// $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.hpp"
#include "../common/socket.hpp"
#include "../common/db.hpp"
#include "../common/nullpo.hpp"
#include "../common/mt_rand.hpp"
#include "map.hpp"
#include "clif.hpp"
#include "intif.hpp"
#include "pc.hpp"
#include "mob.hpp"
#include "itemdb.hpp"
#include "skill.hpp"
#include "battle.hpp"
#include "party.hpp"
#include "npc.hpp"
#ifdef MEMWATCH
#include "memwatch.hpp"
#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 void mob_timer(timer_id, tick_t, custom_id_t, custom_data_t);
int mobskill_deltimer(struct mob_data *md);
int mob_skillid2skillidx(int mob_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 (strcasecmp(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
*------------------------------------------
*/
static
int mob_spawn_dataset(struct mob_data *md, const char *mobname, int mob_class)
{
nullpo_retr(0, md);
if (strcmp(mobname, "--en--") == 0)
memcpy(md->name, mob_db[mob_class].name, 24);
else if (strcmp(mobname, "--ja--") == 0)
memcpy(md->name, mob_db[mob_class].jname, 24);
else
memcpy(md->name, mobname, 24);
md->bl.prev = NULL;
md->bl.next = NULL;
md->n = 0;
md->base_class = md->mob_class = mob_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
static
int mob_gen_exp(struct mob_db *mob)
{
if (mob->max_hp <= 1)
return 1;
double mod_def = 100 - mob->def;
if (100 == mob->def)
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 mob_class = md->mob_class;
const int mutations_nr = mob_db[mob_class].mutations_nr;
const int mutation_power = mob_db[mob_class].mutation_power;
md->stats[MOB_LV] = mob_db[mob_class].lv;
md->stats[MOB_MAX_HP] = mob_db[mob_class].max_hp;
md->stats[MOB_STR] = mob_db[mob_class].str;
md->stats[MOB_AGI] = mob_db[mob_class].agi;
md->stats[MOB_VIT] = mob_db[mob_class].vit;
md->stats[MOB_INT] = mob_db[mob_class].int_;
md->stats[MOB_DEX] = mob_db[mob_class].dex;
md->stats[MOB_LUK] = mob_db[mob_class].luk;
md->stats[MOB_ATK1] = mob_db[mob_class].atk1;
md->stats[MOB_ATK2] = mob_db[mob_class].atk2;
md->stats[MOB_ADELAY] = mob_db[mob_class].adelay;
md->stats[MOB_DEF] = mob_db[mob_class].def;
md->stats[MOB_MDEF] = mob_db[mob_class].mdef;
md->stats[MOB_SPEED] = mob_db[mob_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, const char *mapname,
int x, int y, const char *mobname, int mob_class, int amount,
const char *event)
{
struct mob_data *md = NULL;
int m, count, lv = 255, r = mob_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 || (mob_class >= 0 && mob_class <= 1000) || mob_class > 2000) // 値が異常なら召喚を止める
return 0;
if (mob_class < 0)
{ // ランダムに召喚
int i = 0;
int j = -mob_class - 1;
int k;
if (j >= 0 && j < MAX_RANDOMMONSTER)
{
do
{
mob_class = MPRAND(1001, 1000);
k = MRAND(1000000);
}
while ((mob_db[mob_class].max_hp <= 0
|| mob_db[mob_class].summonper[j] <= k
|| (lv < mob_db[mob_class].lv
&& battle_config.random_monster_checklv == 1))
&& (i++) < 2000);
if (i >= 2000)
{
mob_class = mob_db[0].summonper[j];
}
}
else
{
return 0;
}
// if(battle_config.etc_log==1)
// printf("mobmob_class=%d try=%d\n",mob_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 *) calloc(1, sizeof(struct mob_data));
if (mob_db[mob_class].mode & 0x02)
md->lootitem =
(struct item *) calloc(LOOTITEM_SIZE, sizeof(struct item));
else
md->lootitem = NULL;
mob_spawn_dataset(md, mobname, mob_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);
}
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, const char *mapname,
int x0, int y0, int x1, int y1,
const char *mobname, int mob_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 || (mob_class >= 0 && mob_class <= 1000) || mob_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, mob_class, 1, event);
lx = x;
ly = y;
}
return id;
}
/*==========================================
* Summoning Guardians [Valaris]
*------------------------------------------
*/
int mob_spawn_guardian(struct map_session_data *sd, const char *mapname,
int x, int y, const char *mobname, int mob_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 || (mob_class >= 0 && mob_class <= 1000) || mob_class > 2000) // 値が異常なら召喚を止める
return 0;
if (mob_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++)
{
CREATE(md, struct mob_data, 1);
mob_spawn_dataset(md, mobname, mob_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);
}
return (amount > 0) ? md->bl.id : 0;
}
/*==========================================
* Appearance income of mob
*------------------------------------------
*/
int mob_get_viewclass(int mob_class)
{
return mob_db[mob_class].view_class;
}
int mob_get_sex(int mob_class)
{
return mob_db[mob_class].sex;
}
short mob_get_hair(int mob_class)
{
return mob_db[mob_class].hair;
}
short mob_get_hair_color(int mob_class)
{
return mob_db[mob_class].hair_color;
