/**
* This file is part of Hercules.
* http://herc.ws - http://github.com/HerculesWS/Hercules
*
* Copyright (C) 2012-2020 Hercules Dev Team
* Copyright (C) Athena Dev Teams
*
* Hercules 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 .
*/
#define HERCULES_CORE
#include "config/core.h" // AUTOLOOT_DISTANCE, DBPATH, DEFTYPE_MAX, DEFTYPE_MIN, RENEWAL_DROP, RENEWAL_EXP
#include "mob.h"
#include "map/atcommand.h"
#include "map/battle.h"
#include "map/clif.h"
#include "map/date.h"
#include "map/elemental.h"
#include "map/guild.h"
#include "map/homunculus.h"
#include "map/intif.h"
#include "map/itemdb.h"
#include "map/log.h"
#include "map/map.h"
#include "map/mercenary.h"
#include "map/npc.h"
#include "map/party.h"
#include "map/path.h"
#include "map/pc.h"
#include "map/pet.h"
#include "map/quest.h"
#include "map/script.h"
#include "map/skill.h"
#include "map/status.h"
#include "map/achievement.h"
#include "common/HPM.h"
#include "common/cbasetypes.h"
#include "common/conf.h"
#include "common/db.h"
#include "common/ers.h"
#include "common/memmgr.h"
#include "common/nullpo.h"
#include "common/random.h"
#include "common/showmsg.h"
#include "common/socket.h"
#include "common/strlib.h"
#include "common/timer.h"
#include "common/utils.h"
#include
#include
#include
#include
#include
static struct mob_interface mob_s;
struct mob_interface *mob;
#define ACTIVE_AI_RANGE 2 //Distance added on top of 'AREA_SIZE' at which mobs enter active AI mode.
#define IDLE_SKILL_INTERVAL 10 //Active idle skills should be triggered every 1 second (1000/MIN_MOBTHINKTIME)
// Probability for mobs far from players from doing their IDLE skill. (rate of 1000 minute)
// in Aegis, this is 100% for mobs that have been activated by players and none otherwise.
#define MOB_LAZYSKILLPERC(md) (md->state.spotted?1000:0)
// Move probability for mobs away from players (rate of 1000 minute)
// in Aegis, this is 100% for mobs that have been activated by players and none otherwise.
#define MOB_LAZYMOVEPERC(md) ((md)->state.spotted?1000:0)
#define MOB_MAX_CASTTIME (10 * 60 * 1000) // Maximum cast time for monster skills. (10 minutes)
#define MOB_MAX_DELAY (24*3600*1000)
#define MAX_MINCHASE 30 //Max minimum chase value to use for mobs.
#define RUDE_ATTACKED_COUNT 2 //After how many rude-attacks should the skill be used?
//Dynamic item drop ratio database for per-item drop ratio modifiers overriding global drop ratios.
#define MAX_ITEMRATIO_MOBS 10
struct item_drop_ratio {
int drop_ratio;
int mob_id[MAX_ITEMRATIO_MOBS];
};
static struct item_drop_ratio *item_drop_ratio_db[MAX_ITEMDB];
static struct DBMap *item_drop_ratio_other_db = NULL;
static struct eri *item_drop_ers; //For loot drops delay structures.
static struct eri *item_drop_list_ers;
static struct {
int qty;
int class_[350];
} summon[MAX_RANDOMMONSTER];
static struct mob_db *mob_db(int index)
{
if (index < 0 || index > MAX_MOB_DB || mob->db_data[index] == NULL)
return mob->dummy;
return mob->db_data[index];
}
static struct mob_chat *mob_chat(short id)
{
if(id <= 0 || id > MAX_MOB_CHAT || mob->chat_db[id] == NULL)
return NULL;
return mob->chat_db[id];
}
/*==========================================
* Mob is searched with a name.
*------------------------------------------*/
static int mobdb_searchname(const char *str)
{
int i;
nullpo_ret(str);
for(i=0;i<=MAX_MOB_DB;i++){
struct mob_db *monster = mob->db(i);
if(monster == mob->dummy) //Skip dummy mobs.
continue;
if(strcmpi(monster->name,str)==0 || strcmpi(monster->jname,str)==0)
return i;
if(battle_config.case_sensitive_aegisnames && strcmp(monster->sprite,str)==0)
return i;
if(!battle_config.case_sensitive_aegisnames && strcasecmp(monster->sprite,str)==0)
return i;
}
return 0;
}
static int mobdb_searchname_array_sub(struct mob_db *monster, const char *str, int flag)
{
nullpo_ret(monster);
if (monster == mob->dummy)
return 1;
if(!monster->base_exp && !monster->job_exp && monster->spawn[0].qty < 1)
return 1; // Monsters with no base/job exp and no spawn point are, by this criteria, considered "slave mobs" and excluded from search results
nullpo_ret(str);
if( !flag ) {
if(stristr(monster->jname,str))
return 0;
if(stristr(monster->name,str))
return 0;
} else {
if(strcmpi(monster->jname,str) == 0)
return 0;
if(strcmpi(monster->name,str) == 0)
return 0;
}
if (battle_config.case_sensitive_aegisnames)
return strcmp(monster->sprite,str);
return strcasecmp(monster->sprite,str);
}
/*==========================================
* MvP Tomb [GreenBox]
*------------------------------------------*/
/// Creates a timer to spawn a tomb
/// @param nd : The tomb
static void mvptomb_spawn_delayed(struct npc_data *nd)
{
nullpo_retv(nd);
if (nd->u.tomb.spawn_timer != INVALID_TIMER)
timer->delete(nd->u.tomb.spawn_timer, mob->mvptomb_delayspawn);
nd->u.tomb.spawn_timer = timer->add(timer->gettick() + battle_config.mvp_tomb_spawn_delay, mob->mvptomb_delayspawn, nd->bl.id, 0);
}
/// Spawns a tomb after the delay has ended
/// @param tid : Timer id
/// @param tick : current tick
/// @param id : NPC Id
/// @param data : 0
static int mvptomb_delayspawn(int tid, int64 tick, int id, intptr_t data)
{
struct npc_data *nd = map->id2nd(id);
if (nd == NULL)
return 0;
if (nd->u.tomb.spawn_timer != tid) {
ShowError("mvptomb_delay_spawn: Timer mismatch: %d != %d\n", tid, nd->u.tomb.spawn_timer);
return 0;
}
nd->u.tomb.spawn_timer = INVALID_TIMER;
// Sets view data to make the tomb visible and notifies client
status->set_viewdata(&nd->bl, nd->class_);
clif->spawn(&(nd->bl));
return 0;
}
static void mvptomb_create(struct mob_data *md, char *killer, time_t time)
{
struct npc_data *nd;
nullpo_retv(md);
if ( md->tomb_nid )
mob->mvptomb_destroy(md);
nd = npc->create_npc(TOMB, md->bl.m, md->bl.x, md->bl.y, md->ud.dir, MOB_TOMB);
md->tomb_nid = nd->bl.id;
safestrncpy(nd->name, msg_txt(856), sizeof(nd->name)); // "Tomb"
nd->u.tomb.md = md;
nd->u.tomb.kill_time = time;
nd->u.tomb.spawn_timer = INVALID_TIMER;
if (killer)
safestrncpy(nd->u.tomb.killer_name, killer, NAME_LENGTH);
else
nd->u.tomb.killer_name[0] = '\0';
map->addnpc(nd->bl.m, nd);
map->addblock(&nd->bl);
// Tomb npc is created but not yet visible, we set view data and spawn it after some time
mob->mvptomb_spawn_delayed(nd);
}
static void mvptomb_destroy(struct mob_data *md)
{
struct npc_data *nd;
nullpo_retv(md);
if ( (nd = map->id2nd(md->tomb_nid)) ) {
int16 m, i;
m = nd->bl.m;
struct s_mapiterator *iter = mapit_geteachpc();
for (struct map_session_data *sd = BL_UCAST(BL_PC, mapit->first(iter)); mapit->exists(iter); sd = BL_UCAST(BL_PC, mapit->next(iter))) {
if (sd->npc_id == nd->bl.id) {
sd->state.npc_unloaded = 1;
}
}
mapit->free(iter);
clif->clearunit_area(&nd->bl,CLR_OUTSIGHT);
map->delblock(&nd->bl);
ARR_FIND( 0, map->list[m].npc_num, i, map->list[m].npc[i] == nd );
if( !(i == map->list[m].npc_num) ) {
map->list[m].npc_num--;
map->list[m].npc[i] = map->list[m].npc[map->list[m].npc_num];
map->list[m].npc[map->list[m].npc_num] = NULL;
}
if (nd->u.tomb.spawn_timer != INVALID_TIMER)
timer->delete(nd->u.tomb.spawn_timer, mob->mvptomb_delayspawn);
map->deliddb(&nd->bl);
aFree(nd);
}
md->tomb_nid = 0;
}
/*==========================================
* Founds up to N matches. Returns number of matches [Skotlex]
*------------------------------------------*/
static int mobdb_searchname_array(struct mob_db **data, int size, const char *str, int flag)
{
int count = 0, i;
struct mob_db* monster;
nullpo_ret(data);
for(i=0;i<=MAX_MOB_DB;i++){
monster = mob->db(i);
if (monster == mob->dummy || mob->is_clone(i) ) //keep clones out (or you leak player stats)
continue;
if (!mob->db_searchname_array_sub(monster, str, flag)) {
if (count < size)
data[count] = monster;
count++;
}
}
return count;
}
/*==========================================
* Id Mob is checked.
*------------------------------------------*/
static int mobdb_checkid(const int id)
{
if (mob->db(id) == mob->dummy)
return 0;
if (mob->is_clone(id)) //checkid is used mostly for random ID based code, therefore clone mobs are out of the question.
return 0;
return id;
}
/*==========================================
* Returns the view data associated to this mob class.
*------------------------------------------*/
static struct view_data *mob_get_viewdata(int class_)
{
if (mob->db(class_) == mob->dummy)
return 0;
return &mob->db(class_)->vd;
}
/*==========================================
* Cleans up mob-spawn data to make it "valid"
*------------------------------------------*/
static int mob_parse_dataset(struct spawn_data *data)
{
size_t len;
nullpo_ret(data);
if ((!mob->db_checkid(data->class_) && !mob->is_clone(data->class_)) || !data->num)
return 0;
if( ( len = strlen(data->eventname) ) > 0 )
{
if( data->eventname[len-1] == '"' )
data->eventname[len-1] = '\0'; //Remove trailing quote.
if( data->eventname[0] == '"' ) //Strip leading quotes
memmove(data->eventname, data->eventname+1, len-1);
}
if (strcmp(data->name, DEFAULT_MOB_NAME) == 0)
safestrncpy(data->name, mob->db(data->class_)->name, sizeof(data->name));
else if (strcmp(data->name, DEFAULT_MOB_JNAME) == 0)
safestrncpy(data->name, mob->db(data->class_)->jname, sizeof(data->name));
return 1;
}
/**
* 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);
struct mob_data *md = (struct mob_data *)aCalloc(1, sizeof(struct mob_data));
memcpy(md->name, data->name, NAME_LENGTH);
md->bl.id = npc->get_new_npc_id();
md->bl.type = BL_MOB;
md->bl.m = data->m;
md->bl.x = data->x;
md->bl.y = data->y;
md->class_ = data->class_;
md->state.boss = data->state.boss;
md->db = mob->db(md->class_);
md->npc_id = npc_id;
md->spawn_timer = INVALID_TIMER;
md->deletetimer = INVALID_TIMER;
md->skill_idx = -1;
if (data->level > 0 && data->level <= MAX_LEVEL)
md->level = data->level;
if (data->state.ai > 0)
md->special_state.ai = data->state.ai;
if (data->state.size > 0)
md->special_state.size = data->state.size;
if (data->eventname[0] != '\0' && strlen(data->eventname) >= 4)
memcpy(md->npc_event, data->eventname, 50);
if ((md->db->status.mode & MD_LOOTER) == MD_LOOTER)
md->lootitem = (struct item *)aCalloc(LOOTITEM_SIZE, sizeof(struct item));
status->set_viewdata(&md->bl, md->class_);
status->change_init(&md->bl);
unit->dataset(&md->bl);
map->addiddb(&md->bl);
return md;
}
/*==========================================
* Fetches a random mob_id [Skotlex]
* type: Where to fetch from:
* 0: dead branch list
* 1: poring list
* 2: bloody branch list
* flag:
* &1: Apply the summon success chance found in the list (otherwise get any monster from the db)
* &2: Apply a monster check level.
* &4: Selected monster should not be a boss type
* &8: Selected monster must have normal spawn.
* lv: Mob level to check against
*------------------------------------------*/
static int mob_get_random_id(int type, int flag, int lv)
{
struct mob_db *monster;
int i=0, class_;
if(type < 0 || type >= MAX_RANDOMMONSTER) {
ShowError("mob_get_random_id: Invalid type (%d) of random monster.\n", type);
return 0;
}
Assert_ret(type >= 0 && type < MAX_RANDOMMONSTER);
do {
if (type)
class_ = summon[type].class_[rnd()%summon[type].qty];
else //Dead branch
class_ = rnd() % MAX_MOB_DB;
monster = mob->db(class_);
} while ((monster == mob->dummy ||
mob->is_clone(class_) ||
(flag&1 && monster->summonper[type] <= rnd() % 1000000) ||
(flag&2 && lv < monster->lv) ||
(flag&4 && monster->status.mode&MD_BOSS) ||
(flag&8 && monster->spawn[0].qty < 1)
) && (i++) < MAX_MOB_DB);
if(i >= MAX_MOB_DB) // no suitable monster found, use fallback for given list
class_ = mob->db_data[0]->summonper[type];
return class_;
}
/*==========================================
* Kill Steal Protection [Zephyrus]
*------------------------------------------*/
static bool mob_ksprotected(struct block_list *src, struct block_list *target)
{
struct block_list *s_bl, *t_bl;
struct map_session_data
*sd, // Source
*pl_sd, // Owner
*t_sd; // Mob Target
struct mob_data *md;
int64 tick = timer->gettick();
char output[128];
if( !battle_config.ksprotection )
return false; // KS Protection Disabled
if (status->isdead(target) != 0)
return false; // Target is dead.
if( !(md = BL_CAST(BL_MOB,target)) )
return false; // Target is not MOB
if( (s_bl = battle->get_master(src)) == NULL )
s_bl = src;
if( !(sd = BL_CAST(BL_PC,s_bl)) )
return false; // Master is not PC
t_bl = map->id2bl(md->target_id);
if( !t_bl || (s_bl = battle->get_master(t_bl)) == NULL )
s_bl = t_bl;
t_sd = BL_CAST(BL_PC,s_bl);
do {
struct status_change_entry *sce;
if( map->list[md->bl.m].flag.allowks || map_flag_ks(md->bl.m) )
return false; // Ignores GVG, PVP and AllowKS map flags
if( md->db->mexp || md->master_id )
return false; // MVP, Slaves mobs ignores KS
if( (sce = md->sc.data[SC_KSPROTECTED]) == NULL )
break; // No KS Protected
if( sd->bl.id == sce->val1 || // Same Owner
(sce->val2 == KSPROTECT_PARTY && sd->status.party_id && sd->status.party_id == sce->val3) || // Party KS allowed
(sce->val2 == KSPROTECT_GUILD && sd->status.guild_id && sd->status.guild_id == sce->val4) ) // Guild KS allowed
break;
if( t_sd && (
(sce->val2 == KSPROTECT_SELF && sce->val1 != t_sd->bl.id) ||
(sce->val2 == KSPROTECT_PARTY && sce->val3 && sce->val3 != t_sd->status.party_id) ||
(sce->val2 == KSPROTECT_GUILD && sce->val4 && sce->val4 != t_sd->status.guild_id)) )
break;
if( (pl_sd = map->id2sd(sce->val1)) == NULL || pl_sd->bl.m != md->bl.m )
break;
if( !pl_sd->state.noks )
return false; // No KS Protected, but normal players should be protected too
// Message to KS
if( DIFF_TICK(sd->ks_floodprotect_tick, tick) <= 0 )
{
sprintf(output, msg_sd(sd, 890), pl_sd->status.name); // [KS Warning!! - Owner : %s]
clif_disp_onlyself(sd, output);
sd->ks_floodprotect_tick = tick + 2000;
}
// Message to Owner
if( DIFF_TICK(pl_sd->ks_floodprotect_tick, tick) <= 0 )
{
sprintf(output, msg_sd(pl_sd, 891), sd->status.name); // [Watch out! %s is trying to KS you!]
clif_disp_onlyself(pl_sd, output);
pl_sd->ks_floodprotect_tick = tick + 2000;
}
return true;
} while(0);
status->change_start(NULL, target, SC_KSPROTECTED, 10000, sd->bl.id, sd->state.noks,
sd->status.party_id, sd->status.guild_id, battle_config.ksprotection, SCFLAG_NONE);
return false;
}
/**
* 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;
memset(&data, 0, sizeof(struct spawn_data));
data.m = m;
data.num = 1;
data.class_ = class_;
data.state.size = size;
data.state.ai = ai;
if (mobname != NULL)
safestrncpy(data.name, mobname, sizeof(data.name));
else if (battle_config.override_mob_names == 1)
strcpy(data.name, DEFAULT_MOB_NAME);
else
strcpy(data.name, DEFAULT_MOB_JNAME);
if (event != NULL)
safestrncpy(data.eventname, event, sizeof(data.eventname));
/** 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 (x <= 0 || x >= map->list[m].xs || y <= 0 || y >= map->list[m].ys)
map->search_freecell(NULL, m, &x, &y, -1, -1, 1);
data.x = x;
data.y = y;
if (mob->parse_dataset(&data) == 0)
return NULL;
return mob->spawn_dataset(&data, npc_id);
}
/**
* 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)
{
bool no_guardian_data = false;
if (ai > 0 && (ai & 0x200) == 0x200) {
no_guardian_data = true;
ai &= ~0x200;
}
if (m < 0 || amount <= 0)
return 0;
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);
}
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 == NULL)
continue;
if (class_ == MOBID_EMPELIUM && !no_guardian_data) {
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 != NULL)
md->guardian_data->g = g;
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);
}
}
mob->spawn(md);
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 != NULL) ? md->bl.id : 0; /// ID of last spawned mob.
