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- // Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
- // For more information, see LICENCE in the main folder
- #include "mob.hpp"
- #include <algorithm>
- #include <cmath>
- #include <cstdlib>
- #include <map>
- #include <unordered_map>
- #include <vector>
- #include <common/cbasetypes.hpp>
- #include <common/db.hpp>
- #include <common/ers.hpp>
- #include <common/malloc.hpp>
- #include <common/nullpo.hpp>
- #include <common/random.hpp>
- #include <common/showmsg.hpp>
- #include <common/socket.hpp>
- #include <common/strlib.hpp>
- #include <common/timer.hpp>
- #include <common/utilities.hpp>
- #include <common/utils.hpp>
- #include "achievement.hpp"
- #include "battle.hpp"
- #include "clif.hpp"
- #include "elemental.hpp"
- #include "guild.hpp"
- #include "homunculus.hpp"
- #include "intif.hpp"
- #include "itemdb.hpp"
- #include "log.hpp"
- #include "map.hpp"
- #include "mercenary.hpp"
- #include "npc.hpp"
- #include "party.hpp"
- #include "path.hpp"
- #include "pc.hpp"
- #include "pet.hpp"
- #include "quest.hpp"
- using namespace rathena;
- #define ACTIVE_AI_RANGE 4 //Distance added on top of 'AREA_SIZE' at which mobs enter active AI mode.
- const t_tick MOB_MAX_DELAY = 24 * 3600 * 1000;
- #define RUDE_ATTACKED_COUNT 1 //After how many rude-attacks should the skill be used?
- // On official servers, monsters will only seek targets that are closer to walk to than their
- // search range. The search range is affected depending on if the monster is walking or not.
- // On some maps there can be a quite long path for just walking two cells in a direction and
- // the client does not support displaying walk paths that are longer than 14 cells, so this
- // option reduces position lag in such situation. But doing a complex search for every possible
- // target, might be CPU intensive.
- // Disable this to make monsters not do any path search when looking for a target (old behavior).
- #define ACTIVEPATHSEARCH
- // Limits for the monster database
- #define MIN_MOB_DB 1000
- #define MAX_MOB_DB 3999
- #define MIN_MOB_DB2 20020
- #define MAX_MOB_DB2 31999
- // These define the range of available IDs for clones. [Valaris]
- #define MOB_CLONE_START MAX_MOB_DB
- #define MOB_CLONE_END MIN_MOB_DB2
- // holds Monster Spawn informations
- std::unordered_map<uint16, std::vector<spawn_info>> mob_spawn_data;
- MobItemRatioDatabase mob_item_drop_ratio;
- /// Mob skill struct for temporary storage
- struct s_mob_skill_db {
- int32 mob_id; ///< Monster ID. -1 boss types, -2 normal types, -3 all monsters
- std::vector<std::shared_ptr<s_mob_skill>> skill; ///< Skills
- };
- std::unordered_map<int32, std::shared_ptr<s_mob_skill_db>> mob_skill_db; /// Monster skill temporary db. s_mob_skill_db -> mobid
- std::unordered_map<uint32, std::shared_ptr<s_item_drop_list>> mob_delayed_drops;
- std::unordered_map<uint32, std::shared_ptr<s_item_drop_list>> mob_looted_drops;
- MobSummonDatabase mob_summon_db;
- MobChatDatabase mob_chat_db;
- MapDropDatabase map_drop_db;
- /*==========================================
- * Local prototype declaration (only required thing)
- *------------------------------------------*/
- static TIMER_FUNC(mob_spawn_guardian_sub);
- int32 mob_skill_id2skill_idx(int32 mob_id,uint16 skill_id);
- /*========================================== [Playtester]
- * Removes all characters that spotted the monster but are no longer online
- * @param md: Monster whose spotted log should be cleaned
- *------------------------------------------*/
- void mob_clean_spotted(struct mob_data *md) {
- int32 i;
- for (i = 0; i < DAMAGELOG_SIZE; i++) {
- if (md->spotted_log[i] && !map_charid2sd(md->spotted_log[i]))
- md->spotted_log[i] = 0;
- }
- }
- /*========================================== [Playtester]
- * Adds a char_id to the spotted log of a monster
- * @param md: Monster to whose spotted log char_id should be added
- * @param char_id: Char_id to add to the spotted log
- *------------------------------------------*/
- void mob_add_spotted(struct mob_data *md, uint32 char_id) {
- int32 i;
- //Check if char_id is already logged
- for (i = 0; i < DAMAGELOG_SIZE; i++) {
- if (md->spotted_log[i] == char_id)
- return;
- }
- //Not logged, add char_id to first empty slot
- for (i = 0; i < DAMAGELOG_SIZE; i++) {
- if (md->spotted_log[i] == 0) {
- md->spotted_log[i] = char_id;
- return;
- }
- }
- }
- /*========================================== [Playtester]
- * Checks if a monster was spotted
- * @param md: Monster to check
- * @return Returns true if the monster is spotted, otherwise 0
- *------------------------------------------*/
- bool mob_is_spotted(struct mob_data *md) {
- int32 i;
- //Check if monster is spotted
- for (i = 0; i < DAMAGELOG_SIZE; i++) {
- if (md->spotted_log[i] != 0)
- return true; //Spotted
- }
- return false; //Not spotted
- }
- /**
- * Tomb spawn time calculations
- * @param nd: NPC data
- */
- int32 mvptomb_setdelayspawn(struct npc_data *nd) {
- if (nd->u.tomb.spawn_timer != INVALID_TIMER)
- delete_timer(nd->u.tomb.spawn_timer, mvptomb_delayspawn);
- nd->u.tomb.spawn_timer = add_timer(gettick() + battle_config.mvp_tomb_delay, mvptomb_delayspawn, nd->bl.id, 0);
- return 0;
- }
- /**
- * Tomb spawn with delay (timer function)
- * @param tid: Timer ID
- * @param tick: Time
- * @param id: Block list ID
- * @param data: Used for add_timer_func_list
- */
- TIMER_FUNC(mvptomb_delayspawn){
- struct npc_data *nd = BL_CAST(BL_NPC, map_id2bl(id));
- if (nd) {
- if (nd->u.tomb.spawn_timer != tid) {
- ShowError("mvptomb_delayspawn: Timer mismatch: %d != %d\n", tid, nd->u.tomb.spawn_timer);
- return 0;
- }
- nd->u.tomb.spawn_timer = INVALID_TIMER;
- clif_spawn(&nd->bl);
- }
- return 0;
- }
- /**
- * Create and display a tombstone on the map
- * @param md: the mob to create a tombstone for
- * @param killer: name of player who killed the mob
- * @param time: time of mob's death
- * @author [GreenBox]
- */
- void mvptomb_create(struct mob_data *md, char *killer, time_t time)
- {
- struct npc_data *nd;
- if ( md->tomb_nid )
- mvptomb_destroy(md);
- CREATE(nd, struct npc_data, 1);
- new (nd) npc_data();
- nd->bl.id = md->tomb_nid = npc_get_new_npc_id();
- nd->ud.dir = md->ud.dir;
- nd->bl.m = md->bl.m;
- nd->bl.x = md->bl.x;
- nd->bl.y = md->bl.y;
- nd->bl.type = BL_NPC;
- safestrncpy(nd->name, msg_txt(nullptr,656), sizeof(nd->name));
- nd->class_ = 565;
- nd->speed = DEFAULT_NPC_WALK_SPEED;
- nd->subtype = NPCTYPE_TOMB;
- nd->u.tomb.md = md;
- nd->u.tomb.kill_time = time;
- nd->u.tomb.spawn_timer = INVALID_TIMER;
- nd->dynamicnpc.owner_char_id = 0;
- nd->dynamicnpc.last_interaction = 0;
- nd->dynamicnpc.removal_tid = INVALID_TIMER;
- if (killer)
- safestrncpy(nd->u.tomb.killer_name, killer, NAME_LENGTH);
- else
- nd->u.tomb.killer_name[0] = '\0';
- map_addnpc(nd->bl.m, nd);
- if(map_addblock(&nd->bl))
- return;
- status_set_viewdata(&nd->bl, nd->class_);
- status_change_init(&nd->bl);
- unit_dataset(&nd->bl);
- mvptomb_setdelayspawn(nd);
- }
- /**
- * Destroys MVP Tomb
- * @param md: Mob data
- */
- void mvptomb_destroy(struct mob_data *md) {
- struct npc_data *nd;
- if ( (nd = map_id2nd(md->tomb_nid)) ) {
- int32 i;
- struct map_data *mapdata = map_getmapdata(nd->bl.m);
- clif_clearunit_area( nd->bl, CLR_OUTSIGHT );
- map_delblock(&nd->bl);
- ARR_FIND( 0, mapdata->npc_num, i, mapdata->npc[i] == nd );
- if( !(i == mapdata->npc_num) ) {
- mapdata->npc_num--;
- mapdata->npc[i] = mapdata->npc[mapdata->npc_num];
- mapdata->npc[mapdata->npc_num] = nullptr;
- }
- map_deliddb(&nd->bl);
- aFree(nd);
- }
- md->tomb_nid = 0;
- }
- /**
- * Sub function for mob namesearch. Here is defined which are accepted.
- */
- static bool mobdb_searchname_sub(uint16 mob_id, const char * const str, bool full_cmp)
- {
- std::shared_ptr<s_mob_db> mob = mob_db.find(mob_id);
- if (mob == nullptr)
- return false;
-
- if( mobdb_checkid(mob_id) <= 0 )
- return false; // invalid mob_id (includes clone check)
- if (strcmpi(mob->sprite.c_str(), str) == 0)
- return true; // If AegisName matches exactly, always return true
- if(!mob->base_exp && !mob->job_exp && !mob_has_spawn(mob_id))
- return false; // Monsters with no base/job exp and no spawn point are, by this criteria, considered "slave mobs" and excluded from search results
- if( full_cmp ) {
- // str must equal the db value
- if( strcmpi(mob->name.c_str(), str) == 0 ||
- strcmpi(mob->jname.c_str(), str) == 0)
- return true;
- } else {
- // str must be in the db value
- if( stristr(mob->name.c_str(), str) != nullptr ||
- stristr(mob->jname.c_str(), str) != nullptr ||
- stristr(mob->sprite.c_str(), str) != nullptr )
- return true;
- }
- return false;
- }
- /**
- * Searches for the Mobname
- */
- uint16 mobdb_searchname_(const char * const str, bool full_cmp)
- {
- for( auto const &mobdb_pair : mob_db ) {
- const uint16 mob_id = mobdb_pair.first;
- if( mobdb_searchname_sub(mob_id, str, full_cmp) )
- return mob_id;
- }
- return 0;
- }
- uint16 mobdb_searchname(const char * const str)
- {
- return mobdb_searchname_(str, true);
- }
- std::shared_ptr<s_mob_db> mobdb_search_aegisname( const char* str ){
- for( auto &mobdb_pair : mob_db ){
- if( strcmpi( str, mobdb_pair.second->sprite.c_str() ) == 0 ){
- return mobdb_pair.second;
- }
- }
- return nullptr;
- }
- /*==========================================
- * Searches up to N matches. Prioritizing full matches first. Returns the number of matches
- *------------------------------------------*/
- uint16 mobdb_searchname_array(const char *str, uint16 * out, uint16 size)
- {
- uint16 count = 0;
- const auto &mob_list = mob_db.getCache();
- // Full compare first
- for (const auto& mob : mob_list) {
- if (mob == nullptr)
- continue;
- if (mobdb_searchname_sub(mob->id, str, true)) {
- out[count] = mob->id;
- if (++count >= size)
- return count;
- }
- }
- // If there are still free places, check if search string is contained in a name but not equal
- if (count < size) {
- for (const auto& mob : mob_list) {
- if (mob == nullptr)
- continue;
- if (mobdb_searchname_sub(mob->id, str, false) && !mobdb_searchname_sub(mob->id, str, true)) {
- out[count] = mob->id;
- if (++count >= size)
- return count;
- }
- }
- }
- return count;
- }
- /*==========================================
- * Id Mob is checked.
- *------------------------------------------*/
- int32 mobdb_checkid(const int32 id)
- {
- if (!mob_db.exists(id))
- return 0;
- if (mob_is_clone(id)) //checkid is used mostly for random ID based code, therefore clone mobs are out of the question.
- return 0;
- return id;
- }
- /*==========================================
- * Returns the view data associated to this mob class.
- *------------------------------------------*/
- struct view_data * mob_get_viewdata(int32 mob_id)
- {
- std::shared_ptr<s_mob_db> db = mob_db.find(mob_id);
- if (db == nullptr)
- return nullptr;
- return &db->vd;
- }
- e_mob_bosstype s_mob_db::get_bosstype(){
- if( status_has_mode( &this->status, MD_MVP ) ){
- return BOSSTYPE_MVP;
- }else if( this->status.class_ == CLASS_BOSS ){
- return BOSSTYPE_MINIBOSS;
- }else{
- return BOSSTYPE_NONE;
- }
- }
- e_mob_bosstype mob_data::get_bosstype(){
- if( status_has_mode( &this->status, MD_MVP ) ){
- return BOSSTYPE_MVP;
- }else if( this->status.class_ == CLASS_BOSS ){
- return BOSSTYPE_MINIBOSS;
- }else{
- return BOSSTYPE_NONE;
- }
- }
- /**
- * Create unique view data associated to a spawned monster.
- * @param md: Mob to adjust
- */
- void mob_set_dynamic_viewdata( struct mob_data* md ){
- // If it is a valid monster and it has not already been created
- if( md && !md->vd_changed ){
- // Allocate a dynamic entry
- struct view_data* vd = (struct view_data*)aMalloc( sizeof( struct view_data ) );
- // Copy the current values
- memcpy( vd, md->vd, sizeof( struct view_data ) );
- // Update the pointer to the new entry
- md->vd = vd;
- // Flag it as changed so it is freed later on
- md->vd_changed = true;
- }
- }
- /**
- * Free any view data associated to a spawned monster.
- * @param md: Mob to free
- */
- void mob_free_dynamic_viewdata( struct mob_data* md ){
- // If it is a valid monster and it has already been allocated
- if( md && md->vd_changed ){
- // Free it
- aFree( md->vd );
- // Remove the reference
- md->vd = nullptr;
- // Unflag it as changed
- md->vd_changed = false;
- }
- }
- /*==========================================
- * Cleans up mob-spawn data to make it "valid"
- *------------------------------------------*/
- int32 mob_parse_dataset(struct spawn_data *data)
- {
- size_t len;
- if ((!mobdb_checkid(data->id) && !mob_is_clone(data->id)) || !data->num)
- return 0;
- if( ( len = strlen(data->eventname) ) > 0 )
- {
- if( data->eventname[len-1] == '"' )
- data->eventname[len-1] = '\0'; //Remove trailing quote.
- if( data->eventname[0] == '"' ) //Strip leading quotes
- memmove(data->eventname, data->eventname+1, len-1);
- }
- if(strcmp(data->name,"--en--")==0)
- safestrncpy(data->name, mob_db.find(data->id)->name.c_str(), sizeof(data->name));
- else if(strcmp(data->name,"--ja--")==0)
- safestrncpy(data->name, mob_db.find(data->id)->jname.c_str(), sizeof(data->name));
- return 1;
- }
- /*==========================================
- * Generates the basic mob data using the spawn_data provided.
- *------------------------------------------*/
- struct mob_data* mob_spawn_dataset(struct spawn_data *data)
- {
- struct mob_data *md = (struct mob_data*)aCalloc(1, sizeof(struct mob_data));
- new(md) mob_data();
- md->bl.id= npc_get_new_npc_id();
- md->bl.type = BL_MOB;
- md->bl.m = data->m;
- md->bl.x = data->x;
- md->bl.y = data->y;
- md->mob_id = data->id;
- md->state.boss = data->state.boss;
- md->db = mob_db.find(md->mob_id);
- if (data->level > 0)
- md->level = data->level;
- memcpy(md->name, data->name, NAME_LENGTH);
- if (data->state.ai)
- md->special_state.ai = data->state.ai;
- if (data->state.size)
- md->special_state.size = data->state.size;
- if (data->eventname[0] && strlen(data->eventname) >= 4)
- safestrncpy(md->npc_event, data->eventname, EVENT_NAME_LENGTH);
- if(status_has_mode(&md->db->status,MD_LOOTER))
- md->lootitems = (struct s_mob_lootitem *)aCalloc(LOOTITEM_SIZE,sizeof(struct s_mob_lootitem));
- md->spawn_timer = INVALID_TIMER;
- md->deletetimer = INVALID_TIMER;
- md->skill_idx = -1;
- md->centerX = data->x;
- md->centerY = data->y;
- status_set_viewdata(&md->bl, md->mob_id);
- status_change_init(&md->bl);
- unit_dataset(&md->bl);
- map_addiddb(&md->bl);
- return md;
- }
- /*==========================================
- * Fetches a random mob_id [Skotlex]
- * type: Where to fetch from (see enum e_random_monster)
- * flag: Type of checks to apply (see enum e_random_monster_flags)
- * lv: Mob level to check against
- *------------------------------------------*/
- int32 mob_get_random_id(int32 type, enum e_random_monster_flags flag, int32 lv)
- {
- std::shared_ptr<s_randomsummon_group> summon = mob_summon_db.find(type);
- if (type == MOBG_BLOODY_DEAD_BRANCH && flag&RMF_MOB_NOT_BOSS)
- flag = static_cast<e_random_monster_flags>(flag&~RMF_MOB_NOT_BOSS);
-
- if (!summon) {
- ShowError("mob_get_random_id: Invalid type (%d) of random monster.\n", type);
- return 0;
- }
- if (summon->list.empty()) {
- ShowError("mob_get_random_id: Random monster type %d is not defined.\n", type);
- return 0;
- }
- for( size_t i = 0, max = summon->list.size() * 3; i < max; i++ ){
- std::shared_ptr<s_randomsummon_entry> entry = util::umap_random( summon->list );
- std::shared_ptr<s_mob_db> mob = mob_db.find( entry->mob_id );
- if(mob == nullptr ||
- mob_is_clone( entry->mob_id ) ||
- (flag&RMF_DB_RATE && (entry->rate < 1000000 && entry->rate <= rnd() % 1000000)) ||
- (flag&RMF_CHECK_MOB_LV && lv < mob->lv) ||
- (flag&RMF_MOB_NOT_BOSS && status_has_mode(&mob->status,MD_STATUSIMMUNE) ) ||
- (flag&RMF_MOB_NOT_SPAWN && !mob_has_spawn( entry->mob_id )) ||
- (flag&RMF_MOB_NOT_PLANT && status_has_mode(&mob->status,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) )
- ){
- continue;
- }
- return entry->mob_id;
- }
- if (!mob_db.exists( summon->default_mob_id )) {
- ShowError("mob_get_random_id: Default monster is not defined for type %d.\n", type);
- return 0;
- }
- return summon->default_mob_id;
- }
- /*==========================================
- * Kill Steal Protection [Zephyrus]
- *------------------------------------------*/
- bool mob_ksprotected (struct block_list *src, struct block_list *target)
- {
- struct block_list *s_bl, *t_bl;
- map_session_data
- *sd, // Source
- *t_sd; // Mob Target
- struct mob_data *md;
- t_tick tick = gettick();
- if( !battle_config.ksprotection )
- return false; // KS Protection Disabled
- if( !(md = BL_CAST(BL_MOB,target)) )
- return false; // Tarjet is not MOB
- if( (s_bl = battle_get_master(src)) == nullptr )
- s_bl = src;
- if( !(sd = BL_CAST(BL_PC,s_bl)) )
- return false; // Master is not PC
- t_bl = map_id2bl(md->target_id);
- if( !t_bl || (s_bl = battle_get_master(t_bl)) == nullptr )
- s_bl = t_bl;
- t_sd = BL_CAST(BL_PC,s_bl);
- do {
- struct status_change_entry *sce;
- map_session_data *pl_sd; // Owner
- struct map_data *mapdata = map_getmapdata(md->bl.m);
- char output[128];
-
- if( mapdata->getMapFlag(MF_ALLOWKS) || mapdata_flag_ks(mapdata) )
- return false; // Ignores GVG, PVP and AllowKS map flags
- if( md->get_bosstype() == BOSSTYPE_MVP || md->master_id )
- return false; // MVP, Slaves mobs ignores KS
- if( (sce = md->sc.getSCE(SC_KSPROTECTED)) == nullptr )
- break; // No KS Protected
- if( sd->bl.id == sce->val1 || // Same Owner
- (sce->val2 == 2 && sd->status.party_id && sd->status.party_id == sce->val3) || // Party KS allowed
- (sce->val2 == 3 && sd->status.guild_id && sd->status.guild_id == sce->val4) ) // Guild KS allowed
- break;
- if( t_sd && (
- (sce->val2 == 1 && sce->val1 != t_sd->bl.id) ||
- (sce->val2 == 2 && sce->val3 && sce->val3 != t_sd->status.party_id) ||
- (sce->val2 == 3 && sce->val4 && sce->val4 != t_sd->status.guild_id)) )
- break;
- if( (pl_sd = map_id2sd(sce->val1)) == nullptr || pl_sd->bl.m != md->bl.m )
- break;
- if( !pl_sd->state.noks )
- return false; // No KS Protected, but normal players should be protected too
- // Message to KS
- if( DIFF_TICK(sd->ks_floodprotect_tick, tick) <= 0 )
- {
- sprintf(output, "[KS Warning!! - Owner : %s]", pl_sd->status.name);
- clif_messagecolor(&sd->bl, color_table[COLOR_LIGHT_GREEN], output, false, SELF);
- sd->ks_floodprotect_tick = tick + 2000;
- }
- // Message to Owner
- if( DIFF_TICK(pl_sd->ks_floodprotect_tick, tick) <= 0 )
- {
- sprintf(output, "[Watch out! %s is trying to KS you!]", sd->status.name);
- clif_messagecolor(&pl_sd->bl, color_table[COLOR_LIGHT_GREEN], output, false, SELF);
- pl_sd->ks_floodprotect_tick = tick + 2000;
- }
- return true;
- } while(0);
- status_change_start(src, target, SC_KSPROTECTED, 10000, sd->bl.id, sd->state.noks, sd->status.party_id, sd->status.guild_id, battle_config.ksprotection, SCSTART_NOAVOID);
- return false;
- }
- struct mob_data *mob_once_spawn_sub(struct block_list *bl, int16 m, int16 x, int16 y, const char *mobname, int32 mob_id, const char *event, uint32 size, enum mob_ai ai)
- {
- struct spawn_data data;
- memset(&data, 0, sizeof(struct spawn_data)); //why ? this might screw attribute object and cause leak..
- data.m = m;
- data.num = 1;
- data.id = mob_id;
- data.state.size = size;
- data.state.ai = ai;
- if (mobname)
- safestrncpy(data.name, mobname, sizeof(data.name));
- else
- if (battle_config.override_mob_names == 1)
- strcpy(data.name, "--en--");
- else
- strcpy(data.name, "--ja--");
- if (event)
- safestrncpy(data.eventname, event, sizeof(data.eventname));
- // Locate spot next to player.
- if (bl && (x < 0 || y < 0))
- map_search_freecell(bl, m, &x, &y, 1, 1, 0);
- struct map_data *mapdata = map_getmapdata(m);
- // if none found, pick random position on map
- if (x <= 0 || x >= mapdata->xs || y <= 0 || y >= mapdata->ys)
- map_search_freecell(nullptr, m, &x, &y, -1, -1, 1);
- data.x = x;
- data.y = y;
- if (!mob_parse_dataset(&data))
- return nullptr;
- return mob_spawn_dataset(&data);
- }
- /*==========================================
- * Spawn a single mob on the specified coordinates.
- *------------------------------------------*/
- int32 mob_once_spawn(map_session_data* sd, int16 m, int16 x, int16 y, const char* mobname, int32 mob_id, int32 amount, const char* event, uint32 size, enum mob_ai ai)
- {
- struct mob_data* md = nullptr;
- int32 count, lv;
- if (m < 0 || amount <= 0)
- return 0; // invalid input
- lv = (sd) ? sd->status.base_level : 255;
- for (count = 0; count < amount; count++)
- {
- int32 c = (mob_id >= 0) ? mob_id : mob_get_random_id(-mob_id - 1, (battle_config.random_monster_checklv) ? static_cast<e_random_monster_flags>(RMF_DB_RATE|RMF_CHECK_MOB_LV) : RMF_DB_RATE, lv);
- md = mob_once_spawn_sub((sd) ? &sd->bl : nullptr, m, x, y, mobname, c, event, size, ai);
- if (!md)
- continue;
- if (mob_id == MOBID_EMPERIUM)
- {
- std::shared_ptr<guild_castle> gc = castle_db.mapindex2gc(map_getmapdata(m)->index);
- auto g = (gc) ? guild_search(gc->guild_id) : nullptr;
- if (gc)
- {
- md->guardian_data = (struct guardian_data*)aCalloc(1, sizeof(struct guardian_data));
- new(md->guardian_data) guardian_data();
- md->guardian_data->castle = gc;
- md->guardian_data->number = MAX_GUARDIANS;
- md->guardian_data->guild_id = gc->guild_id;
- if (g)
- {
- md->guardian_data->emblem_id = g->guild.emblem_id;
- memcpy(md->guardian_data->guild_name, g->guild.name, NAME_LENGTH);
- }
- else if (gc->guild_id) // Guild is not yet available, retry after the configured timespan.
- add_timer(gettick() + battle_config.mob_respawn_time,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id);
- }
- } // end addition [Valaris]
- mob_spawn(md);
- if (mob_id < 0 && battle_config.dead_branch_active)
- //Behold Aegis's masterful decisions yet again...
- //"I understand the "Aggressive" part, but the "Can Move" and "Can Attack" is just stupid" - Poki#3
- sc_start4(nullptr,&md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE|MD_CANATTACK|MD_CANMOVE|MD_ANGRY, 0, 60000);
- }
- return (md) ? md->bl.id : 0; // id of last spawned mob
- }
- /*==========================================
- * Spawn mobs in the specified area.
- *------------------------------------------*/
- int32 mob_once_spawn_area(map_session_data* sd, int16 m, int16 x0, int16 y0, int16 x1, int16 y1, const char* mobname, int32 mob_id, int32 amount, const char* event, uint32 size, enum mob_ai ai)
- {
- int32 i, max, id = 0;
- int32 lx = -1, ly = -1;
- if (m < 0 || amount <= 0)
- return 0; // invalid input
- // normalize x/y coordinates
- if (x0 > x1)
- std::swap(x0, x1);
- if (y0 > y1)
- std::swap(y0, y1);
- // choose a suitable max. number of attempts
- max = (y1 - y0 + 1)*(x1 - x0 + 1)*3;
- if (max > 1000)
- max = 1000;
- // spawn mobs, one by one
- for (i = 0; i < amount; i++)
- {
- int32 x, y;
- int32 j = 0;
- // find a suitable map cell
- do {
- x = rnd()%(x1-x0+1)+x0;
- y = rnd()%(y1-y0+1)+y0;
- j++;
- } while (map_getcell(m,x,y,CELL_CHKNOPASS) && j < max);
- if (j == max)
- {// attempt to find an available cell failed
- if (lx == -1 && ly == -1)
- return 0; // total failure
- // fallback to last good x/y pair
- x = lx;
- y = ly;
- }
- // record last successful coordinates
- lx = x;
- ly = y;
- id = mob_once_spawn(sd, m, x, y, mobname, mob_id, 1, event, size, ai);
- }
- return id; // id of last spawned mob
- }
- /*==========================================
- * Set a Guardian's guild data [Skotlex]
- *------------------------------------------*/
- static TIMER_FUNC(mob_spawn_guardian_sub){
- //Needed because the guild_data may not be available at guardian spawn time.
- struct block_list* bl = map_id2bl(id);
- struct mob_data* md;
- int32 guardup_lv;
- if (bl == nullptr) //It is possible mob was already removed from map when the castle has no owner. [Skotlex]
- return 0;
- if (bl->type != BL_MOB)
- {
- ShowError("mob_spawn_guardian_sub: Block error!\n");
- return 0;
- }
- md = (struct mob_data*)bl;
- nullpo_ret(md->guardian_data);
- auto g = guild_search((int32)data);
- if (g == nullptr)
- { //Liberate castle, if the guild is not found this is an error! [Skotlex]
- ShowError("mob_spawn_guardian_sub: Couldn't load guild %d!\n", (int32)data);
- if (md->mob_id == MOBID_EMPERIUM)
- { //Not sure this is the best way, but otherwise we'd be invoking this for ALL guardians spawned later on.
- md->guardian_data->guild_id = 0;
- if (md->guardian_data->castle->guild_id) //Free castle up.
- {
- ShowNotice("Clearing ownership of castle %d (%s)\n", md->guardian_data->castle->castle_id, md->guardian_data->castle->castle_name);
- guild_castledatasave(md->guardian_data->castle->castle_id, CD_GUILD_ID, 0);
- }
- } else {
- if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS && md->guardian_data->castle->guardian[md->guardian_data->number].visible)
- guild_castledatasave(md->guardian_data->castle->castle_id, CD_ENABLED_GUARDIAN00 + md->guardian_data->number,0);
- unit_free(&md->bl,CLR_OUTSIGHT); //Remove guardian.
- }
- return 0;
- }
- guardup_lv = guild_checkskill(g->guild, GD_GUARDUP);
- md->guardian_data->emblem_id = g->guild.emblem_id;
- memcpy(md->guardian_data->guild_name, g->guild.name, NAME_LENGTH);
- md->guardian_data->guardup_lv = guardup_lv;
- if( guardup_lv )
- status_calc_mob(md, SCO_NONE); //Give bonuses.
- return 0;
- }
- /*==========================================
- * Summoning Guardians [Valaris]
- *------------------------------------------*/
- int32 mob_spawn_guardian(const char* mapname, int16 x, int16 y, const char* mobname, int32 mob_id, const char* event, int32 guardian, bool has_index)
- {
- struct mob_data *md=nullptr;
- struct spawn_data data;
- std::shared_ptr<MapGuild> g = nullptr;
- int16 m;
- memset(&data, 0, sizeof(struct spawn_data)); //fixme
- data.num = 1;
- m=map_mapname2mapid(mapname);
- if(m<0)
- {
- ShowWarning("mob_spawn_guardian: Map [%s] not found.\n", mapname);
- return 0;
- }
- data.m = m;
- data.num = 1;
- if(mob_id<=0) {
- mob_id = mob_get_random_id(-mob_id-1, RMF_DB_RATE, 0);
- if (!mob_id) return 0;
- }
- data.id = mob_id;
- if( !has_index )
- {
- guardian = -1;
- }
- else if( guardian < 0 || guardian >= MAX_GUARDIANS )
- {
- ShowError("mob_spawn_guardian: Invalid guardian index %d for guardian %d (castle map %s)\n", guardian, mob_id, mapname);
- return 0;
- }
- if((x<=0 || y<=0) && !map_search_freecell(nullptr, m, &x, &y, -1,-1, 1))
- {
- ShowWarning("mob_spawn_guardian: Couldn't locate a spawn cell for guardian class %d (index %d) at castle map %s\n",mob_id, guardian, mapname);
- return 0;
- }
- data.x = x;
- data.y = y;
- safestrncpy(data.name, mobname, sizeof(data.name));
- safestrncpy(data.eventname, event, sizeof(data.eventname));
- if (!mob_parse_dataset(&data))
- return 0;
- std::shared_ptr<guild_castle> gc = castle_db.mapname2gc(mapname);
- if (gc == nullptr)
- {
- ShowError("mob_spawn_guardian: No castle set at map %s\n", mapname);
- return 0;
- }
- if (!gc->guild_id)
- ShowWarning("mob_spawn_guardian: Spawning guardian %d on a castle with no guild (castle map %s)\n", mob_id, mapname);
- else
- g = guild_search(gc->guild_id);
- if( has_index && gc->guardian[guardian].id )
- { //Check if guardian already exists, refuse to spawn if so.
