// $Id: mob.c,v 1.7 2004/09/25 05:32:18 MouseJstr Exp $ #include <stdio.h> #include <stdlib.h> #include <stdarg.h> #include <string.h> #include "timer.h" #include "socket.h" #include "db.h" #include "nullpo.h" #include "malloc.h" #include "map.h" #include "clif.h" #include "intif.h" #include "pc.h" #include "mob.h" #include "guild.h" #include "itemdb.h" #include "skill.h" #include "battle.h" #include "party.h" #include "npc.h" #include "log.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[2001]; /*========================================== * 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]);i++){ if( strcmpi(mob_db[i].name,str)==0 || strcmp(mob_db[i].jname,str)==0 || memcmp(mob_db[i].name,str,24)==0 || memcmp(mob_db[i].jname,str,24)==0) return i; } return 0; } /*========================================== * Id Mob is checked. *------------------------------------------ */ int mobdb_checkid(const int id) { if (id <= 0 || id >= (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; 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>6000) // �l���ُ�Ȃ珢�����~�߂� return 0; if(class<0){ // �����_���ɏ��� int i=0; int j=-class-1; int k; if(j>=0 && j<MAX_RANDOMMONSTER){ do{ class=rand()%1000+1001; k=rand()%1000000; }while((mob_db[class].max_hp <= 0 || mob_db[class].summonper[j] <= k || (lv<mob_db[class].lv && battle_config.random_monster_checklv)) && (i++) < 2000); if(i>=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){ if(x<=0) x=sd->bl.x; if(y<=0) y=sd->bl.y; }else if(x<=0 || y<=0){ printf("mob_once_spawn: ??\n"); } for(count=0;count<amount;count++){ md=(struct mob_data *)aCalloc(1,sizeof(struct mob_data)); memset(md, '\0', sizeof *md); if(class>4000) { // large/tiny mobs [Valaris] md->size=2; class-=4000; } else if(class>2000) { md->size=1; class-=2000; } 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; //�ړ����ăA�N�e�B�u�Ŕ������� md->m =m; md->x0=x; md->y0=y; md->xs=0; md->ys=0; md->spawndelay1=-1; // ��x�̂݃t���O md->spawndelay2=-1; // ��x�̂݃t���O memcpy(md->npc_event,event,sizeof(md->npc_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,c,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>6000) // A summon is stopped if a value is unusual return 0; for(i=0;i<amount;i++){ int j=0; do{ x=rand()%(x1-x0+1)+x0; y=rand()%(y1-y0+1)+y0; }while( ( (c=map_getcell(m,x,y))==1 || c==5)&& (++j)<max ); if(j>=max){ if(lx>=0){ // �����Ɏ��s�����̂ňȑO�ɕ������ꏊ���g�� x=lx; y=ly; }else return 0; // �ŏ��ɕ����ꏊ�̌��������s�����̂ł�߂� } 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>2000) // �l���ُ�Ȃ珢�����~�߂� 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;count<amount;count++){ struct guild_castle *gc; md=calloc(sizeof(struct mob_data), 1); if(md==NULL){ printf("mob_spawn_guardian: out of memory !\n"); exit(1); } memset(md, '\0', sizeof *md); mob_spawn_dataset(md,mobname,class); md->bl.m=m; md->bl.x=x; md->bl.y=y; md->m =m; md->x0=x; md->y0=y; md->xs=0; md->ys=0; md->spawndelay1=-1; // Only once is a flag. md->spawndelay2=-1; // Only once is a flag. 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; // �A���N�����œ����Ȃ��Ƃ� if( md->sc_data[SC_ANKLE].timer != -1 || //�A���N���X�l�A md->sc_data[SC_AUTOCOUNTER].timer != -1 || //�I�[�g�J�E���^�[ md->sc_data[SC_BLADESTOP].timer != -1 || //���n��� md->sc_data[SC_SPIDERWEB].timer != -1 //�X�p�C�_�[�E�F�b�u ) 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 battle_get_speed(&md->bl)*14/10; return battle_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,ctype; 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; ctype = map_getcell(md->bl.m,x,y); if(ctype == 1 || ctype == 5) { mob_stop_walking(md,1); return 0; } md->dir=md->walkpath.path[md->walkpath.path_pos]; dx = dirx[md->dir]; dy = diry[md->dir]; ctype = map_getcell(md->bl.m,x+dx,y+dy); if(ctype == 1 || ctype == 5) { 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--; if(moveblock) map_delblock(&md->bl); md->bl.x = x; md->bl.y = y; if(moveblock) map_addblock(&md->bl); 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); skill_unit_move(&md->bl,tick,1); // �X�L�����j�b�g�̌��� } 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); // �Ƃ܂����Ƃ��Ɉʒu�̍đ��M } 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 ) // �X�L���g�p�� 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 ); // �����ݒ� //clif_fixmobpos(md); md->state.skillstate=MSS_ATTACK; if( mobskill_use(md,tick,-2) ) // �X�L���g�p 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) skill_status_change_end(&md->bl,SC_CLOAKING,-1); md->attackabletime = tick + battle_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 + battle_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_out_all(&md->bl,gettick(),1); skill_status_change_clear(&md->bl,2); // �X�e�[�^�X�ُ���������� skill_clear_unitgroup(&md->bl); // �S�ẴX�L�����j�b�g�O���[�v���폜���� 