// Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #include #include #include #include #include #include "../common/cbasetypes.h" #include "../common/timer.h" #include "../common/db.h" #include "../common/nullpo.h" #include "../common/malloc.h" #include "../common/showmsg.h" #include "../common/ers.h" #include "../common/strlib.h" #include "map.h" #include "clif.h" #include "intif.h" #include "pc.h" #include "status.h" #include "mob.h" #include "mercenary.h" //[orn] #include "guild.h" #include "itemdb.h" #include "skill.h" #include "battle.h" #include "party.h" #include "npc.h" #include "log.h" #include "script.h" #include "atcommand.h" #include "date.h" #include "irc.h" #define IDLE_SKILL_INTERVAL 10 //Active idle skills should be triggered every 1 second (1000/MIN_MOBTHINKTIME) #define MOB_LAZYSKILLPERC 10 // Probability for mobs far from players from doing their IDLE skill. (rate of 1000 minute) #define MOB_LAZYMOVEPERC 50 // Move probability in the negligent mode MOB (rate of 1000 minute) #define MOB_LAZYWARPPERC 20 // Warp probability in the negligent mode MOB (rate of 1000 minute) #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? //Used to determine default enemy type of mobs (for use in eachinrange calls) #define DEFAULT_ENEMY_TYPE(md) (md->special_state.ai?BL_CHAR:BL_PC|BL_HOM) //Dynamic mob database, allows saving of memory when there's big gaps in the mob_db [Skotlex] struct mob_db *mob_db_data[MAX_MOB_DB+1]; struct mob_db *mob_dummy = NULL; //Dummy mob to be returned when a non-existant one is requested. 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 eri *item_drop_ers; //For loot drops delay structures. static struct eri *item_drop_list_ers; #define CLASSCHANGE_BOSS_NUM 21 /*========================================== * Local prototype declaration (only required thing) *------------------------------------------*/ static int mob_makedummymobdb(int); static int mob_spawn_guardian_sub(int,unsigned int,int,int); int mobskill_use(struct mob_data *md,unsigned int tick,int event); int mob_skillid2skillidx(int class_,int skillid); /*========================================== * Mob is searched with a name. *------------------------------------------*/ int mobdb_searchname(const char *str) { int i; struct mob_db* mob; for(i=0;i<=MAX_MOB_DB;i++){ mob = mob_db(i); if(mob == mob_dummy) //Skip dummy mobs. continue; if(strcmpi(mob->name,str)==0 || strcmpi(mob->jname,str)==0 || strcmpi(mob->sprite,str)==0) return i; } return 0; } static int mobdb_searchname_array_sub(struct mob_db* mob, const char *str) { if (mob == mob_dummy) return 1; //Invalid mob. if(!mob->base_exp && !mob->job_exp) return 1; //Discount slave-mobs (no exp) as requested by Playtester. [Skotlex] if(stristr(mob->jname,str)) return 0; if(stristr(mob->name,str)) return 0; return strcmpi(mob->jname,str); } /*========================================== * Founds up to N matches. Returns number of matches [Skotlex] *------------------------------------------*/ int mobdb_searchname_array(struct mob_db** data, int size, const char *str) { int count = 0, i; struct mob_db* mob; for(i=0;i<=MAX_MOB_DB;i++){ mob = mob_db(i); if (mob == mob_dummy) continue; if (!mobdb_searchname_array_sub(mob, str)) { if (count < size) data[count] = mob; count++; } } return count; } /*========================================== * Id Mob is checked. *------------------------------------------*/ 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. *------------------------------------------*/ 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" *------------------------------------------*/ int mob_parse_dataset(struct spawn_data *data) { int i; //FIXME: This implementation is not stable, npc scripts will stop working once MAX_MOB_DB changes value! [Skotlex] if(data->class_ > 2*MAX_MOB_DB){ // large/tiny mobs [Valaris] data->state.size=2; data->class_ -= 2*MAX_MOB_DB; } else if (data->class_ > MAX_MOB_DB) { data->state.size=1; data->class_ -= MAX_MOB_DB; } if ((!mobdb_checkid(data->class_) && !mob_is_clone(data->class_)) || !data->num) return 0; //better safe than sorry, current md->npc_event has a size of 50 if ((i=strlen(data->eventname)) >= 50) return 0; if (data->eventname[0]) { if(i <= 2) { //Portable monster big/small implementation. [Skotlex] i = atoi(data->eventname); if (i) { if (i&2) data->state.size=1; else if (i&4) data->state.size=2; if (i&8) data->state.ai=1; data->eventname[0] = '\0'; //Clear event as it is not used. } } else { if (data->eventname[i-1] == '"') data->eventname[i-1] = '\0'; //Remove trailing quote. if (data->eventname[0] == '"') //Strip leading quotes memmove(data->eventname, data->eventname+1, i-1); } } if (!data->level) data->level = mob_db(data->class_)->lv; if(strcmp(data->name,"--en--")==0) strncpy(data->name,mob_db(data->class_)->name,NAME_LENGTH-1); else if(strcmp(data->name,"--ja--")==0) strncpy(data->name,mob_db(data->class_)->jname,NAME_LENGTH-1); return 1; } /*========================================== * Generates the basic mob data using the spawn_data provided. *------------------------------------------*/ struct mob_data* mob_spawn_dataset(struct spawn_data *data) { struct mob_data *md = aCalloc(1, sizeof(struct mob_data)); md->bl.id= npc_get_new_npc_id(); md->bl.type = BL_MOB; md->bl.subtype = MONS; md->bl.m = data->m; md->bl.x = data->x; md->bl.y = data->y; md->class_ = data->class_; md->db = mob_db(md->class_); memcpy(md->name, data->name, NAME_LENGTH); if (data->state.ai) md->special_state.ai = data->state.ai; if (data->state.size) md->special_state.size = data->state.size; if (data->eventname[0] && strlen(data->eventname) >= 4) memcpy(md->npc_event, data->eventname, 50); md->level = data->level; if(md->db->status.mode&MD_LOOTER) md->lootitem = (struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item)); md->spawn_n = -1; md->deletetimer = -1; md->skillidx = -1; 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 give base exp. * lv: Mob level to check against *------------------------------------------*/ int mob_get_random_id(int type, int flag, int lv) { struct mob_db *mob; int i=0, class_; if(type < 0 || type >= MAX_RANDOMMONSTER) { if (battle_config.error_log) ShowError("mob_get_random_id: Invalid type (%d) of random monster.\n", type); return 0; } do { class_ = rand() % MAX_MOB_DB; mob = mob_db(class_); } while ((mob == mob_dummy || mob_is_clone(class_) || (flag&1 && mob->summonper[type] <= rand() % 1000000) || (flag&2 && lv < mob->lv) || (flag&4 && mob->status.mode&MD_BOSS) || (flag&8 && mob->base_exp < 1) ) && (i++) < MAX_MOB_DB); if(i >= MAX_MOB_DB) class_ = mob_db_data[0]->summonper[type]; return class_; } struct mob_data *mob_once_spawn_sub(struct block_list *bl, int m, short x, short y, const char *mobname, int class_, const char *event) { struct spawn_data data; memset(&data, 0, sizeof(struct spawn_data)); data.m = m; data.num = 1; data.class_ = class_; if (mobname) strncpy(data.name, mobname, NAME_LENGTH-1); else if(battle_config.override_mob_names==1) strcpy(data.name,"--en--"); else strcpy(data.name,"--ja--"); if (event) strncpy(data.eventname, event, 50); if (bl && (x < 0 || y < 0))//Locate spot around player. map_search_freecell(bl, m, &x, &y, 1, 1, 0); if (x <= 0 || y <= 0 || map_getcell(m,x,y,CELL_CHKNOREACH)) map_search_freecell(NULL, m, &x, &y, -1, -1, 1); data.x = x; data.y = y; if (!mob_parse_dataset(&data)) return NULL; return mob_spawn_dataset(&data); } /*========================================== * The MOB appearance for one time (for scripts) *------------------------------------------*/ int mob_once_spawn (struct map_session_data *sd, const char *mapname, short x, short y, const char *mobname, int class_, int amount, const char *event) { struct mob_data *md = NULL; int m, count, lv = 255; if(sd) lv = sd->status.base_level; if(sd && strcmp(mapname,"this")==0) m = sd->bl.m; else m = map_mapname2mapid(mapname); if (m < 0 || amount <= 0) // 値が異常なら召喚を止める return 0; for (count = 0; count < amount; count++) { md = mob_once_spawn_sub(sd?&sd->bl:NULL, m, x, y, mobname, class_<0? mob_get_random_id(-class_-1, battle_config.random_monster_checklv?3:1, lv): class_, event); if (!md) continue; if(class_ == MOBID_EMPERIUM) { struct guild_castle *gc = guild_mapname2gc(map[md->bl.m].name); struct guild *g = gc?guild_search(gc->guild_id):NULL; if(gc) { md->guardian_data = aCalloc(1, sizeof(struct guardian_data)); md->guardian_data->castle = gc; md->guardian_data->number = MAX_GUARDIANS; md->guardian_data->guild_id = gc->guild_id; if (g) { md->guardian_data->emblem_id = g->emblem_id; memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH); } else if (gc->guild_id) //Guild not yet available, retry in 5. add_timer(gettick()+5000,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id); } } // end addition [Valaris] mob_spawn (md); if (class_ < 0 && battle_config.dead_branch_active) //Behold Aegis's masterful decisions yet again... //"I understand the "Aggressive" part, but the "Can Move" and "Can Attack" is just stupid" - Poki#3 sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE|MD_CANATTACK|MD_CANMOVE, 0, 60000); } return (md)?md->bl.id : 0; } /*========================================== * The MOB appearance for one time (& area specification for scripts) *------------------------------------------*/ int mob_once_spawn_area(struct map_session_data *sd,const char *mapname, int x0,int y0,int x1,int y1, const char *mobname,int class_,int amount,const char *event) { int x,y,i,max,lx=-1,ly=-1,id=0; int m; if(strcmp(mapname,"this")==0) m=sd->bl.m; else m=map_mapname2mapid(mapname); max=(y1-y0+1)*(x1-x0+1)*3; if(max>1000)max=1000; if (m < 0 || amount <= 0) // 値が異常なら召喚を止める return 0; for(i=0;i=max){ if(lx>=0){ // Since reference went wrong, the place which boiled before is used. x=lx; y=ly; }else return 0; // Since reference of the place which boils first went wrong, it stops. } if(x==0||y==0) ShowWarning("mob_once_spawn_area: xory=0, x=%d,y=%d,x0=%d,y0=%d\n",x,y,x0,y0); id=mob_once_spawn(sd,mapname,x,y,mobname,class_,1,event); lx=x; ly=y; } return id; } /*========================================== * Set a Guardian's guild data [Skotlex] *------------------------------------------*/ static int mob_spawn_guardian_sub(int tid,unsigned int tick,int id,int data) { //Needed because the guild_data may not be available at guardian spawn time. struct block_list* bl = map_id2bl(id); struct mob_data* md; struct guild* g; if (bl == NULL) //It is possible mob was already removed from map when the castle has no owner. [Skotlex] return 0; if (bl->type != BL_MOB) { ShowError("mob_spawn_guardian_sub: Block error!\n"); return 0; } md = (struct mob_data*)bl; nullpo_retr(0, md->guardian_data); g = guild_search(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",data); if (md->class_ == MOBID_EMPERIUM) { //Not sure this is the best way, but otherwise we'd be invoking this for ALL guardians spawned later on. md->guardian_data->guild_id = 0; if (md->guardian_data->castle->guild_id) //Free castle up. { ShowNotice("Clearing ownership of castle %d (%s)\n", md->guardian_data->castle->castle_id, md->guardian_data->castle->castle_name); guild_castledatasave(md->guardian_data->castle->castle_id, 1, 0); } } else { if (md->guardian_data->castle->guardian[md->guardian_data->number].visible) { //Safe removal of guardian. md->guardian_data->castle->guardian[md->guardian_data->number].visible = 0; guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0); guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0); } unit_free(&md->bl,0); //Remove guardian. } return 0; } md->guardian_data->emblem_id = g->emblem_id; memcpy (md->guardian_data->guild_name, g->name, NAME_LENGTH); md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP); if(md->guardian_data->guardup_lv) status_calc_mob(md, 0); //Give bonuses. return 0; } /*========================================== * Summoning Guardians [Valaris] *------------------------------------------*/ int mob_spawn_guardian(const char* mapname, short x, short y, const char* mobname, int class_, const char* event, int guardian) { struct mob_data *md=NULL; struct spawn_data data; struct guild *g=NULL; struct guild_castle *gc; int m; memset(&data, 0, sizeof(struct spawn_data)); data.num = 1; m=map_mapname2mapid(mapname); if(m<0) { ShowWarning("mob_spawn_guardian: Map [%s] not found.