#include "mob.hpp" // mob.cpp - Really scary code. // // Copyright © ????-2004 Athena Dev Teams // Copyright © 2004-2011 The Mana World Development Team // Copyright © 2011-2014 Ben Longbons // Copyright © 2013 Freeyorp // // This file is part of The Mana World (Athena server) // // This program 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 . #include #include #include #include "../compat/fun.hpp" #include "../compat/nullpo.hpp" #include "../strings/astring.hpp" #include "../strings/zstring.hpp" #include "../strings/xstring.hpp" #include "../generic/random.hpp" #include "../io/cxxstdio.hpp" #include "../io/extract.hpp" #include "../io/read.hpp" #include "../net/socket.hpp" #include "../net/timer.hpp" #include "../mmo/config_parse.hpp" #include "../mmo/cxxstdio_enums.hpp" #include "../mmo/extract_enums.hpp" #include "battle.hpp" #include "battle_conf.hpp" #include "clif.hpp" #include "globals.hpp" #include "itemdb.hpp" #include "map.hpp" #include "npc.hpp" #include "party.hpp" #include "path.hpp" #include "pc.hpp" #include "skill.hpp" #include "../poison.hpp" namespace tmwa { namespace map { constexpr interval_t MIN_MOBTHINKTIME = 100_ms; // Move probability in the negligent mode MOB (rate of 1000 minute) constexpr random_::Fraction MOB_LAZYMOVEPERC {50, 1000}; // Warp probability in the negligent mode MOB (rate of 1000 minute) constexpr random_::Fraction MOB_LAZYWARPPERC {20, 1000}; struct mob_db_& get_mob_db(Species s) { return mob_db[unwrap(s)]; } /*========================================== * Local prototype declaration (only required thing) *------------------------------------------ */ static int distance(int, int, int, int); static int mob_makedummymobdb(Species); static void mob_timer(TimerData *, tick_t, BlockId, unsigned char); static int mobskill_use_id(dumb_ptr md, dumb_ptr target, mob_skill& skill_idx); /*========================================== * Mob is searched with a name. *------------------------------------------ */ Species mobdb_searchname(MobName str) { int i; for (i = 0; i < sizeof(mob_db) / sizeof(mob_db[0]); i++) { if (mob_db[i].name == str || mob_db[i].jname == str) return wrap(i); } return Species(); } /*========================================== * Id Mob is checked. *------------------------------------------ */ Species mobdb_checkid(Species id) { // value range is [1001, 2000] if (wrap(MinMobID-1) < id && id < wrap(MaxMobID+1)) return id; return Species(); } static void mob_init(dumb_ptr md); /*========================================== * The minimum data set for MOB spawning *------------------------------------------ */ static void mob_spawn_dataset(dumb_ptr md, MobName mobname, Species mob_class) { nullpo_retv(md); if (mobname == ENGLISH_NAME) md->name = get_mob_db(mob_class).name; else if (mobname == JAPANESE_NAME) md->name = get_mob_db(mob_class).jname; else md->name = mobname; md->bl_prev = nullptr; md->bl_next = nullptr; md->n = 0; md->mob_class = mob_class; md->bl_id = npc_get_new_npc_id(); really_memzero_this(&md->state); // md->timer = nullptr; md->target_id = BlockId(); md->attacked_id = BlockId(); mob_init(md); } // Mutation values indicate how `valuable' a change to each stat is, XP wise. // For one 256th of change, we give out that many 1024th fractions of XP change // (i.e., 1024 means a 100% XP increase for a single point of adjustment, 4 means 100% XP bonus for doubling the value) static earray mutation_value //= {{ 2, // mob_stat::LV 3, // mob_stat::MAX_HP 1, // mob_stat::STR 2, // mob_stat::AGI 1, // mob_stat::VIT 0, // mob_stat::INT 2, // mob_stat::DEX 2, // mob_stat::LUK 1, // mob_stat::ATK1 1, // mob_stat::ATK2 2, // mob_stat::ADELAY 2, // mob_stat::DEF 2, // mob_stat::MDEF 2, // mob_stat::SPEED 2, // mob_stat::CRITICAL_DEF }}; // The mutation scale indicates how far `up' we can go, with 256 indicating 100% Note that this may stack with multiple // calls to `mutate'. static earray mutation_scale //= {{ 16, // mob_stat::LV 256, // mob_stat::MAX_HP 32, // mob_stat::STR 48, // mob_stat::AGI 48, // mob_stat::VIT 48, // mob_stat::INT 48, // mob_stat::DEX 64, // mob_stat::LUK 48, // mob_stat::ATK1 48, // mob_stat::ATK2 80, // mob_stat::ADELAY 48, // mob_stat::DEF 48, // mob_stat::MDEF 80, // mob_stat::SPEED 128, // mob_stat::CRITICAL_DEF }}; // The table below indicates the `average' value for each of the statistics, or -1 if there is none. // This average is used to determine XP modifications for mutations. The experience point bonus is // based on mutation_value and mutation_base as follows: // (1) first, compute the percentage change of the attribute (p0) // (2) second, determine the absolute stat change // (3) third, compute the percentage stat change relative to mutation_base (p1) // (4) fourth, compute the XP mofication based on the smaller of (p0, p1). static earray mutation_base //= {{ 30, // mob_stat::LV -1, // mob_stat::MAX_HP 20, // mob_stat::STR 20, // mob_stat::AGI 20, // mob_stat::VIT 20, // mob_stat::INT 20, // mob_stat::DEX 20, // mob_stat::LUK -1, // mob_stat::ATK1 -1, // mob_stat::ATK2 -1, // mob_stat::ADELAY -1, // mob_stat::DEF 20, // mob_stat::MDEF -1, // mob_stat::SPEED -1, // mob_stat::CRITICAL_DEF }}; /*======================================== * Mutates a MOB. For large `direction' values, calling this multiple times will give bigger XP boni. * intensity: positive: strengthen, negative: weaken. 256 = 100%. *---------------------------------------- */ static void mob_mutate(dumb_ptr md, mob_stat stat, int intensity) { int old_stat; int new_stat; int real_intensity; // relative intensity const int mut_base = mutation_base[stat]; int sign = 1; if (!md || stat >= mob_stat::XP_BONUS || intensity == 0) return; while (intensity > mutation_scale[stat]) { mob_mutate(md, stat, mutation_scale[stat]); // give better XP assignments intensity -= mutation_scale[stat]; } while (intensity < -mutation_scale[stat]) { mob_mutate(md, stat, mutation_scale[stat]); // give better XP assignments intensity += mutation_scale[stat]; } if (!intensity) return; // mob_stat::ADELAY and mob_stat::SPEED are special because going DOWN is good here. if (stat == mob_stat::ADELAY || stat == mob_stat::SPEED) sign = -1; // Now compute the new stat old_stat = md->stats[stat]; new_stat = old_stat + ((old_stat * sign * intensity) / 256); if (new_stat < 0) new_stat = 0; if (old_stat == 0) real_intensity = 0; else real_intensity = (((new_stat - old_stat) << 8) / old_stat); if (mut_base != -1) { // Now compute the mutation intensity relative to an absolute value. // Take the lesser of the two effects. int real_intensity2 = (((new_stat - old_stat) << 8) / mut_base); if (real_intensity < 0) { if (real_intensity2 > real_intensity) real_intensity = real_intensity2; } if (real_intensity > 0) { if (real_intensity2 < real_intensity) real_intensity = real_intensity2; } } real_intensity *= sign; md->stats[stat] = new_stat; // Adjust XP value md->stats[mob_stat::XP_BONUS] += mutation_value[stat] * real_intensity; if (md->stats[mob_stat::XP_BONUS] <= 0) md->stats[mob_stat::XP_BONUS] = 1; // Sanitise if (md->stats[mob_stat::ATK1] > md->stats[mob_stat::ATK2]) { int swap = md->stats[mob_stat::ATK2]; md->stats[mob_stat::ATK2] = md->stats[mob_stat::ATK1]; md->stats[mob_stat::ATK1] = swap; } } /*========================================== * This calculates the exp of a given mob *------------------------------------------ */ static int mob_gen_exp(mob_db_ *mob) { if (mob->max_hp <= 1) return 1; double mod_def = 100 - mob->def; if (100 == mob->def) mod_def = 1; double effective_hp = ((50 - mob->attrs[ATTR::LUK]) * mob->max_hp / 50.0) + (2 * mob->attrs[ATTR::LUK] * mob->max_hp / mod_def); double attack_factor = (mob->atk1 + mob->atk2 + mob->attrs[ATTR::STR] / 3.0 + mob->attrs[ATTR::DEX] / 2.0 + mob->attrs[ATTR::LUK]) * (1872.0 / mob->adelay.count()) / 4; double dodge_factor = pow(mob->lv + mob->attrs[ATTR::AGI] + mob->attrs[ATTR::LUK] / 2.0, 4.0 / 3.0); // TODO s/persuit/pursuit/g sometime when I'm not worried about diffs double persuit_factor = (3 + mob->range) * bool(mob->mode & MobMode::CAN_MOVE) * 1000 / mob->speed.count(); double aggression_factor = bool(mob->mode & MobMode::AGGRESSIVE) ? 10.0 / 9.0 : 1.0; int xp = floor(effective_hp * pow(sqrt(attack_factor) + sqrt(dodge_factor) + sqrt(persuit_factor) + 55, 3) * aggression_factor / 2000000.0); if (xp < 1) xp = 1; PRINTF("Exp for mob '%s' generated: %d\n"_fmt, mob->name, xp); return xp; } /*========================================== * *------------------------------------------ */ static void mob_init(dumb_ptr md) { int i; const Species mob_class = md->mob_class; const int mutations_nr = get_mob_db(mob_class).mutations_nr; const int mutation_power = get_mob_db(mob_class).mutation_power; md->stats[mob_stat::LV] = get_mob_db(mob_class).lv; md->stats[mob_stat::MAX_HP] = get_mob_db(mob_class).max_hp; md->stats[mob_stat::STR] = get_mob_db(mob_class).attrs[ATTR::STR]; md->stats[mob_stat::AGI] = get_mob_db(mob_class).attrs[ATTR::AGI]; md->stats[mob_stat::VIT] = get_mob_db(mob_class).attrs[ATTR::VIT]; md->stats[mob_stat::INT] = get_mob_db(mob_class).attrs[ATTR::INT]; md->stats[mob_stat::DEX] = get_mob_db(mob_class).attrs[ATTR::DEX]; md->stats[mob_stat::LUK] = get_mob_db(mob_class).attrs[ATTR::LUK]; md->stats[mob_stat::ATK1] = get_mob_db(mob_class).atk1; md->stats[mob_stat::ATK2] = get_mob_db(mob_class).atk2; md->stats[mob_stat::ADELAY] = get_mob_db(mob_class).adelay.count(); md->stats[mob_stat::DEF] = get_mob_db(mob_class).def; md->stats[mob_stat::MDEF] = get_mob_db(mob_class).mdef; md->stats[mob_stat::CRITICAL_DEF] = get_mob_db(mob_class).critical_def; md->stats[mob_stat::SPEED] = get_mob_db(mob_class).speed.count(); md->stats[mob_stat::XP_BONUS] = MOB_XP_BONUS_BASE; for (i = 0; i < mutations_nr; i++) { mob_stat stat_nr = random_::choice({ mob_stat::LV, mob_stat::MAX_HP, mob_stat::STR, mob_stat::AGI, mob_stat::VIT, mob_stat::INT, mob_stat::DEX, mob_stat::LUK, mob_stat::ATK1, mob_stat::ATK2, mob_stat::ADELAY, mob_stat::DEF, mob_stat::MDEF, mob_stat::SPEED, // double chance to modify hp mob_stat::MAX_HP, }); // TODO: if I don't remove this entirely, look into // normal distributions. int strength = (random_::to(mutation_power / 2) + random_::to(mutation_power / 2) + 2) * mutation_scale[stat_nr] / 100; if (random_::coin()) strength = -strength; if (strength < -240) strength = -240; /* Don't go too close to zero */ mob_mutate(md, stat_nr, strength); } } /*========================================== * The MOB appearance for one time (for scripts) *------------------------------------------ */ BlockId mob_once_spawn(dumb_ptr sd, MapName mapname, int x, int y, MobName mobname, Species mob_class, int amount, NpcEvent event) { dumb_ptr md = nullptr; int count; P m = ( (sd && mapname == MOB_THIS_MAP) ? sd->bl_m : TRY_UNWRAP(map_mapname2mapid(mapname), return BlockId()) ); if (amount <= 0 || mobdb_checkid(mob_class) == Species()) return BlockId(); if (sd) { if (x <= 0) x = sd->bl_x; if (y <= 0) y = sd->bl_y; } else if (x <= 0 || y <= 0) { PRINTF("mob_once_spawn: ??