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 ){ //�U�����Ă����G���������Ȃ��̂͐���̂悤�� 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; } map_freeblock_unlock(); if (md->timer == -1) mob_changestate(md,MS_WALK,0); return 0; } /*========================================== * *------------------------------------------ */ static int mob_walktoxy_sub(struct mob_data *md) { struct walkpath_data wpd; 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; 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; // 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_out_all(&md->bl,gettick(),1); 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(((c=map_getcell(md->bl.m,x,y))==1 || c==5) && 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; map_addblock(&md->bl); 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->sg_count=0; md->deletetimer=-1; md->skilltimer=-1; for(i=0,c=tick-1000*3600*10;i<MAX_MOBSKILL;i++) md->skilldelay[i] = c; md->skillid=0; md->skilllv=0; memset(md->dmglog,0,sizeof(md->dmglog)); if(md->lootitem) memset(md->lootitem,0,sizeof(md->lootitem)); md->lootitem_count = 0; for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) md->skilltimerskill[i].timer = -1; for(i=0;i<MAX_STATUSCHANGE;i++) { md->sc_data[i].timer=-1; md->sc_data[i].val1 = md->sc_data[i].val2 = md->sc_data[i].val3 = md->sc_data[i].val4 =0; } md->sc_count=0; md->opt1=md->opt2=md->opt3=md->option=0; memset(md->skillunit,0,sizeof(md->skillunit)); memset(md->skillunittick,0,sizeof(md->skillunittick)); md->hp = battle_get_max_hp(&md->bl); if(md->hp<=0){ mob_makedummymobdb(md->class); md->hp = battle_get_max_hp(&md->bl); } 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=battle_get_dmotion(&md->bl); unsigned int tick = gettick(); if(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) // �Ⴄ��b�v return 0; if( range>0 && range < ((dx>dy)?dx:dy) ) // �������� return 0; if( md->bl.x==bl->x && md->bl.y==bl->y ) // �����}�X 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 = battle_get_sc_data(bl); option = battle_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) ) 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; 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; //�G�������� 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; // �A�N�e�B�u�Ń^�[�Q�b�g�˒����ɂ���Ȃ�A���b�N���� if( mode&0x04 ){ race=mob_db[smd->class].race; //�Ώۂ�PC�̏ꍇ 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) ))){ // �W�Q���Ȃ������� if( mob_can_reach(smd,bl,12) && // ���B�\������ rand()%1000<1000/(++(*pcc)) ){ // �͈͓�PC�œ��m���ɂ��� smd->target_id=tsd->bl.id; smd->state.targettype = ATTACKABLE; smd->min_chase=13; } } } //�Ώۂ�Mob�̏ꍇ 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) && // ���B�\������ rand()%1000<1000/(++(*pcc)) ){ // �͈͓��œ��m���ɂ��� 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) ) ) ){ // �W�Q���Ȃ������� 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=battle_get_speed(&md->bl); if(DIFF_TICK(md->next_walktime,tick)<0){ int i,x,y,c,d=12-md->move_fail_count; if(d<5) d=5; for(i=0;i<retrycount;i++){ // Search of a movable place int r=rand(); x=md->bl.x+r%(d*2+1)-d; y=md->bl.y+r/(d*2+1)%(d*2+1)-d; if((c=map_getcell(md->bl.m,x,y))!=1 && c!=5 && mob_walktoxy(md,x,y,1)==0){ md->move_fail_count=0; break; } if(i+1>=retrycount){ md->move_fail_count++; 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;i<md->walkpath.path_len;i++){ // The next walk start time is calculated. if(md->walkpath.path[i]&1) c+=speed*14/10; else c+=speed; } md->next_walktime = tick+rand()%3000+3000+c; md->state.skillstate=MSS_WALK; return 1; } return 0; } /*========================================== * AI of MOB whose is near a Player *------------------------------------------ */ static int mob_ai_sub_hard(struct block_list *bl,va_list ap) { struct mob_data *md,*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; 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)<MIN_MOBTHINKTIME) return 0; md->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(!(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) md->attacked_id=0; else { //�����������ꍇ�̓^�Q��ύX���Ȃ� 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); // �A�N�e�B�������X�^�[�̍��G (?? 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; if(md->state.special_mob_ai){ map_foreachinarea(mob_ai_sub_hard_activesearch,md->bl.m, md->bl.x-AREA_SIZE*2,md->bl.y-AREA_SIZE*2, md->bl.x+AREA_SIZE*2,md->bl.y+AREA_SIZE*2, 0,md,&i); }else{ map_foreachinarea(mob_ai_sub_hard_activesearch,md->bl.m, md->bl.x-AREA_SIZE*2,md->bl.y-AREA_SIZE*2, md->bl.x+AREA_SIZE*2,md->bl.y+AREA_SIZE*2, BL_PC,md,&i); } } // The item search of a route monster if( !md->target_id && mode&0x02 && !md->state.master_check){ i=0; map_foreachinarea(mob_ai_sub_hard_lootsearch,md->bl.m, md->bl.x-AREA_SIZE*2,md->bl.y-AREA_SIZE*2, md->bl.x+AREA_SIZE*2,md->bl.y+AREA_SIZE*2, 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))>=md->min_chase) mob_unlocktarget(md,tick); // �ʃ}�b�v���A���E�O 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); // �X�L���Ȃǂɂ����G�W�Q else if(!battle_check_range(&md->bl,tbl,mob_db[md->class].range)){ // �U���͈͊O�Ȃ̂ňړ� if(!