
git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16395 54d463be-8e91-2dee-dedb-b68131a5f0ec
4677 lines
138 KiB
C
4677 lines
138 KiB
C
// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
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// For more information, see LICENCE in the main folder
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#include "../common/cbasetypes.h"
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#include "../common/timer.h"
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#include "../common/db.h"
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#include "../common/nullpo.h"
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#include "../common/malloc.h"
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#include "../common/showmsg.h"
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#include "../common/ers.h"
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#include "../common/random.h"
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#include "../common/strlib.h"
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#include "../common/utils.h"
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#include "../common/socket.h"
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#include "map.h"
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#include "path.h"
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#include "clif.h"
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#include "intif.h"
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#include "pc.h"
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#include "pet.h"
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#include "status.h"
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#include "mob.h"
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#include "homunculus.h"
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#include "mercenary.h"
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#include "elemental.h"
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#include "guild.h"
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#include "itemdb.h"
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#include "skill.h"
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#include "battle.h"
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#include "party.h"
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#include "npc.h"
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#include "log.h"
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#include "script.h"
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#include "atcommand.h"
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#include "date.h"
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#include "quest.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdarg.h>
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#include <string.h>
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#include <math.h>
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#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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#define MOB_LAZYSKILLPERC 0 // Probability for mobs far from players from doing their IDLE skill. (rate of 1000 minute)
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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) (md->state.spotted?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 2 //After how many rude-attacks should the skill be used?
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#define MAX_MOB_CHAT 250 //Max Skill's messages
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//Dynamic mob database, allows saving of memory when there's big gaps in the mob_db [Skotlex]
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struct mob_db *mob_db_data[MAX_MOB_DB+1];
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struct mob_db *mob_dummy = NULL; //Dummy mob to be returned when a non-existant one is requested.
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struct mob_db *mob_db(int index) { if (index < 0 || index > MAX_MOB_DB || mob_db_data[index] == NULL) return mob_dummy; return mob_db_data[index]; }
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//Dynamic mob chat database
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struct mob_chat *mob_chat_db[MAX_MOB_CHAT+1];
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struct mob_chat *mob_chat(short id) { if(id<=0 || id>MAX_MOB_CHAT || mob_chat_db[id]==NULL) return (struct mob_chat*)NULL; return mob_chat_db[id]; }
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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 item_drop_ratio {
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int drop_ratio;
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int mob_id[MAX_ITEMRATIO_MOBS];
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};
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static struct item_drop_ratio *item_drop_ratio_db[MAX_ITEMDB];
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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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static struct {
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int qty;
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int class_[350];
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} summon[MAX_RANDOMMONSTER];
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#define CLASSCHANGE_BOSS_NUM 21
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//Defines the Manuk/Splendide mob groups for the status reductions [Epoque]
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const int mob_manuk[8] = { 1986, 1987, 1988, 1989, 1990, 1997, 1998, 1999 };
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const int mob_splendide[5] = { 1991, 1992, 1993, 1994, 1995 };
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/*==========================================
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* Local prototype declaration (only required thing)
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*------------------------------------------*/
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static int mob_makedummymobdb(int);
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static int mob_spawn_guardian_sub(int tid, unsigned int tick, int id, intptr_t data);
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int mob_skillid2skillidx(int class_,int skillid);
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/*==========================================
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* Mob is searched with a name.
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*------------------------------------------*/
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int mobdb_searchname(const char *str)
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{
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int i;
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struct mob_db* mob;
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for(i=0;i<=MAX_MOB_DB;i++){
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mob = mob_db(i);
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if(mob == mob_dummy) //Skip dummy mobs.
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continue;
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if(strcmpi(mob->name,str)==0 || strcmpi(mob->jname,str)==0 || strcmpi(mob->sprite,str)==0)
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return i;
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}
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return 0;
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}
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static int mobdb_searchname_array_sub(struct mob_db* mob, const char *str)
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{
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if (mob == mob_dummy)
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return 1; //Invalid mob.
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if(!mob->base_exp && !mob->job_exp)
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return 1; //Discount slave-mobs (no exp) as requested by Playtester. [Skotlex]
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if(stristr(mob->jname,str))
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return 0;
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if(stristr(mob->name,str))
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return 0;
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return strcmpi(mob->jname,str);
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}
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/*==========================================
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* MvP Tomb [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_npc != NULL)
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mvptomb_destroy(md);
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CREATE(nd, struct npc_data, 1);
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nd->bl.id = 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(656), sizeof(nd->name));
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nd->class_ = 565;
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nd->speed = 200;
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nd->subtype = TOMB;
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nd->u.tomb.md = md;
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nd->u.tomb.kill_time = time;
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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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map_addblock(&nd->bl);
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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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clif_spawn(&nd->bl);
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md->tomb_npc = nd;
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}
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void mvptomb_destroy(struct mob_data *md)
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{
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struct npc_data *nd = md->tomb_npc;
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if (nd)
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npc_unload(nd,true);
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md->tomb_npc = NULL;
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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(struct mob_db** data, int size, const char *str)
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{
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int count = 0, i;
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struct mob_db* mob;
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for(i=0;i<=MAX_MOB_DB;i++){
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mob = mob_db(i);
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if (mob == mob_dummy || mob_is_clone(i) ) //keep clones out (or you leak player stats)
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continue;
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if (!mobdb_searchname_array_sub(mob, str)) {
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if (count < size)
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data[count] = mob;
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count++;
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}
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}
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return count;
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}
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/*==========================================
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* Id Mob is checked.
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*------------------------------------------*/
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int mobdb_checkid(const int id)
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{
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if (mob_db(id) == mob_dummy)
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return 0;
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if (mob_is_clone(id)) //checkid is used mostly for random ID based code, therefore clone mobs are out of the question.
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return 0;
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return id;
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}
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/*==========================================
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* Returns the view data associated to this mob class.
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*------------------------------------------*/
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struct view_data * mob_get_viewdata(int class_)
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{
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if (mob_db(class_) == mob_dummy)
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return 0;
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return &mob_db(class_)->vd;
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}
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/*==========================================
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* Cleans up mob-spawn data to make it "valid"
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*------------------------------------------*/
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int mob_parse_dataset(struct spawn_data *data)
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{
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size_t len;
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//FIXME: This implementation is not stable, npc scripts will stop working once MAX_MOB_DB changes value! [Skotlex]
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if(data->class_ > 2*MAX_MOB_DB){ // large/tiny mobs [Valaris]
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data->state.size=SZ_BIG;
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data->class_ -= 2*MAX_MOB_DB;
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} else if (data->class_ > MAX_MOB_DB) {
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data->state.size=SZ_MEDIUM;
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data->class_ -= MAX_MOB_DB;
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}
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if ((!mobdb_checkid(data->class_) && !mob_is_clone(data->class_)) || !data->num)
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return 0;
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if( npc_event_isspecial(data->eventname) )
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{//Portable monster big/small implementation. [Skotlex]
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int i = atoi(data->eventname);
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if( i )
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{
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if( i&2 )
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data->state.size = SZ_MEDIUM;
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else if( i&4 )
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data->state.size = SZ_BIG;
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if( i&8 )
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data->state.ai = 1;
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}
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data->eventname[0] = '\0'; //Clear event as it is not used.
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}
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else 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->class_)->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->class_)->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->class_ = data->class_;
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md->state.boss = data->state.boss;
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md->db = mob_db(md->class_);
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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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memcpy(md->npc_event, data->eventname, 50);
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if(md->db->status.mode&MD_LOOTER)
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md->lootitem = (struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
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md->spawn_timer = INVALID_TIMER;
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md->deletetimer = INVALID_TIMER;
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md->skillidx = -1;
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status_set_viewdata(&md->bl, md->class_);
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status_change_init(&md->bl);
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unit_dataset(&md->bl);
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map_addiddb(&md->bl);
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return md;
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}
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/*==========================================
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* Fetches a random mob_id [Skotlex]
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* type: Where to fetch from:
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* 0: dead branch list
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* 1: poring list
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* 2: bloody branch list
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* flag:
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* &1: Apply the summon success chance found in the list (otherwise get any monster from the db)
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* &2: Apply a monster check level.
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* &4: Selected monster should not be a boss type
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* &8: Selected monster must have normal spawn.
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* lv: Mob level to check against
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*------------------------------------------*/
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int mob_get_random_id(int type, int flag, int lv)
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{
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struct mob_db *mob;
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int i=0, class_;
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if(type < 0 || type >= MAX_RANDOMMONSTER) {
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ShowError("mob_get_random_id: Invalid type (%d) of random monster.\n", type);
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return 0;
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}
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do {
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if (type)
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class_ = summon[type].class_[rnd()%summon[type].qty];
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else //Dead branch
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class_ = rnd() % MAX_MOB_DB;
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mob = mob_db(class_);
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} while ((mob == mob_dummy ||
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mob_is_clone(class_) ||
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(flag&1 && mob->summonper[type] <= rnd() % 1000000) ||
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(flag&2 && lv < mob->lv) ||
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(flag&4 && mob->status.mode&MD_BOSS) ||
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(flag&8 && mob->spawn[0].qty < 1)
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) && (i++) < MAX_MOB_DB);
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if(i >= MAX_MOB_DB) // no suitable monster found, use fallback for given list
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class_ = mob_db_data[0]->summonper[type];
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return class_;
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}
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/*==========================================
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* Kill Steal Protection [Zephyrus]
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*------------------------------------------*/
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bool mob_ksprotected (struct block_list *src, struct block_list *target)
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{
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struct block_list *s_bl, *t_bl;
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struct map_session_data
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*sd, // Source
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*pl_sd, // Owner
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*t_sd; // Mob Target
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struct status_change_entry *sce;
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struct mob_data *md;
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unsigned int tick = gettick();
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char output[128];
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if( !battle_config.ksprotection )
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return false; // KS Protection Disabled
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if( !(md = BL_CAST(BL_MOB,target)) )
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return false; // Tarjet is not MOB
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if( (s_bl = battle_get_master(src)) == NULL )
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s_bl = src;
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if( !(sd = BL_CAST(BL_PC,s_bl)) )
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return false; // Master is not PC
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t_bl = map_id2bl(md->target_id);
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if( !t_bl || (s_bl = battle_get_master(t_bl)) == NULL )
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s_bl = t_bl;
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t_sd = BL_CAST(BL_PC,s_bl);
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do {
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if( map[md->bl.m].flag.allowks || map_flag_ks(md->bl.m) )
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return false; // Ignores GVG, PVP and AllowKS map flags
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if( md->db->mexp || md->master_id )
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return false; // MVP, Slaves mobs ignores KS
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if( (sce = md->sc.data[SC_KSPROTECTED]) == NULL )
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break; // No KS Protected
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if( sd->bl.id == sce->val1 || // Same Owner
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(sce->val2 == 2 && sd->status.party_id && sd->status.party_id == sce->val3) || // Party KS allowed
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(sce->val2 == 3 && sd->status.guild_id && sd->status.guild_id == sce->val4) ) // Guild KS allowed
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break;
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if( t_sd && (
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(sce->val2 == 1 && sce->val1 != t_sd->bl.id) ||
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(sce->val2 == 2 && sce->val3 && sce->val3 != t_sd->status.party_id) ||
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(sce->val2 == 3 && sce->val4 && sce->val4 != t_sd->status.guild_id)) )
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break;
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if( (pl_sd = map_id2sd(sce->val1)) == NULL || pl_sd->bl.m != md->bl.m )
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break;
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if( !pl_sd->state.noks )
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return false; // No KS Protected, but normal players should be protected too
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// Message to KS
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if( DIFF_TICK(sd->ks_floodprotect_tick, tick) <= 0 )
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{
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sprintf(output, "[KS Warning!! - Owner : %s]", pl_sd->status.name);
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clif_disp_onlyself(sd, output, strlen(output));
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sd->ks_floodprotect_tick = tick + 2000;
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}
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// Message to Owner
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if( DIFF_TICK(pl_sd->ks_floodprotect_tick, tick) <= 0 )
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{
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sprintf(output, "[Watch out! %s is trying to KS you!]", sd->status.name);
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clif_disp_onlyself(pl_sd, output, strlen(output));
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pl_sd->ks_floodprotect_tick = tick + 2000;
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}
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return true;
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} while(0);
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status_change_start(target, SC_KSPROTECTED, 10000, sd->bl.id, sd->state.noks, sd->status.party_id, sd->status.guild_id, battle_config.ksprotection, 0);
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return false;
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}
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struct mob_data *mob_once_spawn_sub(struct block_list *bl, int m, short x, short y, const char *mobname, int class_, const char *event)
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{
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struct spawn_data data;
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memset(&data, 0, sizeof(struct spawn_data));
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data.m = m;
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data.num = 1;
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data.class_ = class_;
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if (mobname)
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safestrncpy(data.name, mobname, sizeof(data.name));
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else
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if(battle_config.override_mob_names==1)
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strcpy(data.name,"--en--");
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else
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strcpy(data.name,"--ja--");
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if (event)
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safestrncpy(data.eventname, event, sizeof(data.eventname));
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// Locate spot next to player.
