rathena/src/map/mob.cpp
Lemongrass3110 48b4623f3e
Fixed all warnings in MSVS (#8391)
Fixes #2859
Fixes #3570
Fixes #8389
2024-06-04 03:07:16 +02:00

6860 lines
204 KiB
C++

// Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#include "mob.hpp"
#include <algorithm>
#include <cmath>
#include <cstdlib>
#include <map>
#include <unordered_map>
#include <vector>
#include <common/cbasetypes.hpp>
#include <common/db.hpp>
#include <common/ers.hpp>
#include <common/malloc.hpp>
#include <common/nullpo.hpp>
#include <common/random.hpp>
#include <common/showmsg.hpp>
#include <common/socket.hpp>
#include <common/strlib.hpp>
#include <common/timer.hpp>
#include <common/utilities.hpp>
#include <common/utils.hpp>
#include "achievement.hpp"
#include "battle.hpp"
#include "clif.hpp"
#include "elemental.hpp"
#include "guild.hpp"
#include "homunculus.hpp"
#include "intif.hpp"
#include "itemdb.hpp"
#include "log.hpp"
#include "map.hpp"
#include "mercenary.hpp"
#include "npc.hpp"
#include "party.hpp"
#include "path.hpp"
#include "pc.hpp"
#include "pet.hpp"
#include "quest.hpp"
using namespace rathena;
#define ACTIVE_AI_RANGE 2 //Distance added on top of 'AREA_SIZE' at which mobs enter active AI mode.
const t_tick MOB_MAX_DELAY = 24 * 3600 * 1000;
#define RUDE_ATTACKED_COUNT 1 //After how many rude-attacks should the skill be used?
// On official servers, monsters will only seek targets that are closer to walk to than their
// search range. The search range is affected depending on if the monster is walking or not.
// On some maps there can be a quite long path for just walking two cells in a direction and
// the client does not support displaying walk paths that are longer than 14 cells, so this
// option reduces position lag in such situation. But doing a complex search for every possible
// target, might be CPU intensive.
// Disable this to make monsters not do any path search when looking for a target (old behavior).
#define ACTIVEPATHSEARCH
// Limits for the monster database
#define MIN_MOB_DB 1000
#define MAX_MOB_DB 3999
#define MIN_MOB_DB2 20020
#define MAX_MOB_DB2 31999
// These define the range of available IDs for clones. [Valaris]
#define MOB_CLONE_START MAX_MOB_DB
#define MOB_CLONE_END MIN_MOB_DB2
// holds Monster Spawn informations
std::unordered_map<uint16, std::vector<spawn_info>> mob_spawn_data;
MobItemRatioDatabase mob_item_drop_ratio;
/// Mob skill struct for temporary storage
struct s_mob_skill_db {
int32 mob_id; ///< Monster ID. -1 boss types, -2 normal types, -3 all monsters
std::vector<std::shared_ptr<s_mob_skill>> skill; ///< Skills
};
std::unordered_map<int32, std::shared_ptr<s_mob_skill_db>> mob_skill_db; /// Monster skill temporary db. s_mob_skill_db -> mobid
std::unordered_map<uint32, std::shared_ptr<s_item_drop_list>> mob_delayed_drops;
MobSummonDatabase mob_summon_db;
MobChatDatabase mob_chat_db;
MapDropDatabase map_drop_db;
/*==========================================
* Local prototype declaration (only required thing)
*------------------------------------------*/
static TIMER_FUNC(mob_spawn_guardian_sub);
int mob_skill_id2skill_idx(int mob_id,uint16 skill_id);
/*========================================== [Playtester]
* Removes all characters that spotted the monster but are no longer online
* @param md: Monster whose spotted log should be cleaned
*------------------------------------------*/
void mob_clean_spotted(struct mob_data *md) {
int i;
for (i = 0; i < DAMAGELOG_SIZE; i++) {
if (md->spotted_log[i] && !map_charid2sd(md->spotted_log[i]))
md->spotted_log[i] = 0;
}
}
/*========================================== [Playtester]
* Adds a char_id to the spotted log of a monster
* @param md: Monster to whose spotted log char_id should be added
* @param char_id: Char_id to add to the spotted log
*------------------------------------------*/
void mob_add_spotted(struct mob_data *md, uint32 char_id) {
int i;
//Check if char_id is already logged
for (i = 0; i < DAMAGELOG_SIZE; i++) {
if (md->spotted_log[i] == char_id)
return;
}
//Not logged, add char_id to first empty slot
for (i = 0; i < DAMAGELOG_SIZE; i++) {
if (md->spotted_log[i] == 0) {
md->spotted_log[i] = char_id;
return;
}
}
}
/*========================================== [Playtester]
* Checks if a monster was spotted
* @param md: Monster to check
* @return Returns true if the monster is spotted, otherwise 0
*------------------------------------------*/
bool mob_is_spotted(struct mob_data *md) {
int i;
//Check if monster is spotted
for (i = 0; i < DAMAGELOG_SIZE; i++) {
if (md->spotted_log[i] != 0)
return true; //Spotted
}
return false; //Not spotted
}
/**
* Tomb spawn time calculations
* @param nd: NPC data
*/
int mvptomb_setdelayspawn(struct npc_data *nd) {
if (nd->u.tomb.spawn_timer != INVALID_TIMER)
delete_timer(nd->u.tomb.spawn_timer, mvptomb_delayspawn);
nd->u.tomb.spawn_timer = add_timer(gettick() + battle_config.mvp_tomb_delay, mvptomb_delayspawn, nd->bl.id, 0);
return 0;
}
/**
* Tomb spawn with delay (timer function)
* @param tid: Timer ID
* @param tick: Time
* @param id: Block list ID
* @param data: Used for add_timer_func_list
*/
TIMER_FUNC(mvptomb_delayspawn){
struct npc_data *nd = BL_CAST(BL_NPC, map_id2bl(id));
if (nd) {
if (nd->u.tomb.spawn_timer != tid) {
ShowError("mvptomb_delayspawn: Timer mismatch: %d != %d\n", tid, nd->u.tomb.spawn_timer);
return 0;
}
nd->u.tomb.spawn_timer = INVALID_TIMER;
clif_spawn(&nd->bl);
}
return 0;
}
/**
* Create and display a tombstone on the map
* @param md: the mob to create a tombstone for
* @param killer: name of player who killed the mob
* @param time: time of mob's death
* @author [GreenBox]
*/
void mvptomb_create(struct mob_data *md, char *killer, time_t time)
{
struct npc_data *nd;
if ( md->tomb_nid )
mvptomb_destroy(md);
CREATE(nd, struct npc_data, 1);
nd->bl.id = md->tomb_nid = npc_get_new_npc_id();
nd->ud.dir = md->ud.dir;
nd->bl.m = md->bl.m;
nd->bl.x = md->bl.x;
nd->bl.y = md->bl.y;
nd->bl.type = BL_NPC;
safestrncpy(nd->name, msg_txt(nullptr,656), sizeof(nd->name));
nd->class_ = 565;
nd->speed = 200;
nd->subtype = NPCTYPE_TOMB;
nd->u.tomb.md = md;
nd->u.tomb.kill_time = time;
nd->u.tomb.spawn_timer = INVALID_TIMER;
if (killer)
safestrncpy(nd->u.tomb.killer_name, killer, NAME_LENGTH);
else
nd->u.tomb.killer_name[0] = '\0';
map_addnpc(nd->bl.m, nd);
if(map_addblock(&nd->bl))
return;
status_set_viewdata(&nd->bl, nd->class_);
status_change_init(&nd->bl);
unit_dataset(&nd->bl);
mvptomb_setdelayspawn(nd);
}
/**
* Destroys MVP Tomb
* @param md: Mob data
*/
void mvptomb_destroy(struct mob_data *md) {
struct npc_data *nd;
if ( (nd = map_id2nd(md->tomb_nid)) ) {
int i;
struct map_data *mapdata = map_getmapdata(nd->bl.m);
clif_clearunit_area( nd->bl, CLR_OUTSIGHT );
map_delblock(&nd->bl);
ARR_FIND( 0, mapdata->npc_num, i, mapdata->npc[i] == nd );
if( !(i == mapdata->npc_num) ) {
mapdata->npc_num--;
mapdata->npc[i] = mapdata->npc[mapdata->npc_num];
mapdata->npc[mapdata->npc_num] = nullptr;
}
map_deliddb(&nd->bl);
aFree(nd);
}
md->tomb_nid = 0;
}
/**
* Sub function for mob namesearch. Here is defined which are accepted.
*/
static bool mobdb_searchname_sub(uint16 mob_id, const char * const str, bool full_cmp)
{
std::shared_ptr<s_mob_db> mob = mob_db.find(mob_id);
if (mob == nullptr)
return false;
if( mobdb_checkid(mob_id) <= 0 )
return false; // invalid mob_id (includes clone check)
if(!mob->base_exp && !mob->job_exp && !mob_has_spawn(mob_id))
return false; // Monsters with no base/job exp and no spawn point are, by this criteria, considered "slave mobs" and excluded from search results
if( full_cmp ) {
// str must equal the db value
if( strcmpi(mob->name.c_str(), str) == 0 ||
strcmpi(mob->jname.c_str(), str) == 0 ||
strcmpi(mob->sprite.c_str(), str) == 0 )
return true;
} else {
// str must be in the db value
if( stristr(mob->name.c_str(), str) != nullptr ||
stristr(mob->jname.c_str(), str) != nullptr ||
stristr(mob->sprite.c_str(), str) != nullptr )
return true;
}
return false;
}
/**
* Searches for the Mobname
*/
uint16 mobdb_searchname_(const char * const str, bool full_cmp)
{
for( auto const &mobdb_pair : mob_db ) {
const uint16 mob_id = mobdb_pair.first;
if( mobdb_searchname_sub(mob_id, str, full_cmp) )
return mob_id;
}
return 0;
}
uint16 mobdb_searchname(const char * const str)
{
return mobdb_searchname_(str, true);
}
std::shared_ptr<s_mob_db> mobdb_search_aegisname( const char* str ){
for( auto &mobdb_pair : mob_db ){
if( strcmpi( str, mobdb_pair.second->sprite.c_str() ) == 0 ){
return mobdb_pair.second;
}
}
return nullptr;
}
/*==========================================
* Searches up to N matches. Returns number of matches [Skotlex]
*------------------------------------------*/
uint16 mobdb_searchname_array_(const char *str, uint16 * out, uint16 size, bool full_cmp)
{
uint16 count = 0;
const auto &mob_list = mob_db.getCache();
for( const auto &mob : mob_list ) {
if (mob == nullptr)
continue;
if( mobdb_searchname_sub(mob->id, str, full_cmp) ) {
if( count < size )
out[count] = mob->id;
count++;
}
}
return count;
}
uint16 mobdb_searchname_array(const char *str, uint16 * out, uint16 size)
{
return mobdb_searchname_array_(str, out, size, false);
}
/*==========================================
* Id Mob is checked.
*------------------------------------------*/
int mobdb_checkid(const int id)
{
if (!mob_db.exists(id))
return 0;
if (mob_is_clone(id)) //checkid is used mostly for random ID based code, therefore clone mobs are out of the question.
return 0;
return id;
}
/*==========================================
* Returns the view data associated to this mob class.
*------------------------------------------*/
struct view_data * mob_get_viewdata(int mob_id)
{
std::shared_ptr<s_mob_db> db = mob_db.find(mob_id);
if (db == nullptr)
return nullptr;
return &db->vd;
}
e_mob_bosstype s_mob_db::get_bosstype(){
if( status_has_mode( &this->status, MD_MVP ) ){
return BOSSTYPE_MVP;
}else if( this->status.class_ == CLASS_BOSS ){
return BOSSTYPE_MINIBOSS;
}else{
return BOSSTYPE_NONE;
}
}
e_mob_bosstype mob_data::get_bosstype(){
if( this->db != nullptr ){
return this->db->get_bosstype();
}else{
return BOSSTYPE_NONE;
}
}
/**
* Create unique view data associated to a spawned monster.
* @param md: Mob to adjust
*/
void mob_set_dynamic_viewdata( struct mob_data* md ){
// If it is a valid monster and it has not already been created
if( md && !md->vd_changed ){
// Allocate a dynamic entry
struct view_data* vd = (struct view_data*)aMalloc( sizeof( struct view_data ) );
// Copy the current values
memcpy( vd, md->vd, sizeof( struct view_data ) );
// Update the pointer to the new entry
md->vd = vd;
// Flag it as changed so it is freed later on
md->vd_changed = true;
}
}
/**
* Free any view data associated to a spawned monster.
* @param md: Mob to free
*/
void mob_free_dynamic_viewdata( struct mob_data* md ){
// If it is a valid monster and it has already been allocated
if( md && md->vd_changed ){
// Free it
aFree( md->vd );
// Remove the reference
md->vd = nullptr;
// Unflag it as changed
md->vd_changed = false;
}
}
/*==========================================
* Cleans up mob-spawn data to make it "valid"
*------------------------------------------*/
int mob_parse_dataset(struct spawn_data *data)
{
size_t len;
if ((!mobdb_checkid(data->id) && !mob_is_clone(data->id)) || !data->num)
return 0;
if( ( len = strlen(data->eventname) ) > 0 )
{
if( data->eventname[len-1] == '"' )
data->eventname[len-1] = '\0'; //Remove trailing quote.
if( data->eventname[0] == '"' ) //Strip leading quotes
memmove(data->eventname, data->eventname+1, len-1);
}
if(strcmp(data->name,"--en--")==0)
safestrncpy(data->name, mob_db.find(data->id)->name.c_str(), sizeof(data->name));
else if(strcmp(data->name,"--ja--")==0)
safestrncpy(data->name, mob_db.find(data->id)->jname.c_str(), sizeof(data->name));
return 1;
}
/*==========================================
* Generates the basic mob data using the spawn_data provided.
*------------------------------------------*/
struct mob_data* mob_spawn_dataset(struct spawn_data *data)
{
struct mob_data *md = (struct mob_data*)aCalloc(1, sizeof(struct mob_data));
new(md) mob_data();
md->bl.id= npc_get_new_npc_id();
md->bl.type = BL_MOB;
md->bl.m = data->m;
md->bl.x = data->x;
md->bl.y = data->y;
md->mob_id = data->id;
md->state.boss = data->state.boss;
md->db = mob_db.find(md->mob_id);
if (data->level > 0)
md->level = data->level;
memcpy(md->name, data->name, NAME_LENGTH);
if (data->state.ai)
md->special_state.ai = data->state.ai;
if (data->state.size)
md->special_state.size = data->state.size;
if (data->eventname[0] && strlen(data->eventname) >= 4)
safestrncpy(md->npc_event, data->eventname, EVENT_NAME_LENGTH);
if(status_has_mode(&md->db->status,MD_LOOTER))
md->lootitems = (struct s_mob_lootitem *)aCalloc(LOOTITEM_SIZE,sizeof(struct s_mob_lootitem));
md->spawn_timer = INVALID_TIMER;
md->deletetimer = INVALID_TIMER;
md->skill_idx = -1;
md->centerX = data->x;
md->centerY = data->y;
status_set_viewdata(&md->bl, md->mob_id);
status_change_init(&md->bl);
unit_dataset(&md->bl);
map_addiddb(&md->bl);
return md;
}
/*==========================================
* Fetches a random mob_id [Skotlex]
* type: Where to fetch from (see enum e_random_monster)
* flag: Type of checks to apply (see enum e_random_monster_flags)
* lv: Mob level to check against
*------------------------------------------*/
int mob_get_random_id(int type, enum e_random_monster_flags flag, int lv)
{
std::shared_ptr<s_randomsummon_group> summon = mob_summon_db.find(type);
if (type == MOBG_BLOODY_DEAD_BRANCH && flag&RMF_MOB_NOT_BOSS)
flag = static_cast<e_random_monster_flags>(flag&~RMF_MOB_NOT_BOSS);
if (!summon) {
ShowError("mob_get_random_id: Invalid type (%d) of random monster.\n", type);
return 0;
}
if (summon->list.empty()) {
ShowError("mob_get_random_id: Random monster type %d is not defined.\n", type);
return 0;
}
for( size_t i = 0, max = summon->list.size() * 3; i < max; i++ ){
std::shared_ptr<s_randomsummon_entry> entry = util::umap_random( summon->list );
std::shared_ptr<s_mob_db> mob = mob_db.find( entry->mob_id );
if(mob == nullptr ||
mob_is_clone( entry->mob_id ) ||
(flag&RMF_DB_RATE && (entry->rate < 1000000 && entry->rate <= rnd() % 1000000)) ||
(flag&RMF_CHECK_MOB_LV && lv < mob->lv) ||
(flag&RMF_MOB_NOT_BOSS && status_has_mode(&mob->status,MD_STATUSIMMUNE) ) ||
(flag&RMF_MOB_NOT_SPAWN && !mob_has_spawn( entry->mob_id )) ||
(flag&RMF_MOB_NOT_PLANT && status_has_mode(&mob->status,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) )
){
continue;
}
return entry->mob_id;
}
if (!mob_db.exists( summon->default_mob_id )) {
ShowError("mob_get_random_id: Default monster is not defined for type %d.\n", type);
return 0;
}
return summon->default_mob_id;
}
/*==========================================
* Kill Steal Protection [Zephyrus]
*------------------------------------------*/
bool mob_ksprotected (struct block_list *src, struct block_list *target)
{
struct block_list *s_bl, *t_bl;
map_session_data
*sd, // Source
*t_sd; // Mob Target
struct mob_data *md;
t_tick tick = gettick();
if( !battle_config.ksprotection )
return false; // KS Protection Disabled
if( !(md = BL_CAST(BL_MOB,target)) )
return false; // Tarjet is not MOB
if( (s_bl = battle_get_master(src)) == nullptr )
s_bl = src;
if( !(sd = BL_CAST(BL_PC,s_bl)) )
return false; // Master is not PC
t_bl = map_id2bl(md->target_id);
if( !t_bl || (s_bl = battle_get_master(t_bl)) == nullptr )
s_bl = t_bl;
t_sd = BL_CAST(BL_PC,s_bl);
do {
struct status_change_entry *sce;
map_session_data *pl_sd; // Owner
struct map_data *mapdata = map_getmapdata(md->bl.m);
char output[128];
if( mapdata->getMapFlag(MF_ALLOWKS) || mapdata_flag_ks(mapdata) )
return false; // Ignores GVG, PVP and AllowKS map flags
if( md->get_bosstype() == BOSSTYPE_MVP || md->master_id )
return false; // MVP, Slaves mobs ignores KS
if( (sce = md->sc.getSCE(SC_KSPROTECTED)) == nullptr )
break; // No KS Protected
if( sd->bl.id == sce->val1 || // Same Owner
(sce->val2 == 2 && sd->status.party_id && sd->status.party_id == sce->val3) || // Party KS allowed
(sce->val2 == 3 && sd->status.guild_id && sd->status.guild_id == sce->val4) ) // Guild KS allowed
break;
if( t_sd && (
(sce->val2 == 1 && sce->val1 != t_sd->bl.id) ||
(sce->val2 == 2 && sce->val3 && sce->val3 != t_sd->status.party_id) ||
(sce->val2 == 3 && sce->val4 && sce->val4 != t_sd->status.guild_id)) )
break;
if( (pl_sd = map_id2sd(sce->val1)) == nullptr || pl_sd->bl.m != md->bl.m )
break;
if( !pl_sd->state.noks )
return false; // No KS Protected, but normal players should be protected too
// Message to KS
if( DIFF_TICK(sd->ks_floodprotect_tick, tick) <= 0 )
{
sprintf(output, "[KS Warning!! - Owner : %s]", pl_sd->status.name);
clif_messagecolor(&sd->bl, color_table[COLOR_LIGHT_GREEN], output, false, SELF);
sd->ks_floodprotect_tick = tick + 2000;
}
// Message to Owner
if( DIFF_TICK(pl_sd->ks_floodprotect_tick, tick) <= 0 )
{
sprintf(output, "[Watch out! %s is trying to KS you!]", sd->status.name);
clif_messagecolor(&pl_sd->bl, color_table[COLOR_LIGHT_GREEN], output, false, SELF);
pl_sd->ks_floodprotect_tick = tick + 2000;
}
return true;
} while(0);
status_change_start(src, target, SC_KSPROTECTED, 10000, sd->bl.id, sd->state.noks, sd->status.party_id, sd->status.guild_id, battle_config.ksprotection, SCSTART_NOAVOID);
return false;
}
struct mob_data *mob_once_spawn_sub(struct block_list *bl, int16 m, int16 x, int16 y, const char *mobname, int mob_id, const char *event, unsigned int size, enum mob_ai ai)
{
struct spawn_data data;
memset(&data, 0, sizeof(struct spawn_data)); //why ? this might screw attribute object and cause leak..
data.m = m;
data.num = 1;
data.id = mob_id;
data.state.size = size;
data.state.ai = ai;
if (mobname)
safestrncpy(data.name, mobname, sizeof(data.name));
else
if (battle_config.override_mob_names == 1)
strcpy(data.name, "--en--");
else
strcpy(data.name, "--ja--");
if (event)
safestrncpy(data.eventname, event, sizeof(data.eventname));
// Locate spot next to player.
if (bl && (x < 0 || y < 0))
map_search_freecell(bl, m, &x, &y, 1, 1, 0);
struct map_data *mapdata = map_getmapdata(m);
// if none found, pick random position on map
if (x <= 0 || x >= mapdata->xs || y <= 0 || y >= mapdata->ys)
map_search_freecell(nullptr, m, &x, &y, -1, -1, 1);
data.x = x;
data.y = y;
if (!mob_parse_dataset(&data))
return nullptr;
return mob_spawn_dataset(&data);
}
/*==========================================
* Spawn a single mob on the specified coordinates.
*------------------------------------------*/
int mob_once_spawn(map_session_data* sd, int16 m, int16 x, int16 y, const char* mobname, int mob_id, int amount, const char* event, unsigned int size, enum mob_ai ai)
{
struct mob_data* md = nullptr;
int count, lv;
if (m < 0 || amount <= 0)
return 0; // invalid input
lv = (sd) ? sd->status.base_level : 255;
for (count = 0; count < amount; count++)
{
int c = (mob_id >= 0) ? mob_id : mob_get_random_id(-mob_id - 1, (battle_config.random_monster_checklv) ? static_cast<e_random_monster_flags>(RMF_DB_RATE|RMF_CHECK_MOB_LV) : RMF_DB_RATE, lv);
md = mob_once_spawn_sub((sd) ? &sd->bl : nullptr, m, x, y, mobname, c, event, size, ai);
if (!md)
continue;
if (mob_id == MOBID_EMPERIUM)
{
std::shared_ptr<guild_castle> gc = castle_db.mapindex2gc(map_getmapdata(m)->index);
auto g = (gc) ? guild_search(gc->guild_id) : nullptr;
if (gc)
{
md->guardian_data = (struct guardian_data*)aCalloc(1, sizeof(struct guardian_data));
new(md->guardian_data) guardian_data();
md->guardian_data->castle = gc;
md->guardian_data->number = MAX_GUARDIANS;
md->guardian_data->guild_id = gc->guild_id;
if (g)
{
md->guardian_data->emblem_id = g->guild.emblem_id;
memcpy(md->guardian_data->guild_name, g->guild.name, NAME_LENGTH);
}
else if (gc->guild_id) // Guild is not yet available, retry after the configured timespan.
add_timer(gettick() + battle_config.mob_respawn_time,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id);
}
} // end addition [Valaris]
mob_spawn(md);
if (mob_id < 0 && battle_config.dead_branch_active)
//Behold Aegis's masterful decisions yet again...
//"I understand the "Aggressive" part, but the "Can Move" and "Can Attack" is just stupid" - Poki#3
sc_start4(nullptr,&md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE|MD_CANATTACK|MD_CANMOVE|MD_ANGRY, 0, 60000);
}
return (md) ? md->bl.id : 0; // id of last spawned mob
}
/*==========================================
* Spawn mobs in the specified area.
*------------------------------------------*/
int mob_once_spawn_area(map_session_data* sd, int16 m, int16 x0, int16 y0, int16 x1, int16 y1, const char* mobname, int mob_id, int amount, const char* event, unsigned int size, enum mob_ai ai)
{
int i, max, id = 0;
int lx = -1, ly = -1;
if (m < 0 || amount <= 0)
return 0; // invalid input
// normalize x/y coordinates
if (x0 > x1)
std::swap(x0, x1);
if (y0 > y1)
std::swap(y0, y1);
// choose a suitable max. number of attempts
max = (y1 - y0 + 1)*(x1 - x0 + 1)*3;
if (max > 1000)
max = 1000;
// spawn mobs, one by one
for (i = 0; i < amount; i++)
{
int x, y;
int j = 0;
// find a suitable map cell
do {
x = rnd()%(x1-x0+1)+x0;
y = rnd()%(y1-y0+1)+y0;
j++;
} while (map_getcell(m,x,y,CELL_CHKNOPASS) && j < max);
if (j == max)
{// attempt to find an available cell failed
if (lx == -1 && ly == -1)
return 0; // total failure
// fallback to last good x/y pair
x = lx;
y = ly;
}
// record last successful coordinates
lx = x;
ly = y;
id = mob_once_spawn(sd, m, x, y, mobname, mob_id, 1, event, size, ai);
}
return id; // id of last spawned mob
}
/*==========================================
* Set a Guardian's guild data [Skotlex]
*------------------------------------------*/
static TIMER_FUNC(mob_spawn_guardian_sub){
//Needed because the guild_data may not be available at guardian spawn time.
struct block_list* bl = map_id2bl(id);
struct mob_data* md;
int guardup_lv;
if (bl == nullptr) //It is possible mob was already removed from map when the castle has no owner. [Skotlex]
return 0;
if (bl->type != BL_MOB)
{
ShowError("mob_spawn_guardian_sub: Block error!\n");
return 0;
}
md = (struct mob_data*)bl;
nullpo_ret(md->guardian_data);
auto g = guild_search((int)data);
if (g == nullptr)
{ //Liberate castle, if the guild is not found this is an error! [Skotlex]
ShowError("mob_spawn_guardian_sub: Couldn't load guild %d!\n", (int)data);
if (md->mob_id == MOBID_EMPERIUM)
{ //Not sure this is the best way, but otherwise we'd be invoking this for ALL guardians spawned later on.
md->guardian_data->guild_id = 0;
if (md->guardian_data->castle->guild_id) //Free castle up.
{
ShowNotice("Clearing ownership of castle %d (%s)\n", md->guardian_data->castle->castle_id, md->guardian_data->castle->castle_name);
guild_castledatasave(md->guardian_data->castle->castle_id, CD_GUILD_ID, 0);
}
} else {
if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS && md->guardian_data->castle->guardian[md->guardian_data->number].visible)
guild_castledatasave(md->guardian_data->castle->castle_id, CD_ENABLED_GUARDIAN00 + md->guardian_data->number,0);
unit_free(&md->bl,CLR_OUTSIGHT); //Remove guardian.
}
return 0;
}
guardup_lv = guild_checkskill(g->guild, GD_GUARDUP);
md->guardian_data->emblem_id = g->guild.emblem_id;
memcpy(md->guardian_data->guild_name, g->guild.name, NAME_LENGTH);
md->guardian_data->guardup_lv = guardup_lv;
if( guardup_lv )
status_calc_mob(md, SCO_NONE); //Give bonuses.
return 0;
}
/*==========================================
* Summoning Guardians [Valaris]
*------------------------------------------*/
int mob_spawn_guardian(const char* mapname, int16 x, int16 y, const char* mobname, int mob_id, const char* event, int guardian, bool has_index)
{
struct mob_data *md=nullptr;
struct spawn_data data;
std::shared_ptr<MapGuild> g = nullptr;
int16 m;
memset(&data, 0, sizeof(struct spawn_data)); //fixme
data.num = 1;
m=map_mapname2mapid(mapname);
if(m<0)
{
ShowWarning("mob_spawn_guardian: Map [%s] not found.\n", mapname);
return 0;
}
data.m = m;
data.num = 1;
if(mob_id<=0) {
mob_id = mob_get_random_id(-mob_id-1, RMF_DB_RATE, 0);
if (!mob_id) return 0;
}
data.id = mob_id;
if( !has_index )
{
guardian = -1;
}
else if( guardian < 0 || guardian >= MAX_GUARDIANS )
{
ShowError("mob_spawn_guardian: Invalid guardian index %d for guardian %d (castle map %s)\n", guardian, mob_id, mapname);
return 0;
}
if((x<=0 || y<=0) && !map_search_freecell(nullptr, m, &x, &y, -1,-1, 1))
{
ShowWarning("mob_spawn_guardian: Couldn't locate a spawn cell for guardian class %d (index %d) at castle map %s\n",mob_id, guardian, mapname);
return 0;
}
data.x = x;
data.y = y;
safestrncpy(data.name, mobname, sizeof(data.name));
safestrncpy(data.eventname, event, sizeof(data.eventname));
if (!mob_parse_dataset(&data))
return 0;
std::shared_ptr<guild_castle> gc = castle_db.mapname2gc(mapname);
if (gc == nullptr)
{
ShowError("mob_spawn_guardian: No castle set at map %s\n", mapname);
return 0;
}
if (!gc->guild_id)
ShowWarning("mob_spawn_guardian: Spawning guardian %d on a castle with no guild (castle map %s)\n", mob_id, mapname);
else
g = guild_search(gc->guild_id);
if( has_index && gc->guardian[guardian].id )
{ //Check if guardian already exists, refuse to spawn if so.
struct mob_data *md2 = (TBL_MOB*)map_id2bl(gc->guardian[guardian].id);
if (md2 && md2->bl.type == BL_MOB &&
md2->guardian_data && md2->guardian_data->number == guardian)
{
ShowError("mob_spawn_guardian: Attempted to spawn guardian in position %d which already has a guardian (castle map %s)\n", guardian, mapname);
return 0;
}
}
md = mob_spawn_dataset(&data);
md->guardian_data = (struct guardian_data*)aCalloc(1, sizeof(struct guardian_data));
new (md->guardian_data) guardian_data();
md->guardian_data->number = guardian;
md->guardian_data->guild_id = gc->guild_id;
md->guardian_data->castle = gc;
if( has_index )
{// permanent guardian
gc->guardian[guardian].id = md->bl.id;
}
else
{// temporary guardian
int i;
ARR_FIND(0, gc->temp_guardians_max, i, gc->temp_guardians[i] == 0);
if( i == gc->temp_guardians_max )
{
++(gc->temp_guardians_max);
RECREATE(gc->temp_guardians, int, gc->temp_guardians_max);
}
gc->temp_guardians[i] = md->bl.id;
}
if (g)
{
md->guardian_data->emblem_id = g->guild.emblem_id;
memcpy (md->guardian_data->guild_name, g->guild.name, NAME_LENGTH);
md->guardian_data->guardup_lv = guild_checkskill(g->guild,GD_GUARDUP);
} else if (md->guardian_data->guild_id)
add_timer(gettick() + battle_config.mob_respawn_time,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id);
mob_spawn(md);
return md->bl.id;
}
/*==========================================
* Summoning BattleGround [Zephyrus]
*------------------------------------------*/
int mob_spawn_bg(const char* mapname, int16 x, int16 y, const char* mobname, int mob_id, const char* event, unsigned int bg_id)
{
struct mob_data *md = nullptr;
struct spawn_data data;
int16 m;
if( (m = map_mapname2mapid(mapname)) < 0 )
{
ShowWarning("mob_spawn_bg: Map [%s] not found.\n", mapname);
return 0;
}
memset(&data, 0, sizeof(struct spawn_data));
data.m = m;
data.num = 1;
if( mob_id <= 0 )
{
mob_id = mob_get_random_id(-mob_id-1, RMF_DB_RATE, 0);
if( !mob_id ) return 0;
}
data.id = mob_id;
if( (x <= 0 || y <= 0) && !map_search_freecell(nullptr, m, &x, &y, -1,-1, 1) )
{
ShowWarning("mob_spawn_bg: Couldn't locate a spawn cell for guardian class %d (bg_id %d) at map %s\n",mob_id, bg_id, mapname);
return 0;
}
data.x = x;
data.y = y;
safestrncpy(data.name, mobname, sizeof(data.name));
safestrncpy(data.eventname, event, sizeof(data.eventname));
if( !mob_parse_dataset(&data) )
return 0;
md = mob_spawn_dataset(&data);
mob_spawn(md);
md->bg_id = bg_id; // BG Team ID
return md->bl.id;
}
/*==========================================
* Returns true if a mob is currently chasing something
* based on its skillstate.
