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mob.cpp
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mob.cpp
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// Copyright (c) rAthena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder
#include "mob.hpp"
#include <algorithm>
#include <map>
#include <math.h>
#include <stdlib.h>
#include <unordered_map>
#include <vector>
#include "../common/cbasetypes.hpp"
#include "../common/db.hpp"
#include "../common/ers.hpp"
#include "../common/malloc.hpp"
#include "../common/nullpo.hpp"
#include "../common/random.hpp"
#include "../common/showmsg.hpp"
#include "../common/socket.hpp"
#include "../common/strlib.hpp"
#include "../common/timer.hpp"
#include "../common/utilities.hpp"
#include "../common/utils.hpp"
#include "achievement.hpp"
#include "battle.hpp"
#include "clif.hpp"
#include "elemental.hpp"
#include "guild.hpp"
#include "homunculus.hpp"
#include "intif.hpp"
#include "log.hpp"
#include "map.hpp"
#include "mercenary.hpp"
#include "npc.hpp"
#include "party.hpp"
#include "path.hpp"
#include "pc.hpp"
#include "pet.hpp"
#include "quest.hpp"
using namespace rathena;
#define ACTIVE_AI_RANGE 2 //Distance added on top of 'AREA_SIZE' at which mobs enter active AI mode.
#define IDLE_SKILL_INTERVAL 10 //Active idle skills should be triggered every 1 second (1000/MIN_MOBTHINKTIME)
// Probability for mobs far from players from doing their IDLE skill. (rate of 1000 minute)
// in Aegis, this is 100% for mobs that have been activated by players and none otherwise.
#define MOB_LAZYSKILLPERC(md) (mob_is_spotted(md)?1000:0)
// Move probability for mobs away from players (rate of 1000 minute)
// in Aegis, this is 100% for mobs that have been activated by players and none otherwise.
#define MOB_LAZYMOVEPERC(md) (mob_is_spotted(md)?1000:0)
#define MOB_MAX_DELAY (24*3600*1000)
#define MAX_MINCHASE 30 //Max minimum chase value to use for mobs.
#define RUDE_ATTACKED_COUNT 1 //After how many rude-attacks should the skill be used?
// On official servers, monsters will only seek targets that are closer to walk to than their
// search range. The search range is affected depending on if the monster is walking or not.
// On some maps there can be a quite long path for just walking two cells in a direction and
// the client does not support displaying walk paths that are longer than 14 cells, so this
// option reduces position lag in such situation. But doing a complex search for every possible
// target, might be CPU intensive.
// Disable this to make monsters not do any path search when looking for a target (old behavior).
#define ACTIVEPATHSEARCH
// Limits for the monster database
#define MIN_MOB_DB 1000
#define MAX_MOB_DB 3999
#define MIN_MOB_DB2 20020
#define MAX_MOB_DB2 31999
// These define the range of available IDs for clones. [Valaris]
#define MOB_CLONE_START MAX_MOB_DB
#define MOB_CLONE_END MIN_MOB_DB2
//Dynamic mob database
std::map<uint16, struct mob_db> mob_db_data;
struct mob_db *mob_db( int mob_id ){
return util::map_find( mob_db_data, (uint16)mob_id );
}
// holds Monster Spawn informations
std::unordered_map<uint16, std::vector<spawn_info>> mob_spawn_data;
//Dynamic mob chat database
std::map<short,struct mob_chat> mob_chat_db;
struct mob_chat *mob_chat(short id) {
return util::map_find( mob_chat_db, id );
}
//Dynamic item drop ratio database for per-item drop ratio modifiers overriding global drop ratios.
#define MAX_ITEMRATIO_MOBS 10
struct s_mob_item_drop_ratio {
unsigned short nameid;
int drop_ratio;
unsigned short mob_id[MAX_ITEMRATIO_MOBS];
};
static DBMap *mob_item_drop_ratio;
/// Mob skill struct for temporary storage
struct s_mob_skill {
int16 mob_id; ///< Monster ID. -1 boss types, -2 normal types, -3 all monsters
struct mob_skill skill[MAX_MOBSKILL]; ///< Skills
uint8 count; ///< Number of skills
};
static DBMap *mob_skill_db; /// Monster skill temporary db. s_mob_skill -> mobid
static struct eri *item_drop_ers; //For loot drops delay structures.
