5437 lines
164 KiB
C++
5437 lines
164 KiB
C++
// Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
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// For more information, see LICENCE in the main folder
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#include "mob.hpp"
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#include <algorithm>
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#include <map>
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#include <math.h>
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#include <stdlib.h>
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#include <unordered_map>
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#include <vector>
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#include "../common/cbasetypes.hpp"
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#include "../common/db.hpp"
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#include "../common/ers.hpp"
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#include "../common/malloc.hpp"
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#include "../common/nullpo.hpp"
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#include "../common/random.hpp"
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#include "../common/showmsg.hpp"
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#include "../common/socket.hpp"
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#include "../common/strlib.hpp"
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#include "../common/timer.hpp"
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#include "../common/utilities.hpp"
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#include "../common/utils.hpp"
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#include "achievement.hpp"
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#include "battle.hpp"
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#include "clif.hpp"
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#include "elemental.hpp"
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#include "guild.hpp"
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#include "homunculus.hpp"
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#include "intif.hpp"
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#include "log.hpp"
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#include "map.hpp"
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#include "mercenary.hpp"
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#include "npc.hpp"
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#include "party.hpp"
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#include "path.hpp"
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#include "pc.hpp"
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#include "pet.hpp"
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#include "quest.hpp"
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using namespace rathena;
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#define ACTIVE_AI_RANGE 2 //Distance added on top of 'AREA_SIZE' at which mobs enter active AI mode.
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#define IDLE_SKILL_INTERVAL 10 //Active idle skills should be triggered every 1 second (1000/MIN_MOBTHINKTIME)
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// Probability for mobs far from players from doing their IDLE skill. (rate of 1000 minute)
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// in Aegis, this is 100% for mobs that have been activated by players and none otherwise.
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#define MOB_LAZYSKILLPERC(md) (mob_is_spotted(md)?1000:0)
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// Move probability for mobs away from players (rate of 1000 minute)
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// in Aegis, this is 100% for mobs that have been activated by players and none otherwise.
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#define MOB_LAZYMOVEPERC(md) (mob_is_spotted(md)?1000:0)
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#define MOB_MAX_DELAY (24*3600*1000)
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#define MAX_MINCHASE 30 //Max minimum chase value to use for mobs.
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#define RUDE_ATTACKED_COUNT 1 //After how many rude-attacks should the skill be used?
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// On official servers, monsters will only seek targets that are closer to walk to than their
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// search range. The search range is affected depending on if the monster is walking or not.
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// On some maps there can be a quite long path for just walking two cells in a direction and
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// the client does not support displaying walk paths that are longer than 14 cells, so this
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// option reduces position lag in such situation. But doing a complex search for every possible
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// target, might be CPU intensive.
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// Disable this to make monsters not do any path search when looking for a target (old behavior).
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#define ACTIVEPATHSEARCH
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// Limits for the monster database
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#define MIN_MOB_DB 1000
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#define MAX_MOB_DB 3999
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#define MIN_MOB_DB2 20020
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#define MAX_MOB_DB2 31999
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// These define the range of available IDs for clones. [Valaris]
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#define MOB_CLONE_START MAX_MOB_DB
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#define MOB_CLONE_END MIN_MOB_DB2
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//Dynamic mob database
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std::map<uint16, struct mob_db> mob_db_data;
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struct mob_db *mob_db( int mob_id ){
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return util::map_find( mob_db_data, (uint16)mob_id );
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}
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// holds Monster Spawn informations
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std::unordered_map<uint16, std::vector<spawn_info>> mob_spawn_data;
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//Dynamic mob chat database
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std::map<short,struct mob_chat> mob_chat_db;
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struct mob_chat *mob_chat(short id) {
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return util::map_find( mob_chat_db, id );
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}
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//Dynamic item drop ratio database for per-item drop ratio modifiers overriding global drop ratios.
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#define MAX_ITEMRATIO_MOBS 10
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struct s_mob_item_drop_ratio {
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unsigned short nameid;
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int drop_ratio;
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unsigned short mob_id[MAX_ITEMRATIO_MOBS];
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};
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static DBMap *mob_item_drop_ratio;
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/// Mob skill struct for temporary storage
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struct s_mob_skill {
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int16 mob_id; ///< Monster ID. -1 boss types, -2 normal types, -3 all monsters
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struct mob_skill skill[MAX_MOBSKILL]; ///< Skills
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uint8 count; ///< Number of skills
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};
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static DBMap *mob_skill_db; /// Monster skill temporary db. s_mob_skill -> mobid
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static struct eri *item_drop_ers; //For loot drops delay structures.
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static struct eri *item_drop_list_ers;
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struct s_randomsummon_entry {
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uint16 mob_id;
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uint32 rate;
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};
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struct s_randomsummon_group {
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uint8 random_id;
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struct s_randomsummon_entry *list;
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uint16 count;
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};
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static DBMap *mob_summon_db; /// Random Summon DB. struct s_randomsummon_group -> group_id
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/*==========================================
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* Local prototype declaration (only required thing)
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*------------------------------------------*/
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static TIMER_FUNC(mob_spawn_guardian_sub);
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int mob_skill_id2skill_idx(int mob_id,uint16 skill_id);
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/*========================================== [Playtester]
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* Removes all characters that spotted the monster but are no longer online
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* @param md: Monster whose spotted log should be cleaned
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*------------------------------------------*/
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void mob_clean_spotted(struct mob_data *md) {
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int i;
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for (i = 0; i < DAMAGELOG_SIZE; i++) {
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if (md->spotted_log[i] && !map_charid2sd(md->spotted_log[i]))
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md->spotted_log[i] = 0;
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}
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}
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/*========================================== [Playtester]
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* Adds a char_id to the spotted log of a monster
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* @param md: Monster to whose spotted log char_id should be added
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* @param char_id: Char_id to add to the spotted log
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*------------------------------------------*/
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void mob_add_spotted(struct mob_data *md, uint32 char_id) {
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int i;
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//Check if char_id is already logged
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for (i = 0; i < DAMAGELOG_SIZE; i++) {
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if (md->spotted_log[i] == char_id)
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return;
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}
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//Not logged, add char_id to first empty slot
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for (i = 0; i < DAMAGELOG_SIZE; i++) {
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if (md->spotted_log[i] == 0) {
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md->spotted_log[i] = char_id;
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return;
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}
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}
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}
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/*========================================== [Playtester]
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* Checks if a monster was spotted
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* @param md: Monster to check
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* @return Returns true if the monster is spotted, otherwise 0
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*------------------------------------------*/
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bool mob_is_spotted(struct mob_data *md) {
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int i;
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//Check if monster is spotted
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for (i = 0; i < DAMAGELOG_SIZE; i++) {
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if (md->spotted_log[i] != 0)
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return true; //Spotted
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}
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return false; //Not spotted
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}
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/**
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* Tomb spawn time calculations
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* @param nd: NPC data
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*/
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int mvptomb_setdelayspawn(struct npc_data *nd) {
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if (nd->u.tomb.spawn_timer != INVALID_TIMER)
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delete_timer(nd->u.tomb.spawn_timer, mvptomb_delayspawn);
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nd->u.tomb.spawn_timer = add_timer(gettick() + battle_config.mvp_tomb_delay, mvptomb_delayspawn, nd->bl.id, 0);
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return 0;
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}
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/**
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* Tomb spawn with delay (timer function)
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* @param tid: Timer ID
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* @param tick: Time
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* @param id: Block list ID
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* @param data: Used for add_timer_func_list
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*/
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TIMER_FUNC(mvptomb_delayspawn){
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struct npc_data *nd = BL_CAST(BL_NPC, map_id2bl(id));
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if (nd) {
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if (nd->u.tomb.spawn_timer != tid) {
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ShowError("mvptomb_delayspawn: Timer mismatch: %d != %d\n", tid, nd->u.tomb.spawn_timer);
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return 0;
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}
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nd->u.tomb.spawn_timer = INVALID_TIMER;
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clif_spawn(&nd->bl);
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}
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return 0;
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}
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/**
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* Create and display a tombstone on the map
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* @param md: the mob to create a tombstone for
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* @param killer: name of player who killed the mob
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* @param time: time of mob's death
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* @author [GreenBox]
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*/
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void mvptomb_create(struct mob_data *md, char *killer, time_t time)
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{
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struct npc_data *nd;
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if ( md->tomb_nid )
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mvptomb_destroy(md);
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CREATE(nd, struct npc_data, 1);
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nd->bl.id = md->tomb_nid = npc_get_new_npc_id();
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nd->ud.dir = md->ud.dir;
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nd->bl.m = md->bl.m;
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nd->bl.x = md->bl.x;
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nd->bl.y = md->bl.y;
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nd->bl.type = BL_NPC;
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safestrncpy(nd->name, msg_txt(NULL,656), sizeof(nd->name));
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nd->class_ = 565;
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nd->speed = 200;
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nd->subtype = NPCTYPE_TOMB;
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nd->u.tomb.md = md;
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nd->u.tomb.kill_time = time;
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nd->u.tomb.spawn_timer = INVALID_TIMER;
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if (killer)
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safestrncpy(nd->u.tomb.killer_name, killer, NAME_LENGTH);
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else
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nd->u.tomb.killer_name[0] = '\0';
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map_addnpc(nd->bl.m, nd);
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if(map_addblock(&nd->bl))
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return;
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status_set_viewdata(&nd->bl, nd->class_);
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status_change_init(&nd->bl);
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unit_dataset(&nd->bl);
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mvptomb_setdelayspawn(nd);
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}
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/**
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* Destroys MVP Tomb
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* @param md: Mob data
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*/
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void mvptomb_destroy(struct mob_data *md) {
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struct npc_data *nd;
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if ( (nd = map_id2nd(md->tomb_nid)) ) {
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int16 m = nd->bl.m, i;
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clif_clearunit_area(&nd->bl,CLR_OUTSIGHT);
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map_delblock(&nd->bl);
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ARR_FIND( 0, map[m].npc_num, i, map[m].npc[i] == nd );
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if( !(i == map[m].npc_num) ) {
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map[m].npc_num--;
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map[m].npc[i] = map[m].npc[map[m].npc_num];
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map[m].npc[map[m].npc_num] = NULL;
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}
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map_deliddb(&nd->bl);
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aFree(nd);
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}
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md->tomb_nid = 0;
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}
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/**
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* Sub function for mob namesearch. Here is defined which are accepted.
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*/
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static bool mobdb_searchname_sub(uint16 mob_id, const char * const str, bool full_cmp)
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{
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const struct mob_db * const mob = mob_db(mob_id);
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if( mobdb_checkid(mob_id) <= 0 )
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return false; // invalid mob_id (includes clone check)
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if(!mob->base_exp && !mob->job_exp && !mob_has_spawn(mob_id))
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return false; // Monsters with no base/job exp and no spawn point are, by this criteria, considered "slave mobs" and excluded from search results
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if( full_cmp ) {
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// str must equal the db value
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if( strcmpi(mob->name, str) == 0 ||
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strcmpi(mob->jname, str) == 0 ||
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strcmpi(mob->sprite, str) == 0 )
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return true;
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} else {
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// str must be in the db value
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if( stristr(mob->name, str) != NULL ||
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stristr(mob->jname, str) != NULL ||
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stristr(mob->sprite, str) != NULL )
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return true;
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}
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return false;
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}
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/**
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* Searches for the Mobname
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*/
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uint16 mobdb_searchname_(const char * const str, bool full_cmp)
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{
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for( auto const &mobdb_pair : mob_db_data ) {
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const uint16 mob_id = mobdb_pair.first;
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if( mobdb_searchname_sub(mob_id, str, full_cmp) )
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return mob_id;
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}
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return 0;
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}
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uint16 mobdb_searchname(const char * const str)
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{
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return mobdb_searchname_(str, true);
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}
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/*==========================================
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* Founds up to N matches. Returns number of matches [Skotlex]
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*------------------------------------------*/
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int mobdb_searchname_array_(const char *str, uint16 * out, int size, bool full_cmp)
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{
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unsigned short count = 0;
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for( auto const &mobdb_pair : mob_db_data ) {
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const uint16 mob_id = mobdb_pair.first;
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if( mobdb_searchname_sub(mob_id, str, full_cmp) ) {
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if( count < size )
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out[count] = mob_id;
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count++;
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}
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}
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return count;
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}
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int mobdb_searchname_array(const char *str, uint16 * out, int size)
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{
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return mobdb_searchname_array_(str, out, size, false);
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}
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/*==========================================
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* Id Mob is checked.
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*------------------------------------------*/
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int mobdb_checkid(const int id)
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{
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if (mob_db(id) == NULL)
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return 0;
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if (mob_is_clone(id)) //checkid is used mostly for random ID based code, therefore clone mobs are out of the question.
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return 0;
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return id;
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}
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/*==========================================
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* Returns the view data associated to this mob class.
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*------------------------------------------*/
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struct view_data * mob_get_viewdata(int mob_id)
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{
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struct mob_db* db = mob_db(mob_id);
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if( !db ) return nullptr;
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return &db->vd;
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}
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/**
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* Create unique view data associated to a spawned monster.
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* @param md: Mob to adjust
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*/
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void mob_set_dynamic_viewdata( struct mob_data* md ){
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// If it is a valid monster and it has not already been created
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if( md && !md->vd_changed ){
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// Allocate a dynamic entry
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struct view_data* vd = (struct view_data*)aMalloc( sizeof( struct view_data ) );
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// Copy the current values
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memcpy( vd, md->vd, sizeof( struct view_data ) );
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// Update the pointer to the new entry
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md->vd = vd;
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// Flag it as changed so it is freed later on
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md->vd_changed = true;
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}
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}
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/**
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* Free any view data associated to a spawned monster.
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* @param md: Mob to free
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*/
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void mob_free_dynamic_viewdata( struct mob_data* md ){
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// If it is a valid monster and it has already been allocated
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if( md && md->vd_changed ){
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// Free it
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aFree( md->vd );
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// Remove the reference
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md->vd = NULL;
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// Unflag it as changed
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md->vd_changed = false;
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}
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}
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/*==========================================
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* Cleans up mob-spawn data to make it "valid"
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*------------------------------------------*/
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int mob_parse_dataset(struct spawn_data *data)
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{
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size_t len;
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if ((!mobdb_checkid(data->id) && !mob_is_clone(data->id)) || !data->num)
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return 0;
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if( ( len = strlen(data->eventname) ) > 0 )
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{
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if( data->eventname[len-1] == '"' )
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data->eventname[len-1] = '\0'; //Remove trailing quote.
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if( data->eventname[0] == '"' ) //Strip leading quotes
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memmove(data->eventname, data->eventname+1, len-1);
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}
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if(strcmp(data->name,"--en--")==0)
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safestrncpy(data->name, mob_db(data->id)->name, sizeof(data->name));
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else if(strcmp(data->name,"--ja--")==0)
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safestrncpy(data->name, mob_db(data->id)->jname, sizeof(data->name));
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return 1;
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}
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/*==========================================
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* Generates the basic mob data using the spawn_data provided.
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*------------------------------------------*/
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struct mob_data* mob_spawn_dataset(struct spawn_data *data)
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{
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struct mob_data *md = (struct mob_data*)aCalloc(1, sizeof(struct mob_data));
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md->bl.id= npc_get_new_npc_id();
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md->bl.type = BL_MOB;
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md->bl.m = data->m;
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md->bl.x = data->x;
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md->bl.y = data->y;
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md->mob_id = data->id;
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md->state.boss = data->state.boss;
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md->db = mob_db(md->mob_id);
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if (data->level > 0 && data->level <= MAX_LEVEL)
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md->level = data->level;
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memcpy(md->name, data->name, NAME_LENGTH);
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if (data->state.ai)
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md->special_state.ai = data->state.ai;
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if (data->state.size)
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md->special_state.size = data->state.size;
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if (data->eventname[0] && strlen(data->eventname) >= 4)
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safestrncpy(md->npc_event, data->eventname, EVENT_NAME_LENGTH);
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if(status_has_mode(&md->db->status,MD_LOOTER))
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md->lootitems = (struct s_mob_lootitem *)aCalloc(LOOTITEM_SIZE,sizeof(struct s_mob_lootitem));
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md->spawn_timer = INVALID_TIMER;
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md->deletetimer = INVALID_TIMER;
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md->skill_idx = -1;
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status_set_viewdata(&md->bl, md->mob_id);
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status_change_init(&md->bl);
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unit_dataset(&md->bl);
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map_addiddb(&md->bl);
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return md;
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}
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/*==========================================
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* Fetches a random mob_id [Skotlex]
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* type: Where to fetch from:
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* 0: dead branch list
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* 1: poring list
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* 2: bloody branch list
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* flag:
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* &1 : Apply the summon success chance found in the list (otherwise get any monster from the db)
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* &2 : Apply a monster check level.
|
|
* &4 : Selected monster should not be a boss type (except those from MOBG_Bloody_Dead_Branch)
|
|
* &8 : Selected monster must have normal spawn.
|
|
* &16: Selected monster should not be a plant type
|
|
* lv: Mob level to check against
|
|
*------------------------------------------*/
|
|
int mob_get_random_id(int type, int flag, int lv)
|
|
{
|
|
struct mob_db *mob;
|
|
int i = 0, mob_id = 0, rand = 0;
|
|
struct s_randomsummon_group *msummon = (struct s_randomsummon_group *)idb_get(mob_summon_db, type);
|
|
struct s_randomsummon_entry *entry = nullptr;
|
|
|
|
if (type == MOBG_Bloody_Dead_Branch)
|
|
flag &= ~4;
|
|
|
|
if (!msummon) {
|
|
ShowError("mob_get_random_id: Invalid type (%d) of random monster.\n", type);
|
|
return 0;
|
|
}
|
|
if (!msummon->count) {
|
|
ShowError("mob_get_random_id: Random monster type %d is not defined.\n", type);
|
|
return 0;
|
|
}
|
|
|
|
do {
|
|
rand = rnd()%msummon->count;
|
|
entry = &msummon->list[rand];
|
|
mob_id = entry->mob_id;
|
|
mob = mob_db(mob_id);
|
|
} while ((rand == 0 || // Skip default first
|
|
mob == nullptr ||
|
|
mob_is_clone(mob_id) ||
|
|
(flag&0x01 && (entry->rate < 1000000 && entry->rate <= rnd() % 1000000)) ||
|
|
(flag&0x02 && lv < mob->lv) ||
|
|
(flag&0x04 && status_has_mode(&mob->status,MD_STATUS_IMMUNE) ) ||
|
|
(flag&0x08 && !mob_has_spawn(mob_id)) ||
|
|
(flag&0x10 && status_has_mode(&mob->status,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) )
|
|
) && (i++) < MAX_MOB_DB && msummon->count > 1);
|
|
|
|
if (i >= MAX_MOB_DB && &msummon->list[0]) {
|
|
ShowError("mob_get_random_id: no suitable monster found, use fallback for given list. Last_MobID: %d\n", mob_id);
|
|
mob_id = msummon->list[0].mob_id;
|
|
}
|
|
return mob_id;
|
|
}
|
|
|
|
/*==========================================
|
|
* Kill Steal Protection [Zephyrus]
|
|
*------------------------------------------*/
|
|
bool mob_ksprotected (struct block_list *src, struct block_list *target)
|
|
{
|
|
struct block_list *s_bl, *t_bl;
|
|
struct map_session_data
|
|
*sd, // Source
|
|
*t_sd; // Mob Target
|
|
struct mob_data *md;
|
|
unsigned int tick = gettick();
|
|
|
|
if( !battle_config.ksprotection )
|
|
return false; // KS Protection Disabled
|
|
|
|
if( !(md = BL_CAST(BL_MOB,target)) )
|
|
return false; // Tarjet is not MOB
|
|
|
|
if( (s_bl = battle_get_master(src)) == nullptr )
|
|
s_bl = src;
|
|
|
|
if( !(sd = BL_CAST(BL_PC,s_bl)) )
|
|
return false; // Master is not PC
|
|
|
|
t_bl = map_id2bl(md->target_id);
|
|
if( !t_bl || (s_bl = battle_get_master(t_bl)) == nullptr )
|
|
s_bl = t_bl;
|
|
|
|
t_sd = BL_CAST(BL_PC,s_bl);
|
|
|
|
do {
|
|
struct status_change_entry *sce;
|
|
struct map_session_data *pl_sd; // Owner
|
|
char output[128];
|
|
|
|
if( map[md->bl.m].flag.allowks || map_flag_ks(md->bl.m) )
|
|
return false; // Ignores GVG, PVP and AllowKS map flags
|
|
|
|
if( md->db->mexp || md->master_id )
|
|
return false; // MVP, Slaves mobs ignores KS
|
|
|
|
if( (sce = md->sc.data[SC_KSPROTECTED]) == nullptr )
|
|
break; // No KS Protected
|
|
|
|
if( sd->bl.id == sce->val1 || // Same Owner
|
|
(sce->val2 == 2 && sd->status.party_id && sd->status.party_id == sce->val3) || // Party KS allowed
|
|
(sce->val2 == 3 && sd->status.guild_id && sd->status.guild_id == sce->val4) ) // Guild KS allowed
|
|
break;
|
|
|
|
if( t_sd && (
|
|
(sce->val2 == 1 && sce->val1 != t_sd->bl.id) ||
|
|
(sce->val2 == 2 && sce->val3 && sce->val3 != t_sd->status.party_id) ||
|
|
(sce->val2 == 3 && sce->val4 && sce->val4 != t_sd->status.guild_id)) )
|
|
break;
|
|
|
|
if( (pl_sd = map_id2sd(sce->val1)) == NULL || pl_sd->bl.m != md->bl.m )
|
|
break;
|
|
|
|
if( !pl_sd->state.noks )
|
|
return false; // No KS Protected, but normal players should be protected too
|
|
|
|
// Message to KS
|
|
if( DIFF_TICK(sd->ks_floodprotect_tick, tick) <= 0 )
|
|
{
|
|
sprintf(output, "[KS Warning!! - Owner : %s]", pl_sd->status.name);
|
|
clif_messagecolor(&sd->bl, color_table[COLOR_LIGHT_GREEN], output, false, SELF);
|
|
|
|
sd->ks_floodprotect_tick = tick + 2000;
|
|
}
|
|
|
|
// Message to Owner
|
|
if( DIFF_TICK(pl_sd->ks_floodprotect_tick, tick) <= 0 )
|
|
{
|
|
sprintf(output, "[Watch out! %s is trying to KS you!]", sd->status.name);
|
|
clif_messagecolor(&pl_sd->bl, color_table[COLOR_LIGHT_GREEN], output, false, SELF);
|
|
|
|
pl_sd->ks_floodprotect_tick = tick + 2000;
|
|
}
|
|
|
|
return true;
|
|
} while(0);
|
|
|
|
status_change_start(src, target, SC_KSPROTECTED, 10000, sd->bl.id, sd->state.noks, sd->status.party_id, sd->status.guild_id, battle_config.ksprotection, SCSTART_NOAVOID);
|
|
|
|
return false;
|
|
}
|
|
|
|
struct mob_data *mob_once_spawn_sub(struct block_list *bl, int16 m, int16 x, int16 y, const char *mobname, int mob_id, const char *event, unsigned int size, enum mob_ai ai)
|
|
{
|
|
struct spawn_data data;
|
|
|
|
memset(&data, 0, sizeof(struct spawn_data)); //why ? this might screw attribute object and cause leak..
|
|
data.m = m;
|
|
data.num = 1;
|
|
data.id = mob_id;
|
|
data.state.size = size;
|
|
data.state.ai = ai;
|
|
|
|
if (mobname)
|
|
safestrncpy(data.name, mobname, sizeof(data.name));
|
|
else
|
|
if (battle_config.override_mob_names == 1)
|
|
strcpy(data.name, "--en--");
|
|
else
|
|
strcpy(data.name, "--ja--");
|
|
|
|
if (event)
|
|
safestrncpy(data.eventname, event, sizeof(data.eventname));
|
|
|
|
// Locate spot next to player.
|
|
if (bl && (x < 0 || y < 0))
|
|
map_search_freecell(bl, m, &x, &y, 1, 1, 0);
|
|
|
|
// if none found, pick random position on map
|
|
if (x <= 0 || x >= map[m].xs || y <= 0 || y >= map[m].ys)
|
|
map_search_freecell(NULL, m, &x, &y, -1, -1, 1);
|
|
|
|
data.x = x;
|
|
data.y = y;
|
|
|
|
if (!mob_parse_dataset(&data))
|
|
return nullptr;
|
|
|
|
return mob_spawn_dataset(&data);
|
|
}
|
|
|
|
/*==========================================
|
|
* Spawn a single mob on the specified coordinates.
|
|
*------------------------------------------*/
|
|
int mob_once_spawn(struct map_session_data* sd, int16 m, int16 x, int16 y, const char* mobname, int mob_id, int amount, const char* event, unsigned int size, enum mob_ai ai)
|
|
{
|
|
struct mob_data* md = nullptr;
|
|
int count, lv;
|
|
|
|
if (m < 0 || amount <= 0)
|
|
return 0; // invalid input
|
|
|
|
lv = (sd) ? sd->status.base_level : 255;
|
|
|
|
for (count = 0; count < amount; count++)
|
|
{
|
|
int c = (mob_id >= 0) ? mob_id : mob_get_random_id(-mob_id - 1, (battle_config.random_monster_checklv) ? 3 : 1, lv);
|
|
md = mob_once_spawn_sub((sd) ? &sd->bl : NULL, m, x, y, mobname, c, event, size, ai);
|
|
|
|
if (!md)
|
|
continue;
|
|
|
|
if (mob_id == MOBID_EMPERIUM)
|
|
{
|
|
struct guild_castle* gc = guild_mapindex2gc(map[m].index);
|
|
struct guild* g = (gc) ? guild_search(gc->guild_id) : nullptr;
|
|
if (gc)
|
|
{
|
|
md->guardian_data = (struct guardian_data*)aCalloc(1, sizeof(struct guardian_data));
|
|
md->guardian_data->castle = gc;
|
|
md->guardian_data->number = MAX_GUARDIANS;
|
|
md->guardian_data->guild_id = gc->guild_id;
|
|
if (g)
|
|
{
|
|
md->guardian_data->emblem_id = g->emblem_id;
|
|
memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
|
|
}
|
|
else if (gc->guild_id) //Guild not yet available, retry in 5.
|
|
add_timer(gettick()+5000,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id);
|
|
}
|
|
} // end addition [Valaris]
|
|
|
|
mob_spawn(md);
|
|
|
|
if (mob_id < 0 && battle_config.dead_branch_active)
|
|
//Behold Aegis's masterful decisions yet again...
|
|
//"I understand the "Aggressive" part, but the "Can Move" and "Can Attack" is just stupid" - Poki#3
|
|
sc_start4(NULL,&md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE|MD_CANATTACK|MD_CANMOVE|MD_ANGRY, 0, 60000);
|
|
}
|
|
|
|
return (md) ? md->bl.id : 0; // id of last spawned mob
|
|
}
|
|
|
|
/*==========================================
|
|
* Spawn mobs in the specified area.
|
|
*------------------------------------------*/
|
|
int mob_once_spawn_area(struct map_session_data* sd, int16 m, int16 x0, int16 y0, int16 x1, int16 y1, const char* mobname, int mob_id, int amount, const char* event, unsigned int size, enum mob_ai ai)
|
|
{
|
|
int i, max, id = 0;
|
|
int lx = -1, ly = -1;
|
|
|
|
if (m < 0 || amount <= 0)
|
|
return 0; // invalid input
|
|
|
|
// normalize x/y coordinates
|
|
if (x0 > x1)
|
|
SWAP(x0, x1);
|
|
if (y0 > y1)
|
|
SWAP(y0, y1);
|
|
|
|
// choose a suitable max. number of attempts
|
|
max = (y1 - y0 + 1)*(x1 - x0 + 1)*3;
|
|
if (max > 1000)
|
|
max = 1000;
|
|
|
|
// spawn mobs, one by one
|
|
for (i = 0; i < amount; i++)
|
|
{
|
|
int x, y;
|
|
int j = 0;
|
|
|
|
// find a suitable map cell
|
|
do {
|
|
x = rnd()%(x1-x0+1)+x0;
|
|
y = rnd()%(y1-y0+1)+y0;
|
|
j++;
|
|
} while (map_getcell(m,x,y,CELL_CHKNOPASS) && j < max);
|
|
|
|
if (j == max)
|
|
{// attempt to find an available cell failed
|
|
if (lx == -1 && ly == -1)
|
|
return 0; // total failure
|
|
|
|
// fallback to last good x/y pair
|
|
x = lx;
|
|
y = ly;
|
|
}
|
|
|
|
// record last successful coordinates
|
|
lx = x;
|
|
ly = y;
|
|
|
|
id = mob_once_spawn(sd, m, x, y, mobname, mob_id, 1, event, size, ai);
|
|
}
|
|
|
|
return id; // id of last spawned mob
|
|
}
|
|
/*==========================================
|
|
* Set a Guardian's guild data [Skotlex]
|
|
*------------------------------------------*/
|
|
static TIMER_FUNC(mob_spawn_guardian_sub){
|
|
//Needed because the guild_data may not be available at guardian spawn time.
