// Copyright (c) rAthena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #include "mob.hpp" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "achievement.hpp" #include "battle.hpp" #include "clif.hpp" #include "elemental.hpp" #include "guild.hpp" #include "homunculus.hpp" #include "intif.hpp" #include "itemdb.hpp" #include "log.hpp" #include "map.hpp" #include "mercenary.hpp" #include "npc.hpp" #include "party.hpp" #include "path.hpp" #include "pc.hpp" #include "pet.hpp" #include "quest.hpp" using namespace rathena; #define ACTIVE_AI_RANGE 4 //Distance added on top of 'AREA_SIZE' at which mobs enter active AI mode. const t_tick MOB_MAX_DELAY = 24 * 3600 * 1000; #define RUDE_ATTACKED_COUNT 1 //After how many rude-attacks should the skill be used? // On official servers, monsters will only seek targets that are closer to walk to than their // search range. The search range is affected depending on if the monster is walking or not. // On some maps there can be a quite long path for just walking two cells in a direction and // the client does not support displaying walk paths that are longer than 14 cells, so this // option reduces position lag in such situation. But doing a complex search for every possible // target, might be CPU intensive. // Disable this to make monsters not do any path search when looking for a target (old behavior). #define ACTIVEPATHSEARCH // Limits for the monster database #define MIN_MOB_DB 1000 #define MAX_MOB_DB 3999 #define MIN_MOB_DB2 20020 #define MAX_MOB_DB2 31999 // These define the range of available IDs for clones. [Valaris] #define MOB_CLONE_START MAX_MOB_DB #define MOB_CLONE_END MIN_MOB_DB2 // holds Monster Spawn informations std::unordered_map> mob_spawn_data; MobItemRatioDatabase mob_item_drop_ratio; /// Mob skill struct for temporary storage struct s_mob_skill_db { int32 mob_id; ///< Monster ID. -1 boss types, -2 normal types, -3 all monsters std::vector> skill; ///< Skills }; std::unordered_map> mob_skill_db; /// Monster skill temporary db. s_mob_skill_db -> mobid std::unordered_map> mob_delayed_drops; std::unordered_map> mob_looted_drops; MobSummonDatabase mob_summon_db; MobChatDatabase mob_chat_db; MapDropDatabase map_drop_db; /*========================================== * Local prototype declaration (only required thing) *------------------------------------------*/ static TIMER_FUNC(mob_spawn_guardian_sub); int32 mob_skill_id2skill_idx(int32 mob_id,uint16 skill_id); /*========================================== [Playtester] * Removes all characters that spotted the monster but are no longer online * @param md: Monster whose spotted log should be cleaned *------------------------------------------*/ void mob_clean_spotted(struct mob_data *md) { int32 i; for (i = 0; i < DAMAGELOG_SIZE; i++) { if (md->spotted_log[i] && !map_charid2sd(md->spotted_log[i])) md->spotted_log[i] = 0; } } /*========================================== [Playtester] * Adds a char_id to the spotted log of a monster * @param md: Monster to whose spotted log char_id should be added * @param char_id: Char_id to add to the spotted log *------------------------------------------*/ void mob_add_spotted(struct mob_data *md, uint32 char_id) { int32 i; //Check if char_id is already logged for (i = 0; i < DAMAGELOG_SIZE; i++) { if (md->spotted_log[i] == char_id) return; } //Not logged, add char_id to first empty slot for (i = 0; i < DAMAGELOG_SIZE; i++) { if (md->spotted_log[i] == 0) { md->spotted_log[i] = char_id; return; } } } /*========================================== [Playtester] * Checks if a monster was spotted * @param md: Monster to check * @return Returns true if the monster is spotted, otherwise 0 *------------------------------------------*/ bool mob_is_spotted(struct mob_data *md) { int32 i; //Check if monster is spotted for (i = 0; i < DAMAGELOG_SIZE; i++) { if (md->spotted_log[i] != 0) return true; //Spotted } return false; //Not spotted } /** * Tomb spawn time calculations * @param nd: NPC data */ int32 mvptomb_setdelayspawn(struct npc_data *nd) { if (nd->u.tomb.spawn_timer != INVALID_TIMER) delete_timer(nd->u.tomb.spawn_timer, mvptomb_delayspawn); nd->u.tomb.spawn_timer = add_timer(gettick() + battle_config.mvp_tomb_delay, mvptomb_delayspawn, nd->bl.id, 0); return 0; } /** * Tomb spawn with delay (timer function) * @param tid: Timer ID * @param tick: Time * @param id: Block list ID * @param data: Used for add_timer_func_list */ TIMER_FUNC(mvptomb_delayspawn){ struct npc_data *nd = BL_CAST(BL_NPC, map_id2bl(id)); if (nd) { if (nd->u.tomb.spawn_timer != tid) { ShowError("mvptomb_delayspawn: Timer mismatch: %d != %d\n", tid, nd->u.tomb.spawn_timer); return 0; } nd->u.tomb.spawn_timer = INVALID_TIMER; clif_spawn(&nd->bl); } return 0; } /** * Create and display a tombstone on the map * @param md: the mob to create a tombstone for * @param killer: name of player who killed the mob * @param time: time of mob's death * @author [GreenBox] */ void mvptomb_create(struct mob_data *md, char *killer, time_t time) { struct npc_data *nd; if ( md->tomb_nid ) mvptomb_destroy(md); CREATE(nd, struct npc_data, 1); new (nd) npc_data(); nd->bl.id = md->tomb_nid = npc_get_new_npc_id(); nd->ud.dir = md->ud.dir; nd->bl.m = md->bl.m; nd->bl.x = md->bl.x; nd->bl.y = md->bl.y; nd->bl.type = BL_NPC; safestrncpy(nd->name, msg_txt(nullptr,656), sizeof(nd->name)); nd->class_ = 565; nd->speed = DEFAULT_NPC_WALK_SPEED; nd->subtype = NPCTYPE_TOMB; nd->u.tomb.md = md; nd->u.tomb.kill_time = time; nd->u.tomb.spawn_timer = INVALID_TIMER; nd->dynamicnpc.owner_char_id = 0; nd->dynamicnpc.last_interaction = 0; nd->dynamicnpc.removal_tid = INVALID_TIMER; if (killer) safestrncpy(nd->u.tomb.killer_name, killer, NAME_LENGTH); else nd->u.tomb.killer_name[0] = '\0'; map_addnpc(nd->bl.m, nd); if(map_addblock(&nd->bl)) return; status_set_viewdata(&nd->bl, nd->class_); status_change_init(&nd->bl); unit_dataset(&nd->bl); mvptomb_setdelayspawn(nd); } /** * Destroys MVP Tomb * @param md: Mob data */ void mvptomb_destroy(struct mob_data *md) { struct npc_data *nd; if ( (nd = map_id2nd(md->tomb_nid)) ) { int32 i; struct map_data *mapdata = map_getmapdata(nd->bl.m); clif_clearunit_area( nd->bl, CLR_OUTSIGHT ); map_delblock(&nd->bl); ARR_FIND( 0, mapdata->npc_num, i, mapdata->npc[i] == nd ); if( !(i == mapdata->npc_num) ) { mapdata->npc_num--; mapdata->npc[i] = mapdata->npc[mapdata->npc_num]; mapdata->npc[mapdata->npc_num] = nullptr; } map_deliddb(&nd->bl); aFree(nd); } md->tomb_nid = 0; } /** * Sub function for mob namesearch. Here is defined which are accepted. */ static bool mobdb_searchname_sub(uint16 mob_id, const char * const str, bool full_cmp) { std::shared_ptr mob = mob_db.find(mob_id); if (mob == nullptr) return false; if( mobdb_checkid(mob_id) <= 0 ) return false; // invalid mob_id (includes clone check) if (strcmpi(mob->sprite.c_str(), str) == 0) return true; // If AegisName matches exactly, always return true if(!mob->base_exp && !mob->job_exp && !mob_has_spawn(mob_id)) return false; // Monsters with no base/job exp and no spawn point are, by this criteria, considered "slave mobs" and excluded from search results if( full_cmp ) { // str must equal the db value if( strcmpi(mob->name.c_str(), str) == 0 || strcmpi(mob->jname.c_str(), str) == 0) return true; } else { // str must be in the db value if( stristr(mob->name.c_str(), str) != nullptr || stristr(mob->jname.c_str(), str) != nullptr || stristr(mob->sprite.c_str(), str) != nullptr ) return true; } return false; } /** * Searches for the Mobname */ uint16 mobdb_searchname_(const char * const str, bool full_cmp) { for( auto const &mobdb_pair : mob_db ) { const uint16 mob_id = mobdb_pair.first; if( mobdb_searchname_sub(mob_id, str, full_cmp) ) return mob_id; } return 0; } uint16 mobdb_searchname(const char * const str) { return mobdb_searchname_(str, true); } std::shared_ptr mobdb_search_aegisname( const char* str ){ for( auto &mobdb_pair : mob_db ){ if( strcmpi( str, mobdb_pair.second->sprite.c_str() ) == 0 ){ return mobdb_pair.second; } } return nullptr; } /*========================================== * Searches up to N matches. Prioritizing full matches first. Returns the number of matches *------------------------------------------*/ uint16 mobdb_searchname_array(const char *str, uint16 * out, uint16 size) { uint16 count = 0; const auto &mob_list = mob_db.getCache(); // Full compare first for (const auto& mob : mob_list) { if (mob == nullptr) continue; if (mobdb_searchname_sub(mob->id, str, true)) { out[count] = mob->id; if (++count >= size) return count; } } // If there are still free places, check if search string is contained in a name but not equal if (count < size) { for (const auto& mob : mob_list) { if (mob == nullptr) continue; if (mobdb_searchname_sub(mob->id, str, false) && !mobdb_searchname_sub(mob->id, str, true)) { out[count] = mob->id; if (++count >= size) return count; } } } return count; } /*========================================== * Id Mob is checked. *------------------------------------------*/ int32 mobdb_checkid(const int32 id) { if (!mob_db.exists(id)) return 0; if (mob_is_clone(id)) //checkid is used mostly for random ID based code, therefore clone mobs are out of the question. return 0; return id; } /*========================================== * Returns the view data associated to this mob class. *------------------------------------------*/ struct view_data * mob_get_viewdata(int32 mob_id) { std::shared_ptr db = mob_db.find(mob_id); if (db == nullptr) return nullptr; return &db->vd; } e_mob_bosstype s_mob_db::get_bosstype(){ if( status_has_mode( &this->status, MD_MVP ) ){ return BOSSTYPE_MVP; }else if( this->status.class_ == CLASS_BOSS ){ return BOSSTYPE_MINIBOSS; }else{ return BOSSTYPE_NONE; } } e_mob_bosstype mob_data::get_bosstype(){ if( status_has_mode( &this->status, MD_MVP ) ){ return BOSSTYPE_MVP; }else if( this->status.class_ == CLASS_BOSS ){ return BOSSTYPE_MINIBOSS; }else{ return BOSSTYPE_NONE; } } /** * Create unique view data associated to a spawned monster. * @param md: Mob to adjust */ void mob_set_dynamic_viewdata( struct mob_data* md ){ // If it is a valid monster and it has not already been created if( md && !md->vd_changed ){ // Allocate a dynamic entry struct view_data* vd = (struct view_data*)aMalloc( sizeof( struct view_data ) ); // Copy the current values memcpy( vd, md->vd, sizeof( struct view_data ) ); // Update the pointer to the new entry md->vd = vd; // Flag it as changed so it is freed later on md->vd_changed = true; } } /** * Free any view data associated to a spawned monster. * @param md: Mob to free */ void mob_free_dynamic_viewdata( struct mob_data* md ){ // If it is a valid monster and it has already been allocated if( md && md->vd_changed ){ // Free it aFree( md->vd ); // Remove the reference md->vd = nullptr; // Unflag it as changed md->vd_changed = false; } } /*========================================== * Cleans up mob-spawn data to make it "valid" *------------------------------------------*/ int32 mob_parse_dataset(struct spawn_data *data) { size_t len; if ((!mobdb_checkid(data->id) && !mob_is_clone(data->id)) || !data->num) return 0; if( ( len = strlen(data->eventname) ) > 0 ) { if( data->eventname[len-1] == '"' ) data->eventname[len-1] = '\0'; //Remove trailing quote. if( data->eventname[0] == '"' ) //Strip leading quotes memmove(data->eventname, data->eventname+1, len-1); } if(strcmp(data->name,"--en--")==0) safestrncpy(data->name, mob_db.find(data->id)->name.c_str(), sizeof(data->name)); else if(strcmp(data->name,"--ja--")==0) safestrncpy(data->name, mob_db.find(data->id)->jname.c_str(), sizeof(data->name)); return 1; } /*========================================== * Generates the basic mob data using the spawn_data provided. *------------------------------------------*/ struct mob_data* mob_spawn_dataset(struct spawn_data *data) { struct mob_data *md = (struct mob_data*)aCalloc(1, sizeof(struct mob_data)); new(md) mob_data(); md->bl.id= npc_get_new_npc_id(); md->bl.type = BL_MOB; md->bl.m = data->m; md->bl.x = data->x; md->bl.y = data->y; md->mob_id = data->id; md->state.boss = data->state.boss; md->db = mob_db.find(md->mob_id); if (data->level > 0) md->level = data->level; memcpy(md->name, data->name, NAME_LENGTH); if (data->state.ai) md->special_state.ai = data->state.ai; if (data->state.size) md->special_state.size = data->state.size; if (data->eventname[0] && strlen(data->eventname) >= 4) safestrncpy(md->npc_event, data->eventname, EVENT_NAME_LENGTH); if(status_has_mode(&md->db->status,MD_LOOTER)) md->lootitems = (struct s_mob_lootitem *)aCalloc(LOOTITEM_SIZE,sizeof(struct s_mob_lootitem)); md->spawn_timer = INVALID_TIMER; md->deletetimer = INVALID_TIMER; md->skill_idx = -1; md->centerX = data->x; md->centerY = data->y; status_set_viewdata(&md->bl, md->mob_id); status_change_init(&md->bl); unit_dataset(&md->bl); map_addiddb(&md->bl); return md; } /*========================================== * Fetches a random mob_id [Skotlex] * type: Where to fetch from (see enum e_random_monster) * flag: Type of checks to apply (see enum e_random_monster_flags) * lv: Mob level to check against *------------------------------------------*/ int32 mob_get_random_id(int32 type, enum e_random_monster_flags flag, int32 lv) { std::shared_ptr summon = mob_summon_db.find(type); if (type == MOBG_BLOODY_DEAD_BRANCH && flag&RMF_MOB_NOT_BOSS) flag = static_cast(flag&~RMF_MOB_NOT_BOSS); if (!summon) { ShowError("mob_get_random_id: Invalid type (%d) of random monster.\n", type); return 0; } if (summon->list.empty()) { ShowError("mob_get_random_id: Random monster type %d is not defined.\n", type); return 0; } for( size_t i = 0, max = summon->list.size() * 3; i < max; i++ ){ std::shared_ptr entry = util::umap_random( summon->list ); std::shared_ptr mob = mob_db.find( entry->mob_id ); if(mob == nullptr || mob_is_clone( entry->mob_id ) || (flag&RMF_DB_RATE && (entry->rate < 1000000 && entry->rate <= rnd() % 1000000)) || (flag&RMF_CHECK_MOB_LV && lv < mob->lv) || (flag&RMF_MOB_NOT_BOSS && status_has_mode(&mob->status,MD_STATUSIMMUNE) ) || (flag&RMF_MOB_NOT_SPAWN && !mob_has_spawn( entry->mob_id )) || (flag&RMF_MOB_NOT_PLANT && status_has_mode(&mob->status,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) ) ){ continue; } return entry->mob_id; } if (!mob_db.exists( summon->default_mob_id )) { ShowError("mob_get_random_id: Default monster is not defined for type %d.\n", type); return 0; } return summon->default_mob_id; } /*========================================== * Kill Steal Protection [Zephyrus] *------------------------------------------*/ bool mob_ksprotected (struct block_list *src, struct block_list *target) { struct block_list *s_bl, *t_bl; map_session_data *sd, // Source *t_sd; // Mob Target struct mob_data *md; t_tick tick = gettick(); if( !battle_config.ksprotection ) return false; // KS Protection Disabled if( !(md = BL_CAST(BL_MOB,target)) ) return false; // Tarjet is not MOB if( (s_bl = battle_get_master(src)) == nullptr ) s_bl = src; if( !(sd = BL_CAST(BL_PC,s_bl)) ) return false; // Master is not PC t_bl = map_id2bl(md->target_id); if( !t_bl || (s_bl = battle_get_master(t_bl)) == nullptr ) s_bl = t_bl; t_sd = BL_CAST(BL_PC,s_bl); do { struct status_change_entry *sce; map_session_data *pl_sd; // Owner struct map_data *mapdata = map_getmapdata(md->bl.m); char output[128]; if( mapdata->getMapFlag(MF_ALLOWKS) || mapdata_flag_ks(mapdata) ) return false; // Ignores GVG, PVP and AllowKS map flags if( md->get_bosstype() == BOSSTYPE_MVP || md->master_id ) return false; // MVP, Slaves mobs ignores KS if( (sce = md->sc.getSCE(SC_KSPROTECTED)) == nullptr ) break; // No KS Protected if( sd->bl.id == sce->val1 || // Same Owner (sce->val2 == 2 && sd->status.party_id && sd->status.party_id == sce->val3) || // Party KS allowed (sce->val2 == 3 && sd->status.guild_id && sd->status.guild_id == sce->val4) ) // Guild KS allowed break; if( t_sd && ( (sce->val2 == 1 && sce->val1 != t_sd->bl.id) || (sce->val2 == 2 && sce->val3 && sce->val3 != t_sd->status.party_id) || (sce->val2 == 3 && sce->val4 && sce->val4 != t_sd->status.guild_id)) ) break; if( (pl_sd = map_id2sd(sce->val1)) == nullptr || pl_sd->bl.m != md->bl.m ) break; if( !pl_sd->state.noks ) return false; // No KS Protected, but normal players should be protected too // Message to KS if( DIFF_TICK(sd->ks_floodprotect_tick, tick) <= 0 ) { sprintf(output, "[KS Warning!! - Owner : %s]", pl_sd->status.name); clif_messagecolor(&sd->bl, color_table[COLOR_LIGHT_GREEN], output, false, SELF); sd->ks_floodprotect_tick = tick + 2000; } // Message to Owner if( DIFF_TICK(pl_sd->ks_floodprotect_tick, tick) <= 0 ) { sprintf(output, "[Watch out! %s is trying to KS you!]", sd->status.name); clif_messagecolor(&pl_sd->bl, color_table[COLOR_LIGHT_GREEN], output, false, SELF); pl_sd->ks_floodprotect_tick = tick + 2000; } return true; } while(0); status_change_start(src, target, SC_KSPROTECTED, 10000, sd->bl.id, sd->state.noks, sd->status.party_id, sd->status.guild_id, battle_config.ksprotection, SCSTART_NOAVOID); return false; } struct mob_data *mob_once_spawn_sub(struct block_list *bl, int16 m, int16 x, int16 y, const char *mobname, int32 mob_id, const char *event, uint32 size, enum mob_ai ai) { struct spawn_data data; memset(&data, 0, sizeof(struct spawn_data)); //why ? this might screw attribute object and cause leak.. data.m = m; data.num = 1; data.id = mob_id; data.state.size = size; data.state.ai = ai; if (mobname) safestrncpy(data.name, mobname, sizeof(data.name)); else if (battle_config.override_mob_names == 1) strcpy(data.name, "--en--"); else strcpy(data.name, "--ja--"); if (event) safestrncpy(data.eventname, event, sizeof(data.eventname)); // Locate spot next to player. if (bl && (x < 0 || y < 0)) map_search_freecell(bl, m, &x, &y, 1, 1, 0); struct map_data *mapdata = map_getmapdata(m); // if none found, pick random position on map if (x <= 0 || x >= mapdata->xs || y <= 0 || y >= mapdata->ys) map_search_freecell(nullptr, m, &x, &y, -1, -1, 1); data.x = x; data.y = y; if (!mob_parse_dataset(&data)) return nullptr; return mob_spawn_dataset(&data); } /*========================================== * Spawn a single mob on the specified coordinates. *------------------------------------------*/ int32 mob_once_spawn(map_session_data* sd, int16 m, int16 x, int16 y, const char* mobname, int32 mob_id, int32 amount, const char* event, uint32 size, enum mob_ai ai) { struct mob_data* md = nullptr; int32 count, lv; if (m < 0 || amount <= 0) return 0; // invalid input lv = (sd) ? sd->status.base_level : 255; for (count = 0; count < amount; count++) { int32 c = (mob_id >= 0) ? mob_id : mob_get_random_id(-mob_id - 1, (battle_config.random_monster_checklv) ? static_cast(RMF_DB_RATE|RMF_CHECK_MOB_LV) : RMF_DB_RATE, lv); md = mob_once_spawn_sub((sd) ? &sd->bl : nullptr, m, x, y, mobname, c, event, size, ai); if (!md) continue; if (mob_id == MOBID_EMPERIUM) { std::shared_ptr gc = castle_db.mapindex2gc(map_getmapdata(m)->index); auto g = (gc) ? guild_search(gc->guild_id) : nullptr; if (gc) { md->guardian_data = (struct guardian_data*)aCalloc(1, sizeof(struct guardian_data)); new(md->guardian_data) guardian_data(); md->guardian_data->castle = gc; md->guardian_data->number = MAX_GUARDIANS; md->guardian_data->guild_id = gc->guild_id; if (g) { md->guardian_data->emblem_id = g->guild.emblem_id; memcpy(md->guardian_data->guild_name, g->guild.name, NAME_LENGTH); } else if (gc->guild_id) // Guild is not yet available, retry after the configured timespan. add_timer(gettick() + battle_config.mob_respawn_time,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id); } } // end addition [Valaris] mob_spawn(md); if (mob_id < 0 && battle_config.dead_branch_active) //Behold Aegis's masterful decisions yet again... //"I understand the "Aggressive" part, but the "Can Move" and "Can Attack" is just stupid" - Poki#3 sc_start4(nullptr,&md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE|MD_CANATTACK|MD_CANMOVE|MD_ANGRY, 0, 60000); } return (md) ? md->bl.id : 0; // id of last spawned mob } /*========================================== * Spawn mobs in the specified area. *------------------------------------------*/ int32 mob_once_spawn_area(map_session_data* sd, int16 m, int16 x0, int16 y0, int16 x1, int16 y1, const char* mobname, int32 mob_id, int32 amount, const char* event, uint32 size, enum mob_ai ai) { int32 i, max, id = 0; int32 lx = -1, ly = -1; if (m < 0 || amount <= 0) return 0; // invalid input // normalize x/y coordinates if (x0 > x1) std::swap(x0, x1); if (y0 > y1) std::swap(y0, y1); // choose a suitable max. number of attempts max = (y1 - y0 + 1)*(x1 - x0 + 1)*3; if (max > 1000) max = 1000; // spawn mobs, one by one for (i = 0; i < amount; i++) { int32 x, y; int32 j = 0; // find a suitable map cell do { x = rnd()%(x1-x0+1)+x0; y = rnd()%(y1-y0+1)+y0; j++; } while (map_getcell(m,x,y,CELL_CHKNOPASS) && j < max); if (j == max) {// attempt to find an available cell failed if (lx == -1 && ly == -1) return 0; // total failure // fallback to last good x/y pair x = lx; y = ly; } // record last successful coordinates lx = x; ly = y; id = mob_once_spawn(sd, m, x, y, mobname, mob_id, 1, event, size, ai); } return id; // id of last spawned mob } /*========================================== * Set a Guardian's guild data [Skotlex] *------------------------------------------*/ static TIMER_FUNC(mob_spawn_guardian_sub){ //Needed because the guild_data may not be available at guardian spawn time. struct block_list* bl = map_id2bl(id); struct mob_data* md; int32 guardup_lv; if (bl == nullptr) //It is possible mob was already removed from map when the castle has no owner. [Skotlex] return 0; if (bl->type != BL_MOB) { ShowError("mob_spawn_guardian_sub: Block error!\n"); return 0; } md = (struct mob_data*)bl; nullpo_ret(md->guardian_data); auto g = guild_search((int32)data); if (g == nullptr) { //Liberate castle, if the guild is not found this is an error! [Skotlex] ShowError("mob_spawn_guardian_sub: Couldn't load guild %d!\n", (int32)data); if (md->mob_id == MOBID_EMPERIUM) { //Not sure this is the best way, but otherwise we'd be invoking this for ALL guardians spawned later on. md->guardian_data->guild_id = 0; if (md->guardian_data->castle->guild_id) //Free castle up. { ShowNotice("Clearing ownership of castle %d (%s)\n", md->guardian_data->castle->castle_id, md->guardian_data->castle->castle_name); guild_castledatasave(md->guardian_data->castle->castle_id, CD_GUILD_ID, 0); } } else { if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS && md->guardian_data->castle->guardian[md->guardian_data->number].visible) guild_castledatasave(md->guardian_data->castle->castle_id, CD_ENABLED_GUARDIAN00 + md->guardian_data->number,0); unit_free(&md->bl,CLR_OUTSIGHT); //Remove guardian. } return 0; } guardup_lv = guild_checkskill(g->guild, GD_GUARDUP); md->guardian_data->emblem_id = g->guild.emblem_id; memcpy(md->guardian_data->guild_name, g->guild.name, NAME_LENGTH); md->guardian_data->guardup_lv = guardup_lv; if( guardup_lv ) status_calc_mob(md, SCO_NONE); //Give bonuses. return 0; } /*========================================== * Summoning Guardians [Valaris] *------------------------------------------*/ int32 mob_spawn_guardian(const char* mapname, int16 x, int16 y, const char* mobname, int32 mob_id, const char* event, int32 guardian, bool has_index) { struct mob_data *md=nullptr; struct spawn_data data; std::shared_ptr g = nullptr; int16 m; memset(&data, 0, sizeof(struct spawn_data)); //fixme data.num = 1; m=map_mapname2mapid(mapname); if(m<0) { ShowWarning("mob_spawn_guardian: Map [%s] not found.\n", mapname); return 0; } data.m = m; data.num = 1; if(mob_id<=0) { mob_id = mob_get_random_id(-mob_id-1, RMF_DB_RATE, 0); if (!mob_id) return 0; } data.id = mob_id; if( !has_index ) { guardian = -1; } else if( guardian < 0 || guardian >= MAX_GUARDIANS ) { ShowError("mob_spawn_guardian: Invalid guardian index %d for guardian %d (castle map %s)\n", guardian, mob_id, mapname); return 0; } if((x<=0 || y<=0) && !map_search_freecell(nullptr, m, &x, &y, -1,-1, 1)) { ShowWarning("mob_spawn_guardian: Couldn't locate a spawn cell for guardian class %d (index %d) at castle map %s\n",mob_id, guardian, mapname); return 0; } data.x = x; data.y = y; safestrncpy(data.name, mobname, sizeof(data.name)); safestrncpy(data.eventname, event, sizeof(data.eventname)); if (!mob_parse_dataset(&data)) return 0; std::shared_ptr gc = castle_db.mapname2gc(mapname); if (gc == nullptr) { ShowError("mob_spawn_guardian: No castle set at map %s\n", mapname); return 0; } if (!gc->guild_id) ShowWarning("mob_spawn_guardian: Spawning guardian %d on a castle with no guild (castle map %s)\n", mob_id, mapname); else g = guild_search(gc->guild_id); if( has_index && gc->guardian[guardian].id ) { //Check if guardian already exists, refuse to spawn if so. struct mob_data *md2 = (TBL_MOB*)map_id2bl(gc->guardian[guardian].id); if (md2 && md2->bl.type == BL_MOB && md2->guardian_data && md2->guardian_data->number == guardian) { ShowError("mob_spawn_guardian: Attempted to spawn guardian in position %d which already has a guardian (castle map %s)\n", guardian, mapname); return 0; } } md = mob_spawn_dataset(&data); md->guardian_data = (struct guardian_data*)aCalloc(1, sizeof(struct guardian_data)); new (md->guardian_data) guardian_data(); md->guardian_data->number = guardian; md->guardian_data->guild_id = gc->guild_id; md->guardian_data->castle = gc; if( has_index ) {// permanent guardian gc->guardian[guardian].id = md->bl.id; } else {// temporary guardian int32 i; ARR_FIND(0, gc->temp_guardians_max, i, gc->temp_guardians[i] == 0); if( i == gc->temp_guardians_max ) { ++(gc->temp_guardians_max); RECREATE(gc->temp_guardians, int32, gc->temp_guardians_max); } gc->temp_guardians[i] = md->bl.id; } if (g) { md->guardian_data->emblem_id = g->guild.emblem_id; memcpy (md->guardian_data->guild_name, g->guild.name, NAME_LENGTH); md->guardian_data->guardup_lv = guild_checkskill(g->guild,GD_GUARDUP); } else if (md->guardian_data->guild_id) add_timer(gettick() + battle_config.mob_respawn_time,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id); mob_spawn(md); return md->bl.id; } /*========================================== * Summoning BattleGround [Zephyrus] *------------------------------------------*/ int32 mob_spawn_bg(const char* mapname, int16 x, int16 y, const char* mobname, int32 mob_id, const char* event, uint32 bg_id) { struct mob_data *md = nullptr; struct spawn_data data; int16 m; if( (m = map_mapname2mapid(mapname)) < 0 ) { ShowWarning("mob_spawn_bg: Map [%s] not found.