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// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder

#ifndef _MOB_H_
#define _MOB_H_

#include "../common/mmo.h" // struct item
#include "guild.h" // struct guardian_data
#include "map.h" // struct status_data, struct view_data, struct mob_skill
#include "status.h" // struct status data, struct status_change
#include "unit.h" // unit_stop_walking(), unit_stop_attack()
#include "npc.h"

#define MAX_RANDOMMONSTER 5

// Change this to increase the table size in your mob_db to accomodate a larger mob database.
// Be sure to note that IDs 4001 to 4048 are reserved for advanced/baby/expanded classes.
// Notice that the last 1000 entries are used for player clones, so always set this to desired value +1000
#define MAX_MOB_DB 4000

//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

//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 eachinrange calls)
#define DEFAULT_ENEMY_TYPE(md) (md->special_state.ai?BL_CHAR:BL_MOB|BL_PC|BL_HOM|BL_MER)

//Externals for the status effects. [Epoque]
extern const int mob_manuk[8];
extern const int mob_splendide[5];

//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,
    AI_ATTACK,
    AI_SPHERE,
    AI_FLORA,
    AI_ZANZOU,
};

struct mob_skill {
    enum MobSkillState state;
    short skill_id,skill_lv;
    short permillage;
    int casttime,delay;
    short cancel;
    short cond1,cond2;
    short target;
    int val[5];
    short emotion;
    unsigned short msg_id;
};

struct mob_chat {
    unsigned short msg_id;
    unsigned long 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];
};

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.
        unsigned int ai : 4; //Special ai for summoned monsters.
        //0: Normal mob.
        //1: Standard summon, attacks mobs.
        //2: Alchemist Marine Sphere
        //3: Alchemist Summon Flora
        //4: Summon Zanzou
        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

    unsigned int next_walktime,last_thinktime,last_linktime,last_pcneartime,dmgtick;
    short move_fail_count;
    short lootitem_count;
    short min_chase;

    int deletetimer;
    int master_id,master_dist;

    short skillidx;
    unsigned int skilldelay[MAX_MOBSKILL];
    char npc_event[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;
};



enum {
    MST_TARGET  =   0,
    MST_RANDOM, //Random Target!
    MST_SELF,
    MST_FRIEND,
    MST_MASTER,
    MST_AROUND5,
    MST_AROUND6,
    MST_AROUND7,
    MST_AROUND8,
    MST_AROUND1,
    MST_AROUND2,
    MST_AROUND3,
    MST_AROUND4,
    MST_AROUND  =   MST_AROUND4,

    MSC_ALWAYS  =   0x0000,
    MSC_MYHPLTMAXRATE,
    MSC_MYHPINRATE,
    MSC_FRIENDHPLTMAXRATE,
    MSC_FRIENDHPINRATE,
    MSC_MYSTATUSON,
    MSC_MYSTATUSOFF,
    MSC_FRIENDSTATUSON,
    MSC_FRIENDSTATUSOFF,
    MSC_ATTACKPCGT,
    MSC_ATTACKPCGE,
    MSC_SLAVELT,
    MSC_SLAVELE,
    MSC_CLOSEDATTACKED,
    MSC_LONGRANGEATTACKED,
    MSC_AFTERSKILL,
    MSC_SKILLUSED,
    MSC_CASTTARGETED,
    MSC_RUDEATTACKED,
    MSC_MASTERHPLTMAXRATE,
    MSC_MASTERATTACKED,
    MSC_ALCHEMIST,
    MSC_SPAWN,
};

