summaryrefslogtreecommitdiff
path: root/src/map/mob.cpp
diff options
context:
space:
mode:
authorBen Longbons <b.r.longbons@gmail.com>2012-08-30 16:16:25 -0700
committerBen Longbons <b.r.longbons@gmail.com>2012-08-30 17:03:31 -0700
commit41974ae5265fbc23a06f276f9e008d5dad020e0b (patch)
tree9d595215172e87e2d83b74f7bf3430b3040e780e /src/map/mob.cpp
parent21742909143df9159b2401c3e2a39cc0b2bad620 (diff)
downloadtmwa-41974ae5265fbc23a06f276f9e008d5dad020e0b.tar.gz
tmwa-41974ae5265fbc23a06f276f9e008d5dad020e0b.tar.bz2
tmwa-41974ae5265fbc23a06f276f9e008d5dad020e0b.tar.xz
tmwa-41974ae5265fbc23a06f276f9e008d5dad020e0b.zip
Rename files for C++ conversion. Does not compile.
After updating, you can remove these files, as shown in 'git status': Untracked files: (use "git add <file>..." to include in what will be committed) src/map/magic-interpreter-lexer.c src/map/magic-interpreter-parser.c src/map/magic-interpreter-parser.h
Diffstat (limited to 'src/map/mob.cpp')
-rw-r--r--src/map/mob.cpp5070
1 files changed, 5070 insertions, 0 deletions
diff --git a/src/map/mob.cpp b/src/map/mob.cpp
new file mode 100644
index 0000000..a722920
--- /dev/null
+++ b/src/map/mob.cpp
@@ -0,0 +1,5070 @@
+// $Id: mob.c,v 1.7 2004/09/25 05:32:18 MouseJstr Exp $
+#include <math.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <stdarg.h>
+#include <string.h>
+
+#include "../common/timer.hpp"
+#include "../common/socket.hpp"
+#include "../common/db.hpp"
+#include "../common/nullpo.hpp"
+#include "../common/mt_rand.hpp"
+#include "map.hpp"
+#include "clif.hpp"
+#include "intif.hpp"
+#include "pc.hpp"
+#include "mob.hpp"
+#include "guild.hpp"
+#include "itemdb.hpp"
+#include "skill.hpp"
+#include "battle.hpp"
+#include "party.hpp"
+#include "npc.hpp"
+
+#ifdef MEMWATCH
+#include "memwatch.hpp"
+#endif
+
+#ifndef max
+#define max( a, b ) ( ((a) > (b)) ? (a) : (b) )
+#endif
+
+#define MIN_MOBTHINKTIME 100
+
+#define MOB_LAZYMOVEPERC 50 // Move probability in the negligent mode MOB (rate of 1000 minute)
+#define MOB_LAZYWARPPERC 20 // Warp probability in the negligent mode MOB (rate of 1000 minute)
+
+struct mob_db mob_db[2001];
+
+/*==========================================
+ * Local prototype declaration (only required thing)
+ *------------------------------------------
+ */
+static int distance (int, int, int, int);
+static int mob_makedummymobdb (int);
+static void mob_timer (timer_id, tick_t, custom_id_t, custom_data_t);
+int mobskill_use (struct mob_data *md, unsigned int tick, int event);
+int mobskill_deltimer (struct mob_data *md);
+int mob_skillid2skillidx (int mob_class, int skillid);
+int mobskill_use_id (struct mob_data *md, struct block_list *target,
+ int skill_idx);
+static int mob_unlocktarget (struct mob_data *md, int tick);
+
+/*==========================================
+ * Mob is searched with a name.
+ *------------------------------------------
+ */
+int mobdb_searchname (const char *str)
+{
+ int i;
+
+ for (i = 0; i < sizeof (mob_db) / sizeof (mob_db[0]); i++)
+ {
+ if (strcasecmp (mob_db[i].name, str) == 0
+ || strcmp (mob_db[i].jname, str) == 0
+ || memcmp (mob_db[i].name, str, 24) == 0
+ || memcmp (mob_db[i].jname, str, 24) == 0)
+ return i;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * Id Mob is checked.
+ *------------------------------------------
+ */
+int mobdb_checkid (const int id)
+{
+ if (id <= 0 || id >= (sizeof (mob_db) / sizeof (mob_db[0]))
+ || mob_db[id].name[0] == '\0')
+ return 0;
+
+ return id;
+}
+
+static void mob_init (struct mob_data *md);
+
+/*==========================================
+ * The minimum data set for MOB spawning
+ *------------------------------------------
+ */
+int mob_spawn_dataset (struct mob_data *md, const char *mobname, int mob_class)
+{
+ nullpo_retr (0, md);
+
+ if (strcmp (mobname, "--en--") == 0)
+ memcpy (md->name, mob_db[mob_class].name, 24);
+ else if (strcmp (mobname, "--ja--") == 0)
+ memcpy (md->name, mob_db[mob_class].jname, 24);
+ else
+ memcpy (md->name, mobname, 24);
+
+ md->bl.prev = NULL;
+ md->bl.next = NULL;
+ md->n = 0;
+ md->base_class = md->mob_class = mob_class;
+ md->bl.id = npc_get_new_npc_id ();
+
+ memset (&md->state, 0, sizeof (md->state));
+ md->timer = -1;
+ md->target_id = 0;
+ md->attacked_id = 0;
+
+ mob_init (md);
+
+ return 0;
+}
+
+// Mutation values indicate how `valuable' a change to each stat is, XP wise.
+// For one 256th of change, we give out that many 1024th fractions of XP change
+// (i.e., 1024 means a 100% XP increase for a single point of adjustment, 4 means 100% XP bonus for doubling the value)
+static int mutation_value[MOB_XP_BONUS] = {
+ 2, // MOB_LV
+ 3, // MOB_MAX_HP
+ 1, // MOB_STR
+ 2, // MOB_AGI
+ 1, // MOB_VIT
+ 0, // MOB_INT
+ 2, // MOB_DEX
+ 2, // MOB_LUK
+ 1, // MOB_ATK1
+ 1, // MOB_ATK2
+ 2, // MOB_ADELAY
+ 2, // MOB_DEF
+ 2, // MOB_MDEF
+ 2, // MOB_SPEED
+};
+
+// The mutation scale indicates how far `up' we can go, with 256 indicating 100% Note that this may stack with multiple
+// calls to `mutate'.
+static int mutation_scale[MOB_XP_BONUS] = {
+ 16, // MOB_LV
+ 256, // MOB_MAX_HP
+ 32, // MOB_STR
+ 48, // MOB_AGI
+ 48, // MOB_VIT
+ 48, // MOB_INT
+ 48, // MOB_DEX
+ 64, // MOB_LUK
+ 48, // MOB_ATK1
+ 48, // MOB_ATK2
+ 80, // MOB_ADELAY
+ 48, // MOB_DEF
+ 48, // MOB_MDEF
+ 80, // MOB_SPEED
+};
+
+// The table below indicates the `average' value for each of the statistics, or -1 if there is none.
+// This average is used to determine XP modifications for mutations. The experience point bonus is
+// based on mutation_value and mutation_base as follows:
+// (1) first, compute the percentage change of the attribute (p0)
+// (2) second, determine the absolute stat change
+// (3) third, compute the percentage stat change relative to mutation_base (p1)
+// (4) fourth, compute the XP mofication based on the smaller of (p0, p1).
+static int mutation_base[MOB_XP_BONUS] = {
+ 30, // MOB_LV
+ -1, // MOB_MAX_HP
+ 20, // MOB_STR
+ 20, // MOB_AGI
+ 20, // MOB_VIT
+ 20, // MOB_INT
+ 20, // MOB_DEX
+ 20, // MOB_LUK
+ -1, // MOB_ATK1
+ -1, // MOB_ATK2
+ -1, // MOB_ADELAY
+ -1, // MOB_DEF
+ 20, // MOB_MDEF
+ -1, // MOB_SPEED
+};
+
+/*========================================
+ * Mutates a MOB. For large `direction' values, calling this multiple times will give bigger XP boni.
+ *----------------------------------------
+ */
+static void mob_mutate (struct mob_data *md, int stat, int intensity) // intensity: positive: strengthen, negative: weaken. 256 = 100%.
+{
+ int old_stat;
+ int new_stat;
+ int real_intensity; // relative intensity
+ const int mut_base = mutation_base[stat];
+ int sign = 1;
+
+ if (!md || stat < 0 || stat >= MOB_XP_BONUS || intensity == 0)
+ return;
+
+ while (intensity > mutation_scale[stat])
+ {
+ mob_mutate (md, stat, mutation_scale[stat]); // give better XP assignments
+ intensity -= mutation_scale[stat];
+ }
+ while (intensity < -mutation_scale[stat])
+ {
+ mob_mutate (md, stat, mutation_scale[stat]); // give better XP assignments
+ intensity += mutation_scale[stat];
+ }
+
+ if (!intensity)
+ return;
+
+ // MOB_ADELAY and MOB_SPEED are special because going DOWN is good here.
+ if (stat == MOB_ADELAY || stat == MOB_SPEED)
+ sign = -1;
+
+ // Now compute the new stat
+ old_stat = md->stats[stat];
+ new_stat = old_stat + ((old_stat * sign * intensity) / 256);
+
+ if (new_stat < 0)
+ new_stat = 0;
+
+ if (old_stat == 0)
+ real_intensity = 0;
+ else
+ real_intensity = (((new_stat - old_stat) << 8) / old_stat);
+
+ if (mut_base != -1)
+ {
+ // Now compute the mutation intensity relative to an absolute value.
+ // Take the lesser of the two effects.
+ int real_intensity2 = (((new_stat - old_stat) << 8) / mut_base);
+
+ if (real_intensity < 0)
+ if (real_intensity2 > real_intensity)
+ real_intensity = real_intensity2;
+
+ if (real_intensity > 0)
+ if (real_intensity2 < real_intensity)
+ real_intensity = real_intensity2;
+ }
+
+ real_intensity *= sign;
+
+ md->stats[stat] = new_stat;
+
+ // Adjust XP value
+ md->stats[MOB_XP_BONUS] += mutation_value[stat] * real_intensity;
+ if (md->stats[MOB_XP_BONUS] <= 0)
+ md->stats[MOB_XP_BONUS] = 1;
+
+ // Sanitise
+ if (md->stats[MOB_ATK1] > md->stats[MOB_ATK2])
+ {
+ int swap = md->stats[MOB_ATK2];
+ md->stats[MOB_ATK2] = md->stats[MOB_ATK1];
+ md->stats[MOB_ATK1] = swap;
+ }
+}
+
+// This calculates the exp of a given mob
+int mob_gen_exp (struct mob_db *mob)
+{
+ if (mob->max_hp <= 1)
+ return 1;
+ double mod_def = 100 - mob->def;
+ if (mod_def == 0)
+ mod_def = 1;
+ double effective_hp =
+ ((50 - mob->luk) * mob->max_hp / 50.0) +
+ (2 * mob->luk * mob->max_hp / mod_def);
+ double attack_factor =
+ (mob->atk1 + mob->atk2 + mob->str / 3.0 + mob->dex / 2.0 +
+ mob->luk) * (1872.0 / mob->adelay) / 4;
+ double dodge_factor =
+ pow (mob->lv + mob->agi + mob->luk / 2.0, 4.0 / 3.0);
+ double persuit_factor =
+ (3 + mob->range) * (mob->mode % 2) * 1000 / mob->speed;
+ double aggression_factor = (mob->mode & 4) == 4 ? 10.0 / 9.0 : 1.0;
+ int xp =
+ (int) floor (effective_hp *
+ pow (sqrt (attack_factor) + sqrt (dodge_factor) +
+ sqrt (persuit_factor) + 55,
+ 3) * aggression_factor / 2000000.0 *
+ (double) battle_config.base_exp_rate / 100.);
+ if (xp < 1)
+ xp = 1;
+ printf ("Exp for mob '%s' generated: %d\n", mob->name, xp);
+ return xp;
+}
+
+static void mob_init (struct mob_data *md)
+{
+ int i;
+ const int mob_class = md->mob_class;
+ const int mutations_nr = mob_db[mob_class].mutations_nr;
+ const int mutation_power = mob_db[mob_class].mutation_power;
+
+ md->stats[MOB_LV] = mob_db[mob_class].lv;
+ md->stats[MOB_MAX_HP] = mob_db[mob_class].max_hp;
+ md->stats[MOB_STR] = mob_db[mob_class].str;
+ md->stats[MOB_AGI] = mob_db[mob_class].agi;
+ md->stats[MOB_VIT] = mob_db[mob_class].vit;
+ md->stats[MOB_INT] = mob_db[mob_class].int_;
+ md->stats[MOB_DEX] = mob_db[mob_class].dex;
+ md->stats[MOB_LUK] = mob_db[mob_class].luk;
+ md->stats[MOB_ATK1] = mob_db[mob_class].atk1;
+ md->stats[MOB_ATK2] = mob_db[mob_class].atk2;
+ md->stats[MOB_ADELAY] = mob_db[mob_class].adelay;
+ md->stats[MOB_DEF] = mob_db[mob_class].def;
+ md->stats[MOB_MDEF] = mob_db[mob_class].mdef;
+ md->stats[MOB_SPEED] = mob_db[mob_class].speed;
+ md->stats[MOB_XP_BONUS] = MOB_XP_BONUS_BASE;
+
+ for (i = 0; i < mutations_nr; i++)
+ {
+ int stat_nr = MRAND (MOB_XP_BONUS + 1);
+ int strength;
+
+ if (stat_nr >= MOB_XP_BONUS)
+ stat_nr = MOB_MAX_HP;
+
+ strength =
+ ((MRAND ((mutation_power >> 1)) +
+ (MRAND ((mutation_power >> 1))) +
+ 2) * mutation_scale[stat_nr]) / 100;
+
+ strength = MRAND (2) ? strength : -strength;
+
+ if (strength < -240)
+ strength = -240; /* Don't go too close to zero */
+
+ mob_mutate (md, stat_nr, strength);
+ }
+}
+
+/*==========================================
+ * The MOB appearance for one time (for scripts)
+ *------------------------------------------
+ */
+int mob_once_spawn (struct map_session_data *sd, char *mapname,
+ int x, int y, const char *mobname, int mob_class, int amount,
+ const char *event)
+{
+ struct mob_data *md = NULL;
+ int m, count, lv = 255, r = mob_class;
+
+ if (sd)
+ lv = sd->status.base_level;
+
+ if (sd && strcmp (mapname, "this") == 0)
+ m = sd->bl.m;
+ else
+ m = map_mapname2mapid (mapname);
+
+ if (m < 0 || amount <= 0 || (mob_class >= 0 && mob_class <= 1000) || mob_class > 2000) // 値が異常なら召喚を止める
+ return 0;
+
+ if (mob_class < 0)
+ { // ランダムに召喚
+ int i = 0;
+ int j = -mob_class - 1;
+ int k;
+ if (j >= 0 && j < MAX_RANDOMMONSTER)
+ {
+ do
+ {
+ mob_class = MPRAND (1001, 1000);
+ k = MRAND (1000000);
+ }
+ while ((mob_db[mob_class].max_hp <= 0
+ || mob_db[mob_class].summonper[j] <= k
+ || (lv < mob_db[mob_class].lv
+ && battle_config.random_monster_checklv == 1))
+ && (i++) < 2000);
+ if (i >= 2000)
+ {
+ mob_class = mob_db[0].summonper[j];
+ }
+ }
+ else
+ {
+ return 0;
+ }
+// if(battle_config.etc_log==1)
+// printf("mobmob_class=%d try=%d\n",mob_class,i);
+ }
+ if (sd)
+ {
+ if (x <= 0)
+ x = sd->bl.x;
+ if (y <= 0)
+ y = sd->bl.y;
+ }
+ else if (x <= 0 || y <= 0)
+ {
+ printf ("mob_once_spawn: ??\n");
+ }
+
+ for (count = 0; count < amount; count++)
+ {
+ md = (struct mob_data *) calloc (1, sizeof (struct mob_data));
+ if (mob_db[mob_class].mode & 0x02)
+ md->lootitem =
+ (struct item *) calloc (LOOTITEM_SIZE, sizeof (struct item));
+ else
+ md->lootitem = NULL;
+
+ mob_spawn_dataset (md, mobname, mob_class);
+ md->bl.m = m;
+ md->bl.x = x;
+ md->bl.y = y;
+ if (r < 0 && battle_config.dead_branch_active == 1)
+ md->mode = 0x1 + 0x4 + 0x80; //移動してアクティブで反撃する
+ md->m = m;
+ md->x0 = x;
+ md->y0 = y;
+ md->xs = 0;
+ md->ys = 0;
+ md->spawndelay1 = -1; // Only once is a flag.
+ md->spawndelay2 = -1; // Only once is a flag.
+
+ memcpy (md->npc_event, event, sizeof (md->npc_event));
+
+ md->bl.type = BL_MOB;
+ map_addiddb (&md->bl);
+ mob_spawn (md->bl.id);
+
+ if (mob_class == 1288)
+ { // emperium hp based on defense level [Valaris]
+ struct guild_castle *gc = guild_mapname2gc (map[md->bl.m].name);
+ if (gc)
+ {
+ mob_db[mob_class].max_hp += 2000 * gc->defense;
+ md->hp = mob_db[mob_class].max_hp;
+ }
+ } // end addition [Valaris]
+
+ }
+ return (amount > 0) ? md->bl.id : 0;
+}
+
+/*==========================================
+ * The MOB appearance for one time (& area specification for scripts)
+ *------------------------------------------
+ */
+int mob_once_spawn_area (struct map_session_data *sd, char *mapname,
+ int x0, int y0, int x1, int y1,
+ const char *mobname, int mob_class, int amount,
+ const char *event)
+{
+ int x, y, i, c, max, lx = -1, ly = -1, id = 0;
+ int m;
+
+ if (strcmp (mapname, "this") == 0)
+ m = sd->bl.m;
+ else
+ m = map_mapname2mapid (mapname);
+
+ max = (y1 - y0 + 1) * (x1 - x0 + 1) * 3;
+ if (max > 1000)
+ max = 1000;
+
+ if (m < 0 || amount <= 0 || (mob_class >= 0 && mob_class <= 1000) || mob_class > 2000) // A summon is stopped if a value is unusual
+ return 0;
+
+ for (i = 0; i < amount; i++)
+ {
+ int j = 0;
+ do
+ {
+ x = MPRAND (x0, (x1 - x0 + 1));
+ y = MPRAND (y0, (y1 - y0 + 1));
+ }
+ while (((c = map_getcell (m, x, y)) == 1 || c == 5) && (++j) < max);
+ if (j >= max)
+ {
+ if (lx >= 0)
+ { // Since reference went wrong, the place which boiled before is used.
+ x = lx;
+ y = ly;
+ }
+ else
+ return 0; // Since reference of the place which boils first went wrong, it stops.
+ }
+ id = mob_once_spawn (sd, mapname, x, y, mobname, mob_class, 1, event);
+ lx = x;
+ ly = y;
+ }
+ return id;
+}
+
+/*==========================================
+ * Summoning Guardians [Valaris]
+ *------------------------------------------
+ */
+int mob_spawn_guardian (struct map_session_data *sd, char *mapname,
+ int x, int y, const char *mobname, int mob_class,
+ int amount, const char *event, int guardian)
+{
+ struct mob_data *md = NULL;
+ int m, count = 1, lv = 255;
+
+ if (sd)
+ lv = sd->status.base_level;
+
+ if (sd && strcmp (mapname, "this") == 0)
+ m = sd->bl.m;
+ else
+ m = map_mapname2mapid (mapname);
+
+ if (m < 0 || amount <= 0 || (mob_class >= 0 && mob_class <= 1000) || mob_class > 2000) // 値が異常なら召喚を止める
+ return 0;
+
+ if (mob_class < 0)
+ return 0;
+
+ if (sd)
+ {
+ if (x <= 0)
+ x = sd->bl.x;
+ if (y <= 0)
+ y = sd->bl.y;
+ }
+
+ else if (x <= 0 || y <= 0)
+ printf ("mob_spawn_guardian: ??\n");
+
+ for (count = 0; count < amount; count++)
+ {
+ struct guild_castle *gc;
+ CREATE (md, struct mob_data, 1);
+
+ mob_spawn_dataset (md, mobname, mob_class);
+ md->bl.m = m;
+ md->bl.x = x;
+ md->bl.y = y;
+ md->m = m;
+ md->x0 = x;
+ md->y0 = y;
+ md->xs = 0;
+ md->ys = 0;
+ md->spawndelay1 = -1; // Only once is a flag.
+ md->spawndelay2 = -1; // Only once is a flag.