static struct eri *item_drop_list_ers;
struct s_randomsummon_entry {
uint16 mob_id;
uint32 rate;
};
struct s_randomsummon_group {
uint8 random_id;
struct s_randomsummon_entry *list;
uint16 count;
};
static DBMap *mob_summon_db; /// Random Summon DB. struct s_randomsummon_group -> group_id
/*==========================================
* Local prototype declaration (only required thing)
*------------------------------------------*/
static TIMER_FUNC(mob_spawn_guardian_sub);
int mob_skill_id2skill_idx(int mob_id,uint16 skill_id);
/*========================================== [Playtester]
* Removes all characters that spotted the monster but are no longer online
* @param md: Monster whose spotted log should be cleaned
*------------------------------------------*/
void mob_clean_spotted(struct mob_data *md) {
int i;
for (i = 0; i < DAMAGELOG_SIZE; i++) {
if (md->spotted_log[i] && !map_charid2sd(md->spotted_log[i]))
md->spotted_log[i] = 0;
}
}
/*========================================== [Playtester]
* Adds a char_id to the spotted log of a monster
* @param md: Monster to whose spotted log char_id should be added
* @param char_id: Char_id to add to the spotted log
*------------------------------------------*/
void mob_add_spotted(struct mob_data *md, uint32 char_id) {
int i;
//Check if char_id is already logged
for (i = 0; i < DAMAGELOG_SIZE; i++) {
if (md->spotted_log[i] == char_id)
return;
}
//Not logged, add char_id to first empty slot
for (i = 0; i < DAMAGELOG_SIZE; i++) {
if (md->spotted_log[i] == 0) {
md->spotted_log[i] = char_id;
return;
}
}
}
/*========================================== [Playtester]
* Checks if a monster was spotted
* @param md: Monster to check
* @return Returns true if the monster is spotted, otherwise 0
*------------------------------------------*/
bool mob_is_spotted(struct mob_data *md) {
int i;
//Check if monster is spotted
for (i = 0; i < DAMAGELOG_SIZE; i++) {
if (md->spotted_log[i] != 0)
return true; //Spotted
}
return false; //Not spotted
}
/**
* Tomb spawn time calculations
* @param nd: NPC data
*/
int mvptomb_setdelayspawn(struct npc_data *nd) {
if (nd->u.tomb.spawn_timer != INVALID_TIMER)
delete_timer(nd->u.tomb.spawn_timer, mvptomb_delayspawn);
nd->u.tomb.spawn_timer = add_timer(gettick() + battle_config.mvp_tomb_delay, mvptomb_delayspawn, nd->bl.id, 0);
return 0;
}
/**
* Tomb spawn with delay (timer function)
* @param tid: Timer ID
* @param tick: Time
* @param id: Block list ID
* @param data: Used for add_timer_func_list
*/
TIMER_FUNC(mvptomb_delayspawn){
struct npc_data *nd = BL_CAST(BL_NPC, map_id2bl(id));
if (nd) {
if (nd->u.tomb.spawn_timer != tid) {
ShowError("mvptomb_delayspawn: Timer mismatch: %d != %d\n", tid, nd->u.tomb.spawn_timer);
return 0;
}
nd->u.tomb.spawn_timer = INVALID_TIMER;
clif_spawn(&nd->bl);
}
return 0;
}
/**
* Create and display a tombstone on the map
* @param md: the mob to create a tombstone for
* @param killer: name of player who killed the mob
* @param time: time of mob's death
* @author [GreenBox]
*/
void mvptomb_create(struct mob_data *md, char *killer, time_t time)
{
struct npc_data *nd;
if ( md->tomb_nid )
mvptomb_destroy(md);
CREATE(nd, struct npc_data, 1);
nd->bl.id = md->tomb_nid = npc_get_new_npc_id();
nd->ud.dir = md->ud.dir;
nd->bl.m = md->bl.m;
nd->bl.x = md->bl.x;
nd->bl.y = md->bl.y;
nd->bl.type = BL_NPC;
safestrncpy(nd->name, msg_txt(NULL,656), sizeof(nd->name));
nd->class_ = 565;
nd->speed = 200;
nd->subtype = NPCTYPE_TOMB;
nd->u.tomb.md = md;
nd->u.tomb.kill_time = time;
nd->u.tomb.spawn_timer = INVALID_TIMER;
if (killer)
safestrncpy(nd->u.tomb.killer_name, killer, NAME_LENGTH);
else
nd->u.tomb.killer_name[0] = '\0';
map_addnpc(nd->bl.m, nd);
if(map_addblock(&nd->bl))
