Ver código fonte

Removed the mob controller system, now a customization (see topic:194375).
The system consists of
* script command to spawn a controlled mob
* script commands to attach npcs to such mobs and manipulate their AI
* a page of documentation for these commands
* callbacks at various source code locations that invoke the attached npcs
* two npc examples

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@13021 54d463be-8e91-2dee-dedb-b68131a5f0ec

ultramage 17 anos atrás
pai
commit
115c5b6896

+ 1 - 0
Changelog-Trunk.txt

@@ -4,6 +4,7 @@ AS OF SVN REV. 5091, WE ARE NOW USING TRUNK.  ALL UNTESTED BUGFIXES/FEATURES GO
 IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
 
 2008/07/31
+	* Removed the mob controller system, now a customization (see topic:194375) [ultramage]
 	* Fixed: commented out loginlog in convert engine sql tables (loginlog table is in logs database now) [akrus]
 2008/07/30
 	* Fixed TXT storage code handling storage incorrectly (bugreport:1928)

+ 0 - 79
doc/script_commands.txt

@@ -4727,78 +4727,6 @@ To evolve a homunculus, the invoking player must have a homunculus,
 the homunculus must not be the last evolution and
 the homunculus must be on at least 91000/100000 intimacy with it's owner.
 
----------------------------------------
-------------------------------------------------
-//===========================================\\
-||         Mob Control Suit Commands         ||
-\\===========================================//
-------------------------------------------------
-
----------------------------------------
-
-* mobspawn (<monster name>,<monster ID>,<mapname>,<x>,<y>)
-* mobRemove <GID>;
-
-This is used to spawn a monster and return it's Game ID, to be used
-in the unit/mobcontrol commands.
-
-Note, I will use the stuff here in the examples for the unitcontrol.
-
-Example(s):
-
-//Spawns a poring named poi poi and put's it's GID in .GID.
-	set .GID,mobspawn("Poi Poi",1002,"prontera",160,180);
-//would kill our poring.
-	mobRemove .GID;
-
----------------------------------------
-
-* getmobdata (<GID>,<arrayname>)
-* setmobdata <GID>,<parameter>,<new value>;
-
-This is used to get and set special data related to the monster.
-With getmobdata, the array given will be filled with the current data. In setmobdata
-the indexes in the array would be used to set that data on the monster. 
-Parameters (indexes) are:
-
-0 = class (big, small, normal)			7  = y						14 = hair style		21 = weapon
-1 = level					8  = speed					15 = hair color		22 = shield (again)
-2 = HP						9  = mode (see doc/mob_db_mode_list.txt)	16 = head gear bottom	23 = looking dir
-3 = max HP					10 = special AI state (?)			17 = head gear middle	24 = killer state (1 or 0)
-4 = master ID (aid of the master, summon)	11 = SC option					18 = head gear top	25 = callback flag
-5 = map index					12 = sex					19 = cloth color	26 = no random walk (1 or 0)
-6 = x						13 = class (Monster ID, Job ID)			20 = shield		
-
-Example(s):
-
-//this will set all the mobdata in the @array variable. (@array[1] being level, @array[13] class etc)
-	getmobdata .GID,@array;
-	
-//set the max hp of our poring to 1000.
-	setmobdata .GID,3,1000;
-
----------------------------------------
-
-* mobassist <GID>,<target id>;
-This will make the monster assist the Target ID as if it was a summon of it.
-Example(s):
-
-/this will make our poring assist the current attached player! >:3
-	mobassist .GID,getcharid(3);
-
----------------------------------------
-
-* mobattach <GID>{,"<NPC Name>"};
-
-GID is the GID of a monster, NPC or account id. The NPC running or
-he NPC name given is used to attach the monster.
-
-By attaching a monster, the NPC to which it is attached is ran on special actions by the monster.
-The system will set specific data in the .ai_action variable array on the NPC invoked.
-The special AI actions types are set in the .ai_action at place AI_ACTION_TAR_TYPE
-
-More AI_ vars are set in const.txt, and you can also look at sample/monstercontroller.cpp:
-
 ---------------------------------------
 
 * unitwalk <GID>,<x>,<y>;
@@ -4833,13 +4761,6 @@ For the emotions, you can look in db/const.txt for prefixes with e_
 
 ---------------------------------------
 
-------------------------------------------------
-//===========================================\\
-||      End of Mob Control Suit Commands     ||
-\\===========================================//
-------------------------------------------------
----------------------------------------
-
 *disablenpc "<NPC object name>";
 *enablenpc "<NPC object name>";
 

