
* Corrected wording of the setting homunculus_autoloot (since r12203). git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@14587 54d463be-8e91-2dee-dedb-b68131a5f0ec
283 lines
9.2 KiB
C
283 lines
9.2 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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#ifndef _MOB_H_
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#define _MOB_H_
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#include "../common/mmo.h" // struct item
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#include "guild.h" // struct guardian_data
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#include "map.h" // struct status_data, struct view_data, struct mob_skill
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#include "status.h" // struct status data, struct status_change
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#include "unit.h" // unit_stop_walking(), unit_stop_attack()
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#define MAX_RANDOMMONSTER 4
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// Change this to increase the table size in your mob_db to accomodate a larger mob database.
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// Be sure to note that IDs 4001 to 4048 are reserved for advanced/baby/expanded classes.
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// Notice that the last 1000 entries are used for player clones, so always set this to desired value +1000
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#define MAX_MOB_DB 4000
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//The number of drops all mobs have and the max drop-slot that the steal skill will attempt to steal from.
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#define MAX_MOB_DROP 10
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#define MAX_STEAL_DROP 7
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//Min time between AI executions
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#define MIN_MOBTHINKTIME 100
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//Min time before mobs do a check to call nearby friends for help (or for slaves to support their master)
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#define MIN_MOBLINKTIME 1000
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//Distance that slaves should keep from their master.
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#define MOB_SLAVEDISTANCE 2
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// These define the range of available IDs for clones. [Valaris]
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#define MOB_CLONE_START (MAX_MOB_DB-999)
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#define MOB_CLONE_END MAX_MOB_DB
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//Used to determine default enemy type of mobs (for use in eachinrange calls)
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#define DEFAULT_ENEMY_TYPE(md) (md->special_state.ai?BL_CHAR:BL_PC|BL_HOM|BL_MER)
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//Externals for the status effects. [Epoque]
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extern const int mob_manuk[8];
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extern const int mob_splendide[5];
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//Mob skill states.
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enum MobSkillState {
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MSS_ANY = -1,
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MSS_IDLE,
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MSS_WALK,
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MSS_LOOT,
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MSS_DEAD,
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MSS_BERSERK, //Aggressive mob attacking
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MSS_ANGRY, //Mob retaliating from being attacked.
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MSS_RUSH, //Mob following a player after being attacked.
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MSS_FOLLOW, //Mob following a player without being attacked.
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MSS_ANYTARGET,
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};
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enum MobDamageLogFlag
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{
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MDLF_NORMAL = 0,
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MDLF_HOMUN,
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MDLF_PET,
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};
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struct mob_skill {
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enum MobSkillState state;
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short skill_id,skill_lv;
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short permillage;
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int casttime,delay;
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short cancel;
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short cond1,cond2;
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short target;
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int val[5];
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short emotion;
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unsigned short msg_id;
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};
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struct mob_chat {
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unsigned short msg_id;
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unsigned long color;
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char msg[CHAT_SIZE_MAX];
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};
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struct spawn_info {
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unsigned short mapindex;
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unsigned short qty;
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};
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struct mob_db {
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char sprite[NAME_LENGTH],name[NAME_LENGTH],jname[NAME_LENGTH];
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unsigned int base_exp,job_exp;
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unsigned int mexp,mexpper;
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short range2,range3;
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short race2; // celest
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unsigned short lv;
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struct { int nameid,p; } dropitem[MAX_MOB_DROP];
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struct { int nameid,p; } mvpitem[3];
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struct status_data status;
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struct view_data vd;
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short option;
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int summonper[MAX_RANDOMMONSTER];
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int maxskill;
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struct mob_skill skill[MAX_MOBSKILL];
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struct spawn_info spawn[10];
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};
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struct mob_data {
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struct block_list bl;
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struct unit_data ud;
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struct view_data *vd;
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struct status_data status, *base_status; //Second one is in case of leveling up mobs, or tiny/large mobs.
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struct status_change sc;
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struct mob_db *db; //For quick data access (saves doing mob_db(md->class_) all the time) [Skotlex]
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char name[NAME_LENGTH];
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struct {
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unsigned size : 2; //Small/Big monsters.
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unsigned ai : 2; //Special ai for summoned monsters.
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//0: Normal mob.
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//1: Standard summon, attacks mobs.
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//2: Alchemist Marine Sphere
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//3: Alchemist Summon Flora
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} special_state; //Special mob information that does not needs to be zero'ed on mob respawn.
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struct {
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enum MobSkillState skillstate;
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unsigned aggressive : 1; //Signals whether the mob AI is in aggressive mode or reactive mode. [Skotlex]
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unsigned char steal_flag; //number of steal tries (to prevent steal exploit on mobs with few items) [Lupus]
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unsigned steal_coin_flag : 1;
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unsigned soul_change_flag : 1; // Celest
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unsigned alchemist: 1;
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unsigned spotted: 1;
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unsigned char attacked_count; //For rude attacked.
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int provoke_flag; // Celest
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unsigned npc_killmonster: 1; //for new killmonster behavior
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unsigned rebirth: 1; // NPC_Rebirth used
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unsigned int bg_id; // BattleGround System
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} state;
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struct guardian_data* guardian_data;
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struct {
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int id;
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unsigned int dmg;
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unsigned flag : 2; //0: Normal. 1: Homunc exp. 2: Pet exp
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} dmglog[DAMAGELOG_SIZE];
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struct spawn_data *spawn; //Spawn data.