* Chase states: MSS_LOOT, MSS_RUSH, MSS_FOLLOW
*------------------------------------------*/
bool mob_is_chasing(int state)
{
switch (state) {
case MSS_LOOT:
case MSS_RUSH:
case MSS_FOLLOW:
return true;
}
return false;
}
/*==========================================
* Checks if a monster can reach a target by walking
* Range: Maximum number of cells to be walked
*------------------------------------------*/
int mob_can_reach(struct mob_data *md,struct block_list *bl,int range)
{
nullpo_ret(md);
nullpo_ret(bl);
return unit_can_reach_bl(&md->bl, bl, range, 0, nullptr, nullptr);
}
/*==========================================
* Links nearby mobs (supportive mobs)
*------------------------------------------*/
int mob_linksearch(struct block_list *bl,va_list ap)
{
struct mob_data *md;
int mob_id;
struct block_list *target;
t_tick tick;
nullpo_ret(bl);
md=(struct mob_data *)bl;
mob_id = va_arg(ap, int);
target = va_arg(ap, struct block_list *);
tick=va_arg(ap, t_tick);
if (md->mob_id == mob_id && status_has_mode(&md->status,MD_ASSIST) && DIFF_TICK(tick, md->last_linktime) >= MIN_MOBLINKTIME
&& !md->target_id)
{
md->last_linktime = tick;
if( mob_can_reach(md,target,md->db->range2) ){ // Reachability judging
md->target_id = target->id;
md->min_chase=md->db->range3;
return 1;
}
}
return 0;
}
/*==========================================
* mob spawn with delay (timer function)
*------------------------------------------*/
TIMER_FUNC(mob_delayspawn){
struct block_list* bl = map_id2bl(id);
struct mob_data* md = BL_CAST(BL_MOB, bl);
if( md )
{
if( md->spawn_timer != tid )
{
ShowError("mob_delayspawn: Timer mismatch: %d != %d\n", tid, md->spawn_timer);
return 0;
}
md->spawn_timer = INVALID_TIMER;
mob_spawn(md);
}
return 0;
}
/*==========================================
* spawn timing calculation
*------------------------------------------*/
int mob_setdelayspawn(struct mob_data *md)
{
unsigned int spawntime;
if (!md->spawn) //Doesn't has respawn data!
return unit_free(&md->bl,CLR_DEAD);
spawntime = md->spawn->delay1; //Base respawn time
if (md->spawn->delay2) //random variance
spawntime+= rnd()%md->spawn->delay2;
//Apply the spawn delay fix [Skotlex]
std::shared_ptr<s_mob_db> db = mob_db.find(md->spawn->id);
if (status_has_mode(&db->status,MD_STATUSIMMUNE)) { // Status Immune
if (battle_config.boss_spawn_delay != 100) {
// Divide by 100 first to prevent overflows
//(precision loss is minimal as duration is in ms already)
spawntime = spawntime/100*battle_config.boss_spawn_delay;
}
} else if (status_has_mode(&db->status,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC)) { // Plant type
if (battle_config.plant_spawn_delay != 100) {
spawntime = spawntime/100*battle_config.plant_spawn_delay;
}
} else if (battle_config.mob_spawn_delay != 100) { //Normal mobs
spawntime = spawntime/100*battle_config.mob_spawn_delay;
}
spawntime = u32max(1000, spawntime); //Monsters should never respawn faster than 1 second
if( md->spawn_timer != INVALID_TIMER )
delete_timer(md->spawn_timer, mob_delayspawn);
md->spawn_timer = add_timer(gettick()+spawntime, mob_delayspawn, md->bl.id, 0);
return 0;
}
int mob_count_sub(struct block_list *bl, va_list ap) {
int mobid[10], i;
ARR_FIND(0, 10, i, (mobid[i] = va_arg(ap, int)) == 0); //fetch till 0
mob_data* md = BL_CAST(BL_MOB, bl);
if (md && mobid[0]) { //if there one let's check it otherwise go backward
ARR_FIND(0, 10, i, md->mob_id == mobid[i]);
return (i < 10) ? 1 : 0;
}
// If not counting monsters, count all
return 1; //backward compatibility
}
/**
* Mob spawning. Initialization is also variously here. (Spawn a mob in a map)
* @param md : mob data to spawn
* @return 0:spawned, 1:delayed, 2:error
*/
int mob_spawn (struct mob_data *md)
{
int i=0;
t_tick tick = gettick();
md->last_thinktime = tick;
if (md->bl.prev != nullptr)
unit_remove_map(&md->bl,CLR_RESPAWN);
else
if (md->spawn && md->mob_id != md->spawn->id)
{
md->mob_id = md->spawn->id;
status_set_viewdata(&md->bl, md->mob_id);
md->db = mob_db.find(md->mob_id);
memcpy(md->name,md->spawn->name,NAME_LENGTH);
}
if (md->spawn) { //Respawn data
md->bl.m = md->spawn->m;
md->bl.x = md->centerX;
md->bl.y = md->centerY;
// Search can be skipped for boss monster spawns if spawn location is fixed
// We can't skip normal monsters as they should pick a random location if the cell is blocked (e.g. Icewall)
// The center cell has a 1/(xs*ys) chance to be picked if free
if ((!md->spawn->state.boss || (md->bl.x == 0 && md->bl.y == 0) || md->spawn->xs != 1 || md->spawn->ys != 1)
&& (md->spawn->xs + md->spawn->ys < 1 || !rnd_chance(1, md->spawn->xs * md->spawn->ys) || !map_getcell(md->bl.m, md->bl.x, md->bl.y, CELL_CHKREACH)))
{
// Officially the area is split into 4 squares, 4 lines and 1 dot and for each of those there is one attempt
// We simplify this to trying 8 times in the whole area and then at the center cell even though that's not fully accurate
// Try to spawn monster in defined area (8 tries)
if (!map_search_freecell(&md->bl, -1, &md->bl.x, &md->bl.y, md->spawn->xs-1, md->spawn->ys-1, battle_config.no_spawn_on_player?4:0, 8))
{
// If area search failed and center cell not reachable, try to spawn the monster anywhere on the map (50 tries)
if (!map_getcell(md->bl.m, md->bl.x, md->bl.y, CELL_CHKREACH) && !map_search_freecell(&md->bl, -1, &md->bl.x, &md->bl.y, -1, -1, battle_config.no_spawn_on_player?4:0))
{
// Retry again later
if (md->spawn_timer != INVALID_TIMER)
delete_timer(md->spawn_timer, mob_delayspawn);
md->spawn_timer = add_timer(tick + battle_config.mob_respawn_time, mob_delayspawn, md->bl.id, 0);
return 1;
}
}
}
if( battle_config.no_spawn_on_player > 99 && map_foreachinallrange(mob_count_sub, &md->bl, AREA_SIZE, BL_PC) )
{ // retry again later (players on sight)
if( md->spawn_timer != INVALID_TIMER )
delete_timer(md->spawn_timer, mob_delayspawn);
md->spawn_timer = add_timer(tick + battle_config.mob_respawn_time,mob_delayspawn,md->bl.id,0);
return 1;
}
}
memset(&md->state, 0, sizeof(md->state));
status_calc_mob(md, SCO_FIRST);
md->attacked_id = 0;
md->norm_attacked_id = 0;
md->target_id = 0;
md->move_fail_count = 0;
md->ud.state.attack_continue = 0;
md->ud.target_to = 0;
md->ud.dir = 0;
if( md->spawn_timer != INVALID_TIMER ) {
delete_timer(md->spawn_timer, mob_delayspawn);
md->spawn_timer = INVALID_TIMER;
}
// md->master_id = 0;
md->master_dist = 0;
md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
md->state.skillstate = MSS_IDLE;
md->ud.state.blockedmove = false;
md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME;
md->last_linktime = tick;
md->dmgtick = tick - 5000;
md->last_pcneartime = 0;
md->last_canmove = tick;
md->last_skillcheck = 0;
t_tick c = tick - MOB_MAX_DELAY;
for (i = 0; i < MAX_MOBSKILL; i++)
md->skilldelay[i] = c;
for (i = 0; i < DAMAGELOG_SIZE; i++)
md->spotted_log[i] = 0;
memset(md->dmglog, 0, sizeof(md->dmglog));
md->tdmg = 0;
if (md->lootitems)
memset(md->lootitems, 0, sizeof(*md->lootitems));
md->lootitem_count = 0;
if(md->db->option)
// Added for carts, falcons and pecos for cloned monsters. [Valaris]
md->sc.option = md->db->option;
// MvP tomb [GreenBox]
if ( md->tomb_nid )
mvptomb_destroy(md);
if(map_addblock(&md->bl))
return 2;
if( map_getmapdata(md->bl.m)->users )
clif_spawn(&md->bl);
skill_unit_move(&md->bl,tick,1);
mobskill_use(md, tick, MSC_SPAWN);
return 0;
}
/*==========================================
* Determines if the mob can change target. [Skotlex]
*------------------------------------------*/
static int mob_can_changetarget(struct mob_data* md, struct block_list* target, int mode)
{
// Special feature that makes monsters always attack the person that provoked them
if(battle_config.mob_ai&0x800 && md->state.provoke_flag)
{
if (md->state.provoke_flag == target->id)
return 1;
else if (!(battle_config.mob_ai&0x4))
return 0;
}
switch (md->state.skillstate) {
case MSS_BERSERK:
if (!(mode&MD_CHANGETARGETMELEE))
return 0;
if (!(battle_config.mob_ai&0x80) && md->norm_attacked_id != target->id)
return 0;
return (battle_config.mob_ai&0x4 || check_distance_bl(&md->bl, target, md->status.rhw.range+1));
case MSS_RUSH:
return (mode&MD_CHANGETARGETCHASE);
case MSS_FOLLOW:
case MSS_ANGRY:
case MSS_IDLE:
case MSS_WALK:
case MSS_LOOT:
return 1;
default:
return 0;
}
}
/*==========================================
* Determination for an attack of a monster
*------------------------------------------*/
int mob_target(struct mob_data *md,struct block_list *bl,int dist)
{
nullpo_ret(md);
nullpo_ret(bl);
// Nothing will be carried out if there is no mind of changing TAGE by TAGE ending.
if(md->target_id && !mob_can_changetarget(md, bl, status_get_mode(&md->bl)))
return 0;
if(!status_check_skilluse(&md->bl, bl, 0, 0))
return 0;
md->target_id = bl->id; // Since there was no disturbance, it locks on to target.
if (md->state.provoke_flag && bl->id != md->state.provoke_flag)
md->state.provoke_flag = 0;
// When an angry monster is provoked, it will switch to retaliate AI
if (md->state.provoke_flag && md->state.aggressive)
md->state.aggressive = 0;
md->min_chase = cap_value(dist + md->db->range3 - md->status.rhw.range, md->db->range3, MAX_MINCHASE);
return 0;
}
/*==========================================
* The ?? routine of an active monster
*------------------------------------------*/
static int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
{
struct mob_data *md;
struct block_list **target;
enum e_mode mode;
int dist;
nullpo_ret(bl);
md=va_arg(ap,struct mob_data *);
target= va_arg(ap,struct block_list**);
mode= static_cast<enum e_mode>(va_arg(ap, int));
//If can't seek yet, not an enemy, or you can't attack it, skip.
if ((*target) == bl || !status_check_skilluse(&md->bl, bl, 0, 0))
return 0;
if ((mode&MD_TARGETWEAK) && status_get_lv(bl) >= md->level-5)
return 0;
if(battle_check_target(&md->bl,bl,BCT_ENEMY)<=0)
return 0;
if (bl->type == BL_PC && BL_CAST(BL_PC, bl)->state.gangsterparadise &&
!status_has_mode(&md->status,MD_STATUSIMMUNE))
return 0; //Gangster paradise protection.
if (battle_config.hom_setting&HOMSET_FIRST_TARGET &&
(*target) != nullptr && (*target)->type == BL_HOM && bl->type != BL_HOM)
return 0; //For some reason Homun targets are never overriden.
dist = distance_bl(&md->bl, bl);
if(
((*target) == nullptr || !check_distance_bl(&md->bl, *target, dist)) &&
battle_check_range(&md->bl,bl,md->db->range2)
) { //Pick closest target?
#ifdef ACTIVEPATHSEARCH
struct walkpath_data wpd;
if (!path_search(&wpd, md->bl.m, md->bl.x, md->bl.y, bl->x, bl->y, 0, CELL_CHKWALL)) // Count walk path cells
return 0;
//Standing monsters use range2, walking monsters use range3
if ((md->ud.walktimer == INVALID_TIMER && wpd.path_len > md->db->range2)
|| (md->ud.walktimer != INVALID_TIMER && wpd.path_len > md->db->range3))
return 0;
#endif
(*target) = bl;
md->target_id=bl->id;
md->min_chase = cap_value(dist + md->db->range3 - md->status.rhw.range, md->db->range3, MAX_MINCHASE);
return 1;
}
return 0;
}
/*==========================================
* chase target-change routine.
*------------------------------------------*/
static int mob_ai_sub_hard_changechase(struct block_list *bl,va_list ap)
{
struct mob_data *md;
struct block_list **target;
nullpo_ret(bl);
md=va_arg(ap,struct mob_data *);
target= va_arg(ap,struct block_list**);
//If can't seek yet, not an enemy, or you can't attack it, skip.
if ((*target) == bl ||
battle_check_target(&md->bl,bl,BCT_ENEMY)<=0 ||
!status_check_skilluse(&md->bl, bl, 0, 0))
return 0;
if(battle_check_range (&md->bl, bl, md->status.rhw.range))
{
(*target) = bl;
md->target_id=bl->id;
md->min_chase= md->db->range3;
}
return 1;
}
/*==========================================
* finds nearby bg ally for guardians looking for users to follow.
*------------------------------------------*/
static int mob_ai_sub_hard_bg_ally(struct block_list *bl,va_list ap) {
struct mob_data *md;
struct block_list **target;
nullpo_ret(bl);
md=va_arg(ap,struct mob_data *);
target= va_arg(ap,struct block_list**);
if( status_check_skilluse(&md->bl, bl, 0, 0) && battle_check_target(&md->bl,bl,BCT_ENEMY)<=0 ) {
(*target) = bl;
}
return 1;
}
/*==========================================
* loot monster item search
*------------------------------------------*/
static int mob_ai_sub_hard_lootsearch(struct block_list *bl,va_list ap)
{
struct mob_data* md;
struct block_list **target;
int dist;
md = va_arg(ap,struct mob_data *);
target = va_arg(ap,struct block_list**);
dist = distance_bl(&md->bl, bl);
if (mob_can_reach(md, bl, md->db->range3) && (
(*target) == nullptr ||
(battle_config.monster_loot_search_type && md->target_id > bl->id) ||
(!battle_config.monster_loot_search_type && !check_distance_bl(&md->bl, *target, dist)) // New target closer than previous one.
))
{
(*target) = bl;
md->target_id = bl->id;
md->min_chase = md->db->range3;
}
else if (!battle_config.monster_loot_search_type)
mob_stop_walking(md, 1); // Stop walking immediately if item is no longer on the ground.
return 0;
}
static int mob_warpchase_sub(struct block_list *bl,va_list ap) {
struct block_list *target;
struct npc_data **target_nd;
struct npc_data *nd;
int *min_distance;
int cur_distance;
target= va_arg(ap, struct block_list*);
target_nd= va_arg(ap, struct npc_data**);
min_distance= va_arg(ap, int*);
nd = (TBL_NPC*) bl;
if(nd->subtype != NPCTYPE_WARP)
return 0; //Not a warp
if(nd->u.warp.mapindex != map_getmapdata(target->m)->index)
return 0; //Does not lead to the same map.
cur_distance = distance_blxy(target, nd->u.warp.x, nd->u.warp.y);
if (cur_distance < *min_distance)
{ //Pick warp that leads closest to target.
*target_nd = nd;
*min_distance = cur_distance;
return 1;
}
return 0;
}
/*==========================================
* Processing of slave monsters
*------------------------------------------*/
static int mob_ai_sub_hard_slavemob(struct mob_data *md,t_tick tick)
{
struct block_list *bl;
bl=map_id2bl(md->master_id);
if (!bl || status_isdead(bl)) {
status_kill(&md->bl);
return 1;
}
if (bl->prev == nullptr)
return 0; //Master not on a map? Could be warping, do not process.
if(status_has_mode(&md->status,MD_CANMOVE))
{ //If the mob can move, follow around. [Check by Skotlex]
int old_dist = md->master_dist;
// Distance with between slave and master is measured.
md->master_dist = distance_bl(&md->bl, bl);
if (battle_config.slave_stick_with_master || md->special_state.ai == AI_ABR || md->special_state.ai == AI_BIONIC) {
// Since the master was in near immediately before, teleport is carried out and it pursues.
if (bl->m != md->bl.m || (old_dist < 10 && md->master_dist > 18) || md->master_dist > MAX_MINCHASE) {
md->master_dist = 0;
unit_warp(&md->bl, bl->m, bl->x, bl->y, CLR_TELEPORT);
return 1;
}
}
// Slave is busy with a target.
if(md->target_id) {
// Player's slave should come back when master's too far, even if it is doing with a target.
if (bl->type == BL_PC && md->master_dist > 5) {
mob_unlocktarget(md, tick);
unit_walktobl(&md->bl, bl, MOB_SLAVEDISTANCE, 1);
return 1;
} else {
return 0;
}
}
// Approach master if within view range, chase back to Master's area also if standing on top of the master.
if ((md->master_dist > MOB_SLAVEDISTANCE || md->master_dist == 0) && unit_can_move(&md->bl)) {
int16 x = bl->x, y = bl->y;
if (map_search_freecell(&md->bl, bl->m, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 1)) {
if (unit_walktoxy(&md->bl, x, y, 0) == 0) { // Slave is too far from master (outside of battle_config.max_walk_path range), stay put
mob_stop_walking(md, USW_FIXPOS);
return 0; // Fail here so target will be picked back up when in range
} else { // Slave will walk back to master if in range
mob_stop_attack(md);
return 1;
}
}
}
} else if (bl->m != md->bl.m && map_flag_gvg2(md->bl.m)) {
//Delete the summoned mob if it's in a gvg ground and the master is elsewhere. [Skotlex]
status_kill(&md->bl);
return 1;
}
//Avoid attempting to lock the master's target too often to avoid unnecessary overload. [Skotlex]
if (DIFF_TICK(tick, md->last_linktime) >= MIN_MOBLINKTIME && !md->target_id)
{
struct unit_data *ud = unit_bl2ud(bl);
md->last_linktime = tick;
if (ud) {
struct block_list *tbl=nullptr;
if (ud->target && ud->state.attack_continue)
tbl = map_id2bl(ud->target);
else if (ud->target_to && ud->state.attack_continue)
tbl = map_id2bl(ud->target_to);
else if (ud->skilltarget) {
tbl = map_id2bl(ud->skilltarget);
//Required check as skilltarget is not always an enemy. [Skotlex]
if (tbl && battle_check_target(&md->bl, tbl, BCT_ENEMY) <= 0)
tbl = nullptr;
}
if (tbl && status_check_skilluse(&md->bl, tbl, 0, 0)) {
md->target_id=tbl->id;
md->min_chase = cap_value(distance_bl(&md->bl, tbl) + md->db->range3 - md->status.rhw.range, md->db->range3, MAX_MINCHASE);
return 1;
}
}
}
return 0;
}
/*==========================================
* A lock of target is stopped and mob moves to a standby state.
* This also triggers idle skill/movement since the AI can get stuck
* when trying to pick new targets when the current chosen target is
* unreachable.
*------------------------------------------*/
int mob_unlocktarget(struct mob_data *md, t_tick tick)
{
nullpo_ret(md);
// Remember if the monster was in a "chasing" state
bool chasestate = mob_is_chasing(md->state.skillstate);
switch (md->state.skillstate) {
case MSS_WALK:
if (md->ud.walktimer != INVALID_TIMER)
break;
//Because it is not unset when the mob finishes walking.
md->state.skillstate = MSS_IDLE;
[[fallthrough]];
case MSS_IDLE:
if( md->ud.walktimer == INVALID_TIMER && md->idle_event[0] && npc_event_do_id( md->idle_event, md->bl.id ) > 0 ){
md->idle_event[0] = 0;
break;
}
// Idle skill.
if (DIFF_TICK(tick, md->last_skillcheck) >= MOB_SKILL_INTERVAL && mobskill_use(md, tick, -1))
break;
//Random walk.
if (!md->master_id &&
DIFF_TICK(md->next_walktime, tick) <= 0 &&
!mob_randomwalk(md,tick))
//Delay next random walk when this one failed.
if (md->next_walktime < md->ud.canmove_tick)
md->next_walktime = md->ud.canmove_tick;
else
md->next_walktime = tick+rnd()%1000;
break;
default:
mob_stop_attack(md);
mob_stop_walking(md,1); //Stop chasing.
if (status_has_mode(&md->status,MD_ANGRY) && !md->state.aggressive)
md->state.aggressive = 1; //Restore angry state when switching to idle
md->state.skillstate = MSS_IDLE;
if(battle_config.mob_ai&0x8) //Walk instantly after dropping target
md->next_walktime = tick+rnd()%1000;
else
md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME;
break;
}
if (md->target_id) {
md->target_id=0;
md->ud.target_to = 0;
unit_set_target(&md->ud, 0);
}
if (!md->ud.state.ignore_cell_stack_limit && battle_config.official_cell_stack_limit > 0
&& (chasestate || battle_config.mob_ai & 0x8)
&& map_count_oncell(md->bl.m, md->bl.x, md->bl.y, BL_CHAR | BL_NPC, 1) > battle_config.official_cell_stack_limit) {
unit_walktoxy(&md->bl, md->bl.x, md->bl.y, 8);
}
return 0;
}
/*==========================================
* Random walk
*------------------------------------------*/
int mob_randomwalk(struct mob_data *md,t_tick tick)
{
const int d=7;
int i,r,rdir,dx,dy,max;
nullpo_ret(md);
// Initialize next_walktime
if (md->next_walktime == INVALID_TIMER) {
md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME;
return 1;
}
if(DIFF_TICK(md->next_walktime,tick)>0 ||
status_has_mode(&md->status,MD_NORANDOMWALK) ||
!unit_can_move(&md->bl) ||
!status_has_mode(&md->status,MD_CANMOVE))
return 0;
r=rnd();
rdir=rnd()%4; // Randomize direction in which we iterate to prevent monster cluttering up in one corner
dx=r%(d*2+1)-d;
dy=r/(d*2+1)%(d*2+1)-d;
max=(d*2+1)*(d*2+1);
for(i=0;i<max;i++){ // Search of a movable place
int x = dx + md->bl.x;
int y = dy + md->bl.y;
if(((x != md->bl.x) || (y != md->bl.y)) && map_getcell(md->bl.m,x,y,CELL_CHKPASS) && unit_walktoxy(&md->bl,x,y,0)){
break;
}
// Could not move to cell, try the 7th cell in direction randomly decided by rdir
// We don't move step-by-step because this will make monster stick to the walls
switch(rdir) {
case 0:
dx += d;
if (dx > d) {
dx -= d*2+1;
dy += d;
if (dy > d) {
dy -= d*2+1;
}
}
break;
case 1:
dx -= d;
if (dx < -d) {
dx += d*2+1;
dy -= d;
if (dy < -d) {
dy += d*2+1;
}
}
break;
case 2:
dy += d;
if (dy > d) {
dy -= d*2+1;
dx += d;
if (dx > d) {
dx -= d*2+1;
}
}
break;
case 3:
dy -= d;
if (dy < -d) {
dy += d*2+1;
dx -= d;
if (dx < -d) {
dx += d*2+1;
}
}
break;
}
}
if(i==max){
// None of the available cells worked, try again next interval
if(battle_config.mob_stuck_warning) {
md->move_fail_count++;
if(md->move_fail_count>1000){
ShowWarning("MOB can't move. random spawn %d, class = %d, at %s (%d,%d)\n",md->bl.id,md->mob_id,map_getmapdata(md->bl.m)->name, md->bl.x, md->bl.y);
md->move_fail_count=0;
mob_spawn(md);
}
}
return 0;
}
md->state.skillstate=MSS_WALK;
md->move_fail_count=0;
md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME + unit_get_walkpath_time(md->bl);
return 1;
}
int mob_warpchase(struct mob_data *md, struct block_list *target)
{
struct npc_data *warp = nullptr;
int distance = AREA_SIZE;
if (!(target && battle_config.mob_ai&0x40 && battle_config.mob_warp&1))
return 0; //Can't warp chase.
if (target->m == md->bl.m && check_distance_bl(&md->bl, target, AREA_SIZE))
return 0; //No need to do a warp chase.
if (md->ud.walktimer != INVALID_TIMER &&
map_getcell(md->bl.m,md->ud.to_x,md->ud.to_y,CELL_CHKNPC))
return 1; //Already walking to a warp.
//Search for warps within mob's viewing range.
map_foreachinallrange(mob_warpchase_sub, &md->bl,
md->db->range2, BL_NPC, target, &warp, &distance);
if (warp && unit_walktobl(&md->bl, &warp->bl, 1, 1))
return 1;
return 0;
}
/*==========================================
* AI of MOB whose is near a Player
*------------------------------------------*/
static bool mob_ai_sub_hard(struct mob_data *md, t_tick tick)
{
struct block_list *tbl = nullptr, *abl = nullptr;
int mode;
int view_range, can_move;
if(md->bl.prev == nullptr || md->status.hp == 0)
return false;
// Monsters force-walked by script commands should not be searching for targets.
if (md->ud.state.force_walk)
return false;
if (DIFF_TICK(tick, md->last_thinktime) < MIN_MOBTHINKTIME)
return false;
md->last_thinktime = tick;
if (md->ud.skilltimer != INVALID_TIMER)
return false;
// Abnormalities
if(( md->sc.opt1 && md->sc.opt1 != OPT1_STONEWAIT && md->sc.opt1 != OPT1_BURNING ) || status_db.hasSCF(&md->sc, SCF_MOBLOSETARGET)) {//Should reset targets.
md->target_id = md->attacked_id = md->norm_attacked_id = 0;
return false;
}
if (md->sc.count && md->sc.getSCE(SC_BLIND))
view_range = 3;
else
view_range = md->db->range2;
mode = status_get_mode(&md->bl);
can_move = (mode&MD_CANMOVE) && unit_can_move(&md->bl);
if (can_move)
md->last_canmove = tick;
if (md->target_id)
{ //Check validity of current target. [Skotlex]
tbl = map_id2bl(md->target_id);
if (!tbl || tbl->m != md->bl.m ||
(md->ud.attacktimer == INVALID_TIMER && !status_check_skilluse(&md->bl, tbl, 0, 0)) ||
(md->ud.walktimer != INVALID_TIMER && !(battle_config.mob_ai&0x1) && !check_distance_bl(&md->bl, tbl, md->min_chase)) ||
(
tbl->type == BL_PC &&
((((TBL_PC*)tbl)->state.gangsterparadise && !(mode&MD_STATUSIMMUNE)) ||
((TBL_PC*)tbl)->invincible_timer != INVALID_TIMER)
)) { //No valid target
if (mob_warpchase(md, tbl))
return true; //Chasing this target.
if (tbl && md->ud.walktimer != INVALID_TIMER && (!can_move || md->ud.walkpath.path_pos <= battle_config.mob_chase_refresh))
return true; //Walk at least "mob_chase_refresh" cells before dropping the target unless target is non-existent
mob_unlocktarget(md, tick); //Unlock target
tbl = nullptr;
}
}
// Check for target change.
if( md->attacked_id && mode&MD_CANATTACK )
{
if( md->attacked_id == md->target_id )
{ //Rude attacked check.
if( !battle_check_range(&md->bl, tbl, md->status.rhw.range)
&& ( //Can't attack back and can't reach back.
