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authorTrojal <trojal@gmail.com>2013-01-10 20:09:39 -0800
committershennetsind <ind@henn.et>2013-01-12 05:56:35 -0200
commitc55855fcf627478f864c0f82a1a2f201fd407a38 (patch)
treeb7f6d11b2058248d026f2d9944e8f4b6ac288d50 /src/map/mob.h
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parent38e583df21eccd9e4f31d38acaae32579c6f0d27 (diff)
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Test1, testing for the commit widget, need to edit something.
Test2, testing for the commit widget, need to edit something. Signed-off-by: shennetsind <ind@henn.et>
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+// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
+// For more information, see LICENCE in the main folder
+
+#ifndef _MOB_H_
+#define _MOB_H_
+
+#include "../common/mmo.h" // struct item
+#include "guild.h" // struct guardian_data
+#include "map.h" // struct status_data, struct view_data, struct mob_skill
+#include "status.h" // struct status data, struct status_change
+#include "unit.h" // unit_stop_walking(), unit_stop_attack()
+#include "npc.h"
+
+#define MAX_RANDOMMONSTER 5
+
+// Change this to increase the table size in your mob_db to accomodate a larger mob database.
+// Be sure to note that IDs 4001 to 4048 are reserved for advanced/baby/expanded classes.
+// Notice that the last 1000 entries are used for player clones, so always set this to desired value +1000
+#define MAX_MOB_DB 4000
+
+//The number of drops all mobs have and the max drop-slot that the steal skill will attempt to steal from.
+#define MAX_MOB_DROP 10
+#define MAX_MVP_DROP 3
+#define MAX_STEAL_DROP 7
+
+//Min time between AI executions
+#define MIN_MOBTHINKTIME 100
+//Min time before mobs do a check to call nearby friends for help (or for slaves to support their master)
+#define MIN_MOBLINKTIME 1000
+
+//Distance that slaves should keep from their master.
+#define MOB_SLAVEDISTANCE 2
+
+// These define the range of available IDs for clones. [Valaris]
+#define MOB_CLONE_START (MAX_MOB_DB-999)
+#define MOB_CLONE_END MAX_MOB_DB
+
+//Used to determine default enemy type of mobs (for use in eachinrange calls)
+#define DEFAULT_ENEMY_TYPE(md) (md->special_state.ai?BL_CHAR:BL_MOB|BL_PC|BL_HOM|BL_MER)
+
+//Externals for the status effects. [Epoque]
+extern const int mob_manuk[8];
+extern const int mob_splendide[5];
+
+//Mob skill states.
+enum MobSkillState {
+ MSS_ANY = -1,
+ MSS_IDLE,
+ MSS_WALK,
+ MSS_LOOT,
+ MSS_DEAD,
+ MSS_BERSERK, //Aggressive mob attacking
+ MSS_ANGRY, //Mob retaliating from being attacked.
+ MSS_RUSH, //Mob following a player after being attacked.
+ MSS_FOLLOW, //Mob following a player without being attacked.
+ MSS_ANYTARGET,
+};
+
+enum MobDamageLogFlag
+{
+ MDLF_NORMAL = 0,
+ MDLF_HOMUN,
+ MDLF_PET,
+};
+
+enum size {
+ SZ_SMALL = 0,
+ SZ_MEDIUM,
+ SZ_BIG,
+};
+
+enum ai {
+ AI_NONE = 0,
+ AI_ATTACK,
+ AI_SPHERE,
+ AI_FLORA,
+ AI_ZANZOU,
+};
+
+struct mob_skill {
+ enum MobSkillState state;
+ uint16 skill_id,skill_lv;
+ short permillage;
+ int casttime,delay;
+ short cancel;
+ short cond1,cond2;
+ short target;
+ int val[5];
+ short emotion;
+ unsigned short msg_id;
+};
+
+struct mob_chat {
+ unsigned short msg_id;
+ unsigned long color;
+ char msg[CHAT_SIZE_MAX];
+};
+
+struct spawn_info {
+ unsigned short mapindex;
+ unsigned short qty;
+};
+
+struct mob_db {
+ char sprite[NAME_LENGTH],name[NAME_LENGTH],jname[NAME_LENGTH];
+ unsigned int base_exp,job_exp;
+ unsigned int mexp;
+ short range2,range3;
+ short race2; // celest
+ unsigned short lv;
+ struct { int nameid,p; } dropitem[MAX_MOB_DROP];
+ struct { int nameid,p; } mvpitem[MAX_MVP_DROP];
+ struct status_data status;
+ struct view_data vd;
+ unsigned int option;
+ int summonper[MAX_RANDOMMONSTER];
+ int maxskill;
+ struct mob_skill skill[MAX_MOBSKILL];
+ struct spawn_info spawn[10];
+};
+
+struct mob_data {
+ struct block_list bl;
+ struct unit_data ud;
+ struct view_data *vd;
+ struct status_data status, *base_status; //Second one is in case of leveling up mobs, or tiny/large mobs.
