From 6e4c66213fca0fd482e1d983a4e3307f08619e5c Mon Sep 17 00:00:00 2001 From: Kenpachi Developer Date: Sun, 5 Jan 2020 12:59:47 +0100 Subject: Applied code style and added some minor code improvements to src/map/mob.c. --- src/map/mob.c | 809 ++++++++++++++++++++++++++++++++++------------------------ 1 file changed, 472 insertions(+), 337 deletions(-) (limited to 'src') diff --git a/src/map/mob.c b/src/map/mob.c index d65108a62..6c1076114 100644 --- a/src/map/mob.c +++ b/src/map/mob.c @@ -337,9 +337,15 @@ static int mob_parse_dataset(struct spawn_data *data) return 1; } -/*========================================== - * Generates the basic mob data using the spawn_data provided. - *------------------------------------------*/ + +/** + * Generates basic mob data by using the passed spawn data. + * + * @param data The mobs spawn data. + * @param npc_id If spawned by NPC script, this holds the ID of the invoking NPC. + * @return The generated mob data, later used to spawn the mob. + * + **/ static struct mob_data *mob_spawn_dataset(struct spawn_data *data, int npc_id) { nullpo_retr(NULL, data); @@ -510,7 +516,24 @@ static bool mob_ksprotected(struct block_list *src, struct block_list *target) return false; } -static struct mob_data *mob_once_spawn_sub(struct block_list *bl, int16 m, int16 x, int16 y, const char *mobname, int class_, const char *event, unsigned int size, unsigned int ai, int npc_id) +/** + * Prepares a mob's spawn data. + * + * @param bl The invoking character's block list. + * @param m The ID of the map where the mob should be spawned. + * @param x The x coordinate where the mob should be spawned. + * @param y The y coordinate where the mob should be spawned. + * @param mobname The mob's display name. + * @param class_ The mob's ID in database. + * @param event The name of the event which should be executed when the mob is killed. + * @param size The mob's size. + * @param ai The mob's AI. + * @param npc_id If spawned by NPC script, this holds the ID of the invoking NPC. + * @return The mob data generated by mob->spawn_dataset(). + * + **/ +static struct mob_data *mob_once_spawn_sub(struct block_list *bl, int16 m, int16 x, int16 y, const char *mobname, int class_, + const char *event, unsigned int size, unsigned int ai, int npc_id) { struct spawn_data data; @@ -531,11 +554,11 @@ static struct mob_data *mob_once_spawn_sub(struct block_list *bl, int16 m, int16 if (event != NULL) safestrncpy(data.eventname, event, sizeof(data.eventname)); - /** Locate spot next to player. */ + /** Locate spot next to player. **/ if (bl != NULL && (x < 0 || y < 0)) map->search_freecell(bl, m, &x, &y, 1, 1, 0); - /** If none found, pick random position on map. */ + /** If none found, pick random position on map. **/ if (x <= 0 || x >= map->list[m].xs || y <= 0 || y >= map->list[m].ys) map->search_freecell(NULL, m, &x, &y, -1, -1, 1); @@ -548,56 +571,80 @@ static struct mob_data *mob_once_spawn_sub(struct block_list *bl, int16 m, int16 return mob->spawn_dataset(&data, npc_id); } -/*========================================== - * Spawn a single mob on the specified coordinates. - *------------------------------------------*/ -static int mob_once_spawn(struct map_session_data *sd, int16 m, int16 x, int16 y, const char *mobname, int class_, int amount, const char *event, unsigned int size, unsigned int ai) +/** + * Spawns a given amount of mobs. + * + * @param sd The invoking character. + * @param m The ID of the map where the mob should be spawned. + * @param x The x coordinate where the mob should be spawned. + * @param y The y coordinate where the mob should be spawned. + * @param mobname The mob's display name. + * @param class_ The mob's ID in database. + * @param amount The amount of mobs to spawn. + * @param event The name of the event which should be executed when the mob is killed. + * @param size The mob's size. + * @param ai The mob's AI. + * @return The last spawned mob's GID, or 0 if spawning failed. + * + **/ +static int mob_once_spawn(struct map_session_data *sd, int16 m, int16 x, int16 y, const char *mobname, int class_, + int amount, const char *event, unsigned int size, unsigned int ai) { - struct mob_data* md = NULL; - int count, lv; bool no_guardian_data = false; - if( ai && ai&0x200 ) { + if (ai > 0 && (ai & 0x200) == 0x200) { no_guardian_data = true; - ai &=~ 0x200; + ai &= ~0x200; } if (m < 0 || amount <= 0) - return 0; // invalid input + return 0; - lv = (sd) ? sd->status.base_level : 255; + struct mob_data *md = NULL; + + for (int i = 0; i < amount; i++) { + int mob_id = class_; + + if (mob_id < 0) { + mob_id = mob->get_random_id(-class_ - 1, (battle_config.random_monster_checklv == 1) ? 3 : 1, + (sd != NULL) ? sd->status.base_level : 255); + } - for (count = 0; count < amount; count++) { - int c = (class_ >= 0) ? class_ : mob->get_random_id(-class_ - 1, (battle_config.random_monster_checklv) ? 