// $Id: mob.c,v 1.7 2004/09/25 05:32:18 MouseJstr Exp $ #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" #ifdef MEMWATCH #include "memwatch.h" #endif #define MIN_MOBTHINKTIME 100 #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) struct mob_db mob_db[MAX_MOB_DB+1]; #define CLASSCHANGE_BOSS_NUM 21 /*========================================== * Local prototype declaration (only required thing) *------------------------------------------ */ static int distance(int,int,int,int); static int mob_makedummymobdb(int); static int mob_timer(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); static int mob_unlocktarget(struct mob_data *md,int tick); /*========================================== * Mob is searched with a name. *------------------------------------------ */ int mobdb_searchname(const char *str) { int i; for(i=0;i= (sizeof(mob_db) / sizeof(mob_db[0])) || mob_db[id].name[0] == '\0') 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; if(strcmp(mobname,"--en--")==0) memcpy(md->name,mob_db[class_].name,24); else if(strcmp(mobname,"--ja--")==0) memcpy(md->name,mob_db[class_].jname,24); else memcpy(md->name,mobname,24); md->n = 0; md->base_class = md->class_ = class_; 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->speed=mob_db[class_].speed; return 0; } /*========================================== * 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,r=class_; 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) // 値が異常なら召喚を止める return 0; if(class_<0){ // ランダムに召喚 int k; i = 0; j = -class_-1; if(j>=0 && j=2000){ class_=mob_db[0].summonper[j]; } }else{ return 0; } // if(battle_config.etc_log) // printf("mobclass=%d try=%d\n",class_,i); } 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; printf("mob_once_spawn: %i at %s x:%i y:%i\n ??\n",class_,map[m].name,x,y); //got idea from Freya [Lupus] 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;count4000) { // large/tiny mobs [Valaris] md->size=2; class_-=4000; } else if(class_>MAX_MOB_DB) { md->size=1; class_-=MAX_MOB_DB; } if(mob_db[class_].mode&0x02) md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item)); else md->lootitem=NULL; mob_spawn_dataset(md,mobname,class_); md->bl.m=m; md->bl.x=x; md->bl.y=y; if(r<0&&battle_config.dead_branch_active) md->mode=0x1+0x4+0x80; //移動してアクティブで反撃する 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 memcpy(md->npc_event,event,strlen(event)); md->bl.type=BL_MOB; map_addiddb(&md->bl); mob_spawn(md->bl.id); if(class_==1288) { // emperium hp based on defense level [Valaris] struct guild_castle *gc=guild_mapname2gc(map[md->bl.m].name); if(gc) { mob_db[class_].max_hp+=2000*gc->defense; md->hp=mob_db[class_].max_hp; } } // 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 || (class_>=0 && class_<=1000) || class_>MAX_MOB_DB) // 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) printf("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; } /*========================================== * 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; int m,count=1,lv=255; 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) // Invalid monster classes return 0; if(class_<0) return 0; if(sd){ if(x<=0) x=sd->bl.x; if(y<=0) y=sd->bl.y; } else if(x<=0 || y<=0) printf("mob_spawn_guardian: ??\n"); 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. memcpy(md->npc_event,event,sizeof(md->npc_event)); md->bl.type=BL_MOB; map_addiddb(&md->bl); mob_spawn(md->bl.id); gc=guild_mapname2gc(map[md->bl.m].name); if(gc) { mob_db[class_].max_hp+=2000*gc->defense; if(guardian==0) { md->hp=gc->Ghp0; gc->GID0=md->bl.id; } if(guardian==1) { md->hp=gc->Ghp1; gc->GID1=md->bl.id; } if(guardian==2) { md->hp=gc->Ghp2; gc->GID2=md->bl.id; } if(guardian==3) { md->hp=gc->Ghp3; gc->GID3=md->bl.id; } if(guardian==4) { md->hp=gc->Ghp4; gc->GID4=md->bl.id; } if(guardian==5) { md->hp=gc->Ghp5; gc->GID5=md->bl.id; } if(guardian==6) { md->hp=gc->Ghp6; gc->GID6=md->bl.id; } if(guardian==7) { md->hp=gc->Ghp7; gc->GID7=md->bl.id; } } } return (amount>0)?md->bl.id:0; } /*========================================== * The disregard ID is added to mob. *------------------------------------------ */ int mob_exclusion_add(struct mob_data *md,int type,int id) { nullpo_retr(0, md); if(type==1) md->exclusion_src=id; if(type==2) md->exclusion_party=id; if(type==3) md->exclusion_guild=id; return 0; } /*========================================== * The disregard ID of mob is checked. (TAGE?) *------------------------------------------ */ int mob_exclusion_check(struct mob_data *md,struct map_session_data *sd) { nullpo_retr(0, sd); nullpo_retr(0, md); if(sd->bl.type==BL_PC){ if(md->exclusion_src && md->exclusion_src==sd->bl.id) return 1; if(md->exclusion_party && md->exclusion_party==sd->status.party_id) return 2; if(md->exclusion_guild && md->exclusion_guild==sd->status.guild_id) return 3; } return 0; } /*========================================== * Appearance income of mob *------------------------------------------ */ int mob_get_viewclass(int class_) { return mob_db[class_].view_class; } int mob_get_sex(int class_) { return mob_db[class_].sex; } short mob_get_hair(int class_) { return mob_db[class_].hair; } short mob_get_hair_color(int class_) { return mob_db[class_].hair_color; } short mob_get_weapon(int class_) { return mob_db[class_].weapon; } short mob_get_shield(int class_) { return mob_db[class_].shield; } short mob_get_head_top(int class_) { return mob_db[class_].head_top; } short mob_get_head_mid(int class_) { return mob_db[class_].head_mid; } short mob_get_head_buttom(int class_) { return mob_db[class_].head_buttom; } short mob_get_clothes_color(int class_) // Add for player monster dye - Valaris { return mob_db[class_].clothes_color; // End } int mob_get_equip(int class_) // mob equip [Valaris] { return mob_db[class_].equip; } /*========================================== * 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(md->canmove_tick > gettick() || (md->opt1 > 0 && md->opt1 != 6) || md->option&2) 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 ) 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; if(map_getcell(md->bl.m,x,y,CELL_CHKNOPASS)) { mob_stop_walking(md,1); return 0; } 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)&0x20)) { 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; } if (skill_check_moonlit (&md->bl,x+dx,y+dy)) { 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); x += dx; y += dy; if(md->min_chase>13) md->min_chase--; skill_unit_move(&md->bl,tick,0); if(moveblock) map_delblock(&md->bl); md->bl.x = x; md->bl.y = y; if(moveblock) map_addblock(&md->bl); skill_unit_move(&md->bl,tick,1); 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; md->timer=add_timer(tick+i,mob_timer,md->bl.id,md->walkpath.path_pos); md->state.state=MS_WALK; 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 } return 0; } /*========================================== * Attack processing of mob *------------------------------------------ */ static int mob_attack(struct mob_data *md,unsigned int tick,int data) { struct block_list *tbl=NULL; struct map_session_data *tsd=NULL; struct mob_data *tmd=NULL; int mode,race,range; nullpo_retr(0, md); md->min_chase=13; md->state.state=MS_IDLE; md->state.skillstate=MSS_IDLE; if( md->skilltimer!=-1 ) // スキル使用中 return 0; if(md->opt1>0 || md->option&2) return 0; if(md->sc_data[SC_AUTOCOUNTER].timer != -1) return 0; if(md->sc_data[SC_BLADESTOP].timer != -1) return 0; if((tbl=map_id2bl(md->target_id))==NULL){ md->target_id=0; md->state.targettype = NONE_ATTACKABLE; return 0; } if(tbl->type==BL_PC) tsd=(struct map_session_data *)tbl; else if(tbl->type==BL_MOB) tmd=(struct mob_data *)tbl; else return 0; if(tsd){ if( pc_isdead(tsd) || tsd->invincible_timer != -1 || pc_isinvisible(tsd) || md->bl.m != tbl->m || tbl->prev == NULL || distance(md->bl.x,md->bl.y,tbl->x,tbl->y)>=13 ){ md->target_id=0; md->state.targettype = NONE_ATTACKABLE; return 0; } } if(tmd){ if(md->bl.m != tbl->m || tbl->prev == NULL || distance(md->bl.x,md->bl.y,tbl->x,tbl->y)>=13){ md->target_id=0; md->state.targettype = NONE_ATTACKABLE; return 0; } } if(!md->mode) mode=mob_db[md->class_].mode; else mode=md->mode; race=mob_db[md->class_].race; if(!(mode&0x80)){ md->target_id=0; md->state.targettype = NONE_ATTACKABLE; return 0; } if(tsd && !(mode&0x20) && (tsd->sc_data[SC_TRICKDEAD].timer != -1 || tsd->sc_data[SC_BASILICA].timer != -1 || ((pc_ishiding(tsd) || tsd->state.gangsterparadise) && !((race == 4 || race == 6) && !tsd->perfect_hiding) ) ) ) { md->target_id=0; md->state.targettype = NONE_ATTACKABLE; return 0; } range = mob_db[md->class_].range; if(mode&1) range++; if(distance(md->bl.x,md->bl.y,tbl->x,tbl->y) > 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 //clif_fixmobpos(md); md->state.skillstate=MSS_ATTACK; if( mobskill_use(md,tick,-2) ) // スキル使用 return 0; 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); md->attackabletime = tick + status_get_adelay(&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(),0); 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=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->bl.type || md->bl.type!=BL_MOB) return 1; if(md->timer != tid){ if(battle_config.error_log) printf("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) printf("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); 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; 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)&0x20)) { 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->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->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) return -1; if(!bl || !bl->type || bl->type!=BL_MOB) return -1; nullpo_retr(-1, md=(struct mob_data*)bl); if(!md || md->bl.type!