return;
status_set_viewdata(&nd->bl, nd->class_);
status_change_init(&nd->bl);
unit_dataset(&nd->bl);
mvptomb_setdelayspawn(nd);
}
/**
* Destroys MVP Tomb
* @param md: Mob data
*/
void mvptomb_destroy(struct mob_data *md) {
struct npc_data *nd;
if ( (nd = map_id2nd(md->tomb_nid)) ) {
int16 i;
struct map_data *mapdata = map_getmapdata(nd->bl.m);
clif_clearunit_area(&nd->bl,CLR_OUTSIGHT);
map_delblock(&nd->bl);
ARR_FIND( 0, mapdata->npc_num, i, mapdata->npc[i] == nd );
if( !(i == mapdata->npc_num) ) {
mapdata->npc_num--;
mapdata->npc[i] = mapdata->npc[mapdata->npc_num];
mapdata->npc[mapdata->npc_num] = NULL;
}
map_deliddb(&nd->bl);
aFree(nd);
}
md->tomb_nid = 0;
}
/**
* Sub function for mob namesearch. Here is defined which are accepted.
*/
static bool mobdb_searchname_sub(uint16 mob_id, const char * const str, bool full_cmp)
{
const struct mob_db * const mob = mob_db(mob_id);
if( mobdb_checkid(mob_id) <= 0 )
return false; // invalid mob_id (includes clone check)
if(!mob->base_exp && !mob->job_exp && !mob_has_spawn(mob_id))
return false; // Monsters with no base/job exp and no spawn point are, by this criteria, considered "slave mobs" and excluded from search results
if( full_cmp ) {
// str must equal the db value
if( strcmpi(mob->name, str) == 0 ||
strcmpi(mob->jname, str) == 0 ||
strcmpi(mob->sprite, str) == 0 )
return true;
} else {
// str must be in the db value
if( stristr(mob->name, str) != NULL ||
stristr(mob->jname, str) != NULL ||
stristr(mob->sprite, str) != NULL )
return true;
}
return false;
}
/**
* Searches for the Mobname
*/
uint16 mobdb_searchname_(const char * const str, bool full_cmp)
{
for( auto const &mobdb_pair : mob_db_data ) {
const uint16 mob_id = mobdb_pair.first;
if( mobdb_searchname_sub(mob_id, str, full_cmp) )
return mob_id;
}
return 0;
}
uint16 mobdb_searchname(const char * const str)
{
return mobdb_searchname_(str, true);
}
/*==========================================
* Founds up to N matches. Returns number of matches [Skotlex]
*------------------------------------------*/
int mobdb_searchname_array_(const char *str, uint16 * out, int size, bool full_cmp)
{
unsigned short count = 0;
for( auto const &mobdb_pair : mob_db_data ) {
const uint16 mob_id = mobdb_pair.first;
if( mobdb_searchname_sub(mob_id, str, full_cmp) ) {
if( count < size )
out[count] = mob_id;
count++;
}
}
return count;
}
int mobdb_searchname_array(const char *str, uint16 * out, int size)
{
return mobdb_searchname_array_(str, out, size, false);
}
/*==========================================
* Id Mob is checked.
*------------------------------------------*/
int mobdb_checkid(const int id)
{
if (mob_db(id) == NULL)
return 0;
if (mob_is_clone(id)) //checkid is used mostly for random ID based code, therefore clone mobs are out of the question.
return 0;
return id;
}
/*==========================================
* Returns the view data associated to this mob class.
*------------------------------------------*/
struct view_data * mob_get_viewdata(int mob_id)
{
struct mob_db* db = mob_db(mob_id);
if( !db ) return nullptr;
return &db->vd;
}
/**
* Create unique view data associated to a spawned monster.
* @param md: Mob to adjust
*/
void mob_set_dynamic_viewdata( struct mob_data* md ){
// If it is a valid monster and it has not already been created
if( md && !md->vd_changed ){
// Allocate a dynamic entry
struct view_data* vd = (struct view_data*)aMalloc( sizeof( struct view_data ) );
// Copy the current values
memcpy( vd, md->vd, sizeof( struct view_data ) );
// Update the pointer to the new entry
md->vd = vd;
// Flag it as changed so it is freed later on
md->vd_changed = true;
}
}
/**
* Free any view data associated to a spawned monster.