+
+ memcpy (md->npc_event, event, sizeof (md->npc_event));
+
+ md->bl.type = BL_MOB;
+ map_addiddb (&md->bl);
+ mob_spawn (md->bl.id);
+
+ gc = guild_mapname2gc (map[md->bl.m].name);
+ if (gc)
+ {
+ mob_db[mob_class].max_hp += 2000 * gc->defense;
+ if (guardian == 0)
+ {
+ md->hp = gc->Ghp0;
+ gc->GID0 = md->bl.id;
+ }
+ if (guardian == 1)
+ {
+ md->hp = gc->Ghp1;
+ gc->GID1 = md->bl.id;
+ }
+ if (guardian == 2)
+ {
+ md->hp = gc->Ghp2;
+ gc->GID2 = md->bl.id;
+ }
+ if (guardian == 3)
+ {
+ md->hp = gc->Ghp3;
+ gc->GID3 = md->bl.id;
+ }
+ if (guardian == 4)
+ {
+ md->hp = gc->Ghp4;
+ gc->GID4 = md->bl.id;
+ }
+ if (guardian == 5)
+ {
+ md->hp = gc->Ghp5;
+ gc->GID5 = md->bl.id;
+ }
+ if (guardian == 6)
+ {
+ md->hp = gc->Ghp6;
+ gc->GID6 = md->bl.id;
+ }
+ if (guardian == 7)
+ {
+ md->hp = gc->Ghp7;
+ gc->GID7 = md->bl.id;
+ }
+
+ }
+ }
+
+ return (amount > 0) ? md->bl.id : 0;
+}
+
+/*==========================================
+ * Appearance income of mob
+ *------------------------------------------
+ */
+int mob_get_viewclass (int mob_class)
+{
+ return mob_db[mob_class].view_class;
+}
+
+int mob_get_sex (int mob_class)
+{
+ return mob_db[mob_class].sex;
+}
+
+short mob_get_hair (int mob_class)
+{
+ return mob_db[mob_class].hair;
+}
+
+short mob_get_hair_color (int mob_class)
+{
+ return mob_db[mob_class].hair_color;
+}
+
+short mob_get_weapon (int mob_class)
+{
+ return mob_db[mob_class].weapon;
+}
+
+short mob_get_shield (int mob_class)
+{
+ return mob_db[mob_class].shield;
+}
+
+short mob_get_head_top (int mob_class)
+{
+ return mob_db[mob_class].head_top;
+}
+
+short mob_get_head_mid (int mob_class)
+{
+ return mob_db[mob_class].head_mid;
+}
+
+short mob_get_head_buttom (int mob_class)
+{
+ return mob_db[mob_class].head_buttom;
+}
+
+short mob_get_clothes_color (int mob_class) // Add for player monster dye - Valaris
+{
+ return mob_db[mob_class].clothes_color; // End
+}
+
+int mob_get_equip (int mob_class) // mob equip [Valaris]
+{
+ return mob_db[mob_class].equip;
+}
+
+/*==========================================
+ * Is MOB in the state in which the present movement is possible or not?
+ *------------------------------------------
+ */
+int mob_can_move (struct mob_data *md)
+{
+ nullpo_retr (0, md);
+
+ if (md->canmove_tick > gettick () || (md->opt1 > 0 && md->opt1 != 6)
+ || md->option & 2)
+ return 0;
+ // アンクル中で動けないとか
+ if (md->sc_data[SC_ANKLE].timer != -1 || //アンクルスネア
+ md->sc_data[SC_AUTOCOUNTER].timer != -1 || //オートカウンター
+ md->sc_data[SC_BLADESTOP].timer != -1 || //白刃取り
+ md->sc_data[SC_SPIDERWEB].timer != -1 //スパイダーウェッブ
+ )
+ return 0;
+
+ return 1;
+}
+
+/*==========================================
+ * Time calculation concerning one step next to mob
+ *------------------------------------------
+ */
+static int calc_next_walk_step (struct mob_data *md)
+{
+ nullpo_retr (0, md);
+
+ if (md->walkpath.path_pos >= md->walkpath.path_len)
+ return -1;
+ if (md->walkpath.path[md->walkpath.path_pos] & 1)
+ return battle_get_speed (&md->bl) * 14 / 10;
+ return battle_get_speed (&md->bl);
+}
+
+static int mob_walktoxy_sub (struct mob_data *md);
+
+/*==========================================
+ * Mob Walk processing
+ *------------------------------------------
+ */
+static int mob_walk (struct mob_data *md, unsigned int tick, int data)
+{
+ int moveblock;
+ int i, ctype;
+ static int dirx[8] = { 0, -1, -1, -1, 0, 1, 1, 1 };
+ static int diry[8] = { 1, 1, 0, -1, -1, -1, 0, 1 };
+ int x, y, dx, dy;
+
+ nullpo_retr (0, md);
+
+ md->state.state = MS_IDLE;
+ if (md->walkpath.path_pos >= md->walkpath.path_len
+ || md->walkpath.path_pos != data)
+ return 0;
+
+ md->walkpath.path_half ^= 1;
+ if (md->walkpath.path_half == 0)
+ {
+ md->walkpath.path_pos++;
+ if (md->state.change_walk_target)
+ {
+ mob_walktoxy_sub (md);
+ return 0;
+ }
+ }
+ else
+ {
+ if (md->walkpath.path[md->walkpath.path_pos] >= 8)
+ return 1;
+
+ x = md->bl.x;
+ y = md->bl.y;
+ ctype = map_getcell (md->bl.m, x, y);
+ if (ctype == 1 || ctype == 5)
+ {
+ mob_stop_walking (md, 1);
+ return 0;
+ }
+ md->dir = md->walkpath.path[md->walkpath.path_pos];
+ dx = dirx[md->dir];
+ dy = diry[md->dir];
+
+ ctype = map_getcell (md->bl.m, x + dx, y + dy);
+ if (ctype == 1 || ctype == 5)
+ {
+ mob_walktoxy_sub (md);
+ return 0;
+ }
+
+ moveblock = (x / BLOCK_SIZE != (x + dx) / BLOCK_SIZE
+ || y / BLOCK_SIZE != (y + dy) / BLOCK_SIZE);
+
+ md->state.state = MS_WALK;
+ map_foreachinmovearea (clif_moboutsight, md->bl.m, x - AREA_SIZE,
+ y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE,
+ dx, dy, BL_PC, md);
+
+ x += dx;
+ y += dy;
+ if (md->min_chase > 13)
+ md->min_chase--;
+
+ if (moveblock)
+ map_delblock (&md->bl);
+ md->bl.x = x;
+ md->bl.y = y;
+ if (moveblock)
+ map_addblock (&md->bl);
+
+ map_foreachinmovearea (clif_mobinsight, md->bl.m, x - AREA_SIZE,
+ y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE,
+ -dx, -dy, BL_PC, md);
+ md->state.state = MS_IDLE;
+
+ if (md->option & 4)
+ skill_check_cloaking (&md->bl);
+
+ skill_unit_move (&md->bl, tick, 1); // Inspection of a skill unit
+ }
+ if ((i = calc_next_walk_step (md)) > 0)
+ {
+ i = i >> 1;
+ if (i < 1 && md->walkpath.path_half == 0)
+ i = 1;
+ md->timer =
+ add_timer (tick + i, mob_timer, md->bl.id, md->walkpath.path_pos);
+ md->state.state = MS_WALK;
+
+ if (md->walkpath.path_pos >= md->walkpath.path_len)
+ clif_fixmobpos (md); // When mob stops, retransmission current of a position.
+ }
+ return 0;
+}
+
+/*==========================================
+ * Check if mob should be attempting to attack
+ *------------------------------------------
+ */
+static int mob_check_attack (struct mob_data *md)
+{
+ struct block_list *tbl = NULL;
+ struct map_session_data *tsd = NULL;
+ struct mob_data *tmd = NULL;
+
+ int mode, race, range;
+
+ nullpo_retr (0, md);
+
+ md->min_chase = 13;
+ md->state.state = MS_IDLE;
+ md->state.skillstate = MSS_IDLE;
+
+ if (md->skilltimer != -1)
+ return 0;
+
+ if (md->opt1 > 0 || md->option & 2)
+ return 0;
+
+ if (md->sc_data[SC_AUTOCOUNTER].timer != -1)
+ return 0;
+
+ if (md->sc_data[SC_BLADESTOP].timer != -1)
+ return 0;
+
+ if ((tbl = map_id2bl (md->target_id)) == NULL)
+ {
+ md->target_id = 0;
+ md->state.targettype = NONE_ATTACKABLE;
+ return 0;
+ }
+
+ if (tbl->type == BL_PC)
+ tsd = (struct map_session_data *) tbl;
+ else if (tbl->type == BL_MOB)
+ tmd = (struct mob_data *) tbl;
+ else
+ return 0;
+
+ if (tsd)
+ {
+ if (pc_isdead (tsd) || tsd->invincible_timer != -1
+ || pc_isinvisible (tsd) || md->bl.m != tbl->m || tbl->prev == NULL
+ || distance (md->bl.x, md->bl.y, tbl->x, tbl->y) >= 13)
+ {
+ md->target_id = 0;
+ md->state.targettype = NONE_ATTACKABLE;
+ return 0;
+ }
+ }
+ if (tmd)
+ {
+ if (md->bl.m != tbl->m || tbl->prev == NULL
+ || distance (md->bl.x, md->bl.y, tbl->x, tbl->y) >= 13)
+ {
+ md->target_id = 0;
+ md->state.targettype = NONE_ATTACKABLE;
+ return 0;
+ }
+ }
+
+ if (!md->mode)
+ mode = mob_db[md->mob_class].mode;
+ else
+ mode = md->mode;
+
+ race = mob_db[md->mob_class].race;
+ if (!(mode & 0x80))
+ {
+ md->target_id = 0;
+ md->state.targettype = NONE_ATTACKABLE;
+ return 0;
+ }
+ if (tsd && !(mode & 0x20) && (tsd->sc_data[SC_TRICKDEAD].timer != -1 ||
+ ((pc_ishiding (tsd)
+ || tsd->state.gangsterparadise)
+ && race != 4 && race != 6)))
+ {
+ md->target_id = 0;
+ md->state.targettype = NONE_ATTACKABLE;
+ return 0;
+ }
+
+ range = mob_db[md->mob_class].range;
+ if (mode & 1)
+ range++;
+ if (distance (md->bl.x, md->bl.y, tbl->x, tbl->y) > range)
+ return 0;
+
+ return 1;
+}
+
+static int mob_ancillary_attack(struct block_list *bl, va_list ap)
+{
+ struct block_list *mdbl = va_arg(ap, struct block_list *);
+ struct block_list *tbl = va_arg(ap, struct block_list *);
+ unsigned int tick = va_arg(ap, unsigned int);
+ if (bl != tbl)
+ battle_weapon_attack(mdbl, bl, tick, 0);
+ return 0;
+}
+
+/*==========================================
+ * Attack processing of mob
+ *------------------------------------------
+ */
+static int mob_attack (struct mob_data *md, unsigned int tick, int data)
+{
+ struct block_list *tbl = NULL;
+
+ nullpo_retr (0, md);
+
+ if ((tbl = map_id2bl (md->target_id)) == NULL)
+ return 0;
+
+ if (!mob_check_attack (md))
+ return 0;
+
+ if (battle_config.monster_attack_direction_change)
+ md->dir = map_calc_dir (&md->bl, tbl->x, tbl->y); // 向き設定
+
+ //clif_fixmobpos(md);
+
+ md->state.skillstate = MSS_ATTACK;
+ if (mobskill_use (md, tick, -2)) // スキル使用
+ return 0;
+
+ md->target_lv = battle_weapon_attack (&md->bl, tbl, tick, 0);
+ // If you are reading this, please note:
+ // it is highly platform-specific that this even works at all.
+ int radius = battle_config.mob_splash_radius;
+ if (radius >= 0 && tbl->type == BL_PC && !map[tbl->m].flag.town)
+ map_foreachinarea(mob_ancillary_attack,
+ tbl->m, tbl->x - radius, tbl->y - radius, tbl->x + radius, tbl->y + radius,
+ BL_PC,
+ &md->bl, tbl, tick);
+
+ if (!(battle_config.monster_cloak_check_type & 2)
+ && md->sc_data[SC_CLOAKING].timer != -1)
+ skill_status_change_end (&md->bl, SC_CLOAKING, -1);
+
+ md->attackabletime = tick + battle_get_adelay (&md->bl);
+
+ md->timer = add_timer (md->attackabletime, mob_timer, md->bl.id, 0);
+ md->state.state = MS_ATTACK;
+
+ return 0;
+}
+
+/*==========================================
+ * The attack of PC which is attacking id is stopped.
+ * The callback function of clif_foreachclient
+ *------------------------------------------
+ */
+int mob_stopattacked (struct map_session_data *sd, va_list ap)
+{
+ int id;
+
+ nullpo_retr (0, sd);
+ nullpo_retr (0, ap);
+
+ id = va_arg (ap, int);
+ if (sd->attacktarget == id)
+ pc_stopattack (sd);
+ return 0;
+}
+
+/*==========================================
+ * The timer in which the mob's states changes
+ *------------------------------------------
+ */
+int mob_changestate (struct mob_data *md, int state, int type)
+{
+ unsigned int tick;
+ int i;
+
+ nullpo_retr (0, md);
+
+ if (md->timer != -1)
+ delete_timer (md->timer, mob_timer);
+ md->timer = -1;
+ md->state.state = state;
+
+ switch (state)
+ {
+ case MS_WALK:
+ if ((i = calc_next_walk_step (md)) > 0)
+ {
+ i = i >> 2;
+ md->timer =
+ add_timer (gettick () + i, mob_timer, md->bl.id, 0);
+ }
+ else
+ md->state.state = MS_IDLE;
+ break;
+ case MS_ATTACK:
+ tick = gettick ();
+ i = DIFF_TICK (md->attackabletime, tick);
+ if (i > 0 && i < 2000)
+ md->timer =
+ add_timer (md->attackabletime, mob_timer, md->bl.id, 0);
+ else if (type)
+ {
+ md->attackabletime = tick + battle_get_amotion (&md->bl);
+ md->timer =
+ add_timer (md->attackabletime, mob_timer, md->bl.id, 0);
+ }
+ else
+ {
+ md->attackabletime = tick + 1;
+ md->timer =
+ add_timer (md->attackabletime, mob_timer, md->bl.id, 0);
+ }
+ break;
+ case MS_DELAY:
+ md->timer =
+ add_timer (gettick () + type, mob_timer, md->bl.id, 0);
+ break;
+ case MS_DEAD:
+ skill_castcancel (&md->bl, 0);
+// mobskill_deltimer(md);
+ md->state.skillstate = MSS_DEAD;
+ md->last_deadtime = gettick ();
+ // Since it died, all aggressors' attack to this mob is stopped.
+ clif_foreachclient (mob_stopattacked, md->bl.id);
+ skill_unit_out_all (&md->bl, gettick (), 1);
+ skill_status_change_clear (&md->bl, 2); // The abnormalities in status are canceled.
+ skill_clear_unitgroup (&md->bl); // All skill unit groups are deleted.
+ skill_cleartimerskill (&md->bl);
+ if (md->deletetimer != -1)
+ delete_timer (md->deletetimer, mob_timer_delete);
+ md->deletetimer = -1;
+ md->hp = md->target_id = md->attacked_id = 0;
+ md->state.targettype = NONE_ATTACKABLE;
+ break;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * timer processing of mob (timer function)
+ * It branches to a walk and an attack.
+ *------------------------------------------
+ */
+static void mob_timer (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
+{
+ struct mob_data *md;
+ struct block_list *bl;
+
+ if ((bl = map_id2bl (id)) == NULL)
+ { //攻撃してきた敵がもういないのは正常のようだ
+ return;
+ }
+
+ if (!bl || !bl->type || bl->type != BL_MOB)
+ return;
+
+ nullpo_retv (md = (struct mob_data *) bl);
+
+ if (!md->bl.type || md->bl.type != BL_MOB)
+ return;
+
+ if (md->timer != tid)
+ {
+ if (battle_config.error_log == 1)
+ printf ("mob_timer %d != %d\n", md->timer, tid);
+ return;
+ }
+ md->timer = -1;
+ if (md->bl.prev == NULL || md->state.state == MS_DEAD)
+ return;
+
+ map_freeblock_lock ();
+ switch (md->state.state)
+ {
+ case MS_WALK:
+ mob_check_attack (md);
+ mob_walk (md, tick, data);
+ break;
+ case MS_ATTACK:
+ mob_attack (md, tick, data);
+ break;
+ case MS_DELAY:
+ mob_changestate (md, MS_IDLE, 0);
+ break;
+ default:
+ if (battle_config.error_log == 1)
+ printf ("mob_timer : %d ?\n", md->state.state);
+ break;
+ }
+ map_freeblock_unlock ();
+ return;
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+static int mob_walktoxy_sub (struct mob_data *md)
+{
+ struct walkpath_data wpd;
+
+ nullpo_retr (0, md);
+
+ if (path_search
+ (&wpd, md->bl.m, md->bl.x, md->bl.y, md->to_x, md->to_y,
+ md->state.walk_easy))
+ return 1;
+ memcpy (&md->walkpath, &wpd, sizeof (wpd));
+
+ md->state.change_walk_target = 0;
+ mob_changestate (md, MS_WALK, 0);
+ clif_movemob (md);
+
+ return 0;
+}
+
+/*==========================================
+ * mob move start
+ *------------------------------------------
+ */
+int mob_walktoxy (struct mob_data *md, int x, int y, int easy)
+{
+ struct walkpath_data wpd;
+
+ nullpo_retr (0, md);
+
+ if (md->state.state == MS_WALK
+ && path_search (&wpd, md->bl.m, md->bl.x, md->bl.y, x, y, easy))
+ return 1;
+
+ md->state.walk_easy = easy;
+ md->to_x = x;
+ md->to_y = y;
+ if (md->state.state == MS_WALK)
+ {
+ md->state.change_walk_target = 1;
+ }
+ else
+ {
+ return mob_walktoxy_sub (md);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * mob spawn with delay (timer function)
+ *------------------------------------------
+ */
+static void mob_delayspawn (timer_id tid, tick_t tick, custom_id_t m, custom_data_t n)
+{
+ mob_spawn (m);
+}
+
+/*==========================================
+ * spawn timing calculation
+ *------------------------------------------
+ */
+int mob_setdelayspawn (int id)
+{
+ unsigned int spawntime, spawntime1, spawntime2, spawntime3;
+ struct mob_data *md;
+ struct block_list *bl;
+
+ if ((bl = map_id2bl (id)) == NULL)
+ return -1;
+
+ if (!bl || !bl->type || bl->type != BL_MOB)
+ return -1;
+
+ nullpo_retr (-1, md = (struct mob_data *) bl);
+
+ if (!md || md->bl.type != BL_MOB)
+ return -1;
+
+ // Processing of MOB which is not revitalized
+ if (md->spawndelay1 == -1 && md->spawndelay2 == -1 && md->n == 0)
+ {
+ map_deliddb (&md->bl);
+ if (md->lootitem)
+ {
+ map_freeblock (md->lootitem);
+ md->lootitem = NULL;
+ }
+ map_freeblock (md); // Instead of [ of free ]
+ return 0;
+ }
+
+ spawntime1 = md->last_spawntime + md->spawndelay1;
+ spawntime2 = md->last_deadtime + md->spawndelay2;
+ spawntime3 = gettick () + 5000;
+ // spawntime = max(spawntime1,spawntime2,spawntime3);
+ if (DIFF_TICK (spawntime1, spawntime2) > 0)
+ {
+ spawntime = spawntime1;
+ }
+ else
+ {
+ spawntime = spawntime2;
+ }
+ if (DIFF_TICK (spawntime3, spawntime) > 0)
+ {
+ spawntime = spawntime3;
+ }
+
+ add_timer (spawntime, mob_delayspawn, id, 0);
+ return 0;
+}
+
+/*==========================================
+ * Mob spawning. Initialization is also variously here.
