// Copyright (c) Hercules Dev Team, licensed under GNU GPL. // See the LICENSE file // Portions Copyright (c) Athena Dev Teams #define HERCULES_CORE #include "config/core.h" // AUTOLOOT_DISTANCE, DBPATH, DEFTYPE_MAX, DEFTYPE_MIN, RENEWAL_DROP, RENEWAL_EXP #include "mob.h" #include "map/atcommand.h" #include "map/battle.h" #include "map/clif.h" #include "map/date.h" #include "map/elemental.h" #include "map/guild.h" #include "map/homunculus.h" #include "map/intif.h" #include "map/itemdb.h" #include "map/log.h" #include "map/map.h" #include "map/mercenary.h" #include "map/npc.h" #include "map/party.h" #include "map/path.h" #include "map/pc.h" #include "map/pet.h" #include "map/quest.h" #include "map/script.h" #include "map/skill.h" #include "map/status.h" #include "common/HPM.h" #include "common/cbasetypes.h" #include "common/db.h" #include "common/ers.h" #include "common/malloc.h" #include "common/nullpo.h" #include "common/random.h" #include "common/showmsg.h" #include "common/socket.h" #include "common/strlib.h" #include "common/timer.h" #include "common/utils.h" #include <math.h> #include <stdarg.h> #include <stdio.h> #include <stdlib.h> #include <string.h> struct mob_interface mob_s; struct mob_interface *mob; #define ACTIVE_AI_RANGE 2 //Distance added on top of 'AREA_SIZE' at which mobs enter active AI mode. #define IDLE_SKILL_INTERVAL 10 //Active idle skills should be triggered every 1 second (1000/MIN_MOBTHINKTIME) // Probability for mobs far from players from doing their IDLE skill. (rate of 1000 minute) // in Aegis, this is 100% for mobs that have been activated by players and none otherwise. #define MOB_LAZYSKILLPERC(md) (md->state.spotted?1000:0) // Move probability for mobs away from players (rate of 1000 minute) // in Aegis, this is 100% for mobs that have been activated by players and none otherwise. #define MOB_LAZYMOVEPERC(md) ((md)->state.spotted?1000:0) #define MOB_MAX_DELAY (24*3600*1000) #define MAX_MINCHASE 30 //Max minimum chase value to use for mobs. #define RUDE_ATTACKED_COUNT 2 //After how many rude-attacks should the skill be used? //Dynamic item drop ratio database for per-item drop ratio modifiers overriding global drop ratios. #define MAX_ITEMRATIO_MOBS 10 struct item_drop_ratio { int drop_ratio; int mob_id[MAX_ITEMRATIO_MOBS]; }; static struct item_drop_ratio *item_drop_ratio_db[MAX_ITEMDB]; static struct eri *item_drop_ers; //For loot drops delay structures. static struct eri *item_drop_list_ers; static struct { int qty; int class_[350]; } summon[MAX_RANDOMMONSTER]; 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]; } struct mob_chat *mob_chat(short id) { if(id <= 0 || id > MAX_MOB_CHAT || mob->chat_db[id] == NULL) return NULL; return mob->chat_db[id]; } /*========================================== * Mob is searched with a name. *------------------------------------------*/ int mobdb_searchname(const char *str) { int i; for(i=0;i<=MAX_MOB_DB;i++){ struct mob_db *monster = mob->db(i); if(monster == mob->dummy) //Skip dummy mobs. continue; if(strcmpi(monster->name,str)==0 || strcmpi(monster->jname,str)==0) return i; if(battle_config.case_sensitive_aegisnames && strcmp(monster->sprite,str)==0) return i; if(!battle_config.case_sensitive_aegisnames && strcasecmp(monster->sprite,str)==0) return i; } return 0; } int mobdb_searchname_array_sub(struct mob_db* monster, const char *str, int flag) { if (monster == mob->dummy) return 1; if(!monster->base_exp && !monster->job_exp && monster->spawn[0].qty < 1) return 1; // Monsters with no base/job exp and no spawn point are, by this criteria, considered "slave mobs" and excluded from search results if( !flag ) { if(stristr(monster->jname,str)) return 0; if(stristr(monster->name,str)) return 0; } else { if(strcmpi(monster->jname,str) == 0) return 0; if(strcmpi(monster->name,str) == 0) return 0; } if (battle_config.case_sensitive_aegisnames) return strcmp(monster->sprite,str); return strcasecmp(monster->sprite,str); } /*========================================== * MvP Tomb [GreenBox] *------------------------------------------*/ void mvptomb_create(struct mob_data *md, char *killer, time_t time) { struct npc_data *nd; if ( md->tomb_nid ) mob->mvptomb_destroy(md); nd = npc->create_npc(md->bl.m, md->bl.x, md->bl.y); md->tomb_nid = nd->bl.id; nd->dir = md->ud.dir; nd->bl.type = BL_NPC; safestrncpy(nd->name, msg_txt(856), sizeof(nd->name)); // "Tomb" nd->class_ = 565; nd->speed = 200; nd->subtype = TOMB; nd->u.tomb.md = md; nd->u.tomb.kill_time = time; if (killer) safestrncpy(nd->u.tomb.killer_name, killer, NAME_LENGTH); else nd->u.tomb.killer_name[0] = '\0'; map->addnpc(nd->bl.m, nd); map->addblock(&nd->bl); status->set_viewdata(&nd->bl, nd->class_); clif->spawn(&nd->bl); } void mvptomb_destroy(struct mob_data *md) { struct npc_data *nd; if ( (nd = map->id2nd(md->tomb_nid)) ) { int16 m, i; m = nd->bl.m; clif->clearunit_area(&nd->bl,CLR_OUTSIGHT); map->delblock(&nd->bl); ARR_FIND( 0, map->list[m].npc_num, i, map->list[m].npc[i] == nd ); if( !(i == map->list[m].npc_num) ) { map->list[m].npc_num--; map->list[m].npc[i] = map->list[m].npc[map->list[m].npc_num]; map->list[m].npc[map->list[m].npc_num] = NULL; } map->deliddb(&nd->bl); aFree(nd); } md->tomb_nid = 0; } /*========================================== * Founds up to N matches. Returns number of matches [Skotlex] *------------------------------------------*/ int mobdb_searchname_array(struct mob_db** data, int size, const char *str, int flag) { int count = 0, i; struct mob_db* monster; for(i=0;i<=MAX_MOB_DB;i++){ monster = mob->db(i); if (monster == mob->dummy || mob->is_clone(i) ) //keep clones out (or you leak player stats) continue; if (!mob->db_searchname_array_sub(monster, str, flag)) { if (count < size) data[count] = monster; count++; } } return count; } /*========================================== * 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; } /*========================================== * Returns the view data associated to this mob class. *------------------------------------------*/ struct view_data * mob_get_viewdata(int class_) { if (mob->db(class_) == mob->dummy) return 0; return &mob->db(class_)->vd; } /*========================================== * Cleans up mob-spawn data to make it "valid" *------------------------------------------*/ int mob_parse_dataset(struct spawn_data *data) { size_t len; if ((!mob->db_checkid(data->class_) && !mob->is_clone(data->class_)) || !data->num) return 0; if( ( len = strlen(data->eventname) ) > 0 ) { if( data->eventname[len-1] == '"' ) data->eventname[len-1] = '\0'; //Remove trailing quote. if( data->eventname[0] == '"' ) //Strip leading quotes memmove(data->eventname, data->eventname+1, len-1); } if(strcmp(data->name,"--en--")==0) safestrncpy(data->name, mob->db(data->class_)->name, sizeof(data->name)); else if(strcmp(data->name,"--ja--")==0) safestrncpy(data->name, mob->db(data->class_)->jname, sizeof(data->name)); return 1; } /*========================================== * Generates the basic mob data using the spawn_data provided. *------------------------------------------*/ struct mob_data* mob_spawn_dataset(struct spawn_data *data) { struct mob_data *md = (struct mob_data*)aCalloc(1, sizeof(struct mob_data)); md->bl.id= npc->get_new_npc_id(); md->bl.type = BL_MOB; md->bl.m = data->m; md->bl.x = data->x; md->bl.y = data->y; md->class_ = data->class_; md->state.boss = data->state.boss; md->db = mob->db(md->class_); if (data->level > 0 && data->level <= MAX_LEVEL) md->level = data->level; memcpy(md->name, data->name, NAME_LENGTH); if (data->state.ai) md->special_state.ai = data->state.ai; if (data->state.size) md->special_state.size = data->state.size; if (data->eventname[0] && strlen(data->eventname) >= 4) memcpy(md->npc_event, data->eventname, 50); if(md->db->status.mode&MD_LOOTER) md->lootitem = (struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item)); md->spawn_timer = INVALID_TIMER; md->deletetimer = INVALID_TIMER; md->skill_idx = -1; status->set_viewdata(&md->bl, md->class_); status->change_init(&md->bl); unit->dataset(&md->bl); map->addiddb(&md->bl); return md; } /*========================================== * 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 (otherwise get any monster from the db) * &2: Apply a monster check level. * &4: Selected monster should not be a boss type * &8: Selected monster must have normal spawn. * lv: Mob level to check against *------------------------------------------*/ int mob_get_random_id(int type, int flag, int lv) { struct mob_db *monster; int i=0, class_; if(type < 0 || type >= MAX_RANDOMMONSTER) { ShowError("mob_get_random_id: Invalid type (%d) of random monster.\n", type); return 0; } do { if (type) class_ = summon[type].class_[rnd()%summon[type].qty]; else //Dead branch class_ = rnd() % MAX_MOB_DB; monster = mob->db(class_); } while ((monster == mob->dummy || mob->is_clone(class_) || (flag&1 && monster->summonper[type] <= rnd() % 1000000) || (flag&2 && lv < monster->lv) || (flag&4 && monster->status.mode&MD_BOSS) || (flag&8 && monster->spawn[0].qty < 1) ) && (i++) < MAX_MOB_DB); if(i >= MAX_MOB_DB) // no suitable monster found, use fallback for given list class_ = mob->db_data[0]->summonper[type]; return class_; } /*========================================== * Kill Steal Protection [Zephyrus] *------------------------------------------*/ bool mob_ksprotected(struct block_list *src, struct block_list *target) { struct block_list *s_bl, *t_bl; struct map_session_data *sd, // Source *pl_sd, // Owner *t_sd; // Mob Target struct mob_data *md; int64 tick = timer->gettick(); char output[128]; if( !battle_config.ksprotection ) return false; // KS Protection Disabled if( !(md = BL_CAST(BL_MOB,target)) ) return false; // Target is not MOB if( (s_bl = battle->get_master(src)) == NULL ) s_bl = src; if( !(sd = BL_CAST(BL_PC,s_bl)) ) return false; // Master is not PC t_bl = map->id2bl(md->target_id); if( !t_bl || (s_bl = battle->get_master(t_bl)) == NULL ) s_bl = t_bl; t_sd = BL_CAST(BL_PC,s_bl); do { struct status_change_entry *sce; if( map->list[md->bl.m].flag.allowks || map_flag_ks(md->bl.m) ) return false; // Ignores GVG, PVP and AllowKS map flags if( md->db->mexp || md->master_id ) return false; // MVP, Slaves mobs ignores KS if( (sce = md->sc.data[SC_KSPROTECTED]) == NULL ) break; // No KS Protected if( sd->bl.id == sce->val1 || // Same Owner (sce->val2 == KSPROTECT_PARTY && sd->status.party_id && sd->status.party_id == sce->val3) || // Party KS allowed (sce->val2 == KSPROTECT_GUILD && sd->status.guild_id && sd->status.guild_id == sce->val4) ) // Guild KS allowed break; if( t_sd && ( (sce->val2 == KSPROTECT_SELF && sce->val1 != t_sd->bl.id) || (sce->val2 == KSPROTECT_PARTY && sce->val3 && sce->val3 != t_sd->status.party_id) || (sce->val2 == KSPROTECT_GUILD && sce->val4 && sce->val4 != t_sd->status.guild_id)) ) break; if( (pl_sd = map->id2sd(sce->val1)) == NULL || pl_sd->bl.m != md->bl.m ) break; if( !pl_sd->state.noks ) return false; // No KS Protected, but normal players should be protected too // Message to KS if( DIFF_TICK(sd->ks_floodprotect_tick, tick) <= 0 ) { sprintf(output, "[KS Warning!! - Owner : %s]", pl_sd->status.name); clif_disp_onlyself(sd, output, strlen(output)); sd->ks_floodprotect_tick = tick + 2000; } // Message to Owner if( DIFF_TICK(pl_sd->ks_floodprotect_tick, tick) <= 0 ) { sprintf(output, "[Watch out! %s is trying to KS you!]", sd->status.name); clif_disp_onlyself(pl_sd, output, strlen(output)); pl_sd->ks_floodprotect_tick = tick + 2000; } return true; } while(0); status->change_start(NULL, target, SC_KSPROTECTED, 10000, sd->bl.id, sd->state.noks, sd->status.party_id, sd->status.guild_id, battle_config.ksprotection, SCFLAG_NONE); return false; } struct mob_data *mob_once_spawn_sub(struct block_list *bl, int16 m, int16 x, int16 y, const char *mobname, int class_, const char *event, unsigned int size, unsigned int ai) { struct spawn_data data; memset(&data, 0, sizeof(struct spawn_data)); data.m = m; data.num = 1; data.class_ = class_; data.state.size = size; data.state.ai = ai; if (mobname) safestrncpy(data.name, mobname, sizeof(data.name)); else if (battle_config.override_mob_names == 1) strcpy(data.name, "--en--"); else strcpy(data.name, "--ja--"); if (event) safestrncpy(data.eventname, event, sizeof(data.eventname)); // Locate spot next to player. if (bl && (x < 0 || y < 0)) map->search_freecell(bl, m, &x, &y, 1, 1, 0); // if none found, pick random position on map if (x <= 0 || x >= map->list[m].xs || y <= 0 || y >= map->list[m].ys) map->search_freecell(NULL, m, &x, &y, -1, -1, 1); data.x = x; data.y = y; if (!mob->parse_dataset(&data)) return NULL; return mob->spawn_dataset(&data); } /*========================================== * Spawn a single mob on the specified coordinates. *------------------------------------------*/ int mob_once_spawn(struct map_session_data* sd, int16 m, int16 x, int16 y, const char* mobname, int class_, int amount, const char* event, unsigned int size, unsigned int ai) { struct mob_data* md = NULL; int count, lv; bool no_guardian_data = false; if( ai && ai&0x200 ) { no_guardian_data = true; ai &=~ 0x200; } if (m < 0 || amount <= 0) return 0; // invalid input lv = (sd) ? sd->status.base_level : 255; for (count = 0; count < amount; count++) { int c = (class_ >= 0) ? class_ : mob->get_random_id(-class_ - 1, (battle_config.random_monster_checklv) ? 3 : 1, lv); md = mob->once_spawn_sub((sd) ? &sd->bl : NULL, m, x, y, mobname, c, event, size, ai); if (!md) continue; if ( class_ == MOBID_EMPERIUM && !no_guardian_data ) { struct guild_castle* gc = guild->mapindex2gc(map_id2index(m)); struct guild* g = (gc) ? guild->search(gc->guild_id) : NULL; if( gc ) { md->guardian_data = (struct guardian_data*)aCalloc(1, sizeof(struct guardian_data)); md->guardian_data->castle = gc; md->guardian_data->number = MAX_GUARDIANS; if( g ) md->guardian_data->g = g; else if( gc->guild_id ) //Guild not yet available, retry in 5. timer->add(timer->gettick()+5000,mob->spawn_guardian_sub,md->bl.id,gc->guild_id); } } // end addition [Valaris] mob->spawn(md); if (class_ < 0 && 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 sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE|MD_CANATTACK|MD_CANMOVE|MD_ANGRY, 0, 60000); } } return (md) ? md->bl.id : 0; // id of last spawned mob } /*========================================== * Spawn mobs in the specified area. *------------------------------------------*/ int mob_once_spawn_area(struct map_session_data* sd, int16 m, int16 x0, int16 y0, int16 x1, int16 y1, const char* mobname, int class_, int amount, const char* event, unsigned int size, unsigned int ai) { int i, max, id = 0; int lx = -1, ly = -1; if (m < 0 || amount <= 0) return 0; // invalid input // normalize x/y coordinates if (x0 > x1) swap(x0, x1); if (y0 > y1) swap(y0, y1); // choose a suitable max. number of attempts max = (y1 - y0 + 1)*(x1 - x0 + 1)*3; if (max > 1000) max = 1000; // spawn mobs, one by one for (i = 0; i < amount; i++) { int x, y; int j = 0; // find a suitable map cell do { x = rnd()%(x1-x0+1)+x0; y = rnd()%(y1-y0+1)+y0; j++; } while (map->getcell(m, NULL, x, y, CELL_CHKNOPASS) && j < max); if (j == max) {// attempt to find an available cell failed if (lx == -1 && ly == -1) return 0; // total failure // fallback to last good x/y pair x = lx; y = ly; } // record last successful coordinates lx = x; ly = y; id = mob->once_spawn(sd, m, x, y, mobname, class_, 1, event, size, ai); } return id; // id of last spawned mob } /** * Sets a guardian's guild data and liberates castle if couldn't retrieve guild data * @param data (int)guild_id * @retval Always 0 * @author Skotlex **/ int mob_spawn_guardian_sub(int tid, int64 tick, int id, intptr_t 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 ) { ShowError("mob_spawn_guardian_sub: Block error!\n"); return 0; } md = (struct mob_data*)bl; nullpo_ret(md->guardian_data); g = guild->search((int)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", (int)data); //Not sure this is the best way, but otherwise we'd be invoking this for ALL guardians spawned later on. if( md->class_ == MOBID_EMPERIUM && md->guardian_data ) { md->guardian_data->g = NULL; 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 && md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS && md->guardian_data->castle->guardian[md->guardian_data->number].visible ) guild->castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0); unit->free(&md->bl,CLR_OUTSIGHT); // Remove guardian. } return 0; } if( guild->checkskill(g,GD_GUARDUP) ) status_calc_mob(md, SCO_NONE); // Give bonuses. return 0; } /*========================================== * Summoning Guardians [Valaris] *------------------------------------------*/ int mob_spawn_guardian(const char* mapname, short x, short y, const char* mobname, int class_, const char* event, int guardian, bool has_index) { struct mob_data *md=NULL; struct spawn_data data; struct guild *g=NULL; struct guild_castle *gc; int16 m; memset(&data, 0, sizeof(struct spawn_data)); data.num = 1; m=map->mapname2mapid(mapname); if(m<0) { ShowWarning("mob_spawn_guardian: Map [%s] not found.