// 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 "../common/cbasetypes.h"
#include "../common/timer.h"
#include "../common/db.h"
#include "../common/nullpo.h"
#include "../common/malloc.h"
#include "../common/showmsg.h"
#include "../common/ers.h"
#include "../common/strlib.h"
#include "map.h"
#include "clif.h"
#include "intif.h"
#include "pc.h"
#include "status.h"
#include "mob.h"
#include "mercenary.h" //[orn]
#include "guild.h"
#include "itemdb.h"
#include "skill.h"
#include "battle.h"
#include "party.h"
#include "npc.h"
#include "log.h"
#include "script.h"
#include "atcommand.h"
#include "date.h"
#include "irc.h"
#define IDLE_SKILL_INTERVAL 10 //Active idle skills should be triggered every 1 second (1000/MIN_MOBTHINKTIME)
#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 MAX_MINCHASE 30 //Max minimum chase value to use for mobs.
#define RUDE_ATTACKED_COUNT 2 //After how many rude-attacks should the skill be used?
//Used to determine default enemy type of mobs (for use in eachinrange calls)
#define DEFAULT_ENEMY_TYPE(md) (md->special_state.ai?BL_CHAR:BL_PC|BL_HOM)
//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]; }
static struct eri *item_drop_ers; //For loot drops delay structures.
static struct eri *item_drop_list_ers;
#define CLASSCHANGE_BOSS_NUM 21
/*==========================================
* Local prototype declaration (only required thing)
*------------------------------------------
*/
static int mob_makedummymobdb(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 mob_skillid2skillidx(int class_,int skillid);
/*==========================================
* 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 || strcmpi(mob->jname,str)==0 || strcmpi(mob->sprite,str)==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 mob.
if(!mob->base_exp && !mob->job_exp)
return 1; //Discount slave-mobs (no exp) as requested by Playtester. [Skotlex]
if(stristr(mob->jname,str))
return 0;
if(stristr(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;
}
/*==========================================
* Returns the view data associated to this mob class.
*------------------------------------------
*/
struct view_data * mob_get_viewdata(int class_)
{
if (mob_db(class_) == mob_dummy)
return 0;
return &mob_db(class_)->vd;
}
/*==========================================
* Cleans up mob-spawn data to make it "valid"
*------------------------------------------
*/
int mob_parse_dataset(struct spawn_data *data) {
int i;
//FIXME: This implementation is not stable, npc scripts will stop working once MAX_MOB_DB changes value! [Skotlex]
if(data->class_ > 2*MAX_MOB_DB){ // large/tiny mobs [Valaris]
data->state.size=2;
data->class_ -= 2*MAX_MOB_DB;
} else if (data->class_ > MAX_MOB_DB) {
data->state.size=1;
data->class_ -= MAX_MOB_DB;
}
if ((!mobdb_checkid(data->class_) && !mob_is_clone(data->class_)) || !data->num)
return 0;
//better safe than sorry, current md->npc_event has a size of 50
if ((i=strlen(data->eventname)) >= 50)
return 0;
if (data->eventname[0])
{
if(i <= 2)
{ //Portable monster big/small implementation. [Skotlex]
i = atoi(data->eventname);
if (i) {
if (i&2)
data->state.size=1;
else if (i&4)
data->state.size=2;
if (i&8)
data->state.ai=1;
data->eventname[0] = '\0'; //Clear event as it is not used.
}
} else {
if (data->eventname[i-1] == '"')
data->eventname[i-1] = '\0'; //Remove trailing quote.
if (data->eventname[0] == '"') //Strip leading quotes
memmove(data->eventname, data->eventname+1, i-1);
}
}
if (!data->level)
data->level = mob_db(data->class_)->lv;
if(strcmp(data->name,"--en--")==0)
strncpy(data->name,mob_db(data->class_)->name,NAME_LENGTH-1);
else if(strcmp(data->name,"--ja--")==0)
strncpy(data->name,mob_db(data->class_)->jname,NAME_LENGTH-1);
return 1;
}
/*==========================================
* Generates the basic mob data using the spawn_data provided.
*------------------------------------------
*/
struct mob_data* mob_spawn_dataset(struct spawn_data *data)
{
struct mob_data *md = aCalloc(1, sizeof(struct mob_data));
md->bl.id= npc_get_new_npc_id();
md->bl.type = BL_MOB;
md->bl.subtype = MONS;
md->bl.m = data->m;
md->bl.x = data->x;
md->bl.y = data->y;
md->class_ = data->class_;
md->db = mob_db(md->class_);
memcpy(md->name, data->name, NAME_LENGTH-1);
if (data->state.ai)
md->special_state.ai = data->state.ai;
if (data->state.size)
md->special_state.size = data->state.size;
if (data->eventname[0] && strlen(data->eventname) >= 4)
memcpy(md->npc_event, data->eventname, 50);
md->level = data->level;
if(md->db->status.mode&MD_LOOTER)
md->lootitem = (struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
md->spawn_n = -1;
md->deletetimer = -1;
md->skillidx = -1;
status_set_viewdata(&md->bl, md->class_);
status_change_init(&md->bl);
unit_dataset(&md->bl);
map_addiddb(&md->bl);
return md;
}
/*==========================================
* Fetches a random mob_id [Skotlex]
* type: Where to fetch from:
* 0: dead branch list
* 1: poring list
* 2: bloody branch list
* flag:
* &1: Apply the summon success chance found in the list (otherwise get any monster from the db)
* &2: Apply a monster check level.
* &4: Selected monster should not be a boss type
* &8: Selected monster must give base exp.
* lv: Mob level to check against
*------------------------------------------
*/
int mob_get_random_id(int type, int flag, int lv) {
struct mob_db *mob;
int i=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;
mob = mob_db(class_);
} while ((mob == mob_dummy ||
mob_is_clone(class_) ||
(flag&1 && mob->summonper[type] <= rand() % 1000000) ||
(flag&2 && lv < mob->lv) ||
(flag&4 && mob->status.mode&MD_BOSS) ||
(flag&8 && mob->base_exp < 1)
) && (i++) < MAX_MOB_DB);
if(i >= MAX_MOB_DB)
class_ = mob_db_data[0]->summonper[type];
return class_;
}
struct mob_data *mob_once_spawn_sub(struct block_list *bl, int m,
short x, short y, const char *mobname, int class_, const char *event)
{
struct spawn_data data;
memset(&data, 0, sizeof(struct spawn_data));
data.m = m;
data.num = 1;
data.class_ = class_;
if (mobname)
strncpy(data.name, mobname, NAME_LENGTH-1);
else
if(battle_config.override_mob_names==1)
strcpy(data.name,"--en--");
else
strcpy(data.name,"--ja--");
if (event)
strncpy(data.eventname, event, 50);
if (bl && (x < 0 || y < 0))//Locate spot around player.
map_search_freecell(bl, m, &x, &y, 1, 1, 0);
if (x <= 0 || y <= 0 || map_getcell(m,x,y,CELL_CHKNOREACH))
map_search_freecell(NULL, m, &x, &y, -1, -1, 1);
data.x = x;
data.y = y;
if (!mob_parse_dataset(&data))
return NULL;
return mob_spawn_dataset(&data);
}
/*==========================================
* The MOB appearance for one time (for scripts)
*------------------------------------------
*/
int mob_once_spawn (struct map_session_data *sd, const char *mapname,
short x, short y, const char *mobname, int class_, int amount, const char *event)
{
struct mob_data *md = NULL;
int m, count, lv = 255;
if(sd) lv = sd->status.base_level;
if(sd && strcmp(mapname,"this")==0)
m = sd->bl.m;
else
m = map_mapname2mapid(mapname);
if (m < 0 || amount <= 0) // �l���ُ�Ȃ珢�����~�߂�
return 0;
for (count = 0; count < amount; count++) {
md = mob_once_spawn_sub(sd?&sd->bl:NULL, m, x, y, mobname,
class_<0?
mob_get_random_id(-class_-1, battle_config.random_monster_checklv?3:1, lv):
class_, event);
if (!md) continue;
if(class_ == MOBID_EMPERIUM) {
struct guild_castle *gc = guild_mapname2gc(map[md->bl.m].name);
struct guild *g = gc?guild_search(gc->guild_id):NULL;
if(gc) {
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]
mob_spawn (md);
if (class_ < 0 && battle_config.dead_branch_active)
//Behold Aegis's masterful decisions yet again...
//"I understand the "Aggressive" part, but the "Can Move" and "Can Attack" is just stupid" - Poki#3
sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE|MD_CANATTACK|MD_CANMOVE, 0, 60000);
}
return (md)?md->bl.id : 0;
}
/*==========================================
* The MOB appearance for one time (& area specification for scripts)
*------------------------------------------
*/
int mob_once_spawn_area(struct map_session_data *sd,const char *mapname,
int x0,int y0,int x1,int y1,
const char *mobname,int 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) // �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);
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)
{
ShowError("mob_spawn_guardian_sub: Block error!\n");
return 0;
}
md = (struct mob_data*)bl;
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);
}
unit_free(&md->bl,0); //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);
if(md->guardian_data->guardup_lv)
status_calc_mob(md, 0); //Give bonuses.
return 0;
}
/*==========================================
* Summoning Guardians [Valaris]
*------------------------------------------
*/
int mob_spawn_guardian(const char* mapname, short x, short y, const char* mobname, int class_, const char* event, int guardian)
{
struct mob_data *md=NULL;
struct spawn_data data;
struct guild *g=NULL;
struct guild_castle *gc;
int m;
memset(&data, 0, sizeof(struct spawn_data));
data.num = 1;
m=map_mapname2mapid(mapname);
if(m<0)
{
ShowWarning("mob_spawn_guardian: Map [%s] not found.\n", mapname);
return 0;
}
data.m = m;
data.num = 1;
if(class_<=0) {
class_ = mob_get_random_id(-class_-1, 1, 99);
if (!class_) return 0;
}
data.class_ = class_;
if(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((x<=0 || y<=0) && !map_search_freecell(NULL, m, &x, &y, -1,-1, 0))
{
ShowWarning("mob_spawn_guardian: Couldn't locate a spawn cell for guardian class %d (index %d) at castle map %s\n",class_, guardian, map[m].name);
return 0;
}
data.x = x;
data.y = y;
strncpy(data.name, mobname, NAME_LENGTH-1);
strncpy(data.eventname, event, 50);
if (!mob_parse_dataset(&data))
return 0;
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)
{ //Check if guardian already exists, refuse to spawn if so.
struct mob_data *md2 = (TBL_MOB*)map_id2bl(gc->guardian[guardian].id);
if (md2 && md2->bl.type == BL_MOB &&
md2->guardian_data && md2->guardian_data->number == guardian)
{
ShowError("mob_spawn_guardian: Attempted to spawn guardian in position %d which already has a guardian (castle map %s)\n", guardian, map[m].name);
return 0;
}
}
md= mob_spawn_dataset(&data);
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;
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);
mob_spawn(md);
return md->bl.id;
}
/*==========================================
* Reachability to a Specification ID existence place
* state indicates type of 'seek' mob should do:
* - MSS_LOOT: Looking for item, path must be easy.
