// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <string.h>
#include <math.h>
#include <limits.h>
#include "timer.h"
#include "socket.h"
#include "db.h"
#include "nullpo.h"
#include "malloc.h"
#include "map.h"
#include "clif.h"
#include "intif.h"
#include "pc.h"
#include "status.h"
#include "mob.h"
#include "guild.h"
#include "itemdb.h"
#include "skill.h"
#include "battle.h"
#include "party.h"
#include "npc.h"
#include "log.h"
#include "showmsg.h"
#include "script.h"
#include "atcommand.h"
#include "date.h"
#include "irc.h"
#define MIN_MOBTHINKTIME 100
#define MIN_MOBLINKTIME 1000
#define MOB_LAZYSKILLPERC 10 // Probability for mobs far from players from doing their IDLE skill. (rate of 1000 minute)
#define MOB_LAZYMOVEPERC 50 // Move probability in the negligent mode MOB (rate of 1000 minute)
#define MOB_LAZYWARPPERC 20 // Warp probability in the negligent mode MOB (rate of 1000 minute)
#define MOB_SLAVEDISTANCE 2 //Distance that slaves should keep from their master.
//Dynamic mob database, allows saving of memory when there's big gaps in the mob_db [Skotlex]
struct mob_db *mob_db_data[MAX_MOB_DB+1];
struct mob_db *mob_dummy = NULL; //Dummy mob to be returned when a non-existant one is requested.
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]; }
#define CLASSCHANGE_BOSS_NUM 21
/*==========================================
* Local prototype declaration (only required thing)
*------------------------------------------
*/
static int mob_makedummymobdb(int);
static int mob_timer(int,unsigned int,int,int);
static int mob_spawn_guardian_sub(int,unsigned int,int,int);
int mobskill_use(struct mob_data *md,unsigned int tick,int event);
int mobskill_deltimer(struct mob_data *md );
int mob_skillid2skillidx(int class_,int skillid);
int mobskill_use_id(struct mob_data *md,struct block_list *target,int skill_idx);
/*==========================================
* Mob is searched with a name.
*------------------------------------------
*/
int mobdb_searchname(const char *str)
{
int i;
struct mob_db* mob;
for(i=0;i<=MAX_MOB_DB;i++){
mob = mob_db(i);
if(mob == mob_dummy) //Skip dummy mobs.
continue;
if(strcmpi(mob->name,str)==0 || strcmp(mob->jname,str)==0 ||
memcmp(mob->name,str,NAME_LENGTH)==0 || memcmp(mob->jname,str,NAME_LENGTH)==0)
return i;
}
return 0;
}
static int mobdb_searchname_array_sub(struct mob_db* mob, const char *str)
{
if (mob == mob_dummy)
return 1; //Invalid item.
if(strstr(mob->jname,str))
return 0;
if(strstr(mob->name,str))
return 0;
return strcmpi(mob->jname,str);
}
/*==========================================
* Founds up to N matches. Returns number of matches [Skotlex]
*------------------------------------------
*/
int mobdb_searchname_array(struct mob_db** data, int size, const char *str)
{
int count = 0, i;
struct mob_db* mob;
for(i=0;i<=MAX_MOB_DB;i++){
mob = mob_db(i);
if (mob == mob_dummy)
continue;
if (!mobdb_searchname_array_sub(mob, str)) {
if (count < size)
data[count] = mob;
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;
}
/*==========================================
* The minimum data set for MOB spawning
*------------------------------------------
*/
int mob_spawn_dataset(struct mob_data *md,const char *mobname,int class_)
{
nullpo_retr(0, md);
md->bl.prev=NULL;
md->bl.next=NULL;
md->base_class = md->class_ = class_;
md->db = mob_db(class_);
if(strcmp(mobname,"--en--")==0)
strncpy(md->name,md->db->name,NAME_LENGTH-1);
else if(strcmp(mobname,"--ja--")==0)
strncpy(md->name,md->db->jname,NAME_LENGTH-1);
else
strncpy(md->name,mobname,NAME_LENGTH-1);
md->n = 0;
md->bl.id= npc_get_new_npc_id();
memset(&md->state,0,sizeof(md->state));
md->timer = -1;
md->target_id=0;
md->attacked_id=0;
md->attacked_count=0;
md->speed=md->db->speed;
return 0;
}
/*==========================================
* 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.
* &2: Apply a monster check level.
* lv: Mob level to check against
*------------------------------------------
*/
int mob_get_random_id(int type, int flag, int lv) {
struct mob_db *mob;
int i=0, k=0, class_;
if(type < 0 || type >= MAX_RANDOMMONSTER) {
if (battle_config.error_log)
ShowError("mob_get_random_id: Invalid type (%d) of random monster.\n", type);
return 0;
}
do {
class_ = rand() % MAX_MOB_DB;
if (flag&1)
k = rand() % 1000000;
mob = mob_db(class_);
} while ((mob == mob_dummy || mob->summonper[type] <= k ||
(flag&2 && lv < mob->lv)) && (i++) < MAX_MOB_DB);
if(i >= MAX_MOB_DB)
class_ = mob_db_data[0]->summonper[type];
return class_;
}
/*==========================================
* The MOB appearance for one time (for scripts)
*------------------------------------------
*/
int mob_once_spawn (struct map_session_data *sd, char *mapname,
int x, int y, const char *mobname, int class_, int amount, const char *event)
{
struct mob_data *md = NULL;
int m, count, lv = 255;
int i, j;
if(sd) lv = sd->status.base_level;
if(sd && strcmp(mapname,"this")==0)
m = sd->bl.m;
else
m = map_mapname2mapid(mapname);
if (m < 0 || amount <= 0 || (class_ >= 0 && class_ <= 1000) || class_ > MAX_MOB_DB + 2*MAX_MOB_DB) // �l���ُ�Ȃ珢�����~�߂�
return 0;
if (sd) { //even if the coords were wrong, spawn mob anyways (but look for most suitable coords first) Got from Freya [Lupus]
if (x <= 0 || y <= 0) {
if (x <= 0) x = sd->bl.x + rand() % 3 - 1;
if (y <= 0) y = sd->bl.y + rand() % 3 - 1;
if (map_getcell(m, x, y, CELL_CHKNOPASS)) {
x = sd->bl.x;
y = sd->bl.y;
}
}
} else if (x <= 0 || y <= 0) {
i = j = 0;
do {
x = rand() % (map[m].xs - 2) + 1;
y = rand() % (map[m].ys - 2) + 1;
} while ((i = map_getcell(m, x, y, CELL_CHKNOPASS)) && j++ < 64);
if (i) { // not solved?
x = 0;
y = 0;
}
}
for (count = 0; count < amount; count++) {
md = (struct mob_data *)aCalloc(1,sizeof(struct mob_data));
if (class_ > 2*MAX_MOB_DB) { // large/tiny mobs [Valaris]
md->special_state.size = 2;
class_ -= 2*MAX_MOB_DB;
} else if (class_ > MAX_MOB_DB) {
md->special_state.size = 1;
class_ -= MAX_MOB_DB;
}
if (class_ < 0) {
class_ = mob_get_random_id(-class_ -1, battle_config.random_monster_checklv?3:1, lv);
if (!class_) {
aFree(md);
return 0;
}
if (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
md->mode = mob_db(class_)->mode|MD_AGGRESSIVE|MD_CANATTACK|MD_CANMOVE;
}
if(mob_db(class_)->mode & MD_LOOTER)
md->lootitem = (struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
mob_spawn_dataset (md, mobname, class_);
md->bl.m = m;
md->bl.x = x;
md->bl.y = y;
md->m = m;
md->x0 = x;
md->y0 = y;
//md->xs = 0;
//md->ys = 0;
md->spawndelay1 = -1; // ��x�̂݃t���O
md->spawndelay2 = -1; // ��x�̂݃t���O
//better safe than sorry, current md->npc_event has a size of 50
if (strlen(event) < 50)
memcpy(md->npc_event, event, strlen(event));
md->bl.type = BL_MOB;
map_addiddb (&md->bl);
mob_spawn (md->bl.id);
if(class_ == MOBID_EMPERIUM) { // emperium hp based on defense level [Valaris]
struct guild_castle *gc = guild_mapname2gc(map[md->bl.m].name);
struct guild *g = gc?guild_search(gc->guild_id):NULL;
if(gc) {
md->max_hp += 2000 * gc->defense;
md->hp = md->max_hp;
md->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.
add_timer(gettick()+5000,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id);
}
} // end addition [Valaris]
}
return (amount > 0) ? md->bl.id : 0;
}
/*==========================================
* The MOB appearance for one time (& area specification for scripts)
*------------------------------------------
*/
int mob_once_spawn_area(struct map_session_data *sd,char *mapname,
int x0,int y0,int x1,int y1,
const char *mobname,int class_,int amount,const char *event)
{
int x,y,i,max,lx=-1,ly=-1,id=0;
int m;
if(strcmp(mapname,"this")==0)
m=sd->bl.m;
else
m=map_mapname2mapid(mapname);
max=(y1-y0+1)*(x1-x0+1)*3;
if(max>1000)max=1000;
if (m < 0 || amount <= 0 || (class_ >= 0 && class_ <= 1000) || class_ > MAX_MOB_DB + 2*MAX_MOB_DB) // �l���ُ�Ȃ珢�����~�߂�
return 0;
for(i=0;i<amount;i++){
int j=0;
do{
x=rand()%(x1-x0+1)+x0;
y=rand()%(y1-y0+1)+y0;
} while (map_getcell(m,x,y,CELL_CHKNOPASS) && (++j)<max);
// freya }while( ( (c=map_getcell(m,x,y))==1 || c==5)&& (++j)<max );
if(j>=max){
if(lx>=0){ // Since reference went wrong, the place which boiled before is used.
x=lx;
y=ly;
}else
return 0; // Since reference of the place which boils first went wrong, it stops.
}
if(x==0||y==0) ShowWarning("mob_once_spawn_area: xory=0, x=%d,y=%d,x0=%d,y0=%d\n",x,y,x0,y0);
id=mob_once_spawn(sd,mapname,x,y,mobname,class_,1,event);
lx=x;
ly=y;
}
return id;
}
/*==========================================
* Set a Guardian's guild data [Skotlex]
*------------------------------------------
*/
static int mob_spawn_guardian_sub(int tid,unsigned int tick,int id,int 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;
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 || (md = (struct mob_data*)bl) == NULL)
{
ShowError("mob_spawn_guardian_sub: Block error!\n");
return 0;
}
nullpo_retr(0, md->guardian_data);
g = guild_search(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",data);
if (md->class_ == MOBID_EMPERIUM)
{ //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->castle->guardian[md->guardian_data->number].visible)
{ //Safe removal of guardian.
md->guardian_data->castle->guardian[md->guardian_data->number].visible = 0;
guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0);
}
mob_delete(md); //Remove guardian.
}
return 0;
}
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);
return 0;
}
/*==========================================
* Summoning Guardians [Valaris]
*------------------------------------------
*/
int mob_spawn_guardian(struct map_session_data *sd,char *mapname,
int x,int y,const char *mobname,int class_,int amount,const char *event,int guardian)
{
struct mob_data *md=NULL;
struct guild *g=NULL;
struct guild_castle *gc;
int m,count=1;
if( sd && strcmp(mapname,"this")==0)
m=sd->bl.m;
else
m=map_mapname2mapid(mapname);
if(m<0 || amount<=0 || (class_>=0 && class_<=1000) || class_>MAX_MOB_DB) // Invalid monster classes
return 0;
if(class_<0)
return 0;
if(guardian < 0 || guardian >= MAX_GUARDIANS)
{
ShowError("mob_spawn_guardian: Invalid guardian index %d for guardian %d (castle map %s)\n", guardian, class_, map[m].name);
return 0;
}
if (amount > 1)
ShowWarning("mob_spawn_guardian: Spawning %d guardians in position %d (castle map %s)\n", amount, map[m].name);
if(sd){
if(x<=0) x=sd->bl.x;
if(y<=0) y=sd->bl.y;
}
else if(x<=0 || y<=0)
ShowWarning("mob_spawn_guardian: Invalid coordinates (%d,%d)\n",x,y);
gc=guild_mapname2gc(map[m].name);
if (gc == NULL)
{
ShowError("mob_spawn_guardian: No castle set at map %s\n", map[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[m].name);
else
g = guild_search(gc->guild_id);
if (gc->guardian[guardian].id)
ShowWarning("mob_spawn_guardian: Spawning guardian in position %d which already has a guardian (castle map %s)\n", guardian, map[m].name);
for(count=0;count<amount;count++){
md=(struct mob_data *) aCalloc(1, sizeof(struct mob_data));
mob_spawn_dataset(md,mobname,class_);
md->bl.m=m;
md->bl.x=x;
md->bl.y=y;
md->m =m;
md->x0=x;
md->y0=y;
md->xs=0;
md->ys=0;
md->spawndelay1=-1; // Only once is a flag.
md->spawndelay2=-1; // Only once is a flag.
//better safe than sorry, current md->npc_event has a size of 50 [Skotlex]
if (strlen(event) < 50)
memcpy(md->npc_event, event, strlen(event));
md->bl.type=BL_MOB;
map_addiddb(&md->bl);
mob_spawn(md->bl.id);
md->max_hp += 2000 * gc->defense;
md->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;
md->hp = gc->guardian[guardian].hp;
gc->guardian[guardian].id = 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)
add_timer(gettick()+5000,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id);
}
return (amount>0)?md->bl.id:0;
}
/*==========================================
* Is MOB in the state in which the present movement is possible or not?
*------------------------------------------
*/
int mob_can_move(struct mob_data *md)
{
nullpo_retr(0, md);
if(DIFF_TICK(md->canmove_tick, gettick()) > 0 || md->skilltimer != -1 || (md->sc.opt1 > 0 && md->sc.opt1 != OPT1_STONEWAIT) || md->sc.option&OPTION_HIDE)
return 0;
// �A���N�����œ����Ȃ��Ƃ�
if(md->sc.count && (
md->sc.data[SC_ANKLE].timer != -1 || //�A���N���X�l�A
md->sc.data[SC_AUTOCOUNTER].timer != -1 || //�I�[�g�J�E���^�[
md->sc.data[SC_BLADESTOP].timer != -1 || //���n���
md->sc.data[SC_SPIDERWEB].timer != -1 || //�X�p�C�_�[�E�F�b�u
(md->sc.data[SC_DANCING].timer !=-1 && md->sc.data[SC_DANCING].val1 == CG_HERMODE) || //cannot move while Hermod is active.
(md->sc.data[SC_GOSPEL].timer !=-1 && md->sc.data[SC_GOSPEL].val4 == BCT_SELF) || // cannot move while gospel is in effect
md->sc.data[SC_STOP].timer != -1 ||
md->sc.data[SC_CLOSECONFINE].timer != -1 ||
md->sc.data[SC_CLOSECONFINE2].timer != -1
))
return 0;
return 1;
}
/*==========================================
* Time calculation concerning one step next to mob
*------------------------------------------
*/
static int calc_next_walk_step(struct mob_data *md)
{
nullpo_retr(0, md);
if(md->walkpath.path_pos>=md->walkpath.path_len)
return -1;
if(md->walkpath.path[md->walkpath.path_pos]&1)
return status_get_speed(&md->bl)*14/10;
return status_get_speed(&md->bl);
}
static int mob_walktoxy_sub(struct mob_data *md);
/*==========================================
* Mob Walk processing
*------------------------------------------
*/
static int mob_walk(struct mob_data *md,unsigned int tick,int data)
{
int i;
static int dirx[8]={0,-1,-1,-1,0,1,1,1};
static int diry[8]={1,1,0,-1,-1,-1,0,1};
int x,y,dx,dy;
nullpo_retr(0, md);
md->state.state=MS_IDLE;
if(md->walkpath.path_pos>=md->walkpath.path_len || md->walkpath.path_pos!=data)
return 0;
md->walkpath.path_half ^= 1;
if(md->walkpath.path_half==0){
md->walkpath.path_pos++;
if(md->state.change_walk_target){
mob_walktoxy_sub(md);
return 0;
}
}
else {
if(md->walkpath.path[md->walkpath.path_pos]>=8)
return 1;
x = md->bl.x;
y = md->bl.y;
#ifndef CELL_NOSTACK
if(map_getcell(md->bl.m,x,y,CELL_CHKNOPASS)) {
mob_stop_walking(md,1);
return 0;
}
#endif
md->dir=md->walkpath.path[md->walkpath.path_pos];
dx = dirx[md->dir];
dy = diry[md->dir];
if (map_getcell(md->bl.m,x+dx,y+dy,CELL_CHKNOPASS)) {
mob_walktoxy_sub(md);
return 0;
}
md->state.state=MS_WALK;
map_foreachinmovearea(clif_moboutsight,md->bl.m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md);
if ( md->min_chase > md->db->range2)
md->min_chase--;
x += dx;
y += dy;
map_moveblock(&md->bl, x, y, tick);
map_foreachinmovearea(clif_mobinsight,md->bl.m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,BL_PC,md);
md->state.state=MS_IDLE;
}
if((i=calc_next_walk_step(md))>0){
i = i>>1;
if(i < 1 && md->walkpath.path_half == 0)
i = 1;
if(md->walkpath.path_pos>=md->walkpath.path_len)
clif_fixmobpos(md); // �Ƃ܂����Ƃ��Ɉʒu�̍đ��M
else {
md->timer=add_timer(tick+i,mob_timer,md->bl.id,md->walkpath.path_pos);
md->state.state=MS_WALK;
}
}
return 0;
}
/*==========================================
* 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 determined by mob_ai&1
* - MSS_FOLLOW: Initiative/support seek, path must be easy.
*------------------------------------------
*/
int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state)
{
int dx,dy;
struct walkpath_data wpd;
int i, easy = 0;
nullpo_retr(0, md);
nullpo_retr(0, bl);
switch (state) {
case MSS_RUSH:
easy = (battle_config.mob_ai&1?0:1);
break;
case MSS_LOOT:
case MSS_FOLLOW:
default:
easy = 1;
break;
}
if( md->bl.m != bl->m) // �Ⴄ��b�v
return 0;
if( md->bl.x==bl->x && md->bl.y==bl->y ) // �����}�X
return 1;
if( range>0 && !check_distance_bl(&md->bl, bl, range))
return 0;
// Obstacle judging
wpd.path_len=0;
wpd.path_pos=0;
wpd.path_half=0;
if(path_search_real(&wpd,md->bl.m,md->bl.x,md->bl.y,bl->x,bl->y,easy,CELL_CHKNOREACH)!=-1)
return 1;
// It judges whether it can adjoin or not.
dx=bl->x - md->bl.x;
dy=bl->y - md->bl.y;
dx=(dx>0)?1:((dx<0)?-1:0);
dy=(dy>0)?1:((dy<0)?-1:0);
if (map_getcell(md->bl.m,bl->x+dx,bl->y+dy,CELL_CHKNOREACH))
{ //Look for a suitable cell to place in.
for(i=0;i<9 && map_getcell(md->bl.m,bl->x-1+i/3,bl->y-1+i%3,CELL_CHKNOREACH);i++);
if (i<9) {
dx = 1-i/3;
dy = 1-i%3;
}
}
if(path_search_real(&wpd,md->bl.m,md->bl.x,md->bl.y,bl->x-dx,bl->y-dy,easy,CELL_CHKNOREACH)!=-1)
return 1;
return 0;
}
/*==========================================
* Links nearby mobs (supportive mobs)
*------------------------------------------
*/
static int mob_linksearch(struct block_list *bl,va_list ap)
{
struct mob_data *md;
int class_;
struct block_list *target;
unsigned int tick;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
md=(struct mob_data *)bl;
class_ = va_arg(ap, int);
target = va_arg(ap, struct block_list *);
tick=va_arg(ap, unsigned int);
if (md->class_ == class_ && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME
&& (!md->target_id || md->state.targettype == NONE_ATTACKABLE))
{
md->last_linktime = tick;
if( mob_can_reach(md,target,md->db->range2, MSS_FOLLOW) ){ // Reachability judging
md->target_id = target->id;
md->attacked_count = 0;
md->state.targettype = ATTACKABLE;
md->state.aggressive = (status_get_mode(&md->bl)&MD_ANGRY)?1:0;
md->min_chase=md->db->range3;
return 1;
}
}
return 0;
}
/*==========================================
* Attack processing of mob
*------------------------------------------
*/
static int mob_attack(struct mob_data *md,unsigned int tick,int data)
{
struct block_list *tbl=NULL;
int range;
nullpo_retr(0, md);
md->min_chase=md->db->range3;
md->state.state=MS_IDLE;
md->state.skillstate=MSS_IDLE;
if( md->skilltimer!=-1 ) // �X�L���g�p��
return 0;
if((tbl=map_id2bl(md->target_id))==NULL || !status_check_skilluse(&md->bl, tbl, 0, 0)){
md->target_id=0;
md->state.targettype = NONE_ATTACKABLE;
return 0;
}
if (!check_distance_bl(&md->bl, tbl, md->db->range3)){
mob_stopattack(md);
return 0;
}
range = md->db->range;
if (range <= 3)
range++; //Melee attackers get a bonus range cell when attacking.
