// Copyright (c) Athena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #ifndef _MOB_H_ #define _MOB_H_ #include "../common/mmo.h" // struct item #include "guild.h" // struct guardian_data #include "map.h" // struct status_data, struct view_data, struct mob_skill #include "status.h" // struct status data, struct status_change #include "unit.h" // unit_stop_walking(), unit_stop_attack() #define MAX_RANDOMMONSTER 4 #define MAX_MOB_RACE_DB 6 // Change this to increase the table size in your mob_db to accomodate a larger mob database. // Be sure to note that IDs 4001 to 4048 are reserved for advanced/baby/expanded classes. // Notice that the last 1000 entries are used for player clones, so always set this to desired value +1000 #define MAX_MOB_DB 3000 //The number of drops all mobs have and the max drop-slot that the steal skill will attempt to steal from. #define MAX_MOB_DROP 10 #define MAX_STEAL_DROP 7 //Min time between AI executions #define MIN_MOBTHINKTIME 100 //Min time before mobs do a check to call nearby friends for help (or for slaves to support their master) #define MIN_MOBLINKTIME 1000 //Distance that slaves should keep from their master. #define MOB_SLAVEDISTANCE 2 // These define the range of available IDs for clones. [Valaris] #define MOB_CLONE_START (MAX_MOB_DB-999) #define MOB_CLONE_END MAX_MOB_DB struct mob_skill { short state; short skill_id,skill_lv; short permillage; int casttime,delay; short cancel; short cond1,cond2; short target; int val[5]; short emotion; }; struct spawn_info { unsigned short mapindex; unsigned short qty; }; struct mob_db { char sprite[NAME_LENGTH],name[NAME_LENGTH],jname[NAME_LENGTH]; unsigned int base_exp,job_exp; unsigned int mexp,mexpper; short range2,range3; short race2; // celest unsigned short lv; struct { int nameid,p; } dropitem[MAX_MOB_DROP]; struct { int nameid,p; } mvpitem[3]; struct status_data status; struct view_data vd; short option; int summonper[MAX_RANDOMMONSTER]; int maxskill; struct mob_skill skill[MAX_MOBSKILL]; struct spawn_info spawn[10]; }; struct mob_data { struct block_list bl; struct unit_data ud; struct view_data *vd; struct status_data status, *base_status; //Second one is in case of leveling up mobs, or tiny/large mobs. struct status_change sc; struct mob_db *db; //For quick data access (saves doing mob_db(md->class_) all the time) [Skotlex] struct barricade_data *barricade; char name[NAME_LENGTH]; struct { unsigned size : 2; //Small/Big monsters. unsigned ai : 2; //Special ai for summoned monsters. //0: Normal mob. //1: Standard summon, attacks mobs. //2: Alchemist Marine Sphere //3: Alchemist Summon Flora } special_state; //Special mob information that does not needs to be zero'ed on mob respawn. struct { unsigned skillstate : 8; unsigned aggressive : 1; //Signals whether the mob AI is in aggressive mode or reactive mode. [Skotlex] unsigned char steal_flag; //number of steal tries (to prevent steal exploit on mobs with few items) [Lupus] unsigned steal_coin_flag : 1; unsigned soul_change_flag : 1; // Celest unsigned alchemist: 1; unsigned spotted: 1; unsigned char attacked_count; //For rude attacked. int provoke_flag; // Celest unsigned npc_killmonster: 1; //for new killmonster behavior unsigned rebirth: 1; // NPC_Rebirth used } state; struct guardian_data* guardian_data; struct { int id; unsigned int dmg; unsigned flag : 1; //0: Normal. 1: Homunc exp } dmglog[DAMAGELOG_SIZE]; struct spawn_data *spawn; //Spawn data. int spawn_timer; //Required for Convex Mirror struct item *lootitem; short class_; unsigned int tdmg; //Stores total damage given to the mob, for exp calculations. [Skotlex] int level; int target_id,attacked_id; int areanpc_id; //Required in OnTouchNPC (to avoid multiple area touchs) unsigned int next_walktime,last_thinktime,last_linktime,last_pcneartime; short move_fail_count; short lootitem_count; short min_chase; int deletetimer; int master_id,master_dist; short skillidx; unsigned int skilldelay[MAX_MOBSKILL]; char npc_event[50]; }; enum { MST_TARGET = 0, MST_RANDOM, //Random Target! MST_SELF, MST_FRIEND, MST_MASTER, MST_AROUND5, MST_AROUND6, MST_AROUND7, MST_AROUND8, MST_AROUND1, MST_AROUND2, MST_AROUND3, MST_AROUND4, MST_AROUND = MST_AROUND4, MSC_ALWAYS = 