next_walktime)>MIN_MOBTHINKTIME)
md->next_walktime=tick;
return 0;
}
if(!md->mode)
mode=mob_db[md->class_].mode;
else
mode=md->mode;
race=mob_db[md->class_].race;
// Abnormalities
if((md->opt1 > 0 && md->opt1 != 6) || md->state.state==MS_DELAY || md->sc_data[SC_BLADESTOP].timer != -1)
return 0;
if(!(mode&0x80) && md->target_id > 0)
md->target_id = 0;
if(md->attacked_id > 0 && mode&0x08){ // Link monster
struct map_session_data *asd=map_id2sd(md->attacked_id);
if(asd){
if(asd->invincible_timer == -1 && !pc_isinvisible(asd)){
map_foreachinarea(mob_ai_sub_hard_linksearch,md->bl.m,
md->bl.x-13,md->bl.y-13,
md->bl.x+13,md->bl.y+13,
BL_MOB,md,&asd->bl);
}
}
}
// It checks to see it was attacked first (if active, it is target change at 25% of probability).
if( mode>0 && md->attacked_id>0 && (!md->target_id || md->state.targettype == NONE_ATTACKABLE
|| (mode&0x04 && rand()%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 {
//�����������ꍇ�̓^�Q��ύX���Ȃ�
if (!md->target_id || (distance(md->bl.x,md->bl.y,abl->x,abl->y)<3)) {
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);
// �A�N�e�B�������X�^�[�̍��G (?? 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){
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); // �ʃ}�b�v���A���E�O
else if( tsd && !(mode&0x20) && (tsd->sc_data[SC_TRICKDEAD].timer != -1 || tsd->sc_data[SC_BASILICA].timer != -1 ||
((pc_ishiding(tsd) || tsd->state.gangsterparadise) &&
!((race == 4 || race == 6) && !tsd->perfect_hiding) )) )
mob_unlocktarget(md,tick); // �X�L���Ȃǂɂ����G�W�Q
else if(!battle_check_range(&md->bl,tbl,mob_db[md->class_].range)){
// �U���͈͊O�Ȃ̂ňړ�
if(!(mode&1)){ // �ړ����Ȃ����[�h
mob_unlocktarget(md,tick);
return 0;
}
if( !mob_can_move(md) ) // �����Ȃ���Ԃɂ���
return 0;
md->state.skillstate=MSS_CHASE; // �ˌ����X�L��
mobskill_use(md,tick,-1);
// if(md->timer != -1 && (DIFF_TICK(md->next_walktime,tick)<0 || distance(md->to_x,md->to_y,tsd->bl.x,tsd->bl.y)<2) )
if(md->timer != -1 && md->state.state!=MS_ATTACK && (DIFF_TICK(md->next_walktime,tick)<0 || distance(md->to_x,md->to_y,tbl->x,tbl->y)<2) )
return 0; // ���Ɉړ���
if( !mob_can_reach(md,tbl,(md->min_chase>13)?md->min_chase:13) )
mob_unlocktarget(md,tick); // �ړ��ł��Ȃ��̂Ń^�Q�����iIW�Ƃ��H�j
else{
// �ǐ�
md->next_walktime=tick+500;
i=0;
do {
if(i==0){ // �ŏ���AEGIS�Ɠ������@�Ō���
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{ // ���߂Ȃ�Athena��(�����_��)
dx=tbl->x - md->bl.x + rand()%3 - 1;
dy=tbl->y - md->bl.y + rand()%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){ // �ړ��s�\�ȏ�����̍U���Ȃ�2������
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 { // �U���˒��͈͓�
md->state.skillstate=MSS_ATTACK;
if(md->state.state==MS_WALK)
mob_stop_walking(md,1); // ���s���Ȃ��~
if(md->state.state==MS_ATTACK)
return 0; // ���ɍU����
mob_changestate(md,MS_ATTACK,attack_type);
/* if(mode&0x08){ // �����N�����X�^�[
map_foreachinarea(mob_ai_sub_hard_linksearch,md->bl.m,
md->bl.x-13,md->bl.y-13,
md->bl.x+13,md->bl.y+13,
BL_MOB,md,&tsd->bl);
}*/
}
return 0;
}else{ // ���[�g�����X�^�[����
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){
// �������邩�A�C�e�����Ȃ��Ȃ���
mob_unlocktarget(md,tick);
if(md->state.state==MS_WALK)
mob_stop_walking(md,1); // ���s���Ȃ��~
}else if(dist){
if(!(mode&1)){ // �ړ����Ȃ����[�h
mob_unlocktarget(md,tick);
return 0;
}
if( !mob_can_move(md) ) // �����Ȃ���Ԃɂ���
return 0;
md->state.skillstate=MSS_LOOT; // ���[�g���X�L���g�p
mobskill_use(md,tick,-1);
// if(md->timer != -1 && (DIFF_TICK(md->next_walktime,tick)<0 || distance(md->to_x,md->to_y,tbl->x,tbl->y)<2) )
if(md->timer != -1 && md->state.state!=MS_ATTACK && (DIFF_TICK(md->next_walktime,tick)<0 || distance(md->to_x,md->to_y,tbl->x,tbl->y) <= 0))
return 0; // ���Ɉړ���
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);// �ړ��ł��Ȃ��̂Ń^�Q�����iIW�Ƃ��H�j
}else{ // �A�C�e���܂ł��ǂ蒅����
if(md->state.state==MS_ATTACK)
return 0; // �U����
if(md->state.state==MS_WALK)
mob_stop_walking(md,1); // ���s���Ȃ��~
fitem = (struct flooritem_data *)tbl;
if(md->lootitem_count < LOOTITEM_SIZE)
memcpy(&md->lootitem[md->lootitem_count++],&fitem->item_data,sizeof(md->lootitem[0]));
else if(battle_config.monster_loot_type == 1 && md->lootitem_count >= LOOTITEM_SIZE) {
mob_unlocktarget(md,tick);
return 0;
}
else {
if(md->lootitem[0].card[0] == (short)0xff00)
intif_delete_petdata(*((long *)(&md->lootitem[0].card[1])));
for(i=0;i<LOOTITEM_SIZE-1;i++)
memcpy(&md->lootitem[i],&md->lootitem[i+1],sizeof(md->lootitem[0]));
memcpy(&md->lootitem[LOOTITEM_SIZE-1],&fitem->item_data,sizeof(md->lootitem[0]));
}
map_clearflooritem(tbl->id);
mob_unlocktarget(md,tick);
}
return 0;
}
}else{
mob_unlocktarget(md,tick);
if(md->state.state==MS_WALK)
mob_stop_walking(md,4); // ���s���Ȃ��~
return 0;
}
}
// It is skill use at the time of /standby at the time of a walk.
if( mobskill_use(md,tick,-1) )
return 0;
// ���s����
if( mode&1 && mob_can_move(md) && // �ړ��\MOB&�������Ԃɂ���
(md->master_id==0 || md->state.special_mob_ai || md->master_dist>10) ){ //��芪��MOB����Ȃ�
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*rand()%2000;
}
// Random movement
if( mob_randomwalk(md,tick) )
return 0;
}
// Since he has finished walking, it stands by.
if( md->walkpath.path_len==0 || md->walkpath.path_pos>=md->walkpath.path_len )
md->state.skillstate=MSS_IDLE;
return 0;
}
/*==========================================
* Serious processing for mob in PC field of view (foreachclient)
*------------------------------------------
*/
static int mob_ai_sub_foreachclient(struct map_session_data *sd,va_list ap)
{
unsigned int tick;
nullpo_retr(0, sd);
nullpo_retr(0, ap);
tick=va_arg(ap,unsigned int);
map_foreachinarea(mob_ai_sub_hard,sd->bl.m,
sd->bl.x-AREA_SIZE*2,sd->bl.y-AREA_SIZE*2,
sd->bl.x+AREA_SIZE*2,sd->bl.y+AREA_SIZE*2,
BL_MOB,tick);
return 0;
}
/*==========================================
* Serious processing for mob in PC field of view (interval timer function)
*------------------------------------------
*/
static int mob_ai_hard(int tid,unsigned int tick,int id,int data)
{
clif_foreachclient(mob_ai_sub_foreachclient,tick);
return 0;
}
/*==========================================
* Negligent mode MOB AI (PC is not in near)
*------------------------------------------
*/
static int mob_ai_sub_lazy(void * key,void * data,va_list app)
{
struct mob_data *md=(struct mob_data *)data;
unsigned int tick;
va_list ap;
nullpo_retr(0, md);
nullpo_retr(0, app);
ap=va_arg(app,va_list);
if(md->bl.type!=BL_MOB)
return 0;
if(!md->bl.type || md->bl.type!=BL_MOB)
return 0;
tick=va_arg(ap,unsigned int);
if(DIFF_TICK(tick,md->last_thinktime)<MIN_MOBTHINKTIME*10)
return 0;
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 0;
}
if(DIFF_TICK(md->next_walktime,tick)<0 &&
(mob_db[md->class_].mode&1) && mob_can_move(md) ){
if( map[md->bl.m].users>0 ){
// Since PC is in the same map, somewhat better negligent processing is carried out.
// It sometimes moves.
if(rand()%1000<MOB_LAZYMOVEPERC)
mob_randomwalk(md,tick);
// MOB which is not not the summons MOB but BOSS, either sometimes reboils.
else if( rand()%1000<MOB_LAZYWARPPERC && md->x0<=0 && md->master_id!=0 &&
mob_db[md->class_].mexp <= 0 && !(mob_db[md->class_].mode & 0x20))
mob_spawn(md->bl.id);
}else{
// Since PC is not even in the same map, suitable processing is carried out even if it takes.
// MOB which is not BOSS which is not Summons MOB, either -- a case -- sometimes -- leaping
if( rand()%1000<MOB_LAZYWARPPERC && md->x0<=0 && md->master_id!=0 &&
mob_db[md->class_].mexp <= 0 && !(mob_db[md->class_].mode & 0x20))
mob_warp(md,-1,-1,-1,-1);
}
md->next_walktime = tick+rand()%10000+5000;
}
return 0;
}
/*==========================================
* Negligent processing for mob outside PC field of view (interval timer function)
*------------------------------------------
*/
static int mob_ai_lazy(int tid,unsigned int tick,int id,int data)
{
map_foreachiddb(mob_ai_sub_lazy,tick);
return 0;
}
/*==========================================
* The structure object for item drop with delay
* Since it is only two being able to pass [ int ] a timer function
* Data is put in and passed to this structure object.