\n"_fmt); } for (count = 0; count < amount; count++) { md.new_(); md->lootitemv.clear(); mob_spawn_dataset(md, mobname, mob_class); md->bl_m = m; md->bl_x = x; md->bl_y = y; md->spawn.m = m; md->spawn.x0 = x; md->spawn.y0 = y; md->spawn.xs = 0; md->spawn.ys = 0; md->spawn.delay1 = static_cast(-1); // Only once is a flag. md->spawn.delay2 = static_cast(-1); // Only once is a flag. md->npc_event = event; md->bl_type = BL::MOB; map_addiddb(md); mob_spawn(md->bl_id); } return (amount > 0) ? md->bl_id : BlockId(); } /*========================================== * The MOB appearance for one time (& area specification for scripts) *------------------------------------------ */ BlockId mob_once_spawn_area(dumb_ptr sd, MapName mapname, int x0, int y0, int x1, int y1, MobName mobname, Species mob_class, int amount, NpcEvent event) { int x, y, i, max, lx = -1, ly = -1; BlockId id; P m = ( (mapname == MOB_THIS_MAP) ? sd->bl_m : TRY_UNWRAP(map_mapname2mapid(mapname), return BlockId()) ); max = (y1 - y0 + 1) * (x1 - x0 + 1) * 3; if (max > 1000) max = 1000; if (amount <= 0 || (mobdb_checkid(mob_class) == Species())) // A summon is stopped if a value is unusual return BlockId(); for (i = 0; i < amount; i++) { int j = 0; do { x = random_::in(x0, x1); y = random_::in(y0, y1); } while (bool(map_getcell(m, x, y) & MapCell::UNWALKABLE) && (++j) < max); if (j >= max) { if (lx >= 0) { // Since reference went wrong, the place which boiled before is used. x = lx; y = ly; } else return BlockId(); // Since reference of the place which boils first went wrong, it stops. } id = mob_once_spawn(sd, mapname, x, y, mobname, mob_class, 1, event); lx = x; ly = y; } return id; } // TODO: deprecate these /*========================================== * *------------------------------------------ */ short mob_get_hair(Species mob_class) { return get_mob_db(mob_class).hair; } /*========================================== * *------------------------------------------ */ short mob_get_hair_color(Species mob_class) { return get_mob_db(mob_class).hair_color; } /*========================================== * *------------------------------------------ */ short mob_get_weapon(Species mob_class) { return get_mob_db(mob_class).weapon; } /*========================================== * *------------------------------------------ */ ItemNameId mob_get_shield(Species mob_class) { return get_mob_db(mob_class).shield; } /*========================================== * *------------------------------------------ */ ItemNameId mob_get_head_top(Species mob_class) { return get_mob_db(mob_class).head_top; } /*========================================== * *------------------------------------------ */ ItemNameId mob_get_head_mid(Species mob_class) { return get_mob_db(mob_class).head_mid; } /*========================================== * *------------------------------------------ */ ItemNameId mob_get_head_buttom(Species mob_class) { return get_mob_db(mob_class).head_buttom; } /*========================================== * *------------------------------------------ */ short mob_get_clothes_color(Species mob_class) // Add for player monster dye - Valaris { return get_mob_db(mob_class).clothes_color; // End } /*========================================== * *------------------------------------------ */ int mob_get_equip(Species mob_class) // mob equip [Valaris] { return get_mob_db(mob_class).equip; } /*========================================== * Is MOB in the state in which the present movement is possible or not? *------------------------------------------ */ static int mob_can_move(dumb_ptr md) { nullpo_retz(md); if (md->canmove_tick > gettick() || (bool(md->opt1) && md->opt1 != Opt1::_stone6)) return 0; return 1; } /*========================================== * Time calculation concerning one step next to mob *------------------------------------------ */ static interval_t calc_next_walk_step(dumb_ptr md) { nullpo_retr(interval_t::zero(), md); if (md->walkpath.path_pos >= md->walkpath.path_len) return static_cast(-1); if (dir_is_diagonal(md->walkpath.path[md->walkpath.path_pos])) return battle_get_speed(md) * 14 / 10; return battle_get_speed(md); } static int mob_walktoxy_sub(dumb_ptr md); /*========================================== * Mob Walk processing *------------------------------------------ */ static int mob_walk(dumb_ptr md, tick_t tick, unsigned char data) { int moveblock; int x, y, dx, dy; nullpo_retz(md); md->state.state = MS::IDLE; if (md->walkpath.path_pos >= md->walkpath.path_len || md->walkpath.path_pos != data) return 0; md->walkpath.path_half ^= 1; if (md->walkpath.path_half == 0) { md->walkpath.path_pos++; if (md->state.change_walk_target) { mob_walktoxy_sub(md); return 0; } } else { if (md->walkpath.path[md->walkpath.path_pos] >= DIR::COUNT) return 1; x = md->bl_x; y = md->bl_y; if (bool(map_getcell(md->bl_m, x, y) & MapCell::UNWALKABLE)) { mob_stop_walking(md, 1); return 0; } md->dir = md->walkpath.path[md->walkpath.path_pos]; dx = dirx[md->dir]; dy = diry[md->dir]; if (bool(map_getcell(md->bl_m, x + dx, y + dy) & MapCell::UNWALKABLE)) { mob_walktoxy_sub(md); return 0; } moveblock = (x / BLOCK_SIZE != (x + dx) / BLOCK_SIZE || y / BLOCK_SIZE != (y + dy) / BLOCK_SIZE); md->state.state = MS::WALK; map_foreachinmovearea(std::bind(clif_moboutsight, ph::_1, md), md->bl_m, x - AREA_SIZE, y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE, dx, dy, BL::PC); x += dx; y += dy; if (md->min_chase > 13) md->min_chase--; if (moveblock) map_delblock(md); md->bl_x = x; md->bl_y = y; if (moveblock) map_addblock(md); map_foreachinmovearea(std::bind(clif_mobinsight, ph::_1, md), md->bl_m, x - AREA_SIZE, y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE, -dx, -dy, BL::PC); md->state.state = MS::IDLE; } interval_t i = calc_next_walk_step(md); if (i > interval_t::zero()) { i = i / 2; if (md->walkpath.path_half == 0) i = std::max(i, 1_ms); md->timer = Timer(tick + i, std::bind(mob_timer, ph::_1, ph::_2, md->bl_id, md->walkpath.path_pos)); md->state.state = MS::WALK; if (md->walkpath.path_pos >= md->walkpath.path_len) clif_fixmobpos(md); // When mob stops, retransmission current of a position. } return 0; } /*========================================== * Check if mob should be attempting to attack *------------------------------------------ */ static int mob_check_attack(dumb_ptr md) { dumb_ptr tbl = nullptr; dumb_ptr tsd = nullptr; dumb_ptr tmd = nullptr; MobMode mode; int range; nullpo_retz(md); md->min_chase = 13; md->state.state = MS::IDLE; md->state.skillstate = MobSkillState::MSS_IDLE; if (md->skilltimer) return 0; if (bool(md->opt1)) return 0; if ((tbl = map_id2bl(md->target_id)) == nullptr) { md->target_id = BlockId(); md->state.attackable = false; return 0; } if (tbl->bl_type == BL::PC) tsd = tbl->is_player(); else if (tbl->bl_type == BL::MOB) tmd = tbl->is_mob(); else return 0; if (tsd) { if (pc_isdead(tsd) || tsd->invincible_timer || pc_isinvisible(tsd) || md->bl_m != tbl->bl_m || tbl->bl_prev == nullptr || distance(md->bl_x, md->bl_y, tbl->bl_x, tbl->bl_y) >= 13) { md->target_id = BlockId(); md->state.attackable = false; return 0; } } if (tmd) { if (md->bl_m != tbl->bl_m || tbl->bl_prev == nullptr || distance(md->bl_x, md->bl_y, tbl->bl_x, tbl->bl_y) >= 13) { md->target_id = BlockId(); md->state.attackable = false; return 0; } } if (md->mode == MobMode::ZERO) mode = get_mob_db(md->mob_class).mode; else mode = md->mode; Race race = get_mob_db(md->mob_class).race; if (!bool(mode & MobMode::CAN_ATTACK)) { md->target_id = BlockId(); md->state.attackable = false; return 0; } if (tsd && !bool(mode & MobMode::BOSS) && (tsd->state.gangsterparadise && race != Race::_insect && race != Race::_demon)) { md->target_id = BlockId(); md->state.attackable = false; return 0; } range = get_mob_db(md->mob_class).range; if (bool(mode & MobMode::CAN_MOVE)) range++; if (distance(md->bl_x, md->bl_y, tbl->bl_x, tbl->bl_y) > range) return 0; return 1; } /*========================================== * *------------------------------------------ */ static void mob_ancillary_attack(dumb_ptr bl, dumb_ptr mdbl, dumb_ptr tbl, tick_t tick) { if (bl != tbl) battle_weapon_attack(mdbl, bl, tick); } /*========================================== * Attack processing of mob *------------------------------------------ */ static int mob_attack(dumb_ptr md, tick_t tick) { dumb_ptr tbl = nullptr; nullpo_retz(md); if (!mob_check_attack(md)) return 0; if ((tbl = map_id2bl(md->target_id)) == nullptr) return 0; if (battle_config.monster_attack_direction_change) md->dir = map_calc_dir(md, tbl->bl_x, tbl->bl_y); // 向き設定 | Orientation setting //clif_fixmobpos(md); md->state.skillstate = MobSkillState::MSS_ATTACK; if (mobskill_use(md, tick, MobSkillCondition::NEVER_EQUAL)) return 0; md->target_lv = battle_weapon_attack(md, tbl, tick); // If you are reading this, please note: // it is highly platform-specific that this even works at all. int radius = battle_config.mob_splash_radius; if (radius >= 0 && tbl->bl_type == BL::PC && !tbl->bl_m->flag.get(MapFlag::TOWN)) map_foreachinarea(std::bind(mob_ancillary_attack, ph::_1, md, tbl, tick), tbl->bl_m, tbl->bl_x - radius, tbl->bl_y - radius, tbl->bl_x + radius, tbl->bl_y + radius, BL::PC); md->attackabletime = tick + battle_get_adelay(md); md->timer = Timer(md->attackabletime, std::bind(mob_timer, ph::_1, ph::_2, md->bl_id, 0)); md->state.state = MS::ATTACK; return 0; } /*========================================== * The attack of PC which is attacking id is stopped. * The callback function of clif_foreachclient *------------------------------------------ */ static void mob_stopattacked(dumb_ptr sd, BlockId id) { nullpo_retv(sd); if (sd->attacktarget == id) pc_stopattack(sd); } /*========================================== * The timer in which the mob's states changes *------------------------------------------ */ static int mob_changestate(dumb_ptr md, MS state, bool type) { nullpo_retz(md); md->timer.cancel(); md->state.state = state; switch (state) { case MS::WALK: { interval_t i = calc_next_walk_step(md); if (i > interval_t::zero()) { i = i / 4; md->timer = Timer(gettick() + i, std::bind(mob_timer, ph::_1, ph::_2, md->bl_id, 0)); } else md->state.state = MS::IDLE; } break; case MS::ATTACK: { tick_t tick = gettick(); interval_t i = md->attackabletime - tick; if (i > interval_t::zero() && i < 2_s) md->timer = Timer(md->attackabletime, std::bind(mob_timer, ph::_1, ph::_2, md->bl_id, 0)); else if (type) { md->attackabletime = tick + battle_get_amotion(md); md->timer = Timer(md->attackabletime, std::bind(mob_timer, ph::_1, ph::_2, md->bl_id, 0)); } else { md->attackabletime = tick + 1_ms; md->timer = Timer(md->attackabletime, std::bind(mob_timer, ph::_1, ph::_2, md->bl_id, 0)); } } break; case MS::DEAD: { skill_castcancel(md, 0); md->state.skillstate = MobSkillState::MSS_DEAD; md->last_deadtime = gettick(); // Since it died, all aggressors' attack to this mob is stopped. clif_foreachclient(std::bind(mob_stopattacked, ph::_1, md->bl_id)); skill_status_change_clear(md, 2); // The abnormalities in status are canceled. md->deletetimer.cancel(); md->hp = 0; md->target_id = md->attacked_id = BlockId(); md->state.attackable = false; } break; } return 0; } /*========================================== * timer processing of mob (timer function) * It branches to a walk and an attack. *------------------------------------------ */ static void mob_timer(TimerData *, tick_t tick, BlockId id, unsigned char data) { dumb_ptr md; dumb_ptr bl; bl = map_id2bl(id); if (bl == nullptr) { // 攻撃してきた敵がもういないのは正常のようだ | It seems normal that the enemy that attacked us is no longer there. return; } if (bl->bl_type == BL::NUL || bl->bl_type != BL::MOB) return; md = bl->is_mob(); if (md->bl_prev == nullptr || md->state.state == MS::DEAD) return; MapBlockLock lock; switch (md->state.state) { case MS::WALK: mob_check_attack(md); mob_walk(md, tick, data); break; case MS::ATTACK: mob_attack(md, tick); break; default: if (battle_config.error_log == 1) PRINTF("mob_timer : %d ?