}
short mob_get_weapon(int mob_class)
{
return mob_db[mob_class].weapon;
}
short mob_get_shield(int mob_class)
{
return mob_db[mob_class].shield;
}
short mob_get_head_top(int mob_class)
{
return mob_db[mob_class].head_top;
}
short mob_get_head_mid(int mob_class)
{
return mob_db[mob_class].head_mid;
}
short mob_get_head_buttom(int mob_class)
{
return mob_db[mob_class].head_buttom;
}
short mob_get_clothes_color(int mob_class) // Add for player monster dye - Valaris
{
return mob_db[mob_class].clothes_color; // End
}
int mob_get_equip(int mob_class) // mob equip [Valaris]
{
return mob_db[mob_class].equip;
}
/*==========================================
* Is MOB in the state in which the present movement is possible or not?
*------------------------------------------
*/
static
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->mob_class].mode;
else
mode = md->mode;
race = mob_db[md->mob_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->mob_class].range;
if (mode & 1)
range++;
if (distance(md->bl.x, md->bl.y, tbl->x, tbl->y) > range)
return 0;
return 1;
}
static
void mob_ancillary_attack(struct block_list *bl, va_list ap)
{
struct block_list *mdbl = va_arg(ap, struct block_list *);
struct block_list *tbl = va_arg(ap, struct block_list *);
unsigned int tick = va_arg(ap, unsigned int);
if (bl != tbl)
battle_weapon_attack(mdbl, bl, tick, 0);
}
/*==========================================
* 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 you are reading this, please note:
// it is highly platform-specific that this even works at all.
int radius = battle_config.mob_splash_radius;
if (radius >= 0 && tbl->type == BL_PC && !map[tbl->m].flag.town)
map_foreachinarea(mob_ancillary_attack,
tbl->m, tbl->x - radius, tbl->y - radius, tbl->x + radius, tbl->y + radius,
BL_PC,
&md->bl, tbl, tick);
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
*------------------------------------------
*/
static
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 void mob_timer(timer_id tid, tick_t tick, custom_id_t id, custom_data_t 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;
}
if (!bl || !bl->type || bl->type != BL_MOB)
return;
nullpo_retv(md = (struct mob_data *) bl);
if (!md->bl.type || md->bl.type != BL_MOB)
return;
if (md->timer != tid)
{
if (battle_config.error_log == 1)
printf("mob_timer %d != %d\n", md->timer, tid);
return;
}
md->timer = -1;
if (md->bl.prev == NULL || md->state.state == MS_DEAD)
return;
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;
}
/*==========================================
*
*------------------------------------------
*/
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 void mob_delayspawn(timer_id tid, tick_t tick, custom_id_t m, custom_data_t n)
{
mob_spawn(m);
}
/*==========================================
* spawn timing calculation
*------------------------------------------
*/
static
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->mob_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->mob_class].speed;
md->def_ele = mob_db[md->mob_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->mob_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
*------------------------------------------
*/
static
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);
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->mob_class].race;
if (!md->mode)
{
mode = mob_db[md->mob_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
void 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_retv(bl);
nullpo_retv(ap);
nullpo_retv(smd = va_arg(ap, struct mob_data *));
nullpo_retv(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;
//敵味方判定
if (battle_check_target(&smd->bl, bl, BCT_ENEMY) == 0)
return;
if (!smd->mode)
mode = mob_db[smd->mob_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->mob_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;
}
}
}
}
/*==========================================
* loot monster item search
*------------------------------------------
*/
static
void mob_ai_sub_hard_lootsearch(struct block_list *bl, va_list ap)
{
struct mob_data *md;
int mode, dist, *itc;
nullpo_retv(bl);
nullpo_retv(ap);
nullpo_retv(md = va_arg(ap, struct mob_data *));
nullpo_retv(itc = va_arg(ap, int *));
if (!md->mode)
{
mode = mob_db[md->mob_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;
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;
}
}
}
}
/*==========================================
* The ?? routine of a link monster
*------------------------------------------
*/
static
void 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_retv(bl);
nullpo_retv(ap);
nullpo_retv(tmd = (struct mob_data *) bl);
nullpo_retv(md = va_arg(ap, struct mob_data *));
