summaryrefslogtreecommitdiff
path: root/src/map/mob.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/map/mob.c')
-rw-r--r--src/map/mob.c4269
1 files changed, 4269 insertions, 0 deletions
diff --git a/src/map/mob.c b/src/map/mob.c
new file mode 100644
index 000000000..46e367371
--- /dev/null
+++ b/src/map/mob.c
@@ -0,0 +1,4269 @@
+// $Id: mob.c,v 1.7 2004/09/25 05:32:18 MouseJstr Exp $
+#include <stdio.h>
+#include <stdlib.h>
+#include <stdarg.h>
+#include <string.h>
+
+#include "timer.h"
+#include "socket.h"
+#include "db.h"
+#include "nullpo.h"
+#include "malloc.h"
+#include "map.h"
+#include "clif.h"
+#include "intif.h"
+#include "pc.h"
+#include "mob.h"
+#include "guild.h"
+#include "itemdb.h"
+#include "skill.h"
+#include "battle.h"
+#include "party.h"
+#include "npc.h"
+#include "log.h"
+
+#ifdef MEMWATCH
+#include "memwatch.h"
+#endif
+
+#define MIN_MOBTHINKTIME 100
+
+#define MOB_LAZYMOVEPERC 50 // Move probability in the negligent mode MOB (rate of 1000 minute)
+#define MOB_LAZYWARPPERC 20 // Warp probability in the negligent mode MOB (rate of 1000 minute)
+
+struct mob_db mob_db[2001];
+
+/*==========================================
+ * Local prototype declaration (only required thing)
+ *------------------------------------------
+ */
+static int distance(int,int,int,int);
+static int mob_makedummymobdb(int);
+static int mob_timer(int,unsigned int,int,int);
+int mobskill_use(struct mob_data *md,unsigned int tick,int event);
+int mobskill_deltimer(struct mob_data *md );
+int mob_skillid2skillidx(int class,int skillid);
+int mobskill_use_id(struct mob_data *md,struct block_list *target,int skill_idx);
+static int mob_unlocktarget(struct mob_data *md,int tick);
+
+/*==========================================
+ * Mob is searched with a name.
+ *------------------------------------------
+ */
+int mobdb_searchname(const char *str)
+{
+ int i;
+
+ for(i = 0; i < sizeof(mob_db) / sizeof(mob_db[0]); i++) {
+ if (strcmpi(mob_db[i].name, str) == 0 || strcmp(mob_db[i].jname, str) == 0 ||
+ memcmp(mob_db[i].name, str, 24) == 0 || memcmp(mob_db[i].jname, str, 24) == 0)
+ return i;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * Id Mob is checked.
+ *------------------------------------------
+ */
+int mobdb_checkid(const int id)
+{
+ if (id <= 0 || id >= (sizeof(mob_db) / sizeof(mob_db[0])) || mob_db[id].name[0] == '\0')
+ return 0;
+
+ return id;
+}
+
+/*==========================================
+ * The minimum data set for MOB spawning
+ *------------------------------------------
+ */
+int mob_spawn_dataset(struct mob_data *md,const char *mobname,int class)
+{
+ nullpo_retr(0, md);
+
+ md->bl.prev=NULL;
+ md->bl.next=NULL;
+ if(strcmp(mobname,"--en--")==0)
+ memcpy(md->name,mob_db[class].name,24);
+ else if(strcmp(mobname,"--ja--")==0)
+ memcpy(md->name,mob_db[class].jname,24);
+ else
+ memcpy(md->name,mobname,24);
+
+ md->n = 0;
+ md->base_class = md->class = class;
+ md->bl.id= npc_get_new_npc_id();
+
+ memset(&md->state,0,sizeof(md->state));
+ md->timer = -1;
+ md->target_id=0;
+ md->attacked_id=0;
+ md->speed=mob_db[class].speed;
+
+ return 0;
+}
+
+
+/*==========================================
+ * The MOB appearance for one time (for scripts)
+ *------------------------------------------
+ */
+int mob_once_spawn(struct map_session_data *sd,char *mapname,
+ int x,int y,const char *mobname,int class,int amount,const char *event)
+{
+ struct mob_data *md=NULL;
+ int m,count,lv=255,r=class;
+
+ if( sd )
+ lv=sd->status.base_level;
+
+ if( sd && strcmp(mapname,"this")==0)
+ m=sd->bl.m;
+ else
+ m=map_mapname2mapid(mapname);
+
+ if(m<0 || amount<=0 || (class>=0 && class<=1000) || class>2000) // 値が異常なら召喚を止める
+ return 0;
+
+ if(class<0){ // ランダムに召喚
+ int i=0;
+ int j=-class-1;
+ int k;
+ if(j>=0 && j<MAX_RANDOMMONSTER){
+ do{
+ class=rand()%1000+1001;
+ k=rand()%1000000;
+ }while((mob_db[class].max_hp <= 0 || mob_db[class].summonper[j] <= k ||
+ (lv<mob_db[class].lv && battle_config.random_monster_checklv==1)) && (i++) < 2000);
+ if(i>=2000){
+ class=mob_db[0].summonper[j];
+ }
+ }else{
+ return 0;
+ }
+// if(battle_config.etc_log==1)
+// printf("mobclass=%d try=%d\n",class,i);
+ }
+ if(sd){
+ if(x<=0) x=sd->bl.x;
+ if(y<=0) y=sd->bl.y;
+ }else if(x<=0 || y<=0){
+ printf("mob_once_spawn: ??\n");
+ }
+
+ for(count=0;count<amount;count++){
+ md=(struct mob_data *)aCalloc(1,sizeof(struct mob_data));
+ memset(md, '\0', sizeof *md);
+ if(mob_db[class].mode&0x02)
+ md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
+ else
+ md->lootitem=NULL;
+
+ mob_spawn_dataset(md,mobname,class);
+ md->bl.m=m;
+ md->bl.x=x;
+ md->bl.y=y;
+ if(r<0&&battle_config.dead_branch_active==1) md->mode=0x1+0x4+0x80; //移動してアクティブで反撃する
+ md->m =m;
+ md->x0=x;
+ md->y0=y;
+ md->xs=0;
+ md->ys=0;
+ md->spawndelay1=-1; // Only once is a flag.
+ md->spawndelay2=-1; // Only once is a flag.
+
+ memcpy(md->npc_event,event,sizeof(md->npc_event));
+
+ md->bl.type=BL_MOB;
+ map_addiddb(&md->bl);
+ mob_spawn(md->bl.id);
+
+ if(class==1288) { // emperium hp based on defense level [Valaris]
+ struct guild_castle *gc=guild_mapname2gc(map[md->bl.m].name);
+ if(gc) {
+ mob_db[class].max_hp+=2000*gc->defense;
+ md->hp=mob_db[class].max_hp;
+ }
+ } // end addition [Valaris]
+
+
+ }
+ return (amount>0)?md->bl.id:0;
+}
+/*==========================================
+ * The MOB appearance for one time (& area specification for scripts)
+ *------------------------------------------
+ */
+int mob_once_spawn_area(struct map_session_data *sd,char *mapname,
+ int x0,int y0,int x1,int y1,
+ const char *mobname,int class,int amount,const char *event)
+{
+ int x,y,i,c,max,lx=-1,ly=-1,id=0;
+ int m;
+
+ if(strcmp(mapname,"this")==0)
+ m=sd->bl.m;
+ else
+ m=map_mapname2mapid(mapname);
+
+ max=(y1-y0+1)*(x1-x0+1)*3;
+ if(max>1000)max=1000;
+
+ if(m<0 || amount<=0 || (class>=0 && class<=1000) || class>2000) // A summon is stopped if a value is unusual
+ 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( ( (c=map_getcell(m,x,y))==1 || c==5)&& (++j)<max );
+ if(j>=max){
+ if(lx>=0){ // Since reference went wrong, the place which boiled before is used.
+ x=lx;
+ y=ly;
+ }else
+ return 0; // Since reference of the place which boils first went wrong, it stops.
+ }
+ id=mob_once_spawn(sd,mapname,x,y,mobname,class,1,event);
+ lx=x;
+ ly=y;
+ }
+ return id;
+}
+
+/*==========================================
+ * Summoning Guardians [Valaris]
+ *------------------------------------------
+ */
+int mob_spawn_guardian(struct map_session_data *sd,char *mapname,
+ int x,int y,const char *mobname,int class,int amount,const char *event,int guardian)
+{
+ struct mob_data *md=NULL;
+ int m,count=1,lv=255;
+
+ if( sd )
+ lv=sd->status.base_level;
+
+ if( sd && strcmp(mapname,"this")==0)
+ m=sd->bl.m;
+ else
+ m=map_mapname2mapid(mapname);
+
+ if(m<0 || amount<=0 || (class>=0 && class<=1000) || class>2000) // 値が異常なら召喚を止める
+ return 0;
+
+ if(class<0)
+ return 0;
+
+ if(sd){
+ if(x<=0) x=sd->bl.x;
+ if(y<=0) y=sd->bl.y;
+ }
+
+ else if(x<=0 || y<=0)
+ printf("mob_spawn_guardian: ??\n");
+
+
+ for(count=0;count<amount;count++){
+ struct guild_castle *gc;
+ md=calloc(sizeof(struct mob_data), 1);
+ if(md==NULL){
+ printf("mob_spawn_guardian: out of memory !\n");
+ exit(1);
+ }
+ memset(md, '\0', sizeof *md);
+
+
+
+ mob_spawn_dataset(md,mobname,class);
+ md->bl.m=m;
+ md->bl.x=x;
+ md->bl.y=y;
+ md->m =m;
+ md->x0=x;
+ md->y0=y;
+ md->xs=0;
+ md->ys=0;
+ md->spawndelay1=-1; // Only once is a flag.
+ md->spawndelay2=-1; // Only once is a flag.
+
+ memcpy(md->npc_event,event,sizeof(md->npc_event));
+
+ md->bl.type=BL_MOB;
+ map_addiddb(&md->bl);
+ mob_spawn(md->bl.id);
+
+ gc=guild_mapname2gc(map[md->bl.m].name);
+ if(gc) {
+ mob_db[class].max_hp+=2000*gc->defense;
+ if(guardian==0) { md->hp=gc->Ghp0; gc->GID0=md->bl.id; }
+ if(guardian==1) { md->hp=gc->Ghp1; gc->GID1=md->bl.id; }
+ if(guardian==2) { md->hp=gc->Ghp2; gc->GID2=md->bl.id; }
+ if(guardian==3) { md->hp=gc->Ghp3; gc->GID3=md->bl.id; }
+ if(guardian==4) { md->hp=gc->Ghp4; gc->GID4=md->bl.id; }
+ if(guardian==5) { md->hp=gc->Ghp5; gc->GID5=md->bl.id; }
+ if(guardian==6) { md->hp=gc->Ghp6; gc->GID6=md->bl.id; }
+ if(guardian==7) { md->hp=gc->Ghp7; gc->GID7=md->bl.id; }
+
+ }
+ }
+
+ return (amount>0)?md->bl.id:0;
+}
+
+/*==========================================
+ * The disregard ID is added to mob.
+ *------------------------------------------
+ */
+int mob_exclusion_add(struct mob_data *md,int type,int id)
+{
+ nullpo_retr(0, md);
+
+ if(type==1)
+ md->exclusion_src=id;
+ if(type==2)
+ md->exclusion_party=id;
+ if(type==3)
+ md->exclusion_guild=id;
+
+ return 0;
+}
+
+/*==========================================
+ * The disregard ID of mob is checked. (TAGE?)
+ *------------------------------------------
+ */
+int mob_exclusion_check(struct mob_data *md,struct map_session_data *sd)
+{
+ nullpo_retr(0, sd);
+ nullpo_retr(0, md);
+
+ if(sd->bl.type==BL_PC){
+ if(md->exclusion_src && md->exclusion_src==sd->bl.id)
+ return 1;
+ if(md->exclusion_party && md->exclusion_party==sd->status.party_id)
+ return 2;
+ if(md->exclusion_guild && md->exclusion_guild==sd->status.guild_id)
+ return 3;
+ }
+ return 0;
+}
+
+/*==========================================
+ * Appearance income of mob
+ *------------------------------------------
+ */
+int mob_get_viewclass(int class)
+{
+ return mob_db[class].view_class;
+}
+int mob_get_sex(int class)
+{
+ return mob_db[class].sex;
+}
+short mob_get_hair(int class)
+{
+ return mob_db[class].hair;
+}
+short mob_get_hair_color(int class)
+{
+ return mob_db[class].hair_color;
+}
+short mob_get_weapon(int class)
+{
+ return mob_db[class].weapon;
+}
+short mob_get_shield(int class)
+{
+ return mob_db[class].shield;
+}
+short mob_get_head_top(int class)
+{
+ return mob_db[class].head_top;
+}
+short mob_get_head_mid(int class)
+{
+ return mob_db[class].head_mid;
+}
+short mob_get_head_buttom(int class)
+{
+ return mob_db[class].head_buttom;
+}
+short mob_get_clothes_color(int class) // Add for player monster dye - Valaris
+{
+ return mob_db[class].clothes_color; // End
+}
+int mob_get_equip(int class) // mob equip [Valaris]
+{
+ return mob_db[class].equip;
+}
+/*==========================================
+ * Is MOB in the state in which the present movement is possible or not?
+ *------------------------------------------
+ */
+int mob_can_move(struct mob_data *md)
+{
+ nullpo_retr(0, md);
+
+ if(md->canmove_tick > gettick() || (md->opt1 > 0 && md->opt1 != 6) || md->option&2)
+ return 0;
+ // アンクル中で動けないとか
+ if( md->sc_data[SC_ANKLE].timer != -1 || //アンクルスネア
+ md->sc_data[SC_AUTOCOUNTER].timer != -1 || //オートカウンター
+ md->sc_data[SC_BLADESTOP].timer != -1 || //白刃取り
+ md->sc_data[SC_SPIDERWEB].timer != -1 //スパイダーウェッブ
+ )
+ return 0;
+
+ return 1;
+}
+
+/*==========================================
+ * Time calculation concerning one step next to mob
+ *------------------------------------------
+ */
+static int calc_next_walk_step(struct mob_data *md)
+{
+ nullpo_retr(0, md);
+
+ if(md->walkpath.path_pos>=md->walkpath.path_len)
+ return -1;
+ if(md->walkpath.path[md->walkpath.path_pos]&1)
+ return battle_get_speed(&md->bl)*14/10;
+ return battle_get_speed(&md->bl);
+}
+
+static int mob_walktoxy_sub(struct mob_data *md);
+
+/*==========================================
+ * Mob Walk processing
+ *------------------------------------------
+ */
+static int mob_walk(struct mob_data *md,unsigned int tick,int data)
+{
+ int moveblock;
+ int i,ctype;
+ static int dirx[8]={0,-1,-1,-1,0,1,1,1};
+ static int diry[8]={1,1,0,-1,-1,-1,0,1};
+ int x,y,dx,dy;
+
+ nullpo_retr(0, md);
+
+ md->state.state=MS_IDLE;
+ if(md->walkpath.path_pos>=md->walkpath.path_len || md->walkpath.path_pos!=data)
+ return 0;
+
+ md->walkpath.path_half ^= 1;
+ if(md->walkpath.path_half==0){
+ md->walkpath.path_pos++;
+ if(md->state.change_walk_target){
+ mob_walktoxy_sub(md);
+ return 0;
+ }
+ }
+ else {
+ if(md->walkpath.path[md->walkpath.path_pos]>=8)
+ return 1;
+
+ x = md->bl.x;
+ y = md->bl.y;
+ ctype = map_getcell(md->bl.m,x,y);
+ if(ctype == 1 || ctype == 5) {
+ mob_stop_walking(md,1);
+ return 0;
+ }
+ md->dir=md->walkpath.path[md->walkpath.path_pos];
+ dx = dirx[md->dir];
+ dy = diry[md->dir];
+
+ ctype = map_getcell(md->bl.m,x+dx,y+dy);
+ if(ctype == 1 || ctype == 5) {
+ mob_walktoxy_sub(md);
+ return 0;
+ }
+
+ moveblock = ( x/BLOCK_SIZE != (x+dx)/BLOCK_SIZE || y/BLOCK_SIZE != (y+dy)/BLOCK_SIZE);
+
+ md->state.state=MS_WALK;
+ map_foreachinmovearea(clif_moboutsight,md->bl.m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md);
+
+ x += dx;
+ y += dy;
+ if(md->min_chase>13)
+ md->min_chase--;
+
+ if(moveblock) map_delblock(&md->bl);
+ md->bl.x = x;
+ md->bl.y = y;
+ if(moveblock) map_addblock(&md->bl);
+
+ map_foreachinmovearea(clif_mobinsight,md->bl.m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,-dx,-dy,BL_PC,md);
+ md->state.state=MS_IDLE;
+
+ if(md->option&4)
+ skill_check_cloaking(&md->bl);
+
+ skill_unit_move(&md->bl,tick,1); // Inspection of a skill unit
+ }
+ if((i=calc_next_walk_step(md))>0){
+ i = i>>1;
+ if(i < 1 && md->walkpath.path_half == 0)
+ i = 1;
+ md->timer=add_timer(tick+i,mob_timer,md->bl.id,md->walkpath.path_pos);
+ md->state.state=MS_WALK;
+
+ if(md->walkpath.path_pos>=md->walkpath.path_len)
+ clif_fixmobpos(md); // When mob stops, retransmission current of a position.
+ }
+ return 0;
+}
+
+/*==========================================
+ * Attack processing of mob
+ *------------------------------------------
+ */
+static int mob_attack(struct mob_data *md,unsigned int tick,int data)
+{
+ struct block_list *tbl=NULL;
+ struct map_session_data *tsd=NULL;
+ struct mob_data *tmd=NULL;
+
+ int mode,race,range;
+
+ nullpo_retr(0, md);
+
+ md->min_chase=13;
+ md->state.state=MS_IDLE;
+ md->state.skillstate=MSS_IDLE;
+
+ if( md->skilltimer!=-1 ) // スキル使用中
+ return 0;
+
+ if(md->opt1>0 || md->option&2)
+ return 0;
+
+ if(md->sc_data[SC_AUTOCOUNTER].timer != -1)
+ return 0;
+
+ if(md->sc_data[SC_BLADESTOP].timer != -1)
+ return 0;
+
+ if((tbl=map_id2bl(md->target_id))==NULL){
+ md->target_id=0;
+ md->state.targettype = NONE_ATTACKABLE;
+ return 0;
+ }
+
+ if(tbl->type==BL_PC)
+ tsd=(struct map_session_data *)tbl;
+ else if(tbl->type==BL_MOB)
+ tmd=(struct mob_data *)tbl;
+ else
+ return 0;
+
+ if(tsd){
+ if( pc_isdead(tsd) || tsd->invincible_timer != -1 || pc_isinvisible(tsd) || md->bl.m != tbl->m || tbl->prev == NULL || distance(md->bl.x,md->bl.y,tbl->x,tbl->y)>=13 ){
+ md->target_id=0;
+ md->state.targettype = NONE_ATTACKABLE;
+ return 0;
+ }
+ }
+ if(tmd){
+ if(md->bl.m != tbl->m || tbl->prev == NULL || distance(md->bl.x,md->bl.y,tbl->x,tbl->y)>=13){
+ md->target_id=0;
+ md->state.targettype = NONE_ATTACKABLE;
+ return 0;
+ }
+ }
+
+
+ if(!md->mode)
+ mode=mob_db[md->class].mode;
+ else
+ mode=md->mode;
+
+ race=mob_db[md->class].race;
+ if(!(mode&0x80)){
+ md->target_id=0;
+ md->state.targettype = NONE_ATTACKABLE;
+ return 0;
+ }
+ if(tsd && !(mode&0x20) && (tsd->sc_data[SC_TRICKDEAD].timer != -1 ||
+ ((pc_ishiding(tsd) || tsd->state.gangsterparadise) && race!=4 && race!=6) ) ) {
+ md->target_id=0;
+ md->state.targettype = NONE_ATTACKABLE;
+ return 0;
+ }
+
+ range = mob_db[md->class].range;
+ if(mode&1)
+ range++;
+ if(distance(md->bl.x,md->bl.y,tbl->x,tbl->y) > range)
+ return 0;
+ if(battle_config.monster_attack_direction_change)
+ md->dir=map_calc_dir(&md->bl, tbl->x,tbl->y ); // 向き設定
+
+ //clif_fixmobpos(md);
+
+ md->state.skillstate=MSS_ATTACK;
+ if( mobskill_use(md,tick,-2) ) // スキル使用
+ return 0;
+
+ md->target_lv = battle_weapon_attack(&md->bl,tbl,tick,0);
+
+ if(!(battle_config.monster_cloak_check_type&2) && md->sc_data[SC_CLOAKING].timer != -1)
+ skill_status_change_end(&md->bl,SC_CLOAKING,-1);
+
+ md->attackabletime = tick + battle_get_adelay(&md->bl);
+
+ md->timer=add_timer(md->attackabletime,mob_timer,md->bl.id,0);
+ md->state.state=MS_ATTACK;
+
+ return 0;
+}
+
+
+/*==========================================
+ * The attack of PC which is attacking id is stopped.
