// Copyright (c) Hercules Dev Team, licensed under GNU GPL.
// See the LICENSE file
// Portions Copyright (c) Athena Dev Teams
#define HERCULES_CORE
#include "../config/core.h" // AUTOLOOT_DISTANCE, DBPATH, DEFTYPE_MAX, DEFTYPE_MIN, RENEWAL_DROP, RENEWAL_EXP
#include "mob.h"
#include <math.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "atcommand.h"
#include "battle.h"
#include "clif.h"
#include "date.h"
#include "elemental.h"
#include "guild.h"
#include "homunculus.h"
#include "intif.h"
#include "itemdb.h"
#include "log.h"
#include "map.h"
#include "mercenary.h"
#include "npc.h"
#include "party.h"
#include "path.h"
#include "pc.h"
#include "pet.h"
#include "quest.h"
#include "script.h"
#include "skill.h"
#include "status.h"
#include "../common/cbasetypes.h"
#include "../common/db.h"
#include "../common/ers.h"
#include "../common/malloc.h"
#include "../common/nullpo.h"
#include "../common/random.h"
#include "../common/showmsg.h"
#include "../common/socket.h"
#include "../common/strlib.h"
#include "../common/timer.h"
#include "../common/utils.h"
struct mob_interface mob_s;
#define ACTIVE_AI_RANGE 2 //Distance added on top of 'AREA_SIZE' at which mobs enter active AI mode.
#define IDLE_SKILL_INTERVAL 10 //Active idle skills should be triggered every 1 second (1000/MIN_MOBTHINKTIME)
#define MOB_LAZYSKILLPERC 0 // Probability for mobs far from players from doing their IDLE skill. (rate of 1000 minute)
// Move probability for mobs away from players (rate of 1000 minute)
// in Aegis, this is 100% for mobs that have been activated by players and none otherwise.
#define MOB_LAZYMOVEPERC(md) ((md)->state.spotted?1000:0)
#define MOB_MAX_DELAY (24*3600*1000)
#define MAX_MINCHASE 30 //Max minimum chase value to use for mobs.
#define RUDE_ATTACKED_COUNT 2 //After how many rude-attacks should the skill be used?
//Dynamic item drop ratio database for per-item drop ratio modifiers overriding global drop ratios.
#define MAX_ITEMRATIO_MOBS 10
struct item_drop_ratio {
int drop_ratio;
int mob_id[MAX_ITEMRATIO_MOBS];
};
static struct item_drop_ratio *item_drop_ratio_db[MAX_ITEMDB];
static struct eri *item_drop_ers; //For loot drops delay structures.
static struct eri *item_drop_list_ers;
static struct {
int qty;
int class_[350];
} summon[MAX_RANDOMMONSTER];
struct mob_db *mob_db(int index) {
if (index < 0 || index > MAX_MOB_DB || mob->db_data[index] == NULL)
return mob->dummy;
return mob->db_data[index];
}
struct mob_chat *mob_chat(short id) {
if(id <= 0 || id > MAX_MOB_CHAT || mob->chat_db[id] == NULL)
return NULL;
return mob->chat_db[id];
}
/*==========================================
* Mob is searched with a name.
*------------------------------------------*/
int mobdb_searchname(const char *str)
{
int i;
struct mob_db* monster;
for(i=0;i<=MAX_MOB_DB;i++){
monster = mob->db(i);
if(monster == mob->dummy) //Skip dummy mobs.
continue;
if(strcmpi(monster->name,str)==0 || strcmpi(monster->jname,str)==0)
return i;
if(battle_config.case_sensitive_aegisnames && strcmp(monster->sprite,str)==0)
return i;
if(!battle_config.case_sensitive_aegisnames && strcasecmp(monster->sprite,str)==0)
return i;
}
return 0;
}
int mobdb_searchname_array_sub(struct mob_db* monster, const char *str, int flag) {
if (monster == mob->dummy)
return 1;
if(!monster->base_exp && !monster->job_exp && monster->spawn[0].qty < 1)
return 1; // Monsters with no base/job exp and no spawn point are, by this criteria, considered "slave mobs" and excluded from search results
if( !flag ) {
if(stristr(monster->jname,str))
return 0;
if(stristr(monster->name,str))
return 0;
} else {
if(strcmpi(monster->jname,str) == 0)
return 0;
if(strcmpi(monster->name,str) == 0)
return 0;
}
if (battle_config.case_sensitive_aegisnames)
return strcmp(monster->sprite,str);
return strcasecmp(monster->sprite,str);
}
/*==========================================
* MvP Tomb [GreenBox]
*------------------------------------------*/
void mvptomb_create(struct mob_data *md, char *killer, time_t time)
{
struct npc_data *nd;
if ( md->tomb_nid )
mob->mvptomb_destroy(md);
CREATE(nd, struct npc_data, 1);
nd->bl.id = md->tomb_nid = npc->get_new_npc_id();
nd->dir = md->ud.dir;
nd->bl.m = md->bl.m;
nd->bl.x = md->bl.x;
nd->bl.y = md->bl.y;
nd->bl.type = BL_NPC;
safestrncpy(nd->name, msg_txt(856), sizeof(nd->name)); // "Tomb"
nd->class_ = 565;
nd->speed = 200;
nd->subtype = TOMB;
nd->u.tomb.md = md;
nd->u.tomb.kill_time = time;
if (killer)
safestrncpy(nd->u.tomb.killer_name, killer, NAME_LENGTH);
else
nd->u.tomb.killer_name[0] = '\0';
map->addnpc(nd->bl.m, nd);
map->addblock(&nd->bl);
status->set_viewdata(&nd->bl, nd->class_);
clif->spawn(&nd->bl);
}
void mvptomb_destroy(struct mob_data *md) {
struct npc_data *nd;
if ( (nd = map->id2nd(md->tomb_nid)) ) {
int16 m, i;
m = nd->bl.m;
clif->clearunit_area(&nd->bl,CLR_OUTSIGHT);
map->delblock(&nd->bl);
ARR_FIND( 0, map->list[m].npc_num, i, map->list[m].npc[i] == nd );
if( !(i == map->list[m].npc_num) ) {
map->list[m].npc_num--;
map->list[m].npc[i] = map->list[m].npc[map->list[m].npc_num];
map->list[m].npc[map->list[m].npc_num] = NULL;
}
map->deliddb(&nd->bl);
aFree(nd);
}
md->tomb_nid = 0;
}
/*==========================================
* Founds up to N matches. Returns number of matches [Skotlex]
*------------------------------------------*/
int mobdb_searchname_array(struct mob_db** data, int size, const char *str, int flag)
{
int count = 0, i;
struct mob_db* monster;
for(i=0;i<=MAX_MOB_DB;i++){
monster = mob->db(i);
if (monster == mob->dummy || mob->is_clone(i) ) //keep clones out (or you leak player stats)
continue;
if (!mob->db_searchname_array_sub(monster, str, flag)) {
if (count < size)
data[count] = monster;
count++;
}
}
return count;
}
/*==========================================
* Id Mob is checked.
*------------------------------------------*/
int mobdb_checkid(const int id)
{
if (mob->db(id) == mob->dummy)
return 0;
if (mob->is_clone(id)) //checkid is used mostly for random ID based code, therefore clone mobs are out of the question.
return 0;
return id;
}
/*==========================================
* Returns the view data associated to this mob class.
*------------------------------------------*/
struct view_data * mob_get_viewdata(int class_)
{
if (mob->db(class_) == mob->dummy)
return 0;
return &mob->db(class_)->vd;
}
/*==========================================
* Cleans up mob-spawn data to make it "valid"
*------------------------------------------*/
int mob_parse_dataset(struct spawn_data *data)
{
size_t len;
if ((!mob->db_checkid(data->class_) && !mob->is_clone(data->class_)) || !data->num)
return 0;
if( ( len = strlen(data->eventname) ) > 0 )
{
if( data->eventname[len-1] == '"' )
data->eventname[len-1] = '\0'; //Remove trailing quote.
if( data->eventname[0] == '"' ) //Strip leading quotes
memmove(data->eventname, data->eventname+1, len-1);
}
if(strcmp(data->name,"--en--")==0)
safestrncpy(data->name, mob->db(data->class_)->name, sizeof(data->name));
else if(strcmp(data->name,"--ja--")==0)
safestrncpy(data->name, mob->db(data->class_)->jname, sizeof(data->name));
return 1;
}
/*==========================================
* Generates the basic mob data using the spawn_data provided.
*------------------------------------------*/
struct mob_data* mob_spawn_dataset(struct spawn_data *data) {
struct mob_data *md = (struct mob_data*)aCalloc(1, sizeof(struct mob_data));
md->bl.id= npc->get_new_npc_id();
md->bl.type = BL_MOB;
md->bl.m = data->m;
md->bl.x = data->x;
md->bl.y = data->y;
md->class_ = data->class_;
md->state.boss = data->state.boss;
md->db = mob->db(md->class_);
if (data->level > 0 && data->level <= MAX_LEVEL)
md->level = data->level;
memcpy(md->name, data->name, NAME_LENGTH);
if (data->state.ai)
md->special_state.ai = data->state.ai;
if (data->state.size)
md->special_state.size = data->state.size;
if (data->eventname[0] && strlen(data->eventname) >= 4)
memcpy(md->npc_event, data->eventname, 50);
if(md->db->status.mode&MD_LOOTER)
md->lootitem = (struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
md->spawn_timer = INVALID_TIMER;
md->deletetimer = INVALID_TIMER;
md->skill_idx = -1;
status->set_viewdata(&md->bl, md->class_);
status->change_init(&md->bl);
unit->dataset(&md->bl);
map->addiddb(&md->bl);
return md;
}
/*==========================================
* Fetches a random mob_id [Skotlex]
* type: Where to fetch from:
* 0: dead branch list
* 1: poring list
* 2: bloody branch list
* flag:
* &1: Apply the summon success chance found in the list (otherwise get any monster from the db)
* &2: Apply a monster check level.
* &4: Selected monster should not be a boss type
* &8: Selected monster must have normal spawn.
* lv: Mob level to check against
*------------------------------------------*/
int mob_get_random_id(int type, int flag, int lv)
{
struct mob_db *monster;
int i=0, class_;
if(type < 0 || type >= MAX_RANDOMMONSTER) {
ShowError("mob_get_random_id: Invalid type (%d) of random monster.\n", type);
return 0;
}
do {
if (type)
class_ = summon[type].class_[rnd()%summon[type].qty];
else //Dead branch
class_ = rnd() % MAX_MOB_DB;
monster = mob->db(class_);
} while ((monster == mob->dummy ||
mob->is_clone(class_) ||
(flag&1 && monster->summonper[type] <= rnd() % 1000000) ||
(flag&2 && lv < monster->lv) ||
(flag&4 && monster->status.mode&MD_BOSS) ||
(flag&8 && monster->spawn[0].qty < 1)
) && (i++) < MAX_MOB_DB);
if(i >= MAX_MOB_DB) // no suitable monster found, use fallback for given list
class_ = mob->db_data[0]->summonper[type];
return class_;
}
/*==========================================
* Kill Steal Protection [Zephyrus]
*------------------------------------------*/
bool mob_ksprotected(struct block_list *src, struct block_list *target) {
struct block_list *s_bl, *t_bl;
struct map_session_data
*sd, // Source
*pl_sd, // Owner
*t_sd; // Mob Target
struct status_change_entry *sce;
struct mob_data *md;
int64 tick = timer->gettick();
char output[128];
if( !battle_config.ksprotection )
return false; // KS Protection Disabled
if( !(md = BL_CAST(BL_MOB,target)) )
return false; // Target is not MOB
if( (s_bl = battle->get_master(src)) == NULL )
s_bl = src;
if( !(sd = BL_CAST(BL_PC,s_bl)) )
return false; // Master is not PC
t_bl = map->id2bl(md->target_id);
if( !t_bl || (s_bl = battle->get_master(t_bl)) == NULL )
s_bl = t_bl;
t_sd = BL_CAST(BL_PC,s_bl);
do {
if( map->list[md->bl.m].flag.allowks || map_flag_ks(md->bl.m) )
return false; // Ignores GVG, PVP and AllowKS map flags
if( md->db->mexp || md->master_id )
return false; // MVP, Slaves mobs ignores KS
if( (sce = md->sc.data[SC_KSPROTECTED]) == NULL )
break; // No KS Protected
if( sd->bl.id == sce->val1 || // Same Owner
(sce->val2 == 2 && sd->status.party_id && sd->status.party_id == sce->val3) || // Party KS allowed
(sce->val2 == 3 && sd->status.guild_id && sd->status.guild_id == sce->val4) ) // Guild KS allowed
break;
if( t_sd && (
(sce->val2 == 1 && sce->val1 != t_sd->bl.id) ||
(sce->val2 == 2 && sce->val3 && sce->val3 != t_sd->status.party_id) ||
(sce->val2 == 3 && sce->val4 && sce->val4 != t_sd->status.guild_id)) )
break;
if( (pl_sd = map->id2sd(sce->val1)) == NULL || pl_sd->bl.m != md->bl.m )
break;
if( !pl_sd->state.noks )
return false; // No KS Protected, but normal players should be protected too
// Message to KS
if( DIFF_TICK(sd->ks_floodprotect_tick, tick) <= 0 )
{
sprintf(output, "[KS Warning!! - Owner : %s]", pl_sd->status.name);
clif_disp_onlyself(sd, output, strlen(output));
sd->ks_floodprotect_tick = tick + 2000;
}
// Message to Owner
if( DIFF_TICK(pl_sd->ks_floodprotect_tick, tick) <= 0 )
{
sprintf(output, "[Watch out! %s is trying to KS you!]", sd->status.name);
clif_disp_onlyself(pl_sd, output, strlen(output));
pl_sd->ks_floodprotect_tick = tick + 2000;
}
return true;
} while(0);
status->change_start(NULL, target, SC_KSPROTECTED, 10000, sd->bl.id, sd->state.noks, sd->status.party_id, sd->status.guild_id, battle_config.ksprotection, 0);
return false;
}
struct mob_data *mob_once_spawn_sub(struct block_list *bl, int16 m, int16 x, int16 y, const char *mobname, int class_, const char *event, unsigned int size, unsigned int ai)
{
struct spawn_data data;
memset(&data, 0, sizeof(struct spawn_data));
data.m = m;
data.num = 1;
data.class_ = class_;
data.state.size = size;
data.state.ai = ai;
if (mobname)
safestrncpy(data.name, mobname, sizeof(data.name));
else
if (battle_config.override_mob_names == 1)
strcpy(data.name, "--en--");
else
strcpy(data.name, "--ja--");
if (event)
safestrncpy(data.eventname, event, sizeof(data.eventname));
// Locate spot next to player.
if (bl && (x < 0 || y < 0))
map->search_freecell(bl, m, &x, &y, 1, 1, 0);
// if none found, pick random position on map
if (x <= 0 || x >= map->list[m].xs || y <= 0 || y >= map->list[m].ys)
map->search_freecell(NULL, m, &x, &y, -1, -1, 1);
data.x = x;
data.y = y;
if (!mob->parse_dataset(&data))
return NULL;
return mob->spawn_dataset(&data);
}
/*==========================================
* Spawn a single mob on the specified coordinates.
*------------------------------------------*/
int mob_once_spawn(struct map_session_data* sd, int16 m, int16 x, int16 y, const char* mobname, int class_, int amount, const char* event, unsigned int size, unsigned int ai) {
struct mob_data* md = NULL;
int count, lv;
bool no_guardian_data = false;
if( ai && ai&0x200 ) {
no_guardian_data = true;
ai &=~ 0x200;
}
if (m < 0 || amount <= 0)
return 0; // invalid input
lv = (sd) ? sd->status.base_level : 255;
for (count = 0; count < amount; count++) {
int c = (class_ >= 0) ? class_ : mob->get_random_id(-class_ - 1, (battle_config.random_monster_checklv) ? 3 : 1, lv);
md = mob->once_spawn_sub((sd) ? &sd->bl : NULL, m, x, y, mobname, c, event, size, ai);
if (!md)
continue;
if (class_ == MOBID_EMPERIUM && !no_guardian_data) {
struct guild_castle* gc = guild->mapindex2gc(map_id2index(m));
struct guild* g = (gc) ? guild->search(gc->guild_id) : NULL;
if (gc) {
md->guardian_data = (struct guardian_data*)aCalloc(1, sizeof(struct guardian_data));
md->guardian_data->castle = gc;
md->guardian_data->number = MAX_GUARDIANS;
md->guardian_data->guild_id = gc->guild_id;
if (g) {
md->guardian_data->emblem_id = g->emblem_id;
memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
}
else if (gc->guild_id) //Guild not yet available, retry in 5.
timer->add(timer->gettick()+5000,mob->spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id);
}
} // end addition [Valaris]
mob->spawn(md);
if (class_ < 0 && battle_config.dead_branch_active) {
//Behold Aegis's masterful decisions yet again...
//"I understand the "Aggressive" part, but the "Can Move" and "Can Attack" is just stupid" - Poki#3
sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE|MD_CANATTACK|MD_CANMOVE|MD_ANGRY, 0, 60000);
}
}
return (md) ? md->bl.id : 0; // id of last spawned mob
}
/*==========================================
* Spawn mobs in the specified area.
*------------------------------------------*/
int mob_once_spawn_area(struct map_session_data* sd, int16 m, int16 x0, int16 y0, int16 x1, int16 y1, const char* mobname, int class_, int amount, const char* event, unsigned int size, unsigned int ai)
{
int i, max, id = 0;
int lx = -1, ly = -1;
if (m < 0 || amount <= 0)
return 0; // invalid input
// normalize x/y coordinates
if (x0 > x1)
swap(x0, x1);
if (y0 > y1)
swap(y0, y1);
// choose a suitable max. number of attempts
max = (y1 - y0 + 1)*(x1 - x0 + 1)*3;
if (max > 1000)
max = 1000;
// spawn mobs, one by one
for (i = 0; i < amount; i++)
{
int x, y;
int j = 0;
// find a suitable map cell
do {
x = rnd()%(x1-x0+1)+x0;
y = rnd()%(y1-y0+1)+y0;
j++;
} while (map->getcell(m,x,y,CELL_CHKNOPASS) && j < max);
if (j == max)
{// attempt to find an available cell failed
if (lx == -1 && ly == -1)
return 0; // total failure
// fallback to last good x/y pair
x = lx;
y = ly;
}
// record last successful coordinates
lx = x;
ly = y;
id = mob->once_spawn(sd, m, x, y, mobname, class_, 1, event, size, ai);
}
return id; // id of last spawned mob
}
/*==========================================
* Set a Guardian's guild data [Skotlex]
*------------------------------------------*/
int mob_spawn_guardian_sub(int tid, int64 tick, int id, intptr_t data) {
//Needed because the guild_data may not be available at guardian spawn time.
struct block_list* bl = map->id2bl(id);
struct mob_data* md;
struct guild* g;
int guardup_lv;
if (bl == NULL) //It is possible mob was already removed from map when the castle has no owner. [Skotlex]
return 0;
if (bl->type != BL_MOB)
{
ShowError("mob_spawn_guardian_sub: Block error!\n");
return 0;
}
md = (struct mob_data*)bl;
nullpo_ret(md->guardian_data);
g = guild->search((int)data);
if (g == NULL)
{ //Liberate castle, if the guild is not found this is an error! [Skotlex]
ShowError("mob_spawn_guardian_sub: Couldn't load guild %d!\n", (int)data);
if (md->class_ == MOBID_EMPERIUM && md->guardian_data)
{ //Not sure this is the best way, but otherwise we'd be invoking this for ALL guardians spawned later on.
md->guardian_data->guild_id = 0;
if (md->guardian_data->castle->guild_id) //Free castle up.
{
ShowNotice("Clearing ownership of castle %d (%s)\n", md->guardian_data->castle->castle_id, md->guardian_data->castle->castle_name);
guild->castledatasave(md->guardian_data->castle->castle_id, 1, 0);
}
} else {
if (md->guardian_data && md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS && md->guardian_data->castle->guardian[md->guardian_data->number].visible)
guild->castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
unit->free(&md->bl,CLR_OUTSIGHT); //Remove guardian.