* @param md: Mob to free
*/
void mob_free_dynamic_viewdata( struct mob_data* md ){
// If it is a valid monster and it has already been allocated
if( md && md->vd_changed ){
// Free it
aFree( md->vd );
// Remove the reference
md->vd = NULL;
// Unflag it as changed
md->vd_changed = false;
}
}
/*==========================================
* Cleans up mob-spawn data to make it "valid"
*------------------------------------------*/
int mob_parse_dataset(struct spawn_data *data)
{
size_t len;
if ((!mobdb_checkid(data->id) && !mob_is_clone(data->id)) || !data->num)
return 0;
if( ( len = strlen(data->eventname) ) > 0 )
{
if( data->eventname[len-1] == '"' )
data->eventname[len-1] = '\0'; //Remove trailing quote.
if( data->eventname[0] == '"' ) //Strip leading quotes
memmove(data->eventname, data->eventname+1, len-1);
}
if(strcmp(data->name,"--en--")==0)
safestrncpy(data->name, mob_db(data->id)->name, sizeof(data->name));
else if(strcmp(data->name,"--ja--")==0)
safestrncpy(data->name, mob_db(data->id)->jname, sizeof(data->name));
return 1;
}
/*==========================================
* Generates the basic mob data using the spawn_data provided.
*------------------------------------------*/
struct mob_data* mob_spawn_dataset(struct spawn_data *data)
{
struct mob_data *md = (struct mob_data*)aCalloc(1, sizeof(struct mob_data));
md->bl.id= npc_get_new_npc_id();
md->bl.type = BL_MOB;
md->bl.m = data->m;
md->bl.x = data->x;
md->bl.y = data->y;
md->mob_id = data->id;
md->state.boss = data->state.boss;
md->db = mob_db(md->mob_id);
if (data->level > 0 && data->level <= MAX_LEVEL)
md->level = data->level;
memcpy(md->name, data->name, NAME_LENGTH);
if (data->state.ai)
md->special_state.ai = data->state.ai;
if (data->state.size)
md->special_state.size = data->state.size;
if (data->eventname[0] && strlen(data->eventname) >= 4)
safestrncpy(md->npc_event, data->eventname, EVENT_NAME_LENGTH);
if(status_has_mode(&md->db->status,MD_LOOTER))
md->lootitems = (struct s_mob_lootitem *)aCalloc(LOOTITEM_SIZE,sizeof(struct s_mob_lootitem));
md->spawn_timer = INVALID_TIMER;
md->deletetimer = INVALID_TIMER;
md->skill_idx = -1;
status_set_viewdata(&md->bl, md->mob_id);
status_change_init(&md->bl);
unit_dataset(&md->bl);
map_addiddb(&md->bl);
return md;
}
/*==========================================
* Fetches a random mob_id [Skotlex]
* type: Where to fetch from (see enum e_random_monster)
* flag: Type of checks to apply (see enum e_random_monster_flags)
* lv: Mob level to check against
*------------------------------------------*/
int mob_get_random_id(int type, enum e_random_monster_flags flag, int lv)
{
struct mob_db *mob;
int i = 0, mob_id = 0, rand = 0;
struct s_randomsummon_group *msummon = (struct s_randomsummon_group *)idb_get(mob_summon_db, type);
struct s_randomsummon_entry *entry = nullptr;
if (type == MOBG_Bloody_Dead_Branch && flag&RMF_MOB_NOT_BOSS)
flag = static_cast<e_random_monster_flags>(flag&~RMF_MOB_NOT_BOSS);
if (!msummon) {
ShowError("mob_get_random_id: Invalid type (%d) of random monster.\n", type);
return 0;
}
if (!msummon->count) {
ShowError("mob_get_random_id: Random monster type %d is not defined.\n", type);
return 0;
}
do {
rand = rnd()%msummon->count;
entry = &msummon->list[rand];
mob_id = entry->mob_id;
mob = mob_db(mob_id);
} while ((rand == 0 || // Skip default first
mob == nullptr ||
mob_is_clone(mob_id) ||
(flag&RMF_DB_RATE && (entry->rate < 1000000 && entry->rate <= rnd() % 1000000)) ||
