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Diffstat (limited to 'src/map/mob.c')
-rw-r--r-- | src/map/mob.c | 4701 |
1 files changed, 4701 insertions, 0 deletions
diff --git a/src/map/mob.c b/src/map/mob.c new file mode 100644 index 000000000..ac3c1dfe3 --- /dev/null +++ b/src/map/mob.c @@ -0,0 +1,4701 @@ +// Copyright (c) Athena Dev Teams - Licensed under GNU GPL +// For more information, see LICENCE in the main folder + +#include "../common/cbasetypes.h" +#include "../common/timer.h" +#include "../common/db.h" +#include "../common/nullpo.h" +#include "../common/malloc.h" +#include "../common/showmsg.h" +#include "../common/ers.h" +#include "../common/random.h" +#include "../common/strlib.h" +#include "../common/utils.h" +#include "../common/socket.h" + +#include "map.h" +#include "path.h" +#include "clif.h" +#include "intif.h" +#include "pc.h" +#include "pet.h" +#include "status.h" +#include "mob.h" +#include "homunculus.h" +#include "mercenary.h" +#include "elemental.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 "quest.h" + +#include <stdio.h> +#include <stdlib.h> +#include <stdarg.h> +#include <string.h> +#include <math.h> + +#define ACTIVE_AI_RANGE 2 //Distance added on top of 'AREA_SIZE' at which mobs enter active AI mode. + +#define IDLE_SKILL_INTERVAL 10 //Active idle skills should be triggered every 1 second (1000/MIN_MOBTHINKTIME) + +#define MOB_LAZYSKILLPERC 0 // Probability for mobs far from players from doing their IDLE skill. (rate of 1000 minute) +// Move probability for mobs away from players (rate of 1000 minute) +// in Aegis, this is 100% for mobs that have been activated by players and none otherwise. +#define MOB_LAZYMOVEPERC(md) (md->state.spotted?1000:0) +#define MOB_MAX_DELAY (24*3600*1000) +#define MAX_MINCHASE 30 //Max minimum chase value to use for mobs. +#define RUDE_ATTACKED_COUNT 2 //After how many rude-attacks should the skill be used? +#define MAX_MOB_CHAT 250 //Max Skill's messages + +//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]; } + +//Dynamic mob chat database +struct mob_chat *mob_chat_db[MAX_MOB_CHAT+1]; +struct mob_chat *mob_chat(short id) { if(id<=0 || id>MAX_MOB_CHAT || mob_chat_db[id]==NULL) return (struct mob_chat*)NULL; return mob_chat_db[id]; } + +//Dynamic item drop ratio database for per-item drop ratio modifiers overriding global drop ratios. +#define MAX_ITEMRATIO_MOBS 10 +struct item_drop_ratio { + int drop_ratio; + int mob_id[MAX_ITEMRATIO_MOBS]; +}; +static struct item_drop_ratio *item_drop_ratio_db[MAX_ITEMDB]; + +static struct eri *item_drop_ers; //For loot drops delay structures. +static struct eri *item_drop_list_ers; + +static struct { + int qty; + int class_[350]; +} summon[MAX_RANDOMMONSTER]; + +//Defines the Manuk/Splendide mob groups for the status reductions [Epoque] +const int mob_manuk[8] = { 1986, 1987, 1988, 1989, 1990, 1997, 1998, 1999 }; +const int mob_splendide[5] = { 1991, 1992, 1993, 1994, 1995 }; + +/*========================================== + * Local prototype declaration (only required thing) + *------------------------------------------*/ +static int mob_makedummymobdb(int); +static int mob_spawn_guardian_sub(int tid, unsigned int tick, int id, intptr_t data); +int mob_skill_id2skill_idx(int class_,uint16 skill_id); + +/*========================================== + * 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); +} + +/*========================================== + * MvP Tomb [GreenBox] + *------------------------------------------*/ +void mvptomb_create(struct mob_data *md, char *killer, time_t time) +{ + struct npc_data *nd; + + if ( md->tomb_nid ) + mvptomb_destroy(md); + + CREATE(nd, struct npc_data, 1); + + nd->bl.id = md->tomb_nid = npc_get_new_npc_id(); + + nd->ud.dir = md->ud.dir; + nd->bl.m = md->bl.m; + nd->bl.x = md->bl.x; + nd->bl.y = md->bl.y; + nd->bl.type = BL_NPC; + + safestrncpy(nd->name, msg_txt(656), sizeof(nd->name)); + + nd->class_ = 565; + nd->speed = 200; + nd->subtype = TOMB; + + nd->u.tomb.md = md; + nd->u.tomb.kill_time = time; + + if (killer) + safestrncpy(nd->u.tomb.killer_name, killer, NAME_LENGTH); + else + nd->u.tomb.killer_name[0] = '\0'; + + map_addnpc(nd->bl.m, nd); + map_addblock(&nd->bl); + status_set_viewdata(&nd->bl, nd->class_); + status_change_init(&nd->bl); + unit_dataset(&nd->bl); + clif_spawn(&nd->bl); + +} + +void mvptomb_destroy(struct mob_data *md) { + struct npc_data *nd; + + if ( (nd = map_id2nd(md->tomb_nid)) ) { + int16 m, i; + + m = nd->bl.m; + + clif_clearunit_area(&nd->bl,CLR_OUTSIGHT); + + map_delblock(&nd->bl); + + ARR_FIND( 0, map[m].npc_num, i, map[m].npc[i] == nd ); + if( !(i == map[m].npc_num) ) { + map[m].npc_num--; + map[m].npc[i] = map[m].npc[map[m].npc_num]; + map[m].npc[map[m].npc_num] = NULL; + } + + map_deliddb(&nd->bl); + + aFree(nd); + } + + md->tomb_nid = 0; +} + +/*========================================== + * 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 || mob_is_clone(i) ) //keep clones out (or you leak player stats) + continue; + if (!mobdb_searchname_array_sub(mob, str)) { + if (count < size) + data[count] = mob; + count++; + } + } + return count; +} + +/*========================================== + * Id Mob is checked. + *------------------------------------------*/ +int mobdb_checkid(const int id) +{ + if (mob_db(id) == mob_dummy) + return 0; + if (mob_is_clone(id)) //checkid is used mostly for random ID based code, therefore clone mobs are out of the question. + return 0; + return id; +} + +/*========================================== + * Returns the view data associated to this mob class. + *------------------------------------------*/ +struct view_data * mob_get_viewdata(int class_) +{ + if (mob_db(class_) == mob_dummy) + return 0; + return &mob_db(class_)->vd; +} +/*========================================== + * Cleans up mob-spawn data to make it "valid" + *------------------------------------------*/ +int mob_parse_dataset(struct spawn_data *data) +{ + size_t len; + + if ((!mobdb_checkid(data->class_) && !mob_is_clone(data->class_)) || !data->num) + return 0; + + if( ( len = strlen(data->eventname) ) > 0 ) + { + if( data->eventname[len-1] == '"' ) + data->eventname[len-1] = '\0'; //Remove trailing quote. + if( data->eventname[0] == '"' ) //Strip leading quotes + memmove(data->eventname, data->eventname+1, len-1); + } + + if(strcmp(data->name,"--en--")==0) + safestrncpy(data->name, mob_db(data->class_)->name, sizeof(data->name)); + else if(strcmp(data->name,"--ja--")==0) + safestrncpy(data->name, mob_db(data->class_)->jname, sizeof(data->name)); + + 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 = (struct mob_data*)aCalloc(1, sizeof(struct mob_data)); + md->bl.id= npc_get_new_npc_id(); + md->bl.type = BL_MOB; + md->bl.m = data->m; + md->bl.x = data->x; + md->bl.y = data->y; + md->class_ = data->class_; + md->state.boss = data->state.boss; + md->db = mob_db(md->class_); + if (data->level > 0 && data->level <= MAX_LEVEL) + md->level = data->level; + memcpy(md->name, data->name, NAME_LENGTH); + 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); + if(md->db->status.mode&MD_LOOTER) + md->lootitem = (struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item)); + md->spawn_timer = INVALID_TIMER; + md->deletetimer = INVALID_TIMER; + md->skill_idx = -1; + status_set_viewdata(&md->bl, md->class_); + status_change_init(&md->bl); + unit_dataset(&md->bl); + + map_addiddb(&md->bl); + return md; +} + +/*========================================== + * Fetches a random mob_id [Skotlex] + * type: Where to fetch from: + * 0: dead branch list + * 1: poring list + * 2: bloody branch list + * flag: + * &1: Apply the summon success chance found in the list (otherwise get any monster from the db) + * &2: Apply a monster check level. + * &4: Selected monster should not be a boss type + * &8: Selected monster must have normal spawn. + * lv: Mob level to check against + *------------------------------------------*/ +int mob_get_random_id(int type, int flag, int lv) +{ + struct mob_db *mob; + int i=0, class_; + if(type < 0 || type >= MAX_RANDOMMONSTER) { + ShowError("mob_get_random_id: Invalid type (%d) of random monster.\n", type); + return 0; + } + do { + if (type) + class_ = summon[type].class_[rnd()%summon[type].qty]; + else //Dead branch + class_ = rnd() % MAX_MOB_DB; + mob = mob_db(class_); + } while ((mob == mob_dummy || + mob_is_clone(class_) || + (flag&1 && mob->summonper[type] <= rnd() % 1000000) || + (flag&2 && lv < mob->lv) || + (flag&4 && mob->status.mode&MD_BOSS) || + (flag&8 && mob->spawn[0].qty < 1) + ) && (i++) < MAX_MOB_DB); + + if(i >= MAX_MOB_DB) // no suitable monster found, use fallback for given list + class_ = mob_db_data[0]->summonper[type]; + return class_; +} + +/*========================================== + * Kill Steal Protection [Zephyrus] + *------------------------------------------*/ +bool mob_ksprotected (struct block_list *src, struct block_list *target) +{ + struct block_list *s_bl, *t_bl; + struct map_session_data + *sd, // Source + *pl_sd, // Owner + *t_sd; // Mob Target + struct status_change_entry *sce; + struct mob_data *md; + unsigned int tick = gettick(); + char output[128]; + + if( !battle_config.ksprotection ) + return false; // KS Protection Disabled + + if( !(md = BL_CAST(BL_MOB,target)) ) + return false; // Tarjet is not MOB + + if( (s_bl = battle_get_master(src)) == NULL ) + s_bl = src; + + if( !(sd = BL_CAST(BL_PC,s_bl)) ) + return false; // Master is not PC + + t_bl = map_id2bl(md->target_id); + if( !t_bl || (s_bl = battle_get_master(t_bl)) == NULL ) + s_bl = t_bl; + + t_sd = BL_CAST(BL_PC,s_bl); + + do { + if( map[md->bl.m].flag.allowks || map_flag_ks(md->bl.m) ) + return false; // Ignores GVG, PVP and AllowKS map flags + + if( md->db->mexp || md->master_id ) + return false; // MVP, Slaves mobs ignores KS + + if( (sce = md->sc.data[SC_KSPROTECTED]) == NULL ) + break; // No KS Protected + + if( sd->bl.id == sce->val1 || // Same Owner + (sce->val2 == 2 && sd->status.party_id && sd->status.party_id == sce->val3) || // Party KS allowed + (sce->val2 == 3 && sd->status.guild_id && sd->status.guild_id == sce->val4) ) // Guild KS allowed + break; + + if( t_sd && ( + (sce->val2 == 1 && sce->val1 != t_sd->bl.id) || + (sce->val2 == 2 && sce->val3 && sce->val3 != t_sd->status.party_id) || + (sce->val2 == 3 && sce->val4 && sce->val4 != t_sd->status.guild_id)) ) + break; + + if( (pl_sd = map_id2sd(sce->val1)) == NULL || pl_sd->bl.m != md->bl.m ) + break; + + if( !pl_sd->state.noks ) + return false; // No KS Protected, but normal players should be protected too + + // Message to KS + if( DIFF_TICK(sd->ks_floodprotect_tick, tick) <= 0 ) + { + sprintf(output, "[KS Warning!! - Owner : %s]", pl_sd->status.name); + clif_disp_onlyself(sd, output, strlen(output)); + + sd->ks_floodprotect_tick = tick + 2000; + } + + // Message to Owner + if( DIFF_TICK(pl_sd->ks_floodprotect_tick, tick) <= 0 ) + { + sprintf(output, "[Watch out! %s is trying to KS you!]", sd->status.name); + clif_disp_onlyself(pl_sd, output, strlen(output)); + + pl_sd->ks_floodprotect_tick = tick + 2000; + } + + return true; + } while(0); + + status_change_start(target, SC_KSPROTECTED, 10000, sd->bl.id, sd->state.noks, sd->status.party_id, sd->status.guild_id, battle_config.ksprotection, 0); + + return false; +} + +struct mob_data *mob_once_spawn_sub(struct block_list *bl, int16 m, int16 x, int16 y, const char *mobname, int class_, const char *event, unsigned int size, unsigned int ai) +{ + struct spawn_data data; + + memset(&data, 0, sizeof(struct spawn_data)); + data.m = m; + data.num = 1; + data.class_ = class_; + data.state.size = size; + data.state.ai = ai; + + if (mobname) + safestrncpy(data.name, mobname, sizeof(data.name)); + else + if (battle_config.override_mob_names == 1) + strcpy(data.name, "--en--"); + else + strcpy(data.name, "--ja--"); + + if (event) + safestrncpy(data.eventname, event, sizeof(data.eventname)); + + // Locate spot next to player. + if (bl && (x < 0 || y < 0)) + map_search_freecell(bl, m, &x, &y, 1, 1, 0); + + // if none found, pick random position on map + 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); +} + +/*========================================== + * Spawn a single mob on the specified coordinates. + *------------------------------------------*/ +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) +{ + struct mob_data* md = NULL; + int count, lv; + + if (m < 0 || amount <= 0) + return 0; // invalid input + + lv = (sd) ? sd->status.base_level : 255; + + for (count = 0; count < amount; count++) + { + int c = (class_ >= 0) ? class_ : mob_get_random_id(-class_ - 1, (battle_config.random_monster_checklv) ? 3 : 1, lv); + md = mob_once_spawn_sub((sd) ? &sd->bl : NULL, m, x, y, mobname, c, event, size, ai); + + if (!md) + continue; + + if (class_ == MOBID_EMPERIUM) + { + struct guild_castle* gc = guild_mapindex2gc(map[m].index); + struct guild* g = (gc) ? guild_search(gc->guild_id) : NULL; + if (gc) + { + md->guardian_data = (struct 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|MD_ANGRY, 0, 60000); + } + + return (md) ? md->bl.id : 0; // id of last spawned mob +} + +/*========================================== + * Spawn mobs in the specified area. + *------------------------------------------*/ +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) +{ + int i, max, id = 0; + int lx = -1, ly = -1; + + if (m < 0 || amount <= 0) + return 0; // invalid input + + // normalize x/y coordinates + if (x0 > x1) + swap(x0, x1); + if (y0 > y1) + swap(y0, y1); + + // choose a suitable max. number of attempts + max = (y1 - y0 + 1)*(x1 - x0 + 1)*3; + if (max > 1000) + max = 1000; + + // spawn mobs, one by one + for (i = 0; i < amount; i++) + { + int x, y; + int j = 0; + + // find a suitable map cell + do { + x = rnd()%(x1-x0+1)+x0; + y = rnd()%(y1-y0+1)+y0; + j++; + } while (map_getcell(m,x,y,CELL_CHKNOPASS) && j < max); + + if (j == max) + {// attempt to find an available cell failed + if (lx == -1 && ly == -1) + return 0; // total failure + + // fallback to last good x/y pair + x = lx; + y = ly; + } + + // record last successful coordinates + lx = x; + ly = y; + + id = mob_once_spawn(sd, m, x, y, mobname, class_, 1, event, size, ai); + } + + return id; // id of last spawned mob +} +/*========================================== + * Set a Guardian's guild data [Skotlex] + *------------------------------------------*/ +static int mob_spawn_guardian_sub(int tid, unsigned int tick, int id, intptr_t 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; + int guardup_lv; + + 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_ret(md->guardian_data); + g = guild_search((int)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", (int)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->number >= 0 && md->guardian_data->number < MAX_GUARDIANS && md->guardian_data->castle->guardian[md->guardian_data->number].visible) + guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0); + unit_free(&md->bl,CLR_OUTSIGHT); //Remove guardian. + } + return 0; + } + guardup_lv = guild_checkskill(g,GD_GUARDUP); + md->guardian_data->emblem_id = g->emblem_id; + memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH); + md->guardian_data->guardup_lv = guardup_lv; + if( guardup_lv ) + status_calc_mob(md, 0); //Give bonuses. + return 0; +} + +/*========================================== + * Summoning Guardians [Valaris] + *------------------------------------------*/ +int mob_spawn_guardian(const char* mapname, short x, short y, const char* mobname, int class_, const char* event, int guardian, bool has_index) +{ + struct mob_data *md=NULL; + struct spawn_data data; + struct guild *g=NULL; + struct guild_castle *gc; + int16 m; + memset(&data, 0, sizeof(struct spawn_data)); + data.num = 1; + + m=map_mapname2mapid(mapname); + + if(m<0) + { + ShowWarning("mob_spawn_guardian: Map [%s] not found.