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path: root/src/map/mob.c
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// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder

#include "../common/cbasetypes.h"
#include "../common/timer.h"
#include "../common/db.h"
#include "../common/nullpo.h"
#include "../common/malloc.h"
#include "../common/showmsg.h"
#include "../common/ers.h"
#include "../common/strlib.h"

#include "map.h"
#include "clif.h"
#include "intif.h"
#include "pc.h"
#include "status.h"
#include "mob.h"
#include "mercenary.h"	//[orn]
#include "guild.h"
#include "itemdb.h"
#include "skill.h"
#include "battle.h"
#include "party.h"
#include "npc.h"
#include "log.h"
#include "script.h"
#include "atcommand.h"
#include "date.h"
#include "irc.h"

#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <string.h>
#include <math.h>


#define IDLE_SKILL_INTERVAL 10	//Active idle skills should be triggered every 1 second (1000/MIN_MOBTHINKTIME)

#define MOB_LAZYSKILLPERC 10	// Probability for mobs far from players from doing their IDLE skill. (rate of 1000 minute)
#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)

#define MAX_MINCHASE 30	//Max minimum chase value to use for mobs.

#define RUDE_ATTACKED_COUNT 2	//After how many rude-attacks should the skill be used?

//Used to determine default enemy type of mobs (for use in eachinrange calls)
#define DEFAULT_ENEMY_TYPE(md) (md->special_state.ai?BL_CHAR:BL_PC|BL_HOM)

//Dynamic mob database, allows saving of memory when there's big gaps in the mob_db [Skotlex]
struct mob_db *mob_db_data[MAX_MOB_DB+1];
struct mob_db *mob_dummy = NULL;	//Dummy mob to be returned when a non-existant one is requested.

struct mob_db *mob_db(int index) { if (index < 0 || index > MAX_MOB_DB || mob_db_data[index] == NULL) return mob_dummy; return mob_db_data[index]; }

static struct eri *item_drop_ers; //For loot drops delay structures.
static struct eri *item_drop_list_ers;

static struct {
	int qty;
	int class_[350];
} summon[MAX_RANDOMMONSTER];

#define CLASSCHANGE_BOSS_NUM 21

/*==========================================
 * Local prototype declaration   (only required thing)
 *------------------------------------------*/
static int mob_makedummymobdb(int);
static int mob_spawn_guardian_sub(int,unsigned int,int,int);
int mobskill_use(struct mob_data *md,unsigned int tick,int event);
int mob_skillid2skillidx(int class_,int skillid);

/*==========================================
 * Mob is searched with a name.
 *------------------------------------------*/
int mobdb_searchname(const char *str)
{
	int i;
	struct mob_db* mob;
	for(i=0;i<=MAX_MOB_DB;i++){
		mob = mob_db(i);
		if(mob == mob_dummy) //Skip dummy mobs.
			continue;
		if(strcmpi(mob->name,str)==0 || strcmpi(mob->jname,str)==0 || strcmpi(mob->sprite,str)==0)
			return i;
	}

	return 0;
}
static int mobdb_searchname_array_sub(struct mob_db* mob, const char *str)
{
	if (mob == mob_dummy)
		return 1; //Invalid mob.
	if(!mob->base_exp && !mob->job_exp)
		return 1; //Discount slave-mobs (no exp) as requested by Playtester. [Skotlex]
	if(stristr(mob->jname,str))
		return 0;
	if(stristr(mob->name,str))
		return 0;
	return strcmpi(mob->jname,str);
}

/*==========================================
 * Founds up to N matches. Returns number of matches [Skotlex]
 *------------------------------------------*/
int mobdb_searchname_array(struct mob_db** data, int size, const char *str)
{
	int count = 0, i;
	struct mob_db* mob;
	for(i=0;i<=MAX_MOB_DB;i++){
		mob = mob_db(i);
		if (mob == mob_dummy)
			continue;
		if (!mobdb_searchname_array_sub(mob, str)) {
			if (count < size)
				data[count] = mob;
			count++;	
		}
	}
	return count;
}

/*==========================================
 * Id Mob is checked.
 *------------------------------------------*/
int mobdb_checkid(const int id)
{
	if (mob_db(id) == mob_dummy)
		return 0;
	if (mob_is_clone(id)) //checkid is used mostly for random ID based code, therefore clone mobs are out of the question.
		return 0;
	return id;
}

/*==========================================
 * Returns the view data associated to this mob class.
 *------------------------------------------*/
struct view_data * mob_get_viewdata(int class_) 
{
	if (mob_db(class_) == mob_dummy)
		return 0;
	return &mob_db(class_)->vd;
}
/*==========================================
 * Cleans up mob-spawn data to make it "valid"
 *------------------------------------------*/
int mob_parse_dataset(struct spawn_data *data)
{
	int i;
	//FIXME: This implementation is not stable, npc scripts will stop working once MAX_MOB_DB changes value! [Skotlex]
	if(data->class_ > 2*MAX_MOB_DB){ // large/tiny mobs [Valaris]
		data->state.size=2;
		data->class_ -= 2*MAX_MOB_DB;
	} else if (data->class_ > MAX_MOB_DB) {
		data->state.size=1;
		data->class_ -= MAX_MOB_DB;
	}
	
	if ((!mobdb_checkid(data->class_) && !mob_is_clone(data->class_)) || !data->num)
		return 0;

	//better safe than sorry, current md->npc_event has a size of 50
	if ((i=strlen(data->eventname)) >= 50)
		return 0;

	if (data->eventname[0])
	{
		if(i <= 2)
		{	//Portable monster big/small implementation. [Skotlex]
			i = atoi(data->eventname);
			if (i) {
				if (i&2)
					data->state.size=1;
				else if (i&4)
					data->state.size=2;
				if (i&8)
					data->state.ai=1;
				data->eventname[0] = '\0'; //Clear event as it is not used.
			}
		} else {
			if (data->eventname[i-1] == '"')
				data->eventname[i-1] = '\0'; //Remove trailing quote.
			if (data->eventname[0] == '"') //Strip leading quotes
				memmove(data->eventname, data->eventname+1, i-1);
		}
	}
	if (!data->level)
		data->level = mob_db(data->class_)->lv;

	if(strcmp(data->name,"--en--")==0)
		strncpy(data->name,mob_db(data->class_)->name,NAME_LENGTH-1);
	else if(strcmp(data->name,"--ja--")==0)
		strncpy(data->name,mob_db(data->class_)->jname,NAME_LENGTH-1);

	return 1;
}
/*==========================================
 * Generates the basic mob data using the spawn_data provided.
 *------------------------------------------*/
struct mob_data* mob_spawn_dataset(struct spawn_data *data)
{
	struct mob_data *md = aCalloc(1, sizeof(struct mob_data));
	md->bl.id= npc_get_new_npc_id();
	md->bl.type = BL_MOB;
	md->bl.subtype = MONS;
	md->bl.m = data->m;
	md->bl.x = data->x;
	md->bl.y = data->y;
	md->class_ = data->class_;
	md->db = mob_db(md->class_);
	memcpy(md->name, data->name, NAME_LENGTH);
	if (data->state.ai)
		md->special_state.ai = data->state.ai;
	if (data->state.size)
		md->special_state.size = data->state.size;
	if (data->eventname[0] && strlen(data->eventname) >= 4)
		memcpy(md->npc_event, data->eventname, 50);
	md->level = data->level;

	if(md->db->status.mode&MD_LOOTER)
		md->lootitem = (struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
	md->spawn_n = -1;
	md->deletetimer = -1;
	md->skillidx = -1;
	status_set_viewdata(&md->bl, md->class_);
	status_change_init(&md->bl);
	unit_dataset(&md->bl);
	
	map_addiddb(&md->bl);
	return md;
}

/*==========================================
 * Fetches a random mob_id [Skotlex]
 * type: Where to fetch from:
 * 0: dead branch list
 * 1: poring list
 * 2: bloody branch list
 * flag:
 * &1: Apply the summon success chance found in the list (otherwise get any monster from the db)
 * &2: Apply a monster check level.
 * &4: Selected monster should not be a boss type
 * &8: Selected monster must give base exp.
 * lv: Mob level to check against
 *------------------------------------------*/
int mob_get_random_id(int type, int flag, int lv)
{
	struct mob_db *mob;
	int i=0, class_;
	if(type < 0 || type >= MAX_RANDOMMONSTER) {
		if (battle_config.error_log)
			ShowError("mob_get_random_id: Invalid type (%d) of random monster.\n", type);
		return 0;
	}
	do {
		if (type)
			class_ = summon[type].class_[rand()%summon[type].qty];
		else //Dead branch
			class_ = rand() % MAX_MOB_DB;
		mob = mob_db(class_);
	} while ((mob == mob_dummy ||
		mob_is_clone(class_) ||
		(flag&1 && mob->summonper[type] <= rand() % 1000000) ||
		(flag&2 && lv < mob->lv) ||
		(flag&4 && mob->status.mode&MD_BOSS) ||
		(flag&8 && mob->base_exp < 1)
	) && (i++) < MAX_MOB_DB);

	if(i >= MAX_MOB_DB)
		class_ = mob_db_data[0]->summonper[type];
	return class_;
}


struct mob_data *mob_once_spawn_sub(struct block_list *bl, int m,
	short x, short y, const char *mobname, int class_, const char *event)
{
	struct spawn_data data;
	
	memset(&data, 0, sizeof(struct spawn_data));
	data.m = m;
	data.num = 1;
	data.class_ = class_;
	if (mobname)
		strncpy(data.name, mobname, NAME_LENGTH-1);
	else
	if(battle_config.override_mob_names==1)
		strcpy(data.name,"--en--");
	else
		strcpy(data.name,"--ja--");

	if (event)
		strncpy(data.eventname, event, 50);
	
	if (bl && (x < 0 || y < 0))//Locate spot around player.
		map_search_freecell(bl, m, &x, &y, 1, 1, 0);

	if (x <= 0 || y <= 0 || map_getcell(m,x,y,CELL_CHKNOREACH))
		map_search_freecell(NULL, m, &x, &y, -1, -1, 1);
	
	data.x = x;
	data.y = y;

	if (!mob_parse_dataset(&data))
		return NULL;

	return mob_spawn_dataset(&data);
}
/*==========================================
 * The MOB appearance for one time (for scripts)
 *------------------------------------------*/
int mob_once_spawn (struct map_session_data* sd, const char* mapname, short x, short y, const char* mobname, int class_, int amount, const char* event)
{
	struct mob_data* md = NULL;
	int m, count, 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)	// �l���ُ�Ȃ珢�����~�߂�
		return 0;
	
	for (count = 0; count < amount; count++)
	{
		md = mob_once_spawn_sub(sd?&sd->bl:NULL, m, x, y, mobname,
			class_<0?
				mob_get_random_id(-class_-1, battle_config.random_monster_checklv?3:1, lv):
				class_, event);

		if (!md) continue;

		if(class_ == MOBID_EMPERIUM) {
			struct guild_castle* gc = guild_mapname2gc(map[md->bl.m].name);
			struct guild* g = gc?guild_search(gc->guild_id):NULL;
			if(gc) {
				md->guardian_data = aCalloc(1, sizeof(struct guardian_data));
				md->guardian_data->castle = gc;
				md->guardian_data->number = MAX_GUARDIANS;
				md->guardian_data->guild_id = gc->guild_id;
				if (g)
				{
					md->guardian_data->emblem_id = g->emblem_id;
					memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
				}
				else if (gc->guild_id) //Guild not yet available, retry in 5.
					add_timer(gettick()+5000,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id);
			}
		}	// end addition [Valaris]
		mob_spawn (md);
		if (class_ < 0 && battle_config.dead_branch_active)
			//Behold Aegis's masterful decisions yet again...
			//"I understand the "Aggressive" part, but the "Can Move" and "Can Attack" is just stupid" - Poki#3
			sc_start4(&md->bl, SC_MODECHANGE, 100, 1, 0, MD_AGGRESSIVE|MD_CANATTACK|MD_CANMOVE, 0, 60000);
	}
	return (md)?md->bl.id : 0;
}
/*==========================================
 * The MOB appearance for one time (& area specification for scripts)
 *------------------------------------------*/
int mob_once_spawn_area(struct map_session_data *sd,const char *mapname,
	int x0,int y0,int x1,int y1,
	const char *mobname,int class_,int amount,const char *event)
{
	int x,y,i,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)	// �l���ُ�Ȃ珢�����~�߂�
		return 0;

	for(i=0;i<amount;i++){
		int j=0;
		do{
			x=rand()%(x1-x0+1)+x0;
			y=rand()%(y1-y0+1)+y0;
		} while (map_getcell(m,x,y,CELL_CHKNOPASS) && (++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.
		}
		if(x==0||y==0) ShowWarning("mob_once_spawn_area: xory=0, x=%d,y=%d,x0=%d,y0=%d\n",x,y,x0,y0);
		id=mob_once_spawn(sd,mapname,x,y,mobname,class_,1,event);
		lx=x;
		ly=y;
	}
	return id;
}
/*==========================================
 * Set a Guardian's guild data [Skotlex]
 *------------------------------------------*/
static int mob_spawn_guardian_sub(int tid,unsigned int tick,int id,int data)
{	//Needed because the guild_data may not be available at guardian spawn time.
	struct block_list* bl = map_id2bl(id);
	struct mob_data* md; 
	struct guild* g;

	if (bl == NULL) //It is possible mob was already removed from map when the castle has no owner. [Skotlex]
		return 0;
	
	if (bl->type != BL_MOB)
	{
		ShowError("mob_spawn_guardian_sub: Block error!\n");
		return 0;
	}
	
	md = (struct mob_data*)bl;
	nullpo_retr(0, md->guardian_data);
	g = guild_search(data);

	if (g == NULL)
	{	//Liberate castle, if the guild is not found this is an error! [Skotlex]
		ShowError("mob_spawn_guardian_sub: Couldn't load guild %d!\n",data);
		if (md->class_ == MOBID_EMPERIUM)
		{	//Not sure this is the best way, but otherwise we'd be invoking this for ALL guardians spawned later on.
			md->guardian_data->guild_id = 0;
			if (md->guardian_data->castle->guild_id) //Free castle up.
			{
				ShowNotice("Clearing ownership of castle %d (%s)\n", md->guardian_data->castle->castle_id, md->guardian_data->castle->castle_name);
				guild_castledatasave(md->guardian_data->castle->castle_id, 1, 0);
			}
		} else {
			if (md->guardian_data->castle->guardian[md->guardian_data->number].visible)
			{	//Safe removal of guardian.
				md->guardian_data->castle->guardian[md->guardian_data->number].visible = 0;
				guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
				guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0);
			}
			unit_free(&md->bl,0); //Remove guardian.
		}
		return 0;
	}
	md->guardian_data->emblem_id = g->emblem_id;
	memcpy (md->guardian_data->guild_name, g->name, NAME_LENGTH);
	md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP);
	if(md->guardian_data->guardup_lv)
		status_calc_mob(md, 0); //Give bonuses.
	return 0;
}

/*==========================================
 * Summoning Guardians [Valaris]
 *------------------------------------------*/
int mob_spawn_guardian(const char* mapname, short x, short y, const char* mobname, int class_, const char* event, int guardian)
{
	struct mob_data *md=NULL;
	struct spawn_data data;
	struct guild *g=NULL;
	struct guild_castle *gc;
	int m;
	memset(&data, 0, sizeof(struct spawn_data));
	data.num = 1;

	m=map_mapname2mapid(mapname);

	if(m<0)
	{
		ShowWarning("mob_spawn_guardian: Map [%s] not found.\n", mapname);
		return 0;
	}
	data.m = m;
	data.num = 1;
	if(class_<=0) {
		class_ = mob_get_random_id(-class_-1, 1, 99);
		if (!class_) return 0;
	}

	data.class_ = class_;

	if(guardian < 0 || guardian >= MAX_GUARDIANS)
	{
		ShowError("mob_spawn_guardian: Invalid guardian index %d for guardian %d (castle map %s)\n", guardian, class_, map[m].name);
		return 0;
	}
	
	if((x<=0 || y<=0) && !map_search_freecell(NULL, m, &x, &y, -1,-1, 0))
	{
		ShowWarning("mob_spawn_guardian: Couldn't locate a spawn cell for guardian class %d (index %d) at castle map %s\n",class_, guardian, map[m].name);
		return 0;
	}
	data.x = x;
	data.y = y;
	strncpy(data.name, mobname, NAME_LENGTH-1);
	strncpy(data.eventname, event, 50);
	if (!mob_parse_dataset(&data))
		return 0;
	
	gc=guild_mapname2gc(map[m].name);
	if (gc == NULL)
	{
		ShowError("mob_spawn_guardian: No castle set at map %s\n", map[m].name);
		return 0;
	}
	if (!gc->guild_id)
		ShowWarning("mob_spawn_guardian: Spawning guardian %d on a castle with no guild (castle map %s)\n", class_, map[m].name);
	else
		g = guild_search(gc->guild_id);

	if (gc->guardian[guardian].id)
  	{	//Check if guardian already exists, refuse to spawn if so.
		struct mob_data *md2 = (TBL_MOB*)map_id2bl(gc->guardian[guardian].id);
		if (md2 && md2->bl.type == BL_MOB &&
			md2->guardian_data && md2->guardian_data->number == guardian)
		{
			ShowError("mob_spawn_guardian: Attempted to spawn guardian in position %d which already has a guardian (castle map %s)\n", guardian, map[m].name);
			return 0;
		}
	}

	md= mob_spawn_dataset(&data);
	md->guardian_data = aCalloc(1, sizeof(struct guardian_data));
	md->guardian_data->number = guardian;
	md->guardian_data->guild_id = gc->guild_id;
	md->guardian_data->castle = gc;
	gc->guardian[guardian].id = md->bl.id;
	if (g)
	{
		md->guardian_data->emblem_id = g->emblem_id;
		memcpy (md->guardian_data->guild_name, g->name, NAME_LENGTH);
		md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP);
	} else if (md->guardian_data->guild_id)
		add_timer(gettick()+5000,mob_spawn_guardian_sub,md->bl.id,md->guardian_data->guild_id);
	mob_spawn(md);

	return md->bl.id;
}

/*==========================================
 * Reachability to a Specification ID existence place
 * state indicates type of 'seek' mob should do:
 * - MSS_LOOT: Looking for item, path must be easy.
 * - MSS_RUSH: Chasing attacking player, path is complex
 * - MSS_FOLLOW: Initiative/support seek, path is complex
 *------------------------------------------*/
int mob_can_reach(struct mob_data *md,struct block_list *bl,int range, int state)
{
	int easy = 0;

	nullpo_retr(0, md);
	nullpo_retr(0, bl);
	switch (state) {
		case MSS_RUSH:
		case MSS_FOLLOW:
			easy = 0; //(battle_config.mob_ai&0x1?0:1);
			break;
		case MSS_LOOT:
		default:
			easy = 1;
			break;
	}
	return unit_can_reach_bl(&md->bl, bl, range, easy, NULL, NULL);
}