+ * The callback function of clif_foreachclient
+ *------------------------------------------
+ */
+int mob_stopattacked(struct map_session_data *sd,va_list ap)
+{
+ int id;
+
+ nullpo_retr(0, sd);
+ nullpo_retr(0, ap);
+
+ id=va_arg(ap,int);
+ if(sd->attacktarget==id)
+ pc_stopattack(sd);
+ return 0;
+}
+/*==========================================
+ * The timer in which the mob's states changes
+ *------------------------------------------
+ */
+int mob_changestate(struct mob_data *md,int state,int type)
+{
+ unsigned int tick;
+ int i;
+
+ nullpo_retr(0, md);
+
+ if(md->timer != -1)
+ delete_timer(md->timer,mob_timer);
+ md->timer=-1;
+ md->state.state=state;
+
+ switch(state){
+ case MS_WALK:
+ if((i=calc_next_walk_step(md))>0){
+ i = i>>2;
+ md->timer=add_timer(gettick()+i,mob_timer,md->bl.id,0);
+ }
+ else
+ md->state.state=MS_IDLE;
+ break;
+ case MS_ATTACK:
+ tick = gettick();
+ i=DIFF_TICK(md->attackabletime,tick);
+ if(i>0 && i<2000)
+ md->timer=add_timer(md->attackabletime,mob_timer,md->bl.id,0);
+ else if(type) {
+ md->attackabletime = tick + battle_get_amotion(&md->bl);
+ md->timer=add_timer(md->attackabletime,mob_timer,md->bl.id,0);
+ }
+ else {
+ md->attackabletime = tick + 1;
+ md->timer=add_timer(md->attackabletime,mob_timer,md->bl.id,0);
+ }
+ break;
+ case MS_DELAY:
+ md->timer=add_timer(gettick()+type,mob_timer,md->bl.id,0);
+ break;
+ case MS_DEAD:
+ skill_castcancel(&md->bl,0);
+// mobskill_deltimer(md);
+ md->state.skillstate=MSS_DEAD;
+ md->last_deadtime=gettick();
+ // Since it died, all aggressors' attack to this mob is stopped.
+ clif_foreachclient(mob_stopattacked,md->bl.id);
+ skill_unit_out_all(&md->bl,gettick(),1);
+ skill_status_change_clear(&md->bl,2); // The abnormalities in status are canceled.
+ skill_clear_unitgroup(&md->bl); // All skill unit groups are deleted.
+ skill_cleartimerskill(&md->bl);
+ if(md->deletetimer!=-1)
+ delete_timer(md->deletetimer,mob_timer_delete);
+ md->deletetimer=-1;
+ md->hp=md->target_id=md->attacked_id=0;
+ md->state.targettype = NONE_ATTACKABLE;
+ break;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * timer processing of mob (timer function)
+ * It branches to a walk and an attack.
+ *------------------------------------------
+ */
+static int mob_timer(int tid,unsigned int tick,int id,int data)
+{
+ struct mob_data *md;
+ struct block_list *bl;
+
+ if( (bl=map_id2bl(id)) == NULL ){ //攻撃してきた敵がもういないのは正常のようだ
+ return 1;
+ }
+
+ if(!bl || !bl->type || bl->type!=BL_MOB)
+ return 1;
+
+ nullpo_retr(1, md=(struct mob_data*)bl);
+
+ if(!md->bl.type || md->bl.type!=BL_MOB)
+ return 1;
+
+ if(md->timer != tid){
+ if(battle_config.error_log==1)
+ printf("mob_timer %d != %d\n",md->timer,tid);
+ return 0;
+ }
+ md->timer=-1;
+ if(md->bl.prev == NULL || md->state.state == MS_DEAD)
+ return 1;
+
+ map_freeblock_lock();
+ switch(md->state.state){
+ case MS_WALK:
+ mob_walk(md,tick,data);
+ break;
+ case MS_ATTACK:
+ mob_attack(md,tick,data);
+ break;
+ case MS_DELAY:
+ mob_changestate(md,MS_IDLE,0);
+ break;
+ default:
+ if(battle_config.error_log==1)
+ printf("mob_timer : %d ?\n",md->state.state);
+ break;
+ }
+ map_freeblock_unlock();
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+static int mob_walktoxy_sub(struct mob_data *md)
+{
+ struct walkpath_data wpd;
+
+ nullpo_retr(0, md);
+
+ if(path_search(&wpd,md->bl.m,md->bl.x,md->bl.y,md->to_x,md->to_y,md->state.walk_easy))
+ return 1;
+ memcpy(&md->walkpath,&wpd,sizeof(wpd));
+
+ md->state.change_walk_target=0;
+ mob_changestate(md,MS_WALK,0);
+ clif_movemob(md);
+
+ return 0;
+}
+
+/*==========================================
+ * mob move start
+ *------------------------------------------
+ */
+int mob_walktoxy(struct mob_data *md,int x,int y,int easy)
+{
+ struct walkpath_data wpd;
+
+ nullpo_retr(0, md);
+
+ if(md->state.state == MS_WALK && path_search(&wpd,md->bl.m,md->bl.x,md->bl.y,x,y,easy) )
+ return 1;
+
+ md->state.walk_easy = easy;
+ md->to_x=x;
+ md->to_y=y;
+ if(md->state.state == MS_WALK) {
+ md->state.change_walk_target=1;
+ } else {
+ return mob_walktoxy_sub(md);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * mob spawn with delay (timer function)
+ *------------------------------------------
+ */
+static int mob_delayspawn(int tid,unsigned int tick,int m,int n)
+{
+ mob_spawn(m);
+ return 0;
+}
+
+/*==========================================
+ * spawn timing calculation
+ *------------------------------------------
+ */
+int mob_setdelayspawn(int id)
+{
+ unsigned int spawntime,spawntime1,spawntime2,spawntime3;
+ struct mob_data *md;
+ struct block_list *bl;
+
+ if((bl=map_id2bl(id)) == NULL)
+ return -1;
+
+ if(!bl || !bl->type || bl->type!=BL_MOB)
+ return -1;
+
+ nullpo_retr(-1, md=(struct mob_data*)bl);
+
+ if(!md || md->bl.type!=BL_MOB)
+ return -1;
+
+ // Processing of MOB which is not revitalized
+ if(md->spawndelay1==-1 && md->spawndelay2==-1 && md->n==0){
+ map_deliddb(&md->bl);
+ if(md->lootitem) {
+ map_freeblock(md->lootitem);
+ md->lootitem=NULL;
+ }
+ map_freeblock(md); // Instead of [ of free ]
+ return 0;
+ }
+
+ spawntime1=md->last_spawntime+md->spawndelay1;
+ spawntime2=md->last_deadtime+md->spawndelay2;
+ spawntime3=gettick()+5000;
+ // spawntime = max(spawntime1,spawntime2,spawntime3);
+ if(DIFF_TICK(spawntime1,spawntime2)>0){
+ spawntime=spawntime1;
+ } else {
+ spawntime=spawntime2;
+ }
+ if(DIFF_TICK(spawntime3,spawntime)>0){
+ spawntime=spawntime3;
+ }
+
+ add_timer(spawntime,mob_delayspawn,id,0);
+ return 0;
+}
+
+/*==========================================
+ * Mob spawning. Initialization is also variously here.
+ *------------------------------------------
+ */
+int mob_spawn(int id)
+{
+ int x=0,y=0,i=0,c;
+ unsigned int tick = gettick();
+ struct mob_data *md;
+ struct block_list *bl;
+
+ nullpo_retr(-1, bl=map_id2bl(id));
+
+ if(!bl || !bl->type || bl->type!=BL_MOB)
+ return -1;
+
+ nullpo_retr(-1, md=(struct mob_data*)bl);
+
+ if(!md || !md->bl.type || md->bl.type!=BL_MOB)
+ return -1;
+
+ md->last_spawntime=tick;
+ if( md->bl.prev!=NULL ){
+// clif_clearchar_area(&md->bl,3);
+ skill_unit_out_all(&md->bl,gettick(),1);
+ map_delblock(&md->bl);
+ }
+ else
+ md->class = md->base_class;
+
+ md->bl.m =md->m;
+ do {
+ if(md->x0==0 && md->y0==0){
+ x=rand()%(map[md->bl.m].xs-2)+1;
+ y=rand()%(map[md->bl.m].ys-2)+1;
+ } else {
+ x=md->x0+rand()%(md->xs+1)-md->xs/2;
+ y=md->y0+rand()%(md->ys+1)-md->ys/2;
+ }
+ i++;
+ } while(((c=map_getcell(md->bl.m,x,y))==1 || c==5) && i<50);
+
+ if(i>=50){
+// if(battle_config.error_log==1)
+// printf("MOB spawn error %d @ %s\n",id,map[md->bl.m].name);
+ add_timer(tick+5000,mob_delayspawn,id,0);
+ return 1;
+ }
+
+ md->to_x=md->bl.x=x;
+ md->to_y=md->bl.y=y;
+ md->dir=0;
+
+ map_addblock(&md->bl);
+
+ memset(&md->state,0,sizeof(md->state));
+ md->attacked_id = 0;
+ md->target_id = 0;
+ md->move_fail_count = 0;
+
+ if(!md->speed)
+ md->speed = mob_db[md->class].speed;
+ md->def_ele = mob_db[md->class].element;
+ md->master_id=0;
+ md->master_dist=0;
+
+ md->state.state = MS_IDLE;
+ md->state.skillstate = MSS_IDLE;
+ md->timer = -1;
+ md->last_thinktime = tick;
+ md->next_walktime = tick+rand()%50+5000;
+ md->attackabletime = tick;
+ md->canmove_tick = tick;
+
+ md->sg_count=0;
+ md->deletetimer=-1;
+
+ md->skilltimer=-1;
+ for(i=0,c=tick-1000*3600*10;i<MAX_MOBSKILL;i++)
+ md->skilldelay[i] = c;
+ md->skillid=0;
+ md->skilllv=0;
+
+ memset(md->dmglog,0,sizeof(md->dmglog));
+ if(md->lootitem)
+ memset(md->lootitem,0,sizeof(md->lootitem));
+ md->lootitem_count = 0;
+
+ for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++)
+ md->skilltimerskill[i].timer = -1;
+
+ for(i=0;i<MAX_STATUSCHANGE;i++) {
+ md->sc_data[i].timer=-1;
+ md->sc_data[i].val1 = md->sc_data[i].val2 = md->sc_data[i].val3 = md->sc_data[i].val4 =0;
+ }
+ md->sc_count=0;
+ md->opt1=md->opt2=md->opt3=md->option=0;
+
+ memset(md->skillunit,0,sizeof(md->skillunit));
+ memset(md->skillunittick,0,sizeof(md->skillunittick));
+
+ md->hp = battle_get_max_hp(&md->bl);
+ if(md->hp<=0){
+ mob_makedummymobdb(md->class);
+ md->hp = battle_get_max_hp(&md->bl);
+ }
+
+ clif_spawnmob(md);
+
+ return 0;
+}
+
+/*==========================================
+ * Distance calculation between two points
+ *------------------------------------------
+ */
+static int distance(int x0,int y0,int x1,int y1)
+{
+ int dx,dy;
+
+ dx=abs(x0-x1);
+ dy=abs(y0-y1);
+ return dx>dy ? dx : dy;
+}
+
+/*==========================================
+ * The stop of MOB's attack
+ *------------------------------------------
+ */
+int mob_stopattack(struct mob_data *md)
+{
+ md->target_id=0;
+ md->state.targettype = NONE_ATTACKABLE;
+ md->attacked_id=0;
+ return 0;
+}
+/*==========================================
+ * The stop of MOB's walking
+ *------------------------------------------
+ */
+int mob_stop_walking(struct mob_data *md,int type)
+{
+ nullpo_retr(0, md);
+
+
+ if(md->state.state == MS_WALK || md->state.state == MS_IDLE) {
+ int dx=0,dy=0;
+
+ md->walkpath.path_len=0;
+ if(type&4){
+ dx=md->to_x-md->bl.x;
+ if(dx<0)
+ dx=-1;
+ else if(dx>0)
+ dx=1;
+ dy=md->to_y-md->bl.y;
+ if(dy<0)
+ dy=-1;
+ else if(dy>0)
+ dy=1;
+ }
+ md->to_x=md->bl.x+dx;
+ md->to_y=md->bl.y+dy;
+ if(dx!=0 || dy!=0){
+ mob_walktoxy_sub(md);
+ return 0;
+ }
+ mob_changestate(md,MS_IDLE,0);
+ }
+ if(type&0x01)
+ clif_fixmobpos(md);
+ if(type&0x02) {
+ int delay=battle_get_dmotion(&md->bl);
+ unsigned int tick = gettick();
+ if(md->canmove_tick < tick)
+ md->canmove_tick = tick + delay;
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * Reachability to a Specification ID existence place
+ *------------------------------------------
+ */
+int mob_can_reach(struct mob_data *md,struct block_list *bl,int range)
+{
+ int dx,dy;
+ struct walkpath_data wpd;
+ int i;
+
+ nullpo_retr(0, md);
+ nullpo_retr(0, bl);
+
+ dx=abs(bl->x - md->bl.x);
+ dy=abs(bl->y - md->bl.y);
+
+ //=========== guildcastle guardian no search start===========
+ //when players are the guild castle member not attack them !
+ if(md->class == 1285 || md->class == 1286 || md->class == 1287){
+ struct map_session_data *sd;
+ struct guild *g=NULL;
+ struct guild_castle *gc=guild_mapname2gc(map[bl->m].name);
+
+ if(gc && agit_flag==0) // Guardians will not attack during non-woe time [Valaris]
+ return 0; // end addition [Valaris]
+
+ if(bl && bl->type == BL_PC){
+ if((sd=(struct map_session_data *)bl) == NULL){
+ printf("mob_can_reach nullpo\n");
+ return 0;
+ }
+
+ if(gc && sd && sd->status.guild_id && sd->status.guild_id>0) {
+ g=guild_search(sd->status.guild_id); // don't attack guild members [Valaris]
+ if(g && g->guild_id > 0 && g->guild_id == gc->guild_id)
+ return 0;
+ if(g && gc && guild_isallied(g,gc))
+ return 0;
+
+ }
+ }
+ }
+ //========== guildcastle guardian no search eof==============
+
+ if(bl && bl->type == BL_PC && battle_config.monsters_ignore_gm==1) { // option to have monsters ignore GMs [Valaris]
+ struct map_session_data *sd;
+ if((sd=(struct map_session_data *)bl) != NULL && pc_isGM(sd))
+ return 0;
+ }
+
+ if( md->bl.m != bl->m) // 違うャbプ
+ return 0;
+
+ if( range>0 && range < ((dx>dy)?dx:dy) ) // 遠すぎる
+ return 0;
+
+ if( md->bl.x==bl->x && md->bl.y==bl->y ) // 同じャX
+ return 1;
+
+ // Obstacle judging
+ wpd.path_len=0;
+ wpd.path_pos=0;
+ wpd.path_half=0;
+ if(path_search(&wpd,md->bl.m,md->bl.x,md->bl.y,bl->x,bl->y,0)!=-1)
+ return 1;
+
+ if(bl->type!=BL_PC && bl->type!=BL_MOB)
+ return 0;
+
+ // It judges whether it can adjoin or not.
+ dx=(dx>0)?1:((dx<0)?-1:0);
+ dy=(dy>0)?1:((dy<0)?-1:0);
+ if(path_search(&wpd,md->bl.m,md->bl.x,md->bl.y,bl->x-dx,bl->y-dy,0)!=-1)
+ return 1;
+ for(i=0;i<9;i++){
+ if(path_search(&wpd,md->bl.m,md->bl.x,md->bl.y,bl->x-1+i/3,bl->y-1+i%3,0)!=-1)
+ return 1;
+ }
+ return 0;
+}
+
+/*==========================================
+ * Determination for an attack of a monster
+ *------------------------------------------
+ */
+int mob_target(struct mob_data *md,struct block_list *bl,int dist)
+{
+ struct map_session_data *sd;
+ struct status_change *sc_data;
+ short *option;
+ int mode,race;
+
+ nullpo_retr(0, md);
+ nullpo_retr(0, bl);
+
+ sc_data = battle_get_sc_data(bl);
+ option = battle_get_option(bl);
+ race=mob_db[md->class].race;
+
+ if(!md->mode){
+ mode=mob_db[md->class].mode;
+ }else{
+ mode=md->mode;
+ }
+ if(!(mode&0x80)) {
+ md->target_id = 0;
+ return 0;
+ }
+ // Nothing will be carried out if there is no mind of changing TAGE by TAGE ending.
+ if( (md->target_id > 0 && md->state.targettype == ATTACKABLE) && ( !(mode&0x04) || rand()%100>25) )
+ return 0;
+
+ if(mode&0x20 || // Coercion is exerted if it is MVPMOB.
+ (sc_data && sc_data[SC_TRICKDEAD].timer == -1 &&
+ ( (option && !(*option&0x06) ) || race==4 || race==6) ) ){
+ if(bl->type == BL_PC) {
+ nullpo_retr(0, sd = (struct map_session_data *)bl);
+ if(sd->invincible_timer != -1 || pc_isinvisible(sd))
+ return 0;
+ if(!(mode&0x20) && race!=4 && race!=6 && sd->state.gangsterparadise)
+ return 0;
+ }
+
+ md->target_id=bl->id; // Since there was no disturbance, it locks on to target.
