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authorskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-05-27 18:08:30 +0000
committerskotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-05-27 18:08:30 +0000
commitcbccd8815d0db4828d40e278c999b87eeb103e67 (patch)
tree3a49b9ab73c31145b94a3ede8c8eae5eef3b0b2c /src/map/mob.c
parent763352f450c239778ab461d4e11d5469049ec0fe (diff)
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- Added structure status_data which holds status-related information (str, agi, etc, speed, amotion, adelay, dmotion, weapon-damage, race, size, etc) and weapon_atk structure with the weapon specific info (atk, atk2, element) to be used by all combat structures (TODO: Homun needs to be updated to use it)
- Cleaned up TBL_PC, TBL_MOB, TBL_PC and mob_db structures to use status_data. - Set the NPC-Change Attribute duration on Time1, updated their max to 1 in the db. - Berserk's HP cost interval is now defined as time2. - Split damage received functions into pc_damage/pc_dead and mob_damage/mob_dead - Rewrote the @heal related functions to use the new status_* healing functions. - Added status functions to deal with damage and healing (status_damage, status_heal, status_percent_change) and a bunch of defines for easier handling of them (status_percent_heal, status_percent_damage, status_fix_damage, status_kill, etc) - Splitted mob_once_spawn into two. mob_once_spawn_sub creates the mob instance without spawning it. - Added defines for Elements (ELE_*) - Modified battle_calc_(weapon/magic/misc)_attack to use the status data structure. - Rewrote and cleaned up battle_calc_misc_attack - Merged config options pc_attack_attr_none, mob_attack_attr_none, pet_attack_attr_none into attack_attr_none (type 4) - Removed config options player_defense_type, monster_defense_type, pet_defense_type in favor of weapon_defense_type - Cleaned up pet.c to stop invoking status_calc_pc when unnecessary - Modified skill_calc_heal to take into account the MEDITATION bonus. - Cleaned up code of Adjustment, Madness Cancel and other GS/NJ skills inside skill_check_condition - Added status change SC_MODECHANGE which handles mob state changes (this SC is continous until manually ended, eg: like Weight50) - Modified Slim Pitcher so it will work when casted by non-players. Will now also work with SP-healing items. - Rewrote Freedom of Cast code to use function status_freecast_switch to switch adelay/speed when cast begins/ends. - Modified Magic Power to store amplified MATK/MATK2 in val3/val4 for easier updating when used in conjunction with ground skills. - Fixed Asura Strike being usable from within a combo regardless of combo skill. - Modifed SC_DANCING to store speed-change in val3 (it is shared with skill duration...) - Added StatusChangeFlagTable to store which statuses are changed by each SC - Added SCB_* constants to specify the different stats that each sc changes. SCB_PC is the only one that means a change hardcoded in status_calc_pc, the rest are handled by status_calc_bl - Added some helper functions to simplify with basic status calculations (status_base_atk, status_calc_misc, status_base_pc_maxhp, status_base_pc_maxsp) - Added status_calc_mob which calculates initial status and special base status alterations (HP changes, stat changes due to big/small mobs, etc) - Made all the status_calc functions static. - Added status_calc_bl_sub_pc for PC related calculations that must happen after status-change adjustments. - Added status_calc_bl which does status-change related calculations using as base the base_status of the bl object and the SCB_* flag passed. - Added status_get_status_data and status_get_base_status to retrieve the bl objects current status_data and basic status_data (current never returns null, instead it returns a dummy structure with basic data) - The main switch in status_change_start now only sets the tick and val values, therefore it is skipped when loading (flag&4) - Cleaned up status_change_start and replaced many of the ex-japanese comments for english ones. - Changed Hiding to store the speed penalty on val3. val4 stores interval SP cost. - Changed Chase Walk to store Speed adjustment on val3, sp cost in val4 - Changed Cloaking to store speed penalty on val3, val4&2 signals wall-present, val4&1 is infinite cloaking. - Changed Wind walk to store speed bonus on val3 - Rewrote Marionette Control to store the status to add/substract in val3/val4, it now works on anyone (players/mobs) - Changed Improve concentration to store Card bonuses (which are not counted for total % increase) on val3/val4 - Changed SC_ADRENALINE, SC_CONCENTRATION, SC_ANGELUS, SC_IMPOSITIO, SC_MELTDOWN, SC_TRUESIGHT, SC_SUN_COMFORT, SC_MOON_COMFORT, SC_STAR_COMFORT, SC_QUAGMIRE, SC_GATLINGFEVER to store the bonus modifiers in their val values rather than calculate them in status_calc_* - Status_change_start/end will use clif_status_load rather than clif_status_change when related bl is not on a map. - Modified status_change_timer to use the status_charge function rather than directly substracting SP - Added SC_ELEMENTALCHANGE to modify someone's base defense element. - pc_clean_skilltree will now also remove item-granted skills. - Learning skills will now only invoke status_calc_pc when the skill is passive. - Cleaned up pc_steal_coin - Cleaned up pc_check_base/job_lvup to only invoke the lv-up related packets and functions ONCE regardless of skill-levls earned. - Cleaned up pc_ regen related functions. - Made player-sprite mobs have item pickup animation and walkdelay when taking items. - Cleaned up mob_dead code. - Removed paramb, parame from struct map_session_data, replaced them by param_bonus[6],param_equip[6] - mob special ai state 3 signals summon flora. - Moved petDB pet_hungry_timer vars from TBL_PC to TBL_PET - Cleaned up some pet functions, made the menu functions receive as argument both pet and master. - Clones will copy a player's base status rather than battle status (so status-change alterations are not cloned) git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@6791 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src/map/mob.c')
-rw-r--r--src/map/mob.c8196
1 files changed, 4065 insertions, 4131 deletions
diff --git a/src/map/mob.c b/src/map/mob.c
index f3afa4d1b..8b6b705dc 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -1,4131 +1,4065 @@
-// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
-// For more information, see LICENCE in the main folder
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <stdarg.h>
-#include <string.h>
-#include <math.h>
-#include <limits.h>
-
-#include "../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 "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 MIN_MOBTHINKTIME 100
-#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 MOB_SLAVEDISTANCE 2 //Distance that slaves should keep from their master.
-
-#define MAX_MINCHASE 30 //Max minimum chase value to use for mobs.
-//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(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 (strlen(data->eventname) >= 50)
- return 0;
-
- if (data->eventname[0] && strlen(data->eventname) <= 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.
- }
- }
- 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_);
- md->speed = md->db->speed;
- 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->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.
- * &2: Apply a monster check level.
- * lv: Mob level to check against
- *------------------------------------------
- */
-
-int mob_get_random_id(int type, int flag, int lv) {
- struct mob_db *mob;
- int i=0, k=0, class_;
- if(type < 0 || type >= MAX_RANDOMMONSTER) {
- if (battle_config.error_log)
- ShowError("mob_get_random_id: Invalid type (%d) of random monster.\n", type);
- return 0;
- }
- do {
- class_ = rand() % MAX_MOB_DB;
- if (flag&1)
- k = rand() % 1000000;
- mob = mob_db(class_);
- } while ((mob == mob_dummy || mob->summonper[type] <= k ||
- (flag&2 && lv < mob->lv)) && (i++) < MAX_MOB_DB);
- if(i >= MAX_MOB_DB)
- class_ = mob_db_data[0]->summonper[type];
- return class_;
-}
-
-/*==========================================
- * The MOB appearance for one time (for scripts)
- *------------------------------------------
- */
-int mob_once_spawn (struct map_session_data *sd, char *mapname,
- short x, short y, const char *mobname, int class_, int amount, const char *event)
-{
- struct mob_data *md = NULL;
- struct spawn_data data;
- int m, count, lv = 255, rand_flag=0;
-
-
- if(sd) lv = sd->status.base_level;
-
- if(sd && strcmp(mapname,"this")==0)
- m = sd->bl.m;
- else
- m = map_mapname2mapid(mapname);
-
- memset(&data, 0, sizeof(struct spawn_data));
- if (m < 0 || amount <= 0) // 値が異常なら召喚を止める
- return 0;
- data.m = m;
- data.num = amount;
- data.class_ = class_;
- strncpy(data.name, mobname, NAME_LENGTH-1);
-
- if (class_ < 0) {
- data.class_ = mob_get_random_id(-class_ -1, battle_config.random_monster_checklv?3:1, lv);
- if (!data.class_)
- return 0;
- }
- strncpy(data.eventname, event, 50);
-
- if (sd && (x < 0 || y < 0)) //Locate spot around player.
- map_search_freecell(&sd->bl, m, &x, &y, 1, 1, 0);
-
- if (x <= 0 || y <= 0 || map_getcell(m,x,y,CELL_CHKNOREACH))
- rand_flag = 1; //Randomize spot on map for each mob.
- else {
- data.x = x;
- data.y = y;
- }
- if (!mob_parse_dataset(&data))
- return 0;
-
- for (count = 0; count < amount; count++) {
- if (rand_flag) { //Get a random cell for this mob.
- map_search_freecell(NULL, m, &x, &y, -1, -1, 1);
- // This should ALWAYS be done. [blackhole89]
- data.x = x;
- data.y = y;
- }
-
- md =mob_spawn_dataset (&data);
-
- 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
- md->mode = md->db->mode|MD_AGGRESSIVE|MD_CANATTACK|MD_CANMOVE;
- mob_spawn (md);
-
- if(class_ == MOBID_EMPERIUM) { // emperium hp based on defense level [Valaris]
- struct guild_castle *gc = guild_mapname2gc(map[md->bl.m].name);
- struct guild *g = gc?guild_search(gc->guild_id):NULL;
- if(gc) {
- md->max_hp += 2000 * gc->defense;
- md->hp = md->max_hp;
- md->guardian_data = aCalloc(1, sizeof(struct guardian_data));
- md->guardian_data->castle = gc;
- md->guardian_data->number = MAX_GUARDIANS;
- md->guardian_data->guild_id = gc->guild_id;
- if (g)
- {
- md->guardian_data->emblem_id = g->emblem_id;
- memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
- }
- else if (gc->guild_id) //Guild not yet available, retry in 5.
- add_timer(gettick()+5000,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id);
- }
- } // end addition [Valaris]
- }
- return (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,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) // 値が異常なら召喚を止める
- 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 || (md = (struct mob_data*)bl) == NULL)
- {
- ShowError("mob_spawn_guardian_sub: Block error!\n");
- return 0;
- }
-
- nullpo_retr(0, md->guardian_data);
- g = guild_search(data);
-
- if (g == NULL)
- { //Liberate castle, if the guild is not found this is an error! [Skotlex]
- ShowError("mob_spawn_guardian_sub: Couldn't load guild %d!\n",data);
- if (md->class_ == MOBID_EMPERIUM)
- { //Not sure this is the best way, but otherwise we'd be invoking this for ALL guardians spawned later on.
- md->guardian_data->guild_id = 0;
- if (md->guardian_data->castle->guild_id) //Free castle up.
- {
- ShowNotice("Clearing ownership of castle %d (%s)\n", md->guardian_data->castle->castle_id, md->guardian_data->castle->castle_name);
- guild_castledatasave(md->guardian_data->castle->castle_id, 1, 0);
- }
- } else {
- if (md->guardian_data->castle->guardian[md->guardian_data->number].visible)
- { //Safe removal of guardian.
- md->guardian_data->castle->guardian[md->guardian_data->number].visible = 0;
- guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
- guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0);
- }
- unit_free(&md->bl); //Remove guardian.
- }
- return 0;
- }
- md->guardian_data->emblem_id = g->emblem_id;
- memcpy (md->guardian_data->guild_name, g->name, NAME_LENGTH);
- md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP);
- return 0;
-}
-
-/*==========================================
- * Summoning Guardians [Valaris]
- *------------------------------------------
- */
-int mob_spawn_guardian(struct map_session_data *sd,char *mapname,
- int x,int y,const char *mobname,int class_,int amount,const char *event,int guardian)
-{
- struct mob_data *md=NULL;
- struct spawn_data data;
- struct guild *g=NULL;
- struct guild_castle *gc;
- int m, count;
- memset(&data, 0, sizeof(struct spawn_data));
- data.num = 1;
-
- if( sd && strcmp(mapname,"this")==0)
- m=sd->bl.m;
- else
- m=map_mapname2mapid(mapname);
-
- if(m<0 || amount<=0)
- return 0;
- data.m = m;
- data.num = amount;
- if(class_<0)
- 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 (amount > 1)
- ShowWarning("mob_spawn_guardian: Spawning %d guardians in position %d (castle map %s)\n", amount, map[m].name);
-
- if(sd){
- if(x<=0) x=sd->bl.x;
- if(y<=0) y=sd->bl.y;
- }
- else if(x<=0 || y<=0)
- ShowWarning("mob_spawn_guardian: Invalid coordinates (%d,%d)\n",x,y);
- 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)
- ShowWarning("mob_spawn_guardian: Spawning guardian in position %d which already has a guardian (castle map %s)\n", guardian, map[m].name);
-
- for(count=0;count<data.num;count++){
- md= mob_spawn_dataset(&data);
- mob_spawn(md);
-
- md->max_hp += 2000 * gc->defense;
- md->guardian_data = aCalloc(1, sizeof(struct guardian_data));
- md->guardian_data->number = guardian;
- md->guardian_data->guild_id = gc->guild_id;
- md->guardian_data->castle = gc;
- md->hp = gc->guardian[guardian].hp;
- gc->guardian[guardian].id = md->bl.id;
- if (g)
- {
- md->guardian_data->emblem_id = g->emblem_id;
- memcpy (md->guardian_data->guild_name, g->name, NAME_LENGTH);
- md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP);
- } else if (md->guardian_data->guild_id)
- add_timer(gettick()+5000,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id);
- }
-
- return (amount>0)?md->bl.id:0;
-}
-
-/*==========================================
- * Reachability to a Specification ID existence place
- * state indicates type of 'seek' mob should do:
- * - MSS_LOOT: Looking for item, path must be easy.
- * - MSS_RUSH: Chasing attacking player, path is determined by mob_ai&1
- * - MSS_FOLLOW: Initiative/support seek, path must be easy.
- *------------------------------------------
- */
-int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state)
-{
- int easy = 0;
-
- nullpo_retr(0, md);
- nullpo_retr(0, bl);
- switch (state) {
- case MSS_RUSH:
- easy = (battle_config.mob_ai&1?0:1);
- break;
- case MSS_LOOT:
- case MSS_FOLLOW:
- default:
- easy = 1;
- break;
- }
- 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);
-
- 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;
-}
-
-/*==========================================
- * 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 = tick;
- md->last_thinktime = tick -MIN_MOBTHINKTIME;
- if (md->bl.prev != NULL)
- unit_remove_map(&md->bl,2);
- else if (md->vd->class_ != md->class_) {
- status_set_viewdata(&md->bl, md->class_);
- md->db = mob_db(md->class_);
- md->speed=md->db->speed;
- if (md->spawn)
- memcpy(md->name,md->spawn->name,NAME_LENGTH);
- else if (battle_config.override_mob_names == 1)
- memcpy(md->name,md->db->name,NAME_LENGTH);
- else
- memcpy(md->name,md->db->jname,NAME_LENGTH);
- }
-
- if (md->spawn) { //Respawn data
- md->bl.m = md->spawn->m;
-
- if ((md->spawn->x == 0 && md->spawn->y == 0) || md->spawn->xs || md->spawn->ys)
- { //Monster can be spawned on an area.
- short x, y, xs, ys;
- if (md->spawn->x == 0 && md->spawn->y == 0)
- xs = ys = -1;
- else {
- x = md->spawn->x;
- y = md->spawn->y;
- xs = md->spawn->xs/2;
- ys = md->spawn->ys/2;
- }
- if (!map_search_freecell(NULL, md->spawn->m, &x, &y, xs, ys, battle_config.no_spawn_on_player?5:1)) {
- // retry again later
- add_timer(tick+5000,mob_delayspawn,md->bl.id,0);
- return 1;
- }
- md->bl.x = x;
- md->bl.y = y;
- } else {
- md->bl.x = md->spawn->x;
- md->bl.y = md->spawn->y;
- }
- }
- memset(&md->state, 0, sizeof(md->state));
-
- md->attacked_id = 0;
- md->attacked_players = 0;
- md->attacked_count = 0;
- md->target_id = 0;
- md->mode = 0;
- md->move_fail_count = 0;
-
- md->def_ele = md->db->element;
-
- if (!md->level) // [Valaris]
- md->level=md->db->lv;
-
-// md->master_id = 0;
- md->master_dist = 0;
-
- md->state.aggressive = md->db->mode&MD_ANGRY?1:0;
- md->state.skillstate = MSS_IDLE;
- md->next_walktime = tick+rand()%5000+1000;
- md->last_linktime = tick;
-
- /* Guardians should be spawned using mob_spawn_guardian! [Skotlex]
- * and the Emperium is spawned using mob_once_spawn.
- md->guild_id = 0;
- if (md->class_ >= 1285 && md->class_ <= 1288) {
- struct guild_castle *gc=guild_mapname2gc(map[md->bl.m].name);
- if(gc)
- md->guild_id = gc->guild_id;
- }
- */
-
- 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;
-
- md->max_hp = md->db->max_hp;
- if(md->special_state.size==1) // change for sized monsters [Valaris]
- md->max_hp/=2;
- else if(md->special_state.size==2)
- md->max_hp*=2;
- md->hp = md->max_hp;
-
- map_addblock(&md->bl);
- 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&4)
- return 0;
- }
-
- switch (md->state.skillstate) {
- case MSS_BERSERK: //Only Assist, Angry or Aggressive+CastSensor mobs can change target while attacking.
- if (mode&(MD_ASSIST|MD_ANGRY) || (mode&(MD_AGGRESSIVE|MD_CASTSENSOR)) == (MD_AGGRESSIVE|MD_CASTSENSOR))
- return (battle_config.mob_ai&4 || check_distance_bl(&md->bl, target, 3));
- else
- return 0;
- case MSS_RUSH:
- return (mode&MD_AGGRESSIVE);
- case MSS_FOLLOW:
- case MSS_ANGRY:
- case MSS_IDLE:
- case MSS_WALK:
- case MSS_LOOT:
- return 1;
- default:
- return 0;
- }
-}
-
-/*==========================================
- * Determination for an attack of a monster
- *------------------------------------------
- */
-int mob_target(struct mob_data *md,struct block_list *bl,int dist)
-{
- nullpo_retr(0, md);
- nullpo_retr(0, bl);
-
- // Nothing will be carried out if there is no mind of changing TAGE by TAGE ending.
- if(md->target_id && !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(md->nd){
- setd_sub(NULL, NULL, ".ai_action", 0, (void *)(int)2, &md->nd->u.scr.script->script_vars);
- setd_sub(NULL, NULL, ".ai_action", 1, (void *)(int)bl->type, &md->nd->u.scr.script->script_vars);
- setd_sub(NULL, NULL, ".ai_action", 2, (void *)bl->id, &md->nd->u.scr.script->script_vars);
- setd_sub(NULL, NULL, ".ai_action", 3, (void *)md->bl.id, &md->nd->u.scr.script->script_vars);
- run_script(md->nd->u.scr.script, 0, 0, md->nd->bl.id);
- return 1; // We have script handling the work.
- }
-
- if(battle_check_target(&md->bl,bl,BCT_ENEMY)<=0)
- return 0;
-
- switch (bl->type)
- {
- case BL_PC:
- if (((TBL_PC*)bl)->state.gangsterparadise &&
- !(status_get_mode(&md->bl)&MD_BOSS))
- return 0; //Gangster paradise protection.
- case BL_MOB:
- if((dist=distance_bl(&md->bl, bl)) < md->db->range2
- && (md->db->range > 6 || mob_can_reach(md,bl,dist+1, MSS_FOLLOW))
- && ((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) //New target closer than previous one.
- ) {
- (*target) = bl;
- md->target_id=bl->id;
- md->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;
-
- switch (bl->type)
- {
- case BL_PC:
- case BL_MOB:
- if(check_distance_bl(&md->bl, bl, md->db->range) &&
- battle_check_range (&md->bl, bl, md->db->range)
- ) {
- (*target) = bl;
- md->target_id=bl->id;
- md->min_chase= md->db->range3;
- return 1;
- }
- break;
- }
- return 0;
-}
-
-
-/*==========================================
- * loot monster item search
- *------------------------------------------
- */
-static int mob_ai_sub_hard_lootsearch(struct block_list *bl,va_list ap)
-{
- struct mob_data* md;
- struct block_list **target;
- int dist;
-
- md=va_arg(ap,struct mob_data *);
- target= va_arg(ap,struct block_list**);
-
- if((dist=distance_bl(&md->bl, bl)) < md->db->range2 &&
- 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;
-}
-
-/*==========================================
- * Processing of slave monsters
- *------------------------------------------
- */
-static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick)
-{
- struct block_list *bl;
- int old_dist;
-
- nullpo_retr(0, md);
-
- bl=map_id2bl(md->master_id);
-
- if (!bl || status_isdead(bl)) { //主が死亡しているか見つからない
- if(md->special_state.ai>0)
- unit_remove_map(&md->bl, 1);
- else
- mob_damage(NULL,md,md->hp,0);
- return 0;
- }
-
- if(status_get_mode(&md->bl)&MD_CANMOVE)
- { //If the mob can move, follow around. [Check by Skotlex]
-
- if(bl->m != md->bl.m || md->master_dist > 30)
- { // Since it is not in the same map (or is way to far), just warp it
- unit_warp(&md->bl,bl->m,bl->x,bl->y,3);
- return 0;
- }
-
- // Distance with between slave and master is measured.
- old_dist=md->master_dist;
- md->master_dist=distance_bl(&md->bl, bl);
-
- // Since the master was in near immediately before, teleport is carried out and it pursues.
- if(old_dist<10 && md->master_dist>18){
- unit_warp(&md->bl,-1,bl->x,bl->y,3);
- return 0;
- }
-
- // Approach master if within view range, chase back to Master's area also if standing on top of the master.
