/** * This file is part of Hercules. * http://herc.ws - http://github.com/HerculesWS/Hercules * * Copyright (C) 2012-2020 Hercules Dev Team * Copyright (C) Athena Dev Teams * * Hercules is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #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 "map/achievement.h" #include "common/HPM.h" #include "common/cbasetypes.h" #include "common/conf.h" #include "common/db.h" #include "common/ers.h" #include "common/memmgr.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 #include #include #include #include static 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_CASTTIME (10 * 60 * 1000) // Maximum cast time for monster skills. (10 minutes) #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 DBMap *item_drop_ratio_other_db = NULL; 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]; static 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]; } static 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. *------------------------------------------*/ static int mobdb_searchname(const char *str) { int i; nullpo_ret(str); 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; } static int mobdb_searchname_array_sub(struct mob_db *monster, const char *str, int flag) { nullpo_ret(monster); 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 nullpo_ret(str); 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] *------------------------------------------*/ /// Creates a timer to spawn a tomb /// @param nd : The tomb static void mvptomb_spawn_delayed(struct npc_data *nd) { nullpo_retv(nd); if (nd->u.tomb.spawn_timer != INVALID_TIMER) timer->delete(nd->u.tomb.spawn_timer, mob->mvptomb_delayspawn); nd->u.tomb.spawn_timer = timer->add(timer->gettick() + battle_config.mvp_tomb_spawn_delay, mob->mvptomb_delayspawn, nd->bl.id, 0); } /// Spawns a tomb after the delay has ended /// @param tid : Timer id /// @param tick : current tick /// @param id : NPC Id /// @param data : 0 static int mvptomb_delayspawn(int tid, int64 tick, int id, intptr_t data) { struct npc_data *nd = map->id2nd(id); if (nd == NULL) return 0; if (nd->u.tomb.spawn_timer != tid) { ShowError("mvptomb_delay_spawn: Timer mismatch: %d != %d\n", tid, nd->u.tomb.spawn_timer); return 0; } nd->u.tomb.spawn_timer = INVALID_TIMER; // Sets view data to make the tomb visible and notifies client status->set_viewdata(&nd->bl, nd->class_); clif->spawn(&(nd->bl)); return 0; } static void mvptomb_create(struct mob_data *md, char *killer, time_t time) { struct npc_data *nd; nullpo_retv(md); if ( md->tomb_nid ) mob->mvptomb_destroy(md); nd = npc->create_npc(TOMB, md->bl.m, md->bl.x, md->bl.y, md->ud.dir, MOB_TOMB); md->tomb_nid = nd->bl.id; safestrncpy(nd->name, msg_txt(856), sizeof(nd->name)); // "Tomb" nd->u.tomb.md = md; nd->u.tomb.kill_time = time; nd->u.tomb.spawn_timer = INVALID_TIMER; 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); // Tomb npc is created but not yet visible, we set view data and spawn it after some time mob->mvptomb_spawn_delayed(nd); } static void mvptomb_destroy(struct mob_data *md) { struct npc_data *nd; nullpo_retv(md); if ( (nd = map->id2nd(md->tomb_nid)) ) { int16 m, i; m = nd->bl.m; struct s_mapiterator *iter = mapit_geteachpc(); for (struct map_session_data *sd = BL_UCAST(BL_PC, mapit->first(iter)); mapit->exists(iter); sd = BL_UCAST(BL_PC, mapit->next(iter))) { if (sd->npc_id == nd->bl.id) { sd->state.npc_unloaded = 1; } } mapit->free(iter); 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; } if (nd->u.tomb.spawn_timer != INVALID_TIMER) timer->delete(nd->u.tomb.spawn_timer, mob->mvptomb_delayspawn); map->deliddb(&nd->bl); aFree(nd); } md->tomb_nid = 0; } /*========================================== * Founds up to N matches. Returns number of matches [Skotlex] *------------------------------------------*/ static int mobdb_searchname_array(struct mob_db **data, int size, const char *str, int flag) { int count = 0, i; struct mob_db* monster; nullpo_ret(data); 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. *------------------------------------------*/ static 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. *------------------------------------------*/ static 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" *------------------------------------------*/ static int mob_parse_dataset(struct spawn_data *data) { size_t len; nullpo_ret(data); 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, DEFAULT_MOB_NAME) == 0) safestrncpy(data->name, mob->db(data->class_)->name, sizeof(data->name)); else if (strcmp(data->name, DEFAULT_MOB_JNAME) == 0) safestrncpy(data->name, mob->db(data->class_)->jname, sizeof(data->name)); return 1; } /** * Generates basic mob data by using the passed spawn data. * * @param data The mobs spawn data. * @param npc_id If spawned by NPC script, this holds the ID of the invoking NPC. * @return The generated mob data, later used to spawn the mob. * **/ static struct mob_data *mob_spawn_dataset(struct spawn_data *data, int npc_id) { nullpo_retr(NULL, data); struct mob_data *md = (struct mob_data *)aCalloc(1, sizeof(struct mob_data)); memcpy(md->name, data->name, NAME_LENGTH); 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_); md->npc_id = npc_id; md->spawn_timer = INVALID_TIMER; md->deletetimer = INVALID_TIMER; md->skill_idx = -1; if (data->level > 0 && data->level <= MAX_LEVEL) md->level = data->level; if (data->state.ai > 0) md->special_state.ai = data->state.ai; if (data->state.size > 0) md->special_state.size = data->state.size; if (data->eventname[0] != '\0' && strlen(data->eventname) >= 4) memcpy(md->npc_event, data->eventname, 50); if ((md->db->status.mode & MD_LOOTER) == MD_LOOTER) md->lootitem = (struct item *)aCalloc(LOOTITEM_SIZE, sizeof(struct item)); 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 *------------------------------------------*/ static 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; } Assert_ret(type >= 0 && type < MAX_RANDOMMONSTER); 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] *------------------------------------------*/ static 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, msg_sd(sd, 890), pl_sd->status.name); // [KS Warning!! - Owner : %s] clif_disp_onlyself(sd, output); sd->ks_floodprotect_tick = tick + 2000; } // Message to Owner if( DIFF_TICK(pl_sd->ks_floodprotect_tick, tick) <= 0 ) { sprintf(output, msg_sd(pl_sd, 891), sd->status.name); // [Watch out! %s is trying to KS you!] clif_disp_onlyself(pl_sd, 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; } /** * Prepares a mob's spawn data. * * @param bl The invoking character's block list. * @param m The ID of the map where the mob should be spawned. * @param x The x coordinate where the mob should be spawned. * @param y The y coordinate where the mob should be spawned. * @param mobname The mob's display name. * @param class_ The mob's ID in database. * @param event The name of the event which should be executed when the mob is killed. * @param size