
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@7753 54d463be-8e91-2dee-dedb-b68131a5f0ec
4143 lines
124 KiB
C
4143 lines
124 KiB
C
// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
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// For more information, see LICENCE in the main folder
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdarg.h>
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#include <string.h>
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#include <math.h>
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#include <limits.h>
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#include "../common/timer.h"
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#include "../common/db.h"
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#include "../common/nullpo.h"
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#include "../common/malloc.h"
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#include "../common/showmsg.h"
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#include "../common/ers.h"
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#include "../common/strlib.h"
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#include "map.h"
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#include "clif.h"
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#include "intif.h"
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#include "pc.h"
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#include "status.h"
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#include "mob.h"
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#include "mercenary.h" //[orn]
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#include "guild.h"
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#include "itemdb.h"
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#include "skill.h"
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#include "battle.h"
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#include "party.h"
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#include "npc.h"
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#include "log.h"
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#include "script.h"
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#include "atcommand.h"
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#include "date.h"
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#include "irc.h"
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#define MIN_MOBTHINKTIME 100
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#define IDLE_SKILL_INTERVAL 10 //Active idle skills should be triggered every 1 second (1000/MIN_MOBTHINKTIME)
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#define MOB_LAZYSKILLPERC 10 // Probability for mobs far from players from doing their IDLE skill. (rate of 1000 minute)
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#define MOB_LAZYMOVEPERC 50 // Move probability in the negligent mode MOB (rate of 1000 minute)
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#define MOB_LAZYWARPPERC 20 // Warp probability in the negligent mode MOB (rate of 1000 minute)
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#define MAX_MINCHASE 30 //Max minimum chase value to use for mobs.
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//Dynamic mob database, allows saving of memory when there's big gaps in the mob_db [Skotlex]
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struct mob_db *mob_db_data[MAX_MOB_DB+1];
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struct mob_db *mob_dummy = NULL; //Dummy mob to be returned when a non-existant one is requested.
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struct mob_db *mob_db(int index) { if (index < 0 || index > MAX_MOB_DB || mob_db_data[index] == NULL) return mob_dummy; return mob_db_data[index]; }
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static struct eri *item_drop_ers; //For loot drops delay structures.
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static struct eri *item_drop_list_ers;
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#define CLASSCHANGE_BOSS_NUM 21
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/*==========================================
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* Local prototype declaration (only required thing)
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*------------------------------------------
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*/
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static int mob_makedummymobdb(int);
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static int mob_spawn_guardian_sub(int,unsigned int,int,int);
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int mobskill_use(struct mob_data *md,unsigned int tick,int event);
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int mob_skillid2skillidx(int class_,int skillid);
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/*==========================================
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* Mob is searched with a name.
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*------------------------------------------
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*/
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int mobdb_searchname(const char *str)
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{
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int i;
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struct mob_db* mob;
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for(i=0;i<=MAX_MOB_DB;i++){
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mob = mob_db(i);
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if(mob == mob_dummy) //Skip dummy mobs.
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continue;
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if(strcmpi(mob->name,str)==0 || strcmpi(mob->jname,str)==0 || strcmpi(mob->sprite,str)==0)
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return i;
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}
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return 0;
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}
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static int mobdb_searchname_array_sub(struct mob_db* mob, const char *str)
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{
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if (mob == mob_dummy)
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return 1; //Invalid mob.
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if(!mob->base_exp && !mob->job_exp)
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return 1; //Discount slave-mobs (no exp) as requested by Playtester. [Skotlex]
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if(stristr(mob->jname,str))
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return 0;
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if(stristr(mob->name,str))
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return 0;
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return strcmpi(mob->jname,str);
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}
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/*==========================================
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* Founds up to N matches. Returns number of matches [Skotlex]
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*------------------------------------------
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*/
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int mobdb_searchname_array(struct mob_db** data, int size, const char *str)
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{
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int count = 0, i;
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struct mob_db* mob;
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for(i=0;i<=MAX_MOB_DB;i++){
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mob = mob_db(i);
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if (mob == mob_dummy)
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continue;
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if (!mobdb_searchname_array_sub(mob, str)) {
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if (count < size)
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data[count] = mob;
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count++;
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}
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}
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return count;
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}
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/*==========================================
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* Id Mob is checked.
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*------------------------------------------
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*/
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int mobdb_checkid(const int id)
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{
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if (mob_db(id) == mob_dummy)
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return 0;
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if (mob_is_clone(id)) //checkid is used mostly for random ID based code, therefore clone mobs are out of the question.
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return 0;
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return id;
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}
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/*==========================================
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* Returns the view data associated to this mob class.
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*------------------------------------------
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*/
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struct view_data * mob_get_viewdata(class_)
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{
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if (mob_db(class_) == mob_dummy)
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return 0;
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return &mob_db(class_)->vd;
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}
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/*==========================================
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* Cleans up mob-spawn data to make it "valid"
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*------------------------------------------
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*/
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int mob_parse_dataset(struct spawn_data *data) {
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int i;
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//FIXME: This implementation is not stable, npc scripts will stop working once MAX_MOB_DB changes value! [Skotlex]
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if(data->class_ > 2*MAX_MOB_DB){ // large/tiny mobs [Valaris]
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data->state.size=2;
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data->class_ -= 2*MAX_MOB_DB;
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} else if (data->class_ > MAX_MOB_DB) {
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data->state.size=1;
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data->class_ -= MAX_MOB_DB;
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}
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if ((!mobdb_checkid(data->class_) && !mob_is_clone(data->class_)) || !data->num)
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return 0;
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//better safe than sorry, current md->npc_event has a size of 50
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if (strlen(data->eventname) >= 50)
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return 0;
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if (data->eventname[0] && strlen(data->eventname) <= 2)
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{ //Portable monster big/small implementation. [Skotlex]
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i = atoi(data->eventname);
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if (i) {
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if (i&2)
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data->state.size=1;
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else if (i&4)
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data->state.size=2;
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if (i&8)
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data->state.ai=1;
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data->eventname[0] = '\0'; //Clear event as it is not used.
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}
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}
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if (!data->level)
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data->level = mob_db(data->class_)->lv;
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if(strcmp(data->name,"--en--")==0)
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strncpy(data->name,mob_db(data->class_)->name,NAME_LENGTH-1);
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else if(strcmp(data->name,"--ja--")==0)
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strncpy(data->name,mob_db(data->class_)->jname,NAME_LENGTH-1);
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return 1;
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}
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/*==========================================
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* Generates the basic mob data using the spawn_data provided.
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*------------------------------------------
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*/
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struct mob_data* mob_spawn_dataset(struct spawn_data *data)
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{
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struct mob_data *md = aCalloc(1, sizeof(struct mob_data));
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md->bl.id= npc_get_new_npc_id();
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md->bl.type = BL_MOB;
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md->bl.subtype = MONS;
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md->bl.m = data->m;
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md->bl.x = data->x;
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md->bl.y = data->y;
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md->class_ = data->class_;
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md->db = mob_db(md->class_);
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memcpy(md->name, data->name, NAME_LENGTH-1);
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if (data->state.ai)
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md->special_state.ai = data->state.ai;
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if (data->state.size)
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md->special_state.size = data->state.size;
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if (data->eventname[0] && strlen(data->eventname) >= 4)
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memcpy(md->npc_event, data->eventname, 50);
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md->level = data->level;
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if(md->db->status.mode&MD_LOOTER)
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md->lootitem = (struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
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md->spawn_n = -1;
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md->deletetimer = -1;
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md->skillidx = -1;
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status_set_viewdata(&md->bl, md->class_);
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status_change_init(&md->bl);
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unit_dataset(&md->bl);
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map_addiddb(&md->bl);
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return md;
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}
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/*==========================================
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* Fetches a random mob_id [Skotlex]
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* type: Where to fetch from:
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* 0: dead branch list
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* 1: poring list
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* 2: bloody branch list
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* flag:
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* &1: Apply the summon success chance found in the list.
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* &2: Apply a monster check level.
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* lv: Mob level to check against
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*------------------------------------------
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*/
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int mob_get_random_id(int type, int flag, int lv) {
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struct mob_db *mob;
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int i=0, k=0, class_;
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if(type < 0 || type >= MAX_RANDOMMONSTER) {
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if (battle_config.error_log)
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ShowError("mob_get_random_id: Invalid type (%d) of random monster.\n", type);
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return 0;
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}
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do {
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class_ = rand() % MAX_MOB_DB;
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if (flag&1)
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k = rand() % 1000000;
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mob = mob_db(class_);
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} while ((mob == mob_dummy || mob->summonper[type] <= k ||
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(flag&2 && lv < mob->lv)) && (i++) < MAX_MOB_DB);
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if(i >= MAX_MOB_DB)
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class_ = mob_db_data[0]->summonper[type];
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return class_;
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}
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struct mob_data *mob_once_spawn_sub(struct block_list *bl, int m,
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short x, short y, const char *mobname, int class_, const char *event)
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{
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struct spawn_data data;
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memset(&data, 0, sizeof(struct spawn_data));
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data.m = m;
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data.num = 1;
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data.class_ = class_;
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strncpy(data.name, mobname, NAME_LENGTH-1);
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strncpy(data.eventname, event, 50);
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if (bl && (x < 0 || y < 0))//Locate spot around player.
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map_search_freecell(bl, m, &x, &y, 1, 1, 0);
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if (x <= 0 || y <= 0 || map_getcell(m,x,y,CELL_CHKNOREACH))
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map_search_freecell(NULL, m, &x, &y, -1, -1, 1);
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data.x = x;
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data.y = y;
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if (!mob_parse_dataset(&data))
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return NULL;
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return mob_spawn_dataset(&data);
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}
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/*==========================================
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* The MOB appearance for one time (for scripts)
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*------------------------------------------
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*/
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int mob_once_spawn (struct map_session_data *sd, char *mapname,
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short x, short y, const char *mobname, int class_, int amount, const char *event)
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{
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struct mob_data *md = NULL;
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int m, count, lv = 255;
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if(sd) lv = sd->status.base_level;
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if(sd && strcmp(mapname,"this")==0)
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m = sd->bl.m;
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else
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m = map_mapname2mapid(mapname);
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if (m < 0 || amount <= 0) // <20>l<EFBFBD><6C><EFBFBD>ُ<EFBFBD><D98F>Ȃ珢<C882><E78FA2><EFBFBD><EFBFBD><EFBFBD>~<7E>߂<EFBFBD>
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return 0;
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for (count = 0; count < amount; count++) {
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md = mob_once_spawn_sub(sd?&sd->bl:NULL, m, x, y, mobname,
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class_<0?
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mob_get_random_id(-class_-1, battle_config.random_monster_checklv?3:1, lv):
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class_, event);
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if (!md) continue;
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if(class_ == MOBID_EMPERIUM) {
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struct guild_castle *gc = guild_mapname2gc(map[md->bl.m].name);
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struct guild *g = gc?guild_search(gc->guild_id):NULL;
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if(gc) {
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md->guardian_data = aCalloc(1, sizeof(struct guardian_data));
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md->guardian_data->castle = gc;
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md->guardian_data->number = MAX_GUARDIANS;
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md->guardian_data->guild_id = gc->guild_id;
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if (g)
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{
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md->guardian_data->emblem_id = g->emblem_id;
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memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
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}
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else if (gc->guild_id) //Guild not yet available, retry in 5.
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add_timer(gettick()+5000,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id);
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}
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} // end addition [Valaris]
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mob_spawn (md);
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if (class_ < 0 && battle_config.dead_branch_active)
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//Behold Aegis's masterful decisions yet again...
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//"I understand the "Aggressive" part, but the "Can Move" and "Can Attack" is just stupid" - Poki#3
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sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE|MD_CANATTACK|MD_CANMOVE, 0, 60000);
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}
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return (md)?md->bl.id : 0;
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}
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/*==========================================
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* The MOB appearance for one time (& area specification for scripts)
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*------------------------------------------
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*/
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int mob_once_spawn_area(struct map_session_data *sd,char *mapname,
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int x0,int y0,int x1,int y1,
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const char *mobname,int class_,int amount,const char *event)
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{
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int x,y,i,max,lx=-1,ly=-1,id=0;
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int m;
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if(strcmp(mapname,"this")==0)
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m=sd->bl.m;
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else
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m=map_mapname2mapid(mapname);
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max=(y1-y0+1)*(x1-x0+1)*3;
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if(max>1000)max=1000;
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if (m < 0 || amount <= 0) // <20>l<EFBFBD><6C><EFBFBD>ُ<EFBFBD><D98F>Ȃ珢<C882><E78FA2><EFBFBD><EFBFBD><EFBFBD>~<7E>߂<EFBFBD>
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return 0;
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for(i=0;i<amount;i++){
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int j=0;
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do{
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x=rand()%(x1-x0+1)+x0;
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y=rand()%(y1-y0+1)+y0;
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} while (map_getcell(m,x,y,CELL_CHKNOPASS) && (++j)<max);
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if(j>=max){
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if(lx>=0){ // Since reference went wrong, the place which boiled before is used.
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x=lx;
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y=ly;
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}else
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return 0; // Since reference of the place which boils first went wrong, it stops.
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}
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if(x==0||y==0) ShowWarning("mob_once_spawn_area: xory=0, x=%d,y=%d,x0=%d,y0=%d\n",x,y,x0,y0);
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id=mob_once_spawn(sd,mapname,x,y,mobname,class_,1,event);
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lx=x;
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ly=y;
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}
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return id;
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}
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/*==========================================
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* Set a Guardian's guild data [Skotlex]
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*------------------------------------------
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*/
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static int mob_spawn_guardian_sub(int tid,unsigned int tick,int id,int data)
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{ //Needed because the guild_data may not be available at guardian spawn time.
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struct block_list* bl = map_id2bl(id);
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struct mob_data* md;
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struct guild* g;
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if (bl == NULL) //It is possible mob was already removed from map when the castle has no owner. [Skotlex]
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return 0;
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if (bl->type != BL_MOB)
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{
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ShowError("mob_spawn_guardian_sub: Block error!\n");
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return 0;
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}
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md = (struct mob_data*)bl;
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nullpo_retr(0, md->guardian_data);
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g = guild_search(data);
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if (g == NULL)
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{ //Liberate castle, if the guild is not found this is an error! [Skotlex]
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ShowError("mob_spawn_guardian_sub: Couldn't load guild %d!\n",data);
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if (md->class_ == MOBID_EMPERIUM)
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{ //Not sure this is the best way, but otherwise we'd be invoking this for ALL guardians spawned later on.
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md->guardian_data->guild_id = 0;
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if (md->guardian_data->castle->guild_id) //Free castle up.
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{
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ShowNotice("Clearing ownership of castle %d (%s)\n", md->guardian_data->castle->castle_id, md->guardian_data->castle->castle_name);
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guild_castledatasave(md->guardian_data->castle->castle_id, 1, 0);
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}
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} else {
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if (md->guardian_data->castle->guardian[md->guardian_data->number].visible)
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{ //Safe removal of guardian.
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md->guardian_data->castle->guardian[md->guardian_data->number].visible = 0;
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guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
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guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0);
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}
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unit_free(&md->bl); //Remove guardian.
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}
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return 0;
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}
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md->guardian_data->emblem_id = g->emblem_id;
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memcpy (md->guardian_data->guild_name, g->name, NAME_LENGTH);
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md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP);
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if(md->guardian_data->guardup_lv)
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status_calc_mob(md, 0); //Give bonuses.
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return 0;
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}
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/*==========================================
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* Summoning Guardians [Valaris]
|
||
*------------------------------------------
|
||
*/
|
||
int mob_spawn_guardian(struct map_session_data *sd,char *mapname,
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int x,int y,const char *mobname,int class_,int amount,const char *event,int guardian)
|
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{
|
||
struct mob_data *md=NULL;
|
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struct spawn_data data;
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struct guild *g=NULL;
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struct guild_castle *gc;
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int m, count;
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memset(&data, 0, sizeof(struct spawn_data));
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data.num = 1;
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if( sd && strcmp(mapname,"this")==0)
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m=sd->bl.m;
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else
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m=map_mapname2mapid(mapname);
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if(m<0 || amount<=0)
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return 0;
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data.m = m;
|
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data.num = amount;
|
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if(class_<0)
|
||
return 0;
|
||
data.class_ = class_;
|
||
|
||
if(guardian < 0 || guardian >= MAX_GUARDIANS)
|
||
{
|
||
ShowError("mob_spawn_guardian: Invalid guardian index %d for guardian %d (castle map %s)\n", guardian, class_, map[m].name);
|
||
return 0;
|
||
}
|
||
if (amount > 1)
|
||
ShowWarning("mob_spawn_guardian: Spawning %d guardians in position %d (castle map %s)\n", amount, map[m].name);
|
||
|
||
if(sd){
|
||
if(x<=0) x=sd->bl.x;
|
||
if(y<=0) y=sd->bl.y;
|
||
}
|
||
else if(x<=0 || y<=0)
|
||
ShowWarning("mob_spawn_guardian: Invalid coordinates (%d,%d)\n",x,y);
|
||
data.x = x;
|
||
data.y = y;
|
||
strncpy(data.name, mobname, NAME_LENGTH-1);
|
||
strncpy(data.eventname, event, 50);
|
||
if (!mob_parse_dataset(&data))
|
||
return 0;
|
||
|
||
gc=guild_mapname2gc(map[m].name);
|
||
if (gc == NULL)
|
||
{
|
||
ShowError("mob_spawn_guardian: No castle set at map %s\n", map[m].name);
|
||
return 0;
|
||
}
|
||
if (!gc->guild_id)
|
||
ShowWarning("mob_spawn_guardian: Spawning guardian %d on a castle with no guild (castle map %s)\n", class_, map[m].name);
|
||
else
|
||
g = guild_search(gc->guild_id);
|
||
|
||
if (gc->guardian[guardian].id)
|
||
ShowWarning("mob_spawn_guardian: Spawning guardian in position %d which already has a guardian (castle map %s)\n", guardian, map[m].name);
|
||
|
||
for(count=0;count<data.num;count++){
|
||
md= mob_spawn_dataset(&data);
|
||
md->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;
|
||
gc->guardian[guardian].id = 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 (amount>0)?md->bl.id:0;
|
||
}
|
||
|
||
/*==========================================
|
||
* 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 determined by mob_ai&1
|
||
* - MSS_FOLLOW: Initiative/support seek, path must be easy.
|
||
*------------------------------------------
|
||
*/
|
||
int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state)
|
||
{
|
||
int easy = 0;
|
||
|
||
nullpo_retr(0, md);
|
||
nullpo_retr(0, bl);
|
||
switch (state) {
|
||
case MSS_RUSH:
|
||
easy = (battle_config.mob_ai&1?0:1);
|
||
break;
|
||
case MSS_LOOT:
|
||
case MSS_FOLLOW:
|
||
default:
|
||
easy = 1;
|
||
break;
|
||
}
|
||
return unit_can_reach_bl(&md->bl, bl, range, easy, NULL, NULL);
|
||
}
|
||
|
||
/*==========================================
|
||
* Links nearby mobs (supportive mobs)
|
||
*------------------------------------------
|
||
*/
|
||
int mob_linksearch(struct block_list *bl,va_list ap)
|
||
{
|
||
struct mob_data *md;
|
||
int class_;
|
||
struct block_list *target;
|
||
unsigned int tick;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
md=(struct mob_data *)bl;
|
||
class_ = va_arg(ap, int);
|
||
target = va_arg(ap, struct block_list *);
|
||
tick=va_arg(ap, unsigned int);
|
||
|
||
if (md->class_ == class_ && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME
|
||
&& !md->target_id)
|
||
{
|
||
md->last_linktime = tick;
|
||
if( mob_can_reach(md,target,md->db->range2, MSS_FOLLOW) ){ // Reachability judging
|
||
md->target_id = target->id;
|
||
md->min_chase=md->db->range3;
|
||
return 1;
|
||
}
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* mob spawn with delay (timer function)
|
||
*------------------------------------------
|
||
*/
|
||
static int mob_delayspawn(int tid, unsigned int tick, int m, int n)
|
||
{
|
||
struct block_list *bl = map_id2bl(m);
|
||
if (bl && bl->type == BL_MOB)
|
||
mob_spawn((TBL_MOB*)bl);
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* spawn timing calculation
|
||
*------------------------------------------
|
||
*/
|
||
int mob_setdelayspawn(struct mob_data *md)
|
||
{
|
||
unsigned int spawntime, spawntime1, spawntime2, spawntime3;
|
||
|
||
|
||
if (!md->spawn) //Doesn't has respawn data!
|
||
return unit_free(&md->bl);
|
||
|
||
spawntime1 = md->last_spawntime + md->spawn->delay1;
|
||
spawntime2 = md->last_deadtime + md->spawn->delay2;
|
||
spawntime3 = gettick() + 5000 + rand()%5000; //Lupus
|
||
// spawntime = max(spawntime1,spawntime2,spawntime3);
|
||
if (DIFF_TICK(spawntime1, spawntime2) > 0)
|
||
spawntime = spawntime1;
|
||
else
|
||
spawntime = spawntime2;
|
||
if (DIFF_TICK(spawntime3, spawntime) > 0)
|
||
spawntime = spawntime3;
|
||
|
||
add_timer(spawntime, mob_delayspawn, md->bl.id, 0);
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* Mob spawning. Initialization is also variously here.
