// $Id: mob.c,v 1.7 2004/09/25 05:32:18 MouseJstr Exp $
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <string.h>
#include "../common/timer.h"
#include "../common/socket.h"
#include "../common/db.h"
#include "../common/nullpo.h"
#include "../common/malloc.h"
#include "map.h"
#include "clif.h"
#include "intif.h"
#include "pc.h"
#include "mob.h"
#include "guild.h"
#include "itemdb.h"
#include "skill.h"
#include "battle.h"
#include "party.h"
#include "npc.h"
#ifdef MEMWATCH
#include "memwatch.h"
#endif
#ifndef max
#define max( a, b ) ( ((a) > (b)) ? (a) : (b) )
#endif
#define MIN_MOBTHINKTIME 100
#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)
struct mob_db mob_db[2001];
/*==========================================
* Local prototype declaration (only required thing)
*------------------------------------------
*/
static int distance (int, int, int, int);
static int mob_makedummymobdb (int);
static int mob_timer (int, unsigned int, int, int);
int mobskill_use (struct mob_data *md, unsigned int tick, int event);
int mobskill_deltimer (struct mob_data *md);
int mob_skillid2skillidx (int class, int skillid);
int mobskill_use_id (struct mob_data *md, struct block_list *target,
int skill_idx);
static int mob_unlocktarget (struct mob_data *md, int tick);
/*==========================================
* Mob is searched with a name.
*------------------------------------------
*/
int mobdb_searchname (const char *str)
{
int i;
for (i = 0; i < sizeof (mob_db) / sizeof (mob_db[0]); i++)
{
if (strcmpi (mob_db[i].name, str) == 0
|| strcmp (mob_db[i].jname, str) == 0
|| memcmp (mob_db[i].name, str, 24) == 0
|| memcmp (mob_db[i].jname, str, 24) == 0)
return i;
}
return 0;
}
/*==========================================
* Id Mob is checked.
*------------------------------------------
*/
int mobdb_checkid (const int id)
{
if (id <= 0 || id >= (sizeof (mob_db) / sizeof (mob_db[0]))
|| mob_db[id].name[0] == '\0')
return 0;
return id;
}
static void mob_init (struct mob_data *md);
/*==========================================
* The minimum data set for MOB spawning
*------------------------------------------
*/
int mob_spawn_dataset (struct mob_data *md, const char *mobname, int class)
{
nullpo_retr (0, md);
if (strcmp (mobname, "--en--") == 0)
memcpy (md->name, mob_db[class].name, 24);
else if (strcmp (mobname, "--ja--") == 0)
memcpy (md->name, mob_db[class].jname, 24);
else
memcpy (md->name, mobname, 24);
md->bl.prev = NULL;
md->bl.next = NULL;
md->n = 0;
md->base_class = md->class = class;
md->bl.id = npc_get_new_npc_id ();
memset (&md->state, 0, sizeof (md->state));
md->timer = -1;
md->target_id = 0;
md->attacked_id = 0;
mob_init (md);
return 0;
}
// Mutation values indicate how `valuable' a change to each stat is, XP wise.
// For one 256th of change, we give out that many 1024th fractions of XP change
// (i.e., 1024 means a 100% XP increase for a single point of adjustment, 4 means 100% XP bonus for doubling the value)
static int mutation_value[MOB_XP_BONUS] = {
2, // MOB_LV
3, // MOB_MAX_HP
1, // MOB_STR
2, // MOB_AGI
1, // MOB_VIT
0, // MOB_INT
2, // MOB_DEX
2, // MOB_LUK
1, // MOB_ATK1
1, // MOB_ATK2
2, // MOB_ADELAY
2, // MOB_DEF
2, // MOB_MDEF
2, // MOB_SPEED
};
// The mutation scale indicates how far `up' we can go, with 256 indicating 100% Note that this may stack with multiple
// calls to `mutate'.
static int mutation_scale[MOB_XP_BONUS] = {
16, // MOB_LV
256, // MOB_MAX_HP
32, // MOB_STR
48, // MOB_AGI
48, // MOB_VIT
48, // MOB_INT
48, // MOB_DEX
64, // MOB_LUK
48, // MOB_ATK1
48, // MOB_ATK2
80, // MOB_ADELAY
48, // MOB_DEF
48, // MOB_MDEF
80, // MOB_SPEED
};
// The table below indicates the `average' value for each of the statistics, or -1 if there is none.
// This average is used to determine XP modifications for mutations. The experience point bonus is
// based on mutation_value and mutation_base as follows:
// (1) first, compute the percentage change of the attribute (p0)
// (2) second, determine the absolute stat change
// (3) third, compute the percentage stat change relative to mutation_base (p1)
// (4) fourth, compute the XP mofication based on the smaller of (p0, p1).
static int mutation_base[MOB_XP_BONUS] = {
30, // MOB_LV
-1, // MOB_MAX_HP
20, // MOB_STR
20, // MOB_AGI
20, // MOB_VIT
20, // MOB_INT
20, // MOB_DEX
20, // MOB_LUK
-1, // MOB_ATK1
-1, // MOB_ATK2
-1, // MOB_ADELAY
-1, // MOB_DEF
20, // MOB_MDEF
-1, // MOB_SPEED
};
/*========================================
* Mutates a MOB. For large `direction' values, calling this multiple times will give bigger XP boni.
*----------------------------------------
*/
static void mob_mutate (struct mob_data *md, int stat, int intensity) // intensity: positive: strengthen, negative: weaken. 256 = 100%.
{
int old_stat;
int new_stat;
int real_intensity; // relative intensity
const int mut_base = mutation_base[stat];
int sign = 1;
if (!md || stat < 0 || stat >= MOB_XP_BONUS || intensity == 0)
return;
while (intensity > mutation_scale[stat])
{
mob_mutate (md, stat, mutation_scale[stat]); // give better XP assignments
intensity -= mutation_scale[stat];
}
while (intensity < -mutation_scale[stat])
{
mob_mutate (md, stat, mutation_scale[stat]); // give better XP assignments
intensity += mutation_scale[stat];
}
if (!intensity)
return;
// MOB_ADELAY and MOB_SPEED are special because going DOWN is good here.
if (stat == MOB_ADELAY || stat == MOB_SPEED)
sign = -1;
// Now compute the new stat
old_stat = md->stats[stat];
new_stat = old_stat + ((old_stat * sign * intensity) / 256);
if (new_stat < 0)
new_stat = 0;
if (old_stat == 0)
real_intensity = 0;
else
real_intensity = (((new_stat - old_stat) << 8) / old_stat);
if (mut_base != -1)
{
// Now compute the mutation intensity relative to an absolute value.
// Take the lesser of the two effects.
int real_intensity2 = (((new_stat - old_stat) << 8) / mut_base);
if (real_intensity < 0)
if (real_intensity2 > real_intensity)
real_intensity = real_intensity2;
if (real_intensity > 0)
if (real_intensity2 < real_intensity)
real_intensity = real_intensity2;
}
real_intensity *= sign;
md->stats[stat] = new_stat;
// Adjust XP value
md->stats[MOB_XP_BONUS] += mutation_value[stat] * real_intensity;
if (md->stats[MOB_XP_BONUS] <= 0)
md->stats[MOB_XP_BONUS] = 1;
// Sanitise
if (md->stats[MOB_ATK1] > md->stats[MOB_ATK2])
{
int swap = md->stats[MOB_ATK2];
md->stats[MOB_ATK2] = md->stats[MOB_ATK1];
md->stats[MOB_ATK1] = swap;
}
}
// This calculates the exp of a given mob
int mob_gen_exp (struct mob_db *mob)
{
if (mob->max_hp <= 1)
return 1;
double mod_def = 100 - mob->def;
if (mod_def == 0)
mod_def = 1;
double effective_hp =
((50 - mob->luk) * mob->max_hp / 50.0) +
(2 * mob->luk * mob->max_hp / mod_def);
double attack_factor =
(mob->atk1 + mob->atk2 + mob->str / 3.0 + mob->dex / 2.0 +
mob->luk) * (1872.0 / mob->adelay) / 4;
double dodge_factor =
pow (mob->lv + mob->agi + mob->luk / 2.0, 4.0 / 3.0);
double persuit_factor =
(3 + mob->range) * (mob->mode % 2) * 1000 / mob->speed;
double aggression_factor = (mob->mode & 4) == 4 ? 10.0 / 9.0 : 1.0;
int xp =
(int) floor (effective_hp *
pow (sqrt (attack_factor) + sqrt (dodge_factor) +
sqrt (persuit_factor) + 55,
3) * aggression_factor / 2000000.0 *
(double) battle_config.base_exp_rate / 100.);
if (xp < 1)
xp = 1;
printf ("Exp for mob '%s' generated: %d\n", mob->name, xp);
return xp;
}
static void mob_init (struct mob_data *md)
{
int i;
const int class = md->class;
const int mutations_nr = mob_db[class].mutations_nr;
const int mutation_power = mob_db[class].mutation_power;
md->stats[MOB_LV] = mob_db[class].lv;
md->stats[MOB_MAX_HP] = mob_db[class].max_hp;
md->stats[MOB_STR] = mob_db[class].str;
md->stats[MOB_AGI] = mob_db[class].agi;
md->stats[MOB_VIT] = mob_db[class].vit;
md->stats[MOB_INT] = mob_db[class].int_;
md->stats[MOB_DEX] = mob_db[class].dex;
md->stats[MOB_LUK] = mob_db[class].luk;
md->stats[MOB_ATK1] = mob_db[class].atk1;
md->stats[MOB_ATK2] = mob_db[class].atk2;
md->stats[MOB_ADELAY] = mob_db[class].adelay;
md->stats[MOB_DEF] = mob_db[class].def;
md->stats[MOB_MDEF] = mob_db[class].mdef;
md->stats[MOB_SPEED] = mob_db[class].speed;
md->stats[MOB_XP_BONUS] = MOB_XP_BONUS_BASE;
for (i = 0; i < mutations_nr; i++)
{
int stat_nr = MRAND (MOB_XP_BONUS + 1);
int strength;
if (stat_nr >= MOB_XP_BONUS)
stat_nr = MOB_MAX_HP;
strength =
((MRAND ((mutation_power >> 1)) +
(MRAND ((mutation_power >> 1))) +
2) * mutation_scale[stat_nr]) / 100;
strength = MRAND (2) ? strength : -strength;
if (strength < -240)
strength = -240; /* Don't go too close to zero */
mob_mutate (md, stat_nr, strength);
}
}
/*==========================================
* The MOB appearance for one time (for scripts)
*------------------------------------------
*/
int mob_once_spawn (struct map_session_data *sd, char *mapname,
int x, int y, const char *mobname, int class, int amount,
const char *event)
{
struct mob_data *md = NULL;
int m, count, lv = 255, r = class;
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 || (class >= 0 && class <= 1000) || class > 2000) // 値が異常なら召喚を止める
return 0;
if (class < 0)
{ // ランダムに召喚
int i = 0;
int j = -class - 1;
int k;
if (j >= 0 && j < MAX_RANDOMMONSTER)
{
do
{
class = MPRAND (1001, 1000);
k = MRAND (1000000);
}
while ((mob_db[class].max_hp <= 0
|| mob_db[class].summonper[j] <= k
|| (lv < mob_db[class].lv
&& battle_config.random_monster_checklv == 1))
&& (i++) < 2000);
if (i >= 2000)
{
class = mob_db[0].summonper[j];
}
}
else
{
return 0;
}
// if(battle_config.etc_log==1)
// printf("mobclass=%d try=%d\n",class,i);
}
if (sd)
{
if (x <= 0)
x = sd->bl.x;
if (y <= 0)
y = sd->bl.y;
}
else if (x <= 0 || y <= 0)
{
printf ("mob_once_spawn: ??\n");
}
for (count = 0; count < amount; count++)
{
md = (struct mob_data *) aCalloc (1, sizeof (struct mob_data));
memset (md, '\0', sizeof *md);
if (mob_db[class].mode & 0x02)
md->lootitem =
(struct item *) aCalloc (LOOTITEM_SIZE, sizeof (struct item));
else
md->lootitem = NULL;
mob_spawn_dataset (md, mobname, class);
md->bl.m = m;
md->bl.x = x;
md->bl.y = y;
if (r < 0 && battle_config.dead_branch_active == 1)
md->mode = 0x1 + 0x4 + 0x80; //移動してアクティブで反撃する
md->m = m;
md->x0 = x;
md->y0 = y;
md->xs = 0;
md->ys = 0;
md->spawndelay1 = -1; // Only once is a flag.
md->spawndelay2 = -1; // Only once is a flag.
memcpy (md->npc_event, event, sizeof (md->npc_event));
md->bl.type = BL_MOB;
map_addiddb (&md->bl);
mob_spawn (md->bl.id);
if (class == 1288)
{ // emperium hp based on defense level [Valaris]
struct guild_castle *gc = guild_mapname2gc (map[md->bl.m].name);
if (gc)
{
mob_db[class].max_hp += 2000 * gc->defense;
md->hp = mob_db[class].max_hp;
}
} // end addition [Valaris]
}
return (amount > 0) ? md->bl.id : 0;
}
/*==========================================
* The MOB appearance for one time (& area specification for scripts)
*------------------------------------------
*/
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 x, y, i, c, 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 || (class >= 0 && class <= 1000) || class > 2000) // A summon is stopped if a value is unusual
return 0;
for (i = 0; i < amount; i++)
{
int j = 0;
do
{
x = MPRAND (x0, (x1 - x0 + 1));
y = MPRAND (y0, (y1 - y0 + 1));
}
while (((c = map_getcell (m, x, y)) == 1 || c == 5) && (++j) < max);
if (j >= 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.
}
id = mob_once_spawn (sd, mapname, x, y, mobname, class, 1, event);
lx = x;
ly = y;
}
return id;
}
/*==========================================
* Summoning Guardians [Valaris]
*------------------------------------------
*/
int mob_spawn_guardian (struct map_session_data *sd, char *mapname,
int x, int y, const char *mobname, int class,
int amount, const char *event, int guardian)
{
struct mob_data *md = NULL;
int m, count = 1, 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 || (class >= 0 && class <= 1000) || class > 2000) // 値が異常なら召喚を止める
return 0;
if (class < 0)
return 0;
if (sd)
{
if (x <= 0)
x = sd->bl.x;
if (y <= 0)
y = sd->bl.y;
}
else if (x <= 0 || y <= 0)
printf ("mob_spawn_guardian: ??\n");
for (count = 0; count < amount; count++)
{
struct guild_castle *gc;
md = calloc (sizeof (struct mob_data), 1);
if (md == NULL)
{
printf ("mob_spawn_guardian: out of memory !\n");
exit (1);
}
memset (md, '\0', sizeof *md);
mob_spawn_dataset (md, mobname, class);
md->bl.m = m;
md->bl.x = x;
md->bl.y = y;
md->m = m;
md->x0 = x;
md->y0 = y;
md->xs = 0;
md->ys = 0;
md->spawndelay1 = -1; // Only once is a flag.
md->spawndelay2 = -1; // Only once is a flag.
memcpy (md->npc_event, event, sizeof (md->npc_event));
md->bl.type = BL_MOB;
map_addiddb (&md->bl);
mob_spawn (md->bl.id);
gc = guild_mapname2gc (map[md->bl.m].name);
if (gc)
{
mob_db[class].max_hp += 2000 * gc->defense;
if (guardian == 0)
{
md->hp = gc->Ghp0;
gc->GID0 = md->bl.id;
}
if (guardian == 1)
{
md->hp = gc->Ghp1;
gc->GID1 = md->bl.id;
}
if (guardian == 2)
{
md->hp = gc->Ghp2;
gc->GID2 = md->bl.id;
}
if (guardian == 3)
{
md->hp = gc->Ghp3;
gc->GID3 = md->bl.id;
}
if (guardian == 4)
{
md->hp = gc->Ghp4;
gc->GID4 = md->bl.id;
}
if (guardian == 5)
{
md->hp = gc->Ghp5;
gc->GID5 = md->bl.id;
}
if (guardian == 6)
{
md->hp = gc->Ghp6;
gc->GID6 = md->bl.id;
}
if (guardian == 7)
{
md->hp = gc->Ghp7;
gc->GID7 = md->bl.id;
}
}
}
return (amount > 0) ? md->bl.id : 0;
}
/*==========================================
* Appearance income of mob
*------------------------------------------
*/
int mob_get_viewclass (int class)
{
return mob_db[class].view_class;
}
int mob_get_sex (int class)
{
return mob_db[class].sex;
}
short mob_get_hair (int class)
{
return mob_db[class].hair;
}
short mob_get_hair_color (int class)
{
return mob_db[class].hair_color;
}
short mob_get_weapon (int class)
{
return mob_db[class].weapon;
}
short mob_get_shield (int class)
{
return mob_db[class].shield;
}
short mob_get_head_top (int class)
{
return mob_db[class].head_top;
}
short mob_get_head_mid (int class)
{
return mob_db[class].head_mid;
}
short mob_get_head_buttom (int class)
{
return mob_db[class].head_buttom;
}
short mob_get_clothes_color (int class) // Add for player monster dye - Valaris
{
return mob_db[class].clothes_color; // End
}
int mob_get_equip (int class) // mob equip [Valaris]
{
return mob_db[class].equip;
}
/*==========================================
* Is MOB in the state in which the present movement is possible or not?