\n", mapname); + return 0; + } + data.m = m; + data.num = 1; + if(class_<=0) { + class_ = mob_get_random_id(-class_-1, 1, 99); + if (!class_) return 0; + } + + data.class_ = class_; + + if( !has_index ) + { + guardian = -1; + } + else if( guardian < 0 || guardian >= MAX_GUARDIANS ) + { + ShowError("mob_spawn_guardian: Invalid guardian index %d for guardian %d (castle map %s)\n", guardian, class_, map[m].name); + return 0; + } + + if((x<=0 || y<=0) && !map_search_freecell(NULL, m, &x, &y, -1,-1, 1)) + { + ShowWarning("mob_spawn_guardian: Couldn't locate a spawn cell for guardian class %d (index %d) at castle map %s\n",class_, guardian, map[m].name); + return 0; + } + data.x = x; + data.y = y; + safestrncpy(data.name, mobname, sizeof(data.name)); + safestrncpy(data.eventname, event, sizeof(data.eventname)); + 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( has_index && gc->guardian[guardian].id ) + { //Check if guardian already exists, refuse to spawn if so. + struct mob_data *md2 = (TBL_MOB*)map_id2bl(gc->guardian[guardian].id); + if (md2 && md2->bl.type == BL_MOB && + md2->guardian_data && md2->guardian_data->number == guardian) + { + ShowError("mob_spawn_guardian: Attempted to spawn guardian in position %d which already has a guardian (castle map %s)\n", guardian, map[m].name); + return 0; + } + } + + md = mob_spawn_dataset(&data); + md->guardian_data = (struct 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; + if( has_index ) + {// permanent guardian + gc->guardian[guardian].id = md->bl.id; + } + else + {// temporary guardian + int i; + ARR_FIND(0, gc->temp_guardians_max, i, gc->temp_guardians[i] == 0); + if( i == gc->temp_guardians_max ) + { + ++(gc->temp_guardians_max); + RECREATE(gc->temp_guardians, int, gc->temp_guardians_max); + } + gc->temp_guardians[i] = md->bl.id; + } + if (g) + { + md->guardian_data->emblem_id = g->emblem_id; + memcpy (md->guardian_data->guild_name, g->name, NAME_LENGTH); + md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP); + } else if (md->guardian_data->guild_id) + add_timer(gettick()+5000,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id); + mob_spawn(md); + + return md->bl.id; +} + +/*========================================== + * Summoning BattleGround [Zephyrus] + *------------------------------------------*/ +int mob_spawn_bg(const char* mapname, short x, short y, const char* mobname, int class_, const char* event, unsigned int bg_id) +{ + struct mob_data *md = NULL; + struct spawn_data data; + int16 m; + + if( (m = map_mapname2mapid(mapname)) < 0 ) + { + ShowWarning("mob_spawn_bg: Map [%s] not found.\n", mapname); + return 0; + } + + memset(&data, 0, sizeof(struct spawn_data)); + data.m = m; + data.num = 1; + if( class_ <= 0 ) + { + class_ = mob_get_random_id(-class_-1,1,99); + if( !class_ ) return 0; + } + + data.class_ = class_; + if( (x <= 0 || y <= 0) && !map_search_freecell(NULL, m, &x, &y, -1,-1, 1) ) + { + ShowWarning("mob_spawn_bg: Couldn't locate a spawn cell for guardian class %d (bg_id %d) at map %s\n",class_, bg_id, map[m].name); + return 0; + } + + data.x = x; + data.y = y; + safestrncpy(data.name, mobname, sizeof(data.name)); + safestrncpy(data.eventname, event, sizeof(data.eventname)); + if( !mob_parse_dataset(&data) ) + return 0; + + md = mob_spawn_dataset(&data); + mob_spawn(md); + md->bg_id = bg_id; // BG Team ID + + return md->bl.id; +} + +/*========================================== + * Reachability to a Specification ID existence place + * state indicates type of 'seek' mob should do: + * - MSS_LOOT: Looking for item, path must be easy. + * - MSS_RUSH: Chasing attacking player, path is complex + * - MSS_FOLLOW: Initiative/support seek, path is complex + *------------------------------------------*/ +int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state) +{ + int easy = 0; + + nullpo_ret(md); + nullpo_ret(bl); + switch (state) { + case MSS_RUSH: + case MSS_FOLLOW: + easy = 0; //(battle_config.mob_ai&0x1?0:1); + break; + case MSS_LOOT: + default: + easy = 1; + break; + } + return unit_can_reach_bl(&md->bl, bl, range, easy, NULL, NULL); +} + +/*========================================== + * Links nearby mobs (supportive mobs) + *------------------------------------------*/ +int mob_linksearch(struct block_list *bl,va_list ap) +{ + struct mob_data *md; + int class_; + struct block_list *target; + unsigned int tick; + + nullpo_ret(bl); + 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) + *------------------------------------------*/ +int mob_delayspawn(int tid, unsigned int tick, int id, intptr_t data) +{ + struct block_list* bl = map_id2bl(id); + struct mob_data* md = BL_CAST(BL_MOB, bl); + + if( md ) + { + if( md->spawn_timer != tid ) + { + ShowError("mob_delayspawn: Timer mismatch: %d != %d\n", tid, md->spawn_timer); + return 0; + } + md->spawn_timer = INVALID_TIMER; + mob_spawn(md); + } + return 0; +} + +/*========================================== + * spawn timing calculation + *------------------------------------------*/ +int mob_setdelayspawn(struct mob_data *md) +{ + unsigned int spawntime, mode; + struct mob_db *db; + + if (!md->spawn) //Doesn't has respawn data! + return unit_free(&md->bl,CLR_DEAD); + + spawntime = md->spawn->delay1; //Base respawn time + if (md->spawn->delay2) //random variance + spawntime+= rnd()%md->spawn->delay2; + + //Apply the spawn delay fix [Skotlex] + db = mob_db(md->spawn->class_); + mode = db->status.mode; + if (mode & MD_BOSS) { //Bosses + if (battle_config.boss_spawn_delay != 100) { + // Divide by 100 first to prevent overflows + //(precision loss is minimal as duration is in ms already) + spawntime = spawntime/100*battle_config.boss_spawn_delay; + } + } else if (mode&MD_PLANT) { //Plants + if (battle_config.plant_spawn_delay != 100) { + spawntime = spawntime/100*battle_config.plant_spawn_delay; + } + } else if (battle_config.mob_spawn_delay != 100) { //Normal mobs + spawntime = spawntime/100*battle_config.mob_spawn_delay; + } + + if (spawntime < 500) //Min respawn time (is it needed?) + spawntime = 500; + + if( md->spawn_timer != INVALID_TIMER ) + delete_timer(md->spawn_timer, mob_delayspawn); + md->spawn_timer = add_timer(gettick()+spawntime, mob_delayspawn, md->bl.id, 0); + return 0; +} + +int mob_count_sub(struct block_list *bl, va_list ap) { + int mobid[10], i; + ARR_FIND(0, 10, i, (mobid[i] = va_arg(ap, int)) == 0); //fetch till 0 + if (mobid[0]) { //if there one let's check it otherwise go backward + TBL_MOB *md = BL_CAST(BL_MOB, bl); + ARR_FIND(0, 10, i, md->class_ == mobid[i]); + return (i < 10) ? 1 : 0; + } + return 1; //backward compatibility +} + +/*========================================== + * Mob spawning. Initialization is also variously here. + *------------------------------------------*/ +int mob_spawn (struct mob_data *md) +{ + int i=0; + unsigned int tick = gettick(); + int c =0; + + md->last_thinktime = tick; + if (md->bl.prev != NULL) + unit_remove_map(&md->bl,CLR_RESPAWN); + else + if (md->spawn && md->class_ != md->spawn->class_) + { + md->class_ = md->spawn->class_; + status_set_viewdata(&md->bl, md->class_); + md->db = mob_db(md->class_); + memcpy(md->name,md->spawn->name,NAME_LENGTH); + } + + if (md->spawn) { //Respawn data + md->bl.m = md->spawn->m; + md->bl.x = md->spawn->x; + md->bl.y = md->spawn->y; + + if( (md->bl.x == 0 && md->bl.y == 0) || md->spawn->xs || md->spawn->ys ) + { //Monster can be spawned on an area. + if( !map_search_freecell(&md->bl, -1, &md->bl.x, &md->bl.y, md->spawn->xs, md->spawn->ys, battle_config.no_spawn_on_player?4:0) ) + { // retry again later + if( md->spawn_timer != INVALID_TIMER ) + delete_timer(md->spawn_timer, mob_delayspawn); + md->spawn_timer = add_timer(tick+5000,mob_delayspawn,md->bl.id,0); + return 1; + } + } + else if( battle_config.no_spawn_on_player > 99 && map_foreachinrange(mob_count_sub, &md->bl, AREA_SIZE, BL_PC) ) + { // retry again later (players on sight) + if( md->spawn_timer != INVALID_TIMER ) + delete_timer(md->spawn_timer, mob_delayspawn); + md->spawn_timer = add_timer(tick+5000,mob_delayspawn,md->bl.id,0); + return 1; + } + } + + memset(&md->state, 0, sizeof(md->state)); + status_calc_mob(md, 1); + md->attacked_id = 0; + md->target_id = 0; + md->move_fail_count = 0; + md->ud.state.attack_continue = 0; + md->ud.target_to = 0; + if( md->spawn_timer != INVALID_TIMER ) + { + delete_timer(md->spawn_timer, mob_delayspawn); + md->spawn_timer = INVALID_TIMER; + } + +// 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+rnd()%5000+1000; + md->last_linktime = tick; + md->dmgtick = tick - 5000; + md->last_pcneartime = 0; + + for (i = 0, c = tick-MOB_MAX_DELAY; 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; + + // MvP tomb [GreenBox] + if ( md->tomb_nid ) + mvptomb_destroy(md); + + map_addblock(&md->bl); + if( map[md->bl.m].users ) + clif_spawn(&md->bl); + skill_unit_move(&md->bl,tick,1); + mobskill_use(md, tick, MSC_SPAWN); + return 0; +} + +/*========================================== + * Determines if the mob can change target. [Skotlex] + *------------------------------------------*/ +static int mob_can_changetarget(struct mob_data* md, struct block_list* target, int mode) +{ + // if the monster was provoked ignore the above rule [celest] + if(md->state.provoke_flag) + { + if (md->state.provoke_flag == target->id) + return 1; + else if (!(battle_config.mob_ai&0x4)) + return 0; + } + + switch (md->state.skillstate) { + case MSS_BERSERK: + if (!(mode&MD_CHANGETARGET_MELEE)) + return 0; + return (battle_config.mob_ai&0x4 || check_distance_bl(&md->bl, target, 3)); + case MSS_RUSH: + return (mode&MD_CHANGETARGET_CHASE); + case MSS_FOLLOW: + case MSS_ANGRY: + case MSS_IDLE: + case MSS_WALK: + case MSS_LOOT: + return 1; + default: + return 0; + } +} + +/*========================================== + * Determination for an attack of a monster + *------------------------------------------*/ +int mob_target(struct mob_data *md,struct block_list *bl,int dist) +{ + nullpo_ret(md); + nullpo_ret(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 mode; + int dist; + + nullpo_ret(bl); + md=va_arg(ap,struct mob_data *); + target= va_arg(ap,struct block_list**); + mode= va_arg(ap,int); + + //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 ((mode&MD_TARGETWEAK) && status_get_lv(bl) >= md->level-5) + return 0; + + 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. + default: + if (battle_config.hom_setting&0x4 && + (*target) && (*target)->type == BL_HOM && bl->type != BL_HOM) + return 0; //For some reason Homun targets are never overriden. + + dist = distance_bl(&md->bl, bl); + if( + ((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) && + battle_check_range(&md->bl,bl,md->db->range2) + ) { //Pick closest target? + + if( map[bl->m].icewall_num && + !path_search_long(NULL,bl->m,md->bl.x,md->bl.y,bl->x,bl->y,CELL_CHKICEWALL) ) { + + if( !check_distance_bl(&md->bl, bl, status_get_range(&md->bl) ) ) + return 0; + + } + + (*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_ret(bl); + md=va_arg(ap,struct mob_data *); + target= va_arg(ap,struct block_list**); + + //If can't seek yet, not an enemy, or you can't attack it, skip. + if ((*target) == bl || + battle_check_target(&md->bl,bl,BCT_ENEMY)<=0 || + !status_check_skilluse(&md->bl, bl, 0, 0)) + return 0; + + if(battle_check_range (&md->bl, bl, md->status.rhw.range)) + { + (*target) = bl; + md->target_id=bl->id; + md->min_chase= md->db->range3; + } + return 1; +} + +/*========================================== + * finds nearby bg ally for guardians looking for users to follow. + *------------------------------------------*/ +static int mob_ai_sub_hard_bg_ally(struct block_list *bl,va_list ap) { + struct mob_data *md; + struct block_list **target; + + nullpo_ret(bl); + md=va_arg(ap,struct mob_data *); + target= va_arg(ap,struct block_list**); + + if( status_check_skilluse(&md->bl, bl, 0, 0) && battle_check_target(&md->bl,bl,BCT_ENEMY)<=0 ) { + (*target) = bl; + } + return 1; +} + +/*========================================== + * loot monster item search + *------------------------------------------*/ +static int mob_ai_sub_hard_lootsearch(struct block_list *bl,va_list ap) +{ + struct mob_data* md; + struct block_list **target; + int dist; + + md=va_arg(ap,struct mob_data *); + target= va_arg(ap,struct block_list**); + + dist=distance_bl(&md->bl, bl); + if(mob_can_reach(md,bl,dist+1, MSS_LOOT) && + ((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) //New target closer than previous one. + ) { + (*target) = bl; + md->target_id=bl->id; + md->min_chase=md->db->range3; + } + return 0; +} + +static int mob_warpchase_sub(struct block_list *bl,va_list ap) { + struct block_list *target; + struct npc_data **target_nd; + struct npc_data *nd; + int *min_distance; + int cur_distance; + + target= va_arg(ap, struct block_list*); + target_nd= va_arg(ap, struct npc_data**); + min_distance= va_arg(ap, int*); + + nd = (TBL_NPC*) bl; + + if(nd->subtype != WARP) + return 0; //Not a warp + + if(nd->u.warp.mapindex != map[target->m].index) + return 0; //Does not lead to the same map. + + cur_distance = distance_blxy(target, nd->u.warp.x, nd->u.warp.y); + if (cur_distance < *min_distance) + { //Pick warp that leads closest to target. + *target_nd = nd; + *min_distance = cur_distance; + return 1; + } + return 0; +} +/*========================================== + * Processing of slave monsters + *------------------------------------------*/ +static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick) +{ + struct block_list *bl; + + bl=map_id2bl(md->master_id); + + if (!bl || status_isdead(bl)) { + status_kill(&md->bl); + return 1; + } + if (bl->prev == NULL) + return 0; //Master not on a map? Could be warping, do not process. + + if(status_get_mode(&md->bl)&MD_CANMOVE) + { //If the mob can move, follow around. [Check by Skotlex] + int old_dist; + + // Distance with between slave and master is measured. + old_dist=md->master_dist; + md->master_dist=distance_bl(&md->bl, bl); + + // Since the master was in near immediately before, teleport is carried out and it pursues. + if(bl->m != md->bl.m || + (old_dist<10 && md->master_dist>18) || + md->master_dist > MAX_MINCHASE + ){ + md->master_dist = 0; + unit_warp(&md->bl,bl->m,bl->x,bl->y,CLR_TELEPORT); + return 1; + } + + if(md->target_id) //Slave is busy with a target. + return 0; + + // Approach master if within view range, chase back to Master's area also if standing on top of the master. + if((md->master_dist>MOB_SLAVEDISTANCE || md->master_dist == 0) && + unit_can_move(&md->bl)) + { + short x = bl->x, y = bl->y; + mob_stop_attack(md); + if(map_search_freecell(&md->bl, bl->m, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 1) + && unit_walktoxy(&md->bl, x, y, 0)) + return 1; + } + } else if (bl->m != md->bl.m && map_flag_gvg(md->bl.m)) { + //Delete the summoned mob if it's in a gvg ground and the master is elsewhere. [Skotlex] + status_kill(&md->bl); + return 1; + } + + //Avoid attempting to lock the master's target too often to avoid unnecessary overload. [Skotlex] + if (DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME && !md->target_id) + { + struct unit_data *ud = unit_bl2ud(bl); + md->last_linktime = tick; + + if (ud) { + struct block_list *tbl=NULL; + if (ud->target && ud->state.attack_continue) + tbl=map_id2bl(ud->target); + else if (ud->skilltarget) { + tbl = map_id2bl(ud->skilltarget); + //Required check as skilltarget is not always an enemy. [Skotlex] + if (tbl && battle_check_target(&md->bl, tbl, BCT_ENEMY) <= 0) + tbl = NULL; + } + if (tbl && status_check_skilluse(&md->bl, tbl, 0, 0)) { + md->target_id=tbl->id; + md->min_chase=md->db->range3+distance_bl(&md->bl, tbl); + if(md->min_chase>MAX_MINCHASE) + md->min_chase=MAX_MINCHASE; + return 1; + } + } + } + return 0; +} + +/*========================================== + * A lock of target is stopped and mob moves to a standby state. + * This also triggers idle skill/movement since the AI can get stuck + * when trying to pick new targets when the current chosen target is + * unreachable. + *------------------------------------------*/ +int mob_unlocktarget(struct mob_data *md, unsigned int tick) +{ + nullpo_ret(md); + + switch (md->state.skillstate) { + case MSS_WALK: + if (md->ud.walktimer != INVALID_TIMER) + break; + //Because it is not unset when the mob finishes walking. + md->state.skillstate = MSS_IDLE; + case MSS_IDLE: + // Idle skill. + if ((md->target_id || !