|
|
struct block_list* bl = map_id2bl(id);
|
|
struct mob_data* md;
|
|
struct guild* g;
|
|
int guardup_lv;
|
|
|
|
if (bl == nullptr) //It is possible mob was already removed from map when the castle has no owner. [Skotlex]
|
|
return 0;
|
|
|
|
if (bl->type != BL_MOB)
|
|
{
|
|
ShowError("mob_spawn_guardian_sub: Block error!\n");
|
|
return 0;
|
|
}
|
|
|
|
md = (struct mob_data*)bl;
|
|
nullpo_ret(md->guardian_data);
|
|
g = guild_search((int)data);
|
|
|
|
if (g == nullptr)
|
|
{ //Liberate castle, if the guild is not found this is an error! [Skotlex]
|
|
ShowError("mob_spawn_guardian_sub: Couldn't load guild %d!\n", (int)data);
|
|
if (md->mob_id == MOBID_EMPERIUM)
|
|
{ //Not sure this is the best way, but otherwise we'd be invoking this for ALL guardians spawned later on.
|
|
md->guardian_data->guild_id = 0;
|
|
if (md->guardian_data->castle->guild_id) //Free castle up.
|
|
{
|
|
ShowNotice("Clearing ownership of castle %d (%s)\n", md->guardian_data->castle->castle_id, md->guardian_data->castle->castle_name);
|
|
guild_castledatasave(md->guardian_data->castle->castle_id, 1, 0);
|
|
}
|
|
} else {
|
|
if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS && md->guardian_data->castle->guardian[md->guardian_data->number].visible)
|
|
guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
|
|
unit_free(&md->bl,CLR_OUTSIGHT); //Remove guardian.
|
|
}
|
|
return 0;
|
|
}
|
|
guardup_lv = guild_checkskill(g,GD_GUARDUP);
|
|
md->guardian_data->emblem_id = g->emblem_id;
|
|
memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
|
|
md->guardian_data->guardup_lv = guardup_lv;
|
|
if( guardup_lv )
|
|
status_calc_mob(md, SCO_NONE); //Give bonuses.
|
|
return 0;
|
|
}
|
|
|
|
/*==========================================
|
|
* Summoning Guardians [Valaris]
|
|
*------------------------------------------*/
|
|
int mob_spawn_guardian(const char* mapname, int16 x, int16 y, const char* mobname, int mob_id, const char* event, int guardian, bool has_index)
|
|
{
|
|
struct mob_data *md=nullptr;
|
|
struct spawn_data data;
|
|
struct guild *g=nullptr;
|
|
struct guild_castle *gc;
|
|
int16 m;
|
|
memset(&data, 0, sizeof(struct spawn_data)); //fixme
|
|
data.num = 1;
|
|
|
|
m=map_mapname2mapid(mapname);
|
|
|
|
if(m<0)
|
|
{
|
|
ShowWarning("mob_spawn_guardian: Map [%s] not found.\n", mapname);
|
|
return 0;
|
|
}
|
|
data.m = m;
|
|
data.num = 1;
|
|
if(mob_id<=0) {
|
|
mob_id = mob_get_random_id(-mob_id-1, 1, 99);
|
|
if (!mob_id) return 0;
|
|
}
|
|
|
|
data.id = mob_id;
|
|
|
|
if( !has_index )
|
|
{
|
|
guardian = -1;
|
|
}
|
|
else if( guardian < 0 || guardian >= MAX_GUARDIANS )
|
|
{
|
|
ShowError("mob_spawn_guardian: Invalid guardian index %d for guardian %d (castle map %s)\n", guardian, mob_id, map[m].name);
|
|
return 0;
|
|
}
|
|
|
|
if((x<=0 || y<=0) && !map_search_freecell(NULL, m, &x, &y, -1,-1, 1))
|
|
{
|
|
ShowWarning("mob_spawn_guardian: Couldn't locate a spawn cell for guardian class %d (index %d) at castle map %s\n",mob_id, guardian, map[m].name);
|
|
return 0;
|
|
}
|
|
data.x = x;
|
|
data.y = y;
|
|
safestrncpy(data.name, mobname, sizeof(data.name));
|
|
safestrncpy(data.eventname, event, sizeof(data.eventname));
|
|
if (!mob_parse_dataset(&data))
|
|
return 0;
|
|
|
|
gc=guild_mapname2gc(map[m].name);
|
|
if (gc == NULL)
|
|
{
|
|
ShowError("mob_spawn_guardian: No castle set at map %s\n", map[m].name);
|
|
return 0;
|
|
}
|
|
if (!gc->guild_id)
|
|
ShowWarning("mob_spawn_guardian: Spawning guardian %d on a castle with no guild (castle map %s)\n", mob_id, map[m].name);
|
|
else
|
|
g = guild_search(gc->guild_id);
|
|
|
|
if( has_index && gc->guardian[guardian].id )
|
|
{ //Check if guardian already exists, refuse to spawn if so.
|
|
struct mob_data *md2 = (TBL_MOB*)map_id2bl(gc->guardian[guardian].id);
|
|
if (md2 && md2->bl.type == BL_MOB &&
|
|
md2->guardian_data && md2->guardian_data->number == guardian)
|
|
{
|
|
ShowError("mob_spawn_guardian: Attempted to spawn guardian in position %d which already has a guardian (castle map %s)\n", guardian, map[m].name);
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
md = mob_spawn_dataset(&data);
|
|
md->guardian_data = (struct guardian_data*)aCalloc(1, sizeof(struct guardian_data));
|
|
md->guardian_data->number = guardian;
|
|
md->guardian_data->guild_id = gc->guild_id;
|
|
md->guardian_data->castle = gc;
|
|
if( has_index )
|
|
{// permanent guardian
|
|
gc->guardian[guardian].id = md->bl.id;
|
|
}
|
|
else
|
|
{// temporary guardian
|
|
int i;
|
|
ARR_FIND(0, gc->temp_guardians_max, i, gc->temp_guardians[i] == 0);
|
|
if( i == gc->temp_guardians_max )
|
|
{
|
|
++(gc->temp_guardians_max);
|
|
RECREATE(gc->temp_guardians, int, gc->temp_guardians_max);
|
|
}
|
|
gc->temp_guardians[i] = md->bl.id;
|
|
}
|
|
if (g)
|
|
{
|
|
md->guardian_data->emblem_id = g->emblem_id;
|
|
memcpy (md->guardian_data->guild_name, g->name, NAME_LENGTH);
|
|
md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP);
|
|
} else if (md->guardian_data->guild_id)
|
|
add_timer(gettick()+5000,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id);
|
|
mob_spawn(md);
|
|
|
|
return md->bl.id;
|
|
}
|
|
|
|
/*==========================================
|
|
* Summoning BattleGround [Zephyrus]
|
|
*------------------------------------------*/
|
|
int mob_spawn_bg(const char* mapname, int16 x, int16 y, const char* mobname, int mob_id, const char* event, unsigned int bg_id)
|
|
{
|
|
struct mob_data *md = nullptr;
|
|
struct spawn_data data;
|
|
int16 m;
|
|
|
|
if( (m = map_mapname2mapid(mapname)) < 0 )
|
|
{
|
|
ShowWarning("mob_spawn_bg: Map [%s] not found.\n", mapname);
|
|
return 0;
|
|
}
|
|
|
|
memset(&data, 0, sizeof(struct spawn_data));
|
|
data.m = m;
|
|
data.num = 1;
|
|
if( mob_id <= 0 )
|
|
{
|
|
mob_id = mob_get_random_id(-mob_id-1,1,99);
|
|
if( !mob_id ) return 0;
|
|
}
|
|
|
|
data.id = mob_id;
|
|
if( (x <= 0 || y <= 0) && !map_search_freecell(NULL, m, &x, &y, -1,-1, 1) )
|
|
{
|
|
ShowWarning("mob_spawn_bg: Couldn't locate a spawn cell for guardian class %d (bg_id %d) at map %s\n",mob_id, bg_id, map[m].name);
|
|
return 0;
|
|
}
|
|
|
|
data.x = x;
|
|
data.y = y;
|
|
safestrncpy(data.name, mobname, sizeof(data.name));
|
|
safestrncpy(data.eventname, event, sizeof(data.eventname));
|
|
if( !mob_parse_dataset(&data) )
|
|
return 0;
|
|
|
|
md = mob_spawn_dataset(&data);
|
|
mob_spawn(md);
|
|
md->bg_id = bg_id; // BG Team ID
|
|
|
|
return md->bl.id;
|
|
}
|
|
|
|
/*==========================================
|
|
* Reachability to a Specification ID existence place
|
|
* state indicates type of 'seek' mob should do:
|
|
* - MSS_LOOT: Looking for item, path must be easy.
|
|
* - MSS_RUSH: Chasing attacking player, path is complex
|
|
* - MSS_FOLLOW: Initiative/support seek, path is complex
|
|
*------------------------------------------*/
|
|
int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state)
|
|
{
|
|
int easy = 0;
|
|
|
|
nullpo_ret(md);
|
|
nullpo_ret(bl);
|
|
switch (state) {
|
|
case MSS_RUSH:
|
|
case MSS_FOLLOW:
|
|
easy = 0; //(battle_config.mob_ai&0x1?0:1);
|
|
break;
|
|
case MSS_LOOT:
|
|
default:
|
|
easy = 1;
|
|
break;
|
|
}
|
|
return unit_can_reach_bl(&md->bl, bl, range, easy, NULL, NULL);
|
|
}
|
|
|
|
/*==========================================
|
|
* Links nearby mobs (supportive mobs)
|
|
*------------------------------------------*/
|
|
int mob_linksearch(struct block_list *bl,va_list ap)
|
|
{
|
|
struct mob_data *md;
|
|
int mob_id;
|
|
struct block_list *target;
|
|
unsigned int tick;
|
|
|
|
nullpo_ret(bl);
|
|
md=(struct mob_data *)bl;
|
|
mob_id = va_arg(ap, int);
|
|
target = va_arg(ap, struct block_list *);
|
|
tick=va_arg(ap, unsigned int);
|
|
|
|
if (md->mob_id == mob_id && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME
|
|
&& !md->target_id)
|
|
{
|
|
md->last_linktime = tick;
|
|
if( mob_can_reach(md,target,md->db->range2, MSS_FOLLOW) ){ // Reachability judging
|
|
md->target_id = target->id;
|
|
md->min_chase=md->db->range3;
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*==========================================
|
|
* mob spawn with delay (timer function)
|
|
*------------------------------------------*/
|
|
TIMER_FUNC(mob_delayspawn){
|
|
struct block_list* bl = map_id2bl(id);
|
|
struct mob_data* md = BL_CAST(BL_MOB, bl);
|
|
|
|
if( md )
|
|
{
|
|
if( md->spawn_timer != tid )
|
|
{
|
|
ShowError("mob_delayspawn: Timer mismatch: %d != %d\n", tid, md->spawn_timer);
|
|
return 0;
|
|
}
|
|
md->spawn_timer = INVALID_TIMER;
|
|
mob_spawn(md);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/*==========================================
|
|
* spawn timing calculation
|
|
*------------------------------------------*/
|
|
int mob_setdelayspawn(struct mob_data *md)
|
|
{
|
|
unsigned int spawntime;
|
|
struct mob_db *db;
|
|
|
|
if (!md->spawn) //Doesn't has respawn data!
|
|
return unit_free(&md->bl,CLR_DEAD);
|
|
|
|
spawntime = md->spawn->delay1; //Base respawn time
|
|
if (md->spawn->delay2) //random variance
|
|
spawntime+= rnd()%md->spawn->delay2;
|
|
|
|
//Apply the spawn delay fix [Skotlex]
|
|
db = mob_db(md->spawn->id);
|
|
if (status_has_mode(&db->status,MD_STATUS_IMMUNE)) { // Status Immune
|
|
if (battle_config.boss_spawn_delay != 100) {
|
|
// Divide by 100 first to prevent overflows
|
|
//(precision loss is minimal as duration is in ms already)
|
|
spawntime = spawntime/100*battle_config.boss_spawn_delay;
|
|
}
|
|
} else if (status_has_mode(&db->status,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC)) { // Plant type
|
|
if (battle_config.plant_spawn_delay != 100) {
|
|
spawntime = spawntime/100*battle_config.plant_spawn_delay;
|
|
}
|
|
} else if (battle_config.mob_spawn_delay != 100) { //Normal mobs
|
|
spawntime = spawntime/100*battle_config.mob_spawn_delay;
|
|
}
|
|
|
|
if (spawntime < 5000) //Monsters should never respawn faster than within 5 seconds
|
|
spawntime = 5000;
|
|
|
|
if( md->spawn_timer != INVALID_TIMER )
|
|
delete_timer(md->spawn_timer, mob_delayspawn);
|
|
md->spawn_timer = add_timer(gettick()+spawntime, mob_delayspawn, md->bl.id, 0);
|
|
return 0;
|
|
}
|
|
|
|
int mob_count_sub(struct block_list *bl, va_list ap) {
|
|
int mobid[10], i;
|
|
ARR_FIND(0, 10, i, (mobid[i] = va_arg(ap, int)) == 0); //fetch till 0
|
|
if (mobid[0]) { //if there one let's check it otherwise go backward
|
|
TBL_MOB *md = BL_CAST(BL_MOB, bl);
|
|
ARR_FIND(0, 10, i, md->mob_id == mobid[i]);
|
|
return (i < 10) ? 1 : 0;
|
|
}
|
|
return 1; //backward compatibility
|
|
}
|
|
|
|
/**
|
|
* Mob spawning. Initialization is also variously here. (Spawn a mob in a map)
|
|
* @param md : mob data to spawn
|
|
* @return 0:spawned, 1:delayed, 2:error
|
|
*/
|
|
int mob_spawn (struct mob_data *md)
|
|
{
|
|
int i=0;
|
|
unsigned int tick = gettick();
|
|
int c =0;
|
|
|
|
md->last_thinktime = tick;
|
|
if (md->bl.prev != NULL)
|
|
unit_remove_map(&md->bl,CLR_RESPAWN);
|
|
else
|
|
if (md->spawn && md->mob_id != md->spawn->id)
|
|
{
|
|
md->mob_id = md->spawn->id;
|
|
status_set_viewdata(&md->bl, md->mob_id);
|
|
md->db = mob_db(md->mob_id);
|
|
memcpy(md->name,md->spawn->name,NAME_LENGTH);
|
|
}
|
|
|
|
if (md->spawn) { //Respawn data
|
|
md->bl.m = md->spawn->m;
|
|
md->bl.x = md->spawn->x;
|
|
md->bl.y = md->spawn->y;
|
|
|
|
if( (md->bl.x == 0 && md->bl.y == 0) || md->spawn->xs || md->spawn->ys )
|
|
{ //Monster can be spawned on an area.
|
|
if( !map_search_freecell(&md->bl, -1, &md->bl.x, &md->bl.y, md->spawn->xs, md->spawn->ys, battle_config.no_spawn_on_player?4:0) )
|
|
{ // retry again later
|
|
if( md->spawn_timer != INVALID_TIMER )
|
|
delete_timer(md->spawn_timer, mob_delayspawn);
|
|
md->spawn_timer = add_timer(tick+5000,mob_delayspawn,md->bl.id,0);
|
|
return 1;
|
|
}
|
|
}
|
|
else if( battle_config.no_spawn_on_player > 99 && map_foreachinallrange(mob_count_sub, &md->bl, AREA_SIZE, BL_PC) )
|
|
{ // retry again later (players on sight)
|
|
if( md->spawn_timer != INVALID_TIMER )
|
|
delete_timer(md->spawn_timer, mob_delayspawn);
|
|
md->spawn_timer = add_timer(tick+5000,mob_delayspawn,md->bl.id,0);
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
memset(&md->state, 0, sizeof(md->state));
|
|
status_calc_mob(md, SCO_FIRST);
|
|
md->attacked_id = 0;
|
|
md->norm_attacked_id = 0;
|
|
md->target_id = 0;
|
|
md->move_fail_count = 0;
|
|
md->ud.state.attack_continue = 0;
|
|
md->ud.target_to = 0;
|
|
md->ud.dir = 0;
|
|
if( md->spawn_timer != INVALID_TIMER ) {
|
|
delete_timer(md->spawn_timer, mob_delayspawn);
|
|
md->spawn_timer = INVALID_TIMER;
|
|
}
|
|
|
|
// md->master_id = 0;
|
|
md->master_dist = 0;
|
|
|
|
md->state.aggressive = status_has_mode(&md->status,MD_ANGRY)?1:0;
|
|
md->state.skillstate = MSS_IDLE;
|
|
md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME;
|
|
md->last_linktime = tick;
|
|
md->dmgtick = tick - 5000;
|
|
md->last_pcneartime = 0;
|
|
|
|
for (i = 0, c = tick-MOB_MAX_DELAY; i < MAX_MOBSKILL; i++)
|
|
md->skilldelay[i] = c;
|
|
for (i = 0; i < DAMAGELOG_SIZE; i++)
|
|
md->spotted_log[i] = 0;
|
|
|
|
memset(md->dmglog, 0, sizeof(md->dmglog));
|
|
md->tdmg = 0;
|
|
|
|
if (md->lootitems)
|
|
memset(md->lootitems, 0, sizeof(*md->lootitems));
|
|
|
|
md->lootitem_count = 0;
|
|
|
|
if(md->db->option)
|
|
// Added for carts, falcons and pecos for cloned monsters. [Valaris]
|
|
md->sc.option = md->db->option;
|
|
|
|
// MvP tomb [GreenBox]
|
|
if ( md->tomb_nid )
|
|
mvptomb_destroy(md);
|
|
|
|
if(map_addblock(&md->bl))
|
|
return 2;
|
|
if( map[md->bl.m].users )
|
|
clif_spawn(&md->bl);
|
|
skill_unit_move(&md->bl,tick,1);
|
|
mobskill_use(md, tick, MSC_SPAWN);
|
|
return 0;
|
|
}
|
|
|
|
/*==========================================
|
|
* Determines if the mob can change target. [Skotlex]
|
|
*------------------------------------------*/
|
|
static int mob_can_changetarget(struct mob_data* md, struct block_list* target, enum e_mode mode)
|
|
{
|
|
// Special feature that makes monsters always attack the person that provoked them
|
|
if(battle_config.mob_ai&0x800 && md->state.provoke_flag)
|
|
{
|
|
if (md->state.provoke_flag == target->id)
|
|
return 1;
|
|
else if (!(battle_config.mob_ai&0x4))
|
|
return 0;
|
|
}
|
|
|
|
switch (md->state.skillstate) {
|
|
case MSS_BERSERK:
|
|
if (!(mode&MD_CHANGETARGET_MELEE))
|
|
return 0;
|
|
if (!(battle_config.mob_ai&0x80) && md->norm_attacked_id != target->id)
|
|
return 0;
|
|
return (battle_config.mob_ai&0x4 || check_distance_bl(&md->bl, target, md->status.rhw.range+1));
|
|
case MSS_RUSH:
|
|
return (mode&MD_CHANGETARGET_CHASE);
|
|
case MSS_FOLLOW:
|
|
case MSS_ANGRY:
|
|
case MSS_IDLE:
|
|
case MSS_WALK:
|
|
case MSS_LOOT:
|
|
return 1;
|
|
default:
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
/*==========================================
|
|
* Determination for an attack of a monster
|
|
*------------------------------------------*/
|
|
int mob_target(struct mob_data *md,struct block_list *bl,int dist)
|
|
{
|
|
nullpo_ret(md);
|
|
nullpo_ret(bl);
|
|
|
|
// Nothing will be carried out if there is no mind of changing TAGE by TAGE ending.
|
|
if(md->target_id && !mob_can_changetarget(md, bl, status_get_mode(&md->bl)))
|
|
return 0;
|
|
|
|
if(!status_check_skilluse(&md->bl, bl, 0, 0))
|
|
return 0;
|
|
|
|
md->target_id = bl->id; // Since there was no disturbance, it locks on to target.
|
|
if (md->state.provoke_flag && bl->id != md->state.provoke_flag)
|
|
md->state.provoke_flag = 0;
|
|
// When an angry monster is provoked, it will switch to retaliate AI
|
|
if (md->state.provoke_flag && md->state.aggressive)
|
|
md->state.aggressive = 0;
|
|
md->min_chase=dist+md->db->range3;
|
|
if(md->min_chase>MAX_MINCHASE)
|
|
md->min_chase=MAX_MINCHASE;
|
|
return 0;
|
|
}
|
|
|
|
/*==========================================
|
|
* The ?? routine of an active monster
|
|
*------------------------------------------*/
|
|
static int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
|
|
{
|
|
struct mob_data *md;
|
|
struct block_list **target;
|
|
enum e_mode mode;
|
|
int dist;
|
|
|
|
nullpo_ret(bl);
|
|
md=va_arg(ap,struct mob_data *);
|
|
target= va_arg(ap,struct block_list**);
|
|
mode= static_cast<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;
|
|
|
|
switch (bl->type)
|
|
{
|
|
case BL_PC:
|
|
if (((TBL_PC*)bl)->state.gangsterparadise &&
|
|
!status_has_mode(&md->status,MD_STATUS_IMMUNE))
|
|
return 0; //Gangster paradise protection.
|
|
default:
|
|
if (battle_config.hom_setting&HOMSET_FIRST_TARGET &&
|
|
(*target) && (*target)->type == BL_HOM && bl->type != BL_HOM)
|
|
return 0; //For some reason Homun targets are never overriden.
|
|
|
|
dist = distance_bl(&md->bl, bl);
|
|
if(
|
|
((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) &&
|
|
battle_check_range(&md->bl,bl,md->db->range2)
|
|
) { //Pick closest target?
|
|
#ifdef ACTIVEPATHSEARCH
|
|
struct walkpath_data wpd;
|
|
if (!path_search(&wpd, md->bl.m, md->bl.x, md->bl.y, bl->x, bl->y, 0, CELL_CHKWALL)) // Count walk path cells
|
|
return 0;
|
|
//Standing monsters use range2, walking monsters use range3
|
|
if ((md->ud.walktimer == INVALID_TIMER && wpd.path_len > md->db->range2)
|
|
|| (md->ud.walktimer != INVALID_TIMER && wpd.path_len > md->db->range3))
|
|
return 0;
|
|
#endif
|
|
(*target) = bl;
|
|
md->target_id=bl->id;
|
|
md->min_chase= dist + md->db->range3;
|
|
if(md->min_chase>MAX_MINCHASE)
|
|
md->min_chase=MAX_MINCHASE;
|
|
return 1;
|
|
}
|
|
break;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/*==========================================
|
|
* chase target-change routine.
|
|
*------------------------------------------*/
|
|
static int mob_ai_sub_hard_changechase(struct block_list *bl,va_list ap)
|
|
{
|
|
struct mob_data *md;
|
|
struct block_list **target;
|
|
|
|
nullpo_ret(bl);
|
|
md=va_arg(ap,struct mob_data *);
|
|
target= va_arg(ap,struct block_list**);
|
|
|
|
//If can't seek yet, not an enemy, or you can't attack it, skip.
|
|
if ((*target) == bl ||
|
|
battle_check_target(&md->bl,bl,BCT_ENEMY)<=0 ||
|
|
!status_check_skilluse(&md->bl, bl, 0, 0))
|
|
return 0;
|
|
|
|
if(battle_check_range (&md->bl, bl, md->status.rhw.range))
|
|
{
|
|
(*target) = bl;
|
|
md->target_id=bl->id;
|
|
md->min_chase= md->db->range3;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
/*==========================================
|
|
* finds nearby bg ally for guardians looking for users to follow.
|
|
*------------------------------------------*/
|
|
static int mob_ai_sub_hard_bg_ally(struct block_list *bl,va_list ap) {
|
|
struct mob_data *md;
|
|
struct block_list **target;
|
|
|
|
nullpo_ret(bl);
|
|
md=va_arg(ap,struct mob_data *);
|
|
target= va_arg(ap,struct block_list**);
|
|
|
|
if( status_check_skilluse(&md->bl, bl, 0, 0) && battle_check_target(&md->bl,bl,BCT_ENEMY)<=0 ) {
|
|
(*target) = bl;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
/*==========================================
|
|
* loot monster item search
|
|
*------------------------------------------*/
|
|
static int mob_ai_sub_hard_lootsearch(struct block_list *bl,va_list ap)
|
|
{
|
|
struct mob_data* md;
|
|
struct block_list **target;
|
|
int dist;
|
|
|
|
md = va_arg(ap,struct mob_data *);
|
|
target = va_arg(ap,struct block_list**);
|
|
|
|
dist = distance_bl(&md->bl, bl);
|
|
if (mob_can_reach(md,bl,dist+1, MSS_LOOT) && (
|
|
(*target) == nullptr ||
|
|
(battle_config.monster_loot_search_type && md->target_id > bl->id) ||
|
|
(!battle_config.monster_loot_search_type && !check_distance_bl(&md->bl, *target, dist)) // New target closer than previous one.
|
|
))
|
|
{
|
|
(*target) = bl;
|
|
md->target_id = bl->id;
|
|
md->min_chase = md->db->range3;
|
|
}
|
|
else if (!battle_config.monster_loot_search_type)
|
|
mob_stop_walking(md, 1); // Stop walking immediately if item is no longer on the ground.
|
|
return 0;
|
|
}
|
|
|
|
static int mob_warpchase_sub(struct block_list *bl,va_list ap) {
|
|
struct block_list *target;
|
|
struct npc_data **target_nd;
|
|
struct npc_data *nd;
|
|
int *min_distance;
|
|
int cur_distance;
|
|
|
|
target= va_arg(ap, struct block_list*);
|
|
target_nd= va_arg(ap, struct npc_data**);
|
|
min_distance= va_arg(ap, int*);
|
|
|
|
nd = (TBL_NPC*) bl;
|
|
|
|
if(nd->subtype != NPCTYPE_WARP)
|
|
return 0; //Not a warp
|
|
|
|
if(nd->u.warp.mapindex != map[target->m].index)
|
|
return 0; //Does not lead to the same map.
|
|
|
|
cur_distance = distance_blxy(target, nd->u.warp.x, nd->u.warp.y);
|
|
if (cur_distance < *min_distance)
|
|
{ //Pick warp that leads closest to target.
|
|
*target_nd = nd;
|
|
*min_distance = cur_distance;
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
/*==========================================
|
|
* Processing of slave monsters
|
|
*------------------------------------------*/
|
|
static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick)
|
|
{
|
|
struct block_list *bl;
|
|
|
|
bl=map_id2bl(md->master_id);
|
|
|
|
if (!bl || status_isdead(bl)) {
|
|
status_kill(&md->bl);
|
|
return 1;
|
|
}
|
|
if (bl->prev == nullptr)
|
|
return 0; //Master not on a map? Could be warping, do not process.
|
|
|
|
if(status_has_mode(&md->status,MD_CANMOVE))
|
|
{ //If the mob can move, follow around. [Check by Skotlex]
|
|
int old_dist;
|
|
|
|
// Distance with between slave and master is measured.
|
|
old_dist=md->master_dist;
|
|
md->master_dist=distance_bl(&md->bl, bl);
|
|
|
|
// Since the master was in near immediately before, teleport is carried out and it pursues.
|
|
if(bl->m != md->bl.m ||
|
|
(old_dist<10 && md->master_dist>18) ||
|
|
md->master_dist > MAX_MINCHASE
|
|
){
|
|
md->master_dist = 0;
|
|
unit_warp(&md->bl,bl->m,bl->x,bl->y,CLR_TELEPORT);
|
|
return 1;
|
|
}
|
|
|
|
if(md->target_id) //Slave is busy with a target.
|
|
return 0;
|
|
|
|
// Approach master if within view range, chase back to Master's area also if standing on top of the master.