3 : 1, lv); - md = mob->once_spawn_sub((sd != NULL) ? &sd->bl : NULL, m, x, y, mobname, c, event, size, ai, (sd != NULL) ? sd->npc_id : 0); + md = mob->once_spawn_sub((sd != NULL) ? &sd->bl : NULL, m, x, y, mobname, mob_id, event, size, ai, + (sd != NULL) ? sd->npc_id : 0); - if (!md) + if (md == NULL) continue; if (class_ == MOBID_EMPELIUM && !no_guardian_data) { - struct guild_castle* gc = guild->mapindex2gc(map_id2index(m)); - struct guild* g = (gc) ? guild->search(gc->guild_id) : NULL; - if( gc ) { + struct guild_castle *gc = guild->mapindex2gc(map_id2index(m)); + + if (gc != NULL) { + struct guild *g = guild->search(gc->guild_id); + md->guardian_data = (struct guardian_data*)aCalloc(1, sizeof(struct guardian_data)); md->guardian_data->castle = gc; md->guardian_data->number = MAX_GUARDIANS; - if( g ) + + if (g != NULL) md->guardian_data->g = g; - else if( gc->guild_id ) //Guild not yet available, retry in 5. - timer->add(timer->gettick()+5000,mob->spawn_guardian_sub,md->bl.id,gc->guild_id); + else if (gc->guild_id > 0) /// Guild not yet available, retry in 5s. + timer->add(timer->gettick() + 5000, mob->spawn_guardian_sub, md->bl.id, + gc->guild_id); } - } // end addition [Valaris] + } mob->spawn(md); - if (class_ < 0 && battle_config.dead_branch_active) { - //Behold Aegis's masterful decisions yet again... - //"I understand the "Aggressive" part, but the "Can Move" and "Can Attack" is just stupid" - Poki#3 - sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE|MD_CANATTACK|MD_CANMOVE|MD_ANGRY, 0, 60000); + if (class_ < 0 && battle_config.dead_branch_active == 1) { + /// Behold Aegis' masterful decisions yet again... + /// "I understand the "Aggressive" part, but the "Can Move" and "Can Attack" is just stupid" [Poki] + sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE|MD_CANATTACK|MD_CANMOVE|MD_ANGRY, + 0, 60000); } } - return (md) ? md->bl.id : 0; // id of last spawned mob + return (md != NULL) ? md->bl.id : 0; /// ID of last spawned mob. } /*========================================== @@ -656,196 +703,236 @@ static int mob_once_spawn_area(struct map_session_data *sd, int16 m, int16 x0, i } /** - * Sets a guardian's guild data and liberates castle if couldn't retrieve guild data - * @param data (int)guild_id - * @retval Always 0 + * Sets a guardian's guild data and liberates castle if couldn't retrieve guild data. + * Required because the guild data may not be available at guardian spawn time. + * + * @param tid Required parameter for timer functions. Unused inside the function. + * @param tick Required parameter for timer functions. Unused inside the function. + * @param id The guardian mob's GID. + * @param data The guild ID. + * @return 1 on success, 0 on failure. + * * @author Skotlex + * **/ static int mob_spawn_guardian_sub(int tid, int64 tick, int id, intptr_t data) { - //Needed because the guild data may not be available at guardian spawn time. - struct block_list* bl = map->id2bl(id); - struct mob_data* md; - struct guild* g; + struct block_list *bl = map->id2bl(id); - if( bl == NULL ) //It is possible mob was already removed from map when the castle has no owner. [Skotlex] + if (bl == NULL || bl->type != BL_MOB) /// It is possible mob was already removed from map when the castle has no owner. [Skotlex] return 0; - Assert_ret(bl->type == BL_MOB); - md = BL_UCAST(BL_MOB, bl); + struct mob_data *md = BL_UCAST(BL_MOB, bl); + + if (md->guardian_data == NULL) + return 0; - nullpo_ret(md->guardian_data); - g = guild->search((int)data); + struct guild *g = guild->search((int)data); - if( g == NULL ) { //Liberate castle, if the guild is not found this is an error! [Skotlex] + if (g == NULL) { /// Liberate castle, if the guild is not found this is an error! [Skotlex] ShowError("mob_spawn_guardian_sub: Couldn't load guild %d!\n", (int)data); - //Not sure this is the best way, but otherwise we'd be invoking this for ALL guardians spawned later on. - if (md->class_ == MOBID_EMPELIUM && md->guardian_data) { + + /// Not sure this is the best way, but otherwise we'd be invoking this for ALL guardians spawned later on. + if (md->class_ == MOBID_EMPELIUM) { md->guardian_data->g = NULL; - if( md->guardian_data->castle->guild_id ) {//Free castle up. - ShowNotice("Clearing ownership of castle %d (%s)\n", md->guardian_data->castle->castle_id, md->guardian_data->castle->castle_name); + + if (md->guardian_data->castle->guild_id > 0) { /// Free castle up. + ShowNotice("mob_spawn_guardian_sub: Clearing ownership of castle %d (%s).