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-rw-r--r--src/map/mob.c5020
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diff --git a/src/map/mob.c b/src/map/mob.c
new file mode 100644
index 000000000..b315c5c43
--- /dev/null
+++ b/src/map/mob.c
@@ -0,0 +1,5020 @@
+// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
+// For more information, see LICENCE in the main folder
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <stdarg.h>
+#include <string.h>
+#include <math.h>
+
+#include "timer.h"
+#include "socket.h"
+#include "db.h"
+#include "nullpo.h"
+#include "malloc.h"
+#include "map.h"
+#include "clif.h"
+#include "intif.h"
+#include "pc.h"
+#include "status.h"
+#include "mob.h"
+#include "guild.h"
+#include "itemdb.h"
+#include "skill.h"
+#include "battle.h"
+#include "party.h"
+#include "npc.h"
+#include "log.h"
+#include "showmsg.h"
+#include "script.h"
+#include "atcommand.h"
+#include "date.h"
+
+#define MIN_MOBTHINKTIME 100
+#define MIN_MOBLINKTIME 1000
+
+#define MOB_LAZYSKILLPERC 10 // Probability for mobs far from players from doing their IDLE skill. (rate of 1000 minute)
+#define MOB_LAZYMOVEPERC 50 // Move probability in the negligent mode MOB (rate of 1000 minute)
+#define MOB_LAZYWARPPERC 20 // Warp probability in the negligent mode MOB (rate of 1000 minute)
+
+//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]; }
+
+#define CLASSCHANGE_BOSS_NUM 21
+
+/*==========================================
+ * Local prototype declaration (only required thing)
+ *------------------------------------------
+ */
+static int mob_makedummymobdb(int);
+static int mob_timer(int,unsigned int,int,int);
+static int mob_spawn_guardian_sub(int,unsigned int,int,int);
+int mobskill_use(struct mob_data *md,unsigned int tick,int event);
+int mobskill_deltimer(struct mob_data *md );
+int mob_skillid2skillidx(int class_,int skillid);
+int mobskill_use_id(struct mob_data *md,struct block_list *target,int skill_idx);
+
+/*==========================================
+ * 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 || strcmp(mob->jname,str)==0 ||
+ memcmp(mob->name,str,NAME_LENGTH)==0 || memcmp(mob->jname,str,NAME_LENGTH)==0)
+ return i;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * 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;
+}
+
+/*==========================================
+ * The minimum data set for MOB spawning
+ *------------------------------------------
+ */
+int mob_spawn_dataset(struct mob_data *md,const char *mobname,int class_)
+{
+ nullpo_retr(0, md);
+
+ md->bl.prev=NULL;
+ md->bl.next=NULL;
+
+ md->base_class = md->class_ = class_;
+ md->db = mob_db(class_);
+
+ if(strcmp(mobname,"--en--")==0)
+ strncpy(md->name,md->db->name,NAME_LENGTH-1);
+ else if(strcmp(mobname,"--ja--")==0)
+ strncpy(md->name,md->db->jname,NAME_LENGTH-1);
+ else
+ strncpy(md->name,mobname,NAME_LENGTH-1);
+
+ md->n = 0;
+ md->bl.id= npc_get_new_npc_id();
+
+ memset(&md->state,0,sizeof(md->state));
+ md->timer = -1;
+ md->target_id=0;
+ md->attacked_id=0;
+ md->attacked_count=0;
+ md->speed=md->db->speed;
+
+ return 0;
+}
+
+/*==========================================
+ * Fetches a random mob_id [Skotlex]
+ * type: Where to fetch from:
+ * 0: dead branch list
+ * 1: poring list
+ * 2: bloody branch list
+ * flag:
+ * &1: Apply the summon success chance found in the list.
+ * &2: Apply a monster check level.
+ * lv: Mob level to check against
+ *------------------------------------------
+ */
+
+int mob_get_random_id(int type, int flag, int lv) {
+ struct mob_db *mob;
+ int i=0, k=0, class_;
+ if(type < 0 || type >= MAX_RANDOMMONSTER) {
+ if (battle_config.error_log)
+ ShowError("mob_get_random_id: Invalid type (%d) of random monster.\n", type);
+ return 0;
+ }
+ do {
+ class_ = rand() % MAX_MOB_DB;
+ if (flag&1)
+ k = rand() % 1000000;
+ mob = mob_db(class_);
+ } while ((mob == mob_dummy || mob->summonper[type] <= k ||
+ (flag&2 && lv < mob->lv)) && (i++) < MAX_MOB_DB);
+ if(i >= MAX_MOB_DB)
+ class_ = mob_db_data[0]->summonper[type];
+ return class_;
+}
+
+/*==========================================
+ * The MOB appearance for one time (for scripts)
+ *------------------------------------------
+ */
+int mob_once_spawn (struct map_session_data *sd, char *mapname,
+ int x, int y, const char *mobname, int class_, int amount, const char *event)
+{
+ struct mob_data *md = NULL;
+ int m, count, lv = 255;
+ int i, j;
+
+ if(sd) lv = sd->status.base_level;
+
+ if(sd && strcmp(mapname,"this")==0)
+ m = sd->bl.m;
+ else
+ m = map_mapname2mapid(mapname);
+
+ if (m < 0 || amount <= 0 || (class_ >= 0 && class_ <= 1000) || class_ > MAX_MOB_DB + 2*MAX_MOB_DB) // 値が異常なら召喚を止める
+ return 0;
+
+ if (sd) { //even if the coords were wrong, spawn mob anyways (but look for most suitable coords first) Got from Freya [Lupus]
+ if (x <= 0 || y <= 0) {
+ if (x <= 0) x = sd->bl.x + rand() % 3 - 1;
+ if (y <= 0) y = sd->bl.y + rand() % 3 - 1;
+ if (map_getcell(m, x, y, CELL_CHKNOPASS)) {
+ x = sd->bl.x;
+ y = sd->bl.y;
+ }
+ }
+ } else if (x <= 0 || y <= 0) {
+ i = j = 0;
+ do {
+ x = rand() % (map[m].xs - 2) + 1;
+ y = rand() % (map[m].ys - 2) + 1;
+ } while ((i = map_getcell(m, x, y, CELL_CHKNOPASS)) && j++ < 64);
+ if (i) { // not solved?
+ x = 0;
+ y = 0;
+ }
+ }
+
+ for (count = 0; count < amount; count++) {
+ md = (struct mob_data *)aCalloc(1,sizeof(struct mob_data));
+
+ if (class_ > 2*MAX_MOB_DB) { // large/tiny mobs [Valaris]
+ md->special_state.size = 2;
+ class_ -= 2*MAX_MOB_DB;
+ } else if (class_ > MAX_MOB_DB) {
+ md->special_state.size = 1;
+ class_ -= MAX_MOB_DB;
+ }
+
+ if (class_ < 0) {
+ class_ = mob_get_random_id(-class_ -1, battle_config.random_monster_checklv?3:1, lv);
+ if (!class_) {
+ aFree(md);
+ return 0;
+ }
+ if (battle_config.dead_branch_active)
+ //Behold Aegis's masterful decisions yet again...
+ //"I understand the "Aggressive" part, but the "Can Move" and "Can Attack" is just stupid" - Poki#3
+ md->mode = mob_db(class_)->mode|MD_AGGRESSIVE|MD_CANATTACK|MD_CANMOVE;
+ }
+
+
+ if(mob_db(class_)->mode & MD_LOOTER)
+ md->lootitem = (struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
+
+ mob_spawn_dataset (md, mobname, class_);
+ md->bl.m = m;
+ md->bl.x = x;
+ md->bl.y = y;
+ md->m = m;
+ md->x0 = x;
+ md->y0 = y;
+ //md->xs = 0;
+ //md->ys = 0;
+ md->spawndelay1 = -1; // 一度のみフラグ
+ md->spawndelay2 = -1; // 一度のみフラグ
+
+ //better safe than sorry, current md->npc_event has a size of 50
+ if (strlen(event) < 50)
+ memcpy(md->npc_event, event, strlen(event));
+
+ md->bl.type = BL_MOB;
+ map_addiddb (&md->bl);
+ mob_spawn (md->bl.id);
+
+ if(class_ == MOBID_EMPERIUM) { // emperium hp based on defense level [Valaris]
+ struct guild_castle *gc = guild_mapname2gc(map[md->bl.m].name);
+ struct guild *g = gc?guild_search(gc->guild_id):NULL;
+ if(gc) {
+ md->max_hp += 2000 * gc->defense;
+ md->hp = md->max_hp;
+ md->guardian_data = aCalloc(1, sizeof(struct guardian_data));
+ md->guardian_data->castle = gc;
+ md->guardian_data->number = MAX_GUARDIANS;
+ md->guardian_data->guild_id = gc->guild_id;
+ if (g)
+ {
+ md->guardian_data->emblem_id = g->emblem_id;
+ memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
+ }
+ else if (gc->guild_id) //Guild not yet available, retry in 5.
+ add_timer(gettick()+5000,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id);
+ }
+ } // end addition [Valaris]
+ }
+ return (amount > 0) ? md->bl.id : 0;
+}
+/*==========================================
+ * The MOB appearance for one time (& area specification for scripts)
+ *------------------------------------------
+ */
+int mob_once_spawn_area(struct map_session_data *sd,char *mapname,
+ int x0,int y0,int x1,int y1,
+ const char *mobname,int class_,int amount,const char *event)
+{
+ int x,y,i,max,lx=-1,ly=-1,id=0;
+ int m;
+
+ if(strcmp(mapname,"this")==0)
+ m=sd->bl.m;
+ else
+ m=map_mapname2mapid(mapname);
+
+ max=(y1-y0+1)*(x1-x0+1)*3;
+ if(max>1000)max=1000;
+
+ if(m<0 || amount<=0 || mob_db(class_) == mob_dummy) // A summon is stopped if a value is unusual
+ return 0;
+
+ for(i=0;i<amount;i++){
+ int j=0;
+ do{
+ x=rand()%(x1-x0+1)+x0;
+ y=rand()%(y1-y0+1)+y0;
+ } while (map_getcell(m,x,y,CELL_CHKNOPASS) && (++j)<max);
+ // freya }while( ( (c=map_getcell(m,x,y))==1 || c==5)&& (++j)<max );
+ if(j>=max){
+ if(lx>=0){ // Since reference went wrong, the place which boiled before is used.
+ x=lx;
+ y=ly;
+ }else
+ return 0; // Since reference of the place which boils first went wrong, it stops.
+ }
+ if(x==0||y==0) ShowWarning("mob_once_spawn_area: xory=0, x=%d,y=%d,x0=%d,y0=%d\n",x,y,x0,y0);
+ id=mob_once_spawn(sd,mapname,x,y,mobname,class_,1,event);
+ lx=x;
+ ly=y;
+ }
+ return id;
+}
+/*==========================================
+ * Set a Guardian's guild data [Skotlex]
+ *------------------------------------------
+ */
+static int mob_spawn_guardian_sub(int tid,unsigned int tick,int id,int data)
+{ //Needed because the guild_data may not be available at guardian spawn time.
+ struct block_list* bl = map_id2bl(id);
+ struct mob_data* md;
+ struct guild* g;
+
+ if (bl == NULL) //It is possible mob was already removed from map when the castle has no owner. [Skotlex]
+ return 0;
+
+ if (bl->type != BL_MOB || (md = (struct mob_data*)bl) == NULL)
+ {
+ ShowError("mob_spawn_guardian_sub: Block error!\n");
+ return 0;
+ }
+
+ nullpo_retr(0, md->guardian_data);
+ g = guild_search(data);
+
+ if (g == NULL)
+ { //Liberate castle, if the guild is not found this is an error! [Skotlex]
+ ShowError("mob_spawn_guardian_sub: Couldn't load guild %d!\n",data);
+ if (md->class_ == MOBID_EMPERIUM)
+ { //Not sure this is the best way, but otherwise we'd be invoking this for ALL guardians spawned later on.
+ md->guardian_data->guild_id = 0;
+ if (md->guardian_data->castle->guild_id) //Free castle up.
+ {
+ ShowNotice("Clearing ownership of castle %d (%s)\n", md->guardian_data->castle->castle_id, md->guardian_data->castle->castle_name);
+ guild_castledatasave(md->guardian_data->castle->castle_id, 1, 0);
+ }
+ } else {
+ if (md->guardian_data->castle->guardian[md->guardian_data->number].visible)
+ { //Safe removal of guardian.
+ md->guardian_data->castle->guardian[md->guardian_data->number].visible = 0;
+ guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
+ guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0);
+ }
+ mob_delete(md); //Remove guardian.
+ }
+ return 0;
+ }
+ md->guardian_data->emblem_id = g->emblem_id;
+ memcpy (md->guardian_data->guild_name, g->name, NAME_LENGTH);
+ md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP);
+ return 0;
+}
+
+/*==========================================
+ * Summoning Guardians [Valaris]
+ *------------------------------------------
+ */
+int mob_spawn_guardian(struct map_session_data *sd,char *mapname,
+ int x,int y,const char *mobname,int class_,int amount,const char *event,int guardian)
+{
+ struct mob_data *md=NULL;
+ struct guild *g=NULL;
+ struct guild_castle *gc;
+
+ int m,count=1;
+
+ if( sd && strcmp(mapname,"this")==0)
+ m=sd->bl.m;
+ else
+ m=map_mapname2mapid(mapname);
+
+ if(m<0 || amount<=0 || (class_>=0 && class_<=1000) || class_>MAX_MOB_DB) // Invalid monster classes
+ return 0;
+
+ if(class_<0)
+ return 0;
+
+ if(guardian < 0 || guardian >= MAX_GUARDIANS)
+ {
+ ShowError("mob_spawn_guardian: Invalid guardian index %d for guardian %d (castle map %s)\n", guardian, class_, map[m].name);
+ return 0;
+ }
+ if (amount > 1)
+ ShowWarning("mob_spawn_guardian: Spawning %d guardians in position %d (castle map %s)\n", amount, map[m].name);
+
+ if(sd){
+ if(x<=0) x=sd->bl.x;
+ if(y<=0) y=sd->bl.y;
+ }
+ else if(x<=0 || y<=0)
+ ShowWarning("mob_spawn_guardian: Invalid coordinates (%d,%d)\n",x,y);
+
+ gc=guild_mapname2gc(map[m].name);
+ if (gc == NULL)
+ {
+ ShowError("mob_spawn_guardian: No castle set at map %s\n", map[m].name);
+ return 0;
+ }
+ if (!gc->guild_id)
+ ShowWarning("mob_spawn_guardian: Spawning guardian %d on a castle with no guild (castle map %s)\n", class_, map[m].name);
+ else
+ g = guild_search(gc->guild_id);
+
+ if (gc->guardian[guardian].id)
+ ShowWarning("mob_spawn_guardian: Spawning guardian in position %d which already has a guardian (castle map %s)\n", guardian, map[m].name);
+
+ for(count=0;count<amount;count++){
+ md=(struct mob_data *) aCalloc(1, sizeof(struct mob_data));
+ mob_spawn_dataset(md,mobname,class_);
+ md->bl.m=m;
+ md->bl.x=x;
+ md->bl.y=y;
+ md->m =m;
+ md->x0=x;
+ md->y0=y;
+ md->xs=0;
+ md->ys=0;
+ md->spawndelay1=-1; // Only once is a flag.
+ md->spawndelay2=-1; // Only once is a flag.
+
+ //better safe than sorry, current md->npc_event has a size of 50 [Skotlex]
+ if (strlen(event) < 50)
+ memcpy(md->npc_event, event, strlen(event));
+
+ md->bl.type=BL_MOB;
+ map_addiddb(&md->bl);
+ mob_spawn(md->bl.id);
+
+ md->max_hp += 2000 * gc->defense;
+ md->guardian_data = aCalloc(1, sizeof(struct guardian_data));
+ md->guardian_data->number = guardian;
+ md->guardian_data->guild_id = gc->guild_id;
+ md->guardian_data->castle = gc;
+ md->hp = gc->guardian[guardian].hp;
+ gc->guardian[guardian].id = md->bl.id;
+ if (g)
+ {
+ md->guardian_data->emblem_id = g->emblem_id;
+ memcpy (md->guardian_data->guild_name, g->name, NAME_LENGTH);
+ md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP);
+ } else if (md->guardian_data->guild_id)
+ add_timer(gettick()+5000,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id);
+ }
+
+ return (amount>0)?md->bl.id:0;
+}
+
+/*==========================================
+ * Is MOB in the state in which the present movement is possible or not?
+ *------------------------------------------
+ */
+int mob_can_move(struct mob_data *md)
+{
+ nullpo_retr(0, md);
+
+ if(DIFF_TICK(md->canmove_tick, gettick()) > 0 || md->skilltimer != -1 || (md->opt1 > 0 && md->opt1 != OPT1_STONEWAIT) || md->option&OPTION_HIDE)
+ return 0;
+ // アンクル中で動けないとか
+ if( md->sc_data[SC_ANKLE].timer != -1 || //アンクルスネア
+ md->sc_data[SC_AUTOCOUNTER].timer != -1 || //オートカウンター
+ md->sc_data[SC_BLADESTOP].timer != -1 || //白刃取り
+ md->sc_data[SC_SPIDERWEB].timer != -1 || //スパイダーウェッブ
+ (md->sc_data[SC_DANCING].timer !=-1 && md->sc_data[SC_DANCING].val1 == CG_HERMODE) || //cannot move while Hermod is active.
+ (md->sc_data[SC_GOSPEL].timer !=-1 && md->sc_data[SC_GOSPEL].val4 == BCT_SELF) || // cannot move while gospel is in effect
+ md->sc_data[SC_STOP].timer != -1 ||
+ md->sc_data[SC_CLOSECONFINE].timer != -1 ||
+ md->sc_data[SC_CLOSECONFINE2].timer != -1
+ )
+ return 0;
+
+ return 1;
+}
+
+/*==========================================
+ * Time calculation concerning one step next to mob
+ *------------------------------------------
+ */
+static int calc_next_walk_step(struct mob_data *md)
+{
+ nullpo_retr(0, md);
+
+ if(md->walkpath.path_pos>=md->walkpath.path_len)
+ return -1;
+ if(md->walkpath.path[md->walkpath.path_pos]&1)
+ return status_get_speed(&md->bl)*14/10;
+ return status_get_speed(&md->bl);
+}
+
+static int mob_walktoxy_sub(struct mob_data *md);
+
+/*==========================================
+ * Mob Walk processing
+ *------------------------------------------
+ */
+static int mob_walk(struct mob_data *md,unsigned int tick,int data)
+{
+ int moveblock;
+ int i;
+ static int dirx[8]={0,-1,-1,-1,0,1,1,1};
+ static int diry[8]={1,1,0,-1,-1,-1,0,1};
+ int x,y,dx,dy;
+
+ nullpo_retr(0, md);
+
+ md->state.state=MS_IDLE;
+ if(md->walkpath.path_pos>=md->walkpath.path_len || md->walkpath.path_pos!=data)
+ return 0;
+
+ md->walkpath.path_half ^= 1;
+ if(md->walkpath.path_half==0){
+ md->walkpath.path_pos++;
+ if(md->state.change_walk_target){
+ mob_walktoxy_sub(md);
+ return 0;
+ }
+ }
+ else {
+ if(md->walkpath.path[md->walkpath.path_pos]>=8)
+ return 1;
+
+ x = md->bl.x;
+ y = md->bl.y;
+#ifndef CELL_NOSTACK
+ if(map_getcell(md->bl.m,x,y,CELL_CHKNOPASS)) {
+ mob_stop_walking(md,1);
+ return 0;
+ }
+#endif
+ md->dir=md->walkpath.path[md->walkpath.path_pos];
+ dx = dirx[md->dir];
+ dy = diry[md->dir];
+
+ if (map_getcell(md->bl.m,x+dx,y+dy,CELL_CHKBASILICA) && !(status_get_mode(&md->bl)&MD_BOSS)) {
+ mob_stop_walking(md,1);
+ return 0;
+ }
+
+ if (map_getcell(md->bl.m,x+dx,y+dy,CELL_CHKNOPASS)) {
+ mob_walktoxy_sub(md);
+ return 0;
+ }
+
+ moveblock = ( x/BLOCK_SIZE != (x+dx)/BLOCK_SIZE || y/BLOCK_SIZE != (y+dy)/BLOCK_SIZE);
+
+ md->state.state=MS_WALK;
+ map_foreachinmovearea(clif_moboutsight,md->bl.m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md);
+
+ if ( md->min_chase > md->db->range2)
+ md->min_chase--;
+
+ x += dx;
+ y += dy;
+ map_moveblock(&md->bl, x, y, tick);
+
+ map_foreachinmovearea(clif_mobinsight,md->bl.m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,BL_PC,md);
+ md->state.state=MS_IDLE;
+
+ if(md->option&4)
+ skill_check_cloaking(&md->bl);
+ }
+ if((i=calc_next_walk_step(md))>0){
+ i = i>>1;
+ if(i < 1 && md->walkpath.path_half == 0)
+ i = 1;
+
+ if(md->walkpath.path_pos>=md->walkpath.path_len)
+ clif_fixmobpos(md); // とまったときに位置の再送信
+ else {
+ md->timer=add_timer(tick+i,mob_timer,md->bl.id,md->walkpath.path_pos);
+ md->state.state=MS_WALK;
+ }
+ }
+ return 0;
+}
+
+/*==========================================
+ * Reachability to a Specification ID existence place
+ * state indicates type of 'seek' mob should do:
+ * - MSS_LOOT: Looking for item, path must be easy.
+ * - MSS_RUSH: Chasing attacking player, path is determined by mob_ai&1
+ * - MSS_FOLLOW: Initiative/support seek, path must be easy.
+ *------------------------------------------
+ */
+int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state)
+{
+ int dx,dy;
+ struct walkpath_data wpd;
+ int i, easy = 0;
+
+ nullpo_retr(0, md);
+ nullpo_retr(0, bl);
+ switch (state) {
+ case MSS_RUSH:
+ easy = (battle_config.mob_ai&1?0:1);
+ break;
+ case MSS_LOOT:
+ case MSS_FOLLOW:
+ default:
+ easy = 1;
+ break;
+ }
+
+ if( md->bl.m != bl->m) // 違うャbプ
+ return 0;
+
+ if( md->bl.x==bl->x && md->bl.y==bl->y ) // 同じマス
+ return 1;
+
+ if( range>0 && !check_distance_bl(&md->bl, bl, range))
+ return 0;
+
+ dx=abs(bl->x - md->bl.x);
+ dy=abs(bl->y - md->bl.y);
+ // Obstacle judging
+ wpd.path_len=0;
+ wpd.path_pos=0;
+ wpd.path_half=0;
+ if(path_search(&wpd,md->bl.m,md->bl.x,md->bl.y,bl->x,bl->y,easy)!=-1)
+ return 1;
+
+ if(bl->type!=BL_PC && bl->type!=BL_MOB)
+ return 0;
+
+ // It judges whether it can adjoin or not.