- struct mob_data *md2 = (TBL_MOB*)map_id2bl(gc->guardian[guardian].id);
- if (md2 && md2->bl.type == BL_MOB &&
- md2->guardian_data && md2->guardian_data->number == guardian)
- {
- ShowError("mob_spawn_guardian: Attempted to spawn guardian in position %d which already has a guardian (castle map %s)\n", guardian, mapname);
- return 0;
- }
- }
- md = mob_spawn_dataset(&data);
- md->guardian_data = (struct guardian_data*)aCalloc(1, sizeof(struct guardian_data));
- new (md->guardian_data) guardian_data();
- md->guardian_data->number = guardian;
- md->guardian_data->guild_id = gc->guild_id;
- md->guardian_data->castle = gc;
- if( has_index )
- {// permanent guardian
- gc->guardian[guardian].id = md->bl.id;
- }
- else
- {// temporary guardian
- int32 i;
- ARR_FIND(0, gc->temp_guardians_max, i, gc->temp_guardians[i] == 0);
- if( i == gc->temp_guardians_max )
- {
- ++(gc->temp_guardians_max);
- RECREATE(gc->temp_guardians, int32, gc->temp_guardians_max);
- }
- gc->temp_guardians[i] = md->bl.id;
- }
- if (g)
- {
- md->guardian_data->emblem_id = g->guild.emblem_id;
- memcpy (md->guardian_data->guild_name, g->guild.name, NAME_LENGTH);
- md->guardian_data->guardup_lv = guild_checkskill(g->guild,GD_GUARDUP);
- } else if (md->guardian_data->guild_id)
- add_timer(gettick() + battle_config.mob_respawn_time,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id);
- mob_spawn(md);
- return md->bl.id;
- }
- /*==========================================
- * Summoning BattleGround [Zephyrus]
- *------------------------------------------*/
- int32 mob_spawn_bg(const char* mapname, int16 x, int16 y, const char* mobname, int32 mob_id, const char* event, uint32 bg_id)
- {
- struct mob_data *md = nullptr;
- struct spawn_data data;
- int16 m;
- if( (m = map_mapname2mapid(mapname)) < 0 )
- {
- ShowWarning("mob_spawn_bg: Map [%s] not found.\n", mapname);
- return 0;
- }
- memset(&data, 0, sizeof(struct spawn_data));
- data.m = m;
- data.num = 1;
- if( mob_id <= 0 )
- {
- mob_id = mob_get_random_id(-mob_id-1, RMF_DB_RATE, 0);
- if( !mob_id ) return 0;
- }
- data.id = mob_id;
- if( (x <= 0 || y <= 0) && !map_search_freecell(nullptr, m, &x, &y, -1,-1, 1) )
- {
- ShowWarning("mob_spawn_bg: Couldn't locate a spawn cell for guardian class %d (bg_id %d) at map %s\n",mob_id, bg_id, mapname);
- return 0;
- }
- data.x = x;
- data.y = y;
- safestrncpy(data.name, mobname, sizeof(data.name));
- safestrncpy(data.eventname, event, sizeof(data.eventname));
- if( !mob_parse_dataset(&data) )
- return 0;
- md = mob_spawn_dataset(&data);
- mob_spawn(md);
- md->bg_id = bg_id; // BG Team ID
- return md->bl.id;
- }
- /*==========================================
- * Returns true if a mob is currently chasing something
- * based on its skillstate.
- * Chase states: MSS_LOOT, MSS_RUSH, MSS_FOLLOW
- *------------------------------------------*/
- bool mob_is_chasing(int32 state)
- {
- switch (state) {
- case MSS_LOOT:
- case MSS_RUSH:
- case MSS_FOLLOW:
- return true;
- }
- return false;
- }
- /*==========================================
- * Checks if a monster can reach a target by walking
- * Range: Maximum number of cells to be walked
- *------------------------------------------*/
- int32 mob_can_reach(struct mob_data *md,struct block_list *bl,int32 range)
- {
- nullpo_ret(md);
- nullpo_ret(bl);
- return unit_can_reach_bl(&md->bl, bl, range, 0, nullptr, nullptr);
- }
- /*==========================================
- * Links nearby mobs (supportive mobs)
- *------------------------------------------*/
- int32 mob_linksearch(struct block_list *bl,va_list ap)
- {
- mob_data *md;
- int32 mob_id;
- int32 target_id;
- t_tick tick;
- nullpo_ret(bl);
- md = reinterpret_cast<mob_data*>(bl);
- mob_id = va_arg(ap, int32);
- target_id = va_arg(ap, int32);
- tick=va_arg(ap, t_tick);
- // Check if mob qualifies for assistance
- // Line of sight to the ally is already checked at this point
- // No valid path to the target is required
- if (md->mob_id == mob_id && status_has_mode(&md->status,MD_ASSIST)
- && DIFF_TICK(tick, md->last_linktime) >= MIN_MOBLINKTIME
- && md->target_id == 0)
- {
- md->last_linktime = tick;
- md->target_id = target_id;
- return 1;
- }
- return 0;
- }
- /*==========================================
- * mob spawn with delay (timer function)
- *------------------------------------------*/
- TIMER_FUNC(mob_delayspawn){
- struct block_list* bl = map_id2bl(id);
- struct mob_data* md = BL_CAST(BL_MOB, bl);
- if( md )
- {
- if( md->spawn_timer != tid )
- {
- ShowError("mob_delayspawn: Timer mismatch: %d != %d\n", tid, md->spawn_timer);
- return 0;
- }
- md->spawn_timer = INVALID_TIMER;
- mob_spawn(md);
- }
- return 0;
- }
- /*==========================================
- * spawn timing calculation
- *------------------------------------------*/
- int32 mob_setdelayspawn(struct mob_data *md)
- {
- uint32 spawntime;
- if (!md->spawn) //Doesn't has respawn data!
- return unit_free(&md->bl,CLR_DEAD);
- spawntime = md->spawn->delay1; //Base respawn time
- if (md->spawn->delay2) //random variance
- spawntime+= rnd()%md->spawn->delay2;
- //Apply the spawn delay fix [Skotlex]
- std::shared_ptr<s_mob_db> db = mob_db.find(md->spawn->id);
- if (status_has_mode(&db->status,MD_STATUSIMMUNE)) { // Status Immune
- if (battle_config.boss_spawn_delay != 100) {
- // Divide by 100 first to prevent overflows
- //(precision loss is minimal as duration is in ms already)
- spawntime = spawntime/100*battle_config.boss_spawn_delay;
- }
- } else if (status_has_mode(&db->status,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC)) { // Plant type
- if (battle_config.plant_spawn_delay != 100) {
- spawntime = spawntime/100*battle_config.plant_spawn_delay;
- }
- } else if (battle_config.mob_spawn_delay != 100) { //Normal mobs
- spawntime = spawntime/100*battle_config.mob_spawn_delay;
- }
- spawntime = u32max(1000, spawntime); //Monsters should never respawn faster than 1 second
- if( md->spawn_timer != INVALID_TIMER )
- delete_timer(md->spawn_timer, mob_delayspawn);
- md->spawn_timer = add_timer(gettick()+spawntime, mob_delayspawn, md->bl.id, 0);
- return 0;
- }
- int32 mob_count_sub(struct block_list *bl, va_list ap) {
- int32 mobid[10], i;
- ARR_FIND(0, 10, i, (mobid[i] = va_arg(ap, int32)) == 0); //fetch till 0
- mob_data* md = BL_CAST(BL_MOB, bl);
- if (md && mobid[0]) { //if there one let's check it otherwise go backward
- ARR_FIND(0, 10, i, md->mob_id == mobid[i]);
- return (i < 10) ? 1 : 0;
- }
- // If not counting monsters, count all
- return 1; //backward compatibility
- }
- /**
- * Mob spawning. Initialization is also variously here. (Spawn a mob in a map)
- * @param md : mob data to spawn
- * @return 0:spawned, 1:delayed, 2:error
- */
- int32 mob_spawn (struct mob_data *md)
- {
- int32 i=0;
- t_tick tick = gettick();
- md->next_thinktime = tick;
- if (md->bl.prev != nullptr)
- unit_remove_map(&md->bl,CLR_RESPAWN);
- else
- if (md->spawn && md->mob_id != md->spawn->id)
- {
- md->mob_id = md->spawn->id;
- status_set_viewdata(&md->bl, md->mob_id);
- md->db = mob_db.find(md->mob_id);
- memcpy(md->name,md->spawn->name,NAME_LENGTH);
- }
- if (md->spawn) { //Respawn data
- md->bl.m = md->spawn->m;
- md->bl.x = md->centerX;
- md->bl.y = md->centerY;
- // Search can be skipped for boss monster spawns if spawn location is fixed
- // We can't skip normal monsters as they should pick a random location if the cell is blocked (e.g. Icewall)
- // The center cell has a 1/(xs*ys) chance to be picked if free
- if ((!md->spawn->state.boss || (md->bl.x == 0 && md->bl.y == 0) || md->spawn->xs != 1 || md->spawn->ys != 1)
- && (md->spawn->xs + md->spawn->ys < 1 || !rnd_chance(1, md->spawn->xs * md->spawn->ys) || !map_getcell(md->bl.m, md->bl.x, md->bl.y, CELL_CHKREACH)))
- {
- // Officially the area is split into 4 squares, 4 lines and 1 dot and for each of those there is one attempt
- // We simplify this to trying 8 times in the whole area and then at the center cell even though that's not fully accurate
- // Try to spawn monster in defined area (8 tries)
- if (!map_search_freecell(&md->bl, -1, &md->bl.x, &md->bl.y, md->spawn->xs-1, md->spawn->ys-1, battle_config.no_spawn_on_player?4:0, 8))
- {
- // If area search failed and center cell not reachable, try to spawn the monster anywhere on the map (50 tries)
- if (!map_getcell(md->bl.m, md->bl.x, md->bl.y, CELL_CHKREACH) && !map_search_freecell(&md->bl, -1, &md->bl.x, &md->bl.y, -1, -1, battle_config.no_spawn_on_player?4:0))
- {
- // Retry again later
- if (md->spawn_timer != INVALID_TIMER)
- delete_timer(md->spawn_timer, mob_delayspawn);
- md->spawn_timer = add_timer(tick + battle_config.mob_respawn_time, mob_delayspawn, md->bl.id, 0);
- return 1;
- }
- }
- }
- if( battle_config.no_spawn_on_player > 99 && map_foreachinallrange(mob_count_sub, &md->bl, AREA_SIZE, BL_PC) )
- { // retry again later (players on sight)
- if( md->spawn_timer != INVALID_TIMER )
- delete_timer(md->spawn_timer, mob_delayspawn);
- md->spawn_timer = add_timer(tick + battle_config.mob_respawn_time,mob_delayspawn,md->bl.id,0);
- return 1;
- }
- }
- memset(&md->state, 0, sizeof(md->state));
- status_calc_mob(md, SCO_FIRST);
- md->attacked_id = 0;
- md->norm_attacked_id = 0;
- md->target_id = 0;
- md->move_fail_count = 0;
- md->ud.state.attack_continue = 0;
- md->ud.target_to = 0;
- md->ud.dir = 0;
- if( md->spawn_timer != INVALID_TIMER ) {
- delete_timer(md->spawn_timer, mob_delayspawn);
- md->spawn_timer = INVALID_TIMER;
- }
- // md->master_id = 0;
- md->master_dist = 0;
- mob_setstate(*md, MSS_IDLE);
- md->ud.state.blockedmove = false;
- md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME;
- md->last_linktime = 0;
- md->last_pcneartime = 0;
- md->last_canmove = tick;
- md->last_skillcheck = tick;
- md->trickcasting = 0;
- for (i = 0; i < MAX_MOBSKILL; i++)
- md->skilldelay[i] = 0;
- for (i = 0; i < DAMAGELOG_SIZE; i++)
- md->spotted_log[i] = 0;
- md->dmglog.clear();
- if (md->lootitems)
- memset(md->lootitems, 0, sizeof(*md->lootitems));
- md->lootitem_count = 0;
- if(md->db->option)
- // Added for carts, falcons and pecos for cloned monsters. [Valaris]
- md->sc.option = md->db->option;
- // MvP tomb [GreenBox]
- if ( md->tomb_nid )
- mvptomb_destroy(md);
- if(map_addblock(&md->bl))
- return 2;
- if( map_getmapdata(md->bl.m)->users )
- clif_spawn(&md->bl);
- skill_unit_move(&md->bl,tick,1);
- mobskill_use(md, tick, MSC_SPAWN);
- return 0;
- }
- /*==========================================
- * Determines if the mob can change target. [Skotlex]
- *------------------------------------------*/
- static int32 mob_can_changetarget(struct mob_data* md, struct block_list* target, int32 mode)
- {
- // Special feature that makes monsters always attack the person that provoked them
- if(battle_config.mob_ai&0x800 && md->state.provoke_flag)
- {
- if (md->state.provoke_flag == target->id)
- return 1;
- else if (!(battle_config.mob_ai&0x4))
- return 0;
- }
- switch (md->state.skillstate) {
- case MSS_BERSERK:
- if (!(mode&MD_CHANGETARGETMELEE))
- return 0;
- if (!(battle_config.mob_ai&0x80) && md->norm_attacked_id != target->id)
- return 0;
- return (battle_config.mob_ai&0x4 || check_distance_bl(&md->bl, target, md->status.rhw.range+1));
- case MSS_RUSH:
- return (mode&MD_CHANGETARGETCHASE);
- case MSS_FOLLOW:
- case MSS_ANGRY:
- case MSS_IDLE:
- case MSS_WALK:
- case MSS_LOOT:
- return 1;
- default:
- return 0;
- }
- }
- /*==========================================
- * Determination for an attack of a monster
- *------------------------------------------*/
- int32 mob_target(struct mob_data *md,struct block_list *bl,int32 dist)
- {
- nullpo_ret(md);
- nullpo_ret(bl);
- // Nothing will be carried out if there is no mind of changing TAGE by TAGE ending.
- if(md->target_id && !mob_can_changetarget(md, bl, status_get_mode(&md->bl)))
- return 0;
- if(!status_check_skilluse(&md->bl, bl, 0, 0))
- return 0;
- md->target_id = bl->id; // Since there was no disturbance, it locks on to target.
- if (md->state.provoke_flag && bl->id != md->state.provoke_flag)
- md->state.provoke_flag = 0;
- // When an angry monster is provoked, it will switch to retaliate AI
- if (md->state.provoke_flag && md->state.aggressive)
- md->state.aggressive = 0;
- return 0;
- }
- /*==========================================
- * The ?? routine of an active monster
- *------------------------------------------*/
- static int32 mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
- {
- struct mob_data *md;
- struct block_list **target;
- enum e_mode mode;
- int32 dist;
- nullpo_ret(bl);
- md=va_arg(ap,struct mob_data *);
- target= va_arg(ap,struct block_list**);
- mode= static_cast<enum e_mode>(va_arg(ap, int32));
- //If can't seek yet, not an enemy, or you can't attack it, skip.
- if ((*target) == bl || !status_check_skilluse(&md->bl, bl, 0, 0))
- return 0;
- if ((mode&MD_TARGETWEAK) && status_get_lv(bl) >= md->level-5)
- return 0;
- if(battle_check_target(&md->bl,bl,BCT_ENEMY)<=0)
- return 0;
- if (bl->type == BL_PC && BL_CAST(BL_PC, bl)->state.gangsterparadise &&
- !status_has_mode(&md->status,MD_STATUSIMMUNE))
- return 0; //Gangster paradise protection.
- if (battle_config.hom_setting&HOMSET_FIRST_TARGET &&
- (*target) != nullptr && (*target)->type == BL_HOM && bl->type != BL_HOM)
- return 0; //For some reason Homun targets are never overriden.
- dist = distance_bl(&md->bl, bl);
- if(
- ((*target) == nullptr || !check_distance_bl(&md->bl, *target, dist)) &&
- battle_check_range(&md->bl,bl,md->db->range2)
- ) { //Pick closest target?
- #ifdef ACTIVEPATHSEARCH
- struct walkpath_data wpd;
- if (!path_search(&wpd, md->bl.m, md->bl.x, md->bl.y, bl->x, bl->y, 0, CELL_CHKWALL)) // Count walk path cells
- return 0;
- //Standing monsters use range2, walking monsters use range3
- if ((md->ud.walktimer == INVALID_TIMER && wpd.path_len > md->db->range2)
- || (md->ud.walktimer != INVALID_TIMER && wpd.path_len > md->db->range3))
- return 0;
- #endif
- (*target) = bl;
- md->target_id=bl->id;
- return 1;
- }
- return 0;
- }
- /*==========================================
- * chase target-change routine.
- *------------------------------------------*/
- static int32 mob_ai_sub_hard_changechase(struct block_list *bl,va_list ap)
- {
- struct mob_data *md;
- struct block_list **target;
- nullpo_ret(bl);
- md=va_arg(ap,struct mob_data *);
- target= va_arg(ap,struct block_list**);
- //If can't seek yet, not an enemy, or you can't attack it, skip.
- if ((*target) == bl ||
- battle_check_target(&md->bl,bl,BCT_ENEMY)<=0 ||
- !status_check_skilluse(&md->bl, bl, 0, 0))
- return 0;
- if(battle_check_range (&md->bl, bl, md->status.rhw.range))
- {
- (*target) = bl;
- md->target_id=bl->id;
- }
- return 1;
- }
- /*==========================================
- * finds nearby bg ally for guardians looking for users to follow.
- *------------------------------------------*/
- static int32 mob_ai_sub_hard_bg_ally(struct block_list *bl,va_list ap) {
- struct mob_data *md;
- struct block_list **target;
- nullpo_ret(bl);
- md=va_arg(ap,struct mob_data *);
- target= va_arg(ap,struct block_list**);
- if( status_check_skilluse(&md->bl, bl, 0, 0) && battle_check_target(&md->bl,bl,BCT_ENEMY)<=0 ) {
- (*target) = bl;
- }
- return 1;
- }
- /*==========================================
- * loot monster item search
- *------------------------------------------*/
- static int32 mob_ai_sub_hard_lootsearch(struct block_list *bl,va_list ap)
- {
- struct mob_data* md;
- struct block_list **target;
- int32 dist;
- md = va_arg(ap,struct mob_data *);
- target = va_arg(ap,struct block_list**);
- dist = distance_bl(&md->bl, bl);
- if (mob_can_reach(md, bl, battle_config.loot_range) && (
- (*target) == nullptr ||
- (battle_config.monster_loot_search_type && md->target_id > bl->id) ||
- (!battle_config.monster_loot_search_type && !check_distance_bl(&md->bl, *target, dist)) // New target closer than previous one.
- ))
- {
- (*target) = bl;
- md->target_id = bl->id;
- }
- return 0;
- }
- static int32 mob_warpchase_sub(struct block_list *bl,va_list ap) {
- int32 cur_distance;
- block_list* target= va_arg(ap, struct block_list*);
- block_list** target_warp= va_arg(ap, struct block_list**);
- int32* min_distance= va_arg(ap, int32*);
- switch (bl->type) {
- case BL_NPC:
- {
- // NPC Warp
- npc_data* nd = reinterpret_cast<npc_data*>(bl);
- // Not a warp
- if (nd->subtype != NPCTYPE_WARP)
- return 0;
- // Does not lead to the same map as target
- if (nd->u.warp.mapindex != map_getmapdata(target->m)->index)
- return 0;
- // Leads to a different map that is set to not be accessible through warp chase
- if (battle_config.mob_warp&4) {
- int16 warp_m = map_mapindex2mapid(nd->u.warp.mapindex);
- if (warp_m != bl->m && map_getmapflag(warp_m, MF_NOBRANCH))
- return 0;
- }
- // Get distance from warp exit to target
- cur_distance = distance_blxy(target, nd->u.warp.x, nd->u.warp.y);
- //Pick warp that leads closest to target
- if (cur_distance < *min_distance) {
- *target_warp = &nd->bl;
- *min_distance = cur_distance;
- return 1;
- }
- }
- break;
- case BL_SKILL:
- {
- // Skill Warp
- skill_unit* su = reinterpret_cast<skill_unit*>(bl);
- if (su->group == nullptr)
- return 0;
- switch (su->group->unit_id) {
- case UNT_WARP_WAITING:
- // Monsters cannot use priest warps
- if (!(battle_config.mob_warp&2))
- return 0;
- // Does not lead to the same map as target
- if (su->group->val3 != map_getmapdata(target->m)->index)
- return 0;
- // Leads to a different map that is set to not be accessible through warp chase
- if (battle_config.mob_warp&4) {
- int16 warp_m = map_mapindex2mapid(su->group->val3);
- if (warp_m != bl->m && map_getmapflag(warp_m, MF_NOBRANCH))
- return 0;
- }
- // Get distance from warp exit to target
- cur_distance = distance_blxy(target, su->group->val2 >> 16, su->group->val2 & 0xffff);
- break;
- case UNT_DIMENSIONDOOR:
- // Not used for warp chase as the target coordinates are random
- return 0;
- default:
- // Skill cannot warp
- return 0;
- }
- //Pick warp that leads closest to target.
- if (cur_distance < *min_distance) {
- *target_warp = &su->bl;
- *min_distance = cur_distance;
- return 1;
- }
- }
- break;
- }
- return 0;
- }
- /*==========================================
- * Processing of slave monsters
- *------------------------------------------*/
- static int32 mob_ai_sub_hard_slavemob(struct mob_data *md,t_tick tick)
- {
- struct block_list *bl;
- bl=map_id2bl(md->master_id);
- if (!bl || status_isdead(*bl)) {
- status_kill(&md->bl);
- return 1;
- }
- if (bl->prev == nullptr)
- return 0; //Master not on a map? Could be warping, do not process.
- if(status_has_mode(&md->status,MD_CANMOVE))
- { //If the mob can move, follow around. [Check by Skotlex]
- // Distance with between slave and master is measured.
- md->master_dist = distance_bl(&md->bl, bl);
- if (battle_config.slave_stick_with_master || md->special_state.ai == AI_ABR || md->special_state.ai == AI_BIONIC) {
- // Teleport to master if further away than 15 cells (official value for AI_ABR and AI_BIONIC)
- if (bl->m != md->bl.m || md->master_dist > AREA_SIZE+1) {
- md->master_dist = 0;
- unit_warp(&md->bl, bl->m, bl->x, bl->y, CLR_TELEPORT);
- return 1;
- }
- }
- // Slave is busy with a target.
- if(md->target_id) {
- // Player's slave should come back when master's too far, even if it is doing with a target.
- if (bl->type == BL_PC && md->master_dist > 5) {
- mob_unlocktarget(md, tick);
- unit_walktobl(&md->bl, bl, MOB_SLAVEDISTANCE, 1);
- return 1;
- } else {
- return 0;
- }
- }
- // Approach master if within view range, chase back to Master's area also if standing on top of the master.
- if ((md->master_dist > MOB_SLAVEDISTANCE || md->master_dist == 0) && unit_can_move(&md->bl)) {
- int16 x = bl->x, y = bl->y;
- if (map_search_freecell(&md->bl, bl->m, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 1)) {
- if (unit_walktoxy(&md->bl, x, y, 0) == 0) { // Slave is too far from master (outside of battle_config.max_walk_path range), stay put
- unit_stop_walking( &md->bl, USW_FIXPOS );
- return 0; // Fail here so target will be picked back up when in range
- } else { // Slave will walk back to master if in range
- unit_stop_attack( &md->bl );
- return 1;
- }
- }
- }
- } else if (bl->m != md->bl.m && map_flag_gvg2(md->bl.m)) {
- //Delete the summoned mob if it's in a gvg ground and the master is elsewhere. [Skotlex]
- status_kill(&md->bl);
- return 1;
- }
- //Avoid attempting to lock the master's target too often to avoid unnecessary overload. [Skotlex]
- if (DIFF_TICK(tick, md->last_linktime) >= MIN_MOBLINKTIME && !md->target_id)
- {
- struct unit_data *ud = unit_bl2ud(bl);
- if (ud) {
- struct block_list *tbl=nullptr;
- if (ud->target && ud->state.attack_continue)
- tbl = map_id2bl(ud->target);
- else if (ud->target_to && ud->state.attack_continue)
- tbl = map_id2bl(ud->target_to);
- else if (ud->skilltarget) {
- tbl = map_id2bl(ud->skilltarget);
- //Required check as skilltarget is not always an enemy. [Skotlex]
- if (tbl && battle_check_target(&md->bl, tbl, BCT_ENEMY) <= 0)
- tbl = nullptr;
- }
- else if (bl->type == BL_MOB) {
- // If master is a monster, it might still have a target after using a skill
- mob_data& mmd = reinterpret_cast<mob_data&>(*bl);
- if (mmd.target_id > 0)
- tbl = map_id2bl(mmd.target_id);
- }
- if (tbl != nullptr) {
- md->last_linktime = tick;
- if (status_check_skilluse(&md->bl, tbl, 0, 0)) {
- md->target_id = tbl->id;
- return 1;
- }
- }
- }
- }
- return 0;
- }
- /*==========================================
- * A lock of target is stopped and mob moves to a standby state.
- * This also triggers idle skill/movement since the AI can get stuck
- * when trying to pick new targets when the current chosen target is
- * unreachable.
- *------------------------------------------*/
- int32 mob_unlocktarget(struct mob_data *md, t_tick tick)
- {
- nullpo_ret(md);
- switch (md->state.skillstate) {
- case MSS_WALK:
- if (md->ud.walktimer != INVALID_TIMER)
- break;
- //Because it is not unset when the mob finishes walking.
- mob_setstate(*md, MSS_IDLE);
- [[fallthrough]];
- case MSS_IDLE:
- if (md->ud.walktimer == INVALID_TIMER && md->idle_event[0] && npc_event_do_id(md->idle_event, md->bl.id) > 0)
- md->idle_event[0] = 0;
- break;
- case MSS_LOOT:
- // Looters that lost their target stop after 0.5-1.5 cells moved
- unit_stop_walking_soon(md->bl, tick);
- [[fallthrough]];
- default:
- unit_stop_attack( &md->bl );
- mob_setstate(*md, MSS_IDLE);
- if(battle_config.mob_ai&0x8) //Walk instantly after dropping target
- md->next_walktime = tick+rnd()%1000;
- else
- md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME;
- break;
- }
- if (md->target_id) {
- md->target_id=0;
- unit_set_target(&md->ud, 0);
- }
- md->ud.state.attack_continue = 0;
- md->ud.target_to = 0;
-
- if (!md->ud.state.ignore_cell_stack_limit && battle_config.official_cell_stack_limit > 0
- && (battle_config.mob_ai & 0x8)
- && map_count_oncell(md->bl.m, md->bl.x, md->bl.y, BL_CHAR | BL_NPC, 1) > battle_config.official_cell_stack_limit) {
- unit_walktoxy(&md->bl, md->bl.x, md->bl.y, 8);
- }
- return 0;
- }
- /*==========================================
- * Random walk
- *------------------------------------------*/
- int32 mob_randomwalk(struct mob_data *md,t_tick tick)
- {
- const int32 d=7;
- int32 i,r,rdir,dx,dy,max;
- nullpo_ret(md);
- // Initialize next_walktime
- if (md->next_walktime == INVALID_TIMER) {
- md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME;
- return 1;
- }
- if(DIFF_TICK(md->next_walktime,tick)>0 ||
- status_has_mode(&md->status,MD_NORANDOMWALK) ||
- !unit_can_move(&md->bl) ||
- !status_has_mode(&md->status,MD_CANMOVE))
- return 0;
- // Make sure the monster has no target anymore, otherwise the walkpath will check for it
- md->ud.state.attack_continue = 0;
- md->ud.target_to = 0;
- r=rnd();
- rdir=rnd()%4; // Randomize direction in which we iterate to prevent monster cluttering up in one corner
- dx=r%(d*2+1)-d;
- dy=r/(d*2+1)%(d*2+1)-d;
- max=(d*2+1)*(d*2+1);
- for(i=0;i<max;i++){ // Search of a movable place
- int32 x = dx + md->bl.x;
- int32 y = dy + md->bl.y;
- if(((x != md->bl.x) || (y != md->bl.y)) && map_getcell(md->bl.m,x,y,CELL_CHKPASS) && unit_walktoxy(&md->bl,x,y,0)){
- break;
- }
- // Could not move to cell, try the 7th cell in direction randomly decided by rdir
- // We don't move step-by-step because this will make monster stick to the walls
- switch(rdir) {
- case 0:
- dx += d;
- if (dx > d) {
- dx -= d*2+1;
- dy += d;
- if (dy > d) {
- dy -= d*2+1;
- }
- }
- break;
- case 1:
- dx -= d;
- if (dx < -d) {
- dx += d*2+1;
- dy -= d;
- if (dy < -d) {
- dy += d*2+1;
- }
- }
- break;
- case 2:
- dy += d;
- if (dy > d) {
- dy -= d*2+1;
- dx += d;
- if (dx > d) {
- dx -= d*2+1;
- }
- }
- break;
- case 3:
- dy -= d;
- if (dy < -d) {
- dy += d*2+1;
- dx -= d;
- if (dx < -d) {
- dx += d*2+1;
- }
- }
- break;
- }
- }
- if(i==max){
- // None of the available cells worked, try again next interval
- if(battle_config.mob_stuck_warning) {
- md->move_fail_count++;
- if(md->move_fail_count>1000){
- ShowWarning("MOB can't move. random spawn %d, class = %d, at %s (%d,%d)\n",md->bl.id,md->mob_id,map_getmapdata(md->bl.m)->name, md->bl.x, md->bl.y);
- md->move_fail_count=0;
- mob_spawn(md);
- }
- }
- return 0;
- }
- mob_setstate(*md, MSS_WALK);
- md->move_fail_count=0;
- md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME + unit_get_walkpath_time(md->bl);
- return 1;
- }
- /**
- * Makes a monster move to the closest warp if corresponding configs are set
- * @param md: Mob that should move to the warp
- * @param target: Target the mob should follow
- * @return 0: Do not warp chase, 1: Do warp chase, 2: Already warp chasing
- */
- int32 mob_warpchase(struct mob_data *md, struct block_list *target)
- {
- if ((battle_config.mob_ai&0x40) == 0)
- return 0; // Warp chase disabled
- if (target == nullptr)
- return 0; // No target
- if (target->m < 0)
- return 0; // Target isn't on any map
- int32 type = BL_NUL;
- if (battle_config.mob_warp&1)
- type |= BL_NPC;
- if (battle_config.mob_warp&2)
- type |= BL_SKILL;
- if (type == BL_NUL)
- return 0; // No warp types to search for
- if (target->m == md->bl.m && check_distance_bl(&md->bl, target, AREA_SIZE))
- return 0; //No need to do a warp chase.
- if (md->ud.walktimer != INVALID_TIMER &&
- map_getcell(md->bl.m,md->ud.to_x,md->ud.to_y,CELL_CHKNPC))
- return 2; //Already walking to a warp.
- block_list* warp = nullptr;
- int32 distance = AREA_SIZE;
- //Search for warps within mob's viewing range.
- map_foreachinallrange(mob_warpchase_sub, &md->bl,
- md->db->range2, type, target, &warp, &distance);
- if (warp != nullptr && unit_walktobl(&md->bl, warp, 0, 0))
- return 1;
- return 0;
- }
- /**
- * Sets a mob's state considering the aggressive bit
- * @param md: Mob to set state on
- * @param skillstate: Target state of the monster
- */
- void mob_setstate(mob_data& md, MobSkillState skillstate) {
- switch (skillstate) {
- case MSS_BERSERK:
- case MSS_ANGRY:
- md.state.skillstate = md.state.aggressive?MSS_ANGRY:MSS_BERSERK;
- break;
- case MSS_RUSH:
- case MSS_FOLLOW:
- md.state.skillstate = md.state.aggressive?MSS_FOLLOW:MSS_RUSH;
- break;
- default:
- // When going to any state other than BERSERK/RUSH, aggressive should be reset
- md.state.aggressive = status_has_mode(&md.status, MD_ANGRY)?1:0;
- md.state.skillstate = skillstate;
- break;
- }
- }
- /*==========================================
- * AI of MOB whose is near a Player
- *------------------------------------------*/
- static bool mob_ai_sub_hard(struct mob_data *md, t_tick tick)
- {
- struct block_list *tbl = nullptr, *abl = nullptr;
- bool can_move;
- int32 view_range, mode;
- if(md->bl.prev == nullptr || md->status.hp == 0)
- return false;
- // Monsters force-walked by script commands should not be searching for targets.
- if (md->ud.state.force_walk)
- return false;
- if (DIFF_TICK(tick, md->next_thinktime) < 0)
- return false;
- // This prevents the lazy AI from being executed at the same time
- md->next_thinktime = tick;
- if (md->ud.skilltimer != INVALID_TIMER)
- return false;
- // Abnormalities
- if(( md->sc.opt1 && md->sc.opt1 != OPT1_STONEWAIT && md->sc.opt1 != OPT1_BURNING ) || status_db.hasSCF(&md->sc, SCF_MOBLOSETARGET)) {//Should reset targets.