(mode&1)){ // �ړ����Ȃ����[�h mob_unlocktarget(md,tick); return 0; } if( !mob_can_move(md) ) // �����Ȃ���Ԃɂ��� return 0; md->state.skillstate=MSS_CHASE; // �ˌ����X�L�� 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; // ���Ɉړ��� if( !mob_can_reach(md,tbl,(md->min_chase>13)?md->min_chase:13) ) mob_unlocktarget(md,tick); // �ړ��ł��Ȃ��̂Ń^�Q�����iIW�Ƃ��H�j else{ // �ǐ� md->next_walktime=tick+500; i=0; do { if(i==0){ // �ŏ���AEGIS�Ɠ������@�Ō��� 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{ // ���߂Ȃ�Athena��(�����_��) 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){ // �ړ��s�\�ȏ�����̍U���Ȃ�2������ 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 { // �U���˒��͈͓� md->state.skillstate=MSS_ATTACK; if(md->state.state==MS_WALK) mob_stop_walking(md,1); // ���s���Ȃ��~ if(md->state.state==MS_ATTACK) return 0; // ���ɍU���� mob_changestate(md,MS_ATTACK,attack_type); /* if(mode&0x08){ // �����N�����X�^�[ 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,&tsd->bl); }*/ } return 0; }else{ // ���[�g�����X�^�[���� 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){ // �������邩�A�C�e�����Ȃ��Ȃ��� mob_unlocktarget(md,tick); if(md->state.state==MS_WALK) mob_stop_walking(md,1); // ���s���Ȃ��~ }else if(dist){ if(!(mode&1)){ // �ړ����Ȃ����[�h mob_unlocktarget(md,tick); return 0; } if( !mob_can_move(md) ) // �����Ȃ���Ԃɂ��� return 0; md->state.skillstate=MSS_LOOT; // ���[�g���X�L���g�p 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; // ���Ɉړ��� 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);// �ړ��ł��Ȃ��̂Ń^�Q�����iIW�Ƃ��H�j }else{ // �A�C�e���܂ł��ǂ蒅���� if(md->state.state==MS_ATTACK) return 0; // �U���� if(md->state.state==MS_WALK) mob_stop_walking(md,1); // ���s���Ȃ��~ 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;i<LOOTITEM_SIZE-1;i++) memcpy(&md->lootitem[i],&md->lootitem[i+1],sizeof(md->lootitem[0])); memcpy(&md->lootitem[LOOTITEM_SIZE-1],&fitem->item_data,sizeof(md->lootitem[0])); } 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); // ���s���Ȃ��~ 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; // ���s���� if( mode&1 && mob_can_move(md) && // �ړ��\MOB&�������Ԃɂ��� (md->master_id==0 || md->state.special_mob_ai || md->master_dist>10) ){ //��芪��MOB����Ȃ� 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=data; unsigned int tick; va_list ap; nullpo_retr(0, md); nullpo_retr(0, app); nullpo_retr(0, 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)<MIN_MOBTHINKTIME*10) return 0; md->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()%1000<MOB_LAZYMOVEPERC) mob_randomwalk(md,tick); // MOB which is not not the summons MOB but BOSS, either sometimes reboils. else if( rand()%1000<MOB_LAZYWARPPERC && md->x0<=0 && md->master_id!=0 && 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()%1000<MOB_LAZYWARPPERC && md->x0<=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; 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(battle_config.item_auto_get){ if(ditem->first_sd && (flag = pc_additem(ditem->first_sd,&temp_item,ditem->amount))){ clif_additem(ditem->first_sd,0,0,flag); map_addflooritem(&temp_item,1,ditem->m,ditem->x,ditem->y,ditem->first_sd,ditem->second_sd,ditem->third_sd,0); } free(ditem); return 0; } map_addflooritem(&temp_item,1,ditem->m,ditem->x,ditem->y,ditem->first_sd,ditem->second_sd,ditem->third_sd,0); free(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; nullpo_retr(0, ditem=(struct delay_item_drop2 *)id); if(battle_config.item_auto_get){ if(ditem->first_sd && (flag = pc_additem(ditem->first_sd,&ditem->item_data,ditem->item_data.amount))){ clif_additem(ditem->first_sd,0,0,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); } free(ditem); return 0; } 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); free(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; double dmg_rate,tdmg,temp; struct item item; int ret; int drop_rate; int skill,sp; nullpo_retr(0, md); //src��NULL�ŌĂ��ꍇ������̂ŁA���Ń`�F�b�N max_hp = battle_get_max_hp(&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(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;i<DAMAGELOG_SIZE;i++){ if(md->dmglog[i].id==sd->bl.id) break; if(md->dmglog[i].id==0){ minpos=i; mindmg=0; } else if(md->dmglog[i].dmg<mindmg){ minpos=i; mindmg=md->dmglog[i].dmg; } } if(i<DAMAGELOG_SIZE) md->dmglog[i].dmg+=damage; else { md->dmglog[minpos].id=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;i<DAMAGELOG_SIZE;i++){ if(md->dmglog[i].id==pd->msd->bl.id) break; if(md->dmglog[i].id==0){ minpos=i; mindmg=0; } else if(md->dmglog[i].dmg<mindmg){ minpos=i; mindmg=md->dmglog[i].dmg; } } if(i<DAMAGELOG_SIZE) md->dmglog[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;i<DAMAGELOG_SIZE;i++){ if(md->dmglog[i].id==md2->master_id) break; if(md->dmglog[i].id==0){ minpos=i; mindmg=0; } else if(md->dmglog[i].dmg<mindmg){ minpos=i; mindmg=md->dmglog[i].dmg; } } if(i<DAMAGELOG_SIZE) md->dmglog[i].dmg+=damage; else { md->dmglog[minpos].id=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 ) skill_status_change_end(&md->bl, SC_HIDING, -1); if(md->option&4 ) skill_status_change_end(&md->bl, SC_CLOAKING, -1); if(md->state.special_mob_ai == 2){//�X�t�B�A�[�}�C�� 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);//�����r���J�n md->state.special_mob_ai++; } } if(md->hp>0){ return 0; } // ----- �������玀�S���� ----- map_freeblock_lock(); mob_changestate(md,MS_DEAD,0); mobskill_use(md,tick,-1); // ���S���X�L�� memset(tmpsd,0,sizeof(tmpsd)); memset(pt,0,sizeof(pt)); max_hp = battle_get_max_hp(&md->bl); if(src && src->type == BL_MOB) mob_unlocktarget((struct mob_data *)src,tick); /* �\�E���h���C�� */ if(sd && sd->state.attack_type == BF_MAGIC && (skill=pc_checkskill(sd,HW_SOULDRAIN))>0){ clif_skill_nodamage(src,&md->bl,HW_SOULDRAIN,skill,1); sp = (battle_get_lv(&md->bl))*(65+15*skill)/100; 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); } // map�O�ɏ������l�͌v�Z���珜���̂� // overkill���͖�������sum��max_hp�Ƃ͈Ⴄ tdmg = 0; for(i=0,count=0,mvp_damage=0;i<DAMAGELOG_SIZE;i++){ if(md->dmglog[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_damage<md->dmglog[i].dmg){ third_sd = second_sd; second_sd = mvp_sd; mvp_sd=tmpsd[i]; mvp_damage=md->dmglog[i].dmg; } } // [MouseJstr] if((map[md->bl.m].flag.pvp == 0) || (battle_config.pvp_exp == 1)) { if((double)max_hp < tdmg) dmg_rate = ((double)max_hp) / tdmg; else dmg_rate = 1; // �o���l�̕��z for(i=0;i<DAMAGELOG_SIZE;i++){ int pid,base_exp,job_exp,flag=1,zeny=0; double per; struct party *p; if(tmpsd[i]==NULL || tmpsd[i]->bl.m != md->bl.m) continue; /* jAthena's exp formula per = ((double)md->dmglog[i].dmg)*(9.+(double)((count > 6)? 6:count))/10./((double)max_hp) * dmg_rate; temp = ((double)mob_db[md->class].base_exp * (double)battle_config.base_exp_rate / 100. * 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 * (double)battle_config.job_exp_rate / 100. * 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; */ //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; if(sd && md && battle_config.pk_mode==1 && (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=mob_db[md->class].job_exp*per/256; if(job_exp < 1) job_exp = 1; if(sd && md && battle_config.pk_mode==1 && (mob_db[md->class].lv - sd->status.base_level >= 20)) { job_exp*=1.15; // pk_mode additional exp if monster >20 levels [Valaris] } if(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){ // �p�[�e�B�ɓ����Ă��� int j=0; for(j=0;j<pnum;j++) // �����p�[�e�B���X�g�ɂ��邩�ǂ��� if(pt[j].id==pid) break; if(j==pnum){ // ���Ȃ��Ƃ��͌������ǂ����m�F if((p=party_search(pid))!=NULL && p->exp!=0){ pt[pnum].id=pid; pt[pnum].p=p; pt[pnum].base_exp=base_exp; pt[pnum].job_exp=job_exp; if(battle_config.zeny_from_mobs) pt[pnum].zeny=zeny; // zeny share [Valaris] pnum++; flag=0; } }else{ // ����Ƃ��͌��� 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] } } } // �������z for(i=0;i<pnum;i++) party_exp_share(pt[i].p,md->bl.m,pt[i].base_exp,pt[i].job_exp,pt[i].zeny); // item drop if(!(type&1)) { int log_item[8] = {0}; for(i=0;i<8;i++){ struct delay_item_drop *ditem; int drop_rate; if(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) continue; 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); } #ifndef TXT_ONLY if(log_config.drop > 0) log_drop(mvp_sd, md->class, log_item); #endif // Ore Discovery [Celest] if (pc_checkskill(sd,BS_FINDINGORE)>0 && 1 >= 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]; 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); } #ifndef TXT_ONLY if(log_config.drop > 0) log_drop(mvp_sd, md->class, log_item); #endif if(sd && sd->state.attack_type == BF_WEAPON) { for(i=0;i<sd->monster_drop_item_count;i++) { struct delay_item_drop *ditem; int race = battle_get_race(&md->bl); if(sd->monster_drop_itemid[i] <= 0) continue; if(sd->monster_drop_race[i] & (1<<race) || (mob_db[md->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;i<md->lootitem_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���� 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); // �G�t�F�N�g 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; if(drop_rate > battle_config.item_drop_mvp_max) drop_rate = battle_config.item_drop_mvp_max; if(drop_rate <= rand()%10000) 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; } #ifndef