+ dx=(dx>0)?1:((dx<0)?-1:0);
+ dy=(dy>0)?1:((dy<0)?-1:0);
+ if(path_search(&wpd,md->bl.m,md->bl.x,md->bl.y,bl->x-dx,bl->y-dy,easy)!=-1)
+ return 1;
+ for(i=0;i<9;i++){
+ if(path_search(&wpd,md->bl.m,md->bl.x,md->bl.y,bl->x-1+i/3,bl->y-1+i%3,easy)!=-1)
+ return 1;
+ }
+ return 0;
+}
+
+/*==========================================
+ * Links nearby mobs (supportive mobs)
+ *------------------------------------------
+ */
+static int mob_linksearch(struct block_list *bl,va_list ap)
+{
+ struct mob_data *md;
+ int class_;
+ struct block_list *target;
+ unsigned int tick;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ md=(struct mob_data *)bl;
+ class_ = va_arg(ap, int);
+ target = va_arg(ap, struct block_list *);
+ tick=va_arg(ap, unsigned int);
+
+ if (md->class_ == class_ && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME
+ && (!md->target_id || md->state.targettype == NONE_ATTACKABLE))
+ {
+ md->last_linktime = tick;
+ if( mob_can_reach(md,target,md->db->range2, MSS_FOLLOW) ){ // Reachability judging
+ md->target_id = target->id;
+ md->attacked_count = 0;
+ md->state.targettype = ATTACKABLE;
+ md->state.aggressive = (status_get_mode(&md->bl)&MD_ANGRY)?1:0;
+ md->min_chase=md->db->range3;
+ return 1;
+ }
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * Attack processing of mob
+ *------------------------------------------
+ */
+static int mob_attack(struct mob_data *md,unsigned int tick,int data)
+{
+ struct block_list *tbl=NULL;
+
+ int range;
+
+ nullpo_retr(0, md);
+
+ md->min_chase=md->db->range3;
+ md->state.state=MS_IDLE;
+ md->state.skillstate=MSS_IDLE;
+
+ if( md->skilltimer!=-1 ) // スキル使用中
+ return 0;
+
+ if((tbl=map_id2bl(md->target_id))==NULL || !status_check_skilluse(&md->bl, tbl, 0, 0)){
+ md->target_id=0;
+ md->state.targettype = NONE_ATTACKABLE;
+ return 0;
+ }
+
+ if (!check_distance_bl(&md->bl, tbl, md->db->range3)){
+ mob_stopattack(md);
+ return 0;
+ }
+
+ range = md->db->range;
+ if (range <= 3)
+ range++; //Melee attackers get a bonus range cell when attacking.
+
+ /* It seems mobs always teleport the last two tiles when chasing players, so do not give them this bonus range tile.[Skotlex]
+ if(battle_iswalking(tbl)) range++;
+ */
+ if(!check_distance_bl(&md->bl, tbl, range))
+ return 0;
+ if(battle_config.monster_attack_direction_change)
+ md->dir=map_calc_dir(&md->bl, tbl->x,tbl->y ); // 向き設定
+
+ if (status_get_mode(&md->bl)&MD_ASSIST && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME)
+ { // Link monsters nearby [Skotlex]
+ md->last_linktime = tick;
+ map_foreachinarea(mob_linksearch, md->bl.m,
+ md->bl.x-md->db->range2, md->bl.y-md->db->range2,
+ md->bl.x+md->db->range2, md->bl.y+md->db->range2,
+ BL_MOB, md->class_, tbl, tick);
+ }
+
+ md->state.skillstate=md->state.aggressive?MSS_ANGRY:MSS_BERSERK;
+ if( mobskill_use(md,tick,-1) ) // スキル使用
+ return 0;
+
+ if(md->sc_data && md->sc_data[SC_WINKCHARM].timer != -1)
+ clif_emotion(&md->bl, 3);
+ else
+ md->target_lv = battle_weapon_attack(&md->bl,tbl,tick,0);
+
+ if(!(battle_config.monster_cloak_check_type&2) && md->sc_data[SC_CLOAKING].timer != -1)
+ status_change_end(&md->bl,SC_CLOAKING,-1);
+
+ //Mobs can't move if they can't attack neither.
+ //Use the attack delay for next can attack try
+ //But use the attack motion to know when it can start moving. [Skotlex]
+ md->attackabletime = tick + status_get_adelay(&md->bl);
+ md->canmove_tick = tick + status_get_amotion(&md->bl);
+
+ md->timer=add_timer(md->attackabletime,mob_timer,md->bl.id,0);
+ md->state.state=MS_ATTACK;
+
+ return 0;
+}
+
+/*==========================================
+ * The attack of PC which is attacking id is stopped.
+ * The callback function of clif_foreachclient
+ *------------------------------------------
+ */
+int mob_stopattacked(struct map_session_data *sd,va_list ap)
+{
+ int id;
+
+ nullpo_retr(0, sd);
+ nullpo_retr(0, ap);
+
+ id=va_arg(ap,int);
+ if(sd->attacktarget==id)
+ pc_stopattack(sd);
+ return 0;
+}
+/*==========================================
+ * The timer in which the mob's states changes
+ *------------------------------------------
+ */
+int mob_changestate(struct mob_data *md,int state,int type)
+{
+ unsigned int tick;
+ int i;
+
+ nullpo_retr(0, md);
+
+ if(md->timer != -1)
+ delete_timer(md->timer,mob_timer);
+ md->timer=-1;
+ md->state.state=state;
+
+ switch(state){
+ case MS_WALK:
+ if((i=calc_next_walk_step(md))>0){
+ i = i>>2;
+ md->timer=add_timer(gettick()+i,mob_timer,md->bl.id,0);
+ }
+ else
+ md->state.state=MS_IDLE;
+ break;
+ case MS_ATTACK:
+ tick = gettick();
+ i=DIFF_TICK(md->attackabletime,tick);
+ if(i>0 && i<2000)
+ md->timer=add_timer(md->attackabletime,mob_timer,md->bl.id,0);
+ else if(type) {
+ md->attackabletime = tick + status_get_amotion(&md->bl);
+ md->timer=add_timer(md->attackabletime,mob_timer,md->bl.id,0);
+ }
+ else {
+ md->attackabletime = tick + 1;
+ md->timer=add_timer(md->attackabletime,mob_timer,md->bl.id,0);
+ }
+ break;
+ case MS_DELAY:
+ md->timer=add_timer(gettick()+type,mob_timer,md->bl.id,0);
+ break;
+ case MS_DEAD:
+ skill_castcancel(&md->bl,0);
+// mobskill_deltimer(md);
+ md->state.skillstate=MSS_DEAD;
+ md->last_deadtime=gettick();
+ // Since it died, all aggressors' attack to this mob is stopped.
+ clif_foreachclient(mob_stopattacked,md->bl.id);
+ skill_unit_move(&md->bl,gettick(),4);
+ status_change_clear(&md->bl,2); // ステータス異常を解除する
+ skill_clear_unitgroup(&md->bl); // 全てのスキルユニットグループを削除する
+ skill_cleartimerskill(&md->bl);
+ if(md->deletetimer!=-1)
+ delete_timer(md->deletetimer,mob_timer_delete);
+ md->deletetimer=-1;
+ md->hp = md->target_id = md->attacked_id = md->attacked_count = 0;
+ md->state.targettype = NONE_ATTACKABLE;
+ break;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * timer processing of mob (timer function)
+ * It branches to a walk and an attack.
+ *------------------------------------------
+ */
+static int mob_timer(int tid,unsigned int tick,int id,int data)
+{
+ struct mob_data *md;
+ struct block_list *bl;
+
+ if( (bl=map_id2bl(id)) == NULL ){ //攻撃してきた敵がもういないのは正常のようだ
+ return 1;
+ }
+
+ if(!bl || !bl->type || bl->type!=BL_MOB)
+ return 1;
+
+ nullpo_retr(1, md=(struct mob_data*)bl);
+
+ if(md->timer != tid){
+ if(battle_config.error_log)
+ ShowError("mob_timer %d != %d\n",md->timer,tid);
+ return 0;
+ }
+ md->timer=-1;
+ if(md->bl.prev == NULL || md->state.state == MS_DEAD)
+ return 1;
+
+ map_freeblock_lock();
+ switch(md->state.state){
+ case MS_WALK:
+ mob_walk(md,tick,data);
+ break;
+ case MS_ATTACK:
+ mob_attack(md,tick,data);
+ break;
+ case MS_DELAY:
+ mob_changestate(md,MS_IDLE,0);
+ break;
+ default:
+ if(battle_config.error_log)
+ ShowError("mob_timer : %d ?\n",md->state.state);
+ break;
+ }
+
+ if (md->timer == -1)
+ mob_changestate(md,MS_WALK,0);
+
+ map_freeblock_unlock();
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+static int mob_walktoxy_sub(struct mob_data *md)
+{
+ struct walkpath_data wpd;
+ int x,y;
+ static int dirx[8]={0,-1,-1,-1,0,1,1,1};
+ static int diry[8]={1,1,0,-1,-1,-1,0,1};
+
+ nullpo_retr(0, md);
+
+ memset(&wpd, 0, sizeof(wpd));
+
+ if(path_search(&wpd,md->bl.m,md->bl.x,md->bl.y,md->to_x,md->to_y,md->state.walk_easy))
+ return 1;
+ if (wpd.path[0] >= 8)
+ return 1;
+ x = md->bl.x+dirx[wpd.path[0]];
+ y = md->bl.y+diry[wpd.path[0]];
+ if (map_getcell(md->bl.m,x,y,CELL_CHKBASILICA) && !(status_get_mode(&md->bl)&MD_BOSS)) {
+ md->state.change_walk_target=0;
+ return 1;
+ }
+
+ memcpy(&md->walkpath,&wpd,sizeof(wpd));
+
+ md->state.change_walk_target=0;
+ mob_changestate(md,MS_WALK,0);
+ clif_movemob(md);
+
+ return 0;
+}
+
+/*==========================================
+ * mob move start
+ *------------------------------------------
+ */
+int mob_walktoxy(struct mob_data *md,int x,int y,int easy)
+{
+ struct walkpath_data wpd;
+
+ nullpo_retr(0, md);
+
+ if(md->bl.prev == NULL || md->state.state == MS_DEAD) //Just-in-case check to prevent dead mobs from moving. [Skotlex]
+ return 1;
+
+ if(md->state.state == MS_WALK && path_search(&wpd,md->bl.m,md->bl.x,md->bl.y,x,y,easy) )
+ return 1;
+
+ md->state.walk_easy = easy;
+ md->to_x=x;
+ md->to_y=y;
+
+ if (md->sc_data[SC_CONFUSION].timer != -1) //Randomize target direction.
+ map_random_dir(&md->bl, &md->to_x, &md->to_y);
+
+ if(md->state.state == MS_WALK)
+ md->state.change_walk_target=1;
+ else
+ return mob_walktoxy_sub(md);
+
+ return 0;
+}
+
+/*==========================================
+ * mob spawn with delay (timer function)
+ *------------------------------------------
+ */
+static int mob_delayspawn(int tid, unsigned int tick, int m, int n)
+{
+ mob_spawn(m);
+ return 0;
+}
+
+/*==========================================
+ * spawn timing calculation
+ *------------------------------------------
+ */
+int mob_setdelayspawn(int id)
+{
+ unsigned int spawntime, spawntime1, spawntime2, spawntime3;
+ struct mob_data *md;
+ struct block_list *bl;
+
+ if ((bl = map_id2bl(id)) == NULL || bl->type != BL_MOB)
+ return -1;
+ nullpo_retr(-1, md = (struct mob_data*)bl);
+
+ // Processing of MOB which is not revitalized
+ if (md->spawndelay1 == -1 && md->spawndelay2 == -1 && md->n == 0) {
+ if (md->lootitem) {
+ aFree(md->lootitem);
+ md->lootitem = NULL;
+ }
+ if (md->guardian_data)
+ {
+ if (md->guardian_data->number < MAX_GUARDIANS)
+ md->guardian_data->castle->guardian[md->guardian_data->number].id = 0;
+ aFree (md->guardian_data);
+ md->guardian_data = NULL;
+ }
+ map_deliddb(&md->bl);
+ map_delblock(bl); //In case it wasn't done before invoking the function.
+ map_freeblock(bl);
+ return 0;
+ }
+
+ spawntime1 = md->last_spawntime + md->spawndelay1;
+ spawntime2 = md->last_deadtime + md->spawndelay2;
+ spawntime3 = gettick() + 5000 + rand()%5000; //Lupus
+ // spawntime = max(spawntime1,spawntime2,spawntime3);
+ if (DIFF_TICK(spawntime1, spawntime2) > 0)
+ spawntime = spawntime1;
+ else
+ spawntime = spawntime2;
+ if (DIFF_TICK(spawntime3, spawntime) > 0)
+ spawntime = spawntime3;
+
+ add_timer(spawntime, mob_delayspawn, id, 0);
+ return 0;
+}
+
+static int mob_count_sub(struct block_list *bl,va_list ap)
+{
+ return 1;
+}
+
+/*==========================================
+ * Mob spawning. Initialization is also variously here.
+ *------------------------------------------
+ */
+int mob_spawn (int id)
+{
+ int x, y, i = 0;
+ unsigned int c, tick = gettick();
+ struct mob_data *md;
+ struct block_list *bl;
+
+ if ((bl = map_id2bl(id)) == NULL || bl->type != BL_MOB)
+ return -1;
+ nullpo_retr(-1, md = (struct mob_data*)bl);
+
+ md->last_spawntime = tick;
+ if (md->bl.prev != NULL)
+ map_delblock(&md->bl);
+ else {
+ if(md->class_ != md->base_class){ // クラスチェンジしたMob
+ md->class_ = md->base_class;
+ md->db = mob_db(md->base_class);
+ memcpy(md->name,md->db->jname,NAME_LENGTH);
+ md->speed=md->db->speed;
+ }
+ }
+ md->bl.m = md->m;
+ do {
+ if (md->x0 == 0 && md->y0 == 0) {
+ x = rand()%(map[md->bl.m].xs-2)+1;
+ y = rand()%(map[md->bl.m].ys-2)+1;
+ } else {
+ x = md->x0+rand()%(md->xs+1)-md->xs/2;
+ y = md->y0+rand()%(md->ys+1)-md->ys/2;
+ }
+ i++;
+ if (battle_config.no_spawn_on_player && i <= battle_config.no_spawn_on_player)
+ { //Avoid spawning on the view-range of players. [Skotlex]
+ if (map_foreachinarea(mob_count_sub, md->bl.m,
+ x-AREA_SIZE, y-AREA_SIZE, x+AREA_SIZE, y+AREA_SIZE,
+ BL_PC) > 0)
+ continue;
+ }
+ } while(map_getcell(md->bl.m,x,y,CELL_CHKNOPASS) && i < 50);
+
+ if (i >= 50) {
+ if (md->spawndelay1 != -1 || md->spawndelay2 == -1)
+ // retry again later
+ add_timer(tick+5000,mob_delayspawn,id,0);
+ return 1;
+ }
+
+ md->to_x = md->bl.x = x;
+ md->to_y = md->bl.y = y;
+ md->dir = 0;
+ md->target_dir = 0;
+
+ memset(&md->state, 0, sizeof(md->state));
+ md->attacked_id = 0;
+ md->attacked_count = 0;
+ md->target_id = 0;
+ md->mode = 0;
+ md->move_fail_count = 0;
+
+ if (!md->speed)
+ md->speed = md->db->speed;
+ md->def_ele = md->db->element;
+
+ if (!md->level) // [Valaris]
+ md->level=md->db->lv;
+
+ md->master_id = 0;
+ md->master_dist = 0;
+
+ md->state.state = MS_IDLE;
+ md->state.skillstate = MSS_IDLE;
+ md->timer = -1;
+ md->last_thinktime = tick;
+ md->next_walktime = tick+rand()%50+5000;
+ md->attackabletime = tick;
+ md->canmove_tick = tick;
+ md->last_linktime = tick;
+
+ /* Guardians should be spawned using mob_spawn_guardian! [Skotlex]
+ * and the Emperium is spawned using mob_once_spawn.
+ md->guild_id = 0;
+ if (md->class_ >= 1285 && md->class_ <= 1288) {
+ struct guild_castle *gc=guild_mapname2gc(map[md->bl.m].name);
+ if(gc)
+ md->guild_id = gc->guild_id;
+ }
+ */
+
+ md->deletetimer = -1;
+
+ md->skilltimer = -1;
+ for (i = 0, c = tick-1000*3600*10; i < MAX_MOBSKILL; i++)
+ md->skilldelay[i] = c;
+ md->skillid = 0;
+ md->skilllv = 0;
+
+ memset(md->dmglog, 0, sizeof(md->dmglog));
+ md->tdmg = 0;
+ if (md->lootitem)
+ memset(md->lootitem, 0, sizeof(md->lootitem));
+ md->lootitem_count = 0;
+
+ for (i = 0; i < MAX_MOBSKILLTIMERSKILL; i++)
+ md->skilltimerskill[i].timer = -1;
+
+ for (i = 0; i < MAX_STATUSCHANGE; i++) {
+ md->sc_data[i].timer = -1;
+ md->sc_data[i].val1 = md->sc_data[i].val2 = md->sc_data[i].val3 = md->sc_data[i].val4 = 0;
+ }
+ md->sc_count = 0;
+ md->opt1 = md->opt2 = md->opt3 = md->option = 0;
+
+ if(md->db->option){ // Added for carts, falcons and pecos for cloned monsters. [Valaris]
+ if(md->db->option & 0x0008)
+ md->option |= 0x0008;
+ if(md->db->option & 0x0080)
+ md->option |= 0x0080;
+ if(md->db->option & 0x0100)
+ md->option |= 0x0100;
+ if(md->db->option & 0x0200)
+ md->option |= 0x0200;
+ if(md->db->option & 0x0400)
+ md->option |= 0x0400;
+ if(md->db->option & OPTION_FALCON)
+ md->option |= OPTION_FALCON;
+ if(md->db->option & OPTION_RIDING)
+ md->option |= OPTION_RIDING;
+ }
+
+ memset(md->skillunit, 0, sizeof(md->skillunit));
+ memset(md->skillunittick, 0, sizeof(md->skillunittick));
+
+ md->max_hp = md->db->max_hp;
+ if(md->special_state.size==1) // change for sized monsters [Valaris]
+ md->max_hp/=2;
+ else if(md->special_state.size==2)
+ md->max_hp*=2;
+ md->hp = md->max_hp;
+
+ map_addblock(&md->bl);
+ skill_unit_move(&md->bl,tick,1);
+
+ clif_spawnmob(md);
+
+ return 0;
+}
+
+/*==========================================
+ * The stop of MOB's attack
+ *------------------------------------------
+ */
+int mob_stopattack(struct mob_data *md)
+{
+ md->target_id = 0;
+ md->state.targettype = NONE_ATTACKABLE;
+ md->attacked_id = 0;
+ md->attacked_count = 0;
+ return 0;
+}
+/*==========================================
+ * The stop of MOB's walking
+ *------------------------------------------
+ */
+int mob_stop_walking(struct mob_data *md,int type)
+{
+ nullpo_retr(0, md);
+
+ if(md->state.state == MS_WALK || md->state.state == MS_IDLE) {
+ int dx=0,dy=0;
+
+ md->walkpath.path_len=0;
+ if(type&2 && mob_can_move(md)){
+ dx=md->to_x-md->bl.x;
+ if(dx<0)
+ dx=-1;
+ else if(dx>0)
+ dx=1;
+ dy=md->to_y-md->bl.y;
+ if(dy<0)
+ dy=-1;
+ else if(dy>0)
+ dy=1;
+ }
+ md->to_x=md->bl.x+dx;
+ md->to_y=md->bl.y+dy;
+ if(dx!=0 || dy!=0){
+ mob_walktoxy_sub(md);
+ return 0;
+ }
+ mob_changestate(md,MS_IDLE,0);
+ }
+ if(type&0x01)
+ clif_fixmobpos(md);
+
+ 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)
+{
+ switch (md->state.skillstate) {
+ case MSS_BERSERK: //Only Assist, Angry or Aggressive+CastSensor mobs can change target while attacking.
+ if (mode&(MD_ASSIST|MD_ANGRY) || (mode&(MD_AGGRESSIVE|MD_CASTSENSOR)) == (MD_AGGRESSIVE|MD_CASTSENSOR))
+ return (battle_config.mob_ai&4 || check_distance_bl(&md->bl, target, 3));
+ else
+ return 0;
+ case MSS_RUSH:
+ return (mode&MD_AGGRESSIVE);
+ case MSS_FOLLOW:
+ case MSS_ANGRY:
+ case MSS_IDLE:
+ case MSS_WALK:
+ case MSS_LOOT:
+ return 1;
+ default:
+ return 0;
+ }
+}
+
+/*==========================================
+ * Determination for an attack of a monster
+ *------------------------------------------
+ */
+int mob_target(struct mob_data *md,struct block_list *bl,int dist)
+{
+ nullpo_retr(0, md);
+ nullpo_retr(0, bl);
+
+ // Nothing will be carried out if there is no mind of changing TAGE by TAGE ending.
+ if((md->target_id > 0 && md->state.targettype == ATTACKABLE) && !mob_can_changetarget(md, bl, status_get_mode(&md->bl)) &&
+ // if the monster was provoked ignore the above rule [celest]
+ !(md->state.provoke_flag && md->state.provoke_flag == bl->id))
+ 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(bl->type == BL_PC || bl->type == BL_MOB)
+ md->state.targettype = ATTACKABLE;
+ else
+ md->state.targettype = NONE_ATTACKABLE;
+ if (md->state.provoke_flag)
+ md->state.provoke_flag = 0;
+ md->min_chase=dist+md->db->range2;
+ if(md->min_chase>26)
+ md->min_chase=26;
+ return 0;
+}
+
+/*==========================================
+ * The ?? routine of an active monster
+ *------------------------------------------
+ */
+static int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
+{
+ struct mob_data *md;
+ struct block_list **target;
+ int dist;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ md=va_arg(ap,struct mob_data *);
+ target= va_arg(ap,struct block_list**);
+
+ //If can't seek yet, not an enemy, or you can't attack it, skip.
+ if ((*target) == bl || battle_check_target(&md->bl,bl,BCT_ENEMY)<=0 || !status_check_skilluse(&md->bl, bl, 0, 0))
+ return 0;
+
+ switch (bl->type)
+ {
+ case BL_PC:
+ case BL_MOB:
+ if((dist=distance_bl(&md->bl, bl)) < md->db->range2
+ && (md->db->range > 6 || mob_can_reach(md,bl,dist+1, MSS_FOLLOW))
+ && ((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) //New target closer than previous one.
+ ) {
+ (*target) = bl;
+ md->target_id=bl->id;
+ md->state.targettype = ATTACKABLE;
+ md->state.aggressive = (status_get_mode(&md->bl)&MD_ANGRY)?1:0;
+ md->min_chase= md->db->range3;
+ return 1;
+ }
+ break;
+ }
+ return 0;
+}
+
+/*==========================================
+ * chase target-change routine.
+ *------------------------------------------
+ */
+static int mob_ai_sub_hard_changechase(struct block_list *bl,va_list ap)
+{
+ struct mob_data *md;
+ struct block_list **target;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ md=va_arg(ap,struct mob_data *);
+ target= va_arg(ap,struct block_list**);
+
+ //If can't seek yet, not an enemy, or you can't attack it, skip.
+ if ((*target) == bl || battle_check_target(&md->bl,bl,BCT_ENEMY)<=0 || !status_check_skilluse(&md->bl, bl, 0, 0))
+ return 0;
+
+ switch (bl->type)
+ {
+ case BL_PC:
+ case BL_MOB:
+ if(check_distance_bl(&md->bl, bl, md->db->range) &&
+ battle_check_range (&md->bl, bl, md->db->range)
+ ) {
+ (*target) = bl;
+ md->target_id=bl->id;
+ md->state.targettype = ATTACKABLE;
+ md->state.aggressive = (status_get_mode(&md->bl)&MD_ANGRY)?1:0;
+ md->min_chase= md->db->range3;
+ return 1;
+ }
+ break;
+ }
+ return 0;
+}
+
+
+/*==========================================
+ * loot monster item search
+ *------------------------------------------
+ */
+static int mob_ai_sub_hard_lootsearch(struct block_list *bl,va_list ap)
+{
+ struct mob_data* md;
+ int dist,*itc;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, md=va_arg(ap,struct mob_data *));
+ nullpo_retr(0, itc=va_arg(ap,int *));
+
+ if(!md->lootitem || (battle_config.monster_loot_type == 1 && md->lootitem_count >= LOOTITEM_SIZE))
+ return 0;
+
+ if((dist=distance_bl(&md->bl, bl)) < md->db->range2 &&
+ mob_can_reach(md,bl,dist, MSS_LOOT) && rand()%1000<1000/(++(*itc)))
+ { // It is made a probability, such as within the limits PC.
+ md->target_id=bl->id;
+ md->state.targettype = NONE_ATTACKABLE;
+ md->min_chase=md->db->range3;
+ md->next_walktime = gettick() + 500; //So that the mob may go after the item inmediately.
