#include "skill.hpp"
#include <cassert>
#include <cstdlib>
#include <cstring>
#include <ctime>
#include <fstream>
#include "../common/cxxstdio.hpp"
#include "../common/extract.hpp"
#include "../common/io.hpp"
#include "../common/nullpo.hpp"
#include "../common/random.hpp"
#include "../common/socket.hpp"
#include "../common/timer.hpp"
#include "battle.hpp"
#include "clif.hpp"
#include "magic.hpp"
#include "map.hpp"
#include "mob.hpp"
#include "pc.hpp"
#include "../poison.hpp"
struct skill_name_db skill_names[] =
{
{SkillID::AC_OWL, "OWL", "Owl's_Eye"},
{SkillID::NPC_EMOTION, "EMOTION", "NPC_EMOTION"},
{SkillID::NPC_POISON, "POISON", "NPC_POISON"},
{SkillID::NPC_SELFDESTRUCTION, "SELFDESTRUCTION", "Kabooooom!"},
{SkillID::NPC_SUMMONSLAVE, "SUMMONSLAVE", "NPC_SUMMONSLAVE"},
{SkillID::NV_EMOTE, "EMOTE", "Emote_Skill"},
{SkillID::NV_TRADE, "TRADE", "Trade_Skill"},
{SkillID::NV_PARTY, "PARTY", "Party_Skill"},
{SkillID::TMW_MAGIC, "MAGIC", "General Magic"},
{SkillID::TMW_MAGIC_LIFE, "MAGIC_LIFE", "Life Magic"},
{SkillID::TMW_MAGIC_WAR, "MAGIC_WAR", "War Magic"},
{SkillID::TMW_MAGIC_TRANSMUTE, "MAGIC_TRANSMUTE", "Transmutation Magic"},
{SkillID::TMW_MAGIC_NATURE, "MAGIC_NATURE", "Nature Magic"},
{SkillID::TMW_MAGIC_ETHER, "MAGIC_ETHER", "Astral Magic"},
{SkillID::TMW_MAGIC_DARK, "MAGIC_DARK", "Dark Magic"},
{SkillID::TMW_MAGIC_LIGHT, "MAGIC_LIGHT", "Light Magic"},
{SkillID::TMW_BRAWLING, "BRAWLING", "Brawling"},
{SkillID::TMW_LUCKY_COUNTER, "LUCKY_COUNTER", "Lucky Counter"},
{SkillID::TMW_SPEED, "SPEED", "Speed"},
{SkillID::TMW_RESIST_POISON, "RESIST_POISON", "Resist Poison"},
{SkillID::TMW_ASTRAL_SOUL, "ASTRAL_SOUL", "Astral Soul"},
{SkillID::TMW_RAGING, "RAGING", "Raging"},
{SkillID::ZERO, "", ""}
};
earray<skill_db_, SkillID, SkillID::MAX_SKILL_DB> skill_db;
static
int skill_attack(BF attack_type, dumb_ptr<block_list> src,
dumb_ptr<block_list> dsrc, dumb_ptr<block_list> bl,
SkillID skillid, int skilllv, tick_t tick, BCT flag);
static
void skill_status_change_timer(TimerData *tid, tick_t tick,
int id, StatusChange type);
int skill_get_hit(SkillID id)
{
return skill_db[id].hit;
}
int skill_get_inf(SkillID id)
{
return skill_db[id].inf;
}
int skill_get_nk(SkillID id)
{
return skill_db[id].nk;
}
int skill_get_max(SkillID id)
{
return skill_db[id].max;
}
int skill_get_max_raise(SkillID id)
{
return skill_db[id].max_raise;
}
int skill_get_range(SkillID id, int lv)
{
return (lv <= 0) ? 0 : skill_db[id].range_k;
}
int skill_get_sp(SkillID id, int lv)
{
return (lv <= 0) ? 0 : skill_db[id].sp[lv - 1];
}
int skill_get_num(SkillID id, int lv)
{
return (lv <= 0) ? 0 : skill_db[id].num_k;
}
int skill_get_cast(SkillID id, int lv)
{
return (lv <= 0) ? 0 : skill_db[id].cast[lv - 1];
}
int skill_get_delay(SkillID id, int lv)
{
return (lv <= 0) ? 0 : skill_db[id].delay[lv - 1];
}
int skill_get_inf2(SkillID id)
{
return skill_db[id].inf2;
}
int skill_get_maxcount(SkillID id)
{
return skill_db[id].maxcount;
}
static
int skill_get_castnodex(SkillID id, int lv)
{
return (lv <= 0) ? 0 : skill_db[id].castnodex[lv - 1];
}
/*==========================================
* スキル追加効果
*------------------------------------------
*/
int skill_additional_effect(dumb_ptr<block_list> src, dumb_ptr<block_list> bl,
SkillID skillid, int skilllv)
{
dumb_ptr<map_session_data> sd = NULL;