+ *------------------------------------------
+ */
+int mob_spawn (int id)
+{
+ int x = 0, y = 0, i = 0, c;
+ unsigned int tick = gettick ();
+ struct mob_data *md;
+ struct block_list *bl;
+
+ nullpo_retr (-1, bl = map_id2bl (id));
+
+ if (!bl || !bl->type || bl->type != BL_MOB)
+ return -1;
+
+ nullpo_retr (-1, md = (struct mob_data *) bl);
+
+ if (!md || !md->bl.type || md->bl.type != BL_MOB)
+ return -1;
+
+ md->last_spawntime = tick;
+ if (md->bl.prev != NULL)
+ {
+// clif_clearchar_area(&md->bl,3);
+ skill_unit_out_all (&md->bl, gettick (), 1);
+ map_delblock (&md->bl);
+ }
+ else
+ md->mob_class = md->base_class;
+
+ md->bl.m = md->m;
+ do
+ {
+ if (md->x0 == 0 && md->y0 == 0)
+ {
+ x = MPRAND (1, (map[md->bl.m].xs - 2));
+ y = MPRAND (1, (map[md->bl.m].ys - 2));
+ }
+ else
+ {
+ x = MPRAND (md->x0, (md->xs + 1)) - md->xs / 2;
+ y = MPRAND (md->y0, (md->ys + 1)) - md->ys / 2;
+ }
+ i++;
+ }
+ while (((c = map_getcell (md->bl.m, x, y)) == 1 || c == 5) && i < 50);
+
+ if (i >= 50)
+ {
+// if(battle_config.error_log==1)
+// printf("MOB spawn error %d @ %s\n",id,map[md->bl.m].name);
+ add_timer (tick + 5000, mob_delayspawn, id, 0);
+ return 1;
+ }
+
+ md->to_x = md->bl.x = x;
+ md->to_y = md->bl.y = y;
+ md->dir = 0;
+
+ map_addblock (&md->bl);
+
+ memset (&md->state, 0, sizeof (md->state));
+ md->attacked_id = 0;
+ md->target_id = 0;
+ md->move_fail_count = 0;
+ mob_init (md);
+
+ if (!md->stats[MOB_SPEED])
+ md->stats[MOB_SPEED] = mob_db[md->mob_class].speed;
+ md->def_ele = mob_db[md->mob_class].element;
+ md->master_id = 0;
+ md->master_dist = 0;
+
+ md->state.state = MS_IDLE;
+ md->state.skillstate = MSS_IDLE;
+ md->timer = -1;
+ md->last_thinktime = tick;
+ md->next_walktime = tick + MPRAND (5000, 50);
+ md->attackabletime = tick;
+ md->canmove_tick = tick;
+
+ md->sg_count = 0;
+ md->deletetimer = -1;
+
+ md->skilltimer = -1;
+ for (i = 0, c = tick - 1000 * 3600 * 10; i < MAX_MOBSKILL; i++)
+ md->skilldelay[i] = c;
+ md->skillid = 0;
+ md->skilllv = 0;
+
+ memset (md->dmglog, 0, sizeof (md->dmglog));
+ if (md->lootitem)
+ memset (md->lootitem, 0, sizeof (md->lootitem));
+ md->lootitem_count = 0;
+
+ for (i = 0; i < MAX_MOBSKILLTIMERSKILL; i++)
+ md->skilltimerskill[i].timer = -1;
+
+ for (i = 0; i < MAX_STATUSCHANGE; i++)
+ {
+ md->sc_data[i].timer = -1;
+ md->sc_data[i].val1 = md->sc_data[i].val2 = md->sc_data[i].val3 =
+ md->sc_data[i].val4 = 0;
+ }
+ md->sc_count = 0;
+ md->opt1 = md->opt2 = md->opt3 = md->option = 0;
+
+ memset (md->skillunit, 0, sizeof (md->skillunit));
+ memset (md->skillunittick, 0, sizeof (md->skillunittick));
+
+ md->hp = battle_get_max_hp (&md->bl);
+ if (md->hp <= 0)
+ {
+ mob_makedummymobdb (md->mob_class);
+ md->hp = battle_get_max_hp (&md->bl);
+ }
+
+ clif_spawnmob (md);
+
+ return 0;
+}
+
+/*==========================================
+ * Distance calculation between two points
+ *------------------------------------------
+ */
+static int distance (int x0, int y0, int x1, int y1)
+{
+ int dx, dy;
+
+ dx = abs (x0 - x1);
+ dy = abs (y0 - y1);
+ return dx > dy ? dx : dy;
+}
+
+/*==========================================
+ * The stop of MOB's attack
+ *------------------------------------------
+ */
+int mob_stopattack (struct mob_data *md)
+{
+ md->target_id = 0;
+ md->state.targettype = NONE_ATTACKABLE;
+ md->attacked_id = 0;
+ return 0;
+}
+
+/*==========================================
+ * The stop of MOB's walking
+ *------------------------------------------
+ */
+int mob_stop_walking (struct mob_data *md, int type)
+{
+ nullpo_retr (0, md);
+
+ if (md->state.state == MS_WALK || md->state.state == MS_IDLE)
+ {
+ int dx = 0, dy = 0;
+
+ md->walkpath.path_len = 0;
+ if (type & 4)
+ {
+ dx = md->to_x - md->bl.x;
+ if (dx < 0)
+ dx = -1;
+ else if (dx > 0)
+ dx = 1;
+ dy = md->to_y - md->bl.y;
+ if (dy < 0)
+ dy = -1;
+ else if (dy > 0)
+ dy = 1;
+ }
+ md->to_x = md->bl.x + dx;
+ md->to_y = md->bl.y + dy;
+ if (dx != 0 || dy != 0)
+ {
+ mob_walktoxy_sub (md);
+ return 0;
+ }
+ mob_changestate (md, MS_IDLE, 0);
+ }
+ if (type & 0x01)
+ clif_fixmobpos (md);
+ if (type & 0x02)
+ {
+ int delay = battle_get_dmotion (&md->bl);
+ unsigned int tick = gettick ();
+ if (md->canmove_tick < tick)
+ md->canmove_tick = tick + delay;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * Reachability to a Specification ID existence place
+ *------------------------------------------
+ */
+int mob_can_reach (struct mob_data *md, struct block_list *bl, int range)
+{
+ int dx, dy;
+ struct walkpath_data wpd;
+ int i;
+
+ nullpo_retr (0, md);
+ nullpo_retr (0, bl);
+
+ dx = abs (bl->x - md->bl.x);
+ dy = abs (bl->y - md->bl.y);
+
+ //=========== guildcastle guardian no search start===========
+ //when players are the guild castle member not attack them !
+ if (md->mob_class == 1285 || md->mob_class == 1286 || md->mob_class == 1287)
+ {
+ struct map_session_data *sd;
+ struct guild *g = NULL;
+ struct guild_castle *gc = guild_mapname2gc (map[bl->m].name);
+
+ if (gc && agit_flag == 0) // Guardians will not attack during non-woe time [Valaris]
+ return 0; // end addition [Valaris]
+
+ if (bl && bl->type == BL_PC)
+ {
+ if ((sd = (struct map_session_data *) bl) == NULL)
+ {
+ printf ("mob_can_reach nullpo\n");
+ return 0;
+ }
+
+ if (gc && sd && sd->status.guild_id && sd->status.guild_id > 0)
+ {
+ g = guild_search (sd->status.guild_id); // don't attack guild members [Valaris]
+ if (g && g->guild_id > 0 && g->guild_id == gc->guild_id)
+ return 0;
+ if (g && gc && guild_isallied (g, gc))
+ return 0;
+
+ }
+ }
+ }
+ //========== guildcastle guardian no search eof==============
+
+ if (bl && bl->type == BL_PC && battle_config.monsters_ignore_gm == 1)
+ { // option to have monsters ignore GMs [Valaris]
+ struct map_session_data *sd;
+ if ((sd = (struct map_session_data *) bl) != NULL && pc_isGM (sd))
+ return 0;
+ }
+
+ if (md->bl.m != bl->m) // 違うャbプ
+ return 0;
+
+ if (range > 0 && range < ((dx > dy) ? dx : dy)) // 遠すぎる
+ return 0;
+
+ if (md->bl.x == bl->x && md->bl.y == bl->y) // 同じャX
+ return 1;
+
+ // Obstacle judging
+ wpd.path_len = 0;
+ wpd.path_pos = 0;
+ wpd.path_half = 0;
+ if (path_search (&wpd, md->bl.m, md->bl.x, md->bl.y, bl->x, bl->y, 0) !=
+ -1)
+ return 1;
+
+ if (bl->type != BL_PC && bl->type != BL_MOB)
+ return 0;
+
+ // It judges whether it can adjoin or not.
+ dx = (dx > 0) ? 1 : ((dx < 0) ? -1 : 0);
+ dy = (dy > 0) ? 1 : ((dy < 0) ? -1 : 0);
+ if (path_search
+ (&wpd, md->bl.m, md->bl.x, md->bl.y, bl->x - dx, bl->y - dy, 0) != -1)
+ return 1;
+ for (i = 0; i < 9; i++)
+ {
+ if (path_search
+ (&wpd, md->bl.m, md->bl.x, md->bl.y, bl->x - 1 + i / 3,
+ bl->y - 1 + i % 3, 0) != -1)
+ return 1;
+ }
+ return 0;
+}
+
+/*==========================================
+ * Determination for an attack of a monster
+ *------------------------------------------
+ */
+int mob_target (struct mob_data *md, struct block_list *bl, int dist)
+{
+ struct map_session_data *sd;
+ struct status_change *sc_data;
+ short *option;
+ int mode, race;
+
+ nullpo_retr (0, md);
+ nullpo_retr (0, bl);
+
+ sc_data = battle_get_sc_data (bl);
+ option = battle_get_option (bl);
+ race = mob_db[md->mob_class].race;
+
+ if (!md->mode)
+ {
+ mode = mob_db[md->mob_class].mode;
+ }
+ else
+ {
+ mode = md->mode;
+ }
+ if (!(mode & 0x80))
+ {
+ md->target_id = 0;
+ return 0;
+ }
+ // Nothing will be carried out if there is no mind of changing TAGE by TAGE ending.
+ if ((md->target_id > 0 && md->state.targettype == ATTACKABLE)
+ && (!(mode & 0x04) || MRAND (100) > 25))
+ return 0;
+
+ if (mode & 0x20 || // Coercion is exerted if it is MVPMOB.
+ (sc_data && sc_data[SC_TRICKDEAD].timer == -1 &&
+ ((option && !(*option & 0x06)) || race == 4 || race == 6)))
+ {
+ if (bl->type == BL_PC)
+ {
+ nullpo_retr (0, sd = (struct map_session_data *) bl);
+ if (sd->invincible_timer != -1 || pc_isinvisible (sd))
+ return 0;
+ if (!(mode & 0x20) && race != 4 && race != 6
+ && sd->state.gangsterparadise)
+ return 0;
+ }
+
+ md->target_id = bl->id; // Since there was no disturbance, it locks on to target.
+ if (bl->type == BL_PC || bl->type == BL_MOB)
+ md->state.targettype = ATTACKABLE;
+ else
+ md->state.targettype = NONE_ATTACKABLE;
+ md->min_chase = dist + 13;
+ if (md->min_chase > 26)
+ md->min_chase = 26;
+ }
+ return 0;
+}
+
+/*==========================================
+ * The ?? routine of an active monster
+ *------------------------------------------
+ */
+static int mob_ai_sub_hard_activesearch (struct block_list *bl, va_list ap)
+{
+ struct map_session_data *tsd = NULL;
+ struct mob_data *smd, *tmd = NULL;
+ int mode, race, dist, *pcc;
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+ nullpo_retr (0, smd = va_arg (ap, struct mob_data *));
+ nullpo_retr (0, pcc = va_arg (ap, int *));
+
+ if (bl->type == BL_PC)
+ tsd = (struct map_session_data *) bl;
+ else if (bl->type == BL_MOB)
+ tmd = (struct mob_data *) bl;
+ else
+ return 0;
+
+ //敵味方判定
+ if (battle_check_target (&smd->bl, bl, BCT_ENEMY) == 0)
+ return 0;
+
+ if (!smd->mode)
+ mode = mob_db[smd->mob_class].mode;
+ else
+ mode = smd->mode;
+
+ // アクティブでターゲット射程内にいるなら、ロックする
+ if (mode & 0x04)
+ {
+ race = mob_db[smd->mob_class].race;
+ //対象がPCの場合
+ if (tsd &&
+ !pc_isdead (tsd) &&
+ tsd->bl.m == smd->bl.m &&
+ tsd->invincible_timer == -1 &&
+ !pc_isinvisible (tsd) &&
+ (dist =
+ distance (smd->bl.x, smd->bl.y, tsd->bl.x, tsd->bl.y)) < 9)
+ {
+ if (mode & 0x20 ||
+ (tsd->sc_data[SC_TRICKDEAD].timer == -1 &&
+ ((!pc_ishiding (tsd) && !tsd->state.gangsterparadise)
+ || race == 4 || race == 6)))
+ { // 妨害がないか判定
+ if (mob_can_reach (smd, bl, 12) && // 到達可能性判定
+ MRAND (1000) < 1000 / (++(*pcc)))
+ { // 範囲内PCで等確率にする
+ smd->target_id = tsd->bl.id;
+ smd->state.targettype = ATTACKABLE;
+ smd->min_chase = 13;
+ }
+ }
+ }
+ //対象がMobの場合
+ else if (tmd &&
+ tmd->bl.m == smd->bl.m &&
+ (dist =
+ distance (smd->bl.x, smd->bl.y, tmd->bl.x, tmd->bl.y)) < 9)
+ {
+ if (mob_can_reach (smd, bl, 12) && // 到達可能性判定
+ MRAND (1000) < 1000 / (++(*pcc)))
+ { // 範囲内で等確率にする
+ smd->target_id = bl->id;
+ smd->state.targettype = ATTACKABLE;
+ smd->min_chase = 13;
+ }
+ }
+ }
+ return 0;
+}
+
+/*==========================================
+ * loot monster item search
+ *------------------------------------------
+ */
+static int mob_ai_sub_hard_lootsearch (struct block_list *bl, va_list ap)
+{
+ struct mob_data *md;
+ int mode, dist, *itc;
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+ nullpo_retr (0, md = va_arg (ap, struct mob_data *));
+ nullpo_retr (0, itc = va_arg (ap, int *));
+
+ if (!md->mode)
+ {
+ mode = mob_db[md->mob_class].mode;
+ }
+ else
+ {
+ mode = md->mode;
+ }
+
+ if (!md->target_id && mode & 0x02)
+ {
+ if (!md->lootitem
+ || (battle_config.monster_loot_type == 1
+ && md->lootitem_count >= LOOTITEM_SIZE))
+ return 0;
+ if (bl->m == md->bl.m
+ && (dist = distance (md->bl.x, md->bl.y, bl->x, bl->y)) < 9)
+ {
+ if (mob_can_reach (md, bl, 12) && // Reachability judging
+ MRAND (1000) < 1000 / (++(*itc)))
+ { // It is made a probability, such as within the limits PC.
+ md->target_id = bl->id;
+ md->state.targettype = NONE_ATTACKABLE;
+ md->min_chase = 13;
+ }
+ }
+ }
+ return 0;
+}
+
+/*==========================================
+ * The ?? routine of a link monster
+ *------------------------------------------
+ */
+static int mob_ai_sub_hard_linksearch (struct block_list *bl, va_list ap)
+{
+ struct mob_data *tmd;
+ struct mob_data *md;
+ struct block_list *target;
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+ nullpo_retr (0, tmd = (struct mob_data *) bl);
+ nullpo_retr (0, md = va_arg (ap, struct mob_data *));
+ nullpo_retr (0, target = va_arg (ap, struct block_list *));
+
+ // same family free in a range at a link monster -- it will be made to lock if MOB is
+/* if( (md->target_id > 0 && md->state.targettype == ATTACKABLE) && mob_db[md->mob_class].mode&0x08){
+ if( tmd->mob_class==md->mob_class && (!tmd->target_id || md->state.targettype == NONE_ATTACKABLE) && tmd->bl.m == md->bl.m){
+ if( mob_can_reach(tmd,target,12) ){ // Reachability judging
+ tmd->target_id=md->target_id;
+ tmd->state.targettype = ATTACKABLE;
+ tmd->min_chase=13;
+ }
+ }
+ }*/
+ if (md->attacked_id > 0 && mob_db[md->mob_class].mode & 0x08)
+ {
+ if (tmd->mob_class == md->mob_class && tmd->bl.m == md->bl.m
+ && (!tmd->target_id || md->state.targettype == NONE_ATTACKABLE))
+ {
+ if (mob_can_reach (tmd, target, 12))
+ { // Reachability judging
+ tmd->target_id = md->attacked_id;
+ tmd->state.targettype = ATTACKABLE;
+ tmd->min_chase = 13;
+ }
+ }
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * Processing of slave monsters
+ *------------------------------------------
+ */
+static int mob_ai_sub_hard_slavemob (struct mob_data *md, unsigned int tick)
+{
+ struct mob_data *mmd = NULL;
+ struct block_list *bl;
+ int mode, race, old_dist;
+
+ nullpo_retr (0, md);
+
+ if ((bl = map_id2bl (md->master_id)) != NULL)
+ mmd = (struct mob_data *) bl;
+
+ mode = mob_db[md->mob_class].mode;
+
+ // It is not main monster/leader.
+ if (!mmd || mmd->bl.type != BL_MOB || mmd->bl.id != md->master_id)
+ return 0;
+
+ // Since it is in the map on which the master is not, teleport is carried out and it pursues.
+ if (mmd->bl.m != md->bl.m)
+ {
+ mob_warp (md, mmd->bl.m, mmd->bl.x, mmd->bl.y, 3);
+ md->state.master_check = 1;
+ return 0;
+ }
+
+ // Distance with between slave and master is measured.
+ old_dist = md->master_dist;
+ md->master_dist = distance (md->bl.x, md->bl.y, mmd->bl.x, mmd->bl.y);
+
+ // Since the master was in near immediately before, teleport is carried out and it pursues.
+ if (old_dist < 10 && md->master_dist > 18)
+ {
+ mob_warp (md, -1, mmd->bl.x, mmd->bl.y, 3);
+ md->state.master_check = 1;
+ return 0;
+ }
+
+ // Although there is the master, since it is somewhat far, it approaches.
+ if ((!md->target_id || md->state.targettype == NONE_ATTACKABLE)
+ && mob_can_move (md)
+ && (md->walkpath.path_pos >= md->walkpath.path_len
+ || md->walkpath.path_len == 0) && md->master_dist < 15)
+ {
+ int i = 0, dx, dy, ret;
+ if (md->master_dist > 4)
+ {
+ do
+ {
+ if (i <= 5)
+ {
+ dx = mmd->bl.x - md->bl.x;
+ dy = mmd->bl.y - md->bl.y;
+ if (dx < 0)
+ dx += (MPRAND (1, ((dx < -3) ? 3 : -dx)));
+ else if (dx > 0)
+ dx -= (MPRAND (1, ((dx > 3) ? 3 : dx)));
+ if (dy < 0)
+ dy += (MPRAND (1, ((dy < -3) ? 3 : -dy)));
+ else if (dy > 0)
+ dy -= (MPRAND (1, ((dy > 3) ? 3 : dy)));
+ }
+ else
+ {
+ dx = mmd->bl.x - md->bl.x + MRAND (7) - 3;
+ dy = mmd->bl.y - md->bl.y + MRAND (7) - 3;
+ }
+
+ ret = mob_walktoxy (md, md->bl.x + dx, md->bl.y + dy, 0);
+ i++;
+ }
+ while (ret && i < 10);
+ }
+ else
+ {
+ do
+ {
+ dx = MRAND (9) - 5;
+ dy = MRAND (9) - 5;
+ if (dx == 0 && dy == 0)
+ {
+ dx = (MRAND (1)) ? 1 : -1;
+ dy = (MRAND (1)) ? 1 : -1;
+ }
+ dx += mmd->bl.x;
+ dy += mmd->bl.y;
+
+ ret = mob_walktoxy (md, mmd->bl.x + dx, mmd->bl.y + dy, 0);
+ i++;
+ }
+ while (ret && i < 10);
+ }
+
+ md->next_walktime = tick + 500;
+ md->state.master_check = 1;
+ }
+
+ // There is the master, the master locks a target and he does not lock.
+ if ((mmd->target_id > 0 && mmd->state.targettype == ATTACKABLE)
+ && (!md->target_id || md->state.targettype == NONE_ATTACKABLE))
+ {
+ struct map_session_data *sd = map_id2sd (mmd->target_id);
+ if (sd != NULL && !pc_isdead (sd) && sd->invincible_timer == -1
+ && !pc_isinvisible (sd))
+ {
+
+ race = mob_db[md->mob_class].race;
+ if (mode & 0x20 ||
+ (sd->sc_data[SC_TRICKDEAD].timer == -1 &&
+ ((!pc_ishiding (sd) && !sd->state.gangsterparadise)
+ || race == 4 || race == 6)))
+ { // 妨害がないか判定
+
+ md->target_id = sd->bl.id;
+ md->state.targettype = ATTACKABLE;
+ md->min_chase =
+ 5 + distance (md->bl.x, md->bl.y, sd->bl.x, sd->bl.y);
+ md->state.master_check = 1;
+ }
+ }
+ }
+
+ // There is the master, the master locks a target and he does not lock.
+/* if( (md->target_id>0 && mmd->state.targettype == ATTACKABLE) && (!mmd->target_id || mmd->state.targettype == NONE_ATTACKABLE) ){
+ struct map_session_data *sd=map_id2sd(md->target_id);
+ if(sd!=NULL && !pc_isdead(sd) && sd->invincible_timer == -1 && !pc_isinvisible(sd)){
+
+ race=mob_db[mmd->mob_class].race;
+ if(mode&0x20 ||
+ (sd->sc_data[SC_TRICKDEAD].timer == -1 &&
+ (!(sd->status.option&0x06) || race==4 || race==6)
+ ) ){ // It judges whether there is any disturbance.
+
+ mmd->target_id=sd->bl.id;
+ mmd->state.targettype = ATTACKABLE;
+ mmd->min_chase=5+distance(mmd->bl.x,mmd->bl.y,sd->bl.x,sd->bl.y);
+ }
+ }
+ }*/
+
+ return 0;
+}
+
+/*==========================================
+ * A lock of target is stopped and mob moves to a standby state.