*------------------------------------------
*/
int mob_can_move (struct mob_data *md)
{
nullpo_retr (0, md);
if (md->canmove_tick > gettick () || (md->opt1 > 0 && md->opt1 != 6)
|| md->option & 2)
return 0;
// アンクル中で動けないとか
if (md->sc_data[SC_ANKLE].timer != -1 || //アンクルスネア
md->sc_data[SC_AUTOCOUNTER].timer != -1 || //オートカウンター
md->sc_data[SC_BLADESTOP].timer != -1 || //白刃取り
md->sc_data[SC_SPIDERWEB].timer != -1 //スパイダーウェッブ
)
return 0;
return 1;
}
/*==========================================
* Time calculation concerning one step next to mob
*------------------------------------------
*/
static int calc_next_walk_step (struct mob_data *md)
{
nullpo_retr (0, md);
if (md->walkpath.path_pos >= md->walkpath.path_len)
return -1;
if (md->walkpath.path[md->walkpath.path_pos] & 1)
return battle_get_speed (&md->bl) * 14 / 10;
return battle_get_speed (&md->bl);
}
static int mob_walktoxy_sub (struct mob_data *md);
/*==========================================
* Mob Walk processing
*------------------------------------------
*/
static int mob_walk (struct mob_data *md, unsigned int tick, int data)
{
int moveblock;
int i, ctype;
static int dirx[8] = { 0, -1, -1, -1, 0, 1, 1, 1 };
static int diry[8] = { 1, 1, 0, -1, -1, -1, 0, 1 };
int x, y, dx, dy;
nullpo_retr (0, md);
md->state.state = MS_IDLE;
if (md->walkpath.path_pos >= md->walkpath.path_len
|| md->walkpath.path_pos != data)
return 0;
md->walkpath.path_half ^= 1;
if (md->walkpath.path_half == 0)
{
md->walkpath.path_pos++;
if (md->state.change_walk_target)
{
mob_walktoxy_sub (md);
return 0;
}
}
else
{
if (md->walkpath.path[md->walkpath.path_pos] >= 8)
return 1;
x = md->bl.x;
y = md->bl.y;
ctype = map_getcell (md->bl.m, x, y);
if (ctype == 1 || ctype == 5)
{
mob_stop_walking (md, 1);
return 0;
}
md->dir = md->walkpath.path[md->walkpath.path_pos];
dx = dirx[md->dir];
dy = diry[md->dir];
ctype = map_getcell (md->bl.m, x + dx, y + dy);
if (ctype == 1 || ctype == 5)
{
mob_walktoxy_sub (md);
return 0;
}
moveblock = (x / BLOCK_SIZE != (x + dx) / BLOCK_SIZE
|| y / BLOCK_SIZE != (y + dy) / BLOCK_SIZE);
md->state.state = MS_WALK;
map_foreachinmovearea (clif_moboutsight, md->bl.m, x - AREA_SIZE,
y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE,
dx, dy, BL_PC, md);
x += dx;
y += dy;
if (md->min_chase > 13)
md->min_chase--;
if (moveblock)
map_delblock (&md->bl);
md->bl.x = x;
md->bl.y = y;
if (moveblock)
map_addblock (&md->bl);
map_foreachinmovearea (clif_mobinsight, md->bl.m, x - AREA_SIZE,
y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE,
-dx, -dy, BL_PC, md);
md->state.state = MS_IDLE;
if (md->option & 4)
skill_check_cloaking (&md->bl);
skill_unit_move (&md->bl, tick, 1); // Inspection of a skill unit
}
if ((i = calc_next_walk_step (md)) > 0)
{
i = i >> 1;
if (i < 1 && md->walkpath.path_half == 0)
i = 1;
md->timer =
add_timer (tick + i, mob_timer, md->bl.id, md->walkpath.path_pos);
md->state.state = MS_WALK;
if (md->walkpath.path_pos >= md->walkpath.path_len)
clif_fixmobpos (md); // When mob stops, retransmission current of a position.
}
return 0;
}
/*==========================================
* Check if mob should be attempting to attack
*------------------------------------------
*/
static int mob_check_attack (struct mob_data *md)
{
struct block_list *tbl = NULL;
struct map_session_data *tsd = NULL;
struct mob_data *tmd = NULL;
int mode, race, range;
nullpo_retr (0, md);
md->min_chase = 13;
md->state.state = MS_IDLE;
md->state.skillstate = MSS_IDLE;
if (md->skilltimer != -1)
return 0;
if (md->opt1 > 0 || md->option & 2)
return 0;
if (md->sc_data[SC_AUTOCOUNTER].timer != -1)
return 0;
if (md->sc_data[SC_BLADESTOP].timer != -1)
return 0;
if ((tbl = map_id2bl (md->target_id)) == NULL)
{
md->target_id = 0;
md->state.targettype = NONE_ATTACKABLE;
return 0;
}
if (tbl->type == BL_PC)
tsd = (struct map_session_data *) tbl;
else if (tbl->type == BL_MOB)
tmd = (struct mob_data *) tbl;
else
return 0;
if (tsd)
{
if (pc_isdead (tsd) || tsd->invincible_timer != -1
|| pc_isinvisible (tsd) || md->bl.m != tbl->m || tbl->prev == NULL
|| distance (md->bl.x, md->bl.y, tbl->x, tbl->y) >= 13)
{
md->target_id = 0;
md->state.targettype = NONE_ATTACKABLE;
return 0;
}
}
if (tmd)
{
if (md->bl.m != tbl->m || tbl->prev == NULL
|| distance (md->bl.x, md->bl.y, tbl->x, tbl->y) >= 13)
{
md->target_id = 0;
md->state.targettype = NONE_ATTACKABLE;
return 0;
}
}
if (!md->mode)
mode = mob_db[md->class].mode;
else
mode = md->mode;
race = mob_db[md->class].race;
if (!(mode & 0x80))
{
md->target_id = 0;
md->state.targettype = NONE_ATTACKABLE;
return 0;
}
if (tsd && !(mode & 0x20) && (tsd->sc_data[SC_TRICKDEAD].timer != -1 ||
((pc_ishiding (tsd)
|| tsd->state.gangsterparadise)
&& race != 4 && race != 6)))
{
md->target_id = 0;
md->state.targettype = NONE_ATTACKABLE;
return 0;
}
range = mob_db[md->class].range;
if (mode & 1)
range++;
if (distance (md->bl.x, md->bl.y, tbl->x, tbl->y) > range)
return 0;
return 1;
}
/*==========================================
* Attack processing of mob
*------------------------------------------
*/
static int mob_attack (struct mob_data *md, unsigned int tick, int data)
{
struct block_list *tbl = NULL;
nullpo_retr (0, md);
if ((tbl = map_id2bl (md->target_id)) == NULL)
return 0;
if (!mob_check_attack (md))
return 0;
if (battle_config.monster_attack_direction_change)
md->dir = map_calc_dir (&md->bl, tbl->x, tbl->y); // 向き設定
//clif_fixmobpos(md);
md->state.skillstate = MSS_ATTACK;
if (mobskill_use (md, tick, -2)) // スキル使用
return 0;
md->target_lv = battle_weapon_attack (&md->bl, tbl, tick, 0);
if (!(battle_config.monster_cloak_check_type & 2)
&& md->sc_data[SC_CLOAKING].timer != -1)
skill_status_change_end (&md->bl, SC_CLOAKING, -1);
md->attackabletime = tick + battle_get_adelay (&md->bl);
md->timer = add_timer (md->attackabletime, mob_timer, md->bl.id, 0);
md->state.state = MS_ATTACK;
return 0;
}
/*==========================================
* The attack of PC which is attacking id is stopped.
* The callback function of clif_foreachclient
*------------------------------------------
*/
int mob_stopattacked (struct map_session_data *sd, va_list ap)
{
int id;
nullpo_retr (0, sd);
nullpo_retr (0, ap);
id = va_arg (ap, int);
if (sd->attacktarget == id)
pc_stopattack (sd);
return 0;
}
/*==========================================
* The timer in which the mob's states changes
*------------------------------------------
*/
int mob_changestate (struct mob_data *md, int state, int type)
{
unsigned int tick;
int i;
nullpo_retr (0, md);
if (md->timer != -1)
delete_timer (md->timer, mob_timer);
md->timer = -1;
md->state.state = state;
switch (state)
{
case MS_WALK:
if ((i = calc_next_walk_step (md)) > 0)
{
i = i >> 2;
md->timer =
add_timer (gettick () + i, mob_timer, md->bl.id, 0);
}
else
md->state.state = MS_IDLE;
break;
case MS_ATTACK:
tick = gettick ();
i = DIFF_TICK (md->attackabletime, tick);
if (i > 0 && i < 2000)
md->timer =
add_timer (md->attackabletime, mob_timer, md->bl.id, 0);
else if (type)
{
md->attackabletime = tick + battle_get_amotion (&md->bl);
md->timer =
add_timer (md->attackabletime, mob_timer, md->bl.id, 0);
}
else
{
md->attackabletime = tick + 1;
md->timer =
add_timer (md->attackabletime, mob_timer, md->bl.id, 0);
}
break;
case MS_DELAY:
md->timer =
add_timer (gettick () + type, mob_timer, md->bl.id, 0);
break;
case MS_DEAD:
skill_castcancel (&md->bl, 0);
// mobskill_deltimer(md);
md->state.skillstate = MSS_DEAD;
md->last_deadtime = gettick ();
// Since it died, all aggressors' attack to this mob is stopped.
clif_foreachclient (mob_stopattacked, md->bl.id);
skill_unit_out_all (&md->bl, gettick (), 1);
skill_status_change_clear (&md->bl, 2); // The abnormalities in status are canceled.
skill_clear_unitgroup (&md->bl); // All skill unit groups are deleted.
skill_cleartimerskill (&md->bl);
if (md->deletetimer != -1)
delete_timer (md->deletetimer, mob_timer_delete);
md->deletetimer = -1;
md->hp = md->target_id = md->attacked_id = 0;
md->state.targettype = NONE_ATTACKABLE;
break;
}
return 0;
}
/*==========================================
* timer processing of mob (timer function)
* It branches to a walk and an attack.
*------------------------------------------
*/
static int mob_timer (int tid, unsigned int tick, int id, int data)
{
struct mob_data *md;
struct block_list *bl;
if ((bl = map_id2bl (id)) == NULL)
{ //攻撃してきた敵がもういないのは正常のようだ
return 1;
}
if (!bl || !bl->type || bl->type != BL_MOB)
return 1;
nullpo_retr (1, md = (struct mob_data *) bl);
if (!md->bl.type || md->bl.type != BL_MOB)
return 1;
if (md->timer != tid)
{
if (battle_config.error_log == 1)
printf ("mob_timer %d != %d\n", md->timer, tid);
return 0;
}
md->timer = -1;
if (md->bl.prev == NULL || md->state.state == MS_DEAD)
return 1;
map_freeblock_lock ();
switch (md->state.state)
{
case MS_WALK:
mob_check_attack (md);
mob_walk (md, tick, data);
break;
case MS_ATTACK:
mob_attack (md, tick, data);
break;
case MS_DELAY:
mob_changestate (md, MS_IDLE, 0);
break;
default:
if (battle_config.error_log == 1)
printf ("mob_timer : %d ?\n", md->state.state);
break;
}
map_freeblock_unlock ();
return 0;
}
/*==========================================
*
*------------------------------------------
*/
static int mob_walktoxy_sub (struct mob_data *md)
{
struct walkpath_data wpd;
nullpo_retr (0, md);
if (path_search
(&wpd, md->bl.m, md->bl.x, md->bl.y, md->to_x, md->to_y,
md->state.walk_easy))
return 1;
memcpy (&md->walkpath, &wpd, sizeof (wpd));
md->state.change_walk_target = 0;
mob_changestate (md, MS_WALK, 0);
clif_movemob (md);
return 0;
}
/*==========================================
* mob move start
*------------------------------------------
*/
int mob_walktoxy (struct mob_data *md, int x, int y, int easy)
{
struct walkpath_data wpd;
nullpo_retr (0, md);
if (md->state.state == MS_WALK
&& path_search (&wpd, md->bl.m, md->bl.x, md->bl.y, x, y, easy))
return 1;
md->state.walk_easy = easy;
md->to_x = x;
md->to_y = y;
if (md->state.state == MS_WALK)
{
md->state.change_walk_target = 1;
}
else
{
return mob_walktoxy_sub (md);
}
return 0;
}
/*==========================================
* mob spawn with delay (timer function)
*------------------------------------------
*/
static int mob_delayspawn (int tid, unsigned int tick, int m, int n)
{
mob_spawn (m);
return 0;
}
/*==========================================
* spawn timing calculation
*------------------------------------------
*/
int mob_setdelayspawn (int id)
{
unsigned int spawntime, spawntime1, spawntime2, spawntime3;
struct mob_data *md;
struct block_list *bl;
if ((bl = map_id2bl (id)) == NULL)
return -1;
if (!bl || !bl->type || bl->type != BL_MOB)
return -1;
nullpo_retr (-1, md = (struct mob_data *) bl);
if (!md || md->bl.type != BL_MOB)
return -1;
// Processing of MOB which is not revitalized
if (md->spawndelay1 == -1 && md->spawndelay2 == -1 && md->n == 0)
{
map_deliddb (&md->bl);
if (md->lootitem)
{
map_freeblock (md->lootitem);
md->lootitem = NULL;
}
map_freeblock (md); // Instead of [ of free ]
return 0;
}
spawntime1 = md->last_spawntime + md->spawndelay1;
spawntime2 = md->last_deadtime + md->spawndelay2;
spawntime3 = gettick () + 5000;
// 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, id, 0);
return 0;
}
/*==========================================
* Mob spawning. Initialization is also variously here.
*------------------------------------------
*/
int mob_spawn (int id)
{
int x = 0, y = 0, i = 0, c;
unsigned int tick = gettick ();
struct mob_data *md;
struct block_list *bl;
nullpo_retr (-1, bl = map_id2bl (id));
if (!bl || !bl->type || bl->type != BL_MOB)
return -1;
nullpo_retr (-1, md = (struct mob_data *) bl);
if (!md || !md->bl.type || md->bl.type != BL_MOB)
return -1;
md->last_spawntime = tick;
if (md->bl.prev != NULL)
{
// clif_clearchar_area(&md->bl,3);
skill_unit_out_all (&md->bl, gettick (), 1);
map_delblock (&md->bl);
}
else
md->class = md->base_class;
md->bl.m = md->m;
do
{
if (md->x0 == 0 && md->y0 == 0)
{
x = MPRAND (1, (map[md->bl.m].xs - 2));
y = MPRAND (1, (map[md->bl.m].ys - 2));
}
else
{
x = MPRAND (md->x0, (md->xs + 1)) - md->xs / 2;
y = MPRAND (md->y0, (md->ys + 1)) - md->ys / 2;
}
i++;
}
while (((c = map_getcell (md->bl.m, x, y)) == 1 || c == 5) && i < 50);
if (i >= 50)
{
// if(battle_config.error_log==1)
// printf("MOB spawn error %d @ %s\n",id,map[md->bl.m].name);
add_timer (tick + 5000, mob_delayspawn, id, 0);
return 1;
}
md->to_x = md->bl.x = x;
md->to_y = md->bl.y = y;
md->dir = 0;
map_addblock (&md->bl);
memset (&md->state, 0, sizeof (md->state));
md->attacked_id = 0;
md->target_id = 0;
md->move_fail_count = 0;
mob_init (md);
if (!md->stats[MOB_SPEED])
md->stats[MOB_SPEED] = mob_db[md->class].speed;
md->def_ele = mob_db[md->class].element;
md->master_id = 0;
md->master_dist = 0;
md->state.state = MS_IDLE;
md->state.skillstate = MSS_IDLE;
md->timer = -1;
md->last_thinktime = tick;
md->next_walktime = tick + MPRAND (5000, 50);
md->attackabletime = tick;
md->canmove_tick = tick;
md->sg_count = 0;
md->deletetimer = -1;
md->skilltimer = -1;
for (i = 0, c = tick - 1000 * 3600 * 10; i < MAX_MOBSKILL; i++)
md->skilldelay[i] = c;
md->skillid = 0;
md->skilllv = 0;
memset (md->dmglog, 0, sizeof (md->dmglog));
if (md->lootitem)
memset (md->lootitem, 0, sizeof (md->lootitem));
md->lootitem_count = 0;
for (i = 0; i < MAX_MOBSKILLTIMERSKILL; i++)
md->skilltimerskill[i].timer = -1;
for (i = 0; i < MAX_STATUSCHANGE; i++)
{
md->sc_data[i].timer = -1;
md->sc_data[i].val1 = md->sc_data[i].val2 = md->sc_data[i].val3 =
md->sc_data[i].val4 = 0;
}
md->sc_count = 0;
md->opt1 = md->opt2 = md->opt3 = md->option = 0;
memset (md->skillunit, 0, sizeof (md->skillunit));
memset (md->skillunittick, 0, sizeof (md->skillunittick));
md->hp = battle_get_max_hp (&md->bl);
if (md->hp <= 0)
{
mob_makedummymobdb (md->class);
md->hp = battle_get_max_hp (&md->bl);
}
clif_spawnmob (md);
return 0;
}
/*==========================================
* Distance calculation between two points
*------------------------------------------
*/
static int distance (int x0, int y0, int x1, int y1)
{
int dx, dy;
dx = abs (x0 - x1);
dy = abs (y0 - y1);
return dx > dy ? dx : dy;
}
/*==========================================
* The stop of MOB's attack
*------------------------------------------
*/
int mob_stopattack (struct mob_data *md)
{
md->target_id = 0;
md->state.targettype = NONE_ATTACKABLE;
md->attacked_id = 0;
return 0;
}
/*==========================================
* The stop of MOB's walking
*------------------------------------------
*/
int mob_stop_walking (struct mob_data *md, int type)
{
nullpo_retr (0, md);
if (md->state.state == MS_WALK || md->state.state == MS_IDLE)
{
int dx = 0, dy = 0;
md->walkpath.path_len = 0;
if (type & 4)
{
dx = md->to_x - md->bl.x;
if (dx < 0)
dx = -1;
else if (dx > 0)
dx = 1;
dy = md->to_y - md->bl.y;
if (dy < 0)
dy = -1;
else if (dy > 0)
dy = 1;
}
md->to_x = md->bl.x + dx;
md->to_y = md->bl.y + dy;
if (dx != 0 || dy != 0)
{
mob_walktoxy_sub (md);
return 0;
}
mob_changestate (md, MS_IDLE, 0);
}
if (type & 0x01)
clif_fixmobpos (md);
if (type & 0x02)
{
int delay = battle_get_dmotion (&md->bl);
unsigned int tick = gettick ();
if (md->canmove_tick < tick)
md->canmove_tick = tick + delay;
}
return 0;
}
/*==========================================
* Reachability to a Specification ID existence place
*------------------------------------------
*/
int mob_can_reach (struct mob_data *md, struct block_list *bl, int range)
{
int dx, dy;
struct walkpath_data wpd;
int i;
nullpo_retr (0, md);
nullpo_retr (0, bl);
dx = abs (bl->x - md->bl.x);
dy = abs (bl->y - md->bl.y);
//=========== guildcastle guardian no search start===========
//when players are the guild castle member not attack them !