+ }
+ return 0;
+}
+
+/*==========================================
+ * Processing of slave monsters
+ *------------------------------------------
+ */
+static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick)
+{
+ struct block_list *bl;
+ int old_dist;
+
+ nullpo_retr(0, md);
+
+ bl=map_id2bl(md->master_id);
+
+ if (!bl || status_isdead(bl)) { //主が死亡しているか見つからない
+ if(md->special_state.ai>0)
+ mob_timer_delete(0, 0, md->bl.id, 0);
+ else
+ mob_damage(NULL,md,md->hp,0);
+ return 0;
+ }
+
+ if(status_get_mode(&md->bl)&MD_CANMOVE)
+ { //If the mob can move, follow around. [Check by Skotlex]
+
+ if(bl->m != md->bl.m || md->master_dist > 30)
+ { // Since it is not in the same map (or is way to far), just warp it
+ mob_warp(md,bl->m,bl->x,bl->y,3);
+ return 0;
+ }
+
+ // Distance with between slave and master is measured.
+ old_dist=md->master_dist;
+ md->master_dist=distance_bl(&md->bl, bl);
+
+ // Since the master was in near immediately before, teleport is carried out and it pursues.
+ if(old_dist<10 && md->master_dist>18){
+ mob_warp(md,-1,bl->x,bl->y,3);
+ return 0;
+ }
+
+ // Although there is the master, since it is somewhat far, it approaches.
+ if((!md->target_id || md->state.targettype == NONE_ATTACKABLE) && mob_can_move(md) &&
+ md->master_dist<md->db->range3 && (md->walkpath.path_pos>=md->walkpath.path_len || md->walkpath.path_len==0)){
+ int i=0,dx,dy,ret;
+ if(md->master_dist>AREA_SIZE/2 && DIFF_TICK(md->next_walktime,tick)<3000) { //Allow it to cut down the walk time to chase back. [Skotlex]
+ do {
+ if(i<=5){
+ dx=bl->x - md->bl.x;
+ dy=bl->y - md->bl.y;
+ if(dx<0) dx+=(rand()%-dx)/2; //On the minimum, half the distance between slave/master. [Skotlex]
+ else if(dx>0) dx-=(rand()%dx)/2;
+ if(dy<0) dy+=(rand()%-dy)/2;
+ else if(dy>0) dy-=(rand()%dy)/2;
+ }else{
+ dx=bl->x - md->bl.x + rand()%11- 5;
+ dy=bl->y - md->bl.y + rand()%11- 5;
+ }
+
+ ret=mob_walktoxy(md,md->bl.x+dx,md->bl.y+dy,0);
+ i++;
+ } while(ret && i<10);
+ md->next_walktime=tick+1000;
+ }
+ }
+ } else if (bl->m != md->bl.m && map_flag_gvg(md->bl.m)) {
+ //Delete the summoned mob if it's in a gvg ground and the master is elsewhere. [Skotlex]
+ if(md->special_state.ai>0)
+ mob_timer_delete(0, 0, md->bl.id, 0);
+ else
+ mob_damage(NULL,md,md->hp,0);
+ return 0;
+ }
+
+ //Avoid attempting to lock the master's target too often to avoid unnecessary overload. [Skotlex]
+ if (DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME && (!md->target_id || md->state.targettype == NONE_ATTACKABLE)) {
+ md->last_linktime = tick;
+ switch (bl->type) {
+ case BL_MOB:
+ {
+ struct mob_data *mmd= (struct mob_data*)bl;
+ struct block_list *tbl;
+ if(mmd->target_id>0 && mmd->state.targettype == ATTACKABLE &&
+ (tbl=map_id2bl(mmd->target_id)) && status_check_skilluse(&md->bl, tbl, 0, 0)
+ ) {
+ md->target_id=tbl->id;
+ md->state.targettype = ATTACKABLE;
+ md->state.aggressive = (status_get_mode(&md->bl)&MD_ANGRY)?1:0;
+ md->min_chase=md->db->range2+distance_bl(&md->bl, tbl);
+ }
+ }
+ break;
+ case BL_PC:
+ {
+ struct map_session_data *msd = (struct map_session_data*)bl;
+ struct block_list *tbl = NULL;
+ if(msd->attacktarget)
+ tbl = map_id2bl(msd->attacktarget);
+ else if (msd->skilltarget)
+ tbl = map_id2bl(msd->skilltarget);
+ if(tbl && status_check_skilluse(&md->bl, tbl, 0, 0)) {
+ md->target_id=tbl->id;
+ md->state.targettype = ATTACKABLE;
+ md->state.aggressive = (status_get_mode(&md->bl)&MD_ANGRY)?1:0;
+ md->min_chase=md->db->range2+distance_bl(&md->bl, tbl);
+ }
+ }
+ break;
+ }
+ }
+ return 0;
+}
+
+/*==========================================
+ * A lock of target is stopped and mob moves to a standby state.
+ *------------------------------------------
+ */
+int mob_unlocktarget(struct mob_data *md,int tick)
+{
+ nullpo_retr(0, md);
+
+ md->target_id=0;
+ md->state.targettype = NONE_ATTACKABLE;
+ md->state.skillstate=MSS_IDLE;
+ md->next_walktime=tick+rand()%3000+3000;
+ return 0;
+}
+/*==========================================
+ * Random walk
+ *------------------------------------------
+ */
+int mob_randomwalk(struct mob_data *md,int tick)
+{
+ const int retrycount=20;
+ int speed;
+
+ nullpo_retr(0, md);
+
+ speed=status_get_speed(&md->bl);
+ if(DIFF_TICK(md->next_walktime,tick)<0){
+ int i,x,y,c,d=12-md->move_fail_count;
+ int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
+ if(d<5) d=5;
+ for(i=0;i<retrycount;i++){ // Search of a movable place
+ int r=rand();
+ x=r%(d*2+1)-d;
+ y=r/(d*2+1)%(d*2+1)-d;
+ if (md->target_dir){
+ if (x<0) x=0-x;
+ if (y<0) y=0-y;
+ x *= mask[md->target_dir-1][0];
+ y *= mask[md->target_dir-1][1];
+ }
+ x+=md->bl.x;
+ y+=md->bl.y;
+
+ if((map_getcell(md->bl.m,x,y,CELL_CHKPASS)) && mob_walktoxy(md,x,y,1)==0){
+ md->move_fail_count=0;
+ break;
+ }
+ if(i+1>=retrycount){
+ md->move_fail_count++;
+ md->target_dir = 0;
+ if(md->move_fail_count>1000){
+ if(battle_config.error_log)
+ ShowWarning("MOB cant move. random spawn %d, class = %d\n",md->bl.id,md->class_);
+ md->move_fail_count=0;
+ mob_spawn(md->bl.id);
+ }
+ }
+ }
+ for(i=c=0;i<md->walkpath.path_len;i++){ // The next walk start time is calculated.
+ if(md->walkpath.path[i]&1)
+ c+=speed*14/10;
+ else
+ c+=speed;
+ }
+ md->next_walktime = tick+rand()%3000+3000+c;
+ md->state.skillstate=MSS_WALK;
+ return 1;
+ }
+ return 0;
+}
+
+/*==========================================
+ * AI of MOB whose is near a Player
+ *------------------------------------------
+ */
+static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
+{
+ struct mob_data *md;
+ struct block_list *tbl = NULL, *abl = NULL;
+ unsigned int tick;
+ int i, dx, dy, dist;
+ int attack_type = 0;
+ int mode;
+ int search_size = AREA_SIZE*2;
+ int blind_flag = 0;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+
+ md = (struct mob_data*)bl;
+ tick = va_arg(ap, unsigned int);
+
+ if(md->bl.prev == NULL || md->state.state == MS_DEAD)
+ return 1;
+
+ if (DIFF_TICK(tick, md->last_thinktime) < MIN_MOBTHINKTIME)
+ return 0;
+ md->last_thinktime = tick;
+
+ if (md->skilltimer != -1){ // Casting skill, or has died
+ if (DIFF_TICK (tick, md->next_walktime) > MIN_MOBTHINKTIME)
+ md->next_walktime = tick;
+ return 0;
+ }
+
+ // Abnormalities
+ if((md->opt1 > 0 && md->opt1 != OPT1_STONEWAIT) || md->state.state == MS_DELAY || md->sc_data[SC_BLADESTOP].timer != -1)
+ return 0;
+
+ if (md->sc_data && md->sc_data[SC_BLIND].timer != -1)
+ blind_flag = 1;
+
+ mode = status_get_mode(&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 || !status_check_skilluse(&md->bl, tbl, 0, 0))
+ { //Unlock current target.
+ if (md->state.state == MS_WALK && (battle_config.mob_ai&8 || !tbl)) //Inmediately stop chasing.
+ mob_stop_walking(md, 2);
+ mob_unlocktarget(md, tick-(battle_config.mob_ai&8?3000:0)); //Imediately do random walk.
+ tbl = NULL;
+ }
+ }
+
+ // Check for target change.
+ if (md->attacked_id && mode&MD_CANATTACK && md->attacked_id != md->target_id)
+ {
+ abl = map_id2bl(md->attacked_id);
+ if (abl && (!tbl || mob_can_changetarget(md, abl, mode))) {
+ if (md->bl.m != abl->m || abl->prev == NULL ||
+ (dist = distance_bl(&md->bl, abl)) >= 32 ||
+ battle_check_target(bl, abl, BCT_ENEMY) <= 0 ||
+ (battle_config.mob_ai&2 && !status_check_skilluse(bl, abl, 0, 0)) ||
+ !mob_can_reach(md, abl, dist+2, MSS_RUSH)) //Some more cells of grace...
+ { //Can't attack back
+ if (md->attacked_count++ > 3) {
+ if (mobskill_use(md, tick, MSC_RUDEATTACKED) == 0 &&
+ mode&MD_CANMOVE && mob_can_move(md))
+ {
+ int dist = rand() % 10 + 1;//後退する距離
+ int dir = map_calc_dir(abl, bl->x, bl->y);
+ int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
+ mob_walktoxy(md, md->bl.x + dist * mask[dir][0], md->bl.y + dist * mask[dir][1], 0);
+ md->next_walktime = tick + 500;
+ }
+ }
+ } else if (!(battle_config.mob_ai&2) && !status_check_skilluse(bl, abl, 0, 0)) {
+ //Can't attack back, but didn't invoke a rude attacked skill...
+ md->attacked_id = 0; //Simply unlock, shouldn't attempt to run away when in dumb_ai mode.
+ } else if (blind_flag && dist > 2 && DIFF_TICK(tick,md->next_walktime) < 0) { //Blinded, but can reach
+ if (!md->target_id)
+ { //Attempt to follow new target
+ if (mode&MD_CANMOVE && mob_can_move(md)) { // why is it moving to the target when the mob can't see the player? o.o
+ dx = abl->x - md->bl.x;
+ dy = abl->y - md->bl.y;
+ md->next_walktime = tick + 1000;
+ mob_walktoxy(md, md->bl.x+dx, md->bl.y+dy, 0);
+ }
+ }
+ } else { //Attackable
+ if (!tbl || dist < md->db->range || !check_distance_bl(&md->bl, tbl, dist)
+ || battle_gettarget(tbl) != md->bl.id)
+ { //Change if the new target is closer than the actual one
+ //or if the previous target is not attacking the mob. [Skotlex]
+ md->target_id = md->attacked_id; // set target
+ md->state.targettype = ATTACKABLE;
+ md->state.aggressive = 0; //Retaliating.
+ attack_type = 1;
+ md->attacked_count = 0;
+ md->min_chase = dist + md->db->range2;
+ if (md->min_chase > 26)
+ md->min_chase = 26;
+ tbl = abl; //Set the new target
+ }
+ }
+ }
+ }
+ if (md->attacked_id) {
+ if (md->state.aggressive && md->attacked_id == md->target_id)
+ md->state.aggressive = 0; //No longer aggressive, change to retaliate AI.
+ md->attacked_id = 0; //Clear it since it's been checked for already.
+ }
+
+ // Processing of slave monster, is it needed when there's a target to deal with?
+ if (md->master_id > 0 && !tbl)
+ mob_ai_sub_hard_slavemob(md, tick);
+
+ // Scan area for targets
+ if ((mode&MD_AGGRESSIVE && battle_config.monster_active_enable && !tbl) ||
+ (mode&MD_ANGRY && md->state.skillstate == MSS_FOLLOW)
+ ) {
+ search_size = (blind_flag) ? 3 : md->db->range2;
+ map_foreachinarea (mob_ai_sub_hard_activesearch, md->bl.m,
+ md->bl.x-search_size,md->bl.y-search_size,
+ md->bl.x+search_size,md->bl.y+search_size,
+ md->special_state.ai?BL_CHAR:BL_PC,
+ md, &tbl);
+ } else if (mode&MD_CHANGECHASE && (md->state.skillstate == MSS_RUSH || md->state.skillstate == MSS_FOLLOW)) {
+ search_size = (blind_flag && md->db->range>3) ? 3 : md->db->range;
+ map_foreachinarea (mob_ai_sub_hard_changechase, md->bl.m,
+ md->bl.x-search_size,md->bl.y-search_size,
+ md->bl.x+search_size,md->bl.y+search_size,
+ md->special_state.ai?BL_CHAR:BL_PC,
+ md, &tbl);
+ }
+
+ // Scan area for items to loot, avoid trying to loot of the mob is full and can't consume the items.
+ if (!md->target_id && mode&MD_LOOTER && md->lootitem &&
+ (md->lootitem_count < LOOTITEM_SIZE || battle_config.monster_loot_type != 1))
+ {
+ i = 0;
+ search_size = (blind_flag) ? 3 : md->db->range2;
+ map_foreachinarea (mob_ai_sub_hard_lootsearch, md->bl.m,
+ md->bl.x-search_size, md->bl.y-search_size,
+ md->bl.x+search_size, md->bl.y+search_size,
+ BL_ITEM, md, &i);
+ }
+
+ if (tbl)
+ { //Target exists, attack or loot as applicable.
+ if (tbl->type != BL_ITEM)
+ { //Attempt to attack.
+ //At this point we know the target is attackable, we just gotta check if the range matches.
+ if (blind_flag && DIFF_TICK(tick,md->next_walktime) < 0 && !check_distance_bl(&md->bl, tbl, 1))
+ { //Run towards the enemy when out of range?
+ md->target_id = 0;
+ md->state.targettype = NONE_ATTACKABLE;
+ if (!(mode & MD_CANMOVE) || !mob_can_move(md))
+ return 0;
+ dx = tbl->x - md->bl.x;
+ dy = tbl->y - md->bl.y;
+ md->next_walktime = tick + 1000;
+ mob_walktoxy(md, md->bl.x+dx, md->bl.y+dy, 0);
+ return 0;
+ }
+ if (!battle_check_range (&md->bl, tbl, md->db->range))
+ { //Out of range...
+ if (!(mode & MD_CANMOVE))
+ { //Can't chase.
+ mob_unlocktarget(md,tick);
+ return 0;
+ }
+ if (!mob_can_move(md)) //Wait until you can move?
+ return 0;
+ //Follow up
+ md->state.skillstate = md->state.aggressive?MSS_FOLLOW:MSS_RUSH;
+ mobskill_use (md, tick, -1);
+ if (md->timer != -1 && md->state.state != MS_ATTACK &&
+ (DIFF_TICK (md->next_walktime, tick) < 0 ||
+ !(battle_config.mob_ai&1) ||
+ check_distance_blxy(tbl, md->to_x, md->to_y, md->db->range)) //Current target tile is still within attack range.
+ ) {
+ return 0; //No need to follow, already doing it?
+ }
+ search_size = (blind_flag) ? 3 : ((md->min_chase > md->db->range2) ? md->min_chase : md->db->range2);
+ if (!mob_can_reach(md, tbl, search_size, MSS_RUSH))
+ { //Can't reach
+ mob_unlocktarget(md,tick);
+ return 0;
+ }
+ //Target reachable. Locate suitable spot to move to.
+ i = 0;
+ dx = tbl->x - md->bl.x;
+ dy = tbl->y - md->bl.y;
+ if (dx < 0) dx++;
+ else if (dx > 0) dx--;
+ if (dy < 0) dy++;
+ else if (dy > 0) dy--;
+ while (i < 5 && mob_walktoxy(md, md->bl.x + dx, md->bl.y + dy, 0))
+ { //Attempt to chase to nearby blocks
+ dx = tbl->x - md->bl.x + rand()%3 - 1;
+ dy = tbl->y - md->bl.y + rand()%3 - 1;
+ i++;
+ }
+ if (i==5)
+ { //Failed? Try going away from the target before retrying.
+ if (dx < 0) dx = 2;
+ else if (dx > 0) dx = -2;
+ if (dy < 0) dy = 2;
+ else if (dy > 0) dy = -2;
+ }
+ md->next_walktime = tick + 500;
+ mob_walktoxy (md, md->bl.x+dx, md->bl.y+dy, 0);
+ return 0;
+ }
+ //Target within range, engage
+ md->state.skillstate = md->state.aggressive?MSS_ANGRY:MSS_BERSERK;
+ if (md->state.state == MS_WALK)
+ mob_stop_walking (md, 1);
+ else if (md->state.state == MS_ATTACK)
+ return 0; //Ah, we are already attacking.
+ mob_changestate(md, MS_ATTACK, attack_type);
+ return 0;
+ } else { //Target is BL_ITEM, attempt loot.
+ struct flooritem_data *fitem;
+
+ if ((dist = distance_bl(&md->bl, tbl)) >= md->min_chase || (blind_flag && dist >= 4) || md->lootitem == NULL)
+ { //Can't loot...
+ mob_unlocktarget (md, tick);
+ if (md->state.state == MS_WALK)
+ mob_stop_walking(md,0);
+ return 0;
+ }
+ if (dist)
+ { //Still not within loot range.
+ if (!(mode & MD_CANMOVE))
+ { //A looter that can't move? Real smart.
+ mob_unlocktarget(md,tick);
+ return 0;
+ }
+ if (!mob_can_move(md)) // 動けない状態にある
+ return 0;
+ md->state.skillstate = MSS_LOOT; // ルート時スキル使用
+ mobskill_use(md, tick, -1);
+ if (md->timer != -1 && md->state.state != MS_ATTACK &&
+ (DIFF_TICK(md->next_walktime,tick) < 0 ||
+ check_distance_blxy(tbl, md->to_x, md->to_y, 0)))
+ { //Already on the way to looting.
+ return 0;
+ }
+ md->next_walktime = tick + 500;
+ dx = tbl->x - md->bl.x;
+ dy = tbl->y - md->bl.y;
+ if (mob_walktoxy(md, md->bl.x+dx, md->bl.y+dy, 0))
+ mob_unlocktarget(md, tick); //Can't loot...
+ return 0;
+ }
+ //Within looting range.
+ if (md->state.state == MS_ATTACK)
+ return 0; //Busy attacking?
+ if (md->state.state == MS_WALK)
+ mob_stop_walking(md,0);
+
+ fitem = (struct flooritem_data *)tbl;
+ if (md->lootitem_count < LOOTITEM_SIZE) {
+ memcpy (&md->lootitem[md->lootitem_count++], &fitem->item_data, sizeof(md->lootitem[0]));
+ if(log_config.pick > 0) //Logs items, taken by (L)ooter Mobs [Lupus]
+ log_pick((struct map_session_data*)md, "L", md->class_, md->lootitem[md->lootitem_count-1].nameid, md->lootitem[md->lootitem_count-1].amount, &md->lootitem[md->lootitem_count-1]);
+ } else if (battle_config.monster_loot_type == 1) { //Can't loot, stuffed!
+ mob_unlocktarget(md,tick);
+ return 0;
+ } else { //Destroy first looted item...
+ if (md->lootitem[0].card[0] == (short)0xff00)
+ intif_delete_petdata( MakeDWord(md->lootitem[0].card[1],md->lootitem[0].card[2]) );
+ for (i = 0; i < LOOTITEM_SIZE - 1; i++)
+ memcpy (&md->lootitem[i], &md->lootitem[i+1], sizeof(md->lootitem[0]));
+ memcpy (&md->lootitem[LOOTITEM_SIZE-1], &fitem->item_data, sizeof(md->lootitem[0]));
+ }
+ //Clear item.
+ map_clearflooritem (tbl->id);
+ mob_unlocktarget (md,tick);
+ return 0;
+ }
+ }
+
+ // When there's no target, it is idling.
+ if (mobskill_use(md, tick, -1))
+ return 0;
+
+ // Nothing else to do... except random walking.
+ if (mode&MD_CANMOVE && mob_can_move(md))
+ {
+ if (DIFF_TICK(md->next_walktime, tick) > 7000 &&
+ (md->walkpath.path_len == 0 || md->walkpath.path_pos >= md->walkpath.path_len))
+ md->next_walktime = tick + 3000 * rand() % 2000;
+ // Random movement
+ if (mob_randomwalk(md,tick))
+ return 0;
+ }
+
+ // Since he has finished walking, it stands by.
+ if (md->walkpath.path_len == 0 || md->walkpath.path_pos >= md->walkpath.path_len)
+ md->state.skillstate = MSS_IDLE;
+ 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;
+ nullpo_retr(0, sd);
+ nullpo_retr(0, ap);
+
+ tick=va_arg(ap,unsigned int);
+ map_foreachinarea(mob_ai_sub_hard,sd->bl.m,
+ sd->bl.x-AREA_SIZE*2,sd->bl.y-AREA_SIZE*2,
+ sd->bl.x+AREA_SIZE*2,sd->bl.y+AREA_SIZE*2,
+ BL_MOB,tick);
+
+ return 0;
+}
+
+/*==========================================
+ * Serious processing for mob in PC field of view (interval timer function)
+ *------------------------------------------
+ */
+static int mob_ai_hard(int tid,unsigned int tick,int id,int data)
+{
+ clif_foreachclient(mob_ai_sub_foreachclient,tick);
+
+ return 0;
+}
+
+/*==========================================
+ * Negligent mode MOB AI (PC is not in near)
+ *------------------------------------------
+ */
+static int mob_ai_sub_lazy(DBKey key,void * data,va_list app)
+{
+ struct mob_data *md = (struct mob_data *)data;
+ va_list ap;
+ unsigned int tick;
+ int mode;
+
+ nullpo_retr(0, md);
+ nullpo_retr(0, app);
+
+ if(md->bl.type!=BL_MOB)
+ return 0;
+
+ ap = va_arg(app, va_list);
+ tick=va_arg(ap,unsigned int);
+
+ if(DIFF_TICK(tick,md->last_thinktime)<MIN_MOBTHINKTIME*10)
+ return 0;
+ md->last_thinktime=tick;
+
+ if (md->bl.prev==NULL || md->state.state == MS_DEAD)
+ return 1;
+
+ if(md->skilltimer!=-1){
+ if(DIFF_TICK(tick,md->next_walktime)>MIN_MOBTHINKTIME*10)
+ md->next_walktime=tick;
+ return 0;
+ }
+
+ // 取り巻きモンスターの処理(呼び戻しされた時)
+ if (md->master_id > 0) {
+ mob_ai_sub_hard_slavemob (md,tick);
+ return 0;
+ }
+
+ mode = status_get_mode(&md->bl);
+ if(DIFF_TICK(md->next_walktime,tick)<0 &&
+ (mode&MD_CANMOVE) && mob_can_move(md) ){
+
+ if( map[md->bl.m].users>0 ){
+ // Since PC is in the same map, somewhat better negligent processing is carried out.
+
+ // It sometimes moves.
+ if(rand()%1000<MOB_LAZYMOVEPERC)
+ mob_randomwalk(md,tick);
+ // MOB which is not not the summons MOB but BOSS, either sometimes reboils.
+ else if( rand()%1000<MOB_LAZYWARPPERC && md->x0<=0 && md->master_id!=0 &&
+ !(mode&MD_BOSS))
+ mob_spawn(md->bl.id);
+ else if(rand()%1000<MOB_LAZYSKILLPERC) //Chance to do a mob's idle skill.
+ mobskill_use(md, tick, -1);
+ }else{
+ // Since PC is not even in the same map, suitable processing is carried out even if it takes.