\n", mapname); return 0; } memset(&data, 0, sizeof(struct spawn_data)); data.m = m; data.num = 1; if( mob_id <= 0 ) { mob_id = mob_get_random_id(-mob_id-1, RMF_DB_RATE, 0); if( !mob_id ) return 0; } data.id = mob_id; if( (x <= 0 || y <= 0) && !map_search_freecell(nullptr, m, &x, &y, -1,-1, 1) ) { ShowWarning("mob_spawn_bg: Couldn't locate a spawn cell for guardian class %d (bg_id %d) at map %s\n",mob_id, bg_id, mapname); return 0; } data.x = x; data.y = y; safestrncpy(data.name, mobname, sizeof(data.name)); safestrncpy(data.eventname, event, sizeof(data.eventname)); if( !mob_parse_dataset(&data) ) return 0; md = mob_spawn_dataset(&data); mob_spawn(md); md->bg_id = bg_id; // BG Team ID return md->bl.id; } /*========================================== * Returns true if a mob is currently chasing something * based on its skillstate. * Chase states: MSS_LOOT, MSS_RUSH, MSS_FOLLOW *------------------------------------------*/ bool mob_is_chasing(int32 state) { switch (state) { case MSS_LOOT: case MSS_RUSH: case MSS_FOLLOW: return true; } return false; } /*========================================== * Checks if a monster can reach a target by walking * Range: Maximum number of cells to be walked *------------------------------------------*/ int32 mob_can_reach(struct mob_data *md,struct block_list *bl,int32 range) { nullpo_ret(md); nullpo_ret(bl); return unit_can_reach_bl(&md->bl, bl, range, 0, nullptr, nullptr); } /*========================================== * Links nearby mobs (supportive mobs) *------------------------------------------*/ int32 mob_linksearch(struct block_list *bl,va_list ap) { mob_data *md; int32 mob_id; int32 target_id; t_tick tick; nullpo_ret(bl); md = reinterpret_cast(bl); mob_id = va_arg(ap, int32); target_id = va_arg(ap, int32); tick=va_arg(ap, t_tick); // Check if mob qualifies for assistance // Line of sight to the ally is already checked at this point // No valid path to the target is required if (md->mob_id == mob_id && status_has_mode(&md->status,MD_ASSIST) && DIFF_TICK(tick, md->last_linktime) >= MIN_MOBLINKTIME && md->target_id == 0) { md->last_linktime = tick; md->target_id = target_id; return 1; } return 0; } /*========================================== * mob spawn with delay (timer function) *------------------------------------------*/ TIMER_FUNC(mob_delayspawn){ struct block_list* bl = map_id2bl(id); struct mob_data* md = BL_CAST(BL_MOB, bl); if( md ) { if( md->spawn_timer != tid ) { ShowError("mob_delayspawn: Timer mismatch: %d != %d\n", tid, md->spawn_timer); return 0; } md->spawn_timer = INVALID_TIMER; mob_spawn(md); } return 0; } /*========================================== * spawn timing calculation *------------------------------------------*/ int32 mob_setdelayspawn(struct mob_data *md) { uint32 spawntime; if (!md->spawn) //Doesn't has respawn data! return unit_free(&md->bl,CLR_DEAD); spawntime = md->spawn->delay1; //Base respawn time if (md->spawn->delay2) //random variance spawntime+= rnd()%md->spawn->delay2; //Apply the spawn delay fix [Skotlex] std::shared_ptr db = mob_db.find(md->spawn->id); if (status_has_mode(&db->status,MD_STATUSIMMUNE)) { // Status Immune if (battle_config.boss_spawn_delay != 100) { // Divide by 100 first to prevent overflows //(precision loss is minimal as duration is in ms already) spawntime = spawntime/100*battle_config.boss_spawn_delay; } } else if (status_has_mode(&db->status,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC)) { // Plant type if (battle_config.plant_spawn_delay != 100) { spawntime = spawntime/100*battle_config.plant_spawn_delay; } } else if (battle_config.mob_spawn_delay != 100) { //Normal mobs spawntime = spawntime/100*battle_config.mob_spawn_delay; } spawntime = u32max(1000, spawntime); //Monsters should never respawn faster than 1 second if( md->spawn_timer != INVALID_TIMER ) delete_timer(md->spawn_timer, mob_delayspawn); md->spawn_timer = add_timer(gettick()+spawntime, mob_delayspawn, md->bl.id, 0); return 0; } int32 mob_count_sub(struct block_list *bl, va_list ap) { int32 mobid[10], i; ARR_FIND(0, 10, i, (mobid[i] = va_arg(ap, int32)) == 0); //fetch till 0 mob_data* md = BL_CAST(BL_MOB, bl); if (md && mobid[0]) { //if there one let's check it otherwise go backward ARR_FIND(0, 10, i, md->mob_id == mobid[i]); return (i < 10) ? 1 : 0; } // If not counting monsters, count all return 1; //backward compatibility } /** * Mob spawning. Initialization is also variously here. (Spawn a mob in a map) * @param md : mob data to spawn * @return 0:spawned, 1:delayed, 2:error */ int32 mob_spawn (struct mob_data *md) { int32 i=0; t_tick tick = gettick(); md->next_thinktime = tick; if (md->bl.prev != nullptr) unit_remove_map(&md->bl,CLR_RESPAWN); else if (md->spawn && md->mob_id != md->spawn->id) { md->mob_id = md->spawn->id; status_set_viewdata(&md->bl, md->mob_id); md->db = mob_db.find(md->mob_id); memcpy(md->name,md->spawn->name,NAME_LENGTH); } if (md->spawn) { //Respawn data md->bl.m = md->spawn->m; md->bl.x = md->centerX; md->bl.y = md->centerY; // Search can be skipped for boss monster spawns if spawn location is fixed // We can't skip normal monsters as they should pick a random location if the cell is blocked (e.g. Icewall) // The center cell has a 1/(xs*ys) chance to be picked if free if ((!md->spawn->state.boss || (md->bl.x == 0 && md->bl.y == 0) || md->spawn->xs != 1 || md->spawn->ys != 1) && (md->spawn->xs + md->spawn->ys < 1 || !rnd_chance(1, md->spawn->xs * md->spawn->ys) || !map_getcell(md->bl.m, md->bl.x, md->bl.y, CELL_CHKREACH))) { // Officially the area is split into 4 squares, 4 lines and 1 dot and for each of those there is one attempt // We simplify this to trying 8 times in the whole area and then at the center cell even though that's not fully accurate // Try to spawn monster in defined area (8 tries) if (!map_search_freecell(&md->bl, -1, &md->bl.x, &md->bl.y, md->spawn->xs-1, md->spawn->ys-1, battle_config.no_spawn_on_player?4:0, 8)) { // If area search failed and center cell not reachable, try to spawn the monster anywhere on the map (50 tries) if (!map_getcell(md->bl.m, md->bl.x, md->bl.y, CELL_CHKREACH) && !map_search_freecell(&md->bl, -1, &md->bl.x, &md->bl.y, -1, -1, battle_config.no_spawn_on_player?4:0)) { // Retry again later if (md->spawn_timer != INVALID_TIMER) delete_timer(md->spawn_timer, mob_delayspawn); md->spawn_timer = add_timer(tick + battle_config.mob_respawn_time, mob_delayspawn, md->bl.id, 0); return 1; } } } if( battle_config.no_spawn_on_player > 99 && map_foreachinallrange(mob_count_sub, &md->bl, AREA_SIZE, BL_PC) ) { // retry again later (players on sight) if( md->spawn_timer != INVALID_TIMER ) delete_timer(md->spawn_timer, mob_delayspawn); md->spawn_timer = add_timer(tick + battle_config.mob_respawn_time,mob_delayspawn,md->bl.id,0); return 1; } } memset(&md->state, 0, sizeof(md->state)); status_calc_mob(md, SCO_FIRST); md->attacked_id = 0; md->norm_attacked_id = 0; md->target_id = 0; md->move_fail_count = 0; md->ud.state.attack_continue = 0; md->ud.target_to = 0; md->ud.dir = 0; if( md->spawn_timer != INVALID_TIMER ) { delete_timer(md->spawn_timer, mob_delayspawn); md->spawn_timer = INVALID_TIMER; } // md->master_id = 0; md->master_dist = 0; mob_setstate(*md, MSS_IDLE); md->ud.state.blockedmove = false; md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME; md->last_linktime = 0; md->last_pcneartime = 0; md->last_canmove = tick; md->last_skillcheck = tick; md->trickcasting = 0; for (i = 0; i < MAX_MOBSKILL; i++) md->skilldelay[i] = 0; for (i = 0; i < DAMAGELOG_SIZE; i++) md->spotted_log[i] = 0; md->dmglog.clear(); if (md->lootitems) memset(md->lootitems, 0, sizeof(*md->lootitems)); md->lootitem_count = 0; if(md->db->option) // Added for carts, falcons and pecos for cloned monsters. [Valaris] md->sc.option = md->db->option; // MvP tomb [GreenBox] if ( md->tomb_nid ) mvptomb_destroy(md); if(map_addblock(&md->bl)) return 2; if( map_getmapdata(md->bl.m)->users ) clif_spawn(&md->bl); skill_unit_move(&md->bl,tick,1); mobskill_use(md, tick, MSC_SPAWN); return 0; } /*========================================== * Determines if the mob can change target. [Skotlex] *------------------------------------------*/ static int32 mob_can_changetarget(struct mob_data* md, struct block_list* target, int32 mode) { // Special feature that makes monsters always attack the person that provoked them if(battle_config.mob_ai&0x800 && md->state.provoke_flag) { if (md->state.provoke_flag == target->id) return 1; else if (!(battle_config.mob_ai&0x4)) return 0; } switch (md->state.skillstate) { case MSS_BERSERK: if (!(mode&MD_CHANGETARGETMELEE)) return 0; if (!(battle_config.mob_ai&0x80) && md->norm_attacked_id != target->id) return 0; return (battle_config.mob_ai&0x4 || check_distance_bl(&md->bl, target, md->status.rhw.range+1)); case MSS_RUSH: return (mode&MD_CHANGETARGETCHASE); case MSS_FOLLOW: case MSS_ANGRY: case MSS_IDLE: case MSS_WALK: case MSS_LOOT: return 1; default: return 0; } } /*========================================== * Determination for an attack of a monster *------------------------------------------*/ int32 mob_target(struct mob_data *md,struct block_list *bl,int32 dist) { nullpo_ret(md); nullpo_ret(bl); // Nothing will be carried out if there is no mind of changing TAGE by TAGE ending. if(md->target_id && !mob_can_changetarget(md, bl, status_get_mode(&md->bl))) return 0; if(!status_check_skilluse(&md->bl, bl, 0, 0)) return 0; md->target_id = bl->id; // Since there was no disturbance, it locks on to target. if (md->state.provoke_flag && bl->id != md->state.provoke_flag) md->state.provoke_flag = 0; // When an angry monster is provoked, it will switch to retaliate AI if (md->state.provoke_flag && md->state.aggressive) md->state.aggressive = 0; return 0; } /*========================================== * The ?? routine of an active monster *------------------------------------------*/ static int32 mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap) { struct mob_data *md; struct block_list **target; enum e_mode mode; int32 dist; nullpo_ret(bl); md=va_arg(ap,struct mob_data *); target= va_arg(ap,struct block_list**); mode= static_cast(va_arg(ap, int32)); //If can't seek yet, not an enemy, or you can't attack it, skip. if ((*target) == bl || !status_check_skilluse(&md->bl, bl, 0, 0)) return 0; if ((mode&MD_TARGETWEAK) && status_get_lv(bl) >= md->level-5) return 0; if(battle_check_target(&md->bl,bl,BCT_ENEMY)<=0) return 0; if (bl->type == BL_PC && BL_CAST(BL_PC, bl)->state.gangsterparadise && !status_has_mode(&md->status,MD_STATUSIMMUNE)) return 0; //Gangster paradise protection. if (battle_config.hom_setting&HOMSET_FIRST_TARGET && (*target) != nullptr && (*target)->type == BL_HOM && bl->type != BL_HOM) return 0; //For some reason Homun targets are never overriden. dist = distance_bl(&md->bl, bl); if( ((*target) == nullptr || !check_distance_bl(&md->bl, *target, dist)) && battle_check_range(&md->bl,bl,md->db->range2) ) { //Pick closest target? #ifdef ACTIVEPATHSEARCH struct walkpath_data wpd; if (!path_search(&wpd, md->bl.m, md->bl.x, md->bl.y, bl->x, bl->y, 0, CELL_CHKWALL)) // Count walk path cells return 0; //Standing monsters use range2, walking monsters use range3 if ((md->ud.walktimer == INVALID_TIMER && wpd.path_len > md->db->range2) || (md->ud.walktimer != INVALID_TIMER && wpd.path_len > md->db->range3)) return 0; #endif (*target) = bl; md->target_id=bl->id; return 1; } return 0; } /*========================================== * chase target-change routine. *------------------------------------------*/ static int32 mob_ai_sub_hard_changechase(struct block_list *bl,va_list ap) { struct mob_data *md; struct block_list **target; nullpo_ret(bl); md=va_arg(ap,struct mob_data *); target= va_arg(ap,struct block_list**); //If can't seek yet, not an enemy, or you can't attack it, skip. if ((*target) == bl || battle_check_target(&md->bl,bl,BCT_ENEMY)<=0 || !status_check_skilluse(&md->bl, bl, 0, 0)) return 0; if(battle_check_range (&md->bl, bl, md->status.rhw.range)) { (*target) = bl; md->target_id=bl->id; } return 1; } /*========================================== * finds nearby bg ally for guardians looking for users to follow. *------------------------------------------*/ static int32 mob_ai_sub_hard_bg_ally(struct block_list *bl,va_list ap) { struct mob_data *md; struct block_list **target; nullpo_ret(bl); md=va_arg(ap,struct mob_data *); target= va_arg(ap,struct block_list**); if( status_check_skilluse(&md->bl, bl, 0, 0) && battle_check_target(&md->bl,bl,BCT_ENEMY)<=0 ) { (*target) = bl; } return 1; } /*========================================== * loot monster item search *------------------------------------------*/ static int32 mob_ai_sub_hard_lootsearch(struct block_list *bl,va_list ap) { struct mob_data* md; struct block_list **target; int32 dist; md = va_arg(ap,struct mob_data *); target = va_arg(ap,struct block_list**); dist = distance_bl(&md->bl, bl); if (mob_can_reach(md, bl, battle_config.loot_range) && ( (*target) == nullptr || (battle_config.monster_loot_search_type && md->target_id > bl->id) || (!battle_config.monster_loot_search_type && !check_distance_bl(&md->bl, *target, dist)) // New target closer than previous one. )) { (*target) = bl; md->target_id = bl->id; } return 0; } static int32 mob_warpchase_sub(struct block_list *bl,va_list ap) { int32 cur_distance; block_list* target= va_arg(ap, struct block_list*); block_list** target_warp= va_arg(ap, struct block_list**); int32* min_distance= va_arg(ap, int32*); switch (bl->type) { case BL_NPC: { // NPC Warp npc_data* nd = reinterpret_cast(bl); // Not a warp if (nd->subtype != NPCTYPE_WARP) return 0; // Does not lead to the same map as target if (nd->u.warp.mapindex != map_getmapdata(target->m)->index) return 0; // Leads to a different map that is set to not be accessible through warp chase if (battle_config.mob_warp&4) { int16 warp_m = map_mapindex2mapid(nd->u.warp.mapindex); if (warp_m != bl->m && map_getmapflag(warp_m, MF_NOBRANCH)) return 0; } // Get distance from warp exit to target cur_distance = distance_blxy(target, nd->u.warp.x, nd->u.warp.y); //Pick warp that leads closest to target if (cur_distance < *min_distance) { *target_warp = &nd->bl; *min_distance = cur_distance; return 1; } } break; case BL_SKILL: { // Skill Warp skill_unit* su = reinterpret_cast(bl); if (su->group == nullptr) return 0; switch (su->group->unit_id) { case UNT_WARP_WAITING: // Monsters cannot use priest warps if (!(battle_config.mob_warp&2)) return 0; // Does not lead to the same map as target if (su->group->val3 != map_getmapdata(target->m)->index) return 0; // Leads to a different map that is set to not be accessible through warp chase if (battle_config.mob_warp&4) { int16 warp_m = map_mapindex2mapid(su->group->val3); if (warp_m != bl->m && map_getmapflag(warp_m, MF_NOBRANCH)) return 0; } // Get distance from warp exit to target cur_distance = distance_blxy(target, su->group->val2 >> 16, su->group->val2 & 0xffff); break; case UNT_DIMENSIONDOOR: // Not used for warp chase as the target coordinates are random return 0; default: // Skill cannot warp return 0; } //Pick warp that leads closest to target. if (cur_distance < *min_distance) { *target_warp = &su->bl; *min_distance = cur_distance; return 1; } } break; } return 0; } /*========================================== * Processing of slave monsters *------------------------------------------*/ static int32 mob_ai_sub_hard_slavemob(struct mob_data *md,t_tick tick) { struct block_list *bl; bl=map_id2bl(md->master_id); if (!bl || status_isdead(*bl)) { status_kill(&md->bl); return 1; } if (bl->prev == nullptr) return 0; //Master not on a map? Could be warping, do not process. if(status_has_mode(&md->status,MD_CANMOVE)) { //If the mob can move, follow around. [Check by Skotlex] // Distance with between slave and master is measured. md->master_dist = distance_bl(&md->bl, bl); if (battle_config.slave_stick_with_master || md->special_state.ai == AI_ABR || md->special_state.ai == AI_BIONIC) { // Teleport to master if further away than 15 cells (official value for AI_ABR and AI_BIONIC) if (bl->m != md->bl.m || md->master_dist > AREA_SIZE+1) { md->master_dist = 0; unit_warp(&md->bl, bl->m, bl->x, bl->y, CLR_TELEPORT); return 1; } } // Slave is busy with a target. if(md->target_id) { // Player's slave should come back when master's too far, even if it is doing with a target. if (bl->type == BL_PC && md->master_dist > 5) { mob_unlocktarget(md, tick); unit_walktobl(&md->bl, bl, MOB_SLAVEDISTANCE, 1); return 1; } else { return 0; } } // Approach master if within view range, chase back to Master's area also if standing on top of the master. if ((md->master_dist > MOB_SLAVEDISTANCE || md->master_dist == 0) && unit_can_move(&md->bl)) { int16 x = bl->x, y = bl->y; if (map_search_freecell(&md->bl, bl->m, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 1)) { if (unit_walktoxy(&md->bl, x, y, 0) == 0) { // Slave is too far from master (outside of battle_config.max_walk_path range), stay put unit_stop_walking( &md->bl, USW_FIXPOS ); return 0; // Fail here so target will be picked back up when in range } else { // Slave will walk back to master if in range unit_stop_attack( &md->bl ); return 1; } } } } else if (bl->m != md->bl.m && map_flag_gvg2(md->bl.m)) { //Delete the summoned mob if it's in a gvg ground and the master is elsewhere. [Skotlex] status_kill(&md->bl); return 1; } //Avoid attempting to lock the master's target too often to avoid unnecessary overload. [Skotlex] if (DIFF_TICK(tick, md->last_linktime) >= MIN_MOBLINKTIME && !md->target_id) { struct unit_data *ud = unit_bl2ud(bl); if (ud) { struct block_list *tbl=nullptr; if (ud->target && ud->state.attack_continue) tbl = map_id2bl(ud->target); else if (ud->target_to && ud->state.attack_continue) tbl = map_id2bl(ud->target_to); else if (ud->skilltarget) { tbl = map_id2bl(ud->skilltarget); //Required check as skilltarget is not always an enemy. [Skotlex] if (tbl && battle_check_target(&md->bl, tbl, BCT_ENEMY) <= 0) tbl = nullptr; } else if (bl->type == BL_MOB) { // If master is a monster, it might still have a target after using a skill mob_data& mmd = reinterpret_cast(*bl); if (mmd.target_id > 0) tbl = map_id2bl(mmd.target_id); } if (tbl != nullptr) { md->last_linktime = tick; if (status_check_skilluse(&md->bl, tbl, 0, 0)) { md->target_id = tbl->id; return 1; } } } } return 0; } /*========================================== * A lock of target is stopped and mob moves to a standby state. * This also triggers idle skill/movement since the AI can get stuck * when trying to pick new targets when the current chosen target is * unreachable. *------------------------------------------*/ int32 mob_unlocktarget(struct mob_data *md, t_tick tick) { nullpo_ret(md); switch (md->state.skillstate) { case MSS_WALK: if (md->ud.walktimer != INVALID_TIMER) break; //Because it is not unset when the mob finishes walking. mob_setstate(*md, MSS_IDLE); [[fallthrough]]; case MSS_IDLE: if (md->ud.walktimer == INVALID_TIMER && md->idle_event[0] && npc_event_do_id(md->idle_event, md->bl.id) > 0) md->idle_event[0] = 0; break; case MSS_LOOT: // Looters that lost their target stop after 0.5-1.5 cells moved unit_stop_walking_soon(md->bl, tick); [[fallthrough]]; default: unit_stop_attack( &md->bl ); mob_setstate(*md, MSS_IDLE); if(battle_config.mob_ai&0x8) //Walk instantly after dropping target md->next_walktime = tick+rnd()%1000; else md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME; break; } if (md->target_id) { md->target_id=0; unit_set_target(&md->ud, 0); } md->ud.state.attack_continue = 0; md->ud.target_to = 0; if (!md->ud.state.ignore_cell_stack_limit && battle_config.official_cell_stack_limit > 0 && (battle_config.mob_ai & 0x8) && map_count_oncell(md->bl.m, md->bl.x, md->bl.y, BL_CHAR | BL_NPC, 1) > battle_config.official_cell_stack_limit) { unit_walktoxy(&md->bl, md->bl.x, md->bl.y, 8); } return 0; } /*========================================== * Random walk *------------------------------------------*/ int32 mob_randomwalk(struct mob_data *md,t_tick tick) { const int32 d=7; int32 i,r,rdir,dx,dy,max; nullpo_ret(md); // Initialize next_walktime if (md->next_walktime == INVALID_TIMER) { md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME; return 1; } if(DIFF_TICK(md->next_walktime,tick)>0 || status_has_mode(&md->status,MD_NORANDOMWALK) || !unit_can_move(&md->bl) || !status_has_mode(&md->status,MD_CANMOVE)) return 0; // Make sure the monster has no target anymore, otherwise the walkpath will check for it md->ud.state.attack_continue = 0; md->ud.target_to = 0; r=rnd(); rdir=rnd()%4; // Randomize direction in which we iterate to prevent monster cluttering up in one corner dx=r%(d*2+1)-d; dy=r/(d*2+1)%(d*2+1)-d; max=(d*2+1)*(d*2+1); for(i=0;ibl.x; int32 y = dy + md->bl.y; if(((x != md->bl.x) || (y != md->bl.y)) && map_getcell(md->bl.m,x,y,CELL_CHKPASS) && unit_walktoxy(&md->bl,x,y,0)){ break; } // Could not move to cell, try the 7th cell in direction randomly decided by rdir // We don't move step-by-step because this will make monster stick to the walls switch(rdir) { case 0: dx += d; if (dx > d) { dx -= d*2+1; dy += d; if (dy > d) { dy -= d*2+1; } } break; case 1: dx -= d; if (dx < -d) { dx += d*2+1; dy -= d; if (dy < -d) { dy += d*2+1; } } break; case 2: dy += d; if (dy > d) { dy -= d*2+1; dx += d; if (dx > d) { dx -= d*2+1; } } break; case 3: dy -= d; if (dy < -d) { dy += d*2+1; dx -= d; if (dx < -d) { dx += d*2+1; } } break; } } if(i==max){ // None of the available cells worked, try again next interval if(battle_config.mob_stuck_warning) { md->move_fail_count++; if(md->move_fail_count>1000){ ShowWarning("MOB can't move. random spawn %d, class = %d, at %s (%d,%d)\n",md->bl.id,md->mob_id,map_getmapdata(md->bl.m)->name, md->bl.x, md->bl.y); md->move_fail_count=0; mob_spawn(md); } } return 0; } mob_setstate(*md, MSS_WALK); md->move_fail_count=0; md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME + unit_get_walkpath_time(md->bl); return 1; } /** * Makes a monster move to the closest warp if corresponding configs are set * @param md: Mob that should move to the warp * @param target: Target the mob should follow * @return 0: Do not warp chase, 1: Do warp chase, 2: Already warp chasing */ int32 mob_warpchase(struct mob_data *md, struct block_list *target) { if ((battle_config.mob_ai&0x40) == 0) return 0; // Warp chase disabled if (target == nullptr) return 0; // No target if (target->m < 0) return 0; // Target isn't on any map int32 type = BL_NUL; if (battle_config.mob_warp&1) type |= BL_NPC; if (battle_config.mob_warp&2) type |= BL_SKILL; if (type == BL_NUL) return 0; // No warp types to search for if (target->m == md->bl.m && check_distance_bl(&md->bl, target, AREA_SIZE)) return 0; //No need to do a warp chase. if (md->ud.walktimer != INVALID_TIMER && map_getcell(md->bl.m,md->ud.to_x,md->ud.to_y,CELL_CHKNPC)) return 2; //Already walking to a warp. block_list* warp = nullptr; int32 distance = AREA_SIZE; //Search for warps within mob's viewing range. map_foreachinallrange(mob_warpchase_sub, &md->bl, md->db->range2, type, target, &warp, &distance); if (warp != nullptr && unit_walktobl(&md->bl, warp, 0, 0)) return 1; return 0; } /** * Sets a mob's state considering the aggressive bit * @param md: Mob to set state on * @param skillstate: Target state of the monster */ void mob_setstate(mob_data& md, MobSkillState skillstate) { switch (skillstate) { case MSS_BERSERK: case MSS_ANGRY: md.state.skillstate = md.state.aggressive?MSS_ANGRY:MSS_BERSERK; break; case MSS_RUSH: case MSS_FOLLOW: md.state.skillstate = md.state.aggressive?MSS_FOLLOW:MSS_RUSH; break; default: // When going to any state other than BERSERK/RUSH, aggressive should be reset md.state.aggressive = status_has_mode(&md.status, MD_ANGRY)?1:0; md.state.skillstate = skillstate; break; } } /*========================================== * AI of MOB whose is near a Player *------------------------------------------*/ static bool mob_ai_sub_hard(struct mob_data *md, t_tick tick) { struct block_list *tbl = nullptr, *abl = nullptr; bool can_move; int32 view_range, mode; if(md->bl.prev == nullptr || md->status.hp == 0) return false; // Monsters force-walked by script commands should not be searching for targets. if (md->ud.state.force_walk) return false; if (DIFF_TICK(tick, md->next_thinktime) < 0) return false; // This prevents the lazy AI from being executed at the same time md->next_thinktime = tick; if (md->ud.skilltimer != INVALID_TIMER) return false; // Abnormalities if(( md->sc.opt1 && md->sc.opt1 != OPT1_STONEWAIT && md->sc.opt1 != OPT1_BURNING ) || status_db.hasSCF(&md->sc, SCF_MOBLOSETARGET)) {//Should reset targets. md->target_id = md->attacked_id = md->norm_attacked_id = 0; return false; } // Before a monster processes its AI, it will check for a skill // It it uses a skill it will not process its AI further until the next interval // Until we implement subcell movement, casting while moving still needs to be done in unit.cpp // Dead and Berserk states have special interval rules // TODO: Monster AI for dead state is not implemented at the moment if (md->ud.walktimer == INVALID_TIMER) { bool skill_ready = false; switch (md->state.skillstate) { case MSS_BERSERK: skill_ready = (DIFF_TICK(tick, md->ud.attackabletime) >= 0); break; // case MSS_DEAD: // skill_ready = (DIFF_TICK(tick, md->last_skillcheck) >= 300); // break; default: skill_ready = (DIFF_TICK(tick, md->last_skillcheck) >= MOB_SKILL_INTERVAL); break; } if (skill_ready && mobskill_use(md, tick, -1)) return true; } // Note: Anything below this point should actually be using a Finite-state machine (FSM) // But we don't have the FSM data in the database at the moment, so we cannot get a fully correct execution order if (md->sc.getSCE(SC_BLIND)) view_range = 1; else view_range = md->db->range2; mode = status_get_mode(&md->bl); can_move = (mode&MD_CANMOVE) && unit_can_move(&md->bl); if (can_move) md->last_canmove = tick; if (md->target_id) { //Check validity of current target. [Skotlex] tbl = map_id2bl(md->target_id); if (!tbl || tbl->m != md->bl.m || (md->ud.attacktimer == INVALID_TIMER && !status_check_skilluse(&md->bl, tbl, 0, 0)) || ( tbl->type == BL_PC && ((((TBL_PC*)tbl)->state.gangsterparadise && !