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- // Copyright (c) Athena Dev Teams - Licensed under GNU GPL
- // For more information, see LICENCE in the main folder
- #include "../common/cbasetypes.h"
- #include "../common/timer.h"
- #include "../common/db.h"
- #include "../common/nullpo.h"
- #include "../common/malloc.h"
- #include "../common/showmsg.h"
- #include "../common/ers.h"
- #include "../common/strlib.h"
- #include "../common/utils.h"
- #include "../common/socket.h"
- #include "map.h"
- #include "path.h"
- #include "clif.h"
- #include "intif.h"
- #include "pc.h"
- #include "pet.h"
- #include "status.h"
- #include "mob.h"
- #include "mercenary.h" //[orn]
- #include "guild.h"
- #include "itemdb.h"
- #include "skill.h"
- #include "battle.h"
- #include "party.h"
- #include "npc.h"
- #include "log.h"
- #include "script.h"
- #include "atcommand.h"
- #include "date.h"
- #include "irc.h"
- #include <stdio.h>
- #include <stdlib.h>
- #include <stdarg.h>
- #include <string.h>
- #include <math.h>
- #define ACTIVE_AI_RANGE 2 //Distance added on top of 'AREA_SIZE' at which mobs enter active AI mode.
- #define IDLE_SKILL_INTERVAL 10 //Active idle skills should be triggered every 1 second (1000/MIN_MOBTHINKTIME)
- #define MOB_LAZYSKILLPERC 0 // Probability for mobs far from players from doing their IDLE skill. (rate of 1000 minute)
- // Move probability for mobs away from players (rate of 1000 minute)
- // in Aegis, this is 100% for mobs that have been activated by players and none otherwise.
- #define MOB_LAZYMOVEPERC(md) (md->state.spotted?1000:0)
- #define MOB_LAZYWARPPERC 20 // Warp probability in the negligent mode MOB (rate of 1000 minute)
- #define MAX_MINCHASE 30 //Max minimum chase value to use for mobs.
- #define RUDE_ATTACKED_COUNT 2 //After how many rude-attacks should the skill be used?
- //Used to determine default enemy type of mobs (for use in eachinrange calls)
- #define DEFAULT_ENEMY_TYPE(md) (md->special_state.ai?BL_CHAR:BL_PC|BL_HOM)
- //Dynamic mob database, allows saving of memory when there's big gaps in the mob_db [Skotlex]
- struct mob_db *mob_db_data[MAX_MOB_DB+1];
- struct mob_db *mob_dummy = NULL; //Dummy mob to be returned when a non-existant one is requested.
- struct mob_db *mob_db(int index) { if (index < 0 || index > MAX_MOB_DB || mob_db_data[index] == NULL) return mob_dummy; return mob_db_data[index]; }
- static struct eri *item_drop_ers; //For loot drops delay structures.
- static struct eri *item_drop_list_ers;
- static struct {
- int qty;
- int class_[350];
- } summon[MAX_RANDOMMONSTER];
- static DBMap* barricade_db;
- #define CLASSCHANGE_BOSS_NUM 21
- /*==========================================
- * Local prototype declaration (only required thing)
- *------------------------------------------*/
- static int mob_makedummymobdb(int);
- static int mob_spawn_guardian_sub(int tid, unsigned int tick, int id, intptr data);
- int mobskill_use(struct mob_data *md,unsigned int tick,int event);
- int mob_skillid2skillidx(int class_,int skillid);
- /*==========================================
- * Mob is searched with a name.
- *------------------------------------------*/
- int mobdb_searchname(const char *str)
- {
- int i;
- struct mob_db* mob;
- for(i=0;i<=MAX_MOB_DB;i++){
- mob = mob_db(i);
- if(mob == mob_dummy) //Skip dummy mobs.
- continue;
- if(strcmpi(mob->name,str)==0 || strcmpi(mob->jname,str)==0 || strcmpi(mob->sprite,str)==0)
- return i;
- }
- return 0;
- }
- static int mobdb_searchname_array_sub(struct mob_db* mob, const char *str)
- {
- if (mob == mob_dummy)
- return 1; //Invalid mob.
- if(!mob->base_exp && !mob->job_exp)
- return 1; //Discount slave-mobs (no exp) as requested by Playtester. [Skotlex]
- if(stristr(mob->jname,str))
- return 0;
- if(stristr(mob->name,str))
- return 0;
- return strcmpi(mob->jname,str);
- }
- /*==========================================
- * Founds up to N matches. Returns number of matches [Skotlex]
- *------------------------------------------*/
- int mobdb_searchname_array(struct mob_db** data, int size, const char *str)
- {
- int count = 0, i;
- struct mob_db* mob;
- for(i=0;i<=MAX_MOB_DB;i++){
- mob = mob_db(i);
- if (mob == mob_dummy)
- continue;
- if (!mobdb_searchname_array_sub(mob, str)) {
- if (count < size)
- data[count] = mob;
- count++;
- }
- }
- return count;
- }
- /*==========================================
- * Id Mob is checked.
- *------------------------------------------*/
- int mobdb_checkid(const int id)
- {
- if (mob_db(id) == mob_dummy)
- 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(int class_)
- {
- if (mob_db(class_) == mob_dummy)
- return 0;
- return &mob_db(class_)->vd;
- }
- /*==========================================
- * Cleans up mob-spawn data to make it "valid"
- *------------------------------------------*/
- int mob_parse_dataset(struct spawn_data *data)
- {
- int i;
- //FIXME: This implementation is not stable, npc scripts will stop working once MAX_MOB_DB changes value! [Skotlex]
- if(data->class_ > 2*MAX_MOB_DB){ // large/tiny mobs [Valaris]
- data->state.size=2;
- data->class_ -= 2*MAX_MOB_DB;
- } else if (data->class_ > MAX_MOB_DB) {
- data->state.size=1;
- data->class_ -= MAX_MOB_DB;
- }
-
- if ((!mobdb_checkid(data->class_) && !mob_is_clone(data->class_)) || !data->num)
- return 0;
- //better safe than sorry, current md->npc_event has a size of 50
- if ((i=strlen(data->eventname)) >= 50)
- return 0;
- if (data->eventname[0])
- {
- if(i <= 2)
- { //Portable monster big/small implementation. [Skotlex]
- i = atoi(data->eventname);
- if (i) {
- if (i&2)
- data->state.size=1;
- else if (i&4)
- data->state.size=2;
- if (i&8)
- data->state.ai=1;
- data->eventname[0] = '\0'; //Clear event as it is not used.
- }
- } else {
- if (data->eventname[i-1] == '"')
- data->eventname[i-1] = '\0'; //Remove trailing quote.
- if (data->eventname[0] == '"') //Strip leading quotes
- memmove(data->eventname, data->eventname+1, i-1);
- }
- }
- if (!data->level)
- data->level = mob_db(data->class_)->lv;
- if(strcmp(data->name,"--en--")==0)
- strncpy(data->name,mob_db(data->class_)->name,NAME_LENGTH-1);
- else if(strcmp(data->name,"--ja--")==0)
- strncpy(data->name,mob_db(data->class_)->jname,NAME_LENGTH-1);
- 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));
- 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->class_ = data->class_;
- md->db = mob_db(md->class_);
- 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)
- memcpy(md->npc_event, data->eventname, 50);
- md->level = data->level;
- if(md->db->status.mode&MD_LOOTER)
- md->lootitem = (struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
- md->deletetimer = -1;
- md->skillidx = -1;
- status_set_viewdata(&md->bl, md->class_);
- 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:
- * 0: dead branch list
- * 1: poring list
- * 2: bloody branch list
- * flag:
- * &1: Apply the summon success chance found in the list (otherwise get any monster from the db)
- * &2: Apply a monster check level.
- * &4: Selected monster should not be a boss type
- * &8: Selected monster must have normal spawn.
- * lv: Mob level to check against
- *------------------------------------------*/
- int mob_get_random_id(int type, int flag, int lv)
- {
- struct mob_db *mob;
- int i=0, class_;
- if(type < 0 || type >= MAX_RANDOMMONSTER) {
- ShowError("mob_get_random_id: Invalid type (%d) of random monster.\n", type);
- return 0;
- }
- do {
- if (type)
- class_ = summon[type].class_[rand()%summon[type].qty];
- else //Dead branch
- class_ = rand() % MAX_MOB_DB;
- mob = mob_db(class_);
- } while ((mob == mob_dummy ||
- mob_is_clone(class_) ||
- (flag&1 && mob->summonper[type] <= rand() % 1000000) ||
- (flag&2 && lv < mob->lv) ||
- (flag&4 && mob->status.mode&MD_BOSS) ||
- (flag&8 && mob->spawn[0].qty < 1)
- ) && (i++) < MAX_MOB_DB);
- if(i >= MAX_MOB_DB)
- class_ = mob_db_data[0]->summonper[type];
- return class_;
- }
- /*==========================================
- * Kill Steal Protection [Zephyrus]
- *------------------------------------------*/
- bool mob_ksprotected (struct block_list *src, struct block_list *target)
- {
- struct block_list *s_bl;
- struct map_session_data *sd, *pl_sd;
- struct status_change_entry *sce;
- struct mob_data *md;
- unsigned int tick = gettick();
- char output[128];
- 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)) == NULL )
- s_bl = src;
- if( !(sd = BL_CAST(BL_PC,s_bl)) )
- return false; // Master is not PC
- do {
- if( map[md->bl.m].flag.allowks || map[md->bl.m].flag.gvg || map[md->bl.m].flag.pvp )
- return false; // Ignores GVG, PVP and AllowKS map flags
- if( md->db->mexp || md->master_id )
- return false; // MVP, Slaves mobs ignores KS
- if( (sce = md->sc.data[SC_KSPROTECTED]) == NULL )
- break; // No KS Protected
- if( sd->bl.id == sce->val1 )
- break; // Same Player
- if( !(pl_sd = map_id2sd(sce->val1)) )
- break; // Owner offline
- if( pl_sd->bl.m != md->bl.m )
- break; // Protection expires on different map
- if( !pl_sd->state.noks )
- return false; // No KS Protected, but normal players should be protected too
- if( pl_sd->state.noks == 2 && pl_sd->status.party_id && pl_sd->status.party_id == sd->status.party_id )
- break; // Party KS allowed
- if( pl_sd->state.noks == 3 && pl_sd->status.guild_id && pl_sd->status.guild_id == sd->status.guild_id )
- break; // Guild KS allowed
- // Message to KS
- if( DIFF_TICK(sd->ks_floodprotect_tick, tick) <= 0 )
- {
- sprintf(output, "[KS Warning!! - Owner : %s]", pl_sd->status.name);
- clif_disp_onlyself(sd, output, strlen(output));
- sd->ks_floodprotect_tick = tick + 2000;
- }
- // Message to Owner
- if( DIFF_TICK(pl_sd->ks_floodprotect_tick, tick) <= 0 )
- {
- sprintf(output, "[Warning!! - %s is KS you]", sd->status.name);
- clif_disp_onlyself(pl_sd, output, strlen(output));
- pl_sd->ks_floodprotect_tick = tick + 2000;
- }
- return true;
- } while(0);
- status_change_start(target, SC_KSPROTECTED, 10000, sd->bl.id, 0, 0, 0, battle_config.ksprotection, 0);
- return false;
- }
- struct mob_data *mob_once_spawn_sub(struct block_list *bl, int m, short x, short y, const char *mobname, int class_, const char *event)
- {
- struct spawn_data data;
-
- memset(&data, 0, sizeof(struct spawn_data));
- data.m = m;
- data.num = 1;
- data.class_ = class_;
- 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);
- // if none found, pick random position on map
- if (x <= 0 || y <= 0 || map_getcell(m,x,y,CELL_CHKNOREACH))
- map_search_freecell(NULL, m, &x, &y, -1, -1, 1);
-
- data.x = x;
- data.y = y;
- if (!mob_parse_dataset(&data))
- return NULL;
- return mob_spawn_dataset(&data);
- }
- /*==========================================
- * Spawn a single mob on the specified coordinates.
- *------------------------------------------*/
- int mob_once_spawn(struct map_session_data* sd, int m, short x, short y, const char* mobname, int class_, int amount, const char* event)
- {
- struct mob_data* md = NULL;
- int count, lv;
-
- if (m < 0 || amount <= 0)
- return 0; // invalid input
- if(sd)
- lv = sd->status.base_level;
- else
- lv = 255;
- for (count = 0; count < amount; count++)
- {
- int c = ( class_ >= 0 ) ? class_ : mob_get_random_id(-class_-1, battle_config.random_monster_checklv?3:1, lv);
- md = mob_once_spawn_sub(sd?&sd->bl:NULL, m, x, y, mobname, c, event);
- if (!md) continue;
- if(class_ == MOBID_EMPERIUM) {
- struct guild_castle* gc = guild_mapindex2gc(map[m].index);
- struct guild* g = gc?guild_search(gc->guild_id):NULL;
- if(gc) {
- md->guardian_data = (struct guardian_data*)aCalloc(1, sizeof(struct 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->emblem_id;
- memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
- }
- else if (gc->guild_id) //Guild not yet available, retry in 5.
- add_timer(gettick()+5000,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id);
- }
- } // end addition [Valaris]
- mob_spawn(md);
- if (class_ < 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(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE|MD_CANATTACK|MD_CANMOVE, 0, 60000);
- }
- return (md)?md->bl.id : 0; // id of last spawned mob
- }
- /*==========================================
- * Spawn mobs in the specified area.