+
+ // MOB which is not BOSS which is not Summons MOB, either -- a case -- sometimes -- leaping
+ if( rand()%1000<MOB_LAZYWARPPERC && md->x0<=0 && md->master_id!=0 &&
+ !(mode&MD_BOSS))
+ mob_warp(md,-1,-1,-1,-1);
+ }
+
+ md->next_walktime = tick+rand()%10000+5000;
+ }
+ return 0;
+}
+
+/*==========================================
+ * Negligent processing for mob outside PC field of view (interval timer function)
+ *------------------------------------------
+ */
+static int mob_ai_lazy(int tid,unsigned int tick,int id,int data)
+{
+ map_foreachiddb(mob_ai_sub_lazy,tick);
+
+ return 0;
+}
+
+/*==========================================
+ * The structure object for item drop with delay
+ * Since it is only two being able to pass [ int ] a timer function
+ * Data is put in and passed to this structure object.
+ *------------------------------------------
+ */
+struct delay_item_drop {
+ int m,x,y;
+ struct item item_data;
+ struct map_session_data *first_sd,*second_sd,*third_sd;
+};
+
+/*==========================================
+ * Initializes the delay drop structure for mob-dropped items.
+ *------------------------------------------
+ */
+static struct delay_item_drop* mob_setdropitem(int nameid, int qty, int m, int x, int y,
+ struct map_session_data* first_sd, struct map_session_data* second_sd, struct map_session_data* third_sd)
+{
+ struct delay_item_drop *drop = aCalloc(1, sizeof (struct delay_item_drop));
+ drop->item_data.nameid = nameid;
+ drop->item_data.amount = qty;
+ drop->item_data.identify = !itemdb_isequip3(nameid);
+ drop->m = m;
+ drop->x = x;
+ drop->y = y;
+ drop->first_sd = first_sd;
+ drop->second_sd = second_sd;
+ drop->third_sd = third_sd;
+ return drop;
+};
+
+/*==========================================
+ * Initializes the delay drop structure for mob-looted items.
+ *------------------------------------------
+ */
+static struct delay_item_drop* mob_setlootitem(struct item* item, int m, int x, int y,
+ struct map_session_data* first_sd, struct map_session_data* second_sd, struct map_session_data* third_sd)
+{
+ struct delay_item_drop *drop = aCalloc(1, sizeof (struct delay_item_drop));
+ memcpy(&drop->item_data, item, sizeof(struct item));
+ drop->m = m;
+ drop->x = x;
+ drop->y = y;
+ drop->first_sd = first_sd;
+ drop->second_sd = second_sd;
+ drop->third_sd = third_sd;
+ return drop;
+};
+
+/*==========================================
+ * item drop with delay (timer function)
+ *------------------------------------------
+ */
+static int mob_delay_item_drop(int tid,unsigned int tick,int id,int data)
+{
+ struct delay_item_drop *ditem;
+ ditem=(struct delay_item_drop *)id;
+
+ map_addflooritem(&ditem->item_data,1,ditem->m,ditem->x,ditem->y,ditem->first_sd,ditem->second_sd,ditem->third_sd,0);
+ aFree(ditem);
+ return 0;
+}
+
+/*==========================================
+ * Sets a timer to drop an item on the ground
+ * Also performs logging and autoloot if enabled.
+ * rate is the drop-rate of the item, required for autoloot.
+ *------------------------------------------
+ * by [Skotlex]
+ */
+static void mob_item_drop(struct mob_data *md, unsigned int tick, struct delay_item_drop * ditem, int loot, int drop_rate)
+{
+ if(log_config.pick > 0)
+ { //Logs items, dropped by mobs [Lupus]
+ if (loot)
+ log_pick((struct map_session_data*)md, "L", md->class_, ditem->item_data.nameid, -ditem->item_data.amount, &ditem->item_data);
+ else
+ log_pick((struct map_session_data*)md, "M", md->class_, ditem->item_data.nameid, -ditem->item_data.amount, NULL);
+ }
+
+ if (ditem->first_sd && ditem->first_sd->state.autoloot &&
+ (drop_rate <= ditem->first_sd->state.autoloot ||
+ ditem->first_sd->state.autoloot >= 10000) //Fetch 100% drops
+ && pc_additem(ditem->first_sd,&ditem->item_data,ditem->item_data.amount) == 0)
+ { //Autolooted.
+ if(log_config.pick > 0)
+ log_pick(ditem->first_sd, "P", 0, ditem->item_data.nameid, ditem->item_data.amount, &ditem->item_data);
+ aFree(ditem);
+ } else
+ add_timer(tick, mob_delay_item_drop, (int)ditem, 0);
+}
+
+/*==========================================
+ * mob data is erased.
+ *------------------------------------------
+ */
+void mob_unload(struct mob_data *md)
+{
+ nullpo_retv(md);
+ mob_remove_map(md, 0);
+ map_deliddb(&md->bl);
+ map_freeblock((struct block_list*)md);
+}
+
+int mob_remove_map(struct mob_data *md, int type)
+{
+ nullpo_retr(1, md);
+
+ if(md->bl.prev == NULL)
+ return 1;
+ mob_changestate(md,MS_DEAD,0);
+ clif_clearchar_area(&md->bl,type);
+ map_delblock(&md->bl);
+ if (md->lootitem){
+ aFree(md->lootitem);
+ md->lootitem = NULL;
+ }
+ if (md->guardian_data)
+ {
+ aFree(md->guardian_data);
+ md->guardian_data = NULL;
+ }
+ return 0;
+}
+int mob_delete(struct mob_data *md)
+{
+ nullpo_retr(1, md);
+
+ mob_remove_map(md, 1);
+ if(pcdb_checkid(mob_get_viewclass(md->class_))) //Player mobs are not removed automatically by the client.
+ clif_clearchar_delay(gettick()+3000,&md->bl,0);
+ if(mob_is_clone(md->class_))
+ mob_clone_delete(md->class_);
+ mob_deleteslave(md);
+ mob_setdelayspawn(md->bl.id);
+ return 0;
+}
+int mob_timer_delete(int tid, unsigned int tick, int id, int data)
+{
+ struct mob_data *md=(struct mob_data *)map_id2bl(id);
+ nullpo_retr(0, md);
+
+//for Alchemist CANNIBALIZE [Lupus]
+ mob_remove_map(md, 3);
+ mob_setdelayspawn(md->bl.id);
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int mob_deleteslave_sub(struct block_list *bl,va_list ap)
+{
+ struct mob_data *md;
+ int id;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, md = (struct mob_data *)bl);
+
+ id=va_arg(ap,int);
+ if(md->master_id > 0 && md->master_id == id )
+ mob_damage(NULL,md,md->hp,1);
+ return 0;
+}
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int mob_deleteslave(struct mob_data *md)
+{
+ nullpo_retr(0, md);
+
+ map_foreachinmap(mob_deleteslave_sub, md->bl.m, BL_MOB,md->bl.id);
+ return 0;
+}
+
+/*==========================================
+ * It is the damage of sd to damage to md.
+ *------------------------------------------
+ */
+int mob_damage(struct block_list *src,struct mob_data *md,int damage,int type)
+{
+ int i,count,minpos,mindmg;
+ struct map_session_data *sd = NULL,*tmpsd[DAMAGELOG_SIZE];
+ struct {
+ struct party *p;
+ int id,base_exp,job_exp,zeny;
+ } pt[DAMAGELOG_SIZE];
+ int pnum=0;
+ int mvp_damage,max_hp;
+ unsigned int tick = gettick();
+ struct map_session_data *mvp_sd = NULL, *second_sd = NULL,*third_sd = NULL;
+ struct block_list *master = NULL;
+ double temp;
+ struct item item;
+ int ret, mode;
+ int drop_rate;
+ int base_drop_delay;
+ int race;
+
+ nullpo_retr(0, md); //srcはNULLで呼ばれる場合もあるので、他でチェック
+
+ max_hp = status_get_max_hp(&md->bl);
+ race = status_get_race(&md->bl);
+
+ if(src && src->type == BL_PC) {
+ sd = (struct map_session_data *)src;
+ mvp_sd = sd;
+ }
+
+ if(md->bl.prev==NULL){
+ if(battle_config.error_log==1)
+ ShowError("mob_damage : BlockError!!\n");
+ return 0;
+ }
+
+ if(md->state.state==MS_DEAD || md->hp<=0) {
+ if(md->bl.prev != NULL) {
+ mob_changestate(md,MS_DEAD,0);
+ mobskill_use(md,tick,-1); // It is skill at the time of death.
+ clif_clearchar_area(&md->bl,1);
+ map_delblock(&md->bl);
+ mob_setdelayspawn(md->bl.id);
+ }
+ return 0;
+ }
+
+/* The stop walking code is triggered in battle_walkdelay which is invoked from clif_damage after a timer.
+ * So the mob should stop walking in sync with the time the "attack" hits the mob. If this is bugged then the
+ * fault must be looked at in battle_walkdelay, not here. [Skotlex]
+ if(md->sc_data[SC_ENDURE].timer == -1) // Stop the walking [Lance]
+ mob_stop_walking(md,1);
+*/
+ if(damage > max_hp>>2)
+ skill_stop_dancing(&md->bl);
+
+ if(md->hp > max_hp)
+ md->hp = max_hp;
+
+ // The amount of overkill rounds to hp.
+ if(damage>md->hp)
+ damage=md->hp;
+ md->hp-=damage;
+ md->tdmg+=damage; //Store total damage...
+
+ if(!(type&2)) {
+ int id = 0;
+ if (src) {
+ switch (src->type) {
+ case BL_PC:
+ id = sd->status.char_id;
+ if(md->attacked_id <= 0)
+ md->attacked_id = sd->bl.id;
+ break;
+ case BL_PET:
+ {
+ struct pet_data *pd = (struct pet_data*)src;
+ if (battle_config.pet_attack_exp_to_master) {
+ id = pd->msd->status.char_id;
+ damage=(damage*battle_config.pet_attack_exp_rate)/100; //Modify logged damage accordingly.
+ }
+ //Let mobs retaliate against the pet's master [Skotlex]
+ if(md->attacked_id <= 0)
+ md->attacked_id = pd->msd->bl.id;
+ break;
+ }
+ case BL_MOB:
+ {
+ struct mob_data* md2 = (struct mob_data*)src;
+ if(md2->special_state.ai && md2->master_id) {
+ struct map_session_data* msd = map_id2sd(md2->master_id);
+ if (msd) id = msd->status.char_id;
+ }
+ if(md->attacked_id <= 0)
+ { //Let players decide whether to retaliate versus the master or the mob. [Skotlex]
+ if (md2->master_id && battle_config.retaliate_to_master)
+ md->attacked_id = md2->master_id;
+ else
+ md->attacked_id = md2->bl.id;
+ }
+ break;
+ }
+ }
+ }
+ //Log damage...
+ if (id && damage > 0) {
+ for(i=0,minpos=DAMAGELOG_SIZE-1,mindmg=0x7fffffff;i<DAMAGELOG_SIZE;i++){
+ if(md->dmglog[i].id==id)
+ break;
+ if(md->dmglog[i].id==0) { //Store data in first empty slot.
+ md->dmglog[i].id = id;
+ break;
+ }
+ if(md->dmglog[i].dmg<mindmg){
+ minpos=i;
+ mindmg=md->dmglog[i].dmg;
+ }
+ }
+ if(i<DAMAGELOG_SIZE)
+ md->dmglog[i].dmg+=damage;
+ else {
+ md->dmglog[minpos].id=id;
+ md->dmglog[minpos].dmg=damage;
+ }
+ }
+ }
+
+ if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS) { // guardian hp update [Valaris] (updated by [Skotlex])
+ if ((md->guardian_data->castle->guardian[md->guardian_data->number].hp = md->hp) <= 0)
+ {
+ guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
+ guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0);
+ }
+ } // end addition
+
+ if(md->option&OPTION_HIDE)
+ status_change_end(&md->bl, SC_HIDING, -1);
+ if(md->option&OPTION_CLOAK)
+ status_change_end(&md->bl, SC_CLOAKING, -1);
+
+ if(md->special_state.ai == 2 && //スフィアーマイン
+ src && md->master_id == src->id)
+ {
+ md->state.alchemist = 1;
+ md->target_dir = map_calc_dir(src,md->bl.x,md->bl.y)+1;
+ mobskill_use(md, tick, MSC_ALCHEMIST);
+ }
+
+ if (battle_config.show_mob_hp)
+ clif_charnameack (0, &md->bl);
+
+ if(md->hp > 0)
+ return damage;
+
+ //Not the most correct way ever, but this is totally custom anyway.... [Skotlex]
+ if (md->sc_data[SC_KAIZEL].timer != -1) {
+ max_hp = status_get_max_hp(&md->bl);
+ mob_heal(md, 10*md->sc_data[SC_KAIZEL].val1*max_hp/100);
+ clif_resurrection(&md->bl, 1);
+ status_change_start(&md->bl,SkillStatusChangeTable[SL_KAIZEL],10,0,0,0,skill_get_time2(SL_KAIZEL, md->sc_data[SC_KAIZEL].val1),0);
+ status_change_end(&md->bl,SC_KAIZEL,-1);
+ return damage;
+ }
+
+ // ----- ここから死亡処理 -----
+
+ mode = status_get_mode(&md->bl); //Mode will be used for various checks regarding exp/drops.
+
+ //changestate will clear all status effects, so we need to know if RICHMANKIM is in effect before then. [Skotlex]
+ //I just recycled ret because it isn't used until much later and I didn't want to add a new variable for it.
+ ret = (md->sc_data[SC_RICHMANKIM].timer != -1)?(25 + 11*md->sc_data[SC_RICHMANKIM].val1):0;
+
+ map_freeblock_lock();
+ mob_changestate(md,MS_DEAD,0);
+ mobskill_use(md,tick,-1); // 死亡時スキル
+
+ memset(tmpsd,0,sizeof(tmpsd));
+ memset(pt,0,sizeof(pt));
+
+ max_hp = status_get_max_hp(&md->bl);
+
+ if(src && src->type == BL_MOB)
+ mob_unlocktarget((struct mob_data *)src,tick);
+
+ base_drop_delay = battle_config.delay_battle_damage?0:500;
+ if(sd) {
+ int sp = 0, hp = 0;
+ if (sd->state.attack_type == BF_MAGIC)
+ base_drop_delay = 500;
+ if (sd->state.attack_type == BF_MAGIC && sd->skilltarget == md->bl.id && (i=pc_checkskill(sd,HW_SOULDRAIN))>0)
+ { //Soul Drain should only work on targetted spells [Skotlex]
+ if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex]
+ clif_skill_nodamage(src,&md->bl,HW_SOULDRAIN,i,1);
+ sp += (status_get_lv(&md->bl))*(65+15*i)/100;
+ }
+ sp += sd->sp_gain_value;
+ sp += sd->sp_gain_race[race];
+ sp += sd->sp_gain_race[mode&MD_BOSS?10:11];
+ hp += sd->hp_gain_value;
+ if (sp > 0) {
+ if(sd->status.sp + sp > sd->status.max_sp)
+ sp = sd->status.max_sp - sd->status.sp;
+ sd->status.sp += sp;
+ if (sp > 0 && battle_config.show_hp_sp_gain)
+ clif_heal(sd->fd,SP_SP,sp);
+ }
+ if (hp > 0) {
+ if(sd->status.hp + hp > sd->status.max_hp)
+ hp = sd->status.max_hp - sd->status.hp;
+ sd->status.hp += hp;
+ if (hp > 0 && battle_config.show_hp_sp_gain)
+ clif_heal(sd->fd,SP_HP,hp);
+ }
+ if (sd->mission_mobid == md->class_) { //TK_MISSION [Skotlex]
+ //Recycling hp for new random target id...
+ if (++sd->mission_count >= 100 && (hp = mob_get_random_id(0, 0, sd->status.base_level)))
+ {
+ pc_addfame(sd, 1);
+ sd->mission_mobid = hp;
+ pc_setglobalreg(sd,"TK_MISSION_ID", hp);
+ sd->mission_count = 0;
+ clif_mission_mob(sd, hp, 0);
+ }
+ pc_setglobalreg(sd,"TK_MISSION_COUNT", sd->mission_count);
+ }
+ }
+
+ // map外に消えた人は計算から除くので
+ // overkill分は無いけどsumはmax_hpとは違う
+
+ for(i=0,count=0,mvp_damage=0;i<DAMAGELOG_SIZE;i++){
+ if(md->dmglog[i].id==0)
+ break; //Reached end of log.
+ count++; //Count an attacker even if he is dead/logged-out.
+ tmpsd[i] = map_charid2sd(md->dmglog[i].id);
+ if(tmpsd[i] == NULL)
+ continue;
+ if(tmpsd[i]->bl.m != md->bl.m || pc_isdead(tmpsd[i]))
+ continue;
+
+ if(mvp_damage<md->dmglog[i].dmg){
+ third_sd = second_sd;
+ second_sd = mvp_sd;
+ mvp_sd=tmpsd[i];
+ mvp_damage=md->dmglog[i].dmg;
+ }
+ }
+
+ // [MouseJstr]
+ if((map[md->bl.m].flag.pvp == 0) || (battle_config.pvp_exp == 1)) {
+
+ // 経験値の分配
+ for(i=0;i<DAMAGELOG_SIZE;i++){
+ int pid,flag=1,zeny=0;
+ unsigned long base_exp,job_exp;
+ double per;
+ struct party *p;
+ if(tmpsd[i]==NULL || tmpsd[i]->bl.m != md->bl.m || pc_isdead(tmpsd[i]))
+ continue;
+
+ if (battle_config.exp_calc_type) // eAthena's exp formula based on max hp.
+ per = (double)md->dmglog[i].dmg/(double)max_hp;
+ else //jAthena's exp formula based on total damage.
+ per = (double)md->dmglog[i].dmg/(double)md->tdmg;
+
+ if (count>1)
+ per *= (9.+(double)((count > 6)? 6:count))/10.; //attackers count bonus.
+
+ base_exp = (unsigned long)md->db->base_exp;
+ job_exp = (unsigned long)md->db->job_exp;
+
+ if (ret)
+ per += per*ret/100.; //SC_RICHMANKIM bonus. [Skotlex]
+
+ if(sd) {
+ if (sd->expaddrace[race])
+ per += per*sd->expaddrace[race]/100.;
+ per += per*sd->expaddrace[mode&MD_BOSS?10:11]/100.;
+ }
+ if (battle_config.pk_mode && (md->db->lv - tmpsd[i]->status.base_level >= 20))
+ per *= 1.15; // pk_mode additional exp if monster >20 levels [Valaris]
+
+ //SG additional exp from Blessings [Komurka] - probably can be optimalized ^^;;
+ if(md->class_ == tmpsd[i]->hate_mob[0] && (battle_config.allow_skill_without_day || is_day_of_sun()))
+ per += per*10*pc_checkskill(tmpsd[i],SG_SUN_BLESS)/100.;
+ else if(md->class_ == tmpsd[i]->hate_mob[1] && (battle_config.allow_skill_without_day || is_day_of_moon()))
+ per += per*10*pc_checkskill(tmpsd[i],SG_MOON_BLESS)/100.;
+ else if(md->class_ == tmpsd[i]->hate_mob[2] && (battle_config.allow_skill_without_day || is_day_of_star()))
+ per += per*20*pc_checkskill(tmpsd[i],SG_STAR_BLESS)/100.;
+
+ if(md->special_state.size==1) // change experience for different sized monsters [Valaris]
+ per /=2.;
+ else if(md->special_state.size==2)
+ per *=2.;
+ if(md->master_id) {
+ if(((master = map_id2bl(md->master_id)) && status_get_mode(master)&MD_BOSS) || // check if its master is a boss (MVP's and minibosses)
+ md->special_state.ai) { // for summoned creatures [Valaris]
+ per = 0;
+ }
+ } else {
+ if(battle_config.zeny_from_mobs) {
+ if(md->level > 0) zeny=(int) ((md->level+rand()%md->level)*per); // zeny calculation moblv + random moblv [Valaris]
+ if(md->db->mexp > 0)
+ zeny*=rand()%250;
+ if(md->special_state.size==1 && zeny >=2) // change zeny for different sized monsters [Valaris]
+ zeny/=2;
+ else if(md->special_state.size==2 && zeny >1)
+ zeny*=2;
+ }
+ if(battle_config.mobs_level_up && md->level > md->db->lv) { // [Valaris]
+ base_exp+=(unsigned long) (((md->level-md->db->lv)*((md->db->base_exp))*(battle_config.mobs_level_up_exp_rate/100)));
+ job_exp+=(unsigned long) (((md->level-md->db->lv)*((md->db->job_exp))*(battle_config.mobs_level_up_exp_rate/100)));
+ }
+ }
+
+ if (per > 4) per = 4; //Limit gained exp to quadro the mob's exp. [3->4 Komurka]
+ base_exp = (unsigned long)(base_exp*per);
+ job_exp = (unsigned long)(job_exp*per);
+
+ if (base_exp > 0x7fffffff) base_exp = 0x7fffffff;
+ else if (base_exp < 1) base_exp = 1;
+
+ if (job_exp > 0x7fffffff) job_exp = 0x7fffffff;
+ else if (job_exp < 1) job_exp = 1;
+
+ //mapflags: noexp check [Lorky]
+ if (map[md->bl.m].flag.nobaseexp == 1) base_exp=0;
+ if (map[md->bl.m].flag.nojobexp == 1) job_exp=0;
+ //end added Lorky
+ if((pid=tmpsd[i]->status.party_id)>0){ // パーティに入っている
+ int j;
+ for(j=0;j<pnum;j++) // 公平パーティリストにいるかどうか
+ if(pt[j].id==pid)
+ break;
+ if(j==pnum){ // いないときは公平かどうか確認
+ if((p=party_search(pid))!=NULL && p->exp!=0){
+ pt[pnum].id=pid;
+ pt[pnum].p=p;
+ pt[pnum].base_exp=base_exp;
+ pt[pnum].job_exp=job_exp;
+ if(battle_config.zeny_from_mobs)
+ pt[pnum].zeny=zeny; // zeny share [Valaris]
+ pnum++;
+ flag=0;
+ }
+ }else{ // いるときは公平
+ if (pt[j].base_exp +base_exp < 0x7fffffff)
+ pt[j].base_exp+=base_exp;
+ else
+ pt[j].base_exp = 0x7fffffff;
+ if (pt[j].job_exp +job_exp < 0x7fffffff)
+ pt[j].job_exp+=job_exp;
+ else
+ pt[j].job_exp = 0x7fffffff;
+ if(battle_config.zeny_from_mobs)
+ pt[j].zeny+=zeny; // zeny share [Valaris]
+ flag=0;
+ }
+ }
+ if(flag) { // added zeny from mobs [Valaris]
+ if(base_exp > 0 || job_exp > 0)
+ pc_gainexp(tmpsd[i],base_exp,job_exp);
+ if (battle_config.zeny_from_mobs && zeny > 0) {
+ pc_getzeny(tmpsd[i],zeny); // zeny from mobs [Valaris]
+ }
+ }
+
+ }
+ // 公平分配
+ for(i=0;i<pnum;i++)
+ party_exp_share(pt[i].p,md->bl.m,pt[i].base_exp,pt[i].job_exp,pt[i].zeny);
+
+ // item drop
+ if (!(type&1)) {
+ int drop_ore = -1, drop_items = 0; //slot N for DROP LOG, number of dropped items
+ int log_item[10]; //8 -> 10 Lupus
+ memset(&log_item,0,sizeof(log_item));
+ for (i = 0; i < 10; i++) { // 8 -> 10 Lupus
+ struct delay_item_drop *ditem;
+
+ if ((master && status_get_mode(master) & MD_BOSS) || // check if its master is a boss (MVP's and minibosses)
+ (md->special_state.ai &&
+ (battle_config.alchemist_summon_reward == 0 || //Noone gives items
+ (md->class_ != 1142 && battle_config.alchemist_summon_reward == 1) //Non Marine spheres don't drop items
+ ))) // Added [Valaris]
+ break; // End
+ //mapflag: noloot check [Lorky]
+ if (map[md->bl.m].flag.nomobloot) break;;
+ //end added [Lorky]
+
+ if (md->db->dropitem[i].nameid <= 0)
+ continue;
+ drop_rate = md->db->dropitem[i].p;
+ if (drop_rate <= 0 && !battle_config.drop_rate0item)
+ drop_rate = 1;
+ // change drops depending on monsters size [Valaris]
+ if(md->special_state.size==1 && drop_rate >= 2)
+ drop_rate/=2;
+ else if(md->special_state.size==2 && drop_rate > 0)
+ drop_rate*=2;
+ //Drops affected by luk as a fixed increase [Valaris]
+ if (src && battle_config.drops_by_luk > 0)
+ drop_rate += status_get_luk(src)*battle_config.drops_by_luk/100;
+ //Drops affected by luk as a % increase [Skotlex]
+ if (src && battle_config.drops_by_luk2 > 0)
+ drop_rate += (int)(0.5+drop_rate*status_get_luk(src)*battle_config.drops_by_luk2/10000.0);
+ if (sd && battle_config.pk_mode == 1 && (md->db->lv - sd->status.base_level >= 20))
+ drop_rate = (int)(drop_rate*1.25); // pk_mode increase drops if 20 level difference [Valaris]
+
+ if (drop_rate < rand() % 10000 + 1) { //fixed 0.01% impossible drops bug [Lupus]
+ drop_ore = i; //we remember an empty slot to put there ORE DISCOVERY drop later.