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int spawn_timer; //Required for Convex Mirror
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struct item *lootitem;
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short class_;
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unsigned boss : 1;
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unsigned int tdmg; //Stores total damage given to the mob, for exp calculations. [Skotlex]
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int level;
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int target_id,attacked_id;
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int areanpc_id; //Required in OnTouchNPC (to avoid multiple area touchs)
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unsigned int next_walktime,last_thinktime,last_linktime,last_pcneartime;
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short move_fail_count;
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short lootitem_count;
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short min_chase;
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int deletetimer;
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int master_id,master_dist;
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short skillidx;
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unsigned int skilldelay[MAX_MOBSKILL];
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char npc_event[50];
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};
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enum {
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MST_TARGET = 0,
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MST_RANDOM, //Random Target!
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MST_SELF,
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MST_FRIEND,
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MST_MASTER,
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MST_AROUND5,
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MST_AROUND6,
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MST_AROUND7,
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MST_AROUND8,
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MST_AROUND1,
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MST_AROUND2,
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MST_AROUND3,
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MST_AROUND4,
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MST_AROUND = MST_AROUND4,
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MSC_ALWAYS = 0x0000,
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MSC_MYHPLTMAXRATE,
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MSC_MYHPINRATE,
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MSC_FRIENDHPLTMAXRATE,
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MSC_FRIENDHPINRATE,
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MSC_MYSTATUSON,
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MSC_MYSTATUSOFF,
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MSC_FRIENDSTATUSON,
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MSC_FRIENDSTATUSOFF,
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MSC_ATTACKPCGT,
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MSC_ATTACKPCGE,
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MSC_SLAVELT,
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MSC_SLAVELE,
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MSC_CLOSEDATTACKED,
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MSC_LONGRANGEATTACKED,
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MSC_AFTERSKILL,
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MSC_SKILLUSED ,
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MSC_CASTTARGETED,
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MSC_RUDEATTACKED,
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MSC_MASTERHPLTMAXRATE,
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MSC_MASTERATTACKED,
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MSC_ALCHEMIST,
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MSC_SPAWN,
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};
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// The data structures for storing delayed item drops
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struct item_drop {
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struct item item_data;
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struct item_drop* next;
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};
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struct item_drop_list {
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int m, x, y; // coordinates
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int first_charid, second_charid, third_charid; // charid's of players with higher pickup priority
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struct item_drop* item; // linked list of drops
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};
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struct mob_db* mob_db(int class_);
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int mobdb_searchname(const char *str);
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int mobdb_searchname_array(struct mob_db** data, int size, const char *str);
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int mobdb_checkid(const int id);
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struct view_data* mob_get_viewdata(int class_);
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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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int mob_once_spawn(struct map_session_data* sd,int m,short x,short y,const char* mobname,int class_,int amount,const char* event);
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int mob_once_spawn_area(struct map_session_data* sd,int m,int x0,int y0,int x1,int y1,const char* mobname,int class_,int amount,const char* event);
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bool mob_ksprotected (struct block_list *src, struct block_list *target);
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int mob_spawn_guardian(const char* mapname, short x, short y, const char* mobname, int class_, const char* event, int guardian, bool has_index); // Spawning Guardians [Valaris]
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int mob_spawn_bg(const char* mapname, short x, short y, const char* mobname, int class_, const char* event, int bg_id);
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int mob_guardian_guildchange(struct block_list *bl,va_list ap); //Change Guardian's ownership. [Skotlex]
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int mob_randomwalk(struct mob_data *md,unsigned int tick);
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int mob_warpchase(struct mob_data *md, struct block_list *target);
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int mob_target(struct mob_data *md,struct block_list *bl,int dist);
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int mob_unlocktarget(struct mob_data *md, unsigned int tick);
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struct mob_data* mob_spawn_dataset(struct spawn_data *data);
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int mob_spawn(struct mob_data *md);
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int mob_delayspawn(int tid, unsigned int tick, int id, intptr data);
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int mob_setdelayspawn(struct mob_data *md);
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int mob_parse_dataset(struct spawn_data *data);
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void mob_log_damage(struct mob_data *md, struct block_list *src, int damage);
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void mob_damage(struct mob_data *md, struct block_list *src, int damage);
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int mob_dead(struct mob_data *md, struct block_list *src, int type);
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void mob_revive(struct mob_data *md, unsigned int hp);
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void mob_heal(struct mob_data *md,unsigned int heal);
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#define mob_stop_walking(md, type) unit_stop_walking(&(md)->bl, type)
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#define mob_stop_attack(md) unit_stop_attack(&(md)->bl)
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#define mob_is_battleground(md) ( map[(md)->bl.m].flag.battleground && ((md)->class_ == 1906 || ((md)->class_ >= 1909 && (md)->class_ <= 1915)) )
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void mob_clear_spawninfo();
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int do_init_mob(void);
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int do_final_mob(void);
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int mob_timer_delete(int tid, unsigned int tick, int id, intptr data);
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int mob_deleteslave(struct mob_data *md);
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int mob_random_class (int *value, size_t count);
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int mob_get_random_id(int type, int flag, int lv);
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int mob_class_change(struct mob_data *md,int class_);
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int mob_warpslave(struct block_list *bl, int range);
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int mob_linksearch(struct block_list *bl,va_list ap);
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int mobskill_use(struct mob_data *md,unsigned int tick,int event);
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int mobskill_event(struct mob_data *md,struct block_list *src,unsigned int tick, int flag);
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int mobskill_castend_id( int tid, unsigned int tick, int id,int data );
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int mobskill_castend_pos( int tid, unsigned int tick, int id,int data );
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int mob_summonslave(struct mob_data *md2,int *value,int amount,int skill_id);
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int mob_countslave(struct block_list *bl);
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int mob_is_clone(int class_);
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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);
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int mob_clone_delete(struct mob_data *md);
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void mob_reload(void);
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#endif /* _MOB_H_ */
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