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// Copyright (c) Hercules Dev Team, licensed under GNU GPL.
// See the LICENSE file
// Portions Copyright (c) Athena Dev Teams
#ifndef MAP_MOB_H
#define MAP_MOB_H
#include "map.h" // struct status_data, struct view_data, struct mob_skill
#include "status.h" // struct status_data, struct status_change
#include "unit.h" // struct unit_data
#include "../common/cbasetypes.h"
#include "../common/mmo.h" // struct item
#define MAX_RANDOMMONSTER 5
// Change this to increase the table size in your mob_db to accommodate 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 5000
//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_MVP_DROP 3
#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
//Min time between random walks
#define MIN_RANDOMWALKTIME 4000
//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
//Used to determine default enemy type of mobs (for use in each in range calls)
#define DEFAULT_ENEMY_TYPE(md) ((md)->special_state.ai != AI_NONE ?BL_CHAR:BL_MOB|BL_PC|BL_HOM|BL_MER)
#define MAX_MOB_CHAT 250 //Max Skill's messages
// On official servers, monsters will only seek targets that are closer to walk to than their
// search range. The search range is affected depending on if the monster is walking or not.
// On some maps there can be a quite long path for just walking two cells in a direction and
// the client does not support displaying walk paths that are longer than 14 cells, so this
// option reduces position lag in such situation. But doing a complex search for every possible
// target, might be CPU intensive.
// Disable this to make monsters not do any path search when looking for a target (old behavior).
#define ACTIVEPATHSEARCH
//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,
};
enum MobDamageLogFlag
{
MDLF_NORMAL = 0,
MDLF_HOMUN,
MDLF_PET,
};
enum size {
SZ_SMALL = 0,
SZ_MEDIUM,
SZ_BIG,
};
enum ai {
AI_NONE = 0, //0: Normal mob.
AI_ATTACK, //1: Standard summon, attacks mobs.
AI_SPHERE, //2: Alchemist Marine Sphere
AI_FLORA, //3: Alchemist Summon Flora
AI_ZANZOU, //4: Summon Zanzou
AI_MAX
};
/**
* Acceptable values for map_session_data.state.noks
*/
enum ksprotection_mode {
KSPROTECT_NONE = 0,
KSPROTECT_SELF = 1,
KSPROTECT_PARTY = 2,
KSPROTECT_GUILD = 3,
};
struct mob_skill {
enum MobSkillState state;
uint16 skill_id,skill_lv;
short permillage;
int casttime,delay;
short cancel;
short cond1,cond2;
short target;
int val[5];
short emotion;
unsigned short msg_id;
};
struct mob_chat {
unsigned short msg_id;
unsigned int color;
char msg[CHAT_SIZE_MAX];
};
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;
short range2,range3;
short race2; // celest
unsigned short lv;
struct { int nameid,p; } dropitem[MAX_MOB_DROP];
struct { int nameid,p; } mvpitem[MAX_MVP_DROP];
struct status_data status;
struct view_data vd;
unsigned int option;
int summonper[MAX_RANDOMMONSTER];
int maxskill;
struct mob_skill skill[MAX_MOBSKILL];
struct spawn_info spawn[10];
/* HPM Custom Struct */
struct HPluginData **hdata;
unsigned int hdatac;
};
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]
char name[NAME_LENGTH];
struct {
unsigned int size : 2; //Small/Big monsters. @see enum size
unsigned int ai : 4; //Special AI for summoned monsters. @see enum ai
unsigned int clone : 1;/* is clone? 1:0 */
} special_state; //Special mob information that does not needs to be zero'ed on mob respawn.
struct {
unsigned int aggressive : 1; //Signals whether the mob AI is in aggressive mode or reactive mode. [Skotlex]
unsigned int steal_coin_flag : 1;
unsigned int soul_change_flag : 1; // Celest
unsigned int alchemist: 1;
unsigned int spotted: 1;
unsigned int npc_killmonster: 1; //for new killmonster behavior
unsigned int rebirth: 1; // NPC_Rebirth used
unsigned int boss : 1;
enum MobSkillState skillstate;
unsigned char steal_flag; //number of steal tries (to prevent steal exploit on mobs with few items) [Lupus]
unsigned char attacked_count; //For rude attacked.
int provoke_flag; // Celest
} state;
struct guardian_data* guardian_data;
struct {
int id;
unsigned int dmg;
unsigned int flag : 2; //0: Normal. 1: Homunc exp. 2: Pet 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 bg_id; // BattleGround System
int64 next_walktime, last_thinktime, last_linktime, last_pcneartime, dmgtick;
short move_fail_count;
short lootitem_count;
short min_chase;
unsigned char walktoxy_fail_count; //Pathfinding succeeds but the actual walking failed (e.g. Icewall lock)
int deletetimer;
int master_id,master_dist;
int8 skill_idx;// key of array
int64 skilldelay[MAX_MOBSKILL];
char npc_event[EVENT_NAME_LENGTH];
/**
* Did this monster summon something?