+ *------------------------------------------
+ */
+static int mob_unlocktarget (struct mob_data *md, int tick)
+{
+ nullpo_retr (0, md);
+
+ md->target_id = 0;
+ md->state.targettype = NONE_ATTACKABLE;
+ md->state.skillstate = MSS_IDLE;
+ md->next_walktime = tick + MPRAND (3000, 3000);
+ return 0;
+}
+
+/*==========================================
+ * Random walk
+ *------------------------------------------
+ */
+static int mob_randomwalk (struct mob_data *md, int tick)
+{
+ const int retrycount = 20;
+ int speed;
+
+ nullpo_retr (0, md);
+
+ speed = battle_get_speed (&md->bl);
+ if (DIFF_TICK (md->next_walktime, tick) < 0)
+ {
+ int i, x, y, c, d = 12 - md->move_fail_count;
+ if (d < 5)
+ d = 5;
+ for (i = 0; i < retrycount; i++)
+ { // Search of a movable place
+ int r = mt_random ();
+ x = md->bl.x + r % (d * 2 + 1) - d;
+ y = md->bl.y + r / (d * 2 + 1) % (d * 2 + 1) - d;
+ if ((c = map_getcell (md->bl.m, x, y)) != 1 && c != 5
+ && mob_walktoxy (md, x, y, 1) == 0)
+ {
+ md->move_fail_count = 0;
+ break;
+ }
+ if (i + 1 >= retrycount)
+ {
+ md->move_fail_count++;
+ if (md->move_fail_count > 1000)
+ {
+ if (battle_config.error_log == 1)
+ printf
+ ("MOB cant move. random spawn %d, mob_class = %d\n",
+ md->bl.id, md->mob_class);
+ md->move_fail_count = 0;
+ mob_spawn (md->bl.id);
+ }
+ }
+ }
+ for (i = c = 0; i < md->walkpath.path_len; i++)
+ { // The next walk start time is calculated.
+ if (md->walkpath.path[i] & 1)
+ c += speed * 14 / 10;
+ else
+ c += speed;
+ }
+ md->next_walktime = tick + MPRAND (3000, 3000) + c;
+ md->state.skillstate = MSS_WALK;
+ return 1;
+ }
+ return 0;
+}
+
+/*==========================================
+ * AI of MOB whose is near a Player
+ *------------------------------------------
+ */
+static int mob_ai_sub_hard (struct block_list *bl, va_list ap)
+{
+ struct mob_data *md, *tmd = NULL;
+ struct map_session_data *tsd = NULL;
+ struct block_list *tbl = NULL;
+ struct flooritem_data *fitem;
+ unsigned int tick;
+ int i, dx, dy, ret, dist;
+ int attack_type = 0;
+ int mode, race;
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+ nullpo_retr (0, md = (struct mob_data *) bl);
+
+ tick = va_arg (ap, unsigned int);
+
+ if (DIFF_TICK (tick, md->last_thinktime) < MIN_MOBTHINKTIME)
+ return 0;
+ md->last_thinktime = tick;
+
+ if (md->skilltimer != -1 || md->bl.prev == NULL)
+ { // Under a skill aria and death
+ if (DIFF_TICK (tick, md->next_walktime) > MIN_MOBTHINKTIME)
+ md->next_walktime = tick;
+ return 0;
+ }
+
+ if (!md->mode)
+ mode = mob_db[md->mob_class].mode;
+ else
+ mode = md->mode;
+
+ race = mob_db[md->mob_class].race;
+
+ // Abnormalities
+ if ((md->opt1 > 0 && md->opt1 != 6) || md->state.state == MS_DELAY
+ || md->sc_data[SC_BLADESTOP].timer != -1)
+ return 0;
+
+ if (!(mode & 0x80) && md->target_id > 0)
+ md->target_id = 0;
+
+ if (md->attacked_id > 0 && mode & 0x08)
+ { // Link monster
+ struct map_session_data *asd = map_id2sd (md->attacked_id);
+ if (asd)
+ {
+ if (asd->invincible_timer == -1 && !pc_isinvisible (asd))
+ {
+ map_foreachinarea (mob_ai_sub_hard_linksearch, md->bl.m,
+ md->bl.x - 13, md->bl.y - 13,
+ md->bl.x + 13, md->bl.y + 13,
+ BL_MOB, md, &asd->bl);
+ }
+ }
+ }
+
+ // It checks to see it was attacked first (if active, it is target change at 25% of probability).
+ if (mode > 0 && md->attacked_id > 0
+ && (!md->target_id || md->state.targettype == NONE_ATTACKABLE
+ || (mode & 0x04 && MRAND (100) < 25)))
+ {
+ struct block_list *abl = map_id2bl (md->attacked_id);
+ struct map_session_data *asd = NULL;
+ if (abl)
+ {
+ if (abl->type == BL_PC)
+ asd = (struct map_session_data *) abl;
+ if (asd == NULL || md->bl.m != abl->m || abl->prev == NULL
+ || asd->invincible_timer != -1 || pc_isinvisible (asd)
+ || (dist =
+ distance (md->bl.x, md->bl.y, abl->x, abl->y)) >= 32
+ || battle_check_target (bl, abl, BCT_ENEMY) == 0)
+ md->attacked_id = 0;
+ else
+ {
+ md->target_id = md->attacked_id; // set target
+ md->state.targettype = ATTACKABLE;
+ attack_type = 1;
+ md->attacked_id = 0;
+ md->min_chase = dist + 13;
+ if (md->min_chase > 26)
+ md->min_chase = 26;
+ }
+ }
+ }
+
+ md->state.master_check = 0;
+ // Processing of slave monster
+ if (md->master_id > 0 && md->state.special_mob_ai == 0)
+ mob_ai_sub_hard_slavemob (md, tick);
+
+ // アクティヴモンスターの策敵 (?? of a bitter taste TIVU monster)
+ if ((!md->target_id || md->state.targettype == NONE_ATTACKABLE)
+ && mode & 0x04 && !md->state.master_check
+ && battle_config.monster_active_enable == 1)
+ {
+ i = 0;
+ if (md->state.special_mob_ai)
+ {
+ map_foreachinarea (mob_ai_sub_hard_activesearch, md->bl.m,
+ md->bl.x - AREA_SIZE * 2,
+ md->bl.y - AREA_SIZE * 2,
+ md->bl.x + AREA_SIZE * 2,
+ md->bl.y + AREA_SIZE * 2, 0, md, &i);
+ }
+ else
+ {
+ map_foreachinarea (mob_ai_sub_hard_activesearch, md->bl.m,
+ md->bl.x - AREA_SIZE * 2,
+ md->bl.y - AREA_SIZE * 2,
+ md->bl.x + AREA_SIZE * 2,
+ md->bl.y + AREA_SIZE * 2, BL_PC, md, &i);
+ }
+ }
+
+ // The item search of a route monster
+ if (!md->target_id && mode & 0x02 && !md->state.master_check)
+ {
+ i = 0;
+ map_foreachinarea (mob_ai_sub_hard_lootsearch, md->bl.m,
+ md->bl.x - AREA_SIZE * 2, md->bl.y - AREA_SIZE * 2,
+ md->bl.x + AREA_SIZE * 2, md->bl.y + AREA_SIZE * 2,
+ BL_ITEM, md, &i);
+ }
+
+ // It will attack, if the candidate for an attack is.
+ if (md->target_id > 0)
+ {
+ if ((tbl = map_id2bl (md->target_id)))
+ {
+ if (tbl->type == BL_PC)
+ tsd = (struct map_session_data *) tbl;
+ else if (tbl->type == BL_MOB)
+ tmd = (struct mob_data *) tbl;
+ if (tsd || tmd)
+ {
+ if (tbl->m != md->bl.m || tbl->prev == NULL
+ || (dist =
+ distance (md->bl.x, md->bl.y, tbl->x,
+ tbl->y)) >= md->min_chase)
+ mob_unlocktarget (md, tick); // 別マップか、視界外
+ else if (tsd && !(mode & 0x20)
+ && (tsd->sc_data[SC_TRICKDEAD].timer != -1
+ ||
+ ((pc_ishiding (tsd)
+ || tsd->state.gangsterparadise) && race != 4
+ && race != 6)))
+ mob_unlocktarget (md, tick); // スキルなどによる策敵妨害
+ else if (!battle_check_range
+ (&md->bl, tbl, mob_db[md->mob_class].range))
+ {
+ // 攻撃範囲外なので移動
+ if (!(mode & 1))
+ { // 移動しないモード
+ mob_unlocktarget (md, tick);
+ return 0;
+ }
+ if (!mob_can_move (md)) // 動けない状態にある
+ return 0;
+ md->state.skillstate = MSS_CHASE; // 突撃時スキル
+ mobskill_use (md, tick, -1);
+// if(md->timer != -1 && (DIFF_TICK(md->next_walktime,tick)<0 || distance(md->to_x,md->to_y,tsd->bl.x,tsd->bl.y)<2) )
+ if (md->timer != -1 && md->state.state != MS_ATTACK
+ && (DIFF_TICK (md->next_walktime, tick) < 0
+ || distance (md->to_x, md->to_y, tbl->x,
+ tbl->y) < 2))
+ return 0; // 既に移動中
+ if (!mob_can_reach
+ (md, tbl, (md->min_chase > 13) ? md->min_chase : 13))
+ mob_unlocktarget (md, tick); // 移動できないのでタゲ解除(IWとか?)
+ else
+ {
+ // 追跡
+ md->next_walktime = tick + 500;
+ i = 0;
+ do
+ {
+ if (i == 0)
+ { // 最初はAEGISと同じ方法で検索
+ dx = tbl->x - md->bl.x;
+ dy = tbl->y - md->bl.y;
+ if (dx < 0)
+ dx++;
+ else if (dx > 0)
+ dx--;
+ if (dy < 0)
+ dy++;
+ else if (dy > 0)
+ dy--;
+ }
+ else
+ { // だめならAthena式(ランダム)
+ dx = tbl->x - md->bl.x + MRAND (3) - 1;
+ dy = tbl->y - md->bl.y + MRAND (3) - 1;
+ }
+ /* if(path_search(&md->walkpath,md->bl.m,md->bl.x,md->bl.y,md->bl.x+dx,md->bl.y+dy,0)){
+ * dx=tsd->bl.x - md->bl.x;
+ * dy=tsd->bl.y - md->bl.y;
+ * if(dx<0) dx--;
+ * else if(dx>0) dx++;
+ * if(dy<0) dy--;
+ * else if(dy>0) dy++;
+ * } */
+ ret =
+ mob_walktoxy (md, md->bl.x + dx,
+ md->bl.y + dy, 0);
+ i++;
+ }
+ while (ret && i < 5);
+
+ if (ret)
+ { // 移動不可能な所からの攻撃なら2歩下る
+ if (dx < 0)
+ dx = 2;
+ else if (dx > 0)
+ dx = -2;
+ if (dy < 0)
+ dy = 2;
+ else if (dy > 0)
+ dy = -2;
+ mob_walktoxy (md, md->bl.x + dx, md->bl.y + dy,
+ 0);
+ }
+ }
+ }
+ else
+ { // 攻撃射程範囲内
+ md->state.skillstate = MSS_ATTACK;
+ if (md->state.state == MS_WALK)
+ mob_stop_walking (md, 1); // 歩行中なら停止
+ if (md->state.state == MS_ATTACK)
+ return 0; // 既に攻撃中
+ mob_changestate (md, MS_ATTACK, attack_type);
+
+/* if(mode&0x08){ // リンクモンスター
+ map_foreachinarea(mob_ai_sub_hard_linksearch,md->bl.m,
+ md->bl.x-13,md->bl.y-13,
+ md->bl.x+13,md->bl.y+13,
+ BL_MOB,md,&tsd->bl);
+ }*/
+ }
+ return 0;
+ }
+ else
+ { // ルートモンスター処理
+ if (tbl == NULL || tbl->type != BL_ITEM || tbl->m != md->bl.m
+ || (dist =
+ distance (md->bl.x, md->bl.y, tbl->x,
+ tbl->y)) >= md->min_chase || !md->lootitem)
+ {
+ // 遠すぎるかアイテムがなくなった
+ mob_unlocktarget (md, tick);
+ if (md->state.state == MS_WALK)
+ mob_stop_walking (md, 1); // 歩行中なら停止
+ }
+ else if (dist)
+ {
+ if (!(mode & 1))
+ { // 移動しないモード
+ mob_unlocktarget (md, tick);
+ return 0;
+ }
+ if (!mob_can_move (md)) // 動けない状態にある
+ return 0;
+ md->state.skillstate = MSS_LOOT; // ルート時スキル使用
+ mobskill_use (md, tick, -1);
+// if(md->timer != -1 && (DIFF_TICK(md->next_walktime,tick)<0 || distance(md->to_x,md->to_y,tbl->x,tbl->y)<2) )
+ if (md->timer != -1 && md->state.state != MS_ATTACK
+ && (DIFF_TICK (md->next_walktime, tick) < 0
+ || distance (md->to_x, md->to_y, tbl->x,
+ tbl->y) <= 0))
+ return 0; // 既に移動中
+ md->next_walktime = tick + 500;
+ dx = tbl->x - md->bl.x;
+ dy = tbl->y - md->bl.y;
+/* if(path_search(&md->walkpath,md->bl.m,md->bl.x,md->bl.y,md->bl.x+dx,md->bl.y+dy,0)){
+ dx=tbl->x - md->bl.x;
+ dy=tbl->y - md->bl.y;
+ }*/
+ ret = mob_walktoxy (md, md->bl.x + dx, md->bl.y + dy, 0);
+ if (ret)
+ mob_unlocktarget (md, tick); // 移動できないのでタゲ解除(IWとか?)
+ }
+ else
+ { // アイテムまでたどり着いた
+ if (md->state.state == MS_ATTACK)
+ return 0; // 攻撃中
+ if (md->state.state == MS_WALK)
+ mob_stop_walking (md, 1); // 歩行中なら停止
+ fitem = (struct flooritem_data *) tbl;
+ if (md->lootitem_count < LOOTITEM_SIZE)
+ memcpy (&md->lootitem[md->lootitem_count++],
+ &fitem->item_data, sizeof (md->lootitem[0]));
+ else if (battle_config.monster_loot_type == 1
+ && md->lootitem_count >= LOOTITEM_SIZE)
+ {
+ mob_unlocktarget (md, tick);
+ return 0;
+ }
+ else
+ {
+ for (i = 0; i < LOOTITEM_SIZE - 1; i++)
+ memcpy (&md->lootitem[i], &md->lootitem[i + 1],
+ sizeof (md->lootitem[0]));
+ memcpy (&md->lootitem[LOOTITEM_SIZE - 1],
+ &fitem->item_data, sizeof (md->lootitem[0]));
+ }
+ map_clearflooritem (tbl->id);
+ mob_unlocktarget (md, tick);
+ }
+ return 0;
+ }
+ }
+ else
+ {
+ mob_unlocktarget (md, tick);
+ if (md->state.state == MS_WALK)
+ mob_stop_walking (md, 4); // 歩行中なら停止
+ return 0;
+ }
+ }
+
+ // It is skill use at the time of /standby at the time of a walk.
+ if (mobskill_use (md, tick, -1))
+ return 0;
+
+ // 歩行処理
+ if (mode & 1 && mob_can_move (md) && // 移動可能MOB&動ける状態にある
+ (md->master_id == 0 || md->state.special_mob_ai
+ || md->master_dist > 10))
+ { //取り巻きMOBじゃない
+
+ if (DIFF_TICK (md->next_walktime, tick) > +7000 &&
+ (md->walkpath.path_len == 0
+ || md->walkpath.path_pos >= md->walkpath.path_len))
+ {
+ md->next_walktime = tick + 3000 * MRAND (2000);
+ }
+
+ // Random movement
+ if (mob_randomwalk (md, tick))
+ return 0;
+ }
+
+ // Since he has finished walking, it stands by.
+ if (md->walkpath.path_len == 0
+ || md->walkpath.path_pos >= md->walkpath.path_len)
+ md->state.skillstate = MSS_IDLE;
+ 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;
+ nullpo_retr (0, sd);
+ nullpo_retr (0, ap);
+
+ tick = va_arg (ap, unsigned int);
+ map_foreachinarea (mob_ai_sub_hard, sd->bl.m,
+ sd->bl.x - AREA_SIZE * 2, sd->bl.y - AREA_SIZE * 2,
+ sd->bl.x + AREA_SIZE * 2, sd->bl.y + AREA_SIZE * 2,
+ BL_MOB, tick);
+
+ return 0;
+}
+
+/*==========================================
+ * Serious processing for mob in PC field of view (interval timer function)
+ *------------------------------------------
+ */
+static void mob_ai_hard (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
+{
+ clif_foreachclient (mob_ai_sub_foreachclient, tick);
+}
+
+/*==========================================
+ * Negligent mode MOB AI (PC is not in near)
+ *------------------------------------------
+ */
+static void mob_ai_sub_lazy (db_key_t key, db_val_t data, va_list app)
+{
+ struct mob_data *md = (struct mob_data *)data;
+ unsigned int tick;
+ va_list ap;
+
+ nullpo_retv (md);
+ nullpo_retv (app);
+ nullpo_retv (ap = va_arg (app, va_list));
+
+ if (md == NULL)
+ return;
+
+ if (!md->bl.type || md->bl.type != BL_MOB)
+ return;
+
+ tick = va_arg (ap, unsigned int);
+
+ if (DIFF_TICK (tick, md->last_thinktime) < MIN_MOBTHINKTIME * 10)
+ return;
+ md->last_thinktime = tick;
+
+ if (md->bl.prev == NULL || md->skilltimer != -1)
+ {
+ if (DIFF_TICK (tick, md->next_walktime) > MIN_MOBTHINKTIME * 10)
+ md->next_walktime = tick;
+ return;
+ }
+
+ if (DIFF_TICK (md->next_walktime, tick) < 0 &&
+ (mob_db[md->mob_class].mode & 1) && mob_can_move (md))
+ {
+
+ if (map[md->bl.m].users > 0)
+ {
+ // Since PC is in the same map, somewhat better negligent processing is carried out.
+
+ // It sometimes moves.
+ if (MRAND (1000) < MOB_LAZYMOVEPERC)
+ mob_randomwalk (md, tick);
+
+ // MOB which is not not the summons MOB but BOSS, either sometimes reboils.
+ else if (MRAND (1000) < MOB_LAZYWARPPERC && md->x0 <= 0
+ && md->master_id != 0 && mob_db[md->mob_class].mexp <= 0
+ && !(mob_db[md->mob_class].mode & 0x20))
+ mob_spawn (md->bl.id);
+
+ }
+ else
+ {
+ // Since PC is not even in the same map, suitable processing is carried out even if it takes.
+
+ // MOB which is not BOSS which is not Summons MOB, either -- a case -- sometimes -- leaping
+ if (MRAND (1000) < MOB_LAZYWARPPERC && md->x0 <= 0
+ && md->master_id != 0 && mob_db[md->mob_class].mexp <= 0
+ && !(mob_db[md->mob_class].mode & 0x20))
+ mob_warp (md, -1, -1, -1, -1);
+ }
+
+ md->next_walktime = tick + MPRAND (5000, 10000);
+ }
+}
+
+/*==========================================
+ * Negligent processing for mob outside PC field of view (interval timer function)
+ *------------------------------------------
+ */
+static void mob_ai_lazy (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
+{
+ map_foreachiddb (mob_ai_sub_lazy, tick);
+}
+
+/*==========================================
+ * The structure object for item drop with delay
+ * Since it is only two being able to pass [ int ] a timer function
+ * Data is put in and passed to this structure object.
+ *------------------------------------------
+ */
+struct delay_item_drop
+{
+ int m, x, y;
+ int nameid, amount;
+ struct map_session_data *first_sd, *second_sd, *third_sd;
+};
+
+struct delay_item_drop2
+{
+ int m, x, y;
+ struct item item_data;
+ struct map_session_data *first_sd, *second_sd, *third_sd;
+};
+
+/*==========================================
+ * item drop with delay (timer function)
+ *------------------------------------------
+ */
+static void mob_delay_item_drop (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
+{
+ struct delay_item_drop *ditem;
+ struct item temp_item;
+ int flag;
+
+ nullpo_retv (ditem = (struct delay_item_drop *) id);
+
+ memset (&temp_item, 0, sizeof (temp_item));
+ temp_item.nameid = ditem->nameid;
+ temp_item.amount = ditem->amount;
+ temp_item.identify = !itemdb_isequip3 (temp_item.nameid);
+
+ if (battle_config.item_auto_get == 1)
+ {
+ if (ditem->first_sd
+ && (flag =
+ pc_additem (ditem->first_sd, &temp_item, ditem->amount)))
+ {
+ clif_additem (ditem->first_sd, 0, 0, flag);
+ map_addflooritem (&temp_item, 1, ditem->m, ditem->x, ditem->y,
+ ditem->first_sd, ditem->second_sd,
+ ditem->third_sd, 0);
+ }
+ free (ditem);
+ return;
+ }
+
+ map_addflooritem (&temp_item, 1, ditem->m, ditem->x, ditem->y,
+ ditem->first_sd, ditem->second_sd, ditem->third_sd, 0);
+
+ free (ditem);
+}
+
+/*==========================================
+ * item drop (timer function)-lootitem with delay
+ *------------------------------------------
+ */
+static void mob_delay_item_drop2 (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
+{
+ struct delay_item_drop2 *ditem;
+ int flag;
+
+ nullpo_retv (ditem = (struct delay_item_drop2 *) id);
+
+ if (battle_config.item_auto_get == 1)
+ {
+ if (ditem->first_sd
+ && (flag =
+ pc_additem (ditem->first_sd, &ditem->item_data,
+ ditem->item_data.amount)))
+ {
+ clif_additem (ditem->first_sd, 0, 0, flag);
+ map_addflooritem (&ditem->item_data, ditem->item_data.amount,
+ ditem->m, ditem->x, ditem->y, ditem->first_sd,
+ ditem->second_sd, ditem->third_sd, 0);
+ }
+ free (ditem);
+ return;
+ }
+
+ map_addflooritem (&ditem->item_data, ditem->item_data.amount, ditem->m,
+ ditem->x, ditem->y, ditem->first_sd, ditem->second_sd,
+ ditem->third_sd, 0);
+
+ free (ditem);
+}
+
+/*==========================================
+ * mob data is erased.
