// Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #include #include #include #include #include #include #include "timer.h" #include "socket.h" #include "db.h" #include "nullpo.h" #include "malloc.h" #include "map.h" #include "clif.h" #include "intif.h" #include "pc.h" #include "status.h" #include "mob.h" #include "guild.h" #include "itemdb.h" #include "skill.h" #include "battle.h" #include "party.h" #include "npc.h" #include "log.h" #include "showmsg.h" #include "script.h" #include "atcommand.h" #include "date.h" #include "irc.h" #define MIN_MOBTHINKTIME 100 #define MIN_MOBLINKTIME 1000 #define MOB_LAZYSKILLPERC 10 // Probability for mobs far from players from doing their IDLE skill. (rate of 1000 minute) #define MOB_LAZYMOVEPERC 50 // Move probability in the negligent mode MOB (rate of 1000 minute) #define MOB_LAZYWARPPERC 20 // Warp probability in the negligent mode MOB (rate of 1000 minute) #define MOB_SLAVEDISTANCE 2 //Distance that slaves should keep from their master. //Dynamic mob database, allows saving of memory when there's big gaps in the mob_db [Skotlex] struct mob_db *mob_db_data[MAX_MOB_DB+1]; struct mob_db *mob_dummy = NULL; //Dummy mob to be returned when a non-existant one is requested. struct mob_db *mob_db(int index) { if (index < 0 || index > MAX_MOB_DB || mob_db_data[index] == NULL) return mob_dummy; return mob_db_data[index]; } #define CLASSCHANGE_BOSS_NUM 21 /*========================================== * Local prototype declaration (only required thing) *------------------------------------------ */ static int mob_makedummymobdb(int); static int mob_timer(int,unsigned int,int,int); static int mob_spawn_guardian_sub(int,unsigned int,int,int); int mobskill_use(struct mob_data *md,unsigned int tick,int event); int mobskill_deltimer(struct mob_data *md ); int mob_skillid2skillidx(int class_,int skillid); int mobskill_use_id(struct mob_data *md,struct block_list *target,int skill_idx); /*========================================== * Mob is searched with a name. *------------------------------------------ */ int mobdb_searchname(const char *str) { int i; struct mob_db* mob; for(i=0;i<=MAX_MOB_DB;i++){ mob = mob_db(i); if(mob == mob_dummy) //Skip dummy mobs. continue; if(strcmpi(mob->name,str)==0 || strcmp(mob->jname,str)==0 || memcmp(mob->name,str,NAME_LENGTH)==0 || memcmp(mob->jname,str,NAME_LENGTH)==0) return i; } return 0; } /*========================================== * Id Mob is checked. *------------------------------------------ */ int mobdb_checkid(const int id) { if (mob_db(id) == mob_dummy) return 0; if (mob_is_clone(id)) //checkid is used mostly for random ID based code, therefore clone mobs are out of the question. return 0; return id; } /*========================================== * The minimum data set for MOB spawning *------------------------------------------ */ int mob_spawn_dataset(struct mob_data *md,const char *mobname,int class_) { nullpo_retr(0, md); md->bl.prev=NULL; md->bl.next=NULL; md->base_class = md->class_ = class_; md->db = mob_db(class_); if(strcmp(mobname,"--en--")==0) strncpy(md->name,md->db->name,NAME_LENGTH-1); else if(strcmp(mobname,"--ja--")==0) strncpy(md->name,md->db->jname,NAME_LENGTH-1); else strncpy(md->name,mobname,NAME_LENGTH-1); md->n = 0; md->bl.id= npc_get_new_npc_id(); memset(&md->state,0,sizeof(md->state)); md->timer = -1; md->target_id=0; md->attacked_id=0; md->attacked_count=0; md->speed=md->db->speed; return 0; } /*========================================== * Fetches a random mob_id [Skotlex] * type: Where to fetch from: * 0: dead branch list * 1: poring list * 2: bloody branch list * flag: * &1: Apply the summon success chance found in the list. * &2: Apply a monster check level. * lv: Mob level to check against *------------------------------------------ */ int mob_get_random_id(int type, int flag, int lv) { struct mob_db *mob; int i=0, k=0, class_; if(type < 0 || type >= MAX_RANDOMMONSTER) { if (battle_config.error_log) ShowError("mob_get_random_id: Invalid type (%d) of random monster.\n", type); return 0; } do { class_ = rand() % MAX_MOB_DB; if (flag&1) k = rand() % 1000000; mob = mob_db(class_); } while ((mob == mob_dummy || mob->summonper[type] <= k || (flag&2 && lv < mob->lv)) && (i++) < MAX_MOB_DB); if(i >= MAX_MOB_DB) class_ = mob_db_data[0]->summonper[type]; return class_; } /*========================================== * The MOB appearance for one time (for scripts) *------------------------------------------ */ int mob_once_spawn (struct map_session_data *sd, char *mapname, int x, int y, const char *mobname, int class_, int amount, const char *event) { struct mob_data *md = NULL; int m, count, lv = 255; int i, j; if(sd) lv = sd->status.base_level; if(sd && strcmp(mapname,"this")==0) m = sd->bl.m; else m = map_mapname2mapid(mapname); if (m < 0 || amount <= 0 || (class_ >= 0 && class_ <= 1000) || class_ > MAX_MOB_DB + 2*MAX_MOB_DB) // 値が異常なら召喚を止める return 0; if (sd) { //even if the coords were wrong, spawn mob anyways (but look for most suitable coords first) Got from Freya [Lupus] if (x <= 0 || y <= 0) { if (x <= 0) x = sd->bl.x + rand() % 3 - 1; if (y <= 0) y = sd->bl.y + rand() % 3 - 1; if (map_getcell(m, x, y, CELL_CHKNOPASS)) { x = sd->bl.x; y = sd->bl.y; } } } else if (x <= 0 || y <= 0) { i = j = 0; do { x = rand() % (map[m].xs - 2) + 1; y = rand() % (map[m].ys - 2) + 1; } while ((i = map_getcell(m, x, y, CELL_CHKNOPASS)) && j++ < 64); if (i) { // not solved? x = 0; y = 0; } } for (count = 0; count < amount; count++) { md = (struct mob_data *)aCalloc(1,sizeof(struct mob_data)); if (class_ > 2*MAX_MOB_DB) { // large/tiny mobs [Valaris] md->special_state.size = 2; class_ -= 2*MAX_MOB_DB; } else if (class_ > MAX_MOB_DB) { md->special_state.size = 1; class_ -= MAX_MOB_DB; } if (class_ < 0) { class_ = mob_get_random_id(-class_ -1, battle_config.random_monster_checklv?3:1, lv); if (!class_) { aFree(md); return 0; } if (battle_config.dead_branch_active) //Behold Aegis's masterful decisions yet again... //"I understand the "Aggressive" part, but the "Can Move" and "Can Attack" is just stupid" - Poki#3 md->mode = mob_db(class_)->mode|MD_AGGRESSIVE|MD_CANATTACK|MD_CANMOVE; } if(mob_db(class_)->mode & MD_LOOTER) md->lootitem = (struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item)); mob_spawn_dataset (md, mobname, class_); md->bl.m = m; md->bl.x = x; md->bl.y = y; md->m = m; md->x0 = x; md->y0 = y; //md->xs = 0; //md->ys = 0; md->spawndelay1 = -1; // 一度のみフラグ md->spawndelay2 = -1; // 一度のみフラグ //better safe than sorry, current md->npc_event has a size of 50 if (strlen(event) < 50) memcpy(md->npc_event, event, strlen(event)); md->bl.type = BL_MOB; map_addiddb (&md->bl); mob_spawn (md->bl.id); if(class_ == MOBID_EMPERIUM) { // emperium hp based on defense level [Valaris] struct guild_castle *gc = guild_mapname2gc(map[md->bl.m].name); struct guild *g = gc?guild_search(gc->guild_id):NULL; if(gc) { md->max_hp += 2000 * gc->defense; md->hp = md->max_hp; md->guardian_data = aCalloc(1, sizeof(struct guardian_data)); md->guardian_data->castle = gc; md->guardian_data->number = MAX_GUARDIANS; md->guardian_data->guild_id = gc->guild_id; if (g) { md->guardian_data->emblem_id = g->emblem_id; memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH); } else if (gc->guild_id) //Guild not yet available, retry in 5. add_timer(gettick()+5000,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id); } } // end addition [Valaris] } return (amount > 0) ? md->bl.id : 0; } /*========================================== * The MOB appearance for one time (& area specification for scripts) *------------------------------------------ */ int mob_once_spawn_area(struct map_session_data *sd,char *mapname, int x0,int y0,int x1,int y1, const char *mobname,int class_,int amount,const char *event) { int x,y,i,max,lx=-1,ly=-1,id=0; int m; if(strcmp(mapname,"this")==0) m=sd->bl.m; else m=map_mapname2mapid(mapname); max=(y1-y0+1)*(x1-x0+1)*3; if(max>1000)max=1000; if (m < 0 || amount <= 0 || (class_ >= 0 && class_ <= 1000) || class_ > MAX_MOB_DB + 2*MAX_MOB_DB) // 値が異常なら召喚を止める return 0; for(i=0;i=max){ if(lx>=0){ // Since reference went wrong, the place which boiled before is used. x=lx; y=ly; }else return 0; // Since reference of the place which boils first went wrong, it stops. } if(x==0||y==0) ShowWarning("mob_once_spawn_area: xory=0, x=%d,y=%d,x0=%d,y0=%d\n",x,y,x0,y0); id=mob_once_spawn(sd,mapname,x,y,mobname,class_,1,event); lx=x; ly=y; } return id; } /*========================================== * Set a Guardian's guild data [Skotlex] *------------------------------------------ */ static int mob_spawn_guardian_sub(int tid,unsigned int tick,int id,int data) { //Needed because the guild_data may not be available at guardian spawn time. struct block_list* bl = map_id2bl(id); struct mob_data* md; struct guild* g; if (bl == NULL) //It is possible mob was already removed from map when the castle has no owner. [Skotlex] return 0; if (bl->type != BL_MOB || (md = (struct mob_data*)bl) == NULL) { ShowError("mob_spawn_guardian_sub: Block error!\n"); return 0; } nullpo_retr(0, md->guardian_data); g = guild_search(data); if (g == NULL) { //Liberate castle, if the guild is not found this is an error! [Skotlex] ShowError("mob_spawn_guardian_sub: Couldn't load guild %d!\n",data); if (md->class_ == MOBID_EMPERIUM) { //Not sure this is the best way, but otherwise we'd be invoking this for ALL guardians spawned later on. md->guardian_data->guild_id = 0; if (md->guardian_data->castle->guild_id) //Free castle up. { ShowNotice("Clearing ownership of castle %d (%s)\n", md->guardian_data->castle->castle_id, md->guardian_data->castle->castle_name); guild_castledatasave(md->guardian_data->castle->castle_id, 1, 0); } } else { if (md->guardian_data->castle->guardian[md->guardian_data->number].visible) { //Safe removal of guardian. md->guardian_data->castle->guardian[md->guardian_data->number].visible = 0; guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0); guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0); } mob_delete(md); //Remove guardian. } return 0; } md->guardian_data->emblem_id = g->emblem_id; memcpy (md->guardian_data->guild_name, g->name, NAME_LENGTH); md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP); return 0; } /*========================================== * Summoning Guardians [Valaris] *------------------------------------------ */ int mob_spawn_guardian(struct map_session_data *sd,char *mapname, int x,int y,const char *mobname,int class_,int amount,const char *event,int guardian) { struct mob_data *md=NULL; struct guild *g=NULL; struct guild_castle *gc; int m,count=1; if( sd && strcmp(mapname,"this")==0) m=sd->bl.m; else m=map_mapname2mapid(mapname); if(m<0 || amount<=0 || (class_>=0 && class_<=1000) || class_>MAX_MOB_DB) // Invalid monster classes return 0; if(class_<0) return 0; if(guardian < 0 || guardian >= MAX_GUARDIANS) { ShowError("mob_spawn_guardian: Invalid guardian index %d for guardian %d (castle map %s)\n", guardian, class_, map[m].name); return 0; } if (amount > 1) ShowWarning("mob_spawn_guardian: Spawning %d guardians in position %d (castle map %s)\n", amount, map[m].name); if(sd){ if(x<=0) x=sd->bl.x; if(y<=0) y=sd->bl.y; } else if(x<=0 || y<=0) ShowWarning("mob_spawn_guardian: Invalid coordinates (%d,%d)\n",x,y); gc=guild_mapname2gc(map[m].name); if (gc == NULL) { ShowError("mob_spawn_guardian: No castle set at map %s\n", map[m].name); return 0; } if (!gc->guild_id) ShowWarning("mob_spawn_guardian: Spawning guardian %d on a castle with no guild (castle map %s)\n", class_, map[m].name); else g = guild_search(gc->guild_id); if (gc->guardian[guardian].id) ShowWarning("mob_spawn_guardian: Spawning guardian in position %d which already has a guardian (castle map %s)\n", guardian, map[m].name); for(count=0;countbl.m=m; md->bl.x=x; md->bl.y=y; md->m =m; md->x0=x; md->y0=y; md->xs=0; md->ys=0; md->spawndelay1=-1; // Only once is a flag. md->spawndelay2=-1; // Only once is a flag. //better safe than sorry, current md->npc_event has a size of 50 [Skotlex] if (strlen(event) < 50) memcpy(md->npc_event, event, strlen(event)); md->bl.type=BL_MOB; map_addiddb(&md->bl); mob_spawn(md->bl.id); md->max_hp += 2000 * gc->defense; md->guardian_data = aCalloc(1, sizeof(struct guardian_data)); md->guardian_data->number = guardian; md->guardian_data->guild_id = gc->guild_id; md->guardian_data->castle = gc; md->hp = gc->guardian[guardian].hp; gc->guardian[guardian].id = md->bl.id; if (g) { md->guardian_data->emblem_id = g->emblem_id; memcpy (md->guardian_data->guild_name, g->name, NAME_LENGTH); md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP); } else if (md->guardian_data->guild_id) add_timer(gettick()+5000,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id); } return (amount>0)?md->bl.id:0; } /*========================================== * Is MOB in the state in which the present movement is possible or not? *------------------------------------------ */ int mob_can_move(struct mob_data *md) { nullpo_retr(0, md); if(DIFF_TICK(md->canmove_tick, gettick()) > 0 || md->skilltimer != -1 || (md->sc.opt1 > 0 && md->sc.opt1 != OPT1_STONEWAIT) || md->sc.option&OPTION_HIDE) return 0; // アンクル中で動けないとか if(md->sc.count && ( md->sc.data[SC_ANKLE].timer != -1 || //アンクルスネア md->sc.data[SC_AUTOCOUNTER].timer != -1 || //オートカウンター md->sc.data[SC_BLADESTOP].timer != -1 || //白刃取り md->sc.data[SC_SPIDERWEB].timer != -1 || //スパイダーウェッブ (md->sc.data[SC_DANCING].timer !=-1 && md->sc.data[SC_DANCING].val1 == CG_HERMODE) || //cannot move while Hermod is active. (md->sc.data[SC_GOSPEL].timer !=-1 && md->sc.data[SC_GOSPEL].val4 == BCT_SELF) || // cannot move while gospel is in effect md->sc.data[SC_STOP].timer != -1 || md->sc.data[SC_CLOSECONFINE].timer != -1 || md->sc.data[SC_CLOSECONFINE2].timer != -1 )) return 0; return 1; } /*========================================== * Time calculation concerning one step next to mob *------------------------------------------ */ static int calc_next_walk_step(struct mob_data *md) { nullpo_retr(0, md); if(md->walkpath.path_pos>=md->walkpath.path_len) return -1; if(md->walkpath.path[md->walkpath.path_pos]&1) return status_get_speed(&md->bl)*14/10; return status_get_speed(&md->bl); } static int mob_walktoxy_sub(struct mob_data *md); /*========================================== * Mob Walk processing *------------------------------------------ */ static int mob_walk(struct mob_data *md,unsigned int tick,int data) { int i; static int dirx[8]={0,-1,-1,-1,0,1,1,1}; static int diry[8]={1,1,0,-1,-1,-1,0,1}; int x,y,dx,dy; nullpo_retr(0, md); md->state.state=MS_IDLE; if(md->walkpath.path_pos>=md->walkpath.path_len || md->walkpath.path_pos!=data) return 0; md->walkpath.path_half ^= 1; if(md->walkpath.path_half==0){ md->walkpath.path_pos++; if(md->state.change_walk_target){ mob_walktoxy_sub(md); return 0; } } else { if(md->walkpath.path[md->walkpath.path_pos]>=8) return 1; x = md->bl.x; y = md->bl.y; #ifndef CELL_NOSTACK if(map_getcell(md->bl.m,x,y,CELL_CHKNOPASS)) { mob_stop_walking(md,1); return 0; } #endif md->dir=md->walkpath.path[md->walkpath.path_pos]; dx = dirx[md->dir]; dy = diry[md->dir]; if (map_getcell(md->bl.m,x+dx,y+dy,CELL_CHKNOPASS)) { mob_walktoxy_sub(md); return 0; } md->state.state=MS_WALK; map_foreachinmovearea(clif_moboutsight,md->bl.m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md); if ( md->min_chase > md->db->range2) md->min_chase--; x += dx; y += dy; map_moveblock(&md->bl, x, y, tick); map_foreachinmovearea(clif_mobinsight,md->bl.m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,BL_PC,md); md->state.state=MS_IDLE; } if((i=calc_next_walk_step(md))>0){ i = i>>1; if(i < 1 && md->walkpath.path_half == 0) i = 1; if(md->walkpath.path_pos>=md->walkpath.path_len) clif_fixmobpos(md); // とまったときに位置の再送信 else { md->timer=add_timer(tick+i,mob_timer,md->bl.id,md->walkpath.path_pos); md->state.state=MS_WALK; } } return 0; } /*========================================== * Reachability to a Specification ID existence place * state indicates type of 'seek' mob should do: * - MSS_LOOT: Looking for item, path must be easy. * - MSS_RUSH: Chasing attacking player, path is determined by mob_ai&1 * - MSS_FOLLOW: Initiative/support seek, path must be easy. *------------------------------------------ */ int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state) { int dx,dy; struct walkpath_data wpd; int i, easy = 0; nullpo_retr(0, md); nullpo_retr(0, bl); switch (state) { case MSS_RUSH: easy = (battle_config.mob_ai&1?0:1); break; case MSS_LOOT: case MSS_FOLLOW: default: easy = 1; break; } #ifdef CELL_NOSTACK //In no stack mode, do these path searches ignoring other players as it's just //for reachability judging, not the actual path used. [Skotlex] easy |= 0x30000; #endif if( md->bl.m != bl->m) // 違うャbプ return 0; if( md->bl.x==bl->x && md->bl.y==bl->y ) // 同じマス return 1; if( range>0 && !check_distance_bl(&md->bl, bl, range)) return 0; // Obstacle judging wpd.path_len=0; wpd.path_pos=0; wpd.path_half=0; if(path_search(&wpd,md->bl.m,md->bl.x,md->bl.y,bl->x,bl->y,easy)!=-1) return 1; // It judges whether it can adjoin or not. dx=abs(bl->x - md->bl.x); dy=abs(bl->y - md->bl.y); dx=(dx>0)?1:((dx<0)?-1:0); dy=(dy>0)?1:((dy<0)?