dumb_ptr<mob_data> md = NULL;
int luk;
int sc_def_mdef, sc_def_vit, sc_def_int, sc_def_luk;
int sc_def_phys_shield_spell;
nullpo_ret(src);
nullpo_ret(bl);
if (skilllv < 0)
return 0;
if (src->bl_type == BL::PC)
{
sd = src->as_player();
}
else if (src->bl_type == BL::MOB)
{
md = src->as_mob();
}
sc_def_phys_shield_spell = 0;
if (battle_get_sc_data(bl)[StatusChange::SC_PHYS_SHIELD].timer)
sc_def_phys_shield_spell =
battle_get_sc_data(bl)[StatusChange::SC_PHYS_SHIELD].val1;
//対象の耐性
luk = battle_get_luk(bl);
sc_def_mdef = 100 - (3 + battle_get_mdef(bl) + luk / 3);
sc_def_vit = 100 - (3 + battle_get_vit(bl) + luk / 3);
sc_def_int = 100 - (3 + battle_get_int(bl) + luk / 3);
sc_def_luk = 100 - (3 + luk);
//自分の耐性
luk = battle_get_luk(src);
if (bl->bl_type == BL::MOB)
{
if (sc_def_mdef > 50)
sc_def_mdef = 50;
if (sc_def_vit > 50)
sc_def_vit = 50;
if (sc_def_int > 50)
sc_def_int = 50;
if (sc_def_luk > 50)
sc_def_luk = 50;
}
if (sc_def_mdef < 0)
sc_def_mdef = 0;
if (sc_def_vit < 0)
sc_def_vit = 0;
if (sc_def_int < 0)
sc_def_int = 0;
switch (skillid)
{
case SkillID::NPC_POISON:
// blame Fate for this
if (random_::chance({50 - (sc_def_vit >> 2) - (sc_def_phys_shield_spell) + (skilllv >> 2), 100}))
skill_status_change_start(bl, StatusChange::SC_POISON, skilllv, static_cast<interval_t>(skilllv));
break;
}
return 0;
}
/*
* =========================================================================
* スキル攻撃効果処理まとめ
* flagの説明。16進図
* 00XRTTff
* ff = magicで計算に渡される)
* TT = パケットのtype部分(0でデフォルト)
* X = パケットのスキルLv
* R = 予約(skill_area_subで使用する)
*-------------------------------------------------------------------------
*/
int skill_attack(BF attack_type, dumb_ptr<block_list> src,
dumb_ptr<block_list> dsrc, dumb_ptr<block_list> bl,
SkillID skillid, int skilllv, tick_t tick, BCT flag)
{
struct Damage dmg;
eptr<struct status_change, StatusChange> sc_data;
int type, lv, damage;
nullpo_ret(src);
nullpo_ret(dsrc);
nullpo_ret(bl);
sc_data = battle_get_sc_data(bl);
//何もしない判定ここから
if (dsrc->bl_m != bl->bl_m) //対象が同じマップにいなければ何もしない
return 0;
if (src->bl_prev == NULL || dsrc->bl_prev == NULL || bl->bl_prev == NULL) //prevよくわからない※
return 0;
if (src->bl_type == BL::PC && pc_isdead(src->as_player())) //術者?がPCですでに死んでいたら何もしない
return 0;
if (dsrc->bl_type == BL::PC && pc_isdead(dsrc->as_player())) //術者?がPCですでに死んでいたら何もしない
return 0;
if (bl->bl_type == BL::PC && pc_isdead(bl->as_player())) //対象がPCですでに死んでいたら何もしない
return 0;
//何もしない判定ここまで
type = -1;
lv = flag.level;
dmg = battle_calc_attack(attack_type, src, bl, skillid, skilllv, flag.lo); //ダメージ計算
damage = dmg.damage + dmg.damage2;
if (lv == 15)
lv = -1;
if (flag.mid)
type = flag.mid;
switch (skillid)
{
case SkillID::NPC_SELFDESTRUCTION:
break;
default:
clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion,
damage, dmg.div_, skillid,
(lv != 0) ? lv : skilllv,
(skillid == SkillID::ZERO) ? 5 : type);
}
MapBlockLock lock;
/* 実際にダメージ処理を行う */
battle_damage(src, bl, damage, 0);
/* ダメージがあるなら追加効果判定 */
if (bl->bl_prev != NULL)
{
dumb_ptr<map_session_data> sd = bl->as_player();
if (bl->bl_type != BL::PC || !pc_isdead(sd))
{
if (damage > 0)
skill_additional_effect(src, bl, skillid, skilllv);
if (bl->bl_type == BL::MOB && src != bl) /* スキル使用条件のMOBスキル */
{
dumb_ptr<mob_data> md = bl->as_mob();
if (battle_config.mob_changetarget_byskill == 1)
{
int target;