\n", mapname); return 0; } data.m = m; data.num = 1; if(class_<=0) { class_ = mob->get_random_id(-class_-1, 1, 99); if (!class_) return 0; } data.class_ = class_; if( !has_index ) { guardian = -1; } else if( guardian < 0 || guardian >= MAX_GUARDIANS ) { ShowError("mob_spawn_guardian: Invalid guardian index %d for guardian %d (castle map %s)\n", guardian, class_, map->list[m].name); return 0; } if((x<=0 || y<=0) && !map->search_freecell(NULL, m, &x, &y, -1,-1, 1)) { ShowWarning("mob_spawn_guardian: Couldn't locate a spawn cell for guardian class %d (index %d) at castle map %s\n",class_, guardian, map->list[m].name); return 0; } data.x = x; data.y = y; safestrncpy(data.name, mobname, sizeof(data.name)); safestrncpy(data.eventname, event, sizeof(data.eventname)); if (!mob->parse_dataset(&data)) return 0; gc=guild->mapname2gc(map->list[m].name); if (gc == NULL) { ShowError("mob_spawn_guardian: No castle set at map %s\n", map->list[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->list[m].name); else g = guild->search(gc->guild_id); if( has_index && gc->guardian[guardian].id ) { //Check if guardian already exists, refuse to spawn if so. struct mob_data *md2 = (TBL_MOB*)map->id2bl(gc->guardian[guardian].id); if (md2 && md2->bl.type == BL_MOB && md2->guardian_data && md2->guardian_data->number == guardian ) { ShowError("mob_spawn_guardian: Attempted to spawn guardian in position %d which already has a guardian (castle map %s)\n", guardian, map->list[m].name); return 0; } } md = mob->spawn_dataset(&data); md->guardian_data = (struct guardian_data*)aCalloc(1, sizeof(struct guardian_data)); md->guardian_data->number = guardian; md->guardian_data->castle = gc; if( has_index ) {// permanent guardian gc->guardian[guardian].id = md->bl.id; } else {// temporary guardian int i; ARR_FIND(0, gc->temp_guardians_max, i, gc->temp_guardians[i] == 0); if( i == gc->temp_guardians_max ) { ++(gc->temp_guardians_max); RECREATE(gc->temp_guardians, int, gc->temp_guardians_max); } gc->temp_guardians[i] = md->bl.id; } if( g ) md->guardian_data->g = g; else if( gc->guild_id ) timer->add(timer->gettick()+5000,mob->spawn_guardian_sub,md->bl.id,gc->guild_id); mob->spawn(md); return md->bl.id; } /*========================================== * Summoning BattleGround [Zephyrus] *------------------------------------------*/ int mob_spawn_bg(const char* mapname, short x, short y, const char* mobname, int class_, const char* event, unsigned int bg_id) { struct mob_data *md = NULL; struct spawn_data data; int16 m; if( (m = map->mapname2mapid(mapname)) < 0 ) { ShowWarning("mob_spawn_bg: Map [%s] not found.\n", mapname); return 0; } memset(&data, 0, sizeof(struct spawn_data)); data.m = m; data.num = 1; if( class_ <= 0 ) { class_ = mob->get_random_id(-class_-1,1,99); if( !class_ ) return 0; } data.class_ = class_; if( (x <= 0 || y <= 0) && !map->search_freecell(NULL, m, &x, &y, -1,-1, 1) ) { ShowWarning("mob_spawn_bg: Couldn't locate a spawn cell for guardian class %d (bg_id %d) at map %s\n",class_, bg_id, map->list[m].name); return 0; } data.x = x; data.y = y; safestrncpy(data.name, mobname, sizeof(data.name)); safestrncpy(data.eventname, event, sizeof(data.eventname)); if( !mob->parse_dataset(&data) ) return 0; md = mob->spawn_dataset(&data); mob->spawn(md); md->bg_id = bg_id; // BG Team ID return md->bl.id; } /*========================================== * 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 complex * - MSS_FOLLOW: Initiative/support seek, path is complex *------------------------------------------*/ int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state) { int easy = 0; nullpo_ret(md); nullpo_ret(bl); switch (state) { case MSS_RUSH: case MSS_FOLLOW: easy = 0; //(battle_config.mob_ai&0x1?0:1); break; case MSS_LOOT: default: easy = 1; break; } return unit->can_reach_bl(&md->bl, bl, range, easy, NULL, NULL); } /*========================================== * Links nearby mobs (supportive mobs) *------------------------------------------*/ int mob_linksearch(struct block_list *bl,va_list ap) { struct mob_data *md; int class_; struct block_list *target; int64 tick; nullpo_ret(bl); md=(struct mob_data *)bl; class_ = va_arg(ap, int); target = va_arg(ap, struct block_list *); tick = va_arg(ap, int64); if (md->class_ == class_ && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME && !md->target_id) { md->last_linktime = tick; if (mob->can_reach(md,target,md->db->range2, MSS_FOLLOW)) { // Reachability judging md->target_id = target->id; md->min_chase=md->db->range3; return 1; } } return 0; } /*========================================== * mob spawn with delay (timer function) *------------------------------------------*/ int mob_delayspawn(int tid, int64 tick, int id, intptr_t data) { struct block_list* bl = map->id2bl(id); struct mob_data* md = BL_CAST(BL_MOB, bl); if( md ) { if( md->spawn_timer != tid ) { ShowError("mob_delayspawn: Timer mismatch: %d != %d\n", tid, md->spawn_timer); return 0; } md->spawn_timer = INVALID_TIMER; mob->spawn(md); } return 0; } /*========================================== * spawn timing calculation *------------------------------------------*/ int mob_setdelayspawn(struct mob_data *md) { unsigned int spawntime, mode; struct mob_db *db; if (!md->spawn) //Doesn't has respawn data! return unit->free(&md->bl,CLR_DEAD); spawntime = md->spawn->delay1; //Base respawn time if (md->spawn->delay2) //random variance spawntime+= rnd()%md->spawn->delay2; //Apply the spawn delay fix [Skotlex] db = mob->db(md->spawn->class_); mode = db->status.mode; if (mode & MD_BOSS) { //Bosses if (battle_config.boss_spawn_delay != 100) { // Divide by 100 first to prevent overflows //(precision loss is minimal as duration is in ms already) spawntime = spawntime/100*battle_config.boss_spawn_delay; } } else if (mode&MD_PLANT) { //Plants if (battle_config.plant_spawn_delay != 100) { spawntime = spawntime/100*battle_config.plant_spawn_delay; } } else if (battle_config.mob_spawn_delay != 100) { //Normal mobs spawntime = spawntime/100*battle_config.mob_spawn_delay; } if (spawntime < 5000) //Monsters should never respawn faster than within 5 seconds spawntime = 5000; if( md->spawn_timer != INVALID_TIMER ) timer->delete(md->spawn_timer, mob->delayspawn); md->spawn_timer = timer->add(timer->gettick()+spawntime, mob->delayspawn, md->bl.id, 0); return 0; } int mob_count_sub(struct block_list *bl, va_list ap) { int mobid[10] = { 0 }, i; ARR_FIND(0, 10, i, (mobid[i] = va_arg(ap, int)) == 0); //fetch till 0 if (mobid[0]) { //if there one let's check it otherwise go backward TBL_MOB *md = BL_CAST(BL_MOB, bl); nullpo_ret(md); ARR_FIND(0, 10, i, md->class_ == mobid[i]); return (i < 10) ? 1 : 0; } return 1; //backward compatibility } /*========================================== * Mob spawning. Initialization is also variously here. *------------------------------------------*/ int mob_spawn (struct mob_data *md) { int i=0; int64 tick = timer->gettick(); int64 c = 0; md->last_thinktime = tick; if (md->bl.prev != NULL) unit->remove_map(&md->bl,CLR_RESPAWN,ALC_MARK); else if (md->spawn && md->class_ != md->spawn->class_) { md->class_ = md->spawn->class_; status->set_viewdata(&md->bl, md->class_); md->db = mob->db(md->class_); memcpy(md->name,md->spawn->name,NAME_LENGTH); } if (md->spawn) { //Respawn data md->bl.m = md->spawn->m; md->bl.x = md->spawn->x; md->bl.y = md->spawn->y; if( (md->bl.x == 0 && md->bl.y == 0) || md->spawn->xs || md->spawn->ys ) { //Monster can be spawned on an area. if( !map->search_freecell(&md->bl, -1, &md->bl.x, &md->bl.y, md->spawn->xs, md->spawn->ys, battle_config.no_spawn_on_player?4:0) ) { // retry again later if( md->spawn_timer != INVALID_TIMER ) timer->delete(md->spawn_timer, mob->delayspawn); md->spawn_timer = timer->add(tick+5000,mob->delayspawn,md->bl.id,0); return 1; } } else if( battle_config.no_spawn_on_player > 99 && map->foreachinrange(mob->count_sub, &md->bl, AREA_SIZE, BL_PC) ) { // retry again later (players on sight) if( md->spawn_timer != INVALID_TIMER ) timer->delete(md->spawn_timer, mob->delayspawn); md->spawn_timer = timer->add(tick+5000,mob->delayspawn,md->bl.id,0); return 1; } } memset(&md->state, 0, sizeof(md->state)); status_calc_mob(md, SCO_FIRST); md->attacked_id = 0; md->target_id = 0; md->move_fail_count = 0; md->ud.state.attack_continue = 0; md->ud.target_to = 0; md->ud.dir = 0; if( md->spawn_timer != INVALID_TIMER ) { timer->delete(md->spawn_timer, mob->delayspawn); md->spawn_timer = INVALID_TIMER; } //md->master_id = 0; md->master_dist = 0; md->state.aggressive = (md->status.mode&MD_ANGRY) ? 1 : 0; md->state.skillstate = MSS_IDLE; md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME; md->last_linktime = tick; md->dmgtick = tick - 5000; md->last_pcneartime = 0; for (i = 0, c = tick-MOB_MAX_DELAY; i < MAX_MOBSKILL; i++) md->skilldelay[i] = c; memset(md->dmglog, 0, sizeof(md->dmglog)); md->tdmg = 0; if (md->lootitem) memset(md->lootitem, 0, sizeof(*md->lootitem)); md->lootitem_count = 0; if(md->db->option) // Added for carts, falcons and pecos for cloned monsters. [Valaris] md->sc.option = md->db->option; // MvP tomb [GreenBox] if ( md->tomb_nid ) mob->mvptomb_destroy(md); map->addblock(&md->bl); if( map->list[md->bl.m].users ) clif->spawn(&md->bl); skill->unit_move(&md->bl,tick,1); mob->skill_use(md, tick, MSC_SPAWN); return 0; } /*========================================== * Determines if the mob can change target. [Skotlex] *------------------------------------------*/ int mob_can_changetarget(struct mob_data* md, struct block_list* target, int mode) { // if the monster was provoked ignore the above rule [celest] if(md->state.provoke_flag) { if (md->state.provoke_flag == target->id) return 1; else if (!(battle_config.mob_ai&0x4)) return 0; } switch (md->state.skillstate) { case MSS_BERSERK: if (!(mode&MD_CHANGETARGET_MELEE)) return 0; return (battle_config.mob_ai&0x4 || check_distance_bl(&md->bl, target, 3)); case MSS_RUSH: return (mode&MD_CHANGETARGET_CHASE); 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_ret(md); nullpo_ret(bl); // Nothing will be carried out if there is no mind of changing TAGE by TAGE ending. if(md->target_id && !mob->can_changetarget(md, bl, status_get_mode(&md->bl))) 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 (md->state.provoke_flag && bl->id != md->state.provoke_flag) md->state.provoke_flag = 0; md->min_chase=dist+md->db->range3; if(md->min_chase>MAX_MINCHASE) md->min_chase=MAX_MINCHASE; return 0; } /*========================================== * The ?? routine of an active monster *------------------------------------------*/ int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap) { struct mob_data *md; struct block_list **target; int mode; int dist; nullpo_ret(bl); md=va_arg(ap,struct mob_data *); target= va_arg(ap,struct block_list**); mode= va_arg(ap,int); //If can't seek yet, not an enemy, or you can't attack it, skip. if (md->bl.id == bl->id || (*target) == bl || !status->check_skilluse(&md->bl, bl, 0, 0)) return 0; if ((mode&MD_TARGETWEAK) && status->get_lv(bl) >= md->level-5) return 0; if(battle->check_target(&md->bl,bl,BCT_ENEMY)<=0) return 0; switch (bl->type) { case BL_PC: if (((TBL_PC*)bl)->state.gangsterparadise && !(status_get_mode(&md->bl)&MD_BOSS)) return 0; //Gangster paradise protection. default: if (battle_config.hom_setting&0x4 && (*target) && (*target)->type == BL_HOM && bl->type != BL_HOM) return 0; //For some reason Homun targets are never overridden. dist = distance_bl(&md->bl, bl); if( ((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) && battle->check_range(&md->bl,bl,md->db->range2) ) { //Pick closest target? #ifdef ACTIVEPATHSEARCH struct walkpath_data wpd; if (!path->search(&wpd, &md->bl, md->bl.m, md->bl.x, md->bl.y, bl->x, bl->y, 0, CELL_CHKNOPASS)) // Count walk path cells return 0; //Standing monsters use range2, walking monsters use range3 if ((md->ud.walktimer == INVALID_TIMER && wpd.path_len > md->db->range2) || (md->ud.walktimer != INVALID_TIMER && wpd.path_len > md->db->range3)) return 0; #endif (*target) = bl; md->target_id=bl->id; md->min_chase= dist + md->db->range3; if(md->min_chase>MAX_MINCHASE) md->min_chase=MAX_MINCHASE; return 1; } break; } return 0; } /*========================================== * chase target-change routine. *------------------------------------------*/ int mob_ai_sub_hard_changechase(struct block_list *bl,va_list ap) { struct mob_data *md; struct block_list **target; nullpo_ret(bl); 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( md->bl.id == bl->id || *target == bl || battle->check_target(&md->bl,bl,BCT_ENEMY) <= 0 || !status->check_skilluse(&md->bl, bl, 0, 0) ) return 0; if(battle->check_range (&md->bl, bl, md->status.rhw.range)) { (*target) = bl; md->target_id=bl->id; md->min_chase= md->db->range3; } return 1; } /*========================================== * finds nearby bg ally for guardians looking for users to follow. *------------------------------------------*/ int mob_ai_sub_hard_bg_ally(struct block_list *bl,va_list ap) { struct mob_data *md; struct block_list **target; nullpo_ret(bl); md=va_arg(ap,struct mob_data *); target= va_arg(ap,struct block_list**); if( status->check_skilluse(&md->bl, bl, 0, 0) && battle->check_target(&md->bl,bl,BCT_ENEMY)<=0 ) { (*target) = bl; } return 1; } /*========================================== * loot monster item search *------------------------------------------*/ int mob_ai_sub_hard_lootsearch(struct block_list *bl,va_list ap) { struct mob_data* md; struct block_list **target; int dist; md=va_arg(ap,struct mob_data *); target= va_arg(ap,struct block_list**); dist=distance_bl(&md->bl, bl); if(mob->can_reach(md,bl,dist+1, MSS_LOOT) && ((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) //New target closer than previous one. ) { (*target) = bl; md->target_id=bl->id; md->min_chase=md->db->range3; } return 0; } int mob_warpchase_sub(struct block_list *bl,va_list ap) { struct block_list *target; struct npc_data **target_nd; struct npc_data *nd; int *min_distance; int cur_distance; target= va_arg(ap, struct block_list*); target_nd= va_arg(ap, struct npc_data**); min_distance= va_arg(ap, int*); nd = (TBL_NPC*) bl; if(nd->subtype != WARP) return 0; //Not a warp if(nd->u.warp.mapindex != map_id2index(target->m)) return 0; //Does not lead to the same map. cur_distance = distance_blxy(target, nd->u.warp.x, nd->u.warp.y); if (cur_distance < *min_distance) { //Pick warp that leads closest to target. *target_nd = nd; *min_distance = cur_distance; return 1; } return 0; } /*========================================== * Processing of slave monsters *------------------------------------------*/ int mob_ai_sub_hard_slavemob(struct mob_data *md, int64 tick) { struct block_list *bl; bl=map->id2bl(md->master_id); if (!bl || status->isdead(bl)) { status_kill(&md->bl); return 1; } if (bl->prev == NULL) return 0; //Master not on a map? Could be warping, do not process. if (status_get_mode(&md->bl)&MD_CANMOVE) { //If the mob can move, follow around. [Check by Skotlex] int old_dist; // 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(bl->m != md->bl.m || (old_dist<10 && md->master_dist>18) || md->master_dist > MAX_MINCHASE ){ md->master_dist = 0; unit->warp(&md->bl,bl->m,bl->x,bl->y,CLR_TELEPORT); return 1; } if(md->target_id) //Slave is busy with a target. 