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if (bl && (x < 0 || y < 0))
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map_search_freecell(bl, m, &x, &y, 1, 1, 0);
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|
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// if none found, pick random position on map
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if (x <= 0 || y <= 0 || map_getcell(m,x,y,CELL_CHKNOREACH))
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map_search_freecell(NULL, m, &x, &y, -1, -1, 1);
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data.x = x;
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data.y = y;
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if (!mob_parse_dataset(&data))
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return NULL;
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|
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return mob_spawn_dataset(&data);
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}
|
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|
||
/*==========================================
|
||
* Spawn a single mob on the specified coordinates.
|
||
*------------------------------------------*/
|
||
int mob_once_spawn(struct map_session_data* sd, int m, short x, short y, const char* mobname, int class_, int amount, const char* event)
|
||
{
|
||
struct mob_data* md = NULL;
|
||
int count, lv;
|
||
|
||
if (m < 0 || amount <= 0)
|
||
return 0; // invalid input
|
||
|
||
if(sd)
|
||
lv = sd->status.base_level;
|
||
else
|
||
lv = 255;
|
||
|
||
for (count = 0; count < amount; count++)
|
||
{
|
||
int c = ( class_ >= 0 ) ? class_ : mob_get_random_id(-class_-1, battle_config.random_monster_checklv?3:1, lv);
|
||
md = mob_once_spawn_sub(sd?&sd->bl:NULL, m, x, y, mobname, c, event);
|
||
|
||
if (!md) continue;
|
||
|
||
if(class_ == MOBID_EMPERIUM) {
|
||
struct guild_castle* gc = guild_mapindex2gc(map[m].index);
|
||
struct guild* g = gc?guild_search(gc->guild_id):NULL;
|
||
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 (class_ < 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(&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,int m,int x0,int y0,int x1,int y1,const char* mobname,int class_,int amount,const char* event)
|
||
{
|
||
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,class_,1,event);
|
||
}
|
||
|
||
return id; // id of last spawned mob
|
||
}
|
||
/*==========================================
|
||
* Set a Guardian's guild data [Skotlex]
|
||
*------------------------------------------*/
|
||
static int mob_spawn_guardian_sub(int tid, unsigned int tick, int id, intptr_t data)
|
||
{ //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 == NULL) //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 == NULL)
|
||
{ //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->class_ == 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, 0); //Give bonuses.
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* Summoning Guardians [Valaris]
|
||
*------------------------------------------*/
|
||
int mob_spawn_guardian(const char* mapname, short x, short y, const char* mobname, int class_, const char* event, int guardian, bool has_index)
|
||
{
|
||
struct mob_data *md=NULL;
|
||
struct spawn_data data;
|
||
struct guild *g=NULL;
|
||
struct guild_castle *gc;
|
||
int m;
|
||
memset(&data, 0, sizeof(struct spawn_data));
|
||
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(class_<=0) {
|
||
class_ = mob_get_random_id(-class_-1, 1, 99);
|
||
if (!class_) return 0;
|
||
}
|
||
|
||
data.class_ = class_;
|
||
|
||
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, class_, 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",class_, 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", class_, 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, short x, short y, const char* mobname, int class_, const char* event, unsigned int bg_id)
|
||
{
|
||
struct mob_data *md = NULL;
|
||
struct spawn_data data;
|
||
int 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( class_ <= 0 )
|
||
{
|
||
class_ = mob_get_random_id(-class_-1,1,99);
|
||
if( !class_ ) return 0;
|
||
}
|
||
|
||
data.class_ = class_;
|
||
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",class_, 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 class_;
|
||
struct block_list *target;
|
||
unsigned int tick;
|
||
|
||
nullpo_ret(bl);
|
||
md=(struct mob_data *)bl;
|
||
class_ = va_arg(ap, int);
|
||
target = va_arg(ap, struct block_list *);
|
||
tick=va_arg(ap, unsigned int);
|
||
|
||
if (md->class_ == class_ && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME
|
||
&& !md->target_id)
|
||
{
|
||
md->last_linktime = tick;
|
||
if( mob_can_reach(md,target,md->db->range2, MSS_FOLLOW) ){ // Reachability judging
|
||
md->target_id = target->id;
|
||
md->min_chase=md->db->range3;
|
||
return 1;
|
||
}
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* mob spawn with delay (timer function)
|
||
*------------------------------------------*/
|
||
int mob_delayspawn(int tid, unsigned int tick, int id, intptr_t data)
|
||
{
|
||
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, mode;
|
||
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->class_);
|
||
mode = db->status.mode;
|
||
if (mode & MD_BOSS) { //Bosses
|
||
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 (mode&MD_PLANT) { //Plants
|
||
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 < 500) //Min respawn time (is it needed?)
|
||
spawntime = 500;
|
||
|
||
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;
|
||
}
|
||
|
||
static int mob_count_sub(struct block_list *bl,va_list ap)
|
||
{
|
||
return 1;
|
||
}
|
||
|
||
/*==========================================
|
||
* Mob spawning. Initialization is also variously here.
|
||
*------------------------------------------*/
|
||
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->class_ != md->spawn->class_)
|
||
{
|
||
md->class_ = md->spawn->class_;
|
||
status_set_viewdata(&md->bl, md->class_);
|
||
md->db = mob_db(md->class_);
|
||
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_foreachinrange(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, 1);
|
||
md->attacked_id = 0;
|
||
md->target_id = 0;
|
||
md->move_fail_count = 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 = md->status.mode&MD_ANGRY?1:0;
|
||
md->state.skillstate = MSS_IDLE;
|
||
md->next_walktime = tick+rnd()%5000+1000;
|
||
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;
|
||
|
||
memset(md->dmglog, 0, sizeof(md->dmglog));
|
||
md->tdmg = 0;
|
||
if (md->lootitem)
|
||
memset(md->lootitem, 0, sizeof(md->lootitem));
|
||
md->lootitem_count = 0;
|
||
|
||
if(md->db->option)
|
||
// Added for carts, falcons and pecos for cloned monsters. [Valaris]
|
||
md->sc.option = md->db->option;
|
||
|
||
// MvP tomb [GreenBox]
|
||
if (md->tomb_npc)
|
||
mvptomb_destroy(md);
|
||
|
||
map_addblock(&md->bl);
|
||
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, int mode)
|
||
{
|
||
// if the monster was provoked ignore the above rule [celest]
|
||
if(md->state.provoke_flag)
|
||
{
|
||
if (md->state.provoke_flag == target->id)
|
||
return 1;
|
||
else if (!(battle_config.mob_ai&0x4))
|
||
return 0;
|
||
}
|
||
|
||
switch (md->state.skillstate) {
|
||
case MSS_BERSERK:
|
||
if (!(mode&MD_CHANGETARGET_MELEE))
|
||
return 0;
|
||
return (battle_config.mob_ai&0x4 || check_distance_bl(&md->bl, target, 3));
|
||
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;
|
||
md->min_chase=dist+md->db->range3;
|
||
if(md->min_chase>MAX_MINCHASE)
|
||
md->min_chase=MAX_MINCHASE;
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* The ?? routine of an active monster
|
||
*------------------------------------------*/
|
||
static int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
|
||
{
|
||
struct mob_data *md;
|
||
struct block_list **target;
|
||
int mode;
|
||
int dist;
|
||
|
||
nullpo_ret(bl);
|
||
md=va_arg(ap,struct mob_data *);
|
||
target= va_arg(ap,struct block_list**);
|
||
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_get_mode(&md->bl)&MD_BOSS))
|
||
return 0; //Gangster paradise protection.
|
||
default:
|
||
if (battle_config.hom_setting&0x4 &&
|
||
(*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?
|
||
|
||
if( map[bl->m].icewall_num &&
|
||
!path_search_long(NULL,bl->m,md->bl.x,md->bl.y,bl->x,bl->y,CELL_CHKICEWALL) ) {
|
||
|
||
if( !check_distance_bl(&md->bl, bl, status_get_range(&md->bl) ) )
|
||
return 0;
|
||
|
||
}
|
||
|
||
(*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) == NULL || !check_distance_bl(&md->bl, *target, dist)) //New target closer than previous one.
|
||
) {
|
||
(*target) = bl;
|
||
md->target_id=bl->id;
|
||
md->min_chase=md->db->range3;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
static int mob_warpchase_sub(struct block_list *bl,va_list ap)
|
||
{
|
||
struct mob_data* md;
|
||
struct block_list *target;
|
||
struct npc_data **target_nd;
|
||
struct npc_data *nd;
|
||
int *min_distance;
|
||
int cur_distance;
|
||
|
||
md=va_arg(ap,struct mob_data *);
|
||
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 != 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 == NULL)
|
||
return 0; //Master not on a map? Could be warping, do not process.
|
||
|
||
if(status_get_mode(&md->bl)&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_gvg(md->bl.m)) {
|
||
//Delete the summoned mob if it's in a gvg ground and the master is elsewhere. [Skotlex]
|
||
status_kill(&md->bl);
|
||
return 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=NULL;
|
||
if (ud->target && ud->state.attack_continue)
|
||
tbl=map_id2bl(ud->target);
|
||
else if (ud->skilltarget) {
|
||
tbl = map_id2bl(ud->skilltarget);
|
||
//Required check as skilltarget is not always an enemy. [Skotlex]
|
||
if (tbl && battle_check_target(&md->bl, tbl, BCT_ENEMY) <= 0)
|
||
tbl = NULL;
|
||
}
|
||
if (tbl && status_check_skilluse(&md->bl, tbl, 0, 0)) {
|
||
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->target_id || !(++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()%3000;
|
||
break;
|
||
default:
|
||
mob_stop_attack(md);
|
||
if (battle_config.mob_ai&0x8)
|
||
mob_stop_walking(md,1); //Immediately stop chasing.