target = md->target_id;
if (src->bl_type == BL::PC)
md->target_id = src->bl_id;
mobskill_use(md, tick, MobSkillCondition::ANY);
md->target_id = target;
}
else
mobskill_use(md, tick, MobSkillCondition::ANY);
}
}
}
if (src->bl_type == BL::PC
&& bool(dmg.flag & BF::WEAPON)
&& src != bl
&& src == dsrc
&& damage > 0)
{
dumb_ptr<map_session_data> sd = src->as_player();
int hp = 0, sp = 0;
if (sd->hp_drain_rate && dmg.damage > 0
&& random_::chance({sd->hp_drain_rate, 100}))
{
hp += (dmg.damage * sd->hp_drain_per) / 100;
}
if (sd->hp_drain_rate_ && dmg.damage2 > 0
&& random_::chance({sd->hp_drain_rate_, 100}))
{
hp += (dmg.damage2 * sd->hp_drain_per_) / 100;
}
if (sd->sp_drain_rate > 0 && dmg.damage > 0
&& random_::chance({sd->sp_drain_rate, 100}))
{
sp += (dmg.damage * sd->sp_drain_per) / 100;
}
if (sd->sp_drain_rate_ > 0 && dmg.damage2 > 0
&& random_::chance({sd->sp_drain_rate_, 100}))
{
sp += (dmg.damage2 * sd->sp_drain_per_) / 100;
}
if (hp || sp)
pc_heal(sd, hp, sp);
}
return (dmg.damage + dmg.damage2); /* 与ダメを返す */
}
typedef int(*SkillFunc)(dumb_ptr<block_list>, dumb_ptr<block_list>,
SkillID, int,
tick_t, BCT);
static
void skill_area_sub(dumb_ptr<block_list> bl,
dumb_ptr<block_list> src, SkillID skill_id, int skill_lv,
tick_t tick, BCT flag, SkillFunc func)
{
nullpo_retv(bl);
if (bl->bl_type != BL::PC && bl->bl_type != BL::MOB)
return;
if (battle_check_target(src, bl, flag) > 0)
func(src, bl, skill_id, skill_lv, tick, flag);
}
/* 範囲スキル使用処理小分けここまで
* -------------------------------------------------------------------------
*/
// these variables are set in the 'else' branches,
// and used in the (recursive) 'if' branch
static int skill_area_temp_id, skill_area_temp_hp;
/*==========================================
* スキル使用(詠唱完了、ID指定攻撃系)
* (スパゲッティに向けて1歩前進!(ダメポ))
*------------------------------------------
*/
int skill_castend_damage_id(dumb_ptr<block_list> src, dumb_ptr<block_list> bl,
SkillID skillid, int skilllv,
tick_t tick, BCT flag)
{
dumb_ptr<map_session_data> sd = NULL;
nullpo_retr(1, src);
nullpo_retr(1, bl);
if (src->bl_type == BL::PC)
sd = src->as_player();
if (sd && pc_isdead(sd))
return 1;
if (bl->bl_prev == NULL)
return 1;
if (bl->bl_type == BL::PC && pc_isdead(bl->as_player()))
return 1;
MapBlockLock lock;
switch (skillid)
{
case SkillID::NPC_POISON:
skill_attack(BF::WEAPON, src, src, bl, skillid, skilllv, tick,
flag);
break;
case SkillID::NPC_SELFDESTRUCTION: /* 自爆 */
if (flag.lo & 1)
{
/* 個別にダメージを与える */
if (src->bl_type == BL::MOB)
{
dumb_ptr<mob_data> mb = src->as_mob();
mb->hp = skill_area_temp_hp;
if (bl->bl_id != skill_area_temp_id)
skill_attack(BF::MISC, src, src, bl,
SkillID::NPC_SELFDESTRUCTION, skilllv, tick,
flag);
mb->hp = 1;
}
}
else
{
dumb_ptr<mob_data> md = src->as_mob();
{
skill_area_temp_id = bl->bl_id;
skill_area_temp_hp = battle_get_hp(src);
map_foreachinarea(std::bind(skill_area_sub, ph::_1, src, skillid, skilllv,
tick, flag | BCT_ENEMY | BCT_lo_x01, skill_castend_damage_id),
bl->bl_m,
bl->bl_x - 5, bl->bl_y - 5,
bl->bl_x + 5, bl->bl_y + 5,
BL::NUL);
battle_damage(src, src, md->hp, 0);
}
}
break;
/* HP吸収/HP吸収魔法 */
case SkillID::ZERO:
if (sd)
{
if (flag.lo & 3)
{
if (bl->bl_id != skill_area_temp_id)
skill_attack(BF::WEAPON, src, src, bl, skillid,
skilllv, tick, BCT_mid_x05);
}
else
{
// TODO does this happen?