(!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || md->sc.getSCE(SC_SPIDERWEB)
|| md->sc.getSCE(SC_BITE) || md->sc.getSCE(SC_VACUUM_EXTREME) || md->sc.getSCE(SC_THORNSTRAP)
|| md->sc.getSCE(SC__MANHOLE) // Not yet confirmed if boss will teleport once it can't reach target.
|| md->walktoxy_fail_count > 0)
)
|| !mob_can_reach(md, tbl, md->min_chase)
)
&& md->state.attacked_count++ >= RUDE_ATTACKED_COUNT
&& !mobskill_use(md, tick, MSC_RUDEATTACKED) // If can't rude Attack
&& can_move && unit_escape(&md->bl, tbl, rnd()%10 +1)) // Attempt escape
{ //Escaped
md->attacked_id = md->norm_attacked_id = 0;
return true;
}
}
else
if( (abl = map_id2bl(md->attacked_id)) && (!tbl || mob_can_changetarget(md, abl, mode)) )
{
int dist;
if( md->bl.m != abl->m || abl->prev == nullptr
|| (dist = distance_bl(&md->bl, abl)) >= MAX_MINCHASE // Attacker longer than visual area
|| battle_check_target(&md->bl, abl, BCT_ENEMY) <= 0 // Attacker is not enemy of mob
|| (battle_config.mob_ai&0x2 && !status_check_skilluse(&md->bl, abl, 0, 0)) // Cannot normal attack back to Attacker
|| (!battle_check_range(&md->bl, abl, md->status.rhw.range) // Not on Melee Range and ...
&& ( // Reach check
(!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || md->sc.getSCE(SC_SPIDERWEB)
|| md->sc.getSCE(SC_BITE) || md->sc.getSCE(SC_VACUUM_EXTREME) || md->sc.getSCE(SC_THORNSTRAP)
|| md->sc.getSCE(SC__MANHOLE) // Not yet confirmed if boss will teleport once it can't reach target.
|| md->walktoxy_fail_count > 0)
)
|| !mob_can_reach(md, abl, dist+md->db->range3)
)
) )
{ // Rude attacked
if (abl->id != md->bl.id //Self damage does not cause rude attack
&& md->state.attacked_count++ >= RUDE_ATTACKED_COUNT
&& !mobskill_use(md, tick, MSC_RUDEATTACKED) && can_move
&& !tbl && unit_escape(&md->bl, abl, rnd()%10 +1))
{ //Escaped.
//TODO: Maybe it shouldn't attempt to run if it has another, valid target?
md->attacked_id = md->norm_attacked_id = 0;
return true;
}
}
else
if (!(battle_config.mob_ai&0x2) && !status_check_skilluse(&md->bl, abl, 0, 0))
{
//Can't attack back, but didn't invoke a rude attacked skill...
}
else
{ //Attackable
//If a monster can change the target to the attacker, it will change the target
md->target_id = md->attacked_id; // set target
if (md->state.attacked_count)
md->state.attacked_count--; //Should we reset rude attack count?
md->min_chase = cap_value(dist + md->db->range3 - md->status.rhw.range, md->db->range3, MAX_MINCHASE);
tbl = abl; //Set the new target
}
}
//Clear it since it's been checked for already.
md->attacked_id = md->norm_attacked_id = 0;
}
bool slave_lost_target = false;
// Processing of slave monster
if (md->master_id > 0) {
if (mob_ai_sub_hard_slavemob(md, tick) == 1)
return true;
slave_lost_target = true;
}
// Scan area for targets
if (!tbl && can_move && mode&MD_LOOTER && md->lootitems && DIFF_TICK(tick, md->ud.canact_tick) > 0 &&
(md->lootitem_count < LOOTITEM_SIZE || battle_config.monster_loot_type != 1))
{ // Scan area for items to loot, avoid trying to loot if the mob is full and can't consume the items.
map_foreachinshootrange (mob_ai_sub_hard_lootsearch, &md->bl, view_range, BL_ITEM, md, &tbl);
}
if ((mode&MD_AGGRESSIVE && (!tbl || slave_lost_target)) || md->state.skillstate == MSS_FOLLOW)
{
map_foreachinallrange (mob_ai_sub_hard_activesearch, &md->bl, view_range, DEFAULT_ENEMY_TYPE(md), md, &tbl, mode);
}
else
if (mode&MD_CHANGECHASE && (md->state.skillstate == MSS_RUSH || md->state.skillstate == MSS_FOLLOW))
{
int search_size;
search_size = view_range<md->status.rhw.range ? view_range:md->status.rhw.range;
map_foreachinallrange (mob_ai_sub_hard_changechase, &md->bl, search_size, DEFAULT_ENEMY_TYPE(md), md, &tbl);
}
if (!tbl) { //No targets available.
/* bg guardians follow allies when no targets nearby */
if( md->bg_id && mode&MD_CANATTACK ) {
if( md->ud.walktimer != INVALID_TIMER )
return true;/* we are already moving */
map_foreachinallrange (mob_ai_sub_hard_bg_ally, &md->bl, view_range, BL_PC, md, &tbl, mode);
if( tbl ) {
if( distance_blxy(&md->bl, tbl->x, tbl->y) <= 3 || unit_walktobl(&md->bl, tbl, 1, 1) )
return true;/* we're moving or close enough don't unlock the target. */
}
}
//This handles triggering idle/walk skill.
mob_unlocktarget(md, tick);
return true;
}
//Target exists, attack or loot as applicable.
if (tbl->type == BL_ITEM)
{ //Loot time.
struct flooritem_data *fitem;
if (md->ud.target == tbl->id && md->ud.walktimer != INVALID_TIMER)
return true; //Already locked.
if (md->lootitems == nullptr)
{ //Can't loot...
mob_unlocktarget(md, tick);
return true;
}
if (!check_distance_bl(&md->bl, tbl, 0))
{ //Still not within loot range.
if (!(mode&MD_CANMOVE))
{ //A looter that can't move? Real smart.
mob_unlocktarget(md, tick);
return true;
}
if (!can_move) //Stuck. Wait before walking.
return true;
md->state.skillstate = MSS_LOOT;
if (!unit_walktobl(&md->bl, tbl, 0, 0))
mob_unlocktarget(md, tick); //Can't loot...
return true;
}
//Within looting range.
if (md->ud.attacktimer != INVALID_TIMER)
return true; //Busy attacking?
fitem = (struct flooritem_data *)tbl;
//Logs items, taken by (L)ooter Mobs [Lupus]
log_pick_mob(md, LOG_TYPE_LOOT, fitem->item.amount, &fitem->item);
if (md->lootitem_count < LOOTITEM_SIZE) {
memcpy (&md->lootitems[md->lootitem_count].item, &fitem->item, sizeof(md->lootitems[0].item));
md->lootitems[md->lootitem_count].mob_id = fitem->mob_id;
md->lootitem_count++;
} else { //Destroy first looted item...
if (md->lootitems[0].item.card[0] == CARD0_PET)
intif_delete_petdata(MakeDWord(md->lootitems[0].item.card[1],md->lootitems[0].item.card[2]));
memmove(&md->lootitems[0], &md->lootitems[1], (LOOTITEM_SIZE-1)*sizeof(md->lootitems[0]));
memcpy (&md->lootitems[LOOTITEM_SIZE-1].item, &fitem->item, sizeof(md->lootitems[0].item));
md->lootitems[LOOTITEM_SIZE-1].mob_id = fitem->mob_id;
}
if (pcdb_checkid(md->vd->class_))
{ //Give them walk act/delay to properly mimic players. [Skotlex]
clif_takeitem(&md->bl,tbl);
md->ud.canact_tick = tick + md->status.amotion;
unit_set_walkdelay(&md->bl, tick, md->status.amotion, 1);
}
//Clear item.
map_clearflooritem(tbl);
mob_unlocktarget(md, tick);
return true;
}
// At this point we know the target is attackable, attempt to attack
// Monsters in angry state, after having used a normal attack, will always attempt a skill
if (md->ud.walktimer == INVALID_TIMER && md->state.skillstate == MSS_ANGRY && md->ud.skill_id == 0)
{
// Only use skill if able to walk on next tick and not attempted a skill the last second
if (DIFF_TICK(md->ud.canmove_tick, tick) <= MIN_MOBTHINKTIME && DIFF_TICK(tick, md->last_skillcheck) >= MOB_SKILL_INTERVAL){
if (mobskill_use(md, tick, -1)) {
// After the monster used an angry skill, it will not attack for aDelay
// Setting the delay here because not all monster skill use situations will cause an attack delay
md->ud.attackabletime = tick + md->status.adelay;
return true;
}
}
}
// Normal attack / berserk skill is only used when target is in range
if (battle_check_range(&md->bl, tbl, md->status.rhw.range) && !(md->sc.option&OPTION_HIDE))
{ //Target within range and able to use normal attack, engage
if (md->ud.target != tbl->id || md->ud.attacktimer == INVALID_TIMER)
{ //Only attack if no more attack delay left
if(tbl->type == BL_PC)
mob_log_damage(md, tbl, 0); //Log interaction (counts as 'attacker' for the exp bonus)
if( !(mode&MD_RANDOMTARGET) )
unit_attack(&md->bl,tbl->id,1);
else { // Attack once and find a new random target
int search_size = (view_range < md->status.rhw.range) ? view_range : md->status.rhw.range;
unit_attack(&md->bl, tbl->id, 0);
if ((tbl = battle_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md), search_size))) {
md->target_id = tbl->id;
md->min_chase = md->db->range3;
}
}
}
return true;
}
//Target still in attack range, no need to chase the target
if(battle_check_range(&md->bl, tbl, md->status.rhw.range))
return true;
//Only update target cell / drop target after having moved at least "mob_chase_refresh" cells
if(md->ud.walktimer != INVALID_TIMER && (!can_move || md->ud.walkpath.path_pos <= battle_config.mob_chase_refresh)
&& mob_is_chasing(md->state.skillstate))
return true;
// Out of range
if (!(mode&MD_CANMOVE) || (!can_move && (md->sc.cant.move || DIFF_TICK(tick, md->ud.canmove_tick) > 0)))
{ // Can't chase. Immobile and trapped mobs will use idle skills and unlock their target after a while
if (md->ud.attacktimer == INVALID_TIMER)
{ // Only switch mode if no more attack delay left
if (DIFF_TICK(tick, md->last_canmove) > battle_config.mob_unlock_time) {
// Unlock target or use idle/walk skill
mob_unlocktarget(md, tick);
}
else {
// Use idle skill but keep target for now
md->state.skillstate = MSS_IDLE;
if (DIFF_TICK(tick, md->last_skillcheck) >= MOB_SKILL_INTERVAL)
mobskill_use(md, tick, -1);
}
}
return true;
}
if (md->ud.walktimer != INVALID_TIMER && md->ud.target == tbl->id &&
(
!(battle_config.mob_ai&0x1) ||
check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, md->status.rhw.range)
)) //Current target tile is still within attack range.
return true;
//Follow up if possible.
if (!mob_can_reach(md, tbl, md->min_chase)) {
mob_unlocktarget(md, tick);
return true;
}
// Monsters can use chase skills before starting to walk
// So we need to change the state and check for a skill here already
// But only use skill if able to walk on next tick and not attempted a skill the last second
// Skills during movement are handled in the walktobl routine
if (md->ud.walktimer == INVALID_TIMER
&& DIFF_TICK(md->ud.canmove_tick, tick) <= MIN_MOBTHINKTIME
&& DIFF_TICK(tick, md->last_skillcheck) >= MOB_SKILL_INTERVAL) {
md->state.skillstate = md->state.aggressive ? MSS_FOLLOW : MSS_RUSH;
if (mobskill_use(md, tick, -1))
return true;
}
if(!unit_walktobl(&md->bl, tbl, md->status.rhw.range, 2))
mob_unlocktarget(md, tick);
return true;
}
static int mob_ai_sub_hard_timer(struct block_list *bl,va_list ap)
{
struct mob_data *md = (struct mob_data*)bl;
uint32 char_id = va_arg(ap, uint32);
t_tick tick = va_arg(ap, t_tick);
if (mob_ai_sub_hard(md, tick))
{ //Hard AI triggered.
mob_add_spotted(md, char_id);
md->last_pcneartime = tick;
}
return 0;
}
/*==========================================
* Serious processing for mob in PC field of view (foreachclient)
*------------------------------------------*/
static int mob_ai_sub_foreachclient(map_session_data *sd,va_list ap)
{
t_tick tick=va_arg(ap,t_tick);
map_foreachinallrange(mob_ai_sub_hard_timer,&sd->bl, AREA_SIZE+ACTIVE_AI_RANGE, BL_MOB, sd->status.char_id, tick);
return 0;
}
/*==========================================
* Negligent mode MOB AI (PC is not in near)
*------------------------------------------*/
static int mob_ai_sub_lazy(struct mob_data *md, va_list args)
{
nullpo_ret(md);
if(md->bl.prev == nullptr)
return 0;
// Monsters force-walked by script commands should not be searching for targets.
if (md->ud.state.force_walk)
return false;
t_tick tick = va_arg(args,t_tick);
if (battle_config.mob_ai&0x20 && map_getmapdata(md->bl.m)->users>0)
return (int)mob_ai_sub_hard(md, tick);
if (md->bl.prev==nullptr || md->status.hp == 0)
return 1;
if(battle_config.mob_active_time &&
md->last_pcneartime &&
!status_has_mode(&md->status,MD_STATUSIMMUNE) &&
DIFF_TICK(tick,md->last_thinktime) > MIN_MOBTHINKTIME)
{
if (DIFF_TICK(tick,md->last_pcneartime) < battle_config.mob_active_time)
return (int)mob_ai_sub_hard(md, tick);
md->last_pcneartime = 0;
}
if(battle_config.boss_active_time &&
md->last_pcneartime &&
status_has_mode(&md->status,MD_STATUSIMMUNE) &&
DIFF_TICK(tick,md->last_thinktime) > MIN_MOBTHINKTIME)
{
if (DIFF_TICK(tick,md->last_pcneartime) < battle_config.boss_active_time)
return (int)mob_ai_sub_hard(md, tick);
md->last_pcneartime = 0;
}
//Clean the spotted log
mob_clean_spotted(md);
if(DIFF_TICK(tick,md->last_thinktime) < MOB_SKILL_INTERVAL)
return 0;
md->last_thinktime=tick;
if (md->master_id) {
if (!mob_is_spotted(md)) {
// Get mob data of master
mob_data* mmd = map_id2md(md->master_id);
// If neither master nor slave have been spotted we don't have to execute the slave AI
if (mmd && !mob_is_spotted(mmd))
return 0;
}
mob_ai_sub_hard_slavemob (md,tick);
return 0;
}
if (md->ud.walktimer == INVALID_TIMER) {
// Because it is not unset when the mob finishes walking.
md->state.skillstate = MSS_IDLE;
if (md->idle_event[0] && npc_event_do_id( md->idle_event, md->bl.id ) > 0) {
md->idle_event[0] = 0;
return 0;
}
}
if( DIFF_TICK(md->next_walktime,tick) < 0 && status_has_mode(&md->status,MD_CANMOVE) && unit_can_move(&md->bl) )
{
// Move probability for mobs away from players
// In Aegis, this is 100% for mobs that have been activated by players and none otherwise.
if( mob_is_spotted(md) &&
((!status_has_mode(&md->status,MD_STATUSIMMUNE) && rnd()%100 < battle_config.mob_nopc_move_rate) ||
(status_has_mode(&md->status,MD_STATUSIMMUNE) && rnd()%100 < battle_config.boss_nopc_move_rate)))
mob_randomwalk(md, tick);
}
else if( md->ud.walktimer == INVALID_TIMER )
{
// Probability for mobs far from players from doing their IDLE skill.
// In Aegis, this is 100% for mobs that have been activated by players and none otherwise.
if( mob_is_spotted(md) &&
((!status_has_mode(&md->status,MD_STATUSIMMUNE) && rnd()%100 < battle_config.mob_nopc_idleskill_rate) ||
(status_has_mode(&md->status,MD_STATUSIMMUNE) && rnd()%100 < battle_config.boss_nopc_idleskill_rate)))
mobskill_use(md, tick, -1);
}
return 0;
}
/*==========================================
* Negligent processing for mob outside PC field of view (interval timer function)
*------------------------------------------*/
static TIMER_FUNC(mob_ai_lazy){
map_foreachmob(mob_ai_sub_lazy,tick);
return 0;
}
/*==========================================
* Serious processing for mob in PC field of view (interval timer function)
*------------------------------------------*/
static TIMER_FUNC(mob_ai_hard){
if (battle_config.mob_ai&0x20)
map_foreachmob(mob_ai_sub_lazy,tick);
else
map_foreachpc(mob_ai_sub_foreachclient,tick);
return 0;
}
/**
* Set random option for item when dropped from monster
* @param item: Item data
* @param mobdrop: Drop data
* @author [Cydh]
**/
void mob_setdropitem_option( item& item, s_mob_drop& mobdrop ){
std::shared_ptr<s_random_opt_group> group = random_option_group.find( mobdrop.randomopt_group );
if (group != nullptr) {
group->apply( item );
}
}
/*==========================================
* Initializes the delay drop structure for mob-dropped items.
*------------------------------------------*/
static std::shared_ptr<s_item_drop> mob_setdropitem( s_mob_drop& mobdrop, int qty, unsigned short mob_id ){
std::shared_ptr<s_item_drop> drop = std::make_shared<s_item_drop>();
drop->item_data = { 0 };
drop->item_data.nameid = mobdrop.nameid;
drop->item_data.amount = qty;
drop->item_data.identify = itemdb_isidentified( mobdrop.nameid );
mob_setdropitem_option( drop->item_data, mobdrop );
drop->mob_id = mob_id;
return drop;
}
/*==========================================
* Initializes the delay drop structure for mob-looted items.
*------------------------------------------*/
static std::shared_ptr<s_item_drop> mob_setlootitem( s_mob_lootitem& item, unsigned short mob_id ){
std::shared_ptr<s_item_drop> drop = std::make_shared<s_item_drop>();
memcpy( &drop->item_data, &item, sizeof( struct item ) );
/**
* Conditions for looted item, so it can be announced when player pick it up
* 1. Not-dropped other than monster. (This will be done later on pc_takeitem/party_share_loot)
* 2. The mob_id becomes the last looter, instead of the real monster who drop it.
**/
drop->mob_id = item.mob_id;
return drop;
}
/*==========================================
* item drop with delay (timer function)
*------------------------------------------*/
static TIMER_FUNC(mob_delay_item_drop){
uint32 bl_id = static_cast<uint32>( id );
std::shared_ptr<s_item_drop_list> list = util::umap_find( mob_delayed_drops, bl_id );
if( list == nullptr ){
return 0;
}
for( std::shared_ptr<s_item_drop>& ditem : list->items ){
map_addflooritem(&ditem->item_data,ditem->item_data.amount,
list->m,list->x,list->y,
list->first_charid,list->second_charid,list->third_charid,4,ditem->mob_id,true);
}
mob_delayed_drops.erase( bl_id );
return 0;
}
/*==========================================
* Sets the item_drop into the item_drop_list.
* Also performs logging and autoloot if enabled.
* rate is the drop-rate of the item, required for autoloot.
* flag : Killed only by homunculus/mercenary?
*------------------------------------------*/
static void mob_item_drop(struct mob_data *md, std::shared_ptr<s_item_drop_list>& dlist, std::shared_ptr<s_item_drop>& ditem, int loot, int drop_rate, bool flag)
{
TBL_PC* sd;
bool test_autoloot;
//Logs items, dropped by mobs [Lupus]
log_pick_mob(md, loot?LOG_TYPE_LOOT:LOG_TYPE_PICKDROP_MONSTER, -ditem->item_data.amount, &ditem->item_data);
sd = map_charid2sd(dlist->first_charid);
if( sd == nullptr ) sd = map_charid2sd(dlist->second_charid);
if( sd == nullptr ) sd = map_charid2sd(dlist->third_charid);
test_autoloot = sd
&& (drop_rate <= sd->state.autoloot || pc_isautolooting(sd, ditem->item_data.nameid))
&& (flag ? ((battle_config.homunculus_autoloot ? (battle_config.hom_idle_no_share == 0 || !pc_isidle_hom(sd)) : 0) || (battle_config.mercenary_autoloot ? (battle_config.mer_idle_no_share == 0 || !pc_isidle_mer(sd)) : 0)) :
(battle_config.idle_no_autoloot == 0 || DIFF_TICK(last_tick, sd->idletime) < battle_config.idle_no_autoloot));
#ifdef AUTOLOOT_DISTANCE
test_autoloot = test_autoloot && sd->bl.m == md->bl.m
&& check_distance_blxy(&sd->bl, dlist->x, dlist->y, AUTOLOOT_DISTANCE);
#endif
if( test_autoloot ) { //Autoloot.
struct party_data *p = party_search(sd->status.party_id);
if ((itemdb_search(ditem->item_data.nameid))->flag.broadcast &&
(!p || !(p->party.item & 2)) // Somehow, if party's pickup distribution is 'Even Share', no announcemet
)
intif_broadcast_obtain_special_item(sd, ditem->item_data.nameid, md->mob_id, ITEMOBTAIN_TYPE_MONSTER_ITEM);
if (party_share_loot(party_search(sd->status.party_id),
sd, &ditem->item_data, sd->status.char_id) == 0
) {
return;
}
}
dlist->items.push_back( ditem );
}
TIMER_FUNC(mob_timer_delete){
struct block_list* bl = map_id2bl(id);
struct mob_data* md = BL_CAST(BL_MOB, bl);
if( md )
{
if( md->deletetimer != tid )
{
ShowError("mob_timer_delete: Timer mismatch: %d != %d\n", tid, md->deletetimer);
return 0;
}
//for Alchemist CANNIBALIZE [Lupus]
md->deletetimer = INVALID_TIMER;
unit_free(bl, CLR_TELEPORT);
}
return 0;
}
/*==========================================
*
*------------------------------------------*/
int mob_deleteslave_sub(struct block_list *bl,va_list ap)
{
struct mob_data *md;
int id;
nullpo_ret(bl);
nullpo_ret(md = (struct mob_data *)bl);
id=va_arg(ap,int);
if(md->master_id > 0 && md->master_id == id )
status_kill(bl);
return 0;
}
/*==========================================
*
*------------------------------------------*/
int mob_deleteslave(struct mob_data *md)
{
nullpo_ret(md);
map_foreachinmap(mob_deleteslave_sub, md->bl.m, BL_MOB,md->bl.id);
return 0;
}
// Mob respawning through KAIZEL or NPC_REBIRTH [Skotlex]
TIMER_FUNC(mob_respawn){
struct block_list *bl = map_id2bl(id);
if(!bl) return 0;
status_revive(bl, (uint8)data, 0);
return 1;
}
void mob_log_damage(struct mob_data *md, struct block_list *src, int damage)
{
uint32 char_id = 0;
int flag = MDLF_NORMAL;
if( damage < 0 )
return; //Do nothing for absorbed damage.
if( !damage && !(src->type&DEFAULT_ENEMY_TYPE(md)) )
return; //Do not log non-damaging effects from non-enemies.
switch( src->type )
{
case BL_PC:
{
map_session_data *sd = (TBL_PC*)src;
char_id = sd->status.char_id;
if( damage )
md->attacked_id = src->id;
break;
}
case BL_HOM:
{
struct homun_data *hd = (TBL_HOM*)src;
flag = MDLF_HOMUN;
if( hd->master )
char_id = hd->master->status.char_id;
if( damage )
md->attacked_id = src->id;
break;
}
case BL_MER:
{
s_mercenary_data *mer = (TBL_MER*)src;
if( mer->master )
char_id = mer->master->status.char_id;
if( damage )
md->attacked_id = src->id;
break;
}
case BL_PET:
{
struct pet_data *pd = (TBL_PET*)src;
flag = MDLF_PET;
if( pd->master )
{
char_id = pd->master->status.char_id;
if( damage ) //Let mobs retaliate against the pet's master [Skotlex]
md->attacked_id = pd->master->bl.id;
}
break;
}
case BL_MOB:
{
struct mob_data* md2 = (TBL_MOB*)src;
if( md2->special_state.ai && md2->master_id )
{
map_session_data* msd = map_id2sd(md2->master_id);
if( msd )
char_id = msd->status.char_id;
}
if( !damage )
break;
//Let players decide whether to retaliate versus the master or the mob. [Skotlex]
if( md2->master_id && battle_config.retaliate_to_master )
md->attacked_id = md2->master_id;
else
md->attacked_id = src->id;
break;
}
case BL_ELEM:
{
s_elemental_data *ele = (TBL_ELEM*)src;
if( ele->master )
char_id = ele->master->status.char_id;
if( damage )
md->attacked_id = src->id;
break;
}
default: //For all unhandled types.
md->attacked_id = src->id;
}
//Self damage increases tap bonus
if (!char_id && src->id == md->bl.id && damage > 0) {
char_id = src->id;
flag = MDLF_SELF;
}
if( char_id )
{ //Log damage...
int i,minpos;
unsigned int mindmg;
for(i=0,minpos=DAMAGELOG_SIZE-1,mindmg=UINT_MAX;i<DAMAGELOG_SIZE;i++){
if(md->dmglog[i].id==char_id &&
md->dmglog[i].flag==flag)
break;
if(md->dmglog[i].id==0) { //Store data in first empty slot.
md->dmglog[i].id = char_id;
md->dmglog[i].flag= flag;
if( md->get_bosstype() == BOSSTYPE_MVP )
pc_damage_log_add(map_charid2sd(char_id),md->bl.id);
break;
}
if(md->dmglog[i].dmg<mindmg && i)
{ //Never overwrite first hit slot (he gets double exp bonus)
minpos=i;
mindmg=md->dmglog[i].dmg;
}
}
if(i<DAMAGELOG_SIZE)
md->dmglog[i].dmg+=damage;
else {
md->dmglog[minpos].id = char_id;
md->dmglog[minpos].flag= flag;
md->dmglog[minpos].dmg = damage;
if( md->get_bosstype() == BOSSTYPE_MVP )
pc_damage_log_add(map_charid2sd(char_id),md->bl.id);
}
}
return;
}
//Call when a mob has received damage.
void mob_damage(struct mob_data *md, struct block_list *src, int damage)
{
if( src != nullptr && md->special_state.ai == AI_SPHERE && !md->dmglog[0].id ) {//LOne WOlf explained that ANYONE can trigger the marine countdown skill. [Skotlex]
md->state.can_escape = 1;
}
if (src && damage > 0) { //Store total damage...
if (UINT_MAX - (unsigned int)damage > md->tdmg)
md->tdmg += damage;
else if (md->tdmg == UINT_MAX)
damage = 0; //Stop recording damage once the cap has been reached.
else { //Cap damage log...
damage = (int)(UINT_MAX - md->tdmg);
md->tdmg = UINT_MAX;
}
if ((src != &md->bl) && md->state.aggressive) //No longer aggressive, change to retaliate AI.
md->state.aggressive = 0;
//Log damage
mob_log_damage(md, src, damage);
md->dmgtick = gettick();
}
if (battle_config.show_mob_info&3)
clif_name_area(&md->bl);
#if PACKETVER >= 20120404
if (battle_config.monster_hp_bars_info && !map_getmapflag(md->bl.m, MF_HIDEMOBHPBAR)) {
int i;
if (md->special_state.ai == AI_ABR || md->special_state.ai == AI_BIONIC) {
clif_summon_hp_bar(*md);
}
for(i = 0; i < DAMAGELOG_SIZE; i++){ // must show hp bar to all char who already hit the mob.
map_session_data *sd = map_charid2sd(md->dmglog[i].id);
if( sd && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE) ) // check if in range
clif_monster_hp_bar(md, sd->fd);
}
}
#endif
}
/**
* Get modified drop rate
* @param src: Source object
* @param mob: Monster data
* @param base_rate: Base drop rate
* @param drop_modifier: RENEWAL_DROP level modifier
* @return Modified drop rate
*/
int mob_getdroprate(struct block_list *src, std::shared_ptr<s_mob_db> mob, int base_rate, int drop_modifier, mob_data* md)
{
int drop_rate = base_rate;
if (md && battle_config.mob_size_influence) { // Change drops depending on monsters size [Valaris]
unsigned int mob_size = md->special_state.size;
if (mob_size == SZ_MEDIUM && drop_rate >= 2)
drop_rate /= 2; // SZ_MEDIUM actually is small size modification... this is not a bug!
else if (mob_size == SZ_BIG)
drop_rate *= 2;
}
if (src) {
if (battle_config.drops_by_luk) // Drops affected by luk as a fixed increase [Valaris]
drop_rate += status_get_luk(src) * battle_config.drops_by_luk / 100;
if (battle_config.drops_by_luk2) // Drops affected by luk as a % increase [Skotlex]
drop_rate += (int)(0.5 + drop_rate * status_get_luk(src) * battle_config.drops_by_luk2 / 10000.);
if (src->type == BL_PC) { // Player specific drop rate adjustments
map_session_data *sd = (map_session_data*)src;
int drop_rate_bonus = 100;
// In PK mode players get an additional drop chance bonus of 25% if there is a 20 level difference
if( battle_config.pk_mode && (int)(mob->lv - sd->status.base_level) >= 20 ){
drop_rate_bonus += 25;
}
// Add class and race specific bonuses
drop_rate_bonus += sd->indexed_bonus.dropaddclass[mob->status.class_] + sd->indexed_bonus.dropaddclass[CLASS_ALL];
drop_rate_bonus += sd->indexed_bonus.dropaddrace[mob->status.race] + sd->indexed_bonus.dropaddrace[RC_ALL];
if (sd->sc.getSCE(SC_ITEMBOOST))
drop_rate_bonus += sd->sc.getSCE(SC_ITEMBOOST)->val1;
if (sd->sc.getSCE(SC_PERIOD_RECEIVEITEM_2ND))
drop_rate_bonus += sd->sc.getSCE(SC_PERIOD_RECEIVEITEM_2ND)->val1;
int cap;
if (pc_isvip(sd)) { // Increase item drop rate for VIP.