=BL_MOB) return -1; // Processing of MOB which is not revitalized if(md->spawndelay1==-1 && md->spawndelay2==-1 && md->n==0){ map_deliddb(&md->bl); if(md->lootitem) { map_freeblock(md->lootitem); md->lootitem=NULL; } map_freeblock(md); // Instead of [ of free ] 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; } /*========================================== * Mob spawning. Initialization is also variously here. *------------------------------------------ */ int mob_spawn(int id) { int x=0,y=0,i=0,c; unsigned int tick = gettick(); struct mob_data *md; struct block_list *bl; nullpo_retr(-1, bl=map_id2bl(id)); if(!bl || !bl->type || bl->type!=BL_MOB) return -1; nullpo_retr(-1, md=(struct mob_data*)bl); if(!md || !md->bl.type || md->bl.type!=BL_MOB) return -1; md->last_spawntime=tick; if( md->bl.prev!=NULL ){ // clif_clearchar_area(&md->bl,3); // skill_unit_move(&md->bl,tick,0); map_delblock(&md->bl); } else md->class_ = md->base_class; 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++; } while(map_getcell(md->bl.m,x,y,CELL_CHKNOPASS) && i<50); if(i>=50){ // if(battle_config.error_log==1) // printf("MOB spawn error %d @ %s\n",id,map[md->bl.m].name); 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->target_id = 0; md->move_fail_count = 0; if(!md->speed) md->speed = mob_db[md->class_].speed; md->def_ele = mob_db[md->class_].element; if(!md->level) // [Valaris] md->level=mob_db[md->class_].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->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;iskilldelay[i] = c; md->skillid=0; md->skilllv=0; memset(md->dmglog,0,sizeof(md->dmglog)); if(md->lootitem) memset(md->lootitem,0,sizeof(md->lootitem)); md->lootitem_count = 0; for(i=0;iskilltimerskill[i].timer = -1; for(i=0;isc_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; memset(md->skillunit,0,sizeof(md->skillunit)); memset(md->skillunittick,0,sizeof(md->skillunittick)); md->hp = status_get_max_hp(&md->bl); if(md->hp<=0){ mob_makedummymobdb(md->class_); md->hp = status_get_max_hp(&md->bl); } map_addblock(&md->bl); skill_unit_move(&md->bl,tick,1); clif_spawnmob(md); return 0; } /*========================================== * Distance calculation between two points *------------------------------------------ */ static int distance(int x0,int y0,int x1,int y1) { int dx,dy; dx=abs(x0-x1); dy=abs(y0-y1); return dx>dy ? dx : dy; } /*========================================== * 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; 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&4){ 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); if(type&0x02) { int delay=status_get_dmotion(&md->bl); unsigned int tick = gettick(); if(battle_config.monster_damage_delay && md->canmove_tick < tick) md->canmove_tick = tick + delay; } return 0; } /*========================================== * Reachability to a Specification ID existence place *------------------------------------------ */ int mob_can_reach(struct mob_data *md,struct block_list *bl,int range) { int dx,dy; struct walkpath_data wpd; int i; nullpo_retr(0, md); nullpo_retr(0, bl); dx=abs(bl->x - md->bl.x); dy=abs(bl->y - md->bl.y); //=========== guildcastle guardian no search start=========== //when players are the guild castle member not attack them ! if(md->class_ >= 1285 && md->class_ <= 1287){ struct map_session_data *sd; struct guild *g=NULL; struct guild_castle *gc=guild_mapname2gc(map[bl->m].name); if(gc && agit_flag==0) // Guardians will not attack during non-woe time [Valaris] return 0; // end addition [Valaris] if(bl && bl->type == BL_PC){ nullpo_retr(0, sd=(struct map_session_data *)bl); if(!gc) return 0; if(gc && sd && sd->status.guild_id) { g=guild_search(sd->status.guild_id); // don't attack guild members [Valaris] if(g && g->guild_id == gc->guild_id) return 0; if(g && gc && guild_isallied(g,gc)) return 0; } } } //========== guildcastle guardian no search eof============== if(bl && bl->type == BL_PC && battle_config.monsters_ignore_gm) { // option to have monsters ignore GMs [Valaris] struct map_session_data *sd; if((sd=(struct map_session_data *)bl) != NULL && pc_isGM(sd) >= battle_config.monsters_ignore_gm) return 0; } if( md->bl.m != bl->m) // 違うャbプ return 0; if( range>0 && range < ((dx>dy)?dx:dy) ) // 遠すぎる return 0; if( md->bl.x==bl->x && md->bl.y==bl->y ) // 同じマス return 1; // 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,0)!=-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,0)!=-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%3,0)!=-1) return 1; } return 0; } /*========================================== * Determination for an attack of a monster *------------------------------------------ */ int mob_target(struct mob_data *md,struct block_list *bl,int dist) { struct map_session_data *sd; struct status_change *sc_data; short *option; int mode,race; nullpo_retr(0, md); nullpo_retr(0, bl); sc_data = status_get_sc_data(bl); option = status_get_option(bl); race=mob_db[md->class_].race; if(!md->mode) mode=mob_db[md->class_].mode; else mode=md->mode; if(!(mode&0x80)) { md->target_id = 0; return 0; } // 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) && (!(mode&0x04) || rand()%100>25) && // if the monster was provoked ignore the above rule [celest] !(md->state.provoke_flag && md->state.provoke_flag == bl->id)) return 0; if(mode&0x20 || // Coercion is exerted if it is MVPMOB. (sc_data && sc_data[SC_TRICKDEAD].timer == -1 && sc_data[SC_BASILICA].timer == -1 && ( (option && !(*option&0x06) ) || race==4 || race==6) ) ) { if(bl->type == BL_PC) { nullpo_retr(0, sd = (struct map_session_data *)bl); if(sd->invincible_timer != -1 || pc_isinvisible(sd)) return 0; if(!(mode&0x20) && race!=4 && race!=6 && sd->state.gangsterparadise) 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+13; 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 map_session_data *tsd=NULL; struct mob_data *smd,*tmd=NULL; int mode,race,dist,*pcc; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, smd=va_arg(ap,struct mob_data *)); nullpo_retr(0, pcc=va_arg(ap,int *)); if(bl->type==BL_PC) tsd=(struct map_session_data *)bl; else if(bl->type==BL_MOB) tmd=(struct mob_data *)bl; else return 0; //敵味方判定 if(battle_check_target(&smd->bl,bl,BCT_ENEMY)==0) return 0; if(!smd->mode) mode=mob_db[smd->class_].mode; else mode=smd->mode; // アクティブでターゲット射程内にいるなら、ロックする if( mode&0x04 ){ race=mob_db[smd->class_].race; //対象がPCの場合 if(tsd && !pc_isdead(tsd) && tsd->bl.m == smd->bl.m && tsd->invincible_timer == -1 && !pc_isinvisible(tsd) && (dist=distance(smd->bl.x,smd->bl.y,tsd->bl.x,tsd->bl.y))<9 ) { if(mode&0x20 || (tsd->sc_data[SC_TRICKDEAD].timer == -1 && tsd->sc_data[SC_BASILICA].timer == -1 && ((!pc_ishiding(tsd) && !tsd->state.gangsterparadise) || ((race == 4 || race == 6) && !tsd->perfect_hiding) ))){ // 妨害がないか判定 if( mob_can_reach(smd,bl,12) && // 到達可能性判定 rand()%1000<1000/(++(*pcc)) ){ // 範囲内PCで等確率にする smd->target_id=tsd->bl.id; smd->state.targettype = ATTACKABLE; smd->min_chase=13; } } } //対象がMobの場合 else if(tmd && tmd->bl.m == smd->bl.m && (dist=distance(smd->bl.x,smd->bl.y,tmd->bl.x,tmd->bl.y))<9 ) { if( mob_can_reach(smd,bl,12) && // 到達可能性判定 rand()%1000<1000/(++(*pcc)) ){ // 範囲内で等確率にする smd->target_id=bl->id; smd->state.targettype = ATTACKABLE; smd->min_chase=13; } } } 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 mode,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->mode) mode=mob_db[md->class_].mode; else mode=md->mode; if( !md->target_id && mode&0x02){ if(!md->lootitem || (battle_config.monster_loot_type == 1 && md->lootitem_count >= LOOTITEM_SIZE) ) return 0; if(bl->m == md->bl.m && (dist=distance(md->bl.x,md->bl.y,bl->x,bl->y))<9){ if( mob_can_reach(md,bl,12) && // Reachability judging 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=13; } } } return 0; } /*========================================== * The ?? routine of a link monster *------------------------------------------ */ static int mob_ai_sub_hard_linksearch(struct block_list *bl,va_list ap) { struct mob_data *tmd; struct mob_data* md; struct block_list *target; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, tmd=(struct mob_data *)bl); nullpo_retr(0, md=va_arg(ap,struct mob_data *)); nullpo_retr(0, target=va_arg(ap,struct block_list *)); // same family free in a range at a link monster -- it will be made to lock if MOB is /* if( (md->target_id > 0 && md->state.targettype == ATTACKABLE) && mob_db[md->class_].mode&0x08){ if( tmd->class_==md->class_ && (!tmd->target_id || md->state.targettype == NONE_ATTACKABLE) && tmd->bl.m == md->bl.m){ if( mob_can_reach(tmd,target,12) ){ // Reachability judging tmd->target_id=md->target_id; tmd->state.targettype = ATTACKABLE; tmd->min_chase=13; } } }*/ if( md->attacked_id > 0 && mob_db[md->class_].mode&0x08){ if( tmd->class_==md->class_ && tmd->bl.m == md->bl.m && (!tmd->target_id || md->state.targettype == NONE_ATTACKABLE)){ if( mob_can_reach(tmd,target,12) ){ // Reachability judging tmd->target_id=md->attacked_id; tmd->state.targettype = ATTACKABLE; tmd->min_chase=13; } } } return 0; } /*========================================== * Processing of slave monsters *------------------------------------------ */ static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick) { struct mob_data *mmd=NULL; struct block_list *bl; int mode,race,old_dist; nullpo_retr(0, md); if((bl=map_id2bl(md->master_id)) != NULL ) mmd=(struct mob_data *)bl; mode=mob_db[md->class_].mode; // It is not main monster/leader. if(!mmd || mmd->bl.type!=BL_MOB || mmd->bl.id!