}
return 0;
}
guardup_lv = guild->checkskill(g,GD_GUARDUP);
md->guardian_data->emblem_id = g->emblem_id;
memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
md->guardian_data->guardup_lv = guardup_lv;
if( guardup_lv )
status_calc_mob(md, SCO_NONE); //Give bonuses.
return 0;
}
/*==========================================
* Summoning Guardians [Valaris]
*------------------------------------------*/
int mob_spawn_guardian(const char* mapname, short x, short y, const char* mobname, int class_, const char* event, int guardian, bool has_index)
{
struct mob_data *md=NULL;
struct spawn_data data;
struct guild *g=NULL;
struct guild_castle *gc;
int16 m;
memset(&data, 0, sizeof(struct spawn_data));
data.num = 1;
m=map->mapname2mapid(mapname);
if(m<0)
{
ShowWarning("mob_spawn_guardian: Map [%s] not found.\n", mapname);
return 0;
}
data.m = m;
data.num = 1;
if(class_<=0) {
class_ = mob->get_random_id(-class_-1, 1, 99);
if (!class_) return 0;
}
data.class_ = class_;
if( !has_index ) {
guardian = -1;
} else if( guardian < 0 || guardian >= MAX_GUARDIANS ) {
ShowError("mob_spawn_guardian: Invalid guardian index %d for guardian %d (castle map %s)\n", guardian, class_, map->list[m].name);
return 0;
}
if((x<=0 || y<=0) && !map->search_freecell(NULL, m, &x, &y, -1,-1, 1)) {
ShowWarning("mob_spawn_guardian: Couldn't locate a spawn cell for guardian class %d (index %d) at castle map %s\n",class_, guardian, map->list[m].name);
return 0;
}
data.x = x;
data.y = y;
safestrncpy(data.name, mobname, sizeof(data.name));
safestrncpy(data.eventname, event, sizeof(data.eventname));
if (!mob->parse_dataset(&data))
return 0;
gc=guild->mapname2gc(map->list[m].name);
if (gc == NULL) {
ShowError("mob_spawn_guardian: No castle set at map %s\n", map->list[m].name);
return 0;
}
if (!gc->guild_id)
ShowWarning("mob_spawn_guardian: Spawning guardian %d on a castle with no guild (castle map %s)\n", class_, map->list[m].name);
else
g = guild->search(gc->guild_id);
if( has_index && gc->guardian[guardian].id )
{ //Check if guardian already exists, refuse to spawn if so.
struct mob_data *md2 = (TBL_MOB*)map->id2bl(gc->guardian[guardian].id);
if (md2 && md2->bl.type == BL_MOB
&& md2->guardian_data
&& md2->guardian_data->number == guardian
) {
ShowError("mob_spawn_guardian: Attempted to spawn guardian in position %d which already has a guardian (castle map %s)\n", guardian, map->list[m].name);
return 0;
}
}
md = mob->spawn_dataset(&data);
md->guardian_data = (struct guardian_data*)aCalloc(1, sizeof(struct guardian_data));
md->guardian_data->number = guardian;
md->guardian_data->guild_id = gc->guild_id;
md->guardian_data->castle = gc;
if( has_index )
{// permanent guardian
gc->guardian[guardian].id = md->bl.id;
}
else
{// temporary guardian
int i;
ARR_FIND(0, gc->temp_guardians_max, i, gc->temp_guardians[i] == 0);
if( i == gc->temp_guardians_max )
{
++(gc->temp_guardians_max);
RECREATE(gc->temp_guardians, int, gc->temp_guardians_max);
}
gc->temp_guardians[i] = md->bl.id;
}
if (g)
{
md->guardian_data->emblem_id = g->emblem_id;
memcpy (md->guardian_data->guild_name, g->name, NAME_LENGTH);
md->guardian_data->guardup_lv = guild->checkskill(g,GD_GUARDUP);
} else if (md->guardian_data->guild_id)
timer->add(timer->gettick()+5000,mob->spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id);
mob->spawn(md);
return md->bl.id;
}
/*==========================================
* Summoning BattleGround [Zephyrus]
*------------------------------------------*/
int mob_spawn_bg(const char* mapname, short x, short y, const char* mobname, int class_, const char* event, unsigned int bg_id)
{
struct mob_data *md = NULL;
struct spawn_data data;
int16 m;
if( (m = map->mapname2mapid(mapname)) < 0 ) {
ShowWarning("mob_spawn_bg: Map [%s] not found.\n", mapname);
return 0;
}
memset(&data, 0, sizeof(struct spawn_data));
data.m = m;
data.num = 1;
if( class_ <= 0 )
{
class_ = mob->get_random_id(-class_-1,1,99);
if( !class_ ) return 0;
}
data.class_ = class_;
if( (x <= 0 || y <= 0) && !map->search_freecell(NULL, m, &x, &y, -1,-1, 1) ) {
ShowWarning("mob_spawn_bg: Couldn't locate a spawn cell for guardian class %d (bg_id %d) at map %s\n",class_, bg_id, map->list[m].name);
return 0;
}
data.x = x;
data.y = y;
safestrncpy(data.name, mobname, sizeof(data.name));
safestrncpy(data.eventname, event, sizeof(data.eventname));
if( !mob->parse_dataset(&data) )
return 0;
md = mob->spawn_dataset(&data);
mob->spawn(md);
md->bg_id = bg_id; // BG Team ID
return md->bl.id;
}
/*==========================================
* Reachability to a Specification ID existence place
* state indicates type of 'seek' mob should do:
* - MSS_LOOT: Looking for item, path must be easy.
* - MSS_RUSH: Chasing attacking player, path is complex
* - MSS_FOLLOW: Initiative/support seek, path is complex
*------------------------------------------*/
int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state)
{
int easy = 0;
nullpo_ret(md);
nullpo_ret(bl);
switch (state) {
case MSS_RUSH:
case MSS_FOLLOW:
easy = 0; //(battle_config.mob_ai&0x1?0:1);
break;
case MSS_LOOT:
default:
easy = 1;
break;
}
return unit->can_reach_bl(&md->bl, bl, range, easy, NULL, NULL);
}
/*==========================================
* Links nearby mobs (supportive mobs)
*------------------------------------------*/
int mob_linksearch(struct block_list *bl,va_list ap) {
struct mob_data *md;
int class_;
struct block_list *target;
int64 tick;
nullpo_ret(bl);
md=(struct mob_data *)bl;
class_ = va_arg(ap, int);
target = va_arg(ap, struct block_list *);
tick = va_arg(ap, int64);
if (md->class_ == class_ && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME
&& !md->target_id)
{
md->last_linktime = tick;
if( mob->can_reach(md,target,md->db->range2, MSS_FOLLOW) ){ // Reachability judging
md->target_id = target->id;
md->min_chase=md->db->range3;
return 1;
}
}
return 0;
}
/*==========================================
* mob spawn with delay (timer function)
*------------------------------------------*/
int mob_delayspawn(int tid, int64 tick, int id, intptr_t data) {
struct block_list* bl = map->id2bl(id);
struct mob_data* md = BL_CAST(BL_MOB, bl);
if( md )
{
if( md->spawn_timer != tid )
{
ShowError("mob_delayspawn: Timer mismatch: %d != %d\n", tid, md->spawn_timer);
return 0;
}
md->spawn_timer = INVALID_TIMER;
mob->spawn(md);
}
return 0;
}
/*==========================================
* spawn timing calculation
*------------------------------------------*/
int mob_setdelayspawn(struct mob_data *md)
{
unsigned int spawntime, mode;
struct mob_db *db;
if (!md->spawn) //Doesn't has respawn data!
return unit->free(&md->bl,CLR_DEAD);
spawntime = md->spawn->delay1; //Base respawn time
if (md->spawn->delay2) //random variance
spawntime+= rnd()%md->spawn->delay2;
//Apply the spawn delay fix [Skotlex]
db = mob->db(md->spawn->class_);
mode = db->status.mode;
if (mode & MD_BOSS) { //Bosses
if (battle_config.boss_spawn_delay != 100) {
// Divide by 100 first to prevent overflows
//(precision loss is minimal as duration is in ms already)
spawntime = spawntime/100*battle_config.boss_spawn_delay;
}
} else if (mode&MD_PLANT) { //Plants
if (battle_config.plant_spawn_delay != 100) {
spawntime = spawntime/100*battle_config.plant_spawn_delay;
}
} else if (battle_config.mob_spawn_delay != 100) { //Normal mobs
spawntime = spawntime/100*battle_config.mob_spawn_delay;
}
if (spawntime < 5000) //Monsters should never respawn faster than within 5 seconds
spawntime = 5000;
if( md->spawn_timer != INVALID_TIMER )
timer->delete(md->spawn_timer, mob->delayspawn);
md->spawn_timer = timer->add(timer->gettick()+spawntime, mob->delayspawn, md->bl.id, 0);
return 0;
}
int mob_count_sub(struct block_list *bl, va_list ap) {
int mobid[10] = { 0 }, i;
ARR_FIND(0, 10, i, (mobid[i] = va_arg(ap, int)) == 0); //fetch till 0
if (mobid[0]) { //if there one let's check it otherwise go backward
TBL_MOB *md = BL_CAST(BL_MOB, bl);
nullpo_ret(md);
ARR_FIND(0, 10, i, md->class_ == mobid[i]);
return (i < 10) ? 1 : 0;
}
return 1; //backward compatibility
}
/*==========================================
* Mob spawning. Initialization is also variously here.
*------------------------------------------*/
int mob_spawn (struct mob_data *md)
{
int i=0;
int64 tick = timer->gettick();
int64 c = 0;
md->last_thinktime = tick;
if (md->bl.prev != NULL)
unit->remove_map(&md->bl,CLR_RESPAWN,ALC_MARK);
else if (md->spawn && md->class_ != md->spawn->class_) {
md->class_ = md->spawn->class_;
status->set_viewdata(&md->bl, md->class_);
md->db = mob->db(md->class_);
memcpy(md->name,md->spawn->name,NAME_LENGTH);
}
if (md->spawn) { //Respawn data
md->bl.m = md->spawn->m;
md->bl.x = md->spawn->x;
md->bl.y = md->spawn->y;
if( (md->bl.x == 0 && md->bl.y == 0) || md->spawn->xs || md->spawn->ys ) {
//Monster can be spawned on an area.
if( !map->search_freecell(&md->bl, -1, &md->bl.x, &md->bl.y, md->spawn->xs, md->spawn->ys, battle_config.no_spawn_on_player?4:0) ) {
// retry again later
if( md->spawn_timer != INVALID_TIMER )
timer->delete(md->spawn_timer, mob->delayspawn);
md->spawn_timer = timer->add(tick+5000,mob->delayspawn,md->bl.id,0);
return 1;
}
} else if( battle_config.no_spawn_on_player > 99 && map->foreachinrange(mob->count_sub, &md->bl, AREA_SIZE, BL_PC) ) {
// retry again later (players on sight)
if( md->spawn_timer != INVALID_TIMER )
timer->delete(md->spawn_timer, mob->delayspawn);
md->spawn_timer = timer->add(tick+5000,mob->delayspawn,md->bl.id,0);
return 1;
}
}
memset(&md->state, 0, sizeof(md->state));
status_calc_mob(md, SCO_FIRST);
md->attacked_id = 0;
md->target_id = 0;
md->move_fail_count = 0;
md->ud.state.attack_continue = 0;
md->ud.target_to = 0;
if( md->spawn_timer != INVALID_TIMER )
{
timer->delete(md->spawn_timer, mob->delayspawn);
md->spawn_timer = INVALID_TIMER;
}
// md->master_id = 0;
md->master_dist = 0;
md->state.aggressive = md->status.mode&MD_ANGRY?1:0;
md->state.skillstate = MSS_IDLE;
md->next_walktime = tick+rnd()%5000+1000;
md->last_linktime = tick;
md->dmgtick = tick - 5000;
md->last_pcneartime = 0;
for (i = 0, c = tick-MOB_MAX_DELAY; i < MAX_MOBSKILL; i++)
md->skilldelay[i] = c;
memset(md->dmglog, 0, sizeof(md->dmglog));
md->tdmg = 0;
if (md->lootitem)
memset(md->lootitem, 0, sizeof(*md->lootitem));
md->lootitem_count = 0;
if(md->db->option)
// Added for carts, falcons and pecos for cloned monsters. [Valaris]
md->sc.option = md->db->option;
// MvP tomb [GreenBox]
if ( md->tomb_nid )
mob->mvptomb_destroy(md);
map->addblock(&md->bl);
if( map->list[md->bl.m].users )
clif->spawn(&md->bl);
skill->unit_move(&md->bl,tick,1);
mob->skill_use(md, tick, MSC_SPAWN);
return 0;
}
/*==========================================
* Determines if the mob can change target. [Skotlex]
*------------------------------------------*/
int mob_can_changetarget(struct mob_data* md, struct block_list* target, int mode)
{
// if the monster was provoked ignore the above rule [celest]
if(md->state.provoke_flag)
{
if (md->state.provoke_flag == target->id)
return 1;
else if (!(battle_config.mob_ai&0x4))
return 0;
}
switch (md->state.skillstate) {
case MSS_BERSERK:
if (!(mode&MD_CHANGETARGET_MELEE))
return 0;
return (battle_config.mob_ai&0x4 || check_distance_bl(&md->bl, target, 3));
case MSS_RUSH:
return (mode&MD_CHANGETARGET_CHASE);
case MSS_FOLLOW:
case MSS_ANGRY:
case MSS_IDLE:
case MSS_WALK:
case MSS_LOOT:
return 1;
default:
return 0;
}
}
/*==========================================
* Determination for an attack of a monster
*------------------------------------------*/
int mob_target(struct mob_data *md,struct block_list *bl,int dist)
{
nullpo_ret(md);
nullpo_ret(bl);
// Nothing will be carried out if there is no mind of changing TAGE by TAGE ending.
if(md->target_id && !mob->can_changetarget(md, bl, status_get_mode(&md->bl)))
return 0;
if(!status->check_skilluse(&md->bl, bl, 0, 0))
return 0;
md->target_id = bl->id; // Since there was no disturbance, it locks on to target.
if (md->state.provoke_flag && bl->id != md->state.provoke_flag)
md->state.provoke_flag = 0;
md->min_chase=dist+md->db->range3;
if(md->min_chase>MAX_MINCHASE)
md->min_chase=MAX_MINCHASE;
return 0;
}
/*==========================================
* The ?? routine of an active monster
*------------------------------------------*/
int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
{
struct mob_data *md;
struct block_list **target;
int mode;
int dist;
nullpo_ret(bl);
md=va_arg(ap,struct mob_data *);
target= va_arg(ap,struct block_list**);
mode= va_arg(ap,int);
//If can't seek yet, not an enemy, or you can't attack it, skip.
if (md->bl.id == bl->id || (*target) == bl || !status->check_skilluse(&md->bl, bl, 0, 0))
return 0;
if ((mode&MD_TARGETWEAK) && status->get_lv(bl) >= md->level-5)
return 0;
if(battle->check_target(&md->bl,bl,BCT_ENEMY)<=0)
return 0;
switch (bl->type) {
case BL_PC:
if (((TBL_PC*)bl)->state.gangsterparadise &&
!(status_get_mode(&md->bl)&MD_BOSS))
return 0; //Gangster paradise protection.
default:
if (battle_config.hom_setting&0x4 &&
(*target) && (*target)->type == BL_HOM && bl->type != BL_HOM)
return 0; //For some reason Homun targets are never overridden.
dist = distance_bl(&md->bl, bl);
if(
((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) &&
battle->check_range(&md->bl,bl,md->db->range2)
) { //Pick closest target?
if( map->list[bl->m].icewall_num &&
!path->search_long(NULL,bl->m,md->bl.x,md->bl.y,bl->x,bl->y,CELL_CHKICEWALL) ) {
if( !check_distance_bl(&md->bl, bl, status_get_range(&md->bl) ) )
return 0;
}
(*target) = bl;
md->target_id=bl->id;
md->min_chase= dist + md->db->range3;
if(md->min_chase>MAX_MINCHASE)
md->min_chase=MAX_MINCHASE;
return 1;
}
break;
}
return 0;
}
/*==========================================
* chase target-change routine.
*------------------------------------------*/
int mob_ai_sub_hard_changechase(struct block_list *bl,va_list ap) {
struct mob_data *md;
struct block_list **target;
nullpo_ret(bl);
md=va_arg(ap,struct mob_data *);
target= va_arg(ap,struct block_list**);
//If can't seek yet, not an enemy, or you can't attack it, skip.
if( md->bl.id == bl->id || *target == bl
|| battle->check_target(&md->bl,bl,BCT_ENEMY) <= 0
|| !status->check_skilluse(&md->bl, bl, 0, 0)
)
return 0;
if(battle->check_range (&md->bl, bl, md->status.rhw.range)) {
(*target) = bl;
md->target_id=bl->id;
md->min_chase= md->db->range3;
}
return 1;
}
/*==========================================
* finds nearby bg ally for guardians looking for users to follow.
*------------------------------------------*/
int mob_ai_sub_hard_bg_ally(struct block_list *bl,va_list ap) {
struct mob_data *md;
struct block_list **target;
nullpo_ret(bl);
md=va_arg(ap,struct mob_data *);
target= va_arg(ap,struct block_list**);
if( status->check_skilluse(&md->bl, bl, 0, 0) && battle->check_target(&md->bl,bl,BCT_ENEMY)<=0 ) {
(*target) = bl;
}
return 1;
}
/*==========================================
* loot monster item search
*------------------------------------------*/
int mob_ai_sub_hard_lootsearch(struct block_list *bl,va_list ap)
{
struct mob_data* md;
struct block_list **target;
int dist;
md=va_arg(ap,struct mob_data *);
target= va_arg(ap,struct block_list**);
dist=distance_bl(&md->bl, bl);
if(mob->can_reach(md,bl,dist+1, MSS_LOOT) &&
((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) //New target closer than previous one.
) {
(*target) = bl;
md->target_id=bl->id;
md->min_chase=md->db->range3;
}
return 0;
}
int mob_warpchase_sub(struct block_list *bl,va_list ap) {
struct block_list *target;
struct npc_data **target_nd;
struct npc_data *nd;
int *min_distance;
int cur_distance;
target= va_arg(ap, struct block_list*);
target_nd= va_arg(ap, struct npc_data**);
min_distance= va_arg(ap, int*);
nd = (TBL_NPC*) bl;
if(nd->subtype != WARP)
return 0; //Not a warp
if(nd->u.warp.mapindex != map_id2index(target->m))
return 0; //Does not lead to the same map.
cur_distance = distance_blxy(target, nd->u.warp.x, nd->u.warp.y);
if (cur_distance < *min_distance) {
//Pick warp that leads closest to target.
*target_nd = nd;
*min_distance = cur_distance;
return 1;
}
return 0;
}
/*==========================================
* Processing of slave monsters
*------------------------------------------*/
int mob_ai_sub_hard_slavemob(struct mob_data *md, int64 tick) {
struct block_list *bl;
bl=map->id2bl(md->master_id);
if (!bl || status->isdead(bl)) {
status_kill(&md->bl);
return 1;
}
if (bl->prev == NULL)
return 0; //Master not on a map? Could be warping, do not process.
if(status_get_mode(&md->bl)&MD_CANMOVE)
{ //If the mob can move, follow around. [Check by Skotlex]
int old_dist;
// Distance with between slave and master is measured.
old_dist=md->master_dist;
md->master_dist=distance_bl(&md->bl, bl);
// Since the master was in near immediately before, teleport is carried out and it pursues.
if(bl->m != md->bl.m ||
(old_dist<10 && md->master_dist>18) ||
md->master_dist > MAX_MINCHASE
){
md->master_dist = 0;
unit->warp(&md->bl,bl->m,bl->x,bl->y,CLR_TELEPORT);
return 1;
}
if(md->target_id) //Slave is busy with a target.
return 0;
// Approach master if within view range, chase back to Master's area also if standing on top of the master.
if( (md->master_dist>MOB_SLAVEDISTANCE || md->master_dist == 0)
&& unit->can_move(&md->bl)
) {
short x = bl->x, y = bl->y;
mob_stop_attack(md);
if(map->search_freecell(&md->bl, bl->m, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 1)
&& unit->walktoxy(&md->bl, x, y, 0))
return 1;
}
} else if (bl->m != md->bl.m && map_flag_gvg(md->bl.m)) {
//Delete the summoned mob if it's in a gvg ground and the master is elsewhere. [Skotlex]
status_kill(&md->bl);
return 1;
}
//Avoid attempting to lock the master's target too often to avoid unnecessary overload. [Skotlex]
if (DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME && !md->target_id)
{
struct unit_data *ud = unit->bl2ud(bl);
md->last_linktime = tick;
if (ud) {
struct block_list *tbl=NULL;
if (ud->target && ud->state.attack_continue)
tbl=map->id2bl(ud->target);
else if (ud->skilltarget) {
tbl = map->id2bl(ud->skilltarget);
//Required check as skilltarget is not always an enemy. [Skotlex]
if (tbl && battle->check_target(&md->bl, tbl, BCT_ENEMY) <= 0)
tbl = NULL;
}
if (tbl && status->check_skilluse(&md->bl, tbl, 0, 0)) {
md->target_id=tbl->id;
md->min_chase=md->db->range3+distance_bl(&md->bl, tbl);
if(md->min_chase>MAX_MINCHASE)
md->min_chase=MAX_MINCHASE;
return 1;
}
}
}
return 0;
}
/*==========================================
* A lock of target is stopped and mob moves to a standby state.
* This also triggers idle skill/movement since the AI can get stuck
* when trying to pick new targets when the current chosen target is
* unreachable.
*------------------------------------------*/
int mob_unlocktarget(struct mob_data *md, int64 tick) {
nullpo_ret(md);
switch (md->state.skillstate) {
case MSS_WALK:
if (md->ud.walktimer != INVALID_TIMER)
break;
//Because it is not unset when the mob finishes walking.
md->state.skillstate = MSS_IDLE;
case MSS_IDLE:
// Idle skill.
if ((md->target_id || !(++md->ud.walk_count%IDLE_SKILL_INTERVAL)) &&
mob->skill_use(md, tick, -1))
break;
//Random walk.
if (!md->master_id &&
DIFF_TICK(md->next_walktime, tick) <= 0 &&
!mob->randomwalk(md,tick))
//Delay next random walk when this one failed.
md->next_walktime=tick+rnd()%3000;
break;
default:
mob_stop_attack(md);
if (battle_config.mob_ai&0x8)
mob_stop_walking(md,1); //Immediately stop chasing.
md->state.skillstate = MSS_IDLE;
md->next_walktime=tick+rnd()%3000+3000;
break;
}
if (md->target_id) {
md->target_id=0;
md->ud.target_to = 0;
unit->set_target(&md->ud, 0);
}
return 0;
}
/*==========================================
* Random walk
*------------------------------------------*/
int mob_randomwalk(struct mob_data *md, int64 tick) {
const int retrycount=20;
int i,x,y,c,d;
int speed;
nullpo_ret(md);
if(DIFF_TICK(md->next_walktime,tick)>0 ||
!unit->can_move(&md->bl) ||
!(status_get_mode(&md->bl)&MD_CANMOVE))
return 0;
d =12-md->move_fail_count;
if(d<5) d=5;
for(i=0;i<retrycount;i++){ // Search of a movable place
int r=rnd();
x=r%(d*2+1)-d;
y=r/(d*2+1)%(d*2+1)-d;
x+=md->bl.x;
y+=md->bl.y;
if((map->getcell(md->bl.m,x,y,CELL_CHKPASS)) && unit->walktoxy(&md->bl,x,y,1)){
break;
}
}
if(i==retrycount){
md->move_fail_count++;
if(md->move_fail_count>1000){
ShowWarning("MOB can't move. random spawn %d, class = %d, at %s (%d,%d)\n",md->bl.id,md->class_,map->list[md->bl.m].name, md->bl.x, md->bl.y);
md->move_fail_count=0;
mob->spawn(md);
}
return 0;
}
speed=status->get_speed(&md->bl);
for(i=c=0;i<md->ud.walkpath.path_len;i++) {
// The next walk start time is calculated.
if(md->ud.walkpath.path[i]&1)
c+=speed*MOVE_DIAGONAL_COST/MOVE_COST;
else
c+=speed;
}
md->state.skillstate=MSS_WALK;
md->move_fail_count=0;
md->next_walktime = tick+rnd()%3000+3000+c;
return 1;
}
int mob_warpchase(struct mob_data *md, struct block_list *target)
{
struct npc_data *warp = NULL;
int distance = AREA_SIZE;
if (!(target && battle_config.mob_ai&0x40 && battle_config.mob_warp&1))
return 0; //Can't warp chase.
if (target->m == md->bl.m && check_distance_bl(&md->bl, target, AREA_SIZE))
return 0; //No need to do a warp chase.
if (md->ud.walktimer != INVALID_TIMER &&
map->getcell(md->bl.m,md->ud.to_x,md->ud.to_y,CELL_CHKNPC))
return 1; //Already walking to a warp.