}
/*==========================================
* Spawn mobs in the specified area.
*------------------------------------------*/
static int mob_once_spawn_area(struct map_session_data *sd, int16 m, int16 x0, int16 y0, int16 x1, int16 y1, const char *mobname, int class_, int amount, const char *event, unsigned int size, unsigned int ai)
{
int i, max, id = 0;
int lx = -1, ly = -1;
if (m < 0 || amount <= 0)
return 0; // invalid input
// normalize x/y coordinates
if (x0 > x1)
swap(x0, x1);
if (y0 > y1)
swap(y0, y1);
// choose a suitable max. number of attempts
max = (y1 - y0 + 1)*(x1 - x0 + 1)*3;
if (max > 1000)
max = 1000;
// spawn mobs, one by one
for (i = 0; i < amount; i++)
{
int x, y;
int j = 0;
// find a suitable map cell
do {
x = rnd()%(x1-x0+1)+x0;
y = rnd()%(y1-y0+1)+y0;
j++;
} while (map->getcell(m, NULL, x, y, CELL_CHKNOPASS) && j < max);
if (j == max)
{// attempt to find an available cell failed
if (lx == -1 && ly == -1)
return 0; // total failure
// fallback to last good x/y pair
x = lx;
y = ly;
}
// record last successful coordinates
lx = x;
ly = y;
id = mob->once_spawn(sd, m, x, y, mobname, class_, 1, event, size, ai);
}
return id; // id of last spawned mob
}
/**
* 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)
{
struct block_list *bl = map->id2bl(id);
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;
struct mob_data *md = BL_UCAST(BL_MOB, bl);
if (md->guardian_data == NULL)
return 0;
struct guild *g = guild->search((int)data);
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->g = NULL;
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->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.
}
return 0;
}
if (guild->checkskill(g, GD_GUARDUP) > 0)
status_calc_mob(md, SCO_NONE); /// Give bonuses.
return 1;
}
/**
* 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)
{
nullpo_ret(mapname);
nullpo_ret(mobname);
nullpo_ret(event);
const int map_id = map->mapname2mapid(mapname);
if (map_id == INDEX_NOT_FOUND) {
ShowWarning("mob_spawn_guardian: Map [%s] not found.\n", mapname);
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;
}
if (class_ <= 0 && (class_ = mob->get_random_id(-class_ - 1, 1, 99)) == 0)
return 0;
if (!has_index) {
guardian = -1;
} 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;
}
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) == 0)
return 0;
struct guild_castle *gc = guild->mapname2gc(mapname);
if (gc == NULL) {
ShowError("mob_spawn_guardian: No castle set on map %s.\n", mapname);
return 0;
}
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 != 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;
}
}
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.
gc->guardian[guardian].id = md->bl.id;
} else { /// Temporary guardian.
int i;
ARR_FIND(0, gc->temp_guardians_max, i, gc->temp_guardians[i] == 0);
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 != NULL)
md->guardian_data->g = g;
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;
}
/**
* 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)
{
nullpo_ret(mapname);
nullpo_ret(mobname);
nullpo_ret(event);
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;
}
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;
}
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) == 0)
return 0;
struct mob_data *md = mob->spawn_dataset(&data, npc_id);
mob->spawn(md);
md->bg_id = bg_id;
return md->bl.id;
}
/*==========================================
* Reachability to a Specification ID existence place
* state indicates type of 'seek' mob should do:
* - MSS_LOOT: Looking for item, path must be easy.
* - MSS_RUSH: Chasing attacking player, path is complex
* - MSS_FOLLOW: Initiative/support seek, path is complex
*------------------------------------------*/
static int mob_can_reach(struct mob_data *md, struct block_list *bl, int range, int state)
{
int easy = 0;
nullpo_ret(md);
nullpo_ret(bl);
switch (state) {
case MSS_RUSH:
case MSS_FOLLOW:
easy = 0; //(battle_config.mob_ai&0x1?0:1);
break;
case MSS_LOOT:
default:
easy = 1;
break;
}
return unit->can_reach_bl(&md->bl, bl, range, easy, NULL, NULL);
}
/*==========================================
* Links nearby mobs (supportive mobs)
*------------------------------------------*/
static int mob_linksearch(struct block_list *bl, va_list ap)
{
struct mob_data *md = NULL;
int class_ = va_arg(ap, int);
struct block_list *target = va_arg(ap, struct block_list *);
int64 tick = va_arg(ap, int64);
nullpo_ret(bl);
Assert_ret(bl->type == BL_MOB);
md = BL_UCAST(BL_MOB, bl);
if (md->class_ == class_ && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME
&& !md->target_id)
{
md->last_linktime = tick;
if (mob->can_reach(md,target,md->db->range2, MSS_FOLLOW)) {
// Reachability judging
md->target_id = target->id;
md->min_chase=md->db->range3;
return 1;
}
}
return 0;
}
/*==========================================
* mob spawn with delay (timer function)
*------------------------------------------*/
static int mob_delayspawn(int tid, int64 tick, int id, intptr_t data)
{
struct block_list* bl = map->id2bl(id); // TODO: Why does this not use map->bl2md?
struct mob_data* md = BL_CAST(BL_MOB, bl);
if( md )
{
if( md->spawn_timer != tid )
{
ShowError("mob_delayspawn: Timer mismatch: %d != %d\n", tid, md->spawn_timer);
return 0;
}
md->spawn_timer = INVALID_TIMER;
mob->spawn(md);
}
return 0;
}
/*==========================================
* spawn timing calculation
*------------------------------------------*/
static int mob_setdelayspawn(struct mob_data *md)
{
unsigned int spawntime;
uint32 mode;
struct mob_db *db;
nullpo_ret(md);
if (!md->spawn) //Doesn't has respawn data!
return unit->free(&md->bl,CLR_DEAD);
spawntime = md->spawn->delay1; //Base respawn time
if (md->spawn->delay2) //random variance
spawntime+= rnd()%md->spawn->delay2;
//Apply the spawn delay fix [Skotlex]
db = mob->db(md->spawn->class_);
mode = db->status.mode;
if (mode & MD_BOSS) {
//Bosses
if (battle_config.boss_spawn_delay != 100) {
// Divide by 100 first to prevent overflows
//(precision loss is minimal as duration is in ms already)
spawntime = spawntime/100*battle_config.boss_spawn_delay;
}
} else if (mode&MD_PLANT) {
//Plants
if (battle_config.plant_spawn_delay != 100) {
spawntime = spawntime/100*battle_config.plant_spawn_delay;
}
} else if (battle_config.mob_spawn_delay != 100) {
//Normal mobs
spawntime = spawntime/100*battle_config.mob_spawn_delay;
}
if (spawntime < 5000) //Monsters should never respawn faster than within 5 seconds
spawntime = 5000;
if( md->spawn_timer != INVALID_TIMER )
timer->delete(md->spawn_timer, mob->delayspawn);
md->spawn_timer = timer->add(timer->gettick()+spawntime, mob->delayspawn, md->bl.id, 0);
return 0;
}
static int mob_count_sub(struct block_list *bl, va_list ap)
{
int mobid[10] = { 0 }, i;
ARR_FIND(0, 10, i, (mobid[i] = va_arg(ap, int)) == 0); //fetch till 0
if (mobid[0]) { //if there one let's check it otherwise go backward
struct mob_data *md = BL_CAST(BL_MOB, bl);
nullpo_ret(md);
ARR_FIND(0, 10, i, md->class_ == mobid[i]);
return (i < 10) ? 1 : 0;
}
return 1; //backward compatibility
}
/*==========================================
* Mob spawning. Initialization is also variously here.
*------------------------------------------*/
static int mob_spawn(struct mob_data *md)
{
int i=0;
int64 tick = timer->gettick();
int64 c = 0;
nullpo_retr(1, md);
md->last_thinktime = tick;
if (md->bl.prev != NULL)
unit->remove_map(&md->bl,CLR_RESPAWN,ALC_MARK);
else if (md->spawn && md->class_ != md->spawn->class_) {
md->class_ = md->spawn->class_;
status->set_viewdata(&md->bl, md->class_);
md->db = mob->db(md->class_);
memcpy(md->name,md->spawn->name,NAME_LENGTH);
}
if (md->spawn) { //Respawn data
md->bl.m = md->spawn->m;
md->bl.x = md->spawn->x;
md->bl.y = md->spawn->y;
if( (md->bl.x == 0 && md->bl.y == 0) || md->spawn->xs || md->spawn->ys ) {
//Monster can be spawned on an area.
if( !map->search_freecell(&md->bl, -1, &md->bl.x, &md->bl.y, md->spawn->xs, md->spawn->ys, battle_config.no_spawn_on_player?4:0) ) {
// retry again later
if( md->spawn_timer != INVALID_TIMER )
timer->delete(md->spawn_timer, mob->delayspawn);
md->spawn_timer = timer->add(tick+5000,mob->delayspawn,md->bl.id,0);
return 1;
}
} else if( battle_config.no_spawn_on_player > 99 && map->foreachinrange(mob->count_sub, &md->bl, AREA_SIZE, BL_PC) ) {
// retry again later (players on sight)
if( md->spawn_timer != INVALID_TIMER )
timer->delete(md->spawn_timer, mob->delayspawn);
md->spawn_timer = timer->add(tick+5000,mob->delayspawn,md->bl.id,0);
return 1;
}
}
memset(&md->state, 0, sizeof(md->state));
status_calc_mob(md, SCO_FIRST);
md->attacked_id = 0;
md->target_id = 0;
md->move_fail_count = 0;
md->ud.state.attack_continue = 0;
md->ud.target_to = 0;
md->ud.dir = 0;
if( md->spawn_timer != INVALID_TIMER )
{
timer->delete(md->spawn_timer, mob->delayspawn);
md->spawn_timer = INVALID_TIMER;
}
//md->master_id = 0;
md->master_dist = 0;
md->state.aggressive = (md->status.mode&MD_ANGRY) ? 1 : 0;
md->state.skillstate = MSS_IDLE;
md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME;
md->last_linktime = tick;
md->dmgtick = tick - 5000;
md->last_pcneartime = 0;
for (i = 0, c = tick-MOB_MAX_DELAY; i < MAX_MOBSKILL; i++)
md->skilldelay[i] = c;
memset(md->dmglog, 0, sizeof(md->dmglog));
md->tdmg = 0;
if (md->lootitem)
memset(md->lootitem, 0, sizeof(*md->lootitem));
md->lootitem_count = 0;
if(md->db->option)
// Added for carts, falcons and pecos for cloned monsters. [Valaris]
md->sc.option = md->db->option;
// MvP tomb [GreenBox]
if ( md->tomb_nid )
mob->mvptomb_destroy(md);
map->addblock(&md->bl);
if( map->list[md->bl.m].users )
clif->spawn(&md->bl);
skill->unit_move(&md->bl,tick,1);
mob->skill_use(md, tick, MSC_SPAWN);
return 0;
}
/*==========================================
* Determines if the mob can change target. [Skotlex]
*------------------------------------------*/
static int mob_can_changetarget(const struct mob_data *md, const struct block_list *target, uint32 mode)
{
nullpo_ret(md);
nullpo_ret(target);
// if the monster was provoked ignore the above rule [celest]
if(md->state.provoke_flag)
{
if (md->state.provoke_flag == target->id)
return 1;
else if (!(battle_config.mob_ai&0x4))
return 0;
}
switch (md->state.skillstate) {
case MSS_BERSERK:
if (!(mode&MD_CHANGETARGET_MELEE))
return 0;
return (battle_config.mob_ai&0x4 || check_distance_bl(&md->bl, target, 3));
case MSS_RUSH:
return (mode&MD_CHANGETARGET_CHASE) ? 1 : 0;
case MSS_FOLLOW:
case MSS_ANGRY:
case MSS_IDLE:
case MSS_WALK:
case MSS_LOOT:
return 1;
default:
return 0;
}
}
/*==========================================
* Determination for an attack of a monster
*------------------------------------------*/
static int mob_target(struct mob_data *md, struct block_list *bl, int dist)
{
nullpo_ret(md);
nullpo_ret(bl);
// Nothing will be carried out if there is no mind of changing TAGE by TAGE ending.
if(md->target_id && !mob->can_changetarget(md, bl, status_get_mode(&md->bl)))
return 0;
if(!status->check_skilluse(&md->bl, bl, 0, 0))
return 0;
md->target_id = bl->id; // Since there was no disturbance, it locks on to target.
if (md->state.provoke_flag && bl->id != md->state.provoke_flag)
md->state.provoke_flag = 0;
md->min_chase=dist+md->db->range3;
if(md->min_chase>MAX_MINCHASE)
md->min_chase=MAX_MINCHASE;
return 0;
}
/*==========================================
* The ?? routine of an active monster
*------------------------------------------*/
static int mob_ai_sub_hard_activesearch(struct block_list *bl, va_list ap)
{
struct mob_data *md;
struct block_list **target;
uint32 mode;
int dist;
nullpo_ret(bl);
md=va_arg(ap,struct mob_data *);
target= va_arg(ap,struct block_list**);
mode = va_arg(ap, uint32);
nullpo_ret(md);
nullpo_ret(target);
//If can't seek yet, not an enemy, or you can't attack it, skip.
if (md->bl.id == bl->id || (*target) == bl || !status->check_skilluse(&md->bl, bl, 0, 0))
return 0;
if ((mode&MD_TARGETWEAK) && status->get_lv(bl) >= md->level-5)
return 0;
if(battle->check_target(&md->bl,bl,BCT_ENEMY)<=0)
return 0;
switch (bl->type) {
case BL_PC:
if (BL_UCCAST(BL_PC, bl)->state.gangsterparadise && !(status_get_mode(&md->bl)&MD_BOSS))
return 0; //Gangster paradise protection.
FALLTHROUGH
default:
if (battle_config.hom_setting&0x4 &&
(*target) && (*target)->type == BL_HOM && bl->type != BL_HOM)
return 0; //For some reason Homun targets are never overridden.
dist = distance_bl(&md->bl, bl);
if(
((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) &&
battle->check_range(&md->bl,bl,md->db->range2)
) { //Pick closest target?
#ifdef ACTIVEPATHSEARCH
struct walkpath_data wpd;
bool is_standing = (md->ud.walktimer == INVALID_TIMER);
if (!path->search(&wpd, &md->bl, md->bl.m, md->bl.x, md->bl.y, bl->x, bl->y, 0, CELL_CHKNOPASS) // Count walk path cells
|| (is_standing && wpd.path_len > md->db->range2) //Standing monsters use range2, walking monsters use range3
|| (!is_standing && wpd.path_len > md->db->range3)) {
if (!check_distance_bl(&md->bl, bl, md->status.rhw.range)
|| !path->search_long(NULL, &md->bl, md->bl.m, md->bl.x, md->bl.y, bl->x, bl->y, CELL_CHKWALL))
return 0;
}
#endif
(*target) = bl;
md->target_id=bl->id;
md->min_chase= dist + md->db->range3;
if(md->min_chase>MAX_MINCHASE)
md->min_chase=MAX_MINCHASE;
return 1;
}
break;
}
return 0;
}
/*==========================================
* chase target-change routine.