// Unsure how the VIP and other bonuses should stack, this is additive.
drop_rate_bonus += battle_config.vip_drop_increase;
cap = battle_config.drop_rate_cap_vip;
} else
cap = battle_config.drop_rate_cap;
drop_rate = (int)( 0.5 + drop_rate * drop_rate_bonus / 100. );
// Now limit the drop rate to never be exceed the cap (default: 90%), unless it is originally above it already.
if( drop_rate > cap && base_rate < cap ){
drop_rate = cap;
}
}
}
#ifdef RENEWAL_DROP
drop_rate = apply_rate( drop_rate, drop_modifier );
#endif
// Cap it to 100%
drop_rate = min( drop_rate, 10000 );
// If the monster's drop rate can become 0
if( battle_config.drop_rate0item ){
drop_rate = max( drop_rate, 0 );
}else{
// If not - cap to 0.01% drop rate - as on official servers
drop_rate = max( drop_rate, 1 );
}
return drop_rate;
}
/*==========================================
* 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;
map_session_data *sd = nullptr, *tmpsd[DAMAGELOG_SIZE];
map_session_data *mvp_sd = nullptr, *second_sd = nullptr, *third_sd = nullptr;
struct {
struct party_data *p;
int id,zeny;
t_exp base_exp;
t_exp job_exp;
} pt[DAMAGELOG_SIZE];
int i, temp, count, m = md->bl.m;
int dmgbltypes = 0; // bitfield of all bl types, that caused damage to the mob and are elligible for exp distribution
unsigned int mvp_damage;
t_tick tick = gettick();
bool rebirth, homkillonly, merckillonly;
status = &md->status;
if( src && src->type == BL_PC ) {
sd = (map_session_data *)src;
mvp_sd = sd;
}
if( md->guardian_data && md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS )
guild_castledatasave(md->guardian_data->castle->castle_id, CD_ENABLED_GUARDIAN00 + md->guardian_data->number,0);
if( src ) { // Use Dead skill only if not killed by Script or Command
md->status.hp = 1;
md->state.skillstate = MSS_DEAD;
mobskill_use(md,tick,-1);
md->status.hp = 0;
}
map_freeblock_lock();
memset(pt,0,sizeof(pt));
if(src && src->type == BL_MOB)
mob_unlocktarget((struct mob_data *)src,tick);
// filter out entries not eligible for exp distribution
memset(tmpsd,0,sizeof(tmpsd));
for(i = 0, count = 0, mvp_damage = 0; i < DAMAGELOG_SIZE && md->dmglog[i].id; i++) {
map_session_data* tsd = nullptr;
if (md->dmglog[i].flag == MDLF_SELF) {
//Self damage counts as exp tap
count++;
continue;
}
tsd = map_charid2sd(md->dmglog[i].id);
if (tsd == nullptr)
continue; // skip empty entries
if (tsd->bl.m != m)
continue; // skip players not on this map
count++; //Only logged into same map chars are counted for the total.
if (pc_isdead(tsd))
continue; // skip dead players
if (md->dmglog[i].flag == MDLF_HOMUN && !hom_is_active(tsd->hd))
continue; // skip homunc's share if inactive
if (md->dmglog[i].flag == MDLF_PET && (!tsd->status.pet_id || !tsd->pd))
continue; // skip pet's share if inactive
if(md->dmglog[i].dmg > mvp_damage) {
third_sd = second_sd;
second_sd = mvp_sd;
mvp_sd = tsd;
mvp_damage = md->dmglog[i].dmg;
}
tmpsd[i] = tsd; // record as valid damage-log entry
switch( md->dmglog[i].flag ) {
case MDLF_NORMAL: dmgbltypes|= BL_PC; break;
case MDLF_HOMUN: dmgbltypes|= BL_HOM; break;
case MDLF_PET: dmgbltypes|= BL_PET; break;
}
}
// determines, if the monster was killed by homunculus' damage only
homkillonly = (bool)( ( dmgbltypes&BL_HOM ) && !( dmgbltypes&~BL_HOM ) );
// determines if the monster was killed by mercenary damage only
merckillonly = (bool)((dmgbltypes & BL_MER) && !(dmgbltypes & ~BL_MER));
if(battle_config.exp_calc_type == 2 && count > 1) { //Apply first-attacker 200% exp share bonus
if (UINT_MAX - md->dmglog[0].dmg > md->tdmg) {
md->tdmg += md->dmglog[0].dmg;
md->dmglog[0].dmg *= 2;
} else {
md->dmglog[0].dmg+= UINT_MAX - md->tdmg;
md->tdmg = UINT_MAX;
}
}
if(!(type&2) && //No exp
(!map_getmapflag(m, MF_PVP) || battle_config.pvp_exp) && //Pvp no exp rule [MouseJstr]
(!md->master_id || !md->special_state.ai) && //Only player-summoned mobs do not give exp. [Skotlex]
(!map_getmapflag(m, MF_NOBASEEXP) || !map_getmapflag(m, MF_NOJOBEXP)) //Gives Exp
) { //Experience calculation.
int bonus = 100; //Bonus on top of your share (common to all attackers).
int pnum = 0;
#ifndef RENEWAL
if (md->sc.getSCE(SC_RICHMANKIM))
bonus += md->sc.getSCE(SC_RICHMANKIM)->val2;
#else
if (sd && sd->sc.getSCE(SC_RICHMANKIM))
bonus += sd->sc.getSCE(SC_RICHMANKIM)->val2;
#endif
if(sd) {
temp = status_get_class(&md->bl);
if(sd->sc.getSCE(SC_MIRACLE)) i = 2; //All mobs are Star Targets
else
ARR_FIND(0, MAX_PC_FEELHATE, i, temp == sd->hate_mob[i] &&
(battle_config.allow_skill_without_day || sg_info[i].day_func()));
if(i<MAX_PC_FEELHATE && (temp=pc_checkskill(sd,sg_info[i].bless_id)))
bonus += (i==2?20:10)*temp;
}
if(battle_config.mobs_level_up && md->level > md->db->lv) // [Valaris]
bonus += (md->level-md->db->lv)*battle_config.mobs_level_up_exp_rate;
for(i = 0; i < DAMAGELOG_SIZE && md->dmglog[i].id; i++) {
int flag=1,zeny=0;
t_exp base_exp, job_exp;
double per; //Your share of the mob's exp
if (!tmpsd[i]) continue;
if (battle_config.exp_calc_type == 1 || md->tdmg == 0) {
// eAthena's exp formula based on max hp
per = (double)md->dmglog[i].dmg / (double)status->max_hp;
}
else {
// Aegis's exp formula based on total damage
per = (double)md->dmglog[i].dmg / (double)md->tdmg;
}
// To prevent exploits
if (per > 1) per = 1;
//Exclude rebirth tap from this calculation
count -= md->state.rebirth;
if (count>1 && battle_config.exp_bonus_attacker) {
//Exp bonus per additional attacker.
if (count > battle_config.exp_bonus_max_attacker)
count = battle_config.exp_bonus_max_attacker;
per += per*((count-1)*battle_config.exp_bonus_attacker)/100.;
}
// change experience for different sized monsters [Valaris]
if (battle_config.mob_size_influence) {
switch( md->special_state.size ) {
case SZ_MEDIUM:
per /= 2.;
break;
case SZ_BIG:
per *= 2.;
break;
}
}
if( md->dmglog[i].flag == MDLF_PET )
per *= battle_config.pet_attack_exp_rate/100.;
if(battle_config.zeny_from_mobs && md->level) {
// zeny calculation moblv + random moblv [Valaris]
zeny=(int) ((md->level+rnd()%md->level)*per*bonus/100.);
if( md->get_bosstype() == BOSSTYPE_MVP )
zeny*=rnd()%250;
}
if (map_getmapflag(m, MF_NOBASEEXP) || !md->db->base_exp)
base_exp = 0;
else {
double exp = apply_rate2(md->db->base_exp, per, 1);
exp = apply_rate(exp, bonus);
exp = apply_rate(exp, map_getmapflag(m, MF_BEXP));
base_exp = (t_exp)cap_value(exp, 1, MAX_EXP);
}
if (map_getmapflag(m, MF_NOJOBEXP) || !md->db->job_exp
#ifndef RENEWAL
|| md->dmglog[i].flag == MDLF_HOMUN // Homun earned job-exp is always lost.
#endif
)
job_exp = 0;
else {
double exp = apply_rate2(md->db->job_exp, per, 1);
exp = apply_rate(exp, bonus);
exp = apply_rate(exp, map_getmapflag(m, MF_JEXP));
job_exp = (t_exp)cap_value(exp, 1, MAX_EXP);
}
if ((base_exp > 0 || job_exp > 0) && md->dmglog[i].flag == MDLF_HOMUN && homkillonly && battle_config.hom_idle_no_share && pc_isidle_hom(tmpsd[i]))
base_exp = job_exp = 0;
if ( ( temp = tmpsd[i]->status.party_id)>0 ) {
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
pt[j].base_exp = util::safe_addition_cap( pt[j].base_exp, base_exp, MAX_EXP );
pt[j].job_exp = util::safe_addition_cap( pt[j].job_exp, job_exp, MAX_EXP );
pt[j].zeny += zeny; // zeny share [Valaris]
flag = 0;
}
}
#ifdef RENEWAL
if (base_exp && tmpsd[i] && tmpsd[i]->hd)
hom_gainexp(tmpsd[i]->hd, base_exp * battle_config.homunculus_exp_gain / 100); // Homunculus only receive 10% of EXP
#else
if (base_exp && md->dmglog[i].flag == MDLF_HOMUN) //tmpsd[i] is null if it has no homunc.
hom_gainexp(tmpsd[i]->hd, base_exp);
#endif
if(flag) {
if(base_exp || job_exp) {
if( md->dmglog[i].flag != MDLF_PET || battle_config.pet_attack_exp_to_master ) {
#ifdef RENEWAL_EXP
int rate = pc_level_penalty_mod( tmpsd[i], PENALTY_EXP, nullptr, md );
if (rate != 100) {
if (base_exp)
base_exp = (t_exp)cap_value(apply_rate(base_exp, rate), 1, MAX_EXP);
if (job_exp)
job_exp = (t_exp)cap_value(apply_rate(job_exp, rate), 1, MAX_EXP);
}
#endif
pc_gainexp(tmpsd[i], &md->bl, base_exp, job_exp, 0);
}
}
if(zeny) // zeny from mobs [Valaris]
pc_getzeny(tmpsd[i], zeny, LOG_TYPE_PICKDROP_MONSTER);
}
if( md->get_bosstype() == BOSSTYPE_MVP )
pc_damage_log_clear(tmpsd[i],md->bl.id);
}
for( i = 0; i < pnum; i++ ) //Party share.
party_exp_share(pt[i].p, &md->bl, pt[i].base_exp,pt[i].job_exp,pt[i].zeny);
} //End EXP giving.
if( !(type&1) && !map_getmapflag(m, MF_NOMOBLOOT) && !md->state.rebirth && (
!md->special_state.ai || //Non special mob
battle_config.alchemist_summon_reward == 2 || //All summoned give drops
(md->special_state.ai==AI_SPHERE && battle_config.alchemist_summon_reward == 1) //Marine Sphere Drops items.
) )
{ // Item Drop
int drop_rate, drop_modifier = 100;
#ifdef RENEWAL_DROP
drop_modifier = pc_level_penalty_mod( mvp_sd != nullptr ? mvp_sd : second_sd != nullptr ? second_sd : third_sd, PENALTY_DROP, nullptr, md );
#endif
std::shared_ptr<s_item_drop_list> dlist = std::make_shared<s_item_drop_list>();
dlist->m = md->bl.m;
dlist->x = md->bl.x;
dlist->y = md->bl.y;
dlist->first_charid = (mvp_sd ? mvp_sd->status.char_id : 0);
dlist->second_charid = (second_sd ? second_sd->status.char_id : 0);
dlist->third_charid = (third_sd ? third_sd->status.char_id : 0);
for (i = 0; i < MAX_MOB_DROP_TOTAL; i++) {
if (md->db->dropitem[i].nameid == 0)
continue;
std::shared_ptr<item_data> it = item_db.find(md->db->dropitem[i].nameid);
if ( it == nullptr )
continue;
drop_rate = mob_getdroprate(src, md->db, md->db->dropitem[i].rate, drop_modifier, md);
// attempt to drop the item
if (rnd() % 10000 >= drop_rate)
continue;
if( mvp_sd && it->type == IT_PETEGG ) {
pet_create_egg(mvp_sd, md->db->dropitem[i].nameid);
continue;
}
std::shared_ptr<s_item_drop> ditem = mob_setdropitem( md->db->dropitem[i], 1, md->mob_id );
//A Rare Drop Global Announce by Lupus
if( mvp_sd && md->db->dropitem[i].rate <= battle_config.rare_drop_announce ) {
char message[128];
sprintf (message, msg_txt(nullptr,541), mvp_sd->status.name, md->name, it->ename.c_str(), (float)drop_rate/100);
//MSG: "'%s' won %s's %s (chance: %0.02f%%)"
intif_broadcast(message,strlen(message)+1,BC_DEFAULT);
}
// Announce first, or else ditem will be freed. [Lance]
// By popular demand, use base drop rate for autoloot code. [Skotlex]
mob_item_drop(md, dlist, ditem, 0, battle_config.autoloot_adjust ? drop_rate : md->db->dropitem[i].rate, homkillonly || merckillonly);
}
// Ore Discovery [Celest]
if (sd == mvp_sd && pc_checkskill(sd,BS_FINDINGORE)>0 && battle_config.finding_ore_rate/10 >= rnd()%10000) {
s_mob_drop mobdrop = {};
mobdrop.nameid = itemdb_group.get_random_item_id(IG_FINDINGORE,1);
std::shared_ptr<s_item_drop> ditem = mob_setdropitem( mobdrop, 1, md->mob_id );
mob_item_drop(md, dlist, ditem, 0, battle_config.finding_ore_rate/10, homkillonly || merckillonly);
}
if(sd) {
// process script-granted extra drop bonuses
t_itemid dropid = 0;
for (const auto &it : sd->add_drop) {
if (!&it || (!it.nameid && !it.group))
continue;
if ((it.race < RC_NONE_ && it.race == -md->mob_id) || //Race < RC_NONE_, use mob_id
(it.race == RC_ALL || it.race == status->race) || //Matched race
(it.class_ == CLASS_ALL || it.class_ == status->class_)) //Matched class
{
//Check if the bonus item drop rate should be multiplied with mob level/10 [Lupus]
if (it.rate < 0) {
//It's negative, then it should be multiplied. with mob_level/10
//rate = base_rate * (mob_level/10) + 1
drop_rate = (-it.rate) * md->level / 10 + 1;
drop_rate = cap_value(drop_rate, max(battle_config.item_drop_adddrop_min,1), min(battle_config.item_drop_adddrop_max,10000));
}
else
//it's positive, then it goes as it is
drop_rate = it.rate;
if (rnd()%10000 >= drop_rate)
continue;
dropid = (it.nameid > 0) ? it.nameid : itemdb_group.get_random_item_id(it.group,1);
s_mob_drop mobdrop = {};
mobdrop.nameid = dropid;
std::shared_ptr<s_item_drop> ditem = mob_setdropitem(mobdrop, 1, md->mob_id);
mob_item_drop( md, dlist, ditem, 0, drop_rate, homkillonly || merckillonly );
}
}
// process script-granted zeny bonus (get_zeny_num) [Skotlex]
if( sd->bonus.get_zeny_num && rnd()%100 < sd->bonus.get_zeny_rate ) {
i = sd->bonus.get_zeny_num > 0 ? sd->bonus.get_zeny_num : -md->level * sd->bonus.get_zeny_num;
if (!i) i = 1;
pc_getzeny(sd, 1+rnd()%i, LOG_TYPE_PICKDROP_MONSTER);
}
}
// process items looted by the mob
if (md->lootitems) {
for (i = 0; i < md->lootitem_count; i++) {
std::shared_ptr<s_item_drop> ditem = mob_setlootitem(md->lootitems[i], md->mob_id);
mob_item_drop( md, dlist, ditem, 1, 10000, homkillonly || merckillonly );
}
}
// Process map specific drops
std::shared_ptr<s_map_drops> mapdrops;
// If it is an instance map, we check for map specific drops of the original map
if( map[md->bl.m].instance_id > 0 ){
mapdrops = map_drop_db.find( map[md->bl.m].instance_src_map );
}else{
mapdrops = map_drop_db.find( md->bl.m );
}
if( mapdrops != nullptr ){
// Process map wide drops
for( const auto& it : mapdrops->globals ){
if( rnd_chance( it.second->rate, 100000u ) ){
// 'Cheat' for autoloot command: rate is changed from n/100000 to n/10000
int32 map_drops_rate = max(1, (it.second->rate / 10));
std::shared_ptr<s_item_drop> ditem = mob_setdropitem(*it.second, 1, md->mob_id);
mob_item_drop( md, dlist, ditem, 0, map_drops_rate, homkillonly || merckillonly );
}
}
// Process map drops for this specific mob
const auto& specific = mapdrops->specific.find( md->mob_id );
if( specific != mapdrops->specific.end() ){
for( const auto& it : specific->second ){
if( rnd_chance( it.second->rate, 100000u ) ){
// 'Cheat' for autoloot command: rate is changed from n/100000 to n/10000
int32 map_drops_rate = max(1, (it.second->rate / 10));
std::shared_ptr<s_item_drop> ditem = mob_setdropitem(*it.second, 1, md->mob_id);
mob_item_drop( md, dlist, ditem, 0, map_drops_rate, homkillonly || merckillonly );
}
}
}
}
// There are drop items.
if( !dlist->items.empty() ){
mob_delayed_drops[md->bl.id] = dlist;
add_timer( tick + ( !battle_config.delay_battle_damage ? 500 : 0 ), mob_delay_item_drop, md->bl.id, 0 );
}
} else if (md->lootitems && md->lootitem_count) { //Loot MUST drop!
std::shared_ptr<s_item_drop_list> dlist = std::make_shared<s_item_drop_list>();
dlist->m = md->bl.m;
dlist->x = md->bl.x;
dlist->y = md->bl.y;
dlist->first_charid = (mvp_sd ? mvp_sd->status.char_id : 0);
dlist->second_charid = (second_sd ? second_sd->status.char_id : 0);
dlist->third_charid = (third_sd ? third_sd->status.char_id : 0);
for (i = 0; i < md->lootitem_count; i++) {
std::shared_ptr<s_item_drop> ditem = mob_setlootitem(md->lootitems[i], md->mob_id);
mob_item_drop( md, dlist, ditem, 1, 10000, homkillonly || merckillonly );
}
mob_delayed_drops[md->bl.id] = dlist;
add_timer( tick + ( !battle_config.delay_battle_damage ? 500 : 0 ), mob_delay_item_drop, md->bl.id, 0 );
}
if( mvp_sd && md->get_bosstype() == BOSSTYPE_MVP ){
t_itemid log_mvp_nameid = 0;
t_exp log_mvp_exp = 0;
clif_mvp_effect( mvp_sd );
//mapflag: noexp check [Lorky]
if( md->db->mexp > 0 && !( map_getmapflag( m, MF_NOBASEEXP ) || type&2 ) ){
log_mvp_exp = md->db->mexp;
#if defined(RENEWAL_EXP)
int penalty = pc_level_penalty_mod( mvp_sd, PENALTY_MVP_EXP, nullptr, md );
log_mvp_exp = cap_value( apply_rate( log_mvp_exp, penalty ), 0, MAX_EXP );
#endif
if( battle_config.exp_bonus_attacker > 0 && count > 1 ){
if( count > battle_config.exp_bonus_max_attacker ){
count = battle_config.exp_bonus_max_attacker;
}
log_mvp_exp += log_mvp_exp * ( battle_config.exp_bonus_attacker * ( count - 1 ) ) / 100;
}
log_mvp_exp = cap_value( log_mvp_exp, 1, MAX_EXP );
clif_mvp_exp( mvp_sd, log_mvp_exp );
pc_gainexp( mvp_sd, &md->bl, log_mvp_exp, 0, 0 );
}
if( !(map_getmapflag(m, MF_NOMVPLOOT) || type&1) ) {
//Order might be random depending on item_drop_mvp_mode config setting
struct s_mob_drop mdrop[MAX_MVP_DROP_TOTAL];
memset(&mdrop,0,sizeof(mdrop));
if(battle_config.item_drop_mvp_mode == 1) {
//Random order
for(i = 0; i < MAX_MVP_DROP_TOTAL; i++) {
while( 1 ) {
uint8 va = rnd()%MAX_MVP_DROP_TOTAL;
if (mdrop[va].nameid == 0) {
if (md->db->mvpitem[i].nameid > 0)
memcpy(&mdrop[va],&md->db->mvpitem[i],sizeof(mdrop[va]));
break;
}
}
}
} else {
//Normal order
for(i = 0; i < MAX_MVP_DROP_TOTAL; i++) {
if (md->db->mvpitem[i].nameid > 0)
memcpy(&mdrop[i],&md->db->mvpitem[i],sizeof(mdrop[i]));
}
}
#if defined(RENEWAL_DROP)
int penalty = pc_level_penalty_mod( mvp_sd, PENALTY_MVP_DROP, nullptr, md );
#endif
for(i = 0; i < MAX_MVP_DROP_TOTAL; i++) {
if(mdrop[i].nameid == 0)
continue;
std::shared_ptr<item_data> i_data = item_db.find(mdrop[i].nameid);
if (i_data == nullptr)
continue;
temp = mdrop[i].rate;
#if defined(RENEWAL_DROP)
temp = cap_value( apply_rate( temp, penalty ), 0, 10000 );
#endif
if (temp != 10000) {
if(temp <= 0 && !battle_config.drop_rate0item)
temp = 1;
if(rnd()%10000 >= temp) //if ==0, then it doesn't drop
continue;
}
struct item item = {};
item.nameid=mdrop[i].nameid;
item.identify= itemdb_isidentified(item.nameid);
clif_mvp_item(mvp_sd,item.nameid);
log_mvp_nameid = item.nameid;
//A Rare MVP Drop Global Announce by Lupus
if(temp<=battle_config.rare_drop_announce) {
char message[128];
sprintf (message, msg_txt(nullptr,541), mvp_sd->status.name, md->name, i_data->ename.c_str(), temp/100.);
//MSG: "'%s' won %s's %s (chance: %0.02f%%)"
intif_broadcast(message,strlen(message)+1,BC_DEFAULT);
}
mob_setdropitem_option( item, mdrop[i] );
if((temp = pc_additem(mvp_sd,&item,1,LOG_TYPE_PICKDROP_PLAYER)) != 0) {
clif_additem(mvp_sd,0,0,temp);
map_addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd->status.char_id,(second_sd?second_sd->status.char_id:0),(third_sd?third_sd->status.char_id:0),1,0,true);
}
if (i_data->flag.broadcast)
intif_broadcast_obtain_special_item(mvp_sd, item.nameid, md->mob_id, ITEMOBTAIN_TYPE_MONSTER_ITEM);
//Logs items, MVP prizes [Lupus]
log_pick_mob(md, LOG_TYPE_MVP, -1, &item);
//If item_drop_mvp_mode is not 2, then only one item should be granted
if(battle_config.item_drop_mvp_mode != 2) {
break;
}
}
}
log_mvpdrop(mvp_sd, md->mob_id, log_mvp_nameid, log_mvp_exp);
}
if (type&2 && !sd && md->mob_id == MOBID_EMPERIUM)
//Emperium destroyed by script. Discard mvp character. [Skotlex]
mvp_sd = nullptr;
rebirth = ( md->sc.getSCE(SC_KAIZEL) || md->sc.getSCE(SC_ULTIMATE_S) || (md->sc.getSCE(SC_REBIRTH) && !md->state.rebirth) );
if( !rebirth ) { // Only trigger event on final kill
if( src ) {
switch( src->type ) { //allowed type
case BL_PET:
case BL_HOM:
case BL_MER:
case BL_ELEM:
case BL_MOB:
sd = BL_CAST(BL_PC,battle_get_master(src));
}
}
if (sd) {
std::shared_ptr<s_mob_db> mission_mdb = mob_db.find(sd->mission_mobid), mob = mob_db.find(md->mob_id);
if ((sd->mission_mobid == md->mob_id) || (mission_mdb != nullptr &&
((battle_config.taekwon_mission_mobname == 1 && util::vector_exists(status_get_race2(&md->bl), RC2_GOBLIN) && util::vector_exists(mission_mdb->race2, RC2_GOBLIN)) ||
(battle_config.taekwon_mission_mobname == 2 && mob->jname.compare(mission_mdb->jname) == 0))))
{ //TK_MISSION [Skotlex]
if (++(sd->mission_count) >= 100 && (temp = mob_get_random_id(MOBG_BRANCH_OF_DEAD_TREE, static_cast<e_random_monster_flags>(RMF_CHECK_MOB_LV|RMF_MOB_NOT_BOSS|RMF_MOB_NOT_SPAWN), sd->status.base_level)))
{
pc_addfame(*sd, battle_config.fame_taekwon_mission);
sd->mission_mobid = temp;
pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), temp);
sd->mission_count = 0;
clif_mission_info(sd, temp, 0);
}
pc_setglobalreg(sd, add_str(TKMISSIONCOUNT_VAR), sd->mission_count);
}
if (sd->status.party_id)
map_foreachinallrange(quest_update_objective_sub, &md->bl, AREA_SIZE, BL_PC, sd->status.party_id, md);
else if (sd->avail_quests)
quest_update_objective(sd, md);
if (achievement_db.mobexists(md->mob_id)) {
if (battle_config.achievement_mob_share > 0 && sd->status.party_id > 0)
map_foreachinallrange(achievement_update_objective_sub, &md->bl, AREA_SIZE, BL_PC, sd->status.party_id, md->mob_id);
else
achievement_update_objective(sd, AG_BATTLE, 1, md->mob_id);
}
// The master or Mercenary can increase the kill count, if the monster level is greater or equal than half the baselevel of the master
if (sd->md && src && (src->type == BL_PC || src->type == BL_MER) && mob->lv >= sd->status.base_level / 2)
mercenary_kills(sd->md);
}
if( md->npc_event[0] && !md->state.npc_killmonster ) {
if( sd && battle_config.mob_npc_event_type ) {
pc_setparam(sd, SP_KILLEDGID, md->bl.id);
pc_setparam(sd, SP_KILLEDRID, md->mob_id);
pc_setparam(sd, SP_KILLERRID, sd->bl.id);
npc_event(sd,md->npc_event,0);
} else if( mvp_sd ) {
pc_setparam(mvp_sd, SP_KILLEDGID, md->bl.id);
pc_setparam(mvp_sd, SP_KILLEDRID, md->mob_id);
pc_setparam(mvp_sd, SP_KILLERRID, sd?sd->bl.id:0);
npc_event(mvp_sd,md->npc_event,0);
} else
npc_event_do(md->npc_event);
} else if( mvp_sd && !md->state.npc_killmonster ) {
pc_setparam(mvp_sd, SP_KILLEDGID, md->bl.id);
pc_setparam(mvp_sd, SP_KILLEDRID, md->mob_id);
npc_script_event( *mvp_sd, NPCE_KILLNPC );
}
}
if(md->deletetimer != INVALID_TIMER) {
delete_timer(md->deletetimer,mob_timer_delete);
md->deletetimer = INVALID_TIMER;
}
/**
* Only loops if necessary (e.g. a poring would never need to loop)
**/
if( md->can_summon )
mob_deleteslave(md);
map_freeblock_unlock();
if( !rebirth ) {
if( pcdb_checkid(md->vd->class_) ) {//Player mobs are not removed automatically by the client.
/* first we set them dead, then we delay the outsight effect */
clif_clearunit_area( md->bl, CLR_DEAD );
clif_clearunit_delayed(&md->bl, CLR_OUTSIGHT,tick+3000);
} else
/**
* We give the client some time to breath and this allows it to display anything it'd like with the dead corpose
* For example, this delay allows it to display soul drain effect
**/
clif_clearunit_delayed(&md->bl, CLR_DEAD, tick+250);
}
if(!md->spawn){ //Tell status_damage to remove it from memory.
struct unit_data *ud = unit_bl2ud(&md->bl);
// If the unit is currently in a walk script, it will be removed there
return ud->state.walk_script ? 3 : 5; // Note: Actually, it's 4. Oh well...
}
// MvP tomb [GreenBox]
if (battle_config.mvp_tomb_enabled && md->spawn->state.boss && map_getmapflag(md->bl.m, MF_NOTOMB) != 1)
mvptomb_create(md, mvp_sd ? mvp_sd->status.name : nullptr, time(nullptr));
if( !rebirth )
mob_setdelayspawn(md); //Set respawning.
return 3; //Remove from map.