- md->target_id = md->attacked_id = md->norm_attacked_id = 0;
- return false;
- }
- // Before a monster processes its AI, it will check for a skill
- // It it uses a skill it will not process its AI further until the next interval
- // Until we implement subcell movement, casting while moving still needs to be done in unit.cpp
- // Dead and Berserk states have special interval rules
- // TODO: Monster AI for dead state is not implemented at the moment
- if (md->ud.walktimer == INVALID_TIMER) {
- bool skill_ready = false;
- switch (md->state.skillstate) {
- case MSS_BERSERK:
- skill_ready = (DIFF_TICK(tick, md->ud.attackabletime) >= 0);
- break;
- // case MSS_DEAD:
- // skill_ready = (DIFF_TICK(tick, md->last_skillcheck) >= 300);
- // break;
- default:
- skill_ready = (DIFF_TICK(tick, md->last_skillcheck) >= MOB_SKILL_INTERVAL);
- break;
- }
- if (skill_ready && mobskill_use(md, tick, -1))
- return true;
- }
- // Note: Anything below this point should actually be using a Finite-state machine (FSM)
- // But we don't have the FSM data in the database at the moment, so we cannot get a fully correct execution order
- if (md->sc.getSCE(SC_BLIND))
- view_range = 1;
- else
- view_range = md->db->range2;
- mode = status_get_mode(&md->bl);
- can_move = (mode&MD_CANMOVE) && unit_can_move(&md->bl);
- if (can_move)
- md->last_canmove = tick;
- if (md->target_id)
- { //Check validity of current target. [Skotlex]
- tbl = map_id2bl(md->target_id);
- if (!tbl || tbl->m != md->bl.m ||
- (md->ud.attacktimer == INVALID_TIMER && !status_check_skilluse(&md->bl, tbl, 0, 0)) ||
- (
- tbl->type == BL_PC &&
- ((((TBL_PC*)tbl)->state.gangsterparadise && !(mode&MD_STATUSIMMUNE)) ||
- ((TBL_PC*)tbl)->invincible_timer != INVALID_TIMER)
- )) { //No valid target
- if (mob_warpchase(md, tbl) > 0)
- return true; //Chasing this target.
- if (tbl && md->ud.walktimer != INVALID_TIMER && (!can_move || md->ud.walkpath.path_pos <= battle_config.mob_chase_refresh))
- return true; //Walk at least "mob_chase_refresh" cells before dropping the target unless target is non-existent
- mob_unlocktarget(md, tick); //Unlock target
- tbl = nullptr;
- }
- // Monsters in chase state that are not moving will recheck their target
- // This usually happens when they used a skill that stopped them or they were hit while chasing
- // Items are handled later in this function
- if (tbl != nullptr && tbl->type != BL_ITEM && md->ud.walktimer == INVALID_TIMER && mob_is_chasing(md->state.skillstate)) {
- // But don't do this if they stopped because target is already in attack range
- if (!battle_check_range(&md->bl, tbl, md->status.rhw.range)) {
- // If target is no longer visible, target is dropped and the monster waits for next iteration to continue
- if (!status_check_visibility(&md->bl, tbl, true)) {
- mob_unlocktarget(md, tick);
- return true;
- }
- }
- }
- }
- // Check for target change.
- if( md->attacked_id && mode&MD_CANATTACK )
- {
- if( md->attacked_id == md->target_id )
- { //Rude attacked check.
- if( !battle_check_range(&md->bl, tbl, md->status.rhw.range)
- && ( //Can't attack back and can't reach back.
- (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || md->sc.getSCE(SC_SPIDERWEB)
- || md->sc.getSCE(SC_BITE) || md->sc.getSCE(SC_VACUUM_EXTREME) || md->sc.getSCE(SC_THORNSTRAP)
- || md->sc.getSCE(SC__MANHOLE) // Not yet confirmed if boss will teleport once it can't reach target.
- || md->walktoxy_fail_count > 0)
- )
- || !mob_can_reach(md, tbl, md->db->range3)
- )
- && md->state.attacked_count++ >= RUDE_ATTACKED_COUNT
- && !mobskill_use(md, tick, MSC_RUDEATTACKED) // If can't rude Attack
- && can_move && unit_escape(&md->bl, tbl, rnd()%10 +1)) // Attempt escape
- { //Escaped
- md->attacked_id = md->norm_attacked_id = 0;
- return true;
- }
- }
- else
- if( (abl = map_id2bl(md->attacked_id)) && (!tbl || mob_can_changetarget(md, abl, mode)) )
- {
- int32 dist;
- if( md->bl.m != abl->m || abl->prev == nullptr
- || (dist = distance_bl(&md->bl, abl)) > AREA_SIZE // Attacker longer than visual area
- || battle_check_target(&md->bl, abl, BCT_ENEMY) <= 0 // Attacker is not enemy of mob
- || (battle_config.mob_ai&0x2 && !status_check_skilluse(&md->bl, abl, 0, 0)) // Cannot normal attack back to Attacker
- || (!battle_check_range(&md->bl, abl, md->status.rhw.range) // Not on Melee Range and ...
- && ( // Reach check
- (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || md->sc.getSCE(SC_SPIDERWEB)
- || md->sc.getSCE(SC_BITE) || md->sc.getSCE(SC_VACUUM_EXTREME) || md->sc.getSCE(SC_THORNSTRAP)
- || md->sc.getSCE(SC__MANHOLE) // Not yet confirmed if boss will teleport once it can't reach target.
- || md->walktoxy_fail_count > 0)
- )
- || !mob_can_reach(md, abl, dist+md->db->range3)
- )
- ) )
- { // Rude attacked
- if (abl->id != md->bl.id //Self damage does not cause rude attack
- && md->state.attacked_count++ >= RUDE_ATTACKED_COUNT
- && !mobskill_use(md, tick, MSC_RUDEATTACKED) && can_move
- && !tbl && unit_escape(&md->bl, abl, rnd()%10 +1))
- { //Escaped.
- //TODO: Maybe it shouldn't attempt to run if it has another, valid target?
- md->attacked_id = md->norm_attacked_id = 0;
- return true;
- }
- }
- else
- if (!(battle_config.mob_ai&0x2) && !status_check_skilluse(&md->bl, abl, 0, 0))
- {
- //Can't attack back, but didn't invoke a rude attacked skill...
- }
- else
- { //Attackable
- //If a monster can change the target to the attacker, it will change the target
- md->target_id = md->attacked_id; // set target
- if (md->state.attacked_count)
- md->state.attacked_count--; //Should we reset rude attack count?
- tbl = abl; //Set the new target
- }
- }
- //Clear it since it's been checked for already.
- md->attacked_id = md->norm_attacked_id = 0;
- }
- bool slave_lost_target = false;
- // Processing of slave monster
- if (md->master_id > 0) {
- if (mob_ai_sub_hard_slavemob(md, tick) == 1)
- return true;
- slave_lost_target = true;
- }
- // Scan area for targets
- // Scan area for items to loot, avoid trying to loot if the mob is full and can't consume the items.
- if (can_move && mode&MD_LOOTER && md->lootitems && DIFF_TICK(tick, md->ud.canact_tick) > 0 &&
- (md->lootitem_count < LOOTITEM_SIZE || battle_config.monster_loot_type != 1))
- {
- if (tbl == nullptr) {
- // Search for items in loot range
- map_foreachinshootrange(mob_ai_sub_hard_lootsearch, &md->bl, battle_config.loot_range, BL_ITEM, md, &tbl);
- }
- else if (tbl->type == BL_ITEM && battle_config.monster_loot_search_type == 0) {
- // Looter already has a target item, but we want to check if there is an item that's closer
- int16 dist = distance_bl(&md->bl, tbl) - 1;
- if (dist > 0)
- map_foreachinshootrange(mob_ai_sub_hard_lootsearch, &md->bl, dist, BL_ITEM, md, &tbl);
- }
- }
- if ((mode&MD_AGGRESSIVE && (!tbl || slave_lost_target)) || md->state.skillstate == MSS_FOLLOW)
- {
- int32 prev_id = md->target_id;
- map_foreachinallrange (mob_ai_sub_hard_activesearch, &md->bl, view_range, DEFAULT_ENEMY_TYPE(md), md, &tbl, mode);
- // If a monster finds a new target that is already in attack range it immediately switches to rush mode
- // This behavior overrides even angry mode and other mode-specific behavior
- if (tbl != nullptr && prev_id != md->target_id && battle_check_range(&md->bl, tbl, md->status.rhw.range)) {
- md->state.aggressive = 0;
- mob_setstate(*md, MSS_RUSH);
- }
- }
- else
- if (mode&MD_CHANGECHASE && (md->state.skillstate == MSS_RUSH || md->state.skillstate == MSS_FOLLOW))
- {
- int32 search_size;
- search_size = view_range<md->status.rhw.range ? view_range:md->status.rhw.range;
- map_foreachinallrange (mob_ai_sub_hard_changechase, &md->bl, search_size, DEFAULT_ENEMY_TYPE(md), md, &tbl);
- }
- if (!tbl) { //No targets available.
- /* bg guardians follow allies when no targets nearby */
- if( md->bg_id && mode&MD_CANATTACK ) {
- if( md->ud.walktimer != INVALID_TIMER )
- return true;/* we are already moving */
- map_foreachinallrange (mob_ai_sub_hard_bg_ally, &md->bl, view_range, BL_PC, md, &tbl, mode);
- if( tbl ) {
- if( distance_blxy(&md->bl, tbl->x, tbl->y) <= 3 || unit_walktobl(&md->bl, tbl, 1, 1) )
- return true;/* we're moving or close enough don't unlock the target. */
- }
- }
- // Make sure target is unlocked
- mob_unlocktarget(md, tick);
- // Random walk
- if (!md->master_id &&
- DIFF_TICK(md->next_walktime, tick) <= 0 &&
- !mob_randomwalk(md, tick)) {
- // Delay next random walk when this one failed
- if (md->next_walktime < md->ud.canmove_tick)
- md->next_walktime = md->ud.canmove_tick;
- else
- md->next_walktime = tick + rnd()%1000;
- }
- return true;
- }
- //Target exists, attack or loot as applicable.
- if (tbl->type == BL_ITEM)
- { //Loot time.
- struct flooritem_data *fitem;
- int32 loot_range = 0;
- if (md->ud.walktimer != INVALID_TIMER) {
- // Ready to loot
- if (md->ud.getx(tick) == tbl->x && md->ud.gety(tick) == tbl->y)
- loot_range = 1;
- // Already moving to target item
- else if (md->ud.target == tbl->id)
- return true;
- }
- if (md->lootitems == nullptr)
- { //Can't loot...
- mob_unlocktarget(md, tick);
- return true;
- }
- if (!check_distance_bl(&md->bl, tbl, loot_range))
- { //Still not within loot range.
- if (!(mode&MD_CANMOVE))
- { //A looter that can't move? Real smart.
- mob_unlocktarget(md, tick);
- return true;
- }
- if (!can_move) //Stuck. Wait before walking.
- return true;
- mob_setstate(*md, MSS_LOOT);
- if (!unit_walktobl(&md->bl, tbl, 0, 0))
- mob_unlocktarget(md, tick); //Can't loot...
- else
- unit_set_target(&md->ud, tbl->id); //Remember current loot target
- return true;
- }
- //Within looting range.
- if (md->ud.attacktimer != INVALID_TIMER)
- return true; //Busy attacking?
- fitem = (struct flooritem_data *)tbl;
- //Logs items, taken by (L)ooter Mobs [Lupus]
- log_pick_mob(md, LOG_TYPE_LOOT, fitem->item.amount, &fitem->item);
- if (md->lootitem_count < LOOTITEM_SIZE) {
- memcpy (&md->lootitems[md->lootitem_count].item, &fitem->item, sizeof(md->lootitems[0].item));
- md->lootitems[md->lootitem_count].mob_id = fitem->mob_id;
- md->lootitem_count++;
- } else { //Destroy first looted item...
- if (md->lootitems[0].item.card[0] == CARD0_PET)
- intif_delete_petdata(MakeDWord(md->lootitems[0].item.card[1],md->lootitems[0].item.card[2]));
- memmove(&md->lootitems[0], &md->lootitems[1], (LOOTITEM_SIZE-1)*sizeof(md->lootitems[0]));
- memcpy (&md->lootitems[LOOTITEM_SIZE-1].item, &fitem->item, sizeof(md->lootitems[0].item));
- md->lootitems[LOOTITEM_SIZE-1].mob_id = fitem->mob_id;
- }
- if (pcdb_checkid(md->vd->class_))
- { //Give them walk act/delay to properly mimic players. [Skotlex]
- clif_takeitem(md->bl,*tbl);
- md->ud.canact_tick = tick + md->status.amotion;
- unit_set_walkdelay(&md->bl, tick, md->status.amotion, 1);
- }
- //Clear item.
- map_clearflooritem(tbl);
- mob_unlocktarget(md, tick);
- return true;
- }
- // At this point we know the target is attackable, attempt to attack
- // Normal attack / berserk skill is only used when target is in range
- if (battle_check_range(&md->bl, tbl, md->status.rhw.range))
- {
- // Make sure there is no chase target when already in attack range
- md->ud.target_to = 0;
- // Hiding is a special case because it prevents normal attacks but allows skill usage
- // TODO: Some other states also have this behavior and should be investigated
- // TODO: EFST_AUTOCOUNTER, EFST_BLADESTOP, NPC_SR_CURSEDCIRCLE
- if (!(md->sc.option&OPTION_HIDE)) {
- // Target within range and potentially able to use normal attack, engage
- if (md->ud.target != tbl->id || md->ud.attacktimer == INVALID_TIMER)
- { //Only attack if no more attack delay left
- if (!(mode&MD_RANDOMTARGET))
- unit_attack(&md->bl,tbl->id,1);
- else { // Attack once and find a new random target
- int32 search_size = (view_range < md->status.rhw.range) ? view_range : md->status.rhw.range;
- unit_attack(&md->bl, tbl->id, 0);
- tbl = battle_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md), search_size);
- if (tbl != nullptr) {
- md->target_id = tbl->id;
- }
- }
- }
- }
- else {
- // These status changes pretend the attack was successful without attempting it
- // This results in the monster going into an attack state despite not attacking
- mob_setstate(*md, MSS_BERSERK);
- }
- //Target still in attack range, no need to chase the target
- return true;
- }
- //Only update target cell / drop target after having moved at least "mob_chase_refresh" cells
- if(md->ud.walktimer != INVALID_TIMER && (!can_move || md->ud.walkpath.path_pos <= battle_config.mob_chase_refresh)
- && mob_is_chasing(md->state.skillstate))
- return true;
- // Out of range
- if (!(mode&MD_CANMOVE) || (!can_move && (md->sc.cant.move || DIFF_TICK(tick, md->ud.canmove_tick) > 0)))
- { // Can't chase. Immobile and trapped mobs will use idle skills and unlock their target after a while
- if (md->ud.attacktimer == INVALID_TIMER)
- { // Only switch mode if no more attack delay left
- if (DIFF_TICK(tick, md->last_canmove) > battle_config.mob_unlock_time) {
- // Unlock target
- mob_unlocktarget(md, tick);
- }
- else {
- // Set to use idle skill next interval but keep target for now
- mob_setstate(*md, MSS_IDLE);
- }
- }
- return true;
- }
- // Officially we can stop here if monster is still chasing its target.
- // If setting to update the chase path is set, we continue if current target tile not within attack range.
- // In this case, we should also stop updating the chase path when target no longer in chase range.
- if (md->ud.walktimer != INVALID_TIMER && md->ud.target_to == tbl->id &&
- (
- !(battle_config.mob_ai&0x1) ||
- check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, md->status.rhw.range) ||
- !check_distance_bl(&md->bl, tbl, md->db->range3)
- ))
- return true;
- // Follow up if possible.
- // Monsters in Angry state only start chasing when target is in chase range
- if (md->state.skillstate == MSS_ANGRY && !mob_can_reach(md, tbl, md->db->range3)) {
- mob_unlocktarget(md, tick);
- return true;
- }
- if(!unit_walktobl(&md->bl, tbl, md->status.rhw.range, 2))
- mob_unlocktarget(md, tick);
- return true;
- }
- /**
- * End of attack timer event
- * This is so we can call the mob AI at the end of an attack timer and don't need to wait until the next AI interval
- * Also, mob AI checks that are triggered at the end of attack delay are currently handled here
- * @param md Monster to execute the AI for
- * @param tick Current tick
- * @return Whether the AI was executed (true) or the attack should be cancelled (false)
- */
- bool mob_ai_sub_hard_attacktimer(mob_data &md, t_tick tick)
- {
- block_list* target = map_id2bl(md.ud.target);
- // No target anymore
- if (target == nullptr)
- return false;
- // Check for warp chase
- if (mob_warpchase(&md, target) > 0)
- return true;
- // Monsters have a special visibility check at the end of their attack delay
- // If they still have a target, but it is not visible, they drop the target
- if (!status_check_visibility(&md.bl, target, true))
- return false;
- // Go through the whole monster AI
- mob_ai_sub_hard(&md, tick);
- return true;
- }
- static int32 mob_ai_sub_hard_timer(struct block_list *bl,va_list ap)
- {
- struct mob_data *md = (struct mob_data*)bl;
- uint32 char_id = va_arg(ap, uint32);
- t_tick tick = va_arg(ap, t_tick);
- mob_add_spotted(md, char_id);
- if (mob_ai_sub_hard(md, tick))
- { //Hard AI triggered.
- md->last_pcneartime = tick;
- }
- return 0;
- }
- /*==========================================
- * Serious processing for mob in PC field of view (foreachclient)
- *------------------------------------------*/
- static int32 mob_ai_sub_foreachclient(map_session_data *sd,va_list ap)
- {
- t_tick tick=va_arg(ap,t_tick);
- map_foreachinallrange(mob_ai_sub_hard_timer,&sd->bl, AREA_SIZE+ACTIVE_AI_RANGE, BL_MOB, sd->status.char_id, tick);
- return 0;
- }
- /*==========================================
- * Negligent mode MOB AI (PC is not in near)
- *------------------------------------------*/
- static int32 mob_ai_sub_lazy(struct mob_data *md, va_list args)
- {
- nullpo_ret(md);
- if(md->bl.prev == nullptr)
- return 0;
- // Monsters force-walked by script commands should not be searching for targets.
- if (md->ud.state.force_walk)
- return false;
- t_tick tick = va_arg(args,t_tick);
- if (battle_config.mob_ai&0x20 && map_getmapdata(md->bl.m)->users>0)
- return (int32)mob_ai_sub_hard(md, tick);
- if (md->bl.prev==nullptr || md->status.hp == 0)
- return 1;
- if(battle_config.mob_active_time &&
- md->last_pcneartime &&
- !status_has_mode(&md->status,MD_STATUSIMMUNE) &&
- DIFF_TICK(tick,md->next_thinktime) > 0) // No need to trigger on the same tick again
- {
- if (DIFF_TICK(tick,md->last_pcneartime) < battle_config.mob_active_time)
- return (int32)mob_ai_sub_hard(md, tick);
- md->last_pcneartime = 0;
- }
- if(battle_config.boss_active_time &&
- md->last_pcneartime &&
- status_has_mode(&md->status,MD_STATUSIMMUNE) &&
- DIFF_TICK(tick,md->next_thinktime) > 0) // No need to trigger on the same tick again
- {
- if (DIFF_TICK(tick,md->last_pcneartime) < battle_config.boss_active_time)
- return (int32)mob_ai_sub_hard(md, tick);
- md->last_pcneartime = 0;
- }
- //Clean the spotted log
- mob_clean_spotted(md);
- // Don't continue if the hard AI was executed recently
- // We use twice the hard AI interval to account for lag
- if (DIFF_TICK(tick, md->next_thinktime) < MIN_MOBTHINKTIME*2)
- return 0;
- // Don't continue if skills cannot be used yet
- if (DIFF_TICK(tick, md->last_skillcheck) < MOB_SKILL_INTERVAL)
- return 0;
- // Check for warp chase if there's still a target
- if (md->target_id > 0) {
- block_list* tbl = map_id2bl(md->target_id);
- if (tbl != nullptr && mob_warpchase(md, tbl) > 0)
- return 0;
- }
- if (md->master_id) {
- if (!mob_is_spotted(md)) {
- if (battle_config.slave_active_with_master == 0)
- return 0;
- // Get mob data of master
- mob_data* mmd = map_id2md(md->master_id);
- // If neither master nor slave have been spotted we don't have to execute the slave AI
- if (mmd != nullptr && !mob_is_spotted(mmd))
- return 0;
- }
- mob_ai_sub_hard_slavemob (md,tick);
- return 0;
- }
- // Remove target and set to idle state when movement was finished
- // This also triggers the idle NPC event
- mob_unlocktarget(md, tick);
- if( DIFF_TICK(md->next_walktime,tick) < 0 && status_has_mode(&md->status,MD_CANMOVE) && unit_can_move(&md->bl) )
- {
- // Move probability for mobs away from players
- // In Aegis, this is 100% for mobs that have been activated by players and none otherwise.
- if( mob_is_spotted(md) &&
- ((!status_has_mode(&md->status,MD_STATUSIMMUNE) && rnd()%100 < battle_config.mob_nopc_move_rate) ||
- (status_has_mode(&md->status,MD_STATUSIMMUNE) && rnd()%100 < battle_config.boss_nopc_move_rate)))
- mob_randomwalk(md, tick);
- }
- else if( md->ud.walktimer == INVALID_TIMER )
- {
- // Probability for mobs far from players from doing their IDLE skill.
- // In Aegis, this is 100% for mobs that have been activated by players and none otherwise.
- if( mob_is_spotted(md) &&
- ((!status_has_mode(&md->status,MD_STATUSIMMUNE) && rnd()%100 < battle_config.mob_nopc_idleskill_rate) ||
- (status_has_mode(&md->status,MD_STATUSIMMUNE) && rnd()%100 < battle_config.boss_nopc_idleskill_rate)))
- mobskill_use(md, tick, -1);
- }
- return 0;
- }
- /*==========================================
- * Negligent processing for mob outside PC field of view (interval timer function)
- *------------------------------------------*/
- static TIMER_FUNC(mob_ai_lazy){
- map_foreachmob(mob_ai_sub_lazy,tick);
- return 0;
- }
- /*==========================================
- * Serious processing for mob in PC field of view (interval timer function)
- *------------------------------------------*/
- static TIMER_FUNC(mob_ai_hard){
- if (battle_config.mob_ai&0x20)
- map_foreachmob(mob_ai_sub_lazy,tick);
- else
- map_foreachpc(mob_ai_sub_foreachclient,tick);
- return 0;
- }
- /**
- * Set random option for item when dropped from monster
- * @param item: Item data
- * @param mobdrop: Drop data
- * @author [Cydh]
- **/
- void mob_setdropitem_option( item& item, const std::shared_ptr<s_mob_drop>& mobdrop ){
- std::shared_ptr<s_random_opt_group> group = random_option_group.find( mobdrop->randomopt_group );
- if (group != nullptr) {
- group->apply( item );
- }
- }
- /*==========================================
- * Initializes the delay drop structure for mob-dropped items.
- *------------------------------------------*/
- static std::shared_ptr<s_item_drop> mob_setdropitem( const std::shared_ptr<s_mob_drop>& mobdrop, int32 qty, uint16 mob_id ){
- std::shared_ptr<s_item_drop> drop = std::make_shared<s_item_drop>();
- drop->item_data = { 0 };
- drop->item_data.nameid = mobdrop->nameid;
- drop->item_data.amount = qty;
- drop->item_data.identify = itemdb_isidentified( mobdrop->nameid );
- mob_setdropitem_option( drop->item_data, mobdrop );
- drop->mob_id = mob_id;
- return drop;
- }
- /*==========================================
- * Initializes the delay drop structure for mob-looted items.
- *------------------------------------------*/
- static std::shared_ptr<s_item_drop> mob_setlootitem( s_mob_lootitem& item, uint16 mob_id ){
- std::shared_ptr<s_item_drop> drop = std::make_shared<s_item_drop>();
- memcpy( &drop->item_data, &item, sizeof( struct item ) );
- /**
- * Conditions for looted item, so it can be announced when player pick it up
- * 1. Not-dropped other than monster. (This will be done later on pc_takeitem/party_share_loot)
- * 2. The mob_id becomes the last looter, instead of the real monster who drop it.
- **/
- drop->mob_id = item.mob_id;
- return drop;
- }
- /**
- * Makes all items from a drop list drop
- * @param list: list with all items that should drop
- * @param loot: whether the items in the list are new drops or previously looted items
- */
- void mob_process_drop_list(std::shared_ptr<s_item_drop_list>& list, bool loot)
- {
- // First regular drop always drops at center
- enum directions dir = DIR_CENTER;
- // Looted drops start north instead
- if (loot)
- dir = DIR_NORTH;
- for (std::shared_ptr<s_item_drop>& ditem : list->items) {
- map_addflooritem(&ditem->item_data, ditem->item_data.amount,
- list->m, list->x, list->y,
- list->first_charid, list->second_charid, list->third_charid, 4, ditem->mob_id, !loot, dir, BL_CHAR|BL_PET);
- // The drop location loops between three locations: SE -> W -> N -> SE
- if (dir <= DIR_NORTH)
- dir = DIR_SOUTHEAST;
- else if (dir == DIR_SOUTHEAST)
- dir = DIR_WEST;
- else
- dir = DIR_NORTH;
- }
- }
- /*==========================================
- * item drop with delay (timer function)
- *------------------------------------------*/
- static TIMER_FUNC(mob_delay_item_drop) {
- uint32 bl_id = static_cast<uint32>(id);
- // Regular drops
- std::shared_ptr<s_item_drop_list> list = util::umap_find(mob_delayed_drops, bl_id);
- if (list != nullptr) {
- mob_process_drop_list(list, false);
- mob_delayed_drops.erase(bl_id);
- }
- // Looted drops
- list = util::umap_find(mob_looted_drops, bl_id);
- if (list != nullptr) {
- mob_process_drop_list(list, true);
- mob_looted_drops.erase(bl_id);
- }
- return 0;
- }
- /*==========================================
- * Sets the item_drop into the item_drop_list.
- * Also performs logging and autoloot if enabled.
- * rate is the drop-rate of the item, required for autoloot.
- * flag : Killed only by homunculus/mercenary?
- *------------------------------------------*/
- static void mob_item_drop(struct mob_data *md, std::shared_ptr<s_item_drop_list>& dlist, std::shared_ptr<s_item_drop>& ditem, int32 loot, int32 drop_rate, bool flag)
- {
- TBL_PC* sd;
- bool test_autoloot;
- //Logs items, dropped by mobs [Lupus]
- log_pick_mob(md, loot?LOG_TYPE_LOOT:LOG_TYPE_PICKDROP_MONSTER, -ditem->item_data.amount, &ditem->item_data);
- sd = map_charid2sd(dlist->first_charid);
- if( sd == nullptr ) sd = map_charid2sd(dlist->second_charid);
- if( sd == nullptr ) sd = map_charid2sd(dlist->third_charid);
- test_autoloot = sd
- && (drop_rate <= sd->state.autoloot || pc_isautolooting(sd, ditem->item_data.nameid))
- && (flag ? ((battle_config.homunculus_autoloot ? (battle_config.hom_idle_no_share == 0 || !pc_isidle_hom(sd)) : 0) || (battle_config.mercenary_autoloot ? (battle_config.mer_idle_no_share == 0 || !pc_isidle_mer(sd)) : 0)) :
- (battle_config.idle_no_autoloot == 0 || DIFF_TICK(last_tick, sd->idletime) < battle_config.idle_no_autoloot));
- #ifdef AUTOLOOT_DISTANCE
- test_autoloot = test_autoloot && sd->bl.m == md->bl.m
- && check_distance_blxy(&sd->bl, dlist->x, dlist->y, AUTOLOOT_DISTANCE);
- #endif
- if( test_autoloot ) { //Autoloot.
- struct party_data *p = party_search(sd->status.party_id);
- if ((itemdb_search(ditem->item_data.nameid))->flag.broadcast &&
- (!p || !(p->party.item & 2)) // Somehow, if party's pickup distribution is 'Even Share', no announcemet
- )
- intif_broadcast_obtain_special_item(sd, ditem->item_data.nameid, md->mob_id, ITEMOBTAIN_TYPE_MONSTER_ITEM);
- if (party_share_loot(party_search(sd->status.party_id),
- sd, &ditem->item_data, sd->status.char_id) == 0
- ) {
- return;
- }
- }
- dlist->items.push_back( ditem );
- }
- TIMER_FUNC(mob_timer_delete){
- struct block_list* bl = map_id2bl(id);
- struct mob_data* md = BL_CAST(BL_MOB, bl);
- if( md )
- {
- if( md->deletetimer != tid )
- {
- ShowError("mob_timer_delete: Timer mismatch: %d != %d\n", tid, md->deletetimer);
- return 0;
- }
- //for Alchemist CANNIBALIZE [Lupus]
- md->deletetimer = INVALID_TIMER;
- unit_free(bl, CLR_TELEPORT);
- }
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int32 mob_deleteslave_sub(struct block_list *bl,va_list ap)
- {
- struct mob_data *md;
- int32 id;
- nullpo_ret(bl);
- nullpo_ret(md = (struct mob_data *)bl);
- id=va_arg(ap,int32);
- if(md->master_id > 0 && md->master_id == id )
- status_kill(bl);
- return 0;
- }
- /*==========================================
- *
- *------------------------------------------*/
- int32 mob_deleteslave(struct mob_data *md)
- {
- nullpo_ret(md);
- map_foreachinmap(mob_deleteslave_sub, md->bl.m, BL_MOB,md->bl.id);
- return 0;
- }
- // Mob respawning through KAIZEL or NPC_REBIRTH [Skotlex]
- TIMER_FUNC(mob_respawn){
- struct block_list *bl = map_id2bl(id);
- if(!bl) return 0;
- status_revive(bl, (uint8)data, 0);
- return 1;
- }
- void mob_log_damage(mob_data* md, block_list* src, int64 damage, int64 damage_tanked)
- {
- uint32 char_id = 0;
- int32 flag = MDLF_NORMAL;
- if( damage < 0 )
- return; //Do nothing for absorbed damage.
- if (damage_tanked < 0)
- return; //Just to make sure we don't subtract it (should not happen)
- if( !damage && !damage_tanked && !(src->type&DEFAULT_ENEMY_TYPE(md)) )
- return; //Do not log non-damaging effects from non-enemies.
- switch( src->type )
- {
- case BL_PC:
- {
- map_session_data *sd = (TBL_PC*)src;
- char_id = sd->status.char_id;
- if( damage )
- md->attacked_id = src->id;
- break;
- }
- case BL_HOM:
- {
- struct homun_data *hd = (TBL_HOM*)src;
- flag = MDLF_HOMUN;
- if( hd->master )
- char_id = hd->master->status.char_id;
- if( damage )
- md->attacked_id = src->id;
- break;
- }
- case BL_MER:
- {
- s_mercenary_data *mer = (TBL_MER*)src;
- if( mer->master )
- char_id = mer->master->status.char_id;
- if( damage )
- md->attacked_id = src->id;
- break;
- }
- case BL_PET:
- {
- struct pet_data *pd = (TBL_PET*)src;
- flag = MDLF_PET;
- if( pd->master )
- {
- char_id = pd->master->status.char_id;
- if( damage ) //Let mobs retaliate against the pet's master [Skotlex]
- md->attacked_id = pd->master->bl.id;
- }
- break;
- }
- case BL_MOB:
- {
- struct mob_data* md2 = (TBL_MOB*)src;
- if( md2->special_state.ai && md2->master_id )
- {
- map_session_data* msd = map_id2sd(md2->master_id);
- if( msd )
- char_id = msd->status.char_id;
- }
- if( !damage )
- break;
- //Let players decide whether to retaliate versus the master or the mob. [Skotlex]
- if( md2->master_id && battle_config.retaliate_to_master )
- md->attacked_id = md2->master_id;
- else
- md->attacked_id = src->id;
- break;
- }
- case BL_ELEM:
- {
- s_elemental_data *ele = (TBL_ELEM*)src;
- if( ele->master )
- char_id = ele->master->status.char_id;
- if( damage )
- md->attacked_id = src->id;
- break;
- }
- default: //For all unhandled types.
- md->attacked_id = src->id;
- }
- //Self damage increases tap bonus
- if (!char_id && src->id == md->bl.id && damage > 0) {
- char_id = src->id;
- flag = MDLF_SELF;
- }
- if( char_id == 0 ){
- return;
- }
- // Check if the character is already in damage log
- for( auto& entry : md->dmglog ){
- if( entry.id == char_id && entry.flag == flag ){
- // Just add damage to it
- entry.dmg = util::safe_addition_cap(entry.dmg, damage, INT64_MAX);
- entry.dmg_tanked = util::safe_addition_cap(entry.dmg_tanked, damage_tanked, INT64_MAX);
- return;
- }
- }
- // Check if the damage log is full
- if( md->dmglog.size() == DAMAGELOG_SIZE ){
- // Remove oldest entry
- md->dmglog.pop_front();
- }
- // Add new character to damage log at last (newest) position
- s_dmglog dmg = {};
- dmg.id = char_id;
- dmg.flag = flag;
- dmg.dmg = damage;
- dmg.dmg_tanked = damage_tanked;
- md->dmglog.push_back( dmg );
- }
- //Call when a mob has received damage.
- void mob_damage(struct mob_data *md, struct block_list *src, int32 damage)
- {
- if (src && damage > 0) { //Store total damage...
- if ((src != &md->bl) && md->state.aggressive) //No longer aggressive, change to retaliate AI.