The mob's size. * @param ai The mob's AI. * @param npc_id If spawned by NPC script, this holds the ID of the invoking NPC. * @return The mob data generated by mob->spawn_dataset(). * **/ static 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, int npc_id) { 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 != NULL) safestrncpy(data.name, mobname, sizeof(data.name)); else if (battle_config.override_mob_names == 1) strcpy(data.name, DEFAULT_MOB_NAME); else strcpy(data.name, DEFAULT_MOB_JNAME); if (event != NULL) safestrncpy(data.eventname, event, sizeof(data.eventname)); /** Locate spot next to player. **/ if (bl != NULL && (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) == 0) return NULL; return mob->spawn_dataset(&data, npc_id); } /** * Spawns a given amount of mobs. * * @param sd The invoking character. * @param m The ID of the map where the mob should be spawned. * @param x The x coordinate where the mob should be spawned. * @param y The y coordinate where the mob should be spawned. * @param mobname The mob's display name. * @param class_ The mob's ID in database. * @param amount The amount of mobs to spawn. * @param event The name of the event which should be executed when the mob is killed. * @param size The mob's size. * @param ai The mob's AI. * @return The last spawned mob's GID, or 0 if spawning failed. * **/ static 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) { bool no_guardian_data = false; if (ai > 0 && (ai & 0x200) == 0x200) { no_guardian_data = true; ai &= ~0x200; } if (m < 0 || amount <= 0) return 0; struct mob_data *md = NULL; for (int i = 0; i < amount; i++) { int mob_id = class_; if (mob_id < 0) { mob_id = mob->get_random_id(-class_ - 1, (battle_config.random_monster_checklv == 1) ? 3 : 1, (sd != NULL) ? sd->status.base_level : 255); } md = mob->once_spawn_sub((sd != NULL) ? &sd->bl : NULL, m, x, y, mobname, mob_id, event, size, ai, (sd != NULL) ? sd->npc_id : 0); if (md == NULL) continue; if (class_ == MOBID_EMPELIUM && !no_guardian_data) { struct guild_castle *gc = guild->mapindex2gc(map_id2index(m)); if (gc != NULL) { struct guild *g = guild->search(gc->guild_id); 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 != NULL) md->guardian_data->g = g; else if (gc->guild_id > 0) /// Guild not yet available, retry in 5s. timer->add(timer->gettick() + 5000, mob->spawn_guardian_sub, md->bl.id, gc->guild_id); } } mob->spawn(md); if (class_ < 0 && battle_config.dead_branch_active == 1) { /// Behold Aegis' masterful decisions yet again... /// "I understand the "Aggressive" part, but the "Can Move" and "Can Attack" is just stupid" [Poki] sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE|MD_CANATTACK|MD_CANMOVE|MD_ANGRY, 0, 60000); } } return (md != NULL) ? md->bl.id : 0; /// ID of last spawned mob. } /*========================================== * Spawn mobs in the specified area. *------------------------------------------*/ static 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. * Required because the guild data may not be available at guardian spawn time. * * @param tid Required parameter for timer functions. Unused inside the function. * @param tick Required parameter for timer functions. Unused inside the function. * @param id The guardian mob's GID. * @param data The guild ID. * @return 1 on success, 0 on failure. * * @author Skotlex * **/ static int mob_spawn_guardian_sub(int tid, int64 tick, int id, intptr_t data) { struct block_list *bl = map->id2bl(id); if (bl == NULL || bl->type != BL_MOB) /// It is possible mob was already removed from map when the castle has no owner. [Skotlex] return 0; struct mob_data *md = BL_UCAST(BL_MOB, bl); if (md->guardian_data == NULL) return 0; struct guild *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_EMPELIUM) { md->guardian_data->g = NULL; if (md->guardian_data->castle->guild_id > 0) { /// Free castle up. ShowNotice("mob_spawn_guardian_sub: 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->number >= 0 && md->guardian_data->number < MAX_GUARDIANS && md->guardian_data->castle->guardian[md->guardian_data->number].visible == 1) 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) > 0) status_calc_mob(md, SCO_NONE); /// Give bonuses. return 1; } /** * Summons a castle guardian mob. * * @param mapname The name of the map where the guardian should be spawned. * @param x The x coordinate where the guardian should be spawned. * @param y The y coordinate where the guardian should be spawned. * @param mobname The guardian's display name. * @param class_ The guardian's mob ID in database. * @param event The name of the event which should be executed when the guardian is killed. * @param guardian The guardian's index. * @param has_index If false, the guardian will be temporarily. * @param npc_id If spawned by NPC script, this holds the ID of the invoking NPC. * @return The spawned guardian's GID, or 0 if spawning failed. * * @author Valaris * **/ static int mob_spawn_guardian(const char *mapname, short x, short y, const char *mobname, int class_, const char *event, int guardian, bool has_index, int npc_id) { nullpo_ret(mapname); nullpo_ret(mobname); nullpo_ret(event); const int map_id = map->mapname2mapid(mapname); if (map_id == INDEX_NOT_FOUND) { ShowWarning("mob_spawn_guardian: Map [%s] not found.\n", mapname); return 0; } if ((x <= 0 || y <= 0) && map->search_freecell(NULL, map_id, &x, &y, -1, -1, 1) == 0) { ShowWarning("mob_spawn_guardian: Couldn't locate a spawn cell for guardian class %d (index %d) on castle map %s.\n", class_, guardian, mapname); return 0; } if (class_ <= 0 && (class_ = mob->get_random_id(-class_ - 1, 1, 99)) == 0) return 0; if (!has_index) { guardian = -1; } else if (guardian < 0 || guardian >= MAX_GUARDIANS) { ShowError("mob_spawn_guardian: Invalid guardian index %d for guardian %d on castle map %s.\n", guardian, class_, mapname); return 0; } struct spawn_data data; memset(&data, 0, sizeof(struct spawn_data)); data.num = 1; data.m = map_id; data.class_ = class_; 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) == 0) return 0; struct guild_castle *gc = guild->mapname2gc(mapname); if (gc == NULL) { ShowError("mob_spawn_guardian: No castle set on map %s.\n", mapname); return 0; } struct guild *g = NULL; if (gc->guild_id == 0) ShowWarning("mob_spawn_guardian: Spawning guardian %d on a castle map %s with no guild.\n", class_, mapname); else g = guild->search(gc->guild_id); if (has_index && gc->guardian[guardian].id != 0) { /// Check if guardian already exists, refuse to spawn if so. struct mob_data *md = map->id2md(gc->guardian[guardian].id); if (md != NULL && md->guardian_data != NULL && md->guardian_data->number == guardian) { ShowError("mob_spawn_guardian: Attempted to spawn guardian in position %d which already has a guardian on castle map %s.