*------------------------------------------
*/
struct delay_item_drop {
int m,x,y;
int nameid,amount;
struct map_session_data *first_sd,*second_sd,*third_sd;
};
struct delay_item_drop2 {
int m,x,y;
struct item item_data;
struct map_session_data *first_sd,*second_sd,*third_sd;
};
/*==========================================
* item drop with delay (timer function)
*------------------------------------------
*/
static int mob_delay_item_drop(int tid,unsigned int tick,int id,int data)
{
struct delay_item_drop *ditem;
struct item temp_item;
int flag, drop_flag = 1;
nullpo_retr(0, ditem=(struct delay_item_drop *)id);
memset(&temp_item,0,sizeof(temp_item));
temp_item.nameid = ditem->nameid;
temp_item.amount = ditem->amount;
temp_item.identify = !itemdb_isequip3(temp_item.nameid);
if (ditem->first_sd){
#if 0
if (ditem->first_sd->status.party_id > 0){
struct party *p;
if((p=party_search(ditem->first_sd->status.party_id)) && p->item){
struct map_session_data *sd = NULL;
int i;
for (i = p->itemc + 1; i!=p->itemc; i++) { // initialise counter and loop through the party
if (i >= MAX_PARTY)
i = 0; // reset counter to 1st person in party so it'll stop when it reaches "itemc"
if ((sd=p->member[i].sd)!=NULL && sd->bl.m == ditem->first_sd->bl.m)
break;
}
if (sd){ // if an appropiate party member was found
drop_flag = 0;
if ((p->itemc++) >= MAX_PARTY)
p->itemc = 0;
if ((flag = pc_additem(ditem->first_sd,&temp_item,ditem->amount))) {
clif_additem(ditem->first_sd,0,0,flag);
drop_flag = 1;
}
}
}
} else
#endif
if(battle_config.item_auto_get || ditem->first_sd->autoloot){//Autoloot added by Upa-Kun
drop_flag = 0;
if((flag = pc_additem(ditem->first_sd,&temp_item,ditem->amount))){
clif_additem(ditem->first_sd,0,0,flag);
drop_flag = 1;
}
}
}
if (drop_flag) {
map_addflooritem(&temp_item,1,ditem->m,ditem->x,ditem->y,ditem->first_sd,ditem->second_sd,ditem->third_sd,0);
}
aFree(ditem);
return 0;
}
/*==========================================
* item drop (timer function)-lootitem with delay
*------------------------------------------
*/
static int mob_delay_item_drop2(int tid,unsigned int tick,int id,int data)
{
struct delay_item_drop2 *ditem;
int flag, drop_flag = 1;
nullpo_retr(0, ditem=(struct delay_item_drop2 *)id);
if (ditem->first_sd){
#if 0
if (ditem->first_sd->status.party_id > 0){
struct party *p;
if((p=party_search(ditem->first_sd->status.party_id)) && p->item){
struct map_session_data *sd = NULL;
int i;
for (i = p->itemc + 1; i!=p->itemc; i++) { // initialise counter and loop through the party
if (i >= MAX_PARTY)
i = 0; // reset counter to 1st person in party so it'll stop when it reaches "itemc"
if ((sd=p->member[i].sd)!=NULL && sd->bl.m == ditem->first_sd->bl.m)
break;
}
if (sd){ // if an appropiate party member was found
drop_flag = 0;
if ((p->itemc++) >= MAX_PARTY)
p->itemc = 0;
if((flag = pc_additem(ditem->first_sd,&ditem->item_data,ditem->item_data.amount))){
clif_additem(ditem->first_sd,0,0,flag);
drop_flag = 1;
}
}
}
} else
#endif
if(battle_config.item_auto_get || ditem->first_sd->autoloot){//Autoloot added by Upa-Kun
drop_flag = 0;
if((flag = pc_additem(ditem->first_sd,&ditem->item_data,ditem->item_data.amount))){
clif_additem(ditem->first_sd,0,0,flag);
drop_flag = 1;
}
}
}
if (drop_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);
}
aFree(ditem);
return 0;
}
/*==========================================
* mob data is erased.
*------------------------------------------
*/
int mob_delete(struct mob_data *md)
{
nullpo_retr(1, md);
if(md->bl.prev == NULL)
return 1;
mob_changestate(md,MS_DEAD,0);
clif_clearchar_area(&md->bl,1);
map_delblock(&md->bl);
if(mob_get_viewclass(md->class_) <= 1000)
clif_clearchar_delay(gettick()+3000,&md->bl,0);
mob_deleteslave(md);
mob_setdelayspawn(md->bl.id);
return 0;
}
int mob_catch_delete(struct mob_data *md,int type)
{
nullpo_retr(1, md);
if(md->bl.prev == NULL)
return 1;
mob_changestate(md,MS_DEAD,0);
clif_clearchar_area(&md->bl,type);
map_delblock(&md->bl);
mob_setdelayspawn(md->bl.id);
return 0;
}
int mob_timer_delete(int tid, unsigned int tick, int id, int data)
{
struct block_list *bl=map_id2bl(id);
struct mob_data *md;
nullpo_retr(0, bl);
md = (struct mob_data *)bl;
mob_catch_delete(md,3);
return 0;
}
/*==========================================
*
*------------------------------------------
*/
int mob_deleteslave_sub(struct block_list *bl,va_list ap)
{
struct mob_data *md;
int id;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, md = (struct mob_data *)bl);
id=va_arg(ap,int);
if(md->master_id > 0 && md->master_id == id )
mob_damage(NULL,md,md->hp,1);
return 0;
}
/*==========================================
*
*------------------------------------------
*/
int mob_deleteslave(struct mob_data *md)
{
nullpo_retr(0, md);
map_foreachinarea(mob_deleteslave_sub, md->bl.m,
0,0,map[md->bl.m].xs,map[md->bl.m].ys,
BL_MOB,md->bl.id);
return 0;
}
/*==========================================
* It is the damage of sd to damage to md.
*------------------------------------------
*/
int mob_damage(struct block_list *src,struct mob_data *md,int damage,int type)
{
int i,count,minpos,mindmg;
struct map_session_data *sd = NULL,*tmpsd[DAMAGELOG_SIZE];
struct {
struct party *p;
int id,base_exp,job_exp,zeny;
} 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;
struct block_list *master = NULL;
double tdmg,temp;
struct item item;
int ret;
int drop_rate;
nullpo_retr(0, md); //src��NULL�ŌĂ��ꍇ������̂ŁA���Ń`�F�b�N
max_hp = status_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(battle_config.monster_damage_delay && md->sc_data[SC_ENDURE].timer == -1)
mob_stop_walking(md,3);
if(damage > max_hp>>2)
skill_stop_dancing(&md->bl,0);
if(md->hp > max_hp)
md->hp = max_hp;
// The amount of overkill rounds to hp.
if(damage>md->hp)
damage=md->hp;
if(!(type&2)) {
if(sd!=NULL){
for(i=0,minpos=0,mindmg=0x7fffffff;i<DAMAGELOG_SIZE;i++){
if(md->dmglog[i].id==sd->bl.id)
break;
if(md->dmglog[i].id==0){
minpos=i;
mindmg=0;
}
else if(md->dmglog[i].dmg<mindmg){
minpos=i;
mindmg=md->dmglog[i].dmg;
}
}
if(i<DAMAGELOG_SIZE)
md->dmglog[i].dmg+=damage;
else {
md->dmglog[minpos].id=sd->bl.id;
md->dmglog[minpos].dmg=damage;
}
if(md->attacked_id <= 0 && md->state.special_mob_ai==0)
md->attacked_id = sd->bl.id;
}
if(src && src->type == BL_PET && battle_config.pet_attack_exp_to_master==1) {
struct pet_data *pd = (struct pet_data *)src;
nullpo_retr(0, pd);
for(i=0,minpos=0,mindmg=0x7fffffff;i<DAMAGELOG_SIZE;i++){
if(md->dmglog[i].id==pd->msd->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*battle_config.pet_attack_exp_rate)/100;
else {
md->dmglog[minpos].id=pd->msd->bl.id;
md->dmglog[minpos].dmg=(damage*battle_config.pet_attack_exp_rate)/100;
}
}
if(src && src->type == BL_MOB && ((struct mob_data*)src)->state.special_mob_ai){
struct mob_data *md2 = (struct mob_data *)src;
nullpo_retr(0, md2);
for(i=0,minpos=0,mindmg=0x7fffffff;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->class_ >= 1285 && md->class_ <=1287) { // guardian hp update [Valaris]
struct guild_castle *gc=guild_mapname2gc(map[md->bl.m].name);
if(gc) {
if(md->bl.id==gc->GID0) {
gc->Ghp0=md->hp;
if(gc->Ghp0<=0) {
guild_castledatasave(gc->castle_id,10,0);
guild_castledatasave(gc->castle_id,18,0);
}
}
if(md->bl.id==gc->GID1) {
gc->Ghp1=md->hp;
if(gc->Ghp1<=0) {
guild_castledatasave(gc->castle_id,11,0);
guild_castledatasave(gc->castle_id,19,0);
}
}
if(md->bl.id==gc->GID2) {
gc->Ghp2=md->hp;
if(gc->Ghp2<=0) {
guild_castledatasave(gc->castle_id,12,0);
guild_castledatasave(gc->castle_id,20,0);
}
}
if(md->bl.id==gc->GID3) {
gc->Ghp3=md->hp;
if(gc->Ghp3<=0) {
guild_castledatasave(gc->castle_id,13,0);
guild_castledatasave(gc->castle_id,21,0);
}
}
if(md->bl.id==gc->GID4) {
gc->Ghp4=md->hp;
if(gc->Ghp4<=0) {
guild_castledatasave(gc->castle_id,14,0);
guild_castledatasave(gc->castle_id,22,0);
}
}
if(md->bl.id==gc->GID5) {
gc->Ghp5=md->hp;
if(gc->Ghp5<=0) {
guild_castledatasave(gc->castle_id,15,0);
guild_castledatasave(gc->castle_id,23,0);
}
}
if(md->bl.id==gc->GID6) {
gc->Ghp6=md->hp;
if(gc->Ghp6<=0) {
guild_castledatasave(gc->castle_id,16,0);
guild_castledatasave(gc->castle_id,24,0);
}
}
if(md->bl.id==gc->GID7) {
gc->Ghp7=md->hp;
if(gc->Ghp7<=0) {
guild_castledatasave(gc->castle_id,17,0);
guild_castledatasave(gc->castle_id,25,0);
}
}
}
} // end addition [Valaris]
if(md->option&2 )
status_change_end(&md->bl, SC_HIDING, -1);
if(md->option&4 )
status_change_end(&md->bl, SC_CLOAKING, -1);
if(md->state.special_mob_ai == 2){//�X�t�B�A�[�}�C��
int skillidx=0;
if((skillidx=mob_skillid2skillidx(md->class_,NPC_SELFDESTRUCTION2))>=0){
md->mode |= 0x1;
md->next_walktime=tick;
mobskill_use_id(md,&md->bl,skillidx);//�����r���J�n
md->state.special_mob_ai++;
}
if (src && md->master_id==src->id)
md->target_dir=map_calc_dir(src,md->bl.x,md->bl.y)+1;
}
if(md->hp>0){
if (battle_config.show_mob_hp)
clif_update_mobhp (md);
return 0;
}
// ----- �������玀�S���� -----
map_freeblock_lock();
mob_changestate(md,MS_DEAD,0);
mobskill_use(md,tick,-1); // ���S���X�L��
memset(tmpsd,0,sizeof(tmpsd));
memset(pt,0,sizeof(pt));
max_hp = status_get_max_hp(&md->bl);
if(src && src->type == BL_MOB)
mob_unlocktarget((struct mob_data *)src,tick);
if(sd) {
int sp = 0, hp = 0;
if (sd->state.attack_type == BF_MAGIC && (i=pc_checkskill(sd,HW_SOULDRAIN))>0){ /* �\�E���h���C�� */
clif_skill_nodamage(src,&md->bl,HW_SOULDRAIN,i,1);
sp += (status_get_lv(&md->bl))*(65+15*i)/100;
}
sp += sd->sp_gain_value;
hp += sd->hp_gain_value;
if (sp > 0) {
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);
}
if (hp > 0) {
if(sd->status.hp + hp > sd->status.max_hp)
hp = sd->status.max_hp - sd->status.hp;
sd->status.hp += hp;
clif_heal(sd->fd,SP_HP,hp);
}
}
// map�O�ɏ������l�͌v�Z���珜���̂�
// overkill���͖�������sum��max_hp�Ƃ͈Ⴄ
tdmg = 0;
for(i=0,count=0,mvp_damage=0;i<DAMAGELOG_SIZE;i++){
if(md->dmglog[i].id==0)
continue;
tmpsd[i] = map_id2sd(md->dmglog[i].id);
if(tmpsd[i] == NULL)
continue;
count++;
if(tmpsd[i]->bl.m != md->bl.m || pc_isdead(tmpsd[i]))
continue;
tdmg += (double)md->dmglog[i].dmg;
if(mvp_damage<md->dmglog[i].dmg){
third_sd = second_sd;
second_sd = mvp_sd;
mvp_sd=tmpsd[i];
mvp_damage=md->dmglog[i].dmg;
}
}
// [MouseJstr]
if((map[md->bl.m].flag.pvp == 0) || (battle_config.pvp_exp == 1)) {
/* if((double)max_hp < tdmg)
dmg_rate = ((double)max_hp) / tdmg;
else dmg_rate = 1;*/
// �o���l�̕��z
for(i=0;i<DAMAGELOG_SIZE;i++){
int pid,base_exp,job_exp,flag=1,zeny=0;
double per;
struct party *p;
if(tmpsd[i]==NULL || tmpsd[i]->bl.m != md->bl.m || pc_isdead(tmpsd[i]))
continue;
if (battle_config.exp_calc_type == 0) {
// jAthena's exp formula
// per = ((double)md->dmglog[i].dmg)*(9.+(double)((count > 6)? 6:count))/10./((double)max_hp) * dmg_rate;
per = ((double)md->dmglog[i].dmg)*(9.+(double)((count > 6)? 6:count))/10./tdmg;
temp = (double)mob_db[md->class_].base_exp * per;
base_exp = (temp > 2147483647.)? 0x7fffffff:(int)temp;
if(mob_db[md->class_].base_exp > 0 && base_exp < 1) base_exp = 1;
if(base_exp < 0) base_exp = 0;
temp = (double)mob_db[md->class_].job_exp * per;
job_exp = (temp > 2147483647.)? 0x7fffffff:(int)temp;
if(mob_db[md->class_].job_exp > 0 && job_exp < 1) job_exp = 1;
if(job_exp < 0) job_exp = 0;
}
else if (battle_config.exp_calc_type == 1) {
//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;
if(per>512) per=512;
if(per<1) per=1;
base_exp=mob_db[md->class_].base_exp*per/256;
if(base_exp < 1) base_exp = 1;
job_exp=mob_db[md->class_].job_exp*per/256;
if(job_exp < 1) job_exp = 1;
}
else {
//eAthena's exp formula rather than jAthena's, but based on total damage dealt
per=(double)md->dmglog[i].dmg*256*(9+(double)((count > 6)? 6:count))/10/tdmg;
if(per>512) per=512;
if(per<1) per=1;
base_exp=mob_db[md->class_].base_exp*per/256;
if(base_exp < 1) base_exp = 1;
job_exp=mob_db[md->class_].job_exp*per/256;
if(job_exp < 1) job_exp = 1;
}
if(sd && battle_config.pk_mode && (mob_db[md->class_].lv - sd->status.base_level >= 20)) {
base_exp*=1.15; // pk_mode additional exp if monster >20 levels [Valaris]
}
if(sd && battle_config.pk_mode && (mob_db[md->class_].lv - sd->status.base_level >= 20)) {
job_exp*=1.15; // pk_mode additional exp if monster >20 levels [Valaris]
}
if(md->master_id) {
master = map_id2bl(md->master_id);
}
if((master && status_get_mode(master)&0x20) || // check if its master is a boss (MVP's and minibosses)
(md->state.special_mob_ai >= 1 && battle_config.alchemist_summon_reward != 1)) { // for summoned creatures [Valaris]
base_exp = 0;
job_exp = 0;
}
else {
if(battle_config.zeny_from_mobs) {
if(md->level > 0) zeny=(md->level+rand()%md->level)*per/256; // zeny calculation moblv + random moblv [Valaris]
if(mob_db[md->class_].mexp > 0)
zeny*=rand()%250;
}
if(battle_config.mobs_level_up && md->level > mob_db[md->class_].lv) { // [Valaris]
job_exp+=((md->level-mob_db[md->class_].lv)*mob_db[md->class_].job_exp*.03)*per/256;
base_exp+=((md->level-mob_db[md->class_].lv)*mob_db[md->class_].base_exp*.03)*per/256;
}
}
if((pid=tmpsd[i]->status.party_id)>0){ // �p�[�e�B�ɓ����Ă���
int j=0;
for(j=0;j<pnum;j++) // �����p�[�e�B���X�g�ɂ��邩�ǂ���
if(pt[j].id==pid)
break;
if(j==pnum){ // ���Ȃ��Ƃ��͌������ǂ����m�F
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;
if(battle_config.zeny_from_mobs)
pt[pnum].zeny=zeny; // zeny share [Valaris]
pnum++;
flag=0;
}
}else{ // ����Ƃ��͌���
pt[j].base_exp+=base_exp;
pt[j].job_exp+=job_exp;
if(battle_config.zeny_from_mobs)
pt[j].zeny+=zeny; // zeny share [Valaris]
flag=0;
}
}
if(flag) { // added zeny from mobs [Valaris]
if(base_exp > 0 || job_exp > 0)
pc_gainexp(tmpsd[i],base_exp,job_exp);
if (battle_config.zeny_from_mobs && zeny > 0) {
pc_getzeny(tmpsd[i],zeny); // zeny from mobs [Valaris]
}
}
}
// �������z
for(i=0;i<pnum;i++)
party_exp_share(pt[i].p,md->bl.m,pt[i].base_exp,pt[i].job_exp,pt[i].zeny);
// item drop
if(!(type&1)) {
int log_item[10] = {0}; //8 -> 10 Lupus
int drop_ore = -1,drop_items=0; //slot N for DROP LOG, number of dropped items
for(i=0;i<10;i++){ // 8 -> 10 Lupus
struct delay_item_drop *ditem;
int drop_rate;
if((master && status_get_mode(master)&0x20) || // check if its master is a boss (MVP's and minibosses)
(md->state.special_mob_ai >= 1 && battle_config.alchemist_summon_reward != 1)) // Added [Valaris]
break; // End
if(mob_db[md->class_].dropitem[i].nameid <= 0)
continue;
drop_rate = mob_db[md->class_].dropitem[i].p;
if(drop_rate <= 0 && !battle_config.drop_rate0item)
drop_rate = 1;
if(battle_config.drops_by_luk>0 && sd && md) drop_rate+=(sd->status.luk*battle_config.drops_by_luk)/100; // drops affected by luk [Valaris]
if(sd && md && battle_config.pk_mode==1 && (mob_db[md->class_].lv - sd->status.base_level >= 20)) drop_rate*=1.25; // pk_mode increase drops if 20 level difference [Valaris]
if(drop_rate <= rand()%10000+1) { //if rate == 0, then it doesn't drop (from Freya)
drop_ore = i; //we rmember an empty slot to put there ORE DISCOVERY drop later.
continue;
}
drop_items++; //we cound if there were any drops
ditem=(struct delay_item_drop *)aCalloc(1,sizeof(struct delay_item_drop));
ditem->nameid = mob_db[md->class_].dropitem[i].nameid;
log_item[i] = ditem->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);
}
// Ore Discovery [Celest]
if (pc_checkskill(sd,BS_FINDINGORE)>0 && battle_config.finding_ore_rate/100 >= rand()%1000) {
struct delay_item_drop *ditem;
int itemid[17] = { 714, 756, 757, 969, 984, 985, 990, 991, 992, 993, 994, 995, 996, 997, 998, 999, 1002 };
ditem=(struct delay_item_drop *)aCalloc(1,sizeof(struct delay_item_drop));
ditem->nameid = itemid[rand()%17]; //should return from 0 to 16
if (drop_ore<0) i=8; //we have only 10 slots in LOG, there's a check to not overflow (9th item usually a card, so we use 8th slot)
log_item[i] = ditem->nameid; //it's for logging only
drop_items++; //we cound if there were any drops
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);
}
//this drop log contains ALL dropped items + ORE (if there was ORE Recovery) [Lupus]
if(log_config.drop > 0 && drop_items) //we check were there any drops.. and if not - don't write the log
log_drop(sd, md->class_, log_item); //mvp_sd
if(sd && sd->state.attack_type == BF_WEAPON) {
for(i=0;i<sd->monster_drop_item_count;i++) {
struct delay_item_drop *ditem;
int race = status_get_race(&md->bl);
if(sd->monster_drop_itemid[i] <= 0)
continue;
if(sd->monster_drop_race[i] & (1<<race) ||
(mob_db[md->class_].mode & 0x20 && sd->monster_drop_race[i] & 1<<10) ||
(!(mob_db[md->class_].mode & 0x20) && sd->monster_drop_race[i] & 1<<11) ) {
if(sd->monster_drop_itemrate[i] <= rand()%10000)
continue;
ditem=(struct delay_item_drop *)aCalloc(1,sizeof(struct delay_item_drop));
ditem->nameid = sd->monster_drop_itemid[i];
ditem->amount = 1;
ditem->m = md->bl.m;
ditem->x = md->bl.x;
ditem->y = md->bl.y;
ditem->first_sd = mvp_sd;
ditem->second_sd = second_sd;
ditem->third_sd = third_sd;
add_timer(tick+520+i,mob_delay_item_drop,(int)ditem,0);
}
}
if(sd->get_zeny_num > 0)
pc_getzeny(sd,mob_db[md->class_].lv*10 + rand()%(sd->get_zeny_num+1));
}
if(md->lootitem) {
for(i=0;i<md->lootitem_count;i++) {
struct delay_item_drop2 *ditem;
ditem=(struct delay_item_drop2 *)aCalloc(1,sizeof(struct delay_item_drop2));
memcpy(&ditem->item_data,&md->lootitem[i],sizeof(md->lootitem[0]));
ditem->m = md->bl.m;
ditem->x = md->bl.x;
ditem->y = md->bl.y;
ditem->first_sd = mvp_sd;
ditem->second_sd = second_sd;
ditem->third_sd = third_sd;
add_timer(tick+540+i,mob_delay_item_drop2,(int)ditem,0);
}
}
}
// mvp����
if(mvp_sd && mob_db[md->class_].mexp > 0 ){
int log_mvp[2] = {0};
int j;
int mexp;
temp = ((double)mob_db[md->class_].mexp * (9.+(double)count)/10.); //[Gengar]
mexp = (temp > 2147483647.)? 0x7fffffff:(int)temp;
if(mexp < 1) mexp = 1;
clif_mvp_effect(mvp_sd); // �G�t�F�N�g
clif_mvp_exp(mvp_sd,mexp);
pc_gainexp(mvp_sd,mexp,0);
log_mvp[1] = mexp;
for(j=0;j<3;j++){
i = rand() % 3;
if(mob_db[md->class_].mvpitem[i].nameid <= 0)
continue;
drop_rate = mob_db[md->class_].mvpitem[i].p;
if(drop_rate <= 0 && !battle_config.drop_rate0item)
drop_rate = 1;