skill_area_temp_id = bl->bl_id;
map_foreachinarea(std::bind(skill_area_sub, ph::_1, src, skillid, skilllv,
tick, flag | BCT_ENEMY | BCT_lo_x01, skill_castend_damage_id),
bl->bl_m,
bl->bl_x - 0, bl->bl_y - 0,
bl->bl_x + 0, bl->bl_y + 0,
BL::NUL);
}
}
break;
default:
return 1;
}
return 0;
}
/*==========================================
* スキル使用(詠唱完了、ID指定支援系)
*------------------------------------------
*/
// skillid.nk == 1
// so skillid in (SkillID::NPC_SUMMONSLAVE, SkillID::NPC_EMOTION)
int skill_castend_nodamage_id(dumb_ptr<block_list> src, dumb_ptr<block_list> bl,
SkillID skillid, int skilllv)
{
dumb_ptr<map_session_data> sd = NULL;
dumb_ptr<map_session_data> dstsd = NULL;
dumb_ptr<mob_data> md = NULL;
dumb_ptr<mob_data> dstmd = NULL;
int sc_def_vit, sc_def_mdef, strip_fix;
nullpo_retr(1, src);
nullpo_retr(1, bl);
if (src->bl_type == BL::PC)
sd = src->as_player();
else if (src->bl_type == BL::MOB)
md = src->as_mob();
sc_def_vit = 100 - (3 + battle_get_vit(bl) + battle_get_luk(bl) / 3);
sc_def_vit = 100 - (3 + battle_get_vit(bl) + battle_get_luk(bl) / 3);
sc_def_mdef = 100 - (3 + battle_get_mdef(bl) + battle_get_luk(bl) / 3);
strip_fix = battle_get_dex(src) - battle_get_dex(bl);
if (bl->bl_type == BL::PC)
{
dstsd = bl->as_player();
}
else if (bl->bl_type == BL::MOB)
{
dstmd = bl->as_mob();
if (sc_def_vit > 50)
sc_def_vit = 50;
if (sc_def_mdef > 50)
sc_def_mdef = 50;
}
if (sc_def_vit < 0)
sc_def_vit = 0;
if (sc_def_mdef < 0)
sc_def_mdef = 0;
if (strip_fix < 0)
strip_fix = 0;
if (bl == NULL || bl->bl_prev == NULL)
return 1;
if (sd && pc_isdead(sd))
return 1;
if (dstsd && pc_isdead(dstsd))
return 1;
MapBlockLock lock;
switch (skillid)
{
case SkillID::NPC_SUMMONSLAVE:
if (md && !md->master_id)
{
mob_summonslave(md,
md->skillidx->val,
skilllv,
1);
}
break;
case SkillID::NPC_EMOTION:
if (md)
clif_emotion(md,
md->skillidx->val[0]);
break;
}
return 0;
}
/*==========================================
* 詠唱時間計算
*------------------------------------------
*/
interval_t skill_castfix(dumb_ptr<block_list> bl, interval_t interval)
{
dumb_ptr<mob_data> md; // [Valaris]
eptr<struct status_change, StatusChange> sc_data;
int dex;
int castrate = 100;
SkillID skill;
int lv, castnodex;
nullpo_retr(interval_t::zero(), bl);
if (bl->bl_type == BL::MOB)
{ // Crash fix [Valaris]
md = bl->as_mob();
skill = md->skillid;
lv = md->skilllv;
}
else
{
skill = SkillID::ZERO;
lv = 0;
}
sc_data = battle_get_sc_data(bl);
dex = battle_get_dex(bl);
if (skill > SkillID::MAX_SKILL_DB /*|| skill < SkillID()*/)
return interval_t::zero();
castnodex = skill_get_castnodex(skill, lv);
if (interval == interval_t::zero())
return interval_t::zero();
if (castnodex > 0 && bl->bl_type == BL::PC)
castrate = 100;
else if (castnodex <= 0 && bl->bl_type == BL::PC)
{
castrate = 100;
interval =
interval * castrate * (battle_config.castrate_dex_scale -
dex) / (battle_config.castrate_dex_scale *
100);
interval = interval * battle_config.casting_rate / 100;
}
return std::max(interval, interval_t::zero());
}
/*==========================================
* ディレイ計算
*------------------------------------------
*/
interval_t skill_delayfix(dumb_ptr<block_list> bl, interval_t interval)
{
eptr<struct status_change, StatusChange> sc_data;
nullpo_retr(interval_t::zero(), bl);
sc_data = battle_get_sc_data(bl);
if (interval <= interval_t::zero())
return interval_t::zero();
if (bl->bl_type == BL::PC)
{
if (battle_config.delay_dependon_dex) /* dexの影響を計算する */
interval =
interval * (battle_config.castrate_dex_scale -
battle_get_dex(bl)) /
battle_config.castrate_dex_scale;
interval = interval * battle_config.delay_rate / 100;
}
return std::max(interval, interval_t::zero());
}
/*==========================================
* スキル詠唱キャンセル
*------------------------------------------
*/
int skill_castcancel(dumb_ptr<block_list> bl, int)
{
nullpo_ret(bl);
if (bl->bl_type == BL::PC)
