// 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 "unit.h" #include "map.h" #define MAX_RANDOMMONSTER 3 #define MAX_MOB_RACE_DB 6 #define MAX_MOB_DB 10000 #define MAX_MOB_DROP 10 /* 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. */ //Min time before mobs do a check to call nearby friends for help (or for slaves to support their master) #define MIN_MOBLINKTIME 1000 // These define the range of available IDs for clones. [Valaris] #define MOB_CLONE_START 9001 #define MOB_CLONE_END 10000 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 mob_db { char sprite[NAME_LENGTH],name[NAME_LENGTH],jname[NAME_LENGTH]; unsigned int base_exp,job_exp; unsigned int mexp,mexpper; int 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]; }; enum { MST_TARGET = 0, 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 structure object for item drop with delay * Since it is only two being able to pass [ int ] a timer function * Data is put in and passed to this structure object. *------------------------------------------ */ struct item_drop { struct item item_data; struct item_drop *next; }; struct item_drop_list { int m,x,y; struct map_session_data *first_sd,*second_sd,*third_sd; struct item_drop *item; }; 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,char *mapname, short x,short y,const char *mobname,int class_,int amount,const char *event); int mob_once_spawn_area(struct map_session_data *sd,char *mapname, int x0,int y0,int x1,int y1, const char *mobname,int class_,int amount,const char *event); int mob_spawn_guardian(struct map_session_data *sd,char *mapname, // Spawning Guardians [Valaris] int x,int y,const char *mobname,int class_,int amount,const char *event,int guardian); // 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,int tick); int mob_target(struct mob_data *md,struct block_list *bl,int dist); int mob_unlocktarget(struct mob_data *md,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_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_heal(struct mob_data *md,unsigned int heal); #define mob_stop_walking(md, type) { if (md->ud.walktimer != -1) unit_stop_walking(&md->bl, type); } #define mob_stop_attack(md) { if (md->ud.attacktimer != -1) unit_stop_attack(&md->bl); } int do_init_mob(void); int do_final_mob(void); int mob_timer_delete(int tid, unsigned int tick, int id, int 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_convertslave(struct mob_data *md); 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