|
|
if((md->master_dist>MOB_SLAVEDISTANCE || md->master_dist == 0) &&
|
|
unit_can_move(&md->bl))
|
|
{
|
|
short x = bl->x, y = bl->y;
|
|
mob_stop_attack(md);
|
|
if(map_search_freecell(&md->bl, bl->m, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 1)
|
|
&& unit_walktoxy(&md->bl, x, y, 0))
|
|
return 1;
|
|
}
|
|
} else if (bl->m != md->bl.m && map_flag_gvg2(md->bl.m)) {
|
|
//Delete the summoned mob if it's in a gvg ground and the master is elsewhere. [Skotlex]
|
|
status_kill(&md->bl);
|
|
return 1;
|
|
}
|
|
|
|
//Avoid attempting to lock the master's target too often to avoid unnecessary overload. [Skotlex]
|
|
if (DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME && !md->target_id)
|
|
{
|
|
struct unit_data *ud = unit_bl2ud(bl);
|
|
md->last_linktime = tick;
|
|
|
|
if (ud) {
|
|
struct block_list *tbl=nullptr;
|
|
if (ud->target && ud->state.attack_continue)
|
|
tbl = map_id2bl(ud->target);
|
|
else if (ud->target_to && ud->state.attack_continue)
|
|
tbl = map_id2bl(ud->target_to);
|
|
else if (ud->skilltarget) {
|
|
tbl = map_id2bl(ud->skilltarget);
|
|
//Required check as skilltarget is not always an enemy. [Skotlex]
|
|
if (tbl && battle_check_target(&md->bl, tbl, BCT_ENEMY) <= 0)
|
|
tbl = nullptr;
|
|
}
|
|
if (tbl && status_check_skilluse(&md->bl, tbl, 0, 0)) {
|
|
md->target_id=tbl->id;
|
|
md->min_chase=md->db->range3+distance_bl(&md->bl, tbl);
|
|
if(md->min_chase>MAX_MINCHASE)
|
|
md->min_chase=MAX_MINCHASE;
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/*==========================================
|
|
* A lock of target is stopped and mob moves to a standby state.
|
|
* This also triggers idle skill/movement since the AI can get stuck
|
|
* when trying to pick new targets when the current chosen target is
|
|
* unreachable.
|
|
*------------------------------------------*/
|
|
int mob_unlocktarget(struct mob_data *md, unsigned int tick)
|
|
{
|
|
nullpo_ret(md);
|
|
|
|
switch (md->state.skillstate) {
|
|
case MSS_WALK:
|
|
if (md->ud.walktimer != INVALID_TIMER)
|
|
break;
|
|
//Because it is not unset when the mob finishes walking.
|
|
md->state.skillstate = MSS_IDLE;
|
|
case MSS_IDLE:
|
|
// Idle skill.
|
|
if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL) && mobskill_use(md, tick, -1))
|
|
break;
|
|
//Random walk.
|
|
if (!md->master_id &&
|
|
DIFF_TICK(md->next_walktime, tick) <= 0 &&
|
|
!mob_randomwalk(md,tick))
|
|
//Delay next random walk when this one failed.
|
|
md->next_walktime = tick+rnd()%1000;
|
|
break;
|
|
default:
|
|
mob_stop_attack(md);
|
|
mob_stop_walking(md,1); //Stop chasing.
|
|
if (status_has_mode(&md->status,MD_ANGRY) && !md->state.aggressive)
|
|
md->state.aggressive = 1; //Restore angry state when switching to idle
|
|
md->state.skillstate = MSS_IDLE;
|
|
if(battle_config.mob_ai&0x8) //Walk instantly after dropping target
|
|
md->next_walktime = tick+rnd()%1000;
|
|
else
|
|
md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME;
|
|
break;
|
|
}
|
|
if (md->target_id) {
|
|
md->target_id=0;
|
|
md->ud.target_to = 0;
|
|
unit_set_target(&md->ud, 0);
|
|
}
|
|
if (battle_config.official_cell_stack_limit > 0
|
|
&& (md->min_chase == md->db->range3 || battle_config.mob_ai & 0x8)
|
|
&& map_count_oncell(md->bl.m, md->bl.x, md->bl.y, BL_CHAR | BL_NPC, 1) > battle_config.official_cell_stack_limit) {
|
|
unit_walktoxy(&md->bl, md->bl.x, md->bl.y, 8);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
/*==========================================
|
|
* Random walk
|
|
*------------------------------------------*/
|
|
int mob_randomwalk(struct mob_data *md,unsigned int tick)
|
|
{
|
|
const int d=7;
|
|
int i,c,r,rdir,dx,dy,max;
|
|
int speed;
|
|
|
|
nullpo_ret(md);
|
|
|
|
if(DIFF_TICK(md->next_walktime,tick)>0 ||
|
|
status_has_mode(&md->status,MD_NORANDOM_WALK) ||
|
|
!unit_can_move(&md->bl) ||
|
|
!status_has_mode(&md->status,MD_CANMOVE))
|
|
return 0;
|
|
|
|
r=rnd();
|
|
rdir=rnd()%4; // Randomize direction in which we iterate to prevent monster cluttering up in one corner
|
|
dx=r%(d*2+1)-d;
|
|
dy=r/(d*2+1)%(d*2+1)-d;
|
|
max=(d*2+1)*(d*2+1);
|
|
for(i=0;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[md->bl.m].name, md->bl.x, md->bl.y);
|
|
md->move_fail_count=0;
|
|
mob_spawn(md);
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
speed=status_get_speed(&md->bl);
|
|
for(i=c=0;i<md->ud.walkpath.path_len;i++){ // The next walk start time is calculated.
|
|
if(md->ud.walkpath.path[i]&1)
|
|
c+=speed*MOVE_DIAGONAL_COST/MOVE_COST;
|
|
else
|
|
c+=speed;
|
|
}
|
|
md->state.skillstate=MSS_WALK;
|
|
md->move_fail_count=0;
|
|
md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME+c;
|
|
return 1;
|
|
}
|
|
|
|
int mob_warpchase(struct mob_data *md, struct block_list *target)
|
|
{
|
|
struct npc_data *warp = nullptr;
|
|
int distance = AREA_SIZE;
|
|
if (!(target && battle_config.mob_ai&0x40 && battle_config.mob_warp&1))
|
|
return 0; //Can't warp chase.
|
|
|
|
if (target->m == md->bl.m && check_distance_bl(&md->bl, target, AREA_SIZE))
|
|
return 0; //No need to do a warp chase.
|
|
|
|
if (md->ud.walktimer != INVALID_TIMER &&
|
|
map_getcell(md->bl.m,md->ud.to_x,md->ud.to_y,CELL_CHKNPC))
|
|
return 1; //Already walking to a warp.
|
|
|
|
//Search for warps within mob's viewing range.
|
|
map_foreachinallrange(mob_warpchase_sub, &md->bl,
|
|
md->db->range2, BL_NPC, target, &warp, &distance);
|
|
|
|
if (warp && unit_walktobl(&md->bl, &warp->bl, 1, 1))
|
|
return 1;
|
|
return 0;
|
|
}
|
|
|
|
/*==========================================
|
|
* AI of MOB whose is near a Player
|
|
*------------------------------------------*/
|
|
static bool mob_ai_sub_hard(struct mob_data *md, unsigned int tick)
|
|
{
|
|
struct block_list *tbl = nullptr, *abl = nullptr;
|
|
enum e_mode mode;
|
|
int view_range, can_move;
|
|
|
|
if(md->bl.prev == nullptr || md->status.hp == 0)
|
|
return false;
|
|
|
|
if (DIFF_TICK(tick, md->last_thinktime) < MIN_MOBTHINKTIME)
|
|
return false;
|
|
|
|
md->last_thinktime = tick;
|
|
|
|
if (md->ud.skilltimer != INVALID_TIMER)
|
|
return false;
|
|
|
|
// Abnormalities
|
|
if(( md->sc.opt1 > 0 && md->sc.opt1 != OPT1_STONEWAIT && md->sc.opt1 != OPT1_BURNING )
|
|
|| md->sc.data[SC_BLADESTOP] || md->sc.data[SC__MANHOLE] || md->sc.data[SC_CURSEDCIRCLE_TARGET]) {//Should reset targets.
|
|
md->target_id = md->attacked_id = md->norm_attacked_id = 0;
|
|
return false;
|
|
}
|
|
|
|
if (md->sc.count && md->sc.data[SC_BLIND])
|
|
view_range = 3;
|
|
else
|
|
view_range = md->db->range2;
|
|
mode = status_get_mode(&md->bl);
|
|
|
|
can_move = (mode&MD_CANMOVE) && unit_can_move(&md->bl);
|
|
|
|
if (md->target_id)
|
|
{ //Check validity of current target. [Skotlex]
|
|
tbl = map_id2bl(md->target_id);
|
|
if (!tbl || tbl->m != md->bl.m ||
|
|
(md->ud.attacktimer == INVALID_TIMER && !status_check_skilluse(&md->bl, tbl, 0, 0)) ||
|
|
(md->ud.walktimer != INVALID_TIMER && !(battle_config.mob_ai&0x1) && !check_distance_bl(&md->bl, tbl, md->min_chase)) ||
|
|
(
|
|
tbl->type == BL_PC &&
|
|
((((TBL_PC*)tbl)->state.gangsterparadise && !(mode&MD_STATUS_IMMUNE)) ||
|
|
((TBL_PC*)tbl)->invincible_timer != INVALID_TIMER)
|
|
)) { //No valid target
|
|
if (mob_warpchase(md, tbl))
|
|
return true; //Chasing this target.
|
|
if(md->ud.walktimer != INVALID_TIMER && (!can_move || md->ud.walkpath.path_pos <= battle_config.mob_chase_refresh)
|
|
&& (tbl || md->ud.walkpath.path_pos == 0))
|
|
return true; //Walk at least "mob_chase_refresh" cells before dropping the target unless target is non-existent
|
|
mob_unlocktarget(md, tick); //Unlock target
|
|
tbl = NULL;
|
|
}
|
|
}
|
|
|
|
// Check for target change.
|
|
if( md->attacked_id && mode&MD_CANATTACK )
|
|
{
|
|
if( md->attacked_id == md->target_id )
|
|
{ //Rude attacked check.
|
|
if( !battle_check_range(&md->bl, tbl, md->status.rhw.range)
|
|
&& ( //Can't attack back and can't reach back.
|
|
(!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || md->sc.data[SC_SPIDERWEB]
|
|
|| md->sc.data[SC_BITE] || md->sc.data[SC_VACUUM_EXTREME] || md->sc.data[SC_THORNSTRAP]
|
|
|| md->sc.data[SC__MANHOLE] // Not yet confirmed if boss will teleport once it can't reach target.
|
|
|| md->walktoxy_fail_count > 0)
|
|
)
|
|
|| !mob_can_reach(md, tbl, md->min_chase, MSS_RUSH)
|
|
)
|
|
&& md->state.attacked_count++ >= RUDE_ATTACKED_COUNT
|
|
&& !mobskill_use(md, tick, MSC_RUDEATTACKED) // If can't rude Attack
|
|
&& can_move && unit_escape(&md->bl, tbl, rnd()%10 +1)) // Attempt escape
|
|
{ //Escaped
|
|
md->attacked_id = md->norm_attacked_id = 0;
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
if( (abl = map_id2bl(md->attacked_id)) && (!tbl || mob_can_changetarget(md, abl, mode)) )
|
|
{
|
|
int dist;
|
|
if( md->bl.m != abl->m || abl->prev == NULL
|
|
|| (dist = distance_bl(&md->bl, abl)) >= MAX_MINCHASE // Attacker longer than visual area
|
|
|| battle_check_target(&md->bl, abl, BCT_ENEMY) <= 0 // Attacker is not enemy of mob
|
|
|| (battle_config.mob_ai&0x2 && !status_check_skilluse(&md->bl, abl, 0, 0)) // Cannot normal attack back to Attacker
|
|
|| (!battle_check_range(&md->bl, abl, md->status.rhw.range) // Not on Melee Range and ...
|
|
&& ( // Reach check
|
|
(!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 && (battle_config.mob_ai&0x2 || md->sc.data[SC_SPIDERWEB]
|
|
|| md->sc.data[SC_BITE] || md->sc.data[SC_VACUUM_EXTREME] || md->sc.data[SC_THORNSTRAP]
|
|
|| md->sc.data[SC__MANHOLE] // Not yet confirmed if boss will teleport once it can't reach target.
|
|
|| md->walktoxy_fail_count > 0)
|
|
)
|
|
|| !mob_can_reach(md, abl, dist+md->db->range3, MSS_RUSH)
|
|
)
|
|
) )
|
|
{ // Rude attacked
|
|
if (abl->id != md->bl.id //Self damage does not cause rude attack
|
|
&& md->state.attacked_count++ >= RUDE_ATTACKED_COUNT
|
|
&& !mobskill_use(md, tick, MSC_RUDEATTACKED) && can_move
|
|
&& !tbl && unit_escape(&md->bl, abl, rnd()%10 +1))
|
|
{ //Escaped.
|
|
//TODO: Maybe it shouldn't attempt to run if it has another, valid target?
|
|
md->attacked_id = md->norm_attacked_id = 0;
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
if (!(battle_config.mob_ai&0x2) && !status_check_skilluse(&md->bl, abl, 0, 0))
|
|
{
|
|
//Can't attack back, but didn't invoke a rude attacked skill...
|
|
}
|
|
else
|
|
{ //Attackable
|
|
//If a monster can change the target to the attacker, it will change the target
|
|
md->target_id = md->attacked_id; // set target
|
|
if (md->state.attacked_count)
|
|
md->state.attacked_count--; //Should we reset rude attack count?
|
|
md->min_chase = dist+md->db->range3;
|
|
if(md->min_chase>MAX_MINCHASE)
|
|
md->min_chase=MAX_MINCHASE;
|
|
tbl = abl; //Set the new target
|
|
}
|
|
}
|
|
|
|
//Clear it since it's been checked for already.
|
|
md->attacked_id = md->norm_attacked_id = 0;
|
|
}
|
|
|
|
// Processing of slave monster
|
|
if (md->master_id > 0 && mob_ai_sub_hard_slavemob(md, tick))
|
|
return true;
|
|
|
|
// Scan area for targets
|
|
if (!tbl && can_move && mode&MD_LOOTER && md->lootitems && DIFF_TICK(tick, md->ud.canact_tick) > 0 &&
|
|
(md->lootitem_count < LOOTITEM_SIZE || battle_config.monster_loot_type != 1))
|
|
{ // Scan area for items to loot, avoid trying to loot if the mob is full and can't consume the items.
|
|
map_foreachinshootrange (mob_ai_sub_hard_lootsearch, &md->bl, view_range, BL_ITEM, md, &tbl);
|
|
}
|
|
|
|
if ((!tbl && mode&MD_AGGRESSIVE) || md->state.skillstate == MSS_FOLLOW)
|
|
{
|
|
map_foreachinallrange (mob_ai_sub_hard_activesearch, &md->bl, view_range, DEFAULT_ENEMY_TYPE(md), md, &tbl, mode);
|
|
}
|
|
else
|
|
if (mode&MD_CHANGECHASE && (md->state.skillstate == MSS_RUSH || md->state.skillstate == MSS_FOLLOW))
|
|
{
|
|
int search_size;
|
|
search_size = view_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 == NULL)
|
|
{ //Can't loot...
|
|
mob_unlocktarget(md, tick);
|
|
return true;
|
|
}
|
|
if (!check_distance_bl(&md->bl, tbl, 0))
|
|
{ //Still not within loot range.
|
|
if (!(mode&MD_CANMOVE))
|
|
{ //A looter that can't move? Real smart.
|
|
mob_unlocktarget(md, tick);
|
|
return true;
|
|
}
|
|
if (!can_move) //Stuck. Wait before walking.
|
|
return true;
|
|
md->state.skillstate = MSS_LOOT;
|
|
if (!unit_walktobl(&md->bl, tbl, 0, 1))
|
|
mob_unlocktarget(md, tick); //Can't loot...
|
|
return true;
|
|
}
|
|
//Within looting range.
|
|
if (md->ud.attacktimer != INVALID_TIMER)
|
|
return true; //Busy attacking?
|
|
|
|
fitem = (struct flooritem_data *)tbl;
|
|
//Logs items, taken by (L)ooter Mobs [Lupus]
|
|
log_pick_mob(md, LOG_TYPE_LOOT, fitem->item.amount, &fitem->item);
|
|
|
|
if (md->lootitem_count < LOOTITEM_SIZE) {
|
|
memcpy (&md->lootitems[md->lootitem_count].item, &fitem->item, sizeof(md->lootitems[0].item));
|
|
md->lootitems[md->lootitem_count].mob_id = fitem->mob_id;
|
|
md->lootitem_count++;
|
|
} else { //Destroy first looted item...
|
|
if (md->lootitems[0].item.card[0] == CARD0_PET)
|
|
intif_delete_petdata(MakeDWord(md->lootitems[0].item.card[1],md->lootitems[0].item.card[2]));
|
|
memmove(&md->lootitems[0], &md->lootitems[1], (LOOTITEM_SIZE-1)*sizeof(md->lootitems[0]));
|
|
memcpy (&md->lootitems[LOOTITEM_SIZE-1].item, &fitem->item, sizeof(md->lootitems[0].item));
|
|
md->lootitems[LOOTITEM_SIZE-1].mob_id = fitem->mob_id;
|
|
}
|
|
|
|
if (pcdb_checkid(md->vd->class_))
|
|
{ //Give them walk act/delay to properly mimic players. [Skotlex]
|
|
clif_takeitem(&md->bl,tbl);
|
|
md->ud.canact_tick = tick + md->status.amotion;
|
|
unit_set_walkdelay(&md->bl, tick, md->status.amotion, 1);
|
|
}
|
|
//Clear item.
|
|
map_clearflooritem(tbl);
|
|
mob_unlocktarget(md, tick);
|
|
return true;
|
|
}
|
|
|
|
//Attempt to attack.
|
|
//At this point we know the target is attackable, we just gotta check if the range matches.
|
|
if (battle_check_range(&md->bl, tbl, md->status.rhw.range) && !(md->sc.option&OPTION_HIDE))
|
|
{ //Target within range and able to use normal attack, engage
|
|
if (md->ud.target != tbl->id || md->ud.attacktimer == INVALID_TIMER)
|
|
{ //Only attack if no more attack delay left
|
|
if(tbl->type == BL_PC)
|
|
mob_log_damage(md, tbl, 0); //Log interaction (counts as 'attacker' for the exp bonus)
|
|
|
|
if( !(mode&MD_RANDOMTARGET) )
|
|
unit_attack(&md->bl,tbl->id,1);
|
|
else { // Attack once and find a new random target
|
|
int search_size = (view_range < md->status.rhw.range) ? view_range : md->status.rhw.range;
|
|
unit_attack(&md->bl, tbl->id, 0);
|
|
if ((tbl = battle_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md), search_size))) {
|
|
md->target_id = tbl->id;
|
|
md->min_chase = md->db->range3;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//Monsters in berserk state, unable to use normal attacks, will always attempt a skill
|
|
if(md->ud.walktimer == INVALID_TIMER && (md->state.skillstate == MSS_BERSERK || md->state.skillstate == MSS_ANGRY))
|
|
{
|
|
if (DIFF_TICK(md->ud.canmove_tick, tick) <= MIN_MOBTHINKTIME && DIFF_TICK(md->ud.canact_tick, tick) < -MIN_MOBTHINKTIME*IDLE_SKILL_INTERVAL)
|
|
{ //Only use skill if able to walk on next tick and not used a skill the last second
|
|
if (mobskill_use(md, tick, -1))
|
|
return true;
|
|
}
|
|
}
|
|
|
|
//Target still in attack range, no need to chase the target
|
|
if(battle_check_range(&md->bl, tbl, md->status.rhw.range))
|
|
return true;
|
|
|
|
//Only update target cell / drop target after having moved at least "mob_chase_refresh" cells
|
|
if(md->ud.walktimer != INVALID_TIMER && (!can_move || md->ud.walkpath.path_pos <= battle_config.mob_chase_refresh))
|
|
return true;
|
|
|
|
//Out of range...
|
|
if (!(mode&MD_CANMOVE) || (!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0))
|
|
{ //Can't chase. Immobile and trapped mobs should unlock target and use an idle skill.
|
|
if (md->ud.attacktimer == INVALID_TIMER)
|
|
{ //Only unlock target if no more attack delay left
|
|
//This handles triggering idle/walk skill.
|
|
mob_unlocktarget(md,tick);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
if (md->ud.walktimer != INVALID_TIMER && md->ud.target == tbl->id &&
|
|
(
|
|
!(battle_config.mob_ai&0x1) ||
|
|
check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, md->status.rhw.range)
|
|
)) //Current target tile is still within attack range.
|
|
return true;
|
|
|
|
//Follow up if possible.
|
|
//Hint: Chase skills are handled in the walktobl routine
|
|
if(!mob_can_reach(md, tbl, md->min_chase, MSS_RUSH) ||
|
|
!unit_walktobl(&md->bl, tbl, md->status.rhw.range, 2))
|
|
mob_unlocktarget(md,tick);
|
|
|
|
return true;
|
|
}
|
|
|
|
static int mob_ai_sub_hard_timer(struct block_list *bl,va_list ap)
|
|
{
|
|
struct mob_data *md = (struct mob_data*)bl;
|
|
uint32 char_id = va_arg(ap, uint32);
|
|
unsigned int tick = va_arg(ap, unsigned int);
|
|
if (mob_ai_sub_hard(md, tick))
|
|
{ //Hard AI triggered.
|
|
mob_add_spotted(md, char_id);
|
|
md->last_pcneartime = tick;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/*==========================================
|
|
* Serious processing for mob in PC field of view (foreachclient)
|
|
*------------------------------------------*/
|
|
static int mob_ai_sub_foreachclient(struct map_session_data *sd,va_list ap)
|
|
{
|
|
unsigned int tick;
|
|
tick=va_arg(ap,unsigned int);
|
|
map_foreachinallrange(mob_ai_sub_hard_timer,&sd->bl, AREA_SIZE+ACTIVE_AI_RANGE, BL_MOB, sd->status.char_id, tick);
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*==========================================
|
|
* Negligent mode MOB AI (PC is not in near)
|
|
*------------------------------------------*/
|
|
static int mob_ai_sub_lazy(struct mob_data *md, va_list args)
|
|
{
|
|
unsigned int tick;
|
|
|
|
nullpo_ret(md);
|
|
|
|
if(md->bl.prev == NULL)
|
|
return 0;
|
|
|
|
tick = va_arg(args,unsigned int);
|
|
|
|
if (battle_config.mob_ai&0x20 && map[md->bl.m].users>0)
|
|
return (int)mob_ai_sub_hard(md, tick);
|
|
|
|
if (md->bl.prev==NULL || md->status.hp == 0)
|
|
return 1;
|
|
|
|
if(battle_config.mob_active_time &&
|
|
md->last_pcneartime &&
|
|
!status_has_mode(&md->status,MD_STATUS_IMMUNE) &&
|
|
DIFF_TICK(tick,md->last_thinktime) > MIN_MOBTHINKTIME)
|
|
{
|
|
if (DIFF_TICK(tick,md->last_pcneartime) < battle_config.mob_active_time)
|
|
return (int)mob_ai_sub_hard(md, tick);
|
|
md->last_pcneartime = 0;
|
|
}
|
|
|
|
if(battle_config.boss_active_time &&
|
|
md->last_pcneartime &&
|
|
status_has_mode(&md->status,MD_STATUS_IMMUNE) &&
|
|
DIFF_TICK(tick,md->last_thinktime) > MIN_MOBTHINKTIME)
|
|
{
|
|
if (DIFF_TICK(tick,md->last_pcneartime) < battle_config.boss_active_time)
|
|
return (int)mob_ai_sub_hard(md, tick);
|
|
md->last_pcneartime = 0;
|
|
}
|
|
|
|
//Clean the spotted log
|
|
mob_clean_spotted(md);
|
|
|
|
if(DIFF_TICK(tick,md->last_thinktime)< 10*MIN_MOBTHINKTIME)
|
|
return 0;
|
|
|
|
md->last_thinktime=tick;
|
|
|
|
if (md->master_id) {
|
|
mob_ai_sub_hard_slavemob (md,tick);
|
|
return 0;
|
|
}
|
|
|
|
if( DIFF_TICK(md->next_walktime,tick) < 0 && status_has_mode(&md->status,MD_CANMOVE) && unit_can_move(&md->bl) )
|
|
{
|
|
if( rnd()%1000 < MOB_LAZYMOVEPERC(md) )
|
|
mob_randomwalk(md, tick);
|
|
}
|
|
else if( md->ud.walktimer == INVALID_TIMER )
|
|
{
|
|
//Because it is not unset when the mob finishes walking.
|
|
md->state.skillstate = MSS_IDLE;
|
|
if( rnd()%1000 < MOB_LAZYSKILLPERC(md) ) //Chance to do a mob's idle skill.
|
|
mobskill_use(md, tick, -1);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*==========================================
|
|
* Negligent processing for mob outside PC field of view (interval timer function)
|
|
*------------------------------------------*/
|
|
static TIMER_FUNC(mob_ai_lazy){
|
|
map_foreachmob(mob_ai_sub_lazy,tick);
|
|
return 0;
|
|
}
|
|
|
|
/*==========================================
|
|
* Serious processing for mob in PC field of view (interval timer function)
|
|
*------------------------------------------*/
|
|
static TIMER_FUNC(mob_ai_hard){
|
|
|
|
if (battle_config.mob_ai&0x20)
|
|
map_foreachmob(mob_ai_sub_lazy,tick);
|
|
else
|
|
map_foreachpc(mob_ai_sub_foreachclient,tick);
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Set random option for item when dropped from monster
|
|
* @param itm Item data
|
|
* @param mobdrop Drop data
|
|
* @author [Cydh]
|
|
**/
|
|
void mob_setdropitem_option(struct item *itm, struct s_mob_drop *mobdrop) {
|
|
struct s_random_opt_group *g = NULL;
|
|
if (!itm || !mobdrop || mobdrop->randomopt_group == RDMOPTG_None)
|
|
return;
|
|
if ((g = itemdb_randomopt_group_exists(mobdrop->randomopt_group)) && g->total) {
|
|
int r = rnd()%g->total;
|
|
if (&g->entries[r]) {
|
|
memcpy(&itm->option, &g->entries[r], sizeof(itm->option));
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*==========================================
|
|
* Initializes the delay drop structure for mob-dropped items.
|
|
*------------------------------------------*/
|
|
static struct item_drop* mob_setdropitem(struct s_mob_drop *mobdrop, int qty, unsigned short mob_id)
|
|
{
|
|
struct item_drop *drop = ers_alloc(item_drop_ers, struct item_drop);
|
|
memset(&drop->item_data, 0, sizeof(struct item));
|
|
drop->item_data.nameid = mobdrop->nameid;
|
|
drop->item_data.amount = qty;
|
|
drop->item_data.identify = itemdb_isidentified(mobdrop->nameid);
|
|
mob_setdropitem_option(&drop->item_data, mobdrop);
|
|
drop->mob_id = mob_id;
|
|
drop->next = NULL;
|
|
return drop;
|
|
}
|
|
|
|
/*==========================================
|
|
* Initializes the delay drop structure for mob-looted items.
|
|
*------------------------------------------*/
|
|
static struct item_drop* mob_setlootitem(struct s_mob_lootitem *item, unsigned short mob_id)
|
|
{
|
|
struct item_drop *drop = ers_alloc(item_drop_ers, struct item_drop);
|
|
memcpy(&drop->item_data, item, sizeof(struct item));
|
|
|
|
/**
|
|
* Conditions for lotted item, so it can be announced when player pick it up
|
|
* 1. Not-dropped other than monster. (This will be done later on pc_takeitem/party_share_loot)
|
|
* 2. The mob_id is become the last lootter, instead of the real monster who drop it.
|
|
**/
|
|
drop->mob_id = item->mob_id;
|
|
|
|
drop->next = NULL;
|
|
return drop;
|
|
}
|
|
|
|
/*==========================================
|
|
* item drop with delay (timer function)
|
|
*------------------------------------------*/
|
|
static TIMER_FUNC(mob_delay_item_drop){
|
|
struct item_drop_list *list;
|
|
struct item_drop *ditem;
|
|
|
|
list = (struct item_drop_list *)data;
|
|
ditem = list->item;
|
|
|
|
while (ditem) {
|
|
struct item_drop *ditem_prev;
|
|
map_addflooritem(&ditem->item_data,ditem->item_data.amount,
|
|
list->m,list->x,list->y,
|
|
list->first_charid,list->second_charid,list->third_charid,4,ditem->mob_id);
|
|
ditem_prev = ditem;
|
|
ditem = ditem->next;
|
|
ers_free(item_drop_ers, ditem_prev);
|
|
}
|
|
|
|
ers_free(item_drop_list_ers, list);
|
|
return 0;
|
|
}
|
|
|
|
/*==========================================
|
|
* Sets the item_drop into the item_drop_list.