}
/**
* Resurrects a mob (reset values and respawn on map)
* @param md : mob pointer
* @param hp : hp to resurrect it with (only used for exp calculation)
*/
void mob_revive(struct mob_data *md, unsigned int hp)
{
t_tick tick = gettick();
md->state.skillstate = MSS_IDLE;
md->last_thinktime = tick;
md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME;
md->last_linktime = tick;
md->last_pcneartime = 0;
//We reset the damage log and then set the already lost damage as self damage so players don't get exp for it [Playtester]
memset(md->dmglog, 0, sizeof(md->dmglog));
mob_log_damage(md, &md->bl, md->status.max_hp - hp);
md->tdmg = 0;
if (!md->bl.prev){
if(map_addblock(&md->bl))
return;
}
clif_spawn(&md->bl);
skill_unit_move(&md->bl,tick,1);
mobskill_use(md, tick, MSC_SPAWN);
if (battle_config.show_mob_info&3)
clif_name_area(&md->bl);
}
int mob_guardian_guildchange(struct mob_data *md)
{
nullpo_ret(md);
if (!md->guardian_data)
return 0;
if (md->guardian_data->castle->guild_id == 0)
{ //Castle with no owner? Delete the guardians.
if (md->mob_id == MOBID_EMPERIUM)
{ //But don't delete the emperium, just clear it's guild-data
md->guardian_data->guild_id = 0;
md->guardian_data->emblem_id = 0;
md->guardian_data->guild_name[0] = '\0';
} else {
if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS && md->guardian_data->castle->guardian[md->guardian_data->number].visible)
guild_castledatasave(md->guardian_data->castle->castle_id, CD_ENABLED_GUARDIAN00 + md->guardian_data->number, 0);
unit_free(&md->bl,CLR_OUTSIGHT); //Remove guardian.
}
return 0;
}
auto g = guild_search(md->guardian_data->castle->guild_id);
if (g == nullptr)
{ //Properly remove guardian info from Castle data.
ShowError("mob_guardian_guildchange: New Guild (id %d) does not exists!\n", md->guardian_data->guild_id);
if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS)
guild_castledatasave(md->guardian_data->castle->castle_id, CD_ENABLED_GUARDIAN00 + md->guardian_data->number, 0);
unit_free(&md->bl,CLR_OUTSIGHT);
return 0;
}
md->guardian_data->guild_id = g->guild.guild_id;
md->guardian_data->emblem_id = g->guild.emblem_id;
md->guardian_data->guardup_lv = guild_checkskill(g->guild, GD_GUARDUP);
memcpy(md->guardian_data->guild_name, g->guild.name, NAME_LENGTH);
return 1;
}
/*==========================================
* Pick a random class for the mob
*------------------------------------------*/
int mob_random_class(int *value, size_t count)
{
nullpo_ret(value);
// no count specified, look into the array manually, but take only max 5 elements
if (count < 1) {
count = 0;
while(count < 5 && mobdb_checkid(value[count])) count++;
if(count < 1) // nothing found
return 0;
} else {
// check if at least the first value is valid
if(mobdb_checkid(value[0]) == 0)
return 0;
}
//Pick a random value, hoping it exists. [Skotlex]
return mobdb_checkid(value[rnd()%count]);
}
/**
* Returns the SpawnInfos of the mob_db entry (mob_spawn_data[mobid])
* if mobid is not in mob_spawn_data returns empty spawn_info vector
* @param mob_id - Looking for spawns of this Monster ID
*/
const std::vector<spawn_info> mob_get_spawns(uint16 mob_id)
{
auto mob_spawn_it = mob_spawn_data.find(mob_id);
if ( mob_spawn_it != mob_spawn_data.end() )
return mob_spawn_it->second;
return std::vector<spawn_info>();
}
/**
* Checks if a monster is spawned. Returns true if yes, false otherwise.
* @param mob_id - Monster ID which is checked
*/
bool mob_has_spawn(uint16 mob_id)
{
// It's enough to check if the monster is in mob_spawn_data, because
// none or empty spawns are ignored. Thus the monster is spawned.
return mob_spawn_data.find(mob_id) != mob_spawn_data.end();
}
/**
* Adds a spawn info to the specific mob. (To mob_spawn_data)
* @param mob_id - Monster ID spawned
* @param new_spawn - spawn_info holding the map and quantity of the spawn
*/
void mob_add_spawn(uint16 mob_id, const struct spawn_info& new_spawn)
{
unsigned short m = new_spawn.mapindex;
if( new_spawn.qty <= 0 )
return; //ignore empty spawns
std::vector<spawn_info>& spawns = mob_spawn_data[mob_id];
// Search if the map is already in spawns
auto itSameMap = std::find_if(spawns.begin(), spawns.end(),
[&m] (const spawn_info &s) { return (s.mapindex == m); });
if( itSameMap != spawns.end() )
itSameMap->qty += new_spawn.qty; // add quantity, if map is found
else
spawns.push_back(new_spawn); // else, add the whole spawn info
// sort spawns by spawn quantity
std::sort(spawns.begin(), spawns.end(),
[](const spawn_info & a, const spawn_info & b) -> bool
{ return a.qty > b.qty; });
/** Note
Spawns are sorted after every addition. This makes reloadscript slower, but
some spawns may be added directly by loadscript or something similar.
*/
}
/*==========================================
* Change mob base class
*------------------------------------------*/
int mob_class_change (struct mob_data *md, int mob_id)
{
t_tick tick = gettick();
int i, hp_rate;
nullpo_ret(md);
if( md->bl.prev == nullptr )
return 0;
if (!mob_id || !mobdb_checkid(mob_id))
return 0;
//Disable class changing for some targets...
if (md->guardian_data)
return 0; //Guardians/Emperium
if (util::vector_exists(status_get_race2(&md->bl), RC2_TREASURE))
return 0; //Treasure Boxes
if( md->special_state.ai > AI_ATTACK )
return 0; //Marine Spheres and Floras.
if( mob_is_clone(md->mob_id) )
return 0; //Clones
if( md->mob_id == mob_id )
return 0; //Nothing to change.
hp_rate = get_percentage(md->status.hp, md->status.max_hp);
md->mob_id = mob_id;
md->db = mob_db.find(mob_id);
if (battle_config.override_mob_names==1)
memcpy(md->name,md->db->name.c_str(),NAME_LENGTH);
else
memcpy(md->name,md->db->jname.c_str(),NAME_LENGTH);
status_change_end(&md->bl,SC_KEEPING); // End before calling status_calc_mob().
status_change_end(&md->bl,SC_BARRIER);
mob_stop_attack(md);
mob_stop_walking(md, 0);
unit_skillcastcancel(&md->bl, 0);
status_set_viewdata(&md->bl, mob_id);
clif_mob_class_change(md,md->vd->class_);
status_calc_mob(md,SCO_FIRST);
md->ud.state.speed_changed = 1; //Speed change update.
if (battle_config.monster_class_change_recover) {
memset(md->dmglog, 0, sizeof(md->dmglog));
md->tdmg = 0;
} else {
md->status.hp = md->status.max_hp*hp_rate/100;
if(md->status.hp < 1) md->status.hp = 1;
}
t_tick c = tick - MOB_MAX_DELAY;
for(i=0;i<MAX_MOBSKILL;i++)
md->skilldelay[i] = c;
if (md->lootitems == nullptr && status_has_mode(&md->db->status,MD_LOOTER))
md->lootitems = (struct s_mob_lootitem *)aCalloc(LOOTITEM_SIZE,sizeof(struct s_mob_lootitem));
//Targets should be cleared no morph
md->target_id = md->attacked_id = md->norm_attacked_id = 0;
//Need to update name display.
clif_name_area(&md->bl);
return 0;
}
/*==========================================
* mob heal, update display hp info of mob for players
*------------------------------------------*/
void mob_heal(struct mob_data *md,unsigned int heal)
{
if (battle_config.show_mob_info&3)
clif_name_area(&md->bl);
#if PACKETVER >= 20120404
if (battle_config.monster_hp_bars_info && !map_getmapflag(md->bl.m, MF_HIDEMOBHPBAR)) {
int i;
if (md->special_state.ai == AI_ABR || md->special_state.ai == AI_BIONIC) {
clif_summon_hp_bar(*md);
}
for(i = 0; i < DAMAGELOG_SIZE; i++)// must show hp bar to all char who already hit the mob.
if( md->dmglog[i].id ) {
map_session_data *sd = map_charid2sd(md->dmglog[i].id);
if( sd && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE) ) // check if in range
clif_monster_hp_bar(md, sd->fd);
}
}
#endif
}
/*==========================================
* Added by RoVeRT
*------------------------------------------*/
int mob_warpslave_sub(struct block_list *bl,va_list ap)
{
struct mob_data *md=(struct mob_data *)bl;
struct block_list *master;
short x,y,range=0;
master = va_arg(ap, struct block_list*);
range = va_arg(ap, int);
if(md->master_id!=master->id)
return 0;
map_search_freecell(master, 0, &x, &y, range, range, 0);
unit_warp(&md->bl, master->m, x, y,CLR_TELEPORT);
return 1;
}
/*==========================================
* Added by RoVeRT
* Warps slaves. Range is the area around the master that they can
* appear in randomly.
*------------------------------------------*/
int mob_warpslave(struct block_list *bl, int range)
{
if (range < 1)
range = 1; //Min range needed to avoid crashes and stuff. [Skotlex]
return map_foreachinmap(mob_warpslave_sub, bl->m, BL_MOB, bl, range);
}
/*==========================================
* Counts slave sub, curently checking if mob master is the given ID.
*------------------------------------------*/
int mob_countslave_sub(struct block_list *bl,va_list ap)
{
int id;
struct mob_data *md;
id=va_arg(ap,int);
md = (struct mob_data *)bl;
if( md->master_id==id )
return 1;
return 0;
}
/*==========================================
* Counts the number of slaves a mob has on the map.
*------------------------------------------*/
int mob_countslave(struct block_list *bl)
{
return map_foreachinmap(mob_countslave_sub, bl->m, BL_MOB,bl->id);
}
/**
* Remove slaves if master logs off.
* @param bl: Mob data
* @param ap: List of arguments
* @return 1 on removal, otherwise 0
*/
int mob_removeslaves_sub(block_list *bl, va_list ap) {
int id = va_arg(ap, int);
mob_data *md = (mob_data *)bl;
if (md != nullptr && md->master_id == id) {
unit_free(bl, CLR_OUTSIGHT);
return 1;
}
return 0;
}
/**
* Remove slaves on a map.
* @param bl: Player data
* @return 1 on removal, otherwise 0
*/
int mob_removeslaves(block_list *bl) {
return map_foreachinmap(mob_removeslaves_sub, bl->m, BL_MOB, bl->id);
}
/*==========================================
* Summons amount slaves contained in the value[5] array using round-robin. [adapted by Skotlex]
*------------------------------------------*/
int mob_summonslave(struct mob_data *md2,int *value,int amount,uint16 skill_id)
{
struct mob_data *md;
struct spawn_data data;
int count = 0,k=0,hp_rate=0;
nullpo_ret(md2);
nullpo_ret(value);
memset(&data, 0, sizeof(struct spawn_data));
data.m = md2->bl.m;
data.x = md2->bl.x;
data.y = md2->bl.y;
data.num = 1;
data.state.size = md2->special_state.size;
data.state.ai = md2->special_state.ai;
if(mobdb_checkid(value[0]) == 0)
return 0;
/**
* Flags this monster is able to summon; saves a worth amount of memory upon deletion
**/
md2->can_summon = 1;
while(count < 5 && mobdb_checkid(value[count])) count++;
if(count < 1) return 0;
if (amount > 0 && amount < count) { //Do not start on 0, pick some random sub subset [Skotlex]
k = rnd()%count;
amount+=k; //Increase final value by same amount to preserve total number to summon.
}
if (!battle_config.monster_class_change_recover &&
(skill_id == NPC_TRANSFORMATION || skill_id == NPC_METAMORPHOSIS))
hp_rate = get_percentage(md2->status.hp, md2->status.max_hp);
for(;k<amount;k++) {
short x,y;
data.id = value[k%count]; //Summon slaves in round-robin fashion. [Skotlex]
if (mobdb_checkid(data.id) == 0)
continue;
if (skill_id != NPC_DEATHSUMMON && map_search_freecell(&md2->bl, 0, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 0)) {
data.x = x;
data.y = y;
} else {
data.x = md2->bl.x;
data.y = md2->bl.y;
}
//These two need to be loaded from the db for each slave.
if(battle_config.override_mob_names==1)
strcpy(data.name,"--en--");
else
strcpy(data.name,"--ja--");
if (!mob_parse_dataset(&data))
continue;
md= mob_spawn_dataset(&data);
if(skill_id == NPC_SUMMONSLAVE){
md->master_id=md2->bl.id;
md->special_state.ai = md2->special_state.ai;
}
mob_spawn(md);
if (hp_rate) //Scale HP
md->status.hp = md->status.max_hp*hp_rate/100;
if (skill_id == NPC_SUMMONSLAVE) // Only appies to NPC_SUMMONSLAVE
status_calc_slave_mode(md, md2); // Inherit the aggressive mode of the master.
if (md2->state.copy_master_mode)
md->status.mode = md2->status.mode;
clif_skill_nodamage(&md->bl,&md->bl,skill_id,amount,1);
}
return 0;
}
/*==========================================
* MOBskill lookup (get skillindex through skill_id)
* Returns -1 if not found.
*------------------------------------------*/
int mob_skill_id2skill_idx(int mob_id,uint16 skill_id)
{
std::shared_ptr<s_mob_db> mob = mob_db.find(mob_id);
if (mob == nullptr)
return -1;
std::vector<std::shared_ptr<s_mob_skill>> &skills = mob->skill;
if (skills.empty())
return -1;
for (int i = 0; i < skills.size(); i++) {
if (skills[i]->skill_id == skill_id)
return i;
}
return -1;
}
/*==========================================
* Friendly Mob whose HP is decreasing by a nearby MOB is looked for.
*------------------------------------------*/
int mob_getfriendhprate_sub(struct block_list *bl,va_list ap)
{
int64 min_rate, max_rate,rate;
struct block_list **fr;
struct mob_data *md;
md = va_arg(ap,struct mob_data *);
min_rate=va_arg(ap,int64);
max_rate=va_arg(ap,int64);
fr=va_arg(ap,struct block_list **);
if( md->bl.id == bl->id && !(battle_config.mob_ai&0x10))
return 0;
if ((*fr) != nullptr) //A friend was already found.
return 0;
if (battle_check_target(&md->bl,bl,BCT_ENEMY)>0)
return 0;
rate = get_percentage(status_get_hp(bl), status_get_max_hp(bl));
if (rate >= min_rate && rate <= max_rate)
(*fr) = bl;
return 1;
}
static struct block_list *mob_getfriendhprate(struct mob_data *md,int64 min_rate,int64 max_rate)
{
struct block_list *fr=nullptr;
int type = BL_MOB;
nullpo_retr(nullptr, md);
if (md->special_state.ai) //Summoned creatures. [Skotlex]
type = BL_PC;
map_foreachinallrange(mob_getfriendhprate_sub, &md->bl, 8, type,md,min_rate,max_rate,&fr);
return fr;
}
/*==========================================
* Check hp rate of its master
*------------------------------------------*/
struct block_list *mob_getmasterhpltmaxrate(struct mob_data *md,int64 rate)
{
if( md && md->master_id > 0 )
{
struct block_list *bl = map_id2bl(md->master_id);
if( bl && get_percentage(status_get_hp(bl), status_get_max_hp(bl)) < rate )
return bl;
}
return nullptr;
}
bool mob_getstatus_sub( struct mob_data& md, e_mob_skill_condition condition, sc_type type ){
bool found = false;
if( type == SC_NONE ){
for( int i = SC_COMMON_MIN; i <= SC_COMMON_MAX; i++ ){
if( md.sc.getSCE( i ) != nullptr ){
// Once an effect was found, break out. [Skotlex]
found = true;
break;
}
}
}else{
found = md.sc.getSCE( type ) != nullptr;
}
switch( condition ){
case MSC_MYSTATUSON:
case MSC_FRIENDSTATUSON:
return found;
case MSC_MYSTATUSOFF:
case MSC_FRIENDSTATUSOFF:
return !found;
default:
return false;
}
}
/*==========================================
* What a status state suits by nearby MOB is looked for.
*------------------------------------------*/
int mob_getfriendstatus_sub( struct block_list *bl, va_list ap ){
struct mob_data *md, *mmd;
nullpo_ret(bl);
nullpo_ret(md=(struct mob_data *)bl);
nullpo_ret(mmd=va_arg(ap,struct mob_data *));
if( mmd->bl.id == bl->id && !(battle_config.mob_ai&0x10) )
return 0;
if (battle_check_target(&mmd->bl,bl,BCT_ENEMY)>0)
return 0;
int64 cond1 = va_arg( ap, int64 );
int64 cond2 = va_arg( ap, int64 );
struct mob_data** fr = va_arg( ap, struct mob_data** );
if( mob_getstatus_sub( *md, static_cast<e_mob_skill_condition>( cond1 ), static_cast<sc_type>( cond2 ) ) ){
*fr = md;
}
return 0;
}
struct mob_data *mob_getfriendstatus(struct mob_data *md,int64 cond1,int64 cond2)
{
struct mob_data* fr = nullptr;
nullpo_ret(md);
map_foreachinallrange(mob_getfriendstatus_sub, &md->bl, 8,BL_MOB, md,cond1,cond2,&fr);
return fr;
}
// Display message from mob_chat_db.yml
bool mob_chat_display_message(mob_data &md, uint16 msg_id) {
std::shared_ptr<s_mob_chat> mc = mob_chat_db.find(msg_id);
if (mc != nullptr) {
std::string name = md.name, output;
std::size_t unique = name.find("#");
if (unique != std::string::npos)
name = name.substr(0, unique); // discard extra name identifier if present [Daegaladh]
output = name + " : " + mc->msg;
clif_messagecolor(&md.bl, mc->color, output.c_str(), true, AREA_CHAT_WOC);
return true;
}
return false;
}
/*==========================================
* Skill use judging
*------------------------------------------*/
int mobskill_use(struct mob_data *md, t_tick tick, int event, int64 damage)
{
struct block_list *fbl = nullptr; //Friend bl, which can either be a BL_PC or BL_MOB depending on the situation. [Skotlex]
struct block_list *bl;
struct mob_data *fmd = nullptr;
int i,j,n;
short skill_target;
nullpo_ret(md);
std::vector<std::shared_ptr<s_mob_skill>> &ms = md->db->skill;
if (!battle_config.mob_skill_rate || md->ud.skilltimer != INVALID_TIMER || ms.empty() || status_has_mode(&md->status,MD_NOCAST))
return 0;
// Monsters check their non-attack-state skills once per second, but we ignore this for events for now
if (event == -1)
md->last_skillcheck = tick;
//Pick a starting position and loop from that.
i = battle_config.mob_ai&0x100?rnd()%ms.size():0;
for (n = 0; n < ms.size(); i++, n++) {
int64 c2;
int flag = 0;
if (i == ms.size())
i = 0;
if (DIFF_TICK(tick, md->skilldelay[i]) < ms[i]->delay)
continue;
c2 = ms[i]->cond2;
if (ms[i]->state != md->state.skillstate) {
if (md->state.skillstate != MSS_DEAD && (ms[i]->state == MSS_ANY ||
(ms[i]->state == MSS_ANYTARGET && md->target_id && md->state.skillstate != MSS_LOOT)
)) //ANYTARGET works with any state as long as there's a target. [Skotlex]
;
else
continue;
}
if (rnd() % 10000 > ms[i]->permillage) //Lupus (max value = 10000)
continue;
if (ms[i]->cond1 == event)
flag = 1; //Trigger skill.
else if (ms[i]->cond1 == MSC_SKILLUSED)
flag = ((event & 0xffff) == MSC_SKILLUSED && ((event >> 16) == c2 || c2 == 0));
else if (ms[i]->cond1 == MSC_GROUNDATTACKED && damage > 0)
flag = ((event & 0xffff) == MSC_SKILLUSED && skill_get_inf((event >> 16))&INF_GROUND_SKILL);
else if (ms[i]->cond1 == MSC_DAMAGEDGT && damage > 0 && !((event & 0xffff) == MSC_SKILLUSED)) //Avoid double check if skill has been used [datawulf]
flag = (damage > c2);
else if(event == -1){
//Avoid entering on defined events to avoid "hyper-active skill use" due to the overflow of calls to this function in battle.
switch (ms[i]->cond1)
{
case MSC_ALWAYS:
flag = 1; break;
case MSC_MYHPLTMAXRATE: // HP< maxhp%
flag = get_percentage(md->status.hp, md->status.max_hp);
flag = (flag <= c2);
break;
case MSC_MYHPINRATE:
flag = get_percentage(md->status.hp, md->status.max_hp);
flag = (flag >= c2 && flag <= ms[i]->val[0]);
break;
case MSC_MYSTATUSON: // status[num] on
case MSC_MYSTATUSOFF: // status[num] off
if( !md->sc.count ){
flag = 0;
}else if( mob_getstatus_sub( *md, static_cast<e_mob_skill_condition>( ms[i]->cond1 ), static_cast<sc_type>( ms[i]->cond2 ) ) ){
flag = 1;
}else{
flag = 0;
}
break;
case MSC_FRIENDHPLTMAXRATE: // friend HP < maxhp%
flag = ((fbl = mob_getfriendhprate(md, 0, ms[i]->cond2)) != nullptr); break;
case MSC_FRIENDHPINRATE :
flag = ((fbl = mob_getfriendhprate(md, ms[i]->cond2, ms[i]->val[0])) != nullptr); break;
case MSC_FRIENDSTATUSON: // friend status[num] on
case MSC_FRIENDSTATUSOFF: // friend status[num] off
flag = ((fmd = mob_getfriendstatus(md, ms[i]->cond1, ms[i]->cond2)) != nullptr); break;
case MSC_SLAVELT: // slave < num
flag = (mob_countslave(&md->bl) < c2 ); break;
case MSC_ATTACKPCGT: // attack pc > num
flag = (unit_counttargeted(&md->bl) > c2); break;
case MSC_SLAVELE: // slave <= num
flag = (mob_countslave(&md->bl) <= c2 ); break;
case MSC_ATTACKPCGE: // attack pc >= num
flag = (unit_counttargeted(&md->bl) >= c2); break;
case MSC_AFTERSKILL:
flag = (md->ud.skill_id == c2); break;
case MSC_RUDEATTACKED:
flag = (md->state.attacked_count >= RUDE_ATTACKED_COUNT);
if (flag) md->state.attacked_count = 0; //Rude attacked count should be reset after the skill condition is met. Thanks to Komurka [Skotlex]
break;
case MSC_MASTERHPLTMAXRATE:
flag = ((fbl = mob_getmasterhpltmaxrate(md, ms[i]->cond2)) != nullptr); break;
case MSC_MASTERATTACKED:
flag = (md->master_id > 0 && (fbl=map_id2bl(md->master_id)) && unit_counttargeted(fbl) > 0); break;
case MSC_ALCHEMIST:
flag = (md->state.can_escape); break;
case MSC_MOBNEARBYGT:
flag = (map_foreachinallrange(mob_count_sub, &md->bl, AREA_SIZE, BL_MOB) > c2 ); break;
}
}
if (!flag)
continue; //Skill requisite failed to be fulfilled.
//Execute skill
skill_target = status_has_mode(&md->db->status,MD_RANDOMTARGET) ? MST_RANDOM : ms[i]->target;
if (skill_get_casttype(ms[i]->skill_id) == CAST_GROUND)
{ //Ground skill.
short x, y;
switch (skill_target) {
case MST_RANDOM: //Pick a random enemy within skill range.
bl = battle_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md),
skill_get_range2(&md->bl, ms[i]->skill_id, ms[i]->skill_lv, true));
break;
case MST_TARGET:
case MST_AROUND5:
case MST_AROUND6:
case MST_AROUND7:
case MST_AROUND8:
bl = map_id2bl(md->target_id);
break;
case MST_MASTER:
bl = &md->bl;
if (md->master_id)
bl = map_id2bl(md->master_id);
if (bl)
break;
[[fallthrough]];
case MST_FRIEND:
bl = fbl?fbl:(fmd?&fmd->bl:&md->bl);
break;
default:
bl = &md->bl;
break;
}
if (!bl) {
if (battle_config.mob_ai & 0x1000)
continue;
else
break;
}
x = bl->x;
y = bl->y;
// Look for an area to cast the spell around...
if (skill_target >= MST_AROUND5) {
j = skill_target >= MST_AROUND1?
(skill_target-MST_AROUND1) +1:
(skill_target-MST_AROUND5) +1;
map_search_freecell(&md->bl, md->bl.m, &x, &y, j, j, 3);
}
md->skill_idx = i;
map_freeblock_lock();
if (!battle_check_range(&md->bl, bl, skill_get_range2(&md->bl, ms[i]->skill_id, ms[i]->skill_lv, true)) ||
!unit_skilluse_pos2(&md->bl, x, y, ms[i]->skill_id, ms[i]->skill_lv, ms[i]->casttime, ms[i]->cancel))
{
map_freeblock_unlock();
if (battle_config.mob_ai & 0x1000)
continue;
else
break;
}
} else {
//Targetted skill
switch (skill_target) {
case MST_RANDOM: //Pick a random enemy within skill range.
bl = battle_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md),
skill_get_range2(&md->bl, ms[i]->skill_id, ms[i]->skill_lv, true));
break;
case MST_TARGET:
bl = map_id2bl(md->target_id);
break;
case MST_MASTER:
bl = &md->bl;
if (md->master_id)
bl = map_id2bl(md->master_id);
if (bl)
break;
[[fallthrough]];
case MST_FRIEND:
if (fbl) {
bl = fbl;
break;
} else if (fmd) {
bl = &fmd->bl;
break;
}
[[fallthrough]];
default:
bl = &md->bl;
break;
}
if (!bl) {
if (battle_config.mob_ai & 0x1000)
continue;
else
break;
}
md->skill_idx = i;
map_freeblock_lock();
if (!battle_check_range(&md->bl, bl, skill_get_range2(&md->bl, ms[i]->skill_id, ms[i]->skill_lv, true)) ||
!unit_skilluse_id2(&md->bl, bl->id, ms[i]->skill_id, ms[i]->skill_lv, ms[i]->casttime, ms[i]->cancel))
{
map_freeblock_unlock();
if (battle_config.mob_ai & 0x1000)
continue;
else
break;
}
}
//Skill used. Post-setups...
if ( ms[i]->msg_id ){ //Display color message [SnakeDrak]
mob_chat_display_message(*md, ms[i]->msg_id);
}
if(!(battle_config.mob_ai&0x200)) { //pass on delay to same skill.
for (j = 0; j < ms.size(); j++)
if (ms[j]->skill_id == ms[i]->skill_id)
md->skilldelay[j]=tick;
} else
md->skilldelay[i]=tick;
map_freeblock_unlock();
return 1;
}
//No skill was used.
md->skill_idx = -1;
return 0;
}
/*==========================================
* Skill use event processing
*------------------------------------------*/
int mobskill_event(struct mob_data *md, struct block_list *src, t_tick tick, int flag, int64 damage)
{
int target_id, res = 0;
if(md->bl.prev == nullptr || md->status.hp == 0)
return 0;
target_id = md->target_id;
if (!target_id || battle_config.mob_changetarget_byskill)
md->target_id = src->id;
if (flag == -1)
res = mobskill_use(md, tick, MSC_CASTTARGETED);
else if ((flag&0xffff) == MSC_SKILLUSED)
res = mobskill_use(md, tick, flag, damage);
else if (flag&BF_SHORT)
res = mobskill_use(md, tick, MSC_CLOSEDATTACKED, damage);
else if (flag&BF_LONG && !(flag&BF_MAGIC)) //Long-attacked should not include magic.
res = mobskill_use(md, tick, MSC_LONGRANGEATTACKED, damage);
else if (damage > 0) //Trigger for any damage dealt from other attack types without affecting other triggers [datawulf]
res = mobskill_use(md, tick, -2, damage);
if (!res)
//Restore previous target only if skill condition failed to trigger. [Skotlex]
md->target_id = target_id;
//Otherwise check if the target is an enemy, and unlock if needed.
else if (battle_check_target(&md->bl, src, BCT_ENEMY) <= 0)
md->target_id = target_id;
return res;
}
// Player cloned mobs. [Valaris]
int mob_is_clone(int mob_id)
{
if(mob_id < MOB_CLONE_START || mob_id > MOB_CLONE_END)
return 0;
if (!mob_db.exists(mob_id))
return 0;
return mob_id;
}
/**
* Previously, using skill_nocast with flag 16
* @param skill_id
* @return True:If disabled, False:If enabled
* @!TODO : Move this hardcodes!
**/
static bool mob_clone_disabled_skills(uint16 skill_id) {
switch (skill_id) {
case PR_TURNUNDEAD:
case PR_MAGNUS:
return true;
}
return false;
}
//Flag values:
//&1: Set special ai (fight mobs, not players)
//If mode is not passed, a default aggressive mode is used.
//If master_id is passed, clone is attached to him.