- *------------------------------------------*/
- int mob_once_spawn_area(struct map_session_data* sd,int m,int x0,int y0,int x1,int y1,const char* mobname,int class_,int amount,const char* event)
- {
- int i,max,id=0;
- int lx=-1,ly=-1;
- if (m < 0 || amount <= 0)
- return 0; // invalid input
- // normalize x/y coordinates
- if( x0 > x1 ) swap(x0,x1);
- if( y0 > y1 ) 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++)
- {
- int x,y;
- int j = 0;
- // find a suitable map cell
- do {
- x = rand()%(x1-x0+1)+x0;
- y = rand()%(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,class_,1,event);
- }
- return id; // id of last spawned mob
- }
- /*==========================================
- * Barricades [Zephyrus]
- *------------------------------------------*/
- void mob_barricade_nextxy(short x, short y, short dir, int pos, short *x1, short *y1)
- { // Calculates Next X-Y Position
- if( dir == 0 || dir == 4 )
- *x1 = x; // Keep X
- else if( dir > 0 && dir < 4 )
- *x1 = x - pos; // Going left
- else
- *x1 = x + pos; // Going right
- if( dir == 2 || dir == 6 )
- *y1 = y;
- else if( dir > 2 && dir < 6 )
- *y1 = y - pos;
- else
- *y1 = y + pos;
- }
- short mob_barricade_build(short m, short x, short y, short count, short dir, bool killable, const char* event)
- {
- int i, j;
- short x1;
- short y1;
- struct mob_data *md;
- struct barricade_data *barricade;
- if( count <= 0 )
- return 1;
- if( !event )
- return 2;
- if( (barricade = (struct barricade_data *)strdb_get(barricade_db,event)) != NULL )
- return 3; // Already a barricade with event name
- if( map_getcell(m, x, y, CELL_CHKNOREACH) )
- return 4; // Starting cell problem
- CREATE(barricade, struct barricade_data, 1);
- barricade->dir = dir;
- barricade->x = x;
- barricade->y = y;
- barricade->m = m;
- safestrncpy(barricade->npc_event, event, sizeof(barricade->npc_event));
- barricade->amount = 0;
- barricade->killable = killable;
- ShowInfo("New Barricade: %s.\n", barricade->npc_event);
- for( i = 0; i < count; i++ )
- {
- mob_barricade_nextxy(x, y, dir, i, &x1, &y1);
- if( map_getcell(m, x1, y1, CELL_CHKNOREACH) )
- break; // Collision
- if( i % 2 == 0 )
- {
- barricade->amount++;
- j = mob_once_spawn(NULL, m, x1, y1, "--ja--", killable ? MOBID_BARRICADEB : MOBID_BARRICADEA, 1, "");
- md = (struct mob_data *)map_id2bl(j);
- md->barricade = barricade;
- }
- map_setgatcell(m, x1, y1, (killable ? 5 : 1));
- clif_changemapcell(0, m, x1, y1, (killable ? 5 : 1), ALL_SAMEMAP);
- }
- barricade->count = i;
- strdb_put(barricade_db, barricade->npc_event, barricade);
- map[m].barricade_num++;
- return 0;
- }
- void mob_barricade_get(struct map_session_data *sd)
- { // Update Barricade cell in client - Required only on changemap
- struct barricade_data *barricade;
- DBIterator* iter;
- DBKey key;
- short x1, y1;
- int i;
- if( map[sd->bl.m].barricade_num <= 0 )
- return;
- iter = barricade_db->iterator(barricade_db);
- for( barricade = (struct barricade_data *)iter->first(iter,&key); iter->exists(iter); barricade = (struct barricade_data *)iter->next(iter,&key) )
- {
- if( sd->bl.m != barricade->m )
- continue;
- for( i = 0; i < barricade->count; i++ )
- {
- mob_barricade_nextxy(barricade->x, barricade->y, barricade->dir, i, &x1, &y1);
- clif_changemapcell(sd->fd, barricade->m, x1, y1, (barricade->killable ? 5 : 1), SELF);
- }
- }
- iter->destroy(iter);
- }
- static void mob_barricade_break(struct barricade_data *barricade)
- {
- int i;
- short x1, y1;
-
- if( barricade == NULL )
- return;
- if( --barricade->amount > 0 )
- return; // There are still barricades
- for( i = 0; i < barricade->count; i++ )
- {
- mob_barricade_nextxy(barricade->x, barricade->y, barricade->dir, i, &x1, &y1);
- map_setgatcell(barricade->m, x1, y1, 0);
- clif_changemapcell(0, barricade->m, x1, y1, 0, ALL_SAMEMAP);
- }
- npc_event_do(barricade->npc_event);
- map[barricade->m].barricade_num--;
- strdb_remove(barricade_db, barricade->npc_event);
- }
- static int mob_barricade_destroy_sub(struct block_list *bl, va_list ap)
- {
- TBL_MOB* md = (TBL_MOB*)bl;
- char *event = va_arg(ap,char *);
- if( md->barricade == NULL )
- return 0;
- if( strcmp(event, md->barricade->npc_event) == 0 )
- status_kill(bl);
- return 0;
- }
- void mob_barricade_destroy(short m, const char *event)
- {
- if( !event )
- return;
- map_foreachinmap(mob_barricade_destroy_sub, m, BL_MOB, event, 0);
- }
- void mod_barricade_clearall(void)
- {
- struct barricade_data *barricade;
- DBIterator* iter;
- DBKey key;
- short x1, y1;
- int i;
- iter = barricade_db->iterator(barricade_db);
- for( barricade = (struct barricade_data *)iter->first(iter,&key); iter->exists(iter); barricade = (struct barricade_data *)iter->next(iter,&key) )
- {
- for( i = 0; i < barricade->count; i++ )
- {
- mob_barricade_nextxy(barricade->x, barricade->y, barricade->dir, i, &x1, &y1);
- map_setgatcell(barricade->m, x1, y1, 0);
- clif_changemapcell(0, barricade->m, x1, y1, 0, ALL_SAMEMAP);
- }
- }
- iter->destroy(iter);
- barricade_db->clear(barricade_db, NULL);
- }
- /*==========================================
- * Set a Guardian's guild data [Skotlex]
- *------------------------------------------*/
- static int mob_spawn_guardian_sub(int tid, unsigned int tick, int id, intptr data)
- { //Needed because the guild_data may not be available at guardian spawn time.
- struct block_list* bl = map_id2bl(id);
- struct mob_data* md;
- struct guild* g;
- int guardup_lv;
- if (bl == NULL) //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_retr(0, md->guardian_data);
- g = guild_search((int)data);
- if (g == NULL)
- { //Liberate castle, if the guild is not found this is an error! [Skotlex]
- ShowError("mob_spawn_guardian_sub: Couldn't load guild %d!\n", (int)data);
- if (md->class_ == 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, 1, 0);
- }
- } else {
- if( md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS && md->guardian_data->castle->guardian[md->guardian_data->number].visible )
- { //Safe removal of guardian.
- md->guardian_data->castle->guardian[md->guardian_data->number].visible = 0;
- guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
- }
- unit_free(&md->bl,0); //Remove guardian.
- }
- return 0;
- }
- guardup_lv = guild_checkskill(g,GD_GUARDUP);
- md->guardian_data->emblem_id = g->emblem_id;
- memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
- md->guardian_data->guardup_lv = guardup_lv;
- if( guardup_lv )
- status_calc_mob(md, 0); //Give bonuses.
- return 0;
- }
- /*==========================================
- * Summoning Guardians [Valaris]
- *------------------------------------------*/
- int mob_spawn_guardian(const char* mapname, short x, short y, const char* mobname, int class_, const char* event, int guardian, bool has_index)
- {
- struct mob_data *md=NULL;
- struct spawn_data data;
- struct guild *g=NULL;
- struct guild_castle *gc;
- int m;
- memset(&data, 0, sizeof(struct spawn_data));
- 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(class_<=0) {
- class_ = mob_get_random_id(-class_-1, 1, 99);
- if (!class_) return 0;
- }
- data.class_ = class_;
- 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, class_, map[m].name);
- return 0;
- }
-
- if((x<=0 || y<=0) && !map_search_freecell(NULL, m, &x, &y, -1,-1, 0))
- {
- ShowWarning("mob_spawn_guardian: Couldn't locate a spawn cell for guardian class %d (index %d) at castle map %s\n",class_, guardian, map[m].name);
- 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;
-
- gc=guild_mapname2gc(map[m].name);
- if (gc == NULL)
- {
- ShowError("mob_spawn_guardian: No castle set at map %s\n", map[m].name);
- return 0;
- }
- if (!gc->guild_id)
- ShowWarning("mob_spawn_guardian: Spawning guardian %d on a castle with no guild (castle map %s)\n", class_, map[m].name);
- 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, map[m].name);
- return 0;
- }
- }
- md = mob_spawn_dataset(&data);
- md->guardian_data = (struct guardian_data*)aCalloc(1, sizeof(struct 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
- int 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, int, gc->temp_guardians_max);
- }
- gc->temp_guardians[i] = md->bl.id;
- }
- if (g)
- {
- md->guardian_data->emblem_id = g->emblem_id;
- memcpy (md->guardian_data->guild_name, g->name, NAME_LENGTH);
- md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP);
- } else if (md->guardian_data->guild_id)
- add_timer(gettick()+5000,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id);
- mob_spawn(md);
- return md->bl.id;
- }
- /*==========================================
- * Reachability to a Specification ID existence place
- * state indicates type of 'seek' mob should do:
- * - MSS_LOOT: Looking for item, path must be easy.
- * - MSS_RUSH: Chasing attacking player, path is complex
- * - MSS_FOLLOW: Initiative/support seek, path is complex
- *------------------------------------------*/
- int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state)
- {
- int easy = 0;
- nullpo_retr(0, md);
- nullpo_retr(0, bl);
- switch (state) {
- case MSS_RUSH:
- case MSS_FOLLOW:
- easy = 0; //(battle_config.mob_ai&0x1?0:1);
- break;
- case MSS_LOOT:
- default:
- easy = 1;
- break;
- }
- return unit_can_reach_bl(&md->bl, bl, range, easy, NULL, NULL);
- }
- /*==========================================
- * Links nearby mobs (supportive mobs)
- *------------------------------------------*/
- int mob_linksearch(struct block_list *bl,va_list ap)
- {
- struct mob_data *md;
- int class_;
- struct block_list *target;
- unsigned int tick;
-
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- md=(struct mob_data *)bl;
- class_ = va_arg(ap, int);
- target = va_arg(ap, struct block_list *);
- tick=va_arg(ap, unsigned int);
- if (md->class_ == class_ && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME
- && !md->target_id)
- {
- md->last_linktime = tick;
- if( mob_can_reach(md,target,md->db->range2, MSS_FOLLOW) ){ // Reachability judging
- md->target_id = target->id;
- md->min_chase=md->db->range3;
- return 1;
- }
- }
- return 0;
- }
- /*==========================================
- * mob spawn with delay (timer function)
- *------------------------------------------*/
- static int mob_delayspawn(int tid, unsigned int tick, int id, intptr data)
- {
- struct block_list *bl = map_id2bl(id);
- if (bl && bl->type == BL_MOB)
- mob_spawn((TBL_MOB*)bl);
- return 0;
- }
- /*==========================================
- * spawn timing calculation
- *------------------------------------------*/
- int mob_setdelayspawn(struct mob_data *md)
- {
- unsigned int spawntime;
- if (!md->spawn) //Doesn't has respawn data!
- return unit_free(&md->bl,1);
- spawntime = md->spawn->delay1; //Base respawn time
- if (md->spawn->delay2) //random variance
- spawntime+= rand()%md->spawn->delay2;
- if (spawntime < 5000) //Min respawn time (is it needed?)
- spawntime = 5000;
- add_timer(gettick()+spawntime, mob_delayspawn, md->bl.id, 0);
- return 0;
- }
- static int mob_count_sub(struct block_list *bl,va_list ap)
- {
- return 1;
- }
- /*==========================================
- * Mob spawning. Initialization is also variously here.
- *------------------------------------------*/
- int mob_spawn (struct mob_data *md)
- {
- int i=0;
- unsigned int c =0, tick = gettick();
- md->last_thinktime = tick;
- if (md->bl.prev != NULL)
- unit_remove_map(&md->bl,2);
- else
- if (md->spawn && md->class_ != md->spawn->class_)
- {
- md->class_ = md->spawn->class_;
- status_set_viewdata(&md->bl, md->class_);
- md->db = mob_db(md->class_);
- memcpy(md->name,md->spawn->name,NAME_LENGTH);
- }
- if (md->spawn) { //Respawn data
- md->bl.m = md->spawn->m;
- md->bl.x = md->spawn->x;
- md->bl.y = md->spawn->y;
- if ((md->bl.x == 0 && md->bl.y == 0) || md->spawn->xs || md->spawn->ys)
- { //Monster can be spawned on an area.
- if (!map_search_freecell(&md->bl, -1,
- &md->bl.x, &md->bl.y, md->spawn->xs, md->spawn->ys,
- battle_config.no_spawn_on_player?4:0)) {
- // retry again later
- add_timer(tick+5000,mob_delayspawn,md->bl.id,0);
- return 1;
- }
- } else if (battle_config.no_spawn_on_player>99 &&
- map_foreachinrange(mob_count_sub, &md->bl, AREA_SIZE, BL_PC))
- { //retry again later (players on sight)
- add_timer(tick+5000,mob_delayspawn,md->bl.id,0);
- return 1;
- }
- }
- memset(&md->state, 0, sizeof(md->state));
- status_calc_mob(md, 1);
- md->attacked_id = 0;
- md->target_id = 0;
- md->move_fail_count = 0;
- // md->master_id = 0;
- md->master_dist = 0;
- md->state.aggressive = md->status.mode&MD_ANGRY?1:0;
- md->state.skillstate = MSS_IDLE;
- md->next_walktime = tick+rand()%5000+1000;
- md->last_linktime = tick;
- md->last_pcneartime = 0;
- for (i = 0, c = tick-1000*3600*10; i < MAX_MOBSKILL; i++)
- md->skilldelay[i] = c;
- memset(md->dmglog, 0, sizeof(md->dmglog));
- md->tdmg = 0;
- if (md->lootitem)
- memset(md->lootitem, 0, sizeof(md->lootitem));
- md->lootitem_count = 0;
- if(md->db->option)
- // Added for carts, falcons and pecos for cloned monsters. [Valaris]
- md->sc.option = md->db->option;
- map_addblock(&md->bl);
- 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 int mob_can_changetarget(struct mob_data* md, struct block_list* target, int mode)
- {
- // if the monster was provoked ignore the above rule [celest]
- if(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_CHANGETARGET_MELEE))
- return 0;
- return (battle_config.mob_ai&0x4 || check_distance_bl(&md->bl, target, 3));
- case MSS_RUSH:
- return (mode&MD_CHANGETARGET_CHASE);
- 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
- *------------------------------------------*/
- int mob_target(struct mob_data *md,struct block_list *bl,int dist)
- {
- nullpo_retr(0, md);
- nullpo_retr(0, 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;
- md->min_chase=dist+md->db->range3;
- if(md->min_chase>MAX_MINCHASE)
- md->min_chase=MAX_MINCHASE;
- return 0;
- }
- /*==========================================
- * The ?? routine of an active monster
- *------------------------------------------*/
- static int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
- {
- struct mob_data *md;
- struct block_list **target;
- int dist;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- 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 || !status_check_skilluse(&md->bl, bl, 0, 0))
- return 0;
- if(battle_check_target(&md->bl,bl,BCT_ENEMY)<=0)
- return 0;
- if(md->nd && mob_script_callback(md, bl, CALLBACK_DETECT))
- return 1; // We have script handling the work.
- switch (bl->type)
- {
- case BL_PC:
- if (((TBL_PC*)bl)->state.gangsterparadise &&
- !(status_get_mode(&md->bl)&MD_BOSS))
- return 0; //Gangster paradise protection.
- default:
- if (battle_config.hom_setting&0x4 &&
- (*target) && (*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) == NULL || !check_distance_bl(&md->bl, *target, dist)) &&
- battle_check_range(&md->bl,bl,md->db->range2)
- ) { //Pick closest target?
- (*target) = bl;
- md->target_id=bl->id;
- md->min_chase= dist + md->db->range3;
- if(md->min_chase>MAX_MINCHASE)
- md->min_chase=MAX_MINCHASE;
- return 1;
- }
- break;
- }
- return 0;
- }
- /*==========================================
- * chase target-change routine.
- *------------------------------------------*/
- static int mob_ai_sub_hard_changechase(struct block_list *bl,va_list ap)
- {
- struct mob_data *md;
- struct block_list **target;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- 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;
- md->min_chase= md->db->range3;
- }
- return 1;
- }
- /*==========================================
- * loot monster item search
- *------------------------------------------*/
- static int mob_ai_sub_hard_lootsearch(struct block_list *bl,va_list ap)
- {
- struct mob_data* md;
- struct block_list **target;
- int 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,dist+1, MSS_LOOT) &&
- ((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) //New target closer than previous one.
- ) {
- (*target) = bl;
- md->target_id=bl->id;
- md->min_chase=md->db->range3;
- }
- return 0;
- }
- static int mob_warpchase_sub(struct block_list *bl,va_list ap)
- {
- struct mob_data* md;
- struct block_list *target;
- struct npc_data **target_nd;
- struct npc_data *nd;
- int *min_distance;
- int cur_distance;
- md=va_arg(ap,struct mob_data *);
- target= va_arg(ap, struct block_list*);
- target_nd= va_arg(ap, struct npc_data**);
- min_distance= va_arg(ap, int*);
- nd = (TBL_NPC*) bl;
- if(nd->subtype != WARP)
- return 0; //Not a warp
- if(nd->u.warp.mapindex != map[target->m].index)
- return 0; //Does not lead to the same map.
- cur_distance = distance_blxy(target, nd->u.warp.x, nd->u.warp.y);
- if (cur_distance < *min_distance)
- { //Pick warp that leads closest to target.
- *target_nd = nd;
- *min_distance = cur_distance;
- return 1;
- }
- return 0;
- }
- /*==========================================
- * Processing of slave monsters
- *------------------------------------------*/
- static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick)
- {
- struct block_list *bl;
- int old_dist;
- bl=map_id2bl(md->master_id);
- if (!bl || status_isdead(bl)) {
- status_kill(&md->bl);
- return 1;
- }
- if (bl->prev == NULL)
- return 0; //Master not on a map? Could be warping, do not process.
- if(status_get_mode(&md->bl)&MD_CANMOVE)
- { //If the mob can move, follow around. [Check by Skotlex]
-
- // Distance with between slave and master is measured.
- old_dist=md->master_dist;
- md->master_dist=distance_bl(&md->bl, bl);
- // Since the master was in near immediately before, teleport is carried out and it pursues.
- if(bl->m != md->bl.m ||
- (old_dist<10 && md->master_dist>18) ||
- md->master_dist > MAX_MINCHASE
- ){
- md->master_dist = 0;
- unit_warp(&md->bl,bl->m,bl->x,bl->y,3);
- return 1;
- }
- if(md->target_id) //Slave is busy with a target.