- md->state.aggressive = 0;
- //Log damage
- mob_log_damage(md, src, static_cast<int64>(damage));
- }
- if (battle_config.show_mob_info&3)
- clif_name_area(&md->bl);
- #if PACKETVER >= 20120404
- if (battle_config.monster_hp_bars_info && !map_getmapflag(md->bl.m, MF_HIDEMOBHPBAR)) {
- if (md->special_state.ai == AI_ABR || md->special_state.ai == AI_BIONIC) {
- clif_summon_hp_bar(*md);
- }
- // Must show hp bar to all char who already hit the mob.
- for( const auto& entry : md->dmglog ){
- map_session_data* sd = map_charid2sd( entry.id );
- if( sd == nullptr ){
- continue;
- }
- if( !check_distance_bl( &md->bl, &sd->bl, AREA_SIZE ) ){
- continue;
- }
- clif_monster_hp_bar( md, sd->fd );
- }
- }
- #endif
- }
- /**
- * Get modified drop rate
- * @param src: Source object
- * @param mob: Monster data
- * @param base_rate: Base drop rate
- * @param drop_modifier: RENEWAL_DROP level modifier
- * @return Modified drop rate
- */
- int32 mob_getdroprate(struct block_list *src, std::shared_ptr<s_mob_db> mob, int32 base_rate, int32 drop_modifier, mob_data* md)
- {
- int32 drop_rate = base_rate;
- if (md && battle_config.mob_size_influence) { // Change drops depending on monsters size [Valaris]
- uint32 mob_size = md->special_state.size;
- if (mob_size == SZ_MEDIUM && drop_rate >= 2)
- drop_rate /= 2; // SZ_MEDIUM actually is small size modification... this is not a bug!
- else if (mob_size == SZ_BIG)
- drop_rate *= 2;
- }
- if (src) {
- if (battle_config.drops_by_luk) // Drops affected by luk as a fixed increase [Valaris]
- drop_rate += status_get_luk(src) * battle_config.drops_by_luk / 100;
- if (battle_config.drops_by_luk2) // Drops affected by luk as a % increase [Skotlex]
- drop_rate += (int32)(0.5 + drop_rate * status_get_luk(src) * battle_config.drops_by_luk2 / 10000.);
- if (src->type == BL_PC) { // Player specific drop rate adjustments
- map_session_data *sd = (map_session_data*)src;
- int32 drop_rate_bonus = 100;
- // In PK mode players get an additional drop chance bonus of 25% if there is a 20 level difference
- if( battle_config.pk_mode && (int32)(mob->lv - sd->status.base_level) >= 20 ){
- drop_rate_bonus += 25;
- }
- // Add class and race specific bonuses
- drop_rate_bonus += sd->indexed_bonus.dropaddclass[mob->status.class_] + sd->indexed_bonus.dropaddclass[CLASS_ALL];
- drop_rate_bonus += sd->indexed_bonus.dropaddrace[mob->status.race] + sd->indexed_bonus.dropaddrace[RC_ALL];
- if (sd->sc.getSCE(SC_ITEMBOOST))
- drop_rate_bonus += sd->sc.getSCE(SC_ITEMBOOST)->val1;
- if (sd->sc.getSCE(SC_PERIOD_RECEIVEITEM_2ND))
- drop_rate_bonus += sd->sc.getSCE(SC_PERIOD_RECEIVEITEM_2ND)->val1;
- int32 cap;
- if (pc_isvip(sd)) { // Increase item drop rate for VIP.
- // Unsure how the VIP and other bonuses should stack, this is additive.
- drop_rate_bonus += battle_config.vip_drop_increase;
- cap = battle_config.drop_rate_cap_vip;
- } else
- cap = battle_config.drop_rate_cap;
- drop_rate = (int32)( 0.5 + drop_rate * drop_rate_bonus / 100. );
- // Now limit the drop rate to never be exceed the cap (default: 90%), unless it is originally above it already.
- if( drop_rate > cap && base_rate < cap ){
- drop_rate = cap;
- }
- }
- }
- #ifdef RENEWAL_DROP
- drop_rate = apply_rate( drop_rate, drop_modifier );
- #endif
- // Cap it to 100%
- drop_rate = min( drop_rate, 10000 );
- // If the monster's drop rate can become 0
- if( battle_config.drop_rate0item ){
- drop_rate = max( drop_rate, 0 );
- }else{
- // If not - cap to 0.01% drop rate - as on official servers
- drop_rate = max( drop_rate, 1 );
- }
- return drop_rate;
- }
- /**
- * Returns the MVP player based on the monster's damage log
- * This player has the highest value when damage dealt and damage tanked are added together
- * @return The MVP player
- */
- map_session_data* mob_data::get_mvp_player() {
- // There cannot be an MVP player if the monster is not an MVP
- if (this->get_bosstype() != BOSSTYPE_MVP)
- return nullptr;
- int64 mvp_damage = 0;
- map_session_data* mvp_sd = nullptr;
- for (const s_dmglog& entry : this->dmglog) {
- map_session_data* sd = map_charid2sd(entry.id);
- if (sd == nullptr)
- continue; // skip players that are offline
- if (sd->bl.m != this->bl.m)
- continue; // skip players not on this map
- if (pc_isdead(sd))
- continue; // skip dead players
- if (mvp_damage >= entry.dmg + entry.dmg_tanked)
- continue;
- mvp_damage = util::safe_addition_cap(entry.dmg, entry.dmg_tanked, INT64_MAX);
- mvp_sd = sd;
- }
- return mvp_sd;
- }
- /*==========================================
- * Signals death of mob.
- * type&1 -> no drops, type&2 -> no exp
- *------------------------------------------*/
- int32 mob_dead(struct mob_data *md, struct block_list *src, int32 type)
- {
- struct status_data *status;
- map_session_data *sd = nullptr, *tmpsd[DAMAGELOG_SIZE];
- map_session_data *first_sd = nullptr, *second_sd = nullptr, *third_sd = nullptr;
- struct {
- struct party_data *p;
- int32 id,zeny;
- t_exp base_exp;
- t_exp job_exp;
- } pt[DAMAGELOG_SIZE];
- int32 i, temp, count, m = md->bl.m;
- int32 dmgbltypes = 0; // bitfield of all bl types, that caused damage to the mob and are elligible for exp distribution
- t_tick tick = gettick();
- bool rebirth, homkillonly, merckillonly;
- status = &md->status;
- if( src && src->type == BL_PC ) {
- sd = (map_session_data *)src;
- first_sd = sd;
- }
- if( md->guardian_data && md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS )
- guild_castledatasave(md->guardian_data->castle->castle_id, CD_ENABLED_GUARDIAN00 + md->guardian_data->number,0);
- if( src ) { // Use Dead skill only if not killed by Script or Command
- md->status.hp = 1;
- mob_setstate(*md, MSS_DEAD);
- mobskill_use(md,tick,-1);
- md->status.hp = 0;
- }
- map_freeblock_lock();
- memset(pt,0,sizeof(pt));
- if(src && src->type == BL_MOB)
- mob_unlocktarget((struct mob_data *)src,tick);
- // filter out entries not eligible for exp distribution
- memset(tmpsd,0,sizeof(tmpsd));
- // Struct that only contains entries eligible for loot distribution
- // Also contains combined damage of the players and their slaves
- struct s_dmg_entry {
- map_session_data* sd;
- int64 damage;
- };
- std::vector<s_dmg_entry> lootdmg;
- count = 0;
- int64 total_damage = 0;
- for( i = 0; i < md->dmglog.size(); i++ ){
- const s_dmglog& entry = md->dmglog[i];
- total_damage = util::safe_addition_cap(total_damage, entry.dmg, INT64_MAX);
- if( entry.flag == MDLF_SELF ){
- //Self damage counts as exp tap
- count++;
- continue;
- }
- map_session_data* tsd = map_charid2sd( entry.id );
- if (tsd == nullptr)
- continue; // skip players that are offline
- if (tsd->bl.m != m)
- continue; // skip players not on this map
- count++; //Only logged into same map chars are counted for the total.
- if (pc_isdead(tsd))
- continue; // skip dead players
- switch( entry.flag ){
- case MDLF_NORMAL:
- dmgbltypes |= BL_PC;
- break;
- case MDLF_HOMUN:
- // Skip homunculus' share if inactive
- if( !hom_is_active( tsd->hd ) ){
- continue;
- }
- dmgbltypes |= BL_HOM;
- break;
- case MDLF_PET:
- // Skip pet's share if inactive
- if( tsd->status.pet_id == 0 || tsd->pd == nullptr ){
- continue;
- }
- dmgbltypes |= BL_PET;
- break;
- }
- tmpsd[i] = tsd; // record as valid damage-log entry
- // Gather data to determine loot priority
- // Check if player already has an entry
- auto it = lootdmg.begin();
- for (; it != lootdmg.end(); ++it)
- if (it->sd->bl.id == tsd->bl.id)
- break;
- if (it == lootdmg.end()) {
- // No matching player found, create new entry for player
- s_dmg_entry dmg_entry;
- dmg_entry.sd = tsd;
- dmg_entry.damage = entry.dmg;
- lootdmg.push_back(dmg_entry);
- } else {
- // Slave damage is added to the player's damage
- it->damage += entry.dmg;
- }
- }
- if (!lootdmg.empty()) {
- // First player in the damage log gets 30% of total damage as bonus for loot priority
- lootdmg[0].damage += (total_damage * 30) / 100;
- // Sort list by damage now and determine top 3 damage dealers
- std::sort(lootdmg.begin(), lootdmg.end(), [](s_dmg_entry& a, s_dmg_entry& b) {
- return a.damage > b.damage;
- });
- first_sd = lootdmg[0].sd;
- if (lootdmg.size() > 1)
- second_sd = lootdmg[1].sd;
- if (lootdmg.size() > 2)
- third_sd = lootdmg[2].sd;
- }
- // determines, if the monster was killed by homunculus' damage only
- homkillonly = (bool)( ( dmgbltypes&BL_HOM ) && !( dmgbltypes&~BL_HOM ) );
- // determines if the monster was killed by mercenary damage only
- merckillonly = (bool)((dmgbltypes & BL_MER) && !(dmgbltypes & ~BL_MER));
- // Determine MVP (need to do it here so that it's not influenced by first attacker bonus below)
- map_session_data* mvp_sd = md->get_mvp_player();
- if(battle_config.exp_calc_type == 2 && count > 1) { //Apply first-attacker 200% exp share bonus
- s_dmglog& entry = md->dmglog[0];
- total_damage = util::safe_addition_cap(total_damage, entry.dmg, INT64_MAX);
- entry.dmg = util::safe_addition_cap(entry.dmg, entry.dmg, INT64_MAX);
- }
- if(!(type&2) && //No exp
- (!map_getmapflag(m, MF_PVP) || battle_config.pvp_exp) && //Pvp no exp rule [MouseJstr]
- (!md->master_id || !md->special_state.ai) && //Only player-summoned mobs do not give exp. [Skotlex]
- (!map_getmapflag(m, MF_NOBASEEXP) || !map_getmapflag(m, MF_NOJOBEXP)) //Gives Exp
- ) { //Experience calculation.
- int32 bonus = 100; //Bonus on top of your share (common to all attackers).
- int32 pnum = 0;
- #ifndef RENEWAL
- if (md->sc.getSCE(SC_RICHMANKIM))
- bonus += md->sc.getSCE(SC_RICHMANKIM)->val2;
- #else
- if (sd && sd->sc.getSCE(SC_RICHMANKIM))
- bonus += sd->sc.getSCE(SC_RICHMANKIM)->val2;
- #endif
- if(sd) {
- temp = status_get_class(&md->bl);
- if(sd->sc.getSCE(SC_MIRACLE)) i = 2; //All mobs are Star Targets
- else
- ARR_FIND(0, MAX_PC_FEELHATE, i, temp == sd->hate_mob[i] &&
- (battle_config.allow_skill_without_day || sg_info[i].day_func()));
- if(i<MAX_PC_FEELHATE && (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 < md->dmglog.size(); i++ ){
- const s_dmglog& entry = md->dmglog[i];
- int32 flag=1,zeny=0;
- t_exp base_exp, job_exp;
- double per; //Your share of the mob's exp
- if (!tmpsd[i]) continue;
- if (battle_config.exp_calc_type == 1 || total_damage == 0) {
- // eAthena's exp formula based on max hp
- per = (double)entry.dmg / (double)status->max_hp;
- }
- else {
- // Aegis's exp formula based on total damage
- per = (double)entry.dmg / (double)total_damage;
- }
- // To prevent exploits
- if (per > 1) per = 1;
- //Exclude rebirth tap from this calculation
- count -= md->state.rebirth;
- if (count>1 && battle_config.exp_bonus_attacker) {
- //Exp bonus per additional attacker.
- if (count > battle_config.exp_bonus_max_attacker)
- count = battle_config.exp_bonus_max_attacker;
- per += per*((count-1)*battle_config.exp_bonus_attacker)/100.;
- }
- // change experience for different sized monsters [Valaris]
- if (battle_config.mob_size_influence) {
- switch( md->special_state.size ) {
- case SZ_MEDIUM:
- per /= 2.;
- break;
- case SZ_BIG:
- per *= 2.;
- break;
- }
- }
- if( entry.flag == MDLF_PET )
- per *= battle_config.pet_attack_exp_rate/100.;
- if(battle_config.zeny_from_mobs && md->level) {
- // zeny calculation moblv + random moblv [Valaris]
- zeny=(int32) ((md->level+rnd()%md->level)*per*bonus/100.);
- if( md->get_bosstype() == BOSSTYPE_MVP )
- zeny*=rnd()%250;
- }
- if (map_getmapflag(m, MF_NOBASEEXP) || !md->db->base_exp)
- base_exp = 0;
- else {
- double exp = apply_rate2(md->db->base_exp, per, 1);
- exp = apply_rate(exp, bonus);
- exp = apply_rate(exp, map_getmapflag(m, MF_BEXP));
- base_exp = (t_exp)cap_value(exp, 1, MAX_EXP);
- }
- if (map_getmapflag(m, MF_NOJOBEXP) || !md->db->job_exp
- #ifndef RENEWAL
- || entry.flag == MDLF_HOMUN // Homun earned job-exp is always lost.
- #endif
- )
- job_exp = 0;
- else {
- double exp = apply_rate2(md->db->job_exp, per, 1);
- exp = apply_rate(exp, bonus);
- exp = apply_rate(exp, map_getmapflag(m, MF_JEXP));
- job_exp = (t_exp)cap_value(exp, 1, MAX_EXP);
- }
- if ((base_exp > 0 || job_exp > 0) && entry.flag == MDLF_HOMUN && homkillonly && battle_config.hom_idle_no_share && pc_isidle_hom(tmpsd[i]))
- base_exp = job_exp = 0;
- if ( ( temp = tmpsd[i]->status.party_id)>0 ) {
- int32 j;
- for( j = 0; j < pnum && pt[j].id != temp; j++ ); //Locate party.
- if( j == pnum ) { //Possibly add party.
- pt[pnum].p = party_search(temp);
- if(pt[pnum].p && pt[pnum].p->party.exp) {
- pt[pnum].id = temp;
- pt[pnum].base_exp = base_exp;
- pt[pnum].job_exp = job_exp;
- pt[pnum].zeny = zeny; // zeny share [Valaris]
- pnum++;
- flag = 0;
- }
- } else { //Add to total
- pt[j].base_exp = util::safe_addition_cap( pt[j].base_exp, base_exp, MAX_EXP );
- pt[j].job_exp = util::safe_addition_cap( pt[j].job_exp, job_exp, MAX_EXP );
- pt[j].zeny += zeny; // zeny share [Valaris]
- flag = 0;
- }
- }
- #ifdef RENEWAL
- if (base_exp && tmpsd[i] && tmpsd[i]->hd)
- hom_gainexp(tmpsd[i]->hd, base_exp * battle_config.homunculus_exp_gain / 100); // Homunculus only receive 10% of EXP
- #else
- if (base_exp && md->dmglog[i].flag == MDLF_HOMUN) //tmpsd[i] is null if it has no homunc.
- hom_gainexp(tmpsd[i]->hd, base_exp);
- #endif
- if(flag) {
- if(base_exp || job_exp) {
- if( entry.flag != MDLF_PET || battle_config.pet_attack_exp_to_master ) {
- #ifdef RENEWAL_EXP
- int32 rate = pc_level_penalty_mod( tmpsd[i], PENALTY_EXP, nullptr, md );
- if (rate != 100) {
- if (base_exp)
- base_exp = (t_exp)cap_value(apply_rate(base_exp, rate), 1, MAX_EXP);
- if (job_exp)
- job_exp = (t_exp)cap_value(apply_rate(job_exp, rate), 1, MAX_EXP);
- }
- #endif
- pc_gainexp(tmpsd[i], &md->bl, base_exp, job_exp, 0);
- }
- }
- if(zeny) // zeny from mobs [Valaris]
- pc_getzeny(tmpsd[i], zeny, LOG_TYPE_PICKDROP_MONSTER);
- }
- }
- for( i = 0; i < pnum; i++ ) //Party share.
- party_exp_share(pt[i].p, &md->bl, pt[i].base_exp,pt[i].job_exp,pt[i].zeny);
- } //End EXP giving.
- // Looted items have an independent drop position and also don't show special effects when dropped
- // So we need put them into a separate list
- std::shared_ptr<s_item_drop_list> lootlist = std::make_shared<s_item_drop_list>();
- lootlist->m = md->bl.m;
- lootlist->x = md->bl.x;
- lootlist->y = md->bl.y;
- lootlist->first_charid = (first_sd != nullptr ? first_sd->status.char_id : 0);
- lootlist->second_charid = (second_sd ? second_sd->status.char_id : 0);
- lootlist->third_charid = (third_sd ? third_sd->status.char_id : 0);
- // Process items looted by the mob
- if (md->lootitems) {
- for (i = 0; i < md->lootitem_count; i++) {
- std::shared_ptr<s_item_drop> ditem = mob_setlootitem(md->lootitems[i], md->mob_id);
- mob_item_drop(md, lootlist, ditem, 1, 10000, homkillonly || merckillonly);
- }
- }
- if( !(type&1) && !map_getmapflag(m, MF_NOMOBLOOT) && !md->state.rebirth && (
- !md->special_state.ai || //Non special mob
- battle_config.alchemist_summon_reward == 2 || //All summoned give drops
- (md->special_state.ai==AI_SPHERE && battle_config.alchemist_summon_reward == 1) //Marine Sphere Drops items.
- ) )
- { // Item Drop
- int32 drop_rate, drop_modifier = 100;
- #ifdef RENEWAL_DROP
- drop_modifier = pc_level_penalty_mod( first_sd != nullptr ? first_sd : second_sd != nullptr ? second_sd : third_sd, PENALTY_DROP, nullptr, md );
- #endif
- std::shared_ptr<s_item_drop_list> dlist = std::make_shared<s_item_drop_list>();
- dlist->m = md->bl.m;
- dlist->x = md->bl.x;
- dlist->y = md->bl.y;
- dlist->first_charid = (first_sd != nullptr ? first_sd->status.char_id : 0);
- dlist->second_charid = (second_sd ? second_sd->status.char_id : 0);
- dlist->third_charid = (third_sd ? third_sd->status.char_id : 0);
- // These trigger for the killer of the monster
- if(sd) {
- // process script-granted extra drop bonuses
- for (const auto &it : sd->add_drop) {
- if (!&it || (!it.nameid && !it.group))
- continue;
- if ((it.race < RC_NONE_ && it.race == -md->mob_id) || //Race < RC_NONE_, use mob_id
- (it.race == RC_ALL || it.race == status->race) || //Matched race
- (it.class_ == CLASS_ALL || it.class_ == status->class_)) //Matched class
- {
- //Check if the bonus item drop rate should be multiplied with mob level/10 [Lupus]
- if (it.rate < 0) {
- //It's negative, then it should be multiplied. with mob_level/10
- //rate = base_rate * (mob_level/10) + 1
- drop_rate = (-it.rate) * md->level / 10 + 1;
- drop_rate = cap_value(drop_rate, max(battle_config.item_drop_adddrop_min,1), min(battle_config.item_drop_adddrop_max,10000));
- }
- else
- //it's positive, then it goes as it is
- drop_rate = it.rate;
- if (rnd()%10000 >= drop_rate)
- continue;
- std::shared_ptr<s_mob_drop> mobdrop = std::make_shared<s_mob_drop>();
- if (it.nameid > 0) {
- mobdrop->nameid = it.nameid;
- mobdrop->rate = drop_rate;
- }
- else {
- std::shared_ptr<s_item_group_entry> entry = itemdb_group.get_random_entry(it.group, 1, GROUP_ALGORITHM_DROP);
- if (entry == nullptr) continue;
- mobdrop->nameid = entry->nameid;
- mobdrop->rate = entry->adj_rate * drop_rate / 10000;
- }
- std::shared_ptr<s_item_drop> ditem = mob_setdropitem(mobdrop, 1, md->mob_id);
- mob_item_drop(md, dlist, ditem, 0, mobdrop->rate, homkillonly || merckillonly);
- }
- }
- // process script-granted zeny bonus (get_zeny_num) [Skotlex]
- if( sd->bonus.get_zeny_num && rnd()%100 < sd->bonus.get_zeny_rate ) {
- i = sd->bonus.get_zeny_num > 0 ? sd->bonus.get_zeny_num : -md->level * sd->bonus.get_zeny_num;
- if (!i) i = 1;
- pc_getzeny(sd, 1+rnd()%i, LOG_TYPE_PICKDROP_MONSTER);
- }
- }
- // Regular mob drops drop after script-granted drops
- for( const std::shared_ptr<s_mob_drop>& entry : md->db->dropitem ){
- if (entry->nameid == 0)
- continue;
- std::shared_ptr<item_data> it = item_db.find(entry->nameid);
- if (it == nullptr)
- continue;
- drop_rate = mob_getdroprate(src, md->db, entry->rate, drop_modifier, md);
- // attempt to drop the item
- if (rnd() % 10000 >= drop_rate)
- continue;
- if (first_sd != nullptr && it->type == IT_PETEGG) {
- pet_create_egg(first_sd, entry->nameid);
- continue;
- }
- std::shared_ptr<s_item_drop> ditem = mob_setdropitem(entry, 1, md->mob_id);
- //A Rare Drop Global Announce by Lupus
- if (first_sd != nullptr && entry->rate <= battle_config.rare_drop_announce) {
- char message[128];
- sprintf(message, msg_txt(nullptr, 541), first_sd->status.name, md->name, it->ename.c_str(), (float)drop_rate / 100);
- //MSG: "'%s' won %s's %s (chance: %0.02f%%)"
- intif_broadcast(message, strlen(message) + 1, BC_DEFAULT);
- }
- // Announce first, or else ditem will be freed. [Lance]
- // By popular demand, use base drop rate for autoloot code. [Skotlex]
- mob_item_drop(md, dlist, ditem, 0, battle_config.autoloot_adjust ? drop_rate : entry->rate, homkillonly || merckillonly);
- }
- // Ore Discovery (triggers if owner has loot priority, does not require to be the killer)
- if (first_sd != nullptr && pc_checkskill(first_sd, BS_FINDINGORE) > 0) {
- std::shared_ptr<s_item_group_entry> entry = itemdb_group.get_random_entry(IG_ORE, 1, GROUP_ALGORITHM_DROP);
- if (entry != nullptr) {
- std::shared_ptr<s_mob_drop> mobdrop = std::make_shared<s_mob_drop>();
- mobdrop->nameid = entry->nameid;
- mobdrop->rate = entry->adj_rate;
- std::shared_ptr<s_item_drop> ditem = mob_setdropitem(mobdrop, 1, md->mob_id);
- mob_item_drop(md, dlist, ditem, 0, mobdrop->rate, homkillonly || merckillonly);
- }
- }
- // Process map specific drops
- std::shared_ptr<s_map_drops> mapdrops;
- // If it is an instance map, we check for map specific drops of the original map
- if( map[md->bl.m].instance_id > 0 ){
- mapdrops = map_drop_db.find( map[md->bl.m].instance_src_map );
- }else{
- mapdrops = map_drop_db.find( md->bl.m );
- }
- if( mapdrops != nullptr ){
- // Process map wide drops
- for( const auto& it : mapdrops->globals ){
- if( rnd_chance( it.second->rate, 100000u ) ){
- // 'Cheat' for autoloot command: rate is changed from n/100000 to n/10000
- int32 map_drops_rate = max(1, (it.second->rate / 10));
- std::shared_ptr<s_item_drop> ditem = mob_setdropitem( it.second, 1, md->mob_id );
- mob_item_drop( md, dlist, ditem, 0, map_drops_rate, homkillonly || merckillonly );
- }
- }
- // Process map drops for this specific mob
- const auto& specific = mapdrops->specific.find( md->mob_id );
- if( specific != mapdrops->specific.end() ){
- for( const auto& it : specific->second ){
- if( rnd_chance( it.second->rate, 100000u ) ){
- // 'Cheat' for autoloot command: rate is changed from n/100000 to n/10000
- int32 map_drops_rate = max(1, (it.second->rate / 10));
- std::shared_ptr<s_item_drop> ditem = mob_setdropitem( it.second, 1, md->mob_id );
- mob_item_drop( md, dlist, ditem, 0, map_drops_rate, homkillonly || merckillonly );
- }
- }
- }
- }
- // There are drop items.
- if (!dlist->items.empty() || !lootlist->items.empty()) {
- mob_delayed_drops[md->bl.id] = dlist;
- mob_looted_drops[md->bl.id] = lootlist;
- add_timer(tick + (!battle_config.delay_battle_damage ? 500 : 0), mob_delay_item_drop, md->bl.id, 0);
- }
- }
- // Loot MUST drop!
- else if (!lootlist->items.empty()) {
- mob_looted_drops[md->bl.id] = lootlist;
- add_timer(tick + (!battle_config.delay_battle_damage ? 500 : 0), mob_delay_item_drop, md->bl.id, 0);
- }
- // MVP Reward
- if( mvp_sd != nullptr ){
- t_itemid log_mvp_nameid = 0;
- t_exp log_mvp_exp = 0;
- clif_mvp_effect( *mvp_sd );
- //mapflag: noexp check [Lorky]
- if( md->db->mexp > 0 && !( map_getmapflag( m, MF_NOBASEEXP ) || type&2 ) ){
- log_mvp_exp = md->db->mexp;
- #if defined(RENEWAL_EXP)
- int32 penalty = pc_level_penalty_mod( mvp_sd, PENALTY_MVP_EXP, nullptr, md );
- log_mvp_exp = cap_value( apply_rate( log_mvp_exp, penalty ), 0, MAX_EXP );
- #endif
- if( battle_config.exp_bonus_attacker > 0 && count > 1 ){
- if( count > battle_config.exp_bonus_max_attacker ){
- count = battle_config.exp_bonus_max_attacker;
- }
- log_mvp_exp += log_mvp_exp * ( battle_config.exp_bonus_attacker * ( count - 1 ) ) / 100;
- }
- log_mvp_exp = cap_value( log_mvp_exp, 1, MAX_EXP );
- clif_mvp_exp( *mvp_sd, log_mvp_exp );
- pc_gainexp( mvp_sd, &md->bl, log_mvp_exp, 0, 0 );
- }
- if( !(map_getmapflag(m, MF_NOMVPLOOT) || type&1) ) {
- // Create a copy of the MVP drops vector
- std::vector<std::shared_ptr<s_mob_drop>> mdrop = md->db->mvpitem;
- // Order might be random depending on item_drop_mvp_mode config setting
- if(battle_config.item_drop_mvp_mode == 1) {
- //Random order
- rnd_vector_order( mdrop );
- }
- #if defined(RENEWAL_DROP)
- int32 penalty = pc_level_penalty_mod( mvp_sd, PENALTY_MVP_DROP, nullptr, md );
- #endif
- for( const std::shared_ptr<s_mob_drop>& entry : mdrop ){
- if(entry->nameid == 0)
- continue;
- std::shared_ptr<item_data> i_data = item_db.find(entry->nameid);
- if (i_data == nullptr)
- continue;
- temp = entry->rate;
- #if defined(RENEWAL_DROP)
- temp = cap_value( apply_rate( temp, penalty ), 0, 10000 );
- #endif
- if (temp != 10000) {
- if(temp <= 0 && !battle_config.drop_rate0item)
- temp = 1;
- if(rnd()%10000 >= temp) //if ==0, then it doesn't drop
- continue;
- }
- struct item item = {};
- item.nameid=entry->nameid;
- item.identify= itemdb_isidentified(item.nameid);
- clif_mvp_item(mvp_sd,item.nameid);
- log_mvp_nameid = item.nameid;
- //A Rare MVP Drop Global Announce by Lupus
- if(temp<=battle_config.rare_drop_announce) {
- char message[128];
- sprintf (message, msg_txt(nullptr,541), mvp_sd->status.name, md->name, i_data->ename.c_str(), temp/100.);
- //MSG: "'%s' won %s's %s (chance: %0.02f%%)"
- intif_broadcast(message,strlen(message)+1,BC_DEFAULT);
- }
- mob_setdropitem_option( item, entry );
- if((temp = pc_additem(mvp_sd,&item,1,LOG_TYPE_PICKDROP_PLAYER)) != 0) {
- clif_additem(mvp_sd,0,0,temp);
- map_addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd->status.char_id,(second_sd?second_sd->status.char_id:0),(third_sd?third_sd->status.char_id:0),1,0,true,DIR_CENTER);
- }
- if (i_data->flag.broadcast)
- intif_broadcast_obtain_special_item(mvp_sd, item.nameid, md->mob_id, ITEMOBTAIN_TYPE_MONSTER_ITEM);
- //Logs items, MVP prizes [Lupus]
- log_pick_mob(md, LOG_TYPE_MVP, -1, &item);
- //If item_drop_mvp_mode is not 2, then only one item should be granted
- if(battle_config.item_drop_mvp_mode != 2) {
- break;
- }
- }
- }
- log_mvpdrop(mvp_sd, md->mob_id, log_mvp_nameid, log_mvp_exp);
- }
- if (type&2 && !sd && md->mob_id == MOBID_EMPERIUM)
- // Emperium destroyed by script. Discard top damage dealer.
- first_sd = nullptr;
- rebirth = ( md->sc.getSCE(SC_KAIZEL) || md->sc.getSCE(SC_ULTIMATE_S) || (md->sc.getSCE(SC_REBIRTH) && !md->state.rebirth) );
- if( !rebirth ) { // Only trigger event on final kill
- if( src ) {
- switch( src->type ) { //allowed type
- case BL_PET:
- case BL_HOM:
- case BL_MER:
- case BL_ELEM:
- case BL_MOB:
- sd = BL_CAST(BL_PC,battle_get_master(src));
- }
- }
- if (sd) {
- std::shared_ptr<s_mob_db> mission_mdb = mob_db.find(sd->mission_mobid), mob = mob_db.find(md->mob_id);
- if ((sd->mission_mobid == md->mob_id) || (mission_mdb != nullptr &&
- ((battle_config.taekwon_mission_mobname == 1 && util::vector_exists(status_get_race2(&md->bl), RC2_GOBLIN) && util::vector_exists(mission_mdb->race2, RC2_GOBLIN)) ||
- (battle_config.taekwon_mission_mobname == 2 && mob->jname.compare(mission_mdb->jname) == 0))))
- { //TK_MISSION [Skotlex]
- if (++(sd->mission_count) >= 100 && (temp = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, static_cast<e_random_monster_flags>(RMF_CHECK_MOB_LV|RMF_MOB_NOT_BOSS|RMF_MOB_NOT_SPAWN), sd->status.base_level)))
- {
- pc_addfame(*sd, battle_config.fame_taekwon_mission);
- sd->mission_mobid = temp;
- pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), temp);
- sd->mission_count = 0;
- clif_mission_info(sd, temp, 0);
- }
- pc_setglobalreg(sd, add_str(TKMISSIONCOUNT_VAR), sd->mission_count);
- }
- if (sd->status.party_id)
- map_foreachinallrange(quest_update_objective_sub, &md->bl, AREA_SIZE, BL_PC, sd->status.party_id, md);
- else if (sd->avail_quests)
- quest_update_objective(sd, md);
- if (achievement_db.mobexists(md->mob_id)) {
- if (battle_config.achievement_mob_share > 0 && sd->status.party_id > 0)
- map_foreachinallrange(achievement_update_objective_sub, &md->bl, AREA_SIZE, BL_PC, sd->status.party_id, md->mob_id);
- else
- achievement_update_objective(sd, AG_BATTLE, 1, md->mob_id);
- }
- // The master or Mercenary can increase the kill count, if the monster level is greater or equal than half the baselevel of the master
- if (sd->md && src && (src->type == BL_PC || src->type == BL_MER) && mob->lv >= sd->status.base_level / 2)
- mercenary_kills(sd->md);
- }
- if( md->npc_event[0] && !md->state.npc_killmonster ) {
- if( sd && battle_config.mob_npc_event_type ) {
- pc_setparam(sd, SP_KILLEDGID, md->bl.id);
- pc_setparam(sd, SP_KILLEDRID, md->mob_id);
- pc_setparam(sd, SP_KILLERRID, sd->bl.id);
- npc_event(sd,md->npc_event,0);
- } else if( first_sd != nullptr ) {
- pc_setparam(first_sd, SP_KILLEDGID, md->bl.id);
- pc_setparam(first_sd, SP_KILLEDRID, md->mob_id);
- pc_setparam(first_sd, SP_KILLERRID, sd?sd->bl.id:0);
- npc_event(first_sd,md->npc_event,0);
- } else
- npc_event_do(md->npc_event);
- } else if( first_sd != nullptr && !md->state.npc_killmonster ) {
- pc_setparam(first_sd, SP_KILLEDGID, md->bl.id);
- pc_setparam(first_sd, SP_KILLEDRID, md->mob_id);
- npc_script_event( *first_sd, NPCE_KILLNPC );
- }
- }
- if(md->deletetimer != INVALID_TIMER) {
- delete_timer(md->deletetimer,mob_timer_delete);
- md->deletetimer = INVALID_TIMER;
- }
- /**
- * Only loops if necessary (e.g. a poring would never need to loop)
- **/
- if( md->can_summon )
- mob_deleteslave(md);
- map_freeblock_unlock();
- if( !rebirth ) {
- if( pcdb_checkid(md->vd->class_) ) {//Player mobs are not removed automatically by the client.