|
||
md->state.skillstate = MSS_IDLE;
|
||
md->next_walktime=tick+rnd()%3000+3000;
|
||
break;
|
||
}
|
||
if (md->target_id) {
|
||
md->target_id=0;
|
||
unit_set_target(&md->ud, 0);
|
||
}
|
||
return 0;
|
||
}
|
||
/*==========================================
|
||
* Random walk
|
||
*------------------------------------------*/
|
||
int mob_randomwalk(struct mob_data *md,unsigned int tick)
|
||
{
|
||
const int retrycount=20;
|
||
int i,x,y,c,d;
|
||
int speed;
|
||
|
||
nullpo_ret(md);
|
||
|
||
if(DIFF_TICK(md->next_walktime,tick)>0 ||
|
||
!unit_can_move(&md->bl) ||
|
||
!(status_get_mode(&md->bl)&MD_CANMOVE))
|
||
return 0;
|
||
|
||
d =12-md->move_fail_count;
|
||
if(d<5) d=5;
|
||
for(i=0;i<retrycount;i++){ // Search of a movable place
|
||
int r=rnd();
|
||
x=r%(d*2+1)-d;
|
||
y=r/(d*2+1)%(d*2+1)-d;
|
||
x+=md->bl.x;
|
||
y+=md->bl.y;
|
||
|
||
if((map_getcell(md->bl.m,x,y,CELL_CHKPASS)) && unit_walktoxy(&md->bl,x,y,1)){
|
||
break;
|
||
}
|
||
}
|
||
if(i==retrycount){
|
||
md->move_fail_count++;
|
||
if(md->move_fail_count>1000){
|
||
ShowWarning("MOB can't move. random spawn %d, class = %d, at %s (%d,%d)\n",md->bl.id,md->class_,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*14/10;
|
||
else
|
||
c+=speed;
|
||
}
|
||
md->state.skillstate=MSS_WALK;
|
||
md->move_fail_count=0;
|
||
md->next_walktime = tick+rnd()%3000+3000+c;
|
||
return 1;
|
||
}
|
||
|
||
int mob_warpchase(struct mob_data *md, struct block_list *target)
|
||
{
|
||
struct npc_data *warp = NULL;
|
||
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_foreachinrange (mob_warpchase_sub, &md->bl,
|
||
md->db->range2, BL_NPC, md, 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 = NULL, *abl = NULL;
|
||
int dist;
|
||
int mode;
|
||
int search_size;
|
||
int view_range, can_move;
|
||
|
||
if(md->bl.prev == NULL || 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;
|
||
|
||
if(md->ud.walktimer != INVALID_TIMER && md->ud.walkpath.path_pos <= 3)
|
||
return false;
|
||
|
||
// Abnormalities
|
||
if(( md->sc.opt1 > 0 && md->sc.opt1 != OPT1_STONEWAIT && md->sc.opt1 != OPT1_BURNING && md->sc.opt1 != OPT1_CRYSTALIZE )
|
||
|| 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 = 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_BOSS)) ||
|
||
((TBL_PC*)tbl)->invincible_timer != INVALID_TIMER)
|
||
)) { //Unlock current target.
|
||
if (mob_warpchase(md, tbl))
|
||
return true; //Chasing this target.
|
||
mob_unlocktarget(md, tick-(battle_config.mob_ai&0x8?3000:0)); //Imediately do random walk.
|
||
tbl = NULL;
|
||
}
|
||
}
|
||
|
||
// Check for target change.
|
||
if( md->attacked_id && mode&MD_CANATTACK )
|
||
{
|
||
if( md->attacked_id == md->target_id )
|
||
{ //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_SPIDERWEB]->val1)
|
||
|| 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.
|
||
|| !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 = 0;
|
||
return true;
|
||
}
|
||
}
|
||
else
|
||
if( (abl = map_id2bl(md->attacked_id)) && (!tbl || mob_can_changetarget(md, abl, mode)) )
|
||
{
|
||
if( md->bl.m != abl->m || abl->prev == NULL
|
||
|| (dist = distance_bl(&md->bl, abl)) >= MAX_MINCHASE // 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_SPIDERWEB]->val1)
|
||
|| 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.
|
||
|| !mob_can_reach(md, abl, dist+md->db->range3, MSS_RUSH)
|
||
)
|
||
) )
|
||
{ // Rude attacked
|
||
if (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 = 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 (!tbl || dist < md->status.rhw.range || !check_distance_bl(&md->bl, tbl, dist)
|
||
|| battle_gettarget(tbl) != md->bl.id)
|
||
{ //Change if the new target is closer than the actual one
|
||
//or if the previous target is not attacking the mob. [Skotlex]
|
||
md->target_id = md->attacked_id; // set target
|
||
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 = 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 && mode&MD_LOOTER && md->lootitem && DIFF_TICK(tick, md->ud.canact_tick) > 0 &&
|
||
(md->lootitem_count < LOOTITEM_SIZE || battle_config.monster_loot_type != 1))
|
||
{ // Scan area for items to loot, avoid trying to loot of the mob is full and can't consume the items.
|
||
map_foreachinrange (mob_ai_sub_hard_lootsearch, &md->bl, view_range, BL_ITEM, md, &tbl);
|
||
}
|
||
|
||
if ((!tbl && mode&MD_AGGRESSIVE) || md->state.skillstate == MSS_FOLLOW)
|
||
{
|
||
map_foreachinrange (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))
|
||
{
|
||
search_size = view_range<md->status.rhw.range ? view_range:md->status.rhw.range;
|
||
map_foreachinrange (mob_ai_sub_hard_changechase, &md->bl, search_size, DEFAULT_ENEMY_TYPE(md), md, &tbl);
|
||
}
|
||
|
||
if (!tbl) { //No targets available.
|
||
if (mode&MD_ANGRY && !md->state.aggressive)
|
||
md->state.aggressive = 1; //Restore angry state when no targets are 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_foreachinrange (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->lootitem == NULL)
|
||
{ //Can't loot...
|
||
mob_unlocktarget (md, tick);
|
||
return true;
|
||
}
|
||
if (!check_distance_bl(&md->bl, tbl, 1))
|
||
{ //Still not within loot range.
|
||
if (!(mode&MD_CANMOVE))
|
||
{ //A looter that can't move? Real smart.
|
||
mob_unlocktarget(md,tick);
|
||
return true;
|
||
}
|
||
if (!can_move) //Stuck. Wait before walking.
|
||
return true;
|
||
md->state.skillstate = MSS_LOOT;
|
||
if (!unit_walktobl(&md->bl, tbl, 1, 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_data.amount, &fitem->item_data);
|
||
|
||
if (md->lootitem_count < LOOTITEM_SIZE) {
|
||
memcpy (&md->lootitem[md->lootitem_count++], &fitem->item_data, sizeof(md->lootitem[0]));
|
||
} else { //Destroy first looted item...
|
||
if (md->lootitem[0].card[0] == CARD0_PET)
|
||
intif_delete_petdata( MakeDWord(md->lootitem[0].card[1],md->lootitem[0].card[2]) );
|
||
memmove(&md->lootitem[0], &md->lootitem[1], (LOOTITEM_SIZE-1)*sizeof(md->lootitem[0]));
|
||
memcpy (&md->lootitem[LOOTITEM_SIZE-1], &fitem->item_data, sizeof(md->lootitem[0]));
|
||
}
|
||
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->id);
|
||
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 (md->ud.target == tbl->id && md->ud.attacktimer != INVALID_TIMER) //Already locked.
|
||
return true;
|
||
|
||
if (battle_check_range (&md->bl, tbl, md->status.rhw.range))
|
||
{ //Target within range, engage
|
||
|
||
if(tbl->type == BL_PC)
|
||
mob_log_damage(md, tbl, 0); //Log interaction (counts as 'attacker' for the exp bonus)
|
||
unit_attack(&md->bl,tbl->id,1);
|
||
return true;
|
||
}
|
||
|
||
//Out of range...
|
||
if (!(mode&MD_CANMOVE))
|
||
{ //Can't chase. Attempt an idle skill before unlocking.
|
||
md->state.skillstate = MSS_IDLE;
|
||
if (!mobskill_use(md, tick, -1))
|
||
mob_unlocktarget(md,tick);
|
||
return true;
|
||
}
|
||
|
||
if (!can_move)
|
||
{ //Stuck. Attempt an idle skill
|
||
md->state.skillstate = MSS_IDLE;
|
||
if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL))
|
||
mobskill_use(md, tick, -1);
|
||
return true;
|
||
}
|
||
|
||
if (md->ud.walktimer != INVALID_TIMER && md->ud.target == tbl->id &&
|
||
(
|
||
!(battle_config.mob_ai&0x1) ||
|
||
check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, md->status.rhw.range)
|
||
)) //Current target tile is still within attack range.
|
||
return true;
|
||
|
||
//Follow up if possible.
|
||
if(!mob_can_reach(md, tbl, md->min_chase, 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;
|
||
unsigned int tick = va_arg(ap, unsigned int);
|
||
if (mob_ai_sub_hard(md, tick))
|
||
{ //Hard AI triggered.
|
||
if(!md->state.spotted)
|
||
md->state.spotted = 1;
|
||
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_foreachinrange(mob_ai_sub_hard_timer,&sd->bl, AREA_SIZE+ACTIVE_AI_RANGE, BL_MOB,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 &&
|
||
!(md->status.mode&MD_BOSS) &&
|
||
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 &&
|
||
(md->status.mode&MD_BOSS) &&
|
||
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;
|
||
}
|
||
|
||
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_get_mode(&md->bl)&MD_CANMOVE) && unit_can_move(&md->bl) )
|
||
{
|
||
if( map[md->bl.m].users > 0 )
|
||
{
|
||
if( rnd()%1000 < MOB_LAZYMOVEPERC(md) )
|
||
mob_randomwalk(md, tick);
|
||
else
|
||
if( rnd()%1000 < MOB_LAZYSKILLPERC ) //Chance to do a mob's idle skill.
|
||
mobskill_use(md, tick, -1);
|
||
}
|
||
else
|
||
{
|
||
if( rnd()%1000 < MOB_LAZYMOVEPERC(md) )
|
||
mob_randomwalk(md, tick);
|
||
}
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* Negligent processing for mob outside PC field of view (interval timer function)
|
||
*------------------------------------------*/
|
||
static int mob_ai_lazy(int tid, unsigned int tick, int id, intptr_t data)
|
||
{
|
||
map_foreachmob(mob_ai_sub_lazy,tick);
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* Serious processing for mob in PC field of view (interval timer function)
|
||
*------------------------------------------*/
|
||
static int mob_ai_hard(int tid, unsigned int tick, int id, intptr_t data)
|
||
{
|
||
|
||
if (battle_config.mob_ai&0x20)
|
||
map_foreachmob(mob_ai_sub_lazy,tick);
|
||
else
|
||
map_foreachpc(mob_ai_sub_foreachclient,tick);
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* Initializes the delay drop structure for mob-dropped items.
|
||
*------------------------------------------*/
|
||
static struct item_drop* mob_setdropitem(int nameid, int qty)
|
||
{
|
||
struct item_drop *drop = ers_alloc(item_drop_ers, struct item_drop);
|
||
memset(&drop->item_data, 0, sizeof(struct item));
|
||
drop->item_data.nameid = nameid;
|
||
drop->item_data.amount = qty;
|
||
drop->item_data.identify = itemdb_isidentified(nameid);
|
||
drop->next = NULL;
|
||
return drop;
|
||
};
|
||
|
||
/*==========================================
|
||
* Initializes the delay drop structure for mob-looted items.
|
||
*------------------------------------------*/
|
||
static struct item_drop* mob_setlootitem(struct item* item)
|
||
{
|
||
struct item_drop *drop = ers_alloc(item_drop_ers, struct item_drop);
|
||
memcpy(&drop->item_data, item, sizeof(struct item));
|
||
drop->next = NULL;
|
||
return drop;
|
||
};
|
||
|
||
/*==========================================
|
||
* item drop with delay (timer function)
|
||
*------------------------------------------*/
|
||
static int mob_delay_item_drop(int tid, unsigned int tick, int id, intptr_t data)
|
||
{
|
||
struct item_drop_list *list;
|
||
struct item_drop *ditem, *ditem_prev;
|
||
list=(struct item_drop_list *)data;
|
||
ditem = list->item;
|
||
while (ditem) {
|
||
map_addflooritem(&ditem->item_data,ditem->item_data.amount,
|
||
list->m,list->x,list->y,
|
||
list->first_charid,list->second_charid,list->third_charid,0);
|
||
ditem_prev = ditem;
|
||
ditem = ditem->next;
|
||
ers_free(item_drop_ers, ditem_prev);
|
||
}
|
||
ers_free(item_drop_list_ers, list);
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* Sets the item_drop into the item_drop_list.
|
||
* Also performs logging and autoloot if enabled.
|
||
* rate is the drop-rate of the item, required for autoloot.
|
||
* 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;
|
||
|
||
//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);
|
||
|
||
if( 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
|
||
&& sd->bl.m == md->bl.m
|
||
&& check_distance_blxy(&sd->bl, dlist->x, dlist->y, AUTOLOOT_DISTANCE)
|
||
#endif
|
||
) { //Autoloot.