+ if(bl->type == BL_PC || bl->type == BL_MOB)
+ md->state.targettype = ATTACKABLE;
+ else
+ md->state.targettype = NONE_ATTACKABLE;
+ md->min_chase=dist+13;
+ if(md->min_chase>26)
+ md->min_chase=26;
+ }
+ return 0;
+}
+
+/*==========================================
+ * The ?? routine of an active monster
+ *------------------------------------------
+ */
+static int mob_ai_sub_hard_activesearch(struct block_list *bl,va_list ap)
+{
+ struct map_session_data *tsd=NULL;
+ struct mob_data *smd,*tmd=NULL;
+ int mode,race,dist,*pcc;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, smd=va_arg(ap,struct mob_data *));
+ nullpo_retr(0, pcc=va_arg(ap,int *));
+
+ if(bl->type==BL_PC)
+ tsd=(struct map_session_data *)bl;
+ else if(bl->type==BL_MOB)
+ tmd=(struct mob_data *)bl;
+ else
+ return 0;
+
+ //敵味方判定
+ if(battle_check_target(&smd->bl,bl,BCT_ENEMY)==0)
+ return 0;
+
+ if(!smd->mode)
+ mode=mob_db[smd->class].mode;
+ else
+ mode=smd->mode;
+
+ // アクティブでターゲット射程内にいるなら、ロックする
+ if( mode&0x04 ){
+ race=mob_db[smd->class].race;
+ //対象がPCの場合
+ if(tsd &&
+ !pc_isdead(tsd) &&
+ tsd->bl.m == smd->bl.m &&
+ tsd->invincible_timer == -1 &&
+ !pc_isinvisible(tsd) &&
+ (dist=distance(smd->bl.x,smd->bl.y,tsd->bl.x,tsd->bl.y))<9
+ )
+ {
+ if(mode&0x20 ||
+ (tsd->sc_data[SC_TRICKDEAD].timer == -1 &&
+ ((!pc_ishiding(tsd) && !tsd->state.gangsterparadise) || race==4 || race==6))){ // 妨害がないか判定
+ if( mob_can_reach(smd,bl,12) && // 到達可能性判定
+ rand()%1000<1000/(++(*pcc)) ){ // 範囲内PCで等確率にする
+ smd->target_id=tsd->bl.id;
+ smd->state.targettype = ATTACKABLE;
+ smd->min_chase=13;
+ }
+ }
+ }
+ //対象がMobの場合
+ else if(tmd &&
+ tmd->bl.m == smd->bl.m &&
+ (dist=distance(smd->bl.x,smd->bl.y,tmd->bl.x,tmd->bl.y))<9
+ )
+ {
+ if( mob_can_reach(smd,bl,12) && // 到達可能性判定
+ rand()%1000<1000/(++(*pcc)) ){ // 範囲内で等確率にする
+ smd->target_id=bl->id;
+ smd->state.targettype = ATTACKABLE;
+ smd->min_chase=13;
+ }
+ }
+ }
+ return 0;
+}
+
+/*==========================================
+ * loot monster item search
+ *------------------------------------------
+ */
+static int mob_ai_sub_hard_lootsearch(struct block_list *bl,va_list ap)
+{
+ struct mob_data* md;
+ int mode,dist,*itc;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, md=va_arg(ap,struct mob_data *));
+ nullpo_retr(0, itc=va_arg(ap,int *));
+
+ if(!md->mode){
+ mode=mob_db[md->class].mode;
+ }else{
+ mode=md->mode;
+ }
+
+ if( !md->target_id && mode&0x02){
+ if(!md->lootitem || (battle_config.monster_loot_type == 1 && md->lootitem_count >= LOOTITEM_SIZE) )
+ return 0;
+ if(bl->m == md->bl.m && (dist=distance(md->bl.x,md->bl.y,bl->x,bl->y))<9){
+ if( mob_can_reach(md,bl,12) && // Reachability judging
+ rand()%1000<1000/(++(*itc)) ){ // It is made a probability, such as within the limits PC.
+ md->target_id=bl->id;
+ md->state.targettype = NONE_ATTACKABLE;
+ md->min_chase=13;
+ }
+ }
+ }
+ return 0;
+}
+
+/*==========================================
+ * The ?? routine of a link monster
+ *------------------------------------------
+ */
+static int mob_ai_sub_hard_linksearch(struct block_list *bl,va_list ap)
+{
+ struct mob_data *tmd;
+ struct mob_data* md;
+ struct block_list *target;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, tmd=(struct mob_data *)bl);
+ nullpo_retr(0, md=va_arg(ap,struct mob_data *));
+ nullpo_retr(0, target=va_arg(ap,struct block_list *));
+
+ // same family free in a range at a link monster -- it will be made to lock if MOB is
+/* if( (md->target_id > 0 && md->state.targettype == ATTACKABLE) && mob_db[md->class].mode&0x08){
+ if( tmd->class==md->class && (!tmd->target_id || md->state.targettype == NONE_ATTACKABLE) && tmd->bl.m == md->bl.m){
+ if( mob_can_reach(tmd,target,12) ){ // Reachability judging
+ tmd->target_id=md->target_id;
+ tmd->state.targettype = ATTACKABLE;
+ tmd->min_chase=13;
+ }
+ }
+ }*/
+ if( md->attacked_id > 0 && mob_db[md->class].mode&0x08){
+ if( tmd->class==md->class && tmd->bl.m == md->bl.m && (!tmd->target_id || md->state.targettype == NONE_ATTACKABLE)){
+ if( mob_can_reach(tmd,target,12) ){ // Reachability judging
+ tmd->target_id=md->attacked_id;
+ tmd->state.targettype = ATTACKABLE;
+ tmd->min_chase=13;
+ }
+ }
+ }
+
+ return 0;
+}
+/*==========================================
+ * Processing of slave monsters
+ *------------------------------------------
+ */
+static int mob_ai_sub_hard_slavemob(struct mob_data *md,unsigned int tick)
+{
+ struct mob_data *mmd=NULL;
+ struct block_list *bl;
+ int mode,race,old_dist;
+
+ nullpo_retr(0, md);
+
+ if((bl=map_id2bl(md->master_id)) != NULL )
+ mmd=(struct mob_data *)bl;
+
+ mode=mob_db[md->class].mode;
+
+ // It is not main monster/leader.
+ if(!mmd || mmd->bl.type!=BL_MOB || mmd->bl.id!=md->master_id)
+ return 0;
+
+ // Since it is in the map on which the master is not, teleport is carried out and it pursues.
+ if( mmd->bl.m != md->bl.m ){
+ mob_warp(md,mmd->bl.m,mmd->bl.x,mmd->bl.y,3);
+ md->state.master_check = 1;
+ return 0;
+ }
+
+ // Distance with between slave and master is measured.
+ old_dist=md->master_dist;
+ md->master_dist=distance(md->bl.x,md->bl.y,mmd->bl.x,mmd->bl.y);
+
+ // Since the master was in near immediately before, teleport is carried out and it pursues.
+ if( old_dist<10 && md->master_dist>18){
+ mob_warp(md,-1,mmd->bl.x,mmd->bl.y,3);
+ md->state.master_check = 1;
+ return 0;
+ }
+
+ // Although there is the master, since it is somewhat far, it approaches.
+ if((!md->target_id || md->state.targettype == NONE_ATTACKABLE) && mob_can_move(md) &&
+ (md->walkpath.path_pos>=md->walkpath.path_len || md->walkpath.path_len==0) && md->master_dist<15){
+ int i=0,dx,dy,ret;
+ if(md->master_dist>4) {
+ do {
+ if(i<=5){
+ dx=mmd->bl.x - md->bl.x;
+ dy=mmd->bl.y - md->bl.y;
+ if(dx<0) dx+=(rand()%( (dx<-3)?3:-dx )+1);
+ else if(dx>0) dx-=(rand()%( (dx>3)?3:dx )+1);
+ if(dy<0) dy+=(rand()%( (dy<-3)?3:-dy )+1);
+ else if(dy>0) dy-=(rand()%( (dy>3)?3:dy )+1);
+ }else{
+ dx=mmd->bl.x - md->bl.x + rand()%7 - 3;
+ dy=mmd->bl.y - md->bl.y + rand()%7 - 3;
+ }
+
+ ret=mob_walktoxy(md,md->bl.x+dx,md->bl.y+dy,0);
+ i++;
+ } while(ret && i<10);
+ }
+ else {
+ do {
+ dx = rand()%9 - 5;
+ dy = rand()%9 - 5;
+ if( dx == 0 && dy == 0) {
+ dx = (rand()%1)? 1:-1;
+ dy = (rand()%1)? 1:-1;
+ }
+ dx += mmd->bl.x;
+ dy += mmd->bl.y;
+
+ ret=mob_walktoxy(md,mmd->bl.x+dx,mmd->bl.y+dy,0);
+ i++;
+ } while(ret && i<10);
+ }
+
+ md->next_walktime=tick+500;
+ md->state.master_check = 1;
+ }
+
+ // There is the master, the master locks a target and he does not lock.
+ if( (mmd->target_id>0 && mmd->state.targettype == ATTACKABLE) && (!md->target_id || md->state.targettype == NONE_ATTACKABLE) ){
+ struct map_session_data *sd=map_id2sd(mmd->target_id);
+ if(sd!=NULL && !pc_isdead(sd) && sd->invincible_timer == -1 && !pc_isinvisible(sd)){
+
+ race=mob_db[md->class].race;
+ if(mode&0x20 ||
+ (sd->sc_data[SC_TRICKDEAD].timer == -1 &&
+ ( (!pc_ishiding(sd) && !sd->state.gangsterparadise) || race==4 || race==6) ) ){ // 妨害がないか判定
+
+ md->target_id=sd->bl.id;
+ md->state.targettype = ATTACKABLE;
+ md->min_chase=5+distance(md->bl.x,md->bl.y,sd->bl.x,sd->bl.y);
+ md->state.master_check = 1;
+ }
+ }
+ }
+
+ // There is the master, the master locks a target and he does not lock.
+/* if( (md->target_id>0 && mmd->state.targettype == ATTACKABLE) && (!mmd->target_id || mmd->state.targettype == NONE_ATTACKABLE) ){
+ struct map_session_data *sd=map_id2sd(md->target_id);
+ if(sd!=NULL && !pc_isdead(sd) && sd->invincible_timer == -1 && !pc_isinvisible(sd)){
+
+ race=mob_db[mmd->class].race;
+ if(mode&0x20 ||
+ (sd->sc_data[SC_TRICKDEAD].timer == -1 &&
+ (!(sd->status.option&0x06) || race==4 || race==6)
+ ) ){ // It judges whether there is any disturbance.
+
+ mmd->target_id=sd->bl.id;
+ mmd->state.targettype = ATTACKABLE;
+ mmd->min_chase=5+distance(mmd->bl.x,mmd->bl.y,sd->bl.x,sd->bl.y);
+ }
+ }
+ }*/
+
+ return 0;
+}
+
+/*==========================================
+ * A lock of target is stopped and mob moves to a standby state.
+ *------------------------------------------
+ */
+static int mob_unlocktarget(struct mob_data *md,int tick)
+{
+ nullpo_retr(0, md);
+
+ md->target_id=0;
+ md->state.targettype = NONE_ATTACKABLE;
+ md->state.skillstate=MSS_IDLE;
+ md->next_walktime=tick+rand()%3000+3000;
+ return 0;
+}
+/*==========================================
+ * Random walk
+ *------------------------------------------
+ */
+static int mob_randomwalk(struct mob_data *md,int tick)
+{
+ const int retrycount=20;
+ int speed;
+
+ nullpo_retr(0, md);
+
+ speed=battle_get_speed(&md->bl);
+ if(DIFF_TICK(md->next_walktime,tick)<0){
+ int i,x,y,c,d=12-md->move_fail_count;
+ if(d<5) d=5;
+ for(i=0;i<retrycount;i++){ // Search of a movable place
+ int r=rand();
+ x=md->bl.x+r%(d*2+1)-d;
+ y=md->bl.y+r/(d*2+1)%(d*2+1)-d;
+ if((c=map_getcell(md->bl.m,x,y))!=1 && c!=5 && mob_walktoxy(md,x,y,1)==0){
+ md->move_fail_count=0;
+ break;
+ }
+ if(i+1>=retrycount){
+ md->move_fail_count++;
+ if(md->move_fail_count>1000){
+ if(battle_config.error_log==1)
+ printf("MOB cant move. random spawn %d, class = %d\n",md->bl.id,md->class);
+ md->move_fail_count=0;
+ mob_spawn(md->bl.id);
+ }
+ }
+ }
+ for(i=c=0;i<md->walkpath.path_len;i++){ // The next walk start time is calculated.
+ if(md->walkpath.path[i]&1)
+ c+=speed*14/10;
+ else
+ c+=speed;
+ }
+ md->next_walktime = tick+rand()%3000+3000+c;
+ md->state.skillstate=MSS_WALK;
+ return 1;
+ }
+ return 0;
+}
+
+/*==========================================
+ * AI of MOB whose is near a Player
+ *------------------------------------------
+ */
+static int mob_ai_sub_hard(struct block_list *bl,va_list ap)
+{
+ struct mob_data *md,*tmd=NULL;
+ struct map_session_data *tsd=NULL;
+ struct block_list *tbl=NULL;
+ struct flooritem_data *fitem;
+ unsigned int tick;
+ int i,dx,dy,ret,dist;
+ int attack_type=0;
+ int mode,race;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, md=(struct mob_data*)bl);
+
+ tick=va_arg(ap,unsigned int);
+
+
+ if(DIFF_TICK(tick,md->last_thinktime)<MIN_MOBTHINKTIME)
+ return 0;
+ md->last_thinktime=tick;
+
+ if( md->skilltimer!=-1 || md->bl.prev==NULL ){ // Under a skill aria and death
+ if(DIFF_TICK(tick,md->next_walktime)>MIN_MOBTHINKTIME)
+ md->next_walktime=tick;
+ return 0;
+ }
+
+ if(!md->mode)
+ mode=mob_db[md->class].mode;
+ else
+ mode=md->mode;
+
+ race=mob_db[md->class].race;
+
+ // Abnormalities
+ if((md->opt1 > 0 && md->opt1 != 6) || md->state.state==MS_DELAY || md->sc_data[SC_BLADESTOP].timer != -1)
+ return 0;
+
+ if(!(mode&0x80) && md->target_id > 0)
+ md->target_id = 0;
+
+ if(md->attacked_id > 0 && mode&0x08){ // Link monster
+ struct map_session_data *asd=map_id2sd(md->attacked_id);
+ if(asd){
+ if(asd->invincible_timer == -1 && !pc_isinvisible(asd)){
+ map_foreachinarea(mob_ai_sub_hard_linksearch,md->bl.m,
+ md->bl.x-13,md->bl.y-13,
+ md->bl.x+13,md->bl.y+13,
+ BL_MOB,md,&asd->bl);
+ }
+ }
+ }
+
+ // It checks to see it was attacked first (if active, it is target change at 25% of probability).
+ if( mode>0 && md->attacked_id>0 && (!md->target_id || md->state.targettype == NONE_ATTACKABLE
+ || (mode&0x04 && rand()%100<25 ) ) ){
+ struct block_list *abl=map_id2bl(md->attacked_id);
+ struct map_session_data *asd=NULL;
+ if(abl){
+ if(abl->type==BL_PC)
+ asd=(struct map_session_data *)abl;
+ if(asd==NULL || md->bl.m != abl->m || abl->prev == NULL || asd->invincible_timer != -1 || pc_isinvisible(asd) ||
+ (dist=distance(md->bl.x,md->bl.y,abl->x,abl->y))>=32 || battle_check_target(bl,abl,BCT_ENEMY)==0)
+ md->attacked_id=0;
+ else {
+ md->target_id=md->attacked_id; // set target
+ md->state.targettype = ATTACKABLE;
+ attack_type = 1;
+ md->attacked_id=0;
+ md->min_chase=dist+13;
+ if(md->min_chase>26)
+ md->min_chase=26;
+ }
+ }
+ }
+
+ md->state.master_check = 0;
+ // Processing of slave monster
+ if( md->master_id > 0 && md->state.special_mob_ai==0)
+ mob_ai_sub_hard_slavemob(md,tick);
+
+ // アクティヴモンスターの策敵 (?? of a bitter taste TIVU monster)
+ if( (!md->target_id || md->state.targettype == NONE_ATTACKABLE) && mode&0x04 && !md->state.master_check &&
+ battle_config.monster_active_enable==1){
+ i=0;
+ if(md->state.special_mob_ai){
+ map_foreachinarea(mob_ai_sub_hard_activesearch,md->bl.m,
+ md->bl.x-AREA_SIZE*2,md->bl.y-AREA_SIZE*2,
+ md->bl.x+AREA_SIZE*2,md->bl.y+AREA_SIZE*2,
+ 0,md,&i);
+ }else{
+ map_foreachinarea(mob_ai_sub_hard_activesearch,md->bl.m,
+ md->bl.x-AREA_SIZE*2,md->bl.y-AREA_SIZE*2,
+ md->bl.x+AREA_SIZE*2,md->bl.y+AREA_SIZE*2,
+ BL_PC,md,&i);
+ }
+ }
+
+ // The item search of a route monster
+ if( !md->target_id && mode&0x02 && !md->state.master_check){
+ i=0;
+ map_foreachinarea(mob_ai_sub_hard_lootsearch,md->bl.m,
+ md->bl.x-AREA_SIZE*2,md->bl.y-AREA_SIZE*2,
+ md->bl.x+AREA_SIZE*2,md->bl.y+AREA_SIZE*2,
+ BL_ITEM,md,&i);
+ }
+
+ // It will attack, if the candidate for an attack is.
+ if(md->target_id > 0){
+ if((tbl=map_id2bl(md->target_id))){
+ if(tbl->type==BL_PC)
+ tsd=(struct map_session_data *)tbl;
+ else if(tbl->type==BL_MOB)
+ tmd=(struct mob_data *)tbl;
+ if(tsd || tmd) {
+ if(tbl->m != md->bl.m || tbl->prev == NULL || (dist=distance(md->bl.x,md->bl.y,tbl->x,tbl->y))>=md->min_chase)
+ mob_unlocktarget(md,tick); // 別マップか、視界外
+ else if( tsd && !(mode&0x20) && (tsd->sc_data[SC_TRICKDEAD].timer != -1 || ((pc_ishiding(tsd) || tsd->state.gangsterparadise) && race!=4 && race!=6)) )
+ mob_unlocktarget(md,tick); // スキルなどによる策敵妨害
+ else if(!battle_check_range(&md->bl,tbl,mob_db[md->class].range)){
+ // 攻撃範囲外なので移動
+ if(!(mode&1)){ // 移動しないモード
+ mob_unlocktarget(md,tick);
+ return 0;
+ }
+ if( !mob_can_move(md) ) // 動けない状態にある
+ return 0;
+ md->state.skillstate=MSS_CHASE; // 突撃時スキル
+ mobskill_use(md,tick,-1);
+// if(md->timer != -1 && (DIFF_TICK(md->next_walktime,tick)<0 || distance(md->to_x,md->to_y,tsd->bl.x,tsd->bl.y)<2) )
+ if(md->timer != -1 && md->state.state!=MS_ATTACK && (DIFF_TICK(md->next_walktime,tick)<0 || distance(md->to_x,md->to_y,tbl->x,tbl->y)<2) )
+ return 0; // 既に移動中
+ if( !mob_can_reach(md,tbl,(md->min_chase>13)?md->min_chase:13) )
+ mob_unlocktarget(md,tick); // 移動できないのでタゲ解除(IWとか?)