\n", + md->guardian_data->castle->castle_id, + md->guardian_data->castle->castle_name); guild->castledatasave(md->guardian_data->castle->castle_id, 1, 0); } } else { - if( md->guardian_data && md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS - && md->guardian_data->castle->guardian[md->guardian_data->number].visible ) - guild->castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0); + if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS && + md->guardian_data->castle->guardian[md->guardian_data->number].visible == 1) + guild->castledatasave(md->guardian_data->castle->castle_id, + 10 + md->guardian_data->number, 0); - unit->free(&md->bl,CLR_OUTSIGHT); // Remove guardian. + unit->free(&md->bl, CLR_OUTSIGHT); /// Remove guardian. } + return 0; } - if( guild->checkskill(g,GD_GUARDUP) ) - status_calc_mob(md, SCO_NONE); // Give bonuses. + if (guild->checkskill(g, GD_GUARDUP) > 0) + status_calc_mob(md, SCO_NONE); /// Give bonuses. - return 0; + return 1; } -/*========================================== - * Summoning Guardians [Valaris] - *------------------------------------------*/ -static int mob_spawn_guardian(const char *mapname, short x, short y, const char *mobname, int class_, const char *event, int guardian, bool has_index, int npc_id) +/** + * Summons a castle guardian mob. + * + * @param mapname The name of the map where the guardian should be spawned. + * @param x The x coordinate where the guardian should be spawned. + * @param y The y coordinate where the guardian should be spawned. + * @param mobname The guardian's display name. + * @param class_ The guardian's mob ID in database. + * @param event The name of the event which should be executed when the guardian is killed. + * @param guardian The guardian's index. + * @param has_index If false, the guardian will be temporarily. + * @param npc_id If spawned by NPC script, this holds the ID of the invoking NPC. + * @return The spawned guardian's GID, or 0 if spawning failed. + * + * @author Valaris + * + **/ +static int mob_spawn_guardian(const char *mapname, short x, short y, const char *mobname, int class_, const char *event, + int guardian, bool has_index, int npc_id) { - struct mob_data *md=NULL; - struct spawn_data data; - struct guild *g=NULL; - struct guild_castle *gc; - int16 m; - nullpo_ret(mapname); nullpo_ret(mobname); nullpo_ret(event); - memset(&data, 0, sizeof(struct spawn_data)); - data.num = 1; + const int map_id = map->mapname2mapid(mapname); - m=map->mapname2mapid(mapname); - - if(m<0) - { + if (map_id == INDEX_NOT_FOUND) { ShowWarning("mob_spawn_guardian: Map [%s] not found.\n", mapname); return 0; } - data.m = m; - data.num = 1; - if(class_<=0) { - class_ = mob->get_random_id(-class_-1, 1, 99); - if (!class_) return 0; + + if ((x <= 0 || y <= 0) && map->search_freecell(NULL, map_id, &x, &y, -1, -1, 1) == 0) { + ShowWarning("mob_spawn_guardian: Couldn't locate a spawn cell for guardian class %d (index %d) on castle map %s.\n", + class_, guardian, mapname); + return 0; } - data.class_ = class_; + if (class_ <= 0 && (class_ = mob->get_random_id(-class_ - 1, 1, 99)) == 0) + return 0; - if( !has_index ) { + if (!has_index) { guardian = -1; - } else if( guardian < 0 || guardian >= MAX_GUARDIANS ) { - ShowError("mob_spawn_guardian: Invalid guardian index %d for guardian %d (castle map %s)\n", guardian, class_, map->list[m].name); + } else if (guardian < 0 || guardian >= MAX_GUARDIANS) { + ShowError("mob_spawn_guardian: Invalid guardian index %d for guardian %d on castle map %s.\n", + guardian, class_, mapname); return 0; } - if((x<=0 || y<=0) && !map->search_freecell(NULL, m, &x, &y, -1,-1, 1)) { - ShowWarning("mob_spawn_guardian: Couldn't locate a spawn cell for guardian class %d (index %d) at castle map %s\n",class_, guardian, map->list[m].name); - return 0; - } + struct spawn_data data; + + memset(&data, 0, sizeof(struct spawn_data)); + data.num = 1; + data.m = map_id; + data.class_ = class_; data.x = x; data.y = y; safestrncpy(data.name, mobname, sizeof(data.name)); safestrncpy(data.eventname, event, sizeof(data.eventname)); - if (!mob->parse_dataset(&data)) + + if (mob->parse_dataset(&data) == 0) return 0; - gc=guild->mapname2gc(map->list[m].name); + struct guild_castle *gc = guild->mapname2gc(mapname); + if (gc == NULL) { - ShowError("mob_spawn_guardian: No castle set at map %s\n", map->list[m].name); + ShowError("mob_spawn_guardian: No castle set on map %s.\n", mapname); return 0; } - if (!gc->guild_id) - ShowWarning("mob_spawn_guardian: Spawning guardian %d on a castle with no guild (castle map %s)\n", class_, map->list[m].name); + + struct guild *g = NULL; + + if (gc->guild_id == 0) + ShowWarning("mob_spawn_guardian: Spawning guardian %d on a castle map %s with no guild.\n", + class_, mapname); else g = guild->search(gc->guild_id); - if( has_index && gc->guardian[guardian].id ) { - //Check if guardian already exists, refuse to spawn if so. - struct block_list *bl2 = map->id2bl(gc->guardian[guardian].id); // TODO: Why does this not use map->id2md? - struct mob_data *md2 = BL_CAST(BL_MOB, bl2); - if (md2 != NULL && md2->guardian_data != NULL && md2->guardian_data->number == guardian) { - ShowError("mob_spawn_guardian: Attempted to spawn guardian in position %d which already has a guardian (castle map %s)\n", guardian, map->list[m].name); + if (has_index && gc->guardian[guardian].id != 0) { /// Check if guardian already exists, refuse to spawn if so. + struct mob_data *md = map->id2md(gc->guardian[guardian].id); + + if (md != NULL && md->guardian_data != NULL && md->guardian_data->number == guardian) { + ShowError("mob_spawn_guardian: Attempted to spawn guardian in position %d which already has a guardian on castle map %s.