(++md->ud.walk_count%IDLE_SKILL_INTERVAL)) && + mobskill_use(md, tick, -1)) + break; + //Random walk. + if (!md->master_id && + DIFF_TICK(md->next_walktime, tick) <= 0 && + !mob_randomwalk(md,tick)) + //Delay next random walk when this one failed. + md->next_walktime=tick+rnd()%3000; + break; + default: + mob_stop_attack(md); + if (battle_config.mob_ai&0x8) + mob_stop_walking(md,1); //Immediately stop chasing. + md->state.skillstate = MSS_IDLE; + md->next_walktime=tick+rnd()%3000+3000; + break; + } + if (md->target_id) { + md->target_id=0; + md->ud.target_to = 0; + unit_set_target(&md->ud, 0); + } + return 0; +} +/*========================================== + * Random walk + *------------------------------------------*/ +int mob_randomwalk(struct mob_data *md,unsigned int tick) +{ + const int retrycount=20; + int i,x,y,c,d; + int speed; + + nullpo_ret(md); + + if(DIFF_TICK(md->next_walktime,tick)>0 || + !unit_can_move(&md->bl) || + !(status_get_mode(&md->bl)&MD_CANMOVE)) + return 0; + + d =12-md->move_fail_count; + if(d<5) d=5; + for(i=0;i<retrycount;i++){ // Search of a movable place + int r=rnd(); + 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){ + ShowWarning("MOB can't move. random spawn %d, class = %d, at %s (%d,%d)\n",md->bl.id,md->class_,map[md->bl.m].name, md->bl.x, md->bl.y); + md->move_fail_count=0; + mob_spawn(md); + } + return 0; + } + speed=status_get_speed(&md->bl); + for(i=c=0;i<md->ud.walkpath.path_len;i++){ // The next walk start time is calculated. + if(md->ud.walkpath.path[i]&1) + c+=speed*14/10; + else + c+=speed; + } + md->state.skillstate=MSS_WALK; + md->move_fail_count=0; + md->next_walktime = tick+rnd()%3000+3000+c; + return 1; +} + +int mob_warpchase(struct mob_data *md, struct block_list *target) +{ + struct npc_data *warp = NULL; + int distance = AREA_SIZE; + if (!(target && battle_config.mob_ai&0x40 && battle_config.mob_warp&1)) + return 0; //Can't warp chase. + + if (target->m == md->bl.m && check_distance_bl(&md->bl, target, AREA_SIZE)) + return 0; //No need to do a warp chase. + + if (md->ud.walktimer != INVALID_TIMER && + map_getcell(md->bl.m,md->ud.to_x,md->ud.to_y,CELL_CHKNPC)) + return 1; //Already walking to a warp. + + //Search for warps within mob's viewing range. + map_foreachinrange (mob_warpchase_sub, &md->bl, + md->db->range2, BL_NPC, target, &warp, &distance); + + if (warp && unit_walktobl(&md->bl, &warp->bl, 1, 1)) + return 1; + return 0; +} + +/*========================================== + * AI of MOB whose is near a Player + *------------------------------------------*/ +static bool mob_ai_sub_hard(struct mob_data *md, unsigned int tick) +{ + struct block_list *tbl = NULL, *abl = NULL; + int dist; + int mode; + int search_size; + int view_range, can_move; + + if(md->bl.prev == NULL || md->status.hp <= 0) + return false; + + if (DIFF_TICK(tick, md->last_thinktime) < MIN_MOBTHINKTIME) + return false; + + md->last_thinktime = tick; + + if (md->ud.skilltimer != INVALID_TIMER) + return false; + + if(md->ud.walktimer != INVALID_TIMER && md->ud.walkpath.path_pos <= 3) + return false; + + // Abnormalities + if(( md->sc.opt1 > 0 && md->sc.opt1 != OPT1_STONEWAIT && md->sc.opt1 != OPT1_BURNING && md->sc.opt1 != OPT1_CRYSTALIZE ) + || md->sc.data[SC_BLADESTOP] || md->sc.data[SC__MANHOLE] || md->sc.data[SC_CURSEDCIRCLE_TARGET]) {//Should reset targets. + md->target_id = md->attacked_id = 0; + return false; + } + + if (md->sc.count && md->sc.data[SC_BLIND]) + 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 == INVALID_TIMER && !status_check_skilluse(&md->bl, tbl, 0, 0)) || + (md->ud.walktimer != INVALID_TIMER && !(battle_config.mob_ai&0x1) && !check_distance_bl(&md->bl, tbl, md->min_chase)) || + ( + tbl->type == BL_PC && + ((((TBL_PC*)tbl)->state.gangsterparadise && !(mode&MD_BOSS)) || + ((TBL_PC*)tbl)->invincible_timer != INVALID_TIMER) + )) { //Unlock current target. + if (mob_warpchase(md, tbl)) + return true; //Chasing this target. + mob_unlocktarget(md, tick-(battle_config.mob_ai&0x8?3000:0)); //Imediately do random walk. + tbl = NULL; + } + } + + // Check for target change. + if( md->attacked_id && mode&MD_CANATTACK ) + { + if( md->attacked_id == md->target_id ) + { //Rude attacked check. + if( !battle_check_range(&md->bl, tbl, md->status.rhw.range) + && ( //Can't attack back and can't reach back. + (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || (md->sc.data[SC_SPIDERWEB] && md->sc.data[SC_SPIDERWEB]->val1) + || md->sc.data[SC_BITE] || md->sc.data[SC_VACUUM_EXTREME] || md->sc.data[SC_THORNSTRAP] + || md->sc.data[SC__MANHOLE])) // Not yet confirmed if boss will teleport once it can't reach target. + || !mob_can_reach(md, tbl, md->min_chase, MSS_RUSH) + ) + && md->state.attacked_count++ >= RUDE_ATTACKED_COUNT + && !mobskill_use(md, tick, MSC_RUDEATTACKED) // If can't rude Attack + && can_move && unit_escape(&md->bl, tbl, rnd()%10 +1)) // Attempt escape + { //Escaped + md->attacked_id = 0; + return true; + } + } + 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 // Attacker longer than visual area + || battle_check_target(&md->bl, abl, BCT_ENEMY) <= 0 // Attacker is not enemy of mob + || (battle_config.mob_ai&0x2 && !status_check_skilluse(&md->bl, abl, 0, 0)) // Cannot normal attack back to Attacker + || (!battle_check_range(&md->bl, abl, md->status.rhw.range) // Not on Melee Range and ... + && ( // Reach check + (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || (md->sc.data[SC_SPIDERWEB] && md->sc.data[SC_SPIDERWEB]->val1) + || md->sc.data[SC_BITE] || md->sc.data[SC_VACUUM_EXTREME] || md->sc.data[SC_THORNSTRAP] + || md->sc.data[SC__MANHOLE])) // Not yet confirmed if boss will teleport once it can't reach target. + || !mob_can_reach(md, abl, dist+md->db->range3, MSS_RUSH) + ) + ) ) + { // Rude attacked + if (md->state.attacked_count++ >= RUDE_ATTACKED_COUNT + && !mobskill_use(md, tick, MSC_RUDEATTACKED) && can_move + && !tbl && unit_escape(&md->bl, abl, rnd()%10 +1)) + { //Escaped. + //TODO: Maybe it shouldn't attempt to run if it has another, valid target? + md->attacked_id = 0; + return true; + } + } + else + if (!(battle_config.mob_ai&0x2) && !status_check_skilluse(&md->bl, abl, 0, 0)) + { + //Can't attack back, but didn't invoke a rude attacked skill... + } + else + { //Attackable + if (!tbl || dist < md->status.rhw.range || !check_distance_bl(&md->bl, tbl, dist) + || battle_gettarget(tbl) != md->bl.id) + { //Change if the new target is closer than the actual one + //or if the previous target is not attacking the mob. [Skotlex] + md->target_id = md->attacked_id; // set target + if (md->state.attacked_count) + md->state.attacked_count--; //Should we reset rude attack count? + md->min_chase = dist+md->db->range3; + if(md->min_chase>MAX_MINCHASE) + md->min_chase=MAX_MINCHASE; + tbl = abl; //Set the new target + } + } + } + + //Clear it since it's been checked for already. + md->attacked_id = 0; + } + + // Processing of slave monster + if (md->master_id > 0 && mob_ai_sub_hard_slavemob(md, tick)) + return true; + + // Scan area for targets + if (!tbl && mode&MD_LOOTER && md->lootitem && DIFF_TICK(tick, md->ud.canact_tick) > 0 && + (md->lootitem_count < LOOTITEM_SIZE || battle_config.monster_loot_type != 1)) + { // Scan area for items to loot, avoid trying to loot of the mob is full and can't consume the items. + map_foreachinrange (mob_ai_sub_hard_lootsearch, &md->bl, view_range, BL_ITEM, md, &tbl); + } + + if ((!tbl && mode&MD_AGGRESSIVE) || md->state.skillstate == MSS_FOLLOW) + { + map_foreachinrange (mob_ai_sub_hard_activesearch, &md->bl, view_range, DEFAULT_ENEMY_TYPE(md), md, &tbl, mode); + } + else + if (mode&MD_CHANGECHASE && (md->state.skillstate == MSS_RUSH || md->state.skillstate == MSS_FOLLOW)) + { + search_size = view_range<md->status.rhw.range ? view_range:md->status.rhw.range; + map_foreachinrange (mob_ai_sub_hard_changechase, &md->bl, search_size, DEFAULT_ENEMY_TYPE(md), md, &tbl); + } + + if (!tbl) { //No targets available. + if (mode&MD_ANGRY && !md->state.aggressive) + md->state.aggressive = 1; //Restore angry state when no targets are available. + + /* bg guardians follow allies when no targets nearby */ + if( md->bg_id && mode&MD_CANATTACK ) { + if( md->ud.walktimer != INVALID_TIMER ) + return true;/* we are already moving */ + map_foreachinrange (mob_ai_sub_hard_bg_ally, &md->bl, view_range, BL_PC, md, &tbl, mode); + if( tbl ) { + if( distance_blxy(&md->bl, tbl->x, tbl->y) <= 3 || unit_walktobl(&md->bl, tbl, 1, 1) ) + return true;/* we're moving or close enough don't unlock the target. */ + } + } + + //This handles triggering idle walk/skill. + mob_unlocktarget(md, tick); + return true; + } + + //Target exists, attack or loot as applicable. + if (tbl->type == BL_ITEM) + { //Loot time. + struct flooritem_data *fitem; + if (md->ud.target == tbl->id && md->ud.walktimer != INVALID_TIMER) + return true; //Already locked. + if (md->lootitem == NULL) + { //Can't loot... + mob_unlocktarget (md, tick); + return true; + } + 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 true; + } + if (!can_move) //Stuck. Wait before walking. + return true; + md->state.skillstate = MSS_LOOT; + if (!unit_walktobl(&md->bl, tbl, 1, 1)) + mob_unlocktarget(md, tick); //Can't loot... + return true; + } + //Within looting range. + if (md->ud.attacktimer != INVALID_TIMER) + return true; //Busy attacking? + + fitem = (struct flooritem_data *)tbl; + //Logs items, taken by (L)ooter Mobs [Lupus] + log_pick_mob(md, LOG_TYPE_LOOT, fitem->item_data.amount, &fitem->item_data); + + if (md->lootitem_count < LOOTITEM_SIZE) { + memcpy (&md->lootitem[md->lootitem_count++], &fitem->item_data, sizeof(md->lootitem[0])); + } else { //Destroy first looted item... + if (md->lootitem[0].card[0] == CARD0_PET) + intif_delete_petdata( MakeDWord(md->lootitem[0].card[1],md->lootitem[0].card[2]) ); + memmove(&md->lootitem[0], &md->lootitem[1], (LOOTITEM_SIZE-1)*sizeof(md->lootitem[0])); + memcpy (&md->lootitem[LOOTITEM_SIZE-1], &fitem->item_data, sizeof(md->lootitem[0])); + } + if (pcdb_checkid(md->vd->class_)) + { //Give them walk act/delay to properly mimic players. [Skotlex] + clif_takeitem(&md->bl,tbl); + md->ud.canact_tick = tick + md->status.amotion; + unit_set_walkdelay(&md->bl, tick, md->status.amotion, 1); + } + //Clear item. + map_clearflooritem (tbl); + mob_unlocktarget (md,tick); + return true; + } + //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 != INVALID_TIMER) //Already locked. + return true; + + if (battle_check_range (&md->bl, tbl, md->status.rhw.range)) + { //Target within range, engage + + if(tbl->type == BL_PC) + mob_log_damage(md, tbl, 0); //Log interaction (counts as 'attacker' for the exp bonus) + unit_attack(&md->bl,tbl->id,1); + return true; + } + + //Out of range... + if (!(mode&MD_CANMOVE)) + { //Can't chase. Attempt an idle skill before unlocking. + md->state.skillstate = MSS_IDLE; + if (!mobskill_use(md, tick, -1)) + mob_unlocktarget(md,tick); + return true; + } + + if (!can_move) + { //Stuck. Attempt an idle skill + md->state.skillstate = MSS_IDLE; + if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL)) + mobskill_use(md, tick, -1); + return true; + } + + if (md->ud.walktimer != INVALID_TIMER && md->ud.target == tbl->id && + ( + !(battle_config.mob_ai&0x1) || + check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, md->status.rhw.range) + )) //Current target tile is still within attack range. + return true; + + //Follow up if possible. + if(!mob_can_reach(md, tbl, md->min_chase, MSS_RUSH) || + !unit_walktobl(&md->bl, tbl, md->status.rhw.range, 2)) + mob_unlocktarget(md,tick); + + return true; +} + +static int mob_ai_sub_hard_timer(struct block_list *bl,va_list ap) +{ + struct mob_data *md = (struct mob_data*)bl; + unsigned int tick = va_arg(ap, unsigned int); + if (mob_ai_sub_hard(md, tick)) + { //Hard AI triggered. + if(!md->state.spotted) + md->state.spotted = 1; + md->last_pcneartime = 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_timer,&sd->bl, AREA_SIZE+ACTIVE_AI_RANGE, BL_MOB,tick); + + return 0; +} + +/*========================================== + * Negligent mode MOB AI (PC is not in near) + *------------------------------------------*/ +static int mob_ai_sub_lazy(struct mob_data *md, va_list args) +{ + unsigned int tick; + + nullpo_ret(md); + + if(md->bl.prev == NULL) + return 0; + + tick = va_arg(args,unsigned int); + + if (battle_config.mob_ai&0x20 && map[md->bl.m].users>0) + return (int)mob_ai_sub_hard(md, tick); + + if (md->bl.prev==NULL || md->status.hp == 0) + return 1; + + if(battle_config.mob_active_time && + md->last_pcneartime && + !