if (md->class == 1285 || md->class == 1286 || md->class == 1287)
{
struct map_session_data *sd;
struct guild *g = NULL;
struct guild_castle *gc = guild_mapname2gc (map[bl->m].name);
if (gc && agit_flag == 0) // Guardians will not attack during non-woe time [Valaris]
return 0; // end addition [Valaris]
if (bl && bl->type == BL_PC)
{
if ((sd = (struct map_session_data *) bl) == NULL)
{
printf ("mob_can_reach nullpo\n");
return 0;
}
if (gc && sd && sd->status.guild_id && sd->status.guild_id > 0)
{
g = guild_search (sd->status.guild_id); // don't attack guild members [Valaris]
if (g && g->guild_id > 0 && g->guild_id == gc->guild_id)
return 0;
if (g && gc && guild_isallied (g, gc))
return 0;
}
}
}
//========== guildcastle guardian no search eof==============
if (bl && bl->type == BL_PC && battle_config.monsters_ignore_gm == 1)
{ // option to have monsters ignore GMs [Valaris]
struct map_session_data *sd;
if ((sd = (struct map_session_data *) bl) != NULL && pc_isGM (sd))
return 0;
}
if (md->bl.m != bl->m) // 違うャbプ
return 0;
if (range > 0 && range < ((dx > dy) ? dx : dy)) // 遠すぎる
return 0;
if (md->bl.x == bl->x && md->bl.y == bl->y) // 同じャX
return 1;
// Obstacle judging
wpd.path_len = 0;
wpd.path_pos = 0;
wpd.path_half = 0;
if (path_search (&wpd, md->bl.m, md->bl.x, md->bl.y, bl->x, bl->y, 0) !=
-1)
return 1;
if (bl->type != BL_PC && bl->type != BL_MOB)
return 0;
// It judges whether it can adjoin or not.
dx = (dx > 0) ? 1 : ((dx < 0) ? -1 : 0);
dy = (dy > 0) ? 1 : ((dy < 0) ? -1 : 0);
if (path_search
(&wpd, md->bl.m, md->bl.x, md->bl.y, bl->x - dx, bl->y - dy, 0) != -1)
return 1;
for (i = 0; i < 9; i++)
{
if (path_search
(&wpd, md->bl.m, md->bl.x, md->bl.y, bl->x - 1 + i / 3,
bl->y - 1 + i % 3, 0) != -1)
return 1;
}
return 0;
}
/*==========================================
* Determination for an attack of a monster
*------------------------------------------
*/
int mob_target (struct mob_data *md, struct block_list *bl, int dist)
{
struct map_session_data *sd;
struct status_change *sc_data;
short *option;
int mode, race;
nullpo_retr (0, md);
nullpo_retr (0, bl);
sc_data = battle_get_sc_data (bl);
option = battle_get_option (bl);
race = mob_db[md->class].race;
if (!md->mode)
{
mode = mob_db[md->class].mode;
}
else
{
mode = md->mode;
}
if (!(mode & 0x80))
{
md->target_id = 0;
return 0;
}
// Nothing will be carried out if there is no mind of changing TAGE by TAGE ending.
if ((md->target_id > 0 && md->state.targettype == ATTACKABLE)
&& (!(mode & 0x04) || MRAND (100) > 25))
return 0;
if (mode & 0x20 || // Coercion is exerted if it is MVPMOB.
(sc_data && sc_data[SC_TRICKDEAD].timer == -1 &&
((option && !(*option & 0x06)) || race == 4 || race == 6)))
{
if (bl->type == BL_PC)
{
nullpo_retr (0, sd = (struct map_session_data *) bl);
if (sd->invincible_timer != -1 || pc_isinvisible (sd))
return 0;
if (!(mode & 0x20) && race != 4 && race != 6
&& sd->state.gangsterparadise)
return 0;
}
md->target_id = bl->id; // Since there was no disturbance, it locks on to target.
if (bl->type == BL_PC || bl->type == BL_MOB)
md->state.targettype = ATTACKABLE;
else
md->state.targettype = NONE_ATTACKABLE;
md->min_chase = dist + 13;
if (md->min_chase > 26)
md->min_chase = 26;
}
return 0;
}
/*==========================================
* The ?? routine of an active monster
*------------------------------------------
*/
static int mob_ai_sub_hard_activesearch (struct block_list *bl, va_list ap)
{
struct map_session_data *tsd = NULL;
struct mob_data *smd, *tmd = NULL;
int mode, race, dist, *pcc;
nullpo_retr (0, bl);
nullpo_retr (0, ap);
nullpo_retr (0, smd = va_arg (ap, struct mob_data *));
nullpo_retr (0, pcc = va_arg (ap, int *));
if (bl->type == BL_PC)
tsd = (struct map_session_data *) bl;
else if (bl->type == BL_MOB)
tmd = (struct mob_data *) bl;
else
return 0;
//敵味方判定
if (battle_check_target (&smd->bl, bl, BCT_ENEMY) == 0)
return 0;
if (!smd->mode)
mode = mob_db[smd->class].mode;
else
mode = smd->mode;
// アクティブでターゲット射程内にいるなら、ロックする
if (mode & 0x04)
{
race = mob_db[smd->class].race;
//対象がPCの場合
if (tsd &&
!pc_isdead (tsd) &&
tsd->bl.m == smd->bl.m &&
tsd->invincible_timer == -1 &&
!pc_isinvisible (tsd) &&
(dist =
distance (smd->bl.x, smd->bl.y, tsd->bl.x, tsd->bl.y)) < 9)
{
if (mode & 0x20 ||
(tsd->sc_data[SC_TRICKDEAD].timer == -1 &&
((!pc_ishiding (tsd) && !tsd->state.gangsterparadise)
|| race == 4 || race == 6)))
{ // 妨害がないか判定
if (mob_can_reach (smd, bl, 12) && // 到達可能性判定
MRAND (1000) < 1000 / (++(*pcc)))
{ // 範囲内PCで等確率にする
smd->target_id = tsd->bl.id;
smd->state.targettype = ATTACKABLE;
smd->min_chase = 13;
}
}
}
//対象がMobの場合
else if (tmd &&
tmd->bl.m == smd->bl.m &&
(dist =
distance (smd->bl.x, smd->bl.y, tmd->bl.x, tmd->bl.y)) < 9)
{
if (mob_can_reach (smd, bl, 12) && // 到達可能性判定
MRAND (1000) < 1000 / (++(*pcc)))
{ // 範囲内で等確率にする
smd->target_id = bl->id;
smd->state.targettype = ATTACKABLE;
smd->min_chase = 13;
}
}
}
return 0;
}
/*==========================================
* loot monster item search
*------------------------------------------
*/
static int mob_ai_sub_hard_lootsearch (struct block_list *bl, va_list ap)
{
struct mob_data *md;
int mode, dist, *itc;
nullpo_retr (0, bl);
nullpo_retr (0, ap);
nullpo_retr (0, md = va_arg (ap, struct mob_data *));
nullpo_retr (0, itc = va_arg (ap, int *));
if (!md->mode)
{
mode = mob_db[md->class].mode;
}
else
{
mode = md->mode;
}
if (!md->target_id && mode & 0x02)
{
if (!md->lootitem
|| (battle_config.monster_loot_type == 1
&& md->lootitem_count >= LOOTITEM_SIZE))
return 0;
if (bl->m == md->bl.m
&& (dist = distance (md->bl.x, md->bl.y, bl->x, bl->y)) < 9)
{
if (mob_can_reach (md, bl, 12) && // Reachability judging
MRAND (1000) < 1000 / (++(*itc)))
{ // It is made a probability, such as within the limits PC.
md->target_id = bl->id;
md->state.targettype = NONE_ATTACKABLE;
md->min_chase = 13;
}
}
}
return 0;
}
/*==========================================
* The ?? routine of a link monster
*------------------------------------------
*/
static int mob_ai_sub_hard_linksearch (struct block_list *bl, va_list ap)
{
struct mob_data *tmd;
struct mob_data *md;
struct block_list *target;
nullpo_retr (0, bl);
nullpo_retr (0, ap);
nullpo_retr (0, tmd = (struct mob_data *) bl);
nullpo_retr (0, md = va_arg (ap, struct mob_data *));
nullpo_retr (0, target = va_arg (ap, struct block_list *));
// same family free in a range at a link monster -- it will be made to lock if MOB is
/* if( (md->target_id > 0 && md->state.targettype == ATTACKABLE) && mob_db[md->class].mode&0x08){
if( tmd->class==md->class && (!tmd->target_id || md->state.targettype == NONE_ATTACKABLE) && tmd->bl.m == md->bl.m){
if( mob_can_reach(tmd,target,12) ){ // Reachability judging
tmd->target_id=md->target_id;
tmd->state.targettype = ATTACKABLE;
tmd->min_chase=13;
}
}
}*/
if (md->attacked_id > 0 && mob_db[md->class].mode & 0x08)
{
if (tmd->class == md->class && tmd->bl.m == md->bl.m
&& (!tmd->target_id || md->state.targettype == NONE_ATTACKABLE))
{
if (mob_can_reach (tmd, target, 12))
{ // Reachability judging
tmd->target_id = md->attacked_id;
tmd->state.targettype = ATTACKABLE;
tmd->min_chase = 13;
}
}
}
return 0;
}
/*==========================================
* Processing of slave monsters
*------------------------------------------
*/
static int mob_ai_sub_hard_slavemob (struct mob_data *md, unsigned int tick)
{
struct mob_data *mmd = NULL;
struct block_list *bl;
int mode, race, old_dist;
nullpo_retr (0, md);
if ((bl = map_id2bl (md->master_id)) != NULL)
mmd = (struct mob_data *) bl;
mode = mob_db[md->class].mode;
// It is not main monster/leader.
if (!mmd || mmd->bl.type != BL_MOB || mmd->bl.id != md->master_id)
return 0;
// Since it is in the map on which the master is not, teleport is carried out and it pursues.
if (mmd->bl.m != md->bl.m)
{
mob_warp (md, mmd->bl.m, mmd->bl.x, mmd->bl.y, 3);
md->state.master_check = 1;
return 0;
}
// Distance with between slave and master is measured.
old_dist = md->master_dist;
md->master_dist = distance (md->bl.x, md->bl.y, mmd->bl.x, mmd->bl.y);
// Since the master was in near immediately before, teleport is carried out and it pursues.
if (old_dist < 10 && md->master_dist > 18)
{
mob_warp (md, -1, mmd->bl.x, mmd->bl.y, 3);
md->state.master_check = 1;
return 0;
}
// Although there is the master, since it is somewhat far, it approaches.
if ((!md->target_id || md->state.targettype == NONE_ATTACKABLE)
&& mob_can_move (md)
&& (md->walkpath.path_pos >= md->walkpath.path_len
|| md->walkpath.path_len == 0) && md->master_dist < 15)
{
int i = 0, dx, dy, ret;
if (md->master_dist > 4)
{
do
{
if (i <= 5)
{
dx = mmd->bl.x - md->bl.x;
dy = mmd->bl.y - md->bl.y;
if (dx < 0)
dx += (MPRAND (1, ((dx < -3) ? 3 : -dx)));
else if (dx > 0)
dx -= (MPRAND (1, ((dx > 3) ? 3 : dx)));
if (dy < 0)
dy += (MPRAND (1, ((dy < -3) ? 3 : -dy)));
else if (dy > 0)
dy -= (MPRAND (1, ((dy > 3) ? 3 : dy)));
}
else
{
dx = mmd->bl.x - md->bl.x + MRAND (7) - 3;
dy = mmd->bl.y - md->bl.y + MRAND (7) - 3;
}
ret = mob_walktoxy (md, md->bl.x + dx, md->bl.y + dy, 0);
i++;
}
while (ret && i < 10);
}
else
{
do
{
dx = MRAND (9) - 5;
dy = MRAND (9) - 5;
if (dx == 0 && dy == 0)
{
dx = (MRAND (1)) ? 1 : -1;
dy = (MRAND (1)) ? 1 : -1;
}
dx += mmd->bl.x;
dy += mmd->bl.y;
ret = mob_walktoxy (md, mmd->bl.x + dx, mmd->bl.y + dy, 0);
i++;
}
while (ret && i < 10);
}
md->next_walktime = tick + 500;
md->state.master_check = 1;
}
// There is the master, the master locks a target and he does not lock.
if ((mmd->target_id > 0 && mmd->state.targettype == ATTACKABLE)
&& (!md->target_id || md->state.targettype == NONE_ATTACKABLE))
{
struct map_session_data *sd = map_id2sd (mmd->target_id);
if (sd != NULL && !pc_isdead (sd) && sd->invincible_timer == -1
&& !pc_isinvisible (sd))
{
race = mob_db[md->class].race;
if (mode & 0x20 ||
(sd->sc_data[SC_TRICKDEAD].timer == -1 &&
((!pc_ishiding (sd) && !sd->state.gangsterparadise)
|| race == 4 || race == 6)))
{ // 妨害がないか判定
md->target_id = sd->bl.id;
md->state.targettype = ATTACKABLE;
md->min_chase =
5 + distance (md->bl.x, md->bl.y, sd->bl.x, sd->bl.y);
md->state.master_check = 1;
}
}
}
// There is the master, the master locks a target and he does not lock.
/* if( (md->target_id>0 && mmd->state.targettype == ATTACKABLE) && (!mmd->target_id || mmd->state.targettype == NONE_ATTACKABLE) ){
struct map_session_data *sd=map_id2sd(md->target_id);
if(sd!=NULL && !pc_isdead(sd) && sd->invincible_timer == -1 && !pc_isinvisible(sd)){
race=mob_db[mmd->class].race;
if(mode&0x20 ||
(sd->sc_data[SC_TRICKDEAD].timer == -1 &&
(!(sd->status.option&0x06) || race==4 || race==6)
) ){ // It judges whether there is any disturbance.
mmd->target_id=sd->bl.id;
mmd->state.targettype = ATTACKABLE;
mmd->min_chase=5+distance(mmd->bl.x,mmd->bl.y,sd->bl.x,sd->bl.y);
}
}
}*/
return 0;
}
/*==========================================
* A lock of target is stopped and mob moves to a standby state.