(mode&MD_STATUSIMMUNE)) || ((TBL_PC*)tbl)->invincible_timer != INVALID_TIMER) )) { //No valid target if (mob_warpchase(md, tbl) > 0) return true; //Chasing this target. if (tbl && md->ud.walktimer != INVALID_TIMER && (!can_move || md->ud.walkpath.path_pos <= battle_config.mob_chase_refresh)) return true; //Walk at least "mob_chase_refresh" cells before dropping the target unless target is non-existent mob_unlocktarget(md, tick); //Unlock target tbl = nullptr; } // Monsters in chase state that are not moving will recheck their target // This usually happens when they used a skill that stopped them or they were hit while chasing // Items are handled later in this function if (tbl != nullptr && tbl->type != BL_ITEM && md->ud.walktimer == INVALID_TIMER && mob_is_chasing(md->state.skillstate)) { // But don't do this if they stopped because target is already in attack range if (!battle_check_range(&md->bl, tbl, md->status.rhw.range)) { // If target is no longer visible, target is dropped and the monster waits for next iteration to continue if (!status_check_visibility(&md->bl, tbl, true)) { mob_unlocktarget(md, tick); return true; } } } } // Check for target change. if( md->attacked_id && mode&MD_CANATTACK ) { if( md->attacked_id == md->target_id ) { //Rude attacked check. if( !battle_check_range(&md->bl, tbl, md->status.rhw.range) && ( //Can't attack back and can't reach back. (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || md->sc.getSCE(SC_SPIDERWEB) || md->sc.getSCE(SC_BITE) || md->sc.getSCE(SC_VACUUM_EXTREME) || md->sc.getSCE(SC_THORNSTRAP) || md->sc.getSCE(SC__MANHOLE) // Not yet confirmed if boss will teleport once it can't reach target. || md->walktoxy_fail_count > 0) ) || !mob_can_reach(md, tbl, md->db->range3) ) && md->state.attacked_count++ >= RUDE_ATTACKED_COUNT && !mobskill_use(md, tick, MSC_RUDEATTACKED) // If can't rude Attack && can_move && unit_escape(&md->bl, tbl, rnd()%10 +1)) // Attempt escape { //Escaped md->attacked_id = md->norm_attacked_id = 0; return true; } } else if( (abl = map_id2bl(md->attacked_id)) && (!tbl || mob_can_changetarget(md, abl, mode)) ) { int32 dist; if( md->bl.m != abl->m || abl->prev == nullptr || (dist = distance_bl(&md->bl, abl)) > AREA_SIZE // Attacker longer than visual area || battle_check_target(&md->bl, abl, BCT_ENEMY) <= 0 // Attacker is not enemy of mob || (battle_config.mob_ai&0x2 && !status_check_skilluse(&md->bl, abl, 0, 0)) // Cannot normal attack back to Attacker || (!battle_check_range(&md->bl, abl, md->status.rhw.range) // Not on Melee Range and ... && ( // Reach check (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || md->sc.getSCE(SC_SPIDERWEB) || md->sc.getSCE(SC_BITE) || md->sc.getSCE(SC_VACUUM_EXTREME) || md->sc.getSCE(SC_THORNSTRAP) || md->sc.getSCE(SC__MANHOLE) // Not yet confirmed if boss will teleport once it can't reach target. || md->walktoxy_fail_count > 0) ) || !mob_can_reach(md, abl, dist+md->db->range3) ) ) ) { // Rude attacked if (abl->id != md->bl.id //Self damage does not cause rude attack && md->state.attacked_count++ >= RUDE_ATTACKED_COUNT && !mobskill_use(md, tick, MSC_RUDEATTACKED) && can_move && !tbl && unit_escape(&md->bl, abl, rnd()%10 +1)) { //Escaped. //TODO: Maybe it shouldn't attempt to run if it has another, valid target? md->attacked_id = md->norm_attacked_id = 0; return true; } } else if (!(battle_config.mob_ai&0x2) && !status_check_skilluse(&md->bl, abl, 0, 0)) { //Can't attack back, but didn't invoke a rude attacked skill... } else { //Attackable //If a monster can change the target to the attacker, it will change the target md->target_id = md->attacked_id; // set target if (md->state.attacked_count) md->state.attacked_count--; //Should we reset rude attack count? tbl = abl; //Set the new target } } //Clear it since it's been checked for already. md->attacked_id = md->norm_attacked_id = 0; } bool slave_lost_target = false; // Processing of slave monster if (md->master_id > 0) { if (mob_ai_sub_hard_slavemob(md, tick) == 1) return true; slave_lost_target = true; } // Scan area for targets // Scan area for items to loot, avoid trying to loot if the mob is full and can't consume the items. if (can_move && mode&MD_LOOTER && md->lootitems && DIFF_TICK(tick, md->ud.canact_tick) > 0 && (md->lootitem_count < LOOTITEM_SIZE || battle_config.monster_loot_type != 1)) { if (tbl == nullptr) { // Search for items in loot range map_foreachinshootrange(mob_ai_sub_hard_lootsearch, &md->bl, battle_config.loot_range, BL_ITEM, md, &tbl); } else if (tbl->type == BL_ITEM && battle_config.monster_loot_search_type == 0) { // Looter already has a target item, but we want to check if there is an item that's closer int16 dist = distance_bl(&md->bl, tbl) - 1; if (dist > 0) map_foreachinshootrange(mob_ai_sub_hard_lootsearch, &md->bl, dist, BL_ITEM, md, &tbl); } } if ((mode&MD_AGGRESSIVE && (!tbl || slave_lost_target)) || md->state.skillstate == MSS_FOLLOW) { int32 prev_id = md->target_id; map_foreachinallrange (mob_ai_sub_hard_activesearch, &md->bl, view_range, DEFAULT_ENEMY_TYPE(md), md, &tbl, mode); // If a monster finds a new target that is already in attack range it immediately switches to rush mode // This behavior overrides even angry mode and other mode-specific behavior if (tbl != nullptr && prev_id != md->target_id && battle_check_range(&md->bl, tbl, md->status.rhw.range)) { md->state.aggressive = 0; mob_setstate(*md, MSS_RUSH); } } else if (mode&MD_CHANGECHASE && (md->state.skillstate == MSS_RUSH || md->state.skillstate == MSS_FOLLOW)) { int32 search_size; search_size = view_rangestatus.rhw.range ? view_range:md->status.rhw.range; map_foreachinallrange (mob_ai_sub_hard_changechase, &md->bl, search_size, DEFAULT_ENEMY_TYPE(md), md, &tbl); } if (!tbl) { //No targets available. /* bg guardians follow allies when no targets nearby */ if( md->bg_id && mode&MD_CANATTACK ) { if( md->ud.walktimer != INVALID_TIMER ) return true;/* we are already moving */ map_foreachinallrange (mob_ai_sub_hard_bg_ally, &md->bl, view_range, BL_PC, md, &tbl, mode); if( tbl ) { if( distance_blxy(&md->bl, tbl->x, tbl->y) <= 3 || unit_walktobl(&md->bl, tbl, 1, 1) ) return true;/* we're moving or close enough don't unlock the target. */ } } // Make sure target is unlocked mob_unlocktarget(md, tick); // Random walk if (!md->master_id && DIFF_TICK(md->next_walktime, tick) <= 0 && !mob_randomwalk(md, tick)) { // Delay next random walk when this one failed if (md->next_walktime < md->ud.canmove_tick) md->next_walktime = md->ud.canmove_tick; else md->next_walktime = tick + rnd()%1000; } return true; } //Target exists, attack or loot as applicable. if (tbl->type == BL_ITEM) { //Loot time. struct flooritem_data *fitem; int32 loot_range = 0; if (md->ud.walktimer != INVALID_TIMER) { // Ready to loot if (md->ud.getx(tick) == tbl->x && md->ud.gety(tick) == tbl->y) loot_range = 1; // Already moving to target item else if (md->ud.target == tbl->id) return true; } if (md->lootitems == nullptr) { //Can't loot... mob_unlocktarget(md, tick); return true; } if (!check_distance_bl(&md->bl, tbl, loot_range)) { //Still not within loot range. if (!(mode&MD_CANMOVE)) { //A looter that can't move? Real smart. mob_unlocktarget(md, tick); return true; } if (!can_move) //Stuck. Wait before walking. return true; mob_setstate(*md, MSS_LOOT); if (!unit_walktobl(&md->bl, tbl, 0, 0)) mob_unlocktarget(md, tick); //Can't loot... else unit_set_target(&md->ud, tbl->id); //Remember current loot target return true; } //Within looting range. if (md->ud.attacktimer != INVALID_TIMER) return true; //Busy attacking? fitem = (struct flooritem_data *)tbl; //Logs items, taken by (L)ooter Mobs [Lupus] log_pick_mob(md, LOG_TYPE_LOOT, fitem->item.amount, &fitem->item); if (md->lootitem_count < LOOTITEM_SIZE) { memcpy (&md->lootitems[md->lootitem_count].item, &fitem->item, sizeof(md->lootitems[0].item)); md->lootitems[md->lootitem_count].mob_id = fitem->mob_id; md->lootitem_count++; } else { //Destroy first looted item... if (md->lootitems[0].item.card[0] == CARD0_PET) intif_delete_petdata(MakeDWord(md->lootitems[0].item.card[1],md->lootitems[0].item.card[2])); memmove(&md->lootitems[0], &md->lootitems[1], (LOOTITEM_SIZE-1)*sizeof(md->lootitems[0])); memcpy (&md->lootitems[LOOTITEM_SIZE-1].item, &fitem->item, sizeof(md->lootitems[0].item)); md->lootitems[LOOTITEM_SIZE-1].mob_id = fitem->mob_id; } if (pcdb_checkid(md->vd->class_)) { //Give them walk act/delay to properly mimic players. [Skotlex] clif_takeitem(md->bl,*tbl); md->ud.canact_tick = tick + md->status.amotion; unit_set_walkdelay(&md->bl, tick, md->status.amotion, 1); } //Clear item. map_clearflooritem(tbl); mob_unlocktarget(md, tick); return true; } // At this point we know the target is attackable, attempt to attack // Normal attack / berserk skill is only used when target is in range if (battle_check_range(&md->bl, tbl, md->status.rhw.range)) { // Make sure there is no chase target when already in attack range md->ud.target_to = 0; // Hiding is a special case because it prevents normal attacks but allows skill usage // TODO: Some other states also have this behavior and should be investigated // TODO: EFST_AUTOCOUNTER, EFST_BLADESTOP, NPC_SR_CURSEDCIRCLE if (!(md->sc.option&OPTION_HIDE)) { // Target within range and potentially able to use normal attack, engage if (md->ud.target != tbl->id || md->ud.attacktimer == INVALID_TIMER) { //Only attack if no more attack delay left if (!(mode&MD_RANDOMTARGET)) unit_attack(&md->bl,tbl->id,1); else { // Attack once and find a new random target int32 search_size = (view_range < md->status.rhw.range) ? view_range : md->status.rhw.range; unit_attack(&md->bl, tbl->id, 0); tbl = battle_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md), search_size); if (tbl != nullptr) { md->target_id = tbl->id; } } } } else { // These status changes pretend the attack was successful without attempting it // This results in the monster going into an attack state despite not attacking mob_setstate(*md, MSS_BERSERK); } //Target still in attack range, no need to chase the target return true; } //Only update target cell / drop target after having moved at least "mob_chase_refresh" cells if(md->ud.walktimer != INVALID_TIMER && (!can_move || md->ud.walkpath.path_pos <= battle_config.mob_chase_refresh) && mob_is_chasing(md->state.skillstate)) return true; // Out of range if (!(mode&MD_CANMOVE) || (!can_move && (md->sc.cant.move || DIFF_TICK(tick, md->ud.canmove_tick) > 0))) { // Can't chase. Immobile and trapped mobs will use idle skills and unlock their target after a while if (md->ud.attacktimer == INVALID_TIMER) { // Only switch mode if no more attack delay left if (DIFF_TICK(tick, md->last_canmove) > battle_config.mob_unlock_time) { // Unlock target mob_unlocktarget(md, tick); } else { // Set to use idle skill next interval but keep target for now mob_setstate(*md, MSS_IDLE); } } return true; } // Officially we can stop here if monster is still chasing its target. // If setting to update the chase path is set, we continue if current target tile not within attack range. // In this case, we should also stop updating the chase path when target no longer in chase range. if (md->ud.walktimer != INVALID_TIMER && md->ud.target_to == tbl->id && ( !(battle_config.mob_ai&0x1) || check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, md->status.rhw.range) || !check_distance_bl(&md->bl, tbl, md->db->range3) )) return true; // Follow up if possible. // Monsters in Angry state only start chasing when target is in chase range if (md->state.skillstate == MSS_ANGRY && !mob_can_reach(md, tbl, md->db->range3)) { mob_unlocktarget(md, tick); return true; } if(!unit_walktobl(&md->bl, tbl, md->status.rhw.range, 2)) mob_unlocktarget(md, tick); return true; } /** * End of attack timer event * This is so we can call the mob AI at the end of an attack timer and don't need to wait until the next AI interval * Also, mob AI checks that are triggered at the end of attack delay are currently handled here * @param md Monster to execute the AI for * @param tick Current tick * @return Whether the AI was executed (true) or the attack should be cancelled (false) */ bool mob_ai_sub_hard_attacktimer(mob_data &md, t_tick tick) { block_list* target = map_id2bl(md.ud.target); // No target anymore if (target == nullptr) return false; // Check for warp chase if (mob_warpchase(&md, target) > 0) return true; // Monsters have a special visibility check at the end of their attack delay // If they still have a target, but it is not visible, they drop the target if (!status_check_visibility(&md.bl, target, true)) return false; // Go through the whole monster AI mob_ai_sub_hard(&md, tick); return true; } static int32 mob_ai_sub_hard_timer(struct block_list *bl,va_list ap) { struct mob_data *md = (struct mob_data*)bl; uint32 char_id = va_arg(ap, uint32); t_tick tick = va_arg(ap, t_tick); mob_add_spotted(md, char_id); if (mob_ai_sub_hard(md, tick)) { //Hard AI triggered. md->last_pcneartime = tick; } return 0; } /*========================================== * Serious processing for mob in PC field of view (foreachclient) *------------------------------------------*/ static int32 mob_ai_sub_foreachclient(map_session_data *sd,va_list ap) { t_tick tick=va_arg(ap,t_tick); map_foreachinallrange(mob_ai_sub_hard_timer,&sd->bl, AREA_SIZE+ACTIVE_AI_RANGE, BL_MOB, sd->status.char_id, tick); return 0; } /*========================================== * Negligent mode MOB AI (PC is not in near) *------------------------------------------*/ static int32 mob_ai_sub_lazy(struct mob_data *md, va_list args) { nullpo_ret(md); if(md->bl.prev == nullptr) return 0; // Monsters force-walked by script commands should not be searching for targets. if (md->ud.state.force_walk) return false; t_tick tick = va_arg(args,t_tick); if (battle_config.mob_ai&0x20 && map_getmapdata(md->bl.m)->users>0) return (int32)mob_ai_sub_hard(md, tick); if (md->bl.prev==nullptr || md->status.hp == 0) return 1; if(battle_config.mob_active_time && md->last_pcneartime && !status_has_mode(&md->status,MD_STATUSIMMUNE) && DIFF_TICK(tick,md->next_thinktime) > 0) // No need to trigger on the same tick again { if (DIFF_TICK(tick,md->last_pcneartime) < battle_config.mob_active_time) return (int32)mob_ai_sub_hard(md, tick); md->last_pcneartime = 0; } if(battle_config.boss_active_time && md->last_pcneartime && status_has_mode(&md->status,MD_STATUSIMMUNE) && DIFF_TICK(tick,md->next_thinktime) > 0) // No need to trigger on the same tick again { if (DIFF_TICK(tick,md->last_pcneartime) < battle_config.boss_active_time) return (int32)mob_ai_sub_hard(md, tick); md->last_pcneartime = 0; } //Clean the spotted log mob_clean_spotted(md); // Don't continue if the hard AI was executed recently // We use twice the hard AI interval to account for lag if (DIFF_TICK(tick, md->next_thinktime) < MIN_MOBTHINKTIME*2) return 0; // Don't continue if skills cannot be used yet if (DIFF_TICK(tick, md->last_skillcheck) < MOB_SKILL_INTERVAL) return 0; // Check for warp chase if there's still a target if (md->target_id > 0) { block_list* tbl = map_id2bl(md->target_id); if (tbl != nullptr && mob_warpchase(md, tbl) > 0) return 0; } if (md->master_id) { if (!mob_is_spotted(md)) { if (battle_config.slave_active_with_master == 0) return 0; // Get mob data of master mob_data* mmd = map_id2md(md->master_id); // If neither master nor slave have been spotted we don't have to execute the slave AI if (mmd != nullptr && !mob_is_spotted(mmd)) return 0; } mob_ai_sub_hard_slavemob (md,tick); return 0; } // Remove target and set to idle state when movement was finished // This also triggers the idle NPC event mob_unlocktarget(md, tick); if( DIFF_TICK(md->next_walktime,tick) < 0 && status_has_mode(&md->status,MD_CANMOVE) && unit_can_move(&md->bl) ) { // Move probability for mobs away from players // In Aegis, this is 100% for mobs that have been activated by players and none otherwise. if( mob_is_spotted(md) && ((!status_has_mode(&md->status,MD_STATUSIMMUNE) && rnd()%100 < battle_config.mob_nopc_move_rate) || (status_has_mode(&md->status,MD_STATUSIMMUNE) && rnd()%100 < battle_config.boss_nopc_move_rate))) mob_randomwalk(md, tick); } else if( md->ud.walktimer == INVALID_TIMER ) { // Probability for mobs far from players from doing their IDLE skill. // In Aegis, this is 100% for mobs that have been activated by players and none otherwise. if( mob_is_spotted(md) && ((!status_has_mode(&md->status,MD_STATUSIMMUNE) && rnd()%100 < battle_config.mob_nopc_idleskill_rate) || (status_has_mode(&md->status,MD_STATUSIMMUNE) && rnd()%100 < battle_config.boss_nopc_idleskill_rate))) mobskill_use(md, tick, -1); } return 0; } /*========================================== * Negligent processing for mob outside PC field of view (interval timer function) *------------------------------------------*/ static TIMER_FUNC(mob_ai_lazy){ map_foreachmob(mob_ai_sub_lazy,tick); return 0; } /*========================================== * Serious processing for mob in PC field of view (interval timer function) *------------------------------------------*/ static TIMER_FUNC(mob_ai_hard){ if (battle_config.mob_ai&0x20) map_foreachmob(mob_ai_sub_lazy,tick); else map_foreachpc(mob_ai_sub_foreachclient,tick); return 0; } /** * Set random option for item when dropped from monster * @param item: Item data * @param mobdrop: Drop data * @author [Cydh] **/ void mob_setdropitem_option( item& item, const std::shared_ptr& mobdrop ){ std::shared_ptr group = random_option_group.find( mobdrop->randomopt_group ); if (group != nullptr) { group->apply( item ); } } /*========================================== * Initializes the delay drop structure for mob-dropped items. *------------------------------------------*/ static std::shared_ptr mob_setdropitem( const std::shared_ptr& mobdrop, int32 qty, uint16 mob_id ){ std::shared_ptr drop = std::make_shared(); drop->item_data = { 0 }; drop->item_data.nameid = mobdrop->nameid; drop->item_data.amount = qty; drop->item_data.identify = itemdb_isidentified( mobdrop->nameid ); mob_setdropitem_option( drop->item_data, mobdrop ); drop->mob_id = mob_id; return drop; } /*========================================== * Initializes the delay drop structure for mob-looted items. *------------------------------------------*/ static std::shared_ptr mob_setlootitem( s_mob_lootitem& item, uint16 mob_id ){ std::shared_ptr drop = std::make_shared(); memcpy( &drop->item_data, &item, sizeof( struct item ) ); /** * Conditions for looted item, so it can be announced when player pick it up * 1. Not-dropped other than monster. (This will be done later on pc_takeitem/party_share_loot) * 2. The mob_id becomes the last looter, instead of the real monster who drop it. **/ drop->mob_id = item.mob_id; return drop; } /** * Makes all items from a drop list drop * @param list: list with all items that should drop * @param loot: whether the items in the list are new drops or previously looted items */ void mob_process_drop_list(std::shared_ptr& list, bool loot) { // First regular drop always drops at center enum directions dir = DIR_CENTER; // Looted drops start north instead if (loot) dir = DIR_NORTH; for (std::shared_ptr& ditem : list->items) { map_addflooritem(&ditem->item_data, ditem->item_data.amount, list->m, list->x, list->y, list->first_charid, list->second_charid, list->third_charid, 4, ditem->mob_id, !loot, dir, BL_CHAR|BL_PET); // The drop location loops between three locations: SE -> W -> N -> SE if (dir <= DIR_NORTH) dir = DIR_SOUTHEAST; else if (dir == DIR_SOUTHEAST) dir = DIR_WEST; else dir = DIR_NORTH; } } /*========================================== * item drop with delay (timer function) *------------------------------------------*/ static TIMER_FUNC(mob_delay_item_drop) { uint32 bl_id = static_cast(id); // Regular drops std::shared_ptr list = util::umap_find(mob_delayed_drops, bl_id); if (list != nullptr) { mob_process_drop_list(list, false); mob_delayed_drops.erase(bl_id); } // Looted drops list = util::umap_find(mob_looted_drops, bl_id); if (list != nullptr) { mob_process_drop_list(list, true); mob_looted_drops.erase(bl_id); } return 0; } /*========================================== * Sets the item_drop into the item_drop_list. * Also performs logging and autoloot if enabled. * rate is the drop-rate of the item, required for autoloot. * flag : Killed only by homunculus/mercenary? *------------------------------------------*/ static void mob_item_drop(struct mob_data *md, std::shared_ptr& dlist, std::shared_ptr& ditem, int32 loot, int32 drop_rate, bool flag) { TBL_PC* sd; bool test_autoloot; //Logs items, dropped by mobs [Lupus] log_pick_mob(md, loot?LOG_TYPE_LOOT:LOG_TYPE_PICKDROP_MONSTER, -ditem->item_data.amount, &ditem->item_data); sd = map_charid2sd(dlist->first_charid); if( sd == nullptr ) sd = map_charid2sd(dlist->second_charid); if( sd == nullptr ) sd = map_charid2sd(dlist->third_charid); test_autoloot = sd && (drop_rate <= sd->state.autoloot || pc_isautolooting(sd, ditem->item_data.nameid)) && (flag ? ((battle_config.homunculus_autoloot ? (battle_config.hom_idle_no_share == 0 || !pc_isidle_hom(sd)) : 0) || (battle_config.mercenary_autoloot ? (battle_config.mer_idle_no_share == 0 || !pc_isidle_mer(sd)) : 0)) : (battle_config.idle_no_autoloot == 0 || DIFF_TICK(last_tick, sd->idletime) < battle_config.idle_no_autoloot)); #ifdef AUTOLOOT_DISTANCE test_autoloot = test_autoloot && sd->bl.m == md->bl.m && check_distance_blxy(&sd->bl, dlist->x, dlist->y, AUTOLOOT_DISTANCE); #endif if( test_autoloot ) { //Autoloot. struct party_data *p = party_search(sd->status.party_id); if ((itemdb_search(ditem->item_data.nameid))->flag.broadcast && (!p || !(p->party.item & 2)) // Somehow, if party's pickup distribution is 'Even Share', no announcemet ) intif_broadcast_obtain_special_item(sd, ditem->item_data.nameid, md->mob_id, ITEMOBTAIN_TYPE_MONSTER_ITEM); if (party_share_loot(party_search(sd->status.party_id), sd, &ditem->item_data, sd->status.char_id) == 0 ) { return; } } dlist->items.push_back( ditem ); } TIMER_FUNC(mob_timer_delete){ struct block_list* bl = map_id2bl(id); struct mob_data* md = BL_CAST(BL_MOB, bl); if( md ) { if( md->deletetimer != tid ) { ShowError("mob_timer_delete: Timer mismatch: %d != %d\n", tid, md->deletetimer); return 0; } //for Alchemist CANNIBALIZE [Lupus] md->deletetimer = INVALID_TIMER; unit_free(bl, CLR_TELEPORT); } return 0; } /*========================================== * *------------------------------------------*/ int32 mob_deleteslave_sub(struct block_list *bl,va_list ap) { struct mob_data *md; int32 id; nullpo_ret(bl); nullpo_ret(md = (struct mob_data *)bl); id=va_arg(ap,int32); if(md->master_id > 0 && md->master_id == id ) status_kill(bl); return 0; } /*========================================== * *------------------------------------------*/ int32 mob_deleteslave(struct mob_data *md) { nullpo_ret(md); map_foreachinmap(mob_deleteslave_sub, md->bl.m, BL_MOB,md->bl.id); return 0; } // Mob respawning through KAIZEL or NPC_REBIRTH [Skotlex] TIMER_FUNC(mob_respawn){ struct block_list *bl = map_id2bl(id); if(!bl) return 0; status_revive(bl, (uint8)data, 0); return 1; } void mob_log_damage(mob_data* md, block_list* src, int64 damage, int64 damage_tanked) { uint32 char_id = 0; int32 flag = MDLF_NORMAL; if( damage < 0 ) return; //Do nothing for absorbed damage. if (damage_tanked < 0) return; //Just to make sure we don't subtract it (should not happen) if( !damage && !damage_tanked && !