diff options
author | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-05-27 18:08:30 +0000 |
---|---|---|
committer | skotlex <skotlex@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-05-27 18:08:30 +0000 |
commit | cbccd8815d0db4828d40e278c999b87eeb103e67 (patch) | |
tree | 3a49b9ab73c31145b94a3ede8c8eae5eef3b0b2c /src/map/mob.c | |
parent | 763352f450c239778ab461d4e11d5469049ec0fe (diff) | |
download | hercules-cbccd8815d0db4828d40e278c999b87eeb103e67.tar.gz hercules-cbccd8815d0db4828d40e278c999b87eeb103e67.tar.bz2 hercules-cbccd8815d0db4828d40e278c999b87eeb103e67.tar.xz hercules-cbccd8815d0db4828d40e278c999b87eeb103e67.zip |
- 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.c | 8196 |
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; +} |