/* It seems mobs always teleport the last two tiles when chasing players, so do not give them this bonus range tile.[Skotlex]
if(battle_iswalking(tbl)) range++;
*/
if(!check_distance_bl(&md->bl, tbl, range))
return 0;
if(battle_config.monster_attack_direction_change)
md->dir=map_calc_dir(&md->bl, tbl->x,tbl->y ); // �����ݒ�
if (status_get_mode(&md->bl)&MD_ASSIST && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME)
{ // Link monsters nearby [Skotlex]
md->last_linktime = tick;
map_foreachinrange(mob_linksearch, &md->bl, md->db->range2,
BL_MOB, md->class_, tbl, tick);
}
md->state.skillstate=md->state.aggressive?MSS_ANGRY:MSS_BERSERK;
if( mobskill_use(md,tick,-1) ) // �X�L���g�p
return 0;
if(md->sc.count && md->sc.data[SC_WINKCHARM].timer != -1)
clif_emotion(&md->bl, 3);
else
md->target_lv = battle_weapon_attack(&md->bl,tbl,tick,0);
if(!(battle_config.monster_cloak_check_type&2) && md->sc.data[SC_CLOAKING].timer != -1)
status_change_end(&md->bl,SC_CLOAKING,-1);
//Mobs can't move if they can't attack neither.
//Use the attack delay for next can attack try
//But use the attack motion to know when it can start moving. [Skotlex]
md->attackabletime = tick + status_get_adelay(&md->bl);
battle_set_walkdelay(&md->bl, tick, status_get_amotion(&md->bl), 1);
md->timer=add_timer(md->attackabletime,mob_timer,md->bl.id,0);
md->state.state=MS_ATTACK;
return 0;
}
/*==========================================
* The attack of PC which is attacking id is stopped.
* The callback function of clif_foreachclient
*------------------------------------------
*/
int mob_stopattacked(struct map_session_data *sd,va_list ap)
{
int id;
nullpo_retr(0, sd);
nullpo_retr(0, ap);
id=va_arg(ap,int);
if(sd->attacktarget==id)
pc_stopattack(sd);
return 0;
}
/*==========================================
* The timer in which the mob's states changes
*------------------------------------------
*/
int mob_changestate(struct mob_data *md,int state,int type)
{
unsigned int tick;
int i;
nullpo_retr(0, md);
if(md->timer != -1)
delete_timer(md->timer,mob_timer);
md->timer=-1;
md->state.state=state;
switch(state){
case MS_WALK:
if((i=calc_next_walk_step(md))>0){
i = i>>2;
md->timer=add_timer(gettick()+i,mob_timer,md->bl.id, md->walkpath.path_pos);
}
else
md->state.state=MS_IDLE;
break;
case MS_ATTACK:
tick = gettick();
i=DIFF_TICK(md->attackabletime,tick);
if(i>0 && i<2000)
md->timer=add_timer(md->attackabletime,mob_timer,md->bl.id,0);
else if(type) {
md->attackabletime = tick + status_get_amotion(&md->bl);
md->timer=add_timer(md->attackabletime,mob_timer,md->bl.id,0);
}
else {
md->attackabletime = tick + 1;
md->timer=add_timer(md->attackabletime,mob_timer,md->bl.id,0);
}
break;
case MS_DELAY:
md->timer=add_timer(gettick()+type,mob_timer,md->bl.id,0);
break;
case MS_DEAD:
skill_castcancel(&md->bl,0);
// mobskill_deltimer(md);
md->state.skillstate=MSS_DEAD;
md->last_deadtime=gettick();
// Since it died, all aggressors' attack to this mob is stopped.
clif_foreachclient(mob_stopattacked,md->bl.id);
skill_unit_move(&md->bl,gettick(),4);
status_change_clear(&md->bl,2); // �X�e�[�^�X�ُ����������
if (battle_config.clear_unit_ondeath)
skill_clear_unitgroup(&md->bl);
skill_cleartimerskill(&md->bl);
if(md->deletetimer!=-1)
delete_timer(md->deletetimer,mob_timer_delete);
md->deletetimer=-1;
md->hp = md->target_id = md->attacked_id = md->attacked_count = 0;
md->state.targettype = NONE_ATTACKABLE;
break;
}
return 0;
}
/*==========================================
* timer processing of mob (timer function)
* It branches to a walk and an attack.
*------------------------------------------
*/
static int mob_timer(int tid,unsigned int tick,int id,int data)
{
struct mob_data *md;
struct block_list *bl;
if( (bl=map_id2bl(id)) == NULL ){ //�U�����Ă����G���������Ȃ��̂͐���̂悤��
return 1;
}
if(!bl || !bl->type || bl->type!=BL_MOB)
return 1;
nullpo_retr(1, md=(struct mob_data*)bl);
if(md->timer != tid){
if(battle_config.error_log)
ShowError("mob_timer %d != %d\n",md->timer,tid);
return 0;
}
md->timer=-1;
if(md->bl.prev == NULL || md->state.state == MS_DEAD)
return 1;
map_freeblock_lock();
switch(md->state.state){
case MS_WALK:
mob_walk(md,tick,data);
break;
case MS_ATTACK:
mob_attack(md,tick,data);
break;
case MS_DELAY:
mob_changestate(md,MS_IDLE,0);
break;
default:
if(battle_config.error_log)
ShowError("mob_timer : %d ?\n",md->state.state);
break;
}
if (md->timer == -1)
mob_changestate(md,MS_WALK,0);
map_freeblock_unlock();
return 0;
}
/*==========================================
*
*------------------------------------------
*/
static int mob_walktoxy_sub(struct mob_data *md)
{
struct walkpath_data wpd;
nullpo_retr(0, md);
memset(&wpd, 0, sizeof(wpd));
if(path_search(&wpd,md->bl.m,md->bl.x,md->bl.y,md->to_x,md->to_y,md->state.walk_easy))
return 1;
if (wpd.path[0] >= 8)
return 1;
memcpy(&md->walkpath,&wpd,sizeof(wpd));
md->state.change_walk_target=0;
mob_changestate(md,MS_WALK,0);
clif_movemob(md);
return 0;
}
/*==========================================
* mob move start
*------------------------------------------
*/
int mob_walktoxy(struct mob_data *md,int x,int y,int easy)
{
struct walkpath_data wpd;
nullpo_retr(0, md);
if(md->bl.prev == NULL || md->state.state == MS_DEAD) //Just-in-case check to prevent dead mobs from moving. [Skotlex]
return 1;
if(md->state.state == MS_WALK && path_search(&wpd,md->bl.m,md->bl.x,md->bl.y,x,y,easy) )
return 1;
md->state.walk_easy = easy;
md->to_x=x;
md->to_y=y;
if (md->sc.data[SC_CONFUSION].timer != -1) //Randomize target direction.
map_random_dir(&md->bl, &md->to_x, &md->to_y);
if(md->state.state == MS_WALK)
md->state.change_walk_target=1;
else
return mob_walktoxy_sub(md);
return 0;
}
/*==========================================
* mob spawn with delay (timer function)
*------------------------------------------
*/
static int mob_delayspawn(int tid, unsigned int tick, int m, int n)
{
mob_spawn(m);
return 0;
}
/*==========================================
* spawn timing calculation
*------------------------------------------
*/
int mob_setdelayspawn(int id)
{
unsigned int spawntime, spawntime1, spawntime2, spawntime3;
struct mob_data *md;
struct block_list *bl;
if ((bl = map_id2bl(id)) == NULL || bl->type != BL_MOB)
return -1;
nullpo_retr(-1, md = (struct mob_data*)bl);
// Processing of MOB which is not revitalized
if (md->spawndelay1 == -1 && md->spawndelay2 == -1 && md->n == 0) {
if (md->lootitem) {
aFree(md->lootitem);
md->lootitem = NULL;
}
if (md->guardian_data)
{
if (md->guardian_data->number < MAX_GUARDIANS)
md->guardian_data->castle->guardian[md->guardian_data->number].id = 0;
aFree (md->guardian_data);
md->guardian_data = NULL;
}
map_deliddb(&md->bl);
map_delblock(bl); //In case it wasn't done before invoking the function.
map_freeblock(bl);
return 0;
}
spawntime1 = md->last_spawntime + md->spawndelay1;
spawntime2 = md->last_deadtime + md->spawndelay2;
spawntime3 = gettick() + 5000 + rand()%5000; //Lupus
// spawntime = max(spawntime1,spawntime2,spawntime3);
if (DIFF_TICK(spawntime1, spawntime2) > 0)
spawntime = spawntime1;
else
spawntime = spawntime2;
if (DIFF_TICK(spawntime3, spawntime) > 0)
spawntime = spawntime3;
add_timer(spawntime, mob_delayspawn, id, 0);
return 0;
}
static int mob_count_sub(struct block_list *bl,va_list ap)
{
return 1;
}
/*==========================================
* Mob spawning. Initialization is also variously here.
*------------------------------------------
*/
int mob_spawn (int id)
{
int x, y, i = 0;
unsigned int c =0, tick = gettick();
struct mob_data *md;
struct block_list *bl;
if ((bl = map_id2bl(id)) == NULL || bl->type != BL_MOB)
return -1;
nullpo_retr(-1, md = (struct mob_data*)bl);
md->last_spawntime = tick;
if (md->bl.prev != NULL)
map_delblock(&md->bl);
else {
if(md->class_ != md->base_class){ // �N���X�`�F���W����Mob
md->class_ = md->base_class;
md->db = mob_db(md->base_class);
memcpy(md->name,md->db->jname,NAME_LENGTH);
md->speed=md->db->speed;
}
}
md->bl.m = md->m;
while (i < 50) {
if (md->x0 == 0 && md->y0 == 0) {
x = rand()%(map[md->bl.m].xs-2)+1;
y = rand()%(map[md->bl.m].ys-2)+1;
} else {
x = md->x0+rand()%(md->xs+1)-md->xs/2;
y = md->y0+rand()%(md->ys+1)-md->ys/2;
}
i++;
if (map_getcell(md->bl.m,x,y,CELL_CHKNOPASS))
continue;
//Avoid spawning on the view-range of players. [Skotlex]
if (battle_config.no_spawn_on_player &&
c++ < battle_config.no_spawn_on_player &&
map_foreachinrange(mob_count_sub, &md->bl, AREA_SIZE, BL_PC)
)
continue;
//Found a spot.
break;
}
if (i >= 50) {
if (md->spawndelay1 != -1 || md->spawndelay2 == -1)
// retry again later
add_timer(tick+5000,mob_delayspawn,id,0);
return 1;
}
md->to_x = md->bl.x = x;
md->to_y = md->bl.y = y;
md->dir = 0;
md->target_dir = 0;
memset(&md->state, 0, sizeof(md->state));
md->attacked_id = 0;
md->attacked_count = 0;
md->target_id = 0;
md->mode = 0;
md->move_fail_count = 0;
if (!md->speed)
md->speed = md->db->speed;
md->def_ele = md->db->element;
if (!md->level) // [Valaris]
md->level=md->db->lv;
md->master_id = 0;
md->master_dist = 0;
md->state.state = MS_IDLE;
md->state.skillstate = MSS_IDLE;
md->timer = -1;
md->last_thinktime = tick;
md->next_walktime = tick+rand()%50+5000;
md->attackabletime = tick;
md->canmove_tick = tick;
md->last_linktime = tick;
/* Guardians should be spawned using mob_spawn_guardian! [Skotlex]
* and the Emperium is spawned using mob_once_spawn.
md->guild_id = 0;
if (md->class_ >= 1285 && md->class_ <= 1288) {
struct guild_castle *gc=guild_mapname2gc(map[md->bl.m].name);
if(gc)
md->guild_id = gc->guild_id;
}
*/
md->deletetimer = -1;
md->skilltimer = -1;
for (i = 0, c = tick-1000*3600*10; i < MAX_MOBSKILL; i++)
md->skilldelay[i] = c;
md->skillid = 0;
md->skilllv = 0;
memset(md->dmglog, 0, sizeof(md->dmglog));
md->tdmg = 0;
if (md->lootitem)
memset(md->lootitem, 0, sizeof(md->lootitem));
md->lootitem_count = 0;
for (i = 0; i < MAX_MOBSKILLTIMERSKILL; i++)
md->skilltimerskill[i].timer = -1;
for (i = 0; i < MAX_STATUSCHANGE; i++) {
md->sc.data[i].timer = -1;
md->sc.data[i].val1 = md->sc.data[i].val2 = md->sc.data[i].val3 = md->sc.data[i].val4 = 0;
}
md->sc.count = 0;
md->sc.opt1 = md->sc.opt2 = md->sc.opt3 = md->sc.option = 0;
if(md->db->option){ // Added for carts, falcons and pecos for cloned monsters. [Valaris]
if(md->db->option & 0x0008)
md->sc.option |= 0x0008;
if(md->db->option & 0x0080)
md->sc.option |= 0x0080;
if(md->db->option & 0x0100)
md->sc.option |= 0x0100;
if(md->db->option & 0x0200)
md->sc.option |= 0x0200;
if(md->db->option & 0x0400)
md->sc.option |= 0x0400;
if(md->db->option & OPTION_FALCON)
md->sc.option |= OPTION_FALCON;
if(md->db->option & OPTION_RIDING)
md->sc.option |= OPTION_RIDING;
}
memset(md->skillunit, 0, sizeof(md->skillunit));
memset(md->skillunittick, 0, sizeof(md->skillunittick));
md->max_hp = md->db->max_hp;
if(md->special_state.size==1) // change for sized monsters [Valaris]
md->max_hp/=2;
else if(md->special_state.size==2)
md->max_hp*=2;
md->hp = md->max_hp;
map_addblock(&md->bl);
skill_unit_move(&md->bl,tick,1);
clif_spawnmob(md);
mobskill_use(md, tick, MSC_SPAWN);
return 0;
}
/*==========================================
* The stop of MOB's attack
*------------------------------------------
*/
int mob_stopattack(struct mob_data *md)
{
md->target_id = 0;
md->state.targettype = NONE_ATTACKABLE;
md->attacked_id = 0;
md->attacked_count = 0;
return 0;
}
/*==========================================
* The stop of MOB's walking
*------------------------------------------
*/
int mob_stop_walking(struct mob_data *md,int type)
{
nullpo_retr(0, md);
if(md->state.state == MS_WALK || md->state.state == MS_IDLE) {
int dx=0,dy=0;
md->walkpath.path_len=0;
if(type&2 && mob_can_move(md)){
dx=md->to_x-md->bl.x;
if(dx<0)
dx=-1;
else if(dx>0)
dx=1;
dy=md->to_y-md->bl.y;
if(dy<0)
dy=-1;
else if(dy>0)
dy=1;
}
md->to_x=md->bl.x+dx;
md->to_y=md->bl.y+dy;
if(dx!=0 || dy!=0){
mob_walktoxy_sub(md);
return 0;
}
mob_changestate(md,MS_IDLE,0);
}
if(type&0x01)
clif_fixmobpos(md);
return 0;
}
/*==========================================
* Determines if the mob can change target. [Skotlex]
*------------------------------------------
*/
static int mob_can_changetarget(struct mob_data* md, struct block_list* target, int mode)
{
switch (md->state.skillstate) {
case MSS_BERSERK: //Only Assist, Angry or Aggressive+CastSensor mobs can change target while attacking.
if (mode&(MD_ASSIST|MD_ANGRY) || (mode&(MD_AGGRESSIVE|MD_CASTSENSOR)) == (MD_AGGRESSIVE|MD_CASTSENSOR))
return (battle_config.mob_ai&4 || check_distance_bl(&md->bl, target, 3));
else
return 0;
case MSS_RUSH:
return (mode&MD_AGGRESSIVE);
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_retr(0, md);
nullpo_retr(0, bl);
// Nothing will be carried out if there is no mind of changing TAGE by TAGE ending.
if((md->target_id > 0 && md->state.targettype == ATTACKABLE) && !mob_can_changetarget(md, bl, status_get_mode(&md->bl)) &&
// if the monster was provoked ignore the above rule [celest]
!(md->state.provoke_flag && md->state.provoke_flag == bl->id))
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(bl->type == BL_PC || bl->type == BL_MOB)
md->state.targettype = ATTACKABLE;
else
md->state.targettype = NONE_ATTACKABLE;
if (md->state.provoke_flag)
md->state.provoke_flag = 0;
md->min_chase=dist+md->db->range2;
if(md->min_chase>26)
md->min_chase=26;
return 0;
}
/*==========================================
* The ?? routine of an active monster
*------------------------------------------
*/
static int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
{
struct mob_data *md;
struct block_list **target;
int dist;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
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 ((*target) == bl || battle_check_target(&md->bl,bl,BCT_ENEMY)<=0 || !status_check_skilluse(&md->bl, bl, 0, 0))
return 0;
switch (bl->type)
{
case BL_PC:
if (((struct map_session_data*)bl)->state.gangsterparadise &&
!(status_get_mode(&md->bl)&MD_BOSS))
return 0; //Gangster paradise protection.
case BL_MOB:
if((dist=distance_bl(&md->bl, bl)) < md->db->range2
&& (md->db->range > 6 || mob_can_reach(md,bl,dist+1, MSS_FOLLOW))
&& ((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) //New target closer than previous one.
) {
(*target) = bl;
md->target_id=bl->id;
md->state.targettype = ATTACKABLE;
md->state.aggressive = (status_get_mode(&md->bl)&MD_ANGRY)?1:0;
md->min_chase= md->db->range3;
return 1;
}
break;
}
return 0;
}
/*==========================================
* chase target-change routine.
*------------------------------------------
*/
static int mob_ai_sub_hard_changechase(struct block_list *bl,va_list ap)
{
struct mob_data *md;
struct block_list **target;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
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 ((*target) == bl || battle_check_target(&md->bl,bl,BCT_ENEMY)<=0 || !status_check_skilluse(&md->bl, bl, 0, 0))
return 0;
switch (bl->type)
{
case BL_PC:
case BL_MOB:
if(check_distance_bl(&md->bl, bl, md->db->range) &&
battle_check_range (&md->bl, bl, md->db->range)
) {
(*target) = bl;
md->target_id=bl->id;
md->state.targettype = ATTACKABLE;
md->state.aggressive = (status_get_mode(&md->bl)&MD_ANGRY)?1:0;
md->min_chase= md->db->range3;
return 1;
}
break;
}
return 0;
}
/*==========================================
* loot monster item search
*------------------------------------------
*/
static int mob_ai_sub_hard_lootsearch(struct block_list *bl,va_list ap)
{
struct mob_data* md;
int dist,*itc;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, md=va_arg(ap,struct mob_data *));
nullpo_retr(0, itc=va_arg(ap,int *));
if(!md->lootitem || (battle_config.monster_loot_type == 1 && md->lootitem_count >= LOOTITEM_SIZE))
return 0;
if((dist=distance_bl(&md->bl, bl)) < md->db->range2 &&
mob_can_reach(md,bl,dist, MSS_LOOT) && rand()%1000<1000/(++(*itc)))
{ // It is made a probability, such as within the limits PC.
md->target_id=bl->id;
md->state.targettype = NONE_ATTACKABLE;
md->min_chase=md->db->range3;
md->next_walktime = gettick() + 500; //So that the mob may go after the item inmediately.