=md->master_id) return 0; // Since it is in the map on which the master is not, teleport is carried out and it pursues. if( mmd->bl.m != md->bl.m ){ mob_warp(md,mmd->bl.m,mmd->bl.x,mmd->bl.y,3); md->state.master_check = 1; return 0; } // Distance with between slave and master is measured. old_dist=md->master_dist; md->master_dist=distance(md->bl.x,md->bl.y,mmd->bl.x,mmd->bl.y); // 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,mmd->bl.x,mmd->bl.y,3); md->state.master_check = 1; 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->walkpath.path_pos>=md->walkpath.path_len || md->walkpath.path_len==0) && md->master_dist<15){ int i=0,dx,dy,ret; if(md->master_dist>4) { do { if(i<=5){ dx=mmd->bl.x - md->bl.x; dy=mmd->bl.y - md->bl.y; if(dx<0) dx+=(rand()%( (dx<-3)?3:-dx )+1); else if(dx>0) dx-=(rand()%( (dx>3)?3:dx )+1); if(dy<0) dy+=(rand()%( (dy<-3)?3:-dy )+1); else if(dy>0) dy-=(rand()%( (dy>3)?3:dy )+1); }else{ dx=mmd->bl.x - md->bl.x + rand()%7 - 3; dy=mmd->bl.y - md->bl.y + rand()%7 - 3; } ret=mob_walktoxy(md,md->bl.x+dx,md->bl.y+dy,0); i++; } while(ret && i<10); } else { do { dx = rand()%9 - 5; dy = rand()%9 - 5; if( dx == 0 && dy == 0) { dx = (rand()%1)? 1:-1; dy = (rand()%1)? 1:-1; } dx += mmd->bl.x; dy += mmd->bl.y; ret=mob_walktoxy(md,mmd->bl.x+dx,mmd->bl.y+dy,0); i++; } while(ret && i<10); } md->next_walktime=tick+500; md->state.master_check = 1; } // There is the master, the master locks a target and he does not lock. if( (mmd->target_id>0 && mmd->state.targettype == ATTACKABLE) && (!md->target_id || md->state.targettype == NONE_ATTACKABLE) ){ struct map_session_data *sd=map_id2sd(mmd->target_id); if(sd!=NULL && !pc_isdead(sd) && sd->invincible_timer == -1 && !pc_isinvisible(sd)){ race=mob_db[md->class_].race; if(mode&0x20 || (sd->sc_data[SC_TRICKDEAD].timer == -1 && sd->sc_data[SC_BASILICA].timer == -1 && ( (!pc_ishiding(sd) && !sd->state.gangsterparadise) || ((race == 4 || race == 6) && !sd->perfect_hiding) ) ) ){ // 妨害がないか判定 md->target_id=sd->bl.id; md->state.targettype = ATTACKABLE; md->min_chase=5+distance(md->bl.x,md->bl.y,sd->bl.x,sd->bl.y); md->state.master_check = 1; } } } // There is the master, the master locks a target and he does not lock. /* if( (md->target_id>0 && mmd->state.targettype == ATTACKABLE) && (!mmd->target_id || mmd->state.targettype == NONE_ATTACKABLE) ){ struct map_session_data *sd=map_id2sd(md->target_id); if(sd!=NULL && !pc_isdead(sd) && sd->invincible_timer == -1 && !pc_isinvisible(sd)){ race=mob_db[mmd->class_].race; if(mode&0x20 || (sd->sc_data[SC_TRICKDEAD].timer == -1 && (!(sd->status.option&0x06) || race==4 || race==6) ) ){ // It judges whether there is any disturbance. mmd->target_id=sd->bl.id; mmd->state.targettype = ATTACKABLE; mmd->min_chase=5+distance(mmd->bl.x,mmd->bl.y,sd->bl.x,sd->bl.y); } } }*/ return 0; } /*========================================== * A lock of target is stopped and mob moves to a standby state. *------------------------------------------ */ static 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 *------------------------------------------ */ static 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) printf("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,*tmd=NULL; struct map_session_data *tsd=NULL; struct block_list *tbl=NULL; struct flooritem_data *fitem; unsigned int tick; int i,dx,dy,ret,dist; int attack_type=0; int mode,race; int search_size = AREA_SIZE*2; int blind_flag = 0; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, md=(struct mob_data*)bl); tick=va_arg(ap,unsigned int); if(DIFF_TICK(tick,md->last_thinktime)last_thinktime=tick; if( md->skilltimer!=-1 || md->bl.prev==NULL ){ // Under a skill aria and death if(DIFF_TICK(tick,md->next_walktime)>MIN_MOBTHINKTIME) md->next_walktime=tick; return 0; } if(!md->mode) mode=mob_db[md->class_].mode; else mode=md->mode; race=mob_db[md->class_].race; // Abnormalities if((md->opt1 > 0 && md->opt1 != 6) || 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; if(!(mode&0x80) && md->target_id > 0) md->target_id = 0; if(md->attacked_id > 0 && mode&0x08){ // Link monster struct map_session_data *asd=map_id2sd(md->attacked_id); if(asd){ if(asd->invincible_timer == -1 && !pc_isinvisible(asd)){ map_foreachinarea(mob_ai_sub_hard_linksearch,md->bl.m, md->bl.x-13,md->bl.y-13, md->bl.x+13,md->bl.y+13, BL_MOB,md,&asd->bl); } } } // It checks to see it was attacked first (if active, it is target change at 25% of probability). if( mode>0 && md->attacked_id>0 && (!md->target_id || md->state.targettype == NONE_ATTACKABLE || (mode&0x04 && rand()%100<25 ) ) ){ struct block_list *abl=map_id2bl(md->attacked_id); struct map_session_data *asd=NULL; if(abl){ if(abl->type==BL_PC) asd=(struct map_session_data *)abl; if(asd==NULL || md->bl.m != abl->m || abl->prev == NULL || asd->invincible_timer != -1 || pc_isinvisible(asd) || (dist=distance(md->bl.x,md->bl.y,abl->x,abl->y))>=32 || battle_check_target(bl,abl,BCT_ENEMY)==0 || (blind_flag && dist>3)) md->attacked_id=0; else { //距離が遠い場合はタゲを変更しない if (!md->target_id || (distance(md->bl.x,md->bl.y,abl->x,abl->y)<3)) { md->target_id=md->attacked_id; // set target md->state.targettype = ATTACKABLE; attack_type = 1; md->attacked_id=0; md->min_chase=dist+13; if(md->min_chase>26) md->min_chase=26; } } } } md->state.master_check = 0; // Processing of slave monster if( md->master_id > 0 && md->state.special_mob_ai==0) mob_ai_sub_hard_slavemob(md,tick); // アクティヴモンスターの策敵 (?? of a bitter taste TIVU monster) if( (!md->target_id || md->state.targettype == NONE_ATTACKABLE) && mode&0x04 && !md->state.master_check && battle_config.monster_active_enable){ i=0; search_size = (blind_flag) ? 3 : AREA_SIZE*2; if(md->state.special_mob_ai){ 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, 0,md,&i); }else{ 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, BL_PC,md,&i); } } // The item search of a route monster if( !md->target_id && mode&0x02 && !md->state.master_check){ i=0; search_size = (blind_flag) ? 3 : AREA_SIZE*2; 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); } // It will attack, if the candidate for an attack is. if(md->target_id > 0){ if((tbl=map_id2bl(md->target_id))){ if(tbl->type==BL_PC) tsd=(struct map_session_data *)tbl; else if(tbl->type==BL_MOB) tmd=(struct mob_data *)tbl; if(tsd || tmd) { if(tbl->m != md->bl.m || tbl->prev == NULL || (dist=distance(md->bl.x,md->bl.y,tbl->x,tbl->y)) >= search_size || (blind_flag && dist>3)) mob_unlocktarget(md,tick); // 別マップか、視界外 else if( tsd && !(mode&0x20) && (tsd->sc_data[SC_TRICKDEAD].timer != -1 || tsd->sc_data[SC_BASILICA].timer != -1 || ((pc_ishiding(tsd) || tsd->state.gangsterparadise) && !((race == 4 || race == 6) && !tsd->perfect_hiding) )) ) mob_unlocktarget(md,tick); // スキルなどによる策敵妨害 else if(!battle_check_range(&md->bl,tbl,mob_db[md->class_].range)){ // 攻撃範囲外なので移動 if(!(mode&1)){ // 移動しないモード 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_CHASE; // 突撃時スキル mobskill_use(md,tick,-1); // if(md->timer != -1 && (DIFF_TICK(md->next_walktime,tick)<0 || distance(md->to_x,md->to_y,tsd->bl.x,tsd->bl.y)<2) ) if(md->timer != -1 && md->state.state!=MS_ATTACK && (DIFF_TICK(md->next_walktime,tick)<0 || distance(md->to_x,md->to_y,tbl->x,tbl->y)<2) ) return 0; // 既に移動中 search_size = (blind_flag) ? 3 : ((md->min_chase > 13) ? md->min_chase : 13); if(!mob_can_reach(md,tbl, search_size)) mob_unlocktarget(md,tick); // 移動できないのでタゲ解除(IWとか?) else { // 追跡 md->next_walktime=tick+500; i=0; do { if(i==0){ // 最初はAEGISと同じ方法で検索 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--; }else{ // だめならAthena式(ランダム) dx=tbl->x - md->bl.x + rand()%3 - 1; dy=tbl->y - md->bl.y + rand()%3 - 1; } /* if(path_search(&md->walkpath,md->bl.m,md->bl.x,md->bl.y,md->bl.x+dx,md->bl.y+dy,0)){ dx=tsd->bl.x - md->bl.x; dy=tsd->bl.y - md->bl.y; if(dx<0) dx--; else if(dx>0) dx++; if(dy<0) dy--; else if(dy>0) dy++; }*/ ret=mob_walktoxy(md,md->bl.x+dx,md->bl.y+dy,0); i++; } while(ret && i<5); if(ret){ // 移動不可能な所からの攻撃なら2歩下る if(dx<0) dx=2; else if(dx>0) dx=-2; if(dy<0) dy=2; else if(dy>0) dy=-2; mob_walktoxy(md,md->bl.x+dx,md->bl.y+dy,0); } } } else { // 攻撃射程範囲内 md->state.skillstate=MSS_ATTACK; if(md->state.state==MS_WALK) mob_stop_walking(md,1); // 歩行中なら停止 if(md->state.state==MS_ATTACK) return 0; // 既に攻撃中 mob_changestate(md,MS_ATTACK,attack_type); } return 0; } else { // ルートモンスター処理 if(tbl == NULL || tbl->type != BL_ITEM ||tbl->m != md->bl.m || (dist=distance(md->bl.x,md->bl.y,tbl->x,tbl->y))>=md->min_chase || !md->lootitem | (blind_flag && dist>=4)){ // 遠すぎるかアイテムがなくなった mob_unlocktarget(md,tick); if(md->state.state==MS_WALK) mob_stop_walking(md,1); // 歩行中なら停止 } else if(dist) { if(!(mode&1)){ // 移動しないモード 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 && (DIFF_TICK(md->next_walktime,tick)<0 || distance(md->to_x,md->to_y,tbl->x,tbl->y)<2) ) if(md->timer != -1 && md->state.state!=MS_ATTACK && (DIFF_TICK(md->next_walktime,tick)<0 || distance(md->to_x,md->to_y,tbl->x,tbl->y) <= 0)) return 0; // 既に移動中 md->next_walktime=tick+500; dx=tbl->x - md->bl.x; dy=tbl->y - md->bl.y; /* if(path_search(&md->walkpath,md->bl.m,md->bl.x,md->bl.y,md->bl.x+dx,md->bl.y+dy,0)){ dx=tbl->x - md->bl.x; dy=tbl->y - md->bl.y; }*/ ret=mob_walktoxy(md,md->bl.x+dx,md->bl.y+dy,0); if(ret) mob_unlocktarget(md,tick);// 移動できないのでタゲ解除(IWとか?) }else{ // アイテムまでたどり着いた if(md->state.state==MS_ATTACK) return 0; // 攻撃中 if(md->state.state==MS_WALK) mob_stop_walking(md,1); // 歩行中なら停止 fitem = (struct flooritem_data *)tbl; if(md->lootitem_count < LOOTITEM_SIZE) memcpy(&md->lootitem[md->lootitem_count++],&fitem->item_data,sizeof(md->lootitem[0])); else if(battle_config.monster_loot_type == 1 && md->lootitem_count >= LOOTITEM_SIZE) { mob_unlocktarget(md,tick); return 0; } else { if(md->lootitem[0].card[0] == (short)0xff00) intif_delete_petdata(*((long *)(&md->lootitem[0].card[1]))); for(i=0;ilootitem[i],&md->lootitem[i+1],sizeof(md->lootitem[0])); memcpy(&md->lootitem[LOOTITEM_SIZE-1],&fitem->item_data,sizeof(md->lootitem[0])); } map_clearflooritem(tbl->id); mob_unlocktarget(md,tick); } return 0; } }else{ mob_unlocktarget(md,tick); if(md->state.state==MS_WALK) mob_stop_walking(md,4); // 歩行中なら停止 return 0; } } // It is skill use at the time of /standby at the time of a walk. if( mobskill_use(md,tick,-1) ) return 0; // 歩行処理 if( mode&1 && mob_can_move(md) && // 移動可能MOB&動ける状態にある (md->master_id==0 || md->state.special_mob_ai || md->master_dist>10) ){ //取り巻きMOBじゃない 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(void * key,void * data,va_list app) { struct mob_data *md=(struct mob_data *)data; unsigned int tick; va_list ap; nullpo_retr(0, md); nullpo_retr(0, app); ap=va_arg(app,va_list); if(md->bl.type!