\n", guardian, mapname); return 0; } } struct mob_data *md = mob->spawn_dataset(&data, npc_id); 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 != NULL) md->guardian_data->g = g; else if (gc->guild_id > 0) timer->add(timer->gettick() + 5000, mob->spawn_guardian_sub, md->bl.id, gc->guild_id); mob->spawn(md); return md->bl.id; } /** * Spawn a mob with allegiance to the given battle group. * * @param mapname The name of the map where the mob should be spawned. * @param x The x coordinate where the mob should be spawned. * @param y The y coordinate where the mob should be spawned. * @param mobname The mob's display name. * @param class_ The mob's mob ID in database. * @param event The name of the event which should be executed when the mob is killed. * @param bg_id The battle group ID. * @param npc_id If spawned by NPC script, this holds the ID of the invoking NPC. * @return The spawned mob's GID, or 0 if spawning failed. * * @author Zephyrus * **/ static int mob_spawn_bg(const char *mapname, short x, short y, const char *mobname, int class_, const char *event, unsigned int bg_id, int npc_id) { nullpo_ret(mapname); nullpo_ret(mobname); nullpo_ret(event); const int map_id = map->mapname2mapid(mapname); if (map_id == INDEX_NOT_FOUND) { ShowWarning("mob_spawn_bg: Map [%s] not found.\n", mapname); return 0; } if ((x <= 0 || y <= 0) && map->search_freecell(NULL, map_id, &x, &y, -1, -1, 1) == 0) { ShowWarning("mob_spawn_bg: Couldn't locate a spawn cell for guardian class %d (bg_id %u) on map %s.\n", class_, bg_id, mapname); return 0; } if (class_ <= 0 && (class_ = mob->get_random_id(-class_ - 1, 1, 99)) == 0) return 0; struct spawn_data data; memset(&data, 0, sizeof(struct spawn_data)); data.num = 1; data.m = map_id; data.class_ = class_; 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) == 0) return 0; struct mob_data *md = mob->spawn_dataset(&data, npc_id); mob->spawn(md); md->bg_id = bg_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 *------------------------------------------*/ static 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) *------------------------------------------*/ static int mob_linksearch(struct block_list *bl, va_list ap) { struct mob_data *md = NULL; int class_ = va_arg(ap, int); struct block_list *target = va_arg(ap, struct block_list *); int64 tick = va_arg(ap, int64); nullpo_ret(bl); Assert_ret(bl->type == BL_MOB); md = BL_UCAST(BL_MOB, bl); 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) *------------------------------------------*/ static int mob_delayspawn(int tid, int64 tick, int id, intptr_t data) { struct block_list* bl = map->id2bl(id); // TODO: Why does this not use map->bl2md? 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 *------------------------------------------*/ static int mob_setdelayspawn(struct mob_data *md) { unsigned int spawntime; uint32 mode; struct mob_db *db; nullpo_ret(md); 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; } static 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 struct mob_data *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. *------------------------------------------*/ static int mob_spawn(struct mob_data *md) { int i=0; int64 tick = timer->gettick(); int64 c = 0; nullpo_retr(1, md); 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] *------------------------------------------*/ static int mob_can_changetarget(const struct mob_data *md, const struct block_list *target, uint32 mode) { nullpo_ret(md); nullpo_ret(target); // 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) ? 1 : 0; 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 *------------------------------------------*/ static 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 *------------------------------------------*/ static int mob_ai_sub_hard_activesearch(struct block_list *bl, va_list ap) { struct mob_data *md; struct block_list **target; uint32 mode; int dist; nullpo_ret(bl); md=va_arg(ap,struct mob_data *); target= va_arg(ap,struct block_list**); mode = va_arg(ap, uint32); nullpo_ret(md); nullpo_ret(target); //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 (BL_UCCAST(BL_PC, bl)->state.gangsterparadise && !(status_get_mode(&md->bl)&MD_BOSS)) return 0; //Gangster paradise protection. FALLTHROUGH 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; bool is_standing = (md->ud.walktimer == INVALID_TIMER); 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 || (is_standing && wpd.path_len > md->db->range2) //Standing monsters use range2, walking monsters use range3 || (!is_standing && wpd.path_len > md->db->range3)) { if (!check_distance_bl(&md->bl, bl, md->status.rhw.range) || !path->search_long(NULL, &md->bl, md->bl.m, md->bl.x, md->bl.y, bl->x, bl->y, CELL_CHKWALL)) 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. *------------------------------------------*/ static 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**); nullpo_ret(md); nullpo_ret(target); //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. *------------------------------------------*/ static 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**); nullpo_retr(1, md); nullpo_retr(1, target); 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 *------------------------------------------*/ static 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**); nullpo_ret(md); nullpo_ret(target); 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; } static int mob_warpchase_sub(struct block_list *bl, va_list ap) { int cur_distance; struct block_list *target = va_arg(ap, struct block_list *); struct npc_data **target_nd = va_arg(ap, struct npc_data **); int *min_distance = va_arg(ap, int *); struct npc_data *nd = NULL; nullpo_ret(bl); nullpo_ret(target); nullpo_ret(target_nd); nullpo_ret(min_distance); Assert_ret(bl->type == BL_NPC); nd = BL_UCAST(BL_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; } /** * Checks if a monster is currently involved in battle, * may it be due to aggression or being attacked. * @param bl: monster's bl * @return true if in battle, false otherwise */ static bool mob_is_in_battle_state(const struct mob_data *md) { nullpo_retr(false, md); switch (md->state.skillstate) { case MSS_BERSERK: case MSS_ANGRY: case MSS_RUSH: case MSS_FOLLOW: return true; default: return false; } } /*========================================== * Processing of slave monsters *------------------------------------------*/ static int mob_ai_sub_hard_slavemob(struct mob_data *md, int64 tick) { struct block_list *bl; nullpo_ret(md); 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); const struct mob_data *m_md = BL_CCAST(BL_MOB, bl); // Can be NULL due to master being BL_PC // If master is BL_MOB and in battle, lock & chase to master's target instead, unless configured not to. if ((battle_config.slave_chase_masters_chasetarget == 0 || (m_md != NULL && !mob->is_in_battle_state(m_md))) && map->search_freecell(&md->bl, bl->m, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 1) && unit->walk_toxy(&md->bl, x, y, 0) == 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); struct mob_data *m_md = BL_CAST(BL_MOB, bl); // Can be NULL due to