- if(md->master_dist<md->db->range3 &&
- (md->master_dist>MOB_SLAVEDISTANCE || md->master_dist == 0) &&
- 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);
- }
- } else if (bl->m != md->bl.m && map_flag_gvg(md->bl.m)) {
- //Delete the summoned mob if it's in a gvg ground and the master is elsewhere. [Skotlex]
- if(md->special_state.ai>0)
- unit_remove_map(&md->bl, 1);
- else
- mob_damage(NULL,md,md->hp,0);
- return 0;
- }
-
- //Avoid attempting to lock the master's target too often to avoid unnecessary overload. [Skotlex]
- if (DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME && !md->target_id) {
- struct unit_data *ud = unit_bl2ud(bl);
- md->last_linktime = tick;
-
- if (ud) {
- struct block_list *tbl=NULL;
- if (ud->target && ud->attacktimer != -1)
- 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){
- setd_sub(NULL, NULL, ".ai_action", 0, (void *)(int)4, &md->nd->u.scr.script->script_vars);
- setd_sub(NULL, NULL, ".ai_action", 1, (void *)(int)tbl->type, &md->nd->u.scr.script->script_vars);
- setd_sub(NULL, NULL, ".ai_action", 2, (void *)tbl->id, &md->nd->u.scr.script->script_vars);
- setd_sub(NULL, NULL, ".ai_action", 3, (void *)md->bl.id, &md->nd->u.scr.script->script_vars);
- run_script(md->nd->u.scr.script, 0, 0, md->nd->bl.id);
- }
- 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 0;
-}
-
-/*==========================================
- * A lock of target is stopped and mob moves to a standby state.
- *------------------------------------------
- */
-int mob_unlocktarget(struct mob_data *md,int tick)
-{
- nullpo_retr(0, md);
-
- if(md->nd){
- struct block_list *tbl = map_id2bl(md->target_id);
- setd_sub(NULL, NULL, ".ai_action", 0, (void *)(int)6, &md->nd->u.scr.script->script_vars);
- setd_sub(NULL, NULL, ".ai_action", 1, (void *)(int)(tbl?tbl->type:0), &md->nd->u.scr.script->script_vars);
- setd_sub(NULL, NULL, ".ai_action", 2, (void *)(tbl?tbl->id:0), &md->nd->u.scr.script->script_vars);
- setd_sub(NULL, NULL, ".ai_action", 3, (void *)md->bl.id, &md->nd->u.scr.script->script_vars);
- run_script(md->nd->u.scr.script, 0, 0, md->nd->bl.id);
- }
-
- md->target_id=0;
- md->state.skillstate=MSS_IDLE;
- md->next_walktime=tick+rand()%3000+3000;
- mob_stop_attack(md);
- 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))
- 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 cant move. random spawn %d, class = %d\n",md->bl.id,md->class_);
- 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->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)
- 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 && !check_distance_bl(&md->bl, tbl, md->min_chase)) ||
- (
- tbl->type == BL_PC && !(mode&MD_BOSS) &&
- ((TBL_PC*)tbl)->state.gangsterparadise
- )) { //Unlock current target.
- if (battle_config.mob_ai&8) //Inmediately stop chasing.
- mob_stop_walking(md,1);
- mob_unlocktarget(md, tick-(battle_config.mob_ai&8?3000:0)); //Imediately do random walk.
- tbl = NULL;
- }
- }
-
- // Check for target change.
- if (md->attacked_id && mode&MD_CANATTACK)
- {
- if (md->attacked_id == md->target_id)
- {
- if (!can_move && (battle_config.mob_ai&2) &&
- !battle_check_range(&md->bl, tbl, md->db->range))
- { //Rude-attacked.
- if (md->attacked_count++ > 3)
- mobskill_use(md, tick, MSC_RUDEATTACKED);
- }
- } 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&2 && !status_check_skilluse(bl, abl, 0, 0)) ||
- !mob_can_reach(md, abl, dist+2, MSS_RUSH) ||
- ( //Gangster Paradise check
- abl->type == BL_PC && !(mode&MD_BOSS) &&
- ((TBL_PC*)abl)->state.gangsterparadise
- )
- ) { //Can't attack back
- if (md->attacked_count++ > 3) {
- if (mobskill_use(md, tick, MSC_RUDEATTACKED) == 0 && can_move)
- {
- int dist = rand() % 10 + 1;//後退する距離
- int dir = map_calc_dir(abl, bl->x, bl->y);
- int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
- unit_walktoxy(&md->bl, md->bl.x + dist * mask[dir][0], md->bl.y + dist * mask[dir][1], 0);
- }
- }
- } else if (!(battle_config.mob_ai&2) && !status_check_skilluse(bl, abl, 0, 0)) {
- //Can't attack back, but didn't invoke a rude attacked skill...
- md->attacked_id = 0; //Simply unlock, shouldn't attempt to run away when in dumb_ai mode.
- } else { //Attackable
- if (!tbl || dist < md->db->range || !check_distance_bl(&md->bl, tbl, dist)
- || battle_gettarget(tbl) != md->bl.id)
- { //Change if the new target is closer than the actual one
- //or if the previous target is not attacking the mob. [Skotlex]
- md->target_id = md->attacked_id; // set target
- md->state.aggressive = 0; //Retaliating.
- md->attacked_count = 0;
- md->min_chase = dist+md->db->range3;
- if(md->min_chase>MAX_MINCHASE)
- md->min_chase=MAX_MINCHASE;
- tbl = abl; //Set the new target
- }
- }
- }
- if (md->state.aggressive && md->attacked_id == md->target_id)
- md->state.aggressive = 0; //No longer aggressive, change to retaliate AI.
- //Clear it since it's been checked for already.
- md->attacked_players = 0;
- md->attacked_id = 0;
- }
-
- // Processing of slave monster, is it needed when there's a target to deal with?
- if (md->master_id > 0 && !tbl)
- mob_ai_sub_hard_slavemob(md, tick);
-
- // Scan area for targets
- if ((!tbl && mode&MD_AGGRESSIVE && battle_config.monster_active_enable) ||
- (mode&MD_ANGRY && md->state.skillstate == MSS_FOLLOW)
- ) {
- map_foreachinrange (mob_ai_sub_hard_activesearch, &md->bl,
- view_range, md->special_state.ai?BL_CHAR:BL_PC, md, &tbl);
- if(!tbl && mode&MD_ANGRY && !md->state.aggressive)
- md->state.aggressive = 1; //Restore angry state when no targets are visible.
- } else if (mode&MD_CHANGECHASE && (md->state.skillstate == MSS_RUSH || md->state.skillstate == MSS_FOLLOW)) {
- search_size = view_range<md->db->range ? view_range:md->db->range;
- map_foreachinrange (mob_ai_sub_hard_changechase, &md->bl,
- search_size, (md->special_state.ai?BL_CHAR:BL_PC), md, &tbl);
- }
- if (!tbl && mode&MD_LOOTER && md->lootitem &&
- (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)
- { //Target exists, attack or loot as applicable.
- if (tbl->type != BL_ITEM)
- { //Attempt to attack.
- //At this point we know the target is attackable, we just gotta check if the range matches.
- if (md->ud.target == tbl->id && md->ud.attacktimer != -1)
- return 0; //Already locked.
-
- if (!battle_check_range (&md->bl, tbl, md->db->range))
- { //Out of range...
- if (!(mode&MD_CANMOVE))
- { //Can't chase. Attempt to use a ranged skill at least?
- md->state.skillstate = MSS_IDLE;
- if (!mobskill_use(md, tick, -1))
- mob_unlocktarget(md,tick);
- return 0;
- }
-
- if (!can_move)
- { //Stuck. Use an idle skill. o.O'
- md->state.skillstate = MSS_IDLE;
- if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL))
- mobskill_use(md, tick, -1);
- return 0;
- }
-
- md->state.skillstate = md->state.aggressive?MSS_FOLLOW:MSS_RUSH;
- if (md->ud.walktimer != -1 && md->ud.target == tbl->id &&
- (
- !battle_config.mob_ai&1 ||
- check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, md->db->range)
- )) //Current target tile is still within attack range.
- return 0;
-
- //Follow up
- if (!mob_can_reach(md, tbl, md->min_chase, MSS_RUSH) ||
- !unit_walktobl(&md->bl, tbl, md->db->range, 2|(!battle_config.mob_ai&1)))
- //Give up.
- mob_unlocktarget(md,tick);
- return 0;
- }
- //Target within range, engage
- md->state.skillstate = md->state.aggressive?MSS_ANGRY:MSS_BERSERK;
- unit_attack(&md->bl,tbl->id,1);
- return 0;
- } else { //Target is BL_ITEM, attempt loot.
- struct flooritem_data *fitem;
- int i;
- 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);
- mob_stop_walking(md,0);
- 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; // ルート時スキル使用
- 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 (md->lootitem_count < LOOTITEM_SIZE) {
- memcpy (&md->lootitem[md->lootitem_count++], &fitem->item_data, sizeof(md->lootitem[0]));
- if(log_config.pick > 0) //Logs items, taken by (L)ooter Mobs [Lupus]
- log_pick((struct map_session_data*)md, "L", md->class_, md->lootitem[md->lootitem_count-1].nameid, md->lootitem[md->lootitem_count-1].amount, &md->lootitem[md->lootitem_count-1]);
- } else { //Destroy first looted item...
- if (md->lootitem[0].card[0] == (short)0xff00)
- intif_delete_petdata( MakeDWord(md->lootitem[0].card[1],md->lootitem[0].card[2]) );
- for (i = 0; i < LOOTITEM_SIZE - 1; i++)
- memcpy (&md->lootitem[i], &md->lootitem[i+1], sizeof(md->lootitem[0]));
- memcpy (&md->lootitem[LOOTITEM_SIZE-1], &fitem->item_data, sizeof(md->lootitem[0]));
- }
- //Clear item.
- map_clearflooritem (tbl->id);
- mob_unlocktarget (md,tick);
- return 0;
- }
- }
-
- if(md->ud.walktimer == -1) {
- // When there's no target, it is idling.
- // Is it terribly exploitable to reuse the walkcounter for idle state skills? [Skotlex]
- md->state.skillstate = MSS_IDLE;
- if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL) && mobskill_use(md, tick, -1))
- return 0;
- }
- // Nothing else to do... except random walking.
- // Slaves do not random walk! [Skotlex]
- if (can_move && !md->master_id && DIFF_TICK(md->next_walktime, tick) <= 0)
- mob_randomwalk(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 app)
-{
- struct mob_data *md = (struct mob_data *)data;
- va_list ap;
- unsigned int tick;
- int mode;
-
- nullpo_retr(0, md);
- nullpo_retr(0, app);
-
- if(md->bl.type!=BL_MOB || md->bl.prev == NULL)
- return 0;
-
- ap = va_arg(app, va_list);
-
- if (md->nd || (battle_config.mob_ai&32 && 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)<MIN_MOBTHINKTIME*10)
- return 0;
-
- md->last_thinktime=tick;
-
- if (md->bl.prev==NULL || md->hp <= 0)
- return 1;
-
- // 取り巻きモンスターの処理(呼び戻しされた時)
- 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&32)
- 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_isequip3(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.pick > 0)
- { //Logs items, dropped by mobs [Lupus]
- if (loot)
- log_pick((struct map_session_data*)md, "L", md->class_, ditem->item_data.nameid, -ditem->item_data.amount, &ditem->item_data);
- else
- log_pick((struct map_session_data*)md, "M", md->class_, ditem->item_data.nameid, -ditem->item_data.amount, NULL);
- }
-
- if (dlist->first_sd && dlist->first_sd->state.autoloot &&
- (drop_rate <= dlist->first_sd->state.autoloot)
- ) { //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) == 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_remove_map(bl, 3);
- unit_free(bl);
- 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->master_id = md2->master_id;
- md->state.killer = md2->state.killer;
- md->special_state.ai = md2->special_state.ai;
- }
-
- 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 )
- mob_damage(NULL,md,md->hp,1);
- return 0;
-}
-/*==========================================
- *
- *------------------------------------------
- */
-int mob_deleteslave(struct mob_data *md)
-{
- nullpo_retr(0, md);
-
- map_foreachinmap(mob_deleteslave_sub, md->bl.m, BL_MOB,md->bl.id);
- return 0;
-}
-// Mob respawning through KAIZEL or NPC_REBIRTH [Skotlex]
-int mob_respawn(int tid, unsigned int tick, int id,int data )
-{
- struct mob_data *md = (struct mob_data*)map_id2bl(id);
- if (!md || md->bl.type != BL_MOB)
- return 0;
- //Mob must be dead and not in a map to respawn!
- if (md->bl.prev != NULL || md->hp)
- return 0;
-
- md->state.skillstate = MSS_IDLE;
- md->last_thinktime = tick;
- md->next_walktime = tick+rand()%50+5000;
- md->last_linktime = tick;
- map_addblock(&md->bl);
- mob_heal(md,data*status_get_max_hp(&md->bl)/100);
- clif_spawn(&md->bl);
- skill_unit_move(&md->bl,tick,1);
- mobskill_use(md, tick, MSC_SPAWN);
- return 1;
-}
-
-/*==========================================
- * It is the damage of sd to damage to md.
- *------------------------------------------
- */
-int mob_damage(struct block_list *src,struct mob_data *md,int damage,int type)
-{
- int i,count,minpos,mindmg;
- struct map_session_data *sd = NULL,*tmpsd[DAMAGELOG_SIZE];
- struct {
- struct party *p;
- int id,zeny;
- unsigned int base_exp,job_exp;
- } pt[DAMAGELOG_SIZE];
- int pnum=0;
- int mvp_damage,max_hp;
- unsigned int tick = gettick();
- struct map_session_data *mvp_sd = NULL, *second_sd = NULL,*third_sd = NULL;
- double temp;
- struct item item;
- int ret, mode;
- int drop_rate;
- int race;
-
- nullpo_retr(0, md); //srcはNULLで呼ばれる場合もあるので、他でチェック
-
- max_hp = status_get_max_hp(&md->bl);
- race = status_get_race(&md->bl);
-
- if(src){
- if(md->nd){
- setd_sub(NULL, NULL, ".ai_action", 0, (void *)(int)1, &md->nd->u.scr.script->script_vars);
- setd_sub(NULL, NULL, ".ai_action", 1, (void *)(int)src->type, &md->nd->u.scr.script->script_vars);
- setd_sub(NULL, NULL, ".ai_action", 2, (void *)src->id, &md->nd->u.scr.script->script_vars);
- setd_sub(NULL, NULL, ".ai_action", 3, (void *)md->bl.id, &md->nd->u.scr.script->script_vars);
- run_script(md->nd->u.scr.script, 0, 0, md->nd->bl.id);
- }
- if(src->type == BL_PC) {
- sd = (struct map_session_data *)src;
- mvp_sd = sd;
- }
- }
-
- if(md->bl.prev==NULL){
- if(battle_config.error_log==1)
- ShowError("mob_damage : BlockError!!\n");
- return 0;
- }
-
- if(md->hp<=0) {
- if(md->bl.prev != NULL)
- unit_remove_map(&md->bl, 0);
- return 0;
- }
-
- if(damage > max_hp>>2)
- skill_stop_dancing(&md->bl);
-
- if(md->hp > max_hp)
- md->hp = max_hp;
-
- // The amount of overkill rounds to hp.
- if(damage>md->hp)
- damage=md->hp;
- md->hp-=damage;
- md->tdmg+=damage; //Store total damage...
-
- if(!(type&2)) {
- int id = 0;
- if (src) {
- md->attacked_players++;
- if (!md->attacked_players) //Counter overflow o.O
- md->attacked_players++;
-
- switch (src->type) {
- case BL_PC:
- id = sd->status.char_id;
- if(rand()%1000 < 1000/md->attacked_players)
- md->attacked_id = sd->bl.id;
- break;
- case BL_PET:
- {
- struct pet_data *pd = (struct pet_data*)src;
- if (battle_config.pet_attack_exp_to_master) {
- id = pd->msd->status.char_id;
- damage=(damage*battle_config.pet_attack_exp_rate)/100; //Modify logged damage accordingly.
- }
- //Let mobs retaliate against the pet's master [Skotlex]
- if(rand()%1000 < 1000/md->attacked_players)
- md->attacked_id = pd->msd->bl.id;
- break;
- }
- case BL_MOB:
- {
- struct mob_data* md2 = (struct mob_data*)src;
- if(md2->special_state.ai && md2->master_id) {
- struct map_session_data* msd = map_id2sd(md2->master_id);
- if (msd) id = msd->status.char_id;
- }
- if(rand()%1000 < 1000/md->attacked_players)
- { //Let players decide whether to retaliate versus the master or the mob. [Skotlex]
- if (md2->master_id && battle_config.retaliate_to_master)
- md->attacked_id = md2->master_id;
- else
- md->attacked_id = md2->bl.id;
- }
- break;
- }
- }
- }
- //Log damage...
- if (id && damage > 0) {
- for(i=0,minpos=DAMAGELOG_SIZE-1,mindmg=0x7fffffff;i<DAMAGELOG_SIZE;i++){
- if(md->dmglog[i].id==id)
- break;
- if(md->dmglog[i].id==0) { //Store data in first empty slot.
- md->dmglog[i].id = id;
- break;
- }
- if(md->dmglog[i].dmg<mindmg){
- minpos=i;
- mindmg=md->dmglog[i].dmg;
- }
- }
- if(i<DAMAGELOG_SIZE)
- md->dmglog[i].dmg+=damage;
- else {
- md->dmglog[minpos].id=id;
- md->dmglog[minpos].dmg=damage;
- }
- }
- }
-
- if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS) { // guardian hp update [Valaris] (updated by [Skotlex])
- if ((md->guardian_data->castle->guardian[md->guardian_data->number].hp = md->hp) <= 0)
- {
- guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
- guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0);
- }
- } // end addition
-
- if(md->special_state.ai == 2 && //スフィアーマイン
- src && md->master_id == src->id)
- {
- md->state.alchemist = 1;
- mobskill_use(md, tick, MSC_ALCHEMIST);
- }
-
- if (battle_config.show_mob_hp)
- clif_charnameack (0, &md->bl);
-
- if(md->hp > 0)
- return damage;
-
- // ----- ここから死亡処理 -----
-
- mode = status_get_mode(&md->bl); //Mode will be used for various checks regarding exp/drops.
-
- //changestate will clear all status effects, so we need to know if RICHMANKIM is in effect before then. [Skotlex]
- //I just recycled ret because it isn't used until much later and I didn't want to add a new variable for it.
- ret = (md->sc.data[SC_RICHMANKIM].timer != -1)?(25 + 11*md->sc.data[SC_RICHMANKIM].val1):0;
-
- md->state.skillstate = MSS_DEAD;
- mobskill_use(md,tick,-1); //On Dead skill.
-
- if (md->sc.data[SC_KAIZEL].timer != -1) {
- //Revive in a bit.
- max_hp = 10*md->sc.data[SC_KAIZEL].val1; //% of life to rebirth with
- clif_clearchar_area(&md->bl,1);
- mob_unlocktarget(md,tick);
- mob_stop_walking(md, 0);
- map_delblock(&md->bl);
- add_timer(gettick()+3000, mob_respawn, md->bl.id, max_hp);
- return damage;
- }
-
- map_freeblock_lock();
-
- memset(tmpsd,0,sizeof(tmpsd));
- memset(pt,0,sizeof(pt));
-
- max_hp = status_get_max_hp(&md->bl);
-
- if(src && src->type == BL_MOB)
- mob_unlocktarget((struct mob_data *)src,tick);
-
- if(sd) {
- int sp = 0, hp = 0;
- sp += sd->sp_gain_value;
- sp += sd->sp_gain_race[race];
- sp += sd->sp_gain_race[mode&MD_BOSS?10:11];
- hp += sd->hp_gain_value;
- if (sp > 0) {
- if(sd->status.sp + sp > sd->status.max_sp)
- sp = sd->status.max_sp - sd->status.sp;
- sd->status.sp += sp;
- if (sp > 0 && battle_config.show_hp_sp_gain)
- clif_heal(sd->fd,SP_SP,sp);
- }
- if (hp > 0) {
- if(sd->status.hp + hp > sd->status.max_hp)
- hp = sd->status.max_hp - sd->status.hp;
- sd->status.hp += hp;
- if (hp > 0 && battle_config.show_hp_sp_gain)
- clif_heal(sd->fd,SP_HP,hp);
- }
- if (sd->mission_mobid == md->class_) { //TK_MISSION [Skotlex]
- //Recycling hp for new random target id...
- if (++sd->mission_count >= 100 && (hp = mob_get_random_id(0, 0, sd->status.base_level)))
- {
- pc_addfame(sd, 1);
- sd->mission_mobid = hp;
- pc_setglobalreg(sd,"TK_MISSION_ID", hp);
- sd->mission_count = 0;
- clif_mission_mob(sd, hp, 0);
- }
- pc_setglobalreg(sd,"TK_MISSION_COUNT", sd->mission_count);
- }
- }
-
- // map外に消えた人は計算から除くので
- // overkill分は無いけどsumはmax_hpとは違う
-
- for(i=0,count=0,mvp_damage=0;i<DAMAGELOG_SIZE;i++){
- if(md->dmglog[i].id==0)
- break; //Reached end of log.
- count++; //Count an attacker even if he is dead/logged-out.
- tmpsd[i] = map_charid2sd(md->dmglog[i].id);
- if(tmpsd[i] == NULL)
- continue;
- if(tmpsd[i]->bl.m != md->bl.m || pc_isdead(tmpsd[i]))
- continue;
-
- if(mvp_damage<md->dmglog[i].dmg){
- third_sd = second_sd;
- second_sd = mvp_sd;
- mvp_sd=tmpsd[i];
- mvp_damage=md->dmglog[i].dmg;
- }
- }
-
- // [MouseJstr]
- if((map[md->bl.m].flag.pvp == 0) || (battle_config.pvp_exp == 1)) {
-
- // 経験値の分配
- for(i=0;i<DAMAGELOG_SIZE;i++){
- int pid,flag=1,zeny=0;
- unsigned int base_exp,job_exp;
- double per;
- struct party *p;
- if(tmpsd[i]==NULL || tmpsd[i]->bl.m != md->bl.m || pc_isdead(tmpsd[i]))
- continue;
-
- if (battle_config.exp_calc_type) // eAthena's exp formula based on max hp.
- per = (double)md->dmglog[i].dmg/(double)max_hp;
- else //jAthena's exp formula based on total damage.
- per = (double)md->dmglog[i].dmg/(double)md->tdmg;
-
- if (count>1)
- per *= (9.+(double)((count > 6)? 6:count))/10.; //attackers count bonus.