=BL_MOB) return 0; if(!md->bl.type || md->bl.type!=BL_MOB) return 0; tick=va_arg(ap,unsigned int); if(DIFF_TICK(tick,md->last_thinktime)last_thinktime=tick; if(md->bl.prev==NULL || md->skilltimer!=-1){ if(DIFF_TICK(tick,md->next_walktime)>MIN_MOBTHINKTIME*10) md->next_walktime=tick; return 0; } if(DIFF_TICK(md->next_walktime,tick)<0 && (mob_db[md->class_].mode&1) && 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 && mob_db[md->class_].mexp <= 0 && !(mob_db[md->class_].mode & 0x20)) mob_spawn(md->bl.id); }else{ // Since PC is not even in the same map, suitable processing is carried out even if it takes. // MOB which is not BOSS which is not Summons MOB, either -- a case -- sometimes -- leaping if( rand()%1000x0<=0 && md->master_id!=0 && mob_db[md->class_].mexp <= 0 && !(mob_db[md->class_].mode & 0x20)) 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; int nameid,amount; struct map_session_data *first_sd,*second_sd,*third_sd; }; struct delay_item_drop2 { int m,x,y; struct item item_data; struct map_session_data *first_sd,*second_sd,*third_sd; }; /*========================================== * 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; struct item temp_item; int flag, drop_flag = 1; nullpo_retr(0, ditem=(struct delay_item_drop *)id); memset(&temp_item,0,sizeof(temp_item)); temp_item.nameid = ditem->nameid; temp_item.amount = ditem->amount; temp_item.identify = !itemdb_isequip3(temp_item.nameid); if (ditem->first_sd){ #if 0 if (ditem->first_sd->status.party_id > 0){ struct party *p; if((p=party_search(ditem->first_sd->status.party_id)) && p->item){ struct map_session_data *sd = NULL; int i; for (i = p->itemc + 1; i!=p->itemc; i++) { // initialise counter and loop through the party if (i >= MAX_PARTY) i = 0; // reset counter to 1st person in party so it'll stop when it reaches "itemc" if ((sd=p->member[i].sd)!=NULL && sd->bl.m == ditem->first_sd->bl.m) break; } if (sd){ // if an appropiate party member was found drop_flag = 0; if ((p->itemc++) >= MAX_PARTY) p->itemc = 0; if ((flag = pc_additem(ditem->first_sd,&temp_item,ditem->amount))) { clif_additem(ditem->first_sd,0,0,flag); drop_flag = 1; } } } } else #endif if(battle_config.item_auto_get || ditem->first_sd->autoloot){//Autoloot added by Upa-Kun drop_flag = 0; if((flag = pc_additem(ditem->first_sd,&temp_item,ditem->amount))){ clif_additem(ditem->first_sd,0,0,flag); drop_flag = 1; } } } if (drop_flag) { map_addflooritem(&temp_item,1,ditem->m,ditem->x,ditem->y,ditem->first_sd,ditem->second_sd,ditem->third_sd,0); } aFree(ditem); return 0; } /*========================================== * item drop (timer function)-lootitem with delay *------------------------------------------ */ static int mob_delay_item_drop2(int tid,unsigned int tick,int id,int data) { struct delay_item_drop2 *ditem; int flag, drop_flag = 1; nullpo_retr(0, ditem=(struct delay_item_drop2 *)id); if (ditem->first_sd){ #if 0 if (ditem->first_sd->status.party_id > 0){ struct party *p; if((p=party_search(ditem->first_sd->status.party_id)) && p->item){ struct map_session_data *sd = NULL; int i; for (i = p->itemc + 1; i!=p->itemc; i++) { // initialise counter and loop through the party if (i >= MAX_PARTY) i = 0; // reset counter to 1st person in party so it'll stop when it reaches "itemc" if ((sd=p->member[i].sd)!=NULL && sd->bl.m == ditem->first_sd->bl.m) break; } if (sd){ // if an appropiate party member was found drop_flag = 0; if ((p->itemc++) >= MAX_PARTY) p->itemc = 0; if((flag = pc_additem(ditem->first_sd,&ditem->item_data,ditem->item_data.amount))){ clif_additem(ditem->first_sd,0,0,flag); drop_flag = 1; } } } } else #endif if(battle_config.item_auto_get || ditem->first_sd->autoloot){//Autoloot added by Upa-Kun drop_flag = 0; if((flag = pc_additem(ditem->first_sd,&ditem->item_data,ditem->item_data.amount))){ clif_additem(ditem->first_sd,0,0,flag); drop_flag = 1; } } } if (drop_flag) { map_addflooritem(&ditem->item_data,ditem->item_data.amount,ditem->m,ditem->x,ditem->y,ditem->first_sd,ditem->second_sd,ditem->third_sd,0); } aFree(ditem); return 0; } /*========================================== * mob data is erased. *------------------------------------------ */ int mob_delete(struct mob_data *md) { nullpo_retr(1, md); if(md->bl.prev == NULL) return 1; mob_changestate(md,MS_DEAD,0); clif_clearchar_area(&md->bl,1); map_delblock(&md->bl); if(mob_get_viewclass(md->class_) <= 1000) clif_clearchar_delay(gettick()+3000,&md->bl,0); mob_deleteslave(md); mob_setdelayspawn(md->bl.id); return 0; } int mob_catch_delete(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); mob_setdelayspawn(md->bl.id); return 0; } int mob_timer_delete(int tid, unsigned int tick, int id, int data) { struct block_list *bl=map_id2bl(id); struct mob_data *md; nullpo_retr(0, bl); md = (struct mob_data *)bl; mob_catch_delete(md,3); 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_foreachinarea(mob_deleteslave_sub, md->bl.m, 0,0,map[md->bl.m].xs,map[md->bl.m].ys, 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 tdmg,temp; struct item item; int ret; int drop_rate; 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(battle_config.battle_log) // printf("mob_damage %d %d %d\n",md->hp,max_hp,damage); if(md->bl.prev==NULL){ if(battle_config.error_log==1) printf("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; } if(battle_config.monster_damage_delay && md->sc_data[SC_ENDURE].timer == -1) mob_stop_walking(md,3); if(damage > max_hp>>2) skill_stop_dancing(&md->bl,0); if(md->hp > max_hp) md->hp = max_hp; // The amount of overkill rounds to hp. if(damage>md->hp) damage=md->hp; if(!(type&2)) { if(sd!=NULL){ for(i=0,minpos=0,mindmg=0x7fffffff;idmglog[i].id==sd->bl.id) break; if(md->dmglog[i].id==0){ minpos=i; mindmg=0; } else if(md->dmglog[i].dmgdmglog[i].dmg; } } if(idmglog[i].dmg+=damage; else { md->dmglog[minpos].id=sd->bl.id; md->dmglog[minpos].dmg=damage; } if(md->attacked_id <= 0 && md->state.special_mob_ai==0) md->attacked_id = sd->bl.id; } if(src && src->type == BL_PET && battle_config.pet_attack_exp_to_master==1) { struct pet_data *pd = (struct pet_data *)src; nullpo_retr(0, pd); for(i=0,minpos=0,mindmg=0x7fffffff;idmglog[i].id==pd->msd->bl.id) break; if(md->dmglog[i].id==0){ minpos=i; mindmg=0; } else if(md->dmglog[i].dmgdmglog[i].dmg; } } if(idmglog[i].dmg+=(damage*battle_config.pet_attack_exp_rate)/100; else { md->dmglog[minpos].id=pd->msd->bl.id; md->dmglog[minpos].dmg=(damage*battle_config.pet_attack_exp_rate)/100; } } if(src && src->type == BL_MOB && ((struct mob_data*)src)->state.special_mob_ai){ struct mob_data *md2 = (struct mob_data *)src; nullpo_retr(0, md2); for(i=0,minpos=0,mindmg=0x7fffffff;idmglog[i].id==md2->master_id) break; if(md->dmglog[i].id==0){ minpos=i; mindmg=0; } else if(md->dmglog[i].dmgdmglog[i].dmg; } } if(idmglog[i].dmg+=damage; else { md->dmglog[minpos].id=md2->master_id; md->dmglog[minpos].dmg=damage; if(md->attacked_id <= 0 && md->state.special_mob_ai==0) md->attacked_id = md2->master_id; } } } md->hp-=damage; if(md->class_ >= 1285 && md->class_ <=1287) { // guardian hp update [Valaris] struct guild_castle *gc=guild_mapname2gc(map[md->bl.m].name); if(gc) { if(md->bl.id==gc->GID0) { gc->Ghp0=md->hp; if(gc->Ghp0<=0) { guild_castledatasave(gc->castle_id,10,0); guild_castledatasave(gc->castle_id,18,0); } } if(md->bl.id==gc->GID1) { gc->Ghp1=md->hp; if(gc->Ghp1<=0) { guild_castledatasave(gc->castle_id,11,0); guild_castledatasave(gc->castle_id,19,0); } } if(md->bl.id==gc->GID2) { gc->Ghp2=md->hp; if(gc->Ghp2<=0) { guild_castledatasave(gc->castle_id,12,0); guild_castledatasave(gc->castle_id,20,0); } } if(md->bl.id==gc->GID3) { gc->Ghp3=md->hp; if(gc->Ghp3<=0) { guild_castledatasave(gc->castle_id,13,0); guild_castledatasave(gc->castle_id,21,0); } } if(md->bl.id==gc->GID4) { gc->Ghp4=md->hp; if(gc->Ghp4<=0) { guild_castledatasave(gc->castle_id,14,0); guild_castledatasave(gc->castle_id,22,0); } } if(md->bl.id==gc->GID5) { gc->Ghp5=md->hp; if(gc->Ghp5<=0) { guild_castledatasave(gc->castle_id,15,0); guild_castledatasave(gc->castle_id,23,0); } } if(md->bl.id==gc->GID6) { gc->Ghp6=md->hp; if(gc->Ghp6<=0) { guild_castledatasave(gc->castle_id,16,0); guild_castledatasave(gc->castle_id,24,0); } } if(md->bl.id==gc->GID7) { gc->Ghp7=md->hp; if(gc->Ghp7<=0) { guild_castledatasave(gc->castle_id,17,0); guild_castledatasave(gc->castle_id,25,0); } } } } // end addition [Valaris] if(md->option&2 ) status_change_end(&md->bl, SC_HIDING, -1); if(md->option&4 ) status_change_end(&md->bl, SC_CLOAKING, -1); if(md->state.special_mob_ai == 2){//スフィアーマイン int skillidx=0; if((skillidx=mob_skillid2skillidx(md->class_,NPC_SELFDESTRUCTION2))>=0){ md->mode |= 0x1; md->next_walktime=tick; mobskill_use_id(md,&md->bl,skillidx);//自爆詠唱開始 md->state.special_mob_ai++; } if (src && md->master_id==src->id) md->target_dir=map_calc_dir(src,md->bl.x,md->bl.y)+1; } if(md->hp>0){ if (battle_config.show_mob_hp) clif_update_mobhp (md); return 0; } // ----- ここから死亡処理 ----- 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); if(sd) { int sp = 0, hp = 0; if (sd->state.attack_type == BF_MAGIC && (i=pc_checkskill(sd,HW_SOULDRAIN))>0){ /* ソウルドレイン */ 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]; 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; 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; clif_heal(sd->fd,SP_HP,hp); } } // 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 tdmg = 0; for(i=0,count=0,mvp_damage=0;idmglog[i].id==0) continue; tmpsd[i] = map_id2sd(md->dmglog[i].id); if(tmpsd[i] == NULL) continue; count++; if(tmpsd[i]->bl.m != md->bl.m || pc_isdead(tmpsd[i])) continue; tdmg += (double)md->dmglog[i].dmg; 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)) { /* if((double)max_hp < tdmg) dmg_rate = ((double)max_hp) / tdmg; else dmg_rate = 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 == 0) { // jAthena's exp formula // per = ((double)md->dmglog[i].dmg)*(9.