*------------------------------------------*/
static int mob_ai_sub_hard_changechase(struct block_list *bl, va_list ap)
{
struct mob_data *md;
struct block_list **target;
nullpo_ret(bl);
md = va_arg(ap,struct mob_data *);
target = va_arg(ap,struct block_list**);
nullpo_ret(md);
nullpo_ret(target);
//If can't seek yet, not an enemy, or you can't attack it, skip.
if( md->bl.id == bl->id || *target == bl
|| battle->check_target(&md->bl,bl,BCT_ENEMY) <= 0
|| !status->check_skilluse(&md->bl, bl, 0, 0)
)
return 0;
if(battle->check_range (&md->bl, bl, md->status.rhw.range)) {
(*target) = bl;
md->target_id=bl->id;
md->min_chase= md->db->range3;
}
return 1;
}
/*==========================================
* finds nearby bg ally for guardians looking for users to follow.
*------------------------------------------*/
static int mob_ai_sub_hard_bg_ally(struct block_list *bl, va_list ap)
{
struct mob_data *md;
struct block_list **target;
nullpo_ret(bl);
md=va_arg(ap,struct mob_data *);
target= va_arg(ap,struct block_list**);
nullpo_retr(1, md);
nullpo_retr(1, target);
if( status->check_skilluse(&md->bl, bl, 0, 0) && battle->check_target(&md->bl,bl,BCT_ENEMY)<=0 ) {
(*target) = bl;
}
return 1;
}
/*==========================================
* loot monster item search
*------------------------------------------*/
static int mob_ai_sub_hard_lootsearch(struct block_list *bl, va_list ap)
{
struct mob_data* md;
struct block_list **target;
int dist;
md=va_arg(ap,struct mob_data *);
target= va_arg(ap,struct block_list**);
nullpo_ret(md);
nullpo_ret(target);
dist=distance_bl(&md->bl, bl);
if(mob->can_reach(md,bl,dist+1, MSS_LOOT) &&
((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) //New target closer than previous one.
) {
(*target) = bl;
md->target_id=bl->id;
md->min_chase=md->db->range3;
}
return 0;
}
static int mob_warpchase_sub(struct block_list *bl, va_list ap)
{
int cur_distance;
struct block_list *target = va_arg(ap, struct block_list *);
struct npc_data **target_nd = va_arg(ap, struct npc_data **);
int *min_distance = va_arg(ap, int *);
struct npc_data *nd = NULL;
nullpo_ret(bl);
nullpo_ret(target);
nullpo_ret(target_nd);
nullpo_ret(min_distance);
Assert_ret(bl->type == BL_NPC);
nd = BL_UCAST(BL_NPC, bl);
if(nd->subtype != WARP)
return 0; //Not a warp
if(nd->u.warp.mapindex != map_id2index(target->m))
return 0; //Does not lead to the same map.
cur_distance = distance_blxy(target, nd->u.warp.x, nd->u.warp.y);
if (cur_distance < *min_distance) {
//Pick warp that leads closest to target.
*target_nd = nd;
*min_distance = cur_distance;
return 1;
}
return 0;
}
/**
* Checks if a monster is currently involved in battle,
* may it be due to aggression or being attacked.
* @param bl: monster's bl
* @return true if in battle, false otherwise
*/
static bool mob_is_in_battle_state(const struct mob_data *md)
{
nullpo_retr(false, md);
switch (md->state.skillstate) {
case MSS_BERSERK:
case MSS_ANGRY:
case MSS_RUSH:
case MSS_FOLLOW:
return true;
default:
return false;
}
}
/*==========================================
* Processing of slave monsters
*------------------------------------------*/
static int mob_ai_sub_hard_slavemob(struct mob_data *md, int64 tick)
{
struct block_list *bl;
nullpo_ret(md);
bl=map->id2bl(md->master_id);
if (!bl || status->isdead(bl)) {
status_kill(&md->bl);
return 1;
}
if (bl->prev == NULL)
return 0; //Master not on a map? Could be warping, do not process.
if (status_get_mode(&md->bl)&MD_CANMOVE) {
//If the mob can move, follow around. [Check by Skotlex]
int old_dist;
// Distance with between slave and master is measured.
old_dist=md->master_dist;
md->master_dist=distance_bl(&md->bl, bl);
// Since the master was in near immediately before, teleport is carried out and it pursues.
if(bl->m != md->bl.m ||
(old_dist<10 && md->master_dist>18) ||
md->master_dist > MAX_MINCHASE
){
md->master_dist = 0;
unit->warp(&md->bl,bl->m,bl->x,bl->y,CLR_TELEPORT);
return 1;
}
if(md->target_id) //Slave is busy with a target.
return 0;
// Approach master if within view range, chase back to Master's area also if standing on top of the master.
if( (md->master_dist>MOB_SLAVEDISTANCE || md->master_dist == 0)
&& unit->can_move(&md->bl)
) {
short x = bl->x, y = bl->y;
mob_stop_attack(md);
const struct mob_data *m_md = BL_CCAST(BL_MOB, bl); // Can be NULL due to master being BL_PC
// If master is BL_MOB and in battle, lock & chase to master's target instead, unless configured not to.
if ((battle_config.slave_chase_masters_chasetarget == 0 || (m_md != NULL && !mob->is_in_battle_state(m_md)))
&& map->search_freecell(&md->bl, bl->m, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 1)
&& unit->walk_toxy(&md->bl, x, y, 0) == 0)
return 1;
}
} else if (bl->m != md->bl.m && map_flag_gvg(md->bl.m)) {
//Delete the summoned mob if it's in a gvg ground and the master is elsewhere. [Skotlex]
status_kill(&md->bl);
return 1;
}
//Avoid attempting to lock the master's target too often to avoid unnecessary overload. [Skotlex]
if (DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME && !md->target_id) {
struct unit_data *ud = unit->bl2ud(bl);
struct mob_data *m_md = BL_CAST(BL_MOB, bl); // Can be NULL due to master being BL_PC
nullpo_retr(0, ud);
md->last_linktime = tick;
struct block_list *tbl = NULL;
if (battle_config.slave_chase_masters_chasetarget == 1 && m_md != NULL && m_md->target_id != 0) { // possibly chasing something
tbl = map->id2bl(m_md->target_id);
} else if (ud->target != 0 && ud->state.attack_continue != 0) {
tbl = map->id2bl(ud->target);
} else if (ud->skilltarget != 0) {
tbl = map->id2bl(ud->skilltarget);
//Required check as skilltarget is not always an enemy. [Skotlex]
if (tbl != NULL && battle->check_target(&md->bl, tbl, BCT_ENEMY) <= 0)
tbl = NULL;
}
if (tbl != NULL && status->check_skilluse(&md->bl, tbl, 0, 0) != 0) {
md->target_id = tbl->id;
md->min_chase = md->db->range3 + distance_bl(&md->bl, tbl);
if (md->min_chase > MAX_MINCHASE)
md->min_chase = MAX_MINCHASE;
return 1;
}
}
return 0;
}
/*==========================================
* A lock of target is stopped and mob moves to a standby state.
* This also triggers idle skill/movement since the AI can get stuck
* when trying to pick new targets when the current chosen target is
* unreachable.
*------------------------------------------*/
static int mob_unlocktarget(struct mob_data *md, int64 tick)
{
nullpo_ret(md);
switch (md->state.skillstate) {
case MSS_WALK:
if (md->ud.walktimer != INVALID_TIMER)
break;
//Because it is not unset when the mob finishes walking.
md->state.skillstate = MSS_IDLE;
FALLTHROUGH
case MSS_IDLE:
// Idle skill.
if ((++md->ud.walk_count % IDLE_SKILL_INTERVAL) == 0 && mob->skill_use(md, tick, -1) == 0)
break;
//Random walk.
if (!md->master_id &&
DIFF_TICK(md->next_walktime, tick) <= 0 &&
!mob->randomwalk(md,tick))
//Delay next random walk when this one failed.
md->next_walktime = tick+rnd()%1000;
break;
default:
mob_stop_attack(md);
mob_stop_walking(md, STOPWALKING_FLAG_FIXPOS); //Stop chasing.
md->state.skillstate = MSS_IDLE;
if(battle_config.mob_ai&0x8) //Walk instantly after dropping target
md->next_walktime = tick+rnd()%1000;
else
md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME;
break;
}
if (md->target_id) {
md->target_id=0;
md->ud.target_to = 0;
unit->set_target(&md->ud, 0);
}
if(battle_config.official_cell_stack_limit && map->count_oncell(md->bl.m, md->bl.x, md->bl.y, BL_CHAR|BL_NPC, 0x1 | 0x2) > battle_config.official_cell_stack_limit) {
unit->walk_toxy(&md->bl, md->bl.x, md->bl.y, 8);
}
return 0;
}
/*==========================================
* Random walk
*------------------------------------------*/
static int mob_randomwalk(struct mob_data *md, int64 tick)
{
const int retrycount=20;
int i,c,d;
int speed;
nullpo_ret(md);
if(DIFF_TICK(md->next_walktime,tick)>0 ||
!unit->can_move(&md->bl) ||
!(status_get_mode(&md->bl)&MD_CANMOVE))
return 0;
d =12-md->move_fail_count;
if(d<5) d=5;
if(d>7) d=7;
for (i = 0; i < retrycount; i++) {
// Search of a movable place
int r=rnd();
int x=r%(d*2+1)-d;
int y=r/(d*2+1)%(d*2+1)-d;
x+=md->bl.x;
y+=md->bl.y;
if ((x != md->bl.x || y != md->bl.y) && map->getcell(md->bl.m, &md->bl, x, y, CELL_CHKPASS) != 0
&& unit->walk_toxy(&md->bl, x, y, 8) == 0)
break;
}
if(i==retrycount){
md->move_fail_count++;
if(md->move_fail_count>1000){
ShowWarning("MOB can't move. random spawn %d, class = %d, at %s (%d,%d)\n",md->bl.id,md->class_,map->list[md->bl.m].name, md->bl.x, md->bl.y);
md->move_fail_count=0;
mob->spawn(md);
}
return 0;
}
speed=status->get_speed(&md->bl);
for(i=c=0;iud.walkpath.path_len;i++) {
// The next walk start time is calculated.
if(md->ud.walkpath.path[i]&1)
c+=speed*MOVE_DIAGONAL_COST/MOVE_COST;
else
c+=speed;
}
md->state.skillstate=MSS_WALK;
md->move_fail_count=0;
md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME+c;
return 1;
}
static int mob_warpchase(struct mob_data *md, struct block_list *target)
{
struct npc_data *warp = NULL;
int distance = AREA_SIZE;
nullpo_ret(md);
if (!(target && battle_config.mob_ai&0x40 && battle_config.mob_warp&1))
return 0; //Can't warp chase.
if (target->m == md->bl.m && check_distance_bl(&md->bl, target, AREA_SIZE))
return 0; //No need to do a warp chase.
if (md->ud.walktimer != INVALID_TIMER &&
map->getcell(md->bl.m, &md->bl, md->ud.to_x, md->ud.to_y, CELL_CHKNPC))
return 1; //Already walking to a warp.
//Search for warps within mob's viewing range.
map->foreachinrange(mob->warpchase_sub, &md->bl,
md->db->range2, BL_NPC, target, &warp, &distance);
if (warp && unit->walktobl(&md->bl, &warp->bl, 1, 1))
return 1;
return 0;
}
/*==========================================
* AI of MOB whose is near a Player
*------------------------------------------*/
static bool mob_ai_sub_hard(struct mob_data *md, int64 tick)
{
struct block_list *tbl = NULL, *abl = NULL;
uint32 mode;
int view_range, can_move;
nullpo_retr(false, md);
if(md->bl.prev == NULL || md->status.hp <= 0)
return false;
if (DIFF_TICK(tick, md->last_thinktime) < MIN_MOBTHINKTIME)
return false;
md->last_thinktime = tick;
if (md->ud.skilltimer != INVALID_TIMER)
return false;
// Abnormalities
if(( md->sc.opt1 > 0 && md->sc.opt1 != OPT1_STONEWAIT && md->sc.opt1 != OPT1_BURNING && md->sc.opt1 != OPT1_CRYSTALIZE )
|| md->sc.data[SC_DEEP_SLEEP] || md->sc.data[SC_BLADESTOP] || md->sc.data[SC__MANHOLE] || md->sc.data[SC_CURSEDCIRCLE_TARGET]) {
//Should reset targets.
md->target_id = md->attacked_id = 0;
return false;
}
if (md->sc.count && md->sc.data[SC_BLIND])
view_range = 3;
else
view_range = md->db->range2;
mode = status_get_mode(&md->bl);
can_move = (mode&MD_CANMOVE)&&unit->can_move(&md->bl);
if (md->target_id) {
//Check validity of current target. [Skotlex]
struct map_session_data *tsd = NULL;
tbl = map->id2bl(md->target_id);
tsd = BL_CAST(BL_PC, tbl);
if (tbl == NULL || tbl->m != md->bl.m
|| (md->ud.attacktimer == INVALID_TIMER && !status->check_skilluse(&md->bl, tbl, 0, 0))
|| (md->ud.walktimer != INVALID_TIMER && !(battle_config.mob_ai&0x1) && !check_distance_bl(&md->bl, tbl, md->min_chase))
|| (tsd != NULL && ((tsd->state.gangsterparadise && !(mode&MD_BOSS)) || tsd->invincible_timer != INVALID_TIMER))
) {
//No valid target
if (mob->warpchase(md, tbl))
return true; //Chasing this target.
if(md->ud.walktimer != INVALID_TIMER && (!can_move || md->ud.walkpath.path_pos <= battle_config.mob_chase_refresh)
&& (tbl || md->ud.walkpath.path_pos == 0))
return true; //Walk at least "mob_chase_refresh" cells before dropping the target unless target is non-existent
mob->unlocktarget(md, tick); //Unlock target
tbl = NULL;
}
}
// Check for target change.
if (md->attacked_id && mode&MD_CANATTACK) {
if (md->attacked_id == md->target_id) {
//Rude attacked check.
if (!battle->check_range(&md->bl, tbl, md->status.rhw.range)
&& ( //Can't attack back and can't reach back.
(!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || (md->sc.data[SC_SPIDERWEB] && md->sc.data[SC_SPIDERWEB]->val1)
|| md->sc.data[SC_WUGBITE] || md->sc.data[SC_VACUUM_EXTREME] || md->sc.data[SC_THORNS_TRAP]
|| md->sc.data[SC__MANHOLE] // Not yet confirmed if boss will teleport once it can't reach target.
|| md->walktoxy_fail_count > 0)
)
|| !mob->can_reach(md, tbl, md->min_chase, MSS_RUSH)
)
&& md->state.attacked_count++ >= RUDE_ATTACKED_COUNT
&& mob->skill_use(md, tick, MSC_RUDEATTACKED) == 0 // If can't rude Attack
&& can_move && unit->escape(&md->bl, tbl, rnd()%10 +1) // Attempt escape
) {
//Escaped
md->attacked_id = 0;
return true;
}
}
else
if( (abl = map->id2bl(md->attacked_id)) && (!tbl || mob->can_changetarget(md, abl, mode) || (md->sc.count && md->sc.data[SC__CHAOS]))) {
int dist;
if( md->bl.m != abl->m || abl->prev == NULL
|| (dist = distance_bl(&md->bl, abl)) >= MAX_MINCHASE // Attacker longer than visual area
|| battle->check_target(&md->bl, abl, BCT_ENEMY) <= 0 // Attacker is not enemy of mob
|| (battle_config.mob_ai&0x2 && !status->check_skilluse(&md->bl, abl, 0, 0)) // Cannot normal attack back to Attacker
|| (!battle->check_range(&md->bl, abl, md->status.rhw.range) // Not on Melee Range and ...
&& ( // Reach check
(!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || (md->sc.data[SC_SPIDERWEB] && md->sc.data[SC_SPIDERWEB]->val1)
|| md->sc.data[SC_WUGBITE] || md->sc.data[SC_VACUUM_EXTREME] || md->sc.data[SC_THORNS_TRAP]
|| md->sc.data[SC__MANHOLE] // Not yet confirmed if boss will teleport once it can't reach target.
|| md->walktoxy_fail_count > 0)
)
|| !mob->can_reach(md, abl, dist+md->db->range3, MSS_RUSH)
)
)
) {
// Rude attacked
if (md->state.attacked_count++ >= RUDE_ATTACKED_COUNT
&& mob->skill_use(md, tick, MSC_RUDEATTACKED) == 0 && can_move != 0
&& !tbl && unit->escape(&md->bl, abl, rnd()%10 +1)
) {
//Escaped.