//Search for warps within mob's viewing range.
map->foreachinrange(mob->warpchase_sub, &md->bl,
md->db->range2, BL_NPC, target, &warp, &distance);
if (warp && unit->walktobl(&md->bl, &warp->bl, 1, 1))
return 1;
return 0;
}
/*==========================================
* AI of MOB whose is near a Player
*------------------------------------------*/
bool mob_ai_sub_hard(struct mob_data *md, int64 tick) {
struct block_list *tbl = NULL, *abl = NULL;
int mode;
int view_range, can_move;
if(md->bl.prev == NULL || md->status.hp <= 0)
return false;
if (DIFF_TICK(tick, md->last_thinktime) < MIN_MOBTHINKTIME)
return false;
md->last_thinktime = tick;
if (md->ud.skilltimer != INVALID_TIMER)
return false;
if(md->ud.walktimer != INVALID_TIMER && md->ud.walkpath.path_pos <= 3)
return false;
// Abnormalities
if(( md->sc.opt1 > 0 && md->sc.opt1 != OPT1_STONEWAIT && md->sc.opt1 != OPT1_BURNING && md->sc.opt1 != OPT1_CRYSTALIZE )
|| md->sc.data[SC_DEEP_SLEEP] || md->sc.data[SC_BLADESTOP] || md->sc.data[SC__MANHOLE] || md->sc.data[SC_CURSEDCIRCLE_TARGET]) {
//Should reset targets.
md->target_id = md->attacked_id = 0;
return false;
}
if (md->sc.count && md->sc.data[SC_BLIND])
view_range = 3;
else
view_range = md->db->range2;
mode = status_get_mode(&md->bl);
can_move = (mode&MD_CANMOVE)&&unit->can_move(&md->bl);
if (md->target_id) {
//Check validity of current target. [Skotlex]
tbl = map->id2bl(md->target_id);
if (!tbl || tbl->m != md->bl.m
|| (md->ud.attacktimer == INVALID_TIMER && !status->check_skilluse(&md->bl, tbl, 0, 0))
|| (md->ud.walktimer != INVALID_TIMER && !(battle_config.mob_ai&0x1) && !check_distance_bl(&md->bl, tbl, md->min_chase))
|| ( tbl->type == BL_PC
&& ((((TBL_PC*)tbl)->state.gangsterparadise && !(mode&MD_BOSS))
|| ((TBL_PC*)tbl)->invincible_timer != INVALID_TIMER)
)
) {
//Unlock current target.
if (mob->warpchase(md, tbl))
return true; //Chasing this target.
mob->unlocktarget(md, tick-(battle_config.mob_ai&0x8?3000:0)); //Immediately do random walk.
tbl = NULL;
}
}
// Check for target change.
if( md->attacked_id && mode&MD_CANATTACK )
{
if( md->attacked_id == md->target_id )
{ //Rude attacked check.
if( !battle->check_range(&md->bl, tbl, md->status.rhw.range)
&& ( //Can't attack back and can't reach back.
(!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || (md->sc.data[SC_SPIDERWEB] && md->sc.data[SC_SPIDERWEB]->val1)
|| md->sc.data[SC_WUGBITE] || md->sc.data[SC_VACUUM_EXTREME] || md->sc.data[SC_THORNS_TRAP]
|| md->sc.data[SC__MANHOLE])) // Not yet confirmed if boss will teleport once it can't reach target.
|| !mob->can_reach(md, tbl, md->min_chase, MSS_RUSH)
)
&& md->state.attacked_count++ >= RUDE_ATTACKED_COUNT
&& !mob->skill_use(md, tick, MSC_RUDEATTACKED) // If can't rude Attack
&& can_move && unit->escape(&md->bl, tbl, rnd()%10 +1)) // Attempt escape
{ //Escaped
md->attacked_id = 0;
return true;
}
}
else
if( (abl = map->id2bl(md->attacked_id)) && (!tbl || mob->can_changetarget(md, abl, mode) || (md->sc.count && md->sc.data[SC__CHAOS]))) {
int dist;
if( md->bl.m != abl->m || abl->prev == NULL
|| (dist = distance_bl(&md->bl, abl)) >= MAX_MINCHASE // Attacker longer than visual area
|| battle->check_target(&md->bl, abl, BCT_ENEMY) <= 0 // Attacker is not enemy of mob
|| (battle_config.mob_ai&0x2 && !status->check_skilluse(&md->bl, abl, 0, 0)) // Cannot normal attack back to Attacker
|| (!battle->check_range(&md->bl, abl, md->status.rhw.range) // Not on Melee Range and ...
&& ( // Reach check
(!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || (md->sc.data[SC_SPIDERWEB] && md->sc.data[SC_SPIDERWEB]->val1)
|| md->sc.data[SC_WUGBITE] || md->sc.data[SC_VACUUM_EXTREME] || md->sc.data[SC_THORNS_TRAP]
|| md->sc.data[SC__MANHOLE])) // Not yet confirmed if boss will teleport once it can't reach target.
|| !mob->can_reach(md, abl, dist+md->db->range3, MSS_RUSH)
)
)
) {
// Rude attacked
if (md->state.attacked_count++ >= RUDE_ATTACKED_COUNT
&& !mob->skill_use(md, tick, MSC_RUDEATTACKED) && can_move
&& !tbl && unit->escape(&md->bl, abl, rnd()%10 +1))
{ //Escaped.
//TODO: Maybe it shouldn't attempt to run if it has another, valid target?
md->attacked_id = 0;
return true;
}
}
else
if (!(battle_config.mob_ai&0x2) && !status->check_skilluse(&md->bl, abl, 0, 0)) {
//Can't attack back, but didn't invoke a rude attacked skill...
} else {
//Attackable
if (!tbl || dist < md->status.rhw.range || !check_distance_bl(&md->bl, tbl, dist)
|| battle->get_target(tbl) != md->bl.id)
{ //Change if the new target is closer than the actual one
//or if the previous target is not attacking the mob. [Skotlex]
md->target_id = md->attacked_id; // set target
if (md->state.attacked_count)
md->state.attacked_count--; //Should we reset rude attack count?
md->min_chase = dist+md->db->range3;
if(md->min_chase>MAX_MINCHASE)
md->min_chase=MAX_MINCHASE;
tbl = abl; //Set the new target
}
}
}
//Clear it since it's been checked for already.
md->attacked_id = 0;
}
// Processing of slave monster
if (md->master_id > 0 && mob->ai_sub_hard_slavemob(md, tick))
return true;
// Scan area for targets
if (!tbl && mode&MD_LOOTER && md->lootitem && DIFF_TICK(tick, md->ud.canact_tick) > 0
&& (md->lootitem_count < LOOTITEM_SIZE || battle_config.monster_loot_type != 1)
) {
// Scan area for items to loot, avoid trying to loot if the mob is full and can't consume the items.
map->foreachinrange (mob->ai_sub_hard_lootsearch, &md->bl, view_range, BL_ITEM, md, &tbl);
}
if ((!tbl && mode&MD_AGGRESSIVE) || md->state.skillstate == MSS_FOLLOW) {
map->foreachinrange (mob->ai_sub_hard_activesearch, &md->bl, view_range, DEFAULT_ENEMY_TYPE(md), md, &tbl, mode);
} else if ((mode&MD_CHANGECHASE && (md->state.skillstate == MSS_RUSH || md->state.skillstate == MSS_FOLLOW)) || (md->sc.count && md->sc.data[SC__CHAOS])) {
int search_size;
search_size = view_range<md->status.rhw.range ? view_range:md->status.rhw.range;
map->foreachinrange (mob->ai_sub_hard_changechase, &md->bl, search_size, DEFAULT_ENEMY_TYPE(md), md, &tbl);
}
if (!tbl) { //No targets available.
if (mode&MD_ANGRY && !md->state.aggressive)
md->state.aggressive = 1; //Restore angry state when no targets are available.
/* bg guardians follow allies when no targets nearby */
if( md->bg_id && mode&MD_CANATTACK ) {
if( md->ud.walktimer != INVALID_TIMER )
return true;/* we are already moving */
map->foreachinrange (mob->ai_sub_hard_bg_ally, &md->bl, view_range, BL_PC, md, &tbl, mode);
if( tbl ) {
if( distance_blxy(&md->bl, tbl->x, tbl->y) <= 3 || unit->walktobl(&md->bl, tbl, 1, 1) )
return true;/* we're moving or close enough don't unlock the target. */
}
}
//This handles triggering idle walk/skill.
mob->unlocktarget(md, tick);
return true;
}
//Target exists, attack or loot as applicable.
if (tbl->type == BL_ITEM)
{ //Loot time.
struct flooritem_data *fitem;
if (md->ud.target == tbl->id && md->ud.walktimer != INVALID_TIMER)
return true; //Already locked.
if (md->lootitem == NULL)
{ //Can't loot...
mob->unlocktarget (md, tick);
return true;
}
if (!check_distance_bl(&md->bl, tbl, 1))
{ //Still not within loot range.
if (!(mode&MD_CANMOVE))
{ //A looter that can't move? Real smart.
mob->unlocktarget(md,tick);
return true;
}
if (!can_move) //Stuck. Wait before walking.
return true;
md->state.skillstate = MSS_LOOT;
if (!unit->walktobl(&md->bl, tbl, 1, 1))
mob->unlocktarget(md, tick); //Can't loot...
return true;
}
//Within looting range.
if (md->ud.attacktimer != INVALID_TIMER)
return true; //Busy attacking?
fitem = (struct flooritem_data *)tbl;
//Logs items, taken by (L)ooter Mobs [Lupus]
logs->pick_mob(md, LOG_TYPE_LOOT, fitem->item_data.amount, &fitem->item_data, NULL);
if (md->lootitem_count < LOOTITEM_SIZE) {
memcpy (&md->lootitem[md->lootitem_count++], &fitem->item_data, sizeof(md->lootitem[0]));
} else { //Destroy first looted item...
if (md->lootitem[0].card[0] == CARD0_PET)
intif->delete_petdata( MakeDWord(md->lootitem[0].card[1],md->lootitem[0].card[2]) );
memmove(&md->lootitem[0], &md->lootitem[1], (LOOTITEM_SIZE-1)*sizeof(md->lootitem[0]));
memcpy (&md->lootitem[LOOTITEM_SIZE-1], &fitem->item_data, sizeof(md->lootitem[0]));
}
if (pcdb_checkid(md->vd->class_))
{ //Give them walk act/delay to properly mimic players. [Skotlex]
clif->takeitem(&md->bl,tbl);
md->ud.canact_tick = tick + md->status.amotion;
unit->set_walkdelay(&md->bl, tick, md->status.amotion, 1);
}
//Clear item.
map->clearflooritem (tbl);
mob->unlocktarget (md,tick);
return true;
}
//Attempt to attack.
//At this point we know the target is attackable, we just gotta check if the range matches.
if (md->ud.target == tbl->id && md->ud.attacktimer != INVALID_TIMER) //Already locked.
return true;
if (battle->check_range (&md->bl, tbl, md->status.rhw.range))
{ //Target within range, engage
if(tbl->type == BL_PC)
mob->log_damage(md, tbl, 0); //Log interaction (counts as 'attacker' for the exp bonus)
if(!(mode&MD_RANDOMTARGET))
unit->attack(&md->bl,tbl->id,1);
else { // Attack once and find new random target
int search_size = (view_range < md->status.rhw.range) ? view_range : md->status.rhw.range;
unit->attack(&md->bl,tbl->id,0);
tbl = battle->get_enemy(&md->bl, DEFAULT_ENEMY_TYPE(md), search_size);
// If no target was found, keep atacking the old one
if( tbl ) {
md->target_id = tbl->id;
md->min_chase = md->db->range3;
}
}
return true;
}
//Out of range...
if (!(mode&MD_CANMOVE))
{ //Can't chase. Attempt an idle skill before unlocking.
md->state.skillstate = MSS_IDLE;
if (!mob->skill_use(md, tick, -1))
mob->unlocktarget(md,tick);
return true;
}
if (!can_move)
{ //Stuck. Attempt an idle skill
md->state.skillstate = MSS_IDLE;
if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL))
mob->skill_use(md, tick, -1);
return true;
}
if (md->ud.walktimer != INVALID_TIMER && md->ud.target == tbl->id &&
(
!(battle_config.mob_ai&0x1) ||
check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, md->status.rhw.range)
)) //Current target tile is still within attack range.
return true;
//Follow up if possible.
if(!mob->can_reach(md, tbl, md->min_chase, MSS_RUSH) ||
!unit->walktobl(&md->bl, tbl, md->status.rhw.range, 2))
mob->unlocktarget(md,tick);
return true;
}
int mob_ai_sub_hard_timer(struct block_list *bl, va_list ap) {
struct mob_data *md = (struct mob_data*)bl;
int64 tick = va_arg(ap, int64);
if (mob->ai_sub_hard(md, tick))
{ //Hard AI triggered.
if(!md->state.spotted)
md->state.spotted = 1;
md->last_pcneartime = tick;
}
return 0;
}
/*==========================================
* Serious processing for mob in PC field of view (foreachclient)
*------------------------------------------*/
int mob_ai_sub_foreachclient(struct map_session_data *sd, va_list ap) {
int64 tick;
tick=va_arg(ap, int64);
map->foreachinrange(mob->ai_sub_hard_timer,&sd->bl, AREA_SIZE+ACTIVE_AI_RANGE, BL_MOB,tick);
return 0;
}
/*==========================================
* Negligent mode MOB AI (PC is not in near)
*------------------------------------------*/
int mob_ai_sub_lazy(struct mob_data *md, va_list args) {
int64 tick;
nullpo_ret(md);
if(md->bl.prev == NULL)
return 0;
tick = va_arg(args, int64);
if (battle_config.mob_ai&0x20 && map->list[md->bl.m].users>0)
return (int)mob->ai_sub_hard(md, tick);
if (md->bl.prev==NULL || md->status.hp == 0)
return 1;
if(battle_config.mob_active_time &&
md->last_pcneartime &&
!(md->status.mode&MD_BOSS) &&
DIFF_TICK(tick,md->last_thinktime) > MIN_MOBTHINKTIME)
{
if (DIFF_TICK(tick,md->last_pcneartime) < battle_config.mob_active_time)
return (int)mob->ai_sub_hard(md, tick);
md->last_pcneartime = 0;
}
if(battle_config.boss_active_time &&
md->last_pcneartime &&
(md->status.mode&MD_BOSS) &&
DIFF_TICK(tick,md->last_thinktime) > MIN_MOBTHINKTIME)
{
if (DIFF_TICK(tick,md->last_pcneartime) < battle_config.boss_active_time)
return (int)mob->ai_sub_hard(md, tick);
md->last_pcneartime = 0;
}
if(DIFF_TICK(tick,md->last_thinktime)< 10*MIN_MOBTHINKTIME)
return 0;
md->last_thinktime=tick;
if (md->master_id) {
mob->ai_sub_hard_slavemob(md,tick);
return 0;
}
if( DIFF_TICK(md->next_walktime,tick) < 0 && (status_get_mode(&md->bl)&MD_CANMOVE) && unit->can_move(&md->bl) ) {
if( map->list[md->bl.m].users > 0 )
{
if( rnd()%1000 < MOB_LAZYMOVEPERC(md) )
mob->randomwalk(md, tick);
else
if( rnd()%1000 < MOB_LAZYSKILLPERC ) //Chance to do a mob's idle skill.
mob->skill_use(md, tick, -1);
}
else
{
if( rnd()%1000 < MOB_LAZYMOVEPERC(md) )
mob->randomwalk(md, tick);
}
}
return 0;
}
/*==========================================
* Negligent processing for mob outside PC field of view (interval timer function)
*------------------------------------------*/
int mob_ai_lazy(int tid, int64 tick, int id, intptr_t data) {
map->foreachmob(mob->ai_sub_lazy,tick);
return 0;
}
/*==========================================
* Serious processing for mob in PC field of view (interval timer function)
*------------------------------------------*/
int mob_ai_hard(int tid, int64 tick, int id, intptr_t data) {
if (battle_config.mob_ai&0x20)
map->foreachmob(mob->ai_sub_lazy,tick);
else
map->foreachpc(mob->ai_sub_foreachclient,tick);
return 0;
}
/*==========================================
* Initializes the delay drop structure for mob-dropped items.
*------------------------------------------*/
struct item_drop* mob_setdropitem(int nameid, int qty, struct item_data *data) {
struct item_drop *drop = ers_alloc(item_drop_ers, struct item_drop);
drop->item_data.nameid = nameid;
drop->item_data.amount = qty;
drop->item_data.identify = data ? itemdb->isidentified2(data) : itemdb->isidentified(nameid);
drop->next = NULL;
return drop;
}
/*==========================================
* Initializes the delay drop structure for mob-looted items.
*------------------------------------------*/
struct item_drop* mob_setlootitem(struct item* item)
{
struct item_drop *drop = ers_alloc(item_drop_ers, struct item_drop);
memcpy(&drop->item_data, item, sizeof(struct item));
drop->next = NULL;
return drop;
}
/*==========================================
* item drop with delay (timer function)
*------------------------------------------*/
int mob_delay_item_drop(int tid, int64 tick, int id, intptr_t data) {
struct item_drop_list *list;
struct item_drop *ditem, *ditem_prev;
list=(struct item_drop_list *)data;
ditem = list->item;
while (ditem) {
map->addflooritem(&ditem->item_data,ditem->item_data.amount,
list->m,list->x,list->y,
list->first_charid,list->second_charid,list->third_charid,0);
ditem_prev = ditem;
ditem = ditem->next;
ers_free(item_drop_ers, ditem_prev);
}
ers_free(item_drop_list_ers, list);
return 0;
}
/*==========================================
* Sets the item_drop into the item_drop_list.
* Also performs logging and autoloot if enabled.
* rate is the drop-rate of the item, required for autoloot.
* flag : Killed only by homunculus?