|
||
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;
|
||
}
|
||
|
||
int mob_timer_delete(int tid, unsigned int tick, int id, intptr_t data)
|
||
{
|
||
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]
|
||
int mob_respawn(int tid, unsigned int tick, int id, intptr_t data)
|
||
{
|
||
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)
|
||
{
|
||
int char_id = 0, 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.
|
||
if( src->id == md->bl.id )
|
||
return; //Do not log self-damage.
|
||
|
||
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->msd )
|
||
{
|
||
char_id = pd->msd->status.char_id;
|
||
if( damage ) //Let mobs retaliate against the pet's master [Skotlex]
|
||
md->attacked_id = pd->msd->bl.id;
|
||
}
|
||
break;
|
||
}
|
||
case BL_MOB:
|
||
{
|
||
struct mob_data* md2 = (TBL_MOB*)src;
|
||
if( md2->special_state.ai && md2->master_id )
|
||
{
|
||
struct map_session_data* msd = map_id2sd(md2->master_id);
|
||
if( msd )
|
||
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;
|
||
}
|
||
|
||
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;
|
||
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;
|
||
}
|
||
}
|
||
return;
|
||
}
|
||
//Call when a mob has received damage.
|
||
void mob_damage(struct mob_data *md, struct block_list *src, int damage)
|
||
{
|
||
if (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 (md->state.aggressive)
|
||
{ //No longer aggressive, change to retaliate AI.
|
||
md->state.aggressive = 0;
|
||
if(md->state.skillstate== MSS_ANGRY)
|
||
md->state.skillstate = MSS_BERSERK;
|
||
if(md->state.skillstate== MSS_FOLLOW)
|
||
md->state.skillstate = MSS_RUSH;
|
||
}
|
||
//Log damage
|
||
if (src)
|
||
mob_log_damage(md, src, damage);
|
||
md->dmgtick = gettick();
|
||
}
|
||
|
||
if (battle_config.show_mob_info&3)
|
||
clif_charnameack (0, &md->bl);
|
||
|
||
if (!src)
|
||
return;
|
||
|
||
if(md->special_state.ai==2/* && md->master_id == src->id*/)
|
||
{ //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,pnum=0,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->state.skillstate = MSS_DEAD;
|
||
mobskill_use(md,tick,-1);
|
||
}
|
||
|
||
map_freeblock_lock();
|
||
|
||
memset(pt,0,sizeof(pt));
|
||
|
||
if(src && src->type == BL_MOB)
|
||
mob_unlocktarget((struct mob_data *)src,tick);
|
||
|
||
if( sd )
|
||
{
|
||
if( sd->mission_mobid == md->class_)
|
||
{ //TK_MISSION [Skotlex]
|
||
if( ++sd->mission_count >= 100 && (temp = mob_get_random_id(0, 0xE, sd->status.base_level)) )
|
||
{
|
||
pc_addfame(sd, 1);
|
||
sd->mission_mobid = temp;
|
||
pc_setglobalreg(sd,"TK_MISSION_ID", temp);
|
||
sd->mission_count = 0;
|
||
clif_mission_info(sd, temp, 0);
|
||
}
|
||
pc_setglobalreg(sd,"TK_MISSION_COUNT", sd->mission_count);
|
||
}
|
||
if( sd->status.party_id )
|
||
map_foreachinrange(quest_update_objective_sub,&md->bl,AREA_SIZE,BL_PC,sd->status.party_id,md->class_);
|
||
else
|
||
if( sd->avail_quests )
|
||
quest_update_objective(sd, md->class_);
|
||
}
|
||
|
||
// 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 = 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 && !merc_is_hom_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).
|
||
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(md->special_state.size==SZ_MEDIUM)
|
||
per /=2.;
|
||
else if(md->special_state.size==SZ_BIG)
|
||
per *=2.;
|
||
|
||
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
|
||
base_exp = (unsigned int)cap_value(md->db->base_exp * per * bonus/100. * map[m].bexp/100., 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
|
||
job_exp = (unsigned int)cap_value(md->db->job_exp * per * bonus/100. * map[m].jexp/100., 1, UINT_MAX);
|
||
|
||
if((temp = tmpsd[i]->status.party_id )>0 && !md->dmglog[i].flag == MDLF_HOMUN) //Homun-done damage (flag 1) is not given to party
|
||
{
|
||
int j;
|
||
for(j=0;j<pnum && pt[j].id!=temp;j++); //Locate party.
|
||
|
||
if(j==pnum){ //Possibly add party.
|
||
pt[pnum].p = party_search(temp);
|
||
if(pt[pnum].p && pt[pnum].p->party.exp)
|
||
{
|
||
pt[pnum].id=temp;
|
||
pt[pnum].base_exp=base_exp;
|
||
pt[pnum].job_exp=job_exp;
|
||
pt[pnum].zeny=zeny; // zeny share [Valaris]
|
||
pnum++;
|
||
flag=0;
|
||
}
|
||
}else{ //Add to total
|
||
if (pt[j].base_exp > UINT_MAX - base_exp)
|
||
pt[j].base_exp=UINT_MAX;
|
||
else
|
||
pt[j].base_exp+=base_exp;
|
||
|
||
if (pt[j].job_exp > UINT_MAX - job_exp)
|
||
pt[j].job_exp=UINT_MAX;
|
||
else
|
||
pt[j].job_exp+=job_exp;
|
||
|
||
pt[j].zeny+=zeny; // zeny share [Valaris]
|
||
flag=0;
|
||
}
|
||
}
|
||
if(flag) {
|
||
if(base_exp && md->dmglog[i].flag == MDLF_HOMUN) //tmpsd[i] is null if it has no homunc.
|
||
merc_hom_gainexp(tmpsd[i]->hd, base_exp);
|
||
if(base_exp || job_exp)
|
||
{
|
||
if( md->dmglog[i].flag != MDLF_PET || battle_config.pet_attack_exp_to_master ) {
|
||
#ifdef RENEWAL_EXP
|
||
if(!md->db->mexp)
|
||
party_renewal_exp_mod(&base_exp,&job_exp,tmpsd[i]->status.base_level,md->level);
|
||
#endif
|
||
pc_gainexp(tmpsd[i], &md->bl, base_exp, job_exp, false);
|
||
}
|
||
}
|
||
if(zeny) // zeny from mobs [Valaris]
|
||
pc_getzeny(tmpsd[i], zeny);
|
||
}
|
||
}
|
||
|
||
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==2 && battle_config.alchemist_summon_reward == 1) //Marine Sphere Drops items.
|
||
) )
|
||
{ // Item Drop
|
||
struct item_drop_list *dlist = ers_alloc(item_drop_list_ers, struct item_drop_list);
|
||
struct item_drop *ditem;
|
||
struct item_data* it = NULL;
|
||
int drop_rate;
|
||
#ifdef RENEWAL_DROP
|
||
int drop_modifier = mvp_sd ? party_renewal_drop_mod(mvp_sd->status.base_level - md->level) :
|
||
second_sd ? party_renewal_drop_mod(second_sd->status.base_level - md->level) :
|
||
third_sd ? party_renewal_drop_mod(third_sd->status.base_level - md->level) : 100;
|
||
#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; 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(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.);
|
||
}
|
||
if (sd && battle_config.pk_mode &&
|
||
(int)(md->level - sd->status.base_level) >= 20)
|
||
drop_rate = (int)(drop_rate*1.25); // pk_mode increase drops if 20 level difference [Valaris]
|
||
|
||
// Increase drop rate if user has SC_ITEMBOOST
|
||
if (sd && sd->sc.data[SC_ITEMBOOST]) // now rig the drop rate to never be over 90% unless it is originally >90%.
|
||
drop_rate = max(drop_rate,cap_value((int)(0.5+drop_rate*(sd->sc.data[SC_ITEMBOOST]->val1)/100.),0,9000));
|
||
#ifdef RENEWAL_DROP
|
||
if(drop_modifier != 100 && !md->db->mexp)
|
||
drop_rate = drop_rate * drop_modifier / 100;
|
||
#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].nameid, 1);
|
||
|
||
//A Rare Drop Global Announce by Lupus
|
||
if( mvp_sd && drop_rate <= battle_config.rare_drop_announce ) {
|
||
char message[128];
|
||
sprintf (message, msg_txt(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)+1,0);
|
||
}
|
||
// Announce first, or else ditem will be freed. [Lance]
|
||
// By popular demand, use base drop rate for autoloot code. [Skotlex]
|
||
mob_item_drop(md, dlist, ditem, 0, md->db->dropitem[i].p, homkillonly);
|
||
}
|
||
|
||
// Ore Discovery [Celest]
|
||
if (sd == mvp_sd && pc_checkskill(sd,BS_FINDINGORE)>0 && battle_config.finding_ore_rate/10 >= rnd()%10000) {
|
||
ditem = mob_setdropitem(itemdb_searchrandomid(IG_FINDINGORE), 1);
|
||
mob_item_drop(md, dlist, ditem, 0, battle_config.finding_ore_rate/10, homkillonly);
|
||
}
|
||
|
||
if(sd) {
|
||
// process script-granted extra drop bonuses
|
||
int itemid = 0;
|
||
for (i = 0; i < ARRAYLENGTH(sd->add_drop) && (sd->add_drop[i].id || sd->add_drop[i].group); i++)
|
||
{
|
||
if ( sd->add_drop[i].race == -md->class_ ||
|
||
( sd->add_drop[i].race > 0 && (
|
||
sd->add_drop[i].race & (1<<status->race) ||
|
||
sd->add_drop[i].race & (1<<(status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS))
|
||
)))
|
||
{
|
||
//check if the bonus item drop rate should be multiplied with mob level/10 [Lupus]
|
||
if(sd->add_drop[i].rate < 0) {
|
||
//it's negative, then it should be multiplied. e.g. for Mimic,Myst Case Cards, etc
|
||
// rate = base_rate * (mob_level/10) + 1
|
||
drop_rate = -sd->add_drop[i].rate*(md->level/10)+1;
|
||
drop_rate = cap_value(drop_rate, battle_config.item_drop_adddrop_min, battle_config.item_drop_adddrop_max);
|
||
if (drop_rate > 10000) drop_rate = 10000;
|
||
}
|
||
else
|
||
//it's positive, then it goes as it is
|
||
drop_rate = sd->add_drop[i].rate;
|
||
|
||
if (rnd()%10000 >= drop_rate)
|
||
continue;
|
||
itemid = (sd->add_drop[i].id > 0) ? sd->add_drop[i].id : itemdb_searchrandomid(sd->add_drop[i].group);
|
||
mob_item_drop(md, dlist, mob_setdropitem(itemid,1), 0, drop_rate, 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);
|
||
}
|
||
}
|
||
|
||
// process items looted by the mob
|
||
if(md->lootitem) {
|
||
for(i = 0; i < md->lootitem_count; i++)
|
||
mob_item_drop(md, dlist, mob_setlootitem(&md->lootitem[i]), 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->lootitem && md->lootitem_count) { //Loot MUST drop!
|
||
struct item_drop_list *dlist = ers_alloc(item_drop_list_ers, struct item_drop_list);
|
||
dlist->m = md->bl.m;
|
||
dlist->x = md->bl.x;
|
||
dlist->y = md->bl.y;
|
||
dlist->first_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->lootitem[i]), 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)
|
||
{
|
||
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, false);
|
||
log_mvp[1] = mexp;
|
||
if(map[m].flag.nomvploot || type&1)
|
||
; //No drops.