+ continue;
+ }
+ drop_items++; //we count if there were any drops
+
+ ditem = mob_setdropitem(md->db->dropitem[i].nameid, 1, md->bl.m, md->bl.x, md->bl.y, mvp_sd, second_sd, third_sd);
+ log_item[i] = ditem->item_data.nameid;
+
+ //A Rare Drop Global Announce by Lupus
+ if(drop_rate<=battle_config.rare_drop_announce) {
+ struct item_data *i_data;
+ char message[128];
+ i_data = itemdb_exists(ditem->item_data.nameid);
+ sprintf (message, msg_txt(541), (mvp_sd?mvp_sd->status.name:"???"), md->db->jname, i_data->jname, (float)drop_rate/100);
+ //MSG: "'%s' won %s's %s (chance: %%%0.02f)"
+ intif_GMmessage(message,strlen(message)+1,0);
+ }
+ // Announce first, or else ditem will be freed. [Lance]
+ mob_item_drop(md, tick+base_drop_delay+i, ditem, 0, drop_rate);
+ }
+
+ // Ore Discovery [Celest]
+ if (sd == mvp_sd && map[md->bl.m].flag.nomobloot==0 && pc_checkskill(sd,BS_FINDINGORE)>0 && battle_config.finding_ore_rate/10 >= rand()%10000) {
+ struct delay_item_drop *ditem;
+ ditem = mob_setdropitem(itemdb_searchrandomid(6), 1, md->bl.m, md->bl.x, md->bl.y, mvp_sd, second_sd, third_sd);
+ if (drop_ore<0) drop_ore=8; //we have only 10 slots in LOG, there's a check to not overflow (9th item usually a card, so we use 8th slot)
+ log_item[drop_ore] = ditem->item_data.nameid; //it's for logging only
+ drop_items++; //we count if there were any drops
+ mob_item_drop(md, tick+base_drop_delay+drop_ore, ditem, 0, battle_config.finding_ore_rate/10);
+ }
+
+ //this drop log contains ALL dropped items + ORE (if there was ORE Recovery) [Lupus]
+ if(sd && log_config.drop > 0 && drop_items) //we check were there any drops.. and if not - don't write the log
+ log_drop(sd, md->class_, log_item); //mvp_sd
+
+ if(sd/* && sd->state.attack_type == BF_WEAPON*/) { //Player reports indicate this SHOULD work with all skills. [Skotlex]
+ int itemid = 0;
+ for (i = 0; i < sd->add_drop_count; i++) {
+ struct delay_item_drop *ditem;
+ if (sd->add_drop[i].id < 0)
+ continue;
+ if (sd->add_drop[i].race & (1<<race) ||
+ sd->add_drop[i].race & 1<<(mode&MD_BOSS?10:11))
+ {
+ //check if the bonus item drop rate should be multiplied with mob level/10 [Lupus]
+ if(sd->add_drop[i].rate<0)
+ //it's negative, then it should be multiplied. e.g. for Mimic,Myst Case Cards, etc
+ // rate = base_rate * (mob_level/10) + 1
+ drop_rate = -sd->add_drop[i].rate*(md->level/10)+1;
+ else
+ //it's positive, then it goes as it is
+ drop_rate = sd->add_drop[i].rate;
+ if (drop_rate < rand()%10000 +1)
+ continue;
+ itemid = (sd->add_drop[i].id > 0) ? sd->add_drop[i].id :
+ itemdb_searchrandomgroup(sd->add_drop[i].group);
+
+ ditem = mob_setdropitem(itemid, 1, md->bl.m, md->bl.x, md->bl.y, mvp_sd, second_sd, third_sd);
+ mob_item_drop(md, tick+base_drop_delay+20+i, ditem, 0, drop_rate);
+ }
+ }
+ if(sd->get_zeny_num && rand()%100 < sd->get_zeny_rate) //Gets get_zeny_num per level +/-10% [Skotlex]
+ pc_getzeny(sd,md->db->lv*sd->get_zeny_num*(90+rand()%21)/100);
+ }
+ if(md->lootitem) {
+ for(i=0;i<md->lootitem_count;i++) {
+ struct delay_item_drop *ditem;
+
+ ditem = mob_setlootitem(&md->lootitem[i], md->bl.m, md->bl.x, md->bl.y, mvp_sd, second_sd, third_sd);
+ mob_item_drop(md, tick+base_drop_delay+40+i, ditem, 1, 10000);
+ }
+ }
+ }
+
+ // mvp処理
+ if(mvp_sd && md->db->mexp > 0 && !md->special_state.ai){
+ int log_mvp[2] = {0};
+ int j;
+ int mexp;
+ temp = ((double)md->db->mexp * (9.+(double)count)/10.); //[Gengar]
+ mexp = (temp > 2147483647.)? 0x7fffffff:(int)temp;
+
+ //mapflag: noexp check [Lorky]
+ if (map[md->bl.m].flag.nobaseexp == 1 || map[md->bl.m].flag.nojobexp == 1) mexp=1;
+ //end added [Lorky]
+
+ if(mexp < 1) mexp = 1;
+ clif_mvp_effect(mvp_sd); // エフェクト
+ clif_mvp_exp(mvp_sd,mexp);
+ pc_gainexp(mvp_sd,mexp,0);
+ log_mvp[1] = mexp;
+ for(j=0;j<3;j++){
+ i = rand() % 3;
+ //mapflag: noloot check [Lorky]
+ if (map[md->bl.m].flag.nomvploot == 1) break;
+ //end added Lorky
+
+ if(md->db->mvpitem[i].nameid <= 0)
+ continue;
+ drop_rate = md->db->mvpitem[i].p;
+ if(drop_rate <= 0 && !battle_config.drop_rate0item)
+ drop_rate = 1;
+ if(drop_rate <= rand()%10000+1) //if ==0, then it doesn't drop
+ continue;
+ memset(&item,0,sizeof(item));
+ item.nameid=md->db->mvpitem[i].nameid;
+ item.identify=!itemdb_isequip3(item.nameid);
+ clif_mvp_item(mvp_sd,item.nameid);
+ log_mvp[0] = item.nameid;
+ if(mvp_sd->weight*2 > mvp_sd->max_weight)
+ map_addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd,second_sd,third_sd,1);
+ else if((ret = pc_additem(mvp_sd,&item,1))) {
+ clif_additem(sd,0,0,ret);
+ map_addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd,second_sd,third_sd,1);
+ }
+
+ //A Rare MVP Drop Global Announce by Lupus
+ if(drop_rate<=battle_config.rare_drop_announce) {
+ struct item_data *i_data;
+ char message[128];
+ i_data = itemdb_exists(item.nameid);
+ sprintf (message, msg_txt(541), mvp_sd?mvp_sd->status.name :"???", md->db->jname, i_data->jname, (float)drop_rate/100);
+ //MSG: "'%s' won %s's %s (chance: %%%0.02f)"
+ intif_GMmessage(message,strlen(message)+1,0);
+ }
+
+ if(log_config.pick > 0) {//Logs items, MVP prizes [Lupus]
+ log_pick((struct map_session_data*)md, "M", md->class_, item.nameid, -1, NULL);
+ log_pick(mvp_sd, "P", 0, item.nameid, 1, NULL);
+ }
+
+ if(log_config.mvpdrop > 0)
+ log_mvpdrop(mvp_sd, md->class_, log_mvp);
+
+ break;
+ }
+
+ }
+
+ } // [MouseJstr]
+
+ // <Agit> NPC Event [OnAgitBreak]
+ if(md->npc_event[0] && strcmp(((md->npc_event)+strlen(md->npc_event)-13),"::OnAgitBreak") == 0) {
+ ShowNotice("MOB.C: Run NPC_Event[OnAgitBreak].\n");
+ if (agit_flag == 1) //Call to Run NPC_Event[OnAgitBreak]
+ guild_agit_break(md);
+ }
+
+ // SCRIPT実行
+ if(md->npc_event[0]){
+// if(battle_config.battle_log)
+// printf("mob_damage : run event : %s\n",md->npc_event);
+ if(src && src->type == BL_PET)
+ sd = ((struct pet_data *)src)->msd;
+ if(sd && battle_config.mob_npc_event_type)
+ npc_event(sd,md->npc_event,0);
+ else if(mvp_sd)
+ npc_event(mvp_sd,md->npc_event,0);
+
+ } else if (mvp_sd) {
+//lordalfa
+ pc_setglobalreg(mvp_sd,"killedrid",(md->class_));
+ if (script_config.event_script_type == 0) {
+ struct npc_data *npc;
+ if ((npc = npc_name2id("NPCKillEvent"))) {
+ run_script(npc->u.scr.script,0,mvp_sd->bl.id,npc->bl.id); // NPCKillNPC
+ ShowStatus("Event '"CL_WHITE"NPCKillEvent"CL_RESET"' executed.\n");
+ }
+ } else {
+ ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n",
+ npc_event_doall_id("NPCKillEvent", mvp_sd->bl.id), "NPCKillEvent");
+ }
+}
+//[lordalfa]
+ (battle_config.mob_clear_delay) ? clif_clearchar_delay(tick+battle_config.mob_clear_delay,&md->bl,1) : clif_clearchar_area(&md->bl,1);
+// clif_clearchar_area(&md->bl,1); //eh? Why send the same packet twice? [Skotlex]
+ if(md->level) md->level=0;
+ map_delblock(&md->bl);
+ if(pcdb_checkid(mob_get_viewclass(md->class_)))
+ clif_clearchar_delay(tick+3000,&md->bl,0);
+ if(mob_is_clone(md->class_))
+ mob_clone_delete(md->class_);
+ mob_deleteslave(md);
+ mob_setdelayspawn(md->bl.id);
+ map_freeblock_unlock();
+
+ return damage;
+}
+
+int mob_guardian_guildchange(struct block_list *bl,va_list ap)
+{
+ struct mob_data *md;
+ struct guild* g;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, md = (struct mob_data *)bl);
+
+ if (!md->guardian_data)
+ return 0;
+
+ if (md->guardian_data->castle->guild_id == 0)
+ { //Castle with no owner? Delete the guardians.
+ if (md->class_ == MOBID_EMPERIUM)
+ { //But don't delete the emperium, just clear it's guild-data
+ md->guardian_data->guild_id = 0;
+ md->guardian_data->emblem_id = 0;
+ md->guardian_data->guild_name[0] = '\0';
+ } else {
+ if (md->guardian_data->castle->guardian[md->guardian_data->number].visible)
+ { //Safe removal of guardian.
+ md->guardian_data->castle->guardian[md->guardian_data->number].visible = 0;
+ guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
+ guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0);
+ }
+ mob_delete(md); //Remove guardian.
+ }
+ return 0;
+ }
+
+ g = guild_search(md->guardian_data->castle->guild_id);
+ if (g == NULL)
+ { //Properly remove guardian info from Castle data.
+ ShowError("mob_guardian_guildchange: New Guild (id %d) does not exists!\n", md->guardian_data->guild_id);
+ md->guardian_data->castle->guardian[md->guardian_data->number].visible = 0;
+ guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
+ guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0);
+ mob_delete(md);
+ return 0;
+ }
+
+ md->guardian_data->guild_id = md->guardian_data->castle->guild_id;
+ md->guardian_data->emblem_id = g->emblem_id;
+ md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP);
+ memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
+
+ return 1;
+}
+
+/*==========================================
+ * Pick a random class for the mob
+ *------------------------------------------
+ */
+int mob_random_class (int *value, size_t count)
+{
+ nullpo_retr(0, value);
+
+ // no count specified, look into the array manually, but take only max 5 elements
+ if (count < 1) {
+ count = 0;
+ while(count < 5 && mobdb_checkid(value[count])) count++;
+ if(count < 1) // nothing found
+ return 0;
+ } else {
+ // check if at least the first value is valid
+ if(mobdb_checkid(value[0]) == 0)
+ return 0;
+ }
+ //Pick a random value, hoping it exists. [Skotlex]
+ return mobdb_checkid(value[rand()%count]);
+}
+
+/*==========================================
+ * Change mob base class
+ *------------------------------------------
+ */
+int mob_class_change (struct mob_data *md, int class_)
+{
+ unsigned int tick = gettick();
+ int i, c, hp_rate;
+
+ nullpo_retr(0, md);
+
+ if (md->bl.prev == NULL)
+ return 0;
+
+ hp_rate = md->hp*100/status_get_max_hp(&md->bl);
+ clif_mob_class_change(md,class_);
+ md->class_ = class_;
+ md->db = mob_db(class_);
+ md->max_hp = md->db->max_hp; //Update the mob's max HP
+ if (battle_config.monster_class_change_full_recover) {
+ md->hp = md->max_hp;
+ memset(md->dmglog, 0, sizeof(md->dmglog));
+ md->tdmg = 0;
+ } else
+ md->hp = md->max_hp*hp_rate/100;
+ if(md->hp > md->max_hp) md->hp = md->max_hp;
+ else if(md->hp < 1) md->hp = 1;
+
+ memcpy(md->name,md->db->jname,NAME_LENGTH-1);
+ memset(&md->state,0,sizeof(md->state));
+ md->attacked_id = 0;
+ md->target_id = 0;
+ md->move_fail_count = 0;
+
+ md->speed = md->db->speed;
+ md->def_ele = md->db->element;
+
+ mob_changestate(md,MS_IDLE,0);
+ skill_castcancel(&md->bl,0);
+ md->state.skillstate = MSS_IDLE;
+ md->last_thinktime = tick;
+ md->next_walktime = tick+rand()%50+5000;
+ md->attackabletime = tick;
+ md->canmove_tick = tick;
+ md->last_linktime = tick;
+
+ for(i=0,c=tick-1000*3600*10;i<MAX_MOBSKILL;i++)
+ md->skilldelay[i] = c;
+ md->skillid=0;
+ md->skilllv=0;
+
+ if(md->lootitem == NULL && md->db->mode&MD_LOOTER)
+ md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
+
+ skill_clear_unitgroup(&md->bl);
+ skill_cleartimerskill(&md->bl);
+
+ clif_clearchar_area(&md->bl,0);
+ clif_spawnmob(md);
+
+ if (battle_config.show_mob_hp)
+ clif_charnameack(0, &md->bl);
+
+ return 0;
+}
+
+/*==========================================
+ * mob回復
+ *------------------------------------------
+ */
+int mob_heal(struct mob_data *md,int heal)
+{
+ int max_hp;
+
+ nullpo_retr(0, md);
+ max_hp = status_get_max_hp(&md->bl);
+
+ md->hp += heal;
+ if( max_hp < md->hp )
+ md->hp = max_hp;
+
+ if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS) { // guardian hp update [Valaris] (updated by [Skotlex])
+ if ((md->guardian_data->castle->guardian[md->guardian_data->number].hp = md->hp) <= 0)
+ {
+ guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
+ guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0);
+ }
+ } // end addition
+
+ if (battle_config.show_mob_hp)
+ clif_charnameack(0, &md->bl);
+
+ return 0;
+}
+
+
+/*==========================================
+ * Added by RoVeRT
+ *------------------------------------------
+ */
+int mob_warpslave_sub(struct block_list *bl,va_list ap)
+{
+ struct mob_data *md=(struct mob_data *)bl;
+ struct block_list *master;
+ int x,y,range,i=0;
+ master = va_arg(ap, struct block_list*);
+ range = va_arg(ap, int);
+
+ if(md->master_id!=master->id)
+ return 0;
+
+ do {
+ x = master->x - range/2 + rand()%range;
+ y = master->y - range/2 + rand()%range;
+ } while (map_getcell(master->m,x,y,CELL_CHKNOPASS) && i<25);
+
+ if (i == 100)
+ mob_warp(md, master->m, master->x, master->y,2);
+ else
+ mob_warp(md, master->m, x, y,2);
+
+ return 1;
+}
+
+/*==========================================
+ * Added by RoVeRT
+ * Warps slaves. Range is the area around the master that they can
+ * appear in randomly.
+ *------------------------------------------
+ */
+int mob_warpslave(struct block_list *bl, int range)
+{
+ if (range < 1)
+ range = 1; //Min range needed to avoid crashes and stuff. [Skotlex]
+
+ return map_foreachinmap(mob_warpslave_sub, bl->m, BL_MOB, bl, range);
+}
+
+/*==========================================
+ * mobワープ
+ *------------------------------------------
+ */
+int mob_warp(struct mob_data *md,int m,int x,int y,int type)
+{
+ int i=0,xs=0,ys=0,bx=x,by=y;
+ int tick = gettick();
+
+ nullpo_retr(0, md);
+
+ if( md->bl.prev==NULL )
+ return 0;
+
+ if( m<0 ) m=md->bl.m;
+
+ if(type >= 0) {
+ if(map[md->bl.m].flag.monster_noteleport)
+ return 0;
+ if(md->sc_count) { //Clear a few status changes (taken directly from pc_setpos). [Skotlex]
+ if(md->sc_data[SC_TRICKDEAD].timer != -1)
+ status_change_end(&md->bl, SC_TRICKDEAD, -1);
+ if(md->sc_data[SC_BLADESTOP].timer!=-1)
+ status_change_end(&md->bl,SC_BLADESTOP,-1);
+ if(md->sc_data && md->sc_data[SC_RUN].timer!=-1)
+ status_change_end(&md->bl,SC_RUN,-1);
+ if(md->sc_data[SC_DANCING].timer!=-1)
+ skill_stop_dancing(&md->bl);
+ if (md->sc_data[SC_DEVOTION].timer!=-1)
+ status_change_end(&md->bl,SC_DEVOTION,-1);
+ if (md->sc_data[SC_CLOSECONFINE].timer!=-1)
+ status_change_end(&md->bl,SC_CLOSECONFINE,-1);
+ if (md->sc_data[SC_CLOSECONFINE2].timer!=-1)
+ status_change_end(&md->bl,SC_CLOSECONFINE2,-1);
+ if (md->sc_data[SC_RUN].timer!=-1)
+ status_change_end(&md->bl,SC_RUN,-1);
+ }
+ clif_clearchar_area(&md->bl,type);
+ }
+ skill_unit_move(&md->bl,tick,4);
+ map_delblock(&md->bl);
+
+ if(bx>0 && by>0){ // 位置指定の場合周囲9セルを探索
+ xs=ys=9;
+ }
+
+ while( ( x<0 || y<0 || map_getcell(m,x,y,CELL_CHKNOPASS)) && (i++)<1000 ){
+ if( xs>0 && ys>0 && i<250 ){ // 指定位置付近の探索
+ x=bx+rand()%xs-xs/2;
+ y=by+rand()%ys-ys/2;
+ }else{ // 完全ランダム探索
+ x=rand()%(map[m].xs-2)+1;
+ y=rand()%(map[m].ys-2)+1;
+ }
+ }
+ md->dir=0;
+ if(i<1000){
+ md->bl.x=md->to_x=x;
+ md->bl.y=md->to_y=y;
+ md->bl.m=m;
+ }else {
+ m=md->bl.m;
+ if(battle_config.error_log==1)
+ ShowWarning("MOB %d warp failed, class = %d\n",md->bl.id,md->class_);
+ }
+
+ md->target_id=0; // タゲを解除する
+ md->state.targettype=NONE_ATTACKABLE;
+ md->attacked_id=0;
+ if (md->master_id)
+ md->master_dist = 0; //Assume mob warped to leader. [Skotlex]
+ md->state.skillstate=MSS_IDLE;
+ mob_changestate(md,MS_IDLE,0);
+
+ if(type>0 && i==1000) {
+ if(battle_config.battle_log)
+ ShowInfo("MOB %d warp to (%d,%d), class = %d\n",md->bl.id,x,y,md->class_);
+ }
+
+ map_addblock(&md->bl);
+ skill_unit_move(&md->bl,tick,1);
+ if(type>0)
+ {
+ clif_spawnmob(md);
+ mob_warpslave(&md->bl,AREA_SIZE);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * 画面内の取り巻きの数計算用(foreachinarea)
+ *------------------------------------------
+ */
+int mob_countslave_sub(struct block_list *bl,va_list ap)
+{
+ int id,*c;
+ struct mob_data *md;
+ id=va_arg(ap,int);
+
+ c=va_arg(ap,int *);
+ md = (struct mob_data *)bl;
+
+ if( md->master_id==id ) {
+ (*c)++;
+ return 1;
+ }
+ return 0;
+}
+
+/*==========================================
+ * 画面内の取り巻きの数計算
+ *------------------------------------------
+ */
+int mob_countslave(struct block_list *bl)
+{
+ int c=0;
+ map_foreachinmap(mob_countslave_sub, bl->m, BL_MOB,bl->id,&c);
+ return c;
+}
+/*==========================================
+ * Summons amount slaves contained in the value[5] array using round-robin. [adapted by Skotlex]
+ *------------------------------------------
+ */
+int mob_summonslave(struct mob_data *md2,int *value,int amount,int skill_id)
+{
+ struct mob_data *md;
+ int bx,by,m,count = 0,class_,k;
+
+ nullpo_retr(0, md2);
+ nullpo_retr(0, value);
+
+ bx=md2->bl.x;
+ by=md2->bl.y;
+ m=md2->bl.m;
+
+ if(mobdb_checkid(value[0]) == 0)
+ return 0;
+
+ while(count < 5 && mobdb_checkid(value[count])) count++;
+ if(count < 1) return 0;
+
+ for(k=0;k<amount;k++) {
+ int x=0,y=0,i=0;
+ class_ = value[k%count]; //Summon slaves in round-robin fashion. [Skotlex]
+
+ if (mobdb_checkid(class_) == 0)
+ continue;
+
+ md=(struct mob_data *)aCalloc(1,sizeof(struct mob_data));
+ if(mob_db(class_)->mode&MD_LOOTER)
+ md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
+
+ while((x<=0 || y<=0 || map_getcell(m,x,y,CELL_CHKNOPASS)) && (i++)<100){
+ x=rand()%9-4+bx;
+ y=rand()%9-4+by;
+ }
+ if(i>=100){
+ x=bx;
+ y=by;
+ }
+
+ mob_spawn_dataset(md,"--ja--",class_);
+ md->bl.m=m;
+ md->bl.x=x;
+ md->bl.y=y;
+
+ md->m =m;
+ md->x0=x;
+ md->y0=y;
+ md->xs=0;
+ md->ys=0;
+ if (battle_config.slaves_inherit_speed && (skill_id != NPC_METAMORPHOSIS && skill_id != NPC_TRANSFORMATION))
+ md->speed=md2->speed;
+ md->special_state.cached= battle_config.dynamic_mobs; //[Skotlex]
+ md->spawndelay1=-1; // 一度のみフラグ
+ md->spawndelay2=-1; // 一度のみフラグ
+
+ if (!battle_config.monster_class_change_full_recover &&
+ (skill_id == NPC_TRANSFORMATION || skill_id == NPC_METAMORPHOSIS))
+ { //Scale HP
+ md->hp = (md->max_hp*md2->hp)/md2->max_hp;
+ }
+
+ memset(md->npc_event,0,sizeof(md->npc_event));
+ md->bl.type=BL_MOB;
+ map_addiddb(&md->bl);
+ mob_spawn(md->bl.id);
+ clif_skill_nodamage(&md->bl,&md->bl,skill_id,amount,1);
+
+ if(skill_id == NPC_SUMMONSLAVE)
+ md->master_id=md2->bl.id;
+ }
+ return 0;
+}
+
+/*==========================================
+ *MOBskillから該当skillidのskillidxを返す
+ *------------------------------------------
+ */
+int mob_skillid2skillidx(int class_,int skillid)
+{
+ int i, max = mob_db(class_)->maxskill;
+ struct mob_skill *ms=mob_db(class_)->skill;
+
+ if(ms==NULL)
+ return -1;
+
+ for(i=0;i<max;i++){
+ if(ms[i].skill_id == skillid)
+ return i;
+ }
+ return -1;
+
+}
+
+//
+// MOBスキル
+//
+
+/*==========================================
+ * スキル使用(詠唱完了、ID指定)
+ *------------------------------------------
+ */
+int mobskill_castend_id( int tid, unsigned int tick, int id,int data )
+{
+ struct mob_data* md=NULL;
+ struct block_list *bl;
+ int inf;
+//Code cleanup. Insert any code that should be executed if the skill fails here.