//TODO: Maybe it shouldn't attempt to run if it has another, valid target?
md->attacked_id = 0;
return true;
}
}
else
if (!(battle_config.mob_ai&0x2) && !status->check_skilluse(&md->bl, abl, 0, 0)) {
//Can't attack back, but didn't invoke a rude attacked skill...
} else {
//Attackable
if (!tbl || dist < md->status.rhw.range
|| !check_distance_bl(&md->bl, tbl, dist)
|| battle->get_target(tbl) != md->bl.id
) {
//Change if the new target is closer than the actual one
//or if the previous target is not attacking the mob. [Skotlex]
md->target_id = md->attacked_id; // set target
if (md->state.attacked_count)
md->state.attacked_count--; //Should we reset rude attack count?
md->min_chase = dist+md->db->range3;
if(md->min_chase>MAX_MINCHASE)
md->min_chase=MAX_MINCHASE;
tbl = abl; //Set the new target
}
}
}
//Clear it since it's been checked for already.
md->attacked_id = 0;
}
// Processing of slave monster
if (md->master_id > 0 && mob->ai_sub_hard_slavemob(md, tick))
return true;
// Scan area for targets
if (!tbl && mode&MD_LOOTER && md->lootitem && DIFF_TICK(tick, md->ud.canact_tick) > 0
&& (md->lootitem_count < LOOTITEM_SIZE || battle_config.monster_loot_type != 1)
) {
// Scan area for items to loot, avoid trying to loot if the mob is full and can't consume the items.
map->foreachinrange (mob->ai_sub_hard_lootsearch, &md->bl, view_range, BL_ITEM, md, &tbl);
}
if ((!tbl && mode&MD_AGGRESSIVE) || md->state.skillstate == MSS_FOLLOW) {
map->foreachinrange(mob->ai_sub_hard_activesearch, &md->bl, view_range, DEFAULT_ENEMY_TYPE(md), md, &tbl, mode);
} else if ((mode&MD_CHANGECHASE && (md->state.skillstate == MSS_RUSH || md->state.skillstate == MSS_FOLLOW)) || (md->sc.count && md->sc.data[SC__CHAOS])) {
int search_size;
search_size = view_rangestatus.rhw.range ? view_range:md->status.rhw.range;
map->foreachinrange (mob->ai_sub_hard_changechase, &md->bl, search_size, DEFAULT_ENEMY_TYPE(md), md, &tbl);
}
if (!tbl) { //No targets available.
if (mode&MD_ANGRY && !md->state.aggressive)
md->state.aggressive = 1; //Restore angry state when no targets are available.
/* bg guardians follow allies when no targets nearby */
if( md->bg_id && mode&MD_CANATTACK ) {
if( md->ud.walktimer != INVALID_TIMER )
return true;/* we are already moving */
map->foreachinrange (mob->ai_sub_hard_bg_ally, &md->bl, view_range, BL_PC, md, &tbl, mode);
if( tbl ) {
if( distance_blxy(&md->bl, tbl->x, tbl->y) <= 3 || unit->walktobl(&md->bl, tbl, 1, 1) )
return true;/* we're moving or close enough don't unlock the target. */
}
}
//This handles triggering idle/walk skill.
mob->unlocktarget(md, tick);
return true;
}
//Target exists, attack or loot as applicable.
if (tbl->type == BL_ITEM) {
//Loot time.
struct flooritem_data *fitem = BL_UCAST(BL_ITEM, tbl);
if (md->ud.target == tbl->id && md->ud.walktimer != INVALID_TIMER)
return true; //Already locked.
if (md->lootitem == NULL) {
//Can't loot...
mob->unlocktarget (md, tick);
return true;
}
if (!check_distance_bl(&md->bl, tbl, 1)) {
//Still not within loot range.
if (!(mode&MD_CANMOVE)) {
//A looter that can't move? Real smart.
mob->unlocktarget(md,tick);
return true;
}
if (!can_move) //Stuck. Wait before walking.
return true;
md->state.skillstate = MSS_LOOT;
if (!unit->walktobl(&md->bl, tbl, 1, 1))
mob->unlocktarget(md, tick); //Can't loot...
return true;
}
//Within looting range.
if (md->ud.attacktimer != INVALID_TIMER)
return true; //Busy attacking?
//Logs items, taken by (L)ooter Mobs [Lupus]
logs->pick_mob(md, LOG_TYPE_LOOT, fitem->item_data.amount, &fitem->item_data, NULL);
if (md->lootitem_count < LOOTITEM_SIZE) {
memcpy (&md->lootitem[md->lootitem_count++], &fitem->item_data, sizeof(md->lootitem[0]));
} else {
//Destroy first looted item...
if (md->lootitem[0].card[0] == CARD0_PET)
intif->delete_petdata( MakeDWord(md->lootitem[0].card[1],md->lootitem[0].card[2]) );
memmove(&md->lootitem[0], &md->lootitem[1], (LOOTITEM_SIZE-1)*sizeof(md->lootitem[0]));
memcpy (&md->lootitem[LOOTITEM_SIZE-1], &fitem->item_data, sizeof(md->lootitem[0]));
}
if (pc->db_checkid(md->vd->class)) {
//Give them walk act/delay to properly mimic players. [Skotlex]
clif->takeitem(&md->bl,tbl);
md->ud.canact_tick = tick + md->status.amotion;
unit->set_walkdelay(&md->bl, tick, md->status.amotion, 1);
}
//Clear item.
map->clearflooritem (tbl);
mob->unlocktarget (md,tick);
return true;
}
//Attempt to attack.
//At this point we know the target is attackable, we just gotta check if the range matches.
if (battle->check_range(&md->bl, tbl, md->status.rhw.range) && !(md->sc.option&OPTION_HIDE)) {
//Target within range and able to use normal attack, engage
if (md->ud.target != tbl->id || md->ud.attacktimer == INVALID_TIMER)
{ //Only attack if no more attack delay left
if(tbl->type == BL_PC)
mob->log_damage(md, tbl, 0); //Log interaction (counts as 'attacker' for the exp bonus)
unit->attack(&md->bl,tbl->id,1);
}
return true;
}
//Monsters in berserk state, unable to use normal attacks, will always attempt a skill
if(md->ud.walktimer == INVALID_TIMER && (md->state.skillstate == MSS_BERSERK || md->state.skillstate == MSS_ANGRY)) {
if (DIFF_TICK(md->ud.canmove_tick, tick) <= MIN_MOBTHINKTIME && DIFF_TICK(md->ud.canact_tick, tick) < -MIN_MOBTHINKTIME*IDLE_SKILL_INTERVAL)
{ //Only use skill if able to walk on next tick and not used a skill the last second
mob->skill_use(md, tick, -1);
}
}
//Target still in attack range, no need to chase the target
if(battle->check_range(&md->bl, tbl, md->status.rhw.range))
return true;
//Only update target cell / drop target after having moved at least "mob_chase_refresh" cells
if(md->ud.walktimer != INVALID_TIMER && (!can_move || md->ud.walkpath.path_pos <= battle_config.mob_chase_refresh))
return true;
//Out of range...
if (!(mode&MD_CANMOVE) || (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0)) {
//Can't chase. Immobile and trapped mobs should unlock target and use an idle skill.
if (md->ud.attacktimer == INVALID_TIMER)
{ //Only unlock target if no more attack delay left
//This handles triggering idle/walk skill.
mob->unlocktarget(md,tick);
}
return true;
}
if (md->ud.walktimer != INVALID_TIMER && md->ud.target == tbl->id &&
(
!(battle_config.mob_ai&0x1) ||
check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, md->status.rhw.range)
)) //Current target tile is still within attack range.
return true;
//Follow up if possible.
//Hint: Chase skills are handled in the walktobl routine
if(!mob->can_reach(md, tbl, md->min_chase, MSS_RUSH) ||
!unit->walktobl(&md->bl, tbl, md->status.rhw.range, 2))
mob->unlocktarget(md,tick);
return true;
}
static int mob_ai_sub_hard_timer(struct block_list *bl, va_list ap)
{
struct mob_data *md = NULL;
int64 tick = va_arg(ap, int64);
nullpo_ret(bl);
Assert_ret(bl->type == BL_MOB);
md = BL_UCAST(BL_MOB, bl);
if (mob->ai_sub_hard(md, tick)) {
//Hard AI triggered.
if(!md->state.spotted)
md->state.spotted = 1;
md->last_pcneartime = tick;
}
return 0;
}
/*==========================================
* Serious processing for mob in PC field of view (foreachclient)
*------------------------------------------*/
static int mob_ai_sub_foreachclient(struct map_session_data *sd, va_list ap)
{
int64 tick;
nullpo_ret(sd);
tick=va_arg(ap, int64);
map->foreachinrange(mob->ai_sub_hard_timer,&sd->bl, AREA_SIZE+ACTIVE_AI_RANGE, BL_MOB,tick);
return 0;
}
/*==========================================
* Negligent mode MOB AI (PC is not in near)
*------------------------------------------*/
static int mob_ai_sub_lazy(struct mob_data *md, va_list args)
{
int64 tick;
nullpo_ret(md);
if(md->bl.prev == NULL)
return 0;
tick = va_arg(args, int64);
if (battle_config.mob_ai&0x20 && map->list[md->bl.m].users>0)
return (int)mob->ai_sub_hard(md, tick);
if (md->bl.prev==NULL || md->status.hp == 0)
return 1;
if (battle_config.mob_active_time
&& md->last_pcneartime
&& !(md->status.mode&MD_BOSS)
&& DIFF_TICK(tick,md->last_thinktime) > MIN_MOBTHINKTIME
) {
if (DIFF_TICK(tick,md->last_pcneartime) < battle_config.mob_active_time)
return (int)mob->ai_sub_hard(md, tick);
md->last_pcneartime = 0;
}
if(battle_config.boss_active_time &&
md->last_pcneartime &&
(md->status.mode&MD_BOSS) &&
DIFF_TICK(tick,md->last_thinktime) > MIN_MOBTHINKTIME)
{
if (DIFF_TICK(tick,md->last_pcneartime) < battle_config.boss_active_time)
return (int)mob->ai_sub_hard(md, tick);
md->last_pcneartime = 0;
}
if(DIFF_TICK(tick,md->last_thinktime)< 10*MIN_MOBTHINKTIME)
return 0;
md->last_thinktime=tick;
if (md->master_id) {
mob->ai_sub_hard_slavemob(md,tick);
return 0;
}
if( DIFF_TICK(md->next_walktime,tick) < 0 && (status_get_mode(&md->bl)&MD_CANMOVE) && unit->can_move(&md->bl) ) {
if( rnd()%1000 < MOB_LAZYMOVEPERC(md) )
mob->randomwalk(md, tick);
}
else if( md->ud.walktimer == INVALID_TIMER )
{
//Because it is not unset when the mob finishes walking.
md->state.skillstate = MSS_IDLE;
if( rnd()%1000 < MOB_LAZYSKILLPERC(md) ) //Chance to do a mob's idle skill.
mob->skill_use(md, tick, -1);
}
return 0;
}
/*==========================================
* Negligent processing for mob outside PC field of view (interval timer function)
*------------------------------------------*/
static int mob_ai_lazy(int tid, int64 tick, int id, intptr_t data)
{
map->foreachmob(mob->ai_sub_lazy,tick);
return 0;
}
/*==========================================
* Serious processing for mob in PC field of view (interval timer function)
*------------------------------------------*/
static int mob_ai_hard(int tid, int64 tick, int id, intptr_t data)
{
if (battle_config.mob_ai&0x20)
map->foreachmob(mob->ai_sub_lazy,tick);
else
map->foreachpc(mob->ai_sub_foreachclient,tick);
return 0;
}
/**
* Adds random options of a given options drop group into item.
*
* @param item : item receiving random options
* @param options : Random Option Drop Group to be used
*/
static void mob_setdropitem_options(struct item *item, struct optdrop_group *options)
{
nullpo_retv(item);
nullpo_retv(options);
for (int i = 0; i < options->optslot_count; i++) {
if (rnd() % 10000 >= options->optslot_rate[i])
continue;
// count avoids a too long loop that would cause lag.
// if after option_drop_max_loop full iterations (running through all possibilities)
// it still fails to pick one, it'll stop at one random index in the next iteration
int count = battle_config.option_drop_max_loop * options->optslot[i].option_count + (rnd() % options->optslot[i].option_count);
int idx = 0;
while (count > 0 && rnd() % 10000 >= options->optslot[i].options[idx].rate) {
idx = (idx + 1) % options->optslot[i].option_count;
--count;
}
item->option[i].index = options->optslot[i].options[idx].id;
int min = options->optslot[i].options[idx].min;
int max = options->optslot[i].options[idx].max;
item->option[i].value = min + (rnd() % (max - min + 1));
}
}
/*==========================================
* Initializes the delay drop structure for mob-dropped items.
*------------------------------------------*/
static struct item_drop *mob_setdropitem(int nameid, struct optdrop_group *options, int qty, struct item_data *data)
{
struct item_drop *drop = ers_alloc(item_drop_ers, struct item_drop);
drop->item_data.nameid = nameid;
drop->item_data.amount = qty;
drop->item_data.identify = data ? itemdb->isidentified2(data) : itemdb->isidentified(nameid);
// Set item options [KirieZ]
if (options != NULL)
mob->setdropitem_options(&drop->item_data, options);
drop->showdropeffect = true;
drop->next = NULL;
return drop;
}
/*==========================================
* Initializes the delay drop structure for mob-looted items.
*------------------------------------------*/
static struct item_drop *mob_setlootitem(struct item *item)
{
struct item_drop *drop ;
nullpo_retr(NULL, item);
drop = ers_alloc(item_drop_ers, struct item_drop);
memcpy(&drop->item_data, item, sizeof(struct item));
drop->showdropeffect = false;
drop->next = NULL;
return drop;
}
/*==========================================
* item drop with delay (timer function)
*------------------------------------------*/
static int mob_delay_item_drop(int tid, int64 tick, int id, intptr_t data)
{
struct item_drop_list *list;
struct item_drop *ditem;
list=(struct item_drop_list *)data;
ditem = list->item;
while (ditem) {
struct item_drop *ditem_prev;
map->addflooritem(NULL, &ditem->item_data,ditem->item_data.amount,
list->m,list->x,list->y,
list->first_charid,list->second_charid,list->third_charid,0,
ditem->showdropeffect);
ditem_prev = ditem;
ditem = ditem->next;
ers_free(item_drop_ers, ditem_prev);
}
ers_free(item_drop_list_ers, list);
return 0;
}
/*==========================================
* Sets the item_drop into the item_drop_list.
* Also performs logging and autoloot if enabled.
* rate is the drop-rate of the item, required for autoloot.
* flag : Killed only by homunculus?