(md->status.mode&MD_BOSS) && + DIFF_TICK(tick,md->last_thinktime) > MIN_MOBTHINKTIME) + { + if (DIFF_TICK(tick,md->last_pcneartime) < battle_config.mob_active_time) + return (int)mob_ai_sub_hard(md, tick); + md->last_pcneartime = 0; + } + + if(battle_config.boss_active_time && + md->last_pcneartime && + (md->status.mode&MD_BOSS) && + DIFF_TICK(tick,md->last_thinktime) > MIN_MOBTHINKTIME) + { + if (DIFF_TICK(tick,md->last_pcneartime) < battle_config.boss_active_time) + return (int)mob_ai_sub_hard(md, tick); + md->last_pcneartime = 0; + } + + if(DIFF_TICK(tick,md->last_thinktime)< 10*MIN_MOBTHINKTIME) + return 0; + + md->last_thinktime=tick; + + if (md->master_id) { + mob_ai_sub_hard_slavemob (md,tick); + return 0; + } + + if( DIFF_TICK(md->next_walktime,tick) < 0 && (status_get_mode(&md->bl)&MD_CANMOVE) && unit_can_move(&md->bl) ) + { + if( map[md->bl.m].users > 0 ) + { + if( rnd()%1000 < MOB_LAZYMOVEPERC(md) ) + mob_randomwalk(md, tick); + else + if( rnd()%1000 < MOB_LAZYSKILLPERC ) //Chance to do a mob's idle skill. + mobskill_use(md, tick, -1); + } + else + { + if( rnd()%1000 < MOB_LAZYMOVEPERC(md) ) + mob_randomwalk(md, tick); + } + } + 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, intptr_t data) +{ + map_foreachmob(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, intptr_t data) +{ + + if (battle_config.mob_ai&0x20) + map_foreachmob(mob_ai_sub_lazy,tick); + else + map_foreachpc(mob_ai_sub_foreachclient,tick); + + return 0; +} + +/*========================================== + * Initializes the delay drop structure for mob-dropped items. + *------------------------------------------*/ +static struct item_drop* mob_setdropitem(int nameid, int qty) +{ + struct item_drop *drop = ers_alloc(item_drop_ers, struct item_drop); + memset(&drop->item_data, 0, sizeof(struct item)); + drop->item_data.nameid = nameid; + drop->item_data.amount = qty; + drop->item_data.identify = itemdb_isidentified(nameid); + drop->next = NULL; + return drop; +} + +/*========================================== + * Initializes the delay drop structure for mob-looted items. + *------------------------------------------*/ +static struct item_drop* mob_setlootitem(struct item* item) +{ + struct item_drop *drop = ers_alloc(item_drop_ers, struct item_drop); + memcpy(&drop->item_data, item, sizeof(struct item)); + drop->next = NULL; + return drop; +} + +/*========================================== + * item drop with delay (timer function) + *------------------------------------------*/ +static int mob_delay_item_drop(int tid, unsigned int tick, int id, intptr_t data) +{ + struct item_drop_list *list; + struct item_drop *ditem, *ditem_prev; + list=(struct item_drop_list *)data; + ditem = list->item; + while (ditem) { + map_addflooritem(&ditem->item_data,ditem->item_data.amount, + list->m,list->x,list->y, + list->first_charid,list->second_charid,list->third_charid,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. + * flag : Killed only by homunculus? + *------------------------------------------*/ +static void mob_item_drop(struct mob_data *md, struct item_drop_list *dlist, struct item_drop *ditem, int loot, int drop_rate, unsigned short flag) +{ + TBL_PC* sd; + + //Logs items, dropped by mobs [Lupus] + log_pick_mob(md, loot?LOG_TYPE_LOOT:LOG_TYPE_PICKDROP_MONSTER, -ditem->item_data.amount, &ditem->item_data); + + sd = map_charid2sd(dlist->first_charid); + if( sd == NULL ) sd = map_charid2sd(dlist->second_charid); + if( sd == NULL ) sd = map_charid2sd(dlist->third_charid); + + if( sd + && (drop_rate <= sd->state.autoloot || pc_isautolooting(sd, ditem->item_data.nameid)) + && (battle_config.idle_no_autoloot == 0 || DIFF_TICK(last_tick, sd->idletime) < battle_config.idle_no_autoloot) + && (battle_config.homunculus_autoloot?1:!flag) +#ifdef AUTOLOOT_DISTANCE + && sd->bl.m == md->bl.m + && check_distance_blxy(&sd->bl, dlist->x, dlist->y, AUTOLOOT_DISTANCE) +#endif + ) { //Autoloot. + if (party_share_loot(party_search(sd->status.party_id), + sd, &ditem->item_data, sd->status.char_id) == 0 + ) { + ers_free(item_drop_ers, ditem); + return; + } + } + ditem->next = dlist->item; + dlist->item = ditem; +} + +int mob_timer_delete(int tid, unsigned int tick, int id, intptr_t data) +{ + struct block_list* bl = map_id2bl(id); + struct mob_data* md = BL_CAST(BL_MOB, bl); + + if( md ) + { + if( md->deletetimer != tid ) + { + ShowError("mob_timer_delete: Timer mismatch: %d != %d\n", tid, md->deletetimer); + return 0; + } + //for Alchemist CANNIBALIZE [Lupus] + md->deletetimer = INVALID_TIMER; + unit_free(bl, CLR_TELEPORT); + } + return 0; +} + +/*========================================== + * + *------------------------------------------*/ +int mob_deleteslave_sub(struct block_list *bl,va_list ap) +{ + struct mob_data *md; + int id; + + nullpo_ret(bl); + nullpo_ret(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_ret(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, intptr_t data) +{ + struct block_list *bl = map_id2bl(id); + + if(!bl) return 0; + status_revive(bl, (uint8)data, 0); + return 1; +} + +void mob_log_damage(struct mob_data *md, struct block_list *src, int damage) +{ + int char_id = 0, flag = MDLF_NORMAL; + + if( damage < 0 ) + return; //Do nothing for absorbed damage. + if( !damage && !(src->type&DEFAULT_ENEMY_TYPE(md)) ) + return; //Do not log non-damaging effects from non-enemies. + if( src->id == md->bl.id ) + return; //Do not log self-damage. + + switch( src->type ) + { + case BL_PC: + { + struct map_session_data *sd = (TBL_PC*)src; + char_id = sd->status.char_id; + if( damage ) + md->attacked_id = src->id; + break; + } + case BL_HOM: + { + struct homun_data *hd = (TBL_HOM*)src; + flag = MDLF_HOMUN; + if( hd->master ) + char_id = hd->master->status.char_id; + if( damage ) + md->attacked_id = src->id; + break; + } + case BL_MER: + { + struct mercenary_data *mer = (TBL_MER*)src; + if( mer->master ) + char_id = mer->master->status.char_id; + if( damage ) + md->attacked_id = src->id; + break; + } + case BL_PET: + { + struct pet_data *pd = (TBL_PET*)src; + flag = MDLF_PET; + if( pd->msd ) + { + char_id = pd->msd->status.char_id; + if( damage ) //Let mobs retaliate against the pet's master [Skotlex] + md->attacked_id = pd->msd->bl.id; + } + break; + } + case BL_MOB: + { + struct mob_data* md2 = (TBL_MOB*)src; + if( md2->special_state.ai && md2->master_id ) + { + struct map_session_data* msd = map_id2sd(md2->master_id); + if( msd ) + char_id = msd->status.char_id; + } + if( !damage ) + break; + //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; + } + case BL_ELEM: + { + struct elemental_data *ele = (TBL_ELEM*)src; + if( ele->master ) + char_id = ele->master->status.char_id; + if( damage ) + md->attacked_id = src->id; + break; + } + default: //For all unhandled types. + md->attacked_id = src->id; + } + + if( char_id ) + { //Log damage... + int i,minpos; + unsigned int mindmg; + for(i=0,minpos=DAMAGELOG_SIZE-1,mindmg=UINT_MAX;i<DAMAGELOG_SIZE;i++){ + if(md->dmglog[i].id==char_id && + md->dmglog[i].flag==flag) + break; + if(md->dmglog[i].id==0) { //Store data in first empty slot. + md->dmglog[i].id = char_id; + md->dmglog[i].flag= flag; + break; + } + if(md->dmglog[i].dmg<mindmg && i) + { //Never overwrite first hit slot (he gets double exp bonus) + minpos=i; + mindmg=md->dmglog[i].dmg; + } + } + if(i<DAMAGELOG_SIZE) + md->dmglog[i].dmg+=damage; + else { + md->dmglog[minpos].id = char_id; + md->dmglog[minpos].flag= flag; + md->dmglog[minpos].dmg = damage; + } + } + return; +} +//Call when a mob has received damage. +void mob_damage(struct mob_data *md, struct block_list *src, int damage) +{ + if (damage > 0) { //Store total damage... + if (UINT_MAX - (unsigned int)damage > md->tdmg) + md->tdmg+=damage; + else if (md->tdmg == UINT_MAX) + damage = 0; //Stop recording damage once the cap has been reached. + else { //Cap damage log... + damage = (int)(UINT_MAX - md->tdmg); + md->tdmg = UINT_MAX; + } + if (md->state.aggressive) { //No longer aggressive, change to retaliate AI. + md->state.aggressive = 0; + if(md->state.skillstate== MSS_ANGRY) + md->state.skillstate = MSS_BERSERK; + if(md->state.skillstate== MSS_FOLLOW) + md->state.skillstate = MSS_RUSH; + } + //Log damage + if (src) + mob_log_damage(md, src, damage); + md->dmgtick = gettick(); + } + + if (battle_config.show_mob_info&3) + clif_charnameack (0, &md->bl); + + if (!src) + return; + +#if PACKETVER >= 20120404 + if( !(md->status.mode&MD_BOSS) ){ + int i; + for(i = 0; i < DAMAGELOG_SIZE; i++){ // must show hp bar to all char who already hit the mob. + struct map_session_data *sd = map_charid2sd(md->dmglog[i].id); + if( sd && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE) ) // check if in range + clif_monster_hp_bar(md, sd->fd); + } + } +#endif + + if( md->special_state.ai == 2 ) {//LOne WOlf explained that ANYONE can trigger the marine countdown skill. [Skotlex] + md->state.alchemist = 1; + mobskill_use(md, gettick(), MSC_ALCHEMIST); + } +} + +/*========================================== + * Signals death of mob. + * type&1 -> no drops, type&2 -> no exp + *------------------------------------------*/ +int mob_dead(struct mob_data *md, struct block_list *src, int type) +{ + struct status_data *status; + struct map_session_data *sd = NULL, *tmpsd[DAMAGELOG_SIZE]; + struct map_session_data *mvp_sd = NULL, *second_sd = NULL, *third_sd = NULL; + + struct { + struct party_data *p; + int id,zeny; + unsigned int base_exp,job_exp; + } pt[DAMAGELOG_SIZE]; + int i,temp,count,pnum=0,m=md->bl.m; + int dmgbltypes = 0; // bitfield of all bl types, that caused damage to the mob and are elligible for exp distribution + unsigned int mvp_damage, tick = gettick(); + bool rebirth, homkillonly; + + status = &md->status; + + if( src && src->type == BL_PC ) + { + sd = (struct map_session_data *)src; + mvp_sd = sd; + } + + if( md->guardian_data && md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS ) + guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0); + + if( src ) + { // Use Dead skill only if not killed by Script or Command + md->state.skillstate = MSS_DEAD; + mobskill_use(md,tick,-1); + } + + map_freeblock_lock(); + + memset(pt,0,sizeof(pt)); + + if(src && src->type == BL_MOB) + mob_unlocktarget((struct mob_data *)src,tick); + + // filter out entries not eligible for exp distribution + memset(tmpsd,0,sizeof(tmpsd)); + for(i = 0, count = 0, mvp_damage = 0; i < DAMAGELOG_SIZE && md->dmglog[i].id; i++) + { + struct map_session_data* tsd = map_charid2sd(md->dmglog[i].id); + + if(tsd == NULL) + continue; // skip empty entries + if(tsd->bl.m != m) + continue; // skip players not on this map + count++; //Only logged into same map chars are counted for the total. + if (pc_isdead(tsd)) + continue; // skip dead players + if(md->dmglog[i].flag == MDLF_HOMUN && !merc_is_hom_active(tsd->hd)) + continue; // skip homunc's share if inactive + if( md->dmglog[i].flag == MDLF_PET && (!tsd->status.pet_id || !tsd->pd) ) + continue; // skip pet's share if inactive + + if(md->dmglog[i].dmg > mvp_damage) + { + third_sd = second_sd; + second_sd = mvp_sd; + mvp_sd = tsd; + mvp_damage = md->dmglog[i].dmg; + } + + tmpsd[i] = tsd; // record as valid damage-log entry + + switch( md->dmglog[i].flag ) + { + case MDLF_NORMAL: dmgbltypes|= BL_PC; break; + case MDLF_HOMUN: dmgbltypes|= BL_HOM; break; + case MDLF_PET: dmgbltypes|= BL_PET; break; + } + } + + // determines, if the monster was killed by homunculus' damage only + homkillonly = (bool)( ( dmgbltypes&BL_HOM ) && !( dmgbltypes&~BL_HOM ) ); + + if(!battle_config.exp_calc_type && count > 1) + { //Apply first-attacker 200% exp share bonus + //TODO: Determine if this should go before calculating the MVP player instead of after. + if (UINT_MAX - md->dmglog[0].dmg > md->tdmg) { + md->tdmg += md->dmglog[0].dmg; + md->dmglog[0].dmg<<=1; + } else { + md->dmglog[0].dmg+= UINT_MAX - md->tdmg; + md->tdmg = UINT_MAX; + } + } + + if(!(type&2) && //No exp + (!map[m].flag.pvp || battle_config.pvp_exp) && //Pvp no exp rule [MouseJstr] + (!md->master_id || !md->special_state.ai) && //Only player-summoned mobs do not give exp. [Skotlex] + (!map[m].flag.nobaseexp || !map[m].flag.nojobexp) //Gives Exp + ) { //Experience calculation. + int bonus = 100; //Bonus on top of your share (common to all attackers). + if (md->sc.data[SC_RICHMANKIM]) + bonus += md->sc.data[SC_RICHMANKIM]->val2; + if(sd) { + temp = status_get_class(&md->bl); + if(sd->sc.data[SC_MIRACLE]) i = 2; //All mobs are Star Targets + else + ARR_FIND(0, MAX_PC_FEELHATE, i, temp == sd->hate_mob[i] && + (battle_config.allow_skill_without_day || sg_info[i].day_func())); + if(i<MAX_PC_FEELHATE && (temp=pc_checkskill(sd,sg_info[i].bless_id))) + bonus += (i==2?20:10)*temp; + } + 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; + + for(i = 0; i < DAMAGELOG_SIZE && md->dmglog[i].id; i++) + { + int flag=1,zeny=0; + unsigned int base_exp, job_exp; + double per; //Your share of the mob's exp + + if (!tmpsd[i]) continue; + + if (!battle_config.exp_calc_type && md->tdmg) + //jAthena's exp formula based on total damage. + per = (double)md->dmglog[i].dmg/(double)md->tdmg; + else { + //eAthena's exp formula based on max hp. + per = (double)md->dmglog[i].dmg/(double)status->max_hp; + if (per > 2) per = 2; // prevents unlimited exp gain + } + + if (count>1 && battle_config.exp_bonus_attacker) { + //Exp bonus per additional attacker. + if (count > battle_config.exp_bonus_max_attacker) + count = battle_config.exp_bonus_max_attacker; + per += per*((count-1)*battle_config.exp_bonus_attacker)/100.; + } + + // change experience for different sized monsters [Valaris] + if (battle_config.mob_size_influence) + { + if (md->special_state.size == SZ_MEDIUM) + per /= 2.; + else if (md->special_state.size == SZ_BIG) + per *= 2.; + } + + if( md->dmglog[i].flag == MDLF_PET ) + per *= battle_config.pet_attack_exp_rate/100.; + + if(battle_config.zeny_from_mobs && md->level) { + // zeny calculation moblv + random moblv [Valaris] + zeny=(int) ((md->level+rnd()%md->level)*per*bonus/100.); + if(md->db->mexp > 0) + zeny*=rnd()%250; + } + + if (map[m].flag.nobaseexp || !md->db->base_exp) + base_exp = 0; + else + base_exp = (unsigned int)cap_value(md->db->base_exp * per * bonus/100. * map[m].bexp/100., 1, UINT_MAX); + + if (map[m].flag.nojobexp || !md->db->job_exp || md->dmglog[i].flag == MDLF_HOMUN) //Homun earned job-exp is always lost. + job_exp = 0; + else + job_exp = (unsigned int)cap_value(md->db->job_exp * per * bonus/100. * map[m].jexp/100., 1, UINT_MAX); + + if ((temp = tmpsd[i]->status.party_id)>0 /*&& !md->dmglog[i].flag == MDLF_HOMUN*/) //Homun-done damage (flag 1) is given to party + { + int j; + for(j=0;j<pnum && pt[j].id!=temp;j++); //Locate party. + + if(j==pnum){ //Possibly add party. + pt[pnum].p = party_search(temp); + if(pt[pnum].p && pt[pnum].p->party.exp) + { + pt[pnum].id=temp; + pt[pnum].base_exp=base_exp; + pt[pnum].job_exp=job_exp; + pt[pnum].zeny=zeny; // zeny share [Valaris] + pnum++; + flag=0; + } + }else{ //Add to total + if (pt[j].base_exp > UINT_MAX - base_exp) + pt[j].base_exp=UINT_MAX; + else + pt[j].base_exp+=base_exp; + + if (pt[j].job_exp > UINT_MAX - job_exp) + pt[j].job_exp=UINT_MAX; + else + pt[j].job_exp+=job_exp; + + pt[j].zeny+=zeny; // zeny share [Valaris] + flag=0; + } + } + if(flag) { + if(base_exp && md->dmglog[i].flag == MDLF_HOMUN) //tmpsd[i] is null if it has no homunc. + merc_hom_gainexp(tmpsd[i]->hd, base_exp); + if(base_exp || job_exp) + { + if( md->dmglog[i].flag != MDLF_PET || battle_config.pet_attack_exp_to_master ) { +#ifdef RENEWAL_EXP + int rate = pc_level_penalty_mod(tmpsd[i], md, 1); + base_exp = (unsigned int)cap_value(base_exp * rate / 100, 1, UINT_MAX); + job_exp = (unsigned int)cap_value(job_exp * rate / 100, 1, UINT_MAX); +#endif + pc_gainexp(tmpsd[i], &md->bl, base_exp, job_exp, false); + } + } + if(zeny) // zeny from mobs [Valaris] + pc_getzeny(tmpsd[i], zeny, LOG_TYPE_PICKDROP_MONSTER, NULL); + } + } + + for(i=0;i<pnum;i++) //Party share. + party_exp_share(pt[i].p, &md->bl, pt[i].base_exp,pt[i].job_exp,pt[i].zeny); + + } //End EXP giving. + + if( !(type&1) && !map[m].flag.nomobloot && !md->state.rebirth && ( + !