/* if(drop_rate < battle_config.item_drop_mvp_min)
drop_rate = battle_config.item_drop_mvp_min;
else if(drop_rate > battle_config.item_drop_mvp_max) //fixed
drop_rate = battle_config.item_drop_mvp_max;
*/
if(drop_rate <= rand()%10000+1) //if ==0, then it doesn't drop
continue;
memset(&item,0,sizeof(item));
item.nameid=mob_db[md->class_].mvpitem[i].nameid;
item.identify=!itemdb_isequip3(item.nameid);
clif_mvp_item(mvp_sd,item.nameid);
log_mvp[0] = 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;
}
if(log_config.mvpdrop > 0)
log_mvpdrop(mvp_sd, md->class_, log_mvp);
}
} // [MouseJstr]
// <Agit> NPC Event [OnAgitBreak]
if(md->npc_event[0] && strcmp(((md->npc_event)+strlen(md->npc_event)-13),"::OnAgitBreak") == 0) {
printf("MOB.C: Run NPC_Event[OnAgitBreak].\n");
if (agit_flag == 1) //Call to Run NPC_Event[OnAgitBreak]
guild_agit_break(md);
}
// SCRIPT���s
if(md->npc_event[0]){
// if(battle_config.battle_log)
// printf("mob_damage : run event : %s\n",md->npc_event);
if(src && src->type == BL_PET)
sd = ((struct pet_data *)src)->msd;
if(sd == NULL) {
if(mvp_sd != NULL)
sd = mvp_sd;
else {
struct map_session_data *tmpsd;
int i;
for(i=0;i<fd_max;i++){
if(session[i] && (tmpsd= (struct map_session_data *) session[i]->session_data) && tmpsd->state.auth) {
if(md->bl.m == tmpsd->bl.m) {
sd = tmpsd;
break;
}
}
}
}
}
if(sd)
npc_event(sd,md->npc_event,0);
}
clif_clearchar_area(&md->bl,1);
if(md->level) md->level=0;
map_delblock(&md->bl);
if(mob_get_viewclass(md->class_) <= 1000)
clif_clearchar_delay(tick+3000,&md->bl,0);
mob_deleteslave(md);
mob_setdelayspawn(md->bl.id);
map_freeblock_unlock();
return 0;
}
/*==========================================
*
*------------------------------------------
*/
int mob_class_change(struct mob_data *md,int *value)
{
unsigned int tick = gettick();
int i,c,hp_rate,max_hp,class_,count = 0;
nullpo_retr(0, md);
nullpo_retr(0, value);
if(value[0]<=1000 || value[0]>MAX_MOB_DB)
return 0;
if(md->bl.prev == NULL) return 0;
while(count < 5 && value[count] > 1000 && value[count] <= MAX_MOB_DB) count++;
if(count < 1) return 0;
class_ = value[rand()%count];
if(class_<=1000 || class_>MAX_MOB_DB) return 0;
max_hp = status_get_max_hp(&md->bl);
hp_rate = md->hp*100/max_hp;
clif_mob_class_change(md,class_);
md->class_ = class_;
max_hp = status_get_max_hp(&md->bl);
if(battle_config.monster_class_change_full_recover==1) {
md->hp = max_hp;
memset(md->dmglog,0,sizeof(md->dmglog));
}
else
md->hp = max_hp*hp_rate/100;
if(md->hp > max_hp) md->hp = max_hp;
else if(md->hp < 1) md->hp = 1;
memcpy(md->name,mob_db[class_].jname,24);
memset(&md->state,0,sizeof(md->state));
md->attacked_id = 0;
md->target_id = 0;
md->move_fail_count = 0;
md->speed = mob_db[md->class_].speed;
md->def_ele = mob_db[md->class_].element;
mob_changestate(md,MS_IDLE,0);
skill_castcancel(&md->bl,0);
md->state.skillstate = MSS_IDLE;
md->last_thinktime = tick;
md->next_walktime = tick+rand()%50+5000;
md->attackabletime = tick;
md->canmove_tick = tick;
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[class_].mode&0x02)
md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
skill_clear_unitgroup(&md->bl);
skill_cleartimerskill(&md->bl);
clif_clearchar_area(&md->bl,0);
clif_spawnmob(md);
return 0;
}
/*==========================================
* mob��
*------------------------------------------
*/
int mob_heal(struct mob_data *md,int heal)
{
int max_hp;
nullpo_retr(0, md);
max_hp = status_get_max_hp(&md->bl);
md->hp += heal;
if( max_hp < md->hp )
md->hp = max_hp;
if(md->class_ >= 1285 && md->class_ <=1287) { // guardian hp update [Valaris]
struct guild_castle *gc=guild_mapname2gc(map[md->bl.m].name);
if(gc) {
if(md->bl.id==gc->GID0) gc->Ghp0=md->hp;
if(md->bl.id==gc->GID1) gc->Ghp1=md->hp;
if(md->bl.id==gc->GID2) gc->Ghp2=md->hp;
if(md->bl.id==gc->GID3) gc->Ghp3=md->hp;
if(md->bl.id==gc->GID4) gc->Ghp4=md->hp;
if(md->bl.id==gc->GID5) gc->Ghp5=md->hp;
if(md->bl.id==gc->GID6) gc->Ghp6=md->hp;
if(md->bl.id==gc->GID7) gc->Ghp7=md->hp;
}
} // end addition [Valaris]
return 0;
}
/*==========================================
* Added by RoVeRT
*------------------------------------------
*/
int mob_warpslave_sub(struct block_list *bl,va_list ap)
{
struct mob_data *md=(struct mob_data *)bl;
int id,x,y;
id=va_arg(ap,int);
x=va_arg(ap,int);
y=va_arg(ap,int);
if( md->master_id==id ) {
mob_warp(md,-1,x,y,2);
}
return 0;
}
/*==========================================
* Added by RoVeRT
*------------------------------------------
*/
int mob_warpslave(struct mob_data *md,int x, int y)
{
//printf("warp slave\n");
map_foreachinarea(mob_warpslave_sub, md->bl.m,
x-AREA_SIZE,y-AREA_SIZE,
x+AREA_SIZE,y+AREA_SIZE,BL_MOB,
md->bl.id, md->bl.x, md->bl.y );
return 0;
}
/*==========================================
* mob���[�v
*------------------------------------------
*/
int mob_warp(struct mob_data *md,int m,int x,int y,int type)
{
int i=0,xs=0,ys=0,bx=x,by=y;
int tick = gettick();
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_move(&md->bl,tick,0);
map_delblock(&md->bl);
if(bx>0 && by>0){ // �ʒu�w��̏ꍇ���͂X�Z����T��
xs=ys=9;
}
while( ( x<0 || y<0 || map_getcell(m,x,y,CELL_CHKNOPASS)) && (i++)<1000 ){
if( xs>0 && ys>0 && i<250 ){ // �w��ʒu�t�߂̒T��
x=bx+rand()%xs-xs/2;
y=by+rand()%ys-ys/2;
}else{ // ���S�����_���T��
x=rand()%(map[m].xs-2)+1;
y=rand()%(map[m].ys-2)+1;
}
}
md->dir=0;
if(i<1000){
md->bl.x=md->to_x=x;
md->bl.y=md->to_y=y;
md->bl.m=m;
}else {
m=md->bl.m;
if(battle_config.error_log==1)
printf("MOB %d warp failed, class = %d\n",md->bl.id,md->class_);
}
md->target_id=0; // �^�Q����������
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)
printf("MOB %d warp to (%d,%d), class = %d\n",md->bl.id,x,y,md->class_);
}
map_addblock(&md->bl);
skill_unit_move(&md->bl,tick,1);
if(type>0)
{
clif_spawnmob(md);
mob_warpslave(md,md->bl.x,md->bl.y);
}
return 0;
}
/*==========================================
* ��ʓ��̎�芪���̐��v�Z�p(foreachinarea)
*------------------------------------------
*/
int mob_countslave_sub(struct block_list *bl,va_list ap)
{
int id,*c;
struct mob_data *md;
id=va_arg(ap,int);
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, c=va_arg(ap,int *));
nullpo_retr(0, md = (struct mob_data *)bl);
if( md->master_id==id )
(*c)++;
return 0;
}
/*==========================================
* ��ʓ��̎�芪���̐��v�Z
*------------------------------------------
*/
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;
}
/*==========================================
* �艺MOB����
*------------------------------------------
*/
int mob_summonslave(struct mob_data *md2,int *value,int amount,int flag)
{
struct mob_data *md;
int bx,by,m,count = 0,class_,k,a = amount;
nullpo_retr(0, md2);
nullpo_retr(0, value);
bx=md2->bl.x;
by=md2->bl.y;
m=md2->bl.m;
if(value[0]<=1000 || value[0]>MAX_MOB_DB) // �l���ُ�Ȃ珢�����~�߂�
return 0;
while(count < 21 && value[count] > 1000 && value[count] <= 2000) count++;
if(count < 1) return 0;
for(k=0;k<count;k++) {
amount = a;
class_ = value[k];
if(class_<=1000 || class_>MAX_MOB_DB) continue;
for(;amount>0;amount--){
int x=0,y=0,i=0;
md=(struct mob_data *)aCalloc(1,sizeof(struct mob_data));
if(mob_db[class_].mode&0x02)
md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
else
md->lootitem=NULL;
while((x<=0 || y<=0 || map_getcell(m,x,y,CELL_CHKNOPASS)) && (i++)<100){
x=rand()%9-4+bx;
y=rand()%9-4+by;
}
if(i>=100){
x=bx;
y=by;
}
mob_spawn_dataset(md,"--ja--",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->speed=md2->speed;
md->spawndelay1=-1; // ��x�̂݃t���O
md->spawndelay2=-1; // ��x�̂݃t���O
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;
}
/*==========================================
* ���������b�N���Ă���PC�̐��𐔂���(foreachclient)
*------------------------------------------
*/
static int mob_counttargeted_sub(struct block_list *bl,va_list ap)
{
int id,*c,target_lv;
struct block_list *src;
id=va_arg(ap,int);
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, c=va_arg(ap,int *));
src=va_arg(ap,struct block_list *);
target_lv=va_arg(ap,int);
if(id == bl->id || (src && id == src->id)) return 0;
if(bl->type == BL_PC) {
struct map_session_data *sd = (struct map_session_data *)bl;
if(sd && sd->attacktarget == id && sd->attacktimer != -1 && sd->attacktarget_lv >= target_lv)
(*c)++;
}
else if(bl->type == BL_MOB) {
struct mob_data *md = (struct mob_data *)bl;
if(md && md->target_id == id && md->timer != -1 && md->state.state == MS_ATTACK && md->target_lv >= target_lv)
(*c)++;
}
else if(bl->type == BL_PET) {
struct pet_data *pd = (struct pet_data *)bl;
if(pd->target_id == id && pd->timer != -1 && pd->state.state == MS_ATTACK && pd->target_lv >= target_lv)
(*c)++;
}
return 0;
}
/*==========================================
* ���������b�N���Ă���PC�̐��𐔂���
*------------------------------------------
*/
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����Y��skillid��skillidx��Ԃ�
*------------------------------------------
*/
int mob_skillid2skillidx(int class_,int skillid)
{
int i;