master being BL_PC nullpo_retr(0, ud); md->last_linktime = tick; struct block_list *tbl = NULL; if (battle_config.slave_chase_masters_chasetarget == 1 && m_md != NULL && m_md->target_id != 0) { // possibly chasing something tbl = map->id2bl(m_md->target_id); } else if (ud->target != 0 && ud->state.attack_continue != 0) { tbl = map->id2bl(ud->target); } else if (ud->skilltarget != 0) { tbl = map->id2bl(ud->skilltarget); //Required check as skilltarget is not always an enemy. [Skotlex] if (tbl != NULL && battle->check_target(&md->bl, tbl, BCT_ENEMY) <= 0) tbl = NULL; } if (tbl != NULL && status->check_skilluse(&md->bl, tbl, 0, 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. *------------------------------------------*/ static 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; FALLTHROUGH 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, 0x1 | 0x2) > battle_config.official_cell_stack_limit) { unit->walk_toxy(&md->bl, md->bl.x, md->bl.y, 8); } return 0; } /*========================================== * Random walk *------------------------------------------*/ static 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) != 0 && unit->walk_toxy(&md->bl, x, y, 8) == 0) 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;iud.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; } static int mob_warpchase(struct mob_data *md, struct block_list *target) { struct npc_data *warp = NULL; int distance = AREA_SIZE; nullpo_ret(md); 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 *------------------------------------------*/ static bool mob_ai_sub_hard(struct mob_data *md, int64 tick) { struct block_list *tbl = NULL, *abl = NULL; uint32 mode; int view_range, can_move; nullpo_retr(false, md); 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] struct map_session_data *tsd = NULL; tbl = map->id2bl(md->target_id); tsd = BL_CAST(BL_PC, tbl); if (tbl == NULL || 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)) || (tsd != NULL && ((tsd->state.gangsterparadise && !(mode&MD_BOSS)) || tsd->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_rangestatus.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 = BL_UCAST(BL_ITEM, tbl); 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? //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; } static int mob_ai_sub_hard_timer(struct block_list *bl, va_list ap) { struct mob_data *md = NULL; int64 tick = va_arg(ap, int64); nullpo_ret(bl); Assert_ret(bl->type == BL_MOB); md = BL_UCAST(BL_MOB, bl); 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) *------------------------------------------*/ static int mob_ai_sub_foreachclient(struct map_session_data *sd, va_list ap) { int64 tick; nullpo_ret(sd); 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) *------------------------------------------*/ static 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) *------------------------------------------*/ static 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) *------------------------------------------*/ static 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; } /** * Adds random options of a given options drop group into item. * * @param item : item receiving random options * @param options : Random Option Drop Group to be used */ static void mob_setdropitem_options(struct item *item, struct optdrop_group *options) { nullpo_retv(item); nullpo_retv(options); for (int i = 0; i < options->optslot_count; i++) { if (rnd() % 10000 >= options->optslot_rate[i]) continue; // count avoids a too long loop that would cause lag. // if after option_drop_max_loop full iterations (running through all possibilities) // it still fails to pick one, it'll stop at one random index in the next iteration int count = battle_config.option_drop_max_loop * options->optslot[i].option_count + (rnd() % options->optslot[i].option_count); int idx = 0; while (count > 0 && rnd() % 10000 >= options->optslot[i].options[idx].rate) { idx = (idx + 1) % options->optslot[i].option_count; --count; } item->option[i].index = options->optslot[i].options[idx].id; int min = options->optslot[i].options[idx].min; int max = options->optslot[i].options[idx].max; item->option[i].value = min + (rnd() % (max - min + 1)); } } /*========================================== * Initializes the delay drop structure for mob-dropped items. *------------------------------------------*/ static struct item_drop *mob_setdropitem(int nameid, struct optdrop_group *options, 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); // Set item options [KirieZ] if (options != NULL) mob->setdropitem_options(&drop->item_data, options); drop->showdropeffect = true; drop->next = NULL; return drop; } /*========================================== * Initializes the delay drop structure for mob-looted items. *------------------------------------------*/ static struct item_drop *mob_setlootitem(struct item *item) { struct item_drop *drop ; nullpo_retr(NULL, item); drop = ers_alloc(item_drop_ers, struct item_drop); memcpy(&drop->item_data, item, sizeof(struct item)); drop->showdropeffect = false; drop->next = NULL; return drop; } /*========================================== * item drop with delay (timer function) *------------------------------------------*/ static 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->showdropeffect); 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? *------------------------------------------*/ static 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) { struct map_session_data *sd = NULL; nullpo_retv(md); nullpo_retv(dlist); nullpo_retv(ditem); //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)) && (!map->list[sd->bl.m].flag.noautoloot) && (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; } static int mob_timer_delete(int tid, int64 tick, int id, intptr_t data) { struct block_list* bl = map->id2bl(id); // TODO: Why does this not use map->id2md? 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; } /*========================================== * *------------------------------------------*/ static int mob_deleteslave_sub(struct block_list *bl, va_list ap) { struct mob_data *md = NULL; int id = va_arg(ap, int); nullpo_ret(bl); Assert_ret(bl->type == BL_MOB); md = BL_UCAST(BL_MOB, bl); if(md->master_id > 0 && md->master_id == id ) status_kill(bl); return 0; } /*========================================== * *------------------------------------------*/ static 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] static 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; } static void mob_log_damage(struct mob_data *md, struct block_list *src, int damage) { int char_id = 0, flag = MDLF_NORMAL; nullpo_retv(md); nullpo_retv(src); 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: { const struct map_session_data *sd = BL_UCCAST(BL_PC, src); char_id = sd->status.char_id; if( damage ) md->attacked_id = src->id; break; } case BL_HOM: { const struct homun_data *hd = BL_UCCAST(BL_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: { const struct mercenary_data *mer = BL_UCCAST(BL_MER, src); if( mer->master ) char_id = mer->master->status.char_id; if( damage ) md->attacked_id = src->id; break; } case BL_PET: { const struct pet_data *pd = BL_UCCAST(BL_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: { const struct mob_data *md2 = BL_UCCAST(BL_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: { const struct elemental_data *ele = BL_UCCAST(BL_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;idmglog[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].dmgdmglog[i].dmg; } } if(idmglog[i].dmg+=damage; else { md->dmglog[minpos].id = char_id; md->dmglog[minpos].flag= flag; md->dmglog[minpos].dmg = damage; } #if (PACKETVER >= 20120404 && PACKETVER < 20131223) // Show HP bar to all chars who hit the mob (fixes TF_STEAL not showing HP bar right away but only when target leaves/re-enters sight range) if (battle_config.show_monster_hp_bar != 0 && (md->status.mode & MD_BOSS) == 0) { struct map_session_data *sd = map->charid2sd(char_id); if (sd != NULL && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE)) // check if in range clif->monster_hp_bar(md, sd); } #endif } return; } //Call when a mob has received damage. static void mob_damage(struct mob_data *md, struct block_list *src, int damage) { nullpo_retv(md); 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(); // Achievements [Smokexyz/Hercules] if (src != NULL && src->type == BL_PC) achievement->validate_mob_damage(BL_UCAST(BL_PC, src), damage, false); } if (battle_config.show_mob_info&3) clif->blname_ack(0, &md->bl); #if PACKETVER >= 20131223 // Resend ZC_NOTIFY_MOVEENTRY to Update the HP if (battle_config.show_monster_hp_bar) clif->set_unit_walking(&md->bl, NULL, unit->bl2ud(&md->bl), AREA); #endif if (!src) return; #if (PACKETVER >= 20120404 && PACKETVER < 20131223) 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 *------------------------------------------*/ static int mob_dead(struct mob_data *md, struct block_list *src, int type) { struct status_data *mstatus; struct map_session_data *sd = BL_CAST(BL_PC, src); struct map_session_data *tmpsd[DAMAGELOG_SIZE] = { NULL }; struct map_session_data *mvp_sd = sd, *second_sd = NULL, *third_sd = NULL; struct item_data *id = NULL; struct { struct party_data *p; int id,zeny; unsigned int base_exp,job_exp; } pt[DAMAGELOG_SIZE] = { { 0 } }; int i, temp, count, 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; nullpo_retr(3, md); m = md->bl.m; mstatus = &md->status; 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(); if (src != NULL && src->type == BL_MOB) mob->unlocktarget(BL_UCAST(BL_MOB, src), tick); // filter out entries not eligible for exp distribution 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(icheckskill(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 ) { 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); if (!md->special_state.clone && !mob->is_clone(md->class_)) achievement->validate_mob_kill(tmpsd[i], md->db->mob_id); // Achievements [Smokexyz/Hercules] } } 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 && 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)); if (sd && sd->sc.data[SC_OVERLAPEXPUP]) drop_rate = max(drop_rate, cap_value((int)(0.5 + drop_rate * (sd->sc.data[SC_OVERLAPEXPUP]->val2) / 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, md->db->dropitem[i].options, 1, it); // Official Drop Announce [Jedzkie] if (mvp_sd != NULL) { if ((id = itemdb->search(it->nameid)) != NULL && id->flag.drop_announce) { 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, battle_config.autoloot_adjust ? drop_rate : 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, NULL, 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 != 0 || sd->add_drop[i].is_group); i++) { if ( sd->add_drop[i].race == -md->class_ || ( sd->add_drop[i].race > 0 && ( sd->add_drop[i].race & map->race_id2mask(mstatus->race) || sd->add_drop[i].race & map->race_id2mask((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].is_group) ? sd->add_drop[i].id : itemdb->chain_item(sd->add_drop[i].id, &drop_rate); if( itemid ) mob->item_drop(md, dlist, mob->setdropitem(itemid, NULL, 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; int64 exp; //mapflag: noexp check [Lorky] if (map->list[m].flag.nobaseexp || type&2) { exp = 1; } else { exp = md->db->mexp; if (count > 1) exp += apply_percentrate64(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 */ struct mob_drop mdrop[MAX_MVP_DROP] = { { 0 } }; for (i = 0; i < MAX_MVP_DROP; i++) { int rpos; if (md->db->mvpitem[i].nameid == 0) continue; do { rpos = rnd()%MAX_MVP_DROP; } while (mdrop[rpos].nameid != 0); mdrop[rpos].nameid = md->db->mvpitem[i].nameid; mdrop[rpos].p = md->db->mvpitem[i].p; mdrop[rpos].options = md->db->mvpitem[i].options; } for (i = 0; i < MAX_MVP_DROP; i++) { struct item_data *data = NULL; int rate = 0; if (mdrop[i].nameid <= 0) continue; if ((data = itemdb->exists(mdrop[i].nameid)) == NULL) continue; rate = mdrop[i].p; if (rate <= 0 && !battle_config.drop_rate0item) rate = 1; if (rate > rnd()%10000) { struct item item = { 0 }; item.nameid = mdrop[i].nameid; item.identify = itemdb->isidentified2(data); if (mdrop[i].options != NULL) mob->setdropitem_options(&item, mdrop[i].options); clif->mvp_item(mvp_sd, item.nameid); log_mvp[0] = item.nameid; 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, true); } //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_EMPELIUM && 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 = BL_UCAST(BL_PET, src)->msd; break; case BL_HOM: sd = BL_UCAST(BL_HOM, src)->master; break; case BL_MER: sd = BL_UCAST(BL_MER, src)->master; break; case BL_ELEM: sd = BL_UCAST(BL_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, RANKTYPE_TAEKWON, 1); sd->mission_mobid = temp; pc_setglobalreg(sd,script->add_variable("TK_MISSION_ID"), temp); sd->mission_count = 0; clif->mission_info(sd, temp, 0); } pc_setglobalreg(sd,script->add_variable("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 == BTYPE_MVP && 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. } static void mob_revive(struct mob_data *md, unsigned int hp) { int64 tick = timer->gettick(); nullpo_retv(md); 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->blname_ack(0, &md->bl); } static 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_EMPELIUM) { //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 *------------------------------------------*/ static 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 *------------------------------------------*/ static 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, NULL); 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;iskilldelay[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->blname_ack(0, &md->bl); status_change_end(&md->bl,SC_KEEPING,INVALID_TIMER); return 0; } /*========================================== * mob heal, update display hp info of mob for players *------------------------------------------*/ static void mob_heal(struct mob_data *md, unsigned int heal) { nullpo_retv(md); if (battle_config.show_mob_info&3) clif->blname_ack(0, &md->bl); #if PACKETVER >= 20131223 // Resend ZC_NOTIFY_MOVEENTRY to Update the HP if (battle_config.show_monster_hp_bar) clif->set_unit_walking(&md->bl, NULL, unit->bl2ud(&md->bl), AREA); #endif #if (PACKETVER >= 20120404 && PACKETVER < 20131223) 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 *------------------------------------------*/ static int mob_warpslave_sub(struct block_list *bl, va_list ap) { struct mob_data *md = NULL; struct block_list *master; short x,y,range=0; master = va_arg(ap, struct block_list*); range = va_arg(ap, int); nullpo_ret(bl); nullpo_ret(master); Assert_ret(bl->type == BL_MOB); md = BL_UCAST(BL_MOB, bl); 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. *------------------------------------------*/ static int mob_warpslave(struct block_list *bl, int range) { nullpo_ret(bl); 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. *------------------------------------------*/ static int mob_countslave_sub(struct block_list *bl, va_list ap) { int id = va_arg(ap, int); struct mob_data *md = NULL; nullpo_ret(bl); Assert_ret(bl->type == BL_MOB); md = BL_UCAST(BL_MOB, bl); if (md->master_id == id) return 1; return 0; } /*========================================== * Counts the number of slaves a mob has on the map. *------------------------------------------*/ static int mob_countslave(struct block_list *bl) { nullpo_ret(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. * * @param md2 The mob which summons the slaves. * @param value Array with slave mob IDs. * @param amount The amount of slaves to spawn. * @param skill_id The Id of the skill which summons the slaves. * @return 1 on success, 0 on failure. * * @author Skotlex * **/ static int mob_summonslave(struct mob_data *md2, int *value, int amount, uint16 skill_id) { nullpo_ret(md2); nullpo_ret(value); struct spawn_data data; 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; md2->can_summon = 1; /// Flags this monster is able to summon; saves a worth amount of memory upon deletion. int count = 0; while (count < 5 && mob->db_checkid(value[count]) != 0) count++; if (count < 1) return 0; int k = 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. } int hp_rate = 0; if ((skill_id == NPC_TRANSFORMATION || skill_id == NPC_METAMORPHOSIS) && battle_config.monster_class_change_recover == 0) hp_rate = get_percentage(md2->status.hp, md2->status.max_hp); for (; k < amount; k++) { data.class_ = value[k % count]; /// Summon slaves in round-robin fashion. [Skotlex] if (mob->db_checkid(data.class_) == 0) continue; short x; short y; if (map->search_freecell(&md2->bl, 0, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 0) != 0) { data.x = x; data.y = y; } else { data.x = md2->bl.x; data.y = md2->bl.y; } if (battle_config.override_mob_names == 1) strcpy(data.name, DEFAULT_MOB_NAME); else strcpy(data.name, DEFAULT_MOB_JNAME); if (mob->parse_dataset(&data) == 0) continue; struct mob_data *md = mob->spawn_dataset(&data, 0); 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 > 0) /// 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 > 0 && md->master_id > 0) { switch (battle_config.slaves_inherit_mode) { case 1: /// Always aggressive. if ((md->status.mode & MD_AGGRESSIVE) == 0) 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) == 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) == 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 1; } /*========================================== * MOBskill lookup (get skillindex through skill_id) * Returns INDEX_NOT_FOUND if not found. *------------------------------------------*/ static 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 INDEX_NOT_FOUND; ARR_FIND(0, max, i, ms[i].skill_id == skill_id); if (i == max) return INDEX_NOT_FOUND; return i; } /*========================================== * Friendly Mob whose HP is decreasing by a nearby MOB is looked for. *------------------------------------------*/ static 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 *); nullpo_ret(bl); nullpo_ret(md); 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; } static 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 *------------------------------------------*/ static 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; } /** * Checks if the passed monster/character meets the passed status change requirements * and returns it by reference parameter on success. * * @param bl The monster/character to check. * @param ap List of arguments. (Source monster, MSC_* flag, SC_* flag, reference bl.) * @return Always 0. * **/ static int mob_getfriendstatus_sub(struct block_list *bl, va_list ap) { nullpo_ret(bl); struct mob_data *md = va_arg(ap, struct mob_data *); nullpo_ret(md); if (md->bl.id == bl->id && (battle_config.mob_ai & 0x10) == 0) return 0; if (battle->check_target(&md->bl, bl, BCT_ENEMY) > 0) return 0; int cond1 = va_arg(ap, int); int cond2 = va_arg(ap, int); struct block_list **fr = va_arg(ap, struct block_list **); if ((*fr) != NULL) // A friend was already found. return 0; int flag = 0; struct status_change *sc = status->get_sc(bl); if (cond2 == -1) { // Check for any of the common status alignments. for (int i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) { if ((flag = (sc->data[i] != NULL)) != 0) // Once an effect was found, break out. [Skotlex] break; } } else { flag = (sc->data[cond2] != NULL); } if ((flag ^ (cond1 == MSC_FRIENDSTATUSOFF)) != 0) (*fr) = bl; return 0; } /** * Gets a random monster/character within a range of 8 cells around md. * If md is summoned (no monster slave!) a character is picker, otherwise a monster. * * @param md The monster which tries to cast a skill. * @param cond1 Whether to check for active or inactive status change. (MSC_FRIENDSTATUSON/MSC_FRIENDSTATUSOFF) * @param cond2 The status change (SC_* flag) to check. * @return A randomly picked monster/character within range. * **/ static struct block_list *mob_getfriendstatus(struct mob_data *md, int cond1, int cond2) { nullpo_ret(md); int type = (md->special_state.ai != AI_NONE) ? BL_PC : BL_MOB; struct block_list *fr = NULL; map->foreachinrange(mob->getfriendstatus_sub, &md->bl, 8, type, md, cond1, cond2, &fr); return fr; } /*========================================== * Skill use judging *------------------------------------------*/ static 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; 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 = ((fbl = 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 || c2 == 0); 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; FALLTHROUGH case MST_FRIEND: bl = (fbl != NULL) ? fbl : &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; FALLTHROUGH case MST_FRIEND: if (fbl) { bl = fbl; break; } // else fall through FALLTHROUGH 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] safesnprintf(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 *------------------------------------------*/ static int mobskill_event(struct mob_data *md, struct block_list *src, int64 tick, int flag) { int target_id, res = 0; nullpo_ret(md); nullpo_ret(src); 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] static 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_; } /** * Spawns a mob which is a clone of another character. * * @param sd The character which should be cloned. * @param m The ID of the map where the clone should be spawned. * @param x The x coordinate where the clone should be spawned. * @param y The y coordinate where the clone should be spawned. * @param event The name of the event which should be executed when the clone is killed. * @param master_id If passed, the clone will be attached to this account ID. * @param mode The clone's mob mode(s). (Defaults to MD_CANMOVE|MD_AGGRESSIVE|MD_ASSIST|MD_CANATTACK.) * @param flag 0 - target characters; 1 - target mobs. * @param duration How long the clone will live before it is auto-removed. (ms) * @return The spawned clone's GID, or 0 if spawning failed. * **/ static int mob_clone_spawn(struct map_session_data *sd, int16 m, int16 x, int16 y, const char *event, int master_id, uint32 mode, int flag, unsigned int duration) { nullpo_ret(sd); if (pc_isdead(sd) && master_id != 0 && flag == 1) return 0; int class_; ARR_FIND(MOB_CLONE_START, MOB_CLONE_END, class_, mob->db_data[class_] == NULL); if (class_ < 0 || class_ >= MOB_CLONE_END) return 0; mob->db_data[class_] = (struct mob_db*)aCalloc(1, sizeof(struct mob_db)); struct mob_db *db = mob->db_data[class_]; struct status_data *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); db->dmg_taken_rate = 100; 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 > 0) { mstatus->lhw.atk2 = mstatus->dex + mstatus->lhw.atk + mstatus->lhw.atk2; /// Max ATK. mstatus->lhw.atk = mstatus->dex; /// Min ATK. } if (mode != MD_NONE) /// 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; const int fd = sd->fd; sd->fd = 0; /// Temporarily disable sd's fd so it doesn't receive the messages from skill_check_condition_castbegin. struct mob_skill *mob_skills = &db->skill[0]; /// Go Backwards to give better priority to advanced skills. for (int i = 0, j = MAX_SKILL_TREE - 1; j >= 0 && i < MAX_MOBSKILL; j--) { const int idx = pc->skill_tree[pc->class2idx(sd->status.class)][j].idx; const int skill_id = pc->skill_tree[pc->class2idx(sd->status.class)][j].id; if (skill_id == 0 || sd->status.skill[idx].lv < 1 || (skill->dbs->db[idx].inf2 & (INF2_WEDDING_SKILL | INF2_GUILD_SKILL)) > 0) continue; int h; 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 fighting against players. (Those with flags UF_NOMOB and UF_NOPC are specific to always aid players!) [Skotlex] if (flag == 0 && skill->get_unit_id(skill_id, 0) != 0 && (skill->get_unit_flag(skill_id) & (UF_NOMOB | UF_NOPC)) > 0) 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) == 0) continue; memset(&mob_skills[i], 0, sizeof(struct mob_skill)); mob_skills[i].skill_id = skill_id; mob_skills[i].skill_lv = sd->status.skill[idx].lv; mob_skills[i].state = MSS_ANY; mob_skills[i].permillage = 500 * battle_config.mob_skill_rate / 100; /// Default chance of all skills: 5% mob_skills[i].emotion = -1; mob_skills[i].cancel = 0; mob_skills[i].casttime = skill->cast_fix(&sd->bl, skill_id, mob_skills[i].skill_lv); mob_skills[i].delay = 5000 + skill->delay_fix(&sd->bl, skill_id, mob_skills[i].skill_lv); const int inf = skill->dbs->db[idx].inf; if ((inf & INF_ATTACK_SKILL) == INF_ATTACK_SKILL) { mob_skills[i].target = MST_TARGET; mob_skills[i].cond1 = MSC_ALWAYS; if (skill->get_range(skill_id, mob_skills[i].skill_lv) > 3) mob_skills[i].state = MSS_ANYTARGET; else mob_skills[i].state = MSS_BERSERK; } else if ((inf & INF_GROUND_SKILL) == INF_GROUND_SKILL) { if ((skill->get_inf2(skill_id) & INF2_TRAP) == INF2_TRAP) { /// Traps! mob_skills[i].state = MSS_IDLE; mob_skills[i].target = MST_AROUND2; mob_skills[i].delay = 60000; } else if (skill->get_unit_target(skill_id) == BCT_ENEMY) { /// Target Enemy. mob_skills[i].state = MSS_ANYTARGET; mob_skills[i].target = MST_TARGET; mob_skills[i].cond1 = MSC_ALWAYS; } else { /// Target allies. mob_skills[i].target = MST_FRIEND; mob_skills[i].cond1 = MSC_FRIENDHPLTMAXRATE; mob_skills[i].cond2 = 95; } } else if ((inf & INF_SELF_SKILL) == INF_SELF_SKILL) { if ((skill->get_inf2(skill_id) & INF2_NO_TARGET_SELF) == INF2_NO_TARGET_SELF) { /// Auto-select target skill. mob_skills[i].target = MST_TARGET; mob_skills[i].cond1 = MSC_ALWAYS; if (skill->get_range(skill_id, mob_skills[i].skill_lv) > 3) mob_skills[i].state = MSS_ANYTARGET; else mob_skills[i].state = MSS_BERSERK; } else { /// Self skill. mob_skills[i].target = MST_SELF; mob_skills[i].cond1 = MSC_MYHPLTMAXRATE; mob_skills[i].cond2 = 90; mob_skills[i].permillage = 2000; const int time1 = skill->get_time(skill_id, mob_skills[i].skill_lv); const int time2 = skill->get_time2(skill_id, mob_skills[i].skill_lv); /** Delay: Remove the stock 5 secs and add half of the support time. **/ mob_skills[i].delay += -5000 + (time1 + time2) / 2; if (mob_skills[i].delay < 5000) mob_skills[i].delay = 5000; /// With a minimum of 5 seconds. } } else if ((inf & INF_SUPPORT_SKILL) == INF_SUPPORT_SKILL) { mob_skills[i].target = MST_FRIEND; mob_skills[i].cond1 = MSC_FRIENDHPLTMAXRATE; mob_skills[i].cond2 = 90; if (skill_id == AL_HEAL) mob_skills[i].permillage = 5000; /// Higher skill rate usage for heal. else if (skill_id == ALL_RESURRECTION) mob_skills[i].cond2 = 1; const int time1 = skill->get_time(skill_id, mob_skills[i].skill_lv); const int time2 = skill->get_time2(skill_id, mob_skills[i].skill_lv); /** Delay: Remove the stock 5 secs and add half of the support time. **/ mob_skills[i].delay += -5000 + (time1 + time2) / 2; if (mob_skills[i].delay < 2000) mob_skills[i].delay = 2000; /// With a minimum of 2 seconds. if (i + 1 < MAX_MOBSKILL) { /// Duplicate this so it also triggers on self. memcpy(&mob_skills[i + 1], &mob_skills[i], sizeof(struct mob_skill)); db->maxskill = ++i; mob_skills[i].target = MST_SELF; mob_skills[i].cond1 = MSC_MYHPLTMAXRATE; } } else { switch (skill_id) { /// Certain special skills that are passive, and thus, never triggered. case MO_TRIPLEATTACK: FALLTHROUGH case TF_DOUBLE: FALLTHROUGH case GS_CHAINACTION: mob_skills[i].state = MSS_BERSERK; mob_skills[i].target = MST_TARGET; mob_skills[i].cond1 = MSC_ALWAYS; if (skill_id == MO_TRIPLEATTACK) mob_skills[i].permillage = 3000 - mob_skills[i].skill_lv * 100; else mob_skills[i].permillage = mob_skills[i].skill_lv * 500; mob_skills[i].delay -= 5000; /// Remove the added delay as these could trigger on "all hits". break; default: /// Untreated skill. continue; } } mob_skills[i].permillage *= battle_config.mob_skill_rate / 100; mob_skills[i].delay *= battle_config.mob_skill_delay / 100; db->maxskill = ++i; } sd->fd = fd; /// We grant the session it's fd value back. /// Finally spawn it. struct