-1:0); if(path_search(&wpd,md->bl.m,md->bl.x,md->bl.y,bl->x-dx,bl->y-dy,easy)!=-1) return 1; for(i=0;i<9;i++){ if(path_search(&wpd,md->bl.m,md->bl.x,md->bl.y,bl->x-1+i/3,bl->y-1+i%3,easy)!=-1) return 1; } return 0; } /*========================================== * Links nearby mobs (supportive mobs) *------------------------------------------ */ static int mob_linksearch(struct block_list *bl,va_list ap) { struct mob_data *md; int class_; struct block_list *target; unsigned int tick; nullpo_retr(0, bl); nullpo_retr(0, ap); md=(struct mob_data *)bl; class_ = va_arg(ap, int); target = va_arg(ap, struct block_list *); tick=va_arg(ap, unsigned int); if (md->class_ == class_ && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME && (!md->target_id || md->state.targettype == NONE_ATTACKABLE)) { md->last_linktime = tick; if( mob_can_reach(md,target,md->db->range2, MSS_FOLLOW) ){ // Reachability judging md->target_id = target->id; md->attacked_count = 0; md->state.targettype = ATTACKABLE; md->state.aggressive = (status_get_mode(&md->bl)&MD_ANGRY)?1:0; md->min_chase=md->db->range3; return 1; } } return 0; } /*========================================== * Attack processing of mob *------------------------------------------ */ static int mob_attack(struct mob_data *md,unsigned int tick,int data) { struct block_list *tbl=NULL; int range; nullpo_retr(0, md); md->min_chase=md->db->range3; md->state.state=MS_IDLE; md->state.skillstate=MSS_IDLE; if( md->skilltimer!=-1 ) // スキル使用中 return 0; if((tbl=map_id2bl(md->target_id))==NULL || !status_check_skilluse(&md->bl, tbl, 0, 0)){ md->target_id=0; md->state.targettype = NONE_ATTACKABLE; return 0; } if (!check_distance_bl(&md->bl, tbl, md->db->range3)){ mob_stopattack(md); return 0; } range = md->db->range; if (range <= 3) range++; //Melee attackers get a bonus range cell when attacking. /* It seems mobs always teleport the last two tiles when chasing players, so do not give them this bonus range tile.[Skotlex] if(battle_iswalking(tbl)) range++; */ if(!check_distance_bl(&md->bl, tbl, range)) return 0; if(battle_config.monster_attack_direction_change) md->dir=map_calc_dir(&md->bl, tbl->x,tbl->y ); // 向き設定 if (status_get_mode(&md->bl)&MD_ASSIST && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME) { // Link monsters nearby [Skotlex] md->last_linktime = tick; map_foreachinrange(mob_linksearch, &md->bl, md->db->range2, BL_MOB, md->class_, tbl, tick); } md->state.skillstate=md->state.aggressive?MSS_ANGRY:MSS_BERSERK; if( mobskill_use(md,tick,-1) ) // スキル使用 return 0; if(md->sc.count && md->sc.data[SC_WINKCHARM].timer != -1) clif_emotion(&md->bl, 3); else md->target_lv = battle_weapon_attack(&md->bl,tbl,tick,0); if(!(battle_config.monster_cloak_check_type&2) && md->sc.data[SC_CLOAKING].timer != -1) status_change_end(&md->bl,SC_CLOAKING,-1); //Mobs can't move if they can't attack neither. //Use the attack delay for next can attack try //But use the attack motion to know when it can start moving. [Skotlex] md->attackabletime = tick + status_get_adelay(&md->bl); md->canmove_tick = tick + status_get_amotion(&md->bl); md->timer=add_timer(md->attackabletime,mob_timer,md->bl.id,0); md->state.state=MS_ATTACK; return 0; } /*========================================== * The attack of PC which is attacking id is stopped. * The callback function of clif_foreachclient *------------------------------------------ */ int mob_stopattacked(struct map_session_data *sd,va_list ap) { int id; nullpo_retr(0, sd); nullpo_retr(0, ap); id=va_arg(ap,int); if(sd->attacktarget==id) pc_stopattack(sd); return 0; } /*========================================== * The timer in which the mob's states changes *------------------------------------------ */ int mob_changestate(struct mob_data *md,int state,int type) { unsigned int tick; int i; nullpo_retr(0, md); if(md->timer != -1) delete_timer(md->timer,mob_timer); md->timer=-1; md->state.state=state; switch(state){ case MS_WALK: if((i=calc_next_walk_step(md))>0){ i = i>>2; md->timer=add_timer(gettick()+i,mob_timer,md->bl.id, md->walkpath.path_pos); } else md->state.state=MS_IDLE; break; case MS_ATTACK: tick = gettick(); i=DIFF_TICK(md->attackabletime,tick); if(i>0 && i<2000) md->timer=add_timer(md->attackabletime,mob_timer,md->bl.id,0); else if(type) { md->attackabletime = tick + status_get_amotion(&md->bl); md->timer=add_timer(md->attackabletime,mob_timer,md->bl.id,0); } else { md->attackabletime = tick + 1; md->timer=add_timer(md->attackabletime,mob_timer,md->bl.id,0); } break; case MS_DELAY: md->timer=add_timer(gettick()+type,mob_timer,md->bl.id,0); break; case MS_DEAD: skill_castcancel(&md->bl,0); // mobskill_deltimer(md); md->state.skillstate=MSS_DEAD; md->last_deadtime=gettick(); // Since it died, all aggressors' attack to this mob is stopped. clif_foreachclient(mob_stopattacked,md->bl.id); skill_unit_move(&md->bl,gettick(),4); status_change_clear(&md->bl,2); // ステータス異常を解除する skill_clear_unitgroup(&md->bl); // 全てのスキルユニットグループを削除する skill_cleartimerskill(&md->bl); if(md->deletetimer!=-1) delete_timer(md->deletetimer,mob_timer_delete); md->deletetimer=-1; md->hp = md->target_id = md->attacked_id = md->attacked_count = 0; md->state.targettype = NONE_ATTACKABLE; break; } return 0; } /*========================================== * timer processing of mob (timer function) * It branches to a walk and an attack. *------------------------------------------ */ static int mob_timer(int tid,unsigned int tick,int id,int data) { struct mob_data *md; struct block_list *bl; if( (bl=map_id2bl(id)) == NULL ){ //攻撃してきた敵がもういないのは正常のようだ return 1; } if(!bl || !bl->type || bl->type!=BL_MOB) return 1; nullpo_retr(1, md=(struct mob_data*)bl); if(md->timer != tid){ if(battle_config.error_log) ShowError("mob_timer %d != %d\n",md->timer,tid); return 0; } md->timer=-1; if(md->bl.prev == NULL || md->state.state == MS_DEAD) return 1; map_freeblock_lock(); switch(md->state.state){ case MS_WALK: mob_walk(md,tick,data); break; case MS_ATTACK: mob_attack(md,tick,data); break; case MS_DELAY: mob_changestate(md,MS_IDLE,0); break; default: if(battle_config.error_log) ShowError("mob_timer : %d ?\n",md->state.state); break; } if (md->timer == -1) mob_changestate(md,MS_WALK,0); map_freeblock_unlock(); return 0; } /*========================================== * *------------------------------------------ */ static int mob_walktoxy_sub(struct mob_data *md) { struct walkpath_data wpd; nullpo_retr(0, md); memset(&wpd, 0, sizeof(wpd)); if(path_search(&wpd,md->bl.m,md->bl.x,md->bl.y,md->to_x,md->to_y,md->state.walk_easy)) return 1; if (wpd.path[0] >= 8) return 1; memcpy(&md->walkpath,&wpd,sizeof(wpd)); md->state.change_walk_target=0; mob_changestate(md,MS_WALK,0); clif_movemob(md); return 0; } /*========================================== * mob move start *------------------------------------------ */ int mob_walktoxy(struct mob_data *md,int x,int y,int easy) { struct walkpath_data wpd; nullpo_retr(0, md); if(md->bl.prev == NULL || md->state.state == MS_DEAD) //Just-in-case check to prevent dead mobs from moving. [Skotlex] return 1; if(md->state.state == MS_WALK && path_search(&wpd,md->bl.m,md->bl.x,md->bl.y,x,y,easy) ) return 1; md->state.walk_easy = easy; md->to_x=x; md->to_y=y; if (md->sc.data[SC_CONFUSION].timer != -1) //Randomize target direction. map_random_dir(&md->bl, &md->to_x, &md->to_y); if(md->state.state == MS_WALK) md->state.change_walk_target=1; else return mob_walktoxy_sub(md); return 0; } /*========================================== * mob spawn with delay (timer function) *------------------------------------------ */ static int mob_delayspawn(int tid, unsigned int tick, int m, int n) { mob_spawn(m); return 0; } /*========================================== * spawn timing calculation *------------------------------------------ */ int mob_setdelayspawn(int id) { unsigned int spawntime, spawntime1, spawntime2, spawntime3; struct mob_data *md; struct block_list *bl; if ((bl = map_id2bl(id)) == NULL || bl->type != BL_MOB) return -1; nullpo_retr(-1, md = (struct mob_data*)bl); // Processing of MOB which is not revitalized if (md->spawndelay1 == -1 && md->spawndelay2 == -1 && md->n == 0) { if (md->lootitem) { aFree(md->lootitem); md->lootitem = NULL; } if (md->guardian_data) { if (md->guardian_data->number < MAX_GUARDIANS) md->guardian_data->castle->guardian[md->guardian_data->number].id = 0; aFree (md->guardian_data); md->guardian_data = NULL; } map_deliddb(&md->bl); map_delblock(bl); //In case it wasn't done before invoking the function. map_freeblock(bl); return 0; } spawntime1 = md->last_spawntime + md->spawndelay1; spawntime2 = md->last_deadtime + md->spawndelay2; spawntime3 = gettick() + 5000 + rand()%5000; //Lupus // spawntime = max(spawntime1,spawntime2,spawntime3); if (DIFF_TICK(spawntime1, spawntime2) > 0) spawntime = spawntime1; else spawntime = spawntime2; if (DIFF_TICK(spawntime3, spawntime) > 0) spawntime = spawntime3; add_timer(spawntime, mob_delayspawn, id, 0); return 0; } static int mob_count_sub(struct block_list *bl,va_list ap) { return 1; } /*========================================== * Mob spawning. Initialization is also variously here. *------------------------------------------ */ int mob_spawn (int id) { int x, y, i = 0; unsigned int c =0, tick = gettick(); struct mob_data *md; struct block_list *bl; if ((bl = map_id2bl(id)) == NULL || bl->type != BL_MOB) return -1; nullpo_retr(-1, md = (struct mob_data*)bl); md->last_spawntime = tick; if (md->bl.prev != NULL) map_delblock(&md->bl); else { if(md->class_ != md->base_class){ // クラスチェンジしたMob md->class_ = md->base_class; md->db = mob_db(md->base_class); memcpy(md->name,md->db->jname,NAME_LENGTH); md->speed=md->db->speed; } } md->bl.m = md->m; while (i < 50) { if (md->x0 == 0 && md->y0 == 0) { x = rand()%(map[md->bl.m].xs-2)+1; y = rand()%(map[md->bl.m].ys-2)+1; } else { x = md->x0+rand()%(md->xs+1)-md->xs/2; y = md->y0+rand()%(md->ys+1)-md->ys/2; } i++; if (map_getcell(md->bl.m,x,y,CELL_CHKNOPASS)) continue; //Avoid spawning on the view-range of players. [Skotlex] if (battle_config.no_spawn_on_player && c++ < battle_config.no_spawn_on_player && map_foreachinrange(mob_count_sub, &md->bl, AREA_SIZE, BL_PC) ) continue; //Found a spot. break; } if (i >= 50) { if (md->spawndelay1 != -1 || md->spawndelay2 == -1) // retry again later add_timer(tick+5000,mob_delayspawn,id,0); return 1; } md->to_x = md->bl.x = x; md->to_y = md->bl.y = y; md->dir = 0; md->target_dir = 0; memset(&md->state, 0, sizeof(md->state)); md->attacked_id = 0; md->attacked_count = 0; md->target_id = 0; md->mode = 0; md->move_fail_count = 0; if (!md->speed) md->speed = md->db->speed; md->def_ele = md->db->element; if (!md->level) // [Valaris] md->level=md->db->lv; md->master_id = 0; md->master_dist = 0; md->state.state = MS_IDLE; md->state.skillstate = MSS_IDLE; md->timer = -1; md->last_thinktime = tick; md->next_walktime = tick+rand()%50+5000; md->attackabletime = tick; md->canmove_tick = tick; md->last_linktime = tick; /* Guardians should be spawned using mob_spawn_guardian! [Skotlex] * and the Emperium is spawned using mob_once_spawn. md->guild_id = 0; if (md->class_ >= 1285 && md->class_ <= 1288) { struct guild_castle *gc=guild_mapname2gc(map[md->bl.m].name); if(gc) md->guild_id = gc->guild_id; } */ md->deletetimer = -1; md->skilltimer = -1; for (i = 0, c = tick-1000*3600*10; i < MAX_MOBSKILL; i++) md->skilldelay[i] = c; md->skillid = 0; md->skilllv = 0; memset(md->dmglog, 0, sizeof(md->dmglog)); md->tdmg = 0; if (md->lootitem) memset(md->lootitem, 0, sizeof(md->lootitem)); md->lootitem_count = 0; for (i = 0; i < MAX_MOBSKILLTIMERSKILL; i++) md->skilltimerskill[i].timer = -1; for (i = 0; i < MAX_STATUSCHANGE; i++) { md->sc.data[i].timer = -1; md->sc.data[i].val1 = md->sc.data[i].val2 = md->sc.data[i].val3 = md->sc.data[i].val4 = 0; } md->sc.count = 0; md->sc.opt1 = md->sc.opt2 = md->sc.opt3 = md->sc.option = 0; if(md->db->option){ // Added for carts, falcons and pecos for cloned monsters. [Valaris] if(md->db->option & 0x0008) md->sc.option |= 0x0008; if(md->db->option & 0x0080) md->sc.option |= 0x0080; if(md->db->option & 0x0100) md->sc.option |= 0x0100; if(md->db->option & 0x0200) md->sc.option |= 0x0200; if(md->db->option & 0x0400) md->sc.option |= 0x0400; if(md->db->option & OPTION_FALCON) md->sc.option |= OPTION_FALCON; if(md->db->option & OPTION_RIDING) md->sc.option |= OPTION_RIDING; } memset(md->skillunit, 0, sizeof(md->skillunit)); memset(md->skillunittick, 0, sizeof(md->skillunittick)); md->max_hp = md->db->max_hp; if(md->special_state.size==1) // change for sized monsters [Valaris] md->max_hp/=2; else if(md->special_state.size==2) md->max_hp*=2; md->hp = md->max_hp; map_addblock(&md->bl); skill_unit_move(&md->bl,tick,1); clif_spawnmob(md); mobskill_use(md, tick, MSC_SPAWN); return 0; } /*========================================== * The stop of MOB's attack *------------------------------------------ */ int mob_stopattack(struct mob_data *md) { md->target_id = 0; md->state.targettype = NONE_ATTACKABLE; md->attacked_id = 0; md->attacked_count = 0; return 0; } /*========================================== * The stop of MOB's walking *------------------------------------------ */ int mob_stop_walking(struct mob_data *md,int type) { nullpo_retr(0, md); if(md->state.state == MS_WALK || md->state.state == MS_IDLE) { int dx=0,dy=0; md->walkpath.path_len=0; if(type&2 && mob_can_move(md)){ dx=md->to_x-md->bl.x; if(dx<0) dx=-1; else if(dx>0) dx=1; dy=md->to_y-md->bl.y; if(dy<0) dy=-1; else if(dy>0) dy=1; } md->to_x=md->bl.x+dx; md->to_y=md->bl.y+dy; if(dx!=0 || dy!=0){ mob_walktoxy_sub(md); return 0; } mob_changestate(md,MS_IDLE,0); } if(type&0x01) clif_fixmobpos(md); return 0; } /*========================================== * Determines if the mob can change target. [Skotlex] *------------------------------------------ */ static int mob_can_changetarget(struct mob_data* md, struct block_list* target, int mode) { switch (md->state.skillstate) { case MSS_BERSERK: //Only Assist, Angry or Aggressive+CastSensor mobs can change target while attacking. if (mode&(MD_ASSIST|MD_ANGRY) || (mode&(MD_AGGRESSIVE|MD_CASTSENSOR)) == (MD_AGGRESSIVE|MD_CASTSENSOR)) return (battle_config.mob_ai&4 || check_distance_bl(&md->bl, target, 3)); else return 0; case MSS_RUSH: return (mode&MD_AGGRESSIVE); case MSS_FOLLOW: case MSS_ANGRY: case MSS_IDLE: case MSS_WALK: case MSS_LOOT: return 1; default: return 0; } } /*========================================== * Determination for an attack of a monster *------------------------------------------ */ int mob_target(struct mob_data *md,struct block_list *bl,int dist) { nullpo_retr(0, md); nullpo_retr(0, bl); // Nothing will be carried out if there is no mind of changing TAGE by TAGE ending. if((md->target_id > 0 && md->state.targettype == ATTACKABLE) && !mob_can_changetarget(md, bl, status_get_mode(&md->bl)) && // if the monster was provoked ignore the above rule [celest] !(md->state.provoke_flag && md->state.provoke_flag == bl->id)) return 0; if(!status_check_skilluse(&md->bl, bl, 0, 0)) return 0; md->target_id = bl->id; // Since there was no disturbance, it locks on to target. if(bl->type == BL_PC || bl->type == BL_MOB) md->state.targettype = ATTACKABLE; else md->state.targettype = NONE_ATTACKABLE; if (md->state.provoke_flag) md->state.provoke_flag = 0; md->min_chase=dist+md->db->range2; if(md->min_chase>26) md->min_chase=26; return 0; } /*========================================== * The ?? routine of an active monster *------------------------------------------ */ static int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap) { struct mob_data *md; struct block_list **target; int dist; nullpo_retr(0, bl); nullpo_retr(0, ap); md=va_arg(ap,struct mob_data *); target= va_arg(ap,struct block_list**); //If can't seek yet, not an enemy, or you can't attack it, skip. if ((*target) == bl || battle_check_target(&md->bl,bl,BCT_ENEMY)<=0 || !status_check_skilluse(&md->bl, bl, 0, 0)) return 0; switch (bl->type) { case BL_PC: if (((struct map_session_data*)bl)->state.gangsterparadise && !