}
return 0;
}
/*==========================================
* Processing of slave monsters
*------------------------------------------
*/
static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick)
{
struct block_list *bl;
int old_dist;
nullpo_retr(0, md);
bl=map_id2bl(md->master_id);
if (!bl || status_isdead(bl)) { //�傪���S���Ă��邩������Ȃ�
if(md->special_state.ai>0)
mob_timer_delete(0, 0, md->bl.id, 0);
else
mob_damage(NULL,md,md->hp,0);
return 0;
}
if(status_get_mode(&md->bl)&MD_CANMOVE)
{ //If the mob can move, follow around. [Check by Skotlex]
if(bl->m != md->bl.m || md->master_dist > 30)
{ // Since it is not in the same map (or is way to far), just warp it
mob_warp(md,bl->m,bl->x,bl->y,3);
return 0;
}
// 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(old_dist<10 && md->master_dist>18){
mob_warp(md,-1,bl->x,bl->y,3);
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<md->db->range3 && (md->master_dist>MOB_SLAVEDISTANCE || md->master_dist == 0) &&
mob_can_move(md) && md->state.state == MS_IDLE)
{
int i=0,dx,dy,ret;
do {
if(i<=5){
dx=bl->x - md->bl.x;
dy=bl->y - md->bl.y;
if(dx<0) dx+=rand()%MOB_SLAVEDISTANCE +1;
else if(dx>0) dx-=rand()%MOB_SLAVEDISTANCE +1;
if(dy<0) dy+=rand()%MOB_SLAVEDISTANCE +1;
else if(dy>0) dy-=rand()%MOB_SLAVEDISTANCE +1;
}else{
ret = MOB_SLAVEDISTANCE*2+1;
dx=bl->x - md->bl.x + rand()%ret - MOB_SLAVEDISTANCE;
dy=bl->y - md->bl.y + rand()%ret - MOB_SLAVEDISTANCE;
}
ret=mob_walktoxy(md,md->bl.x+dx,md->bl.y+dy,0);
i++;
} while(ret && i<10);
}
} 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]
if(md->special_state.ai>0)
mob_timer_delete(0, 0, md->bl.id, 0);
else
mob_damage(NULL,md,md->hp,0);
return 0;
}
//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 || md->state.targettype == NONE_ATTACKABLE)) {
md->last_linktime = tick;
switch (bl->type) {
case BL_MOB:
{
struct mob_data *mmd= (struct mob_data*)bl;
struct block_list *tbl;
if(mmd->target_id>0 && mmd->state.targettype == ATTACKABLE &&
(tbl=map_id2bl(mmd->target_id)) && status_check_skilluse(&md->bl, tbl, 0, 0)
) {
md->target_id=tbl->id;
md->state.targettype = ATTACKABLE;
md->state.aggressive = (status_get_mode(&md->bl)&MD_ANGRY)?1:0;
md->min_chase=md->db->range2+distance_bl(&md->bl, tbl);
}
}
break;
case BL_PC:
{
struct map_session_data *msd = (struct map_session_data*)bl;
struct block_list *tbl = NULL;
if(msd->attacktarget)
tbl = map_id2bl(msd->attacktarget);
else if (msd->skilltarget) {
tbl = map_id2bl(msd->skilltarget);
if (tbl && battle_check_target(&md->bl, tbl, BCT_ENEMY) <= 0)
tbl = NULL; //Required check as skilltarget is not always an enemy. [Skotlex]
}
if(tbl && status_check_skilluse(&md->bl, tbl, 0, 0)) {
md->target_id=tbl->id;
md->state.targettype = ATTACKABLE;
md->state.aggressive = (status_get_mode(&md->bl)&MD_ANGRY)?1:0;
md->min_chase=md->db->range2+distance_bl(&md->bl, tbl);
}
}
break;
}
}
return 0;
}
/*==========================================
* A lock of target is stopped and mob moves to a standby state.
*------------------------------------------
*/
int mob_unlocktarget(struct mob_data *md,int tick)
{
nullpo_retr(0, md);
md->target_id=0;
md->state.targettype = NONE_ATTACKABLE;
md->state.skillstate=MSS_IDLE;
md->next_walktime=tick+rand()%3000+3000;
return 0;
}
/*==========================================
* Random walk
*------------------------------------------
*/
int mob_randomwalk(struct mob_data *md,int tick)
{
const int retrycount=20;
int speed;
nullpo_retr(0, md);
speed=status_get_speed(&md->bl);
if(DIFF_TICK(md->next_walktime,tick)<0){
int i,x,y,c,d=12-md->move_fail_count;
int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
if(d<5) d=5;
for(i=0;i<retrycount;i++){ // Search of a movable place
int r=rand();
x=r%(d*2+1)-d;
y=r/(d*2+1)%(d*2+1)-d;
if (md->target_dir){
if (x<0) x=0-x;
if (y<0) y=0-y;
x *= mask[md->target_dir-1][0];
y *= mask[md->target_dir-1][1];
}
x+=md->bl.x;
y+=md->bl.y;
if((map_getcell(md->bl.m,x,y,CELL_CHKPASS)) && mob_walktoxy(md,x,y,1)==0){
md->move_fail_count=0;
break;
}
if(i+1>=retrycount){
md->move_fail_count++;
md->target_dir = 0;
if(md->move_fail_count>1000){
if(battle_config.error_log)
ShowWarning("MOB cant move. random spawn %d, class = %d\n",md->bl.id,md->class_);
md->move_fail_count=0;
mob_spawn(md->bl.id);
}
}
}
for(i=c=0;i<md->walkpath.path_len;i++){ // The next walk start time is calculated.
if(md->walkpath.path[i]&1)
c+=speed*14/10;
else
c+=speed;
}
md->next_walktime = tick+rand()%3000+3000+c;
md->state.skillstate=MSS_WALK;
return 1;
}
return 0;
}
/*==========================================
* AI of MOB whose is near a Player
*------------------------------------------
*/
static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
{
struct mob_data *md;
struct block_list *tbl = NULL, *abl = NULL;
unsigned int tick;
int i, j, dx, dy, dist;
int attack_type = 0;
int mode;
int search_size = AREA_SIZE*2;
int blind_flag = 0;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
md = (struct mob_data*)bl;
tick = va_arg(ap, unsigned int);
if(md->bl.prev == NULL || md->state.state == MS_DEAD)
return 1;
if (DIFF_TICK(tick, md->last_thinktime) < MIN_MOBTHINKTIME)
return 0;
md->last_thinktime = tick;
if (md->skilltimer != -1){ // Casting skill, or has died
if (DIFF_TICK (tick, md->next_walktime) > MIN_MOBTHINKTIME)
md->next_walktime = tick;
return 0;
}
// Abnormalities
if((md->sc.opt1 > 0 && md->sc.opt1 != OPT1_STONEWAIT) || md->state.state == MS_DELAY || md->sc.data[SC_BLADESTOP].timer != -1)
return 0;
if (md->sc.count && md->sc.data[SC_BLIND].timer != -1)
blind_flag = 1;
mode = status_get_mode(&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 || !status_check_skilluse(&md->bl, tbl, 0, 0) || (
tbl->type == BL_PC && !(mode&MD_BOSS) &&
((struct map_session_data*)tbl)->state.gangsterparadise
)) { //Unlock current target.
if (md->state.state == MS_WALK && (battle_config.mob_ai&8 || !tbl)) //Inmediately stop chasing.
mob_stop_walking(md, 2);
mob_unlocktarget(md, tick-(battle_config.mob_ai&8?3000:0)); //Imediately do random walk.
tbl = NULL;
}
}
// Check for target change.
if (md->attacked_id && mode&MD_CANATTACK && md->attacked_id != md->target_id)
{
abl = map_id2bl(md->attacked_id);
if (abl && (!tbl || mob_can_changetarget(md, abl, mode))) {
if (md->bl.m != abl->m || abl->prev == NULL ||
(dist = distance_bl(&md->bl, abl)) >= 32 ||
battle_check_target(bl, abl, BCT_ENEMY) <= 0 ||
(battle_config.mob_ai&2 && !status_check_skilluse(bl, abl, 0, 0)) ||
!mob_can_reach(md, abl, md->db->range2, MSS_RUSH) ||
( //Gangster Paradise check
abl->type == BL_PC && !(mode&MD_BOSS) &&
((struct map_session_data*)abl)->state.gangsterparadise
)
) { //Can't attack back
if (md->attacked_count++ > 3) {
if (mobskill_use(md, tick, MSC_RUDEATTACKED) == 0 &&
mode&MD_CANMOVE && mob_can_move(md))
{
int dist = rand() % 10 + 1;//��ނ��鋗��
int dir = map_calc_dir(abl, bl->x, bl->y);
int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
mob_walktoxy(md, md->bl.x + dist * mask[dir][0], md->bl.y + dist * mask[dir][1], 0);
md->next_walktime = tick + 500;
}
}
} else if (!(battle_config.mob_ai&2) && !status_check_skilluse(bl, abl, 0, 0)) {
//Can't attack back, but didn't invoke a rude attacked skill...
md->attacked_id = 0; //Simply unlock, shouldn't attempt to run away when in dumb_ai mode.
} else if (blind_flag && dist > 2 && DIFF_TICK(tick,md->next_walktime) < 0) { //Blinded, but can reach
if (!md->target_id)
{ //Attempt to follow new target
if (mode&MD_CANMOVE && mob_can_move(md)) { // why is it moving to the target when the mob can't see the player? o.o
dx = abl->x - md->bl.x;
dy = abl->y - md->bl.y;
md->next_walktime = tick + 1000;
mob_walktoxy(md, md->bl.x+dx, md->bl.y+dy, 0);
}
}
} else { //Attackable
if (!tbl || dist < md->db->range || !check_distance_bl(&md->bl, tbl, dist)
|| battle_gettarget(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
md->state.targettype = ATTACKABLE;
md->state.aggressive = 0; //Retaliating.
attack_type = 1;
md->attacked_count = 0;
md->min_chase = dist + md->db->range2;
if (md->min_chase > 26)
md->min_chase = 26;
tbl = abl; //Set the new target
}
}
}
}
if (md->attacked_id) {
if (md->state.aggressive && md->attacked_id == md->target_id)
md->state.aggressive = 0; //No longer aggressive, change to retaliate AI.
md->attacked_id = 0; //Clear it since it's been checked for already.
}
// Processing of slave monster, is it needed when there's a target to deal with?
if (md->master_id > 0 && !tbl)
mob_ai_sub_hard_slavemob(md, tick);
// Scan area for targets
if ((mode&MD_AGGRESSIVE && battle_config.monster_active_enable && !tbl) ||
(mode&MD_ANGRY && md->state.skillstate == MSS_FOLLOW)
) {
search_size = (blind_flag) ? 3 : md->db->range2;
map_foreachinrange (mob_ai_sub_hard_activesearch, &md->bl,
search_size, md->special_state.ai?BL_CHAR:BL_PC, md, &tbl);
} else if (mode&MD_CHANGECHASE && (md->state.skillstate == MSS_RUSH || md->state.skillstate == MSS_FOLLOW)) {
search_size = (blind_flag && md->db->range>3) ? 3 : md->db->range;
map_foreachinrange (mob_ai_sub_hard_changechase, &md->bl,
search_size, md->special_state.ai?BL_CHAR:BL_PC, md, &tbl);
}
// Scan area for items to loot, avoid trying to loot of the mob is full and can't consume the items.
if (!md->target_id && mode&MD_LOOTER && md->lootitem &&
(md->lootitem_count < LOOTITEM_SIZE || battle_config.monster_loot_type != 1))
{
i = 0;
search_size = (blind_flag) ? 3 : md->db->range2;
map_foreachinrange (mob_ai_sub_hard_lootsearch, &md->bl,
search_size, BL_ITEM, md, &i);
}
if (tbl)
{ //Target exists, attack or loot as applicable.
if (tbl->type != BL_ITEM)
{ //Attempt to attack.
//At this point we know the target is attackable, we just gotta check if the range matches.
if (blind_flag && DIFF_TICK(tick,md->next_walktime) < 0 && !check_distance_bl(&md->bl, tbl, 1))
{ //Run towards the enemy when out of range?
md->target_id = 0;
md->state.targettype = NONE_ATTACKABLE;
if (!(mode & MD_CANMOVE) || !mob_can_move(md))
return 0;
dx = tbl->x - md->bl.x;
dy = tbl->y - md->bl.y;
md->next_walktime = tick + 1000;
mob_walktoxy(md, md->bl.x+dx, md->bl.y+dy, 0);
return 0;
}
if (!battle_check_range (&md->bl, tbl, md->db->range))
{ //Out of range...
if (!(mode&MD_CANMOVE))
{ //Can't chase. Attempt to use a ranged skill at least?
if (mobskill_use(md, tick, MSC_LONGRANGEATTACKED) == 0)
md->attacked_count++; //Increase rude-attacked count as it can't attack back.
mob_unlocktarget(md,tick);
return 0;
}
if (!mob_can_move(md)) //Wait until you can move?
return 0;
//Follow up
md->state.skillstate = md->state.aggressive?MSS_FOLLOW:MSS_RUSH;
mobskill_use (md, tick, -1);
if (md->timer != -1 && md->state.state != MS_ATTACK &&
(DIFF_TICK (md->next_walktime, tick) < 0 ||
!(battle_config.mob_ai&1) ||
check_distance_blxy(tbl, md->to_x, md->to_y, md->db->range)) //Current target tile is still within attack range.
) {
return 0; //No need to follow, already doing it?
}
search_size = (blind_flag) ? 3 : ((md->min_chase > md->db->range2) ? md->min_chase : md->db->range2);
if (!mob_can_reach(md, tbl, search_size, MSS_RUSH))
{ //Can't reach
mob_unlocktarget(md,tick);
return 0;
}
//Target reachable. Locate suitable spot to move to.
i = j = 0;
dx = tbl->x - md->bl.x;
dy = tbl->y - md->bl.y;
if (dx < 0) dx=-1;
else if (dx > 0) dx=1;
if (dy < 0) dy=-1;
else if (dy > 0) dy=1;
if(mob_walktoxy(md, tbl->x -dx, tbl->y -dy, 0)) {
j = (dy+1) + 3*(dx+1);
for (i = j+1; i%9 != j; i++) {
dx = -1+(i%9)/3;
dy = -1+(i%3);
#ifdef CELL_NOSTACK
if (map_getcell(md->bl.m, tbl->x-dx, tbl->y-dy, CELL_CHKSTACK))
continue;
#endif
if (!mob_walktoxy(md, tbl->x-dx, tbl->y-dy, 0))
break;
}
#ifdef CELL_NOSTACK
if (i%9 == j)
{ //All adjacent cells are taken. Try roaming around on 5x5
for (i = j+1; i%9 != j; i++) {
dx = 2*(-1+(i%9)/3);
dy = 2*(-1+(i%3));
if (map_getcell(md->bl.m, tbl->x-dx, tbl->y-dy, CELL_CHKSTACK))
continue;
if (!mob_walktoxy(md, tbl->x-dx, tbl->y-dy, 0)) {
md->next_walktime = tick + 1000;
break;
}
}
}
if (i%9 == j)
{
//On stacked mode, it is much more likely that you just can't reach the target. So unlock it
mob_unlocktarget(md, tick);
md->next_walktime = tick + 1000;
return 0;
}
#else
if (i%9 == j)
{ //Failed? Try going away from the target before retrying.
if (dx < 0) dx = 2;
else if (dx > 0) dx = -2;
if (dy < 0) dy = 2;
else if (dy > 0) dy = -2;
mob_walktoxy (md, tbl->x+dx, tbl->y+dy, 0);
md->next_walktime = tick + 500;
}
#endif
}
return 0;
}
//Target within range, engage
md->state.skillstate = md->state.aggressive?MSS_ANGRY:MSS_BERSERK;
if (md->state.state == MS_WALK)
mob_stop_walking (md, 1);
else if (md->state.state == MS_ATTACK)
return 0; //Ah, we are already attacking.
mob_changestate(md, MS_ATTACK, attack_type);
return 0;
} else { //Target is BL_ITEM, attempt loot.
struct flooritem_data *fitem;
if ((dist = distance_bl(&md->bl, tbl)) >= md->min_chase || (blind_flag && dist >= 4) || md->lootitem == NULL)
{ //Can't loot...
mob_unlocktarget (md, tick);
if (md->state.state == MS_WALK)
mob_stop_walking(md,0);
return 0;
}
if (dist)
{ //Still not within loot range.
if (!(mode & MD_CANMOVE))
{ //A looter that can't move? Real smart.
mob_unlocktarget(md,tick);
return 0;
}
if (!mob_can_move(md)) // �����Ȃ���Ԃɂ���
return 0;
md->state.skillstate = MSS_LOOT; // ���[�g���X�L���g�p
mobskill_use(md, tick, -1);
if (md->timer != -1 && md->state.state != MS_ATTACK &&
(DIFF_TICK(md->next_walktime,tick) < 0 ||
check_distance_blxy(tbl, md->to_x, md->to_y, 0)))
{ //Already on the way to looting.
return 0;
}
md->next_walktime = tick + 500;
dx = tbl->x - md->bl.x;
dy = tbl->y - md->bl.y;
if (mob_walktoxy(md, md->bl.x+dx, md->bl.y+dy, 0))
mob_unlocktarget(md, tick); //Can't loot...
return 0;
}
//Within looting range.
if (md->state.state == MS_ATTACK)
return 0; //Busy attacking?
if (md->state.state == MS_WALK)
mob_stop_walking(md,0);
fitem = (struct flooritem_data *)tbl;
if (md->lootitem_count < LOOTITEM_SIZE) {
memcpy (&md->lootitem[md->lootitem_count++], &fitem->item_data, sizeof(md->lootitem[0]));
if(log_config.pick > 0) //Logs items, taken by (L)ooter Mobs [Lupus]
log_pick((struct map_session_data*)md, "L", md->class_, md->lootitem[md->lootitem_count-1].nameid, md->lootitem[md->lootitem_count-1].amount, &md->lootitem[md->lootitem_count-1]);
} else if (battle_config.monster_loot_type == 1) { //Can't loot, stuffed!
mob_unlocktarget(md,tick);
return 0;
} else { //Destroy first looted item...
if (md->lootitem[0].card[0] == (short)0xff00)
intif_delete_petdata( MakeDWord(md->lootitem[0].card[1],md->lootitem[0].card[2]) );
for (i = 0; i < LOOTITEM_SIZE - 1; i++)
memcpy (&md->lootitem[i], &md->lootitem[i+1], sizeof(md->lootitem[0]));
memcpy (&md->lootitem[LOOTITEM_SIZE-1], &fitem->item_data, sizeof(md->lootitem[0]));
}
//Clear item.
map_clearflooritem (tbl->id);
mob_unlocktarget (md,tick);
return 0;
}
}
// When there's no target, it is idling.
if (mobskill_use(md, tick, -1))
return 0;
// Nothing else to do... except random walking.
// Slaves do not random walk! [Skotlex]
if (mode&MD_CANMOVE && mob_can_move(md) && !md->master_id)
{
if (DIFF_TICK(md->next_walktime, tick) > 7000 &&
(md->walkpath.path_len == 0 || md->walkpath.path_pos >= md->walkpath.path_len))
md->next_walktime = tick + 3000 * rand() % 2000;
// Random movement
if (mob_randomwalk(md,tick))
return 0;
}
// Since he has finished walking, it stands by.
if (md->walkpath.path_len == 0 || md->walkpath.path_pos >= md->walkpath.path_len)
md->state.skillstate = MSS_IDLE;
return 0;
}
/*==========================================
* Serious processing for mob in PC field of view (foreachclient)
*------------------------------------------
*/
static int mob_ai_sub_foreachclient(struct map_session_data *sd,va_list ap)
{
unsigned int tick;
nullpo_retr(0, sd);
nullpo_retr(0, ap);
tick=va_arg(ap,unsigned int);
map_foreachinrange(mob_ai_sub_hard,&sd->bl, AREA_SIZE*2, BL_MOB,tick);
return 0;
}
/*==========================================
* Serious processing for mob in PC field of view (interval timer function)
*------------------------------------------
*/
static int mob_ai_hard(int tid,unsigned int tick,int id,int data)
{
clif_foreachclient(mob_ai_sub_foreachclient,tick);
return 0;
}
/*==========================================
* Negligent mode MOB AI (PC is not in near)
*------------------------------------------
*/
static int mob_ai_sub_lazy(DBKey key,void * data,va_list app)
{
struct mob_data *md = (struct mob_data *)data;
va_list ap;
unsigned int tick;
int mode;
nullpo_retr(0, md);
nullpo_retr(0, app);
if(md->bl.type!=BL_MOB)
return 0;
ap = va_arg(app, va_list);
tick=va_arg(ap,unsigned int);
if(DIFF_TICK(tick,md->last_thinktime)<MIN_MOBTHINKTIME*10)
return 0;
md->last_thinktime=tick;
if (md->bl.prev==NULL || md->state.state == MS_DEAD)
return 1;
if(md->skilltimer!=-1){
if(DIFF_TICK(tick,md->next_walktime)>MIN_MOBTHINKTIME*10)
md->next_walktime=tick;
return 0;
}
// ��芪�������X�^�[�̏����i�Ăі߂����ꂽ���j
if (md->master_id > 0) {
mob_ai_sub_hard_slavemob (md,tick);
return 0;
}
mode = status_get_mode(&md->bl);
if(DIFF_TICK(md->next_walktime,tick)<0 &&
(mode&MD_CANMOVE) && mob_can_move(md) ){
if( map[md->bl.m].users>0 ){
// Since PC is in the same map, somewhat better negligent processing is carried out.