mob_data *md = mob->once_spawn_sub(&sd->bl, m, x, y, DEFAULT_MOB_NAME, class_, event, SZ_SMALL, AI_NONE, 0); if (md == NULL) return 0; /// Failed? md->special_state.clone = 1; if (flag == 1) /// Friendly character. md->special_state.ai = AI_ATTACK; if (master_id != 0) /// Attach to master. md->master_id = master_id; if (duration > 0) { /// 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; } static int mob_clone_delete(struct mob_data *md) { int class_; nullpo_ret(md); 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. *------------------------------------------*/ static 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] static unsigned int mob_drop_adjust(int baserate, int rate_adjust, unsigned short rate_min, unsigned short rate_max) { int64 rate = baserate; Assert_ret(baserate >= 0); if (rate_adjust != 100 && baserate > 0) { if (battle_config.logarithmic_drops && rate_adjust > 0) { // Logarithmic drops equation by Ishizu-Chan //Equation: Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5)) //x is the normal Droprate, y is the Modificator. rate = (int64)(baserate * pow((5.0 - log10(baserate)), (log(rate_adjust/100.) / log(5.0))) + 0.5); } else { //Classical linear rate adjustment. rate = apply_percentrate64(baserate, rate_adjust, 100); } } return (unsigned int)cap_value(rate,rate_min,rate_max); } static struct item_drop_ratio *mob_get_item_drop_ratio(int nameid) { Assert_retr(NULL, nameid > 0); if (nameid < ARRAYLENGTH(item_drop_ratio_db)) { return item_drop_ratio_db[nameid]; } else { return (struct item_drop_ratio *)idb_get(item_drop_ratio_other_db, nameid); } } static void mob_set_item_drop_ratio(int nameid, struct item_drop_ratio *ratio) { Assert_retv(nameid > 0); if (nameid < ARRAYLENGTH(item_drop_ratio_db)) { Assert_retv(item_drop_ratio_db[nameid] == NULL); item_drop_ratio_db[nameid] = ratio; } else { Assert_retv(idb_get(item_drop_ratio_other_db, nameid) == NULL); idb_put(item_drop_ratio_other_db, nameid, ratio); } } /** * 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 */ static void item_dropratio_adjust(int nameid, int mob_id, int *rate_adjust) { struct item_drop_ratio *dropRatio; nullpo_retv(rate_adjust); dropRatio = mob->get_item_drop_ratio(nameid); if (dropRatio) { if (dropRatio->mob_id[0] ) { // only for listed mobs int i; ARR_FIND(0, MAX_ITEMRATIO_MOBS, i, dropRatio->mob_id[i] == mob_id); if (i < MAX_ITEMRATIO_MOBS) // found *rate_adjust = dropRatio->drop_ratio; } else // for all mobs *rate_adjust = dropRatio->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_cap_value: 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_cap_value: for class '%d', field value '%d' is lower than the minimum '%d'! capping...\n", class_, value, min); return min; } return value; } /** * Reads one possible option for a option slot in a option drop group * @param option : Libconfig entry * @param entry : memory db entry for current slot * @param idx : index of entry where this option should be inserted at * @param calc_rate : if rates should be recalculated after reading all entries * @param slot : option group slot being read (for messages) * @param group : option group being read (for messages) * @return true if it successfully read the entry, false otherwise */ static bool mob_read_optdrops_option(struct config_setting_t *option, struct optdrop_group_optslot *entry, int *idx, bool *calc_rate, int slot, const char *group) { nullpo_retr(false, option); nullpo_retr(false, entry); nullpo_retr(false, idx); nullpo_retr(false, calc_rate); nullpo_retr(false, group); const char *name = config_setting_name(option); int opt_id; if (strncmp(name, "Rate", 4) == 0) return true; if (script->get_constant(name, &opt_id) == false) { ShowWarning("mob_read_optdrops_option: Invalid option \"%s\" for option slot %d of %s group, skipping.\n", name, slot, group); return false; } int min = 0, max = 0, opt_rate = 0; if (config_setting_is_number(option)) { // OptionName: value min = libconfig->setting_get_int(option); } else if (config_setting_is_array(option)) { // OptionName: [min, max] // OptionName: [min, max, rate] int slen = libconfig->setting_length(option); if (slen >= 2) { // [min, max,...] min = libconfig->setting_get_int_elem(option, 0); max = libconfig->setting_get_int_elem(option, 1); } if (slen == 3) { // [min, max, rate] opt_rate = libconfig->setting_get_int_elem(option, 2); } } else { ShowWarning("mob_read_optdrops_option: Invalid value \"%s\" for option slot %d of %s group, skipping.\n", name, slot, group); return false; } if (max < min) max = min; entry->options[*idx].id = opt_id; entry->options[*idx].min = min; entry->options[*idx].max = max; entry->options[*idx].rate = opt_rate; if (entry->options[*idx].rate == 0) *calc_rate = true; (*idx)++; return true; } /** * Reads the settings for one random option slot of a random option drop group. * @param optslot : The slot entry from config file * @param n : slot index * @param group_id : Group index * @param group : group name (used in messages) * @return true if it succesfully read, false otherwise */ static bool mob_read_optdrops_optslot(struct config_setting_t *optslot, int n, int group_id, const char *group) { nullpo_retr(false, optslot); nullpo_retr(false, group); Assert_retr(false, group_id >= 0 && group_id < mob->opt_drop_groups_count); Assert_retr(false, n >= 0 && n < MAX_ITEM_OPTIONS); // Structure: // { // Rate: chance of option 1 (int) // OptionName1: value // OptionName2: [min, max] // OptionName3: [min, max, rate] // .... // } int drop_rate; // The rate for this option to be dropped (Rate field) if (libconfig->setting_lookup_int(optslot, "Rate", &drop_rate) == CONFIG_FALSE) { ShowWarning("mob_read_optdrops_optslot: Missing option %d rate in group %s, skipping.\n", n, group); return false; } int count = libconfig->setting_length(optslot); if (count <= 1) { // 1 = Rate ShowWarning("mob_read_optdrops_optslot: Option %d of %s group doesn't contain any possible options, skipping.\n", n, group); return false; } struct optdrop_group_optslot *entry = &(mob->opt_drop_groups[group_id].optslot[n]); entry->options = aCalloc(sizeof(struct optdrop_group_option), count); int idx = 0; int i = 0; struct config_setting_t *opt = NULL; bool calc_rate = false; while (i < count && (opt = libconfig->setting_get_elem(optslot, i)) != NULL) { ++i; mob->read_optdrops_option(opt, entry, &idx, &calc_rate, n, group); } entry->option_count = idx; mob->opt_drop_groups[group_id].optslot_count++; mob->opt_drop_groups[group_id].optslot_rate[n] = drop_rate; // If there're empty rates, calculate them if (calc_rate == true) { for (int j = 0; j < idx; ++j) { if (entry->options[j].rate == 0) entry->options[j].rate = 10000 / idx; } } return true; } /** * Reads one random option drop group. * @param group : Drop Group entry from config file * @param n : group index * @return true if it successfuly read, false otherwise */ static bool mob_read_optdrops_group(struct config_setting_t *group, int n) { /* Structure: : ( {