+ 0 - 135
npc/custom/Lance/Sentry.cpp

@@ -1,135 +0,0 @@
-//(=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=)
-//(        (c)2006 eAthena Development Team presents        )
-//(       ______  __    __                                  )
-//(      /\  _  \/\ \__/\ \                     v 1.00.00   )
-//(    __\ \ \_\ \ \ ,_\ \ \___      __    ___      __      )
-//(  /'__`\ \  __ \ \ \/\ \  _ `\  /'__`\/' _ `\  /'__`\    )
-//( /\  __/\ \ \/\ \ \ \_\ \ \ \ \/\  __//\ \/\ \/\ \_\.\_  )
-//( \ \____\\ \_\ \_\ \__\\ \_\ \_\ \____\ \_\ \_\ \__/.\_\ )
-//(  \/____/ \/_/\/_/\/__/ \/_/\/_/\/____/\/_/\/_/\/__/\/_/ )
-//(   _   _   _   _   _   _   _     _   _   _   _   _   _   )
-//(  / \ / \ / \ / \ / \ / \ / \   / \ / \ / \ / \ / \ / \  )
-//( ( e | A | t | h | e | n | a ) ( S | c | r | i | p | t ) )
-//(  \_/ \_/ \_/ \_/ \_/ \_/ \_/   \_/ \_/ \_/ \_/ \_/ \_/  )
-//(                                                         )
-//(=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=)
-// Programmed by [Lance] ver. 1.1
-// ---------------------------------------------------------
-// [ Sentry System ]
-// - Guards main towns against aggresive monsters and bad
-//   players.
-// [ Customization ]
-// - See OnInit:
-// =========================================================
-
--	script	sentry_system	-1,{
-	function spawn_guardian {
-		set .mob_id[getarg(0)], mobspawn("Guardian Sentry",1904,.mob_map$[getarg(0)],.mob_x[getarg(0)],.mob_y[getarg(0)]);
-		mobattach .mob_id[getarg(0)]; // Attach events to this script.
-		setmobdata .mob_id[getarg(0)], 24, 1; // Enable killer mode.
-		setmobdata .mob_id[getarg(0)], 25, 
-			AI_ACTION_TYPE_DETECT|
-			AI_ACTION_TYPE_KILL|
-			AI_ACTION_TYPE_UNLOCK|
-			AI_ACTION_TYPE_DEAD|
-			AI_ACTION_TYPE_ATTACK; // Define engine callback routines.
-		setmobdata .mob_id[getarg(0)], 26, 1; // Prevents random walking.
-		setmobdata .mob_id[getarg(0)], 10, 1; // Enable AI mode 1.
-		getmobdata .mob_id[getarg(0)], .@temp;
-		set .@temp[9], .@temp[9]^(0x400&.@temp[9]); // Check and remove MD_CHANGECHASE mode flag.
-		setmobdata .mob_id[getarg(0)], 9, .@temp[9];
-		return;
-	}
-
-	function search_entry {
-		set .@tmp, getarraysize(getarg(0));
-		for(set .@i, 0; .@i < .@tmp; set .@i, .@i + 1){
-			if(getelementofarray(getarg(0),.@i) == getarg(1))
-				break;
-		}
-		if(.@i == .@tmp)
-			return -1;
-		else
-			return .@i;
-	}
-
-	// Script Entry Point - When an event from the script engine is received.
-	if(getarraysize(.ai_action) == 4){ // Checks if the data is formatted correctly.
-		set .@tmp, search_entry(.mob_id, .ai_action[AI_ACTION_SRC]);
-		switch(.ai_action[AI_ACTION_TYPE]){
-			case AI_ACTION_TYPE_DETECT: // We see something...
-				if(.ai_busy[.@tmp] == 0){ // Not busy
-					switch(.ai_action[AI_ACTION_TAR_TYPE]){ // Check what have we here.
-							case AI_ACTION_TAR_TYPE_PC: // It's a player
-								if(Karma > .karma){ // pkarma is higher?
-									unittalk .ai_action[AI_ACTION_SRC], "Who goes there!";
-									unitemote .ai_action[AI_ACTION_SRC], e_gasp; // !
-									unitattack .ai_action[AI_ACTION_SRC],.ai_action[AI_ACTION_TAR];
-									// We're currently busy.
-									set .ai_busy[.@tmp], .ai_action[AI_ACTION_TAR];
-								}
-								break;
-							case AI_ACTION_TAR_TYPE_MOB: // It's a monster
-								if(.ai_action[AI_ACTION_TAR] != .ai_action[AI_ACTION_SRC]){
-									getmobdata .ai_action[AI_ACTION_TAR], .@temp;
-									if(.@temp[9]&0x804){ // In Aggressive mode?
-										unittalk .ai_action[AI_ACTION_SRC], "Protect the villagers we must!";
-										unitemote .ai_action[AI_ACTION_SRC], e_gasp; // !
-										unitattack .ai_action[AI_ACTION_SRC],.ai_action[AI_ACTION_TAR];
-										// We're currently busy.
-										set .ai_busy[.@tmp], .ai_action[AI_ACTION_TAR];
-									}
-								}
-								break;
-					}
-				}
-				break;
-			case AI_ACTION_TYPE_KILL: // We eliminated the criminal
-				if(.ai_action[AI_ACTION_TAR_TYPE] == AI_ACTION_TAR_TYPE_PC)
-					set Karma, 0;
-			case AI_ACTION_TYPE_UNLOCK: // Target lost :(
-				if(.@tmp != -1){
-					set .ai_busy[.@tmp], 0; // Remove him, we're free.
-				}
-				// Walk back to where we came from.
-				unitwalk .ai_action[AI_ACTION_SRC],.mob_x[.@tmp],.mob_y[.@tmp];
-				break;
-			case AI_ACTION_TYPE_DEAD: // We got killed :(
-				if(.ai_action[AI_ACTION_TAR_TYPE] == AI_ACTION_TAR_TYPE_PC){ // Attacker is a player?
-					if(Karma < 250)
-						set Karma, Karma + 5;
-					else
-						set Karma, 255;
-				}
-				sleep 10000; // 10 seconds until reinforcements arrive
-				spawn_guardian .@tmp;
-				break;
-			case AI_ACTION_TYPE_ATTACK: // Someone attacked us
-				if(.ai_action[AI_ACTION_TAR_TYPE] == AI_ACTION_TAR_TYPE_PC){ // Attacker is a player?
-					if(Karma < 250)
-						set Karma, Karma + 1;
-					else
-						set Karma, 255;
-				}
-				// The system's AI will auto attack any attackers. So we leave it here.
-				break;
-		}
-	}
-	deletearray .ai_action, getarraysize(.ai_action); // Cleans up and frees up memory
-	end;
-
-OnInit:
-	// Customization ---------------------------------------------------------------------
-	setarray .mob_map$, "prt_fild08", "prt_fild05", "prt_fild06", "prt_gld";
-	setarray .mob_x,176,369,29,165;
-	setarray .mob_y,372,201,187,37;
-	set .karma, 5;
-	// -----------------------------------------------------------------------------------
-	set .@tmp, getarraysize(.mob_map$);
-	for(set .@i, 0; .@i < .@tmp; set .@i, .@i + 1){
-		spawn_guardian .@i;
-	}
-	debugmes "[Sentry System] Spawned " + .@i + " guardians.";
-	end;
-
-}

