// Copyright (c) rAthena Dev Teams - Licensed under GNU GPL // For more information, see LICENCE in the main folder #include "mob.hpp" #include #include #include #include #include #include #include "../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 "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 2 //Distance added on top of 'AREA_SIZE' at which mobs enter active AI mode. #define IDLE_SKILL_INTERVAL 10 //Active idle skills should be triggered every 1 second (1000/MIN_MOBTHINKTIME) // Probability for mobs far from players from doing their IDLE skill. (rate of 1000 minute) // in Aegis, this is 100% for mobs that have been activated by players and none otherwise. #define MOB_LAZYSKILLPERC(md) (mob_is_spotted(md)?1000:0) // Move probability for mobs away from players (rate of 1000 minute) // in Aegis, this is 100% for mobs that have been activated by players and none otherwise. #define MOB_LAZYMOVEPERC(md) (mob_is_spotted(md)?1000:0) #define MOB_MAX_DELAY (24*3600*1000) #define MAX_MINCHASE 30 //Max minimum chase value to use for mobs. #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 //Dynamic mob database std::map mob_db_data; struct mob_db *mob_db( int mob_id ){ return util::map_find( mob_db_data, (uint16)mob_id ); } // holds Monster Spawn informations std::unordered_map> mob_spawn_data; //Dynamic mob chat database std::map mob_chat_db; struct mob_chat *mob_chat(short id) { return util::map_find( mob_chat_db, id ); } //Dynamic item drop ratio database for per-item drop ratio modifiers overriding global drop ratios. #define MAX_ITEMRATIO_MOBS 10 struct s_mob_item_drop_ratio { unsigned short nameid; int drop_ratio; unsigned short mob_id[MAX_ITEMRATIO_MOBS]; }; static DBMap *mob_item_drop_ratio; /// Mob skill struct for temporary storage struct s_mob_skill { int16 mob_id; ///< Monster ID. -1 boss types, -2 normal types, -3 all monsters struct mob_skill skill[MAX_MOBSKILL]; ///< Skills uint8 count; ///< Number of skills }; static DBMap *mob_skill_db; /// Monster skill temporary db. s_mob_skill -> mobid static struct eri *item_drop_ers; //For loot drops delay structures. static struct eri *item_drop_list_ers; struct s_randomsummon_entry { uint16 mob_id; uint32 rate; }; struct s_randomsummon_group { uint8 random_id; struct s_randomsummon_entry *list; uint16 count; }; static DBMap *mob_summon_db; /// Random Summon DB. struct s_randomsummon_group -> group_id /*========================================== * Local prototype declaration (only required thing) *------------------------------------------*/ static TIMER_FUNC(mob_spawn_guardian_sub); int mob_skill_id2skill_idx(int 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) { int 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) { int 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) { int 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 */ int 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); 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(NULL,656), sizeof(nd->name)); nd->class_ = 565; nd->speed = 200; nd->subtype = NPCTYPE_TOMB; nd->u.tomb.md = md; nd->u.tomb.kill_time = time; nd->u.tomb.spawn_timer = 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)) ) { int16 m = nd->bl.m, i; clif_clearunit_area(&nd->bl,CLR_OUTSIGHT); map_delblock(&nd->bl); ARR_FIND( 0, map[m].npc_num, i, map[m].npc[i] == nd ); if( !(i == map[m].npc_num) ) { map[m].npc_num--; map[m].npc[i] = map[m].npc[map[m].npc_num]; map[m].npc[map[m].npc_num] = NULL; } 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) { const struct mob_db * const mob = mob_db(mob_id); if( mobdb_checkid(mob_id) <= 0 ) return false; // invalid mob_id (includes clone check) 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, str) == 0 || strcmpi(mob->jname, str) == 0 || strcmpi(mob->sprite, str) == 0 ) return true; } else { // str must be in the db value if( stristr(mob->name, str) != NULL || stristr(mob->jname, str) != NULL || stristr(mob->sprite, str) != NULL ) 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_data ) { 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); } /*========================================== * Founds up to N matches. Returns number of matches [Skotlex] *------------------------------------------*/ int mobdb_searchname_array_(const char *str, uint16 * out, int size, bool full_cmp) { unsigned short count = 0; for( auto const &mobdb_pair : mob_db_data ) { const uint16 mob_id = mobdb_pair.first; if( mobdb_searchname_sub(mob_id, str, full_cmp) ) { if( count < size ) out[count] = mob_id; count++; } } return count; } int mobdb_searchname_array(const char *str, uint16 * out, int size) { return mobdb_searchname_array_(str, out, size, false); } /*========================================== * Id Mob is checked. *------------------------------------------*/ int mobdb_checkid(const int id) { if (mob_db(id) == NULL) return 0; if (mob_is_clone(id)) //checkid is used mostly for random ID based code, therefore clone mobs are out of the question. return 0; return id; } /*========================================== * Returns the view data associated to this mob class. *------------------------------------------*/ struct view_data * mob_get_viewdata(int mob_id) { struct mob_db* db = mob_db(mob_id); if( !db ) return nullptr; return &db->vd; } /** * 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 = NULL; // Unflag it as changed md->vd_changed = false; } } /*========================================== * Cleans up mob-spawn data to make it "valid" *------------------------------------------*/ int 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(data->id)->name, sizeof(data->name)); else if(strcmp(data->name,"--ja--")==0) safestrncpy(data->name, mob_db(data->id)->jname, 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)); 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(md->mob_id); if (data->level > 0 && data->level <= MAX_LEVEL) 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; 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: * 0: dead branch list * 1: poring list * 2: bloody branch list * flag: * &1 : Apply the summon success chance found in the list (otherwise get any monster from the db) * &2 : Apply a monster check level. * &4 : Selected monster should not be a boss type (except those from MOBG_Bloody_Dead_Branch) * &8 : Selected monster must have normal spawn. * &16: Selected monster should not be a plant type * lv: Mob level to check against *------------------------------------------*/ int mob_get_random_id(int type, int flag, int lv) { struct mob_db *mob; int i = 0, mob_id = 0, rand = 0; struct s_randomsummon_group *msummon = (struct s_randomsummon_group *)idb_get(mob_summon_db, type); struct s_randomsummon_entry *entry = nullptr; if (type == MOBG_Bloody_Dead_Branch) flag &= ~4; if (!msummon) { ShowError("mob_get_random_id: Invalid type (%d) of random monster.\n", type); return 0; } if (!msummon->count) { ShowError("mob_get_random_id: Random monster type %d is not defined.\n", type); return 0; } do { rand = rnd()%msummon->count; entry = &msummon->list[rand]; mob_id = entry->mob_id; mob = mob_db(mob_id); } while ((rand == 0 || // Skip default first mob == nullptr || mob_is_clone(mob_id) || (flag&0x01 && (entry->rate < 1000000 && entry->rate <= rnd() % 1000000)) || (flag&0x02 && lv < mob->lv) || (flag&0x04 && status_has_mode(&mob->status,MD_STATUS_IMMUNE) ) || (flag&0x08 && !mob_has_spawn(mob_id)) || (flag&0x10 && status_has_mode(&mob->status,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) ) ) && (i++) < MAX_MOB_DB && msummon->count > 1); if (i >= MAX_MOB_DB && &msummon->list[0]) { ShowError("mob_get_random_id: no suitable monster found, use fallback for given list. Last_MobID: %d\n", mob_id); mob_id = msummon->list[0].mob_id; } return mob_id; } /*========================================== * Kill Steal Protection [Zephyrus] *------------------------------------------*/ bool mob_ksprotected (struct block_list *src, struct block_list *target) { struct block_list *s_bl, *t_bl; struct map_session_data *sd, // Source *t_sd; // Mob Target struct mob_data *md; unsigned int 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; struct map_session_data *pl_sd; // Owner char output[128]; if( map[md->bl.m].flag.allowks || map_flag_ks(md->bl.m) ) return false; // Ignores GVG, PVP and AllowKS map flags if( md->db->mexp || md->master_id ) return false; // MVP, Slaves mobs ignores KS if( (sce = md->sc.data[SC_KSPROTECTED]) == 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)) == NULL || 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, int mob_id, const char *event, unsigned int 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); // if none found, pick random position on map if (x <= 0 || x >= map[m].xs || y <= 0 || y >= map[m].ys) map_search_freecell(NULL, 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. *------------------------------------------*/ int mob_once_spawn(struct map_session_data* sd, int16 m, int16 x, int16 y, const char* mobname, int mob_id, int amount, const char* event, unsigned int size, enum mob_ai ai) { struct mob_data* md = nullptr; int count, lv; if (m < 0 || amount <= 0) return 0; // invalid input lv = (sd) ? sd->status.base_level : 255; for (count = 0; count < amount; count++) { int c = (mob_id >= 0) ? mob_id : mob_get_random_id(-mob_id - 1, (battle_config.random_monster_checklv) ? 3 : 1, lv); md = mob_once_spawn_sub((sd) ? &sd->bl : NULL, m, x, y, mobname, c, event, size, ai); if (!md) continue; if (mob_id == MOBID_EMPERIUM) { struct guild_castle* gc = guild_mapindex2gc(map[m].index); struct guild* g = (gc) ? guild_search(gc->guild_id) : nullptr; if (gc) { md->guardian_data = (struct guardian_data*)aCalloc(1, sizeof(struct guardian_data)); md->guardian_data->castle = gc; md->guardian_data->number = MAX_GUARDIANS; md->guardian_data->guild_id = gc->guild_id; if (g) { md->guardian_data->emblem_id = g->emblem_id; memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH); } else if (gc->guild_id) //Guild not yet available, retry in 5. add_timer(gettick()+5000,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id); } } // end addition [Valaris] mob_spawn(md); if (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(NULL,&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. *------------------------------------------*/ int mob_once_spawn_area(struct map_session_data* sd, int16 m, int16 x0, int16 y0, int16 x1, int16 y1, const char* mobname, int mob_id, int amount, const char* event, unsigned int size, enum mob_ai ai) { int i, max, id = 0; int lx = -1, ly = -1; if (m < 0 || amount <= 0) return 0; // invalid input // normalize x/y coordinates if (x0 > x1) SWAP(x0, x1); if (y0 > y1) SWAP(y0, y1); // choose a suitable max. number of attempts max = (y1 - y0 + 1)*(x1 - x0 + 1)*3; if (max > 1000) max = 1000; // spawn mobs, one by one for (i = 0; i < amount; i++) { int x, y; int j = 0; // find a suitable map cell do { x = 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; struct guild* g; int 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); g = guild_search((int)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", (int)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, 1, 0); } } else { if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS && md->guardian_data->castle->guardian[md->guardian_data->number].visible) guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0); unit_free(&md->bl,CLR_OUTSIGHT); //Remove guardian. } return 0; } guardup_lv = guild_checkskill(g,GD_GUARDUP); md->guardian_data->emblem_id = g->emblem_id; memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH); md->guardian_data->guardup_lv = guardup_lv; if( guardup_lv ) status_calc_mob(md, SCO_NONE); //Give bonuses. return 0; } /*========================================== * Summoning Guardians [Valaris] *------------------------------------------*/ int mob_spawn_guardian(const char* mapname, int16 x, int16 y, const char* mobname, int mob_id, const char* event, int guardian, bool has_index) { struct mob_data *md=nullptr; struct spawn_data data; struct guild *g=nullptr; struct guild_castle *gc; 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, 1, 99); 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, map[m].name); return 0; } if((x<=0 || y<=0) && !map_search_freecell(NULL, 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, map[m].name); return 0; } data.x = x; data.y = y; safestrncpy(data.name, mobname, sizeof(data.name)); safestrncpy(data.eventname, event, sizeof(data.eventname)); if (!mob_parse_dataset(&data)) return 0; gc=guild_mapname2gc(map[m].name); if (gc == NULL) { ShowError("mob_spawn_guardian: No castle set at map %s\n", map[m].name); return 0; } if (!gc->guild_id) ShowWarning("mob_spawn_guardian: Spawning guardian %d on a castle with no guild (castle map %s)\n", mob_id, map[m].name); else g = guild_search(gc->guild_id); if( has_index && gc->guardian[guardian].id ) { //Check if guardian already exists, refuse to spawn if so. struct mob_data *md2 = (TBL_MOB*)map_id2bl(gc->guardian[guardian].id); if (md2 && md2->bl.type == BL_MOB && md2->guardian_data && md2->guardian_data->number == guardian) { ShowError("mob_spawn_guardian: Attempted to spawn guardian in position %d which already has a guardian (castle map %s)\n", guardian, map[m].name); return 0; } } md = mob_spawn_dataset(&data); md->guardian_data = (struct guardian_data*)aCalloc(1, sizeof(struct guardian_data)); md->guardian_data->number = guardian; md->guardian_data->guild_id = gc->guild_id; md->guardian_data->castle = gc; if( has_index ) {// permanent guardian gc->guardian[guardian].id = md->bl.id; } else {// temporary guardian int i; ARR_FIND(0, gc->temp_guardians_max, i, gc->temp_guardians[i] == 0); if( i == gc->temp_guardians_max ) { ++(gc->temp_guardians_max); RECREATE(gc->temp_guardians, int, gc->temp_guardians_max); } gc->temp_guardians[i] = md->bl.id; } if (g) { md->guardian_data->emblem_id = g->emblem_id; memcpy (md->guardian_data->guild_name, g->name, NAME_LENGTH); md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP); } else if (md->guardian_data->guild_id) add_timer(gettick()+5000,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id); mob_spawn(md); return md->bl.id; } /*========================================== * Summoning BattleGround [Zephyrus] *------------------------------------------*/ int mob_spawn_bg(const char* mapname, int16 x, int16 y, const char* mobname, int mob_id, const char* event, unsigned int 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-1,1,99); if( !mob_id ) return 0; } data.id = mob_id; if( (x <= 0 || y <= 0) && !map_search_freecell(NULL, 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, map[m].name); return 0; } data.x = x; data.y = y; safestrncpy(data.name, mobname, sizeof(data.name)); safestrncpy(data.eventname, event, sizeof(data.eventname)); if( !mob_parse_dataset(&data) ) return 0; md = mob_spawn_dataset(&data); mob_spawn(md); md->bg_id = bg_id; // BG Team ID return md->bl.id; } /*========================================== * Reachability to a Specification ID existence place * state indicates type of 'seek' mob should do: * - MSS_LOOT: Looking for item, path must be easy. * - MSS_RUSH: Chasing attacking player, path is complex * - MSS_FOLLOW: Initiative/support seek, path is complex *------------------------------------------*/ int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state) { int easy = 0; nullpo_ret(md); nullpo_ret(bl); switch (state) { case MSS_RUSH: case MSS_FOLLOW: easy = 0; //(battle_config.mob_ai&0x1?0:1); break; case MSS_LOOT: default: easy = 1; break; } return unit_can_reach_bl(&md->bl, bl, range, easy, NULL, NULL); } /*========================================== * Links nearby mobs (supportive mobs) *------------------------------------------*/ int mob_linksearch(struct block_list *bl,va_list ap) { struct mob_data *md; int mob_id; struct block_list *target; unsigned int tick; nullpo_ret(bl); md=(struct mob_data *)bl; mob_id = va_arg(ap, int); target = va_arg(ap, struct block_list *); tick=va_arg(ap, unsigned int); if (md->mob_id == mob_id && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME && !md->target_id) { md->last_linktime = tick; if( mob_can_reach(md,target,md->db->range2, MSS_FOLLOW) ){ // Reachability judging md->target_id = target->id; md->min_chase=md->db->range3; return 1; } } return 0; } /*========================================== * mob spawn with delay (timer function) *------------------------------------------*/ 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 *------------------------------------------*/ int mob_setdelayspawn(struct mob_data *md) { unsigned int spawntime; struct mob_db *db; 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] db = mob_db(md->spawn->id); if (status_has_mode(&db->status,MD_STATUS_IMMUNE)) { // 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; } if (spawntime < 5000) //Monsters should never respawn faster than within 5 seconds spawntime = 5000; 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; } int mob_count_sub(struct block_list *bl, va_list ap) { int mobid[10], i; ARR_FIND(0, 10, i, (mobid[i] = va_arg(ap, int)) == 0); //fetch till 0 if (mobid[0]) { //if there one let's check it otherwise go backward TBL_MOB *md = BL_CAST(BL_MOB, bl); ARR_FIND(0, 10, i, md->mob_id == mobid[i]); return (i < 10) ? 1 : 0; } 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 */ int mob_spawn (struct mob_data *md) { int i=0; unsigned int tick = gettick(); int c =0; md->last_thinktime = tick; if (md->bl.prev != NULL) 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(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->spawn->x; md->bl.y = md->spawn->y; if( (md->bl.x == 0 && md->bl.y == 0) || md->spawn->xs || md->spawn->ys ) { //Monster can be spawned on an area. if( !map_search_freecell(&md->bl, -1, &md->bl.x, &md->bl.y, md->spawn->xs, md->spawn->ys, battle_config.no_spawn_on_player?4:0) ) { // retry again later if( md->spawn_timer != INVALID_TIMER ) delete_timer(md->spawn_timer, mob_delayspawn); md->spawn_timer = add_timer(tick+5000,mob_delayspawn,md->bl.id,0); return 1; } } else 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+5000,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; md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0; md->state.skillstate = MSS_IDLE; md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME; md->last_linktime = tick; md->dmgtick = tick - 5000; md->last_pcneartime = 0; for (i = 0, c = tick-MOB_MAX_DELAY; i < MAX_MOBSKILL; i++) md->skilldelay[i] = c; for (i = 0; i < DAMAGELOG_SIZE; i++) md->spotted_log[i] = 0; memset(md->dmglog, 0, sizeof(md->dmglog)); md->tdmg = 0; 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[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 int mob_can_changetarget(struct mob_data* md, struct block_list* target, enum e_mode 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_CHANGETARGET_MELEE)) 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_CHANGETARGET_CHASE); case MSS_FOLLOW: case MSS_ANGRY: case MSS_IDLE: case MSS_WALK: case MSS_LOOT: return 1; default: return 0; } } /*========================================== * Determination for an attack of a monster *------------------------------------------*/ int mob_target(struct mob_data *md,struct block_list *bl,int dist) { nullpo_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; md->min_chase=dist+md->db->range3; if(md->min_chase>MAX_MINCHASE) md->min_chase=MAX_MINCHASE; return 0; } /*========================================== * The ?? routine of an active monster *------------------------------------------*/ static int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap) { struct mob_data *md; struct block_list **target; enum e_mode mode; int dist; nullpo_ret(bl); md=va_arg(ap,struct mob_data *); target= va_arg(ap,struct block_list**); mode= static_cast(va_arg(ap, int)); //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; switch (bl->type) { case BL_PC: if (((TBL_PC*)bl)->state.gangsterparadise && !status_has_mode(&md->status,MD_STATUS_IMMUNE)) return 0; //Gangster paradise protection. default: if (battle_config.hom_setting&HOMSET_FIRST_TARGET && (*target) && (*target)->type == BL_HOM && bl->type != BL_HOM) return 0; //For some reason Homun targets are never overriden. dist = distance_bl(&md->bl, bl); if( ((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) && battle_check_range(&md->bl,bl,md->db->range2) ) { //Pick closest target? #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; md->min_chase= dist + md->db->range3; if(md->min_chase>MAX_MINCHASE) md->min_chase=MAX_MINCHASE; return 1; } break; } return 0; } /*========================================== * chase target-change routine. *------------------------------------------*/ static int mob_ai_sub_hard_changechase(struct block_list *bl,va_list ap) { struct mob_data *md; struct block_list **target; nullpo_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; md->min_chase= md->db->range3; } return 1; } /*========================================== * finds nearby bg ally for guardians looking for users to follow. *------------------------------------------*/ static int 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 int mob_ai_sub_hard_lootsearch(struct block_list *bl,va_list ap) { struct mob_data* md; struct block_list **target; int dist; md = va_arg(ap,struct mob_data *); target = va_arg(ap,struct block_list**); dist = distance_bl(&md->bl, bl); if (mob_can_reach(md,bl,dist+1, MSS_LOOT) && ( (*target) == 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; md->min_chase = md->db->range3; } else if (!battle_config.monster_loot_search_type) mob_stop_walking(md, 1); // Stop walking immediately if item is no longer on the ground. return 0; } static int mob_warpchase_sub(struct block_list *bl,va_list ap) { struct block_list *target; struct npc_data **target_nd; struct npc_data *nd; int *min_distance; int cur_distance; target= va_arg(ap, struct block_list*); target_nd= va_arg(ap, struct npc_data**); min_distance= va_arg(ap, int*); nd = (TBL_NPC*) bl; if(nd->subtype != NPCTYPE_WARP) return 0; //Not a warp if(nd->u.warp.mapindex != map[target->m].index) return 0; //Does not lead to the same map. cur_distance = distance_blxy(target, nd->u.warp.x, nd->u.warp.y); if (cur_distance < *min_distance) { //Pick warp that leads closest to target. *target_nd = nd; *min_distance = cur_distance; return 1; } return 0; } /*========================================== * Processing of slave monsters *------------------------------------------*/ static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick) { struct block_list *bl; 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] int old_dist; // Distance with between slave and master is measured. old_dist=md->master_dist; md->master_dist=distance_bl(&md->bl, bl); // Since the master was in near immediately before, teleport is carried out and it pursues. if(bl->m != md->bl.m || (old_dist<10 && md->master_dist>18) || md->master_dist > MAX_MINCHASE ){ md->master_dist = 0; unit_warp(&md->bl,bl->m,bl->x,bl->y,CLR_TELEPORT); return 1; } if(md->target_id) //Slave is busy with a target. return 0; // Approach master if within view range, chase back to Master's area also if standing on top of the master. if((md->master_dist>MOB_SLAVEDISTANCE || md->master_dist == 0) && unit_can_move(&md->bl)) { short x = bl->x, y = bl->y; mob_stop_attack(md); if(map_search_freecell(&md->bl, bl->m, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 1) && unit_walktoxy(&md->bl, x, y, 0)) return 1; } } else if (bl->m != md->bl.m && map_flag_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(md->last_linktime, tick) < MIN_MOBLINKTIME && !md->target_id) { struct unit_data *ud = unit_bl2ud(bl); md->last_linktime = tick; if (ud) { struct block_list *tbl=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; } if (tbl && status_check_skilluse(&md->bl, tbl, 0, 0)) { md->target_id=tbl->id; md->min_chase=md->db->range3+distance_bl(&md->bl, tbl); if(md->min_chase>MAX_MINCHASE) md->min_chase=MAX_MINCHASE; return 1; } } } return 0; } /*========================================== * A lock of target is stopped and mob moves to a standby state. * This also triggers idle skill/movement since the AI can get stuck * when trying to pick new targets when the current chosen target is * unreachable. *------------------------------------------*/ int mob_unlocktarget(struct mob_data *md, unsigned int tick) { nullpo_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. md->state.skillstate = MSS_IDLE; case MSS_IDLE: // Idle skill. if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL) && mobskill_use(md, tick, -1)) break; //Random walk. if (!md->master_id && DIFF_TICK(md->next_walktime, tick) <= 0 && !mob_randomwalk(md,tick)) //Delay next random walk when this one failed. md->next_walktime = tick+rnd()%1000; break; default: mob_stop_attack(md); mob_stop_walking(md,1); //Stop chasing. if (status_has_mode(&md->status,MD_ANGRY) && !md->state.aggressive) md->state.aggressive = 1; //Restore angry state when switching to idle md->state.skillstate = 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; md->ud.target_to = 0; unit_set_target(&md->ud, 0); } if (battle_config.official_cell_stack_limit > 0 && (md->min_chase == md->db->range3 || 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 *------------------------------------------*/ int mob_randomwalk(struct mob_data *md,unsigned int tick) { const int d=7; int i,c,r,rdir,dx,dy,max; int speed; nullpo_ret(md); if(DIFF_TICK(md->next_walktime,tick)>0 || status_has_mode(&md->status,MD_NORANDOM_WALK) || !unit_can_move(&md->bl) || !status_has_mode(&md->status,MD_CANMOVE)) return 0; r=rnd(); rdir=rnd()%4; // Randomize direction in which we iterate to prevent monster cluttering up in one corner dx=r%(d*2+1)-d; dy=r/(d*2+1)%(d*2+1)-d; max=(d*2+1)*(d*2+1); for(i=0;ibl.x; int 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[md->bl.m].name, md->bl.x, md->bl.y); md->move_fail_count=0; mob_spawn(md); } } return 0; } speed=status_get_speed(&md->bl); for(i=c=0;iud.walkpath.path_len;i++){ // The next walk start time is calculated. if(md->ud.walkpath.path[i]&1) c+=speed*MOVE_DIAGONAL_COST/MOVE_COST; else c+=speed; } md->state.skillstate=MSS_WALK; md->move_fail_count=0; md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME+c; return 1; } int mob_warpchase(struct mob_data *md, struct block_list *target) { struct npc_data *warp = nullptr; int distance = AREA_SIZE; if (!(target && battle_config.mob_ai&0x40 && battle_config.mob_warp&1)) return 0; //Can't warp chase. if (target->m == md->bl.m && check_distance_bl(&md->bl, target, AREA_SIZE)) return 0; //No need to do a warp chase. if (md->ud.walktimer != INVALID_TIMER && map_getcell(md->bl.m,md->ud.to_x,md->ud.to_y,CELL_CHKNPC)) return 1; //Already walking to a warp. //Search for warps within mob's viewing range. map_foreachinallrange(mob_warpchase_sub, &md->bl, md->db->range2, BL_NPC, target, &warp, &distance); if (warp && unit_walktobl(&md->bl, &warp->bl, 1, 1)) return 1; return 0; } /*========================================== * AI of MOB whose is near a Player *------------------------------------------*/ static bool mob_ai_sub_hard(struct mob_data *md, unsigned int tick) { struct block_list *tbl = nullptr, *abl = nullptr; enum e_mode mode; int view_range, can_move; if(md->bl.prev == nullptr || md->status.hp == 0) return false; if (DIFF_TICK(tick, md->last_thinktime) < MIN_MOBTHINKTIME) return false; md->last_thinktime = tick; if (md->ud.skilltimer != INVALID_TIMER) return false; // Abnormalities if(( md->sc.opt1 > 0 && md->sc.opt1 != OPT1_STONEWAIT && md->sc.opt1 != OPT1_BURNING ) || md->sc.data[SC_BLADESTOP] || md->sc.data[SC__MANHOLE] || md->sc.data[SC_CURSEDCIRCLE_TARGET]) {//Should reset targets. md->target_id = md->attacked_id = md->norm_attacked_id = 0; return false; } if (md->sc.count && md->sc.data[SC_BLIND]) view_range = 3; else view_range = md->db->range2; mode = status_get_mode(&md->bl); can_move = (mode&MD_CANMOVE) && unit_can_move(&md->bl); if (md->target_id) { //Check validity of current target. [Skotlex] tbl = map_id2bl(md->target_id); if (!tbl || tbl->m != md->bl.m || (md->ud.attacktimer == INVALID_TIMER && !status_check_skilluse(&md->bl, tbl, 0, 0)) || (md->ud.walktimer != INVALID_TIMER && !