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-rw-r--r--src/map/skill.cpp12151
1 files changed, 645 insertions, 11506 deletions
diff --git a/src/map/skill.cpp b/src/map/skill.cpp
index c7ef9fd..4b7a935 100644
--- a/src/map/skill.cpp
+++ b/src/map/skill.cpp
@@ -1,1091 +1,195 @@
-// $Id: skill.c,v 1.8 2004/09/25 05:32:19 MouseJstr Exp $
-/* スキル関係 */
+#include "skill.hpp"
-#include <stdio.h>
-#include <stdlib.h>
-#include <string.h>
-#include <time.h>
+#include <cassert>
+#include <cstdlib>
+#include <cstring>
+#include <ctime>
-#include "../common/timer.hpp"
+#include "../common/cxxstdio.hpp"
+#include "../common/random.hpp"
#include "../common/nullpo.hpp"
-#include "../common/mt_rand.hpp"
-#include "magic.hpp"
+#include "../common/socket.hpp"
+#include "../common/timer.hpp"
#include "battle.hpp"
#include "clif.hpp"
-#include "intif.hpp"
-#include "itemdb.hpp"
+#include "magic.hpp"
#include "map.hpp"
#include "mob.hpp"
-#include "party.hpp"
#include "pc.hpp"
-#include "script.hpp"
-#include "skill.hpp"
-#include "../common/socket.hpp"
-#ifdef MEMWATCH
-#include "memwatch.hpp"
-#endif
-
-#define SKILLUNITTIMER_INVERVAL 100
-
-#define STATE_BLIND 0x10
-
-/* スキル番号=>ステータス異常番号変換テーブル */
-int SkillStatusChangeTable[] = { /* skill.hのenumのSC_***とあわせること */
-/* 0- */
- -1, -1, -1, -1, -1, -1,
- SC_PROVOKE, /* プロボック */
- -1, 1, -1,
-/* 10- */
- SC_SIGHT, /* サイト */
- -1, -1, -1, -1,
- SC_FREEZE, /* フロストダイバー */
- SC_STONE, /* ストーンカース */
- -1, -1, -1,
-/* 20- */
- -1, -1, -1, -1,
- SC_RUWACH, /* ルアフ */
- -1, -1, -1, -1,
- SC_INCREASEAGI, /* 速度増加 */
-/* 30- */
- SC_DECREASEAGI, /* 速度減少 */
- -1,
- SC_SIGNUMCRUCIS, /* シグナムクルシス */
- SC_ANGELUS, /* エンジェラス */
- SC_BLESSING, /* ブレッシング */
- -1, -1, -1, -1, -1,
-/* 40- */
- -1, -1, -1, -1, -1,
- SC_CONCENTRATE, /* 集中力向上 */
- -1, -1, -1, -1,
-/* 50- */
- -1,
- SC_HIDING, /* ハイディング */
- -1, -1, -1, -1, -1, -1, -1, -1,
-/* 60- */
- SC_TWOHANDQUICKEN, /* 2HQ */
- SC_AUTOCOUNTER,
- -1, -1, -1, -1,
- SC_IMPOSITIO, /* インポシティオマヌス */
- SC_SUFFRAGIUM, /* サフラギウム */
- SC_ASPERSIO, /* アスペルシオ */
- SC_BENEDICTIO, /* 聖体降福 */
-/* 70- */
- -1,
- SC_SLOWPOISON,
- -1,
- SC_KYRIE, /* キリエエレイソン */
- SC_MAGNIFICAT, /* マグニフィカート */
- SC_GLORIA, /* グロリア */
- SC_DIVINA, /* レックスディビーナ */
- -1,
- SC_AETERNA, /* レックスエーテルナ */
- -1,
-/* 80- */
- -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-/* 90- */
- -1, -1,
- SC_QUAGMIRE, /* クァグマイア */
- -1, -1, -1, -1, -1, -1, -1,
-/* 100- */
- -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-/* 110- */
- -1,
- SC_ADRENALINE, /* アドレナリンラッシュ */
- SC_WEAPONPERFECTION, /* ウェポンパーフェクション */
- SC_OVERTHRUST, /* オーバートラスト */
- SC_MAXIMIZEPOWER, /* マキシマイズパワー */
- -1, -1, -1, -1, -1,
-/* 120- */
- -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-/* 130- */
- -1, -1, -1, -1, -1,
- SC_CLOAKING, /* クローキング */
- SC_STAN, /* ソニックブロー */
- -1,
- SC_ENCPOISON, /* エンチャントポイズン */
- SC_POISONREACT, /* ポイズンリアクト */
-/* 140- */
- SC_POISON, /* ベノムダスト */
- SC_SPLASHER, /* ベナムスプラッシャー */
- -1,
- SC_TRICKDEAD, /* 死んだふり */
- -1, -1, -1, -1, -1, -1,
-/* 150- */
- -1, -1, -1, -1, -1,
- SC_LOUD, /* ラウドボイス */
- -1,
- SC_ENERGYCOAT, /* エナジーコート */
- -1, -1,
-/* 160- */
- -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
- -1, -1, -1,
- SC_SELFDESTRUCTION,
- -1, -1, -1, -1, -1, -1,
- -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
- -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
- -1,
- SC_KEEPING,
- -1, -1,
- SC_BARRIER,
- -1, -1,
- SC_HALLUCINATION,
- -1, -1,
-/* 210- */
- -1, -1, -1, -1, -1,
- SC_STRIPWEAPON,
- SC_STRIPSHIELD,
- SC_STRIPARMOR,
- SC_STRIPHELM,
- -1,
-/* 220- */
- -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-/* 230- */
- -1, -1, -1, -1,
- SC_CP_WEAPON,
- SC_CP_SHIELD,
- SC_CP_ARMOR,
- SC_CP_HELM,
- -1, -1,
-/* 240- */
- -1, -1, -1, -1, -1, -1, -1, -1, -1,
- SC_AUTOGUARD,
-/* 250- */
- -1, -1,
- SC_REFLECTSHIELD,
- -1, -1,
- SC_DEVOTION,
- SC_PROVIDENCE,
- SC_DEFENDER,
- SC_SPEARSQUICKEN,
- -1,
-/* 260- */
- -1, -1, -1, -1, -1, -1, -1, -1,
- SC_STEELBODY,
- SC_BLADESTOP_WAIT,
-/* 270- */
- SC_EXPLOSIONSPIRITS,
- SC_EXTREMITYFIST,
- -1, -1, -1, -1,
- SC_MAGICROD,
- -1, -1, -1,
-/* 280- */
- SC_FLAMELAUNCHER,
- SC_FROSTWEAPON,
- SC_LIGHTNINGLOADER,
- SC_SEISMICWEAPON,
- -1,
- SC_VOLCANO,
- SC_DELUGE,
- SC_VIOLENTGALE,
- SC_LANDPROTECTOR,
- -1,
-/* 290- */
- -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-/* 300- */
- -1, -1, -1, -1, -1, -1,
- SC_LULLABY,
- SC_RICHMANKIM,
- SC_ETERNALCHAOS,
- SC_DRUMBATTLE,
-/* 310- */
- SC_NIBELUNGEN,
- SC_ROKISWEIL,
- SC_INTOABYSS,
- SC_SIEGFRIED,
- -1, -1, -1,
- SC_DISSONANCE,
- -1,
- SC_WHISTLE,
-/* 320- */
- SC_ASSNCROS,
- SC_POEMBRAGI,
- SC_APPLEIDUN,
- -1, -1,
- SC_UGLYDANCE,
- -1,
- SC_HUMMING,
- SC_DONTFORGETME,
- SC_FORTUNE,
-/* 330- */
- SC_SERVICE4U,
- SC_SELFDESTRUCTION,
- -1, -1, -1, -1, -1, -1, -1, -1,
-/* 340- */
- -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-/* 350- */
- -1, -1, -1, -1, -1,
- SC_AURABLADE,
- SC_PARRYING,
- SC_CONCENTRATION,
- SC_TENSIONRELAX,
- SC_BERSERK,
-/* 360- */
- SC_BERSERK,
- SC_ASSUMPTIO,
- SC_BASILICA,
- -1, -1, -1,
- SC_MAGICPOWER,
- -1, -1,
- SC_GOSPEL,
-/* 370- */
- -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-/* 380- */
- SC_TRUESIGHT,
- -1, -1,
- SC_WINDWALK,
- SC_MELTDOWN,
- -1, -1,
- SC_CARTBOOST,
- -1,
- SC_CHASEWALK,
-/* 390- */
- SC_REJECTSWORD,
- -1, -1, -1, -1, -1,
- SC_MARIONETTE,
- -1,
- SC_HEADCRUSH,
- SC_JOINTBEAT,
-/* 400 */
- -1, -1,
- SC_MINDBREAKER,
- SC_MEMORIZE,
- SC_FOGWALL,
- SC_SPIDERWEB,
- -1, -1, -1, -1,
-/* 410- */
- -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
-};
+#include "../poison.hpp"
-struct skill_name_db skill_names[] = {
- {AC_CHARGEARROW, "CHARGEARROW", "Charge_Arrow"},
- {AC_CONCENTRATION, "CONCENTRATION", "Improve_Concentration"},
- {AC_DOUBLE, "DOUBLE", "Double_Strafe"},
- {AC_MAKINGARROW, "MAKINGARROW", "Arrow_Creation"},
- {AC_OWL, "OWL", "Owl's_Eye"},
- {AC_SHOWER, "SHOWER", "Arrow_Shower"},
- {AC_VULTURE, "VULTURE", "Vulture's_Eye"},
- {ALL_RESURRECTION, "RESURRECTION", "Resurrection"},
- {AL_ANGELUS, "ANGELUS", "Angelus"},
- {AL_BLESSING, "BLESSING", "Blessing"},
- {AL_CRUCIS, "CRUCIS", "Signum_Crusis"},
- {AL_CURE, "CURE", "Cure"},
- {AL_DECAGI, "DECAGI", "Decrease_AGI"},
- {AL_DEMONBANE, "DEMONBANE", "Demon_Bane"},
- {AL_DP, "DP", "Divine_Protection"},
- {AL_HEAL, "HEAL", "Heal"},
- {AL_HOLYLIGHT, "HOLYLIGHT", "Holy_Light"},
- {AL_HOLYWATER, "HOLYWATER", "Aqua_Benedicta"},
- {AL_INCAGI, "INCAGI", "Increase_AGI"},
- {AL_PNEUMA, "PNEUMA", "Pneuma"},
- {AL_RUWACH, "RUWACH", "Ruwach"},
- {AL_TELEPORT, "TELEPORT", "Teleport"},
- {AL_WARP, "WARP", "Warp_Portal"},
- {AM_ACIDTERROR, "ACIDTERROR", "Acid_Terror"},
- {AM_AXEMASTERY, "AXEMASTERY", "Axe_Mastery"},
- {AM_BERSERKPITCHER, "BERSERKPITCHER", "Berserk Pitcher"},
- {AM_BIOETHICS, "BIOETHICS", "Bioethics"},
- {AM_BIOTECHNOLOGY, "BIOTECHNOLOGY", "Biotechnology"},
- {AM_CALLHOMUN, "CALLHOMUN", "Call_Homunculus"},
- {AM_CANNIBALIZE, "CANNIBALIZE", "Bio_Cannibalize"},
- {AM_CP_ARMOR, "ARMOR", "Chemical_Protection_Armor"},
- {AM_CP_HELM, "HELM", "Chemical_Protection_Helm"},
- {AM_CP_SHIELD, "SHIELD", "Chemical_Protection_Shield"},
- {AM_CP_WEAPON, "WEAPON", "Chemical_Protection_Weapon"},
- {AM_CREATECREATURE, "CREATECREATURE", "Life_Creation"},
- {AM_CULTIVATION, "CULTIVATION", "Cultivation"},
- {AM_DEMONSTRATION, "DEMONSTRATION", "Demonstration"},
- {AM_DRILLMASTER, "DRILLMASTER", "Drillmaster"},
- {AM_FLAMECONTROL, "FLAMECONTROL", "Flame_Control"},
- {AM_HEALHOMUN, "HEALHOMUN", "Heal_Homunculus"},
- {AM_LEARNINGPOTION, "LEARNINGPOTION", "AM_LEARNINGPOTION"},
- {AM_PHARMACY, "PHARMACY", "Pharmacy"},
- {AM_POTIONPITCHER, "POTIONPITCHER", "Potion_Pitcher"},
- {AM_REST, "REST", "Sabbath"},
- {AM_RESURRECTHOMUN, "RESURRECTHOMUN", "Ressurect_Homunculus"},
- {AM_SPHEREMINE, "SPHEREMINE", "Sphere_Mine"},
- {ASC_BREAKER, "BREAKER", "Breaker"},
- {ASC_CDP, "CDP", "Create_Deadly_Poison"},
- {ASC_EDP, "EDP", "Deadly_Poison_Enchantment"},
- {ASC_HALLUCINATION, "HALLUCINATION", "Hallucination_Walk"},
- {ASC_KATAR, "KATAR", "Advanced_Katar_Mastery"},
- {ASC_METEORASSAULT, "METEORASSAULT", "Meteor_Assault"},
- {AS_CLOAKING, "CLOAKING", "Cloaking"},
- {AS_ENCHANTPOISON, "ENCHANTPOISON", "Enchant_Poison"},
- {AS_GRIMTOOTH, "GRIMTOOTH", "Grimtooth"},
- {AS_KATAR, "KATAR", "Katar_Mastery"},
- {AS_LEFT, "LEFT", "Lefthand_Mastery"},
- {AS_POISONREACT, "POISONREACT", "Poison_React"},
- {AS_RIGHT, "RIGHT", "Righthand_Mastery"},
- {AS_SONICBLOW, "SONICBLOW", "Sonic_Blow"},
- {AS_SPLASHER, "SPLASHER", "Venom_Splasher"},
- {AS_VENOMDUST, "VENOMDUST", "Venom_Dust"},
- {BA_APPLEIDUN, "APPLEIDUN", "Apple_of_Idun"},
- {BA_ASSASSINCROSS, "ASSASSINCROSS", "Assassin_Cross"},
- {BA_DISSONANCE, "DISSONANCE", "Dissonance"},
- {BA_FROSTJOKE, "FROSTJOKE", "Dumb_Joke"},
- {BA_MUSICALLESSON, "MUSICALLESSON", "Musical_Lesson"},
- {BA_MUSICALSTRIKE, "MUSICALSTRIKE", "Musical_Strike"},
- {BA_POEMBRAGI, "POEMBRAGI", "Poem_of_Bragi"},
- {BA_WHISTLE, "WHISTLE", "Whistle"},
- {BD_ADAPTATION, "ADAPTATION", "Adaption"},
- {BD_DRUMBATTLEFIELD, "DRUMBATTLEFIELD", "Drumb_BattleField"},
- {BD_ENCORE, "ENCORE", "Encore"},
- {BD_ETERNALCHAOS, "ETERNALCHAOS", "Eternal_Chaos"},
- {BD_INTOABYSS, "INTOABYSS", "Into_the_Abyss"},
- {BD_LULLABY, "LULLABY", "Lullaby"},
- {BD_RAGNAROK, "RAGNAROK", "Ragnarok"},
- {BD_RICHMANKIM, "RICHMANKIM", "Rich_Mankim"},
- {BD_RINGNIBELUNGEN, "RINGNIBELUNGEN", "Ring_of_Nibelugen"},
- {BD_ROKISWEIL, "ROKISWEIL", "Loki's_Wail"},
- {BD_SIEGFRIED, "SIEGFRIED", "Invulnerable_Siegfried"},
- {BS_ADRENALINE, "ADRENALINE", "Adrenaline_Rush"},
- {BS_ADRENALINE2, "ADRENALINE2", "Adrenaline Rush 2"},
- {BS_AXE, "AXE", "Smith_Axe"},
- {BS_DAGGER, "DAGGER", "Smith_Dagger"},
- {BS_ENCHANTEDSTONE, "ENCHANTEDSTONE", "Enchantedstone_Craft"},
- {BS_FINDINGORE, "FINDINGORE", "Ore_Discovery"},
- {BS_HAMMERFALL, "HAMMERFALL", "Hammer_Fall"},
- {BS_HILTBINDING, "HILTBINDING", "Hilt_Binding"},
- {BS_IRON, "IRON", "Iron_Tempering"},
- {BS_KNUCKLE, "KNUCKLE", "Smith_Knucklebrace"},
- {BS_MACE, "MACE", "Smith_Mace"},
- {BS_MAXIMIZE, "MAXIMIZE", "Power_Maximize"},
- {BS_ORIDEOCON, "ORIDEOCON", "Orideocon_Research"},
- {BS_OVERTHRUST, "OVERTHRUST", "Power-Thrust"},
- {BS_REPAIRWEAPON, "REPAIRWEAPON", "Weapon_Repair"},
- {BS_SKINTEMPER, "SKINTEMPER", "Skin_Tempering"},
- {BS_SPEAR, "SPEAR", "Smith_Spear"},
- {BS_STEEL, "STEEL", "Steel_Tempering"},
- {BS_SWORD, "SWORD", "Smith_Sword"},
- {BS_TWOHANDSWORD, "TWOHANDSWORD", "Smith_Two-handed_Sword"},
- {BS_WEAPONPERFECT, "WEAPONPERFECT", "Weapon_Perfection"},
- {BS_WEAPONRESEARCH, "WEAPONRESEARCH", "Weaponry_Research"},
- {CG_ARROWVULCAN, "ARROWVULCAN", "Vulcan_Arrow"},
- {CG_MARIONETTE, "MARIONETTE", "Marionette_Control"},
- {CG_MOONLIT, "MOONLIT", "Moonlight_Petals"},
- {CH_CHAINCRUSH, "CHAINCRUSH", "Chain_Crush_Combo"},
- {CH_PALMSTRIKE, "PALMSTRIKE", "Palm_Push_Strike"},
- {CH_SOULCOLLECT, "SOULCOLLECT", "Collect_Soul"},
- {CH_TIGERFIST, "TIGERFIST", "Tiger_Knuckle_Fist"},
- {CR_ALCHEMY, "ALCHEMY", "Alchemy"},
- {CR_AUTOGUARD, "AUTOGUARD", "Guard"},
- {CR_DEFENDER, "DEFENDER", "Defender"},
- {CR_DEVOTION, "DEVOTION", "Sacrifice"},
- {CR_GRANDCROSS, "GRANDCROSS", "Grand_Cross"},
- {CR_HOLYCROSS, "HOLYCROSS", "Holy_Cross"},
- {CR_PROVIDENCE, "PROVIDENCE", "Providence"},
- {CR_REFLECTSHIELD, "REFLECTSHIELD", "Shield_Reflect"},
- {CR_SHIELDBOOMERANG, "SHIELDBOOMERANG", "Shield_Boomerang"},
- {CR_SHIELDCHARGE, "SHIELDCHARGE", "Shield_Charge"},
- {CR_SPEARQUICKEN, "SPEARQUICKEN", "Spear_Quicken"},
- {CR_SYNTHESISPOTION, "SYNTHESISPOTION", "Potion_Synthesis"},
- {CR_TRUST, "TRUST", "Faith"},
- {DC_DANCINGLESSON, "DANCINGLESSON", "Dancing_Lesson"},
- {DC_DONTFORGETME, "DONTFORGETME", "Don't_Forget_Me"},
- {DC_FORTUNEKISS, "FORTUNEKISS", "Fortune_Kiss"},
- {DC_HUMMING, "HUMMING", "Humming"},
- {DC_SCREAM, "SCREAM", "Scream"},
- {DC_SERVICEFORYOU, "SERVICEFORYOU", "Prostitute"},
- {DC_THROWARROW, "THROWARROW", "Throw_Arrow"},
- {DC_UGLYDANCE, "UGLYDANCE", "Ugly_Dance"},
- {HP_ASSUMPTIO, "ASSUMPTIO", "Assumptio"},
- {HP_BASILICA, "BASILICA", "Basilica"},
- {HP_MEDITATIO, "MEDITATIO", "Meditation"},
- {HT_ANKLESNARE, "ANKLESNARE", "Ankle_Snare"},
- {HT_BEASTBANE, "BEASTBANE", "Beast_Bane"},
- {HT_BLASTMINE, "BLASTMINE", "Blast_Mine"},
