From 039a6fe417861beebacfebbe2ad3b7530ce51f77 Mon Sep 17 00:00:00 2001 From: ultramage Date: Wed, 10 Jan 2007 16:45:04 +0000 Subject: Combined most of the txt/sql mobdb reading code - mob.c is now some 10kB less redundant (now using a common function) - automatically filled in some missing parts of the txt part (view_range_rate, chase_range_rate, line counting, etc) - also cleaned it up significantly git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@9640 54d463be-8e91-2dee-dedb-b68131a5f0ec --- src/map/mob.c | 809 ++++++++++++++++++++-------------------------------------- 1 file changed, 277 insertions(+), 532 deletions(-) (limited to 'src/map/mob.c') diff --git a/src/map/mob.c b/src/map/mob.c index ab6a7d58d..6e0d3fb88 100644 --- a/src/map/mob.c +++ b/src/map/mob.c @@ -3166,6 +3166,225 @@ static unsigned int mob_drop_adjust(int rate, int rate_adjust, unsigned short ra rate = rate*rate_adjust/100; return cap_value(rate,rate_min,rate_max); } + +int mob_parse_dbrow(char** str) +{ + struct mob_db *db; + struct status_data *status; + int class_, i, k; + double exp, maxhp; + struct mob_data data; + + class_ = str[0] ? atoi(str[0]) : 0; + if (class_ == 0) + return 0; //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); + return 0; + } + if (pcdb_checkid(class_)) { + ShowWarning("Mob with ID: %d not loaded. That ID is reserved for player classes.\n"); + return 0; + } + + if (mob_db_data[class_] == NULL) + mob_db_data[class_] = aCalloc(1, sizeof (struct mob_data)); + + db = mob_db_data[class_]; + status = &db->status; + + db->vd.class_ = class_; + memcpy(db->sprite, str[1], NAME_LENGTH-1); + memcpy(db->jname, str[2], NAME_LENGTH-1); + memcpy(db->name, str[3], NAME_LENGTH-1); + + db->lv = cap_value(atoi(str[4]), 1, USHRT_MAX); + + status->max_hp = atoi(str[5]); + status->max_sp = atoi(str[6]); + + exp = (double)atoi(str[7]) * (double)battle_config.base_exp_rate / 100.; + db->base_exp = (unsigned int)cap_value(exp, 0, UINT_MAX); + + exp = (double)atoi(str[8]) * (double)battle_config.job_exp_rate / 100.; + db->job_exp = (unsigned int)cap_value(exp, 0, UINT_MAX); + + status->rhw.range = atoi(str[9]); + status->rhw.atk = atoi(str[10]); + status->rhw.atk2 = atoi(str[11]); + status->def = atoi(str[12]); + status->mdef = atoi(str[13]); + + //All status should be min 1 to prevent divisions by zero from some skills. [Skotlex] + status->str = cap_value(atoi(str[14]), 1, USHRT_MAX); + status->agi = cap_value(atoi(str[15]), 1, USHRT_MAX); + status->vit = cap_value(atoi(str[16]), 1, USHRT_MAX); + status->int_ = cap_value(atoi(str[17]), 1, USHRT_MAX); + status->dex = cap_value(atoi(str[18]), 1, USHRT_MAX); + status->luk = cap_value(atoi(str[19]), 1, USHRT_MAX); + + db->range2 = atoi(str[20]); + db->range3 = atoi(str[21]); + if (battle_config.view_range_rate != 100) { + db->range2 = db->range2 * battle_config.view_range_rate / 100; + if (db->range2 < 1) + db->range2 = 1; + } + if (battle_config.chase_range_rate != 100) { + db->range3 = db->range3 * battle_config.chase_range_rate / 100; + if (db->range3 < db->range2) + db->range3 = db->range2; + } + + status->size = atoi(str[22]); + status->race = atoi(str[23]); + + i = atoi(str[24]); //Element + status->def_ele = i%10; + status->ele_lv = i/20; + if (status->def_ele >= ELE_MAX) { + ShowWarning("Mob with ID: %d has invalid element type %d (max element is %d)\n", class_, status->def_ele, ELE_MAX-1); + status->def_ele = ELE_NEUTRAL; + } + if (status->ele_lv < 1 || status->ele_lv > 4) { + ShowWarning("Mob with ID: %d has invalid element level %d (max is 4)\n", class_, status->ele_lv); + status->ele_lv = 1; + } + + status->mode = (int)strtol(str[25], NULL, 0); + if (!battle_config.monster_active_enable) + status->mode &= ~MD_AGGRESSIVE; + + status->speed = atoi(str[26]); + status->aspd_rate = 1000; + status->adelay = atoi(str[27]); + status->amotion = atoi(str[28]); + //If the attack animation is longer than the delay, the client crops the attack animation! + if (status->adelay < status->amotion) + status->adelay = status->amotion; + status->dmotion = atoi(str[29]); + if(battle_config.monster_damage_delay_rate != 100) + status->dmotion = status->dmotion * battle_config.monster_damage_delay_rate / 100; + + data.bl.type = BL_MOB; + data.level = db->lv; + memcpy(&data.status, status, sizeof(struct status_data)); + status_calc_misc(&data.bl, status, db->lv); + + // MVP EXP Bonus, Chance: MEXP,ExpPer + db->mexp = atoi(str[30]) * battle_config.mvp_exp_rate / 100; + db->mexpper = atoi(str[31]); + + //Now that we know if it is an mvp or not, apply battle_config modifiers [Skotlex] + maxhp = (double)status->max_hp; + if (db->mexp > 0) //Mvp + if (battle_config.mvp_hp_rate != 100) + maxhp = maxhp * (double)battle_config.mvp_hp_rate / 100.; + else //Normal mob + if (battle_config.monster_hp_rate != 100) + maxhp = maxhp * (double)battle_config.monster_hp_rate / 100.; + + status->max_hp = (unsigned int)cap_value(maxhp, 1, UINT_MAX); + if(status->max_sp < 1) status->max_sp = 1; + + //Since mobs always respawn with full life... + status->hp = status->max_hp; + status->sp = status->max_sp; + + // MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per + for(i = 0; i < 3; i++) { + struct item_data *id; + db->mvpitem[i].nameid = atoi(str[32+i*2]); + if (!db->mvpitem[i].nameid) { + db->mvpitem[i].p = 0; //No item.... + continue; + } + db->mvpitem[i].p = mob_drop_adjust(atoi(str[33+i*2]), battle_config.item_rate_mvp, battle_config.item_drop_mvp_min, battle_config.item_drop_mvp_max); + + //calculate and store Max available drop chance of the MVP item + if (db->mvpitem[i].p) { + id = itemdb_search(db->mvpitem[i].nameid); + if (id->maxchance == 10000 || (id->maxchance < db->mvpitem[i].p/10 + 1) ) { + //item has bigger drop chance or sold in shops + id->maxchance = db->mvpitem[i].p/10 + 1; //reduce MVP drop info to not spoil common drop rate + } + } + } + + for(i = 0; i < MAX_MOB_DROP; i++) { + int rate = 0, rate_adjust, type; + unsigned short ratemin, ratemax; + struct item_data *id; + k = 38+i*2; + db->dropitem[i].nameid = atoi(str[k]); + if (!db->dropitem[i].nameid) { + db->dropitem[i].p = 0; //No drop. + continue; + } + type = itemdb_type(db->dropitem[i].nameid); + rate = atoi(str[k+1]); + if (class_ >= 1324 && class_ <= 1363) + { //Treasure box drop rates [Skotlex] + rate_adjust = battle_config.item_rate_treasure; + ratemin = battle_config.item_drop_treasure_min; + ratemax = battle_config.item_drop_treasure_max; + } + else switch (type) + { // Added suport to restrict normal drops of MVP's [Reddozen] + case IT_HEALING: + rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_heal_boss : battle_config.item_rate_heal; + ratemin = battle_config.item_drop_heal_min; + ratemax = battle_config.item_drop_heal_max; + break; + case IT_USABLE: + rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_use_boss : battle_config.item_rate_use; + ratemin = battle_config.item_drop_use_min; + ratemax = battle_config.item_drop_use_max; + break; + case IT_WEAPON: + case IT_ARMOR: + case IT_PETARMOR: + rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_equip_boss : battle_config.item_rate_equip; + ratemin = battle_config.item_drop_equip_min; + ratemax = battle_config.item_drop_equip_max; + break; + case