+ else{
+ // 追跡
+ md->next_walktime=tick+500;
+ i=0;
+ do {
+ if(i==0){ // 最初はAEGISと同じ方法で検索
+ dx=tbl->x - md->bl.x;
+ dy=tbl->y - md->bl.y;
+ if(dx<0) dx++;
+ else if(dx>0) dx--;
+ if(dy<0) dy++;
+ else if(dy>0) dy--;
+ }else{ // だめならAthena式(ランダム)
+ dx=tbl->x - md->bl.x + rand()%3 - 1;
+ dy=tbl->y - md->bl.y + rand()%3 - 1;
+ }
+ /* if(path_search(&md->walkpath,md->bl.m,md->bl.x,md->bl.y,md->bl.x+dx,md->bl.y+dy,0)){
+ dx=tsd->bl.x - md->bl.x;
+ dy=tsd->bl.y - md->bl.y;
+ if(dx<0) dx--;
+ else if(dx>0) dx++;
+ if(dy<0) dy--;
+ else if(dy>0) dy++;
+ }*/
+ ret=mob_walktoxy(md,md->bl.x+dx,md->bl.y+dy,0);
+ i++;
+ } while(ret && i<5);
+
+ if(ret){ // 移動不可能な所からの攻撃なら2歩下る
+ if(dx<0) dx=2;
+ else if(dx>0) dx=-2;
+ if(dy<0) dy=2;
+ else if(dy>0) dy=-2;
+ mob_walktoxy(md,md->bl.x+dx,md->bl.y+dy,0);
+ }
+ }
+ } else { // 攻撃射程範囲内
+ md->state.skillstate=MSS_ATTACK;
+ if(md->state.state==MS_WALK)
+ mob_stop_walking(md,1); // 歩行中なら停止
+ if(md->state.state==MS_ATTACK)
+ return 0; // 既に攻撃中
+ mob_changestate(md,MS_ATTACK,attack_type);
+
+/* if(mode&0x08){ // リンクモンスター
+ map_foreachinarea(mob_ai_sub_hard_linksearch,md->bl.m,
+ md->bl.x-13,md->bl.y-13,
+ md->bl.x+13,md->bl.y+13,
+ BL_MOB,md,&tsd->bl);
+ }*/
+ }
+ return 0;
+ }else{ // ルートモンスター処理
+ if(tbl == NULL || tbl->type != BL_ITEM ||tbl->m != md->bl.m ||
+ (dist=distance(md->bl.x,md->bl.y,tbl->x,tbl->y))>=md->min_chase || !md->lootitem){
+ // 遠すぎるかアイテムがなくなった
+ mob_unlocktarget(md,tick);
+ if(md->state.state==MS_WALK)
+ mob_stop_walking(md,1); // 歩行中なら停止
+ }else if(dist){
+ if(!(mode&1)){ // 移動しないモード
+ mob_unlocktarget(md,tick);
+ return 0;
+ }
+ if( !mob_can_move(md) ) // 動けない状態にある
+ return 0;
+ md->state.skillstate=MSS_LOOT; // ルート時スキル使用
+ mobskill_use(md,tick,-1);
+// if(md->timer != -1 && (DIFF_TICK(md->next_walktime,tick)<0 || distance(md->to_x,md->to_y,tbl->x,tbl->y)<2) )
+ if(md->timer != -1 && md->state.state!=MS_ATTACK && (DIFF_TICK(md->next_walktime,tick)<0 || distance(md->to_x,md->to_y,tbl->x,tbl->y) <= 0))
+ return 0; // 既に移動中
+ md->next_walktime=tick+500;
+ dx=tbl->x - md->bl.x;
+ dy=tbl->y - md->bl.y;
+/* if(path_search(&md->walkpath,md->bl.m,md->bl.x,md->bl.y,md->bl.x+dx,md->bl.y+dy,0)){
+ dx=tbl->x - md->bl.x;
+ dy=tbl->y - md->bl.y;
+ }*/
+ ret=mob_walktoxy(md,md->bl.x+dx,md->bl.y+dy,0);
+ if(ret)
+ mob_unlocktarget(md,tick);// 移動できないのでタゲ解除(IWとか?)
+ }else{ // アイテムまでたどり着いた
+ if(md->state.state==MS_ATTACK)
+ return 0; // 攻撃中
+ if(md->state.state==MS_WALK)
+ mob_stop_walking(md,1); // 歩行中なら停止
+ fitem = (struct flooritem_data *)tbl;
+ if(md->lootitem_count < LOOTITEM_SIZE)
+ memcpy(&md->lootitem[md->lootitem_count++],&fitem->item_data,sizeof(md->lootitem[0]));
+ else if(battle_config.monster_loot_type == 1 && md->lootitem_count >= LOOTITEM_SIZE) {
+ mob_unlocktarget(md,tick);
+ return 0;
+ }
+ else {
+ if(md->lootitem[0].card[0] == (short)0xff00)
+ intif_delete_petdata(*((long *)(&md->lootitem[0].card[1])));
+ for(i=0;i<LOOTITEM_SIZE-1;i++)
+ memcpy(&md->lootitem[i],&md->lootitem[i+1],sizeof(md->lootitem[0]));
+ memcpy(&md->lootitem[LOOTITEM_SIZE-1],&fitem->item_data,sizeof(md->lootitem[0]));
+ }
+ map_clearflooritem(tbl->id);
+ mob_unlocktarget(md,tick);
+ }
+ return 0;
+ }
+ }else{
+ mob_unlocktarget(md,tick);
+ if(md->state.state==MS_WALK)
+ mob_stop_walking(md,4); // 歩行中なら停止
+ return 0;
+ }
+ }
+
+ // It is skill use at the time of /standby at the time of a walk.
+ if( mobskill_use(md,tick,-1) )
+ return 0;
+
+ // 歩行処理
+ if( mode&1 && mob_can_move(md) && // 移動可能MOB&動ける状態にある
+ (md->master_id==0 || md->state.special_mob_ai || md->master_dist>10) ){ //取り巻きMOBじゃない
+
+ if( DIFF_TICK(md->next_walktime,tick) > + 7000 &&
+ (md->walkpath.path_len==0 || md->walkpath.path_pos>=md->walkpath.path_len) ){
+ md->next_walktime = tick + 3000*rand()%2000;
+ }
+
+ // Random movement
+ if( mob_randomwalk(md,tick) )
+ return 0;
+ }
+
+ // Since he has finished walking, it stands by.
+ if( md->walkpath.path_len==0 || md->walkpath.path_pos>=md->walkpath.path_len )
+ md->state.skillstate=MSS_IDLE;
+ return 0;
+}
+
+/*==========================================
+ * Serious processing for mob in PC field of view (foreachclient)
+ *------------------------------------------
+ */
+static int mob_ai_sub_foreachclient(struct map_session_data *sd,va_list ap)
+{
+ unsigned int tick;
+ nullpo_retr(0, sd);
+ nullpo_retr(0, ap);
+
+ tick=va_arg(ap,unsigned int);
+ map_foreachinarea(mob_ai_sub_hard,sd->bl.m,
+ sd->bl.x-AREA_SIZE*2,sd->bl.y-AREA_SIZE*2,
+ sd->bl.x+AREA_SIZE*2,sd->bl.y+AREA_SIZE*2,
+ BL_MOB,tick);
+
+ return 0;
+}
+
+/*==========================================
+ * Serious processing for mob in PC field of view (interval timer function)
+ *------------------------------------------
+ */
+static int mob_ai_hard(int tid,unsigned int tick,int id,int data)
+{
+ clif_foreachclient(mob_ai_sub_foreachclient,tick);
+
+ return 0;
+}
+
+/*==========================================
+ * Negligent mode MOB AI (PC is not in near)
+ *------------------------------------------
+ */
+static int mob_ai_sub_lazy(void * key,void * data,va_list app)
+{
+ struct mob_data *md=data;
+ unsigned int tick;
+ va_list ap;
+
+ nullpo_retr(0, md);
+ nullpo_retr(0, app);
+ nullpo_retr(0, ap=va_arg(app,va_list));
+
+ if(md==NULL)
+ return 0;
+
+ if(!md->bl.type || md->bl.type!=BL_MOB)
+ return 0;
+
+ tick=va_arg(ap,unsigned int);
+
+ if(DIFF_TICK(tick,md->last_thinktime)<MIN_MOBTHINKTIME*10)
+ return 0;
+ md->last_thinktime=tick;
+
+ if(md->bl.prev==NULL || md->skilltimer!=-1){
+ if(DIFF_TICK(tick,md->next_walktime)>MIN_MOBTHINKTIME*10)
+ md->next_walktime=tick;
+ return 0;
+ }
+
+ if(DIFF_TICK(md->next_walktime,tick)<0 &&
+ (mob_db[md->class].mode&1) && mob_can_move(md) ){
+
+ if( map[md->bl.m].users>0 ){
+ // Since PC is in the same map, somewhat better negligent processing is carried out.
+
+ // It sometimes moves.
+ if(rand()%1000<MOB_LAZYMOVEPERC)
+ mob_randomwalk(md,tick);
+
+ // MOB which is not not the summons MOB but BOSS, either sometimes reboils.
+ else if( rand()%1000<MOB_LAZYWARPPERC && md->x0<=0 && md->master_id!=0 &&
+ mob_db[md->class].mexp <= 0 && !(mob_db[md->class].mode & 0x20))
+ mob_spawn(md->bl.id);
+
+ }else{
+ // Since PC is not even in the same map, suitable processing is carried out even if it takes.
+
+ // MOB which is not BOSS which is not Summons MOB, either -- a case -- sometimes -- leaping
+ if( rand()%1000<MOB_LAZYWARPPERC && md->x0<=0 && md->master_id!=0 &&
+ mob_db[md->class].mexp <= 0 && !(mob_db[md->class].mode & 0x20))
+ mob_warp(md,-1,-1,-1,-1);
+ }
+
+ 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;
+}
+
+
+/*==========================================
+ * The structure object for item drop with delay
+ * Since it is only two being able to pass [ int ] a timer function
+ * Data is put in and passed to this structure object.
+ *------------------------------------------
+ */
+struct delay_item_drop {
+ int m,x,y;
+ int nameid,amount;
+ struct map_session_data *first_sd,*second_sd,*third_sd;
+};
+
+struct delay_item_drop2 {
+ int m,x,y;
+ struct item item_data;
+ struct map_session_data *first_sd,*second_sd,*third_sd;
+};
+
+/*==========================================
+ * item drop with delay (timer function)
+ *------------------------------------------
+ */
+static int mob_delay_item_drop(int tid,unsigned int tick,int id,int data)
+{
+ struct delay_item_drop *ditem;
+ struct item temp_item;
+ int flag;
+
+ nullpo_retr(0, ditem=(struct delay_item_drop *)id);
+
+ memset(&temp_item,0,sizeof(temp_item));
+ temp_item.nameid = ditem->nameid;
+ temp_item.amount = ditem->amount;
+ temp_item.identify = !itemdb_isequip3(temp_item.nameid);
+
+ if(battle_config.item_auto_get==1){
+ if(ditem->first_sd && (flag = pc_additem(ditem->first_sd,&temp_item,ditem->amount))){
+ clif_additem(ditem->first_sd,0,0,flag);
+ map_addflooritem(&temp_item,1,ditem->m,ditem->x,ditem->y,ditem->first_sd,ditem->second_sd,ditem->third_sd,0);
+ }
+ free(ditem);
+ return 0;
+ }
+
+ map_addflooritem(&temp_item,1,ditem->m,ditem->x,ditem->y,ditem->first_sd,ditem->second_sd,ditem->third_sd,0);
+
+ free(ditem);
+ return 0;
+}
+
+/*==========================================
+ * item drop (timer function)-lootitem with delay
+ *------------------------------------------
+ */
+static int mob_delay_item_drop2(int tid,unsigned int tick,int id,int data)
+{
+ struct delay_item_drop2 *ditem;
+ int flag;
+
+ nullpo_retr(0, ditem=(struct delay_item_drop2 *)id);
+
+ if(battle_config.item_auto_get==1){
+ if(ditem->first_sd && (flag = pc_additem(ditem->first_sd,&ditem->item_data,ditem->item_data.amount))){
+ clif_additem(ditem->first_sd,0,0,flag);
+ map_addflooritem(&ditem->item_data,ditem->item_data.amount,ditem->m,ditem->x,ditem->y,ditem->first_sd,ditem->second_sd,ditem->third_sd,0);
+ }
+ free(ditem);
+ return 0;
+ }
+
+ map_addflooritem(&ditem->item_data,ditem->item_data.amount,ditem->m,ditem->x,ditem->y,ditem->first_sd,ditem->second_sd,ditem->third_sd,0);
+
+ free(ditem);
+ return 0;
+}
+
+/*==========================================
+ * mob data is erased.
+ *------------------------------------------
+ */
+int mob_delete(struct mob_data *md)
+{
+ nullpo_retr(1, md);
+
+ if(md->bl.prev == NULL)
+ return 1;
+ mob_changestate(md,MS_DEAD,0);
+ clif_clearchar_area(&md->bl,1);
+ map_delblock(&md->bl);
+ if(mob_get_viewclass(md->class) <= 1000)
+ clif_clearchar_delay(gettick()+3000,&md->bl,0);
+ mob_deleteslave(md);
+ mob_setdelayspawn(md->bl.id);
+ return 0;
+}
+
+int mob_catch_delete(struct mob_data *md,int type)
+{
+ nullpo_retr(1, md);
+
+ if(md->bl.prev == NULL)
+ return 1;
+ mob_changestate(md,MS_DEAD,0);
+ clif_clearchar_area(&md->bl,type);
+ map_delblock(&md->bl);
+ mob_setdelayspawn(md->bl.id);
+ return 0;
+}
+
+int mob_timer_delete(int tid, unsigned int tick, int id, int data)
+{
+ struct block_list *bl=map_id2bl(id);
+ struct mob_data *md;
+
+ nullpo_retr(0, bl);
+
+ md = (struct mob_data *)bl;
+ mob_catch_delete(md,3);
+ 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 )
+ mob_damage(NULL,md,md->hp,1);
+ return 0;
+}
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int mob_deleteslave(struct mob_data *md)
+{
+ nullpo_retr(0, md);
+
+ map_foreachinarea(mob_deleteslave_sub, md->bl.m,
+ 0,0,map[md->bl.m].xs,map[md->bl.m].ys,
+ BL_MOB,md->bl.id);
+ return 0;
+}
+
+/*==========================================
+ * It is the damage of sd to damage to md.
+ *------------------------------------------
+ */
+int mob_damage(struct block_list *src,struct mob_data *md,int damage,int type)
+{
+ int i,count,minpos,mindmg;
+ struct map_session_data *sd = NULL,*tmpsd[DAMAGELOG_SIZE];
+ struct {
+ struct party *p;
+ int id,base_exp,job_exp;
+ } pt[DAMAGELOG_SIZE];
+ int pnum=0;
+ int mvp_damage,max_hp;
+ unsigned int tick = gettick();
+ struct map_session_data *mvp_sd = NULL, *second_sd = NULL,*third_sd = NULL;
+ double dmg_rate,tdmg,temp;
+ struct item item;
+ int ret;
+ int drop_rate;
+ int skill,sp;
+
+ nullpo_retr(0, md); //srcはNULLで呼ばれる場合もあるので、他でチェック
+
+ max_hp = battle_get_max_hp(&md->bl);
+
+ if(src && src->type == BL_PC) {
+ sd = (struct map_session_data *)src;
+ mvp_sd = sd;
+ }
+
+// if(battle_config.battle_log)
+// printf("mob_damage %d %d %d\n",md->hp,max_hp,damage);
+ if(md->bl.prev==NULL){
+ if(battle_config.error_log==1)
+ printf("mob_damage : BlockError!!\n");
+ return 0;
+ }
+
+ if(md->state.state==MS_DEAD || md->hp<=0) {
+ if(md->bl.prev != NULL) {
+ mob_changestate(md,MS_DEAD,0);
+ mobskill_use(md,tick,-1); // It is skill at the time of death.
+ clif_clearchar_area(&md->bl,1);
+ map_delblock(&md->bl);
+ mob_setdelayspawn(md->bl.id);
+ }
+ return 0;
+ }
+
+ if(md->sc_data[SC_ENDURE].timer == -1)
+ mob_stop_walking(md,3);
+ if(damage > max_hp>>2)
+ skill_stop_dancing(&md->bl,0);
+
+ if(md->hp > max_hp)
+ md->hp = max_hp;
+
+ // The amount of overkill rounds to hp.