(battle_config.mob_ai&0x1) && !check_distance_bl(&md->bl, tbl, md->min_chase)) || ( tbl->type == BL_PC && ((((TBL_PC*)tbl)->state.gangsterparadise && !(mode&MD_STATUS_IMMUNE)) || ((TBL_PC*)tbl)->invincible_timer != INVALID_TIMER) )) { //No valid target if (mob_warpchase(md, tbl)) return true; //Chasing this target. if(md->ud.walktimer != INVALID_TIMER && (!can_move || md->ud.walkpath.path_pos <= battle_config.mob_chase_refresh) && (tbl || md->ud.walkpath.path_pos == 0)) 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 = NULL; } } // Check for target change. if( md->attacked_id && mode&MD_CANATTACK ) { if( md->attacked_id == md->target_id ) { //Rude attacked check. if( !battle_check_range(&md->bl, tbl, md->status.rhw.range) && ( //Can't attack back and can't reach back. (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || md->sc.data[SC_SPIDERWEB] || md->sc.data[SC_BITE] || md->sc.data[SC_VACUUM_EXTREME] || md->sc.data[SC_THORNSTRAP] || md->sc.data[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->min_chase, MSS_RUSH) ) && md->state.attacked_count++ >= RUDE_ATTACKED_COUNT && !mobskill_use(md, tick, MSC_RUDEATTACKED) // If can't rude Attack && can_move && unit_escape(&md->bl, tbl, 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)) ) { int dist; if( md->bl.m != abl->m || abl->prev == NULL || (dist = distance_bl(&md->bl, abl)) >= MAX_MINCHASE // 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.data[SC_SPIDERWEB] || md->sc.data[SC_BITE] || md->sc.data[SC_VACUUM_EXTREME] || md->sc.data[SC_THORNSTRAP] || md->sc.data[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, MSS_RUSH) ) ) ) { // 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? md->min_chase = dist+md->db->range3; if(md->min_chase>MAX_MINCHASE) md->min_chase=MAX_MINCHASE; tbl = abl; //Set the new target } } //Clear it since it's been checked for already. md->attacked_id = md->norm_attacked_id = 0; } // Processing of slave monster if (md->master_id > 0 && mob_ai_sub_hard_slavemob(md, tick)) return true; // Scan area for targets if (!tbl && 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)) { // Scan area for items to loot, avoid trying to loot if the mob is full and can't consume the items. map_foreachinshootrange (mob_ai_sub_hard_lootsearch, &md->bl, view_range, BL_ITEM, md, &tbl); } if ((!tbl && mode&MD_AGGRESSIVE) || md->state.skillstate == MSS_FOLLOW) { map_foreachinallrange (mob_ai_sub_hard_activesearch, &md->bl, view_range, DEFAULT_ENEMY_TYPE(md), md, &tbl, mode); } else if (mode&MD_CHANGECHASE && (md->state.skillstate == MSS_RUSH || md->state.skillstate == MSS_FOLLOW)) { int search_size; search_size = view_rangestatus.rhw.range ? view_range:md->status.rhw.range; map_foreachinallrange (mob_ai_sub_hard_changechase, &md->bl, search_size, DEFAULT_ENEMY_TYPE(md), md, &tbl); } if (!tbl) { //No targets available. /* bg guardians follow allies when no targets nearby */ if( md->bg_id && mode&MD_CANATTACK ) { if( md->ud.walktimer != INVALID_TIMER ) return true;/* we are already moving */ map_foreachinallrange (mob_ai_sub_hard_bg_ally, &md->bl, view_range, BL_PC, md, &tbl, mode); if( tbl ) { if( distance_blxy(&md->bl, tbl->x, tbl->y) <= 3 || unit_walktobl(&md->bl, tbl, 1, 1) ) return true;/* we're moving or close enough don't unlock the target. */ } } //This handles triggering idle/walk skill. mob_unlocktarget(md, tick); return true; } //Target exists, attack or loot as applicable. if (tbl->type == BL_ITEM) { //Loot time. struct flooritem_data *fitem; if (md->ud.target == tbl->id && md->ud.walktimer != INVALID_TIMER) return true; //Already locked. if (md->lootitems == NULL) { //Can't loot... mob_unlocktarget(md, tick); return true; } if (!check_distance_bl(&md->bl, tbl, 0)) { //Still not within loot range. if (!(mode&MD_CANMOVE)) { //A looter that can't move? Real smart. mob_unlocktarget(md, tick); return true; } if (!can_move) //Stuck. Wait before walking. return true; md->state.skillstate = MSS_LOOT; if (!unit_walktobl(&md->bl, tbl, 0, 1)) mob_unlocktarget(md, tick); //Can't loot... return true; } //Within looting range. if (md->ud.attacktimer != 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; } //Attempt to attack. //At this point we know the target is attackable, we just gotta check if the range matches. if (battle_check_range(&md->bl, tbl, md->status.rhw.range) && !(md->sc.option&OPTION_HIDE)) { //Target within range and 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(tbl->type == BL_PC) mob_log_damage(md, tbl, 0); //Log interaction (counts as 'attacker' for the exp bonus) if( !(mode&MD_RANDOMTARGET) ) unit_attack(&md->bl,tbl->id,1); else { // Attack once and find a new random target int search_size = (view_range < md->status.rhw.range) ? view_range : md->status.rhw.range; unit_attack(&md->bl, tbl->id, 0); if ((tbl = battle_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md), search_size))) { md->target_id = tbl->id; md->min_chase = md->db->range3; } } } return true; } //Monsters in berserk state, unable to use normal attacks, will always attempt a skill if(md->ud.walktimer == INVALID_TIMER && (md->state.skillstate == MSS_BERSERK || md->state.skillstate == MSS_ANGRY)) { if (DIFF_TICK(md->ud.canmove_tick, tick) <= MIN_MOBTHINKTIME && DIFF_TICK(md->ud.canact_tick, tick) < -MIN_MOBTHINKTIME*IDLE_SKILL_INTERVAL) { //Only use skill if able to walk on next tick and not used a skill the last second if (mobskill_use(md, tick, -1)) return true; } } //Target still in attack range, no need to chase the target if(battle_check_range(&md->bl, tbl, md->status.rhw.range)) 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)) return true; //Out of range... if (!(mode&MD_CANMOVE) || (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0)) { //Can't chase. Immobile and trapped mobs should unlock target and use an idle skill. if (md->ud.attacktimer == INVALID_TIMER) { //Only unlock target if no more attack delay left //This handles triggering idle/walk skill. mob_unlocktarget(md,tick); } return true; } if (md->ud.walktimer != INVALID_TIMER && md->ud.target == tbl->id && ( !(battle_config.mob_ai&0x1) || check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, md->status.rhw.range) )) //Current target tile is still within attack range. return true; //Follow up if possible. //Hint: Chase skills are handled in the walktobl routine if(!mob_can_reach(md, tbl, md->min_chase, MSS_RUSH) || !unit_walktobl(&md->bl, tbl, md->status.rhw.range, 2)) mob_unlocktarget(md,tick); return true; } static int mob_ai_sub_hard_timer(struct block_list *bl,va_list ap) { struct mob_data *md = (struct mob_data*)bl; uint32 char_id = va_arg(ap, uint32); unsigned int tick = va_arg(ap, unsigned int); if (mob_ai_sub_hard(md, tick)) { //Hard AI triggered. mob_add_spotted(md, char_id); md->last_pcneartime = tick; } return 0; } /*========================================== * Serious processing for mob in PC field of view (foreachclient) *------------------------------------------*/ static int mob_ai_sub_foreachclient(struct map_session_data *sd,va_list ap) { unsigned int tick; tick=va_arg(ap,unsigned int); map_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 int mob_ai_sub_lazy(struct mob_data *md, va_list args) { unsigned int tick; nullpo_ret(md); if(md->bl.prev == NULL) return 0; tick = va_arg(args,unsigned int); if (battle_config.mob_ai&0x20 && map[md->bl.m].users>0) return (int)mob_ai_sub_hard(md, tick); if (md->bl.prev==NULL || md->status.hp == 0) return 1; if(battle_config.mob_active_time && md->last_pcneartime && !status_has_mode(&md->status,MD_STATUS_IMMUNE) && DIFF_TICK(tick,md->last_thinktime) > MIN_MOBTHINKTIME) { if (DIFF_TICK(tick,md->last_pcneartime) < battle_config.mob_active_time) return (int)mob_ai_sub_hard(md, tick); md->last_pcneartime = 0; } if(battle_config.boss_active_time && md->last_pcneartime && status_has_mode(&md->status,MD_STATUS_IMMUNE) && DIFF_TICK(tick,md->last_thinktime) > MIN_MOBTHINKTIME) { if (DIFF_TICK(tick,md->last_pcneartime) < battle_config.boss_active_time) return (int)mob_ai_sub_hard(md, tick); md->last_pcneartime = 0; } //Clean the spotted log mob_clean_spotted(md); if(DIFF_TICK(tick,md->last_thinktime)< 10*MIN_MOBTHINKTIME) return 0; md->last_thinktime=tick; if (md->master_id) { mob_ai_sub_hard_slavemob (md,tick); return 0; } if( DIFF_TICK(md->next_walktime,tick) < 0 && status_has_mode(&md->status,MD_CANMOVE) && unit_can_move(&md->bl) ) { if( rnd()%1000 < MOB_LAZYMOVEPERC(md) ) mob_randomwalk(md, tick); } else if( md->ud.walktimer == INVALID_TIMER ) { //Because it is not unset when the mob finishes walking. md->state.skillstate = MSS_IDLE; if( rnd()%1000 < MOB_LAZYSKILLPERC(md) ) //Chance to do a mob's idle skill. 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 itm Item data * @param mobdrop Drop data * @author [Cydh] **/ void mob_setdropitem_option(struct item *itm, struct s_mob_drop *mobdrop) { struct s_random_opt_group *g = NULL; if (!itm || !mobdrop || mobdrop->randomopt_group == RDMOPTG_None) return; if ((g = itemdb_randomopt_group_exists(mobdrop->randomopt_group)) && g->total) { int r = rnd()%g->total; if (&g->entries[r]) { memcpy(&itm->option, &g->entries[r], sizeof(itm->option)); return; } } } /*========================================== * Initializes the delay drop structure for mob-dropped items. *------------------------------------------*/ static struct item_drop* mob_setdropitem(struct s_mob_drop *mobdrop, int qty, unsigned short mob_id) { struct item_drop *drop = ers_alloc(item_drop_ers, struct item_drop); memset(&drop->item_data, 0, sizeof(struct item)); 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; drop->next = NULL; return drop; } /*========================================== * Initializes the delay drop structure for mob-looted items. *------------------------------------------*/ static struct item_drop* mob_setlootitem(struct s_mob_lootitem *item, unsigned short mob_id) { struct item_drop *drop = ers_alloc(item_drop_ers, struct item_drop); memcpy(&drop->item_data, item, sizeof(struct item)); /** * Conditions for lotted 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 is become the last lootter, instead of the real monster who drop it. **/ drop->mob_id = item->mob_id; drop->next = NULL; return drop; } /*========================================== * item drop with delay (timer function) *------------------------------------------*/ static TIMER_FUNC(mob_delay_item_drop){ struct item_drop_list *list; struct item_drop *ditem; list = (struct item_drop_list *)data; ditem = list->item; while (ditem) { struct item_drop *ditem_prev; 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); ditem_prev = ditem; ditem = ditem->next; ers_free(item_drop_ers, ditem_prev); } ers_free(item_drop_list_ers, list); return 0; } /*========================================== * Sets the item_drop into the item_drop_list. * Also performs logging and autoloot if enabled. * rate is the drop-rate of the item, required for autoloot. * flag : Killed only by homunculus? *------------------------------------------*/ static void mob_item_drop(struct mob_data *md, struct item_drop_list *dlist, struct item_drop *ditem, int loot, int drop_rate, unsigned short flag) { TBL_PC* sd; 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 == NULL ) sd = map_charid2sd(dlist->second_charid); if( sd == NULL ) sd = map_charid2sd(dlist->third_charid); test_autoloot = sd && (drop_rate <= sd->state.autoloot || pc_isautolooting(sd, ditem->item_data.nameid)) && (battle_config.idle_no_autoloot == 0 || DIFF_TICK(last_tick, sd->idletime) < battle_config.idle_no_autoloot) && (battle_config.homunculus_autoloot?1:!flag); #ifdef AUTOLOOT_DISTANCE 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 ) { ers_free(item_drop_ers, ditem); return; } } ditem->next = dlist->item; dlist->item = 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; } /*========================================== * *------------------------------------------*/ int mob_deleteslave_sub(struct block_list *bl,va_list ap) { struct mob_data *md; int id; nullpo_ret(bl); nullpo_ret(md = (struct mob_data *)bl); id=va_arg(ap,int); if(md->master_id > 0 && md->master_id == id ) status_kill(bl); return 0; } /*========================================== * *------------------------------------------*/ int mob_deleteslave(struct mob_data *md) { nullpo_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(struct mob_data *md, struct block_list *src, int damage) { uint32 char_id = 0; int flag = MDLF_NORMAL; if( damage < 0 ) return; //Do nothing for absorbed damage. if( !damage && !