|
||
*------------------------------------------
|
||
*/
|
||
int mob_spawn (struct mob_data *md)
|
||
{
|
||
int i=0;
|
||
unsigned int c =0, tick = gettick();
|
||
|
||
md->last_spawntime = tick;
|
||
md->last_thinktime = tick -MIN_MOBTHINKTIME;
|
||
if (md->bl.prev != NULL)
|
||
unit_remove_map(&md->bl,2);
|
||
else if (md->vd->class_ != md->class_) {
|
||
status_set_viewdata(&md->bl, md->class_);
|
||
md->db = mob_db(md->class_);
|
||
if (md->spawn)
|
||
memcpy(md->name,md->spawn->name,NAME_LENGTH);
|
||
}
|
||
|
||
if (md->spawn) { //Respawn data
|
||
md->bl.m = md->spawn->m;
|
||
|
||
if ((md->spawn->x == 0 && md->spawn->y == 0) || md->spawn->xs || md->spawn->ys)
|
||
{ //Monster can be spawned on an area.
|
||
short x, y, xs, ys;
|
||
if (md->spawn->x == 0 && md->spawn->y == 0)
|
||
x = y = xs = ys = -1;
|
||
else {
|
||
x = md->spawn->x;
|
||
y = md->spawn->y;
|
||
xs = md->spawn->xs/2;
|
||
ys = md->spawn->ys/2;
|
||
}
|
||
if (!map_search_freecell(NULL, md->spawn->m, &x, &y, xs, ys, battle_config.no_spawn_on_player?5:1)) {
|
||
// retry again later
|
||
add_timer(tick+5000,mob_delayspawn,md->bl.id,0);
|
||
return 1;
|
||
}
|
||
md->bl.x = x;
|
||
md->bl.y = y;
|
||
} else {
|
||
md->bl.x = md->spawn->x;
|
||
md->bl.y = md->spawn->y;
|
||
}
|
||
}
|
||
memset(&md->state, 0, sizeof(md->state));
|
||
status_calc_mob(md, 1);
|
||
md->attacked_id = 0;
|
||
md->attacked_players = 0;
|
||
md->attacked_count = 0;
|
||
md->target_id = 0;
|
||
md->move_fail_count = 0;
|
||
|
||
// md->master_id = 0;
|
||
md->master_dist = 0;
|
||
|
||
md->state.aggressive = md->status.mode&MD_ANGRY?1:0;
|
||
md->state.skillstate = MSS_IDLE;
|
||
md->next_walktime = tick+rand()%5000+1000;
|
||
md->last_linktime = tick;
|
||
|
||
for (i = 0, c = tick-1000*3600*10; i < MAX_MOBSKILL; i++)
|
||
md->skilldelay[i] = c;
|
||
|
||
memset(md->dmglog, 0, sizeof(md->dmglog));
|
||
md->tdmg = 0;
|
||
if (md->lootitem)
|
||
memset(md->lootitem, 0, sizeof(md->lootitem));
|
||
md->lootitem_count = 0;
|
||
|
||
if(md->db->option)
|
||
// Added for carts, falcons and pecos for cloned monsters. [Valaris]
|
||
md->sc.option = md->db->option;
|
||
|
||
map_addblock(&md->bl);
|
||
clif_spawn(&md->bl);
|
||
skill_unit_move(&md->bl,tick,1);
|
||
mobskill_use(md, tick, MSC_SPAWN);
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* Determines if the mob can change target. [Skotlex]
|
||
*------------------------------------------
|
||
*/
|
||
static int mob_can_changetarget(struct mob_data* md, struct block_list* target, int mode)
|
||
{
|
||
// if the monster was provoked ignore the above rule [celest]
|
||
if(md->state.provoke_flag)
|
||
{
|
||
if (md->state.provoke_flag == target->id)
|
||
return 1;
|
||
else if (!battle_config.mob_ai&4)
|
||
return 0;
|
||
}
|
||
|
||
switch (md->state.skillstate) {
|
||
case MSS_BERSERK: //Only Assist, Angry or Aggressive+CastSensor mobs can change target while attacking.
|
||
if (mode&(MD_ASSIST|MD_ANGRY) || (mode&(MD_AGGRESSIVE|MD_CASTSENSOR)) == (MD_AGGRESSIVE|MD_CASTSENSOR))
|
||
return (battle_config.mob_ai&4 || check_distance_bl(&md->bl, target, 3));
|
||
else
|
||
return 0;
|
||
case MSS_RUSH:
|
||
return (mode&MD_AGGRESSIVE);
|
||
case MSS_FOLLOW:
|
||
case MSS_ANGRY:
|
||
case MSS_IDLE:
|
||
case MSS_WALK:
|
||
case MSS_LOOT:
|
||
return 1;
|
||
default:
|
||
return 0;
|
||
}
|
||
}
|
||
|
||
/*==========================================
|
||
* Determination for an attack of a monster
|
||
*------------------------------------------
|
||
*/
|
||
int mob_target(struct mob_data *md,struct block_list *bl,int dist)
|
||
{
|
||
nullpo_retr(0, md);
|
||
nullpo_retr(0, bl);
|
||
|
||
// Nothing will be carried out if there is no mind of changing TAGE by TAGE ending.
|
||
if(md->target_id && !mob_can_changetarget(md, bl, status_get_mode(&md->bl)))
|
||
return 0;
|
||
|
||
if(!status_check_skilluse(&md->bl, bl, 0, 0))
|
||
return 0;
|
||
|
||
md->target_id = bl->id; // Since there was no disturbance, it locks on to target.
|
||
if (md->state.provoke_flag && bl->id != md->state.provoke_flag)
|
||
md->state.provoke_flag = 0;
|
||
md->min_chase=dist+md->db->range3;
|
||
if(md->min_chase>MAX_MINCHASE)
|
||
md->min_chase=MAX_MINCHASE;
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* The ?? routine of an active monster
|
||
*------------------------------------------
|
||
*/
|
||
static int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
|
||
{
|
||
struct mob_data *md;
|
||
struct block_list **target;
|
||
int dist;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
md=va_arg(ap,struct mob_data *);
|
||
target= va_arg(ap,struct block_list**);
|
||
|
||
//If can't seek yet, not an enemy, or you can't attack it, skip.
|
||
if ((*target) == bl || !status_check_skilluse(&md->bl, bl, 0, 0))
|
||
return 0;
|
||
|
||
if(battle_check_target(&md->bl,bl,BCT_ENEMY)<=0)
|
||
return 0;
|
||
|
||
if(md->nd && mob_script_callback(md, bl, CALLBACK_DETECT))
|
||
return 1; // We have script handling the work.
|
||
|
||
switch (bl->type)
|
||
{
|
||
case BL_PC:
|
||
if (((TBL_PC*)bl)->state.gangsterparadise &&
|
||
!(status_get_mode(&md->bl)&MD_BOSS))
|
||
return 0; //Gangster paradise protection.
|
||
default:
|
||
if ((*target) && (*target)->type == BL_HOMUNCULUS && bl->type != BL_HOMUNCULUS)
|
||
return 0; //For some reason Homun targets are never overriden.
|
||
|
||
if((dist=distance_bl(&md->bl, bl)) < md->db->range2 &&
|
||
((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) &&
|
||
battle_check_range(&md->bl,bl,md->db->range2)
|
||
) { //Pick closest target?
|
||
(*target) = bl;
|
||
md->target_id=bl->id;
|
||
md->min_chase= dist + md->db->range3;
|
||
if(md->min_chase>MAX_MINCHASE)
|
||
md->min_chase=MAX_MINCHASE;
|
||
return 1;
|
||
}
|
||
break;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* chase target-change routine.
|
||
*------------------------------------------
|
||
*/
|
||
static int mob_ai_sub_hard_changechase(struct block_list *bl,va_list ap)
|
||
{
|
||
struct mob_data *md;
|
||
struct block_list **target;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
md=va_arg(ap,struct mob_data *);
|
||
target= va_arg(ap,struct block_list**);
|
||
|
||
//If can't seek yet, not an enemy, or you can't attack it, skip.
|
||
if ((*target) == bl || battle_check_target(&md->bl,bl,BCT_ENEMY)<=0 || !status_check_skilluse(&md->bl, bl, 0, 0))
|
||
return 0;
|
||
|
||
switch (bl->type)
|
||
{
|
||
case BL_PC:
|
||
case BL_HOMUNCULUS: //[orn]
|
||
case BL_MOB:
|
||
if(check_distance_bl(&md->bl, bl, md->status.rhw.range) &&
|
||
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;
|
||
}
|
||
break;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
|
||
/*==========================================
|
||
* 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**);
|
||
|
||
if((dist=distance_bl(&md->bl, bl)) < md->db->range2 &&
|
||
mob_can_reach(md,bl,dist+1, MSS_LOOT) &&
|
||
((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) //New target closer than previous one.
|
||
) {
|
||
(*target) = bl;
|
||
md->target_id=bl->id;
|
||
md->min_chase=md->db->range3;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
static int mob_ai_sub_hard_warpsearch(struct block_list *bl,va_list ap)
|
||
{
|
||
struct mob_data* md;
|
||
struct block_list **target;
|
||
|
||
md=va_arg(ap,struct mob_data *);
|
||
target= va_arg(ap,struct block_list**);
|
||
|
||
if (*target) return 0;
|
||
|
||
if(bl->subtype == WARP)
|
||
{
|
||
*target = bl;
|
||
return 1;
|
||
}
|
||
return 0;
|
||
}
|
||
/*==========================================
|
||
* Processing of slave monsters
|
||
*------------------------------------------
|
||
*/
|
||
static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick)
|
||
{
|
||
struct block_list *bl;
|
||
int old_dist;
|
||
|
||
nullpo_retr(0, md);
|
||
|
||
bl=map_id2bl(md->master_id);
|
||
|
||
if (!bl || status_isdead(bl)) {
|
||
status_kill(&md->bl);
|
||
return 0;
|
||
}
|
||
|
||
if(status_get_mode(&md->bl)&MD_CANMOVE)
|
||
{ //If the mob can move, follow around. [Check by Skotlex]
|
||
|
||
// Distance with between slave and master is measured.
|
||
old_dist=md->master_dist;
|
||
md->master_dist=distance_bl(&md->bl, bl);
|
||
|
||
// Since the master was in near immediately before, teleport is carried out and it pursues.
|
||
if(bl->m != md->bl.m ||
|
||
(old_dist<10 && md->master_dist>18) ||
|
||
md->master_dist > MAX_MINCHASE
|
||
){
|
||
md->master_dist = 0;
|
||
unit_warp(&md->bl,bl->m,bl->x,bl->y,3);
|
||
return 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);
|
||
}
|
||
} else if (bl->m != md->bl.m && map_flag_gvg(md->bl.m)) {
|
||
//Delete the summoned mob if it's in a gvg ground and the master is elsewhere. [Skotlex]
|
||
status_kill(&md->bl);
|
||
return 0;
|
||
}
|
||
|
||
//Avoid attempting to lock the master's target too often to avoid unnecessary overload. [Skotlex]
|
||
if (DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME && !md->target_id)
|
||
{
|
||
struct unit_data *ud = unit_bl2ud(bl);
|
||
md->last_linktime = tick;
|
||
|
||
if (ud) {
|
||
struct block_list *tbl=NULL;
|
||
if (ud->target && ud->attacktimer != -1)
|
||
tbl=map_id2bl(ud->target);
|
||
else if (ud->skilltarget) {
|
||
tbl = map_id2bl(ud->skilltarget);
|
||
//Required check as skilltarget is not always an enemy. [Skotlex]
|
||
if (tbl && battle_check_target(&md->bl, tbl, BCT_ENEMY) <= 0)
|
||
tbl = NULL;
|
||
}
|
||
if (tbl && status_check_skilluse(&md->bl, tbl, 0, 0)) {
|
||
if(md->nd)
|
||
mob_script_callback(md, bl, CALLBACK_ASSIST);
|
||
md->target_id=tbl->id;
|
||
md->min_chase=md->db->range3+distance_bl(&md->bl, tbl);
|
||
if(md->min_chase>MAX_MINCHASE)
|
||
md->min_chase=MAX_MINCHASE;
|
||
}
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* A lock of target is stopped and mob moves to a standby state.
|
||
*------------------------------------------
|
||
*/
|
||
int mob_unlocktarget(struct mob_data *md,int tick)
|
||
{
|
||
nullpo_retr(0, md);
|
||
|
||
if(md->nd)
|
||
mob_script_callback(md, map_id2bl(md->target_id), CALLBACK_UNLOCK);
|
||
|
||
md->target_id=0;
|
||
md->state.skillstate=MSS_IDLE;
|
||
md->next_walktime=tick+rand()%3000+3000;
|
||
mob_stop_attack(md);
|
||
md->ud.target = 0;
|
||
return 0;
|
||
}
|
||
/*==========================================
|
||
* Random walk
|
||
*------------------------------------------
|
||
*/
|
||
int mob_randomwalk(struct mob_data *md,int tick)
|
||
{
|
||
const int retrycount=20;
|
||
int i,x,y,c,d;
|
||
int speed;
|
||
|
||
nullpo_retr(0, md);
|
||
|
||
if(DIFF_TICK(md->next_walktime,tick)>0 || md->state.no_random_walk || !unit_can_move(&md->bl))
|
||
return 0;
|
||
|
||
d =12-md->move_fail_count;
|
||
if(d<5) d=5;
|
||
for(i=0;i<retrycount;i++){ // Search of a movable place
|
||
int r=rand();
|
||
x=r%(d*2+1)-d;
|
||
y=r/(d*2+1)%(d*2+1)-d;
|
||
x+=md->bl.x;
|
||
y+=md->bl.y;
|
||
|
||
if((map_getcell(md->bl.m,x,y,CELL_CHKPASS)) && unit_walktoxy(&md->bl,x,y,1)){
|
||
break;
|
||
}
|
||
}
|
||
if(i==retrycount){
|
||
md->move_fail_count++;
|
||
if(md->move_fail_count>1000){
|
||
if(battle_config.error_log)
|
||
ShowWarning("MOB cant move. random spawn %d, class = %d\n",md->bl.id,md->class_);
|
||
md->move_fail_count=0;
|
||
mob_spawn(md);
|
||
}
|
||
return 0;
|
||
}
|
||
speed=status_get_speed(&md->bl);
|
||
for(i=c=0;i<md->ud.walkpath.path_len;i++){ // The next walk start time is calculated.
|
||
if(md->ud.walkpath.path[i]&1)
|
||
c+=speed*14/10;
|
||
else
|
||
c+=speed;
|
||
}
|
||
md->state.skillstate=MSS_WALK;
|
||
md->move_fail_count=0;
|
||
md->next_walktime = tick+rand()%3000+3000+c;
|
||
return 1;
|
||
}
|
||
|
||
/*==========================================
|
||
* AI of MOB whose is near a Player
|
||
*------------------------------------------
|
||
*/
|
||
static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
|
||
{
|
||
struct mob_data *md;
|
||
struct block_list *tbl = NULL, *abl = NULL;
|
||
unsigned int tick;
|
||
int dist;
|
||
int mode;
|
||
int search_size;
|
||
int view_range, can_move;
|
||
|
||
md = (struct mob_data*)bl;
|
||
tick = va_arg(ap, unsigned int);
|
||
|
||
if(md->bl.prev == NULL || md->status.hp <= 0)
|
||
return 1;
|
||
|
||
if (DIFF_TICK(tick, md->last_thinktime) < MIN_MOBTHINKTIME)
|
||
return 0;
|
||
md->last_thinktime = tick;
|
||
|
||
if (md->ud.skilltimer != -1)
|
||
return 0;
|
||
|
||
if(md->ud.walktimer != -1 && md->ud.walkpath.path_pos <= 3)
|
||
return 0;
|
||
|
||
// Abnormalities
|
||
if((md->sc.opt1 > 0 && md->sc.opt1 != OPT1_STONEWAIT) || md->sc.data[SC_BLADESTOP].timer != -1)
|
||
return 0;
|
||
|
||
if (md->sc.count && md->sc.data[SC_BLIND].timer != -1)
|
||
view_range = 3;
|
||
else
|
||
view_range = md->db->range2;
|
||
mode = status_get_mode(&md->bl);
|
||
|
||
can_move = (mode&MD_CANMOVE)&&unit_can_move(&md->bl);
|
||
|
||
if (md->target_id)
|
||
{ //Check validity of current target. [Skotlex]
|
||
tbl = map_id2bl(md->target_id);
|
||
if (!tbl || tbl->m != md->bl.m ||
|
||
(md->ud.attacktimer == -1 && !status_check_skilluse(&md->bl, tbl, 0, 0)) ||
|
||
(md->ud.walktimer != -1 && !check_distance_bl(&md->bl, tbl, md->min_chase)) ||
|
||
(
|
||
tbl->type == BL_PC && !(mode&MD_BOSS) &&
|
||
((TBL_PC*)tbl)->state.gangsterparadise
|
||
)) { //Unlock current target.
|
||
if (tbl && tbl->m != md->bl.m && battle_config.mob_ai&64)
|
||
{ //Chase to a nearby warp [Skotlex]
|
||
tbl = NULL;
|
||
map_foreachinrange (mob_ai_sub_hard_warpsearch, &md->bl,
|
||
view_range, BL_NPC, md, &tbl);
|
||
if (tbl) unit_walktobl(&md->bl, tbl, 0, 1);
|
||
} else if (battle_config.mob_ai&8) //Inmediately stop chasing.
|
||
mob_stop_walking(md,1);
|
||
mob_unlocktarget(md, tick-(battle_config.mob_ai&8?3000:0)); //Imediately do random walk.
|
||
tbl = NULL;
|
||
}
|
||
}
|
||
|
||
// Check for target change.
|
||
if (md->attacked_id && mode&MD_CANATTACK)
|
||
{
|
||
if (md->attacked_id == md->target_id)
|
||
{
|
||
if (!can_move && (battle_config.mob_ai&2) &&
|
||
!battle_check_range(&md->bl, tbl, md->status.rhw.range))
|
||
{ //Rude-attacked (avoid triggering due to can-walk delay).
|
||
if (DIFF_TICK(tick, md->ud.canmove_tick) > 0 &&
|
||
md->attacked_count++ > 3)
|
||
mobskill_use(md, tick, MSC_RUDEATTACKED);
|
||
}
|
||
} else
|
||
if ((abl= map_id2bl(md->attacked_id)) && (!tbl || mob_can_changetarget(md, abl, mode))) {
|
||
if (md->bl.m != abl->m || abl->prev == NULL ||
|
||
(dist = distance_bl(&md->bl, abl)) >= MAX_MINCHASE ||
|
||
battle_check_target(bl, abl, BCT_ENEMY) <= 0 ||
|
||
(battle_config.mob_ai&2 && !status_check_skilluse(bl, abl, 0, 0)) ||
|
||
!mob_can_reach(md, abl, dist+2, MSS_RUSH) ||
|
||
( //Gangster Paradise check
|
||
abl->type == BL_PC && !(mode&MD_BOSS) &&
|
||
((TBL_PC*)abl)->state.gangsterparadise
|
||
)
|
||
) { //Can't attack back
|
||
if (md->attacked_count++ > 3) {
|
||
if (mobskill_use(md, tick, MSC_RUDEATTACKED) == 0 && can_move)
|
||
{
|
||
int dist = rand() % 10 + 1;//<2F><><EFBFBD>ނ<EFBFBD><DE82>鋗<EFBFBD><E98B97>
|
||
int dir = map_calc_dir(abl, bl->x, bl->y);
|
||
int mask[8][2] = {{0,1},{-1,1},{-1,0},{-1,-1},{0,-1},{1,-1},{1,0},{1,1}};
|
||
unit_walktoxy(&md->bl, md->bl.x + dist * mask[dir][0], md->bl.y + dist * mask[dir][1], 0);
|
||
}
|
||
}
|
||
} else if (!(battle_config.mob_ai&2) && !status_check_skilluse(bl, abl, 0, 0)) {
|
||
//Can't attack back, but didn't invoke a rude attacked skill...
|
||
md->attacked_id = 0; //Simply unlock, shouldn't attempt to run away when in dumb_ai mode.
|
||
} else { //Attackable
|
||
if (!tbl || dist < md->status.rhw.range || !check_distance_bl(&md->bl, tbl, dist)
|
||
|| battle_gettarget(tbl) != md->bl.id)
|
||
{ //Change if the new target is closer than the actual one
|
||
//or if the previous target is not attacking the mob. [Skotlex]
|
||
md->target_id = md->attacked_id; // set target
|
||
md->state.aggressive = 0; //Retaliating.
|
||
md->attacked_count = 0;
|
||
md->min_chase = dist+md->db->range3;
|
||
if(md->min_chase>MAX_MINCHASE)
|
||
md->min_chase=MAX_MINCHASE;
|
||
tbl = abl; //Set the new target
|
||
}
|
||
}
|
||
}
|
||
if (md->state.aggressive && md->attacked_id == md->target_id)
|
||
md->state.aggressive = 0; //No longer aggressive, change to retaliate AI.
|
||
//Clear it since it's been checked for already.