+ if(damage>md->hp)
+ damage=md->hp;
+
+ if(!(type&2)) {
+ if(sd!=NULL){
+ for(i=0,minpos=0,mindmg=0x7fffffff;i<DAMAGELOG_SIZE;i++){
+ if(md->dmglog[i].id==sd->bl.id)
+ break;
+ if(md->dmglog[i].id==0){
+ minpos=i;
+ mindmg=0;
+ }
+ else if(md->dmglog[i].dmg<mindmg){
+ minpos=i;
+ mindmg=md->dmglog[i].dmg;
+ }
+ }
+ if(i<DAMAGELOG_SIZE)
+ md->dmglog[i].dmg+=damage;
+ else {
+ md->dmglog[minpos].id=sd->bl.id;
+ md->dmglog[minpos].dmg=damage;
+ }
+
+ if(md->attacked_id <= 0 && md->state.special_mob_ai==0)
+ md->attacked_id = sd->bl.id;
+ }
+ if(src && src->type == BL_PET && battle_config.pet_attack_exp_to_master==1) {
+ struct pet_data *pd = (struct pet_data *)src;
+ nullpo_retr(0, pd);
+ for(i=0,minpos=0,mindmg=0x7fffffff;i<DAMAGELOG_SIZE;i++){
+ if(md->dmglog[i].id==pd->msd->bl.id)
+ break;
+ if(md->dmglog[i].id==0){
+ minpos=i;
+ mindmg=0;
+ }
+ else if(md->dmglog[i].dmg<mindmg){
+ minpos=i;
+ mindmg=md->dmglog[i].dmg;
+ }
+ }
+ if(i<DAMAGELOG_SIZE)
+ md->dmglog[i].dmg+=(damage*battle_config.pet_attack_exp_rate)/100;
+ else {
+ md->dmglog[minpos].id=pd->msd->bl.id;
+ md->dmglog[minpos].dmg=(damage*battle_config.pet_attack_exp_rate)/100;
+ }
+ }
+ if(src && src->type == BL_MOB && ((struct mob_data*)src)->state.special_mob_ai){
+ struct mob_data *md2 = (struct mob_data *)src;
+ nullpo_retr(0, md2);
+ for(i=0,minpos=0,mindmg=0x7fffffff;i<DAMAGELOG_SIZE;i++){
+ if(md->dmglog[i].id==md2->master_id)
+ break;
+ if(md->dmglog[i].id==0){
+ minpos=i;
+ mindmg=0;
+ }
+ else if(md->dmglog[i].dmg<mindmg){
+ minpos=i;
+ mindmg=md->dmglog[i].dmg;
+ }
+ }
+ if(i<DAMAGELOG_SIZE)
+ md->dmglog[i].dmg+=damage;
+ else {
+ md->dmglog[minpos].id=md2->master_id;
+ md->dmglog[minpos].dmg=damage;
+
+ if(md->attacked_id <= 0 && md->state.special_mob_ai==0)
+ md->attacked_id = md2->master_id;
+ }
+ }
+
+ }
+
+ md->hp-=damage;
+
+ if(md->class >= 1285 && md->class <=1287) { // guardian hp update [Valaris]
+ struct guild_castle *gc=guild_mapname2gc(map[md->bl.m].name);
+ if(gc) {
+
+ if(md->bl.id==gc->GID0) {
+ gc->Ghp0=md->hp;
+ if(gc->Ghp0<=0) {
+ guild_castledatasave(gc->castle_id,10,0);
+ guild_castledatasave(gc->castle_id,18,0);
+ }
+ }
+ if(md->bl.id==gc->GID1) {
+ gc->Ghp1=md->hp;
+ if(gc->Ghp1<=0) {
+ guild_castledatasave(gc->castle_id,11,0);
+ guild_castledatasave(gc->castle_id,19,0);
+ }
+ }
+ if(md->bl.id==gc->GID2) {
+ gc->Ghp2=md->hp;
+ if(gc->Ghp2<=0) {
+ guild_castledatasave(gc->castle_id,12,0);
+ guild_castledatasave(gc->castle_id,20,0);
+ }
+ }
+ if(md->bl.id==gc->GID3) {
+ gc->Ghp3=md->hp;
+ if(gc->Ghp3<=0) {
+ guild_castledatasave(gc->castle_id,13,0);
+ guild_castledatasave(gc->castle_id,21,0);
+ }
+ }
+ if(md->bl.id==gc->GID4) {
+ gc->Ghp4=md->hp;
+ if(gc->Ghp4<=0) {
+ guild_castledatasave(gc->castle_id,14,0);
+ guild_castledatasave(gc->castle_id,22,0);
+ }
+ }
+ if(md->bl.id==gc->GID5) {
+ gc->Ghp5=md->hp;
+ if(gc->Ghp5<=0) {
+ guild_castledatasave(gc->castle_id,15,0);
+ guild_castledatasave(gc->castle_id,23,0);
+ }
+ }
+ if(md->bl.id==gc->GID6) {
+ gc->Ghp6=md->hp;
+ if(gc->Ghp6<=0) {
+ guild_castledatasave(gc->castle_id,16,0);
+ guild_castledatasave(gc->castle_id,24,0);
+ }
+ }
+ if(md->bl.id==gc->GID7) {
+ gc->Ghp7=md->hp;
+ if(gc->Ghp7<=0) {
+ guild_castledatasave(gc->castle_id,17,0);
+ guild_castledatasave(gc->castle_id,25,0);
+
+ }
+ }
+ }
+ } // end addition [Valaris]
+
+ if(md->option&2 )
+ skill_status_change_end(&md->bl, SC_HIDING, -1);
+ if(md->option&4 )
+ skill_status_change_end(&md->bl, SC_CLOAKING, -1);
+
+ if(md->state.special_mob_ai == 2){//スフィアーマイン
+ int skillidx=0;
+
+ if((skillidx=mob_skillid2skillidx(md->class,NPC_SELFDESTRUCTION2))>=0){
+ md->mode |= 0x1;
+ md->next_walktime=tick;
+ mobskill_use_id(md,&md->bl,skillidx);//自爆詠唱開始
+ md->state.special_mob_ai++;
+ }
+ }
+
+ if(md->hp>0){
+ return 0;
+ }
+
+ // ----- ここから死亡処理 -----
+
+ map_freeblock_lock();
+ mob_changestate(md,MS_DEAD,0);
+ mobskill_use(md,tick,-1); // 死亡時スキル
+
+ memset(tmpsd,0,sizeof(tmpsd));
+ memset(pt,0,sizeof(pt));
+
+ max_hp = battle_get_max_hp(&md->bl);
+
+ if(src && src->type == BL_MOB)
+ mob_unlocktarget((struct mob_data *)src,tick);
+
+ /* ソウルドレイン */
+ if(sd && (skill=pc_checkskill(sd,HW_SOULDRAIN))>0){
+ clif_skill_nodamage(src,&md->bl,HW_SOULDRAIN,skill,1);
+ sp = (battle_get_lv(&md->bl))*(65+15*skill)/100;
+ if(sd->status.sp + sp > sd->status.max_sp)
+ sp = sd->status.max_sp - sd->status.sp;
+ sd->status.sp += sp;
+ clif_heal(sd->fd,SP_SP,sp);
+ }
+
+ // map外に消えた人は計算から除くので
+ // overkill分は無いけどsumはmax_hpとは違う
+
+ tdmg = 0;
+ for(i=0,count=0,mvp_damage=0;i<DAMAGELOG_SIZE;i++){
+ if(md->dmglog[i].id==0)
+ continue;
+ tmpsd[i] = map_id2sd(md->dmglog[i].id);
+ if(tmpsd[i] == NULL)
+ continue;
+ count++;
+ if(tmpsd[i]->bl.m != md->bl.m || pc_isdead(tmpsd[i]))
+ continue;
+
+ tdmg += (double)md->dmglog[i].dmg;
+ if(mvp_damage<md->dmglog[i].dmg){
+ third_sd = second_sd;
+ second_sd = mvp_sd;
+ mvp_sd=tmpsd[i];
+ mvp_damage=md->dmglog[i].dmg;
+ }
+ }
+
+ // [MouseJstr]
+ if((map[md->bl.m].flag.pvp == 0) || (battle_config.pvp_exp == 1)) {
+
+ if((double)max_hp < tdmg)
+ dmg_rate = ((double)max_hp) / tdmg;
+ else dmg_rate = 1;
+
+ // 経験値の分配
+ for(i=0;i<DAMAGELOG_SIZE;i++){
+ int pid,base_exp,job_exp,flag=1;
+ double per;
+ struct party *p;
+ if(tmpsd[i]==NULL || tmpsd[i]->bl.m != md->bl.m)
+ continue;
+/* jAthena's exp formula
+ per = ((double)md->dmglog[i].dmg)*(9.+(double)((count > 6)? 6:count))/10./((double)max_hp) * dmg_rate;
+ temp = ((double)mob_db[md->class].base_exp * (double)battle_config.base_exp_rate / 100. * per);
+ base_exp = (temp > 2147483647.)? 0x7fffffff:(int)temp;
+ if(mob_db[md->class].base_exp > 0 && base_exp < 1) base_exp = 1;
+ if(base_exp < 0) base_exp = 0;
+ temp = ((double)mob_db[md->class].job_exp * (double)battle_config.job_exp_rate / 100. * per);
+ job_exp = (temp > 2147483647.)? 0x7fffffff:(int)temp;
+ if(mob_db[md->class].job_exp > 0 && job_exp < 1) job_exp = 1;
+ if(job_exp < 0) job_exp = 0;
+*/
+//eAthena's exp formula rather than jAthena's
+ per=(double)md->dmglog[i].dmg*256*(9+(double)((count > 6)? 6:count))/10/(double)max_hp;
+ if(per>512) per=512;
+ if(per<1) per=1;
+ base_exp=mob_db[md->class].base_exp*per/256;
+ if(base_exp < 1) base_exp = 1;
+ if(sd && md && battle_config.pk_mode==1 && (mob_db[md->class].lv - sd->status.base_level >= 20)) {
+ base_exp*=1.15; // pk_mode additional exp if monster >20 levels [Valaris]
+ }
+ if(md->state.special_mob_ai >= 1 && battle_config.alchemist_summon_reward != 1) base_exp = 0; // Added [Valaris]
+ job_exp=mob_db[md->class].job_exp*per/256;
+ if(job_exp < 1) job_exp = 1;
+ if(sd && md && battle_config.pk_mode==1 && (mob_db[md->class].lv - sd->status.base_level >= 20)) {
+ job_exp*=1.15; // pk_mode additional exp if monster >20 levels [Valaris]
+ }
+ if(md->state.special_mob_ai >= 1 && battle_config.alchemist_summon_reward != 1) job_exp = 0; // Added [Valaris]
+
+ if((pid=tmpsd[i]->status.party_id)>0){ // パーティに入っている
+ int j=0;
+ for(j=0;j<pnum;j++) // 公平パーティリストにいるかどうか
+ if(pt[j].id==pid)
+ break;
+ if(j==pnum){ // いないときは公平かどうか確認
+ if((p=party_search(pid))!=NULL && p->exp!=0){
+ pt[pnum].id=pid;
+ pt[pnum].p=p;
+ pt[pnum].base_exp=base_exp;
+ pt[pnum].job_exp=job_exp;
+ pnum++;
+ flag=0;
+ }
+ }else{ // いるときは公平
+ pt[j].base_exp+=base_exp;
+ pt[j].job_exp+=job_exp;
+ flag=0;
+ }
+ }
+ if(flag) // 各自所得
+ pc_gainexp(tmpsd[i],base_exp,job_exp);
+ }
+ // 公平分配
+ for(i=0;i<pnum;i++)
+ party_exp_share(pt[i].p,md->bl.m,pt[i].base_exp,pt[i].job_exp);
+
+ // item drop
+ if(!(type&1)) {
+ int log_item[8] = {0};
+ for(i=0;i<8;i++){
+ struct delay_item_drop *ditem;
+ int drop_rate;
+
+ if(md->state.special_mob_ai >= 1 && battle_config.alchemist_summon_reward != 1) // Added [Valaris]
+ break; // End
+
+ if(mob_db[md->class].dropitem[i].nameid <= 0)
+ continue;
+ drop_rate = mob_db[md->class].dropitem[i].p;
+ if(drop_rate <= 0 && battle_config.drop_rate0item==1)
+ drop_rate = 1;
+ if(battle_config.drops_by_luk>0 && sd && md) drop_rate+=(sd->status.luk*battle_config.drops_by_luk)/100; // drops affected by luk [Valaris]
+ if(sd && md && battle_config.pk_mode==1 && (mob_db[md->class].lv - sd->status.base_level >= 20)) drop_rate*=1.25; // pk_mode increase drops if 20 level difference [Valaris]
+ if(drop_rate <= rand()%10000)
+ continue;
+
+ ditem=(struct delay_item_drop *)aCalloc(1,sizeof(struct delay_item_drop));
+ ditem->nameid = mob_db[md->class].dropitem[i].nameid;
+ log_item[i] = ditem->nameid;
+ ditem->amount = 1;
+ ditem->m = md->bl.m;
+ ditem->x = md->bl.x;
+ ditem->y = md->bl.y;
+ ditem->first_sd = mvp_sd;
+ ditem->second_sd = second_sd;
+ ditem->third_sd = third_sd;
+ add_timer(tick+500+i,mob_delay_item_drop,(int)ditem,0);
+ }
+
+ #ifndef TXT_ONLY
+ if(log_config.drop > 0)
+ log_drop(mvp_sd, md->class, log_item);
+ #endif
+
+ if(sd && sd->state.attack_type == BF_WEAPON) {
+ for(i=0;i<sd->monster_drop_item_count;i++) {
+ struct delay_item_drop *ditem;
+ int race = battle_get_race(&md->bl);
+ if(sd->monster_drop_itemid[i] <= 0)
+ continue;
+ if(sd->monster_drop_race[i] & (1<<race) ||
+ (mob_db[md->class].mode & 0x20 && sd->monster_drop_race[i] & 1<<10) ||
+ (!(mob_db[md->class].mode & 0x20) && sd->monster_drop_race[i] & 1<<11) ) {
+ if(sd->monster_drop_itemrate[i] <= rand()%10000)
+ continue;
+
+ ditem=(struct delay_item_drop *)aCalloc(1,sizeof(struct delay_item_drop));
+ ditem->nameid = sd->monster_drop_itemid[i];
+ ditem->amount = 1;
+ ditem->m = md->bl.m;
+ ditem->x = md->bl.x;
+ ditem->y = md->bl.y;
+ ditem->first_sd = mvp_sd;
+ ditem->second_sd = second_sd;
+ ditem->third_sd = third_sd;
+ add_timer(tick+520+i,mob_delay_item_drop,(int)ditem,0);
+ }
+ }
+ if(sd->get_zeny_num > 0)
+ pc_getzeny(sd,mob_db[md->class].lv*10 + rand()%(sd->get_zeny_num+1));
+ }
+ if(md->lootitem) {
+ for(i=0;i<md->lootitem_count;i++) {
+ struct delay_item_drop2 *ditem;
+
+ ditem=(struct delay_item_drop2 *)aCalloc(1,sizeof(struct delay_item_drop2));
+ memcpy(&ditem->item_data,&md->lootitem[i],sizeof(md->lootitem[0]));
+ ditem->m = md->bl.m;
+ ditem->x = md->bl.x;
+ ditem->y = md->bl.y;
+ ditem->first_sd = mvp_sd;
+ ditem->second_sd = second_sd;
+ ditem->third_sd = third_sd;
+ add_timer(tick+540+i,mob_delay_item_drop2,(int)ditem,0);
+ }
+ }
+ }
+
+ // mvp処理
+ if(mvp_sd && mob_db[md->class].mexp > 0 ){
+ int log_mvp[2] = {0};
+ int j;
+ int mexp;
+ temp = ((double)mob_db[md->class].mexp * (double)battle_config.mvp_exp_rate * (9.+(double)count)/1000.);
+ mexp = (temp > 2147483647.)? 0x7fffffff:(int)temp;
+ if(mexp < 1) mexp = 1;
+ clif_mvp_effect(mvp_sd); // エフェクト
+ clif_mvp_exp(mvp_sd,mexp);
+ pc_gainexp(mvp_sd,mexp,0);
+ log_mvp[1] = mexp;
+ for(j=0;j<3;j++){
+ i = rand() % 3;
+ if(mob_db[md->class].mvpitem[i].nameid <= 0)
+ continue;
+ drop_rate = mob_db[md->class].mvpitem[i].p;
+ if(drop_rate <= 0 && battle_config.drop_rate0item==1)
+ drop_rate = 1;
+ if(drop_rate < battle_config.item_drop_mvp_min)
+ drop_rate = battle_config.item_drop_mvp_min;
+ if(drop_rate > battle_config.item_drop_mvp_max)
+ drop_rate = battle_config.item_drop_mvp_max;
+ if(drop_rate <= rand()%10000)
+ continue;
+ memset(&item,0,sizeof(item));
+ item.nameid=mob_db[md->class].mvpitem[i].nameid;
+ item.identify=!itemdb_isequip3(item.nameid);
+ clif_mvp_item(mvp_sd,item.nameid);
+ log_mvp[0] = item.nameid;
+ if(mvp_sd->weight*2 > mvp_sd->max_weight)
+ map_addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd,second_sd,third_sd,1);
+ else if((ret = pc_additem(mvp_sd,&item,1))) {
+ clif_additem(sd,0,0,ret);
+ map_addflooritem(&item,1,mvp_sd->bl.m,mvp_sd->bl.x,mvp_sd->bl.y,mvp_sd,second_sd,third_sd,1);
+ }
+ break;
+ }
+ #ifndef TXT_ONLY
+ if(log_config.mvpdrop > 0)
+ log_mvpdrop(mvp_sd, md->class, log_mvp);
+ #endif
+ }
+
+ } // [MouseJstr]
+
+ // <Agit> NPC Event [OnAgitBreak]
+ if(md->npc_event[0] && strcmp(((md->npc_event)+strlen(md->npc_event)-13),"::OnAgitBreak") == 0) {
+ printf("MOB.C: Run NPC_Event[OnAgitBreak].\n");
+ if (agit_flag == 1) //Call to Run NPC_Event[OnAgitBreak]
+ guild_agit_break(md);
+ }
+
+ // SCRIPT実行
+ if(md->npc_event[0]){
+// if(battle_config.battle_log==1)
+// printf("mob_damage : run event : %s\n",md->npc_event);
+ if(src && src->type == BL_PET)
+ sd = ((struct pet_data *)src)->msd;
+ if(sd == NULL) {
+ if(mvp_sd != NULL)
+ sd = mvp_sd;
+ else {
+ struct map_session_data *tmpsd;
+ int i;
+ for(i=0;i<fd_max;i++){
+ if(session[i] && (tmpsd=session[i]->session_data) && tmpsd->state.auth) {
+ if(md->bl.m == tmpsd->bl.m) {
+ sd = tmpsd;
+ break;
+ }
+ }
+ }
+ }
+ }
+ if(sd)
+ npc_event(sd,md->npc_event,0);
+ }
+
+ clif_clearchar_area(&md->bl,1);
+ map_delblock(&md->bl);
+ if(mob_get_viewclass(md->class) <= 1000)
+ clif_clearchar_delay(tick+3000,&md->bl,0);
+ mob_deleteslave(md);
+ mob_setdelayspawn(md->bl.id);
+ map_freeblock_unlock();
+
+ return 0;
+}
+
+/*==========================================
+ *
+ *------------------------------------------
+ */
+int mob_class_change(struct mob_data *md,int *value)
+{
+ unsigned int tick = gettick();
+ int i,c,hp_rate,max_hp,class,count = 0;
+
+ nullpo_retr(0, md);
+ nullpo_retr(0, value);
+
+ if(value[0]<=1000 || value[0]>2000)
+ return 0;
+ if(md->bl.prev == NULL) return 0;
+
+ while(count < 5 && value[count] > 1000 && value[count] <= 2000) count++;
+ if(count < 1) return 0;
+
+ class = value[rand()%count];
+ if(class<=1000 || class>2000) return 0;
+
+ max_hp = battle_get_max_hp(&md->bl);
+ hp_rate = md->hp*100/max_hp;
+ clif_mob_class_change(md,class);
+ md->class = class;
+ max_hp = battle_get_max_hp(&md->bl);
+ if(battle_config.monster_class_change_full_recover==1) {
+ md->hp = max_hp;
+ memset(md->dmglog,0,sizeof(md->dmglog));
+ }
+ else
+ md->hp = max_hp*hp_rate/100;
+ if(md->hp > max_hp) md->hp = max_hp;
+ else if(md->hp < 1) md->hp = 1;
+
+ memcpy(md->name,mob_db[class].jname,24);
+ memset(&md->state,0,sizeof(md->state));
+ md->attacked_id = 0;
+ md->target_id = 0;
+ md->move_fail_count = 0;
+
+ md->speed = mob_db[md->class].speed;
+ md->def_ele = mob_db[md->class].element;
+
+ mob_changestate(md,MS_IDLE,0);
+ skill_castcancel(&md->bl,0);
+ md->state.skillstate = MSS_IDLE;
+ md->last_thinktime = tick;
+ md->next_walktime = tick+rand()%50+5000;
+ md->attackabletime = tick;
+ md->canmove_tick = tick;
+ md->sg_count=0;
+
+ for(i=0,c=tick-1000*3600*10;i<MAX_MOBSKILL;i++)
+ md->skilldelay[i] = c;
+ md->skillid=0;
+ md->skilllv=0;
+
+ if(md->lootitem == NULL && mob_db[class].mode&0x02)
+ md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
+
+ skill_clear_unitgroup(&md->bl);
+ skill_cleartimerskill(&md->bl);
+
+ clif_clearchar_area(&md->bl,0);
+ clif_spawnmob(md);
+
+ return 0;
+}
+
+/*==========================================
+ * mob回復
+ *------------------------------------------
+ */
+int mob_heal(struct mob_data *md,int heal)
+{
+ int max_hp = battle_get_max_hp(&md->bl);
+
+ nullpo_retr(0, md);
+
+ md->hp += heal;
+ if( max_hp < md->hp )
+ md->hp = max_hp;
+
+ if(md->class >= 1285 && md->class <=1287) { // guardian hp update [Valaris]
+ struct guild_castle *gc=guild_mapname2gc(map[md->bl.m].name);
+ if(gc) {
+ if(md->bl.id==gc->GID0) gc->Ghp0=md->hp;
+ if(md->bl.id==gc->GID1) gc->Ghp1=md->hp;
+ if(md->bl.id==gc->GID2) gc->Ghp2=md->hp;
+ if(md->bl.id==gc->GID3) gc->Ghp3=md->hp;
+ if(md->bl.id==gc->GID4) gc->Ghp4=md->hp;
+ if(md->bl.id==gc->GID5) gc->Ghp5=md->hp;
+ if(md->bl.id==gc->GID6) gc->Ghp6=md->hp;
+ if(md->bl.id==gc->GID7) gc->Ghp7=md->hp;
+ }
+ } // end addition [Valaris]
+
+ return 0;
+}
+
+
+/*==========================================
+ * Added by RoVeRT
+ *------------------------------------------
+ */
+int mob_warpslave_sub(struct block_list *bl,va_list ap)
+{
+ struct mob_data *md=(struct mob_data *)bl;
+ int id,x,y;
+ id=va_arg(ap,int);
+ x=va_arg(ap,int);
+ y=va_arg(ap,int);
+ if( md->master_id==id ) {
+ mob_warp(md,-1,x,y,2);
+ }
+ return 0;
+}
+
+/*==========================================
+ * Added by RoVeRT
+ *------------------------------------------
+ */
+int mob_warpslave(struct mob_data *md,int x, int y)
+{
+//printf("warp slave\n");
+ map_foreachinarea(mob_warpslave_sub, md->bl.m,
+ x-AREA_SIZE,y-AREA_SIZE,
+ x+AREA_SIZE,y+AREA_SIZE,BL_MOB,
+ md->bl.id, md->bl.x, md->bl.y );
+ return 0;
+}
+
+/*==========================================
+ * mobワープ
+ *------------------------------------------
+ */
+int mob_warp(struct mob_data *md,int m,int x,int y,int type)
+{
+ int i=0,c,xs=0,ys=0,bx=x,by=y;
+
+ nullpo_retr(0, md);
+
+ if( md->bl.prev==NULL )