+ *------------------------------------------
+ */
+int mob_delete (struct mob_data *md)
+{
+ nullpo_retr (1, md);
+
+ if (md->bl.prev == NULL)
+ return 1;
+ mob_changestate (md, MS_DEAD, 0);
+ clif_clearchar_area (&md->bl, 1);
+ map_delblock (&md->bl);
+ if (mob_get_viewclass (md->mob_class) <= 1000)
+ clif_clearchar_delay (gettick () + 3000, &md->bl, 0);
+ mob_deleteslave (md);
+ mob_setdelayspawn (md->bl.id);
+ return 0;
+}
+
+int mob_catch_delete (struct mob_data *md, int type)
+{
+ nullpo_retr (1, md);
+
+ if (md->bl.prev == NULL)
+ return 1;
+ mob_changestate (md, MS_DEAD, 0);
+ clif_clearchar_area (&md->bl, type);
+ map_delblock (&md->bl);
+ mob_setdelayspawn (md->bl.id);
+ return 0;
+}
+
+void mob_timer_delete (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
+{
+ struct block_list *bl = map_id2bl (id);
+ struct mob_data *md;
+
+ nullpo_retv (bl);
+
+ md = (struct mob_data *) bl;
+ mob_catch_delete (md, 3);
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int mob_deleteslave_sub (struct block_list *bl, va_list ap)
+{
+ struct mob_data *md;
+ int id;
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+ nullpo_retr (0, md = (struct mob_data *) bl);
+
+ id = va_arg (ap, int);
+ if (md->master_id > 0 && md->master_id == id)
+ mob_damage (NULL, md, md->hp, 1);
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int mob_deleteslave (struct mob_data *md)
+{
+ nullpo_retr (0, md);
+
+ map_foreachinarea (mob_deleteslave_sub, md->bl.m,
+ 0, 0, map[md->bl.m].xs, map[md->bl.m].ys,
+ BL_MOB, md->bl.id);
+ return 0;
+}
+
+#define DAMAGE_BONUS_COUNT 6 // max. number of players to account for
+const static double damage_bonus_factor[DAMAGE_BONUS_COUNT + 1] = {
+ 1.0, 1.0, 2.0, 2.5, 2.75, 2.9, 3.0
+};
+
+/*==========================================
+ * It is the damage of sd to damage to md.
+ *------------------------------------------
+ */
+int mob_damage (struct block_list *src, struct mob_data *md, int damage,
+ int type)
+{
+ int i, count, minpos, mindmg;
+ struct map_session_data *sd = NULL, *tmpsd[DAMAGELOG_SIZE];
+ struct
+ {
+ struct party *p;
+ int id, base_exp, job_exp;
+ } pt[DAMAGELOG_SIZE];
+ int pnum = 0;
+ int mvp_damage, max_hp;
+ unsigned int tick = gettick ();
+ struct map_session_data *mvp_sd = NULL, *second_sd = NULL, *third_sd =
+ NULL;
+ double dmg_rate, tdmg, temp;
+ struct item item;
+ int ret;
+ int drop_rate;
+ int skill, sp;
+
+ nullpo_retr (0, md); //srcはNULLで呼ばれる場合もあるので、他でチェック
+
+ if (src && src->id == md->master_id
+ && md->mode & MOB_MODE_TURNS_AGAINST_BAD_MASTER)
+ {
+ /* If the master hits a monster, have the monster turn against him */
+ md->master_id = 0;
+ md->mode = 0x85; /* Regular war mode */
+ md->target_id = src->id;
+ md->attacked_id = src->id;
+ }
+
+ max_hp = battle_get_max_hp (&md->bl);
+
+ if (src && src->type == BL_PC)
+ {
+ sd = (struct map_session_data *) src;
+ mvp_sd = sd;
+ }
+
+// if(battle_config.battle_log)
+// printf("mob_damage %d %d %d\n",md->hp,max_hp,damage);
+ if (md->bl.prev == NULL)
+ {
+ if (battle_config.error_log == 1)
+ printf ("mob_damage : BlockError!!\n");
+ return 0;
+ }
+
+ if (md->state.state == MS_DEAD || md->hp <= 0)
+ {
+ if (md->bl.prev != NULL)
+ {
+ mob_changestate (md, MS_DEAD, 0);
+ mobskill_use (md, tick, -1); // It is skill at the time of death.
+ clif_clearchar_area (&md->bl, 1);
+ map_delblock (&md->bl);
+ mob_setdelayspawn (md->bl.id);
+ }
+ return 0;
+ }
+
+ if (md->sc_data[SC_ENDURE].timer == -1)
+ mob_stop_walking (md, 3);
+ if (damage > max_hp >> 2)
+ skill_stop_dancing (&md->bl, 0);
+
+ if (md->hp > max_hp)
+ md->hp = max_hp;
+
+ // The amount of overkill rounds to hp.
+ if (damage > md->hp)
+ damage = md->hp;
+
+ if (!(type & 2))
+ {
+ if (sd != NULL)
+ {
+ for (i = 0, minpos = 0, mindmg = 0x7fffffff; i < DAMAGELOG_SIZE;
+ i++)
+ {
+ if (md->dmglog[i].id == sd->bl.id)
+ break;
+ if (md->dmglog[i].id == 0)
+ {
+ minpos = i;
+ mindmg = 0;
+ }
+ else if (md->dmglog[i].dmg < mindmg)
+ {
+ minpos = i;
+ mindmg = md->dmglog[i].dmg;
+ }
+ }
+ if (i < DAMAGELOG_SIZE)
+ md->dmglog[i].dmg += damage;
+ else
+ {
+ md->dmglog[minpos].id = sd->bl.id;
+ md->dmglog[minpos].dmg = damage;
+ }
+
+ if (md->attacked_id <= 0 && md->state.special_mob_ai == 0)
+ md->attacked_id = sd->bl.id;
+ }
+ if (src && src->type == BL_MOB
+ && ((struct mob_data *) src)->state.special_mob_ai)
+ {
+ struct mob_data *md2 = (struct mob_data *) src;
+ struct block_list *master_bl = map_id2bl (md2->master_id);
+ if (master_bl && master_bl->type == BL_PC)
+ {
+ MAP_LOG_PC (((struct map_session_data *) master_bl),
+ "MOB-TO-MOB-DMG FROM MOB%d %d TO MOB%d %d FOR %d",
+ md2->bl.id, md2->mob_class, md->bl.id, md->mob_class,
+ damage);
+ }
+
+ nullpo_retr (0, md2);
+ for (i = 0, minpos = 0, mindmg = 0x7fffffff; i < DAMAGELOG_SIZE;
+ i++)
+ {
+ if (md->dmglog[i].id == md2->master_id)
+ break;
+ if (md->dmglog[i].id == 0)
+ {
+ minpos = i;
+ mindmg = 0;
+ }
+ else if (md->dmglog[i].dmg < mindmg)
+ {
+ minpos = i;
+ mindmg = md->dmglog[i].dmg;
+ }
+ }
+ if (i < DAMAGELOG_SIZE)
+ md->dmglog[i].dmg += damage;
+ else
+ {
+ md->dmglog[minpos].id = md2->master_id;
+ md->dmglog[minpos].dmg = damage;
+
+ if (md->attacked_id <= 0 && md->state.special_mob_ai == 0)
+ md->attacked_id = md2->master_id;
+ }
+ }
+
+ }
+
+ md->hp -= damage;
+
+ if (md->mob_class >= 1285 && md->mob_class <= 1287)
+ { // guardian hp update [Valaris]
+ struct guild_castle *gc = guild_mapname2gc (map[md->bl.m].name);
+ if (gc)
+ {
+
+ if (md->bl.id == gc->GID0)
+ {
+ gc->Ghp0 = md->hp;
+ if (gc->Ghp0 <= 0)
+ {
+ guild_castledatasave (gc->castle_id, 10, 0);
+ guild_castledatasave (gc->castle_id, 18, 0);
+ }
+ }
+ if (md->bl.id == gc->GID1)
+ {
+ gc->Ghp1 = md->hp;
+ if (gc->Ghp1 <= 0)
+ {
+ guild_castledatasave (gc->castle_id, 11, 0);
+ guild_castledatasave (gc->castle_id, 19, 0);
+ }
+ }
+ if (md->bl.id == gc->GID2)
+ {
+ gc->Ghp2 = md->hp;
+ if (gc->Ghp2 <= 0)
+ {
+ guild_castledatasave (gc->castle_id, 12, 0);
+ guild_castledatasave (gc->castle_id, 20, 0);
+ }
+ }
+ if (md->bl.id == gc->GID3)
+ {
+ gc->Ghp3 = md->hp;
+ if (gc->Ghp3 <= 0)
+ {
+ guild_castledatasave (gc->castle_id, 13, 0);
+ guild_castledatasave (gc->castle_id, 21, 0);
+ }
+ }
+ if (md->bl.id == gc->GID4)
+ {
+ gc->Ghp4 = md->hp;
+ if (gc->Ghp4 <= 0)
+ {
+ guild_castledatasave (gc->castle_id, 14, 0);
+ guild_castledatasave (gc->castle_id, 22, 0);
+ }
+ }
+ if (md->bl.id == gc->GID5)
+ {
+ gc->Ghp5 = md->hp;
+ if (gc->Ghp5 <= 0)
+ {
+ guild_castledatasave (gc->castle_id, 15, 0);
+ guild_castledatasave (gc->castle_id, 23, 0);
+ }
+ }
+ if (md->bl.id == gc->GID6)
+ {
+ gc->Ghp6 = md->hp;
+ if (gc->Ghp6 <= 0)
+ {
+ guild_castledatasave (gc->castle_id, 16, 0);
+ guild_castledatasave (gc->castle_id, 24, 0);
+ }
+ }
+ if (md->bl.id == gc->GID7)
+ {
+ gc->Ghp7 = md->hp;
+ if (gc->Ghp7 <= 0)
+ {
+ guild_castledatasave (gc->castle_id, 17, 0);
+ guild_castledatasave (gc->castle_id, 25, 0);
+
+ }
+ }
+ }
+ } // end addition [Valaris]
+
+ if (md->option & 2)
+ skill_status_change_end (&md->bl, SC_HIDING, -1);
+ if (md->option & 4)
+ skill_status_change_end (&md->bl, SC_CLOAKING, -1);
+
+ if (md->state.special_mob_ai == 2)
+ { //スフィアーマイン
+ int skillidx = 0;
+
+ if ((skillidx =
+ mob_skillid2skillidx (md->mob_class, NPC_SELFDESTRUCTION2)) >= 0)
+ {
+ md->mode |= 0x1;
+ md->next_walktime = tick;
+ mobskill_use_id (md, &md->bl, skillidx); //自爆詠唱開始
+ md->state.special_mob_ai++;
+ }
+ }
+
+ if (md->hp > 0)
+ {
+ return 0;
+ }
+
+ MAP_LOG ("MOB%d DEAD", md->bl.id);
+
+ // ----- ここから死亡処理 -----
+
+ map_freeblock_lock ();
+ mob_changestate (md, MS_DEAD, 0);
+ mobskill_use (md, tick, -1); // 死亡時スキル
+
+ memset (tmpsd, 0, sizeof (tmpsd));
+ memset (pt, 0, sizeof (pt));
+
+ max_hp = battle_get_max_hp (&md->bl);
+
+ if (src && src->type == BL_MOB)
+ mob_unlocktarget ((struct mob_data *) src, tick);
+
+ /* ソウルドレイン */
+ if (sd && (skill = pc_checkskill (sd, HW_SOULDRAIN)) > 0)
+ {
+ clif_skill_nodamage (src, &md->bl, HW_SOULDRAIN, skill, 1);
+ sp = (battle_get_lv (&md->bl)) * (65 + 15 * skill) / 100;
+ if (sd->status.sp + sp > sd->status.max_sp)
+ sp = sd->status.max_sp - sd->status.sp;
+ sd->status.sp += sp;
+ clif_heal (sd->fd, SP_SP, sp);
+ }
+
+ // map外に消えた人は計算から除くので
+ // overkill分は無いけどsumはmax_hpとは違う
+
+ tdmg = 0;
+ for (i = 0, count = 0, mvp_damage = 0; i < DAMAGELOG_SIZE; i++)
+ {
+ if (md->dmglog[i].id == 0)
+ continue;
+ tmpsd[i] = map_id2sd (md->dmglog[i].id);
+ if (tmpsd[i] == NULL)
+ continue;
+ count++;
+ if (tmpsd[i]->bl.m != md->bl.m || pc_isdead (tmpsd[i]))
+ continue;
+
+ tdmg += (double) md->dmglog[i].dmg;
+ if (mvp_damage < md->dmglog[i].dmg)
+ {
+ third_sd = second_sd;
+ second_sd = mvp_sd;
+ mvp_sd = tmpsd[i];
+ mvp_damage = md->dmglog[i].dmg;
+ }
+ }
+
+ // [MouseJstr]
+ if ((map[md->bl.m].flag.pvp == 0) || (battle_config.pvp_exp == 1))
+ {
+
+ if ((double) max_hp < tdmg)
+ dmg_rate = ((double) max_hp) / tdmg;
+ else
+ dmg_rate = 1;
+
+ // 経験値の分配
+ for (i = 0; i < DAMAGELOG_SIZE; i++)
+ {
+
+ int pid, base_exp, job_exp, flag = 1;
+ double per;
+ struct party *p;
+ if (tmpsd[i] == NULL || tmpsd[i]->bl.m != md->bl.m)
+ continue;
+/* jAthena's exp formula
+ per = ((double)md->dmglog[i].dmg)*(9.+(double)((count > 6)? 6:count))/10./((double)max_hp) * dmg_rate;
+ temp = ((double)mob_db[md->mob_class].base_exp * (double)battle_config.base_exp_rate / 100. * per);
+ base_exp = (temp > 2147483647.)? 0x7fffffff:(int)temp;
+ if(mob_db[md->mob_class].base_exp > 0 && base_exp < 1) base_exp = 1;
+ if(base_exp < 0) base_exp = 0;
+ temp = ((double)mob_db[md->mob_class].job_exp * (double)battle_config.job_exp_rate / 100. * per);
+ job_exp = (temp > 2147483647.)? 0x7fffffff:(int)temp;
+ if(mob_db[md->mob_class].job_exp > 0 && job_exp < 1) job_exp = 1;
+ if(job_exp < 0) job_exp = 0;
+*/
+//eAthena's exp formula rather than jAthena's
+// per=(double)md->dmglog[i].dmg*256*(9+(double)((count > 6)? 6:count))/10/(double)max_hp;
+ // [Fate] The above is the old formula. We do a more involved computation below.
+ per = (double) md->dmglog[i].dmg * 256 / (double) max_hp; // 256 = 100% of the score
+ per *= damage_bonus_factor[count > DAMAGE_BONUS_COUNT ? DAMAGE_BONUS_COUNT : count]; // Bonus for party attack
+ if (per > 512)
+ per = 512; // [Fate] Retained from before. The maximum a single individual can get is double the original value.