*------------------------------------------
*/
static int mob_unlocktarget (struct mob_data *md, int tick)
{
nullpo_retr (0, md);
md->target_id = 0;
md->state.targettype = NONE_ATTACKABLE;
md->state.skillstate = MSS_IDLE;
md->next_walktime = tick + MPRAND (3000, 3000);
return 0;
}
/*==========================================
* Random walk
*------------------------------------------
*/
static int mob_randomwalk (struct mob_data *md, int tick)
{
const int retrycount = 20;
int speed;
nullpo_retr (0, md);
speed = battle_get_speed (&md->bl);
if (DIFF_TICK (md->next_walktime, tick) < 0)
{
int i, x, y, c, d = 12 - md->move_fail_count;
if (d < 5)
d = 5;
for (i = 0; i < retrycount; i++)
{ // Search of a movable place
int r = mt_random ();
x = md->bl.x + r % (d * 2 + 1) - d;
y = md->bl.y + r / (d * 2 + 1) % (d * 2 + 1) - d;
if ((c = map_getcell (md->bl.m, x, y)) != 1 && c != 5
&& mob_walktoxy (md, x, y, 1) == 0)
{
md->move_fail_count = 0;
break;
}
if (i + 1 >= retrycount)
{
md->move_fail_count++;
if (md->move_fail_count > 1000)
{
if (battle_config.error_log == 1)
printf
("MOB cant move. random spawn %d, class = %d\n",
md->bl.id, md->class);
md->move_fail_count = 0;
mob_spawn (md->bl.id);
}
}
}
for (i = c = 0; i < md->walkpath.path_len; i++)
{ // The next walk start time is calculated.
if (md->walkpath.path[i] & 1)
c += speed * 14 / 10;
else
c += speed;
}
md->next_walktime = tick + MPRAND (3000, 3000) + c;
md->state.skillstate = MSS_WALK;
return 1;
}
return 0;
}
/*==========================================
* 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, *tmd = NULL;
struct map_session_data *tsd = NULL;
struct block_list *tbl = NULL;
struct flooritem_data *fitem;
unsigned int tick;
int i, dx, dy, ret, dist;
int attack_type = 0;
int mode, race;
nullpo_retr (0, bl);
nullpo_retr (0, ap);
nullpo_retr (0, md = (struct mob_data *) bl);
tick = va_arg (ap, unsigned int);
if (DIFF_TICK (tick, md->last_thinktime) < MIN_MOBTHINKTIME)
return 0;
md->last_thinktime = tick;
if (md->skilltimer != -1 || md->bl.prev == NULL)
{ // Under a skill aria and death
if (DIFF_TICK (tick, md->next_walktime) > MIN_MOBTHINKTIME)
md->next_walktime = tick;
return 0;
}
if (!md->mode)
mode = mob_db[md->class].mode;
else
mode = md->mode;
race = mob_db[md->class].race;
// Abnormalities
if ((md->opt1 > 0 && md->opt1 != 6) || md->state.state == MS_DELAY
|| md->sc_data[SC_BLADESTOP].timer != -1)
return 0;
if (!(mode & 0x80) && md->target_id > 0)
md->target_id = 0;
if (md->attacked_id > 0 && mode & 0x08)
{ // Link monster
struct map_session_data *asd = map_id2sd (md->attacked_id);
if (asd)
{
if (asd->invincible_timer == -1 && !pc_isinvisible (asd))
{
map_foreachinarea (mob_ai_sub_hard_linksearch, md->bl.m,
md->bl.x - 13, md->bl.y - 13,
md->bl.x + 13, md->bl.y + 13,
BL_MOB, md, &asd->bl);
}
}
}
// It checks to see it was attacked first (if active, it is target change at 25% of probability).
if (mode > 0 && md->attacked_id > 0
&& (!md->target_id || md->state.targettype == NONE_ATTACKABLE
|| (mode & 0x04 && MRAND (100) < 25)))
{
struct block_list *abl = map_id2bl (md->attacked_id);
struct map_session_data *asd = NULL;
if (abl)
{
if (abl->type == BL_PC)
asd = (struct map_session_data *) abl;
if (asd == NULL || md->bl.m != abl->m || abl->prev == NULL
|| asd->invincible_timer != -1 || pc_isinvisible (asd)
|| (dist =
distance (md->bl.x, md->bl.y, abl->x, abl->y)) >= 32
|| battle_check_target (bl, abl, BCT_ENEMY) == 0)
md->attacked_id = 0;
else
{
md->target_id = md->attacked_id; // set target
md->state.targettype = ATTACKABLE;
attack_type = 1;
md->attacked_id = 0;
md->min_chase = dist + 13;
if (md->min_chase > 26)
md->min_chase = 26;
}
}
}
md->state.master_check = 0;
// Processing of slave monster
if (md->master_id > 0 && md->state.special_mob_ai == 0)
mob_ai_sub_hard_slavemob (md, tick);
// アクティヴモンスターの策敵 (?? of a bitter taste TIVU monster)
if ((!md->target_id || md->state.targettype == NONE_ATTACKABLE)
&& mode & 0x04 && !md->state.master_check
&& battle_config.monster_active_enable == 1)
{
i = 0;
if (md->state.special_mob_ai)
{
map_foreachinarea (mob_ai_sub_hard_activesearch, md->bl.m,
md->bl.x - AREA_SIZE * 2,
md->bl.y - AREA_SIZE * 2,
md->bl.x + AREA_SIZE * 2,
md->bl.y + AREA_SIZE * 2, 0, md, &i);
}
else
{
map_foreachinarea (mob_ai_sub_hard_activesearch, md->bl.m,
md->bl.x - AREA_SIZE * 2,
md->bl.y - AREA_SIZE * 2,
md->bl.x + AREA_SIZE * 2,
md->bl.y + AREA_SIZE * 2, BL_PC, md, &i);
}
}
// The item search of a route monster
if (!md->target_id && mode & 0x02 && !md->state.master_check)
{
i = 0;
map_foreachinarea (mob_ai_sub_hard_lootsearch, md->bl.m,
md->bl.x - AREA_SIZE * 2, md->bl.y - AREA_SIZE * 2,
md->bl.x + AREA_SIZE * 2, md->bl.y + AREA_SIZE * 2,
BL_ITEM, md, &i);
}
// It will attack, if the candidate for an attack is.
if (md->target_id > 0)
{
if ((tbl = map_id2bl (md->target_id)))
{
if (tbl->type == BL_PC)
tsd = (struct map_session_data *) tbl;
else if (tbl->type == BL_MOB)
tmd = (struct mob_data *) tbl;
if (tsd || tmd)
{
if (tbl->m != md->bl.m || tbl->prev == NULL
|| (dist =
distance (md->bl.x, md->bl.y, tbl->x,
tbl->y)) >= md->min_chase)
mob_unlocktarget (md, tick); // 別マップか、視界外
else if (tsd && !(mode & 0x20)
&& (tsd->sc_data[SC_TRICKDEAD].timer != -1
||
((pc_ishiding (tsd)
|| tsd->state.gangsterparadise) && race != 4
&& race != 6)))
mob_unlocktarget (md, tick); // スキルなどによる策敵妨害
else if (!battle_check_range
(&md->bl, tbl, mob_db[md->class].range))
{
// 攻撃範囲外なので移動
if (!(mode & 1))
{ // 移動しないモード
mob_unlocktarget (md, tick);
return 0;
}
if (!mob_can_move (md)) // 動けない状態にある
return 0;
md->state.skillstate = MSS_CHASE; // 突撃時スキル
mobskill_use (md, tick, -1);
// if(md->timer != -1 && (DIFF_TICK(md->next_walktime,tick)<0 || distance(md->to_x,md->to_y,tsd->bl.x,tsd->bl.y)<2) )
if (md->timer != -1 && md->state.state != MS_ATTACK
&& (DIFF_TICK (md->next_walktime, tick) < 0
|| distance (md->to_x, md->to_y, tbl->x,
tbl->y) < 2))
return 0; // 既に移動中
if (!mob_can_reach
(md, tbl, (md->min_chase > 13) ? md->min_chase : 13))
mob_unlocktarget (md, tick); // 移動できないのでタゲ解除(IWとか?)
else
{
// 追跡
md->next_walktime = tick + 500;
i = 0;
do
{
if (i == 0)
{ // 最初はAEGISと同じ方法で検索
dx = tbl->x - md->bl.x;
dy = tbl->y - md->bl.y;
if (dx < 0)
dx++;
else if (dx > 0)
dx--;
if (dy < 0)
dy++;
else if (dy > 0)
dy--;
}
else
{ // だめならAthena式(ランダム)
dx = tbl->x - md->bl.x + MRAND (3) - 1;
dy = tbl->y - md->bl.y + MRAND (3) - 1;
}
/* if(path_search(&md->walkpath,md->bl.m,md->bl.x,md->bl.y,md->bl.x+dx,md->bl.y+dy,0)){
* dx=tsd->bl.x - md->bl.x;
* dy=tsd->bl.y - md->bl.y;
* if(dx<0) dx--;
* else if(dx>0) dx++;
* if(dy<0) dy--;
* else if(dy>0) dy++;
* } */
ret =
mob_walktoxy (md, md->bl.x + dx,
md->bl.y + dy, 0);
i++;
}
while (ret && i < 5);
if (ret)
{ // 移動不可能な所からの攻撃なら2歩下る
if (dx < 0)
dx = 2;
else if (dx > 0)
dx = -2;
if (dy < 0)
dy = 2;
else if (dy > 0)
dy = -2;
mob_walktoxy (md, md->bl.x + dx, md->bl.y + dy,
0);
}
}
}
else
{ // 攻撃射程範囲内
md->state.skillstate = MSS_ATTACK;
if (md->state.state == MS_WALK)
mob_stop_walking (md, 1); // 歩行中なら停止
if (md->state.state == MS_ATTACK)
return 0; // 既に攻撃中
mob_changestate (md, MS_ATTACK, attack_type);
/* if(mode&0x08){ // リンクモンスター
map_foreachinarea(mob_ai_sub_hard_linksearch,md->bl.m,
md->bl.x-13,md->bl.y-13,
md->bl.x+13,md->bl.y+13,
BL_MOB,md,&tsd->bl);
}*/
}
return 0;
}
else
{ // ルートモンスター処理
if (tbl == NULL || tbl->type != BL_ITEM || tbl->m != md->bl.m
|| (dist =
distance (md->bl.x, md->bl.y, tbl->x,
tbl->y)) >= md->min_chase || !md->lootitem)
{
// 遠すぎるかアイテムがなくなった
mob_unlocktarget (md, tick);
if (md->state.state == MS_WALK)
mob_stop_walking (md, 1); // 歩行中なら停止
}
else if (dist)
{
if (!(mode & 1))
{ // 移動しないモード
mob_unlocktarget (md, tick);
return 0;
}
if (!mob_can_move (md)) // 動けない状態にある
return 0;
md->state.skillstate = MSS_LOOT; // ルート時スキル使用
mobskill_use (md, tick, -1);
// if(md->timer != -1 && (DIFF_TICK(md->next_walktime,tick)<0 || distance(md->to_x,md->to_y,tbl->x,tbl->y)<2) )
if (md->timer != -1 && md->state.state != MS_ATTACK
&& (DIFF_TICK (md->next_walktime, tick) < 0
|| distance (md->to_x, md->to_y, tbl->x,
tbl->y) <= 0))
return 0; // 既に移動中
md->next_walktime = tick + 500;
dx = tbl->x - md->bl.x;
dy = tbl->y - md->bl.y;
/* if(path_search(&md->walkpath,md->bl.m,md->bl.x,md->bl.y,md->bl.x+dx,md->bl.y+dy,0)){
dx=tbl->x - md->bl.x;
dy=tbl->y - md->bl.y;
}*/
ret = mob_walktoxy (md, md->bl.x + dx, md->bl.y + dy, 0);
if (ret)
mob_unlocktarget (md, tick); // 移動できないのでタゲ解除(IWとか?)
}
else
{ // アイテムまでたどり着いた
if (md->state.state == MS_ATTACK)
return 0; // 攻撃中
if (md->state.state == MS_WALK)
mob_stop_walking (md, 1); // 歩行中なら停止
fitem = (struct flooritem_data *) tbl;
if (md->lootitem_count < LOOTITEM_SIZE)
memcpy (&md->lootitem[md->lootitem_count++],
&fitem->item_data, sizeof (md->lootitem[0]));
else if (battle_config.monster_loot_type == 1
&& md->lootitem_count >= LOOTITEM_SIZE)
{
mob_unlocktarget (md, tick);
return 0;
}
else
{
for (i = 0; i < LOOTITEM_SIZE - 1; i++)
memcpy (&md->lootitem[i], &md->lootitem[i + 1],
sizeof (md->lootitem[0]));
memcpy (&md->lootitem[LOOTITEM_SIZE - 1],
&fitem->item_data, sizeof (md->lootitem[0]));
}
map_clearflooritem (tbl->id);
mob_unlocktarget (md, tick);
}
return 0;
}
}
else
{
mob_unlocktarget (md, tick);
if (md->state.state == MS_WALK)
mob_stop_walking (md, 4); // 歩行中なら停止
return 0;
}
}
// It is skill use at the time of /standby at the time of a walk.
if (mobskill_use (md, tick, -1))
return 0;
// 歩行処理
if (mode & 1 && mob_can_move (md) && // 移動可能MOB&動ける状態にある
(md->master_id == 0 || md->state.special_mob_ai
|| md->master_dist > 10))
{ //取り巻きMOBじゃない
if (DIFF_TICK (md->next_walktime, tick) > +7000 &&
(md->walkpath.path_len == 0
|| md->walkpath.path_pos >= md->walkpath.path_len))
{
md->next_walktime = tick + 3000 * MRAND (2000);
}
// Random movement
if (mob_randomwalk (md, tick))
return 0;
}
// Since he has finished walking, it stands by.
if (md->walkpath.path_len == 0
|| md->walkpath.path_pos >= md->walkpath.path_len)
md->state.skillstate = MSS_IDLE;
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;
nullpo_retr (0, sd);
nullpo_retr (0, ap);
tick = va_arg (ap, unsigned int);
map_foreachinarea (mob_ai_sub_hard, sd->bl.m,
sd->bl.x - AREA_SIZE * 2, sd->bl.y - AREA_SIZE * 2,
sd->bl.x + AREA_SIZE * 2, sd->bl.y + AREA_SIZE * 2,
BL_MOB, 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)
{
clif_foreachclient (mob_ai_sub_foreachclient, tick);
return 0;
}
/*==========================================
* Negligent mode MOB AI (PC is not in near)
*------------------------------------------
*/
static int mob_ai_sub_lazy (void *key, void *data, va_list app)
{
struct mob_data *md = data;
unsigned int tick;
va_list ap;
nullpo_retr (0, md);
nullpo_retr (0, app);
nullpo_retr (0, ap = va_arg (app, va_list));
if (md == NULL)
return 0;
if (!md->bl.type || md->bl.type != BL_MOB)
return 0;
tick = va_arg (ap, unsigned int);
if (DIFF_TICK (tick, md->last_thinktime) < MIN_MOBTHINKTIME * 10)
return 0;
md->last_thinktime = tick;
if (md->bl.prev == NULL || md->skilltimer != -1)
{
if (DIFF_TICK (tick, md->next_walktime) > MIN_MOBTHINKTIME * 10)
md->next_walktime = tick;
return 0;
}
if (DIFF_TICK (md->next_walktime, tick) < 0 &&
(mob_db[md->class].mode & 1) && mob_can_move (md))
{
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 (MRAND (1000) < MOB_LAZYMOVEPERC)
mob_randomwalk (md, tick);
// MOB which is not not the summons MOB but BOSS, either sometimes reboils.
else if (MRAND (1000) < MOB_LAZYWARPPERC && md->x0 <= 0
&& md->master_id != 0 && mob_db[md->class].mexp <= 0
&& !(mob_db[md->class].mode & 0x20))
mob_spawn (md->bl.id);
}
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 (MRAND (1000) < MOB_LAZYWARPPERC && md->x0 <= 0
&& md->master_id != 0 && mob_db[md->class].mexp <= 0
&& !(mob_db[md->class].mode & 0x20))
mob_warp (md, -1, -1, -1, -1);
}
md->next_walktime = tick + MPRAND (5000, 10000);
}
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;
}
/*==========================================
* 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 delay_item_drop
{
int m, x, y;
int nameid, amount;
struct map_session_data *first_sd, *second_sd, *third_sd;
};
struct delay_item_drop2
{
int m, x, y;
struct item item_data;
struct map_session_data *first_sd, *second_sd, *third_sd;
};
/*==========================================
* item drop with delay (timer function)
*------------------------------------------
*/
static int mob_delay_item_drop (int tid, unsigned int tick, int id, int data)
{
struct delay_item_drop *ditem;
struct item temp_item;
int flag;
nullpo_retr (0, ditem = (struct delay_item_drop *) id);
memset (&temp_item, 0, sizeof (temp_item));
temp_item.nameid = ditem->nameid;
temp_item.amount = ditem->amount;
temp_item.identify = !itemdb_isequip3 (temp_item.nameid);
if (battle_config.item_auto_get == 1)
{
if (ditem->first_sd
&& (flag =
pc_additem (ditem->first_sd, &temp_item, ditem->amount)))
{
clif_additem (ditem->first_sd, 0, 0, flag);
map_addflooritem (&temp_item, 1, ditem->m, ditem->x, ditem->y,
ditem->first_sd, ditem->second_sd,
ditem->third_sd, 0);
}
free (ditem);
return 0;
}
map_addflooritem (&temp_item, 1, ditem->m, ditem->x, ditem->y,
ditem->first_sd, ditem->second_sd, ditem->third_sd, 0);
free (ditem);
return 0;
}
/*==========================================
* item drop (timer function)-lootitem with delay
*------------------------------------------
*/
static int mob_delay_item_drop2 (int tid, unsigned int tick, int id, int data)
{
struct delay_item_drop2 *ditem;
int flag;
nullpo_retr (0, ditem = (struct delay_item_drop2 *) id);
if (battle_config.item_auto_get == 1)
{
if (ditem->first_sd
&& (flag =
pc_additem (ditem->first_sd, &ditem->item_data,
ditem->item_data.amount)))
{
clif_additem (ditem->first_sd, 0, 0, flag);
map_addflooritem (&ditem->item_data, ditem->item_data.amount,
ditem->m, ditem->x, ditem->y, ditem->first_sd,
ditem->second_sd, ditem->third_sd, 0);
}
free (ditem);
return 0;
}
map_addflooritem (&ditem->item_data, ditem->item_data.amount, ditem->m,
ditem->x, ditem->y, ditem->first_sd, ditem->second_sd,
ditem->third_sd, 0);
free (ditem);
return 0;
}
/*==========================================
* mob data is erased.