+ 0 - 198
npc/sample/monster_controller.txt

@@ -1,198 +0,0 @@
-// Variables Logging:
-// .mc_moblist[] - ID list of mobs
-prontera,180,200,4	script	Monster Controller	123,{
-	function display_info {
-		getmobdata getarg(0), .@mob_data;
-		set .@array_size, getarraysize(.@mob_data);
-		for(set .@i, 0; .@i < .@array_size; set .@i, .@i + 1){
-			mes .@i + " - " + .@mob_data[.@i];
-		}
-		return;
-	}
-
-	function remove_mob {
-		mobremove getarg(0);
-		set .@mob_size, getarraysize(.mc_moblist);
-		for(set .@i, 0; .@i < .@mob_size; set .@i, .@i + 1){
-			if(.mc_moblist[.@i] == getarg(0))
-				deletearray .mc_moblist[.@i], 1;
-		}
-	}
-
-	function make_menu {
-		set .@array_size, getarraysize(.mc_moblist);
-		set .@tmp_str$, "";
-		for(set .@i, 0; .@i < .@array_size; set .@i, .@i + 1){
-			set .@tmp_str$, .@tmp_str$ + .mc_moblist[.@i] + ":";
-		}
-		select .@tmp_str$;
-		return .mc_moblist[@menu-1];
-	}
-
-	function summon_mob {
-		set .@mob_size, getarraysize(.mc_moblist);
-		set .mc_moblist[.@mob_size], mobspawn("Slave - " + .@mob_size, getarg(0), "prontera", 180, 200);
-		mobattach .mc_moblist[.@mob_size];
-		setmobdata .mc_moblist[.@mob_size], 25, 
-			AI_ACTION_TYPE_ATTACK|
-			AI_ACTION_TYPE_DETECT|
-			AI_ACTION_TYPE_DEAD|
-			AI_ACTION_TYPE_ASSIST|
-			AI_ACTION_TYPE_KILL|
-			AI_ACTION_TYPE_UNLOCK|
-			AI_ACTION_TYPE_WALKACK|
-			AI_ACTION_TYPE_WARPACK;
-		return;
-	}
-
-	function list_mobs {
-		set .@mob_size, getarraysize(.mc_moblist);
-		for(set .@i, 0; .@i < .@mob_size; set .@i, .@i + 1){
-			mes "- " + .mc_moblist[.@i];
-		}
-		return;
-	}
-
-	if(getarraysize(.ai_action) == 4){
-		mapannounce "prontera", "[Mob Control] AI Action Received from " + .ai_action[AI_ACTION_SRC] + "!",16;
-		switch(.ai_action[AI_ACTION_TAR_TYPE]){
-			case AI_ACTION_TAR_TYPE_PC:
-				set .@action_from$, "Player";
-				set .@action_name$, rid2name(.ai_action[AI_ACTION_TAR]);
-				break;
-			case AI_ACTION_TAR_TYPE_MOB:
-				set .@action_from$, "Monster";
-				set .@action_name$, rid2name(.ai_action[AI_ACTION_TAR]);
-				break;
-			case AI_ACTION_TAR_TYPE_PET:
-				set .@action_from$, "Pet";
-				set .@action_name$, rid2name(.ai_action[AI_ACTION_TAR]);
-				break;
-			case AI_ACTION_TAR_TYPE_HOMUN:
-				set .@action_from$, "Homunculus";
-				set .@action_name$, rid2name(.ai_action[AI_ACTION_TAR]);
-				break;
-			default:
-				set .@action_from$, "Unknown";
-				set .@action_name$, ""+.ai_action[AI_ACTION_TAR];
-				break;
-		}
-
-		switch(.ai_action[AI_ACTION_TYPE]){
-			case AI_ACTION_TYPE_ATTACK:
-				set .@action_type$, "Attacked by";
-				break;
-			case AI_ACTION_TYPE_DETECT:
-				set .@action_type$, "Detected";
-				break;
-			case AI_ACTION_TYPE_DEAD:
-				set .@action_type$, "Killed by";
-				remove_mob .ai_action[AI_ACTION_SRC];
-				break;
-			case AI_ACTION_TYPE_ASSIST:
-				set .@action_type$, "Assisting";
-				break;
-			case AI_ACTION_TYPE_UNLOCK:
-				set .@action_type$, "Unlocked target";
-				break;
-			case AI_ACTION_TYPE_KILL:
-				set .@action_type$, "Killed";
-				break;
-			case AI_ACTION_TYPE_WALKACK:
-				set .@action_type$, "Completed Walking";
-				break;
-			case AI_ACTION_TYPE_WARPACK:
-				set .@action_type$, "Warped";
-				break;
-		}
-
-		mapannounce "prontera", "Details - " + .@action_type$ + " [" + .@action_from$ + "] " + .@action_name$ + "!", 16;
-		deletearray .ai_action, 4;
-		end;
-	}
-
-L_MainMenu:
-	mes "[Monster Controller]";
-	mes "Current active monsters:";
-	list_mobs;
-	switch(select("Summon","Remove","Information","Actions")){
-		case 1: // Summon
-			next;
-			mes "[Monster Controller]";
-			mes "Monster ID -";
-			input @mob_id;
-			next;
-			summon_mob @mob_id;
-			goto L_MainMenu;
-			break;
-		case 2: // Remove
-			remove_mob make_menu();
-			next;
-			goto L_MainMenu;
-			break;
-		case 3: // Information
-			set .@tmp, make_menu();
-			next;
-			mes "[Monster Info]";
-			display_info .@tmp;
-			next;
-            goto L_MainMenu;
-			break;
-		case 4: // Actions
-			goto L_AttackMenu;
-			break;
-	}
-
-L_AttackMenu:
-	switch(select("Walk","Follow","Attack","Stop","Defend","Talk","Emote","Random Walk","Callback","Back")){
-		case 1: // Walk
-			set .@src, make_menu();
-			input .@x;
-			input .@y;
-			unitwalk .@src,.@x,.@y; // Mode 1: Walk to location.
-			break;
-		case 2: // Follow
-			set .@src, make_menu();
-			input .@tar;
-			unitwalk .@src, .@tar; // Mode 2: Walk to target.
-			break;
-		case 3: // Attack
-			set .@src, make_menu();
-			input .@tar;
-			unitattack .@src, .@tar;
-			break;
-		case 4: // Stop
-			set .@src, make_menu();
-			unitstop .@src;
-			break;
-		case 5: // Defend/Assist
-			set .@src, make_menu();
-			input .@tar;
-			mobassist .@src, .@tar;
-			break;
-		case 6: // Talk
-			set .@src, make_menu();
-			input .@text$;
-			unittalk .@src, .@text$;
-			break;
-		case 7: // Emote
-			set .@src, make_menu();
-			input .@emote;
-			unitemote .@src, .@emote;
-			break;
-		case 8:
-			set .@src, make_menu();
-			input .@flag;
-			setmobdata .@src, 26, .@flag;
-			break;
-		case 9:
-			set .@src, make_menu();
-			input .@flag;
-			setmobdata .@src, 25, .@flag;
-			break;
-		case 10:
-			next;
-			goto L_MainMenu;
-	}
-	goto L_AttackMenu;
-}