/*==========================================
 * Links nearby mobs (supportive mobs)
 *------------------------------------------*/
int mob_linksearch(struct block_list *bl,va_list ap)
{
	struct mob_data *md;
	int class_;
	struct block_list *target;
	unsigned int tick;
	
	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	md=(struct mob_data *)bl;
	class_ = va_arg(ap, int);
	target = va_arg(ap, struct block_list *);
	tick=va_arg(ap, unsigned int);

	if (md->class_ == class_ && DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME
		&& !md->target_id)
	{
		md->last_linktime = tick;
		if( mob_can_reach(md,target,md->db->range2, MSS_FOLLOW) ){	// Reachability judging
			md->target_id = target->id;
			md->min_chase=md->db->range3;
			return 1;
		}
	}

	return 0;
}

/*==========================================
 * mob spawn with delay (timer function)
 *------------------------------------------*/
static int mob_delayspawn(int tid, unsigned int tick, int m, int n)
{
	struct block_list *bl = map_id2bl(m);
	if (bl && bl->type == BL_MOB)
		mob_spawn((TBL_MOB*)bl);
	return 0;
}

/*==========================================
 * spawn timing calculation
 *------------------------------------------*/
int mob_setdelayspawn(struct mob_data *md)
{
	unsigned int spawntime, spawntime1, spawntime2, spawntime3;


	if (!md->spawn) //Doesn't has respawn data!
		return unit_free(&md->bl,1);

	spawntime1 = md->last_spawntime + md->spawn->delay1;
	spawntime2 = md->last_deadtime + md->spawn->delay2;
	spawntime3 = gettick() + 5000 + rand()%5000; //Lupus
	// 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, md->bl.id, 0);
	return 0;
}

static int mob_count_sub(struct block_list *bl,va_list ap)
{
	return 1;
}

/*==========================================
 * Mob spawning. Initialization is also variously here.
 *------------------------------------------*/
int mob_spawn (struct mob_data *md)
{
	int i=0;
	unsigned int c =0, tick = gettick();

	md->last_spawntime = md->last_thinktime = tick;
	if (md->bl.prev != NULL)
		unit_remove_map(&md->bl,2);
	else
	if (md->spawn && md->class_ != md->spawn->class_)
	{
		md->class_ = md->spawn->class_;
		status_set_viewdata(&md->bl, md->class_);
		md->db = mob_db(md->class_);
		memcpy(md->name,md->spawn->name,NAME_LENGTH);
	}

	if (md->spawn) { //Respawn data
		md->bl.m = md->spawn->m;
		md->bl.x = md->spawn->x;
		md->bl.y = md->spawn->y;

		if ((md->bl.x == 0 && md->bl.y == 0) || md->spawn->xs || md->spawn->ys)
		{	//Monster can be spawned on an area.
			if (!map_search_freecell(&md->bl, -1,
			  	&md->bl.x, &md->bl.y, md->spawn->xs, md->spawn->ys,
			  	battle_config.no_spawn_on_player?4:0)) {
				// retry again later
				add_timer(tick+5000,mob_delayspawn,md->bl.id,0);
				return 1;
			}
		} else if (battle_config.no_spawn_on_player>99 &&
			map_foreachinrange(mob_count_sub, &md->bl, AREA_SIZE, BL_PC))
		{	//retry again later (players on sight)
			add_timer(tick+5000,mob_delayspawn,md->bl.id,0);
			return 1;
		}
	}
	memset(&md->state, 0, sizeof(md->state));
	status_calc_mob(md, 1);
	md->attacked_id = 0;
	md->target_id = 0;
	md->move_fail_count = 0;

//	md->master_id = 0;
	md->master_dist = 0;

	md->state.aggressive = md->status.mode&MD_ANGRY?1:0;
	md->state.skillstate = MSS_IDLE;
	md->next_walktime = tick+rand()%5000+1000;
	md->last_linktime = tick;

	for (i = 0, c = tick-1000*3600*10; i < MAX_MOBSKILL; i++)
		md->skilldelay[i] = c;

	memset(md->dmglog, 0, sizeof(md->dmglog));
	md->tdmg = 0;
	if (md->lootitem)
		memset(md->lootitem, 0, sizeof(md->lootitem));
	md->lootitem_count = 0;

	if(md->db->option)
		// Added for carts, falcons and pecos for cloned monsters. [Valaris]
		md->sc.option = md->db->option;

	map_addblock(&md->bl);
	clif_spawn(&md->bl);
	skill_unit_move(&md->bl,tick,1);
	mobskill_use(md, tick, MSC_SPAWN);
	return 0;
}

/*==========================================
 * Determines if the mob can change target. [Skotlex]
 *------------------------------------------*/
static int mob_can_changetarget(struct mob_data* md, struct block_list* target, int mode)
{
	// if the monster was provoked ignore the above rule [celest]
	if(md->state.provoke_flag)
	{	
		if (md->state.provoke_flag == target->id)
			return 1;
		else if (!(battle_config.mob_ai&0x4))
			return 0;
	}
	
	switch (md->state.skillstate) {
		case MSS_BERSERK:
			if (!(mode&MD_CHANGETARGET_MELEE))
				return 0;
			return (battle_config.mob_ai&0x4 || check_distance_bl(&md->bl, target, 3));
		case MSS_RUSH:
			return (mode&MD_CHANGETARGET_CHASE);
		case MSS_FOLLOW:
		case MSS_ANGRY:
		case MSS_IDLE:
		case MSS_WALK:
		case MSS_LOOT:
			return 1;
		default:
			return 0;
	}
}

/*==========================================
 * Determination for an attack of a monster
 *------------------------------------------*/
int mob_target(struct mob_data *md,struct block_list *bl,int dist)
{
	nullpo_retr(0, md);
	nullpo_retr(0, bl);

	// Nothing will be carried out if there is no mind of changing TAGE by TAGE ending.
	if(md->target_id && !mob_can_changetarget(md, bl, status_get_mode(&md->bl)))
		return 0;

	if(!status_check_skilluse(&md->bl, bl, 0, 0))
		return 0;

	md->target_id = bl->id;	// Since there was no disturbance, it locks on to target.
	if (md->state.provoke_flag && bl->id != md->state.provoke_flag)
		md->state.provoke_flag = 0;
	md->min_chase=dist+md->db->range3;
	if(md->min_chase>MAX_MINCHASE)
		md->min_chase=MAX_MINCHASE;
	return 0;
}

/*==========================================
 * The ?? routine of an active monster
 *------------------------------------------*/
static int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
{
	struct mob_data *md;
	struct block_list **target;
	int dist;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	md=va_arg(ap,struct mob_data *);
	target= va_arg(ap,struct block_list**);

	//If can't seek yet, not an enemy, or you can't attack it, skip.
	if ((*target) == bl || !status_check_skilluse(&md->bl, bl, 0, 0))
		return 0;

	if(battle_check_target(&md->bl,bl,BCT_ENEMY)<=0)
		return 0;

	if(md->nd && mob_script_callback(md, bl, CALLBACK_DETECT))
		return 1; // We have script handling the work.

	switch (bl->type)
	{
	case BL_PC:
		if (((TBL_PC*)bl)->state.gangsterparadise &&
			!(status_get_mode(&md->bl)&MD_BOSS))
			return 0; //Gangster paradise protection.
	default:
		if (battle_config.hom_setting&0x4 &&
			(*target) && (*target)->type == BL_HOM && bl->type != BL_HOM)
			return 0; //For some reason Homun targets are never overriden.

		dist = distance_bl(&md->bl, bl);
		if(
			((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) &&
			battle_check_range(&md->bl,bl,md->db->range2)
		) { //Pick closest target?
			(*target) = bl;
			md->target_id=bl->id;
			md->min_chase= dist + md->db->range3;
			if(md->min_chase>MAX_MINCHASE)
				md->min_chase=MAX_MINCHASE;
			return 1;
		}
		break;
	}
	return 0;
}

/*==========================================
 * chase target-change routine.
 *------------------------------------------*/
static int mob_ai_sub_hard_changechase(struct block_list *bl,va_list ap)
{
	struct mob_data *md;
	struct block_list **target;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	md=va_arg(ap,struct mob_data *);
	target= va_arg(ap,struct block_list**);

	//If can't seek yet, not an enemy, or you can't attack it, skip.
	if ((*target) == bl ||
		battle_check_target(&md->bl,bl,BCT_ENEMY)<=0 ||
	  	!status_check_skilluse(&md->bl, bl, 0, 0))
		return 0;

	if(battle_check_range (&md->bl, bl, md->status.rhw.range))
	{
		(*target) = bl;
		md->target_id=bl->id;
		md->min_chase= md->db->range3;
	}
	return 1;
}


/*==========================================
 * loot monster item search
 *------------------------------------------*/
static int mob_ai_sub_hard_lootsearch(struct block_list *bl,va_list ap)
{
	struct mob_data* md;
	struct block_list **target;
	int dist;

	md=va_arg(ap,struct mob_data *);
	target= va_arg(ap,struct block_list**);

	dist=distance_bl(&md->bl, bl);
	if(mob_can_reach(md,bl,dist+1, MSS_LOOT) && 
		((*target) == NULL || !check_distance_bl(&md->bl, *target, dist)) //New target closer than previous one.
	) {
		(*target) = bl;
		md->target_id=bl->id;
		md->min_chase=md->db->range3;
	}
	return 0;
}

static int mob_ai_sub_hard_warpsearch(struct block_list *bl,va_list ap)
{
	struct mob_data* md;
	struct block_list **target;

	md=va_arg(ap,struct mob_data *);
	target= va_arg(ap,struct block_list**);

	if (*target) return 0;

	if(bl->subtype == WARP)	
	{
		*target = bl;
		return 1;
	}	
	return 0;
}
/*==========================================
 * Processing of slave monsters
 *------------------------------------------*/
static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick)
{
	struct block_list *bl;
	int old_dist;

	bl=map_id2bl(md->master_id);

	if (!bl || status_isdead(bl)) {
		status_kill(&md->bl);
		return 1;
	}
	if (bl->prev == NULL)
		return 0; //Master not on a map? Could be warping, do not process.

	if(status_get_mode(&md->bl)&MD_CANMOVE)
	{	//If the mob can move, follow around. [Check by Skotlex]
		
		// Distance with between slave and master is measured.
		old_dist=md->master_dist;
		md->master_dist=distance_bl(&md->bl, bl);

		// Since the master was in near immediately before, teleport is carried out and it pursues.
		if(bl->m != md->bl.m || 
			(old_dist<10 && md->master_dist>18) ||
			md->master_dist > MAX_MINCHASE
		){
			md->master_dist = 0;
			unit_warp(&md->bl,bl->m,bl->x,bl->y,3);
			return 1;
		}

		if(md->target_id) //Slave is busy with a target.
			return 0;

		// Approach master if within view range, chase back to Master's area also if standing on top of the master.
		if((md->master_dist>MOB_SLAVEDISTANCE || md->master_dist == 0) &&
			unit_can_move(&md->bl))
		{
			short x = bl->x, y = bl->y;
			mob_stop_attack(md);
			if(map_search_freecell(&md->bl, bl->m, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 1)
				&& unit_walktoxy(&md->bl, x, y, 0))
				return 1;
		}	
	} else if (bl->m != md->bl.m && map_flag_gvg(md->bl.m)) {
		//Delete the summoned mob if it's in a gvg ground and the master is elsewhere. [Skotlex]
		status_kill(&md->bl);
		return 1;
	}
	
	//Avoid attempting to lock the master's target too often to avoid unnecessary overload. [Skotlex]
	if (DIFF_TICK(md->last_linktime, tick) < MIN_MOBLINKTIME && !md->target_id)
  	{
		struct unit_data *ud = unit_bl2ud(bl);
		md->last_linktime = tick;
		
		if (ud) {
			struct block_list *tbl=NULL;
			if (ud->target && ud->state.attack_continue)
				tbl=map_id2bl(ud->target);
			else if (ud->skilltarget) {
				tbl = map_id2bl(ud->skilltarget);
				//Required check as skilltarget is not always an enemy. [Skotlex]
				if (tbl && battle_check_target(&md->bl, tbl, BCT_ENEMY) <= 0)
					tbl = NULL;
			}
			if (tbl && status_check_skilluse(&md->bl, tbl, 0, 0)) {
				if(md->nd)
					mob_script_callback(md, bl, CALLBACK_ASSIST);
				md->target_id=tbl->id;
				md->min_chase=md->db->range3+distance_bl(&md->bl, tbl);
				if(md->min_chase>MAX_MINCHASE)
					md->min_chase=MAX_MINCHASE;
				return 1;
			}
		}
	}
	return 0;
}

/*==========================================
 * A lock of target is stopped and mob moves to a standby state.
 * This also triggers idle skill/movement since the AI can get stuck
 * when trying to pick new targets when the current chosen target is
 * unreachable.
 *------------------------------------------*/
int mob_unlocktarget(struct mob_data *md,int tick)
{
	nullpo_retr(0, md);

	if(md->nd)
		mob_script_callback(md, map_id2bl(md->target_id), CALLBACK_UNLOCK);

	switch (md->state.skillstate) {
	case MSS_WALK:
		if (md->ud.walktimer != -1)
			break;
		//Because it is not unset when the mob finishes walking.
		md->state.skillstate = MSS_IDLE;
	case MSS_IDLE:
		// Idle skill.
		if ((md->target_id || !(++md->ud.walk_count%IDLE_SKILL_INTERVAL)) &&
			mobskill_use(md, tick, -1))
			break;
		//Random walk.
		if (!md->master_id &&
			DIFF_TICK(md->next_walktime, tick) <= 0 &&
			!mob_randomwalk(md,tick))
			//Delay next random walk when this one failed.
			md->next_walktime=tick+rand()%3000;
		break;
	default:
		mob_stop_attack(md);
		if (battle_config.mob_ai&0x8)
			mob_stop_walking(md,1); //Immediately stop chasing.
		md->state.skillstate = MSS_IDLE;
		md->next_walktime=tick+rand()%3000+3000;
		break;
	}
	if (md->target_id) {
		md->target_id=0;
		md->ud.target = 0;
	}
	return 0;
}
/*==========================================
 * Random walk
 *------------------------------------------*/
int mob_randomwalk(struct mob_data *md,int tick)
{
	const int retrycount=20;
	int i,x,y,c,d;
	int speed;

	nullpo_retr(0, md);

	if(DIFF_TICK(md->next_walktime,tick)>0 ||
	   md->state.no_random_walk ||
	   !unit_can_move(&md->bl) ||
	   !(status_get_mode(&md->bl)&MD_CANMOVE))
		return 0;
	
	d =12-md->move_fail_count;
	if(d<5) d=5;
	for(i=0;i<retrycount;i++){	// Search of a movable place
		int r=rand();
		x=r%(d*2+1)-d;
		y=r/(d*2+1)%(d*2+1)-d;
		x+=md->bl.x;
		y+=md->bl.y;

		if((map_getcell(md->bl.m,x,y,CELL_CHKPASS)) && unit_walktoxy(&md->bl,x,y,1)){
			break;
		}
	}
	if(i==retrycount){
		md->move_fail_count++;
		if(md->move_fail_count>1000){
			if(battle_config.error_log)
				ShowWarning("MOB can't move. random spawn %d, class = %d, at %s (%d,%d)\n",md->bl.id,md->class_,map[md->bl.m].name, md->bl.x, md->bl.y);
			md->move_fail_count=0;
			mob_spawn(md);
		}
		return 0;
	}
	speed=status_get_speed(&md->bl);
	for(i=c=0;i<md->ud.walkpath.path_len;i++){	// The next walk start time is calculated.
		if(md->ud.walkpath.path[i]&1)
			c+=speed*14/10;
		else
			c+=speed;
	}
	md->state.skillstate=MSS_WALK;
	md->move_fail_count=0;
	md->next_walktime = tick+rand()%3000+3000+c;
	return 1;
}

/*==========================================
 * 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;
	struct block_list *tbl = NULL, *abl = NULL;
	unsigned int tick;
	int dist;
	int mode;
	int search_size;
	int view_range, can_move;

	md = (struct mob_data*)bl;
	tick = va_arg(ap, unsigned int);

	if(md->bl.prev == NULL || md->status.hp <= 0)
		return 1;
		
	if (DIFF_TICK(tick, md->last_thinktime) < MIN_MOBTHINKTIME)
		return 0;
	md->last_thinktime = tick;

	if (md->ud.skilltimer != -1)
		return 0;

	if(md->ud.walktimer != -1 && md->ud.walkpath.path_pos <= 3)
		return 0;

	// Abnormalities
	if((md->sc.opt1 > 0 && md->sc.opt1 != OPT1_STONEWAIT) || md->sc.data[SC_BLADESTOP].timer != -1)
  	{	//Should reset targets.
		md->target_id = md->attacked_id = 0;
		return 0;
	}

	if (md->sc.count && md->sc.data[SC_BLIND].timer != -1)
		view_range = 3;
	else
		view_range = md->db->range2;
	mode = status_get_mode(&md->bl);

	can_move = (mode&MD_CANMOVE)&&unit_can_move(&md->bl);

	if (md->target_id)
	{	//Check validity of current target. [Skotlex]
		tbl = map_id2bl(md->target_id);
		if (!tbl || tbl->m != md->bl.m ||
			(md->ud.attacktimer == -1 && !status_check_skilluse(&md->bl, tbl, 0, 0)) ||
			(md->ud.walktimer != -1 && !(battle_config.mob_ai&0x1) && !check_distance_bl(&md->bl, tbl, md->min_chase)) ||
			(
				tbl->type == BL_PC &&
				((((TBL_PC*)tbl)->state.gangsterparadise && !(mode&MD_BOSS)) ||
				((TBL_PC*)tbl)->invincible_timer != INVALID_TIMER)
		)) {	//Unlock current target.
			if (tbl && tbl->m != md->bl.m && battle_config.mob_ai&0x40)
			{	//Chase to a nearby warp [Skotlex]
				tbl = NULL;
				map_foreachinrange (mob_ai_sub_hard_warpsearch, &md->bl,
					view_range, BL_NPC, md, &tbl);
				if (tbl) unit_walktobl(&md->bl, tbl, 0, 1);
			}
			mob_unlocktarget(md, tick-(battle_config.mob_ai&0x8?3000:0)); //Imediately do random walk.
			tbl = NULL;
		}
	}
			