-
- base_exp = md->db->base_exp;
- job_exp = md->db->job_exp;
-
- if (ret)
- per += per*ret/100.; //SC_RICHMANKIM bonus. [Skotlex]
-
- if(sd) {
- if (sd->expaddrace[race])
- per += per*sd->expaddrace[race]/100.;
- per += per*sd->expaddrace[mode&MD_BOSS?10:11]/100.;
- }
- if (battle_config.pk_mode &&
- (int)(md->db->lv - tmpsd[i]->status.base_level) >= 20) //Needed due to unsigned checks
- per *= 1.15; // pk_mode additional exp if monster >20 levels [Valaris]
-
- //SG additional exp from Blessings [Komurka] - probably can be optimalized ^^;;
- //
- if(md->class_ == tmpsd[i]->hate_mob[2] && (battle_config.allow_skill_without_day || is_day_of_star() || tmpsd[i]->sc.data[SC_MIRACLE].timer!=-1))
- per += per*20*pc_checkskill(tmpsd[i],SG_STAR_BLESS)/100.;
- else if(md->class_ == tmpsd[i]->hate_mob[1] && (battle_config.allow_skill_without_day || is_day_of_moon()))
- per += per*10*pc_checkskill(tmpsd[i],SG_MOON_BLESS)/100.;
- else if(md->class_ == tmpsd[i]->hate_mob[0] && (battle_config.allow_skill_without_day || is_day_of_sun()))
- per += per*10*pc_checkskill(tmpsd[i],SG_SUN_BLESS)/100.;
-
- if(md->special_state.size==1) // change experience for different sized monsters [Valaris]
- per /=2.;
- else if(md->special_state.size==2)
- per *=2.;
- if(md->master_id && md->special_state.ai) //New rule: Only player-summoned mobs do not give exp. [Skotlex]
- per = 0;
- else {
- if(battle_config.zeny_from_mobs) {
- if(md->level > 0) zeny=(int) ((md->level+rand()%md->level)*per); // zeny calculation moblv + random moblv [Valaris]
- if(md->db->mexp > 0)
- zeny*=rand()%250;
- if(md->special_state.size==1 && zeny >=2) // change zeny for different sized monsters [Valaris]
- zeny/=2;
- else if(md->special_state.size==2 && zeny >1)
- zeny*=2;
- }
- if(battle_config.mobs_level_up && md->level > md->db->lv) // [Valaris]
- per+= per*(md->level-md->db->lv)*battle_config.mobs_level_up_exp_rate/100;
- }
-
- if (per > 4) per = 4; //Limit gained exp to quadro the mob's exp. [3->4 Komurka]
-
- if (base_exp*per > UINT_MAX)
- base_exp = UINT_MAX;
- else
- base_exp = (unsigned int)(base_exp*per);
-
- if (job_exp*per > UINT_MAX)
- job_exp = UINT_MAX;
- else
- job_exp = (unsigned int)(job_exp*per);
-
-/* //mapflags: noexp check [Lorky]
- if (map[md->bl.m].flag.nobaseexp == 1) base_exp=0;
- else if (base_exp < 1) base_exp = 1;
-
- if (map[md->bl.m].flag.nojobexp == 1) job_exp=0;
- else if (job_exp < 1) job_exp = 1;
-*/
- if (map[md->bl.m].flag.nobaseexp == 1)
- base_exp=0;
- else if (base_exp < 1)
- base_exp = (map[md->bl.m].bexp<=100) ? 1 : map[md->bl.m].bexp/100;
- else if ( map[md->bl.m].bexp != 100 )
- base_exp=(int)((double)base_exp*((double)map[md->bl.m].bexp/100.0));
-
- if (map[md->bl.m].flag.nojobexp == 1)
- job_exp=0;
- else if (job_exp < 1)
- job_exp = (map[md->bl.m].jexp<=100) ? 1 : map[md->bl.m].jexp/100;
- else if ( map[md->bl.m].bexp != 100 )
- job_exp=(int)((double)job_exp*((double)map[md->bl.m].jexp/100.0));
-
-
-
- //end added Lorky
- if((pid=tmpsd[i]->status.party_id)>0){ // パーティに入っている
- int j;
- for(j=0;j<pnum;j++) // 公平パーティリストにいるかどうか
- if(pt[j].id==pid)
- break;
- if(j==pnum){ // いないときは公平かどうか確認
- if((p=party_search(pid))!=NULL && p->exp!=0){
- pt[pnum].id=pid;
- pt[pnum].p=p;
- pt[pnum].base_exp=base_exp;
- pt[pnum].job_exp=job_exp;
- if(battle_config.zeny_from_mobs)
- pt[pnum].zeny=zeny; // zeny share [Valaris]
- pnum++;
- flag=0;
- }
- }else{ // いるときは公平
- if (pt[j].base_exp > UINT_MAX - base_exp)
- pt[j].base_exp=UINT_MAX;
- else
- pt[j].base_exp+=base_exp;
-
- if (pt[j].job_exp > UINT_MAX - job_exp)
- pt[j].job_exp=UINT_MAX;
- else
- pt[j].job_exp+=job_exp;
-
- if(battle_config.zeny_from_mobs)
- pt[j].zeny+=zeny; // zeny share [Valaris]
- flag=0;
- }
- }
- if(flag) { // added zeny from mobs [Valaris]
- if(base_exp > 0 || job_exp > 0)
- pc_gainexp(tmpsd[i],base_exp,job_exp);
- if (battle_config.zeny_from_mobs && zeny > 0) {
- pc_getzeny(tmpsd[i],zeny); // zeny from mobs [Valaris]
- }
- }
-
- }
- // 公平分配
- for(i=0;i<pnum;i++)
- party_exp_share(pt[i].p,md->bl.m,pt[i].base_exp,pt[i].job_exp,pt[i].zeny);
-
- // item drop
- if (!(type&1)) {
- struct item_drop_list *dlist = ers_alloc(item_drop_list_ers, struct item_drop_list);
- struct item_drop *ditem;
- 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;
-
- if (map[md->bl.m].flag.nomobloot ||
- (md->master_id && md->special_state.ai && (
- battle_config.alchemist_summon_reward == 0 || //Noone gives items
- (md->class_ != 1142 && battle_config.alchemist_summon_reward == 1) //Non Marine spheres don't drop items
- )))
- ; //No normal loot.
- else
- 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 && !battle_config.drop_rate0item)
- drop_rate = 1;
- // change drops depending on monsters size [Valaris]
- if(md->special_state.size==1 && drop_rate >= 2)
- drop_rate/=2;
- else if(md->special_state.size==2 && drop_rate > 0)
- drop_rate*=2;
- //Drops affected by luk as a fixed increase [Valaris]
- if (src && battle_config.drops_by_luk > 0)
- drop_rate += status_get_luk(src)*battle_config.drops_by_luk/100;
- //Drops affected by luk as a % increase [Skotlex]
- if (src && battle_config.drops_by_luk2 > 0)
- drop_rate += (int)(0.5+drop_rate*status_get_luk(src)*battle_config.drops_by_luk2/10000.0);
- if (sd && battle_config.pk_mode &&
- (int)(md->db->lv - sd->status.base_level) >= 20)
- drop_rate = (int)(drop_rate*1.25); // pk_mode increase drops if 20 level difference [Valaris]
-
-// if (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 && !map[md->bl.m].flag.nomobloot && 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<<race) ||
- sd->add_drop[i].race & 1<<(mode&MD_BOSS?10:11))
- {
- //check if the bonus item drop rate should be multiplied with mob level/10 [Lupus]
- if(sd->add_drop[i].rate<0) {
- //it's negative, then it should be multiplied. e.g. for Mimic,Myst Case Cards, etc
- // rate = base_rate * (mob_level/10) + 1
- drop_rate = -sd->add_drop[i].rate*(md->level/10)+1;
- 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;
- }
- 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->db->lv*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);
- }
-
- // mvp処理
- if(mvp_sd && md->db->mexp > 0 && !md->special_state.ai){
- int log_mvp[2] = {0};
- int j;
- int mexp;
- temp = ((double)md->db->mexp * (9.+(double)count)/10.); //[Gengar]
- mexp = (temp > 2147483647.)? 0x7fffffff:(int)temp;
-
- //mapflag: noexp check [Lorky]
- if (map[md->bl.m].flag.nobaseexp == 1 || map[md->bl.m].flag.nojobexp == 1) mexp=1;
- //end added [Lorky]
-
- if(mexp < 1) mexp = 1;
-
- if(use_irc && irc_announce_mvp_flag)
- irc_announce_mvp(mvp_sd,md);
-
- clif_mvp_effect(mvp_sd); // エフェクト
- clif_mvp_exp(mvp_sd,mexp);
- pc_gainexp(mvp_sd,mexp,0);
- log_mvp[1] = mexp;
- for(j=0;j<3;j++){
- i = rand() % 3;
- //mapflag: noloot check [Lorky]
- if (map[md->bl.m].flag.nomvploot == 1) break;
- //end added Lorky
-
- if(md->db->mvpitem[i].nameid <= 0)
- continue;
- drop_rate = md->db->mvpitem[i].p;
- if(drop_rate <= 0 && !battle_config.drop_rate0item)
- drop_rate = 1;
- if(drop_rate <= rand()%10000+1) //if ==0, then it doesn't drop
- continue;
- memset(&item,0,sizeof(item));
- item.nameid=md->db->mvpitem[i].nameid;
- item.identify=!itemdb_isequip3(item.nameid);
- clif_mvp_item(mvp_sd,item.nameid);
- log_mvp[0] = item.nameid;
- if(mvp_sd->weight*2 > mvp_sd->max_weight)
- map_addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd,second_sd,third_sd,1);
- else if((ret = pc_additem(mvp_sd,&item,1))) {
- clif_additem(sd,0,0,ret);
- map_addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd,second_sd,third_sd,1);
- }
-
- //A Rare MVP Drop Global Announce by Lupus
- if(drop_rate<=battle_config.rare_drop_announce) {
- struct item_data *i_data;
- char message[128];
- i_data = itemdb_exists(item.nameid);
- sprintf (message, msg_txt(541), mvp_sd?mvp_sd->status.name :"???", md->name, i_data->jname, (float)drop_rate/100);
- //MSG: "'%s' won %s's %s (chance: %%%0.02f)"
- intif_GMmessage(message,strlen(message)+1,0);
- }
-
- if(log_config.pick > 0) {//Logs items, MVP prizes [Lupus]
- log_pick((struct map_session_data*)md, "M", md->class_, item.nameid, -1, NULL);
- log_pick(mvp_sd, "P", 0, item.nameid, 1, NULL);
- }
-
- break;
- }
-
- if(log_config.mvpdrop > 0)
- log_mvpdrop(mvp_sd, md->class_, log_mvp);
- }
-
- } // [MouseJstr]
-
- // <Agit> NPC Event [OnAgitBreak]
- if(md->npc_event[0] && strcmp(((md->npc_event)+strlen(md->npc_event)-13),"::OnAgitBreak") == 0) {
- ShowNotice("MOB.C: Run NPC_Event[OnAgitBreak].\n");
- if (agit_flag == 1) //Call to Run NPC_Event[OnAgitBreak]
- guild_agit_break(md);
- }
-
- if(src && src->type == BL_MOB){
- struct mob_data *smd = (struct mob_data *)src;
- if(smd->nd){
- setd_sub(NULL, NULL, ".ai_action", 0, (void *)(int)5, &smd->nd->u.scr.script->script_vars);
- setd_sub(NULL, NULL, ".ai_action", 1, (void *)(int)md->bl.type, &smd->nd->u.scr.script->script_vars);
- setd_sub(NULL, NULL, ".ai_action", 2, (void *)md->bl.id, &smd->nd->u.scr.script->script_vars);
- setd_sub(NULL, NULL, ".ai_action", 3, (void *)smd->bl.id, &smd->nd->u.scr.script->script_vars);
- run_script(smd->nd->u.scr.script, 0, 0, smd->nd->bl.id);
- }
- }
-
- if(md->nd){
- setd_sub(NULL, NULL, ".ai_action", 0, (void *)(int)3, &md->nd->u.scr.script->script_vars);
- setd_sub(NULL, NULL, ".ai_action", 1, (void *)(int)(src?src->type:0), &md->nd->u.scr.script->script_vars);
- setd_sub(NULL, NULL, ".ai_action", 2, (void *)(src?src->id:0), &md->nd->u.scr.script->script_vars);
- setd_sub(NULL, NULL, ".ai_action", 3, (void *)md->bl.id, &md->nd->u.scr.script->script_vars);
- run_script(md->nd->u.scr.script, 0, 0, md->nd->bl.id);
- } else if(md->npc_event[0]){
- // if(battle_config.battle_log)
- // printf("mob_damage : run event : %s\n",md->npc_event);
- if(src && src->type == BL_PET)
- sd = ((struct pet_data *)src)->msd;
- if(sd && battle_config.mob_npc_event_type)
- npc_event(sd,md->npc_event,0);
- else if(mvp_sd)
- npc_event(mvp_sd,md->npc_event,0);
-
- } else if (mvp_sd) { //lordalfa
- pc_setglobalreg(mvp_sd,"killedrid",(md->class_));
- if(mvp_sd->state.event_kill_mob)
- npc_script_event(mvp_sd, NPCE_KILLNPC); // PCKillNPC [Lance]
- }
- if(md->level) md->level=0;
- map_freeblock_unlock();
- unit_remove_map(&md->bl, 1);
- return damage;
-}
-
-int mob_guardian_guildchange(struct block_list *bl,va_list ap)
-{
- struct mob_data *md;
- struct guild* g;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, md = (struct mob_data *)bl);
-
- if (!md->guardian_data)
- return 0;
-
- if (md->guardian_data->castle->guild_id == 0)
- { //Castle with no owner? Delete the guardians.
- if (md->class_ == MOBID_EMPERIUM)
- { //But don't delete the emperium, just clear it's guild-data
- md->guardian_data->guild_id = 0;
- md->guardian_data->emblem_id = 0;
- md->guardian_data->guild_name[0] = '\0';
- } else {
- if (md->guardian_data->castle->guardian[md->guardian_data->number].visible)
- { //Safe removal of guardian.
- md->guardian_data->castle->guardian[md->guardian_data->number].visible = 0;
- guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
- guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0);
- }
- unit_free(&md->bl); //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);
- return 0;
- }
-
- md->guardian_data->guild_id = md->guardian_data->castle->guild_id;
- md->guardian_data->emblem_id = g->emblem_id;
- md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP);
- memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
-
- return 1;
-}
-
-/*==========================================
- * Pick a random class for the mob
- *------------------------------------------
- */
-int mob_random_class (int *value, size_t count)
-{
- nullpo_retr(0, value);
-
- // no count specified, look into the array manually, but take only max 5 elements
- if (count < 1) {
- count = 0;
- while(count < 5 && mobdb_checkid(value[count])) count++;
- if(count < 1) // nothing found
- return 0;
- } else {
- // check if at least the first value is valid
- if(mobdb_checkid(value[0]) == 0)
- return 0;
- }
- //Pick a random value, hoping it exists. [Skotlex]
- return mobdb_checkid(value[rand()%count]);
-}
-
-/*==========================================
- * Change mob base class
- *------------------------------------------
- */
-int mob_class_change (struct mob_data *md, int class_)
-{
- unsigned int tick = gettick();
- int i, c, hp_rate;
-
- nullpo_retr(0, md);
-
- if (md->bl.prev == NULL)
- return 0;
-
- hp_rate = md->hp*100/status_get_max_hp(&md->bl);
- md->db = mob_db(class_);
- md->max_hp = md->db->max_hp; //Update the mob's max HP
- if (battle_config.monster_class_change_full_recover) {
- md->hp = md->max_hp;
- memset(md->dmglog, 0, sizeof(md->dmglog));
- md->tdmg = 0;
- } else
- md->hp = md->max_hp*hp_rate/100;
- if(md->hp > md->max_hp) md->hp = md->max_hp;
- else if(md->hp < 1) md->hp = 1;
-
- 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);
- md->speed = md->db->speed;
- md->def_ele = md->db->element;
-
- 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_);
-
- for(i=0,c=tick-1000*3600*10;i<MAX_MOBSKILL;i++)
- md->skilldelay[i] = c;
-
- if(md->lootitem == NULL && md->db->mode&MD_LOOTER)
- md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
-
- if (battle_config.show_mob_hp)
- clif_charnameack(0, &md->bl);
-
- return 0;
-}
-
-/*==========================================
- * mob回復
- *------------------------------------------
- */
-int mob_heal(struct mob_data *md,int heal)
-{
- int max_hp;
-
- nullpo_retr(0, md);
- max_hp = status_get_max_hp(&md->bl);
-
- md->hp += heal;
- if( max_hp < md->hp )
- md->hp = max_hp;
- else if (md->hp <= 0) {
- md->hp = 1;
- return mob_damage(NULL, md, 1, 0);
- }
-
- if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS) { // guardian hp update [Valaris] (updated by [Skotlex])
- if ((md->guardian_data->castle->guardian[md->guardian_data->number].hp = md->hp) <= 0)
- {
- guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
- guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0);
- }
- } // end addition
-
- if (battle_config.show_mob_hp)
- clif_charnameack(0, &md->bl);
-
- return 0;
-}
-
-
-/*==========================================
- * Added by RoVeRT
- *------------------------------------------
- */
-int mob_warpslave_sub(struct block_list *bl,va_list ap)
-{
- struct mob_data *md=(struct mob_data *)bl;
- struct block_list *master;
- 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);
-}
-
-/*==========================================
- * 画面内の取り巻きの数計算用(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;
-}
-
-/*==========================================
- * 画面内の取り巻きの数計算
- *------------------------------------------
- */
-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,mode;
-
- 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;
-
- mode = status_get_mode(&md2->bl);
-
- while(count < 5 && mobdb_checkid(value[count])) count++;
- if(count < 1) return 0;
- if (amount > 0 && amount < count) { //Do not start on 0, pick some random sub subset [Skotlex]
- k = rand()%count;
- amount+=k; //Increase final value by same amount to preserve total number to summon.
- }
- for(;k<amount;k++) {
- 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, 4, 4, 0)) {
- data.x = x;
- data.y = y;
- } else {
- data.x = md2->bl.x;
- data.y = md2->bl.y;
- }
- strcpy(data.name, "--ja--"); //These two need to be loaded from the db for each slave.
- data.level = 0;
- if (!mob_parse_dataset(&data))
- continue;
-
- md= mob_spawn_dataset(&data);
-
- if (battle_config.slaves_inherit_speed && mode&MD_CANMOVE
- && (skill_id != NPC_METAMORPHOSIS && skill_id != NPC_TRANSFORMATION))
- md->speed=md2->speed;
-
- //Inherit the aggressive mode of the master.
- if (battle_config.slaves_inherit_mode) {
- md->mode = md->db->mode;
- if (mode&MD_AGGRESSIVE)
- md->mode |= MD_AGGRESSIVE;
- else
- md->mode &=~MD_AGGRESSIVE;
- if (md->mode == md->db->mode)
- md->mode = 0; //No change.
- }
-
- md->special_state.cached= battle_config.dynamic_mobs; //[Skotlex]
-
- if (!battle_config.monster_class_change_full_recover &&
- (skill_id == NPC_TRANSFORMATION || skill_id == NPC_METAMORPHOSIS))
- { //Scale HP
- md->hp = (md->max_hp*md2->hp)/md2->max_hp;
- }
-
- if(skill_id == NPC_SUMMONSLAVE)
- md->master_id=md2->bl.id;
-
- mob_spawn(md);
- clif_skill_nodamage(&md->bl,&md->bl,skill_id,amount,1);
- }
- return 0;
-}
-
-/*==========================================
- *MOBskillから該当skillidのskillidxを返す
- *------------------------------------------
- */
-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&16))
- return 0;
-
- if ((*fr) != NULL) //A friend was already found.
- return 0;
-
- if (battle_check_target(&md->bl,bl,BCT_ENEMY)>0)
- return 0;
-
- rate = 100*status_get_hp(bl)/status_get_max_hp(bl);
-
- if (rate >= min_rate && rate <= max_rate)
- (*fr) = bl;
- return 1;
-}
-static struct block_list *mob_getfriendhprate(struct mob_data *md,int min_rate,int max_rate)
-{
- struct block_list *fr=NULL;
- int type = BL_MOB;
-
- nullpo_retr(NULL, md);
-
- if (md->special_state.ai) //Summoned creatures. [Skotlex]
- type = BL_PC;
-
- map_foreachinrange(mob_getfriendhprate_sub, &md->bl, 8, type,md,min_rate,max_rate,&fr);
- return fr;
-}
-/*==========================================
- * Check hp rate of its master
- *------------------------------------------
- */
-struct block_list *mob_getmasterhpltmaxrate(struct mob_data *md,int rate)
-{
- if (md && md->master_id > 0) {
- struct block_list *bl = map_id2bl(md->master_id);
- if (status_get_hp(bl) < status_get_max_hp(bl) * rate / 100)
- return bl;
- }
-
- return NULL;
-}
-/*==========================================
- * What a status state suits by nearby MOB is looked for.
- *------------------------------------------
- */
-int mob_getfriendstatus_sub(struct block_list *bl,va_list ap)
-{
- int cond1,cond2;
- struct mob_data **fr, *md, *mmd;
- int flag=0;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, md=(struct mob_data *)bl);
- nullpo_retr(0, mmd=va_arg(ap,struct mob_data *));
-
- if( mmd->bl.id == bl->id && !(battle_config.mob_ai&16) )
- return 0;
-
- if (battle_check_target(&mmd->bl,bl,BCT_ENEMY)>0)
- return 0;
- cond1=va_arg(ap,int);
- cond2=va_arg(ap,int);
- fr=va_arg(ap,struct mob_data **);
- if( cond2==-1 ){
- int j;
- for(j=SC_COMMON_MIN;j<=SC_COMMON_MAX && !flag;j++){
- if ((flag=(md->sc.data[j].timer!=-1))) //Once an effect was found, break out. [Skotlex]
- break;
- }
- }else
- flag=( md->sc.data[cond2].timer!=-1 );
- if( flag^( cond1==MSC_FRIENDSTATUSOFF ) )
- (*fr)=md;
-
- return 0;
-}
-struct mob_data *mob_getfriendstatus(struct mob_data *md,int cond1,int cond2)
-{
- struct mob_data *fr=NULL;
-
- nullpo_retr(0, md);
-
- map_foreachinrange(mob_getfriendstatus_sub, &md->bl, 8,
- BL_MOB,md,cond1,cond2,&fr);
- return fr;
-}
-
-/*==========================================
- * Skill use judging
- *------------------------------------------
- */
-int mobskill_use(struct mob_data *md, unsigned int tick, int event)
-{
- struct mob_skill *ms;
- struct block_list *fbl = NULL; //Friend bl, which can either be a BL_PC or BL_MOB depending on the situation. [Skotlex]
- struct mob_data *fmd = NULL;
- int i,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 < 0 && DIFF_TICK(md->ud.canact_tick, tick) > 0)
- return 0; //Skill act delay only affects non-event skills.