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_dist>MOB_SLAVEDISTANCE || md->master_dist == 0) && unit->can_move(&md->bl) ) { short x = bl->x, y = bl->y; mob_stop_attack(md); if(map->search_freecell(&md->bl, bl->m, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 1) && unit->walktoxy(&md->bl, x, y, 0)) return 1; } } 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] status_kill(&md->bl); return 1; } //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) { struct unit_data *ud = unit->bl2ud(bl); md->last_linktime = tick; if (ud) { struct block_list *tbl=NULL; if (ud->target && ud->state.attack_continue) tbl=map->id2bl(ud->target); else if (ud->skilltarget) { tbl = map->id2bl(ud->skilltarget); //Required check as skilltarget is not always an enemy. [Skotlex] if (tbl && battle->check_target(&md->bl, tbl, BCT_ENEMY) <= 0) tbl = NULL; } if (tbl && status->check_skilluse(&md->bl, tbl, 0, 0)) { md->target_id=tbl->id; md->min_chase=md->db->range3+distance_bl(&md->bl, tbl); if(md->min_chase>MAX_MINCHASE) md->min_chase=MAX_MINCHASE; return 1; } } } return 0; } /*========================================== * A lock of target is stopped and mob moves to a standby state. * This also triggers idle skill/movement since the AI can get stuck * when trying to pick new targets when the current chosen target is * unreachable. *------------------------------------------*/ int mob_unlocktarget(struct mob_data *md, int64 tick) { nullpo_ret(md); switch (md->state.skillstate) { case MSS_WALK: if (md->ud.walktimer != INVALID_TIMER) break; //Because it is not unset when the mob finishes walking. md->state.skillstate = MSS_IDLE; case MSS_IDLE: // Idle skill. if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL) && mob->skill_use(md, tick, -1)) break; //Random walk. if (!md->master_id && DIFF_TICK(md->next_walktime, tick) <= 0 && !mob->randomwalk(md,tick)) //Delay next random walk when this one failed. md->next_walktime = tick+rnd()%1000; break; default: mob_stop_attack(md); mob_stop_walking(md, STOPWALKING_FLAG_FIXPOS); //Stop chasing. md->state.skillstate = MSS_IDLE; if(battle_config.mob_ai&0x8) //Walk instantly after dropping target md->next_walktime = tick+rnd()%1000; else md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME; break; } if (md->target_id) { md->target_id=0; md->ud.target_to = 0; unit->set_target(&md->ud, 0); } if(battle_config.official_cell_stack_limit && map->count_oncell(md->bl.m, md->bl.x, md->bl.y, BL_CHAR|BL_NPC, 1) > battle_config.official_cell_stack_limit) { unit->walktoxy(&md->bl, md->bl.x, md->bl.y, 8); } return 0; } /*========================================== * Random walk *------------------------------------------*/ int mob_randomwalk(struct mob_data *md, int64 tick) { const int retrycount=20; int i,c,d; int speed; nullpo_ret(md); if(DIFF_TICK(md->next_walktime,tick)>0 || !unit->can_move(&md->bl) || !(status_get_mode(&md->bl)&MD_CANMOVE)) return 0; d =12-md->move_fail_count; if(d<5) d=5; if(d>7) d=7; for (i = 0; i < retrycount; i++) { // Search of a movable place int r=rnd(); int x=r%(d*2+1)-d; int y=r/(d*2+1)%(d*2+1)-d; x+=md->bl.x; y+=md->bl.y; if (((x != md->bl.x) || (y != md->bl.y)) && map->getcell(md->bl.m, &md->bl, x, y, CELL_CHKPASS) && unit->walktoxy(&md->bl, x, y, 8)) { break; } } if(i==retrycount){ md->move_fail_count++; if(md->move_fail_count>1000){ ShowWarning("MOB can't move. random spawn %d, class = %d, at %s (%d,%d)\n",md->bl.id,md->class_,map->list[md->bl.m].name, md->bl.x, md->bl.y); md->move_fail_count=0; mob->spawn(md); } return 0; } speed=status->get_speed(&md->bl); for(i=c=0;i<md->ud.walkpath.path_len;i++) { // The next walk start time is calculated. if(md->ud.walkpath.path[i]&1) c+=speed*MOVE_DIAGONAL_COST/MOVE_COST; else c+=speed; } md->state.skillstate=MSS_WALK; md->move_fail_count=0; md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME+c; return 1; } int mob_warpchase(struct mob_data *md, struct block_list *target) { struct npc_data *warp = NULL; int distance = AREA_SIZE; if (!(target && battle_config.mob_ai&0x40 && battle_config.mob_warp&1)) return 0; //Can't warp chase. if (target->m == md->bl.m && check_distance_bl(&md->bl, target, AREA_SIZE)) return 0; //No need to do a warp chase. if (md->ud.walktimer != INVALID_TIMER && map->getcell(md->bl.m, &md->bl, md->ud.to_x, md->ud.to_y, CELL_CHKNPC)) return 1; //Already walking to a warp. //Search for warps within mob's viewing range. map->foreachinrange(mob->warpchase_sub, &md->bl, md->db->range2, BL_NPC, target, &warp, &distance); if (warp && unit->walktobl(&md->bl, &warp->bl, 1, 1)) return 1; return 0; } /*========================================== * AI of MOB whose is near a Player *------------------------------------------*/ bool mob_ai_sub_hard(struct mob_data *md, int64 tick) { struct block_list *tbl = NULL, *abl = NULL; int mode; int view_range, can_move; if(md->bl.prev == NULL || md->status.hp <= 0) return false; if (DIFF_TICK(tick, md->last_thinktime) < MIN_MOBTHINKTIME) return false; md->last_thinktime = tick; if (md->ud.skilltimer != INVALID_TIMER) return false; // Abnormalities if(( md->sc.opt1 > 0 && md->sc.opt1 != OPT1_STONEWAIT && md->sc.opt1 != OPT1_BURNING && md->sc.opt1 != OPT1_CRYSTALIZE ) || md->sc.data[SC_DEEP_SLEEP] || md->sc.data[SC_BLADESTOP] || md->sc.data[SC__MANHOLE] || md->sc.data[SC_CURSEDCIRCLE_TARGET]) { //Should reset targets. md->target_id = md->attacked_id = 0; return false; } if (md->sc.count && md->sc.data[SC_BLIND]) view_range = 3; else view_range = md->db->range2; mode = status_get_mode(&md->bl); can_move = (mode&MD_CANMOVE)&&unit->can_move(&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 || (md->ud.attacktimer == INVALID_TIMER && !status->check_skilluse(&md->bl, tbl, 0, 0)) || (md->ud.walktimer != INVALID_TIMER && !(battle_config.mob_ai&0x1) && !check_distance_bl(&md->bl, tbl, md->min_chase)) || ( tbl->type == BL_PC && ((((TBL_PC*)tbl)->state.gangsterparadise && !(mode&MD_BOSS)) || ((TBL_PC*)tbl)->invincible_timer != INVALID_TIMER) ) ) { //No valid target if (mob->warpchase(md, tbl)) return true; //Chasing this target. if(md->ud.walktimer != INVALID_TIMER && (!can_move || md->ud.walkpath.path_pos <= battle_config.mob_chase_refresh) && (tbl || md->ud.walkpath.path_pos == 0)) return true; //Walk at least "mob_chase_refresh" cells before dropping the target unless target is non-existent mob->unlocktarget(md, tick); //Unlock target tbl = NULL; } } // Check for target change. if (md->attacked_id && mode&MD_CANATTACK) { if (md->attacked_id == md->target_id) { //Rude attacked check. if (!battle->check_range(&md->bl, tbl, md->status.rhw.range) && ( //Can't attack back and can't reach back. (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || (md->sc.data[SC_SPIDERWEB] && md->sc.data[SC_SPIDERWEB]->val1) || md->sc.data[SC_WUGBITE] || md->sc.data[SC_VACUUM_EXTREME] || md->sc.data[SC_THORNS_TRAP] || md->sc.data[SC__MANHOLE] // Not yet confirmed if boss will teleport once it can't reach target. || md->walktoxy_fail_count > 0) ) || !mob->can_reach(md, tbl, md->min_chase, MSS_RUSH) ) && md->state.attacked_count++ >= RUDE_ATTACKED_COUNT && !mob->skill_use(md, tick, MSC_RUDEATTACKED) // If can't rude Attack && can_move && unit->escape(&md->bl, tbl, rnd()%10 +1) // Attempt escape ) { //Escaped md->attacked_id = 0; return true; } } else if( (abl = map->id2bl(md->attacked_id)) && (!tbl || mob->can_changetarget(md, abl, mode) || (md->sc.count && md->sc.data[SC__CHAOS]))) { int dist; if( md->bl.m != abl->m || abl->prev == NULL || (dist = distance_bl(&md->bl, abl)) >= MAX_MINCHASE // Attacker longer than visual area || battle->check_target(&md->bl, abl, BCT_ENEMY) <= 0 // Attacker is not enemy of mob || (battle_config.mob_ai&0x2 && !status->check_skilluse(&md->bl, abl, 0, 0)) // Cannot normal attack back to Attacker || (!battle->check_range(&md->bl, abl, md->status.rhw.range) // Not on Melee Range and ... && ( // Reach check (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || (md->sc.data[SC_SPIDERWEB] && md->sc.data[SC_SPIDERWEB]->val1) || md->sc.data[SC_WUGBITE] || md->sc.data[SC_VACUUM_EXTREME] || md->sc.data[SC_THORNS_TRAP] || md->sc.data[SC__MANHOLE] // Not yet confirmed if boss will teleport once it can't reach target. || md->walktoxy_fail_count > 0) ) || !mob->can_reach(md, abl, dist+md->db->range3, MSS_RUSH) ) ) ) { // Rude attacked if (md->state.attacked_count++ >= RUDE_ATTACKED_COUNT && !mob->skill_use(md, tick, MSC_RUDEATTACKED) && can_move && !tbl && unit->escape(&md->bl, abl, rnd()%10 +1) ) { //Escaped. //TODO: Maybe it shouldn't attempt to run if it has another, valid target? md->attacked_id = 0; return true; } } else if (!(battle_config.mob_ai&0x2) && !status->check_skilluse(&md->bl, abl, 0, 0)) { //Can't attack back, but didn't invoke a rude attacked skill... } else { //Attackable if (!tbl || dist < md->status.rhw.range || !check_distance_bl(&md->bl, tbl, dist) || battle->get_target(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 if (md->state.attacked_count) md->state.attacked_count--; //Should we reset rude attack count? md->min_chase = dist+md->db->range3; if(md->min_chase>MAX_MINCHASE) md->min_chase=MAX_MINCHASE; tbl = abl; //Set the new target } } } //Clear it since it's been checked for already. md->attacked_id = 0; } // Processing of slave monster if (md->master_id > 0 && mob->ai_sub_hard_slavemob(md, tick)) return true; // Scan area for targets if (!tbl && mode&MD_LOOTER && md->lootitem && DIFF_TICK(tick, md->ud.canact_tick) > 0 && (md->lootitem_count < LOOTITEM_SIZE || battle_config.monster_loot_type != 1) ) { // Scan area for items to loot, avoid trying to loot if the mob is full and can't consume the items. map->foreachinrange (mob->ai_sub_hard_lootsearch, &md->bl, view_range, BL_ITEM, md, &tbl); } if ((!tbl && mode&MD_AGGRESSIVE) || md->state.skillstate == MSS_FOLLOW) { map->foreachinrange (mob->ai_sub_hard_activesearch, &md->bl, view_range, DEFAULT_ENEMY_TYPE(md), md, &tbl, mode); } else if ((mode&MD_CHANGECHASE && (md->state.skillstate == MSS_RUSH || md->state.skillstate == MSS_FOLLOW)) || (md->sc.count && md->sc.data[SC__CHAOS])) { int search_size; search_size = view_range<md->status.rhw.range ? view_range:md->status.rhw.range; map->foreachinrange (mob->ai_sub_hard_changechase, &md->bl, search_size, DEFAULT_ENEMY_TYPE(md), md, &tbl); } if (!tbl) { //No targets available. if (mode&MD_ANGRY && !md->state.aggressive) md->state.aggressive = 1; //Restore angry state when no targets are available. /* bg guardians follow allies when no targets nearby */ if( md->bg_id && mode&MD_CANATTACK ) { if( md->ud.walktimer != INVALID_TIMER ) return true;/* we are already moving */ map->foreachinrange (mob->ai_sub_hard_bg_ally, &md->bl, view_range, BL_PC, md, &tbl, mode); if( tbl ) { if( distance_blxy(&md->bl, tbl->x, tbl->y) <= 3 || unit->walktobl(&md->bl, tbl, 1, 1) ) return true;/* we're moving or close enough don't unlock the target. */ } } //This handles triggering idle/walk skill. mob->unlocktarget(md, tick); return true; } //Target exists, attack or loot as applicable. if (tbl->type == BL_ITEM) { //Loot time. struct flooritem_data *fitem; if (md->ud.target == tbl->id && md->ud.walktimer != INVALID_TIMER) return true; //Already locked. if (md->lootitem == NULL) { //Can't loot... mob->unlocktarget (md, tick); return true; } if (!check_distance_bl(&md->bl, tbl, 1)) { //Still not within loot range. if (!(mode&MD_CANMOVE)) { //A looter that can't move? Real smart. mob->unlocktarget(md,tick); return true; } if (!can_move) //Stuck. Wait before walking. return true; md->state.skillstate = MSS_LOOT; if (!unit->walktobl(&md->bl, tbl, 1, 1)) mob->unlocktarget(md, tick); //Can't loot... return true; } //Within looting range. if (md->ud.attacktimer != INVALID_TIMER) return true; //Busy attacking? fitem = (struct flooritem_data *)tbl; //Logs items, taken by (L)ooter Mobs [Lupus] logs->pick_mob(md, LOG_TYPE_LOOT, fitem->item_data.amount, &fitem->item_data, NULL); if (md->lootitem_count < LOOTITEM_SIZE) { memcpy (&md->lootitem[md->lootitem_count++], &fitem->item_data, sizeof(md->lootitem[0])); } else { //Destroy first looted item... if (md->lootitem[0].card[0] == CARD0_PET) intif->delete_petdata( MakeDWord(md->lootitem[0].card[1],md->lootitem[0].card[2]) ); memmove(&md->lootitem[0], &md->lootitem[1], (LOOTITEM_SIZE-1)*sizeof(md->lootitem[0])); memcpy (&md->lootitem[LOOTITEM_SIZE-1], &fitem->item_data, sizeof(md->lootitem[0])); } if (pc->db_checkid(md->vd->class_)) { //Give them walk act/delay to properly mimic players. [Skotlex] clif->takeitem(&md->bl,tbl); md->ud.canact_tick = tick + md->status.amotion; unit->set_walkdelay(&md->bl, tick, md->status.amotion, 1); } //Clear item. map->clearflooritem (tbl); mob->unlocktarget (md,tick); return true; } //Attempt to attack. //At this point we know the target is attackable, we just gotta check if the range matches. if (battle->check_range(&md->bl, tbl, md->status.rhw.range) && !(md->sc.option&OPTION_HIDE)) { //Target within range and able to use normal attack, engage if (md->ud.target != tbl->id || md->ud.attacktimer == INVALID_TIMER) { //Only attack if no more attack delay left if(tbl->type == BL_PC) mob->log_damage(md, tbl, 0); //Log interaction (counts as 'attacker' for the exp bonus) unit->attack(&md->bl,tbl->id,1); } return true; } //Monsters in berserk state, unable to use normal attacks, will always attempt a skill if(md->ud.walktimer == INVALID_TIMER && (md->state.skillstate == MSS_BERSERK || md->state.skillstate == MSS_ANGRY)) { if (DIFF_TICK(md->ud.canmove_tick, tick) <= MIN_MOBTHINKTIME && DIFF_TICK(md->ud.canact_tick, tick) < -MIN_MOBTHINKTIME*IDLE_SKILL_INTERVAL) { //Only use skill if able to walk on next tick and not used a skill the last second mob->skill_use(md, tick, -1); } } //Target still in attack range, no need to chase the target if(battle->check_range(&md->bl, tbl, md->status.rhw.range)) return true; //Only update target cell / drop target after having moved at least "mob_chase_refresh" cells if(md->ud.walktimer != INVALID_TIMER && (!can_move || md->ud.walkpath.path_pos <= battle_config.mob_chase_refresh)) return true; //Out of range... if (!(mode&MD_CANMOVE) || (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0)) { //Can't chase. Immobile and trapped mobs should unlock target and use an idle skill. if (md->ud.attacktimer == INVALID_TIMER) { //Only unlock target if no more attack delay left //This handles triggering idle/walk skill. mob->unlocktarget(md,tick); } return true; } if (md->ud.walktimer != INVALID_TIMER && md->ud.target == tbl->id && ( !(battle_config.mob_ai&0x1) || check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, md->status.rhw.range) )) //Current target tile is still within attack range. return true; //Follow up if possible. //Hint: Chase skills are handled in the walktobl routine if(!mob->can_reach(md, tbl, md->min_chase, MSS_RUSH) || !unit->walktobl(&md->bl, tbl, md->status.rhw.range, 2)) mob->unlocktarget(md,tick); return true; } int mob_ai_sub_hard_timer(struct block_list *bl, va_list ap) { struct mob_data *md = (struct mob_data*)bl; int64 tick = va_arg(ap, int64); if (mob->ai_sub_hard(md, tick)) { //Hard AI triggered. if(!md->state.spotted) md->state.spotted = 1; md->last_pcneartime = tick; } return 0; } /*========================================== * Serious processing for mob in PC field of view (foreachclient) *------------------------------------------*/ int mob_ai_sub_foreachclient(struct map_session_data *sd, va_list ap) { int64 tick; tick=va_arg(ap, int64); map->foreachinrange(mob->ai_sub_hard_timer,&sd->bl, AREA_SIZE+ACTIVE_AI_RANGE, BL_MOB,tick); return 0; } /*========================================== * Negligent mode MOB AI (PC is not in near) *------------------------------------------*/ int mob_ai_sub_lazy(struct mob_data *md, va_list args) { int64 tick; nullpo_ret(md); if(md->bl.prev == NULL) return 0; tick = va_arg(args, int64); if (battle_config.mob_ai&0x20 && map->list[md->bl.m].users>0) return (int)mob->ai_sub_hard(md, tick); if (md->bl.prev==NULL || md->status.hp == 0) return 1; if (battle_config.mob_active_time && md->last_pcneartime && !