|
|
* Also performs logging and autoloot if enabled.
|
|
* rate is the drop-rate of the item, required for autoloot.
|
|
* flag : Killed only by homunculus?
|
|
*------------------------------------------*/
|
|
static void mob_item_drop(struct mob_data *md, struct item_drop_list *dlist, struct item_drop *ditem, int loot, int drop_rate, unsigned short flag)
|
|
{
|
|
TBL_PC* sd;
|
|
bool test_autoloot;
|
|
//Logs items, dropped by mobs [Lupus]
|
|
log_pick_mob(md, loot?LOG_TYPE_LOOT:LOG_TYPE_PICKDROP_MONSTER, -ditem->item_data.amount, &ditem->item_data);
|
|
|
|
sd = map_charid2sd(dlist->first_charid);
|
|
if( sd == NULL ) sd = map_charid2sd(dlist->second_charid);
|
|
if( sd == NULL ) sd = map_charid2sd(dlist->third_charid);
|
|
test_autoloot = sd
|
|
&& (drop_rate <= sd->state.autoloot || pc_isautolooting(sd, ditem->item_data.nameid))
|
|
&& (battle_config.idle_no_autoloot == 0 || DIFF_TICK(last_tick, sd->idletime) < battle_config.idle_no_autoloot)
|
|
&& (battle_config.homunculus_autoloot?1:!flag);
|
|
#ifdef AUTOLOOT_DISTANCE
|
|
test_autoloot = test_autoloot && sd->bl.m == md->bl.m
|
|
&& check_distance_blxy(&sd->bl, dlist->x, dlist->y, AUTOLOOT_DISTANCE);
|
|
#endif
|
|
if( test_autoloot ) { //Autoloot.
|
|
struct party_data *p = party_search(sd->status.party_id);
|
|
|
|
if ((itemdb_search(ditem->item_data.nameid))->flag.broadcast &&
|
|
(!p || !(p->party.item & 2)) // Somehow, if party's pickup distribution is 'Even Share', no announcemet
|
|
)
|
|
intif_broadcast_obtain_special_item(sd, ditem->item_data.nameid, md->mob_id, ITEMOBTAIN_TYPE_MONSTER_ITEM);
|
|
|
|
if (party_share_loot(party_search(sd->status.party_id),
|
|
sd, &ditem->item_data, sd->status.char_id) == 0
|
|
) {
|
|
ers_free(item_drop_ers, ditem);
|
|
return;
|
|
}
|
|
}
|
|
ditem->next = dlist->item;
|
|
dlist->item = ditem;
|
|
}
|
|
|
|
TIMER_FUNC(mob_timer_delete){
|
|
struct block_list* bl = map_id2bl(id);
|
|
struct mob_data* md = BL_CAST(BL_MOB, bl);
|
|
|
|
if( md )
|
|
{
|
|
if( md->deletetimer != tid )
|
|
{
|
|
ShowError("mob_timer_delete: Timer mismatch: %d != %d\n", tid, md->deletetimer);
|
|
return 0;
|
|
}
|
|
//for Alchemist CANNIBALIZE [Lupus]
|
|
md->deletetimer = INVALID_TIMER;
|
|
unit_free(bl, CLR_TELEPORT);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/*==========================================
|
|
*
|
|
*------------------------------------------*/
|
|
int mob_deleteslave_sub(struct block_list *bl,va_list ap)
|
|
{
|
|
struct mob_data *md;
|
|
int id;
|
|
|
|
nullpo_ret(bl);
|
|
nullpo_ret(md = (struct mob_data *)bl);
|
|
|
|
id=va_arg(ap,int);
|
|
if(md->master_id > 0 && md->master_id == id )
|
|
status_kill(bl);
|
|
return 0;
|
|
}
|
|
|
|
/*==========================================
|
|
*
|
|
*------------------------------------------*/
|
|
int mob_deleteslave(struct mob_data *md)
|
|
{
|
|
nullpo_ret(md);
|
|
|
|
map_foreachinmap(mob_deleteslave_sub, md->bl.m, BL_MOB,md->bl.id);
|
|
return 0;
|
|
}
|
|
// Mob respawning through KAIZEL or NPC_REBIRTH [Skotlex]
|
|
TIMER_FUNC(mob_respawn){
|
|
struct block_list *bl = map_id2bl(id);
|
|
|
|
if(!bl) return 0;
|
|
status_revive(bl, (uint8)data, 0);
|
|
return 1;
|
|
}
|
|
|
|
void mob_log_damage(struct mob_data *md, struct block_list *src, int damage)
|
|
{
|
|
uint32 char_id = 0;
|
|
int flag = MDLF_NORMAL;
|
|
|
|
if( damage < 0 )
|
|
return; //Do nothing for absorbed damage.
|
|
if( !damage && !(src->type&DEFAULT_ENEMY_TYPE(md)) )
|
|
return; //Do not log non-damaging effects from non-enemies.
|
|
|
|
switch( src->type )
|
|
{
|
|
case BL_PC:
|
|
{
|
|
struct map_session_data *sd = (TBL_PC*)src;
|
|
char_id = sd->status.char_id;
|
|
if( damage )
|
|
md->attacked_id = src->id;
|
|
break;
|
|
}
|
|
case BL_HOM:
|
|
{
|
|
struct homun_data *hd = (TBL_HOM*)src;
|
|
flag = MDLF_HOMUN;
|
|
if( hd->master )
|
|
char_id = hd->master->status.char_id;
|
|
if( damage )
|
|
md->attacked_id = src->id;
|
|
break;
|
|
}
|
|
case BL_MER:
|
|
{
|
|
struct mercenary_data *mer = (TBL_MER*)src;
|
|
if( mer->master )
|
|
char_id = mer->master->status.char_id;
|
|
if( damage )
|
|
md->attacked_id = src->id;
|
|
break;
|
|
}
|
|
case BL_PET:
|
|
{
|
|
struct pet_data *pd = (TBL_PET*)src;
|
|
flag = MDLF_PET;
|
|
if( pd->master )
|
|
{
|
|
char_id = pd->master->status.char_id;
|
|
if( damage ) //Let mobs retaliate against the pet's master [Skotlex]
|
|
md->attacked_id = pd->master->bl.id;
|
|
}
|
|
break;
|
|
}
|
|
case BL_MOB:
|
|
{
|
|
struct mob_data* md2 = (TBL_MOB*)src;
|
|
if( md2->special_state.ai && md2->master_id )
|
|
{
|
|
struct map_session_data* msd = map_id2sd(md2->master_id);
|
|
if( msd )
|
|
char_id = msd->status.char_id;
|
|
}
|
|
if( !damage )
|
|
break;
|
|
//Let players decide whether to retaliate versus the master or the mob. [Skotlex]
|
|
if( md2->master_id && battle_config.retaliate_to_master )
|
|
md->attacked_id = md2->master_id;
|
|
else
|
|
md->attacked_id = src->id;
|
|
break;
|
|
}
|
|
case BL_ELEM:
|
|
{
|
|
struct elemental_data *ele = (TBL_ELEM*)src;
|
|
if( ele->master )
|
|
char_id = ele->master->status.char_id;
|
|
if( damage )
|
|
md->attacked_id = src->id;
|
|
break;
|
|
}
|
|
default: //For all unhandled types.
|
|
md->attacked_id = src->id;
|
|
}
|
|
|
|
//Self damage increases tap bonus
|
|
if (!char_id && src->id == md->bl.id && damage > 0) {
|
|
char_id = src->id;
|
|
flag = MDLF_SELF;
|
|
}
|
|
|
|
if( char_id )
|
|
{ //Log damage...
|
|
int i,minpos;
|
|
unsigned int mindmg;
|
|
for(i=0,minpos=DAMAGELOG_SIZE-1,mindmg=UINT_MAX;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->db->mexp)
|
|
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->db->mexp)
|
|
pc_damage_log_add(map_charid2sd(char_id),md->bl.id);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
//Call when a mob has received damage.
|
|
void mob_damage(struct mob_data *md, struct block_list *src, int damage)
|
|
{
|
|
if (src && damage > 0) { //Store total damage...
|
|
if (UINT_MAX - (unsigned int)damage > md->tdmg)
|
|
md->tdmg += damage;
|
|
else if (md->tdmg == UINT_MAX)
|
|
damage = 0; //Stop recording damage once the cap has been reached.
|
|
else { //Cap damage log...
|
|
damage = (int)(UINT_MAX - md->tdmg);
|
|
md->tdmg = UINT_MAX;
|
|
}
|
|
if ((src != &md->bl) && md->state.aggressive) //No longer aggressive, change to retaliate AI.
|
|
md->state.aggressive = 0;
|
|
//Log damage
|
|
mob_log_damage(md, src, damage);
|
|
md->dmgtick = gettick();
|
|
}
|
|
|
|
if (battle_config.show_mob_info&3)
|
|
clif_name_area(&md->bl);
|
|
|
|
#if PACKETVER >= 20120404
|
|
if (battle_config.monster_hp_bars_info && !map[md->bl.m].flag.hidemobhpbar) {
|
|
int i;
|
|
for(i = 0; i < DAMAGELOG_SIZE; i++){ // must show hp bar to all char who already hit the mob.
|
|
struct map_session_data *sd = map_charid2sd(md->dmglog[i].id);
|
|
if( sd && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE) ) // check if in range
|
|
clif_monster_hp_bar(md, sd->fd);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if (!src)
|
|
return;
|
|
|
|
if( md->special_state.ai == AI_SPHERE ) {//LOne WOlf explained that ANYONE can trigger the marine countdown skill. [Skotlex]
|
|
md->state.alchemist = 1;
|
|
mobskill_use(md, gettick(), MSC_ALCHEMIST);
|
|
}
|
|
}
|
|
|
|
/*==========================================
|
|
* Signals death of mob.
|
|
* type&1 -> no drops, type&2 -> no exp
|
|
*------------------------------------------*/
|
|
int mob_dead(struct mob_data *md, struct block_list *src, int type)
|
|
{
|
|
struct status_data *status;
|
|
struct map_session_data *sd = NULL, *tmpsd[DAMAGELOG_SIZE];
|
|
struct map_session_data *mvp_sd = NULL, *second_sd = NULL, *third_sd = NULL;
|
|
|
|
struct {
|
|
struct party_data *p;
|
|
int id,zeny;
|
|
unsigned int base_exp,job_exp;
|
|
} pt[DAMAGELOG_SIZE];
|
|
int i, temp, count, m = md->bl.m;
|
|
int dmgbltypes = 0; // bitfield of all bl types, that caused damage to the mob and are elligible for exp distribution
|
|
unsigned int mvp_damage, tick = gettick();
|
|
bool rebirth, homkillonly;
|
|
|
|
status = &md->status;
|
|
|
|
if( src && src->type == BL_PC ) {
|
|
sd = (struct map_session_data *)src;
|
|
mvp_sd = sd;
|
|
}
|
|
|
|
if( md->guardian_data && md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS )
|
|
guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
|
|
|
|
if( src ) { // Use Dead skill only if not killed by Script or Command
|
|
md->status.hp = 1;
|
|
md->state.skillstate = MSS_DEAD;
|
|
mobskill_use(md,tick,-1);
|
|
md->status.hp = 0;
|
|
}
|
|
|
|
map_freeblock_lock();
|
|
|
|
memset(pt,0,sizeof(pt));
|
|
|
|
if(src && src->type == BL_MOB)
|
|
mob_unlocktarget((struct mob_data *)src,tick);
|
|
|
|
// filter out entries not eligible for exp distribution
|
|
memset(tmpsd,0,sizeof(tmpsd));
|
|
for(i = 0, count = 0, mvp_damage = 0; i < DAMAGELOG_SIZE && md->dmglog[i].id; i++) {
|
|
struct map_session_data* tsd = NULL;
|
|
if (md->dmglog[i].flag == MDLF_SELF) {
|
|
//Self damage counts as exp tap
|
|
count++;
|
|
continue;
|
|
}
|
|
tsd = map_charid2sd(md->dmglog[i].id);
|
|
if (tsd == NULL)
|
|
continue; // skip empty entries
|
|
if (tsd->bl.m != m)
|
|
continue; // skip players not on this map
|
|
count++; //Only logged into same map chars are counted for the total.
|
|
if (pc_isdead(tsd))
|
|
continue; // skip dead players
|
|
if (md->dmglog[i].flag == MDLF_HOMUN && !hom_is_active(tsd->hd))
|
|
continue; // skip homunc's share if inactive
|
|
if (md->dmglog[i].flag == MDLF_PET && (!tsd->status.pet_id || !tsd->pd))
|
|
continue; // skip pet's share if inactive
|
|
|
|
if(md->dmglog[i].dmg > mvp_damage) {
|
|
third_sd = second_sd;
|
|
second_sd = mvp_sd;
|
|
mvp_sd = tsd;
|
|
mvp_damage = md->dmglog[i].dmg;
|
|
}
|
|
|
|
tmpsd[i] = tsd; // record as valid damage-log entry
|
|
|
|
switch( md->dmglog[i].flag ) {
|
|
case MDLF_NORMAL: dmgbltypes|= BL_PC; break;
|
|
case MDLF_HOMUN: dmgbltypes|= BL_HOM; break;
|
|
case MDLF_PET: dmgbltypes|= BL_PET; break;
|
|
}
|
|
}
|
|
|
|
// determines, if the monster was killed by homunculus' damage only
|
|
homkillonly = (bool)( ( dmgbltypes&BL_HOM ) && !( dmgbltypes&~BL_HOM ) );
|
|
|
|
if(!battle_config.exp_calc_type && count > 1) { //Apply first-attacker 200% exp share bonus
|
|
//TODO: Determine if this should go before calculating the MVP player instead of after.
|
|
if (UINT_MAX - md->dmglog[0].dmg > md->tdmg) {
|
|
md->tdmg += md->dmglog[0].dmg;
|
|
md->dmglog[0].dmg<<=1;
|
|
} else {
|
|
md->dmglog[0].dmg+= UINT_MAX - md->tdmg;
|
|
md->tdmg = UINT_MAX;
|
|
}
|
|
}
|
|
|
|
if(!(type&2) && //No exp
|
|
(!map[m].flag.pvp || battle_config.pvp_exp) && //Pvp no exp rule [MouseJstr]
|
|
(!md->master_id || !md->special_state.ai) && //Only player-summoned mobs do not give exp. [Skotlex]
|
|
(!map[m].flag.nobaseexp || !map[m].flag.nojobexp) //Gives Exp
|
|
) { //Experience calculation.
|
|
int bonus = 100; //Bonus on top of your share (common to all attackers).
|
|
int pnum = 0;
|
|
if (md->sc.data[SC_RICHMANKIM])
|
|
bonus += md->sc.data[SC_RICHMANKIM]->val2;
|
|
if(sd) {
|
|
temp = status_get_class(&md->bl);
|
|
if(sd->sc.data[SC_MIRACLE]) i = 2; //All mobs are Star Targets
|
|
else
|
|
ARR_FIND(0, MAX_PC_FEELHATE, i, temp == sd->hate_mob[i] &&
|
|
(battle_config.allow_skill_without_day || sg_info[i].day_func()));
|
|
if(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;
|
|
unsigned int base_exp, job_exp;
|
|
double per; //Your share of the mob's exp
|
|
|
|
if (!tmpsd[i]) continue;
|
|
|
|
if (!battle_config.exp_calc_type && md->tdmg)
|
|
//jAthena's exp formula based on total damage.
|
|
per = (double)md->dmglog[i].dmg/(double)md->tdmg;
|
|
else {
|
|
//eAthena's exp formula based on max hp.
|
|
per = (double)md->dmglog[i].dmg/(double)status->max_hp;
|
|
if (per > 2) per = 2; // prevents unlimited exp gain
|
|
}
|
|
|
|
if (count>1 && battle_config.exp_bonus_attacker) {
|
|
//Exp bonus per additional attacker.
|
|
if (count > battle_config.exp_bonus_max_attacker)
|
|
count = battle_config.exp_bonus_max_attacker;
|
|
per += per*((count-1)*battle_config.exp_bonus_attacker)/100.;
|
|
}
|
|
|
|
// change experience for different sized monsters [Valaris]
|
|
if (battle_config.mob_size_influence) {
|
|
switch( md->special_state.size ) {
|
|
case SZ_MEDIUM:
|
|
per /= 2.;
|
|
break;
|
|
case SZ_BIG:
|
|
per *= 2.;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if( md->dmglog[i].flag == MDLF_PET )
|
|
per *= battle_config.pet_attack_exp_rate/100.;
|
|
|
|
if(battle_config.zeny_from_mobs && md->level) {
|
|
// zeny calculation moblv + random moblv [Valaris]
|
|
zeny=(int) ((md->level+rnd()%md->level)*per*bonus/100.);
|
|
if(md->db->mexp > 0)
|
|
zeny*=rnd()%250;
|
|
}
|
|
|
|
if (map[m].flag.nobaseexp || !md->db->base_exp)
|
|
base_exp = 0;
|
|
else {
|
|
double exp = apply_rate2(md->db->base_exp, per, 1);
|
|
exp = apply_rate(exp, bonus);
|
|
exp = apply_rate(exp, map[m].adjust.bexp);
|
|
base_exp = (unsigned int)cap_value(exp, 1, UINT_MAX);
|
|
}
|
|
|
|
if (map[m].flag.nojobexp || !md->db->job_exp || md->dmglog[i].flag == MDLF_HOMUN) //Homun earned job-exp is always lost.
|
|
job_exp = 0;
|
|
else {
|
|
double exp = apply_rate2(md->db->job_exp, per, 1);
|
|
exp = apply_rate(exp, bonus);
|
|
exp = apply_rate(exp, map[m].adjust.jexp);
|
|
job_exp = (unsigned int)cap_value(exp, 1, UINT_MAX);
|
|
}
|
|
|
|
if ( ( temp = tmpsd[i]->status.party_id)>0 ) {
|
|
int j;
|
|
for( j = 0; j < pnum && pt[j].id != temp; j++ ); //Locate party.
|
|
|
|
if( j == pnum ) { //Possibly add party.
|
|
pt[pnum].p = party_search(temp);
|
|
if(pt[pnum].p && pt[pnum].p->party.exp) {
|
|
pt[pnum].id = temp;
|
|
pt[pnum].base_exp = base_exp;
|
|
pt[pnum].job_exp = job_exp;
|
|
pt[pnum].zeny = zeny; // zeny share [Valaris]
|
|
pnum++;
|
|
flag = 0;
|
|
}
|
|
} else { //Add to total
|
|
if (pt[j].base_exp > UINT_MAX - base_exp)
|
|
pt[j].base_exp = UINT_MAX;
|
|
else
|
|
pt[j].base_exp += base_exp;
|
|
|
|
if (pt[j].job_exp > UINT_MAX - job_exp)
|
|
pt[j].job_exp = UINT_MAX;
|
|
else
|
|
pt[j].job_exp += job_exp;
|
|
|
|
pt[j].zeny += zeny; // zeny share [Valaris]
|
|
flag = 0;
|
|
}
|
|
}
|
|
if(base_exp && md->dmglog[i].flag == MDLF_HOMUN) //tmpsd[i] is null if it has no homunc.
|
|
hom_gainexp(tmpsd[i]->hd, base_exp);
|
|
if(flag) {
|
|
if(base_exp || job_exp) {
|
|
if( md->dmglog[i].flag != MDLF_PET || battle_config.pet_attack_exp_to_master ) {
|
|
#ifdef RENEWAL_EXP
|
|
int rate = pc_level_penalty_mod(md->level - tmpsd[i]->status.base_level, md->status.class_, md->status.mode, 1);
|
|
if (rate != 100) {
|
|
if (base_exp)
|
|
base_exp = (unsigned int)cap_value(apply_rate(base_exp, rate), 1, UINT_MAX);
|
|
if (job_exp)
|
|
job_exp = (unsigned int)cap_value(apply_rate(job_exp, rate), 1, UINT_MAX);
|
|
}
|
|
#endif
|
|
pc_gainexp(tmpsd[i], &md->bl, base_exp, job_exp, 0);
|
|
}
|
|
}
|
|
if(zeny) // zeny from mobs [Valaris]
|
|
pc_getzeny(tmpsd[i], zeny, LOG_TYPE_PICKDROP_MONSTER, NULL);
|
|
}
|
|
|
|
if( md->db->mexp )
|
|
pc_damage_log_clear(tmpsd[i],md->bl.id);
|
|
}
|
|
|
|
for( i = 0; i < pnum; i++ ) //Party share.
|
|
party_exp_share(pt[i].p, &md->bl, pt[i].base_exp,pt[i].job_exp,pt[i].zeny);
|
|
|
|
} //End EXP giving.
|
|
|
|
if( !(type&1) && !map[m].flag.nomobloot && !md->state.rebirth && (
|
|
!md->special_state.ai || //Non special mob
|
|
battle_config.alchemist_summon_reward == 2 || //All summoned give drops
|
|
(md->special_state.ai==AI_SPHERE && battle_config.alchemist_summon_reward == 1) //Marine Sphere Drops items.
|
|
) )
|
|
{ // Item Drop
|
|
struct item_drop_list *dlist = ers_alloc(item_drop_list_ers, struct item_drop_list);
|
|
struct item_drop *ditem;
|
|
struct item_data* it = NULL;
|
|
int drop_rate;
|
|
#ifdef RENEWAL_DROP
|
|
int drop_modifier = mvp_sd ? pc_level_penalty_mod(md->level - mvp_sd->status.base_level, md->status.class_, md->status.mode, 2) :
|
|
second_sd ? pc_level_penalty_mod(md->level - second_sd->status.base_level, md->status.class_, md->status.mode, 2):
|
|
third_sd ? pc_level_penalty_mod(md->level - third_sd->status.base_level, md->status.class_, md->status.mode, 2) :
|
|
100; // No player was attached, we don't use any modifier (100 = rates are not touched)
|
|
#endif
|
|
dlist->m = md->bl.m;
|
|
dlist->x = md->bl.x;
|
|
dlist->y = md->bl.y;
|
|
dlist->first_charid = (mvp_sd ? mvp_sd->status.char_id : 0);
|
|
dlist->second_charid = (second_sd ? second_sd->status.char_id : 0);
|
|
dlist->third_charid = (third_sd ? third_sd->status.char_id : 0);
|
|
dlist->item = NULL;
|
|
|
|
for (i = 0; i < MAX_MOB_DROP_TOTAL; i++) {
|
|
if (md->db->dropitem[i].nameid <= 0)
|
|
continue;
|
|
if ( !(it = itemdb_exists(md->db->dropitem[i].nameid)) )
|
|
continue;
|
|
drop_rate = md->db->dropitem[i].p;
|
|
if (drop_rate <= 0) {
|
|
if (battle_config.drop_rate0item)
|
|
continue;
|
|
drop_rate = 1;
|
|
}
|
|
|
|
// change drops depending on monsters size [Valaris]
|
|
if (battle_config.mob_size_influence) {
|
|
if (md->special_state.size == SZ_MEDIUM && drop_rate >= 2)
|
|
drop_rate /= 2;
|
|
else if( md->special_state.size == SZ_BIG)
|
|
drop_rate *= 2;
|
|
}
|
|
|
|
if (src) {
|
|
//Drops affected by luk as a fixed increase [Valaris]
|
|
if (battle_config.drops_by_luk)
|
|
drop_rate += status_get_luk(src)*battle_config.drops_by_luk/100;
|
|
//Drops affected by luk as a % increase [Skotlex]
|
|
if (battle_config.drops_by_luk2)
|
|
drop_rate += (int)(0.5+drop_rate*status_get_luk(src)*battle_config.drops_by_luk2/10000.);
|
|
}
|
|
|
|
// Player specific drop rate adjustments
|
|
if( sd ){
|
|
int drop_rate_bonus = 0;
|
|
|
|
// pk_mode increase drops if 20 level difference [Valaris]
|
|
if( battle_config.pk_mode && (int)(md->level - sd->status.base_level) >= 20 )
|
|
drop_rate = (int)(drop_rate*1.25);
|
|
|
|
// Add class and race specific bonuses
|
|
drop_rate_bonus += sd->dropaddclass[md->status.class_] + sd->dropaddclass[CLASS_ALL];
|
|
drop_rate_bonus += sd->dropaddrace[md->status.race] + sd->dropaddrace[RC_ALL];
|
|
|
|
// Increase drop rate if user has SC_ITEMBOOST
|
|
if (sd->sc.data[SC_ITEMBOOST])
|
|
drop_rate_bonus += sd->sc.data[SC_ITEMBOOST]->val1;
|
|
|
|
drop_rate_bonus = (int)(0.5 + drop_rate * drop_rate_bonus / 100.);
|
|
// Now rig the drop rate to never be over 90% unless it is originally >90%.
|
|
drop_rate = i32max(drop_rate, cap_value(drop_rate_bonus, 0, 9000));
|
|
|
|
if (pc_isvip(sd)) { // Increase item drop rate for VIP.
|
|
drop_rate += (int)(0.5 + drop_rate * battle_config.vip_drop_increase / 100.);
|
|
drop_rate = min(drop_rate,10000); //cap it to 100%
|
|
}
|
|
}
|
|
|
|
#ifdef RENEWAL_DROP
|
|
if( drop_modifier != 100 ) {
|
|
drop_rate = apply_rate(drop_rate, drop_modifier);
|
|
if( drop_rate < 1 )
|
|
drop_rate = 1;
|
|
}
|
|
#endif
|
|
// attempt to drop the item
|
|
if (rnd() % 10000 >= drop_rate)
|
|
continue;
|
|
|
|
if( mvp_sd && it->type == IT_PETEGG ) {
|
|
pet_create_egg(mvp_sd, md->db->dropitem[i].nameid);
|
|
continue;
|
|
}
|
|
|
|
ditem = mob_setdropitem(&md->db->dropitem[i], 1, md->mob_id);
|
|
|
|
//A Rare Drop Global Announce by Lupus
|
|
if( mvp_sd && drop_rate <= battle_config.rare_drop_announce ) {
|
|
char message[128];
|
|
sprintf (message, msg_txt(NULL,541), mvp_sd->status.name, md->name, it->jname, (float)drop_rate/100);
|
|
//MSG: "'%s' won %s's %s (chance: %0.02f%%)"
|
|
intif_broadcast(message,strlen(message)+1,BC_DEFAULT);
|
|
}
|
|
// Announce first, or else ditem will be freed. [Lance]
|
|
// By popular demand, use base drop rate for autoloot code. [Skotlex]
|
|
mob_item_drop(md, dlist, ditem, 0, battle_config.autoloot_adjust ? drop_rate : md->db->dropitem[i].p, homkillonly);
|
|
}
|
|
|
|
// Ore Discovery [Celest]
|
|
if (sd == mvp_sd && pc_checkskill(sd,BS_FINDINGORE)>0 && battle_config.finding_ore_rate/10 >= rnd()%10000) {
|
|
struct s_mob_drop mobdrop;
|
|
memset(&mobdrop, 0, sizeof(struct s_mob_drop));
|
|
mobdrop.nameid = itemdb_searchrandomid(IG_FINDINGORE,1);
|
|
ditem = mob_setdropitem(&mobdrop, 1, md->mob_id);
|
|
mob_item_drop(md, dlist, ditem, 0, battle_config.finding_ore_rate/10, homkillonly);
|
|
}
|
|
|
|
if(sd) {
|
|
// process script-granted extra drop bonuses
|
|
uint16 dropid = 0;
|
|
|
|
for (i = 0; i < ARRAYLENGTH(sd->add_drop); i++) {
|
|
struct s_mob_drop mobdrop;
|
|
if (!&sd->add_drop[i] || (!sd->add_drop[i].nameid && !sd->add_drop[i].group))
|
|
continue;
|
|
if ((sd->add_drop[i].race < RC_NONE_ && sd->add_drop[i].race == -md->mob_id) || //Race < RC_NONE_, use mob_id
|
|
(sd->add_drop[i].race == RC_ALL || sd->add_drop[i].race == status->race) || //Matched race
|
|
(sd->add_drop[i].class_ == CLASS_ALL || sd->add_drop[i].class_ == status->class_)) //Matched class
|
|
{
|
|
//Check if the bonus item drop rate should be multiplied with mob level/10 [Lupus]
|
|
if (sd->add_drop[i].rate < 0) {
|
|
//It's negative, then it should be multiplied. with mob_level/10
|
|
//rate = base_rate * (mob_level/10) + 1
|
|
drop_rate = (-sd->add_drop[i].rate) * md->level / 10 + 1;
|
|
drop_rate = cap_value(drop_rate, max(battle_config.item_drop_adddrop_min,1), min(battle_config.item_drop_adddrop_max,10000));
|
|
}
|
|
else
|
|
//it's positive, then it goes as it is
|
|
drop_rate = sd->add_drop[i].rate;
|
|
|
|
if (rnd()%10000 >= drop_rate)
|
|
continue;
|
|
dropid = (sd->add_drop[i].nameid > 0) ? sd->add_drop[i].nameid : itemdb_searchrandomid(sd->add_drop[i].group,1);
|
|
memset(&mobdrop, 0, sizeof(struct s_mob_drop));
|
|
mobdrop.nameid = dropid;
|
|
|
|
mob_item_drop(md, dlist, mob_setdropitem(&mobdrop,1,md->mob_id), 0, drop_rate, homkillonly);
|
|
}
|
|
}
|
|
|
|
// process script-granted zeny bonus (get_zeny_num) [Skotlex]
|
|
if( sd->bonus.get_zeny_num && rnd()%100 < sd->bonus.get_zeny_rate ) {
|
|
i = sd->bonus.get_zeny_num > 0 ? sd->bonus.get_zeny_num : -md->level * sd->bonus.get_zeny_num;
|
|
if (!i) i = 1;
|
|
pc_getzeny(sd, 1+rnd()%i, LOG_TYPE_PICKDROP_MONSTER, NULL);
|
|
}
|
|
}
|
|
|
|
// process items looted by the mob
|
|
if (md->lootitems) {
|
|
for (i = 0; i < md->lootitem_count; i++)
|
|
mob_item_drop(md, dlist, mob_setlootitem(&md->lootitems[i], md->mob_id), 1, 10000, homkillonly);
|
|
}
|
|
if (dlist->item) //There are drop items.