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; + struct item_data* it = NULL; + int drop_rate; +#ifdef RENEWAL_DROP + int drop_modifier = mvp_sd ? pc_level_penalty_mod(mvp_sd, md, 2) : + second_sd ? pc_level_penalty_mod(second_sd, md, 2): + third_sd ? pc_level_penalty_mod(third_sd, md, 2) : + 100;/* no player was attached, we dont use any modifier (100 = rates are not touched) */ +#endif + dlist->m = md->bl.m; + dlist->x = md->bl.x; + dlist->y = md->bl.y; + dlist->first_charid = (mvp_sd ? mvp_sd->status.char_id : 0); + dlist->second_charid = (second_sd ? second_sd->status.char_id : 0); + dlist->third_charid = (third_sd ? third_sd->status.char_id : 0); + dlist->item = NULL; + + for (i = 0; i < MAX_MOB_DROP; i++) + { + if (md->db->dropitem[i].nameid <= 0) + continue; + if ( !(it = itemdb_exists(md->db->dropitem[i].nameid)) ) + 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 (battle_config.mob_size_influence) + { + if (md->special_state.size == SZ_MEDIUM && drop_rate >= 2) + drop_rate /= 2; + else if( md->special_state.size == SZ_BIG) + drop_rate *= 2; + } + + if (src) { + //Drops affected by luk as a fixed increase [Valaris] + if (battle_config.drops_by_luk) + drop_rate += status_get_luk(src)*battle_config.drops_by_luk/100; + //Drops affected by luk as a % increase [Skotlex] + if (battle_config.drops_by_luk2) + drop_rate += (int)(0.5+drop_rate*status_get_luk(src)*battle_config.drops_by_luk2/10000.); + } + if (sd && battle_config.pk_mode && + (int)(md->level - sd->status.base_level) >= 20) + drop_rate = (int)(drop_rate*1.25); // pk_mode increase drops if 20 level difference [Valaris] + + // Increase drop rate if user has SC_ITEMBOOST + if (sd && sd->sc.data[SC_ITEMBOOST]) // now rig the drop rate to never be over 90% unless it is originally >90%. + drop_rate = max(drop_rate,cap_value((int)(0.5+drop_rate*(sd->sc.data[SC_ITEMBOOST]->val1)/100.),0,9000)); +#ifdef RENEWAL_DROP + if( drop_modifier != 100 ) { + drop_rate = drop_rate * drop_modifier / 100; + if( drop_rate < 1 ) + drop_rate = 1; + } +#endif + // attempt to drop the item + if (rnd() % 10000 >= drop_rate) + continue; + + if( mvp_sd && it->type == IT_PETEGG ) { + pet_create_egg(mvp_sd, md->db->dropitem[i].nameid); + continue; + } + + ditem = mob_setdropitem(md->db->dropitem[i].nameid, 1); + + //A Rare Drop Global Announce by Lupus + if( mvp_sd && drop_rate <= battle_config.rare_drop_announce ) { + char message[128]; + sprintf (message, msg_txt(541), mvp_sd->status.name, md->name, it->jname, (float)drop_rate/100); + //MSG: "'%s' won %s's %s (chance: %0.02f%%)" + intif_broadcast(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, homkillonly); + } + + // Ore Discovery [Celest] + if (sd == mvp_sd && pc_checkskill(sd,BS_FINDINGORE)>0 && battle_config.finding_ore_rate/10 >= rnd()%10000) { + ditem = mob_setdropitem(itemdb_searchrandomid(IG_FINDINGORE), 1); + mob_item_drop(md, dlist, ditem, 0, battle_config.finding_ore_rate/10, homkillonly); + } + + if(sd) { + // process script-granted extra drop bonuses + int itemid = 0; + for (i = 0; i < ARRAYLENGTH(sd->add_drop) && (sd->add_drop[i].id || sd->add_drop[i].group); i++) + { + if ( sd->add_drop[i].race == -md->class_ || + ( sd->add_drop[i].race > 0 && ( + 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; + drop_rate = cap_value(drop_rate, battle_config.item_drop_adddrop_min, battle_config.item_drop_adddrop_max); + if (drop_rate > 10000) drop_rate = 10000; + } + else + //it's positive, then it goes as it is + drop_rate = sd->add_drop[i].rate; + + if (rnd()%10000 >= drop_rate) + 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, homkillonly); + } + } + + // process script-granted zeny bonus (get_zeny_num) [Skotlex] + if( sd->bonus.get_zeny_num && rnd()%100 < sd->bonus.get_zeny_rate ) { + i = sd->bonus.get_zeny_num > 0 ? sd->bonus.get_zeny_num : -md->level * sd->bonus.get_zeny_num; + if (!i) i = 1; + pc_getzeny(sd, 1+rnd()%i, LOG_TYPE_PICKDROP_MONSTER, NULL); + } + } + + // process items looted by the mob + if(md->lootitem) { + for(i = 0; i < md->lootitem_count; i++) + mob_item_drop(md, dlist, mob_setlootitem(&md->lootitem[i]), 1, 10000, homkillonly); + } + if (dlist->item) //There are drop items. + add_timer(tick + (!battle_config.delay_battle_damage?500:0), mob_delay_item_drop, 0, (intptr_t)dlist); + 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_charid = (mvp_sd ? mvp_sd->status.char_id : 0); + dlist->second_charid = (second_sd ? second_sd->status.char_id : 0); + dlist->third_charid = (third_sd ? third_sd->status.char_id : 0); + dlist->item = NULL; + for(i = 0; i < md->lootitem_count; i++) + mob_item_drop(md, dlist, mob_setlootitem(&md->lootitem[i]), 1, 10000, homkillonly); + add_timer(tick + (!battle_config.delay_battle_damage?500:0), mob_delay_item_drop, 0, (intptr_t)dlist); + } + + if(mvp_sd && md->db->mexp > 0 && !md->special_state.ai) { + int log_mvp[2] = {0}; + unsigned int mexp; + struct item item; + double exp; + + //mapflag: noexp check [Lorky] + if (map[m].flag.nobaseexp || type&2) + exp =1; + else { + exp = md->db->mexp; + if (count > 1) + exp += exp*(battle_config.exp_bonus_attacker*(count-1))/100.; //[Gengar] + } + + mexp = (unsigned int)cap_value(exp, 1, UINT_MAX); + + clif_mvp_effect(mvp_sd); + clif_mvp_exp(mvp_sd,mexp); + pc_gainexp(mvp_sd, &md->bl, mexp,0, false); + log_mvp[1] = mexp; + + if( !(map[m].flag.nomvploot || type&1) ) { + /* pose them randomly in the list -- so on 100% drop servers it wont always drop the same item */ + int mdrop_id[MAX_MVP_DROP]; + int mdrop_p[MAX_MVP_DROP]; + + memset(&mdrop_id,0,MAX_MVP_DROP*sizeof(int)); + + for(i = 0; i < MAX_MVP_DROP; i++) { + while( 1 ) { + int va = rand()%MAX_MVP_DROP; + if( !mdrop_id[va] || !md->db->mvpitem[i].nameid ) { + mdrop_id[va] = md->db->mvpitem[i].nameid; + mdrop_p[va] = md->db->mvpitem[i].p; + break; + } + } + } + + for(i = 0; i < MAX_MVP_DROP; i++) { + if(mdrop_id[i] <= 0) + continue; + if(!itemdb_exists(mdrop_id[i])) + continue; + + temp = mdrop_p[i]; + if(temp <= 0 && !battle_config.drop_rate0item) + temp = 1; + if(temp <= rnd()%10000+1) //if ==0, then it doesn't drop + continue; + + memset(&item,0,sizeof(item)); + item.nameid=mdrop_id[i]; + item.identify= itemdb_isidentified(item.nameid); + clif_mvp_item(mvp_sd,item.nameid); + log_mvp[0] = item.nameid; + + //A Rare MVP Drop Global Announce by Lupus + if(temp<=battle_config.rare_drop_announce) { + struct item_data *i_data; + char message[128]; + i_data = itemdb_exists(item.nameid); + sprintf (message, msg_txt(541), mvp_sd->status.name, md->name, i_data->jname, temp/100.); + //MSG: "'%s' won %s's %s (chance: %0.02f%%)" + intif_broadcast(message,strlen(message)+1,0); + } + + if((temp = pc_additem(mvp_sd,&item,1,LOG_TYPE_PICKDROP_PLAYER)) != 0) { + clif_additem(mvp_sd,0,0,temp); + map_addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd->status.char_id,(second_sd?second_sd->status.char_id:0),(third_sd?third_sd->status.char_id:0),1); + } + + //Logs items, MVP prizes [Lupus] + log_pick_mob(md, LOG_TYPE_MVP, -1, &item); + break; + } + } + + log_mvpdrop(mvp_sd, md->class_, log_mvp); + } + + if (type&2 && !sd && md->class_ == MOBID_EMPERIUM) + //Emperium destroyed by script. Discard mvp character. [Skotlex] + mvp_sd = NULL; + + rebirth = ( md->sc.data[SC_KAIZEL] || (md->sc.data[SC_REBIRTH] && !md->state.rebirth) ); + if( !rebirth ) { // Only trigger event on final kill + md->status.hp = 0; //So that npc_event invoked functions KNOW that mob is dead + if( src ) { + switch( src->type ) { + case BL_PET: sd = ((TBL_PET*)src)->msd; break; + case BL_HOM: sd = ((TBL_HOM*)src)->master; break; + case BL_MER: sd = ((TBL_MER*)src)->master; break; + case BL_ELEM: sd = ((TBL_ELEM*)src)->master; break; + } + } + + if( sd ) { + if( sd->mission_mobid == md->class_) { //TK_MISSION [Skotlex] + if( ++sd->mission_count >= 100 && (temp = mob_get_random_id(0, 0xE, sd->status.base_level)) ) { + pc_addfame(sd, 1); + sd->mission_mobid = temp; + pc_setglobalreg(sd,"TK_MISSION_ID", temp); + sd->mission_count = 0; + clif_mission_info(sd, temp, 0); + } + pc_setglobalreg(sd,"TK_MISSION_COUNT", sd->mission_count); + } + + if( sd->status.party_id ) + map_foreachinrange(quest_update_objective_sub,&md->bl,AREA_SIZE,BL_PC,sd->status.party_id,md->class_); + else if( sd->avail_quests ) + quest_update_objective(sd, md->class_); + + if( sd->md && src && src->type != BL_HOM && mob_db(md->class_)->lv > sd->status.base_level/2 ) + mercenary_kills(sd->md); + } + + if( md->npc_event[0] && !md->state.npc_killmonster ) { + if( sd && battle_config.mob_npc_event_type ) { + pc_setparam(sd, SP_KILLERRID, sd->bl.id); + npc_event(sd,md->npc_event,0); + } else if( mvp_sd ) { + pc_setparam(mvp_sd, SP_KILLERRID, sd?sd->bl.id:0); + npc_event(mvp_sd,md->npc_event,0); + } else + npc_event_do(md->npc_event); + } else if( mvp_sd && !md->state.npc_killmonster ) { + pc_setparam(mvp_sd, SP_KILLEDRID, md->class_); + npc_script_event(mvp_sd, NPCE_KILLNPC); // PCKillNPC [Lance] + } + + md->status.hp = 1; + } + + if(md->deletetimer != INVALID_TIMER) { + delete_timer(md->deletetimer,mob_timer_delete); + md->deletetimer = INVALID_TIMER; + } + /** + * Only loops if necessary (e.g. a poring would never need to loop) + **/ + if( md->can_summon ) + mob_deleteslave(md); + + map_freeblock_unlock(); + + if( !rebirth ) { + + if( pcdb_checkid(md->vd->class_) ) {//Player mobs are not removed automatically by the client. + /* first we set them dead, then we delay the outsight effect */ + clif_clearunit_area(&md->bl,CLR_DEAD); + clif_clearunit_delayed(&md->bl, CLR_OUTSIGHT,tick+3000); + } else + /** + * We give the client some time to breath and this allows it to display anything it'd like with the dead corpose + * For example, this delay allows it to display soul drain effect + **/ + clif_clearunit_delayed(&md->bl, CLR_DEAD, tick+250); + + } + + if(!md->spawn) //Tell status_damage to remove it from memory. + return 5; // Note: Actually, it's 4. Oh well... + + // MvP tomb [GreenBox] + if (battle_config.mvp_tomb_enabled && md->spawn->state.boss) + mvptomb_create(md, mvp_sd ? mvp_sd->status.name : NULL, time(NULL)); + + if( !rebirth ) + mob_setdelayspawn(md); //Set respawning. + return 3; //Remove from map. +} + +void mob_revive(struct mob_data *md, unsigned int hp) +{ + unsigned int tick = gettick(); + md->state.skillstate = MSS_IDLE; + md->last_thinktime = tick; + md->next_walktime = tick+rnd()%50+5000; + md->last_linktime = tick; + md->last_pcneartime = 0; + memset(md->dmglog, 0, sizeof(md->dmglog)); // Reset the damage done on the rebirthed monster, otherwise will grant full exp + damage done. [Valaris] + md->tdmg = 0; + if (!md->bl.prev) + map_addblock(&md->bl); + clif_spawn(&md->bl); + skill_unit_move(&md->bl,tick,1); + mobskill_use(md, tick, MSC_SPAWN); + if (battle_config.show_mob_info&3) + clif_charnameack (0, &md->bl); +} + +int mob_guardian_guildchange(struct mob_data *md) +{ + struct guild *g; + nullpo_ret(md); + + 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->number >= 0 && md->guardian_data->number < MAX_GUARDIANS && md->guardian_data->castle->guardian[md->guardian_data->number].visible) + guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number, 0); + unit_free(&md->bl,CLR_OUTSIGHT); //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); + if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS) + guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number, 0); + unit_free(&md->bl,CLR_OUTSIGHT); + return 0; + } + + md->guardian_data->guild_id = g->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_ret(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[rnd()%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_ret(md); + + if( md->bl.prev == NULL ) + return 0; + + //Disable class changing for some targets... + if (md->guardian_data) + return 0; //Guardians/Emperium + + if( mob_is_treasure(md) ) + return 0; //Treasure Boxes + + if( md->special_state.ai > 1 ) + return 0; //Marine Spheres and Floras. + + if( mob_is_clone(md->class_) ) + return 0; //Clones + + if( md->class_ == class_ ) + return 0; //Nothing to change. + + hp_rate = get_percentage(md->status.hp, md->status.max_hp); + md->class_ = class_; + md->db = mob_db(class_); + if (battle_config.override_mob_names==1) + memcpy(md->name,md->db->name,NAME_LENGTH); + else + memcpy(md->name,md->db->jname,NAME_LENGTH); + + 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,md->vd->class_); + status_calc_mob(md, 1); + md->ud.state.speed_changed = 1; //Speed change update. + + if (battle_config.monster_class_change_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-MOB_MAX_DELAY;i<MAX_MOBSKILL;i++) + md->skilldelay[i] = c; + + if(md->lootitem == NULL && md->db->status.mode&MD_LOOTER) + md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item)); + + //Targets should be cleared no morph + md->target_id = md->attacked_id = 0; + + //Need to update name display. + clif_charnameack(0, &md->bl); + status_change_end(&md->bl,SC_KEEPING,INVALID_TIMER); + return 0; +} + +/*========================================== + * mob heal, update display hp info of mob for players + *------------------------------------------*/ +void mob_heal(struct mob_data *md,unsigned int heal) +{ + if (battle_config.show_mob_info&3) + clif_charnameack (0, &md->bl); +} + +/*========================================== + * Added by RoVeRT + *------------------------------------------*/ +int mob_warpslave_sub(struct block_list *bl,va_list ap) +{ + struct mob_data *md=(struct mob_data *)bl; + struct block_list *master; + short x,y,range=0; + master = va_arg(ap, struct block_list*); + range = va_arg(ap, int); + + if(md->master_id!=master->id) + return 0; + + map_search_freecell(master, 0, &x, &y, range, range, 0); + unit_warp(&md->bl, master->m, x, y,CLR_RESPAWN); + 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); +} + +/*========================================== + * Counts slave sub, curently checking if mob master is the given ID. + *------------------------------------------*/ +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; +} + +/*========================================== + * Counts the number of slaves a mob has on the map. + *------------------------------------------*/ +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,uint16 skill_id) +{ + struct mob_data *md; + struct spawn_data data; + int count = 0,k=0,hp_rate=0; + + nullpo_ret(md2); + nullpo_ret(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; + /** + * Flags this monster is able to summon; saves a worth amount of memory upon deletion + **/ + md2->can_summon = 1; + + 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 = rnd()%count; + amount+=k; //Increase final value by same amount to preserve total number to summon. + } + + if (!battle_config.monster_class_change_recover && + (skill_id == NPC_TRANSFORMATION || skill_id == NPC_METAMORPHOSIS)) + hp_rate = get_percentage(md2->status.hp, md2->status.max_hp); + + for(;k<amount;k++) { + short x,y; + data.class_ = value[k%count]; //Summon slaves in round-robin fashion. [Skotlex] + if (mobdb_checkid(data.class_) == 0) + continue; + + if (map_search_freecell(&md2->bl, 0, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 0)) { + data.x = x; + data.y = y; + } else { + data.x = md2->bl.x; + data.y = md2->bl.y; + } + + //These two need to be loaded from the db for each slave. + if(battle_config.override_mob_names==1) + strcpy(data.name,"--en--"); + else + strcpy(data.name,"--ja--"); + + if (!mob_parse_dataset(&data)) + continue; + + md= mob_spawn_dataset(&data); + if(skill_id == NPC_SUMMONSLAVE){ + md->master_id=md2->bl.id; + md->special_state.ai = md2->special_state.ai; + } + mob_spawn(md); + + if (hp_rate) //Scale HP + md->status.hp = md->status.max_hp*hp_rate/100; + + //Inherit the aggressive mode of the master. + if (battle_config.slaves_inherit_mode && md->master_id) + { + switch (battle_config.slaves_inherit_mode) { + case 1: //Always aggressive + if (!