- {HT_BLITZBEAT, "BLITZBEAT", "Blitz_Beat"},
- {HT_CLAYMORETRAP, "CLAYMORETRAP", "Claymore_Trap"},
- {HT_DETECTING, "DETECTING", "Detect"},
- {HT_FALCON, "FALCON", "Falconry_Mastery"},
- {HT_FLASHER, "FLASHER", "Flasher"},
- {HT_FREEZINGTRAP, "FREEZINGTRAP", "Freezing_Trap"},
- {HT_LANDMINE, "LANDMINE", "Land_Mine"},
- {HT_REMOVETRAP, "REMOVETRAP", "Remove_Trap"},
- {HT_SANDMAN, "SANDMAN", "Sandman"},
- {HT_SHOCKWAVE, "SHOCKWAVE", "Shockwave_Trap"},
- {HT_SKIDTRAP, "SKIDTRAP", "Skid_Trap"},
- {HT_SPRINGTRAP, "SPRINGTRAP", "Spring_Trap"},
- {HT_STEELCROW, "STEELCROW", "Steel_Crow"},
- {HT_TALKIEBOX, "TALKIEBOX", "Talkie_Box"},
- {HW_MAGICCRASHER, "MAGICCRASHER", "Magic_Crasher"},
- {HW_MAGICPOWER, "MAGICPOWER", "Magic_Power"},
- {HW_NAPALMVULCAN, "NAPALMVULCAN", "Napalm_Vulcan"},
- {HW_SOULDRAIN, "SOULDRAIN", "Soul_Drain"},
- {KN_AUTOCOUNTER, "AUTOCOUNTER", "Counter_Attack"},
- {KN_BOWLINGBASH, "BOWLINGBASH", "Bowling_Bash"},
- {KN_BRANDISHSPEAR, "BRANDISHSPEAR", "Brandish_Spear"},
- {KN_CAVALIERMASTERY, "CAVALIERMASTERY", "Cavalier_Mastery"},
- {KN_PIERCE, "PIERCE", "Pierce"},
- {KN_RIDING, "RIDING", "Peco_Peco_Ride"},
- {KN_SPEARBOOMERANG, "SPEARBOOMERANG", "Spear_Boomerang"},
- {KN_SPEARMASTERY, "SPEARMASTERY", "Spear_Mastery"},
- {KN_SPEARSTAB, "SPEARSTAB", "Spear_Stab"},
- {KN_TWOHANDQUICKEN, "TWOHANDQUICKEN", "Twohand_Quicken"},
- {LK_AURABLADE, "AURABLADE", "Aura_Blade"},
- {LK_BERSERK, "BERSERK", "Berserk"},
- {LK_CONCENTRATION, "CONCENTRATION", "Concentration"},
- {LK_FURY, "FURY", "LK_FURY"},
- {LK_HEADCRUSH, "HEADCRUSH", "Head_Crusher"},
- {LK_JOINTBEAT, "JOINTBEAT", "Joint_Beat"},
- {LK_PARRYING, "PARRYING", "Parrying"},
- {LK_SPIRALPIERCE, "SPIRALPIERCE", "Spiral_Pierce"},
- {LK_TENSIONRELAX, "TENSIONRELAX", "Tension_Relax"},
- {MC_CARTREVOLUTION, "CARTREVOLUTION", "Cart_Revolution"},
- {MC_CHANGECART, "CHANGECART", "Change_Cart"},
- {MC_DISCOUNT, "DISCOUNT", "Discount"},
- {MC_IDENTIFY, "IDENTIFY", "Item_Appraisal"},
- {MC_INCCARRY, "INCCARRY", "Enlarge_Weight_Limit"},
- {MC_LOUD, "LOUD", "Lord_Exclamation"},
- {MC_MAMMONITE, "MAMMONITE", "Mammonite"},
- {MC_OVERCHARGE, "OVERCHARGE", "Overcharge"},
- {MC_PUSHCART, "PUSHCART", "Pushcart"},
- {MG_COLDBOLT, "COLDBOLT", "Cold_Bolt"},
- {MG_ENERGYCOAT, "ENERGYCOAT", "Energy_Coat"},
- {MG_FIREBALL, "FIREBALL", "Fire_Ball"},
- {MG_FIREBOLT, "FIREBOLT", "Fire_Bolt"},
- {MG_FIREWALL, "FIREWALL", "Fire_Wall"},
- {MG_FROSTDIVER, "FROSTDIVER", "Frost_Diver"},
- {MG_LIGHTNINGBOLT, "LIGHTNINGBOLT", "Lightening_Bolt"},
- {MG_NAPALMBEAT, "NAPALMBEAT", "Napalm_Beat"},
- {MG_SAFETYWALL, "SAFETYWALL", "Safety_Wall"},
- {MG_SIGHT, "SIGHT", "Sight"},
- {MG_SOULSTRIKE, "SOULSTRIKE", "Soul_Strike"},
- {MG_SRECOVERY, "SRECOVERY", "Increase_SP_Recovery"},
- {MG_STONECURSE, "STONECURSE", "Stone_Curse"},
- {MG_THUNDERSTORM, "THUNDERSTORM", "Thunderstorm"},
- {MO_ABSORBSPIRITS, "ABSORBSPIRITS", "Absorb_Spirits"},
- {MO_BLADESTOP, "BLADESTOP", "Blade_Stop"},
- {MO_BODYRELOCATION, "BODYRELOCATION", "Body_Relocation"},
- {MO_CALLSPIRITS, "CALLSPIRITS", "Call_Spirits"},
- {MO_CHAINCOMBO, "CHAINCOMBO", "Chain_Combo"},
- {MO_COMBOFINISH, "COMBOFINISH", "Combo_Finish"},
- {MO_DODGE, "DODGE", "Dodge"},
- {MO_EXPLOSIONSPIRITS, "EXPLOSIONSPIRITS", "Explosion_Spirits"},
- {MO_EXTREMITYFIST, "EXTREMITYFIST", "Extremity_Fist"},
- {MO_FINGEROFFENSIVE, "FINGEROFFENSIVE", "Finger_Offensive"},
- {MO_INVESTIGATE, "INVESTIGATE", "Investigate"},
- {MO_IRONHAND, "IRONHAND", "Iron_Hand"},
- {MO_SPIRITSRECOVERY, "SPIRITSRECOVERY", "Spirit_Recovery"},
- {MO_STEELBODY, "STEELBODY", "Steel_Body"},
- {MO_TRIPLEATTACK, "TRIPLEATTACK", "Triple_Blows"},
- {NPC_ATTRICHANGE, "ATTRICHANGE", "NPC_ATTRICHANGE"},
- {NPC_BARRIER, "BARRIER", "NPC_BARRIER"},
- {NPC_BLINDATTACK, "BLINDATTACK", "NPC_BLINDATTACK"},
- {NPC_BLOODDRAIN, "BLOODDRAIN", "NPC_BLOODDRAIN"},
- {NPC_CHANGEDARKNESS, "CHANGEDARKNESS", "NPC_CHANGEDARKNESS"},
- {NPC_CHANGEFIRE, "CHANGEFIRE", "NPC_CHANGEFIRE"},
- {NPC_CHANGEGROUND, "CHANGEGROUND", "NPC_CHANGEGROUND"},
- {NPC_CHANGEHOLY, "CHANGEHOLY", "NPC_CHANGEHOLY"},
- {NPC_CHANGEPOISON, "CHANGEPOISON", "NPC_CHANGEPOISON"},
- {NPC_CHANGETELEKINESIS, "CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS"},
- {NPC_CHANGEWATER, "CHANGEWATER", "NPC_CHANGEWATER"},
- {NPC_CHANGEWIND, "CHANGEWIND", "NPC_CHANGEWIND"},
- {NPC_COMBOATTACK, "COMBOATTACK", "NPC_COMBOATTACK"},
- {NPC_CRITICALSLASH, "CRITICALSLASH", "NPC_CRITICALSLASH"},
- {NPC_CURSEATTACK, "CURSEATTACK", "NPC_CURSEATTACK"},
- {NPC_DARKBLESSING, "DARKBLESSING", "NPC_DARKBLESSING"},
- {NPC_DARKBREATH, "DARKBREATH", "NPC_DARKBREATH"},
- {NPC_DARKCROSS, "DARKCROSS", "NPC_DARKCROSS"},
- {NPC_DARKNESSATTACK, "DARKNESSATTACK", "NPC_DARKNESSATTACK"},
- {NPC_DEFENDER, "DEFENDER", "NPC_DEFENDER"},
- {NPC_EMOTION, "EMOTION", "NPC_EMOTION"},
- {NPC_ENERGYDRAIN, "ENERGYDRAIN", "NPC_ENERGYDRAIN"},
- {NPC_FIREATTACK, "FIREATTACK", "NPC_FIREATTACK"},
- {NPC_GROUNDATTACK, "GROUNDATTACK", "NPC_GROUNDATTACK"},
- {NPC_GUIDEDATTACK, "GUIDEDATTACK", "NPC_GUIDEDATTACK"},
- {NPC_HALLUCINATION, "HALLUCINATION", "NPC_HALLUCINATION"},
- {NPC_HOLYATTACK, "HOLYATTACK", "NPC_HOLYATTACK"},
- {NPC_KEEPING, "KEEPING", "NPC_KEEPING"},
- {NPC_LICK, "LICK", "NPC_LICK"},
- {NPC_MAGICALATTACK, "MAGICALATTACK", "NPC_MAGICALATTACK"},
- {NPC_MENTALBREAKER, "MENTALBREAKER", "NPC_MENTALBREAKER"},
- {NPC_METAMORPHOSIS, "METAMORPHOSIS", "NPC_METAMORPHOSIS"},
- {NPC_PETRIFYATTACK, "PETRIFYATTACK", "NPC_PETRIFYATTACK"},
- {NPC_PIERCINGATT, "PIERCINGATT", "NPC_PIERCINGATT"},
- {NPC_POISON, "POISON", "NPC_POISON"},
- {NPC_POISONATTACK, "POISONATTACK", "NPC_POISONATTACK"},
- {NPC_RANDOMATTACK, "RANDOMATTACK", "NPC_RANDOMATTACK"},
- {NPC_RANGEATTACK, "RANGEATTACK", "NPC_RANGEATTACK"},
- {NPC_REBIRTH, "REBIRTH", "NPC_REBIRTH"},
- {NPC_SELFDESTRUCTION, "SELFDESTRUCTION", "Kabooooom!"},
- {NPC_SELFDESTRUCTION2, "SELFDESTRUCTION2", "NPC_SELFDESTRUCTION2"},
- {NPC_SILENCEATTACK, "SILENCEATTACK", "NPC_SILENCEATTACK"},
- {NPC_SLEEPATTACK, "SLEEPATTACK", "NPC_SLEEPATTACK"},
- {NPC_SMOKING, "SMOKING", "NPC_SMOKING"},
- {NPC_SPLASHATTACK, "SPLASHATTACK", "NPC_SPLASHATTACK"},
- {NPC_STUNATTACK, "STUNATTACK", "NPC_STUNATTACK"},
- {NPC_SUICIDE, "SUICIDE", "NPC_SUICIDE"},
- {NPC_SUMMONMONSTER, "SUMMONMONSTER", "NPC_SUMMONMONSTER"},
- {NPC_SUMMONSLAVE, "SUMMONSLAVE", "NPC_SUMMONSLAVE"},
- {NPC_TELEKINESISATTACK, "TELEKINESISATTACK", "NPC_TELEKINESISATTACK"},
- {NPC_TRANSFORMATION, "TRANSFORMATION", "NPC_TRANSFORMATION"},
- {NPC_WATERATTACK, "WATERATTACK", "NPC_WATERATTACK"},
- {NPC_WINDATTACK, "WINDATTACK", "NPC_WINDATTACK"},
- {NV_EMOTE, "EMOTE", "Emote_Skill"},
- {NV_TRADE, "TRADE", "Trade_Skill"},
- {NV_PARTY, "PARTY", "Party_Skill"},
- {NV_FIRSTAID, "FIRSTAID", "First Aid"},
- {NV_TRICKDEAD, "TRICKDEAD", "Play_Dead"},
- {PA_GOSPEL, "GOSPEL", "Gospel"},
- {PA_PRESSURE, "PRESSURE", "Pressure"},
- {PA_SACRIFICE, "SACRIFICE", "Sacrificial_Ritual"},
- {PF_FOGWALL, "FOGWALL", "Wall_of_Fog"},
- {PF_HPCONVERSION, "HPCONVERSION", "Health_Conversion"},
- {PF_MEMORIZE, "MEMORIZE", "Memorize"},
- {PF_MINDBREAKER, "MINDBREAKER", "Mind_Breaker"},
- {PF_SOULBURN, "SOULBURN", "Soul_Burn"},
- {PF_SOULCHANGE, "SOULCHANGE", "Soul_Change"},
- {PF_SPIDERWEB, "SPIDERWEB", "Spider_Web"},
- {PR_ASPERSIO, "ASPERSIO", "Aspersio"},
- {PR_BENEDICTIO, "BENEDICTIO", "B.S_Sacramenti"},
- {PR_GLORIA, "GLORIA", "Gloria"},
- {PR_IMPOSITIO, "IMPOSITIO", "Impositio_Manus"},
- {PR_KYRIE, "KYRIE", "Kyrie_Eleison"},
- {PR_LEXAETERNA, "LEXAETERNA", "Lex_Aeterna"},
- {PR_LEXDIVINA, "LEXDIVINA", "Lex_Divina"},
- {PR_MACEMASTERY, "MACEMASTERY", "Mace_Mastery"},
- {PR_MAGNIFICAT, "MAGNIFICAT", "Magnificat"},
- {PR_MAGNUS, "MAGNUS", "Magnus_Exorcismus"},
- {PR_SANCTUARY, "SANCTUARY", "Santuary"},
- {PR_SLOWPOISON, "SLOWPOISON", "Slow_Poison"},
- {PR_STRECOVERY, "STRECOVERY", "Status_Recovery"},
- {PR_SUFFRAGIUM, "SUFFRAGIUM", "Suffragium"},
- {PR_TURNUNDEAD, "TURNUNDEAD", "Turn_Undead"},
- {RG_BACKSTAP, "BACKSTAP", "Back_Stab"},
- {RG_CLEANER, "CLEANER", "Remover"},
- {RG_COMPULSION, "COMPULSION", "Compulsion_Discount"},
- {RG_FLAGGRAFFITI, "FLAGGRAFFITI", "Flag_Graffity"},
- {RG_GANGSTER, "GANGSTER", "Gangster's_Paradise"},
- {RG_GRAFFITI, "GRAFFITI", "Graffiti"},
- {RG_INTIMIDATE, "INTIMIDATE", "Intimidate"},
- {RG_PLAGIARISM, "PLAGIARISM", "Plagiarism"},
- {RG_RAID, "RAID", "Raid"},
- {RG_SNATCHER, "SNATCHER", "Snatcher"},
- {RG_STEALCOIN, "STEALCOIN", "Steal_Coin"},
- {RG_STRIPARMOR, "STRIPARMOR", "Strip_Armor"},
- {RG_STRIPHELM, "STRIPHELM", "Strip_Helm"},
- {RG_STRIPSHIELD, "STRIPSHIELD", "Strip_Shield"},
- {RG_STRIPWEAPON, "STRIPWEAPON", "Strip_Weapon"},
- {RG_TUNNELDRIVE, "TUNNELDRIVE", "Tunnel_Drive"},
- {SA_ABRACADABRA, "ABRACADABRA", "Hocus-pocus"},
- {SA_ADVANCEDBOOK, "ADVANCEDBOOK", "Advanced_Book"},
- {SA_AUTOSPELL, "AUTOSPELL", "Auto_Cast"},
- {SA_CASTCANCEL, "CASTCANCEL", "Cast_Cancel"},
- {SA_CLASSCHANGE, "CLASSCHANGE", "Class_Change"},
- {SA_COMA, "COMA", "Coma"},
- {SA_DEATH, "DEATH", "Death"},
- {SA_DELUGE, "DELUGE", "Deluge"},
- {SA_DISPELL, "DISPELL", "Dispel"},
- {SA_DRAGONOLOGY, "DRAGONOLOGY", "Dragonology"},
- {SA_FLAMELAUNCHER, "FLAMELAUNCHER", "Flame_Launcher"},
- {SA_FORTUNE, "FORTUNE", "Fortune"},
- {SA_FREECAST, "FREECAST", "Cast_Freedom"},
- {SA_FROSTWEAPON, "FROSTWEAPON", "Frost_Weapon"},
- {SA_FULLRECOVERY, "FULLRECOVERY", "Full_Recovery"},
- {SA_GRAVITY, "GRAVITY", "Gravity"},
- {SA_INSTANTDEATH, "INSTANTDEATH", "Instant_Death"},
- {SA_LANDPROTECTOR, "LANDPROTECTOR", "Land_Protector"},
- {SA_LEVELUP, "LEVELUP", "Level_Up"},
- {SA_LIGHTNINGLOADER, "LIGHTNINGLOADER", "Lightning_Loader"},
- {SA_MAGICROD, "MAGICROD", "Magic_Rod"},
- {SA_MONOCELL, "MONOCELL", "Monocell"},
- {SA_QUESTION, "QUESTION", "Question?"},
- {SA_REVERSEORCISH, "REVERSEORCISH", "Reverse_Orcish"},
- {SA_SEISMICWEAPON, "SEISMICWEAPON", "Seismic_Weapon"},
- {SA_SPELLBREAKER, "SPELLBREAKER", "Break_Spell"},
- {SA_SUMMONMONSTER, "SUMMONMONSTER", "Summon_Monster"},
- {SA_VIOLENTGALE, "VIOLENTGALE", "Violent_Gale"},
- {SA_VOLCANO, "VOLCANO", "Volcano"},
- {SG_DEVIL, "DEVIL", "Devil"},
- {SG_FEEL, "FEEL", "Feel"},
- {SG_FRIEND, "FRIEND", "Friend"},
- {SG_FUSION, "FUSION", "Fusion"},
- {SG_HATE, "HATE", "Hate"},
- {SG_KNOWLEDGE, "KNOWLEDGE", "Knowledge"},
- {SG_MOON_ANGER, "ANGER", "Moon Anger"},
- {SG_MOON_BLESS, "BLESS", "Moon Bless"},
- {SG_MOON_COMFORT, "COMFORT", "Moon Comfort"},
- {SG_MOON_WARM, "WARM", "Moon Warm"},
- {SG_STAR_ANGER, "ANGER", "Star Anger"},
- {SG_STAR_BLESS, "BLESS", "Star Bless"},
- {SG_STAR_COMFORT, "COMFORT", "Star Comfort"},
- {SG_STAR_WARM, "WARM", "Star Warm"},
- {SG_SUN_ANGER, "ANGER", "Sun Anger"},
- {SG_SUN_BLESS, "BLESS", "Sun Bless"},
- {SG_SUN_COMFORT, "COMFORT", "Sun Comfort"},
- {SG_SUN_WARM, "WARM", "Sun Warm"},
- {SL_ALCHEMIST, "ALCHEMIST", "Alchemist"},
- {SL_ASSASIN, "ASSASIN", "Assasin"},
- {SL_BARDDANCER, "BARDDANCER", "Bard Dancer"},
- {SL_BLACKSMITH, "BLACKSMITH", "Black Smith"},
- {SL_CRUSADER, "CRUSADER", "Crusader"},
- {SL_HUNTER, "HUNTER", "Hunter"},
- {SL_KAAHI, "KAAHI", "Kaahi"},
- {SL_KAINA, "KAINA", "Kaina"},
- {SL_KAITE, "KAITE", "Kaite"},
- {SL_KAIZEL, "KAIZEL", "Kaizel"},
- {SL_KAUPE, "KAUPE", "Kaupe"},
- {SL_KNIGHT, "KNIGHT", "Knight"},
- {SL_MONK, "MONK", "Monk"},
- {SL_PRIEST, "PRIEST", "Priest"},
- {SL_ROGUE, "ROGUE", "Rogue"},
- {SL_SAGE, "SAGE", "Sage"},
- {SL_SKA, "SKA", "SKA"},
- {SL_SKE, "SKE", "SKE"},
- {SL_SMA, "SMA", "SMA"},
- {SL_SOULLINKER, "SOULLINKER", "Soul Linker"},
- {SL_STAR, "STAR", "Star"},
- {SL_STIN, "STIN", "Stin"},
- {SL_STUN, "STUN", "Stun"},
- {SL_SUPERNOVICE, "SUPERNOVICE", "Super Novice"},
- {SL_SWOO, "SWOO", "Swoo"},
- {SL_WIZARD, "WIZARD", "Wizard"},
- {SM_AUTOBERSERK, "AUTOBERSERK", "Auto_Berserk"},
- {SM_BASH, "BASH", "Bash"},
- {SM_ENDURE, "ENDURE", "Endure"},
- {SM_FATALBLOW, "FATALBLOW", "Attack_Weak_Point"},
- {SM_MAGNUM, "MAGNUM", "Magnum_Break"},
- {SM_MOVINGRECOVERY, "MOVINGRECOVERY", "Moving_HP_Recovery"},
- {SM_PROVOKE, "PROVOKE", "Provoke"},
- {SM_RECOVERY, "RECOVERY", "Increase_HP_Recovery"},
- {SM_SWORD, "SWORD", "Sword_Mastery"},
- {SM_TWOHAND, "TWOHAND", "Two-Handed_Sword_Mastery"},
- {SN_FALCONASSAULT, "FALCONASSAULT", "Falcon_Assault"},
- {SN_SHARPSHOOTING, "SHARPSHOOTING", "Sharpshooting"},
- {SN_SIGHT, "SIGHT", "True_Sight"},