|
||
else
|
||
for(i = 0; i < MAX_MVP_DROP; i++)
|
||
{
|
||
if(md->db->mvpitem[i].nameid <= 0)
|
||
continue;
|
||
if(!itemdb_exists(md->db->mvpitem[i].nameid))
|
||
continue;
|
||
|
||
temp = md->db->mvpitem[i].p;
|
||
if(temp <= 0 && !battle_config.drop_rate0item)
|
||
temp = 1;
|
||
if(temp <= rnd()%10000+1) //if ==0, then it doesn't drop
|
||
continue;
|
||
|
||
memset(&item,0,sizeof(item));
|
||
item.nameid=md->db->mvpitem[i].nameid;
|
||
item.identify= itemdb_isidentified(item.nameid);
|
||
clif_mvp_item(mvp_sd,item.nameid);
|
||
log_mvp[0] = item.nameid;
|
||
|
||
//A Rare MVP Drop Global Announce by Lupus
|
||
if(temp<=battle_config.rare_drop_announce) {
|
||
struct item_data *i_data;
|
||
char message[128];
|
||
i_data = itemdb_exists(item.nameid);
|
||
sprintf (message, msg_txt(541), mvp_sd->status.name, md->name, i_data->jname, temp/100.);
|
||
//MSG: "'%s' won %s's %s (chance: %0.02f%%)"
|
||
intif_broadcast(message,strlen(message)+1,0);
|
||
}
|
||
|
||
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);
|
||
}
|
||
|
||
//Logs items, MVP prizes [Lupus]
|
||
log_pick_mob(md, LOG_TYPE_MVP, -1, &item);
|
||
break;
|
||
}
|
||
|
||
log_mvpdrop(mvp_sd, md->class_, log_mvp);
|
||
}
|
||
|
||
if (type&2 && !sd && md->class_ == MOBID_EMPERIUM)
|
||
//Emperium destroyed by script. Discard mvp character. [Skotlex]
|
||
mvp_sd = NULL;
|
||
|
||
rebirth = ( md->sc.data[SC_KAIZEL] || (md->sc.data[SC_REBIRTH] && !md->state.rebirth) );
|
||
if( !rebirth )
|
||
{ // Only trigger event on final kill
|
||
md->status.hp = 0; //So that npc_event invoked functions KNOW that mob is dead
|
||
if( src )
|
||
switch( src->type )
|
||
{
|
||
case BL_PET: sd = ((TBL_PET*)src)->msd; break;
|
||
case BL_HOM: sd = ((TBL_HOM*)src)->master; break;
|
||
case BL_MER: sd = ((TBL_MER*)src)->master; break;
|
||
}
|
||
|
||
if( sd && sd->md && src && src->type != BL_HOM && mob_db(md->class_)->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_KILLERRID, sd->bl.id);
|
||
npc_event(sd,md->npc_event,0);
|
||
}
|
||
else if( mvp_sd )
|
||
{
|
||
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->class_);
|
||
npc_script_event(mvp_sd, NPCE_KILLNPC); // PCKillNPC [Lance]
|
||
}
|
||
|
||
md->status.hp = 1;
|
||
}
|
||
|
||
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.
|
||
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.
|
||
return 5; // Note: Actually, it's 4. Oh well...
|
||
|
||
// MvP tomb [GreenBox]
|
||
if (battle_config.mvp_tomb_enabled && md->spawn->state.boss)
|
||
mvptomb_create(md, mvp_sd ? mvp_sd->status.name : NULL, time(NULL));
|
||
|
||
if( !rebirth )
|
||
mob_setdelayspawn(md); //Set respawning.
|
||
return 3; //Remove from map.
|
||
}
|
||
|
||
void mob_revive(struct mob_data *md, unsigned int hp)
|
||
{
|
||
unsigned int tick = gettick();
|
||
md->state.skillstate = MSS_IDLE;
|
||
md->last_thinktime = tick;
|
||
md->next_walktime = tick+rnd()%50+5000;
|
||
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)
|
||
map_addblock(&md->bl);
|
||
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_charnameack (0, &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->class_ == MOBID_EMPERIUM)
|
||
{ //But don't delete the emperium, just clear it's guild-data
|
||
md->guardian_data->guild_id = 0;
|
||
md->guardian_data->emblem_id = 0;
|
||
md->guardian_data->guild_name[0] = '\0';
|
||
} else {
|
||
if (md->guardian_data->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]);
|
||
}
|
||
|
||
/*==========================================
|
||
* Change mob base class
|
||
*------------------------------------------*/
|
||
int mob_class_change (struct mob_data *md, int class_)
|
||
{
|
||
unsigned int tick = gettick();
|
||
int i, c, hp_rate;
|
||
|
||
nullpo_ret(md);
|
||
|
||
if( md->bl.prev == NULL )
|
||
return 0;
|
||
|
||
//Disable class changing for some targets...
|
||
if (md->guardian_data)
|
||
return 0; //Guardians/Emperium
|
||
|
||
if( (md->class_ >= 1324 && md->class_ <= 1363) || (md->class_ >= 1938 && md->class_ <= 1946) )
|
||
return 0; //Treasure Boxes
|
||
|
||
if( md->special_state.ai > 1 )
|
||
return 0; //Marine Spheres and Floras.
|
||
|
||
if( mob_is_clone(md->class_) )
|
||
return 0; //Clones
|
||
|
||
if( md->class_ == class_ )
|
||
return 0; //Nothing to change.
|
||
|
||
hp_rate = get_percentage(md->status.hp, md->status.max_hp);
|
||
md->class_ = class_;
|
||
md->db = mob_db(class_);
|
||
if (battle_config.override_mob_names==1)
|
||
memcpy(md->name,md->db->name,NAME_LENGTH);
|
||
else
|
||
memcpy(md->name,md->db->jname,NAME_LENGTH);
|
||
|
||
mob_stop_attack(md);
|
||
mob_stop_walking(md, 0);
|
||
unit_skillcastcancel(&md->bl, 0);
|
||
status_set_viewdata(&md->bl, class_);
|
||
clif_mob_class_change(md,md->vd->class_);
|
||
status_calc_mob(md, 1);
|
||
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->lootitem == NULL && md->db->status.mode&MD_LOOTER)
|
||
md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
|
||
|
||
//Targets should be cleared no morph
|
||
md->target_id = md->attacked_id = 0;
|
||
|
||
//Need to update name display.
|
||
clif_charnameack(0, &md->bl);
|
||
status_change_end(&md->bl,SC_KEEPING,INVALID_TIMER);
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* mob<6F><62><EFBFBD><EFBFBD>
|
||
*------------------------------------------*/
|
||
void mob_heal(struct mob_data *md,unsigned int heal)
|
||
{
|
||
if (battle_config.show_mob_info&3)
|
||
clif_charnameack (0, &md->bl);
|
||
}
|
||
|
||
/*==========================================
|
||
* Added by RoVeRT
|
||
*------------------------------------------*/
|
||
int mob_warpslave_sub(struct block_list *bl,va_list ap)
|
||
{
|
||
struct mob_data *md=(struct mob_data *)bl;
|
||
struct block_list *master;
|
||
short x,y,range=0;
|
||
master = va_arg(ap, struct block_list*);
|
||
range = va_arg(ap, int);
|
||
|
||
if(md->master_id!=master->id)
|
||
return 0;
|
||
|
||
map_search_freecell(master, 0, &x, &y, range, range, 0);
|
||
unit_warp(&md->bl, master->m, x, y,CLR_RESPAWN);
|
||
return 1;
|
||
}
|
||
|
||
/*==========================================
|
||
* Added by RoVeRT
|
||
* Warps slaves. Range is the area around the master that they can
|
||
* appear in randomly.
|
||
*------------------------------------------*/
|
||
int mob_warpslave(struct block_list *bl, int range)
|
||
{
|
||
if (range < 1)
|
||
range = 1; //Min range needed to avoid crashes and stuff. [Skotlex]
|
||
|
||
return map_foreachinmap(mob_warpslave_sub, bl->m, BL_MOB, bl, range);
|
||
}
|
||
|
||
/*==========================================
|
||
* <20><><EFBFBD>ʓ<EFBFBD><CA93>̎<EFBFBD><CC8E>芪<EFBFBD><E88AAA><EFBFBD>̐<EFBFBD><CC90>v<EFBFBD>Z<EFBFBD>p(foreachinarea)
|
||
*------------------------------------------*/
|
||
int mob_countslave_sub(struct block_list *bl,va_list ap)
|
||
{
|
||
int id;
|
||
struct mob_data *md;
|
||
id=va_arg(ap,int);
|
||
|
||
md = (struct mob_data *)bl;
|
||
if( md->master_id==id )
|
||
return 1;
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* <20><><EFBFBD>ʓ<EFBFBD><CA93>̎<EFBFBD><CC8E>芪<EFBFBD><E88AAA><EFBFBD>̐<EFBFBD><CC90>v<EFBFBD>Z
|
||
*------------------------------------------*/
|
||
int mob_countslave(struct block_list *bl)
|
||
{
|
||
return map_foreachinmap(mob_countslave_sub, bl->m, BL_MOB,bl->id);
|
||
}
|
||
|
||
/*==========================================
|
||
* Summons amount slaves contained in the value[5] array using round-robin. [adapted by Skotlex]
|
||
*------------------------------------------*/
|
||
int mob_summonslave(struct mob_data *md2,int *value,int amount,int skill_id)
|
||
{
|
||
struct mob_data *md;
|
||
struct spawn_data data;
|
||
int count = 0,k=0,hp_rate=0;
|
||
|
||
nullpo_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.class_ = value[k%count]; //Summon slaves in round-robin fashion. [Skotlex]
|
||
if (mobdb_checkid(data.class_) == 0)
|
||
continue;
|
||
|
||
if (map_search_freecell(&md2->bl, 0, &x, &y, 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;
|
||
|
||
//Inherit the aggressive mode of the master.
|
||
if (battle_config.slaves_inherit_mode && md->master_id)
|
||
{
|
||
switch (battle_config.slaves_inherit_mode) {
|
||
case 1: //Always aggressive
|
||
if (!(md->status.mode&MD_AGGRESSIVE))
|
||
sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, MD_AGGRESSIVE, 0, 0);
|
||
break;
|
||
case 2: //Always passive
|
||
if (md->status.mode&MD_AGGRESSIVE)
|
||
sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, 0, MD_AGGRESSIVE, 0);
|
||
break;
|
||
default: //Copy master.
|
||
if (md2->status.mode&MD_AGGRESSIVE)
|
||
sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, MD_AGGRESSIVE, 0, 0);
|
||
else
|
||
sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, 0, MD_AGGRESSIVE, 0);
|
||
break;
|
||
}
|
||
}
|
||
|
||
clif_skill_nodamage(&md->bl,&md->bl,skill_id,amount,1);
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
*MOBskill<6C><6C><EFBFBD><EFBFBD><EFBFBD>Y<EFBFBD><59>skillid<69><64>skillidx<64><78><EFBFBD>Ԃ<EFBFBD>
|
||
*------------------------------------------*/
|
||
int mob_skillid2skillidx(int class_,int skillid)
|
||
{
|
||
int i, max = mob_db(class_)->maxskill;
|
||
struct mob_skill *ms=mob_db(class_)->skill;
|
||
|
||
if(ms==NULL)
|
||
return -1;
|
||
|
||
ARR_FIND( 0, max, i, ms[i].skill_id == skillid );
|
||
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_foreachinrange(mob_getfriendhprate_sub, &md->bl, 8, type,md,min_rate,max_rate,&fr);
|
||
return fr;
|
||
}
|
||
/*==========================================
|
||
* Check hp rate of its master
|
||
*------------------------------------------*/
|
||
struct block_list *mob_getmasterhpltmaxrate(struct mob_data *md,int rate)
|
||
{
|
||
if( md && md->master_id > 0 )
|
||
{
|
||
struct block_list *bl = map_id2bl(md->master_id);
|
||
if( 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_foreachinrange(mob_getfriendstatus_sub, &md->bl, 8,BL_MOB, md,cond1,cond2,&fr);
|
||
return fr;
|
||
}
|
||
|
||
/*==========================================
|
||
* Skill use judging
|
||
*------------------------------------------*/
|
||
int mobskill_use(struct mob_data *md, unsigned int tick, int event)
|
||
{
|
||
struct mob_skill *ms;
|
||
struct block_list *fbl = NULL; //Friend bl, which can either be a BL_PC or BL_MOB depending on the situation. [Skotlex]
|
||
struct block_list *bl;
|
||
struct mob_data *fmd = NULL;
|
||
int i,j,n;
|
||
|
||
nullpo_ret(md);
|
||
nullpo_ret(ms = md->db->skill);
|
||
|
||
if (!battle_config.mob_skill_rate || md->ud.skilltimer != INVALID_TIMER || !md->db->maxskill)
|
||
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.skillid == 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
|
||
if (skill_get_casttype(ms[i].skill_id) == CAST_GROUND)
|
||
{ //Ground skill.