	// Check for target change.
	if (md->attacked_id && mode&MD_CANATTACK)
	{
		if (md->attacked_id == md->target_id)
		{	//Rude attacked check.
			if (!battle_check_range(&md->bl, tbl, md->status.rhw.range) &&
				(	//Can't attack back and can't reach back.
					(!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 &&
					  	(battle_config.mob_ai&0x2 || md->sc.data[SC_SPIDERWEB].timer != -1)) ||
					(!mob_can_reach(md, tbl, md->min_chase, MSS_RUSH))
				) &&
				md->state.attacked_count++ >= RUDE_ATTACKED_COUNT &&
				!mobskill_use(md, tick, MSC_RUDEATTACKED) && //If can't rude Attack
				can_move && unit_escape(bl, tbl, rand()%10 +1)) //Attempt escape
			{	//Escaped
				md->attacked_id = 0;
				return 0;
			}
		} else
		if ((abl= map_id2bl(md->attacked_id)) && (!tbl || mob_can_changetarget(md, abl, mode))) {
			if (md->bl.m != abl->m || abl->prev == NULL ||
				(dist = distance_bl(&md->bl, abl)) >= MAX_MINCHASE ||
				battle_check_target(bl, abl, BCT_ENEMY) <= 0 ||
				(battle_config.mob_ai&0x2 && !status_check_skilluse(bl, abl, 0, 0)) || //Retaliate check
				(!battle_check_range(&md->bl, abl, md->status.rhw.range) &&
					( //Reach check
					(!can_move && DIFF_TICK(tick, md->ud.canmove_tick) > 0 &&
							(battle_config.mob_ai&0x2 || md->sc.data[SC_SPIDERWEB].timer != -1)) ||
						!mob_can_reach(md, abl, dist+md->db->range3, MSS_RUSH)
					)
				)
			)	{	//Rude attacked
				if (md->state.attacked_count++ >= RUDE_ATTACKED_COUNT &&
					!mobskill_use(md, tick, MSC_RUDEATTACKED) && can_move &&
					!tbl && unit_escape(bl, abl, rand()%10 +1))
				{	//Escaped.
					//TODO: Maybe it shouldn't attempt to run if it has another, valid target?
					md->attacked_id = 0;
					return 0;
				}
			} else if (!(battle_config.mob_ai&0x2) && !status_check_skilluse(bl, abl, 0, 0)) {
				//Can't attack back, but didn't invoke a rude attacked skill...
			} else { //Attackable
				if (!tbl || dist < md->status.rhw.range || !check_distance_bl(&md->bl, tbl, dist)
					|| battle_gettarget(tbl) != md->bl.id)
				{	//Change if the new target is closer than the actual one
					//or if the previous target is not attacking the mob. [Skotlex]
					md->target_id = md->attacked_id; // set target
					if (md->state.attacked_count)
					  md->state.attacked_count--; //Should we reset rude attack count?
					md->min_chase = dist+md->db->range3;
					if(md->min_chase>MAX_MINCHASE)
						md->min_chase=MAX_MINCHASE;
					tbl = abl; //Set the new target
				}
			}
		}
		//Clear it since it's been checked for already.
		md->attacked_id = 0;
	}
	
	// Processing of slave monster
	if (md->master_id > 0 && mob_ai_sub_hard_slavemob(md, tick))
		return 0;

	// Scan area for targets
	if (!tbl && mode&MD_LOOTER && md->lootitem && DIFF_TICK(tick, md->ud.canact_tick) > 0 &&
		(md->lootitem_count < LOOTITEM_SIZE || battle_config.monster_loot_type != 1))
	{	// Scan area for items to loot, avoid trying to loot of the mob is full and can't consume the items.
		map_foreachinrange (mob_ai_sub_hard_lootsearch, &md->bl,
			view_range, BL_ITEM, md, &tbl);
	}

	if ((!tbl && mode&MD_AGGRESSIVE) || md->state.skillstate == MSS_FOLLOW)
	{
		map_foreachinrange (mob_ai_sub_hard_activesearch, &md->bl,
			view_range, DEFAULT_ENEMY_TYPE(md), md, &tbl);
	} else
	if (mode&MD_CHANGECHASE && (md->state.skillstate == MSS_RUSH || md->state.skillstate == MSS_FOLLOW))
	{
		search_size = view_range<md->status.rhw.range ? view_range:md->status.rhw.range;
		map_foreachinrange (mob_ai_sub_hard_changechase, &md->bl,
				search_size, DEFAULT_ENEMY_TYPE(md), md, &tbl);
	}

	if (!tbl) { //No targets available.
		if (mode&MD_ANGRY && !md->state.aggressive)
			md->state.aggressive = 1; //Restore angry state when no targets are available.
		//This handles triggering idle walk/skill.
		mob_unlocktarget(md, tick);
		return 0;
	}
	
	//Target exists, attack or loot as applicable.
	if (tbl->type == BL_ITEM)
	{	//Loot time.
		struct flooritem_data *fitem;
		if (md->ud.target == tbl->id && md->ud.walktimer != -1)
			return 0; //Already locked.
		if (md->lootitem == NULL)
		{	//Can't loot...
			mob_unlocktarget (md, tick);
			return 0;
		}
		if (!check_distance_bl(&md->bl, tbl, 1))
		{	//Still not within loot range.
			if (!(mode&MD_CANMOVE))
			{	//A looter that can't move? Real smart.
				mob_unlocktarget(md,tick);
				return 0;
			}
			if (!can_move) //Stuck. Wait before walking.
				return 0;
			md->state.skillstate = MSS_LOOT;
			if (!unit_walktobl(&md->bl, tbl, 0, 1))
				mob_unlocktarget(md, tick); //Can't loot...
			return 0;
		}
		//Within looting range.
		if (md->ud.attacktimer != -1)
			return 0; //Busy attacking?

		fitem = (struct flooritem_data *)tbl;
		if(log_config.enable_logs&0x10)	//Logs items, taken by (L)ooter Mobs [Lupus]
			log_pick_mob(md, "L", fitem->item_data.nameid, fitem->item_data.amount, &fitem->item_data);

		if (md->lootitem_count < LOOTITEM_SIZE) {
			memcpy (&md->lootitem[md->lootitem_count++], &fitem->item_data, sizeof(md->lootitem[0]));
		} else {	//Destroy first looted item...
			if (md->lootitem[0].card[0] == CARD0_PET)
				intif_delete_petdata( MakeDWord(md->lootitem[0].card[1],md->lootitem[0].card[2]) );
			memmove(&md->lootitem[0], &md->lootitem[1], (LOOTITEM_SIZE-1)*sizeof(md->lootitem[0]));
			memcpy (&md->lootitem[LOOTITEM_SIZE-1], &fitem->item_data, sizeof(md->lootitem[0]));
		}
		if (pcdb_checkid(md->vd->class_))
		{	//Give them walk act/delay to properly mimic players. [Skotlex]
			clif_takeitem(&md->bl,tbl);
			md->ud.canact_tick = tick + md->status.amotion;
			unit_set_walkdelay(&md->bl, tick, md->status.amotion, 1);
		}
		//Clear item.
		map_clearflooritem (tbl->id);
		mob_unlocktarget (md,tick);
		return 0;
	}
	//Attempt to attack.
	//At this point we know the target is attackable, we just gotta check if the range matches.
	if (md->ud.target == tbl->id && md->ud.attacktimer != -1) //Already locked.
		return 0;
	
	if (battle_check_range (&md->bl, tbl, md->status.rhw.range))
	{	//Target within range, engage
		unit_attack(&md->bl,tbl->id,1);
		return 0;
	}

	//Out of range...
	if (!(mode&MD_CANMOVE))
	{	//Can't chase. Attempt an idle skill before unlocking.
		md->state.skillstate = MSS_IDLE;
		if (!mobskill_use(md, tick, -1))
			mob_unlocktarget(md,tick);
		return 0;
	}

	if (!can_move)
	{	//Stuck. Attempt an idle skill
		md->state.skillstate = MSS_IDLE;
		if (!(++md->ud.walk_count%IDLE_SKILL_INTERVAL))
			mobskill_use(md, tick, -1);
		return 0;
	}

	if (md->ud.walktimer != -1 && md->ud.target == tbl->id &&
		(
			!(battle_config.mob_ai&0x1) ||
			check_distance_blxy(tbl, md->ud.to_x, md->ud.to_y, md->status.rhw.range)
	)) //Current target tile is still within attack range.
		return 0;

	//Follow up if possible.
	if(!mob_can_reach(md, tbl, md->min_chase, MSS_RUSH) ||
		!unit_walktobl(&md->bl, tbl, md->status.rhw.range, 2))
		mob_unlocktarget(md,tick);

	return 0;
}

/*==========================================
 * Serious processing for mob in PC field of view (foreachclient)
 *------------------------------------------*/
static int mob_ai_sub_foreachclient(struct map_session_data *sd,va_list ap)
{
	unsigned int tick;
	tick=va_arg(ap,unsigned int);
	map_foreachinrange(mob_ai_sub_hard,&sd->bl, AREA_SIZE*2, BL_MOB,tick);

	return 0;
}

/*==========================================
 * Negligent mode MOB AI (PC is not in near)
 *------------------------------------------*/
static int mob_ai_sub_lazy(DBKey key,void * data,va_list ap)
{
	struct mob_data *md = (struct mob_data *)data;
	unsigned int tick;
	int mode;

	nullpo_retr(0, md);

	if(md->bl.type!=BL_MOB || md->bl.prev == NULL)
		return 0;

	if (md->nd || (battle_config.mob_ai&0x20 && map[md->bl.m].users>0))
		return mob_ai_sub_hard(&md->bl, ap);

	tick=va_arg(ap,unsigned int);

	if(DIFF_TICK(tick,md->last_thinktime)< 10*MIN_MOBTHINKTIME)
		return 0;

	md->last_thinktime=tick;

	if (md->bl.prev==NULL || md->status.hp == 0)
		return 1;

	// ��芪�������X�^�[�̏����i�Ăі߂����ꂽ���j
	if (md->master_id) {
		mob_ai_sub_hard_slavemob (md,tick);
		return 0;
	}

	mode = status_get_mode(&md->bl);
	if(DIFF_TICK(md->next_walktime,tick)<0 &&
		(mode&MD_CANMOVE) && unit_can_move(&md->bl) ){

		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(rand()%1000<MOB_LAZYMOVEPERC)
				mob_randomwalk(md,tick);
			else if(rand()%1000<MOB_LAZYSKILLPERC) //Chance to do a mob's idle skill.
				mobskill_use(md, tick, -1);
			// MOB which is not not the summons MOB but BOSS, either sometimes reboils.
			// People don't want this, it seems custom, noone can prove it....
//			else if( rand()%1000<MOB_LAZYWARPPERC
//				&& (md->spawn && !md->spawn->x && !md->spawn->y)
//				&& !md->target_id && !(mode&MD_BOSS))
//				unit_warp(&md->bl,-1,-1,-1,0);
		}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( rand()%1000<MOB_LAZYWARPPERC
				&& (md->spawn && !md->spawn->x && !md->spawn->y)
				&& !(mode&MD_BOSS))
				unit_warp(&md->bl,-1,-1,-1,0);
		}

		md->next_walktime = tick+rand()%10000+5000;
	}
	return 0;
}

/*==========================================
 * Negligent processing for mob outside PC field of view   (interval timer function)
 *------------------------------------------*/
static int mob_ai_lazy(int tid,unsigned int tick,int id,int data)
{
	map_foreachiddb(mob_ai_sub_lazy,tick);
	return 0;
}

/*==========================================
 * Serious processing for mob in PC field of view   (interval timer function)
 *------------------------------------------*/
static int mob_ai_hard(int tid,unsigned int tick,int id,int data)
{

	if (battle_config.mob_ai&0x20)
		map_foreachiddb(mob_ai_sub_lazy,tick);
	else
		clif_foreachclient(mob_ai_sub_foreachclient,tick);

	return 0;
}

/*==========================================
 * Initializes the delay drop structure for mob-dropped items.
 *------------------------------------------*/
static struct item_drop* mob_setdropitem(int nameid, int qty)
{
	struct item_drop *drop = ers_alloc(item_drop_ers, struct item_drop);
	memset(&drop->item_data, 0, sizeof(struct item));
	drop->item_data.nameid = nameid;
	drop->item_data.amount = qty;
	drop->item_data.identify = itemdb_isidentified(nameid);
	drop->next = NULL;
	return drop;
};

/*==========================================
 * Initializes the delay drop structure for mob-looted items.
 *------------------------------------------*/
static struct item_drop* mob_setlootitem(struct item* item)
{
	struct item_drop *drop = ers_alloc(item_drop_ers, struct item_drop);
	memcpy(&drop->item_data, item, sizeof(struct item));
	drop->next = NULL;
	return drop;
};

/*==========================================
 * item drop with delay (timer function)
 *------------------------------------------*/
static int mob_delay_item_drop(int tid, unsigned int tick, int id, int data)
{
	struct item_drop_list *list;
	struct item_drop *ditem, *ditem_prev;
	list=(struct item_drop_list *)id;
	ditem = list->item;
	while (ditem) {
		map_addflooritem(&ditem->item_data,ditem->item_data.amount,
			list->m,list->x,list->y,
			list->first_sd,list->second_sd,list->third_sd,0);
		ditem_prev = ditem;
		ditem = ditem->next;
		ers_free(item_drop_ers, ditem_prev);
	}
	ers_free(item_drop_list_ers, list);
	return 0;
}

/*==========================================
 * Sets the item_drop into the item_drop_list.
 * Also performs logging and autoloot if enabled.
 * rate is the drop-rate of the item, required for autoloot.
 *------------------------------------------*/
static void mob_item_drop(struct mob_data *md, struct item_drop_list *dlist, struct item_drop *ditem, int loot, int drop_rate)
{
	if(log_config.enable_logs&0x10)
	{	//Logs items, dropped by mobs [Lupus]
		if (loot)
			log_pick_mob(md, "L", ditem->item_data.nameid, -ditem->item_data.amount, &ditem->item_data);
		else
			log_pick_mob(md, "M", ditem->item_data.nameid, -ditem->item_data.amount, NULL);
	}

	if (dlist->first_sd && dlist->first_sd->state.autoloot &&
		drop_rate <= dlist->first_sd->state.autoloot
#ifdef AUTOLOOT_DISTANCE
		&& check_distance_blxy(&dlist->first_sd->bl, dlist->x, dlist->y, AUTOLOOT_DISTANCE)
#endif
	) {	//Autoloot.
		if (party_share_loot(party_search(dlist->first_sd->status.party_id),
			dlist->first_sd, &ditem->item_data, dlist->first_sd->bl.id) == 0
		) {
			ers_free(item_drop_ers, ditem);
			return;
		}
	}
	ditem->next = dlist->item;
	dlist->item = ditem;
}

int mob_timer_delete(int tid, unsigned int tick, int id, int data)
{
	struct block_list *bl=map_id2bl(id);
	nullpo_retr(0, bl);
	if (bl->type != BL_MOB)
		return 0; //??
//for Alchemist CANNIBALIZE [Lupus]
	((TBL_MOB*)bl)->deletetimer = -1;
	unit_free(bl,3);
	return 0;
}

int mob_convertslave_sub(struct block_list *bl,va_list ap)
{
	struct mob_data *md, *md2 = NULL;

	nullpo_retr(0, bl);
	nullpo_retr(0, ap);
	nullpo_retr(0, md = (struct mob_data *)bl);

	md2=va_arg(ap,TBL_MOB *);

	if(md->master_id > 0 && md->master_id == md2->bl.id){
		md->state.killer = md2->state.killer;
		md->special_state.ai = md2->special_state.ai;
		md->nd = md2->nd;
		md->callback_flag = md2->callback_flag;
	}

	return 0;
}

int mob_convertslave(struct mob_data *md)
{
	nullpo_retr(0, md);

	map_foreachinmap(mob_convertslave_sub, md->bl.m, BL_MOB, md);
	return 0;
}

/*==========================================
 *
 *------------------------------------------*/
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 )
		status_kill(bl);
	return 0;
}

/*==========================================
 *
 *------------------------------------------*/
int mob_deleteslave(struct mob_data *md)
{
	nullpo_retr(0, md);

	map_foreachinmap(mob_deleteslave_sub, md->bl.m, BL_MOB,md->bl.id);
	return 0;
}
// Mob respawning through KAIZEL or NPC_REBIRTH [Skotlex]
int mob_respawn(int tid, unsigned int tick, int id,int data )
{
	struct block_list *bl = map_id2bl(id);

	if(!bl) return 0;
	status_revive(bl, data, 0);
	return 1;
}

void mob_log_damage(struct mob_data *md, struct block_list *src, int damage)
{
	int char_id = 0, flag = 0;
	if(damage < 0) return; //Do nothing for absorbed damage.

	if(!damage && !(src->type&DEFAULT_ENEMY_TYPE(md)))
		return; //Do not log non-damaging effects from non-enemies.