*------------------------------------------
*/
int mob_delete (struct mob_data *md)
{
nullpo_retr (1, md);
if (md->bl.prev == NULL)
return 1;
mob_changestate (md, MS_DEAD, 0);
clif_clearchar_area (&md->bl, 1);
map_delblock (&md->bl);
if (mob_get_viewclass (md->class) <= 1000)
clif_clearchar_delay (gettick () + 3000, &md->bl, 0);
mob_deleteslave (md);
mob_setdelayspawn (md->bl.id);
return 0;
}
int mob_catch_delete (struct mob_data *md, int type)
{
nullpo_retr (1, md);
if (md->bl.prev == NULL)
return 1;
mob_changestate (md, MS_DEAD, 0);
clif_clearchar_area (&md->bl, type);
map_delblock (&md->bl);
mob_setdelayspawn (md->bl.id);
return 0;
}
int mob_timer_delete (int tid, unsigned int tick, int id, int data)
{
struct block_list *bl = map_id2bl (id);
struct mob_data *md;
nullpo_retr (0, bl);
md = (struct mob_data *) bl;
mob_catch_delete (md, 3);
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)
mob_damage (NULL, md, md->hp, 1);
return 0;
}
/*==========================================
*
*------------------------------------------
*/
int mob_deleteslave (struct mob_data *md)
{
nullpo_retr (0, md);
map_foreachinarea (mob_deleteslave_sub, md->bl.m,
0, 0, map[md->bl.m].xs, map[md->bl.m].ys,
BL_MOB, md->bl.id);
return 0;
}
#define DAMAGE_BONUS_COUNT 6 // max. number of players to account for
const static double damage_bonus_factor[DAMAGE_BONUS_COUNT + 1] = {
1.0, 1.0, 2.0, 2.5, 2.75, 2.9, 3.0
};
/*==========================================
* It is the damage of sd to damage to md.
*------------------------------------------
*/
int mob_damage (struct block_list *src, struct mob_data *md, int damage,
int type)
{
int i, count, minpos, mindmg;
struct map_session_data *sd = NULL, *tmpsd[DAMAGELOG_SIZE];
struct
{
struct party *p;
int id, base_exp, job_exp;
} pt[DAMAGELOG_SIZE];
int pnum = 0;
int mvp_damage, max_hp;
unsigned int tick = gettick ();
struct map_session_data *mvp_sd = NULL, *second_sd = NULL, *third_sd =
NULL;
double dmg_rate, tdmg, temp;
struct item item;
int ret;
int drop_rate;
int skill, sp;
nullpo_retr (0, md); //srcはNULLで呼ばれる場合もあるので、他でチェック
if (src && src->id == md->master_id
&& md->mode & MOB_MODE_TURNS_AGAINST_BAD_MASTER)
{
/* If the master hits a monster, have the monster turn against him */
md->master_id = 0;
md->mode = 0x85; /* Regular war mode */
md->target_id = src->id;
md->attacked_id = src->id;
}
max_hp = battle_get_max_hp (&md->bl);
if (src && src->type == BL_PC)
{
sd = (struct map_session_data *) src;
mvp_sd = sd;
}
// if(battle_config.battle_log)
// printf("mob_damage %d %d %d\n",md->hp,max_hp,damage);
if (md->bl.prev == NULL)
{
if (battle_config.error_log == 1)
printf ("mob_damage : BlockError!!\n");
return 0;
}
if (md->state.state == MS_DEAD || md->hp <= 0)
{
if (md->bl.prev != NULL)
{
mob_changestate (md, MS_DEAD, 0);
mobskill_use (md, tick, -1); // It is skill at the time of death.
clif_clearchar_area (&md->bl, 1);
map_delblock (&md->bl);
mob_setdelayspawn (md->bl.id);
}
return 0;
}
if (md->sc_data[SC_ENDURE].timer == -1)
mob_stop_walking (md, 3);
if (damage > max_hp >> 2)
skill_stop_dancing (&md->bl, 0);
if (md->hp > max_hp)
md->hp = max_hp;
// The amount of overkill rounds to hp.
if (damage > md->hp)
damage = md->hp;
if (!(type & 2))
{
if (sd != NULL)
{
for (i = 0, minpos = 0, mindmg = 0x7fffffff; i < DAMAGELOG_SIZE;
i++)
{
if (md->dmglog[i].id == sd->bl.id)
break;
if (md->dmglog[i].id == 0)
{
minpos = i;
mindmg = 0;
}
else if (md->dmglog[i].dmg < mindmg)
{
minpos = i;
mindmg = md->dmglog[i].dmg;
}
}
if (i < DAMAGELOG_SIZE)
md->dmglog[i].dmg += damage;
else
{
md->dmglog[minpos].id = sd->bl.id;
md->dmglog[minpos].dmg = damage;
}
if (md->attacked_id <= 0 && md->state.special_mob_ai == 0)
md->attacked_id = sd->bl.id;
}
if (src && src->type == BL_MOB
&& ((struct mob_data *) src)->state.special_mob_ai)
{
struct mob_data *md2 = (struct mob_data *) src;
struct block_list *master_bl = map_id2bl (md2->master_id);
if (master_bl && master_bl->type == BL_PC)
{
MAP_LOG_PC (((struct map_session_data *) master_bl),
"MOB-TO-MOB-DMG FROM MOB%d %d TO MOB%d %d FOR %d",
md2->bl.id, md2->class, md->bl.id, md->class,
damage);
}
nullpo_retr (0, md2);
for (i = 0, minpos = 0, mindmg = 0x7fffffff; i < DAMAGELOG_SIZE;
i++)
{
if (md->dmglog[i].id == md2->master_id)
break;
if (md->dmglog[i].id == 0)
{
minpos = i;
mindmg = 0;
}
else if (md->dmglog[i].dmg < mindmg)
{
minpos = i;
mindmg = md->dmglog[i].dmg;
}
}
if (i < DAMAGELOG_SIZE)
md->dmglog[i].dmg += damage;
else
{
md->dmglog[minpos].id = md2->master_id;
md->dmglog[minpos].dmg = damage;
if (md->attacked_id <= 0 && md->state.special_mob_ai == 0)
md->attacked_id = md2->master_id;
}
}
}
md->hp -= damage;
if (md->class >= 1285 && md->class <= 1287)
{ // guardian hp update [Valaris]
struct guild_castle *gc = guild_mapname2gc (map[md->bl.m].name);
if (gc)
{
if (md->bl.id == gc->GID0)
{
gc->Ghp0 = md->hp;
if (gc->Ghp0 <= 0)
{
guild_castledatasave (gc->castle_id, 10, 0);
guild_castledatasave (gc->castle_id, 18, 0);
}
}
if (md->bl.id == gc->GID1)
{
gc->Ghp1 = md->hp;
if (gc->Ghp1 <= 0)
{
guild_castledatasave (gc->castle_id, 11, 0);
guild_castledatasave (gc->castle_id, 19, 0);
}
}
if (md->bl.id == gc->GID2)
{
gc->Ghp2 = md->hp;
if (gc->Ghp2 <= 0)
{
guild_castledatasave (gc->castle_id, 12, 0);
guild_castledatasave (gc->castle_id, 20, 0);
}
}
if (md->bl.id == gc->GID3)
{
gc->Ghp3 = md->hp;
if (gc->Ghp3 <= 0)
{
guild_castledatasave (gc->castle_id, 13, 0);
guild_castledatasave (gc->castle_id, 21, 0);
}
}
if (md->bl.id == gc->GID4)
{
gc->Ghp4 = md->hp;
if (gc->Ghp4 <= 0)
{
guild_castledatasave (gc->castle_id, 14, 0);
guild_castledatasave (gc->castle_id, 22, 0);
}
}
if (md->bl.id == gc->GID5)
{
gc->Ghp5 = md->hp;
if (gc->Ghp5 <= 0)
{
guild_castledatasave (gc->castle_id, 15, 0);
guild_castledatasave (gc->castle_id, 23, 0);
}
}
if (md->bl.id == gc->GID6)
{
gc->Ghp6 = md->hp;
if (gc->Ghp6 <= 0)
{
guild_castledatasave (gc->castle_id, 16, 0);
guild_castledatasave (gc->castle_id, 24, 0);
}
}
if (md->bl.id == gc->GID7)
{
gc->Ghp7 = md->hp;
if (gc->Ghp7 <= 0)
{
guild_castledatasave (gc->castle_id, 17, 0);
guild_castledatasave (gc->castle_id, 25, 0);
}
}
}
} // end addition [Valaris]
if (md->option & 2)
skill_status_change_end (&md->bl, SC_HIDING, -1);
if (md->option & 4)
skill_status_change_end (&md->bl, SC_CLOAKING, -1);
if (md->state.special_mob_ai == 2)
{ //スフィアーマイン
int skillidx = 0;
if ((skillidx =
mob_skillid2skillidx (md->class, NPC_SELFDESTRUCTION2)) >= 0)
{
md->mode |= 0x1;
md->next_walktime = tick;
mobskill_use_id (md, &md->bl, skillidx); //自爆詠唱開始
md->state.special_mob_ai++;
}
}
if (md->hp > 0)
{
return 0;
}
MAP_LOG ("MOB%d DEAD", md->bl.id);
// ----- ここから死亡処理 -----
map_freeblock_lock ();
mob_changestate (md, MS_DEAD, 0);
mobskill_use (md, tick, -1); // 死亡時スキル
memset (tmpsd, 0, sizeof (tmpsd));
memset (pt, 0, sizeof (pt));
max_hp = battle_get_max_hp (&md->bl);
if (src && src->type == BL_MOB)
mob_unlocktarget ((struct mob_data *) src, tick);
/* ソウルドレイン */
if (sd && (skill = pc_checkskill (sd, HW_SOULDRAIN)) > 0)
{
clif_skill_nodamage (src, &md->bl, HW_SOULDRAIN, skill, 1);
sp = (battle_get_lv (&md->bl)) * (65 + 15 * skill) / 100;
if (sd->status.sp + sp > sd->status.max_sp)
sp = sd->status.max_sp - sd->status.sp;
sd->status.sp += sp;
clif_heal (sd->fd, SP_SP, sp);
}
// map外に消えた人は計算から除くので
// overkill分は無いけどsumはmax_hpとは違う
tdmg = 0;
for (i = 0, count = 0, mvp_damage = 0; i < DAMAGELOG_SIZE; i++)
{
if (md->dmglog[i].id == 0)
continue;
tmpsd[i] = map_id2sd (md->dmglog[i].id);
if (tmpsd[i] == NULL)
continue;
count++;
if (tmpsd[i]->bl.m != md->bl.m || pc_isdead (tmpsd[i]))
continue;
tdmg += (double) md->dmglog[i].dmg;
if (mvp_damage < md->dmglog[i].dmg)
{
third_sd = second_sd;
second_sd = mvp_sd;
mvp_sd = tmpsd[i];
mvp_damage = md->dmglog[i].dmg;
}
}
// [MouseJstr]
if ((map[md->bl.m].flag.pvp == 0) || (battle_config.pvp_exp == 1))
{
if ((double) max_hp < tdmg)
dmg_rate = ((double) max_hp) / tdmg;
else
dmg_rate = 1;
// 経験値の分配
for (i = 0; i < DAMAGELOG_SIZE; i++)
{
int pid, base_exp, job_exp, flag = 1;
double per;
struct party *p;
if (tmpsd[i] == NULL || tmpsd[i]->bl.m != md->bl.m)
continue;
/* jAthena's exp formula
per = ((double)md->dmglog[i].dmg)*(9.+(double)((count > 6)? 6:count))/10./((double)max_hp) * dmg_rate;
temp = ((double)mob_db[md->class].base_exp * (double)battle_config.base_exp_rate / 100. * per);
base_exp = (temp > 2147483647.)? 0x7fffffff:(int)temp;
if(mob_db[md->class].base_exp > 0 && base_exp < 1) base_exp = 1;
if(base_exp < 0) base_exp = 0;
temp = ((double)mob_db[md->class].job_exp * (double)battle_config.job_exp_rate / 100. * per);
job_exp = (temp > 2147483647.)? 0x7fffffff:(int)temp;
if(mob_db[md->class].job_exp > 0 && job_exp < 1) job_exp = 1;
if(job_exp < 0) job_exp = 0;
*/
//eAthena's exp formula rather than jAthena's
// per=(double)md->dmglog[i].dmg*256*(9+(double)((count > 6)? 6:count))/10/(double)max_hp;
// [Fate] The above is the old formula. We do a more involved computation below.
per = (double) md->dmglog[i].dmg * 256 / (double) max_hp; // 256 = 100% of the score
per *= damage_bonus_factor[count > DAMAGE_BONUS_COUNT ? DAMAGE_BONUS_COUNT : count]; // Bonus for party attack
if (per > 512)
per = 512; // [Fate] Retained from before. The maximum a single individual can get is double the original value.
if (per < 1)
per = 1;
base_exp =
((mob_db[md->class].base_exp *
md->stats[MOB_XP_BONUS]) >> MOB_XP_BONUS_SHIFT) * per / 256;
if (base_exp < 1)
base_exp = 1;
if (sd && md && battle_config.pk_mode == 1
&& (mob_db[md->class].lv - sd->status.base_level >= 20))
{
base_exp *= 1.15; // pk_mode additional exp if monster >20 levels [Valaris]
}
if (md->state.special_mob_ai >= 1
&& battle_config.alchemist_summon_reward != 1)
base_exp = 0; // Added [Valaris]
job_exp = mob_db[md->class].job_exp * per / 256;
if (job_exp < 1)
job_exp = 1;
if (sd && md && battle_config.pk_mode == 1
&& (mob_db[md->class].lv - sd->status.base_level >= 20))
{
job_exp *= 1.15; // pk_mode additional exp if monster >20 levels [Valaris]
}
if (md->state.special_mob_ai >= 1
&& battle_config.alchemist_summon_reward != 1)
job_exp = 0; // Added [Valaris]
if ((pid = tmpsd[i]->status.party_id) > 0)
{ // パーティに入っている
int j = 0;
for (j = 0; j < pnum; j++) // 公平パーティリストにいるかどうか
if (pt[j].id == pid)
break;
if (j == pnum)
{ // いないときは公平かどうか確認
if ((p = party_search (pid)) != NULL && p->exp != 0)
{
pt[pnum].id = pid;
pt[pnum].p = p;
pt[pnum].base_exp = base_exp;
pt[pnum].job_exp = job_exp;
pnum++;
flag = 0;
}
}
else
{ // いるときは公平
pt[j].base_exp += base_exp;
pt[j].job_exp += job_exp;
flag = 0;
}
}
if (flag) // 各自所得
pc_gainexp (tmpsd[i], base_exp, job_exp);
}
// 公平分配
for (i = 0; i < pnum; i++)
party_exp_share (pt[i].p, md->bl.m, pt[i].base_exp,
pt[i].job_exp);
// item drop
if (!(type & 1))
{
for (i = 0; i < 8; i++)
{
struct delay_item_drop *ditem;
int drop_rate;
if (md->state.special_mob_ai >= 1 && battle_config.alchemist_summon_reward != 1) // Added [Valaris]
break; // End
if (mob_db[md->class].dropitem[i].nameid <= 0)
continue;
drop_rate = mob_db[md->class].dropitem[i].p;
if (drop_rate <= 0 && battle_config.drop_rate0item == 1)
drop_rate = 1;
if (battle_config.drops_by_luk > 0 && sd && md)
drop_rate += (sd->status.luk * battle_config.drops_by_luk) / 100; // drops affected by luk [Valaris]
if (sd && md && battle_config.pk_mode == 1
&& (mob_db[md->class].lv - sd->status.base_level >= 20))
drop_rate *= 1.25; // pk_mode increase drops if 20 level difference [Valaris]
if (drop_rate <= MRAND (10000))
continue;
ditem =
(struct delay_item_drop *) aCalloc (1,
sizeof (struct
delay_item_drop));
ditem->nameid = mob_db[md->class].dropitem[i].nameid;
ditem->amount = 1;
ditem->m = md->bl.m;
ditem->x = md->bl.x;
ditem->y = md->bl.y;
ditem->first_sd = mvp_sd;
ditem->second_sd = second_sd;
ditem->third_sd = third_sd;
add_timer (tick + 500 + i, mob_delay_item_drop, (int) ditem,
0);
}
if (sd && sd->state.attack_type == BF_WEAPON)
{
for (i = 0; i < sd->monster_drop_item_count; i++)
{
struct delay_item_drop *ditem;
int race = battle_get_race (&md->bl);
if (sd->monster_drop_itemid[i] <= 0)
continue;
if (sd->monster_drop_race[i] & (1 << race) ||
(mob_db[md->class].mode & 0x20
&& sd->monster_drop_race[i] & 1 << 10)
|| (!(mob_db[md->class].mode & 0x20)
&& sd->monster_drop_race[i] & 1 << 11))
{
if (sd->monster_drop_itemrate[i] <= MRAND (10000))
continue;
ditem =
(struct delay_item_drop *) aCalloc (1,
sizeof (struct
delay_item_drop));
ditem->nameid = sd->monster_drop_itemid[i];
ditem->amount = 1;
ditem->m = md->bl.m;
ditem->x = md->bl.x;
ditem->y = md->bl.y;
ditem->first_sd = mvp_sd;
ditem->second_sd = second_sd;
ditem->third_sd = third_sd;
add_timer (tick + 520 + i, mob_delay_item_drop,
(int) ditem, 0);
}
}
if (sd->get_zeny_num > 0)
pc_getzeny (sd,