+ struct status_change sc;
+ struct mob_db *db; //For quick data access (saves doing mob_db(md->class_) all the time) [Skotlex]
+ char name[NAME_LENGTH];
+ struct {
+ unsigned int size : 2; //Small/Big monsters.
+ unsigned int ai : 4; //Special ai for summoned monsters.
+ //0: Normal mob.
+ //1: Standard summon, attacks mobs.
+ //2: Alchemist Marine Sphere
+ //3: Alchemist Summon Flora
+ //4: Summon Zanzou
+ unsigned int clone : 1;/* is clone? 1:0 */
+ } special_state; //Special mob information that does not needs to be zero'ed on mob respawn.
+ struct {
+ unsigned int aggressive : 1; //Signals whether the mob AI is in aggressive mode or reactive mode. [Skotlex]
+ unsigned int steal_coin_flag : 1;
+ unsigned int soul_change_flag : 1; // Celest
+ unsigned int alchemist: 1;
+ unsigned int spotted: 1;
+ unsigned int npc_killmonster: 1; //for new killmonster behavior
+ unsigned int rebirth: 1; // NPC_Rebirth used
+ unsigned int boss : 1;
+ enum MobSkillState skillstate;
+ unsigned char steal_flag; //number of steal tries (to prevent steal exploit on mobs with few items) [Lupus]
+ unsigned char attacked_count; //For rude attacked.
+ int provoke_flag; // Celest
+ } state;
+ struct guardian_data* guardian_data;
+ struct {
+ int id;
+ unsigned int dmg;
+ unsigned int flag : 2; //0: Normal. 1: Homunc exp. 2: Pet exp
+ } dmglog[DAMAGELOG_SIZE];
+ struct spawn_data *spawn; //Spawn data.
+ int spawn_timer; //Required for Convex Mirror
+ struct item *lootitem;
+ short class_;
+ unsigned int tdmg; //Stores total damage given to the mob, for exp calculations. [Skotlex]
+ int level;
+ int target_id,attacked_id;
+ int areanpc_id; //Required in OnTouchNPC (to avoid multiple area touchs)
+ unsigned int bg_id; // BattleGround System
+
+ unsigned int next_walktime,last_thinktime,last_linktime,last_pcneartime,dmgtick;
+ short move_fail_count;
+ short lootitem_count;
+ short min_chase;
+
+ int deletetimer;
+ int master_id,master_dist;
+
+ int8 skill_idx;// key of array
+ unsigned int skilldelay[MAX_MOBSKILL];
+ char npc_event[EVENT_NAME_LENGTH];
+ /**
+ * Did this monster summon something?
+ * Used to flag summon deletions, saves a worth amount of memory
+ **/
+ bool can_summon;
+ /**
+ * MvP Tombstone NPC ID
+ **/
+ int tomb_nid;
+};
+
+
+
+enum {
+ MST_TARGET = 0,
+ MST_RANDOM, //Random Target!
+ MST_SELF,
+ MST_FRIEND,
+ MST_MASTER,
+ MST_AROUND5,
+ MST_AROUND6,
+ MST_AROUND7,
+ MST_AROUND8,
+ MST_AROUND1,
+ MST_AROUND2,
+ MST_AROUND3,
+ MST_AROUND4,
+ MST_AROUND = MST_AROUND4,
+
+ MSC_ALWAYS = 0x0000,
+ MSC_MYHPLTMAXRATE,
+ MSC_MYHPINRATE,
+ MSC_FRIENDHPLTMAXRATE,
+ MSC_FRIENDHPINRATE,
+ MSC_MYSTATUSON,
+ MSC_MYSTATUSOFF,
+ MSC_FRIENDSTATUSON,
+ MSC_FRIENDSTATUSOFF,
+ MSC_ATTACKPCGT,
+ MSC_ATTACKPCGE,
+ MSC_SLAVELT,
+ MSC_SLAVELE,
+ MSC_CLOSEDATTACKED,
+ MSC_LONGRANGEATTACKED,
+ MSC_AFTERSKILL,
+ MSC_SKILLUSED,
+ MSC_CASTTARGETED,
+ MSC_RUDEATTACKED,
+ MSC_MASTERHPLTMAXRATE,
+ MSC_MASTERATTACKED,
+ MSC_ALCHEMIST,
+ MSC_SPAWN,
+};
+
+// The data structures for storing delayed item drops
+struct item_drop {
+ struct item item_data;
+ struct item_drop* next;
+};
+struct item_drop_list {
+ int16 m, x, y; // coordinates
+ int first_charid, second_charid, third_charid; // charid's of players with higher pickup priority
+ struct item_drop* item; // linked list of drops
+};
+
+struct mob_db* mob_db(int class_);
+int mobdb_searchname(const char *str);
+int mobdb_searchname_array(struct mob_db** data, int size, const char *str);
+int mobdb_checkid(const int id);
+struct view_data* mob_get_viewdata(int class_);
+
+struct mob_data *mob_once_spawn_sub(struct block_list *bl, int16 m,
+ short x, short y, const char *mobname, int class_, const char *event, unsigned int size, unsigned int ai);
+