+ 0 - 1
npc/scripts_custom.conf

@@ -79,7 +79,6 @@
 //npc: npc/custom/Lance/FR_WeatherController.c
 //npc: npc/custom/Lance/FR_MailSystem.c
 //npc: npc/sample/npc_dynamic_shop.txt
-//npc: npc/custom/Lance/Sentry.cpp
 // --------------------------------------------------------------
 
 // --------------------------------------------------------------

+ 1 - 3
src/map/battle.c

@@ -3209,9 +3209,7 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f
 			TBL_MOB*md = (TBL_MOB*)s_bl;
 			if (!(agit_flag && map[m].flag.gvg_castle) && md->guardian_data && md->guardian_data->guild_id)
 				return 0; //Disable guardians/emperium owned by Guilds on non-woe times.
-			if(md->state.killer/* || !(battle_config.mob_ai&0x400)*/)
-				state |= BCT_ENEMY; //By default everyone hates mobs.
-			else
+
 			{	//Smart enemy criteria.
 				if (!md->special_state.ai) { //Normal mobs.
 					if (t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai)

+ 2 - 4
src/map/clif.c

@@ -8200,9 +8200,8 @@ void clif_parse_GlobalMessage(int fd, struct map_session_data* sd)
 	WFIFOSET(fd, WFIFOW(fd,2));
 
 #ifdef PCRE_SUPPORT
-	// trigger listening mobs/npcs
+	// trigger listening npcs
 	map_foreachinrange(npc_chat_sub, &sd->bl, AREA_SIZE, BL_NPC, text, textlen, &sd->bl);
-	map_foreachinrange(mob_chat_sub, &sd->bl, AREA_SIZE, BL_MOB, text, textlen, &sd->bl);
 #endif
 
 	// check for special supernovice phrase
@@ -8841,8 +8840,7 @@ void clif_parse_NpcClicked(int fd,struct map_session_data *sd)
 	if (!bl) return;
 	switch (bl->type) {
 		case BL_MOB:
-			if (!((TBL_MOB *)bl)->nd || !mob_script_callback((TBL_MOB *)bl, &sd->bl, CALLBACK_NPCCLICK))
-				clif_parse_ActionRequest_sub(sd, 0x07, bl->id, gettick());
+			clif_parse_ActionRequest_sub(sd, 0x07, bl->id, gettick());
 			break;
 		case BL_PC:
 			clif_parse_ActionRequest_sub(sd, 0x07, bl->id, gettick());

+ 3 - 82
src/map/mob.c

@@ -1114,9 +1114,6 @@ static int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
 	if(battle_check_target(&md->bl,bl,BCT_ENEMY)<=0)
 		return 0;
 