+ if (per < 1)
+ per = 1;
+
+ base_exp =
+ ((mob_db[md->mob_class].base_exp *
+ md->stats[MOB_XP_BONUS]) >> MOB_XP_BONUS_SHIFT) * per / 256;
+ if (base_exp < 1)
+ base_exp = 1;
+ if (sd && md && battle_config.pk_mode == 1
+ && (mob_db[md->mob_class].lv - sd->status.base_level >= 20))
+ {
+ base_exp *= 1.15; // pk_mode additional exp if monster >20 levels [Valaris]
+ }
+ if (md->state.special_mob_ai >= 1
+ && battle_config.alchemist_summon_reward != 1)
+ base_exp = 0; // Added [Valaris]
+ job_exp = mob_db[md->mob_class].job_exp * per / 256;
+ if (job_exp < 1)
+ job_exp = 1;
+ if (sd && md && battle_config.pk_mode == 1
+ && (mob_db[md->mob_class].lv - sd->status.base_level >= 20))
+ {
+ job_exp *= 1.15; // pk_mode additional exp if monster >20 levels [Valaris]
+ }
+ if (md->state.special_mob_ai >= 1
+ && battle_config.alchemist_summon_reward != 1)
+ job_exp = 0; // Added [Valaris]
+
+ if ((pid = tmpsd[i]->status.party_id) > 0)
+ { // パーティに入っている
+ int j = 0;
+ for (j = 0; j < pnum; j++) // 公平パーティリストにいるかどうか
+ if (pt[j].id == pid)
+ break;
+ if (j == pnum)
+ { // いないときは公平かどうか確認
+ if ((p = party_search (pid)) != NULL && p->exp != 0)
+ {
+ pt[pnum].id = pid;
+ pt[pnum].p = p;
+ pt[pnum].base_exp = base_exp;
+ pt[pnum].job_exp = job_exp;
+ pnum++;
+ flag = 0;
+ }
+ }
+ else
+ { // いるときは公平
+ pt[j].base_exp += base_exp;
+ pt[j].job_exp += job_exp;
+ flag = 0;
+ }
+ }
+ if (flag) // 各自所得
+ pc_gainexp (tmpsd[i], base_exp, job_exp);
+ }
+ // 公平分配
+ for (i = 0; i < pnum; i++)
+ party_exp_share (pt[i].p, md->bl.m, pt[i].base_exp,
+ pt[i].job_exp);
+
+ // item drop
+ if (!(type & 1))
+ {
+ for (i = 0; i < 8; i++)
+ {
+ struct delay_item_drop *ditem;
+ int drop_rate;
+
+ if (md->state.special_mob_ai >= 1 && battle_config.alchemist_summon_reward != 1) // Added [Valaris]
+ break; // End
+
+ if (mob_db[md->mob_class].dropitem[i].nameid <= 0)
+ continue;
+ drop_rate = mob_db[md->mob_class].dropitem[i].p;
+ if (drop_rate <= 0 && battle_config.drop_rate0item == 1)
+ drop_rate = 1;
+ if (battle_config.drops_by_luk > 0 && sd && md)
+ drop_rate += (sd->status.luk * battle_config.drops_by_luk) / 100; // drops affected by luk [Valaris]
+ if (sd && md && battle_config.pk_mode == 1
+ && (mob_db[md->mob_class].lv - sd->status.base_level >= 20))
+ drop_rate *= 1.25; // pk_mode increase drops if 20 level difference [Valaris]
+ if (drop_rate <= MRAND (10000))
+ continue;
+
+ ditem = (struct delay_item_drop *)
+ calloc (1, sizeof (struct delay_item_drop));
+ ditem->nameid = mob_db[md->mob_class].dropitem[i].nameid;
+ ditem->amount = 1;
+ ditem->m = md->bl.m;
+ ditem->x = md->bl.x;
+ ditem->y = md->bl.y;
+ ditem->first_sd = mvp_sd;
+ ditem->second_sd = second_sd;
+ ditem->third_sd = third_sd;
+ add_timer (tick + 500 + i, mob_delay_item_drop, (int) ditem, 0);
+ }
+ if (sd && sd->state.attack_type == BF_WEAPON)
+ {
+ for (i = 0; i < sd->monster_drop_item_count; i++)
+ {
+ struct delay_item_drop *ditem;
+ int race = battle_get_race (&md->bl);
+ if (sd->monster_drop_itemid[i] <= 0)
+ continue;
+ if (sd->monster_drop_race[i] & (1 << race) ||
+ (mob_db[md->mob_class].mode & 0x20
+ && sd->monster_drop_race[i] & 1 << 10)
+ || (!(mob_db[md->mob_class].mode & 0x20)
+ && sd->monster_drop_race[i] & 1 << 11))
+ {
+ if (sd->monster_drop_itemrate[i] <= MRAND (10000))
+ continue;
+
+ ditem = (struct delay_item_drop *)
+ calloc (1, sizeof (struct delay_item_drop));
+ ditem->nameid = sd->monster_drop_itemid[i];
+ ditem->amount = 1;
+ ditem->m = md->bl.m;
+ ditem->x = md->bl.x;
+ ditem->y = md->bl.y;
+ ditem->first_sd = mvp_sd;
+ ditem->second_sd = second_sd;
+ ditem->third_sd = third_sd;
+ add_timer (tick + 520 + i, mob_delay_item_drop,
+ (int) ditem, 0);
+ }
+ }
+ if (sd->get_zeny_num > 0)
+ pc_getzeny (sd,
+ mob_db[md->mob_class].lv * 10 +
+ MRAND ((sd->get_zeny_num + 1)));
+ }
+ if (md->lootitem)
+ {
+ for (i = 0; i < md->lootitem_count; i++)
+ {
+ struct delay_item_drop2 *ditem;
+
+ ditem = (struct delay_item_drop2 *)
+ calloc (1, sizeof (struct delay_item_drop2));
+ memcpy (&ditem->item_data, &md->lootitem[i],
+ sizeof (md->lootitem[0]));
+ ditem->m = md->bl.m;
+ ditem->x = md->bl.x;
+ ditem->y = md->bl.y;
+ ditem->first_sd = mvp_sd;
+ ditem->second_sd = second_sd;
+ ditem->third_sd = third_sd;
+ add_timer (tick + 540 + i, mob_delay_item_drop2,
+ (int) ditem, 0);
+ }
+ }
+ }
+
+ // mvp処理
+ if (mvp_sd && mob_db[md->mob_class].mexp > 0)
+ {
+ int j;
+ int mexp = battle_get_mexp (&md->bl);
+ temp =
+ ((double) mexp * (double) battle_config.mvp_exp_rate *
+ (9. + (double) count) / 1000.);
+ mexp = (temp > 2147483647.) ? 0x7fffffff : (int) temp;
+ if (mexp < 1)
+ mexp = 1;
+ clif_mvp_effect (mvp_sd); // エフェクト
+ clif_mvp_exp (mvp_sd, mexp);
+ pc_gainexp (mvp_sd, mexp, 0);
+ for (j = 0; j < 3; j++)
+ {
+ i = MRAND (3);
+ if (mob_db[md->mob_class].mvpitem[i].nameid <= 0)
+ continue;
+ drop_rate = mob_db[md->mob_class].mvpitem[i].p;
+ if (drop_rate <= 0 && battle_config.drop_rate0item == 1)
+ drop_rate = 1;
+ if (drop_rate < battle_config.item_drop_mvp_min)
+ drop_rate = battle_config.item_drop_mvp_min;
+ if (drop_rate > battle_config.item_drop_mvp_max)
+ drop_rate = battle_config.item_drop_mvp_max;
+ if (drop_rate <= MRAND (10000))
+ continue;
+ memset (&item, 0, sizeof (item));
+ item.nameid = mob_db[md->mob_class].mvpitem[i].nameid;
+ item.identify = !itemdb_isequip3 (item.nameid);
+ clif_mvp_item (mvp_sd, item.nameid);
+ if (mvp_sd->weight * 2 > mvp_sd->max_weight)
+ map_addflooritem (&item, 1, mvp_sd->bl.m, mvp_sd->bl.x,
+ mvp_sd->bl.y, mvp_sd, second_sd,
+ third_sd, 1);
+ else if ((ret = pc_additem (mvp_sd, &item, 1)))
+ {
+ clif_additem (sd, 0, 0, ret);
+ map_addflooritem (&item, 1, mvp_sd->bl.m, mvp_sd->bl.x,
+ mvp_sd->bl.y, mvp_sd, second_sd,
+ third_sd, 1);
+ }
+ break;
+ }
+ }
+
+ } // [MouseJstr]
+
+ // <Agit> NPC Event [OnAgitBreak]
+ if (md->npc_event[0]
+ && strcmp (((md->npc_event) + strlen (md->npc_event) - 13),
+ "::OnAgitBreak") == 0)
+ {
+ printf ("MOB.C: Run NPC_Event[OnAgitBreak].\n");
+ if (agit_flag == 1) //Call to Run NPC_Event[OnAgitBreak]
+ guild_agit_break (md);
+ }
+
+ // SCRIPT実行
+ if (md->npc_event[0])
+ {
+ if (sd == NULL)
+ {
+ if (mvp_sd != NULL)
+ sd = mvp_sd;
+ else
+ {
+ struct map_session_data *tmpsd;
+ int i;
+ for (i = 0; i < fd_max; i++)
+ {
+ if (session[i] && (tmpsd = (struct map_session_data *)session[i]->session_data)
+ && tmpsd->state.auth)
+ {
+ if (md->bl.m == tmpsd->bl.m)
+ {
+ sd = tmpsd;
+ break;
+ }
+ }
+ }
+ }
+ }
+ if (sd)
+ npc_event (sd, md->npc_event, 0);
+ }
+
+ clif_clearchar_area (&md->bl, 1);
+ map_delblock (&md->bl);
+ if (mob_get_viewclass (md->mob_class) <= 1000)
+ clif_clearchar_delay (tick + 3000, &md->bl, 0);
+ mob_deleteslave (md);
+ mob_setdelayspawn (md->bl.id);
+ map_freeblock_unlock ();
+
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int mob_class_change (struct mob_data *md, int *value)
+{
+ unsigned int tick = gettick ();
+ int i, c, hp_rate, max_hp, mob_class, count = 0;
+
+ nullpo_retr (0, md);
+ nullpo_retr (0, value);
+
+ if (value[0] <= 1000 || value[0] > 2000)
+ return 0;
+ if (md->bl.prev == NULL)
+ return 0;
+
+ while (count < 5 && value[count] > 1000 && value[count] <= 2000)
+ count++;
+ if (count < 1)
+ return 0;
+
+ mob_class = value[MRAND (count)];
+ if (mob_class <= 1000 || mob_class > 2000)
+ return 0;
+
+ max_hp = battle_get_max_hp (&md->bl);
+ hp_rate = md->hp * 100 / max_hp;
+ clif_mob_class_change (md, mob_class);
+ md->mob_class = mob_class;
+ max_hp = battle_get_max_hp (&md->bl);
+ if (battle_config.monster_class_change_full_recover == 1)
+ {
+ md->hp = max_hp;
+ memset (md->dmglog, 0, sizeof (md->dmglog));
+ }
+ else
+ md->hp = max_hp * hp_rate / 100;
+ if (md->hp > max_hp)
+ md->hp = max_hp;
+ else if (md->hp < 1)
+ md->hp = 1;
+
+ memcpy (md->name, mob_db[mob_class].jname, 24);
+ memset (&md->state, 0, sizeof (md->state));
+ md->attacked_id = 0;
+ md->target_id = 0;
+ md->move_fail_count = 0;
+
+ md->stats[MOB_SPEED] = mob_db[md->mob_class].speed;
+ md->def_ele = mob_db[md->mob_class].element;
+
+ mob_changestate (md, MS_IDLE, 0);
+ skill_castcancel (&md->bl, 0);
+ md->state.skillstate = MSS_IDLE;
+ md->last_thinktime = tick;
+ md->next_walktime = tick + MPRAND (5000, 50);
+ md->attackabletime = tick;
+ md->canmove_tick = tick;
+ md->sg_count = 0;
+
+ for (i = 0, c = tick - 1000 * 3600 * 10; i < MAX_MOBSKILL; i++)
+ md->skilldelay[i] = c;
+ md->skillid = 0;
+ md->skilllv = 0;
+
+ if (md->lootitem == NULL && mob_db[mob_class].mode & 0x02)
+ md->lootitem = (struct item *)
+ calloc (LOOTITEM_SIZE, sizeof (struct item));
+
+ skill_clear_unitgroup (&md->bl);
+ skill_cleartimerskill (&md->bl);
+
+ clif_clearchar_area (&md->bl, 0);
+ clif_spawnmob (md);
+
+ return 0;
+}
+
+/*==========================================
+ * mob回復
+ *------------------------------------------
+ */
+int mob_heal (struct mob_data *md, int heal)
+{
+ int max_hp = battle_get_max_hp (&md->bl);
+
+ nullpo_retr (0, md);
+
+ md->hp += heal;
+ if (max_hp < md->hp)
+ md->hp = max_hp;
+
+ if (md->mob_class >= 1285 && md->mob_class <= 1287)
+ { // guardian hp update [Valaris]
+ struct guild_castle *gc = guild_mapname2gc (map[md->bl.m].name);
+ if (gc)
+ {
+ if (md->bl.id == gc->GID0)
+ gc->Ghp0 = md->hp;
+ if (md->bl.id == gc->GID1)
+ gc->Ghp1 = md->hp;
+ if (md->bl.id == gc->GID2)
+ gc->Ghp2 = md->hp;
+ if (md->bl.id == gc->GID3)
+ gc->Ghp3 = md->hp;
+ if (md->bl.id == gc->GID4)
+ gc->Ghp4 = md->hp;
+ if (md->bl.id == gc->GID5)
+ gc->Ghp5 = md->hp;
+ if (md->bl.id == gc->GID6)
+ gc->Ghp6 = md->hp;
+ if (md->bl.id == gc->GID7)
+ gc->Ghp7 = md->hp;
+ }
+ } // end addition [Valaris]
+
+ return 0;
+}
+
+/*==========================================
+ * Added by RoVeRT
+ *------------------------------------------
+ */
+int mob_warpslave_sub (struct block_list *bl, va_list ap)
+{
+ struct mob_data *md = (struct mob_data *) bl;
+ int id, x, y;
+ id = va_arg (ap, int);
+ x = va_arg (ap, int);
+ y = va_arg (ap, int);
+ if (md->master_id == id)
+ {
+ mob_warp (md, -1, x, y, 2);
+ }
+ return 0;
+}
+
+/*==========================================
+ * Added by RoVeRT
+ *------------------------------------------
+ */
+int mob_warpslave (struct mob_data *md, int x, int y)
+{
+//printf("warp slave\n");
+ map_foreachinarea (mob_warpslave_sub, md->bl.m,
+ x - AREA_SIZE, y - AREA_SIZE,
+ x + AREA_SIZE, y + AREA_SIZE, BL_MOB,
+ md->bl.id, md->bl.x, md->bl.y);
+ return 0;
+}
+
+/*==========================================
+ * mobワープ
+ *------------------------------------------
+ */
+int mob_warp (struct mob_data *md, int m, int x, int y, int type)
+{
+ int i = 0, c, xs = 0, ys = 0, bx = x, by = y;
+
+ nullpo_retr (0, md);
+
+ if (md->bl.prev == NULL)
+ return 0;
+
+ if (m < 0)
+ m = md->bl.m;
+
+ if (type >= 0)
+ {
+ if (map[md->bl.m].flag.monster_noteleport)
+ return 0;
+ clif_clearchar_area (&md->bl, type);
+ }
+ skill_unit_out_all (&md->bl, gettick (), 1);
+ map_delblock (&md->bl);
+
+ if (bx > 0 && by > 0)
+ { // 位置指定の場合周囲9セルを探索
+ xs = ys = 9;
+ }
+
+ while ((x < 0 || y < 0 || ((c = read_gat (m, x, y)) == 1 || c == 5))
+ && (i++) < 1000)
+ {
+ if (xs > 0 && ys > 0 && i < 250)
+ { // 指定位置付近の探索
+ x = MPRAND (bx, xs) - xs / 2;
+ y = MPRAND (by, ys) - ys / 2;
+ }
+ else
+ { // 完全ランダム探索
+ x = MPRAND (1, (map[m].xs - 2));
+ y = MPRAND (1, (map[m].ys - 2));
+ }
+ }
+ md->dir = 0;
+ if (i < 1000)
+ {
+ md->bl.x = md->to_x = x;
+ md->bl.y = md->to_y = y;
+ md->bl.m = m;
+ }
+ else
+ {
+ m = md->bl.m;
+ if (battle_config.error_log == 1)
+ printf ("MOB %d warp failed, mob_class = %d\n", md->bl.id, md->mob_class);
+ }
+
+ md->target_id = 0; // タゲを解除する
+ md->state.targettype = NONE_ATTACKABLE;
+ md->attacked_id = 0;
+ md->state.skillstate = MSS_IDLE;
+ mob_changestate (md, MS_IDLE, 0);
+
+ if (type > 0 && i == 1000)
+ {
+ if (battle_config.battle_log == 1)
+ printf ("MOB %d warp to (%d,%d), mob_class = %d\n", md->bl.id, x, y,
+ md->mob_class);
+ }
+
+ map_addblock (&md->bl);
+ if (type > 0)
+ {
+ clif_spawnmob (md);
+ mob_warpslave (md, md->bl.x, md->bl.y);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * 画面内の取り巻きの数計算用(foreachinarea)
+ *------------------------------------------
+ */
+int mob_countslave_sub (struct block_list *bl, va_list ap)
+{
+ int id, *c;
+ struct mob_data *md;
+
+ id = va_arg (ap, int);
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+ nullpo_retr (0, c = va_arg (ap, int *));
+ nullpo_retr (0, md = (struct mob_data *) bl);
+
+ if (md->master_id == id)
+ (*c)++;
+ return 0;
+}
+
+/*==========================================
+ * 画面内の取り巻きの数計算
+ *------------------------------------------
+ */
+int mob_countslave (struct mob_data *md)
+{
+ int c = 0;
+
+ nullpo_retr (0, md);
+
+ map_foreachinarea (mob_countslave_sub, md->bl.m,
+ 0, 0, map[md->bl.m].xs - 1, map[md->bl.m].ys - 1,
+ BL_MOB, md->bl.id, &c);
+ return c;
+}
+
+/*==========================================
+ * 手下MOB召喚
+ *------------------------------------------
+ */
+int mob_summonslave (struct mob_data *md2, int *value, int amount, int flag)
+{
+ struct mob_data *md;
+ int bx, by, m, count = 0, mob_class, k, a = amount;
+
+ nullpo_retr (0, md2);
+ nullpo_retr (0, value);
+
+ bx = md2->bl.x;
+ by = md2->bl.y;
+ m = md2->bl.m;
+
+ if (value[0] <= 1000 || value[0] > 2000) // 値が異常なら召喚を止める
+ return 0;
+ while (count < 5 && value[count] > 1000 && value[count] <= 2000)
+ count++;
+ if (count < 1)
+ return 0;
+
+ for (k = 0; k < count; k++)
+ {
+ amount = a;
+ mob_class = value[k];
+ if (mob_class <= 1000 || mob_class > 2000)
+ continue;
+ for (; amount > 0; amount--)
+ {
+ int x = 0, y = 0, c = 0, i = 0;
+ md = (struct mob_data *) calloc (1, sizeof (struct mob_data));
+ if (mob_db[mob_class].mode & 0x02)
+ md->lootitem = (struct item *)
+ calloc (LOOTITEM_SIZE, sizeof (struct item));
+ else
+ md->lootitem = NULL;
+
+ while ((x <= 0 || y <= 0 || (c = map_getcell (m, x, y)) == 1
+ || c == 5) && (i++) < 100)
+ {
+ x = MPRAND (bx, 9) - 4;
+ y = MPRAND (by, 9) - 4;
+ }
+ if (i >= 100)
+ {
+ x = bx;
+ y = by;
+ }
+
+ mob_spawn_dataset (md, "--ja--", mob_class);
+ md->bl.prev = NULL;
+ md->bl.next = NULL;
+ md->bl.m = m;
+ md->bl.x = x;
+ md->bl.y = y;
+
+ md->m = m;
+ md->x0 = x;
+ md->y0 = y;
+ md->xs = 0;
+ md->ys = 0;
+ md->stats[MOB_SPEED] = md2->stats[MOB_SPEED];
+ md->spawndelay1 = -1; // 一度のみフラグ
+ md->spawndelay2 = -1; // 一度のみフラグ
+
+ memset (md->npc_event, 0, sizeof (md->npc_event));
+ md->bl.type = BL_MOB;
+ map_addiddb (&md->bl);
+ mob_spawn (md->bl.id);
+ clif_skill_nodamage (&md->bl, &md->bl,
+ (flag) ? NPC_SUMMONSLAVE : NPC_SUMMONMONSTER,
+ a, 1);
+
+ if (flag)
+ md->master_id = md2->bl.id;
+ }
+ }
+ return 0;
+}
+
+/*==========================================
+ * 自分をロックしているPCの数を数える(foreachclient)
+ *------------------------------------------
+ */
+static int mob_counttargeted_sub (struct block_list *bl, va_list ap)
+{
+ int id, *c, target_lv;
+ struct block_list *src;
+
+ id = va_arg (ap, int);
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+ nullpo_retr (0, c = va_arg (ap, int *));
+
+ src = va_arg (ap, struct block_list *);
+ target_lv = va_arg (ap, int);
+ if (id == bl->id || (src && id == src->id))
+ return 0;
+ if (bl->type == BL_PC)
+ {
+ struct map_session_data *sd = (struct map_session_data *) bl;
+ if (sd && sd->attacktarget == id && sd->attacktimer != -1
+ && sd->attacktarget_lv >= target_lv)
+ (*c)++;
+ }
+ else if (bl->type == BL_MOB)
+ {
+ struct mob_data *md = (struct mob_data *) bl;
+ if (md && md->target_id == id && md->timer != -1
+ && md->state.state == MS_ATTACK && md->target_lv >= target_lv)
+ (*c)++;
+ }
+ return 0;
+}
+
+/*==========================================
+ * 自分をロックしているPCの数を数える
+ *------------------------------------------
+ */
+int mob_counttargeted (struct mob_data *md, struct block_list *src,
+ int target_lv)
+{
+ int c = 0;
+
+ nullpo_retr (0, md);
+
+ map_foreachinarea (mob_counttargeted_sub, md->bl.m,
+ md->bl.x - AREA_SIZE, md->bl.y - AREA_SIZE,
+ md->bl.x + AREA_SIZE, md->bl.y + AREA_SIZE, 0,
+ md->bl.id, &c, src, target_lv);
+ return c;
+}
+
+/*==========================================
+ *MOBskillから該当skillidのskillidxを返す
+ *------------------------------------------
+ */
+int mob_skillid2skillidx (int mob_class, int skillid)
+{
+ int i;
+ struct mob_skill *ms = mob_db[mob_class].skill;
+
+ if (ms == NULL)
+ return -1;
+
+ for (i = 0; i < mob_db[mob_class].maxskill; i++)
+ {
+ if (ms[i].skill_id == skillid)
+ return i;
+ }
+ return -1;
+
+}
+
+//
+// MOBスキル
+//
+
+/*==========================================
+ * スキル使用(詠唱完了、ID指定)
+ *------------------------------------------
+ */
+void mobskill_castend_id (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
+{
+ struct mob_data *md = NULL;
+ struct block_list *bl;
+ struct block_list *mbl;
+ int range;
+
+ if ((mbl = map_id2bl (id)) == NULL) //詠唱したMobがもういないというのは良くある正常処理
+ return;
+ if ((md = (struct mob_data *) mbl) == NULL)
+ {
+ printf ("mobskill_castend_id nullpo mbl->id:%d\n", mbl->id);
+ return;
+ }
+ if (md->bl.type != BL_MOB || md->bl.prev == NULL)
+ return;
+ if (md->skilltimer != tid) // タイマIDの確認
+ return;
+
+ md->skilltimer = -1;
+ //沈黙や状態異常など
+ if (md->sc_data)
+ {
+ if (md->opt1 > 0 || md->sc_data[SC_DIVINA].timer != -1
+ || md->sc_data[SC_ROKISWEIL].timer != -1
+ || md->sc_data[SC_STEELBODY].timer != -1)
+ return;
+ if (md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター
+ return;
+ if (md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り
+ return;
+ if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク
+ return;
+ }
+ if (md->skillid != NPC_EMOTION)
+ md->last_thinktime = tick + battle_get_adelay (&md->bl);
+
+ if ((bl = map_id2bl (md->skilltarget)) == NULL || bl->prev == NULL)
+ { //スキルターゲットが存在しない
+ //printf("mobskill_castend_id nullpo\n");//ターゲットがいないときはnullpoじゃなくて普通に終了
+ return;
+ }
+ if (md->bl.m != bl->m)
+ return;
+
+ if (md->skillid == PR_LEXAETERNA)
+ {
+ struct status_change *sc_data = battle_get_sc_data (bl);
+ if (sc_data
+ && (sc_data[SC_FREEZE].timer != -1
+ || (sc_data[SC_STONE].timer != -1
+ && sc_data[SC_STONE].val2 == 0)))
+ return;
+ }
+ else if (md->skillid == RG_BACKSTAP)
+ {
+ int dir = map_calc_dir (&md->bl, bl->x, bl->y), t_dir =
+ battle_get_dir (bl);
+ int dist = distance (md->bl.x, md->bl.y, bl->x, bl->y);