mob_db[md->class].lv * 10 +
MRAND ((sd->get_zeny_num + 1)));
}
if (md->lootitem)
{
for (i = 0; i < md->lootitem_count; i++)
{
struct delay_item_drop2 *ditem;
ditem =
(struct delay_item_drop2 *) aCalloc (1,
sizeof (struct
delay_item_drop2));
memcpy (&ditem->item_data, &md->lootitem[i],
sizeof (md->lootitem[0]));
ditem->m = md->bl.m;
ditem->x = md->bl.x;
ditem->y = md->bl.y;
ditem->first_sd = mvp_sd;
ditem->second_sd = second_sd;
ditem->third_sd = third_sd;
add_timer (tick + 540 + i, mob_delay_item_drop2,
(int) ditem, 0);
}
}
}
// mvp処理
if (mvp_sd && mob_db[md->class].mexp > 0)
{
int j;
int mexp = battle_get_mexp (&md->bl);
temp =
((double) mexp * (double) battle_config.mvp_exp_rate *
(9. + (double) count) / 1000.);
mexp = (temp > 2147483647.) ? 0x7fffffff : (int) temp;
if (mexp < 1)
mexp = 1;
clif_mvp_effect (mvp_sd); // エフェクト
clif_mvp_exp (mvp_sd, mexp);
pc_gainexp (mvp_sd, mexp, 0);
for (j = 0; j < 3; j++)
{
i = MRAND (3);
if (mob_db[md->class].mvpitem[i].nameid <= 0)
continue;
drop_rate = mob_db[md->class].mvpitem[i].p;
if (drop_rate <= 0 && battle_config.drop_rate0item == 1)
drop_rate = 1;
if (drop_rate < battle_config.item_drop_mvp_min)
drop_rate = battle_config.item_drop_mvp_min;
if (drop_rate > battle_config.item_drop_mvp_max)
drop_rate = battle_config.item_drop_mvp_max;
if (drop_rate <= MRAND (10000))
continue;
memset (&item, 0, sizeof (item));
item.nameid = mob_db[md->class].mvpitem[i].nameid;
item.identify = !itemdb_isequip3 (item.nameid);
clif_mvp_item (mvp_sd, item.nameid);
if (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 ((ret = pc_additem (mvp_sd, &item, 1)))
{
clif_additem (sd, 0, 0, ret);
map_addflooritem (&item, 1, mvp_sd->bl.m, mvp_sd->bl.x,
mvp_sd->bl.y, mvp_sd, second_sd,
third_sd, 1);
}
break;
}
}
} // [MouseJstr]
// <Agit> NPC Event [OnAgitBreak]
if (md->npc_event[0]
&& strcmp (((md->npc_event) + strlen (md->npc_event) - 13),
"::OnAgitBreak") == 0)
{
printf ("MOB.C: Run NPC_Event[OnAgitBreak].\n");
if (agit_flag == 1) //Call to Run NPC_Event[OnAgitBreak]
guild_agit_break (md);
}
// SCRIPT実行
if (md->npc_event[0])
{
if (sd == NULL)
{
if (mvp_sd != NULL)
sd = mvp_sd;
else
{
struct map_session_data *tmpsd;
int i;
for (i = 0; i < fd_max; i++)
{
if (session[i] && (tmpsd = session[i]->session_data)
&& tmpsd->state.auth)
{
if (md->bl.m == tmpsd->bl.m)
{
sd = tmpsd;
break;
}
}
}
}
}
if (sd)
npc_event (sd, md->npc_event, 0);
}
clif_clearchar_area (&md->bl, 1);
map_delblock (&md->bl);
if (mob_get_viewclass (md->class) <= 1000)
clif_clearchar_delay (tick + 3000, &md->bl, 0);
mob_deleteslave (md);
mob_setdelayspawn (md->bl.id);
map_freeblock_unlock ();
return 0;
}
/*==========================================
*
*------------------------------------------
*/
int mob_class_change (struct mob_data *md, int *value)
{
unsigned int tick = gettick ();
int i, c, hp_rate, max_hp, class, count = 0;
nullpo_retr (0, md);
nullpo_retr (0, value);
if (value[0] <= 1000 || value[0] > 2000)
return 0;
if (md->bl.prev == NULL)
return 0;
while (count < 5 && value[count] > 1000 && value[count] <= 2000)
count++;
if (count < 1)
return 0;
class = value[MRAND (count)];
if (class <= 1000 || class > 2000)
return 0;
max_hp = battle_get_max_hp (&md->bl);
hp_rate = md->hp * 100 / max_hp;
clif_mob_class_change (md, class);
md->class = class;
max_hp = battle_get_max_hp (&md->bl);
if (battle_config.monster_class_change_full_recover == 1)
{
md->hp = max_hp;
memset (md->dmglog, 0, sizeof (md->dmglog));
}
else
md->hp = max_hp * hp_rate / 100;
if (md->hp > max_hp)
md->hp = max_hp;
else if (md->hp < 1)
md->hp = 1;
memcpy (md->name, mob_db[class].jname, 24);
memset (&md->state, 0, sizeof (md->state));
md->attacked_id = 0;
md->target_id = 0;
md->move_fail_count = 0;
md->stats[MOB_SPEED] = mob_db[md->class].speed;
md->def_ele = mob_db[md->class].element;
mob_changestate (md, MS_IDLE, 0);
skill_castcancel (&md->bl, 0);
md->state.skillstate = MSS_IDLE;
md->last_thinktime = tick;
md->next_walktime = tick + MPRAND (5000, 50);
md->attackabletime = tick;
md->canmove_tick = tick;
md->sg_count = 0;
for (i = 0, c = tick - 1000 * 3600 * 10; i < MAX_MOBSKILL; i++)
md->skilldelay[i] = c;
md->skillid = 0;
md->skilllv = 0;
if (md->lootitem == NULL && mob_db[class].mode & 0x02)
md->lootitem =
(struct item *) aCalloc (LOOTITEM_SIZE, sizeof (struct item));
skill_clear_unitgroup (&md->bl);
skill_cleartimerskill (&md->bl);
clif_clearchar_area (&md->bl, 0);
clif_spawnmob (md);
return 0;
}
/*==========================================
* mob回復
*------------------------------------------
*/
int mob_heal (struct mob_data *md, int heal)
{
int max_hp = battle_get_max_hp (&md->bl);
nullpo_retr (0, md);
md->hp += heal;
if (max_hp < md->hp)
md->hp = max_hp;
if (md->class >= 1285 && md->class <= 1287)
{ // guardian hp update [Valaris]
struct guild_castle *gc = guild_mapname2gc (map[md->bl.m].name);
if (gc)
{
if (md->bl.id == gc->GID0)
gc->Ghp0 = md->hp;
if (md->bl.id == gc->GID1)
gc->Ghp1 = md->hp;
if (md->bl.id == gc->GID2)
gc->Ghp2 = md->hp;
if (md->bl.id == gc->GID3)
gc->Ghp3 = md->hp;
if (md->bl.id == gc->GID4)
gc->Ghp4 = md->hp;
if (md->bl.id == gc->GID5)
gc->Ghp5 = md->hp;
if (md->bl.id == gc->GID6)
gc->Ghp6 = md->hp;
if (md->bl.id == gc->GID7)
gc->Ghp7 = md->hp;
}
} // end addition [Valaris]
return 0;
}
/*==========================================
* Added by RoVeRT
*------------------------------------------
*/
int mob_warpslave_sub (struct block_list *bl, va_list ap)
{
struct mob_data *md = (struct mob_data *) bl;
int id, x, y;
id = va_arg (ap, int);
x = va_arg (ap, int);
y = va_arg (ap, int);
if (md->master_id == id)
{
mob_warp (md, -1, x, y, 2);
}
return 0;
}
/*==========================================
* Added by RoVeRT
*------------------------------------------
*/
int mob_warpslave (struct mob_data *md, int x, int y)
{
//printf("warp slave\n");
map_foreachinarea (mob_warpslave_sub, md->bl.m,
x - AREA_SIZE, y - AREA_SIZE,
x + AREA_SIZE, y + AREA_SIZE, BL_MOB,
md->bl.id, md->bl.x, md->bl.y);
return 0;
}
/*==========================================
* mobワープ
*------------------------------------------
*/
int mob_warp (struct mob_data *md, int m, int x, int y, int type)
{
int i = 0, c, xs = 0, ys = 0, bx = x, by = y;
nullpo_retr (0, md);
if (md->bl.prev == NULL)
return 0;
if (m < 0)
m = md->bl.m;
if (type >= 0)
{
if (map[md->bl.m].flag.monster_noteleport)
return 0;
clif_clearchar_area (&md->bl, type);
}
skill_unit_out_all (&md->bl, gettick (), 1);
map_delblock (&md->bl);
if (bx > 0 && by > 0)
{ // 位置指定の場合周囲9セルを探索
xs = ys = 9;
}
while ((x < 0 || y < 0 || ((c = read_gat (m, x, y)) == 1 || c == 5))
&& (i++) < 1000)
{
if (xs > 0 && ys > 0 && i < 250)
{ // 指定位置付近の探索
x = MPRAND (bx, xs) - xs / 2;
y = MPRAND (by, ys) - ys / 2;
}
else
{ // 完全ランダム探索
x = MPRAND (1, (map[m].xs - 2));
y = MPRAND (1, (map[m].ys - 2));
}
}
md->dir = 0;
if (i < 1000)
{
md->bl.x = md->to_x = x;
md->bl.y = md->to_y = y;
md->bl.m = m;
}
else
{
m = md->bl.m;
if (battle_config.error_log == 1)
printf ("MOB %d warp failed, class = %d\n", md->bl.id, md->class);
}
md->target_id = 0; // タゲを解除する
md->state.targettype = NONE_ATTACKABLE;
md->attacked_id = 0;
md->state.skillstate = MSS_IDLE;
mob_changestate (md, MS_IDLE, 0);
if (type > 0 && i == 1000)
{
if (battle_config.battle_log == 1)
printf ("MOB %d warp to (%d,%d), class = %d\n", md->bl.id, x, y,
md->class);
}
map_addblock (&md->bl);
if (type > 0)
{
clif_spawnmob (md);
mob_warpslave (md, md->bl.x, md->bl.y);
}
return 0;
}
/*==========================================
* 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, *c;
struct mob_data *md;
id = va_arg (ap, int);
nullpo_retr (0, bl);
nullpo_retr (0, ap);
nullpo_retr (0, c = va_arg (ap, int *));
nullpo_retr (0, md = (struct mob_data *) bl);
if (md->master_id == id)
(*c)++;
return 0;
}
/*==========================================
* 画面内の取り巻きの数計算
*------------------------------------------
*/
int mob_countslave (struct mob_data *md)
{
int c = 0;
nullpo_retr (0, md);
map_foreachinarea (mob_countslave_sub, md->bl.m,
0, 0, map[md->bl.m].xs - 1, map[md->bl.m].ys - 1,
BL_MOB, md->bl.id, &c);
return c;
}
/*==========================================
* 手下MOB召喚
*------------------------------------------
*/
int mob_summonslave (struct mob_data *md2, int *value, int amount, int flag)
{
struct mob_data *md;
int bx, by, m, count = 0, class, k, a = amount;
nullpo_retr (0, md2);
nullpo_retr (0, value);
bx = md2->bl.x;
by = md2->bl.y;
m = md2->bl.m;
if (value[0] <= 1000 || value[0] > 2000) // 値が異常なら召喚を止める
return 0;
while (count < 5 && value[count] > 1000 && value[count] <= 2000)
count++;
if (count < 1)
return 0;
for (k = 0; k < count; k++)
{
amount = a;
class = value[k];
if (class <= 1000 || class > 2000)
continue;
for (; amount > 0; amount--)
{
int x = 0, y = 0, c = 0, i = 0;
md = (struct mob_data *) aCalloc (1, sizeof (struct mob_data));
if (mob_db[class].mode & 0x02)
md->lootitem =
(struct item *) aCalloc (LOOTITEM_SIZE,
sizeof (struct item));
else
md->lootitem = NULL;
while ((x <= 0 || y <= 0 || (c = map_getcell (m, x, y)) == 1
|| c == 5) && (i++) < 100)
{
x = MPRAND (bx, 9) - 4;
y = MPRAND (by, 9) - 4;
}
if (i >= 100)
{
x = bx;
y = by;
}
mob_spawn_dataset (md, "--ja--", class);
md->bl.prev = NULL;
md->bl.next = NULL;
md->bl.m = m;
md->bl.x = x;
md->bl.y = y;
md->m = m;
md->x0 = x;
md->y0 = y;
md->xs = 0;
md->ys = 0;
md->stats[MOB_SPEED] = md2->stats[MOB_SPEED];
md->spawndelay1 = -1; // 一度のみフラグ
md->spawndelay2 = -1; // 一度のみフラグ
memset (md->npc_event, 0, sizeof (md->npc_event));
md->bl.type = BL_MOB;
map_addiddb (&md->bl);
mob_spawn (md->bl.id);
clif_skill_nodamage (&md->bl, &md->bl,
(flag) ? NPC_SUMMONSLAVE : NPC_SUMMONMONSTER,
a, 1);
if (flag)
md->master_id = md2->bl.id;
}
}
return 0;
}
/*==========================================
* 自分をロックしているPCの数を数える(foreachclient)
*------------------------------------------
*/
static int mob_counttargeted_sub (struct block_list *bl, va_list ap)
{
int id, *c, target_lv;
struct block_list *src;
id = va_arg (ap, int);
nullpo_retr (0, bl);
nullpo_retr (0, ap);
nullpo_retr (0, c = va_arg (ap, int *));
src = va_arg (ap, struct block_list *);
target_lv = va_arg (ap, int);
if (id == bl->id || (src && id == src->id))
return 0;
if (bl->type == BL_PC)
{
struct map_session_data *sd = (struct map_session_data *) bl;
if (sd && sd->attacktarget == id && sd->attacktimer != -1
&& sd->attacktarget_lv >= target_lv)
(*c)++;
}
else if (bl->type == BL_MOB)
{
struct mob_data *md = (struct mob_data *) bl;
if (md && md->target_id == id && md->timer != -1
&& md->state.state == MS_ATTACK && md->target_lv >= target_lv)
(*c)++;
}
return 0;
}
/*==========================================
* 自分をロックしているPCの数を数える
*------------------------------------------
*/
int mob_counttargeted (struct mob_data *md, struct block_list *src,
int target_lv)
{
int c = 0;
nullpo_retr (0, md);
map_foreachinarea (mob_counttargeted_sub, md->bl.m,
md->bl.x - AREA_SIZE, md->bl.y - AREA_SIZE,
md->bl.x + AREA_SIZE, md->bl.y + AREA_SIZE, 0,
md->bl.id, &c, src, target_lv);
return c;
}
/*==========================================
*MOBskillから該当skillidのskillidxを返す
*------------------------------------------
*/
int mob_skillid2skillidx (int class, int skillid)
{
int i;
struct mob_skill *ms = mob_db[class].skill;
if (ms == NULL)
return -1;
for (i = 0; i < mob_db[class].maxskill; i++)
{
if (ms[i].skill_id == skillid)
return i;
}
return -1;
}
//
// MOBスキル
//
/*==========================================
* スキル使用(詠唱完了、ID指定)
*------------------------------------------
*/
int mobskill_castend_id (int tid, unsigned int tick, int id, int data)
{
struct mob_data *md = NULL;
struct block_list *bl;
struct block_list *mbl;
int range;
if ((mbl = map_id2bl (id)) == NULL) //詠唱したMobがもういないというのは良くある正常処理
return 0;
if ((md = (struct mob_data *) mbl) == NULL)
{
printf ("mobskill_castend_id nullpo mbl->id:%d\n", mbl->id);
return 0;
}
if (md->bl.type != BL_MOB || md->bl.prev == NULL)
return 0;
if (md->skilltimer != tid) // タイマIDの確認
return 0;
md->skilltimer = -1;
//沈黙や状態異常など
if (md->sc_data)
{
if (md->opt1 > 0 || md->sc_data[SC_DIVINA].timer != -1
|| md->sc_data[SC_ROKISWEIL].timer != -1
|| md->sc_data[SC_STEELBODY].timer != -1)
return 0;
if (md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター
return 0;
if (md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り
return 0;
if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク
return 0;
}
if (md->skillid != NPC_EMOTION)
md->last_thinktime = tick + battle_get_adelay (&md->bl);
if ((bl = map_id2bl (md->skilltarget)) == NULL || bl->prev == NULL)
{ //スキルターゲットが存在しない
//printf("mobskill_castend_id nullpo\n");//ターゲットがいないときはnullpoじゃなくて普通に終了
return 0;
}
if (md->bl.m != bl->m)
return 0;
if (md->skillid == PR_LEXAETERNA)
{