nullpo_retv(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->mob_class].mode&0x08){
if ( tmd->mob_class==md->mob_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->mob_class].mode & 0x08)
{
if (tmd->mob_class == md->mob_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;
}
}
}
}
/*==========================================
* 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->mob_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->mob_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->mob_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, mob_class = %d\n",
md->bl.id, md->mob_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
void 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_retv(bl);
nullpo_retv(ap);
nullpo_retv(md = (struct mob_data *) bl);
tick = va_arg(ap, unsigned int);
if (DIFF_TICK(tick, md->last_thinktime) < MIN_MOBTHINKTIME)
return;
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;
}
if (!md->mode)
mode = mob_db[md->mob_class].mode;
else
mode = md->mode;
race = mob_db[md->mob_class].race;
// Abnormalities
if ((md->opt1 > 0 && md->opt1 != 6) || md->state.state == MS_DELAY
|| md->sc_data[SC_BLADESTOP].timer != -1)
return;
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->mob_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;
}
if (!mob_can_move(md)) // 動けない状態にある
return;
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; // 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; // 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;
}
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;
}
if (!mob_can_move(md)) // 動けない状態にある
return;
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; // 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; // 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;
}
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;
}
}
else
{
mob_unlocktarget(md, tick);
if (md->state.state == MS_WALK)
mob_stop_walking(md, 4); // 歩行中なら停止
return;
}
}
// It is skill use at the time of /standby at the time of a walk.
if (mobskill_use(md, tick, -1))
return;
// 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;
}
// 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;
}
/*==========================================
* 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 void mob_ai_hard(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
{
clif_foreachclient(mob_ai_sub_foreachclient, tick);
}
/*==========================================
* Negligent mode MOB AI (PC is not in near)
*------------------------------------------
*/
static void mob_ai_sub_lazy(db_key_t key, db_val_t data, va_list app)
{
struct mob_data *md = (struct mob_data *)data;
unsigned int tick;
va_list ap;
nullpo_retv(md);
nullpo_retv(app);
nullpo_retv(ap = va_arg(app, va_list));
if (md == NULL)
return;
if (!md->bl.type || md->bl.type != BL_MOB)
return;
tick = va_arg(ap, unsigned int);
if (DIFF_TICK(tick, md->last_thinktime) < MIN_MOBTHINKTIME * 10)
return;
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;
}
if (DIFF_TICK(md->next_walktime, tick) < 0 &&
(mob_db[md->mob_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->mob_class].mexp <= 0
&& !(mob_db[md->mob_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->mob_class].mexp <= 0
&& !(mob_db[md->mob_class].mode & 0x20))
mob_warp(md, -1, -1, -1, -1);
}
md->next_walktime = tick + MPRAND(5000, 10000);
}
}
/*==========================================
* Negligent processing for mob outside PC field of view (interval timer function)
*------------------------------------------
*/
static void mob_ai_lazy(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
{
map_foreachiddb(mob_ai_sub_lazy, tick);
}
/*==========================================
* 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 void mob_delay_item_drop(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
{
struct delay_item_drop *ditem;
struct item temp_item;
int flag;
nullpo_retv(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;
}
map_addflooritem(&temp_item, 1, ditem->m, ditem->x, ditem->y,
ditem->first_sd, ditem->second_sd, ditem->third_sd, 0);
free(ditem);
}
/*==========================================
* item drop (timer function)-lootitem with delay
*------------------------------------------
*/
static void mob_delay_item_drop2(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
{
struct delay_item_drop2 *ditem;
int flag;
nullpo_retv(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;
}
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);
}
/*==========================================
* 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->mob_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;
}
void mob_timer_delete(timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
