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// 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 "unit.h" // unit_stop_walking(), unit_stop_attack()
#include "map.h" // struct status_data, struct view_data, struct mob_skill

#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.
#define MAX_MOB_DB 10000

//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 9001
#define MOB_CLONE_END 10000

// Scripted Mob AI Constants
#define CALLBACK_NPCCLICK	0x100
#define CALLBACK_ATTACK		0x80
#define CALLBACK_DETECT		0x40
#define CALLBACK_DEAD		0x20
#define	CALLBACK_ASSIST		0x10
#define CALLBACK_KILL		0x08
#define CALLBACK_UNLOCK		0x04
#define CALLBACK_WALKACK	0x02
#define CALLBACK_WARPACK	0x01

int mob_script_callback(struct mob_data *md, struct block_list *target, short action_type);

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 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;
	int 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];
};

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,
};

//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 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_id, second_id, third_id; // id'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,const 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,const char *mapname,
	int x0,int y0,int x1,int y1,
	const char *mobname,int class_,int amount,const char *event);

int mob_spawn_guardian(const char* mapname, short x, short y, const char* mobname, int class_, 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,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,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) { 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); }

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, 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_convertslave(struct mob_data *md);

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_ */