- 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))
- {
- short x = bl->x, y = bl->y;
- mob_stop_attack(md);
- if(map_search_freecell(&md->bl, bl->m, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 1)
- && unit_walktoxy(&md->bl, x, y, 0))
- return 1;
- }
- } else if (bl->m != md->bl.m && map_flag_gvg(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(md->last_linktime, tick) < MIN_MOBLINKTIME && !md->target_id)
- {
- struct unit_data *ud = unit_bl2ud(bl);
- md->last_linktime = tick;
-
- if (ud) {
- struct block_list *tbl=NULL;
- if (ud->target && ud->state.attack_continue)
- tbl=map_id2bl(ud->target);
- 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 = NULL;
- }
- if (tbl && status_check_skilluse(&md->bl, tbl, 0, 0)) {
- if(md->nd)
- mob_script_callback(md, bl, CALLBACK_ASSIST);
- md->target_id=tbl->id;
- md->min_chase=md->db->range3+distance_bl(&md->bl, tbl);
- if(md->min_chase>MAX_MINCHASE)
- md->min_chase=MAX_MINCHASE;
- 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.
- *------------------------------------------*/
- int mob_unlocktarget(struct mob_data *md, unsigned int tick)
- {
- nullpo_retr(0, md);
- if(md->nd)
- mob_script_callback(md, map_id2bl(md->target_id), CALLBACK_UNLOCK);
- switch (md->state.skillstate) {
- case MSS_WALK:
- if (md->ud.walktimer != -1)
- break;
- //Because it is not unset when the mob finishes walking.
- md->state.skillstate = MSS_IDLE;
- case MSS_IDLE:
- // Idle skill.
- if ((md->target_id || !(++md->ud.walk_count%IDLE_SKILL_INTERVAL)) &&
- mobskill_use(md, tick, -1))
- break;
- //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.
- md->next_walktime=tick+rand()%3000;
- break;
- default:
- mob_stop_attack(md);
- if (battle_config.mob_ai&0x8)
- mob_stop_walking(md,1); //Immediately stop chasing.
- md->state.skillstate = MSS_IDLE;
- md->next_walktime=tick+rand()%3000+3000;
- break;
- }
- if (md->target_id) {
- md->target_id=0;
- md->ud.target = 0;
- }
- return 0;
- }
- /*==========================================
- * Random walk
- *------------------------------------------*/
- int mob_randomwalk(struct mob_data *md,unsigned int tick)
- {
- const int retrycount=20;
- int i,x,y,c,d;
- int speed;
- nullpo_retr(0, md);
- if(DIFF_TICK(md->next_walktime,tick)>0 ||
- md->state.no_random_walk ||
- !unit_can_move(&md->bl) ||
- !(status_get_mode(&md->bl)&MD_CANMOVE))
- return 0;
-
- d =12-md->move_fail_count;
- if(d<5) d=5;
- for(i=0;i<retrycount;i++){ // Search of a movable place
- int r=rand();
- x=r%(d*2+1)-d;
- y=r/(d*2+1)%(d*2+1)-d;
- x+=md->bl.x;
- y+=md->bl.y;
- if((map_getcell(md->bl.m,x,y,CELL_CHKPASS)) && unit_walktoxy(&md->bl,x,y,1)){
- break;
- }
- }
- if(i==retrycount){
- 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->class_,map[md->bl.m].name, md->bl.x, md->bl.y);
- md->move_fail_count=0;
- mob_spawn(md);
- }
- return 0;
- }
- speed=status_get_speed(&md->bl);
- for(i=c=0;i<md->ud.walkpath.path_len;i++){ // The next walk start time is calculated.
- if(md->ud.walkpath.path[i]&1)
- c+=speed*14/10;
- else
- c+=speed;
- }
- md->state.skillstate=MSS_WALK;
- md->move_fail_count=0;
- md->next_walktime = tick+rand()%3000+3000+c;
- return 1;
- }
- int mob_warpchase(struct mob_data *md, struct block_list *target)
- {
- struct npc_data *warp = NULL;
- int distance = AREA_SIZE;
- if (!(target && battle_config.mob_ai&0x40 && battle_config.mob_warp&1))
- return 0; //Can't warp chase.
- 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 != -1 &&
- map_getcell(md->bl.m,md->ud.to_x,md->ud.to_y,CELL_CHKNPC))
- return 1; //Already walking to a warp.
- //Search for warps within mob's viewing range.
- map_foreachinrange (mob_warpchase_sub, &md->bl,
- md->db->range2, BL_NPC, md, target, &warp, &distance);
- if (warp && unit_walktobl(&md->bl, &warp->bl, 0, 1))
- return 1;
- return 0;
- }
- /*==========================================
- * AI of MOB whose is near a Player
- *------------------------------------------*/
- static bool mob_ai_sub_hard(struct mob_data *md, unsigned int tick)
- {
- struct block_list *tbl = NULL, *abl = NULL;
- int dist;
- int mode;
- int search_size;
- int view_range, can_move;
- if(md->bl.prev == NULL || md->status.hp <= 0)
- return false;
-
- if (DIFF_TICK(tick, md->last_thinktime) < MIN_MOBTHINKTIME)
- return false;
- md->last_thinktime = tick;
- if (md->ud.skilltimer != -1)
- return false;
- if(md->ud.walktimer != -1 && md->ud.walkpath.path_pos <= 3)
- return false;
- // Abnormalities
- if((md->sc.opt1 > 0 && md->sc.opt1 != OPT1_STONEWAIT) || md->sc.data[SC_BLADESTOP])
- { //Should reset targets.
- md->target_id = md->attacked_id = 0;
- return false;
- }
- if (md->sc.count && md->sc.data[SC_BLIND])
- view_range = 3;
- else
- view_range = md->db->range2;
- mode = status_get_mode(&md->bl);
- can_move = (mode&MD_CANMOVE)&&unit_can_move(&md->bl);
- 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 == -1 && !status_check_skilluse(&md->bl, tbl, 0, 0)) ||
- (md->ud.walktimer != -1 && !(battle_config.mob_ai&0x1) && !check_distance_bl(&md->bl, tbl, md->min_chase)) ||
- (
- tbl->type == BL_PC &&
- ((((TBL_PC*)tbl)->state.gangsterparadise && !(mode&MD_BOSS)) ||
- ((TBL_PC*)tbl)->invincible_timer != INVALID_TIMER)
- )) { //Unlock current target.
- if (mob_warpchase(md, tbl))
- return true; //Chasing this target.
- mob_unlocktarget(md, tick-(battle_config.mob_ai&0x8?3000:0)); //Imediately do random walk.
- tbl = NULL;
- }
- }
-
- // 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.data[SC_SPIDERWEB])) ||
- (!mob_can_reach(md, tbl, md->min_chase, MSS_RUSH))
- ) &&
- 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, rand()%10 +1)) //Attempt escape
- { //Escaped
- md->attacked_id = 0;
- return true;
- }
- } else
- if ((abl= map_id2bl(md->attacked_id)) && (!tbl || mob_can_changetarget(md, abl, mode))) {
- if (md->bl.m != abl->m || abl->prev == NULL ||
- (dist = distance_bl(&md->bl, abl)) >= MAX_MINCHASE ||
- battle_check_target(&md->bl, abl, BCT_ENEMY) <= 0 ||
- (battle_config.mob_ai&0x2 && !status_check_skilluse(&md->bl, abl, 0, 0)) || //Retaliate check
- (!battle_check_range(&md->bl, abl, md->status.rhw.range) &&
- ( //Reach check
- (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 &&
- (battle_config.mob_ai&0x2 || md->sc.data[SC_SPIDERWEB])) ||
- !mob_can_reach(md, abl, dist+md->db->range3, MSS_RUSH)
- )
- )
- ) { //Rude attacked
- if (md->state.attacked_count++ >= RUDE_ATTACKED_COUNT &&
- !mobskill_use(md, tick, MSC_RUDEATTACKED) && can_move &&
- !tbl && unit_escape(&md->bl, abl, rand()%10 +1))
- { //Escaped.
- //TODO: Maybe it shouldn't attempt to run if it has another, valid target?
- md->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 (!tbl || dist < md->status.rhw.range || !check_distance_bl(&md->bl, tbl, dist)
- || battle_gettarget(tbl) != md->bl.id)
- { //Change if the new target is closer than the actual one
- //or if the previous target is not attacking the mob. [Skotlex]
- md->target_id = md->attacked_id; // set target
- if (md->state.attacked_count)
- md->state.attacked_count--; //Should we reset rude attack count?
- md->min_chase = dist+md->db->range3;
- if(md->min_chase>MAX_MINCHASE)
- md->min_chase=MAX_MINCHASE;
- tbl = abl; //Set the new target
- }
- }
- }
- //Clear it since it's been checked for already.
- md->attacked_id = 0;
- }
-
- // Processing of slave monster
- if (md->master_id > 0 && mob_ai_sub_hard_slavemob(md, tick))
- return true;
- // Scan area for targets
- if (!tbl && mode&MD_LOOTER && md->lootitem && DIFF_TICK(tick, md->ud.canact_tick) > 0 &&
- (md->lootitem_count < LOOTITEM_SIZE || battle_config.monster_loot_type != 1))
- { // Scan area for items to loot, avoid trying to loot of the mob is full and can't consume the items.
- map_foreachinrange (mob_ai_sub_hard_lootsearch, &md->bl,
- view_range, BL_ITEM, md, &tbl);
- }
- if ((!tbl && mode&MD_AGGRESSIVE) || md->state.skillstate == MSS_FOLLOW)
- {
- map_foreachinrange (mob_ai_sub_hard_activesearch, &md->bl,
- view_range, DEFAULT_ENEMY_TYPE(md), md, &tbl);
- } else
- if (mode&MD_CHANGECHASE && (md->state.skillstate == MSS_RUSH || md->state.skillstate == MSS_FOLLOW))
- {
- search_size = view_range<md->status.rhw.range ? view_range:md->status.rhw.range;
- map_foreachinrange (mob_ai_sub_hard_changechase, &md->bl,
- search_size, DEFAULT_ENEMY_TYPE(md), md, &tbl);
- }
- if (!tbl) { //No targets available.
- if (mode&MD_ANGRY && !md->state.aggressive)
- md->state.aggressive = 1; //Restore angry state when no targets are available.
- //This handles triggering idle walk/skill.
- mob_unlocktarget(md, tick);
- return true;
- }
-
- //Target exists, attack or loot as applicable.
- if (tbl->type == BL_ITEM)
- { //Loot time.
- struct flooritem_data *fitem;
- if (md->ud.target == tbl->id && md->ud.walktimer != -1)
- return true; //Already locked.
- if (md->lootitem == NULL)
- { //Can't loot...
- mob_unlocktarget (md, tick);
- return true;
- }
- if (!check_distance_bl(&md->bl, tbl, 1))
- { //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;
- md->state.skillstate = MSS_LOOT;
- if (!unit_walktobl(&md->bl, tbl, 0, 1))
- mob_unlocktarget(md, tick); //Can't loot...
- return true;
- }
- //Within looting range.
- if (md->ud.attacktimer != -1)
- return true; //Busy attacking?
- fitem = (struct flooritem_data *)tbl;
- if(log_config.enable_logs&0x10) //Logs items, taken by (L)ooter Mobs [Lupus]
- log_pick_mob(md, "L", fitem->item_data.nameid, fitem->item_data.amount, &fitem->item_data);
- if (md->lootitem_count < LOOTITEM_SIZE) {
- memcpy (&md->lootitem[md->lootitem_count++], &fitem->item_data, sizeof(md->lootitem[0]));
- } else { //Destroy first looted item...
- if (md->lootitem[0].card[0] == CARD0_PET)
- intif_delete_petdata( MakeDWord(md->lootitem[0].card[1],md->lootitem[0].card[2]) );
- memmove(&md->lootitem[0], &md->lootitem[1], (LOOTITEM_SIZE-1)*sizeof(md->lootitem[0]));
- memcpy (&md->lootitem[LOOTITEM_SIZE-1], &fitem->item_data, sizeof(md->lootitem[0]));
- }
- 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->id);
- mob_unlocktarget (md,tick);
- return true;
- }
- //Attempt to attack.
- //At this point we know the target is attackable, we just gotta check if the range matches.
- if (md->ud.target == tbl->id && md->ud.attacktimer != -1) //Already locked.
- return true;
-
- if (battle_check_range (&md->bl, tbl, md->status.rhw.range))
- { //Target within range, engage
- unit_attack(&md->bl,tbl->id,1);
- return true;
- }
- //Out of range...
- if (!(mode&MD_CANMOVE))
- { //Can't chase. Attempt an idle skill before unlocking.
- md->state.skillstate = MSS_IDLE;
- if (!mobskill_use(md, tick, -1))
- mob_unlocktarget(md,tick);
- return true;
- }
- if (!can_move)
- { //Stuck. Attempt an idle skill
- md->state.skillstate = MSS_IDLE;
- if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL))
- mobskill_use(md, tick, -1);
- return true;
- }
- if (md->ud.walktimer != -1 && md->ud.target == tbl->id &&
- (
- !(battle_config.mob_ai&0x1) ||
- check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, md->status.rhw.range)
- )) //Current target tile is still within attack range.
- return true;
- //Follow up if possible.
- if(!mob_can_reach(md, tbl, md->min_chase, MSS_RUSH) ||
- !unit_walktobl(&md->bl, tbl, md->status.rhw.range, 2))
- mob_unlocktarget(md,tick);
- return true;
- }
- static int mob_ai_sub_hard_timer(struct block_list *bl,va_list ap)
- {
- struct mob_data *md = (struct mob_data*)bl;
- unsigned int tick = va_arg(ap, unsigned int);
- if (mob_ai_sub_hard(md, tick))
- { //Hard AI triggered.
- if(!md->state.spotted)
- md->state.spotted = 1;
- md->last_pcneartime = tick;
- }
- return 0;
- }
- /*==========================================
- * Serious processing for mob in PC field of view (foreachclient)
- *------------------------------------------*/
- static int mob_ai_sub_foreachclient(struct map_session_data *sd,va_list ap)
- {
- unsigned int tick;
- tick=va_arg(ap,unsigned int);
- map_foreachinrange(mob_ai_sub_hard_timer,&sd->bl, AREA_SIZE+ACTIVE_AI_RANGE, BL_MOB,tick);
- return 0;
- }
- /*==========================================
- * Negligent mode MOB AI (PC is not in near)
- *------------------------------------------*/
- static int mob_ai_sub_lazy(struct mob_data *md, va_list args)
- {
- unsigned int tick;
- int mode;
- nullpo_retr(0, md);
- if(md->bl.prev == NULL)
- return 0;
- tick = va_arg(args,unsigned int);
- if (md->nd || (battle_config.mob_ai&0x20 && map[md->bl.m].users>0))
- return (int)mob_ai_sub_hard(md, tick);
- if (md->bl.prev==NULL || md->status.hp == 0)
- return 1;
- if(battle_config.mob_active_time &&
- md->last_pcneartime &&
- !(md->status.mode&MD_BOSS) &&
- DIFF_TICK(tick,md->last_thinktime) > MIN_MOBTHINKTIME)
- {
- if (DIFF_TICK(tick,md->last_pcneartime) < battle_config.mob_active_time)
- return (int)mob_ai_sub_hard(md, tick);
- md->last_pcneartime = 0;
- }
- if(battle_config.boss_active_time &&
- md->last_pcneartime &&
- (md->status.mode&MD_BOSS) &&
- DIFF_TICK(tick,md->last_thinktime) > MIN_MOBTHINKTIME)
- {
- if (DIFF_TICK(tick,md->last_pcneartime) < battle_config.boss_active_time)
- return (int)mob_ai_sub_hard(md, tick);
- md->last_pcneartime = 0;
- }
- if(DIFF_TICK(tick,md->last_thinktime)< 10*MIN_MOBTHINKTIME)
- return 0;
- md->last_thinktime=tick;
- if (md->master_id) {
- mob_ai_sub_hard_slavemob (md,tick);
- return 0;
- }
- mode = status_get_mode(&md->bl);
- if(DIFF_TICK(md->next_walktime,tick)<0 &&
- (mode&MD_CANMOVE) && unit_can_move(&md->bl) ){
- if( map[md->bl.m].users>0 ){
- // Since PC is in the same map, somewhat better negligent processing is carried out.
- // It sometimes moves.
- if(rand()%1000<MOB_LAZYMOVEPERC(md))
- mob_randomwalk(md,tick);
- else if(rand()%1000<MOB_LAZYSKILLPERC) //Chance to do a mob's idle skill.
- mobskill_use(md, tick, -1);
- // MOB which is not not the summons MOB but BOSS, either sometimes reboils.
- // People don't want this, it seems custom, noone can prove it....