{
dumb_ptr<map_session_data> sd = bl->as_player();
tick_t tick = gettick();
sd->canact_tick = tick;
sd->canmove_tick = tick;
return 0;
}
else if (bl->bl_type == BL::MOB)
{
dumb_ptr<mob_data> md = bl->as_mob();
if (md->skilltimer)
{
md->skilltimer.cancel();
clif_skillcastcancel(bl);
}
return 0;
}
return 1;
}
/*----------------------------------------------------------------------------
* ステータス異常
*----------------------------------------------------------------------------
*/
/*==========================================
* ステータス異常終了
*------------------------------------------
*/
int skill_status_change_active(dumb_ptr<block_list> bl, StatusChange type)
{
eptr<struct status_change, StatusChange> sc_data;
nullpo_ret(bl);
if (bl->bl_type != BL::PC && bl->bl_type != BL::MOB)
{
if (battle_config.error_log)
PRINTF("skill_status_change_active: neither MOB nor PC !\n");
return 0;
}
sc_data = battle_get_sc_data(bl);
if (not sc_data)
return 0;
return bool(sc_data[type].timer);
}
void skill_status_change_end(dumb_ptr<block_list> bl, StatusChange type, TimerData *tid)
{
eptr<struct status_change, StatusChange> sc_data;
int opt_flag = 0, calc_flag = 0;
short *sc_count;
Option *option;
Opt1 *opt1;
Opt2 *opt2;
Opt3 *opt3;
nullpo_retv(bl);
if (bl->bl_type != BL::PC && bl->bl_type != BL::MOB)
{
if (battle_config.error_log)
PRINTF("skill_status_change_end: neither MOB nor PC !\n");
return;
}
sc_data = battle_get_sc_data(bl);
if (not sc_data)
return;
sc_count = battle_get_sc_count(bl);
nullpo_retv(sc_count);
option = battle_get_option(bl);
nullpo_retv(option);
opt1 = battle_get_opt1(bl);
nullpo_retv(opt1);
opt2 = battle_get_opt2(bl);
nullpo_retv(opt2);
opt3 = battle_get_opt3(bl);
nullpo_retv(opt3);
// status_change_end can be called 2 ways: automatically by a timer,
// or manually to cancel it.
if (!tid) // if this is a cancel
{
// and it was not active
if (!sc_data[type].timer)
// there's nothing to do
return;
// if it was active, cancel it
sc_data[type].timer.cancel();
}
// whether we are the timer or a cancel no longer matters
assert (!sc_data[type].timer);
assert ((*sc_count) > 0);
(*sc_count)--;
switch (type)
{ /* 異常の種類ごとの処理 */
case StatusChange::SC_SPEEDPOTION0: /* 増速ポーション */
case StatusChange::SC_ATKPOT: /* attack potion [Valaris] */
case StatusChange::SC_MATKPOT: /* magic attack potion [Valaris] */
case StatusChange::SC_PHYS_SHIELD:
case StatusChange::SC_HASTE:
calc_flag = 1;
break;
/* option2 */
case StatusChange::SC_POISON: /* 毒 */
calc_flag = 1;
break;
}
if (bl->bl_type == BL::PC && type < StatusChange::SC_SENDMAX)
clif_status_change(bl, type, 0); /* アイコン消去 */
switch (type)
{
case StatusChange::SC_POISON:
*opt2 &= ~Opt2::_poison;
opt_flag = 1;
break;
case StatusChange::SC_SLOWPOISON:
if (sc_data[StatusChange::SC_POISON].timer)
*opt2 |= Opt2::_poison;
*opt2 &= ~Opt2::_slowpoison;
opt_flag = 1;
break;
case StatusChange::SC_SPEEDPOTION0:
*opt2 &= ~Opt2::_speedpotion0;
opt_flag = 1;
break;
case StatusChange::SC_ATKPOT:
*opt2 &= ~Opt2::_atkpot;
opt_flag = 1;
break;
}
if (opt_flag) /* optionの変更を伝える */
clif_changeoption(bl);
if (bl->bl_type == BL::PC && calc_flag)
pc_calcstatus(bl->as_player(), 0); /* ステータス再計算 */
}
int skill_update_heal_animation(dumb_ptr<map_session_data> sd)
{
const Opt2 mask = Opt2::_heal;
nullpo_ret(sd);
bool was_active = bool(sd->opt2 & mask);
bool is_active = sd->quick_regeneration_hp.amount > 0;
if (was_active == is_active)
return 0; // no update
if (is_active)
sd->opt2 |= mask;
else
sd->opt2 &= ~mask;
return clif_changeoption(sd);
}
/*==========================================
* ステータス異常終了タイマー
*------------------------------------------
*/
void skill_status_change_timer(TimerData *tid, tick_t tick, int id, StatusChange type)
{
dumb_ptr<block_list> bl;
dumb_ptr<map_session_data> sd = NULL;
eptr<struct status_change, StatusChange> sc_data;
//short *sc_count; //使ってない?