|
||
md->attacked_players = 0;
|
||
md->attacked_id = 0;
|
||
}
|
||
|
||
// Processing of slave monster, is it needed when there's a target to deal with?
|
||
if (md->master_id > 0 && !tbl)
|
||
mob_ai_sub_hard_slavemob(md, tick);
|
||
|
||
// Scan area for targets
|
||
if (!tbl && mode&MD_LOOTER && md->lootitem && DIFF_TICK(tick, md->ud.canact_tick) > 0 &&
|
||
(md->lootitem_count < LOOTITEM_SIZE || battle_config.monster_loot_type != 1))
|
||
{ // Scan area for items to loot, avoid trying to loot of the mob is full and can't consume the items.
|
||
map_foreachinrange (mob_ai_sub_hard_lootsearch, &md->bl,
|
||
view_range, BL_ITEM, md, &tbl);
|
||
}
|
||
|
||
if ((!tbl && mode&MD_AGGRESSIVE && battle_config.monster_active_enable) ||
|
||
(mode&MD_ANGRY && md->state.skillstate == MSS_FOLLOW)
|
||
) {
|
||
map_foreachinrange (mob_ai_sub_hard_activesearch, &md->bl,
|
||
view_range, md->special_state.ai?BL_CHAR:BL_PC|BL_HOMUNCULUS, md, &tbl); //[orn]
|
||
if(!tbl && mode&MD_ANGRY && !md->state.aggressive)
|
||
md->state.aggressive = 1; //Restore angry state when no targets are visible.
|
||
} else if (mode&MD_CHANGECHASE && (md->state.skillstate == MSS_RUSH || md->state.skillstate == MSS_FOLLOW)) {
|
||
search_size = view_range<md->status.rhw.range ? view_range:md->status.rhw.range;
|
||
map_foreachinrange (mob_ai_sub_hard_changechase, &md->bl,
|
||
search_size, (md->special_state.ai?BL_CHAR:BL_PC|BL_HOMUNCULUS), md, &tbl); //[orn]
|
||
}
|
||
|
||
if (tbl)
|
||
{ //Target exists, attack or loot as applicable.
|
||
if (tbl->type != BL_ITEM)
|
||
{ //Attempt to attack.
|
||
//At this point we know the target is attackable, we just gotta check if the range matches.
|
||
if (md->ud.target == tbl->id && md->ud.attacktimer != -1)
|
||
{
|
||
if (md->state.skillstate!=(md->state.aggressive?MSS_ANGRY:MSS_BERSERK))
|
||
md->state.skillstate = md->state.aggressive?MSS_ANGRY:MSS_BERSERK; //Correct the state.
|
||
return 0; //Already locked.
|
||
}
|
||
|
||
if (!battle_check_range (&md->bl, tbl, md->status.rhw.range))
|
||
{ //Out of range...
|
||
if (!(mode&MD_CANMOVE))
|
||
{ //Can't chase. Attempt to use a ranged skill at least?
|
||
md->state.skillstate = MSS_IDLE;
|
||
if (!mobskill_use(md, tick, -1))
|
||
mob_unlocktarget(md,tick);
|
||
return 0;
|
||
}
|
||
|
||
if (!can_move)
|
||
{ //Stuck. Use an idle skill. o.O'
|
||
md->state.skillstate = MSS_IDLE;
|
||
if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL))
|
||
mobskill_use(md, tick, -1);
|
||
return 0;
|
||
}
|
||
|
||
md->state.skillstate = md->state.aggressive?MSS_FOLLOW:MSS_RUSH;
|
||
if (md->ud.walktimer != -1 && md->ud.target == tbl->id &&
|
||
(
|
||
!battle_config.mob_ai&1 ||
|
||
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 0;
|
||
|
||
//Follow up
|
||
if (!mob_can_reach(md, tbl, md->min_chase, MSS_RUSH) ||
|
||
!unit_walktobl(&md->bl, tbl, md->status.rhw.range, 2|(!battle_config.mob_ai&1)))
|
||
//Give up.
|
||
mob_unlocktarget(md,tick);
|
||
return 0;
|
||
}
|
||
//Target within range, engage
|
||
md->state.skillstate = md->state.aggressive?MSS_ANGRY:MSS_BERSERK;
|
||
unit_attack(&md->bl,tbl->id,1);
|
||
return 0;
|
||
} else { //Target is BL_ITEM, attempt loot.
|
||
struct flooritem_data *fitem;
|
||
int i;
|
||
if (md->ud.target == tbl->id && md->ud.walktimer != -1)
|
||
return 0; //Already locked.
|
||
if (md->lootitem == NULL)
|
||
{ //Can't loot...
|
||
mob_unlocktarget (md, tick);
|
||
mob_stop_walking(md,0);
|
||
return 0;
|
||
}
|
||
|
||
if (!check_distance_bl(&md->bl, tbl, 1))
|
||
{ //Still not within loot range.
|
||
if (!(mode&MD_CANMOVE))
|
||
{ //A looter that can't move? Real smart.
|
||
mob_unlocktarget(md,tick);
|
||
return 0;
|
||
}
|
||
if (!can_move) //Stuck. Wait before walking.
|
||
return 0;
|
||
md->state.skillstate = MSS_LOOT; // <20><><EFBFBD>[<5B>g<EFBFBD><67><EFBFBD>X<EFBFBD>L<EFBFBD><4C><EFBFBD>g<EFBFBD>p
|
||
if (!unit_walktobl(&md->bl, tbl, 0, 1))
|
||
mob_unlocktarget(md, tick); //Can't loot...
|
||
return 0;
|
||
}
|
||
//Within looting range.
|
||
if (md->ud.attacktimer != -1)
|
||
return 0; //Busy attacking?
|
||
|
||
fitem = (struct flooritem_data *)tbl;
|
||
if (md->lootitem_count < LOOTITEM_SIZE) {
|
||
memcpy (&md->lootitem[md->lootitem_count++], &fitem->item_data, sizeof(md->lootitem[0]));
|
||
if(log_config.pick > 0) //Logs items, taken by (L)ooter Mobs [Lupus]
|
||
log_pick((struct map_session_data*)md, "L", md->class_, md->lootitem[md->lootitem_count-1].nameid, md->lootitem[md->lootitem_count-1].amount, &md->lootitem[md->lootitem_count-1]);
|
||
} else { //Destroy first looted item...
|
||
if (md->lootitem[0].card[0] == (short)0xff00)
|
||
intif_delete_petdata( MakeDWord(md->lootitem[0].card[1],md->lootitem[0].card[2]) );
|
||
for (i = 0; i < LOOTITEM_SIZE - 1; i++)
|
||
memcpy (&md->lootitem[i], &md->lootitem[i+1], sizeof(md->lootitem[0]));
|
||
memcpy (&md->lootitem[LOOTITEM_SIZE-1], &fitem->item_data, sizeof(md->lootitem[0]));
|
||
}
|
||
//Clear item.
|
||
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);
|
||
}
|
||
map_clearflooritem (tbl->id);
|
||
mob_unlocktarget (md,tick);
|
||
return 0;
|
||
}
|
||
}
|
||
|
||
if(md->ud.walktimer == -1) {
|
||
// When there's no target, it is idling.
|
||
// Is it terribly exploitable to reuse the walkcounter for idle state skills? [Skotlex]
|
||
md->state.skillstate = MSS_IDLE;
|
||
if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL) && mobskill_use(md, tick, -1))
|
||
return 0;
|
||
}
|
||
// Nothing else to do... except random walking.
|
||
// Slaves do not random walk! [Skotlex]
|
||
if (can_move && !md->master_id && DIFF_TICK(md->next_walktime, tick) <= 0)
|
||
mob_randomwalk(md,tick);
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* Serious processing for mob in PC field of view (foreachclient)
|
||
*------------------------------------------
|
||
*/
|
||
static int mob_ai_sub_foreachclient(struct map_session_data *sd,va_list ap)
|
||
{
|
||
unsigned int tick;
|
||
tick=va_arg(ap,unsigned int);
|
||
map_foreachinrange(mob_ai_sub_hard,&sd->bl, AREA_SIZE*2, BL_MOB,tick);
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* Negligent mode MOB AI (PC is not in near)
|
||
*------------------------------------------
|
||
*/
|
||
static int mob_ai_sub_lazy(DBKey key,void * data,va_list app)
|
||
{
|
||
struct mob_data *md = (struct mob_data *)data;
|
||
va_list ap;
|
||
unsigned int tick;
|
||
int mode;
|
||
|
||
nullpo_retr(0, md);
|
||
nullpo_retr(0, app);
|
||
|
||
if(md->bl.type!=BL_MOB || md->bl.prev == NULL)
|
||
return 0;
|
||
|
||
ap = va_arg(app, va_list);
|
||
|
||
if (md->nd || (battle_config.mob_ai&32 && map[md->bl.m].users>0))
|
||
return mob_ai_sub_hard(&md->bl, ap);
|
||
|
||
tick=va_arg(ap,unsigned int);
|
||
|
||
if(DIFF_TICK(tick,md->last_thinktime)<MIN_MOBTHINKTIME*10)
|
||
return 0;
|
||
|
||
md->last_thinktime=tick;
|
||
|
||
if (md->bl.prev==NULL || md->status.hp == 0)
|
||
return 1;
|
||
|
||
// <20><><EFBFBD>芪<EFBFBD><E88AAA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>X<EFBFBD>^<5E>[<5B>̏<EFBFBD><CC8F><EFBFBD><EFBFBD>i<EFBFBD>Ăі߂<D196><DF82><EFBFBD><EFBFBD>ꂽ<EFBFBD><EA82BD><EFBFBD>j
|
||
if (md->master_id) {
|
||
mob_ai_sub_hard_slavemob (md,tick);
|
||
return 0;
|
||
}
|
||
|
||
mode = status_get_mode(&md->bl);
|
||
if(DIFF_TICK(md->next_walktime,tick)<0 &&
|
||
(mode&MD_CANMOVE) && unit_can_move(&md->bl) ){
|
||
|
||
if( map[md->bl.m].users>0 ){
|
||
// Since PC is in the same map, somewhat better negligent processing is carried out.
|
||
|
||
// It sometimes moves.
|
||
if(rand()%1000<MOB_LAZYMOVEPERC)
|
||
mob_randomwalk(md,tick);
|
||
else if(rand()%1000<MOB_LAZYSKILLPERC) //Chance to do a mob's idle skill.
|
||
mobskill_use(md, tick, -1);
|
||
// MOB which is not not the summons MOB but BOSS, either sometimes reboils.
|
||
// People don't want this, it seems custom, noone can prove it....
|
||
// else if( rand()%1000<MOB_LAZYWARPPERC
|
||
// && (md->spawn && !md->spawn->x && !md->spawn->y)
|
||
// && !md->target_id && !(mode&MD_BOSS))
|
||
// unit_warp(&md->bl,-1,-1,-1,0);
|
||
}else{
|
||
// Since PC is not even in the same map, suitable processing is carried out even if it takes.
|
||
|
||
// MOB which is not BOSS which is not Summons MOB, either -- a case -- sometimes -- leaping
|
||
if( rand()%1000<MOB_LAZYWARPPERC
|
||
&& (md->spawn && !md->spawn->x && !md->spawn->y)
|
||
&& !(mode&MD_BOSS))
|
||
unit_warp(&md->bl,-1,-1,-1,0);
|
||
}
|
||
|
||
md->next_walktime = tick+rand()%10000+5000;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* Negligent processing for mob outside PC field of view (interval timer function)
|
||
*------------------------------------------
|
||
*/
|
||
static int mob_ai_lazy(int tid,unsigned int tick,int id,int data)
|
||
{
|
||
map_foreachiddb(mob_ai_sub_lazy,tick);
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* Serious processing for mob in PC field of view (interval timer function)
|
||
*------------------------------------------
|
||
*/
|
||
static int mob_ai_hard(int tid,unsigned int tick,int id,int data)
|
||
{
|
||
|
||
if (battle_config.mob_ai&32)
|
||
map_foreachiddb(mob_ai_sub_lazy,tick);
|
||
else
|
||
clif_foreachclient(mob_ai_sub_foreachclient,tick);
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* Initializes the delay drop structure for mob-dropped items.
|
||
*------------------------------------------
|
||
*/
|
||
static struct item_drop* mob_setdropitem(int nameid, int qty)
|
||
{
|
||
struct item_drop *drop = ers_alloc(item_drop_ers, struct item_drop);
|
||
memset(&drop->item_data, 0, sizeof(struct item));
|
||
drop->item_data.nameid = nameid;
|
||
drop->item_data.amount = qty;
|
||
drop->item_data.identify = itemdb_isidentified(nameid);
|
||
drop->next = NULL;
|
||
return drop;
|
||
};
|
||
|
||
/*==========================================
|
||
* Initializes the delay drop structure for mob-looted items.
|
||
*------------------------------------------
|
||
*/
|
||
static struct item_drop* mob_setlootitem(struct item* item)
|
||
{
|
||
struct item_drop *drop = ers_alloc(item_drop_ers, struct item_drop);
|
||
memcpy(&drop->item_data, item, sizeof(struct item));
|
||
drop->next = NULL;
|
||
return drop;
|
||
};
|
||
|
||
/*==========================================
|
||
* item drop with delay (timer function)
|
||
*------------------------------------------
|
||
*/
|
||
static int mob_delay_item_drop(int tid,unsigned int tick,int id,int data)
|
||
{
|
||
struct item_drop_list *list;
|
||
struct item_drop *ditem, *ditem_prev;
|
||
list=(struct item_drop_list *)id;
|
||
ditem = list->item;
|
||
while (ditem) {
|
||
map_addflooritem(&ditem->item_data,ditem->item_data.amount,
|
||
list->m,list->x,list->y,
|
||
list->first_sd,list->second_sd,list->third_sd,0);
|
||
ditem_prev = ditem;
|
||
ditem = ditem->next;
|
||
ers_free(item_drop_ers, ditem_prev);
|
||
}
|
||
ers_free(item_drop_list_ers, list);
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* Sets the item_drop into the item_drop_list.
|
||
* Also performs logging and autoloot if enabled.
|
||
* rate is the drop-rate of the item, required for autoloot.
|
||
*------------------------------------------
|
||
* by [Skotlex]
|
||
*/
|
||
static void mob_item_drop(struct mob_data *md, struct item_drop_list *dlist, struct item_drop *ditem, int loot, int drop_rate)
|
||
{
|
||
if(log_config.pick > 0)
|
||
{ //Logs items, dropped by mobs [Lupus]
|
||
if (loot)
|
||
log_pick((struct map_session_data*)md, "L", md->class_, ditem->item_data.nameid, -ditem->item_data.amount, &ditem->item_data);
|
||
else
|
||
log_pick((struct map_session_data*)md, "M", md->class_, ditem->item_data.nameid, -ditem->item_data.amount, NULL);
|
||
}
|
||
|
||
if (dlist->first_sd && dlist->first_sd->state.autoloot &&
|
||
(drop_rate <= dlist->first_sd->state.autoloot)
|
||
) { //Autoloot.
|
||
if (party_share_loot(
|
||
dlist->first_sd->status.party_id?
|
||
party_search(dlist->first_sd->status.party_id):
|
||
NULL,
|
||
dlist->first_sd,&ditem->item_data) == 0
|
||
) {
|
||
ers_free(item_drop_ers, ditem);
|
||
return;
|
||
}
|
||
}
|
||
ditem->next = dlist->item;
|
||
dlist->item = ditem;
|
||
}
|
||
|
||
int mob_timer_delete(int tid, unsigned int tick, int id, int data)
|
||
{
|
||
struct block_list *bl=map_id2bl(id);
|
||
nullpo_retr(0, bl);
|
||
if (bl->type != BL_MOB)
|
||
return 0; //??
|
||
//for Alchemist CANNIBALIZE [Lupus]
|
||
((TBL_MOB*)bl)->deletetimer = -1;
|
||
unit_remove_map(bl, 3);
|
||
unit_free(bl);
|
||
return 0;
|
||
}
|
||
|
||
int mob_convertslave_sub(struct block_list *bl,va_list ap)
|
||
{
|
||
struct mob_data *md, *md2 = NULL;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
nullpo_retr(0, md = (struct mob_data *)bl);
|
||
|
||
md2=va_arg(ap,TBL_MOB *);
|
||
|
||
if(md->master_id > 0 && md->master_id == md2->bl.id){
|
||
md->state.killer = md2->state.killer;
|
||
md->special_state.ai = md2->special_state.ai;
|
||
md->nd = md2->nd;
|
||
md->callback_flag = md2->callback_flag;
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
int mob_convertslave(struct mob_data *md)
|
||
{
|
||
nullpo_retr(0, md);
|
||
|
||
map_foreachinmap(mob_convertslave_sub, md->bl.m, BL_MOB, md);
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------
|
||
*/
|
||
int mob_deleteslave_sub(struct block_list *bl,va_list ap)
|
||
{
|
||
struct mob_data *md;
|
||
int id;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
nullpo_retr(0, md = (struct mob_data *)bl);
|
||
|
||
id=va_arg(ap,int);
|
||
if(md->master_id > 0 && md->master_id == id )
|
||
status_kill(bl);
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
*
|
||
*------------------------------------------
|
||
*/
|
||
int mob_deleteslave(struct mob_data *md)
|
||
{
|
||
nullpo_retr(0, md);
|
||
|
||
map_foreachinmap(mob_deleteslave_sub, md->bl.m, BL_MOB,md->bl.id);
|
||
return 0;
|
||
}
|
||
// Mob respawning through KAIZEL or NPC_REBIRTH [Skotlex]
|
||
int mob_respawn(int tid, unsigned int tick, int id,int data )
|
||
{
|
||
struct block_list *bl = map_id2bl(id);
|
||
|
||
if(!bl) return 0;
|
||
status_revive(bl, data, 0);
|
||
return 1;
|
||
}
|
||
|
||
//Call when a mob has received damage.
|
||
void mob_damage(struct mob_data *md, struct block_list *src, int damage)
|
||
{
|
||
int id = 0;
|
||
|
||
md->tdmg+=damage; //Store total damage...
|
||
|
||
if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS) // guardian hp update [Valaris] (updated by [Skotlex])
|
||
md->guardian_data->castle->guardian[md->guardian_data->number].hp = md->status.hp;
|
||
|
||
if (battle_config.show_mob_hp)
|
||
clif_charnameack (0, &md->bl);
|
||
|
||
if (!src)
|
||
return;
|
||
|
||
md->attacked_players++;
|
||
if (!md->attacked_players) //Counter overflow o.O
|
||
md->attacked_players++;
|
||
|
||
if(md->nd)
|
||
mob_script_callback(md, src, CALLBACK_ATTACK);
|
||
|
||
switch (src->type) {
|
||
case BL_PC:
|
||
{
|
||
struct map_session_data *sd = (TBL_PC*)src;
|
||
// id = sd->status.char_id;
|
||
id = sd->bl.id; //[orn]
|
||
if(rand()%1000 < 1000/md->attacked_players)
|
||
md->attacked_id = src->id;
|
||
break;
|
||
}
|
||
case BL_HOMUNCULUS: //[orn]
|
||
{
|
||
struct homun_data *hd = (TBL_HOMUNCULUS*)src;
|
||
id = hd->bl.id;
|
||
if(rand()%1000 < 1000/md->attacked_players)
|
||
md->attacked_id = src->id;
|
||
break;
|
||
}
|
||
case BL_PET:
|
||
{
|
||
struct pet_data *pd = (TBL_PET*)src;
|
||
if (battle_config.pet_attack_exp_to_master) {
|
||
// id = pd->msd->status.char_id;
|
||
id = pd->msd->bl.id; //[orn]
|
||
damage=(damage*battle_config.pet_attack_exp_rate)/100; //Modify logged damage accordingly.
|
||
}
|
||
//Let mobs retaliate against the pet's master [Skotlex]
|
||
if(rand()%1000 < 1000/md->attacked_players)
|
||
md->attacked_id = pd->msd->bl.id;
|
||
break;
|
||
}
|
||
case BL_MOB:
|
||
{
|
||
struct mob_data* md2 = (TBL_MOB*)src;
|
||
if(md2->special_state.ai && md2->master_id) {
|
||
struct map_session_data* msd = map_id2sd(md2->master_id);
|
||
// if (msd) id = msd->status.char_id;
|
||
if (msd) id = msd->bl.id; //[orn]
|
||
}
|
||
if(rand()%1000 < 1000/md->attacked_players)
|
||
{ //Let players decide whether to retaliate versus the master or the mob. [Skotlex]
|
||
if (md2->master_id && battle_config.retaliate_to_master)
|
||
md->attacked_id = md2->master_id;
|
||
else
|
||
md->attacked_id = src->id;
|
||
}
|
||
break;
|
||
}
|
||
default: //For all unhandled types.
|
||
if(rand()%1000 < 1000/md->attacked_players)
|
||
md->attacked_id = src->id;
|
||
}
|
||
//Log damage...
|
||
if (id && damage > 0) {
|
||
int i,minpos,mindmg;
|
||
for(i=0,minpos=DAMAGELOG_SIZE-1,mindmg=INT_MAX;i<DAMAGELOG_SIZE;i++){
|
||
if(md->dmglog[i].id==id)
|
||
break;
|
||
if(md->dmglog[i].id==0) { //Store data in first empty slot.