(md->status.mode&MD_BOSS) && DIFF_TICK(tick,md->last_thinktime) > MIN_MOBTHINKTIME ) { if (DIFF_TICK(tick,md->last_pcneartime) < battle_config.mob_active_time) return (int)mob->ai_sub_hard(md, tick); md->last_pcneartime = 0; } if(battle_config.boss_active_time && md->last_pcneartime && (md->status.mode&MD_BOSS) && DIFF_TICK(tick,md->last_thinktime) > MIN_MOBTHINKTIME) { if (DIFF_TICK(tick,md->last_pcneartime) < battle_config.boss_active_time) return (int)mob->ai_sub_hard(md, tick); md->last_pcneartime = 0; } if(DIFF_TICK(tick,md->last_thinktime)< 10*MIN_MOBTHINKTIME) return 0; md->last_thinktime=tick; if (md->master_id) { mob->ai_sub_hard_slavemob(md,tick); return 0; } if( DIFF_TICK(md->next_walktime,tick) < 0 && (status_get_mode(&md->bl)&MD_CANMOVE) && unit->can_move(&md->bl) ) { if( rnd()%1000 < MOB_LAZYMOVEPERC(md) ) mob->randomwalk(md, tick); } else if( md->ud.walktimer == INVALID_TIMER ) { //Because it is not unset when the mob finishes walking. md->state.skillstate = MSS_IDLE; if( rnd()%1000 < MOB_LAZYSKILLPERC(md) ) //Chance to do a mob's idle skill. mob->skill_use(md, tick, -1); } return 0; } /*========================================== * Negligent processing for mob outside PC field of view (interval timer function) *------------------------------------------*/ int mob_ai_lazy(int tid, int64 tick, int id, intptr_t data) { map->foreachmob(mob->ai_sub_lazy,tick); return 0; } /*========================================== * Serious processing for mob in PC field of view (interval timer function) *------------------------------------------*/ int mob_ai_hard(int tid, int64 tick, int id, intptr_t data) { if (battle_config.mob_ai&0x20) map->foreachmob(mob->ai_sub_lazy,tick); else map->foreachpc(mob->ai_sub_foreachclient,tick); return 0; } /*========================================== * Initializes the delay drop structure for mob-dropped items. *------------------------------------------*/ struct item_drop* mob_setdropitem(int nameid, int qty, struct item_data *data) { struct item_drop *drop = ers_alloc(item_drop_ers, struct item_drop); drop->item_data.nameid = nameid; drop->item_data.amount = qty; drop->item_data.identify = data ? itemdb->isidentified2(data) : itemdb->isidentified(nameid); drop->next = NULL; return drop; } /*========================================== * Initializes the delay drop structure for mob-looted items. *------------------------------------------*/ struct item_drop* mob_setlootitem(struct item* item) { struct item_drop *drop = ers_alloc(item_drop_ers, struct item_drop); memcpy(&drop->item_data, item, sizeof(struct item)); drop->next = NULL; return drop; } /*========================================== * item drop with delay (timer function) *------------------------------------------*/ int mob_delay_item_drop(int tid, int64 tick, int id, intptr_t data) { struct item_drop_list *list; struct item_drop *ditem; list=(struct item_drop_list *)data; ditem = list->item; while (ditem) { struct item_drop *ditem_prev; map->addflooritem(NULL, &ditem->item_data,ditem->item_data.amount, list->m,list->x,list->y, list->first_charid,list->second_charid,list->third_charid,0); ditem_prev = ditem; ditem = ditem->next; ers_free(item_drop_ers, ditem_prev); } ers_free(item_drop_list_ers, list); return 0; } /*========================================== * Sets the item_drop into the item_drop_list. * Also performs logging and autoloot if enabled. * rate is the drop-rate of the item, required for autoloot. * flag : Killed only by homunculus? *------------------------------------------*/ void mob_item_drop(struct mob_data *md, struct item_drop_list *dlist, struct item_drop *ditem, int loot, int drop_rate, unsigned short flag) { TBL_PC* sd; //Logs items, dropped by mobs [Lupus] logs->pick_mob(md, loot?LOG_TYPE_LOOT:LOG_TYPE_PICKDROP_MONSTER, -ditem->item_data.amount, &ditem->item_data, NULL); sd = map->charid2sd(dlist->first_charid); if( sd == NULL ) sd = map->charid2sd(dlist->second_charid); if( sd == NULL ) sd = map->charid2sd(dlist->third_charid); if( sd && (drop_rate <= sd->state.autoloot || pc->isautolooting(sd, ditem->item_data.nameid)) && (battle_config.idle_no_autoloot == 0 || DIFF_TICK(sockt->last_tick, sd->idletime) < battle_config.idle_no_autoloot) && (battle_config.homunculus_autoloot?1:!flag) #ifdef AUTOLOOT_DISTANCE && sd->bl.m == md->bl.m && check_distance_blxy(&sd->bl, dlist->x, dlist->y, AUTOLOOT_DISTANCE) #endif ) { //Autoloot. if (party->share_loot(party->search(sd->status.party_id), sd, &ditem->item_data, sd->status.char_id) == 0 ) { ers_free(item_drop_ers, ditem); return; } } ditem->next = dlist->item; dlist->item = ditem; } int mob_timer_delete(int tid, int64 tick, int id, intptr_t data) { struct block_list* bl = map->id2bl(id); struct mob_data* md = BL_CAST(BL_MOB, bl); if( md ) { if( md->deletetimer != tid ) { ShowError("mob_timer_delete: Timer mismatch: %d != %d\n", tid, md->deletetimer); return 0; } //for Alchemist CANNIBALIZE [Lupus] md->deletetimer = INVALID_TIMER; unit->free(bl, CLR_TELEPORT); } return 0; } /*========================================== * *------------------------------------------*/ int mob_deleteslave_sub(struct block_list *bl,va_list ap) { struct mob_data *md; int id; nullpo_ret(bl); nullpo_ret(md = (struct mob_data *)bl); id=va_arg(ap,int); if(md->master_id > 0 && md->master_id == id ) status_kill(bl); return 0; } /*========================================== * *------------------------------------------*/ int mob_deleteslave(struct mob_data *md) { nullpo_ret(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, int64 tick, int id, intptr_t data) { struct block_list *bl = map->id2bl(id); if(!bl) return 0; status->revive(bl, (uint8)data, 0); return 1; } void mob_log_damage(struct mob_data *md, struct block_list *src, int damage) { int char_id = 0, flag = MDLF_NORMAL; if( damage < 0 ) return; //Do nothing for absorbed damage. if( !damage && !(src->type&DEFAULT_ENEMY_TYPE(md)) ) return; //Do not log non-damaging effects from non-enemies. if( src->id == md->bl.id ) return; //Do not log self-damage. switch( src->type ) { case BL_PC: { struct map_session_data *sd = (TBL_PC*)src; char_id = sd->status.char_id; if( damage ) md->attacked_id = src->id; break; } case BL_HOM: { struct homun_data *hd = (TBL_HOM*)src; flag = MDLF_HOMUN; if( hd->master ) char_id = hd->master->status.char_id; if( damage ) md->attacked_id = src->id; break; } case BL_MER: { struct mercenary_data *mer = (TBL_MER*)src; if( mer->master ) char_id = mer->master->status.char_id; if( damage ) md->attacked_id = src->id; break; } case BL_PET: { struct pet_data *pd = (TBL_PET*)src; flag = MDLF_PET; if( pd->msd ) { char_id = pd->msd->status.char_id; if( damage ) //Let mobs retaliate against the pet's master [Skotlex] md->attacked_id = pd->msd->bl.id; } break; } case BL_MOB: { struct mob_data* md2 = (TBL_MOB*)src; if (md2->special_state.ai != AI_NONE && md2->master_id) { struct map_session_data* msd = map->id2sd(md2->master_id); if( msd ) char_id = msd->status.char_id; } if( !damage ) break; //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 = src->id; break; } case BL_ELEM: { struct elemental_data *ele = (TBL_ELEM*)src; if( ele->master ) char_id = ele->master->status.char_id; if( damage ) md->attacked_id = src->id; break; } default: //For all unhandled types. md->attacked_id = src->id; } if( char_id ) { //Log damage... int i,minpos; unsigned int mindmg; for(i=0,minpos=DAMAGELOG_SIZE-1,mindmg=UINT_MAX;i<DAMAGELOG_SIZE;i++){ if(md->dmglog[i].id==char_id && md->dmglog[i].flag==flag) break; if(md->dmglog[i].id==0) { //Store data in first empty slot. md->dmglog[i].id = char_id; md->dmglog[i].flag= flag; break; } if (md->dmglog[i].dmg<mindmg && i) { //Never overwrite first hit slot (he gets double exp bonus) minpos=i; mindmg=md->dmglog[i].dmg; } } if(i<DAMAGELOG_SIZE) md->dmglog[i].dmg+=damage; else { md->dmglog[minpos].id = char_id; md->dmglog[minpos].flag= flag; md->dmglog[minpos].dmg = damage; } } return; } //Call when a mob has received damage. void mob_damage(struct mob_data *md, struct block_list *src, int damage) { if (damage > 0) { //Store total damage... if (UINT_MAX - (unsigned int)damage > md->tdmg) md->tdmg+=damage; else if (md->tdmg == UINT_MAX) damage = 0; //Stop recording damage once the cap has been reached. else { //Cap damage log... damage = (int)(UINT_MAX - md->tdmg); md->tdmg = UINT_MAX; } if (md->state.aggressive) { //No longer aggressive, change to retaliate AI. md->state.aggressive = 0; if(md->state.skillstate== MSS_ANGRY) md->state.skillstate = MSS_BERSERK; if(md->state.skillstate== MSS_FOLLOW) md->state.skillstate = MSS_RUSH; } //Log damage if (src) mob->log_damage(md, src, damage); md->dmgtick = timer->gettick(); } if (battle_config.show_mob_info&3) clif->charnameack (0, &md->bl); if (!src) return; #if PACKETVER >= 20120404 if (battle_config.show_monster_hp_bar && !(md->status.mode&MD_BOSS)) { int i; for(i = 0; i < DAMAGELOG_SIZE; i++){ // must show hp bar to all char who already hit the mob. if (md->dmglog[i].id) { struct map_session_data *sd = map->charid2sd(md->dmglog[i].id); if (sd && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE)) // check if in range clif->monster_hp_bar(md, sd); } } } #endif } /*========================================== * Signals death of mob. * type&1 -> no drops, type&2 -> no exp *------------------------------------------*/ int mob_dead(struct mob_data *md, struct block_list *src, int type) { struct status_data *mstatus; struct map_session_data *sd = NULL, *tmpsd[DAMAGELOG_SIZE]; struct map_session_data *mvp_sd = NULL, *second_sd = NULL, *third_sd = NULL; struct { struct party_data *p; int id,zeny; unsigned int base_exp,job_exp; } pt[DAMAGELOG_SIZE]; int i, temp, count, m = md->bl.m; int dmgbltypes = 0; // bitfield of all bl types, that caused damage to the mob and are eligible for exp distribution unsigned int mvp_damage; int64 tick = timer->gettick(); bool rebirth, homkillonly; mstatus = &md->status; if( src && src->type == BL_PC ) { sd = (struct map_session_data *)src; mvp_sd = sd; } if( md->guardian_data && md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS ) guild->castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0); if( src ) { // Use Dead skill only if not killed by Script or Command md->state.skillstate = MSS_DEAD; mob->skill_use(md,tick,-1); } map->freeblock_lock(); memset(pt,0,sizeof(pt)); if(src && src->type == BL_MOB) mob->unlocktarget((struct mob_data *)src,tick); // filter out entries not eligible for exp distribution memset(tmpsd,0,sizeof(tmpsd)); for(i = 0, count = 0, mvp_damage = 0; i < DAMAGELOG_SIZE && md->dmglog[i].id; i++) { struct map_session_data* tsd = map->charid2sd(md->dmglog[i].id); if(tsd == NULL) continue; // skip empty entries if(tsd->bl.m != m) continue; // skip players not on this map count++; //Only logged into same map chars are counted for the total. if (pc_isdead(tsd)) continue; // skip dead players if(md->dmglog[i].flag == MDLF_HOMUN && !homun_alive(tsd->hd)) continue; // skip homunc's share if inactive if( md->dmglog[i].flag == MDLF_PET && (!tsd->status.pet_id || !tsd->pd) ) continue; // skip pet's share if inactive if(md->dmglog[i].dmg > mvp_damage) { third_sd = second_sd; second_sd = mvp_sd; mvp_sd = tsd; mvp_damage = md->dmglog[i].dmg; } tmpsd[i] = tsd; // record as valid damage-log entry switch( md->dmglog[i].flag ) { case MDLF_NORMAL: dmgbltypes|= BL_PC; break; case MDLF_HOMUN: dmgbltypes|= BL_HOM; break; case MDLF_PET: dmgbltypes|= BL_PET; break; } } // determines, if the monster was killed by homunculus' damage only homkillonly = (bool)( ( dmgbltypes&BL_HOM ) && !( dmgbltypes&~BL_HOM ) ); if (!battle_config.exp_calc_type && count > 1) { //Apply first-attacker 200% exp share bonus //TODO: Determine if this should go before calculating the MVP player instead of after. if (UINT_MAX - md->dmglog[0].dmg > md->tdmg) { md->tdmg += md->dmglog[0].dmg; md->dmglog[0].dmg<<=1; } else { md->dmglog[0].dmg+= UINT_MAX - md->tdmg; md->tdmg = UINT_MAX; } } if( !(type&2) //No exp && (!map->list[m].flag.pvp || battle_config.pvp_exp) //Pvp no exp rule [MouseJstr] && (!md->master_id || md->special_state.ai == AI_NONE) //Only player-summoned mobs do not give exp. [Skotlex] && (!map->list[m].flag.nobaseexp || !map->list[m].flag.nojobexp) //Gives Exp ) { //Experience calculation. int bonus = 100; //Bonus on top of your share (common to all attackers). int pnum = 0; if (md->sc.data[SC_RICHMANKIM]) bonus += md->sc.data[SC_RICHMANKIM]->val2; if(sd) { temp = status->get_class(&md->bl); if(sd->sc.data[SC_MIRACLE]) i = 2; //All mobs are Star Targets else ARR_FIND(0, MAX_PC_FEELHATE, i, temp == sd->hate_mob[i] && (battle_config.allow_skill_without_day || pc->sg_info[i].day_func())); if(i<MAX_PC_FEELHATE && (temp=pc->checkskill(sd,pc->sg_info[i].bless_id)) > 0) bonus += (i==2?20:10)*temp; } if(battle_config.mobs_level_up && md->level > md->db->lv) // [Valaris] bonus += (md->level-md->db->lv)*battle_config.mobs_level_up_exp_rate; for(i = 0; i < DAMAGELOG_SIZE && md->dmglog[i].id; i++) { int flag=1,zeny=0; unsigned int base_exp, job_exp; double per; //Your share of the mob's exp if (!tmpsd[i]) continue; if (!battle_config.exp_calc_type && md->tdmg) //jAthena's exp formula based on total damage. per = (double)md->dmglog[i].dmg/(double)md->tdmg; else { //eAthena's exp formula based on max hp. per = (double)md->dmglog[i].dmg/(double)mstatus->max_hp; if (per > 2) per = 2; // prevents unlimited exp gain } if (count>1 && battle_config.exp_bonus_attacker) { //Exp bonus per additional attacker. if (count > battle_config.exp_bonus_max_attacker) count = battle_config.exp_bonus_max_attacker; per += per*((count-1)*battle_config.exp_bonus_attacker)/100.; } // change experience for different sized monsters [Valaris] if (battle_config.mob_size_influence) { switch( md->special_state.size ) { case SZ_MEDIUM: per /= 2.; break; case SZ_BIG: per *= 2.; break; } } if( md->dmglog[i].flag == MDLF_PET ) per *= battle_config.pet_attack_exp_rate/100.; if(battle_config.zeny_from_mobs && md->level) { // zeny calculation moblv + random moblv [Valaris] zeny=(int) ((md->level+rnd()%md->level)*per*bonus/100.); if(md->db->mexp > 0) zeny*=rnd()%250; } if (map->list[m].flag.nobaseexp || !md->db->base_exp) base_exp = 0; else base_exp = (unsigned int)cap_value(md->db->base_exp * per * bonus/100. * map->list[m].bexp/100., 1, UINT_MAX); if (map->list[m].flag.nojobexp || !md->db->job_exp || md->dmglog[i].flag == MDLF_HOMUN) //Homun earned job-exp is always lost. job_exp = 0; else job_exp = (unsigned int)cap_value(md->db->job_exp * per * bonus/100. * map->list[m].jexp/100., 1, UINT_MAX); if ( (temp = tmpsd[i]->status.party_id) > 0 ) { int j; for( j = 0; j < pnum && pt[j].id != temp; j++ ); //Locate party. if( j == pnum ){ //Possibly add party. pt[pnum].p = party->search(temp); if(pt[pnum].p && pt[pnum].p->party.exp) { pt[pnum].id = temp; pt[pnum].base_exp = base_exp; pt[pnum].job_exp = job_exp; pt[pnum].zeny = zeny; // zeny share [Valaris] pnum++; flag=0; } } else { //Add to total 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; pt[j].zeny+=zeny; // zeny share [Valaris] flag=0; } } if(base_exp && md->dmglog[i].flag == MDLF_HOMUN) //tmpsd[i] is null if it has no homunc. homun->gainexp(tmpsd[i]->hd, base_exp); if(flag) { if(base_exp || job_exp) { if( md->dmglog[i].flag != MDLF_PET || battle_config.pet_attack_exp_to_master ) { #ifdef RENEWAL_EXP int rate = pc->level_penalty_mod(md->level - (tmpsd[i])->status.base_level, md->status.race, md->status.mode, 1); base_exp = (unsigned int)cap_value(base_exp * rate / 100, 1, UINT_MAX); job_exp = (unsigned int)cap_value(job_exp * rate / 100, 1, UINT_MAX); #endif pc->gainexp(tmpsd[i], &md->bl, base_exp, job_exp, false); } } if(zeny) // zeny from mobs [Valaris] pc->getzeny(tmpsd[i], zeny, LOG_TYPE_PICKDROP_MONSTER, NULL); } } for( i = 0; i < pnum; i++ ) //Party share. party->exp_share(pt[i].p, &md->bl, pt[i].base_exp,pt[i].job_exp,pt[i].zeny); } //End EXP giving. if( !(type&1) && !map->list[m].flag.nomobloot && !md->state.rebirth && ( md->special_state.ai == AI_NONE || //Non special mob battle_config.alchemist_summon_reward == 2 || //All summoned give drops (md->special_state.ai == AI_SPHERE && battle_config.alchemist_summon_reward == 1) //Marine Sphere Drops items. ) ) { // Item Drop struct item_drop_list *dlist = ers_alloc(item_drop_list_ers, struct item_drop_list); struct item_drop *ditem; struct item_data* it = NULL; int drop_rate; #ifdef RENEWAL_DROP int drop_modifier = mvp_sd ? pc->level_penalty_mod( md->level - mvp_sd->status.base_level, md->status.race, md->status.mode, 2) : second_sd ? pc->level_penalty_mod( md->level - second_sd->status.base_level, md->status.race, md->status.mode, 2): third_sd ? pc->level_penalty_mod( md->level - third_sd->status.base_level, md->status.race, md->status.mode, 2) : 100;/* no player was attached, we don't use any modifier (100 = rates are not touched) */ #endif dlist->m = md->bl.m; dlist->x = md->bl.x; dlist->y = md->bl.y; dlist->first_charid = (mvp_sd ? mvp_sd->status.char_id : 0); dlist->second_charid = (second_sd ? second_sd->status.char_id : 0); dlist->third_charid = (third_sd ? third_sd->status.char_id : 0); dlist->item = NULL; for (i = 0; i < MAX_MOB_DROP; i++) { if (md->db->dropitem[i].nameid <= 0) continue; if ( !