TXT_ONLY if(log_config.mvpdrop > 0) log_mvpdrop(mvp_sd, md->class, log_mvp); #endif } } // [MouseJstr] // <Agit> 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���s 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;i<fd_max;i++){ if(session[i] && (tmpsd=session[i]->session_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]>2000) return 0; if(md->bl.prev == NULL) return 0; while(count < 5 && value[count] > 1000 && value[count] <= 2000) count++; if(count < 1) return 0; class = value[rand()%count]; if(class<=1000 || class>2000) return 0; max_hp = battle_get_max_hp(&md->bl); hp_rate = md->hp*100/max_hp; clif_mob_class_change(md,class); md->class = class; max_hp = battle_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; md->sg_count=0; for(i=0,c=tick-1000*3600*10;i<MAX_MOBSKILL;i++) md->skilldelay[i] = c; md->skillid=0; md->skilllv=0; if(md->lootitem == NULL && 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�� *------------------------------------------ */ int mob_heal(struct mob_data *md,int heal) { int max_hp = battle_get_max_hp(&md->bl); nullpo_retr(0, md); 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���[�v *------------------------------------------ */ int mob_warp(struct mob_data *md,int m,int x,int y,int type) { int i=0,c,xs=0,ys=0,bx=x,by=y; 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_out_all(&md->bl,gettick(),1); map_delblock(&md->bl); if(bx>0 && by>0){ // �ʒu�w��̏ꍇ���͂X�Z����T�� xs=ys=9; } while( ( x<0 || y<0 || ((c=read_gat(m,x,y))==1 || c==5) ) && (i++)<1000 ){ if( xs>0 && ys>0 && i<250 ){ // �w��ʒu�t�߂̒T�� x=bx+rand()%xs-xs/2; y=by+rand()%ys-ys/2; }else{ // ���S�����_���T�� 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; // �^�Q���������� 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); if(type>0) { clif_spawnmob(md); mob_warpslave(md,md->bl.x,md->bl.y); } return 0; } /*========================================== * ��ʓ��̎�芪���̐��v�Z�p(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; } /*========================================== * ��ʓ��̎�芪���̐��v�Z *------------------------------------------ */ 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; } /*========================================== * �艺MOB���� *------------------------------------------ */ 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]>2000) // �l���ُ�Ȃ珢�����~�߂� return 0; while(count < 5 && value[count] > 1000 && value[count] <= 2000) count++; if(count < 1) return 0; for(k=0;k<count;k++) { amount = a; class = value[k]; if(class<=1000 || class>2000) continue; for(;amount>0;amount--){ int x=0,y=0,c=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 || (c=map_getcell(m,x,y))==1 || c==5 ) && (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; // ��x�̂݃t���O md->spawndelay2=-1; // ��x�̂݃t���O 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; } /*========================================== * ���������b�N���Ă���PC�̐��𐔂���(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; } /*========================================== * ���������b�N���Ă���PC�̐��𐔂��� *------------------------------------------ */ 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����Y��skillid��skillidx��Ԃ� *------------------------------------------ */ 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;i<mob_db[class].maxskill;i++){ if(ms[i].skill_id == skillid) return i; } return -1; } // // MOB�X�L�� // /*========================================== * �X�L���g�p�i�r�������AID�w��j *------------------------------------------ */ int mobskill_castend_id( int tid, unsigned int tick, int id,int data ) { struct mob_data* md=NULL; struct block_list *bl; struct block_list *mbl; int range; if((mbl = map_id2bl(id)) == NULL ) //�r������Mob���������Ȃ��Ƃ����̂͗ǂ����鐳�폈�� return 0; if((md=(struct mob_data *)mbl) == NULL ){ printf("mobskill_castend_id nullpo mbl->id:%d\n",mbl->id); return 0; } if( md->bl.type!=BL_MOB || md->bl.prev==NULL ) return 0; if( md->skilltimer != tid ) // �^�C�}ID�̊m�F return 0; md->skilltimer=-1; //���ق��Ԉُ�Ȃ� 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) //�I�[�g�J�E���^�[ return 0; if(md->sc_data[SC_BLADESTOP].timer != -1) //���n��� return 0; if(md->sc_data[SC_BERSERK].timer != -1) //�o�[�T�[�N return 0; } if(md->skillid != NPC_EMOTION) md->last_thinktime=tick + battle_get_adelay(&md->bl); if((bl = map_id2bl(md->skilltarget)) == NULL || bl->prev==NULL){ //�X�L���^�[�Q�b�g�����݂��Ȃ� //printf("mobskill_castend_id nullpo\n");//�^�[�Q�b�g�����Ȃ��Ƃ���nullpo����Ȃ��ĕ��ʂɏI�� return 0; } if(md->bl.m != bl->m) return 0; if(md->skillid == PR_LEXAETERNA) { struct status_change *sc_data = battle_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 = battle_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) ) && // �މ�G�ΊW�`�F�b�N battle_check_target(&md->bl,bl, BCT_ENEMY)<=0 ) return 0; range = skill_get_range(md->skillid,md->skilllv); if(range < 0) range = battle_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) ) { // �U���n/��������n case 0: case 2: skill_castend_damage_id(&md->bl,bl,md->skillid,md->skilllv,tick,0); break; case 1:// �x���n 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(battle_get_race(bl),battle_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; } /*========================================== * �X�L���g�p�i�r�������A�ꏊ�w��j *------------------------------------------ */ 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���l�r������Mob���r���������ɂ������Ȃ��Ƃ����̂͂��肻���Ȃ̂�nullpo���珜�O 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 ) // �^�C�}ID�̊m�F 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) //�I�[�g�J�E���^�[ return 0; if(md->sc_data[SC_BLADESTOP].timer != -1) //���n��� return 0; if(md->sc_data[SC_BERSERK].timer != -1) //�o�[�T�[�N return 0; } if(battle_config.monster_skill_reiteration == 0) { range = -1; switch(md->skillid) { case MG_SAFETYWALL: case WZ_FIREPILLAR: case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE: case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE: case HT_CLAYMORETRAP: case PF_SPIDERWEB: /* �X�p�C�_�[�E�F�b�u */ range = 0; break; case AL_PNEUMA: case AL_WARP: range = 1; break; } if(range >= 0) { if(skill_check_unit_range(md->bl.m,md->skillx,md->skilly,range,md->skillid) > 0) return 0; } } if(battle_config.monster_skill_nofootset) { range = -1; switch(md->skillid) { case WZ_FIREPILLAR: case HT_SKIDTRAP: case HT_LANDMINE: case HT_ANKLESNARE: case HT_SHOCKWAVE: case HT_SANDMAN: case HT_FLASHER: case HT_FREEZINGTRAP: case HT_BLASTMINE: case HT_CLAYMORETRAP: case AM_DEMONSTRATION: case PF_SPIDERWEB: /* �X�p�C�_�[�E�F�b�u */ range = 1; break; case AL_WARP: range = 0; break; } if(range >= 0) { if(skill_check_unit_range2(md->bl.m,md->skillx,md->skilly,range) > 0) return 0; } } if(battle_config.monster_land_skill_limit) { maxcount = skill_get_maxcount(md->skillid); if(maxcount > 0) { int i,c; for(i=c=0;i<MAX_MOBSKILLUNITGROUP;i++) { if(md->skillunit[i].alive_count > 0 && md->skillunit[i].skill_id == md->skillid) c++; } if(c >= maxcount) return 0; } } range = skill_get_range(md->skillid,md->skilllv); if(range < 0) range = battle_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; // ���ق�ُ� 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) //�I�[�g�J�E���^�[ return 0; if(md->sc_data[SC_BLADESTOP].timer != -1) //���n��� return 0; if(md->sc_data[SC_BERSERK].timer != -1) //�o�[�T�[�N 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; // �˒��Ə�Q���`�F�b�N range = skill_get_range(skill_id,skill_lv); if(range < 0) range = battle_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){ /* ��������ȏ������K�v */ case ALL_RESURRECTION: /* ���U���N�V���� */ if(target->type != BL_PC && battle_check_undead(battle_get_race(target),battle_get_elem_type(target))){ /* �G���A���f�b�h�Ȃ� */ forcecast=1; /* �^�[���A���f�b�g�Ɠ����r������ */ casttime=skill_castfix(&md->bl, skill_get_cast(PR_TURNUNDEAD,skill_lv) ); } break; case MO_EXTREMITYFIST: /*���C���e�P��*/ case SA_MAGICROD: case SA_SPELLBREAKER: forcecast=1; 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){ // �r�����K�v // struct mob_data *md2; mob_stop_walking(md,0); // ���s��~ clif_skillcasting( &md->bl, md->bl.id, target->id, 0,0, skill_id,casttime); // �r�����������X�^�[ /* 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 ) // �r���̖������̂̓L�����Z������Ȃ� 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) skill_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; } /*========================================== * �X�L���g�p�i�ꏊ�w��j *------------------------------------------ */ 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; //���ق��Ԉُ�Ȃ� 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) //�I�[�g�J�E���^�[ return 0; if(md->sc_data[SC_BLADESTOP].timer != -1) //���n��� return 0; if(md->sc_data[SC_BERSERK].timer != -1) //�o�[�T�[�N 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; // �˒��Ə�Q���`�F�b�N 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 = battle_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); // ���s��~ 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) skill_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 = battle_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) //�������̓X�L�����g��Ȃ� return 0; for(i=0;i<mob_db[md->class].maxskill;i++){ int c2=ms[i].cond2,flag=0; struct mob_data *fmd=NULL; // �f�B���C�� if( DIFF_TICK(tick,md->skilldelay[i])<ms[i].delay ) continue; // ��Ԕ��� if( ms[i].state>=0 && ms[i].state!