+#define skill_failed(md) { md->skillid = md->skilllv = -1; }
+
+ if((md = (struct mob_data*)map_id2bl(id)) == NULL ) //詠唱したMobがもういないというのは良くある正常処理
+ return 0;
+
+ if( md->bl.type!=BL_MOB || md->bl.prev==NULL )
+ return 0;
+
+ if( md->skilltimer != tid ) {
+ if (battle_config.error_log)
+ ShowError("mobskill_castend_id: Timer mismatch %d!=%d\n", md->skilltimer, tid);
+ md->skilltimer = -1;
+ return 0;
+ }
+
+ md->skilltimer=-1;
+
+ if((bl = map_id2bl(md->skilltarget)) == NULL || bl->prev==NULL || md->bl.m != bl->m) {
+ skill_failed(md);
+ return 0;
+ }
+
+ if(md->skillid != NPC_EMOTION)
+ //Set afterskill delay.
+ md->last_thinktime=tick + (tid==-1?status_get_adelay(&md->bl):status_get_amotion(&md->bl));
+
+ if(md->skillid == RG_BACKSTAP) {
+ int dir = map_calc_dir(&md->bl,bl->x,bl->y),t_dir = status_get_dir(bl);
+ if(bl->type != BL_SKILL && (check_distance_bl(&md->bl, bl, 0) || map_check_dir(dir,t_dir))) {
+ skill_failed(md);
+ return 0;
+ }
+ }
+
+ inf = skill_get_inf(md->skillid);
+ if((inf&INF_ATTACK_SKILL ||
+ (inf&INF_SELF_SKILL && md->bl.id != bl->id && skill_get_nk(md->skillid) != NK_NO_DAMAGE))
+ && battle_check_target(&md->bl,bl, BCT_ENEMY)<=0 ) {
+ skill_failed(md);
+ return 0;
+ }
+
+ if(tid != -1)
+ {
+ if (md->skillid == -1 ||!status_check_skilluse(&md->bl, bl, md->skillid, 1)) {
+ skill_failed(md);
+ return 0;
+ }
+ if(!check_distance_bl(&md->bl, bl, skill_get_range2(&md->bl, md->skillid,md->skilllv) + battle_config.mob_skill_add_range)) {
+ skill_failed(md);
+ return 0;
+ }
+ }
+ md->skilldelay[md->skillidx]=tick;
+
+ if(battle_config.mob_skill_log)
+ ShowInfo("MOB skill castend skill=%d, class = %d\n",md->skillid,md->class_);
+// mob_stop_wShowInfo(md,0);
+
+ switch( skill_get_nk(md->skillid) )
+ {
+ case NK_NO_DAMAGE:// 支援系
+ skill_castend_nodamage_id(&md->bl,bl,md->skillid,md->skilllv,tick,0);
+ break;
+ // 攻撃系/吹き飛ばし系
+ case NK_SPLASH_DAMAGE:
+ default:
+ skill_castend_damage_id(&md->bl,bl,md->skillid,md->skilllv,tick,0);
+ break;
+ }
+
+ if (md->sc_count && md->sc_data[SC_MAGICPOWER].timer != -1 && md->skillid != HW_MAGICPOWER)
+ status_change_end(&md->bl, SC_MAGICPOWER, -1);
+
+ if (md->db->skill[md->skillidx].emotion >= 0)
+ clif_emotion(&md->bl, md->db->skill[md->skillidx].emotion);
+
+ //TODO: This value is used for the "afterskill" mob condition, what could one do to clean it other than
+ //to use a "previous skill" struct variable?
+ //md->skillid = md->skilllv = -1; //Clean up skill-data for battle_getcurrentskill references. [Skotlex]
+ return 0;
+}
+
+/*==========================================
+ * スキル使用(詠唱完了、場所指定)
+ *------------------------------------------
+ */
+int mobskill_castend_pos( int tid, unsigned int tick, int id,int data )
+{
+ struct mob_data* md=NULL;
+ int maxcount;
+
+//Code cleanup. Insert any code that should be executed if the skill fails here.
+#define skill_failed(md) { md->skillid = md->skilllv = -1; }
+
+ nullpo_retr(0, md=(struct mob_data *)map_id2bl(id));
+
+ if( md->bl.type!=BL_MOB || md->bl.prev==NULL )
+ return 0;
+
+ if( md->skilltimer != tid ) {
+ if (battle_config.error_log)
+ ShowError("mobskill_castend_pos: Timer mismatch %d!=%d\n", md->skilltimer, tid);
+ md->skilltimer = -1;
+ return 0;
+ }
+
+ md->skilltimer=-1;
+
+ if (tid != -1)
+ { //Avoid unnecessary checks for instant-cast skills. [Skotlex]
+ if (md->skillid == -1 || !status_check_skilluse(&md->bl, NULL, md->skillid, 1)) {
+ skill_failed(md);
+ return 0;
+ }
+ if(!check_distance_blxy(&md->bl, md->skillx, md->skilly, skill_get_range2(&md->bl, md->skillid,md->skilllv) + battle_config.mob_skill_add_range)) {
+ skill_failed(md);
+ return 0;
+ }
+ }
+
+ if (!battle_config.monster_skill_reiteration &&
+ skill_get_unit_flag (md->skillid) & UF_NOREITERATION &&
+ skill_check_unit_range (md->bl.m, md->skillx, md->skilly, md->skillid, md->skilllv)) {
+ skill_failed(md);
+ return 0;
+ }
+
+ if(battle_config.monster_skill_nofootset &&
+ skill_get_unit_flag (md->skillid) & UF_NOFOOTSET &&
+ skill_check_unit_range2(&md->bl, md->bl.m, md->skillx, md->skilly, md->skillid, md->skilllv)) {
+ skill_failed(md);
+ return 0;
+ }
+ if(battle_config.monster_land_skill_limit) {
+ maxcount = skill_get_maxcount(md->skillid);
+ if(maxcount > 0) {
+ int i,c;
+ for(i=c=0;i<MAX_MOBSKILLUNITGROUP;i++) {
+ if(md->skillunit[i].alive_count > 0 && md->skillunit[i].skill_id == md->skillid)
+ c++;
+ }
+ if(c >= maxcount) {
+ skill_failed(md);
+ return 0;
+ }
+ }
+ }
+
+ md->skilldelay[md->skillidx]=tick;
+
+ //Set afterskill delay.
+ md->last_thinktime=tick + (tid==-1?status_get_adelay(&md->bl):status_get_amotion(&md->bl));
+
+ if(battle_config.mob_skill_log)
+ ShowInfo("MOB skill castend skill=%d, class = %d\n",md->skillid,md->class_);
+// mob_stop_walking(md,0);
+
+ skill_castend_pos2(&md->bl,md->skillx,md->skilly,md->skillid,md->skilllv,tick,0);
+
+ if (md->db->skill[md->skillidx].emotion >= 0)
+ clif_emotion(&md->bl, md->db->skill[md->skillidx].emotion);
+
+ //TODO: This value is used for the "afterskill" mob condition, what could one do to clean it other than
+ //to use a "previous skill" struct variable?
+ //md->skillid = md->skilllv = -1; //Clean up skill data for future references to battle_getcurrentskill [Skotlex]
+ return 0;
+}
+
+/*==========================================
+ * Skill use (an aria start, ID specification)
+ *------------------------------------------
+ */
+int mobskill_use_id(struct mob_data *md,struct block_list *target,int skill_idx)
+{
+ int casttime;
+ struct mob_skill *ms;
+ int skill_id, skill_lv, forcecast = 0;
+ int selfdestruct_flag = 0;
+
+ nullpo_retr(0, md);
+ nullpo_retr(0, ms=&md->db->skill[skill_idx]);
+
+ if( target==NULL && (target=map_id2bl(md->target_id))==NULL )
+ return 0;
+
+ if( target->prev==NULL || md->bl.prev==NULL )
+ return 0;
+
+ skill_id=ms->skill_id;
+ skill_lv=ms->skill_lv;
+
+ if(map_flag_gvg(md->bl.m) && skill_db[skill_id].nocast & 4)
+ return 0;
+ if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF && md->bl.id == target->id)
+ return 0;
+
+ if(!status_check_skilluse(&md->bl, target, skill_id, 0))
+ return 0;
+
+ if(md->sc_data && md->sc_data[SC_WINKCHARM].timer != -1 && target->type == BL_PC) {
+ clif_emotion(&md->bl, 3);
+ return 0;
+ }
+
+ // 射程と障害物チェック
+ if(!battle_check_range(&md->bl,target,skill_get_range2(&md->bl,skill_id,skill_lv)))
+ return 0;
+
+// delay=skill_delayfix(&md->bl, skill_id, skill_lv, 0);
+
+ casttime=skill_castfix(&md->bl, skill_id, skill_lv, ms->casttime);
+ md->state.skillcastcancel=ms->cancel;
+ md->skilldelay[skill_idx]=gettick();
+
+ switch(skill_id){ /* 何か特殊な処理が必要 */
+ case ALL_RESURRECTION: /* リザレクション */
+ if(target->type != BL_PC && battle_check_undead(status_get_race(target),status_get_elem_type(target))){ /* 敵がアンデッドなら */
+ forcecast=1; /* ターンアンデットと同じ詠唱時間 */
+ casttime=skill_castfix(&md->bl, PR_TURNUNDEAD,skill_lv, 0);
+ }
+ break;
+ case MO_EXTREMITYFIST: /*阿修羅覇鳳拳*/
+ case SA_MAGICROD:
+ case SA_SPELLBREAKER:
+ forcecast=1;
+ break;
+ case NPC_SUMMONSLAVE:
+ case NPC_SUMMONMONSTER:
+ if(md->master_id!=0)
+ return 0;
+ break;
+ case NPC_SELFDESTRUCTION:
+ if (casttime == 0 && md->special_state.ai == 2) {
+ casttime = skill_get_time(skill_id,skill_lv);
+ selfdestruct_flag = 1;
+ }
+ break;
+ }
+
+ if(battle_config.mob_skill_log)
+ ShowInfo("MOB skill use target_id=%d skill=%d lv=%d cast=%d, class = %d\n",target->id,skill_id,skill_lv,casttime,md->class_);
+
+ if (casttime || forcecast) { // 詠唱が必要
+ if (!selfdestruct_flag)
+ mob_stop_walking(md,1); // 歩行停止
+ clif_skillcasting(&md->bl, md->bl.id, target->id, 0,0, skill_id, casttime);
+ }
+
+ if (casttime <= 0) // 詠唱の無いものはキャンセルされない
+ md->state.skillcastcancel = 0;
+
+ md->skilltarget = target->id;
+ md->skillx = 0;
+ md->skilly = 0;
+ md->skillid = skill_id;
+ md->skilllv = skill_lv;
+ md->skillidx = skill_idx;
+
+ if(!(battle_config.monster_cloak_check_type&2) && md->sc_data[SC_CLOAKING].timer != -1 && md->skillid != AS_CLOAKING)
+ status_change_end(&md->bl,SC_CLOAKING,-1);
+
+ if( casttime>0 ){
+ md->skilltimer =
+ add_timer( gettick()+casttime, mobskill_castend_id, md->bl.id, 0 );
+ }else{
+ md->skilltimer = -1;
+ mobskill_castend_id(md->skilltimer,gettick(),md->bl.id, 0);
+ }
+
+ return 1;
+}
+/*==========================================
+ * スキル使用(場所指定)
+ *------------------------------------------
+ */
+int mobskill_use_pos( struct mob_data *md,
+ int skill_x, int skill_y, int skill_idx)
+{
+ int casttime=0;
+ struct mob_skill *ms;
+ struct block_list bl;
+ int skill_id, skill_lv;
+
+ nullpo_retr(0, md);
+ nullpo_retr(0, ms=&md->db->skill[skill_idx]);
+
+ if( md->bl.prev==NULL )
+ return 0;
+
+ skill_id=ms->skill_id;
+ skill_lv=ms->skill_lv;
+
+ if(map_flag_gvg(md->bl.m) && skill_db[skill_id].nocast & 4)
+ return 0;
+ if(!status_check_skilluse(&md->bl, NULL, skill_id, 0))
+ return 0;
+
+ // 射程と障害物チェック
+ bl.type = BL_NUL;
+ bl.m = md->bl.m;
+ bl.x = skill_x;
+ bl.y = skill_y;
+ if(!battle_check_range(&md->bl,&bl,skill_get_range2(&md->bl,skill_id,skill_lv)))
+ return 0;
+
+// delay=skill_delayfix(&md->bl, skill_id, skill_lv, 0);
+ casttime=skill_castfix(&md->bl,skill_id, skill_lv, ms->casttime);
+ md->skilldelay[skill_idx]=gettick();
+ md->state.skillcastcancel=ms->cancel;
+
+ if(battle_config.mob_skill_log)
+ ShowInfo("MOB skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d, class = %d\n",
+ skill_x,skill_y,skill_id,skill_lv,casttime,md->class_);
+
+ if( casttime>0 ) { // A cast time is required.
+ mob_stop_walking(md,1); // 歩行停止
+ clif_skillcasting( &md->bl,
+ md->bl.id, 0, skill_x,skill_y, skill_id,casttime);
+ }
+
+ if( casttime<=0 ) // A skill without a cast time wont be cancelled.
+ md->state.skillcastcancel=0;
+
+
+ md->skillx = skill_x;
+ md->skilly = skill_y;
+ md->skilltarget = 0;
+ md->skillid = skill_id;
+ md->skilllv = skill_lv;
+ md->skillidx = skill_idx;
+ if(!(battle_config.monster_cloak_check_type&2) && md->sc_data[SC_CLOAKING].timer != -1)
+ status_change_end(&md->bl,SC_CLOAKING,-1);
+ if( casttime>0 ){
+ md->skilltimer =
+ add_timer( gettick()+casttime, mobskill_castend_pos, md->bl.id, 0 );
+ }else{
+ md->skilltimer = -1;
+ mobskill_castend_pos(md->skilltimer,gettick(),md->bl.id, 0);
+ }
+
+ return 1;
+}
+
+
+/*==========================================
+ * Friendly Mob whose HP is decreasing by a nearby MOB is looked for.
+ *------------------------------------------
+ */
+int mob_getfriendhpltmaxrate_sub(struct block_list *bl,va_list ap)
+{
+ int rate;
+ struct block_list **fr;
+ struct mob_data *md;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, md=va_arg(ap,struct mob_data *));
+ rate=va_arg(ap,int);
+ fr=va_arg(ap,struct block_list **);
+
+ if( md->bl.id == bl->id )
+ return 0;
+
+ if ((*fr) != NULL) //A friend was already found.
+ return 0;
+
+ if (battle_check_target(&md->bl,bl,BCT_ENEMY)>0)
+ return 0;
+
+ if (status_get_hp(bl) < status_get_max_hp(bl) * rate / 100)
+ (*fr) = bl;
+ return 0;
+}
+struct block_list *mob_getfriendhpltmaxrate(struct mob_data *md,int rate)
+{
+ struct block_list *fr=NULL;
+ const int r=8;
+ int type = BL_MOB;
+
+ nullpo_retr(NULL, md);
+
+ if (md->special_state.ai) //Summoned creatures. [Skotlex]
+ type = BL_PC;
+
+ map_foreachinarea(mob_getfriendhpltmaxrate_sub, md->bl.m,
+ md->bl.x-r ,md->bl.y-r, md->bl.x+r, md->bl.y+r,
+ type,md,rate,&fr);
+ return fr;
+}
+/*==========================================
+ * Check hp rate of its master
+ *------------------------------------------
+ */
+struct block_list *mob_getmasterhpltmaxrate(struct mob_data *md,int rate)
+{
+ if (md && md->master_id > 0) {
+ struct block_list *bl = map_id2bl(md->master_id);
+ if (status_get_hp(bl) < status_get_max_hp(bl) * rate / 100)
+ return bl;
+ }
+
+ return NULL;
+}
+/*==========================================
+ * What a status state suits by nearby MOB is looked for.
+ *------------------------------------------
+ */
+int mob_getfriendstatus_sub(struct block_list *bl,va_list ap)
+{
+ int cond1,cond2;
+ struct mob_data **fr, *md, *mmd;
+ int flag=0;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, md=(struct mob_data *)bl);
+ nullpo_retr(0, mmd=va_arg(ap,struct mob_data *));
+
+ if( mmd->bl.id == bl->id )
+ return 0;
+ if (battle_check_target(&mmd->bl,bl,BCT_ENEMY)>0)
+ return 0;
+ cond1=va_arg(ap,int);
+ cond2=va_arg(ap,int);
+ fr=va_arg(ap,struct mob_data **);
+ if( cond2==-1 ){
+ int j;
+ for(j=SC_COMMON_MIN;j<=SC_COMMON_MAX && !flag;j++){
+ if ((flag=(md->sc_data[j].timer!=-1))) //Once an effect was found, break out. [Skotlex]
+ break;
+ }
+ }else
+ flag=( md->sc_data[cond2].timer!=-1 );
+ if( flag^( cond1==MSC_FRIENDSTATUSOFF ) )
+ (*fr)=md;
+
+ return 0;
+}
+struct mob_data *mob_getfriendstatus(struct mob_data *md,int cond1,int cond2)
+{
+ struct mob_data *fr=NULL;
+ const int r=8;
+
+ nullpo_retr(0, md);
+
+ map_foreachinarea(mob_getfriendstatus_sub, md->bl.m,
+ md->bl.x-r ,md->bl.y-r, md->bl.x+r, md->bl.y+r,
+ BL_MOB,md,cond1,cond2,&fr);
+ return fr;
+}
+
+/*==========================================
+ * Skill use judging
+ *------------------------------------------
+ */
+int mobskill_use(struct mob_data *md, unsigned int tick, int event)
+{
+ struct mob_skill *ms;
+ struct block_list *fbl = NULL; //Friend bl, which can either be a BL_PC or BL_MOB depending on the situation. [Skotlex]
+ struct mob_data *fmd = NULL;
+ int i;
+
+ nullpo_retr (0, md);
+ nullpo_retr (0, ms = md->db->skill);
+
+ if (battle_config.mob_skill_rate == 0 || md->skilltimer != -1)
+ return 0;
+
+ for (i = 0; i < md->db->maxskill; i++) {
+ int c2 = ms[i].cond2, flag = 0;
+
+ // ディレイ中
+ if (DIFF_TICK(tick, md->skilldelay[i]) < ms[i].delay)
+ continue;
+
+ // 状態判定
+ if (ms[i].state >= 0 && ms[i].state != md->state.skillstate)
+ continue;
+
+ if (rand() % 10000 > ms[i].permillage) //Lupus (max value = 10000)
+ continue;
+
+ // 条件判定
+ flag = (event == ms[i].cond1);
+ //Avoid entering on defined events to avoid "hyper-active skill use" due to the overflow of calls to this function
+ //in battle. The only exception is MSC_SKILLUSED which explicitly uses the event value to trigger. [Skotlex]
+ if (!flag && (event == -1 || event == MSC_SKILLUSED)){
+ switch (ms[i].cond1)
+ {
+ case MSC_ALWAYS:
+ flag = 1; break;
+ case MSC_MYHPLTMAXRATE: // HP< maxhp%
+ {
+ int max_hp = status_get_max_hp(&md->bl);
+ flag = (md->hp < max_hp * c2 / 100); break;
+ }
+ case MSC_MYSTATUSON: // status[num] on
+ case MSC_MYSTATUSOFF: // status[num] off
+ if (!md->sc_data) {
+ flag = 0;
+ } else if (ms[i].cond2 == -1) {
+ int j;
+ for (j = SC_COMMON_MIN; j <= SC_COMMON_MAX; j++)
+ if ((flag = (md->sc_data[j].timer != -1)) != 0)
+ break;
+ } else {
+ flag = (md->sc_data[ms[i].cond2].timer != -1);
+ }
+ flag ^= (ms[i].cond1 == MSC_MYSTATUSOFF); break;
+ case MSC_FRIENDHPLTMAXRATE: // friend HP < maxhp%
+ flag = ((fbl = mob_getfriendhpltmaxrate(md, ms[i].cond2)) != 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 = (battle_counttargeted(&md->bl, NULL, 0) > c2); break;
+ case MSC_SLAVELE: // slave <= num
+ flag = (mob_countslave(&md->bl) <= c2 ); break;
+ case MSC_ATTACKPCGE: // attack pc >= num
+ flag = (battle_counttargeted(&md->bl, NULL, 0) >= c2); break;
+ case MSC_AFTERSKILL:
+ flag = (md->skillid == c2); break;
+ case MSC_SKILLUSED: // specificated skill used
+ flag = ((event & 0xffff) == MSC_SKILLUSED && ((event >> 16) == c2 || c2 == 0)); break;
+ case MSC_RUDEATTACKED:
+ flag = (!md->attacked_id && md->attacked_count > 0);
+ if (flag) md->attacked_count = 0; //Rude attacked count should be reset after the skill condition is met. Thanks to Komurka [Skotlex]
+ break;
+ case MSC_MASTERHPLTMAXRATE:
+ flag = ((fbl = mob_getmasterhpltmaxrate(md, ms[i].cond2)) != NULL); break;
+ case MSC_MASTERATTACKED:
+ flag = (md->master_id > 0 && battle_counttargeted(map_id2bl(md->master_id), NULL, 0) > 0); break;
+ case MSC_ALCHEMIST:
+ flag = (md->state.alchemist);
+ break;
+ }
+ }
+
+ if (!flag)
+ continue; //Skill requisite failed to be fulfilled.
+
+ //Execute skill
+ if (skill_get_inf(ms[i].skill_id) & INF_GROUND_SKILL) {
+ // 場所指定
+ struct block_list *bl = NULL;
+ int x = 0, y = 0;
+ if (ms[i].target <= MST_AROUND) {
+ switch (ms[i].target) {
+ case MST_TARGET:
+ case MST_AROUND5:
+ case MST_AROUND6:
+ case MST_AROUND7:
+ case MST_AROUND8:
+ bl = map_id2bl(md->target_id);
+ break;
+ case MST_MASTER:
+ bl = &md->bl;
+ if (md->master_id)
+ bl = map_id2bl(md->master_id);
+ if (bl) //Otherwise, fall through.
+ break;
+ case MST_FRIEND:
+ if (fbl)
+ {
+ bl = fbl;
+ break;
+ } else if (fmd) {
+ bl= &fmd->bl;
+ break;
+ } // else fall through
+ default:
+ bl = &md->bl;
+ break;
+ }
+ if (bl != NULL) {
+ x = bl->x; y=bl->y;
+ }
+ }
+ if (x <= 0 || y <= 0)
+ continue;
+ // 自分の周囲
+ if (ms[i].target >= MST_AROUND1) {
+ int bx = x, by = y, i = 0, m = bl->m, r = (ms[i].target-MST_AROUND1) +1;
+ do {
+ bx = x + rand() % (r*2+1) - r;
+ by = y + rand() % (r*2+1) - r;
+ } while (map_getcell(m, bx, by, CELL_CHKNOPASS) && (i++) < 1000);
+ if (i < 1000){
+ x = bx; y = by;
+ }
+ }
+ // 相手の周囲
+ if (ms[i].target >= MST_AROUND5) {
+ int bx = x, by = y, i = 0, m = bl->m, r = (ms[i].target-MST_AROUND5) + 1;
+ do {
+ bx = x + rand() % (r*2+1) - r;
+ by = y + rand() % (r*2+1) - r;
+ } while (map_getcell(m, bx, by, CELL_CHKNOPASS) && (i++) < 1000);
+ if (i < 1000){
+ x = bx; y = by;
+ }
+ }
+ if (!mobskill_use_pos(md, x, y, i))
+ return 0;
+ } else {
+ // ID指定
+ if (ms[i].target <= MST_MASTER) {
+ struct block_list *bl;
+ switch (ms[i].target) {
+ case MST_TARGET:
+ bl = map_id2bl(md->target_id);
+ break;
+ case MST_MASTER:
+ bl = &md->bl;
+ if (md->master_id)
+ bl = map_id2bl(md->master_id);
+ if (bl) //Otherwise, fall through.
