diff options
Diffstat (limited to 'src/map/battle.c')
-rw-r--r-- | src/map/battle.c | 98 |
1 files changed, 57 insertions, 41 deletions
diff --git a/src/map/battle.c b/src/map/battle.c index a6507dacf..363fba9d7 100644 --- a/src/map/battle.c +++ b/src/map/battle.c @@ -407,6 +407,8 @@ int64 battle_attr_fix(struct block_list *src, struct block_list *target, int64 d else return damage + (damage * (ratio - 100) / 100); } + +//FIXME: Missing documentation for flag, flag2 int64 battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, struct weapon_atk *watk, int nk, bool n_ele, short s_ele, short s_ele_, int size, int type, int flag, int flag2){ // [malufett] #ifdef RENEWAL int64 damage, eatk = 0; @@ -485,7 +487,7 @@ int64 battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, u * it calculates nothing extra fancy, is needed for magnum breaks WATK_ELEMENT bonus. [Skotlex] *------------------------------------------ * Pass damage2 as NULL to not calc it. - * Flag values: + * Flag values: // TODO: Check whether these values are correct (the flag parameter seems to be passed through to other functions), and replace them with an enum. * &1: Critical hit * &2: Arrow attack * &4: Skill is Magic Crasher @@ -493,6 +495,7 @@ int64 battle_calc_weapon_damage(struct block_list *src, struct block_list *bl, u *&16: Arrow attack but BOW, REVOLVER, RIFLE, SHOTGUN, GATLING or GRENADE type weapon not equipped (i.e. shuriken, kunai and venom knives not affected by DEX) */ /* 'battle_calc_base_damage' is used on renewal, 'battle_calc_base_damage2' otherwise. */ +// FIXME: Missing documentation for flag2 int64 battle_calc_base_damage(struct block_list *src, struct block_list *bl, uint16 skill_id, uint16 skill_lv, int nk, bool n_ele, short s_ele, short s_ele_, int type, int flag, int flag2) { int64 damage; struct status_data *st = status->get_status_data(src); @@ -616,6 +619,7 @@ int64 battle_calc_sizefix(struct map_session_data *sd, int64 damage, int type, i /*========================================== * Passive skill damages increases *------------------------------------------*/ +// FIXME: type is undocumented int64 battle_addmastery(struct map_session_data *sd,struct block_list *target,int64 dmg,int type) { int64 damage; struct status_data *st = status->get_status_data(target); @@ -866,6 +870,7 @@ void battle_calc_masteryfix_unknown(struct block_list *src, struct block_list *t /*========================================== * Elemental attribute fix. *------------------------------------------*/ +// FIXME: flag is undocumented int64 battle_calc_elefix(struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int64 damage, int nk, int n_ele, int s_ele, int s_ele_, bool left, int flag){ struct status_data *tstatus; @@ -950,6 +955,7 @@ int64 battle_calc_cardfix2(struct block_list *src, struct block_list *bl, int64 * &1 - calc for left hand. * &2 - atker side cardfix(BF_WEAPON) otherwise target side(BF_WEAPON). *------------------------------------------*/ +// FIXME: wflag is undocumented int64 battle_calc_cardfix(int attack_type, struct block_list *src, struct block_list *target, int nk, int s_ele, int s_ele_, int64 damage, int cflag, int wflag){ struct map_session_data *sd, *tsd; short cardfix = @@ -1282,6 +1288,7 @@ int64 battle_calc_cardfix(int attack_type, struct block_list *src, struct block_ * &2 - pdef(Pierce defense) * &4 - tdef(Total defense reduction) *------------------------------------------*/ +// TODO: Add an enum for flag int64 battle_calc_defense(int attack_type, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int64 damage, int flag, int pdef){ struct status_data *sstatus, *tstatus; struct map_session_data *sd, *tsd; @@ -1485,6 +1492,7 @@ int battle_calc_chorusbonus(struct map_session_data *sd) { return members - 2; // Effect bonus from additional Minstrel's/Wanderer's if not above the max possible } +// FIXME: flag is undocumented int battle_calc_skillratio(int attack_type, struct block_list *src, struct block_list *target, uint16 skill_id, uint16 skill_lv, int skillratio, int flag){ int i; struct status_change *sc, *tsc; @@ -3284,6 +3292,7 @@ int64 battle_calc_damage(struct block_list *src,struct block_list *bl,struct Dam /*========================================== * Calculates BG related damage adjustments. *------------------------------------------*/ +// FIXME: flag is undocumented int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 damage, int div_, uint16 skill_id, uint16 skill_lv, int flag) { if( !damage ) @@ -3302,6 +3311,7 @@ int64 battle_calc_bg_damage(struct block_list *src, struct block_list *bl, int64 /*========================================== * Calculates GVG related damage adjustments. *------------------------------------------*/ +// FIXME: flag is undocumented int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,int div_,uint16 skill_id,uint16 skill_lv,int flag) { struct mob_data* md = BL_CAST(BL_MOB, bl); int class_ = status->get_class(bl); @@ -3384,7 +3394,7 @@ void battle_consume_ammo(TBL_PC*sd, int skill_id, int lv) { } if(sd->equip_index[EQI_AMMO]>=0) //Qty check should have been done in skill_check_condition - pc->delitem(sd,sd->equip_index[EQI_AMMO],qty,0,1,LOG_TYPE_CONSUME); + pc->delitem(sd, sd->equip_index[EQI_AMMO], qty, 0, DELITEM_SKILLUSE, LOG_TYPE_CONSUME); sd->state.arrow_atk = 0; } @@ -3438,6 +3448,7 @@ int battle_blewcount_bonus(struct map_session_data *sd, uint16 skill_id) { /*========================================== * battle_calc_magic_attack [DracoRPG] *------------------------------------------*/ +// FIXME: mflag is undocumented struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag) { int nk; short s_ele = 0; @@ -3616,7 +3627,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list skillratio = sc->data[SC_SPELLFIST]->val2 * 50 + sc->data[SC_SPELLFIST]->val4 * 100;// val4 = used bolt level, val2 = used spellfist level. [Rytech] ad.div_ = 1;// ad mods, to make it work similar to regular hits [Xazax] ad.flag = BF_WEAPON|BF_SHORT; - ad.type = 0; + ad.type = BDT_NORMAL; } /* Fall through */ default: @@ -3764,6 +3775,7 @@ struct Damage battle_calc_magic_attack(struct block_list *src,struct block_list /*========================================== * Calculate Misc damage for skill_id *------------------------------------------*/ +// FIXME: mflag is undocumented struct Damage battle_calc_misc_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int mflag) { int temp; short i, nk; @@ -4195,6 +4207,7 @@ void battle_calc_misc_attack_unknown(struct block_list *src, struct block_list * /*========================================== * battle_calc_weapon_attack (by Skotlex) *------------------------------------------*/ +// FIXME: wflag is undocumented struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list *target,uint16 skill_id,uint16 skill_lv,int wflag) { unsigned int skillratio = 100; //Skill dmg modifiers. @@ -4245,7 +4258,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list flag.infdef = 1; // Reverberation takes 1 damage //Initial Values - wd.type=0; //Normal attack + wd.type = BDT_NORMAL; wd.div_ = skill_id ? skill->get_num(skill_id,skill_lv) : 1; wd.amotion=(skill_id && skill->get_inf(skill_id)&INF_GROUND_SKILL)?0:sstatus->amotion; //Amotion should be 0 for ground skills. if(skill_id == KN_AUTOCOUNTER) @@ -4312,7 +4325,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list case TF_DOUBLE: //For NPC used skill. case GS_CHAINACTION: - wd.type = 0x08; + wd.type = BDT_MULTIHIT; break; case GS_GROUNDDRIFT: @@ -4381,7 +4394,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list wd.flag |= flag.arrow?BF_LONG:BF_SHORT; if ((!skill_id || skill_id == PA_SACRIFICE) && tstatus->flee2 && rnd()%1000 < tstatus->flee2) { //Check for Lucky Dodge - wd.type=0x0b; + wd.type = BDT_PDODGE; wd.dmg_lv=ATK_LUCKY; if (wd.div_ < 0) wd.div_*=-1; return wd; @@ -4449,13 +4462,13 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list if( rnd()%100 < ( 5*skill_lv > sd->bonus.double_rate ? 