-	if(md->nd && mob_script_callback(md, bl, CALLBACK_DETECT))
-		return 1; // We have script handling the work.
-
 	switch (bl->type)
 	{
 	case BL_PC:
@@ -1298,8 +1295,6 @@ static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick)
 					tbl = NULL;
 			}
 			if (tbl && status_check_skilluse(&md->bl, tbl, 0, 0)) {
-				if(md->nd)
-					mob_script_callback(md, bl, CALLBACK_ASSIST);
 				md->target_id=tbl->id;
 				md->min_chase=md->db->range3+distance_bl(&md->bl, tbl);
 				if(md->min_chase>MAX_MINCHASE)
@@ -1321,9 +1316,6 @@ int mob_unlocktarget(struct mob_data *md, unsigned int tick)
 {
 	nullpo_retr(0, md);
 
-	if(md->nd)
-		mob_script_callback(md, map_id2bl(md->target_id), CALLBACK_UNLOCK);
-
 	switch (md->state.skillstate) {
 	case MSS_WALK:
 		if (md->ud.walktimer != -1)
@@ -1368,7 +1360,6 @@ int mob_randomwalk(struct mob_data *md,unsigned int tick)
 	nullpo_retr(0, md);
 
 	if(DIFF_TICK(md->next_walktime,tick)>0 ||
-	   md->state.no_random_walk ||
 	   !unit_can_move(&md->bl) ||
 	   !(status_get_mode(&md->bl)&MD_CANMOVE))
 		return 0;
@@ -1717,7 +1708,7 @@ static int mob_ai_sub_lazy(struct mob_data *md, va_list args)
 
 	tick = va_arg(args,unsigned int);
 
-	if (md->nd || (battle_config.mob_ai&0x20 && map[md->bl.m].users>0))
+	if (battle_config.mob_ai&0x20 && map[md->bl.m].users>0)
 		return (int)mob_ai_sub_hard(md, tick);
 
 	if (md->bl.prev==NULL || md->status.hp == 0)
@@ -1908,34 +1899,6 @@ int mob_timer_delete(int tid, unsigned int tick, int id, intptr data)
 	return 0;
 }
 
-int mob_convertslave_sub(struct block_list *bl,va_list ap)
-{
-	struct mob_data *md, *md2 = NULL;
-
-	nullpo_retr(0, bl);
-	nullpo_retr(0, ap);
-	nullpo_retr(0, md = (struct mob_data *)bl);
-
-	md2=va_arg(ap,TBL_MOB *);
-
-	if(md->master_id > 0 && md->master_id == md2->bl.id){
-		md->state.killer = md2->state.killer;
-		md->special_state.ai = md2->special_state.ai;
-		md->nd = md2->nd;
-		md->callback_flag = md2->callback_flag;
-	}
-
-	return 0;
-}
-
-int mob_convertslave(struct mob_data *md)
-{
-	nullpo_retr(0, md);
-
-	map_foreachinmap(mob_convertslave_sub, md->bl.m, BL_MOB, md);
-	return 0;
-}
-
 /*==========================================
  *
  *------------------------------------------*/
@@ -2092,9 +2055,6 @@ void mob_damage(struct mob_data *md, struct block_list *src, int damage)
 	if (!src)
 		return;
 	
-	if(md->nd)
-		mob_script_callback(md, src, CALLBACK_ATTACK);
-	
 	if(md->special_state.ai==2/* && md->master_id == src->id*/)
 	{	//LOne WOlf explained that ANYONE can trigger the marine countdown skill. [Skotlex]
 		md->state.alchemist = 1;
@@ -2533,15 +2493,6 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
 	  	//Emperium destroyed by script. Discard mvp character. [Skotlex]
 		mvp_sd = NULL;
 
-	if(src && src->type == BL_MOB){
-		struct mob_data *smd = (struct mob_data *)src;
-		if(smd->nd)
-			mob_script_callback(smd, &md->bl, CALLBACK_KILL);
-	}
-
-	if(md->nd)
-		mob_script_callback(md, src, CALLBACK_DEAD);
-	else
 	if(md->npc_event[0] && !md->state.npc_killmonster)
 	{
 		md->status.hp = 0; //So that npc_event invoked functions KNOW that I am dead.
@@ -2584,11 +2535,7 @@ int mob_dead(struct mob_data *md, struct block_list *src, int type)
 
 	if(pcdb_checkid(md->vd->class_))
 	{	//Player mobs are not removed automatically by the client.
-		if(md->nd){
-			md->vd->dead_sit = 1;
-			return 1; // Let the dead body stay there.. we have something to do with it :D
-		} else
-			clif_clearunit_delayed(&md->bl, tick+3000);
+		clif_clearunit_delayed(&md->bl, tick+3000);
 	}
 
 	if(!md->spawn) //Tell status_damage to remove it from memory.
@@ -2608,10 +2555,7 @@ void mob_revive(struct mob_data *md, unsigned int hp)
 	md->last_pcneartime = 0;
 	if (!md->bl.prev)
 		map_addblock(&md->bl);
-	if(pcdb_checkid(md->vd->class_) && md->nd)
-		md->vd->dead_sit = 0;
-	else
-		clif_spawn(&md->bl);
+	clif_spawn(&md->bl);
 	skill_unit_move(&md->bl,tick,1);
 	mobskill_use(md, tick, MSC_SPAWN);
 	if (battle_config.show_mob_info&3)
@@ -2883,10 +2827,7 @@ int mob_summonslave(struct mob_data *md2,int *value,int amount,int skill_id)
 		md= mob_spawn_dataset(&data);
 		if(skill_id == NPC_SUMMONSLAVE){
 			md->master_id=md2->bl.id;
-			md->state.killer = md2->state.killer;
 			md->special_state.ai = md2->special_state.ai;
-			md->nd = md2->nd;
-			md->callback_flag = md2->callback_flag;
 		}
 		mob_spawn(md);
 		