// It sometimes moves.
if(rand()%1000<MOB_LAZYMOVEPERC)
mob_randomwalk(md,tick);
// MOB which is not not the summons MOB but BOSS, either sometimes reboils.
else if( rand()%1000<MOB_LAZYWARPPERC && md->x0<=0 && md->master_id!=0 &&
!(mode&MD_BOSS))
mob_spawn(md->bl.id);
else if(rand()%1000<MOB_LAZYSKILLPERC) //Chance to do a mob's idle skill.
mobskill_use(md, tick, -1);
}else{
// Since PC is not even in the same map, suitable processing is carried out even if it takes.
// MOB which is not BOSS which is not Summons MOB, either -- a case -- sometimes -- leaping
if( rand()%1000<MOB_LAZYWARPPERC && md->x0<=0 && md->master_id!=0 &&
!(mode&MD_BOSS))
mob_warp(md,-1,-1,-1,-1);
}
md->next_walktime = tick+rand()%10000+5000;
}
return 0;
}
/*==========================================
* Negligent processing for mob outside PC field of view (interval timer function)
*------------------------------------------
*/
static int mob_ai_lazy(int tid,unsigned int tick,int id,int data)
{
map_foreachiddb(mob_ai_sub_lazy,tick);
return 0;
}
/*==========================================
* The structure object for item drop with delay
* Since it is only two being able to pass [ int ] a timer function
* Data is put in and passed to this structure object.
*------------------------------------------
*/
struct delay_item_drop {
int m,x,y;
struct item item_data;
struct map_session_data *first_sd,*second_sd,*third_sd;
};
/*==========================================
* Initializes the delay drop structure for mob-dropped items.
*------------------------------------------
*/
static struct delay_item_drop* mob_setdropitem(int nameid, int qty, int m, int x, int y,
struct map_session_data* first_sd, struct map_session_data* second_sd, struct map_session_data* third_sd)
{
struct delay_item_drop *drop = aCalloc(1, sizeof (struct delay_item_drop));
drop->item_data.nameid = nameid;
drop->item_data.amount = qty;
drop->item_data.identify = !itemdb_isequip3(nameid);
drop->m = m;
drop->x = x;
drop->y = y;
drop->first_sd = first_sd;
drop->second_sd = second_sd;
drop->third_sd = third_sd;
return drop;
};
/*==========================================
* Initializes the delay drop structure for mob-looted items.
*------------------------------------------
*/
static struct delay_item_drop* mob_setlootitem(struct item* item, int m, int x, int y,
struct map_session_data* first_sd, struct map_session_data* second_sd, struct map_session_data* third_sd)
{
struct delay_item_drop *drop = aCalloc(1, sizeof (struct delay_item_drop));
memcpy(&drop->item_data, item, sizeof(struct item));
drop->m = m;
drop->x = x;
drop->y = y;
drop->first_sd = first_sd;
drop->second_sd = second_sd;
drop->third_sd = third_sd;
return drop;
};
/*==========================================
* item drop with delay (timer function)
*------------------------------------------
*/
static int mob_delay_item_drop(int tid,unsigned int tick,int id,int data)
{
struct delay_item_drop *ditem;
ditem=(struct delay_item_drop *)id;
map_addflooritem(&ditem->item_data,1,ditem->m,ditem->x,ditem->y,ditem->first_sd,ditem->second_sd,ditem->third_sd,0);
aFree(ditem);
return 0;
}
/*==========================================
* Sets a timer to drop an item on the ground
* Also performs logging and autoloot if enabled.
* rate is the drop-rate of the item, required for autoloot.
*------------------------------------------
* by [Skotlex]
*/
static void mob_item_drop(struct mob_data *md, unsigned int tick, struct delay_item_drop * ditem, int loot, int drop_rate)
{
if(log_config.pick > 0)
{ //Logs items, dropped by mobs [Lupus]
if (loot)
log_pick((struct map_session_data*)md, "L", md->class_, ditem->item_data.nameid, -ditem->item_data.amount, &ditem->item_data);
else
log_pick((struct map_session_data*)md, "M", md->class_, ditem->item_data.nameid, -ditem->item_data.amount, NULL);
}
if (ditem->first_sd && ditem->first_sd->state.autoloot &&
(drop_rate <= ditem->first_sd->state.autoloot ||
ditem->first_sd->state.autoloot >= 10000) //Fetch 100% drops
) { //Autoloot.
if (party_share_loot(
ditem->first_sd->status.party_id?
party_search(ditem->first_sd->status.party_id):
NULL,
ditem->first_sd,&ditem->item_data) == 0
) {
aFree(ditem);
return;
}
}
add_timer(tick, mob_delay_item_drop, (int)ditem, 0);
}
/*==========================================
* mob data is erased.
*------------------------------------------
*/
void mob_unload(struct mob_data *md)
{
nullpo_retv(md);
mob_remove_map(md, 0);
map_deliddb(&md->bl);
map_freeblock((struct block_list*)md);
}
int mob_remove_map(struct mob_data *md, int type)
{
nullpo_retr(1, md);
if(md->bl.prev == NULL)
return 1;
mob_changestate(md,MS_DEAD,0);
clif_clearchar_area(&md->bl,type);
map_delblock(&md->bl);
if (md->lootitem){
aFree(md->lootitem);
md->lootitem = NULL;
}
if (md->guardian_data)
{
aFree(md->guardian_data);
md->guardian_data = NULL;
}
return 0;
}
int mob_delete(struct mob_data *md)
{
nullpo_retr(1, md);
mob_remove_map(md, 1);
if(pcdb_checkid(mob_get_viewclass(md->class_))) //Player mobs are not removed automatically by the client.
clif_clearchar_delay(gettick()+3000,&md->bl,0);
if(mob_is_clone(md->class_))
mob_clone_delete(md->class_);
mob_deleteslave(md);
mob_setdelayspawn(md->bl.id);
return 0;
}
int mob_timer_delete(int tid, unsigned int tick, int id, int data)
{
struct mob_data *md=(struct mob_data *)map_id2bl(id);
nullpo_retr(0, md);
//for Alchemist CANNIBALIZE [Lupus]
mob_remove_map(md, 3);
mob_setdelayspawn(md->bl.id);
return 0;
}
/*==========================================
*
*------------------------------------------
*/
int mob_deleteslave_sub(struct block_list *bl,va_list ap)
{
struct mob_data *md;
int id;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, md = (struct mob_data *)bl);
id=va_arg(ap,int);
if(md->master_id > 0 && md->master_id == id )
mob_damage(NULL,md,md->hp,1);
return 0;
}
/*==========================================
*
*------------------------------------------
*/
int mob_deleteslave(struct mob_data *md)
{
nullpo_retr(0, md);
map_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, unsigned int tick, int id,int data )
{
struct mob_data *md = (struct mob_data*)map_id2bl(id);
if (!md || md->bl.type != BL_MOB)
return 0;
//Mob must be dead and not in a map to respawn!
if (md->bl.prev != NULL || md->state.state != MS_DEAD)
return 0;
md->state.state = MS_IDLE;
md->state.skillstate = MSS_IDLE;
md->timer = -1;
md->last_thinktime = tick;
md->next_walktime = tick+rand()%50+5000;
md->attackabletime = tick;
md->canmove_tick = tick;
md->last_linktime = tick;
map_addblock(&md->bl);
mob_heal(md,data*status_get_max_hp(&md->bl)/100);
skill_unit_move(&md->bl,tick,1);
clif_spawnmob(md);
mobskill_use(md, tick, MSC_SPAWN);
return 1;
}
/*==========================================
* It is the damage of sd to damage to md.
*------------------------------------------
*/
int mob_damage(struct block_list *src,struct mob_data *md,int damage,int type)
{
int i,count,minpos,mindmg;
struct map_session_data *sd = NULL,*tmpsd[DAMAGELOG_SIZE];
struct {
struct party *p;
int id,zeny;
unsigned int base_exp,job_exp;
} pt[DAMAGELOG_SIZE];
int pnum=0;
int mvp_damage,max_hp;
unsigned int tick = gettick();
struct map_session_data *mvp_sd = NULL, *second_sd = NULL,*third_sd = NULL;
double temp;
struct item item;
int ret, mode;
int drop_rate;
int base_drop_delay;
int race;
nullpo_retr(0, md); //src��NULL�ŌĂ��ꍇ������̂ŁA���Ń`�F�b�N
max_hp = status_get_max_hp(&md->bl);
race = status_get_race(&md->bl);
if(src && src->type == BL_PC) {
sd = (struct map_session_data *)src;
mvp_sd = sd;
}
if(md->bl.prev==NULL){
if(battle_config.error_log==1)
ShowError("mob_damage : BlockError!!\n");
return 0;
}
if(md->state.state==MS_DEAD || md->hp<=0) {
if(md->bl.prev != NULL) {
mob_changestate(md,MS_DEAD,0);
mobskill_use(md,tick,-1); // It is skill at the time of death.
clif_clearchar_area(&md->bl,1);
map_delblock(&md->bl);
mob_setdelayspawn(md->bl.id);
}
return 0;
}
if(md->sc.count) {
if(md->sc.data[SC_CONFUSION].timer != -1)
status_change_end(&md->bl, SC_CONFUSION, -1);
if(md->sc.data[SC_HIDING].timer != -1)
status_change_end(&md->bl, SC_HIDING, -1);
if(md->sc.data[SC_CLOAKING].timer != -1)
status_change_end(&md->bl, SC_CLOAKING, -1);
}
if(damage > max_hp>>2)
skill_stop_dancing(&md->bl);
if(md->hp > max_hp)
md->hp = max_hp;
// The amount of overkill rounds to hp.
if(damage>md->hp)
damage=md->hp;
md->hp-=damage;
md->tdmg+=damage; //Store total damage...
if(!(type&2)) {
int id = 0;
if (src) {
switch (src->type) {
case BL_PC:
id = sd->status.char_id;
if(md->attacked_id <= 0)
md->attacked_id = sd->bl.id;
break;
case BL_PET:
{
struct pet_data *pd = (struct pet_data*)src;
if (battle_config.pet_attack_exp_to_master) {
id = pd->msd->status.char_id;
damage=(damage*battle_config.pet_attack_exp_rate)/100; //Modify logged damage accordingly.
}
//Let mobs retaliate against the pet's master [Skotlex]
if(md->attacked_id <= 0)
md->attacked_id = pd->msd->bl.id;
break;
}
case BL_MOB:
{
struct mob_data* md2 = (struct mob_data*)src;
if(md2->special_state.ai && md2->master_id) {
struct map_session_data* msd = map_id2sd(md2->master_id);
if (msd) id = msd->status.char_id;
}
if(md->attacked_id <= 0)
{ //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 = md2->bl.id;
}
break;
}
}
}
//Log damage...
if (id && damage > 0) {
for(i=0,minpos=DAMAGELOG_SIZE-1,mindmg=0x7fffffff;i<DAMAGELOG_SIZE;i++){
if(md->dmglog[i].id==id)
break;
if(md->dmglog[i].id==0) { //Store data in first empty slot.
md->dmglog[i].id = id;
break;
}
if(md->dmglog[i].dmg<mindmg){
minpos=i;
mindmg=md->dmglog[i].dmg;
}
}
if(i<DAMAGELOG_SIZE)
md->dmglog[i].dmg+=damage;
else {
md->dmglog[minpos].id=id;
md->dmglog[minpos].dmg=damage;
}
}
}
if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS) { // guardian hp update [Valaris] (updated by [Skotlex])
if ((md->guardian_data->castle->guardian[md->guardian_data->number].hp = md->hp) <= 0)
{
guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0);
}
} // end addition
if(md->special_state.ai == 2 && //�X�t�B�A�[�}�C��
src && md->master_id == src->id)
{
md->state.alchemist = 1;
md->target_dir = map_calc_dir(src,md->bl.x,md->bl.y)+1;
mobskill_use(md, tick, MSC_ALCHEMIST);
}
if (battle_config.show_mob_hp)
clif_charnameack (0, &md->bl);
if(md->hp > 0)
return damage;
// ----- �������玀�S���� -----
mode = status_get_mode(&md->bl); //Mode will be used for various checks regarding exp/drops.
//changestate will clear all status effects, so we need to know if RICHMANKIM is in effect before then. [Skotlex]
//I just recycled ret because it isn't used until much later and I didn't want to add a new variable for it.
ret = (md->sc.data[SC_RICHMANKIM].timer != -1)?(25 + 11*md->sc.data[SC_RICHMANKIM].val1):0;
md->state.skillstate = MSS_DEAD;
mobskill_use(md,tick,-1); //On Dead skill.
if (md->sc.data[SC_KAIZEL].timer != -1) {
//Revive in a bit.
max_hp = 10*md->sc.data[SC_KAIZEL].val1; //% of life to rebirth with
mob_changestate(md,MS_DEAD,0);
clif_clearchar_area(&md->bl,1);
map_delblock(&md->bl);
add_timer(gettick()+3000, mob_respawn, md->bl.id, max_hp);
return damage;
}
map_freeblock_lock();
mob_changestate(md,MS_DEAD,0);
memset(tmpsd,0,sizeof(tmpsd));
memset(pt,0,sizeof(pt));
max_hp = status_get_max_hp(&md->bl);
if(src && src->type == BL_MOB)
mob_unlocktarget((struct mob_data *)src,tick);
base_drop_delay = battle_config.delay_battle_damage?0:500;
if(sd) {
int sp = 0, hp = 0;
if (sd->state.attack_type == BF_MAGIC)
base_drop_delay = 500;
if (sd->state.attack_type == BF_MAGIC && sd->skilltarget == md->bl.id && (i=pc_checkskill(sd,HW_SOULDRAIN))>0)
{ //Soul Drain should only work on targetted spells [Skotlex]
if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
clif_skill_nodamage(src,&md->bl,HW_SOULDRAIN,i,1);
sp += (status_get_lv(&md->bl))*(65+15*i)/100;
}
sp += sd->sp_gain_value;
sp += sd->sp_gain_race[race];
sp += sd->sp_gain_race[mode&MD_BOSS?10:11];
hp += sd->hp_gain_value;
if (sp > 0) {
if(sd->status.sp + sp > sd->status.max_sp)
sp = sd->status.max_sp - sd->status.sp;
sd->status.sp += sp;
if (sp > 0 && battle_config.show_hp_sp_gain)
clif_heal(sd->fd,SP_SP,sp);
}
if (hp > 0) {
if(sd->status.hp + hp > sd->status.max_hp)
hp = sd->status.max_hp - sd->status.hp;
sd->status.hp += hp;
if (hp > 0 && battle_config.show_hp_sp_gain)
clif_heal(sd->fd,SP_HP,hp);
}
if (sd->mission_mobid == md->class_) { //TK_MISSION [Skotlex]
//Recycling hp for new random target id...
if (++sd->mission_count >= 100 && (hp = mob_get_random_id(0, 0, sd->status.base_level)))
{
pc_addfame(sd, 1);
sd->mission_mobid = hp;
pc_setglobalreg(sd,"TK_MISSION_ID", hp);
sd->mission_count = 0;
clif_mission_mob(sd, hp, 0);
}
pc_setglobalreg(sd,"TK_MISSION_COUNT", sd->mission_count);
}
}
// map�O�ɏ������l�͌v�Z���珜���̂�
// overkill���͖�������sum��max_hp�Ƃ͈Ⴄ
for(i=0,count=0,mvp_damage=0;i<DAMAGELOG_SIZE;i++){
if(md->dmglog[i].id==0)
break; //Reached end of log.
count++; //Count an attacker even if he is dead/logged-out.
tmpsd[i] = map_charid2sd(md->dmglog[i].id);
if(tmpsd[i] == NULL)
continue;
if(tmpsd[i]->bl.m != md->bl.m || pc_isdead(tmpsd[i]))
continue;
if(mvp_damage<md->dmglog[i].dmg){
third_sd = second_sd;
second_sd = mvp_sd;
mvp_sd=tmpsd[i];
mvp_damage=md->dmglog[i].dmg;
}
}
// [MouseJstr]
if((map[md->bl.m].flag.pvp == 0) || (battle_config.pvp_exp == 1)) {
// �o���l�̕��z
for(i=0;i<DAMAGELOG_SIZE;i++){
int pid,flag=1,zeny=0;
unsigned int base_exp,job_exp;
double per;
struct party *p;
if(tmpsd[i]==NULL || tmpsd[i]->bl.m != md->bl.m || pc_isdead(tmpsd[i]))
continue;
if (battle_config.exp_calc_type) // eAthena's exp formula based on max hp.
per = (double)md->dmglog[i].dmg/(double)max_hp;
else //jAthena's exp formula based on total damage.
per = (double)md->dmglog[i].dmg/(double)md->tdmg;
if (count>1)
per *= (9.+(double)((count > 6)? 6:count))/10.; //attackers count bonus.