(src->type&DEFAULT_ENEMY_TYPE(md)) ) return; //Do not log non-damaging effects from non-enemies. switch( src->type ) { case BL_PC: { map_session_data *sd = (TBL_PC*)src; char_id = sd->status.char_id; if( damage ) md->attacked_id = src->id; break; } case BL_HOM: { struct homun_data *hd = (TBL_HOM*)src; flag = MDLF_HOMUN; if( hd->master ) char_id = hd->master->status.char_id; if( damage ) md->attacked_id = src->id; break; } case BL_MER: { s_mercenary_data *mer = (TBL_MER*)src; if( mer->master ) char_id = mer->master->status.char_id; if( damage ) md->attacked_id = src->id; break; } case BL_PET: { struct pet_data *pd = (TBL_PET*)src; flag = MDLF_PET; if( pd->master ) { char_id = pd->master->status.char_id; if( damage ) //Let mobs retaliate against the pet's master [Skotlex] md->attacked_id = pd->master->bl.id; } break; } case BL_MOB: { struct mob_data* md2 = (TBL_MOB*)src; if( md2->special_state.ai && md2->master_id ) { map_session_data* msd = map_id2sd(md2->master_id); if( msd ) char_id = msd->status.char_id; } if( !damage ) break; //Let players decide whether to retaliate versus the master or the mob. [Skotlex] if( md2->master_id && battle_config.retaliate_to_master ) md->attacked_id = md2->master_id; else md->attacked_id = src->id; break; } case BL_ELEM: { s_elemental_data *ele = (TBL_ELEM*)src; if( ele->master ) char_id = ele->master->status.char_id; if( damage ) md->attacked_id = src->id; break; } default: //For all unhandled types. md->attacked_id = src->id; } //Self damage increases tap bonus if (!char_id && src->id == md->bl.id && damage > 0) { char_id = src->id; flag = MDLF_SELF; } if( char_id == 0 ){ return; } // Check if the character is already in damage log for( auto& entry : md->dmglog ){ if( entry.id == char_id && entry.flag == flag ){ // Just add damage to it entry.dmg = util::safe_addition_cap(entry.dmg, damage, INT64_MAX); entry.dmg_tanked = util::safe_addition_cap(entry.dmg_tanked, damage_tanked, INT64_MAX); return; } } // Check if the damage log is full if( md->dmglog.size() == DAMAGELOG_SIZE ){ // Remove oldest entry md->dmglog.pop_front(); } // Add new character to damage log at last (newest) position s_dmglog dmg = {}; dmg.id = char_id; dmg.flag = flag; dmg.dmg = damage; dmg.dmg_tanked = damage_tanked; md->dmglog.push_back( dmg ); } //Call when a mob has received damage. void mob_damage(struct mob_data *md, struct block_list *src, int32 damage) { if (src && damage > 0) { //Store total damage... if ((src != &md->bl) && md->state.aggressive) //No longer aggressive, change to retaliate AI. md->state.aggressive = 0; //Log damage mob_log_damage(md, src, static_cast(damage)); } if (battle_config.show_mob_info&3) clif_name_area(&md->bl); #if PACKETVER >= 20120404 if (battle_config.monster_hp_bars_info && !map_getmapflag(md->bl.m, MF_HIDEMOBHPBAR)) { if (md->special_state.ai == AI_ABR || md->special_state.ai == AI_BIONIC) { clif_summon_hp_bar(*md); } // Must show hp bar to all char who already hit the mob. for( const auto& entry : md->dmglog ){ map_session_data* sd = map_charid2sd( entry.id ); if( sd == nullptr ){ continue; } if( !check_distance_bl( &md->bl, &sd->bl, AREA_SIZE ) ){ continue; } clif_monster_hp_bar( md, sd->fd ); } } #endif } /** * Get modified drop rate * @param src: Source object * @param mob: Monster data * @param base_rate: Base drop rate * @param drop_modifier: RENEWAL_DROP level modifier * @return Modified drop rate */ int32 mob_getdroprate(struct block_list *src, std::shared_ptr mob, int32 base_rate, int32 drop_modifier, mob_data* md) { int32 drop_rate = base_rate; if (md && battle_config.mob_size_influence) { // Change drops depending on monsters size [Valaris] uint32 mob_size = md->special_state.size; if (mob_size == SZ_MEDIUM && drop_rate >= 2) drop_rate /= 2; // SZ_MEDIUM actually is small size modification... this is not a bug! else if (mob_size == SZ_BIG) drop_rate *= 2; } if (src) { if (battle_config.drops_by_luk) // Drops affected by luk as a fixed increase [Valaris] drop_rate += status_get_luk(src) * battle_config.drops_by_luk / 100; if (battle_config.drops_by_luk2) // Drops affected by luk as a % increase [Skotlex] drop_rate += (int32)(0.5 + drop_rate * status_get_luk(src) * battle_config.drops_by_luk2 / 10000.); if (src->type == BL_PC) { // Player specific drop rate adjustments map_session_data *sd = (map_session_data*)src; int32 drop_rate_bonus = 100; // In PK mode players get an additional drop chance bonus of 25% if there is a 20 level difference if( battle_config.pk_mode && (int32)(mob->lv - sd->status.base_level) >= 20 ){ drop_rate_bonus += 25; } // Add class and race specific bonuses drop_rate_bonus += sd->indexed_bonus.dropaddclass[mob->status.class_] + sd->indexed_bonus.dropaddclass[CLASS_ALL]; drop_rate_bonus += sd->indexed_bonus.dropaddrace[mob->status.race] + sd->indexed_bonus.dropaddrace[RC_ALL]; if (sd->sc.getSCE(SC_ITEMBOOST)) drop_rate_bonus += sd->sc.getSCE(SC_ITEMBOOST)->val1; if (sd->sc.getSCE(SC_PERIOD_RECEIVEITEM_2ND)) drop_rate_bonus += sd->sc.getSCE(SC_PERIOD_RECEIVEITEM_2ND)->val1; int32 cap; if (pc_isvip(sd)) { // Increase item drop rate for VIP. // Unsure how the VIP and other bonuses should stack, this is additive. drop_rate_bonus += battle_config.vip_drop_increase; cap = battle_config.drop_rate_cap_vip; } else cap = battle_config.drop_rate_cap; drop_rate = (int32)( 0.5 + drop_rate * drop_rate_bonus / 100. ); // Now limit the drop rate to never be exceed the cap (default: 90%), unless it is originally above it already. if( drop_rate > cap && base_rate < cap ){ drop_rate = cap; } } } #ifdef RENEWAL_DROP drop_rate = apply_rate( drop_rate, drop_modifier ); #endif // Cap it to 100% drop_rate = min( drop_rate, 10000 ); // If the monster's drop rate can become 0 if( battle_config.drop_rate0item ){ drop_rate = max( drop_rate, 0 ); }else{ // If not - cap to 0.01% drop rate - as on official servers drop_rate = max( drop_rate, 1 ); } return drop_rate; } /** * Returns the MVP player based on the monster's damage log * This player has the highest value when damage dealt and damage tanked are added together * @return The MVP player */ map_session_data* mob_data::get_mvp_player() { // There cannot be an MVP player if the monster is not an MVP if (this->get_bosstype() != BOSSTYPE_MVP) return nullptr; int64 mvp_damage = 0; map_session_data* mvp_sd = nullptr; for (const s_dmglog& entry : this->dmglog) { map_session_data* sd = map_charid2sd(entry.id); if (sd == nullptr) continue; // skip players that are offline if (sd->bl.m != this->bl.m) continue; // skip players not on this map if (pc_isdead(sd)) continue; // skip dead players if (mvp_damage >= entry.dmg + entry.dmg_tanked) continue; mvp_damage = util::safe_addition_cap(entry.dmg, entry.dmg_tanked, INT64_MAX); mvp_sd = sd; } return mvp_sd; } /*========================================== * Signals death of mob. * type&1 -> no drops, type&2 -> no exp *------------------------------------------*/ int32 mob_dead(struct mob_data *md, struct block_list *src, int32 type) { struct status_data *status; map_session_data *sd = nullptr, *tmpsd[DAMAGELOG_SIZE]; map_session_data *first_sd = nullptr, *second_sd = nullptr, *third_sd = nullptr; struct { struct party_data *p; int32 id,zeny; t_exp base_exp; t_exp job_exp; } pt[DAMAGELOG_SIZE]; int32 i, temp, count, m = md->bl.m; int32 dmgbltypes = 0; // bitfield of all bl types, that caused damage to the mob and are elligible for exp distribution t_tick tick = gettick(); bool rebirth, homkillonly, merckillonly; status = &md->status; if( src && src->type == BL_PC ) { sd = (map_session_data *)src; first_sd = sd; } if( md->guardian_data && md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS ) guild_castledatasave(md->guardian_data->castle->castle_id, CD_ENABLED_GUARDIAN00 + md->guardian_data->number,0); if( src ) { // Use Dead skill only if not killed by Script or Command md->status.hp = 1; mob_setstate(*md, MSS_DEAD); mobskill_use(md,tick,-1); md->status.hp = 0; } map_freeblock_lock(); memset(pt,0,sizeof(pt)); if(src && src->type == BL_MOB) mob_unlocktarget((struct mob_data *)src,tick); // filter out entries not eligible for exp distribution memset(tmpsd,0,sizeof(tmpsd)); // Struct that only contains entries eligible for loot distribution // Also contains combined damage of the players and their slaves struct s_dmg_entry { map_session_data* sd; int64 damage; }; std::vector lootdmg; count = 0; int64 total_damage = 0; for( i = 0; i < md->dmglog.size(); i++ ){ const s_dmglog& entry = md->dmglog[i]; total_damage = util::safe_addition_cap(total_damage, entry.dmg, INT64_MAX); if( entry.flag == MDLF_SELF ){ //Self damage counts as exp tap count++; continue; } map_session_data* tsd = map_charid2sd( entry.id ); if (tsd == nullptr) continue; // skip players that are offline if (tsd->bl.m != m) continue; // skip players not on this map count++; //Only logged into same map chars are counted for the total. if (pc_isdead(tsd)) continue; // skip dead players switch( entry.flag ){ case MDLF_NORMAL: dmgbltypes |= BL_PC; break; case MDLF_HOMUN: // Skip homunculus' share if inactive if( !hom_is_active( tsd->hd ) ){ continue; } dmgbltypes |= BL_HOM; break; case MDLF_PET: // Skip pet's share if inactive if( tsd->status.pet_id == 0 || tsd->pd == nullptr ){ continue; } dmgbltypes |= BL_PET; break; } tmpsd[i] = tsd; // record as valid damage-log entry // Gather data to determine loot priority // Check if player already has an entry auto it = lootdmg.begin(); for (; it != lootdmg.end(); ++it) if (it->sd->bl.id == tsd->bl.id) break; if (it == lootdmg.end()) { // No matching player found, create new entry for player s_dmg_entry dmg_entry; dmg_entry.sd = tsd; dmg_entry.damage = entry.dmg; lootdmg.push_back(dmg_entry); } else { // Slave damage is added to the player's damage it->damage += entry.dmg; } } if (!lootdmg.empty()) { // First player in the damage log gets 30% of total damage as bonus for loot priority lootdmg[0].damage += (total_damage * 30) / 100; // Sort list by damage now and determine top 3 damage dealers std::sort(lootdmg.begin(), lootdmg.end(), [](s_dmg_entry& a, s_dmg_entry& b) { return a.damage > b.damage; }); first_sd = lootdmg[0].sd; if (lootdmg.size() > 1) second_sd = lootdmg[1].sd; if (lootdmg.size() > 2) third_sd = lootdmg[2].sd; } // determines, if the monster was killed by homunculus' damage only homkillonly = (bool)( ( dmgbltypes&BL_HOM ) && !( dmgbltypes&~BL_HOM ) ); // determines if the monster was killed by mercenary damage only merckillonly = (bool)((dmgbltypes & BL_MER) && !(dmgbltypes & ~BL_MER)); // Determine MVP (need to do it here so that it's not influenced by first attacker bonus below) map_session_data* mvp_sd = md->get_mvp_player(); if(battle_config.exp_calc_type == 2 && count > 1) { //Apply first-attacker 200% exp share bonus s_dmglog& entry = md->dmglog[0]; total_damage = util::safe_addition_cap(total_damage, entry.dmg, INT64_MAX); entry.dmg = util::safe_addition_cap(entry.dmg, entry.dmg, INT64_MAX); } if(!(type&2) && //No exp (!map_getmapflag(m, MF_PVP) || battle_config.pvp_exp) && //Pvp no exp rule [MouseJstr] (!md->master_id || !md->special_state.ai) && //Only player-summoned mobs do not give exp. [Skotlex] (!map_getmapflag(m, MF_NOBASEEXP) || !map_getmapflag(m, MF_NOJOBEXP)) //Gives Exp ) { //Experience calculation. int32 bonus = 100; //Bonus on top of your share (common to all attackers). int32 pnum = 0; #ifndef RENEWAL if (md->sc.getSCE(SC_RICHMANKIM)) bonus += md->sc.getSCE(SC_RICHMANKIM)->val2; #else if (sd && sd->sc.getSCE(SC_RICHMANKIM)) bonus += sd->sc.getSCE(SC_RICHMANKIM)->val2; #endif if(sd) { temp = status_get_class(&md->bl); if(sd->sc.getSCE(SC_MIRACLE)) i = 2; //All mobs are Star Targets else ARR_FIND(0, MAX_PC_FEELHATE, i, temp == sd->hate_mob[i] && (battle_config.allow_skill_without_day || sg_info[i].day_func())); if(ilevel > md->db->lv) // [Valaris] bonus += (md->level-md->db->lv)*battle_config.mobs_level_up_exp_rate; for( i = 0; i < md->dmglog.size(); i++ ){ const s_dmglog& entry = md->dmglog[i]; int32 flag=1,zeny=0; t_exp base_exp, job_exp; double per; //Your share of the mob's exp if (!tmpsd[i]) continue; if (battle_config.exp_calc_type == 1 || total_damage == 0) { // eAthena's exp formula based on max hp per = (double)entry.dmg / (double)status->max_hp; } else { // Aegis's exp formula based on total damage per = (double)entry.dmg / (double)total_damage; } // To prevent exploits if (per > 1) per = 1; //Exclude rebirth tap from this calculation count -= md->state.rebirth; if (count>1 && battle_config.exp_bonus_attacker) { //Exp bonus per additional attacker. if (count > battle_config.exp_bonus_max_attacker) count = battle_config.exp_bonus_max_attacker; per += per*((count-1)*battle_config.exp_bonus_attacker)/100.; } // change experience for different sized monsters [Valaris] if (battle_config.mob_size_influence) { switch( md->special_state.size ) { case SZ_MEDIUM: per /= 2.; break; case SZ_BIG: per *= 2.; break; } } if( entry.flag == MDLF_PET ) per *= battle_config.pet_attack_exp_rate/100.; if(battle_config.zeny_from_mobs && md->level) { // zeny calculation moblv + random moblv [Valaris] zeny=(int32) ((md->level+rnd()%md->level)*per*bonus/100.); if( md->get_bosstype() == BOSSTYPE_MVP ) zeny*=rnd()%250; } if (map_getmapflag(m, MF_NOBASEEXP) || !md->db->base_exp) base_exp = 0; else { double exp = apply_rate2(md->db->base_exp, per, 1); exp = apply_rate(exp, bonus); exp = apply_rate(exp, map_getmapflag(m, MF_BEXP)); base_exp = (t_exp)cap_value(exp, 1, MAX_EXP); } if (map_getmapflag(m, MF_NOJOBEXP) || !md->db->job_exp #ifndef RENEWAL || entry.flag == MDLF_HOMUN // Homun earned job-exp is always lost. #endif ) job_exp = 0; else { double exp = apply_rate2(md->db->job_exp, per, 1); exp = apply_rate(exp, bonus); exp = apply_rate(exp, map_getmapflag(m, MF_JEXP)); job_exp = (t_exp)cap_value(exp, 1, MAX_EXP); } if ((base_exp > 0 || job_exp > 0) && entry.flag == MDLF_HOMUN && homkillonly && battle_config.hom_idle_no_share && pc_isidle_hom(tmpsd[i])) base_exp = job_exp = 0; if ( ( temp = tmpsd[i]->status.party_id)>0 ) { int32 j; for( j = 0; j < pnum && pt[j].id != temp; j++ ); //Locate party. if( j == pnum ) { //Possibly add party. pt[pnum].p = party_search(temp); if(pt[pnum].p && pt[pnum].p->party.exp) { pt[pnum].id = temp; pt[pnum].base_exp = base_exp; pt[pnum].job_exp = job_exp; pt[pnum].zeny = zeny; // zeny share [Valaris] pnum++; flag = 0; } } else { //Add to total pt[j].base_exp = util::safe_addition_cap( pt[j].base_exp, base_exp, MAX_EXP ); pt[j].job_exp = util::safe_addition_cap( pt[j].job_exp, job_exp, MAX_EXP ); pt[j].zeny += zeny; // zeny share [Valaris] flag = 0; } } #ifdef RENEWAL if (base_exp && tmpsd[i] && tmpsd[i]->hd) hom_gainexp(tmpsd[i]->hd, base_exp * battle_config.homunculus_exp_gain / 100); // Homunculus only receive 10% of EXP #else if (base_exp && md->dmglog[i].flag == MDLF_HOMUN) //tmpsd[i] is null if it has no homunc. hom_gainexp(tmpsd[i]->hd, base_exp); #endif if(flag) { if(base_exp || job_exp) { if( entry.flag != MDLF_PET || battle_config.pet_attack_exp_to_master ) { #ifdef RENEWAL_EXP int32 rate = pc_level_penalty_mod( tmpsd[i], PENALTY_EXP, nullptr, md ); if (rate != 100) { if (base_exp) base_exp = (t_exp)cap_value(apply_rate(base_exp, rate), 1, MAX_EXP); if (job_exp) job_exp = (t_exp)cap_value(apply_rate(job_exp, rate), 1, MAX_EXP); } #endif pc_gainexp(tmpsd[i], &md->bl, base_exp, job_exp, 0); } } if(zeny) // zeny from mobs [Valaris] pc_getzeny(tmpsd[i], zeny, LOG_TYPE_PICKDROP_MONSTER); } } for( i = 0; i < pnum; i++ ) //Party share. party_exp_share(pt[i].p, &md->bl, pt[i].base_exp,pt[i].job_exp,pt[i].zeny); } //End EXP giving. // Looted items have an independent drop position and also don't show special effects when dropped // So we need put them into a separate list std::shared_ptr lootlist = std::make_shared(); lootlist->m = md->bl.m; lootlist->x = md->bl.x; lootlist->y = md->bl.y; lootlist->first_charid = (first_sd != nullptr ? first_sd->status.char_id : 0); lootlist->second_charid = (second_sd ? second_sd->status.char_id : 0); lootlist->third_charid = (third_sd ? third_sd->status.char_id : 0); // Process items looted by the mob if (md->lootitems) { for (i = 0; i < md->lootitem_count; i++) { std::shared_ptr ditem = mob_setlootitem(md->lootitems[i], md->mob_id); mob_item_drop(md, lootlist, ditem, 1, 10000, homkillonly || merckillonly); } } if( !(type&1) && !map_getmapflag(m, MF_NOMOBLOOT) && !md->state.rebirth && ( !md->special_state.ai || //Non special mob battle_config.alchemist_summon_reward == 2 || //All summoned give drops (md->special_state.ai==AI_SPHERE && battle_config.alchemist_summon_reward == 1) //Marine Sphere Drops items. ) ) { // Item Drop int32 drop_rate, drop_modifier = 100; #ifdef RENEWAL_DROP drop_modifier = pc_level_penalty_mod( first_sd != nullptr ? first_sd : second_sd != nullptr ? second_sd : third_sd, PENALTY_DROP, nullptr, md ); #endif std::shared_ptr dlist = std::make_shared(); dlist->m = md->bl.m; dlist->x = md->bl.x; dlist->y = md->bl.y; dlist->first_charid = (first_sd != nullptr ? first_sd->status.char_id : 0); dlist->second_charid = (second_sd ? second_sd->status.char_id : 0); dlist->third_charid = (third_sd ? third_sd->status.char_id : 0); // These trigger for the killer of the monster if(sd) { // process script-granted extra drop bonuses for (const auto &it : sd->add_drop) { if (!&it || (!it.nameid && !it.group)) continue; if ((it.race < RC_NONE_ && it.race == -md->mob_id) || //Race < RC_NONE_, use mob_id (it.race == RC_ALL || it.race == status->race) || //Matched race (it.class_ == CLASS_ALL || it.class_ == status->class_)) //Matched class { //Check if the bonus item drop rate should be multiplied with mob level/10 [Lupus] if (it.rate < 0) { //It's negative, then it should be multiplied. with mob_level/10 //rate = base_rate * (mob_level/10) + 1 drop_rate = (-it.rate) * md->level / 10 + 1; drop_rate = cap_value(drop_rate, max(battle_config.item_drop_adddrop_min,1), min(battle_config.item_drop_adddrop_max,10000)); } else //it's positive, then it goes as it is drop_rate = it.rate; if (rnd()%10000 >= drop_rate) continue; std::shared_ptr mobdrop = std::make_shared(); if (it.nameid > 0) { mobdrop->nameid = it.nameid; mobdrop->rate = drop_rate; } else { std::shared_ptr entry = itemdb_group.get_random_entry(it.group, 1, GROUP_ALGORITHM_DROP); if (entry == nullptr) continue; mobdrop->nameid = entry->nameid; mobdrop->rate = entry->adj_rate * drop_rate / 10000; } std::shared_ptr ditem = mob_setdropitem(mobdrop, 1, md->mob_id); mob_item_drop(md, dlist, ditem, 0, mobdrop->rate, homkillonly || merckillonly); } } // process script-granted zeny bonus (get_zeny_num) [Skotlex] if( sd->bonus.get_zeny_num && rnd()%100 < sd->bonus.get_zeny_rate ) { i = sd->bonus.get_zeny_num > 0 ? sd->bonus.get_zeny_num : -md->level * sd->bonus.get_zeny_num; if (!i) i = 1; pc_getzeny(sd, 1+rnd()%i, LOG_TYPE_PICKDROP_MONSTER); } } // Regular mob drops drop after script-granted drops for( const std::shared_ptr& entry : md->db->dropitem ){ if (entry->nameid == 0) continue; std::shared_ptr it = item_db.find(entry->nameid); if (it == nullptr) continue; drop_rate = mob_getdroprate(src, md->db, entry->rate, drop_modifier, md); // attempt to drop the item if (rnd() % 10000 >= drop_rate) continue; if (first_sd != nullptr && it->type == IT_PETEGG) { pet_create_egg(first_sd, entry->nameid); continue; } std::shared_ptr ditem = mob_setdropitem(entry, 1, md->mob_id); //A Rare Drop Global Announce by Lupus if (first_sd != nullptr && entry->rate <= battle_config.rare_drop_announce) { char message[128]; sprintf(message, msg_txt(nullptr, 541), first_sd->status.name, md->name, it->ename.c_str(), (float)drop_rate / 100); //MSG: "'%s' won %s's %s (chance: %0.02f%%)" intif_broadcast(message, strlen(message) + 1, BC_DEFAULT); } // Announce first, or else ditem will be freed. [Lance] // By popular demand, use base drop rate for autoloot code. [Skotlex] mob_item_drop(md, dlist, ditem, 0, battle_config.autoloot_adjust ? drop_rate : entry->rate, homkillonly || merckillonly); } // Ore Discovery (triggers if owner has loot priority, does not require to be the killer) if (first_sd != nullptr && pc_checkskill(first_sd, BS_FINDINGORE) > 0) { std::shared_ptr entry = itemdb_group.get_random_entry(IG_ORE, 1, GROUP_ALGORITHM_DROP); if (entry != nullptr) { std::shared_ptr mobdrop = std::make_shared(); mobdrop->nameid = entry->nameid; mobdrop->rate = entry->adj_rate; std::shared_ptr ditem = mob_setdropitem(mobdrop, 1, md->mob_id); mob_item_drop(md, dlist, ditem, 0, mobdrop->rate, homkillonly || merckillonly); } } // Process map specific drops std::shared_ptr mapdrops; // If it is an instance map, we check for map specific drops of the original map if( map[md->bl.m].instance_id > 0 ){ mapdrops = map_drop_db.find( map[md->bl.m].instance_src_map ); }else{ mapdrops = map_drop_db.find( md->bl.m ); } if( mapdrops != nullptr ){ // Process map wide drops for( const auto& it : mapdrops->globals ){ if( rnd_chance( it.second->rate, 100000u ) ){ // 'Cheat' for autoloot command: rate is changed from n/100000 to n/10000 int32 map_drops_rate = max(1, (it.second->rate / 10)); std::shared_ptr ditem = mob_setdropitem( it.second, 1, md->mob_id ); mob_item_drop( md, dlist, ditem, 0, map_drops_rate, homkillonly || merckillonly ); } } // Process map drops for this specific mob const auto& specific = mapdrops->specific.find( md->mob_id ); if( specific != mapdrops->specific.end() ){ for( const auto& it : specific->second ){ if( rnd_chance( it.second->rate, 100000u ) ){ // 'Cheat' for autoloot command: rate is changed from n/100000 to n/10000 int32 map_drops_rate = max(1, (it.second->rate / 10)); std::shared_ptr ditem = mob_setdropitem( it.second, 1, md->mob_id ); mob_item_drop( md, dlist, ditem, 0, map_drops_rate, homkillonly || merckillonly ); } } } } // There are drop items. if (!dlist->items.empty() || !lootlist->items.empty()) { mob_delayed_drops[md->bl.id] = dlist; mob_looted_drops[md->bl.id] = lootlist; add_timer(tick + (!battle_config.delay_battle_damage ? 500 : 0), mob_delay_item_drop, md->bl.id, 0); } } // Loot MUST drop! else if (!lootlist->items.empty()) { mob_looted_drops[md->bl.id] = lootlist; add_timer(tick + (!battle_config.delay_battle_damage ? 500 : 0), mob_delay_item_drop, md->bl.id, 0); } // MVP Reward if( mvp_sd != nullptr ){ t_itemid log_mvp_nameid = 0; t_exp log_mvp_exp = 0; clif_mvp_effect( *mvp_sd ); //mapflag: noexp check [Lorky] if( md->db->mexp > 0 && !( map_getmapflag( m, MF_NOBASEEXP ) || type&2 ) ){ log_mvp_exp = md->db->mexp; #if defined(RENEWAL_EXP) int32 penalty = pc_level_penalty_mod( mvp_sd, PENALTY_MVP_EXP, nullptr, md ); log_mvp_exp = cap_value( apply_rate( log_mvp_exp, penalty ), 0, MAX_EXP ); #endif if( battle_config.exp_bonus_attacker > 0 && count > 1 ){ if( count > battle_config.exp_bonus_max_attacker ){ count = battle_config.exp_bonus_max_attacker; } log_mvp_exp += log_mvp_exp * ( battle_config.exp_bonus_attacker * ( count - 1 ) ) / 100; } log_mvp_exp = cap_value( log_mvp_exp, 1, MAX_EXP ); clif_mvp_exp( *mvp_sd, log_mvp_exp ); pc_gainexp( mvp_sd, &md->bl, log_mvp_exp, 0, 0 ); } if( !