(status_get_mode(&md->bl)&MD_BOSS)) return 0; //Gangster paradise protection. case BL_MOB: if((dist=distance_bl(&md->bl, bl)) < md->db->range2 && (md->db->range > 6 || mob_can_reach(md,bl,dist+1, MSS_FOLLOW)) && ((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) //New target closer than previous one. ) { (*target) = bl; md->target_id=bl->id; md->state.targettype = ATTACKABLE; md->state.aggressive = (status_get_mode(&md->bl)&MD_ANGRY)?1:0; md->min_chase= md->db->range3; return 1; } break; } return 0; } /*========================================== * chase target-change routine. *------------------------------------------ */ static int mob_ai_sub_hard_changechase(struct block_list *bl,va_list ap) { struct mob_data *md; struct block_list **target; nullpo_retr(0, bl); nullpo_retr(0, ap); md=va_arg(ap,struct mob_data *); target= va_arg(ap,struct block_list**); //If can't seek yet, not an enemy, or you can't attack it, skip. if ((*target) == bl || battle_check_target(&md->bl,bl,BCT_ENEMY)<=0 || !status_check_skilluse(&md->bl, bl, 0, 0)) return 0; switch (bl->type) { case BL_PC: case BL_MOB: if(check_distance_bl(&md->bl, bl, md->db->range) && battle_check_range (&md->bl, bl, md->db->range) ) { (*target) = bl; md->target_id=bl->id; md->state.targettype = ATTACKABLE; md->state.aggressive = (status_get_mode(&md->bl)&MD_ANGRY)?1:0; md->min_chase= md->db->range3; return 1; } break; } return 0; } /*========================================== * loot monster item search *------------------------------------------ */ static int mob_ai_sub_hard_lootsearch(struct block_list *bl,va_list ap) { struct mob_data* md; int dist,*itc; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, md=va_arg(ap,struct mob_data *)); nullpo_retr(0, itc=va_arg(ap,int *)); if(!md->lootitem || (battle_config.monster_loot_type == 1 && md->lootitem_count >= LOOTITEM_SIZE)) return 0; if((dist=distance_bl(&md->bl, bl)) < md->db->range2 && mob_can_reach(md,bl,dist, MSS_LOOT) && rand()%1000<1000/(++(*itc))) { // It is made a probability, such as within the limits PC. md->target_id=bl->id; md->state.targettype = NONE_ATTACKABLE; md->min_chase=md->db->range3; md->next_walktime = gettick() + 500; //So that the mob may go after the item inmediately. } return 0; } /*========================================== * Processing of slave monsters *------------------------------------------ */ static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick) { struct block_list *bl; int old_dist; nullpo_retr(0, md); bl=map_id2bl(md->master_id); if (!bl || status_isdead(bl)) { //主が死亡しているか見つからない if(md->special_state.ai>0) mob_timer_delete(0, 0, md->bl.id, 0); else mob_damage(NULL,md,md->hp,0); return 0; } if(status_get_mode(&md->bl)&MD_CANMOVE) { //If the mob can move, follow around. [Check by Skotlex] if(bl->m != md->bl.m || md->master_dist > 30) { // Since it is not in the same map (or is way to far), just warp it mob_warp(md,bl->m,bl->x,bl->y,3); return 0; } // Distance with between slave and master is measured. old_dist=md->master_dist; md->master_dist=distance_bl(&md->bl, bl); // Since the master was in near immediately before, teleport is carried out and it pursues. if(old_dist<10 && md->master_dist>18){ mob_warp(md,-1,bl->x,bl->y,3); return 0; } // Approach master if within view range, chase back to Master's area also if standing on top of the master. if(md->master_distdb->range3 && (md->master_dist>MOB_SLAVEDISTANCE || md->master_dist == 0) && mob_can_move(md) && md->state.state == MS_IDLE) { int i=0,dx,dy,ret; do { if(i<=5){ dx=bl->x - md->bl.x; dy=bl->y - md->bl.y; if(dx<0) dx+=rand()%MOB_SLAVEDISTANCE +1; else if(dx>0) dx-=rand()%MOB_SLAVEDISTANCE +1; if(dy<0) dy+=rand()%MOB_SLAVEDISTANCE +1; else if(dy>0) dy-=rand()%MOB_SLAVEDISTANCE +1; }else{ ret = MOB_SLAVEDISTANCE*2+1; dx=bl->x - md->bl.x + rand()%ret - MOB_SLAVEDISTANCE; dy=bl->y - md->bl.y + rand()%ret - MOB_SLAVEDISTANCE; } ret=mob_walktoxy(md,md->bl.x+dx,md->bl.y+dy,0); i++; } while(ret && i<10); } } else if (bl->m != md->bl.m && map_flag_gvg(md->bl.m)) { //Delete the summoned mob if it's in a gvg ground and the master is elsewhere. [Skotlex] if(md->special_state.ai>0) mob_timer_delete(0, 0, md->bl.id, 0); else mob_damage(NULL,md,md->hp,0); return 0; } //Avoid attempting to lock the master's target too often to avoid unnecessary overload. [Skotlex] if (DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME && (!md->target_id || md->state.targettype == NONE_ATTACKABLE)) { md->last_linktime = tick; switch (bl->type) { case BL_MOB: { struct mob_data *mmd= (struct mob_data*)bl; struct block_list *tbl; if(mmd->target_id>0 && mmd->state.targettype == ATTACKABLE && (tbl=map_id2bl(mmd->target_id)) && status_check_skilluse(&md->bl, tbl, 0, 0) ) { md->target_id=tbl->id; md->state.targettype = ATTACKABLE; md->state.aggressive = (status_get_mode(&md->bl)&MD_ANGRY)?1:0; md->min_chase=md->db->range2+distance_bl(&md->bl, tbl); } } break; case BL_PC: { struct map_session_data *msd = (struct map_session_data*)bl; struct block_list *tbl = NULL; if(msd->attacktarget) tbl = map_id2bl(msd->attacktarget); else if (msd->skilltarget) { tbl = map_id2bl(msd->skilltarget); if (tbl && battle_check_target(&md->bl, tbl, BCT_ENEMY) <= 0) tbl = NULL; //Required check as skilltarget is not always an enemy. [Skotlex] } if(tbl && status_check_skilluse(&md->bl, tbl, 0, 0)) { md->target_id=tbl->id; md->state.targettype = ATTACKABLE; md->state.aggressive = (status_get_mode(&md->bl)&MD_ANGRY)?1:0; md->min_chase=md->db->range2+distance_bl(&md->bl, tbl); } } break; } } return 0; } /*========================================== * A lock of target is stopped and mob moves to a standby state. *------------------------------------------ */ int mob_unlocktarget(struct mob_data *md,int tick) { nullpo_retr(0, md); md->target_id=0; md->state.targettype = NONE_ATTACKABLE; md->state.skillstate=MSS_IDLE; md->next_walktime=tick+rand()%3000+3000; return 0; } /*========================================== * Random walk *------------------------------------------ */ int mob_randomwalk(struct mob_data *md,int tick) { const int retrycount=20; int speed; nullpo_retr(0, md); speed=status_get_speed(&md->bl); if(DIFF_TICK(md->next_walktime,tick)<0){ int i,x,y,c,d=12-md->move_fail_count; int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}}; if(d<5) d=5; for(i=0;itarget_dir){ if (x<0) x=0-x; if (y<0) y=0-y; x *= mask[md->target_dir-1][0]; y *= mask[md->target_dir-1][1]; } x+=md->bl.x; y+=md->bl.y; if((map_getcell(md->bl.m,x,y,CELL_CHKPASS)) && mob_walktoxy(md,x,y,1)==0){ md->move_fail_count=0; break; } if(i+1>=retrycount){ md->move_fail_count++; md->target_dir = 0; if(md->move_fail_count>1000){ if(battle_config.error_log) ShowWarning("MOB cant move. random spawn %d, class = %d\n",md->bl.id,md->class_); md->move_fail_count=0; mob_spawn(md->bl.id); } } } for(i=c=0;iwalkpath.path_len;i++){ // The next walk start time is calculated. if(md->walkpath.path[i]&1) c+=speed*14/10; else c+=speed; } md->next_walktime = tick+rand()%3000+3000+c; md->state.skillstate=MSS_WALK; return 1; } return 0; } /*========================================== * AI of MOB whose is near a Player *------------------------------------------ */ static int mob_ai_sub_hard(struct block_list *bl,va_list ap) { struct mob_data *md; struct block_list *tbl = NULL, *abl = NULL; unsigned int tick; int i, dx, dy, dist; int attack_type = 0; int mode; int search_size = AREA_SIZE*2; int blind_flag = 0; nullpo_retr(0, bl); nullpo_retr(0, ap); md = (struct mob_data*)bl; tick = va_arg(ap, unsigned int); if(md->bl.prev == NULL || md->state.state == MS_DEAD) return 1; if (DIFF_TICK(tick, md->last_thinktime) < MIN_MOBTHINKTIME) return 0; md->last_thinktime = tick; if (md->skilltimer != -1){ // Casting skill, or has died if (DIFF_TICK (tick, md->next_walktime) > MIN_MOBTHINKTIME) md->next_walktime = tick; return 0; } // Abnormalities if((md->sc.opt1 > 0 && md->sc.opt1 != OPT1_STONEWAIT) || md->state.state == MS_DELAY || md->sc.data[SC_BLADESTOP].timer != -1) return 0; if (md->sc.count && md->sc.data[SC_BLIND].timer != -1) blind_flag = 1; mode = status_get_mode(&md->bl); if (md->target_id) { //Check validity of current target. [Skotlex] tbl = map_id2bl(md->target_id); if (!tbl || tbl->m != md->bl.m || !status_check_skilluse(&md->bl, tbl, 0, 0) || ( tbl->type == BL_PC && !(mode&MD_BOSS) && ((struct map_session_data*)tbl)->state.gangsterparadise )) { //Unlock current target. if (md->state.state == MS_WALK && (battle_config.mob_ai&8 || !tbl)) //Inmediately stop chasing. mob_stop_walking(md, 2); mob_unlocktarget(md, tick-(battle_config.mob_ai&8?3000:0)); //Imediately do random walk. tbl = NULL; } } // Check for target change. if (md->attacked_id && mode&MD_CANATTACK && md->attacked_id != md->target_id) { abl = map_id2bl(md->attacked_id); if (abl && (!tbl || mob_can_changetarget(md, abl, mode))) { if (md->bl.m != abl->m || abl->prev == NULL || (dist = distance_bl(&md->bl, abl)) >= 32 || battle_check_target(bl, abl, BCT_ENEMY) <= 0 || (battle_config.mob_ai&2 && !status_check_skilluse(bl, abl, 0, 0)) || !mob_can_reach(md, abl, dist+2, MSS_RUSH || ( //Gangster Paradise check abl->type == BL_PC && !(mode&MD_BOSS) && ((struct map_session_data*)abl)->state.gangsterparadise ) )) { //Can't attack back if (md->attacked_count++ > 3) { if (mobskill_use(md, tick, MSC_RUDEATTACKED) == 0 && mode&MD_CANMOVE && mob_can_move(md)) { int dist = rand() % 10 + 1;//後退する距離 int dir = map_calc_dir(abl, bl->x, bl->y); int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}}; mob_walktoxy(md, md->bl.x + dist * mask[dir][0], md->bl.y + dist * mask[dir][1], 0); md->next_walktime = tick + 500; } } } else if (!(battle_config.mob_ai&2) && !status_check_skilluse(bl, abl, 0, 0)) { //Can't attack back, but didn't invoke a rude attacked skill... md->attacked_id = 0; //Simply unlock, shouldn't attempt to run away when in dumb_ai mode. } else if (blind_flag && dist > 2 && DIFF_TICK(tick,md->next_walktime) < 0) { //Blinded, but can reach if (!md->target_id) { //Attempt to follow new target if (mode&MD_CANMOVE && mob_can_move(md)) { // why is it moving to the target when the mob can't see the player? o.o dx = abl->x - md->bl.x; dy = abl->y - md->bl.y; md->next_walktime = tick + 1000; mob_walktoxy(md, md->bl.x+dx, md->bl.y+dy, 0); } } } else { //Attackable if (!tbl || dist < md->db->range || !check_distance_bl(&md->bl, tbl, dist) || battle_gettarget(tbl) != md->bl.id) { //Change if the new target is closer than the actual one //or if the previous target is not attacking the mob. [Skotlex] md->target_id = md->attacked_id; // set target md->state.targettype = ATTACKABLE; md->state.aggressive = 0; //Retaliating. attack_type = 1; md->attacked_count = 0; md->min_chase = dist + md->db->range2; if (md->min_chase > 26) md->min_chase = 26; tbl = abl; //Set the new target } } } } if (md->attacked_id) { if (md->state.aggressive && md->attacked_id == md->target_id) md->state.aggressive = 0; //No longer aggressive, change to retaliate AI. md->attacked_id = 0; //Clear it since it's been checked for already. } // Processing of slave monster, is it needed when there's a target to deal with? if (md->master_id > 0 && !tbl) mob_ai_sub_hard_slavemob(md, tick); // Scan area for targets if ((mode&MD_AGGRESSIVE && battle_config.monster_active_enable && !tbl) || (mode&MD_ANGRY && md->state.skillstate == MSS_FOLLOW) ) { search_size = (blind_flag) ? 3 : md->db->range2; map_foreachinrange (mob_ai_sub_hard_activesearch, &md->bl, search_size, md->special_state.ai?BL_CHAR:BL_PC, md, &tbl); } else if (mode&MD_CHANGECHASE && (md->state.skillstate == MSS_RUSH || md->state.skillstate == MSS_FOLLOW)) { search_size = (blind_flag && md->db->range>3) ? 3 : md->db->range; map_foreachinrange (mob_ai_sub_hard_changechase, &md->bl, search_size, md->special_state.ai?BL_CHAR:BL_PC, md, &tbl); } // Scan area for items to loot, avoid trying to loot of the mob is full and can't consume the items. if (!md->target_id && mode&MD_LOOTER && md->lootitem && (md->lootitem_count < LOOTITEM_SIZE || battle_config.monster_loot_type != 1)) { i = 0; search_size = (blind_flag) ? 3 : md->db->range2; map_foreachinrange (mob_ai_sub_hard_lootsearch, &md->bl, search_size, BL_ITEM, md, &i); } if (tbl) { //Target exists, attack or loot as applicable. if (tbl->type != BL_ITEM) { //Attempt to attack. //At this point we know the target is attackable, we just gotta check if the range matches. if (blind_flag && DIFF_TICK(tick,md->next_walktime) < 0 && !check_distance_bl(&md->bl, tbl, 1)) { //Run towards the enemy when out of range? md->target_id = 0; md->state.targettype = NONE_ATTACKABLE; if (!(mode & MD_CANMOVE) || !mob_can_move(md)) return 0; dx = tbl->x - md->bl.x; dy = tbl->y - md->bl.y; md->next_walktime = tick + 1000; mob_walktoxy(md, md->bl.x+dx, md->bl.y+dy, 0); return 0; } if (!battle_check_range (&md->bl, tbl, md->db->range)) { //Out of range... if (!(mode & MD_CANMOVE)) { //Can't chase. mob_unlocktarget(md,tick); return 0; } if (!mob_can_move(md)) //Wait until you can move? return 0; //Follow up md->state.skillstate = md->state.aggressive?MSS_FOLLOW:MSS_RUSH; mobskill_use (md, tick, -1); if (md->timer != -1 && md->state.state != MS_ATTACK && (DIFF_TICK (md->next_walktime, tick) < 0 || !(battle_config.mob_ai&1) || check_distance_blxy(tbl, md->to_x, md->to_y, md->db->range)) //Current target tile is still within attack range. ) { return 0; //No need to follow, already doing it? } search_size = (blind_flag) ? 3 : ((md->min_chase > md->db->range2) ? md->min_chase : md->db->range2); if (!mob_can_reach(md, tbl, search_size, MSS_RUSH)) { //Can't reach mob_unlocktarget(md,tick); return 0; } //Target reachable. Locate suitable spot to move to. i = 0; dx = tbl->x - md->bl.x; dy = tbl->y - md->bl.y; if (dx < 0) dx++; else if (dx > 0) dx--; if (dy < 0) dy++; else if (dy > 0) dy--; #ifdef CELL_NOSTACK while (mob_walktoxy(md, md->bl.x + dx, md->bl.y + dy, 0)) { //Attempt to chase to nearby blocks do { if (i < 5) { dx = tbl->x - md->bl.x + rand()%3 - 1; dy = tbl->y - md->bl.y + rand()%3 - 1; } else { //Try some more... dx = tbl->x - md->bl.x + rand()%5 - 2; dy = tbl->y - md->bl.y + rand()%5 - 2; } i++; } while (i < 15 && map_getcell(md->bl.m, md->bl.x+dx, md->bl.y+dy, CELL_CHKSTACK)); if (i >= 15) { //On stacked mode, it is much more likely that you just can't reach the target. So unlock it mob_unlocktarget(md, tick); //Make it give up for 1 second to avoid unnecessary server load in case the target is already mobbed to death. mob_changestate(md,MS_DELAY,1000); return 0; } } #else while (i < 5 && mob_walktoxy(md, md->bl.x + dx, md->bl.y + dy, 0)) { //Attempt to chase to nearby blocks dx = tbl->x - md->bl.x + rand()%3 - 1; dy = tbl->y - md->bl.y + rand()%3 - 1; i++; } if (i==5) { //Failed? Try going away from the target before retrying. if (dx < 0) dx = 2; else if (dx > 0) dx = -2; if (dy < 0) dy = 2; else if (dy > 0) dy = -2; } #endif md->next_walktime = tick + 500; mob_walktoxy (md, md->bl.x+dx, md->bl.y+dy, 0); return 0; } //Target within range, engage md->state.skillstate = md->state.aggressive?MSS_ANGRY:MSS_BERSERK; if (md->state.state == MS_WALK) mob_stop_walking (md, 1); else if (md->state.state == MS_ATTACK) return 0; //Ah, we are already attacking. mob_changestate(md, MS_ATTACK, attack_type); return 0; } else { //Target is BL_ITEM, attempt loot. struct flooritem_data *fitem; if ((dist = distance_bl(&md->bl, tbl)) >= md->min_chase || (blind_flag && dist >= 4) || md->lootitem == NULL) { //Can't loot... mob_unlocktarget (md, tick); if (md->state.state == MS_WALK) mob_stop_walking(md,0); return 0; } if (dist) { //Still not within loot range. if (!(mode & MD_CANMOVE)) { //A looter that can't move? Real smart. mob_unlocktarget(md,tick); return 0; } if (!mob_can_move(md)) // 動けない状態にある return 0; md->state.skillstate = MSS_LOOT; // ルート時スキル使用 mobskill_use(md, tick, -1); if (md->timer != -1 && md->state.state != MS_ATTACK && (DIFF_TICK(md->next_walktime,tick) < 0 || check_distance_blxy(tbl, md->to_x, md->to_y, 0))) { //Already on the way to looting. return 0; } md->next_walktime = tick + 500; dx = tbl->x - md->bl.x; dy = tbl->y - md->bl.y; if (mob_walktoxy(md, md->bl.x+dx, md->bl.y+dy, 0)) mob_unlocktarget(md, tick); //Can't loot... return 0; } //Within looting range. if (md->state.state == MS_ATTACK) return 0; //Busy attacking? if (md->state.state == MS_WALK) mob_stop_walking(md,0); fitem = (struct flooritem_data *)tbl; if (md->lootitem_count < LOOTITEM_SIZE) { memcpy (&md->lootitem[md->lootitem_count++], &fitem->item_data, sizeof(md->lootitem[0])); if(log_config.pick > 0) //Logs items, taken by (L)ooter Mobs [Lupus] log_pick((struct map_session_data*)md, "L", md->class_, md->lootitem[md->lootitem_count-1].nameid, md->lootitem[md->lootitem_count-1].amount, &md->lootitem[md->lootitem_count-1]); } else if (battle_config.monster_loot_type == 1) { //Can't loot, stuffed! mob_unlocktarget(md,tick); return 0; } else { //Destroy first looted item... if (md->lootitem[0].card[0] == (short)0xff00) intif_delete_petdata( MakeDWord(md->lootitem[0].card[1],md->lootitem[0].card[2]) ); for (i = 0; i < LOOTITEM_SIZE - 1; i++) memcpy (&md->lootitem[i], &md->lootitem[i+1], sizeof(md->lootitem[0])); memcpy (&md->lootitem[LOOTITEM_SIZE-1], &fitem->item_data, sizeof(md->lootitem[0])); } //Clear item. map_clearflooritem (tbl->id); mob_unlocktarget (md,tick); return 0; } } // When there's no target, it is idling. if (mobskill_use(md, tick, -1)) return 0; // Nothing else to do... except random walking. // Slaves do not random walk! [Skotlex] if (mode&MD_CANMOVE && mob_can_move(md) && !md->master_id) { 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_foreachinrange(mob_ai_sub_hard,&sd->bl, AREA_SIZE*2, BL_MOB,tick); return 0; } /*========================================== * Serious processing for mob in PC field of view (interval timer function) *------------------------------------------ */ static int mob_ai_hard(int tid,unsigned int tick,int id,int data) { clif_foreachclient(mob_ai_sub_foreachclient,tick); return 0; } /*========================================== * Negligent mode MOB AI (PC is not in near) *------------------------------------------ */ static int mob_ai_sub_lazy(DBKey key,void * data,va_list app) { struct mob_data *md = (struct mob_data *)data; va_list ap; unsigned int tick; int mode; nullpo_retr(0, md); nullpo_retr(0, app); if(md->bl.type!