- // else if( rand()%1000<MOB_LAZYWARPPERC
- // && (md->spawn && !md->spawn->x && !md->spawn->y)
- // && !md->target_id && !(mode&MD_BOSS))
- // unit_warp(&md->bl,-1,-1,-1,0);
- }else{
- // Since PC is not even in the same map, suitable processing is carried out even if it takes.
- // MOB which is not BOSS which is not Summons MOB, either -- a case -- sometimes -- leaping
- if( rand()%1000<MOB_LAZYWARPPERC
- && (md->spawn && !md->spawn->x && !md->spawn->y)
- && !(mode&MD_BOSS))
- unit_warp(&md->bl,-1,-1,-1,0);
- }
- md->next_walktime = tick+rand()%10000+5000;
- }
- return 0;
- }
- /*==========================================
- * Negligent processing for mob outside PC field of view (interval timer function)
- *------------------------------------------*/
- static int mob_ai_lazy(int tid, unsigned int tick, int id, intptr data)
- {
- map_foreachmob(mob_ai_sub_lazy,tick);
- return 0;
- }
- /*==========================================
- * Serious processing for mob in PC field of view (interval timer function)
- *------------------------------------------*/
- static int mob_ai_hard(int tid, unsigned int tick, int id, intptr data)
- {
- if (battle_config.mob_ai&0x20)
- map_foreachmob(mob_ai_sub_lazy,tick);
- else
- map_foreachpc(mob_ai_sub_foreachclient,tick);
- return 0;
- }
- /*==========================================
- * Initializes the delay drop structure for mob-dropped items.
- *------------------------------------------*/
- static struct item_drop* mob_setdropitem(int nameid, int qty)
- {
- struct item_drop *drop = ers_alloc(item_drop_ers, struct item_drop);
- memset(&drop->item_data, 0, sizeof(struct item));
- drop->item_data.nameid = nameid;
- drop->item_data.amount = qty;
- drop->item_data.identify = itemdb_isidentified(nameid);
- drop->next = NULL;
- return drop;
- };
- /*==========================================
- * Initializes the delay drop structure for mob-looted items.
- *------------------------------------------*/
- static struct item_drop* mob_setlootitem(struct item* item)
- {
- struct item_drop *drop = ers_alloc(item_drop_ers, struct item_drop);
- memcpy(&drop->item_data, item, sizeof(struct item));
- drop->next = NULL;
- return drop;
- };
- /*==========================================
- * item drop with delay (timer function)
- *------------------------------------------*/
- static int mob_delay_item_drop(int tid, unsigned int tick, int id, intptr data)
- {
- struct item_drop_list *list;
- struct item_drop *ditem, *ditem_prev;
- list=(struct item_drop_list *)id;
- ditem = list->item;
- while (ditem) {
- map_addflooritem(&ditem->item_data,ditem->item_data.amount,
- list->m,list->x,list->y,
- list->first_charid,list->second_charid,list->third_charid,0);
- ditem_prev = ditem;
- ditem = ditem->next;
- ers_free(item_drop_ers, ditem_prev);
- }
- ers_free(item_drop_list_ers, list);
- 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?
- *------------------------------------------*/
- static void mob_item_drop(struct mob_data *md, struct item_drop_list *dlist, struct item_drop *ditem, int loot, int drop_rate, unsigned short flag)
- {
- TBL_PC* sd;
- if(log_config.enable_logs&0x10)
- { //Logs items, dropped by mobs [Lupus]
- if (loot)
- log_pick_mob(md, "L", ditem->item_data.nameid, -ditem->item_data.amount, &ditem->item_data);
- else
- log_pick_mob(md, "M", ditem->item_data.nameid, -ditem->item_data.amount, NULL);
- }
- sd = map_charid2sd(dlist->first_charid);
- if( sd == NULL ) sd = map_charid2sd(dlist->second_charid);
- if( sd == NULL ) sd = map_charid2sd(dlist->third_charid);
- if( sd
- && (drop_rate <= sd->state.autoloot || ditem->item_data.nameid == sd->state.autolootid)
- && (battle_config.idle_no_autoloot == 0 || DIFF_TICK(last_tick, sd->idletime) < battle_config.idle_no_autoloot)
- && (battle_config.homunculus_autoloot?1:!flag)
- #ifdef AUTOLOOT_DISTANCE
- && check_distance_blxy(&sd->bl, dlist->x, dlist->y, AUTOLOOT_DISTANCE)
- #endif
- ) { //Autoloot.
- if (party_share_loot(party_search(sd->status.party_id),
- sd, &ditem->item_data, sd->status.char_id) == 0
- ) {
- ers_free(item_drop_ers, ditem);
- return;
- }
- }
- ditem->next = dlist->item;
- dlist->item = ditem;
- }
- int mob_timer_delete(int tid, unsigned int tick, int id, intptr data)
- {
- struct block_list *bl=map_id2bl(id);
- nullpo_retr(0, bl);
- if (bl->type != BL_MOB)
- return 0; //??
- //for Alchemist CANNIBALIZE [Lupus]
- ((TBL_MOB*)bl)->deletetimer = -1;
- unit_free(bl,3);
- return 0;
- }
- int mob_convertslave_sub(struct block_list *bl,va_list ap)
- {
- struct mob_data *md, *md2 = NULL;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, md = (struct mob_data *)bl);
- md2=va_arg(ap,TBL_MOB *);
- if(md->master_id > 0 && md->master_id == md2->bl.id){
- md->state.killer = md2->state.killer;
- md->special_state.ai = md2->special_state.ai;
- md->nd = md2->nd;
- md->callback_flag = md2->callback_flag;
- }
- return 0;
- }
- int mob_convertslave(struct mob_data *md)
- {
- nullpo_retr(0, md);
- map_foreachinmap(mob_convertslave_sub, md->bl.m, BL_MOB, md);
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int mob_deleteslave_sub(struct block_list *bl,va_list ap)
- {
- struct mob_data *md;
- int id;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, md = (struct mob_data *)bl);
- id=va_arg(ap,int);
- if(md->master_id > 0 && md->master_id == id )
- status_kill(bl);
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int mob_deleteslave(struct mob_data *md)
- {
- nullpo_retr(0, md);
- map_foreachinmap(mob_deleteslave_sub, md->bl.m, BL_MOB,md->bl.id);
- return 0;
- }
- // Mob respawning through KAIZEL or NPC_REBIRTH [Skotlex]
- int mob_respawn(int tid, unsigned int tick, int id, intptr data)
- {
- struct block_list *bl = map_id2bl(id);
- if(!bl) return 0;
- status_revive(bl, (uint8)data, 0);
- return 1;
- }
- void mob_log_damage(struct mob_data *md, struct block_list *src, int damage)
- {
- int char_id = 0, flag = 0;
- if(damage < 0) return; //Do nothing for absorbed damage.
- if(!damage && !(src->type&DEFAULT_ENEMY_TYPE(md)))
- return; //Do not log non-damaging effects from non-enemies.
- switch (src->type) {
- case BL_PC:
- {
- struct map_session_data *sd = (TBL_PC*)src;
- char_id = sd->status.char_id;
- if (damage)
- md->attacked_id = src->id;
- break;
- }
- case BL_HOM: //[orn]
- {
- struct homun_data *hd = (TBL_HOM*)src;
- flag = 1;
- if (hd->master)
- char_id = hd->master->status.char_id;
- if (damage)
- md->attacked_id = src->id;
- break;
- }
- case BL_PET:
- {
- struct pet_data *pd = (TBL_PET*)src;
- if (battle_config.pet_attack_exp_to_master && pd->msd) {
- char_id = pd->msd->status.char_id;
- damage=(damage*battle_config.pet_attack_exp_rate)/100; //Modify logged damage accordingly.
- }
- //Let mobs retaliate against the pet's master [Skotlex]
- if(pd->msd && damage)
- md->attacked_id = pd->msd->bl.id;
- break;
- }
- case BL_MOB:
- {
- struct mob_data* md2 = (TBL_MOB*)src;
- if(md2->special_state.ai && md2->master_id) {
- struct 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;
- }
- default: //For all unhandled types.
- md->attacked_id = src->id;
- }
- //Log damage...
- if(char_id) {
- int i,minpos;
- unsigned int mindmg;
- for(i=0,minpos=DAMAGELOG_SIZE-1,mindmg=UINT_MAX;i<DAMAGELOG_SIZE;i++){
- if(md->dmglog[i].id==char_id &&
- md->dmglog[i].flag==flag)
- break;
- if(md->dmglog[i].id==0) { //Store data in first empty slot.
- md->dmglog[i].id = char_id;
- md->dmglog[i].flag= flag;
- break;
- }
- if(md->dmglog[i].dmg<mindmg && i)
- { //Never overwrite first hit slot (he gets double exp bonus)
- minpos=i;
- mindmg=md->dmglog[i].dmg;
- }
- }
- if(i<DAMAGELOG_SIZE)
- md->dmglog[i].dmg+=damage;
- else {
- md->dmglog[minpos].id = char_id;
- md->dmglog[minpos].flag= flag;
- md->dmglog[minpos].dmg = damage;
- }
- }
- return;
- }
- //Call when a mob has received damage.
- void mob_damage(struct mob_data *md, struct block_list *src, int damage)
- {
- if (damage > 0)
- { //Store total damage...
- if (UINT_MAX - (unsigned int)damage > md->tdmg)
- md->tdmg+=damage;
- else if (md->tdmg == UINT_MAX)
- damage = 0; //Stop recording damage once the cap has been reached.
- else { //Cap damage log...
- damage = (int)(UINT_MAX - md->tdmg);
- md->tdmg = UINT_MAX;
- }
- if (md->state.aggressive)
- { //No longer aggressive, change to retaliate AI.
- md->state.aggressive = 0;
- if(md->state.skillstate== MSS_ANGRY)
- md->state.skillstate = MSS_BERSERK;
- if(md->state.skillstate== MSS_FOLLOW)
- md->state.skillstate = MSS_RUSH;
- }
- //Log damage
- if (src) mob_log_damage(md, src, damage);
- }
- if (battle_config.show_mob_info&3)
- clif_charnameack (0, &md->bl);
-
- if (!src)
- return;
-
- if(md->nd)
- mob_script_callback(md, src, CALLBACK_ATTACK);
-
- if(md->special_state.ai==2/* && md->master_id == src->id*/)
- { //LOne WOlf explained that ANYONE can trigger the marine countdown skill. [Skotlex]
- md->state.alchemist = 1;
- mobskill_use(md, gettick(), MSC_ALCHEMIST);
- }
- }
- /*==========================================
- * Signals death of mob.
- * type&1 -> no drops, type&2 -> no exp
- *------------------------------------------*/
- int mob_dead(struct mob_data *md, struct block_list *src, int type)
- {
- struct status_data *status;
- struct map_session_data *sd = NULL, *tmpsd[DAMAGELOG_SIZE];
- struct map_session_data *mvp_sd = NULL, *second_sd = NULL, *third_sd = NULL;
-
- struct {
- struct party_data *p;
- int id,zeny;
- unsigned int base_exp,job_exp;
- } pt[DAMAGELOG_SIZE];
- int i,temp,count,pnum=0,m=md->bl.m;
- unsigned int mvp_damage, tick = gettick();
- unsigned short flaghom = 1; // [Zephyrus] Does the mob only received damage from homunculus?
- if(src && src->type == BL_PC) {
- sd = (struct map_session_data *)src;
- mvp_sd = sd;
- }
- status = &md->status;
-
- if( md->guardian_data && md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS )
- guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
- md->state.skillstate = MSS_DEAD;
- mobskill_use(md,tick,-1); //On Dead skill.
- if (md->sc.data[SC_KAIZEL])
- { //Revive in a bit.
- add_timer(gettick()+3000, mob_respawn, md->bl.id, md->sc.data[SC_KAIZEL]->val2); //% of life to rebirth with
- map_delblock(&md->bl);
- return 1; //Return 1 to only clear the object.
- }
- map_freeblock_lock();
- memset(pt,0,sizeof(pt));
- if(src && src->type == BL_MOB)
- mob_unlocktarget((struct mob_data *)src,tick);
- if(sd) {
- int sp = 0, hp = 0;
- sp += sd->sp_gain_value;
- sp += sd->sp_gain_race[status->race];
- sp += sd->sp_gain_race[status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
- hp += sd->hp_gain_value;
- if (hp||sp)
- status_heal(src, hp, sp, battle_config.show_hp_sp_gain?2:0);
- if (sd->mission_mobid == md->class_) { //TK_MISSION [Skotlex]
- if (++sd->mission_count >= 100 && (temp = mob_get_random_id(0, 0xE, sd->status.base_level)))
- {
- pc_addfame(sd, 1);
- sd->mission_mobid = temp;
- pc_setglobalreg(sd,"TK_MISSION_ID", temp);
- sd->mission_count = 0;
- clif_mission_info(sd, temp, 0);
- }
- pc_setglobalreg(sd,"TK_MISSION_COUNT", sd->mission_count);
- }
- }
- // filter out entries not eligible for exp distribution
- memset(tmpsd,0,sizeof(tmpsd));
- for(i = 0, count = 0, mvp_damage = 0; i < DAMAGELOG_SIZE && md->dmglog[i].id; i++)
- {
- struct map_session_data* tsd = map_charid2sd(md->dmglog[i].id);
- if(tsd == NULL)
- continue; // skip empty entries
- 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
- if(md->dmglog[i].flag && !merc_is_hom_active(tsd->hd))
- continue; // skip homunc's share if inactive
- if(md->dmglog[i].dmg > mvp_damage)
- {
- third_sd = second_sd;
- second_sd = mvp_sd;
- mvp_sd = tsd;
- mvp_damage = md->dmglog[i].dmg;
- }
- tmpsd[i] = tsd; // record as valid damage-log entry
- if(!md->dmglog[i].flag && flaghom)
- flaghom = 0; // Damage received from other Types != Homunculus
- }
- if(!battle_config.exp_calc_type && count > 1)
- { //Apply first-attacker 200% exp share bonus
- //TODO: Determine if this should go before calculating the MVP player instead of after.
- if (UINT_MAX - md->dmglog[0].dmg > md->tdmg) {
- md->tdmg += md->dmglog[0].dmg;
- md->dmglog[0].dmg<<=1;
- } else {
- md->dmglog[0].dmg+= UINT_MAX - md->tdmg;
- md->tdmg = UINT_MAX;
- }
- }
- if(!(type&2) && //No exp
- (!map[m].flag.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[m].flag.nobaseexp || !map[m].flag.nojobexp) //Gives Exp
- ) { //Experience calculation.
- int bonus = 100; //Bonus on top of your share (common to all attackers).
- if (md->sc.data[SC_RICHMANKIM])
- bonus += md->sc.data[SC_RICHMANKIM]->val2;
- if(sd) {
- temp = status_get_class(&md->bl);
- if(sd->sc.data[SC_MIRACLE]) i = 2; //All mobs are Star Targets
- else
- ARR_FIND(0, 3, i, temp == sd->hate_mob[i] &&
- (battle_config.allow_skill_without_day || sg_info[i].day_func()));
- if(i<3 && (temp=pc_checkskill(sd,sg_info[i].bless_id)))
- bonus += (i==2?20:10)*temp;
- }
- if(battle_config.mobs_level_up && md->level > md->db->lv) // [Valaris]
- bonus += (md->level-md->db->lv)*battle_config.mobs_level_up_exp_rate;
- for(i = 0; i < DAMAGELOG_SIZE && md->dmglog[i].id; i++)
- {
- int flag=1,zeny=0;
- unsigned int base_exp, job_exp;
- double per; //Your share of the mob's exp
- if (!tmpsd[i]) continue;
- if (!battle_config.exp_calc_type && md->tdmg)
- //jAthena's exp formula based on total damage.
- per = (double)md->dmglog[i].dmg/(double)md->tdmg;
- else {
- //eAthena's exp formula based on max hp.
- per = (double)md->dmglog[i].dmg/(double)status->max_hp;
- if (per > 2) per = 2; // prevents unlimited exp gain
- }
-
- 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(md->special_state.size==1)
- per /=2.;
- else if(md->special_state.size==2)
- per *=2.;
-
-
- if(battle_config.zeny_from_mobs && md->level) {
- // zeny calculation moblv + random moblv [Valaris]
- zeny=(int) ((md->level+rand()%md->level)*per*bonus/100.);
- if(md->db->mexp > 0)
- zeny*=rand()%250;
- }
- if (map[m].flag.nobaseexp || !md->db->base_exp)
- base_exp = 0;
- else
- base_exp = (unsigned int)cap_value(md->db->base_exp * per * bonus/100. * map[m].bexp/100., 1, UINT_MAX);
-
- if (map[m].flag.nojobexp || !md->db->job_exp || md->dmglog[i].flag) //Homun earned job-exp is always lost.