(src->type&DEFAULT_ENEMY_TYPE(md)) ) return; //Do not log non-damaging effects from non-enemies. switch( src->type ) { case BL_PC: { struct map_session_data *sd = (TBL_PC*)src; char_id = sd->status.char_id; if( damage ) md->attacked_id = src->id; break; } case BL_HOM: { 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: { struct 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 ) { struct map_session_data* msd = map_id2sd(md2->master_id); if( msd ) char_id = msd->status.char_id; } if( !damage ) break; //Let players decide whether to retaliate versus the master or the mob. [Skotlex] if( md2->master_id && battle_config.retaliate_to_master ) md->attacked_id = md2->master_id; else md->attacked_id = src->id; break; } case BL_ELEM: { struct 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 ) { //Log damage... int i,minpos; unsigned int mindmg; for(i=0,minpos=DAMAGELOG_SIZE-1,mindmg=UINT_MAX;idmglog[i].id==char_id && md->dmglog[i].flag==flag) break; if(md->dmglog[i].id==0) { //Store data in first empty slot. md->dmglog[i].id = char_id; md->dmglog[i].flag= flag; if(md->db->mexp) pc_damage_log_add(map_charid2sd(char_id),md->bl.id); break; } if(md->dmglog[i].dmgdmglog[i].dmg; } } if(idmglog[i].dmg+=damage; else { md->dmglog[minpos].id = char_id; md->dmglog[minpos].flag= flag; md->dmglog[minpos].dmg = damage; if(md->db->mexp) pc_damage_log_add(map_charid2sd(char_id),md->bl.id); } } return; } //Call when a mob has received damage. void mob_damage(struct mob_data *md, struct block_list *src, int damage) { if (src && damage > 0) { //Store total damage... if (UINT_MAX - (unsigned int)damage > md->tdmg) md->tdmg += damage; else if (md->tdmg == UINT_MAX) damage = 0; //Stop recording damage once the cap has been reached. else { //Cap damage log... damage = (int)(UINT_MAX - md->tdmg); md->tdmg = UINT_MAX; } if ((src != &md->bl) && md->state.aggressive) //No longer aggressive, change to retaliate AI. md->state.aggressive = 0; //Log damage mob_log_damage(md, src, damage); md->dmgtick = gettick(); } if (battle_config.show_mob_info&3) clif_name_area(&md->bl); #if PACKETVER >= 20120404 if (battle_config.monster_hp_bars_info && !map[md->bl.m].flag.hidemobhpbar) { int i; for(i = 0; i < DAMAGELOG_SIZE; i++){ // must show hp bar to all char who already hit the mob. struct map_session_data *sd = map_charid2sd(md->dmglog[i].id); if( sd && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE) ) // check if in range clif_monster_hp_bar(md, sd->fd); } } #endif if (!src) return; if( md->special_state.ai == AI_SPHERE ) {//LOne WOlf explained that ANYONE can trigger the marine countdown skill. [Skotlex] md->state.alchemist = 1; mobskill_use(md, gettick(), MSC_ALCHEMIST); } } /*========================================== * Signals death of mob. * type&1 -> no drops, type&2 -> no exp *------------------------------------------*/ int mob_dead(struct mob_data *md, struct block_list *src, int type) { struct status_data *status; struct map_session_data *sd = NULL, *tmpsd[DAMAGELOG_SIZE]; struct map_session_data *mvp_sd = NULL, *second_sd = NULL, *third_sd = NULL; struct { struct party_data *p; int id,zeny; unsigned int base_exp,job_exp; } pt[DAMAGELOG_SIZE]; int i, temp, count, m = md->bl.m; int dmgbltypes = 0; // bitfield of all bl types, that caused damage to the mob and are elligible for exp distribution unsigned int mvp_damage, tick = gettick(); bool rebirth, homkillonly; status = &md->status; if( src && src->type == BL_PC ) { sd = (struct map_session_data *)src; mvp_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, 10+md->guardian_data->number,0); if( src ) { // Use Dead skill only if not killed by Script or Command md->status.hp = 1; md->state.skillstate = 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)); for(i = 0, count = 0, mvp_damage = 0; i < DAMAGELOG_SIZE && md->dmglog[i].id; i++) { struct map_session_data* tsd = NULL; if (md->dmglog[i].flag == MDLF_SELF) { //Self damage counts as exp tap count++; continue; } tsd = map_charid2sd(md->dmglog[i].id); if (tsd == NULL) continue; // skip empty entries if (tsd->bl.m != m) continue; // skip players not on this map count++; //Only logged into same map chars are counted for the total. if (pc_isdead(tsd)) continue; // skip dead players if (md->dmglog[i].flag == MDLF_HOMUN && !hom_is_active(tsd->hd)) continue; // skip homunc's share if inactive if (md->dmglog[i].flag == MDLF_PET && (!tsd->status.pet_id || !tsd->pd)) continue; // skip pet's share if inactive if(md->dmglog[i].dmg > mvp_damage) { third_sd = second_sd; second_sd = mvp_sd; mvp_sd = tsd; mvp_damage = md->dmglog[i].dmg; } tmpsd[i] = tsd; // record as valid damage-log entry switch( md->dmglog[i].flag ) { case MDLF_NORMAL: dmgbltypes|= BL_PC; break; case MDLF_HOMUN: dmgbltypes|= BL_HOM; break; case MDLF_PET: dmgbltypes|= BL_PET; break; } } // determines, if the monster was killed by homunculus' damage only homkillonly = (bool)( ( dmgbltypes&BL_HOM ) && !( dmgbltypes&~BL_HOM ) ); if(!battle_config.exp_calc_type && count > 1) { //Apply first-attacker 200% exp share bonus //TODO: Determine if this should go before calculating the MVP player instead of after. if (UINT_MAX - md->dmglog[0].dmg > md->tdmg) { md->tdmg += md->dmglog[0].dmg; md->dmglog[0].dmg<<=1; } else { md->dmglog[0].dmg+= UINT_MAX - md->tdmg; md->tdmg = UINT_MAX; } } if(!(type&2) && //No exp (!map[m].flag.pvp || battle_config.pvp_exp) && //Pvp no exp rule [MouseJstr] (!md->master_id || !md->special_state.ai) && //Only player-summoned mobs do not give exp. [Skotlex] (!map[m].flag.nobaseexp || !map[m].flag.nojobexp) //Gives Exp ) { //Experience calculation. int bonus = 100; //Bonus on top of your share (common to all attackers). int pnum = 0; if (md->sc.data[SC_RICHMANKIM]) bonus += md->sc.data[SC_RICHMANKIM]->val2; if(sd) { temp = status_get_class(&md->bl); if(sd->sc.data[SC_MIRACLE]) i = 2; //All mobs are Star Targets else ARR_FIND(0, MAX_PC_FEELHATE, i, temp == sd->hate_mob[i] && (battle_config.allow_skill_without_day || sg_info[i].day_func())); if(ilevel > md->db->lv) // [Valaris] bonus += (md->level-md->db->lv)*battle_config.mobs_level_up_exp_rate; for(i = 0; i < DAMAGELOG_SIZE && md->dmglog[i].id; i++) { int flag=1,zeny=0; unsigned int base_exp, job_exp; double per; //Your share of the mob's exp if (!tmpsd[i]) continue; if (!battle_config.exp_calc_type && md->tdmg) //jAthena's exp formula based on total damage. per = (double)md->dmglog[i].dmg/(double)md->tdmg; else { //eAthena's exp formula based on max hp. per = (double)md->dmglog[i].dmg/(double)status->max_hp; if (per > 2) per = 2; // prevents unlimited exp gain } if (count>1 && battle_config.exp_bonus_attacker) { //Exp bonus per additional attacker. if (count > battle_config.exp_bonus_max_attacker) count = battle_config.exp_bonus_max_attacker; per += per*((count-1)*battle_config.exp_bonus_attacker)/100.; } // change experience for different sized monsters [Valaris] if (battle_config.mob_size_influence) { switch( md->special_state.size ) { case SZ_MEDIUM: per /= 2.; break; case SZ_BIG: per *= 2.; break; } } if( md->dmglog[i].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=(int) ((md->level+rnd()%md->level)*per*bonus/100.); if(md->db->mexp > 0) zeny*=rnd()%250; } if (map[m].flag.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[m].adjust.bexp); base_exp = (unsigned int)cap_value(exp, 1, UINT_MAX); } if (map[m].flag.nojobexp || !md->db->job_exp || md->dmglog[i].flag == MDLF_HOMUN) //Homun earned job-exp is always lost. job_exp = 0; else { double exp = apply_rate2(md->db->job_exp, per, 1); exp = apply_rate(exp, bonus); exp = apply_rate(exp, map[m].adjust.jexp); job_exp = (unsigned int)cap_value(exp, 1, UINT_MAX); } if ( ( temp = tmpsd[i]->status.party_id)>0 ) { int j; for( j = 0; j < pnum && pt[j].id != temp; j++ ); //Locate party. if( j == pnum ) { //Possibly add party. pt[pnum].p = party_search(temp); if(pt[pnum].p && pt[pnum].p->party.exp) { pt[pnum].id = temp; pt[pnum].base_exp = base_exp; pt[pnum].job_exp = job_exp; pt[pnum].zeny = zeny; // zeny share [Valaris] pnum++; flag = 0; } } else { //Add to total if (pt[j].base_exp > UINT_MAX - base_exp) pt[j].base_exp = UINT_MAX; else pt[j].base_exp += base_exp; if (pt[j].job_exp > UINT_MAX - job_exp) pt[j].job_exp = UINT_MAX; else pt[j].job_exp += job_exp; pt[j].zeny += zeny; // zeny share [Valaris] flag = 0; } } if(base_exp && md->dmglog[i].flag == MDLF_HOMUN) //tmpsd[i] is null if it has no homunc. hom_gainexp(tmpsd[i]->hd, base_exp); if(flag) { if(base_exp || job_exp) { if( md->dmglog[i].flag != MDLF_PET || battle_config.pet_attack_exp_to_master ) { #ifdef RENEWAL_EXP int rate = pc_level_penalty_mod(md->level - tmpsd[i]->status.base_level, md->status.class_, md->status.mode, 1); if (rate != 100) { if (base_exp) base_exp = (unsigned int)cap_value(apply_rate(base_exp, rate), 1, UINT_MAX); if (job_exp) job_exp = (unsigned int)cap_value(apply_rate(job_exp, rate), 1, UINT_MAX); } #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, NULL); } if( md->db->mexp ) pc_damage_log_clear(tmpsd[i],md->bl.id); } for( i = 0; i < pnum; i++ ) //Party share. party_exp_share(pt[i].p, &md->bl, pt[i].base_exp,pt[i].job_exp,pt[i].zeny); } //End EXP giving. if( !(type&1) && !map[m].flag.nomobloot && !md->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 struct item_drop_list *dlist = ers_alloc(item_drop_list_ers, struct item_drop_list); struct item_drop *ditem; struct item_data* it = NULL; int drop_rate; #ifdef RENEWAL_DROP int drop_modifier = mvp_sd ? pc_level_penalty_mod(md->level - mvp_sd->status.base_level, md->status.class_, md->status.mode, 2) : second_sd ? pc_level_penalty_mod(md->level - second_sd->status.base_level, md->status.class_, md->status.mode, 2): third_sd ? pc_level_penalty_mod(md->level - third_sd->status.base_level, md->status.class_, md->status.mode, 2) : 100; // No player was attached, we don't use any modifier (100 = rates are not touched) #endif dlist->m = md->bl.m; dlist->x = md->bl.x; dlist->y = md->bl.y; dlist->first_charid = (mvp_sd ? mvp_sd->status.char_id : 0); dlist->second_charid = (second_sd ? second_sd->status.char_id : 0); dlist->third_charid = (third_sd ? third_sd->status.char_id : 0); dlist->item = NULL; for (i = 0; i < MAX_MOB_DROP_TOTAL; i++) { if (md->db->dropitem[i].nameid <= 0) continue; if ( !(it = itemdb_exists(md->db->dropitem[i].nameid)) ) continue; drop_rate = md->db->dropitem[i].p; if (drop_rate <= 0) { if (battle_config.drop_rate0item) continue; drop_rate = 1; } // change drops depending on monsters size [Valaris] if (battle_config.mob_size_influence) { if (md->special_state.size == SZ_MEDIUM && drop_rate >= 2) drop_rate /= 2; else if( md->special_state.size == SZ_BIG) drop_rate *= 2; } if (src) { //Drops affected by luk as a fixed increase [Valaris] if (battle_config.drops_by_luk) drop_rate += status_get_luk(src)*battle_config.drops_by_luk/100; //Drops affected by luk as a % increase [Skotlex] if (battle_config.drops_by_luk2) drop_rate += (int)(0.5+drop_rate*status_get_luk(src)*battle_config.drops_by_luk2/10000.); } // Player specific drop rate adjustments if( sd ){ int drop_rate_bonus = 0; // pk_mode increase drops if 20 level difference [Valaris] if( battle_config.pk_mode && (int)(md->level - sd->status.base_level) >= 20 ) drop_rate = (int)(drop_rate*1.25); // Add class and race specific bonuses drop_rate_bonus += sd->dropaddclass[md->status.class_] + sd->dropaddclass[CLASS_ALL]; drop_rate_bonus += sd->dropaddrace[md->status.race] + sd->dropaddrace[RC_ALL]; // Increase drop rate if user has SC_ITEMBOOST if (sd->sc.data[SC_ITEMBOOST]) drop_rate_bonus += sd->sc.data[SC_ITEMBOOST]->val1; drop_rate_bonus = (int)(0.5 + drop_rate * drop_rate_bonus / 100.); // Now rig the drop rate to never be over 90% unless it is originally >90%. drop_rate = i32max(drop_rate, cap_value(drop_rate_bonus, 0, 9000)); if (pc_isvip(sd)) { // Increase item drop rate for VIP. drop_rate += (int)(0.5 + drop_rate * battle_config.vip_drop_increase / 100.); drop_rate = min(drop_rate,10000); //cap it to 100% } } #ifdef RENEWAL_DROP if( drop_modifier != 100 ) { drop_rate = apply_rate(drop_rate, drop_modifier); if( drop_rate < 1 ) drop_rate = 1; } #endif // attempt to drop the item if (rnd() % 10000 >= drop_rate) continue; if( mvp_sd && it->type == IT_PETEGG ) { pet_create_egg(mvp_sd, md->db->dropitem[i].nameid); continue; } ditem = mob_setdropitem(&md->db->dropitem[i], 1, md->mob_id); //A Rare Drop Global Announce by Lupus if( mvp_sd && drop_rate <= battle_config.rare_drop_announce ) { char message[128]; sprintf (message, msg_txt(NULL,541), mvp_sd->status.name, md->name, it->jname, (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 : md->db->dropitem[i].p, homkillonly); } // Ore Discovery [Celest] if (sd == mvp_sd && pc_checkskill(sd,BS_FINDINGORE)>0 && battle_config.finding_ore_rate/10 >= rnd()%10000) { struct s_mob_drop mobdrop; memset(&mobdrop, 0, sizeof(struct s_mob_drop)); mobdrop.nameid = itemdb_searchrandomid(IG_FINDINGORE,1); ditem = mob_setdropitem(&mobdrop, 1, md->mob_id); mob_item_drop(md, dlist, ditem, 0, battle_config.finding_ore_rate/10, homkillonly); } if(sd) { // process script-granted extra drop bonuses uint16 dropid = 0; for (i = 0; i < ARRAYLENGTH(sd->add_drop); i++) { struct s_mob_drop mobdrop; if (!&sd->add_drop[i] || (!sd->add_drop[i].nameid && !sd->add_drop[i].group)) continue; if ((sd->add_drop[i].race < RC_NONE_ && sd->add_drop[i].race == -md->mob_id) || //Race < RC_NONE_, use mob_id (sd->add_drop[i].race == RC_ALL || sd->add_drop[i].race == status->race) || //Matched race (sd->add_drop[i].class_ == CLASS_ALL || sd->add_drop[i].class_ == status->class_)) //Matched class { //Check if the bonus item drop rate should be multiplied with mob level/10 [Lupus] if (sd->add_drop[i].rate < 0) { //It's negative, then it should be multiplied. with mob_level/10 //rate = base_rate * (mob_level/10) + 1 drop_rate = (-sd->add_drop[i].