|
||
md->dmglog[i].id = id;
|
||
break;
|
||
}
|
||
if(md->dmglog[i].dmg<mindmg){
|
||
minpos=i;
|
||
mindmg=md->dmglog[i].dmg;
|
||
}
|
||
}
|
||
if(i<DAMAGELOG_SIZE)
|
||
md->dmglog[i].dmg+=damage;
|
||
else {
|
||
md->dmglog[minpos].id=id;
|
||
md->dmglog[minpos].dmg=damage;
|
||
}
|
||
}
|
||
|
||
if(md->special_state.ai==2 && md->master_id == src->id)
|
||
{
|
||
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],*/
|
||
*mvp_sd = NULL, *second_sd = NULL,*third_sd = NULL;
|
||
struct block_list *tmpbl[DAMAGELOG_SIZE] ; //[orn]
|
||
|
||
struct {
|
||
struct party_data *p;
|
||
int id,zeny;
|
||
unsigned int base_exp,job_exp;
|
||
} pt[DAMAGELOG_SIZE];
|
||
int i,temp,count,pnum=0;
|
||
unsigned int mvp_damage, tick = gettick();
|
||
|
||
if(src && src->type == BL_PC) {
|
||
sd = (struct map_session_data *)src;
|
||
mvp_sd = sd;
|
||
}
|
||
|
||
status = &md->status;
|
||
|
||
if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS)
|
||
{ // guardian hp update [Valaris] (updated by [Skotlex])
|
||
guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
|
||
guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0);
|
||
}
|
||
|
||
md->state.skillstate = MSS_DEAD;
|
||
mobskill_use(md,tick,-1); //On Dead skill.
|
||
|
||
if (md->sc.data[SC_KAIZEL].timer != -1)
|
||
{ //Revive in a bit.
|
||
add_timer(gettick()+3000, mob_respawn, md->bl.id, 10*md->sc.data[SC_KAIZEL].val1); //% of life to rebirth with
|
||
map_delblock(&md->bl);
|
||
return 1; //Return 1 to only clear the object.
|
||
}
|
||
|
||
map_freeblock_lock();
|
||
|
||
memset(tmpbl,0,sizeof(tmpbl));
|
||
memset(pt,0,sizeof(pt));
|
||
|
||
if(src && src->type == BL_MOB)
|
||
mob_unlocktarget((struct mob_data *)src,tick);
|
||
|
||
if(sd) {
|
||
int sp = 0, hp = 0;
|
||
sp += sd->sp_gain_value;
|
||
sp += sd->sp_gain_race[status->race];
|
||
sp += sd->sp_gain_race[status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
|
||
hp += sd->hp_gain_value;
|
||
if (hp||sp)
|
||
status_heal(src, hp, sp, battle_config.show_hp_sp_gain?2:0);
|
||
if (sd->mission_mobid == md->class_) { //TK_MISSION [Skotlex]
|
||
if (++sd->mission_count >= 100 && (temp = mob_get_random_id(0, 0, sd->status.base_level)))
|
||
{
|
||
pc_addfame(sd, 1);
|
||
sd->mission_mobid = temp;
|
||
pc_setglobalreg(sd,"TK_MISSION_ID", temp);
|
||
sd->mission_count = 0;
|
||
clif_mission_mob(sd, temp, 0);
|
||
}
|
||
pc_setglobalreg(sd,"TK_MISSION_COUNT", sd->mission_count);
|
||
}
|
||
}
|
||
|
||
for(temp=0,i=0,mvp_damage=0;i<DAMAGELOG_SIZE && md->dmglog[i].id;i++)
|
||
{
|
||
tmpbl[temp] = (struct block_list*)map_id2bl(md->dmglog[i].id);
|
||
if(tmpbl[temp] == NULL)
|
||
continue;
|
||
if( (tmpbl[temp])->m != md->bl.m || status_isdead(tmpbl[temp]))
|
||
continue;
|
||
|
||
if(mvp_damage<(unsigned int)md->dmglog[i].dmg){
|
||
third_sd = second_sd;
|
||
second_sd = mvp_sd;
|
||
if ( (tmpbl[temp])->type == BL_HOMUNCULUS ) {
|
||
mvp_sd = (struct map_session_data *) ((struct homun_data *)tmpbl[temp])->master ;
|
||
} else
|
||
mvp_sd=(struct map_session_data *)tmpbl[temp];
|
||
mvp_damage=md->dmglog[i].dmg;
|
||
}
|
||
|
||
temp++; // [Lance]
|
||
}
|
||
count = i; //Total number of attackers.
|
||
|
||
if(!(type&2) && //No exp
|
||
(!map[md->bl.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[md->bl.m].flag.nobaseexp || !map[md->bl.m].flag.nojobexp) //Gives Exp
|
||
) { //Experience calculation.
|
||
|
||
for(i=0;i<DAMAGELOG_SIZE && tmpbl[i];i++){
|
||
int flag=1,zeny=0;
|
||
unsigned int base_exp,job_exp;
|
||
double per; //Your share of the mob's exp
|
||
int bonus; //Bonus on top of your share.
|
||
|
||
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 (count>1)
|
||
per *= (9.+(double)((count > 6)? 6:count))/10.; //attackers count bonus.
|
||
|
||
if(md->special_state.size==1) // change experience for different sized monsters [Valaris]
|
||
per /=2.;
|
||
else if(md->special_state.size==2)
|
||
per *=2.;
|
||
|
||
bonus = 100;
|
||
|
||
if (md->sc.data[SC_RICHMANKIM].timer != -1)
|
||
bonus += md->sc.data[SC_RICHMANKIM].val2;
|
||
|
||
if(battle_config.mobs_level_up && md->level > md->db->lv) // [Valaris]
|
||
bonus += (md->level-md->db->lv)*battle_config.mobs_level_up_exp_rate;
|
||
|
||
if (bonus > 400) bonus = 400; //Limit gained exp to quadro the mob's exp. [3->4 Komurka]
|
||
|
||
if(battle_config.zeny_from_mobs && md->level) {
|
||
// zeny calculation moblv + random moblv [Valaris]
|
||
zeny=(int) ((md->level+rand()%md->level)*per*bonus/100.);
|
||
if(md->db->mexp > 0)
|
||
zeny*=rand()%250;
|
||
}
|
||
|
||
if (map[md->bl.m].flag.nobaseexp)
|
||
base_exp=0;
|
||
else {
|
||
temp = bonus; //Do not alter bonus for the jExp section below.
|
||
if (map[md->bl.m].bexp != 100)
|
||
temp = map[md->bl.m].bexp*temp/100;
|
||
if (temp != 100)
|
||
per = per*temp/100.;
|
||
|
||
base_exp = md->db->base_exp;
|
||
|
||
if (base_exp*per > UINT_MAX)
|
||
base_exp = UINT_MAX;
|
||
else
|
||
base_exp = (unsigned int)(base_exp*per);
|
||
|
||
if (base_exp < 1)
|
||
base_exp = 1;
|
||
}
|
||
|
||
if (map[md->bl.m].flag.nojobexp)
|
||
job_exp=0;
|
||
else {
|
||
if (map[md->bl.m].jexp != 100)
|
||
bonus = map[md->bl.m].jexp*bonus/100;
|
||
if (bonus != 100)
|
||
per = per*bonus/100.;
|
||
|
||
job_exp = md->db->job_exp;
|
||
|
||
if (job_exp*per > UINT_MAX)
|
||
job_exp = UINT_MAX;
|
||
else
|
||
job_exp = (unsigned int)(job_exp*per);
|
||
|
||
if (job_exp < 1)
|
||
job_exp = 1;
|
||
}
|
||
|
||
if( (tmpbl[i]->type == BL_PC) && (temp = ((struct map_session_data *)tmpbl[i])->status.party_id )>0 ) //only pc have party [orn]
|
||
{
|
||
int j;
|
||
for(j=0;j<pnum && pt[j].id!=temp;j++); //Locate party.
|
||
|
||
if(j==pnum){ //Possibly add party.
|
||
pt[pnum].p = party_search(temp);
|
||
if(pt[pnum].p && pt[pnum].p->party.exp)
|
||
{
|
||
pt[pnum].id=temp;
|
||
pt[pnum].base_exp=base_exp;
|
||
pt[pnum].job_exp=job_exp;
|
||
pt[pnum].zeny=zeny; // zeny share [Valaris]
|
||
pnum++;
|
||
flag=0;
|
||
}
|
||
}else{ //Add to total
|
||
if (pt[j].base_exp > UINT_MAX - base_exp)
|
||
pt[j].base_exp=UINT_MAX;
|
||
else
|
||
pt[j].base_exp+=base_exp;
|
||
|
||
if (pt[j].job_exp > UINT_MAX - job_exp)
|
||
pt[j].job_exp=UINT_MAX;
|
||
else
|
||
pt[j].job_exp+=job_exp;
|
||
|
||
pt[j].zeny+=zeny; // zeny share [Valaris]
|
||
flag=0;
|
||
}
|
||
}
|
||
if(flag) { //homunculus aren't considered in party [orn]
|
||
switch( (tmpbl[i])->type ) {
|
||
case BL_PC:
|
||
if(base_exp || job_exp)
|
||
pc_gainexp((struct map_session_data *)tmpbl[i], &md->bl, base_exp,job_exp);
|
||
if(zeny) // zeny from mobs [Valaris]
|
||
pc_getzeny((struct map_session_data *)tmpbl[i], zeny);
|
||
break ;
|
||
case BL_HOMUNCULUS:
|
||
if(base_exp)
|
||
merc_hom_gainexp((struct homun_data *)tmpbl[i], base_exp);
|
||
if(zeny) //homunculus give zeny to master
|
||
pc_getzeny((struct map_session_data *)((struct homun_data *)tmpbl[i])->master, zeny);
|
||
break ;
|
||
|
||
}
|
||
}
|
||
}
|
||
|
||
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[md->bl.m].flag.nomobloot &&
|
||
(
|
||
!md->special_state.ai || //Non special mob
|
||
battle_config.alchemist_summon_reward == 2 || //All summoned give drops
|
||
(md->special_state.ai==2 && battle_config.alchemist_summon_reward == 1) //Marine Sphere Drops items.
|
||
)
|
||
) { //item drop
|
||
struct item_drop_list *dlist = ers_alloc(item_drop_list_ers, struct item_drop_list);
|
||
struct item_drop *ditem;
|
||
int drop_rate;
|
||
dlist->m = md->bl.m;
|
||
dlist->x = md->bl.x;
|
||
dlist->y = md->bl.y;
|
||
dlist->first_sd = mvp_sd;
|
||
dlist->second_sd = second_sd;
|
||
dlist->third_sd = third_sd;
|
||
dlist->item = NULL;
|
||
|
||
for (i = 0; i < MAX_MOB_DROP; i++) {
|
||
if (md->db->dropitem[i].nameid <= 0)
|
||
continue;
|
||
drop_rate = md->db->dropitem[i].p;
|
||
if (drop_rate <= 0) {
|
||
if (battle_config.drop_rate0item)
|
||
continue;
|
||
drop_rate = 1;
|
||
}
|
||
// change drops depending on monsters size [Valaris]
|
||
if(md->special_state.size==1 && drop_rate >= 2)
|
||
drop_rate/=2;
|
||
else if(md->special_state.size==2)
|
||
drop_rate*=2;
|
||
if (src) {
|
||
//Drops affected by luk as a fixed increase [Valaris]
|
||
if (battle_config.drops_by_luk)
|
||
drop_rate += status_get_luk(src)*battle_config.drops_by_luk/100;
|
||
//Drops affected by luk as a % increase [Skotlex]
|
||
if (battle_config.drops_by_luk2)
|
||
drop_rate += (int)(0.5+drop_rate*status_get_luk(src)*battle_config.drops_by_luk2/10000.);
|
||
}
|
||
if (sd && battle_config.pk_mode &&
|
||
(int)(md->db->lv - sd->status.base_level) >= 20)
|
||
drop_rate = (int)(drop_rate*1.25); // pk_mode increase drops if 20 level difference [Valaris]
|
||
|
||
// if (10000 < rand()%10000+drop_rate) //May be better if MAX_RAND is too low?
|
||
if (drop_rate < rand() % 10000 + 1) //fixed 0.01% impossible drops bug [Lupus]
|
||
continue;
|
||
|
||
ditem = mob_setdropitem(md->db->dropitem[i].nameid, 1);
|
||
|
||
//A Rare Drop Global Announce by Lupus
|
||
if(drop_rate<=battle_config.rare_drop_announce) {
|
||
struct item_data *i_data;
|
||
char message[128];
|
||
i_data = itemdb_search(ditem->item_data.nameid);
|
||
sprintf (message, msg_txt(541), (mvp_sd?mvp_sd->status.name:"???"), md->name, i_data->jname, (float)drop_rate/100);
|
||
//MSG: "'%s' won %s's %s (chance: %%%0.02f)"
|
||
intif_GMmessage(message,strlen(message)+1,0);
|
||
}
|
||
// Announce first, or else ditem will be freed. [Lance]
|
||
// By popular demand, use base drop rate for autoloot code. [Skotlex]
|
||
mob_item_drop(md, dlist, ditem, 0, md->db->dropitem[i].p);
|
||
}
|
||
|
||
// Ore Discovery [Celest]
|
||
if (sd == mvp_sd && pc_checkskill(sd,BS_FINDINGORE)>0 && battle_config.finding_ore_rate/10 >= rand()%10000) {
|
||
ditem = mob_setdropitem(itemdb_searchrandomid(IG_FINDINGORE), 1);
|
||
mob_item_drop(md, dlist, ditem, 0, battle_config.finding_ore_rate/10);
|
||
}
|
||
|
||
if(sd) {
|
||
int itemid = 0;
|
||
for (i = 0; i < sd->add_drop_count; i++) {
|
||
if (sd->add_drop[i].id < 0)
|
||
continue;
|
||
if (sd->add_drop[i].race & (1<<status->race) ||
|
||
sd->add_drop[i].race & 1<<(status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS))
|
||
{
|
||
//check if the bonus item drop rate should be multiplied with mob level/10 [Lupus]
|
||
if(sd->add_drop[i].rate<0) {
|
||
//it's negative, then it should be multiplied. e.g. for Mimic,Myst Case Cards, etc
|
||
// rate = base_rate * (mob_level/10) + 1
|
||
drop_rate = -sd->add_drop[i].rate*(md->level/10)+1;
|
||
if (drop_rate < battle_config.item_drop_adddrop_min)
|
||
drop_rate = battle_config.item_drop_adddrop_min;
|
||
else if (drop_rate > battle_config.item_drop_adddrop_max)
|
||
drop_rate = battle_config.item_drop_adddrop_max;
|
||
}
|
||
else
|
||
//it's positive, then it goes as it is
|
||
drop_rate = sd->add_drop[i].rate;
|
||
if (drop_rate < rand()%10000 +1)
|
||
continue;
|
||
itemid = (sd->add_drop[i].id > 0) ? sd->add_drop[i].id :
|
||
itemdb_searchrandomid(sd->add_drop[i].group);
|
||
|
||
mob_item_drop(md, dlist, mob_setdropitem(itemid,1), 0, drop_rate);
|
||
}
|
||
}
|
||
|
||
if(sd->get_zeny_num && rand()%100 < sd->get_zeny_rate) //Gets get_zeny_num per level +/-10% [Skotlex]
|
||
pc_getzeny(sd,md->db->lv*sd->get_zeny_num*(90+rand()%21)/100);
|
||
}
|
||
if(md->lootitem) {
|
||
for(i=0;i<md->lootitem_count;i++)
|
||
mob_item_drop(md, dlist, mob_setlootitem(&md->lootitem[i]), 1, 10000);
|
||
}
|
||
if (dlist->item) //There are drop items.
|
||
add_timer(tick + (!battle_config.delay_battle_damage?500:0),
|
||
mob_delay_item_drop, (int)dlist, 0);
|
||
else //No drops
|
||
ers_free(item_drop_list_ers, dlist);
|
||
} else if (md->lootitem && md->lootitem_count) { //Loot MUST drop!
|
||
struct item_drop_list *dlist = ers_alloc(item_drop_list_ers, struct item_drop_list);
|
||
dlist->m = md->bl.m;
|
||
dlist->x = md->bl.x;
|
||
dlist->y = md->bl.y;
|
||
dlist->first_sd = mvp_sd;
|
||
dlist->second_sd = second_sd;
|
||
dlist->third_sd = third_sd;
|
||
dlist->item = NULL;
|
||
for(i=0;i<md->lootitem_count;i++)
|
||
mob_item_drop(md, dlist, mob_setlootitem(&md->lootitem[i]), 1, 10000);
|
||
add_timer(tick + (!battle_config.delay_battle_damage?500:0),
|
||
mob_delay_item_drop, (int)dlist, 0);
|
||
}
|
||
|
||
if(mvp_sd && md->db->mexp > 0 && !md->special_state.ai){
|
||
int log_mvp[2] = {0};
|
||
int j;
|
||
unsigned int mexp;
|
||
struct item item;
|
||
double exp;
|
||
|
||
//mapflag: noexp check [Lorky]
|
||
if (map[md->bl.m].flag.nobaseexp)
|
||
exp =1;
|
||
else
|
||
exp = (double)md->db->mexp * (9+count)/10.; //[Gengar]
|
||
|
||
mexp = (exp > UINT_MAX)?UINT_MAX:(exp<1?1:(unsigned int)exp);
|
||
|
||
if(use_irc && irc_announce_mvp_flag)
|
||
irc_announce_mvp(mvp_sd,md);
|
||
|
||
clif_mvp_effect(mvp_sd);
|
||
clif_mvp_exp(mvp_sd,mexp);
|
||
pc_gainexp(mvp_sd, &md->bl, mexp,0);
|
||
log_mvp[1] = mexp;
|
||
if(!map[md->bl.m].flag.nomvploot)
|
||
for(j=0;j<3;j++){
|
||
i = rand() % 3;
|
||
|
||
if(md->db->mvpitem[i].nameid <= 0)
|
||
continue;
|
||
|
||
temp = md->db->mvpitem[i].p;
|
||
if(temp <= 0 && !battle_config.drop_rate0item)
|
||
temp = 1;
|
||
if(temp <= rand()%10000+1) //if ==0, then it doesn't drop
|
||
continue;
|
||
|
||
memset(&item,0,sizeof(item));
|
||
item.nameid=md->db->mvpitem[i].nameid;
|
||
item.identify= itemdb_isidentified(item.nameid);
|
||
clif_mvp_item(mvp_sd,item.nameid);
|
||
log_mvp[0] = item.nameid;
|
||
|
||
//A Rare MVP Drop Global Announce by Lupus
|
||
if(temp<=battle_config.rare_drop_announce) {
|
||
struct item_data *i_data;
|
||
char message[128];
|
||
i_data = itemdb_exists(item.nameid);
|
||
sprintf (message, msg_txt(541), mvp_sd->status.name, md->name, i_data->jname, temp/100.);
|
||
//MSG: "'%s' won %s's %s (chance: %%%0.02f)"
|
||
intif_GMmessage(message,strlen(message)+1,0);
|
||
}
|
||
|
||
if(mvp_sd->weight*2 > mvp_sd->max_weight)
|
||
map_addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd,second_sd,third_sd,1);
|
||
else if((temp = pc_additem(mvp_sd,&item,1))) {
|
||
clif_additem(sd,0,0,temp);
|
||
map_addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd,second_sd,third_sd,1);
|
||
}
|
||
|
||
if(log_config.pick > 0) {//Logs items, MVP prizes [Lupus]
|
||
log_pick((struct map_session_data*)md, "M", md->class_, item.nameid, -1, NULL);
|
||
log_pick(mvp_sd, "P", 0, item.nameid, 1, NULL);
|
||
}
|
||
break;
|
||
}
|
||
|
||
if(log_config.mvpdrop > 0)
|
||
log_mvpdrop(mvp_sd, md->class_, log_mvp);
|
||
}
|
||
|
||
if (type&2 && !sd && md->class_ == MOBID_EMPERIUM)
|
||
//Emperium destroyed by script. Discard mvp character. [Skotlex]
|
||
mvp_sd = NULL;
|
||
|
||
|
||
// <Agit> NPC Event [OnAgitBreak]
|
||
if(md->npc_event[0] && strcmp(((md->npc_event)+strlen(md->npc_event)-13),"::OnAgitBreak") == 0) {
|
||
ShowNotice("MOB.C: Run NPC_Event[OnAgitBreak].\n");
|
||
if (agit_flag == 1) //Call to Run NPC_Event[OnAgitBreak]
|
||
guild_agit_break(md);
|
||
}
|
||
|
||
if(src && src->type == BL_MOB){
|
||
struct mob_data *smd = (struct mob_data *)src;
|
||
if(smd->nd)
|
||
mob_script_callback(smd, &md->bl, CALLBACK_KILL);
|
||
}
|
||
|
||
if(md->nd)
|
||
mob_script_callback(md, src, CALLBACK_DEAD);
|
||
else if(md->npc_event[0]){
|
||
if(src && src->type == BL_PET)
|
||
sd = ((struct pet_data *)src)->msd;
|
||
if(sd && battle_config.mob_npc_event_type)
|
||
npc_event(sd,md->npc_event,0);
|
||
else if(mvp_sd)
|
||
npc_event(mvp_sd,md->npc_event,0);
|
||
} else if (mvp_sd) { //lordalfa
|
||
pc_setglobalreg(mvp_sd,"killedrid",md->class_);
|
||
if(mvp_sd->state.event_kill_mob)
|
||
npc_script_event(mvp_sd, NPCE_KILLNPC); // PCKillNPC [Lance]
|
||
}
|
||
|
||
if(md->deletetimer!=-1) {
|
||
delete_timer(md->deletetimer,mob_timer_delete);
|
||
md->deletetimer=-1;
|
||
}
|
||
|
||
mob_deleteslave(md);
|
||
md->last_deadtime=tick;
|
||
|
||
map_freeblock_unlock();
|
||
|
||
if(pcdb_checkid(md->vd->class_))
|
||
{ //Player mobs are not removed automatically by the client.