- job_exp = 0;
- else
- job_exp = (unsigned int)cap_value(md->db->job_exp * per * bonus/100. * map[m].jexp/100., 1, UINT_MAX);
-
- if((temp = tmpsd[i]->status.party_id )>0 && !md->dmglog[i].flag) //Homun-done damage (flag 1) is not given to party
- {
- int 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
- if (pt[j].base_exp > UINT_MAX - base_exp)
- pt[j].base_exp=UINT_MAX;
- else
- pt[j].base_exp+=base_exp;
-
- if (pt[j].job_exp > UINT_MAX - job_exp)
- pt[j].job_exp=UINT_MAX;
- else
- pt[j].job_exp+=job_exp;
-
- pt[j].zeny+=zeny; // zeny share [Valaris]
- flag=0;
- }
- }
- if(flag) {
- if(base_exp && md->dmglog[i].flag) //tmpsd[i] is null if it has no homunc.
- merc_hom_gainexp(tmpsd[i]->hd, base_exp);
- if(base_exp || job_exp)
- pc_gainexp(tmpsd[i], &md->bl, base_exp, job_exp);
- if(zeny) // zeny from mobs [Valaris]
- pc_getzeny(tmpsd[i], zeny);
- }
- }
-
- 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.
-
- if (!(type&1) &&
- !map[m].flag.nomobloot &&
- (
- !md->special_state.ai || //Non special mob
- battle_config.alchemist_summon_reward == 2 || //All summoned give drops
- (md->special_state.ai==2 && battle_config.alchemist_summon_reward == 1) //Marine Sphere Drops items.
- )
- ) { //item drop
- struct item_drop_list *dlist = ers_alloc(item_drop_list_ers, struct item_drop_list);
- struct item_drop *ditem;
- int drop_rate;
- dlist->m = md->bl.m;
- dlist->x = md->bl.x;
- dlist->y = md->bl.y;
- dlist->first_charid = (mvp_sd ? mvp_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);
- dlist->item = NULL;
- for (i = 0; i < MAX_MOB_DROP; i++)
- {
- if (md->db->dropitem[i].nameid <= 0)
- continue;
- if (!itemdb_exists(md->db->dropitem[i].nameid))
- continue;
- drop_rate = md->db->dropitem[i].p;
- if (drop_rate <= 0) {
- if (battle_config.drop_rate0item)
- continue;
- drop_rate = 1;
- }
- // change drops depending on monsters size [Valaris]
- if(md->special_state.size==1 && drop_rate >= 2)
- drop_rate/=2;
- else if(md->special_state.size==2)
- drop_rate*=2;
- if (src) {
- //Drops affected by luk as a fixed increase [Valaris]
- if (battle_config.drops_by_luk)
- drop_rate += status_get_luk(src)*battle_config.drops_by_luk/100;
- //Drops affected by luk as a % increase [Skotlex]
- if (battle_config.drops_by_luk2)
- drop_rate += (int)(0.5+drop_rate*status_get_luk(src)*battle_config.drops_by_luk2/10000.);
- }
- if (sd && battle_config.pk_mode &&
- (int)(md->level - sd->status.base_level) >= 20)
- drop_rate = (int)(drop_rate*1.25); // pk_mode increase drops if 20 level difference [Valaris]
- // attempt to drop the item
- if (rand() % 10000 >= drop_rate)
- { // Double try by Bubble Gum
- if (!(sd && sd->sc.data[SC_ITEMBOOST] && rand() % 10000 < drop_rate))
- continue;
- }
- ditem = mob_setdropitem(md->db->dropitem[i].nameid, 1);
- //A Rare Drop Global Announce by Lupus
- if(drop_rate<=battle_config.rare_drop_announce) {
- struct item_data *i_data;
- char message[128];
- i_data = itemdb_search(ditem->item_data.nameid);
- sprintf (message, msg_txt(541), (mvp_sd?mvp_sd->status.name:"???"), md->name, i_data->jname, (float)drop_rate/100);
- //MSG: "'%s' won %s's %s (chance: %0.02f%%)"
- intif_GMmessage(message,strlen(message)+1,0);
- }
- // 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, md->db->dropitem[i].p, flaghom);
- }
- // Ore Discovery [Celest]
- if (sd == mvp_sd && pc_checkskill(sd,BS_FINDINGORE)>0 && battle_config.finding_ore_rate/10 >= rand()%10000) {
- ditem = mob_setdropitem(itemdb_searchrandomid(IG_FINDINGORE), 1);
- mob_item_drop(md, dlist, ditem, 0, battle_config.finding_ore_rate/10, 0);
- }
- if(sd) {
- // process script-granted extra drop bonuses
- int itemid = 0;
- for (i = 0; i < ARRAYLENGTH(sd->add_drop) && (sd->add_drop[i].id || sd->add_drop[i].group); i++)
- {
- if (sd->add_drop[i].race & (1<<status->race) ||
- sd->add_drop[i].race & 1<<(status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS))
- {
- //check if the bonus item drop rate should be multiplied with mob level/10 [Lupus]
- if(sd->add_drop[i].rate < 0) {
- //it's negative, then it should be multiplied. e.g. for Mimic,Myst Case Cards, etc
- // rate = base_rate * (mob_level/10) + 1
- drop_rate = -sd->add_drop[i].rate*(md->level/10)+1;
- drop_rate = cap_value(drop_rate, battle_config.item_drop_adddrop_min, battle_config.item_drop_adddrop_max);
- if (drop_rate > 10000) drop_rate = 10000;
- }
- else
- //it's positive, then it goes as it is
- drop_rate = sd->add_drop[i].rate;
-
- if (rand()%10000 >= drop_rate)
- continue;
- itemid = (sd->add_drop[i].id > 0) ? sd->add_drop[i].id : itemdb_searchrandomid(sd->add_drop[i].group);
- mob_item_drop(md, dlist, mob_setdropitem(itemid,1), 0, drop_rate, 0);
- }
- }
-
- // process script-granted zeny bonus (get_zeny_num) [Skotlex]
- if(sd->get_zeny_num && rand()%100 < sd->get_zeny_rate)
- {
- i = sd->get_zeny_num > 0?sd->get_zeny_num:-md->level*sd->get_zeny_num;
- if (!i) i = 1;
- pc_getzeny(sd, 1+rand()%i);
- }
- }
-
- // process items looted by the mob
- if(md->lootitem) {
- for(i = 0; i < md->lootitem_count; i++)
- mob_item_drop(md, dlist, mob_setlootitem(&md->lootitem[i]), 1, 10000, 0);
- }
- if (dlist->item) //There are drop items.
- add_timer(tick + (!battle_config.delay_battle_damage?500:0), mob_delay_item_drop, (int)dlist, 0);
- else //No drops
- ers_free(item_drop_list_ers, dlist);
- } else if (md->lootitem && md->lootitem_count) { //Loot MUST drop!
- struct item_drop_list *dlist = ers_alloc(item_drop_list_ers, struct item_drop_list);
- dlist->m = md->bl.m;
- dlist->x = md->bl.x;
- dlist->y = md->bl.y;
- dlist->first_charid = (mvp_sd ? mvp_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);
- dlist->item = NULL;
- for(i = 0; i < md->lootitem_count; i++)
- mob_item_drop(md, dlist, mob_setlootitem(&md->lootitem[i]), 1, 10000, 0);
- add_timer(tick + (!battle_config.delay_battle_damage?500:0), mob_delay_item_drop, (int)dlist, 0);
- }
- if(mvp_sd && md->db->mexp > 0 && !md->special_state.ai)
- {
- int log_mvp[2] = {0};
- int j;
- unsigned int mexp;
- struct item item;
- double exp;
-
- //mapflag: noexp check [Lorky]
- if (map[m].flag.nobaseexp || type&2)
- exp =1;
- else {
- exp = md->db->mexp;
- if (count > 1)
- exp += exp*(battle_config.exp_bonus_attacker*(count-1))/100.; //[Gengar]
- }
-
- mexp = (unsigned int)cap_value(exp, 1, UINT_MAX);
- if(use_irc && irc_announce_mvp_flag)
- irc_announce_mvp(mvp_sd,md);
- clif_mvp_effect(mvp_sd);
- clif_mvp_exp(mvp_sd,mexp);
- pc_gainexp(mvp_sd, &md->bl, mexp,0);
- log_mvp[1] = mexp;
- if(map[m].flag.nomvploot || type&1)
- ; //No drops.
- else
- for(j=0;j<3;j++)
- {
- i = rand() % 3;
-
- if(md->db->mvpitem[i].nameid <= 0)
- continue;
- if(!itemdb_exists(md->db->mvpitem[i].nameid))
- continue;
-
- temp = md->db->mvpitem[i].p;
- if(temp <= 0 && !battle_config.drop_rate0item)
- temp = 1;
- if(temp <= rand()%10000+1) //if ==0, then it doesn't drop
- continue;
- memset(&item,0,sizeof(item));
- item.nameid=md->db->mvpitem[i].nameid;
- item.identify= itemdb_isidentified(item.nameid);
- clif_mvp_item(mvp_sd,item.nameid);
- log_mvp[0] = item.nameid;
-
- //A Rare MVP Drop Global Announce by Lupus
- if(temp<=battle_config.rare_drop_announce) {
- struct item_data *i_data;
- char message[128];
- i_data = itemdb_exists(item.nameid);
- sprintf (message, msg_txt(541), mvp_sd->status.name, md->name, i_data->jname, temp/100.);
- //MSG: "'%s' won %s's %s (chance: %0.02f%%)"
- intif_GMmessage(message,strlen(message)+1,0);
- }
- if((temp = pc_additem(mvp_sd,&item,1)) != 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);
- }
-
- if(log_config.enable_logs&0x200) {//Logs items, MVP prizes [Lupus]
- log_pick_mob(md, "M", item.nameid, -1, NULL);
- if (!temp)
- log_pick_pc(mvp_sd, "P", item.nameid, 1, NULL);
- }
- break;
- }
- if(log_config.mvpdrop > 0)
- log_mvpdrop(mvp_sd, md->class_, log_mvp);
- }
- if (type&2 && !sd && md->class_ == MOBID_EMPERIUM)
- //Emperium destroyed by script. Discard mvp character. [Skotlex]
- mvp_sd = NULL;
- if(src && src->type == BL_MOB){
- struct mob_data *smd = (struct mob_data *)src;
- if(smd->nd)
- mob_script_callback(smd, &md->bl, CALLBACK_KILL);
- }
- if(md->nd)
- mob_script_callback(md, src, CALLBACK_DEAD);
- else
- if(md->npc_event[0])
- {
- md->status.hp = 0; //So that npc_event invoked functions KNOW that I am dead.
- if(src)
- switch (src->type) {
- case BL_PET:
- sd = ((TBL_PET*)src)->msd;
- break;
- case BL_HOM:
- sd = ((TBL_HOM*)src)->master;
- break;
- }
- if(sd && battle_config.mob_npc_event_type) {
- pc_setglobalreg(sd,"killerrid",sd->bl.id);
- npc_event(sd,md->npc_event,0);
- } else if(mvp_sd) {
- pc_setglobalreg(mvp_sd,"killerrid",sd?sd->bl.id:0);
- npc_event(mvp_sd,md->npc_event,0);
- }
- md->status.hp = 1;
- } else if (mvp_sd) { //lordalfa
- pc_setglobalreg(mvp_sd,"killedrid",md->class_);
- npc_script_event(mvp_sd, NPCE_KILLNPC); // PCKillNPC [Lance]
- }
- if( md->barricade != NULL )
- mob_barricade_break(md->barricade);
- if(md->deletetimer!=-1) {
- delete_timer(md->deletetimer,mob_timer_delete);
- md->deletetimer=-1;
- }
- mob_deleteslave(md);
-
- map_freeblock_unlock();
- if(pcdb_checkid(md->vd->class_))
- { //Player mobs are not removed automatically by the client.
- if(md->nd){
- md->vd->dead_sit = 1;
- return 1; // Let the dead body stay there.. we have something to do with it :D
- } else
- clif_clearunit_delayed(&md->bl, tick+3000);
- }
- if(!md->spawn) //Tell status_damage to remove it from memory.
- return 5; // Note: Actually, it's 4. Oh well...
-
- mob_setdelayspawn(md); //Set respawning.
- return 3; //Remove from map.
- }
- void mob_revive(struct mob_data *md, unsigned int hp)
- {
- unsigned int tick = gettick();
- md->state.skillstate = MSS_IDLE;
- md->last_thinktime = tick;
- md->next_walktime = tick+rand()%50+5000;
- md->last_linktime = tick;
- md->last_pcneartime = 0;
- if (!md->bl.prev)
- map_addblock(&md->bl);
- if(pcdb_checkid(md->vd->class_) && md->nd)
- md->vd->dead_sit = 0;
- else
- clif_spawn(&md->bl);
- skill_unit_move(&md->bl,tick,1);
- mobskill_use(md, tick, MSC_SPAWN);
- if (battle_config.show_mob_info&3)
- clif_charnameack (0, &md->bl);
- }
- int mob_guardian_guildchange(struct block_list *bl,va_list ap)
- {
- struct mob_data *md;
- struct guild* g;
- nullpo_retr(0, bl);
- nullpo_retr(0, md = (struct mob_data *)bl);
- if (!md->guardian_data)
- return 0;
- if (md->guardian_data->castle->guild_id == 0)
- { //Castle with no owner? Delete the guardians.
- if (md->class_ == 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 )
- { //Safe removal of guardian.
- md->guardian_data->castle->guardian[md->guardian_data->number].visible = 0;
- guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
- }
- unit_free(&md->bl,0); //Remove guardian.
- }
- return 0;
- }
-
- g = guild_search(md->guardian_data->castle->guild_id);
- if (g == NULL)
- { //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 )
- {
- md->guardian_data->castle->guardian[md->guardian_data->number].visible = 0;
- guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
- }
- unit_free(&md->bl,0);
- return 0;
- }
- md->guardian_data->guild_id = g->guild_id;
- md->guardian_data->emblem_id = g->emblem_id;
- md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP);
- memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
- return 1;
- }
-
- /*==========================================
- * Pick a random class for the mob
- *------------------------------------------*/
- int mob_random_class (int *value, size_t count)
- {
- nullpo_retr(0, 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[rand()%count]);
- }
- /*==========================================
- * Change mob base class
- *------------------------------------------*/
- int mob_class_change (struct mob_data *md, int class_)
- {
- unsigned int tick = gettick();
- int i, c, hp_rate;
- nullpo_retr(0, md);
- if (md->bl.prev == NULL)
- return 0;
- //Disable class changing for some targets...
- if (md->guardian_data)
- return 0; //Guardians/Emperium
- if (md->class_ >= 1324 && md->class_ <= 1363)
- return 0; //Treasure Boxes
- if (md->special_state.ai > 1)
- return 0; //Marine Spheres and Floras.
- if (mob_is_clone(md->class_))
- return 0; //Clones
- if (md->class_ == class_)
- return 0; //Nothing to change.
- hp_rate = get_percentage(md->status.hp, md->status.max_hp);
- md->class_ = class_;
- md->db = mob_db(class_);
- if (battle_config.override_mob_names==1)
- memcpy(md->name,md->db->name,NAME_LENGTH);
- else
- memcpy(md->name,md->db->jname,NAME_LENGTH);
- mob_stop_attack(md);
- mob_stop_walking(md, 0);
- unit_skillcastcancel(&md->bl, 0);
- status_set_viewdata(&md->bl, class_);
- clif_mob_class_change(md,class_);
- status_calc_mob(md, 3);
- md->ud.state.speed_changed = 1; //Speed change update.
- if (battle_config.monster_class_change_recover) {
- memset(md->dmglog, 0, sizeof(md->dmglog));
- md->tdmg = 0;
- } else {
- md->status.hp = md->status.max_hp*hp_rate/100;
- if(md->status.hp < 1) md->status.hp = 1;
- }
- for(i=0,c=tick-1000*3600*10;i<MAX_MOBSKILL;i++)
- md->skilldelay[i] = c;
- if(md->lootitem == NULL && md->db->status.mode&MD_LOOTER)
- md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
- //Targets should be cleared no morph
- md->target_id = md->attacked_id = 0;
- //Need to update name display.