//Returns: ID of newly crafted copy.
int mob_clone_spawn(map_session_data *sd, int16 m, int16 x, int16 y, const char *event, int master_id, enum e_mode mode, int flag, unsigned int duration)
{
int mob_id;
int inf, fd;
struct mob_data *md;
struct status_data *status;
nullpo_ret(sd);
if(pc_isdead(sd) && master_id && flag&1)
return 0;
ARR_FIND( MOB_CLONE_START, MOB_CLONE_END, mob_id, !mob_db.exists(mob_id) );
if(mob_id >= MOB_CLONE_END)
return 0;
std::shared_ptr<s_mob_db> db = std::make_shared<s_mob_db>();
mob_db.put( mob_id, db );
status = &db->status;
db->sprite = sd->status.name;
db->name = sd->status.name;
db->jname = sd->status.name;
db->lv=status_get_lv(&sd->bl);
memcpy(status, &sd->base_status, sizeof(struct status_data));
status->rhw.atk2= status->dex + status->rhw.atk + status->rhw.atk2; //Max ATK
status->rhw.atk = status->dex; //Min ATK
if (status->lhw.atk) {
status->lhw.atk2= status->dex + status->lhw.atk + status->lhw.atk2; //Max ATK
status->lhw.atk = status->dex; //Min ATK
}
if (mode > MD_NONE) //User provided mode.
status->mode = mode;
else if (flag&1) //Friendly Character, remove looting.
status->mode = static_cast<enum e_mode>(status->mode&(~MD_LOOTER));
status->hp = status->max_hp;
status->sp = status->max_sp;
memcpy(&db->vd, &sd->vd, sizeof(struct view_data));
db->base_exp=1;
db->job_exp=1;
db->range2=AREA_SIZE; //Let them have the same view-range as players.
db->range3=AREA_SIZE; //Min chase of a screen.
db->option=sd->sc.option;
/**
* We temporarily disable sd's fd so it doesn't receive the messages from skill_check_condition_castbegin
**/
fd = sd->fd;
sd->fd = 0;
//Go Backwards to give better priority to advanced skills.
std::shared_ptr<s_skill_tree> tree = skill_tree_db.find(sd->status.class_);
if( tree != nullptr && !tree->skills.empty() ){
std::vector<uint16> skill_list;
for (const auto &it : tree->skills)
skill_list.push_back(it.first);
std::sort(skill_list.rbegin(), skill_list.rend());
for (const auto &it : skill_list) {
if (db->skill.size() >= MAX_MOBSKILL)
break;
uint16 skill_id = it;
uint16 sk_idx = 0;
if (!skill_id || !(sk_idx = skill_get_index(skill_id)) || sd->status.skill[sk_idx].lv < 1 ||
skill_get_inf2_(skill_id, { INF2_ISWEDDING, INF2_ISGUILD }) ||
mob_clone_disabled_skills(skill_id)
)
continue;
//Normal aggressive mob, disable skills that cannot help them fight
//against players (those with flags UF_NOMOB and UF_NOPC are specific
//to always aid players!) [Skotlex]
if (!(flag&1) &&
skill_get_unit_id(skill_id) &&
skill_get_unit_flag_(skill_id, { UF_NOMOB, UF_NOPC }))
continue;
/**
* The clone should be able to cast the skill (e.g. have the required weapon) bugreport:5299)
**/
if( !skill_check_condition_castbegin(*sd,skill_id,sd->status.skill[sk_idx].lv) )
continue;
std::shared_ptr<s_mob_skill> ms = std::make_shared<s_mob_skill>();
ms->skill_id = skill_id;
ms->skill_lv = sd->status.skill[sk_idx].lv;
ms->state = MSS_ANY;
ms->permillage = 500*battle_config.mob_skill_rate/100; //Default chance of all skills: 5%
ms->emotion = -1;
ms->cancel = 0;
ms->casttime = skill_castfix(&sd->bl,skill_id, ms->skill_lv);
ms->delay = 5000+skill_delayfix(&sd->bl,skill_id, ms->skill_lv);
ms->msg_id = 0;
inf = skill_get_inf(skill_id);
if (inf&INF_ATTACK_SKILL) {
ms->target = MST_TARGET;
ms->cond1 = MSC_ALWAYS;
if (skill_get_range(skill_id, ms->skill_lv) > 3)
ms->state = MSS_ANYTARGET;
else
ms->state = MSS_BERSERK;
} else if(inf&INF_GROUND_SKILL) {
if (skill_get_inf2(skill_id, INF2_ISTRAP)) { //Traps!
ms->state = MSS_IDLE;
ms->target = MST_AROUND2;
ms->delay = 60000;
} else if (skill_get_unit_target(skill_id) == BCT_ENEMY) { //Target Enemy
ms->state = MSS_ANYTARGET;
ms->target = MST_TARGET;
ms->cond1 = MSC_ALWAYS;
} else { //Target allies
ms->target = MST_FRIEND;
ms->cond1 = MSC_FRIENDHPLTMAXRATE;
ms->cond2 = 95;
}
} else if (inf&INF_SELF_SKILL) {
if (skill_get_inf2(skill_id, INF2_NOTARGETSELF)) { //auto-select target skill.
ms->target = MST_TARGET;
ms->cond1 = MSC_ALWAYS;
if (skill_get_range(skill_id, ms->skill_lv) > 3) {
ms->state = MSS_ANYTARGET;
} else {
ms->state = MSS_BERSERK;
}
} else { //Self skill
ms->target = MST_SELF;
ms->cond1 = MSC_MYHPLTMAXRATE;
ms->cond2 = 90;
ms->permillage = 2000;
//Delay: Remove the stock 5 secs and add half of the support time.
ms->delay += -5000 +(skill_get_time(skill_id, ms->skill_lv) + skill_get_time2(skill_id, ms->skill_lv))/2;
if (ms->delay < 5000)
ms->delay = 5000; //With a minimum of 5 secs.
}
} else if (inf&INF_SUPPORT_SKILL) {
ms->target = MST_FRIEND;
ms->cond1 = MSC_FRIENDHPLTMAXRATE;
ms->cond2 = 90;
if (skill_id == AL_HEAL)
ms->permillage = 5000; //Higher skill rate usage for heal.
else if (skill_id == ALL_RESURRECTION)
ms->cond2 = 1;
//Delay: Remove the stock 5 secs and add half of the support time.
ms->delay += -5000 +(skill_get_time(skill_id, ms->skill_lv) + skill_get_time2(skill_id, ms->skill_lv))/2;
if (ms->delay < 2000)
ms->delay = 2000; //With a minimum of 2 secs.
if (db->skill.size() < MAX_MOBSKILL) { //duplicate this so it also triggers on self.
ms->target = MST_SELF;
ms->cond1 = MSC_MYHPLTMAXRATE;
db->skill.push_back(ms);
}
} else {
switch (skill_id) { //Certain Special skills that are passive, and thus, never triggered.
case MO_TRIPLEATTACK:
case TF_DOUBLE:
case GS_CHAINACTION:
ms->state = MSS_BERSERK;
ms->target = MST_TARGET;
ms->cond1 = MSC_ALWAYS;
ms->permillage = skill_id==MO_TRIPLEATTACK?(3000-ms->skill_lv*100):(ms->skill_lv*500);
ms->delay -= 5000; //Remove the added delay as these could trigger on "all hits".
break;
default: //Untreated Skill
continue;
}
}
if (battle_config.mob_skill_rate!= 100)
ms->permillage = ms->permillage*battle_config.mob_skill_rate/100;
if (battle_config.mob_skill_delay != 100)
ms->delay = ms->delay*battle_config.mob_skill_delay/100;
db->skill.push_back(ms);
}
}
/**
* We grant the session it's fd value back.
**/
sd->fd = fd;
//Finally, spawn it.
md = mob_once_spawn_sub(&sd->bl, m, x, y, "--en--", mob_id, event, SZ_SMALL, AI_NONE);
if (!md) return 0; //Failed?
md->special_state.clone = 1;
if (master_id || flag || duration) { //Further manipulate crafted char.
if (flag&1) //Friendly Character
md->special_state.ai = AI_ATTACK;
if (master_id) //Attach to Master
md->master_id = master_id;
if (duration) //Auto Delete after a while.
{
if( md->deletetimer != INVALID_TIMER )
delete_timer(md->deletetimer, mob_timer_delete);
md->deletetimer = add_timer (gettick() + duration, mob_timer_delete, md->bl.id, 0);
}
}
mob_spawn(md);
return md->bl.id;
}
int mob_clone_delete(struct mob_data *md){
uint32 mob_id = md->mob_id;
if (mob_is_clone(mob_id)) {
mob_db.erase(mob_id);
//Clear references to the db
md->db = nullptr;
md->vd = nullptr;
return 1;
}
return 0;
}
//Adjusts the drop rate of item according to the criteria given. [Skotlex]
static unsigned int mob_drop_adjust(int baserate, int rate_adjust, unsigned short rate_min, unsigned short rate_max)
{
double rate = baserate;
if (battle_config.logarithmic_drops && rate_adjust > 0 && rate_adjust != 100 && baserate > 0) //Logarithmic drops equation by Ishizu-Chan
//Equation: Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5))
//x is the normal Droprate, y is the Modificator.
rate = rate * pow((5.0 - log10(rate)), (log(rate_adjust/100.) / log(5.0))) + 0.5;
else
//Classical linear rate adjustment.
rate = rate * rate_adjust/100;
return (unsigned int)cap_value(rate,rate_min,rate_max);
}
/**
* Check if global item drop rate is overriden for given item
* in db/mob_item_ratio.yml
* @param nameid ID of the item
* @param mob_id ID of the monster
* @param rate_adjust pointer to store ratio if found
*/
static void item_dropratio_adjust(t_itemid nameid, int mob_id, int *rate_adjust)
{
std::shared_ptr<s_mob_item_drop_ratio> item_ratio = mob_item_drop_ratio.find(nameid);
if( item_ratio) {
// If it is empty it is applied to all monsters, if not it is only applied if the monster is in the vector
if( item_ratio->mob_ids.empty() || util::vector_exists( item_ratio->mob_ids, static_cast<uint16>( mob_id ) ) )
*rate_adjust = item_ratio->drop_ratio;
}
}
const std::string MobDatabase::getDefaultLocation() {
return std::string(db_path) + "/mob_db.yml";
}
bool MobDatabase::parseDropNode(std::string nodeName, const ryml::NodeRef& node, uint8 max, s_mob_drop *drops) {
const auto& dropNode = node[c4::to_csubstr(nodeName)];
uint16 i;
// Find first empty spot
for( i = 0; i < max; i++ ){
if( drops[i].nameid == 0 ){
break;
}
}
for (const auto& dropit : dropNode) {
uint16 index;
if (this->nodeExists(dropit, "Index")) {
if (!this->asUInt16(dropit, "Index", index))
return false;
if (index >= max) {
this->invalidWarning(dropit["Index"], "Invalid monster %s index %hu. Must be between 0~%hu, skipping.\n", nodeName.c_str(), index, max - 1);
continue;
}
} else {
index = i++;
if (index >= max) {
this->invalidWarning(dropit, "Maximum of %d monster %s met, skipping.\n", max, nodeName.c_str());
continue;
}
}
std::string item_name;
if (!this->asString(dropit, "Item", item_name))
return false;
std::shared_ptr<item_data> item = item_db.search_aegisname( item_name.c_str() );
if (item == nullptr) {
this->invalidWarning(dropit["Item"], "Monster %s item %s does not exist, skipping.\n", nodeName.c_str(), item_name.c_str());
continue;
}
uint16 rate;
if (!this->asUInt16Rate(dropit, "Rate", rate))
return false;
bool steal = false;
if (this->nodeExists(dropit, "StealProtected")) {
if (!this->asBool(dropit, "StealProtected", steal))
return false;
}
uint16 group = 0;
if (this->nodeExists(dropit, "RandomOptionGroup")) {
std::string group_name;
if (!this->asString(dropit, "RandomOptionGroup", group_name))
return false;
if (!random_option_group.option_get_id(group_name.c_str(), group))
this->invalidWarning(dropit["RandomOptionGroup"], "Unknown random option group %s for monster %s, defaulting to no group.\n", group_name.c_str(), nodeName.c_str());
}
drops[index].nameid = item->nameid;
drops[index].rate = rate;
drops[index].steal_protected = steal;
drops[index].randomopt_group = group;
}
return true;
}
/**
* Mob DB constructor
*/
s_mob_db::s_mob_db()
{
status.max_hp = 1;
status.max_sp = 1;
status.str = 1;
status.agi = 1;
status.vit = 1;
status.int_ = 1;
status.dex = 1;
status.luk = 1;
status.ele_lv = 1;
status.speed = DEFAULT_WALK_SPEED;
status.adelay = cap_value(0, battle_config.monster_max_aspd * 2, 4000);
status.amotion = cap_value(0, battle_config.monster_max_aspd, 2000);
status.clientamotion = cap_value(status.amotion, 1, USHRT_MAX);
status.mode = static_cast<e_mode>(MONSTER_TYPE_06);
vd.class_ = id;
}
/**
* Reads and parses an entry from the mob_db.
* @param node: YAML node containing the entry.
* @return count of successfully parsed rows
*/
uint64 MobDatabase::parseBodyNode(const ryml::NodeRef& node) {
uint32 mob_id;
if (!this->asUInt32(node, "Id", mob_id))
return 0;
if (!((mob_id > MIN_MOB_DB && mob_id < MAX_MOB_DB) || (mob_id > MIN_MOB_DB2 && mob_id < MAX_MOB_DB2))) {
this->invalidWarning(node["Id"], "Invalid monster ID %d, must be in range %d-%d or %d-%d.\n", mob_id, MIN_MOB_DB, MAX_MOB_DB, MIN_MOB_DB2, MAX_MOB_DB2);
return false;
}
std::shared_ptr<s_mob_db> mob = this->find(mob_id);
bool exists = mob != nullptr;
if (!exists) {
if (!this->nodesExist(node, { "AegisName", "Name" }))
return 0;
mob = std::make_shared<s_mob_db>();
mob->id = mob_id;
mob->vd.class_ = static_cast<uint16>(mob->id);
}
if (this->nodeExists(node, "AegisName")) {
std::string name;
if (!this->asString(node, "AegisName", name))
return 0;
if (name.size() > NAME_LENGTH) {
this->invalidWarning(node["AegisName"], "AegisName \"%s\" exceeds maximum of %d characters, capping...\n", name.c_str(), NAME_LENGTH - 1);
}
name.resize(NAME_LENGTH);
mob->sprite = name;
}
if (this->nodeExists(node, "Name")) {
std::string name;
if (!this->asString(node, "Name", name))
return 0;
if (name.size() > NAME_LENGTH) {
this->invalidWarning(node["Name"], "Name \"%s\" exceeds maximum of %d characters, capping...\n", name.c_str(), NAME_LENGTH - 1);
}
name.resize(NAME_LENGTH);
mob->name = name;
}
if (this->nodeExists(node, "JapaneseName")) {
std::string name;
if (!this->asString(node, "JapaneseName", name))
return 0;
if (name.size() > NAME_LENGTH) {
this->invalidWarning(node["JapaneseName"], "JapaneseName \"%s\" exceeds maximum of %d characters, capping...\n", name.c_str(), NAME_LENGTH - 1);
}
name.resize(NAME_LENGTH);
mob->jname = name;
} else if (!exists) {
mob->jname = mob->name;
}
if (this->nodeExists(node, "Level")) {
uint16 level;
if (!this->asUInt16(node, "Level", level))
return 0;
mob->lv = level;
}
if (this->nodeExists(node, "Hp")) {
uint32 hp;
if (!this->asUInt32(node, "Hp", hp))
return 0;
mob->status.max_hp = hp;
}
if (this->nodeExists(node, "Sp")) {
uint32 sp;
if (!this->asUInt32(node, "Sp", sp))
return 0;
mob->status.max_sp = sp;
}
if (this->nodeExists(node, "BaseExp")) {
t_exp exp;
if (!this->asUInt64(node, "BaseExp", exp))
return 0;
mob->base_exp = static_cast<t_exp>(cap_value((double)exp * (double)battle_config.base_exp_rate / 100., 0, MAX_EXP));
}
if (this->nodeExists(node, "JobExp")) {
t_exp exp;
if (!this->asUInt64(node, "JobExp", exp))
return 0;
mob->job_exp = static_cast<t_exp>(cap_value((double)exp * (double)battle_config.job_exp_rate / 100., 0, MAX_EXP));
}
if (this->nodeExists(node, "MvpExp")) {
t_exp exp;
if (!this->asUInt64(node, "MvpExp", exp))
return 0;
mob->mexp = static_cast<t_exp>(cap_value((double)exp * (double)battle_config.mvp_exp_rate / 100., 0, MAX_EXP));
}
if (this->nodeExists(node, "Attack")) {
uint16 atk;
if (!this->asUInt16(node, "Attack", atk))
return 0;
mob->status.rhw.atk = atk;
}
if (this->nodeExists(node, "Attack2")) {
uint16 atk;
if (!this->asUInt16(node, "Attack2", atk))
return 0;
#ifdef RENEWAL
mob->status.rhw.matk = atk;
#else
mob->status.rhw.atk2 = atk;
#endif
}
if (this->nodeExists(node, "Defense")) {
uint16 def;
if (!this->asUInt16(node, "Defense", def))
return 0;
if (def < DEFTYPE_MIN || def > DEFTYPE_MAX) {
this->invalidWarning(node["Defense"], "Invalid monster defense %d, capping...\n", def);
def = cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
}
mob->status.def = static_cast<defType>(def);
}
if (this->nodeExists(node, "MagicDefense")) {
uint16 def;
if (!this->asUInt16(node, "MagicDefense", def))
return 0;
if (def < DEFTYPE_MIN || def > DEFTYPE_MAX) {
this->invalidWarning(node["MagicDefense"], "Invalid monster magic defense %d, capping...\n", def);
def = cap_value(def, DEFTYPE_MIN, DEFTYPE_MAX);
}
mob->status.mdef = static_cast<defType>(def);
}
if (this->nodeExists(node, "Resistance")) {
uint16 res;
if (!this->asUInt16(node, "Resistance", res))
return 0;
mob->status.res = res;
}
if (this->nodeExists(node, "MagicResistance")) {
uint16 mres;
if (!this->asUInt16(node, "MagicResistance", mres))
return 0;
mob->status.mres = mres;
}
if (this->nodeExists(node, "Str")) {
uint16 stat;
if (!this->asUInt16(node, "Str", stat))
return 0;
mob->status.str = max(0, stat);
}
if (this->nodeExists(node, "Agi")) {
uint16 stat;
if (!this->asUInt16(node, "Agi", stat))
return 0;
mob->status.agi = max(0, stat);
}
if (this->nodeExists(node, "Vit")) {
uint16 stat;
if (!this->asUInt16(node, "Vit", stat))
return 0;
mob->status.vit = max(0, stat);
}
if (this->nodeExists(node, "Int")) {
uint16 stat;
if (!this->asUInt16(node, "Int", stat))
return 0;
mob->status.int_ = max(0, stat);
}
if (this->nodeExists(node, "Dex")) {
uint16 stat;
if (!this->asUInt16(node, "Dex", stat))
return 0;
mob->status.dex = max(0, stat);
}
if (this->nodeExists(node, "Luk")) {
uint16 stat;
if (!this->asUInt16(node, "Luk", stat))
return 0;
mob->status.luk = max(0, stat);
}
if (this->nodeExists(node, "AttackRange")) {
uint16 range;
if (!this->asUInt16(node, "AttackRange", range))
return 0;
mob->status.rhw.range = range;
}
if (this->nodeExists(node, "SkillRange")) {
uint16 range;
if (!this->asUInt16(node, "SkillRange", range))
return 0;
mob->range2 = range;
}
if (this->nodeExists(node, "ChaseRange")) {
uint16 range;
if (!this->asUInt16(node, "ChaseRange", range))
return 0;
mob->range3 = range;
}
if (this->nodeExists(node, "Size")) {
std::string size;
if (!this->asString(node, "Size", size))
return 0;
std::string size_constant = "Size_" + size;
int64 constant;
if (!script_get_constant(size_constant.c_str(), &constant)) {
this->invalidWarning(node["Size"], "Unknown monster size %s, defaulting to Small.\n", size.c_str());
constant = SZ_SMALL;
}
if (constant < SZ_SMALL || constant > SZ_BIG) {
this->invalidWarning(node["Size"], "Invalid monster size %s, defaulting to Small.\n", size.c_str());
constant = SZ_SMALL;
}
mob->status.size = static_cast<e_size>(constant);
}
if (this->nodeExists(node, "Race")) {
std::string race;
if (!this->asString(node, "Race", race))
return 0;
std::string race_constant = "RC_" + race;
int64 constant;
if (!script_get_constant(race_constant.c_str(), &constant)) {
this->invalidWarning(node["Race"], "Unknown monster race %s, defaulting to Formless.\n", race.c_str());
constant = RC_FORMLESS;
}
if (!CHK_RACE(constant)) {
this->invalidWarning(node["Race"], "Invalid monster race %s, defaulting to Formless.\n", race.c_str());
constant = RC_FORMLESS;
}
mob->status.race = static_cast<e_race>(constant);
}
if (this->nodeExists(node, "RaceGroups")) {
const auto& raceNode = node["RaceGroups"];
for (const auto &raceit : raceNode) {
std::string raceName;
c4::from_chars(raceit.key(), &raceName);
std::string raceName_constant = "RC2_" + raceName;
int64 constant;
if (!script_get_constant(raceName_constant.c_str(), &constant)) {
this->invalidWarning(raceNode[raceit.key()], "Unknown monster race group %s, skipping.\n", raceName.c_str());
continue;
}
if (!CHK_RACE2(constant)) {
this->invalidWarning(raceNode[raceit.key()], "Invalid monster race group %s, skipping.\n", raceName.c_str());
continue;
}
bool active;
if (!this->asBool(raceNode, raceName, active))
return 0;
if (active)
mob->race2.push_back(static_cast<e_race2>(constant));
else
util::vector_erase_if_exists(mob->race2, static_cast<e_race2>(constant));
}
}
if (this->nodeExists(node, "Element")) {
std::string ele;
if (!this->asString(node, "Element", ele))
return 0;
std::string ele_constant = "ELE_" + ele;
int64 constant;
if (!script_get_constant(ele_constant.c_str(), &constant)) {
this->invalidWarning(node["Element"], "Unknown monster element %s, defaulting to Neutral.\n", ele.c_str());
constant = ELE_NEUTRAL;
}
if (!CHK_ELEMENT(constant)) {
this->invalidWarning(node["Element"], "Invalid monster element %s, defaulting to Neutral.\n", ele.c_str());
constant = ELE_NEUTRAL;
}
mob->status.def_ele = static_cast<e_element>(constant);
}
if (this->nodeExists(node, "ElementLevel")) {
uint16 level;
if (!this->asUInt16(node, "ElementLevel", level))
return 0;
if (!CHK_ELEMENT_LEVEL(level)) {
this->invalidWarning(node["ElementLevel"], "Invalid monster element level %hu, defaulting to 1.\n", level);
level = 1;
}
mob->status.ele_lv = static_cast<uint8>(level);
}
if (this->nodeExists(node, "WalkSpeed")) {
uint16 speed;
if (!this->asUInt16(node, "WalkSpeed", speed))
return 0;
if (speed < MIN_WALK_SPEED || speed > MAX_WALK_SPEED) {
this->invalidWarning(node["WalkSpeed"], "Invalid monster walk speed %hu, capping...\n", speed);
speed = cap_value(speed, MIN_WALK_SPEED, MAX_WALK_SPEED);
}
mob->status.speed = speed;
}
if (this->nodeExists(node, "AttackDelay")) {
uint16 speed;
if (!this->asUInt16(node, "AttackDelay", speed))
return 0;
mob->status.adelay = cap_value(speed, battle_config.monster_max_aspd * 2, 4000);
}
if (this->nodeExists(node, "AttackMotion")) {
uint16 speed;
if (!this->asUInt16(node, "AttackMotion", speed))
return 0;
mob->status.amotion = cap_value(speed, battle_config.monster_max_aspd, 2000);
}
if (this->nodeExists(node, "ClientAttackMotion")) {
uint16 speed;
if (!this->asUInt16(node, "ClientAttackMotion", speed))
return 0;
mob->status.clientamotion = cap_value(speed, 1, USHRT_MAX);
} else {
if (!exists)
mob->status.clientamotion = cap_value(mob->status.amotion, 1, USHRT_MAX);
}
if (this->nodeExists(node, "DamageMotion")) {
uint16 speed;
if (!this->asUInt16(node, "DamageMotion", speed))
return 0;
if (battle_config.monster_damage_delay_rate != 100)
speed = speed * battle_config.monster_damage_delay_rate / 100;
mob->status.dmotion = speed;
}
if (this->nodeExists(node, "DamageTaken")) {
uint16 damage;
if (!this->asUInt16Rate(node, "DamageTaken", damage, 100))
return 0;
mob->damagetaken = damage;
}
if (this->nodeExists(node, "Ai")) {
std::string ai;
if (!this->asString(node, "Ai", ai))
return 0;
std::string ai_constant = "MONSTER_TYPE_" + ai;
int64 constant;
if (!script_get_constant(ai_constant.c_str(), &constant)) {
this->invalidWarning(node["Ai"], "Unknown monster AI %s, defaulting to 06.\n", ai.c_str());
constant = MONSTER_TYPE_06;
}
if (constant < MD_NONE || constant > MD_MASK) {
this->invalidWarning(node["Ai"], "Invalid monster AI %s, defaulting to 06.\n", ai.c_str());
constant = MONSTER_TYPE_06;
}
mob->status.mode = static_cast<e_mode>(constant);
}
if (this->nodeExists(node, "Class")) {
std::string class_;
if (!this->asString(node, "Class", class_))
return 0;
std::string class_constant = "CLASS_" + class_;
int64 constant;
if (!script_get_constant(class_constant.c_str(), &constant)) {
this->invalidWarning(node["Class"], "Unknown monster class %s, defaulting to Normal.\n", class_.c_str());
constant = CLASS_NORMAL;
}
if (constant < CLASS_NORMAL || constant > CLASS_EVENT) {
this->invalidWarning(node["Class"], "Invalid monster class %s, defaulting to Normal.\n", class_.c_str());
constant = CLASS_NORMAL;
}
mob->status.class_ = static_cast<uint8>(constant);
}
if (this->nodeExists(node, "Modes")) {
const auto& modeNode = node["Modes"];
for (const auto& modeit : modeNode) {
std::string modeName;
c4::from_chars(modeit.key(), &modeName);
std::string modeName_constant = "MD_" + modeName;
int64 constant;
if (!script_get_constant(modeName_constant.c_str(), &constant)) {
this->invalidWarning(modeNode[modeit.key()], "Unknown monster mode %s, skipping.\n", modeName.c_str());
continue;
}
if (constant < MD_NONE || constant > MD_SKILLIMMUNE) {
this->invalidWarning(modeNode[modeit.key()], "Invalid monster mode %s, skipping.\n", modeName.c_str());
continue;
}
bool active;
if (!this->asBool(modeNode, modeName, active))
return 0;
if (active)
mob->status.mode = static_cast<e_mode>(mob->status.mode | constant);
else
mob->status.mode = static_cast<e_mode>(mob->status.mode & ~constant);
}
}
if (this->nodeExists(node, "MvpDrops")) {
if (!this->parseDropNode("MvpDrops", node, MAX_MVP_DROP, mob->mvpitem))
return 0;
}
if (this->nodeExists(node, "Drops")) {
if (!this->parseDropNode("Drops", node, MAX_MOB_DROP, mob->dropitem))
return 0;
}
if (!exists)
this->put(mob_id, mob);
return true;
}
void MobDatabase::loadingFinished() {
for (auto &mobdata : *this) {
std::shared_ptr<s_mob_db> mob = mobdata.second;
switch (mob->status.class_) {
case CLASS_BOSS:
mob->status.mode = static_cast<e_mode>(mob->status.mode | (MD_DETECTOR | MD_STATUSIMMUNE | MD_KNOCKBACKIMMUNE));
break;
case CLASS_GUARDIAN:
mob->status.mode = static_cast<e_mode>(mob->status.mode | MD_STATUSIMMUNE);
break;
case CLASS_BATTLEFIELD:
mob->status.mode = static_cast<e_mode>(mob->status.mode | (MD_STATUSIMMUNE | MD_SKILLIMMUNE));
break;
case CLASS_EVENT:
mob->status.mode = static_cast<e_mode>(mob->status.mode | MD_FIXEDITEMDROP);
break;
}
if (battle_config.view_range_rate != 100)
mob->range2 = max(1, mob->range2 * battle_config.view_range_rate / 100);
if (battle_config.chase_range_rate != 100)
mob->range3 = max(mob->range2, mob->range3 * battle_config.chase_range_rate / 100);
// If the attack animation is longer than the delay, the client crops the attack animation!