=BL_MOB) return 0; ap = va_arg(app, va_list); tick=va_arg(ap,unsigned int); if(DIFF_TICK(tick,md->last_thinktime)last_thinktime=tick; if (md->bl.prev==NULL || md->state.state == MS_DEAD) return 1; if(md->skilltimer!=-1){ if(DIFF_TICK(tick,md->next_walktime)>MIN_MOBTHINKTIME*10) md->next_walktime=tick; return 0; } // 取り巻きモンスターの処理(呼び戻しされた時) if (md->master_id > 0) { mob_ai_sub_hard_slavemob (md,tick); return 0; } mode = status_get_mode(&md->bl); if(DIFF_TICK(md->next_walktime,tick)<0 && (mode&MD_CANMOVE) && mob_can_move(md) ){ if( map[md->bl.m].users>0 ){ // Since PC is in the same map, somewhat better negligent processing is carried out. // It sometimes moves. if(rand()%1000x0<=0 && md->master_id!=0 && !(mode&MD_BOSS)) mob_spawn(md->bl.id); else if(rand()%1000x0<=0 && md->master_id!=0 && !(mode&MD_BOSS)) mob_warp(md,-1,-1,-1,-1); } md->next_walktime = tick+rand()%10000+5000; } return 0; } /*========================================== * Negligent processing for mob outside PC field of view (interval timer function) *------------------------------------------ */ static int mob_ai_lazy(int tid,unsigned int tick,int id,int data) { map_foreachiddb(mob_ai_sub_lazy,tick); return 0; } /*========================================== * The structure object for item drop with delay * Since it is only two being able to pass [ int ] a timer function * Data is put in and passed to this structure object. *------------------------------------------ */ struct delay_item_drop { int m,x,y; struct item item_data; struct map_session_data *first_sd,*second_sd,*third_sd; }; /*========================================== * Initializes the delay drop structure for mob-dropped items. *------------------------------------------ */ static struct delay_item_drop* mob_setdropitem(int nameid, int qty, int m, int x, int y, struct map_session_data* first_sd, struct map_session_data* second_sd, struct map_session_data* third_sd) { struct delay_item_drop *drop = aCalloc(1, sizeof (struct delay_item_drop)); drop->item_data.nameid = nameid; drop->item_data.amount = qty; drop->item_data.identify = !itemdb_isequip3(nameid); drop->m = m; drop->x = x; drop->y = y; drop->first_sd = first_sd; drop->second_sd = second_sd; drop->third_sd = third_sd; return drop; }; /*========================================== * Initializes the delay drop structure for mob-looted items. *------------------------------------------ */ static struct delay_item_drop* mob_setlootitem(struct item* item, int m, int x, int y, struct map_session_data* first_sd, struct map_session_data* second_sd, struct map_session_data* third_sd) { struct delay_item_drop *drop = aCalloc(1, sizeof (struct delay_item_drop)); memcpy(&drop->item_data, item, sizeof(struct item)); drop->m = m; drop->x = x; drop->y = y; drop->first_sd = first_sd; drop->second_sd = second_sd; drop->third_sd = third_sd; return drop; }; /*========================================== * item drop with delay (timer function) *------------------------------------------ */ static int mob_delay_item_drop(int tid,unsigned int tick,int id,int data) { struct delay_item_drop *ditem; ditem=(struct delay_item_drop *)id; map_addflooritem(&ditem->item_data,1,ditem->m,ditem->x,ditem->y,ditem->first_sd,ditem->second_sd,ditem->third_sd,0); aFree(ditem); return 0; } /*========================================== * Sets a timer to drop an item on the ground * Also performs logging and autoloot if enabled. * rate is the drop-rate of the item, required for autoloot. *------------------------------------------ * by [Skotlex] */ static void mob_item_drop(struct mob_data *md, unsigned int tick, struct delay_item_drop * ditem, int loot, int drop_rate) { if(log_config.pick > 0) { //Logs items, dropped by mobs [Lupus] if (loot) log_pick((struct map_session_data*)md, "L", md->class_, ditem->item_data.nameid, -ditem->item_data.amount, &ditem->item_data); else log_pick((struct map_session_data*)md, "M", md->class_, ditem->item_data.nameid, -ditem->item_data.amount, NULL); } if (ditem->first_sd && ditem->first_sd->state.autoloot && (drop_rate <= ditem->first_sd->state.autoloot || ditem->first_sd->state.autoloot >= 10000) //Fetch 100% drops && pc_additem(ditem->first_sd,&ditem->item_data,ditem->item_data.amount) == 0) { //Autolooted. if(log_config.pick > 0) log_pick(ditem->first_sd, "P", 0, ditem->item_data.nameid, ditem->item_data.amount, &ditem->item_data); aFree(ditem); } else add_timer(tick, mob_delay_item_drop, (int)ditem, 0); } /*========================================== * mob data is erased. *------------------------------------------ */ void mob_unload(struct mob_data *md) { nullpo_retv(md); mob_remove_map(md, 0); map_deliddb(&md->bl); map_freeblock((struct block_list*)md); } int mob_remove_map(struct mob_data *md, int type) { nullpo_retr(1, md); if(md->bl.prev == NULL) return 1; mob_changestate(md,MS_DEAD,0); clif_clearchar_area(&md->bl,type); map_delblock(&md->bl); if (md->lootitem){ aFree(md->lootitem); md->lootitem = NULL; } if (md->guardian_data) { aFree(md->guardian_data); md->guardian_data = NULL; } return 0; } int mob_delete(struct mob_data *md) { nullpo_retr(1, md); mob_remove_map(md, 1); if(pcdb_checkid(mob_get_viewclass(md->class_))) //Player mobs are not removed automatically by the client. clif_clearchar_delay(gettick()+3000,&md->bl,0); if(mob_is_clone(md->class_)) mob_clone_delete(md->class_); mob_deleteslave(md); mob_setdelayspawn(md->bl.id); return 0; } int mob_timer_delete(int tid, unsigned int tick, int id, int data) { struct mob_data *md=(struct mob_data *)map_id2bl(id); nullpo_retr(0, md); //for Alchemist CANNIBALIZE [Lupus] mob_remove_map(md, 3); mob_setdelayspawn(md->bl.id); return 0; } /*========================================== * *------------------------------------------ */ int mob_deleteslave_sub(struct block_list *bl,va_list ap) { struct mob_data *md; int id; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, md = (struct mob_data *)bl); id=va_arg(ap,int); if(md->master_id > 0 && md->master_id == id ) mob_damage(NULL,md,md->hp,1); return 0; } /*========================================== * *------------------------------------------ */ int mob_deleteslave(struct mob_data *md) { nullpo_retr(0, md); map_foreachinmap(mob_deleteslave_sub, md->bl.m, BL_MOB,md->bl.id); return 0; } // Mob respawning through KAIZEL or NPC_REBIRTH [Skotlex] int mob_respawn(int tid, unsigned int tick, int id,int data ) { struct mob_data *md = (struct mob_data*)map_id2bl(id); if (!md || md->bl.type != BL_MOB) return 0; //Mob must be dead and not in a map to respawn! if (md->bl.prev != NULL || md->state.state != MS_DEAD) return 0; md->state.state = MS_IDLE; md->state.skillstate = MSS_IDLE; md->timer = -1; md->last_thinktime = tick; md->next_walktime = tick+rand()%50+5000; md->attackabletime = tick; md->canmove_tick = tick; md->last_linktime = tick; map_addblock(&md->bl); mob_heal(md,data*status_get_max_hp(&md->bl)/100); skill_unit_move(&md->bl,tick,1); clif_spawnmob(md); mobskill_use(md, tick, MSC_SPAWN); return 1; } /*========================================== * 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,zeny; unsigned int base_exp,job_exp; } 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 temp; struct item item; int ret, mode; int drop_rate; int base_drop_delay; int race; nullpo_retr(0, md); //srcはNULLで呼ばれる場合もあるので、他でチェック max_hp = status_get_max_hp(&md->bl); race = status_get_race(&md->bl); if(src && src->type == BL_PC) { sd = (struct map_session_data *)src; mvp_sd = sd; } if(md->bl.prev==NULL){ if(battle_config.error_log==1) ShowError("mob_damage : BlockError!!\n"); return 0; } if(md->state.state==MS_DEAD || md->hp<=0) { if(md->bl.prev != NULL) { mob_changestate(md,MS_DEAD,0); mobskill_use(md,tick,-1); // It is skill at the time of death. clif_clearchar_area(&md->bl,1); map_delblock(&md->bl); mob_setdelayspawn(md->bl.id); } return 0; } if(md->sc.count) { if(md->sc.data[SC_CONFUSION].timer != -1) status_change_end(&md->bl, SC_CONFUSION, -1); if(md->sc.data[SC_HIDING].timer != -1) status_change_end(&md->bl, SC_HIDING, -1); if(md->sc.data[SC_CLOAKING].timer != -1) status_change_end(&md->bl, SC_CLOAKING, -1); } if(damage > max_hp>>2) skill_stop_dancing(&md->bl); if(md->hp > max_hp) md->hp = max_hp; // The amount of overkill rounds to hp. if(damage>md->hp) damage=md->hp; md->hp-=damage; md->tdmg+=damage; //Store total damage... if(!(type&2)) { int id = 0; if (src) { switch (src->type) { case BL_PC: id = sd->status.char_id; if(md->attacked_id <= 0) md->attacked_id = sd->bl.id; break; case BL_PET: { struct pet_data *pd = (struct pet_data*)src; if (battle_config.pet_attack_exp_to_master) { id = pd->msd->status.char_id; damage=(damage*battle_config.pet_attack_exp_rate)/100; //Modify logged damage accordingly. } //Let mobs retaliate against the pet's master [Skotlex] if(md->attacked_id <= 0) md->attacked_id = pd->msd->bl.id; break; } case BL_MOB: { struct mob_data* md2 = (struct mob_data*)src; if(md2->special_state.ai && md2->master_id) { struct map_session_data* msd = map_id2sd(md2->master_id); if (msd) id = msd->status.char_id; } if(md->attacked_id <= 0) { //Let players decide whether to retaliate versus the master or the mob. [Skotlex] if (md2->master_id && battle_config.retaliate_to_master) md->attacked_id = md2->master_id; else md->attacked_id = md2->bl.id; } break; } } } //Log damage... if (id && damage > 0) { for(i=0,minpos=DAMAGELOG_SIZE-1,mindmg=0x7fffffff;idmglog[i].id==id) break; if(md->dmglog[i].id==0) { //Store data in first empty slot. md->dmglog[i].id = id; break; } if(md->dmglog[i].dmgdmglog[i].dmg; } } if(idmglog[i].dmg+=damage; else { md->dmglog[minpos].id=id; md->dmglog[minpos].dmg=damage; } } } if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS) { // guardian hp update [Valaris] (updated by [Skotlex]) if ((md->guardian_data->castle->guardian[md->guardian_data->number].hp = md->hp) <= 0) { guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0); guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0); } } // end addition if(md->special_state.ai == 2 && //スフィアーマイン src && md->master_id == src->id) { md->state.alchemist = 1; md->target_dir = map_calc_dir(src,md->bl.x,md->bl.y)+1; mobskill_use(md, tick, MSC_ALCHEMIST); } if (battle_config.show_mob_hp) clif_charnameack (0, &md->bl); if(md->hp > 0) return damage; // ----- ここから死亡処理 ----- mode = status_get_mode(&md->bl); //Mode will be used for various checks regarding exp/drops. //changestate will clear all status effects, so we need to know if RICHMANKIM is in effect before then. [Skotlex] //I just recycled ret because it isn't used until much later and I didn't want to add a new variable for it. ret = (md->sc.data[SC_RICHMANKIM].timer != -1)?(25 + 11*md->sc.data[SC_RICHMANKIM].val1):0; md->state.skillstate = MSS_DEAD; mobskill_use(md,tick,-1); //On Dead skill. if (md->sc.data[SC_KAIZEL].timer != -1) { //Revive in a bit. max_hp = 10*md->sc.data[SC_KAIZEL].val1; //% of life to rebirth with mob_changestate(md,MS_DEAD,0); clif_clearchar_area(&md->bl,1); map_delblock(&md->bl); add_timer(gettick()+3000, mob_respawn, md->bl.id, max_hp); return damage; } map_freeblock_lock(); mob_changestate(md,MS_DEAD,0); memset(tmpsd,0,sizeof(tmpsd)); memset(pt,0,sizeof(pt)); max_hp = status_get_max_hp(&md->bl); if(src && src->type == BL_MOB) mob_unlocktarget((struct mob_data *)src,tick); base_drop_delay = battle_config.delay_battle_damage?0:500; if(sd) { int sp = 0, hp = 0; if (sd->state.attack_type == BF_MAGIC) base_drop_delay = 500; if (sd->state.attack_type == BF_MAGIC && sd->skilltarget == md->bl.id && (i=pc_checkskill(sd,HW_SOULDRAIN))>0) { //Soul Drain should only work on targetted spells [Skotlex] if (pc_issit(sd)) pc_setstand(sd); //Character stuck in attacking animation while 'sitting' fix. [Skotlex] clif_skill_nodamage(src,&md->bl,HW_SOULDRAIN,i,1); sp += (status_get_lv(&md->bl))*(65+15*i)/100; } sp += sd->sp_gain_value; sp += sd->sp_gain_race[race]; sp += sd->sp_gain_race[mode&MD_BOSS?10:11]; hp += sd->hp_gain_value; if (sp > 0) { if(sd->status.sp + sp > sd->status.max_sp) sp = sd->status.max_sp - sd->status.sp; sd->status.sp += sp; if (sp > 0 && battle_config.show_hp_sp_gain) clif_heal(sd->fd,SP_SP,sp); } if (hp > 0) { if(sd->status.hp + hp > sd->status.max_hp) hp = sd->status.max_hp - sd->status.hp; sd->status.hp += hp; if (hp > 0 && battle_config.show_hp_sp_gain) clif_heal(sd->fd,SP_HP,hp); } if (sd->mission_mobid == md->class_) { //TK_MISSION [Skotlex] //Recycling hp for new random target id... if (++sd->mission_count >= 100 && (hp = mob_get_random_id(0, 0, sd->status.base_level))) { pc_addfame(sd, 1); sd->mission_mobid = hp; pc_setglobalreg(sd,"TK_MISSION_ID", hp); sd->mission_count = 0; clif_mission_mob(sd, hp, 0); } pc_setglobalreg(sd,"TK_MISSION_COUNT", sd->mission_count); } } // map外に消えた人は計算から除くので // overkill分は無いけどsumはmax_hpとは違う for(i=0,count=0,mvp_damage=0;idmglog[i].id==0) break; //Reached end of log. count++; //Count an attacker even if he is dead/logged-out. tmpsd[i] = map_charid2sd(md->dmglog[i].id); if(tmpsd[i] == NULL) continue; if(tmpsd[i]->bl.m != md->bl.m || pc_isdead(tmpsd[i])) continue; if(mvp_damagedmglog[i].dmg){ third_sd = second_sd; second_sd = mvp_sd; mvp_sd=tmpsd[i]; mvp_damage=md->dmglog[i].dmg; } } // [MouseJstr] if((map[md->bl.m].flag.pvp == 0) || (battle_config.pvp_exp == 1)) { // 経験値の分配 for(i=0;ibl.m != md->bl.m || pc_isdead(tmpsd[i])) continue; if (battle_config.exp_calc_type) // eAthena's exp formula based on max hp. per = (double)md->dmglog[i].dmg/(double)max_hp; else //jAthena's exp formula based on total damage. per = (double)md->dmglog[i].dmg/(double)md->tdmg; if (count>1) per *= (9.+(double)((count > 6)? 6:count))/10.; //attackers count bonus. base_exp = md->db->base_exp; job_exp = md->db->job_exp; if (ret) per += per*ret/100.; //SC_RICHMANKIM bonus. [Skotlex] if(sd) { if (sd->expaddrace[race]) per += per*sd->expaddrace[race]/100.; per += per*sd->expaddrace[mode&MD_BOSS?10:11]/100.; } if (battle_config.pk_mode && (md->db->lv - tmpsd[i]->status.base_level >= 20)) per *= 1.15; // pk_mode additional exp if monster >20 levels [Valaris] //SG additional exp from Blessings [Komurka] - probably can be optimalized ^^;; if (tmpsd[i]->sc.data[SC_MIRACLE].timer!=-1) per += per*20*pc_checkskill(tmpsd[i],SG_STAR_BLESS)/100.; else if(md->class_ == tmpsd[i]->hate_mob[0] && (battle_config.allow_skill_without_day || is_day_of_sun())) per += per*10*pc_checkskill(tmpsd[i],SG_SUN_BLESS)/100.; else if(md->class_ == tmpsd[i]->hate_mob[1] && (battle_config.allow_skill_without_day || is_day_of_moon())) per += per*10*pc_checkskill(tmpsd[i],SG_MOON_BLESS)/100.; else if(md->class_ == tmpsd[i]->hate_mob[2] && (battle_config.allow_skill_without_day || is_day_of_star())) per += per*20*pc_checkskill(tmpsd[i],SG_STAR_BLESS)/100.; if(md->special_state.size==1) // change experience for different sized monsters [Valaris] per /=2.; else if(md->special_state.size==2) per *=2.; if(md->master_id && md->special_state.ai) //New rule: Only player-summoned mobs do not give exp. [Skotlex] per = 0; else { if(battle_config.zeny_from_mobs) { if(md->level > 0) zeny=(int) ((md->level+rand()%md->level)*per); // zeny calculation moblv + random moblv [Valaris] if(md->db->mexp > 0) zeny*=rand()%250; if(md->special_state.size==1 && zeny >=2) // change zeny for different sized monsters [Valaris] zeny/=2; else if(md->special_state.size==2 && zeny >1) zeny*=2; } if(battle_config.mobs_level_up && md->level > md->db->lv) // [Valaris] per+= per*(md->level-md->db->lv)*battle_config.mobs_level_up_exp_rate/100; } if (per > 4) per = 4; //Limit gained exp to quadro the mob's exp. [3->4 Komurka] if (base_exp*per > UINT_MAX) base_exp = UINT_MAX; else base_exp = (unsigned int)(base_exp*per); if (job_exp*per > UINT_MAX) job_exp = UINT_MAX; else job_exp = (unsigned int)(job_exp*per); if (base_exp < 1) base_exp = 1; if (job_exp < 1) job_exp = 1; //mapflags: noexp check [Lorky] if (map[md->bl.m].flag.nobaseexp == 1) base_exp=0; if (map[md->bl.m].flag.nojobexp == 1) job_exp=0; //end added Lorky if((pid=tmpsd[i]->status.party_id)>0){ // パーティに入っている int j; for(j=0;jexp!=0){ pt[pnum].id=pid; pt[pnum].p=p; pt[pnum].base_exp=base_exp; pt[pnum].job_exp=job_exp; if(battle_config.zeny_from_mobs) pt[pnum].zeny=zeny; // zeny share [Valaris] pnum++; flag=0; } }else{ // いるときは公平 if (pt[j].base_exp > UINT_MAX - base_exp) pt[j].base_exp=UINT_MAX; else pt[j].base_exp+=base_exp; if (pt[j].job_exp > UINT_MAX - job_exp) pt[j].job_exp=UINT_MAX; else pt[j].job_exp+=job_exp; if(battle_config.zeny_from_mobs) pt[j].zeny+=zeny; // zeny share [Valaris] flag=0; } } if(flag) { // added zeny from mobs [Valaris] if(base_exp > 0 || job_exp > 0) pc_gainexp(tmpsd[i],base_exp,job_exp); if (battle_config.zeny_from_mobs && zeny > 0) { pc_getzeny(tmpsd[i],zeny); // zeny from mobs [Valaris] } } } // 公平分配 for(i=0;ibl.m,pt[i].base_exp,pt[i].job_exp,pt[i].zeny); // item drop if (!