+ return 0;
+
+ if( m<0 ) m=md->bl.m;
+
+ if(type >= 0) {
+ if(map[md->bl.m].flag.monster_noteleport)
+ return 0;
+ clif_clearchar_area(&md->bl,type);
+ }
+ skill_unit_out_all(&md->bl,gettick(),1);
+ map_delblock(&md->bl);
+
+ if(bx>0 && by>0){ // 位置指定の場合周囲9セルを探索
+ xs=ys=9;
+ }
+
+ while( ( x<0 || y<0 || ((c=read_gat(m,x,y))==1 || c==5) ) && (i++)<1000 ){
+ if( xs>0 && ys>0 && i<250 ){ // 指定位置付近の探索
+ x=bx+rand()%xs-xs/2;
+ y=by+rand()%ys-ys/2;
+ }else{ // 完全ランダム探索
+ x=rand()%(map[m].xs-2)+1;
+ y=rand()%(map[m].ys-2)+1;
+ }
+ }
+ md->dir=0;
+ if(i<1000){
+ md->bl.x=md->to_x=x;
+ md->bl.y=md->to_y=y;
+ md->bl.m=m;
+ }else {
+ m=md->bl.m;
+ if(battle_config.error_log==1)
+ printf("MOB %d warp failed, class = %d\n",md->bl.id,md->class);
+ }
+
+ md->target_id=0; // タゲを解除する
+ md->state.targettype=NONE_ATTACKABLE;
+ md->attacked_id=0;
+ md->state.skillstate=MSS_IDLE;
+ mob_changestate(md,MS_IDLE,0);
+
+ if(type>0 && i==1000) {
+ if(battle_config.battle_log==1)
+ printf("MOB %d warp to (%d,%d), class = %d\n",md->bl.id,x,y,md->class);
+ }
+
+ map_addblock(&md->bl);
+ if(type>0) {
+ clif_spawnmob(md);
+ mob_warpslave(md,md->bl.x,md->bl.y);
+ }
+
+ return 0;
+}
+
+/*==========================================
+ * 画面内の取り巻きの数計算用(foreachinarea)
+ *------------------------------------------
+ */
+int mob_countslave_sub(struct block_list *bl,va_list ap)
+{
+ int id,*c;
+ struct mob_data *md;
+
+ id=va_arg(ap,int);
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, c=va_arg(ap,int *));
+ nullpo_retr(0, md = (struct mob_data *)bl);
+
+
+ if( md->master_id==id )
+ (*c)++;
+ return 0;
+}
+/*==========================================
+ * 画面内の取り巻きの数計算
+ *------------------------------------------
+ */
+int mob_countslave(struct mob_data *md)
+{
+ int c=0;
+
+ nullpo_retr(0, md);
+
+ map_foreachinarea(mob_countslave_sub, md->bl.m,
+ 0,0,map[md->bl.m].xs-1,map[md->bl.m].ys-1,
+ BL_MOB,md->bl.id,&c);
+ return c;
+}
+/*==========================================
+ * 手下MOB召喚
+ *------------------------------------------
+ */
+int mob_summonslave(struct mob_data *md2,int *value,int amount,int flag)
+{
+ struct mob_data *md;
+ int bx,by,m,count = 0,class,k,a = amount;
+
+ nullpo_retr(0, md2);
+ nullpo_retr(0, value);
+
+ bx=md2->bl.x;
+ by=md2->bl.y;
+ m=md2->bl.m;
+
+ if(value[0]<=1000 || value[0]>2000) // 値が異常なら召喚を止める
+ return 0;
+ while(count < 5 && value[count] > 1000 && value[count] <= 2000) count++;
+ if(count < 1) return 0;
+
+ for(k=0;k<count;k++) {
+ amount = a;
+ class = value[k];
+ if(class<=1000 || class>2000) continue;
+ for(;amount>0;amount--){
+ int x=0,y=0,c=0,i=0;
+ md=(struct mob_data *)aCalloc(1,sizeof(struct mob_data));
+ if(mob_db[class].mode&0x02)
+ md->lootitem=(struct item *)aCalloc(LOOTITEM_SIZE,sizeof(struct item));
+ else
+ md->lootitem=NULL;
+
+ while((x<=0 || y<=0 || (c=map_getcell(m,x,y))==1 || c==5 ) && (i++)<100){
+ x=rand()%9-4+bx;
+ y=rand()%9-4+by;
+ }
+ if(i>=100){
+ x=bx;
+ y=by;
+ }
+
+ mob_spawn_dataset(md,"--ja--",class);
+ md->bl.m=m;
+ md->bl.x=x;
+ md->bl.y=y;
+
+ md->m =m;
+ md->x0=x;
+ md->y0=y;
+ md->xs=0;
+ md->ys=0;
+ md->speed=md2->speed;
+ md->spawndelay1=-1; // 一度のみフラグ
+ md->spawndelay2=-1; // 一度のみフラグ
+
+ memset(md->npc_event,0,sizeof(md->npc_event));
+ md->bl.type=BL_MOB;
+ map_addiddb(&md->bl);
+ mob_spawn(md->bl.id);
+ clif_skill_nodamage(&md->bl,&md->bl,(flag)? NPC_SUMMONSLAVE:NPC_SUMMONMONSTER,a,1);
+
+ if(flag)
+ md->master_id=md2->bl.id;
+ }
+ }
+ return 0;
+}
+
+/*==========================================
+ * 自分をロックしているPCの数を数える(foreachclient)
+ *------------------------------------------
+ */
+static int mob_counttargeted_sub(struct block_list *bl,va_list ap)
+{
+ int id,*c,target_lv;
+ struct block_list *src;
+
+ id=va_arg(ap,int);
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, c=va_arg(ap,int *));
+
+ src=va_arg(ap,struct block_list *);
+ target_lv=va_arg(ap,int);
+ if(id == bl->id || (src && id == src->id)) return 0;
+ if(bl->type == BL_PC) {
+ struct map_session_data *sd = (struct map_session_data *)bl;
+ if(sd && sd->attacktarget == id && sd->attacktimer != -1 && sd->attacktarget_lv >= target_lv)
+ (*c)++;
+ }
+ else if(bl->type == BL_MOB) {
+ struct mob_data *md = (struct mob_data *)bl;
+ if(md && md->target_id == id && md->timer != -1 && md->state.state == MS_ATTACK && md->target_lv >= target_lv)
+ (*c)++;
+ }
+ else if(bl->type == BL_PET) {
+ struct pet_data *pd = (struct pet_data *)bl;
+ if(pd->target_id == id && pd->timer != -1 && pd->state.state == MS_ATTACK && pd->target_lv >= target_lv)
+ (*c)++;
+ }
+ return 0;
+}
+/*==========================================
+ * 自分をロックしているPCの数を数える
+ *------------------------------------------
+ */
+int mob_counttargeted(struct mob_data *md,struct block_list *src,int target_lv)
+{
+ int c=0;
+
+ nullpo_retr(0, md);
+
+ map_foreachinarea(mob_counttargeted_sub, md->bl.m,
+ md->bl.x-AREA_SIZE,md->bl.y-AREA_SIZE,
+ md->bl.x+AREA_SIZE,md->bl.y+AREA_SIZE,0,md->bl.id,&c,src,target_lv);
+ return c;
+}
+
+/*==========================================
+ *MOBskillから該当skillidのskillidxを返す
+ *------------------------------------------
+ */
+int mob_skillid2skillidx(int class,int skillid)
+{
+ int i;
+ struct mob_skill *ms=mob_db[class].skill;
+
+ if(ms==NULL)
+ return -1;
+
+ for(i=0;i<mob_db[class].maxskill;i++){
+ if(ms[i].skill_id == skillid)
+ return i;
+ }
+ return -1;
+
+}
+
+//
+// MOBスキル
+//
+
+/*==========================================
+ * スキル使用(詠唱完了、ID指定)
+ *------------------------------------------
+ */
+int mobskill_castend_id( int tid, unsigned int tick, int id,int data )
+{
+ struct mob_data* md=NULL;
+ struct block_list *bl;
+ struct block_list *mbl;
+ int range;
+
+ if((mbl = map_id2bl(id)) == NULL ) //詠唱したMobがもういないというのは良くある正常処理
+ return 0;
+ if((md=(struct mob_data *)mbl) == NULL ){
+ printf("mobskill_castend_id nullpo mbl->id:%d\n",mbl->id);
+ return 0;
+ }
+
+ if( md->bl.type!=BL_MOB || md->bl.prev==NULL )
+ return 0;
+
+ if( md->skilltimer != tid ) // タイマIDの確認
+ return 0;
+
+ md->skilltimer=-1;
+ //沈黙や状態異常など
+ if(md->sc_data){
+ if(md->opt1>0 || md->sc_data[SC_DIVINA].timer != -1 || md->sc_data[SC_ROKISWEIL].timer != -1 || md->sc_data[SC_STEELBODY].timer != -1)
+ return 0;
+ if(md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター
+ return 0;
+ if(md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り
+ return 0;
+ if(md->sc_data[SC_BERSERK].timer != -1) //バーサーク
+ return 0;
+ }
+ if(md->skillid != NPC_EMOTION)
+ md->last_thinktime=tick + battle_get_adelay(&md->bl);
+
+ if((bl = map_id2bl(md->skilltarget)) == NULL || bl->prev==NULL){ //スキルターゲットが存在しない
+ //printf("mobskill_castend_id nullpo\n");//ターゲットがいないときはnullpoじゃなくて普通に終了
+ return 0;
+ }
+ if(md->bl.m != bl->m)
+ return 0;
+
+ if(md->skillid == PR_LEXAETERNA) {
+ struct status_change *sc_data = battle_get_sc_data(bl);
+ if(sc_data && (sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0)))
+ return 0;
+ }
+ else if(md->skillid == RG_BACKSTAP) {
+ int dir = map_calc_dir(&md->bl,bl->x,bl->y),t_dir = battle_get_dir(bl);
+ int dist = distance(md->bl.x,md->bl.y,bl->x,bl->y);
+ if(bl->type != BL_SKILL && (dist == 0 || map_check_dir(dir,t_dir)))
+ return 0;
+ }
+ if( ( (skill_get_inf(md->skillid)&1) || (skill_get_inf2(md->skillid)&4) ) && // 彼我敵対関係チェック
+ battle_check_target(&md->bl,bl, BCT_ENEMY)<=0 )
+ return 0;
+ range = skill_get_range(md->skillid,md->skilllv);
+ if(range < 0)
+ range = battle_get_range(&md->bl) - (range + 1);
+ if(range + battle_config.mob_skill_add_range < distance(md->bl.x,md->bl.y,bl->x,bl->y))
+ return 0;
+
+ md->skilldelay[md->skillidx]=tick;
+
+ if(battle_config.mob_skill_log==1)
+ printf("MOB skill castend skill=%d, class = %d\n",md->skillid,md->class);
+ mob_stop_walking(md,0);
+
+ switch( skill_get_nk(md->skillid) )
+ {
+ // 攻撃系/吹き飛ばし系
+ case 0: case 2:
+ skill_castend_damage_id(&md->bl,bl,md->skillid,md->skilllv,tick,0);
+ break;
+ case 1:// 支援系
+ if(!mob_db[md->class].skill[md->skillidx].val[0] &&
+ (md->skillid==AL_HEAL || (md->skillid==ALL_RESURRECTION && bl->type != BL_PC)) && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)) )
+ skill_castend_damage_id(&md->bl,bl,md->skillid,md->skilllv,tick,0);
+ else
+ skill_castend_nodamage_id(&md->bl,bl,md->skillid,md->skilllv,tick,0);
+ break;
+ }
+
+
+ return 0;
+}
+
+/*==========================================
+ * スキル使用(詠唱完了、場所指定)
+ *------------------------------------------
+ */
+int mobskill_castend_pos( int tid, unsigned int tick, int id,int data )
+{
+ struct mob_data* md=NULL;
+ struct block_list *bl;
+ int range,maxcount;
+
+ //mobskill_castend_id同様詠唱したMobが詠唱完了時にもういないというのはありそうなのでnullpoから除外
+ if((bl=map_id2bl(id))==NULL)
+ return 0;
+
+ nullpo_retr(0, md=(struct mob_data *)bl);
+
+ if( md->bl.type!=BL_MOB || md->bl.prev==NULL )
+ return 0;
+
+ if( md->skilltimer != tid ) // タイマIDの確認
+ return 0;
+
+ md->skilltimer=-1;
+ if(md->sc_data){
+ if(md->opt1>0 || md->sc_data[SC_DIVINA].timer != -1 || md->sc_data[SC_ROKISWEIL].timer != -1 || md->sc_data[SC_STEELBODY].timer != -1)
+ return 0;
+ if(md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター
+ return 0;
+ if(md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り
+ return 0;
+ if(md->sc_data[SC_BERSERK].timer != -1) //バーサーク
+ return 0;
+ }
+
+ if(battle_config.monster_skill_reiteration == 0) {
+ range = -1;
+ switch(md->skillid) {
+ case MG_SAFETYWALL:
+ case WZ_FIREPILLAR:
+ case HT_SKIDTRAP:
+ case HT_LANDMINE:
+ case HT_ANKLESNARE:
+ case HT_SHOCKWAVE:
+ case HT_SANDMAN:
+ case HT_FLASHER:
+ case HT_FREEZINGTRAP:
+ case HT_BLASTMINE:
+ case HT_CLAYMORETRAP:
+ case PF_SPIDERWEB: /* スパイダーウェッブ */
+ range = 0;
+ break;
+ case AL_PNEUMA:
+ case AL_WARP:
+ range = 1;
+ break;
+ }
+ if(range >= 0) {
+ if(skill_check_unit_range(md->bl.m,md->skillx,md->skilly,range,md->skillid) > 0)
+ return 0;
+ }
+ }
+ if(battle_config.monster_skill_nofootset==1) {
+ range = -1;
+ switch(md->skillid) {
+ case WZ_FIREPILLAR:
+ case HT_SKIDTRAP:
+ case HT_LANDMINE:
+ case HT_ANKLESNARE:
+ case HT_SHOCKWAVE:
+ case HT_SANDMAN:
+ case HT_FLASHER:
+ case HT_FREEZINGTRAP:
+ case HT_BLASTMINE:
+ case HT_CLAYMORETRAP:
+ case AM_DEMONSTRATION:
+ case PF_SPIDERWEB: /* スパイダーウェッブ */
+ range = 1;
+ break;
+ case AL_WARP:
+ range = 0;
+ break;
+ }
+ if(range >= 0) {
+ if(skill_check_unit_range2(md->bl.m,md->skillx,md->skilly,range) > 0)
+ return 0;
+ }
+ }
+
+ if(battle_config.monster_land_skill_limit==1) {
+ maxcount = skill_get_maxcount(md->skillid);
+ if(maxcount > 0) {
+ int i,c;
+ for(i=c=0;i<MAX_MOBSKILLUNITGROUP;i++) {
+ if(md->skillunit[i].alive_count > 0 && md->skillunit[i].skill_id == md->skillid)
+ c++;
+ }
+ if(c >= maxcount)
+ return 0;
+ }
+ }
+
+ range = skill_get_range(md->skillid,md->skilllv);
+ if(range < 0)
+ range = battle_get_range(&md->bl) - (range + 1);
+ if(range + battle_config.mob_skill_add_range < distance(md->bl.x,md->bl.y,md->skillx,md->skilly))
+ return 0;
+ md->skilldelay[md->skillidx]=tick;
+
+ if(battle_config.mob_skill_log==1)
+ printf("MOB skill castend skill=%d, class = %d\n",md->skillid,md->class);
+ mob_stop_walking(md,0);
+
+ skill_castend_pos2(&md->bl,md->skillx,md->skilly,md->skillid,md->skilllv,tick,0);
+
+ return 0;
+}
+
+
+/*==========================================
+ * Skill use (an aria start, ID specification)
+ *------------------------------------------
+ */
+int mobskill_use_id(struct mob_data *md,struct block_list *target,int skill_idx)
+{
+ int casttime,range;
+ struct mob_skill *ms;
+ int skill_id, skill_lv, forcecast = 0;
+
+ nullpo_retr(0, md);
+ nullpo_retr(0, ms=&mob_db[md->class].skill[skill_idx]);
+
+ if( target==NULL && (target=map_id2bl(md->target_id))==NULL )
+ return 0;
+
+ if( target->prev==NULL || md->bl.prev==NULL )
+ return 0;
+
+ skill_id=ms->skill_id;
+ skill_lv=ms->skill_lv;
+
+ // 沈黙や異常
+ if(md->sc_data){
+ if(md->opt1>0 || md->sc_data[SC_DIVINA].timer != -1 || md->sc_data[SC_ROKISWEIL].timer != -1 || md->sc_data[SC_STEELBODY].timer != -1)
+ return 0;
+ if(md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター
+ return 0;
+ if(md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り
+ return 0;
+ if(md->sc_data[SC_BERSERK].timer != -1) //バーサーク
+ return 0;
+ }
+
+ if(md->option&4 && skill_id==TF_HIDING)
+ return 0;
+ if(md->option&2 && skill_id!=TF_HIDING && skill_id!=AS_GRIMTOOTH && skill_id!=RG_BACKSTAP && skill_id!=RG_RAID)
+ return 0;
+
+ if(map[md->bl.m].flag.gvg && (skill_id == SM_ENDURE || skill_id == AL_TELEPORT || skill_id == AL_WARP ||
+ skill_id == WZ_ICEWALL || skill_id == TF_BACKSLIDING))
+ return 0;
+
+ if(skill_get_inf2(skill_id)&0x200 && md->bl.id == target->id)
+ return 0;
+
+ // 射程と障害物チェック
+ range = skill_get_range(skill_id,skill_lv);
+ if(range < 0)
+ range = battle_get_range(&md->bl) - (range + 1);
+ if(!battle_check_range(&md->bl,target,range))
+ return 0;
+
+// delay=skill_delayfix(&md->bl, skill_get_delay( skill_id,skill_lv) );
+
+ casttime=skill_castfix(&md->bl,ms->casttime);
+ md->state.skillcastcancel=ms->cancel;
+ md->skilldelay[skill_idx]=gettick();
+
+ switch(skill_id){ /* 何か特殊な処理が必要 */
+ case ALL_RESURRECTION: /* リザレクション */
+ if(target->type != BL_PC && battle_check_undead(battle_get_race(target),battle_get_elem_type(target))){ /* 敵がアンデッドなら */
+ forcecast=1; /* ターンアンデットと同じ詠唱時間 */
+ casttime=skill_castfix(&md->bl, skill_get_cast(PR_TURNUNDEAD,skill_lv) );
+ }
+ break;
+ case MO_EXTREMITYFIST: /*阿修羅覇鳳拳*/
+ case SA_MAGICROD:
+ case SA_SPELLBREAKER:
+ forcecast=1;
+ break;
+ }
+
+ if(battle_config.mob_skill_log==1)
+ printf("MOB skill use target_id=%d skill=%d lv=%d cast=%d, class = %d\n",target->id,skill_id,skill_lv,casttime,md->class);
+
+ if(casttime>0 || forcecast){ // 詠唱が必要
+// struct mob_data *md2;
+ clif_skillcasting( &md->bl,
+ md->bl.id, target->id, 0,0, skill_id,casttime);
+
+ // 詠唱反応モンスター
+/* if( target->type==BL_MOB && mob_db[(md2=(struct mob_data *)target)->class].mode&0x10 &&
+ md2->state.state!=MS_ATTACK){
+ md2->target_id=md->bl.id;
+ md->state.targettype = ATTACKABLE;
+ md2->min_chase=13;
+ }*/
+ }
+
+ if( casttime<=0 ) // 詠唱の無いものはキャンセルされない
+ md->state.skillcastcancel=0;
+
+ md->skilltarget = target->id;
+ md->skillx = 0;
+ md->skilly = 0;
+ md->skillid = skill_id;
+ md->skilllv = skill_lv;
+ md->skillidx = skill_idx;
+
+ if(!(battle_config.monster_cloak_check_type&2) && md->sc_data[SC_CLOAKING].timer != -1 && md->skillid != AS_CLOAKING)
+ skill_status_change_end(&md->bl,SC_CLOAKING,-1);
+
+ if( casttime>0 ){
+ md->skilltimer =
+ add_timer( gettick()+casttime, mobskill_castend_id, md->bl.id, 0 );
+ }else{
+ md->skilltimer = -1;
+ mobskill_castend_id(md->skilltimer,gettick(),md->bl.id, 0);
+ }
+
+ return 1;
+}
+/*==========================================
+ * スキル使用(場所指定)
+ *------------------------------------------
+ */
+int mobskill_use_pos( struct mob_data *md,
+ int skill_x, int skill_y, int skill_idx)
+{
+ int casttime=0,range;
+ struct mob_skill *ms;
+ struct block_list bl;
+ int skill_id, skill_lv;
+
+ nullpo_retr(0, md);
+ nullpo_retr(0, ms=&mob_db[md->class].skill[skill_idx]);
+
+ if( md->bl.prev==NULL )
+ return 0;
+
+ skill_id=ms->skill_id;
+ skill_lv=ms->skill_lv;
+
+ //沈黙や状態異常など
+ if(md->sc_data){
+ if(md->opt1>0 || md->sc_data[SC_DIVINA].timer != -1 || md->sc_data[SC_ROKISWEIL].timer != -1 || md->sc_data[SC_STEELBODY].timer != -1)
+ return 0;
+ if(md->sc_data[SC_AUTOCOUNTER].timer != -1 && md->skillid != KN_AUTOCOUNTER) //オートカウンター
+ return 0;
+ if(md->sc_data[SC_BLADESTOP].timer != -1) //白刃取り
+ return 0;
+ if(md->sc_data[SC_BERSERK].timer != -1) //バーサーク
+ return 0;
+ }
+
+ if(md->option&2)
+ return 0;
+
+ if(map[md->bl.m].flag.gvg && (skill_id == SM_ENDURE || skill_id == AL_TELEPORT || skill_id == AL_WARP ||
+ skill_id == WZ_ICEWALL || skill_id == TF_BACKSLIDING))
+ return 0;
+
+ // 射程と障害物チェック
+ bl.type = BL_NUL;
+ bl.m = md->bl.m;
+ bl.x = skill_x;
+ bl.y = skill_y;
+ range = skill_get_range(skill_id,skill_lv);
+ if(range < 0)
+ range = battle_get_range(&md->bl) - (range + 1);
+ if(!battle_check_range(&md->bl,&bl,range))
+ return 0;
+
+// delay=skill_delayfix(&sd->bl, skill_get_delay( skill_id,skill_lv) );
+ casttime=skill_castfix(&md->bl,ms->casttime);
+ md->skilldelay[skill_idx]=gettick();
+ md->state.skillcastcancel=ms->cancel;
+
+ if(battle_config.mob_skill_log==1)
+ printf("MOB skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d, class = %d\n",
+ skill_x,skill_y,skill_id,skill_lv,casttime,md->class);
+
+ if( casttime>0 ) // A cast time is required.