*------------------------------------------*/
void mob_item_drop(struct mob_data *md, struct item_drop_list *dlist, struct item_drop *ditem, int loot, int drop_rate, unsigned short flag)
{
TBL_PC* sd;
//Logs items, dropped by mobs [Lupus]
logs->pick_mob(md, loot?LOG_TYPE_LOOT:LOG_TYPE_PICKDROP_MONSTER, -ditem->item_data.amount, &ditem->item_data, NULL);
sd = map->charid2sd(dlist->first_charid);
if( sd == NULL ) sd = map->charid2sd(dlist->second_charid);
if( sd == NULL ) sd = map->charid2sd(dlist->third_charid);
if( sd
&& (drop_rate <= sd->state.autoloot || pc->isautolooting(sd, ditem->item_data.nameid))
&& (battle_config.idle_no_autoloot == 0 || DIFF_TICK(sockt->last_tick, sd->idletime) < battle_config.idle_no_autoloot)
&& (battle_config.homunculus_autoloot?1:!flag)
#ifdef AUTOLOOT_DISTANCE
&& sd->bl.m == md->bl.m
&& check_distance_blxy(&sd->bl, dlist->x, dlist->y, AUTOLOOT_DISTANCE)
#endif
) { //Autoloot.
if (party->share_loot(party->search(sd->status.party_id),
sd, &ditem->item_data, sd->status.char_id) == 0
) {
ers_free(item_drop_ers, ditem);
return;
}
}
ditem->next = dlist->item;
dlist->item = ditem;
}
int mob_timer_delete(int tid, int64 tick, int id, intptr_t data) {
struct block_list* bl = map->id2bl(id);
struct mob_data* md = BL_CAST(BL_MOB, bl);
if( md )
{
if( md->deletetimer != tid )
{
ShowError("mob_timer_delete: Timer mismatch: %d != %d\n", tid, md->deletetimer);
return 0;
}
//for Alchemist CANNIBALIZE [Lupus]
md->deletetimer = INVALID_TIMER;
unit->free(bl, CLR_TELEPORT);
}
return 0;
}
/*==========================================
*
*------------------------------------------*/
int mob_deleteslave_sub(struct block_list *bl,va_list ap)
{
struct mob_data *md;
int id;
nullpo_ret(bl);
nullpo_ret(md = (struct mob_data *)bl);
id=va_arg(ap,int);
if(md->master_id > 0 && md->master_id == id )
status_kill(bl);
return 0;
}
/*==========================================
*
*------------------------------------------*/
int mob_deleteslave(struct mob_data *md) {
nullpo_ret(md);
map->foreachinmap(mob->deleteslave_sub, md->bl.m, BL_MOB,md->bl.id);
return 0;
}
// Mob respawning through KAIZEL or NPC_REBIRTH [Skotlex]
int mob_respawn(int tid, int64 tick, int id, intptr_t data) {
struct block_list *bl = map->id2bl(id);
if(!bl) return 0;
status->revive(bl, (uint8)data, 0);
return 1;
}
void mob_log_damage(struct mob_data *md, struct block_list *src, int damage)
{
int char_id = 0, flag = MDLF_NORMAL;
if( damage < 0 )
return; //Do nothing for absorbed damage.
if( !damage && !(src->type&DEFAULT_ENEMY_TYPE(md)) )
return; //Do not log non-damaging effects from non-enemies.
if( src->id == md->bl.id )
return; //Do not log self-damage.
switch( src->type )
{
case BL_PC:
{
struct map_session_data *sd = (TBL_PC*)src;
char_id = sd->status.char_id;
if( damage )
md->attacked_id = src->id;
break;
}
case BL_HOM:
{
struct homun_data *hd = (TBL_HOM*)src;
flag = MDLF_HOMUN;
if( hd->master )
char_id = hd->master->status.char_id;
if( damage )
md->attacked_id = src->id;
break;
}
case BL_MER:
{
struct mercenary_data *mer = (TBL_MER*)src;
if( mer->master )
char_id = mer->master->status.char_id;
if( damage )
md->attacked_id = src->id;
break;
}
case BL_PET:
{
struct pet_data *pd = (TBL_PET*)src;
flag = MDLF_PET;
if( pd->msd )
{
char_id = pd->msd->status.char_id;
if( damage ) //Let mobs retaliate against the pet's master [Skotlex]
md->attacked_id = pd->msd->bl.id;
}
break;
}
case BL_MOB:
{
struct mob_data* md2 = (TBL_MOB*)src;
if( md2->special_state.ai && md2->master_id ) {
struct map_session_data* msd = map->id2sd(md2->master_id);
if( msd )
char_id = msd->status.char_id;
}
if( !damage )
break;
//Let players decide whether to retaliate versus the master or the mob. [Skotlex]
if( md2->master_id && battle_config.retaliate_to_master )
md->attacked_id = md2->master_id;
else
md->attacked_id = src->id;
break;
}
case BL_ELEM:
{
struct elemental_data *ele = (TBL_ELEM*)src;
if( ele->master )
char_id = ele->master->status.char_id;
if( damage )
md->attacked_id = src->id;
break;
}
default: //For all unhandled types.
md->attacked_id = src->id;
}
if( char_id )
{ //Log damage...
int i,minpos;
unsigned int mindmg;
for(i=0,minpos=DAMAGELOG_SIZE-1,mindmg=UINT_MAX;i<DAMAGELOG_SIZE;i++){
if(md->dmglog[i].id==char_id &&
md->dmglog[i].flag==flag)
break;
if(md->dmglog[i].id==0) { //Store data in first empty slot.
md->dmglog[i].id = char_id;
md->dmglog[i].flag= flag;
break;
}
if(md->dmglog[i].dmg<mindmg && i)
{ //Never overwrite first hit slot (he gets double exp bonus)
minpos=i;
mindmg=md->dmglog[i].dmg;
}
}
if(i<DAMAGELOG_SIZE)
md->dmglog[i].dmg+=damage;
else {
md->dmglog[minpos].id = char_id;
md->dmglog[minpos].flag= flag;
md->dmglog[minpos].dmg = damage;
}
}
return;
}
//Call when a mob has received damage.
void mob_damage(struct mob_data *md, struct block_list *src, int damage) {
if (damage > 0) { //Store total damage...
if (UINT_MAX - (unsigned int)damage > md->tdmg)
md->tdmg+=damage;
else if (md->tdmg == UINT_MAX)
damage = 0; //Stop recording damage once the cap has been reached.
else { //Cap damage log...
damage = (int)(UINT_MAX - md->tdmg);
md->tdmg = UINT_MAX;
}
if (md->state.aggressive) { //No longer aggressive, change to retaliate AI.
md->state.aggressive = 0;
if(md->state.skillstate== MSS_ANGRY)
md->state.skillstate = MSS_BERSERK;
if(md->state.skillstate== MSS_FOLLOW)
md->state.skillstate = MSS_RUSH;
}
//Log damage
if (src)
mob->log_damage(md, src, damage);
md->dmgtick = timer->gettick();
}
if (battle_config.show_mob_info&3)
clif->charnameack (0, &md->bl);
if (!src)
return;
#if PACKETVER >= 20120404
if( !(md->status.mode&MD_BOSS) ){
int i;
for(i = 0; i < DAMAGELOG_SIZE; i++){ // must show hp bar to all char who already hit the mob.
if( md->dmglog[i].id ) {
struct map_session_data *sd = map->charid2sd(md->dmglog[i].id);
if( sd && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE) ) // check if in range
clif->monster_hp_bar(md,sd);
}
}
}
#endif
if( md->special_state.ai == 2 ) {//LOne WOlf explained that ANYONE can trigger the marine countdown skill. [Skotlex]
md->state.alchemist = 1;
mob->skill_use(md, timer->gettick(), MSC_ALCHEMIST);
}
}
/*==========================================
* Signals death of mob.
* type&1 -> no drops, type&2 -> no exp
*------------------------------------------*/
int mob_dead(struct mob_data *md, struct block_list *src, int type) {
struct status_data *mstatus;
struct map_session_data *sd = NULL, *tmpsd[DAMAGELOG_SIZE];
struct map_session_data *mvp_sd = NULL, *second_sd = NULL, *third_sd = NULL;
struct {
struct party_data *p;
int id,zeny;
unsigned int base_exp,job_exp;
} pt[DAMAGELOG_SIZE];
int i, temp, count, m = md->bl.m, pnum = 0;
int dmgbltypes = 0; // bitfield of all bl types, that caused damage to the mob and are eligible for exp distribution
unsigned int mvp_damage;
int64 tick = timer->gettick();
bool rebirth, homkillonly;
mstatus = &md->status;
if( src && src->type == BL_PC )
{
sd = (struct map_session_data *)src;
mvp_sd = sd;
}
if( md->guardian_data && md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS )
guild->castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
if( src )
{ // Use Dead skill only if not killed by Script or Command
md->state.skillstate = MSS_DEAD;
mob->skill_use(md,tick,-1);
}
map->freeblock_lock();
memset(pt,0,sizeof(pt));
if(src && src->type == BL_MOB)
mob->unlocktarget((struct mob_data *)src,tick);
// filter out entries not eligible for exp distribution
memset(tmpsd,0,sizeof(tmpsd));
for(i = 0, count = 0, mvp_damage = 0; i < DAMAGELOG_SIZE && md->dmglog[i].id; i++) {
struct map_session_data* tsd = map->charid2sd(md->dmglog[i].id);
if(tsd == NULL)
continue; // skip empty entries
if(tsd->bl.m != m)
continue; // skip players not on this map
count++; //Only logged into same map chars are counted for the total.
if (pc_isdead(tsd))
continue; // skip dead players
if(md->dmglog[i].flag == MDLF_HOMUN && !homun_alive(tsd->hd))
continue; // skip homunc's share if inactive
if( md->dmglog[i].flag == MDLF_PET && (!tsd->status.pet_id || !tsd->pd) )
continue; // skip pet's share if inactive
if(md->dmglog[i].dmg > mvp_damage) {
third_sd = second_sd;
second_sd = mvp_sd;
mvp_sd = tsd;
mvp_damage = md->dmglog[i].dmg;
}
tmpsd[i] = tsd; // record as valid damage-log entry
switch( md->dmglog[i].flag ) {
case MDLF_NORMAL: dmgbltypes|= BL_PC; break;
case MDLF_HOMUN: dmgbltypes|= BL_HOM; break;
case MDLF_PET: dmgbltypes|= BL_PET; break;
}
}
// determines, if the monster was killed by homunculus' damage only
homkillonly = (bool)( ( dmgbltypes&BL_HOM ) && !( dmgbltypes&~BL_HOM ) );
if(!battle_config.exp_calc_type && count > 1)
{ //Apply first-attacker 200% exp share bonus
//TODO: Determine if this should go before calculating the MVP player instead of after.
if (UINT_MAX - md->dmglog[0].dmg > md->tdmg) {
md->tdmg += md->dmglog[0].dmg;
md->dmglog[0].dmg<<=1;
} else {
md->dmglog[0].dmg+= UINT_MAX - md->tdmg;
md->tdmg = UINT_MAX;
}
}
if( !(type&2) //No exp
&& (!map->list[m].flag.pvp || battle_config.pvp_exp) //Pvp no exp rule [MouseJstr]
&& (!md->master_id || !md->special_state.ai) //Only player-summoned mobs do not give exp. [Skotlex]
&& (!map->list[m].flag.nobaseexp || !map->list[m].flag.nojobexp) //Gives Exp
) { //Experience calculation.
int bonus = 100; //Bonus on top of your share (common to all attackers).
if (md->sc.data[SC_RICHMANKIM])
bonus += md->sc.data[SC_RICHMANKIM]->val2;
if(sd) {
temp = status->get_class(&md->bl);
if(sd->sc.data[SC_MIRACLE]) i = 2; //All mobs are Star Targets
else
ARR_FIND(0, MAX_PC_FEELHATE, i, temp == sd->hate_mob[i] &&
(battle_config.allow_skill_without_day || pc->sg_info[i].day_func()));
if(i<MAX_PC_FEELHATE && (temp=pc->checkskill(sd,pc->sg_info[i].bless_id)))
bonus += (i==2?20:10)*temp;
}
if(battle_config.mobs_level_up && md->level > md->db->lv) // [Valaris]
bonus += (md->level-md->db->lv)*battle_config.mobs_level_up_exp_rate;
for(i = 0; i < DAMAGELOG_SIZE && md->dmglog[i].id; i++) {
int flag=1,zeny=0;
unsigned int base_exp, job_exp;
double per; //Your share of the mob's exp
if (!tmpsd[i]) continue;
if (!battle_config.exp_calc_type && md->tdmg)
//jAthena's exp formula based on total damage.
per = (double)md->dmglog[i].dmg/(double)md->tdmg;
else {
//eAthena's exp formula based on max hp.
per = (double)md->dmglog[i].dmg/(double)mstatus->max_hp;
if (per > 2) per = 2; // prevents unlimited exp gain
}
if (count>1 && battle_config.exp_bonus_attacker) {
//Exp bonus per additional attacker.
if (count > battle_config.exp_bonus_max_attacker)
count = battle_config.exp_bonus_max_attacker;
per += per*((count-1)*battle_config.exp_bonus_attacker)/100.;
}
// change experience for different sized monsters [Valaris]
if (battle_config.mob_size_influence) {
switch( md->special_state.size ) {
case SZ_SMALL:
per /= 2.;
break;
case SZ_BIG:
per *= 2.;
break;
}
}
if( md->dmglog[i].flag == MDLF_PET )
per *= battle_config.pet_attack_exp_rate/100.;
if(battle_config.zeny_from_mobs && md->level) {
// zeny calculation moblv + random moblv [Valaris]
zeny=(int) ((md->level+rnd()%md->level)*per*bonus/100.);
if(md->db->mexp > 0)
zeny*=rnd()%250;
}
if (map->list[m].flag.nobaseexp || !md->db->base_exp)
base_exp = 0;
else
base_exp = (unsigned int)cap_value(md->db->base_exp * per * bonus/100. * map->list[m].bexp/100., 1, UINT_MAX);
if (map->list[m].flag.nojobexp || !md->db->job_exp || md->dmglog[i].flag == MDLF_HOMUN) //Homun earned job-exp is always lost.
job_exp = 0;
else
job_exp = (unsigned int)cap_value(md->db->job_exp * per * bonus/100. * map->list[m].jexp/100., 1, UINT_MAX);
if ( (temp = tmpsd[i]->status.party_id) > 0 ) {
int j;
for( j = 0; j < pnum && pt[j].id != temp; j++ ); //Locate party.
if( j == pnum ){ //Possibly add party.
pt[pnum].p = party->search(temp);
if(pt[pnum].p && pt[pnum].p->party.exp) {
pt[pnum].id = temp;
pt[pnum].base_exp = base_exp;
pt[pnum].job_exp = job_exp;
pt[pnum].zeny = zeny; // zeny share [Valaris]
pnum++;
flag=0;
}
} else { //Add to total
if (pt[j].base_exp > UINT_MAX - base_exp)
pt[j].base_exp = UINT_MAX;
else
pt[j].base_exp += base_exp;
if (pt[j].job_exp > UINT_MAX - job_exp)
pt[j].job_exp = UINT_MAX;
else
pt[j].job_exp += job_exp;
pt[j].zeny+=zeny; // zeny share [Valaris]
flag=0;
}
}
if(base_exp && md->dmglog[i].flag == MDLF_HOMUN) //tmpsd[i] is null if it has no homunc.
homun->gainexp(tmpsd[i]->hd, base_exp);
if(flag) {
if(base_exp || job_exp) {
if( md->dmglog[i].flag != MDLF_PET || battle_config.pet_attack_exp_to_master ) {
#ifdef RENEWAL_EXP
int rate = pc->level_penalty_mod(md->level - (tmpsd[i])->status.base_level, md->status.race, md->status.mode, 1);
base_exp = (unsigned int)cap_value(base_exp * rate / 100, 1, UINT_MAX);
job_exp = (unsigned int)cap_value(job_exp * rate / 100, 1, UINT_MAX);
#endif
pc->gainexp(tmpsd[i], &md->bl, base_exp, job_exp, false);
}
}
if(zeny) // zeny from mobs [Valaris]
pc->getzeny(tmpsd[i], zeny, LOG_TYPE_PICKDROP_MONSTER, NULL);
}
}
for( i = 0; i < pnum; i++ ) //Party share.
party->exp_share(pt[i].p, &md->bl, pt[i].base_exp,pt[i].job_exp,pt[i].zeny);
} //End EXP giving.
if( !(type&1) && !map->list[m].flag.nomobloot && !md->state.rebirth && (
!md->special_state.ai || //Non special mob
battle_config.alchemist_summon_reward == 2 || //All summoned give drops
(md->special_state.ai==2 && battle_config.alchemist_summon_reward == 1) //Marine Sphere Drops items.
) )
{ // Item Drop
struct item_drop_list *dlist = ers_alloc(item_drop_list_ers, struct item_drop_list);
struct item_drop *ditem;
struct item_data* it = NULL;
int drop_rate;
#ifdef RENEWAL_DROP
int drop_modifier = mvp_sd ? pc->level_penalty_mod( md->level - mvp_sd->status.base_level, md->status.race, md->status.mode, 2) :
second_sd ? pc->level_penalty_mod( md->level - second_sd->status.base_level, md->status.race, md->status.mode, 2):
third_sd ? pc->level_penalty_mod( md->level - third_sd->status.base_level, md->status.race, md->status.mode, 2) :
100;/* no player was attached, we don't use any modifier (100 = rates are not touched) */
#endif
dlist->m = md->bl.m;
dlist->x = md->bl.x;
dlist->y = md->bl.y;
dlist->first_charid = (mvp_sd ? mvp_sd->status.char_id : 0);
dlist->second_charid = (second_sd ? second_sd->status.char_id : 0);
dlist->third_charid = (third_sd ? third_sd->status.char_id : 0);
dlist->item = NULL;
for (i = 0; i < MAX_MOB_DROP; i++)
{
if (md->db->dropitem[i].nameid <= 0)
continue;
if ( !(it = itemdb->exists(md->db->dropitem[i].nameid)) )
continue;
drop_rate = md->db->dropitem[i].p;
if (drop_rate <= 0) {
if (battle_config.drop_rate0item)
continue;
drop_rate = 1;
}
// change drops depending on monsters size [Valaris]
if (battle_config.mob_size_influence)
{
if (md->special_state.size == SZ_SMALL && drop_rate >= 2)
drop_rate /= 2;
else if( md->special_state.size == SZ_BIG)
drop_rate *= 2;
}
if (src) {
//Drops affected by luk as a fixed increase [Valaris]
if (battle_config.drops_by_luk)
drop_rate += status_get_luk(src)*battle_config.drops_by_luk/100;
//Drops affected by luk as a % increase [Skotlex]
if (battle_config.drops_by_luk2)
drop_rate += (int)(0.5+drop_rate*status_get_luk(src)*battle_config.drops_by_luk2/10000.);
}
if (sd && battle_config.pk_mode &&
(int)(md->level - sd->status.base_level) >= 20)
drop_rate = (int)(drop_rate*1.25); // pk_mode increase drops if 20 level difference [Valaris]
// Increase drop rate if user has SC_CASH_RECEIVEITEM
if (sd && sd->sc.data[SC_CASH_RECEIVEITEM]) // now rig the drop rate to never be over 90% unless it is originally >90%.
drop_rate = max(drop_rate,cap_value((int)(0.5+drop_rate*(sd->sc.data[SC_CASH_RECEIVEITEM]->val1)/100.),0,9000));
#ifdef RENEWAL_DROP
if( drop_modifier != 100 ) {
drop_rate = drop_rate * drop_modifier / 100;
if( drop_rate < 1 )
drop_rate = 1;
}
#endif
if( sd && sd->status.mod_drop != 100 ) {
drop_rate = drop_rate * sd->status.mod_drop / 100;
if( drop_rate < 1 )
drop_rate = 1;
}
// attempt to drop the item
if (rnd() % 10000 >= drop_rate)
continue;
if( mvp_sd && it->type == IT_PETEGG ) {
pet->create_egg(mvp_sd, md->db->dropitem[i].nameid);
continue;
}
ditem = mob->setdropitem(md->db->dropitem[i].nameid, 1, it);
//A Rare Drop Global Announce by Lupus
if( mvp_sd && drop_rate <= battle_config.rare_drop_announce ) {
char message[128];
sprintf (message, msg_txt(541), mvp_sd->status.name, md->name, it->jname, (float)drop_rate/100);
//MSG: "'%s' won %s's %s (chance: %0.02f%%)"
intif->broadcast(message, strlen(message)+1, BC_DEFAULT);
}
/* heres the thing we got the feature set up however we're still discussing how to best define the ids,
* so while we discuss, for a small period of time, the list is hardcoded (yes officially only those 2 use it,
* thus why we're unsure on how to best place the setting) */
/* temp, will not be hardcoded for long thudu. */
if( it->nameid == 7782 || it->nameid == 7783 ) /* for when not hardcoded: add a check on mvp bonus drop as well */
clif->item_drop_announce(mvp_sd, it->nameid, md->name);
// Announce first, or else ditem will be freed. [Lance]
// By popular demand, use base drop rate for autoloot code. [Skotlex]
mob->item_drop(md, dlist, ditem, 0, md->db->dropitem[i].p, homkillonly);
}
// Ore Discovery [Celest]
if (sd == mvp_sd && pc->checkskill(sd,BS_FINDINGORE) > 0) {
if( (temp = itemdb->chain_item(itemdb->chain_cache[ECC_ORE],&i)) ) {
ditem = mob->setdropitem(temp, 1, NULL);
mob->item_drop(md, dlist, ditem, 0, i, homkillonly);
}
}
if(sd) {
// process script-granted extra drop bonuses
int itemid = 0;
for (i = 0; i < ARRAYLENGTH(sd->add_drop) && (sd->add_drop[i].id || sd->add_drop[i].group); i++)
{
if ( sd->add_drop[i].race == -md->class_ ||
( sd->add_drop[i].race > 0 && (
sd->add_drop[i].race & (1<<mstatus->race) ||
sd->add_drop[i].race & (1<<(mstatus->mode&MD_BOSS?RC_BOSS:RC_NONBOSS))
)))
{
//check if the bonus item drop rate should be multiplied with mob level/10 [Lupus]
if(sd->add_drop[i].rate < 0) {
//it's negative, then it should be multiplied. e.g. for Mimic,Myst Case Cards, etc
// rate = base_rate * (mob_level/10) + 1
drop_rate = -sd->add_drop[i].rate*(md->level/10)+1;
drop_rate = cap_value(drop_rate, battle_config.item_drop_adddrop_min, battle_config.item_drop_adddrop_max);
if (drop_rate > 10000) drop_rate = 10000;
}
else
//it's positive, then it goes as it is
drop_rate = sd->add_drop[i].rate;
if (rnd()%10000 >= drop_rate)
continue;
itemid = (sd->add_drop[i].id > 0) ? sd->add_drop[i].id : itemdb->chain_item(sd->add_drop[i].group,&drop_rate);
if( itemid )
mob->item_drop(md, dlist, mob->setdropitem(itemid,1,NULL), 0, drop_rate, homkillonly);
}
}
// process script-granted zeny bonus (get_zeny_num) [Skotlex]
if( sd->bonus.get_zeny_num && rnd()%100 < sd->bonus.get_zeny_rate ) {
i = sd->bonus.get_zeny_num > 0 ? sd->bonus.get_zeny_num : -md->level * sd->bonus.get_zeny_num;
if (!i) i = 1;
pc->getzeny(sd, 1+rnd()%i, LOG_TYPE_PICKDROP_MONSTER, NULL);
}
}
// process items looted by the mob
if(md->lootitem) {
for(i = 0; i < md->lootitem_count; i++)
mob->item_drop(md, dlist, mob->setlootitem(&md->lootitem[i]), 1, 10000, homkillonly);
}
if (dlist->item) //There are drop items.
timer->add(tick + (!battle_config.delay_battle_damage?500:0), mob->delay_item_drop, 0, (intptr_t)dlist);
else //No drops
ers_free(item_drop_list_ers, dlist);
} else if (md->lootitem && md->lootitem_count) { //Loot MUST drop!