- {SN_WINDWALK, "WINDWALK", "Wind_Walk"},
- {ST_CHASEWALK, "CHASEWALK", "Chase_Walk"},
- {ST_REJECTSWORD, "REJECTSWORD", "Reject_Sword"},
- {ST_STEALBACKPACK, "STEALBACKPACK", "Steal_Backpack"},
- {TF_BACKSLIDING, "BACKSLIDING", "Back_Sliding"},
- {TF_DETOXIFY, "DETOXIFY", "Detoxify"},
- {TF_DOUBLE, "DOUBLE", "Double_Attack"},
- {TF_HIDING, "HIDING", "Hiding"},
- {TF_MISS, "MISS", "Improve_Dodge"},
- {TF_PICKSTONE, "PICKSTONE", "Take_Stone"},
- {TF_POISON, "POISON", "Envenom"},
- {TF_SPRINKLESAND, "SPRINKLESAND", "Throw_Sand"},
- {TF_STEAL, "STEAL", "Steal"},
- {TF_THROWSTONE, "THROWSTONE", "Throw_Stone"},
- {TK_COUNTER, "COUNTER", "Counter"},
- {TK_DODGE, "DODGE", "Dodge"},
- {TK_DOWNKICK, "DOWNKICK", "Down Kick"},
- {TK_HIGHJUMP, "HIGHJUMP", "High Jump"},
- {TK_HPTIME, "HPTIME", "HP Time"},
- {TK_JUMPKICK, "JUMPKICK", "Jump Kick"},
- {TK_POWER, "POWER", "Power"},
- {TK_READYCOUNTER, "READYCOUNTER", "Ready Counter"},
- {TK_READYDOWN, "READYDOWN", "Ready Down"},
- {TK_READYSTORM, "READYSTORM", "Ready Storm"},
- {TK_READYTURN, "READYTURN", "Ready Turn"},
- {TK_RUN, "RUN", "TK_RUN"},
- {TK_SEVENWIND, "SEVENWIND", "Seven Wind"},
- {TK_SPTIME, "SPTIME", "SP Time"},
- {TK_STORMKICK, "STORMKICK", "Storm Kick"},
- {TK_TURNKICK, "TURNKICK", "Turn Kick"},
- {WE_BABY, "BABY", "Adopt_Baby"},
- {WE_CALLBABY, "CALLBABY", "Call_Baby"},
- {WE_CALLPARENT, "CALLPARENT", "Call_Parent"},
- {WE_CALLPARTNER, "CALLPARTNER", "I Want to See You"},
- {WE_FEMALE, "FEMALE", "I Only Look Up to You"},
- {WE_MALE, "MALE", "I Will Protect You"},
- {WS_CARTBOOST, "CARTBOOST", "Cart_Boost"},
- {WS_CREATECOIN, "CREATECOIN", "Create_Coins"},
- {WS_CREATENUGGET, "CREATENUGGET", "Create_Nuggets"},
- {WS_MELTDOWN, "MELTDOWN", "Meltdown"},
- {WS_SYSTEMCREATE, "SYSTEMCREATE", "Create_System_tower"},
- {WZ_EARTHSPIKE, "EARTHSPIKE", "Earth_Spike"},
- {WZ_ESTIMATION, "ESTIMATION", "Sense"},
- {WZ_FIREIVY, "FIREIVY", "Fire_Ivy"},
- {WZ_FIREPILLAR, "FIREPILLAR", "Fire_Pillar"},
- {WZ_FROSTNOVA, "FROSTNOVA", "Frost_Nova"},
- {WZ_HEAVENDRIVE, "HEAVENDRIVE", "Heaven's_Drive"},
- {WZ_ICEWALL, "ICEWALL", "Ice_Wall"},
- {WZ_JUPITEL, "JUPITEL", "Jupitel_Thunder"},
- {WZ_METEOR, "METEOR", "Meteor_Storm"},
- {WZ_QUAGMIRE, "QUAGMIRE", "Quagmire"},
- {WZ_SIGHTRASHER, "SIGHTRASHER", "Sightrasher"},
- {WZ_STORMGUST, "STORMGUST", "Storm_Gust"},
- {WZ_VERMILION, "VERMILION", "Lord_of_Vermilion"},
- {WZ_WATERBALL, "WATERBALL", "Water_Ball"},
- {0, 0, 0}
-};
+struct skill_name_db skill_names[] =
+{
+ {SkillID::AC_OWL, "OWL", "Owl's_Eye"},
-static const int dirx[8] = { 0, -1, -1, -1, 0, 1, 1, 1 };
-static const int diry[8] = { 1, 1, 0, -1, -1, -1, 0, 1 };
+ {SkillID::NPC_EMOTION, "EMOTION", "NPC_EMOTION"},
+ {SkillID::NPC_POISON, "POISON", "NPC_POISON"},
+ {SkillID::NPC_SELFDESTRUCTION, "SELFDESTRUCTION", "Kabooooom!"},
+ {SkillID::NPC_SUMMONSLAVE, "SUMMONSLAVE", "NPC_SUMMONSLAVE"},
-static int rdamage;
+ {SkillID::NV_EMOTE, "EMOTE", "Emote_Skill"},
+ {SkillID::NV_TRADE, "TRADE", "Trade_Skill"},
+ {SkillID::NV_PARTY, "PARTY", "Party_Skill"},
-/* スキルデータベース */
-struct skill_db skill_db[MAX_SKILL_DB];
+ {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, nullptr, nullptr}
+};
-#define UNARMED_PLAYER_DAMAGE_MIN(bl) (skill_power_bl((bl), TMW_BRAWLING) >> 4) // +50 for 200
-#define UNARMED_PLAYER_DAMAGE_MAX(bl) (skill_power_bl((bl), TMW_BRAWLING)) // +200 for 200
+earray<struct skill_db, SkillID, SkillID::MAX_SKILL_DB> skill_db;
-int skill_get_hit (int id)
+
+static
+int skill_attack(BF attack_type, struct block_list *src,
+ struct block_list *dsrc, struct block_list *bl,
+ SkillID skillid, int skilllv, tick_t tick, BCT flag);
+static
+void skill_devotion_end(struct map_session_data *md,
+ struct map_session_data *sd, int target);
+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 (int id)
+int skill_get_inf(SkillID id)
{
return skill_db[id].inf;
}
-int skill_get_pl (int id)
-{
- return skill_db[id].pl;
-}
-
-int skill_get_nk (int id)
+int skill_get_nk(SkillID id)
{
return skill_db[id].nk;
}
-int skill_get_max (int id)
+int skill_get_max(SkillID id)
{
return skill_db[id].max;
}
-int skill_get_max_raise (int id)
+int skill_get_max_raise(SkillID id)
{
return skill_db[id].max_raise;
}
-int skill_get_range (int id, int lv)
+int skill_get_range(SkillID id, int lv)
{
return (lv <= 0) ? 0 : skill_db[id].range[lv - 1];
}
-int skill_get_hp (int id, int lv)
-{
- return (lv <= 0) ? 0 : skill_db[id].hp[lv - 1];
-}
-
-int skill_get_sp (int id, int lv)
+int skill_get_sp(SkillID id, int lv)
{
return (lv <= 0) ? 0 : skill_db[id].sp[lv - 1];
}
-int skill_get_zeny (int id, int lv)
-{
- return (lv <= 0) ? 0 : skill_db[id].zeny[lv - 1];
-}
-
-int skill_get_num (int id, int lv)
+int skill_get_num(SkillID id, int lv)
{
return (lv <= 0) ? 0 : skill_db[id].num[lv - 1];
}
-int skill_get_cast (int id, int lv)
+int skill_get_cast(SkillID id, int lv)
{
return (lv <= 0) ? 0 : skill_db[id].cast[lv - 1];
}
-int skill_get_delay (int id, int lv)
+int skill_get_delay(SkillID id, int lv)
{
return (lv <= 0) ? 0 : skill_db[id].delay[lv - 1];
}
-int skill_get_time (int id, int lv)
-{
- return (lv <= 0) ? 0 : skill_db[id].upkeep_time[lv - 1];
-}
-
-int skill_get_time2 (int id, int lv)
-{
- return (lv <= 0) ? 0 : skill_db[id].upkeep_time2[lv - 1];
-}
-
-int skill_get_castdef (int id)
-{
- return skill_db[id].cast_def_rate;
-}
-
-int skill_get_weapontype (int id)
-{
- return skill_db[id].weapon;
-}
-
-int skill_get_inf2 (int id)
+int skill_get_inf2(SkillID id)
{
return skill_db[id].inf2;
}
-int skill_get_maxcount (int id)
+int skill_get_maxcount(SkillID id)
{
return skill_db[id].maxcount;
}
-int skill_get_blewcount (int id, int lv)
-{
- return (lv <= 0) ? 0 : skill_db[id].blewcount[lv - 1];
-}
-
-int skill_get_mhp (int id, int lv)
-{
- return (lv <= 0) ? 0 : skill_db[id].mhp[lv - 1];
-}
-
static
-int skill_get_castnodex (int id, int lv)
+int skill_get_castnodex(SkillID id, int lv)
{
return (lv <= 0) ? 0 : skill_db[id].castnodex[lv - 1];
}
-/* プロトタイプ */
-struct skill_unit_group *skill_unitsetting (struct block_list *src,
- int skillid, int skilllv, int x,
- int y, int flag);
-int skill_check_condition (struct map_session_data *sd, int type);
-int skill_frostjoke_scream (struct block_list *bl, va_list ap);
-int skill_status_change_timer_sub (struct block_list *bl, va_list ap);
-int skill_attack_area (struct block_list *bl, va_list ap);
-int skill_clear_element_field (struct block_list *bl);
-int skill_landprotector (struct block_list *bl, va_list ap);
-int skill_trap_splash (struct block_list *bl, va_list ap);
-int skill_count_target (struct block_list *bl, va_list ap);
-
-// [MouseJstr] - skill ok to cast? and when?
-static int skillnotok (int skillid, struct map_session_data *sd)
-{
- if (sd == 0)
- return 0;
- if (pc_isGM (sd) >= 20)
- return 0; // gm's can do anything damn thing they want
- switch (skillid)
- {
- case AL_WARP:
- case AL_TELEPORT:
- case MC_IDENTIFY:
- return 0; // always allowed
- default:
- return (map[sd->bl.m].flag.noskill);
- }
-}
-
-static int distance (int x0, int y0, int x1, int y1)
+static
+int distance(int x0, int y0, int x1, int y1)
{
- int dx, dy;
+ int dx, dy;
- dx = abs (x0 - x1);
- dy = abs (y0 - y1);
+ dx = abs(x0 - x1);
+ dy = abs(y0 - y1);
return dx > dy ? dx : dy;
}
-/* スキルユニットIDを返す(これもデータベースに入れたいな) */
-int skill_get_unit_id (int id, int flag)
-{
-
- switch (id)
- {
- case MG_SAFETYWALL:
- return 0x7e; /* セイフティウォール */
- case MG_FIREWALL:
- return 0x7f; /* ファイアーウォール */
- case AL_WARP:
- return (flag == 0) ? 0x81 : 0x80; /* ワープポータル */
- case PR_BENEDICTIO:
- return 0x82; /* 聖体降福 */
- case PR_SANCTUARY:
- return 0x83; /* サンクチュアリ */
- case PR_MAGNUS:
- return 0x84; /* マグヌスエクソシズム */
- case AL_PNEUMA:
- return 0x85; /* ニューマ */
- case MG_THUNDERSTORM:
- return 0x86; /* サンダーストーム */
- case WZ_HEAVENDRIVE:
- return 0x86; /* ヘヴンズドライブ */
- case WZ_SIGHTRASHER:
- return 0x86; /* サイトラッシャー */
- case WZ_METEOR:
- return 0x86; /* メテオストーム */
- case WZ_VERMILION:
- return 0x86; /* ロードオブヴァーミリオン */
- case WZ_FROSTNOVA:
- return 0x86; /* フロストノヴァ */
- case WZ_STORMGUST:
- return 0x86; /* ストームガスト(とりあえずLoVと同じで処理) */
- case CR_GRANDCROSS:
- return 0x86; /* グランドクロス */
- case WZ_FIREPILLAR:
- return (flag == 0) ? 0x87 : 0x88; /* ファイアーピラー */
- case HT_TALKIEBOX:
- return 0x99; /* トーキーボックス */
- case WZ_ICEWALL:
- return 0x8d; /* アイスウォール */
- case WZ_QUAGMIRE:
- return 0x8e; /* クァグマイア */
- case HT_BLASTMINE:
- return 0x8f; /* ブラストマイン */
- case HT_SKIDTRAP:
- return 0x90; /* スキッドトラップ */
- case HT_ANKLESNARE:
- return 0x91; /* アンクルスネア */
- case AS_VENOMDUST:
- return 0x92; /* ベノムダスト */
- case HT_LANDMINE:
- return 0x93; /* ランドマイン */
- case HT_SHOCKWAVE:
- return 0x94; /* ショックウェーブトラップ */
- case HT_SANDMAN:
- return 0x95; /* サンドマン */
- case HT_FLASHER:
- return 0x96; /* フラッシャー */
- case HT_FREEZINGTRAP:
- return 0x97; /* フリージングトラップ */
- case HT_CLAYMORETRAP:
- return 0x98; /* クレイモアートラップ */
- case SA_VOLCANO:
- return 0x9a; /* ボルケーノ */
- case SA_DELUGE:
- return 0x9b; /* デリュージ */
- case SA_VIOLENTGALE:
- return 0x9c; /* バイオレントゲイル */
- case SA_LANDPROTECTOR:
- return 0x9d; /* ランドプロテクター */
- case BD_LULLABY:
- return 0x9e; /* 子守歌 */
- case BD_RICHMANKIM:
- return 0x9f; /* ニヨルドの宴 */
- case BD_ETERNALCHAOS:
- return 0xa0; /* 永遠の混沌 */
- case BD_DRUMBATTLEFIELD:
- return 0xa1; /* 戦太鼓の響き */
- case BD_RINGNIBELUNGEN:
- return 0xa2; /* ニーベルングの指輪 */
- case BD_ROKISWEIL:
- return 0xa3; /* ロキの叫び */
- case BD_INTOABYSS:
- return 0xa4; /* 深淵の中に */
- case BD_SIEGFRIED:
- return 0xa5; /* 不死身のジークフリード */
- case BA_DISSONANCE:
- return 0xa6; /* 不協和音 */
- case BA_WHISTLE:
- return 0xa7; /* 口笛 */
- case BA_ASSASSINCROSS:
- return 0xa8; /* 夕陽のアサシンクロス */
- case BA_POEMBRAGI:
- return 0xa9; /* ブラギの詩 */
- case BA_APPLEIDUN:
- return 0xaa; /* イドゥンの林檎 */
- case DC_UGLYDANCE:
- return 0xab; /* 自分勝手なダンス */
- case DC_HUMMING:
- return 0xac; /* ハミング */
- case DC_DONTFORGETME:
- return 0xad; /* 私を忘れないで… */
- case DC_FORTUNEKISS:
- return 0xae; /* 幸運のキス */
- case DC_SERVICEFORYOU:
- return 0xaf; /* サービスフォーユー */
- case RG_GRAFFITI:
- return 0xb0; /* グラフィティ */
- case AM_DEMONSTRATION:
- return 0xb1; /* デモンストレーション */
- case WE_CALLPARTNER:
- return 0xb2; /* あなたに逢いたい */
- case PA_GOSPEL:
- return 0xb3; /* ゴスペル */
- case HP_BASILICA:
- return 0xb4; /* バジリカ */
- case PF_FOGWALL:
- return 0xb6; /* フォグウォール */
- case PF_SPIDERWEB:
- return 0xb7; /* スパイダーウェッブ */
- }
- return 0;
- /*
- * 0x89,0x8a,0x8b 表示無し
- * 0x9a 炎属性の詠唱みたいなエフェクト
- * 0x9b 水属性の詠唱みたいなエフェクト
- * 0x9c 風属性の詠唱みたいなエフェクト
- * 0x9d 白い小さなエフェクト
- * 0xb1 Alchemist Demonstration
- * 0xb2 = Pink Warp Portal
- * 0xb3 = Gospel For Paladin
- * 0xb4 = Basilica
- * 0xb5 = Empty
- * 0xb6 = Fog Wall for Professor
- * 0xb7 = Spider Web for Professor
- * 0xb8 = Empty
- * 0xb9 =
- */
-}
-
/*==========================================
* スキル追加効果
*------------------------------------------
*/
-int skill_additional_effect (struct block_list *src, struct block_list *bl,
- int skillid, int skilllv, int attack_type,
- unsigned int tick)
+int skill_additional_effect(struct block_list *src, struct block_list *bl,
+ SkillID skillid, int skilllv)
{
- /* MOB追加効果スキル用 */
- const int sc[] = {
- SC_POISON, SC_BLIND, SC_SILENCE, SC_STAN,
- SC_STONE, SC_CURSE, SC_SLEEP
- };
- const int sc2[] = {
- MG_STONECURSE, MG_FROSTDIVER, NPC_STUNATTACK,
- NPC_SLEEPATTACK, TF_POISON, NPC_CURSEATTACK,
- NPC_SILENCEATTACK, 0, NPC_BLINDATTACK
- };
-
struct map_session_data *sd = NULL;
- struct map_session_data *dstsd = NULL;
struct mob_data *md = NULL;
- struct mob_data *dstmd = NULL;
- int skill, skill2;
- int rate, luk;
+ int luk;
- int sc_def_mdef, sc_def_vit, sc_def_int, sc_def_luk;
- int sc_def_mdef2, sc_def_vit2, sc_def_int2, sc_def_luk2;
- int sc_def_phys_shield_spell;
+ int sc_def_mdef, sc_def_vit, sc_def_int, sc_def_luk;
+ int sc_def_phys_shield_spell;
- nullpo_retr (0, src);
- nullpo_retr (0, bl);
+ nullpo_ret(src);
+ nullpo_ret(bl);
if (skilllv < 0)
return 0;
- if (src->type == BL_PC)
+ if (src->type == BL::PC)
{
- nullpo_retr (0, sd = (struct map_session_data *) src);
+ sd = (struct map_session_data *) src;
+ nullpo_ret(sd);
}
- else if (src->type == BL_MOB)
+ else if (src->type == BL::MOB)
{
- nullpo_retr (0, md = (struct mob_data *) src); //未使用?
+ md = (struct mob_data *) src;
+ nullpo_ret(md); //未使用?