* Used to flag summon deletions, saves a worth amount of memory
**/
bool can_summon;
/**
* MvP Tombstone NPC ID
**/
int tomb_nid;
/* HPM Custom Struct */
struct HPluginData **hdata;
unsigned int hdatac;
};
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 {
int16 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
};
#define mob_stop_walking(md, type) (unit->stop_walking(&(md)->bl, (type)))
#define mob_stop_attack(md) (unit->stop_attack(&(md)->bl))
#define mob_is_battleground(md) ( map->list[(md)->bl.m].flag.battleground && ((md)->class_ == MOBID_BARRICADE2 || ((md)->class_ >= MOBID_FOOD_STOR && (md)->class_ <= MOBID_PINK_CRYST)) )
#define mob_is_gvg(md) (map->list[(md)->bl.m].flag.gvg_castle && ( (md)->class_ == MOBID_EMPERIUM || (md)->class_ == MOBID_BARRICADE1 || (md)->class_ == MOBID_GUARIDAN_STONE1 || (md)->class_ == MOBID_GUARIDAN_STONE2) )
#define mob_is_treasure(md) (((md)->class_ >= MOBID_TREAS01 && (md)->class_ <= MOBID_TREAS40) || ((md)->class_ >= MOBID_TREAS41 && (md)->class_ <= MOBID_TREAS49))
struct mob_interface {
//Dynamic mob database, allows saving of memory when there's big gaps in the mob_db [Skotlex]
struct mob_db *db_data[MAX_MOB_DB+1];
struct mob_db *dummy; //Dummy mob to be returned when a non-existant one is requested.
//Dynamic mob chat database
struct mob_chat *chat_db[MAX_MOB_CHAT+1];
//Defines the Manuk/Splendide mob groups for the status reductions [Epoque]
int manuk[8];
int splendide[5];
/* */
int (*init) (bool mimimal);
int (*final) (void);
void (*reload) (void);
/* */
struct mob_db* (*db) (int index);
struct mob_chat* (*chat) (short id);
int (*makedummymobdb) (int);
int (*spawn_guardian_sub) (int tid, int64 tick, int id, intptr_t data);
int (*skill_id2skill_idx) (int class_, uint16 skill_id);
int (*db_searchname) (const char *str);
int (*db_searchname_array_sub) (struct mob_db *monster, const char *str, int flag);
// MvP Tomb System
void (*mvptomb_create) (struct mob_data *md, char *killer, time_t time);
void (*mvptomb_destroy) (struct mob_data *md);
int (*db_searchname_array) (struct mob_db **data, int size, const char *str, int flag);
int (*db_checkid) (const int id);
struct view_data* (*get_viewdata) (int class_);
int (*parse_dataset) (struct spawn_data *data);
struct mob_data* (*spawn_dataset) (struct spawn_data *data);
int (*get_random_id) (int type, int flag, int lv);
bool (*ksprotected) (struct block_list *src, struct block_list *target);
struct mob_data* (*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 (*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);
int (*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 (*spawn_guardian) (const char *mapname, short x, short y, const char *mobname, int class_, const char *event, int guardian, bool has_index);
int (*spawn_bg) (const char *mapname, short x, short y, const char *mobname, int class_, const char *event, unsigned int bg_id);
int (*can_reach) (struct mob_data *md, struct block_list *bl, int range, int state);
int (*linksearch) (struct block_list *bl, va_list ap);
int (*delayspawn) (int tid, int64 tick, int id, intptr_t data);
int (*setdelayspawn) (struct mob_data *md);
int (*count_sub) (struct block_list *bl, va_list ap);
int (*spawn) (struct mob_data *md);
int (*can_changetarget) (struct mob_data *md, struct block_list *target, int mode);
int (*target) (struct mob_data *md, struct block_list *bl, int dist);
int (*ai_sub_hard_activesearch) (struct block_list *bl, va_list ap);
int (*ai_sub_hard_changechase) (struct block_list *bl, va_list ap);
int (*ai_sub_hard_bg_ally) (struct block_list *bl, va_list ap);
int (*ai_sub_hard_lootsearch) (struct block_list *bl, va_list ap);
int (*warpchase_sub) (struct block_list *bl, va_list ap);
int (*ai_sub_hard_slavemob) (struct mob_data *md, int64 tick);