\n", + guardian, mapname); return 0; } } - md = mob->spawn_dataset(&data, npc_id); + struct mob_data *md = mob->spawn_dataset(&data, npc_id); + md->guardian_data = (struct guardian_data*)aCalloc(1, sizeof(struct guardian_data)); md->guardian_data->number = guardian; md->guardian_data->castle = gc; - if( has_index ) - {// permanent guardian + + if (has_index) { /// Permanent guardian. gc->guardian[guardian].id = md->bl.id; - } - else - {// temporary guardian + } else { /// Temporary guardian. int i; + ARR_FIND(0, gc->temp_guardians_max, i, gc->temp_guardians[i] == 0); - if( i == gc->temp_guardians_max ) - { + + if (i == gc->temp_guardians_max) { ++(gc->temp_guardians_max); RECREATE(gc->temp_guardians, int, gc->temp_guardians_max); } + gc->temp_guardians[i] = md->bl.id; } - if( g ) + + if (g != NULL) md->guardian_data->g = g; - else if( gc->guild_id ) - timer->add(timer->gettick()+5000,mob->spawn_guardian_sub,md->bl.id,gc->guild_id); - mob->spawn(md); + else if (gc->guild_id > 0) + timer->add(timer->gettick() + 5000, mob->spawn_guardian_sub, md->bl.id, gc->guild_id); + mob->spawn(md); return md->bl.id; } -/*========================================== - * Summoning BattleGround [Zephyrus] - *------------------------------------------*/ -static int mob_spawn_bg(const char *mapname, short x, short y, const char *mobname, int class_, const char *event, unsigned int bg_id, int npc_id) +/** + * Spawn a mob with allegiance to the given battle group. + * + * @param mapname The name of the map where the mob should be spawned. + * @param x The x coordinate where the mob should be spawned. + * @param y The y coordinate where the mob should be spawned. + * @param mobname The mob's display name. + * @param class_ The mob's mob ID in database. + * @param event The name of the event which should be executed when the mob is killed. + * @param bg_id The battle group ID. + * @param npc_id If spawned by NPC script, this holds the ID of the invoking NPC. + * @return The spawned mob's GID, or 0 if spawning failed. + * + * @author Zephyrus + * + **/ +static int mob_spawn_bg(const char *mapname, short x, short y, const char *mobname, int class_, const char *event, + unsigned int bg_id, int npc_id) { - struct mob_data *md = NULL; - struct spawn_data data; - int16 m; - nullpo_ret(mapname); nullpo_ret(mobname); nullpo_ret(event); - if( (m = map->mapname2mapid(mapname)) < 0 ) { + const int map_id = map->mapname2mapid(mapname); + + if (map_id == INDEX_NOT_FOUND) { ShowWarning("mob_spawn_bg: Map [%s] not found.\n", mapname); return 0; } - memset(&data, 0, sizeof(struct spawn_data)); - data.m = m; - data.num = 1; - if( class_ <= 0 ) - { - class_ = mob->get_random_id(-class_-1,1,99); - if( !class_ ) return 0; + if ((x <= 0 || y <= 0) && map->search_freecell(NULL, map_id, &x, &y, -1, -1, 1) == 0) { + ShowWarning("mob_spawn_bg: Couldn't locate a spawn cell for guardian class %d (bg_id %u) on map %s.\n", class_, bg_id, mapname); + return 0; } - data.class_ = class_; - if( (x <= 0 || y <= 0) && !map->search_freecell(NULL, m, &x, &y, -1,-1, 1) ) { - ShowWarning("mob_spawn_bg: Couldn't locate a spawn cell for guardian class %d (bg_id %u) at map %s\n", class_, bg_id, map->list[m].name); + if (class_ <= 0 && (class_ = mob->get_random_id(-class_ - 1, 1, 99)) == 0) return 0; - } + struct spawn_data data; + + memset(&data, 0, sizeof(struct spawn_data)); + data.num = 1; + data.m = map_id; + data.class_ = class_; data.x = x; data.y = y; safestrncpy(data.name, mobname, sizeof(data.name)); safestrncpy(data.eventname, event, sizeof(data.eventname)); - if( !mob->parse_dataset(&data) ) + + if (mob->parse_dataset(&data) == 0) return 0; - md = mob->spawn_dataset(&data, npc_id); - mob->spawn(md); - md->bg_id = bg_id; // BG Team ID + struct mob_data *md = mob->spawn_dataset(&data, npc_id); + mob->spawn(md); + md->bg_id = bg_id; return md->bl.id; } @@ -3107,18 +3194,25 @@ static int mob_countslave(struct block_list *bl) return map->foreachinmap(mob->countslave_sub, bl->m, BL_MOB,bl->id); } -/*========================================== - * Summons amount slaves contained in the value[5] array using round-robin. [adapted by Skotlex] - *------------------------------------------*/ +/** + * Summons amount slaves contained in the value[5] array using round-robin. + * + * @param md2 The mob which summons the slaves. + * @param value Array with slave mob IDs. + * @param amount The amount of slaves to spawn. + * @param skill_id The Id of the skill which summons the slaves. + * @return 1 on success, 0 on failure. + * + * @author Skotlex + * + **/ static int mob_summonslave(struct mob_data *md2, int *value, int amount, uint16 