\n", mapname); return 0; } data.m = m; data.num = 1; if(class_<=0) { class_ = mob_get_random_id(-class_-1, 1, 99); if (!class_) return 0; } data.class_ = class_; if(guardian < 0 || guardian >= MAX_GUARDIANS) { ShowError("mob_spawn_guardian: Invalid guardian index %d for guardian %d (castle map %s)\n", guardian, class_, map[m].name); return 0; } if((x<=0 || y<=0) && !map_search_freecell(NULL, m, &x, &y, -1,-1, 0)) { ShowWarning("mob_spawn_guardian: Couldn't locate a spawn cell for guardian class %d (index %d) at castle map %s\n",class_, guardian, map[m].name); return 0; } data.x = x; data.y = y; strncpy(data.name, mobname, NAME_LENGTH-1); strncpy(data.eventname, event, 50); if (!mob_parse_dataset(&data)) return 0; gc=guild_mapname2gc(map[m].name); if (gc == NULL) { ShowError("mob_spawn_guardian: No castle set at map %s\n", map[m].name); return 0; } if (!gc->guild_id) ShowWarning("mob_spawn_guardian: Spawning guardian %d on a castle with no guild (castle map %s)\n", class_, map[m].name); else g = guild_search(gc->guild_id); if (gc->guardian[guardian].id) { //Check if guardian already exists, refuse to spawn if so. struct mob_data *md2 = (TBL_MOB*)map_id2bl(gc->guardian[guardian].id); if (md2 && md2->bl.type == BL_MOB && md2->guardian_data && md2->guardian_data->number == guardian) { ShowError("mob_spawn_guardian: Attempted to spawn guardian in position %d which already has a guardian (castle map %s)\n", guardian, map[m].name); return 0; } } md= mob_spawn_dataset(&data); md->guardian_data = aCalloc(1, sizeof(struct guardian_data)); md->guardian_data->number = guardian; md->guardian_data->guild_id = gc->guild_id; md->guardian_data->castle = gc; gc->guardian[guardian].id = md->bl.id; if (g) { md->guardian_data->emblem_id = g->emblem_id; memcpy (md->guardian_data->guild_name, g->name, NAME_LENGTH); md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP); } else if (md->guardian_data->guild_id) add_timer(gettick()+5000,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id); mob_spawn(md); 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 *------------------------------------------*/ int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state) { int easy = 0; nullpo_retr(0, md); nullpo_retr(0, 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) *------------------------------------------*/ int mob_linksearch(struct block_list *bl,va_list ap) { struct mob_data *md; int class_; struct block_list *target; unsigned int tick; nullpo_retr(0, bl); nullpo_retr(0, ap); md=(struct mob_data *)bl; class_ = va_arg(ap, int); target = va_arg(ap, struct block_list *); tick=va_arg(ap, unsigned int); 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, unsigned int tick, int m, int n) { struct block_list *bl = map_id2bl(m); if (bl && bl->type == BL_MOB) mob_spawn((TBL_MOB*)bl); return 0; } /*========================================== * spawn timing calculation *------------------------------------------*/ int mob_setdelayspawn(struct mob_data *md) { unsigned int spawntime, spawntime1, spawntime2, spawntime3; if (!md->spawn) //Doesn't has respawn data! return unit_free(&md->bl,1); spawntime1 = md->last_spawntime + md->spawn->delay1; spawntime2 = md->last_deadtime + md->spawn->delay2; spawntime3 = gettick() + 5000 + rand()%5000; //Lupus // spawntime = max(spawntime1,spawntime2,spawntime3); if (DIFF_TICK(spawntime1, spawntime2) > 0) spawntime = spawntime1; else spawntime = spawntime2; if (DIFF_TICK(spawntime3, spawntime) > 0) spawntime = spawntime3; add_timer(spawntime, mob_delayspawn, md->bl.id, 0); return 0; } static int mob_count_sub(struct block_list *bl,va_list ap) { return 1; } /*========================================== * Mob spawning. Initialization is also variously here. *------------------------------------------*/ int mob_spawn (struct mob_data *md) { int i=0; unsigned int c =0, tick = gettick(); md->last_spawntime = md->last_thinktime = tick; if (md->bl.prev != NULL) unit_remove_map(&md->bl,2); 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 add_timer(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) add_timer(tick+5000,mob_delayspawn,md->bl.id,0); return 1; } } memset(&md->state, 0, sizeof(md->state)); status_calc_mob(md, 1); md->attacked_id = 0; md->target_id = 0; md->move_fail_count = 0; // 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+rand()%5000+1000; md->last_linktime = tick; for (i = 0, c = tick-1000*3600*10; 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; map_addblock(&md->bl); clif_spawn(&md->bl); skill_unit_move(&md->bl,tick,1); mobskill_use(md, tick, MSC_SPAWN); return 0; } /*========================================== * Determines if the mob can change target. [Skotlex] *------------------------------------------*/ static int mob_can_changetarget(struct mob_data* md, struct block_list* target, int mode) { // 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); 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 *------------------------------------------*/ int mob_target(struct mob_data *md,struct block_list *bl,int dist) { nullpo_retr(0, md); nullpo_retr(0, 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; int dist; nullpo_retr(0, bl); nullpo_retr(0, ap); md=va_arg(ap,struct mob_data *); target= va_arg(ap,struct block_list**); //If can't seek yet, not an enemy, or you can't attack it, skip. if ((*target) == bl || !status_check_skilluse(&md->bl, bl, 0, 0)) return 0; if(battle_check_target(&md->bl,bl,BCT_ENEMY)<=0) return 0; if(md->nd && mob_script_callback(md, bl, CALLBACK_DETECT)) return 1; // We have script handling the work. switch (bl->type) { case BL_PC: if (((TBL_PC*)bl)->state.gangsterparadise && !(status_get_mode(&md->bl)&MD_BOSS)) return 0; //Gangster paradise protection. 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 overriden. 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? (*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_retr(0, bl); nullpo_retr(0, ap); md=va_arg(ap,struct mob_data *); target= va_arg(ap,struct block_list**); //If can't seek yet, not an enemy, or you can't attack it, skip. if ((*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; } /*========================================== * 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**); 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_ai_sub_hard_warpsearch(struct block_list *bl,va_list ap) { struct mob_data* md; struct block_list **target; md=va_arg(ap,struct mob_data *); target= va_arg(ap,struct block_list**); if (*target) return 0; if(bl->subtype == WARP) { *target = bl; return 1; } return 0; } /*========================================== * Processing of slave monsters *------------------------------------------*/ static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick) { struct block_list *bl; int old_dist; 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] // 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,3); 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); if(map_search_freecell(&md->bl, bl->m, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 1) && unit_walktoxy(&md->bl, x, y, 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); md->last_linktime = tick; if (ud) { struct block_list *tbl=NULL; if (ud->target && ud->state.attack_continue) tbl=map_id2bl(ud->target); else if (ud->skilltarget) { tbl = map_id2bl(ud->skilltarget); //Required check as skilltarget is not always an enemy. [Skotlex] if (tbl && battle_check_target(&md->bl, tbl, BCT_ENEMY) <= 0) tbl = NULL; } if (tbl && status_check_skilluse(&md->bl, tbl, 0, 0)) { if(md->nd) mob_script_callback(md, bl, CALLBACK_ASSIST); 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. *------------------------------------------*/ int mob_unlocktarget(struct mob_data *md,int tick) { nullpo_retr(0, md); if(md->nd) mob_script_callback(md, map_id2bl(md->target_id), CALLBACK_UNLOCK); switch (md->state.skillstate) { case MSS_WALK: if (md->ud.walktimer != -1) break; //Because it is not unset when the mob finishes walking. md->state.skillstate = MSS_IDLE; case MSS_IDLE: // Idle skill. if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL) && mobskill_use(md, tick, -1)) 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+rand()%3000; break; default: mob_stop_attack(md); if (battle_config.mob_ai&0x8) mob_stop_walking(md,1); //Immediately stop chasing. md->state.skillstate = MSS_IDLE; md->next_walktime=tick+rand()%3000+3000; break; } if (md->target_id) { md->target_id=0; md->ud.target = 0; } return 0; } /*========================================== * Random walk *------------------------------------------*/ int mob_randomwalk(struct mob_data *md,int tick) { const int retrycount=20; int i,x,y,c,d; int speed; nullpo_retr(0, md); if(DIFF_TICK(md->next_walktime,tick)>0 || md->state.no_random_walk || !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; for(i=0;ibl.x; y+=md->bl.y; if((map_getcell(md->bl.m,x,y,CELL_CHKPASS)) && unit_walktoxy(&md->bl,x,y,1)){ break; } } if(i==retrycount){ md->move_fail_count++; if(md->move_fail_count>1000){ if(battle_config.error_log) ShowWarning("MOB can't move. random spawn %d, class = %d, at %s (%d,%d)\n",md->bl.id,md->class_,map[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*14/10; else c+=speed; } md->state.skillstate=MSS_WALK; md->move_fail_count=0; md->next_walktime = tick+rand()%3000+3000+c; return 1; } /*========================================== * AI of MOB whose is near a Player *------------------------------------------*/ static int mob_ai_sub_hard(struct block_list *bl,va_list ap) { struct mob_data *md; struct block_list *tbl = NULL, *abl = NULL; unsigned int tick; int dist; int mode; int search_size; int view_range, can_move; md = (struct mob_data*)bl; tick = va_arg(ap, unsigned int); if(md->bl.prev == NULL || md->status.hp <= 0) return 1; if (DIFF_TICK(tick, md->last_thinktime) < MIN_MOBTHINKTIME) return 0; md->last_thinktime = tick; if (md->ud.skilltimer != -1) return 0; if(md->ud.walktimer != -1 && md->ud.walkpath.path_pos <= 3) return 0; // Abnormalities if((md->sc.opt1 > 0 && md->sc.opt1 != OPT1_STONEWAIT) || md->sc.data[SC_BLADESTOP].timer != -1) { //Should reset targets. md->target_id = md->attacked_id = 0; return 0; } if (md->sc.count && md->sc.data[SC_BLIND].timer != -1) 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] tbl = map_id2bl(md->target_id); if (!tbl || tbl->m != md->bl.m || (md->ud.attacktimer == -1 && !status_check_skilluse(&md->bl, tbl, 0, 0)) || (md->ud.walktimer != -1 && !(battle_config.mob_ai&0x1) && !check_distance_bl(&md->bl, tbl, md->min_chase)) || ( tbl->type == BL_PC && ((((TBL_PC*)tbl)->state.gangsterparadise && !(mode&MD_BOSS)) || ((TBL_PC*)tbl)->invincible_timer != INVALID_TIMER) )) { //Unlock current target. if (tbl && tbl->m != md->bl.m && battle_config.mob_ai&0x40) { //Chase to a nearby warp [Skotlex] tbl = NULL; map_foreachinrange (mob_ai_sub_hard_warpsearch, &md->bl, view_range, BL_NPC, md, &tbl); if (tbl) unit_walktobl(&md->bl, tbl, 0, 1); } mob_unlocktarget(md, tick-(battle_config.mob_ai&0x8?3000:0)); //Imediately do random walk. 