int (*unlocktarget) (struct mob_data *md, int64 tick);
int (*randomwalk) (struct mob_data *md, int64 tick);
int (*warpchase) (struct mob_data *md, struct block_list *target);
bool (*ai_sub_hard) (struct mob_data *md, int64 tick);
int (*ai_sub_hard_timer) (struct block_list *bl, va_list ap);
int (*ai_sub_foreachclient) (struct map_session_data *sd, va_list ap);
int (*ai_sub_lazy) (struct mob_data *md, va_list args);
int (*ai_lazy) (int tid, int64 tick, int id, intptr_t data);
int (*ai_hard) (int tid, int64 tick, int id, intptr_t data);
struct item_drop* (*setdropitem) (int nameid, int qty, struct item_data *data);
struct item_drop* (*setlootitem) (struct item *item);
int (*delay_item_drop) (int tid, int64 tick, int id, intptr_t data);
void (*item_drop) (struct mob_data *md, struct item_drop_list *dlist, struct item_drop *ditem, int loot, int drop_rate, unsigned short flag);
int (*timer_delete) (int tid, int64 tick, int id, intptr_t data);
int (*deleteslave_sub) (struct block_list *bl, va_list ap);
int (*deleteslave) (struct mob_data *md);
int (*respawn) (int tid, int64 tick, int id, intptr_t data);
void (*log_damage) (struct mob_data *md, struct block_list *src, int damage);
void (*damage) (struct mob_data *md, struct block_list *src, int damage);
int (*dead) (struct mob_data *md, struct block_list *src, int type);
void (*revive) (struct mob_data *md, unsigned int hp);
int (*guardian_guildchange) (struct mob_data *md);
int (*random_class) (int *value, size_t count);
int (*class_change) (struct mob_data *md, int class_);
void (*heal) (struct mob_data *md, unsigned int heal);
int (*warpslave_sub) (struct block_list *bl, va_list ap);
int (*warpslave) (struct block_list *bl, int range);
int (*countslave_sub) (struct block_list *bl, va_list ap);
int (*countslave) (struct block_list *bl);
int (*summonslave) (struct mob_data *md2, int *value, int amount, uint16 skill_id);
int (*getfriendhprate_sub) (struct block_list *bl, va_list ap);
struct block_list* (*getfriendhprate) (struct mob_data *md, int min_rate, int max_rate);
struct block_list* (*getmasterhpltmaxrate) (struct mob_data *md, int rate);
int (*getfriendstatus_sub) (struct block_list *bl, va_list ap);
struct mob_data* (*getfriendstatus) (struct mob_data *md, int cond1, int cond2);
int (*skill_use) (struct mob_data *md, int64 tick, int event);
int (*skill_event) (struct mob_data *md, struct block_list *src, int64 tick, int flag);
int (*is_clone) (int class_);
int (*clone_spawn) (struct map_session_data *sd, int16 m, int16 x, int16 y, const char *event, int master_id, int mode, int flag, unsigned int duration);
int (*clone_delete) (struct mob_data *md);
unsigned int (*drop_adjust) (int baserate, int rate_adjust, unsigned short rate_min, unsigned short rate_max);
void (*item_dropratio_adjust) (int nameid, int mob_id, int *rate_adjust);
bool (*parse_dbrow) (char **str);
bool (*readdb_sub) (char *fields[], int columns, int current);
void (*readdb) (void);
int (*read_sqldb) (void);
void (*name_constants) (void);
bool (*readdb_mobavail) (char *str[], int columns, int current);
int (*read_randommonster) (void);
bool (*parse_row_chatdb) (char **str, const char *source, int line, int *last_msg_id);
void (*readchatdb) (void);
bool (*parse_row_mobskilldb) (char **str, int columns, int current);
void (*readskilldb) (void);
int (*read_sqlskilldb) (void);
bool (*readdb_race2) (char *fields[], int columns, int current);
bool (*readdb_itemratio) (char *str[], int columns, int current);
void (*load) (bool minimal);
void (*clear_spawninfo) ();
void (*destroy_mob_db) (int index);
};
struct mob_interface *mob;
#ifdef HERCULES_CORE
void mob_defaults(void);
#endif // HERCULES_CORE
#endif /* MAP_MOB_H */
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