(flag&RMF_CHECK_MOB_LV && lv < mob->lv) ||
(flag&RMF_MOB_NOT_BOSS && status_has_mode(&mob->status,MD_STATUS_IMMUNE) ) ||
(flag&RMF_MOB_NOT_SPAWN && !mob_has_spawn(mob_id)) ||
(flag&RMF_MOB_NOT_PLANT && status_has_mode(&mob->status,MD_IGNOREMELEE|MD_IGNOREMAGIC|MD_IGNORERANGED|MD_IGNOREMISC) )
) && (i++) < MAX_MOB_DB && msummon->count > 1);
if (i >= MAX_MOB_DB && &msummon->list[0]) {
ShowError("mob_get_random_id: no suitable monster found, use fallback for given list. Last_MobID: %d\n", mob_id);
mob_id = msummon->list[0].mob_id;
}
return mob_id;
}
/*==========================================
* Kill Steal Protection [Zephyrus]
*------------------------------------------*/
bool mob_ksprotected (struct block_list *src, struct block_list *target)
{
struct block_list *s_bl, *t_bl;
struct map_session_data
*sd, // Source
*t_sd; // Mob Target
struct mob_data *md;
t_tick tick = gettick();
if( !battle_config.ksprotection )
return false; // KS Protection Disabled
if( !(md = BL_CAST(BL_MOB,target)) )
return false; // Tarjet is not MOB
if( (s_bl = battle_get_master(src)) == nullptr )
s_bl = src;
if( !(sd = BL_CAST(BL_PC,s_bl)) )
return false; // Master is not PC
t_bl = map_id2bl(md->target_id);
if( !t_bl || (s_bl = battle_get_master(t_bl)) == nullptr )
s_bl = t_bl;
t_sd = BL_CAST(BL_PC,s_bl);
do {
struct status_change_entry *sce;
struct map_session_data *pl_sd; // Owner
struct map_data *mapdata = map_getmapdata(md->bl.m);
char output[128];
if( mapdata->flag[MF_ALLOWKS] || mapdata_flag_ks(mapdata) )
return false; // Ignores GVG, PVP and AllowKS map flags
if( md->db->mexp || md->master_id )
return false; // MVP, Slaves mobs ignores KS
if( (sce = md->sc.data[SC_KSPROTECTED]) == nullptr )
break; // No KS Protected
if( sd->bl.id == sce->val1 || // Same Owner
(sce->val2 == 2 && sd->status.party_id && sd->status.party_id == sce->val3) || // Party KS allowed
(sce->val2 == 3 && sd->status.guild_id && sd->status.guild_id == sce->val4) ) // Guild KS allowed
break;
if( t_sd && (
(sce->val2 == 1 && sce->val1 != t_sd->bl.id) ||
(sce->val2 == 2 && sce->val3 && sce->val3 != t_sd->status.party_id) ||
(sce->val2 == 3 && sce->val4 && sce->val4 != t_sd->status.guild_id)) )
break;
if( (pl_sd = map_id2sd(sce->val1)) == NULL || pl_sd->bl.m != md->bl.m )
break;
if( !pl_sd->state.noks )
return false; // No KS Protected, but normal players should be protected too
// Message to KS
if( DIFF_TICK(sd->ks_floodprotect_tick, tick) <= 0 )
{
sprintf(output, "[KS Warning!! - Owner : %s]", pl_sd->status.name);
clif_messagecolor(&sd->bl, color_table[COLOR_LIGHT_GREEN], output, false, SELF);
sd->ks_floodprotect_tick = tick + 2000;
}
// Message to Owner
if( DIFF_TICK(pl_sd->ks_floodprotect_tick, tick) <= 0 )
{
sprintf(output, "[Watch out! %s is trying to KS you!]", sd->status.name);
clif_messagecolor(&pl_sd->bl, color_table[COLOR_LIGHT_GREEN], output, false, SELF);
pl_sd->ks_floodprotect_tick = tick + 2000;
}
return true;
} while(0);
status_change_start(src, target, SC_KSPROTECTED, 10000, sd->bl.id, sd->state.noks, sd->status.party_id, sd->status.guild_id, battle_config.ksprotection, SCSTART_NOAVOID);
return false;
}
struct mob_data *mob_once_spawn_sub(struct block_list *bl, int16 m, int16 x, int16 y, const char *mobname, int mob_id, const char *event, unsigned int size, enum mob_ai ai)
{
struct spawn_data data;
memset(&data, 0, sizeof(struct spawn_data)); //why ? this might screw attribute object and cause leak..