|
||
short x, y;
|
||
switch (ms[i].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));
|
||
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 (ms[i].target >= MST_AROUND1 || ms[i].target >= MST_AROUND5) {
|
||
j = ms[i].target >= MST_AROUND1?
|
||
(ms[i].target-MST_AROUND1) +1:
|
||
(ms[i].target-MST_AROUND5) +1;
|
||
map_search_freecell(&md->bl, md->bl.m, &x, &y, j, j, 3);
|
||
}
|
||
md->skillidx = i;
|
||
map_freeblock_lock();
|
||
if( !battle_check_range(&md->bl,bl,skill_get_range2(&md->bl, ms[i].skill_id,ms[i].skill_lv)) ||
|
||
!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 (ms[i].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));
|
||
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->skillidx = i;
|
||
map_freeblock_lock();
|
||
if( !battle_check_range(&md->bl,bl,skill_get_range2(&md->bl, ms[i].skill_id,ms[i].skill_lv)) ||
|
||
!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);
|
||
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);
|
||
}
|
||
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->skillidx = -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 class_)
|
||
{
|
||
if(class_ < MOB_CLONE_START || class_ > MOB_CLONE_END)
|
||
return 0;
|
||
if (mob_db(class_) == mob_dummy)
|
||
return 0;
|
||
return class_;
|
||
}
|
||
|
||
//Flag values:
|
||
//&1: Set special ai (fight mobs, not players)
|
||
//If mode is not passed, a default aggressive mode is used.
|
||
//If master_id is passed, clone is attached to him.
|
||
//Returns: ID of newly crafted copy.
|
||
int mob_clone_spawn(struct map_session_data *sd, int m, int x, int y, const char *event, int master_id, int mode, int flag, unsigned int duration)
|
||
{
|
||
int class_;
|
||
int i,j,inf,skill_id, fd;
|
||
struct mob_data *md;
|
||
struct mob_skill *ms;
|
||
struct mob_db* db;
|
||
struct status_data *status;
|
||
|
||
nullpo_ret(sd);
|
||
|
||
ARR_FIND( MOB_CLONE_START, MOB_CLONE_END, class_, mob_db_data[class_] == NULL );
|
||
if(class_ >= MOB_CLONE_END)
|
||
return 0;
|
||
|
||
db = mob_db_data[class_]=(struct mob_db*)aCalloc(1, sizeof(struct mob_db));
|
||
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 &= ~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--) {
|
||
skill_id = skill_tree[pc_class2idx(sd->status.class_)][j].id;
|
||
if (!skill_id || sd->status.skill[skill_id].lv < 1 ||
|
||
(skill_get_inf2(skill_id)&(INF2_WEDDING_SKILL|INF2_GUILD_SKILL)) ||
|
||
skill_get_nocast(skill_id)&16
|
||
)
|
||
continue;
|
||
//Normal aggressive mob, disable skills that cannot help them fight
|
||
//against players (those with flags UF_NOMOB and UF_NOPC are specific
|
||
//to always aid players!) [Skotlex]
|
||
if (!(flag&1) &&
|
||
skill_get_unit_id(skill_id, 0) &&
|
||
skill_get_unit_flag(skill_id)&(UF_NOMOB|UF_NOPC))
|
||
continue;
|
||
/**
|
||
* 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[skill_id].lv) )
|
||
continue;
|
||
|
||
memset (&ms[i], 0, sizeof(struct mob_skill));
|
||
ms[i].skill_id = skill_id;
|
||
ms[i].skill_lv = sd->status.skill[skill_id].lv;
|
||
ms[i].state = MSS_ANY;
|
||
ms[i].permillage = 500*battle_config.mob_skill_rate/100; //Default chance of all skills: 5%
|
||
ms[i].emotion = -1;
|
||
ms[i].cancel = 0;
|
||
ms[i].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);
|
||
|
||
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--",class_,event);
|
||
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 = 1;
|
||
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 class_ = md->class_;
|
||
if (class_ >= MOB_CLONE_START && class_ < MOB_CLONE_END
|
||
&& mob_db_data[class_]!=NULL) {
|
||
aFree(mob_db_data[class_]);
|
||
mob_db_data[class_]=NULL;
|
||
//Clear references to the db
|
||
md->db = mob_dummy;
|
||
md->vd = NULL;
|
||
return 1;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
//
|
||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
//
|
||
/*==========================================
|
||
* Since un-setting [ mob ] up was used, it is an initial provisional value setup.
|
||
*------------------------------------------*/
|
||
static int mob_makedummymobdb(int class_)
|
||
{
|
||
if (mob_dummy != NULL)
|
||
{
|
||
if (mob_db(class_) == mob_dummy)
|
||
return 1; //Using the mob_dummy data already. [Skotlex]
|
||
if (class_ > 0 && class_ <= MAX_MOB_DB)
|
||
{ //Remove the mob data so that it uses the dummy data instead.
|
||
aFree(mob_db_data[class_]);
|
||
mob_db_data[class_] = NULL;
|
||
}
|
||
return 0;
|
||
}
|
||
//Initialize dummy data.
|
||
mob_dummy = (struct mob_db*)aCalloc(1, sizeof(struct mob_db)); //Initializing the dummy mob.
|
||
sprintf(mob_dummy->sprite,"DUMMY");
|
||
sprintf(mob_dummy->name,"Dummy");
|
||
sprintf(mob_dummy->jname,"Dummy");
|
||
mob_dummy->lv=1;
|
||
mob_dummy->status.max_hp=1000;
|
||
mob_dummy->status.max_sp=1;
|
||
mob_dummy->status.rhw.range=1;
|
||
mob_dummy->status.rhw.atk=7;
|
||
mob_dummy->status.rhw.atk2=10;
|
||
mob_dummy->status.str=1;
|
||
mob_dummy->status.agi=1;
|
||
mob_dummy->status.vit=1;
|
||
mob_dummy->status.int_=1;
|
||
mob_dummy->status.dex=6;
|
||
mob_dummy->status.luk=2;
|
||
mob_dummy->status.speed=300;
|
||
mob_dummy->status.adelay=1000;
|
||
mob_dummy->status.amotion=500;
|
||
mob_dummy->status.dmotion=500;
|
||
mob_dummy->base_exp=2;
|
||
mob_dummy->job_exp=1;
|
||
mob_dummy->range2=10;
|
||
mob_dummy->range3=10;
|
||
|
||
return 0;
|
||
}
|
||
|
||
//Adjusts the drop rate of item according to the criteria given. [Skotlex]
|
||
static unsigned int mob_drop_adjust(int baserate, int rate_adjust, unsigned short rate_min, unsigned short rate_max)
|
||
{
|
||
double rate = baserate;
|
||
|
||
if (battle_config.logarithmic_drops && rate_adjust > 0 && 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(int nameid, int mob_id, int *rate_adjust)
|
||
{
|
||
int i;
|
||
if( item_drop_ratio_db[nameid] ) {
|
||
if( item_drop_ratio_db[nameid]->mob_id[0] ) { // only for listed mobs
|
||
ARR_FIND(0, MAX_ITEMRATIO_MOBS, i, item_drop_ratio_db[nameid]->mob_id[i] == mob_id);
|
||
if(i < MAX_ITEMRATIO_MOBS) // found
|
||
*rate_adjust = item_drop_ratio_db[nameid]->drop_ratio;
|
||
}
|
||
else // for all mobs
|
||
*rate_adjust = item_drop_ratio_db[nameid]->drop_ratio;
|
||
}
|
||
}
|
||
|
||
/*==========================================
|
||
* processes one mobdb entry
|
||
*------------------------------------------*/
|
||
static bool mob_parse_dbrow(char** str)
|
||
{
|
||
struct mob_db *db, entry;
|
||
struct status_data *status;
|
||
int class_, i, k;
|
||
double exp, maxhp;
|
||
struct mob_data data;
|
||
|
||
class_ = atoi(str[0]);
|
||
|
||
if (class_ <= 1000 || class_ > MAX_MOB_DB) {
|
||
ShowError("mob_parse_dbrow: Invalid monster ID %d, must be in range %d-%d.\n", class_, 1000, MAX_MOB_DB);
|
||
return false;
|
||
}
|
||
if (pcdb_checkid(class_)) {
|
||
ShowError("mob_parse_dbrow: Invalid monster ID %d, reserved for player classes.\n", class_);
|
||
return false;
|
||
}
|
||
|
||
if (class_ >= MOB_CLONE_START && class_ < MOB_CLONE_END) {
|
||
ShowError("mob_parse_dbrow: Invalid monster ID %d. Range %d-%d is reserved for player clones. Please increase MAX_MOB_DB (%d).\n", class_, MOB_CLONE_START, MOB_CLONE_END-1, MAX_MOB_DB);
|
||
return false;
|
||
}
|
||
|
||
memset(&entry, 0, sizeof(entry));
|
||
|
||
db = &entry;
|
||
status = &db->status;
|
||
|
||
db->vd.class_ = class_;
|
||
safestrncpy(db->sprite, str[1], sizeof(db->sprite));
|
||
safestrncpy(db->jname, str[2], sizeof(db->jname));
|
||
safestrncpy(db->name, str[3], sizeof(db->name));
|
||
db->lv = atoi(str[4]);
|
||
db->lv = cap_value(db->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.;
|
||
db->base_exp = (unsigned int)cap_value(exp, 0, UINT_MAX);
|
||
|
||
exp = (double)atoi(str[8]) * (double)battle_config.job_exp_rate / 100.;
|
||
db->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;
|
||
|
||
db->range2 = atoi(str[20]);
|
||
db->range3 = atoi(str[21]);
|
||
if (battle_config.view_range_rate != 100) {
|
||
db->range2 = db->range2 * battle_config.view_range_rate / 100;
|
||
if (db->range2 < 1)
|
||
db->range2 = 1;
|
||
}
|
||
if (battle_config.chase_range_rate != 100) {
|
||
db->range3 = db->range3 * battle_config.chase_range_rate / 100;
|
||
if (db->range3 < db->range2)
|
||
db->range3 = db->range2;
|
||
}
|
||
|
||
status->size = atoi(str[22]);
|
||
status->race = atoi(str[23]);
|
||
|
||
i = atoi(str[24]); //Element
|
||
status->def_ele = i%10;
|
||
status->ele_lv = i/20;
|
||
if (status->def_ele >= ELE_MAX) {
|
||
ShowError("mob_parse_dbrow: Invalid element type %d for monster ID %d (max=%d).\n", status->def_ele, class_, ELE_MAX-1);
|
||
return false;
|
||
}
|
||
if (status->ele_lv < 1 || status->ele_lv > 4) {
|
||
ShowError("mob_parse_dbrow: Invalid element level %d for monster ID %d, must be in range 1-4.\n", status->ele_lv, class_);
|
||
return false;
|
||
}
|
||
|
||
status->mode = (int)strtol(str[25], NULL, 0);
|
||
if (!battle_config.monster_active_enable)
|
||
status->mode &= ~MD_AGGRESSIVE;
|
||
|
||
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 = db->lv;
|
||
memcpy(&data.status, status, sizeof(struct status_data));
|
||
status_calc_misc(&data.bl, status, db->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.;
|
||
db->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 (db->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++) {
|
||
struct item_data *id;
|
||
int rate_adjust = battle_config.item_rate_mvp;;
|
||
db->mvpitem[i].nameid = atoi(str[31+i*2]);
|
||
if (!db->mvpitem[i].nameid) {
|
||
db->mvpitem[i].p = 0; //No item....