- clif_charnameack(0, &md->bl);
- return 0;
- }
- /*==========================================
- * mob回復
- *------------------------------------------*/
- void mob_heal(struct mob_data *md,unsigned int heal)
- {
- if (battle_config.show_mob_info&3)
- clif_charnameack (0, &md->bl);
- }
- /*==========================================
- * Added by RoVeRT
- *------------------------------------------*/
- int mob_warpslave_sub(struct block_list *bl,va_list ap)
- {
- struct mob_data *md=(struct mob_data *)bl;
- struct block_list *master;
- short x,y,range=0;
- master = va_arg(ap, struct block_list*);
- range = va_arg(ap, int);
-
- 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,2);
- return 1;
- }
- /*==========================================
- * Added by RoVeRT
- * Warps slaves. Range is the area around the master that they can
- * appear in randomly.
- *------------------------------------------*/
- int mob_warpslave(struct block_list *bl, int 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);
- }
- /*==========================================
- * 画面内の取り巻きの数計算用(foreachinarea)
- *------------------------------------------*/
- int mob_countslave_sub(struct block_list *bl,va_list ap)
- {
- int id;
- struct mob_data *md;
- id=va_arg(ap,int);
-
- md = (struct mob_data *)bl;
- if( md->master_id==id )
- return 1;
- return 0;
- }
- /*==========================================
- * 画面内の取り巻きの数計算
- *------------------------------------------*/
- int mob_countslave(struct block_list *bl)
- {
- return map_foreachinmap(mob_countslave_sub, bl->m, BL_MOB,bl->id);
- }
- /*==========================================
- * Summons amount slaves contained in the value[5] array using round-robin. [adapted by Skotlex]
- *------------------------------------------*/
- int mob_summonslave(struct mob_data *md2,int *value,int amount,int skill_id)
- {
- struct mob_data *md;
- struct spawn_data data;
- int count = 0,k=0,hp_rate=0;
- nullpo_retr(0, md2);
- nullpo_retr(0, 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;
- 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 = rand()%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(;k<amount;k++) {
- short x,y;
- data.class_ = value[k%count]; //Summon slaves in round-robin fashion. [Skotlex]
- if (mobdb_checkid(data.class_) == 0)
- continue;
- if (map_search_freecell(&md2->bl, 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--");
- data.level = 0;
- if (!mob_parse_dataset(&data))
- continue;
-
- md= mob_spawn_dataset(&data);
- if(skill_id == NPC_SUMMONSLAVE){
- md->master_id=md2->bl.id;
- md->state.killer = md2->state.killer;
- md->special_state.ai = md2->special_state.ai;
- md->nd = md2->nd;
- md->callback_flag = md2->callback_flag;
- }
- mob_spawn(md);
-
- if (hp_rate) //Scale HP
- md->status.hp = md->status.max_hp*hp_rate/100;
- //Inherit the aggressive mode of the master.
- if (battle_config.slaves_inherit_mode && md->master_id)
- {
- switch (battle_config.slaves_inherit_mode) {
- case 1: //Always aggressive
- if (!(md->status.mode&MD_AGGRESSIVE))
- sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, MD_AGGRESSIVE, 0, 0);
- break;
- case 2: //Always passive
- if (md->status.mode&MD_AGGRESSIVE)
- sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, 0, MD_AGGRESSIVE, 0);
- break;
- default: //Copy master.
- if (md2->status.mode&MD_AGGRESSIVE)
- sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, MD_AGGRESSIVE, 0, 0);
- else
- sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, 0, MD_AGGRESSIVE, 0);
- break;
- }
- }
- clif_skill_nodamage(&md->bl,&md->bl,skill_id,amount,1);
- }
- return 0;
- }
- /*==========================================
- *MOBskillから該当skillidのskillidxを返す
- *------------------------------------------*/
- int mob_skillid2skillidx(int class_,int skillid)
- {
- int i, max = mob_db(class_)->maxskill;
- struct mob_skill *ms=mob_db(class_)->skill;
- if(ms==NULL)
- return -1;
- ARR_FIND( 0, max, i, ms[i].skill_id == skillid );
- return ( i < max ) ? i : -1;
- }
- /*==========================================
- * Friendly Mob whose HP is decreasing by a nearby MOB is looked for.
- *------------------------------------------*/
- int mob_getfriendhprate_sub(struct block_list *bl,va_list ap)
- {
- int 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,int);
- max_rate=va_arg(ap,int);
- fr=va_arg(ap,struct block_list **);
- if( md->bl.id == bl->id && !(battle_config.mob_ai&0x10))
- return 0;
- if ((*fr) != NULL) //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,int min_rate,int max_rate)
- {
- struct block_list *fr=NULL;
- int type = BL_MOB;
-
- nullpo_retr(NULL, md);
- if (md->special_state.ai) //Summoned creatures. [Skotlex]
- type = BL_PC;
-
- map_foreachinrange(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,int 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 NULL;
- }
- /*==========================================
- * What a status state suits by nearby MOB is looked for.
- *------------------------------------------*/
- int mob_getfriendstatus_sub(struct block_list *bl,va_list ap)
- {
- int cond1,cond2;
- struct mob_data **fr, *md, *mmd;
- int flag=0;
- nullpo_retr(0, bl);
- nullpo_retr(0, ap);
- nullpo_retr(0, md=(struct mob_data *)bl);
- nullpo_retr(0, mmd=va_arg(ap,struct mob_data *));
- if( mmd->bl.id == bl->id && !(battle_config.mob_ai&0x10) )
- return 0;
- if (battle_check_target(&mmd->bl,bl,BCT_ENEMY)>0)
- return 0;
- cond1=va_arg(ap,int);
- cond2=va_arg(ap,int);
- fr=va_arg(ap,struct mob_data **);
- if( cond2==-1 ){
- int j;
- for(j=SC_COMMON_MIN;j<=SC_COMMON_MAX && !flag;j++){
- if ((flag=(md->sc.data[j] != NULL))) //Once an effect was found, break out. [Skotlex]
- break;
- }
- }else
- flag=( md->sc.data[cond2] != NULL );
- if( flag^( cond1==MSC_FRIENDSTATUSOFF ) )
- (*fr)=md;
- return 0;
- }
- struct mob_data *mob_getfriendstatus(struct mob_data *md,int cond1,int cond2)
- {
- struct mob_data* fr = NULL;
- nullpo_retr(0, md);
- map_foreachinrange(mob_getfriendstatus_sub, &md->bl, 8,BL_MOB, md,cond1,cond2,&fr);
- return fr;
- }
- /*==========================================
- * Skill use judging
- *------------------------------------------*/
- int mobskill_use(struct mob_data *md, unsigned int tick, int event)
- {
- struct mob_skill *ms;
- struct block_list *fbl = NULL; //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 = NULL;
- int i,j,n;
- nullpo_retr (0, md);
- nullpo_retr (0, ms = md->db->skill);
- if (!battle_config.mob_skill_rate || md->ud.skilltimer != -1 || !md->db->maxskill)
- return 0;
- if (event == -1 && DIFF_TICK(md->ud.canact_tick, tick) > 0)
- return 0; //Skill act delay only affects non-event skills.
- //Pick a starting position and loop from that.
- i = battle_config.mob_ai&0x100?rand()%md->db->maxskill:0;
- for (n = 0; n < md->db->maxskill; i++, n++) {
- int c2, flag = 0;
- if (i == md->db->maxskill)
- i = 0;
- if (DIFF_TICK(tick, md->skilldelay[i]) < ms[i].delay)
- 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 (rand() % 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(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.count) {
- flag = 0;
- } else if (ms[i].cond2 == -1) {
- for (j = SC_COMMON_MIN; j <= SC_COMMON_MAX; j++)
- if ((flag = (md->sc.data[j]!=NULL)) != 0)
- break;
- } else {
- flag = (md->sc.data[ms[i].cond2]!=NULL);
- }
- flag ^= (ms[i].cond1 == MSC_MYSTATUSOFF); break;
- case MSC_FRIENDHPLTMAXRATE: // friend HP < maxhp%
- flag = ((fbl = mob_getfriendhprate(md, 0, ms[i].cond2)) != NULL); break;
- case MSC_FRIENDHPINRATE :
- flag = ((fbl = mob_getfriendhprate(md, ms[i].cond2, ms[i].val[0])) != NULL); break;
- case MSC_FRIENDSTATUSON: // friend status[num] on
- case MSC_FRIENDSTATUSOFF: // friend status[num] off
- flag = ((fmd = mob_getfriendstatus(md, ms[i].cond1, ms[i].cond2)) != NULL); break;
- case MSC_SLAVELT: // slave < num
- flag = (mob_countslave(&md->bl) < c2 ); break;
- case MSC_ATTACKPCGT: // attack pc > num
- flag = (unit_counttargeted(&md->bl, 0) > 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, 0) >= c2); break;
- case MSC_AFTERSKILL:
- flag = (md->ud.skillid == 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)) != NULL); break;
- case MSC_MASTERATTACKED:
- flag = (md->master_id > 0 && (fbl=map_id2bl(md->master_id)) && unit_counttargeted(fbl, 0) > 0); break;
- case MSC_ALCHEMIST:
- flag = (md->state.alchemist);
- break;
- }
- }
-
- if (!flag)
- continue; //Skill requisite failed to be fulfilled.
- //Execute skill
- if (skill_get_casttype(ms[i].skill_id) == CAST_GROUND)
- { //Ground skill.
- short x, y;
- switch (ms[i].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));
- 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) //Otherwise, fall through.
- break;
- case MST_FRIEND:
- bl = fbl?fbl:(fmd?&fmd->bl:&md->bl);
- break;
- default:
- bl = &md->bl;
- break;
- }
- if (!bl) continue;
- x = bl->x;
- y = bl->y;
- // Look for an area to cast the spell around...
- if (ms[i].target >= MST_AROUND1 || ms[i].target >= MST_AROUND5) {
- j = ms[i].target >= MST_AROUND1?
- (ms[i].target-MST_AROUND1) +1:
- (ms[i].target-MST_AROUND5) +1;
- map_search_freecell(&md->bl, md->bl.m, &x, &y, j, j, 3);
- }
- md->skillidx = i;
- if (!unit_skilluse_pos2(&md->bl, x, y,
- ms[i].skill_id, ms[i].skill_lv,
- ms[i].casttime, ms[i].cancel))
- continue;
- } else {
- //Targetted skill
- switch (ms[i].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));
- break;
- case MST_TARGET:
- 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) //Otherwise, fall through.
- break;
- case MST_FRIEND:
- if (fbl) {
- bl = fbl;
- break;
- } else if (fmd) {
- bl = &fmd->bl;
- break;
- } // else fall through
- default:
- bl = &md->bl;
- break;
- }
- if (!bl) continue;
- md->skillidx = i;
- if (!unit_skilluse_id2(&md->bl, bl->id,
- ms[i].skill_id, ms[i].skill_lv,
- ms[i].casttime, ms[i].cancel))
- continue;
- }
- //Skill used. Post-setups...
- if(battle_config.mob_ai&0x200)
- { //pass on delay to same skill.
- for (j = 0; j < md->db->maxskill; j++)
- if (md->db->skill[j].skill_id == ms[i].skill_id)
- md->skilldelay[j]=tick;
- } else
- md->skilldelay[i]=tick;
- return 1;
- }
- //No skill was used.
- md->skillidx = -1;
- return 0;
- }
- /*==========================================
- * Skill use event processing
- *------------------------------------------*/
- int mobskill_event(struct mob_data *md, struct block_list *src, unsigned int tick, int flag)
- {
- int target_id, res = 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);
- else if (flag&BF_SHORT)
- res = mobskill_use(md, tick, MSC_CLOSEDATTACKED);
- else if (flag&BF_LONG && !(flag&BF_MAGIC)) //Long-attacked should not include magic.
- res = mobskill_use(md, tick, MSC_LONGRANGEATTACKED);
-
- 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;
- }
- // Player cloned mobs. [Valaris]
- int mob_is_clone(int class_)
- {
- if(class_ < MOB_CLONE_START || class_ > MOB_CLONE_END)
- return 0;
- if (mob_db(class_) == mob_dummy)
- return 0;
- return class_;
- }
- //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.
- int mob_clone_spawn(struct map_session_data *sd, int m, int x, int y, const char *event, int master_id, int mode, int flag, unsigned int duration)
- {
- int class_;
- int i,j,inf,skill_id;
- struct mob_data *md;
- struct mob_skill *ms;
- struct mob_db* db;
- struct status_data *status;
- nullpo_retr(0, sd);
- ARR_FIND( MOB_CLONE_START, MOB_CLONE_END, class_, mob_db_data[class_] == NULL );
- if(class_ >= MOB_CLONE_END)
- return 0;
- db = mob_db_data[class_]=(struct mob_db*)aCalloc(1, sizeof(struct mob_db));
- status = &db->status;
- sprintf(db->sprite,sd->status.name);
- sprintf(db->name,sd->status.name);
- sprintf(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) //User provided mode.
- status->mode = mode;
- else if (flag&1) //Friendly Character, remove looting.
- 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;
- //Skill copy [Skotlex]
- ms = &db->skill[0];
- //Go Backwards to give better priority to advanced skills.
- for (i=0,j = MAX_SKILL_TREE-1;j>=0 && i< MAX_MOBSKILL ;j--) {
- skill_id = skill_tree[pc_class2idx(sd->status.class_)][j].id;
- if (!skill_id || sd->status.skill[skill_id].lv < 1 ||
- (skill_get_inf2(skill_id)&(INF2_WEDDING_SKILL|INF2_GUILD_SKILL)) ||
- skill_get_nocast(skill_id)&16
- )
- 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, 0) &&
- skill_get_unit_flag(skill_id)&(UF_NOMOB|UF_NOPC))
- continue;
- memset (&ms[i], 0, sizeof(struct mob_skill));
- ms[i].skill_id = skill_id;
- ms[i].skill_lv = sd->status.skill[skill_id].lv;
- ms[i].state = MSS_ANY;
- ms[i].permillage = 500*battle_config.mob_skill_rate/100; //Default chance of all skills: 5%
- ms[i].emotion = -1;
- ms[i].cancel = 0;
- ms[i].casttime = skill_castfix(&sd->bl,skill_id, ms[i].skill_lv);
- ms[i].delay = 5000+skill_delayfix(&sd->bl,skill_id, ms[i].skill_lv);
- inf = skill_get_inf(skill_id);
- if (inf&INF_ATTACK_SKILL) {
- ms[i].target = MST_TARGET;
- ms[i].cond1 = MSC_ALWAYS;
- if (skill_get_range(skill_id, ms[i].skill_lv) > 3)
- ms[i].state = MSS_ANYTARGET;
- else
- ms[i].state = MSS_BERSERK;
- } else if(inf&INF_GROUND_SKILL) {
- if (skill_get_inf2(skill_id)&INF2_TRAP) { //Traps!
- ms[i].state = MSS_IDLE;
- ms[i].target = MST_AROUND2;
- ms[i].delay = 60000;
- } else if (skill_get_unit_target(skill_id) == BCT_ENEMY) { //Target Enemy
- ms[i].state = MSS_ANYTARGET;
- ms[i].target = MST_TARGET;
- ms[i].cond1 = MSC_ALWAYS;
- } else { //Target allies
- ms[i].target = MST_FRIEND;
- ms[i].cond1 = MSC_FRIENDHPLTMAXRATE;
- ms[i].cond2 = 95;
- }
- } else if (inf&INF_SELF_SKILL) {
- if (skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF) { //auto-select target skill.
- ms[i].target = MST_TARGET;
- ms[i].cond1 = MSC_ALWAYS;
- if (skill_get_range(skill_id, ms[i].skill_lv) > 3) {
- ms[i].state = MSS_ANYTARGET;
- } else {
- ms[i].state = MSS_BERSERK;
- }
- } else { //Self skill
- ms[i].target = MST_SELF;
- ms[i].cond1 = MSC_MYHPLTMAXRATE;
- ms[i].cond2 = 90;
- ms[i].permillage = 2000;
- //Delay: Remove the stock 5 secs and add half of the support time.
- ms[i].delay += -5000 +(skill_get_time(skill_id, ms[i].skill_lv) + skill_get_time2(skill_id, ms[i].skill_lv))/2;
- if (ms[i].delay < 5000)
- ms[i].delay = 5000; //With a minimum of 5 secs.