+ break;
+ case MST_FRIEND:
+ if (fbl) {
+ bl = fbl;
+ break;
+ } else if (fmd) {
+ bl = &fmd->bl;
+ break;
+ } // else fall through
+ default:
+ bl = &md->bl;
+ break;
+ }
+ if (bl && !mobskill_use_id(md, bl, i))
+ return 0;
+ }
+ }
+ return 1;
+ }
+
+ return 0;
+}
+/*==========================================
+ * Skill use event processing
+ *------------------------------------------
+ */
+int mobskill_event(struct mob_data *md, int flag)
+{
+ int tick = gettick();
+ nullpo_retr(0, md);
+
+ if (flag == -1 && mobskill_use(md, tick, MSC_CASTTARGETED))
+ return 1;
+ if ((flag & BF_SHORT) && mobskill_use(md, tick, MSC_CLOSEDATTACKED))
+ return 1;
+ if ((flag & BF_LONG) && mobskill_use(md, tick, MSC_LONGRANGEATTACKED))
+ return 1;
+ return 0;
+}
+
+/*==========================================
+ * スキル用タイマー削除
+ *------------------------------------------
+ */
+int mobskill_deltimer(struct mob_data *md )
+{
+ nullpo_retr(0, md);
+
+ if( md->skilltimer!=-1 ){
+ if( skill_get_inf( md->skillid )& INF_GROUND_SKILL )
+ delete_timer( md->skilltimer, mobskill_castend_pos );
+ else
+ delete_timer( md->skilltimer, mobskill_castend_id );
+ md->skilltimer=-1;
+ }
+ return 0;
+}
+
+// Player cloned mobs. [Valaris]
+int mob_is_clone(int class_)
+{
+ if(class_ >= MOB_CLONE_START && class_ <= MOB_CLONE_END)
+ return 1;
+
+ return 0;
+}
+
+//Flag values:
+//&1: Set special ai (fight mobs, not players)
+//If mode is not passed, a default aggressive mode is used.
+//If master_id is passed, clone is attached to him.
+//Returns: ID of newly crafted copy.
+int mob_clone_spawn(struct map_session_data *sd, char *map, int x, int y, const char *event, int master_id, int mode, int flag, unsigned int duration)
+{
+ int class_;
+ int i,j,inf,skill_id;
+ struct mob_skill *ms;
+
+ nullpo_retr(0, sd);
+
+ for(class_=MOB_CLONE_START; class_<MOB_CLONE_END; class_++){
+ if(mob_db_data[class_]==NULL)
+ break;
+ }
+
+ if(class_>MOB_CLONE_END)
+ return 0;
+
+ mob_db_data[class_]=(struct mob_db*)aCalloc(1, sizeof(struct mob_db));
+ mob_db_data[class_]->view_class=sd->status.class_;
+ sprintf(mob_db_data[class_]->name,sd->status.name);
+ sprintf(mob_db_data[class_]->jname,sd->status.name);
+ mob_db_data[class_]->lv=status_get_lv(&sd->bl);
+ mob_db_data[class_]->max_hp=status_get_max_hp(&sd->bl);
+ mob_db_data[class_]->max_sp=0;
+ mob_db_data[class_]->base_exp=1;
+ mob_db_data[class_]->job_exp=1;
+ mob_db_data[class_]->range=status_get_range(&sd->bl);
+ mob_db_data[class_]->atk1=status_get_batk(&sd->bl); //Base attack as minimum damage.
+ mob_db_data[class_]->atk2=mob_db_data[class_]->atk1 + status_get_atk(&sd->bl)+status_get_atk2(&sd->bl); //batk + weapon dmg
+ mob_db_data[class_]->def=status_get_def(&sd->bl);
+ mob_db_data[class_]->mdef=status_get_mdef(&sd->bl);
+ mob_db_data[class_]->str=status_get_str(&sd->bl);
+ mob_db_data[class_]->agi=status_get_agi(&sd->bl);
+ mob_db_data[class_]->vit=status_get_vit(&sd->bl);
+ mob_db_data[class_]->int_=status_get_int(&sd->bl);
+ mob_db_data[class_]->dex=status_get_dex(&sd->bl);
+ mob_db_data[class_]->luk=status_get_luk(&sd->bl);
+ mob_db_data[class_]->range2=AREA_SIZE*2/3; //Chase area of 2/3rds of a screen.
+ mob_db_data[class_]->range3=AREA_SIZE; //Let them have the same view-range as players.
+ mob_db_data[class_]->size=status_get_size(&sd->bl);
+ mob_db_data[class_]->race=status_get_race(&sd->bl);
+ mob_db_data[class_]->element=status_get_element(&sd->bl);
+ mob_db_data[class_]->mode=mode?mode:(MD_AGGRESSIVE|MD_ASSIST|MD_CANATTACK|MD_CANMOVE);
+ mob_db_data[class_]->speed=status_get_speed(&sd->bl);
+ mob_db_data[class_]->adelay=status_get_adelay(&sd->bl);
+ mob_db_data[class_]->amotion=status_get_amotion(&sd->bl);
+ mob_db_data[class_]->dmotion=status_get_dmotion(&sd->bl);
+ mob_db_data[class_]->sex=sd->status.sex;
+ mob_db_data[class_]->hair=sd->status.hair;
+ mob_db_data[class_]->hair_color=sd->status.hair_color;
+#if PACKETVER < 4
+ mob_db_data[class_]->weapon = sd->status.weapon;
+ mob_db_data[class_]->shield = sd->status.shield;
+#else
+ if (sd->equip_index[9] >= 0 && sd->inventory_data[sd->equip_index[9]] && sd->view_class != JOB_WEDDING && sd->view_class != JOB_XMAS) {
+ if (sd->inventory_data[sd->equip_index[9]]->view_id > 0)
+ mob_db_data[class_]->weapon=sd->inventory_data[sd->equip_index[9]]->view_id;
+ else
+ mob_db_data[class_]->weapon=sd->status.inventory[sd->equip_index[9]].nameid;
+ } else
+ mob_db_data[class_]->shield=0;
+ if (sd->equip_index[8] >= 0 && sd->equip_index[8] != sd->equip_index[9] && sd->inventory_data[sd->equip_index[8]] && sd->view_class != JOB_WEDDING && sd->view_class != JOB_XMAS) {
+ if (sd->inventory_data[sd->equip_index[8]]->view_id > 0)
+ mob_db_data[class_]->shield=sd->inventory_data[sd->equip_index[8]]->view_id;
+ else
+ mob_db_data[class_]->shield=sd->status.inventory[sd->equip_index[8]].nameid;
+ } else
+ mob_db_data[class_]->shield=0;
+#endif
+ mob_db_data[class_]->head_top=sd->status.head_top;
+ mob_db_data[class_]->head_mid=sd->status.head_mid;
+ mob_db_data[class_]->head_buttom=sd->status.head_bottom;
+ mob_db_data[class_]->option=sd->status.option;
+ mob_db_data[class_]->clothes_color=sd->status.clothes_color;
+
+ //Skill copy [Skotlex]
+ ms = &mob_db_data[class_]->skill[0];
+ //Go Backwards to give better priority to advanced skills.
+ for (i=0,j = MAX_SKILL_TREE-1;j>=0 && i< MAX_MOBSKILL ;j--) {
+ skill_id = skill_tree[sd->status.class_][j].id;
+ if (!skill_id || sd->status.skill[skill_id].lv < 1 || (skill_get_inf2(skill_id)&(INF2_WEDDING_SKILL|INF2_GUILD_SKILL)))
+ continue;
+ memset (&ms[i], 0, sizeof(struct mob_skill));
+ ms[i].skill_id = skill_id;
+ ms[i].skill_lv = sd->status.skill[skill_id].lv;
+ ms[i].state = -1;
+ ms[i].permillage = 500; //Default chance for moving/idle skills.
+ ms[i].emotion = -1;
+ ms[i].cancel = 0;
+ ms[i].delay = 5000+skill_delayfix(&sd->bl,skill_id, ms[i].skill_lv, 0);
+ ms[i].casttime = skill_castfix(&sd->bl,skill_id, ms[i].skill_lv, 0);
+
+ 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_RUSH;
+ } else {
+ ms[i].state = MSS_BERSERK;
+ ms[i].permillage = 2500;
+ }
+ } else if(inf&INF_GROUND_SKILL) {
+ //Normal aggressive mob, disable skills that cannot help them fight
+ //against players (those with flags UF_NOMOB and UF_NOPC are specific
+ //to always aid players!) [Skotlex]
+ if (!(flag&1) && skill_get_unit_flag(skill_id)&(UF_NOMOB|UF_NOPC))
+ continue;
+ ms[i].permillage = 1000;
+ 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].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_nk(skill_id) != NK_NO_DAMAGE) { //Offensive skill
+ ms[i].target = MST_TARGET;
+ ms[i].state = MSS_BERSERK;
+ } else //Self skill
+ ms[i].target = MST_SELF;
+ ms[i].cond1 = MSC_MYHPLTMAXRATE;
+ ms[i].cond2 = 90;
+ ms[i].permillage = 2000;
+ //Delay: Remove the stock 5 secs and add half of the support time.
+ ms[i].delay += -5000 +(skill_get_time(skill_id, ms[i].skill_lv) + skill_get_time2(skill_id, ms[i].skill_lv))/2;
+ if (ms[i].delay < 5000)
+ ms[i].delay = 5000; //With a minimum of 5 secs.
+ } else if (inf&INF_SUPPORT_SKILL) {
+ ms[i].target = MST_FRIEND;
+ ms[i].cond1 = MSC_FRIENDHPLTMAXRATE;
+ ms[i].cond2 = 90;
+ if (skill_id == AL_HEAL)
+ ms[i].permillage = 5000; //Higher skill rate usage for heal.
+ else if (skill_id == ALL_RESURRECTION)
+ ms[i].cond2 = 1;
+ //Delay: Remove the stock 5 secs and add half of the support time.
+ ms[i].delay += -5000 +(skill_get_time(skill_id, ms[i].skill_lv) + skill_get_time2(skill_id, ms[i].skill_lv))/2;
+ if (ms[i].delay < 2000)
+ ms[i].delay = 2000; //With a minimum of 2 secs.
+
+ if (i+1 < MAX_MOBSKILL) { //duplicate this so it also triggers on self.
+ memcpy(&ms[i+1], &ms[i], sizeof(struct mob_skill));
+ mob_db_data[class_]->maxskill = ++i;
+ ms[i].target = MST_SELF;
+ ms[i].cond1 = MSC_MYHPLTMAXRATE;
+ }
+ } else {
+ switch (skill_id) { //Certain Special skills that are passive, and thus, never triggered.
+ case MO_TRIPLEATTACK:
+ case TF_DOUBLE:
+ ms[i].state = MSS_BERSERK;
+ ms[i].target = MST_TARGET;
+ ms[i].cond1 = MSC_ALWAYS;
+ ms[i].permillage = skill_id==TF_DOUBLE?(ms[i].skill_lv*500):(3000-ms[i].skill_lv*100);
+ ms[i].delay -= 5000; //Remove the added delay as these could trigger on "all hits".
+ break;
+ default: //Untreated Skill
+ continue;
+ }
+ }
+ if (battle_config.mob_skill_rate!= 100)
+ ms[i].permillage = ms[i].permillage*battle_config.mob_skill_rate/100;
+ if (battle_config.mob_skill_delay != 100)
+ ms[i].delay = ms[i].delay*battle_config.mob_skill_delay/100;
+
+ mob_db_data[class_]->maxskill = ++i;
+ }
+ //Finally, spawn it.
+ i = mob_once_spawn(sd,(char*)map,x,y,"--en--",class_,1,event);
+ if ((master_id || flag || duration) && i) { //Further manipulate crafted char.
+ struct mob_data* md = (struct mob_data*)map_id2bl(i);
+ if (md && md->bl.type == BL_MOB) {
+ if (flag&1) //Friendly Character
+ md->special_state.ai = 1;
+ if (master_id) //Attach to Master
+ md->master_id = master_id;
+ if (duration) //Auto Delete after a while.
+ md->deletetimer = add_timer (gettick() + duration, mob_timer_delete, i, 0);
+ }
+#if 0
+ //I am playing with this for packet-research purposes, enable it if you want, but don't remove it :X [Skotlex]
+ //Guardian data
+ if (sd->status.guild_id) {
+ struct guild* g = guild_search(sd->status.guild_id);
+ md->guardian_data = aCalloc(1, sizeof(struct guardian_data));
+ md->guardian_data->castle = NULL;
+ md->guardian_data->number = MAX_GUARDIANS;
+ md->guardian_data->guild_id = sd->status.guild_id;
+ if (g)
+ {
+ md->guardian_data->emblem_id = g->emblem_id;
+ memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
+ }
+ }
+#endif
+ }
+
+ return i;
+}
+
+int mob_clone_delete(int class_)
+{
+ int i;
+ for(i=MOB_CLONE_START; i<MOB_CLONE_END; i++){
+ if(i==class_ && mob_db_data[i]!=NULL){
+ aFree(mob_db_data[i]);
+ mob_db_data[i]=NULL;
+ break;
+ }
+ }
+ return 0;
+}
+
+//
+// 初期化
+//
+/*==========================================
+ * Since un-setting [ mob ] up was used, it is an initial provisional value setup.
+ *------------------------------------------
+ */
+static int mob_makedummymobdb(int class_)
+{
+ if (mob_dummy != NULL)
+ {
+ if (mob_db(class_) == mob_dummy)
+ return 1; //Using the mob_dummy data already. [Skotlex]
+ if (class_ > 0 && class_ <= MAX_MOB_DB)
+ { //Remove the mob data so that it uses the dummy data instead.
+ aFree(mob_db_data[class_]);
+ mob_db_data[class_] = NULL;
+ }
+ return 0;
+ }
+ //Initialize dummy data.
+ mob_dummy = (struct mob_db*)aCalloc(1, sizeof(struct mob_db)); //Initializing the dummy mob.
+ sprintf(mob_dummy->name,"DUMMY");
+ sprintf(mob_dummy->jname,"Dummy");
+ mob_dummy->lv=1;
+ mob_dummy->max_hp=1000;
+ mob_dummy->max_sp=1;
+ mob_dummy->base_exp=2;
+ mob_dummy->job_exp=1;
+ mob_dummy->range=1;
+ mob_dummy->atk1=7;
+ mob_dummy->atk2=10;
+ mob_dummy->def=0;
+ mob_dummy->mdef=0;
+ mob_dummy->str=1;
+ mob_dummy->agi=1;
+ mob_dummy->vit=1;
+ mob_dummy->int_=1;
+ mob_dummy->dex=6;
+ mob_dummy->luk=2;
+ mob_dummy->range2=10;
+ mob_dummy->range3=10;
+ mob_dummy->race=0;
+ mob_dummy->element=0;
+ mob_dummy->mode=0;
+ mob_dummy->speed=300;
+ mob_dummy->adelay=1000;
+ mob_dummy->amotion=500;
+ mob_dummy->dmotion=500;
+ return 0;
+}
+
+//Adjusts the drop rate of item according to the criteria given. [Skotlex]
+static int mob_drop_adjust(int rate, int rate_adjust, int rate_min, int rate_max)
+{
+ if (battle_config.logarithmic_drops && rate_adjust > 0) //Logarithmic drops equation by Ishizu-Chan
+ //Equation: Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5))
+ //x is the normal Droprate, y is the Modificator.
+ rate = (int)(rate * pow((5.0 - log10(rate)), (log(rate_adjust/100.) / log(5.0))) + 0.5);
+ else //Classical linear rate adjustment.
+ rate = rate*rate_adjust/100;
+ return (rate>rate_max)?rate_max:((rate<rate_min)?rate_min:rate);
+}
+/*==========================================
+ * mob_db.txt reading
+ *------------------------------------------
+ */
+static int mob_readdb(void)
+{
+ FILE *fp;
+ char line[1024];
+ char *filename[]={ "mob_db.txt","mob_db2.txt" };
+ int class_, i, fi;
+
+ for(fi=0;fi<2;fi++){
+ sprintf(line, "%s/%s", db_path, filename[fi]);
+ fp=fopen(line,"r");
+ if(fp==NULL){
+ if(fi>0)
+ continue;
+ return -1;
+ }
+ while(fgets(line,1020,fp)){
+ double exp, maxhp;
+ char *str[60], *p, *np; // 55->60 Lupus
+
+ if(line[0] == '/' && line[1] == '/')
+ continue;
+
+ for(i=0,p=line;i<60;i++){
+ if((np=strchr(p,','))!=NULL){
+ str[i]=p;
+ *np=0;
+ p=np+1;
+ } else
+ str[i]=p;
+ }
+
+ class_ = atoi(str[0]);
+ if (class_ == 0)
+ continue; //Leave blank lines alone... [Skotlex]
+
+ if (class_ <= 1000 || class_ > MAX_MOB_DB)
+ {
+ ShowWarning("Mob with ID: %d not loaded. ID must be in range [%d-%d]\n", class_, 1000, MAX_MOB_DB);
+ continue;
+ } else if (pcdb_checkid(class_))
+ {
+ ShowWarning("Mob with ID: %d not loaded. That ID is reserved for player classes.\n");
+ continue;
+ }
+ if (mob_db_data[class_] == NULL)
+ mob_db_data[class_] = aCalloc(1, sizeof (struct mob_data));
+
+ mob_db_data[class_]->view_class = class_;
+ memcpy(mob_db_data[class_]->name, str[1], NAME_LENGTH-1);
+ memcpy(mob_db_data[class_]->jname, str[2], NAME_LENGTH-1);
+ mob_db_data[class_]->lv = atoi(str[3]);
+ mob_db_data[class_]->max_hp = atoi(str[4]);
+ mob_db_data[class_]->max_sp = atoi(str[5]);
+
+ exp = (double)atoi(str[6]) * (double)battle_config.base_exp_rate / 100.;
+ if (exp < 0) exp = 0;
+ else if (exp > 0x7fffffff) exp = 0x7fffffff;
+ mob_db_data[class_]->base_exp = (int)exp;
+
+ exp = (double)atoi(str[7]) * (double)battle_config.job_exp_rate / 100.;
+ if (exp < 0) exp = 0;
+ else if (exp > 0x7fffffff) exp = 0x7fffffff;
+ mob_db_data[class_]->job_exp = (int)exp;
+
+ mob_db_data[class_]->range=atoi(str[8]);
+ mob_db_data[class_]->atk1=atoi(str[9]);
+ mob_db_data[class_]->atk2=atoi(str[10]);
+ mob_db_data[class_]->def=atoi(str[11]);
+ mob_db_data[class_]->mdef=atoi(str[12]);
+ mob_db_data[class_]->str=atoi(str[13]);
+ mob_db_data[class_]->agi=atoi(str[14]);
+ mob_db_data[class_]->vit=atoi(str[15]);
+ mob_db_data[class_]->int_=atoi(str[16]);
+ mob_db_data[class_]->dex=atoi(str[17]);
+ mob_db_data[class_]->luk=atoi(str[18]);
+ mob_db_data[class_]->range2=atoi(str[19]);
+ mob_db_data[class_]->range3=atoi(str[20]);
+ mob_db_data[class_]->size=atoi(str[21]);
+ mob_db_data[class_]->race=atoi(str[22]);
+ mob_db_data[class_]->element=atoi(str[23]);
+ mob_db_data[class_]->mode=atoi(str[24]);
+ mob_db_data[class_]->speed=atoi(str[25]);
+ mob_db_data[class_]->adelay=atoi(str[26]);
+ mob_db_data[class_]->amotion=atoi(str[27]);
+ mob_db_data[class_]->dmotion=atoi(str[28]);
+
+ for(i=0;i<10;i++){ // 8 -> 10 Lupus
+ int rate = 0,rate_adjust,type,ratemin,ratemax;
+ struct item_data *id;
+ mob_db_data[class_]->dropitem[i].nameid=atoi(str[29+i*2]);
+ type = itemdb_type(mob_db_data[class_]->dropitem[i].nameid);
+ rate = atoi(str[30+i*2]);
+ if (class_ >= 1324 && class_ <= 1363)
+ { //Treasure box drop rates [Skotlex]
+ rate_adjust = battle_config.item_rate_treasure;
+ ratemin = battle_config.item_drop_treasure_min;
+ ratemax = battle_config.item_drop_treasure_max;
+ }
+ else switch (type)
+ {
+ case 0:
+ rate_adjust = battle_config.item_rate_heal;
+ ratemin = battle_config.item_drop_heal_min;
+ ratemax = battle_config.item_drop_heal_max;
+ break;
+ case 2:
+ rate_adjust = battle_config.item_rate_use;
+ ratemin = battle_config.item_drop_use_min;
+ ratemax = battle_config.item_drop_use_max;
+ break;
+ case 4:
+ case 5:
+ case 8: // Changed to include Pet Equip
+ rate_adjust = battle_config.item_rate_equip;
+ ratemin = battle_config.item_drop_equip_min;
+ ratemax = battle_config.item_drop_equip_max;
+ break;
+ case 6:
+ rate_adjust = battle_config.item_rate_card;
+ ratemin = battle_config.item_drop_card_min;
+ ratemax = battle_config.item_drop_card_max;
+ break;
+ default:
+ rate_adjust = battle_config.item_rate_common;
+ ratemin = battle_config.item_drop_common_min;
+ ratemax = battle_config.item_drop_common_max;
+ break;
+ }
+ mob_db_data[class_]->dropitem[i].p = mob_drop_adjust(rate, rate_adjust, ratemin, ratemax);
+
+ //calculate and store Max available drop chance of the item
+ id = itemdb_search(mob_db_data[class_]->dropitem[i].nameid);
+ if (mob_db_data[class_]->dropitem[i].p) {
+ if (id->maxchance==10000 || (id->maxchance < mob_db_data[class_]->dropitem[i].p) ) {
+ //item has bigger drop chance or sold in shops
+ id->maxchance = mob_db_data[class_]->dropitem[i].p;
+ }
+ }
+ }
+ // MVP EXP Bonus, Chance: MEXP,ExpPer
+ mob_db_data[class_]->mexp=atoi(str[49])*battle_config.mvp_exp_rate/100;
+ mob_db_data[class_]->mexpper=atoi(str[50]);
+ //Now that we know if it is an mvp or not,
+ //apply battle_config modifiers [Skotlex]
+ maxhp = (double)mob_db_data[class_]->max_hp;
+ if (mob_db_data[class_]->mexp > 0)
+ { //Mvp
+ if (battle_config.mvp_hp_rate != 100)
+ maxhp = maxhp * (double)battle_config.mvp_hp_rate /100.;
+ } else if (battle_config.monster_hp_rate != 100) //Normal mob
+ maxhp = maxhp * (double)battle_config.monster_hp_rate /100.;
+ if (maxhp < 1) maxhp = 1;
+ else if (maxhp > 0x7fffffff) maxhp = 0x7fffffff;
+ mob_db_data[class_]->max_hp = (int)maxhp;
+
+ // MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per
+ for(i=0;i<3;i++){
+ struct item_data *id;
+ int rate=atoi(str[52+i*2]);
+ mob_db_data[class_]->mvpitem[i].nameid=atoi(str[51+i*2]);
+ mob_db_data[class_]->mvpitem[i].p= mob_drop_adjust(rate, battle_config.item_rate_mvp,
+ battle_config.item_drop_mvp_min, battle_config.item_drop_mvp_max);
+
+ //calculate and store Max available drop chance of the MVP item
+ id = itemdb_search(mob_db_data[class_]->mvpitem[i].nameid);
+ if (mob_db_data[class_]->mvpitem[i].p) {