(type&1)) { int drop_ore = -1, drop_items = 0; //slot N for DROP LOG, number of dropped items int log_item[10]; //8 -> 10 Lupus memset(&log_item,0,sizeof(log_item)); for (i = 0; i < 10; i++) { // 8 -> 10 Lupus struct delay_item_drop *ditem; if (md->master_id && md->special_state.ai && ( battle_config.alchemist_summon_reward == 0 || //Noone gives items (md->class_ != 1142 && battle_config.alchemist_summon_reward == 1) //Non Marine spheres don't drop items )) break; // End //mapflag: noloot check [Lorky] if (map[md->bl.m].flag.nomobloot) break;; //end added [Lorky] if (md->db->dropitem[i].nameid <= 0) continue; drop_rate = md->db->dropitem[i].p; if (drop_rate <= 0 && !battle_config.drop_rate0item) drop_rate = 1; // change drops depending on monsters size [Valaris] if(md->special_state.size==1 && drop_rate >= 2) drop_rate/=2; else if(md->special_state.size==2 && drop_rate > 0) drop_rate*=2; //Drops affected by luk as a fixed increase [Valaris] if (src && battle_config.drops_by_luk > 0) drop_rate += status_get_luk(src)*battle_config.drops_by_luk/100; //Drops affected by luk as a % increase [Skotlex] if (src && battle_config.drops_by_luk2 > 0) drop_rate += (int)(0.5+drop_rate*status_get_luk(src)*battle_config.drops_by_luk2/10000.0); if (sd && battle_config.pk_mode == 1 && (md->db->lv - sd->status.base_level >= 20)) drop_rate = (int)(drop_rate*1.25); // pk_mode increase drops if 20 level difference [Valaris] if (drop_rate < rand() % 10000 + 1) { //fixed 0.01% impossible drops bug [Lupus] drop_ore = i; //we remember an empty slot to put there ORE DISCOVERY drop later. continue; } drop_items++; //we count if there were any drops ditem = mob_setdropitem(md->db->dropitem[i].nameid, 1, md->bl.m, md->bl.x, md->bl.y, mvp_sd, second_sd, third_sd); log_item[i] = ditem->item_data.nameid; //A Rare Drop Global Announce by Lupus if(drop_rate<=battle_config.rare_drop_announce) { struct item_data *i_data; char message[128]; i_data = itemdb_exists(ditem->item_data.nameid); sprintf (message, msg_txt(541), (mvp_sd?mvp_sd->status.name:"???"), md->db->jname, i_data->jname, (float)drop_rate/100); //MSG: "'%s' won %s's %s (chance: %%%0.02f)" intif_GMmessage(message,strlen(message)+1,0); } // Announce first, or else ditem will be freed. [Lance] // By popular demand, use base drop rate for autoloot code. [Skotlex] mob_item_drop(md, tick+base_drop_delay+i, ditem, 0, md->db->dropitem[i].p); } // Ore Discovery [Celest] if (sd == mvp_sd && map[md->bl.m].flag.nomobloot==0 && pc_checkskill(sd,BS_FINDINGORE)>0 && battle_config.finding_ore_rate/10 >= rand()%10000) { struct delay_item_drop *ditem; ditem = mob_setdropitem(itemdb_searchrandomid(6), 1, md->bl.m, md->bl.x, md->bl.y, mvp_sd, second_sd, third_sd); if (drop_ore<0) drop_ore=8; //we have only 10 slots in LOG, there's a check to not overflow (9th item usually a card, so we use 8th slot) log_item[drop_ore] = ditem->item_data.nameid; //it's for logging only drop_items++; //we count if there were any drops mob_item_drop(md, tick+base_drop_delay+drop_ore, ditem, 0, battle_config.finding_ore_rate/10); } //this drop log contains ALL dropped items + ORE (if there was ORE Recovery) [Lupus] if(sd && log_config.drop > 0 && drop_items) //we check were there any drops.. and if not - don't write the log log_drop(sd, md->class_, log_item); //mvp_sd if(sd/* && sd->state.attack_type == BF_WEAPON*/) { //Player reports indicate this SHOULD work with all skills. [Skotlex] int itemid = 0; for (i = 0; i < sd->add_drop_count; i++) { struct delay_item_drop *ditem; if (sd->add_drop[i].id < 0) continue; if (sd->add_drop[i].race & (1<add_drop[i].race & 1<<(mode&MD_BOSS?10:11)) { //check if the bonus item drop rate should be multiplied with mob level/10 [Lupus] if(sd->add_drop[i].rate<0) //it's negative, then it should be multiplied. e.g. for Mimic,Myst Case Cards, etc // rate = base_rate * (mob_level/10) + 1 drop_rate = -sd->add_drop[i].rate*(md->level/10)+1; else //it's positive, then it goes as it is drop_rate = sd->add_drop[i].rate; if (drop_rate < rand()%10000 +1) continue; itemid = (sd->add_drop[i].id > 0) ? sd->add_drop[i].id : itemdb_searchrandomgroup(sd->add_drop[i].group); ditem = mob_setdropitem(itemid, 1, md->bl.m, md->bl.x, md->bl.y, mvp_sd, second_sd, third_sd); mob_item_drop(md, tick+base_drop_delay+20+i, ditem, 0, drop_rate); } } if(sd->get_zeny_num && rand()%100 < sd->get_zeny_rate) //Gets get_zeny_num per level +/-10% [Skotlex] pc_getzeny(sd,md->db->lv*sd->get_zeny_num*(90+rand()%21)/100); } if(md->lootitem) { for(i=0;ilootitem_count;i++) { struct delay_item_drop *ditem; ditem = mob_setlootitem(&md->lootitem[i], md->bl.m, md->bl.x, md->bl.y, mvp_sd, second_sd, third_sd); mob_item_drop(md, tick+base_drop_delay+40+i, ditem, 1, 10000); } } } // mvp処理 if(mvp_sd && md->db->mexp > 0 && !md->special_state.ai){ int log_mvp[2] = {0}; int j; int mexp; temp = ((double)md->db->mexp * (9.+(double)count)/10.); //[Gengar] mexp = (temp > 2147483647.)? 0x7fffffff:(int)temp; //mapflag: noexp check [Lorky] if (map[md->bl.m].flag.nobaseexp == 1 || map[md->bl.m].flag.nojobexp == 1) mexp=1; //end added [Lorky] if(mexp < 1) mexp = 1; if(use_irc && irc_announce_mvp_flag) irc_announce_mvp(mvp_sd,md); clif_mvp_effect(mvp_sd); // エフェクト clif_mvp_exp(mvp_sd,mexp); pc_gainexp(mvp_sd,mexp,0); log_mvp[1] = mexp; for(j=0;j<3;j++){ i = rand() % 3; //mapflag: noloot check [Lorky] if (map[md->bl.m].flag.nomvploot == 1) break; //end added Lorky if(md->db->mvpitem[i].nameid <= 0) continue; drop_rate = md->db->mvpitem[i].p; if(drop_rate <= 0 && !battle_config.drop_rate0item) drop_rate = 1; if(drop_rate <= rand()%10000+1) //if ==0, then it doesn't drop continue; memset(&item,0,sizeof(item)); item.nameid=md->db->mvpitem[i].nameid; item.identify=!itemdb_isequip3(item.nameid); clif_mvp_item(mvp_sd,item.nameid); log_mvp[0] = item.nameid; if(mvp_sd->weight*2 > mvp_sd->max_weight) map_addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd,second_sd,third_sd,1); else if((ret = pc_additem(mvp_sd,&item,1))) { clif_additem(sd,0,0,ret); map_addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd,second_sd,third_sd,1); } //A Rare MVP Drop Global Announce by Lupus if(drop_rate<=battle_config.rare_drop_announce) { struct item_data *i_data; char message[128]; i_data = itemdb_exists(item.nameid); sprintf (message, msg_txt(541), mvp_sd?mvp_sd->status.name :"???", md->db->jname, i_data->jname, (float)drop_rate/100); //MSG: "'%s' won %s's %s (chance: %%%0.02f)" intif_GMmessage(message,strlen(message)+1,0); } if(log_config.pick > 0) {//Logs items, MVP prizes [Lupus] log_pick((struct map_session_data*)md, "M", md->class_, item.nameid, -1, NULL); log_pick(mvp_sd, "P", 0, item.nameid, 1, NULL); } break; } if(log_config.mvpdrop > 0) log_mvpdrop(mvp_sd, md->class_, log_mvp); } } // [MouseJstr] // NPC Event [OnAgitBreak] if(md->npc_event[0] && strcmp(((md->npc_event)+strlen(md->npc_event)-13),"::OnAgitBreak") == 0) { ShowNotice("MOB.C: Run NPC_Event[OnAgitBreak].\n"); if (agit_flag == 1) //Call to Run NPC_Event[OnAgitBreak] guild_agit_break(md); } // SCRIPT実行 if(md->npc_event[0]){ // if(battle_config.battle_log) // printf("mob_damage : run event : %s\n",md->npc_event); if(src && src->type == BL_PET) sd = ((struct pet_data *)src)->msd; if(sd && battle_config.mob_npc_event_type) npc_event(sd,md->npc_event,0); else if(mvp_sd) npc_event(mvp_sd,md->npc_event,0); } else if (mvp_sd) { //lordalfa pc_setglobalreg(mvp_sd,"killedrid",(md->class_)); if (script_config.event_script_type == 0) { struct npc_data *npc; if ((npc = npc_name2id("NPCKillEvent"))) { run_script(npc->u.scr.script,0,mvp_sd->bl.id,npc->bl.id); // NPCKillNPC ShowStatus("Event '"CL_WHITE"NPCKillEvent"CL_RESET"' executed.\n"); } } else { ShowStatus("%d '"CL_WHITE"%s"CL_RESET"' events executed.\n", npc_event_doall_id("NPCKillEvent", mvp_sd->bl.id), "NPCKillEvent"); } } //[lordalfa] (battle_config.mob_clear_delay) ? clif_clearchar_delay(tick+battle_config.mob_clear_delay,&md->bl,1) : clif_clearchar_area(&md->bl,1); // clif_clearchar_area(&md->bl,1); //eh? Why send the same packet twice? [Skotlex] if(md->level) md->level=0; map_delblock(&md->bl); if(pcdb_checkid(mob_get_viewclass(md->class_))) clif_clearchar_delay(tick+3000,&md->bl,0); if(mob_is_clone(md->class_)) mob_clone_delete(md->class_); mob_deleteslave(md); mob_setdelayspawn(md->bl.id); map_freeblock_unlock(); return damage; } int mob_guardian_guildchange(struct block_list *bl,va_list ap) { struct mob_data *md; struct guild* g; nullpo_retr(0, bl); nullpo_retr(0, md = (struct mob_data *)bl); if (!md->guardian_data) return 0; if (md->guardian_data->castle->guild_id == 0) { //Castle with no owner? Delete the guardians. if (md->class_ == MOBID_EMPERIUM) { //But don't delete the emperium, just clear it's guild-data md->guardian_data->guild_id = 0; md->guardian_data->emblem_id = 0; md->guardian_data->guild_name[0] = '\0'; } else { if (md->guardian_data->castle->guardian[md->guardian_data->number].visible) { //Safe removal of guardian. md->guardian_data->castle->guardian[md->guardian_data->number].visible = 0; guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0); guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0); } mob_delete(md); //Remove guardian. } return 0; } g = guild_search(md->guardian_data->castle->guild_id); if (g == NULL) { //Properly remove guardian info from Castle data. ShowError("mob_guardian_guildchange: New Guild (id %d) does not exists!\n", md->guardian_data->guild_id); md->guardian_data->castle->guardian[md->guardian_data->number].visible = 0; guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0); guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0); mob_delete(md); return 0; } md->guardian_data->guild_id = md->guardian_data->castle->guild_id; md->guardian_data->emblem_id = g->emblem_id; md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP); memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH); return 1; } /*========================================== * Pick a random class for the mob *------------------------------------------ */ int mob_random_class (int *value, size_t count) { nullpo_retr(0, value); // no count specified, look into the array manually, but take only max 5 elements if (count < 1) { count = 0; while(count < 5 && mobdb_checkid(value[count])) count++; if(count < 1) // nothing found return 0; } else { // check if at least the first value is valid if(mobdb_checkid(value[0]) == 0) return 0; } //Pick a random value, hoping it exists. [Skotlex] return mobdb_checkid(value[rand()%count]); } /*========================================== * Change mob base class *------------------------------------------ */ int mob_class_change (struct mob_data *md, int class_) { unsigned int tick = gettick(); int i, c, hp_rate; nullpo_retr(0, md); if (md->bl.prev == NULL) return 0; hp_rate = md->hp*100/status_get_max_hp(&md->bl); clif_mob_class_change(md,class_); md->class_ = class_; md->db = mob_db(class_); md->max_hp = md->db->max_hp; //Update the mob's max HP if (battle_config.monster_class_change_full_recover) { md->hp = md->max_hp; memset(md->dmglog, 0, sizeof(md->dmglog)); md->tdmg = 0; } else md->hp = md->max_hp*hp_rate/100; if(md->hp > md->max_hp) md->hp = md->max_hp; else if(md->hp < 1) md->hp = 1; memcpy(md->name,md->db->jname,NAME_LENGTH-1); memset(&md->state,0,sizeof(md->state)); md->attacked_id = 0; md->target_id = 0; md->move_fail_count = 0; md->speed = md->db->speed; md->def_ele = md->db->element; mob_changestate(md,MS_IDLE,0); skill_castcancel(&md->bl,0); md->state.skillstate = MSS_IDLE; md->last_thinktime = tick; md->next_walktime = tick+rand()%50+5000; md->attackabletime = tick; md->canmove_tick = tick; md->last_linktime = tick; for(i=0,c=tick-1000*3600*10;iskilldelay[i] = c; md->skillid=0; md->skilllv=0; if(md->lootitem == NULL && md->db->mode&MD_LOOTER) md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item)); skill_clear_unitgroup(&md->bl); skill_cleartimerskill(&md->bl); clif_clearchar_area(&md->bl,0); clif_spawnmob(md); if (battle_config.show_mob_hp) clif_charnameack(0, &md->bl); return 0; } /*========================================== * mob回復 *------------------------------------------ */ int mob_heal(struct mob_data *md,int heal) { int max_hp; nullpo_retr(0, md); max_hp = status_get_max_hp(&md->bl); md->hp += heal; if( max_hp < md->hp ) md->hp = max_hp; if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS) { // guardian hp update [Valaris] (updated by [Skotlex]) if ((md->guardian_data->castle->guardian[md->guardian_data->number].hp = md->hp) <= 0) { guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0); guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0); } } // end addition if (battle_config.show_mob_hp) clif_charnameack(0, &md->bl); return 0; } /*========================================== * Added by RoVeRT *------------------------------------------ */ int mob_warpslave_sub(struct block_list *bl,va_list ap) { struct mob_data *md=(struct mob_data *)bl; struct block_list *master; int x,y,range,i=0; master = va_arg(ap, struct block_list*); range = va_arg(ap, int); if(md->master_id!=master->id) return 0; do { x = master->x - range/2 + rand()%range; y = master->y - range/2 + rand()%range; } while (map_getcell(master->m,x,y,CELL_CHKNOPASS) && i<25); if (i == 100) mob_warp(md, master->m, master->x, master->y,2); else mob_warp(md, master->m, x, y,2); return 1; } /*========================================== * Added by RoVeRT * Warps slaves. Range is the area around the master that they can * appear in randomly. *------------------------------------------ */ int mob_warpslave(struct block_list *bl, int range) { if (range < 1) range = 1; //Min range needed to avoid crashes and stuff. [Skotlex] return map_foreachinmap(mob_warpslave_sub, bl->m, BL_MOB, bl, range); } /*========================================== * mobワープ *------------------------------------------ */ int mob_warp(struct mob_data *md,int m,int x,int y,int type) { int i=0,xs=0,ys=0,bx=x,by=y; int tick = gettick(); nullpo_retr(0, md); if( md->bl.prev==NULL ) return 0; if( m<0 ) m=md->bl.m; if(type >= 0) { if(map[md->bl.m].flag.monster_noteleport) return 0; if(md->sc.count) { //Clear a few status changes (taken directly from pc_setpos). [Skotlex] if(md->sc.data[SC_TRICKDEAD].timer != -1) status_change_end(&md->bl, SC_TRICKDEAD, -1); if(md->sc.data[SC_BLADESTOP].timer!=-1) status_change_end(&md->bl,SC_BLADESTOP,-1); if(md->sc.data && md->sc.data[SC_RUN].timer!=-1) status_change_end(&md->bl,SC_RUN,-1); if(md->sc.data[SC_DANCING].timer!=-1) skill_stop_dancing(&md->bl); if (md->sc.data[SC_DEVOTION].timer!=-1) status_change_end(&md->bl,SC_DEVOTION,-1); if (md->sc.data[SC_CLOSECONFINE].timer!=-1) status_change_end(&md->bl,SC_CLOSECONFINE,-1); if (md->sc.data[SC_CLOSECONFINE2].timer!=-1) status_change_end(&md->bl,SC_CLOSECONFINE2,-1); if (md->sc.data[SC_RUN].timer!=-1) status_change_end(&md->bl,SC_RUN,-1); } clif_clearchar_area(&md->bl,type); } skill_unit_move(&md->bl,tick,4); map_delblock(&md->bl); if(bx>0 && by>0){ // 位置指定の場合周囲9セルを探索 xs=ys=9; } while( ( x<0 || y<0 || map_getcell(m,x,y,CELL_CHKNOPASS)) && (i++)<1000 ){ if( xs>0 && ys>0 && i<250 ){ // 指定位置付近の探索 x=bx+rand()%xs-xs/2; y=by+rand()%ys-ys/2; }else{ // 完全ランダム探索 x=rand()%(map[m].xs-2)+1; y=rand()%(map[m].ys-2)+1; } } md->dir=0; if(i<1000){ md->bl.x=md->to_x=x; md->bl.y=md->to_y=y; md->bl.m=m; }else { m=md->bl.m; if(battle_config.error_log==1) ShowWarning("MOB %d warp failed, class = %d\n",md->bl.id,md->class_); } md->target_id=0; // タゲを解除する md->state.targettype=NONE_ATTACKABLE; md->attacked_id=0; if (md->master_id) md->master_dist = 0; //Assume mob warped to leader. [Skotlex] md->state.skillstate=MSS_IDLE; mob_changestate(md,MS_IDLE,0); if(type>0 && i==1000) { if(battle_config.battle_log) ShowInfo("MOB %d warp to (%d,%d), class = %d\n",md->bl.id,x,y,md->class_); } map_addblock(&md->bl); skill_unit_move(&md->bl,tick,1); if(type>0) { clif_spawnmob(md); mob_warpslave(&md->bl,AREA_SIZE); } return 0; } /*========================================== * 画面内の取り巻きの数計算用(foreachinarea) *------------------------------------------ */ int mob_countslave_sub(struct block_list *bl,va_list ap) { int id; struct mob_data *md; id=va_arg(ap,int); md = (struct mob_data *)bl; if( md->master_id==id ) return 1; return 0; } /*========================================== * 画面内の取り巻きの数計算 *------------------------------------------ */ int mob_countslave(struct block_list *bl) { return map_foreachinmap(mob_countslave_sub, bl->m, BL_MOB,bl->id); } /*========================================== * Summons amount slaves contained in the value[5] array using round-robin. [adapted by Skotlex] *------------------------------------------ */ int mob_summonslave(struct mob_data *md2,int *value,int amount,int skill_id) { struct mob_data *md; int bx,by,m,count = 0,class_,k=0; nullpo_retr(0, md2); nullpo_retr(0, value); bx=md2->bl.x; by=md2->bl.y; m=md2->bl.m; if(mobdb_checkid(value[0]) == 0) return 0; while(count < 5 && mobdb_checkid(value[count])) count++; if(count < 1) return 0; if (amount > 0 && amount < count) { //Do not start on 0, pick some random sub subset [Skotlex] k = rand()%count; amount+=k; //Increase final value by same amount to preserve total number to summon. } for(;kmode&MD_LOOTER) md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item)); while((x<=0 || y<=0 || map_getcell(m,x,y,CELL_CHKNOPASS)) && (i++)<100){ x=rand()%9-4+bx; y=rand()%9-4+by; } if(i>=100){ x=bx; y=by; } mob_spawn_dataset(md,"--ja--",class_); md->bl.m=m; md->bl.x=x; md->bl.y=y; md->m =m; md->x0=x; md->y0=y; md->xs=0; md->ys=0; if (battle_config.slaves_inherit_speed && (skill_id != NPC_METAMORPHOSIS && skill_id != NPC_TRANSFORMATION)) md->speed=md2->speed; md->special_state.cached= battle_config.dynamic_mobs; //[Skotlex] md->spawndelay1=-1; // 一度のみフラグ md->spawndelay2=-1; // 一度のみフラグ if (!battle_config.monster_class_change_full_recover && (skill_id == NPC_TRANSFORMATION || skill_id == NPC_METAMORPHOSIS)) { //Scale HP md->hp = (md->max_hp*md2->hp)/md2->max_hp; } memset(md->npc_event,0,sizeof(md->npc_event)); md->bl.type=BL_MOB; map_addiddb(&md->bl); mob_spawn(md->bl.id); clif_skill_nodamage(&md->bl,&md->bl,skill_id,amount,1); if(skill_id == NPC_SUMMONSLAVE) md->master_id=md2->bl.id; } return 0; } /*========================================== *MOBskillから該当skillidのskillidxを返す *------------------------------------------ */ int mob_skillid2skillidx(int class_,int skillid) { int i, max = mob_db(class_)->maxskill; struct mob_skill *ms=mob_db(class_)->skill; if(ms==NULL) return -1; for(i=0;iskillid = md->skilllv = -1; } if((md = (struct mob_data*)map_id2bl(id)) == NULL ) //詠唱したMobがもういないというのは良くある正常処理 return 0; if( md->bl.type!