struct mob_skill *ms=mob_db[class_].skill;
if(ms==NULL)
return -1;
for(i=0;i<mob_db[class_].maxskill;i++){
if(ms[i].skill_id == skillid)
return i;
}
return -1;
}
//
// MOB�X�L��
//
/*==========================================
* �X�L���g�p�i�r�������AID�w��j
*------------------------------------------
*/
int mobskill_castend_id( int tid, unsigned int tick, int id,int data )
{
struct mob_data* md=NULL;
struct block_list *bl;
struct block_list *mbl;
int range;
if((mbl = map_id2bl(id)) == NULL ) //�r������Mob���������Ȃ��Ƃ����̂͗ǂ����鐳�폈��
return 0;
if((md=(struct mob_data *)mbl) == NULL ){
printf("mobskill_castend_id nullpo mbl->id:%d\n",mbl->id);
return 0;
}
if( md->bl.type!=BL_MOB || md->bl.prev==NULL )
return 0;
if( md->skilltimer != tid ) // �^�C�}ID�̊m�F
return 0;
md->skilltimer=-1;
//���ق��Ԉُ�Ȃ�
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) //�I�[�g�J�E���^�[
return 0;
if(md->sc_data[SC_BLADESTOP].timer != -1) //���n���
return 0;
if(md->sc_data[SC_BERSERK].timer != -1) //�o�[�T�[�N
return 0;
}
if(md->skillid != NPC_EMOTION)
md->last_thinktime=tick + status_get_adelay(&md->bl);
if((bl = map_id2bl(md->skilltarget)) == NULL || bl->prev==NULL){ //�X�L���^�[�Q�b�g�����݂��Ȃ�
//printf("mobskill_castend_id nullpo\n");//�^�[�Q�b�g�����Ȃ��Ƃ���nullpo����Ȃ��ĕ��ʂɏI��
return 0;
}
if(md->bl.m != bl->m)
return 0;
if(md->skillid == PR_LEXAETERNA) {
struct status_change *sc_data = status_get_sc_data(bl);
if(sc_data && (sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0)))
return 0;
}
else if(md->skillid == RG_BACKSTAP) {
int dir = map_calc_dir(&md->bl,bl->x,bl->y),t_dir = status_get_dir(bl);
int dist = distance(md->bl.x,md->bl.y,bl->x,bl->y);
if(bl->type != BL_SKILL && (dist == 0 || map_check_dir(dir,t_dir)))
return 0;
}
if( ( (skill_get_inf(md->skillid)&1) || (skill_get_inf2(md->skillid)&4) ) && // �މ�G�ΊW�`�F�b�N
battle_check_target(&md->bl,bl, BCT_ENEMY)<=0 )
return 0;
range = skill_get_range(md->skillid,md->skilllv);
if(range < 0)
range = status_get_range(&md->bl) - (range + 1);
if(range + battle_config.mob_skill_add_range < distance(md->bl.x,md->bl.y,bl->x,bl->y))
return 0;
md->skilldelay[md->skillidx]=tick;
if(battle_config.mob_skill_log)
printf("MOB skill castend skill=%d, class = %d\n",md->skillid,md->class_);
// mob_stop_walking(md,0);
switch( skill_get_nk(md->skillid) )
{
// �U���n/��������n
case 0: case 2:
skill_castend_damage_id(&md->bl,bl,md->skillid,md->skilllv,tick,0);
break;
case 1:// �x���n
if(!mob_db[md->class_].skill[md->skillidx].val[0] &&
(md->skillid==AL_HEAL || (md->skillid==ALL_RESURRECTION && bl->type != BL_PC)) && battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) )
skill_castend_damage_id(&md->bl,bl,md->skillid,md->skilllv,tick,0);
else
skill_castend_nodamage_id(&md->bl,bl,md->skillid,md->skilllv,tick,0);
break;
}
return 0;
}
/*==========================================
* �X�L���g�p�i�r�������A�ꏊ�w��j
*------------------------------------------
*/
int mobskill_castend_pos( int tid, unsigned int tick, int id,int data )
{
struct mob_data* md=NULL;
struct block_list *bl;
int range,maxcount;
//mobskill_castend_id���l�r������Mob���r���������ɂ������Ȃ��Ƃ����̂͂��肻���Ȃ̂�nullpo���珜�O
if((bl=map_id2bl(id))==NULL)
return 0;
nullpo_retr(0, md=(struct mob_data *)bl);
if( md->bl.type!=BL_MOB || md->bl.prev==NULL )
return 0;
if( md->skilltimer != tid ) // �^�C�}ID�̊m�F
return 0;
md->skilltimer=-1;
if(md->sc_data){
if(md->opt1>0 || md->sc_data[SC_DIVINA].timer != -1 || md->sc_data[SC_ROKISWEIL].timer != -1 || md->sc_data[SC_STEELBODY].timer != -1)
return 0;
if(md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //�I�[�g�J�E���^�[
return 0;
if(md->sc_data[SC_BLADESTOP].timer != -1) //���n���
return 0;
if(md->sc_data[SC_BERSERK].timer != -1) //�o�[�T�[�N
return 0;
}
if (!battle_config.monster_skill_reiteration &&
skill_get_unit_flag(md->skillid)&UF_NOREITERATION &&
skill_check_unit_range(md->bl.m,md->skillx,md->skilly,md->skillid,md->skilllv))
return 0;
if(battle_config.monster_skill_nofootset &&
skill_get_unit_flag(md->skillid)&UF_NOFOOTSET &&
skill_check_unit_range2(md->bl.m,md->skillx,md->skilly,md->skillid,md->skilllv))
return 0;
if(battle_config.monster_land_skill_limit) {
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 0;
}
}
range = skill_get_range(md->skillid,md->skilllv);
if(range < 0)
range = status_get_range(&md->bl) - (range + 1);
if(range + battle_config.mob_skill_add_range < distance(md->bl.x,md->bl.y,md->skillx,md->skilly))
return 0;
md->skilldelay[md->skillidx]=tick;
if(battle_config.mob_skill_log)
printf("MOB skill castend skill=%d, class = %d\n",md->skillid,md->class_);
// mob_stop_walking(md,0);
skill_castend_pos2(&md->bl,md->skillx,md->skilly,md->skillid,md->skilllv,tick,0);
return 0;
}
/*==========================================
* Skill use (an aria start, ID specification)
*------------------------------------------
*/
int mobskill_use_id(struct mob_data *md,struct block_list *target,int skill_idx)
{
int casttime,range;
struct mob_skill *ms;
int skill_id, skill_lv, forcecast = 0;
nullpo_retr(0, md);
nullpo_retr(0, ms=&mob_db[md->class_].skill[skill_idx]);
if( target==NULL && (target=map_id2bl(md->target_id))==NULL )
return 0;
if( target->prev==NULL || md->bl.prev==NULL )
return 0;
skill_id=ms->skill_id;
skill_lv=ms->skill_lv;
// ���ق�ُ�
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) //�I�[�g�J�E���^�[
return 0;
if(md->sc_data[SC_BLADESTOP].timer != -1) //���n���
return 0;
if(md->sc_data[SC_BERSERK].timer != -1) //�o�[�T�[�N
return 0;
}
if(md->option&4 && skill_id==TF_HIDING)
return 0;
if(md->option&2 && skill_id!=TF_HIDING && skill_id!=AS_GRIMTOOTH && skill_id!=RG_BACKSTAP && skill_id!=RG_RAID)
return 0;
if(map[md->bl.m].flag.gvg && (skill_id == SM_ENDURE || skill_id == AL_TELEPORT || skill_id == AL_WARP ||
skill_id == WZ_ICEWALL || skill_id == TF_BACKSLIDING))
return 0;
if(skill_get_inf2(skill_id)&0x200 && md->bl.id == target->id)
return 0;
// �˒��Ə�Q���`�F�b�N
range = skill_get_range(skill_id,skill_lv);
if(range < 0)
range = status_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){ /* ��������ȏ������K�v */
case ALL_RESURRECTION: /* ���U���N�V���� */
if(target->type != BL_PC && battle_check_undead(status_get_race(target),status_get_elem_type(target))){ /* �G���A���f�b�h�Ȃ� */
forcecast=1; /* �^�[���A���f�b�g�Ɠ����r������ */
casttime=skill_castfix(&md->bl, skill_get_cast(PR_TURNUNDEAD,skill_lv) );
}
break;
case MO_EXTREMITYFIST: /*���C���e�P��*/
case SA_MAGICROD:
case SA_SPELLBREAKER:
forcecast=1;
break;
case NPC_SUMMONSLAVE:
case NPC_SUMMONMONSTER:
if(md->master_id!=0)
return 0;
break;
}
if(battle_config.mob_skill_log)
printf("MOB skill use target_id=%d skill=%d lv=%d cast=%d, class = %d\n",target->id,skill_id,skill_lv,casttime,md->class_);
if(casttime>0 || forcecast){ // �r�����K�v
// struct mob_data *md2;
mob_stop_walking(md,0); // ���s��~
clif_skillcasting( &md->bl,
md->bl.id, target->id, 0,0, skill_id,casttime);
// �r�����������X�^�[
/* if( target->type==BL_MOB && mob_db[(md2=(struct mob_data *)target)->class_].mode&0x10 &&
md2->state.state!=MS_ATTACK){
md2->target_id=md->bl.id;
md->state.targettype = ATTACKABLE;
md2->min_chase=13;
}*/
}
if( casttime<=0 ) // �r���̖������̂̓L�����Z������Ȃ�
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)
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;
}
/*==========================================
* �X�L���g�p�i�ꏊ�w��j
*------------------------------------------
*/
int mobskill_use_pos( struct mob_data *md,
int skill_x, int skill_y, int skill_idx)
{
int casttime=0,range;
struct mob_skill *ms;
struct block_list bl;
int skill_id, skill_lv;
nullpo_retr(0, md);
nullpo_retr(0, ms=&mob_db[md->class_].skill[skill_idx]);
if( md->bl.prev==NULL )
return 0;
skill_id=ms->skill_id;
skill_lv=ms->skill_lv;
//���ق��Ԉُ�Ȃ�
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) //�I�[�g�J�E���^�[
return 0;
if(md->sc_data[SC_BLADESTOP].timer != -1) //���n���
return 0;
if(md->sc_data[SC_BERSERK].timer != -1) //�o�[�T�[�N
return 0;
}
if(md->option&2)
return 0;
if(map[md->bl.m].flag.gvg && (skill_id == SM_ENDURE || skill_id == AL_TELEPORT || skill_id == AL_WARP ||
skill_id == WZ_ICEWALL || skill_id == TF_BACKSLIDING))
return 0;
// �˒��Ə�Q���`�F�b�N
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 = status_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)
printf("MOB skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d, class = %d\n",
skill_x,skill_y,skill_id,skill_lv,casttime,md->class_);
if( casttime>0 ) { // A cast time is required.
mob_stop_walking(md,0); // ���s��~
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)
status_change_end(&md->bl,SC_CLOAKING,-1);
if( casttime>0 ){
md->skilltimer =
add_timer( gettick()+casttime, mobskill_castend_pos, md->bl.id, 0 );
}else{
md->skilltimer = -1;
mobskill_castend_pos(md->skilltimer,gettick(),md->bl.id, 0);
}
return 1;
}
/*==========================================
* Friendly Mob whose HP is decreasing by a nearby MOB is looked for.