{
struct block_list *bl = map_id2bl(id);
struct mob_data *md;
nullpo_retv(bl);
md = (struct mob_data *) bl;
mob_catch_delete(md, 3);
}
/*==========================================
*
*------------------------------------------
*/
static
void mob_deleteslave_sub(struct block_list *bl, va_list ap)
{
struct mob_data *md;
int id;
nullpo_retv(bl);
nullpo_retv(ap);
nullpo_retv(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);
}
/*==========================================
*
*------------------------------------------
*/
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 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 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)
{
int i;
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->mob_class, md->bl.id, md->mob_class,
damage);
}
nullpo_retr(0, md2);
int i;
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->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->mob_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;
count = 0;
mvp_damage = 0;
for (int i = 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 (int 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->mob_class].base_exp * (double)battle_config.base_exp_rate / 100. * per);
base_exp = (temp > 2147483647.)? 0x7fffffff:(int)temp;
if (mob_db[md->mob_class].base_exp > 0 && base_exp < 1) base_exp = 1;
if (base_exp < 0) base_exp = 0;
temp = ((double)mob_db[md->mob_class].job_exp * (double)battle_config.job_exp_rate / 100. * per);
job_exp = (temp > 2147483647.)? 0x7fffffff:(int)temp;
if (mob_db[md->mob_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->mob_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->mob_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->mob_class].job_exp * per / 256;
if (job_exp < 1)
job_exp = 1;
if (sd && md && battle_config.pk_mode == 1
&& (mob_db[md->mob_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 (int 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 (int 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->mob_class].dropitem[i].nameid <= 0)
continue;
drop_rate = mob_db[md->mob_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->mob_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 *)
calloc(1, sizeof(struct delay_item_drop));
ditem->nameid = mob_db[md->mob_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 (int 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->mob_class].mode & 0x20
&& sd->monster_drop_race[i] & 1 << 10)
|| (!(mob_db[md->mob_class].mode & 0x20)
&& sd->monster_drop_race[i] & 1 << 11))
{
if (sd->monster_drop_itemrate[i] <= MRAND(10000))
continue;
ditem = (struct delay_item_drop *)
calloc(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->mob_class].lv * 10 +
MRAND((sd->get_zeny_num + 1)));
}
if (md->lootitem)
{
for (int i = 0; i < md->lootitem_count; i++)
{
struct delay_item_drop2 *ditem;
ditem = (struct delay_item_drop2 *)
calloc(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->mob_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++)
{
int i = MRAND(3);
if (mob_db[md->mob_class].mvpitem[i].nameid <= 0)
continue;
int drop_rate = mob_db[md->mob_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->mob_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]
// SCRIPT実行
if (md->npc_event[0])
{
if (sd == NULL)
{
if (mvp_sd != NULL)
sd = mvp_sd;
else
{
struct map_session_data *tmp_sd;
int i;
for (i = 0; i < fd_max; i++)
{
if (session[i] && (tmp_sd = (struct map_session_data *)session[i]->session_data)
&& tmp_sd->state.auth)
{
if (md->bl.m == tmp_sd->bl.m)
{
sd = tmp_sd;
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->mob_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, mob_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;
mob_class = value[MRAND(count)];
if (mob_class <= 1000 || mob_class > 2000)
return 0;
max_hp = battle_get_max_hp(&md->bl);
hp_rate = md->hp * 100 / max_hp;
clif_mob_class_change(md, mob_class);
md->mob_class = mob_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[mob_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->mob_class].speed;
md->def_ele = mob_db[md->mob_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[mob_class].mode & 0x02)
md->lootitem = (struct item *)
calloc(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;
return 0;
}
/*==========================================
* Added by RoVeRT
*------------------------------------------
*/
static
void 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);
}
}
/*==========================================
* Added by RoVeRT
*------------------------------------------
*/
static
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, mob_class = %d\n", md->bl.id, md->mob_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), mob_class = %d\n", md->bl.id, x, y,