|
|
add_timer(tick + (!battle_config.delay_battle_damage?500:0), mob_delay_item_drop, 0, (intptr_t)dlist);
|
|
else //No drops
|
|
ers_free(item_drop_list_ers, dlist);
|
|
} else if (md->lootitems && md->lootitem_count) { //Loot MUST drop!
|
|
struct item_drop_list *dlist = ers_alloc(item_drop_list_ers, struct item_drop_list);
|
|
dlist->m = md->bl.m;
|
|
dlist->x = md->bl.x;
|
|
dlist->y = md->bl.y;
|
|
dlist->first_charid = (mvp_sd ? mvp_sd->status.char_id : 0);
|
|
dlist->second_charid = (second_sd ? second_sd->status.char_id : 0);
|
|
dlist->third_charid = (third_sd ? third_sd->status.char_id : 0);
|
|
dlist->item = NULL;
|
|
for (i = 0; i < md->lootitem_count; i++)
|
|
mob_item_drop(md, dlist, mob_setlootitem(&md->lootitems[i], md->mob_id), 1, 10000, homkillonly);
|
|
add_timer(tick + (!battle_config.delay_battle_damage?500:0), mob_delay_item_drop, 0, (intptr_t)dlist);
|
|
}
|
|
|
|
if(mvp_sd && md->db->mexp > 0 && !md->special_state.ai) {
|
|
unsigned int log_mvp[2] = {0};
|
|
unsigned int mexp;
|
|
struct item item;
|
|
double exp;
|
|
|
|
//mapflag: noexp check [Lorky]
|
|
if (map[m].flag.nobaseexp || type&2)
|
|
exp =1;
|
|
else {
|
|
exp = md->db->mexp;
|
|
if (count > 1)
|
|
exp += exp*(battle_config.exp_bonus_attacker*(count-1))/100.; //[Gengar]
|
|
}
|
|
|
|
mexp = (unsigned int)cap_value(exp, 1, UINT_MAX);
|
|
|
|
clif_mvp_effect(mvp_sd);
|
|
clif_mvp_exp(mvp_sd,mexp);
|
|
pc_gainexp(mvp_sd, &md->bl, mexp,0, 0);
|
|
log_mvp[1] = mexp;
|
|
|
|
if( !(map[m].flag.nomvploot || type&1) ) {
|
|
//Order might be random depending on item_drop_mvp_mode config setting
|
|
struct s_mob_drop mdrop[MAX_MVP_DROP_TOTAL];
|
|
|
|
memset(&mdrop,0,sizeof(mdrop));
|
|
|
|
if(battle_config.item_drop_mvp_mode == 1) {
|
|
//Random order
|
|
for(i = 0; i < MAX_MVP_DROP_TOTAL; i++) {
|
|
while( 1 ) {
|
|
uint8 va = rnd()%MAX_MVP_DROP_TOTAL;
|
|
if (mdrop[va].nameid == 0) {
|
|
if (md->db->mvpitem[i].nameid > 0)
|
|
memcpy(&mdrop[va],&md->db->mvpitem[i],sizeof(mdrop[va]));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
//Normal order
|
|
for(i = 0; i < MAX_MVP_DROP_TOTAL; i++) {
|
|
if (md->db->mvpitem[i].nameid > 0)
|
|
memcpy(&mdrop[i],&md->db->mvpitem[i],sizeof(mdrop[i]));
|
|
}
|
|
}
|
|
|
|
for(i = 0; i < MAX_MVP_DROP_TOTAL; i++) {
|
|
struct item_data *i_data;
|
|
|
|
if(mdrop[i].nameid <= 0 || !(i_data = itemdb_exists(mdrop[i].nameid)))
|
|
continue;
|
|
|
|
temp = mdrop[i].p;
|
|
if (temp != 10000) {
|
|
if(temp <= 0 && !battle_config.drop_rate0item)
|
|
temp = 1;
|
|
if(rnd()%10000 >= temp) //if ==0, then it doesn't drop
|
|
continue;
|
|
}
|
|
|
|
memset(&item,0,sizeof(item));
|
|
item.nameid=mdrop[i].nameid;
|
|
item.identify= itemdb_isidentified(item.nameid);
|
|
clif_mvp_item(mvp_sd,item.nameid);
|
|
log_mvp[0] = item.nameid;
|
|
|
|
//A Rare MVP Drop Global Announce by Lupus
|
|
if(temp<=battle_config.rare_drop_announce) {
|
|
char message[128];
|
|
sprintf (message, msg_txt(NULL,541), mvp_sd->status.name, md->name, i_data->jname, temp/100.);
|
|
//MSG: "'%s' won %s's %s (chance: %0.02f%%)"
|
|
intif_broadcast(message,strlen(message)+1,BC_DEFAULT);
|
|
}
|
|
|
|
mob_setdropitem_option(&item, &mdrop[i]);
|
|
|
|
if((temp = pc_additem(mvp_sd,&item,1,LOG_TYPE_PICKDROP_PLAYER)) != 0) {
|
|
clif_additem(mvp_sd,0,0,temp);
|
|
map_addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd->status.char_id,(second_sd?second_sd->status.char_id:0),(third_sd?third_sd->status.char_id:0),1,0);
|
|
}
|
|
|
|
if (i_data->flag.broadcast)
|
|
intif_broadcast_obtain_special_item(mvp_sd, item.nameid, md->mob_id, ITEMOBTAIN_TYPE_MONSTER_ITEM);
|
|
|
|
//Logs items, MVP prizes [Lupus]
|
|
log_pick_mob(md, LOG_TYPE_MVP, -1, &item);
|
|
//If item_drop_mvp_mode is not 2, then only one item should be granted
|
|
if(battle_config.item_drop_mvp_mode != 2) {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
log_mvpdrop(mvp_sd, md->mob_id, log_mvp);
|
|
}
|
|
|
|
if (type&2 && !sd && md->mob_id == MOBID_EMPERIUM)
|
|
//Emperium destroyed by script. Discard mvp character. [Skotlex]
|
|
mvp_sd = NULL;
|
|
|
|
rebirth = ( md->sc.data[SC_KAIZEL] || (md->sc.data[SC_REBIRTH] && !md->state.rebirth) );
|
|
if( !rebirth ) { // Only trigger event on final kill
|
|
if( src ) {
|
|
switch( src->type ) { //allowed type
|
|
case BL_PET:
|
|
case BL_HOM:
|
|
case BL_MER:
|
|
case BL_ELEM:
|
|
case BL_MOB:
|
|
sd = BL_CAST(BL_PC,battle_get_master(src));
|
|
}
|
|
}
|
|
|
|
if (sd) {
|
|
struct mob_db *mission_mdb = mob_db(sd->mission_mobid);
|
|
|
|
if ((sd->mission_mobid == md->mob_id) ||
|
|
(battle_config.taekwon_mission_mobname == 1 && mission_mdb && status_get_race2(&md->bl) == RC2_GOBLIN && mission_mdb->race2 == RC2_GOBLIN) ||
|
|
(battle_config.taekwon_mission_mobname == 2 && mob_is_samename(md, sd->mission_mobid)))
|
|
{ //TK_MISSION [Skotlex]
|
|
if (++(sd->mission_count) >= 100 && (temp = mob_get_random_id(MOBG_Branch_Of_Dead_Tree, 0xE, sd->status.base_level)))
|
|
{
|
|
pc_addfame(sd, battle_config.fame_taekwon_mission);
|
|
sd->mission_mobid = temp;
|
|
pc_setglobalreg(sd, add_str(TKMISSIONID_VAR), temp);
|
|
sd->mission_count = 0;
|
|
clif_mission_info(sd, temp, 0);
|
|
}
|
|
pc_setglobalreg(sd, add_str(TKMISSIONCOUNT_VAR), sd->mission_count);
|
|
}
|
|
|
|
if (sd->status.party_id)
|
|
map_foreachinallrange(quest_update_objective_sub, &md->bl, AREA_SIZE, BL_PC, sd->status.party_id, md->mob_id);
|
|
else if (sd->avail_quests)
|
|
quest_update_objective(sd, md->mob_id);
|
|
|
|
if (achievement_mobexists(md->mob_id))
|
|
achievement_update_objective(sd, AG_BATTLE, 1, md->mob_id);
|
|
|
|
if (sd->md && src && src->type == BL_MER && mob_db(md->mob_id)->lv > sd->status.base_level / 2)
|
|
mercenary_kills(sd->md);
|
|
}
|
|
|
|
if( md->npc_event[0] && !md->state.npc_killmonster ) {
|
|
if( sd && battle_config.mob_npc_event_type ) {
|
|
pc_setparam(sd, SP_KILLEDRID, md->mob_id);
|
|
pc_setparam(sd, SP_KILLERRID, sd->bl.id);
|
|
npc_event(sd,md->npc_event,0);
|
|
} else if( mvp_sd ) {
|
|
pc_setparam(mvp_sd, SP_KILLEDRID, md->mob_id);
|
|
pc_setparam(mvp_sd, SP_KILLERRID, sd?sd->bl.id:0);
|
|
npc_event(mvp_sd,md->npc_event,0);
|
|
} else
|
|
npc_event_do(md->npc_event);
|
|
} else if( mvp_sd && !md->state.npc_killmonster ) {
|
|
pc_setparam(mvp_sd, SP_KILLEDRID, md->mob_id);
|
|
npc_script_event(mvp_sd, NPCE_KILLNPC); // PCKillNPC [Lance]
|
|
}
|
|
}
|
|
|
|
if(md->deletetimer != INVALID_TIMER) {
|
|
delete_timer(md->deletetimer,mob_timer_delete);
|
|
md->deletetimer = INVALID_TIMER;
|
|
}
|
|
/**
|
|
* Only loops if necessary (e.g. a poring would never need to loop)
|
|
**/
|
|
if( md->can_summon )
|
|
mob_deleteslave(md);
|
|
|
|
map_freeblock_unlock();
|
|
|
|
if( !rebirth ) {
|
|
|
|
if( pcdb_checkid(md->vd->class_) ) {//Player mobs are not removed automatically by the client.
|
|
/* first we set them dead, then we delay the outsight effect */
|
|
clif_clearunit_area(&md->bl,CLR_DEAD);
|
|
clif_clearunit_delayed(&md->bl, CLR_OUTSIGHT,tick+3000);
|
|
} else
|
|
/**
|
|
* We give the client some time to breath and this allows it to display anything it'd like with the dead corpose
|
|
* For example, this delay allows it to display soul drain effect
|
|
**/
|
|
clif_clearunit_delayed(&md->bl, CLR_DEAD, tick+250);
|
|
|
|
}
|
|
|
|
if(!md->spawn){ //Tell status_damage to remove it from memory.
|
|
struct unit_data *ud = unit_bl2ud(&md->bl);
|
|
|
|
// If the unit is currently in a walk script, it will be removed there
|
|
return ud->state.walk_script ? 3 : 5; // Note: Actually, it's 4. Oh well...
|
|
}
|
|
|
|
// MvP tomb [GreenBox]
|
|
if (battle_config.mvp_tomb_enabled && md->spawn->state.boss && map[md->bl.m].flag.notomb != 1)
|
|
mvptomb_create(md, mvp_sd ? mvp_sd->status.name : NULL, time(NULL));
|
|
|
|
if( !rebirth )
|
|
mob_setdelayspawn(md); //Set respawning.
|
|
return 3; //Remove from map.
|
|
}
|
|
|
|
/**
|
|
* Resurect a mob with x hp (reset value and respawn on map)
|
|
* @param md : mob pointer
|
|
* @param hp : hp to resurect him with, @FIXME unused atm
|
|
*/
|
|
void mob_revive(struct mob_data *md, unsigned int hp)
|
|
{
|
|
unsigned int tick = gettick();
|
|
md->state.skillstate = MSS_IDLE;
|
|
md->last_thinktime = tick;
|
|
md->next_walktime = tick+rnd()%1000+MIN_RANDOMWALKTIME;
|
|
md->last_linktime = tick;
|
|
md->last_pcneartime = 0;
|
|
memset(md->dmglog, 0, sizeof(md->dmglog)); // Reset the damage done on the rebirthed monster, otherwise will grant full exp + damage done. [Valaris]
|
|
md->tdmg = 0;
|
|
if (!md->bl.prev){
|
|
if(map_addblock(&md->bl))
|
|
return;
|
|
}
|
|
clif_spawn(&md->bl);
|
|
skill_unit_move(&md->bl,tick,1);
|
|
mobskill_use(md, tick, MSC_SPAWN);
|
|
if (battle_config.show_mob_info&3)
|
|
clif_name_area(&md->bl);
|
|
}
|
|
|
|
int mob_guardian_guildchange(struct mob_data *md)
|
|
{
|
|
struct guild *g;
|
|
nullpo_ret(md);
|
|
|
|
if (!md->guardian_data)
|
|
return 0;
|
|
|
|
if (md->guardian_data->castle->guild_id == 0)
|
|
{ //Castle with no owner? Delete the guardians.
|
|
if (md->mob_id == MOBID_EMPERIUM)
|
|
{ //But don't delete the emperium, just clear it's guild-data
|
|
md->guardian_data->guild_id = 0;
|
|
md->guardian_data->emblem_id = 0;
|
|
md->guardian_data->guild_name[0] = '\0';
|
|
} else {
|
|
if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS && md->guardian_data->castle->guardian[md->guardian_data->number].visible)
|
|
guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number, 0);
|
|
unit_free(&md->bl,CLR_OUTSIGHT); //Remove guardian.
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
g = guild_search(md->guardian_data->castle->guild_id);
|
|
if (g == NULL)
|
|
{ //Properly remove guardian info from Castle data.
|
|
ShowError("mob_guardian_guildchange: New Guild (id %d) does not exists!\n", md->guardian_data->guild_id);
|
|
if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS)
|
|
guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number, 0);
|
|
unit_free(&md->bl,CLR_OUTSIGHT);
|
|
return 0;
|
|
}
|
|
|
|
md->guardian_data->guild_id = g->guild_id;
|
|
md->guardian_data->emblem_id = g->emblem_id;
|
|
md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP);
|
|
memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*==========================================
|
|
* Pick a random class for the mob
|
|
*------------------------------------------*/
|
|
int mob_random_class(int *value, size_t count)
|
|
{
|
|
nullpo_ret(value);
|
|
|
|
// no count specified, look into the array manually, but take only max 5 elements
|
|
if (count < 1) {
|
|
count = 0;
|
|
while(count < 5 && mobdb_checkid(value[count])) count++;
|
|
if(count < 1) // nothing found
|
|
return 0;
|
|
} else {
|
|
// check if at least the first value is valid
|
|
if(mobdb_checkid(value[0]) == 0)
|
|
return 0;
|
|
}
|
|
//Pick a random value, hoping it exists. [Skotlex]
|
|
return mobdb_checkid(value[rnd()%count]);
|
|
}
|
|
|
|
/**
|
|
* Returns the SpawnInfos of the mob_db entry (mob_spawn_data[mobid])
|
|
* if mobid is not in mob_spawn_data returns empty spawn_info vector
|
|
* @param mob_id - Looking for spawns of this Monster ID
|
|
*/
|
|
const std::vector<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)
|
|
{
|
|
unsigned int tick = gettick();
|
|
int i, c, hp_rate;
|
|
|
|
nullpo_ret(md);
|
|
|
|
if( md->bl.prev == NULL )
|
|
return 0;
|
|
|
|
if (!mob_id || !mobdb_checkid(mob_id))
|
|
return 0;
|
|
|
|
//Disable class changing for some targets...
|
|
if (md->guardian_data)
|
|
return 0; //Guardians/Emperium
|
|
|
|
if (status_get_race2(&md->bl) == RC2_TREASURE)
|
|
return 0; //Treasure Boxes
|
|
|
|
if( md->special_state.ai > AI_ATTACK )
|
|
return 0; //Marine Spheres and Floras.
|
|
|
|
if( mob_is_clone(md->mob_id) )
|
|
return 0; //Clones
|
|
|
|
if( md->mob_id == mob_id )
|
|
return 0; //Nothing to change.
|
|
|
|
hp_rate = get_percentage(md->status.hp, md->status.max_hp);
|
|
md->mob_id = mob_id;
|
|
md->db = mob_db(mob_id);
|
|
if (battle_config.override_mob_names==1)
|
|
memcpy(md->name,md->db->name,NAME_LENGTH);
|
|
else
|
|
memcpy(md->name,md->db->jname,NAME_LENGTH);
|
|
|
|
status_change_end(&md->bl,SC_KEEPING,INVALID_TIMER); // End before calling status_calc_mob().
|
|
mob_stop_attack(md);
|
|
mob_stop_walking(md, 0);
|
|
unit_skillcastcancel(&md->bl, 0);
|
|
status_set_viewdata(&md->bl, mob_id);
|
|
clif_mob_class_change(md,md->vd->class_);
|
|
status_calc_mob(md,SCO_FIRST);
|
|
md->ud.state.speed_changed = 1; //Speed change update.
|
|
|
|
if (battle_config.monster_class_change_recover) {
|
|
memset(md->dmglog, 0, sizeof(md->dmglog));
|
|
md->tdmg = 0;
|
|
} else {
|
|
md->status.hp = md->status.max_hp*hp_rate/100;
|
|
if(md->status.hp < 1) md->status.hp = 1;
|
|
}
|
|
|
|
for(i=0,c=tick-MOB_MAX_DELAY;i<MAX_MOBSKILL;i++)
|
|
md->skilldelay[i] = c;
|
|
|
|
if (md->lootitems == NULL && status_has_mode(&md->db->status,MD_LOOTER))
|
|
md->lootitems = (struct s_mob_lootitem *)aCalloc(LOOTITEM_SIZE,sizeof(struct s_mob_lootitem));
|
|
|
|
//Targets should be cleared no morph
|
|
md->target_id = md->attacked_id = md->norm_attacked_id = 0;
|
|
|
|
//Need to update name display.
|
|
clif_name_area(&md->bl);
|
|
return 0;
|
|
}
|
|
|
|
/*==========================================
|
|
* mob heal, update display hp info of mob for players
|
|
*------------------------------------------*/
|
|
void mob_heal(struct mob_data *md,unsigned int heal)
|
|
{
|
|
if (battle_config.show_mob_info&3)
|
|
clif_name_area(&md->bl);
|
|
#if PACKETVER >= 20120404
|
|
if (battle_config.monster_hp_bars_info && !map[md->bl.m].flag.hidemobhpbar) {
|
|
int i;
|
|
for(i = 0; i < DAMAGELOG_SIZE; i++)// must show hp bar to all char who already hit the mob.
|
|
if( md->dmglog[i].id ) {
|
|
struct map_session_data *sd = map_charid2sd(md->dmglog[i].id);
|
|
if( sd && check_distance_bl(&md->bl, &sd->bl, AREA_SIZE) ) // check if in range
|
|
clif_monster_hp_bar(md, sd->fd);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*==========================================
|
|
* Added by RoVeRT
|
|
*------------------------------------------*/
|
|
int mob_warpslave_sub(struct block_list *bl,va_list ap)
|
|
{
|
|
struct mob_data *md=(struct mob_data *)bl;
|
|
struct block_list *master;
|
|
short x,y,range=0;
|
|
master = va_arg(ap, struct block_list*);
|
|
range = va_arg(ap, int);
|
|
|
|
if(md->master_id!=master->id)
|
|
return 0;
|
|
|
|
map_search_freecell(master, 0, &x, &y, range, range, 0);
|
|
unit_warp(&md->bl, master->m, x, y,CLR_TELEPORT);
|
|
return 1;
|
|
}
|
|
|
|
/*==========================================
|
|
* Added by RoVeRT
|
|
* Warps slaves. Range is the area around the master that they can
|
|
* appear in randomly.
|
|
*------------------------------------------*/
|
|
int mob_warpslave(struct block_list *bl, int range)
|
|
{
|
|
if (range < 1)
|
|
range = 1; //Min range needed to avoid crashes and stuff. [Skotlex]
|
|
|
|
return map_foreachinmap(mob_warpslave_sub, bl->m, BL_MOB, bl, range);
|
|
}
|
|
|
|
/*==========================================
|
|
* Counts slave sub, curently checking if mob master is the given ID.
|
|
*------------------------------------------*/
|
|
int mob_countslave_sub(struct block_list *bl,va_list ap)
|
|
{
|
|
int id;
|
|
struct mob_data *md;
|
|
id=va_arg(ap,int);
|
|
|
|
md = (struct mob_data *)bl;
|
|
if( md->master_id==id )
|
|
return 1;
|
|
return 0;
|
|
}
|
|
|
|
/*==========================================
|
|
* Counts the number of slaves a mob has on the map.
|
|
*------------------------------------------*/
|
|
int mob_countslave(struct block_list *bl)
|
|
{
|
|
return map_foreachinmap(mob_countslave_sub, bl->m, BL_MOB,bl->id);
|
|
}
|
|
|
|
/*==========================================
|
|
* Summons amount slaves contained in the value[5] array using round-robin. [adapted by Skotlex]
|
|
*------------------------------------------*/
|
|
int mob_summonslave(struct mob_data *md2,int *value,int amount,uint16 skill_id)
|
|
{
|
|
struct mob_data *md;
|
|
struct spawn_data data;
|
|
int count = 0,k=0,hp_rate=0;
|
|
|
|
nullpo_ret(md2);
|
|
nullpo_ret(value);
|
|
|
|
memset(&data, 0, sizeof(struct spawn_data));
|
|
data.m = md2->bl.m;
|
|
data.x = md2->bl.x;
|
|
data.y = md2->bl.y;
|
|
data.num = 1;
|
|
data.state.size = md2->special_state.size;
|
|
data.state.ai = md2->special_state.ai;
|
|
|
|
if(mobdb_checkid(value[0]) == 0)
|
|
return 0;
|
|
/**
|
|
* Flags this monster is able to summon; saves a worth amount of memory upon deletion
|
|
**/
|
|
md2->can_summon = 1;
|
|
|
|
while(count < 5 && mobdb_checkid(value[count])) count++;
|
|
if(count < 1) return 0;
|
|
if (amount > 0 && amount < count) { //Do not start on 0, pick some random sub subset [Skotlex]
|
|
k = rnd()%count;
|
|
amount+=k; //Increase final value by same amount to preserve total number to summon.
|
|
}
|
|
|
|
if (!battle_config.monster_class_change_recover &&
|
|
(skill_id == NPC_TRANSFORMATION || skill_id == NPC_METAMORPHOSIS))
|
|
hp_rate = get_percentage(md2->status.hp, md2->status.max_hp);
|
|
|
|
for(;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)
|
|
{
|
|
int i, max = mob_db(mob_id)->maxskill;
|
|
struct mob_skill *ms=mob_db(mob_id)->skill;
|
|
|
|
if(ms==NULL)
|
|
return -1;
|
|
|
|
ARR_FIND( 0, max, i, ms[i].skill_id == skill_id );
|
|
return ( i < max ) ? i : -1;
|
|
}
|
|
|
|
/*==========================================
|
|
* Friendly Mob whose HP is decreasing by a nearby MOB is looked for.
|
|
*------------------------------------------*/
|
|
int mob_getfriendhprate_sub(struct block_list *bl,va_list ap)
|
|
{
|
|
int min_rate, max_rate,rate;
|
|
struct block_list **fr;
|
|
struct mob_data *md;
|
|
|
|
md = va_arg(ap,struct mob_data *);
|
|
min_rate=va_arg(ap,int);
|
|
max_rate=va_arg(ap,int);
|
|
fr=va_arg(ap,struct block_list **);
|
|
|
|
if( md->bl.id == bl->id && !(battle_config.mob_ai&0x10))
|
|
return 0;
|
|
|
|
if ((*fr) != NULL) //A friend was already found.
|
|
return 0;
|
|
|
|
if (battle_check_target(&md->bl,bl,BCT_ENEMY)>0)
|
|
return 0;
|
|
|
|
rate = get_percentage(status_get_hp(bl), status_get_max_hp(bl));
|
|
|
|
if (rate >= min_rate && rate <= max_rate)
|
|
(*fr) = bl;
|
|
return 1;
|
|
}
|
|
static struct block_list *mob_getfriendhprate(struct mob_data *md,int min_rate,int max_rate)
|
|
{
|
|
struct block_list *fr=NULL;
|
|
int type = BL_MOB;
|
|
|
|
nullpo_retr(NULL, md);
|
|
|
|
if (md->special_state.ai) //Summoned creatures. [Skotlex]
|
|
type = BL_PC;
|
|
|
|
map_foreachinallrange(mob_getfriendhprate_sub, &md->bl, 8, type,md,min_rate,max_rate,&fr);
|
|
return fr;
|
|
}
|
|
/*==========================================
|
|
* Check hp rate of its master
|
|
*------------------------------------------*/
|
|
struct block_list *mob_getmasterhpltmaxrate(struct mob_data *md,int rate)
|
|
{
|
|
if( md && md->master_id > 0 )
|
|
{
|
|
struct block_list *bl = map_id2bl(md->master_id);
|
|
if( bl && get_percentage(status_get_hp(bl), status_get_max_hp(bl)) < rate )
|
|
return bl;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
/*==========================================
|
|
* What a status state suits by nearby MOB is looked for.