+int mob_once_spawn(struct map_session_data* sd, int16 m, int16 x, int16 y,
+ const char* mobname, int class_, int amount, const char* event, unsigned int size, unsigned int ai);
+
+int mob_once_spawn_area(struct map_session_data* sd, int16 m,
+ int16 x0, int16 y0, int16 x1, int16 y1, const char* mobname, int class_, int amount, const char* event, unsigned int size, unsigned int ai);
+
+bool mob_ksprotected (struct block_list *src, struct block_list *target);
+
+int mob_spawn_guardian(const char* mapname, int16 x, int16 y, const char* mobname, int class_, const char* event, int guardian, bool has_index); // Spawning Guardians [Valaris]
+int mob_spawn_bg(const char* mapname, int16 x, int16 y, const char* mobname, int class_, const char* event, unsigned int bg_id);
+int mob_guardian_guildchange(struct mob_data *md); //Change Guardian's ownership. [Skotlex]
+
+int mob_randomwalk(struct mob_data *md,unsigned int tick);
+int mob_warpchase(struct mob_data *md, struct block_list *target);
+int mob_target(struct mob_data *md,struct block_list *bl,int dist);
+int mob_unlocktarget(struct mob_data *md, unsigned int tick);
+struct mob_data* mob_spawn_dataset(struct spawn_data *data);
+int mob_spawn(struct mob_data *md);
+int mob_delayspawn(int tid, unsigned int tick, int id, intptr_t data);
+int mob_setdelayspawn(struct mob_data *md);
+int mob_parse_dataset(struct spawn_data *data);
+void mob_log_damage(struct mob_data *md, struct block_list *src, int damage);
+void mob_damage(struct mob_data *md, struct block_list *src, int damage);
+int mob_dead(struct mob_data *md, struct block_list *src, int type);
+void mob_revive(struct mob_data *md, unsigned int hp);
+void mob_heal(struct mob_data *md,unsigned int heal);
+
+#define mob_stop_walking(md, type) unit_stop_walking(&(md)->bl, type)
+#define mob_stop_attack(md) unit_stop_attack(&(md)->bl)
+#define mob_is_battleground(md) ( map[(md)->bl.m].flag.battleground && ((md)->class_ == MOBID_BARRICADE2 || ((md)->class_ >= MOBID_FOOD_STOR && (md)->class_ <= MOBID_PINK_CRYST)) )
+#define mob_is_gvg(md) (map[(md)->bl.m].flag.gvg_castle && ( (md)->class_ == MOBID_EMPERIUM || (md)->class_ == MOBID_BARRICADE1 || (md)->class_ == MOBID_GUARIDAN_STONE1 || (md)->class_ == MOBID_GUARIDAN_STONE2) )
+#define mob_is_treasure(md) (((md)->class_ >= MOBID_TREAS01 && (md)->class_ <= MOBID_TREAS40) || ((md)->class_ >= MOBID_TREAS41 && (md)->class_ <= MOBID_TREAS49))
+
+void mob_clear_spawninfo();
+int do_init_mob(void);
+int do_final_mob(void);
+
+int mob_timer_delete(int tid, unsigned int tick, int id, intptr_t data);
+int mob_deleteslave(struct mob_data *md);
+
+int mob_random_class (int *value, size_t count);
+int mob_get_random_id(int type, int flag, int lv);
+int mob_class_change(struct mob_data *md,int class_);
+int mob_warpslave(struct block_list *bl, int range);
+int mob_linksearch(struct block_list *bl,va_list ap);
+
+int mobskill_use(struct mob_data *md,unsigned int tick,int event);
+int mobskill_event(struct mob_data *md,struct block_list *src,unsigned int tick, int flag);
+int mobskill_castend_id( int tid, unsigned int tick, int id,int data );
+int mobskill_castend_pos( int tid, unsigned int tick, int id,int data );
+int mob_summonslave(struct mob_data *md2,int *value,int amount,uint16 skill_id);
+int mob_countslave(struct block_list *bl);
+int mob_count_sub(struct block_list *bl, va_list ap);
+
+int mob_is_clone(int class_);
+
+int mob_clone_spawn(struct map_session_data *sd, int16 m, int16 x, int16 y, const char *event, int master_id, int mode, int flag, unsigned int duration);
+int mob_clone_delete(struct mob_data *md);
+
+void mob_reload(void);
+
+// MvP Tomb System
+void mvptomb_create(struct mob_data *md, char *killer, time_t time);
+void mvptomb_destroy(struct mob_data *md);
+
+#endif /* _MOB_H_ */