md->mob_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)
*------------------------------------------
*/
static
void mob_countslave_sub(struct block_list *bl, va_list ap)
{
int id, *c;
struct mob_data *md;
id = va_arg(ap, int);
nullpo_retv(bl);
nullpo_retv(ap);
nullpo_retv(c = va_arg(ap, int *));
nullpo_retv(md = (struct mob_data *) bl);
if (md->master_id == id)
(*c)++;
}
/*==========================================
* 画面内の取り巻きの数計算
*------------------------------------------
*/
static
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, mob_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;
mob_class = value[k];
if (mob_class <= 1000 || mob_class > 2000)
continue;
for (; amount > 0; amount--)
{
int x = 0, y = 0, c = 0, i = 0;
md = (struct mob_data *) calloc(1, sizeof(struct mob_data));
if (mob_db[mob_class].mode & 0x02)
md->lootitem = (struct item *)
calloc(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--", mob_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
void 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_retv(bl);
nullpo_retv(ap);
nullpo_retv(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;
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)++;
}
}
/*==========================================
* 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 mob_class, int skillid)
{
int i;
struct mob_skill *ms = mob_db[mob_class].skill;
if (ms == NULL)
return -1;
for (i = 0; i < mob_db[mob_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)
*------------------------------------------
*/
void mobskill_castend_id(timer_id tid, tick_t tick, custom_id_t id, custom_data_t 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;
if ((md = (struct mob_data *) mbl) == NULL)
{
printf("mobskill_castend_id nullpo mbl->id:%d\n", mbl->id);
return;
}
if (md->bl.type != BL_MOB || md->bl.prev == NULL)
return;
if (md->skilltimer != tid) // タイマIDの確認
return;
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;
if (md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター
return;
if (md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り
return;
if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク
return;
}
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;
}
if (md->bl.m != bl->m)
return;
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;
}
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;
}
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;
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;
md->skilldelay[md->skillidx] = tick;
if (battle_config.mob_skill_log == 1)
printf("MOB skill castend skill=%d, mob_class = %d\n", md->skillid,
md->mob_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->mob_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;
}
}
/*==========================================
* スキル使用(詠唱完了、場所指定)
*------------------------------------------
*/
void mobskill_castend_pos(timer_id tid, tick_t tick, custom_id_t id, custom_data_t 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;
nullpo_retv(md = (struct mob_data *) bl);
if (md->bl.type != BL_MOB || md->bl.prev == NULL)
return;
if (md->skilltimer != tid) // タイマIDの確認
return;
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;
if (md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター
return;
if (md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り
return;
if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク
return;
}
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;
}
}
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;
}
}
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;
}
}
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;
md->skilldelay[md->skillidx] = tick;
if (battle_config.mob_skill_log == 1)
printf("MOB skill castend skill=%d, mob_class = %d\n", md->skillid,
md->mob_class);
mob_stop_walking(md, 0);
skill_castend_pos2(&md->bl, md->skillx, md->skilly, md->skillid,
md->skilllv, tick, 0);
return;
}
/*==========================================
* 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->mob_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 (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, mob_class = %d\n",
target->id, skill_id, skill_lv, casttime, md->mob_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)->mob_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)
*------------------------------------------
*/
static
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->mob_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;
// 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, mob_class = %d\n",
skill_x, skill_y, skill_id, skill_lv, casttime, md->mob_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.