+ clif_skillcasting( &md->bl,
+ md->bl.id, 0, skill_x,skill_y, skill_id,casttime);
+
+ if( casttime<=0 ) // A skill without a cast time wont be cancelled.
+ md->state.skillcastcancel=0;
+
+
+ md->skillx = skill_x;
+ md->skilly = skill_y;
+ md->skilltarget = 0;
+ md->skillid = skill_id;
+ md->skilllv = skill_lv;
+ md->skillidx = skill_idx;
+ if(!(battle_config.monster_cloak_check_type&2) && md->sc_data[SC_CLOAKING].timer != -1)
+ skill_status_change_end(&md->bl,SC_CLOAKING,-1);
+ if( casttime>0 ){
+ md->skilltimer =
+ add_timer( gettick()+casttime, mobskill_castend_pos, md->bl.id, 0 );
+ }else{
+ md->skilltimer = -1;
+ mobskill_castend_pos(md->skilltimer,gettick(),md->bl.id, 0);
+ }
+
+ return 1;
+}
+
+
+/*==========================================
+ * Friendly Mob whose HP is decreasing by a nearby MOB is looked for.
+ *------------------------------------------
+ */
+int mob_getfriendhpltmaxrate_sub(struct block_list *bl,va_list ap)
+{
+ int rate;
+ struct mob_data **fr, *md, *mmd;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, mmd=va_arg(ap,struct mob_data *));
+
+ md=(struct mob_data *)bl;
+
+ if( mmd->bl.id == bl->id )
+ return 0;
+ rate=va_arg(ap,int);
+ fr=va_arg(ap,struct mob_data **);
+ if( md->hp < mob_db[md->class].max_hp*rate/100 )
+ (*fr)=md;
+ return 0;
+}
+struct mob_data *mob_getfriendhpltmaxrate(struct mob_data *md,int rate)
+{
+ struct mob_data *fr=NULL;
+ const int r=8;
+
+ nullpo_retr(NULL, md);
+
+ map_foreachinarea(mob_getfriendhpltmaxrate_sub, md->bl.m,
+ md->bl.x-r ,md->bl.y-r, md->bl.x+r, md->bl.y+r,
+ BL_MOB,md,rate,&fr);
+ return fr;
+}
+/*==========================================
+ * What a status state suits by nearby MOB is looked for.
+ *------------------------------------------
+ */
+int mob_getfriendstatus_sub(struct block_list *bl,va_list ap)
+{
+ int cond1,cond2;
+ struct mob_data **fr, *md, *mmd;
+ int flag=0;
+
+ nullpo_retr(0, bl);
+ nullpo_retr(0, ap);
+ nullpo_retr(0, md=(struct mob_data *)bl);
+ nullpo_retr(0, mmd=va_arg(ap,struct mob_data *));
+
+ if( mmd->bl.id == bl->id )
+ return 0;
+ cond1=va_arg(ap,int);
+ cond2=va_arg(ap,int);
+ fr=va_arg(ap,struct mob_data **);
+ if( cond2==-1 ){
+ int j;
+ for(j=SC_STONE;j<=SC_BLIND && !flag;j++){
+ flag=(md->sc_data[j].timer!=-1 );
+ }
+ }else
+ flag=( md->sc_data[cond2].timer!=-1 );
+ if( flag^( cond1==MSC_FRIENDSTATUSOFF ) )
+ (*fr)=md;
+
+ return 0;
+}
+struct mob_data *mob_getfriendstatus(struct mob_data *md,int cond1,int cond2)
+{
+ struct mob_data *fr=NULL;
+ const int r=8;
+
+ nullpo_retr(0, md);
+
+ map_foreachinarea(mob_getfriendstatus_sub, md->bl.m,
+ md->bl.x-r ,md->bl.y-r, md->bl.x+r, md->bl.y+r,
+ BL_MOB,md,cond1,cond2,&fr);
+ return fr;
+}
+
+/*==========================================
+ * Skill use judging
+ *------------------------------------------
+ */
+int mobskill_use(struct mob_data *md,unsigned int tick,int event)
+{
+ struct mob_skill *ms;
+// struct block_list *target=NULL;
+ int i,max_hp;
+
+ nullpo_retr(0, md);
+ nullpo_retr(0, ms = mob_db[md->class].skill);
+
+ max_hp = battle_get_max_hp(&md->bl);
+
+ if(battle_config.mob_skill_use == 0 || md->skilltimer != -1)
+ return 0;
+
+ if(md->state.special_mob_ai)
+ return 0;
+
+ if(md->sc_data[SC_SELFDESTRUCTION].timer!=-1) //自爆中はスキルを使わない
+ return 0;
+
+ for(i=0;i<mob_db[md->class].maxskill;i++){
+ int c2=ms[i].cond2,flag=0;
+ struct mob_data *fmd=NULL;
+
+ // ディレイ中
+ if( DIFF_TICK(tick,md->skilldelay[i])<ms[i].delay )
+ continue;
+
+ // 状態判定
+ if( ms[i].state>=0 && ms[i].state!=md->state.skillstate )
+ continue;
+
+ // 条件判定
+ flag=(event==ms[i].cond1);
+ if(!flag){
+ switch( ms[i].cond1 ){
+ case MSC_ALWAYS:
+ flag=1; break;
+ case MSC_MYHPLTMAXRATE: // HP< maxhp%
+ flag=( md->hp < max_hp*c2/100 ); break;
+ case MSC_MYSTATUSON: // status[num] on
+ case MSC_MYSTATUSOFF: // status[num] off
+ if( ms[i].cond2==-1 ){
+ int j;
+ for(j=SC_STONE;j<=SC_BLIND && !flag;j++){
+ flag=(md->sc_data[j].timer!=-1 );
+ }
+ }else
+ flag=( md->sc_data[ms[i].cond2].timer!=-1 );
+ flag^=( ms[i].cond1==MSC_MYSTATUSOFF ); break;
+ case MSC_FRIENDHPLTMAXRATE: // friend HP < maxhp%
+ flag=(( fmd=mob_getfriendhpltmaxrate(md,ms[i].cond2) )!=NULL ); break;
+ case MSC_FRIENDSTATUSON: // friend status[num] on
+ case MSC_FRIENDSTATUSOFF: // friend status[num] off
+ flag=(( fmd=mob_getfriendstatus(md,ms[i].cond1,ms[i].cond2) )!=NULL ); break;
+ case MSC_SLAVELT: // slave < num
+ flag=( mob_countslave(md) < c2 ); break;
+ case MSC_ATTACKPCGT: // attack pc > num
+ flag=( mob_counttargeted(md,NULL,0) > c2 ); break;
+ case MSC_SLAVELE: // slave <= num
+ flag=( mob_countslave(md) <= c2 ); break;
+ case MSC_ATTACKPCGE: // attack pc >= num
+ flag=( mob_counttargeted(md,NULL,0) >= c2 ); break;
+ case MSC_SKILLUSED: // specificated skill used
+ flag=( (event&0xffff)==MSC_SKILLUSED && ((event>>16)==c2 || c2==0)); break;
+ }
+ }
+
+ // 確率判定
+ if( flag && rand()%10000 < ms[i].permillage ){
+
+ if( skill_get_inf(ms[i].skill_id)&2 ){
+ // 場所指定
+ struct block_list *bl = NULL;
+ int x=0,y=0;
+ if( ms[i].target<=MST_AROUND ){
+ bl= ((ms[i].target==MST_TARGET || ms[i].target==MST_AROUND5)? map_id2bl(md->target_id):
+ (ms[i].target==MST_FRIEND)? &fmd->bl : &md->bl);
+ if(bl!=NULL){
+ x=bl->x; y=bl->y;
+ }
+ }
+ if( x<=0 || y<=0 )
+ continue;
+ // 自分の周囲
+ if( ms[i].target>=MST_AROUND1 ){
+ int bx=x, by=y, i=0, c, m=bl->m, r=ms[i].target-MST_AROUND1;
+ do{
+ bx=x + rand()%(r*2+3) - r;
+ by=y + rand()%(r*2+3) - r;
+ }while( ( bx<=0 || by<=0 || bx>=map[m].xs || by>=map[m].ys ||
+ ((c=read_gat(m,bx,by))==1 || c==5) ) && (i++)<1000);
+ if(i<1000){
+ x=bx; y=by;
+ }
+ }
+ // 相手の周囲
+ if( ms[i].target>=MST_AROUND5 ){
+ int bx=x, by=y, i=0, c, m=bl->m, r=(ms[i].target-MST_AROUND5)+1;
+ do{
+ bx=x + rand()%(r*2+1) - r;
+ by=y + rand()%(r*2+1) - r;
+ }while( ( bx<=0 || by<=0 || bx>=map[m].xs || by>=map[m].ys ||
+ ((c=read_gat(m,bx,by))==1 || c==5) ) && (i++)<1000);
+ if(i<1000){
+ x=bx; y=by;
+ }
+ }
+ if(!mobskill_use_pos(md,x,y,i))
+ return 0;
+
+ }else{
+ // ID指定
+ if( ms[i].target<=MST_FRIEND ){
+ struct block_list *bl = NULL;
+ bl= ((ms[i].target==MST_TARGET)? map_id2bl(md->target_id):
+ (ms[i].target==MST_FRIEND)? &fmd->bl : &md->bl);
+ if(bl && !mobskill_use_id(md,bl,i))
+ return 0;
+ }
+ }
+ if(ms[i].emotion >= 0)
+ clif_emotion(&md->bl,ms[i].emotion);
+ return 1;
+ }
+ }
+
+ return 0;
+}
+/*==========================================
+ * Skill use event processing
+ *------------------------------------------
+ */
+int mobskill_event(struct mob_data *md,int flag)
+{
+ nullpo_retr(0, md);
+
+ if(flag==-1 && mobskill_use(md,gettick(),MSC_CASTTARGETED))
+ return 1;
+ if( (flag&BF_SHORT) && mobskill_use(md,gettick(),MSC_CLOSEDATTACKED))
+ return 1;
+ if( (flag&BF_LONG) && mobskill_use(md,gettick(),MSC_LONGRANGEATTACKED))
+ return 1;
+ return 0;
+}
+/*==========================================
+ * Mobがエンペリウムなどの場合の判定
+ *------------------------------------------
+ */
+int mob_gvmobcheck(struct map_session_data *sd, struct block_list *bl)
+{
+ struct mob_data *md=NULL;
+
+ nullpo_retr(0,sd);
+ nullpo_retr(0,bl);
+
+ if(bl->type==BL_MOB && (md=(struct mob_data *)bl) &&
+ (md->class == 1288 || md->class == 1287 || md->class == 1286 || md->class == 1285))
+ {
+ struct guild_castle *gc=guild_mapname2gc(map[sd->bl.m].name);
+ struct guild *g=guild_search(sd->status.guild_id);
+
+ if(g == NULL && md->class == 1288)
+ return 0;//ギルド未加入ならダメージ無し
+ else if(gc != NULL && !map[sd->bl.m].flag.gvg)
+ return 0;//砦内でGvじゃないときはダメージなし
+ else if(g && gc != NULL && g->guild_id == gc->guild_id)
+ return 0;//自占領ギルドのエンペならダメージ無し
+ else if(g && guild_checkskill(g,GD_APPROVAL) <= 0 && md->class == 1288)
+ return 0;//正規ギルド承認がないとダメージ無し
+
+ }
+
+ return 1;
+}
+/*==========================================
+ * スキル用タイマー削除
+ *------------------------------------------
+ */
+int mobskill_deltimer(struct mob_data *md )
+{
+ nullpo_retr(0, md);
+
+ if( md->skilltimer!=-1 ){
+ if( skill_get_inf( md->skillid )&2 )
+ delete_timer( md->skilltimer, mobskill_castend_pos );
+ else
+ delete_timer( md->skilltimer, mobskill_castend_id );
+ md->skilltimer=-1;
+ }
+ return 0;
+}
+//
+// 初期化
+//
+/*==========================================
+ * Since un-setting [ mob ] up was used, it is an initial provisional value setup.