|
|
*------------------------------------------*/
|
|
int mob_getfriendstatus_sub(struct block_list *bl,va_list ap)
|
|
{
|
|
int cond1,cond2;
|
|
struct mob_data **fr, *md, *mmd;
|
|
int flag=0;
|
|
|
|
nullpo_ret(bl);
|
|
nullpo_ret(md=(struct mob_data *)bl);
|
|
nullpo_ret(mmd=va_arg(ap,struct mob_data *));
|
|
|
|
if( mmd->bl.id == bl->id && !(battle_config.mob_ai&0x10) )
|
|
return 0;
|
|
|
|
if (battle_check_target(&mmd->bl,bl,BCT_ENEMY)>0)
|
|
return 0;
|
|
cond1=va_arg(ap,int);
|
|
cond2=va_arg(ap,int);
|
|
fr=va_arg(ap,struct mob_data **);
|
|
if( cond2==-1 ){
|
|
int j;
|
|
for(j=SC_COMMON_MIN;j<=SC_COMMON_MAX && !flag;j++){
|
|
if ((flag=(md->sc.data[j] != NULL))) //Once an effect was found, break out. [Skotlex]
|
|
break;
|
|
}
|
|
}else
|
|
flag=( md->sc.data[cond2] != NULL );
|
|
if( flag^( cond1==MSC_FRIENDSTATUSOFF ) )
|
|
(*fr)=md;
|
|
|
|
return 0;
|
|
}
|
|
|
|
struct mob_data *mob_getfriendstatus(struct mob_data *md,int cond1,int cond2)
|
|
{
|
|
struct mob_data* fr = NULL;
|
|
nullpo_ret(md);
|
|
|
|
map_foreachinallrange(mob_getfriendstatus_sub, &md->bl, 8,BL_MOB, md,cond1,cond2,&fr);
|
|
return fr;
|
|
}
|
|
|
|
/*==========================================
|
|
* Skill use judging
|
|
*------------------------------------------*/
|
|
int mobskill_use(struct mob_data *md, unsigned int tick, int event)
|
|
{
|
|
struct mob_skill *ms;
|
|
struct block_list *fbl = NULL; //Friend bl, which can either be a BL_PC or BL_MOB depending on the situation. [Skotlex]
|
|
struct block_list *bl;
|
|
struct mob_data *fmd = NULL;
|
|
int i,j,n;
|
|
short skill_target;
|
|
|
|
nullpo_ret(md);
|
|
nullpo_ret(ms = md->db->skill);
|
|
|
|
if (!battle_config.mob_skill_rate || md->ud.skilltimer != INVALID_TIMER || !md->db->maxskill || status_has_mode(&md->status,MD_NOCAST_SKILL))
|
|
return 0;
|
|
|
|
if (event == -1 && DIFF_TICK(md->ud.canact_tick, tick) > 0)
|
|
return 0; //Skill act delay only affects non-event skills.
|
|
|
|
//Pick a starting position and loop from that.
|
|
i = battle_config.mob_ai&0x100?rnd()%md->db->maxskill:0;
|
|
for (n = 0; n < md->db->maxskill; i++, n++) {
|
|
int c2, flag = 0;
|
|
|
|
if (i == md->db->maxskill)
|
|
i = 0;
|
|
|
|
if (DIFF_TICK(tick, md->skilldelay[i]) < ms[i].delay)
|
|
continue;
|
|
|
|
c2 = ms[i].cond2;
|
|
|
|
if (ms[i].state != md->state.skillstate) {
|
|
if (md->state.skillstate != MSS_DEAD && (ms[i].state == MSS_ANY ||
|
|
(ms[i].state == MSS_ANYTARGET && md->target_id && md->state.skillstate != MSS_LOOT)
|
|
)) //ANYTARGET works with any state as long as there's a target. [Skotlex]
|
|
;
|
|
else
|
|
continue;
|
|
}
|
|
if (rnd() % 10000 > ms[i].permillage) //Lupus (max value = 10000)
|
|
continue;
|
|
|
|
if (ms[i].cond1 == event)
|
|
flag = 1; //Trigger skill.
|
|
else if (ms[i].cond1 == MSC_SKILLUSED)
|
|
flag = ((event & 0xffff) == MSC_SKILLUSED && ((event >> 16) == c2 || c2 == 0));
|
|
else if(event == -1){
|
|
//Avoid entering on defined events to avoid "hyper-active skill use" due to the overflow of calls to this function in battle.
|
|
switch (ms[i].cond1)
|
|
{
|
|
case MSC_ALWAYS:
|
|
flag = 1; break;
|
|
case MSC_MYHPLTMAXRATE: // HP< maxhp%
|
|
flag = get_percentage(md->status.hp, md->status.max_hp);
|
|
flag = (flag <= c2);
|
|
break;
|
|
case MSC_MYHPINRATE:
|
|
flag = get_percentage(md->status.hp, md->status.max_hp);
|
|
flag = (flag >= c2 && flag <= ms[i].val[0]);
|
|
break;
|
|
case MSC_MYSTATUSON: // status[num] on
|
|
case MSC_MYSTATUSOFF: // status[num] off
|
|
if (!md->sc.count) {
|
|
flag = 0;
|
|
} else if (ms[i].cond2 == -1) {
|
|
for (j = SC_COMMON_MIN; j <= SC_COMMON_MAX; j++)
|
|
if ((flag = (md->sc.data[j]!=NULL)) != 0)
|
|
break;
|
|
} else {
|
|
flag = (md->sc.data[ms[i].cond2]!=NULL);
|
|
}
|
|
flag ^= (ms[i].cond1 == MSC_MYSTATUSOFF); break;
|
|
case MSC_FRIENDHPLTMAXRATE: // friend HP < maxhp%
|
|
flag = ((fbl = mob_getfriendhprate(md, 0, ms[i].cond2)) != NULL); break;
|
|
case MSC_FRIENDHPINRATE :
|
|
flag = ((fbl = mob_getfriendhprate(md, ms[i].cond2, ms[i].val[0])) != NULL); break;
|
|
case MSC_FRIENDSTATUSON: // friend status[num] on
|
|
case MSC_FRIENDSTATUSOFF: // friend status[num] off
|
|
flag = ((fmd = mob_getfriendstatus(md, ms[i].cond1, ms[i].cond2)) != NULL); break;
|
|
case MSC_SLAVELT: // slave < num
|
|
flag = (mob_countslave(&md->bl) < c2 ); break;
|
|
case MSC_ATTACKPCGT: // attack pc > num
|
|
flag = (unit_counttargeted(&md->bl) > c2); break;
|
|
case MSC_SLAVELE: // slave <= num
|
|
flag = (mob_countslave(&md->bl) <= c2 ); break;
|
|
case MSC_ATTACKPCGE: // attack pc >= num
|
|
flag = (unit_counttargeted(&md->bl) >= c2); break;
|
|
case MSC_AFTERSKILL:
|
|
flag = (md->ud.skill_id == c2); break;
|
|
case MSC_RUDEATTACKED:
|
|
flag = (md->state.attacked_count >= RUDE_ATTACKED_COUNT);
|
|
if (flag) md->state.attacked_count = 0; //Rude attacked count should be reset after the skill condition is met. Thanks to Komurka [Skotlex]
|
|
break;
|
|
case MSC_MASTERHPLTMAXRATE:
|
|
flag = ((fbl = mob_getmasterhpltmaxrate(md, ms[i].cond2)) != NULL); break;
|
|
case MSC_MASTERATTACKED:
|
|
flag = (md->master_id > 0 && (fbl=map_id2bl(md->master_id)) && unit_counttargeted(fbl) > 0); break;
|
|
case MSC_ALCHEMIST:
|
|
flag = (md->state.alchemist);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!flag)
|
|
continue; //Skill requisite failed to be fulfilled.
|
|
|
|
//Execute skill
|
|
skill_target = status_has_mode(&md->db->status,MD_RANDOMTARGET) ? MST_RANDOM : ms[i].target;
|
|
if (skill_get_casttype(ms[i].skill_id) == CAST_GROUND)
|
|
{ //Ground skill.
|
|
short x, y;
|
|
switch (skill_target) {
|
|
case MST_RANDOM: //Pick a random enemy within skill range.
|
|
bl = battle_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md),
|
|
skill_get_range2(&md->bl, ms[i].skill_id, ms[i].skill_lv, true));
|
|
break;
|
|
case MST_TARGET:
|
|
case MST_AROUND5:
|
|
case MST_AROUND6:
|
|
case MST_AROUND7:
|
|
case MST_AROUND8:
|
|
bl = map_id2bl(md->target_id);
|
|
break;
|
|
case MST_MASTER:
|
|
bl = &md->bl;
|
|
if (md->master_id)
|
|
bl = map_id2bl(md->master_id);
|
|
if (bl) //Otherwise, fall through.
|
|
break;
|
|
case MST_FRIEND:
|
|
bl = fbl?fbl:(fmd?&fmd->bl:&md->bl);
|
|
break;
|
|
default:
|
|
bl = &md->bl;
|
|
break;
|
|
}
|
|
if (!bl) continue;
|
|
|
|
x = bl->x;
|
|
y = bl->y;
|
|
// Look for an area to cast the spell around...
|
|
if (skill_target >= MST_AROUND5) {
|
|
j = skill_target >= MST_AROUND1?
|
|
(skill_target-MST_AROUND1) +1:
|
|
(skill_target-MST_AROUND5) +1;
|
|
map_search_freecell(&md->bl, md->bl.m, &x, &y, j, j, 3);
|
|
}
|
|
md->skill_idx = i;
|
|
map_freeblock_lock();
|
|
if (!battle_check_range(&md->bl, bl, skill_get_range2(&md->bl, ms[i].skill_id, ms[i].skill_lv, true)) ||
|
|
!unit_skilluse_pos2(&md->bl, x, y, ms[i].skill_id, ms[i].skill_lv, ms[i].casttime, ms[i].cancel))
|
|
{
|
|
map_freeblock_unlock();
|
|
continue;
|
|
}
|
|
} else {
|
|
//Targetted skill
|
|
switch (skill_target) {
|
|
case MST_RANDOM: //Pick a random enemy within skill range.
|
|
bl = battle_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md),
|
|
skill_get_range2(&md->bl, ms[i].skill_id, ms[i].skill_lv, true));
|
|
break;
|
|
case MST_TARGET:
|
|
bl = map_id2bl(md->target_id);
|
|
break;
|
|
case MST_MASTER:
|
|
bl = &md->bl;
|
|
if (md->master_id)
|
|
bl = map_id2bl(md->master_id);
|
|
if (bl) //Otherwise, fall through.
|
|
break;
|
|
case MST_FRIEND:
|
|
if (fbl) {
|
|
bl = fbl;
|
|
break;
|
|
} else if (fmd) {
|
|
bl = &fmd->bl;
|
|
break;
|
|
} // else fall through
|
|
default:
|
|
bl = &md->bl;
|
|
break;
|
|
}
|
|
if (!bl) continue;
|
|
|
|
md->skill_idx = i;
|
|
map_freeblock_lock();
|
|
if (!battle_check_range(&md->bl, bl, skill_get_range2(&md->bl, ms[i].skill_id, ms[i].skill_lv, true)) ||
|
|
!unit_skilluse_id2(&md->bl, bl->id, ms[i].skill_id, ms[i].skill_lv, ms[i].casttime, ms[i].cancel))
|
|
{
|
|
map_freeblock_unlock();
|
|
continue;
|
|
}
|
|
}
|
|
//Skill used. Post-setups...
|
|
if ( ms[ i ].msg_id ){ //Display color message [SnakeDrak]
|
|
struct mob_chat *mc = mob_chat(ms[i].msg_id);
|
|
|
|
if (mc) {
|
|
char temp[CHAT_SIZE_MAX];
|
|
char name[NAME_LENGTH];
|
|
|
|
snprintf(name, sizeof name,"%s", md->name);
|
|
strtok(name, "#"); // discard extra name identifier if present [Daegaladh]
|
|
snprintf(temp, sizeof temp,"%s : %s", name, mc->msg);
|
|
clif_messagecolor(&md->bl, mc->color, temp, true, AREA_CHAT_WOC);
|
|
}
|
|
}
|
|
if(!(battle_config.mob_ai&0x200)) { //pass on delay to same skill.
|
|
for (j = 0; j < md->db->maxskill; j++)
|
|
if (md->db->skill[j].skill_id == ms[i].skill_id)
|
|
md->skilldelay[j]=tick;
|
|
} else
|
|
md->skilldelay[i]=tick;
|
|
map_freeblock_unlock();
|
|
return 1;
|
|
}
|
|
//No skill was used.
|
|
md->skill_idx = -1;
|
|
return 0;
|
|
}
|
|
/*==========================================
|
|
* Skill use event processing
|
|
*------------------------------------------*/
|
|
int mobskill_event(struct mob_data *md, struct block_list *src, unsigned int tick, int flag)
|
|
{
|
|
int target_id, res = 0;
|
|
|
|
if(md->bl.prev == NULL || md->status.hp == 0)
|
|
return 0;
|
|
|
|
target_id = md->target_id;
|
|
if (!target_id || battle_config.mob_changetarget_byskill)
|
|
md->target_id = src->id;
|
|
|
|
if (flag == -1)
|
|
res = mobskill_use(md, tick, MSC_CASTTARGETED);
|
|
else if ((flag&0xffff) == MSC_SKILLUSED)
|
|
res = mobskill_use(md, tick, flag);
|
|
else if (flag&BF_SHORT)
|
|
res = mobskill_use(md, tick, MSC_CLOSEDATTACKED);
|
|
else if (flag&BF_LONG && !(flag&BF_MAGIC)) //Long-attacked should not include magic.
|
|
res = mobskill_use(md, tick, MSC_LONGRANGEATTACKED);
|
|
|
|
if (!res)
|
|
//Restore previous target only if skill condition failed to trigger. [Skotlex]
|
|
md->target_id = target_id;
|
|
//Otherwise check if the target is an enemy, and unlock if needed.
|
|
else if (battle_check_target(&md->bl, src, BCT_ENEMY) <= 0)
|
|
md->target_id = target_id;
|
|
|
|
return res;
|
|
}
|
|
|
|
// Player cloned mobs. [Valaris]
|
|
int mob_is_clone(int mob_id)
|
|
{
|
|
if(mob_id < MOB_CLONE_START || mob_id > MOB_CLONE_END)
|
|
return 0;
|
|
if (mob_db(mob_id) == NULL)
|
|
return 0;
|
|
return mob_id;
|
|
}
|
|
|
|
/**
|
|
* Previously, using skill_nocast with flag 16
|
|
* @param skill_id
|
|
* @return True:If disabled, False:If enabled
|
|
* @!TODO : Move this hardcodes!
|
|
**/
|
|
static bool mob_clone_disabled_skills(uint16 skill_id) {
|
|
switch (skill_id) {
|
|
case PR_TURNUNDEAD:
|
|
case PR_MAGNUS:
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//Flag values:
|
|
//&1: Set special ai (fight mobs, not players)
|
|
//If mode is not passed, a default aggressive mode is used.
|
|
//If master_id is passed, clone is attached to him.
|
|
//Returns: ID of newly crafted copy.
|
|
int mob_clone_spawn(struct map_session_data *sd, int16 m, int16 x, int16 y, const char *event, int master_id, enum e_mode mode, int flag, unsigned int duration)
|
|
{
|
|
int mob_id;
|
|
int i,j,inf, fd;
|
|
struct mob_data *md;
|
|
struct mob_skill *ms;
|
|
struct mob_db* db;
|
|
struct status_data *status;
|
|
|
|
nullpo_ret(sd);
|
|
|
|
if(pc_isdead(sd) && master_id && flag&1)
|
|
return 0;
|
|
|
|
ARR_FIND( MOB_CLONE_START, MOB_CLONE_END, mob_id, mob_db(mob_id) == NULL );
|
|
if(mob_id >= MOB_CLONE_END)
|
|
return 0;
|
|
|
|
try{
|
|
db = &mob_db_data[mob_id];
|
|
}catch( std::bad_alloc ){
|
|
ShowError( "mob_clone_spawn: Memory allocation for clone %hu failed.\n", mob_id );
|
|
return 0;
|
|
}
|
|
|
|
status = &db->status;
|
|
strcpy(db->sprite,sd->status.name);
|
|
strcpy(db->name,sd->status.name);
|
|
strcpy(db->jname,sd->status.name);
|
|
db->lv=status_get_lv(&sd->bl);
|
|
memcpy(status, &sd->base_status, sizeof(struct status_data));
|
|
status->rhw.atk2= status->dex + status->rhw.atk + status->rhw.atk2; //Max ATK
|
|
status->rhw.atk = status->dex; //Min ATK
|
|
if (status->lhw.atk) {
|
|
status->lhw.atk2= status->dex + status->lhw.atk + status->lhw.atk2; //Max ATK
|
|
status->lhw.atk = status->dex; //Min ATK
|
|
}
|
|
if (mode) //User provided mode.
|
|
status->mode = mode;
|
|
else if (flag&1) //Friendly Character, remove looting.
|
|
status->mode = static_cast<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;
|
|
|
|
//Skill copy [Skotlex]
|
|
ms = &db->skill[0];
|
|
|
|
/**
|
|
* We temporarily disable sd's fd so it doesn't receive the messages from skill_check_condition_castbegin
|
|
**/
|
|
fd = sd->fd;
|
|
sd->fd = 0;
|
|
|
|
//Go Backwards to give better priority to advanced skills.
|
|
for (i=0,j = MAX_SKILL_TREE-1;j>=0 && i< MAX_MOBSKILL ;j--) {
|
|
uint16 skill_id = skill_tree[pc_class2idx(sd->status.class_)][j].skill_id;
|
|
uint16 sk_idx = 0;
|
|
if (!skill_id || !(sk_idx = skill_get_index(skill_id)) || sd->status.skill[sk_idx].lv < 1 ||
|
|
(skill_get_inf2(skill_id)&(INF2_WEDDING_SKILL|INF2_GUILD_SKILL)) ||
|
|
mob_clone_disabled_skills(skill_id)
|
|
)
|
|
continue;
|
|
//Normal aggressive mob, disable skills that cannot help them fight
|
|
//against players (those with flags UF_NOMOB and UF_NOPC are specific
|
|
//to always aid players!) [Skotlex]
|
|
if (!(flag&1) &&
|
|
skill_get_unit_id(skill_id, 0) &&
|
|
skill_get_unit_flag(skill_id)&(UF_NOMOB|UF_NOPC))
|
|
continue;
|
|
/**
|
|
* The clone should be able to cast the skill (e.g. have the required weapon) bugreport:5299)
|
|
**/
|
|
if( !skill_check_condition_castbegin(sd,skill_id,sd->status.skill[sk_idx].lv) )
|
|
continue;
|
|
|
|
memset (&ms[i], 0, sizeof(struct mob_skill));
|
|
ms[i].skill_id = skill_id;
|
|
ms[i].skill_lv = sd->status.skill[sk_idx].lv;
|
|
ms[i].state = MSS_ANY;
|
|
ms[i].permillage = 500*battle_config.mob_skill_rate/100; //Default chance of all skills: 5%
|
|
ms[i].emotion = -1;
|
|
ms[i].cancel = 0;
|
|
ms[i].casttime = skill_castfix(&sd->bl,skill_id, ms[i].skill_lv);
|
|
ms[i].delay = 5000+skill_delayfix(&sd->bl,skill_id, ms[i].skill_lv);
|
|
ms[i].msg_id = 0;
|
|
|
|
inf = skill_get_inf(skill_id);
|
|
if (inf&INF_ATTACK_SKILL) {
|
|
ms[i].target = MST_TARGET;
|
|
ms[i].cond1 = MSC_ALWAYS;
|
|
if (skill_get_range(skill_id, ms[i].skill_lv) > 3)
|
|
ms[i].state = MSS_ANYTARGET;
|
|
else
|
|
ms[i].state = MSS_BERSERK;
|
|
} else if(inf&INF_GROUND_SKILL) {
|
|
if (skill_get_inf2(skill_id)&INF2_TRAP) { //Traps!
|
|
ms[i].state = MSS_IDLE;
|
|
ms[i].target = MST_AROUND2;
|
|
ms[i].delay = 60000;
|
|
} else if (skill_get_unit_target(skill_id) == BCT_ENEMY) { //Target Enemy
|
|
ms[i].state = MSS_ANYTARGET;
|
|
ms[i].target = MST_TARGET;
|
|
ms[i].cond1 = MSC_ALWAYS;
|
|
} else { //Target allies
|
|
ms[i].target = MST_FRIEND;
|
|
ms[i].cond1 = MSC_FRIENDHPLTMAXRATE;
|
|
ms[i].cond2 = 95;
|
|
}
|
|
} else if (inf&INF_SELF_SKILL) {
|
|
if (skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF) { //auto-select target skill.
|
|
ms[i].target = MST_TARGET;
|
|
ms[i].cond1 = MSC_ALWAYS;
|
|
if (skill_get_range(skill_id, ms[i].skill_lv) > 3) {
|
|
ms[i].state = MSS_ANYTARGET;
|
|
} else {
|
|
ms[i].state = MSS_BERSERK;
|
|
}
|
|
} else { //Self skill
|
|
ms[i].target = MST_SELF;
|
|
ms[i].cond1 = MSC_MYHPLTMAXRATE;
|
|
ms[i].cond2 = 90;
|
|
ms[i].permillage = 2000;
|
|
//Delay: Remove the stock 5 secs and add half of the support time.
|
|
ms[i].delay += -5000 +(skill_get_time(skill_id, ms[i].skill_lv) + skill_get_time2(skill_id, ms[i].skill_lv))/2;
|
|
if (ms[i].delay < 5000)
|
|
ms[i].delay = 5000; //With a minimum of 5 secs.
|
|
}
|
|
} else if (inf&INF_SUPPORT_SKILL) {
|
|
ms[i].target = MST_FRIEND;
|
|
ms[i].cond1 = MSC_FRIENDHPLTMAXRATE;
|
|
ms[i].cond2 = 90;
|
|
if (skill_id == AL_HEAL)
|
|
ms[i].permillage = 5000; //Higher skill rate usage for heal.
|
|
else if (skill_id == ALL_RESURRECTION)
|
|
ms[i].cond2 = 1;
|
|
//Delay: Remove the stock 5 secs and add half of the support time.
|
|
ms[i].delay += -5000 +(skill_get_time(skill_id, ms[i].skill_lv) + skill_get_time2(skill_id, ms[i].skill_lv))/2;
|
|
if (ms[i].delay < 2000)
|
|
ms[i].delay = 2000; //With a minimum of 2 secs.
|
|
|
|
if (i+1 < MAX_MOBSKILL) { //duplicate this so it also triggers on self.
|
|
memcpy(&ms[i+1], &ms[i], sizeof(struct mob_skill));
|
|
db->maxskill = ++i;
|
|
ms[i].target = MST_SELF;
|
|
ms[i].cond1 = MSC_MYHPLTMAXRATE;
|
|
}
|
|
} else {
|
|
switch (skill_id) { //Certain Special skills that are passive, and thus, never triggered.
|
|
case MO_TRIPLEATTACK:
|
|
case TF_DOUBLE:
|
|
case GS_CHAINACTION:
|
|
ms[i].state = MSS_BERSERK;
|
|
ms[i].target = MST_TARGET;
|
|
ms[i].cond1 = MSC_ALWAYS;
|
|
ms[i].permillage = skill_id==MO_TRIPLEATTACK?(3000-ms[i].skill_lv*100):(ms[i].skill_lv*500);
|
|
ms[i].delay -= 5000; //Remove the added delay as these could trigger on "all hits".
|
|
break;
|
|
default: //Untreated Skill
|
|
continue;
|
|
}
|
|
}
|
|
if (battle_config.mob_skill_rate!= 100)
|
|
ms[i].permillage = ms[i].permillage*battle_config.mob_skill_rate/100;
|
|
if (battle_config.mob_skill_delay != 100)
|
|
ms[i].delay = ms[i].delay*battle_config.mob_skill_delay/100;
|
|
|
|
db->maxskill = ++i;
|
|
}
|
|
|
|
/**
|
|
* We grant the session it's fd value back.
|
|
**/
|
|
sd->fd = fd;
|
|
|
|
//Finally, spawn it.
|
|
md = mob_once_spawn_sub(&sd->bl, m, x, y, "--en--", mob_id, event, SZ_SMALL, AI_NONE);
|
|
if (!md) return 0; //Failed?
|
|
|
|
md->special_state.clone = 1;
|
|
|
|
if (master_id || flag || duration) { //Further manipulate crafted char.
|
|
if (flag&1) //Friendly Character
|
|
md->special_state.ai = AI_ATTACK;
|
|
if (master_id) //Attach to Master
|
|
md->master_id = master_id;
|
|
if (duration) //Auto Delete after a while.
|
|
{
|
|
if( md->deletetimer != INVALID_TIMER )
|
|
delete_timer(md->deletetimer, mob_timer_delete);
|
|
md->deletetimer = add_timer (gettick() + duration, mob_timer_delete, md->bl.id, 0);
|
|
}
|
|
}
|
|
|
|
mob_spawn(md);
|
|
|
|
return md->bl.id;
|
|
}
|
|
|
|
int mob_clone_delete(struct mob_data *md){
|
|
const int mob_id = md->mob_id;
|
|
if (mob_id >= MOB_CLONE_START && mob_id < MOB_CLONE_END
|
|
&& mob_db(mob_id)!=NULL) {
|
|
mob_db_data.erase(mob_id);
|
|
//Clear references to the db
|
|
md->db = NULL;
|
|
md->vd = NULL;
|
|
return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
//Adjusts the drop rate of item according to the criteria given. [Skotlex]
|
|
static unsigned int mob_drop_adjust(int baserate, int rate_adjust, unsigned short rate_min, unsigned short rate_max)
|
|
{
|
|
double rate = baserate;
|
|
|
|
if (battle_config.logarithmic_drops && rate_adjust > 0 && rate_adjust != 100 && baserate > 0) //Logarithmic drops equation by Ishizu-Chan
|
|
//Equation: Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5))
|
|
//x is the normal Droprate, y is the Modificator.
|
|
rate = rate * pow((5.0 - log10(rate)), (log(rate_adjust/100.) / log(5.0))) + 0.5;
|
|
else
|
|
//Classical linear rate adjustment.
|
|
rate = rate * rate_adjust/100;
|
|
|
|
return (unsigned int)cap_value(rate,rate_min,rate_max);
|
|
}
|
|
|
|
/**
|
|
* Check if global item drop rate is overriden for given item
|
|
* in db/mob_item_ratio.txt
|
|
* @param nameid ID of the item
|
|
* @param mob_id ID of the monster
|
|
* @param rate_adjust pointer to store ratio if found
|
|
*/
|
|
static void item_dropratio_adjust(unsigned short nameid, int mob_id, int *rate_adjust)
|
|
{
|
|
struct s_mob_item_drop_ratio *item_ratio = (struct s_mob_item_drop_ratio *)idb_get(mob_item_drop_ratio, nameid);
|
|
if( item_ratio) {
|
|
if( item_ratio->mob_id[0] ) { // only for listed mobs
|
|
int i;
|
|
ARR_FIND(0, MAX_ITEMRATIO_MOBS, i, item_ratio->mob_id[i] == mob_id);
|
|
if( i < MAX_ITEMRATIO_MOBS ) // found
|
|
*rate_adjust = item_ratio->drop_ratio;
|
|
}
|
|
else // for all mobs
|
|
*rate_adjust = item_ratio->drop_ratio;
|
|
}
|
|
}
|
|
|
|
/*==========================================
|
|
* processes one mobdb entry
|
|
*------------------------------------------*/
|
|
static bool mob_parse_dbrow(char** str)
|
|
{
|
|
struct mob_db *db, entry;
|
|
struct status_data *status;
|
|
int mob_id, i;
|
|
double exp, maxhp;
|
|
struct mob_data data;
|
|
|
|
mob_id = atoi(str[0]);
|
|
|
|
if (!((mob_id > MIN_MOB_DB && mob_id < MAX_MOB_DB) || (mob_id > MIN_MOB_DB2 && mob_id < MAX_MOB_DB2))) {
|
|
ShowError("mob_parse_dbrow: Invalid monster ID %d, must be in range %d-%d or %d-%d.\n", mob_id, MIN_MOB_DB, MAX_MOB_DB, MIN_MOB_DB2, MAX_MOB_DB2);
|
|
return false;
|
|
}
|
|
|
|
memset(&entry, 0, sizeof(entry));
|
|
|
|
status = &entry.status;
|
|
|
|
entry.vd.class_ = mob_id;
|
|
safestrncpy(entry.sprite, str[1], sizeof(entry.sprite));
|
|
safestrncpy(entry.jname, str[2], sizeof(entry.jname));
|
|
safestrncpy(entry.name, str[3], sizeof(entry.name));
|
|
entry.lv = atoi(str[4]);
|
|
entry.lv = cap_value(entry.lv, 1, USHRT_MAX);
|
|
status->max_hp = atoi(str[5]);
|
|
status->max_sp = atoi(str[6]);
|
|
|
|
exp = (double)atoi(str[7]) * (double)battle_config.base_exp_rate / 100.;
|
|
entry.base_exp = (unsigned int)cap_value(exp, 0, UINT_MAX);
|
|
|
|
exp = (double)atoi(str[8]) * (double)battle_config.job_exp_rate / 100.;
|
|
entry.job_exp = (unsigned int)cap_value(exp, 0, UINT_MAX);
|
|
|
|
status->rhw.range = atoi(str[9]);
|
|
status->rhw.atk = atoi(str[10]);
|
|
status->rhw.atk2 = atoi(str[11]);
|
|
status->def = atoi(str[12]);
|
|
status->mdef = atoi(str[13]);
|
|
status->str = atoi(str[14]);
|
|
status->agi = atoi(str[15]);
|
|
status->vit = atoi(str[16]);
|
|
status->int_ = atoi(str[17]);
|
|
status->dex = atoi(str[18]);
|
|
status->luk = atoi(str[19]);
|
|
//All status should be min 1 to prevent divisions by zero from some skills. [Skotlex]
|
|
if (status->str < 1) status->str = 1;
|
|
if (status->agi < 1) status->agi = 1;
|
|
if (status->vit < 1) status->vit = 1;
|
|
if (status->int_< 1) status->int_= 1;
|
|
if (status->dex < 1) status->dex = 1;
|
|
if (status->luk < 1) status->luk = 1;
|
|
|
|
entry.range2 = atoi(str[20]);
|
|
entry.range3 = atoi(str[21]);
|
|
if (battle_config.view_range_rate != 100) {
|
|
entry.range2 = entry.range2 * battle_config.view_range_rate / 100;
|
|
if (entry.range2 < 1)
|
|
entry.range2 = 1;
|
|
}
|
|
if (battle_config.chase_range_rate != 100) {
|
|
entry.range3 = entry.range3 * battle_config.chase_range_rate / 100;
|
|
if (entry.range3 < entry.range2)
|
|
entry.range3 = entry.range2;
|
|
}
|
|
//Tests showed that chase range is effectively 2 cells larger than expected [Playtester]
|
|
entry.range3 += 2;
|
|
|
|
status->size = atoi(str[22]);
|
|
status->race = atoi(str[23]);
|
|
|
|
i = atoi(str[24]); //Element
|
|
status->def_ele = i%20;
|
|
status->ele_lv = (unsigned char)floor(i/20.);
|
|
if (!CHK_ELEMENT(status->def_ele)) {
|
|
ShowError("mob_parse_dbrow: Invalid element type %d for monster ID %d (max=%d).\n", status->def_ele, mob_id, ELE_ALL-1);
|
|
return false;
|
|
}
|
|
if (!CHK_ELEMENT_LEVEL(status->ele_lv)) {
|
|
ShowError("mob_parse_dbrow: Invalid element level %d for monster ID %d, must be in range 1-%d.\n", status->ele_lv, mob_id, MAX_ELE_LEVEL);
|
|
return false;
|
|
}
|
|
|
|
status->mode = static_cast<enum e_mode>(strtol(str[25], NULL, 0));
|
|
if (!battle_config.monster_active_enable)
|
|
status->mode = static_cast<enum e_mode>(status->mode&(~MD_AGGRESSIVE));
|
|
|
|
if (status_has_mode(status,MD_STATUS_IMMUNE|MD_KNOCKBACK_IMMUNE|MD_DETECTOR))
|
|
status->class_ = CLASS_BOSS;
|
|
else // Store as Normal and overwrite in mob_race2_db for special Class
|
|
status->class_ = CLASS_NORMAL;
|
|
|
|
status->speed = atoi(str[26]);
|
|
status->aspd_rate = 1000;
|
|
i = atoi(str[27]);
|
|
status->adelay = cap_value(i, battle_config.monster_max_aspd*2, 4000);
|
|
i = atoi(str[28]);
|
|
status->amotion = cap_value(i, battle_config.monster_max_aspd, 2000);
|
|
//If the attack animation is longer than the delay, the client crops the attack animation!