// On aegis there is no real visible effect of having a recharge-time less than amotion anyway.
mob->status.adelay = max(mob->status.adelay, mob->status.amotion);
mob->status.aspd_rate = 1000;
if (!battle_config.monster_active_enable)
mob->status.mode = static_cast<enum e_mode>(mob->status.mode & ~MD_AGGRESSIVE);
// Fill in remaining status data by using a dummy monster.
mob_data data;
data.bl.type = BL_MOB;
data.level = mob->lv;
memcpy(&data.status, &mob->status, sizeof(status_data));
status_calc_misc(&data.bl, &mob->status, mob->lv);
// Now that we know if it is a MVP or not, apply battle_config modifiers [Skotlex]
double maxhp = (double)mob->status.max_hp;
if (mob->get_bosstype() == BOSSTYPE_MVP) { // MVP
if (battle_config.mvp_hp_rate != 100)
maxhp = maxhp * (double)battle_config.mvp_hp_rate / 100.;
} else { // Normal mob
if (battle_config.monster_hp_rate != 100)
maxhp = maxhp * (double)battle_config.monster_hp_rate / 100.;
}
mob->status.max_hp = cap_value(static_cast<uint32>(maxhp), 1, UINT32_MAX);
mob->status.max_sp = cap_value(mob->status.max_sp, 1, UINT32_MAX);
mob->status.hp = mob->status.max_hp;
mob->status.sp = mob->status.max_sp;
}
TypesafeCachedYamlDatabase::loadingFinished();
}
MobDatabase mob_db;
/**
* Convert SQL data to YAML Node
* @param str: Array of parsed SQL data
* @return True on success or false otherwise
*/
static bool mob_read_sqldb_sub(std::vector<std::string> str) {
ryml::Tree tree;
ryml::NodeRef node = tree.rootref();
node |= ryml::MAP;
int32 index = -1;
node["Id"] << str[++index];
if (!str[++index].empty())
node["AegisName"] << str[index];
if (!str[++index].empty())
node["Name"] << str[index];
if (!str[++index].empty())
node["JapaneseName"] << str[index];
if (!str[++index].empty() && std::stoi(str[index]) > 1)
node["Level"] << str[index];
if (!str[++index].empty() && std::stoul(str[index]) > 1)
node["Hp"] << str[index];
if (!str[++index].empty() && std::stoul(str[index]) > 1)
node["Sp"] << str[index];
if (!str[++index].empty())
node["BaseExp"] << str[index];
if (!str[++index].empty())
node["JobExp"] << str[index];
if (!str[++index].empty())
node["MvpExp"] << str[index];
if (!str[++index].empty())
node["Attack"] << str[index];
if (!str[++index].empty())
node["Attack2"] << str[index];
if (!str[++index].empty())
node["Defense"] << str[index];
if (!str[++index].empty())
node["MagicDefense"] << str[index];
if (!str[++index].empty() && std::stoi(str[index]) > 1)
node["Str"] << str[index];
if (!str[++index].empty() && std::stoi(str[index]) > 1)
node["Agi"] << str[index];
if (!str[++index].empty() && std::stoi(str[index]) > 1)
node["Vit"] << str[index];
if (!str[++index].empty() && std::stoi(str[index]) > 1)
node["Int"] << str[index];
if (!str[++index].empty() && std::stoi(str[index]) > 1)
node["Dex"] << str[index];
if (!str[++index].empty() && std::stoi(str[index]) > 1)
node["Luk"] << str[index];
if (!str[++index].empty())
node["AttackRange"] << str[index];
if (!str[++index].empty())
node["SkillRange"] << str[index];
if (!str[++index].empty())
node["ChaseRange"] << str[index];
if (!str[++index].empty() && strcmp(str[index].c_str(), "Small") != 0)
node["Size"] << str[index];
if (!str[++index].empty() && strcmp(str[index].c_str(), "Formless") != 0)
node["Race"] << str[index];
ryml::NodeRef raceGroupsNode = node["RaceGroups"];
raceGroupsNode |= ryml::MAP;
for (uint16 i = 1; i < RC2_MAX; i++) {
if (!str[i + index].empty()) {
raceGroupsNode[c4::to_csubstr(script_get_constant_str("RC2_", i) + 4)] << (std::stoi(str[i + index]) ? "true" : "false");
}
}
index += RC2_MAX - 1;
if (!str[++index].empty() && strcmp(str[index].c_str(), "Neutral") != 0)
node["Element"] << str[index];
if (!str[++index].empty() && std::stoi(str[index]) > 1)
node["ElementLevel"] << str[index];
if (!str[++index].empty())
node["WalkSpeed"] << str[index];
if (!str[++index].empty())
node["AttackDelay"] << str[index];
if (!str[++index].empty())
node["AttackMotion"] << str[index];
if (!str[++index].empty())
node["DamageMotion"] << str[index];
if (!str[++index].empty())
node["DamageTaken"] << str[index];
if (!str[++index].empty() && strcmp(str[index].c_str(), "06") != 0)
node["Ai"] << str[index];
if (!str[++index].empty() && strcmp(str[index].c_str(), "Normal") != 0)
node["Class"] << str[index];
ryml::NodeRef modes = node["Modes"];
modes |= ryml::MAP;
if (!str[++index].empty())
modes["CanMove"] << (std::stoi(str[index]) ? "true" : "false");
if (!str[++index].empty())
modes["Looter"] << (std::stoi(str[index]) ? "true" : "false");
if (!str[++index].empty())
modes["Aggressive"] << (std::stoi(str[index]) ? "true" : "false");
if (!str[++index].empty())
modes["Assist"] << (std::stoi(str[index]) ? "true" : "false");
if (!str[++index].empty())
modes["CastSensorIdle"] << (std::stoi(str[index]) ? "true" : "false");
if (!str[++index].empty())
modes["NoRandomWalk"] << (std::stoi(str[index]) ? "true" : "false");
if (!str[++index].empty())
modes["NoCast"] << (std::stoi(str[index]) ? "true" : "false");
if (!str[++index].empty())
modes["CanAttack"] << (std::stoi(str[index]) ? "true" : "false");
if (!str[++index].empty())
modes["CastSensorChase"] << (std::stoi(str[index]) ? "true" : "false");
if (!str[++index].empty())
modes["ChangeChase"] << (std::stoi(str[index]) ? "true" : "false");
if (!str[++index].empty())
modes["Angry"] << (std::stoi(str[index]) ? "true" : "false");
if (!str[++index].empty())
modes["ChangeTargetMelee"] << (std::stoi(str[index]) ? "true" : "false");
if (!str[++index].empty())
modes["ChangeTargetChase"] << (std::stoi(str[index]) ? "true" : "false");
if (!str[++index].empty())
modes["TargetWeak"] << (std::stoi(str[index]) ? "true" : "false");
if (!str[++index].empty())
modes["RandomTarget"] << (std::stoi(str[index]) ? "true" : "false");
if (!str[++index].empty())
modes["IgnoreMelee"] << (std::stoi(str[index]) ? "true" : "false");
if (!str[++index].empty())
modes["IgnoreMagic"] << (std::stoi(str[index]) ? "true" : "false");
if (!str[++index].empty())
modes["IgnoreRanged"] << (std::stoi(str[index]) ? "true" : "false");
if (!str[++index].empty())
modes["Mvp"] << (std::stoi(str[index]) ? "true" : "false");
if (!str[++index].empty())
modes["IgnoreMisc"] << (std::stoi(str[index]) ? "true" : "false");
if (!str[++index].empty())
modes["KnockBackImmune"] << (std::stoi(str[index]) ? "true" : "false");
if (!str[++index].empty())
modes["TeleportBlock"] << (std::stoi(str[index]) ? "true" : "false");
if (!str[++index].empty())
modes["FixedItemDrop"] << (std::stoi(str[index]) ? "true" : "false");
if (!str[++index].empty())
modes["Detector"] << (std::stoi(str[index]) ? "true" : "false");
if (!str[++index].empty())
modes["StatusImmune"] << (std::stoi(str[index]) ? "true" : "false");
if (!str[++index].empty())
modes["SkillImmune"] << (std::stoi(str[index]) ? "true" : "false");
ryml::NodeRef mvpDropsNode = node["MvpDrops"];
mvpDropsNode |= ryml::SEQ;
for (uint8 i = 0; i < MAX_MVP_DROP; i++) {
if (!str[++index].empty()) {
ryml::NodeRef entry = mvpDropsNode[i];
entry |= ryml::MAP;
entry["Item"] << str[index];
if (!str[++index].empty())
entry["Rate"] << str[index];
if (!str[++index].empty() && strcmp(str[index].c_str(), "None") != 0)
entry["RandomOptionGroup"] << str[index];
if (!str[++index].empty() && std::stoi(str[index]) >= 0)
entry["Index"] << str[index];
} else
index += 3;
}
ryml::NodeRef dropsNode = node["Drops"];
dropsNode |= ryml::SEQ;
for (uint8 i = 0; i < MAX_MOB_DROP; i++) {
if (!str[++index].empty()) {
ryml::NodeRef entry = dropsNode[i];
entry |= ryml::MAP;
entry["Item"] << str[index];
if (!str[++index].empty())
entry["Rate"] << str[index];
if (!str[++index].empty())
entry["StealProtected"] << (std::stoi(str[index]) ? "true" : "false");
if (!str[++index].empty() && strcmp(str[index].c_str(), "None") != 0)
entry["RandomOptionGroup"] << str[index];
if (!str[++index].empty() && std::stoi(str[index]) >= 0)
entry["Index"] << str[index];
} else
index += 4;
}
#ifdef RENEWAL
if (!str[++index].empty())
node["Resistance"] << std::stoi(str[index]);
if (!str[++index].empty())
node["MagicResistance"] << std::stoi(str[index]);
#endif
if( !modes.has_children() ){
node.remove_child( modes );
}
if( !mvpDropsNode.has_children() ){
node.remove_child( mvpDropsNode );
}
if( !dropsNode.has_children() ){
node.remove_child( dropsNode );
}
return mob_db.parseBodyNode(node) > 0;
}
/**
* Read SQL mob_db table
*/
static int mob_read_sqldb(void)
{
const char* mob_db_name[] = {
mob_table,
mob2_table
};
for( uint8 fi = 0; fi < ARRAYLENGTH(mob_db_name); ++fi ) {
// retrieve all rows from the mob database
if( SQL_ERROR == Sql_Query(mmysql_handle, "SELECT `id`,`name_aegis`,`name_english`,`name_japanese`,`level`,`hp`,`sp`,`base_exp`,`job_exp`,`mvp_exp`,`attack`,`attack2`,`defense`,`magic_defense`,`str`,`agi`,`vit`,`int`,`dex`,`luk`,`attack_range`,`skill_range`,`chase_range`,`size`,`race`,"
"`racegroup_goblin`,`racegroup_kobold`,`racegroup_orc`,`racegroup_golem`,`racegroup_guardian`,`racegroup_ninja`,`racegroup_gvg`,`racegroup_battlefield`,`racegroup_treasure`,`racegroup_biolab`,`racegroup_manuk`,`racegroup_splendide`,`racegroup_scaraba`,`racegroup_ogh_atk_def`,`racegroup_ogh_hidden`,`racegroup_bio5_swordman_thief`,`racegroup_bio5_acolyte_merchant`,`racegroup_bio5_mage_archer`,`racegroup_bio5_mvp`,`racegroup_clocktower`,`racegroup_thanatos`,`racegroup_faceworm`,`racegroup_hearthunter`,`racegroup_rockridge`,`racegroup_werner_lab`,`racegroup_temple_demon`,`racegroup_illusion_vampire`,`racegroup_malangdo`,`racegroup_ep172alpha`,`racegroup_ep172beta`,`racegroup_ep172bath`,`racegroup_illusion_turtle`,`racegroup_rachel_sanctuary`,`racegroup_illusion_luanda`,`racegroup_illusion_frozen`,`racegroup_illusion_moonlight`,"
"`element`,`element_level`,`walk_speed`,`attack_delay`,`attack_motion`,`damage_motion`,`damage_taken`,`ai`,`class`,"
"`mode_canmove`,`mode_looter`,`mode_aggressive`,`mode_assist`,`mode_castsensoridle`,`mode_norandomwalk`,`mode_nocast`,`mode_canattack`,`mode_castsensorchase`,`mode_changechase`,`mode_angry`,`mode_changetargetmelee`,`mode_changetargetchase`,`mode_targetweak`,`mode_randomtarget`,`mode_ignoremelee`,`mode_ignoremagic`,`mode_ignoreranged`,`mode_mvp`,`mode_ignoremisc`,`mode_knockbackimmune`,`mode_teleportblock`,`mode_fixeditemdrop`,`mode_detector`,`mode_statusimmune`,`mode_skillimmune`,"
"`mvpdrop1_item`,`mvpdrop1_rate`,`mvpdrop1_option`,`mvpdrop1_index`,`mvpdrop2_item`,`mvpdrop2_rate`,`mvpdrop2_option`,`mvpdrop2_index`,`mvpdrop3_item`,`mvpdrop3_rate`,`mvpdrop3_option`,`mvpdrop3_index`,"
"`drop1_item`,`drop1_rate`,`drop1_nosteal`,`drop1_option`,`drop1_index`,`drop2_item`,`drop2_rate`,`drop2_nosteal`,`drop2_option`,`drop2_index`,`drop3_item`,`drop3_rate`,`drop3_nosteal`,`drop3_option`,`drop3_index`,`drop4_item`,`drop4_rate`,`drop4_nosteal`,`drop4_option`,`drop4_index`,`drop5_item`,`drop5_rate`,`drop5_nosteal`,`drop5_option`,`drop5_index`,`drop6_item`,`drop6_rate`,`drop6_nosteal`,`drop6_option`,`drop6_index`,`drop7_item`,`drop7_rate`,`drop7_nosteal`,`drop7_option`,`drop7_index`,`drop8_item`,`drop8_rate`,`drop8_nosteal`,`drop8_option`,`drop8_index`,`drop9_item`,`drop9_rate`,`drop9_nosteal`,`drop9_option`,`drop9_index`,`drop10_item`,`drop10_rate`,`drop10_nosteal`,`drop10_option`,`drop10_index`"
#ifdef RENEWAL
",`resistance`,`magic_resistance`"
#endif
" FROM `%s`", mob_db_name[fi]) ) {
Sql_ShowDebug(mmysql_handle);
continue;
}
uint32 total_columns = Sql_NumColumns(mmysql_handle);
uint64 total_rows = Sql_NumRows(mmysql_handle), rows = 0, count = 0;
ShowStatus("Loading '" CL_WHITE "%" PRIdPTR CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'\n", total_rows, mob_db_name[fi]);
// process rows one by one
while( SQL_SUCCESS == Sql_NextRow(mmysql_handle) ) {
#ifdef DETAILED_LOADING_OUTPUT
ShowStatus("Loading [%" PRIu64 "/%" PRIu64 "] entries in '" CL_WHITE "%s" CL_RESET "'" CL_CLL "\r", ++rows, total_rows, mob_db_name[fi]);
#endif
std::vector<std::string> data = {};
for (uint32 i = 0; i < total_columns; i++) {
char *str;
Sql_GetData(mmysql_handle, i, &str, nullptr);
if (str == nullptr)
data.push_back("");
else
data.push_back(str);
}
if (!mob_read_sqldb_sub(data))
continue;
count++;
}
// free the query result
Sql_FreeResult(mmysql_handle);
ShowStatus("Done reading '" CL_WHITE "%" PRIu64 CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", count, mob_db_name[fi]);
}
mob_db.loadingFinished();
return 0;
}
const std::string MobAvailDatabase::getDefaultLocation() {
return std::string(db_path) + "/" + DBIMPORT + "/mob_avail.yml";
}
/**
* Reads and parses an entry from the mob_avail.
* @param node: YAML node containing the entry.
* @return count of successfully parsed rows
*/
uint64 MobAvailDatabase::parseBodyNode(const ryml::NodeRef& node) {
std::string mob_name;
if (!this->asString(node, "Mob", mob_name))
return 0;
std::shared_ptr<s_mob_db> mob = mobdb_search_aegisname(mob_name.c_str());
if (mob == nullptr) {
this->invalidWarning(node["Mob"], "Unknown mob %s.\n", mob_name.c_str());
return 0;
}
if (this->nodeExists(node, "Sprite")) {
std::string sprite;
if (!this->asString(node, "Sprite", sprite))
return 0;
int64 constant;
if (script_get_constant(sprite.c_str(), &constant)) {
if (npcdb_checkid(constant) == 0 && pcdb_checkid(constant) == 0) {
this->invalidWarning(node["Sprite"], "Unknown sprite constant %s.\n", sprite.c_str());
return 0;
}
} else {
std::shared_ptr<s_mob_db> sprite_mob = mobdb_search_aegisname(sprite.c_str());
if (sprite_mob == nullptr) {
this->invalidWarning(node["Sprite"], "Unknown mob sprite constant %s.\n", sprite.c_str());
return 0;
}
constant = sprite_mob->id;
}
mob->vd.class_ = (unsigned short)constant;
} else {
this->invalidWarning(node["Sprite"], "Sprite is missing.\n");
return 0;
}
if (this->nodeExists(node, "Sex")) {
if (pcdb_checkid(mob->vd.class_) == 0) {
this->invalidWarning(node["Sex"], "Sex is only applicable to Job sprites.\n");
return 0;
}
std::string sex;
if (!this->asString(node, "Sex", sex))
return 0;
std::string sex_constant = "SEX_" + sex;
int64 constant;
if (!script_get_constant(sex_constant.c_str(), &constant)) {
this->invalidWarning(node["Sex"], "Unknown sex constant %s.\n", sex.c_str());
return 0;
}
if (constant < SEX_FEMALE || constant > SEX_MALE) {
this->invalidWarning(node["Sex"], "Sex %s is not valid.\n", sex.c_str());
return 0;
}
mob->vd.sex = (char)constant;
}
if (this->nodeExists(node, "HairStyle")) {
if (pcdb_checkid(mob->vd.class_) == 0) {
this->invalidWarning(node["HairStyle"], "HairStyle is only applicable to Job sprites.\n");
return 0;
}
uint16 hair_style;
if (!this->asUInt16(node, "HairStyle", hair_style))
return 0;
if (hair_style < MIN_HAIR_STYLE || hair_style > MAX_HAIR_STYLE) {
this->invalidWarning(node["HairStyle"], "HairStyle %d is out of range %d~%d. Setting to MIN_HAIR_STYLE.\n", hair_style, MIN_HAIR_STYLE, MAX_HAIR_STYLE);
hair_style = MIN_HAIR_STYLE;
}
mob->vd.hair_style = hair_style;
}
if (this->nodeExists(node, "HairColor")) {
if (pcdb_checkid(mob->vd.class_) == 0) {
this->invalidWarning(node["HairColor"], "HairColor is only applicable to Job sprites.\n");
return 0;
}
uint16 hair_color;
if (!this->asUInt16(node, "HairColor", hair_color))
return 0;
if (hair_color < MIN_HAIR_COLOR || hair_color > MAX_HAIR_COLOR) {
this->invalidWarning(node["HairColor"], "HairColor %d is out of range %d~%d. Setting to MIN_HAIR_COLOR.\n", hair_color, MIN_HAIR_COLOR, MAX_HAIR_COLOR);
hair_color = MIN_HAIR_COLOR;
}
mob->vd.hair_color = hair_color;
}
if (this->nodeExists(node, "ClothColor")) {
if (pcdb_checkid(mob->vd.class_) == 0) {
this->invalidWarning(node["ClothColor"], "ClothColor is only applicable to Job sprites.\n");
return 0;
}
uint32 cloth_color;
if (!this->asUInt32(node, "ClothColor", cloth_color))
return 0;
if (cloth_color < MIN_CLOTH_COLOR || cloth_color > MAX_CLOTH_COLOR) {
this->invalidWarning(node["ClothColor"], "ClothColor %d is out of range %d~%d. Setting to MIN_CLOTH_CLOR.\n", cloth_color, MIN_CLOTH_COLOR, MAX_CLOTH_COLOR);
cloth_color = MIN_CLOTH_COLOR;
}
mob->vd.cloth_color = cloth_color;
}
if (this->nodeExists(node, "Weapon")) {
if (pcdb_checkid(mob->vd.class_) == 0) {
this->invalidWarning(node["Weapon"], "Weapon is only applicable to Job sprites.\n");
return 0;
}
std::string weapon;
if (!this->asString(node, "Weapon", weapon))
return 0;
std::shared_ptr<item_data> item = item_db.search_aegisname( weapon.c_str() );
if (item == nullptr) {
this->invalidWarning(node["Weapon"], "Weapon %s is not a valid item.\n", weapon.c_str());
return 0;
}
mob->vd.weapon = item->nameid;
}
if (this->nodeExists(node, "Shield")) {
if (pcdb_checkid(mob->vd.class_) == 0) {
this->invalidWarning(node["Shield"], "Shield is only applicable to Job sprites.\n");
return 0;
}
std::string shield;
if (!this->asString(node, "Shield", shield))
return 0;
std::shared_ptr<item_data> item = item_db.search_aegisname( shield.c_str() );
if (item == nullptr) {
this->invalidWarning(node["Shield"], "Shield %s is not a valid item.\n", shield.c_str());
return 0;
}
mob->vd.shield = item->nameid;
}
if (this->nodeExists(node, "HeadTop")) {
if (pcdb_checkid(mob->vd.class_) == 0) {
this->invalidWarning(node["HeadTop"], "HeadTop is only applicable to Job sprites.\n");
return 0;
}
std::string head;
if (!this->asString(node, "HeadTop", head))
return 0;
std::shared_ptr<item_data> item = item_db.search_aegisname( head.c_str() );
if (item == nullptr) {
this->invalidWarning(node["HeadTop"], "HeadTop %s is not a valid item.\n", head.c_str());
return 0;
}
mob->vd.head_top = item->look;
}
if (this->nodeExists(node, "HeadMid")) {
if (pcdb_checkid(mob->vd.class_) == 0) {
this->invalidWarning(node["HeadMid"], "HeadMid is only applicable to Job sprites.\n");
return 0;
}
std::string head;
if (!this->asString(node, "HeadMid", head))
return 0;
std::shared_ptr<item_data> item = item_db.search_aegisname( head.c_str() );
if (item == nullptr) {
this->invalidWarning(node["HeadMid"], "HeadMid %s is not a valid item.\n", head.c_str());
return 0;
}
mob->vd.head_mid = item->look;
}
if (this->nodeExists(node, "HeadLow")) {
if (pcdb_checkid(mob->vd.class_) == 0) {
this->invalidWarning(node["HeadLow"], "HeadLow is only applicable to Job sprites.\n");
return 0;
}
std::string head;
if (!this->asString(node, "HeadLow", head))
return 0;
std::shared_ptr<item_data> item = item_db.search_aegisname( head.c_str() );
if (item == nullptr) {
this->invalidWarning(node["HeadLow"], "HeadLow %s is not a valid item.\n", head.c_str());
return 0;
}
mob->vd.head_bottom = item->look;
}
if (this->nodeExists(node, "Robe")) {
if (pcdb_checkid(mob->vd.class_) == 0) {
this->invalidWarning(node["Robe"], "Robe is only applicable to Job sprites.\n");
return 0;
}
std::string robe;
if (!this->asString(node, "Robe", robe))
return 0;
std::shared_ptr<item_data> item = item_db.search_aegisname(robe.c_str());
if (item == nullptr) {
this->invalidWarning(node["Robe"], "Robe %s is not a valid item.\n", robe.c_str());
return 0;
}
mob->vd.robe = item->look;
}
if (this->nodeExists(node, "PetEquip")) {
std::shared_ptr<s_pet_db> pet_db_ptr = pet_db.find(mob->id);
if (pet_db_ptr == nullptr) {
this->invalidWarning(node["PetEquip"], "PetEquip is only applicable to defined pets.\n");
return 0;
}
std::string equipment;
if (!this->asString(node, "PetEquip", equipment))
return 0;
std::shared_ptr<item_data> item = item_db.search_aegisname( equipment.c_str() );
if (item == nullptr) {
this->invalidWarning(node["PetEquip"], "PetEquip %s is not a valid item.\n", equipment.c_str());
return 0;
}
mob->vd.head_bottom = item->nameid;
}
if (this->nodeExists(node, "Options")) {
const auto& optionNode = node["Options"];
for (const auto& it : optionNode) {
std::string option;
c4::from_chars(it.key(), &option);
std::string option_constant = "OPTION_" + option;
int64 constant;
if (!script_get_constant(option_constant.c_str(), &constant)) {
this->invalidWarning(optionNode, "Unknown option constant %s, skipping.\n", option.c_str());
continue;
}
bool active;
if (!this->asBool(optionNode, option, active))
continue;
#ifdef NEW_CARTS
if (constant & OPTION_CART) {
this->invalidWarning(optionNode, "OPTION_CART was replace by SC_PUSH_CART, skipping.\n");
continue;
}
#endif
if (active)
mob->option |= constant;
else
mob->option &= ~constant;
}
mob->option &= ~(OPTION_HIDE | OPTION_CLOAK | OPTION_INVISIBLE | OPTION_CHASEWALK); // Remove hiding types
}
return 1;
}
MobAvailDatabase mob_avail_db;
const std::string MobSummonDatabase::getDefaultLocation() {
return std::string(db_path) + "/mob_summon.yml";
}
/**
* Reads and parses an entry from the mob_summon.
* @param node: YAML node containing the entry.
* @return count of successfully parsed rows
*/
uint64 MobSummonDatabase::parseBodyNode(const ryml::NodeRef& node) {
std::string group_name;
if (!this->asString(node, "Group", group_name))
return 0;
std::string group_name_constant = "MOBG_" + group_name;
int64 constant;
if (!script_get_constant(group_name_constant.c_str(), &constant) || constant < MOBG_BRANCH_OF_DEAD_TREE || constant >= MOBG_MAX) {
this->invalidWarning(node["Group"], "Invalid monster group %s.\n", group_name.c_str());
return 0;
}
uint16 id = static_cast<uint16>(constant);
std::shared_ptr<s_randomsummon_group> summon = this->find(id);
bool exists = summon != nullptr;
if (!exists) {
if (!this->nodesExist(node, { "Default" }))
return 0;
summon = std::make_shared<s_randomsummon_group>();
summon->random_id = id;
}
if (this->nodeExists(node, "Default")) {
std::string mob_name;
if (!this->asString(node, "Default", mob_name))
return 0;
std::shared_ptr<s_mob_db> mob = mobdb_search_aegisname(mob_name.c_str());
if (mob == nullptr) {
this->invalidWarning(node["Default"], "Unknown mob %s.\n", mob_name.c_str());
return 0;
}
summon->default_mob_id = mob->id;
}
if (this->nodeExists(node, "Summon")) {
const auto& MobNode = node["Summon"];
for (const auto& mobit : MobNode) {
if (!this->nodesExist(mobit, { "Mob", "Rate" })) {
continue;
}
std::string mob_name;
if (!this->asString(mobit, "Mob", mob_name))
continue;
std::shared_ptr<s_mob_db> mob = mobdb_search_aegisname(mob_name.c_str());
if (mob == nullptr) {
this->invalidWarning(mobit["Mob"], "Unknown mob %s.\n", mob_name.c_str());
continue;
}
uint32 rate;
if (!this->asUInt32(mobit, "Rate", rate))
continue;
uint16 mob_id = mob->id;
if (rate == 0) {
if (summon->list.erase(mob_id) == 0)
this->invalidWarning(mobit["Rate"], "Failed to remove %s, the monster doesn't exist in group %s.\n", mob_name.c_str(), group_name.c_str());
continue;
}
std::shared_ptr<s_randomsummon_entry> entry = util::umap_find(summon->list, mob_id);
if (entry == nullptr) {
entry = std::make_shared<s_randomsummon_entry>();
entry->mob_id = mob_id;
summon->list[mob_id] = entry;
}
entry->rate = rate;
}
}
if (!exists)
this->put(id, summon);
return 1;
}
const std::string MobChatDatabase::getDefaultLocation() {
return std::string(db_path) + "/mob_chat_db.yml";
}
/**
* Reads and parses an entry from the mob_chat_db.
* @param node: YAML node containing the entry.