+(double)((count > 6)? 6:count))/10./((double)max_hp) * dmg_rate; per = ((double)md->dmglog[i].dmg)*(9.+(double)((count > 6)? 6:count))/10./tdmg; temp = (double)mob_db[md->class_].base_exp * per; base_exp = (temp > 2147483647.)? 0x7fffffff:(int)temp; if(mob_db[md->class_].base_exp > 0 && base_exp < 1) base_exp = 1; if(base_exp < 0) base_exp = 0; temp = (double)mob_db[md->class_].job_exp * per; job_exp = (temp > 2147483647.)? 0x7fffffff:(int)temp; if(mob_db[md->class_].job_exp > 0 && job_exp < 1) job_exp = 1; if(job_exp < 0) job_exp = 0; } else if (battle_config.exp_calc_type == 1) { //eAthena's exp formula rather than jAthena's per=(double)md->dmglog[i].dmg*256*(9+(double)((count > 6)? 6:count))/10/(double)max_hp; if(per>512) per=512; if(per<1) per=1; base_exp=mob_db[md->class_].base_exp*per/256; if(base_exp < 1) base_exp = 1; job_exp=mob_db[md->class_].job_exp*per/256; if(job_exp < 1) job_exp = 1; } else { //eAthena's exp formula rather than jAthena's, but based on total damage dealt per=(double)md->dmglog[i].dmg*256*(9+(double)((count > 6)? 6:count))/10/tdmg; if(per>512) per=512; if(per<1) per=1; base_exp=mob_db[md->class_].base_exp*per/256; if(base_exp < 1) base_exp = 1; job_exp=mob_db[md->class_].job_exp*per/256; if(job_exp < 1) job_exp = 1; } if(sd) { int rate; if ((rate = sd->expaddrace[race]) > 0) { base_exp = (100+rate)*base_exp/100; job_exp = (100+rate)*job_exp/100; } if (battle_config.pk_mode && (mob_db[md->class_].lv - sd->status.base_level >= 20)) { base_exp*=1.15; // pk_mode additional exp if monster >20 levels [Valaris] job_exp*=1.15; } } if(md->master_id) { if(((master = map_id2bl(md->master_id)) && status_get_mode(master)&0x20) || // check if its master is a boss (MVP's and minibosses) (md->state.special_mob_ai >= 1 && battle_config.alchemist_summon_reward != 1)) { // for summoned creatures [Valaris] base_exp = 0; job_exp = 0; } } else { if(battle_config.zeny_from_mobs) { if(md->level > 0) zeny=(md->level+rand()%md->level)*per/256; // zeny calculation moblv + random moblv [Valaris] if(mob_db[md->class_].mexp > 0) zeny*=rand()%250; } if(battle_config.mobs_level_up && md->level > mob_db[md->class_].lv) { // [Valaris] job_exp+=((md->level-mob_db[md->class_].lv)*mob_db[md->class_].job_exp*.03)*per/256; base_exp+=((md->level-mob_db[md->class_].lv)*mob_db[md->class_].base_exp*.03)*per/256; } } if((pid=tmpsd[i]->status.party_id)>0){ // パーティに入っている int j=0; 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 pt[j].base_exp+=base_exp; pt[j].job_exp+=job_exp; 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 log_item[10] = {0}; //8 -> 10 Lupus int drop_ore = -1,drop_items=0; //slot N for DROP LOG, number of dropped items for(i=0;i<10;i++){ // 8 -> 10 Lupus struct delay_item_drop *ditem; int drop_rate; if((master && status_get_mode(master)&0x20) || // check if its master is a boss (MVP's and minibosses) (md->state.special_mob_ai >= 1 && battle_config.alchemist_summon_reward != 1)) // Added [Valaris] break; // End if(mob_db[md->class_].dropitem[i].nameid <= 0) continue; drop_rate = mob_db[md->class_].dropitem[i].p; if(drop_rate <= 0 && !battle_config.drop_rate0item) drop_rate = 1; if(battle_config.drops_by_luk>0 && sd && md) drop_rate+=(sd->status.luk*battle_config.drops_by_luk)/100; // drops affected by luk [Valaris] if(sd && md && battle_config.pk_mode==1 && (mob_db[md->class_].lv - sd->status.base_level >= 20)) drop_rate*=1.25; // pk_mode increase drops if 20 level difference [Valaris] if(drop_rate <= rand()%10000+1) { //if rate == 0, then it doesn't drop (from Freya) drop_ore = i; //we rmember an empty slot to put there ORE DISCOVERY drop later. continue; } drop_items++; //we cound if there were any drops ditem=(struct delay_item_drop *)aCalloc(1,sizeof(struct delay_item_drop)); ditem->nameid = mob_db[md->class_].dropitem[i].nameid; log_item[i] = ditem->nameid; ditem->amount = 1; ditem->m = md->bl.m; ditem->x = md->bl.x; ditem->y = md->bl.y; ditem->first_sd = mvp_sd; ditem->second_sd = second_sd; ditem->third_sd = third_sd; add_timer(tick+500+i,mob_delay_item_drop,(int)ditem,0); } // Ore Discovery [Celest] if (sd && pc_checkskill(sd,BS_FINDINGORE)>0 && battle_config.finding_ore_rate/100 >= rand()%1000) { struct delay_item_drop *ditem; int itemid[17] = { 714, 756, 757, 969, 984, 985, 990, 991, 992, 993, 994, 995, 996, 997, 998, 999, 1002 }; ditem=(struct delay_item_drop *)aCalloc(1,sizeof(struct delay_item_drop)); ditem->nameid = itemid[rand()%17]; //should return from 0 to 16 if (drop_ore<0) i=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[i] = ditem->nameid; //it's for logging only drop_items++; //we cound if there were any drops ditem->amount = 1; ditem->m = md->bl.m; ditem->x = md->bl.x; ditem->y = md->bl.y; ditem->first_sd = mvp_sd; ditem->second_sd = second_sd; ditem->third_sd = third_sd; add_timer(tick+500+i,mob_delay_item_drop,(int)ditem,0); } //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) { for(i=0;imonster_drop_item_count;i++) { struct delay_item_drop *ditem; if(sd->monster_drop_itemid[i] <= 0) continue; if(sd->monster_drop_race[i] & (1<class_].mode & 0x20 && sd->monster_drop_race[i] & 1<<10) || (!(mob_db[md->class_].mode & 0x20) && sd->monster_drop_race[i] & 1<<11) ) { if(sd->monster_drop_itemrate[i] <= rand()%10000) continue; ditem=(struct delay_item_drop *)aCalloc(1,sizeof(struct delay_item_drop)); ditem->nameid = sd->monster_drop_itemid[i]; ditem->amount = 1; ditem->m = md->bl.m; ditem->x = md->bl.x; ditem->y = md->bl.y; ditem->first_sd = mvp_sd; ditem->second_sd = second_sd; ditem->third_sd = third_sd; add_timer(tick+520+i,mob_delay_item_drop,(int)ditem,0); } } if(sd->get_zeny_num > 0) pc_getzeny(sd,mob_db[md->class_].lv*10 + rand()%(sd->get_zeny_num+1)); } if(md->lootitem) { for(i=0;ilootitem_count;i++) { struct delay_item_drop2 *ditem; ditem=(struct delay_item_drop2 *)aCalloc(1,sizeof(struct delay_item_drop2)); memcpy(&ditem->item_data,&md->lootitem[i],sizeof(md->lootitem[0])); ditem->m = md->bl.m; ditem->x = md->bl.x; ditem->y = md->bl.y; ditem->first_sd = mvp_sd; ditem->second_sd = second_sd; ditem->third_sd = third_sd; add_timer(tick+540+i,mob_delay_item_drop2,(int)ditem,0); } } } // mvp処理 if(mvp_sd && mob_db[md->class_].mexp > 0 ){ int log_mvp[2] = {0}; int j; int mexp; temp = ((double)mob_db[md->class_].mexp * (9.+(double)count)/10.); //[Gengar] mexp = (temp > 2147483647.)? 0x7fffffff:(int)temp; 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; if(mob_db[md->class_].mvpitem[i].nameid <= 0) continue; drop_rate = mob_db[md->class_].mvpitem[i].p; if(drop_rate <= 0 && !battle_config.drop_rate0item) drop_rate = 1; /* if(drop_rate < battle_config.item_drop_mvp_min) drop_rate = battle_config.item_drop_mvp_min; else if(drop_rate > battle_config.item_drop_mvp_max) //fixed drop_rate = battle_config.item_drop_mvp_max; */ if(drop_rate <= rand()%10000+1) //if ==0, then it doesn't drop continue; memset(&item,0,sizeof(item)); item.nameid=mob_db[md->class_].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); } break; } if(log_config.mvpdrop > 0) log_mvpdrop(mvp_sd, md->class_, log_mvp); } } // [MouseJstr] // NPC Event [OnAgitBreak] if(md->npc_event[0] && strcmp(((md->npc_event)+strlen(md->npc_event)-13),"::OnAgitBreak") == 0) { printf("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 == NULL) { if(mvp_sd != NULL) sd = mvp_sd; else { struct map_session_data *tmpsd; int i; for(i=0;isession_data) && tmpsd->state.auth) { if(md->bl.m == tmpsd->bl.m) { sd = tmpsd; break; } } } } } if(sd) npc_event(sd,md->npc_event,0); } clif_clearchar_area(&md->bl,1); if(md->level) md->level=0; map_delblock(&md->bl); if(mob_get_viewclass(md->class_) <= 1000) clif_clearchar_delay(tick+3000,&md->bl,0); mob_deleteslave(md); mob_setdelayspawn(md->bl.id); map_freeblock_unlock(); return 0; } /*========================================== * *------------------------------------------ */ int mob_class_change(struct mob_data *md,int *value) { unsigned int tick = gettick(); int i,c,hp_rate,max_hp,class_,count = 0; nullpo_retr(0, md); nullpo_retr(0, value); if(value[0]<=1000 || value[0]>MAX_MOB_DB) return 0; if(md->bl.prev == NULL) return 0; while(count < 5 && value[count] > 1000 && value[count] <= MAX_MOB_DB) count++; if(count < 1) return 0; class_ = value[rand()%count]; if(class_<=1000 || class_>MAX_MOB_DB) return 0; max_hp = status_get_max_hp(&md->bl); hp_rate = md->hp*100/max_hp; clif_mob_class_change(md,class_); md->class_ = class_; max_hp = status_get_max_hp(&md->bl); if(battle_config.monster_class_change_full_recover==1) { md->hp = max_hp; memset(md->dmglog,0,sizeof(md->dmglog)); } else md->hp = max_hp*hp_rate/100; if(md->hp > max_hp) md->hp = max_hp; else if(md->hp < 1) md->hp = 1; memcpy(md->name,mob_db[class_].jname,24); memset(&md->state,0,sizeof(md->state)); md->attacked_id = 0; md->target_id = 0; md->move_fail_count = 0; md->speed = mob_db[md->class_].speed; md->def_ele = mob_db[md->class_].