}
sc_def_phys_shield_spell = 0;
- if (battle_get_sc_data (bl)[SC_PHYS_SHIELD].timer != -1)
+ if (battle_get_sc_data(bl)[StatusChange::SC_PHYS_SHIELD].timer)
sc_def_phys_shield_spell =
- battle_get_sc_data (bl)[SC_PHYS_SHIELD].val1;
+ 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);
+ 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);
- sc_def_mdef2 = 100 - (3 + battle_get_mdef (src) + luk / 3);
- sc_def_vit2 = 100 - (3 + battle_get_vit (src) + luk / 3);
- sc_def_int2 = 100 - (3 + battle_get_int (src) + luk / 3);
- sc_def_luk2 = 100 - (3 + luk);
- if (bl->type == BL_PC)
- dstsd = (struct map_session_data *) bl;
- else if (bl->type == BL_MOB)
+ luk = battle_get_luk(src);
+
+ if (bl->type == BL::MOB)
{
- dstmd = (struct mob_data *) bl; //未使用?
if (sc_def_mdef > 50)
sc_def_mdef = 50;
if (sc_def_vit > 50)
@@ -1104,561 +208,13 @@ int skill_additional_effect (struct block_list *src, struct block_list *bl,
switch (skillid)
{
- case 0: /* 通常攻撃 */
- /* 自動鷹 */
- if (sd && pc_isfalcon (sd) && sd->status.weapon == 11
- && (skill = pc_checkskill (sd, HT_BLITZBEAT)) > 0
- && MRAND (1000) <= sd->paramc[5] * 10 / 3 + 1)
- {
- int lv = (sd->status.job_level + 9) / 10;
- skill_castend_damage_id (src, bl, HT_BLITZBEAT,
- (skill < lv) ? skill : lv, tick,
- 0xf00000);
- }
- // スナッチャー
- if (sd && sd->status.weapon != 11
- && (skill = pc_checkskill (sd, RG_SNATCHER)) > 0)
- if ((skill * 15 + 55) +
- (skill2 =
- pc_checkskill (sd, TF_STEAL)) * 10 > MRAND (1000))
- {
- if (pc_steal_item (sd, bl))
- clif_skill_nodamage (src, bl, TF_STEAL, skill2, 1);
- else
- clif_skill_fail (sd, skillid, 0, 0);
- }
- break;
-
- case SM_BASH: /* バッシュ(急所攻撃) */
- if (sd && (skill = pc_checkskill (sd, SM_FATALBLOW)) > 0)
- {
- if (MRAND (100) < 6 * (skilllv - 5) * sc_def_vit / 100)
- skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0,
- skill_get_time2 (SM_FATALBLOW,
- skilllv), 0);
- }
- break;
-
- case TF_POISON: /* インベナム */
- case AS_SPLASHER: /* ベナムスプラッシャー */
- if (MRAND (100) < (2 * skilllv + 10) * sc_def_vit / 100)
- skill_status_change_start (bl, SC_POISON, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- else
- {
- if (sd && skillid == TF_POISON)
- clif_skill_fail (sd, skillid, 0, 0);
- }
- break;
-
- case AS_SONICBLOW: /* ソニックブロー */
- if (MRAND (100) < (2 * skilllv + 10) * sc_def_vit / 100)
- skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- break;
-
- case HT_FREEZINGTRAP: /* フリージングトラップ */
- rate = skilllv * 3 + 35;
- if (MRAND (100) < rate * sc_def_mdef / 100)
- skill_status_change_start (bl, SC_FREEZE, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- break;
-
- case MG_FROSTDIVER: /* フロストダイバー */
- case WZ_FROSTNOVA: /* フロストノヴァ */
- rate =
- (skilllv * 3 + 35) * sc_def_mdef / 100 -
- (battle_get_int (bl) + battle_get_luk (bl)) / 15;
- rate = rate <= 5 ? 5 : rate;
- if (MRAND (100) < rate)
- skill_status_change_start (bl, SC_FREEZE, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- else if (sd)
- clif_skill_fail (sd, skillid, 0, 0);
- break;
-
- case WZ_STORMGUST: /* ストームガスト */
- {
- struct status_change *sc_data = battle_get_sc_data (bl);
- if (sc_data)
- {
- sc_data[SC_FREEZE].val3++;
- if (sc_data[SC_FREEZE].val3 >= 3)
- skill_status_change_start (bl, SC_FREEZE, skilllv, 0, 0,
- 0, skill_get_time2 (skillid,
- skilllv),
- 0);
- }
- }
- break;
-
- case HT_LANDMINE: /* ランドマイン */
- if (MRAND (100) < (5 * skilllv + 30) * sc_def_vit / 100)
- skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- break;
-
- case HT_SHOCKWAVE: /* ショックウェーブトラップ */
- if (map[bl->m].flag.pvp && dstsd)
- {
- dstsd->status.sp -=
- dstsd->status.sp * (5 + 15 * skilllv) / 100;
- pc_calcstatus (dstsd, 0);
- }
- break;
- case HT_SANDMAN: /* サンドマン */
- if (MRAND (100) < (5 * skilllv + 30) * sc_def_int / 100)
- skill_status_change_start (bl, SC_SLEEP, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- break;
- case TF_SPRINKLESAND: /* 砂まき */
- if (MRAND (100) < 15 * sc_def_int / 100)
- skill_status_change_start (bl, SC_BLIND, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- break;
-
- case TF_THROWSTONE: /* 石投げ */
- if (MRAND (100) < 5 * sc_def_vit / 100)
- skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- break;
-
- case CR_HOLYCROSS: /* ホーリークロス */
- if (MRAND (100) < 3 * skilllv * sc_def_int / 100)
- skill_status_change_start (bl, SC_BLIND, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- break;
-
- case CR_GRANDCROSS: /* グランドクロス */
- {
- int race = battle_get_race (bl);
- if ((battle_check_undead (race, battle_get_elem_type (bl)) || race == 6) && MRAND (100) < 100000 * sc_def_int / 100) //強制付与だが完全耐性には無効
- skill_status_change_start (bl, SC_BLIND, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- }
- break;
-
- case CR_SHIELDCHARGE: /* シールドチャージ */
- if (MRAND (100) < (15 + skilllv * 5) * sc_def_vit / 100)
- skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- break;
-
- case RG_RAID: /* サプライズアタック */
- if (MRAND (100) < (10 + 3 * skilllv) * sc_def_vit / 100)
- skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- if (MRAND (100) < (10 + 3 * skilllv) * sc_def_int / 100)
- skill_status_change_start (bl, SC_BLIND, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- break;
- case BA_FROSTJOKE:
- if (MRAND (100) < (15 + 5 * skilllv) * sc_def_mdef / 100)
- skill_status_change_start (bl, SC_FREEZE, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- break;
-
- case DC_SCREAM:
- if (MRAND (100) < (25 + 5 * skilllv) * sc_def_vit / 100)
- skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- break;
-
- case BD_LULLABY: /* 子守唄 */
- if (MRAND (100) < 15 * sc_def_int / 100)
- skill_status_change_start (bl, SC_SLEEP, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- break;
-
- /* MOBの追加効果付きスキル */
-
- case NPC_PETRIFYATTACK:
- if (MRAND (100) < sc_def_mdef)
- skill_status_change_start (bl, sc[skillid - NPC_POISON],
- skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- break;
- case NPC_POISON:
- case NPC_SILENCEATTACK:
- case NPC_STUNATTACK:
- if (MRAND (100) <
- 50 - (sc_def_vit >> 2) - (sc_def_phys_shield_spell) +
- (skilllv >> 2))
- skill_status_change_start (bl, sc[skillid - NPC_POISON],
- skilllv, 0, 0, 0, skilllv, 0);
- break;
- case NPC_CURSEATTACK:
- if (MRAND (100) < sc_def_luk)
- skill_status_change_start (bl, sc[skillid - NPC_POISON],
- skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- break;
- case NPC_SLEEPATTACK:
- case NPC_BLINDATTACK:
- if (MRAND (100) < sc_def_int)
- skill_status_change_start (bl, sc[skillid - NPC_POISON],
- skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- break;
- case NPC_MENTALBREAKER:
- if (dstsd)
- {
- int sp = dstsd->status.max_sp * (10 + skilllv) / 100;
- if (sp < 1)
- sp = 1;
- pc_heal (dstsd, 0, -sp);
- }
- break;
-
-// -- moonsoul (adding status effect chance given to wizard aoe skills meteor and vermillion)
-//
- case WZ_METEOR:
- if (MRAND (100) < sc_def_vit)
- skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- break;
- case WZ_VERMILION:
- if (MRAND (100) < sc_def_int)
- skill_status_change_start (bl, SC_BLIND, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- break;
-
-// -- moonsoul (stun ability of new champion skill tigerfist)
-//
- case CH_TIGERFIST:
- if (MRAND (100) < (5 + skilllv * 5) * sc_def_vit / 100)
- skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- break;
-
- case LK_SPIRALPIERCE:
- if (MRAND (100) < (15 + skilllv * 5) * sc_def_vit / 100)
- skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- break;
- case ST_REJECTSWORD: /* フリージングトラップ */
- if (MRAND (100) < (10 + skilllv * 5))
- skill_status_change_start (bl, SC_AUTOCOUNTER, skilllv, 0, 0,
- 0, skill_get_time2 (skillid,
- skilllv), 0);
- break;
- case PF_FOGWALL: /* ホーリークロス */
- if (MRAND (100) < 3 * skilllv * sc_def_int / 100)
- skill_status_change_start (bl, SC_BLIND, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- break;
- case LK_HEADCRUSH: /* ヘッドクラッシュ */
- { //条件が良く分からないので適当に
- int race = battle_get_race (bl);
- if (!
- (battle_check_undead (race, battle_get_elem_type (bl))
- || race == 6)
- && MRAND (100) < (2 * skilllv + 10) * sc_def_vit / 100)
- skill_status_change_start (bl, SC_HEADCRUSH, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- }
- break;
- case LK_JOINTBEAT: /* ジョイントビート */
- //条件が良く分からないので適当に
- if (MRAND (100) < (2 * skilllv + 10) * sc_def_vit / 100)
- skill_status_change_start (bl, SC_JOINTBEAT, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- break;
- case PF_SPIDERWEB: /* スパイダーウェッブ */
- {
- int sec = skill_get_time2 (skillid, skilllv);
- if (map[src->m].flag.pvp) //PvPでは拘束時間半減?
- sec = sec / 2;
- battle_stopwalking (bl, 1);
- skill_status_change_start (bl, SC_SPIDERWEB, skilllv, 0, 0, 0,
- sec, 0);
- }
- break;
- case ASC_METEORASSAULT: /* メテオアサルト */
- if (MRAND (100) < (15 + skilllv * 5) * sc_def_vit / 100) //状態異常は詳細が分からないので適当に
- skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- if (MRAND (100) < (10 + 3 * skilllv) * sc_def_int / 100)
- skill_status_change_start (bl, SC_BLIND, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- break;
- case MO_EXTREMITYFIST: /* 阿修羅覇凰拳 */
- //阿修羅を使うと5分間自然回復しないようになる
- skill_status_change_start (src, SkillStatusChangeTable[skillid],
- skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv), 0);
+ 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;
}
- if (sd && skillid != MC_CARTREVOLUTION && attack_type & BF_WEAPON)
- { /* カードによる追加効果 */
- int i;
- int sc_def_card = 100;
-
- for (i = SC_STONE; i <= SC_BLIND; i++)
- {
- //対象に状態異常
- if (i == SC_STONE || i == SC_FREEZE)
- sc_def_card = sc_def_mdef;
- else if (i == SC_STAN || i == SC_POISON || i == SC_SILENCE)
- sc_def_card = sc_def_vit;
- else if (i == SC_SLEEP || i == SC_CONFUSION || i == SC_BLIND)
- sc_def_card = sc_def_int;
- else if (i == SC_CURSE)
- sc_def_card = sc_def_luk;
-
- if (!sd->state.arrow_atk)
- {
- if (MRAND (10000) <
- (sd->addeff[i - SC_STONE]) * sc_def_card / 100)
- {
- if (battle_config.battle_log)
- printf
- ("PC %d skill_addeff: cardによる異常発動 %d %d\n",
- sd->bl.id, i, sd->addeff[i - SC_STONE]);
- skill_status_change_start (bl, i, 7, 0, 0, 0,
- (i ==
- SC_CONFUSION) ? 10000 +
- 7000 :
- skill_get_time2 (sc2
- [i -
- SC_STONE],
- 7), 0);
- }
- }
- else
- {
- if (MRAND (10000) <
- (sd->addeff[i - SC_STONE] +
- sd->arrow_addeff[i - SC_STONE]) * sc_def_card / 100)
- {
- if (battle_config.battle_log)
- printf
- ("PC %d skill_addeff: cardによる異常発動 %d %d\n",
- sd->bl.id, i, sd->addeff[i - SC_STONE]);
- skill_status_change_start (bl, i, 7, 0, 0, 0,
- (i ==
- SC_CONFUSION) ? 10000 +
- 7000 :
- skill_get_time2 (sc2
- [i -
- SC_STONE],
- 7), 0);
- }
- }
- //自分に状態異常
- if (i == SC_STONE || i == SC_FREEZE)
- sc_def_card = sc_def_mdef2;
- else if (i == SC_STAN || i == SC_POISON || i == SC_SILENCE)
- sc_def_card = sc_def_vit2;
- else if (i == SC_SLEEP || i == SC_CONFUSION || i == SC_BLIND)
- sc_def_card = sc_def_int2;
- else if (i == SC_CURSE)
- sc_def_card = sc_def_luk2;
-
- if (!sd->state.arrow_atk)
- {
- if (MRAND (10000) <
- (sd->addeff2[i - SC_STONE]) * sc_def_card / 100)
- {
- if (battle_config.battle_log)
- printf
- ("PC %d skill_addeff: cardによる異常発動 %d %d\n",
- src->id, i, sd->addeff2[i - SC_STONE]);
- skill_status_change_start (src, i, 7, 0, 0, 0,
- (i ==
- SC_CONFUSION) ? 10000 +
- 7000 :
- skill_get_time2 (sc2
- [i -
- SC_STONE],
- 7), 0);
- }
- }
- else
- {
- if (MRAND (10000) <
- (sd->addeff2[i - SC_STONE] +
- sd->arrow_addeff2[i - SC_STONE]) * sc_def_card / 100)
- {
- if (battle_config.battle_log)
- printf
- ("PC %d skill_addeff: cardによる異常発動 %d %d\n",
- src->id, i, sd->addeff2[i - SC_STONE]);
- skill_status_change_start (src, i, 7, 0, 0, 0,
- (i ==
- SC_CONFUSION) ? 10000 +
- 7000 :
- skill_get_time2 (sc2
- [i -
- SC_STONE],
- 7), 0);
- }
- }
- }
- }
- return 0;
-}
-
-/*=========================================================================
- スキル攻撃吹き飛ばし処理
--------------------------------------------------------------------------*/
-static
-int skill_blown (struct block_list *src, struct block_list *target, int count)
-{
- int dx = 0, dy = 0, nx, ny;
- int x = target->x, y = target->y;
- int ret, prev_state = MS_IDLE;
- int moveblock;
- struct map_session_data *sd = NULL;
- struct mob_data *md = NULL;
- struct skill_unit *su = NULL;
-
- nullpo_retr (0, src);
- nullpo_retr (0, target);
-
- if (target->type == BL_PC)
- {
- nullpo_retr (0, sd = (struct map_session_data *) target);
- }
- else if (target->type == BL_MOB)
- {
- nullpo_retr (0, md = (struct mob_data *) target);
- }
- else if (target->type == BL_SKILL)
- {
- nullpo_retr (0, su = (struct skill_unit *) target);
- }
- else
- return 0;
-
- if (!(count & 0x10000 && (sd || md || su)))
- { /* 指定なしなら位置関係から方向を求める */
- dx = target->x - src->x;
- dx = (dx > 0) ? 1 : ((dx < 0) ? -1 : 0);
- dy = target->y - src->y;
- dy = (dy > 0) ? 1 : ((dy < 0) ? -1 : 0);
- }
- if (dx == 0 && dy == 0)
- {
- int dir = battle_get_dir (target);
- if (dir >= 0 && dir < 8)
- {
- dx = -dirx[dir];
- dy = -diry[dir];
- }
- }
-
- ret = path_blownpos (target->m, x, y, dx, dy, count & 0xffff);
- nx = ret >> 16;
- ny = ret & 0xffff;
- moveblock = (x / BLOCK_SIZE != nx / BLOCK_SIZE
- || y / BLOCK_SIZE != ny / BLOCK_SIZE);
-
- if (count & 0x20000)
- {
- battle_stopwalking (target, 1);
- if (sd)
- {
- sd->to_x = nx;
- sd->to_y = ny;
- sd->walktimer = 1;
- clif_walkok (sd);
- clif_movechar (sd);
- }
- else if (md)
- {
- md->to_x = nx;
- md->to_y = ny;
- prev_state = md->state.state;
- md->state.state = MS_WALK;
- clif_fixmobpos (md);
- }
- }
- else
- battle_stopwalking (target, 2);
-
- dx = nx - x;
- dy = ny - y;
-
- if (sd) /* 画面外に出たので消去 */
- map_foreachinmovearea (clif_pcoutsight, target->m, x - AREA_SIZE,
- y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE,
- dx, dy, 0, sd);
- else if (md)
- map_foreachinmovearea (clif_moboutsight, target->m, x - AREA_SIZE,
- y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE,
- dx, dy, BL_PC, md);
-
- if (su)
- {
- skill_unit_move_unit_group (su->group, target->m, dx, dy);
- }
- else
- {
-// struct status_change *sc_data=battle_get_sc_data(target);
- if (moveblock)
- map_delblock (target);
- target->x = nx;
- target->y = ny;
- if (moveblock)
- map_addblock (target);
-/*ダンス中にエフェクトは移動しないらしい
- if(sc_data && sc_data[SC_DANCING].timer!=-1){ //対象がダンス中なのでエフェクトも移動
- struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[SC_DANCING].val2;
- if(sg)
- skill_unit_move_unit_group(sg,target->m,dx,dy);
- }
-*/
- }
-
- if (sd)
- { /* 画面内に入ってきたので表示 */
- map_foreachinmovearea (clif_pcinsight, target->m, nx - AREA_SIZE,
- ny - AREA_SIZE, nx + AREA_SIZE, ny + AREA_SIZE,
- -dx, -dy, 0, sd);
- if (count & 0x20000)
- sd->walktimer = -1;
- }
- else if (md)
- {
- map_foreachinmovearea (clif_mobinsight, target->m, nx - AREA_SIZE,
- ny - AREA_SIZE, nx + AREA_SIZE, ny + AREA_SIZE,
- -dx, -dy, BL_PC, md);
- if (count & 0x20000)
- md->state.state = prev_state;
- }
-
- skill_unit_move (target, gettick (), (count & 0xffff) + 7); /* スキルユニットの判定 */
-
return 0;
}
@@ -1666,1409 +222,210 @@ int skill_blown (struct block_list *src, struct block_list *target, int count)
* =========================================================================
* 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)
+ * 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)
+ * R = 予約(skill_area_subで使用する)
*-------------------------------------------------------------------------
*/
-int skill_attack (int attack_type, struct block_list *src,
- struct block_list *dsrc, struct block_list *bl, int skillid,
- int skilllv, unsigned int tick, int flag)
+int skill_attack(BF attack_type, struct block_list *src,
+ struct block_list *dsrc, struct block_list *bl,
+ SkillID skillid, int skilllv, tick_t tick, BCT flag)
{
struct Damage dmg;
- struct status_change *sc_data;
- int type, lv, damage;
+ eptr<struct status_change, StatusChange> sc_data;
+ int type, lv, damage;
- rdamage = 0;
- nullpo_retr (0, src);
- nullpo_retr (0, dsrc);
- nullpo_retr (0, bl);
+ nullpo_ret(src);
+ nullpo_ret(dsrc);
+ nullpo_ret(bl);
- sc_data = battle_get_sc_data (bl);
+ sc_data = battle_get_sc_data(bl);
//何もしない判定ここから
if (dsrc->m != 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->prev == NULL || dsrc->prev == NULL || bl->prev == NULL) //prevよくわからない※
return 0;
- if (src->type == BL_PC && pc_isdead ((struct map_session_data *) src)) //術者?がPCですでに死んでいたら何もしない
- return 0;
- if (dsrc->type == BL_PC && pc_isdead ((struct map_session_data *) dsrc)) //術者?がPCですでに死んでいたら何もしない
- return 0;
- if (bl->type == BL_PC && pc_isdead ((struct map_session_data *) bl)) //対象がPCですでに死んでいたら何もしない
- return 0;
- if (skillnotok (skillid, (struct map_session_data *) bl))
- return 0; // [MouseJstr]
- if (sc_data && sc_data[SC_HIDING].timer != -1)
- { //ハイディング状態で
- if (skill_get_pl (skillid) != 2) //スキルの属性が地属性でなければ何もしない
- return 0;
- }
- if (sc_data && sc_data[SC_TRICKDEAD].timer != -1) //死んだふり中は何もしない
+ if (src->type == BL::PC && pc_isdead((struct map_session_data *) src)) //術者?がPCですでに死んでいたら何もしない
return 0;
- if (skillid == WZ_STORMGUST)
- { //使用スキルがストームガストで
- if (sc_data && sc_data[SC_FREEZE].timer != -1) //凍結状態なら何もしない
- return 0;
- }
- if (skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //使用スキルがフロストノヴァで、dsrcとblが同じ場所なら何もしない
+ if (dsrc->type == BL::PC && pc_isdead((struct map_session_data *) dsrc)) //術者?がPCですでに死んでいたら何もしない
return 0;
- if (src->type == BL_PC && ((struct map_session_data *) src)->chatID) //術者がPCでチャット中なら何もしない
+ if (bl->type == BL::PC && pc_isdead((struct map_session_data *) bl)) //対象がPCですでに死んでいたら何もしない
return 0;
- if (dsrc->type == BL_PC && ((struct map_session_data *) dsrc)->chatID) //術者がPCでチャット中なら何もしない
+ if (src->type == BL::PC && ((struct map_session_data *) src)->chatID) //術者がPCでチャット中なら何もしない
return 0;
- if (src->type == BL_PC && bl
- && mob_gvmobcheck (((struct map_session_data *) src), bl) == 0)
+ if (dsrc->type == BL::PC && ((struct map_session_data *) dsrc)->chatID) //術者がPCでチャット中なら何もしない
return 0;
//何もしない判定ここまで
type = -1;
- lv = (flag >> 20) & 0xf;
- dmg = battle_calc_attack (attack_type, src, bl, skillid, skilllv, flag & 0xff); //ダメージ計算
-
-//マジックロッド処理ここから
- if (attack_type & BF_MAGIC && sc_data && sc_data[SC_MAGICROD].timer != -1
- && src == dsrc)
- { //魔法攻撃でマジックロッド状態でsrc=dsrcなら
- dmg.damage = dmg.damage2 = 0; //ダメージ0
- if (bl->type == BL_PC)
- { //対象がPCの場合
- int sp = skill_get_sp (skillid, skilllv); //使用されたスキルのSPを吸収
- sp = sp * sc_data[SC_MAGICROD].val2 / 100; //吸収率計算
- if (skillid == WZ_WATERBALL && skilllv > 1) //ウォーターボールLv1以上
- sp = sp / ((skilllv | 1) * (skilllv | 1)); //さらに計算?