|
||
continue;
|
||
}
|
||
item_dropratio_adjust(db->mvpitem[i].nameid, class_, &rate_adjust);
|
||
db->mvpitem[i].p = mob_drop_adjust(atoi(str[32+i*2]), 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 (db->mvpitem[i].p) {
|
||
id = itemdb_search(db->mvpitem[i].nameid);
|
||
if (id->maxchance == -1 || (id->maxchance < db->mvpitem[i].p/10 + 1) ) {
|
||
//item has bigger drop chance or sold in shops
|
||
id->maxchance = db->mvpitem[i].p/10 + 1; //reduce MVP drop info to not spoil common drop rate
|
||
}
|
||
}
|
||
}
|
||
|
||
for(i = 0; i < MAX_MOB_DROP; i++) {
|
||
int rate = 0, rate_adjust, type;
|
||
unsigned short ratemin, ratemax;
|
||
struct item_data *id;
|
||
k = 31 + MAX_MVP_DROP*2 + i*2;
|
||
db->dropitem[i].nameid = atoi(str[k]);
|
||
if (!db->dropitem[i].nameid) {
|
||
db->dropitem[i].p = 0; //No drop.
|
||
continue;
|
||
}
|
||
id = itemdb_search(db->dropitem[i].nameid);
|
||
type = id->type;
|
||
rate = atoi(str[k+1]);
|
||
if( (class_ >= 1324 && class_ <= 1363) || (class_ >= 1938 && class_ <= 1946) )
|
||
{ //Treasure box drop rates [Skotlex]
|
||
rate_adjust = battle_config.item_rate_treasure;
|
||
ratemin = battle_config.item_drop_treasure_min;
|
||
ratemax = battle_config.item_drop_treasure_max;
|
||
}
|
||
else switch (type)
|
||
{ // Added suport to restrict normal drops of MVP's [Reddozen]
|
||
case IT_HEALING:
|
||
rate_adjust = (status->mode&MD_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 = (status->mode&MD_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 = (status->mode&MD_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 = (status->mode&MD_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 = (status->mode&MD_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(id->nameid, class_, &rate_adjust);
|
||
db->dropitem[i].p = mob_drop_adjust(rate, rate_adjust, ratemin, ratemax);
|
||
|
||
//calculate and store Max available drop chance of the item
|
||
if( db->dropitem[i].p && (class_ < 1324 || class_ > 1363) && (class_ < 1938 || class_ > 1946) )
|
||
{ //Skip treasure chests.
|
||
if (id->maxchance == -1 || (id->maxchance < db->dropitem[i].p) ) {
|
||
id->maxchance = db->dropitem[i].p; //item has bigger drop chance or sold in shops
|
||
}
|
||
for (k = 0; k< MAX_SEARCH; k++) {
|
||
if (id->mob[k].chance <= db->dropitem[i].p)
|
||
break;
|
||
}
|
||
if (k == MAX_SEARCH)
|
||
continue;
|
||
|
||
if (id->mob[k].id != class_)
|
||
memmove(&id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0]));
|
||
id->mob[k].chance = db->dropitem[i].p;
|
||
id->mob[k].id = class_;
|
||
}
|
||
}
|
||
|
||
// Finally insert monster's data into the database.
|
||
if (mob_db_data[class_] == NULL)
|
||
mob_db_data[class_] = (struct mob_db*)aCalloc(1, sizeof(struct mob_db));
|
||
else
|
||
//Copy over spawn data
|
||
memcpy(&db->spawn, mob_db_data[class_]->spawn, sizeof(db->spawn));
|
||
|
||
memcpy(mob_db_data[class_], db, 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);
|
||
}
|
||
|
||
static void mob_readdb(void)
|
||
{
|
||
const char* filename[] = {
|
||
DBPATH"mob_db.txt",
|
||
"mob_db2.txt" };
|
||
int fi;
|
||
|
||
for( fi = 0; fi < ARRAYLENGTH(filename); ++fi )
|
||
{
|
||
char path[256];
|
||
|
||
if(fi > 0)
|
||
{
|
||
sprintf(path, "%s/%s", db_path, filename[fi]);
|
||
if(!exists(path))
|
||
{
|
||
continue;
|
||
}
|
||
}
|
||
|
||
sv_readdb(db_path, filename[fi], ',', 31+2*MAX_MVP_DROP+2*MAX_MOB_DROP, 31+2*MAX_MVP_DROP+2*MAX_MOB_DROP, -1, &mob_readdb_sub);
|
||
}
|
||
}
|
||
|
||
/*==========================================
|
||
* mob_db table reading
|
||
*------------------------------------------*/
|
||
static int mob_read_sqldb(void)
|
||
{
|
||
const char* mob_db_name[] = { mob_db_db, mob_db2_db };
|
||
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]);
|
||
count = 0;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* MOB display graphic change data reading
|
||
*------------------------------------------*/
|
||
static bool mob_readdb_mobavail(char* str[], int columns, int current)
|
||
{
|
||
int class_, k;
|
||
|
||
class_=atoi(str[0]);
|
||
|
||
if(mob_db(class_) == mob_dummy) // <20>l<EFBFBD><6C><EFBFBD>ُ<EFBFBD><D98F>Ȃ珈<C882><E78F88><EFBFBD><EFBFBD><EFBFBD>Ȃ<EFBFBD><C882>B
|
||
{
|
||
ShowWarning("mob_readdb_mobavail: Unknown mob id %d.\n", class_);
|
||
return false;
|
||
}
|
||
|
||
k=atoi(str[1]);
|
||
|
||
memset(&mob_db_data[class_]->vd, 0, sizeof(struct view_data));
|
||
mob_db_data[class_]->vd.class_=k;
|
||
|
||
//Player sprites
|
||
if(pcdb_checkid(k) && columns==12) {
|
||
mob_db_data[class_]->vd.sex=atoi(str[2]);
|
||
mob_db_data[class_]->vd.hair_style=atoi(str[3]);
|
||
mob_db_data[class_]->vd.hair_color=atoi(str[4]);
|
||
mob_db_data[class_]->vd.weapon=atoi(str[5]);
|
||
mob_db_data[class_]->vd.shield=atoi(str[6]);
|
||
mob_db_data[class_]->vd.head_top=atoi(str[7]);
|
||
mob_db_data[class_]->vd.head_mid=atoi(str[8]);
|
||
mob_db_data[class_]->vd.head_bottom=atoi(str[9]);
|
||
mob_db_data[class_]->option=atoi(str[10])&~(OPTION_HIDE|OPTION_CLOAK|OPTION_INVISIBLE);
|
||
mob_db_data[class_]->vd.cloth_color=atoi(str[11]); // Monster player dye option - Valaris
|
||
}
|
||
else if(columns==3)
|
||
mob_db_data[class_]->vd.head_bottom=atoi(str[2]); // mob equipment [Valaris]
|
||
else if( columns != 2 )
|
||
return false;
|
||
|
||
return true;
|
||
}
|
||
|
||
/*==========================================
|
||
* Reading of random monster data
|
||
*------------------------------------------*/
|
||
static int mob_read_randommonster(void)
|
||
{
|
||
FILE *fp;
|
||
char line[1024];
|
||
char *str[10],*p;
|
||
int i,j;
|
||
const char* mobfile[] = {
|
||
DBPATH"mob_branch.txt",
|
||
"mob_poring.txt",
|
||
DBPATH"mob_boss.txt",
|
||
"mob_pouch.txt",
|
||
"mob_classchange.txt"};
|
||
|
||
memset(&summon, 0, sizeof(summon));
|
||
|
||
for( i = 0; i < ARRAYLENGTH(mobfile) && i < MAX_RANDOMMONSTER; i++ )
|
||
{
|
||
mob_db_data[0]->summonper[i] = 1002; // Default fallback value, in case the database does not provide one
|
||
sprintf(line, "%s/%s", db_path, mobfile[i]);
|
||
fp=fopen(line,"r");
|
||
if(fp==NULL){
|
||
ShowError("can't read %s\n",line);
|
||
return -1;
|
||
}
|
||
while(fgets(line, sizeof(line), fp))
|
||
{
|
||
int class_;
|
||
if(line[0] == '/' && line[1] == '/')
|
||
continue;
|
||
memset(str,0,sizeof(str));
|
||
for(j=0,p=line;j<3 && p;j++){
|
||
str[j]=p;
|
||
p=strchr(p,',');
|
||
if(p) *p++=0;
|
||
}
|
||
|
||
if(str[0]==NULL || str[2]==NULL)
|
||
continue;
|
||
|
||
class_ = atoi(str[0]);
|
||
if(mob_db(class_) == mob_dummy)
|
||
continue;
|
||
mob_db_data[class_]->summonper[i]=atoi(str[2]);
|
||
if (i) {
|
||
if( summon[i].qty < ARRAYLENGTH(summon[i].class_) ) //MvPs
|
||
summon[i].class_[summon[i].qty++] = class_;
|
||
else {
|
||
ShowDebug("Can't store more random mobs from %s, increase size of mob.c:summon variable!\n", mobfile[i]);
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
if (i && !summon[i].qty)
|
||
{ //At least have the default here.