*------------------------------------------
*/
static
void mob_getfriendhpltmaxrate_sub(struct block_list *bl, va_list ap)
{
int rate;
struct mob_data **fr, *md, *mmd;
nullpo_retv(bl);
nullpo_retv(ap);
nullpo_retv(mmd = va_arg(ap, struct mob_data *));
md = (struct mob_data *) bl;
if (mmd->bl.id == bl->id)
return;
rate = va_arg(ap, int);
fr = va_arg(ap, struct mob_data **);
if (md->hp < mob_db[md->mob_class].max_hp * rate / 100)
(*fr) = md;
}
static
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.
*------------------------------------------
*/
static
void mob_getfriendstatus_sub(struct block_list *bl, va_list ap)
{
int cond1, cond2;
struct mob_data **fr, *md, *mmd;
int flag = 0;
nullpo_retv(bl);
nullpo_retv(ap);
nullpo_retv(md = (struct mob_data *) bl);
nullpo_retv(mmd = va_arg(ap, struct mob_data *));
if (mmd->bl.id == bl->id)
return;
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;
}
static
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 max_hp;
nullpo_retr(0, md);
nullpo_retr(0, ms = mob_db[md->mob_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 (int ii = 0; ii < mob_db[md->mob_class].maxskill; ii++)
{
int c2 = ms[ii].cond2, flag = 0;
struct mob_data *fmd = NULL;
// ディレイ中
if (DIFF_TICK(tick, md->skilldelay[ii]) < ms[ii].delay)
continue;
// 状態判定
if (ms[ii].state >= 0 && ms[ii].state != md->state.skillstate)
continue;
// 条件判定
flag = (event == ms[ii].cond1);
if (!flag)
{
switch (ms[ii].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[ii].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[ii].cond2].timer != -1);
flag ^= (ms[ii].cond1 == MSC_MYSTATUSOFF);
break;
case MSC_FRIENDHPLTMAXRATE: // friend HP < maxhp%
flag =
((fmd =
mob_getfriendhpltmaxrate(md,
ms[ii].cond2)) != NULL);
break;
case MSC_FRIENDSTATUSON: // friend status[num] on
case MSC_FRIENDSTATUSOFF: // friend status[num] off
flag =
((fmd =
mob_getfriendstatus(md, ms[ii].cond1,
ms[ii].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[ii].permillage)
{
if (skill_get_inf(ms[ii].skill_id) & 2)
{
// 場所指定
struct block_list *bl = NULL;
int x = 0, y = 0;
if (ms[ii].target <= MST_AROUND)
{
if (ms[ii].target == MST_MASTER)
{
bl = &md->bl;
if (md->master_id)
bl = map_id2bl(md->master_id);
}
else
{
bl = ((ms[ii].target == MST_TARGET
|| ms[ii].target ==
MST_AROUND5) ? map_id2bl(md->
target_id)
: (ms[ii].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[ii].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[ii].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, ii))
return 0;
}
else
{
if (ms[ii].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, ii))
return 0;
}
// ID指定
if (ms[ii].target <= MST_FRIEND)
{
struct block_list *bl = NULL;
bl = ((ms[ii].target ==
MST_TARGET) ? map_id2bl(md->
target_id) : (ms[ii].target
==
MST_FRIEND)
? &fmd->bl : &md->bl);
if (bl && !mobskill_use_id(md, bl, ii))
return 0;
}
}
if (ms[ii].emotion >= 0)
clif_emotion(&md->bl, ms[ii].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;
}
/*==========================================
* 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 mob_class)
{
int i;
sprintf(mob_db[mob_class].name, "mob%d", mob_class);
sprintf(mob_db[mob_class].jname, "mob%d", mob_class);
mob_db[mob_class].lv = 1;
mob_db[mob_class].max_hp = 1000;