@@ -3462,26 +3403,6 @@ int mob_clone_delete(int class_)
 	return 0;
 }
 
-int mob_script_callback(struct mob_data *md, struct block_list *target, short action_type)
-{
-	// DEBUG: Uncomment these if errors occur. ---
-	// nullpo_retr(md, 0);
-	// nullpo_retr(md->nd, 0);
-	// -------------------------------------------
-	if(md->callback_flag&action_type){
-		int regkey = add_str(".ai_action");
-		linkdb_replace(&md->nd->u.scr.script->script_vars,(void *)regkey, (void *)(int)action_type);
-		if(target){
-			linkdb_replace(&md->nd->u.scr.script->script_vars,(void *)(regkey+(1<<24)), (void *)(int)target->type);
-			linkdb_replace(&md->nd->u.scr.script->script_vars,(void *)(regkey+(2<<24)), (void *)target->id);
-		}
-		linkdb_replace(&md->nd->u.scr.script->script_vars,(void *)(regkey+(3<<24)), (void *)md->bl.id);
-		run_script(md->nd->u.scr.script, 0, 0, md->nd->bl.id);
-		return 1;
-	}
-	return 0;
-}
-
 //
 // �‰Šú‰»
 //

+ 0 - 19
src/map/mob.h

@@ -35,19 +35,6 @@
 #define MOB_CLONE_START (MAX_MOB_DB-999)
 #define MOB_CLONE_END MAX_MOB_DB
 
-// Scripted Mob AI Constants
-#define CALLBACK_NPCCLICK	0x100
-#define CALLBACK_ATTACK		0x80
-#define CALLBACK_DETECT		0x40
-#define CALLBACK_DEAD		0x20
-#define	CALLBACK_ASSIST		0x10
-#define CALLBACK_KILL		0x08
-#define CALLBACK_UNLOCK		0x04
-#define CALLBACK_WALKACK	0x02
-#define CALLBACK_WARPACK	0x01
-
-int mob_script_callback(struct mob_data *md, struct block_list *target, short action_type);
-
 struct mob_skill {
 	short state;
 	short skill_id,skill_lv;
@@ -107,8 +94,6 @@ struct mob_data {
 		unsigned steal_coin_flag : 1;
 		unsigned soul_change_flag : 1; // Celest
 		unsigned alchemist: 1;
-		unsigned no_random_walk: 1;
-		unsigned killer: 1;
 		unsigned spotted: 1;
 		unsigned char attacked_count; //For rude attacked.
 		int provoke_flag; // Celest
@@ -137,9 +122,6 @@ struct mob_data {
 	int deletetimer;
 	int master_id,master_dist;
 
-	struct npc_data *nd;
-	unsigned short callback_flag;
-	
 	short skillidx;
 	unsigned int skilldelay[MAX_MOBSKILL];
 	char npc_event[50];
@@ -269,7 +251,6 @@ int mobskill_castend_id( int tid, unsigned int tick, int id,int data );
 int mobskill_castend_pos( int tid, unsigned int tick, int id,int data );
 int mob_summonslave(struct mob_data *md2,int *value,int amount,int skill_id);
 int mob_countslave(struct block_list *bl);
-int mob_convertslave(struct mob_data *md);
 
 int mob_is_clone(int class_);
 

+ 0 - 1
src/map/npc.h

@@ -80,7 +80,6 @@ struct npc_data {
 
 #ifdef PCRE_SUPPORT
 void npc_chat_finalize(struct npc_data* nd);
-int mob_chat_sub(struct block_list* bl, va_list ap);
 #endif
 
 //Script NPC events.

+ 0 - 9
src/map/npc_chat.c

@@ -403,15 +403,6 @@ int npc_chat_sub(struct block_list* bl, va_list ap)
 	return 0;
 }
 
-int mob_chat_sub(struct block_list* bl, va_list ap)
-{
-	struct mob_data *md = (struct mob_data *)bl;
-	if(md->nd)
-		npc_chat_sub(&md->nd->bl, ap);
-	
-	return 0;
-}
-
 // Various script builtins used to support these functions
 
 int buildin_defpattern(struct script_state* st)

+ 0 - 2
src/map/pc.c

@@ -4968,8 +4968,6 @@ int pc_dead(struct map_session_data *sd,struct block_list *src)
 			status_calc_mob(md, 0);
 			status_percent_heal(src,10,0);
 		}
-		if(md->nd)
-			mob_script_callback(md, &sd->bl, CALLBACK_KILL);
 	}
 	break;
 	case BL_PET: //Pass on to master...

+ 0 - 222
src/map/script.c

@@ -12514,221 +12514,6 @@ BUILDIN_FUNC(pcstopfollow)
 // [zBuffer] List of mob control commands --->
 //## TODO always return if the request/whatever was successfull [FlavioJS]
 