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 = sd->add_drop[i].rate; if (rnd()%10000 >= drop_rate) continue; dropid = (sd->add_drop[i].nameid > 0) ? sd->add_drop[i].nameid : itemdb_searchrandomid(sd->add_drop[i].group,1); memset(&mobdrop, 0, sizeof(struct s_mob_drop)); mobdrop.nameid = dropid; mob_item_drop(md, dlist, mob_setdropitem(&mobdrop,1,md->mob_id), 0, drop_rate, homkillonly); } } // 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, NULL); } } // process items looted by the mob if (md->lootitems) { for (i = 0; i < md->lootitem_count; i++) mob_item_drop(md, dlist, mob_setlootitem(&md->lootitems[i], md->mob_id), 1, 10000, homkillonly); } if (dlist->item) //There are drop items. add_timer(tick + (!battle_config.delay_battle_damage?500:0), mob_delay_item_drop, 0, (intptr_t)dlist); else //No drops ers_free(item_drop_list_ers, dlist); } else if (md->lootitems && md->lootitem_count) { //Loot MUST drop! struct item_drop_list *dlist = ers_alloc(item_drop_list_ers, struct item_drop_list); dlist->m = md->bl.m; dlist->x = md->bl.x; dlist->y = md->bl.y; dlist->first_charid = (mvp_sd ? mvp_sd->status.char_id : 0); dlist->second_charid = (second_sd ? second_sd->status.char_id : 0); dlist->third_charid = (third_sd ? third_sd->status.char_id : 0); dlist->item = NULL; for (i = 0; i < md->lootitem_count; i++) mob_item_drop(md, dlist, mob_setlootitem(&md->lootitems[i], md->mob_id), 1, 10000, homkillonly); add_timer(tick + (!battle_config.delay_battle_damage?500:0), mob_delay_item_drop, 0, (intptr_t)dlist); } if(mvp_sd && md->db->mexp > 0 && !md->special_state.ai) { unsigned int log_mvp[2] = {0}; unsigned int mexp; struct item item; double exp; //mapflag: noexp check [Lorky] if (map[m].flag.nobaseexp || type&2) exp =1; else { exp = md->db->mexp; if (count > 1) exp += exp*(battle_config.exp_bonus_attacker*(count-1))/100.; //[Gengar] } mexp = (unsigned int)cap_value(exp, 1, UINT_MAX); clif_mvp_effect(mvp_sd); clif_mvp_exp(mvp_sd,mexp); pc_gainexp(mvp_sd, &md->bl, mexp,0, 0); log_mvp[1] = mexp; if( !(map[m].flag.nomvploot || type&1) ) { //Order might be random depending on item_drop_mvp_mode config setting struct s_mob_drop mdrop[MAX_MVP_DROP_TOTAL]; memset(&mdrop,0,sizeof(mdrop)); if(battle_config.item_drop_mvp_mode == 1) { //Random order for(i = 0; i < MAX_MVP_DROP_TOTAL; i++) { while( 1 ) { uint8 va = rnd()%MAX_MVP_DROP_TOTAL; if (mdrop[va].nameid == 0) { if (md->db->mvpitem[i].nameid > 0) memcpy(&mdrop[va],&md->db->mvpitem[i],sizeof(mdrop[va])); break; } } } } else { //Normal order for(i = 0; i < MAX_MVP_DROP_TOTAL; i++) { if (md->db->mvpitem[i].nameid > 0) memcpy(&mdrop[i],&md->db->mvpitem[i],sizeof(mdrop[i])); } } for(i = 0; i < MAX_MVP_DROP_TOTAL; i++) { struct item_data *i_data; if(mdrop[i].nameid <= 0 || !(i_data = itemdb_exists(mdrop[i].nameid))) continue; temp = mdrop[i].p; if (temp != 10000) { if(temp <= 0 && !battle_config.drop_rate0item) temp = 1; if(rnd()%10000 >= temp) //if ==0, then it doesn't drop continue; } memset(&item,0,sizeof(item)); item.nameid=mdrop[i].nameid; item.identify= itemdb_isidentified(item.nameid); clif_mvp_item(mvp_sd,item.nameid); log_mvp[0] = item.nameid; //A Rare MVP Drop Global Announce by Lupus if(temp<=battle_config.rare_drop_announce) { char message[128]; sprintf (message, msg_txt(NULL,541), mvp_sd->status.name, md->name, i_data->jname, temp/100.); //MSG: "'%s' won %s's %s (chance: %0.02f%%)" intif_broadcast(message,strlen(message)+1,BC_DEFAULT); } mob_setdropitem_option(&item, &mdrop[i]); 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); } 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); } if (type&2 && !sd && md->mob_id == MOBID_EMPERIUM) //Emperium destroyed by script. Discard mvp character. [Skotlex] mvp_sd = NULL; rebirth = ( md->sc.data[SC_KAIZEL] || (md->sc.data[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) { struct mob_db *mission_mdb = mob_db(sd->mission_mobid); if ((sd->mission_mobid == md->mob_id) || (battle_config.taekwon_mission_mobname == 1 && mission_mdb && status_get_race2(&md->bl) == RC2_GOBLIN && mission_mdb->race2 == RC2_GOBLIN) || (battle_config.taekwon_mission_mobname == 2 && mob_is_samename(md, sd->mission_mobid))) { //TK_MISSION [Skotlex] if (++(sd->mission_count) >= 100 && (temp = mob_get_random_id(MOBG_Branch_Of_Dead_Tree, 0xE, 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->mob_id); else if (sd->avail_quests) quest_update_objective(sd, md->mob_id); if (achievement_mobexists(md->mob_id)) achievement_update_objective(sd, AG_BATTLE, 1, md->mob_id); if (sd->md && src && src->type == BL_MER && mob_db(md->mob_id)->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_KILLEDRID, md->mob_id); pc_setparam(sd, SP_KILLERRID, sd->bl.id); npc_event(sd,md->npc_event,0); } else if( mvp_sd ) { pc_setparam(mvp_sd, SP_KILLEDRID, md->mob_id); pc_setparam(mvp_sd, SP_KILLERRID, sd?sd->bl.id:0); npc_event(mvp_sd,md->npc_event,0); } else npc_event_do(md->npc_event); } else if( mvp_sd && !md->state.npc_killmonster ) { pc_setparam(mvp_sd, SP_KILLEDRID, md->mob_id); npc_script_event(mvp_sd, NPCE_KILLNPC); // PCKillNPC [Lance] } } 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[md->bl.m].flag.notomb != 1) mvptomb_create(md, mvp_sd ? mvp_sd->status.name : NULL, time(NULL)); if( !rebirth ) mob_setdelayspawn(md); //Set respawning. return 3; //Remove from map. } /** * Resurect a mob with x hp (reset value and respawn on map) * @param md : mob pointer * @param hp : hp to resurect him with, @FIXME unused atm */ void mob_revive(struct mob_data *md, unsigned int hp) { unsigned int tick = gettick(); md->state.skillstate = MSS_IDLE; md->last_thinktime = tick; md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME; md->last_linktime = tick; md->last_pcneartime = 0; memset(md->dmglog, 0, sizeof(md->dmglog)); // Reset the damage done on the rebirthed monster, otherwise will grant full exp + damage done. [Valaris] md->tdmg = 0; 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); } int mob_guardian_guildchange(struct mob_data *md) { struct guild *g; 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, 10+md->guardian_data->number, 0); unit_free(&md->bl,CLR_OUTSIGHT); //Remove guardian. } return 0; } g = guild_search(md->guardian_data->castle->guild_id); if (g == NULL) { //Properly remove guardian info from Castle data. ShowError("mob_guardian_guildchange: New Guild (id %d) does not exists!\n", md->guardian_data->guild_id); if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS) guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number, 0); unit_free(&md->bl,CLR_OUTSIGHT); return 0; } md->guardian_data->guild_id = g->guild_id; md->guardian_data->emblem_id = g->emblem_id; md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP); memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH); return 1; } /*========================================== * Pick a random class for the mob *------------------------------------------*/ int mob_random_class(int *value, size_t count) { nullpo_ret(value); // no count specified, look into the array manually, but take only max 5 elements if (count < 1) { count = 0; while(count < 5 && mobdb_checkid(value[count])) count++; if(count < 1) // nothing found return 0; } else { // check if at least the first value is valid if(mobdb_checkid(value[0]) == 0) return 0; } //Pick a random value, hoping it exists. [Skotlex] return mobdb_checkid(value[rnd()%count]); } /** * Returns the SpawnInfos of the mob_db entry (mob_spawn_data[mobid]) * if mobid is not in mob_spawn_data returns empty spawn_info vector * @param mob_id - Looking for spawns of this Monster ID */ const std::vector mob_get_spawns(uint16 mob_id) { auto mob_spawn_it = mob_spawn_data.find(mob_id); if ( mob_spawn_it != mob_spawn_data.end() ) return mob_spawn_it->second; return std::vector(); } /** * Checks if a monster is spawned. Returns true if yes, false otherwise. * @param mob_id - Monster ID which is checked */ bool mob_has_spawn(uint16 mob_id) { // It's enough to check if the monster is in mob_spawn_data, because // none or empty spawns are ignored. Thus the monster is spawned. return mob_spawn_data.find(mob_id) != mob_spawn_data.end(); } /** * Adds a spawn info to the specific mob. (To mob_spawn_data) * @param mob_id - Monster ID spawned * @param new_spawn - spawn_info holding the map and quantity of the spawn */ void mob_add_spawn(uint16 mob_id, const struct spawn_info& new_spawn) { unsigned short m = new_spawn.mapindex; if( new_spawn.qty <= 0 ) return; //ignore empty spawns std::vector& spawns = mob_spawn_data[mob_id]; // Search if the map is already in spawns auto itSameMap = std::find_if(spawns.begin(), spawns.end(), [&m] (const spawn_info &s) { return (s.mapindex == m); }); if( itSameMap != spawns.end() ) itSameMap->qty += new_spawn.qty; // add quantity, if map is found else spawns.push_back(new_spawn); // else, add the whole spawn info // sort spawns by spawn quantity std::sort(spawns.begin(), spawns.end(), [](const spawn_info & a, const spawn_info & b) -> bool { return a.qty > b.qty; }); /** Note Spawns are sorted after every addition. This makes reloadscript slower, but some spawns may be added directly by loadscript or something similar. */ } /*========================================== * Change mob base class *------------------------------------------*/ int mob_class_change (struct mob_data *md, int mob_id) { unsigned int tick = gettick(); int i, c, hp_rate; nullpo_ret(md); if( md->bl.prev == NULL ) 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 (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(mob_id); if (battle_config.override_mob_names==1) memcpy(md->name,md->db->name,NAME_LENGTH); else memcpy(md->name,md->db->jname,NAME_LENGTH); status_change_end(&md->bl,SC_KEEPING,INVALID_TIMER); // End before calling status_calc_mob(). mob_stop_attack(md); mob_stop_walking(md, 0); unit_skillcastcancel(&md->bl, 0); status_set_viewdata(&md->bl, mob_id); clif_mob_class_change(md,md->vd->class_); status_calc_mob(md,SCO_FIRST); md->ud.state.speed_changed = 1; //Speed change update. if (battle_config.monster_class_change_recover) { memset(md->dmglog, 0, sizeof(md->dmglog)); md->tdmg = 0; } else { md->status.hp = md->status.max_hp*hp_rate/100; if(md->status.hp < 1) md->status.hp = 1; } for(i=0,c=tick-MOB_MAX_DELAY;iskilldelay[i] = c; if (md->lootitems == NULL && 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,unsigned int heal) { if (battle_config.show_mob_info&3) clif_name_area(&md->bl); #if PACKETVER >= 20120404 if (battle_config.monster_hp_bars_info && !map[md->bl.m].flag.hidemobhpbar) { int i; for(i = 0; i < DAMAGELOG_SIZE; i++)// must show hp bar to all char who already hit the mob. if( md->dmglog[i].id ) { struct map_session_data *sd = map_charid2sd(md->dmglog[i].id); if( sd && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE) ) // check if in range clif_monster_hp_bar(md, sd->fd); } } #endif } /*========================================== * Added by RoVeRT *------------------------------------------*/ int mob_warpslave_sub(struct block_list *bl,va_list ap) { struct mob_data *md=(struct mob_data *)bl; struct block_list *master; short x,y,range=0; master = va_arg(ap, struct block_list*); range = va_arg(ap, int); if(md->master_id!=master->id) return 0; map_search_freecell(master, 0, &x, &y, range, range, 0); unit_warp(&md->bl, master->m, x, y,CLR_TELEPORT); return 1; } /*========================================== * Added by RoVeRT * Warps slaves. Range is the area around the master that they can * appear in randomly. *------------------------------------------*/ int mob_warpslave(struct block_list *bl, int range) { if (range < 1) range = 1; //Min range needed to avoid crashes and stuff. [Skotlex] return map_foreachinmap(mob_warpslave_sub, bl->m, BL_MOB, bl, range); } /*========================================== * Counts slave sub, curently checking if mob master is the given ID. *------------------------------------------*/ int mob_countslave_sub(struct block_list *bl,va_list ap) { int id; struct mob_data *md; id=va_arg(ap,int); md = (struct mob_data *)bl; if( md->master_id==id ) return 1; return 0; } /*========================================== * Counts the number of slaves a mob has on the map. *------------------------------------------*/ int mob_countslave(struct block_list *bl) { return map_foreachinmap(mob_countslave_sub, bl->m, BL_MOB,bl->id); } /*========================================== * Summons amount slaves contained in the value[5] array using round-robin. [adapted by Skotlex] *------------------------------------------*/ int mob_summonslave(struct mob_data *md2,int *value,int amount,uint16 skill_id) { struct mob_data *md; struct spawn_data data; int count = 0,k=0,hp_rate=0; nullpo_ret(md2); nullpo_ret(value); memset(&data, 0, sizeof(struct spawn_data)); data.m = md2->bl.m; data.x = md2->bl.x; data.y = md2->bl.y; data.num = 1; data.state.size = md2->special_state.size; data.state.ai = md2->special_state.ai; if(mobdb_checkid(value[0]) == 0) return 0; /** * Flags this monster is able to summon; saves a worth amount of memory upon deletion **/ md2->can_summon = 1; while(count < 5 && mobdb_checkid(value[count])) count++; if(count < 1) return 0; if (amount > 0 && amount < count) { //Do not start on 0, pick some random sub subset [Skotlex] k = rnd()%count; amount+=k; //Increase final value by same amount to preserve total number to summon. } if (!battle_config.monster_class_change_recover && (skill_id == NPC_TRANSFORMATION || skill_id == NPC_METAMORPHOSIS)) hp_rate = get_percentage(md2->status.hp, md2->status.max_hp); for(;kbl, 0, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 0)) { data.x = x; data.y = y; } else { data.x = md2->bl.x; data.y = md2->bl.y; } //These two need to be loaded from the db for each slave. if(battle_config.override_mob_names==1) strcpy(data.name,"--en--"); else strcpy(data.name,"--ja--"); if (!mob_parse_dataset(&data)) continue; md= mob_spawn_dataset(&data); if(skill_id == NPC_SUMMONSLAVE){ md->master_id=md2->bl.id; md->special_state.ai = md2->special_state.ai; } mob_spawn(md); if (hp_rate) //Scale HP md->status.hp = md->status.max_hp*hp_rate/100; if (skill_id == NPC_SUMMONSLAVE) // Only appies to NPC_SUMMONSLAVE status_calc_slave_mode(md, md2); // 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,1); } return 0; } /*========================================== * MOBskill lookup (get skillindex through skill_id) * Returns -1 if not found. *------------------------------------------*/ int mob_skill_id2skill_idx(int mob_id,uint16 skill_id) { int i, max = mob_db(mob_id)->maxskill; struct mob_skill *ms=mob_db(mob_id)->skill; if(ms==NULL) return -1; ARR_FIND( 0, max, i, ms[i].skill_id == skill_id ); return ( i < max ) ? i : -1; } /*========================================== * Friendly Mob whose HP is decreasing by a nearby MOB is looked for. *------------------------------------------*/ int mob_getfriendhprate_sub(struct block_list *bl,va_list ap) { int min_rate, max_rate,rate; struct block_list **fr; struct mob_data *md; md = va_arg(ap,struct mob_data *); min_rate=va_arg(ap,int); max_rate=va_arg(ap,int); fr=va_arg(ap,struct block_list **); if( md->bl.id == bl->id && !