
* Fixes #1310. * Added a battle config which allows toggling of the Battleground Queue client feature and also toggles between the modes of scripts. * Added script commands bg_reserve, bg_unbook, and bg_desert. * Removed old custom Battleground scripts. Thanks to @Lemongrass3110, @Locien, @secretdataz, @InusualZ, @Normynator, @Atemo, @iubantot, @admkakaroto, and @noobzter003!
396 lines
12 KiB
C++
396 lines
12 KiB
C++
// Copyright (c) rAthena 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_HPP
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#define MOB_HPP
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#include <vector>
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#include "../common/database.hpp"
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#include "../common/mmo.hpp" // struct item
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#include "../common/timer.hpp"
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#include "status.hpp" // struct status data, struct status_change
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#include "unit.hpp" // unit_stop_walking(), unit_stop_attack()
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struct guardian_data;
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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_MVP_DROP 3
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#define MAX_MOB_DROP_ADD 5
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#define MAX_MVP_DROP_ADD 2
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#define MAX_MOB_DROP_TOTAL (MAX_MOB_DROP+MAX_MOB_DROP_ADD)
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#define MAX_MVP_DROP_TOTAL (MAX_MVP_DROP+MAX_MVP_DROP_ADD)
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#define MAX_STEAL_DROP 7
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#define MAX_RACE2_MOBS 100
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//Min time between AI executions
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const t_tick 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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const t_tick MIN_MOBLINKTIME = 1000;
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//Min time between random walks
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const t_tick MIN_RANDOMWALKTIME = 4000;
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//Distance that slaves should keep from their master.
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#define MOB_SLAVEDISTANCE 2
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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_MOB|BL_PC|BL_HOM|BL_MER)
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/**
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* Mob constants
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* Added definitions for WoE:SE objects and other [L0ne_W0lf], [aleos]
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*/
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enum MOBID {
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MOBID_PORING = 1002,
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MOBID_RED_PLANT = 1078,
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MOBID_BLUE_PLANT,
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MOBID_GREEN_PLANT,
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MOBID_YELLOW_PLANT,
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MOBID_WHITE_PLANT,
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MOBID_SHINING_PLANT,
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MOBID_BLACK_MUSHROOM = 1084,
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MOBID_MARINE_SPHERE = 1142,
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MOBID_EMPERIUM = 1288,
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MOBID_G_PARASITE = 1555,
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MOBID_G_FLORA = 1575,
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MOBID_G_HYDRA = 1579,
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MOBID_G_MANDRAGORA = 1589,
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MOBID_G_GEOGRAPHER = 1590,
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MOBID_GUARDIAN_STONE1 = 1907,
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MOBID_GUARDIAN_STONE2,
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MOBID_SILVERSNIPER = 2042,
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MOBID_MAGICDECOY_FIRE,
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MOBID_MAGICDECOY_WATER,
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MOBID_MAGICDECOY_EARTH,
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MOBID_MAGICDECOY_WIND,
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MOBID_ZANZOU = 2308,
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MOBID_S_HORNET = 2158,
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MOBID_S_GIANT_HORNET,
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MOBID_S_LUCIOLA_VESPA,
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};
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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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MDLF_SELF
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};
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enum size {
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SZ_SMALL = 0,
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SZ_MEDIUM,
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SZ_BIG,
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SZ_ALL,
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SZ_MAX
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};
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/// Random Monster Groups
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enum e_random_monster : uint16 {
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MOBG_Branch_Of_Dead_Tree = 0,
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MOBG_Poring_Box,
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MOBG_Bloody_Dead_Branch,
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MOBG_Red_Pouch_Of_Surprise,
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MOBG_ClassChange,
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MOBG_Taekwon_Mission,
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};
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/// Random Monster Group Flags
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enum e_random_monster_flags {
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RMF_NONE = 0x00, ///< Apply no flags
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RMF_DB_RATE = 0x01, ///< Apply the summon success chance found in the list (otherwise get any monster from the db)
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RMF_CHECK_MOB_LV = 0x02, ///< Apply a monster level check
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RMF_MOB_NOT_BOSS = 0x04, ///< Selected monster should not be a Boss type (except those from MOBG_Bloody_Dead_Branch)
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RMF_MOB_NOT_SPAWN = 0x08, ///< Selected monster must have normal spawn
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RMF_MOB_NOT_PLANT = 0x10, ///< Selected monster should not be a Plant type
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RMF_ALL = 0xFF, ///< Apply all flags
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};
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struct mob_skill {
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enum MobSkillState state;
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uint16 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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/// Loooitem struct
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struct s_mob_lootitem {
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struct item item; ///< Item info
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unsigned short mob_id; ///< ID of monster that dropped the item
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};
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/// Struct for monster's drop item
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struct s_mob_drop {
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unsigned short nameid;
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int p;
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uint8 randomopt_group;
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unsigned steal_protected : 1;
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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;
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short range2,range3;
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enum e_race2 race2; // celest
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unsigned short lv;
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struct s_mob_drop dropitem[MAX_MOB_DROP_TOTAL], mvpitem[MAX_MVP_DROP_TOTAL];
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struct status_data status;
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struct view_data vd;
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unsigned int option;
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int maxskill;
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struct mob_skill skill[MAX_MOBSKILL];
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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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bool vd_changed;
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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->mob_id) all the time) [Skotlex]
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char name[NAME_LENGTH];
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struct s_specialState {
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unsigned int size : 2; //Small/Big monsters.
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enum mob_ai ai; //Special ai for summoned monsters.