-
- //Pick a random starting position and loop from that.
- i = rand()%md->db->maxskill;
- 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 && md->state.skillstate != MSS_DEAD) {
- if (ms[i].state == MSS_ANY || (ms[i].state == MSS_ANYTARGET && md->target_id))
- ; //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;
-
- // 条件判定
- flag = (event == ms[i].cond1);
- //Avoid entering on defined events to avoid "hyper-active skill use" due to the overflow of calls to this function
- //in battle. The only exception is MSC_SKILLUSED which explicitly uses the event value to trigger. [Skotlex]
- if (!flag && (event == -1 || event == MSC_SKILLUSED)){
- switch (ms[i].cond1)
- {
- case MSC_ALWAYS:
- flag = 1; break;
- case MSC_MYHPLTMAXRATE: // HP< maxhp%
- flag = 100*md->hp/status_get_max_hp(&md->bl);
- flag = (flag <= c2);
- break;
- case MSC_MYHPINRATE:
- flag = 100*md->hp/status_get_max_hp(&md->bl);
- flag = (flag >= c2 && flag <= ms[i].val[0]);
- break;
- case MSC_MYSTATUSON: // status[num] on
- case MSC_MYSTATUSOFF: // status[num] off
- if (!md->sc.count) {
- flag = 0;
- } else if (ms[i].cond2 == -1) {
- int j;
- for (j = SC_COMMON_MIN; j <= SC_COMMON_MAX; j++)
- if ((flag = (md->sc.data[j].timer != -1)) != 0)
- break;
- } else {
- flag = (md->sc.data[ms[i].cond2].timer != -1);
- }
- flag ^= (ms[i].cond1 == MSC_MYSTATUSOFF); break;
- case MSC_FRIENDHPLTMAXRATE: // friend HP < maxhp%
- flag = ((fbl = mob_getfriendhprate(md, 0, ms[i].cond2)) != NULL); break;
- case MSC_FRIENDHPINRATE :
- flag = ((fbl = mob_getfriendhprate(md, ms[i].cond2, ms[i].val[0])) != NULL); break;
- case MSC_FRIENDSTATUSON: // friend status[num] on
- case MSC_FRIENDSTATUSOFF: // friend status[num] off
- flag = ((fmd = mob_getfriendstatus(md, ms[i].cond1, ms[i].cond2)) != NULL); break;
- case MSC_SLAVELT: // slave < num
- flag = (mob_countslave(&md->bl) < c2 ); break;
- case MSC_ATTACKPCGT: // attack pc > num
- flag = (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_SKILLUSED: // specificated skill used
- flag = ((event & 0xffff) == MSC_SKILLUSED && ((event >> 16) == c2 || c2 == 0)); break;
- case MSC_RUDEATTACKED:
- flag = (md->attacked_count >= 3);
- if (flag) md->attacked_count = 0; //Rude attacked count should be reset after the skill condition is met. Thanks to Komurka [Skotlex]
- break;
- case MSC_MASTERHPLTMAXRATE:
- flag = ((fbl = mob_getmasterhpltmaxrate(md, ms[i].cond2)) != NULL); break;
- case MSC_MASTERATTACKED:
- flag = (md->master_id > 0 && 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)
- {
- struct block_list *bl = NULL;
- short x = 0, y = 0;
- if (ms[i].target <= MST_AROUND) {
- switch (ms[i].target) {
- case MST_TARGET:
- case MST_AROUND5:
- case MST_AROUND6:
- case MST_AROUND7:
- case MST_AROUND8:
- bl = map_id2bl(md->target_id);
- break;
- case MST_MASTER:
- bl = &md->bl;
- if (md->master_id)
- bl = map_id2bl(md->master_id);
- if (bl) //Otherwise, fall through.
- break;
- case MST_FRIEND:
- if (fbl)
- {
- bl = fbl;
- break;
- } else if (fmd) {
- bl= &fmd->bl;
- break;
- } // else fall through
- default:
- bl = &md->bl;
- break;
- }
- if (bl != NULL) {
- x = bl->x; y=bl->y;
- }
- }
- if (x <= 0 || y <= 0)
- continue;
- // Look for an area to cast the spell around...
- if (ms[i].target >= MST_AROUND1 || ms[i].target >= MST_AROUND5) {
- int r = 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, r, r, 3);
- }
- md->skillidx = i;
- flag = unit_skilluse_pos2(&md->bl, x, y, ms[i].skill_id, ms[i].skill_lv,
- skill_castfix_sc(&md->bl, ms[i].casttime), ms[i].cancel);
- if (!flag) md->skillidx = -1; //Skill failed.
- return flag;
- } else {
- if (ms[i].target <= MST_MASTER) {
- struct block_list *bl;
- switch (ms[i].target) {
- case MST_TARGET:
- bl = map_id2bl(md->target_id);
- break;
- case MST_MASTER:
- bl = &md->bl;
- if (md->master_id)
- bl = map_id2bl(md->master_id);
- if (bl) //Otherwise, fall through.
- break;
- case MST_FRIEND:
- if (fbl) {
- bl = fbl;
- break;
- } else if (fmd) {
- bl = &fmd->bl;
- break;
- } // else fall through
- default:
- bl = &md->bl;
- break;
- }
- md->skillidx = i;
- flag = (bl && unit_skilluse_id2(&md->bl, bl->id, ms[i].skill_id, ms[i].skill_lv,
- skill_castfix_sc(&md->bl,ms[i].casttime), ms[i].cancel));
- if (!flag) md->skillidx = -1;
- return flag;
- } else {
- if (battle_config.error_log)
- ShowWarning("Wrong mob skill target 'around' for non-ground skill %d (%s). Mob %d - %s\n",
- ms[i].skill_id, skill_get_name(ms[i].skill_id), md->class_, md->db->sprite);
- continue;
- }
- }
- return 1;
- }
-
- return 0;
-}
-/*==========================================
- * Skill use event processing
- *------------------------------------------
- */
-int mobskill_event(struct mob_data *md, struct block_list *src, unsigned int tick, int flag)
-{
- int target_id, res = 0;
-
- target_id = md->target_id;
- if (!target_id || battle_config.mob_changetarget_byskill)
- md->target_id = src->id;
-
- if (flag == -1)
- res = mobskill_use(md, tick, MSC_CASTTARGETED);
- else if ((flag&0xffff) == MSC_SKILLUSED)
- res = mobskill_use(md,tick,flag);
- else if (flag&BF_SHORT)
- res = mobskill_use(md, tick, MSC_CLOSEDATTACKED);
- else if (flag&BF_LONG)
- res = mobskill_use(md, tick, MSC_LONGRANGEATTACKED);
-
- if (!res)
- //Restore previous target only if skill condition failed to trigger. [Skotlex]
- md->target_id = target_id;
- //Otherwise check if the target is an enemy, and unlock if needed.
- else if (battle_check_target(&md->bl, src, BCT_ENEMY) <= 0)
- md->target_id = target_id;
-
- return res;
-}
-
-// 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, char *map, int x, int y, const char *event, int master_id, int mode, int flag, unsigned int duration)
-{
- int class_;
- int i,j,inf,skill_id;
- struct mob_skill *ms;
-
- nullpo_retr(0, sd);
-
- for(class_=MOB_CLONE_START; class_<MOB_CLONE_END; class_++){
- if(mob_db_data[class_]==NULL)
- break;
- }
-
- if(class_>MOB_CLONE_END)
- return 0;
-
- mob_db_data[class_]=(struct mob_db*)aCalloc(1, sizeof(struct mob_db));
- 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);
- mob_db_data[class_]->max_hp=status_get_max_hp(&sd->bl);
- mob_db_data[class_]->max_sp=0;
- mob_db_data[class_]->base_exp=1;
- mob_db_data[class_]->job_exp=1;
- mob_db_data[class_]->range=status_get_range(&sd->bl);
- mob_db_data[class_]->atk1=status_get_batk(&sd->bl); //Base attack as minimum damage.
- mob_db_data[class_]->atk2=mob_db_data[class_]->atk1 + status_get_atk(&sd->bl)+status_get_atk2(&sd->bl); //batk + weapon dmg
- mob_db_data[class_]->def=status_get_def(&sd->bl);
- mob_db_data[class_]->mdef=status_get_mdef(&sd->bl);
- mob_db_data[class_]->str=status_get_str(&sd->bl);
- mob_db_data[class_]->agi=status_get_agi(&sd->bl);
- mob_db_data[class_]->vit=status_get_vit(&sd->bl);
- mob_db_data[class_]->int_=status_get_int(&sd->bl);
- mob_db_data[class_]->dex=status_get_dex(&sd->bl);
- mob_db_data[class_]->luk=status_get_luk(&sd->bl);
- mob_db_data[class_]->range2=AREA_SIZE*2/3; //Chase area of 2/3rds of a screen.
- mob_db_data[class_]->range3=AREA_SIZE; //Let them have the same view-range as players.
- mob_db_data[class_]->size=status_get_size(&sd->bl);
- mob_db_data[class_]->race=status_get_race(&sd->bl);
- mob_db_data[class_]->element=status_get_element(&sd->bl);
- mob_db_data[class_]->mode=mode?mode:(MD_AGGRESSIVE|MD_ASSIST|MD_CASTSENSOR|MD_CANATTACK|MD_CANMOVE);
- mob_db_data[class_]->speed=status_get_speed(&sd->bl);
- mob_db_data[class_]->adelay=status_get_adelay(&sd->bl);
- mob_db_data[class_]->amotion=status_get_amotion(&sd->bl);
- mob_db_data[class_]->dmotion=status_get_dmotion(&sd->bl);
- memcpy(&mob_db_data[class_]->vd, &sd->vd, sizeof(struct view_data));
- 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)))
- 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) {
- //Normal aggressive mob, disable skills that cannot help them fight
- //against players (those with flags UF_NOMOB and UF_NOPC are specific
- //to always aid players!) [Skotlex]
- if (!(flag&1) && skill_get_unit_flag(skill_id)&(UF_NOMOB|UF_NOPC))
- continue;
- 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:
- ms[i].state = MSS_BERSERK;
- ms[i].target = MST_TARGET;
- ms[i].cond1 = MSC_ALWAYS;
- ms[i].permillage = skill_id==TF_DOUBLE?(ms[i].skill_lv*500):(3000-ms[i].skill_lv*100);
- ms[i].delay -= 5000; //Remove the added delay as these could trigger on "all hits".
- break;
- default: //Untreated Skill
- continue;
- }
- }
- if (battle_config.mob_skill_rate!= 100)
- ms[i].permillage = ms[i].permillage*battle_config.mob_skill_rate/100;
- if (battle_config.mob_skill_delay != 100)
- ms[i].delay = ms[i].delay*battle_config.mob_skill_delay/100;
-
- mob_db_data[class_]->maxskill = ++i;
- }
- //Finally, spawn it.
- i = mob_once_spawn(sd,(char*)map,x,y,"--en--",class_,1,event);
- if ((master_id || flag || duration) && i) { //Further manipulate crafted char.
- struct mob_data* md = (struct mob_data*)map_id2bl(i);
- if (md && md->bl.type == BL_MOB) {
- if (flag&1) //Friendly Character
- md->special_state.ai = 1;
- if (master_id) //Attach to Master
- md->master_id = master_id;
- if (duration) //Auto Delete after a while.
- md->deletetimer = add_timer (gettick() + duration, mob_timer_delete, i, 0);
- }
-#if 0
- //I am playing with this for packet-research purposes, enable it if you want, but don't remove it :X [Skotlex]
- //Guardian data
- if (sd->status.guild_id) {
- struct guild* g = guild_search(sd->status.guild_id);
- md->guardian_data = aCalloc(1, sizeof(struct guardian_data));
- md->guardian_data->castle = NULL;
- md->guardian_data->number = MAX_GUARDIANS;
- md->guardian_data->guild_id = sd->status.guild_id;
- if (g)
- {
- md->guardian_data->emblem_id = g->emblem_id;
- memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
- }
- }
-#endif
- }
-
- return i;
-}
-
-int mob_clone_delete(int class_)
-{
- 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;
-}
-
-//
-// 初期化
-//
-/*==========================================
- * 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->max_hp=1000;
- mob_dummy->max_sp=1;
- mob_dummy->base_exp=2;
- mob_dummy->job_exp=1;
- mob_dummy->range=1;
- mob_dummy->atk1=7;
- mob_dummy->atk2=10;
- mob_dummy->def=0;
- mob_dummy->mdef=0;
- mob_dummy->str=1;
- mob_dummy->agi=1;
- mob_dummy->vit=1;
- mob_dummy->int_=1;
- mob_dummy->dex=6;
- mob_dummy->luk=2;
- mob_dummy->range2=10;
- mob_dummy->range3=10;
- mob_dummy->race=0;
- mob_dummy->element=0;
- mob_dummy->mode=0;
- mob_dummy->speed=300;
- mob_dummy->adelay=1000;
- mob_dummy->amotion=500;
- mob_dummy->dmotion=500;
- return 0;
-}
-
-//Adjusts the drop rate of item according to the criteria given. [Skotlex]
-static unsigned int mob_drop_adjust(unsigned 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 (rate>rate_max)?rate_max:((rate<rate_min)?rate_min:rate);
-}
-/*==========================================
- * mob_db.txt reading
- *------------------------------------------
- */
-static int mob_readdb(void)
-{
- FILE *fp;
- char line[1024];
- char *filename[]={ "mob_db.txt","mob_db2.txt" };
- int class_, i, fi, k;
-
- for(fi=0;fi<2;fi++){
- sprintf(line, "%s/%s", db_path, filename[fi]);
- fp=fopen(line,"r");
- if(fp==NULL){
- if(fi>0)
- continue;
- return -1;
- }
- while(fgets(line,1020,fp)){
- double exp, maxhp;
- char *str[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;
- }
-
- class_ = atoi(str[0]);
- if (class_ == 0)
- continue; //Leave blank lines alone... [Skotlex]
-
- if (class_ <= 1000 || class_ > MAX_MOB_DB)
- {
- ShowWarning("Mob with ID: %d not loaded. ID must be in range [%d-%d]\n", class_, 1000, MAX_MOB_DB);
- continue;
- } else if (pcdb_checkid(class_))
- {
- ShowWarning("Mob with ID: %d not loaded. That ID is reserved for player classes.\n");
- continue;
- }
- if (mob_db_data[class_] == NULL)
- mob_db_data[class_] = aCalloc(1, sizeof (struct mob_data));
-
- mob_db_data[class_]->vd.class_ = class_;
- memcpy(mob_db_data[class_]->sprite, str[1], NAME_LENGTH-1);
- memcpy(mob_db_data[class_]->jname, str[2], NAME_LENGTH-1);
- memcpy(mob_db_data[class_]->name, str[3], NAME_LENGTH-1);
- mob_db_data[class_]->lv = atoi(str[4]);
- mob_db_data[class_]->max_hp = atoi(str[5]);
- mob_db_data[class_]->max_sp = atoi(str[6]);
-
- exp = (double)atoi(str[7]) * (double)battle_config.base_exp_rate / 100.;
- if (exp < 0)
- mob_db_data[class_]->base_exp = 0;
- if (exp > UINT_MAX)
- mob_db_data[class_]->base_exp = UINT_MAX;
- else
- mob_db_data[class_]->base_exp = (unsigned int)exp;
-
- exp = (double)atoi(str[8]) * (double)battle_config.job_exp_rate / 100.;
- if (exp < 0)
- mob_db_data[class_]->job_exp = 0;
- else if (exp > UINT_MAX)
- mob_db_data[class_]->job_exp = UINT_MAX;
- else
- mob_db_data[class_]->job_exp = (unsigned int)exp;
-
- mob_db_data[class_]->range=atoi(str[9]);
- mob_db_data[class_]->atk1=atoi(str[10]);
- mob_db_data[class_]->atk2=atoi(str[11]);
- mob_db_data[class_]->def=atoi(str[12]);
- mob_db_data[class_]->mdef=atoi(str[13]);
- mob_db_data[class_]->str=atoi(str[14]);
- mob_db_data[class_]->agi=atoi(str[15]);
- mob_db_data[class_]->vit=atoi(str[16]);
- mob_db_data[class_]->int_=atoi(str[17]);
- mob_db_data[class_]->dex=atoi(str[18]);
- mob_db_data[class_]->luk=atoi(str[19]);
- mob_db_data[class_]->range2=atoi(str[20]);
- mob_db_data[class_]->range3=atoi(str[21]);
- if (battle_config.view_range_rate!=100)
- {
- mob_db_data[class_]->range2=
- mob_db_data[class_]->range2
- *battle_config.view_range_rate/100;
- if (mob_db_data[class_]->range2<1)
- mob_db_data[class_]->range2=1;
- }
- if (battle_config.chase_range_rate!=100)
- {
- mob_db_data[class_]->range3=
- mob_db_data[class_]->range3
- *battle_config.chase_range_rate/100;
- if (mob_db_data[class_]->range3<mob_db_data[class_]->range2)
- mob_db_data[class_]->range3=mob_db_data[class_]->range2;
- }
- mob_db_data[class_]->size=atoi(str[22]);
- mob_db_data[class_]->race=atoi(str[23]);
- mob_db_data[class_]->element=atoi(str[24]);
- mob_db_data[class_]->mode=atoi(str[25]);
- mob_db_data[class_]->speed=atoi(str[26]);
- mob_db_data[class_]->adelay=atoi(str[27]);
- mob_db_data[class_]->amotion=atoi(str[28]);
- mob_db_data[class_]->dmotion=atoi(str[29]);
-
- // MVP EXP Bonus, Chance: MEXP,ExpPer
- mob_db_data[class_]->mexp=atoi(str[30])*battle_config.mvp_exp_rate/100;
- mob_db_data[class_]->mexpper=atoi(str[31]);
- //Now that we know if it is an mvp or not,
- //apply battle_config modifiers [Skotlex]
- maxhp = (double)mob_db_data[class_]->max_hp;
- if (mob_db_data[class_]->mexp > 0)
- { //Mvp
- if (battle_config.mvp_hp_rate != 100)
- maxhp = maxhp * (double)battle_config.mvp_hp_rate /100.;
- } else if (battle_config.monster_hp_rate != 100) //Normal mob
- maxhp = maxhp * (double)battle_config.monster_hp_rate /100.;
- if (maxhp < 1) maxhp = 1;
- else if (maxhp > INT_MAX) maxhp = INT_MAX;
- mob_db_data[class_]->max_hp = (int)maxhp;
-
- // MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per
- for(i=0;i<3;i++){
- struct item_data *id;
- mob_db_data[class_]->mvpitem[i].nameid=atoi(str[32+i*2]);
- if (!mob_db_data[class_]->mvpitem[i].nameid) {
- //No item....
- mob_db_data[class_]->mvpitem[i].p = 0;
- continue;
- }
- mob_db_data[class_]->mvpitem[i].p= mob_drop_adjust(atoi(str[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 (mob_db_data[class_]->mvpitem[i].p) {
- id = itemdb_search(mob_db_data[class_]->mvpitem[i].nameid);
- if (id->maxchance==10000 || (id->maxchance < mob_db_data[class_]->mvpitem[i].p/10+1) ) {
- //item has bigger drop chance or sold in shops
- id->maxchance = mob_db_data[class_]->mvpitem[i].p/10+1; //reduce MVP drop info to not spoil common drop rate
- }
- }
- }
-
- 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;
- mob_db_data[class_]->dropitem[i].nameid=atoi(str[k]);
- if (!mob_db_data[class_]->dropitem[i].nameid) {
- //No drop.
- mob_db_data[class_]->dropitem[i].p = 0;
- continue;
- }
- type = itemdb_type(mob_db_data[class_]->dropitem[i].nameid);
- rate = atoi(str[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 0:
- if (mob_db_data[class_]->mode&MD_BOSS)
- rate_adjust = battle_config.item_rate_heal_boss;
- else {
- rate_adjust = battle_config.item_rate_heal;
- }
- ratemin = battle_config.item_drop_heal_min;
- ratemax = battle_config.item_drop_heal_max;
- break;
- case 2:
- if (mob_db_data[class_]->mode&MD_BOSS)
- rate_adjust = battle_config.item_rate_use_boss;
- else {
- rate_adjust = battle_config.item_rate_use;
- }
- ratemin = battle_config.item_drop_use_min;
- ratemax = battle_config.item_drop_use_max;
- break;
- case 4:
- case 5:
- case 8: // Changed to include Pet Equip
- if (mob_db_data[class_]->mode&MD_BOSS)
- rate_adjust = battle_config.item_rate_equip_boss;
- else {
- rate_adjust = battle_config.item_rate_equip;
- }
- ratemin = battle_config.item_drop_equip_min;
- ratemax = battle_config.item_drop_equip_max;
- break;
- case 6:
- if (mob_db_data[class_]->mode&MD_BOSS)
- rate_adjust = battle_config.item_rate_card_boss;
- else {
- rate_adjust = battle_config.item_rate_card;
- }
- ratemin = battle_config.item_drop_card_min;
- ratemax = battle_config.item_drop_card_max;
- break;
- default:
- if (mob_db_data[class_]->mode&MD_BOSS)
- rate_adjust = battle_config.item_rate_common_boss;
- else {
- rate_adjust = battle_config.item_rate_common;
- }
- ratemin = battle_config.item_drop_common_min;
- ratemax = battle_config.item_drop_common_max;
- break;
- }
- mob_db_data[class_]->dropitem[i].p = mob_drop_adjust(rate, rate_adjust, ratemin, ratemax);
-
- //calculate and store Max available drop chance of the item
- if (mob_db_data[class_]->dropitem[i].p &&
- (class_ < 1324 || class_ > 1363) //Skip treasure chests.