base_exp = md->db->base_exp;
job_exp = md->db->job_exp;
if (ret)
per += per*ret/100.; //SC_RICHMANKIM bonus. [Skotlex]
if(sd) {
if (sd->expaddrace[race])
per += per*sd->expaddrace[race]/100.;
per += per*sd->expaddrace[mode&MD_BOSS?10:11]/100.;
}
if (battle_config.pk_mode && (md->db->lv - tmpsd[i]->status.base_level >= 20))
per *= 1.15; // pk_mode additional exp if monster >20 levels [Valaris]
//SG additional exp from Blessings [Komurka] - probably can be optimalized ^^;;
if (tmpsd[i]->sc.data[SC_MIRACLE].timer!=-1)
per += per*20*pc_checkskill(tmpsd[i],SG_STAR_BLESS)/100.;
else if(md->class_ == tmpsd[i]->hate_mob[0] && (battle_config.allow_skill_without_day || is_day_of_sun()))
per += per*10*pc_checkskill(tmpsd[i],SG_SUN_BLESS)/100.;
else if(md->class_ == tmpsd[i]->hate_mob[1] && (battle_config.allow_skill_without_day || is_day_of_moon()))
per += per*10*pc_checkskill(tmpsd[i],SG_MOON_BLESS)/100.;
else if(md->class_ == tmpsd[i]->hate_mob[2] && (battle_config.allow_skill_without_day || is_day_of_star()))
per += per*20*pc_checkskill(tmpsd[i],SG_STAR_BLESS)/100.;
if(md->special_state.size==1) // change experience for different sized monsters [Valaris]
per /=2.;
else if(md->special_state.size==2)
per *=2.;
if(md->master_id && md->special_state.ai) //New rule: Only player-summoned mobs do not give exp. [Skotlex]
per = 0;
else {
if(battle_config.zeny_from_mobs) {
if(md->level > 0) zeny=(int) ((md->level+rand()%md->level)*per); // zeny calculation moblv + random moblv [Valaris]
if(md->db->mexp > 0)
zeny*=rand()%250;
if(md->special_state.size==1 && zeny >=2) // change zeny for different sized monsters [Valaris]
zeny/=2;
else if(md->special_state.size==2 && zeny >1)
zeny*=2;
}
if(battle_config.mobs_level_up && md->level > md->db->lv) // [Valaris]
per+= per*(md->level-md->db->lv)*battle_config.mobs_level_up_exp_rate/100;
}
if (per > 4) per = 4; //Limit gained exp to quadro the mob's exp. [3->4 Komurka]
if (base_exp*per > UINT_MAX)
base_exp = UINT_MAX;
else
base_exp = (unsigned int)(base_exp*per);
if (job_exp*per > UINT_MAX)
job_exp = UINT_MAX;
else
job_exp = (unsigned int)(job_exp*per);
if (base_exp < 1) base_exp = 1;
if (job_exp < 1) job_exp = 1;
//mapflags: noexp check [Lorky]
if (map[md->bl.m].flag.nobaseexp == 1) base_exp=0;
if (map[md->bl.m].flag.nojobexp == 1) job_exp=0;
//end added Lorky
if((pid=tmpsd[i]->status.party_id)>0){ // �p�[�e�B�ɓ����Ă���
int j;
for(j=0;j<pnum;j++) // �����p�[�e�B���X�g�ɂ��邩�ǂ���
if(pt[j].id==pid)
break;
if(j==pnum){ // ���Ȃ��Ƃ��͌������ǂ����m�F
if((p=party_search(pid))!=NULL && p->exp!=0){
pt[pnum].id=pid;
pt[pnum].p=p;
pt[pnum].base_exp=base_exp;
pt[pnum].job_exp=job_exp;
if(battle_config.zeny_from_mobs)
pt[pnum].zeny=zeny; // zeny share [Valaris]
pnum++;
flag=0;
}
}else{ // ����Ƃ��͌���
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;
if(battle_config.zeny_from_mobs)
pt[j].zeny+=zeny; // zeny share [Valaris]
flag=0;
}
}
if(flag) { // added zeny from mobs [Valaris]
if(base_exp > 0 || job_exp > 0)
pc_gainexp(tmpsd[i],base_exp,job_exp);
if (battle_config.zeny_from_mobs && zeny > 0) {
pc_getzeny(tmpsd[i],zeny); // zeny from mobs [Valaris]
}
}
}
// �������z
for(i=0;i<pnum;i++)
party_exp_share(pt[i].p,md->bl.m,pt[i].base_exp,pt[i].job_exp,pt[i].zeny);
// item drop
if (!(type&1)) {
int drop_ore = -1, drop_items = 0; //slot N for DROP LOG, number of dropped items
int log_item[10]; //8 -> 10 Lupus
memset(&log_item,0,sizeof(log_item));
for (i = 0; i < 10; i++) { // 8 -> 10 Lupus
struct delay_item_drop *ditem;
if (md->master_id && md->special_state.ai && (
battle_config.alchemist_summon_reward == 0 || //Noone gives items
(md->class_ != 1142 && battle_config.alchemist_summon_reward == 1) //Non Marine spheres don't drop items
))
break; // End
//mapflag: noloot check [Lorky]
if (map[md->bl.m].flag.nomobloot) break;;
//end added [Lorky]
if (md->db->dropitem[i].nameid <= 0)
continue;
drop_rate = md->db->dropitem[i].p;
if (drop_rate <= 0 && !battle_config.drop_rate0item)
drop_rate = 1;
// change drops depending on monsters size [Valaris]
if(md->special_state.size==1 && drop_rate >= 2)
drop_rate/=2;
else if(md->special_state.size==2 && drop_rate > 0)
drop_rate*=2;
//Drops affected by luk as a fixed increase [Valaris]
if (src && battle_config.drops_by_luk > 0)
drop_rate += status_get_luk(src)*battle_config.drops_by_luk/100;
//Drops affected by luk as a % increase [Skotlex]
if (src && battle_config.drops_by_luk2 > 0)
drop_rate += (int)(0.5+drop_rate*status_get_luk(src)*battle_config.drops_by_luk2/10000.0);
if (sd && battle_config.pk_mode == 1 && (md->db->lv - sd->status.base_level >= 20))
drop_rate = (int)(drop_rate*1.25); // pk_mode increase drops if 20 level difference [Valaris]
if (drop_rate < rand() % 10000 + 1) { //fixed 0.01% impossible drops bug [Lupus]
drop_ore = i; //we remember an empty slot to put there ORE DISCOVERY drop later.
continue;
}
drop_items++; //we count if there were any drops
ditem = mob_setdropitem(md->db->dropitem[i].nameid, 1, md->bl.m, md->bl.x, md->bl.y, mvp_sd, second_sd, third_sd);
log_item[i] = ditem->item_data.nameid;
//A Rare Drop Global Announce by Lupus
if(drop_rate<=battle_config.rare_drop_announce) {
struct item_data *i_data;
char message[128];
i_data = itemdb_exists(ditem->item_data.nameid);
sprintf (message, msg_txt(541), (mvp_sd?mvp_sd->status.name:"???"), md->db->jname, i_data->jname, (float)drop_rate/100);
//MSG: "'%s' won %s's %s (chance: %%%0.02f)"
intif_GMmessage(message,strlen(message)+1,0);
}
// Announce first, or else ditem will be freed. [Lance]
// By popular demand, use base drop rate for autoloot code. [Skotlex]
mob_item_drop(md, tick+base_drop_delay+i, ditem, 0, md->db->dropitem[i].p);
}
// Ore Discovery [Celest]
if (sd == mvp_sd && map[md->bl.m].flag.nomobloot==0 && pc_checkskill(sd,BS_FINDINGORE)>0 && battle_config.finding_ore_rate/10 >= rand()%10000) {
struct delay_item_drop *ditem;
ditem = mob_setdropitem(itemdb_searchrandomid(6), 1, md->bl.m, md->bl.x, md->bl.y, mvp_sd, second_sd, third_sd);
if (drop_ore<0) drop_ore=8; //we have only 10 slots in LOG, there's a check to not overflow (9th item usually a card, so we use 8th slot)
log_item[drop_ore] = ditem->item_data.nameid; //it's for logging only
drop_items++; //we count if there were any drops
mob_item_drop(md, tick+base_drop_delay+drop_ore, ditem, 0, battle_config.finding_ore_rate/10);
}
//this drop log contains ALL dropped items + ORE (if there was ORE Recovery) [Lupus]
if(sd && log_config.drop > 0 && drop_items) //we check were there any drops.. and if not - don't write the log
log_drop(sd, md->class_, log_item); //mvp_sd
if(sd/* && sd->state.attack_type == BF_WEAPON*/) { //Player reports indicate this SHOULD work with all skills. [Skotlex]
int itemid = 0;
for (i = 0; i < sd->add_drop_count; i++) {
struct delay_item_drop *ditem;
if (sd->add_drop[i].id < 0)
continue;
if (sd->add_drop[i].race & (1<<race) ||
sd->add_drop[i].race & 1<<(mode&MD_BOSS?10:11))
{
//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;
else
//it's positive, then it goes as it is
drop_rate = sd->add_drop[i].rate;
if (drop_rate < rand()%10000 +1)
continue;
itemid = (sd->add_drop[i].id > 0) ? sd->add_drop[i].id :
itemdb_searchrandomgroup(sd->add_drop[i].group);
ditem = mob_setdropitem(itemid, 1, md->bl.m, md->bl.x, md->bl.y, mvp_sd, second_sd, third_sd);
mob_item_drop(md, tick+base_drop_delay+20+i, ditem, 0, drop_rate);
}
}
if(sd->get_zeny_num && rand()%100 < sd->get_zeny_rate) //Gets get_zeny_num per level +/-10% [Skotlex]
pc_getzeny(sd,md->db->lv*sd->get_zeny_num*(90+rand()%21)/100);
}
if(md->lootitem) {
for(i=0;i<md->lootitem_count;i++) {
struct delay_item_drop *ditem;
ditem = mob_setlootitem(&md->lootitem[i], md->bl.m, md->bl.x, md->bl.y, mvp_sd, second_sd, third_sd);
mob_item_drop(md, tick+base_drop_delay+40+i, ditem, 1, 10000);
}
}
}
// mvp����
if(mvp_sd && md->db->mexp > 0 && !md->special_state.ai){
int log_mvp[2] = {0};
int j;
int mexp;
temp = ((double)md->db->mexp * (9.+(double)count)/10.); //[Gengar]
mexp = (temp > 2147483647.)? 0x7fffffff:(int)temp;
//mapflag: noexp check [Lorky]
if (map[md->bl.m].flag.nobaseexp == 1 || map[md->bl.m].flag.nojobexp == 1) mexp=1;
//end added [Lorky]
if(mexp < 1) mexp = 1;
if(use_irc && irc_announce_mvp_flag)
irc_announce_mvp(mvp_sd,md);
clif_mvp_effect(mvp_sd); // �G�t�F�N�g
clif_mvp_exp(mvp_sd,mexp);
pc_gainexp(mvp_sd,mexp,0);
log_mvp[1] = mexp;
for(j=0;j<3;j++){
i = rand() % 3;
//mapflag: noloot check [Lorky]
if (map[md->bl.m].flag.nomvploot == 1) break;
//end added Lorky
if(md->db->mvpitem[i].nameid <= 0)
continue;
drop_rate = md->db->mvpitem[i].p;
if(drop_rate <= 0 && !battle_config.drop_rate0item)
drop_rate = 1;
if(drop_rate <= rand()%10000+1) //if ==0, then it doesn't drop
continue;
memset(&item,0,sizeof(item));
item.nameid=md->db->mvpitem[i].nameid;
item.identify=!itemdb_isequip3(item.nameid);
clif_mvp_item(mvp_sd,item.nameid);
log_mvp[0] = item.nameid;
if(mvp_sd->weight*2 > mvp_sd->max_weight)
map_addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd,second_sd,third_sd,1);
else if((ret = pc_additem(mvp_sd,&item,1))) {
clif_additem(sd,0,0,ret);
map_addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd,second_sd,third_sd,1);
}
//A Rare MVP Drop Global Announce by Lupus
if(drop_rate<=battle_config.rare_drop_announce) {
struct item_data *i_data;
char message[128];
i_data = itemdb_exists(item.nameid);
sprintf (message, msg_txt(541), mvp_sd?mvp_sd->status.name :"???", md->db->jname, i_data->jname, (float)drop_rate/100);
//MSG: "'%s' won %s's %s (chance: %%%0.02f)"
intif_GMmessage(message,strlen(message)+1,0);
}
if(log_config.pick > 0) {//Logs items, MVP prizes [Lupus]
log_pick((struct map_session_data*)md, "M", md->class_, item.nameid, -1, NULL);
log_pick(mvp_sd, "P", 0, item.nameid, 1, NULL);
}
break;
}
if(log_config.mvpdrop > 0)
log_mvpdrop(mvp_sd, md->class_, log_mvp);
}
} // [MouseJstr]
// <Agit> NPC Event [OnAgitBreak]
if(md->npc_event[0] && strcmp(((md->npc_event)+strlen(md->npc_event)-13),"::OnAgitBreak") == 0) {
ShowNotice("MOB.C: Run NPC_Event[OnAgitBreak].\n");
if (agit_flag == 1) //Call to Run NPC_Event[OnAgitBreak]
guild_agit_break(md);
}
// SCRIPT���s
if(md->npc_event[0]){
// if(battle_config.battle_log)
// printf("mob_damage : run event : %s\n",md->npc_event);
if(src && src->type == BL_PET)
sd = ((struct pet_data *)src)->msd;
if(sd && battle_config.mob_npc_event_type)
npc_event(sd,md->npc_event,0);
else if(mvp_sd)
npc_event(mvp_sd,md->npc_event,0);
} else if (mvp_sd) {
//lordalfa
pc_setglobalreg(mvp_sd,"killedrid",(md->class_));
if (script_config.event_script_type == 0) {
struct npc_data *npc;
if ((npc = npc_name2id("NPCKillEvent"))) {
run_script(npc->u.scr.script,0,mvp_sd->bl.id,npc->bl.id); // NPCKillNPC
ShowStatus("Event '"CL_WHITE"NPCKillEvent"CL_RESET"' executed.\n");
}
} else {
ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n",
npc_event_doall_id("NPCKillEvent", mvp_sd->bl.id), "NPCKillEvent");
}
}
//[lordalfa]
(battle_config.mob_clear_delay) ? clif_clearchar_delay(tick+battle_config.mob_clear_delay,&md->bl,1) : clif_clearchar_area(&md->bl,1);
// clif_clearchar_area(&md->bl,1); //eh? Why send the same packet twice? [Skotlex]
if(md->level) md->level=0;
map_delblock(&md->bl);
if(pcdb_checkid(mob_get_viewclass(md->class_)))
clif_clearchar_delay(tick+3000,&md->bl,0);
if(mob_is_clone(md->class_))
mob_clone_delete(md->class_);
mob_deleteslave(md);
mob_setdelayspawn(md->bl.id);
map_freeblock_unlock();
return damage;
}
int mob_guardian_guildchange(struct block_list *bl,va_list ap)
{
struct mob_data *md;
struct guild* g;
nullpo_retr(0, bl);
nullpo_retr(0, md = (struct mob_data *)bl);
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->castle->guardian[md->guardian_data->number].visible)
{ //Safe removal of guardian.
md->guardian_data->castle->guardian[md->guardian_data->number].visible = 0;
guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0);
}
mob_delete(md); //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);
md->guardian_data->castle->guardian[md->guardian_data->number].visible = 0;
guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0);
mob_delete(md);
return 0;
}
md->guardian_data->guild_id = md->guardian_data->castle->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_retr(0, value);
// no count specified, look into the array manually, but take only max 5 elements
if (count < 1) {
count = 0;
while(count < 5 && mobdb_checkid(value[count])) count++;
if(count < 1) // nothing found
return 0;
} else {
// check if at least the first value is valid
if(mobdb_checkid(value[0]) == 0)
return 0;
}
//Pick a random value, hoping it exists. [Skotlex]
return mobdb_checkid(value[rand()%count]);
}
/*==========================================
* Change mob base class
*------------------------------------------
*/
int mob_class_change (struct mob_data *md, int class_)
{
unsigned int tick = gettick();
int i, c, hp_rate;
nullpo_retr(0, md);
if (md->bl.prev == NULL)
return 0;
hp_rate = md->hp*100/status_get_max_hp(&md->bl);
clif_mob_class_change(md,class_);
md->class_ = class_;
md->db = mob_db(class_);
md->max_hp = md->db->max_hp; //Update the mob's max HP
if (battle_config.monster_class_change_full_recover) {
md->hp = md->max_hp;
memset(md->dmglog, 0, sizeof(md->dmglog));
md->tdmg = 0;
} else
md->hp = md->max_hp*hp_rate/100;
if(md->hp > md->max_hp) md->hp = md->max_hp;
else if(md->hp < 1) md->hp = 1;
memcpy(md->name,md->db->jname,NAME_LENGTH-1);
memset(&md->state,0,sizeof(md->state));
md->attacked_id = 0;
md->target_id = 0;
md->move_fail_count = 0;
md->speed = md->db->speed;
md->def_ele = md->db->element;
mob_changestate(md,MS_IDLE,0);
skill_castcancel(&md->bl,0);
md->state.skillstate = MSS_IDLE;
md->last_thinktime = tick;
md->next_walktime = tick+rand()%50+5000;
md->attackabletime = tick;
md->canmove_tick = tick;
md->last_linktime = tick;
for(i=0,c=tick-1000*3600*10;i<MAX_MOBSKILL;i++)
md->skilldelay[i] = c;
md->skillid=0;
md->skilllv=0;
if(md->lootitem == NULL && md->db->mode&MD_LOOTER)
md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
skill_clear_unitgroup(&md->bl);
skill_cleartimerskill(&md->bl);
clif_clearchar_area(&md->bl,0);
clif_spawnmob(md);
if (battle_config.show_mob_hp)
clif_charnameack(0, &md->bl);
return 0;
}
/*==========================================
* mob��
*------------------------------------------
*/
int mob_heal(struct mob_data *md,int heal)
{
int max_hp;
nullpo_retr(0, md);
max_hp = status_get_max_hp(&md->bl);
md->hp += heal;
if( max_hp < md->hp )
md->hp = max_hp;
if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS) { // guardian hp update [Valaris] (updated by [Skotlex])
if ((md->guardian_data->castle->guardian[md->guardian_data->number].hp = md->hp) <= 0)
{
guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0);
}
} // end addition
if (battle_config.show_mob_hp)
clif_charnameack(0, &md->bl);
return 0;
}
/*==========================================
* 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;
int x,y,range,i=0;
master = va_arg(ap, struct block_list*);
range = va_arg(ap, int);
if(md->master_id!=master->id)
return 0;
do {
x = master->x - range/2 + rand()%range;
y = master->y - range/2 + rand()%range;
} while (map_getcell(master->m,x,y,CELL_CHKNOPASS) && i<25);
if (i == 100)
mob_warp(md, master->m, master->x, master->y,2);
else
mob_warp(md, master->m, x, y,2);
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);
}
/*==========================================
* mob���[�v
*------------------------------------------
*/
int mob_warp(struct mob_data *md,int m,int x,int y,int type)
{
int i=0,xs=0,ys=0,bx=x,by=y;
int tick = gettick();
nullpo_retr(0, md);
if( md->bl.prev==NULL )
return 0;
if( m<0 ) m=md->bl.m;
if(type >= 0) {
if(map[md->bl.m].flag.monster_noteleport)
return 0;
if(md->sc.count) { //Clear a few status changes (taken directly from pc_setpos). [Skotlex]
if(md->sc.data[SC_TRICKDEAD].timer != -1)
status_change_end(&md->bl, SC_TRICKDEAD, -1);
if(md->sc.data[SC_BLADESTOP].timer!=-1)
status_change_end(&md->bl,SC_BLADESTOP,-1);
if(md->sc.data[SC_RUN].timer!=-1)
status_change_end(&md->bl,SC_RUN,-1);
if(md->sc.data[SC_DANCING].timer!=-1)
skill_stop_dancing(&md->bl);
if (md->sc.data[SC_DEVOTION].timer!=-1)
status_change_end(&md->bl,SC_DEVOTION,-1);
if (md->sc.data[SC_CLOSECONFINE].timer!=-1)
status_change_end(&md->bl,SC_CLOSECONFINE,-1);
if (md->sc.data[SC_CLOSECONFINE2].timer!=-1)
status_change_end(&md->bl,SC_CLOSECONFINE2,-1);
if (md->sc.data[SC_RUN].timer!=-1)
status_change_end(&md->bl,SC_RUN,-1);
}
clif_clearchar_area(&md->bl,type);
}
skill_unit_move(&md->bl,tick,4);
map_delblock(&md->bl);
if(bx>0 && by>0){ // �ʒu�w��̏ꍇ���͂X�Z����T��
xs=ys=9;
}
while( ( x<0 || y<0 || map_getcell(m,x,y,CELL_CHKNOPASS)) && (i++)<1000 ){
if( xs>0 && ys>0 && i<250 ){ // �w��ʒu�t�߂̒T��
x=bx+rand()%xs-xs/2;
y=by+rand()%ys-ys/2;
}else{ // ���S�����_���T��
x=rand()%(map[m].xs-2)+1;
y=rand()%(map[m].ys-2)+1;
}
}
md->dir=0;
if(i<1000){
md->bl.x=md->to_x=x;
md->bl.y=md->to_y=y;
md->bl.m=m;
}else {
m=md->bl.m;
if(battle_config.error_log==1)
ShowWarning("MOB %d warp failed, class = %d\n",md->bl.id,md->class_);
}
md->target_id=0; // �^�Q����������
md->state.targettype=NONE_ATTACKABLE;
md->attacked_id=0;
if (md->master_id)
md->master_dist = 0; //Assume mob warped to leader. [Skotlex]
md->state.skillstate=MSS_IDLE;
mob_changestate(md,MS_IDLE,0);
if(type>0 && i==1000) {
if(battle_config.battle_log)
ShowInfo("MOB %d warp to (%d,%d), class = %d\n",md->bl.id,x,y,md->class_);
}
map_addblock(&md->bl);
skill_unit_move(&md->bl,tick,1);
if(type>0)
{
clif_spawnmob(md);
mob_warpslave(&md->bl,AREA_SIZE);
}
return 0;
}
/*==========================================
* ��ʓ��̎�芪���̐��v�Z�p(foreachinarea)
*------------------------------------------
*/
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;
}
/*==========================================
* ��ʓ��̎�芪���̐��v�Z
*------------------------------------------
*/
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,int skill_id)
{
struct mob_data *md;
int bx,by,m,count = 0,class_,k=0;
nullpo_retr(0, md2);
nullpo_retr(0, value);
bx=md2->bl.x;
by=md2->bl.y;
m=md2->bl.m;
if(mobdb_checkid(value[0]) == 0)
return 0;
while(count < 5 && mobdb_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 = rand()%count;
amount+=k; //Increase final value by same amount to preserve total number to summon.
