From 620e60eebce2c1f35c5c9a82f6ca365b316587f5 Mon Sep 17 00:00:00 2001 From: Valaris Date: Sun, 29 Jan 2006 16:10:48 +0000 Subject: AS OF SVN REV. 5901, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK. IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EVERYTHING ELSE GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5094 54d463be-8e91-2dee-dedb-b68131a5f0ec --- src/map/mob.c | 5020 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 5020 insertions(+) create mode 100644 src/map/mob.c (limited to 'src/map/mob.c') 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 +#include +#include +#include +#include + +#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=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;countbl.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_distdb->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;itarget_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;iwalkpath.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)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()%1000x0<=0 && md->master_id!=0 && + !(mode&MD_BOSS)) + mob_spawn(md->bl.id); + else if(rand()%1000x0<=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;idmglog[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].dmgdmglog[i].dmg; + } + } + if(idmglog[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;idmglog[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_damagedmglog[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;ibl.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;jexp!=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;ibl.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<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;ilootitem_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] + + // 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;iskilldelay[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;kmode&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;iskillid = 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;iskillunit[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) + 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 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:((rate0) + 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;isummonper[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;iskill[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;jstate=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;jtarget=target[j].id; + } + ms->cond1=-1; + for(j=0;jcond1=cond1[j].id; + } + ms->cond2=atoi(sp[11]); + for(j=0;jcond2=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;jskill[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; +} -- cgit v1.2.3-60-g2f50