// The data structures for storing delayed item drops
struct item_drop {
    struct item item_data;
    struct item_drop *next;
};
struct item_drop_list {
    int m, x, y;                       // coordinates
    int first_charid, second_charid, third_charid; // charid's of players with higher pickup priority
    struct item_drop *item;            // linked list of drops
};

struct mob_db *mob_db(int class_);
int mobdb_searchname(const char *str);
int mobdb_searchname_array(struct mob_db **data, int size, const char *str);
int mobdb_checkid(const int id);
struct view_data *mob_get_viewdata(int class_);

struct mob_data *mob_once_spawn_sub(struct block_list *bl, int m,
                                    short x, short y, const char *mobname, int class_, const char *event, unsigned int size, unsigned int ai);

int mob_once_spawn(struct map_session_data *sd, int m, short x, short y,
                   const char *mobname, int class_, int amount, const char *event, unsigned int size, unsigned int ai);

int mob_once_spawn_area(struct map_session_data *sd, int m,
                        int x0, int y0, int x1, int y1, const char *mobname, int class_, int amount, const char *event, unsigned int size, unsigned int ai);

bool mob_ksprotected(struct block_list *src, struct block_list *target);

int mob_spawn_guardian(const char *mapname, short x, short y, const char *mobname, int class_, const char *event, int guardian, bool has_index);    // Spawning Guardians [Valaris]
int mob_spawn_bg(const char *mapname, short x, short y, const char *mobname, int class_, const char *event, unsigned int bg_id);
int mob_guardian_guildchange(struct mob_data *md); //Change Guardian's ownership. [Skotlex]

int mob_randomwalk(struct mob_data *md,unsigned int tick);
int mob_warpchase(struct mob_data *md, struct block_list *target);
int mob_target(struct mob_data *md,struct block_list *bl,int dist);
int mob_unlocktarget(struct mob_data *md, unsigned int tick);
struct mob_data *mob_spawn_dataset(struct spawn_data *data);
int mob_spawn(struct mob_data *md);
int mob_delayspawn(int tid, unsigned int tick, int id, intptr_t data);
int mob_setdelayspawn(struct mob_data *md);
int mob_parse_dataset(struct spawn_data *data);
void mob_log_damage(struct mob_data *md, struct block_list *src, int damage);
void mob_damage(struct mob_data *md, struct block_list *src, int damage);
int mob_dead(struct mob_data *md, struct block_list *src, int type);
void mob_revive(struct mob_data *md, unsigned int hp);
void mob_heal(struct mob_data *md,unsigned int heal);

#define mob_stop_walking(md, type) unit_stop_walking(&(md)->bl, type)
#define mob_stop_attack(md) unit_stop_attack(&(md)->bl)
#define mob_is_battleground(md) ( map[(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[(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))

void mob_clear_spawninfo();
int do_init_mob(void);
int do_final_mob(void);

int mob_timer_delete(int tid, unsigned int tick, int id, intptr_t data);
int mob_deleteslave(struct mob_data *md);

int mob_random_class(int *value, size_t count);
int mob_get_random_id(int type, int flag, int lv);
int mob_class_change(struct mob_data *md,int class_);
int mob_warpslave(struct block_list *bl, int range);
int mob_linksearch(struct block_list *bl,va_list ap);

int mobskill_use(struct mob_data *md,unsigned int tick,int event);
int mobskill_event(struct mob_data *md,struct block_list *src,unsigned int tick, int flag);
int mobskill_castend_id(int tid, unsigned int tick, int id,int data);
int mobskill_castend_pos(int tid, unsigned int tick, int id,int data);
int mob_summonslave(struct mob_data *md2,int *value,int amount,int skill_id);
int mob_countslave(struct block_list *bl);
int mob_count_sub(struct block_list *bl, va_list ap);

int mob_is_clone(int class_);

int mob_clone_spawn(struct map_session_data *sd, int m, int x, int y, const char *event, int master_id, int mode, int flag, unsigned int duration);
int mob_clone_delete(struct mob_data *md);

void mob_reload(void);

// MvP Tomb System
void mvptomb_create(struct mob_data *md, char *killer, time_t time);
void mvptomb_destroy(struct mob_data *md);

#endif /* _MOB_H_ */