- ) {
- id = itemdb_search(mob_db_data[class_]->dropitem[i].nameid);
- if (id->maxchance==10000 || (id->maxchance < mob_db_data[class_]->dropitem[i].p) ) {
- //item has bigger drop chance or sold in shops
- id->maxchance = mob_db_data[class_]->dropitem[i].p;
- }
- for (k = 0; k< MAX_SEARCH; k++) {
- if (id->mob[k].chance < mob_db_data[class_]->dropitem[i].p && id->mob[k].id != class_)
- break;
- }
- if (k == MAX_SEARCH)
- continue;
-
- memmove(&id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0]));
- id->mob[k].chance = mob_db_data[class_]->dropitem[i].p;
- id->mob[k].id = class_;
- }
- }
-
- if (mob_db_data[class_]->max_hp <= 0) {
- ShowWarning ("Mob %d (%s) has no HP, using poring data for it\n", class_, mob_db_data[class_]->sprite);
- mob_makedummymobdb(class_);
- }
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",filename[fi]);
- }
- return 0;
-}
-
-/*==========================================
- * MOB display graphic change data reading
- *------------------------------------------
- */
-static int mob_readdb_mobavail(void)
-{
- FILE *fp;
- char line[1024];
- int ln=0;
- int class_,j,k;
- char *str[20],*p,*np;
-
- sprintf(line, "%s/mob_avail.txt", db_path);
- if( (fp=fopen(line,"r"))==NULL ){
- ShowError("can't read %s\n", line);
- return -1;
- }
-
- while(fgets(line,1020,fp)){
- if(line[0]=='/' && line[1]=='/')
- continue;
- memset(str,0,sizeof(str));
-
- for(j=0,p=line;j<12;j++){
- if((np=strchr(p,','))!=NULL){
- str[j]=p;
- *np=0;
- p=np+1;
- } else
- str[j]=p;
- }
-
- if(str[0]==NULL)
- continue;
-
- class_=atoi(str[0]);
- if (class_ == 0)
- continue; //Leave blank lines alone... [Skotlex]
-
- if(mob_db(class_) == mob_dummy) // 値が異常なら処理しない。
- 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" };
-
- for(i=0;i<MAX_RANDOMMONSTER;i++){
- mob_db_data[0]->summonper[i] = 1002; // 設定し忘れた場合はポリンが出るようにしておく
- 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 },
- { "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) {
- ShowWarning("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) {
- ShowWarning("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
- ShowError("mob_skill: Unrecognized state %s at %s, line %d\n", sp[2], filename[x], count);
-
- //Skill ID
- j=atoi(sp[3]);
- if (j<=0 || j>MAX_SKILL_DB) //fixed Lupus
- {
- if (mob_id < 0)
- ShowWarning("Invalid Skill ID (%d) for all mobs\n", j);
- else
- ShowWarning("Invalid Skill ID (%d) for mob %d (%s)\n", j, mob_id, mob_db_data[mob_id]->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;
- }
- ms->cond1=-1;
- tmp = sizeof(cond1)/sizeof(cond1[0]);
- for(j=0;j<tmp && strcmp(sp[10],cond1[j].str);j++);
- if (j < tmp)
- ms->cond1=cond1[j].id;
- else
- ShowError("mob_skill: Unrecognized condition 1 %s at %s, line %d\n", sp[10], filename[x], count);
-
- ms->cond2=atoi(sp[11]);
- tmp = sizeof(cond2)/sizeof(cond2[0]);
- for(j=0;j<tmp && strcmp(sp[11],cond2[j].str);j++);
- if (j < tmp)
- ms->cond2=cond2[j].id;
-
- ms->val[0]=atoi(sp[12]);
- ms->val[1]=atoi(sp[13]);
- ms->val[2]=atoi(sp[14]);
- ms->val[3]=atoi(sp[15]);
- ms->val[4]=atoi(sp[16]);
- if(sp[17] != NULL && strlen(sp[17])>2)
- ms->emotion=atoi(sp[17]);
- else
- ms->emotion=-1;
- if (mob_id < 0)
- { //Set this skill to ALL mobs. [Skotlex]
- mob_id *= -1;
- for (i = 1; i < MAX_MOB_DB; i++)
- {
- if (mob_db_data[i] == NULL)
- continue;
- if (mob_db_data[i]->mode&MD_BOSS)
- {
- if (!(mob_id&2)) //Skill not for bosses
- continue;
- } else
- if (!(mob_id&1)) //Skill not for normal enemies.
- continue;
-
- for(j=0;j<MAX_MOBSKILL;j++)
- if( mob_db_data[i]->skill[j].skill_id == 0)
- break;
- if(j==MAX_MOBSKILL)
- continue;
-
- memcpy (&mob_db_data[i]->skill[j], ms, sizeof(struct mob_skill));
- mob_db_data[i]->maxskill=j+1;
- }
- } else //Skill set on a single mob.
- mob_db_data[mob_id]->maxskill=i+1;
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",filename[x]);
- }
- return 0;
-}
-/*==========================================
- * mob_race_db.txt reading
- *------------------------------------------
- */
-static int mob_readdb_race(void)
-{
- FILE *fp;
- char line[1024];
- int race,j,k;
- char *str[20],*p,*np;
-
- sprintf(line, "%s/mob_race2_db.txt", db_path);
- if( (fp=fopen(line,"r"))==NULL ){
- ShowError("can't read %s\n", line);
- return -1;
- }
-
- while(fgets(line,1020,fp)){
- if(line[0]=='/' && line[1]=='/')
- continue;
- memset(str,0,sizeof(str));
-
- for(j=0,p=line;j<12;j++){
- if((np=strchr(p,','))!=NULL){
- str[j]=p;
- *np=0;
- p=np+1;
- } else
- str[j]=p;
- }
- if(str[0]==NULL)
- continue;
-
- race=atoi(str[0]);
- if (race < 0 || race >= MAX_MOB_RACE_DB)
- continue;
-
- for (j=1; j<20; j++) {
- if (!str[j])
- break;
- k=atoi(str[j]);
- if (mob_db(k) == mob_dummy)
- continue;
- mob_db_data[k]->race2 = race;
- }
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","mob_race2_db.txt");
- return 0;
-}
-
-#ifndef TXT_ONLY
-/*==========================================
- * SQL reading
- *------------------------------------------
- */
-static int mob_read_sqldb(void)
-{
- const char unknown_str[NAME_LENGTH] ="unknown";
- int i, fi, class_, k;
- double exp, maxhp;
- long unsigned int ln = 0;
- char *mob_db_name[] = { mob_db_db, mob_db2_db };
-
- //For easier handling of converting. [Skotlex]
-#define TO_INT(a) (sql_row[a]==NULL?0:atoi(sql_row[a]))
-#define TO_STR(a) (sql_row[a]==NULL?unknown_str:sql_row[a])
-
- for (fi = 0; fi < 2; fi++) {
- sprintf (tmp_sql, "SELECT * FROM `%s`", mob_db_name[fi]);
- if (mysql_query(&mmysql_handle, tmp_sql)) {
- ShowSQL("DB error (%s) - %s\n", mob_db_name[fi], mysql_error(&mmysql_handle));
- ShowDebug("at %s:%d - %s\n", __FILE__,__LINE__,tmp_sql);
- continue;
- }
- sql_res = mysql_store_result(&mmysql_handle);
- if (sql_res) {
- while((sql_row = mysql_fetch_row(sql_res))){
- class_ = TO_INT(0);
- if (class_ <= 1000 || class_ > MAX_MOB_DB)
- {
- ShowWarning("Mob with ID: %d not loaded. ID must be in range [%d-%d]\n", class_, 1000, MAX_MOB_DB);
- continue;
- } else if (pcdb_checkid(class_))
- {
- ShowWarning("Mob with ID: %d not loaded. That ID is reserved for Upper Classes.\n");
- continue;
- }
- if (mob_db_data[class_] == NULL)
- mob_db_data[class_] = aCalloc(1, sizeof (struct mob_data));
-
- ln++;
-
- mob_db_data[class_]->vd.class_ = class_;
- memcpy(mob_db_data[class_]->sprite, TO_STR(1), NAME_LENGTH-1);
- memcpy(mob_db_data[class_]->jname, TO_STR(2), NAME_LENGTH-1);
- memcpy(mob_db_data[class_]->name, TO_STR(3), NAME_LENGTH-1);
- mob_db_data[class_]->lv = TO_INT(4);
- mob_db_data[class_]->max_hp = TO_INT(5);
- mob_db_data[class_]->max_sp = TO_INT(6);
-
- exp = (double)TO_INT(7) * (double)battle_config.base_exp_rate / 100.;
- if (exp < 0)
- mob_db_data[class_]->base_exp = 0;
- else if (exp > UINT_MAX)
- mob_db_data[class_]->base_exp = UINT_MAX;
- else
- mob_db_data[class_]->base_exp = (unsigned int)exp;
-
- exp = (double)TO_INT(8) * (double)battle_config.job_exp_rate / 100.;
- if (exp < 0)
- mob_db_data[class_]->job_exp = 0;
- else if (exp > UINT_MAX)
- mob_db_data[class_]->job_exp = UINT_MAX;
- else
- mob_db_data[class_]->job_exp = (unsigned int)exp;
-
- mob_db_data[class_]->range = TO_INT(9);
- mob_db_data[class_]->atk1 = TO_INT(10);
- mob_db_data[class_]->atk2 = TO_INT(11);
- mob_db_data[class_]->def = TO_INT(12);
- mob_db_data[class_]->mdef = TO_INT(13);
- mob_db_data[class_]->str = TO_INT(14);
- mob_db_data[class_]->agi = TO_INT(15);
- mob_db_data[class_]->vit = TO_INT(16);
- mob_db_data[class_]->int_ = TO_INT(17);
- mob_db_data[class_]->dex = TO_INT(18);
- mob_db_data[class_]->luk = TO_INT(19);
- mob_db_data[class_]->range2 = TO_INT(20);
- mob_db_data[class_]->range3 = TO_INT(21);
- mob_db_data[class_]->size = TO_INT(22);
- mob_db_data[class_]->race = TO_INT(23);
- mob_db_data[class_]->element = TO_INT(24);
- mob_db_data[class_]->mode = TO_INT(25);
- mob_db_data[class_]->speed = TO_INT(26);
- mob_db_data[class_]->adelay = TO_INT(27);
- mob_db_data[class_]->amotion = TO_INT(28);
- mob_db_data[class_]->dmotion = TO_INT(29);
-
- // MVP EXP Bonus, Chance: MEXP,ExpPer
- mob_db_data[class_]->mexp = TO_INT(30) * battle_config.mvp_exp_rate / 100;
- mob_db_data[class_]->mexpper = TO_INT(31);
- //Now that we know if it is an mvp or not,
- //apply battle_config modifiers [Skotlex]
- maxhp = (double)mob_db_data[class_]->max_hp;
- if (mob_db_data[class_]->mexp > 0)
- { //Mvp
- if (battle_config.mvp_hp_rate != 100)
- maxhp = maxhp * (double)battle_config.mvp_hp_rate /100.;
- } else if (battle_config.monster_hp_rate != 100) //Normal mob
- maxhp = maxhp * (double)battle_config.monster_hp_rate /100.;
- if (maxhp < 0) maxhp = 1;
- else if (maxhp > INT_MAX) maxhp = INT_MAX;
- mob_db_data[class_]->max_hp = (int)maxhp;
-
- // MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per
- for (i=0; i<3; i++) {
- struct item_data *id;
- mob_db_data[class_]->mvpitem[i].nameid = TO_INT(32+i*2);
- if (!mob_db_data[class_]->mvpitem[i].nameid) {
- //No item....
- mob_db_data[class_]->mvpitem[i].p = 0;
- continue;
- }
- mob_db_data[class_]->mvpitem[i].p = mob_drop_adjust(TO_INT(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
- id = itemdb_search(mob_db_data[class_]->mvpitem[i].nameid);
- if (mob_db_data[class_]->mvpitem[i].p) {
- if (id->maxchance==10000 || (id->maxchance < mob_db_data[class_]->mvpitem[i].p/10+1) ) {
- //item has bigger drop chance or sold in shops
- id->maxchance = mob_db_data[class_]->mvpitem[i].p/10+1; //reduce MVP drop info to not spoil common drop rate
- }
- }
- }
-
- for (i = 0; i < MAX_MOB_DROP; i++){ // 8 -> 10 Lupus
- int rate = 0, rate_adjust, type;
- unsigned short ratemin, ratemax;
- struct item_data *id;
- k=38+i*2;
- mob_db_data[class_]->dropitem[i].nameid=TO_INT(k);
- if (!mob_db_data[class_]->dropitem[i].nameid) {
- //No drop.
- mob_db_data[class_]->dropitem[i].p = 0;
- continue;
- }
- type = itemdb_type(mob_db_data[class_]->dropitem[i].nameid);
- rate = TO_INT(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 0: // Val added heal restrictions
- if (mob_db_data[class_]->mode&MD_BOSS)
- rate_adjust = battle_config.item_rate_heal_boss;
- else {
- rate_adjust = battle_config.item_rate_heal;
- }
- ratemin = battle_config.item_drop_heal_min;
- ratemax = battle_config.item_drop_heal_max;
- break;
- case 2:
- if (mob_db_data[class_]->mode&MD_BOSS)
- rate_adjust = battle_config.item_rate_use_boss;
- else {
- rate_adjust = battle_config.item_rate_use;
- }
- ratemin = battle_config.item_drop_use_min;
- ratemax = battle_config.item_drop_use_max;
- break;
- case 4:
- case 5:
- case 8: // Changed to include Pet Equip
- if (mob_db_data[class_]->mode&MD_BOSS)
- rate_adjust = battle_config.item_rate_equip_boss;
- else {
- rate_adjust = battle_config.item_rate_equip;
- }
- ratemin = battle_config.item_drop_equip_min;
- ratemax = battle_config.item_drop_equip_max;
- break;
- case 6:
- if (mob_db_data[class_]->mode&MD_BOSS)
- rate_adjust = battle_config.item_rate_card_boss;
- else {
- rate_adjust = battle_config.item_rate_card;
- }
- ratemin = battle_config.item_drop_card_min;
- ratemax = battle_config.item_drop_card_max;
- break;
- default:
- if (mob_db_data[class_]->mode&MD_BOSS)
- rate_adjust = battle_config.item_rate_common_boss;
- else {
- rate_adjust = battle_config.item_rate_common;
- }
- ratemin = battle_config.item_drop_common_min;
- ratemax = battle_config.item_drop_common_max;
- break;
- }
- mob_db_data[class_]->dropitem[i].p = mob_drop_adjust(rate, rate_adjust, ratemin, ratemax);
-
- //calculate and store Max available drop chance of the item
- if (mob_db_data[class_]->dropitem[i].p) {
- id = itemdb_search(mob_db_data[class_]->dropitem[i].nameid);
- if (id->maxchance==10000 || (id->maxchance < mob_db_data[class_]->dropitem[i].p) ) {
- //item has bigger drop chance or sold in shops
- id->maxchance = mob_db_data[class_]->dropitem[i].p;
- }
- for (k = 0; k< MAX_SEARCH; k++) {
- if (id->mob[k].chance < mob_db_data[class_]->dropitem[i].p && id->mob[k].id != class_)
- break;
- }
- if (k == MAX_SEARCH)
- continue;
-
- memmove(&id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0]));
- id->mob[k].chance = mob_db_data[class_]->dropitem[i].p;
- id->mob[k].id = class_;
- }
- }
- if (mob_db_data[class_]->max_hp <= 0) {
- ShowWarning ("Mob %d (%s) has no HP, using poring data for it\n", class_, mob_db_data[class_]->sprite);
- mob_makedummymobdb(class_);
- }
- }
-
- mysql_free_result(sql_res);
- ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", ln, mob_db_name[fi]);
- ln = 0;
- }
- }
- return 0;
-}
-#endif /* not TXT_ONLY */
-
-void mob_reload(void)
-{
- int i;
-#ifndef TXT_ONLY
- if(db_use_sqldbs)
- mob_read_sqldb();
- else
-#endif /* TXT_ONLY */
- mob_readdb();
-
- mob_readdb_mobavail();
- mob_read_randommonster();
-
- //Mob skills need to be cleared before re-reading them. [Skotlex]
- for (i = 0; i < MAX_MOB_DB; i++)
- if (mob_db_data[i])
- {
- memset(&mob_db_data[i]->skill,0,sizeof(mob_db_data[i]->skill));
- mob_db_data[i]->maxskill=0;
- }
- mob_readskilldb();
- mob_readdb_race();
-}
-
-/*==========================================
- * Circumference initialization of mob
- *------------------------------------------
- */
-int do_init_mob(void)
-{ //Initialize the mob database
- memset(mob_db_data,0,sizeof(mob_db_data)); //Clear the array
- mob_db_data[0] = aCalloc(1, sizeof (struct mob_data)); //This mob is used for random spawns
- mob_makedummymobdb(0); //The first time this is invoked, it creates the dummy mob
- item_drop_ers = ers_new((uint32)sizeof(struct item_drop));
- item_drop_list_ers = ers_new((uint32)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;
-}
+// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
+// For more information, see LICENCE in the main folder
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <stdarg.h>
+#include <string.h>
+#include <math.h>
+#include <limits.h>
+
+#include "../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 "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 MIN_MOBTHINKTIME 100
+#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 MOB_SLAVEDISTANCE 2 //Distance that slaves should keep from their master.
+
+#define MAX_MINCHASE 30 //Max minimum chase value to use for mobs.
+//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(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 (strlen(data->eventname) >= 50)
+ return 0;
+
+ if (data->eventname[0] && strlen(data->eventname) <= 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.
+ }
+ }
+ 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.
+ * &2: Apply a monster check level.
+ * lv: Mob level to check against
+ *------------------------------------------
+ */
+
+int mob_get_random_id(int type, int flag, int lv) {
+ struct mob_db *mob;
+ int i=0, k=0, class_;
+ if(type < 0 || type >= MAX_RANDOMMONSTER) {
+ if (battle_config.error_log)
+ ShowError("mob_get_random_id: Invalid type (%d) of random monster.\n", type);
+ return 0;
+ }
+ do {
+ class_ = rand() % MAX_MOB_DB;
+ if (flag&1)
+ k = rand() % 1000000;
+ mob = mob_db(class_);
+ } while ((mob == mob_dummy || mob->summonper[type] <= k ||
+ (flag&2 && lv < mob->lv)) && (i++) < MAX_MOB_DB);
+ if(i >= MAX_MOB_DB)
+ class_ = mob_db_data[0]->summonper[type];
+ return class_;
+}
+
+
+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_;
+ strncpy(data.name, mobname, NAME_LENGTH-1);
+ 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, 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) // 値が異常なら召喚を止める
+ 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,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) // 値が異常なら召喚を止める
+ 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); //Remove guardian.
+ }
+ return 0;
+ }
+ md->guardian_data->emblem_id = g->emblem_id;
+ memcpy (md->guardian_data->guild_name, g->name, NAME_LENGTH);
+ md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP);
+ return 0;
+}
+
+/*==========================================
+ * Summoning Guardians [Valaris]
+ *------------------------------------------
+ */
+int mob_spawn_guardian(struct map_session_data *sd,char *mapname,
+ int x,int y,const char *mobname,int class_,int amount,const char *event,int guardian)
+{
+ struct mob_data *md=NULL;
+ struct spawn_data data;
+ struct guild *g=NULL;
+ struct guild_castle *gc;
+ int m, count;
+ memset(&data, 0, sizeof(struct spawn_data));
+ data.num = 1;
+
+ if( sd && strcmp(mapname,"this")==0)
+ m=sd->bl.m;
+ else
+ m=map_mapname2mapid(mapname);
+
+ if(m<0 || amount<=0)
+ return 0;
+ data.m = m;
+ data.num = amount;
+ if(class_<0)
+ 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 (amount > 1)
+ ShowWarning("mob_spawn_guardian: Spawning %d guardians in position %d (castle map %s)\n", amount, map[m].name);
+
+ if(sd){
+ if(x<=0) x=sd->bl.x;
+ if(y<=0) y=sd->bl.y;
+ }
+ else if(x<=0 || y<=0)
+ ShowWarning("mob_spawn_guardian: Invalid coordinates (%d,%d)\n",x,y);
+ 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)
+ ShowWarning("mob_spawn_guardian: Spawning guardian in position %d which already has a guardian (castle map %s)\n", guardian, map[m].name);
+
+ for(count=0;count<data.num;count++){
+ 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 (amount>0)?md->bl.id:0;
+}
+
+/*==========================================
+ * Reachability to a Specification ID existence place
+ * state indicates type of 'seek' mob should do:
+ * - MSS_LOOT: Looking for item, path must be easy.
+ * - MSS_RUSH: Chasing attacking player, path is determined by mob_ai&1
+ * - MSS_FOLLOW: Initiative/support seek, path must be easy.
+ *------------------------------------------
+ */
+int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state)
+{
+ int easy = 0;
+
+ nullpo_retr(0, md);
+ nullpo_retr(0, bl);
+ switch (state) {
+ case MSS_RUSH:
+ easy = (battle_config.mob_ai&1?0:1);
+ break;
+ case MSS_LOOT:
+ case MSS_FOLLOW:
+ default:
+ easy = 1;
+ break;
+ }
+ 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);
+
+ 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;
+}
+
+/*==========================================
+ * 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 = tick;
+ md->last_thinktime = tick -MIN_MOBTHINKTIME;
+ if (md->bl.prev != NULL)
+ unit_remove_map(&md->bl,2);
+ else if (md->vd->class_ != md->class_) {
+ status_set_viewdata(&md->bl, md->class_);
+ md->db = mob_db(md->class_);
+ if (md->spawn)
+ memcpy(md->name,md->spawn->name,NAME_LENGTH);
+ else if (battle_config.override_mob_names == 1)
+ memcpy(md->name,md->db->name,NAME_LENGTH);
+ else
+ memcpy(md->name,md->db->jname,NAME_LENGTH);
+ }
+
+ if (md->spawn) { //Respawn data
+ md->bl.m = md->spawn->m;
+
+ if ((md->spawn->x == 0 && md->spawn->y == 0) || md->spawn->xs || md->spawn->ys)
+ { //Monster can be spawned on an area.
+ short x, y, xs, ys;
+ if (md->spawn->x == 0 && md->spawn->y == 0)
+ xs = ys = -1;
+ else {
+ x = md->spawn->x;
+ y = md->spawn->y;
+ xs = md->spawn->xs/2;
+ ys = md->spawn->ys/2;
+ }
+ if (!map_search_freecell(NULL, md->spawn->m, &x, &y, xs, ys, battle_config.no_spawn_on_player?5:1)) {
+ // retry again later
+ add_timer(tick+5000,mob_delayspawn,md->bl.id,0);
+ return 1;
+ }
+ md->bl.x = x;
+ md->bl.y = y;
+ } else {
+ md->bl.x = md->spawn->x;
+ md->bl.y = md->spawn->y;
+ }
+ }
+ memset(&md->state, 0, sizeof(md->state));
+ status_calc_mob(md, 1);
+ md->attacked_id = 0;
+ md->attacked_players = 0;
+ md->attacked_count = 0;
+ md->target_id = 0;
+ md->move_fail_count = 0;
+
+ if (!md->level) // [Valaris]
+ md->level=md->db->lv;
+
+// 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&4)
+ return 0;
+ }
+
+ switch (md->state.skillstate) {
+ case MSS_BERSERK: //Only Assist, Angry or Aggressive+CastSensor mobs can change target while attacking.