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unsigned int clone : 1;/* is clone? 1:0 */
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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 s_MobState {
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unsigned int aggressive : 1; //Signals whether the mob AI is in aggressive mode or reactive mode. [Skotlex]
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unsigned int steal_coin_flag : 1;
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unsigned int soul_change_flag : 1; // Celest
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unsigned int alchemist: 1;
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unsigned int npc_killmonster: 1; //for new killmonster behavior
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unsigned int rebirth: 1; // NPC_Rebirth used
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unsigned int boss : 1;
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unsigned int copy_master_mode : 1; ///< Whether the spawned monster should copy the master's mode.
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enum MobSkillState skillstate;
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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 char attacked_count; //For rude attacked.
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int provoke_flag; // Celest
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} state;
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struct guardian_data* guardian_data;
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struct s_dmglog {
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int id; //char id
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unsigned int dmg;
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unsigned int flag : 2; //0: Normal. 1: Homunc exp. 2: Pet exp
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} dmglog[DAMAGELOG_SIZE];
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uint32 spotted_log[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 s_mob_lootitem *lootitems;
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short mob_id;
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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,norm_attacked_id;
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int areanpc_id; //Required in OnTouchNPC (to avoid multiple area touchs)
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int bg_id; // BattleGround System
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t_tick next_walktime,last_thinktime,last_linktime,last_pcneartime,dmgtick;
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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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unsigned char walktoxy_fail_count; //Pathfinding succeeds but the actual walking failed (e.g. Icewall lock)
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int deletetimer;
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int master_id,master_dist;
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int8 skill_idx; // Index of last used skill from db->skill[]
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t_tick skilldelay[MAX_MOBSKILL];
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char npc_event[EVENT_NAME_LENGTH];
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/**
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* Did this monster summon something?
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* Used to flag summon deletions, saves a worth amount of memory
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**/
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bool can_summon;
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/**
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* MvP Tombstone NPC ID
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**/
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int tomb_nid;
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};
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class MobAvailDatabase : public YamlDatabase {
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public:
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MobAvailDatabase() : YamlDatabase("MOB_AVAIL_DB", 1) {
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}
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void clear() { };
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const std::string getDefaultLocation();
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uint64 parseBodyNode(const YAML::Node& node);
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};
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enum e_mob_skill_target {
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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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};
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enum e_mob_skill_condition {
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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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unsigned short mob_id;
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enum bl_type src_type;
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struct item_drop* next;
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};
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struct item_drop_list {
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int16 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 mob_id);
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uint16 mobdb_searchname(const char * const str);
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struct mob_db* mobdb_search_aegisname( const char* str );
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int mobdb_searchname_array(const char *str, uint16 * out, int size);
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int mobdb_checkid(const int id);
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struct view_data* mob_get_viewdata(int mob_id);
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void mob_set_dynamic_viewdata( struct mob_data* md );
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void mob_free_dynamic_viewdata( struct mob_data* md );
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struct mob_data *mob_once_spawn_sub(struct block_list *bl, int16 m, int16 x, int16 y, const char *mobname, int mob_id, const char *event, unsigned int size, enum mob_ai ai);
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int mob_once_spawn(struct map_session_data* sd, int16 m, int16 x, int16 y,
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const char* mobname, int mob_id, int amount, const char* event, unsigned int size, enum mob_ai ai);
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int mob_once_spawn_area(struct map_session_data* sd, int16 m,
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int16 x0, int16 y0, int16 x1, int16 y1, const char* mobname, int mob_id, int amount, const char* event, unsigned int size, enum mob_ai ai);
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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, int16 x, int16 y, const char* mobname, int mob_id, const char* event, int guardian, bool has_index); // Spawning Guardians [Valaris]
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int mob_spawn_bg(const char* mapname, int16 x, int16 y, const char* mobname, int mob_id, const char* event, unsigned int bg_id);
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int mob_guardian_guildchange(struct mob_data *md); //Change Guardian's ownership. [Skotlex]
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int mob_randomwalk(struct mob_data *md,t_tick 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, t_tick 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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TIMER_FUNC(mob_delayspawn);
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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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void mob_clear_spawninfo();
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void do_init_mob(void);
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void do_final_mob(bool is_reload);
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TIMER_FUNC(mob_timer_delete);
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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, enum e_random_monster_flags flag, int lv);
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int mob_class_change(struct mob_data *md,int mob_id);
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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,t_tick tick,int event);
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int mobskill_event(struct mob_data *md,struct block_list *src,t_tick tick, int flag);
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int mob_summonslave(struct mob_data *md2,int *value,int amount,uint16 skill_id);
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int mob_countslave(struct block_list *bl);
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int mob_count_sub(struct block_list *bl, va_list ap);
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int mob_is_clone(int mob_id);
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int mob_clone_spawn(struct map_session_data *sd, int16 m, int16 x, int16 y, const char *event, int master_id, enum e_mode mode, int flag, unsigned int duration);
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int mob_clone_delete(struct mob_data *md);
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void mob_reload_itemmob_data(void);
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void mob_reload(void);
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void mob_add_spawn(uint16 mob_id, const struct spawn_info& new_spawn);
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const std::vector<spawn_info> mob_get_spawns(uint16 mob_id);
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bool mob_has_spawn(uint16 mob_id);
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// MvP Tomb System
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int mvptomb_setdelayspawn(struct npc_data *nd);
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TIMER_FUNC(mvptomb_delayspawn);
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void mvptomb_create(struct mob_data *md, char *killer, time_t time);
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void mvptomb_destroy(struct mob_data *md);
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void mob_setdropitem_option(struct item *itm, struct s_mob_drop *mobdrop);
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#define CHK_MOBSIZE(size) ((size) >= SZ_SMALL && (size) < SZ_MAX) /// Check valid Monster Size
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#endif /* MOB_HPP */
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