*------------------------------------------*/
static void mob_item_drop(struct mob_data *md, struct item_drop_list *dlist, struct item_drop *ditem, int loot, int drop_rate, unsigned short flag)
{
struct map_session_data *sd = NULL;
nullpo_retv(md);
nullpo_retv(dlist);
nullpo_retv(ditem);
//Logs items, dropped by mobs [Lupus]
logs->pick_mob(md, loot?LOG_TYPE_LOOT:LOG_TYPE_PICKDROP_MONSTER, -ditem->item_data.amount, &ditem->item_data, NULL);
sd = map->charid2sd(dlist->first_charid);
if( sd == NULL ) sd = map->charid2sd(dlist->second_charid);
if( sd == NULL ) sd = map->charid2sd(dlist->third_charid);
if( sd
&& (drop_rate <= sd->state.autoloot || pc->isautolooting(sd, ditem->item_data.nameid))
&& (!map->list[sd->bl.m].flag.noautoloot)
&& (battle_config.idle_no_autoloot == 0 || DIFF_TICK(sockt->last_tick, sd->idletime) < battle_config.idle_no_autoloot)
&& (battle_config.homunculus_autoloot?1:!flag)
#ifdef AUTOLOOT_DISTANCE
&& sd->bl.m == md->bl.m
&& check_distance_blxy(&sd->bl, dlist->x, dlist->y, AUTOLOOT_DISTANCE)
#endif
) {
//Autoloot.
if (party->share_loot(party->search(sd->status.party_id),
sd, &ditem->item_data, sd->status.char_id) == 0
) {
ers_free(item_drop_ers, ditem);
return;
}
}
ditem->next = dlist->item;
dlist->item = ditem;
}
static int mob_timer_delete(int tid, int64 tick, int id, intptr_t data)
{
struct block_list* bl = map->id2bl(id); // TODO: Why does this not use map->id2md?
struct mob_data* md = BL_CAST(BL_MOB, bl);
if( md )
{
if( md->deletetimer != tid )
{
ShowError("mob_timer_delete: Timer mismatch: %d != %d\n", tid, md->deletetimer);
return 0;
}
//for Alchemist CANNIBALIZE [Lupus]
md->deletetimer = INVALID_TIMER;
unit->free(bl, CLR_TELEPORT);
}
return 0;
}
/*==========================================
*
*------------------------------------------*/
static int mob_deleteslave_sub(struct block_list *bl, va_list ap)
{
struct mob_data *md = NULL;
int id = va_arg(ap, int);
nullpo_ret(bl);
Assert_ret(bl->type == BL_MOB);
md = BL_UCAST(BL_MOB, bl);
if(md->master_id > 0 && md->master_id == id )
status_kill(bl);
return 0;
}
/*==========================================
*
*------------------------------------------*/
static int mob_deleteslave(struct mob_data *md)
{
nullpo_ret(md);
map->foreachinmap(mob->deleteslave_sub, md->bl.m, BL_MOB,md->bl.id);
return 0;
}
// Mob respawning through KAIZEL or NPC_REBIRTH [Skotlex]
static int mob_respawn(int tid, int64 tick, int id, intptr_t data)
{
struct block_list *bl = map->id2bl(id);
if(!bl) return 0;
status->revive(bl, (uint8)data, 0);
return 1;
}
static void mob_log_damage(struct mob_data *md, struct block_list *src, int damage)
{
int char_id = 0, flag = MDLF_NORMAL;
nullpo_retv(md);
nullpo_retv(src);
if( damage < 0 )
return; //Do nothing for absorbed damage.
if( !damage && !(src->type&DEFAULT_ENEMY_TYPE(md)) )
return; //Do not log non-damaging effects from non-enemies.
if( src->id == md->bl.id )
return; //Do not log self-damage.
switch( src->type )
{
case BL_PC:
{
const struct map_session_data *sd = BL_UCCAST(BL_PC, src);
char_id = sd->status.char_id;
if( damage )
md->attacked_id = src->id;
break;
}
case BL_HOM:
{
const struct homun_data *hd = BL_UCCAST(BL_HOM, src);
flag = MDLF_HOMUN;
if( hd->master )
char_id = hd->master->status.char_id;
if( damage )
md->attacked_id = src->id;
break;
}
case BL_MER:
{
const struct mercenary_data *mer = BL_UCCAST(BL_MER, src);
if( mer->master )
char_id = mer->master->status.char_id;
if( damage )
md->attacked_id = src->id;
break;
}
case BL_PET:
{
const struct pet_data *pd = BL_UCCAST(BL_PET, src);
flag = MDLF_PET;
if( pd->msd )
{
char_id = pd->msd->status.char_id;
if( damage ) //Let mobs retaliate against the pet's master [Skotlex]
md->attacked_id = pd->msd->bl.id;
}
break;
}
case BL_MOB:
{
const struct mob_data *md2 = BL_UCCAST(BL_MOB, src);
if (md2->special_state.ai != AI_NONE && md2->master_id) {
struct map_session_data* msd = map->id2sd(md2->master_id);
if( msd )
char_id = msd->status.char_id;
}
if( !damage )
break;
//Let players decide whether to retaliate versus the master or the mob. [Skotlex]
if( md2->master_id && battle_config.retaliate_to_master )
md->attacked_id = md2->master_id;
else
md->attacked_id = src->id;
break;
}
case BL_ELEM:
{
const struct elemental_data *ele = BL_UCCAST(BL_ELEM, src);
if( ele->master )
char_id = ele->master->status.char_id;
if( damage )
md->attacked_id = src->id;
break;
}
default: //For all unhandled types.
md->attacked_id = src->id;
}
if( char_id )
{ //Log damage...
int i,minpos;
unsigned int mindmg;
for(i=0,minpos=DAMAGELOG_SIZE-1,mindmg=UINT_MAX;idmglog[i].id==char_id &&
md->dmglog[i].flag==flag)
break;
if(md->dmglog[i].id==0) {
//Store data in first empty slot.
md->dmglog[i].id = char_id;
md->dmglog[i].flag= flag;
break;
}
if (md->dmglog[i].dmgdmglog[i].dmg;
}
}
if(idmglog[i].dmg+=damage;
else {
md->dmglog[minpos].id = char_id;
md->dmglog[minpos].flag= flag;
md->dmglog[minpos].dmg = damage;
}
#if (PACKETVER >= 20120404 && PACKETVER < 20131223)
// Show HP bar to all chars who hit the mob (fixes TF_STEAL not showing HP bar right away but only when target leaves/re-enters sight range)
if (battle_config.show_monster_hp_bar != 0 && (md->status.mode & MD_BOSS) == 0) {
struct map_session_data *sd = map->charid2sd(char_id);
if (sd != NULL && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE)) // check if in range
clif->monster_hp_bar(md, sd);
}
#endif
}
return;
}
//Call when a mob has received damage.
static void mob_damage(struct mob_data *md, struct block_list *src, int damage)
{
nullpo_retv(md);
if (damage > 0) { //Store total damage...
if (UINT_MAX - (unsigned int)damage > md->tdmg)
md->tdmg+=damage;
else if (md->tdmg == UINT_MAX)
damage = 0; //Stop recording damage once the cap has been reached.
else { //Cap damage log...
damage = (int)(UINT_MAX - md->tdmg);
md->tdmg = UINT_MAX;
}
if (md->state.aggressive) { //No longer aggressive, change to retaliate AI.
md->state.aggressive = 0;
if(md->state.skillstate== MSS_ANGRY)
md->state.skillstate = MSS_BERSERK;
if(md->state.skillstate== MSS_FOLLOW)
md->state.skillstate = MSS_RUSH;
}
//Log damage
if (src)
mob->log_damage(md, src, damage);
md->dmgtick = timer->gettick();
// Achievements [Smokexyz/Hercules]
if (src != NULL && src->type == BL_PC)
achievement->validate_mob_damage(BL_UCAST(BL_PC, src), damage, false);
}
if (battle_config.show_mob_info&3)
clif->blname_ack(0, &md->bl);
#if PACKETVER >= 20131223
// Resend ZC_NOTIFY_MOVEENTRY to Update the HP
if (battle_config.show_monster_hp_bar)
clif->set_unit_walking(&md->bl, NULL, unit->bl2ud(&md->bl), AREA);
#endif
if (!src)
return;
#if (PACKETVER >= 20120404 && PACKETVER < 20131223)
if (battle_config.show_monster_hp_bar && !(md->status.mode&MD_BOSS)) {
int i;
for(i = 0; i < DAMAGELOG_SIZE; i++){ // must show hp bar to all char who already hit the mob.
if (md->dmglog[i].id) {
struct map_session_data *sd = map->charid2sd(md->dmglog[i].id);
if (sd && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE)) // check if in range
clif->monster_hp_bar(md, sd);
}
}
}
#endif
}
/*==========================================
* Signals death of mob.
* type&1 -> no drops, type&2 -> no exp
*------------------------------------------*/
static int mob_dead(struct mob_data *md, struct block_list *src, int type)
{
struct status_data *mstatus;
struct map_session_data *sd = BL_CAST(BL_PC, src);
struct map_session_data *tmpsd[DAMAGELOG_SIZE] = { NULL };
struct map_session_data *mvp_sd = sd, *second_sd = NULL, *third_sd = NULL;
struct item_data *id = NULL;
struct {
struct party_data *p;
int id,zeny;
unsigned int base_exp,job_exp;
} pt[DAMAGELOG_SIZE] = { { 0 } };
int i, temp, count, m;
int dmgbltypes = 0; // bitfield of all bl types, that caused damage to the mob and are eligible for exp distribution
unsigned int mvp_damage;
int64 tick = timer->gettick();
bool rebirth, homkillonly;
nullpo_retr(3, md);
m = md->bl.m;
mstatus = &md->status;
if( md->guardian_data && md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS )
guild->castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
if( src )
{ // Use Dead skill only if not killed by Script or Command
md->state.skillstate = MSS_DEAD;
mob->skill_use(md,tick,-1);
}
map->freeblock_lock();
if (src != NULL && src->type == BL_MOB)
mob->unlocktarget(BL_UCAST(BL_MOB, src), tick);
// filter out entries not eligible for exp distribution
for(i = 0, count = 0, mvp_damage = 0; i < DAMAGELOG_SIZE && md->dmglog[i].id; i++) {
struct map_session_data* tsd = map->charid2sd(md->dmglog[i].id);
if(tsd == NULL)
continue; // skip empty entries
if(tsd->bl.m != m)
continue; // skip players not on this map
count++; //Only logged into same map chars are counted for the total.
if (pc_isdead(tsd))
continue; // skip dead players
if(md->dmglog[i].flag == MDLF_HOMUN && !homun_alive(tsd->hd))
continue; // skip homunc's share if inactive
if( md->dmglog[i].flag == MDLF_PET && (!tsd->status.pet_id || !tsd->pd) )
continue; // skip pet's share if inactive
if(md->dmglog[i].dmg > mvp_damage) {
third_sd = second_sd;
second_sd = mvp_sd;
mvp_sd = tsd;
mvp_damage = md->dmglog[i].dmg;
}
tmpsd[i] = tsd; // record as valid damage-log entry
switch( md->dmglog[i].flag ) {
case MDLF_NORMAL: dmgbltypes|= BL_PC; break;
case MDLF_HOMUN: dmgbltypes|= BL_HOM; break;
case MDLF_PET: dmgbltypes|= BL_PET; break;
}
}
// determines, if the monster was killed by homunculus' damage only
homkillonly = (bool)( ( dmgbltypes&BL_HOM ) && !( dmgbltypes&~BL_HOM ) );
if (!battle_config.exp_calc_type && count > 1) {
//Apply first-attacker 200% exp share bonus
//TODO: Determine if this should go before calculating the MVP player instead of after.
if (UINT_MAX - md->dmglog[0].dmg > md->tdmg) {
md->tdmg += md->dmglog[0].dmg;
md->dmglog[0].dmg<<=1;
} else {
md->dmglog[0].dmg+= UINT_MAX - md->tdmg;
md->tdmg = UINT_MAX;
}
}
if( !(type&2) //No exp
&& (!map->list[m].flag.pvp || battle_config.pvp_exp) //Pvp no exp rule [MouseJstr]
&& (!md->master_id || md->special_state.ai == AI_NONE) //Only player-summoned mobs do not give exp. [Skotlex]
&& (!map->list[m].flag.nobaseexp || !map->list[m].flag.nojobexp) //Gives Exp
) { //Experience calculation.
int bonus = 100; //Bonus on top of your share (common to all attackers).
int pnum = 0;
if (md->sc.data[SC_RICHMANKIM])
bonus += md->sc.data[SC_RICHMANKIM]->val2;
if(sd) {
temp = status->get_class(&md->bl);
if(sd->sc.data[SC_MIRACLE]) i = 2; //All mobs are Star Targets
else
ARR_FIND(0, MAX_PC_FEELHATE, i, temp == sd->hate_mob[i] &&
(battle_config.allow_skill_without_day || pc->sg_info[i].day_func()));
if(icheckskill(sd,pc->sg_info[i].bless_id)) > 0)
bonus += (i==2?20:10)*temp;
}
if(battle_config.mobs_level_up && md->level > md->db->lv) // [Valaris]
bonus += (md->level-md->db->lv)*battle_config.mobs_level_up_exp_rate;
for(i = 0; i < DAMAGELOG_SIZE && md->dmglog[i].id; i++) {
int flag=1,zeny=0;
unsigned int base_exp, job_exp;
double per; //Your share of the mob's exp
if (!tmpsd[i]) continue;
if (!battle_config.exp_calc_type && md->tdmg)
//jAthena's exp formula based on total damage.
per = (double)md->dmglog[i].dmg/(double)md->tdmg;
else {
//eAthena's exp formula based on max hp.
per = (double)md->dmglog[i].dmg/(double)mstatus->max_hp;
if (per > 2) per = 2; // prevents unlimited exp gain
}
if (count>1 && battle_config.exp_bonus_attacker) {
//Exp bonus per additional attacker.
if (count > battle_config.exp_bonus_max_attacker)
count = battle_config.exp_bonus_max_attacker;
per += per*((count-1)*battle_config.exp_bonus_attacker)/100.;
}
// change experience for different sized monsters [Valaris]
if (battle_config.mob_size_influence) {
switch( md->special_state.size ) {
case SZ_MEDIUM:
per /= 2.;
break;
case SZ_BIG:
per *= 2.;
break;
}
}
if( md->dmglog[i].flag == MDLF_PET )
per *= battle_config.pet_attack_exp_rate/100.;
if(battle_config.zeny_from_mobs && md->level) {
// zeny calculation moblv + random moblv [Valaris]
zeny=(int) ((md->level+rnd()%md->level)*per*bonus/100.);
if(md->db->mexp > 0)
zeny*=rnd()%250;
}
if (map->list[m].flag.nobaseexp || !md->db->base_exp)
base_exp = 0;
else
base_exp = (unsigned int)cap_value(md->db->base_exp * per * bonus/100. * map->list[m].bexp/100., 1, UINT_MAX);
if (map->list[m].flag.nojobexp || !md->db->job_exp || md->dmglog[i].flag == MDLF_HOMUN) //Homun earned job-exp is always lost.
job_exp = 0;
else
job_exp = (unsigned int)cap_value(md->db->job_exp * per * bonus/100. * map->list[m].jexp/100., 1, UINT_MAX);
if ( (temp = tmpsd[i]->status.party_id) > 0 ) {
int j;
for( j = 0; j < pnum && pt[j].id != temp; j++ ); //Locate party.
if( j == pnum ){ //Possibly add party.
pt[pnum].p = party->search(temp);
if(pt[pnum].p && pt[pnum].p->party.exp) {
pt[pnum].id = temp;
pt[pnum].base_exp = base_exp;
pt[pnum].job_exp = job_exp;
pt[pnum].zeny = zeny; // zeny share [Valaris]
pnum++;
flag=0;
}
} else {
//Add to total
if (pt[j].base_exp > UINT_MAX - base_exp)
pt[j].base_exp = UINT_MAX;
else
pt[j].base_exp += base_exp;
if (pt[j].job_exp > UINT_MAX - job_exp)
pt[j].job_exp = UINT_MAX;
else
pt[j].job_exp += job_exp;
pt[j].zeny+=zeny; // zeny share [Valaris]
flag=0;
}
}
if(base_exp && md->dmglog[i].flag == MDLF_HOMUN) //tmpsd[i] is null if it has no homunc.
homun->gainexp(tmpsd[i]->hd, base_exp);
if(flag) {
if(base_exp || job_exp) {
if( md->dmglog[i].flag != MDLF_PET || battle_config.pet_attack_exp_to_master ) {
pc->gainexp(tmpsd[i], &md->bl, base_exp, job_exp, false);
}
}
if(zeny) // zeny from mobs [Valaris]
pc->getzeny(tmpsd[i], zeny, LOG_TYPE_PICKDROP_MONSTER, NULL);
if (!md->special_state.clone && !mob->is_clone(md->class_))
achievement->validate_mob_kill(tmpsd[i], md->db->mob_id); // Achievements [Smokexyz/Hercules]
}
}
for( i = 0; i < pnum; i++ ) //Party share.
party->exp_share(pt[i].p, &md->bl, pt[i].base_exp,pt[i].job_exp,pt[i].zeny);
} //End EXP giving.
if( !(type&1) && !map->list[m].flag.nomobloot && !md->state.rebirth && (
md->special_state.ai == AI_NONE || //Non special mob
battle_config.alchemist_summon_reward == 2 || //All summoned give drops
(md->special_state.ai == AI_SPHERE && battle_config.alchemist_summon_reward == 1) //Marine Sphere Drops items.