- /* first we set them dead, then we delay the outsight effect */
- clif_clearunit_area( md->bl, CLR_DEAD );
- clif_clearunit_delayed(&md->bl, CLR_OUTSIGHT,tick+3000);
- } else
- /**
- * We give the client some time to breath and this allows it to display anything it'd like with the dead corpose
- * For example, this delay allows it to display soul drain effect
- **/
- clif_clearunit_delayed(&md->bl, CLR_DEAD, tick+250);
- }
- if(!md->spawn){ //Tell status_damage to remove it from memory.
- struct unit_data *ud = unit_bl2ud(&md->bl);
- // If the unit is currently in a walk script, it will be removed there
- return ud->state.walk_script ? 3 : 5; // Note: Actually, it's 4. Oh well...
- }
- // MvP tomb [GreenBox]
- if (battle_config.mvp_tomb_enabled && md->spawn->state.boss && map_getmapflag(md->bl.m, MF_NOTOMB) != 1)
- mvptomb_create(md, mvp_sd != nullptr ? mvp_sd->status.name : (first_sd != nullptr ? first_sd->status.name : nullptr), time(nullptr));
- if( !rebirth )
- mob_setdelayspawn(md); //Set respawning.
- return 3; //Remove from map.
- }
- /**
- * Resurrects a mob (reset values and respawn on map)
- * @param md : mob pointer
- * @param hp : hp to resurrect it with (only used for exp calculation)
- */
- void mob_revive(struct mob_data *md, uint32 hp)
- {
- t_tick tick = gettick();
- mob_setstate(*md, MSS_IDLE);
- md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME;
- md->last_linktime = tick;
- md->last_pcneartime = 0;
- //We reset the damage log and then set the already lost damage as self damage so players don't get exp for it [Playtester]
- md->dmglog.clear();
- mob_log_damage(md, &md->bl, static_cast<int64>(md->status.max_hp - hp));
- if (!md->bl.prev){
- if(map_addblock(&md->bl))
- return;
- }
- clif_spawn(&md->bl);
- skill_unit_move(&md->bl,tick,1);
- mobskill_use(md, tick, MSC_SPAWN);
- if (battle_config.show_mob_info&3)
- clif_name_area(&md->bl);
- }
- int32 mob_guardian_guildchange(struct mob_data *md)
- {
- nullpo_ret(md);
- if (!md->guardian_data)
- return 0;
- if (md->guardian_data->castle->guild_id == 0)
- { //Castle with no owner? Delete the guardians.
- if (md->mob_id == MOBID_EMPERIUM)
- { //But don't delete the emperium, just clear it's guild-data
- md->guardian_data->guild_id = 0;
- md->guardian_data->emblem_id = 0;
- md->guardian_data->guild_name[0] = '\0';
- } else {
- if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS && md->guardian_data->castle->guardian[md->guardian_data->number].visible)
- guild_castledatasave(md->guardian_data->castle->castle_id, CD_ENABLED_GUARDIAN00 + md->guardian_data->number, 0);
- unit_free(&md->bl,CLR_OUTSIGHT); //Remove guardian.
- }
- return 0;
- }
- auto g = guild_search(md->guardian_data->castle->guild_id);
- if (g == nullptr)
- { //Properly remove guardian info from Castle data.
- ShowError("mob_guardian_guildchange: New Guild (id %d) does not exists!\n", md->guardian_data->guild_id);
- if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS)
- guild_castledatasave(md->guardian_data->castle->castle_id, CD_ENABLED_GUARDIAN00 + md->guardian_data->number, 0);
- unit_free(&md->bl,CLR_OUTSIGHT);
- return 0;
- }
- md->guardian_data->guild_id = g->guild.guild_id;
- md->guardian_data->emblem_id = g->guild.emblem_id;
- md->guardian_data->guardup_lv = guild_checkskill(g->guild, GD_GUARDUP);
- memcpy(md->guardian_data->guild_name, g->guild.name, NAME_LENGTH);
- return 1;
- }
- /*==========================================
- * Pick a random class for the mob
- *------------------------------------------*/
- int32 mob_random_class(int32 *value, size_t count)
- {
- nullpo_ret(value);
- // no count specified, look into the array manually, but take only max 5 elements
- if (count < 1) {
- count = 0;
- while(count < 5 && mobdb_checkid(value[count])) count++;
- if(count < 1) // nothing found
- return 0;
- } else {
- // check if at least the first value is valid
- if(mobdb_checkid(value[0]) == 0)
- return 0;
- }
- //Pick a random value, hoping it exists. [Skotlex]
- return mobdb_checkid(value[rnd()%count]);
- }
- /**
- * Returns the SpawnInfos of the mob_db entry (mob_spawn_data[mobid])
- * if mobid is not in mob_spawn_data returns empty spawn_info vector
- * @param mob_id - Looking for spawns of this Monster ID
- */
- const std::vector<spawn_info> mob_get_spawns(uint16 mob_id)
- {
- auto mob_spawn_it = mob_spawn_data.find(mob_id);
- if ( mob_spawn_it != mob_spawn_data.end() )
- return mob_spawn_it->second;
- return std::vector<spawn_info>();
- }
- /**
- * Checks if a monster is spawned. Returns true if yes, false otherwise.
- * @param mob_id - Monster ID which is checked
- */
- bool mob_has_spawn(uint16 mob_id)
- {
- // It's enough to check if the monster is in mob_spawn_data, because
- // none or empty spawns are ignored. Thus the monster is spawned.
- return mob_spawn_data.find(mob_id) != mob_spawn_data.end();
- }
- /**
- * Adds a spawn info to the specific mob. (To mob_spawn_data)
- * @param mob_id - Monster ID spawned
- * @param new_spawn - spawn_info holding the map and quantity of the spawn
- */
- void mob_add_spawn(uint16 mob_id, const struct spawn_info& new_spawn)
- {
- uint16 m = new_spawn.mapindex;
- if( new_spawn.qty <= 0 )
- return; //ignore empty spawns
- std::vector<spawn_info>& spawns = mob_spawn_data[mob_id];
- // Search if the map is already in spawns
- auto itSameMap = std::find_if(spawns.begin(), spawns.end(),
- [&m] (const spawn_info &s) { return (s.mapindex == m); });
-
- if( itSameMap != spawns.end() )
- itSameMap->qty += new_spawn.qty; // add quantity, if map is found
- else
- spawns.push_back(new_spawn); // else, add the whole spawn info
-
- // sort spawns by spawn quantity
- std::sort(spawns.begin(), spawns.end(),
- [](const spawn_info & a, const spawn_info & b) -> bool
- { return a.qty > b.qty; });
- /** Note
- Spawns are sorted after every addition. This makes reloadscript slower, but
- some spawns may be added directly by loadscript or something similar.
- */
- }
- /*==========================================
- * Change mob base class
- *------------------------------------------*/
- int32 mob_class_change (struct mob_data *md, int32 mob_id)
- {
- t_tick tick = gettick();
- int32 i, hp_rate;
- nullpo_ret(md);
- if( md->bl.prev == nullptr )
- return 0;
- if (!mob_id || !mobdb_checkid(mob_id))
- return 0;
- //Disable class changing for some targets...
- if (md->guardian_data)
- return 0; //Guardians/Emperium
- if (util::vector_exists(status_get_race2(&md->bl), RC2_TREASURE))
- return 0; //Treasure Boxes
- if( md->special_state.ai > AI_ATTACK )
- return 0; //Marine Spheres and Floras.
- if( mob_is_clone(md->mob_id) )
- return 0; //Clones
- if( md->mob_id == mob_id )
- return 0; //Nothing to change.
- hp_rate = get_percentage(md->status.hp, md->status.max_hp);
- md->mob_id = mob_id;
- md->db = mob_db.find(mob_id);
- if (battle_config.override_mob_names==1)
- memcpy(md->name,md->db->name.c_str(),NAME_LENGTH);
- else
- memcpy(md->name,md->db->jname.c_str(),NAME_LENGTH);
- status_change_end(&md->bl,SC_KEEPING); // End before calling status_calc_mob().
- status_change_end(&md->bl,SC_BARRIER);
- unit_stop_attack( &md->bl );
- unit_stop_walking( &md->bl, USW_NONE );
- unit_skillcastcancel(&md->bl, 0);
- status_set_viewdata(&md->bl, mob_id);
- clif_class_change( md->bl, md->vd->class_ );
- status_calc_mob(md,SCO_FIRST);
- if (battle_config.monster_class_change_recover) {
- md->dmglog.clear();
- } else {
- md->status.hp = md->status.max_hp*hp_rate/100;
- if(md->status.hp < 1) md->status.hp = 1;
- }
- for(i=0;i<MAX_MOBSKILL;i++)
- md->skilldelay[i] = 0;
- if (md->lootitems == nullptr && status_has_mode(&md->db->status,MD_LOOTER))
- md->lootitems = (struct s_mob_lootitem *)aCalloc(LOOTITEM_SIZE,sizeof(struct s_mob_lootitem));
- //Targets should be cleared no morph
- md->target_id = md->attacked_id = md->norm_attacked_id = 0;
- //Need to update name display.
- clif_name_area(&md->bl);
- return 0;
- }
- /*==========================================
- * mob heal, update display hp info of mob for players
- *------------------------------------------*/
- void mob_heal(struct mob_data *md,uint32 heal)
- {
- if (battle_config.show_mob_info&3)
- clif_name_area(&md->bl);
- #if PACKETVER >= 20120404
- if (battle_config.monster_hp_bars_info && !map_getmapflag(md->bl.m, MF_HIDEMOBHPBAR)) {
- if (md->special_state.ai == AI_ABR || md->special_state.ai == AI_BIONIC) {
- clif_summon_hp_bar(*md);
- }
- // Must show hp bar to all char who already hit the mob.
- for( const auto& entry : md->dmglog ){
- map_session_data* sd = map_charid2sd( entry.id );
- // Check if in range
- if( sd != nullptr && check_distance_bl( &md->bl, &sd->bl, AREA_SIZE ) ){
- clif_monster_hp_bar(md, sd->fd);
- }
- }
- }
- #endif
- }
- /*==========================================
- * Added by RoVeRT
- *------------------------------------------*/
- int32 mob_warpslave_sub(struct block_list *bl,va_list ap)
- {
- struct mob_data *md=(struct mob_data *)bl;
- struct block_list *master;
- int16 x,y,range=0;
- master = va_arg(ap, struct block_list*);
- range = va_arg(ap, int32);
- if(md->master_id!=master->id)
- return 0;
- map_search_freecell(master, 0, &x, &y, range, range, 0);
- unit_warp(&md->bl, master->m, x, y,CLR_TELEPORT);
- return 1;
- }
- /*==========================================
- * Added by RoVeRT
- * Warps slaves. Range is the area around the master that they can
- * appear in randomly.
- *------------------------------------------*/
- int32 mob_warpslave(struct block_list *bl, int32 range)
- {
- if (range < 1)
- range = 1; //Min range needed to avoid crashes and stuff. [Skotlex]
- return map_foreachinmap(mob_warpslave_sub, bl->m, BL_MOB, bl, range);
- }
- /*==========================================
- * Counts slave sub, curently checking if mob master is the given ID.
- *------------------------------------------*/
- int32 mob_countslave_sub(struct block_list *bl,va_list ap)
- {
- int32 id;
- struct mob_data *md;
- id=va_arg(ap,int32);
- md = (struct mob_data *)bl;
- if( md->master_id==id )
- return 1;
- return 0;
- }
- /*==========================================
- * Counts the number of slaves a mob has on the map.
- *------------------------------------------*/
- int32 mob_countslave(struct block_list *bl)
- {
- return map_foreachinmap(mob_countslave_sub, bl->m, BL_MOB,bl->id);
- }
- /**
- * Remove slaves if master logs off.
- * @param bl: Mob data
- * @param ap: List of arguments
- * @return 1 on removal, otherwise 0
- */
- int32 mob_removeslaves_sub(block_list *bl, va_list ap) {
- int32 id = va_arg(ap, int32);
- mob_data *md = (mob_data *)bl;
- if (md != nullptr && md->master_id == id) {
- unit_free(bl, CLR_OUTSIGHT);
- return 1;
- }
- return 0;
- }
- /**
- * Remove slaves on a map.
- * @param bl: Player data
- * @return 1 on removal, otherwise 0
- */
- int32 mob_removeslaves(block_list *bl) {
- return map_foreachinmap(mob_removeslaves_sub, bl->m, BL_MOB, bl->id);
- }
- /*==========================================
- * Summons amount slaves contained in the value[5] array using round-robin. [adapted by Skotlex]
- *------------------------------------------*/
- int32 mob_summonslave(struct mob_data *md2,int32 *value,int32 amount,uint16 skill_id)
- {
- struct mob_data *md;
- struct spawn_data data;
- int32 count = 0,k=0,hp_rate=0;
- nullpo_ret(md2);
- nullpo_ret(value);
- memset(&data, 0, sizeof(struct spawn_data));
- data.m = md2->bl.m;
- data.x = md2->bl.x;
- data.y = md2->bl.y;
- data.num = 1;
- data.state.size = md2->special_state.size;
- data.state.ai = md2->special_state.ai;
- if(mobdb_checkid(value[0]) == 0)
- return 0;
- /**
- * Flags this monster is able to summon; saves a worth amount of memory upon deletion
- **/
- md2->can_summon = 1;
- while(count < 5 && mobdb_checkid(value[count])) count++;
- if(count < 1) return 0;
- if (amount > 0 && amount < count) { //Do not start on 0, pick some random sub subset [Skotlex]
- k = rnd()%count;
- amount+=k; //Increase final value by same amount to preserve total number to summon.
- }
- if (!battle_config.monster_class_change_recover &&
- (skill_id == NPC_TRANSFORMATION || skill_id == NPC_METAMORPHOSIS))
- hp_rate = get_percentage(md2->status.hp, md2->status.max_hp);
- for(;k<amount;k++) {
- int16 x,y;
- data.id = value[k%count]; //Summon slaves in round-robin fashion. [Skotlex]
- if (mobdb_checkid(data.id) == 0)
- continue;
- if (skill_id != NPC_DEATHSUMMON && 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--");
- if (!mob_parse_dataset(&data))
- continue;
- md= mob_spawn_dataset(&data);
- if(skill_id == NPC_SUMMONSLAVE){
- md->master_id=md2->bl.id;
- md->special_state.ai = md2->special_state.ai;
- }
- mob_spawn(md);
- if (hp_rate) //Scale HP
- md->status.hp = md->status.max_hp*hp_rate/100;
- if (skill_id == NPC_SUMMONSLAVE) // Only appies to NPC_SUMMONSLAVE
- status_calc_slave_mode(*md); // Inherit the aggressive mode of the master.
- if (md2->state.copy_master_mode)
- md->status.mode = md2->status.mode;
- clif_skill_nodamage(&md->bl,md->bl,skill_id,amount);
- }
- return 0;
- }
- /*==========================================
- * MOBskill lookup (get skillindex through skill_id)
- * Returns -1 if not found.
- *------------------------------------------*/
- int32 mob_skill_id2skill_idx(int32 mob_id,uint16 skill_id)
- {
- std::shared_ptr<s_mob_db> mob = mob_db.find(mob_id);
- if (mob == nullptr)
- return -1;
- std::vector<std::shared_ptr<s_mob_skill>> &skills = mob->skill;
- if (skills.empty())
- return -1;
- for (int32 i = 0; i < skills.size(); i++) {
- if (skills[i]->skill_id == skill_id)
- return i;
- }
- return -1;
- }
- /*==========================================
- * Friendly Mob whose HP is decreasing by a nearby MOB is looked for.
- *------------------------------------------*/
- int32 mob_getfriendhprate_sub(struct block_list *bl,va_list ap)
- {
- int64 min_rate, max_rate,rate;
- struct block_list **fr;
- struct mob_data *md;
- md = va_arg(ap,struct mob_data *);
- min_rate=va_arg(ap,int64);
- max_rate=va_arg(ap,int64);
- fr=va_arg(ap,struct block_list **);
- if( md->bl.id == bl->id && !(battle_config.mob_ai&0x10))
- return 0;
- if ((*fr) != nullptr) //A friend was already found.
- return 0;
- if (battle_check_target(&md->bl,bl,BCT_ENEMY)>0)
- return 0;
- rate = get_percentage(status_get_hp(bl), status_get_max_hp(bl));
- if (rate >= min_rate && rate <= max_rate)
- (*fr) = bl;
- return 1;
- }
- static struct block_list *mob_getfriendhprate(struct mob_data *md,int64 min_rate,int64 max_rate)
- {
- struct block_list *fr=nullptr;
- int32 type = BL_MOB;
- nullpo_retr(nullptr, md);
- if (md->special_state.ai) //Summoned creatures. [Skotlex]
- type = BL_PC;
- map_foreachinallrange(mob_getfriendhprate_sub, &md->bl, 8, type,md,min_rate,max_rate,&fr);
- return fr;
- }
- /*==========================================
- * Check hp rate of its master
- *------------------------------------------*/
- struct block_list *mob_getmasterhpltmaxrate(struct mob_data *md,int64 rate)
- {
- if( md && md->master_id > 0 )
- {
- struct block_list *bl = map_id2bl(md->master_id);
- if( bl && get_percentage(status_get_hp(bl), status_get_max_hp(bl)) < rate )
- return bl;
- }
- return nullptr;
- }
- bool mob_getstatus_sub( struct mob_data& md, e_mob_skill_condition condition, sc_type type ){
- bool found = false;
- if( type == SC_NONE ){
- for( int32 i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++ ){
- if( md.sc.getSCE( i ) != nullptr ){
- // Once an effect was found, break out. [Skotlex]
- found = true;
- break;
- }
- }
- }else{
- found = md.sc.getSCE( type ) != nullptr;
- }
- switch( condition ){
- case MSC_MYSTATUSON:
- case MSC_FRIENDSTATUSON:
- return found;
- case MSC_MYSTATUSOFF:
- case MSC_FRIENDSTATUSOFF:
- return !found;
- default:
- return false;
- }
- }
- /*==========================================
- * What a status state suits by nearby MOB is looked for.
- *------------------------------------------*/
- int32 mob_getfriendstatus_sub( struct block_list *bl, va_list ap ){
- struct mob_data *md, *mmd;
- nullpo_ret(bl);
- nullpo_ret(md=(struct mob_data *)bl);
- nullpo_ret(mmd=va_arg(ap,struct mob_data *));
- if( mmd->bl.id == bl->id && !(battle_config.mob_ai&0x10) )
- return 0;
- if (battle_check_target(&mmd->bl,bl,BCT_ENEMY)>0)
- return 0;
- int64 cond1 = va_arg( ap, int64 );
- int64 cond2 = va_arg( ap, int64 );
- struct mob_data** fr = va_arg( ap, struct mob_data** );
- if( mob_getstatus_sub( *md, static_cast<e_mob_skill_condition>( cond1 ), static_cast<sc_type>( cond2 ) ) ){
- *fr = md;
- }
- return 0;
- }
- struct mob_data *mob_getfriendstatus(struct mob_data *md,int64 cond1,int64 cond2)
- {
- struct mob_data* fr = nullptr;
- nullpo_ret(md);
- map_foreachinallrange(mob_getfriendstatus_sub, &md->bl, 8,BL_MOB, md,cond1,cond2,&fr);
- return fr;
- }
- // Display message from mob_chat_db.yml
- bool mob_chat_display_message(mob_data &md, uint16 msg_id) {
- std::shared_ptr<s_mob_chat> mc = mob_chat_db.find(msg_id);
- if (mc != nullptr) {
- std::string name = md.name, output;
- std::size_t unique = name.find("#");
- if (unique != std::string::npos)
- name = name.substr(0, unique); // discard extra name identifier if present [Daegaladh]
- output = name + " : " + mc->msg;
- clif_messagecolor(&md.bl, mc->color, output.c_str(), true, AREA_CHAT_WOC);
- return true;
- }
- return false;
- }
- /**
- * This function sets the monster skill delays
- * This needs to happen whether the skill was cast successfully or cast-cancelled
- * @param bl: Mob data
- */
- void mobskill_delay(mob_data& md, t_tick tick)
- {
- // If skill was used by a script, do not apply any skill delay
- if (md.skill_idx < 0)
- return;
- std::vector<std::shared_ptr<s_mob_skill>>& ms = md.db->skill;
- if (ms.empty())
- return;
- // Officially the skill delay is per skill rather than per skill db entry
- // We simulate this by setting the delay for all entries of the same skill
- // We have an optional mob AI setting to only set the delay for one entry
- if (!(battle_config.mob_ai&0x200)) {
- // Even though we already know which skill was picked as we stored that in skill_idx
- // Officially it actually tries to find the skill again using the monster's current state
- // If the skill cannot be found anymore because the monster's state has changed no delay will be applied
- int32 delay = 0;
- for (int32 i = 0; i < ms.size(); i++) {
- if (ms[i]->skill_id == ms[md.skill_idx]->skill_id) {
- bool match = false;
- if (ms[i]->state == md.state.skillstate)
- match = true;
- else if (ms[i]->state == MSS_ANY)
- match = true;
- else if (ms[i]->state == MSS_ANYTARGET && md.target_id != 0 && md.state.skillstate != MSS_LOOT)
- match = true;
- // State and skill match, use the first delay found
- if (match) {
- delay = ms[i]->delay;
- break;
- }
- }
- }
- // Apply delay found to all entries of the skill
- for (int32 i = 0; i < ms.size(); i++)
- if (ms[i]->skill_id == ms[md.skill_idx]->skill_id)
- md.skilldelay[i] = tick + delay;
- }
- else
- md.skilldelay[md.skill_idx] = tick + ms[md.skill_idx]->delay;
- }
- /*==========================================
- * Skill use judging
- *------------------------------------------*/
- bool mobskill_use(struct mob_data *md, t_tick tick, int32 event, int64 damage)
- {
- struct block_list *fbl = nullptr; //Friend bl, which can either be a BL_PC or BL_MOB depending on the situation. [Skotlex]
- struct block_list *bl;
- struct mob_data *fmd = nullptr;
- int32 i,j,n;
- int16 skill_target;
- nullpo_ret(md);
- std::vector<std::shared_ptr<s_mob_skill>> &ms = md->db->skill;
- if (!battle_config.mob_skill_rate || md->ud.skilltimer != INVALID_TIMER || ms.empty() || status_has_mode(&md->status,MD_NOCAST))
- return 0;
- // Monsters check their non-attack-state skills once per second, but we ignore this for events for now
- if (event == -1)
- md->last_skillcheck = tick;
- //Pick a starting position and loop from that.
- i = battle_config.mob_ai&0x100?rnd()%ms.size():0;
- for (n = 0; n < ms.size(); i++, n++) {
- int64 c2;
- int32 flag = 0;
- if (i == ms.size())
- i = 0;
- if (DIFF_TICK(tick, md->skilldelay[i]) < 0)
- continue;
- c2 = ms[i]->cond2;
- if (ms[i]->state != md->state.skillstate) {
- if (md->state.skillstate != MSS_DEAD && (ms[i]->state == MSS_ANY ||
- (ms[i]->state == MSS_ANYTARGET && md->target_id && md->state.skillstate != MSS_LOOT)
- )) //ANYTARGET works with any state as long as there's a target. [Skotlex]
- ;
- else
- continue;
- }
- if (rnd() % 10000 > ms[i]->permillage) //Lupus (max value = 10000)
- continue;
- if (ms[i]->cond1 == event)
- flag = 1; //Trigger skill.
- else if (ms[i]->cond1 == MSC_SKILLUSED)
- flag = ((event & 0xffff) == MSC_SKILLUSED && ((event >> 16) == c2 || c2 == 0));
- else if (ms[i]->cond1 == MSC_GROUNDATTACKED && damage > 0)
- flag = ((event & 0xffff) == MSC_SKILLUSED && skill_get_inf((event >> 16))&INF_GROUND_SKILL);
- else if (ms[i]->cond1 == MSC_DAMAGEDGT && damage > 0 && !((event & 0xffff) == MSC_SKILLUSED)) //Avoid double check if skill has been used [datawulf]
- flag = (damage > c2);
- else if(event == -1){
- //Avoid entering on defined events to avoid "hyper-active skill use" due to the overflow of calls to this function in battle.
- switch (ms[i]->cond1)
- {
- case MSC_ALWAYS:
- flag = 1; break;
- case MSC_MYHPLTMAXRATE: // HP< maxhp%
- flag = get_percentage(md->status.hp, md->status.max_hp);
- flag = (flag <= c2);
- break;
- case MSC_MYHPINRATE:
- flag = get_percentage(md->status.hp, md->status.max_hp);
- flag = (flag >= c2 && flag <= ms[i]->val[0]);
- break;
- case MSC_MYSTATUSON: // status[num] on
- case MSC_MYSTATUSOFF: // status[num] off
- if( md->sc.empty() ){
- flag = 0;
- }else if( mob_getstatus_sub( *md, static_cast<e_mob_skill_condition>( ms[i]->cond1 ), static_cast<sc_type>( ms[i]->cond2 ) ) ){
- flag = 1;
- }else{
- flag = 0;
- }
- break;
- case MSC_FRIENDHPLTMAXRATE: // friend HP < maxhp%
- flag = ((fbl = mob_getfriendhprate(md, 0, ms[i]->cond2)) != nullptr); break;
- case MSC_FRIENDHPINRATE :
- flag = ((fbl = mob_getfriendhprate(md, ms[i]->cond2, ms[i]->val[0])) != nullptr); break;
- case MSC_FRIENDSTATUSON: // friend status[num] on
- case MSC_FRIENDSTATUSOFF: // friend status[num] off
- flag = ((fmd = mob_getfriendstatus(md, ms[i]->cond1, ms[i]->cond2)) != nullptr); break;
- case MSC_SLAVELT: // slave < num
- flag = (mob_countslave(&md->bl) < c2 ); break;
- case MSC_ATTACKPCGT: // attack pc > num
- flag = (unit_counttargeted(&md->bl) > c2); break;
- case MSC_SLAVELE: // slave <= num
- flag = (mob_countslave(&md->bl) <= c2 ); break;
- case MSC_ATTACKPCGE: // attack pc >= num
- flag = (unit_counttargeted(&md->bl) >= c2); break;
- case MSC_AFTERSKILL:
- flag = (md->ud.skill_id == c2); break;
- case MSC_RUDEATTACKED:
- flag = (md->state.attacked_count >= RUDE_ATTACKED_COUNT);
- if (flag) md->state.attacked_count = 0; //Rude attacked count should be reset after the skill condition is met. Thanks to Komurka [Skotlex]
- break;
- case MSC_MASTERHPLTMAXRATE:
- flag = ((fbl = mob_getmasterhpltmaxrate(md, ms[i]->cond2)) != nullptr); break;
- case MSC_MASTERATTACKED:
- flag = (md->master_id > 0 && (fbl=map_id2bl(md->master_id)) && unit_counttargeted(fbl) > 0); break;
- case MSC_ALCHEMIST:
- flag = (md->special_state.ai != AI_NONE && md->trickcasting == 0 && md->status.hp < md->status.max_hp); break;
- case MSC_MOBNEARBYGT:
- flag = (map_foreachinallrange(mob_count_sub, &md->bl, AREA_SIZE, BL_MOB) > c2 ); break;
- case MSC_TRICKCASTING:
- flag = (md->trickcasting > 0); break;
- }
- }
- if (!flag)
- continue; //Skill requisite failed to be fulfilled.
- //Execute skill
- skill_target = status_has_mode(&md->db->status,MD_RANDOMTARGET) ? MST_RANDOM : ms[i]->target;
- if (skill_get_casttype(ms[i]->skill_id) == CAST_GROUND)
- { //Ground skill.
- int16 x, y;
- switch (skill_target) {
- case MST_RANDOM: //Pick a random enemy within skill range.
- bl = battle_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md),
- skill_get_range2(&md->bl, ms[i]->skill_id, ms[i]->skill_lv, true));
- break;
- case MST_TARGET:
- case MST_AROUND5:
- case MST_AROUND6:
- case MST_AROUND7:
- case MST_AROUND8:
- bl = map_id2bl(md->target_id);
- break;
- case MST_MASTER:
- bl = &md->bl;
- if (md->master_id)
- bl = map_id2bl(md->master_id);
- if (bl)
- break;
- [[fallthrough]];
- case MST_FRIEND:
- bl = fbl?fbl:(fmd?&fmd->bl:&md->bl);
- break;
- default:
- bl = &md->bl;
- break;
- }
- if (!bl) {
- if (battle_config.mob_ai & 0x1000)
- continue;
- else
- break;
- }
- x = bl->x;
- y = bl->y;
- // Look for an area to cast the spell around...
- if (skill_target >= MST_AROUND5) {
- j = skill_target >= MST_AROUND1?
- (skill_target-MST_AROUND1) +1:
- (skill_target-MST_AROUND5) +1;
- map_search_freecell(&md->bl, md->bl.m, &x, &y, j, j, 3);
- }
- md->skill_idx = i;
- map_freeblock_lock();
- if (!battle_check_range(&md->bl, bl, skill_get_range2(&md->bl, ms[i]->skill_id, ms[i]->skill_lv, true)) ||
- !unit_skilluse_pos2(&md->bl, x, y, ms[i]->skill_id, ms[i]->skill_lv, ms[i]->casttime, ms[i]->cancel))
- {
- map_freeblock_unlock();
- if (battle_config.mob_ai & 0x1000)
- continue;
- else
- break;
- }
- } else {
- //Targetted skill
- switch (skill_target) {
- case MST_RANDOM: //Pick a random enemy within skill range.
- bl = battle_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md),
- skill_get_range2(&md->bl, ms[i]->skill_id, ms[i]->skill_lv, true));
- break;
- case MST_TARGET:
- bl = map_id2bl(md->target_id);
- // Monsters that cannot attack put their last attacker as target
- if (bl == nullptr && !status_has_mode(&md->status, MD_CANATTACK))
- bl = map_id2bl(md->attacked_id);
- break;
- case MST_MASTER:
- bl = &md->bl;
- if (md->master_id)
- bl = map_id2bl(md->master_id);
- if (bl)
- break;
- [[fallthrough]];
- case MST_FRIEND:
- if (fbl) {
- bl = fbl;
- break;
- } else if (fmd) {
- bl = &fmd->bl;
- break;
- }
- [[fallthrough]];
- default:
- bl = &md->bl;
- break;
- }
- if (!bl) {
- if (battle_config.mob_ai & 0x1000)
- continue;
- else
- break;
- }
- md->skill_idx = i;
- map_freeblock_lock();
- if (!battle_check_range(&md->bl, bl, skill_get_range2(&md->bl, ms[i]->skill_id, ms[i]->skill_lv, true)) ||
- !unit_skilluse_id2(&md->bl, bl->id, ms[i]->skill_id, ms[i]->skill_lv, ms[i]->casttime, ms[i]->cancel))
- {
- map_freeblock_unlock();
- if (battle_config.mob_ai & 0x1000)
- continue;
- else
- break;
- }
- }
- //Skill used. Post-setups...
- if ( ms[i]->msg_id ){ //Display color message [SnakeDrak]
- mob_chat_display_message(*md, ms[i]->msg_id);
- }
- map_freeblock_unlock();
- return true;
- }
- //No skill was used.