+ if (id->maxchance==10000 || (id->maxchance < mob_db_data[class_]->mvpitem[i].p/10+1) ) {
+ //item has bigger drop chance or sold in shops
+ id->maxchance = mob_db_data[class_]->mvpitem[i].p/10+1; //reduce MVP drop info to not spoil common drop rate
+ }
+ }
+ }
+
+ if (mob_db_data[class_]->max_hp <= 0) {
+ ShowWarning ("Mob %d (%s) has no HP, using poring data for it\n", class_, mob_db_data[class_]->jname);
+ mob_makedummymobdb(class_);
+ }
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",filename[fi]);
+ }
+ return 0;
+}
+
+/*==========================================
+ * MOB display graphic change data reading
+ *------------------------------------------
+ */
+static int mob_readdb_mobavail(void)
+{
+ FILE *fp;
+ char line[1024];
+ int ln=0;
+ int class_,j,k;
+ char *str[20],*p,*np;
+
+ sprintf(line, "%s/mob_avail.txt", db_path);
+ if( (fp=fopen(line,"r"))==NULL ){
+ ShowError("can't read %s\n", line);
+ return -1;
+ }
+
+ while(fgets(line,1020,fp)){
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ memset(str,0,sizeof(str));
+
+ for(j=0,p=line;j<12;j++){
+ if((np=strchr(p,','))!=NULL){
+ str[j]=p;
+ *np=0;
+ p=np+1;
+ } else
+ str[j]=p;
+ }
+
+ if(str[0]==NULL)
+ continue;
+
+ class_=atoi(str[0]);
+ if (class_ == 0)
+ continue; //Leave blank lines alone... [Skotlex]
+
+ if(mob_db(class_) == mob_dummy) // 値が異常なら処理しない。
+ continue;
+
+ k=atoi(str[1]);
+ if(k < 0)
+ continue;
+ if (j > 3 && k > 23 && k < 69)
+ k += 3977; // advanced job/baby class
+ mob_db_data[class_]->view_class=k;
+
+ //Player sprites
+ if(pcdb_checkid(k)) {
+ mob_db_data[class_]->sex=atoi(str[2]);
+ mob_db_data[class_]->hair=atoi(str[3]);
+ mob_db_data[class_]->hair_color=atoi(str[4]);
+ mob_db_data[class_]->weapon=atoi(str[5]);
+ mob_db_data[class_]->shield=atoi(str[6]);
+ mob_db_data[class_]->head_top=atoi(str[7]);
+ mob_db_data[class_]->head_mid=atoi(str[8]);
+ mob_db_data[class_]->head_buttom=atoi(str[9]);
+ mob_db_data[class_]->option=atoi(str[10])&~0x46;
+ mob_db_data[class_]->clothes_color=atoi(str[11]); // Monster player dye option - Valaris
+ }
+ else if(atoi(str[2]) > 0) mob_db_data[class_]->equip=atoi(str[2]); // mob equipment [Valaris]
+
+ ln++;
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",ln,"mob_avail.txt");
+ return 0;
+}
+
+/*==========================================
+ * Reading of random monster data
+ *------------------------------------------
+ */
+static int mob_read_randommonster(void)
+{
+ FILE *fp;
+ char line[1024];
+ char *str[10],*p;
+ int i,j;
+
+ const char* mobfile[] = {
+ "mob_branch.txt",
+ "mob_poring.txt",
+ "mob_boss.txt" };
+
+ for(i=0;i<MAX_RANDOMMONSTER;i++){
+ mob_db_data[0]->summonper[i] = 1002; // 設定し忘れた場合はポリンが出るようにしておく
+ sprintf(line, "%s/%s", db_path, mobfile[i]);
+ fp=fopen(line,"r");
+ if(fp==NULL){
+ ShowError("can't read %s\n",line);
+ return -1;
+ }
+ while(fgets(line,1020,fp)){
+ int class_,per;
+ if(line[0] == '/' && line[1] == '/')
+ continue;
+ memset(str,0,sizeof(str));
+ for(j=0,p=line;j<3 && p;j++){
+ str[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+
+ if(str[0]==NULL || str[2]==NULL)
+ continue;
+
+ class_ = atoi(str[0]);
+ per=atoi(str[2]);
+ if(mob_db(class_) != mob_dummy)
+ mob_db_data[class_]->summonper[i]=per;
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",mobfile[i]);
+ }
+ return 0;
+}
+
+/*==========================================
+ * mob_skill_db.txt reading
+ *------------------------------------------
+ */
+static int mob_readskilldb(void)
+{
+ FILE *fp;
+ char line[1024];
+ int i;
+
+ const struct {
+ char str[32];
+ int id;
+ } cond1[] = {
+ { "always", MSC_ALWAYS },
+ { "myhpltmaxrate", MSC_MYHPLTMAXRATE },
+ { "friendhpltmaxrate",MSC_FRIENDHPLTMAXRATE },
+ { "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 },
+ }, cond2[] ={
+ { "anybad", -1 },
+ { "stone", SC_STONE },
+ { "freeze", SC_FREEZE },
+ { "stan", SC_STAN },
+ { "sleep", SC_SLEEP },
+ { "poison", SC_POISON },
+ { "curse", SC_CURSE },
+ { "silence", SC_SILENCE },
+ { "confusion", SC_CONFUSION },
+ { "blind", SC_BLIND },
+ { "hiding", SC_HIDING },
+ { "sight", SC_SIGHT },
+ }, state[] = {
+ { "any", -1 },
+ { "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)
+ }, target[] = {
+ { "target", MST_TARGET },
+ { "self", MST_SELF },
+ { "friend", MST_FRIEND },
+ { "master", MST_MASTER },
+ { "around5", MST_AROUND5 },
+ { "around6", MST_AROUND6 },
+ { "around7", MST_AROUND7 },
+ { "around8", MST_AROUND8 },
+ { "around1", MST_AROUND1 },
+ { "around2", MST_AROUND2 },
+ { "around3", MST_AROUND3 },
+ { "around4", MST_AROUND4 },
+ { "around", MST_AROUND },
+ };
+
+ int x;
+ char *filename[]={ "mob_skill_db.txt","mob_skill_db2.txt" };
+
+ if (!battle_config.mob_skill_rate) {
+ ShowStatus("Mob skill use disabled. Not reading mob skills.\n");
+ return 0;
+ }
+ for(x=0;x<2;x++){
+ sprintf(line, "%s/%s", db_path, filename[x]);
+ fp=fopen(line,"r");
+ if(fp==NULL){
+ if(x==0)
+ ShowError("can't read %s\n",line);
+ continue;
+ }
+ while(fgets(line,1020,fp)){
+ char *sp[20],*p;
+ int mob_id;
+ struct mob_skill *ms, gms;
+ int j=0;
+
+ if(line[0] == '/' && line[1] == '/')
+ continue;
+
+ memset(sp,0,sizeof(sp));
+ for(i=0,p=line;i<18 && p;i++){
+ sp[i]=p;
+ if((p=strchr(p,','))!=NULL)
+ *p++=0;
+ }
+ if(i == 0 || (mob_id=atoi(sp[0]))== 0 || (mob_id > 0 && mob_db(mob_id) == mob_dummy))
+ continue;
+ if(i < 18) {
+ ShowError("Insufficient number of fields for Mob Skill (Mob ID[%s], Name[%s], Skill:[%s/Lv%s])\n", sp[0], i>1?sp[1]:"?", i>3?sp[3]:"?", i>4?sp[4]:"?");
+ continue;
+ }
+ if( strcmp(sp[1],"clear")==0 ){
+ if (mob_id < 0)
+ continue;
+ memset(mob_db_data[mob_id]->skill,0,sizeof(struct mob_skill));
+ mob_db_data[mob_id]->maxskill=0;
+ continue;
+ }
+
+ if (mob_id < 0)
+ { //Prepare global skill. [Skotlex]
+ memset(&gms, 0, sizeof (struct mob_skill));
+ ms = &gms;
+ } else {
+ for(i=0;i<MAX_MOBSKILL;i++)
+ if( (ms=&mob_db_data[mob_id]->skill[i])->skill_id == 0)
+ break;
+ if(i==MAX_MOBSKILL){
+ ShowWarning("mob_skill: readdb: too many skill ! [%s] in %d[%s]\n",
+ sp[1],mob_id,mob_db_data[mob_id]->jname);
+ continue;
+ }
+ }
+
+ ms->state=atoi(sp[2]);
+ for(j=0;j<sizeof(state)/sizeof(state[0]);j++){
+ if( strcmp(sp[2],state[j].str)==0)
+ ms->state=state[j].id;
+ }
+
+ //Skill ID
+ j=atoi(sp[3]);
+ if (j<=0 || j>MAX_SKILL_DB) //fixed Lupus
+ {
+ if (mob_id < 0)
+ ShowWarning("Invalid Skill ID (%d) for all mobs\n", j);
+ else
+ ShowWarning("Invalid Skill ID (%d) for mob %d (%s)\n", j, mob_id, mob_db_data[mob_id]->jname);
+ continue;
+ }
+ ms->skill_id=j;
+ //Skill lvl
+ j= atoi(sp[4])<=0 ? 1 : atoi(sp[4]);
+ ms->skill_lv= j>battle_config.mob_max_skilllvl ? battle_config.mob_max_skilllvl : j; //we strip max skill level
+
+ //Apply battle_config modifiers to rate (permillage) and delay [Skotlex]
+ ms->permillage=atoi(sp[5]);
+ if (battle_config.mob_skill_rate != 100)
+ ms->permillage = ms->permillage*battle_config.mob_skill_rate/100;
+ ms->casttime=atoi(sp[6]);
+ ms->delay=atoi(sp[7]);
+ if (battle_config.mob_skill_delay != 100)
+ ms->delay = ms->delay*battle_config.mob_skill_delay/100;
+ ms->cancel=atoi(sp[8]);
+ if( strcmp(sp[8],"yes")==0 ) ms->cancel=1;
+ ms->target=atoi(sp[9]);
+ for(j=0;j<sizeof(target)/sizeof(target[0]);j++){
+ if( strcmp(sp[9],target[j].str)==0)
+ ms->target=target[j].id;
+ }
+ ms->cond1=-1;
+ for(j=0;j<sizeof(cond1)/sizeof(cond1[0]);j++){
+ if( strcmp(sp[10],cond1[j].str)==0)
+ ms->cond1=cond1[j].id;
+ }
+ ms->cond2=atoi(sp[11]);
+ for(j=0;j<sizeof(cond2)/sizeof(cond2[0]);j++){
+ if( strcmp(sp[11],cond2[j].str)==0)
+ ms->cond2=cond2[j].id;
+ }
+ ms->val[0]=atoi(sp[12]);
+ ms->val[1]=atoi(sp[13]);
+ ms->val[2]=atoi(sp[14]);
+ ms->val[3]=atoi(sp[15]);
+ ms->val[4]=atoi(sp[16]);
+ if(sp[17] != NULL && strlen(sp[17])>2)
+ ms->emotion=atoi(sp[17]);
+ else
+ ms->emotion=-1;
+ if (mob_id < 0)
+ { //Set this skill to ALL mobs. [Skotlex]
+ mob_id *= -1;
+ for (i = 1; i < MAX_MOB_DB; i++)
+ {
+ if (mob_db_data[i] == NULL)
+ continue;
+ if (mob_db_data[i]->mode&MD_BOSS)
+ {
+ if (!(mob_id&2)) //Skill not for bosses
+ continue;
+ } else
+ if (!(mob_id&1)) //Skill not for normal enemies.
+ continue;
+
+ for(j=0;j<MAX_MOBSKILL;j++)
+ if( mob_db_data[i]->skill[j].skill_id == 0)
+ break;
+ if(j==MAX_MOBSKILL)
+ continue;
+
+ memcpy (&mob_db_data[i]->skill[j], ms, sizeof(struct mob_skill));
+ mob_db_data[i]->maxskill=j+1;
+ }
+ } else //Skill set on a single mob.
+ mob_db_data[mob_id]->maxskill=i+1;
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",filename[x]);
+ }
+ return 0;
+}
+/*==========================================
+ * mob_race_db.txt reading
+ *------------------------------------------
+ */
+static int mob_readdb_race(void)
+{
+ FILE *fp;
+ char line[1024];
+ int race,j,k;
+ char *str[20],*p,*np;
+
+ sprintf(line, "%s/mob_race2_db.txt", db_path);
+ if( (fp=fopen(line,"r"))==NULL ){
+ ShowError("can't read %s\n", line);
+ return -1;
+ }
+
+ while(fgets(line,1020,fp)){
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ memset(str,0,sizeof(str));
+
+ for(j=0,p=line;j<12;j++){
+ if((np=strchr(p,','))!=NULL){
+ str[j]=p;
+ *np=0;
+ p=np+1;
+ } else
+ str[j]=p;
+ }
+ if(str[0]==NULL)
+ continue;
+
+ race=atoi(str[0]);
+ if (race < 0 || race >= MAX_MOB_RACE_DB)
+ continue;
+
+ for (j=1; j<20; j++) {
+ if (!str[j])
+ break;
+ k=atoi(str[j]);
+ if (mob_db(k) == mob_dummy)
+ continue;
+ mob_db_data[k]->race2 = race;
+ }
+ }
+ fclose(fp);
+ ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","mob_race2_db.txt");
+ return 0;
+}
+
+#ifndef TXT_ONLY
+/*==========================================
+ * SQL reading
+ *------------------------------------------
+ */
+static int mob_read_sqldb(void)
+{
+ const char unknown_str[NAME_LENGTH] ="unknown";
+ int i, fi, class_;
+ double exp, maxhp;
+ long unsigned int ln = 0;
+ char *mob_db_name[] = { mob_db_db, mob_db2_db };
+
+ //For easier handling of converting. [Skotlex]
+#define TO_INT(a) (sql_row[a]==NULL?0:atoi(sql_row[a]))
+#define TO_STR(a) (sql_row[a]==NULL?unknown_str:sql_row[a])
+
+ for (fi = 0; fi < 2; fi++) {
+ sprintf (tmp_sql, "SELECT * FROM `%s`", mob_db_name[fi]);
+ if (mysql_query(&mmysql_handle, tmp_sql)) {
+ ShowSQL("DB error (%s) - %s\n", mob_db_name[fi], mysql_error(&mmysql_handle));
+ ShowDebug("at %s:%d - %s\n", __FILE__,__LINE__,tmp_sql);
+ continue;
+ }
+ sql_res = mysql_store_result(&mmysql_handle);
+ if (sql_res) {
+ while((sql_row = mysql_fetch_row(sql_res))){
+ class_ = TO_INT(0);
+ if (class_ <= 1000 || class_ > MAX_MOB_DB)
+ {
+ ShowWarning("Mob with ID: %d not loaded. ID must be in range [%d-%d]\n", class_, 1000, MAX_MOB_DB);
+ continue;
+ } else if (pcdb_checkid(class_))
+ {
+ ShowWarning("Mob with ID: %d not loaded. That ID is reserved for Upper Classes.\n");
+ continue;
+ }
+ if (mob_db_data[class_] == NULL)
+ mob_db_data[class_] = aCalloc(1, sizeof (struct mob_data));
+
+ ln++;
+
+ mob_db_data[class_]->view_class = class_;
+ memcpy(mob_db_data[class_]->name, TO_STR(1), NAME_LENGTH-1);
+ memcpy(mob_db_data[class_]->jname, TO_STR(2), NAME_LENGTH-1);
+ mob_db_data[class_]->lv = TO_INT(3);
+ mob_db_data[class_]->max_hp = TO_INT(4);
+ mob_db_data[class_]->max_sp = TO_INT(5);
+
+ exp = (double)TO_INT(6) * (double)battle_config.base_exp_rate / 100.;
+ if (exp < 0) exp = 0;
+ else if (exp > 0x7fffffff) exp = 0x7fffffff;
+ mob_db_data[class_]->base_exp = (int)exp;
+
+ exp = (double)TO_INT(7) * (double)battle_config.job_exp_rate / 100.;
+ if (exp < 0) exp = 0;
+ else if (exp > 0x7fffffff) exp = 0x7fffffff;
+ mob_db_data[class_]->job_exp = (int)exp;
+
+ mob_db_data[class_]->range = TO_INT(8);
+ mob_db_data[class_]->atk1 = TO_INT(9);
+ mob_db_data[class_]->atk2 = TO_INT(10);
+ mob_db_data[class_]->def = TO_INT(11);
+ mob_db_data[class_]->mdef = TO_INT(12);
+ mob_db_data[class_]->str = TO_INT(13);
+ mob_db_data[class_]->agi = TO_INT(14);
+ mob_db_data[class_]->vit = TO_INT(15);
+ mob_db_data[class_]->int_ = TO_INT(16);
+ mob_db_data[class_]->dex = TO_INT(17);
+ mob_db_data[class_]->luk = TO_INT(18);
+ mob_db_data[class_]->range2 = TO_INT(19);
+ mob_db_data[class_]->range3 = TO_INT(20);
+ mob_db_data[class_]->size = TO_INT(21);
+ mob_db_data[class_]->race = TO_INT(22);
+ mob_db_data[class_]->element = TO_INT(23);
+ mob_db_data[class_]->mode = TO_INT(24);
+ mob_db_data[class_]->speed = TO_INT(25);
+ mob_db_data[class_]->adelay = TO_INT(26);
+ mob_db_data[class_]->amotion = TO_INT(27);
+ mob_db_data[class_]->dmotion = TO_INT(28);
+
+ for (i = 0; i < 10; i++){ // 8 -> 10 Lupus
+ int rate = 0, rate_adjust, type, ratemin, ratemax;
+ struct item_data *id;
+ mob_db_data[class_]->dropitem[i].nameid=TO_INT(29+i*2);
+ type = itemdb_type(mob_db_data[class_]->dropitem[i].nameid);
+ rate = TO_INT(30+i*2);
+ if (class_ >= 1324 && class_ <= 1363)
+ { //Treasure box drop rates [Skotlex]
+ rate_adjust = battle_config.item_rate_treasure;
+ ratemin = battle_config.item_drop_treasure_min;
+ ratemax = battle_config.item_drop_treasure_max;
+ }
+ else switch(type)
+ {
+ case 0: // Added by Valaris
+ rate_adjust = battle_config.item_rate_heal;
+ ratemin = battle_config.item_drop_heal_min;
+ ratemax = battle_config.item_drop_heal_max;
+ break;
+ case 2:
+ rate_adjust = battle_config.item_rate_use;
+ ratemin = battle_config.item_drop_use_min;
+ ratemax = battle_config.item_drop_use_max; // End
+ break;
+ case 4:
+ case 5:
+ case 8: // Changed to include Pet Equip
+ rate_adjust = battle_config.item_rate_equip;
+ ratemin = battle_config.item_drop_equip_min;
+ ratemax = battle_config.item_drop_equip_max;
+ break;
+ case 6:
+ rate_adjust = battle_config.item_rate_card;
+ ratemin = battle_config.item_drop_card_min;
+ ratemax = battle_config.item_drop_card_max;
+ break;
+ default:
+ rate_adjust = battle_config.item_rate_common;
+ ratemin = battle_config.item_drop_common_min;
+ ratemax = battle_config.item_drop_common_max;
+ break;
+ }
+ mob_db_data[class_]->dropitem[i].p = mob_drop_adjust(rate, rate_adjust, ratemin, ratemax);
+
+ //calculate and store Max available drop chance of the item
+ id = itemdb_search(mob_db_data[class_]->dropitem[i].nameid);
+ if (mob_db_data[class_]->dropitem[i].p) {
+ if (id->maxchance==10000 || (id->maxchance < mob_db_data[class_]->dropitem[i].p) ) {
+ //item has bigger drop chance or sold in shops
+ id->maxchance = mob_db_data[class_]->dropitem[i].p;
+ }
+ }
+ }
+ // MVP EXP Bonus, Chance: MEXP,ExpPer
+ mob_db_data[class_]->mexp = TO_INT(49) * battle_config.mvp_exp_rate / 100;
+ mob_db_data[class_]->mexpper = TO_INT(50);
+ //Now that we know if it is an mvp or not,
+ //apply battle_config modifiers [Skotlex]
+ maxhp = (double)mob_db_data[class_]->max_hp;
+ if (mob_db_data[class_]->mexp > 0)
+ { //Mvp
+ if (battle_config.mvp_hp_rate != 100)
+ maxhp = maxhp * (double)battle_config.mvp_hp_rate /100.;
+ } else if (battle_config.monster_hp_rate != 100) //Normal mob
+ maxhp = maxhp * (double)battle_config.monster_hp_rate /100.;
+ if (maxhp < 0) maxhp = 1;
+ else if (maxhp > 0x7fffffff) maxhp = 0x7fffffff;
+ mob_db_data[class_]->max_hp = (int)maxhp;
+
+ // MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per
+ for (i=0; i<3; i++) {
+ struct item_data *id;
+ mob_db_data[class_]->mvpitem[i].nameid = TO_INT(51+i*2);
+ mob_db_data[class_]->mvpitem[i].p = mob_drop_adjust(TO_INT(52+i*2),
+ battle_config.item_rate_mvp, battle_config.item_drop_mvp_min, battle_config.item_drop_mvp_max);
+
+ //calculate and store Max available drop chance of the MVP item
+ id = itemdb_search(mob_db_data[class_]->mvpitem[i].nameid);
+ if (mob_db_data[class_]->mvpitem[i].p) {
+ if (id->maxchance==10000 || (id->maxchance < mob_db_data[class_]->mvpitem[i].p/10+1) ) {
+ //item has bigger drop chance or sold in shops
+ id->maxchance = mob_db_data[class_]->mvpitem[i].p/10+1; //reduce MVP drop info to not spoil common drop rate
+ }
+ }
+ }
+ if (mob_db_data[class_]->max_hp <= 0) {
+ ShowWarning ("Mob %d (%s) has no HP, using poring data for it\n", class_, mob_db_data[class_]->jname);
+ mob_makedummymobdb(class_);
+ }
+ }
+
+ mysql_free_result(sql_res);
+ ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", ln, mob_db_name[fi]);
+ ln = 0;
+ }
+ }
+ return 0;
+}
+#endif /* not TXT_ONLY */
+
+void mob_reload(void)
+{
+ int i;
+#ifndef TXT_ONLY
+ if(db_use_sqldbs)
+ mob_read_sqldb();
+ else
+#endif /* TXT_ONLY */
+ mob_readdb();
+
+ mob_readdb_mobavail();
+ mob_read_randommonster();
+
+ //Mob skills need to be cleared before re-reading them. [Skotlex]
+ for (i = 0; i < MAX_MOB_DB; i++)
+ if (mob_db_data[i])
+ {
+ memset(&mob_db_data[i]->skill,0,sizeof(mob_db_data[i]->skill));
+ mob_db_data[i]->maxskill=0;
+ }
+ mob_readskilldb();
+ mob_readdb_race();
+}
+
+/*==========================================
+ * Circumference initialization of mob
+ *------------------------------------------
+ */
+int do_init_mob(void)
+{ //Initialize the mob database
+ memset(mob_db_data,0,sizeof(mob_db_data)); //Clear the array
+ mob_db_data[0] = aCalloc(1, sizeof (struct mob_data)); //This mob is used for random spawns
+ mob_makedummymobdb(0); //The first time this is invoked, it creates the dummy mob
+
+#ifndef TXT_ONLY
+ if(db_use_sqldbs)
+ mob_read_sqldb();
+ else
+#endif /* TXT_ONLY */
+ mob_readdb();
+
+ mob_readdb_mobavail();
+ mob_read_randommonster();
+ mob_readskilldb();
+ mob_readdb_race();
+
+ add_timer_func_list(mob_timer,"mob_timer");
+ 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(mobskill_castend_id,"mobskill_castend_id");
+ add_timer_func_list(mobskill_castend_pos,"mobskill_castend_pos");
+ add_timer_func_list(mob_timer_delete,"mob_timer_delete");
+ add_timer_func_list(mob_spawn_guardian_sub,"mob_spawn_guardian_sub");
+ 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;
+ }
+ }
+
+ return 0;
+}