	switch (src->type) {
	case BL_PC: 
	{
		struct map_session_data *sd = (TBL_PC*)src;
		char_id = sd->status.char_id;
		if (damage)
			md->attacked_id = src->id;
		break;
	}
	case BL_HOM:	//[orn]
	{
		struct homun_data *hd = (TBL_HOM*)src;
		flag = 1;
		if (hd->master)
			char_id = hd->master->status.char_id;
		if (damage)
			md->attacked_id = src->id;
		break;
	}
	case BL_PET:
	{
		struct pet_data *pd = (TBL_PET*)src;
		if (battle_config.pet_attack_exp_to_master && pd->msd) {
			char_id = pd->msd->status.char_id;
			damage=(damage*battle_config.pet_attack_exp_rate)/100; //Modify logged damage accordingly.
		}
		//Let mobs retaliate against the pet's master [Skotlex]
		if(pd->msd && damage)
			md->attacked_id = pd->msd->bl.id;
		break;
	}
	case BL_MOB:
	{
		struct mob_data* md2 = (TBL_MOB*)src;
		if(md2->special_state.ai && md2->master_id) {
			struct map_session_data* msd = map_id2sd(md2->master_id);
			if (msd) char_id = msd->status.char_id;
		}
		if (!damage)
			break;
		//Let players decide whether to retaliate versus the master or the mob. [Skotlex]
		if (md2->master_id && battle_config.retaliate_to_master)
			md->attacked_id = md2->master_id;
		else
			md->attacked_id = src->id;
		break;
	}
	default: //For all unhandled types.
		md->attacked_id = src->id;
	}
	//Log damage...
	if(char_id) {
		int i,minpos;
		unsigned int mindmg;
		for(i=0,minpos=DAMAGELOG_SIZE-1,mindmg=UINT_MAX;i<DAMAGELOG_SIZE;i++){
			if(md->dmglog[i].id==char_id &&
				md->dmglog[i].flag==flag)
				break;
			if(md->dmglog[i].id==0) {	//Store data in first empty slot.
				md->dmglog[i].id  = char_id;
				md->dmglog[i].flag= flag;
				break;
			}
			if(md->dmglog[i].dmg<mindmg && i)
			{	//Never overwrite first hit slot (he gets double exp bonus)
				minpos=i;
				mindmg=md->dmglog[i].dmg;
			}
		}
		if(i<DAMAGELOG_SIZE)
			md->dmglog[i].dmg+=damage;
		else {
			md->dmglog[minpos].id  = char_id;
			md->dmglog[minpos].flag= flag;
			md->dmglog[minpos].dmg = damage;
		}
	}
	return;
}
//Call when a mob has received damage.
void mob_damage(struct mob_data *md, struct block_list *src, int damage)
{
	if (damage > 0)
	{	//Store total damage...
		if (UINT_MAX - (unsigned int)damage > md->tdmg)
			md->tdmg+=damage;
		else if (md->tdmg == UINT_MAX)
			damage = 0; //Stop recording damage once the cap has been reached.
		else { //Cap damage log...
			damage = (int)(UINT_MAX - md->tdmg);
			md->tdmg = UINT_MAX;
		}
		if (md->state.aggressive)
		{	//No longer aggressive, change to retaliate AI.
			md->state.aggressive = 0;
			if(md->state.skillstate== MSS_ANGRY)
				md->state.skillstate = MSS_BERSERK;
			if(md->state.skillstate== MSS_FOLLOW)
				md->state.skillstate = MSS_RUSH;
		}
		//Log damage
		if (src) mob_log_damage(md, src, damage);
	}

	if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS) // guardian hp update [Valaris] (updated by [Skotlex])
		md->guardian_data->castle->guardian[md->guardian_data->number].hp = md->status.hp;

	if (battle_config.show_mob_info&3)
		clif_charnameack (0, &md->bl);
	
	if (!src)
		return;
	
	if(md->nd)
		mob_script_callback(md, src, CALLBACK_ATTACK);
	
	if(md->special_state.ai==2/* && md->master_id == src->id*/)
	{	//LOne WOlf explained that ANYONE can trigger the marine countdown skill. [Skotlex]
		md->state.alchemist = 1;
		mobskill_use(md, gettick(), MSC_ALCHEMIST);
	}
}

/*==========================================
 * Signals death of mob.
 * type&1 -> no drops, type&2 -> no exp
 *------------------------------------------*/
int mob_dead(struct mob_data *md, struct block_list *src, int type)
{
	struct status_data *status;
	struct map_session_data *sd = NULL, *tmpsd[DAMAGELOG_SIZE];
	struct map_session_data *mvp_sd = NULL, *second_sd = NULL, *third_sd = NULL;
	
	struct {
		struct party_data *p;
		int id,zeny;
		unsigned int base_exp,job_exp;
	} pt[DAMAGELOG_SIZE];
	int i,temp,count,pnum=0,m=md->bl.m;
	unsigned int mvp_damage, tick = gettick();

	if(src && src->type == BL_PC) {
		sd = (struct map_session_data *)src;
		mvp_sd = sd;
	}

	status = &md->status;
		
	if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS)
	{	// guardian hp update [Valaris] (updated by [Skotlex])
		guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
		guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0);
	}

	md->state.skillstate = MSS_DEAD;	
	mobskill_use(md,tick,-1);	//On Dead skill.

	if (md->sc.data[SC_KAIZEL].timer != -1)
	{	//Revive in a bit.
		add_timer(gettick()+3000, mob_respawn, md->bl.id, 10*md->sc.data[SC_KAIZEL].val1); //% of life to rebirth with
		map_delblock(&md->bl);
		return 1; //Return 1 to only clear the object.
	}

	map_freeblock_lock();

	memset(pt,0,sizeof(pt));

	if(src && src->type == BL_MOB)
		mob_unlocktarget((struct mob_data *)src,tick);

	if(sd) {
		int sp = 0, hp = 0;
		sp += sd->sp_gain_value;
		sp += sd->sp_gain_race[status->race];
		sp += sd->sp_gain_race[status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS];
		hp += sd->hp_gain_value;
		if (hp||sp)
			status_heal(src, hp, sp, battle_config.show_hp_sp_gain?2:0);
		if (sd->mission_mobid == md->class_) { //TK_MISSION [Skotlex]
			if (++sd->mission_count >= 100 && (temp = mob_get_random_id(0,0xC, sd->status.base_level)))
			{
				pc_addfame(sd, 1);
				sd->mission_mobid = temp;
				pc_setglobalreg(sd,"TK_MISSION_ID", temp);
				sd->mission_count = 0;
				clif_mission_info(sd, temp, 0);
			}
			pc_setglobalreg(sd,"TK_MISSION_COUNT", sd->mission_count);
		}
	}

	// filter out entries not eligible for exp distribution
	memset(tmpsd,0,sizeof(tmpsd));
	for(i = 0, count = 0, mvp_damage = 0; i < DAMAGELOG_SIZE && md->dmglog[i].id; i++)
	{
		struct map_session_data* tsd = map_charid2sd(md->dmglog[i].id);

		if(tsd == NULL)
			continue; // skip empty entries
		if(tsd->bl.m != m)
			continue; // skip players not on this map
		count++; //Only logged into same map chars are counted for the total.
		if (pc_isdead(tsd))
			continue; // skip dead players
		if(md->dmglog[i].flag && !merc_is_hom_active(tsd->hd))
			continue; // skip homunc's share if inactive

		if(md->dmglog[i].dmg > mvp_damage)
		{
			third_sd = second_sd;
			second_sd = mvp_sd;
			mvp_sd = tsd;
			mvp_damage = md->dmglog[i].dmg;
		}

		tmpsd[i] = tsd; // record as valid damage-log entry
	}

	if(!battle_config.exp_calc_type && count > 1)
	{	//Apply first-attacker 200% exp share bonus
		//TODO: Determine if this should go before calculating the MVP player instead of after.
		if (UINT_MAX - md->dmglog[0].dmg > md->tdmg) {
			md->tdmg += md->dmglog[0].dmg;
			md->dmglog[0].dmg<<=1;
		} else {
			md->dmglog[0].dmg+= UINT_MAX - md->tdmg;
			md->tdmg = UINT_MAX;
		}
	}

	if(!(type&2) && //No exp
		(!map[m].flag.pvp || battle_config.pvp_exp) && //Pvp no exp rule [MouseJstr]
		(!md->master_id || !md->special_state.ai) && //Only player-summoned mobs do not give exp. [Skotlex]
		(!map[m].flag.nobaseexp || !map[m].flag.nojobexp) //Gives Exp
	) { //Experience calculation.

	for(i = 0; i < DAMAGELOG_SIZE && md->dmglog[i].id; i++)
	{
		int flag=1,zeny=0;
		unsigned int base_exp, job_exp;
		double per; //Your share of the mob's exp
		int bonus; //Bonus on top of your share.

		if (!tmpsd[i]) continue;

		if (!battle_config.exp_calc_type && md->tdmg)
			//jAthena's exp formula based on total damage.
			per = (double)md->dmglog[i].dmg/(double)md->tdmg;
		else {
			//eAthena's exp formula based on max hp.
			per = (double)md->dmglog[i].dmg/(double)status->max_hp;
			if (per > 2) per = 2; // prevents unlimited exp gain
		}
	
		if (count>1 && battle_config.exp_bonus_attacker) {
			//Exp bonus per additional attacker.
			if (count > battle_config.exp_bonus_max_attacker)
				count = battle_config.exp_bonus_max_attacker;
			per += per*((count-1)*battle_config.exp_bonus_attacker)/100.;
		}

		// change experience for different sized monsters [Valaris]
		if(md->special_state.size==1)
			per /=2.;
		else if(md->special_state.size==2)
			per *=2.;

		bonus = 100;
		
		if (md->sc.data[SC_RICHMANKIM].timer != -1)
			bonus += md->sc.data[SC_RICHMANKIM].val2;

		if(battle_config.mobs_level_up && md->level > md->db->lv) // [Valaris]
			bonus += (md->level-md->db->lv)*battle_config.mobs_level_up_exp_rate;

		if(battle_config.zeny_from_mobs && md->level) {
			 // zeny calculation moblv + random moblv [Valaris]
			zeny=(int) ((md->level+rand()%md->level)*per*bonus/100.);
			if(md->db->mexp > 0)
				zeny*=rand()%250;
		}

		if (map[m].flag.nobaseexp || !md->db->base_exp)
			base_exp = 0; 
		else
			base_exp = (unsigned int)cap_value(md->db->base_exp * per * bonus/100. * map[m].bexp/100., 1, UINT_MAX);
		
		if (map[m].flag.nojobexp || !md->db->job_exp || md->dmglog[i].flag) //Homun earned job-exp is always lost.
			job_exp = 0; 
		else
			job_exp = (unsigned int)cap_value(md->db->job_exp * per * bonus/100. * map[m].jexp/100., 1, UINT_MAX);
 		
		if((temp = tmpsd[i]->status.party_id )>0 && !md->dmglog[i].flag) //Homun-done damage (flag 1) is not given to party
		{
			int j;
			for(j=0;j<pnum && pt[j].id!=temp;j++); //Locate party.

			if(j==pnum){ //Possibly add party.
				pt[pnum].p = party_search(temp);
				if(pt[pnum].p && pt[pnum].p->party.exp)
				{
					pt[pnum].id=temp;
					pt[pnum].base_exp=base_exp;
					pt[pnum].job_exp=job_exp;
					pt[pnum].zeny=zeny; // zeny share [Valaris]
					pnum++;
					flag=0;
				}
			}else{	//Add to total
				if (pt[j].base_exp > UINT_MAX - base_exp)
					pt[j].base_exp=UINT_MAX;
				else
					pt[j].base_exp+=base_exp;
				
				if (pt[j].job_exp > UINT_MAX - job_exp)
					pt[j].job_exp=UINT_MAX;
				else
					pt[j].job_exp+=job_exp;
				
				pt[j].zeny+=zeny;  // zeny share [Valaris]
				flag=0;
			}
		}
		if(flag) {
			if(base_exp && md->dmglog[i].flag) //tmpsd[i] is null if it has no homunc.
				merc_hom_gainexp(tmpsd[i]->hd, base_exp);
			if(base_exp || job_exp)
				pc_gainexp(tmpsd[i], &md->bl, base_exp,job_exp);
			if(zeny) // zeny from mobs [Valaris]
				pc_getzeny(tmpsd[i], zeny);
		}
	}
	
	for(i=0;i<pnum;i++) //Party share.
		party_exp_share(pt[i].p, &md->bl, pt[i].base_exp,pt[i].job_exp,pt[i].zeny);

	} //End EXP giving.
	
	if (!(type&1) &&
		!map[m].flag.nomobloot &&
		(
		 	!md->special_state.ai || //Non special mob
			battle_config.alchemist_summon_reward == 2 || //All summoned give drops
			(md->special_state.ai==2 && battle_config.alchemist_summon_reward == 1) //Marine Sphere Drops items.
		)
	) {	//item drop
		struct item_drop_list *dlist = ers_alloc(item_drop_list_ers, struct item_drop_list);
		struct item_drop *ditem;
		int drop_rate;
		dlist->m = md->bl.m;
		dlist->x = md->bl.x;
		dlist->y = md->bl.y;
		dlist->first_sd = mvp_sd;
		dlist->second_sd = second_sd;
		dlist->third_sd = third_sd;
		dlist->item = NULL;
	
		for (i = 0; i < MAX_MOB_DROP; i++)
		{
			if (md->db->dropitem[i].nameid <= 0)
				continue;
			drop_rate = md->db->dropitem[i].p;
			if (drop_rate <= 0) {
				if (battle_config.drop_rate0item)
					continue;
				drop_rate = 1;
			}
			// change drops depending on monsters size [Valaris]
			if(md->special_state.size==1 && drop_rate >= 2)
				drop_rate/=2;
			else if(md->special_state.size==2)
				drop_rate*=2;
			if (src) {
				//Drops affected by luk as a fixed increase [Valaris]
				if (battle_config.drops_by_luk)
					drop_rate += status_get_luk(src)*battle_config.drops_by_luk/100;
				//Drops affected by luk as a % increase [Skotlex] 
				if (battle_config.drops_by_luk2)
					drop_rate += (int)(0.5+drop_rate*status_get_luk(src)*battle_config.drops_by_luk2/10000.);
			}
			if (sd && battle_config.pk_mode &&
				(int)(md->level - sd->status.base_level) >= 20)
				drop_rate = (int)(drop_rate*1.25); // pk_mode increase drops if 20 level difference [Valaris]

			// attempt to drop the item
			if (rand() % 10000 >= drop_rate)
				continue;

			ditem = mob_setdropitem(md->db->dropitem[i].nameid, 1);

			//A Rare Drop Global Announce by Lupus
			if(drop_rate<=battle_config.rare_drop_announce) {
				struct item_data *i_data;
				char message[128];
				i_data = itemdb_search(ditem->item_data.nameid);
				sprintf (message, msg_txt(541), (mvp_sd?mvp_sd->status.name:"???"), md->name, i_data->jname, (float)drop_rate/100);
				//MSG: "'%s' won %s's %s (chance: %0.02f%%)"
				intif_GMmessage(message,strlen(message)+1,0);
			}
			// Announce first, or else ditem will be freed. [Lance]
			// By popular demand, use base drop rate for autoloot code. [Skotlex]
			mob_item_drop(md, dlist, ditem, 0, md->db->dropitem[i].p);
		}

		// Ore Discovery [Celest]
		if (sd == mvp_sd && pc_checkskill(sd,BS_FINDINGORE)>0 && battle_config.finding_ore_rate/10 >= rand()%10000) {
			ditem = mob_setdropitem(itemdb_searchrandomid(IG_FINDINGORE), 1);
			mob_item_drop(md, dlist, ditem, 0, battle_config.finding_ore_rate/10);
		}

		if(sd) {
			// process script-granted extra drop bonuses
			int itemid = 0;
			for (i = 0; i < sd->add_drop_count; i++)
			{
				if (sd->add_drop[i].id < 0)
					continue;
				if (sd->add_drop[i].race & (1<<status->race) ||
					sd->add_drop[i].race & 1<<(status->mode&MD_BOSS?RC_BOSS:RC_NONBOSS))
				{
					//check if the bonus item drop rate should be multiplied with mob level/10 [Lupus]
					if(sd->add_drop[i].rate < 0) {
						//it's negative, then it should be multiplied. e.g. for Mimic,Myst Case Cards, etc
						// rate = base_rate * (mob_level/10) + 1
						drop_rate = -sd->add_drop[i].rate*(md->level/10)+1;
						drop_rate = cap_value(drop_rate, battle_config.item_drop_adddrop_min, battle_config.item_drop_adddrop_max);
						if (drop_rate > 10000) drop_rate = 10000;
					}
					else
						//it's positive, then it goes as it is
						drop_rate = sd->add_drop[i].rate;
					
					if (rand()%10000 >= drop_rate)
						continue;
					itemid = (sd->add_drop[i].id > 0) ? sd->add_drop[i].id : itemdb_searchrandomid(sd->add_drop[i].group);
					mob_item_drop(md, dlist, mob_setdropitem(itemid,1), 0, drop_rate);
				}
			}
			
			// process script-granted zeny bonus (get_zeny_num) [Skotlex]
			if(sd->get_zeny_num && rand()%100 < sd->get_zeny_rate)
			{
				i = sd->get_zeny_num > 0?sd->get_zeny_num:-md->level*sd->get_zeny_num;
				if (!i) i = 1;
				pc_getzeny(sd, 1+rand()%i);
			}
		}
		
		// process items looted by the mob
		if(md->lootitem) {
			for(i = 0; i < md->lootitem_count; i++)
				mob_item_drop(md, dlist, mob_setlootitem(&md->lootitem[i]), 1, 10000);
		}
		if (dlist->item) //There are drop items.
			add_timer(tick + (!battle_config.delay_battle_damage?500:0), mob_delay_item_drop, (int)dlist, 0);
		else //No drops
			ers_free(item_drop_list_ers, dlist);
	} else if (md->lootitem && md->lootitem_count) {	//Loot MUST drop!
		struct item_drop_list *dlist = ers_alloc(item_drop_list_ers, struct item_drop_list);
		dlist->m = md->bl.m;
		dlist->x = md->bl.x;
		dlist->y = md->bl.y;
		dlist->first_sd = mvp_sd;
		dlist->second_sd = second_sd;
		dlist->third_sd = third_sd;
		dlist->item = NULL;
		for(i = 0; i < md->lootitem_count; i++)
			mob_item_drop(md, dlist, mob_setlootitem(&md->lootitem[i]), 1, 10000);
		add_timer(tick + (!battle_config.delay_battle_damage?500:0), mob_delay_item_drop, (int)dlist, 0);
	}

	if(mvp_sd && md->db->mexp > 0 && !md->special_state.ai)
	{
		int log_mvp[2] = {0};
		int j;
		unsigned int mexp;
		struct item item;
		double exp;
		