|
||
if(md->nd){
|
||
md->vd->dead_sit = 1;
|
||
return 1; // Let the dead body stay there.. we have something to do with it :D
|
||
} else
|
||
clif_clearchar_delay(tick+3000,&md->bl,0);
|
||
}
|
||
|
||
if(!md->spawn) //Tell status_damage to remove it from memory.
|
||
return 5; // Note: Actually, it's 4. Oh well...
|
||
|
||
mob_setdelayspawn(md); //Set respawning.
|
||
return 3; //Remove from map.
|
||
}
|
||
|
||
void mob_revive(struct mob_data *md, unsigned int hp)
|
||
{
|
||
unsigned int tick = gettick();
|
||
md->state.skillstate = MSS_IDLE;
|
||
md->last_thinktime = tick;
|
||
md->next_walktime = tick+rand()%50+5000;
|
||
md->last_linktime = tick;
|
||
if (!md->bl.prev)
|
||
map_addblock(&md->bl);
|
||
if(pcdb_checkid(md->vd->class_) && md->nd)
|
||
md->vd->dead_sit = 0;
|
||
else
|
||
clif_spawn(&md->bl);
|
||
skill_unit_move(&md->bl,tick,1);
|
||
mobskill_use(md, tick, MSC_SPAWN);
|
||
if (battle_config.show_mob_hp)
|
||
clif_charnameack (0, &md->bl);
|
||
}
|
||
|
||
int mob_guardian_guildchange(struct block_list *bl,va_list ap)
|
||
{
|
||
struct mob_data *md;
|
||
struct guild* g;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, md = (struct mob_data *)bl);
|
||
|
||
if (!md->guardian_data)
|
||
return 0;
|
||
|
||
if (md->guardian_data->castle->guild_id == 0)
|
||
{ //Castle with no owner? Delete the guardians.
|
||
if (md->class_ == MOBID_EMPERIUM)
|
||
{ //But don't delete the emperium, just clear it's guild-data
|
||
md->guardian_data->guild_id = 0;
|
||
md->guardian_data->emblem_id = 0;
|
||
md->guardian_data->guild_name[0] = '\0';
|
||
} else {
|
||
if (md->guardian_data->castle->guardian[md->guardian_data->number].visible)
|
||
{ //Safe removal of guardian.
|
||
md->guardian_data->castle->guardian[md->guardian_data->number].visible = 0;
|
||
guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
|
||
guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0);
|
||
}
|
||
unit_free(&md->bl); //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);
|
||
md->guardian_data->castle->guardian[md->guardian_data->number].visible = 0;
|
||
guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
|
||
guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0);
|
||
unit_free(&md->bl);
|
||
return 0;
|
||
}
|
||
|
||
md->guardian_data->guild_id = md->guardian_data->castle->guild_id;
|
||
md->guardian_data->emblem_id = g->emblem_id;
|
||
md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP);
|
||
memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
|
||
|
||
return 1;
|
||
}
|
||
|
||
/*==========================================
|
||
* Pick a random class for the mob
|
||
*------------------------------------------
|
||
*/
|
||
int mob_random_class (int *value, size_t count)
|
||
{
|
||
nullpo_retr(0, value);
|
||
|
||
// no count specified, look into the array manually, but take only max 5 elements
|
||
if (count < 1) {
|
||
count = 0;
|
||
while(count < 5 && mobdb_checkid(value[count])) count++;
|
||
if(count < 1) // nothing found
|
||
return 0;
|
||
} else {
|
||
// check if at least the first value is valid
|
||
if(mobdb_checkid(value[0]) == 0)
|
||
return 0;
|
||
}
|
||
//Pick a random value, hoping it exists. [Skotlex]
|
||
return mobdb_checkid(value[rand()%count]);
|
||
}
|
||
|
||
/*==========================================
|
||
* Change mob base class
|
||
*------------------------------------------
|
||
*/
|
||
int mob_class_change (struct mob_data *md, int class_)
|
||
{
|
||
unsigned int tick = gettick();
|
||
int i, c, hp_rate;
|
||
|
||
nullpo_retr(0, md);
|
||
|
||
if (md->bl.prev == NULL)
|
||
return 0;
|
||
|
||
hp_rate = md->status.hp*100/md->status.max_hp;
|
||
md->db = mob_db(class_);
|
||
|
||
if (battle_config.override_mob_names==1)
|
||
memcpy(md->name,md->db->name,NAME_LENGTH-1);
|
||
else
|
||
memcpy(md->name,md->db->jname,NAME_LENGTH-1);
|
||
|
||
mob_stop_attack(md);
|
||
mob_stop_walking(md, 0);
|
||
unit_skillcastcancel(&md->bl, 0);
|
||
status_set_viewdata(&md->bl, class_);
|
||
clif_mob_class_change(md,class_);
|
||
status_calc_mob(md, 3);
|
||
|
||
if (battle_config.monster_class_change_full_recover) {
|
||
memset(md->dmglog, 0, sizeof(md->dmglog));
|
||
md->tdmg = 0;
|
||
} else {
|
||
md->status.hp = md->status.max_hp*hp_rate/100;
|
||
if(md->status.hp < 1) md->status.hp = 1;
|
||
}
|
||
|
||
for(i=0,c=tick-1000*3600*10;i<MAX_MOBSKILL;i++)
|
||
md->skilldelay[i] = c;
|
||
|
||
if(md->lootitem == NULL && md->db->status.mode&MD_LOOTER)
|
||
md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
|
||
|
||
if (battle_config.show_mob_hp)
|
||
clif_charnameack(0, &md->bl);
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* mob<6F><62><EFBFBD><EFBFBD>
|
||
*------------------------------------------
|
||
*/
|
||
void mob_heal(struct mob_data *md,unsigned int heal)
|
||
{
|
||
if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS)
|
||
// guardian hp update [Valaris] (updated by [Skotlex])
|
||
md->guardian_data->castle->guardian[md->guardian_data->number].hp = md->status.hp;
|
||
|
||
if (battle_config.show_mob_hp)
|
||
clif_charnameack (0, &md->bl);
|
||
}
|
||
|
||
/*==========================================
|
||
* Added by RoVeRT
|
||
*------------------------------------------
|
||
*/
|
||
int mob_warpslave_sub(struct block_list *bl,va_list ap)
|
||
{
|
||
struct mob_data *md=(struct mob_data *)bl;
|
||
struct block_list *master;
|
||
short x,y,range=0;
|
||
master = va_arg(ap, struct block_list*);
|
||
range = va_arg(ap, int);
|
||
|
||
if(md->master_id!=master->id)
|
||
return 0;
|
||
|
||
map_search_freecell(master, 0, &x, &y, range, range, 0);
|
||
unit_warp(&md->bl, master->m, x, y,2);
|
||
return 1;
|
||
}
|
||
|
||
/*==========================================
|
||
* Added by RoVeRT
|
||
* Warps slaves. Range is the area around the master that they can
|
||
* appear in randomly.
|
||
*------------------------------------------
|
||
*/
|
||
int mob_warpslave(struct block_list *bl, int range)
|
||
{
|
||
if (range < 1)
|
||
range = 1; //Min range needed to avoid crashes and stuff. [Skotlex]
|
||
|
||
return map_foreachinmap(mob_warpslave_sub, bl->m, BL_MOB, bl, range);
|
||
}
|
||
|
||
/*==========================================
|
||
* <20><><EFBFBD>ʓ<EFBFBD><CA93>̎<EFBFBD><CC8E>芪<EFBFBD><E88AAA><EFBFBD>̐<EFBFBD><CC90>v<EFBFBD>Z<EFBFBD>p(foreachinarea)
|
||
*------------------------------------------
|
||
*/
|
||
int mob_countslave_sub(struct block_list *bl,va_list ap)
|
||
{
|
||
int id;
|
||
struct mob_data *md;
|
||
id=va_arg(ap,int);
|
||
|
||
md = (struct mob_data *)bl;
|
||
if( md->master_id==id )
|
||
return 1;
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* <20><><EFBFBD>ʓ<EFBFBD><CA93>̎<EFBFBD><CC8E>芪<EFBFBD><E88AAA><EFBFBD>̐<EFBFBD><CC90>v<EFBFBD>Z
|
||
*------------------------------------------
|
||
*/
|
||
int mob_countslave(struct block_list *bl)
|
||
{
|
||
return map_foreachinmap(mob_countslave_sub, bl->m, BL_MOB,bl->id);
|
||
}
|
||
/*==========================================
|
||
* Summons amount slaves contained in the value[5] array using round-robin. [adapted by Skotlex]
|
||
*------------------------------------------
|
||
*/
|
||
int mob_summonslave(struct mob_data *md2,int *value,int amount,int skill_id)
|
||
{
|
||
struct mob_data *md;
|
||
struct spawn_data data;
|
||
int count = 0,k=0,hp_rate=0;
|
||
|
||
nullpo_retr(0, md2);
|
||
nullpo_retr(0, value);
|
||
|
||
memset(&data, 0, sizeof(struct spawn_data));
|
||
data.m = md2->bl.m;
|
||
data.x = md2->bl.x;
|
||
data.y = md2->bl.y;
|
||
data.num = 1;
|
||
data.state.size = md2->special_state.size;
|
||
data.state.ai = md2->special_state.ai;
|
||
|
||
if(mobdb_checkid(value[0]) == 0)
|
||
return 0;
|
||
|
||
while(count < 5 && mobdb_checkid(value[count])) count++;
|
||
if(count < 1) return 0;
|
||
if (amount > 0 && amount < count) { //Do not start on 0, pick some random sub subset [Skotlex]
|
||
k = rand()%count;
|
||
amount+=k; //Increase final value by same amount to preserve total number to summon.
|
||
}
|
||
|
||
if (!battle_config.monster_class_change_full_recover &&
|
||
(skill_id == NPC_TRANSFORMATION || skill_id == NPC_METAMORPHOSIS))
|
||
hp_rate = 100*md2->status.hp/md2->status.max_hp;
|
||
|
||
for(;k<amount;k++) {
|
||
short x,y;
|
||
data.class_ = value[k%count]; //Summon slaves in round-robin fashion. [Skotlex]
|
||
if (mobdb_checkid(data.class_) == 0)
|
||
continue;
|
||
|
||
if (map_search_freecell(&md2->bl, 0, &x, &y, 4, 4, 0)) {
|
||
data.x = x;
|
||
data.y = y;
|
||
} else {
|
||
data.x = md2->bl.x;
|
||
data.y = md2->bl.y;
|
||
}
|
||
strcpy(data.name, "--ja--"); //These two need to be loaded from the db for each slave.
|
||
data.level = 0;
|
||
if (!mob_parse_dataset(&data))
|
||
continue;
|
||
|
||
md= mob_spawn_dataset(&data);
|
||
md->special_state.cached= battle_config.dynamic_mobs; //[Skotlex]
|
||
if(skill_id == NPC_SUMMONSLAVE){
|
||
md->master_id=md2->bl.id;
|
||
md->state.killer = md2->state.killer;
|
||
md->special_state.ai = md2->special_state.ai;
|
||
md->nd = md2->nd;
|
||
md->callback_flag = md2->callback_flag;
|
||
}
|
||
mob_spawn(md);
|
||
|
||
if (hp_rate) //Scale HP
|
||
md->status.hp = md->status.max_hp*hp_rate/100;
|
||
|
||
//Inherit the aggressive mode of the master.
|
||
if (battle_config.slaves_inherit_mode && md->master_id) {
|
||
if (md2->status.mode&MD_AGGRESSIVE)
|
||
sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE, 0, 0);
|
||
else
|
||
sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, 0, MD_AGGRESSIVE, 0);
|
||
}
|
||
|
||
clif_skill_nodamage(&md->bl,&md->bl,skill_id,amount,1);
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
*MOBskill<6C><6C><EFBFBD><EFBFBD><EFBFBD>Y<EFBFBD><59>skillid<69><64>skillidx<64><78><EFBFBD>Ԃ<EFBFBD>
|
||
*------------------------------------------
|
||
*/
|
||
int mob_skillid2skillidx(int class_,int skillid)
|
||
{
|
||
int i, max = mob_db(class_)->maxskill;
|
||
struct mob_skill *ms=mob_db(class_)->skill;
|
||
|
||
if(ms==NULL)
|
||
return -1;
|
||
|
||
for(i=0;i<max;i++){
|
||
if(ms[i].skill_id == skillid)
|
||
return i;
|
||
}
|
||
return -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&16))
|
||
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 = 100*status_get_hp(bl)/status_get_max_hp(bl);
|
||
|
||
if (rate >= min_rate && rate <= max_rate)
|
||
(*fr) = bl;
|
||
return 1;
|
||
}
|
||
static struct block_list *mob_getfriendhprate(struct mob_data *md,int min_rate,int max_rate)
|
||
{
|
||
struct block_list *fr=NULL;
|
||
int type = BL_MOB;
|
||
|
||
nullpo_retr(NULL, md);
|
||
|
||
if (md->special_state.ai) //Summoned creatures. [Skotlex]
|
||
type = BL_PC;
|
||
|
||
map_foreachinrange(mob_getfriendhprate_sub, &md->bl, 8, type,md,min_rate,max_rate,&fr);
|
||
return fr;
|
||
}
|
||
/*==========================================
|
||
* Check hp rate of its master
|
||
*------------------------------------------
|
||
*/
|
||
struct block_list *mob_getmasterhpltmaxrate(struct mob_data *md,int rate)
|
||
{
|
||
if (md && md->master_id > 0) {
|
||
struct block_list *bl = map_id2bl(md->master_id);
|
||
if (status_get_hp(bl) < status_get_max_hp(bl) * rate / 100)
|
||
return bl;
|
||
}
|
||
|
||
return NULL;
|
||
}
|
||
/*==========================================
|
||
* What a status state suits by nearby MOB is looked for.
|
||
*------------------------------------------
|
||
*/
|
||
int mob_getfriendstatus_sub(struct block_list *bl,va_list ap)
|
||
{
|
||
int cond1,cond2;
|
||
struct mob_data **fr, *md, *mmd;
|
||
int flag=0;
|
||
|
||
nullpo_retr(0, bl);
|
||
nullpo_retr(0, ap);
|
||
nullpo_retr(0, md=(struct mob_data *)bl);
|
||
nullpo_retr(0, mmd=va_arg(ap,struct mob_data *));
|
||
|
||
if( mmd->bl.id == bl->id && !(battle_config.mob_ai&16) )
|
||
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].timer!=-1))) //Once an effect was found, break out. [Skotlex]
|
||
break;
|
||
}
|
||
}else
|
||
flag=( md->sc.data[cond2].timer!=-1 );
|
||
if( flag^( cond1==MSC_FRIENDSTATUSOFF ) )
|
||
(*fr)=md;
|
||
|
||
return 0;
|
||
}
|
||
struct mob_data *mob_getfriendstatus(struct mob_data *md,int cond1,int cond2)
|
||
{
|
||
struct mob_data *fr=NULL;
|
||
|
||
nullpo_retr(0, md);
|
||
|
||
map_foreachinrange(mob_getfriendstatus_sub, &md->bl, 8,
|
||
BL_MOB,md,cond1,cond2,&fr);
|
||
return fr;
|
||
}
|
||
|
||
/*==========================================
|
||
* Skill use judging
|
||
*------------------------------------------
|
||
*/
|
||
int mobskill_use(struct mob_data *md, unsigned int tick, int event)
|
||
{
|
||
struct mob_skill *ms;
|
||
struct block_list *fbl = NULL; //Friend bl, which can either be a BL_PC or BL_MOB depending on the situation. [Skotlex]
|
||
struct mob_data *fmd = NULL;
|
||
int i,n;
|
||
|
||
nullpo_retr (0, md);
|
||
nullpo_retr (0, ms = md->db->skill);
|
||
|
||
if (!battle_config.mob_skill_rate || md->ud.skilltimer != -1 || !md->db->maxskill)
|
||
return 0;
|
||
|
||
if (event < 0 && DIFF_TICK(md->ud.canact_tick, tick) > 0)
|
||
return 0; //Skill act delay only affects non-event skills.
|
||
|
||
//Pick a random starting position and loop from that.
|
||
i = rand()%md->db->maxskill;
|
||
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)
|
||
)) //ANYTARGET works with any state as long as there's a target. [Skotlex]
|
||
;
|
||
else
|
||
continue;
|
||
}
|
||
if (rand() % 10000 > ms[i].permillage) //Lupus (max value = 10000)
|
||
continue;
|
||
|
||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
flag = (event == ms[i].cond1);
|
||
//Avoid entering on defined events to avoid "hyper-active skill use" due to the overflow of calls to this function
|
||
//in battle. The only exception is MSC_SKILLUSED which explicitly uses the event value to trigger. [Skotlex]
|
||
if (!flag && (event == -1 || event == MSC_SKILLUSED)){
|
||
switch (ms[i].cond1)
|
||
{
|
||
case MSC_ALWAYS:
|
||
flag = 1; break;
|
||
case MSC_MYHPLTMAXRATE: // HP< maxhp%
|
||
flag = 100*md->status.hp/md->status.max_hp;
|
||
flag = (flag <= c2);
|
||
break;
|
||
case MSC_MYHPINRATE:
|
||
flag = 100*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) {
|
||
int j;
|
||
for (j = SC_COMMON_MIN; j <= SC_COMMON_MAX; j++)
|
||
if ((flag = (md->sc.data[j].timer != -1)) != 0)
|
||
break;
|
||
} else {
|
||
flag = (md->sc.data[ms[i].cond2].timer != -1);
|
||
}
|
||
flag ^= (ms[i].cond1 == MSC_MYSTATUSOFF); break;
|
||
case MSC_FRIENDHPLTMAXRATE: // friend HP < maxhp%
|
||
flag = ((fbl = mob_getfriendhprate(md, 0, ms[i].cond2)) != NULL); break;
|
||
case MSC_FRIENDHPINRATE :
|
||
flag = ((fbl = mob_getfriendhprate(md, ms[i].cond2, ms[i].val[0])) != NULL); break;
|
||
case MSC_FRIENDSTATUSON: // friend status[num] on
|
||
case MSC_FRIENDSTATUSOFF: // friend status[num] off
|
||
flag = ((fmd = mob_getfriendstatus(md, ms[i].cond1, ms[i].cond2)) != NULL); break;
|
||
case MSC_SLAVELT: // slave < num
|
||
flag = (mob_countslave(&md->bl) < c2 ); break;
|
||
case MSC_ATTACKPCGT: // attack pc > num
|
||
flag = (unit_counttargeted(&md->bl, 0) > c2); break;
|
||
case MSC_SLAVELE: // slave <= num
|
||
flag = (mob_countslave(&md->bl) <= c2 ); break;
|
||
case MSC_ATTACKPCGE: // attack pc >= num
|
||
flag = (unit_counttargeted(&md->bl, 0) >= c2); break;
|
||
case MSC_AFTERSKILL:
|
||
flag = (md->ud.skillid == c2); break;
|
||
case MSC_SKILLUSED: // specificated skill used
|
||
flag = ((event & 0xffff) == MSC_SKILLUSED && ((event >> 16) == c2 || c2 == 0)); break;
|
||
case MSC_RUDEATTACKED:
|
||
flag = (md->attacked_count >= 3);
|
||
if (flag) md->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 && unit_counttargeted(map_id2bl(md->master_id), 0) > 0); break;
|
||
case MSC_ALCHEMIST:
|
||
flag = (md->state.alchemist);
|
||
break;
|
||
}
|
||
}
|
||
|
||
if (!flag)
|
||
continue; //Skill requisite failed to be fulfilled.
|
||
|
||
//Execute skill
|
||
if (skill_get_casttype(ms[i].skill_id) == CAST_GROUND)
|
||
{
|
||
struct block_list *bl = NULL;
|
||
short x = 0, y = 0;
|
||
if (ms[i].target <= MST_AROUND) {
|
||
switch (ms[i].target) {
|
||
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:
|
||
if (fbl)
|
||
{
|
||
bl = fbl;
|
||
break;
|
||
} else if (fmd) {
|
||
bl= &fmd->bl;
|
||
break;
|
||
} // else fall through
|
||
default:
|
||
bl = &md->bl;
|
||
break;
|
||
}
|
||
if (bl != NULL) {
|
||
x = bl->x; y=bl->y;
|
||
}
|
||
}
|
||
if (x <= 0 || y <= 0)
|
||
continue;
|
||
// Look for an area to cast the spell around...