+ if (bl->type != BL_SKILL && (dist == 0 || map_check_dir (dir, t_dir)))
+ return;
+ }
+ if (((skill_get_inf (md->skillid) & 1) || (skill_get_inf2 (md->skillid) & 4)) && // 彼我敵対関係チェック
+ battle_check_target (&md->bl, bl, BCT_ENEMY) <= 0)
+ return;
+ range = skill_get_range (md->skillid, md->skilllv);
+ if (range < 0)
+ range = battle_get_range (&md->bl) - (range + 1);
+ if (range + battle_config.mob_skill_add_range <
+ distance (md->bl.x, md->bl.y, bl->x, bl->y))
+ return;
+
+ md->skilldelay[md->skillidx] = tick;
+
+ if (battle_config.mob_skill_log == 1)
+ printf ("MOB skill castend skill=%d, mob_class = %d\n", md->skillid,
+ md->mob_class);
+ mob_stop_walking (md, 0);
+
+ switch (skill_get_nk (md->skillid))
+ {
+ // 攻撃系/吹き飛ばし系
+ case 0:
+ case 2:
+ skill_castend_damage_id (&md->bl, bl, md->skillid, md->skilllv,
+ tick, 0);
+ break;
+ case 1: // 支援系
+ if (!mob_db[md->mob_class].skill[md->skillidx].val[0] &&
+ (md->skillid == AL_HEAL
+ || (md->skillid == ALL_RESURRECTION && bl->type != BL_PC))
+ && battle_check_undead (battle_get_race (bl),
+ battle_get_elem_type (bl)))
+ skill_castend_damage_id (&md->bl, bl, md->skillid,
+ md->skilllv, tick, 0);
+ else
+ skill_castend_nodamage_id (&md->bl, bl, md->skillid,
+ md->skilllv, tick, 0);
+ break;
+ }
+}
+
+/*==========================================
+ * スキル使用(詠唱完了、場所指定)
+ *------------------------------------------
+ */
+void mobskill_castend_pos (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
+{
+ struct mob_data *md = NULL;
+ struct block_list *bl;
+ int range, maxcount;
+
+ //mobskill_castend_id同様詠唱したMobが詠唱完了時にもういないというのはありそうなのでnullpoから除外
+ if ((bl = map_id2bl (id)) == NULL)
+ return;
+
+ nullpo_retv (md = (struct mob_data *) bl);
+
+ if (md->bl.type != BL_MOB || md->bl.prev == NULL)
+ return;
+
+ if (md->skilltimer != tid) // タイマIDの確認
+ return;
+
+ md->skilltimer = -1;
+ if (md->sc_data)
+ {
+ if (md->opt1 > 0 || md->sc_data[SC_DIVINA].timer != -1
+ || md->sc_data[SC_ROKISWEIL].timer != -1
+ || md->sc_data[SC_STEELBODY].timer != -1)
+ return;
+ if (md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター
+ return;
+ if (md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り
+ return;
+ if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク
+ return;
+ }
+
+ if (battle_config.monster_skill_reiteration == 0)
+ {
+ range = -1;
+ switch (md->skillid)
+ {
+ case MG_SAFETYWALL:
+ case WZ_FIREPILLAR:
+ case HT_SKIDTRAP:
+ case HT_LANDMINE:
+ case HT_ANKLESNARE:
+ case HT_SHOCKWAVE:
+ case HT_SANDMAN:
+ case HT_FLASHER:
+ case HT_FREEZINGTRAP:
+ case HT_BLASTMINE:
+ case HT_CLAYMORETRAP:
+ case PF_SPIDERWEB: /* スパイダーウェッブ */
+ range = 0;
+ break;
+ case AL_PNEUMA:
+ case AL_WARP:
+ range = 1;
+ break;
+ }
+ if (range >= 0)
+ {
+ if (skill_check_unit_range
+ (md->bl.m, md->skillx, md->skilly, range, md->skillid) > 0)
+ return;
+ }
+ }
+ if (battle_config.monster_skill_nofootset == 1)
+ {
+ range = -1;
+ switch (md->skillid)
+ {
+ case WZ_FIREPILLAR:
+ case HT_SKIDTRAP:
+ case HT_LANDMINE:
+ case HT_ANKLESNARE:
+ case HT_SHOCKWAVE:
+ case HT_SANDMAN:
+ case HT_FLASHER:
+ case HT_FREEZINGTRAP:
+ case HT_BLASTMINE:
+ case HT_CLAYMORETRAP:
+ case AM_DEMONSTRATION:
+ case PF_SPIDERWEB: /* スパイダーウェッブ */
+ range = 1;
+ break;
+ case AL_WARP:
+ range = 0;
+ break;
+ }
+ if (range >= 0)
+ {
+ if (skill_check_unit_range2
+ (md->bl.m, md->skillx, md->skilly, range) > 0)
+ return;
+ }
+ }
+
+ if (battle_config.monster_land_skill_limit == 1)
+ {
+ maxcount = skill_get_maxcount (md->skillid);
+ if (maxcount > 0)
+ {
+ int i, c;
+ for (i = c = 0; i < MAX_MOBSKILLUNITGROUP; i++)
+ {
+ if (md->skillunit[i].alive_count > 0
+ && md->skillunit[i].skill_id == md->skillid)
+ c++;
+ }
+ if (c >= maxcount)
+ return;
+ }
+ }
+
+ range = skill_get_range (md->skillid, md->skilllv);
+ if (range < 0)
+ range = battle_get_range (&md->bl) - (range + 1);
+ if (range + battle_config.mob_skill_add_range <
+ distance (md->bl.x, md->bl.y, md->skillx, md->skilly))
+ return;
+ md->skilldelay[md->skillidx] = tick;
+
+ if (battle_config.mob_skill_log == 1)
+ printf ("MOB skill castend skill=%d, mob_class = %d\n", md->skillid,
+ md->mob_class);
+ mob_stop_walking (md, 0);
+
+ skill_castend_pos2 (&md->bl, md->skillx, md->skilly, md->skillid,
+ md->skilllv, tick, 0);
+
+ return;
+}
+
+/*==========================================
+ * Skill use (an aria start, ID specification)
+ *------------------------------------------
+ */
+int mobskill_use_id (struct mob_data *md, struct block_list *target,
+ int skill_idx)
+{
+ int casttime, range;
+ struct mob_skill *ms;
+ int skill_id, skill_lv, forcecast = 0;
+
+ nullpo_retr (0, md);
+ nullpo_retr (0, ms = &mob_db[md->mob_class].skill[skill_idx]);
+
+ if (target == NULL && (target = map_id2bl (md->target_id)) == NULL)
+ return 0;
+
+ if (target->prev == NULL || md->bl.prev == NULL)
+ return 0;
+
+ skill_id = ms->skill_id;
+ skill_lv = ms->skill_lv;
+
+ // 沈黙や異常
+ if (md->sc_data)
+ {
+ if (md->opt1 > 0 || md->sc_data[SC_DIVINA].timer != -1
+ || md->sc_data[SC_ROKISWEIL].timer != -1
+ || md->sc_data[SC_STEELBODY].timer != -1)
+ return 0;
+ if (md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター
+ return 0;
+ if (md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り
+ return 0;
+ if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク
+ return 0;
+ }
+
+ if (md->option & 4 && skill_id == TF_HIDING)
+ return 0;
+ if (md->option & 2 && skill_id != TF_HIDING && skill_id != AS_GRIMTOOTH
+ && skill_id != RG_BACKSTAP && skill_id != RG_RAID)
+ return 0;
+
+ if (map[md->bl.m].flag.gvg
+ && (skill_id == SM_ENDURE || skill_id == AL_TELEPORT
+ || skill_id == AL_WARP || skill_id == WZ_ICEWALL
+ || skill_id == TF_BACKSLIDING))
+ return 0;
+
+ if (skill_get_inf2 (skill_id) & 0x200 && md->bl.id == target->id)
+ return 0;
+
+ // 射程と障害物チェック
+ range = skill_get_range (skill_id, skill_lv);
+ if (range < 0)
+ range = battle_get_range (&md->bl) - (range + 1);
+
+ if (!battle_check_range (&md->bl, target, range))
+ return 0;
+
+// delay=skill_delayfix(&md->bl, skill_get_delay( skill_id,skill_lv) );
+
+ casttime = skill_castfix (&md->bl, ms->casttime);
+ md->state.skillcastcancel = ms->cancel;
+ md->skilldelay[skill_idx] = gettick ();
+
+ switch (skill_id)
+ { /* 何か特殊な処理が必要 */
+ case ALL_RESURRECTION: /* リザレクション */
+ if (target->type != BL_PC
+ && battle_check_undead (battle_get_race (target),
+ battle_get_elem_type (target)))
+ { /* 敵がアンデッドなら */
+ forcecast = 1; /* ターンアンデットと同じ詠唱時間 */
+ casttime =
+ skill_castfix (&md->bl,
+ skill_get_cast (PR_TURNUNDEAD, skill_lv));
+ }
+ break;
+ case MO_EXTREMITYFIST: /*阿修羅覇鳳拳 */
+ case SA_MAGICROD:
+ case SA_SPELLBREAKER:
+ forcecast = 1;
+ break;
+ }
+
+ if (battle_config.mob_skill_log == 1)
+ printf
+ ("MOB skill use target_id=%d skill=%d lv=%d cast=%d, mob_class = %d\n",
+ target->id, skill_id, skill_lv, casttime, md->mob_class);
+
+ if (casttime > 0 || forcecast)
+ { // 詠唱が必要
+// struct mob_data *md2;
+ clif_skillcasting (&md->bl,
+ md->bl.id, target->id, 0, 0, skill_id, casttime);
+
+ // 詠唱反応モンスター
+/* if( target->type==BL_MOB && mob_db[(md2=(struct mob_data *)target)->mob_class].mode&0x10 &&
+ md2->state.state!=MS_ATTACK){
+ md2->target_id=md->bl.id;
+ md->state.targettype = ATTACKABLE;
+ md2->min_chase=13;
+ }*/
+ }
+
+ if (casttime <= 0) // 詠唱の無いものはキャンセルされない
+ md->state.skillcastcancel = 0;
+
+ md->skilltarget = target->id;
+ md->skillx = 0;
+ md->skilly = 0;
+ md->skillid = skill_id;
+ md->skilllv = skill_lv;
+ md->skillidx = skill_idx;
+
+ if (!(battle_config.monster_cloak_check_type & 2)
+ && md->sc_data[SC_CLOAKING].timer != -1 && md->skillid != AS_CLOAKING)
+ skill_status_change_end (&md->bl, SC_CLOAKING, -1);
+
+ if (casttime > 0)
+ {
+ md->skilltimer =
+ add_timer (gettick () + casttime, mobskill_castend_id, md->bl.id,
+ 0);
+ }
+ else
+ {
+ md->skilltimer = -1;
+ mobskill_castend_id (md->skilltimer, gettick (), md->bl.id, 0);
+ }
+
+ return 1;
+}
+
+/*==========================================
+ * スキル使用(場所指定)
+ *------------------------------------------
+ */
+int mobskill_use_pos (struct mob_data *md,
+ int skill_x, int skill_y, int skill_idx)
+{
+ int casttime = 0, range;
+ struct mob_skill *ms;
+ struct block_list bl;
+ int skill_id, skill_lv;
+
+ nullpo_retr (0, md);
+ nullpo_retr (0, ms = &mob_db[md->mob_class].skill[skill_idx]);
+
+ if (md->bl.prev == NULL)
+ return 0;
+
+ skill_id = ms->skill_id;
+ skill_lv = ms->skill_lv;
+
+ //沈黙や状態異常など
+ if (md->sc_data)
+ {
+ if (md->opt1 > 0 || md->sc_data[SC_DIVINA].timer != -1
+ || md->sc_data[SC_ROKISWEIL].timer != -1
+ || md->sc_data[SC_STEELBODY].timer != -1)
+ return 0;
+ if (md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター
+ return 0;
+ if (md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り
+ return 0;
+ if (md->sc_data[SC_BERSERK].timer != -1) //バーサーク
+ return 0;
+ }
+
+ if (md->option & 2)
+ return 0;
+
+ if (map[md->bl.m].flag.gvg
+ && (skill_id == SM_ENDURE || skill_id == AL_TELEPORT
+ || skill_id == AL_WARP || skill_id == WZ_ICEWALL
+ || skill_id == TF_BACKSLIDING))
+ return 0;
+
+ // 射程と障害物チェック
+ bl.type = BL_NUL;
+ bl.m = md->bl.m;
+ bl.x = skill_x;
+ bl.y = skill_y;
+ range = skill_get_range (skill_id, skill_lv);
+ if (range < 0)
+ range = battle_get_range (&md->bl) - (range + 1);
+ if (!battle_check_range (&md->bl, &bl, range))
+ return 0;
+
+// delay=skill_delayfix(&sd->bl, skill_get_delay( skill_id,skill_lv) );
+ casttime = skill_castfix (&md->bl, ms->casttime);
+ md->skilldelay[skill_idx] = gettick ();
+ md->state.skillcastcancel = ms->cancel;
+
+ if (battle_config.mob_skill_log == 1)
+ printf
+ ("MOB skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d, mob_class = %d\n",
+ skill_x, skill_y, skill_id, skill_lv, casttime, md->mob_class);
+
+ if (casttime > 0) // A cast time is required.
+ clif_skillcasting (&md->bl,
+ md->bl.id, 0, skill_x, skill_y, skill_id,
+ casttime);
+
+ if (casttime <= 0) // A skill without a cast time wont be cancelled.
+ md->state.skillcastcancel = 0;
+
+ md->skillx = skill_x;
+ md->skilly = skill_y;
+ md->skilltarget = 0;
+ md->skillid = skill_id;
+ md->skilllv = skill_lv;
+ md->skillidx = skill_idx;
+ if (!(battle_config.monster_cloak_check_type & 2)
+ && md->sc_data[SC_CLOAKING].timer != -1)
+ skill_status_change_end (&md->bl, SC_CLOAKING, -1);
+ if (casttime > 0)
+ {
+ md->skilltimer =
+ add_timer (gettick () + casttime, mobskill_castend_pos, md->bl.id,
+ 0);
+ }
+ else
+ {
+ md->skilltimer = -1;
+ mobskill_castend_pos (md->skilltimer, gettick (), md->bl.id, 0);
+ }
+
+ return 1;
+}
+
+/*==========================================
+ * Friendly Mob whose HP is decreasing by a nearby MOB is looked for.
+ *------------------------------------------
+ */
+int mob_getfriendhpltmaxrate_sub (struct block_list *bl, va_list ap)
+{
+ int rate;
+ struct mob_data **fr, *md, *mmd;
+
+ nullpo_retr (0, bl);
+ nullpo_retr (0, ap);
+ nullpo_retr (0, mmd = va_arg (ap, struct mob_data *));
+
+ md = (struct mob_data *) bl;
+
+ if (mmd->bl.id == bl->id)
+ return 0;
+ rate = va_arg (ap, int);
+ fr = va_arg (ap, struct mob_data **);
+ if (md->hp < mob_db[md->mob_class].max_hp * rate / 100)
+ (*fr) = md;
+ return 0;
+}
+
+struct mob_data *mob_getfriendhpltmaxrate (struct mob_data *md, int rate)
+{
+ struct mob_data *fr = NULL;
+ const int r = 8;
+
+ nullpo_retr (NULL, md);
+
+ map_foreachinarea (mob_getfriendhpltmaxrate_sub, md->bl.m,
+ md->bl.x - r, md->bl.y - r, md->bl.x + r, md->bl.y + r,
+ BL_MOB, md, rate, &fr);
+ return fr;
+}
+
+/*==========================================
+ * 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_retr (0, bl);
+ nullpo_retr (0, ap);
+ nullpo_retr (0, md = (struct mob_data *) bl);
+ nullpo_retr (0, mmd = va_arg (ap, struct mob_data *));
+
+ if (mmd->bl.id == bl->id)
+ 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_STONE; j <= SC_BLIND && !flag; j++)
+ {
+ flag = (md->sc_data[j].timer != -1);
+ }
+ }
+ else
+ flag = (md->sc_data[cond2].timer != -1);
+ 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;
+ const int r = 8;
+
+ nullpo_retr (0, md);
+
+ map_foreachinarea (mob_getfriendstatus_sub, md->bl.m,
+ md->bl.x - r, md->bl.y - r, md->bl.x + r, md->bl.y + r,
+ 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 *target=NULL;
+ int i, max_hp;
+
+ nullpo_retr (0, md);
+ nullpo_retr (0, ms = mob_db[md->mob_class].skill);
+
+ max_hp = battle_get_max_hp (&md->bl);
+
+ if (battle_config.mob_skill_use == 0 || md->skilltimer != -1)
+ return 0;
+
+ if (md->state.special_mob_ai)
+ return 0;
+
+ if (md->sc_data[SC_SELFDESTRUCTION].timer != -1) //自爆中はスキルを使わない
+ return 0;
+
+ for (i = 0; i < mob_db[md->mob_class].maxskill; i++)
+ {
+ int c2 = ms[i].cond2, flag = 0;
+ struct mob_data *fmd = NULL;
+
+ // ディレイ中
+ if (DIFF_TICK (tick, md->skilldelay[i]) < ms[i].delay)
+ continue;
+
+ // 状態判定
+ if (ms[i].state >= 0 && ms[i].state != md->state.skillstate)
+ continue;
+
+ // 条件判定
+ flag = (event == ms[i].cond1);
+ if (!flag)
+ {
+ switch (ms[i].cond1)
+ {
+ case MSC_ALWAYS:
+ flag = 1;
+ break;
+ case MSC_MYHPLTMAXRATE: // HP< maxhp%
+ flag = (md->hp < max_hp * c2 / 100);
+ break;
+ case MSC_MYSTATUSON: // status[num] on
+ case MSC_MYSTATUSOFF: // status[num] off
+ if (ms[i].cond2 == -1)
+ {
+ int j;
+ for (j = SC_STONE; j <= SC_BLIND && !flag; j++)
+ {
+ flag = (md->sc_data[j].timer != -1);
+ }
+ }
+ else
+ flag = (md->sc_data[ms[i].cond2].timer != -1);
+ flag ^= (ms[i].cond1 == MSC_MYSTATUSOFF);
+ break;
+ case MSC_FRIENDHPLTMAXRATE: // friend HP < maxhp%
+ flag =
+ ((fmd =
+ mob_getfriendhpltmaxrate (md,
+ ms[i].cond2)) != 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_NOTINTOWN: // Only outside of towns.
+ flag = !map[md->bl.m].flag.town;
+ break;
+ case MSC_SLAVELT: // slave < num
+ flag = (mob_countslave (md) < c2);
+ break;
+ case MSC_ATTACKPCGT: // attack pc > num
+ flag = (mob_counttargeted (md, NULL, 0) > c2);
+ break;
+ case MSC_SLAVELE: // slave <= num
+ flag = (mob_countslave (md) <= c2);
+ break;
+ case MSC_ATTACKPCGE: // attack pc >= num
+ flag = (mob_counttargeted (md, NULL, 0) >= c2);
+ break;
+ case MSC_SKILLUSED: // specificated skill used
+ flag = ((event & 0xffff) == MSC_SKILLUSED
+ && ((event >> 16) == c2 || c2 == 0));
+ break;
+ }
+ }
+
+ // 確率判定
+ if (flag && MRAND (10000) < ms[i].permillage)
+ {
+
+ if (skill_get_inf (ms[i].skill_id) & 2)
+ {
+ // 場所指定
+ struct block_list *bl = NULL;
+ int x = 0, y = 0;
+ if (ms[i].target <= MST_AROUND)
+ {
+ if (ms[i].target == MST_MASTER)
+ {
+ bl = &md->bl;
+ if (md->master_id)
+ bl = map_id2bl (md->master_id);
+ }
+ else
+ {
+ bl = ((ms[i].target == MST_TARGET
+ || ms[i].target ==
+ MST_AROUND5) ? map_id2bl (md->
+ target_id)
+ : (ms[i].target ==
+ MST_FRIEND) ? &fmd->bl : &md->bl);
+ }
+
+ if (bl)
+ {
+ x = bl->x;
+ y = bl->y;
+ }
+ }
+ if (x <= 0 || y <= 0)
+ continue;
+ // 自分の周囲
+ if (ms[i].target >= MST_AROUND1)
+ {
+ int bx = x, by = y, i = 0, c, m = bl->m, r =
+ ms[i].target - MST_AROUND1;
+ do
+ {
+ bx = x + MRAND ((r * 2 + 3)) - r;
+ by = y + MRAND ((r * 2 + 3)) - r;
+ }
+ while ((bx <= 0 || by <= 0 || bx >= map[m].xs
+ || by >= map[m].ys
+ || ((c = read_gat (m, bx, by)) == 1 || c == 5))
+ && (i++) < 1000);
+ if (i < 1000)
+ {
+ x = bx;
+ y = by;
+ }
+ }
+ // 相手の周囲
+ if (ms[i].target >= MST_AROUND5)
+ {
+ int bx = x, by = y, i = 0, c, m = bl->m, r =
+ (ms[i].target - MST_AROUND5) + 1;
+ do
+ {
+ bx = x + MRAND ((r * 2 + 1)) - r;
+ by = y + MRAND ((r * 2 + 1)) - r;
+ }
+ while ((bx <= 0 || by <= 0 || bx >= map[m].xs
+ || by >= map[m].ys
+ || ((c = read_gat (m, bx, by)) == 1 || c == 5))
+ && (i++) < 1000);
+ if (i < 1000)
+ {
+ x = bx;
+ y = by;
+ }
+ }
+ if (!mobskill_use_pos (md, x, y, i))
+ return 0;
+
+ }
+ else
+ {
+ if (ms[i].target == MST_MASTER)
+ {
+ struct block_list *bl = &md->bl;
+ if (md->master_id)
+ bl = map_id2bl (md->master_id);
+
+ if (bl && !mobskill_use_id (md, bl, i))
+ return 0;
+ }
+ // ID指定
+ if (ms[i].target <= MST_FRIEND)
+ {
+ struct block_list *bl = NULL;
+ bl = ((ms[i].target ==
+ MST_TARGET) ? map_id2bl (md->
+ target_id) : (ms[i].target
+ ==
+ MST_FRIEND)
+ ? &fmd->bl : &md->bl);
+ if (bl && !mobskill_use_id (md, bl, i))
+ return 0;
+ }
+ }
+ if (ms[i].emotion >= 0)
+ clif_emotion (&md->bl, ms[i].emotion);
+ return 1;
+ }
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * Skill use event processing
+ *------------------------------------------
+ */
+int mobskill_event (struct mob_data *md, int flag)
+{
+ nullpo_retr (0, md);
+
+ if (flag == -1 && mobskill_use (md, gettick (), MSC_CASTTARGETED))
+ return 1;
+ if ((flag & BF_SHORT)
+ && mobskill_use (md, gettick (), MSC_CLOSEDATTACKED))
+ return 1;
+ if ((flag & BF_LONG)
+ && mobskill_use (md, gettick (), MSC_LONGRANGEATTACKED))
+ return 1;
+ return 0;
+}
+
+/*==========================================
+ * Mobがエンペリウムなどの場合の判定
+ *------------------------------------------
+ */
+int mob_gvmobcheck (struct map_session_data *sd, struct block_list *bl)
+{
+ struct mob_data *md = NULL;
+
+ nullpo_retr (0, sd);
+ nullpo_retr (0, bl);
+
+ if (bl->type == BL_MOB && (md = (struct mob_data *) bl) &&
+ (md->mob_class == 1288 || md->mob_class == 1287 || md->mob_class == 1286
+ || md->mob_class == 1285))
+ {
+ struct guild_castle *gc = guild_mapname2gc (map[sd->bl.m].name);
+ struct guild *g = guild_search (sd->status.guild_id);
+
+ if (g == NULL && md->mob_class == 1288)
+ return 0; //ギルド未加入ならダメージ無し
+ else if (gc != NULL && !map[sd->bl.m].flag.gvg)
+ return 0; //砦内でGvじゃないときはダメージなし
+ else if (g && gc != NULL && g->guild_id == gc->guild_id)
+ return 0; //自占領ギルドのエンペならダメージ無し
+ else if (g && guild_checkskill (g, GD_APPROVAL) <= 0
+ && md->mob_class == 1288)
+ return 0; //正規ギルド承認がないとダメージ無し
+
+ }
+
+ return 1;
+}
+
+/*==========================================
+ * スキル用タイマー削除
+ *------------------------------------------
+ */
+int mobskill_deltimer (struct mob_data *md)
+{
+ nullpo_retr (0, md);
+
+ if (md->skilltimer != -1)
+ {
+ if (skill_get_inf (md->skillid) & 2)
+ delete_timer (md->skilltimer, mobskill_castend_pos);
+ else
+ delete_timer (md->skilltimer, mobskill_castend_id);
+ md->skilltimer = -1;
+ }
+ return 0;
+}
+
+//
+// 初期化
+//
+/*==========================================
+ * Since un-setting [ mob ] up was used, it is an initial provisional value setup.