		//mapflag: noexp check [Lorky]
		if (map[m].flag.nobaseexp || type&2)
			exp =1; 
		else {
			exp = md->db->mexp;
			if (count > 1)
				exp += exp*(battle_config.exp_bonus_attacker*(count-1))/100.; //[Gengar]
		}
		
		mexp = (unsigned int)cap_value(exp, 1, UINT_MAX);

		if(use_irc && irc_announce_mvp_flag)
			irc_announce_mvp(mvp_sd,md);

		clif_mvp_effect(mvp_sd);
		clif_mvp_exp(mvp_sd,mexp);
		pc_gainexp(mvp_sd, &md->bl, mexp,0);
		log_mvp[1] = mexp;
		if(map[m].flag.nomvploot || type&1)
			; //No drops.
		else
		for(j=0;j<3;j++)
		{
			i = rand() % 3;
			
			if(md->db->mvpitem[i].nameid <= 0)
				continue;
			
			temp = md->db->mvpitem[i].p;
			if(temp <= 0 && !battle_config.drop_rate0item)
				temp = 1;
			if(temp <= rand()%10000+1) //if ==0, then it doesn't drop
				continue;

			memset(&item,0,sizeof(item));
			item.nameid=md->db->mvpitem[i].nameid;
			item.identify= itemdb_isidentified(item.nameid);
			clif_mvp_item(mvp_sd,item.nameid);
			log_mvp[0] = item.nameid;
			
			//A Rare MVP Drop Global Announce by Lupus
			if(temp<=battle_config.rare_drop_announce) {
				struct item_data *i_data;
				char message[128];
				i_data = itemdb_exists(item.nameid);
				sprintf (message, msg_txt(541), mvp_sd->status.name, md->name, i_data->jname, temp/100.);
				//MSG: "'%s' won %s's %s (chance: %0.02f%%)"
				intif_GMmessage(message,strlen(message)+1,0);
			}

			if((temp = pc_additem(mvp_sd,&item,1)) != 0) {
				clif_additem(sd,0,0,temp);
				map_addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd,second_sd,third_sd,1);
			}
			
			if(log_config.enable_logs&0x200)	{//Logs items, MVP prizes [Lupus]
				log_pick_mob(md, "M", item.nameid, -1, NULL);
				if (!temp)
					log_pick_pc(mvp_sd, "P", item.nameid, 1, NULL);
			}
			break;
		}

		if(log_config.mvpdrop > 0)
			log_mvpdrop(mvp_sd, md->class_, log_mvp);
	}

	if (type&2 && !sd && md->class_ == MOBID_EMPERIUM)
	  	//Emperium destroyed by script. Discard mvp character. [Skotlex]
		mvp_sd = NULL;


	// <Agit> NPC Event [OnAgitBreak]
	if(md->npc_event[0] && strcmp(((md->npc_event)+strlen(md->npc_event)-13),"::OnAgitBreak") == 0) {
		ShowNotice("MOB.C: Run NPC_Event[OnAgitBreak].\n");
		if (agit_flag == 1) //Call to Run NPC_Event[OnAgitBreak]
			guild_agit_break(md);
	}

	if(src && src->type == BL_MOB){
		struct mob_data *smd = (struct mob_data *)src;
		if(smd->nd)
			mob_script_callback(smd, &md->bl, CALLBACK_KILL);
	}

	if(md->nd)
		mob_script_callback(md, src, CALLBACK_DEAD);
	else
	if(md->npc_event[0])
	{
		md->status.hp = 0; //So that npc_event invoked functions KNOW that I am dead.
		if(src) 
		switch (src->type) {
		case BL_PET:
			sd = ((TBL_PET*)src)->msd;
			break;
		case BL_HOM:
			sd = ((TBL_HOM*)src)->master;
			break;
		}
		if(sd && battle_config.mob_npc_event_type) {
			pc_setglobalreg(sd,"killerrid",sd->bl.id);
			npc_event(sd,md->npc_event,0);
		} else if(mvp_sd) {
			pc_setglobalreg(mvp_sd,"killerrid",sd?sd->bl.id:0);
			npc_event(mvp_sd,md->npc_event,0);
		}
		md->status.hp = 1;
	} else if (mvp_sd && mvp_sd->state.event_kill_mob) {	//lordalfa
		pc_setglobalreg(mvp_sd,"killedrid",md->class_);
		npc_script_event(mvp_sd, NPCE_KILLNPC); // PCKillNPC [Lance]
	}

	if(md->deletetimer!=-1) {
		delete_timer(md->deletetimer,mob_timer_delete);
		md->deletetimer=-1;
	}

	mob_deleteslave(md);
	md->last_deadtime=tick;
	
	map_freeblock_unlock();

	if(pcdb_checkid(md->vd->class_))
	{	//Player mobs are not removed automatically by the client.
		if(md->nd){
			md->vd->dead_sit = 1;
			return 1; // Let the dead body stay there.. we have something to do with it :D
		} else
			clif_clearunit_delayed(&md->bl, tick+3000);
	}

	if(!md->spawn) //Tell status_damage to remove it from memory.
		return 5; // Note: Actually, it's 4. Oh well...
	
	mob_setdelayspawn(md); //Set respawning.
	return 3; //Remove from map.
}

void mob_revive(struct mob_data *md, unsigned int hp)
{
	unsigned int tick = gettick();
	md->state.skillstate = MSS_IDLE;
	md->last_thinktime = tick;
	md->next_walktime = tick+rand()%50+5000;
	md->last_linktime = tick;
	if (!md->bl.prev)
		map_addblock(&md->bl);
	if(pcdb_checkid(md->vd->class_) && md->nd)
		md->vd->dead_sit = 0;
	else
		clif_spawn(&md->bl);
	skill_unit_move(&md->bl,tick,1);
	mobskill_use(md, tick, MSC_SPAWN);
	if (battle_config.show_mob_info&3)
		clif_charnameack (0, &md->bl);
}

int mob_guardian_guildchange(struct block_list *bl,va_list ap)
{
	struct mob_data *md;
	struct guild* g;

	nullpo_retr(0, bl);
	nullpo_retr(0, md = (struct mob_data *)bl);

	if (!md->guardian_data)
		return 0;

	if (md->guardian_data->castle->guild_id == 0)
	{	//Castle with no owner? Delete the guardians.
		if (md->class_ == MOBID_EMPERIUM)
		{	//But don't delete the emperium, just clear it's guild-data
			md->guardian_data->guild_id = 0;
			md->guardian_data->emblem_id = 0;
			md->guardian_data->guild_name[0] = '\0';
		} else {
			if (md->guardian_data->castle->guardian[md->guardian_data->number].visible)
			{	//Safe removal of guardian.
				md->guardian_data->castle->guardian[md->guardian_data->number].visible = 0;
				guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
				guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0);
			}
			unit_free(&md->bl,0); //Remove guardian.
		}
		return 0;
	}
	
	g = guild_search(md->guardian_data->castle->guild_id);
	if (g == NULL)
	{	//Properly remove guardian info from Castle data.
		ShowError("mob_guardian_guildchange: New Guild (id %d) does not exists!\n", md->guardian_data->guild_id);
		md->guardian_data->castle->guardian[md->guardian_data->number].visible = 0;
		guild_castledatasave(md->guardian_data->castle->castle_id, 10+md->guardian_data->number,0);
		guild_castledatasave(md->guardian_data->castle->castle_id, 18+md->guardian_data->number,0);
		unit_free(&md->bl,0);
		return 0;
	}

	md->guardian_data->guild_id = md->guardian_data->castle->guild_id;
	md->guardian_data->emblem_id = g->emblem_id;
	md->guardian_data->guardup_lv = guild_checkskill(g,GD_GUARDUP);
	memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);

	return 1;	
}
	
/*==========================================
 * Pick a random class for the mob
 *------------------------------------------*/
int mob_random_class (int *value, size_t count)
{
	nullpo_retr(0, value);

	// no count specified, look into the array manually, but take only max 5 elements
	if (count < 1) {
		count = 0;
		while(count < 5 && mobdb_checkid(value[count])) count++;
		if(count < 1)	// nothing found
			return 0;
	} else {
		// check if at least the first value is valid
		if(mobdb_checkid(value[0]) == 0)
			return 0;
	}
	//Pick a random value, hoping it exists. [Skotlex]
	return mobdb_checkid(value[rand()%count]);
}

/*==========================================
 * Change mob base class
 *------------------------------------------*/
int mob_class_change (struct mob_data *md, int class_)
{
	unsigned int tick = gettick();
	int i, c, hp_rate;

	nullpo_retr(0, md);

	if (md->bl.prev == NULL)
		return 0;

	//Disable class changing for some targets...
	if (md->guardian_data)
		return 0; //Guardians/Emperium

	if (md->class_ >= 1324 && md->class_ <= 1363)
		return 0; //Treasure Boxes

	if (md->special_state.ai > 1)
		return 0; //Marine Spheres and Floras.

	if (mob_is_clone(md->class_))
		return 0; //Clones

	if (md->class_ == class_)
		return 0; //Nothing to change.

	hp_rate = md->status.hp*100/md->status.max_hp;
	md->class_ = class_;
	md->db = mob_db(class_);
	if (battle_config.override_mob_names==1)
		memcpy(md->name,md->db->name,NAME_LENGTH);
	else
		memcpy(md->name,md->db->jname,NAME_LENGTH);

	mob_stop_attack(md);
	mob_stop_walking(md, 0);
	unit_skillcastcancel(&md->bl, 0);
	status_set_viewdata(&md->bl, class_);
	clif_mob_class_change(md,class_);
	status_calc_mob(md, 3);
	md->ud.state.speed_changed = 1; //Speed change update.

	if (battle_config.monster_class_change_recover) {
		memset(md->dmglog, 0, sizeof(md->dmglog));
		md->tdmg = 0;
	} else {
		md->status.hp = md->status.max_hp*hp_rate/100;
		if(md->status.hp < 1) md->status.hp = 1;
	}

	for(i=0,c=tick-1000*3600*10;i<MAX_MOBSKILL;i++)
		md->skilldelay[i] = c;

	if(md->lootitem == NULL && md->db->status.mode&MD_LOOTER)
		md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));

	//Targets should be cleared no morph
	md->target_id = md->attacked_id = 0;

	//Need to update name display.
	clif_charnameack(0, &md->bl);

	return 0;
}

/*==========================================
 * mob��
 *------------------------------------------*/
void mob_heal(struct mob_data *md,unsigned int heal)
{
	if(md->guardian_data && md->guardian_data->number < MAX_GUARDIANS)
	// guardian hp update [Valaris] (updated by [Skotlex])
		md->guardian_data->castle->guardian[md->guardian_data->number].hp = md->status.hp;

	if (battle_config.show_mob_info&3)
		clif_charnameack (0, &md->bl);
}

/*==========================================
 * Added by RoVeRT
 *------------------------------------------*/
int mob_warpslave_sub(struct block_list *bl,va_list ap)
{
	struct mob_data *md=(struct mob_data *)bl;
	struct block_list *master;
	short x,y,range=0;
	master = va_arg(ap, struct block_list*);
	range = va_arg(ap, int);
	
	if(md->master_id!=master->id)
		return 0;

	map_search_freecell(master, 0, &x, &y, range, range, 0);
	unit_warp(&md->bl, master->m, x, y,2);
	return 1;
}

/*==========================================
 * Added by RoVeRT
 * Warps slaves. Range is the area around the master that they can
 * appear in randomly.
 *------------------------------------------*/
int mob_warpslave(struct block_list *bl, int range)
{
	if (range < 1)
		range = 1; //Min range needed to avoid crashes and stuff. [Skotlex]
	
	return map_foreachinmap(mob_warpslave_sub, bl->m, BL_MOB, bl, range);
}

/*==========================================
 * ��ʓ��̎�芪���̐��v�Z�p(foreachinarea)
 *------------------------------------------*/
int mob_countslave_sub(struct block_list *bl,va_list ap)
{
	int id;
	struct mob_data *md;
	id=va_arg(ap,int);
	
	md = (struct mob_data *)bl;
	if( md->master_id==id )
		return 1;
	return 0;
}

/*==========================================
 * ��ʓ��̎�芪���̐��v�Z
 *------------------------------------------*/
int mob_countslave(struct block_list *bl)
{
	return map_foreachinmap(mob_countslave_sub, bl->m, BL_MOB,bl->id);
}

/*==========================================
 * Summons amount slaves contained in the value[5] array using round-robin. [adapted by Skotlex]
 *------------------------------------------*/
int mob_summonslave(struct mob_data *md2,int *value,int amount,int skill_id)
{
	struct mob_data *md;
	struct spawn_data data;
	int count = 0,k=0,hp_rate=0;

	nullpo_retr(0, md2);
	nullpo_retr(0, value);

	memset(&data, 0, sizeof(struct spawn_data));
	data.m = md2->bl.m;
	data.x = md2->bl.x;
	data.y = md2->bl.y;
	data.num = 1;
	data.state.size = md2->special_state.size;
	data.state.ai = md2->special_state.ai;

	if(mobdb_checkid(value[0]) == 0)
		return 0;

	while(count < 5 && mobdb_checkid(value[count])) count++;
	if(count < 1) return 0;
	if (amount > 0 && amount < count) { //Do not start on 0, pick some random sub subset [Skotlex]
		k = rand()%count;
		amount+=k; //Increase final value by same amount to preserve total number to summon.
	}
	
	if (!battle_config.monster_class_change_recover &&
		(skill_id == NPC_TRANSFORMATION || skill_id == NPC_METAMORPHOSIS))
		hp_rate = 100*md2->status.hp/md2->status.max_hp;

	for(;k<amount;k++) {
		short x,y;
		data.class_ = value[k%count]; //Summon slaves in round-robin fashion. [Skotlex]
		if (mobdb_checkid(data.class_) == 0)
			continue;

		if (map_search_freecell(&md2->bl, 0, &x, &y, MOB_SLAVEDISTANCE, MOB_SLAVEDISTANCE, 0)) {
			data.x = x;
			data.y = y;
		} else {
			data.x = md2->bl.x;
			data.y = md2->bl.y;
		}

		//These two need to be loaded from the db for each slave.
		if(battle_config.override_mob_names==1)
			strcpy(data.name,"--en--");
		else
			strcpy(data.name,"--ja--");

		data.level = 0;
		if (!mob_parse_dataset(&data))
			continue;
		
		md= mob_spawn_dataset(&data);
		md->special_state.cached= md2->special_state.cached;	//[Skotlex]
		if(skill_id == NPC_SUMMONSLAVE){
			md->master_id=md2->bl.id;
			md->state.killer = md2->state.killer;
			md->special_state.ai = md2->special_state.ai;
			md->nd = md2->nd;
			md->callback_flag = md2->callback_flag;
		}
		mob_spawn(md);
		
		if (hp_rate) //Scale HP
			md->status.hp = md->status.max_hp*hp_rate/100;

		//Inherit the aggressive mode of the master.
		if (battle_config.slaves_inherit_mode && md->master_id)
	  	{
			switch (battle_config.slaves_inherit_mode) {
			case 1: //Always aggressive
				if (!(md->status.mode&MD_AGGRESSIVE))
					sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, MD_AGGRESSIVE, 0, 0);
				break;
			case 2: //Always passive
				if (md->status.mode&MD_AGGRESSIVE)
					sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, 0, MD_AGGRESSIVE, 0);
				break;
			default: //Copy master.
				if (md2->status.mode&MD_AGGRESSIVE)
					sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, MD_AGGRESSIVE, 0, 0);
				else
					sc_start4(&md->bl, SC_MODECHANGE, 100,1,0, 0, MD_AGGRESSIVE, 0);
				break;
			}
		}

		clif_skill_nodamage(&md->bl,&md->bl,skill_id,amount,1);
	}

	return 0;
}

/*==========================================
 *MOBskill����Y��skillid��skillidx��Ԃ�
 *------------------------------------------*/
int mob_skillid2skillidx(int class_,int skillid)
{
	int i, max = mob_db(class_)->maxskill;
	struct mob_skill *ms=mob_db(class_)->skill;

	if(ms==NULL)
		return -1;

	for(i=0;i<max;i++){
		if(ms[i].skill_id == skillid)
			return i;
	}
	return -1;

}

/*==========================================
 * Friendly Mob whose HP is decreasing by a nearby MOB is looked for.
 *------------------------------------------*/
int mob_getfriendhprate_sub(struct block_list *bl,va_list ap)
{
	int min_rate, max_rate,rate;
	struct block_list **fr;
	struct mob_data *md;

	md = va_arg(ap,struct mob_data *);
	min_rate=va_arg(ap,int);
	max_rate=va_arg(ap,int);
	fr=va_arg(ap,struct block_list **);

	if( md->bl.id == bl->id && !(battle_config.mob_ai&0x10))
		return 0;

	if ((*fr) != NULL) //A friend was already found.
		return 0;
	
	if (battle_check_target(&md->bl,bl,BCT_ENEMY)>0)
		return 0;
	
	rate = 100*status_get_hp(bl)/status_get_max_hp(bl);
	
	if (rate >= min_rate && rate <= max_rate)
		(*fr) = bl;
	return 1;
}
static struct block_list *mob_getfriendhprate(struct mob_data *md,int min_rate,int max_rate)
{
	struct block_list *fr=NULL;
	int type = BL_MOB;
	
	nullpo_retr(NULL, md);

	if (md->special_state.ai) //Summoned creatures. [Skotlex]
		type = BL_PC;
	
	map_foreachinrange(mob_getfriendhprate_sub, &md->bl, 8, type,md,min_rate,max_rate,&fr);
	return fr;
}
/*==========================================
 * Check hp rate of its master
 *------------------------------------------*/
struct block_list *mob_getmasterhpltmaxrate(struct mob_data *md,int rate)
{
	if (md && md->master_id > 0) {
		struct block_list *bl = map_id2bl(md->master_id);
		if (status_get_hp(bl) < status_get_max_hp(bl) * rate / 100)
			return bl;
	}

	return NULL;
}
/*==========================================
 * What a status state suits by nearby MOB is looked for.
 *------------------------------------------*/
int mob_getfriendstatus_sub(struct block_list *bl,va_list ap)
{
	int cond1,cond2;
	struct mob_data **fr, *md, *mmd;
	int flag=0;

	nullpo_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 && !(battle_config.mob_ai&0x10) )
		return 0;

	if (battle_check_target(&mmd->bl,bl,BCT_ENEMY)>0)
		return 0;
	cond1=va_arg(ap,int);
	cond2=va_arg(ap,int);
	fr=va_arg(ap,struct mob_data **);
	if( cond2==-1 ){
		int j;
		for(j=SC_COMMON_MIN;j<=SC_COMMON_MAX && !flag;j++){
			if ((flag=(md->sc.data[j].timer!=-1))) //Once an effect was found, break out. [Skotlex]
				break;
		}
	}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;

	nullpo_retr(0, md);

	map_foreachinrange(mob_getfriendstatus_sub, &md->bl, 8,
		BL_MOB,md,cond1,cond2,&fr);
	return fr;
}

/*==========================================
 * Skill use judging
 *------------------------------------------*/
int mobskill_use(struct mob_data *md, unsigned int tick, int event)
{
	struct mob_skill *ms;
	struct block_list *fbl = NULL; //Friend bl, which can either be a BL_PC or BL_MOB depending on the situation. [Skotlex]
	struct block_list *bl;
	struct mob_data *fmd = NULL;
	int i,j,n;

	nullpo_retr (0, md);
	nullpo_retr (0, ms = md->db->skill);

	if (!battle_config.mob_skill_rate || md->ud.skilltimer != -1 || !md->db->maxskill)
		return 0;

	if (event == -1 && DIFF_TICK(md->ud.canact_tick, tick) > 0)
		return 0; //Skill act delay only affects non-event skills.