- }
- } else if (inf&INF_SUPPORT_SKILL) {
- ms[i].target = MST_FRIEND;
- ms[i].cond1 = MSC_FRIENDHPLTMAXRATE;
- ms[i].cond2 = 90;
- if (skill_id == AL_HEAL)
- ms[i].permillage = 5000; //Higher skill rate usage for heal.
- else if (skill_id == ALL_RESURRECTION)
- ms[i].cond2 = 1;
- //Delay: Remove the stock 5 secs and add half of the support time.
- ms[i].delay += -5000 +(skill_get_time(skill_id, ms[i].skill_lv) + skill_get_time2(skill_id, ms[i].skill_lv))/2;
- if (ms[i].delay < 2000)
- ms[i].delay = 2000; //With a minimum of 2 secs.
-
- if (i+1 < MAX_MOBSKILL) { //duplicate this so it also triggers on self.
- memcpy(&ms[i+1], &ms[i], sizeof(struct mob_skill));
- db->maxskill = ++i;
- ms[i].target = MST_SELF;
- ms[i].cond1 = MSC_MYHPLTMAXRATE;
- }
- } else {
- switch (skill_id) { //Certain Special skills that are passive, and thus, never triggered.
- case MO_TRIPLEATTACK:
- case TF_DOUBLE:
- case GS_CHAINACTION:
- ms[i].state = MSS_BERSERK;
- ms[i].target = MST_TARGET;
- ms[i].cond1 = MSC_ALWAYS;
- ms[i].permillage = skill_id==MO_TRIPLEATTACK?(3000-ms[i].skill_lv*100):(ms[i].skill_lv*500);
- ms[i].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[i].permillage = ms[i].permillage*battle_config.mob_skill_rate/100;
- if (battle_config.mob_skill_delay != 100)
- ms[i].delay = ms[i].delay*battle_config.mob_skill_delay/100;
-
- db->maxskill = ++i;
- }
- //Finally, spawn it.
- md = mob_once_spawn_sub(&sd->bl, m, x, y, "--en--",class_,event);
- if (!md) return 0; //Failed?
-
- if (master_id || flag || duration) { //Further manipulate crafted char.
- if (flag&1) //Friendly Character
- md->special_state.ai = 1;
- if (master_id) //Attach to Master
- md->master_id = master_id;
- if (duration) //Auto Delete after a while.
- md->deletetimer = add_timer (gettick() + duration, mob_timer_delete, md->bl.id, 0);
- }
- mob_spawn(md);
- return md->bl.id;
- }
- int mob_clone_delete(int class_)
- {
- if (class_ >= MOB_CLONE_START && class_ < MOB_CLONE_END
- && mob_db_data[class_]!=NULL) {
- aFree(mob_db_data[class_]);
- mob_db_data[class_]=NULL;
- return 1;
- }
- return 0;
- }
- int mob_script_callback(struct mob_data *md, struct block_list *target, short action_type)
- {
- // DEBUG: Uncomment these if errors occur. ---
- // nullpo_retr(md, 0);
- // nullpo_retr(md->nd, 0);
- // -------------------------------------------
- if(md->callback_flag&action_type){
- int regkey = add_str(".ai_action");
- linkdb_replace(&md->nd->u.scr.script->script_vars,(void *)regkey, (void *)(int)action_type);
- if(target){
- linkdb_replace(&md->nd->u.scr.script->script_vars,(void *)(regkey+(1<<24)), (void *)(int)target->type);
- linkdb_replace(&md->nd->u.scr.script->script_vars,(void *)(regkey+(2<<24)), (void *)target->id);
- }
- linkdb_replace(&md->nd->u.scr.script->script_vars,(void *)(regkey+(3<<24)), (void *)md->bl.id);
- run_script(md->nd->u.scr.script, 0, 0, md->nd->bl.id);
- return 1;
- }
- return 0;
- }
- //
- // 初期化
- //
- /*==========================================
- * Since un-setting [ mob ] up was used, it is an initial provisional value setup.
- *------------------------------------------*/
- static int mob_makedummymobdb(int class_)
- {
- if (mob_dummy != NULL)
- {
- if (mob_db(class_) == mob_dummy)
- return 1; //Using the mob_dummy data already. [Skotlex]
- if (class_ > 0 && class_ <= MAX_MOB_DB)
- { //Remove the mob data so that it uses the dummy data instead.
- aFree(mob_db_data[class_]);
- mob_db_data[class_] = NULL;
- }
- return 0;
- }
- //Initialize dummy data.
- mob_dummy = (struct mob_db*)aCalloc(1, sizeof(struct mob_db)); //Initializing the dummy mob.
- sprintf(mob_dummy->sprite,"DUMMY");
- sprintf(mob_dummy->name,"Dummy");
- sprintf(mob_dummy->jname,"Dummy");
- mob_dummy->lv=1;
- mob_dummy->status.max_hp=1000;
- mob_dummy->status.max_sp=1;
- mob_dummy->status.rhw.range=1;
- mob_dummy->status.rhw.atk=7;
- mob_dummy->status.rhw.atk2=10;
- mob_dummy->status.str=1;
- mob_dummy->status.agi=1;
- mob_dummy->status.vit=1;
- mob_dummy->status.int_=1;
- mob_dummy->status.dex=6;
- mob_dummy->status.luk=2;
- mob_dummy->status.speed=300;
- mob_dummy->status.adelay=1000;
- mob_dummy->status.amotion=500;
- mob_dummy->status.dmotion=500;
- mob_dummy->base_exp=2;
- mob_dummy->job_exp=1;
- mob_dummy->range2=10;
- mob_dummy->range3=10;
- return 0;
- }
- //Adjusts the drop rate of item according to the criteria given. [Skotlex]
- static unsigned int mob_drop_adjust(int baserate, int rate_adjust, unsigned short rate_min, unsigned short rate_max)
- {
- double rate = baserate;
- if (battle_config.logarithmic_drops && rate_adjust > 0 && 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 (unsigned int)cap_value(rate,rate_min,rate_max);
- }
- /*==========================================
- * processes one mobdb entry
- *------------------------------------------*/
- static bool mob_parse_dbrow(char** str)
- {
- struct mob_db *db;
- struct status_data *status;
- int class_, i, k;
- double exp, maxhp;
- struct mob_data data;
-
- class_ = str[0] ? atoi(str[0]) : 0;
- if (class_ == 0)
- return false; //Leave blank lines alone... [Skotlex]
-
- if (class_ <= 1000 || class_ > MAX_MOB_DB) {
- ShowWarning("Mob with ID: %d not loaded. ID must be in range [%d-%d]\n", class_, 1000, MAX_MOB_DB);
- return false;
- }
- if (pcdb_checkid(class_)) {
- ShowWarning("Mob with ID: %d not loaded. That ID is reserved for player classes.\n");
- return false;
- }
-
- if (class_ >= MOB_CLONE_START && class_ < MOB_CLONE_END) {
- ShowWarning("Mob with ID: %d not loaded. Range %d-%d is reserved for player clones. Please increase MAX_MOB_DB (%d)\n", class_, MOB_CLONE_START, MOB_CLONE_END-1, MAX_MOB_DB);
- return false;
- }
- if (mob_db_data[class_] == NULL)
- mob_db_data[class_] = (struct mob_db*)aCalloc(1, sizeof (struct mob_db));
-
- db = mob_db_data[class_];
- status = &db->status;
-
- db->vd.class_ = class_;
- strncpy(db->sprite, str[1], NAME_LENGTH);
- strncpy(db->jname, str[2], NAME_LENGTH);
- strncpy(db->name, str[3], NAME_LENGTH);
- db->lv = atoi(str[4]);
- db->lv = cap_value(db->lv, 1, USHRT_MAX);
- status->max_hp = atoi(str[5]);
- status->max_sp = atoi(str[6]);
-
- exp = (double)atoi(str[7]) * (double)battle_config.base_exp_rate / 100.;
- db->base_exp = (unsigned int)cap_value(exp, 0, UINT_MAX);
-
- exp = (double)atoi(str[8]) * (double)battle_config.job_exp_rate / 100.;
- db->job_exp = (unsigned int)cap_value(exp, 0, UINT_MAX);
-
- status->rhw.range = atoi(str[9]);
- status->rhw.atk = atoi(str[10]);
- status->rhw.atk2 = atoi(str[11]);
- status->def = atoi(str[12]);
- status->mdef = atoi(str[13]);
- status->str = atoi(str[14]);
- status->agi = atoi(str[15]);
- status->vit = atoi(str[16]);
- status->int_ = atoi(str[17]);
- status->dex = atoi(str[18]);
- status->luk = atoi(str[19]);
- //All status should be min 1 to prevent divisions by zero from some skills. [Skotlex]
- if (status->str < 1) status->str = 1;
- if (status->agi < 1) status->agi = 1;
- if (status->vit < 1) status->vit = 1;
- if (status->int_< 1) status->int_= 1;
- if (status->dex < 1) status->dex = 1;
- if (status->luk < 1) status->luk = 1;
-
- db->range2 = atoi(str[20]);
- db->range3 = atoi(str[21]);
- if (battle_config.view_range_rate != 100) {
- db->range2 = db->range2 * battle_config.view_range_rate / 100;
- if (db->range2 < 1)
- db->range2 = 1;
- }
- if (battle_config.chase_range_rate != 100) {
- db->range3 = db->range3 * battle_config.chase_range_rate / 100;
- if (db->range3 < db->range2)
- db->range3 = db->range2;
- }
-
- status->size = atoi(str[22]);
- status->race = atoi(str[23]);
-
- i = atoi(str[24]); //Element
- status->def_ele = i%10;
- status->ele_lv = i/20;
- if (status->def_ele >= ELE_MAX) {
- ShowWarning("Mob with ID: %d has invalid element type %d (max element is %d)\n", class_, status->def_ele, ELE_MAX-1);
- status->def_ele = ELE_NEUTRAL;
- }
- if (status->ele_lv < 1 || status->ele_lv > 4) {
- ShowWarning("Mob with ID: %d has invalid element level %d (max is 4)\n", class_, status->ele_lv);
- status->ele_lv = 1;
- }
-
- status->mode = (int)strtol(str[25], NULL, 0);
- if (!battle_config.monster_active_enable)
- status->mode &= ~MD_AGGRESSIVE;
-
- status->speed = atoi(str[26]);
- status->aspd_rate = 1000;
- status->adelay = atoi(str[27]);
- status->amotion = atoi(str[28]);
- //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.
- if (status->adelay < status->amotion)
- status->adelay = status->amotion;
- status->dmotion = atoi(str[29]);
- if(battle_config.monster_damage_delay_rate != 100)
- status->dmotion = status->dmotion * battle_config.monster_damage_delay_rate / 100;
-
- data.bl.type = BL_MOB;
- data.level = db->lv;
- memcpy(&data.status, status, sizeof(struct status_data));
- status_calc_misc(&data.bl, status, db->lv);
-
- // MVP EXP Bonus, Chance: MEXP,ExpPer
- // Some new MVP's MEXP multipled by high exp-rate cause overflow. [LuzZza]
- exp = (double)atoi(str[30]) * (double)battle_config.mvp_exp_rate / 100.;
- db->mexp = (unsigned int)cap_value(exp, 0, UINT_MAX);
- db->mexpper = atoi(str[31]);
-
- //Now that we know if it is an mvp or not, apply battle_config modifiers [Skotlex]
- maxhp = (double)status->max_hp;
- if (db->mexp > 0) { //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.;
-
- status->max_hp = (unsigned int)cap_value(maxhp, 1, UINT_MAX);
- if(status->max_sp < 1) status->max_sp = 1;
-
- //Since mobs always respawn with full life...
- status->hp = status->max_hp;
- status->sp = status->max_sp;
-
- // MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per
- for(i = 0; i < 3; i++) {
- struct item_data *id;
- db->mvpitem[i].nameid = atoi(str[32+i*2]);
- if (!db->mvpitem[i].nameid) {
- db->mvpitem[i].p = 0; //No item....
- continue;
- }
- db->mvpitem[i].p = mob_drop_adjust(atoi(str[33+i*2]), battle_config.item_rate_mvp, battle_config.item_drop_mvp_min, battle_config.item_drop_mvp_max);
-
- //calculate and store Max available drop chance of the MVP item
- if (db->mvpitem[i].p) {
- id = itemdb_search(db->mvpitem[i].nameid);
- if (id->maxchance == 10000 || (id->maxchance < db->mvpitem[i].p/10 + 1) ) {
- //item has bigger drop chance or sold in shops
- id->maxchance = db->mvpitem[i].p/10 + 1; //reduce MVP drop info to not spoil common drop rate
- }
- }
- }
-
- for(i = 0; i < MAX_MOB_DROP; i++) {
- int rate = 0, rate_adjust, type;
- unsigned short ratemin, ratemax;
- struct item_data *id;
- k = 38+i*2;
- db->dropitem[i].nameid = atoi(str[k]);
- if (!db->dropitem[i].nameid) {
- db->dropitem[i].p = 0; //No drop.
- continue;
- }
- type = itemdb_type(db->dropitem[i].nameid);
- rate = atoi(str[k+1]);
- if (class_ >= 1324 && class_ <= 1363)
- { //Treasure box drop rates [Skotlex]
- rate_adjust = battle_config.item_rate_treasure;
- ratemin = battle_config.item_drop_treasure_min;
- ratemax = battle_config.item_drop_treasure_max;
- }
- else switch (type)
- { // Added suport to restrict normal drops of MVP's [Reddozen]
- case IT_HEALING:
- rate_adjust = (status->mode&MD_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:
- rate_adjust = (status->mode&MD_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 = (status->mode&MD_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 = (status->mode&MD_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 = (status->mode&MD_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;
- }
- db->dropitem[i].p = mob_drop_adjust(rate, rate_adjust, ratemin, ratemax);
-
- //calculate and store Max available drop chance of the item
- if (db->dropitem[i].p && (class_ < 1324 || class_ > 1363)) { //Skip treasure chests.