5*skill_lv : sc && sc->data[SC_KAGEMUSYA]?sc->data[SC_KAGEMUSYA]->val1*3:sd->bonus.double_rate ) ) { wd.div_ = skill->get_num(TF_DOUBLE,skill_lv?skill_lv:1); - wd.type = 0x08; + wd.type = BDT_MULTIHIT; } } else if( sd->weapontype1 == W_REVOLVER && (skill_lv = pc->checkskill(sd,GS_CHAINACTION)) > 0 && rnd()%100 < 5*skill_lv ) { wd.div_ = skill->get_num(GS_CHAINACTION,skill_lv); - wd.type = 0x08; + wd.type = BDT_MULTIHIT; } else if(sc && sc->data[SC_FEARBREEZE] && sd->weapontype1==W_BOW && (i = sd->equip_index[EQI_AMMO]) >= 0 && sd->inventory_data[i] && sd->status.inventory[i].amount > 1){ @@ -4486,13 +4499,13 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list if ( wd.div_ > 1 ) { wd.div_ = min(wd.div_, sd->status.inventory[i].amount); sc->data[SC_FEARBREEZE]->val4 = wd.div_ - 1; - wd.type = 0x08; + wd.type = BDT_MULTIHIT; } } } //Check for critical - if( !flag.cri && !(wd.type&0x08) && sstatus->cri && + if( !flag.cri && wd.type != BDT_MULTIHIT && sstatus->cri && (!skill_id || skill_id == KN_AUTOCOUNTER || skill_id == SN_SHARPSHOOTING || skill_id == MA_SHARPSHOOTING || @@ -4544,7 +4557,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list flag.cri = 1; } if (flag.cri) { - wd.type = 0x0a; + wd.type = BDT_CRIT; #ifndef RENEWAL flag.idef = flag.idef2 = #endif @@ -5542,7 +5555,7 @@ struct Damage battle_calc_weapon_attack(struct block_list *src,struct block_list rnd()%100 < tsc->data[SC_SWORDREJECT]->val2 ) { ATK_RATER(50); - status_fix_damage(target,src,wd.damage,clif->damage(target,src,0,0,wd.damage,0,0,0)); + status_fix_damage(target,src,wd.damage,clif->damage(target,src,0,0,wd.damage,0,BDT_NORMAL,0)); clif->skill_nodamage(target,target,ST_REJECTSWORD,tsc->data[SC_SWORDREJECT]->val1,1); if( --(tsc->data[SC_SWORDREJECT]->val3) <= 0 ) status_change_end(target, SC_SWORDREJECT, INVALID_TIMER); @@ -5648,8 +5661,8 @@ void battle_reflect_damage(struct block_list *target, struct block_list *src, st rdamage = ratio + (damage)* (10 + sc->data[SC_CRESCENTELBOW]->val1 * 20 / 10) / 10; skill->blown(target, src, skill->get_blewcount(SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1), unit->getdir(src), 0); clif->skill_damage(target, src, tick, status_get_amotion(src), 0, rdamage, - 1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, 6); // This is how official does - clif->delay_damage(tick + delay, src, target,status_get_amotion(src)+1000,0, rdamage/10, 1, 0); + 1, SR_CRESCENTELBOW_AUTOSPELL, sc->data[SC_CRESCENTELBOW]->val1, BDT_SKILL); // This is how official does + clif->delay_damage(tick + delay, src, target,status_get_amotion(src)+1000,0, rdamage/10, 1, BDT_NORMAL); status->damage(src, target, status->damage(target, src, rdamage, 0, 0, 1)/10, 0, 0, 1); status_change_end(target, SC_CRESCENTELBOW, INVALID_TIMER); /* shouldn't this trigger skill->additional_effect? */ @@ -5667,7 +5680,7 @@ void battle_reflect_damage(struct block_list *target, struct block_list *src, st int64 rd1 = damage * sc->data[SC_DEATHBOUND]->val2 / 100; // Amplify damage. trdamage += rdamage = rd1 - (damage = rd1 * 30 / 100); // not normalized as intended. - rdelay = clif->skill_damage(src, target, tick, status_get_amotion(src), status_get_dmotion(src), -3000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, 6); + rdelay = clif->skill_damage(src, target, tick, status_get_amotion(src), status_get_dmotion(src), -3000, 1, RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1, BDT_SKILL); skill->blown(target, src, skill->get_blewcount(RK_DEATHBOUND, sc->data[SC_DEATHBOUND]->val1), unit->getdir(src), 0); if( tsd ) /* is this right? rdamage as both left and right? */ @@ -5694,7 +5707,7 @@ void battle_reflect_damage(struct block_list *target, struct block_list *src, st if ( tsd && tsd->bonus.short_weapon_damage_return ) { NORMALIZE_RDAMAGE(damage * tsd->bonus.short_weapon_damage_return / 100); - rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4); + rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, BDT_ENDURE); /* is