mob_db[mob_class].max_sp = 1;
mob_db[mob_class].base_exp = 2;
mob_db[mob_class].job_exp = 1;
mob_db[mob_class].range = 1;
mob_db[mob_class].atk1 = 7;
mob_db[mob_class].atk2 = 10;
mob_db[mob_class].def = 0;
mob_db[mob_class].mdef = 0;
mob_db[mob_class].str = 1;
mob_db[mob_class].agi = 1;
mob_db[mob_class].vit = 1;
mob_db[mob_class].int_ = 1;
mob_db[mob_class].dex = 6;
mob_db[mob_class].luk = 2;
mob_db[mob_class].range2 = 10;
mob_db[mob_class].range3 = 10;
mob_db[mob_class].size = 0;
mob_db[mob_class].race = 0;
mob_db[mob_class].element = 0;
mob_db[mob_class].mode = 0;
mob_db[mob_class].speed = 300;
mob_db[mob_class].adelay = 1000;
mob_db[mob_class].amotion = 500;
mob_db[mob_class].dmotion = 500;
mob_db[mob_class].dropitem[0].nameid = 909; // Jellopy
mob_db[mob_class].dropitem[0].p = 1000;
for (i = 1; i < 8; i++)
{
mob_db[mob_class].dropitem[i].nameid = 0;
mob_db[mob_class].dropitem[i].p = 0;
}
// Item1,Item2
mob_db[mob_class].mexp = 0;
mob_db[mob_class].mexpper = 0;
for (i = 0; i < 3; i++)
{
mob_db[mob_class].mvpitem[i].nameid = 0;
mob_db[mob_class].mvpitem[i].p = 0;
}
for (i = 0; i < MAX_RANDOMMONSTER; i++)
mob_db[mob_class].summonper[i] = 0;
return 0;
}
/*==========================================
* db/mob_db.txt reading
*------------------------------------------
*/
static int mob_readdb(void)
{
FILE *fp;
char line[1024];
const char *filename[] = { "db/mob_db.txt", "db/mob_db2.txt" };
memset(mob_db, 0, sizeof(mob_db));
for (int j = 0; j < 2; j++)
{
fp = fopen_(filename[j], "r");
if (fp == NULL)
{
if (j > 0)
continue;
return -1;
}
while (fgets(line, 1020, fp))
{
int mob_class;
char *str[57], *p, *np;
if (line[0] == '/' && line[1] == '/')
continue;
p = line;
for (int i = 0; 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;
}
mob_class = atoi(str[0]);
if (mob_class <= 1000 || mob_class > 2000)
continue;
mob_db[mob_class].view_class = mob_class;
memcpy(mob_db[mob_class].name, str[1], 24);
memcpy(mob_db[mob_class].jname, str[2], 24);
mob_db[mob_class].lv = atoi(str[3]);
mob_db[mob_class].max_hp = atoi(str[4]);
mob_db[mob_class].max_sp = atoi(str[5]);
mob_db[mob_class].base_exp = atoi(str[6]);
if (mob_db[mob_class].base_exp < 0)
mob_db[mob_class].base_exp = 0;
else if (mob_db[mob_class].base_exp > 0
&& (mob_db[mob_class].base_exp *
battle_config.base_exp_rate / 100 > 1000000000
|| mob_db[mob_class].base_exp *
battle_config.base_exp_rate / 100 < 0))
mob_db[mob_class].base_exp = 1000000000;
else
mob_db[mob_class].base_exp *= battle_config.base_exp_rate / 100;
mob_db[mob_class].job_exp = atoi(str[7]);
if (mob_db[mob_class].job_exp < 0)
mob_db[mob_class].job_exp = 0;
else if (mob_db[mob_class].job_exp > 0
&& (mob_db[mob_class].job_exp * battle_config.job_exp_rate /
100 > 1000000000
|| mob_db[mob_class].job_exp *
battle_config.job_exp_rate / 100 < 0))
mob_db[mob_class].job_exp = 1000000000;
else
mob_db[mob_class].job_exp *= battle_config.job_exp_rate / 100;
mob_db[mob_class].range = atoi(str[8]);
mob_db[mob_class].atk1 = atoi(str[9]);
mob_db[mob_class].atk2 = atoi(str[10]);
mob_db[mob_class].def = atoi(str[11]);
mob_db[mob_class].mdef = atoi(str[12]);
mob_db[mob_class].str = atoi(str[13]);
mob_db[mob_class].agi = atoi(str[14]);
mob_db[mob_class].vit = atoi(str[15]);