* - MSS_RUSH: Chasing attacking player, path is complex
* - MSS_FOLLOW: Initiative/support seek, path is complex
*------------------------------------------
*/
int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state)
{
int easy = 0;
nullpo_retr(0, md);
nullpo_retr(0, bl);
switch (state) {
case MSS_RUSH:
case MSS_FOLLOW:
easy = 0; //(battle_config.mob_ai&0x1?0:1);
break;
case MSS_LOOT:
default:
easy = 1;
break;
}
return unit_can_reach_bl(&md->bl, bl, range, easy, NULL, NULL);
}
/*==========================================
* Links nearby mobs (supportive mobs)
*------------------------------------------
*/
int mob_linksearch(struct block_list *bl,va_list ap)
{
struct mob_data *md;
int class_;
struct block_list *target;
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->last_linktime = tick;
if( mob_can_reach(md,target,md->db->range2, MSS_FOLLOW) ){ // Reachability judging
md->target_id = target->id;
md->min_chase=md->db->range3;
return 1;
}
}
return 0;
}
/*==========================================
* mob spawn with delay (timer function)
*------------------------------------------
*/
static int mob_delayspawn(int tid, unsigned int tick, int m, int n)
{
struct block_list *bl = map_id2bl(m);
if (bl && bl->type == BL_MOB)
mob_spawn((TBL_MOB*)bl);
return 0;
}
/*==========================================
* spawn timing calculation
*------------------------------------------
*/
int mob_setdelayspawn(struct mob_data *md)
{
unsigned int spawntime, spawntime1, spawntime2, spawntime3;
if (!md->spawn) //Doesn't has respawn data!
return unit_free(&md->bl,1);
spawntime1 = md->last_spawntime + md->spawn->delay1;
spawntime2 = md->last_deadtime + md->spawn->delay2;
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, md->bl.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 (struct mob_data *md)
{
int i=0;
unsigned int c =0, tick = gettick();
md->last_spawntime = md->last_thinktime = tick;
if (md->bl.prev != NULL)
unit_remove_map(&md->bl,2);
else
if (md->spawn && md->class_ != md->spawn->class_)
{
md->class_ = md->spawn->class_;
status_set_viewdata(&md->bl, md->class_);
md->db = mob_db(md->class_);
memcpy(md->name,md->spawn->name,NAME_LENGTH);
}
if (md->spawn) { //Respawn data
md->bl.m = md->spawn->m;
md->bl.x = md->spawn->x;
md->bl.y = md->spawn->y;
if ((md->bl.x == 0 && md->bl.y == 0) || md->spawn->xs || md->spawn->ys)
{ //Monster can be spawned on an area.
if (!map_search_freecell(&md->bl, -1,
&md->bl.x, &md->bl.y, md->spawn->xs, md->spawn->ys,
battle_config.no_spawn_on_player?4:0)) {
// retry again later
add_timer(tick+5000,mob_delayspawn,md->bl.id,0);
return 1;
}
} else if (battle_config.no_spawn_on_player>99 &&
map_foreachinrange(mob_count_sub, &md->bl, AREA_SIZE, BL_PC))
{ //retry again later (players on sight)
add_timer(tick+5000,mob_delayspawn,md->bl.id,0);
return 1;
}
}
memset(&md->state, 0, sizeof(md->state));
status_calc_mob(md, 1);
md->attacked_id = 0;
md->target_id = 0;
md->move_fail_count = 0;
// md->master_id = 0;
md->master_dist = 0;
md->state.aggressive = md->status.mode&MD_ANGRY?1:0;
md->state.skillstate = MSS_IDLE;
md->next_walktime = tick+rand()%5000+1000;
md->last_linktime = tick;
for (i = 0, c = tick-1000*3600*10; i < MAX_MOBSKILL; i++)
md->skilldelay[i] = c;
memset(md->dmglog, 0, sizeof(md->dmglog));
md->tdmg = 0;
if (md->lootitem)
memset(md->lootitem, 0, sizeof(md->lootitem));
md->lootitem_count = 0;
if(md->db->option)
// Added for carts, falcons and pecos for cloned monsters. [Valaris]
md->sc.option = md->db->option;
map_addblock(&md->bl);
clif_spawn(&md->bl);
skill_unit_move(&md->bl,tick,1);
mobskill_use(md, tick, MSC_SPAWN);
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)
{
// if the monster was provoked ignore the above rule [celest]
if(md->state.provoke_flag)
{
if (md->state.provoke_flag == target->id)
return 1;
else if (!(battle_config.mob_ai&0x4))
return 0;
}
switch (md->state.skillstate) {
case MSS_BERSERK:
if (!(mode&MD_CHANGETARGET_MELEE))
return 0;
return (battle_config.mob_ai&0x4 || check_distance_bl(&md->bl, target, 3));
case MSS_RUSH:
return (mode&MD_CHANGETARGET_CHASE);
case MSS_FOLLOW:
case MSS_ANGRY:
case MSS_IDLE:
case MSS_WALK:
case MSS_LOOT:
return 1;
default:
return 0;
}
}
/*==========================================
* Determination for an attack of a monster
*------------------------------------------
*/
int mob_target(struct mob_data *md,struct block_list *bl,int dist)
{
nullpo_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 && !mob_can_changetarget(md, bl, status_get_mode(&md->bl)))
return 0;
if(!status_check_skilluse(&md->bl, bl, 0, 0))
return 0;
md->target_id = bl->id; // Since there was no disturbance, it locks on to target.
if (md->state.provoke_flag && bl->id != md->state.provoke_flag)
md->state.provoke_flag = 0;
md->min_chase=dist+md->db->range3;
if(md->min_chase>MAX_MINCHASE)
md->min_chase=MAX_MINCHASE;
return 0;
}
/*==========================================
* The ?? routine of an active monster
*------------------------------------------
*/
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 || !status_check_skilluse(&md->bl, bl, 0, 0))
return 0;
if(battle_check_target(&md->bl,bl,BCT_ENEMY)<=0)
return 0;
if(md->nd && mob_script_callback(md, bl, CALLBACK_DETECT))
return 1; // We have script handling the work.
switch (bl->type)
{
case BL_PC:
if (((TBL_PC*)bl)->state.gangsterparadise &&
!(status_get_mode(&md->bl)&MD_BOSS))
return 0; //Gangster paradise protection.
default:
if (battle_config.hom_setting&0x4 &&
(*target) && (*target)->type == BL_HOM && bl->type != BL_HOM)
return 0; //For some reason Homun targets are never overriden.
dist = distance_bl(&md->bl, bl);
if(
((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) &&
battle_check_range(&md->bl,bl,md->db->range2)
) { //Pick closest target?
(*target) = bl;
md->target_id=bl->id;
md->min_chase= dist + md->db->range3;
if(md->min_chase>MAX_MINCHASE)
md->min_chase=MAX_MINCHASE;
return 1;
}
break;
}
return 0;
}
/*==========================================
* chase target-change routine.
*------------------------------------------
*/
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;
if(battle_check_range (&md->bl, bl, md->status.rhw.range))
{
(*target) = bl;
md->target_id=bl->id;
md->min_chase= md->db->range3;
}
return 1;
}
/*==========================================
* loot monster item search
*------------------------------------------
*/
static int mob_ai_sub_hard_lootsearch(struct block_list *bl,va_list ap)
{
struct mob_data* md;
struct block_list **target;
int dist;
md=va_arg(ap,struct mob_data *);
target= va_arg(ap,struct block_list**);
dist=distance_bl(&md->bl, bl);
if(mob_can_reach(md,bl,dist+1, MSS_LOOT) &&
((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) //New target closer than previous one.
) {
(*target) = bl;
md->target_id=bl->id;
md->min_chase=md->db->range3;
}
return 0;
}
static int mob_ai_sub_hard_warpsearch(struct block_list *bl,va_list ap)
{
struct mob_data* md;
struct block_list **target;
md=va_arg(ap,struct mob_data *);
target= va_arg(ap,struct block_list**);
if (*target) return 0;
if(bl->subtype == WARP)
{
*target = bl;
return 1;
}
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;
bl=map_id2bl(md->master_id);
if (!bl || status_isdead(bl)) {
status_kill(&md->bl);
return 1;
}
if (bl->prev == NULL)
return 0; //Master not on a map? Could be warping, do not process.
if(status_get_mode(&md->bl)&MD_CANMOVE)
{ //If the mob can move, follow around. [Check by Skotlex]
// Distance with between slave and master is measured.
old_dist=md->master_dist;
md->master_dist=distance_bl(&md->bl, bl);
// Since the master was in near immediately before, teleport is carried out and it pursues.
if(bl->m != md->bl.m ||
(old_dist<10 && md->master_dist>18) ||
md->master_dist > MAX_MINCHASE
){
md->master_dist = 0;
unit_warp(&md->bl,bl->m,bl->x,bl->y,3);
return 1;
}
if(md->target_id) //Slave is busy with a target.
return 0;
// Approach master if within view range, chase back to Master's area also if standing on top of the master.
if((md->master_dist>MOB_SLAVEDISTANCE || md->master_dist == 0) &&
unit_can_move(&md->bl))
{
short x = bl->x, y = bl->y;
mob_stop_attack(md);
if(map_search_freecell(&md->bl, bl->m, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 1)
&& unit_walktoxy(&md->bl, x, y, 0))
return 1;
}
} else if (bl->m != md->bl.m && map_flag_gvg(md->bl.m)) {
//Delete the summoned mob if it's in a gvg ground and the master is elsewhere. [Skotlex]
status_kill(&md->bl);
return 1;
}
//Avoid attempting to lock the master's target too often to avoid unnecessary overload. [Skotlex]
if (DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME && !md->target_id)
{
struct unit_data *ud = unit_bl2ud(bl);
md->last_linktime = tick;
if (ud) {
struct block_list *tbl=NULL;
if (ud->target && ud->state.attack_continue)
tbl=map_id2bl(ud->target);
else if (ud->skilltarget) {
tbl = map_id2bl(ud->skilltarget);
//Required check as skilltarget is not always an enemy. [Skotlex]
if (tbl && battle_check_target(&md->bl, tbl, BCT_ENEMY) <= 0)
tbl = NULL;
}
if (tbl && status_check_skilluse(&md->bl, tbl, 0, 0)) {
if(md->nd)
mob_script_callback(md, bl, CALLBACK_ASSIST);
md->target_id=tbl->id;
md->min_chase=md->db->range3+distance_bl(&md->bl, tbl);
if(md->min_chase>MAX_MINCHASE)
md->min_chase=MAX_MINCHASE;
return 1;
}
}
}
return 0;
}
/*==========================================
* A lock of target is stopped and mob moves to a standby state.
* This also triggers idle skill/movement since the AI can get stuck
* when trying to pick new targets when the current chosen target is
* unreachable.
*------------------------------------------
*/
int mob_unlocktarget(struct mob_data *md,int tick)
{
nullpo_retr(0, md);
if(md->nd)
mob_script_callback(md, map_id2bl(md->target_id), CALLBACK_UNLOCK);
switch (md->state.skillstate) {
case MSS_WALK:
if (md->ud.walktimer != -1)
break;
//Because it is not unset when the mob finishes walking.
md->state.skillstate = MSS_IDLE;
case MSS_IDLE:
// Idle skill.
if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL) &&
mobskill_use(md, tick, -1))
break;
//Random walk.
if (!md->master_id &&
DIFF_TICK(md->next_walktime, tick) <= 0 &&
!mob_randomwalk(md,tick))
//Delay next random walk when this one failed.
md->next_walktime=tick+rand()%3000;
break;
default:
mob_stop_attack(md);
if (battle_config.mob_ai&0x8)
mob_stop_walking(md,1); //Inmediately stop chasing.
md->state.skillstate = MSS_IDLE;
md->next_walktime=tick+rand()%3000+3000;
break;
}
if (md->target_id) {
md->target_id=0;
md->ud.target = 0;
}
return 0;
}
/*==========================================
* Random walk
*------------------------------------------
*/
int mob_randomwalk(struct mob_data *md,int tick)
{
const int retrycount=20;
int i,x,y,c,d;
int speed;
nullpo_retr(0, md);
if(DIFF_TICK(md->next_walktime,tick)>0 ||
md->state.no_random_walk ||
!unit_can_move(&md->bl) ||
!(status_get_mode(&md->bl)&MD_CANMOVE))
return 0;
d =12-md->move_fail_count;
if(d<5) d=5;
for(i=0;i<retrycount;i++){ // Search of a movable place
int r=rand();
x=r%(d*2+1)-d;
y=r/(d*2+1)%(d*2+1)-d;
x+=md->bl.x;
y+=md->bl.y;
if((map_getcell(md->bl.m,x,y,CELL_CHKPASS)) && unit_walktoxy(&md->bl,x,y,1)){
break;
}
}
if(i==retrycount){
md->move_fail_count++;
if(md->move_fail_count>1000){
if(battle_config.error_log)
ShowWarning("MOB can't move. random spawn %d, class = %d, at %s (%d,%d)\n",md->bl.id,md->class_,map[md->bl.m].name, md->bl.x, md->bl.y);
md->move_fail_count=0;
mob_spawn(md);
}
return 0;
}
speed=status_get_speed(&md->bl);
for(i=c=0;i<md->ud.walkpath.path_len;i++){ // The next walk start time is calculated.