+ if (mode&(MD_ASSIST|MD_ANGRY) || (mode&(MD_AGGRESSIVE|MD_CASTSENSOR)) == (MD_AGGRESSIVE|MD_CASTSENSOR))
+ return (battle_config.mob_ai&4 || check_distance_bl(&md->bl, target, 3));
+ else
+ return 0;
+ case MSS_RUSH:
+ return (mode&MD_AGGRESSIVE);
+ case MSS_FOLLOW:
+ case MSS_ANGRY:
+ case MSS_IDLE:
+ case MSS_WALK:
+ case MSS_LOOT:
+ return 1;
+ default:
+ return 0;
+ }
+}
+
+/*==========================================
+ * Determination for an attack of a monster
+ *------------------------------------------
+ */
+int mob_target(struct mob_data *md,struct block_list *bl,int dist)
+{
+ nullpo_retr(0, md);
+ nullpo_retr(0, bl);
+
+ // Nothing will be carried out if there is no mind of changing TAGE by TAGE ending.
+ if(md->target_id && !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(md->nd){
+ setd_sub(NULL, NULL, ".ai_action", 0, (void *)(int)2, &md->nd->u.scr.script->script_vars);
+ setd_sub(NULL, NULL, ".ai_action", 1, (void *)(int)bl->type, &md->nd->u.scr.script->script_vars);
+ setd_sub(NULL, NULL, ".ai_action", 2, (void *)bl->id, &md->nd->u.scr.script->script_vars);
+ setd_sub(NULL, NULL, ".ai_action", 3, (void *)md->bl.id, &md->nd->u.scr.script->script_vars);
+ run_script(md->nd->u.scr.script, 0, 0, md->nd->bl.id);
+ return 1; // We have script handling the work.
+ }
+
+ if(battle_check_target(&md->bl,bl,BCT_ENEMY)<=0)
+ return 0;
+
+ switch (bl->type)
+ {
+ case BL_PC:
+ if (((TBL_PC*)bl)->state.gangsterparadise &&
+ !(status_get_mode(&md->bl)&MD_BOSS))
+ return 0; //Gangster paradise protection.
+ case BL_MOB:
+ if((dist=distance_bl(&md->bl, bl)) < md->db->range2
+ && (md->status.rhw.range > 6 || mob_can_reach(md,bl,dist+1, MSS_FOLLOW))
+ && ((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) //New target closer than previous one.
+ ) {
+ (*target) = bl;
+ md->target_id=bl->id;
+ md->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;
+
+ switch (bl->type)
+ {
+ case BL_PC:
+ case BL_MOB:
+ if(check_distance_bl(&md->bl, bl, md->status.rhw.range) &&
+ 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;
+ }
+ break;
+ }
+ return 0;
+}
+
+
+/*==========================================
+ * loot monster item search
+ *------------------------------------------
+ */
+static int mob_ai_sub_hard_lootsearch(struct block_list *bl,va_list ap)
+{
+ struct mob_data* md;
+ struct block_list **target;
+ int dist;
+
+ md=va_arg(ap,struct mob_data *);
+ target= va_arg(ap,struct block_list**);
+
+ if((dist=distance_bl(&md->bl, bl)) < md->db->range2 &&
+ 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;
+}
+
+/*==========================================
+ * Processing of slave monsters
+ *------------------------------------------
+ */
+static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick)
+{
+ struct block_list *bl;
+ int old_dist;
+
+ nullpo_retr(0, md);
+
+ bl=map_id2bl(md->master_id);
+
+ if (!bl || status_isdead(bl)) { //主が死亡しているか見つからない
+ if(md->special_state.ai)
+ unit_remove_map(&md->bl, 1);
+ else
+ status_kill(&md->bl);
+ return 0;
+ }
+
+ if(status_get_mode(&md->bl)&MD_CANMOVE)
+ { //If the mob can move, follow around. [Check by Skotlex]
+
+ if(bl->m != md->bl.m || md->master_dist > 30)
+ { // Since it is not in the same map (or is way to far), just warp it
+ unit_warp(&md->bl,bl->m,bl->x,bl->y,3);
+ return 0;
+ }
+
+ // Distance with between slave and master is measured.
+ old_dist=md->master_dist;
+ md->master_dist=distance_bl(&md->bl, bl);
+
+ // Since the master was in near immediately before, teleport is carried out and it pursues.
+ if(old_dist<10 && md->master_dist>18){
+ unit_warp(&md->bl,-1,bl->x,bl->y,3);
+ return 0;
+ }
+
+ // Approach master if within view range, chase back to Master's area also if standing on top of the master.
+ if(md->master_dist<md->db->range3 &&
+ (md->master_dist>MOB_SLAVEDISTANCE || md->master_dist == 0) &&
+ 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);
+ }
+ } else if (bl->m != md->bl.m && map_flag_gvg(md->bl.m)) {
+ //Delete the summoned mob if it's in a gvg ground and the master is elsewhere. [Skotlex]
+ if(md->special_state.ai)
+ unit_remove_map(&md->bl, 1);
+ else
+ status_kill(&md->bl);
+ return 0;
+ }
+
+ //Avoid attempting to lock the master's target too often to avoid unnecessary overload. [Skotlex]
+ if (DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME && !md->target_id) {
+ struct unit_data *ud = unit_bl2ud(bl);
+ md->last_linktime = tick;
+
+ if (ud) {
+ struct block_list *tbl=NULL;
+ if (ud->target && ud->attacktimer != -1)
+ 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){
+ setd_sub(NULL, NULL, ".ai_action", 0, (void *)(int)4, &md->nd->u.scr.script->script_vars);
+ setd_sub(NULL, NULL, ".ai_action", 1, (void *)(int)tbl->type, &md->nd->u.scr.script->script_vars);
+ setd_sub(NULL, NULL, ".ai_action", 2, (void *)tbl->id, &md->nd->u.scr.script->script_vars);
+ setd_sub(NULL, NULL, ".ai_action", 3, (void *)md->bl.id, &md->nd->u.scr.script->script_vars);
+ run_script(md->nd->u.scr.script, 0, 0, md->nd->bl.id);
+ }
+ 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 0;
+}
+
+/*==========================================
+ * A lock of target is stopped and mob moves to a standby state.
+ *------------------------------------------
+ */
+int mob_unlocktarget(struct mob_data *md,int tick)
+{
+ nullpo_retr(0, md);
+
+ if(md->nd){
+ struct block_list *tbl = map_id2bl(md->target_id);
+ setd_sub(NULL, NULL, ".ai_action", 0, (void *)(int)6, &md->nd->u.scr.script->script_vars);
+ setd_sub(NULL, NULL, ".ai_action", 1, (void *)(int)(tbl?tbl->type:0), &md->nd->u.scr.script->script_vars);
+ setd_sub(NULL, NULL, ".ai_action", 2, (void *)(tbl?tbl->id:0), &md->nd->u.scr.script->script_vars);
+ setd_sub(NULL, NULL, ".ai_action", 3, (void *)md->bl.id, &md->nd->u.scr.script->script_vars);
+ run_script(md->nd->u.scr.script, 0, 0, md->nd->bl.id);
+ }
+
+ md->target_id=0;
+ md->state.skillstate=MSS_IDLE;
+ md->next_walktime=tick+rand()%3000+3000;
+ mob_stop_attack(md);
+ 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))
+ 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 cant move. random spawn %d, class = %d\n",md->bl.id,md->class_);
+ 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)
+ 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 && !check_distance_bl(&md->bl, tbl, md->min_chase)) ||
+ (
+ tbl->type == BL_PC && !(mode&MD_BOSS) &&
+ ((TBL_PC*)tbl)->state.gangsterparadise
+ )) { //Unlock current target.
+ if (battle_config.mob_ai&8) //Inmediately stop chasing.
+ mob_stop_walking(md,1);
+ mob_unlocktarget(md, tick-(battle_config.mob_ai&8?3000:0)); //Imediately do random walk.
+ tbl = NULL;
+ }
+ }
+
+ // Check for target change.
+ if (md->attacked_id && mode&MD_CANATTACK)
+ {
+ if (md->attacked_id == md->target_id)
+ {
+ if (!can_move && (battle_config.mob_ai&2) &&
+ !battle_check_range(&md->bl, tbl, md->status.rhw.range))
+ { //Rude-attacked.
+ if (md->attacked_count++ > 3)
+ mobskill_use(md, tick, MSC_RUDEATTACKED);
+ }
+ } 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&2 && !status_check_skilluse(bl, abl, 0, 0)) ||
+ !mob_can_reach(md, abl, dist+2, MSS_RUSH) ||
+ ( //Gangster Paradise check
+ abl->type == BL_PC && !(mode&MD_BOSS) &&
+ ((TBL_PC*)abl)->state.gangsterparadise
+ )
+ ) { //Can't attack back
+ if (md->attacked_count++ > 3) {
+ if (mobskill_use(md, tick, MSC_RUDEATTACKED) == 0 && can_move)
+ {
+ int dist = rand() % 10 + 1;//後退する距離
+ int dir = map_calc_dir(abl, bl->x, bl->y);
+ int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
+ unit_walktoxy(&md->bl, md->bl.x + dist * mask[dir][0], md->bl.y + dist * mask[dir][1], 0);
+ }
+ }
+ } else if (!(battle_config.mob_ai&2) && !status_check_skilluse(bl, abl, 0, 0)) {
+ //Can't attack back, but didn't invoke a rude attacked skill...
+ md->attacked_id = 0; //Simply unlock, shouldn't attempt to run away when in dumb_ai mode.
+ } else { //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
+ md->state.aggressive = 0; //Retaliating.
+ md->attacked_count = 0;
+ md->min_chase = dist+md->db->range3;
+ if(md->min_chase>MAX_MINCHASE)
+ md->min_chase=MAX_MINCHASE;
+ tbl = abl; //Set the new target
+ }
+ }
+ }
+ if (md->state.aggressive && md->attacked_id == md->target_id)
+ md->state.aggressive = 0; //No longer aggressive, change to retaliate AI.
+ //Clear it since it's been checked for already.
+ md->attacked_players = 0;
+ md->attacked_id = 0;
+ }
+
+ // Processing of slave monster, is it needed when there's a target to deal with?
+ if (md->master_id > 0 && !tbl)
+ mob_ai_sub_hard_slavemob(md, tick);
+
+ // Scan area for targets
+ if (!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 && battle_config.monster_active_enable) ||
+ (mode&MD_ANGRY && md->state.skillstate == MSS_FOLLOW)
+ ) {
+ map_foreachinrange (mob_ai_sub_hard_activesearch, &md->bl,
+ view_range, md->special_state.ai?BL_CHAR:BL_PC, md, &tbl);
+ if(!tbl && mode&MD_ANGRY && !md->state.aggressive)
+ md->state.aggressive = 1; //Restore angry state when no targets are visible.
+ } 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, (md->special_state.ai?BL_CHAR:BL_PC), md, &tbl);
+ }
+
+ if (tbl)
+ { //Target exists, attack or loot as applicable.
+ if (tbl->type != BL_ITEM)
+ { //Attempt to attack.
+ //At this point we know the target is attackable, we just gotta check if the range matches.
+ if (md->ud.target == tbl->id && md->ud.attacktimer != -1)
+ return 0; //Already locked.
+
+ if (!battle_check_range (&md->bl, tbl, md->status.rhw.range))
+ { //Out of range...
+ if (!(mode&MD_CANMOVE))
+ { //Can't chase. Attempt to use a ranged skill at least?
+ md->state.skillstate = MSS_IDLE;
+ if (!mobskill_use(md, tick, -1))
+ mob_unlocktarget(md,tick);
+ return 0;
+ }
+
+ if (!can_move)
+ { //Stuck. Use an idle skill. o.O'
+ md->state.skillstate = MSS_IDLE;
+ if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL))
+ mobskill_use(md, tick, -1);
+ return 0;
+ }
+
+ md->state.skillstate = md->state.aggressive?MSS_FOLLOW:MSS_RUSH;
+ if (md->ud.walktimer != -1 && md->ud.target == tbl->id &&
+ (
+ !battle_config.mob_ai&1 ||
+ 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 (!mob_can_reach(md, tbl, md->min_chase, MSS_RUSH) ||
+ !unit_walktobl(&md->bl, tbl, md->status.rhw.range, 2|(!battle_config.mob_ai&1)))
+ //Give up.
+ mob_unlocktarget(md,tick);
+ return 0;
+ }
+ //Target within range, engage
+ md->state.skillstate = md->state.aggressive?MSS_ANGRY:MSS_BERSERK;
+ unit_attack(&md->bl,tbl->id,1);
+ return 0;
+ } else { //Target is BL_ITEM, attempt loot.
+ struct flooritem_data *fitem;
+ int i;
+ 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);
+ mob_stop_walking(md,0);
+ 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; // ルート時スキル使用
+ 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 (md->lootitem_count < LOOTITEM_SIZE) {
+ memcpy (&md->lootitem[md->lootitem_count++], &fitem->item_data, sizeof(md->lootitem[0]));
+ if(log_config.pick > 0) //Logs items, taken by (L)ooter Mobs [Lupus]
+ log_pick((struct map_session_data*)md, "L", md->class_, md->lootitem[md->lootitem_count-1].nameid, md->lootitem[md->lootitem_count-1].amount, &md->lootitem[md->lootitem_count-1]);
+ } else { //Destroy first looted item...
+ if (md->lootitem[0].card[0] == (short)0xff00)
+ intif_delete_petdata( MakeDWord(md->lootitem[0].card[1],md->lootitem[0].card[2]) );
+ for (i = 0; i < LOOTITEM_SIZE - 1; i++)
+ memcpy (&md->lootitem[i], &md->lootitem[i+1], sizeof(md->lootitem[0]));
+ memcpy (&md->lootitem[LOOTITEM_SIZE-1], &fitem->item_data, sizeof(md->lootitem[0]));
+ }
+ //Clear item.
+ 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);
+ }
+ map_clearflooritem (tbl->id);
+ mob_unlocktarget (md,tick);
+ return 0;
+ }
+ }
+
+ if(md->ud.walktimer == -1) {
+ // When there's no target, it is idling.
+ // Is it terribly exploitable to reuse the walkcounter for idle state skills? [Skotlex]
+ md->state.skillstate = MSS_IDLE;
+ if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL) && mobskill_use(md, tick, -1))
+ return 0;
+ }
+ // Nothing else to do... except random walking.
+ // Slaves do not random walk! [Skotlex]
+ if (can_move && !md->master_id && DIFF_TICK(md->next_walktime, tick) <= 0)
+ mob_randomwalk(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 app)
+{
+ struct mob_data *md = (struct mob_data *)data;
+ va_list ap;
+ unsigned int tick;
+ int mode;
+
+ nullpo_retr(0, md);
+ nullpo_retr(0, app);
+
+ if(md->bl.type!=BL_MOB || md->bl.prev == NULL)
+ return 0;
+
+ ap = va_arg(app, va_list);
+
+ if (md->nd || (battle_config.mob_ai&32 && 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)<MIN_MOBTHINKTIME*10)
+ return 0;
+
+ md->last_thinktime=tick;
+
+ if (md->bl.prev==NULL || md->status.hp <= 0)
+ return 1;
+
+ // 取り巻きモンスターの処理(呼び戻しされた時)
+ 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&32)
+ 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_isequip3(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.pick > 0)
+ { //Logs items, dropped by mobs [Lupus]
+ if (loot)
+ log_pick((struct map_session_data*)md, "L", md->class_, ditem->item_data.nameid, -ditem->item_data.amount, &ditem->item_data);
+ else
+ log_pick((struct map_session_data*)md, "M", md->class_, ditem->item_data.nameid, -ditem->item_data.amount, NULL);
+ }
+
+ if (dlist->first_sd && dlist->first_sd->state.autoloot &&
+ (drop_rate <= dlist->first_sd->state.autoloot)
+ ) { //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) == 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_remove_map(bl, 3);
+ unit_free(bl);
+ 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->master_id = md2->master_id;
+ md->state.killer = md2->state.killer;
+ md->special_state.ai = md2->special_state.ai;
+ }
+
+ 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 mob_data *md = (struct mob_data*)map_id2bl(id);
+ if (!md || md->bl.type != BL_MOB)
+ return 0;
+ //Mob must be dead and not in a map to respawn!
+ if (md->bl.prev != NULL || md->status.hp)
+ return 0;
+
+ md->state.skillstate = MSS_IDLE;
+ md->last_thinktime = tick;
+ md->next_walktime = tick+rand()%50+5000;
+ md->last_linktime = tick;
+ map_addblock(&md->bl);
+ status_percent_heal(&md->bl, data, 0);
+ clif_spawn(&md->bl);
+ skill_unit_move(&md->bl,tick,1);
+ mobskill_use(md, tick, MSC_SPAWN);
+ return 1;
+}
+
+//Call when a mob has received damage.
+void mob_damage(struct mob_data *md, struct block_list *src, int damage)
+{
+ int id = 0;
+
+ if(src && md->nd)
+ {
+ setd_sub(NULL, NULL, ".ai_action", 0, (void *)(int)1, &md->nd->u.scr.script->script_vars);
+ setd_sub(NULL, NULL, ".ai_action", 1, (void *)(int)src->type, &md->nd->u.scr.script->script_vars);
+ setd_sub(NULL, NULL, ".ai_action", 2, (void *)src->id, &md->nd->u.scr.script->script_vars);
+ setd_sub(NULL, NULL, ".ai_action", 3, (void *)md->bl.id, &md->nd->u.scr.script->script_vars);
+ run_script(md->nd->u.scr.script, 0, 0, md->nd->bl.id);
+ }
+
+ md->tdmg+=damage; //Store total damage...
+
+ 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_hp)
+ clif_charnameack (0, &md->bl);
+
+ if (!src)
+ return;
+
+ md->attacked_players++;
+ if (!md->attacked_players) //Counter overflow o.O
+ md->attacked_players++;
+
+ switch (src->type) {
+ case BL_PC:
+ {
+ struct map_session_data *sd = (struct map_session_data *)src;
+ id = sd->status.char_id;
+ if(rand()%1000 < 1000/md->attacked_players)
+ md->attacked_id = src->id;
+ break;
+ }
+ case BL_PET:
+ {
+ struct pet_data *pd = (struct pet_data*)src;
+ if (battle_config.pet_attack_exp_to_master) {
+ id = pd->msd->status.char_id;
+ damage=(damage*battle_config.pet_attack_exp_rate)/100; //Modify logged damage accordingly.
+ }
+ //Let mobs retaliate against the pet's master [Skotlex]
+ if(rand()%1000 < 1000/md->attacked_players)
+ md->attacked_id = pd->msd->bl.id;
+ break;
+ }
+ case BL_MOB:
+ {
+ struct mob_data* md2 = (struct mob_data*)src;
+ if(md2->special_state.ai && md2->master_id) {
+ struct map_session_data* msd = map_id2sd(md2->master_id);
+ if (msd) id = msd->status.char_id;
+ }
+ if(rand()%1000 < 1000/md->attacked_players)
+ { //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;
+ }
+ }
+ //Log damage...
+ if (id && damage > 0) {
+ int i,minpos,mindmg;
+ for(i=0,minpos=DAMAGELOG_SIZE-1,mindmg=INT_MAX;i<DAMAGELOG_SIZE;i++){
+ if(md->dmglog[i].id==id)
+ break;
+ if(md->dmglog[i].id==0) { //Store data in first empty slot.
+ md->dmglog[i].id = id;
+ break;
+ }
+ if(md->dmglog[i].dmg<mindmg){
+ minpos=i;
+ mindmg=md->dmglog[i].dmg;
+ }
+ }
+ if(i<DAMAGELOG_SIZE)
+ md->dmglog[i].dmg+=damage;
+ else {
+ md->dmglog[minpos].id=id;
+ md->dmglog[minpos].dmg=damage;
+ }
+ }
+
+ if(md->special_state.ai==2 && md->master_id == src->id)
+ {
+ 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 *p;
+ int id,zeny;
+ unsigned int base_exp,job_exp;
+ } pt[DAMAGELOG_SIZE];
+ int i,temp,count,pnum=0;
+ 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(status->hp) //Requested instant death?
+ status->hp = 0;
+
+ 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.
+ mob_unlocktarget(md,tick);
+ mob_stop_walking(md, 0);
+ clif_clearchar_area(&md->bl,1);
+ add_timer(gettick()+3000, mob_respawn, md->bl.id, 10*md->sc.data[SC_KAIZEL].val1); //% of life to rebirth with
+ status_change_end(&md->bl, SC_KAIZEL, -1);
+ map_delblock(&md->bl);
+ return 0;
+ }
+
+ 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?10:11];
+ 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, 0, 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_mob(sd, temp, 0);
+ }
+ pc_setglobalreg(sd,"TK_MISSION_COUNT", sd->mission_count);
+ }
+ }
+
+ for(temp=0,i=0,count=0,mvp_damage=0;i<DAMAGELOG_SIZE && md->dmglog[i].id;i++)
+ {
+ count++; //Count an attacker even if he is dead/logged-out.
+ tmpsd[temp] = map_charid2sd(md->dmglog[i].id);
+ if(tmpsd[temp] == NULL)
+ continue;
+ if(tmpsd[temp]->bl.m != md->bl.m || pc_isdead(tmpsd[i]))
+ continue;
+ temp++;
+
+ if(mvp_damage<md->dmglog[temp].dmg){
+ third_sd = second_sd;
+ second_sd = mvp_sd;
+ mvp_sd=tmpsd[temp];
+ mvp_damage=md->dmglog[temp].dmg;
+ }
+ }
+
+ if(!(type&2) && //No exp
+ (!map[md->bl.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[md->bl.m].flag.nobaseexp || !map[md->bl.m].flag.nojobexp) //Gives Exp
+ ) { //Experience calculation.
+
+ for(i=0;i<DAMAGELOG_SIZE && tmpsd[i];i++){
+ int flag=1,zeny=0;
+ unsigned int base_exp,job_exp;
+ double per; //Your share of the mob's exp
+ int bonus; //Bonus on top of your share.
+
+ if (battle_config.exp_calc_type) // eAthena's exp formula based on max hp.
+ per = (double)md->dmglog[i].dmg/(double)status->max_hp;
+ else //jAthena's exp formula based on total damage.