=md->state.skillstate ) continue; // �������� 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; } } // �m������ if( flag && rand()%10000 < ms[i].permillage ){ if( skill_get_inf(ms[i].skill_id)&2 ){ // �ꏊ�w�� 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; // �����̎��� if( ms[i].target>=MST_AROUND1 ){ int bx=x, by=y, i=0, c, 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 || ((c=read_gat(m,bx,by))==1 || c==5) ) && (i++)<1000); if(i<1000){ x=bx; y=by; } } // ����̎��� if( ms[i].target>=MST_AROUND5 ){ int bx=x, by=y, i=0, c, 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 || ((c=read_gat(m,bx,by))==1 || c==5) ) && (i++)<1000); if(i<1000){ x=bx; y=by; } } if(!mobskill_use_pos(md,x,y,i)) return 0; }else{ // ID�w�� 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���G���y���E���Ȃǂ̏ꍇ�̔��� *------------------------------------------ */ 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;//�M���h�������Ȃ�_���[�W���� else if(gc != NULL && !map[sd->bl.m].flag.gvg) return 0;//�ԓ���Gv����Ȃ��Ƃ��̓_���[�W�Ȃ� else if(g && gc != NULL && g->guild_id == gc->guild_id) return 0;//����̃M���h�̃G���y�Ȃ�_���[�W���� else if(g && guild_checkskill(g,GD_APPROVAL) <= 0 && md->class == 1288) return 0;//���K�M���h���F���Ȃ��ƃ_���[�W���� } return 1; } /*========================================== * �X�L���p�^�C�}�[�폜 *------------------------------------------ */ 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; } // // ������ // /*========================================== * 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<8;i++){ 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;i<MAX_RANDOMMONSTER;i++) mob_db[class].summonper[i]=0; return 0; } /*========================================== * db/mob_db.txt reading *------------------------------------------ */ static int mob_readdb(void) { FILE *fp; char line[1024]; char *filename[]={ "db/mob_db.txt","db/mob_db2.txt" }; int i; memset(mob_db,0,sizeof(mob_db)); for(i=0;i<2;i++){ fp=fopen(filename[i],"r"); if(fp==NULL){ if(i>0) continue; return -1; } while(fgets(line,1020,fp)){ int class,i; char *str[55],*p,*np; if(line[0] == '/' && line[1] == '/') continue; for(i=0,p=line;i<55;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>2000) 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 > 0 && (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*= battle_config.base_exp_rate/100; 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 > 0 && (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*=battle_config.job_exp_rate/100; 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<8;i++){ 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 [Valaris] rate = battle_config.item_rate_heal; ratemin = battle_config.item_drop_heal_min; ratemax = battle_config.item_drop_heal_max; } else if (type == 2) { rate = battle_config.item_rate_use; 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; ratemin = battle_config.item_drop_equip_min; ratemax = battle_config.item_drop_equip_max; } else if (type == 6) { rate = battle_config.item_rate_card; ratemin = battle_config.item_drop_card_min; ratemax = battle_config.item_drop_card_max; } else { rate = battle_config.item_rate_common; ratemin = battle_config.item_drop_common_min; ratemax = battle_config.item_drop_common_max; } rate = (rate / 100) * atoi(str[30+i*2]); rate = (rate < ratemin)? ratemin: (rate > ratemax)? ratemax: rate; mob_db[class].dropitem[i].p = rate; } // Item1,Item2 mob_db[class].mexp=atoi(str[45])*battle_config.mvp_exp_rate/100; mob_db[class].mexpper=atoi(str[46]); for(i=0;i<3;i++){ mob_db[class].mvpitem[i].nameid=atoi(str[47+i*2]); mob_db[class].mvpitem[i].p=atoi(str[48+i*2])*battle_config.mvp_item_rate/100; } for(i=0;i<MAX_RANDOMMONSTER;i++) mob_db[class].summonper[i]=0; mob_db[class].maxskill=0; mob_db[class].sex=0; mob_db[class].hair=0; mob_db[class].hair_color=0; mob_db[class].weapon=0; mob_db[class].shield=0; mob_db[class].head_top=0; mob_db[class].head_mid=0; mob_db[class].head_buttom=0; mob_db[class].clothes_color=0; //Add for player monster dye - Valaris } fclose(fp); printf("read %s done\n",filename[i]); } return 0; } /*========================================== * MOB display graphic change data reading *------------------------------------------ */ static int mob_readdb_mobavail(void) { FILE *fp; char line[1024]; int ln=0; int class,j,k; char *str[20],*p,*np; if( (fp=fopen("db/mob_avail.txt","r"))==NULL ){ printf("can't read db/mob_avail.