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].timer != -1)) || (!mob_can_reach(md, tbl, md->min_chase, MSS_RUSH)) ) && md->state.attacked_count++ >= RUDE_ATTACKED_COUNT && !mobskill_use(md, tick, MSC_RUDEATTACKED) && //If can't rude Attack can_move && unit_escape(bl, tbl, rand()%10 +1)) //Attempt escape { //Escaped md->attacked_id = 0; return 0; } } else if ((abl= map_id2bl(md->attacked_id)) && (!tbl || mob_can_changetarget(md, abl, mode))) { if (md->bl.m != abl->m || abl->prev == NULL || (dist = distance_bl(&md->bl, abl)) >= MAX_MINCHASE || battle_check_target(bl, abl, BCT_ENEMY) <= 0 || (battle_config.mob_ai&0x2 && !status_check_skilluse(bl, abl, 0, 0)) || //Retaliate check (!battle_check_range(&md->bl, abl, md->status.rhw.range) && ( //Reach check (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || md->sc.data[SC_SPIDERWEB].timer != -1)) || !mob_can_reach(md, abl, dist+md->db->range3, MSS_RUSH) ) ) ) { //Rude attacked if (md->state.attacked_count++ >= RUDE_ATTACKED_COUNT && !mobskill_use(md, tick, MSC_RUDEATTACKED) && can_move && !tbl && unit_escape(bl, abl, rand()%10 +1)) { //Escaped. //TODO: Maybe it shouldn't attempt to run if it has another, valid target? md->attacked_id = 0; return 0; } } else if (!(battle_config.mob_ai&0x2) && !status_check_skilluse(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_gettarget(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 0; // 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 of 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); } else if (mode&MD_CHANGECHASE && (md->state.skillstate == MSS_RUSH || md->state.skillstate == MSS_FOLLOW)) { 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. //This handles triggering idle walk/skill. mob_unlocktarget(md, tick); return 0; } //Target exists, attack or loot as applicable. if (tbl->type == BL_ITEM) { //Loot time. struct flooritem_data *fitem; if (md->ud.target == tbl->id && md->ud.walktimer != -1) return 0; //Already locked. if (md->lootitem == NULL) { //Can't loot... mob_unlocktarget (md, tick); return 0; } 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 0; } if (!can_move) //Stuck. Wait before walking. return 0; md->state.skillstate = MSS_LOOT; if (!unit_walktobl(&md->bl, tbl, 0, 1)) mob_unlocktarget(md, tick); //Can't loot... return 0; } //Within looting range. if (md->ud.attacktimer != -1) return 0; //Busy attacking? fitem = (struct flooritem_data *)tbl; if(log_config.enable_logs&0x10) //Logs items, taken by (L)ooter Mobs [Lupus] log_pick_mob(md, "L", fitem->item_data.nameid, fitem->item_data.amount, &fitem->item_data); 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 (pcdb_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->id); mob_unlocktarget (md,tick); return 0; } //Attempt to attack. //At this point we know the target is attackable, we just gotta check if the range matches. if (md->ud.target == tbl->id && md->ud.attacktimer != -1) //Already locked. return 0; if (battle_check_range (&md->bl, tbl, md->status.rhw.range)) { //Target within range, engage unit_attack(&md->bl,tbl->id,1); return 0; } //Out of range... if (!(mode&MD_CANMOVE)) { //Can't chase. Attempt an idle skill before unlocking. md->state.skillstate = MSS_IDLE; if (!mobskill_use(md, tick, -1)) mob_unlocktarget(md,tick); return 0; } if (!can_move) { //Stuck. Attempt an idle skill md->state.skillstate = MSS_IDLE; if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL)) mobskill_use(md, tick, -1); return 0; } if (md->ud.walktimer != -1 && 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 0; //Follow up if possible. 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 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) { unsigned int tick; tick=va_arg(ap,unsigned int); map_foreachinrange(mob_ai_sub_hard,&sd->bl, AREA_SIZE*2, BL_MOB,tick); return 0; } /*========================================== * Negligent mode MOB AI (PC is not in near) *------------------------------------------*/ static int mob_ai_sub_lazy(DBKey key,void * data,va_list ap) { struct mob_data *md = (struct mob_data *)data; unsigned int tick; int mode; nullpo_retr(0, md); if(md->bl.type!=BL_MOB || md->bl.prev == NULL) return 0; if (md->nd || (battle_config.mob_ai&0x20 && map[md->bl.m].users>0)) return mob_ai_sub_hard(&md->bl, ap); tick=va_arg(ap,unsigned int); if(DIFF_TICK(tick,md->last_thinktime)< 10*MIN_MOBTHINKTIME) return 0; md->last_thinktime=tick; if (md->bl.prev==NULL || md->status.hp == 0) return 1; // 取り巻きモンスターの処理(呼び戻しされた時) if (md->master_id) { mob_ai_sub_hard_slavemob (md,tick); return 0; } mode = status_get_mode(&md->bl); if(DIFF_TICK(md->next_walktime,tick)<0 && (mode&MD_CANMOVE) && unit_can_move(&md->bl) ){ if( map[md->bl.m].users>0 ){ // Since PC is in the same map, somewhat better negligent processing is carried out. // It sometimes moves. if(rand()%1000spawn && !md->spawn->x && !md->spawn->y) // && !md->target_id && !(mode&MD_BOSS)) // unit_warp(&md->bl,-1,-1,-1,0); }else{ // Since PC is not even in the same map, suitable processing is carried out even if it takes. // MOB which is not BOSS which is not Summons MOB, either -- a case -- sometimes -- leaping if( rand()%1000spawn && !md->spawn->x && !md->spawn->y) && !(mode&MD_BOSS)) unit_warp(&md->bl,-1,-1,-1,0); } md->next_walktime = tick+rand()%10000+5000; } return 0; } /*========================================== * Negligent processing for mob outside PC field of view (interval timer function) *------------------------------------------*/ static int mob_ai_lazy(int tid,unsigned int tick,int id,int data) { map_foreachiddb(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,unsigned int tick,int id,int data) { if (battle_config.mob_ai&0x20) map_foreachiddb(mob_ai_sub_lazy,tick); else clif_foreachclient(mob_ai_sub_foreachclient,tick); return 0; } /*========================================== * Initializes the delay drop structure for mob-dropped items. *------------------------------------------*/ static struct item_drop* mob_setdropitem(int nameid, int qty) { struct item_drop *drop = ers_alloc(item_drop_ers, struct item_drop); memset(&drop->item_data, 0, sizeof(struct item)); drop->item_data.nameid = nameid; drop->item_data.amount = qty; drop->item_data.identify = itemdb_isidentified(nameid); 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 = ers_alloc(item_drop_ers, struct item_drop); memcpy(&drop->item_data, item, sizeof(struct item)); drop->next = NULL; return drop; }; /*========================================== * item drop with delay (timer function) *------------------------------------------*/ static int mob_delay_item_drop(int tid,unsigned int tick,int id,int data) { struct item_drop_list *list; struct item_drop *ditem, *ditem_prev; list=(struct item_drop_list *)id; ditem = list->item; while (ditem) { map_addflooritem(&ditem->item_data,ditem->item_data.amount, list->m,list->x,list->y, list->first_sd,list->second_sd,list->third_sd,0); 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. *------------------------------------------*/ static void mob_item_drop(struct mob_data *md, struct item_drop_list *dlist, struct item_drop *ditem, int loot, int drop_rate) { if(log_config.enable_logs&0x10) { //Logs items, dropped by mobs [Lupus] if (loot) log_pick_mob(md, "L", ditem->item_data.nameid, -ditem->item_data.amount, &ditem->item_data); else log_pick_mob(md, "M", ditem->item_data.nameid, -ditem->item_data.amount, NULL); } if (dlist->first_sd && dlist->first_sd->state.autoloot && drop_rate <= dlist->first_sd->state.autoloot #ifdef AUTOLOOT_DISTANCE && check_distance_blxy(&dlist->first_sd->bl, dlist->x, dlist->y, AUTOLOOT_DISTANCE) #endif ) { //Autoloot. if (party_share_loot( dlist->first_sd->status.party_id? party_search(dlist->first_sd->status.party_id): NULL, dlist->first_sd,&ditem->item_data,dlist->first_sd->bl.id) == 0 ) { ers_free(item_drop_ers, ditem); return; } } ditem->next = dlist->item; dlist->item = ditem; } int mob_timer_delete(int tid, unsigned int tick, int id, int data) { struct block_list *bl=map_id2bl(id); nullpo_retr(0, bl); if (bl->type != BL_MOB) return 0; //?? //for Alchemist CANNIBALIZE [Lupus] ((TBL_MOB*)bl)->deletetimer = -1; unit_free(bl,3); return 0; } int mob_convertslave_sub(struct block_list *bl,va_list ap) { struct mob_data *md, *md2 = NULL; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, md = (struct mob_data *)bl); md2=va_arg(ap,TBL_MOB *); if(md->master_id > 0 && md->master_id == md2->bl.id){ md->state.killer = md2->state.killer; md->special_state.ai = md2->special_state.ai; md->nd = md2->nd; md->callback_flag = md2->callback_flag; } return 0; } int mob_convertslave(struct mob_data *md) { nullpo_retr(0, md); map_foreachinmap(mob_convertslave_sub, md->bl.m, BL_MOB, md); return 0; } /*========================================== * *------------------------------------------*/ int mob_deleteslave_sub(struct block_list *bl,va_list ap) { struct mob_data *md; int id; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, md = (struct mob_data *)bl); id=va_arg(ap,int); if(md->master_id > 0 && md->master_id == id ) status_kill(bl); return 0; } /*========================================== * *------------------------------------------*/ int mob_deleteslave(struct mob_data *md) { nullpo_retr(0, md); map_foreachinmap(mob_deleteslave_sub, md->bl.m, BL_MOB,md->bl.id); return 0; } // Mob respawning through KAIZEL or NPC_REBIRTH [Skotlex] int mob_respawn(int tid, unsigned int tick, int id,int data ) { struct block_list *bl = map_id2bl(id); if(!bl) return 0; status_revive(bl, data, 0); return 1; } //Call when a mob has received damage. void mob_damage(struct mob_data *md, struct block_list *src, int damage) { int char_id = 0, flag = 0; 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; } } if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS) // guardian hp update [Valaris] (updated by [Skotlex]) md->guardian_data->castle->guardian[md->guardian_data->number].hp = md->status.hp; if (battle_config.show_mob_info&3) clif_charnameack (0, &md->bl); if (!src) return; if(md->nd) mob_script_callback(md, src, CALLBACK_ATTACK); switch (src->type) { case BL_PC: { struct map_session_data *sd = (TBL_PC*)src; char_id = sd->status.char_id; md->attacked_id = src->id; break; } case BL_HOM: //[orn] { struct homun_data *hd = (TBL_HOM*)src; flag = 1; if (hd->master) char_id = hd->master->status.char_id; md->attacked_id = src->id; break; } case BL_PET: { struct pet_data *pd = (TBL_PET*)src; if (battle_config.pet_attack_exp_to_master && pd->msd) { char_id = pd->msd->status.char_id; damage=(damage*battle_config.pet_attack_exp_rate)/100; //Modify logged damage accordingly. } //Let mobs retaliate against the pet's master [Skotlex] if(pd->msd) md->attacked_id = pd->msd->bl.id; break; } case BL_MOB: { struct mob_data* md2 = (TBL_MOB*)src; if(md2->special_state.ai && md2->master_id) { struct map_session_data* msd = map_id2sd(md2->master_id); if (msd) char_id = msd->status.char_id; } //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; } default: //For all unhandled types. md->attacked_id = src->id; } //Log damage... if (char_id && damage > 0) { 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(md->special_state.ai==2/* && md->master_id == src->id*/) { //LOne WOlf explained that ANYONE can trigger the marine countdown skill. [Skotlex] md->state.alchemist = 1; mobskill_use(md, gettick(), MSC_ALCHEMIST); } } /*========================================== * Signals