this right? rdamage as both left and right? */ battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0); @@ -5719,9 +5732,9 @@ void battle_reflect_damage(struct block_list *target, struct block_list *src, st NORMALIZE_RDAMAGE(damage * sc->data[SC_REFLECTSHIELD]->val2 / 100); #ifndef RENEWAL - rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4); + rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, BDT_ENDURE); #else - rdelay = clif->skill_damage(src, src, tick, delay, status_get_dmotion(src), rdamage, 1, CR_REFLECTSHIELD, 1, 4); + rdelay = clif->skill_damage(src, src, tick, delay, status_get_dmotion(src), rdamage, 1, CR_REFLECTSHIELD, 1, BDT_ENDURE); #endif /* is this right? rdamage as both left and right? */ if( tsd ) @@ -5755,7 +5768,7 @@ void battle_reflect_damage(struct block_list *target, struct block_list *src, st if( sc->data[SC_SHIELDSPELL_DEF] && sc->data[SC_SHIELDSPELL_DEF]->val1 == 2 ){ NORMALIZE_RDAMAGE(damage * sc->data[SC_SHIELDSPELL_DEF]->val2 / 100); - rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4); + rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, BDT_ENDURE); /* is this right? rdamage as both left and right? */ if( tsd ) @@ -5769,7 +5782,7 @@ void battle_reflect_damage(struct block_list *target, struct block_list *src, st if( ssc->data[SC_INSPIRATION] ) { NORMALIZE_RDAMAGE(damage / 100); - rdelay = clif->delay_damage(tick+delay,target, target, status_get_amotion(target), status_get_dmotion(target), rdamage, 1, 4); + rdelay = clif->delay_damage(tick+delay,target, target, status_get_amotion(target), status_get_dmotion(target), rdamage, 1, BDT_ENDURE); /* is this right? rdamage as both left and right? */ if( sd ) @@ -5784,7 +5797,7 @@ void battle_reflect_damage(struct block_list *target, struct block_list *src, st if ( tsd && tsd->bonus.long_weapon_damage_return ) { NORMALIZE_RDAMAGE(damage * tsd->bonus.long_weapon_damage_return / 100); - rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, 4); + rdelay = clif->delay_damage(tick+delay,src, src, status_get_amotion(src), status_get_dmotion(src), rdamage, 1, BDT_ENDURE); /* is this right? rdamage as both left and right? */ battle->drain(tsd, src, rdamage, rdamage, status_get_race(src), 0); @@ -5879,7 +5892,7 @@ int battle_damage_area(struct block_list *bl, va_list ap) { battle->delay_damage(tick, amotion,src,bl,0,CR_REFLECTSHIELD,0,damage,ATK_DEF,0,true); else status_fix_damage(src,bl,damage,0); - clif->damage(bl,bl,amotion,dmotion,damage,1,ATK_BLOCK,0); + clif->damage(bl,bl,amotion,dmotion,damage,1,BDT_ENDURE,0); if( !(src->type == BL_PC && ((TBL_PC*)src)->state.autocast) ) skill->additional_effect(src, bl, CR_REFLECTSHIELD, 1, BF_WEAPON|BF_SHORT|BF_NORMAL,ATK_DEF,tick); map->freeblock_unlock(); @@ -5890,6 +5903,7 @@ int battle_damage_area(struct block_list *bl, va_list ap) { /*========================================== * Do a basic physical attack (call trough unit_attack_timer) *------------------------------------------*/ +// FIXME: flag is undocumented enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* target, int64 tick, int flag) { struct map_session_data *sd = NULL, *tsd = NULL; struct status_data *sstatus, *tstatus; @@ -5971,7 +5985,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t if(dist <= 0 || (!map->check_dir(dir,t_dir) && dist <= tstatus->rhw.range+1)) { uint16 skill_lv = tsc->data[SC_AUTOCOUNTER]->val1; clif->skillcastcancel(target); //Remove the casting bar. [Skotlex] - clif->damage(src, target, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS. + clif->damage(src, target, sstatus->amotion, 1, 0, 1, BDT_NORMAL, 0); //Display MISS. status_change_end(target, SC_AUTOCOUNTER, INVALID_TIMER); skill->attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skill_lv,tick,0); return ATK_BLOCK; @@ -5984,7 +5998,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t status_change_end(target, SC_BLADESTOP_WAIT, INVALID_TIMER); if(sc_start4(target, src, SC_BLADESTOP, 