0x0000, MSC_MYHPLTMAXRATE, MSC_MYHPINRATE, MSC_FRIENDHPLTMAXRATE, MSC_FRIENDHPINRATE, MSC_MYSTATUSON, MSC_MYSTATUSOFF, MSC_FRIENDSTATUSON, MSC_FRIENDSTATUSOFF, MSC_ATTACKPCGT, MSC_ATTACKPCGE, MSC_SLAVELT, MSC_SLAVELE, MSC_CLOSEDATTACKED, MSC_LONGRANGEATTACKED, MSC_AFTERSKILL, MSC_SKILLUSED , MSC_CASTTARGETED, MSC_RUDEATTACKED, MSC_MASTERHPLTMAXRATE, MSC_MASTERATTACKED, MSC_ALCHEMIST, MSC_SPAWN, }; //Mob skill states. enum { MSS_ANY = -1, MSS_IDLE, MSS_WALK, MSS_LOOT, MSS_DEAD, MSS_BERSERK, //Aggressive mob attacking MSS_ANGRY, //Mob retaliating from being attacked. MSS_RUSH, //Mob following a player after being attacked. MSS_FOLLOW, //Mob following a player without being attacked. MSS_ANYTARGET, }; // The data structures for storing delayed item drops struct item_drop { struct item item_data; struct item_drop* next; }; struct item_drop_list { int m, x, y; // coordinates int first_charid, second_charid, third_charid; // charid's of players with higher pickup priority struct item_drop* item; // linked list of drops }; struct mob_db* mob_db(int class_); int mobdb_searchname(const char *str); int mobdb_searchname_array(struct mob_db** data, int size, const char *str); int mobdb_checkid(const int id); struct view_data* mob_get_viewdata(int class_); struct mob_data *mob_once_spawn_sub(struct block_list *bl, int m, short x, short y, const char *mobname, int class_, const char *event); int mob_once_spawn(struct map_session_data* sd,int m,short x,short y,const char* mobname,int class_,int amount,const char* event); int mob_once_spawn_area(struct map_session_data* sd,int m,int x0,int y0,int x1,int y1,const char* mobname,int class_,int amount,const char* event); bool mob_ksprotected (struct block_list *src, struct block_list *target); short mob_barricade_build(short m, short x, short y, const char* mobname, short count, short dir, bool killable, bool walkable, bool shootable, bool odd, const char* event); void mob_barricade_destroy(short m, const char *event); void mob_barricade_get(struct map_session_data *sd); void mod_barricade_clearall(void); int mob_spawn_guardian(const char* mapname, short x, short y, const char* mobname, int class_, const char* event, int guardian, bool has_index); // Spawning Guardians [Valaris] int mob_guardian_guildchange(struct block_list *bl,va_list ap); //Change Guardian's ownership. [Skotlex] int mob_randomwalk(struct mob_data *md,unsigned int tick); int mob_warpchase(struct mob_data *md, struct block_list *target); int mob_target(struct mob_data *md,struct block_list *bl,int dist); int mob_unlocktarget(struct mob_data *md, unsigned int tick); struct mob_data* mob_spawn_dataset(struct spawn_data *data); int mob_spawn(struct mob_data *md); int mob_setdelayspawn(struct mob_data *md); int mob_parse_dataset(struct spawn_data *data); void mob_log_damage(struct mob_data *md, struct block_list *src, int damage); void mob_damage(struct mob_data *md, struct block_list *src, int damage); int mob_dead(struct mob_data *md, struct block_list *src, int type); void mob_revive(struct mob_data *md, unsigned int hp); void mob_heal(struct mob_data *md,unsigned int heal); #define mob_stop_walking(md, type) unit_stop_walking(&(md)->bl, type) #define mob_stop_attack(md) unit_stop_attack(&(md)->bl) void mob_clear_spawninfo(); int do_init_mob(void); int do_final_mob(void); int mob_timer_delete(int tid, unsigned int tick, int id, intptr data); int mob_deleteslave(struct mob_data *md); int mob_random_class (int *value, size_t count); int mob_get_random_id(int type, int flag, int lv); int mob_class_change(struct mob_data *md,int class_); int mob_warpslave(struct block_list *bl, int range); int mob_linksearch(struct block_list *bl,va_list ap); int mobskill_use(struct mob_data *md,unsigned int tick,int event); int mobskill_event(struct mob_data *md,struct block_list *src,unsigned int tick, int flag); int mobskill_castend_id( int tid, unsigned int tick, int id,int data ); int mobskill_castend_pos( int tid, unsigned int tick, int id,int data ); int mob_summonslave(struct mob_data *md2,int *value,int amount,int skill_id); int mob_countslave(struct block_list *bl); int mob_is_clone(int class_); int mob_clone_spawn(struct map_session_data *sd, int m, int x, int y, const char *event, int master_id, int mode, int flag, unsigned int duration); int mob_clone_delete(int class_); void mob_reload(void); #endif /* _MOB_H_ */