death of mob. type&1 -> no drops, type&2 -> no exp *------------------------------------------*/ int mob_dead(struct mob_data *md, struct block_list *src, int type) { struct status_data *status; struct map_session_data *sd = NULL,*tmpsd[DAMAGELOG_SIZE], *mvp_sd = NULL, *second_sd = NULL,*third_sd = NULL; struct { struct party_data *p; int id,zeny; unsigned int base_exp,job_exp; } pt[DAMAGELOG_SIZE]; int i,temp,count,pnum=0,m=md->bl.m; unsigned int mvp_damage, tick = gettick(); if(src && src->type == BL_PC) { sd = (struct map_session_data *)src; mvp_sd = sd; } status = &md->status; if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS) { // guardian hp update [Valaris] (updated by [Skotlex]) guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0); guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0); } md->state.skillstate = MSS_DEAD; mobskill_use(md,tick,-1); //On Dead skill. if (md->sc.data[SC_KAIZEL].timer != -1) { //Revive in a bit. add_timer(gettick()+3000, mob_respawn, md->bl.id, 10*md->sc.data[SC_KAIZEL].val1); //% of life to rebirth with map_delblock(&md->bl); return 1; //Return 1 to only clear the object. } map_freeblock_lock(); memset(tmpsd,0,sizeof(tmpsd)); memset(pt,0,sizeof(pt)); if(src && src->type == BL_MOB) mob_unlocktarget((struct mob_data *)src,tick); if(sd) { int sp = 0, hp = 0; sp += sd->sp_gain_value; sp += sd->sp_gain_race[status->race]; sp += sd->sp_gain_race[status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS]; hp += sd->hp_gain_value; if (hp||sp) status_heal(src, hp, sp, battle_config.show_hp_sp_gain?2:0); if (sd->mission_mobid == md->class_) { //TK_MISSION [Skotlex] if (++sd->mission_count >= 100 && (temp = mob_get_random_id(0,0xC, sd->status.base_level))) { pc_addfame(sd, 1); sd->mission_mobid = temp; pc_setglobalreg(sd,"TK_MISSION_ID", temp); sd->mission_count = 0; clif_mission_info(sd, temp, 0); } pc_setglobalreg(sd,"TK_MISSION_COUNT", sd->mission_count); } } for(i=count=0,mvp_damage=0;idmglog[i].id;i++) { tmpsd[i] = map_charid2sd(md->dmglog[i].id); if(tmpsd[i] == NULL) continue; if(tmpsd[i]->bl.m != m) { tmpsd[i] = NULL; continue; } count++; //Only logged into same map chars are counted for the total. if (pc_isdead(tmpsd[i])) { tmpsd[i] = NULL; continue; } if(md->dmglog[i].flag && !merc_is_hom_active(tmpsd[i]->hd)) { //Homunc's share. tmpsd[i] = NULL; continue; } if(mvp_damagedmglog[i].dmg){ third_sd = second_sd; second_sd = mvp_sd; mvp_sd=tmpsd[i]; mvp_damage=md->dmglog[i].dmg; } } 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[m].flag.pvp || battle_config.pvp_exp) && //Pvp no exp rule [MouseJstr] (!md->master_id || !md->special_state.ai) && //Only player-summoned mobs do not give exp. [Skotlex] (!map[m].flag.nobaseexp || !map[m].flag.nojobexp) //Gives Exp ) { //Experience calculation. for(i=0;idmglog[i].id;i++){ int flag=1,zeny=0; unsigned int base_exp,job_exp; double per; //Your share of the mob's exp double jper; //For the job-exp int bonus; //Bonus on top of your share. 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)status->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.; } if(md->special_state.size==1) // change experience for different sized monsters [Valaris] per /=2.; else if(md->special_state.size==2) per *=2.; bonus = 100; if (md->sc.data[SC_RICHMANKIM].timer != -1) bonus += md->sc.data[SC_RICHMANKIM].val2; 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; if(battle_config.zeny_from_mobs && md->level) { // zeny calculation moblv + random moblv [Valaris] zeny=(int) ((md->level+rand()%md->level)*per*bonus/100.); if(md->db->mexp > 0) zeny*=rand()%250; } jper = per; if (map[m].flag.nobaseexp || !md->db->base_exp) base_exp=0; else { temp = bonus; //Do not alter bonus for the jExp section below. if (map[m].bexp != 100) temp = map[m].bexp*temp/100; if (temp != 100) per = per*temp/100.; base_exp = md->db->base_exp; if (base_exp*per > UINT_MAX) base_exp = UINT_MAX; else base_exp = (unsigned int)(base_exp*per); if (base_exp < 1) base_exp = 1; } //Homun earned job-exp is always lost. if (map[m].flag.nojobexp || !md->db->job_exp || md->dmglog[i].flag) job_exp=0; else { if (map[m].jexp != 100) bonus = map[m].jexp*bonus/100; if (bonus != 100) jper = jper*bonus/100.; job_exp = md->db->job_exp; if (job_exp*jper > UINT_MAX) job_exp = UINT_MAX; else job_exp = (unsigned int)(job_exp*jper); if (job_exp < 1) job_exp = 1; } if((temp = tmpsd[i]->status.party_id )>0 && !md->dmglog[i].flag) { //Homun-done damage (flag 1) is not given to party int j; for(j=0;jparty.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(flag) { if(base_exp && md->dmglog[i].flag) //tmpsd[i] is null if it has no homunc. merc_hom_gainexp(tmpsd[i]->hd, base_exp); if(base_exp || job_exp) pc_gainexp(tmpsd[i], &md->bl, base_exp,job_exp); if(zeny) // zeny from mobs [Valaris] pc_getzeny(tmpsd[i], zeny); } } for(i=0;ibl, pt[i].base_exp,pt[i].job_exp,pt[i].zeny); } //End EXP giving. if (!(type&1) && !map[m].flag.nomobloot && ( !md->special_state.ai || //Non special mob battle_config.alchemist_summon_reward == 2 || //All summoned give drops (md->special_state.ai==2 && 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; int drop_rate; dlist->m = md->bl.m; dlist->x = md->bl.x; dlist->y = md->bl.y; dlist->first_sd = mvp_sd; dlist->second_sd = second_sd; dlist->third_sd = third_sd; dlist->item = NULL; for (i = 0; i < MAX_MOB_DROP; i++) { if (md->db->dropitem[i].nameid <= 0) 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(md->special_state.size==1 && drop_rate >= 2) drop_rate/=2; else if(md->special_state.size==2) 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 && (int)(md->level - sd->status.base_level) >= 20) drop_rate = (int)(drop_rate*1.25); // pk_mode increase drops if 20 level difference [Valaris] // if (10000 < rand()%10000+drop_rate) //May be better if MAX_RAND is too low? if (drop_rate < rand() % 10000 + 1) //fixed 0.01% impossible drops bug [Lupus] continue; ditem = mob_setdropitem(md->db->dropitem[i].nameid, 1); //A Rare Drop Global Announce by Lupus if(drop_rate<=battle_config.rare_drop_announce) { struct item_data *i_data; char message[128]; i_data = itemdb_search(ditem->item_data.nameid); sprintf (message, msg_txt(541), (mvp_sd?mvp_sd->status.name:"???"), md->name, i_data->jname, (float)drop_rate/100); //MSG: "'%s' won %s's %s (chance: %0.02f%%)" intif_GMmessage(message,strlen(message)+1,0); } // 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, md->db->dropitem[i].p); } // Ore Discovery [Celest] if (sd == mvp_sd && pc_checkskill(sd,BS_FINDINGORE)>0 && battle_config.finding_ore_rate/10 >= rand()%10000) { ditem = mob_setdropitem(itemdb_searchrandomid(IG_FINDINGORE), 1); mob_item_drop(md, dlist, ditem, 0, battle_config.finding_ore_rate/10); } if(sd) { int itemid = 0; for (i = 0; i < sd->add_drop_count; i++) { if (sd->add_drop[i].id < 0) continue; if (sd->add_drop[i].race & (1<race) || sd->add_drop[i].race & 1<<(status->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; if (drop_rate < battle_config.item_drop_adddrop_min) drop_rate = battle_config.item_drop_adddrop_min; else if (drop_rate > battle_config.item_drop_adddrop_max) drop_rate = 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 (drop_rate < rand()%10000 +1) continue; itemid = (sd->add_drop[i].id > 0) ? sd->add_drop[i].id : itemdb_searchrandomid(sd->add_drop[i].group); mob_item_drop(md, dlist, mob_setdropitem(itemid,1), 0, drop_rate); } } if(sd->get_zeny_num && rand()%100 < sd->get_zeny_rate) //Gets get_zeny_num per level +/-10% [Skotlex] pc_getzeny(sd,md->level*sd->get_zeny_num*(90+rand()%21)/100); } if(md->lootitem) { for(i=0;ilootitem_count;i++) mob_item_drop(md, dlist, mob_setlootitem(&md->lootitem[i]), 1, 10000); } if (dlist->item) //There are drop items. add_timer(tick + (!battle_config.delay_battle_damage?500:0), mob_delay_item_drop, (int)dlist, 0); 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_sd = mvp_sd; dlist->second_sd = second_sd; dlist->third_sd = third_sd; dlist->item = NULL; for(i=0;ilootitem_count;i++) mob_item_drop(md, dlist, mob_setlootitem(&md->lootitem[i]), 1, 10000); add_timer(tick + (!battle_config.delay_battle_damage?500:0), mob_delay_item_drop, (int)dlist, 0); } if(mvp_sd && md->db->mexp > 0 && !md->special_state.ai){ int log_mvp[2] = {0}; int j; unsigned int mexp; struct item item; double exp; //mapflag: noexp check [Lorky] if (map[m].flag.nobaseexp || type&2) exp =1; else { exp = md->db->mexp; if (count > 1) exp += exp*(battle_config.exp_bonus_attacker*(count-1))/100.; //[Gengar] } mexp = (unsigned int)cap_value(exp, 1, UINT_MAX); if(use_irc && irc_announce_mvp_flag) irc_announce_mvp(mvp_sd,md); clif_mvp_effect(mvp_sd); clif_mvp_exp(mvp_sd,mexp); pc_gainexp(mvp_sd, &md->bl, mexp,0); log_mvp[1] = mexp; if(map[m].flag.nomvploot || type&1) ; //No drops. else for(j=0;j<3;j++){ i = rand() % 3; if(md->db->mvpitem[i].nameid <= 0) continue; temp = md->db->mvpitem[i].p; if(temp <= 0 && !battle_config.drop_rate0item) temp = 1; if(temp <= rand()%10000+1) //if ==0, then it doesn't drop continue; memset(&item,0,sizeof(item)); item.nameid=md->db->mvpitem[i].nameid; item.identify= itemdb_isidentified(item.nameid); clif_mvp_item(mvp_sd,item.nameid); log_mvp[0] = item.nameid; //A Rare MVP Drop Global Announce by Lupus if(temp<=battle_config.rare_drop_announce) { struct item_data *i_data; char message[128]; i_data = itemdb_exists(item.nameid); sprintf (message, msg_txt(541), mvp_sd->status.name, md->name, i_data->jname, temp/100.); //MSG: "'%s' won %s's %s (chance: %0.02f%%)" intif_GMmessage(message,strlen(message)+1,0); } if((temp = mvp_sd->weight*2 > mvp_sd->max_weight)) map_addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd,second_sd,third_sd,1); else if((temp = pc_additem(mvp_sd,&item,1))) { clif_additem(sd,0,0,temp); map_addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd,second_sd,third_sd,1); } if(log_config.enable_logs&0x200) {//Logs items, MVP prizes [Lupus] log_pick_mob(md, "M", item.nameid, -1, NULL); if (!temp) log_pick_pc(mvp_sd, "P", item.nameid, 1, NULL); } break; } if(log_config.mvpdrop > 0) log_mvpdrop(mvp_sd, md->class_, log_mvp); } if (type&2 && !sd && md->class_ == MOBID_EMPERIUM) //Emperium destroyed by script. Discard mvp character. [Skotlex] mvp_sd = NULL; // NPC Event [OnAgitBreak] if(md->npc_event[0] && strcmp(((md->npc_event)+strlen(md->npc_event)-13),"::OnAgitBreak") == 0) { ShowNotice("MOB.C: Run NPC_Event[OnAgitBreak].\n"); if (agit_flag == 1) //Call to Run NPC_Event[OnAgitBreak] guild_agit_break(md); } if(src && src->type == BL_MOB){ struct mob_data *smd = (struct mob_data *)src; if(smd->nd) mob_script_callback(smd, &md->bl, CALLBACK_KILL); } if(md->nd) mob_script_callback(md, src, CALLBACK_DEAD); else if(md->npc_event[0]){ md->status.hp = 0; //So that npc_event invoked functions KNOW that I am dead. if(src) switch (src->type) { case BL_PET: sd = ((TBL_PET*)src)->msd; break; case BL_HOM: sd = ((TBL_HOM*)src)->master; break; } if(sd && battle_config.mob_npc_event_type) { pc_setglobalreg(sd,"killerrid",sd->bl.id); npc_event(sd,md->npc_event,0); } else if(mvp_sd) { pc_setglobalreg(mvp_sd,"killerrid",sd?sd->bl.id:0); npc_event(mvp_sd,md->npc_event,0); } md->status.hp = 1; } else if (mvp_sd && mvp_sd->state.event_kill_mob) { //lordalfa pc_setglobalreg(mvp_sd,"killedrid",md->class_); npc_script_event(mvp_sd, NPCE_KILLNPC); // PCKillNPC [Lance] } if(md->deletetimer!