skill_id) { - struct mob_data *md; - struct spawn_data data; - int count = 0,k=0,hp_rate=0; - nullpo_ret(md2); nullpo_ret(value); + struct spawn_data data; + memset(&data, 0, sizeof(struct spawn_data)); data.m = md2->bl.m; data.x = md2->bl.x; @@ -3127,31 +3221,42 @@ static int mob_summonslave(struct mob_data *md2, int *value, int amount, uint16 data.state.size = md2->special_state.size; data.state.ai = md2->special_state.ai; - if(mob->db_checkid(value[0]) == 0) + if (mob->db_checkid(value[0]) == 0) + return 0; + + md2->can_summon = 1; /// Flags this monster is able to summon; saves a worth amount of memory upon deletion. + + int count = 0; + + while (count < 5 && mob->db_checkid(value[count]) != 0) + count++; + + if (count < 1) return 0; - /** - * Flags this monster is able to summon; saves a worth amount of memory upon deletion - **/ - md2->can_summon = 1; - while(count < 5 && mob->db_checkid(value[count])) count++; - if(count < 1) return 0; - if (amount > 0 && amount < count) { //Do not start on 0, pick some random sub subset [Skotlex] - k = rnd()%count; - amount+=k; //Increase final value by same amount to preserve total number to summon. + int k = 0; + + if (amount > 0 && amount < count) { /// Do not start on 0, pick some random sub subset. [Skotlex] + k = rnd() % count; + amount += k; /// Increase final value by same amount to preserve total number to summon. } - if (!battle_config.monster_class_change_recover && - (skill_id == NPC_TRANSFORMATION || skill_id == NPC_METAMORPHOSIS)) + int hp_rate = 0; + + if ((skill_id == NPC_TRANSFORMATION || skill_id == NPC_METAMORPHOSIS) && + battle_config.monster_class_change_recover == 0) hp_rate = get_percentage(md2->status.hp, md2->status.max_hp); - for(;kdb_checkid(data.class_) == 0) continue; - if (map->search_freecell(&md2->bl, 0, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 0)) { + short x; + short y; + + if (map->search_freecell(&md2->bl, 0, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 0) != 0) { data.x = x; data.y = y; } else { @@ -3159,49 +3264,52 @@ static int mob_summonslave(struct mob_data *md2, int *value, int amount, uint16 data.y = md2->bl.y; } - //These two need to be loaded from the db for each slave. if (battle_config.override_mob_names == 1) strcpy(data.name, DEFAULT_MOB_NAME); else strcpy(data.name, DEFAULT_MOB_JNAME); - if (!mob->parse_dataset(&data)) + if (mob->parse_dataset(&data) == 0) continue; - md = mob->spawn_dataset(&data, 0); - if(skill_id == NPC_SUMMONSLAVE){ - md->master_id=md2->bl.id; + struct mob_data *md = mob->spawn_dataset(&data, 0); + + if (skill_id == NPC_SUMMONSLAVE) { + md->master_id = md2->bl.id; md->special_state.ai = md2->special_state.ai; } + mob->spawn(md); - if (hp_rate) //Scale HP - md->status.hp = md->status.max_hp*hp_rate/100; + if (hp_rate > 0) /// Scale HP. + md->status.hp = md->status.max_hp * hp_rate / 100; - //Inherit the aggressive mode of the master. - if (battle_config.slaves_inherit_mode && md->master_id) { + /** Inherit the aggressive mode of the master. **/ + if (battle_config.slaves_inherit_mode > 0 && md->master_id > 0) { switch (battle_config.slaves_inherit_mode) { - case 1: //Always aggressive - if (!(md->status.mode&MD_AGGRESSIVE)) - sc_start4(NULL, &md->bl, SC_MODECHANGE, 100,1,0, MD_AGGRESSIVE, 0, 0); + case 1: /// Always aggressive. + if ((md->status.mode & MD_AGGRESSIVE) == 0) + sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0); + break; - case 2: //Always passive - if (md->status.mode&MD_AGGRESSIVE) - sc_start4(NULL, &md->bl, SC_MODECHANGE, 100,1,0, 0, MD_AGGRESSIVE, 0); + case 2: /// Always passive. + if ((md->status.mode & MD_AGGRESSIVE) == MD_AGGRESSIVE) + sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0); + break; - default: //Copy master. - if (md2->status.mode&MD_AGGRESSIVE) - sc_start4(NULL, &md->bl, SC_MODECHANGE, 100,1,0, MD_AGGRESSIVE, 0, 0); + default: /// Copy master. + if ((md2->status.mode & MD_AGGRESSIVE) == MD_AGGRESSIVE) + sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0); else - sc_start4(NULL, &md->bl, SC_MODECHANGE, 100,1,0, 0, MD_AGGRESSIVE, 0); + sc_start4(NULL, &md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0); break; } } - clif->skill_nodamage(&md->bl,&md->bl,skill_id,amount,1); + clif->skill_nodamage(&md->bl, &md->bl, skill_id, amount, 1); } - return 0; + return 1; } /*========================================== @@ -3595,211 +3703,238 @@ static int mob_is_clone(int class_) return class_; } -//Flag values: -//&1: Set special AI (fight mobs, not players) -//If mode is not passed, a default aggressive mode is used. -//If master_id is passed, clone is attached to him. -//Returns: ID of newly crafted copy. -static int mob_clone_spawn(struct map_session_data *sd, int16 m, int16 x, int16 y, const char *event, int master_id, uint32 mode, int flag, unsigned int duration) +/** + * Spawns a mob which is a clone of another character. + * + * @param sd The character which should be