- if (sp > 0x7fff)
- sp = 0x7fff; //SP多すぎの場合は理論最大値
- else if (sp < 1)
- sp = 1; //1以下の場合は1
- if (((struct map_session_data *) bl)->status.sp + sp >
- ((struct map_session_data *) bl)->status.max_sp)
- { //回復SP+現在のSPがMSPより大きい場合
- sp = ((struct map_session_data *) bl)->status.max_sp - ((struct map_session_data *) bl)->status.sp; //SPをMSP-現在SPにする
- ((struct map_session_data *) bl)->status.sp = ((struct map_session_data *) bl)->status.max_sp; //現在のSPにMSPを代入
- }
- else //回復SP+現在のSPがMSPより小さい場合は回復SPを加算
- ((struct map_session_data *) bl)->status.sp += sp;
- clif_heal (((struct map_session_data *) bl)->fd, SP_SP, sp); //SP回復エフェクトの表示
- ((struct map_session_data *) bl)->canact_tick = tick + skill_delayfix (bl, skill_get_delay (SA_MAGICROD, sc_data[SC_MAGICROD].val1)); //
- }
- clif_skill_nodamage (bl, bl, SA_MAGICROD, sc_data[SC_MAGICROD].val1, 1); //マジックロッドエフェクトを表示
- }
-//マジックロッド処理ここまで
+ 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 & 0xff00)
- type = (flag & 0xff00) >> 8;
-
- if (damage <= 0 || damage < dmg.div_) //吹き飛ばし判定?※
- dmg.blewcount = 0;
-
- if (skillid == CR_GRANDCROSS)
- { //グランドクロス
- if (battle_config.gx_disptype)
- dsrc = src; // 敵ダメージ白文字表示
- if (src == bl)
- type = 4; // 反動はダメージモーションなし
- }
-
-//使用者がPCの場合の処理ここから
- if (src->type == BL_PC)
- {
- struct map_session_data *sd = (struct map_session_data *) src;
- nullpo_retr (0, sd);
-//連打掌(MO_CHAINCOMBO)ここから
- if (skillid == MO_CHAINCOMBO)
- {
- int delay = 1000 - 4 * battle_get_agi (src) - 2 * battle_get_dex (src); //基本ディレイの計算
- if (damage < battle_get_hp (bl))
- { //ダメージが対象のHPより小さい場合
- if (pc_checkskill (sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) //猛龍拳(MO_COMBOFINISH)取得&気球保持時は+300ms
- delay += 300 * battle_config.combo_delay_rate / 100; //追加ディレイをconfにより調整
-
- skill_status_change_start (src, SC_COMBO, MO_CHAINCOMBO, skilllv, 0, 0, delay, 0); //コンボ状態に
- }
- sd->attackabletime = sd->canmove_tick = tick + delay;
- clif_combo_delay (src, delay); //コンボディレイパケットの送信
- }
-//連打掌(MO_CHAINCOMBO)ここまで
-//猛龍拳(MO_COMBOFINISH)ここから
- else if (skillid == MO_COMBOFINISH)
- {
- int delay =
- 700 - 4 * battle_get_agi (src) - 2 * battle_get_dex (src);
- if (damage < battle_get_hp (bl))
- {
- //阿修羅覇凰拳(MO_EXTREMITYFIST)取得&気球4個保持&爆裂波動(MO_EXPLOSIONSPIRITS)状態時は+300ms
- //伏虎拳(CH_TIGERFIST)取得時も+300ms
- if ((pc_checkskill (sd, MO_EXTREMITYFIST) > 0
- && sd->spiritball >= 4
- && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1)
- || (pc_checkskill (sd, CH_TIGERFIST) > 0
- && sd->spiritball > 0)
- || (pc_checkskill (sd, CH_CHAINCRUSH) > 0
- && sd->spiritball > 1))
- delay += 300 * battle_config.combo_delay_rate / 100; //追加ディレイをconfにより調整
-
- skill_status_change_start (src, SC_COMBO, MO_COMBOFINISH, skilllv, 0, 0, delay, 0); //コンボ状態に
- }
- sd->attackabletime = sd->canmove_tick = tick + delay;
- clif_combo_delay (src, delay); //コンボディレイパケットの送信
- }
-//猛龍拳(MO_COMBOFINISH)ここまで
-//伏虎拳(CH_TIGERFIST)ここから
- else if (skillid == CH_TIGERFIST)
- {
- int delay =
- 1000 - 4 * battle_get_agi (src) - 2 * battle_get_dex (src);
- if (damage < battle_get_hp (bl))
- {
- if (pc_checkskill (sd, CH_CHAINCRUSH) > 0) //連柱崩撃(CH_CHAINCRUSH)取得時は+300ms
- delay += 300 * battle_config.combo_delay_rate / 100; //追加ディレイをconfにより調整
-
- skill_status_change_start (src, SC_COMBO, CH_TIGERFIST, skilllv, 0, 0, delay, 0); //コンボ状態に
- }
- sd->attackabletime = sd->canmove_tick = tick + delay;
- clif_combo_delay (src, delay); //コンボディレイパケットの送信
- }
-//伏虎拳(CH_TIGERFIST)ここまで
-//連柱崩撃(CH_CHAINCRUSH)ここから
- else if (skillid == CH_CHAINCRUSH)
- {
- int delay =
- 1000 - 4 * battle_get_agi (src) - 2 * battle_get_dex (src);
- if (damage < battle_get_hp (bl))
- {
- //阿修羅覇凰拳(MO_EXTREMITYFIST)取得&気球4個保持&爆裂波動(MO_EXPLOSIONSPIRITS)状態時は+300ms
- if (pc_checkskill (sd, MO_EXTREMITYFIST) > 0
- && sd->spiritball >= 4
- && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1)
- delay += 300 * battle_config.combo_delay_rate / 100; //追加ディレイをconfにより調整
-
- skill_status_change_start (src, SC_COMBO, CH_CHAINCRUSH, skilllv, 0, 0, delay, 0); //コンボ状態に
- }
- sd->attackabletime = sd->canmove_tick = tick + delay;
- clif_combo_delay (src, delay); //コンボディレイパケットの送信
- }
-//連柱崩撃(CH_CHAINCRUSH)ここまで
- }
-//使用者がPCの場合の処理ここまで
-//武器スキル?ここから
- //AppleGirl Was Here
- if (attack_type & BF_MAGIC && damage > 0 && src != bl && src == dsrc)
- { //Blah Blah
- if (bl->type == BL_PC)
- { //Blah Blah
- struct map_session_data *tsd = (struct map_session_data *) bl;
- if (tsd->magic_damage_return > 0)
- { //More Blah
- rdamage += damage * tsd->magic_damage_return / 100;
- if (rdamage < 1)
- rdamage = 1;
- }
- }
- }
- //Stop Here
- if (attack_type & BF_WEAPON && damage > 0 && src != bl && src == dsrc)
- { //武器スキル&ダメージあり&使用者と対象者が違う&src=dsrc
- if (dmg.flag & BF_SHORT)
- { //近距離攻撃時?※
- if (bl->type == BL_PC)
- { //対象がPCの時
- struct map_session_data *tsd = (struct map_session_data *) bl;
- nullpo_retr (0, tsd);
- if (tsd->short_weapon_damage_return > 0)
- { //近距離攻撃跳ね返し?※
- rdamage += damage * tsd->short_weapon_damage_return / 100;
- if (rdamage < 1)
- rdamage = 1;
- }
- }
- if (sc_data && sc_data[SC_REFLECTSHIELD].timer != -1)
- { //リフレクトシールド時
- rdamage += damage * sc_data[SC_REFLECTSHIELD].val2 / 100; //跳ね返し計算
- if (rdamage < 1)
- rdamage = 1;
- }
- }
- else if (dmg.flag & BF_LONG)
- { //遠距離攻撃時?※
- if (bl->type == BL_PC)
- { //対象がPCの時
- struct map_session_data *tsd = (struct map_session_data *) bl;
- nullpo_retr (0, tsd);
- if (tsd->long_weapon_damage_return > 0)
- { //遠距離攻撃跳ね返し?※
- rdamage += damage * tsd->long_weapon_damage_return / 100;
- if (rdamage < 1)
- rdamage = 1;
- }
- }
- }
- if (rdamage > 0)
- clif_damage (src, src, tick, dmg.amotion, 0, rdamage, 1, 4, 0);
- }
-//武器スキル?ここまで
+ if (flag.mid)
+ type = flag.mid;
switch (skillid)
{
- case WZ_SIGHTRASHER:
- clif_skill_damage (src, bl, tick, dmg.amotion, dmg.dmotion,
- damage, dmg.div_, skillid,
- (lv != 0) ? lv : skilllv, 5);
- break;
- case AS_SPLASHER:
- clif_skill_damage (dsrc, bl, tick, dmg.amotion, dmg.dmotion,
- damage, dmg.div_, skillid, -1, 5);
- break;
- case NPC_SELFDESTRUCTION:
- case NPC_SELFDESTRUCTION2:
+ case SkillID::NPC_SELFDESTRUCTION:
break;
default:
- clif_skill_damage (dsrc, bl, tick, dmg.amotion, dmg.dmotion,
+ clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion,
damage, dmg.div_, skillid,
(lv != 0) ? lv : skilllv,
- (skillid == 0) ? 5 : type);
- }
- if (dmg.blewcount > 0 && !map[src->m].flag.gvg)
- { /* 吹き飛ばし処理とそのパケット */
- if (skillid == WZ_SIGHTRASHER)
- skill_blown (src, bl, dmg.blewcount);
- else
- skill_blown (dsrc, bl, dmg.blewcount);
- if (bl->type == BL_MOB)
- clif_fixmobpos ((struct mob_data *) bl);
- else
- clif_fixpos (bl);
+ (skillid == SkillID::ZERO) ? 5 : type);
}
- map_freeblock_lock ();
+ map_freeblock_lock();
/* 実際にダメージ処理を行う */
- if (skillid != KN_BOWLINGBASH || flag)
- battle_damage (src, bl, damage, 0);
- if (skillid == RG_INTIMIDATE && damage > 0
- && !(battle_get_mode (bl) & 0x20) && !map[src->m].flag.gvg)
- {
- int s_lv = battle_get_lv (src), t_lv = battle_get_lv (bl);
- int rate = 50 + skilllv * 5;
- rate = rate + (s_lv - t_lv);
- if (MRAND (100) < rate)
- skill_addtimerskill (src, tick + 800, bl->id, 0, 0, skillid,
- skilllv, 0, flag);
- }
-/*
- if(damage > 0 && dmg.flag&BF_SKILL && bl->type==BL_PC && pc_checkskill((struct map_session_data *)bl,RG_PLAGIARISM)){
- struct map_session_data *tsd = (struct map_session_data *)bl;
- nullpo_retr(0, tsd);
- if(!tsd->status.skill[skillid].id && !tsd->status.skill[skillid].id
- && !(skillid > NPC_PIERCINGATT && skillid < NPC_SUMMONMONSTER) ){
- //既に盗んでいるスキルがあれば該当スキルを消す
- if (tsd->cloneskill_id && tsd->cloneskill_lv && tsd->status.skill[tsd->cloneskill_id].flag==13){
- tsd->status.skill[tsd->cloneskill_id].id=0;
- tsd->status.skill[tsd->cloneskill_id].lv=0;
- tsd->status.skill[tsd->cloneskill_id].flag=0;
- }
- tsd->cloneskill_id=skillid;
- tsd->cloneskill_lv=skilllv;
- tsd->status.skill[skillid].id=skillid;
- tsd->status.skill[skillid].lv=(pc_checkskill(tsd,RG_PLAGIARISM) > skill_get_max(skillid))?
- skill_get_max(skillid):pc_checkskill(tsd,RG_PLAGIARISM);
- tsd->status.skill[skillid].flag=13;//cloneskill flag
- clif_skillinfoblock(tsd);
- }
- }
-*/
+ battle_damage(src, bl, damage, 0);
+
/* ダメージがあるなら追加効果判定 */
if (bl->prev != NULL)
{
struct map_session_data *sd = (struct map_session_data *) bl;
- nullpo_retr (0, sd);
- if (bl->type != BL_PC || (sd && !pc_isdead (sd)))
+ nullpo_ret(sd);
+ if (bl->type != BL::PC || (sd && !pc_isdead(sd)))
{
if (damage > 0)
- skill_additional_effect (src, bl, skillid, skilllv,
- attack_type, tick);
- if (bl->type == BL_MOB && src != bl) /* スキル使用条件のMOBスキル */
+ skill_additional_effect(src, bl, skillid, skilllv);
+ if (bl->type == BL::MOB && src != bl) /* スキル使用条件のMOBスキル */
{
struct mob_data *md = (struct mob_data *) bl;
- nullpo_retr (0, md);
+ nullpo_ret(md);
if (battle_config.mob_changetarget_byskill == 1)
{
- int target;
+ int target;
target = md->target_id;
- if (src->type == BL_PC)
+ if (src->type == BL::PC)
md->target_id = src->id;
- mobskill_use (md, tick, MSC_SKILLUSED | (skillid << 16));
+ mobskill_use(md, tick, MobSkillCondition::ANY);
md->target_id = target;
}
else
- mobskill_use (md, tick, MSC_SKILLUSED | (skillid << 16));
+ mobskill_use(md, tick, MobSkillCondition::ANY);
}
}
}
- if (src->type == BL_PC && dmg.flag & BF_WEAPON && src != bl && src == dsrc
+ if (src->type == BL::PC
+ && bool(dmg.flag & BF::WEAPON)
+ && src != bl
+ && src == dsrc
&& damage > 0)
{
struct map_session_data *sd = (struct map_session_data *) src;
- int hp = 0, sp = 0;
- nullpo_retr (0, sd);
+ int hp = 0, sp = 0;
+ nullpo_ret(sd);
if (sd->hp_drain_rate && dmg.damage > 0
- && MRAND (100) < sd->hp_drain_rate)
+ && random_::chance({sd->hp_drain_rate, 100}))
{
hp += (dmg.damage * sd->hp_drain_per) / 100;
}
if (sd->hp_drain_rate_ && dmg.damage2 > 0
- && MRAND (100) < sd->hp_drain_rate_)
+ && random_::chance({sd->hp_drain_rate_, 100}))
{
hp += (dmg.damage2 * sd->hp_drain_per_) / 100;
}
if (sd->sp_drain_rate > 0 && dmg.damage > 0
- && MRAND (100) < sd->sp_drain_rate)
+ && random_::chance({sd->sp_drain_rate, 100}))
{
sp += (dmg.damage * sd->sp_drain_per) / 100;
}
if (sd->sp_drain_rate_ > 0 && dmg.damage2 > 0
- && MRAND (100) < sd->sp_drain_rate_)
+ && random_::chance({sd->sp_drain_rate_, 100}))
{
sp += (dmg.damage2 * sd->sp_drain_per_) / 100;
}
if (hp || sp)
- pc_heal (sd, hp, sp);
- }
-
- if ((skillid != KN_BOWLINGBASH || flag) && rdamage > 0)
- battle_damage (bl, src, rdamage, 0);
-
- if (attack_type & BF_WEAPON && sc_data
- && sc_data[SC_AUTOCOUNTER].timer != -1
- && sc_data[SC_AUTOCOUNTER].val4 > 0)
- {
- if (sc_data[SC_AUTOCOUNTER].val3 == dsrc->id)
- battle_weapon_attack (bl, dsrc, tick,
- 0x8000 | sc_data[SC_AUTOCOUNTER].val1);
- skill_status_change_end (bl, SC_AUTOCOUNTER, -1);
+ pc_heal(sd, hp, sp);
}
- map_freeblock_unlock ();
+ map_freeblock_unlock();
return (dmg.damage + dmg.damage2); /* 与ダメを返す */
}
-/*==========================================
- * スキル範囲攻撃用(map_foreachinareaから呼ばれる)
- * flagについて:16進図を確認
- * MSB <- 00fTffff ->LSB
- * T =ターゲット選択用(BCT_*)
- * ffff=自由に使用可能
- * 0 =予約。0に固定
- *------------------------------------------
- */
-static int skill_area_temp[8]; /* 一時変数。必要なら使う。 */
-typedef int (*SkillFunc) (struct block_list *, struct block_list *, int, int,
- unsigned int, int);
-static
-int skill_area_sub (struct block_list *bl, va_list ap)
-{
- struct block_list *src;
- int skill_id, skill_lv, flag;
- unsigned int tick;
- SkillFunc func;
-
- nullpo_retr (0, bl);
- nullpo_retr (0, ap);
-
- if (bl->type != BL_PC && bl->type != BL_MOB && bl->type != BL_SKILL)
- return 0;
-
- src = va_arg (ap, struct block_list *); //ここではsrcの値を参照していないのでNULLチェックはしない
- skill_id = va_arg (ap, int);
- skill_lv = va_arg (ap, int);
- tick = va_arg (ap, unsigned int);
- flag = va_arg (ap, int);
- func = va_arg (ap, SkillFunc);
-
- if (battle_check_target (src, bl, flag) > 0)
- func (src, bl, skill_id, skill_lv, tick, flag);
- return 0;
-}
-
-static int skill_check_unit_range_sub (struct block_list *bl, va_list ap)
-{
- struct skill_unit *unit;
- int *c, x, y, range, sx[4], sy[4];
- int t_range, tx[4], ty[4];
- int i, r_flag, skillid;
-
- nullpo_retr (0, bl);
- nullpo_retr (0, ap);
- nullpo_retr (0, unit = (struct skill_unit *) bl);
- nullpo_retr (0, c = va_arg (ap, int *));
-
- if (bl->prev == NULL || bl->type != BL_SKILL)
- return 0;
-
- if (!unit->alive)
- return 0;
-
- x = va_arg (ap, int);
- y = va_arg (ap, int);
- range = va_arg (ap, int);
- skillid = va_arg (ap, int);
-
- if (skillid == MG_SAFETYWALL || skillid == AL_PNEUMA)
- {
- if (unit->group->unit_id != 0x7e && unit->group->unit_id != 0x85)
- return 0;
- }
- else if (skillid == AL_WARP)
- {
- if ((unit->group->unit_id < 0x8f || unit->group->unit_id > 0x99)
- && unit->group->unit_id != 0x92)
- return 0;
- }
- else if ((skillid >= HT_SKIDTRAP && skillid <= HT_CLAYMORETRAP)
- || skillid == HT_TALKIEBOX)
- {
- if ((unit->group->unit_id < 0x8f || unit->group->unit_id > 0x99)
- && unit->group->unit_id != 0x92)
- return 0;
- }
- else if (skillid == WZ_FIREPILLAR)
- {
- if (unit->group->unit_id != 0x87)
- return 0;
- }
- else
- return 0;
- t_range = (unit->range != 0) ? unit->range : unit->group->range;
- tx[0] = tx[3] = unit->bl.x - t_range;
- tx[1] = tx[2] = unit->bl.x + t_range;
- ty[0] = ty[1] = unit->bl.y - t_range;
- ty[2] = ty[3] = unit->bl.y + t_range;
- sx[0] = sx[3] = x - range;
- sx[1] = sx[2] = x + range;
- sy[0] = sy[1] = y - range;
- sy[2] = sy[3] = y + range;
- for (i = r_flag = 0; i < 4; i++)
- {
- if (sx[i] >= tx[0] && sx[i] <= tx[1] && sy[i] >= ty[0]
- && sy[i] <= ty[2])
- {
- r_flag = 1;
- break;
- }
- if (tx[i] >= sx[0] && tx[i] <= sx[1] && ty[i] >= sy[0]
- && ty[i] <= sy[2])
- {
- r_flag = 1;
- break;
- }
- }
- if (r_flag)
- (*c)++;
+typedef int(*SkillFunc)(struct block_list *, struct block_list *,
+ SkillID, int,
+ tick_t, BCT);
- return 0;
-}
-
-int skill_check_unit_range (int m, int x, int y, int range, int skillid)
-{
- int c = 0;
-
- map_foreachinarea (skill_check_unit_range_sub, m, x - 10, y - 10, x + 10,
- y + 10, BL_SKILL, &c, x, y, range, skillid);
-
- return c;
-}
-
-static int skill_check_unit_range2_sub (struct block_list *bl, va_list ap)
-{
- int *c;
-
- nullpo_retr (0, bl);
- nullpo_retr (0, ap);
- nullpo_retr (0, c = va_arg (ap, int *));
-
- if (bl->prev == NULL || (bl->type != BL_PC && bl->type != BL_MOB))
- return 0;
-
- if (bl->type == BL_PC && pc_isdead ((struct map_session_data *) bl))
- return 0;
-
- (*c)++;
-
- return 0;
-}
-
-int skill_check_unit_range2 (int m, int x, int y, int range)
-{
- int c = 0;
-
- map_foreachinarea (skill_check_unit_range2_sub, m, x - range, y - range,
- x + range, y + range, 0, &c);
-
- return c;
-}
-
-/*=========================================================================
- * 範囲スキル使用処理小分けここから
- */
-/* 対象の数をカウントする。(skill_area_temp[0]を初期化しておくこと) */
static
-int skill_area_sub_count (struct block_list *src, struct block_list *target,
- int skillid, int skilllv, unsigned int tick,
- int flag)
+void skill_area_sub(struct block_list *bl,
+ struct block_list *src, SkillID skill_id, int skill_lv,
+ tick_t tick, BCT flag, SkillFunc func)
{
- if (skill_area_temp[0] < 0xffff)
- skill_area_temp[0]++;
- return 0;
-}
+ nullpo_retv(bl);
-/*==========================================
- *
- *------------------------------------------
- */
-static void skill_timer (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
-{
- struct map_session_data *sd = NULL;
- struct mob_data *md = NULL;
- struct block_list *src = map_id2bl (id), *target;
- struct skill_timerskill *skl = NULL;
- int range;
-
- nullpo_retv (src);
-
- if (src->prev == NULL)
- return;
-
- if (src->type == BL_PC)
- {
- nullpo_retv (sd = (struct map_session_data *) src);
- skl = &sd->skilltimerskill[data];
- }
- else if (src->type == BL_MOB)
- {
- nullpo_retv (md = (struct mob_data *) src);
- skl = &md->skilltimerskill[data];
- }
-
- else
+ if (bl->type != BL::PC && bl->type != BL::MOB)
return;
- nullpo_retv (skl);
-
- skl->timer = -1;
- if (skl->target_id)
- {
- struct block_list tbl;
- target = map_id2bl (skl->target_id);
- if (skl->skill_id == RG_INTIMIDATE)
- {
- if (target == NULL)
- {
- target = &tbl; //初期化してないのにアドレス突っ込んでいいのかな?