struct item_drop_list *dlist = ers_alloc(item_drop_list_ers, struct item_drop_list);
dlist->m = md->bl.m;
dlist->x = md->bl.x;
dlist->y = md->bl.y;
dlist->first_charid = (mvp_sd ? mvp_sd->status.char_id : 0);
dlist->second_charid = (second_sd ? second_sd->status.char_id : 0);
dlist->third_charid = (third_sd ? third_sd->status.char_id : 0);
dlist->item = NULL;
for(i = 0; i < md->lootitem_count; i++)
mob->item_drop(md, dlist, mob->setlootitem(&md->lootitem[i]), 1, 10000, homkillonly);
timer->add(tick + (!battle_config.delay_battle_damage?500:0), mob->delay_item_drop, 0, (intptr_t)dlist);
}
if(mvp_sd && md->db->mexp > 0 && !md->special_state.ai) {
int log_mvp[2] = {0};
unsigned int mexp;
double exp;
//mapflag: noexp check [Lorky]
if (map->list[m].flag.nobaseexp || type&2)
exp =1;
else {
exp = md->db->mexp;
if (count > 1)
exp += exp*(battle_config.exp_bonus_attacker*(count-1))/100.; //[Gengar]
}
mexp = (unsigned int)cap_value(exp, 1, UINT_MAX);
clif->mvp_effect(mvp_sd);
clif->mvp_exp(mvp_sd,mexp);
pc->gainexp(mvp_sd, &md->bl, mexp,0, false);
log_mvp[1] = mexp;
if( !(map->list[m].flag.nomvploot || type&1) ) {
/* pose them randomly in the list -- so on 100% drop servers it wont always drop the same item */
int mdrop_id[MAX_MVP_DROP];
int mdrop_p[MAX_MVP_DROP];
struct item item;
memset(&mdrop_id,0,MAX_MVP_DROP*sizeof(int));
for(i = 0; i < MAX_MVP_DROP; i++) {
while( 1 ) {
int va = rand()%MAX_MVP_DROP;
if( !mdrop_id[va] || !md->db->mvpitem[i].nameid ) {
mdrop_id[va] = md->db->mvpitem[i].nameid;
mdrop_p[va] = md->db->mvpitem[i].p;
break;
}
}
}
for(i = 0; i < MAX_MVP_DROP; i++) {
struct item_data *data;
if(mdrop_id[i] <= 0)
continue;
if(! (data = itemdb->exists(mdrop_id[i])) )
continue;
temp = mdrop_p[i];
if(temp <= 0 && !battle_config.drop_rate0item)
temp = 1;
if(temp <= rnd()%10000+1) //if ==0, then it doesn't drop
continue;
memset(&item,0,sizeof(item));
item.nameid=mdrop_id[i];
item.identify= itemdb->isidentified2(data);
clif->mvp_item(mvp_sd,item.nameid);
log_mvp[0] = item.nameid;
//A Rare MVP Drop Global Announce by Lupus
if(temp<=battle_config.rare_drop_announce) {
char message[128];
sprintf (message, msg_txt(541), mvp_sd->status.name, md->name, data->jname, temp/100.);
//MSG: "'%s' won %s's %s (chance: %0.02f%%)"
intif->broadcast(message, strlen(message)+1, BC_DEFAULT);
}
if((temp = pc->additem(mvp_sd,&item,1,LOG_TYPE_PICKDROP_PLAYER)) != 0) {
clif->additem(mvp_sd,0,0,temp);
map->addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd->status.char_id,(second_sd?second_sd->status.char_id:0),(third_sd?third_sd->status.char_id:0),1);
}
//Logs items, MVP prizes [Lupus]
logs->pick_mob(md, LOG_TYPE_MVP, -1, &item, data);
break;
}
}
logs->mvpdrop(mvp_sd, md->class_, log_mvp);
}
if (type&2 && !sd && md->class_ == MOBID_EMPERIUM && md->guardian_data)
//Emperium destroyed by script. Discard mvp character. [Skotlex]
mvp_sd = NULL;
rebirth = ( md->sc.data[SC_KAIZEL] || (md->sc.data[SC_REBIRTH] && !md->state.rebirth) );
if( !rebirth ) { // Only trigger event on final kill
md->status.hp = 0; //So that npc_event invoked functions KNOW that mob is dead
if( src ) {
switch( src->type ) {
case BL_PET: sd = ((TBL_PET*)src)->msd; break;
case BL_HOM: sd = ((TBL_HOM*)src)->master; break;
case BL_MER: sd = ((TBL_MER*)src)->master; break;
case BL_ELEM: sd = ((TBL_ELEM*)src)->master; break;
}
}
if( sd ) {
if( sd->mission_mobid == md->class_) { //TK_MISSION [Skotlex]
if( ++sd->mission_count >= 100 && (temp = mob->get_random_id(0, 0xE, sd->status.base_level)) ) {
pc->addfame(sd, 1);
sd->mission_mobid = temp;
pc_setglobalreg(sd,script->add_str("TK_MISSION_ID"), temp);
sd->mission_count = 0;
clif->mission_info(sd, temp, 0);
}
pc_setglobalreg(sd,script->add_str("TK_MISSION_COUNT"), sd->mission_count);
}
if( sd->status.party_id )
map->foreachinrange(quest->update_objective_sub,&md->bl,AREA_SIZE,BL_PC,sd->status.party_id,md->class_);
else if( sd->avail_quests )
quest->update_objective(sd, md->class_);
if( sd->md && src && src->type != BL_HOM && mob->db(md->class_)->lv > sd->status.base_level/2 )
mercenary->kills(sd->md);
}
if( md->npc_event[0] && !md->state.npc_killmonster ) {
if( sd && battle_config.mob_npc_event_type ) {
pc->setparam(sd, SP_KILLERRID, sd->bl.id);
npc->event(sd,md->npc_event,0);
} else if( mvp_sd ) {
pc->setparam(mvp_sd, SP_KILLERRID, sd?sd->bl.id:0);
npc->event(mvp_sd,md->npc_event,0);
} else
npc->event_do(md->npc_event);
} else if( mvp_sd && !md->state.npc_killmonster ) {
pc->setparam(mvp_sd, SP_KILLEDRID, md->class_);
npc->script_event(mvp_sd, NPCE_KILLNPC); // PCKillNPC [Lance]
}
md->status.hp = 1;
}
if(md->deletetimer != INVALID_TIMER) {
timer->delete(md->deletetimer,mob->timer_delete);
md->deletetimer = INVALID_TIMER;
}
/**
* Only loops if necessary (e.g. a poring would never need to loop)
**/
if( md->can_summon )
mob->deleteslave(md);
map->freeblock_unlock();
if( !rebirth ) {
if( pcdb_checkid(md->vd->class_) ) {//Player mobs are not removed automatically by the client.
/* first we set them dead, then we delay the out sight effect */
clif->clearunit_area(&md->bl,CLR_DEAD);
clif->clearunit_delayed(&md->bl, CLR_OUTSIGHT,tick+3000);
} else
/**
* We give the client some time to breath and this allows it to display anything it'd like with the dead corpose
* For example, this delay allows it to display soul drain effect
**/
clif->clearunit_delayed(&md->bl, CLR_DEAD, tick+250);
}
if(!md->spawn) //Tell status->damage to remove it from memory.
return 5; // Note: Actually, it's 4. Oh well...
// MvP tomb [GreenBox]
if (battle_config.mvp_tomb_enabled && md->spawn->state.boss && map->list[md->bl.m].flag.notomb != 1)
mob->mvptomb_create(md, mvp_sd ? mvp_sd->status.name : NULL, time(NULL));
if( !rebirth ) {
status->change_clear(&md->bl,1);
mob->setdelayspawn(md); //Set respawning.
}
return 3; //Remove from map.
}
void mob_revive(struct mob_data *md, unsigned int hp)
{
int64 tick = timer->gettick();
md->state.skillstate = MSS_IDLE;
md->last_thinktime = tick;
md->next_walktime = tick+rnd()%50+5000;
md->last_linktime = tick;
md->last_pcneartime = 0;
memset(md->dmglog, 0, sizeof(md->dmglog)); // Reset the damage done on the rebirthed monster, otherwise will grant full exp + damage done. [Valaris]
md->tdmg = 0;
if (!md->bl.prev)
map->addblock(&md->bl);
clif->spawn(&md->bl);
skill->unit_move(&md->bl,tick,1);
mob->skill_use(md, tick, MSC_SPAWN);
if (battle_config.show_mob_info&3)
clif->charnameack (0, &md->bl);
}
int mob_guardian_guildchange(struct mob_data *md)
{
struct guild *g;
nullpo_ret(md);
if (!md->guardian_data)
return 0;
if (md->guardian_data->castle->guild_id == 0)
{ //Castle with no owner? Delete the guardians.
if (md->class_ == MOBID_EMPERIUM)
{ //But don't delete the emperium, just clear it's guild-data
md->guardian_data->guild_id = 0;
md->guardian_data->emblem_id = 0;
md->guardian_data->guild_name[0] = '\0';
} else {
if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS && md->guardian_data->castle->guardian[md->guardian_data->number].visible)
guild->castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number, 0);
unit->free(&md->bl,CLR_OUTSIGHT); //Remove guardian.
}
return 0;
}
g = guild->search(md->guardian_data->castle->guild_id);
if (g == NULL)
{ //Properly remove guardian info from Castle data.
ShowError("mob_guardian_guildchange: New Guild (id %d) does not exists!\n", md->guardian_data->guild_id);
if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS)
guild->castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number, 0);
unit->free(&md->bl,CLR_OUTSIGHT);
return 0;
}
md->guardian_data->guild_id = g->guild_id;
md->guardian_data->emblem_id = g->emblem_id;
md->guardian_data->guardup_lv = guild->checkskill(g,GD_GUARDUP);
memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
return 1;
}
/*==========================================
* Pick a random class for the mob
*------------------------------------------*/
int mob_random_class (int *value, size_t count)
{
nullpo_ret(value);
// no count specified, look into the array manually, but take only max 5 elements
if (count < 1) {
count = 0;
while(count < 5 && mob->db_checkid(value[count])) count++;
if(count < 1) // nothing found
return 0;
} else {
// check if at least the first value is valid
if(mob->db_checkid(value[0]) == 0)
return 0;
}
//Pick a random value, hoping it exists. [Skotlex]
return mob->db_checkid(value[rnd()%count]);
}
/*==========================================
* Change mob base class
*------------------------------------------*/
int mob_class_change (struct mob_data *md, int class_)
{
int64 tick = timer->gettick(), c = 0;
int i, hp_rate;
nullpo_ret(md);
if( md->bl.prev == NULL )
return 0;
//Disable class changing for some targets...
if (md->guardian_data)
return 0; //Guardians/Emperium
if( mob_is_treasure(md) )
return 0; //Treasure Boxes
if( md->special_state.ai > 1 )
return 0; //Marine Spheres and Floras.
if( mob->is_clone(md->class_) )
return 0; //Clones
if( md->class_ == class_ )
return 0; //Nothing to change.
hp_rate = get_percentage(md->status.hp, md->status.max_hp);
md->class_ = class_;
md->db = mob->db(class_);
if (battle_config.override_mob_names==1)
memcpy(md->name,md->db->name,NAME_LENGTH);
else
memcpy(md->name,md->db->jname,NAME_LENGTH);
mob_stop_attack(md);
mob_stop_walking(md, 0);
unit->skillcastcancel(&md->bl, 0);
status->set_viewdata(&md->bl, class_);
clif->class_change(&md->bl, md->vd->class_, 1);
status_calc_mob(md, SCO_FIRST);
md->ud.state.speed_changed = 1; //Speed change update.
if (battle_config.monster_class_change_recover) {
memset(md->dmglog, 0, sizeof(md->dmglog));
md->tdmg = 0;
} else {
md->status.hp = md->status.max_hp*hp_rate/100;
if(md->status.hp < 1) md->status.hp = 1;
}
for(i=0,c=tick-MOB_MAX_DELAY;i<MAX_MOBSKILL;i++)
md->skilldelay[i] = c;
if(md->lootitem == NULL && md->db->status.mode&MD_LOOTER)
md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
//Targets should be cleared no morph
md->target_id = md->attacked_id = 0;
//Need to update name display.
clif->charnameack(0, &md->bl);
status_change_end(&md->bl,SC_KEEPING,INVALID_TIMER);
return 0;
}
/*==========================================
* mob heal, update display hp info of mob for players
*------------------------------------------*/
void mob_heal(struct mob_data *md,unsigned int heal)
{
if (battle_config.show_mob_info&3)
clif->charnameack (0, &md->bl);
#if PACKETVER >= 20120404
if( !(md->status.mode&MD_BOSS) ){
int i;
for(i = 0; i < DAMAGELOG_SIZE; i++){ // must show hp bar to all char who already hit the mob.
if( md->dmglog[i].id ) {
struct map_session_data *sd = map->charid2sd(md->dmglog[i].id);
if( sd && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE) ) // check if in range
clif->monster_hp_bar(md,sd);
}
}
}
#endif
}
/*==========================================
* Added by RoVeRT
*------------------------------------------*/
int mob_warpslave_sub(struct block_list *bl,va_list ap) {
struct mob_data *md=(struct mob_data *)bl;
struct block_list *master;
short x,y,range=0;
master = va_arg(ap, struct block_list*);
range = va_arg(ap, int);
if(md->master_id!=master->id)
return 0;
map->search_freecell(master, 0, &x, &y, range, range, 0);
unit->warp(&md->bl, master->m, x, y,CLR_TELEPORT);
return 1;
}
/*==========================================
* Added by RoVeRT
* Warps slaves. Range is the area around the master that they can
* appear in randomly.
*------------------------------------------*/
int mob_warpslave(struct block_list *bl, int range) {
if (range < 1)
range = 1; //Min range needed to avoid crashes and stuff. [Skotlex]
return map->foreachinmap(mob->warpslave_sub, bl->m, BL_MOB, bl, range);
}
/*==========================================
* Counts slave sub, currently checking if mob master is the given ID.
*------------------------------------------*/
int mob_countslave_sub(struct block_list *bl,va_list ap)
{
int id;
struct mob_data *md;
id=va_arg(ap,int);
md = (struct mob_data *)bl;
if( md->master_id==id )
return 1;
return 0;
}
/*==========================================
* Counts the number of slaves a mob has on the map.
*------------------------------------------*/
int mob_countslave(struct block_list *bl) {
return map->foreachinmap(mob->countslave_sub, bl->m, BL_MOB,bl->id);
}
/*==========================================
* Summons amount slaves contained in the value[5] array using round-robin. [adapted by Skotlex]
*------------------------------------------*/
int mob_summonslave(struct mob_data *md2,int *value,int amount,uint16 skill_id)
{
struct mob_data *md;
struct spawn_data data;
int count = 0,k=0,hp_rate=0;
nullpo_ret(md2);
nullpo_ret(value);
memset(&data, 0, sizeof(struct spawn_data));
data.m = md2->bl.m;
data.x = md2->bl.x;
data.y = md2->bl.y;
data.num = 1;
data.state.size = md2->special_state.size;
data.state.ai = md2->special_state.ai;
if(mob->db_checkid(value[0]) == 0)
return 0;
/**
* Flags this monster is able to summon; saves a worth amount of memory upon deletion
**/
md2->can_summon = 1;
while(count < 5 && mob->db_checkid(value[count])) count++;
if(count < 1) return 0;
if (amount > 0 && amount < count) { //Do not start on 0, pick some random sub subset [Skotlex]
k = rnd()%count;
amount+=k; //Increase final value by same amount to preserve total number to summon.
}
if (!battle_config.monster_class_change_recover &&
(skill_id == NPC_TRANSFORMATION || skill_id == NPC_METAMORPHOSIS))
hp_rate = get_percentage(md2->status.hp, md2->status.max_hp);
for(;k<amount;k++) {
short x,y;
data.class_ = value[k%count]; //Summon slaves in round-robin fashion. [Skotlex]
if (mob->db_checkid(data.class_) == 0)
continue;
if (map->search_freecell(&md2->bl, 0, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 0)) {
data.x = x;
data.y = y;
} else {
data.x = md2->bl.x;
data.y = md2->bl.y;
}
//These two need to be loaded from the db for each slave.
if(battle_config.override_mob_names==1)
strcpy(data.name,"--en--");
else
strcpy(data.name,"--ja--");
if (!mob->parse_dataset(&data))
continue;
md= mob->spawn_dataset(&data);
if(skill_id == NPC_SUMMONSLAVE){
md->master_id=md2->bl.id;
md->special_state.ai = md2->special_state.ai;
}
mob->spawn(md);
if (hp_rate) //Scale HP
md->status.hp = md->status.max_hp*hp_rate/100;
//Inherit the aggressive mode of the master.
if (battle_config.slaves_inherit_mode && md->master_id)
{
switch (battle_config.slaves_inherit_mode) {
case 1: //Always aggressive
if (!(md->status.mode&MD_AGGRESSIVE))
sc_start4(NULL, &md->bl, SC_MODECHANGE, 100,1,0, MD_AGGRESSIVE, 0, 0);
break;
case 2: //Always passive
if (md->status.mode&MD_AGGRESSIVE)
sc_start4(NULL, &md->bl, SC_MODECHANGE, 100,1,0, 0, MD_AGGRESSIVE, 0);
break;
default: //Copy master.
if (md2->status.mode&MD_AGGRESSIVE)
sc_start4(NULL, &md->bl, SC_MODECHANGE, 100,1,0, MD_AGGRESSIVE, 0, 0);
else
sc_start4(NULL, &md->bl, SC_MODECHANGE, 100,1,0, 0, MD_AGGRESSIVE, 0);
break;
}
}
clif->skill_nodamage(&md->bl,&md->bl,skill_id,amount,1);
}
return 0;
}
/*==========================================
* MOBskill lookup (get skillindex through skill_id)
* Returns -1 if not found.
*------------------------------------------*/
int mob_skill_id2skill_idx(int class_,uint16 skill_id)
{
int i, max = mob->db(class_)->maxskill;
struct mob_skill *ms=mob->db(class_)->skill;
if(ms==NULL)
return -1;
ARR_FIND( 0, max, i, ms[i].skill_id == skill_id );
return ( i < max ) ? i : -1;
}
/*==========================================
* Friendly Mob whose HP is decreasing by a nearby MOB is looked for.
*------------------------------------------*/
int mob_getfriendhprate_sub(struct block_list *bl,va_list ap)
{
int min_rate, max_rate,rate;
struct block_list **fr;
struct mob_data *md;
md = va_arg(ap,struct mob_data *);
min_rate=va_arg(ap,int);
max_rate=va_arg(ap,int);
fr=va_arg(ap,struct block_list **);
if( md->bl.id == bl->id && !(battle_config.mob_ai&0x10))
return 0;
if ((*fr) != NULL) //A friend was already found.
return 0;
if (battle->check_target(&md->bl,bl,BCT_ENEMY)>0)
return 0;
rate = get_percentage(status_get_hp(bl), status_get_max_hp(bl));
if (rate >= min_rate && rate <= max_rate)
(*fr) = bl;
return 1;
}
struct block_list *mob_getfriendhprate(struct mob_data *md,int min_rate,int max_rate) {
struct block_list *fr=NULL;
int type = BL_MOB;
nullpo_retr(NULL, md);
if (md->special_state.ai) //Summoned creatures. [Skotlex]
type = BL_PC;
map->foreachinrange(mob->getfriendhprate_sub, &md->bl, 8, type,md,min_rate,max_rate,&fr);
return fr;
}
/*==========================================
* Check hp rate of its master
*------------------------------------------*/
struct block_list *mob_getmasterhpltmaxrate(struct mob_data *md,int rate) {
if( md && md->master_id > 0 ) {
struct block_list *bl = map->id2bl(md->master_id);
if( bl && get_percentage(status_get_hp(bl), status_get_max_hp(bl)) < rate )
return bl;
}
return NULL;
}
/*==========================================
* 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_ret(bl);
nullpo_ret(md=(struct mob_data *)bl);
nullpo_ret(mmd=va_arg(ap,struct mob_data *));
if( mmd->bl.id == bl->id && !(battle_config.mob_ai&0x10) )
return 0;
if (battle->check_target(&mmd->bl,bl,BCT_ENEMY)>0)
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_COMMON_MIN;j<=SC_COMMON_MAX && !flag;j++){
if ((flag=(md->sc.data[j] != NULL))) //Once an effect was found, break out. [Skotlex]
break;
}
}else
flag=( md->sc.data[cond2] != NULL );
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;
nullpo_ret(md);
map->foreachinrange(mob->getfriendstatus_sub, &md->bl, 8,BL_MOB, md,cond1,cond2,&fr);
return fr;
}
/*==========================================
* Skill use judging
*------------------------------------------*/
int mobskill_use(struct mob_data *md, int64 tick, int event) {
struct mob_skill *ms;
struct block_list *fbl = NULL; //Friend bl, which can either be a BL_PC or BL_MOB depending on the situation. [Skotlex]
struct block_list *bl;
struct mob_data *fmd = NULL;
int i,j,n;
short skill_target;
nullpo_ret(md);
nullpo_ret(ms = md->db->skill);
if (!battle_config.mob_skill_rate || md->ud.skilltimer != INVALID_TIMER || !md->db->maxskill)
return 0;
if (event == -1 && DIFF_TICK(md->ud.canact_tick, tick) > 0)
return 0; //Skill act delay only affects non-event skills.