|
|
//On aegis there is no real visible effect of having a recharge-time less than amotion anyway.
|
|
if (status->adelay < status->amotion)
|
|
status->adelay = status->amotion;
|
|
status->dmotion = atoi(str[29]);
|
|
if(battle_config.monster_damage_delay_rate != 100)
|
|
status->dmotion = status->dmotion * battle_config.monster_damage_delay_rate / 100;
|
|
|
|
// Fill in remaining status data by using a dummy monster.
|
|
data.bl.type = BL_MOB;
|
|
data.level = entry.lv;
|
|
memcpy(&data.status, status, sizeof(struct status_data));
|
|
status_calc_misc(&data.bl, status, entry.lv);
|
|
|
|
// MVP EXP Bonus: MEXP
|
|
// Some new MVP's MEXP multipled by high exp-rate cause overflow. [LuzZza]
|
|
exp = (double)atoi(str[30]) * (double)battle_config.mvp_exp_rate / 100.;
|
|
entry.mexp = (unsigned int)cap_value(exp, 0, UINT_MAX);
|
|
|
|
//Now that we know if it is an mvp or not, apply battle_config modifiers [Skotlex]
|
|
maxhp = (double)status->max_hp;
|
|
if (entry.mexp > 0) { //Mvp
|
|
if (battle_config.mvp_hp_rate != 100)
|
|
maxhp = maxhp * (double)battle_config.mvp_hp_rate / 100.;
|
|
} else //Normal mob
|
|
if (battle_config.monster_hp_rate != 100)
|
|
maxhp = maxhp * (double)battle_config.monster_hp_rate / 100.;
|
|
|
|
status->max_hp = (unsigned int)cap_value(maxhp, 1, UINT_MAX);
|
|
if(status->max_sp < 1) status->max_sp = 1;
|
|
|
|
//Since mobs always respawn with full life...
|
|
status->hp = status->max_hp;
|
|
status->sp = status->max_sp;
|
|
|
|
// MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per
|
|
for(i = 0; i < MAX_MVP_DROP; i++) {
|
|
entry.mvpitem[i].nameid = atoi(str[31+i*2]);
|
|
|
|
if( entry.mvpitem[i].nameid ){
|
|
if( itemdb_search(entry.mvpitem[i].nameid) ){
|
|
entry.mvpitem[i].p = atoi(str[32+i*2]);
|
|
continue;
|
|
}else{
|
|
ShowWarning( "Monster \"%s\"(id: %d) is dropping an unknown item \"%s\"(MVP-Drop %d)\n", entry.name, mob_id, str[31+i*2], ( i / 2 ) + 1 );
|
|
}
|
|
}
|
|
|
|
// Delete the item
|
|
entry.mvpitem[i].nameid = 0;
|
|
entry.mvpitem[i].p = 0;
|
|
}
|
|
|
|
for(i = 0; i < MAX_MOB_DROP; i++) {
|
|
int k = 31 + MAX_MVP_DROP*2 + i*2;
|
|
|
|
entry.dropitem[i].nameid = atoi(str[k]);
|
|
|
|
if( entry.dropitem[i].nameid ){
|
|
if( itemdb_search( entry.dropitem[i].nameid ) ){
|
|
entry.dropitem[i].p = atoi(str[k+1]);
|
|
continue;
|
|
}else{
|
|
ShowWarning( "Monster \"%s\"(id: %d) is dropping an unknown item \"%s\"(Drop %d)\n", entry.name, mob_id, str[k], ( i / 2 ) + 1 );
|
|
}
|
|
}
|
|
|
|
// Delete the item
|
|
entry.dropitem[i].nameid = 0;
|
|
entry.dropitem[i].p = 0;
|
|
}
|
|
|
|
db = mob_db(mob_id);
|
|
|
|
// Finally insert monster's data into the database.
|
|
if (db == NULL) {
|
|
try{
|
|
db = &mob_db_data[mob_id];
|
|
}catch( std::bad_alloc ){
|
|
ShowError( "Memory allocation for monster %hu failed.\n", mob_id );
|
|
return false;
|
|
}
|
|
}
|
|
|
|
memcpy(db, &entry, sizeof(struct mob_db));
|
|
return true;
|
|
}
|
|
|
|
/*==========================================
|
|
* mob_db.txt reading
|
|
*------------------------------------------*/
|
|
static bool mob_readdb_sub(char* fields[], int columns, int current)
|
|
{
|
|
return mob_parse_dbrow(fields);
|
|
}
|
|
|
|
/*==========================================
|
|
* mob_db table reading
|
|
*------------------------------------------*/
|
|
static int mob_read_sqldb(void)
|
|
{
|
|
const char* mob_db_name[] = {
|
|
mob_table,
|
|
mob2_table };
|
|
int fi;
|
|
|
|
for( fi = 0; fi < ARRAYLENGTH(mob_db_name); ++fi ) {
|
|
uint32 lines = 0, count = 0;
|
|
|
|
// retrieve all rows from the mob database
|
|
if( SQL_ERROR == Sql_Query(mmysql_handle, "SELECT * FROM `%s`", mob_db_name[fi]) ) {
|
|
Sql_ShowDebug(mmysql_handle);
|
|
continue;
|
|
}
|
|
|
|
// process rows one by one
|
|
while( SQL_SUCCESS == Sql_NextRow(mmysql_handle) ) {
|
|
// wrap the result into a TXT-compatible format
|
|
char line[1024];
|
|
char* str[31+2*MAX_MVP_DROP+2*MAX_MOB_DROP];
|
|
char* p;
|
|
int i;
|
|
|
|
lines++;
|
|
for(i = 0, p = line; i < 31+2*MAX_MVP_DROP+2*MAX_MOB_DROP; i++)
|
|
{
|
|
char* data;
|
|
size_t len;
|
|
Sql_GetData(mmysql_handle, i, &data, &len);
|
|
|
|
strcpy(p, data);
|
|
str[i] = p;
|
|
p+= len + 1;
|
|
}
|
|
|
|
if (!mob_parse_dbrow(str))
|
|
continue;
|
|
|
|
count++;
|
|
}
|
|
|
|
// free the query result
|
|
Sql_FreeResult(mmysql_handle);
|
|
|
|
ShowStatus("Done reading '" CL_WHITE "%lu" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", count, mob_db_name[fi]);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/*==========================================
|
|
* MOB display graphic change data reading
|
|
*------------------------------------------*/
|
|
static bool mob_readdb_mobavail(char* str[], int columns, int current)
|
|
{
|
|
int mob_id, sprite_id;
|
|
struct mob_db *db;
|
|
|
|
mob_id = atoi(str[0]);
|
|
|
|
if( (db=mob_db(mob_id)) == NULL) // invalid class (probably undefined in db)
|
|
{
|
|
ShowWarning("mob_readdb_mobavail: Unknown mob id %d.\n", mob_id);
|
|
return false;
|
|
}
|
|
|
|
sprite_id = atoi(str[1]);
|
|
|
|
memset(&db->vd, 0, sizeof(struct view_data));
|
|
db->vd.class_ = sprite_id;
|
|
|
|
//Player sprites
|
|
if(pcdb_checkid(sprite_id) && columns==12) {
|
|
db->vd.sex=atoi(str[2]);
|
|
db->vd.hair_style=atoi(str[3]);
|
|
db->vd.hair_color=atoi(str[4]);
|
|
db->vd.weapon=atoi(str[5]);
|
|
db->vd.shield=atoi(str[6]);
|
|
db->vd.head_top=atoi(str[7]);
|
|
db->vd.head_mid=atoi(str[8]);
|
|
db->vd.head_bottom=atoi(str[9]);
|
|
db->option=atoi(str[10])&~(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE);
|
|
db->vd.cloth_color=atoi(str[11]); // Monster player dye option - Valaris
|
|
|
|
#ifdef NEW_CARTS
|
|
if( db->option & OPTION_CART ){
|
|
ShowWarning("mob_readdb_mobavail: You tried to use a cart for mob id %d. This does not work with setting an option anymore.\n", mob_id );
|
|
db->option &= ~OPTION_CART;
|
|
}
|
|
#endif
|
|
}
|
|
else if(columns==3)
|
|
db->vd.head_bottom=atoi(str[2]); // mob equipment [Valaris]
|
|
else if( columns != 2 )
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
/*==========================================
|
|
* Reading of random monster data
|
|
* MobGroup,MobID,DummyName,Rate
|
|
*------------------------------------------*/
|
|
static bool mob_readdb_group(char* str[], int columns, int current){
|
|
struct s_randomsummon_group *msummon = NULL;
|
|
int mob_id, group = 0;
|
|
unsigned short i = 0;
|
|
bool set_default = false;
|
|
|
|
if (ISDIGIT(str[0][0]) && ISDIGIT(str[0][1]))
|
|
group = atoi(str[0]);
|
|
else if (!script_get_constant(str[0], &group)) {
|
|
ShowError("mob_readdb_group: Invalid random monster group '%s'\n", str[0]);
|
|
return false;
|
|
}
|
|
|
|
mob_id = atoi(str[1]);
|
|
if (mob_id != 0 && mob_db(mob_id) == NULL) {
|
|
ShowError("mob_readdb_group: Invalid random monster group '%s'\n", str[0]);
|
|
return false;
|
|
}
|
|
else if (mob_id == 0){
|
|
mob_id = atoi(str[3]);
|
|
if (mob_db(mob_id) == NULL) {
|
|
ShowError("mob_readdb_group: Invalid random monster group '%s'\n", str[0]);
|
|
return false;
|
|
}
|
|
set_default = true;
|
|
}
|
|
|
|
if (!(msummon = (struct s_randomsummon_group *)idb_get(mob_summon_db, group))) {
|
|
CREATE(msummon, struct s_randomsummon_group, 1);
|
|
CREATE(msummon->list, struct s_randomsummon_entry, (msummon->count = 1));
|
|
msummon->list[0].mob_id = mob_id;
|
|
msummon->list[0].rate = atoi(str[3]);
|
|
msummon->random_id = group;
|
|
idb_put(mob_summon_db, group, msummon);
|
|
}
|
|
else {
|
|
ARR_FIND(0, msummon->count, i, set_default || (i > 0 && msummon->list[i].mob_id == mob_id));
|
|
if (i >= msummon->count)
|
|
RECREATE(msummon->list, struct s_randomsummon_entry, ++msummon->count);
|
|
msummon->list[i].mob_id = mob_id;
|
|
msummon->list[i].rate = atoi(str[3]);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//processes one mob_chat_db entry [SnakeDrak]
|
|
//db struct: Line_ID,Color_Code,Dialog
|
|
static bool mob_parse_row_chatdb(char* fields[], int columns, int current)
|
|
{
|
|
char* msg;
|
|
struct mob_chat *ms;
|
|
int msg_id;
|
|
size_t len;
|
|
|
|
msg_id = atoi(fields[0]);
|
|
|
|
if (msg_id <= 0){
|
|
ShowError("mob_parse_row_chatdb: Invalid chat ID '%d' in line %d\n", msg_id, current);
|
|
return false;
|
|
}
|
|
|
|
ms = mob_chat(msg_id);
|
|
|
|
if( ms == NULL ){
|
|
try{
|
|
ms = &mob_chat_db[msg_id];
|
|
}catch( std::bad_alloc ){
|
|
ShowError( "mob_parse_row_chatdb: Memory allocation for chat ID '%d' failed.\n", msg_id );
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//MSG ID
|
|
ms->msg_id=msg_id;
|
|
//Color
|
|
ms->color=strtoul(fields[1],NULL,0);
|
|
//Message
|
|
msg = fields[2];
|
|
len = strlen(msg);
|
|
|
|
while( len && ( msg[len-1]=='\r' || msg[len-1]=='\n' ) )
|
|
{// find EOL to strip
|
|
len--;
|
|
}
|
|
|
|
if(len>(CHAT_SIZE_MAX-1)){
|
|
ShowError("mob_chat: readdb: Message too long! Line %d, id: %d\n", current, msg_id);
|
|
return false;
|
|
}
|
|
else if( !len ){
|
|
ShowWarning("mob_parse_row_chatdb: Empty message for id %d.\n", msg_id);
|
|
return false;
|
|
}
|
|
|
|
msg[len] = 0; // strip previously found EOL
|
|
safestrncpy(ms->msg, fields[2], CHAT_SIZE_MAX);
|
|
|
|
return true;
|
|
}
|
|
|
|
/*==========================================
|
|
* processes one mob_skill_db entry
|
|
*------------------------------------------*/
|
|
static bool mob_parse_row_mobskilldb(char** str, int columns, int current)
|
|
{
|
|
static const struct {
|
|
char str[32];
|
|
enum MobSkillState id;
|
|
} state[] = {
|
|
{ "any", MSS_ANY }, //All states except Dead
|
|
{ "idle", MSS_IDLE },
|
|
{ "walk", MSS_WALK },
|
|
{ "loot", MSS_LOOT },
|
|
{ "dead", MSS_DEAD },
|
|
{ "attack", MSS_BERSERK }, //Retaliating attack
|
|
{ "angry", MSS_ANGRY }, //Preemptive attack (aggressive mobs)
|
|
{ "chase", MSS_RUSH }, //Chase escaping target
|
|
{ "follow", MSS_FOLLOW }, //Preemptive chase (aggressive mobs)
|
|
{ "anytarget",MSS_ANYTARGET }, //Berserk+Angry+Rush+Follow
|
|
};
|
|
static const struct {
|
|
char str[32];
|
|
int id;
|
|
} cond1[] = {
|
|
// enum e_mob_skill_condition
|
|
{ "always", MSC_ALWAYS },
|
|
{ "myhpltmaxrate", MSC_MYHPLTMAXRATE },
|
|
{ "myhpinrate", MSC_MYHPINRATE },
|
|
{ "friendhpltmaxrate", MSC_FRIENDHPLTMAXRATE },
|
|
{ "friendhpinrate", MSC_FRIENDHPINRATE },
|
|
{ "mystatuson", MSC_MYSTATUSON },
|
|
{ "mystatusoff", MSC_MYSTATUSOFF },
|
|
{ "friendstatuson", MSC_FRIENDSTATUSON },
|
|
{ "friendstatusoff", MSC_FRIENDSTATUSOFF },
|
|
{ "attackpcgt", MSC_ATTACKPCGT },
|
|
{ "attackpcge", MSC_ATTACKPCGE },
|
|
{ "slavelt", MSC_SLAVELT },
|
|
{ "slavele", MSC_SLAVELE },
|
|
{ "closedattacked", MSC_CLOSEDATTACKED },
|
|
{ "longrangeattacked", MSC_LONGRANGEATTACKED },
|
|
{ "skillused", MSC_SKILLUSED },
|
|
{ "afterskill", MSC_AFTERSKILL },
|
|
{ "casttargeted", MSC_CASTTARGETED },
|
|
{ "rudeattacked", MSC_RUDEATTACKED },
|
|
{ "masterhpltmaxrate", MSC_MASTERHPLTMAXRATE },
|
|
{ "masterattacked", MSC_MASTERATTACKED },
|
|
{ "alchemist", MSC_ALCHEMIST },
|
|
{ "onspawn", MSC_SPAWN },
|
|
}, cond2[] ={
|
|
{ "anybad", -1 },
|
|
{ "stone", SC_STONE },
|
|
{ "freeze", SC_FREEZE },
|
|
{ "stun", SC_STUN },
|
|
{ "sleep", SC_SLEEP },
|
|
{ "poison", SC_POISON },
|
|
{ "curse", SC_CURSE },
|
|
{ "silence", SC_SILENCE },
|
|
{ "confusion", SC_CONFUSION },
|
|
{ "blind", SC_BLIND },
|
|
{ "hiding", SC_HIDING },
|
|
{ "sight", SC_SIGHT },
|
|
}, target[] = {
|
|
// enum e_mob_skill_target
|
|
{ "target", MST_TARGET },
|
|
{ "randomtarget", MST_RANDOM },
|
|
{ "self", MST_SELF },
|
|
{ "friend", MST_FRIEND },
|
|
{ "master", MST_MASTER },
|
|
{ "around5", MST_AROUND5 },
|
|
{ "around6", MST_AROUND6 },
|
|
{ "around7", MST_AROUND7 },
|
|
{ "around8", MST_AROUND8 },
|
|
{ "around1", MST_AROUND1 },
|
|
{ "around2", MST_AROUND2 },
|
|
{ "around3", MST_AROUND3 },
|
|
{ "around4", MST_AROUND4 },
|
|
{ "around", MST_AROUND },
|
|
};
|
|
static int last_mob_id = 0; // ensures that only one error message per mob id is printed
|
|
|
|
struct s_mob_skill *skill = NULL;
|
|
struct mob_skill *ms = NULL;
|
|
int mob_id;
|
|
int i = 0, j, tmp;
|
|
struct mob_db *mob;
|
|
|
|
mob_id = atoi(str[0]);
|
|
|
|
if (mob_id > 0 && (mob = mob_db(mob_id)) == NULL)
|
|
{
|
|
if (mob_id != last_mob_id) {
|
|
ShowError("mob_parse_row_mobskilldb: Non existant Mob id %d\n", mob_id);
|
|
last_mob_id = mob_id;
|
|
}
|
|
return false;
|
|
}
|
|
else if (mob_id == 0)
|
|
return false;
|
|
|
|
// Looking for existing entry
|
|
if (!(skill = (struct s_mob_skill *)idb_get(mob_skill_db, mob_id)))
|
|
CREATE(skill, struct s_mob_skill, 1);
|
|
|
|
if( strcmp(str[1],"clear") == 0 && skill->mob_id != 0 ) {
|
|
idb_remove(mob_skill_db, skill->mob_id);
|
|
aFree(skill);
|
|
ShowInfo("Cleared skill for mob id '%d'\n", mob_id);
|
|
return true;
|
|
}
|
|
|
|
ARR_FIND( 0, MAX_MOBSKILL, i, skill->skill[i].skill_id == 0 );
|
|
if( i == MAX_MOBSKILL )
|
|
{
|
|
if (mob_id != last_mob_id) {
|
|
ShowError("mob_parse_row_mobskilldb: Too many skills for monster %d[%s]\n", mob_id, mob->sprite);
|
|
last_mob_id = mob_id;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
ms = &skill->skill[i];
|
|
|
|
//State
|
|
ARR_FIND( 0, ARRAYLENGTH(state), j, strcmp(str[2],state[j].str) == 0 );
|
|
if( j < ARRAYLENGTH(state) )
|
|
ms->state = state[j].id;
|
|
else {
|
|
ShowError("mob_parse_row_mobskilldb: Unrecognized state '%s' in line %d\n", str[2], current);
|
|
return false;
|
|
}
|
|
|
|
//Skill ID
|
|
j = atoi(str[3]);
|
|
if (j <= 0 || j > MAX_SKILL_ID || !skill_get_index(j)) //fixed Lupus
|
|
{
|
|
if (mob_id < 0)
|
|
ShowError("mob_parse_row_mobskilldb: Invalid Skill ID (%d) for all mobs\n", j);
|
|
else
|
|
ShowError("mob_parse_row_mobskilldb: Invalid Skill ID (%d) for mob %d (%s)\n", j, mob_id, mob->sprite);
|
|
return false;
|
|
}
|
|
ms->skill_id = j;
|
|
|
|
//Skill lvl
|
|
j = atoi(str[4]) <= 0 ? 1 : atoi(str[4]);
|
|
ms->skill_lv = j > battle_config.mob_max_skilllvl ? battle_config.mob_max_skilllvl : j; //we strip max skill level
|
|
|
|
//Apply battle_config modifiers to rate (permillage) and delay [Skotlex]
|
|
tmp = atoi(str[5]);
|
|
if (battle_config.mob_skill_rate != 100)
|
|
tmp = tmp*battle_config.mob_skill_rate/100;
|
|
if (tmp > 10000)
|
|
ms->permillage = 10000;
|
|
else if (!tmp && battle_config.mob_skill_rate)
|
|
ms->permillage = 1;
|
|
else
|
|
ms->permillage = tmp;
|
|
ms->casttime = atoi(str[6]);
|
|
ms->delay = atoi(str[7]);
|
|
if (battle_config.mob_skill_delay != 100)
|
|
ms->delay = ms->delay*battle_config.mob_skill_delay/100;
|
|
if (ms->delay < 0 || ms->delay > MOB_MAX_DELAY) //time overflow?
|
|
ms->delay = MOB_MAX_DELAY;
|
|
ms->cancel = atoi(str[8]);
|
|
if( strcmp(str[8],"yes")==0 )
|
|
ms->cancel=1;
|
|
|
|
//Target
|
|
ARR_FIND( 0, ARRAYLENGTH(target), j, strcmp(str[9],target[j].str) == 0 );
|
|
if( j < ARRAYLENGTH(target) )
|
|
ms->target = target[j].id;
|
|
else {
|
|
ShowWarning("mob_parse_row_mobskilldb: Unrecognized target %s for %d\n", str[9], mob_id);
|
|
ms->target = MST_TARGET;
|
|
}
|
|
|
|
//Check that the target condition is right for the skill type. [Skotlex]
|
|
if (skill_get_casttype(ms->skill_id) == CAST_GROUND)
|
|
{ //Ground skill.
|
|
if (ms->target > MST_AROUND)
|
|
{
|
|
ShowWarning("mob_parse_row_mobskilldb: Wrong mob skill target for ground skill %d (%s) for %s.\n",
|
|
ms->skill_id, skill_get_name(ms->skill_id),
|
|
mob_id < 0 ? "all mobs" : mob->sprite);
|
|
ms->target = MST_TARGET;
|
|
}
|
|
} else if (ms->target > MST_MASTER) {
|
|
ShowWarning("mob_parse_row_mobskilldb: Wrong mob skill target 'around' for non-ground skill %d (%s) for %s.\n",
|
|
ms->skill_id, skill_get_name(ms->skill_id),
|
|
mob_id < 0 ? "all mobs" : mob->sprite);
|
|
ms->target = MST_TARGET;
|
|
}
|
|
|
|
//Cond1
|
|
ARR_FIND( 0, ARRAYLENGTH(cond1), j, strcmp(str[10],cond1[j].str) == 0 );
|
|
if( j < ARRAYLENGTH(cond1) )
|
|
ms->cond1 = cond1[j].id;
|
|
else {
|
|
ShowWarning("mob_parse_row_mobskilldb: Unrecognized condition 1 %s for %d\n", str[10], mob_id);
|
|
ms->cond1 = -1;
|
|
}
|
|
|
|
//Cond2
|
|
// numeric value
|
|
ms->cond2 = atoi(str[11]);
|
|
// or special constant
|
|
ARR_FIND( 0, ARRAYLENGTH(cond2), j, strcmp(str[11],cond2[j].str) == 0 );
|
|
if( j < ARRAYLENGTH(cond2) )
|
|
ms->cond2 = cond2[j].id;
|
|
|
|
ms->val[0] = (int)strtol(str[12],NULL,0);
|
|
ms->val[1] = (int)strtol(str[13],NULL,0);
|
|
ms->val[2] = (int)strtol(str[14],NULL,0);
|
|
ms->val[3] = (int)strtol(str[15],NULL,0);
|
|
ms->val[4] = (int)strtol(str[16],NULL,0);
|
|
|
|
if(ms->skill_id == NPC_EMOTION && mob_id > 0 &&
|
|
ms->val[1] == mob_db(mob_id)->status.mode)
|
|
{
|
|
ms->val[1] = 0;
|
|
ms->val[4] = 1; //request to return mode to normal.
|
|
}
|
|
if(ms->skill_id == NPC_EMOTION_ON && mob_id > 0 && ms->val[1])
|
|
{ //Adds a mode to the mob.
|
|
//Remove aggressive mode when the new mob type is passive.
|
|
if (!(ms->val[1]&MD_AGGRESSIVE))
|
|
ms->val[3] |= MD_AGGRESSIVE;
|
|
ms->val[2] |= ms->val[1]; //Add the new mode.
|
|
ms->val[1] = 0; //Do not "set" it.
|
|
}
|
|
|
|
if(*str[17])
|
|
ms->emotion = atoi(str[17]);
|
|
else
|
|
ms->emotion = -1;
|
|
|
|
if(str[18] != NULL && mob_chat(atoi(str[18]))!=NULL)
|
|
ms->msg_id = atoi(str[18]);
|
|
else
|
|
ms->msg_id = 0;
|
|
|
|
skill->count++;
|
|
if (!skill->mob_id) { // Insert new entry
|
|
skill->mob_id = mob_id;
|
|
idb_put(mob_skill_db, mob_id, skill);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/*==========================================
|
|
* mob_skill_db.txt reading
|
|
*------------------------------------------*/
|
|
static void mob_readskilldb(const char* basedir, bool silent) {
|
|
if( battle_config.mob_skill_rate == 0 ) {
|
|
ShowStatus("Mob skill use disabled. Not reading mob skills.\n");
|
|
return;
|
|
}
|
|
sv_readdb(basedir, "mob_skill_db.txt", ',', 19, 19, -1, &mob_parse_row_mobskilldb, silent);
|
|
}
|
|
|
|
/**
|
|
* mob_skill_db table reading [CalciumKid]
|
|
* not overly sure if this is all correct
|
|
* seems to work though...