) )
{ // Item Drop
struct item_drop_list *dlist = ers_alloc(item_drop_list_ers, struct item_drop_list);
struct item_drop *ditem;
struct item_data* it = NULL;
int drop_rate;
#ifdef RENEWAL_DROP
int drop_modifier = mvp_sd ? pc->level_penalty_mod( md->level - mvp_sd->status.base_level, md->status.race, md->status.mode, 2) :
second_sd ? pc->level_penalty_mod( md->level - second_sd->status.base_level, md->status.race, md->status.mode, 2):
third_sd ? pc->level_penalty_mod( md->level - third_sd->status.base_level, md->status.race, md->status.mode, 2) :
100;/* no player was attached, we don't use any modifier (100 = rates are not touched) */
#endif
dlist->m = md->bl.m;
dlist->x = md->bl.x;
dlist->y = md->bl.y;
dlist->first_charid = (mvp_sd ? mvp_sd->status.char_id : 0);
dlist->second_charid = (second_sd ? second_sd->status.char_id : 0);
dlist->third_charid = (third_sd ? third_sd->status.char_id : 0);
dlist->item = NULL;
for (i = 0; i < MAX_MOB_DROP; i++)
{
if (md->db->dropitem[i].nameid <= 0)
continue;
if ( !(it = itemdb->exists(md->db->dropitem[i].nameid)) )
continue;
drop_rate = md->db->dropitem[i].p;
if (drop_rate <= 0) {
if (battle_config.drop_rate0item)
continue;
drop_rate = 1;
}
// change drops depending on monsters size [Valaris]
if (battle_config.mob_size_influence)
{
if (md->special_state.size == SZ_MEDIUM && drop_rate >= 2)
drop_rate /= 2;
else if( md->special_state.size == SZ_BIG)
drop_rate *= 2;
}
if (src) {
//Drops affected by luk as a fixed increase [Valaris]
if (battle_config.drops_by_luk)
drop_rate += status_get_luk(src)*battle_config.drops_by_luk/100;
//Drops affected by luk as a % increase [Skotlex]
if (battle_config.drops_by_luk2)
drop_rate += (int)(0.5+drop_rate*status_get_luk(src)*battle_config.drops_by_luk2/10000.);
}
if (sd && battle_config.pk_mode &&
md->level - sd->status.base_level >= 20)
drop_rate = (int)(drop_rate*1.25); // pk_mode increase drops if 20 level difference [Valaris]
// Increase drop rate if user has SC_CASH_RECEIVEITEM
if (sd && sd->sc.data[SC_CASH_RECEIVEITEM]) // now rig the drop rate to never be over 90% unless it is originally >90%.
drop_rate = max(drop_rate, cap_value((int)(0.5 + drop_rate * (sd->sc.data[SC_CASH_RECEIVEITEM]->val1) / 100.), 0, 9000));
if (sd && sd->sc.data[SC_OVERLAPEXPUP])
drop_rate = max(drop_rate, cap_value((int)(0.5 + drop_rate * (sd->sc.data[SC_OVERLAPEXPUP]->val2) / 100.), 0, 9000));
#ifdef RENEWAL_DROP
if( drop_modifier != 100 ) {
drop_rate = drop_rate * drop_modifier / 100;
if( drop_rate < 1 )
drop_rate = 1;
}
#endif
if( sd && sd->status.mod_drop != 100 ) {
drop_rate = drop_rate * sd->status.mod_drop / 100;
if( drop_rate < 1 )
drop_rate = 1;
}
// attempt to drop the item
if (rnd() % 10000 >= drop_rate)
continue;
if( mvp_sd && it->type == IT_PETEGG ) {
pet->create_egg(mvp_sd, md->db->dropitem[i].nameid);
continue;
}
ditem = mob->setdropitem(md->db->dropitem[i].nameid, md->db->dropitem[i].options, 1, it);
// Official Drop Announce [Jedzkie]
if (mvp_sd != NULL) {
if ((id = itemdb->search(it->nameid)) != NULL && id->flag.drop_announce) {
clif->item_drop_announce(mvp_sd, it->nameid, md->name);
}
}
// Announce first, or else ditem will be freed. [Lance]
// By popular demand, use base drop rate for autoloot code. [Skotlex]
mob->item_drop(md, dlist, ditem, 0, battle_config.autoloot_adjust ? drop_rate : md->db->dropitem[i].p, homkillonly);
}
// Ore Discovery [Celest]
if (sd == mvp_sd && pc->checkskill(sd,BS_FINDINGORE) > 0) {
if( (temp = itemdb->chain_item(itemdb->chain_cache[ECC_ORE],&i)) ) {
ditem = mob->setdropitem(temp, NULL, 1, NULL);
mob->item_drop(md, dlist, ditem, 0, i, homkillonly);
}
}
if(sd) {
// process script-granted extra drop bonuses
int itemid = 0;
for (i = 0; i < ARRAYLENGTH(sd->add_drop) && (sd->add_drop[i].id != 0 || sd->add_drop[i].is_group); i++)
{
if ( sd->add_drop[i].race == -md->class_ ||
( sd->add_drop[i].race > 0 && (
sd->add_drop[i].race & map->race_id2mask(mstatus->race) ||
sd->add_drop[i].race & map->race_id2mask((mstatus->mode&MD_BOSS) ? RC_BOSS : RC_NONBOSS)
)))
{
//check if the bonus item drop rate should be multiplied with mob level/10 [Lupus]
if(sd->add_drop[i].rate < 0) {
//it's negative, then it should be multiplied. e.g. for Mimic,Myst Case Cards, etc
// rate = base_rate * (mob_level/10) + 1
drop_rate = -sd->add_drop[i].rate*(md->level/10)+1;
drop_rate = cap_value(drop_rate, battle_config.item_drop_adddrop_min, battle_config.item_drop_adddrop_max);
if (drop_rate > 10000) drop_rate = 10000;
}
else
//it's positive, then it goes as it is
drop_rate = sd->add_drop[i].rate;
if (rnd()%10000 >= drop_rate)
continue;
itemid = (!sd->add_drop[i].is_group) ? sd->add_drop[i].id : itemdb->chain_item(sd->add_drop[i].id, &drop_rate);
if( itemid )
mob->item_drop(md, dlist, mob->setdropitem(itemid, NULL, 1, NULL), 0, drop_rate, homkillonly);
}
}
// process script-granted zeny bonus (get_zeny_num) [Skotlex]
if( sd->bonus.get_zeny_num && rnd()%100 < sd->bonus.get_zeny_rate ) {
i = sd->bonus.get_zeny_num > 0 ? sd->bonus.get_zeny_num : -md->level * sd->bonus.get_zeny_num;
if (!i) i = 1;
pc->getzeny(sd, 1+rnd()%i, LOG_TYPE_PICKDROP_MONSTER, NULL);
}
}
// process items looted by the mob
if(md->lootitem) {
for(i = 0; i < md->lootitem_count; i++)
mob->item_drop(md, dlist, mob->setlootitem(&md->lootitem[i]), 1, 10000, homkillonly);
}
if (dlist->item) //There are drop items.
timer->add(tick + (!battle_config.delay_battle_damage?500:0), mob->delay_item_drop, 0, (intptr_t)dlist);
else //No drops
ers_free(item_drop_list_ers, dlist);
} else if (md->lootitem && md->lootitem_count) {
//Loot MUST drop!
struct item_drop_list *dlist = ers_alloc(item_drop_list_ers, struct item_drop_list);
dlist->m = md->bl.m;
dlist->x = md->bl.x;
dlist->y = md->bl.y;
dlist->first_charid = (mvp_sd ? mvp_sd->status.char_id : 0);
dlist->second_charid = (second_sd ? second_sd->status.char_id : 0);
dlist->third_charid = (third_sd ? third_sd->status.char_id : 0);
dlist->item = NULL;
for(i = 0; i < md->lootitem_count; i++)
mob->item_drop(md, dlist, mob->setlootitem(&md->lootitem[i]), 1, 10000, homkillonly);
timer->add(tick + (!battle_config.delay_battle_damage?500:0), mob->delay_item_drop, 0, (intptr_t)dlist);
}
if(mvp_sd && md->db->mexp > 0 && md->special_state.ai == AI_NONE) {
int log_mvp[2] = {0};
unsigned int mexp;
int64 exp;
//mapflag: noexp check [Lorky]
if (map->list[m].flag.nobaseexp || type&2) {
exp = 1;
} else {
exp = md->db->mexp;
if (count > 1)
exp += apply_percentrate64(exp, battle_config.exp_bonus_attacker * (count-1), 100); //[Gengar]
}
mexp = (unsigned int)cap_value(exp, 1, UINT_MAX);
clif->mvp_effect(mvp_sd);
clif->mvp_exp(mvp_sd,mexp);
pc->gainexp(mvp_sd, &md->bl, mexp,0, false);
log_mvp[1] = mexp;
if (!(map->list[m].flag.nomvploot || type&1)) {
/* pose them randomly in the list -- so on 100% drop servers it wont always drop the same item */
struct mob_drop mdrop[MAX_MVP_DROP] = { { 0 } };
for (i = 0; i < MAX_MVP_DROP; i++) {
int rpos;
if (md->db->mvpitem[i].nameid == 0)
continue;
do {
rpos = rnd()%MAX_MVP_DROP;
} while (mdrop[rpos].nameid != 0);
mdrop[rpos].nameid = md->db->mvpitem[i].nameid;
mdrop[rpos].p = md->db->mvpitem[i].p;
mdrop[rpos].options = md->db->mvpitem[i].options;
}
for (i = 0; i < MAX_MVP_DROP; i++) {
struct item_data *data = NULL;
int rate = 0;
if (mdrop[i].nameid <= 0)
continue;
if ((data = itemdb->exists(mdrop[i].nameid)) == NULL)
continue;
rate = mdrop[i].p;
if (rate <= 0 && !battle_config.drop_rate0item)
rate = 1;
if (rate > rnd()%10000) {
struct item item = { 0 };
item.nameid = mdrop[i].nameid;
item.identify = itemdb->isidentified2(data);
if (mdrop[i].options != NULL)
mob->setdropitem_options(&item, mdrop[i].options);
clif->mvp_item(mvp_sd, item.nameid);
log_mvp[0] = item.nameid;
if((temp = pc->additem(mvp_sd,&item,1,LOG_TYPE_PICKDROP_PLAYER)) != 0) {
clif->additem(mvp_sd,0,0,temp);
map->addflooritem(&md->bl, &item, 1, mvp_sd->bl.m, mvp_sd->bl.x, mvp_sd->bl.y, mvp_sd->status.char_id, (second_sd?second_sd->status.char_id : 0), (third_sd ? third_sd->status.char_id : 0), 1, true);
}
//Logs items, MVP prizes [Lupus]
logs->pick_mob(md, LOG_TYPE_MVP, -1, &item, data);
break;
}
}
}
logs->mvpdrop(mvp_sd, md->class_, log_mvp);
}
if (type&2 && !sd && md->class_ == MOBID_EMPELIUM && md->guardian_data) {
//Emperium destroyed by script. Discard mvp character. [Skotlex]
mvp_sd = NULL;
}
rebirth = ( md->sc.data[SC_KAIZEL] || (md->sc.data[SC_REBIRTH] && !md->state.rebirth) );
if( !rebirth ) { // Only trigger event on final kill
md->status.hp = 0; //So that npc_event invoked functions KNOW that mob is dead
if( src ) {
switch( src->type ) {
case BL_PET: sd = BL_UCAST(BL_PET, src)->msd; break;
case BL_HOM: sd = BL_UCAST(BL_HOM, src)->master; break;
case BL_MER: sd = BL_UCAST(BL_MER, src)->master; break;
case BL_ELEM: sd = BL_UCAST(BL_ELEM, src)->master; break;
}
}
if( sd ) {
if( sd->mission_mobid == md->class_) { //TK_MISSION [Skotlex]
if (++sd->mission_count >= 100 && (temp = mob->get_random_id(0, 0xE, sd->status.base_level)) != 0) {
pc->addfame(sd, RANKTYPE_TAEKWON, 1);
sd->mission_mobid = temp;
pc_setglobalreg(sd,script->add_variable("TK_MISSION_ID"), temp);
sd->mission_count = 0;
clif->mission_info(sd, temp, 0);
}
pc_setglobalreg(sd,script->add_variable("TK_MISSION_COUNT"), sd->mission_count);
}
if( sd->status.party_id )
map->foreachinrange(quest->update_objective_sub,&md->bl,AREA_SIZE,BL_PC,sd->status.party_id,md->class_);
else if( sd->avail_quests )
quest->update_objective(sd, md->class_);
if( sd->md && src && src->type != BL_HOM && mob->db(md->class_)->lv > sd->status.base_level/2 )
mercenary->kills(sd->md);
}
if( md->npc_event[0] && !md->state.npc_killmonster ) {
if( sd && battle_config.mob_npc_event_type ) {
pc->setparam(sd, SP_KILLERRID, sd->bl.id);
npc->event(sd,md->npc_event,0);
} else if( mvp_sd ) {
pc->setparam(mvp_sd, SP_KILLERRID, sd?sd->bl.id:0);
npc->event(mvp_sd,md->npc_event,0);
} else
npc->event_do(md->npc_event);
} else if( mvp_sd && !md->state.npc_killmonster ) {
pc->setparam(mvp_sd, SP_KILLEDRID, md->class_);
npc->script_event(mvp_sd, NPCE_KILLNPC); // PCKillNPC [Lance]
}
md->status.hp = 1;
}
if(md->deletetimer != INVALID_TIMER) {
timer->delete(md->deletetimer,mob->timer_delete);
md->deletetimer = INVALID_TIMER;
}
/**
* Only loops if necessary (e.g. a poring would never need to loop)
**/
if( md->can_summon )
mob->deleteslave(md);
map->freeblock_unlock();
if( !rebirth ) {
if (pc->db_checkid(md->vd->class)) {
// Player mobs are not removed automatically by the client.
/* first we set them dead, then we delay the out sight effect */
clif->clearunit_area(&md->bl,CLR_DEAD);
clif->clearunit_delayed(&md->bl, CLR_OUTSIGHT,tick+3000);
} else
/**
* We give the client some time to breath and this allows it to display anything it'd like with the dead corpose
* For example, this delay allows it to display soul drain effect
**/
clif->clearunit_delayed(&md->bl, CLR_DEAD, tick+250);
}
if(!md->spawn) //Tell status->damage to remove it from memory.
return 5; // Note: Actually, it's 4. Oh well...
// MvP tomb [GreenBox]
if (battle_config.mvp_tomb_enabled && md->spawn->state.boss == BTYPE_MVP && map->list[md->bl.m].flag.notomb != 1)
mob->mvptomb_create(md, mvp_sd ? mvp_sd->status.name : NULL, time(NULL));
if( !rebirth ) {
status->change_clear(&md->bl,1);
mob->setdelayspawn(md); //Set respawning.
}
return 3; //Remove from map.
}
static void mob_revive(struct mob_data *md, unsigned int hp)
{
int64 tick = timer->gettick();
nullpo_retv(md);
md->state.skillstate = MSS_IDLE;
md->last_thinktime = tick;
md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME;
md->last_linktime = tick;
md->last_pcneartime = 0;
memset(md->dmglog, 0, sizeof(md->dmglog)); // Reset the damage done on the rebirthed monster, otherwise will grant full exp + damage done. [Valaris]
md->tdmg = 0;
if (!md->bl.prev)
map->addblock(&md->bl);
clif->spawn(&md->bl);
skill->unit_move(&md->bl,tick,1);
mob->skill_use(md, tick, MSC_SPAWN);
if (battle_config.show_mob_info&3)
clif->blname_ack(0, &md->bl);
}
static int mob_guardian_guildchange(struct mob_data *md)
{
struct guild *g;
nullpo_ret(md);
if (!md->guardian_data)
return 0;
if (md->guardian_data->castle->guild_id == 0) {
//Castle with no owner? Delete the guardians.
if (md->class_ == MOBID_EMPELIUM) {
//But don't delete the emperium, just clear it's guild-data
md->guardian_data->g = NULL;
} else {
if (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);
unit->free(&md->bl,CLR_OUTSIGHT); //Remove guardian.
}
return 0;
}
g = guild->search(md->guardian_data->castle->guild_id);
if (g == NULL) {
//Properly remove guardian info from Castle data.