(map_getmapflag(m, MF_NOMVPLOOT) || type&1) ) { // Create a copy of the MVP drops vector std::vector> mdrop = md->db->mvpitem; // Order might be random depending on item_drop_mvp_mode config setting if(battle_config.item_drop_mvp_mode == 1) { //Random order rnd_vector_order( mdrop ); } #if defined(RENEWAL_DROP) int32 penalty = pc_level_penalty_mod( mvp_sd, PENALTY_MVP_DROP, nullptr, md ); #endif for( const std::shared_ptr& entry : mdrop ){ if(entry->nameid == 0) continue; std::shared_ptr i_data = item_db.find(entry->nameid); if (i_data == nullptr) continue; temp = entry->rate; #if defined(RENEWAL_DROP) temp = cap_value( apply_rate( temp, penalty ), 0, 10000 ); #endif if (temp != 10000) { if(temp <= 0 && !battle_config.drop_rate0item) temp = 1; if(rnd()%10000 >= temp) //if ==0, then it doesn't drop continue; } struct item item = {}; item.nameid=entry->nameid; item.identify= itemdb_isidentified(item.nameid); clif_mvp_item(mvp_sd,item.nameid); log_mvp_nameid = item.nameid; //A Rare MVP Drop Global Announce by Lupus if(temp<=battle_config.rare_drop_announce) { char message[128]; sprintf (message, msg_txt(nullptr,541), mvp_sd->status.name, md->name, i_data->ename.c_str(), temp/100.); //MSG: "'%s' won %s's %s (chance: %0.02f%%)" intif_broadcast(message,strlen(message)+1,BC_DEFAULT); } mob_setdropitem_option( item, entry ); if((temp = pc_additem(mvp_sd,&item,1,LOG_TYPE_PICKDROP_PLAYER)) != 0) { clif_additem(mvp_sd,0,0,temp); map_addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd->status.char_id,(second_sd?second_sd->status.char_id:0),(third_sd?third_sd->status.char_id:0),1,0,true,DIR_CENTER); } if (i_data->flag.broadcast) intif_broadcast_obtain_special_item(mvp_sd, item.nameid, md->mob_id, ITEMOBTAIN_TYPE_MONSTER_ITEM); //Logs items, MVP prizes [Lupus] log_pick_mob(md, LOG_TYPE_MVP, -1, &item); //If item_drop_mvp_mode is not 2, then only one item should be granted if(battle_config.item_drop_mvp_mode != 2) { break; } } } log_mvpdrop(mvp_sd, md->mob_id, log_mvp_nameid, log_mvp_exp); } if (type&2 && !sd && md->mob_id == MOBID_EMPERIUM) // Emperium destroyed by script. Discard top damage dealer. first_sd = nullptr; rebirth = ( md->sc.getSCE(SC_KAIZEL) || md->sc.getSCE(SC_ULTIMATE_S) || (md->sc.getSCE(SC_REBIRTH) && !md->state.rebirth) ); if( !rebirth ) { // Only trigger event on final kill if( src ) { switch( src->type ) { //allowed type case BL_PET: case BL_HOM: case BL_MER: case BL_ELEM: case BL_MOB: sd = BL_CAST(BL_PC,battle_get_master(src)); } } if (sd) { std::shared_ptr mission_mdb = mob_db.find(sd->mission_mobid), mob = mob_db.find(md->mob_id); if ((sd->mission_mobid == md->mob_id) || (mission_mdb != nullptr && ((battle_config.taekwon_mission_mobname == 1 && util::vector_exists(status_get_race2(&md->bl), RC2_GOBLIN) && util::vector_exists(mission_mdb->race2, RC2_GOBLIN)) || (battle_config.taekwon_mission_mobname == 2 && mob->jname.compare(mission_mdb->jname) == 0)))) { //TK_MISSION [Skotlex] if (++(sd->mission_count) >= 100 && (temp = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, static_cast(RMF_CHECK_MOB_LV|RMF_MOB_NOT_BOSS|RMF_MOB_NOT_SPAWN), sd->status.base_level))) { pc_addfame(*sd, battle_config.fame_taekwon_mission); sd->mission_mobid = temp; pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), temp); sd->mission_count = 0; clif_mission_info(sd, temp, 0); } pc_setglobalreg(sd, add_str(TKMISSIONCOUNT_VAR), sd->mission_count); } if (sd->status.party_id) map_foreachinallrange(quest_update_objective_sub, &md->bl, AREA_SIZE, BL_PC, sd->status.party_id, md); else if (sd->avail_quests) quest_update_objective(sd, md); if (achievement_db.mobexists(md->mob_id)) { if (battle_config.achievement_mob_share > 0 && sd->status.party_id > 0) map_foreachinallrange(achievement_update_objective_sub, &md->bl, AREA_SIZE, BL_PC, sd->status.party_id, md->mob_id); else achievement_update_objective(sd, AG_BATTLE, 1, md->mob_id); } // The master or Mercenary can increase the kill count, if the monster level is greater or equal than half the baselevel of the master if (sd->md && src && (src->type == BL_PC || src->type == BL_MER) && mob->lv >= sd->status.base_level / 2) mercenary_kills(sd->md); } if( md->npc_event[0] && !md->state.npc_killmonster ) { if( sd && battle_config.mob_npc_event_type ) { pc_setparam(sd, SP_KILLEDGID, md->bl.id); pc_setparam(sd, SP_KILLEDRID, md->mob_id); pc_setparam(sd, SP_KILLERRID, sd->bl.id); npc_event(sd,md->npc_event,0); } else if( first_sd != nullptr ) { pc_setparam(first_sd, SP_KILLEDGID, md->bl.id); pc_setparam(first_sd, SP_KILLEDRID, md->mob_id); pc_setparam(first_sd, SP_KILLERRID, sd?sd->bl.id:0); npc_event(first_sd,md->npc_event,0); } else npc_event_do(md->npc_event); } else if( first_sd != nullptr && !md->state.npc_killmonster ) { pc_setparam(first_sd, SP_KILLEDGID, md->bl.id); pc_setparam(first_sd, SP_KILLEDRID, md->mob_id); npc_script_event( *first_sd, NPCE_KILLNPC ); } } if(md->deletetimer != INVALID_TIMER) { delete_timer(md->deletetimer,mob_timer_delete); md->deletetimer = INVALID_TIMER; } /** * Only loops if necessary (e.g. a poring would never need to loop) **/ if( md->can_summon ) mob_deleteslave(md); map_freeblock_unlock(); if( !rebirth ) { if( pcdb_checkid(md->vd->class_) ) {//Player mobs are not removed automatically by the client. /* first we set them dead, then we delay the outsight effect */ clif_clearunit_area( md->bl, CLR_DEAD ); clif_clearunit_delayed(&md->bl, CLR_OUTSIGHT,tick+3000); } else /** * We give the client some time to breath and this allows it to display anything it'd like with the dead corpose * For example, this delay allows it to display soul drain effect **/ clif_clearunit_delayed(&md->bl, CLR_DEAD, tick+250); } if(!md->spawn){ //Tell status_damage to remove it from memory. struct unit_data *ud = unit_bl2ud(&md->bl); // If the unit is currently in a walk script, it will be removed there return ud->state.walk_script ? 3 : 5; // Note: Actually, it's 4. Oh well... } // MvP tomb [GreenBox] if (battle_config.mvp_tomb_enabled && md->spawn->state.boss && map_getmapflag(md->bl.m, MF_NOTOMB) != 1) mvptomb_create(md, mvp_sd != nullptr ? mvp_sd->status.name : (first_sd != nullptr ? first_sd->status.name : nullptr), time(nullptr)); if( !rebirth ) mob_setdelayspawn(md); //Set respawning. return 3; //Remove from map. } /** * Resurrects a mob (reset values and respawn on map) * @param md : mob pointer * @param hp : hp to resurrect it with (only used for exp calculation) */ void mob_revive(struct mob_data *md, uint32 hp) { t_tick tick = gettick(); mob_setstate(*md, MSS_IDLE); md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME; md->last_linktime = tick; md->last_pcneartime = 0; //We reset the damage log and then set the already lost damage as self damage so players don't get exp for it [Playtester] md->dmglog.clear(); mob_log_damage(md, &md->bl, static_cast(md->status.max_hp - hp)); if (!md->bl.prev){ if(map_addblock(&md->bl)) return; } clif_spawn(&md->bl); skill_unit_move(&md->bl,tick,1); mobskill_use(md, tick, MSC_SPAWN); if (battle_config.show_mob_info&3) clif_name_area(&md->bl); } int32 mob_guardian_guildchange(struct mob_data *md) { nullpo_ret(md); if (!md->guardian_data) return 0; if (md->guardian_data->castle->guild_id == 0) { //Castle with no owner? Delete the guardians. if (md->mob_id == MOBID_EMPERIUM) { //But don't delete the emperium, just clear it's guild-data md->guardian_data->guild_id = 0; md->guardian_data->emblem_id = 0; md->guardian_data->guild_name[0] = '\0'; } else { if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS && md->guardian_data->castle->guardian[md->guardian_data->number].visible) guild_castledatasave(md->guardian_data->castle->castle_id, CD_ENABLED_GUARDIAN00 + md->guardian_data->number, 0); unit_free(&md->bl,CLR_OUTSIGHT); //Remove guardian. } return 0; } auto g = guild_search(md->guardian_data->castle->guild_id); if (g == nullptr) { //Properly remove guardian info from Castle data. ShowError("mob_guardian_guildchange: New Guild (id %d) does not exists!\n", md->guardian_data->guild_id); if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS) guild_castledatasave(md->guardian_data->castle->castle_id, CD_ENABLED_GUARDIAN00 + md->guardian_data->number, 0); unit_free(&md->bl,CLR_OUTSIGHT); return 0; } md->guardian_data->guild_id = g->guild.guild_id; md->guardian_data->emblem_id = g->guild.emblem_id; md->guardian_data->guardup_lv = guild_checkskill(g->guild, GD_GUARDUP); memcpy(md->guardian_data->guild_name, g->guild.name, NAME_LENGTH); return 1; } /*========================================== * Pick a random class for the mob *------------------------------------------*/ int32 mob_random_class(int32 *value, size_t count) { nullpo_ret(value); // no count specified, look into the array manually, but take only max 5 elements if (count < 1) { count = 0; while(count < 5 && mobdb_checkid(value[count])) count++; if(count < 1) // nothing found return 0; } else { // check if at least the first value is valid if(mobdb_checkid(value[0]) == 0) return 0; } //Pick a random value, hoping it exists. [Skotlex] return mobdb_checkid(value[rnd()%count]); } /** * Returns the SpawnInfos of the mob_db entry (mob_spawn_data[mobid]) * if mobid is not in mob_spawn_data returns empty spawn_info vector * @param mob_id - Looking for spawns of this Monster ID */ const std::vector mob_get_spawns(uint16 mob_id) { auto mob_spawn_it = mob_spawn_data.find(mob_id); if ( mob_spawn_it != mob_spawn_data.end() ) return mob_spawn_it->second; return std::vector(); } /** * Checks if a monster is spawned. Returns true if yes, false otherwise. * @param mob_id - Monster ID which is checked */ bool mob_has_spawn(uint16 mob_id) { // It's enough to check if the monster is in mob_spawn_data, because // none or empty spawns are ignored. Thus the monster is spawned. return mob_spawn_data.find(mob_id) != mob_spawn_data.end(); } /** * Adds a spawn info to the specific mob. (To mob_spawn_data) * @param mob_id - Monster ID spawned * @param new_spawn - spawn_info holding the map and quantity of the spawn */ void mob_add_spawn(uint16 mob_id, const struct spawn_info& new_spawn) { uint16 m = new_spawn.mapindex; if( new_spawn.qty <= 0 ) return; //ignore empty spawns std::vector& spawns = mob_spawn_data[mob_id]; // Search if the map is already in spawns auto itSameMap = std::find_if(spawns.begin(), spawns.end(), [&m] (const spawn_info &s) { return (s.mapindex == m); }); if( itSameMap != spawns.end() ) itSameMap->qty += new_spawn.qty; // add quantity, if map is found else spawns.push_back(new_spawn); // else, add the whole spawn info // sort spawns by spawn quantity std::sort(spawns.begin(), spawns.end(), [](const spawn_info & a, const spawn_info & b) -> bool { return a.qty > b.qty; }); /** Note Spawns are sorted after every addition. This makes reloadscript slower, but some spawns may be added directly by loadscript or something similar. */ } /*========================================== * Change mob base class *------------------------------------------*/ int32 mob_class_change (struct mob_data *md, int32 mob_id) { t_tick tick = gettick(); int32 i, hp_rate; nullpo_ret(md); if( md->bl.prev == nullptr ) return 0; if (!mob_id || !mobdb_checkid(mob_id)) return 0; //Disable class changing for some targets... if (md->guardian_data) return 0; //Guardians/Emperium if (util::vector_exists(status_get_race2(&md->bl), RC2_TREASURE)) return 0; //Treasure Boxes if( md->special_state.ai > AI_ATTACK ) return 0; //Marine Spheres and Floras. if( mob_is_clone(md->mob_id) ) return 0; //Clones if( md->mob_id == mob_id ) return 0; //Nothing to change. hp_rate = get_percentage(md->status.hp, md->status.max_hp); md->mob_id = mob_id; md->db = mob_db.find(mob_id); if (battle_config.override_mob_names==1) memcpy(md->name,md->db->name.c_str(),NAME_LENGTH); else memcpy(md->name,md->db->jname.c_str(),NAME_LENGTH); status_change_end(&md->bl,SC_KEEPING); // End before calling status_calc_mob(). status_change_end(&md->bl,SC_BARRIER); unit_stop_attack( &md->bl ); unit_stop_walking( &md->bl, USW_NONE ); unit_skillcastcancel(&md->bl, 0); status_set_viewdata(&md->bl, mob_id); clif_class_change( md->bl, md->vd->class_ ); status_calc_mob(md,SCO_FIRST); if (battle_config.monster_class_change_recover) { md->dmglog.clear(); } else { md->status.hp = md->status.max_hp*hp_rate/100; if(md->status.hp < 1) md->status.hp = 1; } for(i=0;iskilldelay[i] = 0; if (md->lootitems == nullptr && status_has_mode(&md->db->status,MD_LOOTER)) md->lootitems = (struct s_mob_lootitem *)aCalloc(LOOTITEM_SIZE,sizeof(struct s_mob_lootitem)); //Targets should be cleared no morph md->target_id = md->attacked_id = md->norm_attacked_id = 0; //Need to update name display. clif_name_area(&md->bl); return 0; } /*========================================== * mob heal, update display hp info of mob for players *------------------------------------------*/ void mob_heal(struct mob_data *md,uint32 heal) { if (battle_config.show_mob_info&3) clif_name_area(&md->bl); #if PACKETVER >= 20120404 if (battle_config.monster_hp_bars_info && !map_getmapflag(md->bl.m, MF_HIDEMOBHPBAR)) { if (md->special_state.ai == AI_ABR || md->special_state.ai == AI_BIONIC) { clif_summon_hp_bar(*md); } // Must show hp bar to all char who already hit the mob. for( const auto& entry : md->dmglog ){ map_session_data* sd = map_charid2sd( entry.id ); // Check if in range if( sd != nullptr && check_distance_bl( &md->bl, &sd->bl, AREA_SIZE ) ){ clif_monster_hp_bar(md, sd->fd); } } } #endif } /*========================================== * Added by RoVeRT *------------------------------------------*/ int32 mob_warpslave_sub(struct block_list *bl,va_list ap) { struct mob_data *md=(struct mob_data *)bl; struct block_list *master; int16 x,y,range=0; master = va_arg(ap, struct block_list*); range = va_arg(ap, int32); if(md->master_id!=master->id) return 0; map_search_freecell(master, 0, &x, &y, range, range, 0); unit_warp(&md->bl, master->m, x, y,CLR_TELEPORT); return 1; } /*========================================== * Added by RoVeRT * Warps slaves. Range is the area around the master that they can * appear in randomly. *------------------------------------------*/ int32 mob_warpslave(struct block_list *bl, int32 range) { if (range < 1) range = 1; //Min range needed to avoid crashes and stuff. [Skotlex] return map_foreachinmap(mob_warpslave_sub, bl->m, BL_MOB, bl, range); } /*========================================== * Counts slave sub, curently checking if mob master is the given ID. *------------------------------------------*/ int32 mob_countslave_sub(struct block_list *bl,va_list ap) { int32 id; struct mob_data *md; id=va_arg(ap,int32); md = (struct mob_data *)bl; if( md->master_id==id ) return 1; return 0; } /*========================================== * Counts the number of slaves a mob has on the map. *------------------------------------------*/ int32 mob_countslave(struct block_list *bl) { return map_foreachinmap(mob_countslave_sub, bl->m, BL_MOB,bl->id); } /** * Remove slaves if master logs off. * @param bl: Mob data * @param ap: List of arguments * @return 1 on removal, otherwise 0 */ int32 mob_removeslaves_sub(block_list *bl, va_list ap) { int32 id = va_arg(ap, int32); mob_data *md = (mob_data *)bl; if (md != nullptr && md->master_id == id) { unit_free(bl, CLR_OUTSIGHT); return 1; } return 0; } /** * Remove slaves on a map. * @param bl: Player data * @return 1 on removal, otherwise 0 */ int32 mob_removeslaves(block_list *bl) { return map_foreachinmap(mob_removeslaves_sub, bl->m, BL_MOB, bl->id); } /*========================================== * Summons amount slaves contained in the value[5] array using round-robin. [adapted by Skotlex] *------------------------------------------*/ int32 mob_summonslave(struct mob_data *md2,int32 *value,int32 amount,uint16 skill_id) { struct mob_data *md; struct spawn_data data; int32 count = 0,k=0,hp_rate=0; nullpo_ret(md2); nullpo_ret(value); memset(&data, 0, sizeof(struct spawn_data)); data.m = md2->bl.m; data.x = md2->bl.x; data.y = md2->bl.y; data.num = 1; data.state.size = md2->special_state.size; data.state.ai = md2->special_state.ai; if(mobdb_checkid(value[0]) == 0) return 0; /** * Flags this monster is able to summon; saves a worth amount of memory upon deletion **/ md2->can_summon = 1; while(count < 5 && mobdb_checkid(value[count])) count++; if(count < 1) return 0; if (amount > 0 && amount < count) { //Do not start on 0, pick some random sub subset [Skotlex] k = rnd()%count; amount+=k; //Increase final value by same amount to preserve total number to summon. } if (!battle_config.monster_class_change_recover && (skill_id == NPC_TRANSFORMATION || skill_id == NPC_METAMORPHOSIS)) hp_rate = get_percentage(md2->status.hp, md2->status.max_hp); for(;kbl, 0, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 0)) { data.x = x; data.y = y; } else { data.x = md2->bl.x; data.y = md2->bl.y; } //These two need to be loaded from the db for each slave. if(battle_config.override_mob_names==1) strcpy(data.name,"--en--"); else strcpy(data.name,"--ja--"); if (!mob_parse_dataset(&data)) continue; md= mob_spawn_dataset(&data); if(skill_id == NPC_SUMMONSLAVE){ md->master_id=md2->bl.id; md->special_state.ai = md2->special_state.ai; } mob_spawn(md); if (hp_rate) //Scale HP md->status.hp = md->status.max_hp*hp_rate/100; if (skill_id == NPC_SUMMONSLAVE) // Only appies to NPC_SUMMONSLAVE status_calc_slave_mode(*md); // Inherit the aggressive mode of the master. if (md2->state.copy_master_mode) md->status.mode = md2->status.mode; clif_skill_nodamage(&md->bl,md->bl,skill_id,amount); } return 0; } /*========================================== * MOBskill lookup (get skillindex through skill_id) * Returns -1 if not found. *------------------------------------------*/ int32 mob_skill_id2skill_idx(int32 mob_id,uint16 skill_id) { std::shared_ptr mob = mob_db.find(mob_id); if (mob == nullptr) return -1; std::vector> &skills = mob->skill; if (skills.empty()) return -1; for (int32 i = 0; i < skills.size(); i++) { if (skills[i]->skill_id == skill_id) return i; } return -1; } /*========================================== * Friendly Mob whose HP is decreasing by a nearby MOB is looked for. *------------------------------------------*/ int32 mob_getfriendhprate_sub(struct block_list *bl,va_list ap) { int64 min_rate, max_rate,rate; struct block_list **fr; struct mob_data *md; md = va_arg(ap,struct mob_data *); min_rate=va_arg(ap,int64); max_rate=va_arg(ap,int64); fr=va_arg(ap,struct block_list **); if( md->bl.id == bl->id && !(battle_config.mob_ai&0x10)) return 0; if ((*fr) != nullptr) //A friend was already found. return 0; if (battle_check_target(&md->bl,bl,BCT_ENEMY)>0) return 0; rate = get_percentage(status_get_hp(bl), status_get_max_hp(bl)); if (rate >= min_rate && rate <= max_rate) (*fr) = bl; return 1; } static struct block_list *mob_getfriendhprate(struct mob_data *md,int64 min_rate,int64 max_rate) { struct block_list *fr=nullptr; int32 type = BL_MOB; nullpo_retr(nullptr, md); if (md->special_state.ai) //Summoned creatures. [Skotlex] type = BL_PC; map_foreachinallrange(mob_getfriendhprate_sub, &md->bl, 8, type,md,min_rate,max_rate,&fr); return fr; } /*========================================== * Check hp rate of its master *------------------------------------------*/ struct block_list *mob_getmasterhpltmaxrate(struct mob_data *md,int64 rate) { if( md && md->master_id > 0 ) { struct block_list *bl = map_id2bl(md->master_id); if( bl && get_percentage(status_get_hp(bl), status_get_max_hp(bl)) < rate ) return bl; } return nullptr; } bool mob_getstatus_sub( struct mob_data& md, e_mob_skill_condition condition, sc_type type ){ bool found = false; if( type == SC_NONE ){ for( int32 i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++ ){ if( md.sc.getSCE( i ) != nullptr ){ // Once an effect was found, break out. [Skotlex] found = true; break; } } }else{ found = md.sc.getSCE( type ) != nullptr; } switch( condition ){ case MSC_MYSTATUSON: case MSC_FRIENDSTATUSON: return found; case MSC_MYSTATUSOFF: case MSC_FRIENDSTATUSOFF: return !found; default: return false; } } /*========================================== * What a status state suits by nearby MOB is looked for. *------------------------------------------*/ int32 mob_getfriendstatus_sub( struct block_list *bl, va_list ap ){ struct mob_data *md, *mmd; nullpo_ret(bl); nullpo_ret(md=(struct mob_data *)bl); nullpo_ret(mmd=va_arg(ap,struct mob_data *)); if( mmd->bl.id == bl->id && !(battle_config.mob_ai&0x10) ) return 0; if (battle_check_target(&mmd->bl,bl,BCT_ENEMY)>0) return 0; int64 cond1 = va_arg( ap, int64 ); int64 cond2 = va_arg( ap, int64 ); struct mob_data** fr = va_arg( ap, struct mob_data** ); if( mob_getstatus_sub( *md, static_cast( cond1 ), static_cast( cond2 ) ) ){ *fr = md; } return 0; } struct mob_data *mob_getfriendstatus(struct mob_data *md,int64 cond1,int64 cond2) { struct mob_data* fr = nullptr; nullpo_ret(md); map_foreachinallrange(mob_getfriendstatus_sub, &md->bl, 8,BL_MOB, md,cond1,cond2,&fr); return fr; } // Display message from mob_chat_db.yml bool mob_chat_display_message(mob_data &md, uint16 msg_id) { std::shared_ptr mc = mob_chat_db.find(msg_id); if (mc != nullptr) { std::string name = md.name, output; std::size_t unique = name.find("#"); if (unique != std::string::npos) name = name.substr(0, unique); // discard extra name identifier if present [Daegaladh] output = name + " : " + mc->msg; clif_messagecolor(&md.bl, mc->color, output.c_str(), true, AREA_CHAT_WOC); return true; } return false; } /** * This function sets the monster skill delays * This needs to happen whether the skill was cast successfully or cast-cancelled * @param bl: Mob data */ void mobskill_delay(mob_data& md, t_tick tick) { // If skill was used by a script, do not apply any skill delay if (md.skill_idx < 0) return; std::vector>& ms = md.db->skill; if (ms.empty()) return; // Officially the skill delay is per skill rather than per skill db entry // We simulate this by setting the delay for all entries of the same skill // We have an optional mob AI setting to only set the delay for one entry if (!(battle_config.mob_ai&0x200)) { // Even though we already know which skill was picked as we stored that in skill_idx // Officially it actually tries to find the skill again using the monster's current state // If the skill cannot be found anymore because the monster's state has changed no delay will be applied int32 delay = 0; for (int32 i = 0; i < ms.size(); i++) { if (ms[i]->skill_id == ms[md.skill_idx]->skill_id) { bool match = false; if (ms[i]->state == md.state.skillstate) match = true; else if (ms[i]->state == MSS_ANY) match = true; else if (ms[i]->state == MSS_ANYTARGET && md.target_id != 0 && md.state.skillstate != MSS_LOOT) match = true; // State and skill match, use the first delay found if (match) { delay = ms[i]->delay; break; } } } // Apply delay found to all entries of the skill for (int32 i = 0; i < ms.size(); i++) if (ms[i]->skill_id == ms[md.skill_idx]->skill_id) md.skilldelay[i] = tick + delay; } else md.skilldelay[md.skill_idx] = tick + ms[md.skill_idx]->delay; } /*========================================== * Skill use judging *------------------------------------------*/ bool mobskill_use(struct mob_data *md, t_tick tick, int32 event, int64 damage) { struct block_list *fbl = nullptr; //Friend bl, which can either be a BL_PC or BL_MOB depending on the situation. [Skotlex] struct block_list *bl; struct mob_data *fmd = nullptr; int32 i,j,n; int16 skill_target; nullpo_ret(md); std::vector> &ms = md->db->skill; if (!battle_config.mob_skill_rate || md->ud.skilltimer != INVALID_TIMER || ms.empty() || status_has_mode(&md->status,MD_NOCAST)) return 0; // Monsters check their non-attack-state skills once per second, but we ignore this for events for now if (event == -1) md->last_skillcheck = tick; //Pick a starting position and loop from that. i = battle_config.mob_ai&0x100?rnd()%ms.size():0; for (n = 0; n < ms.size(); i++, n++) { int64 c2; int32 flag = 0; if (i == ms.size()) i = 0; if (DIFF_TICK(tick, md->skilldelay[i]) < 0) continue; c2 = ms[i]->cond2; if (ms[i]->state != md->state.skillstate) { if (md->state.skillstate != MSS_DEAD && (ms[i]->state == MSS_ANY || (ms[i]->state == MSS_ANYTARGET && md->target_id && md->state.skillstate != MSS_LOOT) )) //ANYTARGET works with any state as long as there's a target. [Skotlex] ; else continue; } if (rnd() % 10000 > ms[i]->permillage) //Lupus (max value = 10000) continue; if (ms[i]->cond1 == event) flag = 1; //Trigger skill. else if (ms[i]->cond1 == MSC_SKILLUSED) flag = ((event & 0xffff) == MSC_SKILLUSED && ((event >> 16) == c2 || c2 == 0)); else if (ms[i]->cond1 == MSC_GROUNDATTACKED && damage > 0) flag = ((event & 0xffff) == MSC_SKILLUSED && skill_get_inf((event >> 16))&INF_GROUND_SKILL); else if (ms[i]->cond1 == MSC_DAMAGEDGT && damage > 0 && !((event & 0xffff) == MSC_SKILLUSED)) //Avoid double check if skill has been used [datawulf] flag = (damage > c2); else if(event == -1){ //Avoid entering on defined events to avoid "hyper-active skill use" due to the overflow of calls to this function in battle. switch (ms[i]->cond1) { case MSC_ALWAYS: flag = 1; break; case MSC_MYHPLTMAXRATE: // HP< maxhp% flag = get_percentage(md->status.hp, md->status.max_hp); flag = (flag <= c2); break; case MSC_MYHPINRATE: flag = get_percentage(md->status.hp, md->status.max_hp); flag = (flag >= c2 && flag <= ms[i]->val[0]); break; case MSC_MYSTATUSON: // status[num] on case MSC_MYSTATUSOFF: // status[num] off if( md->sc.empty() ){ flag = 0; }else if( mob_getstatus_sub( *md, static_cast( ms[i]->cond1 ), static_cast( ms[i]->cond2 ) ) ){ flag = 1; }else{ flag = 0; } break; case MSC_FRIENDHPLTMAXRATE: // friend HP < maxhp% flag = ((fbl = mob_getfriendhprate(md, 0, ms[i]->cond2)) != nullptr); break; case MSC_FRIENDHPINRATE : flag = ((fbl = mob_getfriendhprate(md, ms[i]->cond2, ms[i]->val[0])) != nullptr); break; case MSC_FRIENDSTATUSON: // friend status[num] on case MSC_FRIENDSTATUSOFF: // friend status[num] off flag = ((fmd = mob_getfriendstatus(md, ms[i]->cond1, ms[i]->cond2)) != nullptr); break; case MSC_SLAVELT: // slave < num flag = (mob_countslave(&md->bl) < c2 ); break; case MSC_ATTACKPCGT: // attack pc > num flag = (unit_counttargeted(&md->bl) > c2); break; case MSC_SLAVELE: // slave <= num flag = (mob_countslave(&md->bl) <= c2 ); break; case MSC_ATTACKPCGE: // attack pc >= num flag = (unit_counttargeted(&md->bl) >= c2); break; case MSC_AFTERSKILL: flag = (md->ud.skill_id == c2); break; case MSC_RUDEATTACKED: flag = (md->state.attacked_count >= RUDE_ATTACKED_COUNT); if (flag) md->state.attacked_count = 0; //Rude attacked count should be reset after the skill condition is met. Thanks to Komurka [Skotlex] break; case MSC_MASTERHPLTMAXRATE: flag = ((fbl = mob_getmasterhpltmaxrate(md, ms[i]->cond2)) != nullptr); break; case MSC_MASTERATTACKED: flag = (md->master_id > 0 && (fbl=map_id2bl(md->master_id)) && unit_counttargeted(fbl) > 0); break; case MSC_ALCHEMIST: flag = (md->special_state.ai != AI_NONE && md->trickcasting == 0 && md->status.hp < md->status.max_hp); break; case MSC_MOBNEARBYGT: flag = (map_foreachinallrange(mob_count_sub, &md->bl, AREA_SIZE, BL_MOB) > c2 ); break; case MSC_TRICKCASTING: flag = (md->trickcasting > 0); break; } } if (!flag) continue; //Skill requisite failed to be fulfilled. //Execute skill skill_target = status_has_mode(&md->db->status,MD_RANDOMTARGET) ? MST_RANDOM : ms[i]->target; if (skill_get_casttype(ms[i]->skill_id) == CAST_GROUND) { //Ground skill. int16 x, y; switch (skill_target) { case MST_RANDOM: //Pick a random enemy within skill range. bl = battle_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md), skill_get_range2(&md->bl, ms[i]->skill_id, ms[i]->skill_lv, true)); break; case MST_TARGET: case MST_AROUND5: case MST_AROUND6: case MST_AROUND7: case MST_AROUND8: bl = map_id2bl(md->target_id); break; case MST_MASTER: bl = &md->bl; if (md->master_id) bl = map_id2bl(md->master_id); if (bl) break; [[fallthrough]]; case MST_FRIEND: bl = fbl?fbl:(fmd?