struct status_change *sc_data = battle_get_sc_data (bl);
if (sc_data
&& (sc_data[SC_FREEZE].timer != -1
|| (sc_data[SC_STONE].timer != -1
&& sc_data[SC_STONE].val2 == 0)))
return 0;
}
else if (md->skillid == RG_BACKSTAP)
{
int dir = map_calc_dir (&md->bl, bl->x, bl->y), t_dir =
battle_get_dir (bl);
int dist = distance (md->bl.x, md->bl.y, bl->x, bl->y);
if (bl->type != BL_SKILL && (dist == 0 || map_check_dir (dir, t_dir)))
return 0;
}
if (((skill_get_inf (md->skillid) & 1) || (skill_get_inf2 (md->skillid) & 4)) && // 彼我敵対関係チェック
battle_check_target (&md->bl, bl, BCT_ENEMY) <= 0)
return 0;
range = skill_get_range (md->skillid, md->skilllv);
if (range < 0)
range = battle_get_range (&md->bl) - (range + 1);
if (range + battle_config.mob_skill_add_range <
distance (md->bl.x, md->bl.y, bl->x, bl->y))
return 0;
md->skilldelay[md->skillidx] = tick;
if (battle_config.mob_skill_log == 1)
printf ("MOB skill castend skill=%d, class = %d\n", md->skillid,
md->class);
mob_stop_walking (md, 0);
switch (skill_get_nk (md->skillid))
{
// 攻撃系/吹き飛ばし系
case 0:
case 2:
skill_castend_damage_id (&md->bl, bl, md->skillid, md->skilllv,
tick, 0);
break;
case 1: // 支援系
if (!mob_db[md->class].skill[md->skillidx].val[0] &&
(md->skillid == AL_HEAL
|| (md->skillid == ALL_RESURRECTION && bl->type != BL_PC))
&& battle_check_undead (battle_get_race (bl),
battle_get_elem_type (bl)))
skill_castend_damage_id (&md->bl, bl, md->skillid,
md->skilllv, tick, 0);
else
skill_castend_nodamage_id (&md->bl, bl, md->skillid,
md->skilllv, tick, 0);
break;
}
return 0;
}
/*==========================================
* スキル使用(詠唱完了、場所指定)
*------------------------------------------
*/
int mobskill_castend_pos (int tid, unsigned int tick, int id, int data)
{
struct mob_data *md = NULL;
struct block_list *bl;
int range, maxcount;
//mobskill_castend_id同様詠唱したMobが詠唱完了時にもういないというのはありそうなのでnullpoから除外
if ((bl = map_id2bl (id)) == NULL)
return 0;
nullpo_retr (0, md = (struct mob_data *) bl);
if (md->bl.type != BL_MOB || md->bl.prev == NULL)
return 0;
if (md->skilltimer != tid) // タイマIDの確認
return 0;
md->skilltimer = -1;
if (md->sc_data)
{
if (md->opt1 > 0 || md->sc_data[SC_DIVINA].timer != -1
|| md->sc_data[SC_ROKISWEIL].timer != -1
|| md->sc_data[SC_STEELBODY].timer != -1)
return 0;
if (md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター
return 0;
if (md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り
return 0;
if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク
return 0;
}
if (battle_config.monster_skill_reiteration == 0)
{
range = -1;
switch (md->skillid)
{
case MG_SAFETYWALL:
case WZ_FIREPILLAR:
case HT_SKIDTRAP:
case HT_LANDMINE:
case HT_ANKLESNARE:
case HT_SHOCKWAVE:
case HT_SANDMAN:
case HT_FLASHER:
case HT_FREEZINGTRAP:
case HT_BLASTMINE:
case HT_CLAYMORETRAP:
case PF_SPIDERWEB: /* スパイダーウェッブ */
range = 0;
break;
case AL_PNEUMA:
case AL_WARP:
range = 1;
break;
}
if (range >= 0)
{
if (skill_check_unit_range
(md->bl.m, md->skillx, md->skilly, range, md->skillid) > 0)
return 0;
}
}
if (battle_config.monster_skill_nofootset == 1)
{
range = -1;
switch (md->skillid)
{
case WZ_FIREPILLAR:
case HT_SKIDTRAP:
case HT_LANDMINE:
case HT_ANKLESNARE:
case HT_SHOCKWAVE:
case HT_SANDMAN:
case HT_FLASHER:
case HT_FREEZINGTRAP:
case HT_BLASTMINE:
case HT_CLAYMORETRAP:
case AM_DEMONSTRATION:
case PF_SPIDERWEB: /* スパイダーウェッブ */
range = 1;
break;
case AL_WARP:
range = 0;
break;
}
if (range >= 0)
{
if (skill_check_unit_range2
(md->bl.m, md->skillx, md->skilly, range) > 0)
return 0;
}
}
if (battle_config.monster_land_skill_limit == 1)
{
maxcount = skill_get_maxcount (md->skillid);
if (maxcount > 0)
{
int i, c;
for (i = c = 0; i < MAX_MOBSKILLUNITGROUP; i++)
{
if (md->skillunit[i].alive_count > 0
&& md->skillunit[i].skill_id == md->skillid)
c++;
}
if (c >= maxcount)
return 0;
}
}
range = skill_get_range (md->skillid, md->skilllv);
if (range < 0)
range = battle_get_range (&md->bl) - (range + 1);
if (range + battle_config.mob_skill_add_range <
distance (md->bl.x, md->bl.y, md->skillx, md->skilly))
return 0;
md->skilldelay[md->skillidx] = tick;
if (battle_config.mob_skill_log == 1)
printf ("MOB skill castend skill=%d, class = %d\n", md->skillid,
md->class);
mob_stop_walking (md, 0);
skill_castend_pos2 (&md->bl, md->skillx, md->skilly, md->skillid,
md->skilllv, tick, 0);
return 0;
}
/*==========================================
* Skill use (an aria start, ID specification)
*------------------------------------------
*/
int mobskill_use_id (struct mob_data *md, struct block_list *target,
int skill_idx)
{
int casttime, range;
struct mob_skill *ms;
int skill_id, skill_lv, forcecast = 0;
nullpo_retr (0, md);
nullpo_retr (0, ms = &mob_db[md->class].skill[skill_idx]);
if (target == NULL && (target = map_id2bl (md->target_id)) == NULL)
return 0;
if (target->prev == NULL || md->bl.prev == NULL)
return 0;
skill_id = ms->skill_id;
skill_lv = ms->skill_lv;
// 沈黙や異常
if (md->sc_data)
{
if (md->opt1 > 0 || md->sc_data[SC_DIVINA].timer != -1
|| md->sc_data[SC_ROKISWEIL].timer != -1
|| md->sc_data[SC_STEELBODY].timer != -1)
return 0;
if (md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター
return 0;
if (md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り
return 0;
if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク
return 0;
}
if (md->option & 4 && skill_id == TF_HIDING)
return 0;
if (md->option & 2 && skill_id != TF_HIDING && skill_id != AS_GRIMTOOTH
&& skill_id != RG_BACKSTAP && skill_id != RG_RAID)
return 0;
if (map[md->bl.m].flag.gvg
&& (skill_id == SM_ENDURE || skill_id == AL_TELEPORT
|| skill_id == AL_WARP || skill_id == WZ_ICEWALL
|| skill_id == TF_BACKSLIDING))
return 0;
if (skill_get_inf2 (skill_id) & 0x200 && md->bl.id == target->id)
return 0;
// 射程と障害物チェック
range = skill_get_range (skill_id, skill_lv);
if (range < 0)
range = battle_get_range (&md->bl) - (range + 1);
if (!battle_check_range (&md->bl, target, range))
return 0;
// delay=skill_delayfix(&md->bl, skill_get_delay( skill_id,skill_lv) );
casttime = skill_castfix (&md->bl, ms->casttime);
md->state.skillcastcancel = ms->cancel;
md->skilldelay[skill_idx] = gettick ();
switch (skill_id)
{ /* 何か特殊な処理が必要 */
case ALL_RESURRECTION: /* リザレクション */
if (target->type != BL_PC
&& battle_check_undead (battle_get_race (target),
battle_get_elem_type (target)))
{ /* 敵がアンデッドなら */
forcecast = 1; /* ターンアンデットと同じ詠唱時間 */
casttime =
skill_castfix (&md->bl,
skill_get_cast (PR_TURNUNDEAD, skill_lv));
}
break;
case MO_EXTREMITYFIST: /*阿修羅覇鳳拳 */
case SA_MAGICROD:
case SA_SPELLBREAKER:
forcecast = 1;
break;
}
if (battle_config.mob_skill_log == 1)
printf
("MOB skill use target_id=%d skill=%d lv=%d cast=%d, class = %d\n",
target->id, skill_id, skill_lv, casttime, md->class);
if (casttime > 0 || forcecast)
{ // 詠唱が必要
// struct mob_data *md2;
clif_skillcasting (&md->bl,
md->bl.id, target->id, 0, 0, skill_id, casttime);
// 詠唱反応モンスター
/* if( target->type==BL_MOB && mob_db[(md2=(struct mob_data *)target)->class].mode&0x10 &&
md2->state.state!=MS_ATTACK){
md2->target_id=md->bl.id;
md->state.targettype = ATTACKABLE;
md2->min_chase=13;
}*/
}
if (casttime <= 0) // 詠唱の無いものはキャンセルされない
md->state.skillcastcancel = 0;
md->skilltarget = target->id;
md->skillx = 0;
md->skilly = 0;
md->skillid = skill_id;
md->skilllv = skill_lv;
md->skillidx = skill_idx;
if (!(battle_config.monster_cloak_check_type & 2)
&& md->sc_data[SC_CLOAKING].timer != -1 && md->skillid != AS_CLOAKING)
skill_status_change_end (&md->bl, SC_CLOAKING, -1);
if (casttime > 0)
{
md->skilltimer =
add_timer (gettick () + casttime, mobskill_castend_id, md->bl.id,
0);
}
else
{
md->skilltimer = -1;
mobskill_castend_id (md->skilltimer, gettick (), md->bl.id, 0);
}
return 1;
}
/*==========================================
* スキル使用(場所指定)
*------------------------------------------
*/
int mobskill_use_pos (struct mob_data *md,
int skill_x, int skill_y, int skill_idx)
{
int casttime = 0, range;
struct mob_skill *ms;
struct block_list bl;
int skill_id, skill_lv;
nullpo_retr (0, md);
nullpo_retr (0, ms = &mob_db[md->class].skill[skill_idx]);
if (md->bl.prev == NULL)
return 0;
skill_id = ms->skill_id;
skill_lv = ms->skill_lv;
//沈黙や状態異常など
if (md->sc_data)
{
if (md->opt1 > 0 || md->sc_data[SC_DIVINA].timer != -1
|| md->sc_data[SC_ROKISWEIL].timer != -1
|| md->sc_data[SC_STEELBODY].timer != -1)
return 0;
if (md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター
return 0;
if (md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り
return 0;
if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク
return 0;
}
if (md->option & 2)
return 0;
if (map[md->bl.m].flag.gvg
&& (skill_id == SM_ENDURE || skill_id == AL_TELEPORT
|| skill_id == AL_WARP || skill_id == WZ_ICEWALL
|| skill_id == TF_BACKSLIDING))
return 0;
// 射程と障害物チェック
bl.type = BL_NUL;
bl.m = md->bl.m;
bl.x = skill_x;
bl.y = skill_y;
range = skill_get_range (skill_id, skill_lv);
if (range < 0)
range = battle_get_range (&md->bl) - (range + 1);
if (!battle_check_range (&md->bl, &bl, range))
return 0;
// delay=skill_delayfix(&sd->bl, skill_get_delay( skill_id,skill_lv) );
casttime = skill_castfix (&md->bl, ms->casttime);
md->skilldelay[skill_idx] = gettick ();
md->state.skillcastcancel = ms->cancel;
if (battle_config.mob_skill_log == 1)
printf
("MOB skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d, class = %d\n",
skill_x, skill_y, skill_id, skill_lv, casttime, md->class);
if (casttime > 0) // A cast time is required.
clif_skillcasting (&md->bl,
md->bl.id, 0, skill_x, skill_y, skill_id,
casttime);
if (casttime <= 0) // A skill without a cast time wont be cancelled.
md->state.skillcastcancel = 0;
md->skillx = skill_x;
md->skilly = skill_y;
md->skilltarget = 0;
md->skillid = skill_id;
md->skilllv = skill_lv;
md->skillidx = skill_idx;
if (!(battle_config.monster_cloak_check_type & 2)
&& md->sc_data[SC_CLOAKING].timer != -1)
skill_status_change_end (&md->bl, SC_CLOAKING, -1);
if (casttime > 0)
{
md->skilltimer =
add_timer (gettick () + casttime, mobskill_castend_pos, md->bl.id,
0);
}
else
{
md->skilltimer = -1;
mobskill_castend_pos (md->skilltimer, gettick (), md->bl.id, 0);
}
return 1;
}
/*==========================================
* Friendly Mob whose HP is decreasing by a nearby MOB is looked for.
*------------------------------------------
*/
int mob_getfriendhpltmaxrate_sub (struct block_list *bl, va_list ap)
{
int rate;
struct mob_data **fr, *md, *mmd;
nullpo_retr (0, bl);
nullpo_retr (0, ap);
nullpo_retr (0, mmd = va_arg (ap, struct mob_data *));
md = (struct mob_data *) bl;
if (mmd->bl.id == bl->id)
return 0;
rate = va_arg (ap, int);
fr = va_arg (ap, struct mob_data **);
if (md->hp < mob_db[md->class].max_hp * rate / 100)
(*fr) = md;
return 0;
}
struct mob_data *mob_getfriendhpltmaxrate (struct mob_data *md, int rate)
{
struct mob_data *fr = NULL;
const int r = 8;
nullpo_retr (NULL, md);
map_foreachinarea (mob_getfriendhpltmaxrate_sub, md->bl.m,
md->bl.x - r, md->bl.y - r, md->bl.x + r, md->bl.y + r,
BL_MOB, md, rate, &fr);
return fr;
}
/*==========================================
* 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)
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_STONE; j <= SC_BLIND && !flag; j++)
{
flag = (md->sc_data[j].timer != -1);
}
}
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;
const int r = 8;
nullpo_retr (0, md);
map_foreachinarea (mob_getfriendstatus_sub, md->bl.m,
md->bl.x - r, md->bl.y - r, md->bl.x + r, md->bl.y + r,
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 *target=NULL;
int i, max_hp;
nullpo_retr (0, md);
nullpo_retr (0, ms = mob_db[md->class].skill);
max_hp = battle_get_max_hp (&md->bl);
if (battle_config.mob_skill_use == 0 || md->skilltimer != -1)
return 0;
if (md->state.special_mob_ai)
return 0;
if (md->sc_data[SC_SELFDESTRUCTION].timer != -1) //自爆中はスキルを使わない
return 0;
for (i = 0; i < mob_db[md->class].maxskill; i++)
{
int c2 = ms[i].cond2, flag = 0;
struct mob_data *fmd = NULL;
// ディレイ中
if (DIFF_TICK (tick, md->skilldelay[i]) < ms[i].delay)
continue;
// 状態判定
if (ms[i].state >= 0 && ms[i].state != md->state.skillstate)
continue;
// 条件判定
flag = (event == ms[i].cond1);
if (!flag)
{
switch (ms[i].cond1)
{
case MSC_ALWAYS:
flag = 1;
break;
case MSC_MYHPLTMAXRATE: // HP< maxhp%
flag = (md->hp < max_hp * c2 / 100);
break;
case MSC_MYSTATUSON: // status[num] on
case MSC_MYSTATUSOFF: // status[num] off
if (ms[i].cond2 == -1)
{
int j;
for (j = SC_STONE; j <= SC_BLIND && !flag; j++)
{
flag = (md->sc_data[j].timer != -1);
}
}
else
flag = (md->sc_data[ms[i].cond2].timer != -1);
flag ^= (ms[i].cond1 == MSC_MYSTATUSOFF);
break;
case MSC_FRIENDHPLTMAXRATE: // friend HP < maxhp%
flag =
((fmd =
mob_getfriendhpltmaxrate (md,
ms[i].cond2)) != 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_NOTINTOWN: // Only outside of towns.