- md->skill_idx = -1;
- return false;
- }
- /*==========================================
- * Skill use event processing
- *------------------------------------------*/
- int32 mobskill_event(struct mob_data *md, struct block_list *src, t_tick tick, int32 flag, int64 damage)
- {
- int32 target_id, res = 0;
- if(md->bl.prev == nullptr || md->status.hp == 0)
- return 0;
- target_id = md->target_id;
- if (!target_id || battle_config.mob_changetarget_byskill)
- md->target_id = src->id;
- if (flag == -1)
- res = mobskill_use(md, tick, MSC_CASTTARGETED);
- else if ((flag&0xffff) == MSC_SKILLUSED)
- res = mobskill_use(md, tick, flag, damage);
- else if (flag&BF_SHORT)
- res = mobskill_use(md, tick, MSC_CLOSEDATTACKED, damage);
- else if (flag&BF_LONG && !(flag&BF_MAGIC)) //Long-attacked should not include magic.
- res = mobskill_use(md, tick, MSC_LONGRANGEATTACKED, damage);
- else if (damage > 0) //Trigger for any damage dealt from other attack types without affecting other triggers [datawulf]
- res = mobskill_use(md, tick, -2, damage);
- if (!res)
- //Restore previous target only if skill condition failed to trigger. [Skotlex]
- md->target_id = target_id;
- //Otherwise check if the target is an enemy, and unlock if needed.
- else if (battle_check_target(&md->bl, src, BCT_ENEMY) <= 0)
- md->target_id = target_id;
- return res;
- }
- /**
- * This function sets the monster-specific delays based on the delay event
- * @param md Monster to apply delays to
- * @param tick Current tick
- * @param event The event that resulted in calling this function
- */
- void mob_set_delay(mob_data& md, t_tick tick, e_delay_event event)
- {
- // A monster's AI is inactive for its attack motion after attacking or finish casting a skill
- if (!(battle_config.mob_ai&0x2000) && (event == DELAY_EVENT_ATTACK || event == DELAY_EVENT_CASTEND))
- md.next_thinktime = i64max(tick + md.status.amotion, md.next_thinktime);
- // On cast end and cast cancel, the monster skill delays are set
- if (event == DELAY_EVENT_CASTEND || event == DELAY_EVENT_CASTCANCEL)
- mobskill_delay(md, tick);
- }
- // Player cloned mobs. [Valaris]
- int32 mob_is_clone(int32 mob_id)
- {
- if(mob_id < MOB_CLONE_START || mob_id > MOB_CLONE_END)
- return 0;
- if (!mob_db.exists(mob_id))
- return 0;
- return mob_id;
- }
- /**
- * Previously, using skill_nocast with flag 16
- * @param skill_id
- * @return True:If disabled, False:If enabled
- * @!TODO : Move this hardcodes!
- **/
- static bool mob_clone_disabled_skills(uint16 skill_id) {
- switch (skill_id) {
- case PR_TURNUNDEAD:
- case PR_MAGNUS:
- return true;
- }
- return false;
- }
- //Flag values:
- //&1: Set special ai (fight mobs, not players)
- //If mode is not passed, a default aggressive mode is used.
- //If master_id is passed, clone is attached to him.
- //Returns: ID of newly crafted copy.
- int32 mob_clone_spawn(map_session_data *sd, int16 m, int16 x, int16 y, const char *event, int32 master_id, enum e_mode mode, int32 flag, uint32 duration)
- {
- int32 mob_id;
- int32 inf, fd;
- struct mob_data *md;
- struct status_data *status;
- nullpo_ret(sd);
- if(pc_isdead(sd) && master_id && flag&1)
- return 0;
- ARR_FIND( MOB_CLONE_START, MOB_CLONE_END, mob_id, !mob_db.exists(mob_id) );
- if(mob_id >= MOB_CLONE_END)
- return 0;
- std::shared_ptr<s_mob_db> db = std::make_shared<s_mob_db>();
- mob_db.put( mob_id, db );
- status = &db->status;
- db->sprite = sd->status.name;
- db->name = sd->status.name;
- db->jname = sd->status.name;
- db->lv=status_get_lv(&sd->bl);
- memcpy(status, &sd->base_status, sizeof(struct status_data));
- status->rhw.atk2= status->dex + status->rhw.atk + status->rhw.atk2; //Max ATK
- status->rhw.atk = status->dex; //Min ATK
- if (status->lhw.atk) {
- status->lhw.atk2= status->dex + status->lhw.atk + status->lhw.atk2; //Max ATK
- status->lhw.atk = status->dex; //Min ATK
- }
- if (mode > MD_NONE) //User provided mode.
- status->mode = mode;
- else if (flag&1) //Friendly Character, remove looting.
- status->mode = static_cast<enum e_mode>(status->mode&(~MD_LOOTER));
- status->hp = status->max_hp;
- status->sp = status->max_sp;
- memcpy(&db->vd, &sd->vd, sizeof(struct view_data));
- db->base_exp=1;
- db->job_exp=1;
- db->range2=AREA_SIZE; //Let them have the same view-range as players.
- db->range3=AREA_SIZE; //Min chase of a screen.
- db->option=sd->sc.option;
- /**
- * We temporarily disable sd's fd so it doesn't receive the messages from skill_check_condition_castbegin
- **/
- fd = sd->fd;
- sd->fd = 0;
- //Go Backwards to give better priority to advanced skills.
- std::shared_ptr<s_skill_tree> tree = skill_tree_db.find(sd->status.class_);
- if( tree != nullptr && !tree->skills.empty() ){
- std::vector<uint16> skill_list;
- for (const auto &it : tree->skills)
- skill_list.push_back(it.first);
- std::sort(skill_list.rbegin(), skill_list.rend());
- for (const auto &it : skill_list) {
- if (db->skill.size() >= MAX_MOBSKILL)
- break;
- uint16 skill_id = it;
- uint16 sk_idx = 0;
- if (!skill_id || !(sk_idx = skill_get_index(skill_id)) || sd->status.skill[sk_idx].lv < 1 ||
- skill_get_inf2_(skill_id, { INF2_ISWEDDING, INF2_ISGUILD }) ||
- mob_clone_disabled_skills(skill_id)
- )
- continue;
- //Normal aggressive mob, disable skills that cannot help them fight
- //against players (those with flags UF_NOMOB and UF_NOPC are specific
- //to always aid players!) [Skotlex]
- if (!(flag&1) &&
- skill_get_unit_id(skill_id) &&
- skill_get_unit_flag_(skill_id, { UF_NOMOB, UF_NOPC }))
- continue;
- /**
- * The clone should be able to cast the skill (e.g. have the required weapon) bugreport:5299)
- **/
- if( !skill_check_condition_castbegin(*sd,skill_id,sd->status.skill[sk_idx].lv) )
- continue;
- std::shared_ptr<s_mob_skill> ms = std::make_shared<s_mob_skill>();
- ms->skill_id = skill_id;
- ms->skill_lv = sd->status.skill[sk_idx].lv;
- ms->state = MSS_ANY;
- ms->permillage = 500*battle_config.mob_skill_rate/100; //Default chance of all skills: 5%
- ms->emotion = -1;
- ms->cancel = 0;
- ms->casttime = skill_castfix(&sd->bl,skill_id, ms->skill_lv);
- ms->delay = 5000+skill_delayfix(&sd->bl,skill_id, ms->skill_lv);
- ms->msg_id = 0;
- inf = skill_get_inf(skill_id);
- if (inf&INF_ATTACK_SKILL) {
- ms->target = MST_TARGET;
- ms->cond1 = MSC_ALWAYS;
- if (skill_get_range(skill_id, ms->skill_lv) > 3)
- ms->state = MSS_ANYTARGET;
- else
- ms->state = MSS_BERSERK;
- } else if(inf&INF_GROUND_SKILL) {
- if (skill_get_inf2(skill_id, INF2_ISTRAP)) { //Traps!
- ms->state = MSS_IDLE;
- ms->target = MST_AROUND2;
- ms->delay = 60000;
- } else if (skill_get_unit_target(skill_id) == BCT_ENEMY) { //Target Enemy
- ms->state = MSS_ANYTARGET;
- ms->target = MST_TARGET;
- ms->cond1 = MSC_ALWAYS;
- } else { //Target allies
- ms->target = MST_FRIEND;
- ms->cond1 = MSC_FRIENDHPLTMAXRATE;
- ms->cond2 = 95;
- }
- } else if (inf&INF_SELF_SKILL) {
- if (skill_get_inf2(skill_id, INF2_NOTARGETSELF)) { //auto-select target skill.
- ms->target = MST_TARGET;
- ms->cond1 = MSC_ALWAYS;
- if (skill_get_range(skill_id, ms->skill_lv) > 3) {
- ms->state = MSS_ANYTARGET;
- } else {
- ms->state = MSS_BERSERK;
- }
- } else { //Self skill
- ms->target = MST_SELF;
- ms->cond1 = MSC_MYHPLTMAXRATE;
- ms->cond2 = 90;
- ms->permillage = 2000;
- //Delay: Remove the stock 5 secs and add half of the support time.
- ms->delay += -5000 +(skill_get_time(skill_id, ms->skill_lv) + skill_get_time2(skill_id, ms->skill_lv))/2;
- if (ms->delay < 5000)
- ms->delay = 5000; //With a minimum of 5 secs.
- }
- } else if (inf&INF_SUPPORT_SKILL) {
- ms->target = MST_FRIEND;
- ms->cond1 = MSC_FRIENDHPLTMAXRATE;
- ms->cond2 = 90;
- if (skill_id == AL_HEAL)
- ms->permillage = 5000; //Higher skill rate usage for heal.
- else if (skill_id == ALL_RESURRECTION)
- ms->cond2 = 1;
- //Delay: Remove the stock 5 secs and add half of the support time.
- ms->delay += -5000 +(skill_get_time(skill_id, ms->skill_lv) + skill_get_time2(skill_id, ms->skill_lv))/2;
- if (ms->delay < 2000)
- ms->delay = 2000; //With a minimum of 2 secs.
- if (db->skill.size() < MAX_MOBSKILL) { //duplicate this so it also triggers on self.
- ms->target = MST_SELF;
- ms->cond1 = MSC_MYHPLTMAXRATE;
- db->skill.push_back(ms);
- }
- } else {
- switch (skill_id) { //Certain Special skills that are passive, and thus, never triggered.
- case MO_TRIPLEATTACK:
- case TF_DOUBLE:
- case GS_CHAINACTION:
- ms->state = MSS_BERSERK;
- ms->target = MST_TARGET;
- ms->cond1 = MSC_ALWAYS;
- ms->permillage = skill_id==MO_TRIPLEATTACK?(3000-ms->skill_lv*100):(ms->skill_lv*500);
- ms->delay -= 5000; //Remove the added delay as these could trigger on "all hits".
- break;
- default: //Untreated Skill
- continue;
- }
- }
- if (battle_config.mob_skill_rate!= 100)
- ms->permillage = ms->permillage*battle_config.mob_skill_rate/100;
- if (battle_config.mob_skill_delay != 100)
- ms->delay = ms->delay*battle_config.mob_skill_delay/100;
- db->skill.push_back(ms);
- }
- }
- /**
- * We grant the session it's fd value back.
- **/
- sd->fd = fd;
- //Finally, spawn it.
- md = mob_once_spawn_sub(&sd->bl, m, x, y, "--en--", mob_id, event, SZ_SMALL, AI_NONE);
- if (!md) return 0; //Failed?
- md->special_state.clone = 1;
- if (master_id || flag || duration) { //Further manipulate crafted char.
- if (flag&1) //Friendly Character
- md->special_state.ai = AI_ATTACK;
- if (master_id) //Attach to Master
- md->master_id = master_id;
- if (duration) //Auto Delete after a while.
- {
- if( md->deletetimer != INVALID_TIMER )
- delete_timer(md->deletetimer, mob_timer_delete);
- md->deletetimer = add_timer (gettick() + duration, mob_timer_delete, md->bl.id, 0);
- }
- }
- mob_spawn(md);
- return md->bl.id;
- }
- int32 mob_clone_delete(struct mob_data *md){
- uint32 mob_id = md->mob_id;
- if (mob_is_clone(mob_id)) {
- mob_db.erase(mob_id);
- //Clear references to the db
- md->db = nullptr;
- md->vd = nullptr;
- return 1;
- }
- return 0;
- }
- //Adjusts the drop rate of item according to the criteria given. [Skotlex]
- static uint32 mob_drop_adjust(int32 baserate, int32 rate_adjust, uint16 rate_min, uint16 rate_max)
- {
- double rate = baserate;
- if (battle_config.logarithmic_drops && rate_adjust > 0 && rate_adjust != 100 && baserate > 0) //Logarithmic drops equation by Ishizu-Chan
- //Equation: Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5))
- //x is the normal Droprate, y is the Modificator.
- rate = rate * pow((5.0 - log10(rate)), (log(rate_adjust/100.) / log(5.0))) + 0.5;
- else
- //Classical linear rate adjustment.
- rate = rate * rate_adjust/100;
- return (uint32)cap_value(rate,rate_min,rate_max);
- }
- /**
- * Check if global item drop rate is overriden for given item
- * in db/mob_item_ratio.yml
- * @param nameid ID of the item
- * @param mob_id ID of the monster
- * @param rate_adjust pointer to store ratio if found
- */
- static void item_dropratio_adjust(t_itemid nameid, int32 mob_id, int32 *rate_adjust)
- {
- std::shared_ptr<s_mob_item_drop_ratio> item_ratio = mob_item_drop_ratio.find(nameid);
- if( item_ratio) {
- // If it is empty it is applied to all monsters, if not it is only applied if the monster is in the vector
- if( item_ratio->mob_ids.empty() || util::vector_exists( item_ratio->mob_ids, static_cast<uint16>( mob_id ) ) )
- *rate_adjust = item_ratio->drop_ratio;
- }
- }
- const std::string MobDatabase::getDefaultLocation() {
- return std::string(db_path) + "/mob_db.yml";
- }
- bool MobDatabase::parseDropNode( std::string nodeName, const ryml::NodeRef& node, uint8 max, std::vector<std::shared_ptr<s_mob_drop>>& drops ){
- for( const auto& dropit : node[c4::to_csubstr(nodeName)] ){
- std::shared_ptr<s_mob_drop> drop;
- bool exist;
- if (this->nodeExists(dropit, "Index")) {
- uint16 index;
- if (!this->asUInt16(dropit, "Index", index))
- return false;
- if (index >= max) {
- this->invalidWarning(dropit["Index"], "Invalid monster %s index %hu. Must be between 0~%hu, skipping.\n", nodeName.c_str(), index, max - 1);
- continue;
- }
- if( index == drops.size() ){
- // Trying to add the next entry (just manually assigned the index)
- drop = std::make_shared<s_mob_drop>();
- exist = false;
- }else if( index > drops.size() ){
- // TODO: warning
- continue;
- }else{
- // Overwrite existing entry
- drop = drops[index];
- exist = true;
- }
- } else {
- if (drops.size() >= max) {
- this->invalidWarning(dropit, "Maximum of %d monster %s met, skipping.\n", max, nodeName.c_str());
- continue;
- }
- drop = std::make_shared<s_mob_drop>();
- exist = false;
- }
- std::string item_name;
- if (!this->asString(dropit, "Item", item_name))
- return false;
- std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
- if (item == nullptr) {
- this->invalidWarning(dropit["Item"], "Monster %s item %s does not exist, skipping.\n", nodeName.c_str(), item_name.c_str());
- continue;
- }
- uint16 rate;
- if (!this->asUInt16Rate(dropit, "Rate", rate))
- return false;
- bool steal = false;
- if (this->nodeExists(dropit, "StealProtected")) {
- if (!this->asBool(dropit, "StealProtected", steal))
- return false;
- }
- uint16 group = 0;
- if (this->nodeExists(dropit, "RandomOptionGroup")) {
- std::string group_name;
- if (!this->asString(dropit, "RandomOptionGroup", group_name))
- return false;
- if (!random_option_group.option_get_id(group_name.c_str(), group))
- this->invalidWarning(dropit["RandomOptionGroup"], "Unknown random option group %s for monster %s, defaulting to no group.\n", group_name.c_str(), nodeName.c_str());
- }
- drop->nameid = item->nameid;
- drop->rate = rate;
- drop->steal_protected = steal;
- drop->randomopt_group = group;
- if( !exist ){
- drops.push_back( drop );
- }
- }
- return true;
- }
- /**
- * Mob DB constructor
- */
- s_mob_db::s_mob_db()
- {
- this->id = {};
- this->sprite = {};
- this->name = {};
- this->jname = {};
- this->base_exp = {};
- this->job_exp = {};
- this->mexp = {};
- this->range2 = {};
- this->range3 = {};
- this->race2 = {};
- this->lv = 1;
- this->dropitem = {};
- this->mvpitem = {};
- this->status = {};
- this->status.max_hp = 1;
- this->status.max_sp = 1;
- this->status.str = 1;
- this->status.agi = 1;
- this->status.vit = 1;
- this->status.int_ = 1;
- this->status.dex = 1;
- this->status.luk = 1;
- this->status.ele_lv = 1;
- this->status.speed = DEFAULT_WALK_SPEED;
- this->status.adelay = MAX_ASPD_NOPC;
- this->status.amotion = MAX_ASPD_NOPC/AMOTION_DIVIDER_NOPC;
- this->status.clientamotion = cap_value(status.amotion, 1, USHRT_MAX);
- this->status.mode = static_cast<e_mode>(MONSTER_TYPE_06);
- this->vd = {};
- this->option = {};
- this->skill = {};
- this->damagetaken = 100;
- }
- /**
- * Reads and parses an entry from the mob_db.
- * @param node: YAML node containing the entry.
- * @return count of successfully parsed rows
- */
- uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
- uint32 mob_id;
- if (!this->asUInt32(node, "Id", mob_id))
- return 0;
- if (!((mob_id > MIN_MOB_DB && mob_id < MAX_MOB_DB) || (mob_id > MIN_MOB_DB2 && mob_id < MAX_MOB_DB2))) {
- this->invalidWarning(node["Id"], "Invalid monster ID %d, must be in range %d-%d or %d-%d.\n", mob_id, MIN_MOB_DB, MAX_MOB_DB, MIN_MOB_DB2, MAX_MOB_DB2);
- return false;
- }
- std::shared_ptr<s_mob_db> mob = this->find(mob_id);
- bool exists = mob != nullptr;
- if (!exists) {
- if (!this->nodesExist(node, { "AegisName", "Name" }))
- return 0;
- mob = std::make_shared<s_mob_db>();
- mob->id = mob_id;
- mob->vd.class_ = static_cast<uint16>(mob->id);
- }
- if (this->nodeExists(node, "AegisName")) {
- std::string name;
- if (!this->asString(node, "AegisName", name))
- return 0;
- if (name.size() > NAME_LENGTH) {
- this->invalidWarning(node["AegisName"], "AegisName \"%s\" exceeds maximum of %d characters, capping...\n", name.c_str(), NAME_LENGTH - 1);
- }
- name.resize(NAME_LENGTH);
- mob->sprite = name;
- }
- if (this->nodeExists(node, "Name")) {
- std::string name;
- if (!this->asString(node, "Name", name))
- return 0;
- if (name.size() > NAME_LENGTH) {
- this->invalidWarning(node["Name"], "Name \"%s\" exceeds maximum of %d characters, capping...\n", name.c_str(), NAME_LENGTH - 1);
- }
- name.resize(NAME_LENGTH);
- mob->name = name;
- }
- if (this->nodeExists(node, "JapaneseName")) {
- std::string name;
- if (!this->asString(node, "JapaneseName", name))
- return 0;
- if (name.size() > NAME_LENGTH) {
- this->invalidWarning(node["JapaneseName"], "JapaneseName \"%s\" exceeds maximum of %d characters, capping...\n", name.c_str(), NAME_LENGTH - 1);
- }
- name.resize(NAME_LENGTH);
- mob->jname = name;
- } else if (!exists) {
- mob->jname = mob->name;
- }
- if (this->nodeExists(node, "Level")) {
- uint16 level;
- if (!this->asUInt16(node, "Level", level))
- return 0;
- mob->lv = level;
- }
- if (this->nodeExists(node, "Hp")) {
- uint32 hp;
- if (!this->asUInt32(node, "Hp", hp))
- return 0;
- mob->status.max_hp = hp;
- }
-
- if (this->nodeExists(node, "Sp")) {
- uint32 sp;
- if (!this->asUInt32(node, "Sp", sp))
- return 0;
- mob->status.max_sp = sp;
- }
-
- if (this->nodeExists(node, "BaseExp")) {
- t_exp exp;
- if (!this->asUInt64(node, "BaseExp", exp))
- return 0;
- mob->base_exp = static_cast<t_exp>(cap_value((double)exp * (double)battle_config.base_exp_rate / 100., 0, MAX_EXP));
- }
-
- if (this->nodeExists(node, "JobExp")) {
- t_exp exp;
- if (!this->asUInt64(node, "JobExp", exp))
- return 0;
- mob->job_exp = static_cast<t_exp>(cap_value((double)exp * (double)battle_config.job_exp_rate / 100., 0, MAX_EXP));
- }
-
- if (this->nodeExists(node, "MvpExp")) {
- t_exp exp;
- if (!this->asUInt64(node, "MvpExp", exp))
- return 0;
- mob->mexp = static_cast<t_exp>(cap_value((double)exp * (double)battle_config.mvp_exp_rate / 100., 0, MAX_EXP));
- }
- if (this->nodeExists(node, "Attack")) {
- uint16 atk;
- if (!this->asUInt16(node, "Attack", atk))
- return 0;
- mob->status.rhw.atk = atk;
- }
-
- if (this->nodeExists(node, "Attack2")) {
- uint16 atk;
- if (!this->asUInt16(node, "Attack2", atk))
- return 0;
- #ifdef RENEWAL
- mob->status.rhw.matk = atk;
- #else
- mob->status.rhw.atk2 = atk;
- #endif
- }
- if (this->nodeExists(node, "Defense")) {
- uint16 def;
- if (!this->asUInt16(node, "Defense", def))
- return 0;
- if (def < DEFTYPE_MIN || def > DEFTYPE_MAX) {
- this->invalidWarning(node["Defense"], "Invalid monster defense %d, capping...\n", def);
- def = cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
- }
- mob->status.def = static_cast<defType>(def);
- }
- if (this->nodeExists(node, "MagicDefense")) {
- uint16 def;
- if (!this->asUInt16(node, "MagicDefense", def))
- return 0;
- if (def < DEFTYPE_MIN || def > DEFTYPE_MAX) {
- this->invalidWarning(node["MagicDefense"], "Invalid monster magic defense %d, capping...\n", def);
- def = cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
- }
- mob->status.mdef = static_cast<defType>(def);
- }
- if (this->nodeExists(node, "Resistance")) {
- uint16 res;
- if (!this->asUInt16(node, "Resistance", res))
- return 0;
- mob->status.res = res;
- }
- if (this->nodeExists(node, "MagicResistance")) {
- uint16 mres;
- if (!this->asUInt16(node, "MagicResistance", mres))
- return 0;
- mob->status.mres = mres;
- }
- if (this->nodeExists(node, "Str")) {
- uint16 stat;
- if (!this->asUInt16(node, "Str", stat))
- return 0;
- mob->status.str = max(0, stat);
- }
- if (this->nodeExists(node, "Agi")) {
- uint16 stat;
- if (!this->asUInt16(node, "Agi", stat))
- return 0;
- mob->status.agi = max(0, stat);
- }
- if (this->nodeExists(node, "Vit")) {
- uint16 stat;
- if (!this->asUInt16(node, "Vit", stat))
- return 0;
- mob->status.vit = max(0, stat);
- }
- if (this->nodeExists(node, "Int")) {
- uint16 stat;
- if (!this->asUInt16(node, "Int", stat))
- return 0;
- mob->status.int_ = max(0, stat);
- }
- if (this->nodeExists(node, "Dex")) {
- uint16 stat;
- if (!this->asUInt16(node, "Dex", stat))
- return 0;
- mob->status.dex = max(0, stat);
- }
- if (this->nodeExists(node, "Luk")) {
- uint16 stat;
- if (!this->asUInt16(node, "Luk", stat))
- return 0;
- mob->status.luk = max(0, stat);
- }
- if (this->nodeExists(node, "AttackRange")) {
- uint16 range;
- if (!this->asUInt16(node, "AttackRange", range))
- return 0;
- mob->status.rhw.range = range;
- }
-
- if (this->nodeExists(node, "SkillRange")) {
- uint16 range;
- if (!this->asUInt16(node, "SkillRange", range))
- return 0;
- mob->range2 = range;
- }
-
- if (this->nodeExists(node, "ChaseRange")) {
- uint16 range;
- if (!this->asUInt16(node, "ChaseRange", range))
- return 0;
- mob->range3 = range;
- }
-
- if (this->nodeExists(node, "Size")) {
- std::string size;
- if (!this->asString(node, "Size", size))
- return 0;
- std::string size_constant = "Size_" + size;
- int64 constant;
- if (!script_get_constant(size_constant.c_str(), &constant)) {
- this->invalidWarning(node["Size"], "Unknown monster size %s, defaulting to Small.\n", size.c_str());
- constant = SZ_SMALL;
- }
- if (constant < SZ_SMALL || constant > SZ_BIG) {
- this->invalidWarning(node["Size"], "Invalid monster size %s, defaulting to Small.\n", size.c_str());
- constant = SZ_SMALL;
- }
- mob->status.size = static_cast<e_size>(constant);
- }
-
- if (this->nodeExists(node, "Race")) {
- std::string race;
- if (!this->asString(node, "Race", race))
- return 0;
- std::string race_constant = "RC_" + race;
- int64 constant;
- if (!script_get_constant(race_constant.c_str(), &constant)) {
- this->invalidWarning(node["Race"], "Unknown monster race %s, defaulting to Formless.\n", race.c_str());
- constant = RC_FORMLESS;
- }
- if (!CHK_RACE(constant)) {
- this->invalidWarning(node["Race"], "Invalid monster race %s, defaulting to Formless.\n", race.c_str());
- constant = RC_FORMLESS;
- }
- mob->status.race = static_cast<e_race>(constant);
- }
- if (this->nodeExists(node, "RaceGroups")) {
- const auto& raceNode = node["RaceGroups"];
- for (const auto &raceit : raceNode) {
- std::string raceName;
- c4::from_chars(raceit.key(), &raceName);
- std::string raceName_constant = "RC2_" + raceName;
- int64 constant;
- if (!script_get_constant(raceName_constant.c_str(), &constant)) {
- this->invalidWarning(raceNode[raceit.key()], "Unknown monster race group %s, skipping.\n", raceName.c_str());
- continue;
- }
- if (constant <= RC2_NONE || constant >= RC2_MAX) {
- this->invalidWarning(raceNode[raceit.key()], "Invalid monster race group %s, skipping.\n", raceName.c_str());
- continue;
- }
- bool active;
- if (!this->asBool(raceNode, raceName, active))
- return 0;
- if (active)
- mob->race2.push_back(static_cast<e_race2>(constant));
- else
- util::vector_erase_if_exists(mob->race2, static_cast<e_race2>(constant));
- }
- }
- if (this->nodeExists(node, "Element")) {
- std::string ele;
- if (!this->asString(node, "Element", ele))
- return 0;
- std::string ele_constant = "ELE_" + ele;
- int64 constant;
- if (!script_get_constant(ele_constant.c_str(), &constant)) {
- this->invalidWarning(node["Element"], "Unknown monster element %s, defaulting to Neutral.\n", ele.c_str());
- constant = ELE_NEUTRAL;
- }
- if (!CHK_ELEMENT(constant)) {
- this->invalidWarning(node["Element"], "Invalid monster element %s, defaulting to Neutral.\n", ele.c_str());
- constant = ELE_NEUTRAL;
- }
- mob->status.def_ele = static_cast<e_element>(constant);
- }
- if (this->nodeExists(node, "ElementLevel")) {
- uint16 level;
- if (!this->asUInt16(node, "ElementLevel", level))
- return 0;
- if (!CHK_ELEMENT_LEVEL(level)) {
- this->invalidWarning(node["ElementLevel"], "Invalid monster element level %hu, defaulting to 1.\n", level);
- level = 1;
- }
- mob->status.ele_lv = static_cast<uint8>(level);
- }
- if (this->nodeExists(node, "WalkSpeed")) {
- uint16 speed;
- if (!this->asUInt16(node, "WalkSpeed", speed))
- return 0;
- if (speed < MIN_WALK_SPEED || speed > MAX_WALK_SPEED) {
- this->invalidWarning(node["WalkSpeed"], "Invalid monster walk speed %hu, capping...\n", speed);
- speed = cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
- }
- mob->status.speed = speed;
- }
- if (this->nodeExists(node, "AttackDelay")) {
- uint16 speed;
- if (!this->asUInt16(node, "AttackDelay", speed))
- return 0;
- mob->status.adelay = cap_value(speed, MAX_ASPD_NOPC, MIN_ASPD);
- }
-
- if (this->nodeExists(node, "AttackMotion")) {
- uint16 speed;
- if (!this->asUInt16(node, "AttackMotion", speed))
- return 0;
- // amotion is only capped to MAX_ASPD_NOPC when receiving buffs/debuffs
- mob->status.amotion = cap_value(speed, 1, MIN_ASPD/AMOTION_DIVIDER_NOPC);
- }
- if (this->nodeExists(node, "ClientAttackMotion")) {
- uint16 speed;
- if (!this->asUInt16(node, "ClientAttackMotion", speed))
- return 0;
- mob->status.clientamotion = cap_value(speed, 1, USHRT_MAX);
- } else {
- if (!exists)
- mob->status.clientamotion = cap_value(mob->status.amotion, 1, USHRT_MAX);
- }
- if (this->nodeExists(node, "DamageMotion")) {
- uint16 speed;
- if (!this->asUInt16(node, "DamageMotion", speed))
- return 0;
- if (battle_config.monster_damage_delay_rate != 100)
- speed = speed * battle_config.monster_damage_delay_rate / 100;
- mob->status.dmotion = speed;
- }
-
- if (this->nodeExists(node, "DamageTaken")) {
- uint16 damage;
- if (!this->asUInt16Rate(node, "DamageTaken", damage, 100))
- return 0;
- mob->damagetaken = damage;
- }
- if (this->nodeExists(node, "Ai")) {
- std::string ai;
- if (!this->asString(node, "Ai", ai))
- return 0;
- std::string ai_constant = "MONSTER_TYPE_" + ai;
- int64 constant;
- if (!script_get_constant(ai_constant.c_str(), &constant)) {
- this->invalidWarning(node["Ai"], "Unknown monster AI %s, defaulting to 06.\n", ai.c_str());
- constant = MONSTER_TYPE_06;
- }
- if (constant < MD_NONE || constant > MD_MASK) {
- this->invalidWarning(node["Ai"], "Invalid monster AI %s, defaulting to 06.\n", ai.c_str());
- constant = MONSTER_TYPE_06;
- }
- mob->status.mode = static_cast<e_mode>(constant);
- }
- if (this->nodeExists(node, "Class")) {
- std::string class_;
- if (!this->asString(node, "Class", class_))
- return 0;
- std::string class_constant = "CLASS_" + class_;
- int64 constant;
- if (!script_get_constant(class_constant.c_str(), &constant)) {
- this->invalidWarning(node["Class"], "Unknown monster class %s, defaulting to Normal.\n", class_.c_str());
- constant = CLASS_NORMAL;
- }
- if (constant < CLASS_NORMAL || constant > CLASS_EVENT) {
- this->invalidWarning(node["Class"], "Invalid monster class %s, defaulting to Normal.\n", class_.c_str());
- constant = CLASS_NORMAL;
- }
- mob->status.class_ = static_cast<uint8>(constant);
- }
- if (this->nodeExists(node, "Modes")) {
- const auto& modeNode = node["Modes"];
- for (const auto& modeit : modeNode) {
- std::string modeName;
- c4::from_chars(modeit.key(), &modeName);
- std::string modeName_constant = "MD_" + modeName;
- int64 constant;
- if (!script_get_constant(modeName_constant.c_str(), &constant)) {
- this->invalidWarning(modeNode[modeit.key()], "Unknown monster mode %s, skipping.\n", modeName.c_str());
- continue;
- }
- if (constant < MD_NONE || constant > MD_SKILLIMMUNE) {
- this->invalidWarning(modeNode[modeit.key()], "Invalid monster mode %s, skipping.\n", modeName.c_str());
- continue;
- }
- bool active;
- if (!this->asBool(modeNode, modeName, active))
- return 0;
- if (active)
- mob->status.mode = static_cast<e_mode>(mob->status.mode | constant);
- else
- mob->status.mode = static_cast<e_mode>(mob->status.mode & ~constant);
- }
- }
- if (this->nodeExists(node, "MvpDrops")) {
- if (!this->parseDropNode("MvpDrops", node, MAX_MVP_DROP, mob->mvpitem))
- return 0;
- }
- if (this->nodeExists(node, "Drops")) {
- if (!this->parseDropNode("Drops", node, MAX_MOB_DROP, mob->dropitem))
- return 0;
- }
- if (!exists)
- this->put(mob_id, mob);
- return true;
- }
- void MobDatabase::loadingFinished() {
- for (auto &mobdata : *this) {
- std::shared_ptr<s_mob_db> mob = mobdata.second;
- switch (mob->status.class_) {
- case CLASS_BOSS:
- mob->status.mode = static_cast<e_mode>(mob->status.mode | (MD_DETECTOR | MD_STATUSIMMUNE | MD_KNOCKBACKIMMUNE));
- break;
- case CLASS_GUARDIAN:
- mob->status.mode = static_cast<e_mode>(mob->status.mode | MD_STATUSIMMUNE);
- break;
- case CLASS_BATTLEFIELD:
- mob->status.mode = static_cast<e_mode>(mob->status.mode | (MD_STATUSIMMUNE | MD_SKILLIMMUNE));
- break;
- case CLASS_EVENT:
- mob->status.mode = static_cast<e_mode>(mob->status.mode | MD_FIXEDITEMDROP);
- break;
- }
- if (battle_config.view_range_rate != 100)
- mob->range2 = max(1, mob->range2 * battle_config.view_range_rate / 100);
- if (battle_config.chase_range_rate != 100)
- mob->range3 = max(mob->range2, mob->range3 * battle_config.chase_range_rate / 100);
- // If the attack animation is longer than the delay, the client crops the attack animation!