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; class=atoi(str[0]); if(class<=1000 || class>2000) // �l���ُ�Ȃ珈�����Ȃ��B continue; k=atoi(str[1]); if(k >= 0) mob_db[class].view_class=k; if((mob_db[class].view_class < 24) || (mob_db[class].view_class > 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); printf("read db/mob_avail.txt done (count=%d)\n",ln); 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;i<MAX_RANDOMMONSTER;i++){ mob_db[0].summonper[i] = 1002; // �ݒ肵�Y�ꂽ�ꍇ�̓|�������o��悤�ɂ��Ă��� fp=fopen(mobfile[i],"r"); if(fp==NULL){ printf("can't read %s\n",mobfile[i]); return -1; } while(fgets(line,1020,fp)){ int class,per; if(line[0] == '/' && line[1] == '/') continue; memset(str,0,sizeof(str)); for(j=0,p=line;j<3 && p;j++){ str[j]=p; p=strchr(p,','); if(p) *p++=0; } if(str[0]==NULL || str[2]==NULL) continue; class = atoi(str[0]); per=atoi(str[2]); if((class>1000 && class<=2000) || class==0) mob_db[class].summonper[i]=per; } fclose(fp); printf("read %s done\n",mobfile[i]); } 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;i<MAX_MOBSKILL;i++) if( (ms=&mob_db[mob_id].skill[i])->skill_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;j<sizeof(state)/sizeof(state[0]);j++){ if( strcmp(sp[2],state[j].str)==0) ms->state=state[j].id; } ms->skill_id=atoi(sp[3]); ms->skill_lv=atoi(sp[4]); 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;j<sizeof(target)/sizeof(target[0]);j++){ if( strcmp(sp[9],target[j].str)==0) ms->target=target[j].id; } ms->cond1=-1; for(j=0;j<sizeof(cond1)/sizeof(cond1[0]);j++){ if( strcmp(sp[10],cond1[j].str)==0) ms->cond1=cond1[j].id; } ms->cond2=atoi(sp[11]); for(j=0;j<sizeof(cond2)/sizeof(cond2[0]);j++){ if( strcmp(sp[11],cond2[j].str)==0) ms->cond2=cond2[j].id; } ms->val[0]=atoi(sp[12]); ms->val[1]=atoi(sp[13]); ms->val[2]=atoi(sp[14]); ms->val[3]=atoi(sp[15]); ms->val[4]=atoi(sp[16]); if(sp[17] != NULL && strlen(sp[17])>2) ms->emotion=atoi(sp[17]); else ms->emotion=-1; mob_db[mob_id].maxskill=i+1; } fclose(fp); printf("read %s done\n",filename[x]); } return 0; } void mob_reload(void) { /* <empty monster database> mob_read(); */ do_init_mob(); } #ifndef TXT_ONLY /*========================================== * SQL reading *------------------------------------------ */ static int mob_read_sqldb(void) { char line[1024]; int i,class,ln=0; char *str[55],*p,*np; 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", 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]); for(i=0,p=line;i<55;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>2000) 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])* battle_config.base_exp_rate/100; if(mob_db[class].base_exp <= 0) mob_db[class].base_exp = 1; mob_db[class].job_exp=atoi(str[7])* battle_config.job_exp_rate/100; if(mob_db[class].job_exp <= 0) 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<8;i++){ 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; ratemin = battle_config.item_drop_heal_min; ratemax = battle_config.item_drop_heal_max; } else if (type == 2) { rate = battle_config.item_rate_use; 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; ratemin = battle_config.item_drop_equip_min; ratemax = battle_config.item_drop_equip_max; } else if (type == 6) { rate = battle_config.item_rate_card; ratemin = battle_config.item_drop_card_min; ratemax = battle_config.item_drop_card_max; } else { rate = battle_config.item_rate_common; ratemin = battle_config.item_drop_common_min; ratemax = battle_config.item_drop_common_max; } rate = (rate / 100) * atoi(str[30+i*2]); rate = (rate < ratemin)? ratemin: (rate > ratemax)? ratemax: rate; mob_db[class].dropitem[i].p = rate; } mob_db[class].mexp=atoi(str[45])*battle_config.mvp_exp_rate/100; mob_db[class].mexpper=atoi(str[46]); for(i=0;i<3;i++){ mob_db[class].mvpitem[i].nameid=atoi(str[47+i*2]); mob_db[class].mvpitem[i].p=atoi(str[48+i*2])*battle_config.mvp_item_rate/100; } for(i=0;i<MAX_RANDOMMONSTER;i++) mob_db[class].summonper[i]=0; mob_db[class].maxskill=0; mob_db[class].sex=0; mob_db[class].hair=0; mob_db[class].hair_color=0; mob_db[class].weapon=0; mob_db[class].shield=0; mob_db[class].head_top=0; mob_db[class].head_mid=0; mob_db[class].head_buttom=0; } mysql_free_result(sql_res); printf("read %s done (count=%d)\n",mob_db_db,ln); } return 0; } #endif /* not TXT_ONLY */ /*========================================== * Circumference initialization of mob *------------------------------------------ */ int do_init_mob(void) { #ifndef TXT_ONLY if(db_use_sqldbs) mob_read_sqldb(); else #endif /* TXT_ONLY */ mob_readdb(); mob_readdb_mobavail(); mob_read_randommonster(); mob_readskilldb(); add_timer_func_list(mob_timer,"mob_timer"); add_timer_func_list(mob_delayspawn,"mob_delayspawn"); add_timer_func_list(mob_delay_item_drop,"mob_delay_item_drop"); add_timer_func_list(mob_delay_item_drop2,"mob_delay_item_drop2"); add_timer_func_list(mob_ai_hard,"mob_ai_hard"); add_timer_func_list(mob_ai_lazy,"mob_ai_lazy"); add_timer_func_list(mobskill_castend_id,"mobskill_castend_id"); add_timer_func_list(mobskill_castend_pos,"mobskill_castend_pos"); add_timer_func_list(mob_timer_delete,"mob_timer_delete"); add_timer_interval(gettick()+MIN_MOBTHINKTIME,mob_ai_hard,0,0,MIN_MOBTHINKTIME); add_timer_interval(gettick()+MIN_MOBTHINKTIME*10,mob_ai_lazy,0,0,MIN_MOBTHINKTIME*10); return 0; }