data.m = m;
data.num = 1;
data.id = mob_id;
data.state.size = size;
data.state.ai = ai;
if (mobname)
safestrncpy(data.name, mobname, sizeof(data.name));
else
if (battle_config.override_mob_names == 1)
strcpy(data.name, "--en--");
else
strcpy(data.name, "--ja--");
if (event)
safestrncpy(data.eventname, event, sizeof(data.eventname));
// Locate spot next to player.
if (bl && (x < 0 || y < 0))
map_search_freecell(bl, m, &x, &y, 1, 1, 0);
struct map_data *mapdata = map_getmapdata(m);
// if none found, pick random position on map
if (x <= 0 || x >= mapdata->xs || y <= 0 || y >= mapdata->ys)
map_search_freecell(NULL, m, &x, &y, -1, -1, 1);
data.x = x;
data.y = y;
if (!mob_parse_dataset(&data))
return nullptr;
return mob_spawn_dataset(&data);
}
/*==========================================
* Spawn a single mob on the specified coordinates.
*------------------------------------------*/
int mob_once_spawn(struct map_session_data* sd, int16 m, int16 x, int16 y, const char* mobname, int mob_id, int amount, const char* event, unsigned int size, enum mob_ai ai)
{
struct mob_data* md = nullptr;
int count, lv;
if (m < 0 || amount <= 0)
return 0; // invalid input
lv = (sd) ? sd->status.base_level : 255;
for (count = 0; count < amount; count++)
{
int c = (mob_id >= 0) ? mob_id : mob_get_random_id(-mob_id - 1, (battle_config.random_monster_checklv) ? static_cast<e_random_monster_flags>(RMF_DB_RATE|RMF_CHECK_MOB_LV) : RMF_DB_RATE, lv);
md = mob_once_spawn_sub((sd) ? &sd->bl : NULL, m, x, y, mobname, c, event, size, ai);
if (!md)
continue;
if (mob_id == MOBID_EMPERIUM)
{
struct guild_castle* gc = guild_mapindex2gc(map_getmapdata(m)->index);
struct guild* g = (gc) ? guild_search(gc->guild_id) : nullptr;
if (gc)
{
md->guardian_data = (struct guardian_data*)aCalloc(1, sizeof(struct guardian_data));
md->guardian_data->castle = gc;
md->guardian_data->number = MAX_GUARDIANS;
md->guardian_data->guild_id = gc->guild_id;
if (g)
{
md->guardian_data->emblem_id = g->emblem_id;
memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
}
else if (gc->guild_id) //Guild not yet available, retry in 5.
add_timer(gettick()+5000,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id);
}
} // end addition [Valaris]
mob_spawn(md);
if (mob_id < 0 && battle_config.dead_branch_active)
//Behold Aegis's masterful decisions yet again...
//"I understand the "Aggressive" part, but the "Can Move" and "Can Attack" is just stupid" - Poki#3
sc_start4(NULL,&md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE|MD_CANATTACK|MD_CANMOVE|MD_ANGRY, 0, 60000);
}
return (md) ? md->bl.id : 0; // id of last spawned mob
}
/*==========================================
* Spawn mobs in the specified area.
*------------------------------------------*/
int mob_once_spawn_area(struct map_session_data* sd, int16 m, int16 x0, int16 y0, int16 x1, int16 y1, const char* mobname, int mob_id, int amount, const char* event, unsigned int size, enum mob_ai ai)
{
int i, max, id = 0;
int lx = -1, ly = -1;
if (m < 0 || amount <= 0)
return 0; // invalid input
// normalize x/y coordinates
if (x0 > x1)
SWAP(x0, x1);
if (y0 > y1)
SWAP(y0, y1);
// choose a suitable max. number of attempts
max = (y1 - y0 + 1)*(x1 - x0 + 1)*3;
if (max > 1000)
max = 1000;
// spawn mobs, one by one
for (i = 0; i < amount; i++)
{
int x, y;
int j = 0;
// find a suitable map cell
do {
x = rnd()%(x1-x0+1)+x0;
y = rnd()%(y1-y0+1)+y0;
j++;
} while (map_getcell(m,x,y,CELL_CHKNOPASS) && j < max);
if (j == max)
{// attempt to find an available cell failed
if (lx == -1 && ly == -1)
return 0; // total failure
// fallback to last good x/y pair
x = lx;
y = ly;
}
// record last successful coordinates
lx = x;
ly = y;
id = mob_once_spawn(sd, m, x, y, mobname, mob_id, 1, event, size, ai);
}
return id; // id of last spawned mob
}
/*==========================================
* Set a Guardian's guild data [Skotlex]
*------------------------------------------*/
static TIMER_FUNC(mob_spawn_guardian_sub){
//Needed because the guild_data may not be available at guardian spawn time.