\n"_fmt, md->state.state); break; } } /*========================================== * *------------------------------------------ */ static int mob_walktoxy_sub(dumb_ptr md) { struct walkpath_data wpd; nullpo_retz(md); if (path_search(&wpd, md->bl_m, md->bl_x, md->bl_y, md->to_x, md->to_y, md->state.walk_easy)) return 1; md->walkpath = wpd; md->state.change_walk_target = 0; mob_changestate(md, MS::WALK, 0); clif_movemob(md); return 0; } /*========================================== * mob move start *------------------------------------------ */ static int mob_walktoxy(dumb_ptr md, int x, int y, int easy) { struct walkpath_data wpd; nullpo_retz(md); if (md->state.state == MS::WALK && path_search(&wpd, md->bl_m, md->bl_x, md->bl_y, x, y, easy)) return 1; md->state.walk_easy = easy; md->to_x = x; md->to_y = y; if (md->state.state == MS::WALK) { md->state.change_walk_target = 1; } else { return mob_walktoxy_sub(md); } return 0; } /*========================================== * mob spawn with delay (timer function) *------------------------------------------ */ static void mob_delayspawn(TimerData *, tick_t, BlockId m) { mob_spawn(m); } /*========================================== * spawn timing calculation *------------------------------------------ */ static int mob_setdelayspawn(BlockId id) { dumb_ptr md; dumb_ptr bl; if ((bl = map_id2bl(id)) == nullptr) return -1; if (!bl || bl->bl_type == BL::NUL || bl->bl_type != BL::MOB) return -1; md = bl->is_mob(); nullpo_retr(-1, md); if (!md || md->bl_type != BL::MOB) return -1; // Processing of MOB which is not revitalized if (md->spawn.delay1 == static_cast(-1) && md->spawn.delay2 == static_cast(-1) && md->n == 0) { map_deliddb(md); md->lootitemv.clear(); MapBlockLock::freeblock(md); return 0; } tick_t spawntime1 = md->last_spawntime + md->spawn.delay1; tick_t spawntime2 = md->last_deadtime + md->spawn.delay2; tick_t spawntime3 = gettick() + 5_s; tick_t spawntime = std::max({spawntime1, spawntime2, spawntime3}); Timer(spawntime, std::bind(mob_delayspawn, ph::_1, ph::_2, id) ).detach(); return 0; } /*========================================== * Mob spawning. Initialization is also variously here. *------------------------------------------ */ int mob_spawn(BlockId id) { int x = 0, y = 0; tick_t tick = gettick(); dumb_ptr md; dumb_ptr bl; bl = map_id2bl(id); nullpo_retr(-1, bl); if (!bl || bl->bl_type == BL::NUL || bl->bl_type != BL::MOB) return -1; md = bl->is_mob(); nullpo_retr(-1, md); if (!md || md->bl_type == BL::NUL || md->bl_type != BL::MOB) return -1; md->last_spawntime = tick; if (md->bl_prev != nullptr) { map_delblock(md); } md->bl_m = md->spawn.m; { int i = 0; do { if (md->spawn.x0 == 0 && md->spawn.y0 == 0) { x = random_::in(1, md->bl_m->xs - 2); y = random_::in(1, md->bl_m->ys - 2); } else { // TODO: move this logic earlier - possibly all the way // into the data files x = md->spawn.x0 - md->spawn.xs / 2 + random_::in(0, md->spawn.xs); y = md->spawn.y0 - md->spawn.ys / 2 + random_::in(0, md->spawn.ys); } i++; } while (bool(map_getcell(md->bl_m, x, y) & MapCell::UNWALKABLE) && i < 50); if (i >= 50) { Timer(tick + 5_s, std::bind(mob_delayspawn, ph::_1, ph::_2, id) ).detach(); return 1; } } md->to_x = md->bl_x = x; md->to_y = md->bl_y = y; md->dir = DIR::S; map_addblock(md); really_memzero_this(&md->state); md->attacked_id = BlockId(); md->target_id = BlockId(); md->move_fail_count = 0; mob_init(md); if (!md->stats[mob_stat::SPEED]) md->stats[mob_stat::SPEED] = get_mob_db(md->mob_class).speed.count(); md->def_ele = get_mob_db(md->mob_class).element; md->master_id = BlockId(); md->master_dist = 0; md->state.state = MS::IDLE; md->state.skillstate = MobSkillState::MSS_IDLE; assert (!md->timer); md->last_thinktime = tick; md->next_walktime = tick + 5_s + std::chrono::milliseconds(random_::to(50)); md->attackabletime = tick; md->canmove_tick = tick; // md->deletetimer = nullptr; // md->skilltimer = nullptr; md->skilldelayup = make_unique(get_mob_db(md->mob_class).skills.size()); for (size_t i = 0; i < get_mob_db(md->mob_class).skills.size(); i++) md->skilldelayup[i] = tick - 10_h; md->skillid = SkillID(); md->skilllv = 0; md->dmglogv.clear(); md->lootitemv.clear(); for (StatusChange i : erange(StatusChange(), StatusChange::MAX_STATUSCHANGE)) { assert (!md->sc_data[i].timer); md->sc_data[i].val1 = 0; } md->opt1 = Opt1::ZERO; md->opt2 = Opt2::ZERO; md->opt3 = Opt3::ZERO; md->option = Opt0::ZERO; md->hp = battle_get_max_hp(md); if (md->hp <= 0) { mob_makedummymobdb(md->mob_class); md->hp = battle_get_max_hp(md); } clif_spawnmob(md); return 0; } /*========================================== * Distance calculation between two points *------------------------------------------ */ static int distance(int x0, int y0, int x1, int y1) { int dx, dy; dx = abs(x0 - x1); dy = abs(y0 - y1); return dx > dy ? dx : dy; } /*========================================== * The stop of MOB's attack *------------------------------------------ */ int mob_stopattack(dumb_ptr md) { md->target_id = BlockId(); md->state.attackable = false; md->attacked_id = BlockId(); return 0; } /*========================================== * The stop of MOB's walking *------------------------------------------ */ int mob_stop_walking(dumb_ptr md, int type) { nullpo_retz(md); if (md->state.state == MS::WALK || md->state.state == MS::IDLE) { int dx = 0, dy = 0; md->walkpath.path_len = 0; if (type & 4) { dx = md->to_x - md->bl_x; if (dx < 0) dx = -1; else if (dx > 0) dx = 1; dy = md->to_y - md->bl_y; if (dy < 0) dy = -1; else if (dy > 0) dy = 1; } md->to_x = md->bl_x + dx; md->to_y = md->bl_y + dy; if (dx != 0 || dy != 0) { mob_walktoxy_sub(md); return 0; } mob_changestate(md, MS::IDLE, 0); } if (type & 0x01) clif_fixmobpos(md); if (type & 0x02) { interval_t delay = battle_get_dmotion(md); tick_t tick = gettick(); if (md->canmove_tick < tick) md->canmove_tick = tick + delay; } return 0; } /*========================================== * Reachability to a Specification ID existence place *------------------------------------------ */ static int mob_can_reach(dumb_ptr md, dumb_ptr bl, int range) { int dx, dy, rangex, rangey, arange; struct walkpath_data wpd; int i; nullpo_retz(md); nullpo_retz(bl); dx = (bl->bl_x - md->bl_x); dy = (bl->bl_y - md->bl_y); rangex = abs(dx); rangey = abs(dy); arange = ((rangex > rangey) ? rangex : rangey); if (bl->bl_type == BL::PC && battle_config.monsters_ignore_gm == 1) { // option to have monsters ignore GMs [Valaris] dumb_ptr sd = bl->is_player(); if (pc_isGM(sd)) return 0; } if (md->bl_m != bl->bl_m) // 違うャbプ | Different type return 0; if (range > 0 && range < arange) // 遠すぎる | too far return 0; if (md->bl_x == bl->bl_x && md->bl_y == bl->bl_y) // 同じャX | Same guy return 1; // Obstacle judging wpd.path_len = 0; wpd.path_pos = 0; wpd.path_half = 0; if (path_search(&wpd, md->bl_m, md->bl_x, md->bl_y, bl->bl_x, bl->bl_y, 0) != -1) return 1; if (bl->bl_type != BL::PC && bl->bl_type != BL::MOB) return 0; // It judges whether it can adjoin or not. dx = (dx > 0) ? 1 : ((dx < 0) ? -1 : 0); dy = (dy > 0) ? 1 : ((dy < 0) ? -1 : 0); if (path_search(&wpd, md->bl_m, md->bl_x, md->bl_y, bl->bl_x - dx, bl->bl_y - dy, 0) != -1) return 1; for (i = 0; i < 9; i++) { if (path_search(&wpd, md->bl_m, md->bl_x, md->bl_y, bl->bl_x - 1 + i / 3, bl->bl_y - 1 + i % 3, 0) != -1) return 1; } return 0; } /*========================================== * Determination for an attack of a monster *------------------------------------------ */ int mob_target(dumb_ptr md, dumb_ptr bl, int dist) { dumb_ptr sd; eptr sc_data; MobMode mode; nullpo_retz(md); nullpo_retz(bl); sc_data = battle_get_sc_data(bl); Opt0 *option = battle_get_option(bl); Race race = get_mob_db(md->mob_class).race; if (md->mode == MobMode::ZERO) { mode = get_mob_db(md->mob_class).mode; } else { mode = md->mode; } if (!bool(mode & MobMode::CAN_ATTACK)) { md->target_id = BlockId(); return 0; } // Nothing will be carried out if there is no mind of changing TAGE by TAGE ending. if ((md->target_id && md->state.attackable) && (!bool(mode & MobMode::AGGRESSIVE) || !random_::chance({25 + 1, 100}))) return 0; // Coercion is exerted if it is MVPMOB. if (bool(mode & MobMode::BOSS) || (option != nullptr || race == Race::_insect || race == Race::_demon)) { if (bl->bl_type == BL::PC) { sd = bl->is_player(); nullpo_retz(sd); if (pc_isdead(sd) || sd->invincible_timer || pc_isinvisible(sd)) return 0; if (!bool(mode & MobMode::BOSS) && race != Race::_insect && race != Race::_demon && sd->state.gangsterparadise) return 0; } md->target_id = bl->bl_id; // Since there was no disturbance, it locks on to target.bl_ if (bl->bl_type == BL::PC || bl->bl_type == BL::MOB) md->state.attackable = true; else md->state.attackable = false; md->min_chase = dist + 13; if (md->min_chase > 26) md->min_chase = 26; } return 0; } /*========================================== * *------------------------------------------ */ int mob_aggravate(dumb_ptr md, dumb_ptr bl) { if (md->bl_type != BL::MOB) return 0; mob_target(md, bl, battle_get_range(bl)); md->target_id = bl->bl_id; md->attacked_id = bl->bl_id; return 1; } /*========================================== * The ?? routine of an active monster *------------------------------------------ */ static void mob_ai_sub_hard_activesearch(dumb_ptr bl, dumb_ptr smd, int *pcc) { dumb_ptr tsd = nullptr; dumb_ptr tmd = nullptr; MobMode mode; int dist; nullpo_retv(bl); nullpo_retv(smd); nullpo_retv(pcc); if (bl->bl_type == BL::PC) tsd = bl->is_player(); else if (bl->bl_type == BL::MOB) tmd = bl->is_mob(); else return; // 敵味方判定 | Enemy/ally determination if (battle_check_target(smd, bl, BCT_ENEMY) == 0) return; if (smd->mode == MobMode::ZERO) mode = get_mob_db(smd->mob_class).mode; else mode = smd->mode; // アクティブでターゲット射程内にいるなら、ロックする | Lock if active and within target range if (bool(mode & MobMode::AGGRESSIVE)) { Race race = get_mob_db(smd->mob_class).race; // 対象がPCの場合 | If the target is a PC if (tsd && !pc_isdead(tsd) && tsd->bl_m == smd->bl_m && !tsd->invincible_timer && !pc_isinvisible(tsd) && (dist = distance(smd->bl_x, smd->bl_y, tsd->bl_x, tsd->bl_y)) < 9) { if (bool(mode & MobMode::BOSS) || (!tsd->state.gangsterparadise || race == Race::_insect || race == Race::_demon)) { // 妨害がないか判定 | Determine if there is any interference // 到達可能性判定 | Arrival possibility determination if (mob_can_reach(smd, bl, 12) && random_::chance({1, ++*pcc})) { // 範囲内PCで等確率にする | Make the probability equal for PCs within the range smd->target_id = tsd->bl_id; smd->state.attackable = true; smd->min_chase = 13; } } } // 対象がMobの場合 | If the target is a mob else if (tmd && tmd->bl_m == smd->bl_m && (dist = distance(smd->bl_x, smd->bl_y, tmd->bl_x, tmd->bl_y)) < 9) { // 到達可能性判定 | Arrival possibility determination if (mob_can_reach(smd, bl, 12) && random_::chance({1, ++*pcc})) { // 範囲内で等確率にする | Make the probability equal within the range smd->target_id = bl->bl_id; smd->state.attackable = true; smd->min_chase = 13; } } } } /*========================================== * loot monster item search *------------------------------------------ */ static void mob_ai_sub_hard_lootsearch(dumb_ptr bl, dumb_ptr md, int *itc) { MobMode mode; int dist; nullpo_retv(bl); if (md->mode == MobMode::ZERO) { mode = get_mob_db(md->mob_class).mode; } else { mode = md->mode; } if (!md->target_id && bool(mode & MobMode::LOOTER)) { if (bl->bl_m == md->bl_m && (dist = distance(md->bl_x, md->bl_y, bl->bl_x, bl->bl_y)) < 9) { // Reachability judging if (mob_can_reach(md, bl, 12) && random_::chance({1, ++*itc})) { // It is made a probability, such as within the limits PC. md->target_id = bl->bl_id; md->state.attackable = false; md->min_chase = 13; } } } } /*========================================== * The ?? routine of a link monster *------------------------------------------ */ static void mob_ai_sub_hard_linksearch(dumb_ptr bl, dumb_ptr md, dumb_ptr target) { dumb_ptr tmd; nullpo_retv(bl); tmd = bl->is_mob(); nullpo_retv(md); nullpo_retv(target); if (md->attacked_id && bool(get_mob_db(md->mob_class).mode & MobMode::ASSIST)) { if (tmd->mob_class == md->mob_class && tmd->bl_m == md->bl_m && (!tmd->target_id || !md->state.attackable)) { if (mob_can_reach(tmd, target, 12)) { // Reachability judging tmd->target_id = md->attacked_id; tmd->state.attackable = true; tmd->min_chase = 13; } } } } /*========================================== * Processing of slave monsters *------------------------------------------ */ static int mob_ai_sub_hard_slavemob(dumb_ptr md, tick_t tick) { dumb_ptr mmd = nullptr; dumb_ptr bl; MobMode mode; int old_dist; nullpo_retz(md); if ((bl = map_id2bl(md->master_id)) != nullptr) mmd = bl->is_mob(); mode = get_mob_db(md->mob_class).mode; // It is not main monster/leader. if (!mmd || mmd->bl_type != BL::MOB || mmd->bl_id != md->master_id) return 0; // Since it is in the map on which the master is not, teleport is carried out and it pursues. if (mmd->bl_m != md->bl_m) { mob_warp(md, Some(mmd->bl_m), mmd->bl_x, mmd->bl_y, BeingRemoveWhy::WARPED); md->state.master_check = 1; return 0; } // Distance with between slave and master is measured. old_dist = md->master_dist; md->master_dist = distance(md->bl_x, md->bl_y, mmd->bl_x, mmd->bl_y); // Since the master was in near immediately before, teleport is carried out and it pursues. if (old_dist < 10 && md->master_dist > 18) { mob_warp(md, None, mmd->bl_x, mmd->bl_y, BeingRemoveWhy::WARPED); md->state.master_check = 1; return 0; } // Although there is the master, since it is somewhat far, it approaches. if ((!md->target_id || !md->state.attackable) && mob_can_move(md) && (md->walkpath.path_pos >= md->walkpath.path_len || md->walkpath.path_len == 0) && md->master_dist < 15) { int i = 0, dx, dy, ret; if (md->master_dist > 4) { do { if (i <= 5) { dx = mmd->bl_x - md->bl_x; dy = mmd->bl_y - md->bl_y; if (dx < 0) dx += random_::in(1, std::min(3, -dx)); else if (dx > 0) dx -= random_::in(1, std::min(3, dx)); if (dy < 0) dy += random_::in(1, std::min(3, -dy)); else if (dy > 0) dy -= random_::in(1, std::min(3, dy)); } else { dx = mmd->bl_x - md->bl_x + random_::in(-3, 3); dy = mmd->bl_y - md->bl_y + random_::in(-3, 3); } ret = mob_walktoxy(md, md->bl_x + dx, md->bl_y + dy, 0); i++; } while (ret && i < 10); } else { do { // changed to do what it was obviously supposed to do, // instead of what it was doing ... dx = random_::in(-4, 4); dy = random_::in(-4, 4); if (dx == 0 && dy == 0) { dx = random_::coin() ? 1 : -1; dy = random_::coin() ? 1 : -1; } dx += mmd->bl_x; dy += mmd->bl_y; ret = mob_walktoxy(md, mmd->bl_x + dx, mmd->bl_y + dy, 0); i++; } while (ret && i < 10); } md->next_walktime = tick + 500_ms; md->state.master_check = 1; } // There is the master, the master locks a target and he does not lock. if ((mmd->target_id && mmd->state.attackable) && (!md->target_id || !md->state.attackable)) { dumb_ptr sd = map_id2sd(mmd->target_id); if (sd != nullptr && !pc_isdead(sd) && !sd->invincible_timer && !pc_isinvisible(sd)) { Race race = get_mob_db(md->mob_class).race; if (bool(mode & MobMode::BOSS) || (!sd->state.gangsterparadise || race == Race::_insect || race == Race::_demon)) { // 妨害がないか判定 | Determine if there is any interference md->target_id = sd->bl_id; md->state.attackable = true; md->min_chase = 5 + distance(md->bl_x, md->bl_y, sd->bl_x, sd->bl_y); md->state.master_check = 1; } } } return 0; } /*========================================== * A lock of target is stopped and mob moves to a standby state. *------------------------------------------ */ static int mob_unlocktarget(dumb_ptr md, tick_t tick) { nullpo_retz(md); md->target_id = BlockId(); md->state.attackable = false; md->state.skillstate = MobSkillState::MSS_IDLE; md->next_walktime = tick + 3_s + std::chrono::milliseconds(random_::to(3000)); return 0; } /*========================================== * Random walk *------------------------------------------ */ static int mob_randomwalk(dumb_ptr md, tick_t tick) { const int retrycount = 20; nullpo_retz(md); interval_t speed = battle_get_speed(md); if (md->next_walktime < tick) { int i, x, y, d = 12 - md->move_fail_count; if (d < 5) d = 5; for (i = 0; i < retrycount; i++) { // Search of a movable place x = md->bl_x + random_::in(-d, d); y = md->bl_y + random_::in(-d, d); if (!bool(map_getcell(md->bl_m, x, y) & MapCell::UNWALKABLE) && mob_walktoxy(md, x, y, 1) == 0) { md->move_fail_count = 0; break; } if (i + 1 >= retrycount) { md->move_fail_count++; if (md->move_fail_count > 1000) { if (battle_config.error_log == 1) PRINTF("MOB cant move. random spawn %d, mob_class = %d\n"_fmt, md->bl_id, md->mob_class); md->move_fail_count = 0; mob_spawn(md->bl_id); } } } interval_t c = interval_t::zero(); for (i = 0; i < md->walkpath.path_len; i++) { // The next walk start time is calculated. if (dir_is_diagonal(md->walkpath.path[i])) c += speed * 14 / 10; else c += speed; } md->next_walktime = tick + 3_s + std::chrono::milliseconds(random_::to(3000)) + c; md->state.skillstate = MobSkillState::MSS_WALK; return 1; } return 0; } /*========================================== * AI of MOB whose is near a Player *------------------------------------------ */ static void mob_ai_sub_hard(dumb_ptr bl, tick_t tick) { dumb_ptr md, tmd = nullptr; dumb_ptr tsd = nullptr; dumb_ptr tbl = nullptr; dumb_ptr fitem; int i, dx, dy, ret, dist; int attack_type = 0; MobMode mode; nullpo_retv(bl); md = bl->is_mob(); if (tick < md->last_thinktime + MIN_MOBTHINKTIME) return; md->last_thinktime = tick; if (md->skilltimer || md->bl_prev == nullptr) { // Under a skill aria and death if (tick > md->next_walktime + MIN_MOBTHINKTIME) md->next_walktime = tick; return; } if (md->mode == MobMode::ZERO) mode = get_mob_db(md->mob_class).mode; else mode = md->mode; Race race = get_mob_db(md->mob_class).race; // Abnormalities if (bool(md->opt1) && md->opt1 != Opt1::_stone6) return; if (!bool(mode & MobMode::CAN_ATTACK) && md->target_id) md->target_id = BlockId(); if (md->attacked_id && bool(mode & MobMode::ASSIST)) { // Link monster dumb_ptr asd = map_id2sd(md->attacked_id); if (asd) { if (!pc_isdead(asd) && !asd->invincible_timer && !pc_isinvisible(asd)) { map_foreachinarea(std::bind(mob_ai_sub_hard_linksearch, ph::_1, md, asd), md->bl_m, md->bl_x - 13, md->bl_y - 13, md->bl_x + 13, md->bl_y + 13, BL::MOB); } } } // It checks to see it was attacked first (if active, it is target change at 25% of probability). if (mode != MobMode::ZERO && md->attacked_id && (!md->target_id || !md->state.attackable || (bool(mode & MobMode::AGGRESSIVE) && random_::chance({25, 100})))) { dumb_ptr abl = map_id2bl(md->attacked_id); dumb_ptr asd = nullptr; if (abl) { if (abl->bl_type == BL::PC) asd = abl->is_player(); if (asd == nullptr || md->bl_m != abl->bl_m || abl->bl_prev == nullptr || asd->invincible_timer || pc_isinvisible(asd) || pc_isdead(asd) || (dist = distance(md->bl_x, md->bl_y, abl->bl_x, abl->bl_y)) >= 32 || battle_check_target(bl, abl, BCT_ENEMY) == 0) md->attacked_id = BlockId(); else { md->target_id = md->attacked_id; // set target md->state.attackable = true; attack_type = 1; md->attacked_id = BlockId(); md->min_chase = dist + 13; if (md->min_chase > 26) md->min_chase = 26; } } } md->state.master_check = 0; // Processing of summoned monster attacked by owner if (md->last_master_id && md->state.special_mob_ai) { if (((bl = map_id2bl(md->last_master_id)) != nullptr && md->bl_m != bl->bl_m) || (bl = map_id2bl(md->last_master_id)) == nullptr) { md->last_master_id = BlockId(); md->state.special_mob_ai = 0; md->mode = get_mob_db(md->mob_class).mode; md->target_id = BlockId(); md->attacked_id = BlockId(); } } // Processing of slave monster if (md->master_id && md->state.special_mob_ai == 0) mob_ai_sub_hard_slavemob(md, tick); // アクティヴモンスターの策敵 | Active monster's enemy (?? of a bitter taste TIVU monster) if ((!md->target_id || !md->state.attackable) && bool(mode & MobMode::AGGRESSIVE) && !md->state.master_check && battle_config.monster_active_enable == 1) { i = 0; if (md->state.special_mob_ai) { map_foreachinarea(std::bind(mob_ai_sub_hard_activesearch, ph::_1, md, &i), md->bl_m, md->bl_x - AREA_SIZE * 2, md->bl_y - AREA_SIZE * 2, md->bl_x + AREA_SIZE * 2, md->bl_y + AREA_SIZE * 2, BL::NUL); } else { map_foreachinarea(std::bind(mob_ai_sub_hard_activesearch, ph::_1, md, &i), md->bl_m, md->bl_x - AREA_SIZE * 2, md->bl_y - AREA_SIZE * 2, md->bl_x + AREA_SIZE * 2, md->bl_y + AREA_SIZE * 2, BL::PC); } } // The item search of a route monster if (!md->target_id && bool(mode & MobMode::LOOTER) && !md->state.master_check) { i = 0; map_foreachinarea(std::bind(mob_ai_sub_hard_lootsearch, ph::_1, md, &i), md->bl_m, md->bl_x - AREA_SIZE * 2, md->bl_y - AREA_SIZE * 2, md->bl_x + AREA_SIZE * 2, md->bl_y + AREA_SIZE * 2, BL::ITEM); } // It will attack, if the candidate for an attack is. if (md->target_id) { if ((tbl = map_id2bl(md->target_id))) { if (tbl->bl_type == BL::PC) tsd = tbl->is_player(); else if (tbl->bl_type == BL::MOB) tmd = tbl->is_mob(); if (tsd || tmd) { if (tbl->bl_m != md->bl_m || tbl->bl_prev == nullptr || (dist = distance(md->bl_x, md->bl_y, tbl->bl_x, tbl->bl_y)) >= md->min_chase) mob_unlocktarget(md, tick); // 別マップか、視界外 | Another map or out of sight? else if (tsd && !bool(mode & MobMode::BOSS) && (tsd->state.gangsterparadise && race != Race::_insect && race != Race::_demon)) mob_unlocktarget(md, tick); // スキルなどによる策敵妨害 | Interfering with enemy tactics using skills etc. else if (!battle_check_range(md, tbl, get_mob_db(md->mob_class).range)) { // 攻撃範囲外なので移動 | Move because you are out of attack range if (!bool(mode & MobMode::CAN_MOVE)) { // 移動しないモード | No-move mode mob_unlocktarget(md, tick); return; } if (!mob_can_move(md)) // 動けない状態にある | unable to move return; md->state.skillstate = MobSkillState::MSS_CHASE; // 突撃時スキル | Assault skills mobskill_use(md, tick, MobSkillCondition::ANY); if (md->timer && md->state.state != MS::ATTACK && (md->next_walktime < tick || distance(md->to_x, md->to_y, tbl->bl_x, tbl->bl_y) < 2)) return; // 既に移動中 | Already on the move if (!mob_can_reach(md, tbl, (md->min_chase > 13) ? md->min_chase : 13)) mob_unlocktarget(md, tick); // 移動できないのでタゲ解除(IWとか?) | I can't move so I can't target it (IW or something?) else { // 追跡 | tracking md->next_walktime = tick + 500_ms; i = 0; do { if (i == 0) { // 最初はAEGISと同じ方法で検索 | First search in the same way as AEGIS dx = tbl->bl_x - md->bl_x; dy = tbl->bl_y - md->bl_y; if (dx < 0) dx++; else if (dx > 0) dx--; if (dy < 0) dy++; else if (dy > 0) dy--; } else { // だめならAthena式(ランダム) | If not, use Athena style (random) // {0 1 2} dx = tbl->bl_x - md->bl_x + random_::in(-1, 1); dy = tbl->bl_y - md->bl_y + random_::in(-1, 1); } ret = mob_walktoxy(md, md->bl_x + dx, md->bl_y + dy, 0); i++; } while (ret && i < 5); if (ret) { // 移動不可能な所からの攻撃なら2歩下る | If attacking from a place where you can't move, take 2 steps back. if (dx < 0) dx = 2; else if (dx > 0) dx = -2; if (dy < 0) dy = 2; else if (dy > 0) dy = -2; mob_walktoxy(md, md->bl_x + dx, md->bl_y + dy, 0); } } } else { // 攻撃射程範囲内 | Within attack range md->state.skillstate = MobSkillState::MSS_ATTACK; if (md->state.state == MS::WALK) mob_stop_walking(md, 1); // 歩行中なら停止 | Stop if you are walking if (md->state.state == MS::ATTACK) return; // 既に攻撃中 | already under attack mob_changestate(md, MS::ATTACK, attack_type); } return; } else { // ルートモンスター処理 | Root monster processing if (tbl == nullptr || tbl->bl_type != BL::ITEM || tbl->bl_m != md->bl_m || (dist = distance(md->bl_x, md->bl_y, tbl->bl_x, tbl->bl_y)) >= md->min_chase || !bool(get_mob_db(md->mob_class).mode & MobMode::LOOTER)) { // 遠すぎるかアイテムがなくなった | Too far or missing item mob_unlocktarget(md, tick); if (md->state.state == MS::WALK) mob_stop_walking(md, 1); // 歩行中なら停止 | Stop if you are walking } else if (dist) { if (!bool(mode & MobMode::CAN_MOVE)) { // 移動しないモード | no-move mode mob_unlocktarget(md, tick); return; } if (!mob_can_move(md)) // 動けない状態にある | unable to move return; md->state.skillstate = MobSkillState::MSS_LOOT; // ルート時スキル使用 | Skill use during root mobskill_use(md, tick, MobSkillCondition::ANY); if (md->timer && md->state.state != MS::ATTACK && (md->next_walktime < tick || distance(md->to_x, md->to_y, tbl->bl_x, tbl->bl_y) <= 0)) return; // 既に移動中 | Already on the move md->next_walktime = tick + 500_ms; dx = tbl->bl_x - md->bl_x; dy = tbl->bl_y - md->bl_y; ret = mob_walktoxy(md, md->bl_x + dx, md->bl_y + dy, 0); if (ret) mob_unlocktarget(md, tick); // 移動できないのでタゲ解除(IWとか?) | I can't move so I can't target it (IW or something?) } else { // アイテムまでたどり着いた | I got to the item if (md->state.state == MS::ATTACK) return; // 攻撃中 | Under attack if (md->state.state == MS::WALK) mob_stop_walking(md, 1); // 歩行中なら停止 | Stop if you are walking fitem = tbl->is_item(); md->lootitemv.push_back(fitem->item_data); map_clearflooritem(tbl->bl_id); mob_unlocktarget(md, tick); } return; } } else { mob_unlocktarget(md, tick); if (md->state.state == MS::WALK) mob_stop_walking(md, 4); // 歩行中なら停止 | Stop if you are walking return; } } // It is skill use at the time of /standby at the time of a walk. if (mobskill_use(md, tick, MobSkillCondition::ANY)) return; // mobs that are not slaves can random-walk if (bool(mode & MobMode::CAN_MOVE) && mob_can_move(md) && (!md->master_id || md->state.special_mob_ai || md->master_dist > 10)) { // if walktime is more than 7 seconds in the future, // set it to somewhere between 3 and 5 seconds if (md->next_walktime > tick + 7_s && (md->walkpath.path_len == 0 || md->walkpath.path_pos >= md->walkpath.path_len)) { md->next_walktime = tick + 3_s + std::chrono::milliseconds(random_::to(2000)); } // Random movement if (mob_randomwalk(md, tick)) return; } // Since he has finished walking, it stands by. if (md->walkpath.path_len == 0 || md->walkpath.path_pos >= md->walkpath.path_len) md->state.skillstate = MobSkillState::MSS_IDLE; } /*========================================== * Serious processing for mob in PC field of view (foreachclient) *------------------------------------------ */ static void mob_ai_sub_foreachclient(dumb_ptr sd, tick_t tick) { nullpo_retv(sd); map_foreachinarea(std::bind(mob_ai_sub_hard, ph::_1, tick), sd->bl_m, sd->bl_x - AREA_SIZE * 2, sd->bl_y - AREA_SIZE * 2, sd->bl_x + AREA_SIZE * 2, sd->bl_y + AREA_SIZE * 2, BL::MOB); } /*========================================== * Serious processing for mob in PC field of view (interval timer function) *------------------------------------------ */ static void mob_ai_hard(TimerData *, tick_t tick) { clif_foreachclient(std::bind(mob_ai_sub_foreachclient, ph::_1, tick)); } /*========================================== * Negligent mode MOB AI (PC is not in near) *------------------------------------------ */ static void mob_ai_sub_lazy(dumb_ptr bl, tick_t tick) { nullpo_retv(bl); if (bl->bl_type != BL::MOB) return; dumb_ptr md = bl->is_mob(); if (tick < md->last_thinktime + MIN_MOBTHINKTIME * 10) return; md->last_thinktime = tick; if (md->bl_prev == nullptr || md->skilltimer) { if (tick > md->next_walktime + MIN_MOBTHINKTIME * 10) md->next_walktime = tick; return; } if (md->next_walktime < tick && bool(get_mob_db(md->mob_class).mode & MobMode::CAN_MOVE) && mob_can_move(md)) { if (md->bl_m->users > 0) { // Since PC is in the same map, somewhat better negligent processing is carried out. // It sometimes moves. if (random_::chance(MOB_LAZYMOVEPERC)) mob_randomwalk(md, tick); // MOB which is not not the summons MOB but BOSS, either sometimes reboils. else if (random_::chance(MOB_LAZYWARPPERC) && md->spawn.x0 <= 0 && md->master_id && !bool(get_mob_db(md->mob_class).mode & MobMode::BOSS)) mob_spawn(md->bl_id); } else { // Since PC is not even in the same map, suitable processing is carried out even if it takes. // MOB which is not BOSS which is not Summons MOB, either -- a case -- sometimes -- leaping if (random_::chance(MOB_LAZYWARPPERC) && md->spawn.x0 <= 0 && md->master_id && !bool(get_mob_db(md->mob_class).mode & MobMode::BOSS)) mob_warp(md, nullptr, -1, -1, BeingRemoveWhy::NEGATIVE1); } md->next_walktime = tick + 5_s + std::chrono::milliseconds(random_::to(10 * 1000)); } } /*========================================== * Negligent processing for mob outside PC field of view (interval timer function) *------------------------------------------ */ static void mob_ai_lazy(TimerData *, tick_t tick) { for (auto& pair : id_db) mob_ai_sub_lazy(pair.second, tick); } /*========================================== * 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 delay_item_drop { Borrowed m = borrow(undefined_gat); int x, y; ItemNameId nameid; int amount; dumb_ptr first_sd, second_sd, third_sd; }; struct delay_item_drop2 { Borrowed m = borrow(undefined_gat); int x, y; Item item_data; dumb_ptr first_sd, second_sd, third_sd; }; /*========================================== * item drop with delay (timer function) *------------------------------------------ */ static void mob_delay_item_drop(TimerData *, tick_t, struct delay_item_drop ditem) { Item temp_item {}; PickupFail flag; temp_item.nameid = ditem.nameid; temp_item.amount = ditem.amount; if (battle_config.item_auto_get == 1) { if (ditem.first_sd && (flag = pc_additem(ditem.first_sd, &temp_item, ditem.amount)) != PickupFail::OKAY) { clif_additem(ditem.first_sd, IOff0::from(0), 0, flag); map_addflooritem(&temp_item, 1, ditem.m, ditem.x, ditem.y, ditem.first_sd, ditem.second_sd, ditem.third_sd); } return; } map_addflooritem(&temp_item, 1, ditem.m, ditem.x, ditem.y, ditem.first_sd, ditem.second_sd, ditem.third_sd); } /*========================================== * item drop (timer function)-lootitem with delay *------------------------------------------ */ static void mob_delay_item_drop2(TimerData *, tick_t, struct delay_item_drop2 ditem) { PickupFail flag; if (battle_config.item_auto_get == 1) { if (ditem.first_sd && (flag = pc_additem(ditem.first_sd, &ditem.item_data, ditem.item_data.amount)) != PickupFail::OKAY) { clif_additem(ditem.first_sd, IOff0::from(0), 0, flag); map_addflooritem(&ditem.item_data, ditem.item_data.amount, ditem.m, ditem.x, ditem.y, ditem.first_sd, ditem.second_sd, ditem.third_sd); } return; } map_addflooritem(&ditem.item_data, ditem.item_data.amount, ditem.m, ditem.x, ditem.y, ditem.first_sd, ditem.second_sd, ditem.third_sd); } /*========================================== * mob data is erased. *------------------------------------------ */ int mob_delete(dumb_ptr md) { nullpo_retr(1, md); if (md->bl_prev == nullptr) return 1; mob_changestate(md, MS::DEAD, 0); clif_clearchar(md, BeingRemoveWhy::DEAD); map_delblock(md); mob_deleteslave(md); mob_setdelayspawn(md->bl_id); return 0; } /*========================================== * *------------------------------------------ */ int mob_catch_delete(dumb_ptr md, BeingRemoveWhy type) { nullpo_retr(1, md); if (md->bl_prev == nullptr) return 1; mob_changestate(md, MS::DEAD, 0); clif_clearchar(md, type); map_delblock(md); mob_setdelayspawn(md->bl_id); return 0; } /*========================================== * *------------------------------------------ */ void mob_timer_delete(TimerData *, tick_t, BlockId id) { dumb_ptr bl = map_id2bl(id); dumb_ptr md; nullpo_retv(bl); md = bl->is_mob(); mob_catch_delete(md, BeingRemoveWhy::WARPED); } /*========================================== * *------------------------------------------ */ static void mob_deleteslave_sub(dumb_ptr bl, BlockId id) { dumb_ptr md; nullpo_retv(bl); md = bl->is_mob(); if (md->master_id && md->master_id == id) mob_damage(nullptr, md, md->hp, 1); } /*========================================== * *------------------------------------------ */ int mob_deleteslave(dumb_ptr md) { nullpo_retz(md); map_foreachinarea(std::bind(mob_deleteslave_sub, ph::_1, md->bl_id), md->bl_m, 0, 0, md->bl_m->xs, md->bl_m->ys, BL::MOB); return 0; } // max. number of players to account for constexpr int DAMAGE_BONUS_COUNT = 6; const static double damage_bonus_factor[DAMAGE_BONUS_COUNT + 1] = { 1.0, 1.0, 2.0, 2.5, 2.75, 2.9, 3.0 }; /*========================================== * It is the damage of sd to damage to md. *------------------------------------------ */ int mob_damage(dumb_ptr src, dumb_ptr md, int damage, int type) { dumb_ptr sd = nullptr; int max_hp; tick_t tick = gettick(); dumb_ptr mvp_sd = nullptr, second_sd = nullptr, third_sd = nullptr; nullpo_retz(md); // srcはNULLで呼ばれる場合もあるので、他でチェック | src may be called as NULL, so check it elsewhere. if (src && src->bl_id == md->master_id && bool(md->mode & MobMode::TURNS_AGAINST_BAD_MASTER)) { /* If the master hits a monster, have the monster turn against him */ md->last_master_id = md->master_id; md->master_id = BlockId(); md->mode = MobMode::war; /* Regular war mode */ md->target_id = src->bl_id; md->attacked_id = src->bl_id; } max_hp = battle_get_max_hp(md); if (src && src->bl_type == BL::PC) { sd = src->is_player(); mvp_sd = sd; } if (md->bl_prev == nullptr) { if (battle_config.error_log == 1) PRINTF("mob_damage : BlockError!!