* @return count of successfully parsed rows
*/
uint64 MobChatDatabase::parseBodyNode(const ryml::NodeRef& node) {
uint16 id;
if (!this->asUInt16(node, "Id", id))
return 0;
std::shared_ptr<s_mob_chat> chat = this->find(id);
bool exists = chat != nullptr;
if (!exists) {
if (!this->nodesExist(node, { "Dialog" })) {
return 0;
}
chat = std::make_shared<s_mob_chat>();
chat->msg_id = id;
}
if (this->nodeExists(node, "Color")) {
std::string hex;
if (!this->asString(node, "Color", hex))
return 0;
chat->color = strtoul(hex.c_str(), nullptr, 0);
} else {
if (!exists)
chat->color = strtoul("0xFF0000", nullptr, 0);
}
if (this->nodeExists(node, "Dialog")) {
std::string msg;
if (!this->asString(node, "Dialog", msg))
return 0;
if (msg.length() > (CHAT_SIZE_MAX-1)) {
this->invalidWarning(node["Dialog"], "Message too long!\n");
return 0;
}
chat->msg = msg;
}
if (!exists)
this->put(id, chat);
return 1;
}
/*==========================================
* processes one mob_skill_db entry
*------------------------------------------*/
static bool mob_parse_row_mobskilldb( char** str, size_t columns, size_t current ){
static const struct {
char str[32];
enum MobSkillState id;
} state[] = {
{ "any", MSS_ANY }, //All states except Dead
{ "idle", MSS_IDLE },
{ "walk", MSS_WALK },
{ "loot", MSS_LOOT },
{ "dead", MSS_DEAD },
{ "attack", MSS_BERSERK }, //Retaliating attack
{ "angry", MSS_ANGRY }, //Preemptive attack (aggressive mobs)
{ "chase", MSS_RUSH }, //Chase escaping target
{ "follow", MSS_FOLLOW }, //Preemptive chase (aggressive mobs)
{ "anytarget",MSS_ANYTARGET }, //Berserk+Angry+Rush+Follow
};
static const struct {
char str[32];
int id;
} cond1[] = {
// enum e_mob_skill_condition
{ "always", MSC_ALWAYS },
{ "myhpltmaxrate", MSC_MYHPLTMAXRATE },
{ "myhpinrate", MSC_MYHPINRATE },
{ "friendhpltmaxrate", MSC_FRIENDHPLTMAXRATE },
{ "friendhpinrate", MSC_FRIENDHPINRATE },
{ "mystatuson", MSC_MYSTATUSON },
{ "mystatusoff", MSC_MYSTATUSOFF },
{ "friendstatuson", MSC_FRIENDSTATUSON },
{ "friendstatusoff", MSC_FRIENDSTATUSOFF },
{ "attackpcgt", MSC_ATTACKPCGT },
{ "attackpcge", MSC_ATTACKPCGE },
{ "slavelt", MSC_SLAVELT },
{ "slavele", MSC_SLAVELE },
{ "closedattacked", MSC_CLOSEDATTACKED },
{ "longrangeattacked", MSC_LONGRANGEATTACKED },
{ "skillused", MSC_SKILLUSED },
{ "afterskill", MSC_AFTERSKILL },
{ "casttargeted", MSC_CASTTARGETED },
{ "rudeattacked", MSC_RUDEATTACKED },
{ "masterhpltmaxrate", MSC_MASTERHPLTMAXRATE },
{ "masterattacked", MSC_MASTERATTACKED },
{ "alchemist", MSC_ALCHEMIST },
{ "onspawn", MSC_SPAWN },
{ "mobnearbygt", MSC_MOBNEARBYGT },
{ "groundattacked", MSC_GROUNDATTACKED },
{ "damagedgt", MSC_DAMAGEDGT },
}, cond2[] ={
{ "anybad", -1 },
{ "stone", SC_STONE },
{ "freeze", SC_FREEZE },
{ "stun", SC_STUN },
{ "sleep", SC_SLEEP },
{ "poison", SC_POISON },
{ "curse", SC_CURSE },
{ "silence", SC_SILENCE },
{ "confusion", SC_CONFUSION },
{ "blind", SC_BLIND },
{ "hiding", SC_HIDING },
{ "sight", SC_SIGHT },
}, target[] = {
// enum e_mob_skill_target
{ "target", MST_TARGET },
{ "randomtarget", MST_RANDOM },
{ "self", MST_SELF },
{ "friend", MST_FRIEND },
{ "master", MST_MASTER },
{ "around5", MST_AROUND5 },
{ "around6", MST_AROUND6 },
{ "around7", MST_AROUND7 },
{ "around8", MST_AROUND8 },
{ "around1", MST_AROUND1 },
{ "around2", MST_AROUND2 },
{ "around3", MST_AROUND3 },
{ "around4", MST_AROUND4 },
{ "around", MST_AROUND },
};
static int last_mob_id = 0; // ensures that only one error message per mob id is printed
int mob_id;
int j, tmp;
mob_id = atoi(str[0]);
std::shared_ptr<s_mob_db> mob = mob_db.find(mob_id);
if (mob_id > 0 && mob == nullptr)
{
if (mob_id != last_mob_id) {
ShowError("mob_parse_row_mobskilldb: Non existant Mob id %d\n", mob_id);
last_mob_id = mob_id;
}
return false;
}
else if (mob_id == 0)
return false;
// Looking for existing entry
std::shared_ptr<s_mob_skill_db> skill = util::umap_find(mob_skill_db, mob_id);
if (skill == nullptr)
skill = std::make_shared<s_mob_skill_db>();
if( strcmp(str[1],"clear") == 0 && skill->mob_id != 0 ) {
mob_skill_db.erase(skill->mob_id);
ShowInfo("Cleared skill for mob id '%d'\n", mob_id);
return true;
}
if (skill->skill.size() >= MAX_MOBSKILL) {
if (mob_id != last_mob_id) {
ShowError("mob_parse_row_mobskilldb: Too many skills for monster %d[%s]\n", mob_id, mob->sprite.c_str());
last_mob_id = mob_id;
}
return false;
}
std::shared_ptr<s_mob_skill> ms = std::make_shared<s_mob_skill>();
//State
ARR_FIND( 0, ARRAYLENGTH(state), j, strcmp(str[2],state[j].str) == 0 );
if( j < ARRAYLENGTH(state) )
ms->state = state[j].id;
else {
ShowError("mob_parse_row_mobskilldb: Unrecognized state '%s' in line %d\n", str[2], current);
return false;
}
//Skill ID
j = atoi(str[3]);
if (j <= 0 || j > MAX_SKILL_ID || !skill_get_index(j)) //fixed Lupus
{
if (mob_id < 0)
ShowError("mob_parse_row_mobskilldb: Invalid Skill ID (%d) for all mobs\n", j);
else
ShowError("mob_parse_row_mobskilldb: Invalid Skill ID (%d) for mob %d (%s)\n", j, mob_id, mob->sprite.c_str());
return false;
}
ms->skill_id = j;
//Skill lvl
j = atoi(str[4]) <= 0 ? 1 : atoi(str[4]);
ms->skill_lv = j > battle_config.mob_max_skilllvl ? battle_config.mob_max_skilllvl : j; //we strip max skill level
//Apply battle_config modifiers to rate (permillage) and delay [Skotlex]
tmp = atoi(str[5]);
if (battle_config.mob_skill_rate != 100)
tmp = tmp*battle_config.mob_skill_rate/100;
if (tmp > 10000)
ms->permillage = 10000;
else if (!tmp && battle_config.mob_skill_rate)
ms->permillage = 1;
else
ms->permillage = tmp;
ms->casttime = atoi(str[6]);
ms->delay = atoi(str[7]);
if (battle_config.mob_skill_delay != 100)
ms->delay = ms->delay*battle_config.mob_skill_delay/100;
if (ms->delay < 0 || ms->delay > MOB_MAX_DELAY) //time overflow?
ms->delay = MOB_MAX_DELAY;
ms->cancel = atoi(str[8]);
if( strcmp(str[8],"yes")==0 )
ms->cancel=1;
//Target
ARR_FIND( 0, ARRAYLENGTH(target), j, strcmp(str[9],target[j].str) == 0 );
if( j < ARRAYLENGTH(target) )
ms->target = target[j].id;
else {
ShowWarning("mob_parse_row_mobskilldb: Unrecognized target %s for %d\n", str[9], mob_id);
ms->target = MST_TARGET;
}
//Check that the target condition is right for the skill type. [Skotlex]
if (skill_get_casttype(ms->skill_id) == CAST_GROUND)
{ //Ground skill.
if (ms->target > MST_AROUND)
{
ShowWarning("mob_parse_row_mobskilldb: Wrong mob skill target for ground skill %d (%s) for %s.\n",
ms->skill_id, skill_get_name(ms->skill_id),
mob_id < 0 ? "all mobs" : mob->sprite.c_str());
ms->target = MST_TARGET;
}
} else if (ms->target > MST_MASTER) {
ShowWarning("mob_parse_row_mobskilldb: Wrong mob skill target 'around' for non-ground skill %d (%s) for %s.\n",
ms->skill_id, skill_get_name(ms->skill_id),
mob_id < 0 ? "all mobs" : mob->sprite.c_str());
ms->target = MST_TARGET;
}
//Cond1
ARR_FIND( 0, ARRAYLENGTH(cond1), j, strcmp(str[10],cond1[j].str) == 0 );
if( j < ARRAYLENGTH(cond1) )
ms->cond1 = cond1[j].id;
else {
ShowWarning("mob_parse_row_mobskilldb: Unrecognized condition 1 %s for %d\n", str[10], mob_id);
ms->cond1 = -1;
}
//Cond2
// numeric value
ms->cond2 = atoi(str[11]);
// or special constant
ARR_FIND( 0, ARRAYLENGTH(cond2), j, strcmp(str[11],cond2[j].str) == 0 );
if( j < ARRAYLENGTH(cond2) )
ms->cond2 = cond2[j].id;
ms->val[0] = (int)strtol(str[12],nullptr,0);
ms->val[1] = (int)strtol(str[13],nullptr,0);
ms->val[2] = (int)strtol(str[14],nullptr,0);
ms->val[3] = (int)strtol(str[15],nullptr,0);
ms->val[4] = (int)strtol(str[16],nullptr,0);
if(ms->skill_id == NPC_EMOTION && mob_id > 0 &&
ms->val[1] == mob->status.mode)
{
ms->val[1] = 0;
ms->val[4] = 1; //request to return mode to normal.
}
if(ms->skill_id == NPC_EMOTION_ON && mob_id > 0 && ms->val[1])
{ //Adds a mode to the mob.
//Remove aggressive mode when the new mob type is passive.
if (!(ms->val[1]&MD_AGGRESSIVE))
ms->val[3] |= MD_AGGRESSIVE;
ms->val[2] |= ms->val[1]; //Add the new mode.
ms->val[1] = 0; //Do not "set" it.
}
if(*str[17])
ms->emotion = atoi(str[17]);
else
ms->emotion = -1;
if (*str[18]) {
uint16 id = static_cast<uint16>(strtol(str[18], nullptr, 10));
if (mob_chat_db.find(id) != nullptr)
ms->msg_id = id;
else {
ms->msg_id = 0;
ShowWarning("mob_parse_row_mobskilldb: Unknown chat ID %s for monster %d.\n", str[18], mob_id);
}
}
else
ms->msg_id = 0;
skill->skill.push_back(ms);
if (!skill->mob_id) { // Insert new entry
skill->mob_id = mob_id;
mob_skill_db.insert({ mob_id, skill });
}
return true;
}
/*==========================================
* mob_skill_db.txt reading
*------------------------------------------*/
static void mob_readskilldb(const char* basedir, bool silent) {
if( battle_config.mob_skill_rate == 0 ) {
ShowStatus("Mob skill use disabled. Not reading mob skills.\n");
return;
}
sv_readdb(basedir, "mob_skill_db.txt", ',', 19, 19, -1, &mob_parse_row_mobskilldb, silent);
}
/**
* mob_skill_db table reading [CalciumKid]
* not overly sure if this is all correct
* seems to work though...
*/
static int mob_read_sqlskilldb(void)
{
const char* mob_skill_db_name[] = {
mob_skill_table,
mob_skill2_table };
int fi;
if( battle_config.mob_skill_rate == 0 ) {
ShowStatus("Mob skill use disabled. Not reading mob skills.\n");
return 0;
}
for( fi = 0; fi < ARRAYLENGTH(mob_skill_db_name); ++fi ) {
uint32 lines = 0, count = 0;
// retrieve all rows from the mob skill database
if( SQL_ERROR == Sql_Query(mmysql_handle, "SELECT * FROM `%s`", mob_skill_db_name[fi]) ) {
Sql_ShowDebug(mmysql_handle);
continue;
}
// process rows one by one
while( SQL_SUCCESS == Sql_NextRow(mmysql_handle) ) {
// wrap the result into a TXT-compatible format
char* str[19];
char dummy[255] = "";
int i;
++lines;
for( i = 0; i < 19; ++i )
{
Sql_GetData(mmysql_handle, i, &str[i], nullptr);
if( str[i] == nullptr )
str[i] = dummy; // get rid of nullptr columns
}
if (!mob_parse_row_mobskilldb(str, 19, count))
continue;
count++;
}
// free the query result
Sql_FreeResult(mmysql_handle);
ShowStatus("Done reading '" CL_WHITE "%u" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", count, mob_skill_db_name[fi]);
}
return 0;
}
const std::string MobItemRatioDatabase::getDefaultLocation() {
return std::string(db_path) + "/mob_item_ratio.yml";
}
/**
* Reads and parses an entry from the mob_item_ratio.
* @param node: YAML node containing the entry.
* @return count of successfully parsed rows
*/
uint64 MobItemRatioDatabase::parseBodyNode(const ryml::NodeRef& node) {
std::string item_name;
if (!this->asString(node, "Item", item_name))
return 0;
std::shared_ptr<item_data> item = item_db.search_aegisname(item_name.c_str());
if (item == nullptr) {
this->invalidWarning(node["Item"], "Item %s does not exist, skipping.\n", item_name.c_str());
return 0;
}
t_itemid nameid = item->nameid;
std::shared_ptr<s_mob_item_drop_ratio> data = this->find(nameid);
bool exists = data != nullptr;
if (!exists) {
if (!this->nodesExist(node, { "Ratio" })) {
return 0;
}
data = std::make_shared<s_mob_item_drop_ratio>();
data->nameid = nameid;
}
if (this->nodeExists(node, "Ratio")) {
uint32 ratio;
if (!this->asUInt32(node, "Ratio", ratio))
return 0;
data->drop_ratio = ratio;
}
if (this->nodeExists(node, "List")) {
const auto& MobNode = node["List"];
for (const auto& mobit : MobNode) {
std::string mob_name;
c4::from_chars(mobit.key(), &mob_name);
std::shared_ptr<s_mob_db> mob = mobdb_search_aegisname(mob_name.c_str());
if (mob == nullptr) {
this->invalidWarning(node["List"], "Unknown mob %s, skipping.\n", mob_name.c_str());
continue;
}
uint16 mob_id = mob->id;
bool active;
if (!this->asBool(node["List"], mob_name, active))
return 0;
if (!active) {
util::vector_erase_if_exists(data->mob_ids, mob_id);
continue;
}
data->mob_ids.push_back(mob_id);
}
}
if (!exists)
this->put(nameid, data);
return 1;
}
/**
* Adjust drop ratio for each monster
**/
static void mob_drop_ratio_adjust(void){
for( auto &pair : mob_db ){
std::shared_ptr<s_mob_db> mob = pair.second;
struct item_data *id;
t_itemid nameid;
int j, rate, rate_adjust = 0, mob_id = pair.first;
if( mob_is_clone( mob_id ) ){
continue;
}
for( j = 0; j < MAX_MVP_DROP_TOTAL; j++ ){
nameid = mob->mvpitem[j].nameid;
rate = mob->mvpitem[j].rate;
if( nameid == 0 || rate == 0 ){
continue;
}
rate_adjust = battle_config.item_rate_mvp;
// Adjust the rate if there is an entry in mob_item_ratio
item_dropratio_adjust( nameid, mob_id, &rate_adjust );
// remove the item if the rate of item_dropratio_adjust is 0
if (rate_adjust == 0) {
mob->mvpitem[j].nameid = 0;
mob->mvpitem[j].rate = 0;
continue;
}
// Adjust rate with given algorithms
rate = mob_drop_adjust( rate, rate_adjust, battle_config.item_drop_mvp_min, battle_config.item_drop_mvp_max );
// calculate and store Max available drop chance of the MVP item
if( rate ){
id = itemdb_search( nameid );
// Item is not known anymore(should never happen)
if( !id ){
ShowWarning( "Monster \"%s\"(id:%u) is dropping an unknown item(id: %u)\n", mob->name.c_str(), mob_id, nameid );
mob->mvpitem[j].nameid = 0;
mob->mvpitem[j].rate = 0;
continue;
}
if( id->maxchance == -1 || ( id->maxchance < rate/10 + 1 ) ){
// item has bigger drop chance or sold in shops
id->maxchance = rate/10 + 1; // reduce MVP drop info to not spoil common drop rate
}
}
mob->mvpitem[j].rate = rate;
}
for( j = 0; j < MAX_MOB_DROP_TOTAL; j++ ){
unsigned short ratemin, ratemax;
bool is_treasurechest;
nameid = mob->dropitem[j].nameid;
rate = mob->dropitem[j].rate;
if( nameid == 0 || rate == 0 ){
continue;
}
id = itemdb_search( nameid );
// Item is not known anymore(should never happen)
if( !id ){
ShowWarning( "Monster \"%s\"(id:%hu) is dropping an unknown item(id: %u)\n", mob->name.c_str(), mob_id, nameid );
mob->dropitem[j].nameid = 0;
mob->dropitem[j].rate = 0;
continue;
}
if( battle_config.drop_rateincrease && rate < 5000 ){
rate++;
}
// Treasure box drop rates [Skotlex]
if (util::vector_exists(mob->race2, RC2_TREASURE)) {
is_treasurechest = true;
rate_adjust = battle_config.item_rate_treasure;
ratemin = battle_config.item_drop_treasure_min;
ratemax = battle_config.item_drop_treasure_max;
} else {
bool is_mvp = mob->get_bosstype() == BOSSTYPE_MVP;
bool is_boss = mob->get_bosstype() == BOSSTYPE_MINIBOSS;
is_treasurechest = false;
// Added suport to restrict normal drops of MVP's [Reddozen]
switch( id->type ){
case IT_HEALING:
rate_adjust = is_mvp ? battle_config.item_rate_heal_mvp : (is_boss ? battle_config.item_rate_heal_boss : battle_config.item_rate_heal);
ratemin = battle_config.item_drop_heal_min;
ratemax = battle_config.item_drop_heal_max;
break;
case IT_USABLE:
case IT_CASH:
rate_adjust = is_mvp ? battle_config.item_rate_use_mvp : (is_boss ? battle_config.item_rate_use_boss : battle_config.item_rate_use);
ratemin = battle_config.item_drop_use_min;
ratemax = battle_config.item_drop_use_max;
break;
case IT_WEAPON:
case IT_ARMOR:
case IT_PETARMOR:
rate_adjust = is_mvp ? battle_config.item_rate_equip_mvp : (is_boss ? battle_config.item_rate_equip_boss : battle_config.item_rate_equip);
ratemin = battle_config.item_drop_equip_min;
ratemax = battle_config.item_drop_equip_max;
break;
case IT_CARD:
rate_adjust = is_mvp ? battle_config.item_rate_card_mvp : (is_boss ? battle_config.item_rate_card_boss : battle_config.item_rate_card);
ratemin = battle_config.item_drop_card_min;
ratemax = battle_config.item_drop_card_max;
break;
default:
rate_adjust = is_mvp ? battle_config.item_rate_common_mvp : (is_boss ? battle_config.item_rate_common_boss : battle_config.item_rate_common);
ratemin = battle_config.item_drop_common_min;
ratemax = battle_config.item_drop_common_max;
break;
}
}
item_dropratio_adjust( nameid, mob_id, &rate_adjust );
// remove the item if the rate of item_dropratio_adjust is 0
if (rate_adjust == 0) {
mob->dropitem[j].nameid = 0;
mob->dropitem[j].rate = 0;
continue;
}
rate = mob_drop_adjust( rate, rate_adjust, ratemin, ratemax );
// calculate and store Max available drop chance of the item
// but skip treasure chests.
if( rate && !is_treasurechest ){
unsigned short k;
if( id->maxchance == -1 || ( id->maxchance < rate ) ){
id->maxchance = rate; // item has bigger drop chance or sold in shops
}
for( k = 0; k < MAX_SEARCH; k++ ){
if( id->mob[k].chance <= rate ){
break;
}
}
if( k != MAX_SEARCH ){
if( id->mob[k].id != mob_id ){
memmove( &id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0]) );
}
id->mob[k].chance = rate;
id->mob[k].id = mob_id;
}
}
mob->dropitem[j].rate = rate;
}
}
// Now that we are done we can delete the stored item ratios
mob_item_drop_ratio.clear();
}
const std::string MapDropDatabase::getDefaultLocation(){
return std::string( db_path ) + "/map_drops.yml";
}
uint64 MapDropDatabase::parseBodyNode( const ryml::NodeRef& node ){
std::string mapname;
if( !this->asString( node, "Map", mapname ) ){
return 0;
}
uint16 mapindex = mapindex_name2idx( mapname.c_str(), nullptr );
if( mapindex == 0 ){
this->invalidWarning( node["Map"], "Unknown map \"%s\".\n", mapname.c_str() );
return 0;
}
int16 mapid = map_mapindex2mapid( mapindex );
if( mapid < 0 ){
// Silently ignore. Map might be on a different map-server
return 0;
}
std::shared_ptr<s_map_drops> mapdrops = this->find( mapid );
bool exists = mapdrops != nullptr;
if( !exists ){
mapdrops = std::make_shared<s_map_drops>();
mapdrops->mapid = mapid;
}
if( this->nodeExists( node, "GlobalDrops" ) ){
const ryml::NodeRef& globalNode = node["GlobalDrops"];
for( const auto& it : globalNode ){
if( !this->parseDrop( it, mapdrops->globals ) ){
return 0;
}
}
}
if( this->nodeExists( node, "SpecificDrops" ) ){
const ryml::NodeRef& specificNode = node["SpecificDrops"];
for( const auto& monsterNode : specificNode ){
if( !this->nodesExist( monsterNode, { "Monster", "Drops" } ) ){
return 0;
}
std::string mobname;
if( !this->asString( monsterNode, "Monster", mobname ) ){
return 0;
}
std::shared_ptr<s_mob_db> mob = mobdb_search_aegisname( mobname.c_str() );
if( mob == nullptr ){
this->invalidWarning( monsterNode["Monster"], "Unknown monster \"%s\".\n", mobname.c_str() );
return 0;
}
std::unordered_map<uint16, std::shared_ptr<s_mob_drop>>& specificDrops = mapdrops->specific[mob->id];
for( const auto& it : monsterNode["Drops"] ){
if( !this->parseDrop( it, specificDrops ) ){
return 0;
}
}
}
}
if( !exists ){
this->put( mapid, mapdrops );
}
return 1;
}
bool MapDropDatabase::parseDrop( const ryml::NodeRef& node, std::unordered_map<uint16, std::shared_ptr<s_mob_drop>>& drops ){
uint16 index;
if( !this->asUInt16( node, "Index", index ) ){
return false;
}
std::shared_ptr<s_mob_drop> drop = util::umap_find( drops, index );
bool exists = drop != nullptr;
if( !exists ){
if( !this->nodesExist( node, { "Item", "Rate" } ) ){
return false;
}
drop = std::make_shared<s_mob_drop>();
drop->steal_protected = true;
}
if( this->nodeExists( node, "Item" ) ){
std::string itemname;
if( !this->asString( node, "Item", itemname ) ){
return 0;
}
std::shared_ptr<item_data> item = item_db.search_aegisname( itemname.c_str() );
if( item == nullptr ){
this->invalidWarning( node["Item"], "Item %s does not exist.\n", itemname.c_str() );
return false;
}
drop->nameid = item->nameid;
}
if( this->nodeExists( node, "Rate" ) ){
uint32 rate;
if( !this->asUInt32Rate( node, "Rate", rate, 100000 ) ){
return false;
}
if( rate == 0 ){
if( exists ){
drops.erase( index );
return true;
}else{
this->invalidWarning( node["Rate"], "Rate %" PRIu32 " is below minimum of 1.\n", rate );
return false;
}
}else if( rate > 100000 ){
this->invalidWarning( node["Rate"], "Rate %" PRIu32 " exceeds maximum of 100000.\n", rate );
return false;
}
drop->rate = rate;
}
if( this->nodeExists( node, "RandomOptionGroup" ) ){
std::string name;
if( !this->asString( node, "RandomOptionGroup", name ) ){
return false;
}
if( !random_option_group.option_get_id( name, drop->randomopt_group ) ){
this->invalidWarning( node["RandomOptionGroup"], "Unknown random option group \"%s\".\n", name.c_str() );
return false;
}
}else{
if( !exists ){
drop->randomopt_group = 0;
}
}
if( !exists ){
drops[index] = drop;
}
return true;
}
/**
* Copy skill from DB to monster
* @param mob Monster DB entry
* @param skill Monster skill entries
**/
static void mob_skill_db_set_single_sub(std::shared_ptr<s_mob_db> mob, struct s_mob_skill_db *skill) {
nullpo_retv(skill);
if (mob == nullptr)
return;
size_t i = 0;
for (i = 0; mob->skill.size() < MAX_MOBSKILL && i < skill->skill.size(); i++) {
mob->skill.push_back(skill->skill[i]);
}
if (i < skill->skill.size())
ShowWarning("Monster '%s' (%d, src:%d) reaches max skill limit %d. Ignores '%zu' skills left.\n", mob->sprite.c_str(), mob->id, skill->mob_id, MAX_MOBSKILL, skill->skill.size() - i);
}
/**
* Check the skill & monster id before put the skills
* @param skill
**/
static void mob_skill_db_set_single(struct s_mob_skill_db *skill) {
nullpo_retv(skill);
// Specific monster
if (skill->mob_id >= 0) {
std::shared_ptr<s_mob_db> mob = mob_db.find(skill->mob_id);
if (mob != nullptr)
mob_skill_db_set_single_sub(mob, skill);
}
// Global skill
else {
uint16 id = skill->mob_id;
id *= -1;
for( auto &pair : mob_db ){
if ( mob_is_clone(pair.first) ){
continue;
}
if ( (!(id&1) && status_has_mode(&pair.second->status,MD_STATUSIMMUNE)) // Bosses
|| (!(id&2) && !status_has_mode(&pair.second->status,MD_STATUSIMMUNE)) // Normal monsters
)
continue;
mob_skill_db_set_single_sub(pair.second, skill);
}
}
}
/**
* Set monster skills
**/
static void mob_skill_db_set(void) {
for (auto skill : mob_skill_db) {
mob_skill_db_set_single(skill.second.get());
}
//ShowStatus("Set skills to '%d' monsters.\n", db_size(mob_skill_db));
}
/**
* read all mob-related databases
*/
static void mob_load(void)
{
const char* dbsubpath[] = {
"",
"/" DBIMPORT,
};
// First we parse all the possible monsters to add additional data in the second loop
if( db_use_sqldbs )
mob_read_sqldb();
else
mob_db.load();
mob_chat_db.load(); // load before mob_skill_db
for(int i = 0; i < ARRAYLENGTH(dbsubpath); i++){
size_t n1 = strlen( db_path ) + strlen( dbsubpath[i] ) + 1;
size_t n2 = strlen( db_path ) + strlen( DBPATH ) + strlen( dbsubpath[i] ) + 1;
char* dbsubpath1 = (char*)aMalloc(n1+1);
char* dbsubpath2 = (char*)aMalloc(n2+1);
bool silent = i > 0;
if(i==0) {
safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
} else {
safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
}
if( db_use_sqldbs && i == 0 )
mob_read_sqlskilldb();
else
mob_readskilldb(dbsubpath2, silent);
aFree(dbsubpath1);
aFree(dbsubpath2);
}
mob_item_drop_ratio.load();
mob_avail_db.load();
mob_summon_db.load();
map_drop_db.load();
mob_drop_ratio_adjust();
mob_skill_db_set();
}
/**
* Initialize monster data
*/
void mob_db_load(bool is_reload){
mob_load();
}
/**
* Re-link monster drop data with item data
* Fixes the need of a @reloadmobdb after a @reloaditemdb
* @author Epoque
*/
void mob_reload_itemmob_data(void) {
for( auto const &pair : mob_db ){
int d, k;
if( mob_is_clone( pair.first ) ){
continue;
}
for(d = 0; d < MAX_MOB_DROP_TOTAL; d++) {
struct item_data *id;
if( !pair.second->dropitem[d].nameid )
continue;
id = itemdb_search(pair.second->dropitem[d].nameid);
for (k = 0; k < MAX_SEARCH; k++) {
if (id->mob[k].chance <= pair.second->dropitem[d].rate)
break;
}
if (k == MAX_SEARCH)
continue;
if (id->mob[k].id != pair.first)
memmove(&id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0]));
id->mob[k].chance = pair.second->dropitem[d].rate;
id->mob[k].id = pair.first;
}
}
}
/**
* Apply the proper view data on monsters during mob_db reload.
* @param md: Mob to adjust
* @param args: va_list of arguments
* @return 0
*/
static int mob_reload_sub( struct mob_data *md, va_list args ){
// Slaves have to be killed
if( md->master_id != 0 ){
unit_remove_map( &md->bl, CLR_OUTSIGHT );
return 0;
}
// Relink the mob to the new database entry
md->db = mob_db.find(md->mob_id);
if( md->db == nullptr ){
ShowWarning( "mob_reload_sub: Monster %s (ID: %hu) does not exist anymore.\n", md->name, md->mob_id );
if( md->bl.prev != nullptr ){
ShowDebug( "mob_reload_sub: The monster was removed from map %s (%hu/%hu).\n", map_mapid2mapname( md->bl.m ), md->bl.x, md->bl.y );
}
unit_remove_map( &md->bl, CLR_OUTSIGHT );
return 0;
}
// Recalculate the monster status based on the new data
status_calc_mob(md, SCO_NONE);
// If the view data was not overwritten manually
if( !md->vd_changed ){
// Get the new view data from the mob database
md->vd = mob_get_viewdata(md->mob_id);
// If they are spawned right now
if( md->bl.prev != nullptr ){
// Respawn all mobs on client side so that they are displayed correctly(if their view id changed)
clif_clearunit_area( md->bl, CLR_OUTSIGHT );
clif_spawn(&md->bl);
}
}
return 0;
}
/**
* Apply the proper view data on NPCs during mob_db reload.
* @param md: NPC to adjust
* @param args: va_list of arguments
* @return 0
*/
static int mob_reload_sub_npc( struct npc_data *nd, va_list args ){
// If the view data points to a mob
if( mobdb_checkid(nd->class_) ){
struct view_data *vd = mob_get_viewdata(nd->class_);
if (vd) // Get the new view data from the mob database
memcpy(&nd->vd, vd, sizeof(struct view_data));
if (nd->bl.prev) // If they are spawned right now
unit_refresh(&nd->bl); // Respawn all NPCs on client side so that they are displayed correctly(if their view id changed)
}
return 0;
}
/**
* Reload monster data
*/
void mob_reload(void) {
do_final_mob(true);
mob_db_load(true);
map_foreachmob(mob_reload_sub);
map_foreachnpc(mob_reload_sub_npc);
}
/**
* Clear spawn data for all monsters
*/
void mob_clear_spawninfo()
{ //Clears spawn related information for a script reload.
mob_spawn_data.clear();
}
/*==========================================
* Circumference initialization of mob
*------------------------------------------*/
void do_init_mob(void){
mob_db_load(false);
add_timer_func_list(mob_delayspawn,"mob_delayspawn");
add_timer_func_list(mob_delay_item_drop,"mob_delay_item_drop");
add_timer_func_list(mob_ai_hard,"mob_ai_hard");
add_timer_func_list(mob_ai_lazy,"mob_ai_lazy");
add_timer_func_list(mob_timer_delete,"mob_timer_delete");
add_timer_func_list(mob_spawn_guardian_sub,"mob_spawn_guardian_sub");
add_timer_func_list(mob_respawn,"mob_respawn");
add_timer_func_list(mvptomb_delayspawn,"mvptomb_delayspawn");
add_timer_interval(gettick()+MIN_MOBTHINKTIME,mob_ai_hard,0,0,MIN_MOBTHINKTIME);
add_timer_interval(gettick()+MIN_MOBTHINKTIME*10,mob_ai_lazy,0,0,MIN_MOBTHINKTIME*10);
}
/*==========================================
* Clean memory usage.
*------------------------------------------*/
void do_final_mob(bool is_reload){
mob_db.clear();
mob_chat_db.clear();
mob_skill_db.clear();
mob_item_drop_ratio.clear();
mob_summon_db.clear();
map_drop_db.clear();
if( !is_reload ) {
mob_delayed_drops.clear();
}
}