(battle_config.mob_ai&0x10)) return 0; if ((*fr) != NULL) //A friend was already found. return 0; if (battle_check_target(&md->bl,bl,BCT_ENEMY)>0) return 0; rate = get_percentage(status_get_hp(bl), status_get_max_hp(bl)); if (rate >= min_rate && rate <= max_rate) (*fr) = bl; return 1; } static struct block_list *mob_getfriendhprate(struct mob_data *md,int min_rate,int max_rate) { struct block_list *fr=NULL; int type = BL_MOB; nullpo_retr(NULL, md); if (md->special_state.ai) //Summoned creatures. [Skotlex] type = BL_PC; map_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,int rate) { if( md && md->master_id > 0 ) { struct block_list *bl = map_id2bl(md->master_id); if( bl && get_percentage(status_get_hp(bl), status_get_max_hp(bl)) < rate ) return bl; } return NULL; } /*========================================== * What a status state suits by nearby MOB is looked for. *------------------------------------------*/ int mob_getfriendstatus_sub(struct block_list *bl,va_list ap) { int cond1,cond2; struct mob_data **fr, *md, *mmd; int flag=0; nullpo_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; cond1=va_arg(ap,int); cond2=va_arg(ap,int); fr=va_arg(ap,struct mob_data **); if( cond2==-1 ){ int j; for(j=SC_COMMON_MIN;j<=SC_COMMON_MAX && !flag;j++){ if ((flag=(md->sc.data[j] != NULL))) //Once an effect was found, break out. [Skotlex] break; } }else flag=( md->sc.data[cond2] != NULL ); if( flag^( cond1==MSC_FRIENDSTATUSOFF ) ) (*fr)=md; return 0; } struct mob_data *mob_getfriendstatus(struct mob_data *md,int cond1,int cond2) { struct mob_data* fr = NULL; nullpo_ret(md); map_foreachinallrange(mob_getfriendstatus_sub, &md->bl, 8,BL_MOB, md,cond1,cond2,&fr); return fr; } /*========================================== * Skill use judging *------------------------------------------*/ int mobskill_use(struct mob_data *md, unsigned int tick, int event) { struct mob_skill *ms; struct block_list *fbl = NULL; //Friend bl, which can either be a BL_PC or BL_MOB depending on the situation. [Skotlex] struct block_list *bl; struct mob_data *fmd = NULL; int i,j,n; short skill_target; nullpo_ret(md); nullpo_ret(ms = md->db->skill); if (!battle_config.mob_skill_rate || md->ud.skilltimer != INVALID_TIMER || !md->db->maxskill || status_has_mode(&md->status,MD_NOCAST_SKILL)) return 0; if (event == -1 && DIFF_TICK(md->ud.canact_tick, tick) > 0) return 0; //Skill act delay only affects non-event skills. //Pick a starting position and loop from that. i = battle_config.mob_ai&0x100?rnd()%md->db->maxskill:0; for (n = 0; n < md->db->maxskill; i++, n++) { int c2, flag = 0; if (i == md->db->maxskill) i = 0; if (DIFF_TICK(tick, md->skilldelay[i]) < ms[i].delay) continue; c2 = ms[i].cond2; if (ms[i].state != md->state.skillstate) { if (md->state.skillstate != MSS_DEAD && (ms[i].state == MSS_ANY || (ms[i].state == MSS_ANYTARGET && md->target_id && md->state.skillstate != MSS_LOOT) )) //ANYTARGET works with any state as long as there's a target. [Skotlex] ; else continue; } if (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(event == -1){ //Avoid entering on defined events to avoid "hyper-active skill use" due to the overflow of calls to this function in battle. switch (ms[i].cond1) { case MSC_ALWAYS: flag = 1; break; case MSC_MYHPLTMAXRATE: // HP< maxhp% flag = get_percentage(md->status.hp, md->status.max_hp); flag = (flag <= c2); break; case MSC_MYHPINRATE: flag = get_percentage(md->status.hp, md->status.max_hp); flag = (flag >= c2 && flag <= ms[i].val[0]); break; case MSC_MYSTATUSON: // status[num] on case MSC_MYSTATUSOFF: // status[num] off if (!md->sc.count) { flag = 0; } else if (ms[i].cond2 == -1) { for (j = SC_COMMON_MIN; j <= SC_COMMON_MAX; j++) if ((flag = (md->sc.data[j]!=NULL)) != 0) break; } else { flag = (md->sc.data[ms[i].cond2]!=NULL); } flag ^= (ms[i].cond1 == MSC_MYSTATUSOFF); break; case MSC_FRIENDHPLTMAXRATE: // friend HP < maxhp% flag = ((fbl = mob_getfriendhprate(md, 0, ms[i].cond2)) != NULL); break; case MSC_FRIENDHPINRATE : flag = ((fbl = mob_getfriendhprate(md, ms[i].cond2, ms[i].val[0])) != NULL); break; case MSC_FRIENDSTATUSON: // friend status[num] on case MSC_FRIENDSTATUSOFF: // friend status[num] off flag = ((fmd = mob_getfriendstatus(md, ms[i].cond1, ms[i].cond2)) != NULL); break; case MSC_SLAVELT: // slave < num flag = (mob_countslave(&md->bl) < c2 ); break; case MSC_ATTACKPCGT: // attack pc > num flag = (unit_counttargeted(&md->bl) > 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)) != NULL); 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->state.alchemist); 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. short 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) //Otherwise, fall through. break; case MST_FRIEND: bl = fbl?fbl:(fmd?&fmd->bl:&md->bl); break; default: bl = &md->bl; break; } if (!bl) continue; x = bl->x; y = bl->y; // Look for an area to cast the spell around... if (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(); continue; } } 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); break; case MST_MASTER: bl = &md->bl; if (md->master_id) bl = map_id2bl(md->master_id); if (bl) //Otherwise, fall through. break; case MST_FRIEND: if (fbl) { bl = fbl; break; } else if (fmd) { bl = &fmd->bl; break; } // else fall through default: bl = &md->bl; break; } if (!bl) continue; md->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(); continue; } } //Skill used. Post-setups... if ( ms[ i ].msg_id ){ //Display color message [SnakeDrak] struct mob_chat *mc = mob_chat(ms[i].msg_id); if (mc) { char temp[CHAT_SIZE_MAX]; char name[NAME_LENGTH]; snprintf(name, sizeof name,"%s", md->name); strtok(name, "#"); // discard extra name identifier if present [Daegaladh] snprintf(temp, sizeof temp,"%s : %s", name, mc->msg); clif_messagecolor(&md->bl, mc->color, temp, true, AREA_CHAT_WOC); } } if(!(battle_config.mob_ai&0x200)) { //pass on delay to same skill. for (j = 0; j < md->db->maxskill; j++) if (md->db->skill[j].skill_id == ms[i].skill_id) md->skilldelay[j]=tick; } else md->skilldelay[i]=tick; map_freeblock_unlock(); return 1; } //No skill was used. md->skill_idx = -1; return 0; } /*========================================== * Skill use event processing *------------------------------------------*/ int mobskill_event(struct mob_data *md, struct block_list *src, unsigned int tick, int flag) { int target_id, res = 0; if(md->bl.prev == NULL || 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); else if (flag&BF_SHORT) res = mobskill_use(md, tick, MSC_CLOSEDATTACKED); else if (flag&BF_LONG && !(flag&BF_MAGIC)) //Long-attacked should not include magic. res = mobskill_use(md, tick, MSC_LONGRANGEATTACKED); if (!res) //Restore previous target only if skill condition failed to trigger. [Skotlex] md->target_id = target_id; //Otherwise check if the target is an enemy, and unlock if needed. else if (battle_check_target(&md->bl, src, BCT_ENEMY) <= 0) md->target_id = target_id; return res; } // Player cloned mobs. [Valaris] int mob_is_clone(int mob_id) { if(mob_id < MOB_CLONE_START || mob_id > MOB_CLONE_END) return 0; if (mob_db(mob_id) == NULL) 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. int mob_clone_spawn(struct map_session_data *sd, int16 m, int16 x, int16 y, const char *event, int master_id, enum e_mode mode, int flag, unsigned int duration) { int mob_id; int i,j,inf, fd; struct mob_data *md; struct mob_skill *ms; struct mob_db* db; 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(mob_id) == NULL ); if(mob_id >= MOB_CLONE_END) return 0; try{ db = &mob_db_data[mob_id]; }catch( std::bad_alloc ){ ShowError( "mob_clone_spawn: Memory allocation for clone %hu failed.\n", mob_id ); return 0; } status = &db->status; strcpy(db->sprite,sd->status.name); strcpy(db->name,sd->status.name); strcpy(db->jname,sd->status.name); db->lv=status_get_lv(&sd->bl); memcpy(status, &sd->base_status, sizeof(struct status_data)); status->rhw.atk2= status->dex + status->rhw.atk + status->rhw.atk2; //Max ATK status->rhw.atk = status->dex; //Min ATK if (status->lhw.atk) { status->lhw.atk2= status->dex + status->lhw.atk + status->lhw.atk2; //Max ATK status->lhw.atk = status->dex; //Min ATK } if (mode) //User provided mode. status->mode = mode; else if (flag&1) //Friendly Character, remove looting. status->mode = static_cast(status->mode&(~MD_LOOTER)); status->hp = status->max_hp; status->sp = status->max_sp; memcpy(&db->vd, &sd->vd, sizeof(struct view_data)); db->base_exp=1; db->job_exp=1; db->range2=AREA_SIZE; //Let them have the same view-range as players. db->range3=AREA_SIZE; //Min chase of a screen. db->option=sd->sc.option; //Skill copy [Skotlex] ms = &db->skill[0]; /** * 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. for (i=0,j = MAX_SKILL_TREE-1;j>=0 && i< MAX_MOBSKILL ;j--) { uint16 skill_id = skill_tree[pc_class2idx(sd->status.class_)][j].skill_id; 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_WEDDING_SKILL|INF2_GUILD_SKILL)) || 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, 0) && 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; memset (&ms[i], 0, sizeof(struct mob_skill)); ms[i].skill_id = skill_id; ms[i].skill_lv = sd->status.skill[sk_idx].lv; ms[i].state = MSS_ANY; ms[i].permillage = 500*battle_config.mob_skill_rate/100; //Default chance of all skills: 5% ms[i].emotion = -1; ms[i].cancel = 0; ms[i].casttime = skill_castfix(&sd->bl,skill_id, ms[i].skill_lv); ms[i].delay = 5000+skill_delayfix(&sd->bl,skill_id, ms[i].skill_lv); ms[i].msg_id = 0; inf = skill_get_inf(skill_id); if (inf&INF_ATTACK_SKILL) { ms[i].target = MST_TARGET; ms[i].cond1 = MSC_ALWAYS; if (skill_get_range(skill_id, ms[i].skill_lv) > 3) ms[i].state = MSS_ANYTARGET; else ms[i].state = MSS_BERSERK; } else if(inf&INF_GROUND_SKILL) { if (skill_get_inf2(skill_id)&INF2_TRAP) { //Traps! ms[i].state = MSS_IDLE; ms[i].target = MST_AROUND2; ms[i].delay = 60000; } else if (skill_get_unit_target(skill_id) == BCT_ENEMY) { //Target Enemy ms[i].state = MSS_ANYTARGET; ms[i].target = MST_TARGET; ms[i].cond1 = MSC_ALWAYS; } else { //Target allies ms[i].target = MST_FRIEND; ms[i].cond1 = MSC_FRIENDHPLTMAXRATE; ms[i].cond2 = 95; } } else if (inf&INF_SELF_SKILL) { if (skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF) { //auto-select target skill. ms[i].target = MST_TARGET; ms[i].cond1 = MSC_ALWAYS; if (skill_get_range(skill_id, ms[i].skill_lv) > 3) { ms[i].state = MSS_ANYTARGET; } else { ms[i].state = MSS_BERSERK; } } else { //Self skill ms[i].target = MST_SELF; ms[i].cond1 = MSC_MYHPLTMAXRATE; ms[i].cond2 = 90; ms[i].permillage = 2000; //Delay: Remove the stock 5 secs and add half of the support time. ms[i].delay += -5000 +(skill_get_time(skill_id, ms[i].skill_lv) + skill_get_time2(skill_id, ms[i].skill_lv))/2; if (ms[i].delay < 5000) ms[i].delay = 5000; //With a minimum of 5 secs. } } else if (inf&INF_SUPPORT_SKILL) { ms[i].target = MST_FRIEND; ms[i].cond1 = MSC_FRIENDHPLTMAXRATE; ms[i].cond2 = 90; if (skill_id == AL_HEAL) ms[i].permillage = 5000; //Higher skill rate usage for heal. else if (skill_id == ALL_RESURRECTION) ms[i].cond2 = 1; //Delay: Remove the stock 5 secs and add half of the support time. ms[i].delay += -5000 +(skill_get_time(skill_id, ms[i].skill_lv) + skill_get_time2(skill_id, ms[i].skill_lv))/2; if (ms[i].delay < 2000) ms[i].delay = 2000; //With a minimum of 2 secs. if (i+1 < MAX_MOBSKILL) { //duplicate this so it also triggers on self. memcpy(&ms[i+1], &ms[i], sizeof(struct mob_skill)); db->maxskill = ++i; ms[i].target = MST_SELF; ms[i].cond1 = MSC_MYHPLTMAXRATE; } } else { switch (skill_id) { //Certain Special skills that are passive, and thus, never triggered. case MO_TRIPLEATTACK: case TF_DOUBLE: case GS_CHAINACTION: ms[i].state = MSS_BERSERK; ms[i].target = MST_TARGET; ms[i].cond1 = MSC_ALWAYS; ms[i].permillage = skill_id==MO_TRIPLEATTACK?(3000-ms[i].skill_lv*100):(ms[i].skill_lv*500); ms[i].delay -= 5000; //Remove the added delay as these could trigger on "all hits". break; default: //Untreated Skill continue; } } if (battle_config.mob_skill_rate!= 100) ms[i].permillage = ms[i].permillage*battle_config.mob_skill_rate/100; if (battle_config.mob_skill_delay != 100) ms[i].delay = ms[i].delay*battle_config.mob_skill_delay/100; db->maxskill = ++i; } /** * 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; } int mob_clone_delete(struct mob_data *md){ const int mob_id = md->mob_id; if (mob_id >= MOB_CLONE_START && mob_id < MOB_CLONE_END && mob_db(mob_id)!