(it = itemdb->exists(md->db->dropitem[i].nameid)) ) continue; drop_rate = md->db->dropitem[i].p; if (drop_rate <= 0) { if (battle_config.drop_rate0item) continue; drop_rate = 1; } // change drops depending on monsters size [Valaris] if (battle_config.mob_size_influence) { if (md->special_state.size == SZ_MEDIUM && drop_rate >= 2) drop_rate /= 2; else if( md->special_state.size == SZ_BIG) drop_rate *= 2; } if (src) { //Drops affected by luk as a fixed increase [Valaris] if (battle_config.drops_by_luk) drop_rate += status_get_luk(src)*battle_config.drops_by_luk/100; //Drops affected by luk as a % increase [Skotlex] if (battle_config.drops_by_luk2) drop_rate += (int)(0.5+drop_rate*status_get_luk(src)*battle_config.drops_by_luk2/10000.); } if (sd && battle_config.pk_mode && (int)(md->level - sd->status.base_level) >= 20) drop_rate = (int)(drop_rate*1.25); // pk_mode increase drops if 20 level difference [Valaris] // Increase drop rate if user has SC_CASH_RECEIVEITEM if (sd && sd->sc.data[SC_CASH_RECEIVEITEM]) // now rig the drop rate to never be over 90% unless it is originally >90%. drop_rate = max(drop_rate,cap_value((int)(0.5+drop_rate*(sd->sc.data[SC_CASH_RECEIVEITEM]->val1)/100.),0,9000)); #ifdef RENEWAL_DROP if( drop_modifier != 100 ) { drop_rate = drop_rate * drop_modifier / 100; if( drop_rate < 1 ) drop_rate = 1; } #endif if( sd && sd->status.mod_drop != 100 ) { drop_rate = drop_rate * sd->status.mod_drop / 100; if( drop_rate < 1 ) drop_rate = 1; } // attempt to drop the item if (rnd() % 10000 >= drop_rate) continue; if( mvp_sd && it->type == IT_PETEGG ) { pet->create_egg(mvp_sd, md->db->dropitem[i].nameid); continue; } ditem = mob->setdropitem(md->db->dropitem[i].nameid, 1, it); //A Rare Drop Global Announce by Lupus if( mvp_sd && drop_rate <= battle_config.rare_drop_announce ) { char message[128]; sprintf (message, msg_txt(541), mvp_sd->status.name, md->name, it->jname, (float)drop_rate/100); //MSG: "'%s' won %s's %s (chance: %0.02f%%)" intif->broadcast(message, strlen(message)+1, BC_DEFAULT); } /* heres the thing we got the feature set up however we're still discussing how to best define the ids, * so while we discuss, for a small period of time, the list is hardcoded (yes officially only those 2 use it, * thus why we're unsure on how to best place the setting) */ /* temp, will not be hardcoded for long thudu. */ if( it->nameid == 7782 || it->nameid == 7783 ) /* for when not hardcoded: add a check on mvp bonus drop as well */ clif->item_drop_announce(mvp_sd, it->nameid, md->name); // Announce first, or else ditem will be freed. [Lance] // By popular demand, use base drop rate for autoloot code. [Skotlex] mob->item_drop(md, dlist, ditem, 0, md->db->dropitem[i].p, homkillonly); } // Ore Discovery [Celest] if (sd == mvp_sd && pc->checkskill(sd,BS_FINDINGORE) > 0) { if( (temp = itemdb->chain_item(itemdb->chain_cache[ECC_ORE],&i)) ) { ditem = mob->setdropitem(temp, 1, NULL); mob->item_drop(md, dlist, ditem, 0, i, homkillonly); } } if(sd) { // process script-granted extra drop bonuses int itemid = 0; for (i = 0; i < ARRAYLENGTH(sd->add_drop) && (sd->add_drop[i].id || sd->add_drop[i].group); i++) { if ( sd->add_drop[i].race == -md->class_ || ( sd->add_drop[i].race > 0 && ( sd->add_drop[i].race & (1<<mstatus->race) || sd->add_drop[i].race & (1<<((mstatus->mode&MD_BOSS)?RC_BOSS:RC_NONBOSS)) ))) { //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; drop_rate = cap_value(drop_rate, battle_config.item_drop_adddrop_min, battle_config.item_drop_adddrop_max); if (drop_rate > 10000) drop_rate = 10000; } else //it's positive, then it goes as it is drop_rate = sd->add_drop[i].rate; if (rnd()%10000 >= drop_rate) continue; itemid = (sd->add_drop[i].id > 0) ? sd->add_drop[i].id : itemdb->chain_item(sd->add_drop[i].group,&drop_rate); if( itemid ) mob->item_drop(md, dlist, mob->setdropitem(itemid,1,NULL), 0, drop_rate, homkillonly); } } // process script-granted zeny bonus (get_zeny_num) [Skotlex] if( sd->bonus.get_zeny_num && rnd()%100 < sd->bonus.get_zeny_rate ) { i = sd->bonus.get_zeny_num > 0 ? sd->bonus.get_zeny_num : -md->level * sd->bonus.get_zeny_num; if (!i) i = 1; pc->getzeny(sd, 1+rnd()%i, LOG_TYPE_PICKDROP_MONSTER, NULL); } } // process items looted by the mob if(md->lootitem) { for(i = 0; i < md->lootitem_count; i++) mob->item_drop(md, dlist, mob->setlootitem(&md->lootitem[i]), 1, 10000, homkillonly); } if (dlist->item) //There are drop items. timer->add(tick + (!battle_config.delay_battle_damage?500:0), mob->delay_item_drop, 0, (intptr_t)dlist); else //No drops ers_free(item_drop_list_ers, dlist); } else if (md->lootitem && md->lootitem_count) { //Loot MUST drop! struct item_drop_list *dlist = ers_alloc(item_drop_list_ers, struct item_drop_list); dlist->m = md->bl.m; dlist->x = md->bl.x; dlist->y = md->bl.y; dlist->first_charid = (mvp_sd ? mvp_sd->status.char_id : 0); dlist->second_charid = (second_sd ? second_sd->status.char_id : 0); dlist->third_charid = (third_sd ? third_sd->status.char_id : 0); dlist->item = NULL; for(i = 0; i < md->lootitem_count; i++) mob->item_drop(md, dlist, mob->setlootitem(&md->lootitem[i]), 1, 10000, homkillonly); timer->add(tick + (!battle_config.delay_battle_damage?500:0), mob->delay_item_drop, 0, (intptr_t)dlist); } if(mvp_sd && md->db->mexp > 0 && md->special_state.ai == AI_NONE) { int log_mvp[2] = {0}; unsigned int mexp; double exp; //mapflag: noexp check [Lorky] if (map->list[m].flag.nobaseexp || type&2) exp =1; else { exp = md->db->mexp; if (count > 1) exp += exp*(battle_config.exp_bonus_attacker*(count-1))/100.; //[Gengar] } mexp = (unsigned int)cap_value(exp, 1, UINT_MAX); clif->mvp_effect(mvp_sd); clif->mvp_exp(mvp_sd,mexp); pc->gainexp(mvp_sd, &md->bl, mexp,0, false); log_mvp[1] = mexp; if( !(map->list[m].flag.nomvploot || type&1) ) { /* pose them randomly in the list -- so on 100% drop servers it wont always drop the same item */ int mdrop_id[MAX_MVP_DROP]; int mdrop_p[MAX_MVP_DROP]; struct item item; memset(&mdrop_id,0,MAX_MVP_DROP*sizeof(int)); for(i = 0; i < MAX_MVP_DROP; i++) { while( 1 ) { int va = rnd()%MAX_MVP_DROP; if( !mdrop_id[va] || !md->db->mvpitem[i].nameid ) { mdrop_id[va] = md->db->mvpitem[i].nameid; mdrop_p[va] = md->db->mvpitem[i].p; break; } } } for(i = 0; i < MAX_MVP_DROP; i++) { struct item_data *data; if(mdrop_id[i] <= 0) continue; if(! (data = itemdb->exists(mdrop_id[i])) ) continue; temp = mdrop_p[i]; if(temp <= 0 && !battle_config.drop_rate0item) temp = 1; if(temp <= rnd()%10000+1) //if ==0, then it doesn't drop continue; memset(&item,0,sizeof(item)); item.nameid=mdrop_id[i]; item.identify= itemdb->isidentified2(data); clif->mvp_item(mvp_sd,item.nameid); log_mvp[0] = item.nameid; //A Rare MVP Drop Global Announce by Lupus if(temp<=battle_config.rare_drop_announce) { char message[128]; sprintf (message, msg_txt(541), mvp_sd->status.name, md->name, data->jname, temp/100.); //MSG: "'%s' won %s's %s (chance: %0.02f%%)" intif->broadcast(message, strlen(message)+1, BC_DEFAULT); } if((temp = pc->additem(mvp_sd,&item,1,LOG_TYPE_PICKDROP_PLAYER)) != 0) { clif->additem(mvp_sd,0,0,temp); map->addflooritem(&md->bl, &item, 1, mvp_sd->bl.m, mvp_sd->bl.x, mvp_sd->bl.y, mvp_sd->status.char_id, (second_sd?second_sd->status.char_id : 0), (third_sd ? third_sd->status.char_id : 0), 1); } //Logs items, MVP prizes [Lupus] logs->pick_mob(md, LOG_TYPE_MVP, -1, &item, data); break; } } logs->mvpdrop(mvp_sd, md->class_, log_mvp); } if (type&2 && !sd && md->class_ == MOBID_EMPERIUM && md->guardian_data) { //Emperium destroyed by script. Discard mvp character. [Skotlex] mvp_sd = NULL; } rebirth = ( md->sc.data[SC_KAIZEL] || (md->sc.data[SC_REBIRTH] && !md->state.rebirth) ); if( !rebirth ) { // Only trigger event on final kill md->status.hp = 0; //So that npc_event invoked functions KNOW that mob is dead if( src ) { switch( src->type ) { case BL_PET: sd = ((TBL_PET*)src)->msd; break; case BL_HOM: sd = ((TBL_HOM*)src)->master; break; case BL_MER: sd = ((TBL_MER*)src)->master; break; case BL_ELEM: sd = ((TBL_ELEM*)src)->master; break; } } if( sd ) { if( sd->mission_mobid == md->class_) { //TK_MISSION [Skotlex] if (++sd->mission_count >= 100 && (temp = mob->get_random_id(0, 0xE, sd->status.base_level)) != 0) { pc->addfame(sd, 1); sd->mission_mobid = temp; pc_setglobalreg(sd,script->add_str("TK_MISSION_ID"), temp); sd->mission_count = 0; clif->mission_info(sd, temp, 0); } pc_setglobalreg(sd,script->add_str("TK_MISSION_COUNT"), sd->mission_count); } if( sd->status.party_id ) map->foreachinrange(quest->update_objective_sub,&md->bl,AREA_SIZE,BL_PC,sd->status.party_id,md->class_); else if( sd->avail_quests ) quest->update_objective(sd, md->class_); if( sd->md && src && src->type != BL_HOM && mob->db(md->class_)->lv > sd->status.base_level/2 ) mercenary->kills(sd->md); } if( md->npc_event[0] && !md->state.npc_killmonster ) { if( sd && battle_config.mob_npc_event_type ) { pc->setparam(sd, SP_KILLERRID, sd->bl.id); npc->event(sd,md->npc_event,0); } else if( mvp_sd ) { pc->setparam(mvp_sd, SP_KILLERRID, sd?sd->bl.id:0); npc->event(mvp_sd,md->npc_event,0); } else npc->event_do(md->npc_event); } else if( mvp_sd && !md->state.npc_killmonster ) { pc->setparam(mvp_sd, SP_KILLEDRID, md->class_); npc->script_event(mvp_sd, NPCE_KILLNPC); // PCKillNPC [Lance] } md->status.hp = 1; } if(md->deletetimer != INVALID_TIMER) { timer->delete(md->deletetimer,mob->timer_delete); md->deletetimer = INVALID_TIMER; } /** * Only loops if necessary (e.g. a poring would never need to loop) **/ if( md->can_summon ) mob->deleteslave(md); map->freeblock_unlock(); if( !rebirth ) { if( pc->db_checkid(md->vd->class_) ) {//Player mobs are not removed automatically by the client. /* first we set them dead, then we delay the out sight effect */ clif->clearunit_area(&md->bl,CLR_DEAD); clif->clearunit_delayed(&md->bl, CLR_OUTSIGHT,tick+3000); } else /** * We give the client some time to breath and this allows it to display anything it'd like with the dead corpose * For example, this delay allows it to display soul drain effect **/ clif->clearunit_delayed(&md->bl, CLR_DEAD, tick+250); } if(!md->spawn) //Tell status->damage to remove it from memory. return 5; // Note: Actually, it's 4. Oh well... // MvP tomb [GreenBox] if (battle_config.mvp_tomb_enabled && md->spawn->state.boss && map->list[md->bl.m].flag.notomb != 1) mob->mvptomb_create(md, mvp_sd ? mvp_sd->status.name : NULL, time(NULL)); if( !rebirth ) { status->change_clear(&md->bl,1); mob->setdelayspawn(md); //Set respawning. } return 3; //Remove from map. } void mob_revive(struct mob_data *md, unsigned int hp) { int64 tick = timer->gettick(); md->state.skillstate = MSS_IDLE; md->last_thinktime = tick; md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME; md->last_linktime = tick; md->last_pcneartime = 0; memset(md->dmglog, 0, sizeof(md->dmglog)); // Reset the damage done on the rebirthed monster, otherwise will grant full exp + damage done. [Valaris] md->tdmg = 0; if (!md->bl.prev) map->addblock(&md->bl); clif->spawn(&md->bl); skill->unit_move(&md->bl,tick,1); mob->skill_use(md, tick, MSC_SPAWN); if (battle_config.show_mob_info&3) clif->charnameack (0, &md->bl); } int mob_guardian_guildchange(struct mob_data *md) { struct guild *g; nullpo_ret(md); 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->g = NULL; else { if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS && md->guardian_data->castle->guardian[md->guardian_data->number].visible) guild->castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number, 0); unit->free(&md->bl,CLR_OUTSIGHT); //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->castle->guild_id); if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS) guild->castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number, 0); unit->free(&md->bl,CLR_OUTSIGHT); return 0; } md->guardian_data->g = g; return 1; } /*========================================== * Pick a random class for the mob *------------------------------------------*/ int mob_random_class (int *value, size_t count) { nullpo_ret(value); // no count specified, look into the array manually, but take only max 5 elements if (count < 1) { count = 0; while(count < 5 && mob->db_checkid(value[count])) count++; if(count < 1) // nothing found return 0; } else { // check if at least the first value is valid if(mob->db_checkid(value[0]) == 0) return 0; } //Pick a random value, hoping it exists. [Skotlex] return mob->db_checkid(value[rnd()%count]); } /*========================================== * Change mob base class *------------------------------------------*/ int mob_class_change (struct mob_data *md, int class_) { int64 tick = timer->gettick(), c = 0; int i, hp_rate; nullpo_ret(md); if( md->bl.prev == NULL ) return 0; //Disable class changing for some targets... if (md->guardian_data) return 0; //Guardians/Emperium if( mob_is_treasure(md) ) return 0; //Treasure Boxes if( md->special_state.ai > AI_ATTACK ) return 0; //Marine Spheres and Floras. if( mob->is_clone(md->class_) ) return 0; //Clones if( md->class_ == class_ ) return 0; //Nothing to change. hp_rate = get_percentage(md->status.hp, md->status.max_hp); md->class_ = class_; md->db = mob->db(class_); if (battle_config.override_mob_names==1) memcpy(md->name,md->db->name,NAME_LENGTH); else memcpy(md->name,md->db->jname,NAME_LENGTH); mob_stop_attack(md); mob_stop_walking(md, STOPWALKING_FLAG_NONE); unit->skillcastcancel(&md->bl, 0); status->set_viewdata(&md->bl, class_); clif->class_change(&md->bl, md->vd->class_, 1); status_calc_mob(md, SCO_FIRST); md->ud.state.speed_changed = 1; //Speed change update. if (battle_config.monster_class_change_recover) { memset(md->dmglog, 0, sizeof(md->dmglog)); md->tdmg = 0; } else { md->status.hp = md->status.max_hp*hp_rate/100; if(md->status.hp < 1) md->status.hp = 1; } for(i=0,c=tick-MOB_MAX_DELAY;i<MAX_MOBSKILL;i++) md->skilldelay[i] = c; if(md->lootitem == NULL && md->db->status.mode&MD_LOOTER) md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item)); //Targets should be cleared no morph md->target_id = md->attacked_id = 0; //Need to update name display. clif->charnameack(0, &md->bl); status_change_end(&md->bl,SC_KEEPING,INVALID_TIMER); return 0; } /*========================================== * mob heal, update display hp info of mob for players *------------------------------------------*/ void mob_heal(struct mob_data *md, unsigned int heal) { if (battle_config.show_mob_info&3) clif->charnameack (0, &md->bl); #if PACKETVER >= 20120404 if (battle_config.show_monster_hp_bar && !(md->status.mode&MD_BOSS)) { int i; for(i = 0; i < DAMAGELOG_SIZE; i++){ // must show hp bar to all char who already hit the mob. if (md->dmglog[i].id) { struct map_session_data *sd = map->charid2sd(md->dmglog[i].id); if (sd && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE)) // check if in range clif->monster_hp_bar(md, sd); } } } #endif } /*========================================== * 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; short x,y,range=0; master = va_arg(ap, struct block_list*); range = va_arg(ap, int); if(md->master_id!=master->id) return 0; map->search_freecell(master, 0, &x, &y, range, range, 0); unit->warp(&md->bl, master->m, x, y,CLR_TELEPORT); 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); } /*========================================== * Counts slave sub, currently checking if mob master is the given ID. *------------------------------------------*/ 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; } /*========================================== * Counts the number of slaves a mob has on the map. *------------------------------------------*/ 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,uint16 skill_id) { struct mob_data *md; struct spawn_data data; int count = 0,k=0,hp_rate=0; nullpo_ret(md2); nullpo_ret(value); memset(&data, 0, sizeof(struct spawn_data)); data.m = md2->bl.m; data.x = md2->bl.x; data.y = md2->bl.y; data.num = 1; data.state.size = md2->special_state.size; data.state.ai = md2->special_state.ai; if(mob->db_checkid(value[0]) == 0) return 0; /** * Flags this monster is able to summon; saves a worth amount of memory upon deletion **/ md2->can_summon = 1; while(count < 5 && mob->db_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 = rnd()%count; amount+=k; //Increase final value by same amount to preserve total number to summon. } if (!battle_config.monster_class_change_recover && (skill_id == NPC_TRANSFORMATION || skill_id == NPC_METAMORPHOSIS)) hp_rate = get_percentage(md2->status.hp, md2->status.max_hp); for(;k<amount;k++) { short x,y; data.class_ = value[k%count]; //Summon slaves in round-robin fashion. [Skotlex] if (mob->db_checkid(data.class_) == 0) continue; if (map->search_freecell(&md2->bl, 0, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 0)) { data.x = x; data.y = y; } else { data.x = md2->bl.x; data.y = md2->bl.y; } //These two need to be loaded from the db for each slave. if(battle_config.override_mob_names==1) strcpy(data.name,"--en--"); else strcpy(data.name,"--ja--"); if (!mob->parse_dataset(&data)) continue; md= mob->spawn_dataset(&data); if(skill_id == NPC_SUMMONSLAVE){ md->master_id=md2->bl.id; md->special_state.ai = md2->special_state.ai; } mob->spawn(md); if (hp_rate) //Scale HP md->status.hp = md->status.max_hp*hp_rate/100; //Inherit the aggressive mode of the master. if (battle_config.slaves_inherit_mode && md->master_id) { switch (battle_config.slaves_inherit_mode) { case 1: //Always aggressive if (!