=-1) { delete_timer(md->deletetimer,mob_timer_delete); md->deletetimer=-1; } mob_deleteslave(md); md->last_deadtime=tick; map_freeblock_unlock(); if(pcdb_checkid(md->vd->class_)) { //Player mobs are not removed automatically by the client. if(md->nd){ md->vd->dead_sit = 1; return 1; // Let the dead body stay there.. we have something to do with it :D } else clif_clearunit_delayed(&md->bl, tick+3000); } if(!md->spawn) //Tell status_damage to remove it from memory. return 5; // Note: Actually, it's 4. Oh well... mob_setdelayspawn(md); //Set respawning. return 3; //Remove from map. } void mob_revive(struct mob_data *md, unsigned int hp) { unsigned int tick = gettick(); md->state.skillstate = MSS_IDLE; md->last_thinktime = tick; md->next_walktime = tick+rand()%50+5000; md->last_linktime = tick; if (!md->bl.prev) map_addblock(&md->bl); if(pcdb_checkid(md->vd->class_) && md->nd) md->vd->dead_sit = 0; else clif_spawn(&md->bl); skill_unit_move(&md->bl,tick,1); mobskill_use(md, tick, MSC_SPAWN); if (battle_config.show_mob_info&3) clif_charnameack (0, &md->bl); } int mob_guardian_guildchange(struct block_list *bl,va_list ap) { struct mob_data *md; struct guild* g; nullpo_retr(0, bl); nullpo_retr(0, md = (struct mob_data *)bl); 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_EMPERIUM) { //But don't delete the emperium, just clear it's guild-data md->guardian_data->guild_id = 0; md->guardian_data->emblem_id = 0; md->guardian_data->guild_name[0] = '\0'; } else { if (md->guardian_data->castle->guardian[md->guardian_data->number].visible) { //Safe removal of guardian. md->guardian_data->castle->guardian[md->guardian_data->number].visible = 0; guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0); guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0); } unit_free(&md->bl,0); //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->guild_id); md->guardian_data->castle->guardian[md->guardian_data->number].visible = 0; guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0); guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0); unit_free(&md->bl,0); return 0; } md->guardian_data->guild_id = md->guardian_data->castle->guild_id; md->guardian_data->emblem_id = g->emblem_id; md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP); memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH); return 1; } /*========================================== * Pick a random class for the mob *------------------------------------------*/ int mob_random_class (int *value, size_t count) { nullpo_retr(0, value); // no count specified, look into the array manually, but take only max 5 elements if (count < 1) { count = 0; while(count < 5 && mobdb_checkid(value[count])) count++; if(count < 1) // nothing found return 0; } else { // check if at least the first value is valid if(mobdb_checkid(value[0]) == 0) return 0; } //Pick a random value, hoping it exists. [Skotlex] return mobdb_checkid(value[rand()%count]); } /*========================================== * Change mob base class *------------------------------------------*/ int mob_class_change (struct mob_data *md, int class_) { unsigned int tick = gettick(); int i, c, hp_rate; nullpo_retr(0, md); if (md->bl.prev == NULL) return 0; //Disable class changing for some targets... if (md->guardian_data) return 0; //Guardians/Emperium if (md->class_ >= 1324 && md->class_ <= 1363) return 0; //Treasure Boxes if (md->special_state.ai > 1) 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 = md->status.hp*100/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, 0); unit_skillcastcancel(&md->bl, 0); status_set_viewdata(&md->bl, class_); clif_mob_class_change(md,class_); status_calc_mob(md, 3); if (battle_config.monster_class_change_full_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-1000*3600*10;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_charnameack(0, &md->bl); return 0; } /*========================================== * mob回復 *------------------------------------------*/ void mob_heal(struct mob_data *md,unsigned int heal) { if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS) // guardian hp update [Valaris] (updated by [Skotlex]) md->guardian_data->castle->guardian[md->guardian_data->number].hp = md->status.hp; if (battle_config.show_mob_info&3) clif_charnameack (0, &md->bl); } /*========================================== * Added by RoVeRT *------------------------------------------*/ int mob_warpslave_sub(struct block_list *bl,va_list ap) { struct mob_data *md=(struct mob_data *)bl; struct block_list *master; short x,y,range=0; master = va_arg(ap, struct block_list*); range = va_arg(ap, int); 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,2); return 1; } /*========================================== * Added by RoVeRT * Warps slaves. Range is the area around the master that they can * appear in randomly. *------------------------------------------*/ int mob_warpslave(struct block_list *bl, int range) { 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); } /*========================================== * 画面内の取り巻きの数計算用(foreachinarea) *------------------------------------------*/ int mob_countslave_sub(struct block_list *bl,va_list ap) { int id; struct mob_data *md; id=va_arg(ap,int); md = (struct mob_data *)bl; if( md->master_id==id ) return 1; return 0; } /*========================================== * 画面内の取り巻きの数計算 *------------------------------------------*/ int mob_countslave(struct block_list *bl) { return map_foreachinmap(mob_countslave_sub, bl->m, BL_MOB,bl->id); } /*========================================== * Summons amount slaves contained in the value[5] array using round-robin. [adapted by Skotlex] *------------------------------------------*/ int mob_summonslave(struct mob_data *md2,int *value,int amount,int skill_id) { struct mob_data *md; struct spawn_data data; int count = 0,k=0,hp_rate=0; nullpo_retr(0, md2); nullpo_retr(0, value); 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(mobdb_checkid(value[0]) == 0) return 0; while(count < 5 && mobdb_checkid(value[count])) count++; if(count < 1) return 0; if (amount > 0 && amount < count) { //Do not start on 0, pick some random sub subset [Skotlex] k = rand()%count; amount+=k; //Increase final value by same amount to preserve total number to summon. } if (!battle_config.monster_class_change_full_recover && (skill_id == NPC_TRANSFORMATION || skill_id == NPC_METAMORPHOSIS)) hp_rate = 100*md2->status.hp/md2->status.max_hp; for(;kbl, 0, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 0)) { data.x = x; data.y = y; } else { data.x = md2->bl.x; data.y = md2->bl.y; } //These two need to be loaded from the db for each slave. if(battle_config.override_mob_names==1) strcpy(data.name,"--en--"); else strcpy(data.name,"--ja--"); data.level = 0; if (!mob_parse_dataset(&data)) continue; md= mob_spawn_dataset(&data); md->special_state.cached= md2->special_state.cached; //[Skotlex] if(skill_id == NPC_SUMMONSLAVE){ md->master_id=md2->bl.id; md->state.killer = md2->state.killer; md->special_state.ai = md2->special_state.ai; md->nd = md2->nd; md->callback_flag = md2->callback_flag; } mob_spawn(md); if (hp_rate) //Scale HP md->status.hp = md->status.max_hp*hp_rate/100; //Inherit the aggressive mode of the master. if (battle_config.slaves_inherit_mode && md->master_id) { switch (battle_config.slaves_inherit_mode) { case 1: //Always aggressive if (!(md->status.mode&MD_AGGRESSIVE)) sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, MD_AGGRESSIVE, 0, 0); break; case 2: //Always passive if (md->status.mode&MD_AGGRESSIVE) sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, 0, MD_AGGRESSIVE, 0); break; default: //Copy master. if (md2->status.mode&MD_AGGRESSIVE) sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, MD_AGGRESSIVE, 0, 0); else sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, 0, MD_AGGRESSIVE, 0); break; } } clif_skill_nodamage(&md->bl,&md->bl,skill_id,amount,1); } return 0; } /*========================================== *MOBskillから該当skillidのskillidxを返す *------------------------------------------*/ int mob_skillid2skillidx(int class_,int skillid) { int i, max = mob_db(class_)->maxskill; struct mob_skill *ms=mob_db(class_)->skill; if(ms==NULL) return -1; for(i=0;ibl.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 = 100*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) //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 *------------------------------------------*/ 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 (status_get_hp(bl) < status_get_max_hp(bl) * rate / 100) return bl; } return NULL; } /*========================================== * What a status state suits by nearby MOB is looked for. *------------------------------------------*/ int mob_getfriendstatus_sub(struct block_list *bl,va_list ap) { int cond1,cond2; struct mob_data **fr, *md, *mmd; int flag=0; nullpo_retr(0, bl); nullpo_retr(0, ap); nullpo_retr(0, md=(struct mob_data *)bl); nullpo_retr(0, mmd=va_arg(ap,struct mob_data *)); if( mmd->bl.id == bl->id && !(battle_config.mob_ai&0x10) ) return 0; if (battle_check_target(&mmd->bl,bl,BCT_ENEMY)>0) return 0; cond1=va_arg(ap,int); cond2=va_arg(ap,int); fr=va_arg(ap,struct mob_data **); if( cond2==-1 ){ int j; for(j=SC_COMMON_MIN;j<=SC_COMMON_MAX && !flag;j++){ if ((flag=(md->sc.data[j].timer!=-1))) //Once an effect was found, break out. [Skotlex] break; } }else flag=( md->sc.data[cond2].timer!=-1 ); if( flag^( cond1==MSC_FRIENDSTATUSOFF ) ) (*fr)=md; return 0; } struct mob_data *mob_getfriendstatus(struct mob_data *md,int cond1,int cond2) { struct mob_data *fr=NULL; nullpo_retr(0, md); map_foreachinrange(mob_getfriendstatus_sub, &md->bl, 8, BL_MOB,md,cond1,cond2,&fr); return fr; } /*========================================== * Skill use judging *------------------------------------------*/ int mobskill_use(struct mob_data *md, unsigned int tick, int event) { struct mob_skill *ms; struct block_list *fbl = NULL; //Friend bl, which can either be a BL_PC or BL_MOB depending on the situation. [Skotlex] struct block_list *bl; struct mob_data *fmd = NULL; int i,j,n; nullpo_retr (0, md); nullpo_retr (0, ms = md->db->skill); if (!battle_config.mob_skill_rate || md->ud.skilltimer != -1 || !md->db->maxskill) return 0; if (event == -1 && DIFF_TICK(md->ud.canact_tick, tick) > 0) return 0; //Skill act delay only affects non-event skills. //Pick a starting position and loop from that. i = battle_config.mob_ai&0x100?rand()%md->db->maxskill:0; for (n = 0; n < md->db->maxskill; i++, n++) { int c2, flag = 0; if (i == md->db->maxskill) i = 0; if (DIFF_TICK(tick, md->skilldelay[i]) < ms[i].delay) continue; c2 = ms[i].cond2; if (ms[i].state != md->state.skillstate) { if (md->state.skillstate != MSS_DEAD && (ms[i].state == MSS_ANY || (ms[i].state == MSS_ANYTARGET && md->target_id && md->state.skillstate != MSS_LOOT) )) //ANYTARGET works with any state as long as there's a target. [Skotlex] ; else continue; } if (rand() % 10000 > ms[i].permillage) //Lupus (max value = 10000) continue; if (ms[i].cond1 == event) flag = 1; //Trigger skill. else if (ms[i].cond1 == MSC_SKILLUSED) flag = ((event & 0xffff) == MSC_SKILLUSED && ((event >> 16) == c2 || c2 == 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 (ms[i].cond1) { case MSC_ALWAYS: flag = 1; break; case MSC_MYHPLTMAXRATE: // HP< maxhp% flag = 100*md->status.hp/md->status.max_hp; flag = (flag <= c2); break; case MSC_MYHPINRATE: flag = 100*md->status.hp/md->status.max_hp; flag = (flag >= c2 && flag <= ms[i].val[0]); break; case MSC_MYSTATUSON: // status[num] on case MSC_MYSTATUSOFF: // status[num] off if (!md->sc.count) { flag = 0; } else if (ms[i].cond2 == -1) { for (j = SC_COMMON_MIN; j <= SC_COMMON_MAX; j++) if ((flag = (md->sc.data[j].timer != -1)) != 0) break; } else { flag = (md->sc.data[ms[i].cond2].timer != -1); } flag ^= (ms[i].cond1 == MSC_MYSTATUSOFF); break; case MSC_FRIENDHPLTMAXRATE: // friend HP < maxhp% flag = ((fbl = mob_getfriendhprate(md, 0, ms[i].cond2)) != NULL); break; case MSC_FRIENDHPINRATE : flag = ((fbl = mob_getfriendhprate(md, ms[i].cond2, ms[i].val[0])) != NULL); break; case MSC_FRIENDSTATUSON: // friend status[num] on case MSC_FRIENDSTATUSOFF: // friend status[num] off flag = ((fmd = mob_getfriendstatus(md, ms[i].cond1, ms[i].cond2)) != NULL); break; case MSC_SLAVELT: // slave < num flag = (mob_countslave(&md->bl) < c2 ); break; case MSC_ATTACKPCGT: // attack pc > num flag = (unit_counttargeted(&md->bl, 0) > c2); break; case MSC_SLAVELE: // slave <= num flag = (mob_countslave(&md->bl) <= c2 ); break; case MSC_ATTACKPCGE: // attack pc >= num flag = (unit_counttargeted(&md->bl, 0) >= c2); break; case MSC_AFTERSKILL: flag = (md->ud.skillid == c2); break; case MSC_RUDEATTACKED: flag = (md->state.attacked_count >= RUDE_ATTACKED_COUNT); if (flag) md->state.attacked_count = 0; //Rude attacked count should be reset after the skill condition is met. Thanks to Komurka [Skotlex] break; case MSC_MASTERHPLTMAXRATE: flag = ((fbl = mob_getmasterhpltmaxrate(md, ms[i].cond2)) != NULL); break; case MSC_MASTERATTACKED: flag = (md->master_id > 0 && unit_counttargeted(map_id2bl(md->master_id), 0) > 0); break; case MSC_ALCHEMIST: flag = (md->state.alchemist); break; } } if (!flag) continue; //Skill requisite failed to be fulfilled. //Execute skill if (skill_get_casttype(ms[i].skill_id) == CAST_GROUND) { //Ground skill. short x, y; switch (ms[i].target) { case MST_RANDOM: //Pick a random enemy within skill range. bl = battle_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md), skill_get_range2(&md->bl, ms[i].skill_id, ms[i].skill_lv)); break; case MST_TARGET: case MST_AROUND5: case MST_AROUND6: case MST_AROUND7: case MST_AROUND8: bl = map_id2bl(md->target_id); break; case MST_MASTER: bl = &md->bl; if (md->master_id) bl = map_id2bl(md->master_id); if (bl) //Otherwise, fall through. break; case MST_FRIEND: bl = fbl?fbl:(fmd?&fmd->bl:&md->bl); break; default: bl = &md->bl; break; } if (!bl) continue; x = bl->x; y = bl->y; // Look for an area to cast the spell around... if (ms[i].target >= MST_AROUND1 || ms[i].target >= MST_AROUND5) { j = ms[i].target >= MST_AROUND1? (ms[i].target-MST_AROUND1) +1: (ms[i].target-MST_AROUND5) +1; map_search_freecell(&md->bl, md->bl.m, &x, &y, j, j, 3); } md->skillidx = i; if (!unit_skilluse_pos2(&md->bl, x, y, ms[i].skill_id, ms[i].skill_lv, ms[i].casttime, ms[i].cancel)) continue; } else { //Targetted skill switch (ms[i].target) { case MST_RANDOM: //Pick a random enemy within skill range. bl = battle_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md), skill_get_range2(&md->bl, ms[i].skill_id, ms[i].skill_lv)); break; case MST_TARGET: bl = map_id2bl(md->target_id); break; case MST_MASTER: bl = &md->bl; if (md->master_id) bl = map_id2bl(md->master_id); if (bl) //Otherwise, fall through. break; case MST_FRIEND: if (fbl) { bl = fbl; break; } else if (fmd) { bl = &fmd->bl; break; } // else fall through default: bl = &md->bl; break; } if (!bl) continue; md->skillidx = i; if (!unit_skilluse_id2(&md->bl, bl->id, ms[i].skill_id, ms[i].skill_lv, ms[i].casttime, ms[i].cancel)) continue; } //Skill used. Post-setups... if(battle_config.mob_ai&0x200) { //pass on delay to same skill. for (j = 0; j < md->db->maxskill; j++) if (md->db->skill[j].skill_id == ms[i].skill_id) md->skilldelay[j]=tick; } else md->skilldelay[i]=tick; return 1; } //No skill was used. md->skillidx = -1; return 0; } /*========================================== * Skill use event processing *------------------------------------------*/ int mobskill_event(struct mob_data *md, struct block_list *src, unsigned int tick, int flag) { int target_id, res = 0; target_id = md->target_id; if (!target_id || battle_config.mob_changetarget_byskill) md->target_id = src->id; if (flag == -1) res = mobskill_use(md, tick, MSC_CASTTARGETED); else if ((flag&0xffff) == MSC_SKILLUSED) res = mobskill_use(md, tick, flag); else if (flag&BF_SHORT) res = mobskill_use(md, tick, MSC_CLOSEDATTACKED); else if (flag&BF_LONG && !(flag&BF_MAGIC)) //Long-attacked should not include magic. res = mobskill_use(md, tick, MSC_LONGRANGEATTACKED); if (!res) //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] 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_; } //Flag values: //&1: Set special ai (fight mobs, not players) //If mode is not passed, a default aggressive mode is used. //If master_id is passed, clone is attached to him. //Returns: ID of newly crafted copy. int mob_clone_spawn(struct map_session_data *sd, int m, int x, int y, const char *event, int master_id, int mode, int flag, unsigned int duration) { int class_; int i,j,inf,skill_id; struct mob_data *md; struct mob_skill *ms; nullpo_retr(0, sd); for(class_=MOB_CLONE_START; class_MOB_CLONE_END) return 0; mob_db_data[class_]=(struct mob_db*)aCalloc(1, sizeof(struct mob_db)); sprintf(mob_db_data[class_]->sprite,sd->status.name); sprintf(mob_db_data[class_]->name,sd->status.name); sprintf(mob_db_data[class_]->jname,sd->status.name); mob_db_data[class_]->lv=status_get_lv(&sd->bl); memcpy(&mob_db_data[class_]->status, &sd->base_status, sizeof(struct status_data)); mob_db_data[class_]->status.lhw = NULL; //Prevent dangling pointer if player quits. mob_db_data[class_]->status.rhw.atk = mob_db_data[class_]->status.rhw.atk2 = sd->base_status.dex; //Min ATK mob_db_data[class_]->status.rhw.atk2+= sd->base_status.rhw.atk + sd->base_status.rhw.atk2 + sd->base_status.lhw->atk + sd->base_status.lhw->atk2; //Max ATK if (mode) //User provided mode. mob_db_data[class_]->status.mode = mode; else if (flag&1) //Friendly Character, remove looting. mob_db_data[class_]->status.mode &= ~MD_LOOTER; mob_db_data[class_]->status.hp = mob_db_data[class_]->status.max_hp; mob_db_data[class_]->status.sp = mob_db_data[class_]->status.max_sp; memcpy(&mob_db_data[class_]->vd, &sd->vd, sizeof(struct view_data)); mob_db_data[class_]->base_exp=1; mob_db_data[class_]->job_exp=1; mob_db_data[class_]->range2=AREA_SIZE; //Let them have the same view-range as players. mob_db_data[class_]->range3=AREA_SIZE; //Min chase of a screen. mob_db_data[class_]->option=sd->sc.option; //Skill copy [Skotlex] ms = &mob_db_data[class_]->skill[0]; //Go Backwards to give better priority to advanced skills. for (i=0,j = MAX_SKILL_TREE-1;j>=0 && i< MAX_MOBSKILL ;j--) { skill_id = skill_tree[sd->status.class_][j].id; if (!skill_id || sd->status.skill[skill_id].lv < 1 || (skill_get_inf2(skill_id)&(INF2_WEDDING_SKILL|INF2_GUILD_SKILL)) || skill_get_nocast(skill_id)&16 ) continue; //Normal aggressive mob, disable skills that cannot help them fight //against players (those with flags UF_NOMOB and UF_NOPC are specific //to always aid players!) [Skotlex] if (!(flag&1) && skill_get_unit_id(skill_id, 0) && skill_get_unit_flag(skill_id)&(UF_NOMOB|UF_NOPC)) continue; memset (&ms[i], 0, sizeof(struct mob_skill)); ms[i].skill_id = skill_id; ms[i].skill_lv = sd->status.skill[skill_id].lv; ms[i].state = MSS_ANY; ms[i].permillage = 500*battle_config.mob_skill_rate/100; //Default chance of all skills: 5% ms[i].emotion = -1; ms[i].cancel = 0; ms[i].delay = 5000+skill_delayfix(&sd->bl,skill_id, ms[i].skill_lv); ms[i].casttime = skill_castfix(&sd->bl,skill_id, ms[i].skill_lv); inf = skill_get_inf(skill_id); if (inf&INF_ATTACK_SKILL) { ms[i].target = MST_TARGET; ms[i].cond1 = MSC_ALWAYS; if (skill_get_range(skill_id, ms[i].skill_lv) > 3) ms[i].state = MSS_ANYTARGET; else ms[i].state = MSS_BERSERK; } else if(inf&INF_GROUND_SKILL) { if (skill_get_inf2(skill_id)&INF2_TRAP) { //Traps! ms[i].state = MSS_IDLE; ms[i].target = MST_AROUND2; ms[i].delay = 60000; } else if (skill_get_unit_target(skill_id) == BCT_ENEMY) { //Target Enemy ms[i].state = MSS_ANYTARGET; ms[i].target = MST_TARGET; ms[i].cond1 = MSC_ALWAYS; } else { //Target allies ms[i].target = MST_FRIEND; ms[i].cond1 = MSC_FRIENDHPLTMAXRATE; ms[i].cond2 = 95; } } else if (inf&INF_SELF_SKILL) { if (skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF) { //auto-select target skill. ms[i].target = MST_TARGET; ms[i].cond1 = MSC_ALWAYS; if (skill_get_range(skill_id, ms[i].skill_lv) > 3) { ms[i].state = MSS_ANYTARGET; } else { ms[i].state = MSS_BERSERK; } } else { //Self skill ms[i].target = MST_SELF; ms[i].cond1 = MSC_MYHPLTMAXRATE; ms[i].cond2 = 90; ms[i].permillage = 2000; //Delay: Remove the stock 5 secs and add half of the support time. ms[i].delay += -5000 +(skill_get_time(skill_id, ms[i].skill_lv) + skill_get_time2(skill_id, ms[i].skill_lv))/2; if (ms[i].delay < 5000) ms[i].delay = 5000; //With a minimum of 5 secs. } } else if (inf&INF_SUPPORT_SKILL) { ms[i].target = MST_FRIEND; ms[i].cond1 = MSC_FRIENDHPLTMAXRATE; ms[i].cond2 = 90; if (skill_id == AL_HEAL) ms[i].permillage = 5000; //Higher skill rate usage for heal. else if (skill_id == ALL_RESURRECTION) ms[i].cond2 = 1; //Delay: Remove the stock 5 secs and add half of the support time. ms[i].delay += -5000 +(skill_get_time(skill_id, ms[i].skill_lv) + skill_get_time2(skill_id, ms[i].skill_lv))/2; if (ms[i].delay < 2000) ms[i].delay = 2000; //With a minimum of 2 secs. if (i+1 < MAX_MOBSKILL) { //duplicate this so it also triggers on self. memcpy(&ms[i+1], &ms[i], sizeof(struct mob_skill)); mob_db_data[class_]->maxskill = ++i; ms[i].target = MST_SELF; ms[i].cond1 = MSC_MYHPLTMAXRATE; } } else { switch (skill_id) { //Certain Special skills that are passive, and thus, never triggered. case MO_TRIPLEATTACK: case TF_DOUBLE: case GS_CHAINACTION: ms[i].state = MSS_BERSERK; ms[i].target = MST_TARGET; ms[i].cond1 = MSC_ALWAYS; ms[i].permillage = skill_id==MO_TRIPLEATTACK?(3000-ms[i].skill_lv*100):(ms[i].skill_lv*500); ms[i].delay -= 5000; //Remove the added delay as these could trigger on "all hits". break; default: //Untreated Skill continue; } } if (battle_config.mob_skill_rate!= 100) ms[i].permillage = ms[i].permillage*battle_config.mob_skill_rate/100; if (battle_config.mob_skill_delay != 100) ms[i].delay = ms[i].delay*battle_config.mob_skill_delay/100; mob_db_data[class_]->maxskill = ++i; } //Finally, spawn it. md = mob_once_spawn_sub(&sd->bl, m, x, y, "--en--",class_,event); if (!md) return 0; //Failed? if (master_id || flag || duration) { //Further manipulate crafted char. if (flag&1) //Friendly Character md->special_state.ai = 1; if (master_id) //Attach to Master md->master_id = master_id; if (duration) //Auto Delete after a while. md->deletetimer = add_timer (gettick() + duration, mob_timer_delete, md->bl.id, 0); } #if 0 //I am playing with this for packet-research purposes, enable it if you want, but don't remove it :X [Skotlex] //Guardian data if (sd->status.guild_id) { struct guild* g = guild_search(sd->status.guild_id); md->guardian_data = aCalloc(1, sizeof(struct guardian_data)); md->guardian_data->castle = NULL; md->guardian_data->number = MAX_GUARDIANS; md->guardian_data->guild_id = sd->status.guild_id; if (g) { md->guardian_data->emblem_id = g->emblem_id; memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH); } } #endif mob_spawn(md); return md->bl.id; } int mob_clone_delete(int class_) { if (class_ >= MOB_CLONE_START && class_ < MOB_CLONE_END && mob_db_data[class_]!