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; for(i=0,c=tick-1000*3600*10;iskilldelay[i] = c; md->skillid=0; md->skilllv=0; if(md->lootitem == NULL && mob_db[class_].mode&0x02) 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); 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->class_ >= 1285 && md->class_ <=1287) { // guardian hp update [Valaris] struct guild_castle *gc=guild_mapname2gc(map[md->bl.m].name); if(gc) { if(md->bl.id==gc->GID0) gc->Ghp0=md->hp; if(md->bl.id==gc->GID1) gc->Ghp1=md->hp; if(md->bl.id==gc->GID2) gc->Ghp2=md->hp; if(md->bl.id==gc->GID3) gc->Ghp3=md->hp; if(md->bl.id==gc->GID4) gc->Ghp4=md->hp; if(md->bl.id==gc->GID5) gc->Ghp5=md->hp; if(md->bl.id==gc->GID6) gc->Ghp6=md->hp; if(md->bl.id==gc->GID7) gc->Ghp7=md->hp; } } // end addition [Valaris] return 0; } /*========================================== * Added by RoVeRT *------------------------------------------ */ int mob_warpslave_sub(struct block_list *bl,va_list ap) { struct mob_data *md=(struct mob_data *)bl; int id,x,y; id=va_arg(ap,int); x=va_arg(ap,int); y=va_arg(ap,int); if( md->master_id==id ) { mob_warp(md,-1,x,y,2); } return 0; } /*========================================== * Added by RoVeRT *------------------------------------------ */ int mob_warpslave(struct mob_data *md,int x, int y) { //printf("warp slave\n"); map_foreachinarea(mob_warpslave_sub, md->bl.m, x-AREA_SIZE,y-AREA_SIZE, x+AREA_SIZE,y+AREA_SIZE,BL_MOB, md->bl.id, md->bl.x, md->bl.y ); return 0; } /*========================================== * 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; clif_clearchar_area(&md->bl,type); } skill_unit_move(&md->bl,tick,0); 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) printf("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; md->state.skillstate=MSS_IDLE; mob_changestate(md,MS_IDLE,0); if(type>0 && i==1000) { if(battle_config.battle_log) printf("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,md->bl.x,md->bl.y); } 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); nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, c=va_arg(ap,int *)); nullpo_retr(0, md = (struct mob_data *)bl); if( md->master_id==id ) (*c)++; return 0; } /*========================================== * 画面内の取り巻きの数計算 *------------------------------------------ */ int mob_countslave(struct mob_data *md) { int c=0; nullpo_retr(0, md); map_foreachinarea(mob_countslave_sub, md->bl.m, 0,0,map[md->bl.m].xs-1,map[md->bl.m].ys-1, BL_MOB,md->bl.id,&c); return c; } /*========================================== * 手下MOB召喚 *------------------------------------------ */ int mob_summonslave(struct mob_data *md2,int *value,int amount,int flag) { struct mob_data *md; int bx,by,m,count = 0,class_,k,a = amount; nullpo_retr(0, md2); nullpo_retr(0, value); bx=md2->bl.x; by=md2->bl.y; m=md2->bl.m; if(value[0]<=1000 || value[0]>MAX_MOB_DB) // 値が異常なら召喚を止める return 0; while(count < 21 && value[count] > 1000 && value[count] <= 2000) count++; if(count < 1) return 0; for(k=0;kMAX_MOB_DB) continue; for(;amount>0;amount--){ int x=0,y=0,i=0; md=(struct mob_data *)aCalloc(1,sizeof(struct mob_data)); if(mob_db[class_].mode&0x02) md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item)); else md->lootitem=NULL; 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; md->speed=md2->speed; md->spawndelay1=-1; // 一度のみフラグ md->spawndelay2=-1; // 一度のみフラグ 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,(flag)? NPC_SUMMONSLAVE:NPC_SUMMONMONSTER,a,1); if(flag) md->master_id=md2->bl.id; } } return 0; } /*========================================== * 自分をロックしているPCの数を数える(foreachclient) *------------------------------------------ */ static int mob_counttargeted_sub(struct block_list *bl,va_list ap) { int id,*c,target_lv; struct block_list *src; id=va_arg(ap,int); nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, c=va_arg(ap,int *)); src=va_arg(ap,struct block_list *); target_lv=va_arg(ap,int); if(id == bl->id || (src && id == src->id)) return 0; if(bl->type == BL_PC) { struct map_session_data *sd = (struct map_session_data *)bl; if(sd && sd->attacktarget == id && sd->attacktimer != -1 && sd->attacktarget_lv >= target_lv) (*c)++; } else if(bl->type == BL_MOB) { struct mob_data *md = (struct mob_data *)bl; if(md && md->target_id == id && md->timer != -1 && md->state.state == MS_ATTACK && md->target_lv >= target_lv) (*c)++; } else if(bl->type == BL_PET) { struct pet_data *pd = (struct pet_data *)bl; if(pd->target_id == id && pd->timer != -1 && pd->state.state == MS_ATTACK && pd->target_lv >= target_lv) (*c)++; } return 0; } /*========================================== * 自分をロックしているPCの数を数える *------------------------------------------ */ int mob_counttargeted(struct mob_data *md,struct block_list *src,int target_lv) { int c=0; nullpo_retr(0, md); map_foreachinarea(mob_counttargeted_sub, md->bl.m, md->bl.x-AREA_SIZE,md->bl.y-AREA_SIZE, md->bl.x+AREA_SIZE,md->bl.y+AREA_SIZE,0,md->bl.id,&c,src,target_lv); return c; } /*========================================== *MOBskillから該当skillidのskillidxを返す *------------------------------------------ */ int mob_skillid2skillidx(int class_,int skillid) { int i; struct mob_skill *ms=mob_db[class_].skill; if(ms==NULL) return -1; for(i=0;iid:%d\n",mbl->id); return 0; } if( md->bl.type!=BL_MOB || md->bl.prev==NULL ) return 0; if( md->skilltimer != tid ) // タイマIDの確認 return 0; md->skilltimer=-1; //沈黙や状態異常など if(md->sc_data){ if(md->opt1>0 || md->sc_data[SC_DIVINA].timer != -1 || md->sc_data[SC_ROKISWEIL].timer != -1 || md->sc_data[SC_STEELBODY].timer != -1) return 0; if(md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター return 0; if(md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り return 0; if(md->sc_data[SC_BERSERK].timer != -1) //バーサーク return 0; } if(md->skillid != NPC_EMOTION) md->last_thinktime=tick + status_get_adelay(&md->bl); if((bl = map_id2bl(md->skilltarget)) == NULL || bl->prev==NULL){ //スキルターゲットが存在しない //printf("mobskill_castend_id nullpo\n");//ターゲットがいないときはnullpoじゃなくて普通に終了 return 0; } if(md->bl.m != bl->m) return 0; if(md->skillid == PR_LEXAETERNA) { struct status_change *sc_data = status_get_sc_data(bl); if(sc_data && (sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))) return 0; } else if(md->skillid == RG_BACKSTAP) { int dir = map_calc_dir(&md->bl,bl->x,bl->y),t_dir = status_get_dir(bl); int dist = distance(md->bl.x,md->bl.y,bl->x,bl->y); if(bl->type != BL_SKILL && (dist == 0 || map_check_dir(dir,t_dir))) return 0; } if( ( (skill_get_inf(md->skillid)&1) || (skill_get_inf2(md->skillid)&4) ) && // 彼我敵対関係チェック battle_check_target(&md->bl,bl, BCT_ENEMY)<=0 ) return 0; range = skill_get_range(md->skillid,md->skilllv); if(range < 0) range = status_get_range(&md->bl) - (range + 1); if(range + battle_config.mob_skill_add_range < distance(md->bl.x,md->bl.y,bl->x,bl->y)) return 0; md->skilldelay[md->skillidx]=tick; if(battle_config.mob_skill_log) printf("MOB skill castend skill=%d, class = %d\n",md->skillid,md->class_); // mob_stop_walking(md,0); switch( skill_get_nk(md->skillid) ) { // 攻撃系/吹き飛ばし系 case 0: case 2: skill_castend_damage_id(&md->bl,bl,md->skillid,md->skilllv,tick,0); break; case 1:// 支援系 if(!mob_db[md->class_].skill[md->skillidx].val[0] && (md->skillid==AL_HEAL || (md->skillid==ALL_RESURRECTION && bl->type != BL_PC)) && battle_check_undead(status_get_race(bl),status_get_elem_type(bl)) ) skill_castend_damage_id(&md->bl,bl,md->skillid,md->skilllv,tick,0); else skill_castend_nodamage_id(&md->bl,bl,md->skillid,md->skilllv,tick,0); break; } 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; struct block_list *bl; int range,maxcount; //mobskill_castend_id同様詠唱したMobが詠唱完了時にもういないというのはありそうなのでnullpoから除外 if((bl=map_id2bl(id))==NULL) return 0; nullpo_retr(0, md=(struct mob_data *)bl); if( md->bl.type!=BL_MOB || md->bl.prev==NULL ) return 0; if( md->skilltimer != tid ) // タイマIDの確認 return 0; md->skilltimer=-1; if(md->sc_data){ if(md->opt1>0 || md->sc_data[SC_DIVINA].timer != -1 || md->sc_data[SC_ROKISWEIL].timer != -1 || md->sc_data[SC_STEELBODY].timer != -1) return 0; if(md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター return 0; if(md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り return 0; if(md->sc_data[SC_BERSERK].timer != -1) //バーサーク 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)) return 0; if(battle_config.monster_skill_nofootset && skill_get_unit_flag(md->skillid)&UF_NOFOOTSET && skill_check_unit_range2(md->bl.m,md->skillx,md->skilly,md->skillid,md->skilllv)) 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) return 0; } } range = skill_get_range(md->skillid,md->skilllv); if(range < 0) range = status_get_range(&md->bl) - (range + 1); if(range + battle_config.mob_skill_add_range < distance(md->bl.x,md->bl.y,md->skillx,md->skilly)) return 0; md->skilldelay[md->skillidx]=tick; if(battle_config.mob_skill_log) printf("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); 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,range; struct mob_skill *ms; int skill_id, skill_lv, forcecast = 0; nullpo_retr(0, md); nullpo_retr(0, ms=&mob_db[md->class_].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; // 沈黙や異常 if(md->sc_data){ if(md->opt1>0 || md->sc_data[SC_DIVINA].timer != -1 || md->sc_data[SC_ROKISWEIL].timer != -1 || md->sc_data[SC_STEELBODY].timer != -1) return 0; if(md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター return 0; if(md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り return 0; if(md->sc_data[SC_BERSERK].timer != -1) //バーサーク return 0; } if(md->option&4 && skill_id==TF_HIDING) return 0; if(md->option&2 && skill_id!=TF_HIDING && skill_id!=AS_GRIMTOOTH && skill_id!=RG_BACKSTAP && skill_id!=RG_RAID) return 0; if(map[md->bl.m].flag.gvg && (skill_id == SM_ENDURE || skill_id == AL_TELEPORT || skill_id == AL_WARP || skill_id == WZ_ICEWALL || skill_id == TF_BACKSLIDING)) return 0; if(skill_get_inf2(skill_id)&0x200 && md->bl.id == target->id) return 0; // 射程と障害物チェック range = skill_get_range(skill_id,skill_lv); if(range < 0) range = status_get_range(&md->bl) - (range + 1); if(!battle_check_range(&md->bl,target,range)) return 0; // delay=skill_delayfix(&md->bl, skill_get_delay( skill_id,skill_lv) ); casttime=skill_castfix(&md->bl,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, skill_get_cast(PR_TURNUNDEAD,skill_lv) ); } 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; } if(battle_config.mob_skill_log) printf("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>0 || forcecast){ // 詠唱が必要 // struct mob_data *md2; mob_stop_walking(md,0); // 歩行停止 clif_skillcasting( &md->bl, md->bl.id, target->id, 0,0, skill_id,casttime); // 詠唱反応モンスター /* if( target->type==BL_MOB && mob_db[(md2=(struct mob_data *)target)->class_].mode&0x10 && md2->state.state!