|
||
if (ms[i].target >= MST_AROUND1 || ms[i].target >= MST_AROUND5) {
|
||
int r = ms[i].target >= MST_AROUND1?
|
||
(ms[i].target-MST_AROUND1) +1:
|
||
(ms[i].target-MST_AROUND5) +1;
|
||
map_search_freecell(&md->bl, md->bl.m, &x, &y, r, r, 3);
|
||
}
|
||
md->skillidx = i;
|
||
flag = unit_skilluse_pos2(&md->bl, x, y, ms[i].skill_id, ms[i].skill_lv,
|
||
skill_castfix_sc(&md->bl, ms[i].casttime), ms[i].cancel);
|
||
if (!flag) md->skillidx = -1; //Skill failed.
|
||
return flag;
|
||
} else {
|
||
if (ms[i].target <= MST_MASTER) {
|
||
struct block_list *bl;
|
||
switch (ms[i].target) {
|
||
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;
|
||
}
|
||
md->skillidx = i;
|
||
flag = (bl && unit_skilluse_id2(&md->bl, bl->id, ms[i].skill_id, ms[i].skill_lv,
|
||
skill_castfix_sc(&md->bl,ms[i].casttime), ms[i].cancel));
|
||
if (!flag) md->skillidx = -1;
|
||
return flag;
|
||
} else {
|
||
if (battle_config.error_log)
|
||
ShowWarning("Wrong mob skill target 'around' for non-ground skill %d (%s). Mob %d - %s\n",
|
||
ms[i].skill_id, skill_get_name(ms[i].skill_id), md->class_, md->db->sprite);
|
||
continue;
|
||
}
|
||
}
|
||
return 1;
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
/*==========================================
|
||
* Skill use event processing
|
||
*------------------------------------------
|
||
*/
|
||
int mobskill_event(struct mob_data *md, struct block_list *src, unsigned int tick, int flag)
|
||
{
|
||
int target_id, res = 0;
|
||
|
||
target_id = md->target_id;
|
||
if (!target_id || battle_config.mob_changetarget_byskill)
|
||
md->target_id = src->id;
|
||
|
||
if (flag == -1)
|
||
res = mobskill_use(md, tick, MSC_CASTTARGETED);
|
||
else if ((flag&0xffff) == MSC_SKILLUSED)
|
||
res = mobskill_use(md,tick,flag);
|
||
else if (flag&BF_SHORT)
|
||
res = mobskill_use(md, tick, MSC_CLOSEDATTACKED);
|
||
else if (flag&BF_LONG)
|
||
res = mobskill_use(md, tick, MSC_LONGRANGEATTACKED);
|
||
|
||
if (!res)
|
||
//Restore previous target only if skill condition failed to trigger. [Skotlex]
|
||
md->target_id = target_id;
|
||
//Otherwise check if the target is an enemy, and unlock if needed.
|
||
else if (battle_check_target(&md->bl, src, BCT_ENEMY) <= 0)
|
||
md->target_id = target_id;
|
||
|
||
return res;
|
||
}
|
||
|
||
// Player cloned mobs. [Valaris]
|
||
int mob_is_clone(int class_)
|
||
{
|
||
if(class_ < MOB_CLONE_START || class_ > MOB_CLONE_END)
|
||
return 0;
|
||
if (mob_db(class_) == mob_dummy)
|
||
return 0;
|
||
return class_;
|
||
}
|
||
|
||
//Flag values:
|
||
//&1: Set special ai (fight mobs, not players)
|
||
//If mode is not passed, a default aggressive mode is used.
|
||
//If master_id is passed, clone is attached to him.
|
||
//Returns: ID of newly crafted copy.
|
||
int mob_clone_spawn(struct map_session_data *sd, int m, int x, int y, const char *event, int master_id, int mode, int flag, unsigned int duration)
|
||
{
|
||
int class_;
|
||
int i,j,inf,skill_id;
|
||
struct mob_data *md;
|
||
struct mob_skill *ms;
|
||
|
||
nullpo_retr(0, sd);
|
||
|
||
for(class_=MOB_CLONE_START; class_<MOB_CLONE_END; class_++){
|
||
if(mob_db_data[class_]==NULL)
|
||
break;
|
||
}
|
||
|
||
if(class_>MOB_CLONE_END)
|
||
return 0;
|
||
|
||
mob_db_data[class_]=(struct mob_db*)aCalloc(1, sizeof(struct mob_db));
|
||
sprintf(mob_db_data[class_]->sprite,sd->status.name);
|
||
sprintf(mob_db_data[class_]->name,sd->status.name);
|
||
sprintf(mob_db_data[class_]->jname,sd->status.name);
|
||
mob_db_data[class_]->lv=status_get_lv(&sd->bl);
|
||
memcpy(&mob_db_data[class_]->status, &sd->base_status, sizeof(struct status_data));
|
||
mob_db_data[class_]->status.lhw = NULL; //Prevent dangling pointer if player quits.
|
||
mob_db_data[class_]->status.rhw.atk =
|
||
mob_db_data[class_]->status.rhw.atk2 = sd->base_status.dex; //Min ATK
|
||
mob_db_data[class_]->status.rhw.atk2+=
|
||
sd->base_status.rhw.atk + sd->base_status.rhw.atk2 +
|
||
sd->base_status.lhw->atk + sd->base_status.lhw->atk2; //Max ATK
|
||
if (flag&1) //Friendly Character, remove looting.
|
||
mob_db_data[class_]->status.mode &= ~MD_LOOTER;
|
||
mob_db_data[class_]->status.hp = mob_db_data[class_]->status.max_hp;
|
||
mob_db_data[class_]->status.sp = mob_db_data[class_]->status.max_sp;
|
||
memcpy(&mob_db_data[class_]->vd, &sd->vd, sizeof(struct view_data));
|
||
mob_db_data[class_]->base_exp=1;
|
||
mob_db_data[class_]->job_exp=1;
|
||
mob_db_data[class_]->range2=AREA_SIZE; //Let them have the same view-range as players.
|
||
mob_db_data[class_]->range3=AREA_SIZE; //Min chase of a screen.
|
||
mob_db_data[class_]->option=sd->sc.option;
|
||
|
||
//Skill copy [Skotlex]
|
||
ms = &mob_db_data[class_]->skill[0];
|
||
//Go Backwards to give better priority to advanced skills.
|
||
for (i=0,j = MAX_SKILL_TREE-1;j>=0 && i< MAX_MOBSKILL ;j--) {
|
||
skill_id = skill_tree[sd->status.class_][j].id;
|
||
if (!skill_id || sd->status.skill[skill_id].lv < 1 ||
|
||
(skill_get_inf2(skill_id)&(INF2_WEDDING_SKILL|INF2_GUILD_SKILL)) ||
|
||
skill_get_nocast(skill_id)&16
|
||
)
|
||
continue;
|
||
//Normal aggressive mob, disable skills that cannot help them fight
|
||
//against players (those with flags UF_NOMOB and UF_NOPC are specific
|
||
//to always aid players!) [Skotlex]
|
||
if (!(flag&1) &&
|
||
skill_get_unit_id(skill_id, 0) &&
|
||
skill_get_unit_flag(skill_id)&(UF_NOMOB|UF_NOPC))
|
||
continue;
|
||
|
||
memset (&ms[i], 0, sizeof(struct mob_skill));
|
||
ms[i].skill_id = skill_id;
|
||
ms[i].skill_lv = sd->status.skill[skill_id].lv;
|
||
ms[i].state = MSS_ANY;
|
||
ms[i].permillage = 500*battle_config.mob_skill_rate/100; //Default chance of all skills: 5%
|
||
ms[i].emotion = -1;
|
||
ms[i].cancel = 0;
|
||
ms[i].delay = 5000+skill_delayfix(&sd->bl,skill_id, ms[i].skill_lv);
|
||
ms[i].casttime = skill_castfix(&sd->bl,skill_id, ms[i].skill_lv);
|
||
|
||
inf = skill_get_inf(skill_id);
|
||
if (inf&INF_ATTACK_SKILL) {
|
||
ms[i].target = MST_TARGET;
|
||
ms[i].cond1 = MSC_ALWAYS;
|
||
if (skill_get_range(skill_id, ms[i].skill_lv) > 3)
|
||
ms[i].state = MSS_ANYTARGET;
|
||
else
|
||
ms[i].state = MSS_BERSERK;
|
||
} else if(inf&INF_GROUND_SKILL) {
|
||
if (skill_get_inf2(skill_id)&INF2_TRAP) { //Traps!
|
||
ms[i].state = MSS_IDLE;
|
||
ms[i].target = MST_AROUND2;
|
||
ms[i].delay = 60000;
|
||
} else if (skill_get_unit_target(skill_id) == BCT_ENEMY) { //Target Enemy
|
||
ms[i].state = MSS_ANYTARGET;
|
||
ms[i].target = MST_TARGET;
|
||
ms[i].cond1 = MSC_ALWAYS;
|
||
} else { //Target allies
|
||
ms[i].target = MST_FRIEND;
|
||
ms[i].cond1 = MSC_FRIENDHPLTMAXRATE;
|
||
ms[i].cond2 = 95;
|
||
}
|
||
} else if (inf&INF_SELF_SKILL) {
|
||
if (skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF) { //auto-select target skill.
|
||
ms[i].target = MST_TARGET;
|
||
ms[i].cond1 = MSC_ALWAYS;
|
||
if (skill_get_range(skill_id, ms[i].skill_lv) > 3) {
|
||
ms[i].state = MSS_ANYTARGET;
|
||
} else {
|
||
ms[i].state = MSS_BERSERK;
|
||
}
|
||
} else { //Self skill
|
||
ms[i].target = MST_SELF;
|
||
ms[i].cond1 = MSC_MYHPLTMAXRATE;
|
||
ms[i].cond2 = 90;
|
||
ms[i].permillage = 2000;
|
||
//Delay: Remove the stock 5 secs and add half of the support time.
|
||
ms[i].delay += -5000 +(skill_get_time(skill_id, ms[i].skill_lv) + skill_get_time2(skill_id, ms[i].skill_lv))/2;
|
||
if (ms[i].delay < 5000)
|
||
ms[i].delay = 5000; //With a minimum of 5 secs.
|
||
}
|
||
} else if (inf&INF_SUPPORT_SKILL) {
|
||
ms[i].target = MST_FRIEND;
|
||
ms[i].cond1 = MSC_FRIENDHPLTMAXRATE;
|
||
ms[i].cond2 = 90;
|
||
if (skill_id == AL_HEAL)
|
||
ms[i].permillage = 5000; //Higher skill rate usage for heal.
|
||
else if (skill_id == ALL_RESURRECTION)
|
||
ms[i].cond2 = 1;
|
||
//Delay: Remove the stock 5 secs and add half of the support time.
|
||
ms[i].delay += -5000 +(skill_get_time(skill_id, ms[i].skill_lv) + skill_get_time2(skill_id, ms[i].skill_lv))/2;
|
||
if (ms[i].delay < 2000)
|
||
ms[i].delay = 2000; //With a minimum of 2 secs.
|
||
|
||
if (i+1 < MAX_MOBSKILL) { //duplicate this so it also triggers on self.
|
||
memcpy(&ms[i+1], &ms[i], sizeof(struct mob_skill));
|
||
mob_db_data[class_]->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:
|
||
ms[i].state = MSS_BERSERK;
|
||
ms[i].target = MST_TARGET;
|
||
ms[i].cond1 = MSC_ALWAYS;
|
||
ms[i].permillage = skill_id==TF_DOUBLE?(ms[i].skill_lv*500):(3000-ms[i].skill_lv*100);
|
||
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;
|
||
|
||
mob_db_data[class_]->maxskill = ++i;
|
||
}
|
||
//Finally, spawn it.
|
||
md = mob_once_spawn_sub(&sd->bl, m, x, y, "--en--",class_,event);
|
||
if (!md) return 0; //Failed?
|
||
|
||
if (master_id || flag || duration) { //Further manipulate crafted char.
|
||
if (flag&1) //Friendly Character
|
||
md->special_state.ai = 1;
|
||
if (master_id) //Attach to Master
|
||
md->master_id = master_id;
|
||
if (duration) //Auto Delete after a while.
|
||
md->deletetimer = add_timer (gettick() + duration, mob_timer_delete, i, 0);
|
||
}
|
||
#if 0
|
||
//I am playing with this for packet-research purposes, enable it if you want, but don't remove it :X [Skotlex]
|
||
//Guardian data
|
||
if (sd->status.guild_id) {
|
||
struct guild* g = guild_search(sd->status.guild_id);
|
||
md->guardian_data = aCalloc(1, sizeof(struct guardian_data));
|
||
md->guardian_data->castle = NULL;
|
||
md->guardian_data->number = MAX_GUARDIANS;
|
||
md->guardian_data->guild_id = sd->status.guild_id;
|
||
if (g)
|
||
{
|
||
md->guardian_data->emblem_id = g->emblem_id;
|
||
memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
|
||
}
|
||
}
|
||
#endif
|
||
mob_spawn(md);
|
||
|
||
return md->bl.id;
|
||
}
|
||
|
||
int mob_clone_delete(int class_)
|
||
{
|
||
if (class_ >= MOB_CLONE_START && class_ < MOB_CLONE_END
|
||
&& mob_db_data[class_]!=NULL) {
|
||
aFree(mob_db_data[class_]);
|
||
mob_db_data[class_]=NULL;
|
||
return 1;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
int mob_script_callback(struct mob_data *md, struct block_list *target, short action_type)
|
||
{
|
||
// DEBUG: Uncomment these if errors occur. ---
|
||
// nullpo_retr(md, 0);
|
||
// nullpo_retr(md->nd, 0);
|
||
// -------------------------------------------
|
||
if(md->callback_flag&action_type){
|
||
int regkey = add_str(".ai_action");
|
||
linkdb_replace(&md->nd->u.scr.script->script_vars,(void *)regkey, (void *)(int)action_type);
|
||
if(target){
|
||
linkdb_replace(&md->nd->u.scr.script->script_vars,(void *)(regkey+(1<<24)), (void *)(int)target->type);
|
||
linkdb_replace(&md->nd->u.scr.script->script_vars,(void *)(regkey+(2<<24)), (void *)target->id);
|
||
}
|
||
linkdb_replace(&md->nd->u.scr.script->script_vars,(void *)(regkey+(3<<24)), (void *)md->bl.id);
|
||
run_script(md->nd->u.scr.script, 0, 0, md->nd->bl.id);
|
||
return 1;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//
|
||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
//
|
||
/*==========================================
|
||
* Since un-setting [ mob ] up was used, it is an initial provisional value setup.
|
||
*------------------------------------------
|
||
*/
|
||
static int mob_makedummymobdb(int class_)
|
||
{
|
||
if (mob_dummy != NULL)
|
||
{
|
||
if (mob_db(class_) == mob_dummy)
|
||
return 1; //Using the mob_dummy data already. [Skotlex]
|
||
if (class_ > 0 && class_ <= MAX_MOB_DB)
|
||
{ //Remove the mob data so that it uses the dummy data instead.
|
||
aFree(mob_db_data[class_]);
|
||
mob_db_data[class_] = NULL;
|
||
}
|
||
return 0;
|
||
}
|
||
//Initialize dummy data.
|
||
mob_dummy = (struct mob_db*)aCalloc(1, sizeof(struct mob_db)); //Initializing the dummy mob.
|
||
sprintf(mob_dummy->sprite,"DUMMY");
|
||
sprintf(mob_dummy->name,"Dummy");
|
||
sprintf(mob_dummy->jname,"Dummy");
|
||
mob_dummy->lv=1;
|
||
mob_dummy->status.max_hp=1000;
|
||
mob_dummy->status.max_sp=1;
|
||
mob_dummy->status.rhw.range=1;
|
||
mob_dummy->status.rhw.atk=7;
|
||
mob_dummy->status.rhw.atk2=10;
|
||
mob_dummy->status.str=1;
|
||
mob_dummy->status.agi=1;
|
||
mob_dummy->status.vit=1;
|
||
mob_dummy->status.int_=1;
|
||
mob_dummy->status.dex=6;
|
||
mob_dummy->status.luk=2;
|
||
mob_dummy->status.speed=300;
|
||
mob_dummy->status.adelay=1000;
|
||
mob_dummy->status.amotion=500;
|
||
mob_dummy->status.dmotion=500;
|
||
mob_dummy->base_exp=2;
|
||
mob_dummy->job_exp=1;
|
||
mob_dummy->range2=10;
|
||
mob_dummy->range3=10;
|
||
|
||
return 0;
|
||
}
|
||
|
||
//Adjusts the drop rate of item according to the criteria given. [Skotlex]
|
||
static unsigned int mob_drop_adjust(int rate, int rate_adjust, unsigned short rate_min, unsigned short rate_max)
|
||
{
|
||
if (battle_config.logarithmic_drops && rate_adjust > 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 = (int)(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 cap_value(rate,rate_min,rate_max);
|
||
}
|
||
/*==========================================
|
||
* mob_db.txt reading
|
||
*------------------------------------------
|
||
*/
|
||
static int mob_readdb(void)
|
||
{
|
||
FILE *fp;
|
||
char line[1024];
|
||
char *filename[]={ "mob_db.txt","mob_db2.txt" };
|
||
struct status_data *status;
|
||
int class_, i, fi, k;
|
||
|
||
for(fi=0;fi<2;fi++){
|
||
sprintf(line, "%s/%s", db_path, filename[fi]);
|
||
fp=fopen(line,"r");
|
||
if(fp==NULL){
|
||
if(fi>0)
|
||
continue;
|
||
return -1;
|
||
}
|
||
while(fgets(line,1020,fp)){
|
||
double exp, maxhp;
|
||
char *str[38+2*MAX_MOB_DROP], *p, *np;
|
||
|
||
if(line[0] == '/' && line[1] == '/')
|
||
continue;
|
||
|
||
for(i=0,p=line;i<38+2*MAX_MOB_DROP;i++){
|
||
if((np=strchr(p,','))!=NULL){
|
||
str[i]=p;
|
||
*np=0;
|
||
p=np+1;
|
||
} else
|
||
str[i]=p;
|
||
}
|
||
|
||
class_ = atoi(str[0]);
|
||
if (class_ == 0)
|
||
continue; //Leave blank lines alone... [Skotlex]
|
||
|
||
if (class_ <= 1000 || class_ > MAX_MOB_DB)
|
||
{
|
||
ShowWarning("Mob with ID: %d not loaded. ID must be in range [%d-%d]\n", class_, 1000, MAX_MOB_DB);
|
||
continue;
|
||
} else if (pcdb_checkid(class_))
|
||
{
|
||
ShowWarning("Mob with ID: %d not loaded. That ID is reserved for player classes.\n");
|
||
continue;
|
||
}
|
||
if (mob_db_data[class_] == NULL)
|
||
mob_db_data[class_] = aCalloc(1, sizeof (struct mob_data));
|
||
|
||
mob_db_data[class_]->vd.class_ = class_;
|
||
memcpy(mob_db_data[class_]->sprite, str[1], NAME_LENGTH-1);
|
||
memcpy(mob_db_data[class_]->jname, str[2], NAME_LENGTH-1);
|
||
memcpy(mob_db_data[class_]->name, str[3], NAME_LENGTH-1);
|
||
mob_db_data[class_]->lv = atoi(str[4]);
|
||
status = &mob_db_data[class_]->status;
|
||
|
||
status->max_hp = atoi(str[5]);
|
||
status->max_sp = atoi(str[6]);
|
||
|
||
exp = (double)atoi(str[7]) * (double)battle_config.base_exp_rate / 100.;
|
||
if (exp < 0)
|
||
mob_db_data[class_]->base_exp = 0;
|
||
if (exp > UINT_MAX)
|
||
mob_db_data[class_]->base_exp = UINT_MAX;
|
||
else
|
||
mob_db_data[class_]->base_exp = (unsigned int)exp;
|
||
|
||
exp = (double)atoi(str[8]) * (double)battle_config.job_exp_rate / 100.;
|
||
if (exp < 0)
|
||
mob_db_data[class_]->job_exp = 0;
|
||
else if (exp > UINT_MAX)
|
||
mob_db_data[class_]->job_exp = UINT_MAX;
|
||
else
|
||
mob_db_data[class_]->job_exp = (unsigned int)exp;
|
||
|
||
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]);
|
||
mob_db_data[class_]->range2=atoi(str[20]);
|
||
mob_db_data[class_]->range3=atoi(str[21]);
|
||
if (battle_config.view_range_rate!=100)
|
||
{
|
||
mob_db_data[class_]->range2=
|
||
mob_db_data[class_]->range2
|
||
*battle_config.view_range_rate/100;
|
||
if (mob_db_data[class_]->range2<1)
|
||
mob_db_data[class_]->range2=1;
|
||
}
|
||
if (battle_config.chase_range_rate!=100)
|
||
{
|
||
mob_db_data[class_]->range3=
|
||
mob_db_data[class_]->range3
|
||
*battle_config.chase_range_rate/100;
|
||
if (mob_db_data[class_]->range3<mob_db_data[class_]->range2)
|
||
mob_db_data[class_]->range3=mob_db_data[class_]->range2;
|
||
}
|
||
status->size=atoi(str[22]);
|
||
status->race=atoi(str[23]);
|
||
i = atoi(str[24]); //Element
|
||
status->def_ele = i%10;
|
||
status->ele_lv = i/20;
|
||
if (status->def_ele >= ELE_MAX)
|
||
{
|
||
ShowWarning("Mob with ID: %d has invalid element type %d (max element is %d)\n", class_, status->def_ele, ELE_MAX-1);
|
||
status->def_ele = ELE_NEUTRAL;
|
||
}
|
||
if (status->ele_lv < 1 || status->ele_lv > 4)
|
||
{
|
||
ShowWarning("Mob with ID: %d has invalid element level %d (max is 4)\n", class_, status->ele_lv);
|
||
status->ele_lv = 1;
|
||
}
|
||
status->mode=atoi(str[25]);
|
||
status->speed=atoi(str[26]);
|
||
status->aspd_rate = 1000;
|
||
status->adelay=atoi(str[27]);
|
||
status->amotion=atoi(str[28]);
|
||
status->dmotion=atoi(str[29]);
|
||
//If the attack animation is longer than the delay, the client crops the attack animation!