	//Pick a starting position and loop from that.
	i = battle_config.mob_ai&0x100?rand()%md->db->maxskill:0;
	for (n = 0; n < md->db->maxskill; i++, n++) {
		int c2, flag = 0;		

		if (i == md->db->maxskill)
			i = 0;

		if (DIFF_TICK(tick, md->skilldelay[i]) < ms[i].delay)
			continue;

		c2 = ms[i].cond2;
		
		if (ms[i].state != md->state.skillstate) {
			if (md->state.skillstate != MSS_DEAD && (ms[i].state == MSS_ANY ||
				(ms[i].state == MSS_ANYTARGET && md->target_id && md->state.skillstate != MSS_LOOT)
			)) //ANYTARGET works with any state as long as there's a target. [Skotlex]
				;
			else
				continue;
		}
		if (rand() % 10000 > ms[i].permillage) //Lupus (max value = 10000)
			continue;

		if (ms[i].cond1 == event)
			flag = 1; //Trigger skill.
		else if (ms[i].cond1 == MSC_SKILLUSED)
			flag = ((event & 0xffff) == MSC_SKILLUSED && ((event >> 16) == c2 || c2 == 0));
		else if(event == -1){
			//Avoid entering on defined events to avoid "hyper-active skill use" due to the overflow of calls to this function in battle.
			switch (ms[i].cond1)
			{
				case MSC_ALWAYS:
					flag = 1; break;
				case MSC_MYHPLTMAXRATE:		// HP< maxhp%
					flag = 100*md->status.hp/md->status.max_hp;
					flag = (flag <= c2);
				  	break;
				case MSC_MYHPINRATE:
					flag = 100*md->status.hp/md->status.max_hp;
					flag = (flag >= c2 && flag <= ms[i].val[0]);
					break;
				case MSC_MYSTATUSON:		// status[num] on
				case MSC_MYSTATUSOFF:		// status[num] off
					if (!md->sc.count) {
						flag = 0;
					} else if (ms[i].cond2 == -1) {
						for (j = SC_COMMON_MIN; j <= SC_COMMON_MAX; j++)
							if ((flag = (md->sc.data[j].timer != -1)) != 0)
								break;
					} else {
						flag = (md->sc.data[ms[i].cond2].timer != -1);
					}
					flag ^= (ms[i].cond1 == MSC_MYSTATUSOFF); break;
				case MSC_FRIENDHPLTMAXRATE:	// friend HP < maxhp%
					flag = ((fbl = mob_getfriendhprate(md, 0, ms[i].cond2)) != NULL); break;
				case MSC_FRIENDHPINRATE	:
					flag = ((fbl = mob_getfriendhprate(md, ms[i].cond2, ms[i].val[0])) != NULL); break;
				case MSC_FRIENDSTATUSON:	// friend status[num] on
				case MSC_FRIENDSTATUSOFF:	// friend status[num] off
					flag = ((fmd = mob_getfriendstatus(md, ms[i].cond1, ms[i].cond2)) != NULL); break;					
				case MSC_SLAVELT:		// slave < num
					flag = (mob_countslave(&md->bl) < c2 ); break;
				case MSC_ATTACKPCGT:	// attack pc > num
					flag = (unit_counttargeted(&md->bl, 0) > c2); break;
				case MSC_SLAVELE:		// slave <= num
					flag = (mob_countslave(&md->bl) <= c2 ); break;
				case MSC_ATTACKPCGE:	// attack pc >= num
					flag = (unit_counttargeted(&md->bl, 0) >= c2); break;
				case MSC_AFTERSKILL:
					flag = (md->ud.skillid == c2); break;
				case MSC_RUDEATTACKED:
					flag = (md->state.attacked_count >= RUDE_ATTACKED_COUNT);
					if (flag) md->state.attacked_count = 0;	//Rude attacked count should be reset after the skill condition is met. Thanks to Komurka [Skotlex]
					break;
				case MSC_MASTERHPLTMAXRATE:
					flag = ((fbl = mob_getmasterhpltmaxrate(md, ms[i].cond2)) != NULL); break;
				case MSC_MASTERATTACKED:
					flag = (md->master_id > 0 && unit_counttargeted(map_id2bl(md->master_id), 0) > 0); break;
				case MSC_ALCHEMIST:
					flag = (md->state.alchemist);
					break;
			}
		}
		
		if (!flag)
			continue; //Skill requisite failed to be fulfilled.

		//Execute skill	
		if (skill_get_casttype(ms[i].skill_id) == CAST_GROUND)
		{	//Ground skill.
			short x, y;
			switch (ms[i].target) {
				case MST_RANDOM: //Pick a random enemy within skill range.
					bl = battle_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md),
						skill_get_range2(&md->bl, ms[i].skill_id, ms[i].skill_lv));
					break;
				case MST_TARGET:
				case MST_AROUND5:
				case MST_AROUND6:
				case MST_AROUND7:
				case MST_AROUND8:
					bl = map_id2bl(md->target_id);
					break;
				case MST_MASTER:
					bl = &md->bl;
					if (md->master_id) 
						bl = map_id2bl(md->master_id);
					if (bl) //Otherwise, fall through.
						break;
				case MST_FRIEND:
					bl = fbl?fbl:(fmd?&fmd->bl:&md->bl);
					break;
				default:
					bl = &md->bl;
					break;
			}
			if (!bl) continue;
			x = bl->x;
		  	y = bl->y;
			// Look for an area to cast the spell around...
			if (ms[i].target >= MST_AROUND1 || ms[i].target >= MST_AROUND5) {
				j = ms[i].target >= MST_AROUND1?
					(ms[i].target-MST_AROUND1) +1:
					(ms[i].target-MST_AROUND5) +1;
				map_search_freecell(&md->bl, md->bl.m, &x, &y, j, j, 3);
			}
			md->skillidx = i;
			if (!unit_skilluse_pos2(&md->bl, x, y,
				ms[i].skill_id, ms[i].skill_lv,
				ms[i].casttime, ms[i].cancel))
				continue;
		} else {
			//Targetted skill
			switch (ms[i].target) {
				case MST_RANDOM: //Pick a random enemy within skill range.
					bl = battle_getenemy(&md->bl, DEFAULT_ENEMY_TYPE(md),
						skill_get_range2(&md->bl, ms[i].skill_id, ms[i].skill_lv));
					break;
				case MST_TARGET:
					bl = map_id2bl(md->target_id);
					break;
				case MST_MASTER:
					bl = &md->bl;
					if (md->master_id) 
						bl = map_id2bl(md->master_id);
					if (bl) //Otherwise, fall through.
						break;
				case MST_FRIEND:
					if (fbl) {
						bl = fbl;
						break;
					} else if (fmd) {
						bl = &fmd->bl;
						break;
					} // else fall through
				default:
					bl = &md->bl;
					break;
			}
			if (!bl) continue;
			md->skillidx = i;
			if (!unit_skilluse_id2(&md->bl, bl->id,
				ms[i].skill_id, ms[i].skill_lv,
				ms[i].casttime, ms[i].cancel))
				continue;
		}
		//Skill used. Post-setups... 
		if(battle_config.mob_ai&0x200)
		{ //pass on delay to same skill.
			for (j = 0; j < md->db->maxskill; j++)
				if (md->db->skill[j].skill_id == ms[i].skill_id)
					md->skilldelay[j]=tick;
		} else
			md->skilldelay[i]=tick;
		return 1;
	}
	//No skill was used.
	md->skillidx = -1;
	return 0;
}
/*==========================================
 * Skill use event processing
 *------------------------------------------*/
int mobskill_event(struct mob_data *md, struct block_list *src, unsigned int tick, int flag)
{
	int target_id, res = 0;

	target_id = md->target_id;
	if (!target_id || battle_config.mob_changetarget_byskill)
		md->target_id = src->id;
			
	if (flag == -1)
		res = mobskill_use(md, tick, MSC_CASTTARGETED);
	else if ((flag&0xffff) == MSC_SKILLUSED)
		res = mobskill_use(md, tick, flag);
	else if (flag&BF_SHORT)
		res = mobskill_use(md, tick, MSC_CLOSEDATTACKED);
	else if (flag&BF_LONG && !(flag&BF_MAGIC)) //Long-attacked should not include magic.
		res = mobskill_use(md, tick, MSC_LONGRANGEATTACKED);
	
	if (!res)
	//Restore previous target only if skill condition failed to trigger. [Skotlex]
		md->target_id = target_id;
	//Otherwise check if the target is an enemy, and unlock if needed.
	else if (battle_check_target(&md->bl, src, BCT_ENEMY) <= 0)
		md->target_id = target_id;
	
	return res;
}

// Player cloned mobs. [Valaris]
int mob_is_clone(int class_)
{
	if(class_ < MOB_CLONE_START || class_ > MOB_CLONE_END)
		return 0;
	if (mob_db(class_) == mob_dummy)
		return 0;
	return class_;
}

//Flag values:
//&1: Set special ai (fight mobs, not players)
//If mode is not passed, a default aggressive mode is used.
//If master_id is passed, clone is attached to him.
//Returns: ID of newly crafted copy.
int mob_clone_spawn(struct map_session_data *sd, int m, int x, int y, const char *event, int master_id, int mode, int flag, unsigned int duration)
{
	int class_;
	int i,j,inf,skill_id;
	struct mob_data *md;
	struct mob_skill *ms;
	
	nullpo_retr(0, sd);

	for(class_=MOB_CLONE_START; class_<MOB_CLONE_END; class_++){
		if(mob_db_data[class_]==NULL)
			break;
	}

	if(class_>MOB_CLONE_END)
		return 0;

	mob_db_data[class_]=(struct mob_db*)aCalloc(1, sizeof(struct mob_db));
	sprintf(mob_db_data[class_]->sprite,sd->status.name);
	sprintf(mob_db_data[class_]->name,sd->status.name);
	sprintf(mob_db_data[class_]->jname,sd->status.name);
	mob_db_data[class_]->lv=status_get_lv(&sd->bl);
	memcpy(&mob_db_data[class_]->status, &sd->base_status, sizeof(struct status_data));
	mob_db_data[class_]->status.lhw = NULL; //Prevent dangling pointer if player quits.
	mob_db_data[class_]->status.rhw.atk =
	mob_db_data[class_]->status.rhw.atk2 = sd->base_status.dex; //Min ATK
	mob_db_data[class_]->status.rhw.atk2+=
		sd->base_status.rhw.atk + sd->base_status.rhw.atk2 +
		sd->base_status.lhw->atk + sd->base_status.lhw->atk2; //Max ATK
	if (mode) //User provided mode.
		mob_db_data[class_]->status.mode = mode; 
	else if (flag&1) //Friendly Character, remove looting.
		mob_db_data[class_]->status.mode &= ~MD_LOOTER; 
	mob_db_data[class_]->status.hp = mob_db_data[class_]->status.max_hp;
	mob_db_data[class_]->status.sp = mob_db_data[class_]->status.max_sp;
	memcpy(&mob_db_data[class_]->vd, &sd->vd, sizeof(struct view_data));
	mob_db_data[class_]->base_exp=1;
	mob_db_data[class_]->job_exp=1;
	mob_db_data[class_]->range2=AREA_SIZE; //Let them have the same view-range as players.
	mob_db_data[class_]->range3=AREA_SIZE; //Min chase of a screen.
	mob_db_data[class_]->option=sd->sc.option;

	//Skill copy [Skotlex]
	ms = &mob_db_data[class_]->skill[0];
	//Go Backwards to give better priority to advanced skills.
	for (i=0,j = MAX_SKILL_TREE-1;j>=0 && i< MAX_MOBSKILL ;j--) {
		skill_id = skill_tree[sd->status.class_][j].id;
		if (!skill_id || sd->status.skill[skill_id].lv < 1 ||
			(skill_get_inf2(skill_id)&(INF2_WEDDING_SKILL|INF2_GUILD_SKILL)) ||
			skill_get_nocast(skill_id)&16
		)
			continue;
		//Normal aggressive mob, disable skills that cannot help them fight
		//against players (those with flags UF_NOMOB and UF_NOPC are specific 
		//to always aid players!) [Skotlex]
		if (!(flag&1) &&
			skill_get_unit_id(skill_id, 0) &&
			skill_get_unit_flag(skill_id)&(UF_NOMOB|UF_NOPC))
			continue;

		memset (&ms[i], 0, sizeof(struct mob_skill));
		ms[i].skill_id = skill_id;
		ms[i].skill_lv = sd->status.skill[skill_id].lv;
		ms[i].state = MSS_ANY;
		ms[i].permillage = 500*battle_config.mob_skill_rate/100; //Default chance of all skills: 5%
		ms[i].emotion = -1;
		ms[i].cancel = 0;
		ms[i].delay = 5000+skill_delayfix(&sd->bl,skill_id, ms[i].skill_lv);
		ms[i].casttime = skill_castfix(&sd->bl,skill_id, ms[i].skill_lv);

		inf = skill_get_inf(skill_id);
		if (inf&INF_ATTACK_SKILL) {
			ms[i].target = MST_TARGET;
			ms[i].cond1 = MSC_ALWAYS;
			if (skill_get_range(skill_id, ms[i].skill_lv)  > 3)
				ms[i].state = MSS_ANYTARGET;
			else
				ms[i].state = MSS_BERSERK;
		} else if(inf&INF_GROUND_SKILL) {
			if (skill_get_inf2(skill_id)&INF2_TRAP) { //Traps!
				ms[i].state = MSS_IDLE;
				ms[i].target = MST_AROUND2;
				ms[i].delay = 60000;
			} else if (skill_get_unit_target(skill_id) == BCT_ENEMY) { //Target Enemy
				ms[i].state = MSS_ANYTARGET;
				ms[i].target = MST_TARGET;
				ms[i].cond1 = MSC_ALWAYS;
			} else { //Target allies
				ms[i].target = MST_FRIEND;
				ms[i].cond1 = MSC_FRIENDHPLTMAXRATE;
				ms[i].cond2 = 95;
			}
		} else if (inf&INF_SELF_SKILL) {
			if (skill_get_inf2(skill_id)&INF2_NO_TARGET_SELF) { //auto-select target skill.
				ms[i].target = MST_TARGET;
				ms[i].cond1 = MSC_ALWAYS;
				if (skill_get_range(skill_id, ms[i].skill_lv)  > 3) {
					ms[i].state = MSS_ANYTARGET;
				} else {
					ms[i].state = MSS_BERSERK;
				}
			} else { //Self skill
				ms[i].target = MST_SELF;
				ms[i].cond1 = MSC_MYHPLTMAXRATE;
				ms[i].cond2 = 90;
				ms[i].permillage = 2000;
				//Delay: Remove the stock 5 secs and add half of the support time.
				ms[i].delay += -5000 +(skill_get_time(skill_id, ms[i].skill_lv) + skill_get_time2(skill_id, ms[i].skill_lv))/2;
				if (ms[i].delay < 5000)
					ms[i].delay = 5000; //With a minimum of 5 secs.
			}
		} else if (inf&INF_SUPPORT_SKILL) {
			ms[i].target = MST_FRIEND;
			ms[i].cond1 = MSC_FRIENDHPLTMAXRATE;
			ms[i].cond2 = 90;
			if (skill_id == AL_HEAL)
				ms[i].permillage = 5000; //Higher skill rate usage for heal.
			else if (skill_id == ALL_RESURRECTION)
				ms[i].cond2 = 1;
			//Delay: Remove the stock 5 secs and add half of the support time.
			ms[i].delay += -5000 +(skill_get_time(skill_id, ms[i].skill_lv) + skill_get_time2(skill_id, ms[i].skill_lv))/2;
			if (ms[i].delay < 2000)
				ms[i].delay = 2000; //With a minimum of 2 secs.
			
			if (i+1 < MAX_MOBSKILL) { //duplicate this so it also triggers on self.
				memcpy(&ms[i+1], &ms[i], sizeof(struct mob_skill));
				mob_db_data[class_]->maxskill = ++i;
				ms[i].target = MST_SELF;
				ms[i].cond1 = MSC_MYHPLTMAXRATE;
			}
		} else {
			switch (skill_id) { //Certain Special skills that are passive, and thus, never triggered.
				case MO_TRIPLEATTACK:
				case TF_DOUBLE:
				case GS_CHAINACTION:
					ms[i].state = MSS_BERSERK;
					ms[i].target = MST_TARGET;
					ms[i].cond1 = MSC_ALWAYS;
					ms[i].permillage = skill_id==MO_TRIPLEATTACK?(3000-ms[i].skill_lv*100):(ms[i].skill_lv*500);
					ms[i].delay -= 5000; //Remove the added delay as these could trigger on "all hits".
					break;
				default: //Untreated Skill
					continue;
			}
		}
		if (battle_config.mob_skill_rate!= 100)
			ms[i].permillage = ms[i].permillage*battle_config.mob_skill_rate/100;
		if (battle_config.mob_skill_delay != 100)
			ms[i].delay = ms[i].delay*battle_config.mob_skill_delay/100;
		
		mob_db_data[class_]->maxskill = ++i;
	}
	//Finally, spawn it.
	md = mob_once_spawn_sub(&sd->bl, m, x, y, "--en--",class_,event);
	if (!md) return 0; //Failed?
	