+ *------------------------------------------
+ */
+static int mob_makedummymobdb(int class)
+{
+ int i;
+
+ sprintf(mob_db[class].name,"mob%d",class);
+ sprintf(mob_db[class].jname,"mob%d",class);
+ mob_db[class].lv=1;
+ mob_db[class].max_hp=1000;
+ mob_db[class].max_sp=1;
+ mob_db[class].base_exp=2;
+ mob_db[class].job_exp=1;
+ mob_db[class].range=1;
+ mob_db[class].atk1=7;
+ mob_db[class].atk2=10;
+ mob_db[class].def=0;
+ mob_db[class].mdef=0;
+ mob_db[class].str=1;
+ mob_db[class].agi=1;
+ mob_db[class].vit=1;
+ mob_db[class].int_=1;
+ mob_db[class].dex=6;
+ mob_db[class].luk=2;
+ mob_db[class].range2=10;
+ mob_db[class].range3=10;
+ mob_db[class].size=0;
+ mob_db[class].race=0;
+ mob_db[class].element=0;
+ mob_db[class].mode=0;
+ mob_db[class].speed=300;
+ mob_db[class].adelay=1000;
+ mob_db[class].amotion=500;
+ mob_db[class].dmotion=500;
+ mob_db[class].dropitem[0].nameid=909; // Jellopy
+ mob_db[class].dropitem[0].p=1000;
+ for(i=1;i<8;i++){
+ mob_db[class].dropitem[i].nameid=0;
+ mob_db[class].dropitem[i].p=0;
+ }
+ // Item1,Item2
+ mob_db[class].mexp=0;
+ mob_db[class].mexpper=0;
+ for(i=0;i<3;i++){
+ mob_db[class].mvpitem[i].nameid=0;
+ mob_db[class].mvpitem[i].p=0;
+ }
+ for(i=0;i<MAX_RANDOMMONSTER;i++)
+ mob_db[class].summonper[i]=0;
+ return 0;
+}
+
+/*==========================================
+ * db/mob_db.txt reading
+ *------------------------------------------
+ */
+static int mob_readdb(void)
+{
+ FILE *fp;
+ char line[1024];
+ char *filename[]={ "db/mob_db.txt","db/mob_db2.txt" };
+ int i;
+
+ memset(mob_db,0,sizeof(mob_db));
+
+ for(i=0;i<2;i++){
+
+ fp=fopen(filename[i],"r");
+ if(fp==NULL){
+ if(i>0)
+ continue;
+ return -1;
+ }
+ while(fgets(line,1020,fp)){
+ int class,i;
+ char *str[55],*p,*np;
+
+ if(line[0] == '/' && line[1] == '/')
+ continue;
+
+ for(i=0,p=line;i<55;i++){
+ if((np=strchr(p,','))!=NULL){
+ str[i]=p;
+ *np=0;
+ p=np+1;
+ } else
+ str[i]=p;
+ }
+
+ class=atoi(str[0]);
+ if(class<=1000 || class>2000)
+ continue;
+
+ mob_db[class].view_class=class;
+ memcpy(mob_db[class].name,str[1],24);
+ memcpy(mob_db[class].jname,str[2],24);
+ mob_db[class].lv=atoi(str[3]);
+ mob_db[class].max_hp=atoi(str[4]);
+ mob_db[class].max_sp=atoi(str[5]);
+
+ mob_db[class].base_exp=atoi(str[6]);
+ if(mob_db[class].base_exp < 0)
+ mob_db[class].base_exp = 0;
+ else if(mob_db[class].base_exp > 0 && (mob_db[class].base_exp*battle_config.base_exp_rate/100 > 1000000000 ||
+ mob_db[class].base_exp*battle_config.base_exp_rate/100 < 0))
+ mob_db[class].base_exp=1000000000;
+ else
+ mob_db[class].base_exp*= battle_config.base_exp_rate/100;
+
+ mob_db[class].job_exp=atoi(str[7]);
+ if(mob_db[class].job_exp < 0)
+ mob_db[class].job_exp = 0;
+ else if(mob_db[class].job_exp > 0 && (mob_db[class].job_exp*battle_config.job_exp_rate/100 > 1000000000 ||
+ mob_db[class].job_exp*battle_config.job_exp_rate/100 < 0))
+ mob_db[class].job_exp=1000000000;
+ else
+ mob_db[class].job_exp*=battle_config.job_exp_rate/100;
+
+ mob_db[class].range=atoi(str[8]);
+ mob_db[class].atk1=atoi(str[9]);
+ mob_db[class].atk2=atoi(str[10]);
+ mob_db[class].def=atoi(str[11]);
+ mob_db[class].mdef=atoi(str[12]);
+ mob_db[class].str=atoi(str[13]);
+ mob_db[class].agi=atoi(str[14]);
+ mob_db[class].vit=atoi(str[15]);
+ mob_db[class].int_=atoi(str[16]);
+ mob_db[class].dex=atoi(str[17]);
+ mob_db[class].luk=atoi(str[18]);
+ mob_db[class].range2=atoi(str[19]);
+ mob_db[class].range3=atoi(str[20]);
+ mob_db[class].size=atoi(str[21]);
+ mob_db[class].race=atoi(str[22]);
+ mob_db[class].element=atoi(str[23]);
+ mob_db[class].mode=atoi(str[24]);
+ mob_db[class].speed=atoi(str[25]);
+ mob_db[class].adelay=atoi(str[26]);
+ mob_db[class].amotion=atoi(str[27]);
+ mob_db[class].dmotion=atoi(str[28]);
+
+ for(i=0;i<8;i++){
+ int rate = 0,type,ratemin,ratemax;
+ mob_db[class].dropitem[i].nameid=atoi(str[29+i*2]);
+ type = itemdb_type(mob_db[class].dropitem[i].nameid);
+ if (type == 0) { // Added [Valaris]
+ rate = battle_config.item_rate_heal;
+ ratemin = battle_config.item_drop_heal_min;
+ ratemax = battle_config.item_drop_heal_max;
+ }
+ else if (type == 2) {
+ rate = battle_config.item_rate_use;
+ ratemin = battle_config.item_drop_use_min;
+ ratemax = battle_config.item_drop_use_max; // End
+ }
+ else if (type == 4 || type == 5 || type == 8) { // Changed to include Pet Equip
+ rate = battle_config.item_rate_equip;
+ ratemin = battle_config.item_drop_equip_min;
+ ratemax = battle_config.item_drop_equip_max;
+ }
+ else if (type == 6) {
+ rate = battle_config.item_rate_card;
+ ratemin = battle_config.item_drop_card_min;
+ ratemax = battle_config.item_drop_card_max;
+ }
+ else {
+ rate = battle_config.item_rate_common;
+ ratemin = battle_config.item_drop_common_min;
+ ratemax = battle_config.item_drop_common_max;
+ }
+ rate = (rate / 100) * atoi(str[30+i*2]);
+ rate = (rate < ratemin)? ratemin: (rate > ratemax)? ratemax: rate;
+ mob_db[class].dropitem[i].p = rate;
+ }
+ // Item1,Item2
+ mob_db[class].mexp=atoi(str[45])*battle_config.mvp_exp_rate/100;
+ mob_db[class].mexpper=atoi(str[46]);
+ for(i=0;i<3;i++){
+ mob_db[class].mvpitem[i].nameid=atoi(str[47+i*2]);
+ mob_db[class].mvpitem[i].p=atoi(str[48+i*2])*battle_config.mvp_item_rate/100;
+ }
+ for(i=0;i<MAX_RANDOMMONSTER;i++)
+ mob_db[class].summonper[i]=0;
+ mob_db[class].maxskill=0;
+
+ mob_db[class].sex=0;
+ mob_db[class].hair=0;
+ mob_db[class].hair_color=0;
+ mob_db[class].weapon=0;
+ mob_db[class].shield=0;
+ mob_db[class].head_top=0;
+ mob_db[class].head_mid=0;
+ mob_db[class].head_buttom=0;
+ mob_db[class].clothes_color=0; //Add for player monster dye - Valaris
+ }
+ fclose(fp);
+ printf("read %s done\n",filename[i]);
+ }
+ return 0;
+}
+
+/*==========================================
+ * MOB display graphic change data reading
+ *------------------------------------------
+ */
+static int mob_readdb_mobavail(void)
+{
+ FILE *fp;
+ char line[1024];
+ int ln=0;
+ int class,j,k;
+ char *str[20],*p,*np;
+
+ if( (fp=fopen("db/mob_avail.txt","r"))==NULL ){
+ printf("can't read db/mob_avail.txt\n");
+ return -1;
+ }
+
+ while(fgets(line,1020,fp)){
+ if(line[0]=='/' && line[1]=='/')
+ continue;
+ memset(str,0,sizeof(str));
+
+ for(j=0,p=line;j<12;j++){
+ if((np=strchr(p,','))!=NULL){
+ str[j]=p;
+ *np=0;
+ p=np+1;
+ } else
+ str[j]=p;
+ }
+
+ if(str[0]==NULL)
+ continue;
+
+ class=atoi(str[0]);
+
+ if(class<=1000 || class>2000) // 値が異常なら処理しない。
+ continue;
+ k=atoi(str[1]);
+ if(k >= 0)
+ mob_db[class].view_class=k;
+
+ if((mob_db[class].view_class < 24) || (mob_db[class].view_class > 4000)) {
+ mob_db[class].sex=atoi(str[2]);
+ mob_db[class].hair=atoi(str[3]);
+ mob_db[class].hair_color=atoi(str[4]);
+ mob_db[class].weapon=atoi(str[5]);
+ mob_db[class].shield=atoi(str[6]);
+ mob_db[class].head_top=atoi(str[7]);
+ mob_db[class].head_mid=atoi(str[8]);
+ mob_db[class].head_buttom=atoi(str[9]);
+ mob_db[class].option=atoi(str[10])&~0x46;
+ mob_db[class].clothes_color=atoi(str[11]); // Monster player dye option - Valaris
+ }
+
+ else if(atoi(str[2]) > 0) mob_db[class].equip=atoi(str[2]); // mob equipment [Valaris]
+
+ ln++;
+ }
+ fclose(fp);
+ printf("read db/mob_avail.txt done (count=%d)\n",ln);
+ return 0;
+}
+
+/*==========================================
+ * Reading of random monster data
+ *------------------------------------------
+ */
+static int mob_read_randommonster(void)
+{
+ FILE *fp;
+ char line[1024];
+ char *str[10],*p;
+ int i,j;
+
+ const char* mobfile[] = {
+ "db/mob_branch.txt",
+ "db/mob_poring.txt",
+ "db/mob_boss.txt" };
+
+ for(i=0;i<MAX_RANDOMMONSTER;i++){
+ mob_db[0].summonper[i] = 1002; // 設定し忘れた場合はポリンが出るようにしておく
+ fp=fopen(mobfile[i],"r");
+ if(fp==NULL){
+ printf("can't read %s\n",mobfile[i]);
+ return -1;
+ }
+ while(fgets(line,1020,fp)){
+ int class,per;
+ if(line[0] == '/' && line[1] == '/')
+ continue;
+ memset(str,0,sizeof(str));
+ for(j=0,p=line;j<3 && p;j++){
+ str[j]=p;
+ p=strchr(p,',');
+ if(p) *p++=0;
+ }
+
+ if(str[0]==NULL || str[2]==NULL)
+ continue;
+
+ class = atoi(str[0]);
+ per=atoi(str[2]);
+ if((class>1000 && class<=2000) || class==0)
+ mob_db[class].summonper[i]=per;
+ }
+ fclose(fp);
+ printf("read %s done\n",mobfile[i]);
+ }
+ return 0;
+}
+/*==========================================
+ * db/mob_skill_db.txt reading
+ *------------------------------------------
+ */
+static int mob_readskilldb(void)
+{
+ FILE *fp;
+ char line[1024];
+ int i;
+
+ const struct {
+ char str[32];
+ int id;
+ } cond1[] = {
+ { "always", MSC_ALWAYS },
+ { "myhpltmaxrate", MSC_MYHPLTMAXRATE },
+ { "friendhpltmaxrate",MSC_FRIENDHPLTMAXRATE },
+ { "mystatuson", MSC_MYSTATUSON },
+ { "mystatusoff", MSC_MYSTATUSOFF },
+ { "friendstatuson", MSC_FRIENDSTATUSON },
+ { "friendstatusoff", MSC_FRIENDSTATUSOFF },
+ { "attackpcgt", MSC_ATTACKPCGT },
+ { "attackpcge", MSC_ATTACKPCGE },
+ { "slavelt", MSC_SLAVELT },
+ { "slavele", MSC_SLAVELE },
+ { "closedattacked", MSC_CLOSEDATTACKED },
+ { "longrangeattacked",MSC_LONGRANGEATTACKED },
+ { "skillused", MSC_SKILLUSED },
+ { "casttargeted", MSC_CASTTARGETED },
+ }, cond2[] ={
+ { "anybad", -1 },
+ { "stone", SC_STONE },
+ { "freeze", SC_FREEZE },
+ { "stan", SC_STAN },
+ { "sleep", SC_SLEEP },
+ { "poison", SC_POISON },
+ { "curse", SC_CURSE },
+ { "silence", SC_SILENCE },
+ { "confusion", SC_CONFUSION },
+ { "blind", SC_BLIND },
+ { "hiding", SC_HIDING },
+ { "sight", SC_SIGHT },
+ }, state[] = {
+ { "any", -1 },
+ { "idle", MSS_IDLE },
+ { "walk", MSS_WALK },
+ { "attack", MSS_ATTACK },
+ { "dead", MSS_DEAD },
+ { "loot", MSS_LOOT },
+ { "chase", MSS_CHASE },
+ }, target[] = {
+ { "target", MST_TARGET },
+ { "self", MST_SELF },
+ { "friend", MST_FRIEND },
+ { "around5", MST_AROUND5 },
+ { "around6", MST_AROUND6 },
+ { "around7", MST_AROUND7 },
+ { "around8", MST_AROUND8 },
+ { "around1", MST_AROUND1 },
+ { "around2", MST_AROUND2 },
+ { "around3", MST_AROUND3 },
+ { "around4", MST_AROUND4 },
+ { "around", MST_AROUND },
+ };
+
+ int x;
+ char *filename[]={ "db/mob_skill_db.txt","db/mob_skill_db2.txt" };
+
+ for(x=0;x<2;x++){
+
+ fp=fopen(filename[x],"r");
+ if(fp==NULL){
+ if(x==0)
+ printf("can't read %s\n",filename[x]);
+ continue;
+ }
+ while(fgets(line,1020,fp)){
+ char *sp[20],*p;
+ int mob_id;
+ struct mob_skill *ms;
+ int j=0;
+
+ if(line[0] == '/' && line[1] == '/')
+ continue;
+
+ memset(sp,0,sizeof(sp));
+ for(i=0,p=line;i<18 && p;i++){
+ sp[i]=p;
+ if((p=strchr(p,','))!=NULL)
+ *p++=0;
+ }
+ if( (mob_id=atoi(sp[0]))<=0 )
+ continue;
+
+ if( strcmp(sp[1],"clear")==0 ){
+ memset(mob_db[mob_id].skill,0,sizeof(mob_db[mob_id].skill));
+ mob_db[mob_id].maxskill=0;
+ continue;
+ }
+
+ for(i=0;i<MAX_MOBSKILL;i++)
+ if( (ms=&mob_db[mob_id].skill[i])->skill_id == 0)
+ break;
+ if(i==MAX_MOBSKILL){
+ printf("mob_skill: readdb: too many skill ! [%s] in %d[%s]\n",
+ sp[1],mob_id,mob_db[mob_id].jname);
+ continue;
+ }
+
+ ms->state=atoi(sp[2]);
+ for(j=0;j<sizeof(state)/sizeof(state[0]);j++){
+ if( strcmp(sp[2],state[j].str)==0)
+ ms->state=state[j].id;
+ }
+ ms->skill_id=atoi(sp[3]);
+ ms->skill_lv=atoi(sp[4]);
+ ms->permillage=atoi(sp[5]);
+ ms->casttime=atoi(sp[6]);
+ ms->delay=atoi(sp[7]);
+ ms->cancel=atoi(sp[8]);
+ if( strcmp(sp[8],"yes")==0 ) ms->cancel=1;
+ ms->target=atoi(sp[9]);
+ for(j=0;j<sizeof(target)/sizeof(target[0]);j++){
+ if( strcmp(sp[9],target[j].str)==0)
+ ms->target=target[j].id;
+ }
+ ms->cond1=-1;
+ for(j=0;j<sizeof(cond1)/sizeof(cond1[0]);j++){
+ if( strcmp(sp[10],cond1[j].str)==0)
+ ms->cond1=cond1[j].id;
+ }
+ ms->cond2=atoi(sp[11]);
+ for(j=0;j<sizeof(cond2)/sizeof(cond2[0]);j++){
+ if( strcmp(sp[11],cond2[j].str)==0)
+ ms->cond2=cond2[j].id;
+ }
+ ms->val[0]=atoi(sp[12]);
+ ms->val[1]=atoi(sp[13]);
+ ms->val[2]=atoi(sp[14]);
+ ms->val[3]=atoi(sp[15]);
+ ms->val[4]=atoi(sp[16]);
+ if(sp[17] != NULL && strlen(sp[17])>2)
+ ms->emotion=atoi(sp[17]);
+ else
+ ms->emotion=-1;
+ mob_db[mob_id].maxskill=i+1;
+ }
+ fclose(fp);
+ printf("read %s done\n",filename[x]);
+ }
+ return 0;
+}
+
+void mob_reload(void)
+{
+ /*
+
+ <empty monster database>
+ mob_read();
+
+ */
+
+ do_init_mob();
+}
+
+#ifndef TXT_ONLY
+/*==========================================
+ * SQL reading
+ *------------------------------------------
+ */
+static int mob_read_sqldb(void)
+{
+ char line[1024];
+ int i,class,ln=0;
+ char *str[55],*p,*np;
+
+ memset(mob_db,0,sizeof(mob_db));
+
+ sprintf (tmp_sql, "SELECT * FROM `%s`",mob_db_db);
+ if(mysql_query(&mmysql_handle, tmp_sql) ) {
+ printf("DB server Error (select %s to Memory)- %s\n",mob_db_db,mysql_error(&mmysql_handle) );
+ }
+ sql_res = mysql_store_result(&mmysql_handle);
+ if (sql_res) {
+ while((sql_row = mysql_fetch_row(sql_res))){
+ sprintf(line,"%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s,%s",
+ sql_row[0],sql_row[1],sql_row[2],sql_row[3],sql_row[4],
+ sql_row[5],sql_row[6],sql_row[7],sql_row[8],sql_row[9],
+ sql_row[10],sql_row[11],sql_row[12],sql_row[13],sql_row[14],
+ sql_row[15],sql_row[16],sql_row[17],sql_row[18],sql_row[19],
+ sql_row[20],sql_row[21],sql_row[22],sql_row[23],sql_row[24],
+ sql_row[25],sql_row[26],sql_row[27],sql_row[28],sql_row[29],
+ sql_row[30],sql_row[31],sql_row[32],sql_row[33],sql_row[34],
+ sql_row[35],sql_row[36],sql_row[37],sql_row[38],sql_row[39],
+ sql_row[40],sql_row[41],sql_row[42],sql_row[43],sql_row[44],
+ sql_row[45],sql_row[46],sql_row[47],sql_row[48],sql_row[49],
+ sql_row[50],sql_row[51],sql_row[52]);
+
+ for(i=0,p=line;i<55;i++){
+ if((np=strchr(p,','))!=NULL){
+ str[i]=p;
+ *np=0;
+ p=np+1;
+ } else
+ str[i]=p;
+ }
+
+ class=atoi(str[0]);
+ if(class<=1000 || class>2000)
+ continue;
+
+ ln++;
+
+ mob_db[class].view_class=class;
+ memcpy(mob_db[class].name,str[1],24);
+ memcpy(mob_db[class].jname,str[2],24);
+ mob_db[class].lv=atoi(str[3]);
+ mob_db[class].max_hp=atoi(str[4]);
+ mob_db[class].max_sp=atoi(str[5]);
+ mob_db[class].base_exp=atoi(str[6])*
+ battle_config.base_exp_rate/100;
+ if(mob_db[class].base_exp <= 0)
+ mob_db[class].base_exp = 1;
+ mob_db[class].job_exp=atoi(str[7])*
+ battle_config.job_exp_rate/100;
+ if(mob_db[class].job_exp <= 0)
+ mob_db[class].job_exp = 1;
+ mob_db[class].range=atoi(str[8]);
+ mob_db[class].atk1=atoi(str[9]);
+ mob_db[class].atk2=atoi(str[10]);
+ mob_db[class].def=atoi(str[11]);
+ mob_db[class].mdef=atoi(str[12]);
+ mob_db[class].str=atoi(str[13]);
+ mob_db[class].agi=atoi(str[14]);
+ mob_db[class].vit=atoi(str[15]);
+ mob_db[class].int_=atoi(str[16]);
+ mob_db[class].dex=atoi(str[17]);
+ mob_db[class].luk=atoi(str[18]);
+ mob_db[class].range2=atoi(str[19]);
+ mob_db[class].range3=atoi(str[20]);
+ mob_db[class].size=atoi(str[21]);
+ mob_db[class].race=atoi(str[22]);
+ mob_db[class].element=atoi(str[23]);
+ mob_db[class].mode=atoi(str[24]);
+ mob_db[class].speed=atoi(str[25]);
+ mob_db[class].adelay=atoi(str[26]);
+ mob_db[class].amotion=atoi(str[27]);
+ mob_db[class].dmotion=atoi(str[28]);
+
+ for(i=0;i<8;i++){
+ int rate = 0,type,ratemin,ratemax;
+ mob_db[class].dropitem[i].nameid=atoi(str[29+i*2]);
+ type = itemdb_type(mob_db[class].dropitem[i].nameid);
+ if (type == 0) { // Added by Valaris
+ rate = battle_config.item_rate_heal;
+ ratemin = battle_config.item_drop_heal_min;
+ ratemax = battle_config.item_drop_heal_max;
+ }
+ else if (type == 2) {
+ rate = battle_config.item_rate_use;
+ ratemin = battle_config.item_drop_use_min;
+ ratemax = battle_config.item_drop_use_max; // End
+ }
+ else if (type == 4 || type == 5 || type == 8) { // Changed to include Pet Equip
+ rate = battle_config.item_rate_equip;
+ ratemin = battle_config.item_drop_equip_min;
+ ratemax = battle_config.item_drop_equip_max;
+ }
+ else if (type == 6) {
+ rate = battle_config.item_rate_card;
+ ratemin = battle_config.item_drop_card_min;
+ ratemax = battle_config.item_drop_card_max;
+ }
+ else {
+ rate = battle_config.item_rate_common;
+ ratemin = battle_config.item_drop_common_min;
+ ratemax = battle_config.item_drop_common_max;
+ }
+ rate = (rate / 100) * atoi(str[30+i*2]);
+ rate = (rate < ratemin)? ratemin: (rate > ratemax)? ratemax: rate;
+ mob_db[class].dropitem[i].p = rate;
+ }
+
+ mob_db[class].mexp=atoi(str[45])*battle_config.mvp_exp_rate/100;
+ mob_db[class].mexpper=atoi(str[46]);
+ for(i=0;i<3;i++){
+ mob_db[class].mvpitem[i].nameid=atoi(str[47+i*2]);
+ mob_db[class].mvpitem[i].p=atoi(str[48+i*2])*battle_config.mvp_item_rate/100;
+ }
+ for(i=0;i<MAX_RANDOMMONSTER;i++)
+ mob_db[class].summonper[i]=0;
+ mob_db[class].maxskill=0;
+
+ mob_db[class].sex=0;
+ mob_db[class].hair=0;
+ mob_db[class].hair_color=0;
+ mob_db[class].weapon=0;
+ mob_db[class].shield=0;
+ mob_db[class].head_top=0;
+ mob_db[class].head_mid=0;
+ mob_db[class].head_buttom=0;
+ }
+ mysql_free_result(sql_res);
+ printf("read %s done (count=%d)\n",mob_db_db,ln);
+ }
+ return 0;
+}
+
+#endif /* not TXT_ONLY */
+/*==========================================
+ * Circumference initialization of mob
+ *------------------------------------------
+ */
+int do_init_mob(void)
+{
+#ifndef TXT_ONLY
+ if(db_use_sqldbs)
+ mob_read_sqldb();
+ else
+#endif /* TXT_ONLY */
+ mob_readdb();
+
+ mob_readdb_mobavail();
+ mob_read_randommonster();
+ mob_readskilldb();
+
+ add_timer_func_list(mob_timer,"mob_timer");
+ 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_delay_item_drop2,"mob_delay_item_drop2");
+ add_timer_func_list(mob_ai_hard,"mob_ai_hard");
+ add_timer_func_list(mob_ai_lazy,"mob_ai_lazy");
+ add_timer_func_list(mobskill_castend_id,"mobskill_castend_id");
+ add_timer_func_list(mobskill_castend_pos,"mobskill_castend_pos");
+ add_timer_func_list(mob_timer_delete,"mob_timer_delete");
+ 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;
+}