// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#ifndef _MOB_H_
#define _MOB_H_
#define MAX_RANDOMMONSTER 3
#define MAX_MOB_RACE_DB 6
#define MAX_MOB_DB 10000
/* Change this to increase the table size in your mob_db to accomodate
a larger mob database. Be sure to note that IDs 4001 to 4048 are reserved for advanced/baby/expanded classes.
*/
// These define the range of available IDs for clones. [Valaris]
#define MOB_CLONE_START 9001
#define MOB_CLONE_END 10000
struct mob_skill {
short state;
short skill_id,skill_lv;
short permillage;
int casttime,delay;
short cancel;
short cond1,cond2;
short target;
int val[5];
short emotion;
};
struct mob_db {
char name[NAME_LENGTH],jname[NAME_LENGTH];
unsigned short lv;
int max_hp,max_sp;
unsigned int base_exp,job_exp;
int atk1,atk2;
int def,mdef;
int str,agi,vit,int_,dex,luk;
int range,range2,range3;
int size,race,element,mode;
short race2; // celest
int speed,adelay,amotion,dmotion;
int mexp,mexpper;
struct { int nameid,p; } dropitem[10]; //8 -> 10 Lupus
struct { int nameid,p; } mvpitem[3];
int view_class,sex;
short hair,hair_color,weapon,shield,head_top,head_mid,head_buttom,option,clothes_color; // [Valaris]
int equip; // [Valaris]
int summonper[MAX_RANDOMMONSTER];
int maxskill;
struct mob_skill skill[MAX_MOBSKILL];
};
enum {
MST_TARGET = 0,
MST_SELF,
MST_FRIEND,
MST_MASTER,
MST_AROUND5,
MST_AROUND6,
MST_AROUND7,
MST_AROUND8,
MST_AROUND1,
MST_AROUND2,
MST_AROUND3,
MST_AROUND4,
MST_AROUND = MST_AROUND4,
MSC_ALWAYS = 0x0000,
MSC_MYHPLTMAXRATE,
MSC_MYHPINRATE,
MSC_FRIENDHPLTMAXRATE,
MSC_FRIENDHPINRATE,
MSC_MYSTATUSON,
MSC_MYSTATUSOFF,
MSC_FRIENDSTATUSON,
MSC_FRIENDSTATUSOFF,
MSC_ATTACKPCGT,
MSC_ATTACKPCGE,
MSC_SLAVELT,
MSC_SLAVELE,
MSC_CLOSEDATTACKED,
MSC_LONGRANGEATTACKED,
MSC_AFTERSKILL,
MSC_SKILLUSED ,
MSC_CASTTARGETED,
MSC_RUDEATTACKED,
MSC_MASTERHPLTMAXRATE,
MSC_MASTERATTACKED,
MSC_ALCHEMIST,
MSC_SPAWN,
};
//Mob skill states.
enum {
MSS_IDLE,
MSS_WALK,
MSS_LOOT,
MSS_DEAD,
MSS_BERSERK, //Aggressive mob attacking
MSS_ANGRY, //Mob retaliating from being attacked.
MSS_RUSH, //Mob following a player after being attacked.
MSS_FOLLOW, //Mob following a player without being attacked.
};
struct mob_db* mob_db(int class_);
int mobdb_searchname(const char *str);
int mobdb_checkid(const int id);
int mob_once_spawn(struct map_session_data *sd,char *mapname,
int x,int y,const char *mobname,int class_,int amount,const char *event);
int mob_once_spawn_area(struct map_session_data *sd,char *mapname,
int x0,int y0,int x1,int y1,
const char *mobname,int class_,int amount,const char *event);
int mob_spawn_guardian(struct map_session_data *sd,char *mapname, // Spawning Guardians [Valaris]
int x,int y,const char *mobname,int class_,int amount,const char *event,int guardian); // Spawning Guardians [Valaris]
int mob_guardian_guildchange(struct block_list *bl,va_list ap); //Change Guardian's ownership. [Skotlex]
int mob_walktoxy(struct mob_data *md,int x,int y,int easy);
int mob_randomwalk(struct mob_data *md,int tick);
int mob_can_move(struct mob_data *md);
int mob_target(struct mob_data *md,struct block_list *bl,int dist);
int mob_unlocktarget(struct mob_data *md,int tick);
int mob_stop_walking(struct mob_data *md,int type);
int mob_stopattack(struct mob_data *);
int mob_spawn(int);
int mob_setdelayspawn(int);
int mob_damage(struct block_list *,struct mob_data*,int,int);
int mob_changestate(struct mob_data *md,int state,int type);
int mob_heal(struct mob_data*,int);
//Defines to speed up search.
#define mob_get_viewclass(class_) mob_db(class_)->view_class
#define mob_get_sex(class_) mob_db(class_)->sex
#define mob_get_hair(class_) mob_db(class_)->hair
#define mob_get_hair_color(class_) mob_db(class_)->hair_color
#define mob_get_weapon(class_) mob_db(class_)->weapon
#define mob_get_shield(class_) mob_db(class_)->shield
#define mob_get_head_top(class_) mob_db(class_)->head_top
#define mob_get_head_mid(class_) mob_db(class_)->head_mid
#define mob_get_head_buttom(class_) mob_db(class_)->head_buttom
#define mob_get_clothes_color(class_) mob_db(class_)->clothes_color
#define mob_get_equip(class_) mob_db(class_)->equip
int do_init_mob(void);
int do_final_mob(void);
void mob_unload(struct mob_data *md);
int mob_remove_map(struct mob_data *md, int type);
int mob_delete(struct mob_data *md);
int mob_timer_delete(int tid, unsigned int tick, int id, int data);
int mob_deleteslave(struct mob_data *md);
int mob_random_class (int *value, size_t count);
int mob_get_random_id(int type, int flag, int lv);
int mob_class_change(struct mob_data *md,int class_);
int mob_warp(struct mob_data *md,int m,int x,int y,int type);
int mob_warpslave(struct block_list *bl, int range);
int mobskill_use(struct mob_data *md,unsigned int tick,int event);
int mobskill_event(struct mob_data *md,struct block_list *src,unsigned int tick, int flag);
int mobskill_castend_id( int tid, unsigned int tick, int id,int data );
int mobskill_castend_pos( int tid, unsigned int tick, int id,int data );
int mob_summonslave(struct mob_data *md2,int *value,int amount,int skill_id);
int mob_countslave(struct block_list *bl);
int mob_is_clone(int class_);
int mob_clone_spawn(struct map_session_data *sd, char *map, int x, int y, const char *event, int master_id, int mode, int flag, unsigned int duration);
int mob_clone_delete(int class_);
void mob_reload(void);
#endif