	if (master_id || flag || duration) { //Further manipulate crafted char.
		if (flag&1) //Friendly Character
			md->special_state.ai = 1;
		if (master_id) //Attach to Master
			md->master_id = master_id;
		if (duration) //Auto Delete after a while.
			md->deletetimer = add_timer (gettick() + duration, mob_timer_delete, md->bl.id, 0);
	}
#if 0
	//I am playing with this for packet-research purposes, enable it if you want, but don't remove it :X [Skotlex]
	//Guardian data
	if (sd->status.guild_id) {
		struct guild* g = guild_search(sd->status.guild_id);
		md->guardian_data = aCalloc(1, sizeof(struct guardian_data));
		md->guardian_data->castle = NULL;
		md->guardian_data->number = MAX_GUARDIANS;
		md->guardian_data->guild_id = sd->status.guild_id;
		if (g)
		{
			md->guardian_data->emblem_id = g->emblem_id;
			memcpy(md->guardian_data->guild_name, g->name, NAME_LENGTH);
		}
	}
#endif
	mob_spawn(md);

	return md->bl.id;
}

int mob_clone_delete(int class_)
{
	if (class_ >= MOB_CLONE_START && class_ < MOB_CLONE_END
		&& mob_db_data[class_]!=NULL) {
		aFree(mob_db_data[class_]);
		mob_db_data[class_]=NULL;
		return 1;
	}
	return 0;
}

int mob_script_callback(struct mob_data *md, struct block_list *target, short action_type)
{
	// DEBUG: Uncomment these if errors occur. ---
	// nullpo_retr(md, 0);
	// nullpo_retr(md->nd, 0);
	// -------------------------------------------
	if(md->callback_flag&action_type){
		int regkey = add_str(".ai_action");
		linkdb_replace(&md->nd->u.scr.script->script_vars,(void *)regkey, (void *)(int)action_type);
		if(target){
			linkdb_replace(&md->nd->u.scr.script->script_vars,(void *)(regkey+(1<<24)), (void *)(int)target->type);
			linkdb_replace(&md->nd->u.scr.script->script_vars,(void *)(regkey+(2<<24)), (void *)target->id);
		}
		linkdb_replace(&md->nd->u.scr.script->script_vars,(void *)(regkey+(3<<24)), (void *)md->bl.id);
		run_script(md->nd->u.scr.script, 0, 0, md->nd->bl.id);
		return 1;
	}
	return 0;
}

//
// ������
//
/*==========================================
 * Since un-setting [ mob ] up was used, it is an initial provisional value setup.
 *------------------------------------------*/
static int mob_makedummymobdb(int class_)
{
	if (mob_dummy != NULL)
	{
		if (mob_db(class_) == mob_dummy)
			return 1; //Using the mob_dummy data already. [Skotlex]
		if (class_ > 0 && class_ <= MAX_MOB_DB)
		{	//Remove the mob data so that it uses the dummy data instead.
			aFree(mob_db_data[class_]);
			mob_db_data[class_] = NULL;
		}
		return 0;
	}
	//Initialize dummy data.	
	mob_dummy = (struct mob_db*)aCalloc(1, sizeof(struct mob_db)); //Initializing the dummy mob.
	sprintf(mob_dummy->sprite,"DUMMY");
	sprintf(mob_dummy->name,"Dummy");
	sprintf(mob_dummy->jname,"Dummy");
	mob_dummy->lv=1;
	mob_dummy->status.max_hp=1000;
	mob_dummy->status.max_sp=1;
	mob_dummy->status.rhw.range=1;
	mob_dummy->status.rhw.atk=7;
	mob_dummy->status.rhw.atk2=10;
	mob_dummy->status.str=1;
	mob_dummy->status.agi=1;
	mob_dummy->status.vit=1;
	mob_dummy->status.int_=1;
	mob_dummy->status.dex=6;
	mob_dummy->status.luk=2;
	mob_dummy->status.speed=300;
	mob_dummy->status.adelay=1000;
	mob_dummy->status.amotion=500;
	mob_dummy->status.dmotion=500;
	mob_dummy->base_exp=2;
	mob_dummy->job_exp=1;
	mob_dummy->range2=10;
	mob_dummy->range3=10;

	return 0;
}

//Adjusts the drop rate of item according to the criteria given. [Skotlex]
static unsigned int mob_drop_adjust(int rate, int rate_adjust, unsigned short rate_min, unsigned short rate_max)
{
	if (battle_config.logarithmic_drops && rate_adjust > 0) //Logarithmic drops equation by Ishizu-Chan
		//Equation: Droprate(x,y) = x * (5 - log(x)) ^ (ln(y) / ln(5))
		//x is the normal Droprate, y is the Modificator.
		rate = (int)(rate * pow((5.0 - log10(rate)), (log(rate_adjust/100.) / log(5.0))) + 0.5);
	else
		//Classical linear rate adjustment.
		rate = rate * rate_adjust/100;
	return cap_value(rate,rate_min,rate_max);
}

int mob_parse_dbrow(char** str)
{
	struct mob_db *db;
	struct status_data *status;
	int class_, i, k;
	double exp, maxhp;
	struct mob_data data;
	
	class_ = str[0] ? atoi(str[0]) : 0;
	if (class_ == 0)
		return 0; //Leave blank lines alone... [Skotlex]
	
	if (class_ <= 1000 || class_ > MAX_MOB_DB) {
		ShowWarning("Mob with ID: %d not loaded. ID must be in range [%d-%d]\n", class_, 1000, MAX_MOB_DB);
		return 0;
	}
	if (pcdb_checkid(class_)) {
		ShowWarning("Mob with ID: %d not loaded. That ID is reserved for player classes.\n");
		return 0;
	}
	
	if (mob_db_data[class_] == NULL)
		mob_db_data[class_] = aCalloc(1, sizeof (struct mob_data));
	
	db = mob_db_data[class_];
	status = &db->status;
	
	db->vd.class_ = class_;
	strncpy(db->sprite, str[1], NAME_LENGTH);
	strncpy(db->jname, str[2], NAME_LENGTH);
	strncpy(db->name, str[3], NAME_LENGTH);
	db->lv = atoi(str[4]);
	db->lv = cap_value(db->lv, 1, USHRT_MAX);
	status->max_hp = atoi(str[5]);
	status->max_sp = atoi(str[6]);
	
	exp = (double)atoi(str[7]) * (double)battle_config.base_exp_rate / 100.;
	db->base_exp = (unsigned int)cap_value(exp, 0, UINT_MAX);
	
	exp = (double)atoi(str[8]) * (double)battle_config.job_exp_rate / 100.;
	db->job_exp = (unsigned int)cap_value(exp, 0, UINT_MAX);
	
	status->rhw.range = atoi(str[9]);
	status->rhw.atk = atoi(str[10]);
	status->rhw.atk2 = atoi(str[11]);
	status->def = atoi(str[12]);
	status->mdef = atoi(str[13]);
	status->str = atoi(str[14]);
	status->agi = atoi(str[15]);
	status->vit = atoi(str[16]);
	status->int_ = atoi(str[17]);
	status->dex = atoi(str[18]);
	status->luk = atoi(str[19]);
	//All status should be min 1 to prevent divisions by zero from some skills. [Skotlex]
	if (status->str < 1) status->str = 1;
	if (status->agi < 1) status->agi = 1;
	if (status->vit < 1) status->vit = 1;
	if (status->int_< 1) status->int_= 1;
	if (status->dex < 1) status->dex = 1;
	if (status->luk < 1) status->luk = 1;
	
	db->range2 = atoi(str[20]);
	db->range3 = atoi(str[21]);
	if (battle_config.view_range_rate != 100) {
		db->range2 = db->range2 * battle_config.view_range_rate / 100;
		if (db->range2 < 1)
			db->range2 = 1;
	}
	if (battle_config.chase_range_rate != 100) {
		db->range3 = db->range3 * battle_config.chase_range_rate / 100;
		if (db->range3 < db->range2)
			db->range3 = db->range2;
	}
	
	status->size = atoi(str[22]);
	status->race = atoi(str[23]);
	
	i = atoi(str[24]); //Element
	status->def_ele = i%10;
	status->ele_lv = i/20;
	if (status->def_ele >= ELE_MAX) {
		ShowWarning("Mob with ID: %d has invalid element type %d (max element is %d)\n", class_, status->def_ele, ELE_MAX-1);
		status->def_ele = ELE_NEUTRAL;
	}
	if (status->ele_lv < 1 || status->ele_lv > 4) {
		ShowWarning("Mob with ID: %d has invalid element level %d (max is 4)\n", class_, status->ele_lv);
		status->ele_lv = 1;
	}
	
	status->mode = (int)strtol(str[25], NULL, 0);
	if (!battle_config.monster_active_enable)
		status->mode &= ~MD_AGGRESSIVE;
	
	status->speed = atoi(str[26]);
	status->aspd_rate = 1000;
	status->adelay = atoi(str[27]);
	status->amotion = atoi(str[28]);
	//If the attack animation is longer than the delay, the client crops the attack animation!
	if (status->adelay < status->amotion)
		status->adelay = status->amotion;
	status->dmotion = atoi(str[29]);
	if(battle_config.monster_damage_delay_rate != 100)
		status->dmotion = status->dmotion * battle_config.monster_damage_delay_rate / 100;
	
	data.bl.type = BL_MOB;
	data.level = db->lv;
	memcpy(&data.status, status, sizeof(struct status_data));
	status_calc_misc(&data.bl, status, db->lv);
	
	// MVP EXP Bonus, Chance: MEXP,ExpPer
	// Some new MVP's MEXP multipled by high exp-rate cause overflow. [LuzZza]
	exp = (double)atoi(str[30]) * (double)battle_config.mvp_exp_rate / 100.;
	db->mexp = (unsigned int)cap_value(exp, 0, UINT_MAX);

	db->mexpper = atoi(str[31]);
	
	//Now that we know if it is an mvp or not, apply battle_config modifiers [Skotlex]
	maxhp = (double)status->max_hp;
	if (db->mexp > 0) { //Mvp
		if (battle_config.mvp_hp_rate != 100) 
			maxhp = maxhp * (double)battle_config.mvp_hp_rate / 100.;
	} else //Normal mob
		if (battle_config.monster_hp_rate != 100) 
			maxhp = maxhp * (double)battle_config.monster_hp_rate / 100.;
	
	status->max_hp = (unsigned int)cap_value(maxhp, 1, UINT_MAX);
	if(status->max_sp < 1) status->max_sp = 1;
	
	//Since mobs always respawn with full life...
	status->hp = status->max_hp;
	status->sp = status->max_sp;
	
	// MVP Drops: MVP1id,MVP1per,MVP2id,MVP2per,MVP3id,MVP3per
	for(i = 0; i < 3; i++) {
		struct item_data *id;
		db->mvpitem[i].nameid = atoi(str[32+i*2]);
		if (!db->mvpitem[i].nameid) {
			db->mvpitem[i].p = 0; //No item....
			continue;
		}
		db->mvpitem[i].p = mob_drop_adjust(atoi(str[33+i*2]), battle_config.item_rate_mvp, battle_config.item_drop_mvp_min, battle_config.item_drop_mvp_max);
		
		//calculate and store Max available drop chance of the MVP item
		if (db->mvpitem[i].p) {
			id = itemdb_search(db->mvpitem[i].nameid);
			if (id->maxchance == 10000 || (id->maxchance < db->mvpitem[i].p/10 + 1) ) {
				//item has bigger drop chance or sold in shops
				id->maxchance = db->mvpitem[i].p/10 + 1; //reduce MVP drop info to not spoil common drop rate
			}
		}
	}
	
	for(i = 0; i < MAX_MOB_DROP; i++) {
		int rate = 0, rate_adjust, type;
		unsigned short ratemin, ratemax;
		struct item_data *id;
		k = 38+i*2;
		db->dropitem[i].nameid = atoi(str[k]);
		if (!db->dropitem[i].nameid) {
			db->dropitem[i].p = 0; //No drop.
			continue;
		}
		type = itemdb_type(db->dropitem[i].nameid);
		rate = atoi(str[k+1]);
		if (class_ >= 1324 && class_ <= 1363)
		{	//Treasure box drop rates [Skotlex]
			rate_adjust = battle_config.item_rate_treasure;
			ratemin = battle_config.item_drop_treasure_min;
			ratemax = battle_config.item_drop_treasure_max;
		}
		else switch (type)
		{ // Added suport to restrict normal drops of MVP's [Reddozen]
		case IT_HEALING:
			rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_heal_boss : battle_config.item_rate_heal;
			ratemin = battle_config.item_drop_heal_min;
			ratemax = battle_config.item_drop_heal_max;
			break;
		case IT_USABLE:
			rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_use_boss : battle_config.item_rate_use;
			ratemin = battle_config.item_drop_use_min;
			ratemax = battle_config.item_drop_use_max;
			break;
		case IT_WEAPON:
		case IT_ARMOR:
		case IT_PETARMOR:
			rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_equip_boss : battle_config.item_rate_equip;
			ratemin = battle_config.item_drop_equip_min;
			ratemax = battle_config.item_drop_equip_max;
			break;
		case IT_CARD:
			rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_card_boss : battle_config.item_rate_card;
			ratemin = battle_config.item_drop_card_min;
			ratemax = battle_config.item_drop_card_max;
			break;
		default:
			rate_adjust = (status->mode&MD_BOSS) ? battle_config.item_rate_common_boss : battle_config.item_rate_common;
			ratemin = battle_config.item_drop_common_min;
			ratemax = battle_config.item_drop_common_max;
			break;
		}
		db->dropitem[i].p = mob_drop_adjust(rate, rate_adjust, ratemin, ratemax);
		
		//calculate and store Max available drop chance of the item
		if (db->dropitem[i].p && (class_ < 1324 || class_ > 1363)) { //Skip treasure chests.
			id = itemdb_search(db->dropitem[i].nameid);
			if (id->maxchance == 10000 || (id->maxchance < db->dropitem[i].p) ) {
				id->maxchance = db->dropitem[i].p; //item has bigger drop chance or sold in shops
			}
			for (k = 0; k< MAX_SEARCH; k++) {
				if (id->mob[k].chance < db->dropitem[i].p && id->mob[k].id != class_)
					break;
			}
			if (k == MAX_SEARCH)
				continue;
			
			if (id->mob[k].id != class_)
				memmove(&id->mob[k+1], &id->mob[k], (MAX_SEARCH-k-1)*sizeof(id->mob[0]));
			id->mob[k].chance = db->dropitem[i].p;
			id->mob[k].id = class_;
		}
	}
	
	return 1;
}

/*==========================================
 * mob_db.txt reading
 *------------------------------------------*/
static int mob_readdb(void)
{
	FILE *fp;
	char line[1024];
	char *filename[]={ "mob_db.txt","mob_db2.txt" };
	int i, fi;
	unsigned int ln = 0;
	
	for(fi = 0; fi < 2; fi++) {
		sprintf(line, "%s/%s", db_path, filename[fi]);
		fp = fopen(line, "r");
		if(fp == NULL) {
			if(fi > 0)
				continue;
			return -1;
		}
		
		while(fgets(line, sizeof(line), fp))
		{
			char *str[38+2*MAX_MOB_DROP], *p, *np;
			
			if(line[0] == '/' && line[1] == '/')
				continue;
			
			for(i = 0, p = line; i < 38 + 2*MAX_MOB_DROP; i++) {
				if((np = strchr(p, ',')) != NULL) {
					str[i] = p; *np = 0; p = np + 1;
				} else
					str[i] = p;
			}
			
			if(i < 38 + 2*MAX_MOB_DROP) {
				ShowWarning("mob_readdb: Insufficient columns for mob with ID: %d\n", str[0] ? atoi(str[0]) : 0);
				continue;
			}
			
			if (!mob_parse_dbrow(str))
				continue;
			
			ln++; // counts the number of correctly parsed entries
		}
		fclose(fp);
		ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", ln, filename[fi]);
		ln = 0;
	}
	return 0;
}

#ifndef TXT_ONLY
/*==========================================
 * SQL reading
 *------------------------------------------*/
static int mob_read_sqldb(void)
{
	char *mob_db_name[] = { mob_db_db, mob_db2_db };
	int fi;
	unsigned int ln = 0;
	
	for (fi = 0; fi < 2; fi++) {
		sprintf (tmp_sql, "SELECT * FROM `%s`", mob_db_name[fi]);
		if (mysql_query(&mmysql_handle, tmp_sql)) {
			ShowSQL("DB error (%s) - %s\n", mob_db_name[fi], mysql_error(&mmysql_handle));
			ShowDebug("at %s:%d - %s\n", __FILE__,__LINE__,tmp_sql);
			continue;
		}
		sql_res = mysql_store_result(&mmysql_handle);
		if (sql_res) {
			while((sql_row = mysql_fetch_row(sql_res))){
				
				if (!mob_parse_dbrow(sql_row))
					continue;
				
				ln++; // counts the number of correctly parsed entries
			}
			
			mysql_free_result(sql_res);
			ShowStatus("Done reading '"CL_WHITE"%lu"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n", ln, mob_db_name[fi]);
			ln = 0;
		}
	}
	return 0;
}
#endif /* not TXT_ONLY */

/*==========================================
 * MOB display graphic change data reading
 *------------------------------------------*/
static int mob_readdb_mobavail(void)
{
	FILE *fp;
	char line[1024];
	int ln=0;
	int class_,j,k;
	char *str[20],*p,*np;

	sprintf(line, "%s/mob_avail.txt", db_path);
	if( (fp=fopen(line,"r"))==NULL ){
		ShowError("can't read %s\n", line);
		return -1;
	}

	while(fgets(line, sizeof(line), 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;

		class_=atoi(str[0]);
		if (class_ == 0)
			continue; //Leave blank lines alone... [Skotlex]
		
		if(mob_db(class_) == mob_dummy)	// �l���ُ�Ȃ珈�����Ȃ��B
			continue;

		k=atoi(str[1]);
		if(k < 0)
			continue;

		memset(&mob_db_data[class_]->vd, 0, sizeof(struct view_data));
		mob_db_data[class_]->vd.class_=k;