=NULL) { aFree(mob_db_data[class_]); mob_db_data[class_]=NULL; return 1; } return 0; } int mob_script_callback(struct mob_data *md, struct block_list *target, short action_type) { // DEBUG: Uncomment these if errors occur. --- // nullpo_retr(md, 0); // nullpo_retr(md->nd, 0); // ------------------------------------------- if(md->callback_flag&action_type){ int regkey = add_str(".ai_action"); linkdb_replace(&md->nd->u.scr.script->script_vars,(void *)regkey, (void *)(int)action_type); if(target){ linkdb_replace(&md->nd->u.scr.script->script_vars,(void *)(regkey+(1<<24)), (void *)(int)target->type); linkdb_replace(&md->nd->u.scr.script->script_vars,(void *)(regkey+(2<<24)), (void *)target->id); } linkdb_replace(&md->nd->u.scr.script->script_vars,(void *)(regkey+(3<<24)), (void *)md->bl.id); run_script(md->nd->u.scr.script, 0, 0, md->nd->bl.id); return 1; } return 0; } // // 初期化 // /*========================================== * 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. aFree(mob_db_data[class_]); mob_db_data[class_] = NULL; } 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 rate, int rate_adjust, unsigned short rate_min, unsigned short rate_max) { 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 = (int)(rate * pow((5.0 - log10(rate)), (log(rate_adjust/100.) / log(5.0))) + 0.5); else //Classical linear rate adjustment. rate = rate*rate_adjust/100; return cap_value(rate,rate_min,rate_max); } int mob_parse_dbrow(char** str) { struct mob_db *db; struct status_data *status; int class_, i, k; double exp, maxhp; struct mob_data data; class_ = str[0] ? atoi(str[0]) : 0; if (class_ == 0) return 0; //Leave blank lines alone... [Skotlex] if (class_ <= 1000 || class_ > MAX_MOB_DB) { ShowWarning("Mob with ID: %d not loaded. ID must be in range [%d-%d]\n", class_, 1000, MAX_MOB_DB); return 0; } if (pcdb_checkid(class_)) { ShowWarning("Mob with ID: %d not loaded. That ID is reserved for player classes.\n"); return 0; } if (mob_db_data[class_] == NULL) mob_db_data[class_] = aCalloc(1, sizeof (struct mob_data)); db = mob_db_data[class_]; status = &db->status; db->vd.class_ = class_; strncpy(db->sprite, str[1], NAME_LENGTH); strncpy(db->jname, str[2], NAME_LENGTH); strncpy(db->name, str[3], NAME_LENGTH); db->lv = atoi(str[4]); db->lv = cap_value(db->lv, 1, USHRT_MAX); status->max_hp = atoi(str[5]); status->max_sp = atoi(str[6]); exp = (double)atoi(str[7]) * (double)battle_config.base_exp_rate / 100.; db->base_exp = (unsigned int)cap_value(exp, 0, UINT_MAX); exp = (double)atoi(str[8]) * (double)battle_config.job_exp_rate / 100.; db->job_exp = (unsigned int)cap_value(exp, 0, UINT_MAX); status->rhw.range = atoi(str[9]); status->rhw.atk = atoi(str[10]); status->rhw.atk2 = atoi(str[11]); status->def = atoi(str[12]); status->mdef = atoi(str[13]); status->str = atoi(str[14]); status->agi = atoi(str[15]); status->vit = atoi(str[16]); status->int_ = atoi(str[17]); status->dex = atoi(str[18]); status->luk = atoi(str[19]); //All status should be min 1 to prevent divisions by zero from some skills. [Skotlex] if (status->str < 1) status->str = 1; if (status->agi < 1) status->agi = 1; if (status->vit < 1) status->vit = 1; if (status->int_< 1) status->int_= 1; if (status->dex < 1) status->dex = 1; if (status->luk < 1) status->luk = 1; db->range2 = atoi(str[20]); db->range3 = atoi(str[21]); if (battle_config.view_range_rate != 100) { db->range2 = db->range2 * battle_config.view_range_rate / 100; if (db->range2 < 1) db->range2 = 1; } if (battle_config.chase_range_rate != 100) { db->range3 = db->range3 * battle_config.chase_range_rate / 100; if (db->range3 < db->range2) db->range3 = db->range2; } status->size = atoi(str[22]); status->race = atoi(str[23]); i = atoi(str[24]); //Element status->def_ele = i%10; status->ele_lv = i/20; if (status->def_ele >= ELE_MAX) { ShowWarning("Mob with ID: %d has invalid element type %d (max element is %d)\n", class_, status->def_ele, ELE_MAX-1); status->def_ele = ELE_NEUTRAL; } if (status->ele_lv < 1 || status->ele_lv > 4) { ShowWarning("Mob with ID: %d has invalid element level %d (max is 4)\n", class_, status->ele_lv); status->ele_lv = 1; } status->mode = (int)strtol(str[25], NULL, 0); if (!battle_config.monster_active_enable) status->mode &= ~MD_AGGRESSIVE; status->speed = atoi(str[26]); status->aspd_rate = 1000; status->adelay = atoi(str[27]); status->amotion = atoi(str[28]); //If the attack animation is longer than the delay, the client crops the attack animation! if (status->adelay < status->amotion) status->adelay = status->amotion; status->dmotion = atoi(str[29]); if(battle_config.monster_damage_delay_rate != 100) status->dmotion = status->dmotion * battle_config.monster_damage_delay_rate / 100; data.bl.type = BL_MOB; data.level = db->lv; memcpy(&data.status, status, sizeof(struct status_data)); status_calc_misc(&data.bl, status, db->lv); // MVP EXP Bonus, Chance: MEXP,ExpPer // Some new MVP's MEXP multipled by high exp-rate cause overflow. [LuzZza] exp = (double)atoi(str[30]) * (double)battle_config.mvp_exp_rate / 100.; db->mexp = (unsigned int)cap_value(exp, 0, UINT_MAX); db->mexpper = atoi(str[31]); //Now that we know if it is an mvp or not, apply battle_config modifiers [Skotlex] maxhp = (double)status->max_hp; if (db->mexp > 0) { //Mvp if (battle_config.mvp_hp_rate != 100) maxhp = maxhp * (double)battle_config.mvp_hp_rate / 100.; } else //Normal mob if (battle_config.monster_hp_rate != 100) maxhp = maxhp * (double)battle_config.monster_hp_rate / 100.; status->max_hp = (unsigned int)cap_value(maxhp, 1, UINT_MAX); if(status->max_sp < 1) status->max_sp = 1; //Since mobs always respawn with full life... status->hp = status->max_hp; status->sp = status->max_sp; // MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per for(i = 0; i < 3; i++) { struct item_data *id; db->mvpitem[i].nameid = atoi(str[32+i*2]); if (!db->mvpitem[i].nameid) { db->mvpitem[i].p = 0; //No item.... continue; } db->mvpitem[i].p = mob_drop_adjust(atoi(str[33+i*2]), battle_config.item_rate_mvp, battle_config.item_drop_mvp_min, battle_config.item_drop_mvp_max); //calculate and store Max available drop chance of the MVP item if (db->mvpitem[i].p) { id = itemdb_search(db->mvpitem[i].nameid); if (id->maxchance == 10000 || (id->maxchance < db->mvpitem[i].p/10 + 1) ) { //item has bigger drop chance or sold in shops id->maxchance = db->mvpitem[i].p/10 + 1; //reduce MVP drop info to not spoil common drop rate } } } for(i = 0; i < MAX_MOB_DROP; i++) { int rate = 0, rate_adjust, type; unsigned short ratemin, ratemax; struct item_data *id; k = 38+i*2; db->dropitem[i].nameid = atoi(str[k]); if (!db->dropitem[i].nameid) { db->dropitem[i].p = 0; //No drop. continue; } type = itemdb_type(db->dropitem[i].nameid); rate = atoi(str[k+1]); if (class_ >= 1324 && class_ <= 1363) { //Treasure box drop rates [Skotlex] rate_adjust = battle_config.item_rate_treasure; ratemin = battle_config.item_drop_treasure_min; ratemax = battle_config.item_drop_treasure_max; } else switch (type) { // Added suport to restrict normal drops of MVP's [Reddozen] case IT_HEALING: rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_heal_boss : battle_config.item_rate_heal; ratemin = battle_config.item_drop_heal_min; ratemax = battle_config.item_drop_heal_max; break; case IT_USABLE: rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_use_boss : battle_config.item_rate_use; ratemin = battle_config.item_drop_use_min; ratemax = battle_config.item_drop_use_max; break; case IT_WEAPON: case IT_ARMOR: case IT_PETARMOR: rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_equip_boss : battle_config.item_rate_equip; ratemin = battle_config.item_drop_equip_min; ratemax = battle_config.item_drop_equip_max; break; case IT_CARD: rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_card_boss : battle_config.item_rate_card; ratemin = battle_config.item_drop_card_min; ratemax = battle_config.item_drop_card_max; break; default: rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_common_boss : battle_config.item_rate_common; ratemin = battle_config.item_drop_common_min; ratemax = battle_config.item_drop_common_max; break; } db->dropitem[i].p = mob_drop_adjust(rate, rate_adjust, ratemin, ratemax); //calculate and store Max available drop chance of the item if (db->dropitem[i].p && (class_ < 1324 || class_ > 1363)) { //Skip treasure chests. id = itemdb_search(db->dropitem[i].nameid); if (id->maxchance == 10000 || (id->maxchance < db->dropitem[i].p) ) { id->maxchance = db->dropitem[i].p; //item has bigger drop chance or sold in shops } for (k = 0; k< MAX_SEARCH; k++) { if (id->mob[k].chance < db->dropitem[i].p && id->mob[k].id != class_) break; } if (k == MAX_SEARCH) continue; if (id->mob[k].id != class_) memmove(&id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0])); id->mob[k].chance = db->dropitem[i].p; id->mob[k].id = class_; } } return 1; } /*========================================== * mob_db.txt reading *------------------------------------------*/ static int mob_readdb(void) { FILE *fp; char line[1024]; char *filename[]={ "mob_db.txt","mob_db2.txt" }; int i, fi; unsigned int ln = 0; for(fi = 0; fi < 2; fi++) { sprintf(line, "%s/%s", db_path, filename[fi]); fp = fopen(line, "r"); if(fp == NULL) { if(fi > 0) continue; return -1; } while(fgets(line, sizeof(line), fp)) { char *str[38+2*MAX_MOB_DROP], *p, *np; if(line[0] == '/' && line[1] == '/') continue; for(i = 0, p = line; i < 38 + 2*MAX_MOB_DROP; i++) { if((np = strchr(p, ',')) != NULL) { str[i] = p; *np = 0; p = np + 1; } else str[i] = p; } if(i < 38 + 2*MAX_MOB_DROP) { ShowWarning("mob_readdb: Insufficient columns for mob with ID: %d\n", str[0] ? atoi(str[0]) : 0); continue; } if (!mob_parse_dbrow(str)) continue; ln++; // counts the number of correctly parsed entries } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", ln, filename[fi]); ln = 0; } return 0; } #ifndef TXT_ONLY /*========================================== * SQL reading *------------------------------------------*/ static int mob_read_sqldb(void) { char *mob_db_name[] = { mob_db_db, mob_db2_db }; int fi; unsigned int ln = 0; for (fi = 0; fi < 2; fi++) { sprintf (tmp_sql, "SELECT * FROM `%s`", mob_db_name[fi]); if (mysql_query(&mmysql_handle, tmp_sql)) { ShowSQL("DB error (%s) - %s\n", mob_db_name[fi], mysql_error(&mmysql_handle)); ShowDebug("at %s:%d - %s\n", __FILE__,__LINE__,tmp_sql); continue; } sql_res = mysql_store_result(&mmysql_handle); if (sql_res) { while((sql_row = mysql_fetch_row(sql_res))){ if (!mob_parse_dbrow(sql_row)) continue; ln++; // counts the number of correctly parsed entries } mysql_free_result(sql_res); ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", ln, mob_db_name[fi]); ln = 0; } } return 0; } #endif /* not TXT_ONLY */ /*========================================== * MOB display graphic change data reading *------------------------------------------*/ static int mob_readdb_mobavail(void) { FILE *fp; char line[1024]; int ln=0; int class_,j,k; char *str[20],*p,*np; sprintf(line, "%s/mob_avail.txt", db_path); if( (fp=fopen(line,"r"))==NULL ){ ShowError("can't read %s\n", line); return -1; } while(fgets(line, sizeof(line), fp)) { if(line[0]=='/' && line[1]=='/') continue; memset(str,0,sizeof(str)); for(j=0,p=line;j<12;j++){ if((np=strchr(p,','))!=NULL){ str[j]=p; *np=0; p=np+1; } else str[j]=p; } if(str[0]==NULL) continue; class_=atoi(str[0]); if (class_ == 0) continue; //Leave blank lines alone... [Skotlex] if(mob_db(class_) == mob_dummy) // 値が異常なら処理しない。 