if(md->ud.walkpath.path[i]&1)
c+=speed*14/10;
else
c+=speed;
}
md->state.skillstate=MSS_WALK;
md->move_fail_count=0;
md->next_walktime = tick+rand()%3000+3000+c;
return 1;
}
/*==========================================
* 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 dist;
int mode;
int search_size;
int view_range, can_move;
md = (struct mob_data*)bl;
tick = va_arg(ap, unsigned int);
if(md->bl.prev == NULL || md->status.hp <= 0)
return 1;
if (DIFF_TICK(tick, md->last_thinktime) < MIN_MOBTHINKTIME)
return 0;
md->last_thinktime = tick;
if (md->ud.skilltimer != -1)
return 0;
if(md->ud.walktimer != -1 && md->ud.walkpath.path_pos <= 3)
return 0;
// Abnormalities
if((md->sc.opt1 > 0 && md->sc.opt1 != OPT1_STONEWAIT) || md->sc.data[SC_BLADESTOP].timer != -1)
{ //Should reset targets.
md->target_id = md->attacked_id = 0;
return 0;
}
if (md->sc.count && md->sc.data[SC_BLIND].timer != -1)
view_range = 3;
else
view_range = md->db->range2;
mode = status_get_mode(&md->bl);
can_move = (mode&MD_CANMOVE)&&unit_can_move(&md->bl);
if (md->target_id)
{ //Check validity of current target. [Skotlex]
tbl = map_id2bl(md->target_id);
if (!tbl || tbl->m != md->bl.m ||
(md->ud.attacktimer == -1 && !status_check_skilluse(&md->bl, tbl, 0, 0)) ||
(md->ud.walktimer != -1 && !(battle_config.mob_ai&0x1) && !check_distance_bl(&md->bl, tbl, md->min_chase)) ||
(
tbl->type == BL_PC &&
((((TBL_PC*)tbl)->state.gangsterparadise && !(mode&MD_BOSS)) ||
((TBL_PC*)tbl)->invincible_timer != INVALID_TIMER)
)) { //Unlock current target.
if (tbl && tbl->m != md->bl.m && battle_config.mob_ai&0x40)
{ //Chase to a nearby warp [Skotlex]
tbl = NULL;
map_foreachinrange (mob_ai_sub_hard_warpsearch, &md->bl,
view_range, BL_NPC, md, &tbl);
if (tbl) unit_walktobl(&md->bl, tbl, 0, 1);
}
mob_unlocktarget(md, tick-(battle_config.mob_ai&0x8?3000:0)); //Imediately do random walk.
tbl = NULL;
}
}
// Check for target change.
if (md->attacked_id && mode&MD_CANATTACK)
{
if (md->attacked_id == md->target_id)
{ //Rude attacked check.
if (!battle_check_range(&md->bl, tbl, md->status.rhw.range) &&
( //Can't attack back and can't reach back.
(!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 &&
(battle_config.mob_ai&0x2 || md->sc.data[SC_SPIDERWEB].timer != -1)) ||
(!mob_can_reach(md, tbl, md->min_chase, MSS_RUSH))
) &&
md->state.attacked_count++ >= RUDE_ATTACKED_COUNT &&
!mobskill_use(md, tick, MSC_RUDEATTACKED) && //If can't rude Attack
can_move && unit_escape(bl, tbl, rand()%10 +1)) //Attempt escape
{ //Escaped
md->attacked_id = 0;
return 0;
}
} else
if ((abl= map_id2bl(md->attacked_id)) && (!tbl || mob_can_changetarget(md, abl, mode))) {
if (md->bl.m != abl->m || abl->prev == NULL ||
(dist = distance_bl(&md->bl, abl)) >= MAX_MINCHASE ||
battle_check_target(bl, abl, BCT_ENEMY) <= 0 ||
(battle_config.mob_ai&0x2 && !status_check_skilluse(bl, abl, 0, 0)) || //Retaliate check
(!battle_check_range(&md->bl, abl, md->status.rhw.range) &&
( //Reach check
(!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 &&
(battle_config.mob_ai&0x2 || md->sc.data[SC_SPIDERWEB].timer != -1)) ||
!mob_can_reach(md, abl, dist+md->db->range3, MSS_RUSH)
)
)
) { //Rude attacked
if (md->state.attacked_count++ >= RUDE_ATTACKED_COUNT &&
!mobskill_use(md, tick, MSC_RUDEATTACKED) && can_move &&
!tbl && unit_escape(bl, abl, rand()%10 +1))
{ //Escaped.
//TODO: Maybe it shouldn't attempt to run if it has another, valid target?
md->attacked_id = 0;
return 0;
}
} else if (!(battle_config.mob_ai&0x2) && !status_check_skilluse(bl, abl, 0, 0)) {
//Can't attack back, but didn't invoke a rude attacked skill...
} else { //Attackable
if (!tbl || dist < md->status.rhw.range || !check_distance_bl(&md->bl, tbl, dist)
|| battle_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
if (md->state.attacked_count)
md->state.attacked_count--; //Should we reset rude attack count?
md->min_chase = dist+md->db->range3;
if(md->min_chase>MAX_MINCHASE)
md->min_chase=MAX_MINCHASE;
tbl = abl; //Set the new target
}
}
}
//Clear it since it's been checked for already.
md->attacked_id = 0;
}
// Processing of slave monster
if (md->master_id > 0 && mob_ai_sub_hard_slavemob(md, tick))
return 0;
// Scan area for targets
if (!tbl && mode&MD_LOOTER && md->lootitem && DIFF_TICK(tick, md->ud.canact_tick) > 0 &&
(md->lootitem_count < LOOTITEM_SIZE || battle_config.monster_loot_type != 1))
{ // Scan area for items to loot, avoid trying to loot of the mob is full and can't consume the items.
map_foreachinrange (mob_ai_sub_hard_lootsearch, &md->bl,
view_range, BL_ITEM, md, &tbl);
}
if ((!tbl && mode&MD_AGGRESSIVE) || md->state.skillstate == MSS_FOLLOW)
{
map_foreachinrange (mob_ai_sub_hard_activesearch, &md->bl,
view_range, DEFAULT_ENEMY_TYPE(md), md, &tbl);
} else
if (mode&MD_CHANGECHASE && (md->state.skillstate == MSS_RUSH || md->state.skillstate == MSS_FOLLOW))
{
search_size = view_range<md->status.rhw.range ? view_range:md->status.rhw.range;
map_foreachinrange (mob_ai_sub_hard_changechase, &md->bl,
search_size, DEFAULT_ENEMY_TYPE(md), md, &tbl);
}
if (!tbl) { //No targets available.
if (mode&MD_ANGRY && !md->state.aggressive)
md->state.aggressive = 1; //Restore angry state when no targets are available.
//This handles triggering idle walk/skill.
mob_unlocktarget(md, tick);
return 0;
}
//Target exists, attack or loot as applicable.
if (tbl->type == BL_ITEM)
{ //Loot time.
struct flooritem_data *fitem;
if (md->ud.target == tbl->id && md->ud.walktimer != -1)
return 0; //Already locked.
if (md->lootitem == NULL)
{ //Can't loot...
mob_unlocktarget (md, tick);
return 0;
}
if (!check_distance_bl(&md->bl, tbl, 1))
{ //Still not within loot range.
if (!(mode&MD_CANMOVE))
{ //A looter that can't move? Real smart.
mob_unlocktarget(md,tick);
return 0;
}
if (!can_move) //Stuck. Wait before walking.
return 0;
md->state.skillstate = MSS_LOOT;
if (!unit_walktobl(&md->bl, tbl, 0, 1))
mob_unlocktarget(md, tick); //Can't loot...
return 0;
}
//Within looting range.
if (md->ud.attacktimer != -1)
return 0; //Busy attacking?
fitem = (struct flooritem_data *)tbl;
if(log_config.enable_logs&0x10) //Logs items, taken by (L)ooter Mobs [Lupus]
log_pick_mob(md, "L", fitem->item_data.nameid, fitem->item_data.amount, &fitem->item_data);
if (md->lootitem_count < LOOTITEM_SIZE) {
memcpy (&md->lootitem[md->lootitem_count++], &fitem->item_data, sizeof(md->lootitem[0]));
} else { //Destroy first looted item...
if (md->lootitem[0].card[0] == CARD0_PET)
intif_delete_petdata( MakeDWord(md->lootitem[0].card[1],md->lootitem[0].card[2]) );
memmove(&md->lootitem[0], &md->lootitem[1], (LOOTITEM_SIZE-1)*sizeof(md->lootitem[0]));
memcpy (&md->lootitem[LOOTITEM_SIZE-1], &fitem->item_data, sizeof(md->lootitem[0]));
}
if (pcdb_checkid(md->vd->class_))
{ //Give them walk act/delay to properly mimic players. [Skotlex]
clif_takeitem(&md->bl,tbl);
md->ud.canact_tick = tick + md->status.amotion;
unit_set_walkdelay(&md->bl, tick, md->status.amotion, 1);
}
//Clear item.
map_clearflooritem (tbl->id);
mob_unlocktarget (md,tick);
return 0;
}
//Attempt to attack.
//At this point we know the target is attackable, we just gotta check if the range matches.
if (md->ud.target == tbl->id && md->ud.attacktimer != -1) //Already locked.
return 0;
if (battle_check_range (&md->bl, tbl, md->status.rhw.range))
{ //Target within range, engage
unit_attack(&md->bl,tbl->id,1);
return 0;
}
//Out of range...
if (!(mode&MD_CANMOVE))
{ //Can't chase. Attempt an idle skill before unlocking.
md->state.skillstate = MSS_IDLE;
if (!mobskill_use(md, tick, -1))
mob_unlocktarget(md,tick);
return 0;
}
if (!can_move)
{ //Stuck. Attempt an idle skill
md->state.skillstate = MSS_IDLE;
if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL))
mobskill_use(md, tick, -1);
return 0;
}
if (md->ud.walktimer != -1 && md->ud.target == tbl->id &&
(
!(battle_config.mob_ai&0x1) ||
check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, md->status.rhw.range)
)) //Current target tile is still within attack range.
return 0;
//Follow up if possible.
if(!mob_can_reach(md, tbl, md->min_chase, MSS_RUSH) ||
!unit_walktobl(&md->bl, tbl, md->status.rhw.range, 2))
mob_unlocktarget(md,tick);
return 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;
tick=va_arg(ap,unsigned int);
map_foreachinrange(mob_ai_sub_hard,&sd->bl, AREA_SIZE*2, BL_MOB,tick);
return 0;
}
/*==========================================
* Negligent mode MOB AI (PC is not in near)
*------------------------------------------
*/
static int mob_ai_sub_lazy(DBKey key,void * data,va_list ap)
{
struct mob_data *md = (struct mob_data *)data;
unsigned int tick;
int mode;
nullpo_retr(0, md);
if(md->bl.type!=BL_MOB || md->bl.prev == NULL)
return 0;
if (md->nd || (battle_config.mob_ai&0x20 && map[md->bl.m].users>0))
return mob_ai_sub_hard(&md->bl, ap);
tick=va_arg(ap,unsigned int);
if(DIFF_TICK(tick,md->last_thinktime)< 10*MIN_MOBTHINKTIME)
return 0;
md->last_thinktime=tick;
if (md->bl.prev==NULL || md->status.hp == 0)
return 1;
// ��芪�������X�^�[�̏����i�Ăі߂����ꂽ���j
if (md->master_id) {
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) && unit_can_move(&md->bl) ){
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);
else if(rand()%1000<MOB_LAZYSKILLPERC) //Chance to do a mob's idle skill.
mobskill_use(md, tick, -1);
// MOB which is not not the summons MOB but BOSS, either sometimes reboils.
// People don't want this, it seems custom, noone can prove it....
// else if( rand()%1000<MOB_LAZYWARPPERC
// && (md->spawn && !md->spawn->x && !md->spawn->y)
// && !md->target_id && !(mode&MD_BOSS))
// unit_warp(&md->bl,-1,-1,-1,0);
}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->spawn && !md->spawn->x && !md->spawn->y)
&& !(mode&MD_BOSS))
unit_warp(&md->bl,-1,-1,-1,0);
}
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;
}
/*==========================================
* 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)
{
if (battle_config.mob_ai&0x20)
map_foreachiddb(mob_ai_sub_lazy,tick);
else
clif_foreachclient(mob_ai_sub_foreachclient,tick);
return 0;
}
/*==========================================
* Initializes the delay drop structure for mob-dropped items.
*------------------------------------------
*/
static struct item_drop* mob_setdropitem(int nameid, int qty)
{
struct item_drop *drop = ers_alloc(item_drop_ers, struct item_drop);
memset(&drop->item_data, 0, sizeof(struct item));
drop->item_data.nameid = nameid;
drop->item_data.amount = qty;
drop->item_data.identify = itemdb_isidentified(nameid);
drop->next = NULL;
return drop;
};
/*==========================================
* Initializes the delay drop structure for mob-looted items.