=MS_ATTACK){ md2->target_id=md->bl.id; md->state.targettype = ATTACKABLE; md2->min_chase=13; }*/ } 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,range; struct mob_skill *ms; struct block_list bl; int skill_id, skill_lv; nullpo_retr(0, md); nullpo_retr(0, ms=&mob_db[md->class_].skill[skill_idx]); if( md->bl.prev==NULL ) return 0; skill_id=ms->skill_id; skill_lv=ms->skill_lv; //沈黙や状態異常など if(md->sc_data){ if(md->opt1>0 || md->sc_data[SC_DIVINA].timer != -1 || md->sc_data[SC_ROKISWEIL].timer != -1 || md->sc_data[SC_STEELBODY].timer != -1) return 0; if(md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター return 0; if(md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り return 0; if(md->sc_data[SC_BERSERK].timer != -1) //バーサーク return 0; } if(md->option&2) return 0; if(map[md->bl.m].flag.gvg && (skill_id == SM_ENDURE || skill_id == AL_TELEPORT || skill_id == AL_WARP || skill_id == WZ_ICEWALL || skill_id == TF_BACKSLIDING)) 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; range = skill_get_range(skill_id,skill_lv); if(range < 0) range = status_get_range(&md->bl) - (range + 1); if(!battle_check_range(&md->bl,&bl,range)) return 0; // delay=skill_delayfix(&sd->bl, skill_get_delay( skill_id,skill_lv) ); casttime=skill_castfix(&md->bl,ms->casttime); md->skilldelay[skill_idx]=gettick(); md->state.skillcastcancel=ms->cancel; if(battle_config.mob_skill_log) printf("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,0); // 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 mob_data **fr, *md, *mmd; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, mmd=va_arg(ap,struct mob_data *)); md=(struct mob_data *)bl; if( mmd->bl.id == bl->id ) return 0; rate=va_arg(ap,int); fr=va_arg(ap,struct mob_data **); if( md->hp < mob_db[md->class_].max_hp*rate/100 ) (*fr)=md; return 0; } struct mob_data *mob_getfriendhpltmaxrate(struct mob_data *md,int rate) { struct mob_data *fr=NULL; const int r=8; nullpo_retr(NULL, md); map_foreachinarea(mob_getfriendhpltmaxrate_sub, md->bl.m, md->bl.x-r ,md->bl.y-r, md->bl.x+r, md->bl.y+r, BL_MOB,md,rate,&fr); return fr; } /*========================================== * 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; 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_STONE;j<=SC_BLIND && !flag;j++){ flag=(md->sc_data[j].timer!=-1 ); } }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 *target=NULL; int i,max_hp; nullpo_retr(0, md); nullpo_retr(0, ms = mob_db[md->class_].skill); max_hp = status_get_max_hp(&md->bl); if(battle_config.mob_skill_use == 0 || md->skilltimer != -1) return 0; if(md->state.special_mob_ai) return 0; if(md->sc_data[SC_SELFDESTRUCTION].timer!=-1) //自爆中はスキルを使わない return 0; for(i=0;iclass_].maxskill;i++){ int c2=ms[i].cond2,flag=0; struct mob_data *fmd=NULL; // ディレイ中 if( DIFF_TICK(tick,md->skilldelay[i])=0 && ms[i].state!=md->state.skillstate ) continue; // 条件判定 flag=(event==ms[i].cond1); if(!flag){ switch( ms[i].cond1 ){ case MSC_ALWAYS: flag=1; break; case MSC_MYHPLTMAXRATE: // HP< maxhp% flag=( md->hp < max_hp*c2/100 ); break; case MSC_MYSTATUSON: // status[num] on case MSC_MYSTATUSOFF: // status[num] off if( ms[i].cond2==-1 ){ int j; for(j=SC_STONE;j<=SC_BLIND && !flag;j++){ flag=(md->sc_data[j].timer!=-1 ); } }else flag=( md->sc_data[ms[i].cond2].timer!=-1 ); flag^=( ms[i].cond1==MSC_MYSTATUSOFF ); break; case MSC_FRIENDHPLTMAXRATE: // friend HP < maxhp% flag=(( fmd=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) < c2 ); break; case MSC_ATTACKPCGT: // attack pc > num flag=( mob_counttargeted(md,NULL,0) > c2 ); break; case MSC_SLAVELE: // slave <= num flag=( mob_countslave(md) <= c2 ); break; case MSC_ATTACKPCGE: // attack pc >= num flag=( mob_counttargeted(md,NULL,0) >= c2 ); break; case MSC_SKILLUSED: // specificated skill used flag=( (event&0xffff)==MSC_SKILLUSED && ((event>>16)==c2 || c2==0)); break; } } // 確率判定 if( flag && rand()%10000 < ms[i].permillage ){ if( skill_get_inf(ms[i].skill_id)&2 ){ // 場所指定 struct block_list *bl = NULL; int x=0,y=0; if( ms[i].target<=MST_AROUND ){ bl= ((ms[i].target==MST_TARGET || ms[i].target==MST_AROUND5)? map_id2bl(md->target_id): (ms[i].target==MST_FRIEND)? &fmd->bl : &md->bl); 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; do{ bx=x + rand()%(r*2+3) - r; by=y + rand()%(r*2+3) - r; }while( ( bx<=0 || by<=0 || bx>=map[m].xs || by>=map[m].ys || 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( ( bx<=0 || by<=0 || bx>=map[m].xs || by>=map[m].ys || 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_FRIEND ){ struct block_list *bl = NULL; bl= ((ms[i].target==MST_TARGET)? map_id2bl(md->target_id): (ms[i].target==MST_FRIEND)? &fmd->bl : &md->bl); if(bl && !mobskill_use_id(md,bl,i)) return 0; } } if(ms[i].emotion >= 0) clif_emotion(&md->bl,ms[i].emotion); return 1; } } return 0; } /*========================================== * Skill use event processing *------------------------------------------ */ int mobskill_event(struct mob_data *md,int flag) { nullpo_retr(0, md); if(flag==-1 && mobskill_use(md,gettick(),MSC_CASTTARGETED)) return 1; if( (flag&BF_SHORT) && mobskill_use(md,gettick(),MSC_CLOSEDATTACKED)) return 1; if( (flag&BF_LONG) && mobskill_use(md,gettick(),MSC_LONGRANGEATTACKED)) return 1; return 0; } /*========================================== * Mobがエンペリウムなどの場合の判定 *------------------------------------------ */ int mob_gvmobcheck(struct map_session_data *sd, struct block_list *bl) { struct mob_data *md=NULL; nullpo_retr(0,sd); nullpo_retr(0,bl); if(bl->type==BL_MOB && (md=(struct mob_data *)bl) && (md->class_ == 1288 || md->class_ == 1287 || md->class_ == 1286 || md->class_ == 1285)) { struct guild_castle *gc=guild_mapname2gc(map[sd->bl.m].name); struct guild *g=guild_search(sd->status.guild_id); if(g == NULL && md->class_ == 1288) return 0;//ギルド未加入ならダメージ無し else if(gc != NULL && !map[sd->bl.m].flag.gvg) return 0;//砦内でGvじゃないときはダメージなし else if(g) { if (gc != NULL && g->guild_id == gc->guild_id) return 0;//自占領ギルドのエンペならダメージ無し else if(guild_checkskill(g,GD_APPROVAL) <= 0 && md->class_ == 1288) return 0;//正規ギルド承認がないとダメージ無し else if (gc && guild_check_alliance(gc->guild_id, g->guild_id, 0) == 1) return 0; // 同盟ならダメージ無し } } return 1; } /*========================================== * 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 )&2 ) delete_timer( md->skilltimer, mobskill_castend_pos ); else delete_timer( md->skilltimer, mobskill_castend_id ); md->skilltimer=-1; } return 0; } // // 初期化 // /*========================================== * Since un-setting [ mob ] up was used, it is an initial provisional value setup. *------------------------------------------ */ static int mob_makedummymobdb(int class_) { int i; sprintf(mob_db[class_].name,"mob%d",class_); sprintf(mob_db[class_].jname,"mob%d",class_); mob_db[class_].lv=1; mob_db[class_].max_hp=1000; mob_db[class_].max_sp=1; mob_db[class_].base_exp=2; mob_db[class_].job_exp=1; mob_db[class_].range=1; mob_db[class_].atk1=7; mob_db[class_].atk2=10; mob_db[class_].def=0; mob_db[class_].mdef=0; mob_db[class_].str=1; mob_db[class_].agi=1; mob_db[class_].vit=1; mob_db[class_].int_=1; mob_db[class_].dex=6; mob_db[class_].luk=2; mob_db[class_].range2=10; mob_db[class_].range3=10; mob_db[class_].size=0; mob_db[class_].race=0; mob_db[class_].element=0; mob_db[class_].mode=0; mob_db[class_].speed=300; mob_db[class_].adelay=1000; mob_db[class_].amotion=500; mob_db[class_].dmotion=500; //mob_db[class_].dropitem[0].nameid=909; // Jellopy //mob_db[class_].dropitem[0].p=1000; for(i=1;i<10;i++){ // 8-> 10 Lupus mob_db[class_].dropitem[i].nameid=0; mob_db[class_].dropitem[i].p=0; } // Item1,Item2 mob_db[class_].mexp=0; mob_db[class_].mexpper=0; for(i=0;i<3;i++){ mob_db[class_].mvpitem[i].nameid=0; mob_db[class_].mvpitem[i].p=0; } for(i=0;i0) continue; return -1; } while(fgets(line,1020,fp)){ int class_,i; 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_<=1000 || class_>MAX_MOB_DB) continue; mob_db[class_].view_class=class_; memcpy(mob_db[class_].name,str[1],24); memcpy(mob_db[class_].jname,str[2],24); mob_db[class_].lv=atoi(str[3]); mob_db[class_].max_hp=atoi(str[4]); mob_db[class_].max_sp=atoi(str[5]); mob_db[class_].base_exp = atoi(str[6]); if (mob_db[class_].base_exp <= 0) mob_db[class_].base_exp = 0; else if (mob_db[class_].base_exp * battle_config.base_exp_rate / 100 > 1000000000 || mob_db[class_].base_exp * battle_config.base_exp_rate / 100 < 0) mob_db[class_].base_exp = 1000000000; else { mob_db[class_].base_exp = mob_db[class_].base_exp * battle_config.base_exp_rate / 100; if (mob_db[class_].base_exp < 1) mob_db[class_].base_exp = 1; } mob_db[class_].job_exp = atoi(str[7]); if (mob_db[class_].job_exp <= 0) mob_db[class_].job_exp = 0; else if (mob_db[class_].job_exp * battle_config.job_exp_rate / 100 > 1000000000 || mob_db[class_].job_exp * battle_config.job_exp_rate / 100 < 0) mob_db[class_].job_exp = 1000000000; else { mob_db[class_].job_exp = mob_db[class_].job_exp * battle_config.job_exp_rate / 100; if (mob_db[class_].job_exp < 1) mob_db[class_].job_exp = 1; } mob_db[class_].range=atoi(str[8]); mob_db[class_].atk1=atoi(str[9]); mob_db[class_].atk2=atoi(str[10]); mob_db[class_].def=atoi(str[11]); mob_db[class_].mdef=atoi(str[12]); mob_db[class_].str=atoi(str[13]); mob_db[class_].agi=atoi(str[14]); mob_db[class_].vit=atoi(str[15]); mob_db[class_].int_=atoi(str[16]); mob_db[class_].dex=atoi(str[17]); mob_db[class_].luk=atoi(str[18]); mob_db[class_].range2=atoi(str[19]); mob_db[class_].range3=atoi(str[20]); mob_db[class_].size=atoi(str[21]); mob_db[class_].race=atoi(str[22]); mob_db[class_].element=atoi(str[23]); mob_db[class_].mode=atoi(str[24]); mob_db[class_].speed=atoi(str[25]); mob_db[class_].adelay=atoi(str[26]); mob_db[class_].amotion=atoi(str[27]); mob_db[class_].dmotion=atoi(str[28]); for(i=0;i<10;i++){ // 