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
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
|
// 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 "../common/mmo.h" // struct item
#include "guild.h" // struct guardian_data
#include "map.h" // struct status_data, struct view_data, struct mob_skill
#include "status.h" // struct status data, struct status_change
#include "unit.h" // unit_stop_walking(), unit_stop_attack()
#define MAX_RANDOMMONSTER 4
#define MAX_MOB_RACE_DB 6
// 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.
// Notice that the last 1000 entries are used for player clones, so always set this to desired value +1000
#define MAX_MOB_DB 3000
//The number of drops all mobs have and the max drop-slot that the steal skill will attempt to steal from.
#define MAX_MOB_DROP 10
#define MAX_STEAL_DROP 7
//Min time between AI executions
#define MIN_MOBTHINKTIME 100
//Min time before mobs do a check to call nearby friends for help (or for slaves to support their master)
#define MIN_MOBLINKTIME 1000
//Distance that slaves should keep from their master.
#define MOB_SLAVEDISTANCE 2
// These define the range of available IDs for clones. [Valaris]
#define MOB_CLONE_START (MAX_MOB_DB-999)
#define MOB_CLONE_END MAX_MOB_DB
//Mob skill states.
enum MobSkillState {
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,
};
struct mob_skill {
enum MobSkillState state;
short skill_id,skill_lv;
short permillage;
int casttime,delay;
short cancel;
short cond1,cond2;
short target;
int val[5];
short emotion;
};
struct spawn_info {
unsigned short mapindex;
unsigned short qty;
};
struct mob_db {
char sprite[NAME_LENGTH],name[NAME_LENGTH],jname[NAME_LENGTH];
unsigned int base_exp,job_exp;
unsigned int mexp,mexpper;
short range2,range3;
short race2; // celest
unsigned short lv;
struct { int nameid,p; } dropitem[MAX_MOB_DROP];
struct { int nameid,p; } mvpitem[3];
struct status_data status;
struct view_data vd;
short option;
int summonper[MAX_RANDOMMONSTER];
int maxskill;
struct mob_skill skill[MAX_MOBSKILL];
struct spawn_info spawn[10];
};
struct mob_data {
struct block_list bl;
struct unit_data ud;
struct view_data *vd;
struct status_data status, *base_status; //Second one is in case of leveling up mobs, or tiny/large mobs.
struct status_change sc;
struct mob_db *db; //For quick data access (saves doing mob_db(md->class_) all the time) [Skotlex]
struct barricade_data *barricade;
char name[NAME_LENGTH];
struct {
unsigned size : 2; //Small/Big monsters.
unsigned ai : 2; //Special ai for summoned monsters.
//0: Normal mob.
//1: Standard summon, attacks mobs.
//2: Alchemist Marine Sphere
//3: Alchemist Summon Flora
} special_state; //Special mob information that does not needs to be zero'ed on mob respawn.
struct {
enum MobSkillState skillstate;
unsigned aggressive : 1; //Signals whether the mob AI is in aggressive mode or reactive mode. [Skotlex]
unsigned char steal_flag; //number of steal tries (to prevent steal exploit on mobs with few items) [Lupus]
unsigned steal_coin_flag : 1;
unsigned soul_change_flag : 1; // Celest
unsigned alchemist: 1;
unsigned spotted: 1;
unsigned char attacked_count; //For rude attacked.
int provoke_flag; // Celest
unsigned npc_killmonster: 1; //for new killmonster behavior
unsigned rebirth: 1; // NPC_Rebirth used
} state;
struct guardian_data* guardian_data;
struct {
int id;
unsigned int dmg;
unsigned flag : 1; //0: Normal. 1: Homunc exp
} dmglog[DAMAGELOG_SIZE];
struct spawn_data *spawn; //Spawn data.
int spawn_timer; //Required for Convex Mirror
struct item *lootitem;
short class_;
unsigned int tdmg; //Stores total damage given to the mob, for exp calculations. [Skotlex]
int level;
int target_id,attacked_id;
int areanpc_id; //Required in OnTouchNPC (to avoid multiple area touchs)
unsigned int next_walktime,last_thinktime,last_linktime,last_pcneartime;
short move_fail_count;
short lootitem_count;
short min_chase;
int deletetimer;
int master_id,master_dist;
short skillidx;
unsigned int skilldelay[MAX_MOBSKILL];
char npc_event[50];
};
enum {
MST_TARGET = 0,
MST_RANDOM, //Random Target!
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,
};
// The data structures for storing delayed item drops
struct item_drop {
struct item item_data;
struct item_drop* next;
};
struct item_drop_list {
int m, x, y; // coordinates
int first_charid, second_charid, third_charid; // charid's of players with higher pickup priority
struct item_drop* item; // linked list of drops
};
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_);
struct mob_data *mob_once_spawn_sub(struct block_list *bl, int m,
short x, short y, const char *mobname, int class_, const char *event);
int mob_once_spawn(struct map_session_data* sd,int m,short x,short y,const char* mobname,int class_,int amount,const char* event);
int mob_once_spawn_area(struct map_session_data* sd,int m,int x0,int y0,int x1,int y1,const char* mobname,int class_,int amount,const char* event);
bool mob_ksprotected (struct block_list *src, struct block_list *target);
short mob_barricade_build(short m, short x, short y, const char* mobname, short count, short dir, bool killable, bool walkable, bool shootable, bool odd, const char* event);
void mob_barricade_destroy(short m, const char *event);
void mob_barricade_get(struct map_session_data *sd);
void mod_barricade_clearall(void);
int mob_spawn_guardian(const char* mapname, short x, short y, const char* mobname, int class_, const char* event, int guardian, bool has_index); // 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,unsigned int tick);
int mob_warpchase(struct mob_data *md, struct block_list *target);
int mob_target(struct mob_data *md,struct block_list *bl,int dist);
int mob_unlocktarget(struct mob_data *md, unsigned 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);
void mob_log_damage(struct mob_data *md, struct block_list *src, int damage);
void mob_damage(struct mob_data *md, struct block_list *src, int damage);
int mob_dead(struct mob_data *md, struct block_list *src, int type);
void mob_revive(struct mob_data *md, unsigned int hp);
void mob_heal(struct mob_data *md,unsigned int heal);
#define mob_stop_walking(md, type) unit_stop_walking(&(md)->bl, type)
#define mob_stop_attack(md) unit_stop_attack(&(md)->bl)
void mob_clear_spawninfo();
int do_init_mob(void);
int do_final_mob(void);
int mob_timer_delete(int tid, unsigned int tick, int id, intptr 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, int m, 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 /* _MOB_H_ */
|