if ((bl = map_id2bl(id)) == NULL)
return;
//該当IDがすでに消滅しているというのはいかにもありそうなのでスルーしてみる
sc_data = battle_get_sc_data(bl);
if (not sc_data)
return;
if (bl->bl_type == BL::PC)
sd = bl->as_player();
//sc_count=battle_get_sc_count(bl); //使ってない?
if (sc_data[type].spell_invocation)
{ // Must report termination
spell_effect_report_termination(sc_data[type].spell_invocation,
bl->bl_id, type, 0);
sc_data[type].spell_invocation = 0;
}
switch (type)
{
case StatusChange::SC_POISON:
if (!sc_data[StatusChange::SC_SLOWPOISON].timer)
{
const int resist_poison =
skill_power_bl(bl, SkillID::TMW_RESIST_POISON) >> 3;
if (resist_poison)
sc_data[type].val1 -= random_::in(0, resist_poison);
if ((--sc_data[type].val1) > 0)
{
int hp = battle_get_max_hp(bl);
if (battle_get_hp(bl) > hp >> 4)
{
if (bl->bl_type == BL::PC)
{
hp = 3 + hp * 3 / 200;
pc_heal(bl->as_player(), -hp, 0);
}
else if (bl->bl_type == BL::MOB)
{
dumb_ptr<mob_data> md = bl->as_mob();
hp = 3 + hp / 200;
md->hp -= hp;
}
}
sc_data[type].timer = Timer(tick + std::chrono::seconds(1),
std::bind(skill_status_change_timer, ph::_1, ph::_2,
bl->bl_id, type));
return;
}
}
else
{
sc_data[type].timer = Timer(tick + std::chrono::seconds(2),
std::bind(skill_status_change_timer, ph::_1, ph::_2,
bl->bl_id, type));
return;
}
break;
// If you manually reschedule the timer, you MUST skip the
// call to skill_status_change_end below.
/* 時間切れ無し?? */
case StatusChange::SC_WEIGHT50:
case StatusChange::SC_WEIGHT90:
case StatusChange::SC_BROKNWEAPON:
case StatusChange::SC_BROKNARMOR:
sc_data[type].timer = Timer(tick + std::chrono::minutes(10),
std::bind(skill_status_change_timer, ph::_1, ph::_2,
bl->bl_id, type));
return;
case StatusChange::SC_FLYING_BACKPACK:
clif_updatestatus(sd, SP::WEIGHT);
break;
}
skill_status_change_end(bl, type, tid);
}
/*==========================================
* ステータス異常開始
*------------------------------------------
*/
int skill_status_change_start(dumb_ptr<block_list> bl, StatusChange type,
int val1,
interval_t tick)
{
return skill_status_effect(bl, type, val1, tick, 0);
}
int skill_status_effect(dumb_ptr<block_list> bl, StatusChange type,
int val1,
interval_t tick, int spell_invocation)
{
dumb_ptr<map_session_data> sd = NULL;
eptr<struct status_change, StatusChange> sc_data;
short *sc_count;
Option *option;
Opt1 *opt1;
Opt2 *opt2;
Opt3 *opt3;
int opt_flag = 0, calc_flag = 0;
SP updateflag = SP::ZERO;
int scdef = 0;
nullpo_ret(bl);
sc_data = battle_get_sc_data(bl);
if (not sc_data)
return 0;
sc_count = battle_get_sc_count(bl);
nullpo_ret(sc_count);
option = battle_get_option(bl);
nullpo_ret(option);
opt1 = battle_get_opt1(bl);
nullpo_ret(opt1);
opt2 = battle_get_opt2(bl);
nullpo_ret(opt2);
opt3 = battle_get_opt3(bl);
nullpo_ret(opt3);
switch (type)
{
case StatusChange::SC_POISON:
scdef = 3 + battle_get_vit(bl) + battle_get_luk(bl) / 3;
break;
}
if (scdef >= 100)
return 0;
if (bl->bl_type == BL::PC)
{
sd = bl->as_player();
}
else if (bl->bl_type == BL::MOB)
{
}
else
{
if (battle_config.error_log)
PRINTF("skill_status_change_start: neither MOB nor PC !\n");
return 0;
}
if (sc_data[type].timer)
{ /* すでに同じ異常になっている場合タイマ解除 */
if (sc_data[type].val1 > val1
&& type != StatusChange::SC_SPEEDPOTION0
&& type != StatusChange::SC_ATKPOT
&& type != StatusChange::SC_MATKPOT) // added atk and matk potions [Valaris]
return 0;
if (type == StatusChange::SC_POISON)
return 0;
/* 継ぎ足しができない状態異常である時は状態異常を行わない */
{
(*sc_count)--;