*------------------------------------------
*/
static struct item_drop* mob_setlootitem(struct item* item)
{
struct item_drop *drop = ers_alloc(item_drop_ers, struct item_drop);
memcpy(&drop->item_data, item, sizeof(struct item));
drop->next = NULL;
return drop;
};
/*==========================================
* item drop with delay (timer function)
*------------------------------------------
*/
static int mob_delay_item_drop(int tid,unsigned int tick,int id,int data)
{
struct item_drop_list *list;
struct item_drop *ditem, *ditem_prev;
list=(struct item_drop_list *)id;
ditem = list->item;
while (ditem) {
map_addflooritem(&ditem->item_data,ditem->item_data.amount,
list->m,list->x,list->y,
list->first_sd,list->second_sd,list->third_sd,0);
ditem_prev = ditem;
ditem = ditem->next;
ers_free(item_drop_ers, ditem_prev);
}
ers_free(item_drop_list_ers, list);
return 0;
}
/*==========================================
* Sets the item_drop into the item_drop_list.
* Also performs logging and autoloot if enabled.
* rate is the drop-rate of the item, required for autoloot.
*------------------------------------------
* by [Skotlex]
*/
static void mob_item_drop(struct mob_data *md, struct item_drop_list *dlist, struct item_drop *ditem, int loot, int drop_rate)
{
if(log_config.enable_logs&0x10)
{ //Logs items, dropped by mobs [Lupus]
if (loot)
log_pick_mob(md, "L", ditem->item_data.nameid, -ditem->item_data.amount, &ditem->item_data);
else
log_pick_mob(md, "M", ditem->item_data.nameid, -ditem->item_data.amount, NULL);
}
if (dlist->first_sd && dlist->first_sd->state.autoloot &&
drop_rate <= dlist->first_sd->state.autoloot
#ifdef AUTOLOOT_DISTANCE
&& check_distance_blxy(&dlist->first_sd->bl, dlist->x, dlist->y, AUTOLOOT_DISTANCE)
#endif
) { //Autoloot.
if (party_share_loot(
dlist->first_sd->status.party_id?
party_search(dlist->first_sd->status.party_id):
NULL,
dlist->first_sd,&ditem->item_data,dlist->first_sd->bl.id) == 0
) {
ers_free(item_drop_ers, ditem);
return;
}
}
ditem->next = dlist->item;
dlist->item = ditem;
}
int mob_timer_delete(int tid, unsigned int tick, int id, int data)
{
struct block_list *bl=map_id2bl(id);
nullpo_retr(0, bl);
if (bl->type != BL_MOB)
return 0; //??
//for Alchemist CANNIBALIZE [Lupus]
((TBL_MOB*)bl)->deletetimer = -1;
unit_free(bl,3);
return 0;
}
int mob_convertslave_sub(struct block_list *bl,va_list ap)
{
struct mob_data *md, *md2 = NULL;
nullpo_retr(0, bl);
nullpo_retr(0, ap);
nullpo_retr(0, md = (struct mob_data *)bl);
md2=va_arg(ap,TBL_MOB *);
if(md->master_id > 0 && md->master_id == md2->bl.id){
md->state.killer = md2->state.killer;
md->special_state.ai = md2->special_state.ai;
md->nd = md2->nd;
md->callback_flag = md2->callback_flag;
}
return 0;
}
int mob_convertslave(struct mob_data *md)
{
nullpo_retr(0, md);
map_foreachinmap(mob_convertslave_sub, md->bl.m, BL_MOB, md);
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 )
status_kill(bl);
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 block_list *bl = map_id2bl(id);
if(!bl) return 0;
status_revive(bl, data, 0);
return 1;
}
//Call when a mob has received damage.
void mob_damage(struct mob_data *md, struct block_list *src, int damage)
{
int char_id = 0, flag = 0;
if (damage > 0)
{ //Store total damage...
if (UINT_MAX - (unsigned int)damage > md->tdmg)
md->tdmg+=damage;
else if (md->tdmg == UINT_MAX)
damage = 0; //Stop recording damage once the cap has been reached.
else { //Cap damage log...
damage = (int)(UINT_MAX - md->tdmg);
md->tdmg = UINT_MAX;
}
if (md->state.aggressive)
{ //No longer aggressive, change to retaliate AI.
md->state.aggressive = 0;
if(md->state.skillstate== MSS_ANGRY)
md->state.skillstate = MSS_BERSERK;
if(md->state.skillstate== MSS_FOLLOW)
md->state.skillstate = MSS_RUSH;
}
}
if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS) // guardian hp update [Valaris] (updated by [Skotlex])
md->guardian_data->castle->guardian[md->guardian_data->number].hp = md->status.hp;
if (battle_config.show_mob_info&3)
clif_charnameack (0, &md->bl);
if (!src)
return;
if(md->nd)
mob_script_callback(md, src, CALLBACK_ATTACK);
switch (src->type) {
case BL_PC:
{
struct map_session_data *sd = (TBL_PC*)src;
char_id = sd->status.char_id;
md->attacked_id = src->id;
break;
}
case BL_HOM: //[orn]
{
struct homun_data *hd = (TBL_HOM*)src;
flag = 1;
if (hd->master)
char_id = hd->master->status.char_id;
md->attacked_id = src->id;
break;
}
case BL_PET:
{
struct pet_data *pd = (TBL_PET*)src;
if (battle_config.pet_attack_exp_to_master && pd->msd) {
char_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(pd->msd)
md->attacked_id = pd->msd->bl.id;
break;
}
case BL_MOB:
{
struct mob_data* md2 = (TBL_MOB*)src;
if(md2->special_state.ai && md2->master_id) {
struct map_session_data* msd = map_id2sd(md2->master_id);
if (msd) char_id = msd->status.char_id;
}
//Let players decide whether to retaliate versus the master or the mob. [Skotlex]
if (md2->master_id && battle_config.retaliate_to_master)
md->attacked_id = md2->master_id;
else
md->attacked_id = src->id;
break;
}
default: //For all unhandled types.
md->attacked_id = src->id;
}
//Log damage...
if (char_id && damage > 0) {
int i,minpos;
unsigned int mindmg;
for(i=0,minpos=DAMAGELOG_SIZE-1,mindmg=UINT_MAX;i<DAMAGELOG_SIZE;i++){
if(md->dmglog[i].id==char_id &&
md->dmglog[i].flag==flag)
break;
if(md->dmglog[i].id==0) { //Store data in first empty slot.
md->dmglog[i].id = char_id;
md->dmglog[i].flag= flag;
break;
}
if(md->dmglog[i].dmg<mindmg && i)
{ //Never overwrite first hit slot (he gets double exp bonus)
minpos=i;
mindmg=md->dmglog[i].dmg;
}
}
if(i<DAMAGELOG_SIZE)
md->dmglog[i].dmg+=damage;
else {
md->dmglog[minpos].id = char_id;
md->dmglog[minpos].flag= flag;
md->dmglog[minpos].dmg = damage;
}
}
if(md->special_state.ai==2/* && md->master_id == src->id*/)
{ //LOne WOlf explained that ANYONE can trigger the marine countdown skill. [Skotlex]
md->state.alchemist = 1;
mobskill_use(md, gettick(), MSC_ALCHEMIST);
}
}
/*==========================================
* Signals death of mob. type&1 -> no drops, type&2 -> no exp
*------------------------------------------
*/
int mob_dead(struct mob_data *md, struct block_list *src, int type)
{
struct status_data *status;
struct map_session_data *sd = NULL,*tmpsd[DAMAGELOG_SIZE],
*mvp_sd = NULL, *second_sd = NULL,*third_sd = NULL;
struct {
struct party_data *p;
int id,zeny;
unsigned int base_exp,job_exp;
} pt[DAMAGELOG_SIZE];
int i,temp,count,pnum=0,m=md->bl.m;
unsigned int mvp_damage, tick = gettick();
if(src && src->type == BL_PC) {
sd = (struct map_session_data *)src;
mvp_sd = sd;
}
status = &md->status;
if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS)
{ // guardian hp update [Valaris] (updated by [Skotlex])
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);
}
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.
add_timer(gettick()+3000, mob_respawn, md->bl.id, 10*md->sc.data[SC_KAIZEL].val1); //% of life to rebirth with
map_delblock(&md->bl);
return 1; //Return 1 to only clear the object.
}
map_freeblock_lock();
memset(tmpsd,0,sizeof(tmpsd));
memset(pt,0,sizeof(pt));
if(src && src->type == BL_MOB)
mob_unlocktarget((struct mob_data *)src,tick);
if(sd) {
int sp = 0, hp = 0;
sp += sd->sp_gain_value;
sp += sd->sp_gain_race[status->race];
sp += sd->sp_gain_race[status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
hp += sd->hp_gain_value;
if (hp||sp)
status_heal(src, hp, sp, battle_config.show_hp_sp_gain?2:0);
if (sd->mission_mobid == md->class_) { //TK_MISSION [Skotlex]
if (++sd->mission_count >= 100 && (temp = mob_get_random_id(0,0xC, sd->status.base_level)))
{
pc_addfame(sd, 1);
sd->mission_mobid = temp;
pc_setglobalreg(sd,"TK_MISSION_ID", temp);
sd->mission_count = 0;
clif_mission_info(sd, temp, 0);
}
pc_setglobalreg(sd,"TK_MISSION_COUNT", sd->mission_count);
}
}
for(i=count=0,mvp_damage=0;i<DAMAGELOG_SIZE && md->dmglog[i].id;i++)
{
tmpsd[i] = map_charid2sd(md->dmglog[i].id);
if(tmpsd[i] == NULL)
continue;
if(tmpsd[i]->bl.m != m)
{
tmpsd[i] = NULL;
continue;
}
count++; //Only logged into same map chars are counted for the total.
if (pc_isdead(tmpsd[i]))
{
tmpsd[i] = NULL;
continue;
}
if(md->dmglog[i].flag && !merc_is_hom_active(tmpsd[i]->hd))
{ //Homunc's share.
tmpsd[i] = NULL;
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;
}
}
if(!battle_config.exp_calc_type && count > 1)
{ //Apply first-attacker 200% exp share bonus
//TODO: Determine if this should go before calculating the MVP player instead of after.
if (UINT_MAX - md->dmglog[0].dmg > md->tdmg) {
md->tdmg += md->dmglog[0].dmg;
md->dmglog[0].dmg<<=1;
} else {
md->dmglog[0].dmg+= UINT_MAX - md->tdmg;
md->tdmg = UINT_MAX;
}
}
if(!(type&2) && //No exp
(!map[m].flag.pvp || battle_config.pvp_exp) && //Pvp no exp rule [MouseJstr]
(!md->master_id || !md->special_state.ai) && //Only player-summoned mobs do not give exp. [Skotlex]
(!map[m].flag.nobaseexp || !map[m].flag.nojobexp) //Gives Exp
) { //Experience calculation.
for(i=0;i<DAMAGELOG_SIZE && md->dmglog[i].id;i++){
int flag=1,zeny=0;
unsigned int base_exp,job_exp;
double per; //Your share of the mob's exp
double jper; //For the job-exp
int bonus; //Bonus on top of your share.
if (!tmpsd[i]) continue;
if (!battle_config.exp_calc_type && md->tdmg)
//jAthena's exp formula based on total damage.
per = (double)md->dmglog[i].dmg/(double)md->tdmg;
else
//eAthena's exp formula based on max hp.
per = (double)md->dmglog[i].dmg/(double)status->max_hp;
if (count>1 && battle_config.exp_bonus_attacker) {
//Exp bonus per additional attacker.
if (count > battle_config.exp_bonus_max_attacker)
count = battle_config.exp_bonus_max_attacker;
per += per*((count-1)*battle_config.exp_bonus_attacker)/100.;
}
if(md->special_state.size==1) // change experience for different sized monsters [Valaris]
per /=2.;
else if(md->special_state.size==2)
per *=2.;
bonus = 100;
if (md->sc.data[SC_RICHMANKIM].timer != -1)
bonus += md->sc.data[SC_RICHMANKIM].val2;
if(battle_config.mobs_level_up && md->level > md->db->lv) // [Valaris]
bonus += (md->level-md->db->lv)*battle_config.mobs_level_up_exp_rate;
if(battle_config.zeny_from_mobs && md->level) {
// zeny calculation moblv + random moblv [Valaris]
zeny=(int) ((md->level+rand()%md->level)*per*bonus/100.);
if(md->db->mexp > 0)
zeny*=rand()%250;
}
jper = per;
if (map[m].flag.nobaseexp || !md->db->base_exp)
base_exp=0;
else {
temp = bonus; //Do not alter bonus for the jExp section below.