&fmd->bl:&md->bl); break; default: bl = &md->bl; break; } if (!bl) { if (battle_config.mob_ai & 0x1000) continue; else break; } x = bl->x; y = bl->y; // Look for an area to cast the spell around... if (skill_target >= MST_AROUND5) { j = skill_target >= MST_AROUND1? (skill_target-MST_AROUND1) +1: (skill_target-MST_AROUND5) +1; map_search_freecell(&md->bl, md->bl.m, &x, &y, j, j, 3); } md->skill_idx = i; map_freeblock_lock(); if (!battle_check_range(&md->bl, bl, skill_get_range2(&md->bl, ms[i]->skill_id, ms[i]->skill_lv, true)) || !unit_skilluse_pos2(&md->bl, x, y, ms[i]->skill_id, ms[i]->skill_lv, ms[i]->casttime, ms[i]->cancel)) { map_freeblock_unlock(); if (battle_config.mob_ai & 0x1000) continue; else break; } } else { //Targetted skill switch (skill_target) { case MST_RANDOM: //Pick a random enemy within skill range. bl = battle_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md), skill_get_range2(&md->bl, ms[i]->skill_id, ms[i]->skill_lv, true)); break; case MST_TARGET: bl = map_id2bl(md->target_id); // Monsters that cannot attack put their last attacker as target if (bl == nullptr && !status_has_mode(&md->status, MD_CANATTACK)) bl = map_id2bl(md->attacked_id); break; case MST_MASTER: bl = &md->bl; if (md->master_id) bl = map_id2bl(md->master_id); if (bl) break; [[fallthrough]]; case MST_FRIEND: if (fbl) { bl = fbl; break; } else if (fmd) { bl = &fmd->bl; break; } [[fallthrough]]; default: bl = &md->bl; break; } if (!bl) { if (battle_config.mob_ai & 0x1000) continue; else break; } md->skill_idx = i; map_freeblock_lock(); if (!battle_check_range(&md->bl, bl, skill_get_range2(&md->bl, ms[i]->skill_id, ms[i]->skill_lv, true)) || !unit_skilluse_id2(&md->bl, bl->id, ms[i]->skill_id, ms[i]->skill_lv, ms[i]->casttime, ms[i]->cancel)) { map_freeblock_unlock(); if (battle_config.mob_ai & 0x1000) continue; else break; } } //Skill used. Post-setups... if ( ms[i]->msg_id ){ //Display color message [SnakeDrak] mob_chat_display_message(*md, ms[i]->msg_id); } map_freeblock_unlock(); return true; } //No skill was used. md->skill_idx = -1; return false; } /*========================================== * Skill use event processing *------------------------------------------*/ int32 mobskill_event(struct mob_data *md, struct block_list *src, t_tick tick, int32 flag, int64 damage) { int32 target_id, res = 0; if(md->bl.prev == nullptr || md->status.hp == 0) return 0; target_id = md->target_id; if (!target_id || battle_config.mob_changetarget_byskill) md->target_id = src->id; if (flag == -1) res = mobskill_use(md, tick, MSC_CASTTARGETED); else if ((flag&0xffff) == MSC_SKILLUSED) res = mobskill_use(md, tick, flag, damage); else if (flag&BF_SHORT) res = mobskill_use(md, tick, MSC_CLOSEDATTACKED, damage); else if (flag&BF_LONG && !(flag&BF_MAGIC)) //Long-attacked should not include magic. res = mobskill_use(md, tick, MSC_LONGRANGEATTACKED, damage); else if (damage > 0) //Trigger for any damage dealt from other attack types without affecting other triggers [datawulf] res = mobskill_use(md, tick, -2, damage); if (!res) //Restore previous target only if skill condition failed to trigger. [Skotlex] md->target_id = target_id; //Otherwise check if the target is an enemy, and unlock if needed. else if (battle_check_target(&md->bl, src, BCT_ENEMY) <= 0) md->target_id = target_id; return res; } /** * This function sets the monster-specific delays based on the delay event * @param md Monster to apply delays to * @param tick Current tick * @param event The event that resulted in calling this function */ void mob_set_delay(mob_data& md, t_tick tick, e_delay_event event) { // A monster's AI is inactive for its attack motion after attacking or finish casting a skill if (!(battle_config.mob_ai&0x2000) && (event == DELAY_EVENT_ATTACK || event == DELAY_EVENT_CASTEND)) md.next_thinktime = i64max(tick + md.status.amotion, md.next_thinktime); // On cast end and cast cancel, the monster skill delays are set if (event == DELAY_EVENT_CASTEND || event == DELAY_EVENT_CASTCANCEL) mobskill_delay(md, tick); } // Player cloned mobs. [Valaris] int32 mob_is_clone(int32 mob_id) { if(mob_id < MOB_CLONE_START || mob_id > MOB_CLONE_END) return 0; if (!mob_db.exists(mob_id)) return 0; return mob_id; } /** * Previously, using skill_nocast with flag 16 * @param skill_id * @return True:If disabled, False:If enabled * @!TODO : Move this hardcodes! **/ static bool mob_clone_disabled_skills(uint16 skill_id) { switch (skill_id) { case PR_TURNUNDEAD: case PR_MAGNUS: return true; } return false; } //Flag values: //&1: Set special ai (fight mobs, not players) //If mode is not passed, a default aggressive mode is used. //If master_id is passed, clone is attached to him. //Returns: ID of newly crafted copy. int32 mob_clone_spawn(map_session_data *sd, int16 m, int16 x, int16 y, const char *event, int32 master_id, enum e_mode mode, int32 flag, uint32 duration) { int32 mob_id; int32 inf, fd; struct mob_data *md; struct status_data *status; nullpo_ret(sd); if(pc_isdead(sd) && master_id && flag&1) return 0; ARR_FIND( MOB_CLONE_START, MOB_CLONE_END, mob_id, !mob_db.exists(mob_id) ); if(mob_id >= MOB_CLONE_END) return 0; std::shared_ptr db = std::make_shared(); mob_db.put( mob_id, db ); status = &db->status; db->sprite = sd->status.name; db->name = sd->status.name; db->jname = sd->status.name; db->lv=status_get_lv(&sd->bl); memcpy(status, &sd->base_status, sizeof(struct status_data)); status->rhw.atk2= status->dex + status->rhw.atk + status->rhw.atk2; //Max ATK status->rhw.atk = status->dex; //Min ATK if (status->lhw.atk) { status->lhw.atk2= status->dex + status->lhw.atk + status->lhw.atk2; //Max ATK status->lhw.atk = status->dex; //Min ATK } if (mode > MD_NONE) //User provided mode. status->mode = mode; else if (flag&1) //Friendly Character, remove looting. status->mode = static_cast(status->mode&(~MD_LOOTER)); status->hp = status->max_hp; status->sp = status->max_sp; memcpy(&db->vd, &sd->vd, sizeof(struct view_data)); db->base_exp=1; db->job_exp=1; db->range2=AREA_SIZE; //Let them have the same view-range as players. db->range3=AREA_SIZE; //Min chase of a screen. db->option=sd->sc.option; /** * We temporarily disable sd's fd so it doesn't receive the messages from skill_check_condition_castbegin **/ fd = sd->fd; sd->fd = 0; //Go Backwards to give better priority to advanced skills. std::shared_ptr tree = skill_tree_db.find(sd->status.class_); if( tree != nullptr && !tree->skills.empty() ){ std::vector skill_list; for (const auto &it : tree->skills) skill_list.push_back(it.first); std::sort(skill_list.rbegin(), skill_list.rend()); for (const auto &it : skill_list) { if (db->skill.size() >= MAX_MOBSKILL) break; uint16 skill_id = it; uint16 sk_idx = 0; if (!skill_id || !(sk_idx = skill_get_index(skill_id)) || sd->status.skill[sk_idx].lv < 1 || skill_get_inf2_(skill_id, { INF2_ISWEDDING, INF2_ISGUILD }) || mob_clone_disabled_skills(skill_id) ) continue; //Normal aggressive mob, disable skills that cannot help them fight //against players (those with flags UF_NOMOB and UF_NOPC are specific //to always aid players!) [Skotlex] if (!(flag&1) && skill_get_unit_id(skill_id) && skill_get_unit_flag_(skill_id, { UF_NOMOB, UF_NOPC })) continue; /** * The clone should be able to cast the skill (e.g. have the required weapon) bugreport:5299) **/ if( !skill_check_condition_castbegin(*sd,skill_id,sd->status.skill[sk_idx].lv) ) continue; std::shared_ptr ms = std::make_shared(); ms->skill_id = skill_id; ms->skill_lv = sd->status.skill[sk_idx].lv; ms->state = MSS_ANY; ms->permillage = 500*battle_config.mob_skill_rate/100; //Default chance of all skills: 5% ms->emotion = -1; ms->cancel = 0; ms->casttime = skill_castfix(&sd->bl,skill_id, ms->skill_lv); ms->delay = 5000+skill_delayfix(&sd->bl,skill_id, ms->skill_lv); ms->msg_id = 0; inf = skill_get_inf(skill_id); if (inf&INF_ATTACK_SKILL) { ms->target = MST_TARGET; ms->cond1 = MSC_ALWAYS; if (skill_get_range(skill_id, ms->skill_lv) > 3) ms->state = MSS_ANYTARGET; else ms->state = MSS_BERSERK; } else if(inf&INF_GROUND_SKILL) { if (skill_get_inf2(skill_id, INF2_ISTRAP)) { //Traps! ms->state = MSS_IDLE; ms->target = MST_AROUND2; ms->delay = 60000; } else if (skill_get_unit_target(skill_id) == BCT_ENEMY) { //Target Enemy ms->state = MSS_ANYTARGET; ms->target = MST_TARGET; ms->cond1 = MSC_ALWAYS; } else { //Target allies ms->target = MST_FRIEND; ms->cond1 = MSC_FRIENDHPLTMAXRATE; ms->cond2 = 95; } } else if (inf&INF_SELF_SKILL) { if (skill_get_inf2(skill_id, INF2_NOTARGETSELF)) { //auto-select target skill. ms->target = MST_TARGET; ms->cond1 = MSC_ALWAYS; if (skill_get_range(skill_id, ms->skill_lv) > 3) { ms->state = MSS_ANYTARGET; } else { ms->state = MSS_BERSERK; } } else { //Self skill ms->target = MST_SELF; ms->cond1 = MSC_MYHPLTMAXRATE; ms->cond2 = 90; ms->permillage = 2000; //Delay: Remove the stock 5 secs and add half of the support time. ms->delay += -5000 +(skill_get_time(skill_id, ms->skill_lv) + skill_get_time2(skill_id, ms->skill_lv))/2; if (ms->delay < 5000) ms->delay = 5000; //With a minimum of 5 secs. } } else if (inf&INF_SUPPORT_SKILL) { ms->target = MST_FRIEND; ms->cond1 = MSC_FRIENDHPLTMAXRATE; ms->cond2 = 90; if (skill_id == AL_HEAL) ms->permillage = 5000; //Higher skill rate usage for heal. else if (skill_id == ALL_RESURRECTION) ms->cond2 = 1; //Delay: Remove the stock 5 secs and add half of the support time. ms->delay += -5000 +(skill_get_time(skill_id, ms->skill_lv) + skill_get_time2(skill_id, ms->skill_lv))/2; if (ms->delay < 2000) ms->delay = 2000; //With a minimum of 2 secs. if (db->skill.size() < MAX_MOBSKILL) { //duplicate this so it also triggers on self. ms->target = MST_SELF; ms->cond1 = MSC_MYHPLTMAXRATE; db->skill.push_back(ms); } } else { switch (skill_id) { //Certain Special skills that are passive, and thus, never triggered. case MO_TRIPLEATTACK: case TF_DOUBLE: case GS_CHAINACTION: ms->state = MSS_BERSERK; ms->target = MST_TARGET; ms->cond1 = MSC_ALWAYS; ms->permillage = skill_id==MO_TRIPLEATTACK?(3000-ms->skill_lv*100):(ms->skill_lv*500); ms->delay -= 5000; //Remove the added delay as these could trigger on "all hits". break; default: //Untreated Skill continue; } } if (battle_config.mob_skill_rate!= 100) ms->permillage = ms->permillage*battle_config.mob_skill_rate/100; if (battle_config.mob_skill_delay != 100) ms->delay = ms->delay*battle_config.mob_skill_delay/100; db->skill.push_back(ms); } } /** * We grant the session it's fd value back. **/ sd->fd = fd; //Finally, spawn it. md = mob_once_spawn_sub(&sd->bl, m, x, y, "--en--", mob_id, event, SZ_SMALL, AI_NONE); if (!md) return 0; //Failed? md->special_state.clone = 1; if (master_id || flag || duration) { //Further manipulate crafted char. if (flag&1) //Friendly Character md->special_state.ai = AI_ATTACK; if (master_id) //Attach to Master md->master_id = master_id; if (duration) //Auto Delete after a while. { if( md->deletetimer != INVALID_TIMER ) delete_timer(md->deletetimer, mob_timer_delete); md->deletetimer = add_timer (gettick() + duration, mob_timer_delete, md->bl.id, 0); } } mob_spawn(md); return md->bl.id; } int32 mob_clone_delete(struct mob_data *md){ uint32 mob_id = md->mob_id; if (mob_is_clone(mob_id)) { mob_db.erase(mob_id); //Clear references to the db md->db = nullptr; md->vd = nullptr; return 1; } return 0; } //Adjusts the drop rate of item according to the criteria given. [Skotlex] static uint32 mob_drop_adjust(int32 baserate, int32 rate_adjust, uint16 rate_min, uint16 rate_max) { double rate = baserate; if (battle_config.logarithmic_drops && rate_adjust > 0 && rate_adjust != 100 && baserate > 0) //Logarithmic drops equation by Ishizu-Chan //Equation: Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5)) //x is the normal Droprate, y is the Modificator. rate = rate * pow((5.0 - log10(rate)), (log(rate_adjust/100.) / log(5.0))) + 0.5; else //Classical linear rate adjustment. rate = rate * rate_adjust/100; return (uint32)cap_value(rate,rate_min,rate_max); } /** * Check if global item drop rate is overriden for given item * in db/mob_item_ratio.yml * @param nameid ID of the item * @param mob_id ID of the monster * @param rate_adjust pointer to store ratio if found */ static void item_dropratio_adjust(t_itemid nameid, int32 mob_id, int32 *rate_adjust) { std::shared_ptr item_ratio = mob_item_drop_ratio.find(nameid); if( item_ratio) { // If it is empty it is applied to all monsters, if not it is only applied if the monster is in the vector if( item_ratio->mob_ids.empty() || util::vector_exists( item_ratio->mob_ids, static_cast( mob_id ) ) ) *rate_adjust = item_ratio->drop_ratio; } } const std::string MobDatabase::getDefaultLocation() { return std::string(db_path) + "/mob_db.yml"; } bool MobDatabase::parseDropNode( std::string nodeName, const ryml::NodeRef& node, uint8 max, std::vector>& drops ){ for( const auto& dropit : node[c4::to_csubstr(nodeName)] ){ std::shared_ptr drop; bool exist; if (this->nodeExists(dropit, "Index")) { uint16 index; if (!this->asUInt16(dropit, "Index", index)) return false; if (index >= max) { this->invalidWarning(dropit["Index"], "Invalid monster %s index %hu. Must be between 0~%hu, skipping.\n", nodeName.c_str(), index, max - 1); continue; } if( index == drops.size() ){ // Trying to add the next entry (just manually assigned the index) drop = std::make_shared(); exist = false; }else if( index > drops.size() ){ // TODO: warning continue; }else{ // Overwrite existing entry drop = drops[index]; exist = true; } } else { if (drops.size() >= max) { this->invalidWarning(dropit, "Maximum of %d monster %s met, skipping.\n", max, nodeName.c_str()); continue; } drop = std::make_shared(); exist = false; } std::string item_name; if (!this->asString(dropit, "Item", item_name)) return false; std::shared_ptr item = item_db.search_aegisname( item_name.c_str() ); if (item == nullptr) { this->invalidWarning(dropit["Item"], "Monster %s item %s does not exist, skipping.\n", nodeName.c_str(), item_name.c_str()); continue; } uint16 rate; if (!this->asUInt16Rate(dropit, "Rate", rate)) return false; bool steal = false; if (this->nodeExists(dropit, "StealProtected")) { if (!this->asBool(dropit, "StealProtected", steal)) return false; } uint16 group = 0; if (this->nodeExists(dropit, "RandomOptionGroup")) { std::string group_name; if (!this->asString(dropit, "RandomOptionGroup", group_name)) return false; if (!random_option_group.option_get_id(group_name.c_str(), group)) this->invalidWarning(dropit["RandomOptionGroup"], "Unknown random option group %s for monster %s, defaulting to no group.\n", group_name.c_str(), nodeName.c_str()); } drop->nameid = item->nameid; drop->rate = rate; drop->steal_protected = steal; drop->randomopt_group = group; if( !exist ){ drops.push_back( drop ); } } return true; } /** * Mob DB constructor */ s_mob_db::s_mob_db() { this->id = {}; this->sprite = {}; this->name = {}; this->jname = {}; this->base_exp = {}; this->job_exp = {}; this->mexp = {}; this->range2 = {}; this->range3 = {}; this->race2 = {}; this->lv = 1; this->dropitem = {}; this->mvpitem = {}; this->status = {}; this->status.max_hp = 1; this->status.max_sp = 1; this->status.str = 1; this->status.agi = 1; this->status.vit = 1; this->status.int_ = 1; this->status.dex = 1; this->status.luk = 1; this->status.ele_lv = 1; this->status.speed = DEFAULT_WALK_SPEED; this->status.adelay = MAX_ASPD_NOPC; this->status.amotion = MAX_ASPD_NOPC/AMOTION_DIVIDER_NOPC; this->status.clientamotion = cap_value(status.amotion, 1, USHRT_MAX); this->status.mode = static_cast(MONSTER_TYPE_06); this->vd = {}; this->option = {}; this->skill = {}; this->damagetaken = 100; } /** * Reads and parses an entry from the mob_db. * @param node: YAML node containing the entry. * @return count of successfully parsed rows */ uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) { uint32 mob_id; if (!this->asUInt32(node, "Id", mob_id)) return 0; if (!((mob_id > MIN_MOB_DB && mob_id < MAX_MOB_DB) || (mob_id > MIN_MOB_DB2 && mob_id < MAX_MOB_DB2))) { this->invalidWarning(node["Id"], "Invalid monster ID %d, must be in range %d-%d or %d-%d.\n", mob_id, MIN_MOB_DB, MAX_MOB_DB, MIN_MOB_DB2, MAX_MOB_DB2); return false; } std::shared_ptr mob = this->find(mob_id); bool exists = mob != nullptr; if (!exists) { if (!this->nodesExist(node, { "AegisName", "Name" })) return 0; mob = std::make_shared(); mob->id = mob_id; mob->vd.class_ = static_cast(mob->id); } if (this->nodeExists(node, "AegisName")) { std::string name; if (!this->asString(node, "AegisName", name)) return 0; if (name.size() > NAME_LENGTH) { this->invalidWarning(node["AegisName"], "AegisName \"%s\" exceeds maximum of %d characters, capping...\n", name.c_str(), NAME_LENGTH - 1); } name.resize(NAME_LENGTH); mob->sprite = name; } if (this->nodeExists(node, "Name")) { std::string name; if (!this->asString(node, "Name", name)) return 0; if (name.size() > NAME_LENGTH) { this->invalidWarning(node["Name"], "Name \"%s\" exceeds maximum of %d characters, capping...\n", name.c_str(), NAME_LENGTH - 1); } name.resize(NAME_LENGTH); mob->name = name; } if (this->nodeExists(node, "JapaneseName")) { std::string name; if (!this->asString(node, "JapaneseName", name)) return 0; if (name.size() > NAME_LENGTH) { this->invalidWarning(node["JapaneseName"], "JapaneseName \"%s\" exceeds maximum of %d characters, capping...\n", name.c_str(), NAME_LENGTH - 1); } name.resize(NAME_LENGTH); mob->jname = name; } else if (!exists) { mob->jname = mob->name; } if (this->nodeExists(node, "Level")) { uint16 level; if (!this->asUInt16(node, "Level", level)) return 0; mob->lv = level; } if (this->nodeExists(node, "Hp")) { uint32 hp; if (!this->asUInt32(node, "Hp", hp)) return 0; mob->status.max_hp = hp; } if (this->nodeExists(node, "Sp")) { uint32 sp; if (!this->asUInt32(node, "Sp", sp)) return 0; mob->status.max_sp = sp; } if (this->nodeExists(node, "BaseExp")) { t_exp exp; if (!this->asUInt64(node, "BaseExp", exp)) return 0; mob->base_exp = static_cast(cap_value((double)exp * (double)battle_config.base_exp_rate / 100., 0, MAX_EXP)); } if (this->nodeExists(node, "JobExp")) { t_exp exp; if (!this->asUInt64(node, "JobExp", exp)) return 0; mob->job_exp = static_cast(cap_value((double)exp * (double)battle_config.job_exp_rate / 100., 0, MAX_EXP)); } if (this->nodeExists(node, "MvpExp")) { t_exp exp; if (!this->asUInt64(node, "MvpExp", exp)) return 0; mob->mexp = static_cast(cap_value((double)exp * (double)battle_config.mvp_exp_rate / 100., 0, MAX_EXP)); } if (this->nodeExists(node, "Attack")) { uint16 atk; if (!this->asUInt16(node, "Attack", atk)) return 0; mob->status.rhw.atk = atk; } if (this->nodeExists(node, "Attack2")) { uint16 atk; if (!this->asUInt16(node, "Attack2", atk)) return 0; #ifdef RENEWAL mob->status.rhw.matk = atk; #else mob->status.rhw.atk2 = atk; #endif } if (this->nodeExists(node, "Defense")) { uint16 def; if (!this->asUInt16(node, "Defense", def)) return 0; if (def < DEFTYPE_MIN || def > DEFTYPE_MAX) { this->invalidWarning(node["Defense"], "Invalid monster defense %d, capping...\n", def); def = cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX); } mob->status.def = static_cast(def); } if (this->nodeExists(node, "MagicDefense")) { uint16 def; if (!this->asUInt16(node, "MagicDefense", def)) return 0; if (def < DEFTYPE_MIN || def > DEFTYPE_MAX) { this->invalidWarning(node["MagicDefense"], "Invalid monster magic defense %d, capping...\n", def); def = cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX); } mob->status.mdef = static_cast(def); } if (this->nodeExists(node, "Resistance")) { uint16 res; if (!this->asUInt16(node, "Resistance", res)) return 0; mob->status.res = res; } if (this->nodeExists(node, "MagicResistance")) { uint16 mres; if (!this->asUInt16(node, "MagicResistance", mres)) return 0; mob->status.mres = mres; } if (this->nodeExists(node, "Str")) { uint16 stat; if (!this->asUInt16(node, "Str", stat)) return 0; mob->status.str = max(0, stat); } if (this->nodeExists(node, "Agi")) { uint16 stat; if (!this->asUInt16(node, "Agi", stat)) return 0; mob->status.agi = max(0, stat); } if (this->nodeExists(node, "Vit")) { uint16 stat; if (!this->asUInt16(node, "Vit", stat)) return 0; mob->status.vit = max(0, stat); } if (this->nodeExists(node, "Int")) { uint16 stat; if (!this->asUInt16(node, "Int", stat)) return 0; mob->status.int_ = max(0, stat); } if (this->nodeExists(node, "Dex")) { uint16 stat; if (!this->asUInt16(node, "Dex", stat)) return 0; mob->status.dex = max(0, stat); } if (this->nodeExists(node, "Luk")) { uint16 stat; if (!this->asUInt16(node, "Luk", stat)) return 0; mob->status.luk = max(0, stat); } if (this->nodeExists(node, "AttackRange")) { uint16 range; if (!this->asUInt16(node, "AttackRange", range)) return 0; mob->status.rhw.range = range; } if (this->nodeExists(node, "SkillRange")) { uint16 range; if (!this->asUInt16(node, "SkillRange", range)) return 0; mob->range2 = range; } if (this->nodeExists(node, "ChaseRange")) { uint16 range; if (!this->asUInt16(node, "ChaseRange", range)) return 0; mob->range3 = range; } if (this->nodeExists(node, "Size")) { std::string size; if (!this->asString(node, "Size", size)) return 0; std::string size_constant = "Size_" + size; int64 constant; if (!script_get_constant(size_constant.c_str(), &constant)) { this->invalidWarning(node["Size"], "Unknown monster size %s, defaulting to Small.\n", size.c_str()); constant = SZ_SMALL; } if (constant < SZ_SMALL || constant > SZ_BIG) { this->invalidWarning(node["Size"], "Invalid monster size %s, defaulting to Small.\n", size.c_str()); constant = SZ_SMALL; } mob->status.size = static_cast(constant); } if (this->nodeExists(node, "Race")) { std::string race; if (!this->asString(node, "Race", race)) return 0; std::string race_constant = "RC_" + race; int64 constant; if (!script_get_constant(race_constant.c_str(), &constant)) { this->invalidWarning(node["Race"], "Unknown monster race %s, defaulting to Formless.\n", race.c_str()); constant = RC_FORMLESS; } if (!CHK_RACE(constant)) { this->invalidWarning(node["Race"], "Invalid monster race %s, defaulting to Formless.\n", race.c_str()); constant = RC_FORMLESS; } mob->status.race = static_cast(constant); } if (this->nodeExists(node, "RaceGroups")) { const auto& raceNode = node["RaceGroups"]; for (const auto &raceit : raceNode) { std::string raceName; c4::from_chars(raceit.key(), &raceName); std::string raceName_constant = "RC2_" + raceName; int64 constant; if (!script_get_constant(raceName_constant.c_str(), &constant)) { this->invalidWarning(raceNode[raceit.key()], "Unknown monster race group %s, skipping.\n", raceName.c_str()); continue; } if (constant <= RC2_NONE || constant >= RC2_MAX) { this->invalidWarning(raceNode[raceit.key()], "Invalid monster race group %s, skipping.\n", raceName.c_str()); continue; } bool active; if (!this->asBool(raceNode, raceName, active)) return 0; if (active) mob->race2.push_back(static_cast(constant)); else util::vector_erase_if_exists(mob->race2, static_cast(constant)); } } if (this->nodeExists(node, "Element")) { std::string ele; if (!this->asString(node, "Element", ele)) return 0; std::string ele_constant = "ELE_" + ele; int64 constant; if (!script_get_constant(ele_constant.c_str(), &constant)) { this->invalidWarning(node["Element"], "Unknown monster element %s, defaulting to Neutral.\n", ele.c_str()); constant = ELE_NEUTRAL; } if (!CHK_ELEMENT(constant)) { this->invalidWarning(node["Element"], "Invalid monster element %s, defaulting to Neutral.\n", ele.c_str()); constant = ELE_NEUTRAL; } mob->status.def_ele = static_cast(constant); } if (this->nodeExists(node, "ElementLevel")) { uint16 level; if (!this->asUInt16(node, "ElementLevel", level)) return 0; if (!CHK_ELEMENT_LEVEL(level)) { this->invalidWarning(node["ElementLevel"], "Invalid monster element level %hu, defaulting to 1.\n", level); level = 1; } mob->status.ele_lv = static_cast(level); } if (this->nodeExists(node, "WalkSpeed")) { uint16 speed; if (!this->asUInt16(node, "WalkSpeed", speed)) return 0; if (speed < MIN_WALK_SPEED || speed > MAX_WALK_SPEED) { this->invalidWarning(node["WalkSpeed"], "Invalid monster walk speed %hu, capping...\n", speed); speed = cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED); } mob->status.speed = speed; } if (this->nodeExists(node, "AttackDelay")) { uint16 speed; if (!this->asUInt16(node, "AttackDelay", speed)) return 0; mob->status.adelay = cap_value(speed, MAX_ASPD_NOPC, MIN_ASPD); } if (this->nodeExists(node, "AttackMotion")) { uint16 speed; if (!this->asUInt16(node, "AttackMotion", speed)) return 0; // amotion is only capped to MAX_ASPD_NOPC when receiving buffs/debuffs mob->status.amotion = cap_value(speed, 1, MIN_ASPD/AMOTION_DIVIDER_NOPC); } if (this->nodeExists(node, "ClientAttackMotion")) { uint16 speed; if (!this->asUInt16(node, "ClientAttackMotion", speed)) return 0; mob->status.clientamotion = cap_value(speed, 1, USHRT_MAX); } else { if (!exists) mob->status.clientamotion = cap_value(mob->status.amotion, 1, USHRT_MAX); } if (this->nodeExists(node, "DamageMotion")) { uint16 speed; if (!this->asUInt16(node, "DamageMotion", speed)) return 0; if (battle_config.monster_damage_delay_rate != 100) speed = speed * battle_config.monster_damage_delay_rate / 100; mob->status.dmotion = speed; } if (this->nodeExists(node, "DamageTaken")) { uint16 damage; if (!this->asUInt16Rate(node, "DamageTaken", damage, 100)) return 0; mob->damagetaken = damage; } if (this->nodeExists(node, "Ai")) { std::string ai; if (!this->asString(node, "Ai", ai)) return 0; std::string ai_constant = "MONSTER_TYPE_" + ai; int64 constant; if (!script_get_constant(ai_constant.c_str(), &constant)) { this->invalidWarning(node["Ai"], "Unknown monster AI %s, defaulting to 06.\n", ai.c_str()); constant = MONSTER_TYPE_06; } if (constant < MD_NONE || constant > MD_MASK) { this->invalidWarning(node["Ai"], "Invalid monster AI %s, defaulting to 06.