\n"_fmt); return 0; } if (md->state.state == MS::DEAD || md->hp <= 0) { if (md->bl_prev != nullptr) { mob_changestate(md, MS::DEAD, 0); // It is skill at the time of death. mobskill_use(md, tick, MobSkillCondition::ANY); clif_clearchar(md, BeingRemoveWhy::DEAD); map_delblock(md); mob_setdelayspawn(md->bl_id); } return 0; } mob_stop_walking(md, 3); if (damage > max_hp >> 2) skill_stop_dancing(md, 0); if (md->hp > max_hp) md->hp = max_hp; // The amount of overkill rounds to hp. if (damage > md->hp) damage = md->hp; if (!(type & 2)) { if (sd != nullptr) { for (mob_data::DmgLogEntry& dle : md->dmglogv) { if (dle.id == sd->bl_id) { dle.dmg += damage; goto damage_logged_pc; } } //else { mob_data::DmgLogEntry app; app.id = sd->bl_id; app.dmg = damage; md->dmglogv.push_back(app); } damage_logged_pc: if (!md->attacked_id && md->state.special_mob_ai == 0) md->attacked_id = sd->bl_id; } if (src && src->bl_type == BL::MOB && src->is_mob()->state.special_mob_ai) { dumb_ptr md2 = src->is_mob(); dumb_ptr master_bl = map_id2bl(md2->master_id); if (master_bl && master_bl->bl_type == BL::PC) { MAP_LOG_PC(master_bl->is_player(), "MOB-TO-MOB-DMG FROM MOB%d %d TO MOB%d %d FOR %d"_fmt, md2->bl_id, md2->mob_class, md->bl_id, md->mob_class, damage); } nullpo_retz(md2); for (mob_data::DmgLogEntry& dle : md->dmglogv) { if (dle.id == md2->master_id) { dle.dmg += damage; goto damage_logged_slave; } } //else { mob_data::DmgLogEntry app; app.id = md2->master_id; app.dmg = damage; md->dmglogv.push_back(app); if (!md->attacked_id && md->state.special_mob_ai == 0) md->attacked_id = md2->master_id; } damage_logged_slave: ; } } md->hp -= damage; // activity if (sd) { if (sd->activity.attacks == 2147483647) sd->activity.attacks = 1; else sd->activity.attacks++; } if (md->hp > 0) { return 0; } MAP_LOG("MOB%d DEAD"_fmt, md->bl_id); // ----- ここから死亡処理 | Death processing begins here ----- MapBlockLock lock; // cancels timers mob_changestate(md, MS::DEAD, 0); mobskill_use(md, tick, MobSkillCondition::ANY); max_hp = battle_get_max_hp(md); if (src && src->bl_type == BL::MOB) mob_unlocktarget(src->is_mob(), tick); // map外に消えた人は計算から除くので | People who disappear outside the map will be excluded from the calculation. // overkill分は無いけどsumはmax_hpとは違う | There is no overkill portion, but sum is different from max_hp // snip a prelude loop, now merged std::sort(md->dmglogv.begin(), md->dmglogv.end(), [](const mob_data::DmgLogEntry& l, const mob_data::DmgLogEntry& r) -> bool { // reversed return l.dmg > r.dmg; } ); { struct DmgLogParty { PartyPair p; int base_exp, job_exp; }; std::vector ptv; int mvp_dmg = 0, second_dmg = 0, third_dmg = 0; for (mob_data::DmgLogEntry& dle : md->dmglogv) { dumb_ptr tmpsdi = map_id2sd(dle.id); int tmpdmg = dle.dmg; if (tmpsdi == nullptr) continue; if (tmpsdi->bl_m != md->bl_m || pc_isdead(tmpsdi)) continue; // activity if (tmpsdi->activity.kills == 2147483647) tmpsdi->activity.kills = 1; else tmpsdi->activity.kills++; // this way is actually fair, unlike the old way // that refers to the subsequents ... was buggy though if (tmpdmg > mvp_dmg) { third_sd = second_sd; third_dmg = second_dmg; second_sd = mvp_sd; second_dmg = mvp_dmg; mvp_sd = tmpsdi; mvp_dmg = tmpdmg; } else if (tmpdmg > second_dmg) { third_sd = second_sd; third_dmg = second_dmg; second_sd = tmpsdi; second_dmg = tmpdmg; } else if (tmpdmg > third_dmg) { third_sd = tmpsdi; third_dmg = tmpdmg; } int base_exp, job_exp, flag = 1; double per; // [Fate] The above is the old formula. We do a more involved computation below. // [o11c] Look in git history for old code, you idiot! // 256 = 100% of the score per = static_cast(dle.dmg) * 256 / static_cast(max_hp); size_t count = md->dmglogv.size(); if (count > DAMAGE_BONUS_COUNT) count = DAMAGE_BONUS_COUNT; per *= damage_bonus_factor[count]; // Bonus for party attack if (per > 512) per = 512; // [Fate] Retained from before. The maximum a single individual can get is double the original value. if (per < 1) per = 1; base_exp = ((get_mob_db(md->mob_class).base_exp * md->stats[mob_stat::XP_BONUS]) >> MOB_XP_BONUS_SHIFT) * per / 256; if (base_exp < 1) base_exp = 1; if (sd && md && battle_config.pk_mode == 1 && (get_mob_db(md->mob_class).lv - sd->status.base_level >= 20)) { base_exp *= 1.15; // pk_mode additional exp if monster >20 levels [Valaris] } if (md->state.special_mob_ai >= 1 && battle_config.alchemist_summon_reward != 1) base_exp = 0; // Added [Valaris] job_exp = get_mob_db(md->mob_class).job_exp * per / 256; if (job_exp < 1) job_exp = 1; if (sd && md && battle_config.pk_mode == 1 && (get_mob_db(md->mob_class).lv - sd->status.base_level >= 20)) { job_exp *= 1.15; // pk_mode additional exp if monster >20 levels [Valaris] } if (md->state.special_mob_ai >= 1 && battle_config.alchemist_summon_reward != 1) job_exp = 0; // Added [Valaris] PartyId pid = tmpsdi->status.party_id; if (pid) { std::vector::iterator it = std::find_if(ptv.begin(), ptv.end(), [pid](const DmgLogParty& dlp) { return dlp.p.party_id == pid; } ); if (it == ptv.end()) { Option p_ = party_search(pid); OMATCH_BEGIN_SOME (p, p_) { if (p->exp != 0) { DmgLogParty pn{p, base_exp, job_exp}; ptv.push_back(pn); flag = 0; } } OMATCH_END (); } else { it->base_exp += base_exp; it->job_exp += job_exp; flag = 0; } } if (flag) // not sharing pc_gainexp_reason(tmpsdi, base_exp, job_exp, PC_GAINEXP_REASON::KILLING); } for (DmgLogParty& pti : ptv) party_exp_share(pti.p, md->bl_m, pti.base_exp, pti.job_exp); // item drop if (!(type & 1)) { for (int i = 0; i < MaxDrops; i++) { if (md->state.special_mob_ai >= 1 && battle_config.alchemist_summon_reward != 1) // Added [Valaris] break; // End if (!get_mob_db(md->mob_class).dropitem[i].nameid) continue; random_::Fixed drop_rate = get_mob_db(md->mob_class).dropitem[i].p; if (battle_config.drops_by_luk > 0 && sd && md) drop_rate.num += (sd->status.attrs[ATTR::LUK] * battle_config.drops_by_luk) / 100; // drops affected by luk [Valaris] if (sd && md && battle_config.pk_mode == 1 && (get_mob_db(md->mob_class).lv - sd->status.base_level >= 20)) drop_rate.num *= 1.25; // pk_mode increase drops if 20 level difference [Valaris] // server-wide drop rate scaling drop_rate.num = (drop_rate.num * battle_config.drop_rate) / 100; if (!random_::chance(drop_rate)) continue; struct delay_item_drop ditem {}; ditem.nameid = get_mob_db(md->mob_class).dropitem[i].nameid; ditem.amount = 1; ditem.m = md->bl_m; ditem.x = md->bl_x; ditem.y = md->bl_y; ditem.first_sd = mvp_sd; ditem.second_sd = second_sd; ditem.third_sd = third_sd; Timer(tick + 500_ms + static_cast(i), std::bind(mob_delay_item_drop, ph::_1, ph::_2, ditem) ).detach(); } { int i = 0; for (Item lit : md->lootitemv) { struct delay_item_drop2 ditem {}; ditem.item_data = lit; ditem.m = md->bl_m; ditem.x = md->bl_x; ditem.y = md->bl_y; ditem.first_sd = mvp_sd; ditem.second_sd = second_sd; ditem.third_sd = third_sd; // ? Timer(tick + 540_ms + static_cast(i), std::bind(mob_delay_item_drop2, ph::_1, ph::_2, ditem) ).detach(); i++; } } } } // [MouseJstr] // SCRIPT実行 | SCRIPT execution { if (sd == nullptr) { if (mvp_sd != nullptr) { sd = mvp_sd; } } if (sd) { if (md->npc_event) npc_event(sd, md->npc_event, 0); // TODO: in the future, OnPCKillEvent, OnMobKillEvent and OnPCDieEvent should be combined argrec_t arg[1] = { {"@mobID"_s, static_cast(unwrap(md->mob_class))}, }; npc_event_doall_l(stringish("OnMobKillEvent"_s), sd->bl_id, arg); } } clif_clearchar(md, BeingRemoveWhy::DEAD); map_delblock(md); mob_deleteslave(md); mob_setdelayspawn(md->bl_id); return 0; } /*========================================== * mob回復 * mob recovery *------------------------------------------ */ int mob_heal(dumb_ptr md, int heal) { int max_hp = battle_get_max_hp(md); nullpo_retz(md); md->hp += heal; if (max_hp < md->hp) md->hp = max_hp; return 0; } /*========================================== * Added by RoVeRT *------------------------------------------ */ static void mob_warpslave_sub(dumb_ptr bl, BlockId id, int x, int y) { dumb_ptr md = bl->is_mob(); if (md->master_id == id) { mob_warp(md, nullptr, x, y, BeingRemoveWhy::QUIT); } } /*========================================== * Added by RoVeRT *------------------------------------------ */ static int mob_warpslave(dumb_ptr md, int x, int y) { map_foreachinarea(std::bind(mob_warpslave_sub, ph::_1, md->bl_id, md->bl_x, md->bl_y), md->bl_m, x - AREA_SIZE, y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE, BL::MOB); return 0; } /*========================================== * mobワープ * mob warp *------------------------------------------ */ int mob_warp(dumb_ptr md, Option> m_, int x, int y, BeingRemoveWhy type) { int i = 0, xs = 0, ys = 0, bx = x, by = y; nullpo_retz(md); if (md->bl_prev == nullptr) return 0; P m = m_.copy_or(md->bl_m); if (type != BeingRemoveWhy::NEGATIVE1) { if (md->bl_m->flag.get(MapFlag::MONSTER_NOTELEPORT)) return 0; clif_clearchar(md, type); } map_delblock(md); if (bx > 0 && by > 0) { // 位置指定の場合周囲9セルを探索 | When specifying a location, search the surrounding 9 cells xs = ys = 9; } while ((x < 0 || y < 0 || bool(read_gatp(m, x, y) & MapCell::UNWALKABLE)) && (i++) < 1000) { if (xs > 0 && ys > 0 && i < 250) { // 指定位置付近の探索 | Search near specified location x = bx + random_::to(xs) - xs / 2; y = by + random_::to(ys) - ys / 2; } else { // 完全ランダム探索 | Completely random search x = random_::in(1, m->xs - 2); y = random_::in(1, m->ys - 2); } } md->dir = DIR::S; if (i < 1000) { md->bl_x = md->to_x = x; md->bl_y = md->to_y = y; md->bl_m = m; } else { if (battle_config.error_log == 1) PRINTF("MOB %d warp failed, mob_class = %d\n"_fmt, md->bl_id, md->mob_class); } md->target_id = BlockId(); // タゲを解除する | remove target md->state.attackable = false; md->attacked_id = BlockId(); md->state.skillstate = MobSkillState::MSS_IDLE; mob_changestate(md, MS::IDLE, 0); if (type != BeingRemoveWhy::GONE && type != BeingRemoveWhy::NEGATIVE1 && i == 1000) { if (battle_config.battle_log == 1) PRINTF("MOB %d warp to (%d,%d), mob_class = %d\n"_fmt, md->bl_id, x, y, md->mob_class); } map_addblock(md); if (type != BeingRemoveWhy::GONE && type != BeingRemoveWhy::NEGATIVE1) { clif_spawnmob(md); mob_warpslave(md, md->bl_x, md->bl_y); } return 0; } /*========================================== * 画面内の取り巻きの数計算用(foreachinarea) * For calculating the number of entourage in the screen (foreachinarea) *------------------------------------------ */ static void mob_countslave_sub(dumb_ptr bl, BlockId id, int *c) { dumb_ptr md; nullpo_retv(bl); md = bl->is_mob(); if (md->master_id == id) (*c)++; } /*========================================== * 画面内の取り巻きの数計算 * Calculating the number of entourage in the screen *------------------------------------------ */ static int mob_countslave(dumb_ptr md) { int c = 0; nullpo_retz(md); map_foreachinarea(std::bind(mob_countslave_sub, ph::_1, md->bl_id, &c), md->bl_m, 0, 0, md->bl_m->xs - 1, md->bl_m->ys - 1, BL::MOB); return c; } /*========================================== * 手下MOB召喚 * MOB summoning *------------------------------------------ */ int mob_summonslave(dumb_ptr md2, int *value_, int amount, int flag) { dumb_ptr md; int bx, by, count = 0, a = amount; nullpo_retz(md2); nullpo_retz(value_); bx = md2->bl_x; by = md2->bl_y; P m = md2->bl_m; Species values[5]; for (count = 0; count < 5 && value_[count]; ++count) values[count] = wrap(value_[count]); if (count < 1) return 0; for (int k = 0; k < count; k++) { amount = a; Species mob_class = values[k]; if (mobdb_checkid(mob_class) == Species()) { PRINTF("Warning: bad slave class %u\n"_fmt, mob_class); continue; } for (; amount > 0; amount--) { int x = 0, y = 0, i = 0; md.new_(); if (bool(get_mob_db(mob_class).mode & MobMode::LOOTER)) md->lootitemv.clear(); while ((x <= 0 || y <= 0 || bool(map_getcell(m, x, y) & MapCell::UNWALKABLE)) && (i++) < 100) { x = bx + random_::in(-4, 4); y = by + random_::in(-4, 4); } if (i >= 100) { x = bx; y = by; } mob_spawn_dataset(md, JAPANESE_NAME, mob_class); md->bl_prev = nullptr; md->bl_next = nullptr; md->bl_m = m; md->bl_x = x; md->bl_y = y; md->spawn.m = m; md->spawn.x0 = x; md->spawn.y0 = y; md->spawn.xs = 0; md->spawn.ys = 0; md->stats[mob_stat::SPEED] = md2->stats[mob_stat::SPEED]; md->spawn.delay1 = static_cast(-1); // 一度のみフラグ | once flag md->spawn.delay2 = static_cast(-1); // 一度のみフラグ | once flag md->npc_event = NpcEvent(); md->bl_type = BL::MOB; map_addiddb(md); mob_spawn(md->bl_id); if (flag) md->master_id = md2->bl_id; } } return 0; } /*========================================== * 自分をロックしているPCの数を数える(foreachclient) * Count the number of PCs that have locked you (foreachclient) *------------------------------------------ */ static void mob_counttargeted_sub(dumb_ptr bl, BlockId id, int *c, dumb_ptr src, ATK target_lv) { nullpo_retv(bl); nullpo_retv(c); if (id == bl->bl_id || (src && id == src->bl_id)) return; if (bl->bl_type == BL::PC) { dumb_ptr sd = bl->is_player(); if (sd && sd->attacktarget == id && sd->attacktimer && sd->attacktarget_lv >= target_lv) (*c)++; } else if (bl->bl_type == BL::MOB) { dumb_ptr md = bl->is_mob(); if (md && md->target_id == id && md->timer && md->state.state == MS::ATTACK && md->target_lv >= target_lv) (*c)++; } } /*========================================== * 自分をロックしているPCの数を数える * Count the number of PCs that have locked you *------------------------------------------ */ int mob_counttargeted(dumb_ptr md, dumb_ptr src, ATK target_lv) { int c = 0; nullpo_retz(md); map_foreachinarea(std::bind(mob_counttargeted_sub, ph::_1, md->bl_id, &c, src, target_lv), md->bl_m, md->bl_x - AREA_SIZE, md->bl_y - AREA_SIZE, md->bl_x + AREA_SIZE, md->bl_y + AREA_SIZE, BL::NUL); return c; } // // MOBスキル | MOB skills // /*========================================== * スキル使用(詠唱完了、ID指定) * Skill use (casting completed, ID designation) *------------------------------------------ */ void mobskill_castend_id(TimerData *, tick_t tick, BlockId id) { dumb_ptr md = nullptr; dumb_ptr bl; dumb_ptr mbl; int range; if ((mbl = map_id2bl(id)) == nullptr) // 詠唱したMobがもういないというのは良くある正常処理 | It's common and normal that the mob that cast is no longer there. return; if ((md = mbl->is_mob()) == nullptr) { PRINTF("mobskill_castend_id nullpo mbl->bl_id:%d\n"_fmt, mbl->bl_id); return; } if (md->bl_type != BL::MOB || md->bl_prev == nullptr) return; if (bool(md->opt1)) return; if (md->skillid != SkillID::NPC_EMOTION) md->last_thinktime = tick + battle_get_adelay(md); if ((bl = map_id2bl(md->skilltarget)) == nullptr || bl->bl_prev == nullptr) { // スキルターゲットが存在しない | Skill target does not exist return; } if (md->bl_m != bl->bl_m) return; if (((skill_get_inf(md->skillid) & 1) || (skill_get_inf2(md->skillid) & 4)) && // 彼我敵対関係チェック | Self-enemy relationship check battle_check_target(md, bl, BCT_ENEMY) <= 0) return; range = skill_get_range(md->skillid, md->skilllv); if (range < 0) range = battle_get_range(md) - (range + 1); if (range + battle_config.monster_skill_add_range < distance(md->bl_x, md->bl_y, bl->bl_x, bl->bl_y)) return; md->skilldelayup[md->skillidx - &get_mob_db(md->mob_class).skills.front()] = tick; if (battle_config.monster_skill_log == 1) PRINTF("MOB skill castend skill=%d, mob_class = %d\n"_fmt, md->skillid, md->mob_class); mob_stop_walking(md, 0); switch (skill_get_nk(md->skillid)) { // 攻撃系/吹き飛ばし系 | Attack type/Blow type case 0: case 2: skill_castend_damage_id(md, bl, md->skillid, md->skilllv, tick, BCT_ZERO); break; case 1: // 支援系 | Support system skill_castend_nodamage_id(md, bl, md->skillid, md->skilllv); break; } } /*========================================== * スキル使用(詠唱完了、場所指定) * Skill use (casting completed, location specified) *------------------------------------------ */ void mobskill_castend_pos(TimerData *, tick_t tick, BlockId id) { dumb_ptr md = nullptr; dumb_ptr bl; int range; // mobskill_castend_id同様詠唱したMobが詠唱完了時にもういないというのはありそうなのでnullpoから除外 // mobskill_castend_id It is likely that the mob that cast the same as the one is no longer there when the cast is completed, so it is excluded from nullpo. if ((bl = map_id2bl(id)) == nullptr) return; md = bl->is_mob(); nullpo_retv(md); if (md->bl_type != BL::MOB || md->bl_prev == nullptr) return; if (bool(md->opt1)) return; range = skill_get_range(md->skillid, md->skilllv); if (range < 0) range = battle_get_range(md) - (range + 1); if (range + battle_config.monster_skill_add_range < distance(md->bl_x, md->bl_y, md->skillx, md->skilly)) return; md->skilldelayup[md->skillidx - &get_mob_db(md->mob_class).skills.front()] = tick; if (battle_config.monster_skill_log == 1) PRINTF("MOB skill castend skill=%d, mob_class = %d\n"_fmt, md->skillid, md->mob_class); mob_stop_walking(md, 0); } /*========================================== * Skill use (an aria start, ID specification) *------------------------------------------ */ int mobskill_use_id(dumb_ptr md, dumb_ptr target, mob_skill& skill_idx) { int range; struct mob_skill *ms; SkillID skill_id; int skill_lv; nullpo_retz(md); ms = &skill_idx; if (target == nullptr && (target = map_id2bl(md->target_id)) == nullptr) return 0; if (target->bl_prev == nullptr || md->bl_prev == nullptr) return 0; skill_id = ms->skill_id; skill_lv = ms->skill_lv; if (bool(md->opt1)) return 0; if (skill_get_inf2(skill_id) & 0x200 && md->bl_id == target->bl_id) return 0; // 射程と障害物チェック | Range and obstacle check range = skill_get_range(skill_id, skill_lv); if (range < 0) range = battle_get_range(md) - (range + 1); if (!battle_check_range(md, target, range)) return 0; // delay=skill_delayfix(md, skill_get_delay( skill_id,skill_lv) ); interval_t casttime = skill_castfix(md, ms->casttime); md->state.skillcastcancel = ms->cancel; md->skilldelayup[ms - &get_mob_db(md->mob_class).skills.front()] = gettick(); if (battle_config.monster_skill_log == 1) PRINTF("MOB skill use target_id=%d skill=%d lv=%d cast=%d, mob_class = %d\n"_fmt, target->bl_id, skill_id, skill_lv, static_cast(casttime.count()), md->mob_class); if (casttime <= interval_t::zero()) // 詠唱の無いものはキャンセルされない | Anything without a chant will not be canceled md->state.skillcastcancel = 0; md->skilltarget = target->bl_id; md->skillx = 0; md->skilly = 0; md->skillid = skill_id; md->skilllv = skill_lv; md->skillidx = &skill_idx; if (casttime > interval_t::zero()) { md->skilltimer = Timer(gettick() + casttime, std::bind(mobskill_castend_id, ph::_1, ph::_2, md->bl_id)); } else { assert (!md->skilltimer); mobskill_castend_id(nullptr, gettick(), md->bl_id); } return 1; } /*========================================== * スキル使用(場所指定) * Skill usage (Location) *------------------------------------------ */ static int mobskill_use_pos(dumb_ptr md, int skill_x, int skill_y, mob_skill& skill_idx) { int range; struct mob_skill *ms; struct block_list bl; int skill_lv; nullpo_retz(md); ms = &skill_idx; if (md->bl_prev == nullptr) return 0; SkillID skill_id = ms->skill_id; skill_lv = ms->skill_lv; if (bool(md->opt1)) return 0; // 射程と障害物チェック | Range and obstacle check bl.bl_type = BL::NUL; bl.bl_m = md->bl_m; bl.bl_x = skill_x; bl.bl_y = skill_y; range = skill_get_range(skill_id, skill_lv); if (range < 0) range = battle_get_range(md) - (range + 1); if (!battle_check_range(md, dumb_ptr(&bl), range)) return 0; // delay=skill_delayfix(sd, skill_get_delay( skill_id,skill_lv) ); interval_t casttime = skill_castfix(md, ms->casttime); md->skilldelayup[ms - &get_mob_db(md->mob_class).skills.front()] = gettick(); md->state.skillcastcancel = ms->cancel; if (battle_config.monster_skill_log == 1) PRINTF("MOB skill use target_pos= (%d,%d) skill=%d lv=%d cast=%d, mob_class = %d\n"_fmt, skill_x, skill_y, skill_id, skill_lv, static_cast(casttime.count()), md->mob_class); if (casttime <= interval_t::zero()) // A skill without a cast time wont be cancelled. md->state.skillcastcancel = 0; md->skillx = skill_x; md->skilly = skill_y; md->skilltarget = BlockId(); md->skillid = skill_id; md->skilllv = skill_lv; md->skillidx = &skill_idx; if (casttime > interval_t::zero()) { md->skilltimer = Timer(gettick() + casttime, std::bind(mobskill_castend_pos, ph::_1, ph::_2, md->bl_id)); } else { assert (!md->skilltimer); mobskill_castend_pos(nullptr, gettick(), md->bl_id); } return 1; } /*========================================== * Skill use judging *------------------------------------------ */ int