cloned. + * @param m The ID of the map where the clone should be spawned. + * @param x The x coordinate where the clone should be spawned. + * @param y The y coordinate where the clone should be spawned. + * @param event The name of the event which should be executed when the clone is killed. + * @param master_id If passed, the clone will be attached to this account ID. + * @param mode The clone's mob mode(s). (Defaults to MD_CANMOVE|MD_AGGRESSIVE|MD_ASSIST|MD_CANATTACK.) + * @param flag 0 - target characters; 1 - target mobs. + * @param duration How long the clone will live before it is auto-removed. (ms) + * @return The spawned clone's GID, or 0 if spawning failed. + * + **/ +static int mob_clone_spawn(struct map_session_data *sd, int16 m, int16 x, int16 y, const char *event, int master_id, + uint32 mode, int flag, unsigned int duration) { - int class_; - int i,j,h,inf, fd; - struct mob_data *md; - struct mob_skill *ms; - struct mob_db* db; - struct status_data *mstatus; - nullpo_ret(sd); - if(pc_isdead(sd) && master_id && flag&1) + if (pc_isdead(sd) && master_id != 0 && flag == 1) return 0; - ARR_FIND( MOB_CLONE_START, MOB_CLONE_END, class_, mob->db_data[class_] == NULL ); - if(class_ < 0 || class_ >= MOB_CLONE_END) + int class_; + + ARR_FIND(MOB_CLONE_START, MOB_CLONE_END, class_, mob->db_data[class_] == NULL); + + if (class_ < 0 || class_ >= MOB_CLONE_END) return 0; - db = mob->db_data[class_]=(struct mob_db*)aCalloc(1, sizeof(struct mob_db)); - mstatus = &db->status; - strcpy(db->sprite,sd->status.name); - strcpy(db->name,sd->status.name); - strcpy(db->jname,sd->status.name); - db->lv=status->get_lv(&sd->bl); + mob->db_data[class_] = (struct mob_db*)aCalloc(1, sizeof(struct mob_db)); + + struct mob_db *db = mob->db_data[class_]; + struct status_data *mstatus = &db->status; + + strcpy(db->sprite, sd->status.name); + strcpy(db->name, sd->status.name); + strcpy(db->jname, sd->status.name); + db->lv = status->get_lv(&sd->bl); memcpy(mstatus, &sd->base_status, sizeof(struct status_data)); - mstatus->rhw.atk2= mstatus->dex + mstatus->rhw.atk + mstatus->rhw.atk2; //Max ATK - mstatus->rhw.atk = mstatus->dex; //Min ATK - if (mstatus->lhw.atk) { - mstatus->lhw.atk2= mstatus->dex + mstatus->lhw.atk + mstatus->lhw.atk2; //Max ATK - mstatus->lhw.atk = mstatus->dex; //Min ATK + mstatus->rhw.atk2 = mstatus->dex + mstatus->rhw.atk + mstatus->rhw.atk2; /// Max ATK. + mstatus->rhw.atk = mstatus->dex; /// Min ATK. + + if (mstatus->lhw.atk > 0) { + mstatus->lhw.atk2 = mstatus->dex + mstatus->lhw.atk + mstatus->lhw.atk2; /// Max ATK. + mstatus->lhw.atk = mstatus->dex; /// Min ATK. } - if (mode != MD_NONE) //User provided mode. + + if (mode != MD_NONE) /// User provided mode. mstatus->mode = mode; - else if (flag&1) //Friendly Character, remove looting. + else if (flag == 1) /// Friendly Character, remove looting. mstatus->mode &= ~MD_LOOTER; + mstatus->hp = mstatus->max_hp; mstatus->sp = mstatus->max_sp; memcpy(&db->vd, &sd->vd, sizeof(struct view_data)); - db->base_exp=1; - db->job_exp=1; - db->range2=AREA_SIZE; //Let them have the same view-range as players. - db->range3=AREA_SIZE; //Min chase of a screen. - db->option=sd->sc.option; + db->base_exp = 1; + db->job_exp = 1; + db->range2 = AREA_SIZE; /// Let them have the same view-range as players. + db->range3 = AREA_SIZE; /// Min chase of a screen. + db->option = sd->sc.option; - //Skill copy [Skotlex] - ms = &db->skill[0]; + const int fd = sd->fd; - /** - * We temporarily disable sd's fd so it doesn't receive the messages from skill_check_condition_castbegin - **/ - fd = sd->fd; - sd->fd = 0; - - //Go Backwards to give better priority to advanced skills. - for (i=0,j = MAX_SKILL_TREE-1;j>=0 && i< MAX_MOBSKILL ;j--) { - int idx = pc->skill_tree[pc->class2idx(sd->status.class)][j].idx; - int skill_id = pc->skill_tree[pc->class2idx(sd->status.class)][j].id; - if (!skill_id || sd->status.skill[idx].lv < 1 || - (skill->dbs->db[idx].inf2&(INF2_WEDDING_SKILL|INF2_GUILD_SKILL)) - ) + sd->fd = 0; /// Temporarily disable sd's fd so it doesn't receive the messages from skill_check_condition_castbegin. + + struct mob_skill *mob_skills = &db->skill[0]; + + /// Go Backwards to give better priority to advanced skills. + for (int i = 0, j = MAX_SKILL_TREE - 1; j >= 0 && i < MAX_MOBSKILL; j--) { + const int idx = pc->skill_tree[pc->class2idx(sd->status.class)][j].idx; + const int skill_id = pc->skill_tree[pc->class2idx(sd->status.class)][j].id; + + if (skill_id == 0 || sd->status.skill[idx].lv < 1 || + (skill->dbs->db[idx].inf2 & (INF2_WEDDING_SKILL | INF2_GUILD_SKILL)) > 0) continue; - for(h = 0; h < map->list[sd->bl.m].zone->disabled_skills_count; h++) { - if( skill_id == map->list[sd->bl.m].zone->disabled_skills[h]->nameid && map->list[sd->bl.m].zone->disabled_skills[h]->subtype == MZS_CLONE ) { + + int h; + + for (h = 0; h < map->list[sd->bl.m].zone->disabled_skills_count; h++) { + if (skill_id == map->list[sd->bl.m].zone->disabled_skills[h]->nameid && + map->list[sd->bl.m].zone->disabled_skills[h]->subtype == MZS_CLONE) break; - } } - if( h < map->list[sd->bl.m].zone->disabled_skills_count ) + + if (h < map->list[sd->bl.m].zone->disabled_skills_count) continue; - //Normal aggressive mob, disable skills that cannot help them fight - //against players (those with flags UF_NOMOB and UF_NOPC are specific - //to always aid players!) [Skotlex] - if (!