//Pick a starting position and loop from that.
i = battle_config.mob_ai&0x100?rnd()%md->db->maxskill:0;
for (n = 0; n < md->db->maxskill; i++, n++) {
int c2, flag = 0;
if (i == md->db->maxskill)
i = 0;
if (DIFF_TICK(tick, md->skilldelay[i]) < ms[i].delay)
continue;
c2 = ms[i].cond2;
if (ms[i].state != md->state.skillstate) {
if (md->state.skillstate != MSS_DEAD && (ms[i].state == MSS_ANY ||
(ms[i].state == MSS_ANYTARGET && md->target_id && md->state.skillstate != MSS_LOOT)
)) //ANYTARGET works with any state as long as there's a target. [Skotlex]
;
else
continue;
}
if (rnd() % 10000 > ms[i].permillage) //Lupus (max value = 10000)
continue;
if (ms[i].cond1 == event)
flag = 1; //Trigger skill.
else if (ms[i].cond1 == MSC_SKILLUSED)
flag = ((event & 0xffff) == MSC_SKILLUSED && ((event >> 16) == c2 || c2 == 0));
else if(event == -1){
//Avoid entering on defined events to avoid "hyper-active skill use" due to the overflow of calls to this function in battle.
switch (ms[i].cond1)
{
case MSC_ALWAYS:
flag = 1; break;
case MSC_MYHPLTMAXRATE: // HP< maxhp%
flag = get_percentage(md->status.hp, md->status.max_hp);
flag = (flag <= c2);
break;
case MSC_MYHPINRATE:
flag = get_percentage(md->status.hp, md->status.max_hp);
flag = (flag >= c2 && flag <= ms[i].val[0]);
break;
case MSC_MYSTATUSON: // status[num] on
case MSC_MYSTATUSOFF: // status[num] off
if (!md->sc.count) {
flag = 0;
} else if (ms[i].cond2 == -1) {
for (j = SC_COMMON_MIN; j <= SC_COMMON_MAX; j++)
if ((flag = (md->sc.data[j]!=NULL)) != 0)
break;
} else {
flag = (md->sc.data[ms[i].cond2]!=NULL);
}
flag ^= (ms[i].cond1 == MSC_MYSTATUSOFF); break;
case MSC_FRIENDHPLTMAXRATE: // friend HP < maxhp%
flag = ((fbl = mob->getfriendhprate(md, 0, ms[i].cond2)) != NULL); break;
case MSC_FRIENDHPINRATE :
flag = ((fbl = mob->getfriendhprate(md, ms[i].cond2, ms[i].val[0])) != 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->bl) < c2 ); break;
case MSC_ATTACKPCGT: // attack pc > num
flag = (unit->counttargeted(&md->bl) > c2); break;
case MSC_SLAVELE: // slave <= num
flag = (mob->countslave(&md->bl) <= c2 ); break;
case MSC_ATTACKPCGE: // attack pc >= num
flag = (unit->counttargeted(&md->bl) >= c2); break;
case MSC_AFTERSKILL:
flag = (md->ud.skill_id == c2); break;
case MSC_RUDEATTACKED:
flag = (md->state.attacked_count >= RUDE_ATTACKED_COUNT);
if (flag) md->state.attacked_count = 0; //Rude attacked count should be reset after the skill condition is met. Thanks to Komurka [Skotlex]
break;
case MSC_MASTERHPLTMAXRATE:
flag = ((fbl = mob->getmasterhpltmaxrate(md, ms[i].cond2)) != NULL); break;
case MSC_MASTERATTACKED:
flag = (md->master_id > 0 && (fbl=map->id2bl(md->master_id)) && unit->counttargeted(fbl) > 0); break;
case MSC_ALCHEMIST:
flag = (md->state.alchemist);
break;
}
}
if (!flag)
continue; //Skill requisite failed to be fulfilled.
//Execute skill
skill_target = (md->db->status.mode&MD_RANDOMTARGET)? MST_RANDOM : ms[i].target;
if (skill->get_casttype(ms[i].skill_id) == CAST_GROUND) {//Ground skill.
short x, y;
switch (skill_target) {
case MST_RANDOM: //Pick a random enemy within skill range.
bl = battle->get_enemy(&md->bl, DEFAULT_ENEMY_TYPE(md),
skill->get_range2(&md->bl, ms[i].skill_id, ms[i].skill_lv));
break;
case MST_TARGET:
case MST_AROUND5:
case MST_AROUND6:
case MST_AROUND7:
case MST_AROUND8:
bl = map->id2bl(md->target_id);
break;
case MST_MASTER:
bl = &md->bl;
if (md->master_id)
bl = map->id2bl(md->master_id);
if (bl) //Otherwise, fall through.
break;
case MST_FRIEND:
bl = fbl?fbl:(fmd?&fmd->bl:&md->bl);
break;
default:
bl = &md->bl;
break;
}
if (!bl) continue;
x = bl->x;
y = bl->y;
// Look for an area to cast the spell around...
if (skill_target >= MST_AROUND1 || skill_target >= MST_AROUND5) {
j = skill_target >= MST_AROUND1?
(skill_target-MST_AROUND1) +1:
(skill_target-MST_AROUND5) +1;
map->search_freecell(&md->bl, md->bl.m, &x, &y, j, j, 3);
}
md->skill_idx = i;
map->freeblock_lock();
if( !battle->check_range(&md->bl,bl,skill->get_range2(&md->bl, ms[i].skill_id,ms[i].skill_lv))
|| !unit->skilluse_pos2(&md->bl, x, y,ms[i].skill_id, ms[i].skill_lv,ms[i].casttime, ms[i].cancel)
) {
map->freeblock_unlock();
continue;
}
} else {
//Targeted skill
switch (skill_target) {
case MST_RANDOM: //Pick a random enemy within skill range.
bl = battle->get_enemy(&md->bl, DEFAULT_ENEMY_TYPE(md),
skill->get_range2(&md->bl, ms[i].skill_id, ms[i].skill_lv));
break;
case MST_TARGET:
bl = map->id2bl(md->target_id);
break;
case MST_MASTER:
bl = &md->bl;
if (md->master_id)
bl = map->id2bl(md->master_id);
if (bl) //Otherwise, fall through.
break;
case MST_FRIEND:
if (fbl) {
bl = fbl;
break;
} else if (fmd) {
bl = &fmd->bl;
break;
} // else fall through
default:
bl = &md->bl;
break;
}
if (!bl) continue;
md->skill_idx = i;
map->freeblock_lock();
if( !battle->check_range(&md->bl,bl,skill->get_range2(&md->bl, ms[i].skill_id,ms[i].skill_lv))
|| !unit->skilluse_id2(&md->bl, bl->id,ms[i].skill_id, ms[i].skill_lv,ms[i].casttime, ms[i].cancel)
) {
map->freeblock_unlock();
continue;
}
}
//Skill used. Post-setups...
if ( ms[ i ].msg_id ){ //Display color message [SnakeDrak]
struct mob_chat *mc = mob->chat(ms[i].msg_id);
char temp[CHAT_SIZE_MAX];
char name[NAME_LENGTH];
snprintf(name, sizeof name,"%s", md->name);
strtok(name, "#"); // discard extra name identifier if present [Daegaladh]
snprintf(temp, sizeof temp,"%s : %s", name, mc->msg);
clif->messagecolor(&md->bl, mc->color, temp);
}
if(!(battle_config.mob_ai&0x200)) { //pass on delay to same skill.
for (j = 0; j < md->db->maxskill; j++)
if (md->db->skill[j].skill_id == ms[i].skill_id)
md->skilldelay[j]=tick;
} else
md->skilldelay[i]=tick;
map->freeblock_unlock();
return 1;
}
//No skill was used.
md->skill_idx = -1;
return 0;
}
/*==========================================
* Skill use event processing
*------------------------------------------*/
int mobskill_event(struct mob_data *md, struct block_list *src, int64 tick, int flag) {
int target_id, res = 0;
if(md->bl.prev == NULL || md->status.hp <= 0)
return 0;
target_id = md->target_id;
if (!target_id || battle_config.mob_changetarget_byskill)
md->target_id = src->id;
if (flag == -1)
res = mob->skill_use(md, tick, MSC_CASTTARGETED);
else if ((flag&0xffff) == MSC_SKILLUSED)
res = mob->skill_use(md, tick, flag);
else if (flag&BF_SHORT)
res = mob->skill_use(md, tick, MSC_CLOSEDATTACKED);
else if (flag&BF_LONG && !(flag&BF_MAGIC)) //Long-attacked should not include magic.
res = mob->skill_use(md, tick, MSC_LONGRANGEATTACKED);
if (!res)
//Restore previous target only if skill condition failed to trigger. [Skotlex]
md->target_id = target_id;
//Otherwise check if the target is an enemy, and unlock if needed.
else if (battle->check_target(&md->bl, src, BCT_ENEMY) <= 0)
md->target_id = target_id;
return res;
}
// Player cloned mobs. [Valaris]
int mob_is_clone(int class_)
{
if(class_ < MOB_CLONE_START || class_ > MOB_CLONE_END)
return 0;
if (mob->db(class_) == mob->dummy)
return 0;
return class_;
}
//Flag values:
//&1: Set special AI (fight mobs, not players)
//If mode is not passed, a default aggressive mode is used.
//If master_id is passed, clone is attached to him.
//Returns: ID of newly crafted copy.
int mob_clone_spawn(struct map_session_data *sd, int16 m, int16 x, int16 y, const char *event, int master_id, int mode, int flag, unsigned int duration) {
int class_;
int i,j,h,inf,skill_id, fd;
struct mob_data *md;
struct mob_skill *ms;
struct mob_db* db;
struct status_data *mstatus;
nullpo_ret(sd);
if(pc_isdead(sd) && master_id && flag&1)
return 0;
ARR_FIND( MOB_CLONE_START, MOB_CLONE_END, class_, mob->db_data[class_] == NULL );
if(class_ >= MOB_CLONE_END)
return 0;
db = mob->db_data[class_]=(struct mob_db*)aCalloc(1, sizeof(struct mob_db));
mstatus = &db->status;
strcpy(db->sprite,sd->status.name);
strcpy(db->name,sd->status.name);
strcpy(db->jname,sd->status.name);
db->lv=status->get_lv(&sd->bl);
memcpy(mstatus, &sd->base_status, sizeof(struct status_data));
mstatus->rhw.atk2= mstatus->dex + mstatus->rhw.atk + mstatus->rhw.atk2; //Max ATK
mstatus->rhw.atk = mstatus->dex; //Min ATK
if (mstatus->lhw.atk) {
mstatus->lhw.atk2= mstatus->dex + mstatus->lhw.atk + mstatus->lhw.atk2; //Max ATK
mstatus->lhw.atk = mstatus->dex; //Min ATK
}
if (mode) //User provided mode.
mstatus->mode = mode;
else if (flag&1) //Friendly Character, remove looting.
mstatus->mode &= ~MD_LOOTER;
mstatus->hp = mstatus->max_hp;
mstatus->sp = mstatus->max_sp;
memcpy(&db->vd, &sd->vd, sizeof(struct view_data));
db->base_exp=1;
db->job_exp=1;
db->range2=AREA_SIZE; //Let them have the same view-range as players.
db->range3=AREA_SIZE; //Min chase of a screen.
db->option=sd->sc.option;
//Skill copy [Skotlex]
ms = &db->skill[0];
/**
* We temporarily disable sd's fd so it doesn't receive the messages from skill_check_condition_castbegin
**/
fd = sd->fd;
sd->fd = 0;
//Go Backwards to give better priority to advanced skills.
for (i=0,j = MAX_SKILL_TREE-1;j>=0 && i< MAX_MOBSKILL ;j--) {
int idx = pc->skill_tree[pc->class2idx(sd->status.class_)][j].idx;
skill_id = pc->skill_tree[pc->class2idx(sd->status.class_)][j].id;
if (!skill_id || sd->status.skill[idx].lv < 1 ||
(skill->db[idx].inf2&(INF2_WEDDING_SKILL|INF2_GUILD_SKILL))
)
continue;
for(h = 0; h < map->list[sd->bl.m].zone->disabled_skills_count; h++) {
if( skill_id == map->list[sd->bl.m].zone->disabled_skills[h]->nameid && map->list[sd->bl.m].zone->disabled_skills[h]->subtype == MZS_CLONE ) {
break;
}
}
if( h < map->list[sd->bl.m].zone->disabled_skills_count )
continue;
//Normal aggressive mob, disable skills that cannot help them fight
//against players (those with flags UF_NOMOB and UF_NOPC are specific
//to always aid players!) [Skotlex]
if (!(flag&1) &&
skill->get_unit_id(skill_id, 0) &&
skill->get_unit_flag(skill_id)&(UF_NOMOB|UF_NOPC))
continue;
/**
* The clone should be able to cast the skill (e.g. have the required weapon) bugreport:5299)
**/
if( !skill->check_condition_castbegin(sd,skill_id,sd->status.skill[idx].lv) )
continue;
memset (&ms[i], 0, sizeof(struct mob_skill));
ms[i].skill_id = skill_id;
ms[i].skill_lv = sd->status.skill[idx].lv;
ms[i].state = MSS_ANY;
ms[i].permillage = 500*battle_config.mob_skill_rate/100; //Default chance of all skills: 5%
ms[i].emotion = -1;
ms[i].cancel = 0;
ms[i].casttime = skill->cast_fix(&sd->bl,skill_id, ms[i].skill_lv);
ms[i].delay = 5000+skill->delay_fix(&sd->bl,skill_id, ms[i].skill_lv);
inf = skill->db[idx].inf;
if (inf&INF_ATTACK_SKILL) {
ms[i].target = MST_TARGET;
ms[i].cond1 = MSC_ALWAYS;
if (skill->get_range(skill_id, ms[i].skill_lv) > 3)
ms[i].state = MSS_ANYTARGET;
else
ms[i].state = MSS_BERSERK;
} else if(inf&INF_GROUND_SKILL) {
if (skill->get_inf2(skill_id)&INF2_TRAP) { //Traps!
ms[i].state = MSS_IDLE;
ms[i].target = MST_AROUND2;
ms[i].delay = 60000;
} else if (skill->get_unit_target(skill_id) == BCT_ENEMY) { //Target Enemy
ms[i].state = MSS_ANYTARGET;
ms[i].target = MST_TARGET;
ms[i].cond1 = MSC_ALWAYS;
} else { //Target allies
ms[i].target = MST_FRIEND;
ms[i].cond1 = MSC_FRIENDHPLTMAXRATE;
ms[i].cond2 = 95;
}
} else if (inf&INF_SELF_SKILL) {
if (skill->get_inf2(skill_id)&INF2_NO_TARGET_SELF) { //auto-select target skill.
ms[i].target = MST_TARGET;
ms[i].cond1 = MSC_ALWAYS;
if (skill->get_range(skill_id, ms[i].skill_lv) > 3) {
ms[i].state = MSS_ANYTARGET;
} else {
ms[i].state = MSS_BERSERK;
}
} else { //Self skill
ms[i].target = MST_SELF;
ms[i].cond1 = MSC_MYHPLTMAXRATE;
ms[i].cond2 = 90;
ms[i].permillage = 2000;
//Delay: Remove the stock 5 secs and add half of the support time.
ms[i].delay += -5000 +(skill->get_time(skill_id, ms[i].skill_lv) + skill->get_time2(skill_id, ms[i].skill_lv))/2;
if (ms[i].delay < 5000)
ms[i].delay = 5000; //With a minimum of 5 secs.
}
} else if (inf&INF_SUPPORT_SKILL) {
ms[i].target = MST_FRIEND;
ms[i].cond1 = MSC_FRIENDHPLTMAXRATE;
ms[i].cond2 = 90;
if (skill_id == AL_HEAL)
ms[i].permillage = 5000; //Higher skill rate usage for heal.
else if (skill_id == ALL_RESURRECTION)
ms[i].cond2 = 1;
//Delay: Remove the stock 5 secs and add half of the support time.
ms[i].delay += -5000 +(skill->get_time(skill_id, ms[i].skill_lv) + skill->get_time2(skill_id, ms[i].skill_lv))/2;
if (ms[i].delay < 2000)
ms[i].delay = 2000; //With a minimum of 2 secs.
if (i+1 < MAX_MOBSKILL) { //duplicate this so it also triggers on self.
memcpy(&ms[i+1], &ms[i], sizeof(struct mob_skill));
db->maxskill = ++i;
ms[i].target = MST_SELF;
ms[i].cond1 = MSC_MYHPLTMAXRATE;
}
} else {
switch (skill_id) { //Certain Special skills that are passive, and thus, never triggered.
case MO_TRIPLEATTACK:
case TF_DOUBLE:
case GS_CHAINACTION:
ms[i].state = MSS_BERSERK;
ms[i].target = MST_TARGET;
ms[i].cond1 = MSC_ALWAYS;
ms[i].permillage = skill_id==MO_TRIPLEATTACK?(3000-ms[i].skill_lv*100):(ms[i].skill_lv*500);
ms[i].delay -= 5000; //Remove the added delay as these could trigger on "all hits".
break;
default: //Untreated Skill
continue;
}
}
if (battle_config.mob_skill_rate!= 100)
ms[i].permillage = ms[i].permillage*battle_config.mob_skill_rate/100;
if (battle_config.mob_skill_delay != 100)
ms[i].delay = ms[i].delay*battle_config.mob_skill_delay/100;
db->maxskill = ++i;
}
/**
* We grant the session it's fd value back.
**/
sd->fd = fd;
//Finally, spawn it.
md = mob->once_spawn_sub(&sd->bl, m, x, y, "--en--", class_, event, SZ_MEDIUM, AI_NONE);
if (!md) return 0; //Failed?
md->special_state.clone = 1;
if (master_id || flag || duration) { //Further manipulate crafted char.
if (flag&1) //Friendly Character
md->special_state.ai = AI_ATTACK;
if (master_id) //Attach to Master
md->master_id = master_id;
if (duration) //Auto Delete after a while.
{
if( md->deletetimer != INVALID_TIMER )
timer->delete(md->deletetimer, mob->timer_delete);
md->deletetimer = timer->add(timer->gettick() + duration, mob->timer_delete, md->bl.id, 0);
}
}
mob->spawn(md);
return md->bl.id;
}
int mob_clone_delete(struct mob_data *md)
{
const int class_ = md->class_;
if (class_ >= MOB_CLONE_START && class_ < MOB_CLONE_END
&& mob->db_data[class_]!=NULL) {
aFree(mob->db_data[class_]);
mob->db_data[class_]=NULL;
//Clear references to the db
md->db = mob->dummy;
md->vd = NULL;
return 1;
}
return 0;
}
//
// Initialization
//
/*==========================================
* Since un-setting [ mob ] up was used, it is an initial provisional value setup.
*------------------------------------------*/
int mob_makedummymobdb(int class_)
{
if (mob->dummy != NULL)
{
if (mob->db(class_) == mob->dummy)
return 1; //Using the mob->dummy data already. [Skotlex]
if (class_ > 0 && class_ <= MAX_MOB_DB)
{ //Remove the mob data so that it uses the dummy data instead.
aFree(mob->db_data[class_]);
mob->db_data[class_] = NULL;
}
return 0;
}
//Initialize dummy data.
mob->dummy = (struct mob_db*)aCalloc(1, sizeof(struct mob_db)); //Initializing the dummy mob.
sprintf(mob->dummy->sprite,"DUMMY");
sprintf(mob->dummy->name,"Dummy");
sprintf(mob->dummy->jname,"Dummy");
mob->dummy->lv=1;
mob->dummy->status.max_hp=1000;
mob->dummy->status.max_sp=1;
mob->dummy->status.rhw.range=1;
mob->dummy->status.rhw.atk=7;
mob->dummy->status.rhw.atk2=10;
mob->dummy->status.str=1;
mob->dummy->status.agi=1;
mob->dummy->status.vit=1;
mob->dummy->status.int_=1;
mob->dummy->status.dex=6;
mob->dummy->status.luk=2;
mob->dummy->status.speed=300;
mob->dummy->status.adelay=1000;
mob->dummy->status.amotion=500;
mob->dummy->status.dmotion=500;
mob->dummy->base_exp=2;
mob->dummy->job_exp=1;
mob->dummy->range2=10;
mob->dummy->range3=10;
return 0;
}
//Adjusts the drop rate of item according to the criteria given. [Skotlex]
unsigned int mob_drop_adjust(int baserate, int rate_adjust, unsigned short rate_min, unsigned short rate_max)
{
double rate = baserate;
if (battle_config.logarithmic_drops && rate_adjust > 0 && rate_adjust != 100 && baserate > 0) //Logarithmic drops equation by Ishizu-Chan
//Equation: Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5))
//x is the normal Droprate, y is the Modificator.
rate = rate * pow((5.0 - log10(rate)), (log(rate_adjust/100.) / log(5.0))) + 0.5;
else
//Classical linear rate adjustment.
