1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
|
// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#ifndef _MOB_H_
#define _MOB_H_
#include "unit.h"
#include "map.h"
#define MAX_RANDOMMONSTER 3
#define MAX_MOB_RACE_DB 6
#define MAX_MOB_DB 10000
/* Change this to increase the table size in your mob_db to accomodate
a larger mob database. Be sure to note that IDs 4001 to 4048 are reserved for advanced/baby/expanded classes.
*/
//Min time before mobs do a check to call nearby friends for help (or for slaves to support their master)
#define MIN_MOBLINKTIME 1000
// These define the range of available IDs for clones. [Valaris]
#define MOB_CLONE_START 9001
#define MOB_CLONE_END 10000
struct mob_skill {
short state;
short skill_id,skill_lv;
short permillage;
int casttime,delay;
short cancel;
short cond1,cond2;
short target;
int val[5];
short emotion;
};
struct mob_db {
char sprite[NAME_LENGTH],name[NAME_LENGTH],jname[NAME_LENGTH];
unsigned short lv;
int max_hp,max_sp;
unsigned int base_exp,job_exp;
int atk1,atk2;
int def,mdef;
int str,agi,vit,int_,dex,luk;
int range,range2,range3;
int size,race,element,mode;
short race2; // celest
int speed,adelay,amotion,dmotion;
int mexp,mexpper;
struct { int nameid,p; } dropitem[10]; //8 -> 10 Lupus
struct { int nameid,p; } mvpitem[3];
struct view_data vd;
short option;
int summonper[MAX_RANDOMMONSTER];
int maxskill;
struct mob_skill skill[MAX_MOBSKILL];
};
enum {
MST_TARGET = 0,
MST_SELF,
MST_FRIEND,
MST_MASTER,
MST_AROUND5,
MST_AROUND6,
MST_AROUND7,
MST_AROUND8,
MST_AROUND1,
MST_AROUND2,
MST_AROUND3,
MST_AROUND4,
MST_AROUND = MST_AROUND4,
MSC_ALWAYS = 0x0000,
MSC_MYHPLTMAXRATE,
MSC_MYHPINRATE,
MSC_FRIENDHPLTMAXRATE,
MSC_FRIENDHPINRATE,
MSC_MYSTATUSON,
MSC_MYSTATUSOFF,
MSC_FRIENDSTATUSON,
MSC_FRIENDSTATUSOFF,
MSC_ATTACKPCGT,
MSC_ATTACKPCGE,
MSC_SLAVELT,
MSC_SLAVELE,
MSC_CLOSEDATTACKED,
MSC_LONGRANGEATTACKED,
MSC_AFTERSKILL,
MSC_SKILLUSED ,
MSC_CASTTARGETED,
MSC_RUDEATTACKED,
MSC_MASTERHPLTMAXRATE,
MSC_MASTERATTACKED,
MSC_ALCHEMIST,
MSC_SPAWN,
};
//Mob skill states.
enum {
MSS_ANY = -1,
MSS_IDLE,
MSS_WALK,
MSS_LOOT,
MSS_DEAD,
MSS_BERSERK, //Aggressive mob attacking
MSS_ANGRY, //Mob retaliating from being attacked.
MSS_RUSH, //Mob following a player after being attacked.
MSS_FOLLOW, //Mob following a player without being attacked.
MSS_ANYTARGET,
};
/*==========================================
* The structure object for item drop with delay
* Since it is only two being able to pass [ int ] a timer function
* Data is put in and passed to this structure object.
*------------------------------------------
*/
struct item_drop {
struct item item_data;
struct item_drop *next;
};
struct item_drop_list {
int m,x,y;
struct map_session_data *first_sd,*second_sd,*third_sd;
struct item_drop *item;
};
struct mob_db* mob_db(int class_);
int mobdb_searchname(const char *str);
int mobdb_searchname_array(struct mob_db** data, int size, const char *str);
int mobdb_checkid(const int id);
struct view_data* mob_get_viewdata(int class_);
int mob_once_spawn(struct map_session_data *sd,char *mapname,
short x,short y,const char *mobname,int class_,int amount,const char *event);
int mob_once_spawn_area(struct map_session_data *sd,char *mapname,
int x0,int y0,int x1,int y1,
const char *mobname,int class_,int amount,const char *event);
int mob_spawn_guardian(struct map_session_data *sd,char *mapname, // Spawning Guardians [Valaris]
int x,int y,const char *mobname,int class_,int amount,const char *event,int guardian); // Spawning Guardians [Valaris]
int mob_guardian_guildchange(struct block_list *bl,va_list ap); //Change Guardian's ownership. [Skotlex]
int mob_randomwalk(struct mob_data *md,int tick);
int mob_target(struct mob_data *md,struct block_list *bl,int dist);
int mob_unlocktarget(struct mob_data *md,int tick);
struct mob_data* mob_spawn_dataset(struct spawn_data *data);
int mob_spawn(struct mob_data *md);
int mob_setdelayspawn(struct mob_data *md);
int mob_parse_dataset(struct spawn_data *data);
int mob_damage(struct block_list *,struct mob_data*,int,int);
int mob_heal(struct mob_data*,int);
#define mob_stop_walking(md, type) { if (md->ud.walktimer != -1) unit_stop_walking(&md->bl, type); }
#define mob_stop_attack(md) { if (md->ud.attacktimer != -1) unit_stop_attack(&md->bl); }
int do_init_mob(void);
int do_final_mob(void);
int mob_timer_delete(int tid, unsigned int tick, int id, int data);
int mob_deleteslave(struct mob_data *md);
int mob_random_class (int *value, size_t count);
int mob_get_random_id(int type, int flag, int lv);
int mob_class_change(struct mob_data *md,int class_);
int mob_warpslave(struct block_list *bl, int range);
int mob_linksearch(struct block_list *bl,va_list ap);
int mobskill_use(struct mob_data *md,unsigned int tick,int event);
int mobskill_event(struct mob_data *md,struct block_list *src,unsigned int tick, int flag);
int mobskill_castend_id( int tid, unsigned int tick, int id,int data );
int mobskill_castend_pos( int tid, unsigned int tick, int id,int data );
int mob_summonslave(struct mob_data *md2,int *value,int amount,int skill_id);
int mob_countslave(struct block_list *bl);
int mob_is_clone(int class_);
int mob_clone_spawn(struct map_session_data *sd, char *map, int x, int y, const char *event, int master_id, int mode, int flag, unsigned int duration);
int mob_clone_delete(int class_);
void mob_reload(void);
#endif
|