-BUILDIN_FUNC(mobspawn)
-{
-	int class_,x,y,id;
-	const char *str,*map;
-
-	// Who?
-	str		=script_getstr(st,2);
-	// What?
-	class_	=script_getnum(st,3);
-	// Where?
-	map		=script_getstr(st,4);
-	x		=script_getnum(st,5);
-	y		=script_getnum(st,6);
-
-	id = mob_once_spawn(map_id2sd(st->rid),map_mapname2mapid(map),x,y,str,class_,1,"");
-	script_pushint(st,id);
-
-	return 0;
-}
-
-BUILDIN_FUNC(mobremove)
-{
-	int id;
-	struct block_list *bl = NULL;
-	id = script_getnum(st,2);
-
-	bl = map_id2bl(id);
-	if (bl && bl->type == BL_MOB)
-		unit_free(bl,0);
-
-	return 0;
-}
-
-BUILDIN_FUNC(getmobdata)
-{
-	int num, id;
-	char *name;
-	struct mob_data *md = NULL;
-	TBL_PC *sd = st->rid?map_id2sd(st->rid):NULL;
-	id = script_getnum(st,2);
-	
-	if(!(md = (struct mob_data *)map_id2bl(id)) || md->bl.type != BL_MOB || !data_isreference(script_getdata(st,3)) ){
-		ShowWarning("buildin_getmobdata: Error in argument!\n");
-		return -1;
-	}
-	
-	num=st->stack->stack_data[st->start+3].u.num;
-	name=(char *)(str_buf+str_data[num&0x00ffffff].str);
-	setd_sub(st,sd,name,0,(void *)(int)md->class_,script_getref(st,3));
-	setd_sub(st,sd,name,1,(void *)(int)md->level,script_getref(st,3));
-	setd_sub(st,sd,name,2,(void *)(int)md->status.hp,script_getref(st,3));
-	setd_sub(st,sd,name,3,(void *)(int)md->status.max_hp,script_getref(st,3));
-	setd_sub(st,sd,name,4,(void *)(int)md->master_id,script_getref(st,3));
-	setd_sub(st,sd,name,5,(void *)(int)md->bl.m,script_getref(st,3));
-	setd_sub(st,sd,name,6,(void *)(int)md->bl.x,script_getref(st,3));
-	setd_sub(st,sd,name,7,(void *)(int)md->bl.y,script_getref(st,3));
-	setd_sub(st,sd,name,8,(void *)(int)md->status.speed,script_getref(st,3));
-	setd_sub(st,sd,name,9,(void *)(int)md->status.mode,script_getref(st,3));
-	setd_sub(st,sd,name,10,(void *)(int)md->special_state.ai,script_getref(st,3));
-	setd_sub(st,sd,name,11,(void *)(int)md->sc.option,script_getref(st,3));
-	setd_sub(st,sd,name,12,(void *)(int)md->vd->sex,script_getref(st,3));
-	setd_sub(st,sd,name,13,(void *)(int)md->vd->class_,script_getref(st,3));
-	setd_sub(st,sd,name,14,(void *)(int)md->vd->hair_style,script_getref(st,3));
-	setd_sub(st,sd,name,15,(void *)(int)md->vd->hair_color,script_getref(st,3));
-	setd_sub(st,sd,name,16,(void *)(int)md->vd->head_bottom,script_getref(st,3));
-	setd_sub(st,sd,name,17,(void *)(int)md->vd->head_mid,script_getref(st,3));
-	setd_sub(st,sd,name,18,(void *)(int)md->vd->head_top,script_getref(st,3));
-	setd_sub(st,sd,name,19,(void *)(int)md->vd->cloth_color,script_getref(st,3));
-	setd_sub(st,sd,name,20,(void *)(int)md->vd->shield,script_getref(st,3));
-	setd_sub(st,sd,name,21,(void *)(int)md->vd->weapon,script_getref(st,3));
-	setd_sub(st,sd,name,22,(void *)(int)md->vd->shield,script_getref(st,3));
-	setd_sub(st,sd,name,23,(void *)(int)md->ud.dir,script_getref(st,3));
-	setd_sub(st,sd,name,24,(void *)(int)md->state.killer,script_getref(st,3));
-	setd_sub(st,sd,name,25,(void *)(int)md->callback_flag,script_getref(st,3));
-	setd_sub(st,sd,name,26,(void *)(int)md->state.no_random_walk, script_getref(st,3));
-	return 0;
-}
-
-/// Changes the data of a mob
-///
-/// setmobdata <mob unit id>,<type>,<value>;
-BUILDIN_FUNC(setmobdata)
-{
-	struct block_list* mob_bl;
-
-	mob_bl = map_id2bl(script_getnum(st,2));
-
-	if( mob_bl != NULL && mob_bl->type == BL_MOB )
-	{
-		TBL_MOB* md = (TBL_MOB*)mob_bl;
-		int type;
-		int value;
-
-		type = script_getnum(st,3);
-		value = script_getnum(st,4);
-
-		switch( type )
-		{
-		case 0:  md->class_ = (short)value; break;
-		case 1:  md->level = (unsigned short)value; break;
-		case 2:  md->status.hp = (unsigned int)value; break;
-		case 3:  md->status.max_hp = (unsigned int)value; break;
-		case 4:  md->master_id = value; break;
-		case 5:  md->bl.m = (short)value; break;
-		case 6:  md->bl.x = (short)value; break;
-		case 7:  md->bl.y = (short)value; break;
-		case 8:  md->status.speed = (unsigned short)value; break;
-		case 9:  md->status.mode = (unsigned short)value; break;
-		case 10: md->special_state.ai = (unsigned int)value; break;
-		case 11: md->sc.option = (unsigned short)value; break;
-		case 12: md->vd->sex = (char)value; break;
-		case 13: md->vd->class_ = (unsigned short)value; break;
