// $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)) && (i++) < 2000);
			if(i>=2000){
				class=mob_db[0].summonper[j];
			}
		}else{
			return 0;
		}
//		if(battle_config.etc_log)
//			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) 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;	// 一度のみフラグ
		md->spawndelay2=-1;	// 一度のみフラグ

		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)	// 値が異常なら召喚を止める
		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){	// 検索に失敗したので以前に沸いた場所を使う
				x=lx;
				y=ly;
			}else
				return 0;	// 最初に沸く場所の検索を失敗したのでやめる
		}
		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);	// スキルユニットの検査
	}
	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);	// とまったときに位置の再送信
	}
	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);	// ステータス異常を解除する
		skill_clear_unitgroup(&md->bl);	// 全てのスキルユニットグループを削除する
		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!=BL_MOB)
		return 1;

	if(md->timer != tid){
		if(battle_config.error_log)
			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)
			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->guild_id = 0;
	if (md->class >= 1285 && md->class <= 1288) {
		struct guild_castle *gc=guild_mapname2gc(map[md->bl.m].name);
		if(gc)
			md->guild_id = gc->guild_id;
	}
	
	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 <= 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){
			nullpo_retr(0, sd=(struct map_session_data *)bl);
			if(!gc)
				return 0;
			if(gc && sd && sd->status.guild_id) {
			g=guild_search(sd->status.guild_id);	// don't attack guild members [Valaris]
				if(g && 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 )	// 同じマス
		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)
						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){
		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->bl.type!=BL_MOB)
		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){
		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){
		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)
			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) {
			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)
				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)
				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)
//			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)
			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)
		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) {
		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) {
		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)
		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)
		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)
		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;
}