\n", ai.c_str()); constant = MONSTER_TYPE_06; } mob->status.mode = static_cast(constant); } if (this->nodeExists(node, "Class")) { std::string class_; if (!this->asString(node, "Class", class_)) return 0; std::string class_constant = "CLASS_" + class_; int64 constant; if (!script_get_constant(class_constant.c_str(), &constant)) { this->invalidWarning(node["Class"], "Unknown monster class %s, defaulting to Normal.\n", class_.c_str()); constant = CLASS_NORMAL; } if (constant < CLASS_NORMAL || constant > CLASS_EVENT) { this->invalidWarning(node["Class"], "Invalid monster class %s, defaulting to Normal.\n", class_.c_str()); constant = CLASS_NORMAL; } mob->status.class_ = static_cast(constant); } if (this->nodeExists(node, "Modes")) { const auto& modeNode = node["Modes"]; for (const auto& modeit : modeNode) { std::string modeName; c4::from_chars(modeit.key(), &modeName); std::string modeName_constant = "MD_" + modeName; int64 constant; if (!script_get_constant(modeName_constant.c_str(), &constant)) { this->invalidWarning(modeNode[modeit.key()], "Unknown monster mode %s, skipping.\n", modeName.c_str()); continue; } if (constant < MD_NONE || constant > MD_SKILLIMMUNE) { this->invalidWarning(modeNode[modeit.key()], "Invalid monster mode %s, skipping.\n", modeName.c_str()); continue; } bool active; if (!this->asBool(modeNode, modeName, active)) return 0; if (active) mob->status.mode = static_cast(mob->status.mode | constant); else mob->status.mode = static_cast(mob->status.mode & ~constant); } } if (this->nodeExists(node, "MvpDrops")) { if (!this->parseDropNode("MvpDrops", node, MAX_MVP_DROP, mob->mvpitem)) return 0; } if (this->nodeExists(node, "Drops")) { if (!this->parseDropNode("Drops", node, MAX_MOB_DROP, mob->dropitem)) return 0; } if (!exists) this->put(mob_id, mob); return true; } void MobDatabase::loadingFinished() { for (auto &mobdata : *this) { std::shared_ptr mob = mobdata.second; switch (mob->status.class_) { case CLASS_BOSS: mob->status.mode = static_cast(mob->status.mode | (MD_DETECTOR | MD_STATUSIMMUNE | MD_KNOCKBACKIMMUNE)); break; case CLASS_GUARDIAN: mob->status.mode = static_cast(mob->status.mode | MD_STATUSIMMUNE); break; case CLASS_BATTLEFIELD: mob->status.mode = static_cast(mob->status.mode | (MD_STATUSIMMUNE | MD_SKILLIMMUNE)); break; case CLASS_EVENT: mob->status.mode = static_cast(mob->status.mode | MD_FIXEDITEMDROP); break; } if (battle_config.view_range_rate != 100) mob->range2 = max(1, mob->range2 * battle_config.view_range_rate / 100); if (battle_config.chase_range_rate != 100) mob->range3 = max(mob->range2, mob->range3 * battle_config.chase_range_rate / 100); // If the attack animation is longer than the delay, the client crops the attack animation! // On aegis there is no real visible effect of having a recharge-time less than amotion anyway. mob->status.adelay = max(mob->status.adelay, mob->status.amotion); mob->status.aspd_rate = 1000; if (!battle_config.monster_active_enable) mob->status.mode = static_cast(mob->status.mode & ~MD_AGGRESSIVE); // Fill in remaining status data by using a dummy monster. mob_data data; data.bl.type = BL_MOB; data.level = mob->lv; memcpy(&data.status, &mob->status, sizeof(status_data)); status_calc_misc(&data.bl, &mob->status, mob->lv); // Now that we know if it is a MVP or not, apply battle_config modifiers [Skotlex] double maxhp = (double)mob->status.max_hp; if (mob->get_bosstype() == BOSSTYPE_MVP) { // MVP if (battle_config.mvp_hp_rate != 100) maxhp = maxhp * (double)battle_config.mvp_hp_rate / 100.; } else { // Normal mob if (battle_config.monster_hp_rate != 100) maxhp = maxhp * (double)battle_config.monster_hp_rate / 100.; } mob->status.max_hp = cap_value(static_cast(maxhp), 1, UINT32_MAX); mob->status.max_sp = cap_value(mob->status.max_sp, 1, UINT32_MAX); mob->status.hp = mob->status.max_hp; mob->status.sp = mob->status.max_sp; } TypesafeCachedYamlDatabase::loadingFinished(); } MobDatabase mob_db; /** * Convert SQL data to YAML Node * @param str: Array of parsed SQL data * @return True on success or false otherwise */ static bool mob_read_sqldb_sub(std::vector str) { ryml::Tree tree; ryml::NodeRef node = tree.rootref(); node |= ryml::MAP; int32 index = -1; node["Id"] << str[++index]; if (!str[++index].empty()) node["AegisName"] << str[index]; if (!str[++index].empty()) node["Name"] << str[index]; if (!str[++index].empty()) node["JapaneseName"] << str[index]; if (!str[++index].empty() && std::stoi(str[index]) > 1) node["Level"] << str[index]; if (!str[++index].empty() && std::stoul(str[index]) > 1) node["Hp"] << str[index]; if (!str[++index].empty() && std::stoul(str[index]) > 1) node["Sp"] << str[index]; if (!str[++index].empty()) node["BaseExp"] << str[index]; if (!str[++index].empty()) node["JobExp"] << str[index]; if (!str[++index].empty()) node["MvpExp"] << str[index]; if (!str[++index].empty()) node["Attack"] << str[index]; if (!str[++index].empty()) node["Attack2"] << str[index]; if (!str[++index].empty()) node["Defense"] << str[index]; if (!str[++index].empty()) node["MagicDefense"] << str[index]; if (!str[++index].empty() && std::stoi(str[index]) > 1) node["Str"] << str[index]; if (!str[++index].empty() && std::stoi(str[index]) > 1) node["Agi"] << str[index]; if (!str[++index].empty() && std::stoi(str[index]) > 1) node["Vit"] << str[index]; if (!str[++index].empty() && std::stoi(str[index]) > 1) node["Int"] << str[index]; if (!str[++index].empty() && std::stoi(str[index]) > 1) node["Dex"] << str[index]; if (!str[++index].empty() && std::stoi(str[index]) > 1) node["Luk"] << str[index]; if (!str[++index].empty()) node["AttackRange"] << str[index]; if (!str[++index].empty()) node["SkillRange"] << str[index]; if (!str[++index].empty()) node["ChaseRange"] << str[index]; if (!str[++index].empty() && strcmp(str[index].c_str(), "Small") != 0) node["Size"] << str[index]; if (!str[++index].empty() && strcmp(str[index].c_str(), "Formless") != 0) node["Race"] << str[index]; ryml::NodeRef raceGroupsNode = node["RaceGroups"]; raceGroupsNode |= ryml::MAP; for (uint16 i = 1; i < RC2_MAX; i++) { if (!str[i + index].empty()) { raceGroupsNode[c4::to_csubstr(script_get_constant_str("RC2_", i) + 4)] << (std::stoi(str[i + index]) ? "true" : "false"); } } index += RC2_MAX - 1; if (!str[++index].empty() && strcmp(str[index].c_str(), "Neutral") != 0) node["Element"] << str[index]; if (!str[++index].empty() && std::stoi(str[index]) > 1) node["ElementLevel"] << str[index]; if (!str[++index].empty()) node["WalkSpeed"] << str[index]; if (!str[++index].empty()) node["AttackDelay"] << str[index]; if (!str[++index].empty()) node["AttackMotion"] << str[index]; if (!str[++index].empty()) node["DamageMotion"] << str[index]; if (!str[++index].empty()) node["DamageTaken"] << str[index]; if (!str[++index].empty() && strcmp(str[index].c_str(), "06") != 0) node["Ai"] << str[index]; if (!str[++index].empty() && strcmp(str[index].c_str(), "Normal") != 0) node["Class"] << str[index]; ryml::NodeRef modes = node["Modes"]; modes |= ryml::MAP; if (!str[++index].empty()) modes["CanMove"] << (std::stoi(str[index]) ? "true" : "false"); if (!str[++index].empty()) modes["Looter"] << (std::stoi(str[index]) ? "true" : "false"); if (!str[++index].empty()) modes["Aggressive"] << (std::stoi(str[index]) ? "true" : "false"); if (!str[++index].empty()) modes["Assist"] << (std::stoi(str[index]) ? "true" : "false"); if (!str[++index].empty()) modes["CastSensorIdle"] << (std::stoi(str[index]) ? "true" : "false"); if (!str[++index].empty()) modes["NoRandomWalk"] << (std::stoi(str[index]) ? "true" : "false"); if (!str[++index].empty()) modes["NoCast"] << (std::stoi(str[index]) ? "true" : "false"); if (!str[++index].empty()) modes["CanAttack"] << (std::stoi(str[index]) ? "true" : "false"); if (!str[++index].empty()) modes["CastSensorChase"] << (std::stoi(str[index]) ? "true" : "false"); if (!str[++index].empty()) modes["ChangeChase"] << (std::stoi(str[index]) ? "true" : "false"); if (!str[++index].empty()) modes["Angry"] << (std::stoi(str[index]) ? "true" : "false"); if (!str[++index].empty()) modes["ChangeTargetMelee"] << (std::stoi(str[index]) ? "true" : "false"); if (!str[++index].empty()) modes["ChangeTargetChase"] << (std::stoi(str[index]) ? "true" : "false"); if (!str[++index].empty()) modes["TargetWeak"] << (std::stoi(str[index]) ? "true" : "false"); if (!str[++index].empty()) modes["RandomTarget"] << (std::stoi(str[index]) ? "true" : "false"); if (!str[++index].empty()) modes["IgnoreMelee"] << (std::stoi(str[index]) ? "true" : "false"); if (!str[++index].empty()) modes["IgnoreMagic"] << (std::stoi(str[index]) ? "true" : "false"); if (!str[++index].empty()) modes["IgnoreRanged"] << (std::stoi(str[index]) ? "true" : "false"); if (!str[++index].empty()) modes["Mvp"] << (std::stoi(str[index]) ? "true" : "false"); if (!str[++index].empty()) modes["IgnoreMisc"] << (std::stoi(str[index]) ? "true" : "false"); if (!str[++index].empty()) modes["KnockBackImmune"] << (std::stoi(str[index]) ? "true" : "false"); if (!str[++index].empty()) modes["TeleportBlock"] << (std::stoi(str[index]) ? "true" : "false"); if (!str[++index].empty()) modes["FixedItemDrop"] << (std::stoi(str[index]) ? "true" : "false"); if (!str[++index].empty()) modes["Detector"] << (std::stoi(str[index]) ? "true" : "false"); if (!str[++index].empty()) modes["StatusImmune"] << (std::stoi(str[index]) ? "true" : "false"); if (!str[++index].empty()) modes["SkillImmune"] << (std::stoi(str[index]) ? "true" : "false"); ryml::NodeRef mvpDropsNode = node["MvpDrops"]; mvpDropsNode |= ryml::SEQ; for (uint8 i = 0; i < MAX_MVP_DROP; i++) { if (!str[++index].empty()) { ryml::NodeRef entry = mvpDropsNode[i]; entry |= ryml::MAP; entry["Item"] << str[index]; if (!str[++index].empty()) entry["Rate"] << str[index]; if (!str[++index].empty() && strcmp(str[index].c_str(), "None") != 0) entry["RandomOptionGroup"] << str[index]; if (!str[++index].empty() && std::stoi(str[index]) >= 0) entry["Index"] << str[index]; } else index += 3; } ryml::NodeRef dropsNode = node["Drops"]; dropsNode |= ryml::SEQ; for (uint8 i = 0; i < MAX_MOB_DROP; i++) { if (!str[++index].empty()) { ryml::NodeRef entry = dropsNode[i]; entry |= ryml::MAP; entry["Item"] << str[index]; if (!str[++index].empty()) entry["Rate"] << str[index]; if (!str[++index].empty()) entry["StealProtected"] << (std::stoi(str[index]) ? "true" : "false"); if (!str[++index].empty() && strcmp(str[index].c_str(), "None") != 0) entry["RandomOptionGroup"] << str[index]; if (!str[++index].empty() && std::stoi(str[index]) >= 0) entry["Index"] << str[index]; } else index += 4; } #ifdef RENEWAL if (!str[++index].empty()) node["Resistance"] << std::stoi(str[index]); if (!str[++index].empty()) node["MagicResistance"] << std::stoi(str[index]); #endif if( !modes.has_children() ){ node.remove_child( modes ); } if( !mvpDropsNode.has_children() ){ node.remove_child( mvpDropsNode ); } if( !dropsNode.has_children() ){ node.remove_child( dropsNode ); } return mob_db.parseBodyNode(node) > 0; } /** * Read SQL mob_db table */ static int32 mob_read_sqldb(void) { const char* mob_db_name[] = { mob_table, mob2_table }; for( uint8 fi = 0; fi < ARRAYLENGTH(mob_db_name); ++fi ) { // retrieve all rows from the mob database if( SQL_ERROR == Sql_Query(mmysql_handle, "SELECT `id`,`name_aegis`,`name_english`,`name_japanese`,`level`,`hp`,`sp`,`base_exp`,`job_exp`,`mvp_exp`,`attack`,`attack2`,`defense`,`magic_defense`,`str`,`agi`,`vit`,`int`,`dex`,`luk`,`attack_range`,`skill_range`,`chase_range`,`size`,`race`," "`racegroup_goblin`,`racegroup_kobold`,`racegroup_orc`,`racegroup_golem`,`racegroup_guardian`,`racegroup_ninja`,`racegroup_gvg`,`racegroup_battlefield`,`racegroup_treasure`,`racegroup_biolab`,`racegroup_manuk`,`racegroup_splendide`,`racegroup_scaraba`,`racegroup_ogh_atk_def`,`racegroup_ogh_hidden`,`racegroup_bio5_swordman_thief`,`racegroup_bio5_acolyte_merchant`,`racegroup_bio5_mage_archer`,`racegroup_bio5_mvp`,`racegroup_clocktower`,`racegroup_thanatos`,`racegroup_faceworm`,`racegroup_hearthunter`,`racegroup_rockridge`,`racegroup_werner_lab`,`racegroup_temple_demon`,`racegroup_illusion_vampire`,`racegroup_malangdo`,`racegroup_ep172alpha`,`racegroup_ep172beta`,`racegroup_ep172bath`,`racegroup_illusion_turtle`,`racegroup_rachel_sanctuary`,`racegroup_illusion_luanda`,`racegroup_illusion_frozen`,`racegroup_illusion_moonlight`,`racegroup_ep16_def`,`racegroup_edda_arunafeltz`,`racegroup_lasagna`,`racegroup_glast_heim_abyss`," "`element`,`element_level`,`walk_speed`,`attack_delay`,`attack_motion`,`damage_motion`,`damage_taken`,`ai`,`class`," "`mode_canmove`,`mode_looter`,`mode_aggressive`,`mode_assist`,`mode_castsensoridle`,`mode_norandomwalk`,`mode_nocast`,`mode_canattack`,`mode_castsensorchase`,`mode_changechase`,`mode_angry`,`mode_changetargetmelee`,`mode_changetargetchase`,`mode_targetweak`,`mode_randomtarget`,`mode_ignoremelee`,`mode_ignoremagic`,`mode_ignoreranged`,`mode_mvp`,`mode_ignoremisc`,`mode_knockbackimmune`,`mode_teleportblock`,`mode_fixeditemdrop`,`mode_detector`,`mode_statusimmune`,`mode_skillimmune`," "`mvpdrop1_item`,`mvpdrop1_rate`,`mvpdrop1_option`,`mvpdrop1_index`,`mvpdrop2_item`,`mvpdrop2_rate`,`mvpdrop2_option`,`mvpdrop2_index`,`mvpdrop3_item`,`mvpdrop3_rate`,`mvpdrop3_option`,`mvpdrop3_index`," "`drop1_item`,`drop1_rate`,`drop1_nosteal`,`drop1_option`,`drop1_index`,`drop2_item`,`drop2_rate`,`drop2_nosteal`,`drop2_option`,`drop2_index`,`drop3_item`,`drop3_rate`,`drop3_nosteal`,`drop3_option`,`drop3_index`,`drop4_item`,`drop4_rate`,`drop4_nosteal`,`drop4_option`,`drop4_index`,`drop5_item`,`drop5_rate`,`drop5_nosteal`,`drop5_option`,`drop5_index`,`drop6_item`,`drop6_rate`,`drop6_nosteal`,`drop6_option`,`drop6_index`,`drop7_item`,`drop7_rate`,`drop7_nosteal`,`drop7_option`,`drop7_index`,`drop8_item`,`drop8_rate`,`drop8_nosteal`,`drop8_option`,`drop8_index`,`drop9_item`,`drop9_rate`,`drop9_nosteal`,`drop9_option`,`drop9_index`,`drop10_item`,`drop10_rate`,`drop10_nosteal`,`drop10_option`,`drop10_index`" #ifdef RENEWAL ",`resistance`,`magic_resistance`" #endif " FROM `%s`", mob_db_name[fi]) ) { Sql_ShowDebug(mmysql_handle); continue; } uint32 total_columns = Sql_NumColumns(mmysql_handle); uint64 total_rows = Sql_NumRows(mmysql_handle), rows = 0, count = 0; ShowStatus("Loading '" CL_WHITE "%" PRIdPTR CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'\n", total_rows, mob_db_name[fi]); // process rows one by one while( SQL_SUCCESS == Sql_NextRow(mmysql_handle) ) { #ifdef DETAILED_LOADING_OUTPUT ShowStatus("Loading [%" PRIu64 "/%" PRIu64 "] entries in '" CL_WHITE "%s" CL_RESET "'" CL_CLL "\r", ++rows, total_rows, mob_db_name[fi]); #endif std::vector data = {}; for (uint32 i = 0; i < total_columns; i++) { char *str; Sql_GetData(mmysql_handle, i, &str, nullptr); if (str == nullptr) data.push_back(""); else data.push_back(str); } if (!mob_read_sqldb_sub(data)) continue; count++; } // free the query result Sql_FreeResult(mmysql_handle); ShowStatus("Done reading '" CL_WHITE "%" PRIu64 CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", count, mob_db_name[fi]); } mob_db.loadingFinished(); return 0; } const std::string MobAvailDatabase::getDefaultLocation() { return std::string(db_path) + "/" + DBIMPORT + "/mob_avail.yml"; } /** * Reads and parses an entry from the mob_avail. * @param node: YAML node containing the entry. * @return count of successfully parsed rows */ uint64 MobAvailDatabase::parseBodyNode(const ryml::NodeRef& node) { std::string mob_name; if (!this->asString(node, "Mob", mob_name)) return 0; std::shared_ptr mob = mobdb_search_aegisname(mob_name.c_str()); if (mob == nullptr) { this->invalidWarning(node["Mob"], "Unknown mob %s.\n", mob_name.c_str()); return 0; } if (this->nodeExists(node, "Sprite")) { std::string sprite; if (!this->asString(node, "Sprite", sprite)) return 0; int64 constant; if (script_get_constant(sprite.c_str(), &constant)) { if (npcdb_checkid(constant) == 0 && pcdb_checkid(constant) == 0) { this->invalidWarning(node["Sprite"], "Unknown sprite constant %s.\n", sprite.c_str()); return 0; } } else { std::shared_ptr sprite_mob = mobdb_search_aegisname(sprite.c_str()); if (sprite_mob == nullptr) { this->invalidWarning(node["Sprite"], "Unknown mob sprite constant %s.\n", sprite.c_str()); return 0; } constant = sprite_mob->id; } mob->vd.class_ = (uint16)constant; } else { this->invalidWarning(node["Sprite"], "Sprite is missing.\n"); return 0; } if (this->nodeExists(node, "Sex")) { if (pcdb_checkid(mob->vd.class_) == 0) { this->invalidWarning(node["Sex"], "Sex is only applicable to Job sprites.\n"); return 0; } std::string sex; if (!this->asString(node, "Sex", sex)) return 0; std::string sex_constant = "SEX_" + sex; int64 constant; if (!script_get_constant(sex_constant.c_str(), &constant)) { this->invalidWarning(node["Sex"], "Unknown sex constant %s.\n", sex.c_str()); return 0; } if (constant < SEX_FEMALE || constant > SEX_MALE) { this->invalidWarning(node["Sex"], "Sex %s is not valid.\n", sex.c_str()); return 0; } mob->vd.sex = (char)constant; } if (this->nodeExists(node, "HairStyle")) { if (pcdb_checkid(mob->vd.class_) == 0) { this->invalidWarning(node["HairStyle"], "HairStyle is only applicable to Job sprites.\n"); return 0; } uint16 hair_style; if (!this->asUInt16(node, "HairStyle", hair_style)) return 0; if (hair_style < MIN_HAIR_STYLE || hair_style > MAX_HAIR_STYLE) { this->invalidWarning(node["HairStyle"], "HairStyle %d is out of range %d~%d. Setting to MIN_HAIR_STYLE.\n", hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE); hair_style = MIN_HAIR_STYLE; } mob->vd.hair_style = hair_style; } if (this->nodeExists(node, "HairColor")) { if (pcdb_checkid(mob->vd.class_) == 0) { this->invalidWarning(node["HairColor"], "HairColor is only applicable to Job sprites.\n"); return 0; } uint16 hair_color; if (!this->asUInt16(node, "HairColor", hair_color)) return 0; if (hair_color < MIN_HAIR_COLOR || hair_color > MAX_HAIR_COLOR) { this->invalidWarning(node["HairColor"], "HairColor %d is out of range %d~%d. Setting to MIN_HAIR_COLOR.\n", hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR); hair_color = MIN_HAIR_COLOR; } mob->vd.hair_color = hair_color; } if (this->nodeExists(node, "ClothColor")) { if (pcdb_checkid(mob->vd.class_) == 0) { this->invalidWarning(node["ClothColor"], "ClothColor is only applicable to Job sprites.\n"); return 0; } uint32 cloth_color; if (!this->asUInt32(node, "ClothColor", cloth_color)) return 0; if (cloth_color < MIN_CLOTH_COLOR || cloth_color > MAX_CLOTH_COLOR) { this->invalidWarning(node["ClothColor"], "ClothColor %d is out of range %d~%d. Setting to MIN_CLOTH_CLOR.\n", cloth_color, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR); cloth_color = MIN_CLOTH_COLOR; } mob->vd.cloth_color = cloth_color; } if (this->nodeExists(node, "Weapon")) { if (pcdb_checkid(mob->vd.class_) == 0) { this->invalidWarning(node["Weapon"], "Weapon is only applicable to Job sprites.\n"); return 0; } std::string weapon; if (!this->asString(node, "Weapon", weapon)) return 0; std::shared_ptr item = item_db.search_aegisname( weapon.c_str() ); if (item == nullptr) { this->invalidWarning(node["Weapon"], "Weapon %s is not a valid item.\n", weapon.c_str()); return 0; } mob->vd.weapon = item->nameid; } if (this->nodeExists(node, "Shield")) { if (pcdb_checkid(mob->vd.class_) == 0) { this->invalidWarning(node["Shield"], "Shield is only applicable to Job sprites.\n"); return 0; } std::string shield; if (!this->asString(node, "Shield", shield)) return 0; std::shared_ptr item = item_db.search_aegisname( shield.c_str() ); if (item == nullptr) { this->invalidWarning(node["Shield"], "Shield %s is not a valid item.\n", shield.c_str()); return 0; } mob->vd.shield = item->nameid; } if (this->nodeExists(node, "HeadTop")) { if (pcdb_checkid(mob->vd.class_) == 0) { this->invalidWarning(node["HeadTop"], "HeadTop is only applicable to Job sprites.\n"); return 0; } std::string head; if (!this->asString(node, "HeadTop", head)) return 0; std::shared_ptr item = item_db.search_aegisname( head.c_str() ); if (item == nullptr) { this->invalidWarning(node["HeadTop"], "HeadTop %s is not a valid item.\n", head.c_str()); return 0; } mob->vd.head_top = item->look; } if (this->nodeExists(node, "HeadMid")) { if (pcdb_checkid(mob->vd.class_) == 0) { this->invalidWarning(node["HeadMid"], "HeadMid is only applicable to Job sprites.\n"); return 0; } std::string head; if (!this->asString(node, "HeadMid", head)) return 0; std::shared_ptr item = item_db.search_aegisname( head.c_str() ); if (item == nullptr) { this->invalidWarning(node["HeadMid"], "HeadMid %s is not a valid item.\n", head.c_str()); return 0; } mob->vd.head_mid = item->look; } if (this->nodeExists(node, "HeadLow")) { if (pcdb_checkid(mob->vd.class_) == 0) { this->invalidWarning(node["HeadLow"], "HeadLow is only applicable to Job sprites.\n"); return 0; } std::string head; if (!this->asString(node, "HeadLow", head)) return 0; std::shared_ptr item = item_db.search_aegisname( head.c_str() ); if (item == nullptr) { this->invalidWarning(node["HeadLow"], "HeadLow %s is not a valid item.\n", head.c_str()); return 0; } mob->vd.head_bottom = item->look; } if (this->nodeExists(node, "Robe")) { if (pcdb_checkid(mob->vd.class_) == 0) { this->invalidWarning(node["Robe"], "Robe is only applicable to Job sprites.\n"); return 0; } std::string robe; if (!this->asString(node, "Robe", robe)) return 0; std::shared_ptr item = item_db.search_aegisname(robe.c_str()); if (item == nullptr) { this->invalidWarning(node["Robe"], "Robe %s is not a valid item.\n", robe.c_str()); return 0; } mob->vd.robe = item->look; } if (this->nodeExists(node, "PetEquip")) { std::shared_ptr pet_db_ptr = pet_db.find(mob->id); if (pet_db_ptr == nullptr) { this->invalidWarning(node["PetEquip"], "PetEquip is only applicable to defined pets.\n"); return 0; } std::string equipment; if (!this->asString(node, "PetEquip", equipment)) return 0; std::shared_ptr item = item_db.search_aegisname( equipment.c_str() ); if (item == nullptr) { this->invalidWarning(node["PetEquip"], "PetEquip %s is not a valid item.\n", equipment.c_str()); return 0; } mob->vd.head_bottom = item->nameid; } if (this->nodeExists(node, "Options")) { const auto& optionNode = node["Options"]; for (const auto& it : optionNode) { std::string option; c4::from_chars(it.key(), &option); std::string option_constant = "OPTION_" + option; int64 constant; if (!script_get_constant(option_constant.c_str(), &constant)) { this->invalidWarning(optionNode, "Unknown option constant %s, skipping.\n", option.c_str()); continue; } bool active; if (!this->asBool(optionNode, option, active)) continue; #ifdef NEW_CARTS if (constant & OPTION_CART) { this->invalidWarning(optionNode, "OPTION_CART was replace by SC_PUSH_CART, skipping.\n"); continue; } #endif if (active) mob->option |= constant; else mob->option &= ~constant; } mob->option &= ~(OPTION_HIDE | OPTION_CLOAK | OPTION_INVISIBLE | OPTION_CHASEWALK); // Remove hiding types } return 1; } MobAvailDatabase mob_avail_db; const std::string MobSummonDatabase::getDefaultLocation() { return std::string(db_path) + "/mob_summon.yml"; } /** * Reads and parses an entry from the mob_summon. * @param node: YAML node containing the entry. * @return count of successfully parsed rows */ uint64 MobSummonDatabase::parseBodyNode(const ryml::NodeRef& node) { std::string group_name; if (!this->asString(node, "Group", group_name)) return 0; std::string group_name_constant = "MOBG_" + group_name; int64 constant; if (!script_get_constant(group_name_constant.c_str(), &constant) || constant < MOBG_BRANCH_OF_DEAD_TREE || constant >= MOBG_MAX) { this->invalidWarning(node["Group"], "Invalid monster group %s.\n", group_name.c_str()); return 0; } uint16 id = static_cast(constant); std::shared_ptr summon = this->find(id); bool exists = summon != nullptr; if (!exists) { if (!this->nodesExist(node, { "Default" })) return 0; summon = std::make_shared(); summon->random_id = id; } if (this->nodeExists(node, "Default")) { std::string mob_name; if (!this->asString(node, "Default", mob_name)) return 0; std::shared_ptr mob = mobdb_search_aegisname(mob_name.c_str()); if (mob == nullptr) { this->invalidWarning(node["Default"], "Unknown mob %s.\n", mob_name.c_str()); return 0; } summon->default_mob_id = mob->id; } if (this->nodeExists(node, "Summon")) { const auto& MobNode = node["Summon"]; for (const auto& mobit : MobNode) { if (!this->nodesExist(mobit, { "Mob", "Rate" })) { continue; } std::string mob_name; if (!this->asString(mobit, "Mob", mob_name)) continue; std::shared_ptr mob = mobdb_search_aegisname(mob_name.c_str()); if (mob == nullptr) { this->invalidWarning(mobit["Mob"], "Unknown mob %s.\n", mob_name.c_str()); continue; } uint32 rate; if (!this->asUInt32(mobit, "Rate", rate)) continue; uint16 mob_id = mob->id; if (rate == 0) { if (summon->list.erase(mob_id) == 0) this->invalidWarning(mobit["Rate"], "Failed to remove %s, the monster doesn't exist in group %s.\n", mob_name.c_str(), group_name.c_str()); continue; } std::shared_ptr entry = util::umap_find(summon->list, mob_id); if (entry == nullptr) { entry = std::make_shared(); entry->mob_id = mob_id; summon->list[mob_id] = entry; } entry->rate = rate; } } if (!exists) this->put(id, summon); return 1; } const std::string MobChatDatabase::getDefaultLocation() { return std::string(db_path) + "/mob_chat_db.yml"; } /** * Reads and parses an entry from the mob_chat_db. * @param node: YAML node containing the entry. * @return count of successfully parsed rows */ uint64 MobChatDatabase::parseBodyNode(const ryml::NodeRef& node) { uint16 id; if (!this->asUInt16(node, "Id", id)) return 0; std::shared_ptr chat = this->find(id); bool exists = chat != nullptr; if (!exists) { if (!this->nodesExist(node, { "Dialog" })) { return 0; } chat = std::make_shared(); chat->msg_id = id; } if (this->nodeExists(node, "Color")) { std::string hex; if (!this->asString(node, "Color", hex)) return 0; chat->color = strtoul(hex.c_str(), nullptr, 0); } else { if (!exists) chat->color = strtoul("0xFF0000", nullptr, 0); } if (this->nodeExists(node, "Dialog")) { std::string msg; if (!this->asString(node, "Dialog", msg)) return 0; if (msg.length() > (CHAT_SIZE_MAX-1)) { this->invalidWarning(node["Dialog"], "Message too long!