- // On aegis there is no real visible effect of having a recharge-time less than amotion anyway.
- mob->status.adelay = max(mob->status.adelay, mob->status.amotion);
- mob->status.aspd_rate = 1000;
- if (!battle_config.monster_active_enable)
- mob->status.mode = static_cast<enum e_mode>(mob->status.mode & ~MD_AGGRESSIVE);
- // Fill in remaining status data by using a dummy monster.
- mob_data data;
- data.bl.type = BL_MOB;
- data.level = mob->lv;
- memcpy(&data.status, &mob->status, sizeof(status_data));
- status_calc_misc(&data.bl, &mob->status, mob->lv);
- // Now that we know if it is a MVP or not, apply battle_config modifiers [Skotlex]
- double maxhp = (double)mob->status.max_hp;
- if (mob->get_bosstype() == BOSSTYPE_MVP) { // MVP
- if (battle_config.mvp_hp_rate != 100)
- maxhp = maxhp * (double)battle_config.mvp_hp_rate / 100.;
- } else { // Normal mob
- if (battle_config.monster_hp_rate != 100)
- maxhp = maxhp * (double)battle_config.monster_hp_rate / 100.;
- }
- mob->status.max_hp = cap_value(static_cast<uint32>(maxhp), 1, UINT32_MAX);
- mob->status.max_sp = cap_value(mob->status.max_sp, 1, UINT32_MAX);
- mob->status.hp = mob->status.max_hp;
- mob->status.sp = mob->status.max_sp;
- }
- TypesafeCachedYamlDatabase::loadingFinished();
- }
- MobDatabase mob_db;
- /**
- * Convert SQL data to YAML Node
- * @param str: Array of parsed SQL data
- * @return True on success or false otherwise
- */
- static bool mob_read_sqldb_sub(std::vector<std::string> str) {
- ryml::Tree tree;
- ryml::NodeRef node = tree.rootref();
- node |= ryml::MAP;
- int32 index = -1;
- node["Id"] << str[++index];
- if (!str[++index].empty())
- node["AegisName"] << str[index];
- if (!str[++index].empty())
- node["Name"] << str[index];
- if (!str[++index].empty())
- node["JapaneseName"] << str[index];
- if (!str[++index].empty() && std::stoi(str[index]) > 1)
- node["Level"] << str[index];
- if (!str[++index].empty() && std::stoul(str[index]) > 1)
- node["Hp"] << str[index];
- if (!str[++index].empty() && std::stoul(str[index]) > 1)
- node["Sp"] << str[index];
- if (!str[++index].empty())
- node["BaseExp"] << str[index];
- if (!str[++index].empty())
- node["JobExp"] << str[index];
- if (!str[++index].empty())
- node["MvpExp"] << str[index];
- if (!str[++index].empty())
- node["Attack"] << str[index];
- if (!str[++index].empty())
- node["Attack2"] << str[index];
- if (!str[++index].empty())
- node["Defense"] << str[index];
- if (!str[++index].empty())
- node["MagicDefense"] << str[index];
- if (!str[++index].empty() && std::stoi(str[index]) > 1)
- node["Str"] << str[index];
- if (!str[++index].empty() && std::stoi(str[index]) > 1)
- node["Agi"] << str[index];
- if (!str[++index].empty() && std::stoi(str[index]) > 1)
- node["Vit"] << str[index];
- if (!str[++index].empty() && std::stoi(str[index]) > 1)
- node["Int"] << str[index];
- if (!str[++index].empty() && std::stoi(str[index]) > 1)
- node["Dex"] << str[index];
- if (!str[++index].empty() && std::stoi(str[index]) > 1)
- node["Luk"] << str[index];
- if (!str[++index].empty())
- node["AttackRange"] << str[index];
- if (!str[++index].empty())
- node["SkillRange"] << str[index];
- if (!str[++index].empty())
- node["ChaseRange"] << str[index];
- if (!str[++index].empty() && strcmp(str[index].c_str(), "Small") != 0)
- node["Size"] << str[index];
- if (!str[++index].empty() && strcmp(str[index].c_str(), "Formless") != 0)
- node["Race"] << str[index];
- ryml::NodeRef raceGroupsNode = node["RaceGroups"];
- raceGroupsNode |= ryml::MAP;
- for (uint16 i = 1; i < RC2_MAX; i++) {
- if (!str[i + index].empty()) {
- raceGroupsNode[c4::to_csubstr(script_get_constant_str("RC2_", i) + 4)] << (std::stoi(str[i + index]) ? "true" : "false");
- }
- }
- index += RC2_MAX - 1;
- if (!str[++index].empty() && strcmp(str[index].c_str(), "Neutral") != 0)
- node["Element"] << str[index];
- if (!str[++index].empty() && std::stoi(str[index]) > 1)
- node["ElementLevel"] << str[index];
- if (!str[++index].empty())
- node["WalkSpeed"] << str[index];
- if (!str[++index].empty())
- node["AttackDelay"] << str[index];
- if (!str[++index].empty())
- node["AttackMotion"] << str[index];
- if (!str[++index].empty())
- node["DamageMotion"] << str[index];
- if (!str[++index].empty())
- node["DamageTaken"] << str[index];
- if (!str[++index].empty() && strcmp(str[index].c_str(), "06") != 0)
- node["Ai"] << str[index];
- if (!str[++index].empty() && strcmp(str[index].c_str(), "Normal") != 0)
- node["Class"] << str[index];
- ryml::NodeRef modes = node["Modes"];
- modes |= ryml::MAP;
- if (!str[++index].empty())
- modes["CanMove"] << (std::stoi(str[index]) ? "true" : "false");
- if (!str[++index].empty())
- modes["Looter"] << (std::stoi(str[index]) ? "true" : "false");
- if (!str[++index].empty())
- modes["Aggressive"] << (std::stoi(str[index]) ? "true" : "false");
- if (!str[++index].empty())
- modes["Assist"] << (std::stoi(str[index]) ? "true" : "false");
- if (!str[++index].empty())
- modes["CastSensorIdle"] << (std::stoi(str[index]) ? "true" : "false");
- if (!str[++index].empty())
- modes["NoRandomWalk"] << (std::stoi(str[index]) ? "true" : "false");
- if (!str[++index].empty())
- modes["NoCast"] << (std::stoi(str[index]) ? "true" : "false");
- if (!str[++index].empty())
- modes["CanAttack"] << (std::stoi(str[index]) ? "true" : "false");
- if (!str[++index].empty())
- modes["CastSensorChase"] << (std::stoi(str[index]) ? "true" : "false");
- if (!str[++index].empty())
- modes["ChangeChase"] << (std::stoi(str[index]) ? "true" : "false");
- if (!str[++index].empty())
- modes["Angry"] << (std::stoi(str[index]) ? "true" : "false");
- if (!str[++index].empty())
- modes["ChangeTargetMelee"] << (std::stoi(str[index]) ? "true" : "false");
- if (!str[++index].empty())
- modes["ChangeTargetChase"] << (std::stoi(str[index]) ? "true" : "false");
- if (!str[++index].empty())
- modes["TargetWeak"] << (std::stoi(str[index]) ? "true" : "false");
- if (!str[++index].empty())
- modes["RandomTarget"] << (std::stoi(str[index]) ? "true" : "false");
- if (!str[++index].empty())
- modes["IgnoreMelee"] << (std::stoi(str[index]) ? "true" : "false");
- if (!str[++index].empty())
- modes["IgnoreMagic"] << (std::stoi(str[index]) ? "true" : "false");
- if (!str[++index].empty())
- modes["IgnoreRanged"] << (std::stoi(str[index]) ? "true" : "false");
- if (!str[++index].empty())
- modes["Mvp"] << (std::stoi(str[index]) ? "true" : "false");
- if (!str[++index].empty())
- modes["IgnoreMisc"] << (std::stoi(str[index]) ? "true" : "false");
- if (!str[++index].empty())
- modes["KnockBackImmune"] << (std::stoi(str[index]) ? "true" : "false");
- if (!str[++index].empty())
- modes["TeleportBlock"] << (std::stoi(str[index]) ? "true" : "false");
- if (!str[++index].empty())
- modes["FixedItemDrop"] << (std::stoi(str[index]) ? "true" : "false");
- if (!str[++index].empty())
- modes["Detector"] << (std::stoi(str[index]) ? "true" : "false");
- if (!str[++index].empty())
- modes["StatusImmune"] << (std::stoi(str[index]) ? "true" : "false");
- if (!str[++index].empty())
- modes["SkillImmune"] << (std::stoi(str[index]) ? "true" : "false");
- ryml::NodeRef mvpDropsNode = node["MvpDrops"];
- mvpDropsNode |= ryml::SEQ;
- for (uint8 i = 0; i < MAX_MVP_DROP; i++) {
- if (!str[++index].empty()) {
- ryml::NodeRef entry = mvpDropsNode[i];
- entry |= ryml::MAP;
- entry["Item"] << str[index];
- if (!str[++index].empty())
- entry["Rate"] << str[index];
- if (!str[++index].empty() && strcmp(str[index].c_str(), "None") != 0)
- entry["RandomOptionGroup"] << str[index];
- if (!str[++index].empty() && std::stoi(str[index]) >= 0)
- entry["Index"] << str[index];
- } else
- index += 3;
- }
- ryml::NodeRef dropsNode = node["Drops"];
- dropsNode |= ryml::SEQ;
- for (uint8 i = 0; i < MAX_MOB_DROP; i++) {
- if (!str[++index].empty()) {
- ryml::NodeRef entry = dropsNode[i];
- entry |= ryml::MAP;
- entry["Item"] << str[index];
- if (!str[++index].empty())
- entry["Rate"] << str[index];
- if (!str[++index].empty())
- entry["StealProtected"] << (std::stoi(str[index]) ? "true" : "false");
- if (!str[++index].empty() && strcmp(str[index].c_str(), "None") != 0)
- entry["RandomOptionGroup"] << str[index];
- if (!str[++index].empty() && std::stoi(str[index]) >= 0)
- entry["Index"] << str[index];
- } else
- index += 4;
- }
- #ifdef RENEWAL
- if (!str[++index].empty())
- node["Resistance"] << std::stoi(str[index]);
- if (!str[++index].empty())
- node["MagicResistance"] << std::stoi(str[index]);
- #endif
- if( !modes.has_children() ){
- node.remove_child( modes );
- }
- if( !mvpDropsNode.has_children() ){
- node.remove_child( mvpDropsNode );
- }
- if( !dropsNode.has_children() ){
- node.remove_child( dropsNode );
- }
- return mob_db.parseBodyNode(node) > 0;
- }
- /**
- * Read SQL mob_db table
- */
- static int32 mob_read_sqldb(void)
- {
- const char* mob_db_name[] = {
- mob_table,
- mob2_table
- };
- for( uint8 fi = 0; fi < ARRAYLENGTH(mob_db_name); ++fi ) {
- // retrieve all rows from the mob database
- if( SQL_ERROR == Sql_Query(mmysql_handle, "SELECT `id`,`name_aegis`,`name_english`,`name_japanese`,`level`,`hp`,`sp`,`base_exp`,`job_exp`,`mvp_exp`,`attack`,`attack2`,`defense`,`magic_defense`,`str`,`agi`,`vit`,`int`,`dex`,`luk`,`attack_range`,`skill_range`,`chase_range`,`size`,`race`,"
- "`racegroup_goblin`,`racegroup_kobold`,`racegroup_orc`,`racegroup_golem`,`racegroup_guardian`,`racegroup_ninja`,`racegroup_gvg`,`racegroup_battlefield`,`racegroup_treasure`,`racegroup_biolab`,`racegroup_manuk`,`racegroup_splendide`,`racegroup_scaraba`,`racegroup_ogh_atk_def`,`racegroup_ogh_hidden`,`racegroup_bio5_swordman_thief`,`racegroup_bio5_acolyte_merchant`,`racegroup_bio5_mage_archer`,`racegroup_bio5_mvp`,`racegroup_clocktower`,`racegroup_thanatos`,`racegroup_faceworm`,`racegroup_hearthunter`,`racegroup_rockridge`,`racegroup_werner_lab`,`racegroup_temple_demon`,`racegroup_illusion_vampire`,`racegroup_malangdo`,`racegroup_ep172alpha`,`racegroup_ep172beta`,`racegroup_ep172bath`,`racegroup_illusion_turtle`,`racegroup_rachel_sanctuary`,`racegroup_illusion_luanda`,`racegroup_illusion_frozen`,`racegroup_illusion_moonlight`,`racegroup_ep16_def`,`racegroup_edda_arunafeltz`,`racegroup_lasagna`,`racegroup_glast_heim_abyss`,"
- "`element`,`element_level`,`walk_speed`,`attack_delay`,`attack_motion`,`damage_motion`,`damage_taken`,`ai`,`class`,"
- "`mode_canmove`,`mode_looter`,`mode_aggressive`,`mode_assist`,`mode_castsensoridle`,`mode_norandomwalk`,`mode_nocast`,`mode_canattack`,`mode_castsensorchase`,`mode_changechase`,`mode_angry`,`mode_changetargetmelee`,`mode_changetargetchase`,`mode_targetweak`,`mode_randomtarget`,`mode_ignoremelee`,`mode_ignoremagic`,`mode_ignoreranged`,`mode_mvp`,`mode_ignoremisc`,`mode_knockbackimmune`,`mode_teleportblock`,`mode_fixeditemdrop`,`mode_detector`,`mode_statusimmune`,`mode_skillimmune`,"
- "`mvpdrop1_item`,`mvpdrop1_rate`,`mvpdrop1_option`,`mvpdrop1_index`,`mvpdrop2_item`,`mvpdrop2_rate`,`mvpdrop2_option`,`mvpdrop2_index`,`mvpdrop3_item`,`mvpdrop3_rate`,`mvpdrop3_option`,`mvpdrop3_index`,"
- "`drop1_item`,`drop1_rate`,`drop1_nosteal`,`drop1_option`,`drop1_index`,`drop2_item`,`drop2_rate`,`drop2_nosteal`,`drop2_option`,`drop2_index`,`drop3_item`,`drop3_rate`,`drop3_nosteal`,`drop3_option`,`drop3_index`,`drop4_item`,`drop4_rate`,`drop4_nosteal`,`drop4_option`,`drop4_index`,`drop5_item`,`drop5_rate`,`drop5_nosteal`,`drop5_option`,`drop5_index`,`drop6_item`,`drop6_rate`,`drop6_nosteal`,`drop6_option`,`drop6_index`,`drop7_item`,`drop7_rate`,`drop7_nosteal`,`drop7_option`,`drop7_index`,`drop8_item`,`drop8_rate`,`drop8_nosteal`,`drop8_option`,`drop8_index`,`drop9_item`,`drop9_rate`,`drop9_nosteal`,`drop9_option`,`drop9_index`,`drop10_item`,`drop10_rate`,`drop10_nosteal`,`drop10_option`,`drop10_index`"
- #ifdef RENEWAL
- ",`resistance`,`magic_resistance`"
- #endif
- " FROM `%s`", mob_db_name[fi]) ) {
- Sql_ShowDebug(mmysql_handle);
- continue;
- }
- uint32 total_columns = Sql_NumColumns(mmysql_handle);
- uint64 total_rows = Sql_NumRows(mmysql_handle), rows = 0, count = 0;
- ShowStatus("Loading '" CL_WHITE "%" PRIdPTR CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'\n", total_rows, mob_db_name[fi]);
- // process rows one by one
- while( SQL_SUCCESS == Sql_NextRow(mmysql_handle) ) {
- #ifdef DETAILED_LOADING_OUTPUT
- ShowStatus("Loading [%" PRIu64 "/%" PRIu64 "] entries in '" CL_WHITE "%s" CL_RESET "'" CL_CLL "\r", ++rows, total_rows, mob_db_name[fi]);
- #endif
- std::vector<std::string> data = {};
- for (uint32 i = 0; i < total_columns; i++) {
- char *str;
- Sql_GetData(mmysql_handle, i, &str, nullptr);
- if (str == nullptr)
- data.push_back("");
- else
- data.push_back(str);
- }
- if (!mob_read_sqldb_sub(data))
- continue;
- count++;
- }
- // free the query result
- Sql_FreeResult(mmysql_handle);
- ShowStatus("Done reading '" CL_WHITE "%" PRIu64 CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", count, mob_db_name[fi]);
- }
- mob_db.loadingFinished();
- return 0;
- }
- const std::string MobAvailDatabase::getDefaultLocation() {
- return std::string(db_path) + "/" + DBIMPORT + "/mob_avail.yml";
- }
- /**
- * Reads and parses an entry from the mob_avail.
- * @param node: YAML node containing the entry.
- * @return count of successfully parsed rows
- */
- uint64 MobAvailDatabase::parseBodyNode(const ryml::NodeRef& node) {
- std::string mob_name;
- if (!this->asString(node, "Mob", mob_name))
- return 0;
- std::shared_ptr<s_mob_db> mob = mobdb_search_aegisname(mob_name.c_str());
- if (mob == nullptr) {
- this->invalidWarning(node["Mob"], "Unknown mob %s.\n", mob_name.c_str());
- return 0;
- }
- if (this->nodeExists(node, "Sprite")) {
- std::string sprite;
- if (!this->asString(node, "Sprite", sprite))
- return 0;
- int64 constant;
- if (script_get_constant(sprite.c_str(), &constant)) {
- if (npcdb_checkid(constant) == 0 && pcdb_checkid(constant) == 0) {
- this->invalidWarning(node["Sprite"], "Unknown sprite constant %s.\n", sprite.c_str());
- return 0;
- }
- } else {
- std::shared_ptr<s_mob_db> sprite_mob = mobdb_search_aegisname(sprite.c_str());
- if (sprite_mob == nullptr) {
- this->invalidWarning(node["Sprite"], "Unknown mob sprite constant %s.\n", sprite.c_str());
- return 0;
- }
- constant = sprite_mob->id;
- }
- mob->vd.class_ = (uint16)constant;
- } else {
- this->invalidWarning(node["Sprite"], "Sprite is missing.\n");
- return 0;
- }
- if (this->nodeExists(node, "Sex")) {
- if (pcdb_checkid(mob->vd.class_) == 0) {
- this->invalidWarning(node["Sex"], "Sex is only applicable to Job sprites.\n");
- return 0;
- }
- std::string sex;
- if (!this->asString(node, "Sex", sex))
- return 0;
- std::string sex_constant = "SEX_" + sex;
- int64 constant;
- if (!script_get_constant(sex_constant.c_str(), &constant)) {
- this->invalidWarning(node["Sex"], "Unknown sex constant %s.\n", sex.c_str());
- return 0;
- }
- if (constant < SEX_FEMALE || constant > SEX_MALE) {
- this->invalidWarning(node["Sex"], "Sex %s is not valid.\n", sex.c_str());
- return 0;
- }
- mob->vd.sex = (char)constant;
- }
- if (this->nodeExists(node, "HairStyle")) {
- if (pcdb_checkid(mob->vd.class_) == 0) {
- this->invalidWarning(node["HairStyle"], "HairStyle is only applicable to Job sprites.\n");
- return 0;
- }
- uint16 hair_style;
- if (!this->asUInt16(node, "HairStyle", hair_style))
- return 0;
- if (hair_style < MIN_HAIR_STYLE || hair_style > MAX_HAIR_STYLE) {
- this->invalidWarning(node["HairStyle"], "HairStyle %d is out of range %d~%d. Setting to MIN_HAIR_STYLE.\n", hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
- hair_style = MIN_HAIR_STYLE;
- }
- mob->vd.hair_style = hair_style;
- }
- if (this->nodeExists(node, "HairColor")) {
- if (pcdb_checkid(mob->vd.class_) == 0) {
- this->invalidWarning(node["HairColor"], "HairColor is only applicable to Job sprites.\n");
- return 0;
- }
- uint16 hair_color;
- if (!this->asUInt16(node, "HairColor", hair_color))
- return 0;
- if (hair_color < MIN_HAIR_COLOR || hair_color > MAX_HAIR_COLOR) {
- this->invalidWarning(node["HairColor"], "HairColor %d is out of range %d~%d. Setting to MIN_HAIR_COLOR.\n", hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
- hair_color = MIN_HAIR_COLOR;
- }
- mob->vd.hair_color = hair_color;
- }
- if (this->nodeExists(node, "ClothColor")) {
- if (pcdb_checkid(mob->vd.class_) == 0) {
- this->invalidWarning(node["ClothColor"], "ClothColor is only applicable to Job sprites.\n");
- return 0;
- }
- uint32 cloth_color;
- if (!this->asUInt32(node, "ClothColor", cloth_color))
- return 0;
- if (cloth_color < MIN_CLOTH_COLOR || cloth_color > MAX_CLOTH_COLOR) {
- this->invalidWarning(node["ClothColor"], "ClothColor %d is out of range %d~%d. Setting to MIN_CLOTH_CLOR.\n", cloth_color, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR);
- cloth_color = MIN_CLOTH_COLOR;
- }
- mob->vd.cloth_color = cloth_color;
- }
- if (this->nodeExists(node, "Weapon")) {
- if (pcdb_checkid(mob->vd.class_) == 0) {
- this->invalidWarning(node["Weapon"], "Weapon is only applicable to Job sprites.\n");
- return 0;
- }
- std::string weapon;
- if (!this->asString(node, "Weapon", weapon))
- return 0;
- std::shared_ptr<item_data> item = item_db.search_aegisname( weapon.c_str() );
- if (item == nullptr) {
- this->invalidWarning(node["Weapon"], "Weapon %s is not a valid item.\n", weapon.c_str());
- return 0;
- }
- mob->vd.weapon = item->nameid;
- }
- if (this->nodeExists(node, "Shield")) {
- if (pcdb_checkid(mob->vd.class_) == 0) {
- this->invalidWarning(node["Shield"], "Shield is only applicable to Job sprites.\n");
- return 0;
- }
- std::string shield;
- if (!this->asString(node, "Shield", shield))
- return 0;
- std::shared_ptr<item_data> item = item_db.search_aegisname( shield.c_str() );
- if (item == nullptr) {
- this->invalidWarning(node["Shield"], "Shield %s is not a valid item.\n", shield.c_str());
- return 0;
- }
- mob->vd.shield = item->nameid;
- }
- if (this->nodeExists(node, "HeadTop")) {
- if (pcdb_checkid(mob->vd.class_) == 0) {
- this->invalidWarning(node["HeadTop"], "HeadTop is only applicable to Job sprites.\n");
- return 0;
- }
- std::string head;
- if (!this->asString(node, "HeadTop", head))
- return 0;
- std::shared_ptr<item_data> item = item_db.search_aegisname( head.c_str() );
- if (item == nullptr) {
- this->invalidWarning(node["HeadTop"], "HeadTop %s is not a valid item.\n", head.c_str());
- return 0;
- }
- mob->vd.head_top = item->look;
- }
- if (this->nodeExists(node, "HeadMid")) {
- if (pcdb_checkid(mob->vd.class_) == 0) {
- this->invalidWarning(node["HeadMid"], "HeadMid is only applicable to Job sprites.\n");
- return 0;
- }
- std::string head;
- if (!this->asString(node, "HeadMid", head))
- return 0;
- std::shared_ptr<item_data> item = item_db.search_aegisname( head.c_str() );
- if (item == nullptr) {
- this->invalidWarning(node["HeadMid"], "HeadMid %s is not a valid item.\n", head.c_str());
- return 0;
- }
- mob->vd.head_mid = item->look;
- }
- if (this->nodeExists(node, "HeadLow")) {
- if (pcdb_checkid(mob->vd.class_) == 0) {
- this->invalidWarning(node["HeadLow"], "HeadLow is only applicable to Job sprites.\n");
- return 0;
- }
- std::string head;
- if (!this->asString(node, "HeadLow", head))
- return 0;
- std::shared_ptr<item_data> item = item_db.search_aegisname( head.c_str() );
- if (item == nullptr) {
- this->invalidWarning(node["HeadLow"], "HeadLow %s is not a valid item.\n", head.c_str());
- return 0;
- }
- mob->vd.head_bottom = item->look;
- }
- if (this->nodeExists(node, "Robe")) {
- if (pcdb_checkid(mob->vd.class_) == 0) {
- this->invalidWarning(node["Robe"], "Robe is only applicable to Job sprites.\n");
- return 0;
- }
- std::string robe;
- if (!this->asString(node, "Robe", robe))
- return 0;
- std::shared_ptr<item_data> item = item_db.search_aegisname(robe.c_str());
- if (item == nullptr) {
- this->invalidWarning(node["Robe"], "Robe %s is not a valid item.\n", robe.c_str());
- return 0;
- }
- mob->vd.robe = item->look;
- }
- if (this->nodeExists(node, "PetEquip")) {
- std::shared_ptr<s_pet_db> pet_db_ptr = pet_db.find(mob->id);
- if (pet_db_ptr == nullptr) {
- this->invalidWarning(node["PetEquip"], "PetEquip is only applicable to defined pets.\n");
- return 0;
- }
- std::string equipment;
- if (!this->asString(node, "PetEquip", equipment))
- return 0;
- std::shared_ptr<item_data> item = item_db.search_aegisname( equipment.c_str() );
- if (item == nullptr) {
- this->invalidWarning(node["PetEquip"], "PetEquip %s is not a valid item.\n", equipment.c_str());
- return 0;
- }
- mob->vd.head_bottom = item->nameid;
- }
- if (this->nodeExists(node, "Options")) {
- const auto& optionNode = node["Options"];
- for (const auto& it : optionNode) {
- std::string option;
- c4::from_chars(it.key(), &option);
- std::string option_constant = "OPTION_" + option;
- int64 constant;
- if (!script_get_constant(option_constant.c_str(), &constant)) {
- this->invalidWarning(optionNode, "Unknown option constant %s, skipping.\n", option.c_str());
- continue;
- }
- bool active;
- if (!this->asBool(optionNode, option, active))
- continue;
- #ifdef NEW_CARTS
- if (constant & OPTION_CART) {
- this->invalidWarning(optionNode, "OPTION_CART was replace by SC_PUSH_CART, skipping.\n");
- continue;
- }
- #endif
- if (active)
- mob->option |= constant;
- else
- mob->option &= ~constant;
- }
- mob->option &= ~(OPTION_HIDE | OPTION_CLOAK | OPTION_INVISIBLE | OPTION_CHASEWALK); // Remove hiding types
- }
- return 1;
- }
- MobAvailDatabase mob_avail_db;
- const std::string MobSummonDatabase::getDefaultLocation() {
- return std::string(db_path) + "/mob_summon.yml";
- }
- /**
- * Reads and parses an entry from the mob_summon.
- * @param node: YAML node containing the entry.
- * @return count of successfully parsed rows
- */
- uint64 MobSummonDatabase::parseBodyNode(const ryml::NodeRef& node) {
- std::string group_name;
- if (!this->asString(node, "Group", group_name))
- return 0;
- std::string group_name_constant = "MOBG_" + group_name;
- int64 constant;
- if (!script_get_constant(group_name_constant.c_str(), &constant) || constant < MOBG_BRANCH_OF_DEAD_TREE || constant >= MOBG_MAX) {
- this->invalidWarning(node["Group"], "Invalid monster group %s.\n", group_name.c_str());
- return 0;
- }
- uint16 id = static_cast<uint16>(constant);
- std::shared_ptr<s_randomsummon_group> summon = this->find(id);
- bool exists = summon != nullptr;
- if (!exists) {
- if (!this->nodesExist(node, { "Default" }))
- return 0;
- summon = std::make_shared<s_randomsummon_group>();
- summon->random_id = id;
- }
- if (this->nodeExists(node, "Default")) {
- std::string mob_name;
- if (!this->asString(node, "Default", mob_name))
- return 0;
- std::shared_ptr<s_mob_db> mob = mobdb_search_aegisname(mob_name.c_str());
- if (mob == nullptr) {
- this->invalidWarning(node["Default"], "Unknown mob %s.\n", mob_name.c_str());
- return 0;
- }
- summon->default_mob_id = mob->id;
- }
- if (this->nodeExists(node, "Summon")) {
- const auto& MobNode = node["Summon"];
- for (const auto& mobit : MobNode) {
- if (!this->nodesExist(mobit, { "Mob", "Rate" })) {
- continue;
- }
- std::string mob_name;
- if (!this->asString(mobit, "Mob", mob_name))
- continue;
- std::shared_ptr<s_mob_db> mob = mobdb_search_aegisname(mob_name.c_str());
- if (mob == nullptr) {
- this->invalidWarning(mobit["Mob"], "Unknown mob %s.\n", mob_name.c_str());
- continue;
- }
- uint32 rate;
- if (!this->asUInt32(mobit, "Rate", rate))
- continue;
- uint16 mob_id = mob->id;
- if (rate == 0) {
- if (summon->list.erase(mob_id) == 0)
- this->invalidWarning(mobit["Rate"], "Failed to remove %s, the monster doesn't exist in group %s.\n", mob_name.c_str(), group_name.c_str());
- continue;
- }
- std::shared_ptr<s_randomsummon_entry> entry = util::umap_find(summon->list, mob_id);
- if (entry == nullptr) {
- entry = std::make_shared<s_randomsummon_entry>();
- entry->mob_id = mob_id;
- summon->list[mob_id] = entry;
- }
- entry->rate = rate;
- }
- }
- if (!exists)
- this->put(id, summon);
- return 1;
- }
- const std::string MobChatDatabase::getDefaultLocation() {
- return std::string(db_path) + "/mob_chat_db.yml";
- }
- /**
- * Reads and parses an entry from the mob_chat_db.
- * @param node: YAML node containing the entry.