*------------------------------------------
*/
int mob_getfriendhpltmaxrate_sub(struct block_list *bl,va_list ap)
{
int rate;
struct mob_data **fr, *md, *mmd;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, mmd=va_arg(ap,struct mob_data *));
md=(struct mob_data *)bl;
if( mmd->bl.id == bl->id )
return 0;
rate=va_arg(ap,int);
fr=va_arg(ap,struct mob_data **);
if( md->hp < mob_db[md->class_].max_hp*rate/100 )
(*fr)=md;
return 0;
}
struct mob_data *mob_getfriendhpltmaxrate(struct mob_data *md,int rate)
{
struct mob_data *fr=NULL;
const int r=8;
nullpo_retr(NULL, md);
map_foreachinarea(mob_getfriendhpltmaxrate_sub, md->bl.m,
md->bl.x-r ,md->bl.y-r, md->bl.x+r, md->bl.y+r,
BL_MOB,md,rate,&fr);
return fr;
}
/*==========================================
* What a status state suits by nearby MOB is looked for.
*------------------------------------------
*/
int mob_getfriendstatus_sub(struct block_list *bl,va_list ap)
{
int cond1,cond2;
struct mob_data **fr, *md, *mmd;
int flag=0;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, md=(struct mob_data *)bl);
nullpo_retr(0, mmd=va_arg(ap,struct mob_data *));
if( mmd->bl.id == bl->id )
return 0;
cond1=va_arg(ap,int);
cond2=va_arg(ap,int);
fr=va_arg(ap,struct mob_data **);
if( cond2==-1 ){
int j;
for(j=SC_STONE;j<=SC_BLIND && !flag;j++){
flag=(md->sc_data[j].timer!=-1 );
}
}else
flag=( md->sc_data[cond2].timer!=-1 );
if( flag^( cond1==MSC_FRIENDSTATUSOFF ) )
(*fr)=md;
return 0;
}
struct mob_data *mob_getfriendstatus(struct mob_data *md,int cond1,int cond2)
{
struct mob_data *fr=NULL;
const int r=8;
nullpo_retr(0, md);
map_foreachinarea(mob_getfriendstatus_sub, md->bl.m,
md->bl.x-r ,md->bl.y-r, md->bl.x+r, md->bl.y+r,
BL_MOB,md,cond1,cond2,&fr);
return fr;
}
/*==========================================
* Skill use judging
*------------------------------------------
*/
int mobskill_use(struct mob_data *md,unsigned int tick,int event)
{
struct mob_skill *ms;
// struct block_list *target=NULL;
int i,max_hp;
nullpo_retr(0, md);
nullpo_retr(0, ms = mob_db[md->class_].skill);
max_hp = status_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) //�������̓X�L�����g��Ȃ�
return 0;
for(i=0;i<mob_db[md->class_].maxskill;i++){
int c2=ms[i].cond2,flag=0;
struct mob_data *fmd=NULL;
// �f�B���C��
if( DIFF_TICK(tick,md->skilldelay[i])<ms[i].delay )
continue;
// ��Ԕ���
if( ms[i].state>=0 && ms[i].state!=md->state.skillstate )
continue;
// ��������
flag=(event==ms[i].cond1);
if(!flag){
switch( ms[i].cond1 ){
case MSC_ALWAYS:
flag=1; break;
case MSC_MYHPLTMAXRATE: // HP< maxhp%
flag=( md->hp < max_hp*c2/100 ); break;
case MSC_MYSTATUSON: // status[num] on
case MSC_MYSTATUSOFF: // status[num] off
if( ms[i].cond2==-1 ){
int j;
for(j=SC_STONE;j<=SC_BLIND && !flag;j++){
flag=(md->sc_data[j].timer!=-1 );
}
}else
flag=( md->sc_data[ms[i].cond2].timer!=-1 );
flag^=( ms[i].cond1==MSC_MYSTATUSOFF ); break;
case MSC_FRIENDHPLTMAXRATE: // friend HP < maxhp%
flag=(( fmd=mob_getfriendhpltmaxrate(md,ms[i].cond2) )!=NULL ); break;
case MSC_FRIENDSTATUSON: // friend status[num] on
case MSC_FRIENDSTATUSOFF: // friend status[num] off
flag=(( fmd=mob_getfriendstatus(md,ms[i].cond1,ms[i].cond2) )!=NULL ); break;
case MSC_SLAVELT: // slave < num
flag=( mob_countslave(md) < c2 ); break;
case MSC_ATTACKPCGT: // attack pc > num
flag=( mob_counttargeted(md,NULL,0) > c2 ); break;
case MSC_SLAVELE: // slave <= num
flag=( mob_countslave(md) <= c2 ); break;
case MSC_ATTACKPCGE: // attack pc >= num
flag=( mob_counttargeted(md,NULL,0) >= c2 ); break;
case MSC_SKILLUSED: // specificated skill used
flag=( (event&0xffff)==MSC_SKILLUSED && ((event>>16)==c2 || c2==0)); break;
}
}
// �m������
if( flag && rand()%10000 < ms[i].permillage ){
if( skill_get_inf(ms[i].skill_id)&2 ){
// �ꏊ�w��
struct block_list *bl = NULL;
int x=0,y=0;
if( ms[i].target<=MST_AROUND ){
bl= ((ms[i].target==MST_TARGET || ms[i].target==MST_AROUND5)? map_id2bl(md->target_id):
(ms[i].target==MST_FRIEND)? &fmd->bl : &md->bl);
if(bl!=NULL){
x=bl->x; y=bl->y;
}
}
if( x<=0 || y<=0 )
continue;
// �����̎���
if( ms[i].target>=MST_AROUND1 ){
int bx=x, by=y, i=0, m=bl->m, r=ms[i].target-MST_AROUND1;
do{
bx=x + rand()%(r*2+3) - r;
by=y + rand()%(r*2+3) - r;
}while( ( bx<=0 || by<=0 || bx>=map[m].xs || by>=map[m].ys ||
map_getcell(m,bx,by,CELL_CHKNOPASS)) && (i++)<1000);
if(i<1000){
x=bx; y=by;
}
}
// ����̎���
if( ms[i].target>=MST_AROUND5 ){
int bx=x, by=y, i=0,m=bl->m, r=(ms[i].target-MST_AROUND5)+1;
do{
bx=x + rand()%(r*2+1) - r;
by=y + rand()%(r*2+1) - r;
}while( ( bx<=0 || by<=0 || bx>=map[m].xs || by>=map[m].ys ||
map_getcell(m,bx,by,CELL_CHKNOPASS)) && (i++)<1000);
if(i<1000){
x=bx; y=by;
}
}
if(!mobskill_use_pos(md,x,y,i))
return 0;
}else{
// ID�w��
if( ms[i].target<=MST_FRIEND ){
struct block_list *bl = NULL;
bl= ((ms[i].target==MST_TARGET)? map_id2bl(md->target_id):
(ms[i].target==MST_FRIEND)? &fmd->bl : &md->bl);
if(bl && !mobskill_use_id(md,bl,i))
return 0;
}
}
if(ms[i].emotion >= 0)
clif_emotion(&md->bl,ms[i].emotion);
return 1;
}
}
return 0;
}
/*==========================================
* Skill use event processing
*------------------------------------------
*/
int mobskill_event(struct mob_data *md,int flag)
{
nullpo_retr(0, md);
if(flag==-1 && mobskill_use(md,gettick(),MSC_CASTTARGETED))
return 1;
if( (flag&BF_SHORT) && mobskill_use(md,gettick(),MSC_CLOSEDATTACKED))
return 1;
if( (flag&BF_LONG) && mobskill_use(md,gettick(),MSC_LONGRANGEATTACKED))
return 1;
return 0;
}
/*==========================================
* Mob���G���y���E���Ȃǂ̏ꍇ�̔���
*------------------------------------------
*/
int mob_gvmobcheck(struct map_session_data *sd, struct block_list *bl)
{
struct mob_data *md=NULL;
nullpo_retr(0,sd);
nullpo_retr(0,bl);
if(bl->type==BL_MOB && (md=(struct mob_data *)bl) &&
(md->class_ == 1288 || md->class_ == 1287 || md->class_ == 1286 || md->class_ == 1285))
{
struct guild_castle *gc=guild_mapname2gc(map[sd->bl.m].name);
struct guild *g=guild_search(sd->status.guild_id);
if(g == NULL && md->class_ == 1288)
return 0;//�M���h�������Ȃ�_���[�W����
else if(gc != NULL && !map[sd->bl.m].flag.gvg)
return 0;//�ԓ���Gv����Ȃ��Ƃ��̓_���[�W�Ȃ�
else if(g) {
if (gc != NULL && g->guild_id == gc->guild_id)
return 0;//����̃M���h�̃G���y�Ȃ�_���[�W����
else if(guild_checkskill(g,GD_APPROVAL) <= 0 && md->class_ == 1288)
return 0;//���K�M���h���F���Ȃ��ƃ_���[�W����
else if (gc && guild_check_alliance(gc->guild_id, g->guild_id, 0) == 1)
return 0; // �����Ȃ�_���[�W����
}
}
return 1;
}
/*==========================================
* �X�L���p�^�C�}�[�폜
*------------------------------------------
*/
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;
}
//
// ������
//
/*==========================================
* Since un-setting [ mob ] up was used, it is an initial provisional value setup.