=NULL) { mob_db_data.erase(mob_id); //Clear references to the db md->db = NULL; md->vd = NULL; return 1; } return 0; } //Adjusts the drop rate of item according to the criteria given. [Skotlex] static unsigned int mob_drop_adjust(int baserate, int rate_adjust, unsigned short rate_min, unsigned short rate_max) { double rate = baserate; if (battle_config.logarithmic_drops && rate_adjust > 0 && 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 (unsigned int)cap_value(rate,rate_min,rate_max); } /** * Check if global item drop rate is overriden for given item * in db/mob_item_ratio.txt * @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(unsigned short nameid, int mob_id, int *rate_adjust) { struct s_mob_item_drop_ratio *item_ratio = (struct s_mob_item_drop_ratio *)idb_get(mob_item_drop_ratio, nameid); if( item_ratio) { if( item_ratio->mob_id[0] ) { // only for listed mobs int i; ARR_FIND(0, MAX_ITEMRATIO_MOBS, i, item_ratio->mob_id[i] == mob_id); if( i < MAX_ITEMRATIO_MOBS ) // found *rate_adjust = item_ratio->drop_ratio; } else // for all mobs *rate_adjust = item_ratio->drop_ratio; } } /*========================================== * processes one mobdb entry *------------------------------------------*/ static bool mob_parse_dbrow(char** str) { struct mob_db *db, entry; struct status_data *status; int mob_id, i; double exp, maxhp; struct mob_data data; mob_id = atoi(str[0]); if (!((mob_id > MIN_MOB_DB && mob_id < MAX_MOB_DB) || (mob_id > MIN_MOB_DB2 && mob_id < MAX_MOB_DB2))) { ShowError("mob_parse_dbrow: 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; } memset(&entry, 0, sizeof(entry)); status = &entry.status; entry.vd.class_ = mob_id; safestrncpy(entry.sprite, str[1], sizeof(entry.sprite)); safestrncpy(entry.jname, str[2], sizeof(entry.jname)); safestrncpy(entry.name, str[3], sizeof(entry.name)); entry.lv = atoi(str[4]); entry.lv = cap_value(entry.lv, 1, USHRT_MAX); status->max_hp = atoi(str[5]); status->max_sp = atoi(str[6]); exp = (double)atoi(str[7]) * (double)battle_config.base_exp_rate / 100.; entry.base_exp = (unsigned int)cap_value(exp, 0, UINT_MAX); exp = (double)atoi(str[8]) * (double)battle_config.job_exp_rate / 100.; entry.job_exp = (unsigned int)cap_value(exp, 0, UINT_MAX); status->rhw.range = atoi(str[9]); status->rhw.atk = atoi(str[10]); status->rhw.atk2 = atoi(str[11]); status->def = atoi(str[12]); status->mdef = atoi(str[13]); status->str = atoi(str[14]); status->agi = atoi(str[15]); status->vit = atoi(str[16]); status->int_ = atoi(str[17]); status->dex = atoi(str[18]); status->luk = atoi(str[19]); //All status should be min 1 to prevent divisions by zero from some skills. [Skotlex] if (status->str < 1) status->str = 1; if (status->agi < 1) status->agi = 1; if (status->vit < 1) status->vit = 1; if (status->int_< 1) status->int_= 1; if (status->dex < 1) status->dex = 1; if (status->luk < 1) status->luk = 1; entry.range2 = atoi(str[20]); entry.range3 = atoi(str[21]); if (battle_config.view_range_rate != 100) { entry.range2 = entry.range2 * battle_config.view_range_rate / 100; if (entry.range2 < 1) entry.range2 = 1; } if (battle_config.chase_range_rate != 100) { entry.range3 = entry.range3 * battle_config.chase_range_rate / 100; if (entry.range3 < entry.range2) entry.range3 = entry.range2; } //Tests showed that chase range is effectively 2 cells larger than expected [Playtester] entry.range3 += 2; status->size = atoi(str[22]); status->race = atoi(str[23]); i = atoi(str[24]); //Element status->def_ele = i%20; status->ele_lv = (unsigned char)floor(i/20.); if (!CHK_ELEMENT(status->def_ele)) { ShowError("mob_parse_dbrow: Invalid element type %d for monster ID %d (max=%d).\n", status->def_ele, mob_id, ELE_ALL-1); return false; } if (!CHK_ELEMENT_LEVEL(status->ele_lv)) { ShowError("mob_parse_dbrow: Invalid element level %d for monster ID %d, must be in range 1-%d.\n", status->ele_lv, mob_id, MAX_ELE_LEVEL); return false; } status->mode = static_cast(strtol(str[25], NULL, 0)); if (!battle_config.monster_active_enable) status->mode = static_cast(status->mode&(~MD_AGGRESSIVE)); if (status_has_mode(status,MD_STATUS_IMMUNE|MD_KNOCKBACK_IMMUNE|MD_DETECTOR)) status->class_ = CLASS_BOSS; else // Store as Normal and overwrite in mob_race2_db for special Class status->class_ = CLASS_NORMAL; status->speed = atoi(str[26]); status->aspd_rate = 1000; i = atoi(str[27]); status->adelay = cap_value(i, battle_config.monster_max_aspd*2, 4000); i = atoi(str[28]); status->amotion = cap_value(i, battle_config.monster_max_aspd, 2000); //If the attack animation is longer than the delay, the client crops the attack animation! //On aegis there is no real visible effect of having a recharge-time less than amotion anyway. if (status->adelay < status->amotion) status->adelay = status->amotion; status->dmotion = atoi(str[29]); if(battle_config.monster_damage_delay_rate != 100) status->dmotion = status->dmotion * battle_config.monster_damage_delay_rate / 100; // Fill in remaining status data by using a dummy monster. data.bl.type = BL_MOB; data.level = entry.lv; memcpy(&data.status, status, sizeof(struct status_data)); status_calc_misc(&data.bl, status, entry.lv); // MVP EXP Bonus: MEXP // Some new MVP's MEXP multipled by high exp-rate cause overflow. [LuzZza] exp = (double)atoi(str[30]) * (double)battle_config.mvp_exp_rate / 100.; entry.mexp = (unsigned int)cap_value(exp, 0, UINT_MAX); //Now that we know if it is an mvp or not, apply battle_config modifiers [Skotlex] maxhp = (double)status->max_hp; if (entry.mexp > 0) { //Mvp if (battle_config.mvp_hp_rate != 100) maxhp = maxhp * (double)battle_config.mvp_hp_rate / 100.; } else //Normal mob if (battle_config.monster_hp_rate != 100) maxhp = maxhp * (double)battle_config.monster_hp_rate / 100.; status->max_hp = (unsigned int)cap_value(maxhp, 1, UINT_MAX); if(status->max_sp < 1) status->max_sp = 1; //Since mobs always respawn with full life... status->hp = status->max_hp; status->sp = status->max_sp; // MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per for(i = 0; i < MAX_MVP_DROP; i++) { entry.mvpitem[i].nameid = atoi(str[31+i*2]); if( entry.mvpitem[i].nameid ){ if( itemdb_search(entry.mvpitem[i].nameid) ){ entry.mvpitem[i].p = atoi(str[32+i*2]); continue; }else{ ShowWarning( "Monster \"%s\"(id: %d) is dropping an unknown item \"%s\"(MVP-Drop %d)\n", entry.name, mob_id, str[31+i*2], ( i / 2 ) + 1 ); } } // Delete the item entry.mvpitem[i].nameid = 0; entry.mvpitem[i].p = 0; } for(i = 0; i < MAX_MOB_DROP; i++) { int k = 31 + MAX_MVP_DROP*2 + i*2; entry.dropitem[i].nameid = atoi(str[k]); if( entry.dropitem[i].nameid ){ if( itemdb_search( entry.dropitem[i].nameid ) ){ entry.dropitem[i].p = atoi(str[k+1]); continue; }else{ ShowWarning( "Monster \"%s\"(id: %d) is dropping an unknown item \"%s\"(Drop %d)\n", entry.name, mob_id, str[k], ( i / 2 ) + 1 ); } } // Delete the item entry.dropitem[i].nameid = 0; entry.dropitem[i].p = 0; } db = mob_db(mob_id); // Finally insert monster's data into the database. if (db == NULL) { try{ db = &mob_db_data[mob_id]; }catch( std::bad_alloc ){ ShowError( "Memory allocation for monster %hu failed.\n", mob_id ); return false; } } memcpy(db, &entry, sizeof(struct mob_db)); return true; } /*========================================== * mob_db.txt reading *------------------------------------------*/ static bool mob_readdb_sub(char* fields[], int columns, int current) { return mob_parse_dbrow(fields); } /*========================================== * mob_db table reading *------------------------------------------*/ static int mob_read_sqldb(void) { const char* mob_db_name[] = { mob_table, mob2_table }; int fi; for( fi = 0; fi < ARRAYLENGTH(mob_db_name); ++fi ) { uint32 lines = 0, count = 0; // retrieve all rows from the mob database if( SQL_ERROR == Sql_Query(mmysql_handle, "SELECT * FROM `%s`", mob_db_name[fi]) ) { Sql_ShowDebug(mmysql_handle); continue; } // process rows one by one while( SQL_SUCCESS == Sql_NextRow(mmysql_handle) ) { // wrap the result into a TXT-compatible format char line[1024]; char* str[31+2*MAX_MVP_DROP+2*MAX_MOB_DROP]; char* p; int i; lines++; for(i = 0, p = line; i < 31+2*MAX_MVP_DROP+2*MAX_MOB_DROP; i++) { char* data; size_t len; Sql_GetData(mmysql_handle, i, &data, &len); strcpy(p, data); str[i] = p; p+= len + 1; } if (!mob_parse_dbrow(str)) continue; count++; } // free the query result Sql_FreeResult(mmysql_handle); ShowStatus("Done reading '" CL_WHITE "%lu" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", count, mob_db_name[fi]); } return 0; } /*========================================== * MOB display graphic change data reading *------------------------------------------*/ static bool mob_readdb_mobavail(char* str[], int columns, int current) { int mob_id, sprite_id; struct mob_db *db; mob_id = atoi(str[0]); if( (db=mob_db(mob_id)) == NULL) // invalid class (probably undefined in db) { ShowWarning("mob_readdb_mobavail: Unknown mob id %d.\n", mob_id); return false; } sprite_id = atoi(str[1]); memset(&db->vd, 0, sizeof(struct view_data)); db->vd.class_ = sprite_id; //Player sprites if(pcdb_checkid(sprite_id) && columns==12) { db->vd.sex=atoi(str[2]); db->vd.hair_style=atoi(str[3]); db->vd.hair_color=atoi(str[4]); db->vd.weapon=atoi(str[5]); db->vd.shield=atoi(str[6]); db->vd.head_top=atoi(str[7]); db->vd.head_mid=atoi(str[8]); db->vd.head_bottom=atoi(str[9]); db->option=atoi(str[10])&~(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE); db->vd.cloth_color=atoi(str[11]); // Monster player dye option - Valaris #ifdef NEW_CARTS if( db->option & OPTION_CART ){ ShowWarning("mob_readdb_mobavail: You tried to use a cart for mob id %d. This does not work with setting an option anymore.\n", mob_id ); db->option &= ~OPTION_CART; } #endif } else if(columns==3) db->vd.head_bottom=atoi(str[2]); // mob equipment [Valaris] else if( columns != 2 ) return false; return true; } /*========================================== * Reading of random monster data * MobGroup,MobID,DummyName,Rate *------------------------------------------*/ static bool mob_readdb_group(char* str[], int columns, int current){ struct s_randomsummon_group *msummon = NULL; int mob_id, group = 0; unsigned short i = 0; bool set_default = false; if (ISDIGIT(str[0][0]) && ISDIGIT(str[0][1])) group = atoi(str[0]); else if (!script_get_constant(str[0], &group)) { ShowError("mob_readdb_group: Invalid random monster group '%s'\n", str[0]); return false; } mob_id = atoi(str[1]); if (mob_id != 0 && mob_db(mob_id) == NULL) { ShowError("mob_readdb_group: Invalid random monster group '%s'\n", str[0]); return false; } else if (mob_id == 0){ mob_id = atoi(str[3]); if (mob_db(mob_id) == NULL) { ShowError("mob_readdb_group: Invalid random monster group '%s'\n", str[0]); return false; } set_default = true; } if (!(msummon = (struct s_randomsummon_group *)idb_get(mob_summon_db, group))) { CREATE(msummon, struct s_randomsummon_group, 1); CREATE(msummon->list, struct s_randomsummon_entry, (msummon->count = 1)); msummon->list[0].mob_id = mob_id; msummon->list[0].rate = atoi(str[3]); msummon->random_id = group; idb_put(mob_summon_db, group, msummon); } else { ARR_FIND(0, msummon->count, i, set_default || (i > 0 && msummon->list[i].mob_id == mob_id)); if (i >= msummon->count) RECREATE(msummon->list, struct s_randomsummon_entry, ++msummon->count); msummon->list[i].mob_id = mob_id; msummon->list[i].rate = atoi(str[3]); } return true; } //processes one mob_chat_db entry [SnakeDrak] //db struct: Line_ID,Color_Code,Dialog static bool mob_parse_row_chatdb(char* fields[], int columns, int current) { char* msg; struct mob_chat *ms; int msg_id; size_t len; msg_id = atoi(fields[0]); if (msg_id <= 0){ ShowError("mob_parse_row_chatdb: Invalid chat ID '%d' in line %d\n", msg_id, current); return false; } ms = mob_chat(msg_id); if( ms == NULL ){ try{ ms = &mob_chat_db[msg_id]; }catch( std::bad_alloc ){ ShowError( "mob_parse_row_chatdb: Memory allocation for chat ID '%d' failed.\n", msg_id ); return false; } } //MSG ID ms->msg_id=msg_id; //Color ms->color=strtoul(fields[1],NULL,0); //Message msg = fields[2]; len = strlen(msg); while( len && ( msg[len-1]=='\r' || msg[len-1]=='\n' ) ) {// find EOL to strip len--; } if(len>(CHAT_SIZE_MAX-1)){ ShowError("mob_chat: readdb: Message too long! Line %d, id: %d\n", current, msg_id); return false; } else if( !len ){ ShowWarning("mob_parse_row_chatdb: Empty message for id %d.\n", msg_id); return false; } msg[len] = 0; // strip previously found EOL safestrncpy(ms->msg, fields[2], CHAT_SIZE_MAX); return true; } /*========================================== * processes one mob_skill_db entry *------------------------------------------*/ static bool mob_parse_row_mobskilldb(char** str, int columns, int 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]; int 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 }, }, 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 int last_mob_id = 0; // ensures that only one error message per mob id is printed struct s_mob_skill *skill = NULL; struct mob_skill *ms = NULL; int mob_id; int i = 0, j, tmp; struct mob_db *mob; mob_id = atoi(str[0]); if (mob_id > 0 && (mob = mob_db(mob_id)) == NULL) { 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 if (!(skill = (struct s_mob_skill *)idb_get(mob_skill_db, mob_id))) CREATE(skill, struct s_mob_skill, 1); if( strcmp(str[1],"clear") == 0 && skill->mob_id != 0 ) { idb_remove(mob_skill_db, skill->mob_id); aFree(skill); ShowInfo("Cleared skill for mob id '%d'\n", mob_id); return true; } ARR_FIND( 0, MAX_MOBSKILL, i, skill->skill[i].skill_id == 0 ); if( i == 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); last_mob_id = mob_id; } return false; } ms = &skill->skill[i]; //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 %d\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); 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); 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); 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] = (int)strtol(str[12],NULL,0); ms->val[1] = (int)strtol(str[13],NULL,0); ms->val[2] = (int)strtol(str[14],NULL,0); ms->val[3] = (int)strtol(str[15],NULL,0); ms->val[4] = (int)strtol(str[16],NULL,0); if(ms->skill_id == NPC_EMOTION && mob_id > 0 && ms->val[1] == mob_db(mob_id)->status.mode) { ms->val[1] = 0; ms->val[4] = 1; //request to return mode to normal. } if(ms->skill_id == NPC_EMOTION_ON && mob_id > 0 && ms->val[1]) { //Adds a mode to the mob. //Remove aggressive mode when the new mob type is passive. if (!