if (map[m].bexp != 100)
temp = map[m].bexp*temp/100;
if (temp != 100)
per = per*temp/100.;
base_exp = md->db->base_exp;
if (base_exp*per > UINT_MAX)
base_exp = UINT_MAX;
else
base_exp = (unsigned int)(base_exp*per);
if (base_exp < 1)
base_exp = 1;
}
//Homun earned job-exp is always lost.
if (map[m].flag.nojobexp || !md->db->job_exp || md->dmglog[i].flag)
job_exp=0;
else {
if (map[m].jexp != 100)
bonus = map[m].jexp*bonus/100;
if (bonus != 100)
jper = jper*bonus/100.;
job_exp = md->db->job_exp;
if (job_exp*jper > UINT_MAX)
job_exp = UINT_MAX;
else
job_exp = (unsigned int)(job_exp*jper);
if (job_exp < 1)
job_exp = 1;
}
if((temp = tmpsd[i]->status.party_id )>0 && !md->dmglog[i].flag)
{ //Homun-done damage (flag 1) is not given to party
int j;
for(j=0;j<pnum && pt[j].id!=temp;j++); //Locate party.
if(j==pnum){ //Possibly add party.
pt[pnum].p = party_search(temp);
if(pt[pnum].p && pt[pnum].p->party.exp)
{
pt[pnum].id=temp;
pt[pnum].base_exp=base_exp;
pt[pnum].job_exp=job_exp;
pt[pnum].zeny=zeny; // zeny share [Valaris]
pnum++;
flag=0;
}
}else{ //Add to total
if (pt[j].base_exp > UINT_MAX - base_exp)
pt[j].base_exp=UINT_MAX;
else
pt[j].base_exp+=base_exp;
if (pt[j].job_exp > UINT_MAX - job_exp)
pt[j].job_exp=UINT_MAX;
else
pt[j].job_exp+=job_exp;
pt[j].zeny+=zeny; // zeny share [Valaris]
flag=0;
}
}
if(flag) {
if(base_exp && md->dmglog[i].flag) //tmpsd[i] is null if it has no homunc.
merc_hom_gainexp(tmpsd[i]->hd, base_exp);
if(base_exp || job_exp)
pc_gainexp(tmpsd[i], &md->bl, base_exp,job_exp);
if(zeny) // zeny from mobs [Valaris]
pc_getzeny(tmpsd[i], zeny);
}
}
for(i=0;i<pnum;i++) //Party share.
party_exp_share(pt[i].p, &md->bl, pt[i].base_exp,pt[i].job_exp,pt[i].zeny);
} //End EXP giving.
if (!(type&1) &&
!map[m].flag.nomobloot &&
(
!md->special_state.ai || //Non special mob
battle_config.alchemist_summon_reward == 2 || //All summoned give drops
(md->special_state.ai==2 && battle_config.alchemist_summon_reward == 1) //Marine Sphere Drops items.
)
) { //item drop
struct item_drop_list *dlist = ers_alloc(item_drop_list_ers, struct item_drop_list);
struct item_drop *ditem;
int drop_rate;
dlist->m = md->bl.m;
dlist->x = md->bl.x;
dlist->y = md->bl.y;
dlist->first_sd = mvp_sd;
dlist->second_sd = second_sd;
dlist->third_sd = third_sd;
dlist->item = NULL;
for (i = 0; i < MAX_MOB_DROP; i++) {
if (md->db->dropitem[i].nameid <= 0)
continue;
drop_rate = md->db->dropitem[i].p;
if (drop_rate <= 0) {
if (battle_config.drop_rate0item)
continue;
drop_rate = 1;
}
// change drops depending on monsters size [Valaris]
if(md->special_state.size==1 && drop_rate >= 2)
drop_rate/=2;
else if(md->special_state.size==2)
drop_rate*=2;
if (src) {
//Drops affected by luk as a fixed increase [Valaris]
if (battle_config.drops_by_luk)
drop_rate += status_get_luk(src)*battle_config.drops_by_luk/100;
//Drops affected by luk as a % increase [Skotlex]
if (battle_config.drops_by_luk2)
drop_rate += (int)(0.5+drop_rate*status_get_luk(src)*battle_config.drops_by_luk2/10000.);
}
if (sd && battle_config.pk_mode &&
(int)(md->level - sd->status.base_level) >= 20)
drop_rate = (int)(drop_rate*1.25); // pk_mode increase drops if 20 level difference [Valaris]
// if (10000 < rand()%10000+drop_rate) //May be better if MAX_RAND is too low?
if (drop_rate < rand() % 10000 + 1) //fixed 0.01% impossible drops bug [Lupus]
continue;
ditem = mob_setdropitem(md->db->dropitem[i].nameid, 1);
//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_search(ditem->item_data.nameid);
sprintf (message, msg_txt(541), (mvp_sd?mvp_sd->status.name:"???"), md->name, 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, dlist, ditem, 0, md->db->dropitem[i].p);
}
// Ore Discovery [Celest]
if (sd == mvp_sd && pc_checkskill(sd,BS_FINDINGORE)>0 && battle_config.finding_ore_rate/10 >= rand()%10000) {
ditem = mob_setdropitem(itemdb_searchrandomid(IG_FINDINGORE), 1);
mob_item_drop(md, dlist, ditem, 0, battle_config.finding_ore_rate/10);
}
if(sd) {
int itemid = 0;
for (i = 0; i < sd->add_drop_count; i++) {
if (sd->add_drop[i].id < 0)
continue;
if (sd->add_drop[i].race & (1<<status->race) ||
sd->add_drop[i].race & 1<<(status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS))
{
//check if the bonus item drop rate should be multiplied with mob level/10 [Lupus]
if(sd->add_drop[i].rate<0) {
//it's negative, then it should be multiplied. e.g. for Mimic,Myst Case Cards, etc
// rate = base_rate * (mob_level/10) + 1
drop_rate = -sd->add_drop[i].rate*(md->level/10)+1;
if (drop_rate < battle_config.item_drop_adddrop_min)
drop_rate = battle_config.item_drop_adddrop_min;
else if (drop_rate > battle_config.item_drop_adddrop_max)
drop_rate = battle_config.item_drop_adddrop_max;
if (drop_rate > 10000) drop_rate = 10000;
}
else
//it's positive, then it goes as it is
drop_rate = sd->add_drop[i].rate;
if (drop_rate < rand()%10000 +1)
continue;
itemid = (sd->add_drop[i].id > 0) ? sd->add_drop[i].id :
itemdb_searchrandomid(sd->add_drop[i].group);
mob_item_drop(md, dlist, mob_setdropitem(itemid,1), 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->level*sd->get_zeny_num*(90+rand()%21)/100);
}
if(md->lootitem) {
for(i=0;i<md->lootitem_count;i++)
mob_item_drop(md, dlist, mob_setlootitem(&md->lootitem[i]), 1, 10000);
}
if (dlist->item) //There are drop items.
add_timer(tick + (!battle_config.delay_battle_damage?500:0),
mob_delay_item_drop, (int)dlist, 0);
else //No drops
ers_free(item_drop_list_ers, dlist);
} else if (md->lootitem && md->lootitem_count) { //Loot MUST drop!
struct item_drop_list *dlist = ers_alloc(item_drop_list_ers, struct item_drop_list);
dlist->m = md->bl.m;
dlist->x = md->bl.x;
dlist->y = md->bl.y;
dlist->first_sd = mvp_sd;
dlist->second_sd = second_sd;
dlist->third_sd = third_sd;
dlist->item = NULL;
for(i=0;i<md->lootitem_count;i++)
mob_item_drop(md, dlist, mob_setlootitem(&md->lootitem[i]), 1, 10000);
add_timer(tick + (!battle_config.delay_battle_damage?500:0),
mob_delay_item_drop, (int)dlist, 0);
}
if(mvp_sd && md->db->mexp > 0 && !md->special_state.ai){
int log_mvp[2] = {0};
int j;
unsigned int mexp;
struct item item;
double exp;
//mapflag: noexp check [Lorky]
if (map[m].flag.nobaseexp || type&2)
exp =1;
else {
exp = md->db->mexp;
if (count > 1)
exp += exp*(battle_config.exp_bonus_attacker*(count-1))/100.; //[Gengar]
}
mexp = (exp > UINT_MAX)?UINT_MAX:(exp<1?1:(unsigned int)exp);
if(use_irc && irc_announce_mvp_flag)
irc_announce_mvp(mvp_sd,md);
clif_mvp_effect(mvp_sd);
clif_mvp_exp(mvp_sd,mexp);
pc_gainexp(mvp_sd, &md->bl, mexp,0);
log_mvp[1] = mexp;
if(map[m].flag.nomvploot || type&1)
; //No drops.
else
for(j=0;j<3;j++){
i = rand() % 3;
if(md->db->mvpitem[i].nameid <= 0)
continue;
temp = md->db->mvpitem[i].p;
if(temp <= 0 && !battle_config.drop_rate0item)
temp = 1;
if(temp <= 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_isidentified(item.nameid);
clif_mvp_item(mvp_sd,item.nameid);
log_mvp[0] = item.nameid;
//A Rare MVP Drop Global Announce by Lupus
if(temp<=battle_config.rare_drop_announce) {
struct item_data *i_data;
char message[128];
i_data = itemdb_exists(item.nameid);
sprintf (message, msg_txt(541), mvp_sd->status.name, md->name, i_data->jname, temp/100.);
//MSG: "'%s' won %s's %s (chance: %0.02f%%)"
intif_GMmessage(message,strlen(message)+1,0);
}
if((temp = 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((temp = pc_additem(mvp_sd,&item,1))) {
clif_additem(sd,0,0,temp);
map_addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd,second_sd,third_sd,1);
}
if(log_config.enable_logs&0x200) {//Logs items, MVP prizes [Lupus]
log_pick_mob(md, "M", item.nameid, -1, NULL);
if (!temp)
log_pick_pc(mvp_sd, "P", item.nameid, 1, NULL);
}
break;
}
if(log_config.mvpdrop > 0)
log_mvpdrop(mvp_sd, md->class_, log_mvp);
}
if (type&2 && !sd && md->class_ == MOBID_EMPERIUM)
//Emperium destroyed by script. Discard mvp character. [Skotlex]
mvp_sd = NULL;
// <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);
}
if(src && src->type == BL_MOB){
struct mob_data *smd = (struct mob_data *)src;
if(smd->nd)
mob_script_callback(smd, &md->bl, CALLBACK_KILL);
}
if(md->nd)
mob_script_callback(md, src, CALLBACK_DEAD);
else
if(md->npc_event[0]){
md->status.hp = 0; //So that npc_event invoked functions KNOW that I am dead.
if(src)
switch (src->type) {
case BL_PET:
sd = ((TBL_PET*)src)->msd;
break;
case BL_HOM:
sd = ((TBL_HOM*)src)->master;
break;
}
if(sd && battle_config.mob_npc_event_type) {
pc_setglobalreg(sd,"killerrid",sd->bl.id);
npc_event(sd,md->npc_event,0);
} else if(mvp_sd) {
pc_setglobalreg(mvp_sd,"killerrid",sd?sd->bl.id:0);
npc_event(mvp_sd,md->npc_event,0);
}
md->status.hp = 1;
} else if (mvp_sd && mvp_sd->state.event_kill_mob) { //lordalfa
pc_setglobalreg(mvp_sd,"killedrid",md->class_);
npc_script_event(mvp_sd, NPCE_KILLNPC); // PCKillNPC [Lance]
}
if(md->deletetimer!=-1) {
delete_timer(md->deletetimer,mob_timer_delete);
md->deletetimer=-1;
}
mob_deleteslave(md);
md->last_deadtime=tick;
map_freeblock_unlock();
if(pcdb_checkid(md->vd->class_))
{ //Player mobs are not removed automatically by the client.
if(md->nd){
md->vd->dead_sit = 1;
return 1; // Let the dead body stay there.. we have something to do with it :D
} else
clif_clearchar_delay(tick+3000,&md->bl,0);
}
if(!md->spawn) //Tell status_damage to remove it from memory.
return 5; // Note: Actually, it's 4. Oh well...
mob_setdelayspawn(md); //Set respawning.
return 3; //Remove from map.