}
for(;k<amount;k++) {
int x=0,y=0,i=0;
class_ = value[k%count]; //Summon slaves in round-robin fashion. [Skotlex]
if (mobdb_checkid(class_) == 0)
continue;
md=(struct mob_data *)aCalloc(1,sizeof(struct mob_data));
if(mob_db(class_)->mode&MD_LOOTER)
md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
while((x<=0 || y<=0 || map_getcell(m,x,y,CELL_CHKNOPASS)) && (i++)<100){
x=rand()%9-4+bx;
y=rand()%9-4+by;
}
if(i>=100){
x=bx;
y=by;
}
mob_spawn_dataset(md,"--ja--",class_);
md->bl.m=m;
md->bl.x=x;
md->bl.y=y;
md->m =m;
md->x0=x;
md->y0=y;
md->xs=0;
md->ys=0;
if (battle_config.slaves_inherit_speed && md2->db->mode&MD_CANMOVE
&& (skill_id != NPC_METAMORPHOSIS && skill_id != NPC_TRANSFORMATION))
md->speed=md2->speed;
md->special_state.cached= battle_config.dynamic_mobs; //[Skotlex]
md->spawndelay1=-1; // ��x�̂݃t���O
md->spawndelay2=-1; // ��x�̂݃t���O
if (!battle_config.monster_class_change_full_recover &&
(skill_id == NPC_TRANSFORMATION || skill_id == NPC_METAMORPHOSIS))
{ //Scale HP
md->hp = (md->max_hp*md2->hp)/md2->max_hp;
}
memset(md->npc_event,0,sizeof(md->npc_event));
md->bl.type=BL_MOB;
map_addiddb(&md->bl);
mob_spawn(md->bl.id);
clif_skill_nodamage(&md->bl,&md->bl,skill_id,amount,1);
if(skill_id == NPC_SUMMONSLAVE)
md->master_id=md2->bl.id;
}
return 0;
}
/*==========================================
*MOBskill����Y��skillid��skillidx��Ԃ�
*------------------------------------------
*/
int mob_skillid2skillidx(int class_,int skillid)
{
int i, max = mob_db(class_)->maxskill;
struct mob_skill *ms=mob_db(class_)->skill;
if(ms==NULL)
return -1;
for(i=0;i<max;i++){
if(ms[i].skill_id == skillid)
return i;
}
return -1;
}
//
// MOB�X�L��
//
/*==========================================
* �X�L���g�p�i�r�������AID�w��j
*------------------------------------------
*/
int mobskill_castend_id( int tid, unsigned int tick, int id,int data )
{
struct mob_data* md=NULL;
struct block_list *bl;
int inf;
//Code cleanup. Insert any code that should be executed if the skill fails here.
#define skill_failed(md) { md->skillid = md->skilllv = -1; }
if((md = (struct mob_data*)map_id2bl(id)) == NULL ) //�r������Mob���������Ȃ��Ƃ����̂͗ǂ����鐳�폈��
return 0;
if( md->bl.type!=BL_MOB || md->bl.prev==NULL )
return 0;
if( md->skilltimer != tid ) {
if (battle_config.error_log)
ShowError("mobskill_castend_id: Timer mismatch %d!=%d\n", md->skilltimer, tid);
md->skilltimer = -1;
return 0;
}
md->skilltimer=-1;
if((bl = map_id2bl(md->skilltarget)) == NULL || bl->prev==NULL || md->bl.m != bl->m) {
skill_failed(md);
return 0;
}
if(md->skillid != NPC_EMOTION)
//Set afterskill delay.
md->last_thinktime=tick + (tid==-1?status_get_adelay(&md->bl):status_get_amotion(&md->bl));
if(md->skillid == RG_BACKSTAP) {
int dir = map_calc_dir(&md->bl,bl->x,bl->y),t_dir = status_get_dir(bl);
if(bl->type != BL_SKILL && (check_distance_bl(&md->bl, bl, 0) || map_check_dir(dir,t_dir))) {
skill_failed(md);
return 0;
}
}
inf = skill_get_inf(md->skillid);
if((inf&INF_ATTACK_SKILL ||
(inf&INF_SELF_SKILL && md->bl.id != bl->id && !(skill_get_nk(md->skillid)&NK_NO_DAMAGE)))
&& battle_check_target(&md->bl,bl, BCT_ENEMY)<=0 ) {
skill_failed(md);
return 0;
}
if(tid != -1)
{
if (md->skillid == -1 ||!status_check_skilluse(&md->bl, bl, md->skillid, 1)) {
skill_failed(md);
return 0;
}
if(!check_distance_bl(&md->bl, bl, skill_get_range2(&md->bl, md->skillid,md->skilllv) + battle_config.mob_skill_add_range)) {
skill_failed(md);
return 0;
}
}
md->skilldelay[md->skillidx]=tick;
if(battle_config.mob_skill_log)
ShowInfo("MOB skill castend skill=%d, class = %d\n",md->skillid,md->class_);
// mob_stop_wShowInfo(md,0);
if (skill_get_casttype(md->skillid) == CAST_NODAMAGE)
skill_castend_nodamage_id(&md->bl,bl,md->skillid,md->skilllv,tick,0);
else
skill_castend_damage_id(&md->bl,bl,md->skillid,md->skilllv,tick,0);
if (md->sc.count && md->sc.data[SC_MAGICPOWER].timer != -1 && md->skillid != HW_MAGICPOWER)
status_change_end(&md->bl, SC_MAGICPOWER, -1);
if (md->db->skill[md->skillidx].emotion >= 0)
clif_emotion(&md->bl, md->db->skill[md->skillidx].emotion);
//TODO: This value is used for the "afterskill" mob condition, what could one do to clean it other than
//to use a "previous skill" struct variable?
//md->skillid = md->skilllv = -1; //Clean up skill-data for battle_getcurrentskill references. [Skotlex]
return 0;
}
/*==========================================
* �X�L���g�p�i�r�������A�ꏊ�w��j
*------------------------------------------
*/
int mobskill_castend_pos( int tid, unsigned int tick, int id,int data )
{
struct mob_data* md=NULL;
int maxcount;
//Code cleanup. Insert any code that should be executed if the skill fails here.
#define skill_failed(md) { md->skillid = md->skilllv = -1; }
nullpo_retr(0, md=(struct mob_data *)map_id2bl(id));
if( md->bl.type!=BL_MOB || md->bl.prev==NULL )
return 0;
if( md->skilltimer != tid ) {
if (battle_config.error_log)
ShowError("mobskill_castend_pos: Timer mismatch %d!=%d\n", md->skilltimer, tid);
md->skilltimer = -1;
return 0;
}
md->skilltimer=-1;
if (tid != -1)
{ //Avoid unnecessary checks for instant-cast skills. [Skotlex]
if (md->skillid == -1 || !status_check_skilluse(&md->bl, NULL, md->skillid, 1)) {
skill_failed(md);
return 0;
}
if(!check_distance_blxy(&md->bl, md->skillx, md->skilly, skill_get_range2(&md->bl, md->skillid,md->skilllv) + battle_config.mob_skill_add_range)) {
skill_failed(md);
return 0;
}
}
if (!battle_config.monster_skill_reiteration &&
skill_get_unit_flag (md->skillid) & UF_NOREITERATION &&
skill_check_unit_range (md->bl.m, md->skillx, md->skilly, md->skillid, md->skilllv)) {
skill_failed(md);
return 0;
}
if(battle_config.monster_skill_nofootset &&
skill_get_unit_flag (md->skillid) & UF_NOFOOTSET &&
skill_check_unit_range2(&md->bl, md->bl.m, md->skillx, md->skilly, md->skillid, md->skilllv)) {
skill_failed(md);
return 0;
}
if(battle_config.monster_land_skill_limit) {
maxcount = skill_get_maxcount(md->skillid);
if(maxcount > 0) {
int i,c;
for(i=c=0;i<MAX_MOBSKILLUNITGROUP;i++) {
if(md->skillunit[i].alive_count > 0 && md->skillunit[i].skill_id == md->skillid)
c++;
}
if(c >= maxcount) {
skill_failed(md);
return 0;
}
}
}
md->skilldelay[md->skillidx]=tick;
//Set afterskill delay.
md->last_thinktime=tick + (tid==-1?status_get_adelay(&md->bl):status_get_amotion(&md->bl));
if(battle_config.mob_skill_log)
ShowInfo("MOB skill castend skill=%d, class = %d\n",md->skillid,md->class_);
// mob_stop_walking(md,0);
skill_castend_pos2(&md->bl,md->skillx,md->skilly,md->skillid,md->skilllv,tick,0);
if (md->db->skill[md->skillidx].emotion >= 0)
clif_emotion(&md->bl, md->db->skill[md->skillidx].emotion);
//TODO: This value is used for the "afterskill" mob condition, what could one do to clean it other than
//to use a "previous skill" struct variable?
//md->skillid = md->skilllv = -1; //Clean up skill data for future references to battle_getcurrentskill [Skotlex]
return 0;
}
/*==========================================
* Skill use (an aria start, ID specification)
*------------------------------------------
*/
int mobskill_use_id(struct mob_data *md,struct block_list *target,int skill_idx)
{
int casttime;
struct mob_skill *ms;
int skill_id, skill_lv, forcecast = 0;
int selfdestruct_flag = 0;
nullpo_retr(0, md);
nullpo_retr(0, ms=&md->db->skill[skill_idx]);
if( target==NULL && (target=map_id2bl(md->target_id))==NULL )
return 0;
if( target->prev==NULL || md->bl.prev==NULL )
return 0;
skill_id=ms->skill_id;
skill_lv=ms->skill_lv;
if(map_flag_gvg(md->bl.m) && skill_db[skill_id].nocast & 4)
return 0;
if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF && md->bl.id == target->id)
return 0;
if(!status_check_skilluse(&md->bl, target, skill_id, 0))
return 0;
if(md->sc.count && md->sc.data[SC_WINKCHARM].timer != -1 && target->type == BL_PC) {
clif_emotion(&md->bl, 3);
return 0;
}
// �˒��Ə�Q���`�F�b�N
if(!battle_check_range(&md->bl,target,skill_get_range2(&md->bl,skill_id,skill_lv)))
return 0;
// delay=skill_delayfix(&md->bl, skill_id, skill_lv, 0);
casttime=skill_castfix(&md->bl, skill_id, skill_lv, ms->casttime);
md->state.skillcastcancel=ms->cancel;
md->skilldelay[skill_idx]=gettick();
switch(skill_id){ /* ��������ȏ������K�v */
case ALL_RESURRECTION: /* ���U���N�V���� */
if(target->type != BL_PC && battle_check_undead(status_get_race(target),status_get_elem_type(target))){ /* �G���A���f�b�h�Ȃ� */
forcecast=1; /* �^�[���A���f�b�g�Ɠ����r������ */
casttime=skill_castfix(&md->bl, PR_TURNUNDEAD,skill_lv, 0);
}
break;
case MO_EXTREMITYFIST: /*���C���e�P��*/
case SA_MAGICROD:
case SA_SPELLBREAKER:
forcecast=1;
break;
case NPC_SUMMONSLAVE:
case NPC_SUMMONMONSTER:
if(md->master_id!=0)
return 0;
break;
case NPC_SELFDESTRUCTION:
if (casttime == 0 && md->special_state.ai == 2) {
casttime = skill_get_time(skill_id,skill_lv);
selfdestruct_flag = 1;
}
break;
}
if(battle_config.mob_skill_log)
ShowInfo("MOB skill use target_id=%d skill=%d lv=%d cast=%d, class = %d\n",target->id,skill_id,skill_lv,casttime,md->class_);
if (casttime || forcecast) { // �r�����K�v
if (!selfdestruct_flag)
mob_stop_walking(md,1); // ���s��~
clif_skillcasting(&md->bl, md->bl.id, target->id, 0,0, skill_id, casttime);
}
if (casttime <= 0) // �r���̖������̂̓L�����Z������Ȃ�
md->state.skillcastcancel = 0;
md->skilltarget = target->id;
md->skillx = 0;
md->skilly = 0;
md->skillid = skill_id;
md->skilllv = skill_lv;
md->skillidx = skill_idx;
if(!(battle_config.monster_cloak_check_type&2) && md->sc.data[SC_CLOAKING].timer != -1 && md->skillid != AS_CLOAKING)
status_change_end(&md->bl,SC_CLOAKING,-1);
if( casttime>0 ){
md->skilltimer =
add_timer( gettick()+casttime, mobskill_castend_id, md->bl.id, 0 );
}else{
md->skilltimer = -1;
mobskill_castend_id(md->skilltimer,gettick(),md->bl.id, 0);
}
return 1;
}
/*==========================================
* �X�L���g�p�i�ꏊ�w��j
*------------------------------------------
*/
int mobskill_use_pos( struct mob_data *md,
int skill_x, int skill_y, int skill_idx)
{
int casttime=0;
struct mob_skill *ms;
struct block_list bl;
int skill_id, skill_lv;
nullpo_retr(0, md);
nullpo_retr(0, ms=&md->db->skill[skill_idx]);
if( md->bl.prev==NULL )
return 0;
skill_id=ms->skill_id;
skill_lv=ms->skill_lv;
if(map_flag_gvg(md->bl.m) && skill_db[skill_id].nocast & 4)
return 0;
if(!status_check_skilluse(&md->bl, NULL, skill_id, 0))
return 0;
// �˒��Ə�Q���`�F�b�N
bl.type = BL_NUL;
bl.m = md->bl.m;
bl.x = skill_x;
bl.y = skill_y;
if(!battle_check_range(&md->bl,&bl,skill_get_range2(&md->bl,skill_id,skill_lv)))
return 0;
// delay=skill_delayfix(&md->bl, skill_id, skill_lv, 0);
casttime=skill_castfix(&md->bl,skill_id, skill_lv, ms->casttime);
md->skilldelay[skill_idx]=gettick();
md->state.skillcastcancel=ms->cancel;
if(battle_config.mob_skill_log)
ShowInfo("MOB skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d, class = %d\n",
skill_x,skill_y,skill_id,skill_lv,casttime,md->class_);
if( casttime>0 ) { // A cast time is required.
mob_stop_walking(md,1); // ���s��~
clif_skillcasting( &md->bl,
md->bl.id, 0, skill_x,skill_y, skill_id,casttime);
}
if( casttime<=0 ) // A skill without a cast time wont be cancelled.
md->state.skillcastcancel=0;
md->skillx = skill_x;
md->skilly = skill_y;
md->skilltarget = 0;
md->skillid = skill_id;
md->skilllv = skill_lv;
md->skillidx = skill_idx;
if(!(battle_config.monster_cloak_check_type&2) && md->sc.data[SC_CLOAKING].timer != -1)
status_change_end(&md->bl,SC_CLOAKING,-1);
if( casttime>0 ){
md->skilltimer =
add_timer( gettick()+casttime, mobskill_castend_pos, md->bl.id, 0 );
}else{
md->skilltimer = -1;
mobskill_castend_pos(md->skilltimer,gettick(),md->bl.id, 0);
}
return 1;
}
/*==========================================
* Friendly Mob whose HP is decreasing by a nearby MOB is looked for.
*------------------------------------------
*/
int mob_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&16))
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 = 100*status_get_hp(bl)/status_get_max_hp(bl);
if (rate >= min_rate && rate <= max_rate)
(*fr) = bl;
return 1;
}
static 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 (status_get_hp(bl) < status_get_max_hp(bl) * rate / 100)
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_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, md=(struct mob_data *)bl);
nullpo_retr(0, mmd=va_arg(ap,struct mob_data *));
if( mmd->bl.id == bl->id && !(battle_config.mob_ai&16) )
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].timer!=-1))) //Once an effect was found, break out. [Skotlex]
break;
}
}else
flag=( md->sc.data[cond2].timer!=-1 );
if( flag^( cond1==MSC_FRIENDSTATUSOFF ) )
(*fr)=md;
return 0;
}
struct mob_data *mob_getfriendstatus(struct mob_data *md,int cond1,int cond2)
{
struct mob_data *fr=NULL;
nullpo_retr(0, 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, unsigned int 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 mob_data *fmd = NULL;
int i;
nullpo_retr (0, md);
nullpo_retr (0, ms = md->db->skill);
if (battle_config.mob_skill_rate == 0 || md->skilltimer != -1)
return 0;
for (i = 0; i < md->db->maxskill; i++) {
int c2 = ms[i].cond2, flag = 0;
// �f�B���C��
if (DIFF_TICK(tick, md->skilldelay[i]) < ms[i].delay)
continue;
// ��Ԕ���
if (ms[i].state >= 0 && ms[i].state != md->state.skillstate)
continue;
if (rand() % 10000 > ms[i].permillage) //Lupus (max value = 10000)
continue;
// ��������
flag = (event == ms[i].cond1);
//Avoid entering on defined events to avoid "hyper-active skill use" due to the overflow of calls to this function
//in battle. The only exception is MSC_SKILLUSED which explicitly uses the event value to trigger. [Skotlex]
if (!flag && (event == -1 || event == MSC_SKILLUSED)){
switch (ms[i].cond1)
{
case MSC_ALWAYS:
flag = 1; break;
case MSC_MYHPLTMAXRATE: // HP< maxhp%
flag = 100*md->hp/status_get_max_hp(&md->bl);
flag = (flag <= c2);
break;
case MSC_MYHPINRATE:
flag = 100*md->hp/status_get_max_hp(&md->bl);
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) {
int j;
for (j = SC_COMMON_MIN; j <= SC_COMMON_MAX; j++)
if ((flag = (md->sc.data[j].timer != -1)) != 0)
break;
} else {
flag = (md->sc.data[ms[i].cond2].timer != -1);
}
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 = (battle_counttargeted(&md->bl, NULL, 0) > c2); break;
case MSC_SLAVELE: // slave <= num
flag = (mob_countslave(&md->bl) <= c2 ); break;
case MSC_ATTACKPCGE: // attack pc >= num
flag = (battle_counttargeted(&md->bl, NULL, 0) >= c2); break;
case MSC_AFTERSKILL:
flag = (md->skillid == c2); break;
case MSC_SKILLUSED: // specificated skill used
flag = ((event & 0xffff) == MSC_SKILLUSED && ((event >> 16) == c2 || c2 == 0)); break;
case MSC_RUDEATTACKED:
flag = (!md->attacked_id && md->attacked_count > 0);
if (flag) md->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 && battle_counttargeted(map_id2bl(md->master_id), NULL, 0) > 0); break;
case MSC_ALCHEMIST:
flag = (md->state.alchemist);
break;
}
}
if (!flag)
continue; //Skill requisite failed to be fulfilled.