- target->type = BL_NUL;
- target->m = src->m;
- target->prev = target->next = NULL;
- }
- }
- if (target == NULL)
- return;
- if (target->prev == NULL && skl->skill_id != RG_INTIMIDATE)
- return;
- if (src->m != target->m)
- return;
- if (sd && pc_isdead (sd))
- return;
- if (target->type == BL_PC
- && pc_isdead ((struct map_session_data *) target)
- && skl->skill_id != RG_INTIMIDATE)
- return;
-
- switch (skl->skill_id)
- {
- case TF_BACKSLIDING:
- clif_skill_nodamage (src, src, skl->skill_id, skl->skill_lv,
- 1);
- break;
- case RG_INTIMIDATE:
- if (sd && !map[src->m].flag.noteleport)
- {
- int x, y, i, j, c;
- pc_randomwarp (sd, 3);
- for (i = 0; i < 16; i++)
- {
- j = MRAND (8);
- x = sd->bl.x + dirx[j];
- y = sd->bl.y + diry[j];
- if ((c = map_getcell (sd->bl.m, x, y)) != 1 && c != 5)
- break;
- }
- if (i >= 16)
- {
- x = sd->bl.x;
- y = sd->bl.y;
- }
- if (target->prev != NULL)
- {
- if (target->type == BL_PC
- && !pc_isdead ((struct map_session_data *)
- target))
- pc_setpos ((struct map_session_data *) target,
- map[sd->bl.m].name, x, y, 3);
- else if (target->type == BL_MOB)
- mob_warp ((struct mob_data *) target, -1, x, y,
- 3);
- }
- }
- else if (md && !map[src->m].flag.monster_noteleport)
- {
- int x, y, i, j, c;
- mob_warp (md, -1, -1, -1, 3);
- for (i = 0; i < 16; i++)
- {
- j = MRAND (8);
- x = md->bl.x + dirx[j];
- y = md->bl.y + diry[j];
- if ((c = map_getcell (md->bl.m, x, y)) != 1 && c != 5)
- break;
- }
- if (i >= 16)
- {
- x = md->bl.x;
- y = md->bl.y;
- }
- if (target->prev != NULL)
- {
- if (target->type == BL_PC
- && !pc_isdead ((struct map_session_data *)
- target))
- pc_setpos ((struct map_session_data *) target,
- map[md->bl.m].name, x, y, 3);
- else if (target->type == BL_MOB)
- mob_warp ((struct mob_data *) target, -1, x, y,
- 3);
- }
- }
- break;
-
- case BA_FROSTJOKE: /* 寒いジョーク */
- case DC_SCREAM: /* スクリーム */
- range = 15; //視界全体
- map_foreachinarea (skill_frostjoke_scream, src->m,
- src->x - range, src->y - range,
- src->x + range, src->y + range, 0, src,
- skl->skill_id, skl->skill_lv, tick);
- break;
-
- default:
- skill_attack (skl->type, src, src, target, skl->skill_id,
- skl->skill_lv, tick, skl->flag);
- break;
- }
- }
- else
- {
- if (src->m != skl->map)
- return;
- switch (skl->skill_id)
- {
- case WZ_METEOR:
- if (skl->type >= 0)
- {
- skill_unitsetting (src, skl->skill_id, skl->skill_lv,
- skl->type >> 16, skl->type & 0xFFFF,
- 0);
- clif_skill_poseffect (src, skl->skill_id, skl->skill_lv,
- skl->x, skl->y, tick);
- }
- else
- skill_unitsetting (src, skl->skill_id, skl->skill_lv,
- skl->x, skl->y, 0);
- break;
- }
- }
+ if (battle_check_target(src, bl, flag) > 0)
+ func(src, bl, skill_id, skill_lv, tick, flag);
}
-/*==========================================
- *
- *------------------------------------------
- */
-int skill_addtimerskill (struct block_list *src, unsigned int tick,
- int target, int x, int y, int skill_id, int skill_lv,
- int type, int flag)
-{
- int i;
-
- nullpo_retr (1, src);
-
- if (src->type == BL_PC)
- {
- struct map_session_data *sd = (struct map_session_data *) src;
- nullpo_retr (1, sd);
- for (i = 0; i < MAX_SKILLTIMERSKILL; i++)
- {
- if (sd->skilltimerskill[i].timer == -1)
- {
- sd->skilltimerskill[i].timer =
- add_timer (tick, skill_timer, src->id, i);
- sd->skilltimerskill[i].src_id = src->id;
- sd->skilltimerskill[i].target_id = target;
- sd->skilltimerskill[i].skill_id = skill_id;
- sd->skilltimerskill[i].skill_lv = skill_lv;
- sd->skilltimerskill[i].map = src->m;
- sd->skilltimerskill[i].x = x;
- sd->skilltimerskill[i].y = y;
- sd->skilltimerskill[i].type = type;
- sd->skilltimerskill[i].flag = flag;
-
- return 0;
- }
- }
- return 1;
- }
- else if (src->type == BL_MOB)
- {
- struct mob_data *md = (struct mob_data *) src;
- nullpo_retr (1, md);
- for (i = 0; i < MAX_MOBSKILLTIMERSKILL; i++)
- {
- if (md->skilltimerskill[i].timer == -1)
- {
- md->skilltimerskill[i].timer =
- add_timer (tick, skill_timer, src->id, i);
- md->skilltimerskill[i].src_id = src->id;
- md->skilltimerskill[i].target_id = target;
- md->skilltimerskill[i].skill_id = skill_id;
- md->skilltimerskill[i].skill_lv = skill_lv;
- md->skilltimerskill[i].map = src->m;
- md->skilltimerskill[i].x = x;
- md->skilltimerskill[i].y = y;
- md->skilltimerskill[i].type = type;
- md->skilltimerskill[i].flag = flag;
-
- return 0;
- }
- }
- return 1;
- }
-
- return 1;
-}
-
-/*==========================================
- *
- *------------------------------------------
- */
-int skill_cleartimerskill (struct block_list *src)
-{
- int i;
-
- nullpo_retr (0, src);
-
- if (src->type == BL_PC)
- {
- struct map_session_data *sd = (struct map_session_data *) src;
- nullpo_retr (0, sd);
- for (i = 0; i < MAX_SKILLTIMERSKILL; i++)
- {
- if (sd->skilltimerskill[i].timer != -1)
- {
- delete_timer (sd->skilltimerskill[i].timer, skill_timer);
- sd->skilltimerskill[i].timer = -1;
- }
- }
- }
- else if (src->type == BL_MOB)
- {
- struct mob_data *md = (struct mob_data *) src;
- nullpo_retr (0, md);
- for (i = 0; i < MAX_MOBSKILLTIMERSKILL; i++)
- {
- if (md->skilltimerskill[i].timer != -1)
- {
- delete_timer (md->skilltimerskill[i].timer, skill_timer);
- md->skilltimerskill[i].timer = -1;
- }
- }
- }
-
- return 0;
-}
/* 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 (struct block_list *src, struct block_list *bl,
- int skillid, int skilllv, unsigned int tick,
- int flag)
+int skill_castend_damage_id(struct block_list *src, struct block_list *bl,
+ SkillID skillid, int skilllv,
+ tick_t tick, BCT flag)
{
struct map_session_data *sd = NULL;
- nullpo_retr (1, src);
- nullpo_retr (1, bl);
+ nullpo_retr(1, src);
+ nullpo_retr(1, bl);
- if (src->type == BL_PC)
+ if (src->type == BL::PC)
sd = (struct map_session_data *) src;
- if (sd && pc_isdead (sd))
+ if (sd && pc_isdead(sd))
return 1;
- if ((skillid == WZ_SIGHTRASHER || skillid == CR_GRANDCROSS) && src != bl)
- bl = src;
if (bl->prev == NULL)
return 1;
- if (bl->type == BL_PC && pc_isdead ((struct map_session_data *) bl))
+ if (bl->type == BL::PC && pc_isdead((struct map_session_data *) bl))
return 1;
- map_freeblock_lock ();
+ map_freeblock_lock();
switch (skillid)
{
- /* 武器攻撃系スキル */
- case SM_BASH: /* バッシュ */
- case MC_MAMMONITE: /* メマーナイト */
- case AC_DOUBLE: /* ダブルストレイフィング */
- case AS_SONICBLOW: /* ソニックブロー */
- case KN_PIERCE: /* ピアース */
- case KN_SPEARBOOMERANG: /* スピアブーメラン */
- case TF_POISON: /* インベナム */
- case TF_SPRINKLESAND: /* 砂まき */
- case AC_CHARGEARROW: /* チャージアロー */
- case KN_SPEARSTAB: /* スピアスタブ */
- case RG_RAID: /* サプライズアタック */
- case RG_INTIMIDATE: /* インティミデイト */
- case BA_MUSICALSTRIKE: /* ミュージカルストライク */
- case DC_THROWARROW: /* 矢撃ち */
- case BA_DISSONANCE: /* 不協和音 */
- case CR_HOLYCROSS: /* ホーリークロス */
- case CR_SHIELDCHARGE:
- case CR_SHIELDBOOMERANG:
-
- /* 以下MOB専用 */
- /* 単体攻撃、SP減少攻撃、遠距離攻撃、防御無視攻撃、多段攻撃 */
- case NPC_PIERCINGATT:
- case NPC_MENTALBREAKER:
- case NPC_RANGEATTACK:
- case NPC_CRITICALSLASH:
- case NPC_COMBOATTACK:
- /* 必中攻撃、毒攻撃、暗黒攻撃、沈黙攻撃、スタン攻撃 */
- case NPC_GUIDEDATTACK:
- case NPC_POISON:
- case NPC_BLINDATTACK:
- case NPC_SILENCEATTACK:
- case NPC_STUNATTACK:
- /* 石化攻撃、呪い攻撃、睡眠攻撃、ランダムATK攻撃 */
- case NPC_PETRIFYATTACK:
- case NPC_CURSEATTACK:
- case NPC_SLEEPATTACK:
- case NPC_RANDOMATTACK:
- /* 水属性攻撃、地属性攻撃、火属性攻撃、風属性攻撃 */
- case NPC_WATERATTACK:
- case NPC_GROUNDATTACK:
- case NPC_FIREATTACK:
- case NPC_WINDATTACK:
- /* 毒属性攻撃、聖属性攻撃、闇属性攻撃、念属性攻撃、SP減少攻撃 */
- case NPC_POISONATTACK:
- case NPC_HOLYATTACK:
- case NPC_DARKNESSATTACK:
- case NPC_TELEKINESISATTACK:
- case LK_AURABLADE: /* オーラブレード */
- case LK_SPIRALPIERCE: /* スパイラルピアース */
- case LK_HEADCRUSH: /* ヘッドクラッシュ */
- case LK_JOINTBEAT: /* ジョイントビート */
- case PA_PRESSURE: /* プレッシャー */
- case PA_SACRIFICE: /* サクリファイス */
- case SN_SHARPSHOOTING: /* シャープシューティング */
- case CG_ARROWVULCAN: /* アローバルカン */
- case ASC_BREAKER: /* ソウルブレーカー */
- case HW_MAGICCRASHER: /* マジッククラッシャー */
- skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick,
- flag);
- break;
- case NPC_DARKBREATH:
- clif_emotion (src, 7);
- skill_attack (BF_MISC, src, src, bl, skillid, skilllv, tick,
- flag);
- break;
- case MO_INVESTIGATE: /* 発勁 */
- {
- struct status_change *sc_data = battle_get_sc_data (src);
- skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick,
- flag);
- if (sc_data[SC_BLADESTOP].timer != -1)
- skill_status_change_end (src, SC_BLADESTOP, -1);
- }
- break;
- case SN_FALCONASSAULT: /* ファルコンアサルト */
- skill_attack (BF_MISC, src, src, bl, skillid, skilllv, tick,
- flag);
- break;
- case KN_BRANDISHSPEAR: /* ブランディッシュスピア */
- {
- struct mob_data *md = (struct mob_data *) bl;
- nullpo_retr (1, md);
- skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick,
- flag);
- if (md->hp > 0)
- {
- skill_blown (src, bl, skill_get_blewcount (skillid, skilllv));
- if (bl->type == BL_MOB)
- clif_fixmobpos ((struct mob_data *) bl);
- else
- clif_fixpos (bl);
- }
- }
- break;
- case RG_BACKSTAP: /* バックスタブ */
- {
- int dir = map_calc_dir (src, bl->x, bl->y), t_dir =
- battle_get_dir (bl);
- int dist = distance (src->x, src->y, bl->x, bl->y);
- if ((dist > 0 && !map_check_dir (dir, t_dir))
- || bl->type == BL_SKILL)
- {
- struct status_change *sc_data = battle_get_sc_data (src);
- if (sc_data && sc_data[SC_HIDING].timer != -1)
- skill_status_change_end (src, SC_HIDING, -1); // ハイディング解除
- skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick,
- flag);
- skill_blown (src, bl, skill_get_blewcount (skillid, skilllv));
- }
- else if (src->type == BL_PC)
- clif_skill_fail (sd, sd->skillid, 0, 0);
- }
- break;
-
- case AM_ACIDTERROR: /* アシッドテラー */
- skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick,
+ case SkillID::NPC_POISON:
+ skill_attack(BF::WEAPON, src, src, bl, skillid, skilllv, tick,
flag);
- if (bl->type == BL_PC
- && MRAND (100) < skill_get_time (skillid, skilllv)
- && battle_config.equipment_breaking)
- pc_breakarmor ((struct map_session_data *) bl);
break;
- case MO_FINGEROFFENSIVE: /* 指弾 */
- {
- struct status_change *sc_data = battle_get_sc_data (src);
- if (!battle_config.finger_offensive_type)
- skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick,
- flag);
- else
- {
- skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick,
- flag);
- if (sd)
- {
- for (int i = 1; i < sd->spiritball_old; i++)
- skill_addtimerskill (src, tick + i * 200, bl->id, 0,
- 0, skillid, skilllv, BF_WEAPON,
- flag);
- sd->canmove_tick = tick + (sd->spiritball_old - 1) * 200;
- }
- }
- if (sc_data && sc_data[SC_BLADESTOP].timer != -1)
- skill_status_change_end (src, SC_BLADESTOP, -1);
- }
- break;
- case MO_CHAINCOMBO: /* 連打掌 */
- {
- struct status_change *sc_data = battle_get_sc_data (src);
- skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick,
- flag);
- if (sc_data && sc_data[SC_BLADESTOP].timer != -1)
- skill_status_change_end (src, SC_BLADESTOP, -1);
- }
- break;
- case MO_COMBOFINISH: /* 猛龍拳 */
- case CH_TIGERFIST: /* 伏虎拳 */
- case CH_CHAINCRUSH: /* 連柱崩撃 */
- case CH_PALMSTRIKE: /* 猛虎硬派山 */
- skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick,
- flag);
- break;
- case MO_EXTREMITYFIST: /* 阿修羅覇鳳拳 */
- {
- struct status_change *sc_data = battle_get_sc_data (src);
-
- if (sd)
- {
- struct walkpath_data wpd;
- int dx, dy;
-
- dx = bl->x - sd->bl.x;
- dy = bl->y - sd->bl.y;
- if (dx > 0)
- dx++;