|
|
*/
|
|
static int mob_read_sqlskilldb(void)
|
|
{
|
|
const char* mob_skill_db_name[] = {
|
|
mob_skill_table,
|
|
mob_skill2_table };
|
|
int fi;
|
|
|
|
if( battle_config.mob_skill_rate == 0 ) {
|
|
ShowStatus("Mob skill use disabled. Not reading mob skills.\n");
|
|
return 0;
|
|
}
|
|
|
|
for( fi = 0; fi < ARRAYLENGTH(mob_skill_db_name); ++fi ) {
|
|
uint32 lines = 0, count = 0;
|
|
|
|
// retrieve all rows from the mob skill database
|
|
if( SQL_ERROR == Sql_Query(mmysql_handle, "SELECT * FROM `%s`", mob_skill_db_name[fi]) ) {
|
|
Sql_ShowDebug(mmysql_handle);
|
|
continue;
|
|
}
|
|
|
|
// process rows one by one
|
|
while( SQL_SUCCESS == Sql_NextRow(mmysql_handle) ) {
|
|
// wrap the result into a TXT-compatible format
|
|
char* str[19];
|
|
char dummy[255] = "";
|
|
int i;
|
|
++lines;
|
|
for( i = 0; i < 19; ++i )
|
|
{
|
|
Sql_GetData(mmysql_handle, i, &str[i], NULL);
|
|
if( str[i] == NULL )
|
|
str[i] = dummy; // get rid of NULL columns
|
|
}
|
|
|
|
if (!mob_parse_row_mobskilldb(str, 19, count))
|
|
continue;
|
|
|
|
count++;
|
|
}
|
|
|
|
// free the query result
|
|
Sql_FreeResult(mmysql_handle);
|
|
|
|
ShowStatus("Done reading '" CL_WHITE "%lu" CL_RESET "' entries in '" CL_WHITE "%s" CL_RESET "'.\n", count, mob_skill_db_name[fi]);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/*==========================================
|
|
* mob_race2_db.txt reading
|
|
*------------------------------------------*/
|
|
static bool mob_readdb_race2(char* fields[], int columns, int current)
|
|
{
|
|
int race, i;
|
|
|
|
if( ISDIGIT(fields[0][0]) )
|
|
race = atoi(fields[0]);
|
|
else if( !script_get_constant( fields[0], &race ) ){
|
|
ShowWarning("mob_readdb_race2: Unknown race2 constant \"%s\".\n", fields[0]);
|
|
return false;
|
|
}
|
|
|
|
if (!CHK_RACE2(race)) {
|
|
ShowWarning("mob_readdb_race2: Unknown race2 %d.\n", race);
|
|
return false;
|
|
}
|
|
|
|
for(i = 1; i < columns; i++) {
|
|
int mob_id = atoi(fields[i]);
|
|
struct mob_db* db = mob_db(mob_id);
|
|
|
|
if (db == NULL) {
|
|
ShowWarning("mob_readdb_race2: Unknown mob id %d for race2 %d.\n", mob_id, race);
|
|
continue;
|
|
}
|
|
db->race2 = (enum e_race2)race;
|
|
|
|
// Apply Aegis Class
|
|
if (race == RC2_GUARDIAN)
|
|
db->status.class_ = CLASS_GUARDIAN;
|
|
else if (race == RC2_BATTLEFIELD)
|
|
db->status.class_ = CLASS_BATTLEFIELD;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Read mob_item_ratio.txt
|
|
*/
|
|
static bool mob_readdb_itemratio(char* str[], int columns, int current)
|
|
{
|
|
unsigned short nameid;
|
|
int ratio, i;
|
|
struct s_mob_item_drop_ratio *item_ratio;
|
|
nameid = atoi(str[0]);
|
|
|
|
if (itemdb_exists(nameid) == NULL) {
|
|
ShowWarning("mob_readdb_itemratio: Invalid item id %hu.\n", nameid);
|
|
return false;
|
|
}
|
|
|
|
ratio = atoi(str[1]);
|
|
|
|
if (!(item_ratio = (struct s_mob_item_drop_ratio *)idb_get(mob_item_drop_ratio,nameid)))
|
|
CREATE(item_ratio, struct s_mob_item_drop_ratio, 1);
|
|
|
|
item_ratio->drop_ratio = ratio;
|
|
memset(item_ratio->mob_id, 0, sizeof(item_ratio->mob_id));
|
|
for (i = 0; i < columns-2; i++) {
|
|
uint16 mob_id = atoi(str[i+2]);
|
|
if (mob_db(mob_id) == NULL)
|
|
ShowError("mob_readdb_itemratio: Invalid monster with ID %hu (Item:%hu Col:%d).\n", mob_id, nameid, columns);
|
|
else
|
|
item_ratio->mob_id[i] = atoi(str[i+2]);
|
|
}
|
|
|
|
if (!item_ratio->nameid) {
|
|
item_ratio->nameid = nameid;
|
|
idb_put(mob_item_drop_ratio, nameid, item_ratio);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Read additional monster drop from db file
|
|
* @author [Cydh]
|
|
**/
|
|
static bool mob_readdb_drop(char* str[], int columns, int current) {
|
|
unsigned short mobid, nameid;
|
|
int rate, i, size, flag = 0;
|
|
struct mob_db *mob;
|
|
struct s_mob_drop *drop;
|
|
|
|
mobid = atoi(str[0]);
|
|
if ((mob = mob_db(mobid)) == NULL) {
|
|
ShowError("mob_readdb_drop: Invalid monster with ID %s.\n", str[0]);
|
|
return false;
|
|
}
|
|
|
|
nameid = atoi(str[1]);
|
|
if (itemdb_exists(nameid) == NULL) {
|
|
ShowWarning("mob_readdb_drop: Invalid item id %s.\n", str[1]);
|
|
return false;
|
|
}
|
|
|
|
rate = atoi(str[2]);
|
|
if (columns > 4 && (flag = atoi(str[4])) == 2) {
|
|
drop = mob->mvpitem;
|
|
size = ARRAYLENGTH(mob->mvpitem);
|
|
}
|
|
else {
|
|
drop = mob->dropitem;
|
|
size = ARRAYLENGTH(mob->dropitem);
|
|
}
|
|
|
|
if (rate == 0) {
|
|
for (i = 0; i < size; i++) {
|
|
if (drop[i].nameid == nameid) {
|
|
memset(&drop[i], 0, sizeof(struct s_mob_drop));
|
|
ShowInfo("mob_readdb_drop: Removed item '%hu' from monster '%hu'.\n", nameid, mobid);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
for (i = 0; i < size; i++) {
|
|
if (drop[i].nameid == 0)
|
|
break;
|
|
}
|
|
if (i == size) {
|
|
ShowError("mob_readdb_drop: Cannot add item '%hu' to monster '%hu'. Max drop reached '%d'.\n", nameid, mobid, size);
|
|
return true;
|
|
}
|
|
|
|
drop[i].nameid = nameid;
|
|
drop[i].p = rate;
|
|
drop[i].steal_protected = (flag) ? 1 : 0;
|
|
drop[i].randomopt_group = 0;
|
|
|
|
if (columns > 3) {
|
|
int randomopt_group = -1;
|
|
if (!script_get_constant(trim(str[3]), &randomopt_group)) {
|
|
ShowError("mob_readdb_drop: Invalid 'randopt_groupid' '%s' for monster '%hu'.\n", str[3], mobid);
|
|
return false;
|
|
}
|
|
if (randomopt_group == RDMOPTG_None)
|
|
return true;
|
|
if (!itemdb_randomopt_group_exists(randomopt_group)) {
|
|
ShowError("mob_readdb_drop: 'randopt_groupid' '%s' cannot be found in DB for monster '%hu'.\n", str[3], mobid);
|
|
return false;
|
|
}
|
|
drop[i].randomopt_group = randomopt_group;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Free drop ratio data
|
|
**/
|
|
static int mob_item_drop_ratio_free(DBKey key, DBData *data, va_list ap) {
|
|
struct s_mob_item_drop_ratio *item_ratio = (struct s_mob_item_drop_ratio *)db_data2ptr(data);
|
|
aFree(item_ratio);
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Adjust drop ratio for each monster
|
|
**/
|
|
static void mob_drop_ratio_adjust(void){
|
|
for( auto &pair : mob_db_data ){
|
|
struct mob_db *mob;
|
|
struct item_data *id;
|
|
unsigned short nameid;
|
|
int j, rate, rate_adjust = 0, mob_id;
|
|
|
|
mob_id = pair.first;
|
|
mob = &pair.second;
|
|
|
|
if( mob_is_clone( mob_id ) ){
|
|
continue;
|
|
}
|
|
|
|
for( j = 0; j < MAX_MVP_DROP_TOTAL; j++ ){
|
|
nameid = mob->mvpitem[j].nameid;
|
|
rate = mob->mvpitem[j].p;
|
|
|
|
if( nameid == 0 || rate == 0 ){
|
|
continue;
|
|
}
|
|
|
|
rate_adjust = battle_config.item_rate_mvp;
|
|
|
|
// Adjust the rate if there is an entry in mob_item_ratio
|
|
item_dropratio_adjust( nameid, mob_id, &rate_adjust );
|
|
|
|
// Adjust rate with given algorithms
|
|
rate = mob_drop_adjust( rate, rate_adjust, battle_config.item_drop_mvp_min, battle_config.item_drop_mvp_max );
|
|
|
|
// calculate and store Max available drop chance of the MVP item
|
|
if( rate ){
|
|
id = itemdb_search( nameid );
|
|
|
|
// Item is not known anymore(should never happen)
|
|
if( !id ){
|
|
ShowWarning( "Monster \"%s\"(id:%hu) is dropping an unknown item(id: %d)\n", mob->name, mob_id, nameid );
|
|
mob->mvpitem[j].nameid = 0;
|
|
mob->mvpitem[j].p = 0;
|
|
continue;
|
|
}
|
|
|
|
if( id->maxchance == -1 || ( id->maxchance < rate/10 + 1 ) ){
|
|
// item has bigger drop chance or sold in shops
|
|
id->maxchance = rate/10 + 1; // reduce MVP drop info to not spoil common drop rate
|
|
}
|
|
}
|
|
|
|
mob->mvpitem[j].p = rate;
|
|
}
|
|
|
|
for( j = 0; j < MAX_MOB_DROP_TOTAL; j++ ){
|
|
unsigned short ratemin, ratemax;
|
|
bool is_treasurechest;
|
|
|
|
nameid = mob->dropitem[j].nameid;
|
|
rate = mob->dropitem[j].p;
|
|
|
|
if( nameid == 0 || rate == 0 ){
|
|
continue;
|
|
}
|
|
|
|
id = itemdb_search( nameid );
|
|
|
|
// Item is not known anymore(should never happen)
|
|
if( !id ){
|
|
ShowWarning( "Monster \"%s\"(id:%hu) is dropping an unknown item(id: %d)\n", mob->name, mob_id, nameid );
|
|
mob->dropitem[j].nameid = 0;
|
|
mob->dropitem[j].p = 0;
|
|
continue;
|
|
}
|
|
|
|
if( battle_config.drop_rateincrease && rate < 5000 ){
|
|
rate++;
|
|
}
|
|
|
|
// Treasure box drop rates [Skotlex]
|
|
if (mob->race2 == RC2_TREASURE) {
|
|
is_treasurechest = true;
|
|
|
|
rate_adjust = battle_config.item_rate_treasure;
|
|
ratemin = battle_config.item_drop_treasure_min;
|
|
ratemax = battle_config.item_drop_treasure_max;
|
|
} else {
|
|
bool is_mvp = status_has_mode(&mob->status,MD_MVP);
|
|
bool is_boss = (mob->status.class_ == CLASS_BOSS);
|
|
|
|
is_treasurechest = false;
|
|
|
|
// Added suport to restrict normal drops of MVP's [Reddozen]
|
|
switch( id->type ){
|
|
case IT_HEALING:
|
|
rate_adjust = is_mvp ? battle_config.item_rate_heal_mvp : (is_boss ? battle_config.item_rate_heal_boss : battle_config.item_rate_heal);
|
|
ratemin = battle_config.item_drop_heal_min;
|
|
ratemax = battle_config.item_drop_heal_max;
|
|
break;
|
|
case IT_USABLE:
|
|
case IT_CASH:
|
|
rate_adjust = is_mvp ? battle_config.item_rate_use_mvp : (is_boss ? battle_config.item_rate_use_boss : battle_config.item_rate_use);
|
|
ratemin = battle_config.item_drop_use_min;
|
|
ratemax = battle_config.item_drop_use_max;
|
|
break;
|
|
case IT_WEAPON:
|
|
case IT_ARMOR:
|
|
case IT_PETARMOR:
|
|
rate_adjust = is_mvp ? battle_config.item_rate_equip_mvp : (is_boss ? battle_config.item_rate_equip_boss : battle_config.item_rate_equip);
|
|
ratemin = battle_config.item_drop_equip_min;
|
|
ratemax = battle_config.item_drop_equip_max;
|
|
break;
|
|
case IT_CARD:
|
|
rate_adjust = is_mvp ? battle_config.item_rate_card_mvp : (is_boss ? battle_config.item_rate_card_boss : battle_config.item_rate_card);
|
|
ratemin = battle_config.item_drop_card_min;
|
|
ratemax = battle_config.item_drop_card_max;
|
|
break;
|
|
default:
|
|
rate_adjust = is_mvp ? battle_config.item_rate_common_mvp : (is_boss ? battle_config.item_rate_common_boss : battle_config.item_rate_common);
|
|
ratemin = battle_config.item_drop_common_min;
|
|
ratemax = battle_config.item_drop_common_max;
|
|
break;
|
|
}
|
|
}
|
|
|
|
item_dropratio_adjust( nameid, mob_id, &rate_adjust );
|
|
rate = mob_drop_adjust( rate, rate_adjust, ratemin, ratemax );
|
|
|
|
// calculate and store Max available drop chance of the item
|
|
// but skip treasure chests.
|
|
if( rate && !is_treasurechest ){
|
|
unsigned short k;
|
|
|
|
if( id->maxchance == -1 || ( id->maxchance < rate ) ){
|
|
id->maxchance = rate; // item has bigger drop chance or sold in shops
|
|
}
|
|
|
|
for( k = 0; k < MAX_SEARCH; k++ ){
|
|
if( id->mob[k].chance <= rate ){
|
|
break;
|
|
}
|
|
}
|
|
|
|
if( k != MAX_SEARCH ){
|
|
if( id->mob[k].id != mob_id ){
|
|
memmove( &id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0]) );
|
|
}
|
|
|
|
id->mob[k].chance = rate;
|
|
id->mob[k].id = mob_id;
|
|
}
|
|
}
|
|
|
|
mob->dropitem[j].p = rate;
|
|
}
|
|
}
|
|
|
|
// Now that we are done we can delete the stored item ratios
|
|
mob_item_drop_ratio->clear( mob_item_drop_ratio, mob_item_drop_ratio_free );
|
|
}
|
|
|
|
/**
|
|
* Copy skill from DB to monster
|
|
* @param mob Monster DB entry
|
|
* @param skill Monster skill entries
|
|
**/
|
|
static void mob_skill_db_set_single_sub(struct mob_db *mob, struct s_mob_skill *skill) {
|
|
uint8 i;
|
|
|
|
nullpo_retv(mob);
|
|
nullpo_retv(skill);
|
|
|
|
for (i = 0; mob->maxskill < MAX_MOBSKILL && i < skill->count; i++) {
|
|
mob->skill[mob->maxskill++] = skill->skill[i];
|
|
}
|
|
|
|
if (i < skill->count)
|
|
ShowWarning("Monster '%s' (%d, src:%d) reaches max skill limit %d. Ignores '%d' skills left.\n", mob->sprite, mob->vd.class_, skill->mob_id, MAX_MOBSKILL, skill->count-i);
|
|
}
|
|
|
|
/**
|
|
* Check the skill & monster id before put the skills
|
|
* @param skill
|
|
**/
|
|
static void mob_skill_db_set_single(struct s_mob_skill *skill) {
|
|
nullpo_retv(skill);
|
|
|
|
// Specific monster
|
|
if (skill->mob_id >= 0) {
|
|
struct mob_db *mob = mob_db(skill->mob_id);
|
|
if (mob != NULL)
|
|
mob_skill_db_set_single_sub(mob, skill);
|
|
}
|
|
// Global skill
|
|
else {
|
|
uint16 id = skill->mob_id;
|
|
id *= -1;
|
|
for( auto &pair : mob_db_data ){
|
|
if ( mob_is_clone(pair.first) ){
|
|
continue;
|
|
}
|
|
if ( (!(id&1) && status_has_mode(&pair.second.status,MD_STATUS_IMMUNE)) // Bosses
|
|
|| (!(id&2) && !status_has_mode(&pair.second.status,MD_STATUS_IMMUNE)) // Normal monsters
|
|
)
|
|
continue;
|
|
mob_skill_db_set_single_sub(&pair.second, skill);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Free monster skill data
|
|
**/
|
|
static int mob_skill_db_free(DBKey key, DBData *data, va_list ap) {
|
|
struct s_mob_skill *skill = (struct s_mob_skill *)db_data2ptr(data);
|
|
if (skill)
|
|
aFree(skill);
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Free random summon data
|
|
**/
|
|
static int mob_summon_db_free(DBKey key, DBData *data, va_list ap) {
|
|
struct s_randomsummon_group *msummon = (struct s_randomsummon_group *)db_data2ptr(data);
|
|
if (msummon) {
|
|
if (msummon->list) {
|
|
aFree(msummon->list);
|
|
msummon->list = NULL;
|
|
msummon->count = 0;
|
|
}
|
|
aFree(msummon);
|
|
msummon = NULL;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Set monster skills
|
|
**/
|
|
static void mob_skill_db_set(void) {
|
|
DBIterator *iter = db_iterator(mob_skill_db);
|
|
struct s_mob_skill *skill = NULL;
|
|
|
|
for (skill = (struct s_mob_skill *)dbi_first(iter); dbi_exists(iter); skill = (struct s_mob_skill *)dbi_next(iter)) {
|
|
mob_skill_db_set_single(skill);
|
|
}
|
|
dbi_destroy(iter);
|
|
|
|
//ShowStatus("Set skills to '%d' monsters.\n", db_size(mob_skill_db));
|
|
mob_skill_db->clear(mob_skill_db, mob_skill_db_free);
|
|
}
|
|
|
|
/**
|
|
* read all mob-related databases
|
|
*/
|
|
static void mob_load(void)
|
|
{
|
|
const char* dbsubpath[] = {
|
|
"",
|
|
"/" DBIMPORT,
|
|
};
|
|
|
|
// First we parse all the possible monsters to add additional data in the second loop
|
|
if( db_use_sqldbs ){
|
|
mob_read_sqldb();
|
|
mob_read_sqlskilldb();
|
|
}else{
|
|
for(int i = 0; i < ARRAYLENGTH(dbsubpath); i++){
|
|
int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
|
|
char* dbsubpath2 = (char*)aMalloc(n2+1);
|
|
bool silent = i > 0;
|
|
|
|
if( i == 0 ) {
|
|
safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
|
|
} else {
|
|
safesnprintf(dbsubpath2,n2,"%s%s",db_path,dbsubpath[i]);
|
|
}
|
|
|
|
sv_readdb(dbsubpath2, "mob_db.txt", ',', 31+2*MAX_MVP_DROP+2*MAX_MOB_DROP, 31+2*MAX_MVP_DROP+2*MAX_MOB_DROP, -1, &mob_readdb_sub, silent);
|
|
|
|
aFree(dbsubpath2);
|
|
}
|
|
}
|
|
|
|
for(int i = 0; i < ARRAYLENGTH(dbsubpath); i++){
|
|
int n1 = strlen(db_path)+strlen(dbsubpath[i])+1;
|
|
int n2 = strlen(db_path)+strlen(DBPATH)+strlen(dbsubpath[i])+1;
|
|
|
|
char* dbsubpath1 = (char*)aMalloc(n1+1);
|
|
char* dbsubpath2 = (char*)aMalloc(n2+1);
|
|
bool silent = i > 0;
|
|
|
|
if(i==0) {
|
|
safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
|
|
safesnprintf(dbsubpath2,n2,"%s/%s%s",db_path,DBPATH,dbsubpath[i]);
|
|
} else {
|
|
safesnprintf(dbsubpath1,n1,"%s%s",db_path,dbsubpath[i]);
|
|
safesnprintf(dbsubpath2,n1,"%s%s",db_path,dbsubpath[i]);
|
|
}
|
|
|
|
if( !db_use_sqldbs ){
|
|
mob_readskilldb(dbsubpath2, silent);
|
|
}
|
|
|
|
sv_readdb(dbsubpath1, "mob_avail.txt", ',', 2, 12, -1, &mob_readdb_mobavail,silent);
|
|
sv_readdb(dbsubpath2, "mob_race2_db.txt", ',', 2, MAX_RACE2_MOBS, -1, &mob_readdb_race2, silent);
|
|
sv_readdb(dbsubpath1, "mob_item_ratio.txt", ',', 2, 2+MAX_ITEMRATIO_MOBS, -1, &mob_readdb_itemratio, silent);
|
|
sv_readdb(dbsubpath1, "mob_chat_db.txt", '#', 3, 3, -1, &mob_parse_row_chatdb, silent);
|
|
sv_readdb(dbsubpath2, "mob_random_db.txt", ',', 4, 4, -1, &mob_readdb_group, silent);
|
|
sv_readdb(dbsubpath2, "mob_branch.txt", ',', 4, 4, -1, &mob_readdb_group, silent);
|
|
sv_readdb(dbsubpath2, "mob_poring.txt", ',', 4, 4, -1, &mob_readdb_group, silent);
|
|
sv_readdb(dbsubpath2, "mob_boss.txt", ',', 4, 4, -1, &mob_readdb_group, silent);
|
|
sv_readdb(dbsubpath1, "mob_pouch.txt", ',', 4, 4, -1, &mob_readdb_group, silent);
|
|
sv_readdb(dbsubpath1, "mob_classchange.txt", ',', 4, 4, -1, &mob_readdb_group, silent);
|
|
sv_readdb(dbsubpath2, "mob_drop.txt", ',', 3, 5, -1, &mob_readdb_drop, silent);
|
|
|
|
aFree(dbsubpath1);
|
|
aFree(dbsubpath2);
|
|
}
|
|
|
|
mob_drop_ratio_adjust();
|
|
mob_skill_db_set();
|
|
}
|
|
|
|
/**
|
|
* Initialize monster data
|
|
*/
|
|
void mob_db_load(bool is_reload){
|
|
if( !is_reload ) {
|
|
// on mobdbreload it's not neccessary to execute this
|
|
// item ers needs to be allocated only once
|
|
item_drop_ers = ers_new(sizeof(struct item_drop),"mob.cpp::item_drop_ers",ERS_OPT_CLEAN);
|
|
item_drop_list_ers = ers_new(sizeof(struct item_drop_list),"mob.cpp::item_drop_list_ers",ERS_OPT_NONE);
|
|
}
|
|
mob_item_drop_ratio = idb_alloc(DB_OPT_BASE);
|
|
mob_skill_db = idb_alloc(DB_OPT_BASE);
|
|
mob_summon_db = idb_alloc(DB_OPT_BASE);
|
|
mob_load();
|
|
}
|
|
|
|
/**
|
|
* Re-link monster drop data with item data
|
|
* Fixes the need of a @reloadmobdb after a @reloaditemdb
|
|
* @author Epoque
|
|
*/
|
|
void mob_reload_itemmob_data(void) {
|
|
for( auto const &pair : mob_db_data ){
|
|
int d, k;
|
|
|
|
if( mob_is_clone( pair.first ) ){
|
|
continue;
|
|
}
|
|
|
|
for(d = 0; d < MAX_MOB_DROP_TOTAL; d++) {
|
|
struct item_data *id;
|
|
if( !pair.second.dropitem[d].nameid )
|
|
continue;
|
|
id = itemdb_search(pair.second.dropitem[d].nameid);
|
|
|
|
for (k = 0; k < MAX_SEARCH; k++) {
|
|
if (id->mob[k].chance <= pair.second.dropitem[d].p)
|
|
break;
|
|
}
|
|
|
|
if (k == MAX_SEARCH)
|
|
continue;
|
|
|
|
if (id->mob[k].id != pair.first)
|
|
memmove(&id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0]));
|
|
id->mob[k].chance = pair.second.dropitem[d].p;
|
|
id->mob[k].id = pair.first;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Apply the proper view data on monsters during mob_db reload.
|
|
* @param md: Mob to adjust
|
|
* @param args: va_list of arguments
|
|
* @return 0
|
|
*/
|
|
static int mob_reload_sub( struct mob_data *md, va_list args ){
|
|
// Relink the mob to the new database entry
|
|
md->db = mob_db(md->mob_id);
|
|
|
|
// If the view data was not overwritten manually
|
|
if( !md->vd_changed ){
|
|
// Get the new view data from the mob database
|
|
md->vd = mob_get_viewdata(md->mob_id);
|
|
|
|
// If they are spawned right now
|
|
if( md->bl.prev != NULL ){
|
|
// Respawn all mobs on client side so that they are displayed correctly(if their view id changed)
|
|
clif_clearunit_area(&md->bl, CLR_OUTSIGHT);
|
|
clif_spawn(&md->bl);
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Apply the proper view data on NPCs during mob_db reload.
|
|
* @param md: NPC to adjust
|
|
* @param args: va_list of arguments
|
|
* @return 0
|
|
*/
|
|
static int mob_reload_sub_npc( struct npc_data *nd, va_list args ){
|
|
// If the view data points to a mob
|
|
if( mobdb_checkid(nd->class_) ){
|
|
// Get the new view data from the mob database
|
|
nd->vd = mob_get_viewdata(nd->class_);
|
|
|
|
// If they are spawned right now
|
|
if( nd->bl.prev != NULL ){
|
|
// Respawn all NPCs on client side so that they are displayed correctly(if their view id changed)
|
|
clif_clearunit_area(&nd->bl, CLR_OUTSIGHT);
|
|
clif_spawn(&nd->bl);
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/**
|
|
* Reload monster data
|
|
*/
|
|
void mob_reload(void) {
|
|
do_final_mob(true);
|
|
mob_db_load(true);
|
|
map_foreachmob(mob_reload_sub);
|
|
map_foreachnpc(mob_reload_sub_npc);
|
|
}
|
|
|
|
/**
|
|
* Clear spawn data for all monsters
|
|
*/
|
|
void mob_clear_spawninfo()
|
|
{ //Clears spawn related information for a script reload.
|
|
mob_spawn_data.clear();
|
|
}
|
|
|
|
/*==========================================
|
|
* Circumference initialization of mob
|
|
*------------------------------------------*/
|
|
void do_init_mob(void){
|
|
mob_db_load(false);
|
|
|
|
add_timer_func_list(mob_delayspawn,"mob_delayspawn");
|
|
add_timer_func_list(mob_delay_item_drop,"mob_delay_item_drop");
|
|
add_timer_func_list(mob_ai_hard,"mob_ai_hard");
|
|
add_timer_func_list(mob_ai_lazy,"mob_ai_lazy");
|
|
add_timer_func_list(mob_timer_delete,"mob_timer_delete");
|
|
add_timer_func_list(mob_spawn_guardian_sub,"mob_spawn_guardian_sub");
|
|
add_timer_func_list(mob_respawn,"mob_respawn");
|
|
add_timer_func_list(mvptomb_delayspawn,"mvptomb_delayspawn");
|
|
add_timer_interval(gettick()+MIN_MOBTHINKTIME,mob_ai_hard,0,0,MIN_MOBTHINKTIME);
|
|
add_timer_interval(gettick()+MIN_MOBTHINKTIME*10,mob_ai_lazy,0,0,MIN_MOBTHINKTIME*10);
|
|
}
|
|
|
|
/*==========================================
|
|
* Clean memory usage.
|
|
*------------------------------------------*/
|
|
void do_final_mob(bool is_reload){
|
|
mob_db_data.clear();
|
|
mob_chat_db.clear();
|
|
|
|
mob_item_drop_ratio->destroy(mob_item_drop_ratio,mob_item_drop_ratio_free);
|
|
mob_skill_db->destroy(mob_skill_db, mob_skill_db_free);
|
|
mob_summon_db->destroy(mob_summon_db, mob_summon_db_free);
|
|
if( !is_reload ) {
|
|
ers_destroy(item_drop_ers);
|
|
ers_destroy(item_drop_list_ers);
|
|
}
|
|
}
|