		//Player sprites
		if(pcdb_checkid(k) && j>=12) {
			mob_db_data[class_]->vd.sex=atoi(str[2]);
			mob_db_data[class_]->vd.hair_style=atoi(str[3]);
			mob_db_data[class_]->vd.hair_color=atoi(str[4]);
			mob_db_data[class_]->vd.weapon=atoi(str[5]);
			mob_db_data[class_]->vd.shield=atoi(str[6]);
			mob_db_data[class_]->vd.head_top=atoi(str[7]);
			mob_db_data[class_]->vd.head_mid=atoi(str[8]);
			mob_db_data[class_]->vd.head_bottom=atoi(str[9]);
			mob_db_data[class_]->option=atoi(str[10])&~0x46;
			mob_db_data[class_]->vd.cloth_color=atoi(str[11]); // Monster player dye option - Valaris
		}
		else if(str[2] && atoi(str[2]) > 0)
			mob_db_data[class_]->vd.head_bottom=atoi(str[2]); // mob equipment [Valaris]

		ln++;
	}
	fclose(fp);
	ShowStatus("Done reading '"CL_WHITE"%d"CL_RESET"' entries in '"CL_WHITE"%s"CL_RESET"'.\n",ln,"mob_avail.txt");
	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[] = {
		"mob_branch.txt",
		"mob_poring.txt",
		"mob_boss.txt",
		"mob_pouch.txt"};

	memset(&summon, 0, sizeof(summon));

	for(i=0;i<MAX_RANDOMMONSTER;i++){
		mob_db_data[0]->summonper[i] = 1002;	// �ݒ肵�Y�ꂽ�ꍇ�̓|�������o��悤�ɂ��Ă���
		sprintf(line, "%s/%s", db_path, mobfile[i]);
		fp=fopen(line,"r");
		if(fp==NULL){
			ShowError("can't read %s\n",line);
			return -1;
		}
		while(fgets(line, sizeof(line), fp))
		{
			int class_;
			if(line[0] == '/' && line[1] == '/')
				continue;
			memset(str,0,sizeof(str));
			for(j=0,p=line;j<3 && p;j++){
				str[j]=p;
				p=strchr(p,',');
				if(p) *p++=0;
			}

			if(str[0]==NULL || str[2]==NULL)
				continue;

			class_ = atoi(str[0]);
			if(mob_db(class_) == mob_dummy)
				continue;
			mob_db_data[class_]->summonper[i]=atoi(str[2]);
			if (i) {
				if (summon[i].qty < sizeof(summon[i].class_)/sizeof(summon[i].class_[0])) //MvPs
					summon[i].class_[summon[i].qty++] = class_;
				else {
					ShowDebug("Can't store more random mobs from %s, increase size of mob.c:summon variable!\n", mobfile[i]);
					break;
				}
			}
		}
		if (i && !summon[i].qty)
		{ //At least have the default here.
			summon[i].class_[0] = mob_db_data[0]->summonper[i];
			summon[i].qty = 1;
		}
		fclose(fp);
		ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",mobfile[i]);
	}
	return 0;
}

/*==========================================
 * mob_skill_db.txt reading
 *------------------------------------------*/
static int mob_readskilldb(void)
{
	FILE *fp;
	char line[1024];
	int i,tmp, count;

	const struct {
		char str[32];
		int id;
	} cond1[] = {
		{	"always",			MSC_ALWAYS				},
		{	"myhpltmaxrate",	MSC_MYHPLTMAXRATE		},
		{	"myhpinrate",		MSC_MYHPINRATE 		},
		{	"friendhpltmaxrate",MSC_FRIENDHPLTMAXRATE	},
		{	"friendhpinrate",	MSC_FRIENDHPINRATE	},
		{	"mystatuson",		MSC_MYSTATUSON			},
		{	"mystatusoff",		MSC_MYSTATUSOFF			},
		{	"friendstatuson",	MSC_FRIENDSTATUSON		},
		{	"friendstatusoff",	MSC_FRIENDSTATUSOFF		},
		{	"attackpcgt",		MSC_ATTACKPCGT			},
		{	"attackpcge",		MSC_ATTACKPCGE			},
		{	"slavelt",			MSC_SLAVELT				},
		{	"slavele",			MSC_SLAVELE				},
		{	"closedattacked",	MSC_CLOSEDATTACKED		},
		{	"longrangeattacked",MSC_LONGRANGEATTACKED	},
		{	"skillused",		MSC_SKILLUSED			},
		{	"afterskill",		MSC_AFTERSKILL			},
		{	"casttargeted",		MSC_CASTTARGETED		},
		{	"rudeattacked",		MSC_RUDEATTACKED		},
		{	"masterhpltmaxrate",MSC_MASTERHPLTMAXRATE	},
		{	"masterattacked",	MSC_MASTERATTACKED		},
		{	"alchemist",		MSC_ALCHEMIST			},
		{	"onspawn",			MSC_SPAWN},
	}, cond2[] ={
		{	"anybad",		-1				},
		{	"stone",		SC_STONE		},
		{	"freeze",		SC_FREEZE		},
		{	"stan",			SC_STUN			},
		{	"sleep",		SC_SLEEP		},
		{	"poison",		SC_POISON		},
		{	"curse",		SC_CURSE		},
		{	"silence",		SC_SILENCE		},
		{	"confusion",	SC_CONFUSION	},
		{	"blind",		SC_BLIND		},
		{	"hiding",		SC_HIDING		},
		{	"sight",		SC_SIGHT		},
	}, state[] = {
		{	"any",		MSS_ANY		}, //All states except Dead
		{	"idle",		MSS_IDLE	},
		{	"walk",		MSS_WALK	},
		{	"loot",		MSS_LOOT	},
		{	"dead",		MSS_DEAD	},
		{	"attack",	MSS_BERSERK	}, //Retaliating attack
		{	"angry",	MSS_ANGRY	}, //Preemptive attack (aggressive mobs)
		{	"chase",	MSS_RUSH	}, //Chase escaping target
		{	"follow",	MSS_FOLLOW	}, //Preemptive chase (aggressive mobs)
		{	"anytarget",MSS_ANYTARGET	}, //Berserk+Angry+Rush+Follow
	}, target[] = {
		{	"target",	MST_TARGET	},
		{	"randomtarget",	MST_RANDOM	},
		{	"self",		MST_SELF	},
		{	"friend",	MST_FRIEND	},
		{	"master",	MST_MASTER	},
		{	"around5",	MST_AROUND5	},
		{	"around6",	MST_AROUND6	},
		{	"around7",	MST_AROUND7	},
		{	"around8",	MST_AROUND8	},
		{	"around1",	MST_AROUND1	},
		{	"around2",	MST_AROUND2	},
		{	"around3",	MST_AROUND3	},
		{	"around4",	MST_AROUND4	},
		{	"around",	MST_AROUND	},
	};

	int x;
	char *filename[]={ "mob_skill_db.txt","mob_skill_db2.txt" };

	if (!battle_config.mob_skill_rate) {
		ShowStatus("Mob skill use disabled. Not reading mob skills.\n");
		return 0;
	}
	for(x=0;x<2;x++){
		int last_mob_id = 0;
		count = 0;
		sprintf(line, "%s/%s", db_path, filename[x]); 
		fp=fopen(line,"r");
		if(fp==NULL){
			if(x==0)
				ShowError("can't read %s\n",line);
			continue;
		}
		while(fgets(line, sizeof(line), fp))
		{
			char *sp[20],*p;
			int mob_id;
			struct mob_skill *ms, gms;
			int j=0;

			count++;
			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(i == 0 || (mob_id=atoi(sp[0]))== 0)
				continue;
			if(i < 18) {
				ShowError("mob_skill: Insufficient number of fields for skill at %s, line %d\n", filename[x], count);
				continue;
			}
			if (mob_id > 0 && mob_db(mob_id) == mob_dummy)
			{
				if (mob_id != last_mob_id) {
					ShowError("mob_skill: Non existant Mob id %d at %s, line %d\n", mob_id, filename[x], count);
					last_mob_id = mob_id;
				}
				continue;
			}
			if( strcmp(sp[1],"clear")==0 ){
				if (mob_id < 0)
					continue;
				memset(mob_db_data[mob_id]->skill,0,sizeof(struct mob_skill));
					mob_db_data[mob_id]->maxskill=0;
				continue;
			}

			if (mob_id < 0)
			{	//Prepare global skill. [Skotlex]
				memset(&gms, 0, sizeof (struct mob_skill));
				ms = &gms;
			} else {			
				for(i=0;i<MAX_MOBSKILL;i++)
					if( (ms=&mob_db_data[mob_id]->skill[i])->skill_id == 0)
						break;
				if(i==MAX_MOBSKILL){
					if (mob_id != last_mob_id) {
						ShowError("mob_skill: readdb: too many skill! Line %d in %d[%s]\n",
							count,mob_id,mob_db_data[mob_id]->sprite);
						last_mob_id = mob_id;
					}
					continue;
				}
			}

			ms->state=atoi(sp[2]);
			tmp = sizeof(state)/sizeof(state[0]);
			for(j=0;j<tmp && strcmp(sp[2],state[j].str);j++);
			if (j < tmp)
				ms->state=state[j].id;
			else if (!ms->state) {
				ShowWarning("mob_skill: Unrecognized state %s at %s, line %d\n", sp[2], filename[x], count);
				ms->state=MSS_ANY;
			}

			//Skill ID
			j=atoi(sp[3]);
			if (j<=0 || j>MAX_SKILL_DB) //fixed Lupus
			{
				if (mob_id < 0)
					ShowError("Invalid Skill ID (%d) for all mobs\n", j);
				else
					ShowError("Invalid Skill ID (%d) for mob %d (%s)\n", j, mob_id, mob_db_data[mob_id]->sprite);
				continue;
			}
			ms->skill_id=j;
			//Skill lvl
			j= atoi(sp[4])<=0 ? 1 : atoi(sp[4]);
			ms->skill_lv= j>battle_config.mob_max_skilllvl ? battle_config.mob_max_skilllvl : j; //we strip max skill level

			//Apply battle_config modifiers to rate (permillage) and delay [Skotlex]
			tmp = atoi(sp[5]);
			if (battle_config.mob_skill_rate != 100)
				tmp = tmp*battle_config.mob_skill_rate/100;
			if (tmp > 10000)
				ms->permillage= 10000;
			else
				ms->permillage= tmp;
			ms->casttime=atoi(sp[6]);
			ms->delay=atoi(sp[7]);
			if (battle_config.mob_skill_delay != 100)
				ms->delay = ms->delay*battle_config.mob_skill_delay/100;
			if (ms->delay < 0) //time overflow?
				ms->delay = INT_MAX;
			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;
			}

			//Check that the target condition is right for the skill type. [Skotlex]
			if (skill_get_casttype(ms->skill_id) == CAST_GROUND)
			{	//Ground skill.
				if (ms->target > MST_AROUND)
				{
					if (battle_config.error_log)
						ShowWarning("Wrong mob skill target for ground skill %d (%s) for %s.\n",
							ms->skill_id, skill_get_name(ms->skill_id),
							mob_id < 0?"all mobs":mob_db_data[mob_id]->sprite);
					ms->target = MST_TARGET;
				}
			} else if (ms->target > MST_MASTER) {
				if (battle_config.error_log)
					ShowWarning("Wrong mob skill target 'around' for non-ground skill %d (%s) for %s\n.",
						ms->skill_id, skill_get_name(ms->skill_id),
						mob_id < 0?"all mobs":mob_db_data[mob_id]->sprite);
				ms->target = MST_TARGET;
			}

			tmp = sizeof(cond1)/sizeof(cond1[0]);
			for(j=0;j<tmp && strcmp(sp[10],cond1[j].str);j++);
			if (j < tmp)
				ms->cond1=cond1[j].id;
			else {
				ShowWarning("mob_skill: Unrecognized condition 1 %s at %s, line %d\n",
					sp[10], filename[x], count);
				ms->cond1=-1;
			}

			ms->cond2=atoi(sp[11]);
			tmp = sizeof(cond2)/sizeof(cond2[0]);
			for(j=0;j<tmp && strcmp(sp[11],cond2[j].str);j++);
			if (j < tmp)
				ms->cond2=cond2[j].id;
			
			ms->val[0]=(int)strtol(sp[12],NULL,0);
			ms->val[1]=(int)strtol(sp[13],NULL,0);
			ms->val[2]=(int)strtol(sp[14],NULL,0);
			ms->val[3]=(int)strtol(sp[15],NULL,0);
			ms->val[4]=(int)strtol(sp[16],NULL,0);
			
			if(ms->skill_id == NPC_EMOTION && mob_id>0 &&
				ms->val[1] == mob_db(mob_id)->status.mode)
			{
				ms->val[1] = 0;
				ms->val[4] = 1; //request to return mode to normal.
			}
			if(ms->skill_id == NPC_EMOTION_ON && mob_id>0 && ms->val[1])
			{	//Adds a mode to the mob.
				//Remove aggressive mode when the new mob type is passive.
				if (!(ms->val[1]&MD_AGGRESSIVE)) 
					ms->val[3]|=MD_AGGRESSIVE;
				ms->val[2]|= ms->val[1]; //Add the new mode.
				ms->val[1] = 0; //Do not "set" it.
			}

			if(sp[17] != NULL && strlen(sp[17])>2)
				ms->emotion=atoi(sp[17]);
			else
				ms->emotion=-1;
			if (mob_id < 0)
			{	//Set this skill to ALL mobs. [Skotlex]
				mob_id *= -1;
				for (i = 1; i < MAX_MOB_DB; i++)
				{
					if (mob_db_data[i] == NULL)
						continue;
					if (mob_db_data[i]->status.mode&MD_BOSS)
					{
						if (!(mob_id&2)) //Skill not for bosses
							continue;
					} else
						if (!(mob_id&1)) //Skill not for normal enemies.
							continue;
					
					for(j=0;j<MAX_MOBSKILL;j++)
						if( mob_db_data[i]->skill[j].skill_id == 0)
							break;
					if(j==MAX_MOBSKILL)
						continue;

					memcpy (&mob_db_data[i]->skill[j], ms, sizeof(struct mob_skill));
					mob_db_data[i]->maxskill=j+1;
				}
			} else //Skill set on a single mob.
				mob_db_data[mob_id]->maxskill=i+1;
		}
		fclose(fp);
		ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",filename[x]);
	}
	return 0;
}
/*==========================================
 * mob_race_db.txt reading
 *------------------------------------------*/
static int mob_readdb_race(void)
{
	FILE *fp;
	char line[1024];
	int race,j,k;
	char *str[20],*p,*np;

	sprintf(line, "%s/mob_race2_db.txt", db_path);
	if( (fp=fopen(line,"r"))==NULL ){
		ShowError("can't read %s\n", line);
		return -1;
	}
	
	while(fgets(line, sizeof(line), 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;

		race=atoi(str[0]);
		if (race < 0 || race >= MAX_MOB_RACE_DB)
			continue;

		for (j=1; j<20; j++) {
			if (!str[j])
				break;
			k=atoi(str[j]);
			if (mob_db(k) == mob_dummy)
				continue;
			mob_db_data[k]->race2 = race;
		}
	}
	fclose(fp);
	ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n","mob_race2_db.txt");
	return 0;
}

void mob_reload(void)
{
	int i;
#ifndef TXT_ONLY
    if(db_use_sqldbs)
        mob_read_sqldb();
    else
#endif /* TXT_ONLY */
	mob_readdb();

	mob_readdb_mobavail();
	mob_read_randommonster();

	//Mob skills need to be cleared before re-reading them. [Skotlex]
	for (i = 0; i < MAX_MOB_DB; i++)
		if (mob_db_data[i])
		{
			memset(&mob_db_data[i]->skill,0,sizeof(mob_db_data[i]->skill));
			mob_db_data[i]->maxskill=0;
		}
	mob_readskilldb();
	mob_readdb_race();
}

void mob_clear_spawninfo()
{	//Clears spawn related information for a script reload.
	int i;
	for (i = 0; i < MAX_MOB_DB; i++)
		if (mob_db_data[i])
			memset(&mob_db_data[i]->spawn,0,sizeof(mob_db_data[i]->spawn));
}

/*==========================================
 * Circumference initialization of mob
 *------------------------------------------*/
int do_init_mob(void)
{	//Initialize the mob database
	memset(mob_db_data,0,sizeof(mob_db_data)); //Clear the array
	mob_db_data[0] = aCalloc(1, sizeof (struct mob_data));	//This mob is used for random spawns
	mob_makedummymobdb(0); //The first time this is invoked, it creates the dummy mob
	item_drop_ers = ers_new(sizeof(struct item_drop));
	item_drop_list_ers = ers_new(sizeof(struct item_drop_list));

#ifndef TXT_ONLY
    if(db_use_sqldbs)
        mob_read_sqldb();
    else
#endif /* TXT_ONLY */
        mob_readdb();

	mob_readdb_mobavail();
	mob_read_randommonster();
	mob_readskilldb();
	mob_readdb_race();

	add_timer_func_list(mob_delayspawn,"mob_delayspawn");
	add_timer_func_list(mob_delay_item_drop,"mob_delay_item_drop");
	add_timer_func_list(mob_ai_hard,"mob_ai_hard");
	add_timer_func_list(mob_ai_lazy,"mob_ai_lazy");
	add_timer_func_list(mob_timer_delete,"mob_timer_delete");
	add_timer_func_list(mob_spawn_guardian_sub,"mob_spawn_guardian_sub");
	add_timer_func_list(mob_respawn,"mob_respawn");
	add_timer_interval(gettick()+MIN_MOBTHINKTIME,mob_ai_hard,0,0,MIN_MOBTHINKTIME);
	add_timer_interval(gettick()+MIN_MOBTHINKTIME*10,mob_ai_lazy,0,0,MIN_MOBTHINKTIME*10);

	return 0;
}

/*==========================================
 * Clean memory usage.
 *------------------------------------------*/
int do_final_mob(void)
{
	int i;
	if (mob_dummy)
	{
		aFree(mob_dummy);
		mob_dummy = NULL;
	}
	for (i = 0; i <= MAX_MOB_DB; i++)
	{
		if (mob_db_data[i] != NULL)
		{
			aFree(mob_db_data[i]);
			mob_db_data[i] = NULL;
		}
	}
	ers_destroy(item_drop_ers);
	ers_destroy(item_drop_list_ers);
	return 0;
}