|
||
if (status->adelay < status->amotion)
|
||
status->adelay = status->amotion;
|
||
if(battle_config.monster_damage_delay_rate != 100)
|
||
status->dmotion = status->dmotion*battle_config.monster_damage_delay_rate/100;
|
||
|
||
status_calc_misc(status, BL_MOB, mob_db_data[class_]->lv);
|
||
|
||
if(battle_config.enemy_critical_rate != 100)
|
||
status->cri = status->cri*battle_config.enemy_critical_rate/100;
|
||
if(!status->cri && battle_config.enemy_critical_rate) status->cri = 1;
|
||
|
||
// MVP EXP Bonus, Chance: MEXP,ExpPer
|
||
mob_db_data[class_]->mexp=atoi(str[30])*battle_config.mvp_exp_rate/100;
|
||
mob_db_data[class_]->mexpper=atoi(str[31]);
|
||
//Now that we know if it is an mvp or not,
|
||
//apply battle_config modifiers [Skotlex]
|
||
maxhp = (double)status->max_hp;
|
||
if (mob_db_data[class_]->mexp > 0)
|
||
{ //Mvp
|
||
if (battle_config.mvp_hp_rate != 100)
|
||
maxhp = maxhp * (double)battle_config.mvp_hp_rate /100.;
|
||
} else if (battle_config.monster_hp_rate != 100) //Normal mob
|
||
maxhp = maxhp * (double)battle_config.monster_hp_rate /100.;
|
||
if (maxhp < 1) maxhp = 1;
|
||
else if (maxhp > UINT_MAX) maxhp = UINT_MAX;
|
||
status->max_hp = (unsigned int)maxhp;
|
||
|
||
status->hp = status->max_hp;
|
||
status->sp = status->max_sp;
|
||
|
||
// MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per
|
||
for(i=0;i<3;i++){
|
||
struct item_data *id;
|
||
mob_db_data[class_]->mvpitem[i].nameid=atoi(str[32+i*2]);
|
||
if (!mob_db_data[class_]->mvpitem[i].nameid) {
|
||
//No item....
|
||
mob_db_data[class_]->mvpitem[i].p = 0;
|
||
continue;
|
||
}
|
||
mob_db_data[class_]->mvpitem[i].p= mob_drop_adjust(atoi(str[33+i*2]), battle_config.item_rate_mvp,
|
||
battle_config.item_drop_mvp_min, battle_config.item_drop_mvp_max);
|
||
|
||
//calculate and store Max available drop chance of the MVP item
|
||
if (mob_db_data[class_]->mvpitem[i].p) {
|
||
id = itemdb_search(mob_db_data[class_]->mvpitem[i].nameid);
|
||
if (id->maxchance==10000 || (id->maxchance < mob_db_data[class_]->mvpitem[i].p/10+1) ) {
|
||
//item has bigger drop chance or sold in shops
|
||
id->maxchance = mob_db_data[class_]->mvpitem[i].p/10+1; //reduce MVP drop info to not spoil common drop rate
|
||
}
|
||
}
|
||
}
|
||
|
||
for(i=0;i<MAX_MOB_DROP;i++){
|
||
int rate = 0,rate_adjust,type;
|
||
unsigned short ratemin,ratemax;
|
||
struct item_data *id;
|
||
k=38+i*2;
|
||
mob_db_data[class_]->dropitem[i].nameid=atoi(str[k]);
|
||
if (!mob_db_data[class_]->dropitem[i].nameid) {
|
||
//No drop.
|
||
mob_db_data[class_]->dropitem[i].p = 0;
|
||
continue;
|
||
}
|
||
type = itemdb_type(mob_db_data[class_]->dropitem[i].nameid);
|
||
rate = atoi(str[k+1]);
|
||
if (class_ >= 1324 && class_ <= 1363)
|
||
{ //Treasure box drop rates [Skotlex]
|
||
rate_adjust = battle_config.item_rate_treasure;
|
||
ratemin = battle_config.item_drop_treasure_min;
|
||
ratemax = battle_config.item_drop_treasure_max;
|
||
}
|
||
else switch (type) // Added suport to restrict normal drops of MVP's [Reddozen]
|
||
{
|
||
case IT_HEALING:
|
||
if (status->mode&MD_BOSS)
|
||
rate_adjust = battle_config.item_rate_heal_boss;
|
||
else
|
||
rate_adjust = battle_config.item_rate_heal;
|
||
ratemin = battle_config.item_drop_heal_min;
|
||
ratemax = battle_config.item_drop_heal_max;
|
||
break;
|
||
case IT_USABLE:
|
||
if (status->mode&MD_BOSS)
|
||
rate_adjust = battle_config.item_rate_use_boss;
|
||
else
|
||
rate_adjust = 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: // Changed to include Pet Equip
|
||
if (status->mode&MD_BOSS)
|
||
rate_adjust = battle_config.item_rate_equip_boss;
|
||
else
|
||
rate_adjust = battle_config.item_rate_equip;
|
||
ratemin = battle_config.item_drop_equip_min;
|
||
ratemax = battle_config.item_drop_equip_max;
|
||
break;
|
||
case IT_CARD:
|
||
if (status->mode&MD_BOSS)
|
||
rate_adjust = battle_config.item_rate_card_boss;
|
||
else
|
||
rate_adjust = battle_config.item_rate_card;
|
||
ratemin = battle_config.item_drop_card_min;
|
||
ratemax = battle_config.item_drop_card_max;
|
||
break;
|
||
default:
|
||
if (status->mode&MD_BOSS)
|
||
rate_adjust = battle_config.item_rate_common_boss;
|
||
else {
|
||
rate_adjust = battle_config.item_rate_common;
|
||
}
|
||
ratemin = battle_config.item_drop_common_min;
|
||
ratemax = battle_config.item_drop_common_max;
|
||
break;
|
||
}
|
||
mob_db_data[class_]->dropitem[i].p = mob_drop_adjust(rate, rate_adjust, ratemin, ratemax);
|
||
|
||
//calculate and store Max available drop chance of the item
|
||
if (mob_db_data[class_]->dropitem[i].p &&
|
||
(class_ < 1324 || class_ > 1363) //Skip treasure chests.
|
||
) {
|
||
id = itemdb_search(mob_db_data[class_]->dropitem[i].nameid);
|
||
if (id->maxchance==10000 || (id->maxchance < mob_db_data[class_]->dropitem[i].p) ) {
|
||
//item has bigger drop chance or sold in shops
|
||
id->maxchance = mob_db_data[class_]->dropitem[i].p;
|
||
}
|
||
for (k = 0; k< MAX_SEARCH; k++) {
|
||
if (id->mob[k].chance < mob_db_data[class_]->dropitem[i].p && id->mob[k].id != class_)
|
||
break;
|
||
}
|
||
if (k == MAX_SEARCH)
|
||
continue;
|
||
|
||
memmove(&id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0]));
|
||
id->mob[k].chance = mob_db_data[class_]->dropitem[i].p;
|
||
id->mob[k].id = class_;
|
||
}
|
||
}
|
||
|
||
if (status->max_hp <= 0) {
|
||
ShowWarning ("Mob %d (%s) has no HP, using poring data for it\n", class_, mob_db_data[class_]->sprite);
|
||
mob_makedummymobdb(class_);
|
||
}
|
||
}
|
||
fclose(fp);
|
||
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",filename[fi]);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* MOB display graphic change data reading
|
||
*------------------------------------------
|
||
*/
|
||
static int mob_readdb_mobavail(void)
|
||
{
|
||
FILE *fp;
|
||
char line[1024];
|
||
int ln=0;
|
||
int class_,j,k;
|
||
char *str[20],*p,*np;
|
||
|
||
sprintf(line, "%s/mob_avail.txt", db_path);
|
||
if( (fp=fopen(line,"r"))==NULL ){
|
||
ShowError("can't read %s\n", line);
|
||
return -1;
|
||
}
|
||
|
||
while(fgets(line,1020,fp)){
|
||
if(line[0]=='/' && line[1]=='/')
|
||
continue;
|
||
memset(str,0,sizeof(str));
|
||
|
||
for(j=0,p=line;j<12;j++){
|
||
if((np=strchr(p,','))!=NULL){
|
||
str[j]=p;
|
||
*np=0;
|
||
p=np+1;
|
||
} else
|
||
str[j]=p;
|
||
}
|
||
|
||
if(str[0]==NULL)
|
||
continue;
|
||
|
||
class_=atoi(str[0]);
|
||
if (class_ == 0)
|
||
continue; //Leave blank lines alone... [Skotlex]
|
||
|
||
if(mob_db(class_) == mob_dummy) // <20>l<EFBFBD><6C><EFBFBD>ُ<EFBFBD><D98F>Ȃ珈<C882><E78F88><EFBFBD><EFBFBD><EFBFBD>Ȃ<EFBFBD><C882>B
|
||
continue;
|
||
|
||
k=atoi(str[1]);
|
||
if(k < 0)
|
||
continue;
|
||
|
||
memset(&mob_db_data[class_]->vd, 0, sizeof(struct view_data));
|
||
mob_db_data[class_]->vd.class_=k;
|
||
|
||
//Player sprites
|
||
if(pcdb_checkid(k) && j>=12) {
|
||
mob_db_data[class_]->vd.sex=atoi(str[2]);
|
||
mob_db_data[class_]->vd.hair_style=atoi(str[3]);
|
||
mob_db_data[class_]->vd.hair_color=atoi(str[4]);
|
||
mob_db_data[class_]->vd.weapon=atoi(str[5]);
|
||
mob_db_data[class_]->vd.shield=atoi(str[6]);
|
||
mob_db_data[class_]->vd.head_top=atoi(str[7]);
|
||
mob_db_data[class_]->vd.head_mid=atoi(str[8]);
|
||
mob_db_data[class_]->vd.head_bottom=atoi(str[9]);
|
||
mob_db_data[class_]->option=atoi(str[10])&~0x46;
|
||
mob_db_data[class_]->vd.cloth_color=atoi(str[11]); // Monster player dye option - Valaris
|
||
}
|
||
else if(str[2] && atoi(str[2]) > 0)
|
||
mob_db_data[class_]->vd.head_bottom=atoi(str[2]); // mob equipment [Valaris]
|
||
|
||
ln++;
|
||
}
|
||
fclose(fp);
|
||
ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",ln,"mob_avail.txt");
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* Reading of random monster data
|
||
*------------------------------------------
|
||
*/
|
||
static int mob_read_randommonster(void)
|
||
{
|
||
FILE *fp;
|
||
char line[1024];
|
||
char *str[10],*p;
|
||
int i,j;
|
||
|
||
const char* mobfile[] = {
|
||
"mob_branch.txt",
|
||
"mob_poring.txt",
|
||
"mob_boss.txt" };
|
||
|
||
for(i=0;i<MAX_RANDOMMONSTER;i++){
|
||
mob_db_data[0]->summonper[i] = 1002; // <20>ݒ肵<DD92>Y<EFBFBD>ꂽ<EFBFBD>ꍇ<EFBFBD>̓|<7C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>o<EFBFBD><6F><EFBFBD>悤<EFBFBD>ɂ<EFBFBD><C982>Ă<EFBFBD><C482><EFBFBD>
|
||
sprintf(line, "%s/%s", db_path, mobfile[i]);
|
||
fp=fopen(line,"r");
|
||
if(fp==NULL){
|
||
ShowError("can't read %s\n",line);
|
||
return -1;
|
||
}
|
||
while(fgets(line,1020,fp)){
|
||
int class_,per;
|
||
if(line[0] == '/' && line[1] == '/')
|
||
continue;
|
||
memset(str,0,sizeof(str));
|
||
for(j=0,p=line;j<3 && p;j++){
|
||
str[j]=p;
|
||
p=strchr(p,',');
|
||
if(p) *p++=0;
|
||
}
|
||
|
||
if(str[0]==NULL || str[2]==NULL)
|
||
continue;
|
||
|
||
class_ = atoi(str[0]);
|
||
per=atoi(str[2]);
|
||
if(mob_db(class_) != mob_dummy)
|
||
mob_db_data[class_]->summonper[i]=per;
|
||
}
|
||
fclose(fp);
|
||
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",mobfile[i]);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* mob_skill_db.txt reading
|
||
*------------------------------------------
|
||
*/
|
||
static int mob_readskilldb(void)
|
||
{
|
||
FILE *fp;
|
||
char line[1024];
|
||
int i,tmp, count;
|
||
|
||
const struct {
|
||
char str[32];
|
||
int id;
|
||
} cond1[] = {
|
||
{ "always", MSC_ALWAYS },
|
||
{ "myhpltmaxrate", MSC_MYHPLTMAXRATE },
|
||
{ "myhpinrate", MSC_MYHPINRATE },
|
||
{ "friendhpltmaxrate",MSC_FRIENDHPLTMAXRATE },
|
||
{ "friendhpinrate", MSC_FRIENDHPINRATE },
|
||
{ "mystatuson", MSC_MYSTATUSON },
|
||
{ "mystatusoff", MSC_MYSTATUSOFF },
|
||
{ "friendstatuson", MSC_FRIENDSTATUSON },
|
||
{ "friendstatusoff", MSC_FRIENDSTATUSOFF },
|
||
{ "attackpcgt", MSC_ATTACKPCGT },
|
||
{ "attackpcge", MSC_ATTACKPCGE },
|
||
{ "slavelt", MSC_SLAVELT },
|
||
{ "slavele", MSC_SLAVELE },
|
||
{ "closedattacked", MSC_CLOSEDATTACKED },
|
||
{ "longrangeattacked",MSC_LONGRANGEATTACKED },
|
||
{ "skillused", MSC_SKILLUSED },
|
||
{ "afterskill", MSC_AFTERSKILL },
|
||
{ "casttargeted", MSC_CASTTARGETED },
|
||
{ "rudeattacked", MSC_RUDEATTACKED },
|
||
{ "masterhpltmaxrate",MSC_MASTERHPLTMAXRATE },
|
||
{ "masterattacked", MSC_MASTERATTACKED },
|
||
{ "alchemist", MSC_ALCHEMIST },
|
||
{ "onspawn", MSC_SPAWN},
|
||
}, cond2[] ={
|
||
{ "anybad", -1 },
|
||
{ "stone", SC_STONE },
|
||
{ "freeze", SC_FREEZE },
|
||
{ "stan", SC_STUN },
|
||
{ "sleep", SC_SLEEP },
|
||
{ "poison", SC_POISON },
|
||
{ "curse", SC_CURSE },
|
||
{ "silence", SC_SILENCE },
|
||
{ "confusion", SC_CONFUSION },
|
||
{ "blind", SC_BLIND },
|
||
{ "hiding", SC_HIDING },
|
||
{ "sight", SC_SIGHT },
|
||
}, state[] = {
|
||
{ "any", MSS_ANY }, //All states except Dead
|
||
{ "idle", MSS_IDLE },
|
||
{ "walk", MSS_WALK },
|
||
{ "loot", MSS_LOOT },
|
||
{ "dead", MSS_DEAD },
|
||
{ "attack", MSS_BERSERK }, //Retaliating attack
|
||
{ "angry", MSS_ANGRY }, //Preemptive attack (aggressive mobs)
|
||
{ "chase", MSS_RUSH }, //Chase escaping target
|
||
{ "follow", MSS_FOLLOW }, //Preemptive chase (aggressive mobs)
|
||
{ "anytarget",MSS_ANYTARGET }, //Berserk+Angry+Rush+Follow
|
||
}, target[] = {
|
||
{ "target", MST_TARGET },
|
||
{ "self", MST_SELF },
|
||
{ "friend", MST_FRIEND },
|
||
{ "master", MST_MASTER },
|
||
{ "around5", MST_AROUND5 },
|
||
{ "around6", MST_AROUND6 },
|
||
{ "around7", MST_AROUND7 },
|
||
{ "around8", MST_AROUND8 },
|
||
{ "around1", MST_AROUND1 },
|
||
{ "around2", MST_AROUND2 },
|
||
{ "around3", MST_AROUND3 },
|
||
{ "around4", MST_AROUND4 },
|
||
{ "around", MST_AROUND },
|
||
};
|
||
|
||
int x;
|
||
char *filename[]={ "mob_skill_db.txt","mob_skill_db2.txt" };
|
||
|
||
if (!battle_config.mob_skill_rate) {
|
||
ShowStatus("Mob skill use disabled. Not reading mob skills.\n");
|
||
return 0;
|
||
}
|
||
for(x=0;x<2;x++){
|
||
int last_mob_id = 0;
|
||
count = 0;
|
||
sprintf(line, "%s/%s", db_path, filename[x]);
|
||
fp=fopen(line,"r");
|
||
if(fp==NULL){
|
||
if(x==0)
|
||
ShowError("can't read %s\n",line);
|
||
continue;
|
||
}
|
||
while(fgets(line,1020,fp)){
|
||
char *sp[20],*p;
|
||
int mob_id;
|
||
struct mob_skill *ms, gms;
|
||
int j=0;
|
||
|
||
count++;
|
||
if(line[0] == '/' && line[1] == '/')
|
||
continue;
|
||
|
||
memset(sp,0,sizeof(sp));
|
||
for(i=0,p=line;i<18 && p;i++){
|
||
sp[i]=p;
|
||
if((p=strchr(p,','))!=NULL)
|
||
*p++=0;
|
||
}
|
||
if(i == 0 || (mob_id=atoi(sp[0]))== 0)
|
||
continue;
|
||
if(i < 18) {
|
||
ShowError("mob_skill: Insufficient number of fields for skill at %s, line %d\n", filename[x], count);
|
||
continue;
|
||
}
|
||
if (mob_id > 0 && mob_db(mob_id) == mob_dummy)
|
||
{
|
||
if (mob_id != last_mob_id) {
|
||
ShowWarning("mob_skill: Non existant Mob id %d at %s, line %d\n", mob_id, filename[x], count);
|
||
last_mob_id = mob_id;
|
||
}
|
||
continue;
|
||
}
|
||
if( strcmp(sp[1],"clear")==0 ){
|
||
if (mob_id < 0)
|
||
continue;
|
||
memset(mob_db_data[mob_id]->skill,0,sizeof(struct mob_skill));
|
||
mob_db_data[mob_id]->maxskill=0;
|
||
continue;
|
||
}
|
||
|
||
if (mob_id < 0)
|
||
{ //Prepare global skill. [Skotlex]
|
||
memset(&gms, 0, sizeof (struct mob_skill));
|
||
ms = &gms;
|
||
} else {
|
||
for(i=0;i<MAX_MOBSKILL;i++)
|
||
if( (ms=&mob_db_data[mob_id]->skill[i])->skill_id == 0)
|
||
break;
|
||
if(i==MAX_MOBSKILL){
|
||
if (mob_id != last_mob_id) {
|
||
ShowWarning("mob_skill: readdb: too many skill! Line %d in %d[%s]\n",
|
||
count,mob_id,mob_db_data[mob_id]->sprite);
|
||
last_mob_id = mob_id;
|
||
}
|
||
continue;
|
||
}
|
||
}
|
||
|
||
ms->state=atoi(sp[2]);
|
||
tmp = sizeof(state)/sizeof(state[0]);
|
||
for(j=0;j<tmp && strcmp(sp[2],state[j].str);j++);
|
||
if (j < tmp)
|
||
ms->state=state[j].id;
|
||
else
|
||
ShowError("mob_skill: Unrecognized state %s at %s, line %d\n", sp[2], filename[x], count);
|
||
|
||
//Skill ID
|
||
j=atoi(sp[3]);
|
||
if (j<=0 || j>MAX_SKILL_DB) //fixed Lupus
|
||
{
|
||
if (mob_id < 0)
|
||
ShowWarning("Invalid Skill ID (%d) for all mobs\n", j);
|
||
else
|
||
ShowWarning("Invalid Skill ID (%d) for mob %d (%s)\n", j, mob_id, mob_db_data[mob_id]->sprite);
|
||
continue;
|
||
}
|
||
ms->skill_id=j;
|
||
//Skill lvl
|
||
j= atoi(sp[4])<=0 ? 1 : atoi(sp[4]);
|
||
ms->skill_lv= j>battle_config.mob_max_skilllvl ? battle_config.mob_max_skilllvl : j; //we strip max skill level
|
||
|
||
//Apply battle_config modifiers to rate (permillage) and delay [Skotlex]
|
||
tmp = atoi(sp[5]);
|
||
if (battle_config.mob_skill_rate != 100)
|
||
tmp = tmp*battle_config.mob_skill_rate/100;
|
||
if (tmp > 10000)
|
||
ms->permillage= 10000;
|
||
else
|
||
ms->permillage= tmp;
|
||
ms->casttime=atoi(sp[6]);
|
||
ms->delay=atoi(sp[7]);
|
||
if (battle_config.mob_skill_delay != 100)
|
||
ms->delay = ms->delay*battle_config.mob_skill_delay/100;
|
||
if (ms->delay < 0) //time overflow?