IT_CARD: + rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_card_boss : battle_config.item_rate_card; + ratemin = battle_config.item_drop_card_min; + ratemax = battle_config.item_drop_card_max; + break; + default: + rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_common_boss : battle_config.item_rate_common; + ratemin = battle_config.item_drop_common_min; + ratemax = battle_config.item_drop_common_max; + break; + } + db->dropitem[i].p = mob_drop_adjust(rate, rate_adjust, ratemin, ratemax); + + //calculate and store Max available drop chance of the item + if (db->dropitem[i].p && (class_ < 1324 || class_ > 1363)) { //Skip treasure chests. + id = itemdb_search(db->dropitem[i].nameid); + if (id->maxchance == 10000 || (id->maxchance < db->dropitem[i].p) ) { + id->maxchance = db->dropitem[i].p; //item has bigger drop chance or sold in shops + } + for (k = 0; k< MAX_SEARCH; k++) { + if (id->mob[k].chance < db->dropitem[i].p && id->mob[k].id != class_) + break; + } + if (k == MAX_SEARCH) + continue; + + if (id->mob[k].id != class_) + memmove(&id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0])); + id->mob[k].chance = db->dropitem[i].p; + id->mob[k].id = class_; + } + } + + return 1; +} + /*========================================== * mob_db.txt reading *------------------------------------------ @@ -3175,291 +3394,85 @@ static int mob_readdb(void) FILE *fp; char line[1024]; char *filename[]={ "mob_db.txt","mob_db2.txt" }; - struct status_data *status; - struct mob_db *db; - int class_, i, fi, k; - struct mob_data data; - memset(&data, 0, sizeof(struct mob_data)); - data.bl.type = BL_MOB; - for(fi=0;fi<2;fi++){ + int i, fi; + unsigned int ln = 0; + + for(fi = 0; fi < 2; fi++) { sprintf(line, "%s/%s", db_path, filename[fi]); - fp=fopen(line,"r"); - if(fp==NULL){ - if(fi>0) + fp = fopen(line, "r"); + if(fp == NULL) { + if(fi > 0) continue; return -1; } - while(fgets(line,1020,fp)){ - double exp, maxhp; + + while(fgets(line, 1020, fp)) + { char *str[38+2*MAX_MOB_DROP], *p, *np; - + if(line[0] == '/' && line[1] == '/') continue; - - for(i=0,p=line;i<38+2*MAX_MOB_DROP;i++){ - if((np=strchr(p,','))!=NULL){ - str[i]=p; - *np=0; - p=np+1; + + for(i = 0, p = line; i < 38 + 2*MAX_MOB_DROP; i++) { + if((np = strchr(p, ',')) != NULL) { + str[i] = p; *np = 0; p = np + 1; } else - str[i]=p; + str[i] = p; } - class_ = str[0]?atoi(str[0]):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"); + + if(i < 38 + 2*MAX_MOB_DROP) { + ShowWarning("mob_readdb: Insufficient columns for mob with ID: %d\n", str[0] ? atoi(str[0]) : 0); continue; } - if(i < 38+2*MAX_MOB_DROP) { - ShowWarning("mob_readdb: Insufficient columns for mob with ID: %d\n", class_); + + if (!mob_parse_dbrow(str)) continue; - } - if (mob_db_data[class_] == NULL) - mob_db_data[class_] = aCalloc(1, sizeof (struct mob_data)); - db = mob_db_data[class_]; - - db->vd.class_ = class_; - memcpy(db->sprite, str[1], NAME_LENGTH-1); - memcpy(db->jname, str[2], NAME_LENGTH-1); - memcpy(db->name, str[3], NAME_LENGTH-1); - db->lv = atoi(str[4]); - if (db->lv < 1) - db->lv = 1; - - status = &db->status; - - status->max_hp = atoi(str[5]); - status->max_sp = atoi(str[6]); - - exp = (double)atoi(str[7]) * (double)battle_config.base_exp_rate / 100.; - if (exp < 0) - db->base_exp = 0; - if (exp > UINT_MAX) - db->base_exp = UINT_MAX; - else - db->base_exp = (unsigned int)exp; - - exp = (double)atoi(str[8]) * (double)battle_config.job_exp_rate / 100.; - if (exp < 0) - db->job_exp = 0; - else if (exp > UINT_MAX) - db->job_exp = UINT_MAX; - else - db->job_exp = (unsigned