ShowError("mob_guardian_guildchange: New Guild (id %d) does not exists!\n", md->guardian_data->castle->guild_id);
if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS)
guild->castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number, 0);
unit->free(&md->bl,CLR_OUTSIGHT);
return 0;
}
md->guardian_data->g = g;
return 1;
}
/*==========================================
* Pick a random class for the mob
*------------------------------------------*/
static int mob_random_class(int *value, size_t count)
{
nullpo_ret(value);
// no count specified, look into the array manually, but take only max 5 elements
if (count < 1) {
count = 0;
while(count < 5 && mob->db_checkid(value[count])) count++;
if(count < 1) // nothing found
return 0;
} else {
// check if at least the first value is valid
if(mob->db_checkid(value[0]) == 0)
return 0;
}
//Pick a random value, hoping it exists. [Skotlex]
return mob->db_checkid(value[rnd()%count]);
}
/*==========================================
* Change mob base class
*------------------------------------------*/
static int mob_class_change(struct mob_data *md, int class_)
{
int64 tick = timer->gettick(), c = 0;
int i, hp_rate;
nullpo_ret(md);
if (md->bl.prev == NULL)
return 0;
// Disable class changing for some targets...
if (md->guardian_data)
return 0; // Guardians/Emperium
if (mob_is_treasure(md))
return 0; // Treasure Boxes
if (md->special_state.ai > AI_ATTACK)
return 0; // Marine Spheres and Floras.
if (mob->is_clone(md->class_))
return 0; // Clones
if (md->class_ == class_)
return 0; // Nothing to change.
hp_rate = get_percentage(md->status.hp, md->status.max_hp);
md->class_ = class_;
md->db = mob->db(class_);
if (battle_config.override_mob_names == 1)
memcpy(md->name, md->db->name, NAME_LENGTH);
else
memcpy(md->name, md->db->jname, NAME_LENGTH);
mob_stop_attack(md);
mob_stop_walking(md, STOPWALKING_FLAG_NONE);
unit->skillcastcancel(&md->bl, 0);
status->set_viewdata(&md->bl, class_);
clif->class_change(&md->bl, md->vd->class, 1, NULL);
status_calc_mob(md, SCO_FIRST);
md->ud.state.speed_changed = 1; //Speed change update.
if (battle_config.monster_class_change_recover) {
memset(md->dmglog, 0, sizeof(md->dmglog));
md->tdmg = 0;
} else {
md->status.hp = md->status.max_hp*hp_rate/100;
if(md->status.hp < 1) md->status.hp = 1;
}
for(i=0,c=tick-MOB_MAX_DELAY;iskilldelay[i] = c;
if(md->lootitem == NULL && md->db->status.mode&MD_LOOTER)
md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
//Targets should be cleared no morph
md->target_id = md->attacked_id = 0;
//Need to update name display.
clif->blname_ack(0, &md->bl);
status_change_end(&md->bl,SC_KEEPING,INVALID_TIMER);
return 0;
}
/*==========================================
* mob heal, update display hp info of mob for players
*------------------------------------------*/
static void mob_heal(struct mob_data *md, unsigned int heal)
{
nullpo_retv(md);
if (battle_config.show_mob_info&3)
clif->blname_ack(0, &md->bl);
#if PACKETVER >= 20131223
// Resend ZC_NOTIFY_MOVEENTRY to Update the HP
if (battle_config.show_monster_hp_bar)
clif->set_unit_walking(&md->bl, NULL, unit->bl2ud(&md->bl), AREA);
#endif
#if (PACKETVER >= 20120404 && PACKETVER < 20131223)
if (battle_config.show_monster_hp_bar && !(md->status.mode&MD_BOSS)) {
int i;
for(i = 0; i < DAMAGELOG_SIZE; i++){ // must show hp bar to all char who already hit the mob.
if (md->dmglog[i].id) {
struct map_session_data *sd = map->charid2sd(md->dmglog[i].id);
if (sd && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE)) // check if in range
clif->monster_hp_bar(md, sd);
}
}
}
#endif
}
/*==========================================
* Added by RoVeRT
*------------------------------------------*/
static int mob_warpslave_sub(struct block_list *bl, va_list ap)
{
struct mob_data *md = NULL;
struct block_list *master;
short x,y,range=0;
master = va_arg(ap, struct block_list*);
range = va_arg(ap, int);
nullpo_ret(bl);
nullpo_ret(master);
Assert_ret(bl->type == BL_MOB);
md = BL_UCAST(BL_MOB, bl);
if(md->master_id!=master->id)
return 0;
map->search_freecell(master, 0, &x, &y, range, range, 0);
unit->warp(&md->bl, master->m, x, y,CLR_TELEPORT);
return 1;
}
/*==========================================
* Added by RoVeRT
* Warps slaves. Range is the area around the master that they can
* appear in randomly.
*------------------------------------------*/
static int mob_warpslave(struct block_list *bl, int range)
{
nullpo_ret(bl);
if (range < 1)
range = 1; //Min range needed to avoid crashes and stuff. [Skotlex]
return map->foreachinmap(mob->warpslave_sub, bl->m, BL_MOB, bl, range);
}
/*==========================================
* Counts slave sub, currently checking if mob master is the given ID.
*------------------------------------------*/
static int mob_countslave_sub(struct block_list *bl, va_list ap)
{
int id = va_arg(ap, int);
struct mob_data *md = NULL;
nullpo_ret(bl);
Assert_ret(bl->type == BL_MOB);
md = BL_UCAST(BL_MOB, bl);
if (md->master_id == id)
return 1;
return 0;
}
/*==========================================
* Counts the number of slaves a mob has on the map.
*------------------------------------------*/
static int mob_countslave(struct block_list *bl)
{
nullpo_ret(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.
*
* @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)
{
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;
data.y = md2->bl.y;
data.num = 1;
data.state.size = md2->special_state.size;
data.state.ai = md2->special_state.ai;
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;
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.
}
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 (; k < amount; k++) {
data.class_ = value[k % count]; /// Summon slaves in round-robin fashion. [Skotlex]
if (mob->db_checkid(data.class_) == 0)
continue;
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 {
data.x = md2->bl.x;
data.y = md2->bl.y;
}
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) == 0)
continue;
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 > 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 > 0 && md->master_id > 0) {
switch (battle_config.slaves_inherit_mode) {
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) == 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) == 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);
break;
}
}
clif->skill_nodamage(&md->bl, &md->bl, skill_id, amount, 1);
}
return 1;
}
/*==========================================
* MOBskill lookup (get skillindex through skill_id)
* Returns INDEX_NOT_FOUND if not found.
*------------------------------------------*/
static int mob_skill_id2skill_idx(int class_, uint16 skill_id)
{
int i, max = mob->db(class_)->maxskill;
struct mob_skill *ms=mob->db(class_)->skill;
if (ms == NULL)
return INDEX_NOT_FOUND;
ARR_FIND(0, max, i, ms[i].skill_id == skill_id);
if (i == max)
return INDEX_NOT_FOUND;
return i;
}
/*==========================================
* Friendly Mob whose HP is decreasing by a nearby MOB is looked for.
*------------------------------------------*/
static int mob_getfriendhprate_sub(struct block_list *bl, va_list ap)
{
int min_rate, max_rate,rate;
struct block_list **fr;
struct mob_data *md;
md = va_arg(ap,struct mob_data *);
nullpo_ret(bl);
nullpo_ret(md);
min_rate=va_arg(ap,int);
max_rate=va_arg(ap,int);
fr=va_arg(ap,struct block_list **);
if( md->bl.id == bl->id && !(battle_config.mob_ai&0x10))
return 0;
if ((*fr) != NULL) //A friend was already found.
return 0;
if (battle->check_target(&md->bl,bl,BCT_ENEMY)>0)
return 0;
rate = get_percentage(status_get_hp(bl), status_get_max_hp(bl));
if (rate >= min_rate && rate <= max_rate)
(*fr) = bl;
return 1;
}
static struct block_list *mob_getfriendhprate(struct mob_data *md, int min_rate, int max_rate)
{
struct block_list *fr=NULL;
int type = BL_MOB;
nullpo_retr(NULL, md);
if (md->special_state.ai != AI_NONE) //Summoned creatures. [Skotlex]
type = BL_PC;
map->foreachinrange(mob->getfriendhprate_sub, &md->bl, 8, type,md,min_rate,max_rate,&fr);
return fr;
}
/*==========================================
* Check hp rate of its master
*------------------------------------------*/
static struct block_list *mob_getmasterhpltmaxrate(struct mob_data *md, int rate)
{
if( md && md->master_id > 0 ) {
struct block_list *bl = map->id2bl(md->master_id);
if( bl && get_percentage(status_get_hp(bl), status_get_max_hp(bl)) < rate )
return bl;
}
return NULL;
}
/**
* Checks if the passed monster/character meets the passed status change requirements
* and returns it by reference parameter on success.
*
* @param bl The monster/character to check.
* @param ap List of arguments. (Source monster, MSC_* flag, SC_* flag, reference bl.)
* @return Always 0.
*
**/
static int mob_getfriendstatus_sub(struct block_list *bl, va_list ap)
{
nullpo_ret(bl);
struct mob_data *md = va_arg(ap, struct mob_data *);
nullpo_ret(md);
if (md->bl.id == bl->id && (battle_config.mob_ai & 0x10) == 0)
return 0;
if (battle->check_target(&md->bl, bl, BCT_ENEMY) > 0)
return 0;
int cond1 = va_arg(ap, int);
int cond2 = va_arg(ap, int);
struct block_list **fr = va_arg(ap, struct block_list **);
if ((*fr) != NULL) // A friend was already found.
return 0;
int flag = 0;
struct status_change *sc = status->get_sc(bl);
if (cond2 == -1) { // Check for any of the common status alignments.
for (int i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++) {
if ((flag = (sc->data[i] != NULL)) != 0) // Once an effect was found, break out. [Skotlex]
break;
}
} else {
flag = (sc->data[cond2] != NULL);
}
if ((flag ^ (cond1 == MSC_FRIENDSTATUSOFF)) != 0)
(*fr) = bl;
return 0;
}
/**
* Gets a random monster/character within a range of 8 cells around md.
* If md is summoned (no monster slave!) a character is picker, otherwise a monster.
*
* @param md The monster which tries to cast a skill.
* @param cond1 Whether to check for active or inactive status change. (MSC_FRIENDSTATUSON/MSC_FRIENDSTATUSOFF)
* @param cond2 The status change (SC_* flag) to check.
* @return A randomly picked monster/character within range.
*
**/
static struct block_list *mob_getfriendstatus(struct mob_data *md, int cond1, int cond2)
{
nullpo_ret(md);
int type = (md->special_state.ai != AI_NONE) ? BL_PC : BL_MOB;
struct block_list *fr = NULL;
map->foreachinrange(mob->getfriendstatus_sub, &md->bl, 8, type, md, cond1, cond2, &fr);
return fr;
}
/**
* Checks if skill cast condition in fulfilled and executes the skill in case of success.
*
* @param md The monster which tries to cast a skill.
* @param tick The timestamp of skill execution.
* @param event The MSC_* flag which triggered the skill execution. (-1 for non-event skill conditions.)
* @return 0 on success, 1 on failure.
*
**/
static int mob_skill_use(struct mob_data *md, int64 tick, int event)
{
nullpo_ret(md);
struct mob_skill *ms = md->db->skill;
nullpo_ret(ms);
if (battle_config.mob_skill_rate == 0 || md->ud.skilltimer != INVALID_TIMER || md->db->maxskill == 0)
return 1;
if (event == -1 && DIFF_TICK(md->ud.canact_tick, tick) > 0)
return 1; // Skill act delay only affects non-event skill conditions.
// Pick a starting position and loop from that.
int skill_idx = ((battle_config.mob_ai & 0x100) != 0) ? rnd() % md->db->maxskill : 0;
for (int i = 0; i < md->db->maxskill; skill_idx++, i++) {
if (skill_idx == md->db->maxskill)
skill_idx = 0;
if (DIFF_TICK(tick, md->skilldelay[skill_idx]) < ms[skill_idx].delay)
continue;
enum MobSkillState state = ms[skill_idx].state;
if (state != md->state.skillstate) {
bool state_dead = (md->state.skillstate == MSS_DEAD);
bool any_target = (state == MSS_ANYTARGET && md->target_id != 0 && md->state.skillstate != MSS_LOOT);
// MSS_ANYTARGET works with any state as long as there's a target. [Skotlex]
if (state_dead || (state != MSS_ANY && !any_target))
continue;
}
if (rnd() % 10000 > ms[skill_idx].permillage)
continue;
int cast_cond = ms[skill_idx].cond1;
int cond_data = ms[skill_idx].cond2;
int flag = 0;
struct block_list *fbl = NULL; // Friend bl, which can either be a BL_PC or BL_MOB depending on the situation. [Skotlex]
if (cast_cond == event) {
flag = 1; // Trigger skill.
} else if (cast_cond == MSC_SKILLUSED) {
flag = ((event & 0xFFFF) == MSC_SKILLUSED && ((event >> 16) == cond_data || cond_data == 0));
} else if (event == -1) {
// Avoid entering on defined events to avoid "hyper-active skill use" due to the overflow of calls to this function in battle.
switch (cast_cond) {
case MSC_ALWAYS:
flag = 1;
break;
case MSC_MYHPLTMAXRATE: // HP <= x%
flag = get_percentage(md->status.hp, md->status.max_hp);
flag = (flag <= cond_data);
break;
case MSC_MYHPINRATE: // HP >= x% && HP <= y%
flag = get_percentage(md->status.hp, md->status.max_hp);
flag = (flag >= cond_data && flag <= ms[skill_idx].val[0]);
break;
case MSC_MYSTATUSON: // Status change x is active.
case MSC_MYSTATUSOFF: // Status change x is inactive.
if (cond_data == -1) { // Check for any of the common status alignments.
for (int j = SC_COMMON_MIN; j <= SC_COMMON_MAX; j++) {
if ((flag = (md->sc.data[j] != NULL)) != 0)
break;
}
} else {
flag = (md->sc.data[cond_data] != NULL);
}
flag ^= (cast_cond == MSC_MYSTATUSOFF);
break;
case MSC_FRIENDHPLTMAXRATE: // FriendHP <= x%
flag = ((fbl = mob->getfriendhprate(md, 0, cond_data)) != NULL);
break;
case MSC_FRIENDHPINRATE: // FriendHP >= x% && FriendHP <= y%
flag = ((fbl = mob->getfriendhprate(md, cond_data, ms[skill_idx].val[0])) != NULL);
break;
case MSC_FRIENDSTATUSON: // Friend's status change x is active.
case MSC_FRIENDSTATUSOFF: // Friend's status change x is inactive.
flag = ((fbl = mob->getfriendstatus(md, cast_cond, cond_data)) != NULL);
break;
case MSC_SLAVELT: // Monster has less than x active slaves.
flag = (mob->countslave(&md->bl) < cond_data);
break;
case MSC_ATTACKPCGT: // Monster is attacked by more than x units.
flag = (unit->counttargeted(&md->bl) > cond_data);
break;
case MSC_SLAVELE: // Monster has x or less active slaves.
flag = (mob->countslave(&md->bl) <= cond_data);
break;
case MSC_ATTACKPCGE: // Monster is attacked by x or more units.
flag = (unit->counttargeted(&md->bl) >= cond_data);
break;
case MSC_AFTERSKILL: // Monster used skill x, or any skill if x is 0.
flag = (md->ud.skill_id == cond_data || cond_data == 0);
break;
case MSC_RUDEATTACKED: // Monster was rude attacked RUDE_ATTACKED_COUNT or more times.
flag = (md->state.attacked_count >= RUDE_ATTACKED_COUNT);
// Rude attacked count should be reset after the skill condition is met. Thanks to Komurka [Skotlex]
if (flag)
md->state.attacked_count = 0;
break;
case MSC_MASTERHPLTMAXRATE: // MasterHP < x%
flag = ((fbl = mob->getmasterhpltmaxrate(md, cond_data)) != NULL);
break;
case MSC_MASTERATTACKED: // Monster's master is under attack.
flag = (md->master_id > 0 && (fbl = map->id2bl(md->master_id)) != NULL);
flag = (fbl != NULL && unit->counttargeted(fbl) > 0);
break;
case MSC_ALCHEMIST: // Monster was summoned by an Alchemist.
flag = (md->state.alchemist != 0);
break;
}
}
if (flag == 0) // Skill cast condition not fulfilled.
continue;
// Execute skill.
if (skill->get_casttype(ms[skill_idx].skill_id) == CAST_GROUND) { // Ground skill.
int target_type = ms[skill_idx].target;
int skill_range = skill->get_range2(&md->bl, ms[skill_idx].skill_id, ms[skill_idx].skill_lv);
struct block_list *bl;
switch (target_type) {
case MST_RANDOM: // Pick a random enemy within skill range. Skill center is monster position.
bl = battle->get_enemy(&md->bl, DEFAULT_ENEMY_TYPE(md), skill_range);
break;
case MST_TARGET: // Monster's current target is within skill range. Skill center is monster position.
case MST_AROUND5: // Monster's current target is within skill range. Skill center is a random cell within a range of 1.
case MST_AROUND6: // Monster's current target is within skill range. Skill center is a random cell within a range of 2.
case MST_AROUND7: // Monster's current target is within skill range. Skill center is a random cell within a range of 3.
case MST_AROUND8: // Monster's current target is within skill range. Skill center is a random cell within a range of 4.
bl = map->id2bl(md->target_id);
break;
case MST_MASTER: // Monster's master is within skill range. Skill center is monster position.