+ per = (double)md->dmglog[i].dmg/(double)md->tdmg;
+
+ if (count>1)
+ per *= (9.+(double)((count > 6)? 6:count))/10.; //attackers count bonus.
+
+ 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(sd) {
+ if (sd->expaddrace[status->race])
+ bonus += sd->expaddrace[status->race];
+ bonus += sd->expaddrace[status->mode&MD_BOSS?10:11];
+ }
+ if (battle_config.pk_mode &&
+ (int)(md->db->lv - tmpsd[i]->status.base_level) >= 20) //Needed due to unsigned checks
+ bonus += 15; // pk_mode additional exp if monster >20 levels [Valaris]
+
+ //SG additional exp from Blessings [Komurka] - probably can be optimalized ^^;;
+ if(md->class_ == tmpsd[i]->hate_mob[2] && (battle_config.allow_skill_without_day || is_day_of_star() || tmpsd[i]->sc.data[SC_MIRACLE].timer!=-1))
+ bonus += 20*pc_checkskill(tmpsd[i],SG_STAR_BLESS);
+ else if(md->class_ == tmpsd[i]->hate_mob[1] && (battle_config.allow_skill_without_day || is_day_of_moon()))
+ bonus += 10*pc_checkskill(tmpsd[i],SG_MOON_BLESS);
+ else if(md->class_ == tmpsd[i]->hate_mob[0] && (battle_config.allow_skill_without_day || is_day_of_sun()))
+ bonus += 10*pc_checkskill(tmpsd[i],SG_SUN_BLESS);
+
+ 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 (bonus > 400) bonus = 400; //Limit gained exp to quadro the mob's exp. [3->4 Komurka]
+
+ 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;
+ }
+
+ if (map[md->bl.m].flag.nobaseexp)
+ base_exp=0;
+ else {
+ temp = bonus; //Do not alter bonus for the jExp section below.
+ if (map[md->bl.m].bexp != 100)
+ temp = map[md->bl.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;
+ }
+
+ if (map[md->bl.m].flag.nojobexp)
+ job_exp=0;
+ else {
+ if (map[md->bl.m].jexp != 100)
+ bonus = map[md->bl.m].jexp*bonus/100;
+ if (bonus != 100)
+ per = per*bonus/100.;
+
+ job_exp = md->db->job_exp;
+
+ if (job_exp*per > UINT_MAX)
+ job_exp = UINT_MAX;
+ else
+ job_exp = (unsigned int)(job_exp*per);
+
+ if (job_exp < 1)
+ job_exp = 1;
+ }
+
+ if((temp=tmpsd[i]->status.party_id)>0)
+ {
+ int j;
+ for(j=0;j<pnum && pt[j].id!=temp;j++); //Locate party.
+
+ if(j==pnum){ //Possibly add party.
+ pt[pnum].p = party_search(temp);
+ if(pt[pnum].p && pt[pnum].p->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 || job_exp)
+ pc_gainexp(tmpsd[i],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.m,pt[i].base_exp,pt[i].job_exp,pt[i].zeny);
+ } //End EXP giving.
+
+ if (!(type&1) &&
+ !map[md->bl.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->db->lv - 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;
+ }
+ 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->db->lv*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[md->bl.m].flag.nobaseexp)
+ exp =1;
+ else
+ exp = (double)md->db->mexp * (9+count)/10.; //[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,mexp,0);
+ log_mvp[1] = mexp;
+ if(!map[md->bl.m].flag.nomvploot)
+ 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_isequip3(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(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.pick > 0) {//Logs items, MVP prizes [Lupus]
+ log_pick((struct map_session_data*)md, "M", md->class_, item.nameid, -1, NULL);
+ log_pick(mvp_sd, "P", 0, item.nameid, 1, NULL);
+ }
+ break;
+ }
+
+ if(log_config.mvpdrop > 0)
+ log_mvpdrop(mvp_sd, md->class_, log_mvp);
+ }
+
+ // <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){
+ setd_sub(NULL, NULL, ".ai_action", 0, (void *)(int)5, &smd->nd->u.scr.script->script_vars);
+ setd_sub(NULL, NULL, ".ai_action", 1, (void *)(int)md->bl.type, &smd->nd->u.scr.script->script_vars);
+ setd_sub(NULL, NULL, ".ai_action", 2, (void *)md->bl.id, &smd->nd->u.scr.script->script_vars);
+ setd_sub(NULL, NULL, ".ai_action", 3, (void *)smd->bl.id, &smd->nd->u.scr.script->script_vars);
+ run_script(smd->nd->u.scr.script, 0, 0, smd->nd->bl.id);
+ }
+ }
+
+ if(md->nd){
+ setd_sub(NULL, NULL, ".ai_action", 0, (void *)(int)3, &md->nd->u.scr.script->script_vars);
+ setd_sub(NULL, NULL, ".ai_action", 1, (void *)(int)(src?src->type:0), &md->nd->u.scr.script->script_vars);
+ setd_sub(NULL, NULL, ".ai_action", 2, (void *)(src?src->id:0), &md->nd->u.scr.script->script_vars);
+ setd_sub(NULL, NULL, ".ai_action", 3, (void *)md->bl.id, &md->nd->u.scr.script->script_vars);
+ run_script(md->nd->u.scr.script, 0, 0, md->nd->bl.id);
+ } else if(md->npc_event[0]){
+ if(src && src->type == BL_PET)
+ sd = ((struct pet_data *)src)->msd;
+ if(sd && battle_config.mob_npc_event_type)
+ npc_event(sd,md->npc_event,0);
+ else if(mvp_sd)
+ npc_event(mvp_sd,md->npc_event,0);
+ } else if (mvp_sd) { //lordalfa
+ pc_setglobalreg(mvp_sd,"killedrid",md->class_);
+ if(mvp_sd->state.event_kill_mob)
+ npc_script_event(mvp_sd, NPCE_KILLNPC); // PCKillNPC [Lance]
+ }
+ if(md->level) md->level=0;
+ map_freeblock_unlock();
+ unit_remove_map(&md->bl,1);
+ return 1;
+}
+
+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); //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);
+ return 0;
+ }
+
+ md->guardian_data->guild_id = md->guardian_data->castle->guild_id;
+ md->guardian_data->emblem_id = g->emblem_id;
+ md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP);
+ memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
+
+ return 1;
+}
+
+/*==========================================
+ * Pick a random class for the mob
+ *------------------------------------------
+ */
+int mob_random_class (int *value, size_t count)
+{
+ nullpo_retr(0, value);
+
+ // no count specified, look into the array manually, but take only max 5 elements
+ if (count < 1) {
+ count = 0;
+ while(count < 5 && mobdb_checkid(value[count])) count++;
+ if(count < 1) // nothing found
+ return 0;
+ } else {
+ // check if at least the first value is valid
+ if(mobdb_checkid(value[0]) == 0)
+ return 0;
+ }
+ //Pick a random value, hoping it exists. [Skotlex]
+ return mobdb_checkid(value[rand()%count]);
+}
+
+/*==========================================
+ * Change mob base class
+ *------------------------------------------
+ */
+int mob_class_change (struct mob_data *md, int class_)
+{
+ unsigned int tick = gettick();
+ int i, c, hp_rate;
+
+ nullpo_retr(0, md);
+
+ if (md->bl.prev == NULL)
+ return 0;
+
+ hp_rate = md->status.hp*100/md->status.max_hp;
+ 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, 1);
+
+ 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));
+
+ if (battle_config.show_mob_hp)
+ clif_charnameack(0, &md->bl);
+
+ return 0;
+}
+
+/*==========================================
+ * mob回復
+ *------------------------------------------
+ */
+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_hp)
+ 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);
+}
+
+/*==========================================
+ * 画面内の取り巻きの数計算用(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;
+}
+
+/*==========================================
+ * 画面内の取り巻きの数計算
+ *------------------------------------------
+ */
+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, 4, 4, 0)) {
+ data.x = x;
+ data.y = y;
+ } else {
+ data.x = md2->bl.x;
+ data.y = md2->bl.y;
+ }
+ strcpy(data.name, "--ja--"); //These two need to be loaded from the db for each slave.
+ data.level = 0;
+ if (!mob_parse_dataset(&data))
+ continue;
+
+ md= mob_spawn_dataset(&data);
+ md->special_state.cached= battle_config.dynamic_mobs; //[Skotlex]
+ if(skill_id == NPC_SUMMONSLAVE)
+ md->master_id=md2->bl.id;
+ 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) {
+ 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);
+ }
+
+ clif_skill_nodamage(&md->bl,&md->bl,skill_id,amount,1);
+ }
+ return 0;
+}
+
+/*==========================================
+ *MOBskillから該当skillidのskillidxを返す
+ *------------------------------------------
+ */
+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&16))
+ return 0;
+
+ if ((*fr) != NULL) //A friend was already found.
+ return 0;
+
+ if (battle_check_target(&md->bl,bl,BCT_ENEMY)>0)
+ return 0;
+
+ rate = 100*status_get_hp(bl)/status_get_max_hp(bl);
+
+ if (rate >= min_rate && rate <= max_rate)
+ (*fr) = bl;
+ return 1;
+}
+static struct block_list *mob_getfriendhprate(struct mob_data *md,int min_rate,int max_rate)
+{
+ struct block_list *fr=NULL;
+ int type = BL_MOB;
+
+ nullpo_retr(NULL, md);
+
+ if (md->special_state.ai) //Summoned creatures. [Skotlex]
+ type = BL_PC;
+
+ map_foreachinrange(mob_getfriendhprate_sub, &md->bl, 8, type,md,min_rate,max_rate,&fr);
+ return fr;
+}
+/*==========================================
+ * Check hp rate of its master
+ *------------------------------------------
+ */
+struct block_list *mob_getmasterhpltmaxrate(struct mob_data *md,int rate)
+{
+ if (md && md->master_id > 0) {
+ struct block_list *bl = map_id2bl(md->master_id);
+ if (status_get_hp(bl) < status_get_max_hp(bl) * rate / 100)
+ return bl;
+ }
+
+ return NULL;
+}
+/*==========================================
+ * What a status state suits by nearby MOB is looked for.
+ *------------------------------------------
+ */
+int mob_getfriendstatus_sub(struct block_list *bl,va_list ap)
+{
+ int cond1,cond2;
+ struct mob_data **fr, *md, *mmd;
+ int flag=0;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, md=(struct mob_data *)bl);
+ nullpo_retr(0, mmd=va_arg(ap,struct mob_data *));
+
+ if( mmd->bl.id == bl->id && !(battle_config.mob_ai&16) )
+ return 0;
+
+ if (battle_check_target(&mmd->bl,bl,BCT_ENEMY)>0)
+ return 0;
+ cond1=va_arg(ap,int);
+ cond2=va_arg(ap,int);
+ fr=va_arg(ap,struct mob_data **);
+ if( cond2==-1 ){
+ int j;
+ for(j=SC_COMMON_MIN;j<=SC_COMMON_MAX && !flag;j++){
+ if ((flag=(md->sc.data[j].timer!=-1))) //Once an effect was found, break out. [Skotlex]
+ break;
+ }
+ }else
+ flag=( md->sc.data[cond2].timer!=-1 );
+ if( flag^( cond1==MSC_FRIENDSTATUSOFF ) )
+ (*fr)=md;
+
+ return 0;
+}
+struct mob_data *mob_getfriendstatus(struct mob_data *md,int cond1,int cond2)
+{
+ struct mob_data *fr=NULL;
+
+ nullpo_retr(0, md);
+
+ map_foreachinrange(mob_getfriendstatus_sub, &md->bl, 8,
+ BL_MOB,md,cond1,cond2,&fr);
+ return fr;
+}
+
+/*==========================================
+ * Skill use judging
+ *------------------------------------------
+ */
+int mobskill_use(struct mob_data *md, unsigned int tick, int event)
+{
+ struct mob_skill *ms;
+ struct block_list *fbl = NULL; //Friend bl, which can either be a BL_PC or BL_MOB depending on the situation. [Skotlex]
+ struct mob_data *fmd = NULL;
+ int i,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 < 0 && DIFF_TICK(md->ud.canact_tick, tick) > 0)
+ return 0; //Skill act delay only affects non-event skills.
+
+ //Pick a random starting position and loop from that.
+ i = rand()%md->db->maxskill;
+ 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 && md->state.skillstate != MSS_DEAD) {
+ if (ms[i].state == MSS_ANY || (ms[i].state == MSS_ANYTARGET && md->target_id))
+ ; //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;
+
+ // 条件判定
+ flag = (event == ms[i].cond1);
+ //Avoid entering on defined events to avoid "hyper-active skill use" due to the overflow of calls to this function
+ //in battle. The only exception is MSC_SKILLUSED which explicitly uses the event value to trigger. [Skotlex]
+ if (!flag && (event == -1 || event == MSC_SKILLUSED)){
+ switch (ms[i].cond1)
+ {
+ case MSC_ALWAYS:
+ flag = 1; break;
+ case MSC_MYHPLTMAXRATE: // HP< maxhp%
+ flag = 100*md->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) {
+ int j;
+ for (j = SC_COMMON_MIN; j <= SC_COMMON_MAX; j++)
+ if ((flag = (md->sc.data[j].timer != -1)) != 0)
+ break;
+ } else {
+ flag = (md->sc.data[ms[i].cond2].timer != -1);
+ }
+ flag ^= (ms[i].cond1 == MSC_MYSTATUSOFF); break;
+ case MSC_FRIENDHPLTMAXRATE: // friend HP < maxhp%
+ flag = ((fbl = mob_getfriendhprate(md, 0, ms[i].cond2)) != NULL); break;
+ case MSC_FRIENDHPINRATE :
+ flag = ((fbl = mob_getfriendhprate(md, ms[i].cond2, ms[i].val[0])) != NULL); break;
+ case MSC_FRIENDSTATUSON: // friend status[num] on
+ case MSC_FRIENDSTATUSOFF: // friend status[num] off
+ flag = ((fmd = mob_getfriendstatus(md, ms[i].cond1, ms[i].cond2)) != NULL); break;
+ case MSC_SLAVELT: // slave < num
+ flag = (mob_countslave(&md->bl) < c2 ); break;
+ case MSC_ATTACKPCGT: // attack pc > num
+ flag = (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_SKILLUSED: // specificated skill used
+ flag = ((event & 0xffff) == MSC_SKILLUSED && ((event >> 16) == c2 || c2 == 0)); break;
+ case MSC_RUDEATTACKED:
+ flag = (md->attacked_count >= 3);
+ if (flag) md->attacked_count = 0; //Rude attacked count should be reset after the skill condition is met. Thanks to Komurka [Skotlex]
+ break;
+ case MSC_MASTERHPLTMAXRATE:
+ flag = ((fbl = mob_getmasterhpltmaxrate(md, ms[i].cond2)) != NULL); break;
+ case MSC_MASTERATTACKED:
+ flag = (md->master_id > 0 && 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)
+ {
+ struct block_list *bl = NULL;
+ short x = 0, y = 0;
+ if (ms[i].target <= MST_AROUND) {
+ switch (ms[i].target) {
+ case MST_TARGET:
+ case MST_AROUND5:
+ case MST_AROUND6:
+ case MST_AROUND7:
+ case MST_AROUND8:
+ bl = map_id2bl(md->target_id);
+ break;
+ case MST_MASTER:
+ bl = &md->bl;
+ if (md->master_id)
+ bl = map_id2bl(md->master_id);
+ if (bl) //Otherwise, fall through.
+ break;
+ case MST_FRIEND:
+ if (fbl)
+ {
+ bl = fbl;
+ break;
+ } else if (fmd) {
+ bl= &fmd->bl;
+ break;
+ } // else fall through
+ default:
+ bl = &md->bl;
+ break;
+ }
+ if (bl != NULL) {
+ x = bl->x; y=bl->y;
+ }
+ }
+ if (x <= 0 || y <= 0)
+ continue;
+ // Look for an area to cast the spell around...
+ if (ms[i].target >= MST_AROUND1 || ms[i].target >= MST_AROUND5) {
+ int r = 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, r, r, 3);
+ }
+ md->skillidx = i;
+ flag = unit_skilluse_pos2(&md->bl, x, y, ms[i].skill_id, ms[i].skill_lv,
+ skill_castfix_sc(&md->bl, ms[i].casttime), ms[i].cancel);
+ if (!flag) md->skillidx = -1; //Skill failed.
+ return flag;
+ } else {
+ if (ms[i].target <= MST_MASTER) {
+ struct block_list *bl;
+ switch (ms[i].target) {
+ case MST_TARGET:
+ bl = map_id2bl(md->target_id);
+ break;
+ case MST_MASTER:
+ bl = &md->bl;
+ if (md->master_id)
+ bl = map_id2bl(md->master_id);
+ if (bl) //Otherwise, fall through.
+ break;
+ case MST_FRIEND:
+ if (fbl) {
+ bl = fbl;
+ break;
+ } else if (fmd) {
+ bl = &fmd->bl;
+ break;
+ } // else fall through
+ default:
+ bl = &md->bl;
+ break;
+ }
+ md->skillidx = i;
+ flag = (bl && unit_skilluse_id2(&md->bl, bl->id, ms[i].skill_id, ms[i].skill_lv,
+ skill_castfix_sc(&md->bl,ms[i].casttime), ms[i].cancel));
+ if (!flag) md->skillidx = -1;
+ return flag;
+ } else {
+ if (battle_config.error_log)
+ ShowWarning("Wrong mob skill target 'around' for non-ground skill %d (%s). Mob %d - %s\n",
+ ms[i].skill_id, skill_get_name(ms[i].skill_id), md->class_, md->db->sprite);
+ continue;
+ }
+ }
+ return 1;
+ }
+
+ return 0;
+}
+/*==========================================
+ * Skill use event processing
+ *------------------------------------------
+ */
+int mobskill_event(struct mob_data *md, struct block_list *src, unsigned int tick, int flag)
+{
+ int target_id, res = 0;
+
+ target_id = md->target_id;
+ if (!target_id || battle_config.mob_changetarget_byskill)
+ md->target_id = src->id;
+
+ if (flag == -1)
+ res = mobskill_use(md, tick, MSC_CASTTARGETED);
+ else if ((flag&0xffff) == MSC_SKILLUSED)
+ res = mobskill_use(md,tick,flag);
+ else if (flag&BF_SHORT)
+ res = mobskill_use(md, tick, MSC_CLOSEDATTACKED);
+ else if (flag&BF_LONG)
+ res = mobskill_use(md, tick, MSC_LONGRANGEATTACKED);
+
+ if (!res)
+ //Restore previous target only if skill condition failed to trigger. [Skotlex]
+ md->target_id = target_id;
+ //Otherwise check if the target is an enemy, and unlock if needed.
+ else if (battle_check_target(&md->bl, src, BCT_ENEMY) <= 0)
+ md->target_id = target_id;
+
+ return res;
+}
+
+// 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 (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)))
+ 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) {
+ //Normal aggressive mob, disable skills that cannot help them fight
+ //against players (those with flags UF_NOMOB and UF_NOPC are specific
+ //to always aid players!) [Skotlex]
+ if (!(flag&1) && skill_get_unit_flag(skill_id)&(UF_NOMOB|UF_NOPC))
+ continue;
+ 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:
+ ms[i].state = MSS_BERSERK;
+ ms[i].target = MST_TARGET;
+ ms[i].cond1 = MSC_ALWAYS;
+ ms[i].permillage = skill_id==TF_DOUBLE?(ms[i].skill_lv*500):(3000-ms[i].skill_lv*100);
+ ms[i].delay -= 5000; //Remove the added delay as these could trigger on "all hits".
+ break;
+ default: //Untreated Skill
+ continue;
+ }
+ }
+ if (battle_config.mob_skill_rate!= 100)
+ ms[i].permillage = ms[i].permillage*battle_config.mob_skill_rate/100;
+ if (battle_config.mob_skill_delay != 100)
+ ms[i].delay = ms[i].delay*battle_config.mob_skill_delay/100;
+
+ mob_db_data[class_]->maxskill = ++i;
+ }
+ //Finally, spawn it.