}
void mob_revive(struct mob_data *md, unsigned int hp)
{
unsigned int tick = gettick();
md->state.skillstate = MSS_IDLE;
md->last_thinktime = tick;
md->next_walktime = tick+rand()%50+5000;
md->last_linktime = tick;
if (!md->bl.prev)
map_addblock(&md->bl);
if(pcdb_checkid(md->vd->class_) && md->nd)
md->vd->dead_sit = 0;
else
clif_spawn(&md->bl);
skill_unit_move(&md->bl,tick,1);
mobskill_use(md, tick, MSC_SPAWN);
if (battle_config.show_mob_info&3)
clif_charnameack (0, &md->bl);
}
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);
}
unit_free(&md->bl,0); //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);
unit_free(&md->bl,0);
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;
//Disable class changing for some targets...
if (md->guardian_data)
return 0; //Guardians/Emperium
if (md->class_ >= 1324 && md->class_ <= 1363)
return 0; //Treasure Boxes
if (md->special_state.ai > 1)
return 0; //Marine Spheres and Floras.
if (mob_is_clone(md->class_))
return 0; //Clones
if (md->class_ == class_)
return 0; //Nothing to change.
hp_rate = md->status.hp*100/md->status.max_hp;
md->class_ = class_;
md->db = mob_db(class_);
if (battle_config.override_mob_names==1)
memcpy(md->name,md->db->name,NAME_LENGTH-1);
else
memcpy(md->name,md->db->jname,NAME_LENGTH-1);
mob_stop_attack(md);
mob_stop_walking(md, 0);
unit_skillcastcancel(&md->bl, 0);
status_set_viewdata(&md->bl, class_);
clif_mob_class_change(md,class_);
status_calc_mob(md, 3);
if (battle_config.monster_class_change_full_recover) {
memset(md->dmglog, 0, sizeof(md->dmglog));
md->tdmg = 0;
} else {
md->status.hp = md->status.max_hp*hp_rate/100;
if(md->status.hp < 1) md->status.hp = 1;
}
for(i=0,c=tick-1000*3600*10;i<MAX_MOBSKILL;i++)
md->skilldelay[i] = c;
if(md->lootitem == NULL && md->db->status.mode&MD_LOOTER)
md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
//Targets should be cleared no morph
md->target_id = md->attacked_id = 0;
//Need to update name display.
clif_charnameack(0, &md->bl);
return 0;
}
/*==========================================
* mob��
*------------------------------------------
*/
void mob_heal(struct mob_data *md,unsigned int heal)
{
if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS)
// guardian hp update [Valaris] (updated by [Skotlex])
md->guardian_data->castle->guardian[md->guardian_data->number].hp = md->status.hp;
if (battle_config.show_mob_info&3)
clif_charnameack (0, &md->bl);
}
/*==========================================
* Added by RoVeRT
*------------------------------------------
*/
int mob_warpslave_sub(struct block_list *bl,va_list ap)
{
struct mob_data *md=(struct mob_data *)bl;
struct block_list *master;
short x,y,range=0;
master = va_arg(ap, struct block_list*);
range = va_arg(ap, int);
if(md->master_id!=master->id)
return 0;
map_search_freecell(master, 0, &x, &y, range, range, 0);
unit_warp(&md->bl, master->m, x, y,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);
}
/*==========================================
* ��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;
struct spawn_data data;
int count = 0,k=0,hp_rate=0;
nullpo_retr(0, md2);
nullpo_retr(0, value);
memset(&data, 0, sizeof(struct spawn_data));
data.m = md2->bl.m;
data.x = md2->bl.x;
data.y = md2->bl.y;
data.num = 1;
data.state.size = md2->special_state.size;
data.state.ai = md2->special_state.ai;
if(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.
}
if (!battle_config.monster_class_change_full_recover &&
(skill_id == NPC_TRANSFORMATION || skill_id == NPC_METAMORPHOSIS))
hp_rate = 100*md2->status.hp/md2->status.max_hp;
for(;k<amount;k++) {
short x,y;
data.class_ = value[k%count]; //Summon slaves in round-robin fashion. [Skotlex]
if (mobdb_checkid(data.class_) == 0)
continue;
if (map_search_freecell(&md2->bl, 0, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 0)) {
data.x = x;
data.y = y;
} else {
data.x = md2->bl.x;
data.y = md2->bl.y;
}
//These two need to be loaded from the db for each slave.
if(battle_config.override_mob_names==1)
strcpy(data.name,"--en--");
else
strcpy(data.name,"--ja--");
data.level = 0;
if (!mob_parse_dataset(&data))
continue;
md= mob_spawn_dataset(&data);
md->special_state.cached= md2->special_state.cached; //[Skotlex]
if(skill_id == NPC_SUMMONSLAVE){
md->master_id=md2->bl.id;
md->state.killer = md2->state.killer;
md->special_state.ai = md2->special_state.ai;
md->nd = md2->nd;
md->callback_flag = md2->callback_flag;
}
mob_spawn(md);
if (hp_rate) //Scale HP
md->status.hp = md->status.max_hp*hp_rate/100;
//Inherit the aggressive mode of the master.
if (battle_config.slaves_inherit_mode && md->master_id)
{
switch (battle_config.slaves_inherit_mode) {
case 1: //Always aggressive
if (!(md->status.mode&MD_AGGRESSIVE))
sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, MD_AGGRESSIVE, 0, 0);
break;
case 2: //Always passive
if (md->status.mode&MD_AGGRESSIVE)
sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, 0, MD_AGGRESSIVE, 0);
break;
default: //Copy master.
if (md2->status.mode&MD_AGGRESSIVE)
sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, MD_AGGRESSIVE, 0, 0);
else
sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, 0, MD_AGGRESSIVE, 0);
break;
}
}
clif_skill_nodamage(&md->bl,&md->bl,skill_id,amount,1);
}
return 0;
}
/*==========================================
*MOBskill����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;
}
/*==========================================
* Friendly Mob whose HP is decreasing by a nearby MOB is looked for.
*------------------------------------------
*/
int mob_getfriendhprate_sub(struct block_list *bl,va_list ap)
{
int min_rate, max_rate,rate;
struct block_list **fr;
struct mob_data *md;
md = va_arg(ap,struct mob_data *);
min_rate=va_arg(ap,int);
max_rate=va_arg(ap,int);
fr=va_arg(ap,struct block_list **);
if( md->bl.id == bl->id && !(battle_config.mob_ai&0x10))
return 0;
if ((*fr) != NULL) //A friend was already found.
return 0;
if (battle_check_target(&md->bl,bl,BCT_ENEMY)>0)
return 0;
rate = 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&0x10) )
return 0;
if (battle_check_target(&mmd->bl,bl,BCT_ENEMY)>0)
return 0;
cond1=va_arg(ap,int);
cond2=va_arg(ap,int);
fr=va_arg(ap,struct mob_data **);
if( cond2==-1 ){
int j;
for(j=SC_COMMON_MIN;j<=SC_COMMON_MAX && !flag;j++){
if ((flag=(md->sc.data[j].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 block_list *bl;
struct mob_data *fmd = NULL;
int i,j,n;
nullpo_retr (0, md);
nullpo_retr (0, ms = md->db->skill);
if (!battle_config.mob_skill_rate || md->ud.skilltimer != -1 || !md->db->maxskill)
return 0;
if (event == -1 && DIFF_TICK(md->ud.canact_tick, tick) > 0)
return 0; //Skill act delay only affects non-event skills.
//Pick a starting position and loop from that.
i = battle_config.mob_ai&0x100?rand()%md->db->maxskill:0;
for (n = 0; n < md->db->maxskill; i++, n++) {
int c2, flag = 0;
if (i == md->db->maxskill)
i = 0;
if (DIFF_TICK(tick, md->skilldelay[i]) < ms[i].delay)
continue;
c2 = ms[i].cond2;
if (ms[i].state != md->state.skillstate) {
if (md->state.skillstate != MSS_DEAD && (ms[i].state == MSS_ANY ||
(ms[i].state == MSS_ANYTARGET && md->target_id && md->state.skillstate != MSS_LOOT)
)) //ANYTARGET works with any state as long as there's a target. [Skotlex]
;
else
continue;
}
if (rand() % 10000 > ms[i].permillage) //Lupus (max value = 10000)
continue;
if (ms[i].cond1 == event)
flag = 1; //Trigger skill.
else if (ms[i].cond1 == MSC_SKILLUSED)
flag = ((event & 0xffff) == MSC_SKILLUSED && ((event >> 16) == c2 || c2 == 0));
else if(event == -1){
//Avoid entering on defined events to avoid "hyper-active skill use" due to the overflow of calls to this function in battle.
switch (ms[i].cond1)
{
case MSC_ALWAYS:
flag = 1; break;
case MSC_MYHPLTMAXRATE: // HP< maxhp%
flag = 100*md->status.hp/md->status.max_hp;
flag = (flag <= c2);
break;
case MSC_MYHPINRATE:
flag = 100*md->status.hp/md->status.max_hp;
flag = (flag >= c2 && flag <= ms[i].val[0]);
break;
case MSC_MYSTATUSON: // status[num] on
case MSC_MYSTATUSOFF: // status[num] off
if (!md->sc.count) {
flag = 0;
} else if (ms[i].cond2 == -1) {
for (j = SC_COMMON_MIN; j <= SC_COMMON_MAX; j++)
if ((flag = (md->sc.data[j].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 = (unit_counttargeted(&md->bl, 0) > c2); break;
case MSC_SLAVELE: // slave <= num
flag = (mob_countslave(&md->bl) <= c2 ); break;
case MSC_ATTACKPCGE: // attack pc >= num
flag = (unit_counttargeted(&md->bl, 0) >= c2); break;
case MSC_AFTERSKILL:
flag = (md->ud.skillid == c2); break;
case MSC_RUDEATTACKED:
flag = (md->state.attacked_count >= RUDE_ATTACKED_COUNT);
if (flag) md->state.attacked_count = 0; //Rude attacked count should be reset after the skill condition is met. Thanks to Komurka [Skotlex]
break;
case MSC_MASTERHPLTMAXRATE:
flag = ((fbl = mob_getmasterhpltmaxrate(md, ms[i].cond2)) != NULL); break;
case MSC_MASTERATTACKED:
flag = (md->master_id > 0 && unit_counttargeted(map_id2bl(md->master_id), 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)
{ //Ground skill.
short x, y;
switch (ms[i].target) {
case MST_RANDOM: //Pick a random enemy within skill range.
bl = battle_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md),
skill_get_range2(&md->bl, ms[i].skill_id, ms[i].skill_lv));
break;
case MST_TARGET:
case MST_AROUND5:
case MST_AROUND6:
case MST_AROUND7:
case MST_AROUND8:
bl = map_id2bl(md->target_id);
break;
case MST_MASTER:
bl = &md->bl;
if (md->master_id)
bl = map_id2bl(md->master_id);
if (bl) //Otherwise, fall through.
break;
case MST_FRIEND:
bl = fbl?fbl:(fmd?&fmd->bl:&md->bl);
break;
default:
bl = &md->bl;
break;
}
if (!bl) continue;
x = bl->x;
y = bl->y;
// Look for an area to cast the spell around...
if (ms[i].target >= MST_AROUND1 || ms[i].target >= MST_AROUND5) {
j = ms[i].target >= MST_AROUND1?
(ms[i].target-MST_AROUND1) +1:
(ms[i].target-MST_AROUND5) +1;
map_search_freecell(&md->bl, md->bl.m, &x, &y, j, j, 3);
}
md->skillidx = i;
if (!unit_skilluse_pos2(&md->bl, x, y,
ms[i].skill_id, ms[i].skill_lv,
ms[i].casttime, ms[i].cancel))
continue;
} else {
//Targetted skill
switch (ms[i].target) {
case MST_RANDOM: //Pick a random enemy within skill range.
bl = battle_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md),
skill_get_range2(&md->bl, ms[i].skill_id, ms[i].skill_lv));
break;
case MST_TARGET:
bl = map_id2bl(md->target_id);
break;
case MST_MASTER:
bl = &md->bl;
if (md->master_id)
bl = map_id2bl(md->master_id);
if (bl) //Otherwise, fall through.
break;
case MST_FRIEND:
if (fbl) {
bl = fbl;
break;
} else if (fmd) {
bl = &fmd->bl;
break;
} // else fall through
default:
bl = &md->bl;
break;
}
if (!bl) continue;
md->skillidx = i;
if (!unit_skilluse_id2(&md->bl, bl->id,
ms[i].skill_id, ms[i].skill_lv,
ms[i].casttime, ms[i].cancel))
continue;
}
//Skill used. Post-setups...
if(battle_config.mob_ai&0x200)
{ //pass on delay to same skill.
for (j = 0; j < md->db->maxskill; j++)
if (md->db->skill[j].skill_id == ms[i].skill_id)
md->skilldelay[j]=tick;
} else
md->skilldelay[i]=tick;
return 1;
}
//No skill was used.
md->skillidx = -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 && !(flag&BF_MAGIC)) //Long-attacked should not include magic.