*------------------------------------------
*/
static int mob_makedummymobdb(int class_)
{
int i;
sprintf(mob_db[class_].name,"mob%d",class_);
sprintf(mob_db[class_].jname,"mob%d",class_);
mob_db[class_].lv=1;
mob_db[class_].max_hp=1000;
mob_db[class_].max_sp=1;
mob_db[class_].base_exp=2;
mob_db[class_].job_exp=1;
mob_db[class_].range=1;
mob_db[class_].atk1=7;
mob_db[class_].atk2=10;
mob_db[class_].def=0;
mob_db[class_].mdef=0;
mob_db[class_].str=1;
mob_db[class_].agi=1;
mob_db[class_].vit=1;
mob_db[class_].int_=1;
mob_db[class_].dex=6;
mob_db[class_].luk=2;
mob_db[class_].range2=10;
mob_db[class_].range3=10;
mob_db[class_].size=0;
mob_db[class_].race=0;
mob_db[class_].element=0;
mob_db[class_].mode=0;
mob_db[class_].speed=300;
mob_db[class_].adelay=1000;
mob_db[class_].amotion=500;
mob_db[class_].dmotion=500;
//mob_db[class_].dropitem[0].nameid=909; // Jellopy
//mob_db[class_].dropitem[0].p=1000;
for(i=1;i<10;i++){ // 8-> 10 Lupus
mob_db[class_].dropitem[i].nameid=0;
mob_db[class_].dropitem[i].p=0;
}
// Item1,Item2
mob_db[class_].mexp=0;
mob_db[class_].mexpper=0;
for(i=0;i<3;i++){
mob_db[class_].mvpitem[i].nameid=0;
mob_db[class_].mvpitem[i].p=0;
}
for(i=0;i<MAX_RANDOMMONSTER;i++)
mob_db[class_].summonper[i]=0;
return 0;
}
/*==========================================
* db/mob_db.txt reading
*------------------------------------------
*/
static int mob_readdb(void)
{
FILE *fp;
char line[1024];
char *filename[]={ "db/mob_db.txt","db/mob_db2.txt" };
int i;
memset(mob_db,0,sizeof(mob_db));
for(i=0;i<2;i++){
fp=fopen(filename[i],"r");
if(fp==NULL){
if(i>0)
continue;
return -1;
}
while(fgets(line,1020,fp)){
int class_,i;
char *str[60],*p,*np; // 55->60 Lupus
if(line[0] == '/' && line[1] == '/')
continue;
for(i=0,p=line;i<60;i++){
if((np=strchr(p,','))!=NULL){
str[i]=p;
*np=0;
p=np+1;
} else
str[i]=p;
}
class_=atoi(str[0]);
if(class_<=1000 || class_>MAX_MOB_DB)
continue;
mob_db[class_].view_class=class_;
memcpy(mob_db[class_].name,str[1],24);
memcpy(mob_db[class_].jname,str[2],24);
mob_db[class_].lv=atoi(str[3]);
mob_db[class_].max_hp=atoi(str[4]);
mob_db[class_].max_sp=atoi(str[5]);
mob_db[class_].base_exp = atoi(str[6]);
if (mob_db[class_].base_exp <= 0)
mob_db[class_].base_exp = 0;
else if (mob_db[class_].base_exp * battle_config.base_exp_rate / 100 > 1000000000 ||
mob_db[class_].base_exp * battle_config.base_exp_rate / 100 < 0)
mob_db[class_].base_exp = 1000000000;
else {
mob_db[class_].base_exp = mob_db[class_].base_exp * battle_config.base_exp_rate / 100;
if (mob_db[class_].base_exp < 1)
mob_db[class_].base_exp = 1;
}
mob_db[class_].job_exp = atoi(str[7]);
if (mob_db[class_].job_exp <= 0)
mob_db[class_].job_exp = 0;
else if (mob_db[class_].job_exp * battle_config.job_exp_rate / 100 > 1000000000 ||
mob_db[class_].job_exp * battle_config.job_exp_rate / 100 < 0)
mob_db[class_].job_exp = 1000000000;
else {
mob_db[class_].job_exp = mob_db[class_].job_exp * battle_config.job_exp_rate / 100;
if (mob_db[class_].job_exp < 1)
mob_db[class_].job_exp = 1;
}
mob_db[class_].range=atoi(str[8]);
mob_db[class_].atk1=atoi(str[9]);
mob_db[class_].atk2=atoi(str[10]);
mob_db[class_].def=atoi(str[11]);
mob_db[class_].mdef=atoi(str[12]);
mob_db[class_].str=atoi(str[13]);
mob_db[class_].agi=atoi(str[14]);
mob_db[class_].vit=atoi(str[15]);
mob_db[class_].int_=atoi(str[16]);
mob_db[class_].dex=atoi(str[17]);
mob_db[class_].luk=atoi(str[18]);
mob_db[class_].range2=atoi(str[19]);
mob_db[class_].range3=atoi(str[20]);
mob_db[class_].size=atoi(str[21]);
mob_db[class_].race=atoi(str[22]);
mob_db[class_].element=atoi(str[23]);
mob_db[class_].mode=atoi(str[24]);
mob_db[class_].speed=atoi(str[25]);
mob_db[class_].adelay=atoi(str[26]);
mob_db[class_].amotion=atoi(str[27]);
mob_db[class_].dmotion=atoi(str[28]);
for(i=0;i<10;i++){ // 8 -> 10 Lupus
int rate = 0,type,ratemin,ratemax;
mob_db[class_].dropitem[i].nameid=atoi(str[29+i*2]);
type = itemdb_type(mob_db[class_].dropitem[i].nameid);
if (type == 0) {
rate = battle_config.item_rate_heal * atoi(str[30+i*2]) / 100; //fix by Yor
ratemin = battle_config.item_drop_heal_min;
ratemax = battle_config.item_drop_heal_max;
}
else if (type == 2) {
rate = battle_config.item_rate_use * atoi(str[30+i*2]) / 100; //fix by Yor
ratemin = battle_config.item_drop_use_min;
ratemax = battle_config.item_drop_use_max; // End
}
else if (type == 4 || type == 5 || type == 8) { // Changed to include Pet Equip
rate = battle_config.item_rate_equip * atoi(str[30+i*2]) / 100;
ratemin = battle_config.item_drop_equip_min;
ratemax = battle_config.item_drop_equip_max;
}
else if (type == 6) {
rate = battle_config.item_rate_card * atoi(str[30+i*2]) / 100;
ratemin = battle_config.item_drop_card_min;
ratemax = battle_config.item_drop_card_max;
}
else {
rate = battle_config.item_rate_common * atoi(str[30+i*2]) / 100;
ratemin = battle_config.item_drop_common_min;
ratemax = battle_config.item_drop_common_max;
}
mob_db[class_].dropitem[i].p = (rate < ratemin) ? ratemin : (rate > ratemax) ? ratemax: rate;
}
// MVP EXP Bonus, Chance: MEXP,ExpPer
mob_db[class_].mexp=atoi(str[49])*battle_config.mvp_exp_rate/100;
mob_db[class_].mexpper=atoi(str[50]);
// MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per
for(i=0;i<3;i++){
int rate=atoi(str[52+i*2])*battle_config.mvp_item_rate/100; //idea of the fix from Freya
mob_db[class_].mvpitem[i].nameid=atoi(str[51+i*2]);
mob_db[class_].mvpitem[i].p= (rate < battle_config.item_drop_mvp_min)
? battle_config.item_drop_mvp_min : (rate > battle_config.item_drop_mvp_max)
? battle_config.item_drop_mvp_max : rate;
}
for(i=0;i<MAX_RANDOMMONSTER;i++)
mob_db[class_].summonper[i]=0;
mob_db[class_].maxskill=0;
mob_db[class_].sex=0;
mob_db[class_].hair=0;
mob_db[class_].hair_color=0;
mob_db[class_].weapon=0;
mob_db[class_].shield=0;
mob_db[class_].head_top=0;
mob_db[class_].head_mid=0;
mob_db[class_].head_buttom=0;
mob_db[class_].clothes_color=0; //Add for player monster dye - Valaris
}
fclose(fp);
sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n",filename[i]);
ShowStatus(tmp_output);
}
return 0;
}
/*==========================================
* MOB display graphic change data reading
*------------------------------------------
*/
static int mob_readdb_mobavail(void)
{
FILE *fp;
char line[1024];
int ln=0;
int 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;
class_=atoi(str[0]);
if(class_<=1000 || class_>MAX_MOB_DB) // �l���ُ�Ȃ珈�����Ȃ��B
continue;
k=atoi(str[1]);
if(k >= 0)
mob_db[class_].view_class=k;
if((mob_db[class_].view_class < 24) || (mob_db[class_].view_class > 4000)) {
mob_db[class_].sex=atoi(str[2]);
mob_db[class_].hair=atoi(str[3]);
mob_db[class_].hair_color=atoi(str[4]);
mob_db[class_].weapon=atoi(str[5]);
mob_db[class_].shield=atoi(str[6]);
mob_db[class_].head_top=atoi(str[7]);
mob_db[class_].head_mid=atoi(str[8]);
mob_db[class_].head_buttom=atoi(str[9]);
mob_db[class_].option=atoi(str[10])&~0x46;
mob_db[class_].clothes_color=atoi(str[11]); // Monster player dye option - Valaris
}
else if(atoi(str[2]) > 0) mob_db[class_].equip=atoi(str[2]); // mob equipment [Valaris]
ln++;
}
fclose(fp);
sprintf(tmp_output,"Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",ln,"db/mob_avail.txt");
ShowStatus(tmp_output);
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; // �ݒ肵�Y�ꂽ�ꍇ�̓|�������o��悤�ɂ��Ă���
fp=fopen(mobfile[i],"r");
if(fp==NULL){
printf("can't read %s\n",mobfile[i]);
return -1;
}
while(fgets(line,1020,fp)){
int 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;
class_ = atoi(str[0]);
per=atoi(str[2]);
if((class_>1000 && class_<=MAX_MOB_DB) || class_==0)
mob_db[class_].summonper[i]=per;
}
fclose(fp);
sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n",mobfile[i]);
ShowStatus(tmp_output);
}
return 0;
}
/*==========================================
* db/mob_skill_db.txt reading
*------------------------------------------
*/
static int mob_readskilldb(void)
{
FILE *fp;
char line[1024];
int i;
const struct {
char str[32];
int id;
} cond1[] = {
{ "always", MSC_ALWAYS },
{ "myhpltmaxrate", MSC_MYHPLTMAXRATE },
{ "friendhpltmaxrate",MSC_FRIENDHPLTMAXRATE },
{ "mystatuson", MSC_MYSTATUSON },
{ "mystatusoff", MSC_MYSTATUSOFF },
{ "friendstatuson", MSC_FRIENDSTATUSON },
{ "friendstatusoff", MSC_FRIENDSTATUSOFF },
{ "attackpcgt", MSC_ATTACKPCGT },
{ "attackpcge", MSC_ATTACKPCGE },
{ "slavelt", MSC_SLAVELT },
{ "slavele", MSC_SLAVELE },
{ "closedattacked", MSC_CLOSEDATTACKED },
{ "longrangeattacked",MSC_LONGRANGEATTACKED },
{ "skillused", MSC_SKILLUSED },
{ "casttargeted", MSC_CASTTARGETED },
}, cond2[] ={
{ "anybad", -1 },
{ "stone", SC_STONE },
{ "freeze", SC_FREEZE },
{ "stan", SC_STAN },
{ "sleep", SC_SLEEP },
{ "poison", SC_POISON },
{ "curse", SC_CURSE },
{ "silence", SC_SILENCE },
{ "confusion", SC_CONFUSION },