mob_db[mob_class].int_ = atoi(str[16]);
mob_db[mob_class].dex = atoi(str[17]);
mob_db[mob_class].luk = atoi(str[18]);
mob_db[mob_class].range2 = atoi(str[19]);
mob_db[mob_class].range3 = atoi(str[20]);
mob_db[mob_class].size = atoi(str[21]);
mob_db[mob_class].race = atoi(str[22]);
mob_db[mob_class].element = atoi(str[23]);
mob_db[mob_class].mode = atoi(str[24]);
mob_db[mob_class].speed = atoi(str[25]);
mob_db[mob_class].adelay = atoi(str[26]);
mob_db[mob_class].amotion = atoi(str[27]);
mob_db[mob_class].dmotion = atoi(str[28]);
for (int i = 0; i < 8; i++)
{
int rate = 0, type, ratemin, ratemax;
mob_db[mob_class].dropitem[i].nameid = atoi(str[29 + i * 2]);
type = itemdb_type(mob_db[mob_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[mob_class].dropitem[i].p = rate;
}
// Item1,Item2
mob_db[mob_class].mexp =
atoi(str[45]) * battle_config.mvp_exp_rate / 100;
mob_db[mob_class].mexpper = atoi(str[46]);
for (int i = 0; i < 3; i++)
{
mob_db[mob_class].mvpitem[i].nameid = atoi(str[47 + i * 2]);
mob_db[mob_class].mvpitem[i].p =
atoi(str[48 + i * 2]) * battle_config.mvp_item_rate /
100;
}
mob_db[mob_class].mutations_nr = atoi(str[55]);
mob_db[mob_class].mutation_power = atoi(str[56]);
for (int i = 0; i < MAX_RANDOMMONSTER; i++)
mob_db[mob_class].summonper[i] = 0;
mob_db[mob_class].maxskill = 0;
mob_db[mob_class].sex = 0;
mob_db[mob_class].hair = 0;
mob_db[mob_class].hair_color = 0;
mob_db[mob_class].weapon = 0;
mob_db[mob_class].shield = 0;
mob_db[mob_class].head_top = 0;
mob_db[mob_class].head_mid = 0;
mob_db[mob_class].head_buttom = 0;
mob_db[mob_class].clothes_color = 0; //Add for player monster dye - Valaris
if (mob_db[mob_class].base_exp == 0)
mob_db[mob_class].base_exp = mob_gen_exp(&mob_db[mob_class]);
}
fclose_(fp);
printf("read %s done\n", filename[j]);
}
return 0;
}
/*==========================================
* MOB display graphic change data reading
*------------------------------------------
*/
static int mob_readdb_mobavail(void)
{
FILE *fp;
char line[1024];
int ln = 0;
int mob_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;
mob_class = atoi(str[0]);
if (mob_class <= 1000 || mob_class > 2000) // 値が異常なら処理しない。
continue;
k = atoi(str[1]);
if (k >= 0)
mob_db[mob_class].view_class = k;
if ((mob_db[mob_class].view_class < 24)
|| (mob_db[mob_class].view_class > 4000))
{
mob_db[mob_class].sex = atoi(str[2]);
mob_db[mob_class].hair = atoi(str[3]);
mob_db[mob_class].hair_color = atoi(str[4]);
mob_db[mob_class].weapon = atoi(str[5]);
mob_db[mob_class].shield = atoi(str[6]);
mob_db[mob_class].head_top = atoi(str[7]);
mob_db[mob_class].head_mid = atoi(str[8]);
mob_db[mob_class].head_buttom = atoi(str[9]);
mob_db[mob_class].option = atoi(str[10]) & ~0x46;
mob_db[mob_class].clothes_color = atoi(str[11]); // Monster player dye option - Valaris
}
else if (atoi(str[2]) > 0)
mob_db[mob_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 mob_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;
mob_class = atoi(str[0]);
per = atoi(str[2]);
if ((mob_class > 1000 && mob_class <= 2000) || mob_class == 0)
mob_db[mob_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;
const 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_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;
}