//Execute skill
if (skill_get_casttype(ms[i].skill_id) == CAST_GROUND)
{
// �ꏊ�w��
struct block_list *bl = NULL;
int x = 0, y = 0;
if (ms[i].target <= MST_AROUND) {
switch (ms[i].target) {
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:
if (fbl)
{
bl = fbl;
break;
} else if (fmd) {
bl= &fmd->bl;
break;
} // else fall through
default:
bl = &md->bl;
break;
}
if (bl != NULL) {
x = bl->x; y=bl->y;
}
}
if (x <= 0 || y <= 0)
continue;
// �����̎���
if (ms[i].target >= MST_AROUND1) {
int bx = x, by = y, i = 0, m = bl->m, r = (ms[i].target-MST_AROUND1) +1;
do {
bx = x + rand() % (r*2+1) - r;
by = y + rand() % (r*2+1) - r;
} while (map_getcell(m, bx, by, CELL_CHKNOREACH) && (i++) < 1000);
if (i < 1000){
x = bx; y = by;
}
}
// ����̎���
if (ms[i].target >= MST_AROUND5) {
int bx = x, by = y, i = 0, m = bl->m, r = (ms[i].target-MST_AROUND5) + 1;
do {
bx = x + rand() % (r*2+1) - r;
by = y + rand() % (r*2+1) - r;
} while (map_getcell(m, bx, by, CELL_CHKNOREACH) && (i++) < 1000);
if (i < 1000){
x = bx; y = by;
}
}
if (!mobskill_use_pos(md, x, y, i))
return 0;
} else {
// ID�w��
if (ms[i].target <= MST_MASTER) {
struct block_list *bl;
switch (ms[i].target) {
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 && !mobskill_use_id(md, bl, i))
return 0;
} else {
if (battle_config.error_log)
ShowWarning("Wrong mob skill target 'around' for non-ground skill %d (%s). Mob %d - %s\n",
ms[i].skill_id, skill_get_name(ms[i].skill_id), md->class_, md->db->jname);
continue;
}
}
return 1;
}
return 0;
}
/*==========================================
* Skill use event processing
*------------------------------------------
*/
int mobskill_event(struct mob_data *md, struct block_list *src, unsigned int tick, int flag)
{
int target_id, res = 0;
target_id = md->target_id;
if (!target_id || battle_config.mob_changetarget_byskill)
md->target_id = src->id;
if (flag == -1)
res = mobskill_use(md, tick, MSC_CASTTARGETED);
else if ((flag&0xffff) == MSC_SKILLUSED)
res = mobskill_use(md,tick,flag);
else if (flag&BF_SHORT)
res = mobskill_use(md, tick, MSC_CLOSEDATTACKED);
else if (flag&BF_LONG)
res = mobskill_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;
}
/*==========================================
* �X�L���p�^�C�}�[�폜
*------------------------------------------
*/
int mobskill_deltimer(struct mob_data *md )
{
nullpo_retr(0, md);
if( md->skilltimer!=-1 ){
if( skill_get_inf( md->skillid )& INF_GROUND_SKILL )
delete_timer( md->skilltimer, mobskill_castend_pos );
else
delete_timer( md->skilltimer, mobskill_castend_id );
md->skilltimer=-1;
}
return 0;
}
// Player cloned mobs. [Valaris]
int mob_is_clone(int class_)
{
if(class_ >= MOB_CLONE_START && class_ <= MOB_CLONE_END)
return 1;
return 0;
}
//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, char *map, int x, int y, const char *event, int master_id, int mode, int flag, unsigned int duration)
{
int class_;
int i,j,inf,skill_id;
struct mob_skill *ms;
nullpo_retr(0, sd);
for(class_=MOB_CLONE_START; class_<MOB_CLONE_END; class_++){
if(mob_db_data[class_]==NULL)
break;
}
if(class_>MOB_CLONE_END)
return 0;
mob_db_data[class_]=(struct mob_db*)aCalloc(1, sizeof(struct mob_db));
mob_db_data[class_]->view_class=sd->status.class_;
sprintf(mob_db_data[class_]->name,sd->status.name);
sprintf(mob_db_data[class_]->jname,sd->status.name);
mob_db_data[class_]->lv=status_get_lv(&sd->bl);
mob_db_data[class_]->max_hp=status_get_max_hp(&sd->bl);
mob_db_data[class_]->max_sp=0;
mob_db_data[class_]->base_exp=1;
mob_db_data[class_]->job_exp=1;
mob_db_data[class_]->range=status_get_range(&sd->bl);
mob_db_data[class_]->atk1=status_get_batk(&sd->bl); //Base attack as minimum damage.
mob_db_data[class_]->atk2=mob_db_data[class_]->atk1 + status_get_atk(&sd->bl)+status_get_atk2(&sd->bl); //batk + weapon dmg
mob_db_data[class_]->def=status_get_def(&sd->bl);
mob_db_data[class_]->mdef=status_get_mdef(&sd->bl);
mob_db_data[class_]->str=status_get_str(&sd->bl);
mob_db_data[class_]->agi=status_get_agi(&sd->bl);
mob_db_data[class_]->vit=status_get_vit(&sd->bl);
mob_db_data[class_]->int_=status_get_int(&sd->bl);
mob_db_data[class_]->dex=status_get_dex(&sd->bl);
mob_db_data[class_]->luk=status_get_luk(&sd->bl);
mob_db_data[class_]->range2=AREA_SIZE*2/3; //Chase area of 2/3rds of a screen.
mob_db_data[class_]->range3=AREA_SIZE; //Let them have the same view-range as players.
mob_db_data[class_]->size=status_get_size(&sd->bl);
mob_db_data[class_]->race=status_get_race(&sd->bl);
mob_db_data[class_]->element=status_get_element(&sd->bl);
mob_db_data[class_]->mode=mode?mode:(MD_AGGRESSIVE|MD_ASSIST|MD_CANATTACK|MD_CANMOVE);
mob_db_data[class_]->speed=status_get_speed(&sd->bl);
mob_db_data[class_]->adelay=status_get_adelay(&sd->bl);
mob_db_data[class_]->amotion=status_get_amotion(&sd->bl);
mob_db_data[class_]->dmotion=status_get_dmotion(&sd->bl);
mob_db_data[class_]->sex=sd->status.sex;
mob_db_data[class_]->hair=sd->status.hair;
mob_db_data[class_]->hair_color=sd->status.hair_color;
#if PACKETVER < 4
mob_db_data[class_]->weapon = sd->status.weapon;
mob_db_data[class_]->shield = sd->status.shield;
#else
if (sd->equip_index[9] >= 0 && sd->inventory_data[sd->equip_index[9]] && sd->view_class != JOB_WEDDING && sd->view_class != JOB_XMAS) {
if (sd->inventory_data[sd->equip_index[9]]->view_id > 0)
mob_db_data[class_]->weapon=sd->inventory_data[sd->equip_index[9]]->view_id;
else
mob_db_data[class_]->weapon=sd->status.inventory[sd->equip_index[9]].nameid;
} else
mob_db_data[class_]->shield=0;
if (sd->equip_index[8] >= 0 && sd->equip_index[8] != sd->equip_index[9] && sd->inventory_data[sd->equip_index[8]] && sd->view_class != JOB_WEDDING && sd->view_class != JOB_XMAS) {
if (sd->inventory_data[sd->equip_index[8]]->view_id > 0)
mob_db_data[class_]->shield=sd->inventory_data[sd->equip_index[8]]->view_id;
else
mob_db_data[class_]->shield=sd->status.inventory[sd->equip_index[8]].nameid;
} else
mob_db_data[class_]->shield=0;
#endif
mob_db_data[class_]->head_top=sd->status.head_top;
mob_db_data[class_]->head_mid=sd->status.head_mid;
mob_db_data[class_]->head_buttom=sd->status.head_bottom;
mob_db_data[class_]->option=sd->sc.option;
mob_db_data[class_]->clothes_color=sd->status.clothes_color;
//Skill copy [Skotlex]
ms = &mob_db_data[class_]->skill[0];
//Go Backwards to give better priority to advanced skills.
for (i=0,j = MAX_SKILL_TREE-1;j>=0 && i< MAX_MOBSKILL ;j--) {
skill_id = skill_tree[sd->status.class_][j].id;
if (!skill_id || sd->status.skill[skill_id].lv < 1 || (skill_get_inf2(skill_id)&(INF2_WEDDING_SKILL|INF2_GUILD_SKILL)))
continue;
memset (&ms[i], 0, sizeof(struct mob_skill));
ms[i].skill_id = skill_id;
ms[i].skill_lv = sd->status.skill[skill_id].lv;
ms[i].state = -1;
ms[i].permillage = 500; //Default chance for moving/idle skills.
ms[i].emotion = -1;
ms[i].cancel = 0;
ms[i].delay = 5000+skill_delayfix(&sd->bl,skill_id, ms[i].skill_lv, 0);
ms[i].casttime = skill_castfix(&sd->bl,skill_id, ms[i].skill_lv, 0);
inf = skill_get_inf(skill_id);
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_RUSH;
} else {
ms[i].state = MSS_BERSERK;
ms[i].permillage = 2500;
}
} else if(inf&INF_GROUND_SKILL) {
//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_flag(skill_id)&(UF_NOMOB|UF_NOPC))
continue;
ms[i].permillage = 1000;
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].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_nk(skill_id)&NK_NO_DAMAGE)) { //Offensive skill
ms[i].target = MST_TARGET;
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));
mob_db_data[class_]->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:
ms[i].state = MSS_BERSERK;
ms[i].target = MST_TARGET;
ms[i].cond1 = MSC_ALWAYS;
ms[i].permillage = skill_id==TF_DOUBLE?(ms[i].skill_lv*500):(3000-ms[i].skill_lv*100);
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;
mob_db_data[class_]->maxskill = ++i;
}
//Finally, spawn it.
i = mob_once_spawn(sd,(char*)map,x,y,"--en--",class_,1,event);
if ((master_id || flag || duration) && i) { //Further manipulate crafted char.
struct mob_data* md = (struct mob_data*)map_id2bl(i);
if (md && md->bl.type == BL_MOB) {
if (flag&1) //Friendly Character
md->special_state.ai = 1;
if (master_id) //Attach to Master
md->master_id = master_id;
if (duration) //Auto Delete after a while.
md->deletetimer = add_timer (gettick() + duration, mob_timer_delete, i, 0);
}
#if 0
//I am playing with this for packet-research purposes, enable it if you want, but don't remove it :X [Skotlex]
//Guardian data
if (sd->status.guild_id) {
struct guild* g = guild_search(sd->status.guild_id);
md->guardian_data = aCalloc(1, sizeof(struct guardian_data));
md->guardian_data->castle = NULL;
md->guardian_data->number = MAX_GUARDIANS;
md->guardian_data->guild_id = sd->status.guild_id;
if (g)
{
md->guardian_data->emblem_id = g->emblem_id;
memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
}
}
#endif
}
return i;
}
int mob_clone_delete(int class_)
{
int i;
for(i=MOB_CLONE_START; i<MOB_CLONE_END; i++){
if(i==class_ && mob_db_data[i]!=NULL){
aFree(mob_db_data[i]);
mob_db_data[i]=NULL;
break;
}
}
return 0;
}
//
// ������
//
/*==========================================
* Since un-setting [ mob ] up was used, it is an initial provisional value setup.
*------------------------------------------
*/
static 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->name,"DUMMY");
sprintf(mob_dummy->jname,"Dummy");
mob_dummy->lv=1;
mob_dummy->max_hp=1000;
mob_dummy->max_sp=1;
mob_dummy->base_exp=2;
mob_dummy->job_exp=1;
mob_dummy->range=1;
mob_dummy->atk1=7;
mob_dummy->atk2=10;
mob_dummy->def=0;
mob_dummy->mdef=0;
mob_dummy->str=1;
mob_dummy->agi=1;
mob_dummy->vit=1;
mob_dummy->int_=1;
mob_dummy->dex=6;
mob_dummy->luk=2;
mob_dummy->range2=10;
mob_dummy->range3=10;
mob_dummy->race=0;
mob_dummy->element=0;
mob_dummy->mode=0;
mob_dummy->speed=300;
mob_dummy->adelay=1000;
mob_dummy->amotion=500;
mob_dummy->dmotion=500;
return 0;
}
//Adjusts the drop rate of item according to the criteria given. [Skotlex]
static int mob_drop_adjust(int rate, int rate_adjust, int rate_min, int rate_max)
{
if (battle_config.logarithmic_drops && rate_adjust > 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 = (int)(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 (rate>rate_max)?rate_max:((rate<rate_min)?rate_min:rate);
}
/*==========================================
* mob_db.txt reading
*------------------------------------------
*/
static int mob_readdb(void)
{
FILE *fp;
char line[1024];
char *filename[]={ "mob_db.txt","mob_db2.txt" };
int class_, i, fi, k;
for(fi=0;fi<2;fi++){
sprintf(line, "%s/%s", db_path, filename[fi]);
fp=fopen(line,"r");
if(fp==NULL){
if(fi>0)
continue;
return -1;
}
while(fgets(line,1020,fp)){
double exp, maxhp;
char *str[60], *p, *np; // 55->60 Lupus
if(line[0] == '/' && line[1] == '/')
continue;
for(i=0,p=line;i<60;i++){
if((np=strchr(p,','))!=NULL){
str[i]=p;
*np=0;
p=np+1;
} else
str[i]=p;
}
class_ = atoi(str[0]);
if (class_ == 0)
continue; //Leave blank lines alone... [Skotlex]
if (class_ <= 1000 || class_ > MAX_MOB_DB)
{
ShowWarning("Mob with ID: %d not loaded. ID must be in range [%d-%d]\n", class_, 1000, MAX_MOB_DB);
continue;
} else if (pcdb_checkid(class_))
{
ShowWarning("Mob with ID: %d not loaded. That ID is reserved for player classes.\n");
continue;
}
if (mob_db_data[class_] == NULL)
mob_db_data[class_] = aCalloc(1, sizeof (struct mob_data));
mob_db_data[class_]->view_class = class_;
memcpy(mob_db_data[class_]->name, str[1], NAME_LENGTH-1);
memcpy(mob_db_data[class_]->jname, str[2], NAME_LENGTH-1);
mob_db_data[class_]->lv = atoi(str[3]);
mob_db_data[class_]->max_hp = atoi(str[4]);
mob_db_data[class_]->max_sp = atoi(str[5]);
exp = (double)atoi(str[6]) * (double)battle_config.base_exp_rate / 100.;
if (exp < 0)
mob_db_data[class_]->base_exp = 0;
if (exp > UINT_MAX)
mob_db_data[class_]->base_exp = UINT_MAX;
else
mob_db_data[class_]->base_exp = (unsigned int)exp;
exp = (double)atoi(str[7]) * (double)battle_config.job_exp_rate / 100.;
if (exp < 0)
mob_db_data[class_]->job_exp = 0;
else if (exp > UINT_MAX)
mob_db_data[class_]->job_exp = UINT_MAX;
else
mob_db_data[class_]->job_exp = (unsigned int)exp;
mob_db_data[class_]->range=atoi(str[8]);
mob_db_data[class_]->atk1=atoi(str[9]);
mob_db_data[class_]->atk2=atoi(str[10]);
mob_db_data[class_]->def=atoi(str[11]);
mob_db_data[class_]->mdef=atoi(str[12]);
mob_db_data[class_]->str=atoi(str[13]);
mob_db_data[class_]->agi=atoi(str[14]);
mob_db_data[class_]->vit=atoi(str[15]);
mob_db_data[class_]->int_=atoi(str[16]);
mob_db_data[class_]->dex=atoi(str[17]);
mob_db_data[class_]->luk=atoi(str[18]);
mob_db_data[class_]->range2=atoi(str[19]);
mob_db_data[class_]->range3=atoi(str[20]);
mob_db_data[class_]->size=atoi(str[21]);
mob_db_data[class_]->race=atoi(str[22]);
mob_db_data[class_]->element=atoi(str[23]);
mob_db_data[class_]->mode=atoi(str[24]);
mob_db_data[class_]->speed=atoi(str[25]);
mob_db_data[class_]->adelay=atoi(str[26]);
mob_db_data[class_]->amotion=atoi(str[27]);
mob_db_data[class_]->dmotion=atoi(str[28]);
for(i=0;i<10;i++){ // 8 -> 10 Lupus
int rate = 0,rate_adjust,type,ratemin,ratemax;
struct item_data *id;
mob_db_data[class_]->dropitem[i].nameid=atoi(str[29+i*2]);
if (!mob_db_data[class_]->dropitem[i].nameid) {
//No drop.
mob_db_data[class_]->dropitem[i].p = 0;
continue;
}
type = itemdb_type(mob_db_data[class_]->dropitem[i].nameid);
rate = atoi(str[30+i*2]);
if (class_ >= 1324 && class_ <= 1363)
{ //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)
{
case 0:
rate_adjust = battle_config.item_rate_heal;
ratemin = battle_config.item_drop_heal_min;
ratemax = battle_config.item_drop_heal_max;
break;
case 2:
rate_adjust = battle_config.item_rate_use;
ratemin = battle_config.item_drop_use_min;
ratemax = battle_config.item_drop_use_max;
break;
case 4:
case 5:
case 8: // Changed to include Pet Equip
rate_adjust = battle_config.item_rate_equip;
ratemin = battle_config.item_drop_equip_min;
ratemax = battle_config.item_drop_equip_max;
break;
case 6:
rate_adjust = battle_config.item_rate_card;
ratemin = battle_config.item_drop_card_min;
ratemax = battle_config.item_drop_card_max;
break;
default:
rate_adjust = battle_config.item_rate_common;
ratemin = battle_config.item_drop_common_min;
ratemax = battle_config.item_drop_common_max;
break;
}
mob_db_data[class_]->dropitem[i].p = mob_drop_adjust(rate, rate_adjust, ratemin, ratemax);
//calculate and store Max available drop chance of the item
if (mob_db_data[class_]->dropitem[i].p) {
id = itemdb_search(mob_db_data[class_]->dropitem[i].nameid);
if (id->maxchance==10000 || (id->maxchance < mob_db_data[class_]->dropitem[i].p) ) {
//item has bigger drop chance or sold in shops
id->maxchance = mob_db_data[class_]->dropitem[i].p;
}
for (k = 0; k< MAX_SEARCH; k++) {
if (id->mob[k].chance < mob_db_data[class_]->dropitem[i].p && id->mob[k].id != class_)
break;
}
if (k == MAX_SEARCH)
continue;
memmove(&id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0]));
id->mob[k].chance = mob_db_data[class_]->dropitem[i].p;
id->mob[k].id = class_;
}
}
// MVP EXP Bonus, Chance: MEXP,ExpPer
mob_db_data[class_]->mexp=atoi(str[49])*battle_config.mvp_exp_rate/100;
mob_db_data[class_]->mexpper=atoi(str[50]);
//Now that we know if it is an mvp or not,
//apply battle_config modifiers [Skotlex]
maxhp = (double)mob_db_data[class_]->max_hp;
if (mob_db_data[class_]->mexp > 0)
{ //Mvp
if (battle_config.mvp_hp_rate != 100)
maxhp = maxhp * (double)battle_config.mvp_hp_rate /100.;
} else if (battle_config.monster_hp_rate != 100) //Normal mob
maxhp = maxhp * (double)battle_config.monster_hp_rate /100.;
if (maxhp < 1) maxhp = 1;
else if (maxhp > 0x7fffffff) maxhp = 0x7fffffff;
mob_db_data[class_]->max_hp = (int)maxhp;
// MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per
for(i=0;i<3;i++){
struct item_data *id;
mob_db_data[class_]->mvpitem[i].nameid=atoi(str[51+i*2]);
if (!mob_db_data[class_]->mvpitem[i].nameid) {
//No item....