// If monster has no master, use the monster as target,
bl = (md->master_id != 0) ? map->id2bl(md->master_id) : &md->bl;
if (bl != NULL)
break;
// If monster has a master but master wasn't found, try a friend.
FALLTHROUGH
case MST_FRIEND: // Monster's friend is within skill range. Skill center is monster position.
bl = (fbl != NULL) ? fbl : &md->bl;
break;
default: // Monster is within skill range. Skill center is monster position.
bl = &md->bl;
break;
}
if (bl == NULL) // No target found.
continue;
short x = bl->x;
short y = bl->y;
// Find a target cell.
if (target_type >= MST_AROUND5 && target_type <= MST_AROUND) {
int range = target_type - ((target_type >= MST_AROUND1) ? MST_AROUND1 : MST_AROUND5) + 1;
map->search_freecell(&md->bl, md->bl.m, &x, &y, range, range, 3);
}
md->skill_idx = skill_idx;
map->freeblock_lock();
uint16 sk_id = ms[skill_idx].skill_id;
uint16 sk_lv = ms[skill_idx].skill_lv;
int casttime = ms[skill_idx].casttime;
short cancel = ms[skill_idx].cancel;
if (!battle->check_range(&md->bl, bl, skill_range)
|| unit->skilluse_pos2(&md->bl, x, y, sk_id, sk_lv, casttime, cancel) == 0) {
map->freeblock_unlock();
continue;
}
} else { // Targeted skill.
int skill_range = skill->get_range2(&md->bl, ms[skill_idx].skill_id, ms[skill_idx].skill_lv);
struct block_list *bl;
switch (ms[skill_idx].target) {
case MST_RANDOM: // Pick a random enemy within skill range.
bl = battle->get_enemy(&md->bl, DEFAULT_ENEMY_TYPE(md), skill_range);
break;
case MST_TARGET: // Monster's current target is within skill range.
bl = map->id2bl(md->target_id);
break;
case MST_MASTER: // Monster's master is within skill range.
// If monster has no master, use the monster as target,
bl = (md->master_id != 0) ? map->id2bl(md->master_id) : &md->bl;
if (bl != NULL)
break;
// If monster has a master but master wasn't found, try a friend.
FALLTHROUGH
case MST_FRIEND: // Monster's friend is within skill range.
bl = (fbl != NULL) ? fbl : &md->bl;
break;
default: // Monster is within skill range.
bl = &md->bl;
break;
}
if (bl == NULL) // No target found.
continue;
md->skill_idx = skill_idx;
map->freeblock_lock();
uint16 sk_id = ms[skill_idx].skill_id;
uint16 sk_lv = ms[skill_idx].skill_lv;
int casttime = ms[skill_idx].casttime;
short cancel = ms[skill_idx].cancel;
if (!battle->check_range(&md->bl, bl, skill_range)
|| unit->skilluse_id2(&md->bl, bl->id, sk_id, sk_lv, casttime, cancel) == 0) {
map->freeblock_unlock();
continue;
}
}
// Skill used.
if (ms[skill_idx].msg_id != 0) { // Display color message. [SnakeDrak]
char temp[CHAT_SIZE_MAX];
char name[NAME_LENGTH];
struct mob_chat *mc = mob->chat(ms[skill_idx].msg_id);
snprintf(name, sizeof(name), "%s", md->name);
strtok(name, "#"); // Discard extra name identifier if present. [Daegaladh]
safesnprintf(temp, sizeof(temp), "%s : %s", name, mc->msg);
clif->messagecolor(&md->bl, mc->color, temp);
}
if ((battle_config.mob_ai & 0x200) == 0) { // Pass on delay to same skill.
for (int j = 0; j < md->db->maxskill; j++) {
if (md->db->skill[j].skill_id == ms[skill_idx].skill_id)
md->skilldelay[j] = tick;
}
} else {
md->skilldelay[skill_idx] = tick;
}
map->freeblock_unlock();
return 0;
}
// No skill was used.
md->skill_idx = -1;
return 1;
}
/*==========================================
* Skill use event processing
*------------------------------------------*/
static int mobskill_event(struct mob_data *md, struct block_list *src, int64 tick, int flag)
{
int target_id, res = 0;
nullpo_ret(md);
nullpo_ret(src);
if(md->bl.prev == NULL || md->status.hp <= 0)
return 1;
if (md->special_state.ai == AI_SPHERE) {//LOne WOlf explained that ANYONE can trigger the marine countdown skill. [Skotlex]
md->state.alchemist = 1;
return mob->skill_use(md, timer->gettick(), MSC_ALCHEMIST);
}
target_id = md->target_id;
if (!target_id || battle_config.mob_changetarget_byskill)
md->target_id = src->id;
if (flag == -1)
res = mob->skill_use(md, tick, MSC_CASTTARGETED);
else if ((flag&0xffff) == MSC_SKILLUSED)
res = mob->skill_use(md, tick, flag);
else if (flag&BF_SHORT)
res = mob->skill_use(md, tick, MSC_CLOSEDATTACKED);
else if (flag&BF_LONG && !(flag&BF_MAGIC)) //Long-attacked should not include magic.
res = mob->skill_use(md, tick, MSC_LONGRANGEATTACKED);
else if ((flag & BF_MAGIC) != 0)
res = mob->skill_use(md, tick, MSC_MAGICATTACKED);
if (res != 0)
//Restore previous target only if skill condition failed to trigger. [Skotlex]
md->target_id = target_id;
//Otherwise check if the target is an enemy, and unlock if needed.
else if (battle->check_target(&md->bl, src, BCT_ENEMY) <= 0)
md->target_id = target_id;
return res;
}
// Player cloned mobs. [Valaris]
static int mob_is_clone(int class_)
{
if(class_ < MOB_CLONE_START || class_ > MOB_CLONE_END)
return 0;
if (mob->db(class_) == mob->dummy)
return 0;
return class_;
}
/**
* 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)
{
nullpo_ret(sd);
if (pc_isdead(sd) && master_id != 0 && flag == 1)
return 0;
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;
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);
db->dmg_taken_rate = 100;
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 > 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.
mstatus->mode = mode;
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;
const int fd = sd->fd;
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;
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)
continue;
/// 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, sd->status.skill[idx].lv, 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) == 0)
continue;
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
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) == 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) == 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)
mob_skills[i].permillage = 5000; /// Higher skill rate usage for heal.
else if (skill_id == ALL_RESURRECTION)
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;
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:
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;
}
}
mob_skills[i].permillage = mob_skills[i].permillage * battle_config.mob_skill_rate / 100;
mob_skills[i].delay = mob_skills[i].delay * battle_config.mob_skill_delay / 100;
db->maxskill = ++i;
}
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);
if (md == NULL)
return 0; /// Failed?
md->special_state.clone = 1;
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;
}
static int mob_clone_delete(struct mob_data *md)
{
int class_;
nullpo_ret(md);
class_ = md->class_;
if (class_ >= MOB_CLONE_START && class_ < MOB_CLONE_END
&& mob->db_data[class_]!=NULL) {
mob->destroy_mob_db(class_);
//Clear references to the db
md->db = mob->dummy;
md->vd = NULL;
return 1;
}
return 0;
}
//
// Initialization
//
/*==========================================
* Since un-setting [ mob ] up was used, it is an initial provisional value setup.
*------------------------------------------*/
static int mob_makedummymobdb(int class_)
{
if (mob->dummy != NULL)
{
if (mob->db(class_) == mob->dummy)
return 1; //Using the mob->dummy data already. [Skotlex]
if (class_ > 0 && class_ <= MAX_MOB_DB) {
//Remove the mob data so that it uses the dummy data instead.
mob->destroy_mob_db(class_);
}
return 0;
}
//Initialize dummy data.
mob->dummy = (struct mob_db*)aCalloc(1, sizeof(struct mob_db)); //Initializing the dummy mob.
sprintf(mob->dummy->sprite,"DUMMY");
sprintf(mob->dummy->name,"Dummy");
sprintf(mob->dummy->jname,"Dummy");
mob->dummy->lv=1;
mob->dummy->status.max_hp=1000;
mob->dummy->status.max_sp=1;
mob->dummy->status.rhw.range=1;
mob->dummy->status.rhw.atk=7;
mob->dummy->status.rhw.atk2=10;
mob->dummy->status.str=1;
mob->dummy->status.agi=1;
mob->dummy->status.vit=1;
mob->dummy->status.int_=1;
mob->dummy->status.dex=6;
mob->dummy->status.luk=2;
mob->dummy->status.speed=300;
mob->dummy->status.adelay=1000;
mob->dummy->status.amotion=500;
mob->dummy->status.dmotion=500;
mob->dummy->base_exp=2;
mob->dummy->job_exp=1;
mob->dummy->range2=10;
mob->dummy->range3=10;
return 0;
}
//Adjusts the drop rate of item according to the criteria given. [Skotlex]
static unsigned int mob_drop_adjust(int baserate, int rate_adjust, unsigned short rate_min, unsigned short rate_max)
{
int64 rate = baserate;
Assert_ret(baserate >= 0);
if (rate_adjust != 100 && baserate > 0) {
if (battle_config.logarithmic_drops && rate_adjust > 0) {
// Logarithmic drops equation by Ishizu-Chan
//Equation: Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5))
//x is the normal Droprate, y is the Modificator.
rate = (int64)(baserate * pow((5.0 - log10(baserate)), (log(rate_adjust/100.) / log(5.0))) + 0.5);
} else {
//Classical linear rate adjustment.
rate = apply_percentrate64(baserate, rate_adjust, 100);
}
}
return (unsigned int)cap_value(rate,rate_min,rate_max);
}
static struct item_drop_ratio *mob_get_item_drop_ratio(int nameid)
{
Assert_retr(NULL, nameid > 0);
if (nameid < ARRAYLENGTH(item_drop_ratio_db)) {
return item_drop_ratio_db[nameid];
} else {
return (struct item_drop_ratio *)idb_get(item_drop_ratio_other_db, nameid);
}
}
static void mob_set_item_drop_ratio(int nameid, struct item_drop_ratio *ratio)
{
Assert_retv(nameid > 0);
if (nameid < ARRAYLENGTH(item_drop_ratio_db)) {
Assert_retv(item_drop_ratio_db[nameid] == NULL);
item_drop_ratio_db[nameid] = ratio;
} else {
Assert_retv(idb_get(item_drop_ratio_other_db, nameid) == NULL);
idb_put(item_drop_ratio_other_db, nameid, ratio);
}
}
/**
* Check if global item drop rate is overridden for given item
* in db/mob_item_ratio.txt
* @param nameid ID of the item
* @param mob_id ID of the monster
* @param rate_adjust pointer to store ratio if found
*/
static void item_dropratio_adjust(int nameid, int mob_id, int *rate_adjust)
{
struct item_drop_ratio *dropRatio;
nullpo_retv(rate_adjust);
dropRatio = mob->get_item_drop_ratio(nameid);
if (dropRatio) {
if (dropRatio->mob_id[0] ) { // only for listed mobs
int i;
ARR_FIND(0, MAX_ITEMRATIO_MOBS, i, dropRatio->mob_id[i] == mob_id);
if (i < MAX_ITEMRATIO_MOBS) // found
*rate_adjust = dropRatio->drop_ratio;
}
else // for all mobs
*rate_adjust = dropRatio->drop_ratio;
}
}
/* (mob_parse_dbrow)_cap_value */
static inline int mob_parse_dbrow_cap_value(int class_, int min, int max, int value)
{
if( value > max ) {
ShowError("mob_parse_dbrow_cap_value: for class '%d', field value '%d' is higher than the maximum '%d'! capping...\n", class_, value, max);
return max;
} else if ( value < min ) {
ShowError("mob_parse_dbrow_cap_value: for class '%d', field value '%d' is lower than the minimum '%d'! capping...\n", class_, value, min);
return min;
}
return value;
}
/**
* Reads one possible option for a option slot in a option drop group
* @param option : Libconfig entry
* @param entry : memory db entry for current slot
* @param idx : index of entry where this option should be inserted at
* @param calc_rate : if rates should be recalculated after reading all entries
* @param slot : option group slot being read (for messages)
* @param group : option group being read (for messages)
* @return true if it successfully read the entry, false otherwise
*/
static bool mob_read_optdrops_option(struct config_setting_t *option, struct optdrop_group_optslot *entry, int *idx, bool *calc_rate, int slot, const char *group)
{
nullpo_retr(false, option);
nullpo_retr(false, entry);
nullpo_retr(false, idx);
nullpo_retr(false, calc_rate);
nullpo_retr(false, group);
const char *name = config_setting_name(option);
int opt_id;
if (strncmp(name, "Rate", 4) == 0)
return true;
if (script->get_constant(name, &opt_id) == false) {
ShowWarning("mob_read_optdrops_option: Invalid option \"%s\" for option slot %d of %s group, skipping.\n", name, slot, group);
return false;
}
int min = 0, max = 0, opt_rate = 0;
if (config_setting_is_number(option)) {
// OptionName: value
min = libconfig->setting_get_int(option);
} else if (config_setting_is_array(option)) {
// OptionName: [min, max]
// OptionName: [min, max, rate]
int slen = libconfig->setting_length(option);
if (slen >= 2) {
// [min, max,...]
min = libconfig->setting_get_int_elem(option, 0);
max = libconfig->setting_get_int_elem(option, 1);
}
if (slen == 3) {
// [min, max, rate]
opt_rate = libconfig->setting_get_int_elem(option, 2);
}
} else {
ShowWarning("mob_read_optdrops_option: Invalid value \"%s\" for option slot %d of %s group, skipping.\n", name, slot, group);
return false;
}
if (max < min)
max = min;
entry->options[*idx].id = opt_id;
entry->options[*idx].min = min;
entry->options[*idx].max = max;
entry->options[*idx].rate = opt_rate;
if (entry->options[*idx].rate == 0)
*calc_rate = true;
(*idx)++;
return true;
}
/**
* Reads the settings for one random option slot of a random option drop group.
* @param optslot : The slot entry from config file
* @param n : slot index
* @param group_id : Group index
* @param group : group name (used in messages)
* @return true if it succesfully read, false otherwise
*/
static bool mob_read_optdrops_optslot(struct config_setting_t *optslot, int n, int group_id, const char *group)
{
nullpo_retr(false, optslot);
nullpo_retr(false, group);
Assert_retr(false, group_id >= 0 && group_id < mob->opt_drop_groups_count);
Assert_retr(false, n >= 0 && n < MAX_ITEM_OPTIONS);
// Structure:
// {
// Rate: chance of option 1 (int)
// OptionName1: value
// OptionName2: [min, max]
// OptionName3: [min, max, rate]
// ....
// }
int drop_rate; // The rate for this option to be dropped (Rate field)
if (libconfig->setting_lookup_int(optslot, "Rate", &drop_rate) == CONFIG_FALSE) {
ShowWarning("mob_read_optdrops_optslot: Missing option %d rate in group %s, skipping.\n", n, group);
return false;
}
int count = libconfig->setting_length(optslot);
if (count <= 1) { // 1 = Rate
ShowWarning("mob_read_optdrops_optslot: Option %d of %s group doesn't contain any possible options, skipping.\n", n, group);
return false;
}
struct optdrop_group_optslot *entry = &(mob->opt_drop_groups[group_id].optslot[n]);
entry->options = aCalloc(sizeof(struct optdrop_group_option), count);
int idx = 0;
int i = 0;
struct config_setting_t *opt = NULL;
bool calc_rate = false;
while (i < count && (opt = libconfig->setting_get_elem(optslot, i)) != NULL) {
++i;
mob->read_optdrops_option(opt, entry, &idx, &calc_rate, n, group);
}
entry->option_count = idx;
mob->opt_drop_groups[group_id].optslot_count++;
mob->opt_drop_groups[group_id].optslot_rate[n] = drop_rate;
// If there're empty rates, calculate them
if (calc_rate == true) {
for (int j = 0; j < idx; ++j) {
if (entry->options[j].rate == 0)
entry->options[j].rate = 10000 / idx;
}
}
return true;
}
/**
* Reads one random option drop group.
* @param group : Drop Group entry from config file
* @param n : group index
* @return true if it successfuly read, false otherwise
*/
static bool mob_read_optdrops_group(struct config_setting_t *group, int n)
{
/* Structure:
: (
{