struct block_list* bl = map_id2bl(id);
struct mob_data* md;
struct guild* g;
int guardup_lv;
if (bl == nullptr) //It is possible mob was already removed from map when the castle has no owner. [Skotlex]
return 0;
if (bl->type != BL_MOB)
{
ShowError("mob_spawn_guardian_sub: Block error!\n");
return 0;
}
md = (struct mob_data*)bl;
nullpo_ret(md->guardian_data);
g = guild_search((int)data);
if (g == nullptr)
{ //Liberate castle, if the guild is not found this is an error! [Skotlex]
ShowError("mob_spawn_guardian_sub: Couldn't load guild %d!\n", (int)data);
if (md->mob_id == MOBID_EMPERIUM)
{ //Not sure this is the best way, but otherwise we'd be invoking this for ALL guardians spawned later on.
md->guardian_data->guild_id = 0;
if (md->guardian_data->castle->guild_id) //Free castle up.
{
ShowNotice("Clearing ownership of castle %d (%s)\n", md->guardian_data->castle->castle_id, md->guardian_data->castle->castle_name);
guild_castledatasave(md->guardian_data->castle->castle_id, CD_GUILD_ID, 0);
}
} else {
if (md->guardian_data->number >= 0 && md->guardian_data->number < MAX_GUARDIANS && md->guardian_data->castle->guardian[md->guardian_data->number].visible)
guild_castledatasave(md->guardian_data->castle->castle_id, CD_ENABLED_GUARDIAN00 + md->guardian_data->number,0);
unit_free(&md->bl,CLR_OUTSIGHT); //Remove guardian.
}
return 0;
}
guardup_lv = guild_checkskill(g,GD_GUARDUP);
md->guardian_data->emblem_id = g->emblem_id;
memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
md->guardian_data->guardup_lv = guardup_lv;
if( guardup_lv )
status_calc_mob(md, SCO_NONE); //Give bonuses.
return 0;
}
/*==========================================
* Summoning Guardians [Valaris]
*------------------------------------------*/
int mob_spawn_guardian(const char* mapname, int16 x, int16 y, const char* mobname, int mob_id, const char* event, int guardian, bool has_index)
{
struct mob_data *md=nullptr;
struct spawn_data data;
struct guild *g=nullptr;
struct guild_castle *gc;
int16 m;
memset(&data, 0, sizeof(struct spawn_data)); //fixme
data.num = 1;
m=map_mapname2mapid(mapname);
if(m<0)
{
ShowWarning("mob_spawn_guardian: Map [%s] not found.\n", mapname);
return 0;
}
data.m = m;
data.num = 1;
if(mob_id<=0) {
mob_id = mob_get_random_id(-mob_id-1, RMF_DB_RATE, 0);
if (!mob_id) return 0;
}
data.id = mob_id;
if( !has_index )
{
guardian = -1;
}
else if( guardian < 0 || guardian >= MAX_GUARDIANS )
{
ShowError("mob_spawn_guardian: Invalid guardian index %d for guardian %d (castle map %s)\n", guardian, mob_id, mapname);
return 0;
}
if((x<=0 || y<=0) && !map_search_freecell(NULL, m, &x, &y, -1,-1, 1))
{
ShowWarning("mob_spawn_guardian: Couldn't locate a spawn cell for guardian class %d (index %d) at castle map %s\n",mob_id, guardian, mapname);
return 0;
}
data.x = x;
data.y = y;
safestrncpy(data.name, mobname, sizeof(data.name));
safestrncpy(data.eventname, event, sizeof(data.eventname));
if (!mob_parse_dataset(&data))
return 0;
gc=guild_mapname2gc(mapname);
if (gc == NULL)
{
ShowError("mob_spawn_guardian: No castle set at map %s\n", mapname);
return 0;
}
if (!gc->guild_id)
ShowWarning("mob_spawn_guardian: Spawning guardian %d on a castle with no guild (castle map %s)\n", mob_id, mapname);
else
g = guild_search(gc->guild_id);
if( has_index && gc->guardian[guardian].id )
{ //Check if guardian already exists, refuse to spawn if so.