mob_db_data[class_]->mvpitem[i].p = 0;
continue;
}
mob_db_data[class_]->mvpitem[i].p= mob_drop_adjust(atoi(str[52+i*2]), battle_config.item_rate_mvp,
battle_config.item_drop_mvp_min, battle_config.item_drop_mvp_max);
//calculate and store Max available drop chance of the MVP item
if (mob_db_data[class_]->mvpitem[i].p) {
id = itemdb_search(mob_db_data[class_]->mvpitem[i].nameid);
if (id->maxchance==10000 || (id->maxchance < mob_db_data[class_]->mvpitem[i].p/10+1) ) {
//item has bigger drop chance or sold in shops
id->maxchance = mob_db_data[class_]->mvpitem[i].p/10+1; //reduce MVP drop info to not spoil common drop rate
}
}
}
if (mob_db_data[class_]->max_hp <= 0) {
ShowWarning ("Mob %d (%s) has no HP, using poring data for it\n", class_, mob_db_data[class_]->jname);
mob_makedummymobdb(class_);
}
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",filename[fi]);
}
return 0;
}
/*==========================================
* MOB display graphic change data reading
*------------------------------------------
*/
static int mob_readdb_mobavail(void)
{
FILE *fp;
char line[1024];
int ln=0;
int class_,j,k;
char *str[20],*p,*np;
sprintf(line, "%s/mob_avail.txt", db_path);
if( (fp=fopen(line,"r"))==NULL ){
ShowError("can't read %s\n", line);
return -1;
}
while(fgets(line,1020,fp)){
if(line[0]=='/' && line[1]=='/')
continue;
memset(str,0,sizeof(str));
for(j=0,p=line;j<12;j++){
if((np=strchr(p,','))!=NULL){
str[j]=p;
*np=0;
p=np+1;
} else
str[j]=p;
}
if(str[0]==NULL)
continue;
class_=atoi(str[0]);
if (class_ == 0)
continue; //Leave blank lines alone... [Skotlex]
if(mob_db(class_) == mob_dummy) // �l���ُ�Ȃ珈�����Ȃ��B
continue;
k=atoi(str[1]);
if(k < 0)
continue;
if (j > 3 && k > 23 && k < 69)
k += 3977; // advanced job/baby class
mob_db_data[class_]->view_class=k;
//Player sprites
if(pcdb_checkid(k)) {
mob_db_data[class_]->sex=atoi(str[2]);
mob_db_data[class_]->hair=atoi(str[3]);
mob_db_data[class_]->hair_color=atoi(str[4]);
mob_db_data[class_]->weapon=atoi(str[5]);
mob_db_data[class_]->shield=atoi(str[6]);
mob_db_data[class_]->head_top=atoi(str[7]);
mob_db_data[class_]->head_mid=atoi(str[8]);
mob_db_data[class_]->head_buttom=atoi(str[9]);
mob_db_data[class_]->option=atoi(str[10])&~0x46;
mob_db_data[class_]->clothes_color=atoi(str[11]); // Monster player dye option - Valaris
}
else if(atoi(str[2]) > 0) mob_db_data[class_]->equip=atoi(str[2]); // mob equipment [Valaris]
ln++;
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",ln,"mob_avail.txt");
return 0;
}
/*==========================================
* Reading of random monster data
*------------------------------------------
*/
static int mob_read_randommonster(void)
{
FILE *fp;
char line[1024];
char *str[10],*p;
int i,j;
const char* mobfile[] = {
"mob_branch.txt",
"mob_poring.txt",
"mob_boss.txt" };
for(i=0;i<MAX_RANDOMMONSTER;i++){
mob_db_data[0]->summonper[i] = 1002; // �ݒ肵�Y�ꂽ�ꍇ�̓|�������o��悤�ɂ��Ă���
sprintf(line, "%s/%s", db_path, mobfile[i]);
fp=fopen(line,"r");
if(fp==NULL){
ShowError("can't read %s\n",line);
return -1;
}
while(fgets(line,1020,fp)){
int class_,per;
if(line[0] == '/' && line[1] == '/')
continue;
memset(str,0,sizeof(str));
for(j=0,p=line;j<3 && p;j++){
str[j]=p;
p=strchr(p,',');
if(p) *p++=0;
}
if(str[0]==NULL || str[2]==NULL)
continue;
class_ = atoi(str[0]);
per=atoi(str[2]);
if(mob_db(class_) != mob_dummy)
mob_db_data[class_]->summonper[i]=per;
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",mobfile[i]);
}
return 0;
}
/*==========================================
* mob_skill_db.txt reading
*------------------------------------------
*/
static int mob_readskilldb(void)
{
FILE *fp;
char line[1024];
int i,tmp, count;
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 },
{ "stan", 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 },
}, state[] = {
{ "any", -1 },
{ "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)
}, target[] = {
{ "target", MST_TARGET },
{ "self", MST_SELF },
{ "friend", MST_FRIEND },
{ "master", MST_MASTER },
{ "around5", MST_AROUND5 },
{ "around6", MST_AROUND6 },
{ "around7", MST_AROUND7 },
{ "around8", MST_AROUND8 },
{ "around1", MST_AROUND1 },
{ "around2", MST_AROUND2 },
{ "around3", MST_AROUND3 },
{ "around4", MST_AROUND4 },
{ "around", MST_AROUND },
};
int x;
char *filename[]={ "mob_skill_db.txt","mob_skill_db2.txt" };
if (!battle_config.mob_skill_rate) {
ShowStatus("Mob skill use disabled. Not reading mob skills.\n");
return 0;
}
for(x=0;x<2;x++){
count = 0;
sprintf(line, "%s/%s", db_path, filename[x]);
fp=fopen(line,"r");
if(fp==NULL){
if(x==0)
ShowError("can't read %s\n",line);
continue;
}
while(fgets(line,1020,fp)){
char *sp[20],*p;
int mob_id;
struct mob_skill *ms, gms;
int j=0;
count++;
if(line[0] == '/' && line[1] == '/')
continue;
memset(sp,0,sizeof(sp));
for(i=0,p=line;i<18 && p;i++){
sp[i]=p;
if((p=strchr(p,','))!=NULL)
*p++=0;
}
if(i == 0 || (mob_id=atoi(sp[0]))== 0)
continue;
if(i < 18) {
ShowError("mob_skill: Insufficient number of fields for skill at %s, line %d\n", filename[x], count);
continue;
}
if (mob_id > 0 && mob_db(mob_id) == mob_dummy)
{
ShowError("mob_skill: Invalid mob id %d at %s, line %d\n", mob_id, filename[x], count);
continue;
}
if( strcmp(sp[1],"clear")==0 ){
if (mob_id < 0)
continue;
memset(mob_db_data[mob_id]->skill,0,sizeof(struct mob_skill));
mob_db_data[mob_id]->maxskill=0;
continue;
}
if (mob_id < 0)
{ //Prepare global skill. [Skotlex]
memset(&gms, 0, sizeof (struct mob_skill));
ms = &gms;
} else {
for(i=0;i<MAX_MOBSKILL;i++)
if( (ms=&mob_db_data[mob_id]->skill[i])->skill_id == 0)
break;
if(i==MAX_MOBSKILL){
ShowWarning("mob_skill: readdb: too many skill ! [%s] in %d[%s]\n",
sp[1],mob_id,mob_db_data[mob_id]->jname);
continue;
}
}
ms->state=atoi(sp[2]);
tmp = sizeof(state)/sizeof(state[0]);
for(j=0;j<tmp && strcmp(sp[2],state[j].str);j++);
if (j < tmp)
ms->state=state[j].id;
else
ShowError("mob_skill: Unrecognized state %s at %s, line %d\n", sp[2], filename[x], count);
//Skill ID
j=atoi(sp[3]);
if (j<=0 || j>MAX_SKILL_DB) //fixed Lupus
{
if (mob_id < 0)
ShowWarning("Invalid Skill ID (%d) for all mobs\n", j);
else
ShowWarning("Invalid Skill ID (%d) for mob %d (%s)\n", j, mob_id, mob_db_data[mob_id]->jname);
continue;
}
ms->skill_id=j;
//Skill lvl
j= atoi(sp[4])<=0 ? 1 : atoi(sp[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(sp[5]);
if (battle_config.mob_skill_rate != 100)
tmp = tmp*battle_config.mob_skill_rate/100;
if (tmp > 10000)
ms->permillage= 10000;
else
ms->permillage= tmp;
ms->casttime=atoi(sp[6]);
ms->delay=atoi(sp[7]);
if (battle_config.mob_skill_delay != 100)
ms->delay = ms->delay*battle_config.mob_skill_delay/100;
if (ms->delay < 0) //time overflow?
ms->delay = INT_MAX;
ms->cancel=atoi(sp[8]);
if( strcmp(sp[8],"yes")==0 ) ms->cancel=1;
ms->target=atoi(sp[9]);
for(j=0;j<sizeof(target)/sizeof(target[0]);j++){
if( strcmp(sp[9],target[j].str)==0)
ms->target=target[j].id;
}
ms->cond1=-1;
tmp = sizeof(cond1)/sizeof(cond1[0]);
for(j=0;j<tmp && strcmp(sp[10],cond1[j].str);j++);
if (j < tmp)
ms->cond1=cond1[j].id;
else
ShowError("mob_skill: Unrecognized condition 1 %s at %s, line %d\n", sp[10], filename[x], count);
ms->cond2=atoi(sp[11]);
tmp = sizeof(cond2)/sizeof(cond2[0]);
for(j=0;j<tmp && strcmp(sp[11],cond2[j].str);j++);
if (j < tmp)
ms->cond2=cond2[j].id;
ms->val[0]=atoi(sp[12]);
ms->val[1]=atoi(sp[13]);
ms->val[2]=atoi(sp[14]);
ms->val[3]=atoi(sp[15]);
ms->val[4]=atoi(sp[16]);
if(sp[17] != NULL && strlen(sp[17])>2)
ms->emotion=atoi(sp[17]);
else
ms->emotion=-1;
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]->mode&MD_BOSS)
{
if (!(mob_id&2)) //Skill not for bosses
continue;
} else
if (!(mob_id&1)) //Skill not for normal enemies.
continue;
for(j=0;j<MAX_MOBSKILL;j++)
if( mob_db_data[i]->skill[j].skill_id == 0)
break;
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;
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",filename[x]);
}
return 0;
}
/*==========================================
* mob_race_db.txt reading
*------------------------------------------
*/
static int mob_readdb_race(void)
{
FILE *fp;
char line[1024];
int race,j,k;
char *str[20],*p,*np;
sprintf(line, "%s/mob_race2_db.txt", db_path);
if( (fp=fopen(line,"r"))==NULL ){
ShowError("can't read %s\n", line);
return -1;
}
while(fgets(line,1020,fp)){
if(line[0]=='/' && line[1]=='/')
continue;
memset(str,0,sizeof(str));
for(j=0,p=line;j<12;j++){
if((np=strchr(p,','))!=NULL){
str[j]=p;
*np=0;
p=np+1;
} else
str[j]=p;
}
if(str[0]==NULL)
continue;
race=atoi(str[0]);
if (race < 0 || race >= MAX_MOB_RACE_DB)
continue;
for (j=1; j<20; j++) {
if (!str[j])
break;
k=atoi(str[j]);
if (mob_db(k) == mob_dummy)
continue;
mob_db_data[k]->race2 = race;
}
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","mob_race2_db.txt");
return 0;
}
#ifndef TXT_ONLY
/*==========================================
* SQL reading
*------------------------------------------
*/
static int mob_read_sqldb(void)
{
const char unknown_str[NAME_LENGTH] ="unknown";
int i, fi, class_, k;
double exp, maxhp;
long unsigned int ln = 0;
char *mob_db_name[] = { mob_db_db, mob_db2_db };
//For easier handling of converting. [Skotlex]
#define TO_INT(a) (sql_row[a]==NULL?0:atoi(sql_row[a]))
#define TO_STR(a) (sql_row[a]==NULL?unknown_str:sql_row[a])
for (fi = 0; fi < 2; fi++) {
sprintf (tmp_sql, "SELECT * FROM `%s`", mob_db_name[fi]);
if (mysql_query(&mmysql_handle, tmp_sql)) {
ShowSQL("DB error (%s) - %s\n", mob_db_name[fi], mysql_error(&mmysql_handle));
ShowDebug("at %s:%d - %s\n", __FILE__,__LINE__,tmp_sql);
continue;
}
sql_res = mysql_store_result(&mmysql_handle);
if (sql_res) {
while((sql_row = mysql_fetch_row(sql_res))){
class_ = TO_INT(0);
if (class_ <= 1000 || class_ > MAX_MOB_DB)
{
ShowWarning("Mob with ID: %d not loaded. ID must be in range [%d-%d]\n", class_, 1000, MAX_MOB_DB);
continue;
} else if (pcdb_checkid(class_))
{
ShowWarning("Mob with ID: %d not loaded. That ID is reserved for Upper Classes.\n");
continue;
}
if (mob_db_data[class_] == NULL)
mob_db_data[class_] = aCalloc(1, sizeof (struct mob_data));
ln++;
mob_db_data[class_]->view_class = class_;
memcpy(mob_db_data[class_]->name, TO_STR(1), NAME_LENGTH-1);
memcpy(mob_db_data[class_]->jname, TO_STR(2), NAME_LENGTH-1);
mob_db_data[class_]->lv = TO_INT(3);
mob_db_data[class_]->max_hp = TO_INT(4);
mob_db_data[class_]->max_sp = TO_INT(5);
exp = (double)TO_INT(6) * (double)battle_config.base_exp_rate / 100.;
if (exp < 0)
mob_db_data[class_]->base_exp = 0;
else if (exp > UINT_MAX)
mob_db_data[class_]->base_exp = UINT_MAX;
else
mob_db_data[class_]->base_exp = (unsigned int)exp;
exp = (double)TO_INT(7) * (double)battle_config.job_exp_rate / 100.;
if (exp < 0)
mob_db_data[class_]->job_exp = 0;
else if (exp > UINT_MAX)
mob_db_data[class_]->job_exp = UINT_MAX;
else
mob_db_data[class_]->job_exp = (unsigned int)exp;
mob_db_data[class_]->range = TO_INT(8);
mob_db_data[class_]->atk1 = TO_INT(9);
mob_db_data[class_]->atk2 = TO_INT(10);
mob_db_data[class_]->def = TO_INT(11);
mob_db_data[class_]->mdef = TO_INT(12);
mob_db_data[class_]->str = TO_INT(13);
mob_db_data[class_]->agi = TO_INT(14);
mob_db_data[class_]->vit = TO_INT(15);
mob_db_data[class_]->int_ = TO_INT(16);
mob_db_data[class_]->dex = TO_INT(17);
mob_db_data[class_]->luk = TO_INT(18);
mob_db_data[class_]->range2 = TO_INT(19);
mob_db_data[class_]->range3 = TO_INT(20);
mob_db_data[class_]->size = TO_INT(21);
mob_db_data[class_]->race = TO_INT(22);
mob_db_data[class_]->element = TO_INT(23);
mob_db_data[class_]->mode = TO_INT(24);
mob_db_data[class_]->speed = TO_INT(25);
mob_db_data[class_]->adelay = TO_INT(26);
mob_db_data[class_]->amotion = TO_INT(27);
mob_db_data[class_]->dmotion = TO_INT(28);
for (i = 0; i < 10; i++){ // 8 -> 10 Lupus
int rate = 0, rate_adjust, type, ratemin, ratemax;
struct item_data *id;
mob_db_data[class_]->dropitem[i].nameid=TO_INT(29+i*2);
if (!mob_db_data[class_]->dropitem[i].nameid) {
//No drop.
mob_db_data[class_]->dropitem[i].p = 0;
continue;
}
type = itemdb_type(mob_db_data[class_]->dropitem[i].nameid);
rate = TO_INT(30+i*2);
if (class_ >= 1324 && class_ <= 1363)
{ //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)
{
case 0: // Added by Valaris
rate_adjust = battle_config.item_rate_heal;
ratemin = battle_config.item_drop_heal_min;
ratemax = battle_config.item_drop_heal_max;
break;
case 2:
rate_adjust = battle_config.item_rate_use;
ratemin = battle_config.item_drop_use_min;
ratemax = battle_config.item_drop_use_max; // End
break;
case 4:
case 5:
case 8: // Changed to include Pet Equip
rate_adjust = battle_config.item_rate_equip;
ratemin = battle_config.item_drop_equip_min;
ratemax = battle_config.item_drop_equip_max;
break;
case 6:
rate_adjust = battle_config.item_rate_card;
ratemin = battle_config.item_drop_card_min;
ratemax = battle_config.item_drop_card_max;
break;
default:
rate_adjust = battle_config.item_rate_common;
ratemin = battle_config.item_drop_common_min;
ratemax = battle_config.item_drop_common_max;
break;
}
mob_db_data[class_]->dropitem[i].p = mob_drop_adjust(rate, rate_adjust, ratemin, ratemax);
//calculate and store Max available drop chance of the item
if (mob_db_data[class_]->dropitem[i].p) {
id = itemdb_search(mob_db_data[class_]->dropitem[i].nameid);
if (id->maxchance==10000 || (id->maxchance < mob_db_data[class_]->dropitem[i].p) ) {
//item has bigger drop chance or sold in shops
id->maxchance = mob_db_data[class_]->dropitem[i].p;
}
for (k = 0; k< MAX_SEARCH; k++) {
if (id->mob[k].chance < mob_db_data[class_]->dropitem[i].p && id->mob[k].id != class_)
break;
}
if (k == MAX_SEARCH)
continue;
memmove(&id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0]));
id->mob[k].chance = mob_db_data[class_]->dropitem[i].p;
id->mob[k].id = class_;
}
}
// MVP EXP Bonus, Chance: MEXP,ExpPer
mob_db_data[class_]->mexp = TO_INT(49) * battle_config.mvp_exp_rate / 100;
mob_db_data[class_]->mexpper = TO_INT(50);
//Now that we know if it is an mvp or not,
//apply battle_config modifiers [Skotlex]
maxhp = (double)mob_db_data[class_]->max_hp;
if (mob_db_data[class_]->mexp > 0)
{ //Mvp
if (battle_config.mvp_hp_rate != 100)
maxhp = maxhp * (double)battle_config.mvp_hp_rate /100.;
} else if (battle_config.monster_hp_rate != 100) //Normal mob
maxhp = maxhp * (double)battle_config.monster_hp_rate /100.;
if (maxhp < 0) maxhp = 1;
else if (maxhp > 0x7fffffff) maxhp = 0x7fffffff;
mob_db_data[class_]->max_hp = (int)maxhp;
// MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per
for (i=0; i<3; i++) {
struct item_data *id;
mob_db_data[class_]->mvpitem[i].nameid = TO_INT(51+i*2);
if (!mob_db_data[class_]->mvpitem[i].nameid) {
//No item....
mob_db_data[class_]->mvpitem[i].p = 0;
continue;
}
mob_db_data[class_]->mvpitem[i].p = mob_drop_adjust(TO_INT(52+i*2),
battle_config.item_rate_mvp, battle_config.item_drop_mvp_min, battle_config.item_drop_mvp_max);
//calculate and store Max available drop chance of the MVP item
id = itemdb_search(mob_db_data[class_]->mvpitem[i].nameid);
if (mob_db_data[class_]->mvpitem[i].p) {
if (id->maxchance==10000 || (id->maxchance < mob_db_data[class_]->mvpitem[i].p/10+1) ) {
//item has bigger drop chance or sold in shops
id->maxchance = mob_db_data[class_]->mvpitem[i].p/10+1; //reduce MVP drop info to not spoil common drop rate
}
}
}
if (mob_db_data[class_]->max_hp <= 0) {
ShowWarning ("Mob %d (%s) has no HP, using poring data for it\n", class_, mob_db_data[class_]->jname);
mob_makedummymobdb(class_);
}
}
mysql_free_result(sql_res);
ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", ln, mob_db_name[fi]);
ln = 0;
}
}
return 0;
}
#endif /* not TXT_ONLY */
void mob_reload(void)
{
int i;
#ifndef TXT_ONLY
if(db_use_sqldbs)
mob_read_sqldb();
else
#endif /* TXT_ONLY */
mob_readdb();
mob_readdb_mobavail();
mob_read_randommonster();
//Mob skills need to be cleared before re-reading them. [Skotlex]
for (i = 0; i < MAX_MOB_DB; i++)
if (mob_db_data[i])
{
memset(&mob_db_data[i]->skill,0,sizeof(mob_db_data[i]->skill));
mob_db_data[i]->maxskill=0;
}
mob_readskilldb();
mob_readdb_race();
}
/*==========================================
* Circumference initialization of mob
*------------------------------------------
*/
int do_init_mob(void)
{ //Initialize the mob database
memset(mob_db_data,0,sizeof(mob_db_data)); //Clear the array
mob_db_data[0] = aCalloc(1, sizeof (struct mob_data)); //This mob is used for random spawns
mob_makedummymobdb(0); //The first time this is invoked, it creates the dummy mob
#ifndef TXT_ONLY
if(db_use_sqldbs)
mob_read_sqldb();
else
#endif /* TXT_ONLY */
mob_readdb();
mob_readdb_mobavail();
mob_read_randommonster();
mob_readskilldb();
mob_readdb_race();
add_timer_func_list(mob_timer,"mob_timer");
add_timer_func_list(mob_delayspawn,"mob_delayspawn");
add_timer_func_list(mob_delay_item_drop,"mob_delay_item_drop");
add_timer_func_list(mob_ai_hard,"mob_ai_hard");
add_timer_func_list(mob_ai_lazy,"mob_ai_lazy");
add_timer_func_list(mobskill_castend_id,"mobskill_castend_id");
add_timer_func_list(mobskill_castend_pos,"mobskill_castend_pos");
add_timer_func_list(mob_timer_delete,"mob_timer_delete");
add_timer_func_list(mob_spawn_guardian_sub,"mob_spawn_guardian_sub");
add_timer_func_list(mob_respawn,"mob_respawn");
add_timer_interval(gettick()+MIN_MOBTHINKTIME,mob_ai_hard,0,0,MIN_MOBTHINKTIME);
add_timer_interval(gettick()+MIN_MOBTHINKTIME*10,mob_ai_lazy,0,0,MIN_MOBTHINKTIME*10);
return 0;
}
/*==========================================
* 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;
}
}
return 0;
}