(md->status.mode&MD_AGGRESSIVE)) sc_start4(NULL, &md->bl, SC_MODECHANGE, 100,1,0, MD_AGGRESSIVE, 0, 0); break; case 2: //Always passive if (md->status.mode&MD_AGGRESSIVE) sc_start4(NULL, &md->bl, SC_MODECHANGE, 100,1,0, 0, MD_AGGRESSIVE, 0); break; default: //Copy master. if (md2->status.mode&MD_AGGRESSIVE) sc_start4(NULL, &md->bl, SC_MODECHANGE, 100,1,0, MD_AGGRESSIVE, 0, 0); else sc_start4(NULL, &md->bl, SC_MODECHANGE, 100,1,0, 0, MD_AGGRESSIVE, 0); break; } } clif->skill_nodamage(&md->bl,&md->bl,skill_id,amount,1); } return 0; } /*========================================== * MOBskill lookup (get skillindex through skill_id) * Returns -1 if not found. *------------------------------------------*/ int mob_skill_id2skill_idx(int class_,uint16 skill_id) { int i, max = mob->db(class_)->maxskill; struct mob_skill *ms=mob->db(class_)->skill; if(ms==NULL) return -1; ARR_FIND( 0, max, i, ms[i].skill_id == skill_id ); return ( i < max ) ? i : -1; } /*========================================== * Friendly Mob whose HP is decreasing by a nearby MOB is looked for. *------------------------------------------*/ int mob_getfriendhprate_sub(struct block_list *bl,va_list ap) { int min_rate, max_rate,rate; struct block_list **fr; struct mob_data *md; md = va_arg(ap,struct mob_data *); min_rate=va_arg(ap,int); max_rate=va_arg(ap,int); fr=va_arg(ap,struct block_list **); if( md->bl.id == bl->id && !(battle_config.mob_ai&0x10)) return 0; if ((*fr) != NULL) //A friend was already found. return 0; if (battle->check_target(&md->bl,bl,BCT_ENEMY)>0) return 0; rate = get_percentage(status_get_hp(bl), status_get_max_hp(bl)); if (rate >= min_rate && rate <= max_rate) (*fr) = bl; return 1; } struct block_list *mob_getfriendhprate(struct mob_data *md,int min_rate,int max_rate) { struct block_list *fr=NULL; int type = BL_MOB; nullpo_retr(NULL, md); if (md->special_state.ai != AI_NONE) //Summoned creatures. [Skotlex] type = BL_PC; map->foreachinrange(mob->getfriendhprate_sub, &md->bl, 8, type,md,min_rate,max_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( bl && get_percentage(status_get_hp(bl), status_get_max_hp(bl)) < rate ) 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_ret(bl); nullpo_ret(md=(struct mob_data *)bl); nullpo_ret(mmd=va_arg(ap,struct mob_data *)); if( mmd->bl.id == bl->id && !(battle_config.mob_ai&0x10) ) 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] != NULL))) //Once an effect was found, break out. [Skotlex] break; } }else flag=( md->sc.data[cond2] != NULL ); 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_ret(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, int64 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 block_list *bl; struct mob_data *fmd = NULL; int i,j,n; nullpo_ret(md); nullpo_ret(ms = md->db->skill); if (!battle_config.mob_skill_rate || md->ud.skilltimer != INVALID_TIMER || !md->db->maxskill) return 0; if (event == -1 && DIFF_TICK(md->ud.canact_tick, tick) > 0) return 0; //Skill act delay only affects non-event skills. //Pick a starting position and loop from that. i = (battle_config.mob_ai&0x100) ? rnd()%md->db->maxskill : 0; for (n = 0; n < md->db->maxskill; i++, n++) { int c2, flag = 0; if (i == md->db->maxskill) i = 0; if (DIFF_TICK(tick, md->skilldelay[i]) < ms[i].delay) continue; c2 = ms[i].cond2; if (ms[i].state != md->state.skillstate) { if (md->state.skillstate != MSS_DEAD && (ms[i].state == MSS_ANY || (ms[i].state == MSS_ANYTARGET && md->target_id && md->state.skillstate != MSS_LOOT) )) //ANYTARGET works with any state as long as there's a target. [Skotlex] ; else continue; } if (rnd() % 10000 > ms[i].permillage) //Lupus (max value = 10000) continue; if (ms[i].cond1 == event) flag = 1; //Trigger skill. else if (ms[i].cond1 == MSC_SKILLUSED) flag = ((event & 0xffff) == MSC_SKILLUSED && ((event >> 16) == c2 || c2 == 0)); else if(event == -1){ //Avoid entering on defined events to avoid "hyper-active skill use" due to the overflow of calls to this function in battle. switch (ms[i].cond1) { case MSC_ALWAYS: flag = 1; break; case MSC_MYHPLTMAXRATE: // HP< maxhp% flag = get_percentage(md->status.hp, md->status.max_hp); flag = (flag <= c2); break; case MSC_MYHPINRATE: flag = get_percentage(md->status.hp, md->status.max_hp); flag = (flag >= c2 && flag <= ms[i].val[0]); 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) { for (j = SC_COMMON_MIN; j <= SC_COMMON_MAX; j++) if ((flag = (md->sc.data[j]!=NULL)) != 0) break; } else { flag = (md->sc.data[ms[i].cond2]!=NULL); } flag ^= (ms[i].cond1 == MSC_MYSTATUSOFF); break; case MSC_FRIENDHPLTMAXRATE: // friend HP < maxhp% flag = ((fbl = mob->getfriendhprate(md, 0, ms[i].cond2)) != NULL); break; case MSC_FRIENDHPINRATE: flag = ((fbl = mob->getfriendhprate(md, ms[i].cond2, ms[i].val[0])) != 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 = (unit->counttargeted(&md->bl) > c2); break; case MSC_SLAVELE: // slave <= num flag = (mob->countslave(&md->bl) <= c2 ); break; case MSC_ATTACKPCGE: // attack pc >= num flag = (unit->counttargeted(&md->bl) >= c2); break; case MSC_AFTERSKILL: flag = (md->ud.skill_id == c2); break; case MSC_RUDEATTACKED: flag = (md->state.attacked_count >= RUDE_ATTACKED_COUNT); if (flag) md->state.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 && (fbl=map->id2bl(md->master_id)) != NULL && unit->counttargeted(fbl) > 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) {//Ground skill. short x, y; switch (ms[i].target) { case MST_RANDOM: //Pick a random enemy within skill range. bl = battle->get_enemy(&md->bl, DEFAULT_ENEMY_TYPE(md), skill->get_range2(&md->bl, ms[i].skill_id, ms[i].skill_lv)); break; 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: bl = fbl?fbl:(fmd?&fmd->bl:&md->bl); break; default: bl = &md->bl; break; } if (!bl) continue; x = bl->x; y = bl->y; // Look for an area to cast the spell around... if (ms[i].target >= MST_AROUND1 || ms[i].target >= MST_AROUND5) { j = ms[i].target >= MST_AROUND1? (ms[i].target-MST_AROUND1) +1: (ms[i].target-MST_AROUND5) +1; map->search_freecell(&md->bl, md->bl.m, &x, &y, j, j, 3); } md->skill_idx = i; map->freeblock_lock(); if( !battle->check_range(&md->bl,bl,skill->get_range2(&md->bl, ms[i].skill_id,ms[i].skill_lv)) || !unit->skilluse_pos2(&md->bl, x, y,ms[i].skill_id, ms[i].skill_lv,ms[i].casttime, ms[i].cancel) ) { map->freeblock_unlock(); continue; } } else { //Targeted skill switch (ms[i].target) { case MST_RANDOM: //Pick a random enemy within skill range. bl = battle->get_enemy(&md->bl, DEFAULT_ENEMY_TYPE(md), skill->get_range2(&md->bl, ms[i].skill_id, ms[i].skill_lv)); break; 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) continue; md->skill_idx = i; map->freeblock_lock(); if( !battle->check_range(&md->bl,bl,skill->get_range2(&md->bl, ms[i].skill_id,ms[i].skill_lv)) || !unit->skilluse_id2(&md->bl, bl->id,ms[i].skill_id, ms[i].skill_lv,ms[i].casttime, ms[i].cancel) ) { map->freeblock_unlock(); continue; } } //Skill used. Post-setups... if ( ms[ i ].msg_id ){ //Display color message [SnakeDrak] struct mob_chat *mc = mob->chat(ms[i].msg_id); char temp[CHAT_SIZE_MAX]; char name[NAME_LENGTH]; snprintf(name, sizeof name,"%s", md->name); strtok(name, "#"); // discard extra name identifier if present [Daegaladh] snprintf(temp, sizeof temp,"%s : %s", name, mc->msg); clif->messagecolor(&md->bl, mc->color, temp); } if(!(battle_config.mob_ai&0x200)) { //pass on delay to same skill. for (j = 0; j < md->db->maxskill; j++) if (md->db->skill[j].skill_id == ms[i].skill_id) md->skilldelay[j]=tick; } else md->skilldelay[i]=tick; map->freeblock_unlock(); return 1; } //No skill was used. md->skill_idx = -1; return 0; } /*========================================== * Skill use event processing *------------------------------------------*/ int mobskill_event(struct mob_data *md, struct block_list *src, int64 tick, int flag) { int target_id, res = 0; if(md->bl.prev == NULL || md->status.hp <= 0) return 0; if (md->special_state.ai == AI_SPHERE) {//LOne WOlf explained that ANYONE can trigger the marine countdown skill. [Skotlex] md->state.alchemist = 1; return mob->skill_use(md, timer->gettick(), MSC_ALCHEMIST); } target_id = md->target_id; if (!target_id || battle_config.mob_changetarget_byskill) md->target_id = src->id; if (flag == -1) res = mob->skill_use(md, tick, MSC_CASTTARGETED); else if ((flag&0xffff) == MSC_SKILLUSED) res = mob->skill_use(md, tick, flag); else if (flag&BF_SHORT) res = mob->skill_use(md, tick, MSC_CLOSEDATTACKED); else if (flag&BF_LONG && !(flag&BF_MAGIC)) //Long-attacked should not include magic. res = mob->skill_use(md, tick, MSC_LONGRANGEATTACKED); if (!res) //Restore previous target only if skill condition failed to trigger. [Skotlex] md->target_id = target_id; //Otherwise check if the target is an enemy, and unlock if needed. else if (battle->check_target(&md->bl, src, BCT_ENEMY) <= 0) md->target_id = target_id; return res; } // Player cloned mobs. [Valaris] int mob_is_clone(int class_) { if(class_ < MOB_CLONE_START || class_ > MOB_CLONE_END) return 0; if (mob->db(class_) == mob->dummy) return 0; return class_; } //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, int16 m, int16 x, int16 y, const char *event, int master_id, int mode, int flag, unsigned int duration) { int class_; int i,j,h,inf, fd; struct mob_data *md; struct mob_skill *ms; struct mob_db* db; struct status_data *mstatus; nullpo_ret(sd); if(pc_isdead(sd) && master_id && flag&1) return 0; ARR_FIND( MOB_CLONE_START, MOB_CLONE_END, class_, mob->db_data[class_] == NULL ); if(class_ >= MOB_CLONE_END) return 0; db = mob->db_data[class_]=(struct mob_db*)aCalloc(1, sizeof(struct mob_db)); mstatus = &db->status; strcpy(db->sprite,sd->status.name); strcpy(db->name,sd->status.name); strcpy(db->jname,sd->status.name); db->lv=status->get_lv(&sd->bl); memcpy(mstatus, &sd->base_status, sizeof(struct status_data)); mstatus->rhw.atk2= mstatus->dex + mstatus->rhw.atk + mstatus->rhw.atk2; //Max ATK mstatus->rhw.atk = mstatus->dex; //Min ATK if (mstatus->lhw.atk) { mstatus->lhw.atk2= mstatus->dex + mstatus->lhw.atk + mstatus->lhw.atk2; //Max ATK mstatus->lhw.atk = mstatus->dex; //Min ATK } if (mode) //User provided mode. mstatus->mode = mode; else if (flag&1) //Friendly Character, remove looting. mstatus->mode &= ~MD_LOOTER; mstatus->hp = mstatus->max_hp; mstatus->sp = mstatus->max_sp; memcpy(&db->vd, &sd->vd, sizeof(struct view_data)); db->base_exp=1; db->job_exp=1; db->range2=AREA_SIZE; //Let them have the same view-range as players. db->range3=AREA_SIZE; //Min chase of a screen. db->option=sd->sc.option; //Skill copy [Skotlex] ms = &db->skill[0]; /** * We temporarily disable sd's fd so it doesn't receive the messages from skill_check_condition_castbegin **/ fd = sd->fd; sd->fd = 0; //Go Backwards to give better priority to advanced skills. for (i=0,j = MAX_SKILL_TREE-1;j>=0 && i< MAX_MOBSKILL ;j--) { int idx = pc->skill_tree[pc->class2idx(sd->status.class_)][j].idx; int skill_id = pc->skill_tree[pc->class2idx(sd->status.class_)][j].id; if (!skill_id || sd->status.skill[idx].lv < 1 || (skill->dbs->db[idx].inf2&(INF2_WEDDING_SKILL|INF2_GUILD_SKILL)) ) continue; for(h = 0; h < map->list[sd->bl.m].zone->disabled_skills_count; h++) { if( skill_id == map->list[sd->bl.m].zone->disabled_skills[h]->nameid && map->list[sd->bl.m].zone->disabled_skills[h]->subtype == MZS_CLONE ) { break; } } if( h < map->list[sd->bl.m].zone->disabled_skills_count ) continue; //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_id(skill_id, 0) && skill->get_unit_flag(skill_id)&(UF_NOMOB|UF_NOPC)) continue; /** * The clone should be able to cast the skill (e.g. have the required weapon) bugreport:5299) **/ if( !skill->check_condition_castbegin(sd,skill_id,sd->status.skill[idx].lv) ) continue; memset (&ms[i], 0, sizeof(struct mob_skill)); ms[i].skill_id = skill_id; ms[i].skill_lv = sd->status.skill[idx].lv; ms[i].state = MSS_ANY; ms[i].permillage = 500*battle_config.mob_skill_rate/100; //Default chance of all skills: 5% ms[i].emotion = -1; ms[i].cancel = 0; ms[i].casttime = skill->cast_fix(&sd->bl,skill_id, ms[i].skill_lv); ms[i].delay = 5000+skill->delay_fix(&sd->bl,skill_id, ms[i].skill_lv); inf = skill->dbs->db[idx].inf; 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_ANYTARGET; else ms[i].state = MSS_BERSERK; } else if(inf&INF_GROUND_SKILL) { 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].state = MSS_ANYTARGET; 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_inf2(skill_id)&INF2_NO_TARGET_SELF) { //auto-select target 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_ANYTARGET; } else { 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)); db->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: case GS_CHAINACTION: ms[i].state = MSS_BERSERK; ms[i].target = MST_TARGET; ms[i].cond1 = MSC_ALWAYS; ms[i].permillage = skill_id==MO_TRIPLEATTACK?(3000-ms[i].skill_lv*100):(ms[i].skill_lv*500); 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; db->maxskill = ++i; } /** * We grant the session it's fd value back. **/ sd->fd = fd; //Finally, spawn it. md = mob->once_spawn_sub(&sd->bl, m, x, y, "--en--", class_, event, SZ_SMALL, AI_NONE); if (!md) return 0; //Failed? md->special_state.clone = 1; if (master_id || flag || duration) { //Further manipulate crafted char. if (flag&1) //Friendly Character md->special_state.ai = AI_ATTACK; if (master_id) //Attach to Master md->master_id = master_id; if (duration) //Auto Delete after a while. { if( md->deletetimer != INVALID_TIMER ) timer->delete(md->deletetimer, mob->timer_delete); md->deletetimer = timer->add(timer->gettick() + duration, mob->timer_delete, md->bl.id, 0); } } mob->spawn(md); return md->bl.id; } int mob_clone_delete(struct mob_data *md) { const int class_ = md->class_; if (class_ >= MOB_CLONE_START && class_ < MOB_CLONE_END && mob->db_data[class_]!=NULL) { mob->destroy_mob_db(class_); //Clear references to the db md->db = mob->dummy; md->vd = NULL; return 1; } return 0; } // // Initialization // /*========================================== * Since un-setting [ mob ] up was used, it is an initial provisional value setup. *------------------------------------------*/ int mob_makedummymobdb(int class_) { if (mob->dummy != NULL) { if (mob->db(class_) == mob->dummy) return 1; //Using the mob->dummy data already. [Skotlex] if (class_ > 0 && class_ <= MAX_MOB_DB) { //Remove the mob data so that it uses the dummy data instead. mob->destroy_mob_db(class_); } return 0; } //Initialize dummy data. mob->dummy = (struct mob_db*)aCalloc(1, sizeof(struct mob_db)); //Initializing the dummy mob. sprintf(mob->dummy->sprite,"DUMMY"); sprintf(mob->dummy->name,"Dummy"); sprintf(mob->dummy->jname,"Dummy"); mob->dummy->lv=1; mob->dummy->status.max_hp=1000; mob->dummy->status.max_sp=1; mob->dummy->status.rhw.range=1; mob->dummy->status.rhw.atk=7; mob->dummy->status.rhw.atk2=10; mob->dummy->status.str=1; mob->dummy->status.agi=1; mob->dummy->status.vit=1; mob->dummy->status.int_=1; mob->dummy->status.dex=6; mob->dummy->status.luk=2; mob->dummy->status.speed=300; mob->dummy->status.adelay=1000; mob->dummy->status.amotion=500; mob->dummy->status.dmotion=500; mob->dummy->base_exp=2; mob->dummy->job_exp=1; mob->dummy->range2=10; mob->dummy->range3=10; return 0; } //Adjusts the drop rate of item according to the criteria given. [Skotlex] unsigned int mob_drop_adjust(int baserate, int rate_adjust, unsigned short rate_min, unsigned short rate_max) { double rate = baserate; if (battle_config.logarithmic_drops && rate_adjust > 0 && rate_adjust != 100 && baserate > 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 = 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 (unsigned int)cap_value(rate,rate_min,rate_max); } /** * Check if global item drop rate is overridden for given item * in db/mob_item_ratio.txt * @param nameid ID of the item * @param mob_id ID of the monster * @param rate_adjust pointer to store ratio if found */ void item_dropratio_adjust(int nameid, int mob_id, int *rate_adjust) { if( item_drop_ratio_db[nameid] ) { if( item_drop_ratio_db[nameid]->mob_id[0] ) { // only for listed mobs int i; ARR_FIND(0, MAX_ITEMRATIO_MOBS, i, item_drop_ratio_db[nameid]->mob_id[i] == mob_id); if(i < MAX_ITEMRATIO_MOBS) // found *rate_adjust = item_drop_ratio_db[nameid]->drop_ratio; } else // for all mobs *rate_adjust = item_drop_ratio_db[nameid]->drop_ratio; } } /* (mob_parse_dbrow)_cap_value */ static inline int mob_parse_dbrow_cap_value(int class_, int min, int max, int value) { if( value > max ) { ShowError("mob_parse_dbrow: for class '%d', field value '%d' is higher than the maximum '%d'! capping...\n", class_, value, max); return max; } else if ( value < min ) { ShowError("mob_parse_dbrow: for class '%d', field value '%d' is lower than the minimum '%d'! capping...