=BL_MOB || md->bl.prev==NULL ) return 0; if( md->skilltimer != tid ) { if (battle_config.error_log) ShowError("mobskill_castend_id: Timer mismatch %d!=%d\n", md->skilltimer, tid); md->skilltimer = -1; return 0; } md->skilltimer=-1; if((bl = map_id2bl(md->skilltarget)) == NULL || bl->prev==NULL || md->bl.m != bl->m) { skill_failed(md); return 0; } if(md->skillid != NPC_EMOTION) //Set afterskill delay. md->last_thinktime=tick + (tid==-1?status_get_adelay(&md->bl):status_get_amotion(&md->bl)); if(md->skillid == RG_BACKSTAP) { int dir = map_calc_dir(&md->bl,bl->x,bl->y),t_dir = status_get_dir(bl); if(bl->type != BL_SKILL && (check_distance_bl(&md->bl, bl, 0) || map_check_dir(dir,t_dir))) { skill_failed(md); return 0; } } inf = skill_get_inf(md->skillid); if((inf&INF_ATTACK_SKILL || (inf&INF_SELF_SKILL && md->bl.id != bl->id && !(skill_get_nk(md->skillid)&NK_NO_DAMAGE))) && battle_check_target(&md->bl,bl, BCT_ENEMY)<=0 ) { skill_failed(md); return 0; } if(tid != -1) { if (md->skillid == -1 ||!status_check_skilluse(&md->bl, bl, md->skillid, 1)) { skill_failed(md); return 0; } if(!check_distance_bl(&md->bl, bl, skill_get_range2(&md->bl, md->skillid,md->skilllv) + battle_config.mob_skill_add_range)) { skill_failed(md); return 0; } } md->skilldelay[md->skillidx]=tick; if(battle_config.mob_skill_log) ShowInfo("MOB skill castend skill=%d, class = %d\n",md->skillid,md->class_); // mob_stop_wShowInfo(md,0); if (skill_get_casttype(md->skillid) == CAST_NODAMAGE) skill_castend_nodamage_id(&md->bl,bl,md->skillid,md->skilllv,tick,0); else skill_castend_damage_id(&md->bl,bl,md->skillid,md->skilllv,tick,0); if (md->sc.count && md->sc.data[SC_MAGICPOWER].timer != -1 && md->skillid != HW_MAGICPOWER) status_change_end(&md->bl, SC_MAGICPOWER, -1); if (md->db->skill[md->skillidx].emotion >= 0) clif_emotion(&md->bl, md->db->skill[md->skillidx].emotion); //TODO: This value is used for the "afterskill" mob condition, what could one do to clean it other than //to use a "previous skill" struct variable? //md->skillid = md->skilllv = -1; //Clean up skill-data for battle_getcurrentskill references. [Skotlex] return 0; } /*========================================== * スキル使用(詠唱完了、場所指定) *------------------------------------------ */ int mobskill_castend_pos( int tid, unsigned int tick, int id,int data ) { struct mob_data* md=NULL; int maxcount; //Code cleanup. Insert any code that should be executed if the skill fails here. #define skill_failed(md) { md->skillid = md->skilllv = -1; } nullpo_retr(0, md=(struct mob_data *)map_id2bl(id)); if( md->bl.type!=BL_MOB || md->bl.prev==NULL ) return 0; if( md->skilltimer != tid ) { if (battle_config.error_log) ShowError("mobskill_castend_pos: Timer mismatch %d!=%d\n", md->skilltimer, tid); md->skilltimer = -1; return 0; } md->skilltimer=-1; if (tid != -1) { //Avoid unnecessary checks for instant-cast skills. [Skotlex] if (md->skillid == -1 || !status_check_skilluse(&md->bl, NULL, md->skillid, 1)) { skill_failed(md); return 0; } if(!check_distance_blxy(&md->bl, md->skillx, md->skilly, skill_get_range2(&md->bl, md->skillid,md->skilllv) + battle_config.mob_skill_add_range)) { skill_failed(md); return 0; } } if (!battle_config.monster_skill_reiteration && skill_get_unit_flag (md->skillid) & UF_NOREITERATION && skill_check_unit_range (md->bl.m, md->skillx, md->skilly, md->skillid, md->skilllv)) { skill_failed(md); return 0; } if(battle_config.monster_skill_nofootset && skill_get_unit_flag (md->skillid) & UF_NOFOOTSET && skill_check_unit_range2(&md->bl, md->bl.m, md->skillx, md->skilly, md->skillid, md->skilllv)) { skill_failed(md); return 0; } if(battle_config.monster_land_skill_limit) { maxcount = skill_get_maxcount(md->skillid); if(maxcount > 0) { int i,c; for(i=c=0;iskillunit[i].alive_count > 0 && md->skillunit[i].skill_id == md->skillid) c++; } if(c >= maxcount) { skill_failed(md); return 0; } } } md->skilldelay[md->skillidx]=tick; //Set afterskill delay. md->last_thinktime=tick + (tid==-1?status_get_adelay(&md->bl):status_get_amotion(&md->bl)); if(battle_config.mob_skill_log) ShowInfo("MOB skill castend skill=%d, class = %d\n",md->skillid,md->class_); // mob_stop_walking(md,0); skill_castend_pos2(&md->bl,md->skillx,md->skilly,md->skillid,md->skilllv,tick,0); if (md->db->skill[md->skillidx].emotion >= 0) clif_emotion(&md->bl, md->db->skill[md->skillidx].emotion); //TODO: This value is used for the "afterskill" mob condition, what could one do to clean it other than //to use a "previous skill" struct variable? //md->skillid = md->skilllv = -1; //Clean up skill data for future references to battle_getcurrentskill [Skotlex] return 0; } /*========================================== * Skill use (an aria start, ID specification) *------------------------------------------ */ int mobskill_use_id(struct mob_data *md,struct block_list *target,int skill_idx) { int casttime; struct mob_skill *ms; int skill_id, skill_lv, forcecast = 0; int selfdestruct_flag = 0; nullpo_retr(0, md); nullpo_retr(0, ms=&md->db->skill[skill_idx]); if( target==NULL && (target=map_id2bl(md->target_id))==NULL ) return 0; if( target->prev==NULL || md->bl.prev==NULL ) return 0; skill_id=ms->skill_id; skill_lv=ms->skill_lv; if(map_flag_gvg(md->bl.m) && skill_db[skill_id].nocast & 4) return 0; if(skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF && md->bl.id == target->id) return 0; if(!status_check_skilluse(&md->bl, target, skill_id, 0)) return 0; if(md->sc.count && md->sc.data[SC_WINKCHARM].timer != -1 && target->type == BL_PC) { clif_emotion(&md->bl, 3); return 0; } // 射程と障害物チェック if(!battle_check_range(&md->bl,target,skill_get_range2(&md->bl,skill_id,skill_lv))) return 0; // delay=skill_delayfix(&md->bl, skill_id, skill_lv, 0); casttime=skill_castfix(&md->bl, skill_id, skill_lv, ms->casttime); md->state.skillcastcancel=ms->cancel; md->skilldelay[skill_idx]=gettick(); switch(skill_id){ /* 何か特殊な処理が必要 */ case ALL_RESURRECTION: /* リザレクション */ if(target->type != BL_PC && battle_check_undead(status_get_race(target),status_get_elem_type(target))){ /* 敵がアンデッドなら */ forcecast=1; /* ターンアンデットと同じ詠唱時間 */ casttime=skill_castfix(&md->bl, PR_TURNUNDEAD,skill_lv, 0); } break; case MO_EXTREMITYFIST: /*阿修羅覇鳳拳*/ case SA_MAGICROD: case SA_SPELLBREAKER: forcecast=1; break; case NPC_SUMMONSLAVE: case NPC_SUMMONMONSTER: if(md->master_id!=0) return 0; break; case NPC_SELFDESTRUCTION: if (casttime == 0 && md->special_state.ai == 2) { casttime = skill_get_time(skill_id,skill_lv); selfdestruct_flag = 1; } break; } if(battle_config.mob_skill_log) ShowInfo("MOB skill use target_id=%d skill=%d lv=%d cast=%d, class = %d\n",target->id,skill_id,skill_lv,casttime,md->class_); if (casttime || forcecast) { // 詠唱が必要 if (!selfdestruct_flag) mob_stop_walking(md,1); // 歩行停止 clif_skillcasting(&md->bl, md->bl.id, target->id, 0,0, skill_id, casttime); } if (casttime <= 0) // 詠唱の無いものはキャンセルされない md->state.skillcastcancel = 0; md->skilltarget = target->id; md->skillx = 0; md->skilly = 0; md->skillid = skill_id; md->skilllv = skill_lv; md->skillidx = skill_idx; if(!(battle_config.monster_cloak_check_type&2) && md->sc.data[SC_CLOAKING].timer != -1 && md->skillid != AS_CLOAKING) status_change_end(&md->bl,SC_CLOAKING,-1); if( casttime>0 ){ md->skilltimer = add_timer( gettick()+casttime, mobskill_castend_id, md->bl.id, 0 ); }else{ md->skilltimer = -1; mobskill_castend_id(md->skilltimer,gettick(),md->bl.id, 0); } return 1; } /*========================================== * スキル使用(場所指定) *------------------------------------------ */ int mobskill_use_pos( struct mob_data *md, int skill_x, int skill_y, int skill_idx) { int casttime=0; struct mob_skill *ms; struct block_list bl; int skill_id, skill_lv; nullpo_retr(0, md); nullpo_retr(0, ms=&md->db->skill[skill_idx]); if( md->bl.prev==NULL ) return 0; skill_id=ms->skill_id; skill_lv=ms->skill_lv; if(map_flag_gvg(md->bl.m) && skill_db[skill_id].nocast & 4) return 0; if(!status_check_skilluse(&md->bl, NULL, skill_id, 0)) return 0; // 射程と障害物チェック bl.type = BL_NUL; bl.m = md->bl.m; bl.x = skill_x; bl.y = skill_y; if(!battle_check_range(&md->bl,&bl,skill_get_range2(&md->bl,skill_id,skill_lv))) return 0; // delay=skill_delayfix(&md->bl, skill_id, skill_lv, 0); casttime=skill_castfix(&md->bl,skill_id, skill_lv, ms->casttime); md->skilldelay[skill_idx]=gettick(); md->state.skillcastcancel=ms->cancel; if(battle_config.mob_skill_log) ShowInfo("MOB skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d, class = %d\n", skill_x,skill_y,skill_id,skill_lv,casttime,md->class_); if( casttime>0 ) { // A cast time is required. mob_stop_walking(md,1); // 歩行停止 clif_skillcasting( &md->bl, md->bl.id, 0, skill_x,skill_y, skill_id,casttime); } if( casttime<=0 ) // A skill without a cast time wont be cancelled. md->state.skillcastcancel=0; md->skillx = skill_x; md->skilly = skill_y; md->skilltarget = 0; md->skillid = skill_id; md->skilllv = skill_lv; md->skillidx = skill_idx; if(!(battle_config.monster_cloak_check_type&2) && md->sc.data[SC_CLOAKING].timer != -1) status_change_end(&md->bl,SC_CLOAKING,-1); if( casttime>0 ){ md->skilltimer = add_timer( gettick()+casttime, mobskill_castend_pos, md->bl.id, 0 ); }else{ md->skilltimer = -1; mobskill_castend_pos(md->skilltimer,gettick(),md->bl.id, 0); } return 1; } /*========================================== * Friendly Mob whose HP is decreasing by a nearby MOB is looked for. *------------------------------------------ */ int mob_getfriendhpltmaxrate_sub(struct block_list *bl,va_list ap) { int rate; struct block_list **fr; struct mob_data *md; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, md=va_arg(ap,struct mob_data *)); rate=va_arg(ap,int); fr=va_arg(ap,struct block_list **); if( md->bl.id == bl->id ) return 0; if ((*fr) != NULL) //A friend was already found. return 0; if (battle_check_target(&md->bl,bl,BCT_ENEMY)>0) return 0; if (status_get_hp(bl) < status_get_max_hp(bl) * rate / 100) (*fr) = bl; return 0; } struct block_list *mob_getfriendhpltmaxrate(struct mob_data *md,int rate) { struct block_list *fr=NULL; int type = BL_MOB; nullpo_retr(NULL, md); if (md->special_state.ai) //Summoned creatures. [Skotlex] type = BL_PC; map_foreachinrange(mob_getfriendhpltmaxrate_sub, &md->bl, 8, type,md,rate,&fr); return fr; } /*========================================== * Check hp rate of its master *------------------------------------------ */ struct block_list *mob_getmasterhpltmaxrate(struct mob_data *md,int rate) { if (md && md->master_id > 0) { struct block_list *bl = map_id2bl(md->master_id); if (status_get_hp(bl) < status_get_max_hp(bl) * rate / 100) return bl; } return NULL; } /*========================================== * What a status state suits by nearby MOB is looked for. *------------------------------------------ */ int mob_getfriendstatus_sub(struct block_list *bl,va_list ap) { int cond1,cond2; struct mob_data **fr, *md, *mmd; int flag=0; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, md=(struct mob_data *)bl); nullpo_retr(0, mmd=va_arg(ap,struct mob_data *)); if( mmd->bl.id == bl->id ) return 0; if (battle_check_target(&mmd->bl,bl,BCT_ENEMY)>0) return 0; cond1=va_arg(ap,int); cond2=va_arg(ap,int); fr=va_arg(ap,struct mob_data **); if( cond2==-1 ){ int j; for(j=SC_COMMON_MIN;j<=SC_COMMON_MAX && !flag;j++){ if ((flag=(md->sc.data[j].timer!=-1))) //Once an effect was found, break out. [Skotlex] break; } }else flag=( md->sc.data[cond2].timer!=-1 ); if( flag^( cond1==MSC_FRIENDSTATUSOFF ) ) (*fr)=md; return 0; } struct mob_data *mob_getfriendstatus(struct mob_data *md,int cond1,int cond2) { struct mob_data *fr=NULL; nullpo_retr(0, md); map_foreachinrange(mob_getfriendstatus_sub, &md->bl, 8, BL_MOB,md,cond1,cond2,&fr); return fr; } /*========================================== * Skill use judging *------------------------------------------ */ int mobskill_use(struct mob_data *md, unsigned int tick, int event) { struct mob_skill *ms; struct block_list *fbl = NULL; //Friend bl, which can either be a BL_PC or BL_MOB depending on the situation. [Skotlex] struct mob_data *fmd = NULL; int i; nullpo_retr (0, md); nullpo_retr (0, ms = md->db->skill); if (battle_config.mob_skill_rate == 0 || md->skilltimer != -1) return 0; for (i = 0; i < md->db->maxskill; i++) { int c2 = ms[i].cond2, flag = 0; // ディレイ中 if (DIFF_TICK(tick, md->skilldelay[i]) < ms[i].delay) continue; // 状態判定 if (ms[i].state >= 0 && ms[i].state != md->state.skillstate) continue; if (rand() % 10000 > ms[i].permillage) //Lupus (max value = 10000) continue; // 条件判定 flag = (event == ms[i].cond1); //Avoid entering on defined events to avoid "hyper-active skill use" due to the overflow of calls to this function //in battle. The only exception is MSC_SKILLUSED which explicitly uses the event value to trigger. [Skotlex] if (!flag && (event == -1 || event == MSC_SKILLUSED)){ switch (ms[i].cond1) { case MSC_ALWAYS: flag = 1; break; case MSC_MYHPLTMAXRATE: // HP< maxhp% { int max_hp = status_get_max_hp(&md->bl); flag = (md->hp < max_hp * c2 / 100); break; } case MSC_MYSTATUSON: // status[num] on case MSC_MYSTATUSOFF: // status[num] off if (!md->sc.count) { flag = 0; } else if (ms[i].cond2 == -1) { int j; for (j = SC_COMMON_MIN; j <= SC_COMMON_MAX; j++) if ((flag = (md->sc.data[j].timer != -1)) != 0) break; } else { flag = (md->sc.data[ms[i].cond2].timer != -1); } flag ^= (ms[i].cond1 == MSC_MYSTATUSOFF); break; case MSC_FRIENDHPLTMAXRATE: // friend HP < maxhp% flag = ((fbl = mob_getfriendhpltmaxrate(md, ms[i].cond2)) != NULL); break; case MSC_FRIENDSTATUSON: // friend status[num] on case MSC_FRIENDSTATUSOFF: // friend status[num] off flag = ((fmd = mob_getfriendstatus(md, ms[i].cond1, ms[i].cond2)) != NULL); break; case MSC_SLAVELT: // slave < num flag = (mob_countslave(&md->bl) < c2 ); break; case MSC_ATTACKPCGT: // attack pc > num flag = (battle_counttargeted(&md->bl, NULL, 0) > c2); break; case MSC_SLAVELE: // slave <= num flag = (mob_countslave(&md->bl) <= c2 ); break; case MSC_ATTACKPCGE: // attack pc >= num flag = (battle_counttargeted(&md->bl, NULL, 0) >= c2); break; case MSC_AFTERSKILL: flag = (md->skillid == c2); break; case MSC_SKILLUSED: // specificated skill used flag = ((event & 0xffff) == MSC_SKILLUSED && ((event >> 16) == c2 || c2 == 0)); break; case MSC_RUDEATTACKED: flag = (!md->attacked_id && md->attacked_count > 0); if (flag) md->attacked_count = 0; //Rude attacked count should be reset after the skill condition is met. Thanks to Komurka [Skotlex] break; case MSC_MASTERHPLTMAXRATE: flag = ((fbl = mob_getmasterhpltmaxrate(md, ms[i].cond2)) != NULL); break; case MSC_MASTERATTACKED: flag = (md->master_id > 0 && battle_counttargeted(map_id2bl(md->master_id), NULL, 0) > 0); break; case MSC_ALCHEMIST: flag = (md->state.alchemist); break; } } if (!flag) continue; //Skill requisite failed to be fulfilled. //Execute skill if (skill_get_casttype(ms[i].skill_id) == CAST_GROUND) { // 場所指定 struct block_list *bl = NULL; int x = 0, y = 0; if (ms[i].target <= MST_AROUND) { switch (ms[i].target) { case MST_TARGET: case MST_AROUND5: case MST_AROUND6: case MST_AROUND7: case MST_AROUND8: bl = map_id2bl(md->target_id); break; case MST_MASTER: bl = &md->bl; if (md->master_id) bl = map_id2bl(md->master_id); if (bl) //Otherwise, fall through. break; case MST_FRIEND: if (fbl) { bl = fbl; break; } else if (fmd) { bl= &fmd->bl; break; } // else fall through default: bl = &md->bl; break; } if (bl != NULL) { x = bl->x; y=bl->y; } } if (x <= 0 || y <= 0) continue; // 自分の周囲 if (ms[i].target >= MST_AROUND1) { int bx = x, by = y, i = 0, m = bl->m, r = (ms[i].target-MST_AROUND1) +1; do { bx = x + rand() % (r*2+1) - r; by = y + rand() % (r*2+1) - r; } while (map_getcell(m, bx, by, CELL_CHKNOPASS) && (i++) < 1000); if (i < 1000){ x = bx; y = by; } } // 相手の周囲 if (ms[i].target >= MST_AROUND5) { int bx = x, by = y, i = 0, m = bl->m, r = (ms[i].target-MST_AROUND5) + 1; do { bx = x + rand() % (r*2+1) - r; by = y + rand() % (r*2+1) - r; } while (map_getcell(m, bx, by, CELL_CHKNOPASS) && (i++) < 1000); if (i < 1000){ x = bx; y = by; } } if (!mobskill_use_pos(md, x, y, i)) return 0; } else { // ID指定 if (ms[i].target <= MST_MASTER) { struct block_list *bl; switch (ms[i].target) { case MST_TARGET: bl = map_id2bl(md->target_id); break; case MST_MASTER: bl = &md->bl; if (md->master_id) bl = map_id2bl(md->master_id); if (bl) //Otherwise, fall through. break; case MST_FRIEND: if (fbl) { bl = fbl; break; } else if (fmd) { bl = &fmd->bl; break; } // else fall through default: bl = &md->bl; break; } if (bl && !mobskill_use_id(md, bl, i)) return 0; } } return 1; } return 0; } /*========================================== * Skill use event processing *------------------------------------------ */ int mobskill_event(struct mob_data *md, int flag) { int tick = gettick(); nullpo_retr(0, md); if (flag == -1 && mobskill_use(md, tick, MSC_CASTTARGETED)) return 1; if ((flag & BF_SHORT) && mobskill_use(md, tick, MSC_CLOSEDATTACKED)) return 1; if ((flag & BF_LONG) && mobskill_use(md, tick, MSC_LONGRANGEATTACKED)) return 1; return 0; } /*========================================== * スキル用タイマー削除 *------------------------------------------ */ int mobskill_deltimer(struct mob_data *md ) { nullpo_retr(0, md); if( md->skilltimer!