(ms->val[1]&MD_AGGRESSIVE)) ms->val[3] |= MD_AGGRESSIVE; ms->val[2] |= ms->val[1]; //Add the new mode. ms->val[1] = 0; //Do not "set" it. } if(*str[17]) ms->emotion = atoi(str[17]); else ms->emotion = -1; if(str[18] != NULL && mob_chat(atoi(str[18]))!=NULL) ms->msg_id = atoi(str[18]); else ms->msg_id = 0; skill->count++; if (!skill->mob_id) { // Insert new entry skill->mob_id = mob_id; idb_put(mob_skill_db, 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 int mob_read_sqlskilldb(void) { const char* mob_skill_db_name[] = { mob_skill_table, mob_skill2_table }; int 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] = ""; int i; ++lines; for( i = 0; i < 19; ++i ) { Sql_GetData(mmysql_handle, i, &str[i], NULL); if( str[i] == NULL ) str[i] = dummy; // get rid of NULL columns } if (!mob_parse_row_mobskilldb(str, 19, count)) continue; count++; } // free the query result Sql_FreeResult(mmysql_handle); ShowStatus("Done reading '" CL_WHITE "%lu" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", count, mob_skill_db_name[fi]); } return 0; } /*========================================== * mob_race2_db.txt reading *------------------------------------------*/ static bool mob_readdb_race2(char* fields[], int columns, int current) { int race, i; if( ISDIGIT(fields[0][0]) ) race = atoi(fields[0]); else if( !script_get_constant( fields[0], &race ) ){ ShowWarning("mob_readdb_race2: Unknown race2 constant \"%s\".\n", fields[0]); return false; } if (!CHK_RACE2(race)) { ShowWarning("mob_readdb_race2: Unknown race2 %d.\n", race); return false; } for(i = 1; i < columns; i++) { int mob_id = atoi(fields[i]); struct mob_db* db = mob_db(mob_id); if (db == NULL) { ShowWarning("mob_readdb_race2: Unknown mob id %d for race2 %d.\n", mob_id, race); continue; } db->race2 = (enum e_race2)race; // Apply Aegis Class if (race == RC2_GUARDIAN) db->status.class_ = CLASS_GUARDIAN; else if (race == RC2_BATTLEFIELD) db->status.class_ = CLASS_BATTLEFIELD; } return true; } /** * Read mob_item_ratio.txt */ static bool mob_readdb_itemratio(char* str[], int columns, int current) { unsigned short nameid; int ratio, i; struct s_mob_item_drop_ratio *item_ratio; nameid = atoi(str[0]); if (itemdb_exists(nameid) == NULL) { ShowWarning("mob_readdb_itemratio: Invalid item id %hu.\n", nameid); return false; } ratio = atoi(str[1]); if (!(item_ratio = (struct s_mob_item_drop_ratio *)idb_get(mob_item_drop_ratio,nameid))) CREATE(item_ratio, struct s_mob_item_drop_ratio, 1); item_ratio->drop_ratio = ratio; memset(item_ratio->mob_id, 0, sizeof(item_ratio->mob_id)); for (i = 0; i < columns-2; i++) { uint16 mob_id = atoi(str[i+2]); if (mob_db(mob_id) == NULL) ShowError("mob_readdb_itemratio: Invalid monster with ID %hu (Item:%hu Col:%d).\n", mob_id, nameid, columns); else item_ratio->mob_id[i] = atoi(str[i+2]); } if (!item_ratio->nameid) { item_ratio->nameid = nameid; idb_put(mob_item_drop_ratio, nameid, item_ratio); } return true; } /** * Read additional monster drop from db file * @author [Cydh] **/ static bool mob_readdb_drop(char* str[], int columns, int current) { unsigned short mobid, nameid; int rate, i, size, flag = 0; struct mob_db *mob; struct s_mob_drop *drop; mobid = atoi(str[0]); if ((mob = mob_db(mobid)) == NULL) { ShowError("mob_readdb_drop: Invalid monster with ID %s.\n", str[0]); return false; } nameid = atoi(str[1]); if (itemdb_exists(nameid) == NULL) { ShowWarning("mob_readdb_drop: Invalid item id %s.\n", str[1]); return false; } rate = atoi(str[2]); if (columns > 4 && (flag = atoi(str[4])) == 2) { drop = mob->mvpitem; size = ARRAYLENGTH(mob->mvpitem); } else { drop = mob->dropitem; size = ARRAYLENGTH(mob->dropitem); } if (rate == 0) { for (i = 0; i < size; i++) { if (drop[i].nameid == nameid) { memset(&drop[i], 0, sizeof(struct s_mob_drop)); ShowInfo("mob_readdb_drop: Removed item '%hu' from monster '%hu'.\n", nameid, mobid); return true; } } } else { for (i = 0; i < size; i++) { if (drop[i].nameid == 0) break; } if (i == size) { ShowError("mob_readdb_drop: Cannot add item '%hu' to monster '%hu'. Max drop reached '%d'.\n", nameid, mobid, size); return true; } drop[i].nameid = nameid; drop[i].p = rate; drop[i].steal_protected = (flag) ? 1 : 0; drop[i].randomopt_group = 0; if (columns > 3) { int randomopt_group = -1; if (!script_get_constant(trim(str[3]), &randomopt_group)) { ShowError("mob_readdb_drop: Invalid 'randopt_groupid' '%s' for monster '%hu'.\n", str[3], mobid); return false; } if (randomopt_group == RDMOPTG_None) return true; if (!itemdb_randomopt_group_exists(randomopt_group)) { ShowError("mob_readdb_drop: 'randopt_groupid' '%s' cannot be found in DB for monster '%hu'.\n", str[3], mobid); return false; } drop[i].randomopt_group = randomopt_group; } } return true; } /** * Free drop ratio data **/ static int mob_item_drop_ratio_free(DBKey key, DBData *data, va_list ap) { struct s_mob_item_drop_ratio *item_ratio = (struct s_mob_item_drop_ratio *)db_data2ptr(data); aFree(item_ratio); return 0; } /** * Adjust drop ratio for each monster **/ static void mob_drop_ratio_adjust(void){ for( auto &pair : mob_db_data ){ struct mob_db *mob; struct item_data *id; unsigned short nameid; int j, rate, rate_adjust = 0, mob_id; mob_id = pair.first; mob = &pair.second; if( mob_is_clone( mob_id ) ){ continue; } for( j = 0; j < MAX_MVP_DROP_TOTAL; j++ ){ nameid = mob->mvpitem[j].nameid; rate = mob->mvpitem[j].p; if( nameid == 0 || rate == 0 ){ continue; } rate_adjust = battle_config.item_rate_mvp; // Adjust the rate if there is an entry in mob_item_ratio item_dropratio_adjust( nameid, mob_id, &rate_adjust ); // Adjust rate with given algorithms rate = mob_drop_adjust( 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 ){ id = itemdb_search( nameid ); // Item is not known anymore(should never happen) if( !id ){ ShowWarning( "Monster \"%s\"(id:%hu) is dropping an unknown item(id: %d)\n", mob->name, mob_id, nameid ); mob->mvpitem[j].nameid = 0; mob->mvpitem[j].p = 0; 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 } } mob->mvpitem[j].p = rate; } for( j = 0; j < MAX_MOB_DROP_TOTAL; j++ ){ unsigned short ratemin, ratemax; bool is_treasurechest; nameid = mob->dropitem[j].nameid; rate = mob->dropitem[j].p; if( nameid == 0 || rate == 0 ){ continue; } id = itemdb_search( nameid ); // Item is not known anymore(should never happen) if( !id ){ ShowWarning( "Monster \"%s\"(id:%hu) is dropping an unknown item(id: %d)\n", mob->name, mob_id, nameid ); mob->dropitem[j].nameid = 0; mob->dropitem[j].p = 0; continue; } if( battle_config.drop_rateincrease && rate < 5000 ){ rate++; } // Treasure box drop rates [Skotlex] if (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 = status_has_mode(&mob->status,MD_MVP); bool is_boss = (mob->status.class_ == CLASS_BOSS); 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( nameid, mob_id, &rate_adjust ); 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 ){ unsigned short 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; } } mob->dropitem[j].p = rate; } } // Now that we are done we can delete the stored item ratios mob_item_drop_ratio->clear( mob_item_drop_ratio, mob_item_drop_ratio_free ); } /** * Copy skill from DB to monster * @param mob Monster DB entry * @param skill Monster skill entries **/ static void mob_skill_db_set_single_sub(struct mob_db *mob, struct s_mob_skill *skill) { uint8 i; nullpo_retv(mob); nullpo_retv(skill); for (i = 0; mob->maxskill < MAX_MOBSKILL && i < skill->count; i++) { mob->skill[mob->maxskill++] = skill->skill[i]; } if (i < skill->count) ShowWarning("Monster '%s' (%d, src:%d) reaches max skill limit %d. Ignores '%d' skills left.\n", mob->sprite, mob->vd.class_, skill->mob_id, MAX_MOBSKILL, skill->count-i); } /** * Check the skill & monster id before put the skills * @param skill **/ static void mob_skill_db_set_single(struct s_mob_skill *skill) { nullpo_retv(skill); // Specific monster if (skill->mob_id >= 0) { struct mob_db *mob = mob_db(skill->mob_id); if (mob != NULL) mob_skill_db_set_single_sub(mob, skill); } // Global skill else { uint16 id = skill->mob_id; id *= -1; for( auto &pair : mob_db_data ){ if ( mob_is_clone(pair.first) ){ continue; } if ( (!(id&1) && status_has_mode(&pair.second.status,MD_STATUS_IMMUNE)) // Bosses || (!(id&2) && !status_has_mode(&pair.second.status,MD_STATUS_IMMUNE)) // Normal monsters ) continue; mob_skill_db_set_single_sub(&pair.second, skill); } } } /** * Free monster skill data **/ static int mob_skill_db_free(DBKey key, DBData *data, va_list ap) { struct s_mob_skill *skill = (struct s_mob_skill *)db_data2ptr(data); if (skill) aFree(skill); return 0; } /** * Free random summon data **/ static int mob_summon_db_free(DBKey key, DBData *data, va_list ap) { struct s_randomsummon_group *msummon = (struct s_randomsummon_group *)db_data2ptr(data); if (msummon) { if (msummon->list) { aFree(msummon->list); msummon->list = NULL; msummon->count = 0; } aFree(msummon); msummon = NULL; } return 0; } /** * Set monster skills **/ static void mob_skill_db_set(void) { DBIterator *iter = db_iterator(mob_skill_db); struct s_mob_skill *skill = NULL; for (skill = (struct s_mob_skill *)dbi_first(iter); dbi_exists(iter); skill = (struct s_mob_skill *)dbi_next(iter)) { mob_skill_db_set_single(skill); } dbi_destroy(iter); //ShowStatus("Set skills to '%d' monsters.\n", db_size(mob_skill_db)); mob_skill_db->clear(mob_skill_db, mob_skill_db_free); } /** * 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(); mob_read_sqlskilldb(); }else{ for(int i = 0; i < ARRAYLENGTH(dbsubpath); i++){ int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1; char* dbsubpath2 = (char*)aMalloc(n2+1); bool silent = i > 0; if( i == 0 ) { safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]); } else { safesnprintf(dbsubpath2,n2,"%s%s",db_path,dbsubpath[i]); } sv_readdb(dbsubpath2, "mob_db.txt", ',', 31+2*MAX_MVP_DROP+2*MAX_MOB_DROP, 31+2*MAX_MVP_DROP+2*MAX_MOB_DROP, -1, &mob_readdb_sub, silent); aFree(dbsubpath2); } } for(int i = 0; i < ARRAYLENGTH(dbsubpath); i++){ int n1 = strlen(db_path)+strlen(dbsubpath[i])+1; int 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 ){ mob_readskilldb(dbsubpath2, silent); } sv_readdb(dbsubpath1, "mob_avail.txt", ',', 2, 12, -1, &mob_readdb_mobavail,silent); sv_readdb(dbsubpath2, "mob_race2_db.txt", ',', 2, MAX_RACE2_MOBS, -1, &mob_readdb_race2, silent); sv_readdb(dbsubpath1, "mob_item_ratio.txt", ',', 2, 2+MAX_ITEMRATIO_MOBS, -1, &mob_readdb_itemratio, silent); sv_readdb(dbsubpath1, "mob_chat_db.txt", '#', 3, 3, -1, &mob_parse_row_chatdb, silent); sv_readdb(dbsubpath2, "mob_random_db.txt", ',', 4, 4, -1, &mob_readdb_group, silent); sv_readdb(dbsubpath2, "mob_branch.txt", ',', 4, 4, -1, &mob_readdb_group, silent); sv_readdb(dbsubpath2, "mob_poring.txt", ',', 4, 4, -1, &mob_readdb_group, silent); sv_readdb(dbsubpath2, "mob_boss.txt", ',', 4, 4, -1, &mob_readdb_group, silent); sv_readdb(dbsubpath1, "mob_pouch.txt", ',', 4, 4, -1, &mob_readdb_group, silent); sv_readdb(dbsubpath1, "mob_classchange.txt", ',', 4, 4, -1, &mob_readdb_group, silent); sv_readdb(dbsubpath2, "mob_drop.txt", ',', 3, 5, -1, &mob_readdb_drop, silent); aFree(dbsubpath1); aFree(dbsubpath2); } mob_drop_ratio_adjust(); mob_skill_db_set(); } /** * Initialize monster data */ void mob_db_load(bool is_reload){ if( !is_reload ) { // on mobdbreload it's not neccessary to execute this // item ers needs to be allocated only once item_drop_ers = ers_new(sizeof(struct item_drop),"mob.cpp::item_drop_ers",ERS_OPT_CLEAN); item_drop_list_ers = ers_new(sizeof(struct item_drop_list),"mob.cpp::item_drop_list_ers",ERS_OPT_NONE); } mob_item_drop_ratio = idb_alloc(DB_OPT_BASE); mob_skill_db = idb_alloc(DB_OPT_BASE); mob_summon_db = idb_alloc(DB_OPT_BASE); 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_data ){ int d, k; if( mob_is_clone( pair.first ) ){ continue; } for(d = 0; d < MAX_MOB_DROP_TOTAL; d++) { struct item_data *id; if( !pair.second.dropitem[d].nameid ) continue; id = itemdb_search(pair.second.dropitem[d].nameid); for (k = 0; k < MAX_SEARCH; k++) { if (id->mob[k].chance <= pair.second.dropitem[d].p) 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 = pair.second.dropitem[d].p; 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 int mob_reload_sub( struct mob_data *md, va_list args ){ // Relink the mob to the new database entry md->db = mob_db(md->mob_id); // 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 != NULL ){ // 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 int mob_reload_sub_npc( struct npc_data *nd, va_list args ){ // If the view data points to a mob if( mobdb_checkid(nd->class_) ){ // Get the new view data from the mob database nd->vd = mob_get_viewdata(nd->class_); // If they are spawned right now if( nd->bl.prev != NULL ){ // Respawn all NPCs on client side so that they are displayed correctly(if their view id changed) clif_clearunit_area(&nd->bl, CLR_OUTSIGHT); clif_spawn(&nd->bl); } } 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_data.clear(); mob_chat_db.clear(); mob_item_drop_ratio->destroy(mob_item_drop_ratio,mob_item_drop_ratio_free); mob_skill_db->destroy(mob_skill_db, mob_skill_db_free); mob_summon_db->destroy(mob_summon_db, mob_summon_db_free); if( !is_reload ) { ers_destroy(item_drop_ers); ers_destroy(item_drop_list_ers); } }