sc_data[type].timer.cancel();
}
}
switch (type)
{
/* 異常の種類ごとの処理 */
case StatusChange::SC_SLOWPOISON:
if (!sc_data[StatusChange::SC_POISON].timer)
return 0;
break;
case StatusChange::SC_SPEEDPOTION0: /* 増速ポーション */
*opt2 |= Opt2::_speedpotion0;
calc_flag = 1;
// val2 = 5*(2+type-StatusChange::SC_SPEEDPOTION0);
break;
/* atk & matk potions [Valaris] */
case StatusChange::SC_ATKPOT:
*opt2 |= Opt2::_atkpot;
FALLTHROUGH;
case StatusChange::SC_MATKPOT:
calc_flag = 1;
break;
/* option2 */
case StatusChange::SC_POISON: /* 毒 */
calc_flag = 1;
{
int sc_def =
100 - (battle_get_vit(bl) + battle_get_luk(bl) / 5);
tick = tick * sc_def / 100;
}
// huh?
tick = std::chrono::seconds(1);
break;
case StatusChange::SC_WEIGHT50:
case StatusChange::SC_WEIGHT90:
case StatusChange::SC_BROKNWEAPON:
case StatusChange::SC_BROKNARMOR:
tick = std::chrono::minutes(10);
break;
case StatusChange::SC_HASTE:
calc_flag = 1;
break;
case StatusChange::SC_PHYS_SHIELD:
case StatusChange::SC_MBARRIER:
case StatusChange::SC_HALT_REGENERATE:
case StatusChange::SC_HIDE:
break;
case StatusChange::SC_FLYING_BACKPACK:
updateflag = SP::WEIGHT;
break;
default:
if (battle_config.error_log)
PRINTF("UnknownStatusChange [%d]\n", type);
return 0;
}
if (bl->bl_type == BL::PC && type < StatusChange::SC_SENDMAX)
clif_status_change(bl, type, 1); /* アイコン表示 */
/* optionの変更 */
switch (type)
{
case StatusChange::SC_POISON:
if (!sc_data[StatusChange::SC_SLOWPOISON].timer)
{
*opt2 |= Opt2::_poison;
opt_flag = 1;
}
break;
case StatusChange::SC_SLOWPOISON:
*opt2 &= ~Opt2::_poison;
*opt2 |= Opt2::_slowpoison;
opt_flag = 1;
break;
}
if (opt_flag) /* optionの変更 */
clif_changeoption(bl);
(*sc_count)++; /* ステータス異常の数 */
sc_data[type].val1 = val1;
if (sc_data[type].spell_invocation) // Supplant by newer spell
spell_effect_report_termination(sc_data[type].spell_invocation,
bl->bl_id, type, 1);
sc_data[type].spell_invocation = spell_invocation;
/* タイマー設定 */
sc_data[type].timer = Timer(gettick() + tick,
std::bind(skill_status_change_timer, ph::_1, ph::_2,
bl->bl_id, type));
if (bl->bl_type == BL::PC && calc_flag)
pc_calcstatus(sd, 0); /* ステータス再計算 */
if (bl->bl_type == BL::PC && updateflag != SP::ZERO)
clif_updatestatus(sd, updateflag); /* ステータスをクライアントに送る */
return 0;
}
/*==========================================
* ステータス異常全解除
*------------------------------------------
*/
int skill_status_change_clear(dumb_ptr<block_list> bl, int type)
{
eptr<struct status_change, StatusChange> sc_data;
short *sc_count;
Option *option;
Opt1 *opt1;
Opt2 *opt2;
Opt3 *opt3;
nullpo_ret(bl);
sc_data = battle_get_sc_data(bl);
if (not sc_data)
return 0;
sc_count = battle_get_sc_count(bl);
nullpo_ret(sc_count);
option = battle_get_option(bl);
nullpo_ret(option);
opt1 = battle_get_opt1(bl);
nullpo_ret(opt1);
opt2 = battle_get_opt2(bl);
nullpo_ret(opt2);
opt3 = battle_get_opt3(bl);
nullpo_ret(opt3);
if (*sc_count == 0)
return 0;
for (StatusChange i : erange(StatusChange(), StatusChange::MAX_STATUSCHANGE))
{
if (sc_data[i].timer)
skill_status_change_end(bl, i, nullptr);
}
*sc_count = 0;
*opt1 = Opt1::ZERO;
*opt2 = Opt2::ZERO;
*opt3 = Opt3::ZERO;
*option = Option::ZERO;
if (type == 0 || type & 2)
clif_changeoption(bl);
return 0;
}
/*
*----------------------------------------------------------------------------
* スキルユニット
*----------------------------------------------------------------------------
*/
/*==========================================
* 演奏/ダンスをやめる