|
||
ms->delay = INT_MAX;
|
||
ms->cancel=atoi(sp[8]);
|
||
if( strcmp(sp[8],"yes")==0 ) ms->cancel=1;
|
||
ms->target=atoi(sp[9]);
|
||
for(j=0;j<sizeof(target)/sizeof(target[0]);j++){
|
||
if( strcmp(sp[9],target[j].str)==0)
|
||
ms->target=target[j].id;
|
||
}
|
||
ms->cond1=-1;
|
||
tmp = sizeof(cond1)/sizeof(cond1[0]);
|
||
for(j=0;j<tmp && strcmp(sp[10],cond1[j].str);j++);
|
||
if (j < tmp)
|
||
ms->cond1=cond1[j].id;
|
||
else
|
||
ShowError("mob_skill: Unrecognized condition 1 %s at %s, line %d\n", sp[10], filename[x], count);
|
||
|
||
ms->cond2=atoi(sp[11]);
|
||
tmp = sizeof(cond2)/sizeof(cond2[0]);
|
||
for(j=0;j<tmp && strcmp(sp[11],cond2[j].str);j++);
|
||
if (j < tmp)
|
||
ms->cond2=cond2[j].id;
|
||
|
||
ms->val[0]=atoi(sp[12]);
|
||
ms->val[1]=atoi(sp[13]);
|
||
ms->val[2]=atoi(sp[14]);
|
||
ms->val[3]=atoi(sp[15]);
|
||
ms->val[4]=atoi(sp[16]);
|
||
if(sp[17] != NULL && strlen(sp[17])>2)
|
||
ms->emotion=atoi(sp[17]);
|
||
else
|
||
ms->emotion=-1;
|
||
if (mob_id < 0)
|
||
{ //Set this skill to ALL mobs. [Skotlex]
|
||
mob_id *= -1;
|
||
for (i = 1; i < MAX_MOB_DB; i++)
|
||
{
|
||
if (mob_db_data[i] == NULL)
|
||
continue;
|
||
if (mob_db_data[i]->status.mode&MD_BOSS)
|
||
{
|
||
if (!(mob_id&2)) //Skill not for bosses
|
||
continue;
|
||
} else
|
||
if (!(mob_id&1)) //Skill not for normal enemies.
|
||
continue;
|
||
|
||
for(j=0;j<MAX_MOBSKILL;j++)
|
||
if( mob_db_data[i]->skill[j].skill_id == 0)
|
||
break;
|
||
if(j==MAX_MOBSKILL)
|
||
continue;
|
||
|
||
memcpy (&mob_db_data[i]->skill[j], ms, sizeof(struct mob_skill));
|
||
mob_db_data[i]->maxskill=j+1;
|
||
}
|
||
} else //Skill set on a single mob.
|
||
mob_db_data[mob_id]->maxskill=i+1;
|
||
}
|
||
fclose(fp);
|
||
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",filename[x]);
|
||
}
|
||
return 0;
|
||
}
|
||
/*==========================================
|
||
* mob_race_db.txt reading
|
||
*------------------------------------------
|
||
*/
|
||
static int mob_readdb_race(void)
|
||
{
|
||
FILE *fp;
|
||
char line[1024];
|
||
int race,j,k;
|
||
char *str[20],*p,*np;
|
||
|
||
sprintf(line, "%s/mob_race2_db.txt", db_path);
|
||
if( (fp=fopen(line,"r"))==NULL ){
|
||
ShowError("can't read %s\n", line);
|
||
return -1;
|
||
}
|
||
|
||
while(fgets(line,1020,fp)){
|
||
if(line[0]=='/' && line[1]=='/')
|
||
continue;
|
||
memset(str,0,sizeof(str));
|
||
|
||
for(j=0,p=line;j<12;j++){
|
||
if((np=strchr(p,','))!=NULL){
|
||
str[j]=p;
|
||
*np=0;
|
||
p=np+1;
|
||
} else
|
||
str[j]=p;
|
||
}
|
||
if(str[0]==NULL)
|
||
continue;
|
||
|
||
race=atoi(str[0]);
|
||
if (race < 0 || race >= MAX_MOB_RACE_DB)
|
||
continue;
|
||
|
||
for (j=1; j<20; j++) {
|
||
if (!str[j])
|
||
break;
|
||
k=atoi(str[j]);
|
||
if (mob_db(k) == mob_dummy)
|
||
continue;
|
||
mob_db_data[k]->race2 = race;
|
||
}
|
||
}
|
||
fclose(fp);
|
||
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","mob_race2_db.txt");
|
||
return 0;
|
||
}
|
||
|
||
#ifndef TXT_ONLY
|
||
/*==========================================
|
||
* SQL reading
|
||
*------------------------------------------
|
||
*/
|
||
static int mob_read_sqldb(void)
|
||
{
|
||
const char unknown_str[NAME_LENGTH] ="unknown";
|
||
int i, fi, class_, k;
|
||
double exp, maxhp;
|
||
long unsigned int ln = 0;
|
||
struct status_data *status;
|
||
char *mob_db_name[] = { mob_db_db, mob_db2_db };
|
||
|
||
//For easier handling of converting. [Skotlex]
|
||
#define TO_INT(a) (sql_row[a]==NULL?0:atoi(sql_row[a]))
|
||
#define TO_STR(a) (sql_row[a]==NULL?unknown_str:sql_row[a])
|
||
|
||
for (fi = 0; fi < 2; fi++) {
|
||
sprintf (tmp_sql, "SELECT * FROM `%s`", mob_db_name[fi]);
|
||
if (mysql_query(&mmysql_handle, tmp_sql)) {
|
||
ShowSQL("DB error (%s) - %s\n", mob_db_name[fi], mysql_error(&mmysql_handle));
|
||
ShowDebug("at %s:%d - %s\n", __FILE__,__LINE__,tmp_sql);
|
||
continue;
|
||
}
|
||
sql_res = mysql_store_result(&mmysql_handle);
|
||
if (sql_res) {
|
||
while((sql_row = mysql_fetch_row(sql_res))){
|
||
class_ = TO_INT(0);
|
||
if (class_ <= 1000 || class_ > MAX_MOB_DB)
|
||
{
|
||
ShowWarning("Mob with ID: %d not loaded. ID must be in range [%d-%d]\n", class_, 1000, MAX_MOB_DB);
|
||
continue;
|
||
} else if (pcdb_checkid(class_))
|
||
{
|
||
ShowWarning("Mob with ID: %d not loaded. That ID is reserved for Upper Classes.\n");
|
||
continue;
|
||
}
|
||
if (mob_db_data[class_] == NULL)
|
||
mob_db_data[class_] = aCalloc(1, sizeof (struct mob_data));
|
||
|
||
ln++;
|
||
|
||
mob_db_data[class_]->vd.class_ = class_;
|
||
memcpy(mob_db_data[class_]->sprite, TO_STR(1), NAME_LENGTH-1);
|
||
memcpy(mob_db_data[class_]->jname, TO_STR(2), NAME_LENGTH-1);
|
||
memcpy(mob_db_data[class_]->name, TO_STR(3), NAME_LENGTH-1);
|
||
mob_db_data[class_]->lv = TO_INT(4);
|
||
status = &mob_db_data[class_]->status;
|
||
status->max_hp = TO_INT(5);
|
||
status->max_sp = TO_INT(6);
|
||
|
||
exp = (double)TO_INT(7) * (double)battle_config.base_exp_rate / 100.;
|
||
if (exp < 0)
|
||
mob_db_data[class_]->base_exp = 0;
|
||
else if (exp > UINT_MAX)
|
||
mob_db_data[class_]->base_exp = UINT_MAX;
|
||
else
|
||
mob_db_data[class_]->base_exp = (unsigned int)exp;
|
||
|
||
exp = (double)TO_INT(8) * (double)battle_config.job_exp_rate / 100.;
|
||
if (exp < 0)
|
||
mob_db_data[class_]->job_exp = 0;
|
||
else if (exp > UINT_MAX)
|
||
mob_db_data[class_]->job_exp = UINT_MAX;
|
||
else
|
||
mob_db_data[class_]->job_exp = (unsigned int)exp;
|
||
|
||
status->rhw.range = TO_INT(9);
|
||
status->rhw.atk = TO_INT(10);
|
||
status->rhw.atk2 = TO_INT(11);
|
||
status->def = TO_INT(12);
|
||
status->mdef = TO_INT(13);
|
||
status->str = TO_INT(14);
|
||
status->agi = TO_INT(15);
|
||
status->vit = TO_INT(16);
|
||
status->int_ = TO_INT(17);
|
||
status->dex = TO_INT(18);
|
||
status->luk = TO_INT(19);
|
||
mob_db_data[class_]->range2 = TO_INT(20);
|
||
mob_db_data[class_]->range3 = TO_INT(21);
|
||
status->size = TO_INT(22);
|
||
status->race = TO_INT(23);
|
||
i = TO_INT(24); //Element
|
||
status->def_ele = i%10;
|
||
status->ele_lv = i/20;
|
||
if (status->def_ele >= ELE_MAX)
|
||
{
|
||
ShowWarning("Mob with ID: %d has invalid element type %d (max element is %d)\n", status->def_ele, ELE_MAX-1);
|
||
status->def_ele = ELE_NEUTRAL;
|
||
}
|
||
if (status->ele_lv < 1 || status->ele_lv > 4)
|
||
{
|
||
ShowWarning("Mob with ID: %d has invalid elemnt level %d (max is 4)\n", status->ele_lv);
|
||
status->ele_lv = 1;
|
||
}
|
||
status->mode = TO_INT(25);
|
||
status->speed = TO_INT(26);
|
||
status->aspd_rate = 1000;
|
||
status->adelay = TO_INT(27);
|
||
status->amotion = TO_INT(28);
|
||
status->dmotion = TO_INT(29);
|
||
//If the attack animation is longer than the delay, the client crops the attack animation!
|
||
if (status->adelay < status->amotion)
|
||
status->adelay = status->amotion;
|
||
if(battle_config.monster_damage_delay_rate != 100)
|
||
status->dmotion = status->dmotion*battle_config.monster_damage_delay_rate/100;
|
||
|
||
status_calc_misc(status, BL_MOB, mob_db_data[class_]->lv);
|
||
|
||
if(battle_config.enemy_critical_rate != 100)
|
||
status->cri = status->cri*battle_config.enemy_critical_rate/100;
|
||
if(!status->cri && battle_config.enemy_critical_rate) status->cri = 1;
|
||
|
||
// MVP EXP Bonus, Chance: MEXP,ExpPer
|
||
mob_db_data[class_]->mexp = TO_INT(30) * battle_config.mvp_exp_rate / 100;
|
||
mob_db_data[class_]->mexpper = TO_INT(31);
|
||
//Now that we know if it is an mvp or not,
|
||
//apply battle_config modifiers [Skotlex]
|
||
maxhp = (double)status->max_hp;
|
||
if (mob_db_data[class_]->mexp > 0)
|
||
{ //Mvp
|
||
if (battle_config.mvp_hp_rate != 100)
|
||
maxhp = maxhp * (double)battle_config.mvp_hp_rate /100.;
|
||
} else if (battle_config.monster_hp_rate != 100) //Normal mob
|
||
maxhp = maxhp * (double)battle_config.monster_hp_rate /100.;
|
||
if (maxhp < 0) maxhp = 1;
|
||
else if (maxhp > UINT_MAX) maxhp = UINT_MAX;
|
||
status->max_hp = (unsigned int)maxhp;
|
||
|
||
//Since mobs always respawn with full life...
|
||
status->hp = status->max_hp;
|
||
status->sp = status->max_sp;
|
||
|
||
// MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per
|
||
for (i=0; i<3; i++) {
|
||
struct item_data *id;
|
||
mob_db_data[class_]->mvpitem[i].nameid = TO_INT(32+i*2);
|
||
if (!mob_db_data[class_]->mvpitem[i].nameid) {
|
||
//No item....
|
||
mob_db_data[class_]->mvpitem[i].p = 0;
|
||
continue;
|
||
}
|
||
mob_db_data[class_]->mvpitem[i].p = mob_drop_adjust(TO_INT(33+i*2),
|
||
battle_config.item_rate_mvp, battle_config.item_drop_mvp_min, battle_config.item_drop_mvp_max);
|
||
|
||
//calculate and store Max available drop chance of the MVP item
|
||
id = itemdb_search(mob_db_data[class_]->mvpitem[i].nameid);
|
||
if (mob_db_data[class_]->mvpitem[i].p) {
|
||
if (id->maxchance==10000 || (id->maxchance < mob_db_data[class_]->mvpitem[i].p/10+1) ) {
|
||
//item has bigger drop chance or sold in shops
|
||
id->maxchance = mob_db_data[class_]->mvpitem[i].p/10+1; //reduce MVP drop info to not spoil common drop rate
|
||
}
|
||
}
|
||
}
|
||
|
||
for (i = 0; i < MAX_MOB_DROP; i++){ // 8 -> 10 Lupus
|
||
int rate = 0, rate_adjust, type;
|
||
unsigned short ratemin, ratemax;
|
||
struct item_data *id;
|
||
k=38+i*2;
|
||
mob_db_data[class_]->dropitem[i].nameid=TO_INT(k);
|
||
if (!mob_db_data[class_]->dropitem[i].nameid) {
|
||
//No drop.
|
||
mob_db_data[class_]->dropitem[i].p = 0;
|
||
continue;
|
||
}
|
||
type = itemdb_type(mob_db_data[class_]->dropitem[i].nameid);
|
||
rate = TO_INT(k+1);
|
||
if (class_ >= 1324 && class_ <= 1363)
|
||
{ //Treasure box drop rates [Skotlex]
|
||
rate_adjust = battle_config.item_rate_treasure;
|
||
ratemin = battle_config.item_drop_treasure_min;
|
||
ratemax = battle_config.item_drop_treasure_max;
|
||
}
|
||
else switch (type) // Added suport to restrict normal drops of MVP's [Reddozen]
|
||
{
|
||
case IT_HEALING: // Val added heal restrictions
|
||
if (status->mode&MD_BOSS)
|
||
rate_adjust = battle_config.item_rate_heal_boss;
|
||
else
|
||
rate_adjust = battle_config.item_rate_heal;
|
||
ratemin = battle_config.item_drop_heal_min;
|
||
ratemax = battle_config.item_drop_heal_max;
|
||
break;
|
||
case IT_USABLE:
|
||
if (status->mode&MD_BOSS)
|
||
rate_adjust = battle_config.item_rate_use_boss;
|
||
else
|
||
rate_adjust = 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: // Changed to include Pet Equip
|
||
if (status->mode&MD_BOSS)
|
||
rate_adjust = battle_config.item_rate_equip_boss;
|
||
else
|
||
rate_adjust = battle_config.item_rate_equip;
|
||
ratemin = battle_config.item_drop_equip_min;
|
||
ratemax = battle_config.item_drop_equip_max;
|
||
break;
|
||
case IT_CARD:
|
||
if (status->mode&MD_BOSS)
|
||
rate_adjust = battle_config.item_rate_card_boss;
|
||
else
|
||
rate_adjust = battle_config.item_rate_card;
|
||
ratemin = battle_config.item_drop_card_min;
|
||
ratemax = battle_config.item_drop_card_max;
|
||
break;
|
||
default:
|
||
if (status->mode&MD_BOSS)
|
||
rate_adjust = battle_config.item_rate_common_boss;
|
||
else
|
||
rate_adjust = battle_config.item_rate_common;
|
||
ratemin = battle_config.item_drop_common_min;
|
||
ratemax = battle_config.item_drop_common_max;
|
||
break;
|
||
}
|
||
mob_db_data[class_]->dropitem[i].p = mob_drop_adjust(rate, rate_adjust, ratemin, ratemax);
|
||
|
||
//calculate and store Max available drop chance of the item
|
||
if (mob_db_data[class_]->dropitem[i].p) {
|
||
id = itemdb_search(mob_db_data[class_]->dropitem[i].nameid);
|
||
if (id->maxchance==10000 || (id->maxchance < mob_db_data[class_]->dropitem[i].p) ) {
|
||
//item has bigger drop chance or sold in shops
|
||
id->maxchance = mob_db_data[class_]->dropitem[i].p;
|
||
}
|
||
for (k = 0; k< MAX_SEARCH; k++) {
|
||
if (id->mob[k].chance < mob_db_data[class_]->dropitem[i].p && id->mob[k].id != class_)
|
||
break;
|
||
}
|
||
if (k == MAX_SEARCH)
|
||
continue;
|
||
|
||
memmove(&id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0]));
|
||
id->mob[k].chance = mob_db_data[class_]->dropitem[i].p;
|
||
id->mob[k].id = class_;
|
||
}
|
||
}
|
||
if (status->max_hp <= 0) {
|
||
ShowWarning ("Mob %d (%s) has no HP, using poring data for it\n", class_, mob_db_data[class_]->sprite);
|
||
mob_makedummymobdb(class_);
|
||
}
|
||
}
|
||
|
||
mysql_free_result(sql_res);
|
||
ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", ln, mob_db_name[fi]);
|
||
ln = 0;
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
#endif /* not TXT_ONLY */
|
||
|
||
void mob_reload(void)
|
||
{
|
||
int i;
|
||
#ifndef TXT_ONLY
|
||
if(db_use_sqldbs)
|
||
mob_read_sqldb();
|
||
else
|
||
#endif /* TXT_ONLY */
|
||
mob_readdb();
|
||
|
||
mob_readdb_mobavail();
|
||
mob_read_randommonster();
|
||
|
||
//Mob skills need to be cleared before re-reading them. [Skotlex]
|
||
for (i = 0; i < MAX_MOB_DB; i++)
|
||
if (mob_db_data[i])
|
||
{
|
||
memset(&mob_db_data[i]->skill,0,sizeof(mob_db_data[i]->skill));
|
||
mob_db_data[i]->maxskill=0;
|
||
}
|
||
mob_readskilldb();
|
||
mob_readdb_race();
|
||
}
|
||
|
||
/*==========================================
|
||
* Circumference initialization of mob
|
||
*------------------------------------------
|
||
*/
|
||
int do_init_mob(void)
|
||
{ //Initialize the mob database
|
||
memset(mob_db_data,0,sizeof(mob_db_data)); //Clear the array
|
||
mob_db_data[0] = aCalloc(1, sizeof (struct mob_data)); //This mob is used for random spawns
|
||
mob_makedummymobdb(0); //The first time this is invoked, it creates the dummy mob
|
||
item_drop_ers = ers_new((uint32)sizeof(struct item_drop));
|
||
item_drop_list_ers = ers_new((uint32)sizeof(struct item_drop_list));
|
||
|
||
#ifndef TXT_ONLY
|
||
if(db_use_sqldbs)
|
||
mob_read_sqldb();
|
||
else
|
||
#endif /* TXT_ONLY */
|
||
mob_readdb();
|
||
|
||
mob_readdb_mobavail();
|
||
mob_read_randommonster();
|
||
mob_readskilldb();
|
||
mob_readdb_race();
|
||
|
||
add_timer_func_list(mob_delayspawn,"mob_delayspawn");
|
||
add_timer_func_list(mob_delay_item_drop,"mob_delay_item_drop");
|
||
add_timer_func_list(mob_ai_hard,"mob_ai_hard");
|
||
add_timer_func_list(mob_ai_lazy,"mob_ai_lazy");
|
||
add_timer_func_list(mob_timer_delete,"mob_timer_delete");
|
||
add_timer_func_list(mob_spawn_guardian_sub,"mob_spawn_guardian_sub");
|
||
add_timer_func_list(mob_respawn,"mob_respawn");
|
||
add_timer_interval(gettick()+MIN_MOBTHINKTIME,mob_ai_hard,0,0,MIN_MOBTHINKTIME);
|
||
add_timer_interval(gettick()+MIN_MOBTHINKTIME*10,mob_ai_lazy,0,0,MIN_MOBTHINKTIME*10);
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* Clean memory usage.
|
||
*------------------------------------------
|
||
*/
|
||
int do_final_mob(void)
|
||
{
|
||
int i;
|
||
if (mob_dummy)
|
||
{
|
||
aFree(mob_dummy);
|
||
mob_dummy = NULL;
|
||
}
|
||
for (i = 0; i <= MAX_MOB_DB; i++)
|
||
{
|
||
if (mob_db_data[i] != NULL)
|
||
{
|
||
aFree(mob_db_data[i]);
|
||
mob_db_data[i] = NULL;
|
||
}
|
||
}
|
||
ers_destroy(item_drop_ers);
|
||
ers_destroy(item_drop_list_ers);
|
||
return 0;
|
||
}
|