continue; k=atoi(str[1]); if(k < 0) continue; memset(&mob_db_data[class_]->vd, 0, sizeof(struct view_data)); mob_db_data[class_]->vd.class_=k; //Player sprites if(pcdb_checkid(k) && j>=12) { mob_db_data[class_]->vd.sex=atoi(str[2]); mob_db_data[class_]->vd.hair_style=atoi(str[3]); mob_db_data[class_]->vd.hair_color=atoi(str[4]); mob_db_data[class_]->vd.weapon=atoi(str[5]); mob_db_data[class_]->vd.shield=atoi(str[6]); mob_db_data[class_]->vd.head_top=atoi(str[7]); mob_db_data[class_]->vd.head_mid=atoi(str[8]); mob_db_data[class_]->vd.head_bottom=atoi(str[9]); mob_db_data[class_]->option=atoi(str[10])&~0x46; mob_db_data[class_]->vd.cloth_color=atoi(str[11]); // Monster player dye option - Valaris } else if(str[2] && atoi(str[2]) > 0) mob_db_data[class_]->vd.head_bottom=atoi(str[2]); // mob equipment [Valaris] ln++; } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",ln,"mob_avail.txt"); return 0; } /*========================================== * Reading of random monster data *------------------------------------------*/ static int mob_read_randommonster(void) { FILE *fp; char line[1024]; char *str[10],*p; int i,j; const char* mobfile[] = { "mob_branch.txt", "mob_poring.txt", "mob_boss.txt", "mob_pouch.txt"}; for(i=0;isummonper[i] = 1002; // 設定し忘れた場合はポリンが出るようにしておく sprintf(line, "%s/%s", db_path, mobfile[i]); fp=fopen(line,"r"); if(fp==NULL){ ShowError("can't read %s\n",line); return -1; } while(fgets(line, sizeof(line), fp)) { int class_,per; if(line[0] == '/' && line[1] == '/') continue; memset(str,0,sizeof(str)); for(j=0,p=line;j<3 && p;j++){ str[j]=p; p=strchr(p,','); if(p) *p++=0; } if(str[0]==NULL || str[2]==NULL) continue; class_ = atoi(str[0]); per=atoi(str[2]); if(mob_db(class_) != mob_dummy) mob_db_data[class_]->summonper[i]=per; } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",mobfile[i]); } return 0; } /*========================================== * mob_skill_db.txt reading *------------------------------------------*/ static int mob_readskilldb(void) { FILE *fp; char line[1024]; int i,tmp, count; const struct { char str[32]; int id; } cond1[] = { { "always", MSC_ALWAYS }, { "myhpltmaxrate", MSC_MYHPLTMAXRATE }, { "myhpinrate", MSC_MYHPINRATE }, { "friendhpltmaxrate",MSC_FRIENDHPLTMAXRATE }, { "friendhpinrate", MSC_FRIENDHPINRATE }, { "mystatuson", MSC_MYSTATUSON }, { "mystatusoff", MSC_MYSTATUSOFF }, { "friendstatuson", MSC_FRIENDSTATUSON }, { "friendstatusoff", MSC_FRIENDSTATUSOFF }, { "attackpcgt", MSC_ATTACKPCGT }, { "attackpcge", MSC_ATTACKPCGE }, { "slavelt", MSC_SLAVELT }, { "slavele", MSC_SLAVELE }, { "closedattacked", MSC_CLOSEDATTACKED }, { "longrangeattacked",MSC_LONGRANGEATTACKED }, { "skillused", MSC_SKILLUSED }, { "afterskill", MSC_AFTERSKILL }, { "casttargeted", MSC_CASTTARGETED }, { "rudeattacked", MSC_RUDEATTACKED }, { "masterhpltmaxrate",MSC_MASTERHPLTMAXRATE }, { "masterattacked", MSC_MASTERATTACKED }, { "alchemist", MSC_ALCHEMIST }, { "onspawn", MSC_SPAWN}, }, cond2[] ={ { "anybad", -1 }, { "stone", SC_STONE }, { "freeze", SC_FREEZE }, { "stan", SC_STUN }, { "sleep", SC_SLEEP }, { "poison", SC_POISON }, { "curse", SC_CURSE }, { "silence", SC_SILENCE }, { "confusion", SC_CONFUSION }, { "blind", SC_BLIND }, { "hiding", SC_HIDING }, { "sight", SC_SIGHT }, }, state[] = { { "any", MSS_ANY }, //All states except Dead { "idle", MSS_IDLE }, { "walk", MSS_WALK }, { "loot", MSS_LOOT }, { "dead", MSS_DEAD }, { "attack", MSS_BERSERK }, //Retaliating attack { "angry", MSS_ANGRY }, //Preemptive attack (aggressive mobs) { "chase", MSS_RUSH }, //Chase escaping target { "follow", MSS_FOLLOW }, //Preemptive chase (aggressive mobs) { "anytarget",MSS_ANYTARGET }, //Berserk+Angry+Rush+Follow }, target[] = { { "target", MST_TARGET }, { "randomtarget", MST_RANDOM }, { "self", MST_SELF }, { "friend", MST_FRIEND }, { "master", MST_MASTER }, { "around5", MST_AROUND5 }, { "around6", MST_AROUND6 }, { "around7", MST_AROUND7 }, { "around8", MST_AROUND8 }, { "around1", MST_AROUND1 }, { "around2", MST_AROUND2 }, { "around3", MST_AROUND3 }, { "around4", MST_AROUND4 }, { "around", MST_AROUND }, }; int x; char *filename[]={ "mob_skill_db.txt","mob_skill_db2.txt" }; if (!battle_config.mob_skill_rate) { ShowStatus("Mob skill use disabled. Not reading mob skills.\n"); return 0; } for(x=0;x<2;x++){ int last_mob_id = 0; count = 0; sprintf(line, "%s/%s", db_path, filename[x]); fp=fopen(line,"r"); if(fp==NULL){ if(x==0) ShowError("can't read %s\n",line); continue; } while(fgets(line, sizeof(line), fp)) { char *sp[20],*p; int mob_id; struct mob_skill *ms, gms; int j=0; count++; if(line[0] == '/' && line[1] == '/') continue; memset(sp,0,sizeof(sp)); for(i=0,p=line;i<18 && p;i++){ sp[i]=p; if((p=strchr(p,','))!=NULL) *p++=0; } if(i == 0 || (mob_id=atoi(sp[0]))== 0) continue; if(i < 18) { ShowError("mob_skill: Insufficient number of fields for skill at %s, line %d\n", filename[x], count); continue; } if (mob_id > 0 && mob_db(mob_id) == mob_dummy) { if (mob_id != last_mob_id) { ShowError("mob_skill: Non existant Mob id %d at %s, line %d\n", mob_id, filename[x], count); last_mob_id = mob_id; } continue; } if( strcmp(sp[1],"clear")==0 ){ if (mob_id < 0) continue; memset(mob_db_data[mob_id]->skill,0,sizeof(struct mob_skill)); mob_db_data[mob_id]->maxskill=0; continue; } if (mob_id < 0) { //Prepare global skill. [Skotlex] memset(&gms, 0, sizeof (struct mob_skill)); ms = &gms; } else { for(i=0;iskill[i])->skill_id == 0) break; if(i==MAX_MOBSKILL){ if (mob_id != last_mob_id) { ShowError("mob_skill: readdb: too many skill! Line %d in %d[%s]\n", count,mob_id,mob_db_data[mob_id]->sprite); last_mob_id = mob_id; } continue; } } ms->state=atoi(sp[2]); tmp = sizeof(state)/sizeof(state[0]); for(j=0;jstate=state[j].id; else if (!ms->state) { ShowWarning("mob_skill: Unrecognized state %s at %s, line %d\n", sp[2], filename[x], count); ms->state=MSS_ANY; } //Skill ID j=atoi(sp[3]); if (j<=0 || j>MAX_SKILL_DB) //fixed Lupus { if (mob_id < 0) ShowError("Invalid Skill ID (%d) for all mobs\n", j); else ShowError("Invalid Skill ID (%d) for mob %d (%s)\n", j, mob_id, mob_db_data[mob_id]->sprite); continue; } ms->skill_id=j; //Skill lvl j= atoi(sp[4])<=0 ? 1 : atoi(sp[4]); ms->skill_lv= j>battle_config.mob_max_skilllvl ? battle_config.mob_max_skilllvl : j; //we strip max skill level //Apply battle_config modifiers to rate (permillage) and delay [Skotlex] tmp = atoi(sp[5]); if (battle_config.mob_skill_rate != 100) tmp = tmp*battle_config.mob_skill_rate/100; if (tmp > 10000) ms->permillage= 10000; else ms->permillage= tmp; ms->casttime=atoi(sp[6]); ms->delay=atoi(sp[7]); if (battle_config.mob_skill_delay != 100) ms->delay = ms->delay*battle_config.mob_skill_delay/100; if (ms->delay < 0) //time overflow? ms->delay = INT_MAX; ms->cancel=atoi(sp[8]); if( strcmp(sp[8],"yes")==0 ) ms->cancel=1; ms->target=atoi(sp[9]); for(j=0;jtarget=target[j].id; } //Check that the target condition is right for the skill type. [Skotlex] if (skill_get_casttype(ms->skill_id) == CAST_GROUND) { //Ground skill. if (ms->target > MST_AROUND) { if (battle_config.error_log) ShowWarning("Wrong mob skill target for ground skill %d (%s) for %s.\n", ms->skill_id, skill_get_name(ms->skill_id), mob_id < 0?"all mobs":mob_db_data[mob_id]->sprite); ms->target = MST_TARGET; } } else if (ms->target > MST_MASTER) { if (battle_config.error_log) ShowWarning("Wrong mob skill target 'around' for non-ground skill %d (%s) for %s\n.", ms->skill_id, skill_get_name(ms->skill_id), mob_id < 0?"all mobs":mob_db_data[mob_id]->sprite); ms->target = MST_TARGET; } tmp = sizeof(cond1)/sizeof(cond1[0]); for(j=0;jcond1=cond1[j].id; else { ShowWarning("mob_skill: Unrecognized condition 1 %s at %s, line %d\n", sp[10], filename[x], count); ms->cond1=-1; } ms->cond2=atoi(sp[11]); tmp = sizeof(cond2)/sizeof(cond2[0]); for(j=0;jcond2=cond2[j].id; ms->val[0]=(int)strtol(sp[12],NULL,0); ms->val[1]=(int)strtol(sp[13],NULL,0); ms->val[2]=(int)strtol(sp[14],NULL,0); ms->val[3]=(int)strtol(sp[15],NULL,0); ms->val[4]=(int)strtol(sp[16],NULL,0); if(ms->skill_id == NPC_EMOTION && mob_id>0 && ms->val[1] == mob_db(mob_id)->status.mode) { ms->val[1] = 0; ms->val[4] = 1; //request to return mode to normal. } if(ms->skill_id == NPC_EMOTION_ON && mob_id>0 && ms->val[1]) { //Adds a mode to the mob. //Remove aggressive mode when the new mob type is passive. if (!(ms->val[1]&MD_AGGRESSIVE)) ms->val[3]|=MD_AGGRESSIVE; ms->val[2]|= ms->val[1]; //Add the new mode. ms->val[1] = 0; //Do not "set" it. } if(sp[17] != NULL && strlen(sp[17])>2) ms->emotion=atoi(sp[17]); else ms->emotion=-1; if (mob_id < 0) { //Set this skill to ALL mobs. [Skotlex] mob_id *= -1; for (i = 1; i < MAX_MOB_DB; i++) { if (mob_db_data[i] == NULL) continue; if (mob_db_data[i]->status.mode&MD_BOSS) { if (!(mob_id&2)) //Skill not for bosses continue; } else if (!(mob_id&1)) //Skill not for normal enemies. continue; for(j=0;jskill[j].skill_id == 0) break; if(j==MAX_MOBSKILL) continue; memcpy (&mob_db_data[i]->skill[j], ms, sizeof(struct mob_skill)); mob_db_data[i]->maxskill=j+1; } } else //Skill set on a single mob. mob_db_data[mob_id]->maxskill=i+1; } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",filename[x]); } return 0; } /*========================================== * mob_race_db.txt reading *------------------------------------------*/ static int mob_readdb_race(void) { FILE *fp; char line[1024]; int race,j,k; char *str[20],*p,*np; sprintf(line, "%s/mob_race2_db.txt", db_path); if( (fp=fopen(line,"r"))==NULL ){ ShowError("can't read %s\n", line); return -1; } while(fgets(line, sizeof(line), fp)) { if(line[0]=='/' && line[1]=='/') continue; memset(str,0,sizeof(str)); for(j=0,p=line;j<12;j++){ if((np=strchr(p,','))!=NULL){ str[j]=p; *np=0; p=np+1; } else str[j]=p; } if(str[0]==NULL) continue; race=atoi(str[0]); if (race < 0 || race >= MAX_MOB_RACE_DB) continue; for (j=1; j<20; j++) { if (!str[j]) break; k=atoi(str[j]); if (mob_db(k) == mob_dummy) continue; mob_db_data[k]->race2 = race; } } fclose(fp); ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","mob_race2_db.txt"); return 0; } void mob_reload(void) { int i; #ifndef TXT_ONLY if(db_use_sqldbs) mob_read_sqldb(); else #endif /* TXT_ONLY */ mob_readdb(); mob_readdb_mobavail(); mob_read_randommonster(); //Mob skills need to be cleared before re-reading them. [Skotlex] for (i = 0; i < MAX_MOB_DB; i++) if (mob_db_data[i]) { memset(&mob_db_data[i]->skill,0,sizeof(mob_db_data[i]->skill)); mob_db_data[i]->maxskill=0; } mob_readskilldb(); mob_readdb_race(); } /*========================================== * Circumference initialization of mob *------------------------------------------*/ int do_init_mob(void) { //Initialize the mob database memset(mob_db_data,0,sizeof(mob_db_data)); //Clear the array mob_db_data[0] = aCalloc(1, sizeof (struct mob_data)); //This mob is used for random spawns mob_makedummymobdb(0); //The first time this is invoked, it creates the dummy mob item_drop_ers = ers_new(sizeof(struct item_drop)); item_drop_list_ers = ers_new(sizeof(struct item_drop_list)); #ifndef TXT_ONLY if(db_use_sqldbs) mob_read_sqldb(); else #endif /* TXT_ONLY */ mob_readdb(); mob_readdb_mobavail(); mob_read_randommonster(); mob_readskilldb(); mob_readdb_race(); add_timer_func_list(mob_delayspawn,"mob_delayspawn"); add_timer_func_list(mob_delay_item_drop,"mob_delay_item_drop"); add_timer_func_list(mob_ai_hard,"mob_ai_hard"); add_timer_func_list(mob_ai_lazy,"mob_ai_lazy"); add_timer_func_list(mob_timer_delete,"mob_timer_delete"); add_timer_func_list(mob_spawn_guardian_sub,"mob_spawn_guardian_sub"); add_timer_func_list(mob_respawn,"mob_respawn"); add_timer_interval(gettick()+MIN_MOBTHINKTIME,mob_ai_hard,0,0,MIN_MOBTHINKTIME); add_timer_interval(gettick()+MIN_MOBTHINKTIME*10,mob_ai_lazy,0,0,MIN_MOBTHINKTIME*10); return 0; } /*========================================== * Clean memory usage. *------------------------------------------*/ int do_final_mob(void) { int i; if (mob_dummy) { aFree(mob_dummy); mob_dummy = NULL; } for (i = 0; i <= MAX_MOB_DB; i++) { if (mob_db_data[i] != NULL) { aFree(mob_db_data[i]); mob_db_data[i] = NULL; } } ers_destroy(item_drop_ers); ers_destroy(item_drop_list_ers); return 0; }