\n"); return 0; } chat->msg = msg; } if (!exists) this->put(id, chat); return 1; } /*========================================== * processes one mob_skill_db entry *------------------------------------------*/ static bool mob_parse_row_mobskilldb( char** str, size_t columns, size_t current ){ static const struct { char str[32]; enum MobSkillState id; } state[] = { { "any", MSS_ANY }, //All states except Dead { "idle", MSS_IDLE }, { "walk", MSS_WALK }, { "loot", MSS_LOOT }, { "dead", MSS_DEAD }, { "attack", MSS_BERSERK }, //Retaliating attack { "angry", MSS_ANGRY }, //Preemptive attack (aggressive mobs) { "chase", MSS_RUSH }, //Chase escaping target { "follow", MSS_FOLLOW }, //Preemptive chase (aggressive mobs) { "anytarget",MSS_ANYTARGET }, //Berserk+Angry+Rush+Follow }; static const struct { char str[32]; int32 id; } cond1[] = { // enum e_mob_skill_condition { "always", MSC_ALWAYS }, { "myhpltmaxrate", MSC_MYHPLTMAXRATE }, { "myhpinrate", MSC_MYHPINRATE }, { "friendhpltmaxrate", MSC_FRIENDHPLTMAXRATE }, { "friendhpinrate", MSC_FRIENDHPINRATE }, { "mystatuson", MSC_MYSTATUSON }, { "mystatusoff", MSC_MYSTATUSOFF }, { "friendstatuson", MSC_FRIENDSTATUSON }, { "friendstatusoff", MSC_FRIENDSTATUSOFF }, { "attackpcgt", MSC_ATTACKPCGT }, { "attackpcge", MSC_ATTACKPCGE }, { "slavelt", MSC_SLAVELT }, { "slavele", MSC_SLAVELE }, { "closedattacked", MSC_CLOSEDATTACKED }, { "longrangeattacked", MSC_LONGRANGEATTACKED }, { "skillused", MSC_SKILLUSED }, { "afterskill", MSC_AFTERSKILL }, { "casttargeted", MSC_CASTTARGETED }, { "rudeattacked", MSC_RUDEATTACKED }, { "masterhpltmaxrate", MSC_MASTERHPLTMAXRATE }, { "masterattacked", MSC_MASTERATTACKED }, { "alchemist", MSC_ALCHEMIST }, { "onspawn", MSC_SPAWN }, { "mobnearbygt", MSC_MOBNEARBYGT }, { "groundattacked", MSC_GROUNDATTACKED }, { "damagedgt", MSC_DAMAGEDGT }, { "trickcasting", MSC_TRICKCASTING }, }, cond2[] ={ { "anybad", -1 }, { "stone", SC_STONE }, { "freeze", SC_FREEZE }, { "stun", SC_STUN }, { "sleep", SC_SLEEP }, { "poison", SC_POISON }, { "curse", SC_CURSE }, { "silence", SC_SILENCE }, { "confusion", SC_CONFUSION }, { "blind", SC_BLIND }, { "hiding", SC_HIDING }, { "sight", SC_SIGHT }, }, target[] = { // enum e_mob_skill_target { "target", MST_TARGET }, { "randomtarget", MST_RANDOM }, { "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 }, }; static int32 last_mob_id = 0; // ensures that only one error message per mob id is printed int32 mob_id; int32 j, tmp; mob_id = atoi(str[0]); std::shared_ptr mob = mob_db.find(mob_id); if (mob_id > 0 && mob == nullptr) { if (mob_id != last_mob_id) { ShowError("mob_parse_row_mobskilldb: Non existant Mob id %d\n", mob_id); last_mob_id = mob_id; } return false; } else if (mob_id == 0) return false; // Looking for existing entry std::shared_ptr skill = util::umap_find(mob_skill_db, mob_id); if (skill == nullptr) skill = std::make_shared(); if( strcmp(str[1],"clear") == 0 && skill->mob_id != 0 ) { mob_skill_db.erase(skill->mob_id); ShowInfo("Cleared skill for mob id '%d'\n", mob_id); return true; } if (skill->skill.size() >= MAX_MOBSKILL) { if (mob_id != last_mob_id) { ShowError("mob_parse_row_mobskilldb: Too many skills for monster %d[%s]\n", mob_id, mob->sprite.c_str()); last_mob_id = mob_id; } return false; } std::shared_ptr ms = std::make_shared(); //State ARR_FIND( 0, ARRAYLENGTH(state), j, strcmp(str[2],state[j].str) == 0 ); if( j < ARRAYLENGTH(state) ) ms->state = state[j].id; else { ShowError("mob_parse_row_mobskilldb: Unrecognized state '%s' in line %" PRIuPTR "\n", str[2], current); return false; } //Skill ID j = atoi(str[3]); if (j <= 0 || j > MAX_SKILL_ID || !skill_get_index(j)) //fixed Lupus { if (mob_id < 0) ShowError("mob_parse_row_mobskilldb: Invalid Skill ID (%d) for all mobs\n", j); else ShowError("mob_parse_row_mobskilldb: Invalid Skill ID (%d) for mob %d (%s)\n", j, mob_id, mob->sprite.c_str()); return false; } ms->skill_id = j; //Skill lvl j = atoi(str[4]) <= 0 ? 1 : atoi(str[4]); ms->skill_lv = j > battle_config.mob_max_skilllvl ? battle_config.mob_max_skilllvl : j; //we strip max skill level //Apply battle_config modifiers to rate (permillage) and delay [Skotlex] tmp = atoi(str[5]); if (battle_config.mob_skill_rate != 100) tmp = tmp*battle_config.mob_skill_rate/100; if (tmp > 10000) ms->permillage = 10000; else if (!tmp && battle_config.mob_skill_rate) ms->permillage = 1; else ms->permillage = tmp; ms->casttime = atoi(str[6]); ms->delay = atoi(str[7]); if (battle_config.mob_skill_delay != 100) ms->delay = ms->delay*battle_config.mob_skill_delay/100; if (ms->delay < 0 || ms->delay > MOB_MAX_DELAY) //time overflow? ms->delay = MOB_MAX_DELAY; ms->cancel = atoi(str[8]); if( strcmp(str[8],"yes")==0 ) ms->cancel=1; //Target ARR_FIND( 0, ARRAYLENGTH(target), j, strcmp(str[9],target[j].str) == 0 ); if( j < ARRAYLENGTH(target) ) ms->target = target[j].id; else { ShowWarning("mob_parse_row_mobskilldb: Unrecognized target %s for %d\n", str[9], mob_id); ms->target = MST_TARGET; } //Check that the target condition is right for the skill type. [Skotlex] if (skill_get_casttype(ms->skill_id) == CAST_GROUND) { //Ground skill. if (ms->target > MST_AROUND) { ShowWarning("mob_parse_row_mobskilldb: Wrong mob skill target for ground skill %d (%s) for %s.\n", ms->skill_id, skill_get_name(ms->skill_id), mob_id < 0 ? "all mobs" : mob->sprite.c_str()); ms->target = MST_TARGET; } } else if (ms->target > MST_MASTER) { ShowWarning("mob_parse_row_mobskilldb: Wrong mob skill target 'around' for non-ground skill %d (%s) for %s.\n", ms->skill_id, skill_get_name(ms->skill_id), mob_id < 0 ? "all mobs" : mob->sprite.c_str()); ms->target = MST_TARGET; } //Cond1 ARR_FIND( 0, ARRAYLENGTH(cond1), j, strcmp(str[10],cond1[j].str) == 0 ); if( j < ARRAYLENGTH(cond1) ) ms->cond1 = cond1[j].id; else { ShowWarning("mob_parse_row_mobskilldb: Unrecognized condition 1 %s for %d\n", str[10], mob_id); ms->cond1 = -1; } //Cond2 // numeric value ms->cond2 = atoi(str[11]); // or special constant ARR_FIND( 0, ARRAYLENGTH(cond2), j, strcmp(str[11],cond2[j].str) == 0 ); if( j < ARRAYLENGTH(cond2) ) ms->cond2 = cond2[j].id; ms->val[0] = (int32)strtol(str[12],nullptr,0); ms->val[1] = (int32)strtol(str[13],nullptr,0); ms->val[2] = (int32)strtol(str[14],nullptr,0); ms->val[3] = (int32)strtol(str[15],nullptr,0); ms->val[4] = (int32)strtol(str[16],nullptr,0); if(ms->skill_id == NPC_EMOTION && mob_id > 0 && ms->val[1] == mob->status.mode) { ms->val[1] = 0; ms->val[4] = 1; //request to return mode to normal. } if(ms->skill_id == NPC_EMOTION_ON && mob_id > 0 && ms->val[1]) { //Adds a mode to the mob. //Remove aggressive mode when the new mob type is passive. if (!(ms->val[1]&MD_AGGRESSIVE)) ms->val[3] |= MD_AGGRESSIVE; ms->val[2] |= ms->val[1]; //Add the new mode. ms->val[1] = 0; //Do not "set" it. } if(*str[17]) ms->emotion = atoi(str[17]); else ms->emotion = -1; if (*str[18]) { uint16 id = static_cast(strtol(str[18], nullptr, 10)); if (mob_chat_db.find(id) != nullptr) ms->msg_id = id; else { ms->msg_id = 0; ShowWarning("mob_parse_row_mobskilldb: Unknown chat ID %s for monster %d.\n", str[18], mob_id); } } else ms->msg_id = 0; skill->skill.push_back(ms); if (!skill->mob_id) { // Insert new entry skill->mob_id = mob_id; mob_skill_db.insert({ mob_id, skill }); } return true; } /*========================================== * mob_skill_db.txt reading *------------------------------------------*/ static void mob_readskilldb(const char* basedir, bool silent) { if( battle_config.mob_skill_rate == 0 ) { ShowStatus("Mob skill use disabled. Not reading mob skills.\n"); return; } sv_readdb(basedir, "mob_skill_db.txt", ',', 19, 19, -1, &mob_parse_row_mobskilldb, silent); } /** * mob_skill_db table reading [CalciumKid] * not overly sure if this is all correct * seems to work though... */ static int32 mob_read_sqlskilldb(void) { const char* mob_skill_db_name[] = { mob_skill_table, mob_skill2_table }; int32 fi; if( battle_config.mob_skill_rate == 0 ) { ShowStatus("Mob skill use disabled. Not reading mob skills.\n"); return 0; } for( fi = 0; fi < ARRAYLENGTH(mob_skill_db_name); ++fi ) { uint32 lines = 0, count = 0; // retrieve all rows from the mob skill database if( SQL_ERROR == Sql_Query(mmysql_handle, "SELECT * FROM `%s`", mob_skill_db_name[fi]) ) { Sql_ShowDebug(mmysql_handle); continue; } // process rows one by one while( SQL_SUCCESS == Sql_NextRow(mmysql_handle) ) { // wrap the result into a TXT-compatible format char* str[19]; char dummy[255] = ""; int32 i; ++lines; for( i = 0; i < 19; ++i ) { Sql_GetData(mmysql_handle, i, &str[i], nullptr); if( str[i] == nullptr ) str[i] = dummy; // get rid of nullptr columns } if (!mob_parse_row_mobskilldb(str, 19, count)) continue; count++; } // free the query result Sql_FreeResult(mmysql_handle); ShowStatus("Done reading '" CL_WHITE "%u" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", count, mob_skill_db_name[fi]); } return 0; } const std::string MobItemRatioDatabase::getDefaultLocation() { return std::string(db_path) + "/mob_item_ratio.yml"; } /** * Reads and parses an entry from the mob_item_ratio. * @param node: YAML node containing the entry. * @return count of successfully parsed rows */ uint64 MobItemRatioDatabase::parseBodyNode(const ryml::NodeRef& node) { std::string item_name; if (!this->asString(node, "Item", item_name)) return 0; std::shared_ptr item = item_db.search_aegisname(item_name.c_str()); if (item == nullptr) { this->invalidWarning(node["Item"], "Item %s does not exist, skipping.\n", item_name.c_str()); return 0; } t_itemid nameid = item->nameid; std::shared_ptr data = this->find(nameid); bool exists = data != nullptr; if (!exists) { if (!this->nodesExist(node, { "Ratio" })) { return 0; } data = std::make_shared(); data->nameid = nameid; } if (this->nodeExists(node, "Ratio")) { uint32 ratio; if (!this->asUInt32(node, "Ratio", ratio)) return 0; data->drop_ratio = ratio; } if (this->nodeExists(node, "List")) { const auto& MobNode = node["List"]; for (const auto& mobit : MobNode) { std::string mob_name; c4::from_chars(mobit.key(), &mob_name); std::shared_ptr mob = mobdb_search_aegisname(mob_name.c_str()); if (mob == nullptr) { this->invalidWarning(node["List"], "Unknown mob %s, skipping.\n", mob_name.c_str()); continue; } uint16 mob_id = mob->id; bool active; if (!this->asBool(node["List"], mob_name, active)) return 0; if (!active) { util::vector_erase_if_exists(data->mob_ids, mob_id); continue; } data->mob_ids.push_back(mob_id); } } if (!exists) this->put(nameid, data); return 1; } /** * Adjust drop ratio for each monster **/ static void mob_drop_ratio_adjust(void){ for( auto &pair : mob_db ){ std::shared_ptr mob = pair.second; int32 mob_id = pair.first; if( mob_is_clone( mob_id ) ){ continue; } for( auto it = mob->mvpitem.begin(); it != mob->mvpitem.end(); ){ std::shared_ptr& entry = *it; if( entry->nameid == 0 || entry->rate == 0 ){ it = mob->mvpitem.erase( it ); continue; } int32 rate_adjust = battle_config.item_rate_mvp; // Adjust the rate if there is an entry in mob_item_ratio item_dropratio_adjust( entry->nameid, mob_id, &rate_adjust ); // remove the item if the rate of item_dropratio_adjust is 0 if (rate_adjust == 0) { it = mob->mvpitem.erase( it ); continue; } // Adjust rate with given algorithms int32 rate = mob_drop_adjust( entry->rate, rate_adjust, battle_config.item_drop_mvp_min, battle_config.item_drop_mvp_max ); // calculate and store Max available drop chance of the MVP item if( rate ){ item_data* id = itemdb_search( entry->nameid ); // Item is not known anymore(should never happen) if( !id ){ ShowWarning( "Monster \"%s\"(id:%u) is dropping an unknown item(id: %u)\n", mob->name.c_str(), mob_id, entry->nameid ); it = mob->mvpitem.erase( it ); continue; } if( id->maxchance == -1 || ( id->maxchance < rate/10 + 1 ) ){ // item has bigger drop chance or sold in shops id->maxchance = rate/10 + 1; // reduce MVP drop info to not spoil common drop rate } } entry->rate = rate; it++; } for( auto it = mob->dropitem.begin(); it != mob->dropitem.end(); ){ std::shared_ptr& entry = *it; uint16 ratemin, ratemax; bool is_treasurechest; if( entry->nameid == 0 || entry->rate == 0 ){ it = mob->dropitem.erase( it ); continue; } item_data* id = itemdb_search( entry->nameid ); // Item is not known anymore(should never happen) if( !id ){ ShowWarning( "Monster \"%s\"(id:%hu) is dropping an unknown item(id: %u)\n", mob->name.c_str(), mob_id, entry->nameid ); it = mob->dropitem.erase( it ); continue; } int32 rate = entry->rate; int32 rate_adjust; if( battle_config.drop_rateincrease && rate < 5000 ){ rate++; } // Treasure box drop rates [Skotlex] if (util::vector_exists(mob->race2, RC2_TREASURE)) { is_treasurechest = true; rate_adjust = battle_config.item_rate_treasure; ratemin = battle_config.item_drop_treasure_min; ratemax = battle_config.item_drop_treasure_max; } else { bool is_mvp = mob->get_bosstype() == BOSSTYPE_MVP; bool is_boss = mob->get_bosstype() == BOSSTYPE_MINIBOSS; is_treasurechest = false; // Added suport to restrict normal drops of MVP's [Reddozen] switch( id->type ){ case IT_HEALING: rate_adjust = is_mvp ? battle_config.item_rate_heal_mvp : (is_boss ? battle_config.item_rate_heal_boss : battle_config.item_rate_heal); ratemin = battle_config.item_drop_heal_min; ratemax = battle_config.item_drop_heal_max; break; case IT_USABLE: case IT_CASH: rate_adjust = is_mvp ? battle_config.item_rate_use_mvp : (is_boss ? battle_config.item_rate_use_boss : battle_config.item_rate_use); ratemin = battle_config.item_drop_use_min; ratemax = battle_config.item_drop_use_max; break; case IT_WEAPON: case IT_ARMOR: case IT_PETARMOR: rate_adjust = is_mvp ? battle_config.item_rate_equip_mvp : (is_boss ? battle_config.item_rate_equip_boss : battle_config.item_rate_equip); ratemin = battle_config.item_drop_equip_min; ratemax = battle_config.item_drop_equip_max; break; case IT_CARD: rate_adjust = is_mvp ? battle_config.item_rate_card_mvp : (is_boss ? battle_config.item_rate_card_boss : battle_config.item_rate_card); ratemin = battle_config.item_drop_card_min; ratemax = battle_config.item_drop_card_max; break; default: rate_adjust = is_mvp ? battle_config.item_rate_common_mvp : (is_boss ? battle_config.item_rate_common_boss : battle_config.item_rate_common); ratemin = battle_config.item_drop_common_min; ratemax = battle_config.item_drop_common_max; break; } } item_dropratio_adjust( entry->nameid, mob_id, &rate_adjust ); // remove the item if the rate of item_dropratio_adjust is 0 if (rate_adjust == 0) { it = mob->dropitem.erase( it ); continue; } rate = mob_drop_adjust( rate, rate_adjust, ratemin, ratemax ); // calculate and store Max available drop chance of the item // but skip treasure chests. if( rate && !is_treasurechest ){ uint16 k; if( id->maxchance == -1 || ( id->maxchance < rate ) ){ id->maxchance = rate; // item has bigger drop chance or sold in shops } for( k = 0; k < MAX_SEARCH; k++ ){ if( id->mob[k].chance <= rate ){ break; } } if( k != MAX_SEARCH ){ if( id->mob[k].id != mob_id ){ memmove( &id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0]) ); } id->mob[k].chance = rate; id->mob[k].id = mob_id; } } entry->rate = rate; it++; } } // Now that we are done we can delete the stored item ratios mob_item_drop_ratio.clear(); } const std::string MapDropDatabase::getDefaultLocation(){ return std::string( db_path ) + "/map_drops.yml"; } uint64 MapDropDatabase::parseBodyNode( const ryml::NodeRef& node ){ std::string mapname; if( !this->asString( node, "Map", mapname ) ){ return 0; } uint16 mapindex = mapindex_name2idx( mapname.c_str(), nullptr ); if( mapindex == 0 ){ this->invalidWarning( node["Map"], "Unknown map \"%s\".\n", mapname.c_str() ); return 0; } int16 mapid = map_mapindex2mapid( mapindex ); if( mapid < 0 ){ // Silently ignore. Map might be on a different map-server return 0; } std::shared_ptr mapdrops = this->find( mapid ); bool exists = mapdrops != nullptr; if( !exists ){ mapdrops = std::make_shared(); mapdrops->mapid = mapid; } if( this->nodeExists( node, "GlobalDrops" ) ){ const ryml::NodeRef& globalNode = node["GlobalDrops"]; for( const auto& it : globalNode ){ if( !this->parseDrop( it, mapdrops->globals ) ){ return 0; } } } if( this->nodeExists( node, "SpecificDrops" ) ){ const ryml::NodeRef& specificNode = node["SpecificDrops"]; for( const auto& monsterNode : specificNode ){ if( !this->nodesExist( monsterNode, { "Monster", "Drops" } ) ){ return 0; } std::string mobname; if( !this->asString( monsterNode, "Monster", mobname ) ){ return 0; } std::shared_ptr mob = mobdb_search_aegisname( mobname.c_str() ); if( mob == nullptr ){ this->invalidWarning( monsterNode["Monster"], "Unknown monster \"%s\".\n", mobname.c_str() ); return 0; } std::unordered_map>& specificDrops = mapdrops->specific[mob->id]; for( const auto& it : monsterNode["Drops"] ){ if( !this->parseDrop( it, specificDrops ) ){ return 0; } } } } if( !exists ){ this->put( mapid, mapdrops ); } return 1; } bool MapDropDatabase::parseDrop( const ryml::NodeRef& node, std::unordered_map>& drops ){ uint16 index; if( !this->asUInt16( node, "Index", index ) ){ return false; } std::shared_ptr drop = util::umap_find( drops, index ); bool exists = drop != nullptr; if( !exists ){ if( !this->nodesExist( node, { "Item", "Rate" } ) ){ return false; } drop = std::make_shared(); drop->steal_protected = true; } if( this->nodeExists( node, "Item" ) ){ std::string itemname; if( !this->asString( node, "Item", itemname ) ){ return 0; } std::shared_ptr item = item_db.search_aegisname( itemname.c_str() ); if( item == nullptr ){ this->invalidWarning( node["Item"], "Item %s does not exist.\n", itemname.c_str() ); return false; } drop->nameid = item->nameid; } if( this->nodeExists( node, "Rate" ) ){ uint32 rate; if( !this->asUInt32Rate( node, "Rate", rate, 100000 ) ){ return false; } if( rate == 0 ){ if( exists ){ drops.erase( index ); return true; }else{ this->invalidWarning( node["Rate"], "Rate %" PRIu32 " is below minimum of 1.\n", rate ); return false; } }else if( rate > 100000 ){ this->invalidWarning( node["Rate"], "Rate %" PRIu32 " exceeds maximum of 100000.\n", rate ); return false; } drop->rate = rate; } if( this->nodeExists( node, "RandomOptionGroup" ) ){ std::string name; if( !this->asString( node, "RandomOptionGroup", name ) ){ return false; } if( !random_option_group.option_get_id( name, drop->randomopt_group ) ){ this->invalidWarning( node["RandomOptionGroup"], "Unknown random option group \"%s\".\n", name.c_str() ); return false; } }else{ if( !exists ){ drop->randomopt_group = 0; } } if( !exists ){ drops[index] = drop; } return true; } /** * Copy skill from DB to monster * @param mob Monster DB entry * @param skill Monster skill entries **/ static void mob_skill_db_set_single_sub(std::shared_ptr mob, struct s_mob_skill_db *skill) { nullpo_retv(skill); if (mob == nullptr) return; size_t i = 0; for (i = 0; mob->skill.size() < MAX_MOBSKILL && i < skill->skill.size(); i++) { mob->skill.push_back(skill->skill[i]); } if (i < skill->skill.size()) ShowWarning("Monster '%s' (%d, src:%d) reaches max skill limit %d. Ignores '%zu' skills left.\n", mob->sprite.c_str(), mob->id, skill->mob_id, MAX_MOBSKILL, skill->skill.size() - i); } /** * Check the skill & monster id before put the skills * @param skill **/ static void mob_skill_db_set_single(struct s_mob_skill_db *skill) { nullpo_retv(skill); // Specific monster if (skill->mob_id >= 0) { std::shared_ptr mob = mob_db.find(skill->mob_id); if (mob != nullptr) mob_skill_db_set_single_sub(mob, skill); } // Global skill else { uint16 id = skill->mob_id; id *= -1; for( auto &pair : mob_db ){ if ( mob_is_clone(pair.first) ){ continue; } if ( (!(id&1) && status_has_mode(&pair.second->status,MD_STATUSIMMUNE)) // Bosses || (!(id&2) && !status_has_mode(&pair.second->status,MD_STATUSIMMUNE)) // Normal monsters ) continue; mob_skill_db_set_single_sub(pair.second, skill); } } } /** * Set monster skills **/ static void mob_skill_db_set(void) { for (auto skill : mob_skill_db) { mob_skill_db_set_single(skill.second.get()); } //ShowStatus("Set skills to '%d' monsters.\n", db_size(mob_skill_db)); } /** * read all mob-related databases */ static void mob_load(void) { const char* dbsubpath[] = { "", "/" DBIMPORT, }; // First we parse all the possible monsters to add additional data in the second loop if( db_use_sqldbs ) mob_read_sqldb(); else mob_db.load(); mob_chat_db.load(); // load before mob_skill_db for(int32 i = 0; i < ARRAYLENGTH(dbsubpath); i++){ size_t n1 = strlen( db_path ) + strlen( dbsubpath[i] ) + 1; size_t n2 = strlen( db_path ) + strlen( DBPATH ) + strlen( dbsubpath[i] ) + 1; char* dbsubpath1 = (char*)aMalloc(n1+1); char* dbsubpath2 = (char*)aMalloc(n2+1); bool silent = i > 0; if(i==0) { safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]); safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]); } else { safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]); safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]); } if( db_use_sqldbs && i == 0 ) mob_read_sqlskilldb(); else mob_readskilldb(dbsubpath2, silent); aFree(dbsubpath1); aFree(dbsubpath2); } mob_item_drop_ratio.load(); mob_avail_db.load(); mob_summon_db.load(); map_drop_db.load(); mob_drop_ratio_adjust(); mob_skill_db_set(); } /** * Initialize monster data */ void mob_db_load(bool is_reload){ mob_load(); } /** * Re-link monster drop data with item data * Fixes the need of a @reloadmobdb after a @reloaditemdb * @author Epoque */ void mob_reload_itemmob_data(void) { for( auto const &pair : mob_db ){ if( mob_is_clone( pair.first ) ){ continue; } for( const std::shared_ptr& entry : pair.second->dropitem ){ if( !entry->nameid ) continue; item_data* id = itemdb_search(entry->nameid); int32 k; for (k = 0; k < MAX_SEARCH; k++) { if (id->mob[k].chance <= entry->rate) break; } if (k == MAX_SEARCH) continue; if (id->mob[k].id != pair.first) memmove(&id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0])); id->mob[k].chance = entry->rate; id->mob[k].id = pair.first; } } } /** * Apply the proper view data on monsters during mob_db reload. * @param md: Mob to adjust * @param args: va_list of arguments * @return 0 */ static int32 mob_reload_sub( struct mob_data *md, va_list args ){ // Slaves have to be killed if( md->master_id != 0 ){ unit_remove_map( &md->bl, CLR_OUTSIGHT ); return 0; } // Relink the mob to the new database entry md->db = mob_db.find(md->mob_id); if( md->db == nullptr ){ ShowWarning( "mob_reload_sub: Monster %s (ID: %hu) does not exist anymore.\n", md->name, md->mob_id ); if( md->bl.prev != nullptr ){ ShowDebug( "mob_reload_sub: The monster was removed from map %s (%hu/%hu).\n", map_mapid2mapname( md->bl.m ), md->bl.x, md->bl.y ); } unit_remove_map( &md->bl, CLR_OUTSIGHT ); return 0; } // Recalculate the monster status based on the new data status_calc_mob(md, SCO_NONE); // If the view data was not overwritten manually if( !md->vd_changed ){ // Get the new view data from the mob database md->vd = mob_get_viewdata(md->mob_id); // If they are spawned right now if( md->bl.prev != nullptr ){ // Respawn all mobs on client side so that they are displayed correctly(if their view id changed) clif_clearunit_area( md->bl, CLR_OUTSIGHT ); clif_spawn(&md->bl); } } return 0; } /** * Apply the proper view data on NPCs during mob_db reload. * @param md: NPC to adjust * @param args: va_list of arguments * @return 0 */ static int32 mob_reload_sub_npc( struct npc_data *nd, va_list args ){ // If the view data points to a mob if( mobdb_checkid(nd->class_) ){ struct view_data *vd = mob_get_viewdata(nd->class_); if (vd) // Get the new view data from the mob database memcpy(&nd->vd, vd, sizeof(struct view_data)); if (nd->bl.prev) // If they are spawned right now unit_refresh(&nd->bl); // Respawn all NPCs on client side so that they are displayed correctly(if their view id changed) } return 0; } /** * Reload monster data */ void mob_reload(void) { do_final_mob(true); mob_db_load(true); map_foreachmob(mob_reload_sub); map_foreachnpc(mob_reload_sub_npc); } /** * Clear spawn data for all monsters */ void mob_clear_spawninfo() { //Clears spawn related information for a script reload. mob_spawn_data.clear(); } /*========================================== * Circumference initialization of mob *------------------------------------------*/ void do_init_mob(void){ mob_db_load(false); add_timer_func_list(mob_delayspawn,"mob_delayspawn"); add_timer_func_list(mob_delay_item_drop,"mob_delay_item_drop"); add_timer_func_list(mob_ai_hard,"mob_ai_hard"); add_timer_func_list(mob_ai_lazy,"mob_ai_lazy"); add_timer_func_list(mob_timer_delete,"mob_timer_delete"); add_timer_func_list(mob_spawn_guardian_sub,"mob_spawn_guardian_sub"); add_timer_func_list(mob_respawn,"mob_respawn"); add_timer_func_list(mvptomb_delayspawn,"mvptomb_delayspawn"); 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); } /*========================================== * Clean memory usage. *------------------------------------------*/ void do_final_mob(bool is_reload){ mob_db.clear(); mob_chat_db.clear(); mob_skill_db.clear(); mob_item_drop_ratio.clear(); mob_summon_db.clear(); map_drop_db.clear(); if( !is_reload ) { mob_delayed_drops.clear(); } }