(md->status.mode&MD_AGGRESSIVE)) + sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, MD_AGGRESSIVE, 0, 0); + break; + case 2: //Always passive + if (md->status.mode&MD_AGGRESSIVE) + sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, 0, MD_AGGRESSIVE, 0); + break; + default: //Copy master. + if (md2->status.mode&MD_AGGRESSIVE) + sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, MD_AGGRESSIVE, 0, 0); + else + sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, 0, MD_AGGRESSIVE, 0); + break; + } + } + + clif_skill_nodamage(&md->bl,&md->bl,skill_id,amount,1); + } + + return 0; +} + +/*========================================== + * MOBskill lookup (get skillindex through skill_id) + * Returns -1 if not found. + *------------------------------------------*/ +int mob_skill_id2skill_idx(int class_,uint16 skill_id) +{ + int i, max = mob_db(class_)->maxskill; + struct mob_skill *ms=mob_db(class_)->skill; + + if(ms==NULL) + return -1; + + ARR_FIND( 0, max, i, ms[i].skill_id == skill_id ); + return ( i < max ) ? i : -1; +} + +/*========================================== + * Friendly Mob whose HP is decreasing by a nearby MOB is looked for. + *------------------------------------------*/ +int mob_getfriendhprate_sub(struct block_list *bl,va_list ap) +{ + int min_rate, max_rate,rate; + struct block_list **fr; + struct mob_data *md; + + md = va_arg(ap,struct mob_data *); + min_rate=va_arg(ap,int); + max_rate=va_arg(ap,int); + fr=va_arg(ap,struct block_list **); + + if( md->bl.id == bl->id && !(battle_config.mob_ai&0x10)) + return 0; + + if ((*fr) != NULL) //A friend was already found. + return 0; + + if (battle_check_target(&md->bl,bl,BCT_ENEMY)>0) + return 0; + + rate = get_percentage(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( bl && get_percentage(status_get_hp(bl), status_get_max_hp(bl)) < rate ) + 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_ret(bl); + nullpo_ret(md=(struct mob_data *)bl); + nullpo_ret(mmd=va_arg(ap,struct mob_data *)); + + if( mmd->bl.id == bl->id && !(battle_config.mob_ai&0x10) ) + return 0; + + if (battle_check_target(&mmd->bl,bl,BCT_ENEMY)>0) + return 0; + cond1=va_arg(ap,int); + cond2=va_arg(ap,int); + fr=va_arg(ap,struct mob_data **); + if( cond2==-1 ){ + int j; + for(j=SC_COMMON_MIN;j<=SC_COMMON_MAX && !flag;j++){ + if ((flag=(md->sc.data[j] != NULL))) //Once an effect was found, break out. [Skotlex] + break; + } + }else + flag=( md->sc.data[cond2] != NULL ); + 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_ret(md); + + map_foreachinrange(mob_getfriendstatus_sub, &md->bl, 8,BL_MOB, md,cond1,cond2,&fr); + return fr; +} + +/*========================================== + * Skill use judging + *------------------------------------------*/ +int mobskill_use(struct mob_data *md, unsigned int tick, int event) +{ + struct mob_skill *ms; + struct block_list *fbl = NULL; //Friend bl, which can either be a BL_PC or BL_MOB depending on the situation. [Skotlex] + struct block_list *bl; + struct mob_data *fmd = NULL; + int i,j,n; + + nullpo_ret(md); + nullpo_ret(ms = md->db->skill); + + if (!battle_config.mob_skill_rate || md->ud.skilltimer != INVALID_TIMER || !md->db->maxskill) + return 0; + + if (event == -1 && DIFF_TICK(md->ud.canact_tick, tick) > 0) + return 0; //Skill act delay only affects non-event skills. + + //Pick a starting position and loop from that. + i = battle_config.mob_ai&0x100?rnd()%md->db->maxskill:0; + for (n = 0; n < md->db->maxskill; i++, n++) { + int c2, flag = 0; + + if (i == md->db->maxskill) + i = 0; + + if (DIFF_TICK(tick, md->skilldelay[i]) < ms[i].delay) + continue; + + c2 = ms[i].cond2; + + if (ms[i].state != md->state.skillstate) { + if (md->state.skillstate != MSS_DEAD && (ms[i].state == MSS_ANY || + (ms[i].state == MSS_ANYTARGET && md->target_id && md->state.skillstate != MSS_LOOT) + )) //ANYTARGET works with any state as long as there's a target. [Skotlex] + ; + else + continue; + } + if (rnd() % 10000 > ms[i].permillage) //Lupus (max value = 10000) + continue; + + if (ms[i].cond1 == event) + flag = 1; //Trigger skill. + else if (ms[i].cond1 == MSC_SKILLUSED) + flag = ((event & 0xffff) == MSC_SKILLUSED && ((event >> 16) == c2 || c2 == 0)); + else if(event == -1){ + //Avoid entering on defined events to avoid "hyper-active skill use" due to the overflow of calls to this function in battle. + switch (ms[i].cond1) + { + case MSC_ALWAYS: + flag = 1; break; + case MSC_MYHPLTMAXRATE: // HP< maxhp% + flag = get_percentage(md->status.hp, md->status.max_hp); + flag = (flag <= c2); + break; + case MSC_MYHPINRATE: + flag = get_percentage(md->status.hp, md->status.max_hp); + flag = (flag >= c2 && flag <= ms[i].val[0]); + break; + case MSC_MYSTATUSON: // status[num] on + case MSC_MYSTATUSOFF: // status[num] off + if (!md->sc.count) { + flag = 0; + } else if (ms[i].cond2 == -1) { + for (j = SC_COMMON_MIN; j <= SC_COMMON_MAX; j++) + if ((flag = (md->sc.data[j]!=NULL)) != 0) + break; + } else { + flag = (md->sc.data[ms[i].cond2]!=NULL); + } + 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) > 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) >= c2); break; + case MSC_AFTERSKILL: + flag = (md->ud.skill_id == c2); break; + case MSC_RUDEATTACKED: + flag = (md->state.attacked_count >= RUDE_ATTACKED_COUNT); + if (flag) md->state.attacked_count = 0; //Rude attacked count should be reset after the skill condition is met. Thanks to Komurka [Skotlex] + break; + case MSC_MASTERHPLTMAXRATE: + flag = ((fbl = mob_getmasterhpltmaxrate(md, ms[i].cond2)) != NULL); break; + case MSC_MASTERATTACKED: + flag = (md->master_id > 0 && (fbl=map_id2bl(md->master_id)) && unit_counttargeted(fbl) > 0); break; + case MSC_ALCHEMIST: + flag = (md->state.alchemist); + break; + } + } + + if (!flag) + continue; //Skill requisite failed to be fulfilled. + + //Execute skill + if (skill_get_casttype(ms[i].skill_id) == CAST_GROUND) + { //Ground skill. + short x, y; + switch (ms[i].target) { + case MST_RANDOM: //Pick a random enemy within skill range. + bl = battle_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md), + skill_get_range2(&md->bl, ms[i].skill_id, ms[i].skill_lv)); + break; + case MST_TARGET: + case MST_AROUND5: + case MST_AROUND6: + case MST_AROUND7: + case MST_AROUND8: + bl = map_id2bl(md->target_id); + break; + case MST_MASTER: + bl = &md->bl; + if (md->master_id) + bl = map_id2bl(md->master_id); + if (bl) //Otherwise, fall through. + break; + case MST_FRIEND: + bl = fbl?fbl:(fmd?&fmd->bl:&md->bl); + break; + default: + bl = &md->bl; + break; + } + if (!bl) continue; + + x = bl->x; + y = bl->y; + // Look for an area to cast the spell around... + if (ms[i].target >= MST_AROUND1 || ms[i].target >= MST_AROUND5) { + j = ms[i].target >= MST_AROUND1? + (ms[i].target-MST_AROUND1) +1: + (ms[i].target-MST_AROUND5) +1; + map_search_freecell(&md->bl, md->bl.m, &x, &y, j, j, 3); + } + md->skill_idx = i; + map_freeblock_lock(); + if( !battle_check_range(&md->bl,bl,skill_get_range2(&md->bl, ms[i].skill_id,ms[i].skill_lv)) || + !unit_skilluse_pos2(&md->bl, x, y,ms[i].skill_id, ms[i].skill_lv,ms[i].casttime, ms[i].cancel) ) + { + map_freeblock_unlock(); + continue; + } + } else { + //Targetted skill + switch (ms[i].target) { + case MST_RANDOM: //Pick a random enemy within skill range. + bl = battle_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md), + skill_get_range2(&md->bl, ms[i].skill_id, ms[i].skill_lv)); + break; + case MST_TARGET: + bl = map_id2bl(md->target_id); + break; + case MST_MASTER: + bl = &md->bl; + if (md->master_id) + bl = map_id2bl(md->master_id); + if (bl) //Otherwise, fall through. + break; + case MST_FRIEND: + if (fbl) { + bl = fbl; + break; + } else if (fmd) { + bl = &fmd->bl; + break; + } // else fall through + default: + bl = &md->bl; + break; + } + if (!bl) continue; + + md->skill_idx = i; + map_freeblock_lock(); + if( !battle_check_range(&md->bl,bl,skill_get_range2(&md->bl, ms[i].skill_id,ms[i].skill_lv)) || + !unit_skilluse_id2(&md->bl, bl->id,ms[i].skill_id, ms[i].skill_lv,ms[i].casttime, ms[i].cancel) ) + { + map_freeblock_unlock(); + continue; + } + } + //Skill used. Post-setups... + if ( ms[ i ].msg_id ){ //Display color message [SnakeDrak] + struct mob_chat *mc = mob_chat(ms[i].msg_id); + char temp[CHAT_SIZE_MAX]; + char name[NAME_LENGTH]; + snprintf(name, sizeof name,"%s", md->name); + strtok(name, "#"); // discard extra name identifier if present [Daegaladh] + snprintf(temp, sizeof temp,"%s : %s", name, mc->msg); + clif_messagecolor(&md->bl, mc->color, temp); + } + if(!(battle_config.mob_ai&0x200)) { //pass on delay to same skill. + for (j = 0; j < md->db->maxskill; j++) + if (md->db->skill[j].skill_id == ms[i].skill_id) + md->skilldelay[j]=tick; + } else + md->skilldelay[i]=tick; + map_freeblock_unlock(); + return 1; + } + //No skill was used. + md->skill_idx = -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; + + if(md->bl.prev == NULL || md->status.hp <= 0) + return 0; + + target_id = md->target_id; + if (!target_id || battle_config.mob_changetarget_byskill) + md->target_id = src->id; + + if (flag == -1) + res = mobskill_use(md, tick, MSC_CASTTARGETED); + else if ((flag&0xffff) == MSC_SKILLUSED) + res = mobskill_use(md, tick, flag); + else if (flag&BF_SHORT) + res = mobskill_use(md, tick, MSC_CLOSEDATTACKED); + else if (flag&BF_LONG && !(flag&BF_MAGIC)) //Long-attacked should not include magic. + res = mobskill_use(md, tick, MSC_LONGRANGEATTACKED); + + if (!res) + //Restore previous target only if skill condition failed to trigger. [Skotlex] + md->target_id = target_id; + //Otherwise check if the target is an enemy, and unlock if needed. + else if (battle_check_target(&md->bl, src, BCT_ENEMY) <= 0) + md->target_id = target_id; + + return res; +} + +// Player cloned mobs. [Valaris] +int mob_is_clone(int class_) +{ + if(class_ < MOB_CLONE_START || class_ > MOB_CLONE_END) + return 0; + if (mob_db(class_) == mob_dummy) + return 0; + return class_; +} + +//Flag values: +//&1: Set special ai (fight mobs, not players) +//If mode is not passed, a default aggressive mode is used. +//If master_id is passed, clone is attached to him. +//Returns: ID of newly crafted copy. +int mob_clone_spawn(struct map_session_data *sd, int16 m, int16 x, int16 y, const char *event, int master_id, int mode, int flag, unsigned int duration) +{ + int class_; + int i,j,inf,skill_id, fd; + struct mob_data *md; + struct mob_skill *ms; + struct mob_db* db; + struct status_data *status; + + nullpo_ret(sd); + + if(pc_isdead(sd) && master_id && flag&1) + return 0; + + ARR_FIND( MOB_CLONE_START, MOB_CLONE_END, class_, mob_db_data[class_] == NULL ); + if(class_ >= MOB_CLONE_END) + return 0; + + db = mob_db_data[class_]=(struct mob_db*)aCalloc(1, sizeof(struct mob_db)); + status = &db->status; + strcpy(db->sprite,sd->status.name); + strcpy(db->name,sd->status.name); + strcpy(db->jname,sd->status.name); + db->lv=status_get_lv(&sd->bl); + memcpy(status, &sd->base_status, sizeof(struct status_data)); + status->rhw.atk2= status->dex + status->rhw.atk + status->rhw.atk2; //Max ATK + status->rhw.atk = status->dex; //Min ATK + if (status->lhw.atk) { + status->lhw.atk2= status->dex + status->lhw.atk + status->lhw.atk2; //Max ATK + status->lhw.atk = status->dex; //Min ATK + } + if (mode) //User provided mode. + status->mode = mode; + else if (flag&1) //Friendly Character, remove looting. + status->mode &= ~MD_LOOTER; + status->hp = status->max_hp; + status->sp = status->max_sp; + memcpy(&db->vd, &sd->vd, sizeof(struct view_data)); + db->base_exp=1; + db->job_exp=1; + db->range2=AREA_SIZE; //Let them have the same view-range as players. + db->range3=AREA_SIZE; //Min chase of a screen. + db->option=sd->sc.option; + + //Skill copy [Skotlex] + ms = &db->skill[0]; + + /** + * We temporarily disable sd's fd so it doesn't receive the messages from skill_check_condition_castbegin + **/ + fd = sd->fd; + sd->fd = 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[pc_class2idx(sd->status.class_)][j].id; + if (!skill_id || sd->status.skill[skill_id].lv < 1 || + (skill_get_inf2(skill_id)&(INF2_WEDDING_SKILL|INF2_GUILD_SKILL)) || + skill_get_nocast(skill_id)&16 + ) + continue; + //Normal aggressive mob, disable skills that cannot help them fight + //against players (those with flags UF_NOMOB and UF_NOPC are specific + //to always aid players!) [Skotlex] + if (!(flag&1) && + skill_get_unit_id(skill_id, 0) && + skill_get_unit_flag(skill_id)&(UF_NOMOB|UF_NOPC)) + continue; + /** + * The clone should be able to cast the skill (e.g. have the required weapon) bugreport:5299) + **/ + if( !skill_check_condition_castbegin(sd,skill_id,sd->status.skill[skill_id].lv) ) + 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].casttime = skill_castfix(&sd->bl,skill_id, ms[i].skill_lv); + ms[i].delay = 5000+skill_delayfix(&sd->bl,skill_id, ms[i].skill_lv); + + inf = skill_get_inf(skill_id); + if (inf&INF_ATTACK_SKILL) { + ms[i].target = MST_TARGET; + ms[i].cond1 = MSC_ALWAYS; + if (skill_get_range(skill_id, ms[i].skill_lv) > 3) + ms[i].state = MSS_ANYTARGET; + else + ms[i].state = MSS_BERSERK; + } else if(inf&INF_GROUND_SKILL) { + if (skill_get_inf2(skill_id)&INF2_TRAP) { //Traps! + ms[i].state = MSS_IDLE; + ms[i].target = MST_AROUND2; + ms[i].delay = 60000; + } else if (skill_get_unit_target(skill_id) == BCT_ENEMY) { //Target Enemy + ms[i].state = MSS_ANYTARGET; + ms[i].target = MST_TARGET; + ms[i].cond1 = MSC_ALWAYS; + } else { //Target allies + ms[i].target = MST_FRIEND; + ms[i].cond1 = MSC_FRIENDHPLTMAXRATE; + ms[i].cond2 = 95; + } + } else if (inf&INF_SELF_SKILL) { + if (skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF) { //auto-select target skill. + ms[i].target = MST_TARGET; + ms[i].cond1 = MSC_ALWAYS; + if (skill_get_range(skill_id, ms[i].skill_lv) > 3) { + ms[i].state = MSS_ANYTARGET; + } else { + ms[i].state = MSS_BERSERK; + } + } else { //Self skill + ms[i].target = MST_SELF; + ms[i].cond1 = MSC_MYHPLTMAXRATE; + ms[i].cond2 = 90; + ms[i].permillage = 2000; + //Delay: Remove the stock 5 secs and add half of the support time. + ms[i].delay += -5000 +(skill_get_time(skill_id, ms[i].skill_lv) + skill_get_time2(skill_id, ms[i].skill_lv))/2; + if (ms[i].delay < 5000) + ms[i].delay = 5000; //With a minimum of 5 secs. + } + } else if (inf&INF_SUPPORT_SKILL) { + ms[i].target = MST_FRIEND; + ms[i].cond1 = MSC_FRIENDHPLTMAXRATE; + ms[i].cond2 = 90; + if (skill_id == AL_HEAL) + ms[i].permillage = 5000; //Higher skill rate usage for heal. + else if (skill_id == ALL_RESURRECTION) + ms[i].cond2 = 1; + //Delay: Remove the stock 5 secs and add half of the support time. + ms[i].delay += -5000 +(skill_get_time(skill_id, ms[i].skill_lv) + skill_get_time2(skill_id, ms[i].skill_lv))/2; + if (ms[i].delay < 2000) + ms[i].delay = 2000; //With a minimum of 2 secs. + + if (i+1 < MAX_MOBSKILL) { //duplicate this so it also triggers on self. + memcpy(&ms[i+1], &ms[i], sizeof(struct mob_skill)); + db->maxskill = ++i; + ms[i].target = MST_SELF; + ms[i].cond1 = MSC_MYHPLTMAXRATE; + } + } else { + switch (skill_id) { //Certain Special skills that are passive, and thus, never triggered. + case MO_TRIPLEATTACK: + case TF_DOUBLE: + case GS_CHAINACTION: + ms[i].state = MSS_BERSERK; + ms[i].target = MST_TARGET; + ms[i].cond1 = MSC_ALWAYS; + ms[i].permillage = skill_id==MO_TRIPLEATTACK?