- else if (dx < 0)
- dx--;
- if (dy > 0)
- dy++;
- else if (dy < 0)
- dy--;
- if (dx == 0 && dy == 0)
- dx++;
- if (path_search
- (&wpd, src->m, sd->bl.x, sd->bl.y, sd->bl.x + dx,
- sd->bl.y + dy, 1) == -1)
- {
- dx = bl->x - sd->bl.x;
- dy = bl->y - sd->bl.y;
- if (path_search
- (&wpd, src->m, sd->bl.x, sd->bl.y, sd->bl.x + dx,
- sd->bl.y + dy, 1) == -1)
- {
- clif_skill_fail (sd, sd->skillid, 0, 0);
- break;
- }
- }
- sd->to_x = sd->bl.x + dx;
- sd->to_y = sd->bl.y + dy;
- skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick,
- flag);
- clif_walkok (sd);
- clif_movechar (sd);
- if (dx < 0)
- dx = -dx;
- if (dy < 0)
- dy = -dy;
- sd->attackabletime = sd->canmove_tick =
- tick + 100 + sd->speed * ((dx > dy) ? dx : dy);
- if (sd->canact_tick < sd->canmove_tick)
- sd->canact_tick = sd->canmove_tick;
- pc_movepos (sd, sd->to_x, sd->to_y);
- skill_status_change_end (&sd->bl, SC_COMBO, -1);
- }
- else
- skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick,
- flag);
- skill_status_change_end (src, SC_EXPLOSIONSPIRITS, -1);
- if (sc_data && sc_data[SC_BLADESTOP].timer != -1)
- skill_status_change_end (src, SC_BLADESTOP, -1);
- }
- break;
- /* 武器系範囲攻撃スキル */
- case AC_SHOWER: /* アローシャワー */
- case SM_MAGNUM: /* マグナムブレイク */
- case AS_GRIMTOOTH: /* グリムトゥース */
- case MC_CARTREVOLUTION: /* カートレヴォリューション */
- case NPC_SPLASHATTACK: /* スプラッシュアタック */
- case ASC_METEORASSAULT: /* メテオアサルト */
- case AS_SPLASHER: /* [Valaris] */
- if (flag & 1)
- {
- /* 個別にダメージを与える */
- if (bl->id != skill_area_temp[1])
- {
- int dist = 0;
- if (skillid == SM_MAGNUM)
- { /* マグナムブレイクなら中心からの距離を計算 */
- int dx = abs (bl->x - skill_area_temp[2]);
- int dy = abs (bl->y - skill_area_temp[3]);
- dist = ((dx > dy) ? dx : dy);
- }
- skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv,
- tick, 0x0500 | dist);
- }
- }
- else
- {
- int ar = 1;
- int x = bl->x, y = bl->y;
- if (skillid == SM_MAGNUM)
- {
- x = src->x;
- y = src->y;
- }
- else if (skillid == AC_SHOWER || skillid == ASC_METEORASSAULT) /* アローシャワー、メテオアサルト範囲5*5 */
- ar = 2;
- else if (skillid == AS_SPLASHER) /* ベナムスプラッシャー範囲3*3 */
- ar = 1;
- else if (skillid == NPC_SPLASHATTACK) /* スプラッシュアタックは範囲7*7 */
- ar = 3;
- skill_area_temp[1] = bl->id;
- skill_area_temp[2] = x;
- skill_area_temp[3] = y;
- /* まずターゲットに攻撃を加える */
- skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick,
- 0);
- /* その後ターゲット以外の範囲内の敵全体に処理を行う */
- map_foreachinarea (skill_area_sub,
- bl->m, x - ar, y - ar, x + ar, y + ar, 0,
- src, skillid, skilllv, tick,
- flag | BCT_ENEMY | 1,
- skill_castend_damage_id);
- }
- break;
-
- case KN_BOWLINGBASH: /* ボウリングバッシュ */
- if (flag & 1)
+ case SkillID::NPC_SELFDESTRUCTION: /* 自爆 */
+ if (flag.lo & 1)
{
/* 個別にダメージを与える */
- if (bl->id != skill_area_temp[1])
- skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv,
- tick, 0x0500);
- }
- else
- {
- int damage;
- map_freeblock_lock ();
- damage =
- skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv,
- tick, 0);
- if (damage > 0)
- {
- int i, c; /* 他人から聞いた動きなので間違ってる可能性大&効率が悪いっす>< */
- c = skill_get_blewcount (skillid, skilllv);
- if (map[bl->m].flag.gvg)
- c = 0;
- for (i = 0; i < c; i++)
- {
- skill_blown (src, bl, 1);
- if (bl->type == BL_MOB)
- clif_fixmobpos ((struct mob_data *) bl);
- else
- clif_fixpos (bl);
- skill_area_temp[0] = 0;
- map_foreachinarea (skill_area_sub,
- bl->m, bl->x - 1, bl->y - 1,
- bl->x + 1, bl->y + 1, 0, src,
- skillid, skilllv, tick,
- flag | BCT_ENEMY,
- skill_area_sub_count);
- if (skill_area_temp[0] > 1)
- break;
- }
- skill_area_temp[1] = bl->id;
- skill_area_temp[2] = bl->x;
- skill_area_temp[3] = bl->y;
- /* その後ターゲット以外の範囲内の敵全体に処理を行う */
- map_foreachinarea (skill_area_sub,
- bl->m, bl->x - 1, bl->y - 1, bl->x + 1,
- bl->y + 1, 0, src, skillid, skilllv,
- tick, flag | BCT_ENEMY | 1,
- skill_castend_damage_id);
- battle_damage (src, bl, damage, 1);
- if (rdamage > 0)
- battle_damage (bl, src, rdamage, 0);
- }
- map_freeblock_unlock ();
- }
- break;
-
- case ALL_RESURRECTION: /* リザレクション */
- case PR_TURNUNDEAD: /* ターンアンデッド */
- if (bl->type != BL_PC
- && battle_check_undead (battle_get_race (bl),
- battle_get_elem_type (bl)))
- skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv, tick,
- flag);
- else
- {
- map_freeblock_unlock ();
- return 1;
- }
- break;
-
- /* 魔法系スキル */
- case MG_SOULSTRIKE: /* ソウルストライク */
- case MG_COLDBOLT: /* コールドボルト */
- case MG_FIREBOLT: /* ファイアーボルト */
- case MG_LIGHTNINGBOLT: /* ライトニングボルト */
- case WZ_EARTHSPIKE: /* アーススパイク */
- case AL_HEAL: /* ヒール */
- case AL_HOLYLIGHT: /* ホーリーライト */
- case MG_FROSTDIVER: /* フロストダイバー */
- case WZ_JUPITEL: /* ユピテルサンダー */
- case NPC_MAGICALATTACK: /* MOB:魔法打撃攻撃 */
- case PR_ASPERSIO: /* アスペルシオ */
- skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv, tick,
- flag);
- break;
-
- case WZ_WATERBALL: /* ウォーターボール */
- skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv, tick,
- flag);
- if (skilllv > 1)
- skill_status_change_start (src, SC_WATERBALL, skilllv, bl->id,
- 0, 0, 0, 0);
- break;
-
- case PR_BENEDICTIO: /* 聖体降福 */
- if (battle_get_race (bl) == 1 || battle_get_race (bl) == 6)
- skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv, tick,
- flag);
- break;
-
- /* 魔法系範囲攻撃スキル */
- case MG_NAPALMBEAT: /* ナパームビート */
- case MG_FIREBALL: /* ファイヤーボール */
- if (flag & 1)
- {
- /* 個別にダメージを与える */
- if (bl->id != skill_area_temp[1])
- {
- if (skillid == MG_FIREBALL)
- { /* ファイヤーボールなら中心からの距離を計算 */
- int dx = abs (bl->x - skill_area_temp[2]);
- int dy = abs (bl->y - skill_area_temp[3]);
- skill_area_temp[0] = ((dx > dy) ? dx : dy);
- }
- skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv,
- tick, skill_area_temp[0] | 0x0500);
- }
- }
- else
- {
- int ar = (skillid == MG_NAPALMBEAT) ? 1 : 2;
- skill_area_temp[1] = bl->id;
- if (skillid == MG_NAPALMBEAT)
- { /* ナパームでは先に数える */
- skill_area_temp[0] = 0;
- map_foreachinarea (skill_area_sub,
- bl->m, bl->x - 1, bl->y - 1, bl->x + 1,
- bl->y + 1, 0, src, skillid, skilllv,
- tick, flag | BCT_ENEMY,
- skill_area_sub_count);
- }
- else
- {
- skill_area_temp[0] = 0;
- skill_area_temp[2] = bl->x;
- skill_area_temp[3] = bl->y;
- }
- /* まずターゲットに攻撃を加える */
- skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv, tick,
- skill_area_temp[0]);
- /* その後ターゲット以外の範囲内の敵全体に処理を行う */
- map_foreachinarea (skill_area_sub,
- bl->m, bl->x - ar, bl->y - ar, bl->x + ar,
- bl->y + ar, 0, src, skillid, skilllv, tick,
- flag | BCT_ENEMY | 1,
- skill_castend_damage_id);
- }
- break;
-
- case HW_NAPALMVULCAN: // Fixed By SteelViruZ
- if (flag & 1)
- {
- if (bl->id != skill_area_temp[1])
- {
- skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv,
- tick, skill_area_temp[0]);
- }
- }
- else
- {
- int ar = (skillid == HW_NAPALMVULCAN) ? 1 : 2;
- skill_area_temp[1] = bl->id;
- if (skillid == HW_NAPALMVULCAN)
- {
- skill_area_temp[0] = 0;
- map_foreachinarea (skill_area_sub,
- bl->m, bl->x - 1, bl->y - 1, bl->x + 1,
- bl->y + 1, 0, src, skillid, skilllv,
- tick, flag | BCT_ENEMY,
- skill_area_sub_count);
- }
- else
- {
- skill_area_temp[0] = 0;
- skill_area_temp[2] = bl->x;
- skill_area_temp[3] = bl->y;
- }
- skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv, tick,
- skill_area_temp[0]);
- map_foreachinarea (skill_area_sub,
- bl->m, bl->x - ar, bl->y - ar, bl->x + ar,
- bl->y + ar, 0, src, skillid, skilllv, tick,
- flag | BCT_ENEMY | 1,
- skill_castend_damage_id);
- }
- break;
-
- case WZ_FROSTNOVA: /* フロストノヴァ */
- skill_castend_pos2 (src, bl->x, bl->y, skillid, skilllv, tick, 0);
- skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv, tick,
- flag);
- break;
-
- case WZ_SIGHTRASHER:
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- skill_castend_pos2 (src, bl->x, bl->y, skillid, skilllv, tick, 0);
- skill_status_change_end (src, SC_SIGHT, -1);
- break;
-
- /* その他 */
- case HT_BLITZBEAT: /* ブリッツビート */
- if (flag & 1)
- {
- /* 個別にダメージを与える */
- if (bl->id != skill_area_temp[1])
- skill_attack (BF_MISC, src, src, bl, skillid, skilllv,
- tick,
- skill_area_temp[0] | (flag & 0xf00000));
- }
- else
- {
- skill_area_temp[0] = 0;
- skill_area_temp[1] = bl->id;
- if (flag & 0xf00000)
- map_foreachinarea (skill_area_sub, bl->m, bl->x - 1,
- bl->y - 1, bl->x + 1, bl->y + 1, 0,
- src, skillid, skilllv, tick,
- flag | BCT_ENEMY,
- skill_area_sub_count);
- /* まずターゲットに攻撃を加える */
- skill_attack (BF_MISC, src, src, bl, skillid, skilllv, tick,
- skill_area_temp[0] | (flag & 0xf00000));
- /* その後ターゲット以外の範囲内の敵全体に処理を行う */
- map_foreachinarea (skill_area_sub,
- bl->m, bl->x - 1, bl->y - 1, bl->x + 1,
- bl->y + 1, 0, src, skillid, skilllv, tick,
- flag | BCT_ENEMY | 1,
- skill_castend_damage_id);
- }
- break;
-
- case CR_GRANDCROSS: /* グランドクロス */
- /* スキルユニット配置 */
- skill_castend_pos2 (src, bl->x, bl->y, skillid, skilllv, tick, 0);
- if (sd)
- sd->canmove_tick = tick + 1000;
- else if (src->type == BL_MOB)
- mob_changestate ((struct mob_data *) src, MS_DELAY, 1000);
- break;
-
- case TF_THROWSTONE: /* 石投げ */
- case NPC_SMOKING: /* スモーキング */
- skill_attack (BF_MISC, src, src, bl, skillid, skilllv, tick, 0);
- break;
-
- case NPC_SELFDESTRUCTION: /* 自爆 */
- case NPC_SELFDESTRUCTION2: /* 自爆2 */
- if (flag & 1)
- {
- /* 個別にダメージを与える */
- if (src->type == BL_MOB)
+ if (src->type == BL::MOB)
{
struct mob_data *mb = (struct mob_data *) src;
- nullpo_retr (1, mb);
- mb->hp = skill_area_temp[2];
- if (bl->id != skill_area_temp[1])
- skill_attack (BF_MISC, src, src, bl,
- NPC_SELFDESTRUCTION, skilllv, tick,
+ nullpo_retr(1, mb);
+ mb->hp = skill_area_temp_hp;
+ if (bl->id != skill_area_temp_id)
+ skill_attack(BF::MISC, src, src, bl,
+ SkillID::NPC_SELFDESTRUCTION, skilllv, tick,
flag);
mb->hp = 1;
}
@@ -3078,69 +435,44 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
struct mob_data *md;
if ((md = (struct mob_data *) src))
{
- skill_area_temp[1] = bl->id;
- skill_area_temp[2] = battle_get_hp (src);
- clif_skill_nodamage (src, src, NPC_SELFDESTRUCTION, -1,
- 1);
- map_foreachinarea (skill_area_sub, bl->m, bl->x - 5,
- bl->y - 5, bl->x + 5, bl->y + 5, 0,
- src, skillid, skilllv, tick,
- flag | BCT_ENEMY | 1,
- skill_castend_damage_id);
- battle_damage (src, src, md->hp, 0);
+ skill_area_temp_id = 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->m, bl->x - 5, bl->y - 5,
+ bl->x + 5, bl->y + 5, BL::NUL);
+ battle_damage(src, src, md->hp, 0);
}
}
break;
/* HP吸収/HP吸収魔法 */
- case NPC_BLOODDRAIN:
- case NPC_ENERGYDRAIN:
- {
- int heal;
- heal =
- skill_attack ((skillid ==
- NPC_BLOODDRAIN) ? BF_WEAPON : BF_MAGIC, src,
- src, bl, skillid, skilllv, tick, flag);
- if (heal > 0)
- {
- struct block_list tbl;
- tbl.id = 0;
- tbl.m = src->m;
- tbl.x = src->x;
- tbl.y = src->y;
- clif_skill_nodamage (&tbl, src, AL_HEAL, heal, 1);
- battle_heal (NULL, src, heal, 0, 0);
- }
- }
- break;
- case 0:
+ case SkillID::ZERO:
if (sd)
{
- if (flag & 3)
+ if (flag.lo & 3)
{
- if (bl->id != skill_area_temp[1])
- skill_attack (BF_WEAPON, src, src, bl, skillid,
- skilllv, tick, 0x0500);
+ if (bl->id != skill_area_temp_id)
+ skill_attack(BF::WEAPON, src, src, bl, skillid,
+ skilllv, tick, BCT_mid_x05);
}
else
{
- int ar = sd->splash_range;
- skill_area_temp[1] = bl->id;
- map_foreachinarea (skill_area_sub,
- bl->m, bl->x - ar, bl->y - ar,
- bl->x + ar, bl->y + ar, 0, src,
- skillid, skilllv, tick,
- flag | BCT_ENEMY | 1,
- skill_castend_damage_id);
+ // TODO does this happen?