(flag&1) && - skill->get_unit_id(skill_id, 0) && - skill->get_unit_flag(skill_id)&(UF_NOMOB|UF_NOPC)) + + /// Normal aggressive mob. Disable skills that cannot help fighting against players. (Those with flags UF_NOMOB and UF_NOPC are specific to always aid players!) [Skotlex] + if (flag == 0 && skill->get_unit_id(skill_id, 0) != 0 && + (skill->get_unit_flag(skill_id) & (UF_NOMOB | UF_NOPC)) > 0) continue; - /** - * The clone should be able to cast the skill (e.g. have the required weapon) bugreport:5299) - **/ - if( !skill->check_condition_castbegin(sd,skill_id,sd->status.skill[idx].lv) ) + + /// The clone should be able to cast the skill. (E.g. have the required weapon.) [bugreport:5299] + if (skill->check_condition_castbegin(sd, skill_id, sd->status.skill[idx].lv) == 0) continue; - memset (&ms[i], 0, sizeof(struct mob_skill)); - ms[i].skill_id = skill_id; - ms[i].skill_lv = sd->status.skill[idx].lv; - ms[i].state = MSS_ANY; - ms[i].permillage = 500*battle_config.mob_skill_rate/100; //Default chance of all skills: 5% - ms[i].emotion = -1; - ms[i].cancel = 0; - ms[i].casttime = skill->cast_fix(&sd->bl,skill_id, ms[i].skill_lv); - ms[i].delay = 5000+skill->delay_fix(&sd->bl,skill_id, ms[i].skill_lv); - - inf = skill->dbs->db[idx].inf; - if (inf&INF_ATTACK_SKILL) { - ms[i].target = MST_TARGET; - ms[i].cond1 = MSC_ALWAYS; - if (skill->get_range(skill_id, ms[i].skill_lv) > 3) - ms[i].state = MSS_ANYTARGET; + memset(&mob_skills[i], 0, sizeof(struct mob_skill)); + mob_skills[i].skill_id = skill_id; + mob_skills[i].skill_lv = sd->status.skill[idx].lv; + mob_skills[i].state = MSS_ANY; + mob_skills[i].permillage = 500 * battle_config.mob_skill_rate / 100; /// Default chance of all skills: 5% + mob_skills[i].emotion = -1; + mob_skills[i].cancel = 0; + mob_skills[i].casttime = skill->cast_fix(&sd->bl, skill_id, mob_skills[i].skill_lv); + mob_skills[i].delay = 5000 + skill->delay_fix(&sd->bl, skill_id, mob_skills[i].skill_lv); + + const int inf = skill->dbs->db[idx].inf; + + if ((inf & INF_ATTACK_SKILL) == INF_ATTACK_SKILL) { + mob_skills[i].target = MST_TARGET; + mob_skills[i].cond1 = MSC_ALWAYS; + + if (skill->get_range(skill_id, mob_skills[i].skill_lv) > 3) + mob_skills[i].state = MSS_ANYTARGET; else - ms[i].state = MSS_BERSERK; - } else if(inf&INF_GROUND_SKILL) { - if (skill->get_inf2(skill_id)&INF2_TRAP) { //Traps! - ms[i].state = MSS_IDLE; - ms[i].target = MST_AROUND2; - ms[i].delay = 60000; - } else if (skill->get_unit_target(skill_id) == BCT_ENEMY) { //Target Enemy - ms[i].state = MSS_ANYTARGET; - ms[i].target = MST_TARGET; - ms[i].cond1 = MSC_ALWAYS; - } else { //Target allies - ms[i].target = MST_FRIEND; - ms[i].cond1 = MSC_FRIENDHPLTMAXRATE; - ms[i].cond2 = 95; + mob_skills[i].state = MSS_BERSERK; + } else if ((inf & INF_GROUND_SKILL) == INF_GROUND_SKILL) { + if ((skill->get_inf2(skill_id) & INF2_TRAP) == INF2_TRAP) { /// Traps! + mob_skills[i].state = MSS_IDLE; + mob_skills[i].target = MST_AROUND2; + mob_skills[i].delay = 60000; + } else if (skill->get_unit_target(skill_id) == BCT_ENEMY) { /// Target Enemy. + mob_skills[i].state = MSS_ANYTARGET; + mob_skills[i].target = MST_TARGET; + mob_skills[i].cond1 = MSC_ALWAYS; + } else { /// Target allies. + mob_skills[i].target = MST_FRIEND; + mob_skills[i].cond1 = MSC_FRIENDHPLTMAXRATE; + mob_skills[i].cond2 = 95; } - } else if (inf&INF_SELF_SKILL) { - if (skill->get_inf2(skill_id)&INF2_NO_TARGET_SELF) { //auto-select target skill. - ms[i].target = MST_TARGET; - ms[i].cond1 = MSC_ALWAYS; - if (skill->get_range(skill_id, ms[i].skill_lv) > 3) { - ms[i].state = MSS_ANYTARGET; - } else { - ms[i].state = MSS_BERSERK; - } - } else { //Self skill - ms[i].target = MST_SELF; - ms[i].cond1 = MSC_MYHPLTMAXRATE; - ms[i].cond2 = 90; - ms[i].permillage = 2000; - //Delay: Remove the stock 5 secs and add half of the support time. - ms[i].delay += -5000 +(skill->get_time(skill_id, ms[i].skill_lv) + skill->get_time2(skill_id, ms[i].skill_lv))/2; - if (ms[i].delay < 5000) - ms[i].delay = 5000; //With a minimum of 5 secs. + } else if ((inf & INF_SELF_SKILL) == INF_SELF_SKILL) { + if ((skill->get_inf2(skill_id) & INF2_NO_TARGET_SELF) == INF2_NO_TARGET_SELF) { /// Auto-select target skill. + mob_skills[i].target = MST_TARGET; + mob_skills[i].cond1 = MSC_ALWAYS; + + if (skill->get_range(skill_id, mob_skills[i].skill_lv) > 3) + mob_skills[i].state = MSS_ANYTARGET; + else + mob_skills[i].state = MSS_BERSERK; + } else { /// Self skill. + mob_skills[i].target = MST_SELF; + mob_skills[i].cond1 = MSC_MYHPLTMAXRATE; + mob_skills[i].cond2 = 90; + mob_skills[i].permillage = 2000; + + const int time1 = skill->get_time(skill_id, mob_skills[i].skill_lv); + const int time2 = skill->get_time2(skill_id, mob_skills[i].skill_lv); + + /** Delay: Remove the stock 5 secs and add half of the support time. **/ + mob_skills[i].delay += -5000 + (time1 + time2) / 2; + + if (mob_skills[i].delay < 5000) + mob_skills[i].delay = 5000; /// With a minimum of 5 seconds. } - } else if (inf&INF_SUPPORT_SKILL) { - ms[i].target = MST_FRIEND; - ms[i].cond1 = MSC_FRIENDHPLTMAXRATE; - ms[i].cond2 = 90; + } else if ((inf & INF_SUPPORT_SKILL) == INF_SUPPORT_SKILL) { + mob_skills[i].target = MST_FRIEND; + mob_skills[i].cond1 = MSC_FRIENDHPLTMAXRATE; + mob_skills[i].cond2 = 90; + if (skill_id == AL_HEAL) - ms[i].permillage = 5000; //Higher skill rate usage for heal. + mob_skills[i].permillage = 5000; /// Higher skill rate usage for heal. else if (skill_id == ALL_RESURRECTION) - ms[i].cond2 = 1; - //Delay: Remove the stock 5 secs and add half of the support time. - ms[i].delay += -5000 +(skill->get_time(skill_id, ms[i].skill_lv) + skill->get_time2(skill_id, ms[i].skill_lv))/2; - if (ms[i].delay < 2000) - ms[i].delay = 2000; //With a minimum of 2 secs. - - if (i+1 < MAX_MOBSKILL) { //duplicate this so it also triggers on self. - memcpy(&ms[i+1], &ms[i], sizeof(struct mob_skill)); + mob_skills[i].cond2 = 1; + + const int time1 = skill->get_time(skill_id, mob_skills[i].skill_lv); + const int time2 = skill->get_time2(skill_id, mob_skills[i].skill_lv); + + /** Delay: Remove the stock 5 secs and add half of the support time. **/ + mob_skills[i].delay += -5000 + (time1 + time2) / 2; + + if (mob_skills[i].delay < 2000) + mob_skills[i].delay = 2000; /// With a minimum of 2 seconds. + + if (i + 1 < MAX_MOBSKILL) { /// Duplicate this so it also triggers on self. + memcpy(&mob_skills[i + 1], &mob_skills[i], sizeof(struct mob_skill)); db->maxskill = ++i; - ms[i].target = MST_SELF; - ms[i].cond1 = MSC_MYHPLTMAXRATE; + mob_skills[i].target = MST_SELF; + mob_skills[i].cond1 = MSC_MYHPLTMAXRATE; } } else { - switch (skill_id) { //Certain Special skills that are passive, and thus, never triggered. - case MO_TRIPLEATTACK: - case TF_DOUBLE: - case GS_CHAINACTION: - ms[i].state = MSS_BERSERK; - ms[i].target = MST_TARGET; - ms[i].cond1 = MSC_ALWAYS; - ms[i].permillage = skill_id==MO_TRIPLEATTACK?(3000-ms[i].skill_lv*100):(ms[i].skill_lv*500); - ms[i].delay -= 5000; //Remove the added delay as these could trigger on "all hits". - break; - default: //Untreated Skill - continue; + switch (skill_id) { /// Certain special skills that are passive, and thus, never triggered. + case MO_TRIPLEATTACK: + FALLTHROUGH + case TF_DOUBLE: + FALLTHROUGH + case GS_CHAINACTION: + mob_skills[i].state = MSS_BERSERK; + mob_skills[i].target = MST_TARGET; + mob_skills[i].cond1 = MSC_ALWAYS; + + if (skill_id == MO_TRIPLEATTACK) + mob_skills[i].permillage = 3000 - mob_skills[i].skill_lv * 100; + else + mob_skills[i].permillage = mob_skills[i].skill_lv * 500; + + mob_skills[i].delay -= 5000; /// Remove the added delay as these could trigger on "all hits". + break; + default: /// Untreated skill. + continue; } } - if (battle_config.mob_skill_rate!= 100) - ms[i].permillage = ms[i].permillage*battle_config.mob_skill_rate/100; - if (battle_config.mob_skill_delay != 100) - ms[i].delay = ms[i].delay*battle_config.mob_skill_delay/100; + mob_skills[i].permillage *= battle_config.mob_skill_rate / 100; + mob_skills[i].delay *= battle_config.mob_skill_delay / 100; db->maxskill = ++i; } - /** - * We grant the session it's fd value back. - **/ - sd->fd = fd; + sd->fd = fd; /// We grant the session it's fd value back. + + /// Finally spawn it. + struct mob_data *md = mob->once_spawn_sub(&sd->bl, m, x, y, DEFAULT_MOB_NAME, class_, event, SZ_SMALL, AI_NONE, 0); - //Finally, spawn it. - md = mob->once_spawn_sub(&sd->bl, m, x, y, DEFAULT_MOB_NAME, class_, event, SZ_SMALL, AI_NONE, 0); - if (!md) return 0; //Failed? + if (md == NULL) + return 0; /// Failed? md->special_state.clone = 1; - if (master_id || flag || duration) { //Further manipulate crafted char. - if (flag&1) //Friendly Character - md->special_state.ai = AI_ATTACK; - if (master_id) //Attach to Master - md->master_id = master_id; - if (duration) //Auto Delete after a while. - { - if( md->deletetimer != INVALID_TIMER ) - timer->delete(md->deletetimer, mob->timer_delete); - md->deletetimer = timer->add(timer->gettick() + duration, mob->timer_delete, md->bl.id, 0); - } + if (flag == 1) /// Friendly character. + md->special_state.ai = AI_ATTACK; + + if (master_id != 0) /// Attach to master. + md->master_id = master_id; + + if (duration > 0) { /// Auto delete after a while. + if (md->deletetimer != INVALID_TIMER) + timer->delete(md->deletetimer, mob->timer_delete); + + md->deletetimer = timer->add(timer->gettick() + duration, mob->timer_delete, md->bl.id, 0); } mob->spawn(md); - return md->bl.id; } -- cgit v1.2.3-60-g2f50