(3000-ms[i].skill_lv*100):(ms[i].skill_lv*500); + ms[i].delay -= 5000; //Remove the added delay as these could trigger on "all hits". + break; + default: //Untreated Skill + continue; + } + } + if (battle_config.mob_skill_rate!= 100) + ms[i].permillage = ms[i].permillage*battle_config.mob_skill_rate/100; + if (battle_config.mob_skill_delay != 100) + ms[i].delay = ms[i].delay*battle_config.mob_skill_delay/100; + + db->maxskill = ++i; + } + + /** + * We grant the session it's fd value back. + **/ + sd->fd = fd; + + //Finally, spawn it. + md = mob_once_spawn_sub(&sd->bl, m, x, y, "--en--", class_, event, SZ_SMALL, AI_NONE); + if (!md) return 0; //Failed? + + md->special_state.clone = 1; + + if (master_id || flag || duration) { //Further manipulate crafted char. + if (flag&1) //Friendly Character + md->special_state.ai = AI_ATTACK; + if (master_id) //Attach to Master + md->master_id = master_id; + if (duration) //Auto Delete after a while. + { + if( md->deletetimer != INVALID_TIMER ) + delete_timer(md->deletetimer, mob_timer_delete); + md->deletetimer = add_timer (gettick() + duration, mob_timer_delete, md->bl.id, 0); + } + } + + mob_spawn(md); + + return md->bl.id; +} + +int mob_clone_delete(struct mob_data *md) +{ + const int class_ = md->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; + //Clear references to the db + md->db = mob_dummy; + md->vd = NULL; + return 1; + } + return 0; +} + +// +// Initialization +// +/*========================================== + * Since un-setting [ mob ] up was used, it is an initial provisional value setup. + *------------------------------------------*/ +static int mob_makedummymobdb(int class_) +{ + if (mob_dummy != NULL) + { + if (mob_db(class_) == mob_dummy) + return 1; //Using the mob_dummy data already. [Skotlex] + if (class_ > 0 && class_ <= MAX_MOB_DB) + { //Remove the mob data so that it uses the dummy data instead. + aFree(mob_db_data[class_]); + mob_db_data[class_] = NULL; + } + return 0; + } + //Initialize dummy data. + mob_dummy = (struct mob_db*)aCalloc(1, sizeof(struct mob_db)); //Initializing the dummy mob. + sprintf(mob_dummy->sprite,"DUMMY"); + sprintf(mob_dummy->name,"Dummy"); + sprintf(mob_dummy->jname,"Dummy"); + mob_dummy->lv=1; + mob_dummy->status.max_hp=1000; + mob_dummy->status.max_sp=1; + mob_dummy->status.rhw.range=1; + mob_dummy->status.rhw.atk=7; + mob_dummy->status.rhw.atk2=10; + mob_dummy->status.str=1; + mob_dummy->status.agi=1; + mob_dummy->status.vit=1; + mob_dummy->status.int_=1; + mob_dummy->status.dex=6; + mob_dummy->status.luk=2; + mob_dummy->status.speed=300; + mob_dummy->status.adelay=1000; + mob_dummy->status.amotion=500; + mob_dummy->status.dmotion=500; + mob_dummy->base_exp=2; + mob_dummy->job_exp=1; + mob_dummy->range2=10; + mob_dummy->range3=10; + + return 0; +} + +//Adjusts the drop rate of item according to the criteria given. [Skotlex] +static unsigned int mob_drop_adjust(int baserate, int rate_adjust, unsigned short rate_min, unsigned short rate_max) +{ + double rate = baserate; + + if (battle_config.logarithmic_drops && rate_adjust > 0 && rate_adjust != 100 && baserate > 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 = 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 (unsigned int)cap_value(rate,rate_min,rate_max); +} + +/** + * Check if global item drop rate is overriden for given item + * in db/mob_item_ratio.txt + * @param nameid ID of the item + * @param mob_id ID of the monster + * @param rate_adjust pointer to store ratio if found + */ +static void item_dropratio_adjust(int nameid, int mob_id, int *rate_adjust) +{ + int i; + if( item_drop_ratio_db[nameid] ) { + if( item_drop_ratio_db[nameid]->mob_id[0] ) { // only for listed mobs + ARR_FIND(0, MAX_ITEMRATIO_MOBS, i, item_drop_ratio_db[nameid]->mob_id[i] == mob_id); + if(i < MAX_ITEMRATIO_MOBS) // found + *rate_adjust = item_drop_ratio_db[nameid]->drop_ratio; + } + else // for all mobs + *rate_adjust = item_drop_ratio_db[nameid]->drop_ratio; + } +} + +/*========================================== + * processes one mobdb entry + *------------------------------------------*/ +static bool mob_parse_dbrow(char** str) +{ + struct mob_db *db, entry; + struct status_data *status; + int class_, i, k; + double exp, maxhp; + struct mob_data data; + + class_ = atoi(str[0]); + + if (class_ <= 1000 || class_ > MAX_MOB_DB) { + ShowError("mob_parse_dbrow: Invalid monster ID %d, must be in range %d-%d.\n", class_, 1000, MAX_MOB_DB); + return false; + } + if (pcdb_checkid(class_)) { + ShowError("mob_parse_dbrow: Invalid monster ID %d, reserved for player classes.\n", class_); + return false; + } + + if (class_ >= MOB_CLONE_START && class_ < MOB_CLONE_END) { + ShowError("mob_parse_dbrow: Invalid monster ID %d. Range %d-%d is reserved for player clones. Please increase MAX_MOB_DB (%d).\n", class_, MOB_CLONE_START, MOB_CLONE_END-1, MAX_MOB_DB); + return false; + } + + memset(&entry, 0, sizeof(entry)); + + db = &entry; + status = &db->status; + + db->vd.class_ = class_; + safestrncpy(db->sprite, str[1], sizeof(db->sprite)); + safestrncpy(db->jname, str[2], sizeof(db->jname)); + safestrncpy(db->name, str[3], sizeof(db->name)); + db->lv = atoi(str[4]); + db->lv = cap_value(db->lv, 1, USHRT_MAX); + status->max_hp = atoi(str[5]); + status->max_sp = atoi(str[6]); + + exp = (double)atoi(str[7]) * (double)battle_config.base_exp_rate / 100.; + db->base_exp = (unsigned int)cap_value(exp, 0, UINT_MAX); + + exp = (double)atoi(str[8]) * (double)battle_config.job_exp_rate / 100.; + db->job_exp = (unsigned int)cap_value(exp, 0, UINT_MAX); + + status->rhw.range = atoi(str[9]); + status->rhw.atk = atoi(str[10]); + status->rhw.atk2 = atoi(str[11]); + status->def = atoi(str[12]); + status->mdef = atoi(str[13]); + status->str = atoi(str[14]); + status->agi = atoi(str[15]); + status->vit = atoi(str[16]); + status->int_ = atoi(str[17]); + status->dex = atoi(str[18]); + status->luk = atoi(str[19]); + //All status should be min 1 to prevent divisions by zero from some skills. [Skotlex] + if (status->str < 1) status->str = 1; + if (status->agi < 1) status->agi = 1; + if (status->vit < 1) status->vit = 1; + if (status->int_< 1) status->int_= 1; + if (status->dex < 1) status->dex = 1; + if (status->luk < 1) status->luk = 1; + + db->range2 = atoi(str[20]); + db->range3 = atoi(str[21]); + if (battle_config.view_range_rate != 100) { + db->range2 = db->range2 * battle_config.view_range_rate / 100; + if (db->range2 < 1) + db->range2 = 1; + } + if (battle_config.chase_range_rate != 100) { + db->range3 = db->range3 * battle_config.chase_range_rate / 100; + if (db->range3 < db->range2) + db->range3 = db->range2; + } + + status->size = atoi(str[22]); + status->race = atoi(str[23]); + + i = atoi(str[24]); //Element + status->def_ele = i%10; + status->ele_lv = i/20; + if (status->def_ele >= ELE_MAX) { + ShowError("mob_parse_dbrow: Invalid element type %d for monster ID %d (max=%d).\n", status->def_ele, class_, ELE_MAX-1); + return false; + } + if (status->ele_lv < 1 || status->ele_lv > 4) { + ShowError("mob_parse_dbrow: Invalid element level %d for monster ID %d, must be in range 1-4.\n", status->ele_lv, class_); + return false; + } + + status->mode = (int)strtol(str[25], NULL, 0); + if (!battle_config.monster_active_enable) + status->mode &= ~MD_AGGRESSIVE; + + status->speed = atoi(str[26]); + status->aspd_rate = 1000; + i = atoi(str[27]); + status->adelay = cap_value(i, battle_config.monster_max_aspd*2, 4000); + i = atoi(str[28]); + status->amotion = cap_value(i, battle_config.monster_max_aspd, 2000); + //If the attack animation is longer than the delay, the client crops the attack animation! + //On aegis there is no real visible effect of having a recharge-time less than amotion anyway. + if (status->adelay < status->amotion) + status->adelay = status->amotion; + status->dmotion = atoi(str[29]); + if(battle_config.monster_damage_delay_rate != 100) + status->dmotion = status->dmotion * battle_config.monster_damage_delay_rate / 100; + + // Fill in remaining status data by using a dummy monster. + data.bl.type = BL_MOB; + data.level = db->lv; + memcpy(&data.status, status, sizeof(struct status_data)); + status_calc_misc(&data.bl, status, db->lv); + + // MVP EXP Bonus: MEXP + // Some new MVP's MEXP multipled by high exp-rate cause overflow. [LuzZza] + exp = (double)atoi(str[30]) * (double)battle_config.mvp_exp_rate / 100.; + db->mexp = (unsigned int)cap_value(exp, 0, UINT_MAX); + + //Now that we know if it is an mvp or not, apply battle_config modifiers [Skotlex] + maxhp = (double)status->max_hp; + if (db->mexp > 0) { //Mvp + if (battle_config.mvp_hp_rate != 100) + maxhp = maxhp * (double)battle_config.mvp_hp_rate / 100.; + } else //Normal mob + if (battle_config.monster_hp_rate != 100) + maxhp = maxhp * (double)battle_config.monster_hp_rate / 100.; + + status->max_hp = (unsigned int)cap_value(maxhp, 1, UINT_MAX); + if(status->max_sp < 1) status->max_sp = 1; + + //Since mobs always respawn with full life... + status->hp = status->max_hp; + status->sp = status->max_sp; + + // MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per + for(i = 0; i < MAX_MVP_DROP; i++) { + struct item_data *id; + int rate_adjust = battle_config.item_rate_mvp;; + db->mvpitem[i].nameid = atoi(str[31+i*2]); + if (!db->mvpitem[i].nameid) { + db->mvpitem[i].p = 0; //No item.... + continue; + } + item_dropratio_adjust(db->mvpitem[i].nameid, class_, &rate_adjust); + db->mvpitem[i].p = mob_drop_adjust(atoi(str[32+i*2]), rate_adjust, battle_config.item_drop_mvp_min, battle_config.item_drop_mvp_max); + + //calculate and store Max available drop chance of the MVP item + if (db->mvpitem[i].p) { + id = itemdb_search(db->mvpitem[i].nameid); + if (id->maxchance == -1 || (id->maxchance < db->mvpitem[i].p/10 + 1) ) { + //item has bigger drop chance or sold in shops + id->maxchance = db->mvpitem[i].p/10 + 1; //reduce MVP drop info to not spoil common drop rate + } + } + } + + for(i = 0; i < MAX_MOB_DROP; i++) { + int rate = 0, rate_adjust, type; + unsigned short ratemin, ratemax; + struct item_data *id; + k = 31 + MAX_MVP_DROP*2 + i*2; + db->dropitem[i].nameid = atoi(str[k]); + if (!db->dropitem[i].nameid) { + db->dropitem[i].p = 0; //No drop. + continue; + } + id = itemdb_search(db->dropitem[i].nameid); + type = id->type; + rate = atoi(str[k+1]); + if( (class_ >= 1324 && class_ <= 1363) || (class_ >= 1938 && class_ <= 1946) ) + { //Treasure box drop rates [Skotlex] + rate_adjust = battle_config.item_rate_treasure; + ratemin = battle_config.item_drop_treasure_min; + ratemax = battle_config.item_drop_treasure_max; + } + else switch (type) + { // Added suport to restrict normal drops of MVP's [Reddozen] + case IT_HEALING: + rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_heal_boss : battle_config.item_rate_heal; + ratemin = battle_config.item_drop_heal_min; + ratemax = battle_config.item_drop_heal_max; + break; + case IT_USABLE: + case IT_CASH: + rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_use_boss : battle_config.item_rate_use; + ratemin = battle_config.item_drop_use_min; + ratemax = battle_config.item_drop_use_max; + break; + case IT_WEAPON: + case IT_ARMOR: + case IT_PETARMOR: + rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_equip_boss : battle_config.item_rate_equip; + ratemin = battle_config.item_drop_equip_min; + ratemax = battle_config.item_drop_equip_max; + break; + case IT_CARD: + rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_card_boss : battle_config.item_rate_card; + ratemin = battle_config.item_drop_card_min; + ratemax = battle_config.item_drop_card_max; + break; + default: + rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_common_boss : battle_config.item_rate_common; + ratemin = battle_config.item_drop_common_min; + ratemax = battle_config.item_drop_common_max; + break; + } + item_dropratio_adjust(id->nameid, class_, &rate_adjust); + db->dropitem[i].p = mob_drop_adjust(rate, rate_adjust, ratemin, ratemax); + + //calculate and store Max available drop chance of the item + if( db->dropitem[i].p && (class_ < 1324 || class_ > 1363) && (class_ < 1938 || class_ > 1946) ) + { //Skip treasure chests. + if (id->maxchance == -1 || (id->maxchance < db->dropitem[i].p) ) { + id->maxchance = db->dropitem[i].p; //item has bigger drop chance or sold in shops + } + for (k = 0; k< MAX_SEARCH; k++) { + if (id->mob[k].chance <= db->dropitem[i].p) + break; + } + if (k == MAX_SEARCH) + continue; + + if (id->mob[k].id != class_) + memmove(&id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0])); + id->mob[k].chance = db->dropitem[i].p; + id->mob[k].id = class_; + } + } + + // Finally insert monster's data into the database. + if (mob_db_data[class_] == NULL) + mob_db_data[class_] = (struct mob_db*)aCalloc(1, sizeof(struct mob_db)); + else + //Copy over spawn data + memcpy(&db->spawn, mob_db_data[class_]->spawn, sizeof(db->spawn)); + + memcpy(mob_db_data[class_], db, sizeof(struct mob_db)); + return true; +} + +/*========================================== + * mob_db.txt reading + *------------------------------------------*/ +static bool mob_readdb_sub(char* fields[], int columns, int current) +{ + return mob_parse_dbrow(fields); +} + +static void mob_readdb(void) +{ + const char* filename[] = { + DBPATH"mob_db.txt", + "mob_db2.txt" }; + int fi; + + for( fi = 0; fi < ARRAYLENGTH(filename); ++fi ) + { + char path[256]; + + if(fi > 0) + { + sprintf(path, "%s/%s", db_path, filename[fi]); + if(!exists(path)) + { + continue; + } + } + + sv_readdb(db_path, filename[fi], ',', 31+2*MAX_MVP_DROP+2*MAX_MOB_DROP, 31+2*MAX_MVP_DROP+2*MAX_MOB_DROP, -1, &mob_readdb_sub); + } +} + +/*========================================== + * mob_db table reading + *------------------------------------------*/ +static int mob_read_sqldb(void) +{ + const char* mob_db_name[] = { mob_db_db, mob_db2_db }; + int fi; + + for( fi = 0; fi < ARRAYLENGTH(mob_db_name); ++fi ) { + uint32 lines = 0, count = 0; + + // retrieve all rows from the mob database + if( SQL_ERROR == Sql_Query(mmysql_handle, "SELECT * FROM `%s`", mob_db_name[fi]) ) { + Sql_ShowDebug(mmysql_handle); + continue; + } + + // process rows one by one + while( SQL_SUCCESS == Sql_NextRow(mmysql_handle) ) { + // wrap the result into a TXT-compatible format + char line[1024]; + char* str[31+2*MAX_MVP_DROP+2*MAX_MOB_DROP]; + char* p; + int i; + + lines++; + for(i = 0, p = line; i < 31+2*MAX_MVP_DROP+2*MAX_MOB_DROP; i++) + { + char* data; + size_t len; + Sql_GetData(mmysql_handle, i, &data, &len); + + strcpy(p, data); + str[i] = p; + p+= len + 1; + } + + if (!mob_parse_dbrow(str)) + continue; + + count++; + } + + // free the query result + Sql_FreeResult(mmysql_handle); + + ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", count, mob_db_name[fi]); + } + return 0; +} + +/*========================================== + * MOB display graphic change data reading + *------------------------------------------*/ +static bool mob_readdb_mobavail(char* str[], int columns, int current) +{ + int class_, k; + + class_=atoi(str[0]); + + if(mob_db(class_) == mob_dummy) // invalid class (probably undefined in db) + { + ShowWarning("mob_readdb_mobavail: Unknown mob id %d.