-		case 14: md->vd->hair_style = (unsigned short)value; break;
-		case 15: md->vd->hair_color = (unsigned short)value; break;
-		case 16: md->vd->head_bottom = (unsigned short)value; break;
-		case 17: md->vd->head_mid = (unsigned short)value; break;
-		case 18: md->vd->head_top = (unsigned short)value; break;
-		case 19: md->vd->cloth_color = (unsigned short)value; break;
-		case 20: md->vd->shield = (unsigned short)value; break;
-		case 21: md->vd->weapon = (unsigned short)value; break;
-		case 22: md->vd->shield = (unsigned short)value; break;
-		case 23: md->ud.dir = (unsigned char)value; break;
-		case 24: md->state.killer = value > 0 ? 1 : 0; break;
-		case 25: md->callback_flag = (short)value; break;
-		case 26: md->state.no_random_walk = value > 0 ? 1 : 0; break;
-		default:
-			ShowError("script:setmobdata: unknown data identifier %d\n", type);
-			return 1;
-		}
-	}
-
-	return 0;
-}
-
-/// Makes the mob assist the target unit as a slave
-///
-/// mobassist <mob unit id>,"<player name>";
-/// mobassist <mob unit id>,<target id>;
-BUILDIN_FUNC(mobassist)
-{
-	struct block_list* mob_bl;
-
-	// get mob
-	mob_bl = map_id2bl(script_getnum(st,2));
-	if( mob_bl != NULL && mob_bl->type == BL_MOB )
-	{
-		TBL_MOB* md = (TBL_MOB*)mob_bl;
-		struct block_list* target_bl = NULL;
-		struct script_data* data;
-
-		// get target
-		data = script_getdata(st, 3);
-		get_val(st, data);
-		if( data_isstring(data) )
-		{
-			TBL_PC* sd = map_nick2sd(conv_str(st, data));
-			if( sd != NULL )
-				target_bl = &sd->bl;
-		}
-		if( target_bl == NULL )
-			target_bl = map_id2bl(conv_num(st, data));
-
-		// set mob as slave
-		if( target_bl != NULL )
-		{
-			struct unit_data* ud;
-
-			md->master_id = target_bl->id;
-			md->state.killer = 1;
-			mob_convertslave(md);
-			ud = unit_bl2ud(mob_bl);
-			if( ud != NULL )
-			{
-				if( ud->target != 0 )
-					md->target_id = ud->target;
-				else if( ud->skilltarget != 0 )
-					md->target_id = ud->skilltarget;
-				if( md->target_id != 0 )
-					unit_walktobl(&md->bl, map_id2bl(md->target_id), 65025, 2);
-			}
-		}
-	}
-
-	return 0;
-}
-
-/// Attaches the current npc or the target npc to the mob unit
-///
-/// mobattach <mob unit id>{,"<npc name>"};
-BUILDIN_FUNC(mobattach)
-{
-	struct block_list* mob_bl;
-
-	mob_bl = map_id2bl(script_getnum(st,2));
-	if( mob_bl != NULL && mob_bl->type == BL_MOB )
-	{
-		TBL_MOB* md = (TBL_MOB*)mob_bl;
-		TBL_NPC* nd = NULL;
-
-		if( script_hasdata(st,3) )
-			nd = npc_name2id(script_getstr(st, 3));
-		else
-		{
-			struct block_list* npc_bl = map_id2bl(st->oid);
-			if( npc_bl != NULL && npc_bl->type == BL_NPC )
-				nd = (TBL_NPC*)npc_bl;
-		}
-
-		if( nd != NULL )
-			md->nd = nd;
-	}
-
-	return 0;
-}
-
 /// Makes the unit walk to target position or map
 /// Returns if it was successfull
 ///
@@ -12844,7 +12629,6 @@ BUILDIN_FUNC(unitattack)
 		script_pushint(st, 1);
 		return 0;
 	case BL_MOB:
-		((TBL_MOB *)unit_bl)->state.killer = 1;
 		((TBL_MOB *)unit_bl)->target_id = target_bl->id;
 		break;
 	case BL_PET:
@@ -13636,12 +13420,6 @@ struct script_function buildin_func[] = {
 	BUILDIN_DEF(pcblockmove,"ii"),
 	// <--- [zBuffer] List of player cont commands
 	// [zBuffer] List of mob control commands --->
-	BUILDIN_DEF(mobspawn,"*"),
-	BUILDIN_DEF(mobremove,"i"),
-	BUILDIN_DEF(getmobdata,"i*"),
-	BUILDIN_DEF(setmobdata,"iii"),
-	BUILDIN_DEF(mobassist,"i?"),
-	BUILDIN_DEF(mobattach,"i?"),
 	BUILDIN_DEF(unitwalk,"ii?"),
 	BUILDIN_DEF(unitkill,"i"),
 	BUILDIN_DEF(unitwarp,"isii"),

+ 0 - 7
src/map/unit.c

@@ -256,8 +256,6 @@ static int unit_walktoxy_timer(int tid, unsigned int tick, int id, intptr data)
 	else {	//Stopped walking. Update to_x and to_y to current location [Skotlex]
 		ud->to_x = bl->x;
 		ud->to_y = bl->y;
-		if(md && md->nd) // Tell the script engine we've finished walking (for AI pathfinding)
-			mob_script_callback(md, NULL, CALLBACK_WALKACK);
 	}
 	return 0;
 }
@@ -630,11 +628,6 @@ int unit_warp(struct block_list *bl,short m,short x,short y,int type)
 	clif_spawn(bl);
 	skill_unit_move(bl,gettick(),1);
 
-	if(bl->type == BL_MOB){
-		TBL_MOB *md = (TBL_MOB *)bl;
-		if(md->nd) // Tell the script engine we've warped
-			mob_script_callback(md, NULL, CALLBACK_WARPACK);
-	}
 	return 0;
 }