int)exp; - status->rhw.range=atoi(str[9]); - status->rhw.atk=atoi(str[10]); - status->rhw.atk2=atoi(str[11]); - status->def=atoi(str[12]); - status->mdef=atoi(str[13]); - status->str=atoi(str[14]); - status->agi=atoi(str[15]); - status->vit=atoi(str[16]); - status->int_=atoi(str[17]); - status->dex=atoi(str[18]); - status->luk=atoi(str[19]); - //All status should be min 1 to prevent divisions by zero from some skills. [Skotlex] - if (status->str < 1) status->str = 1; - if (status->agi < 1) status->agi = 1; - if (status->vit < 1) status->vit = 1; - if (status->int_< 1) status->int_= 1; - if (status->dex < 1) status->dex = 1; - if (status->luk < 1) status->luk = 1; - - db->range2=atoi(str[20]); - db->range3=atoi(str[21]); - if (battle_config.view_range_rate!=100) - { - db->range2= - db->range2 - *battle_config.view_range_rate/100; - if (db->range2<1) - db->range2=1; - } - if (battle_config.chase_range_rate!=100) - { - db->range3= - db->range3 - *battle_config.chase_range_rate/100; - if (db->range3range2) - db->range3=db->range2; - } - status->size=atoi(str[22]); - status->race=atoi(str[23]); - i = atoi(str[24]); //Element - status->def_ele = i%10; - status->ele_lv = i/20; - if (status->def_ele >= ELE_MAX) - { - ShowWarning("Mob with ID: %d has invalid element type %d (max element is %d)\n", class_, status->def_ele, ELE_MAX-1); - status->def_ele = ELE_NEUTRAL; - } - if (status->ele_lv < 1 || status->ele_lv > 4) - { - ShowWarning("Mob with ID: %d has invalid element level %d (max is 4)\n", class_, status->ele_lv); - status->ele_lv = 1; - } - status->mode=(int)strtol(str[25],NULL,0); - if (!battle_config.monster_active_enable) - status->mode&=~MD_AGGRESSIVE; - status->speed=atoi(str[26]); - status->aspd_rate = 1000; - status->adelay = atoi(str[27]); - status->amotion = atoi(str[28]); - //If the attack animation is longer than the delay, the client crops the attack animation! - if (status->adelay < status->amotion) - status->adelay = status->amotion; - status->dmotion=atoi(str[29]); - if(battle_config.monster_damage_delay_rate != 100) - status->dmotion = status->dmotion*battle_config.monster_damage_delay_rate/100; - - data.level = db->lv; - memcpy(&data.status, status, sizeof(struct status_data)); - status_calc_misc(&data.bl, status, db->lv); - // MVP EXP Bonus, Chance: MEXP,ExpPer - db->mexp=atoi(str[30])*battle_config.mvp_exp_rate/100; - db->mexpper=atoi(str[31]); - //Now that we know if it is an mvp or not, - //apply battle_config modifiers [Skotlex] - maxhp = (double)status->max_hp; - if (db->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 > UINT_MAX) maxhp = UINT_MAX; - status->max_hp = (unsigned int)maxhp; - - if(status->max_hp < 1) status->max_hp = 1; - if(status->max_sp < 1) status->max_sp = 1; - status->hp = status->max_hp; - status->sp = status->max_sp; - - // MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per - for(i=0;i<3;i++){ - struct item_data *id; - db->mvpitem[i].nameid=atoi(str[32+i*2]); - if (!db->mvpitem[i].nameid) { - //No item.... - db->mvpitem[i].p = 0; - continue; - } - db->mvpitem[i].p= mob_drop_adjust(atoi(str[33+i*2]), battle_config.item_rate_mvp, - battle_config.item_drop_mvp_min, battle_config.item_drop_mvp_max); - - //calculate and store Max available drop chance of the MVP item - if (db->mvpitem[i].p) { - id = itemdb_search(db->mvpitem[i].nameid); - if (id->maxchance==10000 || (id->maxchance < db->mvpitem[i].p/10+1) ) { - //item has bigger drop chance or sold in shops - id->maxchance = db->mvpitem[i].p/10+1; //reduce MVP drop info to not spoil common drop rate - } - } - } + ln++; // counts the number of correctly parsed entries + } + fclose(fp); + ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", ln, filename[fi]); + ln = 0; + } + return 0; +} - for(i=0;idropitem[i].nameid=atoi(str[k]); - if (!db->dropitem[i].nameid) { - //No drop. - db->dropitem[i].p = 0; +#ifndef TXT_ONLY +/*========================================== + * SQL reading + *------------------------------------------ + */ +static int mob_read_sqldb(void) +{ + char *mob_db_name[] = { mob_db_db, mob_db2_db }; + int fi; + unsigned int ln = 0; + + 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))){ + + if (!mob_parse_dbrow(sql_row)) continue; - } - type = itemdb_type(db->dropitem[i].nameid); - rate = atoi(str[k+1]); - if (class_ >= 1324 && class_ <= 1363) - { //Treasure box drop rates [Skotlex] - rate_adjust = battle_config.item_rate_treasure; - ratemin = battle_config.item_drop_treasure_min; - ratemax = battle_config.item_drop_treasure_max; - } - else switch (type) // Added suport to restrict normal drops of MVP's [Reddozen] - { - case IT_HEALING: - if (status->mode&MD_BOSS) - rate_adjust = battle_config.item_rate_heal_boss; - else - rate_adjust = battle_config.item_rate_heal; - ratemin = battle_config.item_drop_heal_min; - ratemax = battle_config.item_drop_heal_max; - break; - case IT_USABLE: - if (status->mode&MD_BOSS) - rate_adjust = battle_config.item_rate_use_boss; - else - rate_adjust = battle_config.item_rate_use; - ratemin = battle_config.item_drop_use_min; - ratemax = battle_config.item_drop_use_max; - break; - case IT_WEAPON: - case IT_ARMOR: - case IT_PETARMOR: // Changed to include Pet Equip - if (status->mode&MD_BOSS) - rate_adjust = battle_config.item_rate_equip_boss; - else - rate_adjust = battle_config.item_rate_equip; - ratemin = battle_config.item_drop_equip_min; - ratemax = battle_config.item_drop_equip_max; - break; - case IT_CARD: - if (status->mode&MD_BOSS) - rate_adjust = battle_config.item_rate_card_boss; - else - rate_adjust = battle_config.item_rate_card; - ratemin = battle_config.item_drop_card_min; - ratemax = battle_config.item_drop_card_max; - break; - default: - if (status->mode&MD_BOSS) - rate_adjust = battle_config.item_rate_common_boss; - else { - rate_adjust = battle_config.item_rate_common; - } - ratemin = battle_config.item_drop_common_min; - ratemax = battle_config.item_drop_common_max; - break; - } - db->dropitem[i].p = mob_drop_adjust(rate, rate_adjust, ratemin, ratemax); - - //calculate and store Max available drop chance of the item - if (db->dropitem[i].p && - (class_ < 1324 || class_ > 1363) //Skip treasure chests. - ) { - id = itemdb_search(db->dropitem[i].nameid); - if (id->maxchance==10000 || (id->maxchance < db->dropitem[i].p) ) { - //item has bigger drop chance or sold in shops - id->maxchance = db->dropitem[i].p; - } - for (k = 0; k< MAX_SEARCH; k++) { - if (id->mob[k].chance < db->dropitem[i].p && id->mob[k].id != class_) - break; - } - if (k == MAX_SEARCH) - continue; - if (id->mob[k].id != class_) - memmove(&id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0])); - id->mob[k].chance = db->dropitem[i].p; - id->mob[k].id = class_; - } + ln++; // counts the number of correctly parsed entries } + + 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; } - fclose(fp); - ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",filename[fi]); } return 0; } +#endif /* not TXT_ONLY */ /*========================================== * MOB display graphic change data reading @@ -3898,274 +3911,6 @@ static int mob_readdb_race(void) return 0; } -#ifndef TXT_ONLY -/*========================================== - * SQL reading - *------------------------------------------ - */ -static int