=-1 ){ if( skill_get_inf( md->skillid )& INF_GROUND_SKILL ) delete_timer( md->skilltimer, mobskill_castend_pos ); else delete_timer( md->skilltimer, mobskill_castend_id ); md->skilltimer=-1; } return 0; } // Player cloned mobs. [Valaris] int mob_is_clone(int class_) { if(class_ >= MOB_CLONE_START && class_ <= MOB_CLONE_END) return 1; return 0; } //Flag values: //&1: Set special ai (fight mobs, not players) //If mode is not passed, a default aggressive mode is used. //If master_id is passed, clone is attached to him. //Returns: ID of newly crafted copy. int mob_clone_spawn(struct map_session_data *sd, char *map, int x, int y, const char *event, int master_id, int mode, int flag, unsigned int duration) { int class_; int i,j,inf,skill_id; struct mob_skill *ms; nullpo_retr(0, sd); for(class_=MOB_CLONE_START; class_MOB_CLONE_END) return 0; mob_db_data[class_]=(struct mob_db*)aCalloc(1, sizeof(struct mob_db)); mob_db_data[class_]->view_class=sd->status.class_; sprintf(mob_db_data[class_]->name,sd->status.name); sprintf(mob_db_data[class_]->jname,sd->status.name); mob_db_data[class_]->lv=status_get_lv(&sd->bl); mob_db_data[class_]->max_hp=status_get_max_hp(&sd->bl); mob_db_data[class_]->max_sp=0; mob_db_data[class_]->base_exp=1; mob_db_data[class_]->job_exp=1; mob_db_data[class_]->range=status_get_range(&sd->bl); mob_db_data[class_]->atk1=status_get_batk(&sd->bl); //Base attack as minimum damage. mob_db_data[class_]->atk2=mob_db_data[class_]->atk1 + status_get_atk(&sd->bl)+status_get_atk2(&sd->bl); //batk + weapon dmg mob_db_data[class_]->def=status_get_def(&sd->bl); mob_db_data[class_]->mdef=status_get_mdef(&sd->bl); mob_db_data[class_]->str=status_get_str(&sd->bl); mob_db_data[class_]->agi=status_get_agi(&sd->bl); mob_db_data[class_]->vit=status_get_vit(&sd->bl); mob_db_data[class_]->int_=status_get_int(&sd->bl); mob_db_data[class_]->dex=status_get_dex(&sd->bl); mob_db_data[class_]->luk=status_get_luk(&sd->bl); mob_db_data[class_]->range2=AREA_SIZE*2/3; //Chase area of 2/3rds of a screen. mob_db_data[class_]->range3=AREA_SIZE; //Let them have the same view-range as players. mob_db_data[class_]->size=status_get_size(&sd->bl); mob_db_data[class_]->race=status_get_race(&sd->bl); mob_db_data[class_]->element=status_get_element(&sd->bl); mob_db_data[class_]->mode=mode?mode:(MD_AGGRESSIVE|MD_ASSIST|MD_CANATTACK|MD_CANMOVE); mob_db_data[class_]->speed=status_get_speed(&sd->bl); mob_db_data[class_]->adelay=status_get_adelay(&sd->bl); mob_db_data[class_]->amotion=status_get_amotion(&sd->bl); mob_db_data[class_]->dmotion=status_get_dmotion(&sd->bl); mob_db_data[class_]->sex=sd->status.sex; mob_db_data[class_]->hair=sd->status.hair; mob_db_data[class_]->hair_color=sd->status.hair_color; #if PACKETVER < 4 mob_db_data[class_]->weapon = sd->status.weapon; mob_db_data[class_]->shield = sd->status.shield; #else if (sd->equip_index[9] >= 0 && sd->inventory_data[sd->equip_index[9]] && sd->view_class != JOB_WEDDING && sd->view_class != JOB_XMAS) { if (sd->inventory_data[sd->equip_index[9]]->view_id > 0) mob_db_data[class_]->weapon=sd->inventory_data[sd->equip_index[9]]->view_id; else mob_db_data[class_]->weapon=sd->status.inventory[sd->equip_index[9]].nameid; } else mob_db_data[class_]->shield=0; if (sd->equip_index[8] >= 0 && sd->equip_index[8] != sd->equip_index[9] && sd->inventory_data[sd->equip_index[8]] && sd->view_class != JOB_WEDDING && sd->view_class != JOB_XMAS) { if (sd->inventory_data[sd->equip_index[8]]->view_id > 0) mob_db_data[class_]->shield=sd->inventory_data[sd->equip_index[8]]->view_id; else mob_db_data[class_]->shield=sd->status.inventory[sd->equip_index[8]].nameid; } else mob_db_data[class_]->shield=0; #endif mob_db_data[class_]->head_top=sd->status.head_top; mob_db_data[class_]->head_mid=sd->status.head_mid; mob_db_data[class_]->head_buttom=sd->status.head_bottom; mob_db_data[class_]->option=sd->sc.option; mob_db_data[class_]->clothes_color=sd->status.clothes_color; //Skill copy [Skotlex] ms = &mob_db_data[class_]->skill[0]; //Go Backwards to give better priority to advanced skills. for (i=0,j = MAX_SKILL_TREE-1;j>=0 && i< MAX_MOBSKILL ;j--) { skill_id = skill_tree[sd->status.class_][j].id; if (!skill_id || sd->status.skill[skill_id].lv < 1 || (skill_get_inf2(skill_id)&(INF2_WEDDING_SKILL|INF2_GUILD_SKILL))) continue; memset (&ms[i], 0, sizeof(struct mob_skill)); ms[i].skill_id = skill_id; ms[i].skill_lv = sd->status.skill[skill_id].lv; ms[i].state = -1; ms[i].permillage = 500; //Default chance for moving/idle skills. ms[i].emotion = -1; ms[i].cancel = 0; ms[i].delay = 5000+skill_delayfix(&sd->bl,skill_id, ms[i].skill_lv, 0); ms[i].casttime = skill_castfix(&sd->bl,skill_id, ms[i].skill_lv, 0); inf = skill_get_inf(skill_id); if (inf&INF_ATTACK_SKILL) { ms[i].target = MST_TARGET; ms[i].cond1 = MSC_ALWAYS; if (skill_get_range(skill_id, ms[i].skill_lv) > 3) { ms[i].state = MSS_RUSH; } else { ms[i].state = MSS_BERSERK; ms[i].permillage = 2500; } } else if(inf&INF_GROUND_SKILL) { //Normal aggressive mob, disable skills that cannot help them fight //against players (those with flags UF_NOMOB and UF_NOPC are specific //to always aid players!) [Skotlex] if (!(flag&1) && skill_get_unit_flag(skill_id)&(UF_NOMOB|UF_NOPC)) continue; ms[i].permillage = 1000; if (skill_get_inf2(skill_id)&INF2_TRAP) { //Traps! ms[i].state = MSS_IDLE; ms[i].target = MST_AROUND2; ms[i].delay = 60000; } else if (skill_get_unit_target(skill_id) == BCT_ENEMY) { //Target Enemy ms[i].target = MST_TARGET; ms[i].cond1 = MSC_ALWAYS; } else { //Target allies ms[i].target = MST_FRIEND; ms[i].cond1 = MSC_FRIENDHPLTMAXRATE; ms[i].cond2 = 95; } } else if (inf&INF_SELF_SKILL) { if (!(skill_get_nk(skill_id)&NK_NO_DAMAGE)) { //Offensive skill ms[i].target = MST_TARGET; ms[i].state = MSS_BERSERK; } else //Self skill ms[i].target = MST_SELF; ms[i].cond1 = MSC_MYHPLTMAXRATE; ms[i].cond2 = 90; ms[i].permillage = 2000; //Delay: Remove the stock 5 secs and add half of the support time. ms[i].delay += -5000 +(skill_get_time(skill_id, ms[i].skill_lv) + skill_get_time2(skill_id, ms[i].skill_lv))/2; if (ms[i].delay < 5000) ms[i].delay = 5000; //With a minimum of 5 secs. } else if (inf&INF_SUPPORT_SKILL) { ms[i].target = MST_FRIEND; ms[i].cond1 = MSC_FRIENDHPLTMAXRATE; ms[i].cond2 = 90; if (skill_id == AL_HEAL) ms[i].permillage = 5000; //Higher skill rate usage for heal. else if (skill_id == ALL_RESURRECTION) ms[i].cond2 = 1; //Delay: Remove the stock 5 secs and add half of the support time. ms[i].delay += -5000 +(skill_get_time(skill_id, ms[i].skill_lv) + skill_get_time2(skill_id, ms[i].skill_lv))/2; if (ms[i].delay < 2000) ms[i].delay = 2000; //With a minimum of 2 secs. if (i+1 < MAX_MOBSKILL) { //duplicate this so it also triggers on self. memcpy(&ms[i+1], &ms[i], sizeof(struct mob_skill)); mob_db_data[class_]->maxskill = ++i; ms[i].target = MST_SELF; ms[i].cond1 = MSC_MYHPLTMAXRATE; } } else { switch (skill_id) { //Certain Special skills that are passive, and thus, never triggered. case MO_TRIPLEATTACK: case TF_DOUBLE: ms[i].state = MSS_BERSERK; ms[i].target = MST_TARGET; ms[i].cond1 = MSC_ALWAYS; ms[i].permillage = skill_id==TF_DOUBLE?(ms[i].skill_lv*500):(3000-ms[i].skill_lv*100); ms[i].delay -= 5000; //Remove the added delay as these could trigger on "all hits". break; default: //Untreated Skill continue; } } if (battle_config.mob_skill_rate!= 100) ms[i].permillage = ms[i].permillage*battle_config.mob_skill_rate/100; if (battle_config.mob_skill_delay != 100) ms[i].delay = ms[i].delay*battle_config.mob_skill_delay/100; mob_db_data[class_]->maxskill = ++i; } //Finally, spawn it. i = mob_once_spawn(sd,(char*)map,x,y,"--en--",class_,1,event); if ((master_id || flag || duration) && i) { //Further manipulate crafted char. struct mob_data* md = (struct mob_data*)map_id2bl(i); if (md && md->bl.type == BL_MOB) { if (flag&1) //Friendly Character md->special_state.ai = 1; if (master_id) //Attach to Master md->master_id = master_id; if (duration) //Auto Delete after a while. md->deletetimer = add_timer (gettick() + duration, mob_timer_delete, i, 0); } #if 0 //I am playing with this for packet-research purposes, enable it if you want, but don't remove it :X [Skotlex] //Guardian data if (sd->status.guild_id) { struct guild* g = guild_search(sd->status.guild_id); md->guardian_data = aCalloc(1, sizeof(struct guardian_data)); md->guardian_data->castle = NULL; md->guardian_data->number = MAX_GUARDIANS; md->guardian_data->guild_id = sd->status.guild_id; if (g) { md->guardian_data->emblem_id = g->emblem_id; memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH); } } #endif } return i; } int mob_clone_delete(int class_) { int i; for(i=MOB_CLONE_START; i 0 && class_ <= MAX_MOB_DB) { //Remove the mob data so that it uses the dummy data instead. aFree(mob_db_data[class_]); mob_db_data[class_] = NULL; } return 0; } //Initialize dummy data. mob_dummy = (struct mob_db*)aCalloc(1, sizeof(struct mob_db)); //Initializing the dummy mob. sprintf(mob_dummy->name,"DUMMY"); sprintf(mob_dummy->jname,"Dummy"); mob_dummy->lv=1; mob_dummy->max_hp=1000; mob_dummy->max_sp=1; mob_dummy->base_exp=2; mob_dummy->job_exp=1; mob_dummy->range=1; mob_dummy->atk1=7; mob_dummy->atk2=10; mob_dummy->def=0; mob_dummy->mdef=0; mob_dummy->str=1; mob_dummy->agi=1; mob_dummy->vit=1; mob_dummy->int_=1; mob_dummy->dex=6; mob_dummy->luk=2; mob_dummy->range2=10; mob_dummy->range3=10; mob_dummy->race=0; mob_dummy->element=0; mob_dummy->mode=0; mob_dummy->speed=300; mob_dummy->adelay=1000; mob_dummy->amotion=500; mob_dummy->dmotion=500; return 0; } //Adjusts the drop rate of item according to the criteria given. [Skotlex] static int mob_drop_adjust(int rate, int rate_adjust, int rate_min, int rate_max) { if (battle_config.logarithmic_drops && rate_adjust > 0) //Logarithmic drops equation by Ishizu-Chan //Equation: Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5)) //x is the normal Droprate, y is the Modificator. rate = (int)(rate * pow((5.0 - log10(rate)), (log(rate_adjust/100.) / log(5.0))) + 0.5); else //Classical linear rate adjustment. rate = rate*rate_adjust/100; return (rate>rate_max)?rate_max:((rate0) continue; return -1; } while(fgets(line,1020,fp)){ double exp, maxhp; char *str[60], *p, *np; // 55->60 Lupus if(line[0] == '/' && line[1] == '/') continue; for(i=0,p=line;i<60;i++){ if((np=strchr(p,','))!=NULL){ str[i]=p; *np=0; p=np+1; } else str[i]=p; } class_ = atoi(str[0]); if (class_ == 0) continue; //Leave blank lines alone... [Skotlex] if (class_ <= 1000 || class_ > MAX_MOB_DB) { ShowWarning("Mob with ID: %d not loaded. ID must be in range [%d-%d]\n", class_, 1000, MAX_MOB_DB); continue; } else if (pcdb_checkid(class_)) { ShowWarning("Mob with ID: %d not loaded. That ID is reserved for player classes.\n"); continue; } if (mob_db_data[class_] == NULL) mob_db_data[class_] = aCalloc(1, sizeof (struct mob_data)); mob_db_data[class_]->view_class = class_; memcpy(mob_db_data[class_]->name, str[1], NAME_LENGTH-1); memcpy(mob_db_data[class_]->jname, str[2], NAME_LENGTH-1); mob_db_data[class_]->lv = atoi(str[3]); mob_db_data[class_]->max_hp = atoi(str[4]); mob_db_data[class_]->max_sp = atoi(str[5]); exp = (double)atoi(str[6]) * (double)battle_config.base_exp_rate / 100.; if (exp < 0) mob_db_data[class_]->base_exp = 0; if (exp > UINT_MAX) mob_db_data[class_]->base_exp = UINT_MAX; else mob_db_data[class_]->base_exp = (unsigned int)exp; exp = (double)atoi(str[7]) * (double)battle_config.job_exp_rate / 100.; if (exp < 0) mob_db_data[class_]->job_exp = 0; else if (exp > UINT_MAX) mob_db_data[class_]->job_exp = UINT_MAX; else mob_db_data[class_]->job_exp = (unsigned int)exp; mob_db_data[class_]->range=atoi(str[8]); mob_db_data[class_]->atk1=atoi(str[9]); mob_db_data[class_]->atk2=atoi(str[10]); mob_db_data[class_]->def=atoi(str[11]); mob_db_data[class_]->mdef=atoi(str[12]); mob_db_data[class_]->str=atoi(str[13]); mob_db_data[class_]->agi=atoi(str[14]); mob_db_data[class_]->vit=atoi(str[15]); mob_db_data[class_]->int_=atoi(str[16]); mob_db_data[class_]->dex=atoi(str[17]); mob_db_data[class_]->luk=atoi(str[18]); mob_db_data[class_]->range2=atoi(str[19]); mob_db_data[class_]->range3=atoi(str[20]); mob_db_data[class_]->size=atoi(str[21]); mob_db_data[class_]->race=atoi(str[22]); mob_db_data[class_]->element=atoi(str[23]); mob_db_data[class_]->mode=atoi(str[24]); mob_db_data[class_]->speed=atoi(str[25]); mob_db_data[class_]->adelay=atoi(str[26]); mob_db_data[class_]->amotion=atoi(str[27]); mob_db_data[class_]->dmotion=atoi(str[28]); for(i=0;i<10;i++){ // 8 -> 10 Lupus int rate = 0,rate_adjust,type,ratemin,ratemax; struct item_data *id; mob_db_data[class_]->dropitem[i].nameid=atoi(str[29+i*2]); if (!mob_db_data[class_]->dropitem[i].nameid) { //No drop. mob_db_data[class_]->dropitem[i].p = 0; continue; } type = itemdb_type(mob_db_data[class_]->dropitem[i].nameid); rate = atoi(str[30+i*2]); if (class_ >= 1324 && class_ <= 1363) { //Treasure box drop rates [Skotlex] rate_adjust = battle_config.item_rate_treasure; ratemin = battle_config.item_drop_treasure_min; ratemax = battle_config.item_drop_treasure_max; } else switch (type) { case 0: rate_adjust = battle_config.item_rate_heal; ratemin = battle_config.item_drop_heal_min; ratemax = battle_config.item_drop_heal_max; break; case 2: rate_adjust = battle_config.item_rate_use; ratemin = battle_config.item_drop_use_min; ratemax = battle_config.item_drop_use_max; break; case 4: case 5: case 8: // Changed to include Pet Equip rate_adjust = battle_config.item_rate_equip; ratemin = battle_config.item_drop_equip_min; ratemax = battle_config.item_drop_equip_max; break; case 6: rate_adjust = battle_config.item_rate_card; ratemin = battle_config.item_drop_card_min; ratemax = battle_config.item_drop_card_max; break; default: rate_adjust = battle_config.item_rate_common; ratemin = battle_config.item_drop_common_min; ratemax = battle_config.item_drop_common_max; break; } mob_db_data[class_]->dropitem[i].p = mob_drop_adjust(rate, rate_adjust, ratemin, ratemax); //calculate and store Max available drop chance of the item id = itemdb_search(mob_db_data[class_]->dropitem[i].nameid); if (mob_db_data[class_]->dropitem[i].p) { if (id->maxchance==10000 || (id->maxchance < mob_db_data[class_]->dropitem[i].p) ) { //item has bigger drop chance or sold in shops id->maxchance = mob_db_data[class_]->dropitem[i].p; } } } // MVP EXP Bonus, Chance: MEXP,ExpPer mob_db_data[class_]->mexp=atoi(str[49])*battle_config.mvp_exp_rate/100; mob_db_data[class_]->mexpper=atoi(str[50]); //Now that we know if it is an mvp or not, //apply battle_config modifiers [Skotlex] maxhp = (double)mob_db_data[class_]->max_hp; if (mob_db_data[class_]->mexp > 0) { //Mvp if (battle_config.mvp_hp_rate != 100) maxhp = maxhp * (double)battle_config.mvp_hp_rate /100.; } else if (battle_config.monster_hp_rate != 100) //Normal mob maxhp = maxhp * (double)battle_config.monster_hp_rate /100.; if (maxhp < 1) maxhp = 1; else if (maxhp > 0x7fffffff) maxhp = 0x7fffffff; mob_db_data[class_]->max_hp = (int)maxhp; // MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per for(i=0;i<3;i++){ struct item_data *id; mob_db_data[class_]->mvpitem[i].nameid=atoi(str[51+i*2]); if (!mob_db_data[class_]->mvpitem[i].nameid) { //No item.... mob_db_data[class_]->mvpitem[i].p = 0; continue; } mob_db_data[class_]->mvpitem[i].p= mob_drop_adjust(atoi(str[52+i*2]), battle_config.item_rate_mvp, battle_config.item_drop_mvp_min, battle_config.item_drop_mvp_max); //calculate and store Max available drop chance of the MVP item id = itemdb_search(mob_db_data[class_]->mvpitem[i].nameid); if (mob_db_data[class_]->mvpitem[i].p) { if (id->maxchance==10000 || (id->maxchance < mob_db_data[class_]->mvpitem[i].p/10+1) ) { //item has bigger drop chance or sold in shops id->maxchance = mob_db_data[class_]->mvpitem[i].p/10+1; //reduce MVP drop info to not spoil common drop rate } } } if (mob_db_data[class_]->max_hp <= 0) { ShowWarning ("Mob %d (%s) has no HP, using poring data for it\n", class_, mob_db_data[class_]->jname); mob_makedummymobdb(class_); } } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",filename[fi]); } return 0; } /*========================================== * MOB display graphic change data reading *------------------------------------------ */ static int mob_readdb_mobavail(void) { FILE *fp; char line[1024]; int ln=0; int class_,j,k; char *str[20],*p,*np; sprintf(line, "%s/mob_avail.txt", db_path); if( (fp=fopen(line,"r"))==NULL ){ ShowError("can't read %s\n", line); return -1; } while(fgets(line,1020,fp)){ if(line[0]=='/' && line[1]=='/') continue; memset(str,0,sizeof(str)); for(j=0,p=line;j<12;j++){ if((np=strchr(p,','))!