flag = !map[md->bl.m].flag.town;
break;
case MSC_SLAVELT: // slave < num
flag = (mob_countslave (md) < c2);
break;
case MSC_ATTACKPCGT: // attack pc > num
flag = (mob_counttargeted (md, NULL, 0) > c2);
break;
case MSC_SLAVELE: // slave <= num
flag = (mob_countslave (md) <= c2);
break;
case MSC_ATTACKPCGE: // attack pc >= num
flag = (mob_counttargeted (md, NULL, 0) >= c2);
break;
case MSC_SKILLUSED: // specificated skill used
flag = ((event & 0xffff) == MSC_SKILLUSED
&& ((event >> 16) == c2 || c2 == 0));
break;
}
}
// 確率判定
if (flag && MRAND (10000) < ms[i].permillage)
{
if (skill_get_inf (ms[i].skill_id) & 2)
{
// 場所指定
struct block_list *bl = NULL;
int x = 0, y = 0;
if (ms[i].target <= MST_AROUND)
{
if (ms[i].target == MST_MASTER)
{
bl = &md->bl;
if (md->master_id)
bl = map_id2bl (md->master_id);
}
else
{
bl = ((ms[i].target == MST_TARGET
|| ms[i].target ==
MST_AROUND5) ? map_id2bl (md->
target_id)
: (ms[i].target ==
MST_FRIEND) ? &fmd->bl : &md->bl);
}
if (bl)
{
x = bl->x;
y = bl->y;
}
}
if (x <= 0 || y <= 0)
continue;
// 自分の周囲
if (ms[i].target >= MST_AROUND1)
{
int bx = x, by = y, i = 0, c, m = bl->m, r =
ms[i].target - MST_AROUND1;
do
{
bx = x + MRAND ((r * 2 + 3)) - r;
by = y + MRAND ((r * 2 + 3)) - r;
}
while ((bx <= 0 || by <= 0 || bx >= map[m].xs
|| by >= map[m].ys
|| ((c = read_gat (m, bx, by)) == 1 || c == 5))
&& (i++) < 1000);
if (i < 1000)
{
x = bx;
y = by;
}
}
// 相手の周囲
if (ms[i].target >= MST_AROUND5)
{
int bx = x, by = y, i = 0, c, m = bl->m, r =
(ms[i].target - MST_AROUND5) + 1;
do
{
bx = x + MRAND ((r * 2 + 1)) - r;
by = y + MRAND ((r * 2 + 1)) - r;
}
while ((bx <= 0 || by <= 0 || bx >= map[m].xs
|| by >= map[m].ys
|| ((c = read_gat (m, bx, by)) == 1 || c == 5))
&& (i++) < 1000);
if (i < 1000)
{
x = bx;
y = by;
}
}
if (!mobskill_use_pos (md, x, y, i))
return 0;
}
else
{
if (ms[i].target == MST_MASTER)
{
struct block_list *bl = &md->bl;
if (md->master_id)
bl = map_id2bl (md->master_id);
if (bl && !mobskill_use_id (md, bl, i))
return 0;
}
// ID指定
if (ms[i].target <= MST_FRIEND)
{
struct block_list *bl = NULL;
bl = ((ms[i].target ==
MST_TARGET) ? map_id2bl (md->
target_id) : (ms[i].target
==
MST_FRIEND)
? &fmd->bl : &md->bl);
if (bl && !mobskill_use_id (md, bl, i))
return 0;
}
}
if (ms[i].emotion >= 0)
clif_emotion (&md->bl, ms[i].emotion);
return 1;
}
}
return 0;
}
/*==========================================
* Skill use event processing
*------------------------------------------
*/
int mobskill_event (struct mob_data *md, int flag)
{
nullpo_retr (0, md);
if (flag == -1 && mobskill_use (md, gettick (), MSC_CASTTARGETED))
return 1;
if ((flag & BF_SHORT)
&& mobskill_use (md, gettick (), MSC_CLOSEDATTACKED))
return 1;
if ((flag & BF_LONG)
&& mobskill_use (md, gettick (), MSC_LONGRANGEATTACKED))
return 1;
return 0;
}
/*==========================================
* Mobがエンペリウムなどの場合の判定
*------------------------------------------
*/
int mob_gvmobcheck (struct map_session_data *sd, struct block_list *bl)
{
struct mob_data *md = NULL;
nullpo_retr (0, sd);
nullpo_retr (0, bl);
if (bl->type == BL_MOB && (md = (struct mob_data *) bl) &&
(md->class == 1288 || md->class == 1287 || md->class == 1286
|| md->class == 1285))
{
struct guild_castle *gc = guild_mapname2gc (map[sd->bl.m].name);
struct guild *g = guild_search (sd->status.guild_id);
if (g == NULL && md->class == 1288)
return 0; //ギルド未加入ならダメージ無し
else if (gc != NULL && !map[sd->bl.m].flag.gvg)
return 0; //砦内でGvじゃないときはダメージなし
else if (g && gc != NULL && g->guild_id == gc->guild_id)
return 0; //自占領ギルドのエンペならダメージ無し
else if (g && guild_checkskill (g, GD_APPROVAL) <= 0
&& md->class == 1288)
return 0; //正規ギルド承認がないとダメージ無し
}
return 1;
}
/*==========================================
* スキル用タイマー削除
*------------------------------------------
*/
int mobskill_deltimer (struct mob_data *md)
{
nullpo_retr (0, md);
if (md->skilltimer != -1)
{
if (skill_get_inf (md->skillid) & 2)
delete_timer (md->skilltimer, mobskill_castend_pos);
else
delete_timer (md->skilltimer, mobskill_castend_id);
md->skilltimer = -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)
{
int i;
sprintf (mob_db[class].name, "mob%d", class);
sprintf (mob_db[class].jname, "mob%d", class);
mob_db[class].lv = 1;
mob_db[class].max_hp = 1000;
mob_db[class].max_sp = 1;
mob_db[class].base_exp = 2;
mob_db[class].job_exp = 1;
mob_db[class].range = 1;
mob_db[class].atk1 = 7;
mob_db[class].atk2 = 10;
mob_db[class].def = 0;
mob_db[class].mdef = 0;
mob_db[class].str = 1;
mob_db[class].agi = 1;
mob_db[class].vit = 1;
mob_db[class].int_ = 1;
mob_db[class].dex = 6;
mob_db[class].luk = 2;
mob_db[class].range2 = 10;
mob_db[class].range3 = 10;
mob_db[class].size = 0;
mob_db[class].race = 0;
mob_db[class].element = 0;
mob_db[class].mode = 0;
mob_db[class].speed = 300;
mob_db[class].adelay = 1000;
mob_db[class].amotion = 500;
mob_db[class].dmotion = 500;
mob_db[class].dropitem[0].nameid = 909; // Jellopy
mob_db[class].dropitem[0].p = 1000;
for (i = 1; i < 8; i++)
{
mob_db[class].dropitem[i].nameid = 0;
mob_db[class].dropitem[i].p = 0;
}
// Item1,Item2
mob_db[class].mexp = 0;
mob_db[class].mexpper = 0;
for (i = 0; i < 3; i++)
{
mob_db[class].mvpitem[i].nameid = 0;
mob_db[class].mvpitem[i].p = 0;
}
for (i = 0; i < MAX_RANDOMMONSTER; i++)
mob_db[class].summonper[i] = 0;
return 0;
}
/*==========================================
* db/mob_db.txt reading
*------------------------------------------
*/
static int mob_readdb (void)
{
FILE *fp;
char line[1024];
char *filename[] = { "db/mob_db.txt", "db/mob_db2.txt" };
int i;
memset (mob_db, 0, sizeof (mob_db));
for (i = 0; i < 2; i++)
{
fp = fopen_ (filename[i], "r");
if (fp == NULL)
{
if (i > 0)
continue;
return -1;
}
while (fgets (line, 1020, fp))
{
int class, i;
char *str[57], *p, *np;
if (line[0] == '/' && line[1] == '/')
continue;
for (i = 0, p = line; i < 57; i++)
{
while (*p == '\t' || *p == ' ')
p++;
if ((np = strchr (p, ',')) != NULL)
{
str[i] = p;
*np = 0;
p = np + 1;
}
else
str[i] = p;
}
class = atoi (str[0]);
if (class <= 1000 || class > 2000)
continue;
mob_db[class].view_class = class;
memcpy (mob_db[class].name, str[1], 24);
memcpy (mob_db[class].jname, str[2], 24);
mob_db[class].lv = atoi (str[3]);
mob_db[class].max_hp = atoi (str[4]);
mob_db[class].max_sp = atoi (str[5]);
mob_db[class].base_exp = atoi (str[6]);
if (mob_db[class].base_exp < 0)
mob_db[class].base_exp = 0;
else if (mob_db[class].base_exp > 0
&& (mob_db[class].base_exp *
battle_config.base_exp_rate / 100 > 1000000000
|| mob_db[class].base_exp *
battle_config.base_exp_rate / 100 < 0))
mob_db[class].base_exp = 1000000000;
else
mob_db[class].base_exp *= battle_config.base_exp_rate / 100;
mob_db[class].job_exp = atoi (str[7]);
if (mob_db[class].job_exp < 0)
mob_db[class].job_exp = 0;
else if (mob_db[class].job_exp > 0
&& (mob_db[class].job_exp * battle_config.job_exp_rate /
100 > 1000000000
|| mob_db[class].job_exp *
battle_config.job_exp_rate / 100 < 0))
mob_db[class].job_exp = 1000000000;
else
mob_db[class].job_exp *= battle_config.job_exp_rate / 100;
mob_db[class].range = atoi (str[8]);
mob_db[class].atk1 = atoi (str[9]);
mob_db[class].atk2 = atoi (str[10]);
mob_db[class].def = atoi (str[11]);
mob_db[class].mdef = atoi (str[12]);
mob_db[class].str = atoi (str[13]);
mob_db[class].agi = atoi (str[14]);
mob_db[class].vit = atoi (str[15]);
mob_db[class].int_ = atoi (str[16]);
mob_db[class].dex = atoi (str[17]);
mob_db[class].luk = atoi (str[18]);
mob_db[class].range2 = atoi (str[19]);
mob_db[class].range3 = atoi (str[20]);
mob_db[class].size = atoi (str[21]);
mob_db[class].race = atoi (str[22]);
mob_db[class].element = atoi (str[23]);
mob_db[class].mode = atoi (str[24]);
mob_db[class].speed = atoi (str[25]);
mob_db[class].adelay = atoi (str[26]);
mob_db[class].amotion = atoi (str[27]);
mob_db[class].dmotion = atoi (str[28]);
for (i = 0; i < 8; i++)
{
int rate = 0, type, ratemin, ratemax;
mob_db[class].dropitem[i].nameid = atoi (str[29 + i * 2]);
type = itemdb_type (mob_db[class].dropitem[i].nameid);
if (type == 0)
{ // Added [Valaris]
rate = battle_config.item_rate_heal;
ratemin = battle_config.item_drop_heal_min;
ratemax = battle_config.item_drop_heal_max;
}
else if (type == 2)
{
rate = battle_config.item_rate_use;
ratemin = battle_config.item_drop_use_min;
ratemax = battle_config.item_drop_use_max; // End
}
else if (type == 4 || type == 5 || type == 8)
{
rate = battle_config.item_rate_equip;
ratemin = battle_config.item_drop_equip_min;
ratemax = battle_config.item_drop_equip_max;
}
else if (type == 6)
{
rate = battle_config.item_rate_card;
ratemin = battle_config.item_drop_card_min;
ratemax = battle_config.item_drop_card_max;
}
else
{
rate = battle_config.item_rate_common;
ratemin = battle_config.item_drop_common_min;
ratemax = battle_config.item_drop_common_max;
}
rate = (rate / 100) * atoi (str[30 + i * 2]);
rate =
(rate < ratemin) ? ratemin : (rate >
ratemax) ? ratemax : rate;
mob_db[class].dropitem[i].p = rate;
}
// Item1,Item2
mob_db[class].mexp =
atoi (str[45]) * battle_config.mvp_exp_rate / 100;
mob_db[class].mexpper = atoi (str[46]);
for (i = 0; i < 3; i++)
{
mob_db[class].mvpitem[i].nameid = atoi (str[47 + i * 2]);
mob_db[class].mvpitem[i].p =
atoi (str[48 + i * 2]) * battle_config.mvp_item_rate /
100;
}
mob_db[class].mutations_nr = atoi (str[55]);
mob_db[class].mutation_power = atoi (str[56]);
for (i = 0; i < MAX_RANDOMMONSTER; i++)
mob_db[class].summonper[i] = 0;
mob_db[class].maxskill = 0;
mob_db[class].sex = 0;
mob_db[class].hair = 0;
mob_db[class].hair_color = 0;
mob_db[class].weapon = 0;
mob_db[class].shield = 0;
mob_db[class].head_top = 0;
mob_db[class].head_mid = 0;
mob_db[class].head_buttom = 0;
mob_db[class].clothes_color = 0; //Add for player monster dye - Valaris
if (mob_db[class].base_exp == 0)
mob_db[class].base_exp = mob_gen_exp (&mob_db[class]);
}
fclose_ (fp);
printf ("read %s done\n", filename[i]);
}
return 0;
}
/*==========================================
* 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;
if ((fp = fopen_ ("db/mob_avail.txt", "r")) == NULL)
{
printf ("can't read db/mob_avail.txt\n");
return -1;
}
while (fgets (line, 1020, 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 <= 1000 || class > 2000) // 値が異常なら処理しない。
continue;
k = atoi (str[1]);
if (k >= 0)
mob_db[class].view_class = k;
if ((mob_db[class].view_class < 24)
|| (mob_db[class].view_class > 4000))
{
mob_db[class].sex = atoi (str[2]);
mob_db[class].hair = atoi (str[3]);
mob_db[class].hair_color = atoi (str[4]);
mob_db[class].weapon = atoi (str[5]);
mob_db[class].shield = atoi (str[6]);
mob_db[class].head_top = atoi (str[7]);
mob_db[class].head_mid = atoi (str[8]);
mob_db[class].head_buttom = atoi (str[9]);
mob_db[class].option = atoi (str[10]) & ~0x46;
mob_db[class].clothes_color = atoi (str[11]); // Monster player dye option - Valaris
}
else if (atoi (str[2]) > 0)
mob_db[class].equip = atoi (str[2]); // mob equipment [Valaris]
ln++;
}
fclose_ (fp);
printf ("read db/mob_avail.txt done (count=%d)\n", ln);
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[] = {
"db/mob_branch.txt",
"db/mob_poring.txt",
"db/mob_boss.txt"
};
for (i = 0; i < MAX_RANDOMMONSTER; i++)
{
mob_db[0].summonper[i] = 1002; // 設定し忘れた場合はポリンが出るようにしておく
fp = fopen_ (mobfile[i], "r");
if (fp == NULL)
{
printf ("can't read %s\n", mobfile[i]);
return -1;
}
while (fgets (line, 1020, 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 ((class > 1000 && class <= 2000) || class == 0)
mob_db[class].summonper[i] = per;
}
fclose_ (fp);
printf ("read %s done\n", mobfile[i]);
}
return 0;
}
/*==========================================
* db/mob_skill_db.txt reading
*------------------------------------------
*/
static int mob_readskilldb (void)
{
FILE *fp;
char line[1024];
int i;
const struct
{
char str[32];
int id;
} cond1[] =
{
{
"always", MSC_ALWAYS},
{
"myhpltmaxrate", MSC_MYHPLTMAXRATE},
{
"friendhpltmaxrate", MSC_FRIENDHPLTMAXRATE},
{
"mystatuson", MSC_MYSTATUSON},
{
"mystatusoff", MSC_MYSTATUSOFF},
{
"friendstatuson", MSC_FRIENDSTATUSON},
{
"friendstatusoff", MSC_FRIENDSTATUSOFF},
{
"notintown", MSC_NOTINTOWN},
{
"attackpcgt", MSC_ATTACKPCGT},
{
"attackpcge", MSC_ATTACKPCGE},
{
"slavelt", MSC_SLAVELT},
{
"slavele", MSC_SLAVELE},
{
"closedattacked", MSC_CLOSEDATTACKED},
{
"longrangeattacked", MSC_LONGRANGEATTACKED},
{
"skillused", MSC_SKILLUSED},
{
"casttargeted", MSC_CASTTARGETED},}, cond2[] =
{
{
"anybad", -1},
{
"stone", SC_STONE},
{
"freeze", SC_FREEZE},
{
"stan", SC_STAN},
{
"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", -1},
{
"idle", MSS_IDLE},
{
"walk", MSS_WALK},
{
"attack", MSS_ATTACK},
{
"dead", MSS_DEAD},
{
"loot", MSS_LOOT},
{
"chase", MSS_CHASE},}, target[] =
{
{
"target", MST_TARGET},
{
"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[] = { "db/mob_skill_db.txt", "db/mob_skill_db2.txt" };
for (x = 0; x < 2; x++)
{
fp = fopen_ (filename[x], "r");
if (fp == NULL)
{
if (x == 0)
printf ("can't read %s\n", filename[x]);
continue;
}
while (fgets (line, 1020, fp))
{
char *sp[20], *p;
int mob_id;
struct mob_skill *ms;
int j = 0;
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 ((mob_id = atoi (sp[0])) <= 0)
continue;
if (strcmp (sp[1], "clear") == 0)
{
memset (mob_db[mob_id].skill, 0,
sizeof (mob_db[mob_id].skill));
mob_db[mob_id].maxskill = 0;
continue;
}
for (i = 0; i < MAX_MOBSKILL; i++)
if ((ms = &mob_db[mob_id].skill[i])->skill_id == 0)
break;
if (i == MAX_MOBSKILL)
{
printf
("mob_skill: readdb: too many skill ! [%s] in %d[%s]\n",
sp[1], mob_id, mob_db[mob_id].jname);
continue;
}
ms->state = atoi (sp[2]);
for (j = 0; j < sizeof (state) / sizeof (state[0]); j++)
{
if (strcmp (sp[2], state[j].str) == 0)
ms->state = state[j].id;
}
ms->skill_id = atoi (sp[3]);
ms->skill_lv = atoi (sp[4]);
ms->permillage = atoi (sp[5]);
ms->casttime = atoi (sp[6]);
ms->delay = atoi (sp[7]);
ms->cancel = atoi (sp[8]);
if (strcmp (sp[8], "yes") == 0)
ms->cancel = 1;
ms->target = atoi (sp[9]);
for (j = 0; j < sizeof (target) / sizeof (target[0]); j++)
{
if (strcmp (sp[9], target[j].str) == 0)
ms->target = target[j].id;
}
ms->cond1 = -1;
for (j = 0; j < sizeof (cond1) / sizeof (cond1[0]); j++)
{
if (strcmp (sp[10], cond1[j].str) == 0)
ms->cond1 = cond1[j].id;
}
ms->cond2 = atoi (sp[11]);
for (j = 0; j < sizeof (cond2) / sizeof (cond2[0]); j++)
{
if (strcmp (sp[11], cond2[j].str) == 0)
ms->cond2 = cond2[j].id;
}
ms->val[0] = atoi (sp[12]);
ms->val[1] = atoi (sp[13]);
ms->val[2] = atoi (sp[14]);
ms->val[3] = atoi (sp[15]);
ms->val[4] = atoi (sp[16]);
if (sp[17] != NULL && strlen (sp[17]) > 2)
ms->emotion = atoi (sp[17]);
else
ms->emotion = -1;
mob_db[mob_id].maxskill = i + 1;
}
fclose_ (fp);
printf ("read %s done\n", filename[x]);
}
return 0;
}
void mob_reload (void)
{
/*
*
* <empty monster database>
* mob_read();
*
*/
do_init_mob ();
}
/*==========================================
* Circumference initialization of mob
*------------------------------------------
*/
int do_init_mob (void)
{
mob_readdb ();
mob_readdb_mobavail ();
mob_read_randommonster ();
mob_readskilldb ();
add_timer_func_list (mob_timer, "mob_timer");
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_delay_item_drop2, "mob_delay_item_drop2");
add_timer_func_list (mob_ai_hard, "mob_ai_hard");
add_timer_func_list (mob_ai_lazy, "mob_ai_lazy");
add_timer_func_list (mobskill_castend_id, "mobskill_castend_id");
add_timer_func_list (mobskill_castend_pos, "mobskill_castend_pos");
add_timer_func_list (mob_timer_delete, "mob_timer_delete");
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;
}