+ 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, i, 0);
+ }
+#if 0
+ //I am playing with this for packet-research purposes, enable it if you want, but don't remove it :X [Skotlex]
+ //Guardian data
+ if (sd->status.guild_id) {
+ struct guild* g = guild_search(sd->status.guild_id);
+ md->guardian_data = aCalloc(1, sizeof(struct guardian_data));
+ md->guardian_data->castle = NULL;
+ md->guardian_data->number = MAX_GUARDIANS;
+ md->guardian_data->guild_id = sd->status.guild_id;
+ if (g)
+ {
+ md->guardian_data->emblem_id = g->emblem_id;
+ memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
+ }
+ }
+#endif
+ 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;
+}
+
+//
+// 初期化
+//
+/*==========================================
+ * 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(unsigned 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 (rate>rate_max)?rate_max:((rate<rate_min)?rate_min:rate);
+}
+/*==========================================
+ * mob_db.txt reading
+ *------------------------------------------
+ */
+static int mob_readdb(void)
+{
+ FILE *fp;
+ char line[1024];
+ char *filename[]={ "mob_db.txt","mob_db2.txt" };
+ struct status_data *status;
+ int class_, i, fi, k;
+
+ for(fi=0;fi<2;fi++){
+ sprintf(line, "%s/%s", db_path, filename[fi]);
+ fp=fopen(line,"r");
+ if(fp==NULL){
+ if(fi>0)
+ continue;
+ return -1;
+ }
+ while(fgets(line,1020,fp)){
+ double exp, maxhp;
+ char *str[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;
+ }
+
+ class_ = atoi(str[0]);
+ if (class_ == 0)
+ continue; //Leave blank lines alone... [Skotlex]
+
+ if (class_ <= 1000 || class_ > MAX_MOB_DB)
+ {
+ ShowWarning("Mob with ID: %d not loaded. ID must be in range [%d-%d]\n", class_, 1000, MAX_MOB_DB);
+ continue;
+ } else if (pcdb_checkid(class_))
+ {
+ ShowWarning("Mob with ID: %d not loaded. That ID is reserved for player classes.\n");
+ continue;
+ }
+ if (mob_db_data[class_] == NULL)
+ mob_db_data[class_] = aCalloc(1, sizeof (struct mob_data));
+
+ mob_db_data[class_]->vd.class_ = class_;
+ memcpy(mob_db_data[class_]->sprite, str[1], NAME_LENGTH-1);
+ memcpy(mob_db_data[class_]->jname, str[2], NAME_LENGTH-1);
+ memcpy(mob_db_data[class_]->name, str[3], NAME_LENGTH-1);
+ mob_db_data[class_]->lv = atoi(str[4]);
+ status = &mob_db_data[class_]->status;
+
+ status->max_hp = atoi(str[5]);
+ status->max_sp = atoi(str[6]);
+
+ exp = (double)atoi(str[7]) * (double)battle_config.base_exp_rate / 100.;
+ if (exp < 0)
+ mob_db_data[class_]->base_exp = 0;
+ if (exp > UINT_MAX)
+ mob_db_data[class_]->base_exp = UINT_MAX;
+ else
+ mob_db_data[class_]->base_exp = (unsigned int)exp;
+
+ exp = (double)atoi(str[8]) * (double)battle_config.job_exp_rate / 100.;
+ if (exp < 0)
+ mob_db_data[class_]->job_exp = 0;
+ else if (exp > UINT_MAX)
+ mob_db_data[class_]->job_exp = UINT_MAX;
+ else
+ mob_db_data[class_]->job_exp = (unsigned int)exp;
+
+ 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]);
+ mob_db_data[class_]->range2=atoi(str[20]);
+ mob_db_data[class_]->range3=atoi(str[21]);
+ if (battle_config.view_range_rate!=100)
+ {
+ mob_db_data[class_]->range2=
+ mob_db_data[class_]->range2
+ *battle_config.view_range_rate/100;
+ if (mob_db_data[class_]->range2<1)
+ mob_db_data[class_]->range2=1;
+ }
+ if (battle_config.chase_range_rate!=100)
+ {
+ mob_db_data[class_]->range3=
+ mob_db_data[class_]->range3
+ *battle_config.chase_range_rate/100;
+ if (mob_db_data[class_]->range3<mob_db_data[class_]->range2)
+ mob_db_data[class_]->range3=mob_db_data[class_]->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;
+ status->mode=atoi(str[25]);
+ status->speed=atoi(str[26]);
+ status->aspd_rate = 100;
+ status->adelay=atoi(str[27]);
+ status->amotion=atoi(str[28]);
+ status->dmotion=atoi(str[29]);
+ if(battle_config.monster_damage_delay_rate != 100)
+ status->dmotion = status->dmotion*battle_config.monster_damage_delay_rate/100;
+
+ status_calc_misc(status, mob_db_data[class_]->lv);
+
+ if(!battle_config.enemy_str)
+ status->batk = 0;
+
+ if(battle_config.enemy_critical_rate != 100)
+ status->cri = status->cri*battle_config.enemy_critical_rate/100;
+ if(!status->cri && battle_config.enemy_critical_rate) status->cri = 1;
+
+ if(!battle_config.enemy_perfect_flee)
+ status->flee2 = 0;
+
+ // MVP EXP Bonus, Chance: MEXP,ExpPer
+ mob_db_data[class_]->mexp=atoi(str[30])*battle_config.mvp_exp_rate/100;
+ mob_db_data[class_]->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 (mob_db_data[class_]->mexp > 0)
+ { //Mvp
+ if (battle_config.mvp_hp_rate != 100)
+ maxhp = maxhp * (double)battle_config.mvp_hp_rate /100.;
+ } else if (battle_config.monster_hp_rate != 100) //Normal mob
+ maxhp = maxhp * (double)battle_config.monster_hp_rate /100.;
+ if (maxhp < 1) maxhp = 1;
+ else if (maxhp > UINT_MAX) maxhp = UINT_MAX;
+ status->max_hp = (unsigned int)maxhp;
+
+ 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;
+ mob_db_data[class_]->mvpitem[i].nameid=atoi(str[32+i*2]);
+ if (!mob_db_data[class_]->mvpitem[i].nameid) {
+ //No item....
+ mob_db_data[class_]->mvpitem[i].p = 0;
+ continue;
+ }
+ mob_db_data[class_]->mvpitem[i].p= mob_drop_adjust(atoi(str[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 (mob_db_data[class_]->mvpitem[i].p) {
+ id = itemdb_search(mob_db_data[class_]->mvpitem[i].nameid);
+ if (id->maxchance==10000 || (id->maxchance < mob_db_data[class_]->mvpitem[i].p/10+1) ) {
+ //item has bigger drop chance or sold in shops
+ id->maxchance = mob_db_data[class_]->mvpitem[i].p/10+1; //reduce MVP drop info to not spoil common drop rate
+ }
+ }
+ }
+
+ 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;
+ mob_db_data[class_]->dropitem[i].nameid=atoi(str[k]);
+ if (!mob_db_data[class_]->dropitem[i].nameid) {
+ //No drop.
+ mob_db_data[class_]->dropitem[i].p = 0;
+ continue;
+ }
+ type = itemdb_type(mob_db_data[class_]->dropitem[i].nameid);
+ rate = atoi(str[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 0:
+ if (status->mode&MD_BOSS)
+ rate_adjust = battle_config.item_rate_heal_boss;
+ else
+ rate_adjust = battle_config.item_rate_heal;
+ ratemin = battle_config.item_drop_heal_min;
+ ratemax = battle_config.item_drop_heal_max;
+ break;
+ case 2:
+ if (status->mode&MD_BOSS)
+ rate_adjust = battle_config.item_rate_use_boss;
+ else
+ rate_adjust = battle_config.item_rate_use;
+ ratemin = battle_config.item_drop_use_min;
+ ratemax = battle_config.item_drop_use_max;
+ break;
+ case 4:
+ case 5:
+ case 8: // Changed to include Pet Equip
+ if (status->mode&MD_BOSS)
+ rate_adjust = battle_config.item_rate_equip_boss;
+ else
+ rate_adjust = battle_config.item_rate_equip;
+ ratemin = battle_config.item_drop_equip_min;
+ ratemax = battle_config.item_drop_equip_max;
+ break;
+ case 6:
+ if (status->mode&MD_BOSS)
+ rate_adjust = battle_config.item_rate_card_boss;
+ else
+ rate_adjust = battle_config.item_rate_card;
+ ratemin = battle_config.item_drop_card_min;
+ ratemax = battle_config.item_drop_card_max;
+ break;
+ default:
+ if (status->mode&MD_BOSS)
+ rate_adjust = battle_config.item_rate_common_boss;
+ else {
+ rate_adjust = battle_config.item_rate_common;
+ }
+ ratemin = battle_config.item_drop_common_min;
+ ratemax = battle_config.item_drop_common_max;
+ break;
+ }
+ mob_db_data[class_]->dropitem[i].p = mob_drop_adjust(rate, rate_adjust, ratemin, ratemax);
+
+ //calculate and store Max available drop chance of the item
+ if (mob_db_data[class_]->dropitem[i].p &&
+ (class_ < 1324 || class_ > 1363) //Skip treasure chests.
+ ) {
+ id = itemdb_search(mob_db_data[class_]->dropitem[i].nameid);
+ if (id->maxchance==10000 || (id->maxchance < mob_db_data[class_]->dropitem[i].p) ) {
+ //item has bigger drop chance or sold in shops
+ id->maxchance = mob_db_data[class_]->dropitem[i].p;
+ }
+ for (k = 0; k< MAX_SEARCH; k++) {
+ if (id->mob[k].chance < mob_db_data[class_]->dropitem[i].p && id->mob[k].id != class_)
+ break;
+ }
+ if (k == MAX_SEARCH)
+ continue;
+
+ memmove(&id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0]));
+ id->mob[k].chance = mob_db_data[class_]->dropitem[i].p;
+ id->mob[k].id = class_;
+ }
+ }
+
+ if (status->max_hp <= 0) {
+ ShowWarning ("Mob %d (%s) has no HP, using poring data for it\n", class_, mob_db_data[class_]->sprite);
+ mob_makedummymobdb(class_);
+ }
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",filename[fi]);
+ }
+ return 0;
+}
+
+/*==========================================
+ * MOB display graphic change data reading
+ *------------------------------------------
+ */
+static int mob_readdb_mobavail(void)
+{
+ FILE *fp;
+ char line[1024];
+ int ln=0;
+ int class_,j,k;
+ char *str[20],*p,*np;
+
+ sprintf(line, "%s/mob_avail.txt", db_path);
+ if( (fp=fopen(line,"r"))==NULL ){
+ ShowError("can't read %s\n", line);
+ return -1;
+ }
+
+ while(fgets(line,1020,fp)){
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ memset(str,0,sizeof(str));
+
+ for(j=0,p=line;j<12;j++){
+ if((np=strchr(p,','))!=NULL){
+ str[j]=p;
+ *np=0;
+ p=np+1;
+ } else
+ str[j]=p;
+ }
+
+ if(str[0]==NULL)
+ continue;
+
+ class_=atoi(str[0]);
+ if (class_ == 0)
+ continue; //Leave blank lines alone... [Skotlex]
+
+ if(mob_db(class_) == mob_dummy) // 値が異常なら処理しない。
+ 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" };
+
+ for(i=0;i<MAX_RANDOMMONSTER;i++){
+ mob_db_data[0]->summonper[i] = 1002; // 設定し忘れた場合はポリンが出るようにしておく
+ 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 },
+ { "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) {
+ ShowWarning("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) {
+ ShowWarning("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
+ ShowError("mob_skill: Unrecognized state %s at %s, line %d\n", sp[2], filename[x], count);
+
+ //Skill ID
+ j=atoi(sp[3]);
+ if (j<=0 || j>MAX_SKILL_DB) //fixed Lupus
+ {
+ if (mob_id < 0)
+ ShowWarning("Invalid Skill ID (%d) for all mobs\n", j);
+ else
+ ShowWarning("Invalid Skill ID (%d) for mob %d (%s)\n", j, mob_id, mob_db_data[mob_id]->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;
+ }
+ ms->cond1=-1;
+ tmp = sizeof(cond1)/sizeof(cond1[0]);
+ for(j=0;j<tmp && strcmp(sp[10],cond1[j].str);j++);
+ if (j < tmp)
+ ms->cond1=cond1[j].id;
+ else
+ ShowError("mob_skill: Unrecognized condition 1 %s at %s, line %d\n", sp[10], filename[x], count);
+
+ ms->cond2=atoi(sp[11]);
+ tmp = sizeof(cond2)/sizeof(cond2[0]);
+ for(j=0;j<tmp && strcmp(sp[11],cond2[j].str);j++);
+ if (j < tmp)
+ ms->cond2=cond2[j].id;
+
+ ms->val[0]=atoi(sp[12]);
+ ms->val[1]=atoi(sp[13]);
+ ms->val[2]=atoi(sp[14]);
+ ms->val[3]=atoi(sp[15]);
+ ms->val[4]=atoi(sp[16]);
+ if(sp[17] != NULL && strlen(sp[17])>2)
+ ms->emotion=atoi(sp[17]);
+ else
+ ms->emotion=-1;
+ if (mob_id < 0)
+ { //Set this skill to ALL mobs. [Skotlex]
+ mob_id *= -1;
+ for (i = 1; i < MAX_MOB_DB; i++)
+ {
+ if (mob_db_data[i] == NULL)
+ continue;
+ if (mob_db_data[i]->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;
+}
+
+#ifndef TXT_ONLY
+/*==========================================
+ * SQL reading
+ *------------------------------------------
+ */
+static int mob_read_sqldb(void)
+{
+ const char unknown_str[NAME_LENGTH] ="unknown";
+ int i, fi, class_, k;
+ double exp, maxhp;
+ long unsigned int ln = 0;
+ struct status_data *status;
+ char *mob_db_name[] = { mob_db_db, mob_db2_db };
+
+ //For easier handling of converting. [Skotlex]
+#define TO_INT(a) (sql_row[a]==NULL?0:atoi(sql_row[a]))
+#define TO_STR(a) (sql_row[a]==NULL?unknown_str:sql_row[a])
+
+ for (fi = 0; fi < 2; fi++) {
+ sprintf (tmp_sql, "SELECT * FROM `%s`", mob_db_name[fi]);
+ if (mysql_query(&mmysql_handle, tmp_sql)) {
+ ShowSQL("DB error (%s) - %s\n", mob_db_name[fi], mysql_error(&mmysql_handle));
+ ShowDebug("at %s:%d - %s\n", __FILE__,__LINE__,tmp_sql);
+ continue;
+ }
+ sql_res = mysql_store_result(&mmysql_handle);
+ if (sql_res) {
+ while((sql_row = mysql_fetch_row(sql_res))){
+ class_ = TO_INT(0);
+ if (class_ <= 1000 || class_ > MAX_MOB_DB)
+ {
+ ShowWarning("Mob with ID: %d not loaded. ID must be in range [%d-%d]\n", class_, 1000, MAX_MOB_DB);
+ continue;
+ } else if (pcdb_checkid(class_))
+ {
+ ShowWarning("Mob with ID: %d not loaded. That ID is reserved for Upper Classes.\n");
+ continue;
+ }
+ if (mob_db_data[class_] == NULL)
+ mob_db_data[class_] = aCalloc(1, sizeof (struct mob_data));
+
+ ln++;
+
+ mob_db_data[class_]->vd.class_ = class_;
+ memcpy(mob_db_data[class_]->sprite, TO_STR(1), NAME_LENGTH-1);
+ memcpy(mob_db_data[class_]->jname, TO_STR(2), NAME_LENGTH-1);
+ memcpy(mob_db_data[class_]->name, TO_STR(3), NAME_LENGTH-1);
+ mob_db_data[class_]->lv = TO_INT(4);
+ status = &mob_db_data[class_]->status;
+ status->max_hp = TO_INT(5);
+ status->max_sp = TO_INT(6);
+
+ exp = (double)TO_INT(7) * (double)battle_config.base_exp_rate / 100.;
+ if (exp < 0)
+ mob_db_data[class_]->base_exp = 0;
+ else if (exp > UINT_MAX)
+ mob_db_data[class_]->base_exp = UINT_MAX;
+ else
+ mob_db_data[class_]->base_exp = (unsigned int)exp;
+
+ exp = (double)TO_INT(8) * (double)battle_config.job_exp_rate / 100.;
+ if (exp < 0)
+ mob_db_data[class_]->job_exp = 0;
+ else if (exp > UINT_MAX)
+ mob_db_data[class_]->job_exp = UINT_MAX;
+ else
+ mob_db_data[class_]->job_exp = (unsigned int)exp;
+
+ status->rhw.range = TO_INT(9);
+ status->rhw.atk = TO_INT(10);
+ status->rhw.atk2 = TO_INT(11);
+ status->def = TO_INT(12);
+ status->mdef = TO_INT(13);
+ status->str = TO_INT(14);
+ status->agi = TO_INT(15);
+ status->vit = TO_INT(16);
+ status->int_ = TO_INT(17);
+ status->dex = TO_INT(18);
+ status->luk = TO_INT(19);
+ mob_db_data[class_]->range2 = TO_INT(20);
+ mob_db_data[class_]->range3 = TO_INT(21);
+ status->size = TO_INT(22);
+ status->race = TO_INT(23);
+ i = TO_INT(24); //Element
+ status->def_ele = i%10;
+ status->ele_lv = i/20;
+ status->mode = TO_INT(25);
+ status->speed = TO_INT(26);
+ status->aspd_rate = 100;
+ status->adelay = TO_INT(27);
+ status->amotion = TO_INT(28);
+ status->dmotion = TO_INT(29);
+ if(battle_config.monster_damage_delay_rate != 100)
+ status->dmotion = status->dmotion*battle_config.monster_damage_delay_rate/100;
+
+ status_calc_misc(status, mob_db_data[class_]->lv);
+
+ if(!battle_config.enemy_str)
+ status->batk = 0;
+
+ if(battle_config.enemy_critical_rate != 100)
+ status->cri = status->cri*battle_config.enemy_critical_rate/100;
+ if(!status->cri && battle_config.enemy_critical_rate) status->cri = 1;
+
+ if(!battle_config.enemy_perfect_flee)
+ status->flee2 = 0;
+
+ // MVP EXP Bonus, Chance: MEXP,ExpPer
+ mob_db_data[class_]->mexp = TO_INT(30) * battle_config.mvp_exp_rate / 100;
+ mob_db_data[class_]->mexpper = TO_INT(31);
+ //Now that we know if it is an mvp or not,
+ //apply battle_config modifiers [Skotlex]
+ maxhp = (double)status->max_hp;
+ if (mob_db_data[class_]->mexp > 0)
+ { //Mvp
+ if (battle_config.mvp_hp_rate != 100)
+ maxhp = maxhp * (double)battle_config.mvp_hp_rate /100.;
+ } else if (battle_config.monster_hp_rate != 100) //Normal mob
+ maxhp = maxhp * (double)battle_config.monster_hp_rate /100.;
+ if (maxhp < 0) maxhp = 1;
+ else if (maxhp > UINT_MAX) maxhp = UINT_MAX;
+ status->max_hp = (unsigned int)maxhp;
+
+ //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;
+ mob_db_data[class_]->mvpitem[i].nameid = TO_INT(32+i*2);
+ if (!mob_db_data[class_]->mvpitem[i].nameid) {
+ //No item....
+ mob_db_data[class_]->mvpitem[i].p = 0;
+ continue;
+ }
+ mob_db_data[class_]->mvpitem[i].p = mob_drop_adjust(TO_INT(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
+ id = itemdb_search(mob_db_data[class_]->mvpitem[i].nameid);
+ if (mob_db_data[class_]->mvpitem[i].p) {
+ if (id->maxchance==10000 || (id->maxchance < mob_db_data[class_]->mvpitem[i].p/10+1) ) {
+ //item has bigger drop chance or sold in shops
+ id->maxchance = mob_db_data[class_]->mvpitem[i].p/10+1; //reduce MVP drop info to not spoil common drop rate
+ }
+ }
+ }
+
+ for (i = 0; i < MAX_MOB_DROP; i++){ // 8 -> 10 Lupus
+ int rate = 0, rate_adjust, type;
+ unsigned short ratemin, ratemax;
+ struct item_data *id;
+ k=38+i*2;
+ mob_db_data[class_]->dropitem[i].nameid=TO_INT(k);
+ if (!mob_db_data[class_]->dropitem[i].nameid) {
+ //No drop.
+ mob_db_data[class_]->dropitem[i].p = 0;
+ continue;
+ }
+ type = itemdb_type(mob_db_data[class_]->dropitem[i].nameid);
+ rate = TO_INT(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 0: // Val added heal restrictions
+ if (status->mode&MD_BOSS)
+ rate_adjust = battle_config.item_rate_heal_boss;
+ else
+ rate_adjust = battle_config.item_rate_heal;
+ ratemin = battle_config.item_drop_heal_min;
+ ratemax = battle_config.item_drop_heal_max;
+ break;
+ case 2:
+ if (status->mode&MD_BOSS)
+ rate_adjust = battle_config.item_rate_use_boss;
+ else
+ rate_adjust = battle_config.item_rate_use;
+ ratemin = battle_config.item_drop_use_min;
+ ratemax = battle_config.item_drop_use_max;
+ break;
+ case 4:
+ case 5:
+ case 8: // Changed to include Pet Equip
+ if (status->mode&MD_BOSS)
+ rate_adjust = battle_config.item_rate_equip_boss;
+ else
+ rate_adjust = battle_config.item_rate_equip;
+ ratemin = battle_config.item_drop_equip_min;
+ ratemax = battle_config.item_drop_equip_max;
+ break;
+ case 6:
+ if (status->mode&MD_BOSS)
+ rate_adjust = battle_config.item_rate_card_boss;
+ else
+ rate_adjust = battle_config.item_rate_card;
+ ratemin = battle_config.item_drop_card_min;
+ ratemax = battle_config.item_drop_card_max;
+ break;
+ default:
+ if (status->mode&MD_BOSS)
+ rate_adjust = battle_config.item_rate_common_boss;
+ else
+ rate_adjust = battle_config.item_rate_common;
+ ratemin = battle_config.item_drop_common_min;
+ ratemax = battle_config.item_drop_common_max;
+ break;
+ }
+ mob_db_data[class_]->dropitem[i].p = mob_drop_adjust(rate, rate_adjust, ratemin, ratemax);
+
+ //calculate and store Max available drop chance of the item
+ if (mob_db_data[class_]->dropitem[i].p) {
+ id = itemdb_search(mob_db_data[class_]->dropitem[i].nameid);
+ if (id->maxchance==10000 || (id->maxchance < mob_db_data[class_]->dropitem[i].p) ) {
+ //item has bigger drop chance or sold in shops
+ id->maxchance = mob_db_data[class_]->dropitem[i].p;
+ }
+ for (k = 0; k< MAX_SEARCH; k++) {
+ if (id->mob[k].chance < mob_db_data[class_]->dropitem[i].p && id->mob[k].id != class_)
+ break;
+ }
+ if (k == MAX_SEARCH)
+ continue;
+
+ memmove(&id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0]));
+ id->mob[k].chance = mob_db_data[class_]->dropitem[i].p;
+ id->mob[k].id = class_;
+ }
+ }
+ if (status->max_hp <= 0) {
+ ShowWarning ("Mob %d (%s) has no HP, using poring data for it\n", class_, mob_db_data[class_]->sprite);
+ mob_makedummymobdb(class_);
+ }
+ }
+
+ mysql_free_result(sql_res);
+ ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", ln, mob_db_name[fi]);
+ ln = 0;
+ }
+ }
+ return 0;
+}
+#endif /* not TXT_ONLY */
+
+void mob_reload(void)
+{
+ int i;
+#ifndef TXT_ONLY
+ if(db_use_sqldbs)
+ mob_read_sqldb();
+ else
+#endif /* TXT_ONLY */
+ mob_readdb();
+
+ mob_readdb_mobavail();
+ mob_read_randommonster();
+
+ //Mob skills need to be cleared before re-reading them. [Skotlex]
+ for (i = 0; i < MAX_MOB_DB; i++)
+ if (mob_db_data[i])
+ {
+ memset(&mob_db_data[i]->skill,0,sizeof(mob_db_data[i]->skill));
+ mob_db_data[i]->maxskill=0;
+ }
+ mob_readskilldb();
+ mob_readdb_race();
+}
+
+/*==========================================
+ * Circumference initialization of mob
+ *------------------------------------------
+ */
+int do_init_mob(void)
+{ //Initialize the mob database
+ memset(mob_db_data,0,sizeof(mob_db_data)); //Clear the array
+ mob_db_data[0] = aCalloc(1, sizeof (struct mob_data)); //This mob is used for random spawns
+ mob_makedummymobdb(0); //The first time this is invoked, it creates the dummy mob
+ item_drop_ers = ers_new((uint32)sizeof(struct item_drop));
+ item_drop_list_ers = ers_new((uint32)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;
+}