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;
}
// Player cloned mobs. [Valaris]
int mob_is_clone(int class_)
{
if(class_ < MOB_CLONE_START || class_ > MOB_CLONE_END)
return 0;
if (mob_db(class_) == mob_dummy)
return 0;
return class_;
}
//Flag values:
//&1: Set special ai (fight mobs, not players)
//If mode is not passed, a default aggressive mode is used.
//If master_id is passed, clone is attached to him.
//Returns: ID of newly crafted copy.
int mob_clone_spawn(struct map_session_data *sd, int m, 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_data *md;
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));
sprintf(mob_db_data[class_]->sprite,sd->status.name);
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);
memcpy(&mob_db_data[class_]->status, &sd->base_status, sizeof(struct status_data));
mob_db_data[class_]->status.lhw = NULL; //Prevent dangling pointer if player quits.
mob_db_data[class_]->status.rhw.atk =
mob_db_data[class_]->status.rhw.atk2 = sd->base_status.dex; //Min ATK
mob_db_data[class_]->status.rhw.atk2+=
sd->base_status.rhw.atk + sd->base_status.rhw.atk2 +
sd->base_status.lhw->atk + sd->base_status.lhw->atk2; //Max ATK
if (mode) //User provided mode.
mob_db_data[class_]->status.mode = mode;
else if (flag&1) //Friendly Character, remove looting.
mob_db_data[class_]->status.mode &= ~MD_LOOTER;
mob_db_data[class_]->status.hp = mob_db_data[class_]->status.max_hp;
mob_db_data[class_]->status.sp = mob_db_data[class_]->status.max_sp;
memcpy(&mob_db_data[class_]->vd, &sd->vd, sizeof(struct view_data));
mob_db_data[class_]->base_exp=1;
mob_db_data[class_]->job_exp=1;
mob_db_data[class_]->range2=AREA_SIZE; //Let them have the same view-range as players.
mob_db_data[class_]->range3=AREA_SIZE; //Min chase of a screen.
mob_db_data[class_]->option=sd->sc.option;
//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)) ||
skill_get_nocast(skill_id)&16
)
continue;
//Normal aggressive mob, disable skills that cannot help them fight
//against players (those with flags UF_NOMOB and UF_NOPC are specific
//to always aid players!) [Skotlex]
if (!(flag&1) &&
skill_get_unit_id(skill_id, 0) &&
skill_get_unit_flag(skill_id)&(UF_NOMOB|UF_NOPC))
continue;
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 = MSS_ANY;
ms[i].permillage = 500*battle_config.mob_skill_rate/100; //Default chance of all skills: 5%
ms[i].emotion = -1;
ms[i].cancel = 0;
ms[i].delay = 5000+skill_delayfix(&sd->bl,skill_id, ms[i].skill_lv);
ms[i].casttime = skill_castfix(&sd->bl,skill_id, ms[i].skill_lv);
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_ANYTARGET;
else
ms[i].state = MSS_BERSERK;
} else if(inf&INF_GROUND_SKILL) {
if (skill_get_inf2(skill_id)&INF2_TRAP) { //Traps!
ms[i].state = MSS_IDLE;
ms[i].target = MST_AROUND2;
ms[i].delay = 60000;
} else if (skill_get_unit_target(skill_id) == BCT_ENEMY) { //Target Enemy
ms[i].state = MSS_ANYTARGET;
ms[i].target = MST_TARGET;
ms[i].cond1 = MSC_ALWAYS;
} else { //Target allies
ms[i].target = MST_FRIEND;
ms[i].cond1 = MSC_FRIENDHPLTMAXRATE;
ms[i].cond2 = 95;
}
} else if (inf&INF_SELF_SKILL) {
if (skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF) { //auto-select target skill.
ms[i].target = MST_TARGET;
ms[i].cond1 = MSC_ALWAYS;
if (skill_get_range(skill_id, ms[i].skill_lv) > 3) {
ms[i].state = MSS_ANYTARGET;
} else {
ms[i].state = MSS_BERSERK;
}
} else { //Self skill
ms[i].target = MST_SELF;
ms[i].cond1 = MSC_MYHPLTMAXRATE;
ms[i].cond2 = 90;
ms[i].permillage = 2000;
//Delay: Remove the stock 5 secs and add half of the support time.
ms[i].delay += -5000 +(skill_get_time(skill_id, ms[i].skill_lv) + skill_get_time2(skill_id, ms[i].skill_lv))/2;
if (ms[i].delay < 5000)
ms[i].delay = 5000; //With a minimum of 5 secs.
}
} else if (inf&INF_SUPPORT_SKILL) {
ms[i].target = MST_FRIEND;
ms[i].cond1 = MSC_FRIENDHPLTMAXRATE;
ms[i].cond2 = 90;
if (skill_id == AL_HEAL)
ms[i].permillage = 5000; //Higher skill rate usage for heal.
else if (skill_id == ALL_RESURRECTION)
ms[i].cond2 = 1;
//Delay: Remove the stock 5 secs and add half of the support time.
ms[i].delay += -5000 +(skill_get_time(skill_id, ms[i].skill_lv) + skill_get_time2(skill_id, ms[i].skill_lv))/2;
if (ms[i].delay < 2000)
ms[i].delay = 2000; //With a minimum of 2 secs.
if (i+1 < MAX_MOBSKILL) { //duplicate this so it also triggers on self.
memcpy(&ms[i+1], &ms[i], sizeof(struct mob_skill));
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:
case GS_CHAINACTION:
ms[i].state = MSS_BERSERK;
ms[i].target = MST_TARGET;
ms[i].cond1 = MSC_ALWAYS;
ms[i].permillage = skill_id==MO_TRIPLEATTACK?(3000-ms[i].skill_lv*100):(ms[i].skill_lv*500);
ms[i].delay -= 5000; //Remove the added delay as these could trigger on "all hits".
break;
default: //Untreated Skill
continue;
}
}
if (battle_config.mob_skill_rate!= 100)
ms[i].permillage = ms[i].permillage*battle_config.mob_skill_rate/100;
if (battle_config.mob_skill_delay != 100)
ms[i].delay = ms[i].delay*battle_config.mob_skill_delay/100;
mob_db_data[class_]->maxskill = ++i;
}
//Finally, spawn it.
md = mob_once_spawn_sub(&sd->bl, m, x, y, "--en--",class_,event);
if (!md) return 0; //Failed?
if (master_id || flag || duration) { //Further manipulate crafted char.
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, md->bl.id, 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
mob_spawn(md);
return md->bl.id;
}
int mob_clone_delete(int class_)
{
if (class_ >= MOB_CLONE_START && class_ < MOB_CLONE_END
&& mob_db_data[class_]!=NULL) {
aFree(mob_db_data[class_]);
mob_db_data[class_]=NULL;
return 1;
}
return 0;
}
int mob_script_callback(struct mob_data *md, struct block_list *target, short action_type)
{
// DEBUG: Uncomment these if errors occur. ---
// nullpo_retr(md, 0);
// nullpo_retr(md->nd, 0);
// -------------------------------------------
if(md->callback_flag&action_type){
int regkey = add_str(".ai_action");
linkdb_replace(&md->nd->u.scr.script->script_vars,(void *)regkey, (void *)(int)action_type);
if(target){
linkdb_replace(&md->nd->u.scr.script->script_vars,(void *)(regkey+(1<<24)), (void *)(int)target->type);
linkdb_replace(&md->nd->u.scr.script->script_vars,(void *)(regkey+(2<<24)), (void *)target->id);
}
linkdb_replace(&md->nd->u.scr.script->script_vars,(void *)(regkey+(3<<24)), (void *)md->bl.id);
run_script(md->nd->u.scr.script, 0, 0, md->nd->bl.id);
return 1;
}
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->sprite,"DUMMY");
sprintf(mob_dummy->name,"Dummy");
sprintf(mob_dummy->jname,"Dummy");
mob_dummy->lv=1;
mob_dummy->status.max_hp=1000;
mob_dummy->status.max_sp=1;
mob_dummy->status.rhw.range=1;
mob_dummy->status.rhw.atk=7;
mob_dummy->status.rhw.atk2=10;
mob_dummy->status.str=1;
mob_dummy->status.agi=1;
mob_dummy->status.vit=1;
mob_dummy->status.int_=1;
mob_dummy->status.dex=6;
mob_dummy->status.luk=2;
mob_dummy->status.speed=300;
mob_dummy->status.adelay=1000;
mob_dummy->status.amotion=500;
mob_dummy->status.dmotion=500;
mob_dummy->base_exp=2;
mob_dummy->job_exp=1;
mob_dummy->range2=10;
mob_dummy->range3=10;
return 0;
}
//Adjusts the drop rate of item according to the criteria given. [Skotlex]
static unsigned int mob_drop_adjust(int rate, int rate_adjust, unsigned short rate_min, unsigned short 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 cap_value(rate,rate_min,rate_max);
}
int mob_parse_dbrow(char** str)
{
struct mob_db *db;
struct status_data *status;
int class_, i, k;
double exp, maxhp;
struct mob_data data;
class_ = str[0] ? atoi(str[0]) : 0;
if (class_ == 0)
return 0; //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);
return 0;
}
if (pcdb_checkid(class_)) {
ShowWarning("Mob with ID: %d not loaded. That ID is reserved for player classes.\n");
return 0;
}
if (mob_db_data[class_] == NULL)
mob_db_data[class_] = aCalloc(1, sizeof (struct mob_data));
db = mob_db_data[class_];
status = &db->status;
db->vd.class_ = class_;
memcpy(db->sprite, str[1], NAME_LENGTH-1);
memcpy(db->jname, str[2], NAME_LENGTH-1);
memcpy(db->name, str[3], NAME_LENGTH-1);
db->lv = atoi(str[4]);
db->lv = cap_value(db->lv, 1, USHRT_MAX);
status->max_hp = atoi(str[5]);
status->max_sp = atoi(str[6]);
exp = (double)atoi(str[7]) * (double)battle_config.base_exp_rate / 100.;
db->base_exp = (unsigned int)cap_value(exp, 0, UINT_MAX);
exp = (double)atoi(str[8]) * (double)battle_config.job_exp_rate / 100.;
db->job_exp = (unsigned int)cap_value(exp, 0, UINT_MAX);
status->rhw.range = atoi(str[9]);
status->rhw.atk = atoi(str[10]);
status->rhw.atk2 = atoi(str[11]);
status->def = atoi(str[12]);
status->mdef = atoi(str[13]);
status->str = atoi(str[14]);
status->agi = atoi(str[15]);
status->vit = atoi(str[16]);
status->int_ = atoi(str[17]);
status->dex = atoi(str[18]);
status->luk = atoi(str[19]);
//All status should be min 1 to prevent divisions by zero from some skills. [Skotlex]
if (status->str < 1) status->str = 1;
if (status->agi < 1) status->agi = 1;
if (status->vit < 1) status->vit = 1;
if (status->int_< 1) status->int_= 1;
if (status->dex < 1) status->dex = 1;
if (status->luk < 1) status->luk = 1;
db->range2 = atoi(str[20]);
db->range3 = atoi(str[21]);
if (battle_config.view_range_rate != 100) {
db->range2 = db->range2 * battle_config.view_range_rate / 100;
if (db->range2 < 1)
db->range2 = 1;
}
if (battle_config.chase_range_rate != 100) {
db->range3 = db->range3 * battle_config.chase_range_rate / 100;
if (db->range3 < db->range2)
db->range3 = db->range2;
}
status->size = atoi(str[22]);
status->race = atoi(str[23]);
i = atoi(str[24]); //Element
status->def_ele = i%10;
status->ele_lv = i/20;
if (status->def_ele >= ELE_MAX) {
ShowWarning("Mob with ID: %d has invalid element type %d (max element is %d)\n", class_, status->def_ele, ELE_MAX-1);
status->def_ele = ELE_NEUTRAL;
}
if (status->ele_lv < 1 || status->ele_lv > 4) {
ShowWarning("Mob with ID: %d has invalid element level %d (max is 4)\n", class_, status->ele_lv);
status->ele_lv = 1;
}
status->mode = (int)strtol(str[25], NULL, 0);
if (!battle_config.monster_active_enable)
status->mode &= ~MD_AGGRESSIVE;
status->speed = atoi(str[26]);
status->aspd_rate = 1000;
status->adelay = atoi(str[27]);
status->amotion = atoi(str[28]);
//If the attack animation is longer than the delay, the client crops the attack animation!