100, sd?pc->checkskill(sd, MO_BLADESTOP):5, 0, 0, target->id, duration)) { //Target locked. - clif->damage(src, target, sstatus->amotion, 1, 0, 1, 0, 0); //Display MISS. + clif->damage(src, target, sstatus->amotion, 1, 0, 1, BDT_NORMAL, 0); //Display MISS. clif->bladestop(target, src->id, 1); sc_start4(target, target, SC_BLADESTOP, 100, skill_lv, 0, 0, src->id, duration); return ATK_BLOCK; @@ -6050,7 +6064,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t } if( sd && sc->data[SC_FEARBREEZE] && sc->data[SC_FEARBREEZE]->val4 > 0 && sd->status.inventory[sd->equip_index[EQI_AMMO]].amount >= sc->data[SC_FEARBREEZE]->val4 && battle_config.arrow_decrement){ - pc->delitem(sd,sd->equip_index[EQI_AMMO],sc->data[SC_FEARBREEZE]->val4,0,1,LOG_TYPE_CONSUME); + pc->delitem(sd, sd->equip_index[EQI_AMMO], sc->data[SC_FEARBREEZE]->val4, 0, DELITEM_SKILLUSE, LOG_TYPE_CONSUME); sc->data[SC_FEARBREEZE]->val4 = 0; } } @@ -6098,7 +6112,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t (d_bl->type == BL_PC && ((TBL_PC*)d_bl)->devotion[sce->val2] == target->id) ) && check_distance_bl(target, d_bl, sce->val3) ) { - clif->damage(d_bl, d_bl, 0, 0, damage, 0, 0, 0); + clif->damage(d_bl, d_bl, 0, 0, damage, 0, BDT_NORMAL, 0); status_fix_damage(NULL, d_bl, damage, 0); } else @@ -6106,7 +6120,7 @@ enum damage_lv battle_weapon_attack(struct block_list* src, struct block_list* t } else if( tsc->data[SC_CIRCLE_OF_FIRE_OPTION] && (wd.flag&BF_SHORT) && target->type == BL_PC ) { struct elemental_data *ed = ((TBL_PC*)target)->ed; if( ed ) { - clif->skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, 6); + clif->skill_damage(&ed->bl, target, tick, status_get_amotion(src), 0, -30000, 1, EL_CIRCLE_OF_FIRE, tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1, BDT_SKILL); skill->attack(BF_MAGIC,&ed->bl,&ed->bl,src,EL_CIRCLE_OF_FIRE,tsc->data[SC_CIRCLE_OF_FIRE_OPTION]->val1,tick,wd.flag); } } else if( tsc->data[SC_WATER_SCREEN_OPTION] && tsc->data[SC_WATER_SCREEN_OPTION]->val1 ) { @@ -6375,15 +6389,20 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f } break; case BL_MOB: - if(((((TBL_MOB*)target)->special_state.ai == 2 || //Marine Spheres - (((TBL_MOB*)target)->special_state.ai == 3 && battle_config.summon_flora&1)) && //Floras - s_bl->type == BL_PC && src->type != BL_MOB) || (((TBL_MOB*)target)->special_state.ai == 4 && t_bl->id != s_bl->id)) //Zanzoe - { + { + TBL_MOB *md = BL_CAST(BL_MOB, target); + if(( + (md->special_state.ai == AI_SPHERE || (md->special_state.ai == AI_FLORA && battle_config.summon_flora&1)) + && s_bl->type == BL_PC && src->type != BL_MOB + ) + || (md->special_state.ai == AI_ZANZOU && t_bl->id != s_bl->id) + ) { //Targetable by players state |= BCT_ENEMY; strip_enemy = 0; } break; + } case BL_SKILL: { TBL_SKILL *su = (TBL_SKILL*)target; @@ -6546,19 +6565,16 @@ int battle_check_target( struct block_list *src, struct block_list *target,int f && md->guardian_data && (md->guardian_data->g || md->guardian_data->castle->guild_id) ) return 0; // Disable guardians/emperium owned by Guilds on non-woe times. - if( !md->special_state.ai ) - { //Normal mobs - if( - ( target->type == BL_MOB && t_bl->type == BL_PC && ( ((TBL_MOB*)target)->special_state.ai != 4 && ((TBL_MOB*)target)->special_state.ai != 1 ) ) || - ( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai ) - ) + if (md->special_state.ai == AI_NONE) { + //Normal mobs + struct mob_data *target_md = BL_CAST(BL_MOB, target); + if( (target_md && t_bl->type == BL_PC && target_md->special_state.ai != AI_ZANZOU && target_md->special_state.ai != AI_ATTACK) + || (t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai) ) state |= BCT_PARTY; //Normal mobs with no ai are friends. else state |= BCT_ENEMY; //However, all else are enemies. - } - else - { - if( t_bl->type == BL_MOB && !((TBL_MOB*)t_bl)->special_state.ai ) + } else { + if (t_bl->type == BL_MOB && ((TBL_MOB*)t_bl)->special_state.ai == AI_NONE) state |= BCT_ENEMY; //Natural enemy for AI mobs are normal mobs. } break; |