\n", class_); + return false; + } + + k=atoi(str[1]); + + memset(&mob_db_data[class_]->vd, 0, sizeof(struct view_data)); + mob_db_data[class_]->vd.class_=k; + + //Player sprites + if(pcdb_checkid(k) && columns==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])&~(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE); + mob_db_data[class_]->vd.cloth_color=atoi(str[11]); // Monster player dye option - Valaris + } + else if(columns==3) + mob_db_data[class_]->vd.head_bottom=atoi(str[2]); // mob equipment [Valaris] + else if( columns != 2 ) + return false; + + return true; +} + +/*========================================== + * 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[] = { + DBPATH"mob_branch.txt", + DBPATH"mob_poring.txt", + DBPATH"mob_boss.txt", + "mob_pouch.txt", + "mob_classchange.txt"}; + + memset(&summon, 0, sizeof(summon)); + + for( i = 0; i < ARRAYLENGTH(mobfile) && i < MAX_RANDOMMONSTER; i++ ) + { + mob_db_data[0]->summonper[i] = 1002; // Default fallback value, in case the database does not provide one + 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, sizeof(line), fp)) + { + int class_; + 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]); + if(mob_db(class_) == mob_dummy) + continue; + mob_db_data[class_]->summonper[i]=atoi(str[2]); + if (i) { + if( summon[i].qty < ARRAYLENGTH(summon[i].class_) ) //MvPs + summon[i].class_[summon[i].qty++] = class_; + else { + ShowDebug("Can't store more random mobs from %s, increase size of mob.c:summon variable!\n", mobfile[i]); + break; + } + } + } + if (i && !summon[i].qty) + { //At least have the default here. + summon[i].class_[0] = mob_db_data[0]->summonper[i]; + summon[i].qty = 1; + } + fclose(fp); + ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",mobfile[i]); + } + return 0; +} + +/*========================================== + * processes one mob_chat_db entry [SnakeDrak] + * @param last_msg_id ensures that only one error message per mob id is printed + *------------------------------------------*/ +static bool mob_parse_row_chatdb(char** str, const char* source, int line, int* last_msg_id) +{ + char* msg; + struct mob_chat *ms; + int msg_id; + size_t len; + + msg_id = atoi(str[0]); + + if (msg_id <= 0 || msg_id > MAX_MOB_CHAT) + { + if (msg_id != *last_msg_id) { + ShowError("mob_chat: Invalid chat ID: %d at %s, line %d\n", msg_id, source, line); + *last_msg_id = msg_id; + } + return false; + } + + if (mob_chat_db[msg_id] == NULL) + mob_chat_db[msg_id] = (struct mob_chat*)aCalloc(1, sizeof (struct mob_chat)); + + ms = mob_chat_db[msg_id]; + //MSG ID + ms->msg_id=msg_id; + //Color + ms->color=strtoul(str[1],NULL,0); + //Message + msg = str[2]; + len = strlen(msg); + + while( len && ( msg[len-1]=='\r' || msg[len-1]=='\n' ) ) + {// find EOL to strip + len--; + } + + if(len>(CHAT_SIZE_MAX-1)) + { + if (msg_id != *last_msg_id) { + ShowError("mob_chat: readdb: Message too long! Line %d, id: %d\n", line, msg_id); + *last_msg_id = msg_id; + } + return false; + } + else if( !len ) + { + ShowWarning("mob_parse_row_chatdb: Empty message for id %d.\n", msg_id); + return false; + } + + msg[len] = 0; // strip previously found EOL + strncpy(ms->msg, str[2], CHAT_SIZE_MAX); + + return true; +} + +/*========================================== + * mob_chat_db.txt reading [SnakeDrak] + *-------------------------------------------------------------------------*/ +static void mob_readchatdb(void) +{ + char arc[]="mob_chat_db.txt"; + uint32 lines=0, count=0; + char line[1024], path[256]; + int i, tmp=0; + FILE *fp; + sprintf(path, "%s/%s", db_path, arc); + fp=fopen(path, "r"); + if(fp == NULL) + { + ShowWarning("mob_readchatdb: File not found \"%s\", skipping.\n", path); + return; + } + + while(fgets(line, sizeof(line), fp)) + { + char *str[3], *p, *np; + int j=0; + + lines++; + if(line[0] == '/' && line[1] == '/') + continue; + memset(str, 0, sizeof(str)); + + p=line; + while(ISSPACE(*p)) + ++p; + if(*p == '\0') + continue;// empty line + for(i = 0; i <= 2; i++) + { + str[i] = p; + if(i<2 && (np = strchr(p, ',')) != NULL) { + *np = '\0'; p = np + 1; j++; + } + } + + if( j < 2 || str[2]==NULL) + { + ShowError("mob_readchatdb: Insufficient number of fields for skill at %s, line %d\n", arc, lines); + continue; + } + + if( !mob_parse_row_chatdb(str, path, lines, &tmp) ) + continue; + + count++; + } + fclose(fp); + ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n", arc); +} + +/*========================================== + * processes one mob_skill_db entry + *------------------------------------------*/ +static bool mob_parse_row_mobskilldb(char** str, int columns, int current) +{ + static const struct { + char str[32]; + enum MobSkillState id; + } 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 + }; + static 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 }, + { "stun", 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 }, + }, target[] = { + { "target", MST_TARGET }, + { "randomtarget", MST_RANDOM }, + { "self", MST_SELF }, + { "friend", MST_FRIEND }, + { "master", MST_MASTER }, + { "around5", MST_AROUND5 }, + { "around6", MST_AROUND6 }, + { "around7", MST_AROUND7 }, + { "around8", MST_AROUND8 }, + { "around1", MST_AROUND1 }, + { "around2", MST_AROUND2 }, + { "around3", MST_AROUND3 }, + { "around4", MST_AROUND4 }, + { "around", MST_AROUND }, + }; + static int last_mob_id = 0; // ensures that only one error message per mob id is printed + + struct mob_skill *ms, gms; + int mob_id; + int i =0, j, tmp; + + mob_id = atoi(str[0]); + + if (mob_id > 0 && mob_db(mob_id) == mob_dummy) + { + if (mob_id != last_mob_id) { + ShowError("mob_parse_row_mobskilldb: Non existant Mob id %d\n", mob_id); + last_mob_id = mob_id; + } + return false; + } + if( strcmp(str[1],"clear")==0 ){ + if (mob_id < 0) + return false; + memset(mob_db_data[mob_id]->skill,0,sizeof(struct mob_skill)); + mob_db_data[mob_id]->maxskill=0; + return true; + } + + if (mob_id < 0) + { //Prepare global skill. [Skotlex] + memset(&gms, 0, sizeof (struct mob_skill)); + ms = &gms; + } else { + ARR_FIND( 0, MAX_MOBSKILL, i, (ms = &mob_db_data[mob_id]->skill[i])->skill_id == 0 ); + if( i == MAX_MOBSKILL ) + { + if (mob_id != last_mob_id) { + ShowError("mob_parse_row_mobskilldb: Too many skills for monster %d[%s]\n", mob_id, mob_db_data[mob_id]->sprite); + last_mob_id = mob_id; + } + return false; + } + } + + //State + ARR_FIND( 0, ARRAYLENGTH(state), j, strcmp(str[2],state[j].str) == 0 ); + if( j < ARRAYLENGTH(state) ) + ms->state = state[j].id; + else { + ShowWarning("mob_parse_row_mobskilldb: Unrecognized state %s\n", str[2]); + ms->state = MSS_ANY; + } + + //Skill ID + j=atoi(str[3]); + if (j<=0 || j>MAX_SKILL_DB) //fixed Lupus + { + if (mob_id < 0) + ShowError("mob_parse_row_mobskilldb: Invalid Skill ID (%d) for all mobs\n", j); + else + ShowError("mob_parse_row_mobskilldb: Invalid Skill ID (%d) for mob %d (%s)\n", j, mob_id, mob_db_data[mob_id]->sprite); + return false; + } + ms->skill_id=j; + + //Skill lvl + j= atoi(str[4])<=0 ? 1 : atoi(str[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(str[5]); + if (battle_config.mob_skill_rate != 100) + tmp = tmp*battle_config.mob_skill_rate/100; + if (tmp > 10000) + ms->permillage= 10000; + else if (!tmp && battle_config.mob_skill_rate) + ms->permillage= 1; + else + ms->permillage= tmp; + ms->casttime=atoi(str[6]); + ms->delay=atoi(str[7]); + if (battle_config.mob_skill_delay != 100) + ms->delay = ms->delay*battle_config.mob_skill_delay/100; + if (ms->delay < 0 || ms->delay > MOB_MAX_DELAY) //time overflow? + ms->delay = MOB_MAX_DELAY; + ms->cancel=atoi(str[8]); + if( strcmp(str[8],"yes")==0 ) ms->cancel=1; + + //Target + ARR_FIND( 0, ARRAYLENGTH(target), j, strcmp(str[9],target[j].str) == 0 ); + if( j < ARRAYLENGTH(target) ) + ms->target = target[j].id; + else { + ShowWarning("mob_parse_row_mobskilldb: Unrecognized target %s for %d\n", str[9], mob_id); + ms->target = MST_TARGET; + } + + //Check that the target condition is right for the skill type. [Skotlex] + if (skill_get_casttype(ms->skill_id) == CAST_GROUND) + { //Ground skill. + if (ms->target > MST_AROUND) + { + ShowWarning("mob_parse_row_mobskilldb: Wrong mob skill target for ground skill %d (%s) for %s.\n", + ms->skill_id, skill_get_name(ms->skill_id), + mob_id < 0?"all mobs":mob_db_data[mob_id]->sprite); + ms->target = MST_TARGET; + } + } else if (ms->target > MST_MASTER) { + ShowWarning("mob_parse_row_mobskilldb: Wrong mob skill target 'around' for non-ground skill %d (%s) for %s.\n", + ms->skill_id, skill_get_name(ms->skill_id), + mob_id < 0?"all mobs":mob_db_data[mob_id]->sprite); + ms->target = MST_TARGET; + } + + //Cond1 + ARR_FIND( 0, ARRAYLENGTH(cond1), j, strcmp(str[10],cond1[j].str) == 0 ); + if( j < ARRAYLENGTH(cond1) ) + ms->cond1 = cond1[j].id; + else { + ShowWarning("mob_parse_row_mobskilldb: Unrecognized condition 1 %s for %d\n", str[10], mob_id); + ms->cond1 = -1; + } + + //Cond2 + // numeric value + ms->cond2 = atoi(str[11]); + // or special constant + ARR_FIND( 0, ARRAYLENGTH(cond2), j, strcmp(str[11],cond2[j].str) == 0 ); + if( j < ARRAYLENGTH(cond2) ) + ms->cond2 = cond2[j].id; + + ms->val[0]=(int)strtol(str[12],NULL,0); + ms->val[1]=(int)strtol(str[13],NULL,0); + ms->val[2]=(int)strtol(str[14],NULL,0); + ms->val[3]=(int)strtol(str[15],NULL,0); + ms->val[4]=(int)strtol(str[16],NULL,0); + + if(ms->skill_id == NPC_EMOTION && mob_id>0 && + ms->val[1] == mob_db(mob_id)->status.mode) + { + ms->val[1] = 0; + ms->val[4] = 1; //request to return mode to normal. + } + if(ms->skill_id == NPC_EMOTION_ON && mob_id>0 && ms->val[1]) + { //Adds a mode to the mob. + //Remove aggressive mode when the new mob type is passive. + if (!(ms->val[1]&MD_AGGRESSIVE)) + ms->val[3]|=MD_AGGRESSIVE; + ms->val[2]|= ms->val[1]; //Add the new mode. + ms->val[1] = 0; //Do not "set" it. + } + + if(*str[17]) + ms->emotion=atoi(str[17]); + else + ms->emotion=-1; + + if(str[18]!=NULL && mob_chat_db[atoi(str[18])]!=NULL) + ms->msg_id=atoi(str[18]); + else + ms->msg_id=0; + + 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; + + ARR_FIND( 0, MAX_MOBSKILL, j, mob_db_data[i]->skill[j].skill_id == 0 ); + 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; + + return true; +} + +/*========================================== + * mob_skill_db.txt reading + *------------------------------------------*/ +static void mob_readskilldb(void) { + const char* filename[] = { + DBPATH"mob_skill_db.txt", + "mob_skill_db2.txt" }; + int fi; + + if( battle_config.mob_skill_rate == 0 ) + { + ShowStatus("Mob skill use disabled. Not reading mob skills.\n"); + return; + } + + for( fi = 0; fi < ARRAYLENGTH(filename); ++fi ) + { + char path[256]; + + if(fi > 0) + { + sprintf(path, "%s/%s", db_path, filename[fi]); + if(!exists(path)) + { + continue; + } + } + + sv_readdb(db_path, filename[fi], ',', 19, 19, -1, &mob_parse_row_mobskilldb); + } +} + +/** + * mob_skill_db table reading [CalciumKid] + * not overly sure if this is all correct + * seems to work though... + */ +static int mob_read_sqlskilldb(void) +{ + const char* mob_skill_db_name[] = { mob_skill_db_db, mob_skill_db2_db }; + int fi; + + if( battle_config.mob_skill_rate == 0 ) { + ShowStatus("Mob skill use disabled. Not reading mob skills.\n"); + return 0; + } + + + for( fi = 0; fi < ARRAYLENGTH(mob_skill_db_name); ++fi ) { + uint32 lines = 0, count = 0; + + // retrieve all rows from the mob skill database + if( SQL_ERROR == Sql_Query(mmysql_handle, "SELECT * FROM `%s`", mob_skill_db_name[fi]) ) { + Sql_ShowDebug(mmysql_handle); + continue; + } + + // process rows one by one + while( SQL_SUCCESS == Sql_NextRow(mmysql_handle) ) { + // wrap the result into a TXT-compatible format + char* str[19]; + char* dummy = ""; + int i; + ++lines; + for( i = 0; i < 19; ++i ) + { + Sql_GetData(mmysql_handle, i, &str[i], NULL); + if( str[i] == NULL ) str[i] = dummy; // get rid of NULL columns + } + + if (!mob_parse_row_mobskilldb(str, 19, count)) + continue; + + count++; + } + + // free the query result + Sql_FreeResult(mmysql_handle); + + ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", count, mob_skill_db_name[fi]); + } + return 0; +} + +/*========================================== + * mob_race2_db.txt reading + *------------------------------------------*/ +static bool mob_readdb_race2(char* fields[], int columns, int current) +{ + int race, mobid, i; + + race = atoi(fields[0]); + + if (race < RC2_NONE || race >= RC2_MAX) + { + ShowWarning("mob_readdb_race2: Unknown race2 %d.\n", race); + return false; + } + + for(i = 1; i<columns; i++) + { + mobid = atoi(fields[i]); + if (mob_db(mobid) == mob_dummy) + { + ShowWarning("mob_readdb_race2: Unknown mob id %d for race2 %d.\n", mobid, race); + continue; + } + mob_db_data[mobid]->race2 = race; + } + return true; +} + +/** + * Read mob_item_ratio.txt + */ +static bool mob_readdb_itemratio(char* str[], int columns, int current) +{ + int nameid, ratio, i; + struct item_data *id; + + nameid = atoi(str[0]); + + if( ( id = itemdb_exists(nameid) ) == NULL ) + { + ShowWarning("itemdb_read_itemratio: Invalid item id %d.\n", nameid); + return false; + } + + ratio = atoi(str[1]); + + if(item_drop_ratio_db[nameid] == NULL) + item_drop_ratio_db[nameid] = (struct item_drop_ratio*)aCalloc(1, sizeof(struct item_drop_ratio)); + + item_drop_ratio_db[nameid]->drop_ratio = ratio; + for(i = 0; i < columns-2; i++) + item_drop_ratio_db[nameid]->mob_id[i] = atoi(str[i+2]); + + return true; +} + +/** + * read all mob-related databases + */ +static void mob_load(void) +{ + sv_readdb(db_path, "mob_item_ratio.txt", ',', 2, 2+MAX_ITEMRATIO_MOBS, -1, &mob_readdb_itemratio); // must be read before mobdb + mob_readchatdb(); + if (db_use_sqldbs) + { + mob_read_sqldb(); + mob_read_sqlskilldb(); + } + else + { + mob_readdb(); + mob_readskilldb(); + } + sv_readdb(db_path, "mob_avail.txt", ',', 2, 12, -1, &mob_readdb_mobavail); + mob_read_randommonster(); + sv_readdb(db_path, DBPATH"mob_race2_db.txt", ',', 2, 20, -1, &mob_readdb_race2); +} + +void mob_reload(void) { + int i; + + //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; + } + + // Clear item_drop_ratio_db + for (i = 0; i < MAX_ITEMDB; i++) { + if (item_drop_ratio_db[i]) { + aFree(item_drop_ratio_db[i]); + item_drop_ratio_db[i] = NULL; + } + } + + mob_load(); +} + +void mob_clear_spawninfo() +{ //Clears spawn related information for a script reload. + int i; + for (i = 0; i < MAX_MOB_DB; i++) + if (mob_db_data[i]) + memset(&mob_db_data[i]->spawn,0,sizeof(mob_db_data[i]->spawn)); +} + +/*========================================== + * 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] = (struct mob_db*)aCalloc(1, sizeof (struct mob_db)); //This mob is used for random spawns + mob_makedummymobdb(0); //The first time this is invoked, it creates the dummy mob + item_drop_ers = ers_new(sizeof(struct item_drop),"mob.c::item_drop_ers",ERS_OPT_NONE); + item_drop_list_ers = ers_new(sizeof(struct item_drop_list),"mob.c::item_drop_list_ers",ERS_OPT_NONE); + + mob_load(); + + 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; + } + } + for (i = 0; i <= MAX_MOB_CHAT; i++) + { + if (mob_chat_db[i] != NULL) + { + aFree(mob_chat_db[i]); + mob_chat_db[i] = NULL; + } + } + for (i = 0; i < MAX_ITEMDB; i++) + { + if (item_drop_ratio_db[i] != NULL) + { + aFree(item_drop_ratio_db[i]); + item_drop_ratio_db[i] = NULL; + } + } + ers_destroy(item_drop_ers); + ers_destroy(item_drop_list_ers); + return 0; +} |