mob_read_sqldb(void) -{ - const char unknown_str[NAME_LENGTH] ="unknown"; - int i, fi, class_, k; - double exp, maxhp; - long unsigned int ln = 0; - struct status_data *status; - struct mob_db *db; - char *mob_db_name[] = { mob_db_db, mob_db2_db }; - struct mob_data data; - memset(&data, 0, sizeof(struct mob_data)); - data.bl.type = BL_MOB; - - //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)); - db = mob_db_data[class_]; - ln++; - - db->vd.class_ = class_; - memcpy(db->sprite, TO_STR(1), NAME_LENGTH-1); - memcpy(db->jname, TO_STR(2), NAME_LENGTH-1); - memcpy(db->name, TO_STR(3), NAME_LENGTH-1); - db->lv = TO_INT(4); - if (db->lv < 1) - db->lv = 1; - - status = &db->status; - status->max_hp = TO_INT(5); - status->max_sp = TO_INT(6); - - exp = (double)TO_INT(7) * (double)battle_config.base_exp_rate / 100.; - if (exp < 0) - db->base_exp = 0; - else if (exp > UINT_MAX) - db->base_exp = UINT_MAX; - else - db->base_exp = (unsigned int)exp; - - exp = (double)TO_INT(8) * (double)battle_config.job_exp_rate / 100.; - if (exp < 0) - db->job_exp = 0; - else if (exp > UINT_MAX) - db->job_exp = UINT_MAX; - else - db->job_exp = (unsigned int)exp; - - status->rhw.range = TO_INT(9); - status->rhw.atk = TO_INT(10); - status->rhw.atk2 = TO_INT(11); - status->def = TO_INT(12); - status->mdef = TO_INT(13); - status->str = TO_INT(14); - status->agi = TO_INT(15); - status->vit = TO_INT(16); - status->int_ = TO_INT(17); - status->dex = TO_INT(18); - status->luk = TO_INT(19); - //All status should be min 1 to prevent divisions by zero from some skills. [Skotlex] - if (status->str < 1) status->str = 1; - if (status->agi < 1) status->agi = 1; - if (status->vit < 1) status->vit = 1; - if (status->int_< 1) status->int_= 1; - if (status->dex < 1) status->dex = 1; - if (status->luk < 1) status->luk = 1; - - db->range2 = TO_INT(20); - db->range3 = TO_INT(21); - status->size = TO_INT(22); - status->race = TO_INT(23); - i = TO_INT(24); //Element - status->def_ele = i%10; - status->ele_lv = i/20; - if (status->def_ele >= ELE_MAX) - { - ShowWarning("Mob with ID: %d has invalid element type %d (max element is %d)\n", class_, status->def_ele, ELE_MAX-1); - status->def_ele = ELE_NEUTRAL; - } - if (status->ele_lv < 1 || status->ele_lv > 4) - { - ShowWarning("Mob with ID: %d has invalid elemnt level %d (max is 4)\n", class_, status->ele_lv); - status->ele_lv = 1; - } - status->mode = TO_INT(25); - if (!battle_config.monster_active_enable) - status->mode&=~MD_AGGRESSIVE; - status->speed = TO_INT(26); - status->aspd_rate = 1000; - status->adelay = TO_INT(27); - status->amotion = TO_INT(28); - //If the attack animation is longer than the delay, the client crops the attack animation! - if (status->adelay < status->amotion) - status->adelay = status->amotion; - status->dmotion = TO_INT(29); - if(battle_config.monster_damage_delay_rate != 100) - status->dmotion = status->dmotion*battle_config.monster_damage_delay_rate/100; - - data.level = db->lv; - memcpy(&data.status, status, sizeof(struct status_data)); - status_calc_misc(&data.bl, status, db->lv); - - // MVP EXP Bonus, Chance: MEXP,ExpPer - db->mexp = TO_INT(30) * battle_config.mvp_exp_rate / 100; - db->mexpper = TO_INT(31); - //Now that we know if it is an mvp or not, - //apply battle_config modifiers [Skotlex] - maxhp = (double)status->max_hp; - if (db->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 > UINT_MAX) maxhp = UINT_MAX; - status->max_hp = (unsigned int)maxhp; - - if(status->max_hp < 1) status->max_hp = 1; - if(status->max_sp < 1) status->max_sp = 1; - //Since mobs always respawn with full life... - status->hp = status->max_hp; - status->sp = status->max_sp; - - // MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per - for (i=0; i<3; i++) { - struct item_data *id; - db->mvpitem[i].nameid = TO_INT(32+i*2); - if (!db->mvpitem[i].nameid) { - //No item.... - db->mvpitem[i].p = 0; - continue; - } - db->mvpitem[i].p = mob_drop_adjust(TO_INT(33+i*2), - battle_config.item_rate_mvp, battle_config.item_drop_mvp_min, battle_config.item_drop_mvp_max); - - //calculate and store Max available drop chance of the MVP item - id = itemdb_search(db->mvpitem[i].nameid); - if (db->mvpitem[i].p) { - if (id->maxchance==10000 || (id->maxchance < db->mvpitem[i].p/10+1) ) { - //item has bigger drop chance or sold in shops - id->maxchance = db->mvpitem[i].p/10+1; //reduce MVP drop info to not spoil common drop rate - } - } - } - - for (i = 0; i < MAX_MOB_DROP; i++){ // 8 -> 10 Lupus - int rate = 0, rate_adjust, type; - unsigned short ratemin, ratemax; - struct item_data *id; - k=38+i*2; - db->dropitem[i].nameid=TO_INT(k); - if (!db->dropitem[i].nameid) { - //No drop. - db->dropitem[i].p = 0; - continue; - } - type = itemdb_type(db->dropitem[i].nameid); - rate = TO_INT(k+1); - if (class_ >= 1324 && class_ <= 1363) - { //Treasure box drop rates [Skotlex] - rate_adjust = battle_config.item_rate_treasure; - ratemin = battle_config.item_drop_treasure_min; - ratemax = battle_config.item_drop_treasure_max; - } - else switch (type) // Added suport to restrict normal drops of MVP's [Reddozen] - { - case IT_HEALING: // Val added heal restrictions - if (status->mode&MD_BOSS) - rate_adjust = battle_config.item_rate_heal_boss; - else - rate_adjust = battle_config.item_rate_heal; - ratemin = battle_config.item_drop_heal_min; - ratemax = battle_config.item_drop_heal_max; - break; - case IT_USABLE: - if (status->mode&MD_BOSS) - rate_adjust = battle_config.item_rate_use_boss; - else - rate_adjust = battle_config.item_rate_use; - ratemin = battle_config.item_drop_use_min; - ratemax = battle_config.item_drop_use_max; - break; - case IT_WEAPON: - case IT_ARMOR: - case IT_PETARMOR: // Changed to include Pet Equip - if (status->mode&MD_BOSS) - rate_adjust = battle_config.item_rate_equip_boss; - else - rate_adjust = battle_config.item_rate_equip; - ratemin = battle_config.item_drop_equip_min; - ratemax = battle_config.item_drop_equip_max; - break; - case IT_CARD: - if (status->mode&MD_BOSS) - rate_adjust = battle_config.item_rate_card_boss; - else - rate_adjust = battle_config.item_rate_card; - ratemin = battle_config.item_drop_card_min; - ratemax = battle_config.item_drop_card_max; - break; - default: - if (status->mode&MD_BOSS) - rate_adjust = battle_config.item_rate_common_boss; - else - rate_adjust = battle_config.item_rate_common; - ratemin = battle_config.item_drop_common_min; - ratemax = battle_config.item_drop_common_max; - break; - } - db->dropitem[i].p = mob_drop_adjust(rate, rate_adjust, ratemin, ratemax); - - //calculate and store Max available drop chance of the item - if (db->dropitem[i].p) { - id = itemdb_search(db->dropitem[i].nameid); - if (id->maxchance==10000 || (id->maxchance < db->dropitem[i].p) ) { - //item has bigger drop chance or sold in shops - id->maxchance = db->dropitem[i].p; - } - for (k = 0; k< MAX_SEARCH; k++) { - if (id->mob[k].chance < db->dropitem[i].p && id->mob[k].id != class_) - break; - } - if (k == MAX_SEARCH) - continue; - if (id->mob[k].id != class_) - memmove(&id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0])); - id->mob[k].chance = db->dropitem[i].p; - id->mob[k].id = class_; - } - } - } - - 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; -- cgit v1.2.3-60-g2f50