\n", class_, value, min); return min; } return value; } /*========================================== * processes one mobdb entry *------------------------------------------*/ bool mob_parse_dbrow(char** str) { struct mob_db *db, entry; struct status_data *mstatus; int class_, i; double exp, maxhp; struct mob_data data; class_ = atoi(str[0]); if (class_ <= 1000 || class_ > MAX_MOB_DB) { ShowError("mob_parse_dbrow: Invalid monster ID %d, must be in range %d-%d.\n", class_, 1000, MAX_MOB_DB); return false; } if (pc->db_checkid(class_)) { ShowError("mob_parse_dbrow: Invalid monster ID %d, reserved for player classes.\n", class_); return false; } if (class_ >= MOB_CLONE_START && class_ < MOB_CLONE_END) { ShowError("mob_parse_dbrow: Invalid monster ID %d. Range %d-%d is reserved for player clones. Please increase MAX_MOB_DB (%d).\n", class_, MOB_CLONE_START, MOB_CLONE_END-1, MAX_MOB_DB); return false; } memset(&entry, 0, sizeof(entry)); db = &entry; mstatus = &db->status; db->vd.class_ = class_; safestrncpy(db->sprite, str[1], sizeof(db->sprite)); safestrncpy(db->jname, str[2], sizeof(db->jname)); safestrncpy(db->name, str[3], sizeof(db->name)); db->lv = atoi(str[4]); db->lv = cap_value(db->lv, 1, USHRT_MAX); mstatus->max_hp = atoi(str[5]); mstatus->max_sp = atoi(str[6]); exp = (double)atoi(str[7]) * (double)battle_config.base_exp_rate / 100.; db->base_exp = (unsigned int)cap_value(exp, 0, UINT_MAX); exp = (double)atoi(str[8]) * (double)battle_config.job_exp_rate / 100.; db->job_exp = (unsigned int)cap_value(exp, 0, UINT_MAX); mstatus->rhw.range = atoi(str[9]); mstatus->rhw.atk = mob_parse_dbrow_cap_value(class_,UINT16_MIN,UINT16_MAX,atoi(str[10])); mstatus->rhw.atk2 = mob_parse_dbrow_cap_value(class_,UINT16_MIN,UINT16_MAX,atoi(str[11])); mstatus->def = mob_parse_dbrow_cap_value(class_,DEFTYPE_MIN,DEFTYPE_MAX,atoi(str[12])); mstatus->mdef = mob_parse_dbrow_cap_value(class_,DEFTYPE_MIN,DEFTYPE_MAX,atoi(str[13])); mstatus->str = mob_parse_dbrow_cap_value(class_,UINT16_MIN,UINT16_MAX,atoi(str[14])); mstatus->agi = mob_parse_dbrow_cap_value(class_,UINT16_MIN,UINT16_MAX,atoi(str[15])); mstatus->vit = mob_parse_dbrow_cap_value(class_,UINT16_MIN,UINT16_MAX,atoi(str[16])); mstatus->int_ = mob_parse_dbrow_cap_value(class_,UINT16_MIN,UINT16_MAX,atoi(str[17])); mstatus->dex = mob_parse_dbrow_cap_value(class_,UINT16_MIN,UINT16_MAX,atoi(str[18])); mstatus->luk = mob_parse_dbrow_cap_value(class_,UINT16_MIN,UINT16_MAX,atoi(str[19])); /* * Disabled for renewal since difference of 0 and 1 still has an impact in the formulas * Just in case there is a mishandled division by zero please let us know. [malufett] */ #ifndef RENEWAL //All status should be min 1 to prevent divisions by zero from some skills. [Skotlex] if (mstatus->str < 1) mstatus->str = 1; if (mstatus->agi < 1) mstatus->agi = 1; if (mstatus->vit < 1) mstatus->vit = 1; if (mstatus->int_< 1) mstatus->int_= 1; if (mstatus->dex < 1) mstatus->dex = 1; if (mstatus->luk < 1) mstatus->luk = 1; #endif //Tests showed that chase range is effectively 2 cells larger than expected [Playtester] if (db->range3 > 0) db->range3 += 2; db->range2 = atoi(str[20]); db->range3 = atoi(str[21]); if (battle_config.view_range_rate != 100) { db->range2 = db->range2 * battle_config.view_range_rate / 100; if (db->range2 < 1) db->range2 = 1; } if (battle_config.chase_range_rate != 100) { db->range3 = db->range3 * battle_config.chase_range_rate / 100; if (db->range3 < db->range2) db->range3 = db->range2; } mstatus->size = atoi(str[22]); mstatus->race = atoi(str[23]); i = atoi(str[24]); //Element mstatus->def_ele = i%10; mstatus->ele_lv = i/20; if (mstatus->def_ele >= ELE_MAX) { ShowError("mob_parse_dbrow: Invalid element type %d for monster ID %d (max=%d).\n", mstatus->def_ele, class_, ELE_MAX-1); return false; } if (mstatus->ele_lv < 1 || mstatus->ele_lv > 4) { ShowError("mob_parse_dbrow: Invalid element level %d for monster ID %d, must be in range 1-4.\n", mstatus->ele_lv, class_); return false; } mstatus->mode = (int)strtol(str[25], NULL, 0); if (!battle_config.monster_active_enable) mstatus->mode &= ~MD_AGGRESSIVE; mstatus->speed = atoi(str[26]); mstatus->aspd_rate = 1000; i = atoi(str[27]); mstatus->adelay = cap_value(i, battle_config.monster_max_aspd*2, 4000); i = atoi(str[28]); mstatus->amotion = cap_value(i, battle_config.monster_max_aspd, 2000); //If the attack animation is longer than the delay, the client crops the attack animation! //On aegis there is no real visible effect of having a recharge-time less than amotion anyway. if (mstatus->adelay < mstatus->amotion) mstatus->adelay = mstatus->amotion; mstatus->dmotion = atoi(str[29]); if(battle_config.monster_damage_delay_rate != 100) mstatus->dmotion = mstatus->dmotion * battle_config.monster_damage_delay_rate / 100; // Fill in remaining status data by using a dummy monster. data.bl.type = BL_MOB; data.level = db->lv; memcpy(&data.status, mstatus, sizeof(struct status_data)); status->calc_misc(&data.bl, mstatus, db->lv); // MVP EXP Bonus: MEXP // Some new MVP's MEXP multiple by high exp-rate cause overflow. [LuzZza] exp = (double)atoi(str[30]) * (double)battle_config.mvp_exp_rate / 100.; db->mexp = (unsigned int)cap_value(exp, 0, UINT_MAX); //Now that we know if it is an mvp or not, apply battle_config modifiers [Skotlex] maxhp = (double)mstatus->max_hp; if (db->mexp > 0) { //Mvp if (battle_config.mvp_hp_rate != 100) maxhp = maxhp * (double)battle_config.mvp_hp_rate / 100.; } else //Normal mob if (battle_config.monster_hp_rate != 100) maxhp = maxhp * (double)battle_config.monster_hp_rate / 100.; mstatus->max_hp = (unsigned int)cap_value(maxhp, 1, UINT_MAX); if(mstatus->max_sp < 1) mstatus->max_sp = 1; //Since mobs always respawn with full life... mstatus->hp = mstatus->max_hp; mstatus->sp = mstatus->max_sp; // MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per for(i = 0; i < MAX_MVP_DROP; i++) { int rate_adjust = battle_config.item_rate_mvp;; db->mvpitem[i].nameid = atoi(str[31+i*2]); if (!db->mvpitem[i].nameid) { db->mvpitem[i].p = 0; //No item.... continue; } mob->item_dropratio_adjust(db->mvpitem[i].nameid, class_, &rate_adjust); db->mvpitem[i].p = mob->drop_adjust(atoi(str[32+i*2]), rate_adjust, battle_config.item_drop_mvp_min, battle_config.item_drop_mvp_max); //calculate and store Max available drop chance of the MVP item if (db->mvpitem[i].p) { struct item_data *id; id = itemdb->search(db->mvpitem[i].nameid); if (id->maxchance == -1 || (id->maxchance < db->mvpitem[i].p/10 + 1) ) { //item has bigger drop chance or sold in shops id->maxchance = db->mvpitem[i].p/10 + 1; //reduce MVP drop info to not spoil common drop rate } } } for(i = 0; i < MAX_MOB_DROP; i++) { int rate = 0, rate_adjust, type; unsigned short ratemin, ratemax; struct item_data *id; int k = 31 + MAX_MVP_DROP*2 + i*2; db->dropitem[i].nameid = atoi(str[k]); if (!db->dropitem[i].nameid) { db->dropitem[i].p = 0; //No drop. continue; } id = itemdb->search(db->dropitem[i].nameid); type = id->type; rate = atoi(str[k+1]); if( (class_ >= 1324 && class_ <= 1363) || (class_ >= 1938 && class_ <= 1946) ) { //Treasure box drop rates [Skotlex] rate_adjust = battle_config.item_rate_treasure; ratemin = battle_config.item_drop_treasure_min; ratemax = battle_config.item_drop_treasure_max; } else switch (type) { // Added support to restrict normal drops of MVP's [Reddozen] case IT_HEALING: rate_adjust = (mstatus->mode&MD_BOSS) ? battle_config.item_rate_heal_boss : battle_config.item_rate_heal; ratemin = battle_config.item_drop_heal_min; ratemax = battle_config.item_drop_heal_max; break; case IT_USABLE: case IT_CASH: rate_adjust = (mstatus->mode&MD_BOSS) ? battle_config.item_rate_use_boss : battle_config.item_rate_use; ratemin = battle_config.item_drop_use_min; ratemax = battle_config.item_drop_use_max; break; case IT_WEAPON: case IT_ARMOR: case IT_PETARMOR: rate_adjust = (mstatus->mode&MD_BOSS) ? battle_config.item_rate_equip_boss : battle_config.item_rate_equip; ratemin = battle_config.item_drop_equip_min; ratemax = battle_config.item_drop_equip_max; break; case IT_CARD: rate_adjust = (mstatus->mode&MD_BOSS) ? battle_config.item_rate_card_boss : battle_config.item_rate_card; ratemin = battle_config.item_drop_card_min; ratemax = battle_config.item_drop_card_max; break; default: rate_adjust = (mstatus->mode&MD_BOSS) ? battle_config.item_rate_common_boss : battle_config.item_rate_common; ratemin = battle_config.item_drop_common_min; ratemax = battle_config.item_drop_common_max; break; } mob->item_dropratio_adjust(id->nameid, class_, &rate_adjust); db->dropitem[i].p = mob->drop_adjust(rate, rate_adjust, ratemin, ratemax); //calculate and store Max available drop chance of the item if( db->dropitem[i].p && (class_ < 1324 || class_ > 1363) && (class_ < 1938 || class_ > 1946) ) { //Skip treasure chests. if (id->maxchance == -1 || (id->maxchance < db->dropitem[i].p) ) { id->maxchance = db->dropitem[i].p; //item has bigger drop chance or sold in shops } for (k = 0; k< MAX_SEARCH; k++) { if (id->mob[k].chance <= db->dropitem[i].p) break; } if (k == MAX_SEARCH) continue; if (id->mob[k].id != class_ && k != MAX_SEARCH - 1) memmove(&id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0])); id->mob[k].chance = db->dropitem[i].p; id->mob[k].id = class_; } } // Finally insert monster's data into the database. if (mob->db_data[class_] == NULL) mob->db_data[class_] = (struct mob_db*)aMalloc(sizeof(struct mob_db)); else //Copy over spawn data memcpy(&db->spawn, mob->db_data[class_]->spawn, sizeof(db->spawn)); memcpy(mob->db_data[class_], db, sizeof(struct mob_db)); return true; } /*========================================== * mob_db.txt reading *------------------------------------------*/ bool mob_readdb_sub(char* fields[], int columns, int current) { return mob->parse_dbrow(fields); } void mob_readdb(void) { const char* filename[] = { DBPATH"mob_db.txt", "mob_db2.txt" }; int fi; for( fi = 0; fi < ARRAYLENGTH(filename); ++fi ) { if(fi > 0) { char filepath[256]; sprintf(filepath, "%s/%s", map->db_path, filename[fi]); if(!exists(filepath)) { continue; } } sv->readdb(map->db_path, filename[fi], ',', 31+2*MAX_MVP_DROP+2*MAX_MOB_DROP, 31+2*MAX_MVP_DROP+2*MAX_MOB_DROP, -1, mob->readdb_sub); } mob->name_constants(); } /*========================================== * mob_db table reading *------------------------------------------*/ int mob_read_sqldb(void) { const char* mob_db_name[] = { map->mob_db_db, map->mob_db2_db }; int fi; for( fi = 0; fi < ARRAYLENGTH(mob_db_name); ++fi ) { uint32 lines = 0, count = 0; // retrieve all rows from the mob database if( SQL_ERROR == SQL->Query(map->mysql_handle, "SELECT * FROM `%s`", mob_db_name[fi]) ) { Sql_ShowDebug(map->mysql_handle); continue; } // process rows one by one while( SQL_SUCCESS == SQL->NextRow(map->mysql_handle) ) { // wrap the result into a TXT-compatible format char line[1024]; char* str[31+2*MAX_MVP_DROP+2*MAX_MOB_DROP]; char* p; int i; lines++; for(i = 0, p = line; i < 31+2*MAX_MVP_DROP+2*MAX_MOB_DROP; i++) { char* data; size_t len; SQL->GetData(map->mysql_handle, i, &data, &len); strcpy(p, data); str[i] = p; p+= len + 1; } if (!mob->parse_dbrow(str)) continue; count++; } // free the query result SQL->FreeResult(map->mysql_handle); ShowStatus("Done reading '"CL_WHITE"%"PRIu32""CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", count, mob_db_name[fi]); } mob->name_constants(); return 0; } void mob_name_constants(void) { int i; #ifdef ENABLE_CASE_CHECK script->parser_current_file = "Mob Database (Likely an invalid or conflicting SpriteName)"; #endif // ENABLE_CASE_CHECK for (i = 0; i < MAX_MOB_DB; i++) { if (mob->db_data[i] && !mob->is_clone(i)) script->set_constant2(mob->db_data[i]->sprite, i, 0); } #ifdef ENABLE_CASE_CHECK script->parser_current_file = NULL; #endif // ENABLE_CASE_CHECK } /*========================================== * MOB display graphic change data reading *------------------------------------------*/ bool mob_readdb_mobavail(char* str[], int columns, int current) { int class_, k; class_=atoi(str[0]); if(mob->db(class_) == mob->dummy) { // invalid class (probably undefined in db) ShowWarning("mob_readdb_mobavail: Unknown mob id %d.\n", class_); return false; } k=atoi(str[1]); memset(&mob->db_data[class_]->vd, 0, sizeof(struct view_data)); mob->db_data[class_]->vd.class_=k; //Player sprites if(pc->db_checkid(k) && columns==12) { mob->db_data[class_]->vd.sex=atoi(str[2]); mob->db_data[class_]->vd.hair_style=atoi(str[3]); mob->db_data[class_]->vd.hair_color=atoi(str[4]); mob->db_data[class_]->vd.weapon=atoi(str[5]); mob->db_data[class_]->vd.shield=atoi(str[6]); mob->db_data[class_]->vd.head_top=atoi(str[7]); mob->db_data[class_]->vd.head_mid=atoi(str[8]); mob->db_data[class_]->vd.head_bottom=atoi(str[9]); mob->db_data[class_]->option=atoi(str[10])&~(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE); mob->db_data[class_]->vd.cloth_color=atoi(str[11]); // Monster player dye option - Valaris } else if(columns==3) mob->db_data[class_]->vd.head_bottom=atoi(str[2]); // mob equipment [Valaris] else if( columns != 2 ) return false; return true; } /*========================================== * Reading of random monster data *------------------------------------------*/ int mob_read_randommonster(void) { char line[1024]; char *str[10],*p; int i,j; const char* mobfile[] = { DBPATH"mob_branch.txt", DBPATH"mob_poring.txt", DBPATH"mob_boss.txt", "mob_pouch.txt", "mob_classchange.txt"}; memset(&summon, 0, sizeof(summon)); for (i = 0; i < ARRAYLENGTH(mobfile) && i < MAX_RANDOMMONSTER; i++) { FILE *fp; unsigned int count = 0; mob->db_data[0]->summonper[i] = 1002; // Default fallback value, in case the database does not provide one sprintf(line, "%s/%s", map->db_path, mobfile[i]); fp=fopen(line,"r"); if(fp==NULL){ ShowError("can't read %s\n",line); return -1; } while(fgets(line, sizeof(line), fp)) { int class_; 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]); if(mob->db(class_) == mob->dummy) continue; count++; mob->db_data[class_]->summonper[i]=atoi(str[2]); if (i) { if( summon[i].qty < ARRAYLENGTH(summon[i].class_) ) //MvPs summon[i].class_[summon[i].qty++] = class_; else { ShowDebug("Can't store more random mobs from %s, increase size of mob.c:summon variable!\n", mobfile[i]); break; } } } if (i && !summon[i].qty) { //At least have the default here. summon[i].class_[0] = mob->db_data[0]->summonper[i]; summon[i].qty = 1; } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%u"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",count,mobfile[i]); } return 0; } /*========================================== * processes one mob_chat_db entry [SnakeDrak] * @param last_msg_id ensures that only one error message per mob id is printed *------------------------------------------*/ bool mob_parse_row_chatdb(char** str, const char* source, int line, int* last_msg_id) { char* msg; struct mob_chat *ms; int msg_id; size_t len; msg_id = atoi(str[0]); if (msg_id <= 0 || msg_id > MAX_MOB_CHAT) { if (msg_id != *last_msg_id) { ShowError("mob_chat: Invalid chat ID: %d at %s, line %d\n", msg_id, source, line); *last_msg_id = msg_id; } return false; } if (mob->chat_db[msg_id] == NULL) mob->chat_db[msg_id] = (struct mob_chat*)aCalloc(1, sizeof (struct mob_chat)); ms = mob->chat_db[msg_id]; //MSG ID ms->msg_id=msg_id; //Color ms->color=(unsigned int)strtoul(str[1],NULL,0); //Message msg = str[2]; len = strlen(msg); while( len && ( msg[len-1]=='\r' || msg[len-1]=='\n' ) ) {// find EOL to strip len--; } if(len>(CHAT_SIZE_MAX-1)) { if (msg_id != *last_msg_id) { ShowError("mob_chat: readdb: Message too long! Line %d, id: %d\n", line, msg_id); *last_msg_id = msg_id; } return false; } else if( !len ) { ShowWarning("mob_parse_row_chatdb: Empty message for id %d.\n", msg_id); return false; } msg[len] = 0; // strip previously found EOL safestrncpy(ms->msg, str[2], CHAT_SIZE_MAX); return true; } /*========================================== * mob_chat_db.txt reading [SnakeDrak] *-------------------------------------------------------------------------*/ void mob_readchatdb(void) { char arc[]="mob_chat_db.txt"; uint32 lines=0, count=0; char line[1024], filepath[256]; int i, tmp=0; FILE *fp; sprintf(filepath, "%s/%s", map->db_path, arc); fp=fopen(filepath, "r"); if(fp == NULL) { ShowWarning("mob_readchatdb: File not found \"%s\", skipping.