- * @return count of successfully parsed rows
- */
- uint64 MobChatDatabase::parseBodyNode(const ryml::NodeRef& node) {
- uint16 id;
- if (!this->asUInt16(node, "Id", id))
- return 0;
- std::shared_ptr<s_mob_chat> chat = this->find(id);
- bool exists = chat != nullptr;
- if (!exists) {
- if (!this->nodesExist(node, { "Dialog" })) {
- return 0;
- }
- chat = std::make_shared<s_mob_chat>();
- chat->msg_id = id;
- }
-
- if (this->nodeExists(node, "Color")) {
- std::string hex;
- if (!this->asString(node, "Color", hex))
- return 0;
- chat->color = strtoul(hex.c_str(), nullptr, 0);
- } else {
- if (!exists)
- chat->color = strtoul("0xFF0000", nullptr, 0);
- }
- if (this->nodeExists(node, "Dialog")) {
- std::string msg;
- if (!this->asString(node, "Dialog", msg))
- return 0;
- if (msg.length() > (CHAT_SIZE_MAX-1)) {
- this->invalidWarning(node["Dialog"], "Message too long!\n");
- return 0;
- }
- chat->msg = msg;
- }
- if (!exists)
- this->put(id, chat);
- return 1;
- }
- /*==========================================
- * processes one mob_skill_db entry
- *------------------------------------------*/
- static bool mob_parse_row_mobskilldb( char** str, size_t columns, size_t current ){
- static const struct {
- char str[32];
- enum MobSkillState id;
- } state[] = {
- { "any", MSS_ANY }, //All states except Dead
- { "idle", MSS_IDLE },
- { "walk", MSS_WALK },
- { "loot", MSS_LOOT },
- { "dead", MSS_DEAD },
- { "attack", MSS_BERSERK }, //Retaliating attack
- { "angry", MSS_ANGRY }, //Preemptive attack (aggressive mobs)
- { "chase", MSS_RUSH }, //Chase escaping target
- { "follow", MSS_FOLLOW }, //Preemptive chase (aggressive mobs)
- { "anytarget",MSS_ANYTARGET }, //Berserk+Angry+Rush+Follow
- };
- static const struct {
- char str[32];
- int32 id;
- } cond1[] = {
- // enum e_mob_skill_condition
- { "always", MSC_ALWAYS },
- { "myhpltmaxrate", MSC_MYHPLTMAXRATE },
- { "myhpinrate", MSC_MYHPINRATE },
- { "friendhpltmaxrate", MSC_FRIENDHPLTMAXRATE },
- { "friendhpinrate", MSC_FRIENDHPINRATE },
- { "mystatuson", MSC_MYSTATUSON },
- { "mystatusoff", MSC_MYSTATUSOFF },
- { "friendstatuson", MSC_FRIENDSTATUSON },
- { "friendstatusoff", MSC_FRIENDSTATUSOFF },
- { "attackpcgt", MSC_ATTACKPCGT },
- { "attackpcge", MSC_ATTACKPCGE },
- { "slavelt", MSC_SLAVELT },
- { "slavele", MSC_SLAVELE },
- { "closedattacked", MSC_CLOSEDATTACKED },
- { "longrangeattacked", MSC_LONGRANGEATTACKED },
- { "skillused", MSC_SKILLUSED },
- { "afterskill", MSC_AFTERSKILL },
- { "casttargeted", MSC_CASTTARGETED },
- { "rudeattacked", MSC_RUDEATTACKED },
- { "masterhpltmaxrate", MSC_MASTERHPLTMAXRATE },
- { "masterattacked", MSC_MASTERATTACKED },
- { "alchemist", MSC_ALCHEMIST },
- { "onspawn", MSC_SPAWN },
- { "mobnearbygt", MSC_MOBNEARBYGT },
- { "groundattacked", MSC_GROUNDATTACKED },
- { "damagedgt", MSC_DAMAGEDGT },
- { "trickcasting", MSC_TRICKCASTING },
- }, cond2[] ={
- { "anybad", -1 },
- { "stone", SC_STONE },
- { "freeze", SC_FREEZE },
- { "stun", SC_STUN },
- { "sleep", SC_SLEEP },
- { "poison", SC_POISON },
- { "curse", SC_CURSE },
- { "silence", SC_SILENCE },
- { "confusion", SC_CONFUSION },
- { "blind", SC_BLIND },
- { "hiding", SC_HIDING },
- { "sight", SC_SIGHT },
- }, target[] = {
- // enum e_mob_skill_target
- { "target", MST_TARGET },
- { "randomtarget", MST_RANDOM },
- { "self", MST_SELF },
- { "friend", MST_FRIEND },
- { "master", MST_MASTER },
- { "around5", MST_AROUND5 },
- { "around6", MST_AROUND6 },
- { "around7", MST_AROUND7 },
- { "around8", MST_AROUND8 },
- { "around1", MST_AROUND1 },
- { "around2", MST_AROUND2 },
- { "around3", MST_AROUND3 },
- { "around4", MST_AROUND4 },
- { "around", MST_AROUND },
- };
- static int32 last_mob_id = 0; // ensures that only one error message per mob id is printed
- int32 mob_id;
- int32 j, tmp;
- mob_id = atoi(str[0]);
- std::shared_ptr<s_mob_db> mob = mob_db.find(mob_id);
- if (mob_id > 0 && mob == nullptr)
- {
- if (mob_id != last_mob_id) {
- ShowError("mob_parse_row_mobskilldb: Non existant Mob id %d\n", mob_id);
- last_mob_id = mob_id;
- }
- return false;
- }
- else if (mob_id == 0)
- return false;
- // Looking for existing entry
- std::shared_ptr<s_mob_skill_db> skill = util::umap_find(mob_skill_db, mob_id);
- if (skill == nullptr)
- skill = std::make_shared<s_mob_skill_db>();
- if( strcmp(str[1],"clear") == 0 && skill->mob_id != 0 ) {
- mob_skill_db.erase(skill->mob_id);
- ShowInfo("Cleared skill for mob id '%d'\n", mob_id);
- return true;
- }
- if (skill->skill.size() >= MAX_MOBSKILL) {
- if (mob_id != last_mob_id) {
- ShowError("mob_parse_row_mobskilldb: Too many skills for monster %d[%s]\n", mob_id, mob->sprite.c_str());
- last_mob_id = mob_id;
- }
- return false;
- }
- std::shared_ptr<s_mob_skill> ms = std::make_shared<s_mob_skill>();
- //State
- ARR_FIND( 0, ARRAYLENGTH(state), j, strcmp(str[2],state[j].str) == 0 );
- if( j < ARRAYLENGTH(state) )
- ms->state = state[j].id;
- else {
- ShowError("mob_parse_row_mobskilldb: Unrecognized state '%s' in line %" PRIuPTR "\n", str[2], current);
- return false;
- }
- //Skill ID
- j = atoi(str[3]);
- if (j <= 0 || j > MAX_SKILL_ID || !skill_get_index(j)) //fixed Lupus
- {
- if (mob_id < 0)
- ShowError("mob_parse_row_mobskilldb: Invalid Skill ID (%d) for all mobs\n", j);
- else
- ShowError("mob_parse_row_mobskilldb: Invalid Skill ID (%d) for mob %d (%s)\n", j, mob_id, mob->sprite.c_str());
- return false;
- }
- ms->skill_id = j;
- //Skill lvl
- j = atoi(str[4]) <= 0 ? 1 : atoi(str[4]);
- ms->skill_lv = j > battle_config.mob_max_skilllvl ? battle_config.mob_max_skilllvl : j; //we strip max skill level
- //Apply battle_config modifiers to rate (permillage) and delay [Skotlex]
- tmp = atoi(str[5]);
- if (battle_config.mob_skill_rate != 100)
- tmp = tmp*battle_config.mob_skill_rate/100;
- if (tmp > 10000)
- ms->permillage = 10000;
- else if (!tmp && battle_config.mob_skill_rate)
- ms->permillage = 1;
- else
- ms->permillage = tmp;
- ms->casttime = atoi(str[6]);
- ms->delay = atoi(str[7]);
- if (battle_config.mob_skill_delay != 100)
- ms->delay = ms->delay*battle_config.mob_skill_delay/100;
- if (ms->delay < 0 || ms->delay > MOB_MAX_DELAY) //time overflow?
- ms->delay = MOB_MAX_DELAY;
- ms->cancel = atoi(str[8]);
- if( strcmp(str[8],"yes")==0 )
- ms->cancel=1;
- //Target
- ARR_FIND( 0, ARRAYLENGTH(target), j, strcmp(str[9],target[j].str) == 0 );
- if( j < ARRAYLENGTH(target) )
- ms->target = target[j].id;
- else {
- ShowWarning("mob_parse_row_mobskilldb: Unrecognized target %s for %d\n", str[9], mob_id);
- ms->target = MST_TARGET;
- }
- //Check that the target condition is right for the skill type. [Skotlex]
- if (skill_get_casttype(ms->skill_id) == CAST_GROUND)
- { //Ground skill.
- if (ms->target > MST_AROUND)
- {
- ShowWarning("mob_parse_row_mobskilldb: Wrong mob skill target for ground skill %d (%s) for %s.\n",
- ms->skill_id, skill_get_name(ms->skill_id),
- mob_id < 0 ? "all mobs" : mob->sprite.c_str());
- ms->target = MST_TARGET;
- }
- } else if (ms->target > MST_MASTER) {
- ShowWarning("mob_parse_row_mobskilldb: Wrong mob skill target 'around' for non-ground skill %d (%s) for %s.\n",
- ms->skill_id, skill_get_name(ms->skill_id),
- mob_id < 0 ? "all mobs" : mob->sprite.c_str());
- ms->target = MST_TARGET;
- }
- //Cond1
- ARR_FIND( 0, ARRAYLENGTH(cond1), j, strcmp(str[10],cond1[j].str) == 0 );
- if( j < ARRAYLENGTH(cond1) )
- ms->cond1 = cond1[j].id;
- else {
- ShowWarning("mob_parse_row_mobskilldb: Unrecognized condition 1 %s for %d\n", str[10], mob_id);
- ms->cond1 = -1;
- }
- //Cond2
- // numeric value
- ms->cond2 = atoi(str[11]);
- // or special constant
- ARR_FIND( 0, ARRAYLENGTH(cond2), j, strcmp(str[11],cond2[j].str) == 0 );
- if( j < ARRAYLENGTH(cond2) )
- ms->cond2 = cond2[j].id;
- ms->val[0] = (int32)strtol(str[12],nullptr,0);
- ms->val[1] = (int32)strtol(str[13],nullptr,0);
- ms->val[2] = (int32)strtol(str[14],nullptr,0);
- ms->val[3] = (int32)strtol(str[15],nullptr,0);
- ms->val[4] = (int32)strtol(str[16],nullptr,0);
- if(ms->skill_id == NPC_EMOTION && mob_id > 0 &&
- ms->val[1] == mob->status.mode)
- {
- ms->val[1] = 0;
- ms->val[4] = 1; //request to return mode to normal.
- }
- if(ms->skill_id == NPC_EMOTION_ON && mob_id > 0 && ms->val[1])
- { //Adds a mode to the mob.
- //Remove aggressive mode when the new mob type is passive.
- if (!(ms->val[1]&MD_AGGRESSIVE))
- ms->val[3] |= MD_AGGRESSIVE;
- ms->val[2] |= ms->val[1]; //Add the new mode.
- ms->val[1] = 0; //Do not "set" it.
- }
- if(*str[17])
- ms->emotion = atoi(str[17]);
- else
- ms->emotion = -1;
- if (*str[18]) {
- uint16 id = static_cast<uint16>(strtol(str[18], nullptr, 10));
- if (mob_chat_db.find(id) != nullptr)
- ms->msg_id = id;
- else {
- ms->msg_id = 0;
- ShowWarning("mob_parse_row_mobskilldb: Unknown chat ID %s for monster %d.\n", str[18], mob_id);
- }
- }
- else
- ms->msg_id = 0;
- skill->skill.push_back(ms);
- if (!skill->mob_id) { // Insert new entry
- skill->mob_id = mob_id;
- mob_skill_db.insert({ mob_id, skill });
- }
- return true;
- }
- /*==========================================
- * mob_skill_db.txt reading
- *------------------------------------------*/
- static void mob_readskilldb(const char* basedir, bool silent) {
- if( battle_config.mob_skill_rate == 0 ) {
- ShowStatus("Mob skill use disabled. Not reading mob skills.\n");
- return;
- }
- sv_readdb(basedir, "mob_skill_db.txt", ',', 19, 19, -1, &mob_parse_row_mobskilldb, silent);
- }
- /**
- * mob_skill_db table reading [CalciumKid]
- * not overly sure if this is all correct
- * seems to work though...
- */
- static int32 mob_read_sqlskilldb(void)
- {
- const char* mob_skill_db_name[] = {
- mob_skill_table,
- mob_skill2_table };
- int32 fi;
- if( battle_config.mob_skill_rate == 0 ) {
- ShowStatus("Mob skill use disabled. Not reading mob skills.\n");
- return 0;
- }
- for( fi = 0; fi < ARRAYLENGTH(mob_skill_db_name); ++fi ) {
- uint32 lines = 0, count = 0;
- // retrieve all rows from the mob skill database
- if( SQL_ERROR == Sql_Query(mmysql_handle, "SELECT * FROM `%s`", mob_skill_db_name[fi]) ) {
- Sql_ShowDebug(mmysql_handle);
- continue;
- }
- // process rows one by one
- while( SQL_SUCCESS == Sql_NextRow(mmysql_handle) ) {
- // wrap the result into a TXT-compatible format
- char* str[19];
- char dummy[255] = "";
- int32 i;
- ++lines;
- for( i = 0; i < 19; ++i )
- {
- Sql_GetData(mmysql_handle, i, &str[i], nullptr);
- if( str[i] == nullptr )
- str[i] = dummy; // get rid of nullptr columns
- }
- if (!mob_parse_row_mobskilldb(str, 19, count))
- continue;
- count++;
- }
- // free the query result
- Sql_FreeResult(mmysql_handle);
- ShowStatus("Done reading '" CL_WHITE "%u" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", count, mob_skill_db_name[fi]);
- }
- return 0;
- }
- const std::string MobItemRatioDatabase::getDefaultLocation() {
- return std::string(db_path) + "/mob_item_ratio.yml";
- }
- /**
- * Reads and parses an entry from the mob_item_ratio.
- * @param node: YAML node containing the entry.
- * @return count of successfully parsed rows
- */
- uint64 MobItemRatioDatabase::parseBodyNode(const ryml::NodeRef& node) {
- std::string item_name;
- if (!this->asString(node, "Item", item_name))
- return 0;
- std::shared_ptr<item_data> item = item_db.search_aegisname(item_name.c_str());
- if (item == nullptr) {
- this->invalidWarning(node["Item"], "Item %s does not exist, skipping.\n", item_name.c_str());
- return 0;
- }
- t_itemid nameid = item->nameid;
- std::shared_ptr<s_mob_item_drop_ratio> data = this->find(nameid);
- bool exists = data != nullptr;
- if (!exists) {
- if (!this->nodesExist(node, { "Ratio" })) {
- return 0;
- }
- data = std::make_shared<s_mob_item_drop_ratio>();
- data->nameid = nameid;
- }
-
- if (this->nodeExists(node, "Ratio")) {
- uint32 ratio;
- if (!this->asUInt32(node, "Ratio", ratio))
- return 0;
- data->drop_ratio = ratio;
- }
- if (this->nodeExists(node, "List")) {
- const auto& MobNode = node["List"];
- for (const auto& mobit : MobNode) {
- std::string mob_name;
- c4::from_chars(mobit.key(), &mob_name);
- std::shared_ptr<s_mob_db> mob = mobdb_search_aegisname(mob_name.c_str());
- if (mob == nullptr) {
- this->invalidWarning(node["List"], "Unknown mob %s, skipping.\n", mob_name.c_str());
- continue;
- }
- uint16 mob_id = mob->id;
- bool active;
- if (!this->asBool(node["List"], mob_name, active))
- return 0;
- if (!active) {
- util::vector_erase_if_exists(data->mob_ids, mob_id);
- continue;
- }
- data->mob_ids.push_back(mob_id);
- }
- }
- if (!exists)
- this->put(nameid, data);
- return 1;
- }
- /**
- * Adjust drop ratio for each monster
- **/
- static void mob_drop_ratio_adjust(void){
- for( auto &pair : mob_db ){
- std::shared_ptr<s_mob_db> mob = pair.second;
- int32 mob_id = pair.first;
- if( mob_is_clone( mob_id ) ){
- continue;
- }
- for( auto it = mob->mvpitem.begin(); it != mob->mvpitem.end(); ){
- std::shared_ptr<s_mob_drop>& entry = *it;
- if( entry->nameid == 0 || entry->rate == 0 ){
- it = mob->mvpitem.erase( it );
- continue;
- }
- int32 rate_adjust = battle_config.item_rate_mvp;
- // Adjust the rate if there is an entry in mob_item_ratio
- item_dropratio_adjust( entry->nameid, mob_id, &rate_adjust );
- // remove the item if the rate of item_dropratio_adjust is 0
- if (rate_adjust == 0) {
- it = mob->mvpitem.erase( it );
- continue;
- }
- // Adjust rate with given algorithms
- int32 rate = mob_drop_adjust( entry->rate, rate_adjust, battle_config.item_drop_mvp_min, battle_config.item_drop_mvp_max );
- // calculate and store Max available drop chance of the MVP item
- if( rate ){
- item_data* id = itemdb_search( entry->nameid );
- // Item is not known anymore(should never happen)
- if( !id ){
- ShowWarning( "Monster \"%s\"(id:%u) is dropping an unknown item(id: %u)\n", mob->name.c_str(), mob_id, entry->nameid );
- it = mob->mvpitem.erase( it );
- continue;
- }
- if( id->maxchance == -1 || ( id->maxchance < rate/10 + 1 ) ){
- // item has bigger drop chance or sold in shops
- id->maxchance = rate/10 + 1; // reduce MVP drop info to not spoil common drop rate
- }
- }
- entry->rate = rate;
- it++;
- }
- for( auto it = mob->dropitem.begin(); it != mob->dropitem.end(); ){
- std::shared_ptr<s_mob_drop>& entry = *it;
- uint16 ratemin, ratemax;
- bool is_treasurechest;
- if( entry->nameid == 0 || entry->rate == 0 ){
- it = mob->dropitem.erase( it );
- continue;
- }
- item_data* id = itemdb_search( entry->nameid );
- // Item is not known anymore(should never happen)
- if( !id ){
- ShowWarning( "Monster \"%s\"(id:%hu) is dropping an unknown item(id: %u)\n", mob->name.c_str(), mob_id, entry->nameid );
- it = mob->dropitem.erase( it );
- continue;
- }
- int32 rate = entry->rate;
- int32 rate_adjust;
- if( battle_config.drop_rateincrease && rate < 5000 ){
- rate++;
- }
- // Treasure box drop rates [Skotlex]
- if (util::vector_exists(mob->race2, RC2_TREASURE)) {
- is_treasurechest = true;
- rate_adjust = battle_config.item_rate_treasure;
- ratemin = battle_config.item_drop_treasure_min;
- ratemax = battle_config.item_drop_treasure_max;
- } else {
- bool is_mvp = mob->get_bosstype() == BOSSTYPE_MVP;
- bool is_boss = mob->get_bosstype() == BOSSTYPE_MINIBOSS;
- is_treasurechest = false;
- // Added suport to restrict normal drops of MVP's [Reddozen]
- switch( id->type ){
- case IT_HEALING:
- rate_adjust = is_mvp ? battle_config.item_rate_heal_mvp : (is_boss ? battle_config.item_rate_heal_boss : battle_config.item_rate_heal);
- ratemin = battle_config.item_drop_heal_min;
- ratemax = battle_config.item_drop_heal_max;
- break;
- case IT_USABLE:
- case IT_CASH:
- rate_adjust = is_mvp ? battle_config.item_rate_use_mvp : (is_boss ? battle_config.item_rate_use_boss : battle_config.item_rate_use);
- ratemin = battle_config.item_drop_use_min;
- ratemax = battle_config.item_drop_use_max;
- break;
- case IT_WEAPON:
- case IT_ARMOR:
- case IT_PETARMOR:
- rate_adjust = is_mvp ? battle_config.item_rate_equip_mvp : (is_boss ? battle_config.item_rate_equip_boss : battle_config.item_rate_equip);
- ratemin = battle_config.item_drop_equip_min;
- ratemax = battle_config.item_drop_equip_max;
- break;
- case IT_CARD:
- rate_adjust = is_mvp ? battle_config.item_rate_card_mvp : (is_boss ? battle_config.item_rate_card_boss : battle_config.item_rate_card);
- ratemin = battle_config.item_drop_card_min;
- ratemax = battle_config.item_drop_card_max;
- break;
- default:
- rate_adjust = is_mvp ? battle_config.item_rate_common_mvp : (is_boss ? battle_config.item_rate_common_boss : battle_config.item_rate_common);
- ratemin = battle_config.item_drop_common_min;
- ratemax = battle_config.item_drop_common_max;
- break;
- }
- }
- item_dropratio_adjust( entry->nameid, mob_id, &rate_adjust );
- // remove the item if the rate of item_dropratio_adjust is 0
- if (rate_adjust == 0) {
- it = mob->dropitem.erase( it );
- continue;
- }
- rate = mob_drop_adjust( rate, rate_adjust, ratemin, ratemax );
- // calculate and store Max available drop chance of the item
- // but skip treasure chests.
- if( rate && !is_treasurechest ){
- uint16 k;
- if( id->maxchance == -1 || ( id->maxchance < rate ) ){
- id->maxchance = rate; // item has bigger drop chance or sold in shops
- }
- for( k = 0; k < MAX_SEARCH; k++ ){
- if( id->mob[k].chance <= rate ){
- break;
- }
- }
- if( k != MAX_SEARCH ){
- if( id->mob[k].id != mob_id ){
- memmove( &id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0]) );
- }
- id->mob[k].chance = rate;
- id->mob[k].id = mob_id;
- }
- }
- entry->rate = rate;
- it++;
- }
- }
- // Now that we are done we can delete the stored item ratios
- mob_item_drop_ratio.clear();
- }
- const std::string MapDropDatabase::getDefaultLocation(){
- return std::string( db_path ) + "/map_drops.yml";
- }
- uint64 MapDropDatabase::parseBodyNode( const ryml::NodeRef& node ){
- std::string mapname;
- if( !this->asString( node, "Map", mapname ) ){
- return 0;
- }
- uint16 mapindex = mapindex_name2idx( mapname.c_str(), nullptr );
- if( mapindex == 0 ){
- this->invalidWarning( node["Map"], "Unknown map \"%s\".\n", mapname.c_str() );
- return 0;
- }
- int16 mapid = map_mapindex2mapid( mapindex );
- if( mapid < 0 ){
- // Silently ignore. Map might be on a different map-server
- return 0;
- }
- std::shared_ptr<s_map_drops> mapdrops = this->find( mapid );
- bool exists = mapdrops != nullptr;
- if( !exists ){
- mapdrops = std::make_shared<s_map_drops>();
- mapdrops->mapid = mapid;
- }
- if( this->nodeExists( node, "GlobalDrops" ) ){
- const ryml::NodeRef& globalNode = node["GlobalDrops"];
- for( const auto& it : globalNode ){
- if( !this->parseDrop( it, mapdrops->globals ) ){
- return 0;
- }
- }
- }
- if( this->nodeExists( node, "SpecificDrops" ) ){
- const ryml::NodeRef& specificNode = node["SpecificDrops"];
- for( const auto& monsterNode : specificNode ){
- if( !this->nodesExist( monsterNode, { "Monster", "Drops" } ) ){
- return 0;
- }
- std::string mobname;
- if( !this->asString( monsterNode, "Monster", mobname ) ){
- return 0;
- }
- std::shared_ptr<s_mob_db> mob = mobdb_search_aegisname( mobname.c_str() );
- if( mob == nullptr ){
- this->invalidWarning( monsterNode["Monster"], "Unknown monster \"%s\".\n", mobname.c_str() );
- return 0;
- }
- std::unordered_map<uint16, std::shared_ptr<s_mob_drop>>& specificDrops = mapdrops->specific[mob->id];
- for( const auto& it : monsterNode["Drops"] ){
- if( !this->parseDrop( it, specificDrops ) ){
- return 0;
- }
- }
- }
- }
- if( !exists ){
- this->put( mapid, mapdrops );
- }
- return 1;
- }
- bool MapDropDatabase::parseDrop( const ryml::NodeRef& node, std::unordered_map<uint16, std::shared_ptr<s_mob_drop>>& drops ){
- uint16 index;
- if( !this->asUInt16( node, "Index", index ) ){
- return false;
- }
- std::shared_ptr<s_mob_drop> drop = util::umap_find( drops, index );
- bool exists = drop != nullptr;
- if( !exists ){
- if( !this->nodesExist( node, { "Item", "Rate" } ) ){
- return false;
- }
- drop = std::make_shared<s_mob_drop>();
- drop->steal_protected = true;
- }
- if( this->nodeExists( node, "Item" ) ){
- std::string itemname;
- if( !this->asString( node, "Item", itemname ) ){
- return 0;
- }
- std::shared_ptr<item_data> item = item_db.search_aegisname( itemname.c_str() );
- if( item == nullptr ){
- this->invalidWarning( node["Item"], "Item %s does not exist.\n", itemname.c_str() );
- return false;
- }
- drop->nameid = item->nameid;
- }
- if( this->nodeExists( node, "Rate" ) ){
- uint32 rate;
- if( !this->asUInt32Rate( node, "Rate", rate, 100000 ) ){
- return false;
- }
- if( rate == 0 ){
- if( exists ){
- drops.erase( index );
- return true;
- }else{
- this->invalidWarning( node["Rate"], "Rate %" PRIu32 " is below minimum of 1.\n", rate );
- return false;
- }
- }else if( rate > 100000 ){
- this->invalidWarning( node["Rate"], "Rate %" PRIu32 " exceeds maximum of 100000.\n", rate );
- return false;
- }
- drop->rate = rate;
- }
- if( this->nodeExists( node, "RandomOptionGroup" ) ){
- std::string name;
- if( !this->asString( node, "RandomOptionGroup", name ) ){
- return false;
- }
- if( !random_option_group.option_get_id( name, drop->randomopt_group ) ){
- this->invalidWarning( node["RandomOptionGroup"], "Unknown random option group \"%s\".\n", name.c_str() );
- return false;
- }
- }else{
- if( !exists ){
- drop->randomopt_group = 0;
- }
- }
- if( !exists ){
- drops[index] = drop;
- }
- return true;
- }
- /**
- * Copy skill from DB to monster
- * @param mob Monster DB entry
- * @param skill Monster skill entries
- **/
- static void mob_skill_db_set_single_sub(std::shared_ptr<s_mob_db> mob, struct s_mob_skill_db *skill) {
- nullpo_retv(skill);
- if (mob == nullptr)
- return;
- size_t i = 0;
- for (i = 0; mob->skill.size() < MAX_MOBSKILL && i < skill->skill.size(); i++) {
- mob->skill.push_back(skill->skill[i]);
- }
- if (i < skill->skill.size())
- ShowWarning("Monster '%s' (%d, src:%d) reaches max skill limit %d. Ignores '%zu' skills left.\n", mob->sprite.c_str(), mob->id, skill->mob_id, MAX_MOBSKILL, skill->skill.size() - i);
- }
- /**
- * Check the skill & monster id before put the skills
- * @param skill
- **/
- static void mob_skill_db_set_single(struct s_mob_skill_db *skill) {
- nullpo_retv(skill);
- // Specific monster
- if (skill->mob_id >= 0) {
- std::shared_ptr<s_mob_db> mob = mob_db.find(skill->mob_id);
- if (mob != nullptr)
- mob_skill_db_set_single_sub(mob, skill);
- }
- // Global skill
- else {
- uint16 id = skill->mob_id;
- id *= -1;
- for( auto &pair : mob_db ){
- if ( mob_is_clone(pair.first) ){
- continue;
- }
- if ( (!(id&1) && status_has_mode(&pair.second->status,MD_STATUSIMMUNE)) // Bosses
- || (!(id&2) && !status_has_mode(&pair.second->status,MD_STATUSIMMUNE)) // Normal monsters
- )
- continue;
- mob_skill_db_set_single_sub(pair.second, skill);
- }
- }
-
- }
- /**
- * Set monster skills
- **/
- static void mob_skill_db_set(void) {
- for (auto skill : mob_skill_db) {
- mob_skill_db_set_single(skill.second.get());
- }
- //ShowStatus("Set skills to '%d' monsters.\n", db_size(mob_skill_db));
- }
- /**
- * read all mob-related databases
- */
- static void mob_load(void)
- {
- const char* dbsubpath[] = {
- "",
- "/" DBIMPORT,
- };
- // First we parse all the possible monsters to add additional data in the second loop
- if( db_use_sqldbs )
- mob_read_sqldb();
- else
- mob_db.load();
- mob_chat_db.load(); // load before mob_skill_db
- for(int32 i = 0; i < ARRAYLENGTH(dbsubpath); i++){
- size_t n1 = strlen( db_path ) + strlen( dbsubpath[i] ) + 1;
- size_t n2 = strlen( db_path ) + strlen( DBPATH ) + strlen( dbsubpath[i] ) + 1;
- char* dbsubpath1 = (char*)aMalloc(n1+1);
- char* dbsubpath2 = (char*)aMalloc(n2+1);
- bool silent = i > 0;
- if(i==0) {
- safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
- safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
- } else {
- safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
- safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
- }
- if( db_use_sqldbs && i == 0 )
- mob_read_sqlskilldb();
- else
- mob_readskilldb(dbsubpath2, silent);
- aFree(dbsubpath1);
- aFree(dbsubpath2);
- }
- mob_item_drop_ratio.load();
- mob_avail_db.load();
- mob_summon_db.load();
- map_drop_db.load();
- mob_drop_ratio_adjust();
- mob_skill_db_set();
- }
- /**
- * Initialize monster data
- */
- void mob_db_load(bool is_reload){
- mob_load();
- }
- /**
- * Re-link monster drop data with item data
- * Fixes the need of a @reloadmobdb after a @reloaditemdb
- * @author Epoque
- */
- void mob_reload_itemmob_data(void) {
- for( auto const &pair : mob_db ){
- if( mob_is_clone( pair.first ) ){
- continue;
- }
- for( const std::shared_ptr<s_mob_drop>& entry : pair.second->dropitem ){
- if( !entry->nameid )
- continue;
- item_data* id = itemdb_search(entry->nameid);
- int32 k;
- for (k = 0; k < MAX_SEARCH; k++) {
- if (id->mob[k].chance <= entry->rate)
- break;
- }
- if (k == MAX_SEARCH)
- continue;
- if (id->mob[k].id != pair.first)
- memmove(&id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0]));
- id->mob[k].chance = entry->rate;
- id->mob[k].id = pair.first;
- }
- }
- }
- /**
- * Apply the proper view data on monsters during mob_db reload.
- * @param md: Mob to adjust
- * @param args: va_list of arguments
- * @return 0
- */
- static int32 mob_reload_sub( struct mob_data *md, va_list args ){
- // Slaves have to be killed
- if( md->master_id != 0 ){
- unit_remove_map( &md->bl, CLR_OUTSIGHT );
- return 0;
- }
- // Relink the mob to the new database entry
- md->db = mob_db.find(md->mob_id);
- if( md->db == nullptr ){
- ShowWarning( "mob_reload_sub: Monster %s (ID: %hu) does not exist anymore.\n", md->name, md->mob_id );
- if( md->bl.prev != nullptr ){
- ShowDebug( "mob_reload_sub: The monster was removed from map %s (%hu/%hu).\n", map_mapid2mapname( md->bl.m ), md->bl.x, md->bl.y );
- }
- unit_remove_map( &md->bl, CLR_OUTSIGHT );
- return 0;
- }
- // Recalculate the monster status based on the new data
- status_calc_mob(md, SCO_NONE);
- // If the view data was not overwritten manually
- if( !md->vd_changed ){
- // Get the new view data from the mob database
- md->vd = mob_get_viewdata(md->mob_id);
- // If they are spawned right now
- if( md->bl.prev != nullptr ){
- // Respawn all mobs on client side so that they are displayed correctly(if their view id changed)
- clif_clearunit_area( md->bl, CLR_OUTSIGHT );
- clif_spawn(&md->bl);
- }
- }
- return 0;
- }
- /**
- * Apply the proper view data on NPCs during mob_db reload.
- * @param md: NPC to adjust
- * @param args: va_list of arguments
- * @return 0
- */
- static int32 mob_reload_sub_npc( struct npc_data *nd, va_list args ){
- // If the view data points to a mob
- if( mobdb_checkid(nd->class_) ){
- struct view_data *vd = mob_get_viewdata(nd->class_);
- if (vd) // Get the new view data from the mob database
- memcpy(&nd->vd, vd, sizeof(struct view_data));
- if (nd->bl.prev) // If they are spawned right now
- unit_refresh(&nd->bl); // Respawn all NPCs on client side so that they are displayed correctly(if their view id changed)
- }
- return 0;
- }
- /**
- * Reload monster data
- */
- void mob_reload(void) {
- do_final_mob(true);
- mob_db_load(true);
- map_foreachmob(mob_reload_sub);
- map_foreachnpc(mob_reload_sub_npc);
- }
- /**
- * Clear spawn data for all monsters
- */
- void mob_clear_spawninfo()
- { //Clears spawn related information for a script reload.
- mob_spawn_data.clear();
- }
- /*==========================================
- * Circumference initialization of mob
- *------------------------------------------*/
- void do_init_mob(void){
- mob_db_load(false);
- add_timer_func_list(mob_delayspawn,"mob_delayspawn");
- add_timer_func_list(mob_delay_item_drop,"mob_delay_item_drop");
- add_timer_func_list(mob_ai_hard,"mob_ai_hard");
- add_timer_func_list(mob_ai_lazy,"mob_ai_lazy");
- add_timer_func_list(mob_timer_delete,"mob_timer_delete");
- add_timer_func_list(mob_spawn_guardian_sub,"mob_spawn_guardian_sub");
- add_timer_func_list(mob_respawn,"mob_respawn");
- add_timer_func_list(mvptomb_delayspawn,"mvptomb_delayspawn");
- add_timer_interval(gettick()+MIN_MOBTHINKTIME,mob_ai_hard,0,0,MIN_MOBTHINKTIME);
- add_timer_interval(gettick()+MIN_MOBTHINKTIME*10,mob_ai_lazy,0,0,MIN_MOBTHINKTIME*10);
- }
- /*==========================================
- * Clean memory usage.
- *------------------------------------------*/
- void do_final_mob(bool is_reload){
- mob_db.clear();
- mob_chat_db.clear();
- mob_skill_db.clear();
- mob_item_drop_ratio.clear();
- mob_summon_db.clear();
- map_drop_db.clear();
- if( !is_reload ) {
- mob_delayed_drops.clear();
- }
- }
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