+ *------------------------------------------
+ */
+static int mob_makedummymobdb (int mob_class)
+{
+ int i;
+
+ sprintf (mob_db[mob_class].name, "mob%d", mob_class);
+ sprintf (mob_db[mob_class].jname, "mob%d", mob_class);
+ mob_db[mob_class].lv = 1;
+ mob_db[mob_class].max_hp = 1000;
+ mob_db[mob_class].max_sp = 1;
+ mob_db[mob_class].base_exp = 2;
+ mob_db[mob_class].job_exp = 1;
+ mob_db[mob_class].range = 1;
+ mob_db[mob_class].atk1 = 7;
+ mob_db[mob_class].atk2 = 10;
+ mob_db[mob_class].def = 0;
+ mob_db[mob_class].mdef = 0;
+ mob_db[mob_class].str = 1;
+ mob_db[mob_class].agi = 1;
+ mob_db[mob_class].vit = 1;
+ mob_db[mob_class].int_ = 1;
+ mob_db[mob_class].dex = 6;
+ mob_db[mob_class].luk = 2;
+ mob_db[mob_class].range2 = 10;
+ mob_db[mob_class].range3 = 10;
+ mob_db[mob_class].size = 0;
+ mob_db[mob_class].race = 0;
+ mob_db[mob_class].element = 0;
+ mob_db[mob_class].mode = 0;
+ mob_db[mob_class].speed = 300;
+ mob_db[mob_class].adelay = 1000;
+ mob_db[mob_class].amotion = 500;
+ mob_db[mob_class].dmotion = 500;
+ mob_db[mob_class].dropitem[0].nameid = 909; // Jellopy
+ mob_db[mob_class].dropitem[0].p = 1000;
+ for (i = 1; i < 8; i++)
+ {
+ mob_db[mob_class].dropitem[i].nameid = 0;
+ mob_db[mob_class].dropitem[i].p = 0;
+ }
+ // Item1,Item2
+ mob_db[mob_class].mexp = 0;
+ mob_db[mob_class].mexpper = 0;
+ for (i = 0; i < 3; i++)
+ {
+ mob_db[mob_class].mvpitem[i].nameid = 0;
+ mob_db[mob_class].mvpitem[i].p = 0;
+ }
+ for (i = 0; i < MAX_RANDOMMONSTER; i++)
+ mob_db[mob_class].summonper[i] = 0;
+ return 0;
+}
+
+/*==========================================
+ * db/mob_db.txt reading
+ *------------------------------------------
+ */
+static int mob_readdb (void)
+{
+ FILE *fp;
+ char line[1024];
+ char *filename[] = { "db/mob_db.txt", "db/mob_db2.txt" };
+ int i;
+
+ memset (mob_db, 0, sizeof (mob_db));
+
+ for (i = 0; i < 2; i++)
+ {
+
+ fp = fopen_ (filename[i], "r");
+ if (fp == NULL)
+ {
+ if (i > 0)
+ continue;
+ return -1;
+ }
+ while (fgets (line, 1020, fp))
+ {
+ int mob_class, i;
+ char *str[57], *p, *np;
+
+ if (line[0] == '/' && line[1] == '/')
+ continue;
+
+ for (i = 0, p = line; i < 57; i++)
+ {
+ while (*p == '\t' || *p == ' ')
+ p++;
+ if ((np = strchr (p, ',')) != NULL)
+ {
+ str[i] = p;
+ *np = 0;
+ p = np + 1;
+ }
+ else
+ str[i] = p;
+ }
+
+ mob_class = atoi (str[0]);
+ if (mob_class <= 1000 || mob_class > 2000)
+ continue;
+
+ mob_db[mob_class].view_class = mob_class;
+ memcpy (mob_db[mob_class].name, str[1], 24);
+ memcpy (mob_db[mob_class].jname, str[2], 24);
+ mob_db[mob_class].lv = atoi (str[3]);
+ mob_db[mob_class].max_hp = atoi (str[4]);
+ mob_db[mob_class].max_sp = atoi (str[5]);
+
+ mob_db[mob_class].base_exp = atoi (str[6]);
+ if (mob_db[mob_class].base_exp < 0)
+ mob_db[mob_class].base_exp = 0;
+ else if (mob_db[mob_class].base_exp > 0
+ && (mob_db[mob_class].base_exp *
+ battle_config.base_exp_rate / 100 > 1000000000
+ || mob_db[mob_class].base_exp *
+ battle_config.base_exp_rate / 100 < 0))
+ mob_db[mob_class].base_exp = 1000000000;
+ else
+ mob_db[mob_class].base_exp *= battle_config.base_exp_rate / 100;
+
+ mob_db[mob_class].job_exp = atoi (str[7]);
+ if (mob_db[mob_class].job_exp < 0)
+ mob_db[mob_class].job_exp = 0;
+ else if (mob_db[mob_class].job_exp > 0
+ && (mob_db[mob_class].job_exp * battle_config.job_exp_rate /
+ 100 > 1000000000
+ || mob_db[mob_class].job_exp *
+ battle_config.job_exp_rate / 100 < 0))
+ mob_db[mob_class].job_exp = 1000000000;
+ else
+ mob_db[mob_class].job_exp *= battle_config.job_exp_rate / 100;
+
+ mob_db[mob_class].range = atoi (str[8]);
+ mob_db[mob_class].atk1 = atoi (str[9]);
+ mob_db[mob_class].atk2 = atoi (str[10]);
+ mob_db[mob_class].def = atoi (str[11]);
+ mob_db[mob_class].mdef = atoi (str[12]);
+ mob_db[mob_class].str = atoi (str[13]);
+ mob_db[mob_class].agi = atoi (str[14]);
+ mob_db[mob_class].vit = atoi (str[15]);
+ mob_db[mob_class].int_ = atoi (str[16]);
+ mob_db[mob_class].dex = atoi (str[17]);
+ mob_db[mob_class].luk = atoi (str[18]);
+ mob_db[mob_class].range2 = atoi (str[19]);
+ mob_db[mob_class].range3 = atoi (str[20]);
+ mob_db[mob_class].size = atoi (str[21]);
+ mob_db[mob_class].race = atoi (str[22]);
+ mob_db[mob_class].element = atoi (str[23]);
+ mob_db[mob_class].mode = atoi (str[24]);
+ mob_db[mob_class].speed = atoi (str[25]);
+ mob_db[mob_class].adelay = atoi (str[26]);
+ mob_db[mob_class].amotion = atoi (str[27]);
+ mob_db[mob_class].dmotion = atoi (str[28]);
+
+ for (i = 0; i < 8; i++)
+ {
+ int rate = 0, type, ratemin, ratemax;
+ mob_db[mob_class].dropitem[i].nameid = atoi (str[29 + i * 2]);
+ type = itemdb_type (mob_db[mob_class].dropitem[i].nameid);
+ if (type == 0)
+ { // Added [Valaris]
+ rate = battle_config.item_rate_heal;
+ ratemin = battle_config.item_drop_heal_min;
+ ratemax = battle_config.item_drop_heal_max;
+ }
+ else if (type == 2)
+ {
+ rate = battle_config.item_rate_use;
+ ratemin = battle_config.item_drop_use_min;
+ ratemax = battle_config.item_drop_use_max; // End
+ }
+ else if (type == 4 || type == 5 || type == 8)
+ {
+ rate = battle_config.item_rate_equip;
+ ratemin = battle_config.item_drop_equip_min;
+ ratemax = battle_config.item_drop_equip_max;
+ }
+ else if (type == 6)
+ {
+ rate = battle_config.item_rate_card;
+ ratemin = battle_config.item_drop_card_min;
+ ratemax = battle_config.item_drop_card_max;
+ }
+ else
+ {
+ rate = battle_config.item_rate_common;
+ ratemin = battle_config.item_drop_common_min;
+ ratemax = battle_config.item_drop_common_max;
+ }
+ rate = (rate / 100) * atoi (str[30 + i * 2]);
+ rate =
+ (rate < ratemin) ? ratemin : (rate >
+ ratemax) ? ratemax : rate;
+ mob_db[mob_class].dropitem[i].p = rate;
+ }
+ // Item1,Item2
+ mob_db[mob_class].mexp =
+ atoi (str[45]) * battle_config.mvp_exp_rate / 100;
+ mob_db[mob_class].mexpper = atoi (str[46]);
+ for (i = 0; i < 3; i++)
+ {
+ mob_db[mob_class].mvpitem[i].nameid = atoi (str[47 + i * 2]);
+ mob_db[mob_class].mvpitem[i].p =
+ atoi (str[48 + i * 2]) * battle_config.mvp_item_rate /
+ 100;
+ }
+ mob_db[mob_class].mutations_nr = atoi (str[55]);
+ mob_db[mob_class].mutation_power = atoi (str[56]);
+
+ for (i = 0; i < MAX_RANDOMMONSTER; i++)
+ mob_db[mob_class].summonper[i] = 0;
+ mob_db[mob_class].maxskill = 0;
+
+ mob_db[mob_class].sex = 0;
+ mob_db[mob_class].hair = 0;
+ mob_db[mob_class].hair_color = 0;
+ mob_db[mob_class].weapon = 0;
+ mob_db[mob_class].shield = 0;
+ mob_db[mob_class].head_top = 0;
+ mob_db[mob_class].head_mid = 0;
+ mob_db[mob_class].head_buttom = 0;
+ mob_db[mob_class].clothes_color = 0; //Add for player monster dye - Valaris
+
+ if (mob_db[mob_class].base_exp == 0)
+ mob_db[mob_class].base_exp = mob_gen_exp (&mob_db[mob_class]);
+ }
+ fclose_ (fp);
+ printf ("read %s done\n", filename[i]);
+ }
+ return 0;
+}
+
+/*==========================================
+ * MOB display graphic change data reading
+ *------------------------------------------
+ */
+static int mob_readdb_mobavail (void)
+{
+ FILE *fp;
+ char line[1024];
+ int ln = 0;
+ int mob_class, j, k;
+ char *str[20], *p, *np;
+
+ if ((fp = fopen_ ("db/mob_avail.txt", "r")) == NULL)
+ {
+ printf ("can't read db/mob_avail.txt\n");
+ return -1;
+ }
+
+ while (fgets (line, 1020, fp))
+ {
+ if (line[0] == '/' && line[1] == '/')
+ continue;
+ memset (str, 0, sizeof (str));
+
+ for (j = 0, p = line; j < 12; j++)
+ {
+ if ((np = strchr (p, ',')) != NULL)
+ {
+ str[j] = p;
+ *np = 0;
+ p = np + 1;
+ }
+ else
+ str[j] = p;
+ }
+
+ if (str[0] == NULL)
+ continue;
+
+ mob_class = atoi (str[0]);
+
+ if (mob_class <= 1000 || mob_class > 2000) // 値が異常なら処理しない。
+ continue;
+ k = atoi (str[1]);
+ if (k >= 0)
+ mob_db[mob_class].view_class = k;
+
+ if ((mob_db[mob_class].view_class < 24)
+ || (mob_db[mob_class].view_class > 4000))
+ {
+ mob_db[mob_class].sex = atoi (str[2]);
+ mob_db[mob_class].hair = atoi (str[3]);
+ mob_db[mob_class].hair_color = atoi (str[4]);
+ mob_db[mob_class].weapon = atoi (str[5]);
+ mob_db[mob_class].shield = atoi (str[6]);
+ mob_db[mob_class].head_top = atoi (str[7]);
+ mob_db[mob_class].head_mid = atoi (str[8]);
+ mob_db[mob_class].head_buttom = atoi (str[9]);
+ mob_db[mob_class].option = atoi (str[10]) & ~0x46;
+ mob_db[mob_class].clothes_color = atoi (str[11]); // Monster player dye option - Valaris
+ }
+
+ else if (atoi (str[2]) > 0)
+ mob_db[mob_class].equip = atoi (str[2]); // mob equipment [Valaris]
+
+ ln++;
+ }
+ fclose_ (fp);
+ printf ("read db/mob_avail.txt done (count=%d)\n", ln);
+ return 0;
+}
+
+/*==========================================
+ * 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[] = {
+ "db/mob_branch.txt",
+ "db/mob_poring.txt",
+ "db/mob_boss.txt"
+ };
+
+ for (i = 0; i < MAX_RANDOMMONSTER; i++)
+ {
+ mob_db[0].summonper[i] = 1002; // 設定し忘れた場合はポリンが出るようにしておく
+ fp = fopen_ (mobfile[i], "r");
+ if (fp == NULL)
+ {
+ printf ("can't read %s\n", mobfile[i]);
+ return -1;
+ }
+ while (fgets (line, 1020, fp))
+ {
+ int mob_class, per;
+ 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;
+
+ mob_class = atoi (str[0]);
+ per = atoi (str[2]);
+ if ((mob_class > 1000 && mob_class <= 2000) || mob_class == 0)
+ mob_db[mob_class].summonper[i] = per;
+ }
+ fclose_ (fp);
+ printf ("read %s done\n", mobfile[i]);
+ }
+ return 0;
+}
+
+/*==========================================
+ * db/mob_skill_db.txt reading
+ *------------------------------------------
+ */
+static int mob_readskilldb (void)
+{
+ FILE *fp;
+ char line[1024];
+ int i;
+
+ const struct
+ {
+ char str[32];
+ int id;
+ } cond1[] =
+ {
+ {
+ "always", MSC_ALWAYS},
+ {
+ "myhpltmaxrate", MSC_MYHPLTMAXRATE},
+ {
+ "friendhpltmaxrate", MSC_FRIENDHPLTMAXRATE},
+ {
+ "mystatuson", MSC_MYSTATUSON},
+ {
+ "mystatusoff", MSC_MYSTATUSOFF},
+ {
+ "friendstatuson", MSC_FRIENDSTATUSON},
+ {
+ "friendstatusoff", MSC_FRIENDSTATUSOFF},
+ {
+ "notintown", MSC_NOTINTOWN},
+ {
+ "attackpcgt", MSC_ATTACKPCGT},
+ {
+ "attackpcge", MSC_ATTACKPCGE},
+ {
+ "slavelt", MSC_SLAVELT},
+ {
+ "slavele", MSC_SLAVELE},
+ {
+ "closedattacked", MSC_CLOSEDATTACKED},
+ {
+ "longrangeattacked", MSC_LONGRANGEATTACKED},
+ {
+ "skillused", MSC_SKILLUSED},
+ {
+ "casttargeted", MSC_CASTTARGETED},}, cond2[] =
+ {
+ {
+ "anybad", -1},
+ {
+ "stone", SC_STONE},
+ {
+ "freeze", SC_FREEZE},
+ {
+ "stan", SC_STAN},
+ {
+ "sleep", SC_SLEEP},
+ {
+ "poison", SC_POISON},
+ {
+ "curse", SC_CURSE},
+ {
+ "silence", SC_SILENCE},
+ {
+ "confusion", SC_CONFUSION},
+ {
+ "blind", SC_BLIND},
+ {
+ "hiding", SC_HIDING},
+ {
+ "sight", SC_SIGHT},}, state[] =
+ {
+ {
+ "any", -1},
+ {
+ "idle", MSS_IDLE},
+ {
+ "walk", MSS_WALK},
+ {
+ "attack", MSS_ATTACK},
+ {
+ "dead", MSS_DEAD},
+ {
+ "loot", MSS_LOOT},
+ {
+ "chase", MSS_CHASE},}, target[] =
+ {
+ {
+ "target", MST_TARGET},
+ {
+ "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},};
+
+ int x;
+ char *filename[] = { "db/mob_skill_db.txt", "db/mob_skill_db2.txt" };
+
+ for (x = 0; x < 2; x++)
+ {
+
+ fp = fopen_ (filename[x], "r");
+ if (fp == NULL)
+ {
+ if (x == 0)
+ printf ("can't read %s\n", filename[x]);
+ continue;
+ }
+ while (fgets (line, 1020, fp))
+ {
+ char *sp[20], *p;
+ int mob_id;
+ struct mob_skill *ms;
+ int j = 0;
+
+ if (line[0] == '/' && line[1] == '/')
+ continue;
+
+ memset (sp, 0, sizeof (sp));
+ for (i = 0, p = line; i < 18 && p; i++)
+ {
+ sp[i] = p;
+ if ((p = strchr (p, ',')) != NULL)
+ *p++ = 0;
+ }
+ if ((mob_id = atoi (sp[0])) <= 0)
+ continue;
+
+ if (strcmp (sp[1], "clear") == 0)
+ {
+ memset (mob_db[mob_id].skill, 0,
+ sizeof (mob_db[mob_id].skill));
+ mob_db[mob_id].maxskill = 0;
+ continue;
+ }
+
+ for (i = 0; i < MAX_MOBSKILL; i++)
+ if ((ms = &mob_db[mob_id].skill[i])->skill_id == 0)
+ break;
+ if (i == MAX_MOBSKILL)
+ {
+ printf
+ ("mob_skill: readdb: too many skill ! [%s] in %d[%s]\n",
+ sp[1], mob_id, mob_db[mob_id].jname);
+ continue;
+ }
+
+ ms->state = atoi (sp[2]);
+ for (j = 0; j < sizeof (state) / sizeof (state[0]); j++)
+ {
+ if (strcmp (sp[2], state[j].str) == 0)
+ ms->state = state[j].id;
+ }
+ ms->skill_id = atoi (sp[3]);
+ ms->skill_lv = atoi (sp[4]);
+
+ ms->permillage = atoi (sp[5]);
+ ms->casttime = atoi (sp[6]);
+ ms->delay = atoi (sp[7]);
+ ms->cancel = atoi (sp[8]);
+ if (strcmp (sp[8], "yes") == 0)
+ ms->cancel = 1;
+ ms->target = atoi (sp[9]);
+ for (j = 0; j < sizeof (target) / sizeof (target[0]); j++)
+ {
+ if (strcmp (sp[9], target[j].str) == 0)
+ ms->target = target[j].id;
+ }
+ ms->cond1 = -1;
+ for (j = 0; j < sizeof (cond1) / sizeof (cond1[0]); j++)
+ {
+ if (strcmp (sp[10], cond1[j].str) == 0)
+ ms->cond1 = cond1[j].id;
+ }
+ ms->cond2 = atoi (sp[11]);
+ for (j = 0; j < sizeof (cond2) / sizeof (cond2[0]); j++)
+ {
+ if (strcmp (sp[11], cond2[j].str) == 0)
+ ms->cond2 = cond2[j].id;
+ }
+ ms->val[0] = atoi (sp[12]);
+ ms->val[1] = atoi (sp[13]);
+ ms->val[2] = atoi (sp[14]);
+ ms->val[3] = atoi (sp[15]);
+ ms->val[4] = atoi (sp[16]);
+ if (sp[17] != NULL && strlen (sp[17]) > 2)
+ ms->emotion = atoi (sp[17]);
+ else
+ ms->emotion = -1;
+ mob_db[mob_id].maxskill = i + 1;
+ }
+ fclose_ (fp);
+ printf ("read %s done\n", filename[x]);
+ }
+ return 0;
+}
+
+void mob_reload (void)
+{
+ /*
+ *
+ * <empty monster database>
+ * mob_read();
+ *
+ */
+
+ do_init_mob ();
+}
+
+/*==========================================
+ * Circumference initialization of mob
+ *------------------------------------------
+ */
+int do_init_mob (void)
+{
+ mob_readdb ();
+
+ mob_readdb_mobavail ();
+ mob_read_randommonster ();
+ mob_readskilldb ();
+
+ 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;
+}