=NULL){ str[j]=p; *np=0; p=np+1; } else str[j]=p; } if(str[0]==NULL) continue; class_=atoi(str[0]); if (class_ == 0) continue; //Leave blank lines alone... [Skotlex] if(mob_db(class_) == mob_dummy) // 値が異常なら処理しない。 continue; k=atoi(str[1]); if(k < 0) continue; if (j > 3 && k > 23 && k < 69) k += 3977; // advanced job/baby class mob_db_data[class_]->view_class=k; //Player sprites if(pcdb_checkid(k)) { mob_db_data[class_]->sex=atoi(str[2]); mob_db_data[class_]->hair=atoi(str[3]); mob_db_data[class_]->hair_color=atoi(str[4]); mob_db_data[class_]->weapon=atoi(str[5]); mob_db_data[class_]->shield=atoi(str[6]); mob_db_data[class_]->head_top=atoi(str[7]); mob_db_data[class_]->head_mid=atoi(str[8]); mob_db_data[class_]->head_buttom=atoi(str[9]); mob_db_data[class_]->option=atoi(str[10])&~0x46; mob_db_data[class_]->clothes_color=atoi(str[11]); // Monster player dye option - Valaris } else if(atoi(str[2]) > 0) mob_db_data[class_]->equip=atoi(str[2]); // mob equipment [Valaris] ln++; } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",ln,"mob_avail.txt"); return 0; } /*========================================== * Reading of random monster data *------------------------------------------ */ static int mob_read_randommonster(void) { FILE *fp; char line[1024]; char *str[10],*p; int i,j; const char* mobfile[] = { "mob_branch.txt", "mob_poring.txt", "mob_boss.txt" }; for(i=0;isummonper[i] = 1002; // 設定し忘れた場合はポリンが出るようにしておく sprintf(line, "%s/%s", db_path, mobfile[i]); fp=fopen(line,"r"); if(fp==NULL){ ShowError("can't read %s\n",line); return -1; } while(fgets(line,1020,fp)){ int class_,per; if(line[0] == '/' && line[1] == '/') continue; memset(str,0,sizeof(str)); for(j=0,p=line;j<3 && p;j++){ str[j]=p; p=strchr(p,','); if(p) *p++=0; } if(str[0]==NULL || str[2]==NULL) continue; class_ = atoi(str[0]); per=atoi(str[2]); if(mob_db(class_) != mob_dummy) mob_db_data[class_]->summonper[i]=per; } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",mobfile[i]); } return 0; } /*========================================== * mob_skill_db.txt reading *------------------------------------------ */ static int mob_readskilldb(void) { FILE *fp; char line[1024]; int i,tmp; const struct { char str[32]; int id; } cond1[] = { { "always", MSC_ALWAYS }, { "myhpltmaxrate", MSC_MYHPLTMAXRATE }, { "friendhpltmaxrate",MSC_FRIENDHPLTMAXRATE }, { "mystatuson", MSC_MYSTATUSON }, { "mystatusoff", MSC_MYSTATUSOFF }, { "friendstatuson", MSC_FRIENDSTATUSON }, { "friendstatusoff", MSC_FRIENDSTATUSOFF }, { "attackpcgt", MSC_ATTACKPCGT }, { "attackpcge", MSC_ATTACKPCGE }, { "slavelt", MSC_SLAVELT }, { "slavele", MSC_SLAVELE }, { "closedattacked", MSC_CLOSEDATTACKED }, { "longrangeattacked",MSC_LONGRANGEATTACKED }, { "skillused", MSC_SKILLUSED }, { "afterskill", MSC_AFTERSKILL }, { "casttargeted", MSC_CASTTARGETED }, { "rudeattacked", MSC_RUDEATTACKED }, { "masterhpltmaxrate",MSC_MASTERHPLTMAXRATE }, { "masterattacked", MSC_MASTERATTACKED }, { "alchemist", MSC_ALCHEMIST }, { "onspawn", MSC_SPAWN}, }, cond2[] ={ { "anybad", -1 }, { "stone", SC_STONE }, { "freeze", SC_FREEZE }, { "stan", SC_STUN }, { "sleep", SC_SLEEP }, { "poison", SC_POISON }, { "curse", SC_CURSE }, { "silence", SC_SILENCE }, { "confusion", SC_CONFUSION }, { "blind", SC_BLIND }, { "hiding", SC_HIDING }, { "sight", SC_SIGHT }, }, state[] = { { "any", -1 }, { "idle", MSS_IDLE }, { "walk", MSS_WALK }, { "loot", MSS_LOOT }, { "dead", MSS_DEAD }, { "attack", MSS_BERSERK }, //Retaliating attack { "angry", MSS_ANGRY }, //Preemptive attack (aggressive mobs) { "chase", MSS_RUSH }, //Chase escaping target { "follow", MSS_FOLLOW }, //Preemptive chase (aggressive mobs) }, target[] = { { "target", MST_TARGET }, { "self", MST_SELF }, { "friend", MST_FRIEND }, { "master", MST_MASTER }, { "around5", MST_AROUND5 }, { "around6", MST_AROUND6 }, { "around7", MST_AROUND7 }, { "around8", MST_AROUND8 }, { "around1", MST_AROUND1 }, { "around2", MST_AROUND2 }, { "around3", MST_AROUND3 }, { "around4", MST_AROUND4 }, { "around", MST_AROUND }, }; int x; char *filename[]={ "mob_skill_db.txt","mob_skill_db2.txt" }; if (!battle_config.mob_skill_rate) { ShowStatus("Mob skill use disabled. Not reading mob skills.\n"); return 0; } for(x=0;x<2;x++){ sprintf(line, "%s/%s", db_path, filename[x]); fp=fopen(line,"r"); if(fp==NULL){ if(x==0) ShowError("can't read %s\n",line); continue; } while(fgets(line,1020,fp)){ char *sp[20],*p; int mob_id; struct mob_skill *ms, gms; int j=0; if(line[0] == '/' && line[1] == '/') continue; memset(sp,0,sizeof(sp)); for(i=0,p=line;i<18 && p;i++){ sp[i]=p; if((p=strchr(p,','))!=NULL) *p++=0; } if(i == 0 || (mob_id=atoi(sp[0]))== 0 || (mob_id > 0 && mob_db(mob_id) == mob_dummy)) continue; if(i < 18) { ShowError("Insufficient number of fields for Mob Skill (Mob ID[%s], Name[%s], Skill:[%s/Lv%s])\n", sp[0], i>1?sp[1]:"?", i>3?sp[3]:"?", i>4?sp[4]:"?"); continue; } if( strcmp(sp[1],"clear")==0 ){ if (mob_id < 0) continue; memset(mob_db_data[mob_id]->skill,0,sizeof(struct mob_skill)); mob_db_data[mob_id]->maxskill=0; continue; } if (mob_id < 0) { //Prepare global skill. [Skotlex] memset(&gms, 0, sizeof (struct mob_skill)); ms = &gms; } else { for(i=0;iskill[i])->skill_id == 0) break; if(i==MAX_MOBSKILL){ ShowWarning("mob_skill: readdb: too many skill ! [%s] in %d[%s]\n", sp[1],mob_id,mob_db_data[mob_id]->jname); continue; } } ms->state=atoi(sp[2]); for(j=0;jstate=state[j].id; } //Skill ID j=atoi(sp[3]); if (j<=0 || j>MAX_SKILL_DB) //fixed Lupus { if (mob_id < 0) ShowWarning("Invalid Skill ID (%d) for all mobs\n", j); else ShowWarning("Invalid Skill ID (%d) for mob %d (%s)\n", j, mob_id, mob_db_data[mob_id]->jname); continue; } ms->skill_id=j; //Skill lvl j= atoi(sp[4])<=0 ? 1 : atoi(sp[4]); ms->skill_lv= j>battle_config.mob_max_skilllvl ? battle_config.mob_max_skilllvl : j; //we strip max skill level //Apply battle_config modifiers to rate (permillage) and delay [Skotlex] tmp = atoi(sp[5]); if (battle_config.mob_skill_rate != 100) tmp = tmp*battle_config.mob_skill_rate/100; if (tmp > 10000) ms->permillage= 10000; else ms->permillage= tmp; ms->casttime=atoi(sp[6]); ms->delay=atoi(sp[7]); if (battle_config.mob_skill_delay != 100) ms->delay = ms->delay*battle_config.mob_skill_delay/100; if (ms->delay < 0) //time overflow? ms->delay = INT_MAX; ms->cancel=atoi(sp[8]); if( strcmp(sp[8],"yes")==0 ) ms->cancel=1; ms->target=atoi(sp[9]); for(j=0;jtarget=target[j].id; } ms->cond1=-1; for(j=0;jcond1=cond1[j].id; } ms->cond2=atoi(sp[11]); for(j=0;jcond2=cond2[j].id; } ms->val[0]=atoi(sp[12]); ms->val[1]=atoi(sp[13]); ms->val[2]=atoi(sp[14]); ms->val[3]=atoi(sp[15]); ms->val[4]=atoi(sp[16]); if(sp[17] != NULL && strlen(sp[17])>2) ms->emotion=atoi(sp[17]); else ms->emotion=-1; if (mob_id < 0) { //Set this skill to ALL mobs. [Skotlex] mob_id *= -1; for (i = 1; i < MAX_MOB_DB; i++) { if (mob_db_data[i] == NULL) continue; if (mob_db_data[i]->mode&MD_BOSS) { if (!(mob_id&2)) //Skill not for bosses continue; } else if (!(mob_id&1)) //Skill not for normal enemies. continue; for(j=0;jskill[j].skill_id == 0) break; if(j==MAX_MOBSKILL) continue; memcpy (&mob_db_data[i]->skill[j], ms, sizeof(struct mob_skill)); mob_db_data[i]->maxskill=j+1; } } else //Skill set on a single mob. mob_db_data[mob_id]->maxskill=i+1; } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",filename[x]); } return 0; } /*========================================== * mob_race_db.txt reading *------------------------------------------ */ static int mob_readdb_race(void) { FILE *fp; char line[1024]; int race,j,k; char *str[20],*p,*np; sprintf(line, "%s/mob_race2_db.txt", db_path); if( (fp=fopen(line,"r"))==NULL ){ ShowError("can't read %s\n", line); return -1; } while(fgets(line,1020,fp)){ if(line[0]=='/' && line[1]=='/') continue; memset(str,0,sizeof(str)); for(j=0,p=line;j<12;j++){ if((np=strchr(p,','))!=NULL){ str[j]=p; *np=0; p=np+1; } else str[j]=p; } if(str[0]==NULL) continue; race=atoi(str[0]); if (race < 0 || race >= MAX_MOB_RACE_DB) continue; for (j=1; j<20; j++) { if (!str[j]) break; k=atoi(str[j]); if (mob_db(k) == mob_dummy) continue; mob_db_data[k]->race2 = race; } } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","mob_race2_db.txt"); return 0; } #ifndef TXT_ONLY /*========================================== * SQL reading *------------------------------------------ */ static int mob_read_sqldb(void) { const char unknown_str[NAME_LENGTH] ="unknown"; int i, fi, class_; double exp, maxhp; long unsigned int ln = 0; char *mob_db_name[] = { mob_db_db, mob_db2_db }; //For easier handling of converting. [Skotlex] #define TO_INT(a) (sql_row[a]==NULL?0:atoi(sql_row[a])) #define TO_STR(a) (sql_row[a]==NULL?unknown_str:sql_row[a]) for (fi = 0; fi < 2; fi++) { sprintf (tmp_sql, "SELECT * FROM `%s`", mob_db_name[fi]); if (mysql_query(&mmysql_handle, tmp_sql)) { ShowSQL("DB error (%s) - %s\n", mob_db_name[fi], mysql_error(&mmysql_handle)); ShowDebug("at %s:%d - %s\n", __FILE__,__LINE__,tmp_sql); continue; } sql_res = mysql_store_result(&mmysql_handle); if (sql_res) { while((sql_row = mysql_fetch_row(sql_res))){ class_ = TO_INT(0); if (class_ <= 1000 || class_ > MAX_MOB_DB) { ShowWarning("Mob with ID: %d not loaded. ID must be in range [%d-%d]\n", class_, 1000, MAX_MOB_DB); continue; } else if (pcdb_checkid(class_)) { ShowWarning("Mob with ID: %d not loaded. That ID is reserved for Upper Classes.\n"); continue; } if (mob_db_data[class_] == NULL) mob_db_data[class_] = aCalloc(1, sizeof (struct mob_data)); ln++; mob_db_data[class_]->view_class = class_; memcpy(mob_db_data[class_]->name, TO_STR(1), NAME_LENGTH-1); memcpy(mob_db_data[class_]->jname, TO_STR(2), NAME_LENGTH-1); mob_db_data[class_]->lv = TO_INT(3); mob_db_data[class_]->max_hp = TO_INT(4); mob_db_data[class_]->max_sp = TO_INT(5); exp = (double)TO_INT(6) * (double)battle_config.base_exp_rate / 100.; if (exp < 0) mob_db_data[class_]->base_exp = 0; else if (exp > UINT_MAX) mob_db_data[class_]->base_exp = UINT_MAX; else mob_db_data[class_]->base_exp = (unsigned int)exp; exp = (double)TO_INT(7) * (double)battle_config.job_exp_rate / 100.; if (exp < 0) mob_db_data[class_]->job_exp = 0; else if (exp > UINT_MAX) mob_db_data[class_]->job_exp = UINT_MAX; else mob_db_data[class_]->job_exp = (unsigned int)exp; mob_db_data[class_]->range = TO_INT(8); mob_db_data[class_]->atk1 = TO_INT(9); mob_db_data[class_]->atk2 = TO_INT(10); mob_db_data[class_]->def = TO_INT(11); mob_db_data[class_]->mdef = TO_INT(12); mob_db_data[class_]->str = TO_INT(13); mob_db_data[class_]->agi = TO_INT(14); mob_db_data[class_]->vit = TO_INT(15); mob_db_data[class_]->int_ = TO_INT(16); mob_db_data[class_]->dex = TO_INT(17); mob_db_data[class_]->luk = TO_INT(18); mob_db_data[class_]->range2 = TO_INT(19); mob_db_data[class_]->range3 = TO_INT(20); mob_db_data[class_]->size = TO_INT(21); mob_db_data[class_]->race = TO_INT(22); mob_db_data[class_]->element = TO_INT(23); mob_db_data[class_]->mode = TO_INT(24); mob_db_data[class_]->speed = TO_INT(25); mob_db_data[class_]->adelay = TO_INT(26); mob_db_data[class_]->amotion = TO_INT(27); mob_db_data[class_]->dmotion = TO_INT(28); for (i = 0; i < 10; i++){ // 8 -> 10 Lupus int rate = 0, rate_adjust, type, ratemin, ratemax; struct item_data *id; mob_db_data[class_]->dropitem[i].nameid=TO_INT(29+i*2); if (!mob_db_data[class_]->dropitem[i].nameid) { //No drop. mob_db_data[class_]->dropitem[i].p = 0; continue; } type = itemdb_type(mob_db_data[class_]->dropitem[i].nameid); rate = TO_INT(30+i*2); if (class_ >= 1324 && class_ <= 1363) { //Treasure box drop rates [Skotlex] rate_adjust = battle_config.item_rate_treasure; ratemin = battle_config.item_drop_treasure_min; ratemax = battle_config.item_drop_treasure_max; } else switch(type) { case 0: // Added by Valaris rate_adjust = battle_config.item_rate_heal; ratemin = battle_config.item_drop_heal_min; ratemax = battle_config.item_drop_heal_max; break; case 2: rate_adjust = battle_config.item_rate_use; ratemin = battle_config.item_drop_use_min; ratemax = battle_config.item_drop_use_max; // End break; case 4: case 5: case 8: // Changed to include Pet Equip rate_adjust = battle_config.item_rate_equip; ratemin = battle_config.item_drop_equip_min; ratemax = battle_config.item_drop_equip_max; break; case 6: rate_adjust = battle_config.item_rate_card; ratemin = battle_config.item_drop_card_min; ratemax = battle_config.item_drop_card_max; break; default: rate_adjust = battle_config.item_rate_common; ratemin = battle_config.item_drop_common_min; ratemax = battle_config.item_drop_common_max; break; } mob_db_data[class_]->dropitem[i].p = mob_drop_adjust(rate, rate_adjust, ratemin, ratemax); //calculate and store Max available drop chance of the item id = itemdb_search(mob_db_data[class_]->dropitem[i].nameid); if (mob_db_data[class_]->dropitem[i].p) { if (id->maxchance==10000 || (id->maxchance < mob_db_data[class_]->dropitem[i].p) ) { //item has bigger drop chance or sold in shops id->maxchance = mob_db_data[class_]->dropitem[i].p; } } } // MVP EXP Bonus, Chance: MEXP,ExpPer mob_db_data[class_]->mexp = TO_INT(49) * battle_config.mvp_exp_rate / 100; mob_db_data[class_]->mexpper = TO_INT(50); //Now that we know if it is an mvp or not, //apply battle_config modifiers [Skotlex] maxhp = (double)mob_db_data[class_]->max_hp; if (mob_db_data[class_]->mexp > 0) { //Mvp if (battle_config.mvp_hp_rate != 100) maxhp = maxhp * (double)battle_config.mvp_hp_rate /100.; } else if (battle_config.monster_hp_rate != 100) //Normal mob maxhp = maxhp * (double)battle_config.monster_hp_rate /100.; if (maxhp < 0) maxhp = 1; else if (maxhp > 0x7fffffff) maxhp = 0x7fffffff; mob_db_data[class_]->max_hp = (int)maxhp; // MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per for (i=0; i<3; i++) { struct item_data *id; mob_db_data[class_]->mvpitem[i].nameid = TO_INT(51+i*2); if (!mob_db_data[class_]->mvpitem[i].nameid) { //No item.... mob_db_data[class_]->mvpitem[i].p = 0; continue; } mob_db_data[class_]->mvpitem[i].p = mob_drop_adjust(TO_INT(52+i*2), battle_config.item_rate_mvp, battle_config.item_drop_mvp_min, battle_config.item_drop_mvp_max); //calculate and store Max available drop chance of the MVP item id = itemdb_search(mob_db_data[class_]->mvpitem[i].nameid); if (mob_db_data[class_]->mvpitem[i].p) { if (id->maxchance==10000 || (id->maxchance < mob_db_data[class_]->mvpitem[i].p/10+1) ) { //item has bigger drop chance or sold in shops id->maxchance = mob_db_data[class_]->mvpitem[i].p/10+1; //reduce MVP drop info to not spoil common drop rate } } } if (mob_db_data[class_]->max_hp <= 0) { ShowWarning ("Mob %d (%s) has no HP, using poring data for it\n", class_, mob_db_data[class_]->jname); mob_makedummymobdb(class_); } } mysql_free_result(sql_res); ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", ln, mob_db_name[fi]); ln = 0; } } return 0; } #endif /* not TXT_ONLY */ void mob_reload(void) { int i; #ifndef TXT_ONLY if(db_use_sqldbs) mob_read_sqldb(); else #endif /* TXT_ONLY */ mob_readdb(); mob_readdb_mobavail(); mob_read_randommonster(); //Mob skills need to be cleared before re-reading them. [Skotlex] for (i = 0; i < MAX_MOB_DB; i++) if (mob_db_data[i]) { memset(&mob_db_data[i]->skill,0,sizeof(mob_db_data[i]->skill)); mob_db_data[i]->maxskill=0; } mob_readskilldb(); mob_readdb_race(); } /*========================================== * Circumference initialization of mob *------------------------------------------ */ int do_init_mob(void) { //Initialize the mob database memset(mob_db_data,0,sizeof(mob_db_data)); //Clear the array mob_db_data[0] = aCalloc(1, sizeof (struct mob_data)); //This mob is used for random spawns mob_makedummymobdb(0); //The first time this is invoked, it creates the dummy mob #ifndef TXT_ONLY if(db_use_sqldbs) mob_read_sqldb(); else #endif /* TXT_ONLY */ mob_readdb(); mob_readdb_mobavail(); mob_read_randommonster(); mob_readskilldb(); mob_readdb_race(); add_timer_func_list(mob_timer,"mob_timer"); add_timer_func_list(mob_delayspawn,"mob_delayspawn"); add_timer_func_list(mob_delay_item_drop,"mob_delay_item_drop"); add_timer_func_list(mob_ai_hard,"mob_ai_hard"); add_timer_func_list(mob_ai_lazy,"mob_ai_lazy"); add_timer_func_list(mobskill_castend_id,"mobskill_castend_id"); add_timer_func_list(mobskill_castend_pos,"mobskill_castend_pos"); add_timer_func_list(mob_timer_delete,"mob_timer_delete"); add_timer_func_list(mob_spawn_guardian_sub,"mob_spawn_guardian_sub"); add_timer_func_list(mob_respawn,"mob_respawn"); add_timer_interval(gettick()+MIN_MOBTHINKTIME,mob_ai_hard,0,0,MIN_MOBTHINKTIME); add_timer_interval(gettick()+MIN_MOBTHINKTIME*10,mob_ai_lazy,0,0,MIN_MOBTHINKTIME*10); return 0; } /*========================================== * Clean memory usage. *------------------------------------------ */ int do_final_mob(void) { int i; if (mob_dummy) { aFree(mob_dummy); mob_dummy = NULL; } for (i = 0; i <= MAX_MOB_DB; i++) { if (mob_db_data[i] != NULL) { aFree(mob_db_data[i]); mob_db_data[i] = NULL; } } return 0; }