* flag 1で合奏中なら相方にユニットを任せる
*
*------------------------------------------
*/
void skill_stop_dancing(dumb_ptr<block_list>, int)
{
// TODO remove this
}
void skill_unit_timer_sub_ondelete(dumb_ptr<block_list> bl,
dumb_ptr<block_list> src, unsigned int tick);
/*----------------------------------------------------------------------------
* アイテム合成
*----------------------------------------------------------------------------
*/
/*----------------------------------------------------------------------------
* 初期化系
*/
static
SP scan_stat(XString statname)
{
if (statname == "str")
return SP::STR;
if (statname == "dex")
return SP::DEX;
if (statname == "agi")
return SP::AGI;
if (statname == "vit")
return SP::VIT;
if (statname == "int")
return SP::INT;
if (statname == "luk")
return SP::LUK;
if (statname == "none")
return SP::ZERO;
FPRINTF(stderr, "Unknown stat `%s'\n", FString(statname));
return SP::ZERO;
}
/*==========================================
* スキル関係ファイル読み込み
* skill_db.txt スキルデータ
* skill_cast_db.txt スキルの詠唱時間とディレイデータ
*------------------------------------------
*/
static
int skill_readdb(void)
{
/* The main skill database */
for (skill_db_& skdb : skill_db)
skdb = skill_db_{};
std::ifstream in("db/skill_db.txt");
if (!in)
{
PRINTF("can't read db/skill_db.txt\n");
return 1;
}
FString line_;
while (io::getline(in, line_))
{
XString comment = "//";
XString line = line_.xislice_h(std::search(line_.begin(), line_.end(), comment.begin(), comment.end())).rstrip();
if (!line)
continue;
struct skill_db_ skdb {};
SkillID i;
XString castcancel, ignore, flags, stat, desc;
if (!extract(line,
record<','>(
&i,
lstripping(&skdb.range_k),
lstripping(&skdb.hit),
lstripping(&skdb.inf),
lstripping(&skdb.pl),
lstripping(&skdb.nk),
lstripping(&skdb.max_raise),
lstripping(&skdb.max),
lstripping(&skdb.num_k),
lstripping(&castcancel),
lstripping(&skdb.cast_def_rate),
lstripping(&skdb.inf2),
lstripping(&skdb.maxcount),
lstripping(&ignore), // weapon/magic/misc/none
lstripping(&ignore), // blow count
lstripping(&flags),
lstripping(&stat),
lstripping(&desc)
)
)
)
continue;
if (/*i < SkillID() ||*/ i > SkillID::MAX_SKILL_DB)
continue;
if (castcancel == "yes")
skdb.castcancel = true;
else if (castcancel == "no")
skdb.castcancel = false;
else
continue;
if (flags == "passive")
{
skill_pool_register(i);
skdb.poolflags = SkillFlags::POOL_FLAG;
}
else if (flags == "active")
{
skill_pool_register(i);
skdb.poolflags = SkillFlags::POOL_FLAG | SkillFlags::POOL_ACTIVE;
}
else if (flags == "no")
skdb.poolflags = SkillFlags::ZERO;
else
continue;
skdb.stat = scan_stat(stat);
MString tmp;
tmp += desc;
for (char& c : tmp)
if (c == '_')
c = ' ';
skill_db[i] = skdb;
skill_lookup_by_id(i).desc = FString(tmp);
}
PRINTF("read db/skill_db.txt done\n");
return 0;
}
void skill_reload(void)
{
/*
*
* <empty skill database>
* <?>
*
*/
do_init_skill();
}
/*==========================================
* スキル関係初期化処理
*------------------------------------------
*/
int do_init_skill(void)
{
skill_readdb();
return 0;
}
constexpr size_t num_names = sizeof(skill_names) / sizeof(skill_names[0]);
skill_name_db& skill_lookup_by_id(SkillID id)
{
for (skill_name_db& ner : skill_names)
if (ner.id == id)
return ner;
return skill_names[num_names - 1];
}
skill_name_db& skill_lookup_by_name(XString name)
{
for (skill_name_db& ner : skill_names)
if (name == ner.name || name == ner.desc)
return ner;
return skill_names[num_names - 1];
}