if (status->adelay < status->amotion)
status->adelay = status->amotion;
status->dmotion = atoi(str[29]);
if(battle_config.monster_damage_delay_rate != 100)
status->dmotion = status->dmotion * battle_config.monster_damage_delay_rate / 100;
data.bl.type = BL_MOB;
data.level = db->lv;
memcpy(&data.status, status, sizeof(struct status_data));
status_calc_misc(&data.bl, status, db->lv);
// MVP EXP Bonus, Chance: MEXP,ExpPer
// Some new MVP's MEXP multipled by high exp-rate cause overflow. [LuzZza]
exp = (double)atoi(str[30]) * (double)battle_config.mvp_exp_rate / 100.;
db->mexp = (unsigned int)cap_value(exp, 0, UINT_MAX);
db->mexpper = atoi(str[31]);
//Now that we know if it is an mvp or not, apply battle_config modifiers [Skotlex]
maxhp = (double)status->max_hp;
if (db->mexp > 0) { //Mvp
if (battle_config.mvp_hp_rate != 100)
maxhp = maxhp * (double)battle_config.mvp_hp_rate / 100.;
} else //Normal mob
if (battle_config.monster_hp_rate != 100)
maxhp = maxhp * (double)battle_config.monster_hp_rate / 100.;
status->max_hp = (unsigned int)cap_value(maxhp, 1, UINT_MAX);
if(status->max_sp < 1) status->max_sp = 1;
//Since mobs always respawn with full life...
status->hp = status->max_hp;
status->sp = status->max_sp;
// MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per
for(i = 0; i < 3; i++) {
struct item_data *id;
db->mvpitem[i].nameid = atoi(str[32+i*2]);
if (!db->mvpitem[i].nameid) {
db->mvpitem[i].p = 0; //No item....
continue;
}
db->mvpitem[i].p = mob_drop_adjust(atoi(str[33+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 (db->mvpitem[i].p) {
id = itemdb_search(db->mvpitem[i].nameid);
if (id->maxchance == 10000 || (id->maxchance < db->mvpitem[i].p/10 + 1) ) {
//item has bigger drop chance or sold in shops
id->maxchance = db->mvpitem[i].p/10 + 1; //reduce MVP drop info to not spoil common drop rate
}
}
}
for(i = 0; i < MAX_MOB_DROP; i++) {
int rate = 0, rate_adjust, type;
unsigned short ratemin, ratemax;
struct item_data *id;
k = 38+i*2;
db->dropitem[i].nameid = atoi(str[k]);
if (!db->dropitem[i].nameid) {
db->dropitem[i].p = 0; //No drop.
continue;
}
type = itemdb_type(db->dropitem[i].nameid);
rate = atoi(str[k+1]);
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)
{ // Added suport to restrict normal drops of MVP's [Reddozen]
case IT_HEALING:
rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_heal_boss : battle_config.item_rate_heal;
ratemin = battle_config.item_drop_heal_min;
ratemax = battle_config.item_drop_heal_max;
break;
case IT_USABLE:
rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_use_boss : battle_config.item_rate_use;
ratemin = battle_config.item_drop_use_min;
ratemax = battle_config.item_drop_use_max;
break;
case IT_WEAPON:
case IT_ARMOR:
case IT_PETARMOR:
rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_equip_boss : battle_config.item_rate_equip;
ratemin = battle_config.item_drop_equip_min;
ratemax = battle_config.item_drop_equip_max;
break;
case IT_CARD:
rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_card_boss : battle_config.item_rate_card;
ratemin = battle_config.item_drop_card_min;
ratemax = battle_config.item_drop_card_max;
break;
default:
rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_common_boss : battle_config.item_rate_common;
ratemin = battle_config.item_drop_common_min;
ratemax = battle_config.item_drop_common_max;
break;
}
db->dropitem[i].p = mob_drop_adjust(rate, rate_adjust, ratemin, ratemax);
//calculate and store Max available drop chance of the item
if (db->dropitem[i].p && (class_ < 1324 || class_ > 1363)) { //Skip treasure chests.
id = itemdb_search(db->dropitem[i].nameid);
if (id->maxchance == 10000 || (id->maxchance < db->dropitem[i].p) ) {
id->maxchance = db->dropitem[i].p; //item has bigger drop chance or sold in shops
}
for (k = 0; k< MAX_SEARCH; k++) {
if (id->mob[k].chance < db->dropitem[i].p && id->mob[k].id != class_)
break;
}
if (k == MAX_SEARCH)
continue;
if (id->mob[k].id != class_)
memmove(&id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0]));
id->mob[k].chance = db->dropitem[i].p;
id->mob[k].id = class_;
}
}
return 1;
}
/*==========================================
* mob_db.txt reading
*------------------------------------------
*/
static int mob_readdb(void)
{
FILE *fp;
char line[1024];
char *filename[]={ "mob_db.txt","mob_db2.txt" };
int i, fi;
unsigned int ln = 0;
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))
{
char *str[38+2*MAX_MOB_DROP], *p, *np;
if(line[0] == '/' && line[1] == '/')
continue;
for(i = 0, p = line; i < 38 + 2*MAX_MOB_DROP; i++) {
if((np = strchr(p, ',')) != NULL) {
str[i] = p; *np = 0; p = np + 1;
} else
str[i] = p;
}
if(i < 38 + 2*MAX_MOB_DROP) {
ShowWarning("mob_readdb: Insufficient columns for mob with ID: %d\n", str[0] ? atoi(str[0]) : 0);
continue;
}
if (!mob_parse_dbrow(str))
continue;
ln++; // counts the number of correctly parsed entries
}
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", ln, filename[fi]);
ln = 0;
}
return 0;
}
#ifndef TXT_ONLY
/*==========================================
* SQL reading
*------------------------------------------
*/
static int mob_read_sqldb(void)
{
char *mob_db_name[] = { mob_db_db, mob_db2_db };
int fi;
unsigned int ln = 0;
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))){
if (!mob_parse_dbrow(sql_row))
continue;
ln++; // counts the number of correctly parsed entries
}
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 */
/*==========================================
* 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;
memset(&mob_db_data[class_]->vd, 0, sizeof(struct view_data));
mob_db_data[class_]->vd.class_=k;
//Player sprites
if(pcdb_checkid(k) && j>=12) {
mob_db_data[class_]->vd.sex=atoi(str[2]);
mob_db_data[class_]->vd.hair_style=atoi(str[3]);
mob_db_data[class_]->vd.hair_color=atoi(str[4]);
mob_db_data[class_]->vd.weapon=atoi(str[5]);
mob_db_data[class_]->vd.shield=atoi(str[6]);
mob_db_data[class_]->vd.head_top=atoi(str[7]);
mob_db_data[class_]->vd.head_mid=atoi(str[8]);
mob_db_data[class_]->vd.head_bottom=atoi(str[9]);
mob_db_data[class_]->option=atoi(str[10])&~0x46;
mob_db_data[class_]->vd.cloth_color=atoi(str[11]); // Monster player dye option - Valaris
}
else if(str[2] && atoi(str[2]) > 0)
mob_db_data[class_]->vd.head_bottom=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",
"mob_pouch.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", MSS_ANY }, //All states except Dead
{ "idle", MSS_IDLE },
{ "walk", MSS_WALK },
{ "loot", MSS_LOOT },
{ "dead", MSS_DEAD },
{ "attack", MSS_BERSERK }, //Retaliating attack
{ "angry", MSS_ANGRY }, //Preemptive attack (aggressive mobs)
{ "chase", MSS_RUSH }, //Chase escaping target
{ "follow", MSS_FOLLOW }, //Preemptive chase (aggressive mobs)
{ "anytarget",MSS_ANYTARGET }, //Berserk+Angry+Rush+Follow
}, target[] = {
{ "target", MST_TARGET },
{ "randomtarget", MST_RANDOM },
{ "self", MST_SELF },
{ "friend", MST_FRIEND },
{ "master", MST_MASTER },
{ "around5", MST_AROUND5 },
{ "around6", MST_AROUND6 },
{ "around7", MST_AROUND7 },
{ "around8", MST_AROUND8 },
{ "around1", MST_AROUND1 },
{ "around2", MST_AROUND2 },
{ "around3", MST_AROUND3 },
{ "around4", MST_AROUND4 },
{ "around", MST_AROUND },
};
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++){
int last_mob_id = 0;
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)
{
if (mob_id != last_mob_id) {
ShowError("mob_skill: Non existant Mob id %d at %s, line %d\n", mob_id, filename[x], count);
last_mob_id = mob_id;
}
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){
if (mob_id != last_mob_id) {
ShowError("mob_skill: readdb: too many skill! Line %d in %d[%s]\n",
count,mob_id,mob_db_data[mob_id]->sprite);
last_mob_id = mob_id;
}
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 if (!ms->state) {
ShowWarning("mob_skill: Unrecognized state %s at %s, line %d\n", sp[2], filename[x], count);
ms->state=MSS_ANY;
}
//Skill ID
j=atoi(sp[3]);
if (j<=0 || j>MAX_SKILL_DB) //fixed Lupus
{
if (mob_id < 0)
ShowError("Invalid Skill ID (%d) for all mobs\n", j);
else
ShowError("Invalid Skill ID (%d) for mob %d (%s)\n", j, mob_id, mob_db_data[mob_id]->sprite);
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;
}
//Check that the target condition is right for the skill type. [Skotlex]
if (skill_get_casttype(ms->skill_id) == CAST_GROUND)
{ //Ground skill.
if (ms->target > MST_AROUND)
{
if (battle_config.error_log)
ShowWarning("Wrong mob skill target for ground skill %d (%s) for %s.\n",
ms->skill_id, skill_get_name(ms->skill_id),
mob_id < 0?"all mobs":mob_db_data[mob_id]->sprite);
ms->target = MST_TARGET;
}
} else if (ms->target > MST_MASTER) {
if (battle_config.error_log)
ShowWarning("Wrong mob skill target 'around' for non-ground skill %d (%s) for %s\n.",
ms->skill_id, skill_get_name(ms->skill_id),
mob_id < 0?"all mobs":mob_db_data[mob_id]->sprite);
ms->target = MST_TARGET;
}
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 {
ShowWarning("mob_skill: Unrecognized condition 1 %s at %s, line %d\n",
sp[10], filename[x], count);
ms->cond1=-1;
}
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]=(int)strtol(sp[12],NULL,0);
ms->val[1]=(int)strtol(sp[13],NULL,0);
ms->val[2]=(int)strtol(sp[14],NULL,0);
ms->val[3]=(int)strtol(sp[15],NULL,0);
ms->val[4]=(int)strtol(sp[16],NULL,0);
if(ms->skill_id == NPC_EMOTION && mob_id>0 &&
ms->val[1] == mob_db(mob_id)->status.mode)
{
ms->val[1] = 0;
ms->val[4] = 1; //request to return mode to normal.
}
if(ms->skill_id == NPC_EMOTION_ON && mob_id>0 && ms->val[1])
{ //Adds a mode to the mob.
//Remove aggressive mode when the new mob type is passive.
if (!(ms->val[1]&MD_AGGRESSIVE))
ms->val[3]|=MD_AGGRESSIVE;
ms->val[2]|= ms->val[1]; //Add the new mode.
ms->val[1] = 0; //Do not "set" it.
}
if(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]->status.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;
}
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
item_drop_ers = ers_new(sizeof(struct item_drop));
item_drop_list_ers = ers_new(sizeof(struct item_drop_list));
#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_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(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;
}
}
ers_destroy(item_drop_ers);
ers_destroy(item_drop_list_ers);
return 0;
}