mobskill_use(dumb_ptr md, tick_t tick, MobSkillCondition event) { int max_hp; nullpo_retz(md); std::vector& ms = get_mob_db(md->mob_class).skills; max_hp = battle_get_max_hp(md); if (battle_config.mob_skill_use == 0 || md->skilltimer) return 0; if (md->state.special_mob_ai) return 0; for (mob_skill& msii : ms) { tick_t& sdii = md->skilldelayup[&msii - &ms.front()]; int flag = 0; // ディレイ中 | During delay if (tick < sdii + msii.delay) continue; // 状態判定 | Status determination if (msii.state != MobSkillState::ANY && msii.state != md->state.skillstate) continue; // Note: these *may* both be MobSkillCondition::ANY flag = (event == msii.cond1); if (!flag) { switch (msii.cond1) { case MobSkillCondition::MSC_ALWAYS: flag = 1; break; case MobSkillCondition::MSC_MYHPLTMAXRATE: // HP< maxhp% flag = (md->hp < max_hp * msii.cond2i / 100); break; case MobSkillCondition::MSC_NOTINTOWN: // Only outside of towns. flag = !md->bl_m->flag.get(MapFlag::TOWN); break; case MobSkillCondition::MSC_SLAVELT: // slave < num flag = (mob_countslave(md) < msii.cond2i); break; case MobSkillCondition::MSC_SLAVELE: // slave <= num flag = (mob_countslave(md) <= msii.cond2i); break; } } // 確率判定 | Probability judgment if (flag && random_::chance({msii.permillage, 10000})) { if (skill_get_inf(msii.skill_id) & 2) { // 場所指定 | Specify location dumb_ptr bl = nullptr; int x = 0, y = 0; { if (msii.target == MobSkillTarget::MST_TARGET) bl = map_id2bl(md->target_id); else bl = md; if (bl) { x = bl->bl_x; y = bl->bl_y; } } if (x <= 0 || y <= 0) continue; if (!mobskill_use_pos(md, x, y, msii)) return 0; } else { { dumb_ptr bl = nullptr; if (msii.target == MobSkillTarget::MST_TARGET) bl = map_id2bl(md->target_id); else bl = md; if (bl && !mobskill_use_id(md, bl, msii)) return 0; } } if (msii.emotion >= 0) clif_emotion(md, msii.emotion); return 1; } } return 0; } /*========================================== * Skill use event processing *------------------------------------------ */ int mobskill_event(dumb_ptr md, BF flag) { nullpo_retz(md); if (flag == BF::NEGATIVE_1 && mobskill_use(md, gettick(), MobSkillCondition::ANY)) return 1; if (bool(flag & BF::SHORT) && mobskill_use(md, gettick(), MobSkillCondition::ANY)) return 1; if (bool(flag & BF::LONG) && mobskill_use(md, gettick(), MobSkillCondition::ANY)) return 1; return 0; } // // 初期化 | Initialization // /*========================================== * Since un-setting [ mob ] up was used, it is an initial provisional value setup. *------------------------------------------ */ static int mob_makedummymobdb(Species mob_class) { int i; SNPRINTF(get_mob_db(mob_class).name, 24, "mob%d"_fmt, mob_class); SNPRINTF(get_mob_db(mob_class).jname, 24, "mob%d"_fmt, mob_class); get_mob_db(mob_class).lv = 1; get_mob_db(mob_class).max_hp = 1000; get_mob_db(mob_class).max_sp = 1; get_mob_db(mob_class).base_exp = 2; get_mob_db(mob_class).job_exp = 1; get_mob_db(mob_class).range = 1; get_mob_db(mob_class).atk1 = 7; get_mob_db(mob_class).atk2 = 10; get_mob_db(mob_class).def = 0; get_mob_db(mob_class).mdef = 0; get_mob_db(mob_class).attrs[ATTR::STR] = 1; get_mob_db(mob_class).attrs[ATTR::AGI] = 1; get_mob_db(mob_class).attrs[ATTR::VIT] = 1; get_mob_db(mob_class).attrs[ATTR::INT] = 1; get_mob_db(mob_class).attrs[ATTR::DEX] = 6; get_mob_db(mob_class).attrs[ATTR::LUK] = 2; get_mob_db(mob_class).range2 = 10; get_mob_db(mob_class).range3 = 10; get_mob_db(mob_class).size = 0; // 1 get_mob_db(mob_class).race = Race::formless; get_mob_db(mob_class).element = LevelElement{0, Element::neutral}; get_mob_db(mob_class).mode = MobMode::ZERO; get_mob_db(mob_class).speed = 300_ms; get_mob_db(mob_class).adelay = 1000_ms; get_mob_db(mob_class).amotion = 500_ms; get_mob_db(mob_class).dmotion = 500_ms; for (i = 0; i < MaxDrops; i++) { get_mob_db(mob_class).dropitem[i].nameid = ItemNameId(); get_mob_db(mob_class).dropitem[i].p.num = 0; } return 0; } /*========================================== * *------------------------------------------ */ static bool impl_extract(XString str, LevelElement *le) { int tmp; if (extract(str, &tmp)) { *le = LevelElement::unpack(tmp); return true; } return false; } /*========================================== * *------------------------------------------ */ bool mob_readdb(ZString filename) { bool rv = true; { io::ReadFile in(filename); if (!in.is_open()) { PRINTF("Unable to read mob db: %s\n"_fmt, filename); return false; } AString line; while (in.getline(line)) { Species mob_class; if (is_comment(line)) continue; struct mob_db_ mdbv {}; XString ignore; bool okay = extract(line, record<','>( &mob_class, lstripping(&mdbv.name), lstripping(&mdbv.jname), lstripping(&mdbv.lv), lstripping(&mdbv.max_hp), lstripping(&mdbv.max_sp), lstripping(&mdbv.base_exp), lstripping(&mdbv.job_exp), lstripping(&mdbv.range), lstripping(&mdbv.atk1), lstripping(&mdbv.atk2), lstripping(&mdbv.def), lstripping(&mdbv.mdef), lstripping(&mdbv.critical_def), lstripping(&mdbv.attrs[ATTR::STR]), lstripping(&mdbv.attrs[ATTR::AGI]), lstripping(&mdbv.attrs[ATTR::VIT]), lstripping(&mdbv.attrs[ATTR::INT]), lstripping(&mdbv.attrs[ATTR::DEX]), lstripping(&mdbv.attrs[ATTR::LUK]), lstripping(&mdbv.range2), lstripping(&mdbv.range3), lstripping(&mdbv.size), lstripping(&mdbv.race), lstripping(&mdbv.element), lstripping(&mdbv.mode), lstripping(&mdbv.speed), lstripping(&mdbv.adelay), lstripping(&mdbv.amotion), lstripping(&mdbv.dmotion), lstripping(&mdbv.dropitem[0].nameid), lstripping(&mdbv.dropitem[0].p.num), lstripping(&mdbv.dropitem[1].nameid), lstripping(&mdbv.dropitem[1].p.num), lstripping(&mdbv.dropitem[2].nameid), lstripping(&mdbv.dropitem[2].p.num), lstripping(&mdbv.dropitem[3].nameid), lstripping(&mdbv.dropitem[3].p.num), lstripping(&mdbv.dropitem[4].nameid), lstripping(&mdbv.dropitem[4].p.num), lstripping(&mdbv.dropitem[5].nameid), lstripping(&mdbv.dropitem[5].p.num), lstripping(&mdbv.dropitem[6].nameid), lstripping(&mdbv.dropitem[6].p.num), lstripping(&mdbv.dropitem[7].nameid), lstripping(&mdbv.dropitem[7].p.num), lstripping(&mdbv.dropitem[8].nameid), lstripping(&mdbv.dropitem[8].p.num), lstripping(&mdbv.dropitem[9].nameid), lstripping(&mdbv.dropitem[9].p.num), &ignore, &ignore, &ignore, &ignore, &ignore, &ignore, &ignore, &ignore, &ignore, &ignore, lstripping(&mdbv.mutations_nr), lstripping(&mdbv.mutation_power) ) ); if (!okay || mobdb_checkid(mob_class) == Species()) { PRINTF("bad mob line: %s\n"_fmt, line); rv = false; continue; } if (get_mob_db(mob_class).base_exp < 0) { PRINTF("bad mob line: Xp needs to be greater than 0. %s\n"_fmt, line); rv = false; continue; } if (get_mob_db(mob_class).base_exp > 1000000000) { PRINTF("bad mob line: Xp needs to be less than 1000000000. %s\n"_fmt, line); rv = false; continue; } if (get_mob_db(mob_class).job_exp < 0) { PRINTF("bad mob line: Job Xp needs to be greater than 0. %s\n"_fmt, line); rv = false; continue; } if (get_mob_db(mob_class).job_exp > 1000000000) { PRINTF("bad mob line: Job Xp needs to be less than 1000000000. %s\n"_fmt, line); rv = false; continue; } // TODO move this lower get_mob_db(mob_class) = std::move(mdbv); for (int i = 0; i < MaxDrops; i++) { int rate = get_mob_db(mob_class).dropitem[i].p.num; if (rate < 1) rate = 1; if (rate > 10000) rate = 10000; get_mob_db(mob_class).dropitem[i].p.num = rate; } get_mob_db(mob_class).skills.clear(); get_mob_db(mob_class).hair = 0; get_mob_db(mob_class).hair_color = 0; get_mob_db(mob_class).weapon = 0; get_mob_db(mob_class).shield = ItemNameId(); get_mob_db(mob_class).head_top = ItemNameId(); get_mob_db(mob_class).head_mid = ItemNameId(); get_mob_db(mob_class).head_buttom = ItemNameId(); get_mob_db(mob_class).clothes_color = 0; //Add for player monster dye - Valaris if (get_mob_db(mob_class).base_exp == 0) get_mob_db(mob_class).base_exp = mob_gen_exp(&get_mob_db(mob_class)); } PRINTF("read %s done\n"_fmt, filename); } return rv; } /*========================================== * *------------------------------------------ */ static bool impl_extract(XString str, MobSkillCondition *msc) { const struct { LString str; MobSkillCondition id; } cond1[] = { {"always"_s, MobSkillCondition::MSC_ALWAYS}, {"myhpltmaxrate"_s, MobSkillCondition::MSC_MYHPLTMAXRATE}, {"notintown"_s, MobSkillCondition::MSC_NOTINTOWN}, {"slavelt"_s, MobSkillCondition::MSC_SLAVELT}, {"slavele"_s, MobSkillCondition::MSC_SLAVELE}, }; for (auto& pair : cond1) if (str == pair.str) { *msc = pair.id; return true; } return false; } /*========================================== * *------------------------------------------ */ static bool impl_extract(XString str, MobSkillState *mss) { const struct { LString str; MobSkillState id; } state[] = { {"any"_s, MobSkillState::ANY}, {"idle"_s, MobSkillState::MSS_IDLE}, {"walk"_s, MobSkillState::MSS_WALK}, {"attack"_s, MobSkillState::MSS_ATTACK}, }; for (auto& pair : state) if (str == pair.str) { *mss = pair.id; return true; } return false; } /*========================================== * *------------------------------------------ */ static bool impl_extract(XString str, MobSkillTarget *mst) { const struct { LString str; MobSkillTarget id; } target[] = { {"target"_s, MobSkillTarget::MST_TARGET}, {"self"_s, MobSkillTarget::MST_SELF}, }; for (auto& pair : target) if (str == pair.str) { *mst = pair.id; return true; } return false; } /*========================================== * *------------------------------------------ */ bool mob_readskilldb(ZString filename) { bool rv = true; { io::ReadFile in(filename); if (!in.is_open()) { PRINTF("can't read %s\n"_fmt, filename); return false; } AString line; while (in.getline(line)) { Species mob_id; if (is_comment(line)) continue; XString blah; if (extract(line, record<','>(&mob_id, &blah)) && mobdb_checkid(mob_id) != Species() && blah == "clear"_s) { get_mob_db(mob_id).skills.clear(); continue; } struct mob_skill msv {}; msv.emotion = -1; int casttime, delay; XString cancellable; if (!extract( line, record<',', 17>( &mob_id, &blah, &msv.state, &msv.skill_id, &msv.skill_lv, &msv.permillage, &casttime, &delay, &cancellable, &msv.target, &msv.cond1, &msv.cond2i, &msv.val[0], &msv.val[1], &msv.val[2], &msv.val[3], &msv.val[4], &msv.emotion ) ) ) continue; if (cancellable == "yes"_s) msv.cancel = true; else if (cancellable == "no"_s) msv.cancel = false; else { rv = false; continue; } msv.casttime = std::chrono::milliseconds(casttime); msv.delay = std::chrono::milliseconds(delay); if (mobdb_checkid(mob_id) == Species()) { rv = false; continue; } get_mob_db(mob_id).skills.push_back(std::move(msv)); } PRINTF("read %s done\n"_fmt, filename); } return rv; } /*========================================== * *------------------------------------------ */ void do_init_mob2(void) { Timer(gettick() + MIN_MOBTHINKTIME, mob_ai_hard, MIN_MOBTHINKTIME ).detach(); Timer(gettick() + MIN_MOBTHINKTIME * 10, mob_ai_lazy, MIN_MOBTHINKTIME * 10 ).detach(); } } // namespace map } // namespace tmwa