rate = rate * rate_adjust/100;
return (unsigned int)cap_value(rate,rate_min,rate_max);
}
/**
* Check if global item drop rate is overridden for given item
* in db/mob_item_ratio.txt
* @param nameid ID of the item
* @param mob_id ID of the monster
* @param rate_adjust pointer to store ratio if found
*/
void item_dropratio_adjust(int nameid, int mob_id, int *rate_adjust)
{
if( item_drop_ratio_db[nameid] ) {
if( item_drop_ratio_db[nameid]->mob_id[0] ) { // only for listed mobs
int i;
ARR_FIND(0, MAX_ITEMRATIO_MOBS, i, item_drop_ratio_db[nameid]->mob_id[i] == mob_id);
if(i < MAX_ITEMRATIO_MOBS) // found
*rate_adjust = item_drop_ratio_db[nameid]->drop_ratio;
}
else // for all mobs
*rate_adjust = item_drop_ratio_db[nameid]->drop_ratio;
}
}
/* (mob_parse_dbrow)_cap_value */
static inline int mob_parse_dbrow_cap_value(int class_, int min, int max, int value) {
if( value > max ) {
ShowError("mob_parse_dbrow: for class '%d', field value '%d' is higher than the maximum '%d'! capping...\n", class_, value, max);
return max;
} else if ( value < min ) {
ShowError("mob_parse_dbrow: for class '%d', field value '%d' is lower than the minimum '%d'! capping...\n", class_, value, min);
return min;
}
return value;
}
/*==========================================
* processes one mobdb entry
*------------------------------------------*/
bool mob_parse_dbrow(char** str) {
struct mob_db *db, entry;
struct status_data *mstatus;
int class_, i, k;
double exp, maxhp;
struct mob_data data;
class_ = atoi(str[0]);
if (class_ <= 1000 || class_ > MAX_MOB_DB) {
ShowError("mob_parse_dbrow: Invalid monster ID %d, must be in range %d-%d.\n", class_, 1000, MAX_MOB_DB);
return false;
}
if (pcdb_checkid(class_)) {
ShowError("mob_parse_dbrow: Invalid monster ID %d, reserved for player classes.\n", class_);
return false;
}
if (class_ >= MOB_CLONE_START && class_ < MOB_CLONE_END) {
ShowError("mob_parse_dbrow: Invalid monster ID %d. Range %d-%d is reserved for player clones. Please increase MAX_MOB_DB (%d).\n", class_, MOB_CLONE_START, MOB_CLONE_END-1, MAX_MOB_DB);
return false;
}
memset(&entry, 0, sizeof(entry));
db = &entry;
mstatus = &db->status;
db->vd.class_ = class_;
safestrncpy(db->sprite, str[1], sizeof(db->sprite));
safestrncpy(db->jname, str[2], sizeof(db->jname));
safestrncpy(db->name, str[3], sizeof(db->name));
db->lv = atoi(str[4]);
db->lv = cap_value(db->lv, 1, USHRT_MAX);
mstatus->max_hp = atoi(str[5]);
mstatus->max_sp = atoi(str[6]);
exp = (double)atoi(str[7]) * (double)battle_config.base_exp_rate / 100.;
db->base_exp = (unsigned int)cap_value(exp, 0, UINT_MAX);
exp = (double)atoi(str[8]) * (double)battle_config.job_exp_rate / 100.;
db->job_exp = (unsigned int)cap_value(exp, 0, UINT_MAX);
mstatus->rhw.range = atoi(str[9]);
mstatus->rhw.atk = mob_parse_dbrow_cap_value(class_,UINT16_MIN,UINT16_MAX,atoi(str[10]));
mstatus->rhw.atk2 = mob_parse_dbrow_cap_value(class_,UINT16_MIN,UINT16_MAX,atoi(str[11]));
mstatus->def = mob_parse_dbrow_cap_value(class_,DEFTYPE_MIN,DEFTYPE_MAX,atoi(str[12]));
mstatus->mdef = mob_parse_dbrow_cap_value(class_,DEFTYPE_MIN,DEFTYPE_MAX,atoi(str[13]));
mstatus->str = mob_parse_dbrow_cap_value(class_,UINT16_MIN,UINT16_MAX,atoi(str[14]));
mstatus->agi = mob_parse_dbrow_cap_value(class_,UINT16_MIN,UINT16_MAX,atoi(str[15]));
mstatus->vit = mob_parse_dbrow_cap_value(class_,UINT16_MIN,UINT16_MAX,atoi(str[16]));
mstatus->int_ = mob_parse_dbrow_cap_value(class_,UINT16_MIN,UINT16_MAX,atoi(str[17]));
mstatus->dex = mob_parse_dbrow_cap_value(class_,UINT16_MIN,UINT16_MAX,atoi(str[18]));
mstatus->luk = mob_parse_dbrow_cap_value(class_,UINT16_MIN,UINT16_MAX,atoi(str[19]));
//All status should be min 1 to prevent divisions by zero from some skills. [Skotlex]
if (mstatus->str < 1) mstatus->str = 1;
if (mstatus->agi < 1) mstatus->agi = 1;
if (mstatus->vit < 1) mstatus->vit = 1;
if (mstatus->int_< 1) mstatus->int_= 1;
if (mstatus->dex < 1) mstatus->dex = 1;
if (mstatus->luk < 1) mstatus->luk = 1;
db->range2 = atoi(str[20]);
db->range3 = atoi(str[21]);
if (battle_config.view_range_rate != 100) {
db->range2 = db->range2 * battle_config.view_range_rate / 100;
if (db->range2 < 1)
db->range2 = 1;
}
if (battle_config.chase_range_rate != 100) {
db->range3 = db->range3 * battle_config.chase_range_rate / 100;
if (db->range3 < db->range2)
db->range3 = db->range2;
}
mstatus->size = atoi(str[22]);
mstatus->race = atoi(str[23]);
i = atoi(str[24]); //Element
mstatus->def_ele = i%10;
mstatus->ele_lv = i/20;
if (mstatus->def_ele >= ELE_MAX) {
ShowError("mob_parse_dbrow: Invalid element type %d for monster ID %d (max=%d).\n", mstatus->def_ele, class_, ELE_MAX-1);
return false;
}
if (mstatus->ele_lv < 1 || mstatus->ele_lv > 4) {
ShowError("mob_parse_dbrow: Invalid element level %d for monster ID %d, must be in range 1-4.\n", mstatus->ele_lv, class_);
return false;
}
mstatus->mode = (int)strtol(str[25], NULL, 0);
if (!battle_config.monster_active_enable)
mstatus->mode &= ~MD_AGGRESSIVE;
mstatus->speed = atoi(str[26]);
mstatus->aspd_rate = 1000;
i = atoi(str[27]);
mstatus->adelay = cap_value(i, battle_config.monster_max_aspd*2, 4000);
i = atoi(str[28]);
mstatus->amotion = cap_value(i, battle_config.monster_max_aspd, 2000);
//If the attack animation is longer than the delay, the client crops the attack animation!
//On aegis there is no real visible effect of having a recharge-time less than amotion anyway.
if (mstatus->adelay < mstatus->amotion)
mstatus->adelay = mstatus->amotion;
mstatus->dmotion = atoi(str[29]);
if(battle_config.monster_damage_delay_rate != 100)
mstatus->dmotion = mstatus->dmotion * battle_config.monster_damage_delay_rate / 100;
// Fill in remaining status data by using a dummy monster.
data.bl.type = BL_MOB;
data.level = db->lv;
memcpy(&data.status, mstatus, sizeof(struct status_data));
status->calc_misc(&data.bl, mstatus, db->lv);
// MVP EXP Bonus: MEXP
// Some new MVP's MEXP multiple by high exp-rate cause overflow. [LuzZza]
exp = (double)atoi(str[30]) * (double)battle_config.mvp_exp_rate / 100.;
db->mexp = (unsigned int)cap_value(exp, 0, UINT_MAX);
//Now that we know if it is an mvp or not, apply battle_config modifiers [Skotlex]
maxhp = (double)mstatus->max_hp;
if (db->mexp > 0) { //Mvp
if (battle_config.mvp_hp_rate != 100)
maxhp = maxhp * (double)battle_config.mvp_hp_rate / 100.;
} else //Normal mob
if (battle_config.monster_hp_rate != 100)
maxhp = maxhp * (double)battle_config.monster_hp_rate / 100.;
mstatus->max_hp = (unsigned int)cap_value(maxhp, 1, UINT_MAX);
if(mstatus->max_sp < 1) mstatus->max_sp = 1;
//Since mobs always respawn with full life...
mstatus->hp = mstatus->max_hp;
mstatus->sp = mstatus->max_sp;
// MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per
for(i = 0; i < MAX_MVP_DROP; i++) {
int rate_adjust = battle_config.item_rate_mvp;;
db->mvpitem[i].nameid = atoi(str[31+i*2]);
if (!db->mvpitem[i].nameid) {
db->mvpitem[i].p = 0; //No item....
continue;
}
mob->item_dropratio_adjust(db->mvpitem[i].nameid, class_, &rate_adjust);
db->mvpitem[i].p = mob->drop_adjust(atoi(str[32+i*2]), rate_adjust, battle_config.item_drop_mvp_min, battle_config.item_drop_mvp_max);
//calculate and store Max available drop chance of the MVP item
if (db->mvpitem[i].p) {
struct item_data *id;
id = itemdb->search(db->mvpitem[i].nameid);
if (id->maxchance == -1 || (id->maxchance < db->mvpitem[i].p/10 + 1) ) {
//item has bigger drop chance or sold in shops
id->maxchance = db->mvpitem[i].p/10 + 1; //reduce MVP drop info to not spoil common drop rate
}
}
}
for(i = 0; i < MAX_MOB_DROP; i++) {
int rate = 0, rate_adjust, type;
unsigned short ratemin, ratemax;
struct item_data *id;
k = 31 + MAX_MVP_DROP*2 + i*2;
db->dropitem[i].nameid = atoi(str[k]);
if (!db->dropitem[i].nameid) {
db->dropitem[i].p = 0; //No drop.
continue;
}
id = itemdb->search(db->dropitem[i].nameid);
type = id->type;
rate = atoi(str[k+1]);
if( (class_ >= 1324 && class_ <= 1363) || (class_ >= 1938 && class_ <= 1946) )
{ //Treasure box drop rates [Skotlex]
rate_adjust = battle_config.item_rate_treasure;
ratemin = battle_config.item_drop_treasure_min;
ratemax = battle_config.item_drop_treasure_max;
}
else switch (type)
{ // Added support to restrict normal drops of MVP's [Reddozen]
case IT_HEALING:
rate_adjust = (mstatus->mode&MD_BOSS) ? battle_config.item_rate_heal_boss : battle_config.item_rate_heal;
ratemin = battle_config.item_drop_heal_min;
ratemax = battle_config.item_drop_heal_max;
break;
case IT_USABLE:
case IT_CASH:
rate_adjust = (mstatus->mode&MD_BOSS) ? battle_config.item_rate_use_boss : battle_config.item_rate_use;
ratemin = battle_config.item_drop_use_min;
ratemax = battle_config.item_drop_use_max;
break;
case IT_WEAPON:
case IT_ARMOR:
case IT_PETARMOR:
rate_adjust = (mstatus->mode&MD_BOSS) ? battle_config.item_rate_equip_boss : battle_config.item_rate_equip;
ratemin = battle_config.item_drop_equip_min;
ratemax = battle_config.item_drop_equip_max;
break;
case IT_CARD:
rate_adjust = (mstatus->mode&MD_BOSS) ? battle_config.item_rate_card_boss : battle_config.item_rate_card;
ratemin = battle_config.item_drop_card_min;
ratemax = battle_config.item_drop_card_max;
break;
default:
rate_adjust = (mstatus->mode&MD_BOSS) ? battle_config.item_rate_common_boss : battle_config.item_rate_common;
ratemin = battle_config.item_drop_common_min;
ratemax = battle_config.item_drop_common_max;
break;
}
mob->item_dropratio_adjust(id->nameid, class_, &rate_adjust);
db->dropitem[i].p = mob->drop_adjust(rate, rate_adjust, ratemin, ratemax);
//calculate and store Max available drop chance of the item
if( db->dropitem[i].p && (class_ < 1324 || class_ > 1363) && (class_ < 1938 || class_ > 1946) )
{ //Skip treasure chests.
if (id->maxchance == -1 || (id->maxchance < db->dropitem[i].p) ) {
id->maxchance = db->dropitem[i].p; //item has bigger drop chance or sold in shops
}
for (k = 0; k< MAX_SEARCH; k++) {
if (id->mob[k].chance <= db->dropitem[i].p)
break;
}
if (k == MAX_SEARCH)
continue;
if (id->mob[k].id != class_)
memmove(&id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0]));
id->mob[k].chance = db->dropitem[i].p;
id->mob[k].id = class_;
}
}
// Finally insert monster's data into the database.
if (mob->db_data[class_] == NULL)
mob->db_data[class_] = (struct mob_db*)aMalloc(sizeof(struct mob_db));
else
//Copy over spawn data
memcpy(&db->spawn, mob->db_data[class_]->spawn, sizeof(db->spawn));
memcpy(mob->db_data[class_], db, sizeof(struct mob_db));
return true;
}
/*==========================================
* mob_db.txt reading
*------------------------------------------*/
bool mob_readdb_sub(char* fields[], int columns, int current) {
return mob->parse_dbrow(fields);
}
void mob_readdb(void) {
const char* filename[] = {
DBPATH"mob_db.txt",
"mob_db2.txt" };
int fi;
for( fi = 0; fi < ARRAYLENGTH(filename); ++fi ) {
if(fi > 0) {
char filepath[256];
sprintf(filepath, "%s/%s", map->db_path, filename[fi]);
if(!exists(filepath)) {
continue;
}
}
sv->readdb(map->db_path, filename[fi], ',', 31+2*MAX_MVP_DROP+2*MAX_MOB_DROP, 31+2*MAX_MVP_DROP+2*MAX_MOB_DROP, -1, mob->readdb_sub);
}
mob->name_constants();
}
/*==========================================
* mob_db table reading
*------------------------------------------*/
int mob_read_sqldb(void) {
const char* mob_db_name[] = { map->mob_db_db, map->mob_db2_db };
int fi;
for( fi = 0; fi < ARRAYLENGTH(mob_db_name); ++fi ) {
uint32 lines = 0, count = 0;
// retrieve all rows from the mob database
if( SQL_ERROR == SQL->Query(map->mysql_handle, "SELECT * FROM `%s`", mob_db_name[fi]) ) {
Sql_ShowDebug(map->mysql_handle);
continue;
}
// process rows one by one
while( SQL_SUCCESS == SQL->NextRow(map->mysql_handle) ) {
// wrap the result into a TXT-compatible format
char line[1024];
char* str[31+2*MAX_MVP_DROP+2*MAX_MOB_DROP];
char* p;
int i;
lines++;
for(i = 0, p = line; i < 31+2*MAX_MVP_DROP+2*MAX_MOB_DROP; i++)
{
char* data;
size_t len;
SQL->GetData(map->mysql_handle, i, &data, &len);
strcpy(p, data);
str[i] = p;
p+= len + 1;
}
if (!mob->parse_dbrow(str))
continue;
count++;
}
// free the query result
SQL->FreeResult(map->mysql_handle);
ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", count, mob_db_name[fi]);
}
mob->name_constants();
return 0;
}
void mob_name_constants(void) {
int i;
#ifdef ENABLE_CASE_CHECK
script->parser_current_file = "Mob Database (Likely an invalid or conflicting SpriteName)";
#endif // ENABLE_CASE_CHECK
for (i = 0; i < MAX_MOB_DB; i++) {
if (mob->db_data[i] && !mob->is_clone(i))
script->set_constant2(mob->db_data[i]->sprite, i, 0);
}
#ifdef ENABLE_CASE_CHECK
script->parser_current_file = NULL;
#endif // ENABLE_CASE_CHECK
}
/*==========================================
* MOB display graphic change data reading
*------------------------------------------*/
bool mob_readdb_mobavail(char* str[], int columns, int current)
{
int class_, k;
class_=atoi(str[0]);
if(mob->db(class_) == mob->dummy) // invalid class (probably undefined in db)
{
ShowWarning("mob_readdb_mobavail: Unknown mob id %d.\n", class_);
return false;
}
k=atoi(str[1]);
memset(&mob->db_data[class_]->vd, 0, sizeof(struct view_data));
mob->db_data[class_]->vd.class_=k;
//Player sprites
if(pcdb_checkid(k) && columns==12) {
mob->db_data[class_]->vd.sex=atoi(str[2]);
mob->db_data[class_]->vd.hair_style=atoi(str[3]);
mob->db_data[class_]->vd.hair_color=atoi(str[4]);
mob->db_data[class_]->vd.weapon=atoi(str[5]);
mob->db_data[class_]->vd.shield=atoi(str[6]);
mob->db_data[class_]->vd.head_top=atoi(str[7]);
mob->db_data[class_]->vd.head_mid=atoi(str[8]);
mob->db_data[class_]->vd.head_bottom=atoi(str[9]);
mob->db_data[class_]->option=atoi(str[10])&~(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE);
mob->db_data[class_]->vd.cloth_color=atoi(str[11]); // Monster player dye option - Valaris
}
else if(columns==3)
mob->db_data[class_]->vd.head_bottom=atoi(str[2]); // mob equipment [Valaris]
else if( columns != 2 )
return false;
return true;
}
/*==========================================
* Reading of random monster data
*------------------------------------------*/
int mob_read_randommonster(void)
{
FILE *fp;
char line[1024];
char *str[10],*p;
int i,j;
const char* mobfile[] = {
DBPATH"mob_branch.txt",
DBPATH"mob_poring.txt",
DBPATH"mob_boss.txt",
"mob_pouch.txt",
"mob_classchange.txt"};
memset(&summon, 0, sizeof(summon));
for( i = 0; i < ARRAYLENGTH(mobfile) && i < MAX_RANDOMMONSTER; i++ ) {
unsigned int count = 0;
mob->db_data[0]->summonper[i] = 1002; // Default fallback value, in case the database does not provide one
sprintf(line, "%s/%s", map->db_path, mobfile[i]);
fp=fopen(line,"r");
if(fp==NULL){
ShowError("can't read %s\n",line);
return -1;
}
while(fgets(line, sizeof(line), fp))
{
int class_;
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]);
if(mob->db(class_) == mob->dummy)
continue;
count++;
mob->db_data[class_]->summonper[i]=atoi(str[2]);
if (i) {
if( summon[i].qty < ARRAYLENGTH(summon[i].class_) ) //MvPs
summon[i].class_[summon[i].qty++] = class_;
else {
ShowDebug("Can't store more random mobs from %s, increase size of mob.c:summon variable!\n", mobfile[i]);
break;
}
}
}
if (i && !summon[i].qty) { //At least have the default here.
summon[i].class_[0] = mob->db_data[0]->summonper[i];
summon[i].qty = 1;
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",count,mobfile[i]);
}
return 0;
}
/*==========================================
* processes one mob_chat_db entry [SnakeDrak]
* @param last_msg_id ensures that only one error message per mob id is printed
*------------------------------------------*/
bool mob_parse_row_chatdb(char** str, const char* source, int line, int* last_msg_id)
{
char* msg;
struct mob_chat *ms;
int msg_id;
size_t len;
msg_id = atoi(str[0]);
if (msg_id <= 0 || msg_id > MAX_MOB_CHAT)
{
if (msg_id != *last_msg_id) {
ShowError("mob_chat: Invalid chat ID: %d at %s, line %d\n", msg_id, source, line);
*last_msg_id = msg_id;
}
return false;
}
if (mob->chat_db[msg_id] == NULL)
mob->chat_db[msg_id] = (struct mob_chat*)aCalloc(1, sizeof (struct mob_chat));
ms = mob->chat_db[msg_id];
//MSG ID
ms->msg_id=msg_id;
//Color
ms->color=(unsigned int)strtoul(str[1],NULL,0);
//Message
msg = str[2];
len = strlen(msg);
while( len && ( msg[len-1]=='\r' || msg[len-1]=='\n' ) )
{// find EOL to strip
len--;
}
if(len>(CHAT_SIZE_MAX-1))
{
if (msg_id != *last_msg_id) {
ShowError("mob_chat: readdb: Message too long! Line %d, id: %d\n", line, msg_id);
*last_msg_id = msg_id;
}
return false;
}
else if( !len )
{
ShowWarning("mob_parse_row_chatdb: Empty message for id %d.\n", msg_id);
return false;
}
msg[len] = 0; // strip previously found EOL
safestrncpy(ms->msg, str[2], CHAT_SIZE_MAX);
return true;
}
/*==========================================
* mob_chat_db.txt reading [SnakeDrak]
*-------------------------------------------------------------------------*/
void mob_readchatdb(void) {
char arc[]="mob_chat_db.txt";
uint32 lines=0, count=0;
char line[1024], filepath[256];
int i, tmp=0;
FILE *fp;
sprintf(filepath, "%s/%s", map->db_path, arc);
fp=fopen(filepath, "r");
if(fp == NULL) {
ShowWarning("mob_readchatdb: File not found \"%s\", skipping.\n", filepath);
return;
}
while(fgets(line, sizeof(line), fp)) {
char *str[3], *p, *np;
int j=0;
lines++;
if(line[0] == '/' && line[1] == '/')
continue;
memset(str, 0, sizeof(str));
p=line;
while(ISSPACE(*p))
++p;
if(*p == '\0')
continue;// empty line
for(i = 0; i <= 2; i++)
{
str[i] = p;
if(i<2 && (np = strchr(p, ',')) != NULL) {
*np = '\0'; p = np + 1; j++;
}
}
if( j < 2 || str[2]==NULL)
{
ShowError("mob_readchatdb: Insufficient number of fields for skill at %s, line %d\n", arc, lines);
continue;
}
if( !mob->parse_row_chatdb(str, filepath, lines, &tmp) )
continue;
count++;
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", count, arc);
}
/*==========================================
* processes one mob_skill_db entry
*------------------------------------------*/
bool mob_parse_row_mobskilldb(char** str, int columns, int current)
{
static const struct {
char str[32];
enum MobSkillState id;
} state[] = {
{ "any", MSS_ANY }, //All states except Dead
{ "idle", MSS_IDLE },
{ "walk", MSS_WALK },
{ "loot", MSS_LOOT },
{ "dead", MSS_DEAD },
{ "attack", MSS_BERSERK }, //Retaliating attack
{ "angry", MSS_ANGRY }, //Preemptive attack (aggressive mobs)
{ "chase", MSS_RUSH }, //Chase escaping target
{ "follow", MSS_FOLLOW }, //Preemptive chase (aggressive mobs)
{ "anytarget",MSS_ANYTARGET }, //Berserk+Angry+Rush+Follow
};
static const struct {
char str[32];
int id;
} cond1[] = {
{ "always", MSC_ALWAYS },
{ "myhpltmaxrate", MSC_MYHPLTMAXRATE },
{ "myhpinrate", MSC_MYHPINRATE },
{ "friendhpltmaxrate", MSC_FRIENDHPLTMAXRATE },
{ "friendhpinrate", MSC_FRIENDHPINRATE },
{ "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 },
{ "afterskill", MSC_AFTERSKILL },
{ "casttargeted", MSC_CASTTARGETED },
{ "rudeattacked", MSC_RUDEATTACKED },
{ "masterhpltmaxrate", MSC_MASTERHPLTMAXRATE },
{ "masterattacked", MSC_MASTERATTACKED },
{ "alchemist", MSC_ALCHEMIST },
{ "onspawn", MSC_SPAWN },
}, cond2[] ={
{ "anybad", -1 },
{ "stone", SC_STONE },
{ "freeze", SC_FREEZE },
{ "stun", SC_STUN },
{ "sleep", SC_SLEEP },
{ "poison", SC_POISON },
{ "curse", SC_CURSE },
{ "silence", SC_SILENCE },
{ "confusion", SC_CONFUSION },
{ "blind", SC_BLIND },
{ "hiding", SC_HIDING },
{ "sight", SC_SIGHT },
}, target[] = {
{ "target", MST_TARGET },
{ "randomtarget", MST_RANDOM },
{ "self", MST_SELF },
{ "friend", MST_FRIEND },
{ "master", MST_MASTER },
{ "around5", MST_AROUND5 },
{ "around6", MST_AROUND6 },
{ "around7", MST_AROUND7 },
{ "around8", MST_AROUND8 },
{ "around1", MST_AROUND1 },
{ "around2", MST_AROUND2 },
{ "around3", MST_AROUND3 },
{ "around4", MST_AROUND4 },
{ "around", MST_AROUND },
};
static int last_mob_id = 0; // ensures that only one error message per mob id is printed
struct mob_skill *ms, gms;
int mob_id;
int i =0, j, tmp;
uint16 sidx = 0;
mob_id = atoi(str[0]);
if (mob_id > 0 && mob->db(mob_id) == mob->dummy)
{
if (mob_id != last_mob_id) {
ShowError("mob_parse_row_mobskilldb: Non existant Mob id %d\n", mob_id);
last_mob_id = mob_id;
}
return false;
}
if( strcmp(str[1],"clear")==0 ){
if (mob_id < 0)
return false;
memset(mob->db_data[mob_id]->skill,0,sizeof(struct mob_skill));
mob->db_data[mob_id]->maxskill=0;
return true;
}
if (mob_id < 0)
{ //Prepare global skill. [Skotlex]
memset(&gms, 0, sizeof (struct mob_skill));
ms = &gms;
} else {
ARR_FIND( 0, MAX_MOBSKILL, i, (ms = &mob->db_data[mob_id]->skill[i])->skill_id == 0 );
if( i == MAX_MOBSKILL )
{
if (mob_id != last_mob_id) {
ShowError("mob_parse_row_mobskilldb: Too many skills for monster %d[%s]\n", mob_id, mob->db_data[mob_id]->sprite);
last_mob_id = mob_id;
}
return false;
}
}
//State
ARR_FIND( 0, ARRAYLENGTH(state), j, strcmp(str[2],state[j].str) == 0 );
if( j < ARRAYLENGTH(state) )
ms->state = state[j].id;
else {
ShowWarning("mob_parse_row_mobskilldb: Unrecognized state %s\n", str[2]);
ms->state = MSS_ANY;
}
//Skill ID
j=atoi(str[3]);
if ( !(sidx = skill->get_index(j) ) ) {
if (mob_id < 0)
ShowError("mob_parse_row_mobskilldb: Invalid Skill ID (%d) for all mobs\n", j);
else
ShowError("mob_parse_row_mobskilldb: Invalid Skill ID (%d) for mob %d (%s)\n", j, mob_id, mob->db_data[mob_id]->sprite);
return false;
}
ms->skill_id=j;
//Skill lvl
j= atoi(str[4])<=0 ? 1 : atoi(str[4]);
ms->skill_lv= j>battle_config.mob_max_skilllvl ? battle_config.mob_max_skilllvl : j; //we strip max skill level
//Apply battle_config modifiers to rate (permillage) and delay [Skotlex]
tmp = atoi(str[5]);
if (battle_config.mob_skill_rate != 100)
tmp = tmp*battle_config.mob_skill_rate/100;
if (tmp > 10000)
ms->permillage= 10000;
else if (!tmp && battle_config.mob_skill_rate)
ms->permillage= 1;
else
ms->permillage= tmp;
ms->casttime=atoi(str[6]);
ms->delay=atoi(str[7]);
if (battle_config.mob_skill_delay != 100)
ms->delay = ms->delay*battle_config.mob_skill_delay/100;
if (ms->delay < 0 || ms->delay > MOB_MAX_DELAY) //time overflow?