|
||
summon[i].class_[0] = mob_db_data[0]->summonper[i];
|
||
summon[i].qty = 1;
|
||
}
|
||
fclose(fp);
|
||
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",mobfile[i]);
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* processes one mob_chat_db entry [SnakeDrak]
|
||
* @param last_msg_id ensures that only one error message per mob id is printed
|
||
*------------------------------------------*/
|
||
static bool mob_parse_row_chatdb(char** str, const char* source, int line, int* last_msg_id)
|
||
{
|
||
char* msg;
|
||
struct mob_chat *ms;
|
||
int msg_id;
|
||
size_t len;
|
||
|
||
msg_id = atoi(str[0]);
|
||
|
||
if (msg_id <= 0 || msg_id > MAX_MOB_CHAT)
|
||
{
|
||
if (msg_id != *last_msg_id) {
|
||
ShowError("mob_chat: Invalid chat ID: %d at %s, line %d\n", msg_id, source, line);
|
||
*last_msg_id = msg_id;
|
||
}
|
||
return false;
|
||
}
|
||
|
||
if (mob_chat_db[msg_id] == NULL)
|
||
mob_chat_db[msg_id] = (struct mob_chat*)aCalloc(1, sizeof (struct mob_chat));
|
||
|
||
ms = mob_chat_db[msg_id];
|
||
//MSG ID
|
||
ms->msg_id=msg_id;
|
||
//Color
|
||
ms->color=strtoul(str[1],NULL,0);
|
||
//Message
|
||
msg = str[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))
|
||
{
|
||
if (msg_id != *last_msg_id) {
|
||
ShowError("mob_chat: readdb: Message too long! Line %d, id: %d\n", line, msg_id);
|
||
*last_msg_id = 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
|
||
strncpy(ms->msg, str[2], CHAT_SIZE_MAX);
|
||
|
||
return true;
|
||
}
|
||
|
||
/*==========================================
|
||
* mob_chat_db.txt reading [SnakeDrak]
|
||
*-------------------------------------------------------------------------*/
|
||
static void mob_readchatdb(void)
|
||
{
|
||
char arc[]="mob_chat_db.txt";
|
||
uint32 lines=0, count=0;
|
||
char line[1024], path[256];
|
||
int i, tmp=0;
|
||
FILE *fp;
|
||
sprintf(path, "%s/%s", db_path, arc);
|
||
fp=fopen(path, "r");
|
||
if(fp == NULL)
|
||
{
|
||
ShowWarning("mob_readchatdb: File not found \"%s\", skipping.\n", path);
|
||
return;
|
||
}
|
||
|
||
while(fgets(line, sizeof(line), fp))
|
||
{
|
||
char *str[3], *p, *np;
|
||
int j=0;
|
||
|
||
lines++;
|
||
if(line[0] == '/' && line[1] == '/')
|
||
continue;
|
||
memset(str, 0, sizeof(str));
|
||
|
||
p=line;
|
||
while(ISSPACE(*p))
|
||
++p;
|
||
if(*p == '\0')
|
||
continue;// empty line
|
||
for(i = 0; i <= 2; i++)
|
||
{
|
||
str[i] = p;
|
||
if(i<2 && (np = strchr(p, ',')) != NULL) {
|
||
*np = '\0'; p = np + 1; j++;
|
||
}
|
||
}
|
||
|
||
if( j < 2 || str[2]==NULL)
|
||
{
|
||
ShowError("mob_readchatdb: Insufficient number of fields for skill at %s, line %d\n", arc, lines);
|
||
continue;
|
||
}
|
||
|
||
if( !mob_parse_row_chatdb(str, path, lines, &tmp) )
|
||
continue;
|
||
|
||
count++;
|
||
}
|
||
fclose(fp);
|
||
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n", arc);
|
||
}
|
||
|
||
/*==========================================
|
||
* 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[] = {
|
||
{ "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[] = {
|
||
{ "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 mob_skill *ms, gms;
|
||
int mob_id;
|
||
int i =0, j, tmp;
|
||
|
||
mob_id = atoi(str[0]);
|
||
|
||
if (mob_id > 0 && mob_db(mob_id) == mob_dummy)
|
||
{
|
||
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;
|
||
}
|
||
if( strcmp(str[1],"clear")==0 ){
|
||
if (mob_id < 0)
|
||
return false;
|
||
memset(mob_db_data[mob_id]->skill,0,sizeof(struct mob_skill));
|
||
mob_db_data[mob_id]->maxskill=0;
|
||
return true;
|
||
}
|
||
|
||
if (mob_id < 0)
|
||
{ //Prepare global skill. [Skotlex]
|
||
memset(&gms, 0, sizeof (struct mob_skill));
|
||
ms = &gms;
|
||
} else {
|
||
ARR_FIND( 0, MAX_MOBSKILL, i, (ms = &mob_db_data[mob_id]->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_db_data[mob_id]->sprite);
|
||
last_mob_id = mob_id;
|
||
}
|
||
return false;
|
||
}
|
||
}
|
||
|
||
//State
|
||
ARR_FIND( 0, ARRAYLENGTH(state), j, strcmp(str[2],state[j].str) == 0 );
|
||
if( j < ARRAYLENGTH(state) )
|
||
ms->state = state[j].id;
|
||
else {
|
||
ShowWarning("mob_parse_row_mobskilldb: Unrecognized state %s\n", str[2]);
|
||
ms->state = MSS_ANY;
|
||
}
|
||
|
||
//Skill ID
|
||
j=atoi(str[3]);
|
||
if (j<=0 || j>MAX_SKILL_DB) //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_db_data[mob_id]->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_db_data[mob_id]->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_db_data[mob_id]->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_db[atoi(str[18])]!=NULL)
|
||
ms->msg_id=atoi(str[18]);
|
||
else
|
||
ms->msg_id=0;
|
||
|
||
if (mob_id < 0)
|
||
{ //Set this skill to ALL mobs. [Skotlex]
|
||
mob_id *= -1;
|
||
for (i = 1; i < MAX_MOB_DB; i++)
|
||
{
|
||
if (mob_db_data[i] == NULL)
|
||
continue;
|
||
if (mob_db_data[i]->status.mode&MD_BOSS)
|
||
{
|
||
if (!(mob_id&2)) //Skill not for bosses
|
||
continue;
|
||
} else
|
||
if (!(mob_id&1)) //Skill not for normal enemies.
|
||
continue;
|
||
|
||
ARR_FIND( 0, MAX_MOBSKILL, j, mob_db_data[i]->skill[j].skill_id == 0 );
|
||
if(j==MAX_MOBSKILL)
|
||
continue;
|
||
|
||
memcpy (&mob_db_data[i]->skill[j], ms, sizeof(struct mob_skill));
|
||
mob_db_data[i]->maxskill=j+1;
|
||
}
|
||
} else //Skill set on a single mob.
|
||
mob_db_data[mob_id]->maxskill=i+1;
|
||
|
||
return true;
|
||
}
|
||
|
||
/*==========================================
|
||
* mob_skill_db.txt reading
|
||
*------------------------------------------*/
|
||
static void mob_readskilldb(void) {
|
||
const char* filename[] = {
|
||
DBPATH"mob_skill_db.txt",
|
||
"mob_skill_db2.txt" };
|
||
int fi;
|
||
|
||
if( battle_config.mob_skill_rate == 0 )
|
||
{
|
||
ShowStatus("Mob skill use disabled. Not reading mob skills.\n");
|
||
return;
|
||
}
|
||
|
||
for( fi = 0; fi < ARRAYLENGTH(filename); ++fi )
|
||
{
|
||
char path[256];
|
||
|
||
if(fi > 0)
|
||
{
|
||
sprintf(path, "%s/%s", db_path, filename[fi]);
|
||
if(!exists(path))
|
||
{
|
||
continue;
|
||
}
|
||
}
|
||
|
||
sv_readdb(db_path, filename[fi], ',', 19, 19, -1, &mob_parse_row_mobskilldb);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* 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_db_db, mob_skill_db2_db };
|
||
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 = "";
|
||
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]);
|
||
count = 0;
|
||
}
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* mob_race2_db.txt reading
|
||
*------------------------------------------*/
|
||
static bool mob_readdb_race2(char* fields[], int columns, int current)
|
||
{
|
||
int race, mobid, i;
|
||
|
||
race = atoi(fields[0]);
|
||
|
||
if (race < RC2_NONE || race >= RC2_MAX)
|
||
{
|
||
ShowWarning("mob_readdb_race2: Unknown race2 %d.\n", race);
|
||
return false;
|
||
}
|
||
|
||
for(i = 1; i<columns; i++)
|
||
{
|
||
mobid = atoi(fields[i]);
|
||
if (mob_db(mobid) == mob_dummy)
|
||
{
|
||
ShowWarning("mob_readdb_race2: Unknown mob id %d for race2 %d.\n", mobid, race);
|
||
continue;
|
||
}
|
||
mob_db_data[mobid]->race2 = race;
|
||
}
|
||
return true;
|
||
}
|
||
|
||
/**
|
||
* Read mob_item_ratio.txt
|
||
*/
|
||
static bool mob_readdb_itemratio(char* str[], int columns, int current)
|
||
{
|
||
int nameid, ratio, i;
|
||
struct item_data *id;
|
||
|
||
nameid = atoi(str[0]);
|
||
|
||
if( ( id = itemdb_exists(nameid) ) == NULL )
|
||
{
|
||
ShowWarning("itemdb_read_itemratio: Invalid item id %d.\n", nameid);
|
||
return false;
|
||
}
|
||
|
||
ratio = atoi(str[1]);
|
||
|
||
if(item_drop_ratio_db[nameid] == NULL)
|
||
item_drop_ratio_db[nameid] = (struct item_drop_ratio*)aCalloc(1, sizeof(struct item_drop_ratio));
|
||
|
||
item_drop_ratio_db[nameid]->drop_ratio = ratio;
|
||
for(i = 0; i < columns-2; i++)
|
||
item_drop_ratio_db[nameid]->mob_id[i] = atoi(str[i+2]);
|
||
|
||
return true;
|
||
}
|
||
|
||
/**
|
||
* read all mob-related databases
|
||
*/
|
||
static void mob_load(void)
|
||
{
|
||
sv_readdb(db_path, "mob_item_ratio.txt", ',', 2, 2+MAX_ITEMRATIO_MOBS, -1, &mob_readdb_itemratio); // must be read before mobdb
|
||
mob_readchatdb();
|
||
if (db_use_sqldbs)
|
||
{
|
||
mob_read_sqldb();
|
||
mob_read_sqlskilldb();
|
||
}
|
||
else
|
||
{
|
||
mob_readdb();
|
||
mob_readskilldb();
|
||
}
|
||
sv_readdb(db_path, "mob_avail.txt", ',', 2, 12, -1, &mob_readdb_mobavail);
|
||
mob_read_randommonster();
|
||
sv_readdb(db_path, DBPATH"mob_race2_db.txt", ',', 2, 20, -1, &mob_readdb_race2);
|
||
}
|
||
|
||
void mob_reload(void)
|
||
{
|
||
int i;
|
||
|
||
//Mob skills need to be cleared before re-reading them. [Skotlex]
|
||
for (i = 0; i < MAX_MOB_DB; i++)
|
||
if (mob_db_data[i])
|
||
{
|
||
memset(&mob_db_data[i]->skill,0,sizeof(mob_db_data[i]->skill));
|
||
mob_db_data[i]->maxskill=0;
|
||
}
|
||
|
||
// Clear item_drop_ratio_db
|
||
for (i = 0; i < MAX_ITEMDB; i++) {
|
||
if (item_drop_ratio_db[i]) {
|
||
aFree(item_drop_ratio_db[i]);
|
||
item_drop_ratio_db[i] = NULL;
|
||
}
|
||
}
|
||
|
||
mob_load();
|
||
}
|
||
|
||
void mob_clear_spawninfo()
|
||
{ //Clears spawn related information for a script reload.
|
||
int i;
|
||
for (i = 0; i < MAX_MOB_DB; i++)
|
||
if (mob_db_data[i])
|
||
memset(&mob_db_data[i]->spawn,0,sizeof(mob_db_data[i]->spawn));
|
||
}
|
||
|
||
/*==========================================
|
||
* Circumference initialization of mob
|
||
*------------------------------------------*/
|
||
int do_init_mob(void)
|
||
{ //Initialize the mob database
|
||
memset(mob_db_data,0,sizeof(mob_db_data)); //Clear the array
|
||
mob_db_data[0] = (struct mob_db*)aCalloc(1, sizeof (struct mob_db)); //This mob is used for random spawns
|
||
mob_makedummymobdb(0); //The first time this is invoked, it creates the dummy mob
|
||
item_drop_ers = ers_new(sizeof(struct item_drop));
|
||
item_drop_list_ers = ers_new(sizeof(struct item_drop_list));
|
||
|
||
mob_load();
|
||
|
||
add_timer_func_list(mob_delayspawn,"mob_delayspawn");
|
||
add_timer_func_list(mob_delay_item_drop,"mob_delay_item_drop");
|
||
add_timer_func_list(mob_ai_hard,"mob_ai_hard");
|
||
add_timer_func_list(mob_ai_lazy,"mob_ai_lazy");
|
||
add_timer_func_list(mob_timer_delete,"mob_timer_delete");
|
||
add_timer_func_list(mob_spawn_guardian_sub,"mob_spawn_guardian_sub");
|
||
add_timer_func_list(mob_respawn,"mob_respawn");
|
||
add_timer_interval(gettick()+MIN_MOBTHINKTIME,mob_ai_hard,0,0,MIN_MOBTHINKTIME);
|
||
add_timer_interval(gettick()+MIN_MOBTHINKTIME*10,mob_ai_lazy,0,0,MIN_MOBTHINKTIME*10);
|
||
|
||
return 0;
|
||
}
|
||
|
||
/*==========================================
|
||
* Clean memory usage.
|
||
*------------------------------------------*/
|
||
int do_final_mob(void)
|
||
{
|
||
int i;
|
||
if (mob_dummy)
|
||
{
|
||
aFree(mob_dummy);
|
||
mob_dummy = NULL;
|
||
}
|
||
for (i = 0; i <= MAX_MOB_DB; i++)
|
||
{
|
||
if (mob_db_data[i] != NULL)
|
||
{
|
||
aFree(mob_db_data[i]);
|
||
mob_db_data[i] = NULL;
|
||
}
|
||
}
|
||
for (i = 0; i <= MAX_MOB_CHAT; i++)
|
||
{
|
||
if (mob_chat_db[i] != NULL)
|
||
{
|
||
aFree(mob_chat_db[i]);
|
||
mob_chat_db[i] = NULL;
|
||
}
|
||
}
|
||
for (i = 0; i < MAX_ITEMDB; i++)
|
||
{
|
||
if (item_drop_ratio_db[i] != NULL)
|
||
{
|
||
aFree(item_drop_ratio_db[i]);
|
||
item_drop_ratio_db[i] = NULL;
|
||
}
|
||
}
|
||
ers_destroy(item_drop_ers);
|
||
ers_destroy(item_drop_list_ers);
|
||
return 0;
|
||
}
|