- id = itemdb_search(db->dropitem[i].nameid);
- if (id->maxchance == 10000 || (id->maxchance < db->dropitem[i].p) ) {
- id->maxchance = db->dropitem[i].p; //item has bigger drop chance or sold in shops
- }
- for (k = 0; k< MAX_SEARCH; k++) {
- if (id->mob[k].chance <= db->dropitem[i].p)
- break;
- }
- if (k == MAX_SEARCH)
- continue;
-
- if (id->mob[k].id != class_)
- memmove(&id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0]));
- id->mob[k].chance = db->dropitem[i].p;
- id->mob[k].id = class_;
- }
- }
-
- return true;
- }
- /*==========================================
- * mob_db.txt reading
- *------------------------------------------*/
- static int mob_readdb(void)
- {
- const char* filename[] = { "mob_db.txt", "mob_db2.txt" };
- int fi;
-
- for( fi = 0; fi < ARRAYLENGTH(filename); ++fi )
- {
- uint32 lines = 0, count = 0;
- char line[1024];
- char path[256];
- FILE* fp;
-
- sprintf(path, "%s/%s", db_path, filename[fi]);
- fp = fopen(path, "r");
- if(fp == NULL) {
- if(fi > 0)
- continue;
- return -1;
- }
-
- // process rows one by one
- while(fgets(line, sizeof(line), fp))
- {
- char *str[38+2*MAX_MOB_DROP], *p, *np;
- int i;
-
- lines++;
- if(line[0] == '/' && line[1] == '/')
- continue;
-
- for(i = 0, p = line; i < 38 + 2*MAX_MOB_DROP; i++)
- {
- str[i] = p;
- if((np = strchr(p, ',')) != NULL) {
- *np = '\0'; p = np + 1;
- }
- }
-
- if(i < 38 + 2*MAX_MOB_DROP) {
- ShowWarning("mob_readdb: Insufficient columns for mob with id: %d, skipping.\n", atoi(str[0]));
- continue;
- }
-
- if (!mob_parse_dbrow(str))
- continue;
-
- count++;
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", count, filename[fi]);
- }
- return 0;
- }
- #ifndef TXT_ONLY
- /*==========================================
- * mob_db table reading
- *------------------------------------------*/
- static int mob_read_sqldb(void)
- {
- const char* mob_db_name[] = { mob_db_db, mob_db2_db };
- int fi;
-
- for( fi = 0; fi < ARRAYLENGTH(mob_db_name); ++fi )
- {
- uint32 lines = 0, count = 0;
-
- // retrieve all rows from the mob database
- if( SQL_ERROR == Sql_Query(mmysql_handle, "SELECT * FROM `%s`", mob_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 line[1024];
- char* str[38+2*MAX_MOB_DROP];
- char* p;
- int i;
-
- lines++;
- for(i = 0, p = line; i < 38 + 2*MAX_MOB_DROP; i++)
- {
- char* data;
- size_t len;
- Sql_GetData(mmysql_handle, i, &data, &len);
-
- strcpy(p, data);
- str[i] = p;
- p+= len + 1;
- }
-
- if (!mob_parse_dbrow(str))
- continue;
-
- count++;
- }
-
- // free the query result
- Sql_FreeResult(mmysql_handle);
-
- ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", count, mob_db_name[fi]);
- count = 0;
- }
- return 0;
- }
- #endif /* not TXT_ONLY */
- /*==========================================
- * MOB display graphic change data reading
- *------------------------------------------*/
- static int mob_readdb_mobavail(void)
- {
- FILE *fp;
- char line[1024];
- int ln=0;
- int class_,j,k;
- char *str[20],*p,*np;
- sprintf(line, "%s/mob_avail.txt", db_path);
- if( (fp=fopen(line,"r"))==NULL ){
- ShowError("can't read %s\n", line);
- return -1;
- }
- while(fgets(line, sizeof(line), fp))
- {
- if(line[0]=='/' && line[1]=='/')
- continue;
- memset(str,0,sizeof(str));
- for(j=0,p=line;j<12;j++){
- if((np=strchr(p,','))!=NULL){
- str[j]=p;
- *np=0;
- p=np+1;
- } else
- str[j]=p;
- }
- if(str[0]==NULL)
- continue;
- class_=atoi(str[0]);
- if (class_ == 0)
- continue; //Leave blank lines alone... [Skotlex]
-
- if(mob_db(class_) == mob_dummy) // 値が異常なら処理しない。
- continue;
- k=atoi(str[1]);
- if(k < 0)
- continue;
- memset(&mob_db_data[class_]->vd, 0, sizeof(struct view_data));
- mob_db_data[class_]->vd.class_=k;
- //Player sprites
- if(pcdb_checkid(k) && j>=12) {
- mob_db_data[class_]->vd.sex=atoi(str[2]);
- mob_db_data[class_]->vd.hair_style=atoi(str[3]);
- mob_db_data[class_]->vd.hair_color=atoi(str[4]);
- mob_db_data[class_]->vd.weapon=atoi(str[5]);
- mob_db_data[class_]->vd.shield=atoi(str[6]);
- mob_db_data[class_]->vd.head_top=atoi(str[7]);
- mob_db_data[class_]->vd.head_mid=atoi(str[8]);
- mob_db_data[class_]->vd.head_bottom=atoi(str[9]);
- mob_db_data[class_]->option=atoi(str[10])&~(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE);
- mob_db_data[class_]->vd.cloth_color=atoi(str[11]); // Monster player dye option - Valaris
- }
- else if(str[2] && atoi(str[2]) > 0)
- mob_db_data[class_]->vd.head_bottom=atoi(str[2]); // mob equipment [Valaris]
- ln++;
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",ln,"mob_avail.txt");
- return 0;
- }
- /*==========================================
- * Reading of random monster data
- *------------------------------------------*/
- static int mob_read_randommonster(void)
- {
- FILE *fp;
- char line[1024];
- char *str[10],*p;
- int i,j;
- const char* mobfile[] = {
- "mob_branch.txt",
- "mob_poring.txt",
- "mob_boss.txt",
- "mob_pouch.txt"};
- memset(&summon, 0, sizeof(summon));
- for( i = 0; i < ARRAYLENGTH(mobfile) && i < MAX_RANDOMMONSTER; i++ )
- {
- mob_db_data[0]->summonper[i] = 1002; // 設定し忘れた場合はポリンが出るようにしておく
- sprintf(line, "%s/%s", db_path, mobfile[i]);
- fp=fopen(line,"r");
- if(fp==NULL){
- ShowError("can't read %s\n",line);
- return -1;
- }
- while(fgets(line, sizeof(line), fp))
- {
- int class_;
- if(line[0] == '/' && line[1] == '/')
- continue;
- memset(str,0,sizeof(str));
- for(j=0,p=line;j<3 && p;j++){
- str[j]=p;
- p=strchr(p,',');
- if(p) *p++=0;
- }
- if(str[0]==NULL || str[2]==NULL)
- continue;
- class_ = atoi(str[0]);
- if(mob_db(class_) == mob_dummy)
- continue;
- mob_db_data[class_]->summonper[i]=atoi(str[2]);
- if (i) {
- if( summon[i].qty < ARRAYLENGTH(summon[i].class_) ) //MvPs
- summon[i].class_[summon[i].qty++] = class_;
- else {
- ShowDebug("Can't store more random mobs from %s, increase size of mob.c:summon variable!\n", mobfile[i]);
- break;
- }
- }
- }
- if (i && !summon[i].qty)
- { //At least have the default here.
- summon[i].class_[0] = mob_db_data[0]->summonper[i];
- summon[i].qty = 1;
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",mobfile[i]);
- }
- return 0;
- }
- /*==========================================
- * mob_skill_db.txt reading
- *------------------------------------------*/
- static int mob_readskilldb(void)
- {
- FILE *fp;
- char line[1024];
- int i,tmp, count;
- const struct {
- char str[32];
- int id;
- } cond1[] = {
- { "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},
- }, 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 },
- }, 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
- }, 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 },
- };
- int x;
- const char* filename[] = { "mob_skill_db.txt","mob_skill_db2.txt" };
- if( battle_config.mob_skill_rate == 0 ) {
- ShowStatus("Mob skill use disabled. Not reading mob skills.\n");
- return 0;
- }
- for( x = 0; x < ARRAYLENGTH(filename); ++x )
- {
- int last_mob_id = 0;
- count = 0;
- sprintf(line, "%s/%s", db_path, filename[x]);
- fp=fopen(line,"r");
- if(fp==NULL){
- if(x==0)
- ShowError("can't read %s\n",line);
- continue;
- }
- while(fgets(line, sizeof(line), fp))
- {
- char *sp[20],*p;
- int mob_id;
- struct mob_skill *ms, gms;
- int j=0;
- count++;
- if(line[0] == '/' && line[1] == '/')
- continue;
- memset(sp,0,sizeof(sp));
- for(i=0,p=line;i<18 && p;i++){
- sp[i]=p;
- if((p=strchr(p,','))!=NULL)
- *p++=0;
- }
- if(i == 0 || (mob_id=atoi(sp[0]))== 0)
- continue;
- if(i < 18) {
- ShowError("mob_skill: Insufficient number of fields for skill at %s, line %d\n", filename[x], count);
- continue;
- }
- if (mob_id > 0 && mob_db(mob_id) == mob_dummy)
- {
- if (mob_id != last_mob_id) {
- ShowError("mob_skill: Non existant Mob id %d at %s, line %d\n", mob_id, filename[x], count);
- last_mob_id = mob_id;
- }
- continue;
- }
- if( strcmp(sp[1],"clear")==0 ){
- if (mob_id < 0)
- continue;
- memset(mob_db_data[mob_id]->skill,0,sizeof(struct mob_skill));
- mob_db_data[mob_id]->maxskill=0;
- continue;
- }
- if (mob_id < 0)
- { //Prepare global skill. [Skotlex]
- memset(&gms, 0, sizeof (struct mob_skill));
- ms = &gms;
- } else {
- ARR_FIND( 0, MAX_MOBSKILL, i, (ms = &mob_db_data[mob_id]->skill[i])->skill_id == 0 );
- if( i == MAX_MOBSKILL ) {
- if (mob_id != last_mob_id) {
- ShowError("mob_skill: readdb: too many skills! Line %d in %d[%s]\n", count,mob_id,mob_db_data[mob_id]->sprite);
- last_mob_id = mob_id;
- }
- continue;
- }
- }
- //State
- ARR_FIND( 0, ARRAYLENGTH(state), j, strcmp(sp[2],state[j].str) == 0 );
- if( j < ARRAYLENGTH(state) )
- ms->state = state[j].id;
- else {
- ShowWarning("mob_skill: Unrecognized state %s at %s, line %d\n", sp[2], filename[x], count);
- ms->state = MSS_ANY;
- }
- //Skill ID
- j=atoi(sp[3]);
- if (j<=0 || j>MAX_SKILL_DB) //fixed Lupus
- {
- if (mob_id < 0)
- ShowError("Invalid Skill ID (%d) for all mobs\n", j);
- else
- ShowError("Invalid Skill ID (%d) for mob %d (%s)\n", j, mob_id, mob_db_data[mob_id]->sprite);
- continue;
- }
- ms->skill_id=j;
- //Skill lvl
- j= atoi(sp[4])<=0 ? 1 : atoi(sp[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(sp[5]);
- if (battle_config.mob_skill_rate != 100)
- tmp = tmp*battle_config.mob_skill_rate/100;
- if (tmp > 10000)
- ms->permillage= 10000;
- else
- ms->permillage= tmp;
- ms->casttime=atoi(sp[6]);
- ms->delay=atoi(sp[7]);
- if (battle_config.mob_skill_delay != 100)
- ms->delay = ms->delay*battle_config.mob_skill_delay/100;
- if (ms->delay < 0) //time overflow?
- ms->delay = INT_MAX;
- ms->cancel=atoi(sp[8]);
- if( strcmp(sp[8],"yes")==0 ) ms->cancel=1;
- //Target
- ARR_FIND( 0, ARRAYLENGTH(target), j, strcmp(sp[9],target[j].str) == 0 );
- if( j < ARRAYLENGTH(target) )
- ms->target = target[j].id;
- else {
- ShowWarning("mob_skill: Unrecognized target %s at %s, line %d\n", sp[9], filename[x], count);
- 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("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_db_data[mob_id]->sprite);
- ms->target = MST_TARGET;
- }
- } else if (ms->target > MST_MASTER) {
- ShowWarning("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_db_data[mob_id]->sprite);
- ms->target = MST_TARGET;
- }
- //Cond1
- ARR_FIND( 0, ARRAYLENGTH(cond1), j, strcmp(sp[10],cond1[j].str) == 0 );
- if( j < ARRAYLENGTH(cond1) )
- ms->cond1 = cond1[j].id;
- else {
- ShowWarning("mob_skill: Unrecognized condition 1 %s at %s, line %d\n", sp[10], filename[x], count);
- ms->cond1 = -1;
- }
- //Cond2
- // numeric value
- ms->cond2 = atoi(sp[11]);
- // or special constant
- ARR_FIND( 0, ARRAYLENGTH(cond2), j, strcmp(sp[11],cond2[j].str) == 0 );
- if( j < ARRAYLENGTH(cond2) )
- ms->cond2 = cond2[j].id;
-
- ms->val[0]=(int)strtol(sp[12],NULL,0);
- ms->val[1]=(int)strtol(sp[13],NULL,0);
- ms->val[2]=(int)strtol(sp[14],NULL,0);
- ms->val[3]=(int)strtol(sp[15],NULL,0);
- ms->val[4]=(int)strtol(sp[16],NULL,0);
-
- if(ms->skill_id == NPC_EMOTION && mob_id>0 &&
- ms->val[1] == mob_db(mob_id)->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(sp[17] != NULL && strlen(sp[17])>2)
- ms->emotion=atoi(sp[17]);
- else
- ms->emotion=-1;
- if (mob_id < 0)
- { //Set this skill to ALL mobs. [Skotlex]
- mob_id *= -1;
- for (i = 1; i < MAX_MOB_DB; i++)
- {
- if (mob_db_data[i] == NULL)
- continue;
- if (mob_db_data[i]->status.mode&MD_BOSS)
- {
- if (!(mob_id&2)) //Skill not for bosses
- continue;
- } else
- if (!(mob_id&1)) //Skill not for normal enemies.
- continue;
-
- for(j=0;j<MAX_MOBSKILL;j++)
- if( mob_db_data[i]->skill[j].skill_id == 0)
- break;
- if(j==MAX_MOBSKILL)
- continue;
- memcpy (&mob_db_data[i]->skill[j], ms, sizeof(struct mob_skill));
- mob_db_data[i]->maxskill=j+1;
- }
- } else //Skill set on a single mob.
- mob_db_data[mob_id]->maxskill=i+1;
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",filename[x]);
- }
- return 0;
- }
- /*==========================================
- * mob_race_db.txt reading
- *------------------------------------------*/
- static int mob_readdb_race(void)
- {
- FILE *fp;
- char line[1024];
- int race,j,k;
- char *str[20],*p,*np;
- sprintf(line, "%s/mob_race2_db.txt", db_path);
- if( (fp=fopen(line,"r"))==NULL ){
- ShowError("can't read %s\n", line);
- return -1;
- }
-
- while(fgets(line, sizeof(line), fp))
- {
- if(line[0]=='/' && line[1]=='/')
- continue;
- memset(str,0,sizeof(str));
- for(j=0,p=line;j<12;j++){
- if((np=strchr(p,','))!=NULL){
- str[j]=p;
- *np=0;
- p=np+1;
- } else
- str[j]=p;
- }
- if(str[0]==NULL)
- continue;
- race=atoi(str[0]);
- if (race < 0 || race >= MAX_MOB_RACE_DB)
- continue;
- for (j=1; j<20; j++) {
- if (!str[j])
- break;
- k=atoi(str[j]);
- if (mob_db(k) == mob_dummy)
- continue;
- mob_db_data[k]->race2 = race;
- }
- }
- fclose(fp);
- ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","mob_race2_db.txt");
- return 0;
- }
- void mob_reload(void)
- {
- int i;
- #ifndef TXT_ONLY
- if(db_use_sqldbs)
- mob_read_sqldb();
- else
- #endif /* TXT_ONLY */
- mob_readdb();
- mob_readdb_mobavail();
- mob_read_randommonster();
- //Mob skills need to be cleared before re-reading them. [Skotlex]
- for (i = 0; i < MAX_MOB_DB; i++)
- if (mob_db_data[i])
- {
- memset(&mob_db_data[i]->skill,0,sizeof(mob_db_data[i]->skill));
- mob_db_data[i]->maxskill=0;
- }
- mob_readskilldb();
- mob_readdb_race();
- }
- void mob_clear_spawninfo()
- { //Clears spawn related information for a script reload.
- int i;
- for (i = 0; i < MAX_MOB_DB; i++)
- if (mob_db_data[i])
- memset(&mob_db_data[i]->spawn,0,sizeof(mob_db_data[i]->spawn));
- }
- /*==========================================
- * Circumference initialization of mob
- *------------------------------------------*/
- int do_init_mob(void)
- { //Initialize the mob database
- memset(mob_db_data,0,sizeof(mob_db_data)); //Clear the array
- mob_db_data[0] = (struct mob_db*)aCalloc(1, sizeof (struct mob_db)); //This mob is used for random spawns
- mob_makedummymobdb(0); //The first time this is invoked, it creates the dummy mob
- item_drop_ers = ers_new(sizeof(struct item_drop));
- item_drop_list_ers = ers_new(sizeof(struct item_drop_list));
- barricade_db = strdb_alloc(DB_OPT_RELEASE_DATA,2*NAME_LENGTH+2+1);
- #ifndef TXT_ONLY
- if(db_use_sqldbs)
- mob_read_sqldb();
- else
- #endif /* TXT_ONLY */
- mob_readdb();
- mob_readdb_mobavail();
- mob_read_randommonster();
- mob_readskilldb();
- mob_readdb_race();
- 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_interval(gettick()+MIN_MOBTHINKTIME,mob_ai_hard,0,0,MIN_MOBTHINKTIME);
- add_timer_interval(gettick()+MIN_MOBTHINKTIME*10,mob_ai_lazy,0,0,MIN_MOBTHINKTIME*10);
- return 0;
- }
- /*==========================================
- * Clean memory usage.
- *------------------------------------------*/
- int do_final_mob(void)
- {
- int i;
- if (mob_dummy)
- {
- aFree(mob_dummy);
- mob_dummy = NULL;
- }
- for (i = 0; i <= MAX_MOB_DB; i++)
- {
- if (mob_db_data[i] != NULL)
- {
- aFree(mob_db_data[i]);
- mob_db_data[i] = NULL;
- }
- }
- ers_destroy(item_drop_ers);
- ers_destroy(item_drop_list_ers);
- barricade_db->destroy(barricade_db,NULL);
- return 0;
- }
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