ms->delay = MOB_MAX_DELAY;
ms->cancel=atoi(str[8]);
if( strcmp(str[8],"yes")==0 ) ms->cancel=1;
//Target
ARR_FIND( 0, ARRAYLENGTH(target), j, strcmp(str[9],target[j].str) == 0 );
if( j < ARRAYLENGTH(target) )
ms->target = target[j].id;
else {
ShowWarning("mob_parse_row_mobskilldb: Unrecognized target %s for %d\n", str[9], mob_id);
ms->target = MST_TARGET;
}
//Check that the target condition is right for the skill type. [Skotlex]
if ( skill->get_casttype2(sidx) == CAST_GROUND) {//Ground skill.
if (ms->target > MST_AROUND) {
ShowWarning("mob_parse_row_mobskilldb: Wrong mob skill target for ground skill %d (%s) for %s.\n",
ms->skill_id, skill->db[sidx].name,
mob_id < 0?"all mobs":mob->db_data[mob_id]->sprite);
ms->target = MST_TARGET;
}
} else if (ms->target > MST_MASTER) {
ShowWarning("mob_parse_row_mobskilldb: Wrong mob skill target 'around' for non-ground skill %d (%s) for %s.\n",
ms->skill_id, skill->db[sidx].name,
mob_id < 0?"all mobs":mob->db_data[mob_id]->sprite);
ms->target = MST_TARGET;
}
//Cond1
ARR_FIND( 0, ARRAYLENGTH(cond1), j, strcmp(str[10],cond1[j].str) == 0 );
if( j < ARRAYLENGTH(cond1) )
ms->cond1 = cond1[j].id;
else {
ShowWarning("mob_parse_row_mobskilldb: Unrecognized condition 1 %s for %d\n", str[10], mob_id);
ms->cond1 = -1;
}
//Cond2
// numeric value
ms->cond2 = atoi(str[11]);
// or special constant
ARR_FIND( 0, ARRAYLENGTH(cond2), j, strcmp(str[11],cond2[j].str) == 0 );
if( j < ARRAYLENGTH(cond2) )
ms->cond2 = cond2[j].id;
ms->val[0]=(int)strtol(str[12],NULL,0);
ms->val[1]=(int)strtol(str[13],NULL,0);
ms->val[2]=(int)strtol(str[14],NULL,0);
ms->val[3]=(int)strtol(str[15],NULL,0);
ms->val[4]=(int)strtol(str[16],NULL,0);
if(ms->skill_id == NPC_EMOTION && mob_id>0 &&
ms->val[1] == mob->db(mob_id)->status.mode)
{
ms->val[1] = 0;
ms->val[4] = 1; //request to return mode to normal.
}
if(ms->skill_id == NPC_EMOTION_ON && mob_id>0 && ms->val[1])
{ //Adds a mode to the mob.
//Remove aggressive mode when the new mob type is passive.
if (!(ms->val[1]&MD_AGGRESSIVE))
ms->val[3]|=MD_AGGRESSIVE;
ms->val[2]|= ms->val[1]; //Add the new mode.
ms->val[1] = 0; //Do not "set" it.
}
if(*str[17])
ms->emotion=atoi(str[17]);
else
ms->emotion=-1;
if(str[18]!=NULL && mob->chat_db[atoi(str[18])]!=NULL)
ms->msg_id=atoi(str[18]);
else
ms->msg_id=0;
if (mob_id < 0)
{ //Set this skill to ALL mobs. [Skotlex]
mob_id *= -1;
for (i = 1; i < MAX_MOB_DB; i++)
{
if (mob->db_data[i] == NULL)
continue;
if (mob->db_data[i]->status.mode&MD_BOSS)
{
if (!(mob_id&2)) //Skill not for bosses
continue;
} else
if (!(mob_id&1)) //Skill not for normal enemies.
continue;
ARR_FIND( 0, MAX_MOBSKILL, j, mob->db_data[i]->skill[j].skill_id == 0 );
if(j==MAX_MOBSKILL)
continue;
memcpy (&mob->db_data[i]->skill[j], ms, sizeof(struct mob_skill));
mob->db_data[i]->maxskill=j+1;
}
} else //Skill set on a single mob.
mob->db_data[mob_id]->maxskill=i+1;
return true;
}
/*==========================================
* mob_skill_db.txt reading
*------------------------------------------*/
void mob_readskilldb(void) {
const char* filename[] = {
DBPATH"mob_skill_db.txt",
"mob_skill_db2.txt" };
int fi;
if( battle_config.mob_skill_rate == 0 ) {
ShowStatus("Mob skill use disabled. Not reading mob skills.\n");
return;
}
for( fi = 0; fi < ARRAYLENGTH(filename); ++fi ) {
if(fi > 0) {
char filepath[256];
sprintf(filepath, "%s/%s", map->db_path, filename[fi]);
if(!exists(filepath)) {
continue;
}
}
sv->readdb(map->db_path, filename[fi], ',', 19, 19, -1, mob->parse_row_mobskilldb);
}
}
/**
* mob_skill_db table reading [CalciumKid]
* not overly sure if this is all correct
* seems to work though...
*/
int mob_read_sqlskilldb(void) {
const char* mob_skill_db_name[] = { map->mob_skill_db_db, map->mob_skill_db2_db };
int fi;
if( battle_config.mob_skill_rate == 0 ) {
ShowStatus("Mob skill use disabled. Not reading mob skills.\n");
return 0;
}
for( fi = 0; fi < ARRAYLENGTH(mob_skill_db_name); ++fi ) {
uint32 lines = 0, count = 0;
// retrieve all rows from the mob skill database
if( SQL_ERROR == SQL->Query(map->mysql_handle, "SELECT * FROM `%s`", mob_skill_db_name[fi]) ) {
Sql_ShowDebug(map->mysql_handle);
continue;
}
// process rows one by one
while( SQL_SUCCESS == SQL->NextRow(map->mysql_handle) ) {
// wrap the result into a TXT-compatible format
char* str[19];
char* dummy = "";
int i;
++lines;
for( i = 0; i < 19; ++i )
{
SQL->GetData(map->mysql_handle, i, &str[i], NULL);
if( str[i] == NULL ) str[i] = dummy; // get rid of NULL columns
}
if (!mob->parse_row_mobskilldb(str, 19, count))
continue;
count++;
}
// free the query result
SQL->FreeResult(map->mysql_handle);
ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", count, mob_skill_db_name[fi]);
}
return 0;
}
/*==========================================
* mob_race2_db.txt reading
*------------------------------------------*/
bool mob_readdb_race2(char* fields[], int columns, int current)
{
int race, mobid, i;
race = atoi(fields[0]);
if (race < RC2_NONE || race >= RC2_MAX)
{
ShowWarning("mob_readdb_race2: Unknown race2 %d.\n", race);
return false;
}
for(i = 1; i<columns; i++)
{
mobid = atoi(fields[i]);
if (mob->db(mobid) == mob->dummy)
{
ShowWarning("mob_readdb_race2: Unknown mob id %d for race2 %d.\n", mobid, race);
continue;
}
mob->db_data[mobid]->race2 = race;
}
return true;
}
/**
* Read mob_item_ratio.txt
*/
bool mob_readdb_itemratio(char* str[], int columns, int current)
{
int nameid, ratio, i;
nameid = atoi(str[0]);
if( itemdb->exists(nameid) == NULL )
{
ShowWarning("itemdb_read_itemratio: Invalid item id %d.\n", nameid);
return false;
}
ratio = atoi(str[1]);
if(item_drop_ratio_db[nameid] == NULL)
item_drop_ratio_db[nameid] = (struct item_drop_ratio*)aCalloc(1, sizeof(struct item_drop_ratio));
item_drop_ratio_db[nameid]->drop_ratio = ratio;
for(i = 0; i < columns-2; i++)
item_drop_ratio_db[nameid]->mob_id[i] = atoi(str[i+2]);
return true;
}
/**
* read all mob-related databases
*/
void mob_load(bool minimal) {
if (minimal) {
// Only read the mob db in minimal mode
mob->readdb();
return;
}
sv->readdb(map->db_path, "mob_item_ratio.txt", ',', 2, 2+MAX_ITEMRATIO_MOBS, -1, mob->readdb_itemratio); // must be read before mobdb
mob->readchatdb();
if (map->db_use_sql_mob_db) {
mob->read_sqldb();
}
if (map->db_use_sql_mob_skill_db) {
mob->read_sqlskilldb();
} else {
mob->readdb();
mob->readskilldb();
}
sv->readdb(map->db_path, "mob_avail.txt", ',', 2, 12, -1, mob->readdb_mobavail);
mob->read_randommonster();
sv->readdb(map->db_path, DBPATH"mob_race2_db.txt", ',', 2, 20, -1, mob->readdb_race2);
}
void mob_reload(void) {
int i;
//Mob skills need to be cleared before re-reading them. [Skotlex]
for (i = 0; i < MAX_MOB_DB; i++)
if (mob->db_data[i] && !mob->is_clone(i)) {
memset(&mob->db_data[i]->skill,0,sizeof(mob->db_data[i]->skill));
mob->db_data[i]->maxskill=0;
}
// Clear item_drop_ratio_db
for (i = 0; i < MAX_ITEMDB; i++) {
if (item_drop_ratio_db[i]) {
aFree(item_drop_ratio_db[i]);
item_drop_ratio_db[i] = NULL;
}
}
mob->load(false);
}
void mob_clear_spawninfo()
{ //Clears spawn related information for a script reload.
int i;
for (i = 0; i < MAX_MOB_DB; i++)
if (mob->db_data[i])
memset(&mob->db_data[i]->spawn,0,sizeof(mob->db_data[i]->spawn));
}
/*==========================================
* Circumference initialization of mob
*------------------------------------------*/
int do_init_mob(bool minimal) {
// Initialize the mob database
memset(mob->db_data,0,sizeof(mob->db_data)); //Clear the array
mob->db_data[0] = (struct mob_db*)aCalloc(1, sizeof (struct mob_db)); //This mob is used for random spawns
mob->makedummymobdb(0); //The first time this is invoked, it creates the dummy mob
item_drop_ers = ers_new(sizeof(struct item_drop),"mob.c::item_drop_ers",ERS_OPT_CLEAN);
item_drop_list_ers = ers_new(sizeof(struct item_drop_list),"mob.c::item_drop_list_ers",ERS_OPT_NONE);
mob->load(minimal);
if (minimal)
return 0;
timer->add_func_list(mob->delayspawn,"mob_delayspawn");
timer->add_func_list(mob->delay_item_drop,"mob_delay_item_drop");
timer->add_func_list(mob->ai_hard,"mob_ai_hard");
timer->add_func_list(mob->ai_lazy,"mob_ai_lazy");
timer->add_func_list(mob->timer_delete,"mob_timer_delete");
timer->add_func_list(mob->spawn_guardian_sub,"mob_spawn_guardian_sub");
timer->add_func_list(mob->respawn,"mob_respawn");
timer->add_interval(timer->gettick()+MIN_MOBTHINKTIME,mob->ai_hard,0,0,MIN_MOBTHINKTIME);
timer->add_interval(timer->gettick()+MIN_MOBTHINKTIME*10,mob->ai_lazy,0,0,MIN_MOBTHINKTIME*10);
return 0;
}
/*==========================================
* Clean memory usage.
*------------------------------------------*/
int do_final_mob(void)
{
int i;
if (mob->dummy)
{
aFree(mob->dummy);
mob->dummy = NULL;
}
for (i = 0; i <= MAX_MOB_DB; i++)
{
if (mob->db_data[i] != NULL)
{
aFree(mob->db_data[i]);
mob->db_data[i] = NULL;
}
}
for (i = 0; i <= MAX_MOB_CHAT; i++)
{
if (mob->chat_db[i] != NULL)
{
aFree(mob->chat_db[i]);
mob->chat_db[i] = NULL;
}
}
for (i = 0; i < MAX_ITEMDB; i++)
{
if (item_drop_ratio_db[i] != NULL)
{
aFree(item_drop_ratio_db[i]);
item_drop_ratio_db[i] = NULL;
}
}
ers_destroy(item_drop_ers);
ers_destroy(item_drop_list_ers);
return 0;
}
void mob_defaults(void) {
//Defines the Manuk/Splendide mob groups for the status reductions [Epoque]
const int mob_manuk[8] = { 1986, 1987, 1988, 1989, 1990, 1997, 1998, 1999 };
const int mob_splendide[5] = { 1991, 1992, 1993, 1994, 1995 };
mob = &mob_s;
memset(mob->db_data, 0, sizeof(mob->db_data));
mob->dummy = NULL;
memset(mob->chat_db, 0, sizeof(mob->chat_db));
memcpy(mob->manuk, mob_manuk, sizeof(mob->manuk));
memcpy(mob->splendide, mob_splendide, sizeof(mob->splendide));
/* */
mob->reload = mob_reload;
mob->init = do_init_mob;
mob->final = do_final_mob;
/* */
mob->db = mob_db;
mob->chat = mob_chat;
mob->makedummymobdb = mob_makedummymobdb;
mob->spawn_guardian_sub = mob_spawn_guardian_sub;
mob->skill_id2skill_idx = mob_skill_id2skill_idx;
mob->db_searchname = mobdb_searchname;
mob->db_searchname_array_sub = mobdb_searchname_array_sub;
mob->mvptomb_create = mvptomb_create;
mob->mvptomb_destroy = mvptomb_destroy;
mob->db_searchname_array = mobdb_searchname_array;
mob->db_checkid = mobdb_checkid;
mob->get_viewdata = mob_get_viewdata;
mob->parse_dataset = mob_parse_dataset;
mob->spawn_dataset = mob_spawn_dataset;
mob->get_random_id = mob_get_random_id;
mob->ksprotected = mob_ksprotected;
mob->once_spawn_sub = mob_once_spawn_sub;
mob->once_spawn = mob_once_spawn;
mob->once_spawn_area = mob_once_spawn_area;
mob->spawn_guardian = mob_spawn_guardian;
mob->spawn_bg = mob_spawn_bg;
mob->can_reach = mob_can_reach;
mob->linksearch = mob_linksearch;
mob->delayspawn = mob_delayspawn;
mob->setdelayspawn = mob_setdelayspawn;
mob->count_sub = mob_count_sub;
mob->spawn = mob_spawn;
mob->can_changetarget = mob_can_changetarget;
mob->target = mob_target;
mob->ai_sub_hard_activesearch = mob_ai_sub_hard_activesearch;
mob->ai_sub_hard_changechase = mob_ai_sub_hard_changechase;
mob->ai_sub_hard_bg_ally = mob_ai_sub_hard_bg_ally;
mob->ai_sub_hard_lootsearch = mob_ai_sub_hard_lootsearch;
mob->warpchase_sub = mob_warpchase_sub;
mob->ai_sub_hard_slavemob = mob_ai_sub_hard_slavemob;
mob->unlocktarget = mob_unlocktarget;
mob->randomwalk = mob_randomwalk;
mob->warpchase = mob_warpchase;
mob->ai_sub_hard = mob_ai_sub_hard;
mob->ai_sub_hard_timer = mob_ai_sub_hard_timer;
mob->ai_sub_foreachclient = mob_ai_sub_foreachclient;
mob->ai_sub_lazy = mob_ai_sub_lazy;
mob->ai_lazy = mob_ai_lazy;
mob->ai_hard = mob_ai_hard;
mob->setdropitem = mob_setdropitem;
mob->setlootitem = mob_setlootitem;
mob->delay_item_drop = mob_delay_item_drop;
mob->item_drop = mob_item_drop;
mob->timer_delete = mob_timer_delete;
mob->deleteslave_sub = mob_deleteslave_sub;
mob->deleteslave = mob_deleteslave;
mob->respawn = mob_respawn;
mob->log_damage = mob_log_damage;
mob->damage = mob_damage;
mob->dead = mob_dead;
mob->revive = mob_revive;
mob->guardian_guildchange = mob_guardian_guildchange;
mob->random_class = mob_random_class;
mob->class_change = mob_class_change;
mob->heal = mob_heal;
mob->warpslave_sub = mob_warpslave_sub;
mob->warpslave = mob_warpslave;
mob->countslave_sub = mob_countslave_sub;
mob->countslave = mob_countslave;
mob->summonslave = mob_summonslave;
mob->getfriendhprate_sub = mob_getfriendhprate_sub;
mob->getfriendhprate = mob_getfriendhprate;
mob->getmasterhpltmaxrate = mob_getmasterhpltmaxrate;
mob->getfriendstatus_sub = mob_getfriendstatus_sub;
mob->getfriendstatus = mob_getfriendstatus;
mob->skill_use = mobskill_use;
mob->skill_event = mobskill_event;
mob->is_clone = mob_is_clone;
mob->clone_spawn = mob_clone_spawn;
mob->clone_delete = mob_clone_delete;
mob->drop_adjust = mob_drop_adjust;
mob->item_dropratio_adjust = item_dropratio_adjust;
mob->parse_dbrow = mob_parse_dbrow;
mob->readdb_sub = mob_readdb_sub;
mob->readdb = mob_readdb;
mob->read_sqldb = mob_read_sqldb;
mob->name_constants = mob_name_constants;
mob->readdb_mobavail = mob_readdb_mobavail;
mob->read_randommonster = mob_read_randommonster;
mob->parse_row_chatdb = mob_parse_row_chatdb;
mob->readchatdb = mob_readchatdb;
mob->parse_row_mobskilldb = mob_parse_row_mobskilldb;
mob->readskilldb = mob_readskilldb;
mob->read_sqlskilldb = mob_read_sqlskilldb;
mob->readdb_race2 = mob_readdb_race2;
mob->readdb_itemratio = mob_readdb_itemratio;
mob->load = mob_load;
mob->clear_spawninfo = mob_clear_spawninfo;
}