8 -> 10 Lupus int rate = 0,type,ratemin,ratemax; mob_db[class_].dropitem[i].nameid=atoi(str[29+i*2]); type = itemdb_type(mob_db[class_].dropitem[i].nameid); if (type == 0) { rate = battle_config.item_rate_heal * atoi(str[30+i*2]) / 100; //fix by Yor ratemin = battle_config.item_drop_heal_min; ratemax = battle_config.item_drop_heal_max; } else if (type == 2) { rate = battle_config.item_rate_use * atoi(str[30+i*2]) / 100; //fix by Yor ratemin = battle_config.item_drop_use_min; ratemax = battle_config.item_drop_use_max; // End } else if (type == 4 || type == 5 || type == 8) { // Changed to include Pet Equip rate = battle_config.item_rate_equip * atoi(str[30+i*2]) / 100; ratemin = battle_config.item_drop_equip_min; ratemax = battle_config.item_drop_equip_max; } else if (type == 6) { rate = battle_config.item_rate_card * atoi(str[30+i*2]) / 100; ratemin = battle_config.item_drop_card_min; ratemax = battle_config.item_drop_card_max; } else { rate = battle_config.item_rate_common * atoi(str[30+i*2]) / 100; ratemin = battle_config.item_drop_common_min; ratemax = battle_config.item_drop_common_max; } mob_db[class_].dropitem[i].p = (rate < ratemin) ? ratemin : (rate > ratemax) ? ratemax: rate; } // MVP EXP Bonus, Chance: MEXP,ExpPer mob_db[class_].mexp=atoi(str[49])*battle_config.mvp_exp_rate/100; mob_db[class_].mexpper=atoi(str[50]); // MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per for(i=0;i<3;i++){ int rate=atoi(str[52+i*2])*battle_config.mvp_item_rate/100; //idea of the fix from Freya mob_db[class_].mvpitem[i].nameid=atoi(str[51+i*2]); mob_db[class_].mvpitem[i].p= (rate < battle_config.item_drop_mvp_min) ? battle_config.item_drop_mvp_min : (rate > battle_config.item_drop_mvp_max) ? battle_config.item_drop_mvp_max : rate; } for(i=0;iMAX_MOB_DB) // 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[class_].view_class=k; if((k < 24) || (k > 4000)) { mob_db[class_].sex=atoi(str[2]); mob_db[class_].hair=atoi(str[3]); mob_db[class_].hair_color=atoi(str[4]); mob_db[class_].weapon=atoi(str[5]); mob_db[class_].shield=atoi(str[6]); mob_db[class_].head_top=atoi(str[7]); mob_db[class_].head_mid=atoi(str[8]); mob_db[class_].head_buttom=atoi(str[9]); mob_db[class_].option=atoi(str[10])&~0x46; mob_db[class_].clothes_color=atoi(str[11]); // Monster player dye option - Valaris } else if(atoi(str[2]) > 0) mob_db[class_].equip=atoi(str[2]); // mob equipment [Valaris] ln++; } fclose(fp); sprintf(tmp_output,"Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",ln,"db/mob_avail.txt"); ShowStatus(tmp_output); 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[] = { "db/mob_branch.txt", "db/mob_poring.txt", "db/mob_boss.txt" }; for(i=0;i1000 && class_<=MAX_MOB_DB) || class_==0) mob_db[class_].summonper[i]=per; } fclose(fp); sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n",mobfile[i]); ShowStatus(tmp_output); } return 0; } /*========================================== * db/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 }, { "casttargeted", MSC_CASTTARGETED }, }, 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 }, { "attack", MSS_ATTACK }, { "dead", MSS_DEAD }, { "loot", MSS_LOOT }, { "chase", MSS_CHASE }, }, target[] = { { "target", MST_TARGET }, { "self", MST_SELF }, { "friend", MST_FRIEND }, { "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[]={ "db/mob_skill_db.txt","db/mob_skill_db2.txt" }; for(x=0;x<2;x++){ fp=fopen(filename[x],"r"); if(fp==NULL){ if(x==0) printf("can't read %s\n",filename[x]); continue; } while(fgets(line,1020,fp)){ char *sp[20],*p; int mob_id; struct mob_skill *ms; 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( (mob_id=atoi(sp[0]))<=0 ) continue; if( strcmp(sp[1],"clear")==0 ){ memset(mob_db[mob_id].skill,0,sizeof(mob_db[mob_id].skill)); mob_db[mob_id].maxskill=0; continue; } for(i=0;iskill_id == 0) break; if(i==MAX_MOBSKILL){ printf("mob_skill: readdb: too many skill ! [%s] in %d[%s]\n", sp[1],mob_id,mob_db[mob_id].jname); continue; } ms->state=atoi(sp[2]); for(j=0;jstate=state[j].id; } ms->skill_id=atoi(sp[3]); j=atoi(sp[4]); if (j<=0 || j>MAX_SKILL_DB) continue; ms->skill_lv=j; ms->permillage=atoi(sp[5]); ms->casttime=atoi(sp[6]); ms->delay=atoi(sp[7]); 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; mob_db[mob_id].maxskill=i+1; } fclose(fp); sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n",filename[x]); ShowStatus(tmp_output); } return 0; } /*========================================== * db/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; if( (fp=fopen("db/mob_race2_db.txt","r"))==NULL ){ printf("can't read db/mob_race2_db.txt\n"); 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 (k < 1000 || k > MAX_MOB_DB) continue; mob_db[k].race2 = race; //mob_race_db[race][j] = k; } } fclose(fp); sprintf(tmp_output,"Done reading '"CL_WHITE"%s"CL_RESET"'.\n","db/mob_race2_db.txt"); ShowStatus(tmp_output); return 0; } void mob_reload(void) { /* mob_read(); */ do_init_mob(); } #ifndef TXT_ONLY /*========================================== * SQL reading *------------------------------------------ */ static int mob_read_sqldb(void) { char line[1024]; int i,class_; long unsigned int ln=0; char *str[60],*p,*np; // 55->60 Lupus memset(mob_db,0,sizeof(mob_db)); sprintf (tmp_sql, "SELECT * FROM `%s`",mob_db_db); if(mysql_query(&mmysql_handle, tmp_sql) ) { printf("DB server Error (select %s to Memory)- %s\n",mob_db_db,mysql_error(&mmysql_handle) ); } sql_res = mysql_store_result(&mmysql_handle); if (sql_res) { while((sql_row = mysql_fetch_row(sql_res))){ sprintf(line,"%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s", sql_row[0],sql_row[1],sql_row[2],sql_row[3],sql_row[4], sql_row[5],sql_row[6],sql_row[7],sql_row[8],sql_row[9], sql_row[10],sql_row[11],sql_row[12],sql_row[13],sql_row[14], sql_row[15],sql_row[16],sql_row[17],sql_row[18],sql_row[19], sql_row[20],sql_row[21],sql_row[22],sql_row[23],sql_row[24], sql_row[25],sql_row[26],sql_row[27],sql_row[28],sql_row[29], sql_row[30],sql_row[31],sql_row[32],sql_row[33],sql_row[34], sql_row[35],sql_row[36],sql_row[37],sql_row[38],sql_row[39], sql_row[40],sql_row[41],sql_row[42],sql_row[43],sql_row[44], sql_row[45],sql_row[46],sql_row[47],sql_row[48],sql_row[49], sql_row[50],sql_row[51],sql_row[52],sql_row[53],sql_row[54], sql_row[55],sql_row[56]); for(i=0,p=line;i<57;i++){ if((np=strchr(p,','))!=NULL){ str[i]=p; *np=0; p=np+1; } else str[i]=p; } class_=atoi(str[0]); if(class_<=1000 || class_>MAX_MOB_DB) continue; ln++; mob_db[class_].view_class=class_; memcpy(mob_db[class_].name,str[1],24); memcpy(mob_db[class_].jname,str[2],24); mob_db[class_].lv=atoi(str[3]); mob_db[class_].max_hp=atoi(str[4]); mob_db[class_].max_sp=atoi(str[5]); mob_db[class_].base_exp = atoi(str[6]); if (mob_db[class_].base_exp <= 0) mob_db[class_].base_exp = 0; else if (mob_db[class_].base_exp * battle_config.base_exp_rate / 100 > 1000000000 || mob_db[class_].base_exp * battle_config.base_exp_rate / 100 < 0) mob_db[class_].base_exp = 1000000000; else { mob_db[class_].base_exp = mob_db[class_].base_exp * battle_config.base_exp_rate / 100; if (mob_db[class_].base_exp < 1) mob_db[class_].base_exp = 1; } mob_db[class_].job_exp = atoi(str[7]); if (mob_db[class_].job_exp <= 0) mob_db[class_].job_exp = 0; else if (mob_db[class_].job_exp * battle_config.job_exp_rate / 100 > 1000000000 || mob_db[class_].job_exp * battle_config.job_exp_rate / 100 < 0) mob_db[class_].job_exp = 1000000000; else { mob_db[class_].job_exp = mob_db[class_].job_exp * battle_config.job_exp_rate / 100; if (mob_db[class_].job_exp < 1) mob_db[class_].job_exp = 1; } mob_db[class_].range=atoi(str[8]); mob_db[class_].atk1=atoi(str[9]); mob_db[class_].atk2=atoi(str[10]); mob_db[class_].def=atoi(str[11]); mob_db[class_].mdef=atoi(str[12]); mob_db[class_].str=atoi(str[13]); mob_db[class_].agi=atoi(str[14]); mob_db[class_].vit=atoi(str[15]); mob_db[class_].int_=atoi(str[16]); mob_db[class_].dex=atoi(str[17]); mob_db[class_].luk=atoi(str[18]); mob_db[class_].range2=atoi(str[19]); mob_db[class_].range3=atoi(str[20]); mob_db[class_].size=atoi(str[21]); mob_db[class_].race=atoi(str[22]); mob_db[class_].element=atoi(str[23]); mob_db[class_].mode=atoi(str[24]); mob_db[class_].speed=atoi(str[25]); mob_db[class_].adelay=atoi(str[26]); mob_db[class_].amotion=atoi(str[27]); mob_db[class_].dmotion=atoi(str[28]); for(i=0;i<10;i++){ // 8 -> 10 Lupus int rate = 0,type,ratemin,ratemax; mob_db[class_].dropitem[i].nameid=atoi(str[29+i*2]); type = itemdb_type(mob_db[class_].dropitem[i].nameid); if (type == 0) { // Added by Valaris rate = battle_config.item_rate_heal * atoi(str[30+i*2]) / 100; ratemin = battle_config.item_drop_heal_min; ratemax = battle_config.item_drop_heal_max; } else if (type == 2) { rate = battle_config.item_rate_use * atoi(str[30+i*2]) / 100; ratemin = battle_config.item_drop_use_min; ratemax = battle_config.item_drop_use_max; // End } else if (type == 4 || type == 5 || type == 8) { // Changed to include Pet Equip rate = battle_config.item_rate_equip * atoi(str[30+i*2]) / 100; ratemin = battle_config.item_drop_equip_min; ratemax = battle_config.item_drop_equip_max; } else if (type == 6) { rate = battle_config.item_rate_card * atoi(str[30+i*2]) / 100; ratemin = battle_config.item_drop_card_min; ratemax = battle_config.item_drop_card_max; } else { rate = battle_config.item_rate_common * atoi(str[30+i*2]) / 100; ratemin = battle_config.item_drop_common_min; ratemax = battle_config.item_drop_common_max; } mob_db[class_].dropitem[i].p = (rate < ratemin) ? ratemin : (rate > ratemax) ? ratemax: rate; } // MVP EXP Bonus, Chance: MEXP,ExpPer mob_db[class_].mexp=atoi(str[49])*battle_config.mvp_exp_rate/100; mob_db[class_].mexpper=atoi(str[50]); // MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per for(i=0;i<3;i++){ mob_db[class_].mvpitem[i].nameid=atoi(str[51+i*2]); mob_db[class_].mvpitem[i].p=atoi(str[52+i*2])*battle_config.mvp_item_rate/100; } for(i=0;i