{ "blind", SC_BLIND },
{ "hiding", SC_HIDING },
{ "sight", SC_SIGHT },
}, state[] = {
{ "any", -1 },
{ "idle", MSS_IDLE },
{ "walk", MSS_WALK },
{ "attack", MSS_ATTACK },
{ "dead", MSS_DEAD },
{ "loot", MSS_LOOT },
{ "chase", MSS_CHASE },
}, target[] = {
{ "target", MST_TARGET },
{ "self", MST_SELF },
{ "friend", MST_FRIEND },
{ "around5", MST_AROUND5 },
{ "around6", MST_AROUND6 },
{ "around7", MST_AROUND7 },
{ "around8", MST_AROUND8 },
{ "around1", MST_AROUND1 },
{ "around2", MST_AROUND2 },
{ "around3", MST_AROUND3 },
{ "around4", MST_AROUND4 },
{ "around", MST_AROUND },
};
int x;
char *filename[]={ "db/mob_skill_db.txt","db/mob_skill_db2.txt" };
for(x=0;x<2;x++){
fp=fopen(filename[x],"r");
if(fp==NULL){
if(x==0)
printf("can't read %s\n",filename[x]);
continue;
}
while(fgets(line,1020,fp)){
char *sp[20],*p;
int mob_id;
struct mob_skill *ms;
int j=0;
if(line[0] == '/' && line[1] == '/')
continue;
memset(sp,0,sizeof(sp));
for(i=0,p=line;i<18 && p;i++){
sp[i]=p;
if((p=strchr(p,','))!=NULL)
*p++=0;
}
if( (mob_id=atoi(sp[0]))<=0 )
continue;
if( strcmp(sp[1],"clear")==0 ){
memset(mob_db[mob_id].skill,0,sizeof(mob_db[mob_id].skill));
mob_db[mob_id].maxskill=0;
continue;
}
for(i=0;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]);
j=atoi(sp[4]);
if (j<=0 || j>MAX_SKILL_DB)
continue;
ms->skill_lv=j;
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);
sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n",filename[x]);
ShowStatus(tmp_output);
}
return 0;
}
/*==========================================
* db/mob_race_db.txt reading
*------------------------------------------
*/
static int mob_readdb_race(void)
{
FILE *fp;
char line[1024];
int race,j,k;
char *str[20],*p,*np;
if( (fp=fopen("db/mob_race2_db.txt","r"))==NULL ){
printf("can't read db/mob_race2_db.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;
race=atoi(str[0]);
if (race < 0 || race >= MAX_MOB_RACE_DB)
continue;
for (j=1; j<20; j++) {
if (!str[j])
break;
k=atoi(str[j]);
if (k < 1000 || k > MAX_MOB_DB)
continue;
mob_db[k].race2 = race;
//mob_race_db[race][j] = k;
}
}
fclose(fp);
sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/mob_race2_db.txt");
ShowStatus(tmp_output);
return 0;
}
void mob_reload(void)
{
/*
<empty monster database>
mob_read();
*/
do_init_mob();
}
#ifndef TXT_ONLY
/*==========================================
* SQL reading
*------------------------------------------
*/
static int mob_read_sqldb(void)
{
char line[1024];
int i,class_;
long unsigned int ln=0;
char *str[60],*p,*np; // 55->60 Lupus
memset(mob_db,0,sizeof(mob_db));
sprintf (tmp_sql, "SELECT * FROM `%s`",mob_db_db);
if(mysql_query(&mmysql_handle, tmp_sql) ) {
printf("DB server Error (select %s to Memory)- %s\n",mob_db_db,mysql_error(&mmysql_handle) );
}
sql_res = mysql_store_result(&mmysql_handle);
if (sql_res) {
while((sql_row = mysql_fetch_row(sql_res))){
sprintf(line,"%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s",
sql_row[0],sql_row[1],sql_row[2],sql_row[3],sql_row[4],
sql_row[5],sql_row[6],sql_row[7],sql_row[8],sql_row[9],
sql_row[10],sql_row[11],sql_row[12],sql_row[13],sql_row[14],
sql_row[15],sql_row[16],sql_row[17],sql_row[18],sql_row[19],
sql_row[20],sql_row[21],sql_row[22],sql_row[23],sql_row[24],
sql_row[25],sql_row[26],sql_row[27],sql_row[28],sql_row[29],
sql_row[30],sql_row[31],sql_row[32],sql_row[33],sql_row[34],
sql_row[35],sql_row[36],sql_row[37],sql_row[38],sql_row[39],
sql_row[40],sql_row[41],sql_row[42],sql_row[43],sql_row[44],
sql_row[45],sql_row[46],sql_row[47],sql_row[48],sql_row[49],
sql_row[50],sql_row[51],sql_row[52],sql_row[53],sql_row[54],
sql_row[55],sql_row[56]);
for(i=0,p=line;i<57;i++){
if((np=strchr(p,','))!=NULL){
str[i]=p;
*np=0;
p=np+1;
} else
str[i]=p;
}
class_=atoi(str[0]);
if(class_<=1000 || class_>MAX_MOB_DB)
continue;
ln++;
mob_db[class_].view_class=class_;
memcpy(mob_db[class_].name,str[1],24);
memcpy(mob_db[class_].jname,str[2],24);
mob_db[class_].lv=atoi(str[3]);
mob_db[class_].max_hp=atoi(str[4]);
mob_db[class_].max_sp=atoi(str[5]);
mob_db[class_].base_exp = atoi(str[6]);
if (mob_db[class_].base_exp <= 0)
mob_db[class_].base_exp = 0;
else if (mob_db[class_].base_exp * battle_config.base_exp_rate / 100 > 1000000000 ||
mob_db[class_].base_exp * battle_config.base_exp_rate / 100 < 0)
mob_db[class_].base_exp = 1000000000;
else {
mob_db[class_].base_exp = mob_db[class_].base_exp * battle_config.base_exp_rate / 100;
if (mob_db[class_].base_exp < 1)
mob_db[class_].base_exp = 1;
}
mob_db[class_].job_exp = atoi(str[7]);
if (mob_db[class_].job_exp <= 0)
mob_db[class_].job_exp = 0;
else if (mob_db[class_].job_exp * battle_config.job_exp_rate / 100 > 1000000000 ||
mob_db[class_].job_exp * battle_config.job_exp_rate / 100 < 0)
mob_db[class_].job_exp = 1000000000;
else {
mob_db[class_].job_exp = mob_db[class_].job_exp * battle_config.job_exp_rate / 100;
if (mob_db[class_].job_exp < 1)
mob_db[class_].job_exp = 1;
}
mob_db[class_].range=atoi(str[8]);
mob_db[class_].atk1=atoi(str[9]);
mob_db[class_].atk2=atoi(str[10]);
mob_db[class_].def=atoi(str[11]);
mob_db[class_].mdef=atoi(str[12]);
mob_db[class_].str=atoi(str[13]);
mob_db[class_].agi=atoi(str[14]);
mob_db[class_].vit=atoi(str[15]);
mob_db[class_].int_=atoi(str[16]);
mob_db[class_].dex=atoi(str[17]);
mob_db[class_].luk=atoi(str[18]);
mob_db[class_].range2=atoi(str[19]);
mob_db[class_].range3=atoi(str[20]);
mob_db[class_].size=atoi(str[21]);
mob_db[class_].race=atoi(str[22]);
mob_db[class_].element=atoi(str[23]);
mob_db[class_].mode=atoi(str[24]);
mob_db[class_].speed=atoi(str[25]);
mob_db[class_].adelay=atoi(str[26]);
mob_db[class_].amotion=atoi(str[27]);
mob_db[class_].dmotion=atoi(str[28]);
for(i=0;i<10;i++){ // 8 -> 10 Lupus
int rate = 0,type,ratemin,ratemax;
mob_db[class_].dropitem[i].nameid=atoi(str[29+i*2]);
type = itemdb_type(mob_db[class_].dropitem[i].nameid);
if (type == 0) { // Added by Valaris
rate = battle_config.item_rate_heal * atoi(str[30+i*2]) / 100;
ratemin = battle_config.item_drop_heal_min;
ratemax = battle_config.item_drop_heal_max;
}
else if (type == 2) {
rate = battle_config.item_rate_use * atoi(str[30+i*2]) / 100;
ratemin = battle_config.item_drop_use_min;
ratemax = battle_config.item_drop_use_max; // End
}
else if (type == 4 || type == 5 || type == 8) { // Changed to include Pet Equip
rate = battle_config.item_rate_equip * atoi(str[30+i*2]) / 100;
ratemin = battle_config.item_drop_equip_min;
ratemax = battle_config.item_drop_equip_max;
}
else if (type == 6) {
rate = battle_config.item_rate_card * atoi(str[30+i*2]) / 100;
ratemin = battle_config.item_drop_card_min;
ratemax = battle_config.item_drop_card_max;
}
else {
rate = battle_config.item_rate_common * atoi(str[30+i*2]) / 100;
ratemin = battle_config.item_drop_common_min;
ratemax = battle_config.item_drop_common_max;
}
mob_db[class_].dropitem[i].p = (rate < ratemin) ? ratemin : (rate > ratemax) ? ratemax: rate;
}
// MVP EXP Bonus, Chance: MEXP,ExpPer
mob_db[class_].mexp=atoi(str[49])*battle_config.mvp_exp_rate/100;
mob_db[class_].mexpper=atoi(str[50]);
// MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per
for(i=0;i<3;i++){
mob_db[class_].mvpitem[i].nameid=atoi(str[51+i*2]);
mob_db[class_].mvpitem[i].p=atoi(str[52+i*2])*battle_config.mvp_item_rate/100;
}
for(i=0;i<MAX_RANDOMMONSTER;i++)
mob_db[class_].summonper[i]=0;
mob_db[class_].maxskill=0;
mob_db[class_].sex=0;
mob_db[class_].hair=0;
mob_db[class_].hair_color=0;
mob_db[class_].weapon=0;
mob_db[class_].shield=0;
mob_db[class_].head_top=0;
mob_db[class_].head_mid=0;
mob_db[class_].head_buttom=0;
}
mysql_free_result(sql_res);
sprintf(tmp_output,"Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",ln,mob_db_db);
ShowStatus(tmp_output);
}
return 0;
}
#endif /* not TXT_ONLY */
/*==========================================
* Circumference initialization of mob
*------------------------------------------
*/
int do_init_mob(void)
{
#ifndef TXT_ONLY
if(db_use_sqldbs)
mob_read_sqldb();
else
#endif /* TXT_ONLY */
mob_readdb();
mob_readdb_mobavail();
mob_read_randommonster();
mob_readskilldb();
mob_readdb_race();
add_timer_func_list(mob_timer,"mob_timer");
add_timer_func_list(mob_delayspawn,"mob_delayspawn");
add_timer_func_list(mob_delay_item_drop,"mob_delay_item_drop");
add_timer_func_list(mob_delay_item_drop2,"mob_delay_item_drop2");
add_timer_func_list(mob_ai_hard,"mob_ai_hard");
add_timer_func_list(mob_ai_lazy,"mob_ai_lazy");
add_timer_func_list(mobskill_castend_id,"mobskill_castend_id");
add_timer_func_list(mobskill_castend_pos,"mobskill_castend_pos");
add_timer_func_list(mob_timer_delete,"mob_timer_delete");
add_timer_interval(gettick()+MIN_MOBTHINKTIME,mob_ai_hard,0,0,MIN_MOBTHINKTIME);
add_timer_interval(gettick()+MIN_MOBTHINKTIME*10,mob_ai_lazy,0,0,MIN_MOBTHINKTIME*10);
return 0;
}