struct mob_data *md2 = (TBL_MOB*)map_id2bl(gc->guardian[guardian].id);
if (md2 && md2->bl.type == BL_MOB &&
md2->guardian_data && md2->guardian_data->number == guardian)
{
ShowError("mob_spawn_guardian: Attempted to spawn guardian in position %d which already has a guardian (castle map %s)\n", guardian, mapname);
return 0;
}
}
md = mob_spawn_dataset(&data);
md->guardian_data = (struct guardian_data*)aCalloc(1, sizeof(struct guardian_data));
md->guardian_data->number = guardian;
md->guardian_data->guild_id = gc->guild_id;
md->guardian_data->castle = gc;
if( has_index )
{// permanent guardian
gc->guardian[guardian].id = md->bl.id;
}
else
{// temporary guardian
int i;
ARR_FIND(0, gc->temp_guardians_max, i, gc->temp_guardians[i] == 0);
if( i == gc->temp_guardians_max )
{
++(gc->temp_guardians_max);
RECREATE(gc->temp_guardians, int, gc->temp_guardians_max);
}
gc->temp_guardians[i] = md->bl.id;
}
if (g)
{
md->guardian_data->emblem_id = g->emblem_id;
memcpy (md->guardian_data->guild_name, g->name, NAME_LENGTH);
md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP);
} else if (md->guardian_data->guild_id)
add_timer(gettick()+5000,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id);
mob_spawn(md);
return md->bl.id;
}
/*==========================================
* Summoning BattleGround [Zephyrus]
*------------------------------------------*/
int mob_spawn_bg(const char* mapname, int16 x, int16 y, const char* mobname, int mob_id, const char* event, unsigned int bg_id)
{
struct mob_data *md = nullptr;
struct spawn_data data;
int16 m;
if( (m = map_mapname2mapid(mapname)) < 0 )
{
ShowWarning("mob_spawn_bg: Map [%s] not found.\n", mapname);
return 0;
}
memset(&data, 0, sizeof(struct spawn_data));
data.m = m;
data.num = 1;
if( mob_id <= 0 )
{
mob_id = mob_get_random_id(-mob_id-1, RMF_DB_RATE, 0);
if( !mob_id ) return 0;
}
data.id = mob_id;
if( (x <= 0 || y <= 0) && !map_search_freecell(NULL, m, &x, &y, -1,-1, 1) )
{
ShowWarning("mob_spawn_bg: Couldn't locate a spawn cell for guardian class %d (bg_id %d) at map %s\n",mob_id, bg_id, mapname);
return 0;
}
data.x = x;
data.y = y;
safestrncpy(data.name, mobname, sizeof(data.name));
safestrncpy(data.eventname, event, sizeof(data.eventname));
if( !mob_parse_dataset(&data) )
return 0;
md = mob_spawn_dataset(&data);
mob_spawn(md);
md->bg_id = bg_id; // BG Team ID
return md->bl.id;
}
/*==========================================
* Reachability to a Specification ID existence place
* state indicates type of 'seek' mob should do:
* - MSS_LOOT: Looking for item, path must be easy.
* - MSS_RUSH: Chasing attacking player, path is complex
* - MSS_FOLLOW: Initiative/support seek, path is complex
*------------------------------------------*/
int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state)
{
int easy = 0;
nullpo_ret(md);
nullpo_ret(bl);
switch (state) {
case MSS_RUSH:
case MSS_FOLLOW:
easy = 0; //(battle_config.mob_ai&0x1?0:1);
break;
case MSS_LOOT:
default:
easy = 1;
break;
}
return unit_can_reach_bl(&md->bl, bl, range, easy, NULL, NULL);
}
/*==========================================
* Links nearby mobs (supportive mobs)
*------------------------------------------*/
int mob_linksearch(struct block_list *bl,va_list ap)
{
struct mob_data *md;
int mob_id;
struct block_list *target;
t_tick tick;