\n", filepath); return; } while(fgets(line, sizeof(line), fp)) { char *str[3], *p, *np; int j=0; lines++; if(line[0] == '/' && line[1] == '/') continue; memset(str, 0, sizeof(str)); p=line; while(ISSPACE(*p)) ++p; if(*p == '\0') continue;// empty line for(i = 0; i <= 2; i++) { str[i] = p; if(i<2 && (np = strchr(p, ',')) != NULL) { *np = '\0'; p = np + 1; j++; } } if( j < 2 || str[2]==NULL) { ShowError("mob_readchatdb: Insufficient number of fields for skill at %s, line %d\n", arc, lines); continue; } if( !mob->parse_row_chatdb(str, filepath, lines, &tmp) ) continue; count++; } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%"PRIu32""CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", count, arc); } /*========================================== * processes one mob_skill_db entry *------------------------------------------*/ bool mob_parse_row_mobskilldb(char** str, int columns, int current) { static const struct { char str[32]; enum MobSkillState id; } state[] = { { "any", MSS_ANY }, //All states except Dead { "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) { "anytarget", MSS_ANYTARGET }, //Berserk+Angry+Rush+Follow }; static const struct { char str[32]; int id; } cond1[] = { { "always", MSC_ALWAYS }, { "myhpltmaxrate", MSC_MYHPLTMAXRATE }, { "myhpinrate", MSC_MYHPINRATE }, { "friendhpltmaxrate", MSC_FRIENDHPLTMAXRATE }, { "friendhpinrate", MSC_FRIENDHPINRATE }, { "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 }, { "stun", 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 }, }, target[] = { { "target", MST_TARGET }, { "randomtarget", MST_RANDOM }, { "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 }, }; static int last_mob_id = 0; // ensures that only one error message per mob id is printed struct mob_skill *ms, gms; int mob_id; int i =0, j, tmp; uint16 sidx = 0; mob_id = atoi(str[0]); if (mob_id > 0 && mob->db(mob_id) == mob->dummy) { if (mob_id != last_mob_id) { ShowError("mob_parse_row_mobskilldb: Non existant Mob id %d\n", mob_id); last_mob_id = mob_id; } return false; } if( strcmp(str[1],"clear")==0 ){ if (mob_id < 0) return false; memset(mob->db_data[mob_id]->skill,0,sizeof(struct mob_skill) * MAX_MOBSKILL); mob->db_data[mob_id]->maxskill=0; return true; } if (mob_id < 0) { //Prepare global skill. [Skotlex] memset(&gms, 0, sizeof (struct mob_skill)); ms = &gms; } else { ARR_FIND( 0, MAX_MOBSKILL, i, (ms = &mob->db_data[mob_id]->skill[i])->skill_id == 0 ); if( i == MAX_MOBSKILL ) { if (mob_id != last_mob_id) { ShowError("mob_parse_row_mobskilldb: Too many skills for monster %d[%s]\n", mob_id, mob->db_data[mob_id]->sprite); last_mob_id = mob_id; } return false; } } //State ARR_FIND( 0, ARRAYLENGTH(state), j, strcmp(str[2],state[j].str) == 0 ); if( j < ARRAYLENGTH(state) ) ms->state = state[j].id; else { ShowWarning("mob_parse_row_mobskilldb: Unrecognized state %s\n", str[2]); ms->state = MSS_ANY; } //Skill ID j=atoi(str[3]); if ( !(sidx = skill->get_index(j) ) ) { if (mob_id < 0) ShowError("mob_parse_row_mobskilldb: Invalid Skill ID (%d) for all mobs\n", j); else ShowError("mob_parse_row_mobskilldb: Invalid Skill ID (%d) for mob %d (%s)\n", j, mob_id, mob->db_data[mob_id]->sprite); return false; } ms->skill_id=j; //Skill lvl j= atoi(str[4])<=0 ? 1 : atoi(str[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(str[5]); if (battle_config.mob_skill_rate != 100) tmp = tmp*battle_config.mob_skill_rate/100; if (tmp > 10000) ms->permillage= 10000; else if (!tmp && battle_config.mob_skill_rate) ms->permillage= 1; else ms->permillage= tmp; ms->casttime=atoi(str[6]); ms->delay=atoi(str[7]); if (battle_config.mob_skill_delay != 100) ms->delay = ms->delay*battle_config.mob_skill_delay/100; if (ms->delay < 0 || ms->delay > MOB_MAX_DELAY) //time overflow? ms->delay = MOB_MAX_DELAY; ms->cancel=atoi(str[8]); if( strcmp(str[8],"yes")==0 ) ms->cancel=1; //Target ARR_FIND( 0, ARRAYLENGTH(target), j, strcmp(str[9],target[j].str) == 0 ); if( j < ARRAYLENGTH(target) ) ms->target = target[j].id; else { ShowWarning("mob_parse_row_mobskilldb: Unrecognized target %s for %d\n", str[9], mob_id); ms->target = MST_TARGET; } //Check that the target condition is right for the skill type. [Skotlex] if ( skill->get_casttype2(sidx) == CAST_GROUND) {//Ground skill. if (ms->target > MST_AROUND) { ShowWarning("mob_parse_row_mobskilldb: Wrong mob skill target for ground skill %d (%s) for %s.\n", ms->skill_id, skill->dbs->db[sidx].name, mob_id < 0?"all mobs":mob->db_data[mob_id]->sprite); ms->target = MST_TARGET; } } else if (ms->target > MST_MASTER) { ShowWarning("mob_parse_row_mobskilldb: Wrong mob skill target 'around' for non-ground skill %d (%s) for %s.\n", ms->skill_id, skill->dbs->db[sidx].name, mob_id < 0?"all mobs":mob->db_data[mob_id]->sprite); ms->target = MST_TARGET; } //Cond1 ARR_FIND( 0, ARRAYLENGTH(cond1), j, strcmp(str[10],cond1[j].str) == 0 ); if( j < ARRAYLENGTH(cond1) ) ms->cond1 = cond1[j].id; else { ShowWarning("mob_parse_row_mobskilldb: Unrecognized condition 1 %s for %d\n", str[10], mob_id); ms->cond1 = -1; } //Cond2 // numeric value ms->cond2 = atoi(str[11]); // or special constant ARR_FIND( 0, ARRAYLENGTH(cond2), j, strcmp(str[11],cond2[j].str) == 0 ); if( j < ARRAYLENGTH(cond2) ) ms->cond2 = cond2[j].id; ms->val[0]=(int)strtol(str[12],NULL,0); ms->val[1]=(int)strtol(str[13],NULL,0); ms->val[2]=(int)strtol(str[14],NULL,0); ms->val[3]=(int)strtol(str[15],NULL,0); ms->val[4]=(int)strtol(str[16],NULL,0); if(ms->skill_id == NPC_EMOTION && mob_id>0 && ms->val[1] == mob->db(mob_id)->status.mode) { ms->val[1] = 0; ms->val[4] = 1; //request to return mode to normal. } if (ms->skill_id == NPC_EMOTION_ON && mob_id>0 && ms->val[1]) { //Adds a mode to the mob. //Remove aggressive mode when the new mob type is passive. if (!(ms->val[1]&MD_AGGRESSIVE)) ms->val[3]|=MD_AGGRESSIVE; ms->val[2]|= ms->val[1]; //Add the new mode. ms->val[1] = 0; //Do not "set" it. } if(*str[17]) ms->emotion=atoi(str[17]); else ms->emotion=-1; if(str[18]!=NULL && mob->chat_db[atoi(str[18])]!=NULL) ms->msg_id=atoi(str[18]); else ms->msg_id=0; 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]->status.mode&MD_BOSS) { if (!(mob_id&2)) //Skill not for bosses continue; } else if (!(mob_id&1)) //Skill not for normal enemies. continue; ARR_FIND( 0, MAX_MOBSKILL, j, mob->db_data[i]->skill[j].skill_id == 0 ); 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; return true; } /*========================================== * mob_skill_db.txt reading *------------------------------------------*/ void mob_readskilldb(void) { const char* filename[] = { DBPATH"mob_skill_db.txt", "mob_skill_db2.txt" }; int fi; if( battle_config.mob_skill_rate == 0 ) { ShowStatus("Mob skill use disabled. Not reading mob skills.\n"); return; } for( fi = 0; fi < ARRAYLENGTH(filename); ++fi ) { if(fi > 0) { char filepath[256]; sprintf(filepath, "%s/%s", map->db_path, filename[fi]); if(!exists(filepath)) { continue; } } sv->readdb(map->db_path, filename[fi], ',', 19, 19, -1, mob->parse_row_mobskilldb); } } /** * mob_skill_db table reading [CalciumKid] * not overly sure if this is all correct * seems to work though... */ int mob_read_sqlskilldb(void) { const char* mob_skill_db_name[] = { map->mob_skill_db_db, map->mob_skill_db2_db }; int fi; if( battle_config.mob_skill_rate == 0 ) { ShowStatus("Mob skill use disabled. Not reading mob skills.\n"); return 0; } for( fi = 0; fi < ARRAYLENGTH(mob_skill_db_name); ++fi ) { uint32 lines = 0, count = 0; // retrieve all rows from the mob skill database if( SQL_ERROR == SQL->Query(map->mysql_handle, "SELECT * FROM `%s`", mob_skill_db_name[fi]) ) { Sql_ShowDebug(map->mysql_handle); continue; } // process rows one by one while( SQL_SUCCESS == SQL->NextRow(map->mysql_handle) ) { // wrap the result into a TXT-compatible format char* str[19]; char* dummy = ""; int i; ++lines; for( i = 0; i < 19; ++i ) { SQL->GetData(map->mysql_handle, i, &str[i], NULL); if( str[i] == NULL ) str[i] = dummy; // get rid of NULL columns } if (!mob->parse_row_mobskilldb(str, 19, count)) continue; count++; } // free the query result SQL->FreeResult(map->mysql_handle); ShowStatus("Done reading '"CL_WHITE"%"PRIu32""CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", count, mob_skill_db_name[fi]); } return 0; } /*========================================== * mob_race2_db.txt reading *------------------------------------------*/ bool mob_readdb_race2(char* fields[], int columns, int current) { int race, i; race = atoi(fields[0]); if (race < RC2_NONE || race >= RC2_MAX) { ShowWarning("mob_readdb_race2: Unknown race2 %d.\n", race); return false; } for (i = 1; i < columns; i++) { int mobid = atoi(fields[i]); if (mob->db(mobid) == mob->dummy) { ShowWarning("mob_readdb_race2: Unknown mob id %d for race2 %d.\n", mobid, race); continue; } mob->db_data[mobid]->race2 = race; } return true; } /** * Read mob_item_ratio.txt */ bool mob_readdb_itemratio(char* str[], int columns, int current) { int nameid, ratio, i; nameid = atoi(str[0]); if( itemdb->exists(nameid) == NULL ) { ShowWarning("itemdb_read_itemratio: Invalid item id %d.\n", nameid); return false; } ratio = atoi(str[1]); if(item_drop_ratio_db[nameid] == NULL) item_drop_ratio_db[nameid] = (struct item_drop_ratio*)aCalloc(1, sizeof(struct item_drop_ratio)); item_drop_ratio_db[nameid]->drop_ratio = ratio; for(i = 0; i < columns-2; i++) item_drop_ratio_db[nameid]->mob_id[i] = atoi(str[i+2]); return true; } /** * read all mob-related databases */ void mob_load(bool minimal) { if (minimal) { // Only read the mob db in minimal mode mob->readdb(); return; } sv->readdb(map->db_path, "mob_item_ratio.txt", ',', 2, 2+MAX_ITEMRATIO_MOBS, -1, mob->readdb_itemratio); // must be read before mobdb mob->readchatdb(); if (map->db_use_sql_mob_db) { mob->read_sqldb(); } if (map->db_use_sql_mob_skill_db) { mob->read_sqlskilldb(); } else { mob->readdb(); mob->readskilldb(); } sv->readdb(map->db_path, "mob_avail.txt", ',', 2, 12, -1, mob->readdb_mobavail); mob->read_randommonster(); sv->readdb(map->db_path, DBPATH"mob_race2_db.txt", ',', 2, 20, -1, mob->readdb_race2); } void mob_reload(void) { int i; //Mob skills need to be cleared before re-reading them. [Skotlex] for (i = 0; i < MAX_MOB_DB; i++) if (mob->db_data[i] && !mob->is_clone(i)) { memset(&mob->db_data[i]->skill,0,sizeof(mob->db_data[i]->skill)); mob->db_data[i]->maxskill=0; } // Clear item_drop_ratio_db for (i = 0; i < MAX_ITEMDB; i++) { if (item_drop_ratio_db[i]) { aFree(item_drop_ratio_db[i]); item_drop_ratio_db[i] = NULL; } } mob->load(false); } /** * Clears spawn related information for a script reload. */ void mob_clear_spawninfo() { int i; for (i = 0; i < MAX_MOB_DB; i++) if (mob->db_data[i]) memset(&mob->db_data[i]->spawn,0,sizeof(mob->db_data[i]->spawn)); } /*========================================== * Circumference initialization of mob *------------------------------------------*/ int do_init_mob(bool minimal) { // Initialize the mob database memset(mob->db_data,0,sizeof(mob->db_data)); //Clear the array mob->db_data[0] = (struct mob_db*)aCalloc(1, sizeof (struct mob_db)); //This mob is used for random spawns mob->makedummymobdb(0); //The first time this is invoked, it creates the dummy mob item_drop_ers = ers_new(sizeof(struct item_drop),"mob.c::item_drop_ers",ERS_OPT_CLEAN); item_drop_list_ers = ers_new(sizeof(struct item_drop_list),"mob.c::item_drop_list_ers",ERS_OPT_NONE); mob->load(minimal); if (minimal) return 0; timer->add_func_list(mob->delayspawn,"mob_delayspawn"); timer->add_func_list(mob->delay_item_drop,"mob_delay_item_drop"); timer->add_func_list(mob->ai_hard,"mob_ai_hard"); timer->add_func_list(mob->ai_lazy,"mob_ai_lazy"); timer->add_func_list(mob->timer_delete,"mob_timer_delete"); timer->add_func_list(mob->spawn_guardian_sub,"mob_spawn_guardian_sub"); timer->add_func_list(mob->respawn,"mob_respawn"); timer->add_interval(timer->gettick()+MIN_MOBTHINKTIME,mob->ai_hard,0,0,MIN_MOBTHINKTIME); timer->add_interval(timer->gettick()+MIN_MOBTHINKTIME*10,mob->ai_lazy,0,0,MIN_MOBTHINKTIME*10); return 0; } void mob_destroy_mob_db(int index) { struct mob_db *data = mob->db_data[index]; if (data->hdata) { int i; for (i = 0; i < data->hdatac; i++) { if (data->hdata[i]->flag.free ) { aFree(data->hdata[i]->data); } aFree(data->hdata[i]); } aFree(data->hdata); } aFree(data); mob->db_data[index] = NULL; } /*========================================== * 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) { mob->destroy_mob_db(i); } } for (i = 0; i <= MAX_MOB_CHAT; i++) { if (mob->chat_db[i] != NULL) { aFree(mob->chat_db[i]); mob->chat_db[i] = NULL; } } for (i = 0; i < MAX_ITEMDB; i++) { if (item_drop_ratio_db[i] != NULL) { aFree(item_drop_ratio_db[i]); item_drop_ratio_db[i] = NULL; } } ers_destroy(item_drop_ers); ers_destroy(item_drop_list_ers); return 0; } void mob_defaults(void) { //Defines the Manuk/Splendide mob groups for the status reductions [Epoque] const int mob_manuk[8] = { 1986, 1987, 1988, 1989, 1990, 1997, 1998, 1999 }; const int mob_splendide[5] = { 1991, 1992, 1993, 1994, 1995 }; mob = &mob_s; memset(mob->db_data, 0, sizeof(mob->db_data)); mob->dummy = NULL; memset(mob->chat_db, 0, sizeof(mob->chat_db)); memcpy(mob->manuk, mob_manuk, sizeof(mob->manuk)); memcpy(mob->splendide, mob_splendide, sizeof(mob->splendide)); /* */ mob->reload = mob_reload; mob->init = do_init_mob; mob->final = do_final_mob; /* */ mob->db = mob_db; mob->chat = mob_chat; mob->makedummymobdb = mob_makedummymobdb; mob->spawn_guardian_sub = mob_spawn_guardian_sub; mob->skill_id2skill_idx = mob_skill_id2skill_idx; mob->db_searchname = mobdb_searchname; mob->db_searchname_array_sub = mobdb_searchname_array_sub; mob->mvptomb_create = mvptomb_create; mob->mvptomb_destroy = mvptomb_destroy; mob->db_searchname_array = mobdb_searchname_array; mob->db_checkid = mobdb_checkid; mob->get_viewdata = mob_get_viewdata; mob->parse_dataset = mob_parse_dataset; mob->spawn_dataset = mob_spawn_dataset; mob->get_random_id = mob_get_random_id; mob->ksprotected = mob_ksprotected; mob->once_spawn_sub = mob_once_spawn_sub; mob->once_spawn = mob_once_spawn; mob->once_spawn_area = mob_once_spawn_area; mob->spawn_guardian = mob_spawn_guardian; mob->spawn_bg = mob_spawn_bg; mob->can_reach = mob_can_reach; mob->linksearch = mob_linksearch; mob->delayspawn = mob_delayspawn; mob->setdelayspawn = mob_setdelayspawn; mob->count_sub = mob_count_sub; mob->spawn = mob_spawn; mob->can_changetarget = mob_can_changetarget; mob->target = mob_target; mob->ai_sub_hard_activesearch = mob_ai_sub_hard_activesearch; mob->ai_sub_hard_changechase = mob_ai_sub_hard_changechase; mob->ai_sub_hard_bg_ally = mob_ai_sub_hard_bg_ally; mob->ai_sub_hard_lootsearch = mob_ai_sub_hard_lootsearch; mob->warpchase_sub = mob_warpchase_sub; mob->ai_sub_hard_slavemob = mob_ai_sub_hard_slavemob; mob->unlocktarget = mob_unlocktarget; mob->randomwalk = mob_randomwalk; mob->warpchase = mob_warpchase; mob->ai_sub_hard = mob_ai_sub_hard; mob->ai_sub_hard_timer = mob_ai_sub_hard_timer; mob->ai_sub_foreachclient = mob_ai_sub_foreachclient; mob->ai_sub_lazy = mob_ai_sub_lazy; mob->ai_lazy = mob_ai_lazy; mob->ai_hard = mob_ai_hard; mob->setdropitem = mob_setdropitem; mob->setlootitem = mob_setlootitem; mob->delay_item_drop = mob_delay_item_drop; mob->item_drop = mob_item_drop; mob->timer_delete = mob_timer_delete; mob->deleteslave_sub = mob_deleteslave_sub; mob->deleteslave = mob_deleteslave; mob->respawn = mob_respawn; mob->log_damage = mob_log_damage; mob->damage = mob_damage; mob->dead = mob_dead; mob->revive = mob_revive; mob->guardian_guildchange = mob_guardian_guildchange; mob->random_class = mob_random_class; mob->class_change = mob_class_change; mob->heal = mob_heal; mob->warpslave_sub = mob_warpslave_sub; mob->warpslave = mob_warpslave; mob->countslave_sub = mob_countslave_sub; mob->countslave = mob_countslave; mob->summonslave = mob_summonslave; mob->getfriendhprate_sub = mob_getfriendhprate_sub; mob->getfriendhprate = mob_getfriendhprate; mob->getmasterhpltmaxrate = mob_getmasterhpltmaxrate; mob->getfriendstatus_sub = mob_getfriendstatus_sub; mob->getfriendstatus = mob_getfriendstatus; mob->skill_use = mobskill_use; mob->skill_event = mobskill_event; mob->is_clone = mob_is_clone; mob->clone_spawn = mob_clone_spawn; mob->clone_delete = mob_clone_delete; mob->drop_adjust = mob_drop_adjust; mob->item_dropratio_adjust = item_dropratio_adjust; mob->parse_dbrow = mob_parse_dbrow; mob->readdb_sub = mob_readdb_sub; mob->readdb = mob_readdb; mob->read_sqldb = mob_read_sqldb; mob->name_constants = mob_name_constants; mob->readdb_mobavail = mob_readdb_mobavail; mob->read_randommonster = mob_read_randommonster; mob->parse_row_chatdb = mob_parse_row_chatdb; mob->readchatdb = mob_readchatdb; mob->parse_row_mobskilldb = mob_parse_row_mobskilldb; mob->readskilldb = mob_readskilldb; mob->read_sqlskilldb = mob_read_sqlskilldb; mob->readdb_race2 = mob_readdb_race2; mob->readdb_itemratio = mob_readdb_itemratio; mob->load = mob_load; mob->clear_spawninfo = mob_clear_spawninfo; mob->destroy_mob_db = mob_destroy_mob_db; }