+ skill_area_temp_id = 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->m, bl->x - 0, bl->y - 0,
+ bl->x + 0, bl->y + 0, BL::NUL);
}
}
break;
default:
- map_freeblock_unlock ();
+ map_freeblock_unlock();
return 1;
}
- map_freeblock_unlock ();
+ map_freeblock_unlock();
return 0;
}
@@ -3149,45 +481,39 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
* スキル使用(詠唱完了、ID指定支援系)
*------------------------------------------
*/
-int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
- int skillid, int skilllv, unsigned int tick,
- int flag)
+// skillid.nk == 1
+// so skillid in (SkillID::NPC_SUMMONSLAVE, SkillID::NPC_EMOTION)
+int skill_castend_nodamage_id(struct block_list *src, struct block_list *bl,
+ SkillID skillid, int skilllv)
{
struct map_session_data *sd = NULL;
struct map_session_data *dstsd = NULL;
struct mob_data *md = NULL;
struct mob_data *dstmd = NULL;
- int sc_def_vit, sc_def_mdef, strip_fix, strip_time, strip_per;
- int sc_dex, sc_luk;
- //クラスチェンジ用ボスモンスターID
- int changeclass[] =
- { 1038, 1039, 1046, 1059, 1086, 1087, 1112, 1115, 1157, 1159, 1190,
- 1272, 1312, 1373, 1492
- };
- int poringclass[] = { 1002 };
-
- nullpo_retr (1, src);
- nullpo_retr (1, bl);
-
- if (src->type == BL_PC)
+ int sc_def_vit, sc_def_mdef, strip_fix;
+
+ nullpo_retr(1, src);
+ nullpo_retr(1, bl);
+
+ if (src->type == BL::PC)
sd = (struct map_session_data *) src;
- else if (src->type == BL_MOB)
+ else if (src->type == BL::MOB)
md = (struct mob_data *) src;
- sc_dex = battle_get_mdef (bl);
- sc_luk = battle_get_luk (bl);
- 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);
+ 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->type == BL_PC)
+ if (bl->type == BL::PC)
{
- nullpo_retr (1, dstsd = (struct map_session_data *) bl);
+ dstsd = (struct map_session_data *) bl;
+ nullpo_retr(1, dstsd);
}
- else if (bl->type == BL_MOB)
+ else if (bl->type == BL::MOB)
{
- nullpo_retr (1, dstmd = (struct mob_data *) bl);
+ dstmd = (struct mob_data *) bl;
+ nullpo_retr(1, dstmd);
if (sc_def_vit > 50)
sc_def_vit = 50;
if (sc_def_mdef > 50)
@@ -3202,6260 +528,346 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
if (bl == NULL || bl->prev == NULL)
return 1;
- if (sd && pc_isdead (sd))
+ if (sd && pc_isdead(sd))
return 1;
- if (dstsd && pc_isdead (dstsd) && skillid != ALL_RESURRECTION)
+ if (dstsd && pc_isdead(dstsd))
return 1;
- if (battle_get_class (bl) == 1288)
- return 1;
- if (skillnotok (skillid, (struct map_session_data *) bl)) // [MouseJstr]
- return 0;
- map_freeblock_lock ();
+ map_freeblock_lock();
switch (skillid)
{
- case AL_HEAL: /* ヒール */
- {
- int heal = skill_calc_heal (src, skilllv);
- int heal_get_jobexp;
- int skill;
- struct pc_base_job s_class;
-
- if (dstsd && dstsd->special_state.no_magic_damage)
- heal = 0; /* 黄金蟲カード(ヒール量0) */
- if (sd)
- {
- s_class = pc_calc_base_job (sd->status.pc_class);
- if ((skill = pc_checkskill (sd, HP_MEDITATIO)) > 0) // メディテイティオ
- heal += heal * (skill * 2 / 100);
- if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id && s_class.job == 23 && sd->status.sex == 0) //自分も対象もPC、対象が自分のパートナー、自分がスパノビ、自分が♀なら
- heal = heal * 2; //スパノビの嫁が旦那にヒールすると2倍になる
- }
-
- clif_skill_nodamage (src, bl, skillid, heal, 1);
- heal_get_jobexp = battle_heal (NULL, bl, heal, 0, 0);
-
- // JOB経験値獲得
- if (src->type == BL_PC && bl->type == BL_PC && heal > 0
- && src != bl && battle_config.heal_exp > 0)
- {
- heal_get_jobexp =
- heal_get_jobexp * battle_config.heal_exp / 100;
- if (heal_get_jobexp <= 0)
- heal_get_jobexp = 1;
- pc_gainexp ((struct map_session_data *) src, 0,
- heal_get_jobexp);
- }
- }
- break;
-
- case ALL_RESURRECTION: /* リザレクション */
- if (bl->type == BL_PC)
- {
- int per = 0;
- struct map_session_data *tsd = (struct map_session_data *) bl;
- nullpo_retr (1, tsd);
- if ((map[bl->m].flag.pvp) && tsd->pvp_point < 0)
- break; /* PVPで復活不可能状態 */
-
- if (pc_isdead (tsd))
- { /* 死亡判定 */
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- switch (skilllv)
- {
- case 1:
- per = 10;
- break;
- case 2:
- per = 30;
- break;
- case 3:
- per = 50;
- break;
- case 4:
- per = 80;
- break;
- }
- tsd->status.hp = tsd->status.max_hp * per / 100;
- if (tsd->status.hp <= 0)
- tsd->status.hp = 1;
- if (tsd->special_state.restart_full_recover)
- { /* オシリスカード */
- tsd->status.hp = tsd->status.max_hp;
- tsd->status.sp = tsd->status.max_sp;
- }
- pc_setstand (tsd);
- if (battle_config.pc_invincible_time > 0)
- pc_setinvincibletimer (tsd,
- battle_config.pc_invincible_time);
- clif_updatestatus (tsd, SP_HP);
- clif_resurrection (&tsd->bl, 1);
- if (src != bl && sd && battle_config.resurrection_exp > 0)
- {
- int exp = 0, jexp = 0;
- int lv =
- tsd->status.base_level - sd->status.base_level,
- jlv =
- tsd->status.job_level - sd->status.job_level;
- if (lv > 0)
- {
- exp =
- (int) ((double) tsd->status.base_exp *
- (double) lv *
- (double) battle_config.resurrection_exp
- / 1000000.);
- if (exp < 1)
- exp = 1;
- }
- if (jlv > 0)
- {
- jexp =
- (int) ((double) tsd->status.job_exp *
- (double) lv *
- (double) battle_config.resurrection_exp
- / 1000000.);
- if (jexp < 1)
- jexp = 1;
- }
- if (exp > 0 || jexp > 0)
- pc_gainexp (sd, exp, jexp);
- }
- }
- }
- break;
-
- case AL_DECAGI: /* 速度減少 */
- if (bl->type == BL_PC
- && ((struct map_session_data *) bl)->
- special_state.no_magic_damage)
- break;
- if (MRAND (100) <
- (50 + skilllv * 3 +
- (battle_get_lv (src) + battle_get_int (src) / 5) -
- sc_def_mdef))
- {
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- skill_status_change_start (bl,
- SkillStatusChangeTable[skillid],
- skilllv, 0, 0, 0,
- skill_get_time (skillid, skilllv),
- 0);
- }
- break;
-
- case AL_CRUCIS:
- if (flag & 1)
- {
- int race = battle_get_race (bl), ele =
- battle_get_elem_type (bl);
- if (battle_check_target (src, bl, BCT_ENEMY)
- && (race == 6 || battle_check_undead (race, ele)))
- {
- int slv = battle_get_lv (src), tlv =
- battle_get_lv (bl), rate;
- rate = 25 + skilllv * 2 + slv - tlv;
- if (MRAND (100) < rate)
- skill_status_change_start (bl,
- SkillStatusChangeTable
- [skillid], skilllv, 0, 0,
- 0, 0, 0);
- }
- }
- else
- {
- int range = 15;
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- map_foreachinarea (skill_area_sub,
- src->m, src->x - range, src->y - range,
- src->x + range, src->y + range, 0, src,
- skillid, skilllv, tick,
- flag | BCT_ENEMY | 1,
- skill_castend_nodamage_id);
- }
- break;
-
- case PR_LEXDIVINA: /* レックスディビーナ */
- {
- struct status_change *sc_data = battle_get_sc_data (bl);
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (bl->type == BL_PC
- && ((struct map_session_data *) bl)->
- special_state.no_magic_damage)
- break;
- if (sc_data && sc_data[SC_DIVINA].timer != -1)
- skill_status_change_end (bl, SC_DIVINA, -1);
- else if (MRAND (100) < sc_def_vit)
- {
- skill_status_change_start (bl,
- SkillStatusChangeTable[skillid],
- skilllv, 0, 0, 0,
- skill_get_time (skillid, skilllv),
- 0);
- }
- }
- break;
- case SA_ABRACADABRA:
- break;
- case SA_COMA:
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (bl->type == BL_PC
- && ((struct map_session_data *) bl)->
- special_state.no_magic_damage)
- break;
- if (dstsd)
- {
- dstsd->status.hp = 1;
- dstsd->status.sp = 1;
- clif_updatestatus (dstsd, SP_HP);
- clif_updatestatus (dstsd, SP_SP);
- }
- if (dstmd)
- dstmd->hp = 1;
- break;
- case SA_FULLRECOVERY:
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (bl->type == BL_PC
- && ((struct map_session_data *) bl)->
- special_state.no_magic_damage)
- break;
- if (dstsd)
- pc_heal (dstsd, dstsd->status.max_hp, dstsd->status.max_sp);
- if (dstmd)
- dstmd->hp = battle_get_max_hp (&dstmd->bl);
- break;
- case SA_SUMMONMONSTER:
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (sd)
- mob_once_spawn (sd, map[sd->bl.m].name, sd->bl.x, sd->bl.y,
- "--ja--", -1, 1, "");
- break;
- case SA_LEVELUP:
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (sd && pc_nextbaseexp (sd))
- pc_gainexp (sd, pc_nextbaseexp (sd) * 10 / 100, 0);
- break;
-
- case SA_INSTANTDEATH:
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (sd)
- pc_damage (NULL, sd, sd->status.max_hp);
- break;
-
- case SA_QUESTION:
- case SA_GRAVITY:
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- break;
- case SA_CLASSCHANGE:
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (dstmd)
- mob_class_change (dstmd, changeclass);
- break;
- case SA_MONOCELL:
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (dstmd)
- mob_class_change (dstmd, poringclass);
- break;
- case SA_DEATH:
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (dstsd)
- pc_damage (NULL, dstsd, dstsd->status.max_hp);
- if (dstmd)
- mob_damage (NULL, dstmd, dstmd->hp, 1);
- break;
- case SA_REVERSEORCISH:
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (dstsd)
- pc_setoption (dstsd, dstsd->status.option | 0x0800);
- break;
- case SA_FORTUNE:
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (sd)
- pc_getzeny (sd, battle_get_lv (bl) * 100);
- break;
- case AL_INCAGI: /* 速度増加 */
- case AL_BLESSING: /* ブレッシング */
- case PR_SLOWPOISON:
- case PR_IMPOSITIO: /* イムポシティオマヌス */
- case PR_LEXAETERNA: /* レックスエーテルナ */
- case PR_SUFFRAGIUM: /* サフラギウム */
- case PR_BENEDICTIO: /* 聖体降福 */
- case CR_PROVIDENCE: /* プロヴィデンス */
- case CG_MARIONETTE: /* マリオネットコントロール */
- if (bl->type == BL_PC
- && ((struct map_session_data *) bl)->
- special_state.no_magic_damage)
- {
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- }
- else
- {
- skill_status_change_start (bl,
- SkillStatusChangeTable[skillid],
- skilllv, 0, 0, 0,
- skill_get_time (skillid, skilllv),
- 0);
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- }
- break;
-
- case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris]
- case SA_FROSTWEAPON:
- case SA_LIGHTNINGLOADER:
- case SA_SEISMICWEAPON:
- if (bl->type == BL_PC
- && ((struct map_session_data *) bl)->
- special_state.no_magic_damage)
- {
- clif_skill_nodamage (src, bl, skillid, skilllv, 0);
- break;
- }
- if (bl->type == BL_PC)
- {
- struct map_session_data *sd2 = (struct map_session_data *) bl;
- if (sd2->status.weapon == 0
- || sd2->sc_data[SC_FLAMELAUNCHER].timer != -1
- || sd2->sc_data[SC_FROSTWEAPON].timer != -1
- || sd2->sc_data[SC_LIGHTNINGLOADER].timer != -1
- || sd2->sc_data[SC_SEISMICWEAPON].timer != -1
- || sd2->sc_data[SC_ENCPOISON].timer != -1)
- {
- clif_skill_fail (sd, skillid, 0, 0);
- clif_skill_nodamage (src, bl, skillid, skilllv, 0);
- break;
- }
- }
- if (MRAND (100) > (75 + skilllv * 1) && (skilllv != 5))
- {
- clif_skill_fail (sd, skillid, 0, 0);
- clif_skill_nodamage (src, bl, skillid, skilllv, 0);
- if (bl->type == BL_PC && battle_config.equipment_breaking)
- {
- struct map_session_data *sd2 =
- (struct map_session_data *) bl;
- if (sd != sd2)
- clif_displaymessage (sd->fd,
- "You broke target's weapon");
- pc_breakweapon (sd2);
- }
- break;
- }
- else
- {
- skill_status_change_start (bl,
- SkillStatusChangeTable[skillid],
- skilllv, 0, 0, 0,
- skill_get_time (skillid, skilllv),
- 0);
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- }
- break;
-
- case PR_ASPERSIO: /* アスペルシオ */
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (bl->type == BL_PC
- && ((struct map_session_data *) bl)->
- special_state.no_magic_damage)
- break;
- if (bl->type == BL_MOB)
- break;
- skill_status_change_start (bl, SkillStatusChangeTable[skillid],
- skilllv, 0, 0, 0,
- skill_get_time (skillid, skilllv), 0);
- break;
- case PR_KYRIE: /* キリエエレイソン */
- clif_skill_nodamage (bl, bl, skillid, skilllv, 1);
- if (bl->type == BL_PC
- && ((struct map_session_data *) bl)->
- special_state.no_magic_damage)
- break;
- skill_status_change_start (bl, SkillStatusChangeTable[skillid],
- skilllv, 0, 0, 0,
- skill_get_time (skillid, skilllv), 0);
- break;
- case KN_AUTOCOUNTER: /* オートカウンター */
- case KN_TWOHANDQUICKEN: /* ツーハンドクイッケン */
- case CR_SPEARQUICKEN: /* スピアクイッケン */
- case CR_REFLECTSHIELD:
- case AS_POISONREACT: /* ポイズンリアクト */
- case MC_LOUD: /* ラウドボイス */
- case MG_ENERGYCOAT: /* エナジーコート */
- case SM_ENDURE: /* インデュア */
- case MG_SIGHT: /* サイト */
- case AL_RUWACH: /* ルアフ */
- case MO_EXPLOSIONSPIRITS: // 爆裂波動
- case MO_STEELBODY: // 金剛
- case LK_AURABLADE: /* オーラブレード */
- case LK_PARRYING: /* パリイング */
- case LK_CONCENTRATION: /* コンセントレーション */
- case LK_BERSERK: /* バーサーク */
- case HP_ASSUMPTIO: /* */
- case WS_CARTBOOST: /* カートブースト */
- case SN_SIGHT: /* トゥルーサイト */
- case WS_MELTDOWN: /* メルトダウン */
- case ST_REJECTSWORD: /* リジェクトソード */
- case HW_MAGICPOWER: /* 魔法力増幅 */
- case PF_MEMORIZE: /* メモライズ */
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- skill_status_change_start (bl, SkillStatusChangeTable[skillid],
- skilllv, 0, 0, 0,
- skill_get_time (skillid, skilllv), 0);
- break;
- case AS_ENCHANTPOISON: // Prevent spamming [Valaris]
- if (bl->type == BL_PC)
- {
- struct map_session_data *sd2 = (struct map_session_data *) bl;
- if (sd2->sc_data[SC_FLAMELAUNCHER].timer != -1
- || sd2->sc_data[SC_FROSTWEAPON].timer != -1
- || sd2->sc_data[SC_LIGHTNINGLOADER].timer != -1
- || sd2->sc_data[SC_SEISMICWEAPON].timer != -1
- || sd2->sc_data[SC_ENCPOISON].timer != -1)
- {
- clif_skill_nodamage (src, bl, skillid, skilllv, 0);
- clif_skill_fail (sd, skillid, 0, 0);
- break;
- }
- }
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- skill_status_change_start (bl, SkillStatusChangeTable[skillid],
- skilllv, 0, 0, 0,
- skill_get_time (skillid, skilllv), 0);
- break;
- case LK_TENSIONRELAX: /* テンションリラックス */
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- pc_setsit (sd);
- clif_sitting (sd->fd, sd);
- skill_status_change_start (bl, SkillStatusChangeTable[skillid],
- skilllv, 0, 0, 0,
- skill_get_time (skillid, skilllv), 0);
- break;
- case MC_CHANGECART:
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- break;
- case AC_CONCENTRATION: /* 集中力向上 */
- {
- int range = 1;
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- skill_status_change_start (bl, SkillStatusChangeTable[skillid],
- skilllv, 0, 0, 0,
- skill_get_time (skillid, skilllv), 0);
- map_foreachinarea (skill_status_change_timer_sub, src->m,
- src->x - range, src->y - range, src->x + range,
- src->y + range, 0, src,
- SkillStatusChangeTable[skillid], tick);
- }
- break;
- case SM_PROVOKE: /* プロボック */
- {
- struct status_change *sc_data = battle_get_sc_data (bl);
-
- /* MVPmobと不死には効かない */
- if ((bl->type == BL_MOB && battle_get_mode (bl) & 0x20) || battle_check_undead (battle_get_race (bl), battle_get_elem_type (bl))) //不死には効かない
- {
- map_freeblock_unlock ();
- return 1;
- }
-
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- skill_status_change_start (bl, SkillStatusChangeTable[skillid],
- skilllv, 0, 0, 0,
- skill_get_time (skillid, skilllv), 0);
-
- if (dstmd && dstmd->skilltimer != -1 && dstmd->state.skillcastcancel) // 詠唱妨害
- skill_castcancel (bl, 0);
- if (dstsd && dstsd->skilltimer != -1
- && (!dstsd->special_state.no_castcancel
- || map[bl->m].flag.gvg) && dstsd->state.skillcastcancel
- && !dstsd->special_state.no_castcancel2)
- skill_castcancel (bl, 0);
-
- if (sc_data)
- {
- if (sc_data[SC_FREEZE].timer != -1)
- skill_status_change_end (bl, SC_FREEZE, -1);
- if (sc_data[SC_STONE].timer != -1
- && sc_data[SC_STONE].val2 == 0)
- skill_status_change_end (bl, SC_STONE, -1);
- if (sc_data[SC_SLEEP].timer != -1)
- skill_status_change_end (bl, SC_SLEEP, -1);
- }
-
- if (bl->type == BL_MOB)
- {
- int range = skill_get_range (skillid, skilllv);
- if (range < 0)
- range = battle_get_range (src) - (range + 1);
- mob_target ((struct mob_data *) bl, src, range);
- }
- }
- break;
-
- case CR_DEVOTION: /* ディボーション */
- if (sd && dstsd)
- {
- //転生や養子の場合の元の職業を算出する
-
- int lv = sd->status.base_level - dstsd->status.base_level;
- lv = (lv < 0) ? -lv : lv;
- if ((dstsd->bl.type != BL_PC) // 相手はPCじゃないとだめ
- || (sd->bl.id == dstsd->bl.id) // 相手が自分はだめ
- || (lv > 10) // レベル差±10まで
- || (!sd->status.party_id && !sd->status.guild_id) // PTにもギルドにも所属無しはだめ
- || ((sd->status.party_id != dstsd->status.party_id) // 同じパーティーか、
- || (sd->status.guild_id != dstsd->status.guild_id)) // 同じギルドじゃないとだめ
- || (dstsd->status.pc_class == 14 || dstsd->status.pc_class == 21
- || dstsd->status.pc_class == 4015
- || dstsd->status.pc_class == 4022))
- { // クルセだめ
- clif_skill_fail (sd, skillid, 0, 0);
- map_freeblock_unlock ();
- return 1;
- }
- for (int i = 0; i < skilllv; i++)
- {
- if (!sd->dev.val1[i])
- { // 空きがあったら入れる
- sd->dev.val1[i] = bl->id;
- sd->dev.val2[i] = bl->id;
- break;
- }
- else if (i == skilllv - 1)
- { // 空きがなかった
- clif_skill_fail (sd, skillid, 0, 0);
- map_freeblock_unlock ();
- return 1;
- }
- }
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- clif_devotion (sd, bl->id);
- skill_status_change_start (bl,
- SkillStatusChangeTable[skillid],
- src->id, 1, 0, 0,
- 1000 * (15 + 15 * skilllv), 0);
- }
- else
- clif_skill_fail (sd, skillid, 0, 0);
- break;
- case MO_CALLSPIRITS: // 気功
- if (sd)
- {
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- pc_addspiritball (sd, skill_get_time (skillid, skilllv),
- skilllv);
- }
- break;
- case CH_SOULCOLLECT: // 狂気功
- if (sd)
- {
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- for (int i = 0; i < 5; i++)
- pc_addspiritball (sd, skill_get_time (skillid, skilllv),
- 5);
- }
- break;
- case MO_BLADESTOP: // 白刃取り
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- skill_status_change_start (src, SkillStatusChangeTable[skillid],
- skilllv, 0, 0, 0,
- skill_get_time (skillid, skilllv), 0);
- break;
- case MO_ABSORBSPIRITS: // 気奪
- {
- int i = 0;
- if (sd && dstsd)
- {
- if (sd == dstsd || map[sd->bl.m].flag.pvp
- || map[sd->bl.m].flag.gvg)
- {
- if (dstsd->spiritball > 0)
- {
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- i = dstsd->spiritball * 7;
- pc_delspiritball (dstsd, dstsd->spiritball, 0);
- if (i > 0x7FFF)
- i = 0x7FFF;
- if (sd->status.sp + i > sd->status.max_sp)
- i = sd->status.max_sp - sd->status.sp;
- }
- }
- }
- else if (sd && dstmd)
- { //対象がモンスターの場合
- //20%の確率で対象のLv*2のSPを回復する。成功したときはターゲット(σ゚Д゚)σゲッツ!!
- if (MRAND (100) < 20)
- {
- i = 2 * mob_db[dstmd->mob_class].lv;
- mob_target (dstmd, src, 0);
- }
- }
- if (i)
- {
- sd->status.sp += i;
- clif_heal (sd->fd, SP_SP, i);
- }
- else
- clif_skill_nodamage (src, bl, skillid, skilllv, 0);
- break;
- }
-
- case AC_MAKINGARROW: /* 矢作成 */
-/* if(sd) {
- clif_arrow_create_list(sd);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }*/
- break;
-
- case AM_PHARMACY: /* ポーション作成 */
-/* if(sd) {
- clif_skill_produce_mix_list(sd,32);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }*/
- break;
- case WS_CREATECOIN: /* クリエイトコイン */
-/* if(sd) {
- clif_skill_produce_mix_list(sd,64);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }*/
- break;
- case WS_CREATENUGGET: /* 塊製造 */
-/* if(sd) {
- clif_skill_produce_mix_list(sd,128);
- clif_skill_nodamage(src,bl,skillid,skilllv,1);
- }*/
- break;
- case BS_HAMMERFALL: /* ハンマーフォール */
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (bl->type == BL_PC
- && ((struct map_session_data *) bl)->
- special_state.no_weapon_damage)
- break;
- if (MRAND (100) < (20 + 10 * skilllv) * sc_def_vit / 100)
- {
- skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- }
- break;
-
- case RG_RAID: /* サプライズアタック */
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- {
- int x = bl->x, y = bl->y;
- skill_area_temp[1] = bl->id;
- skill_area_temp[2] = x;
- skill_area_temp[3] = y;
- map_foreachinarea (skill_area_sub,
- bl->m, x - 1, y - 1, x + 1, y + 1, 0,
- src, skillid, skilllv, tick,
- flag | BCT_ENEMY | 1,
- skill_castend_damage_id);
- }
- skill_status_change_end (src, SC_HIDING, -1); // ハイディング解除
- break;
-
- case KN_BRANDISHSPEAR: /*ブランディッシュスピア */
- {
- int c, n = 4, ar;
- int dir = map_calc_dir (src, bl->x, bl->y);
- struct square tc;
- int x = bl->x, y = bl->y;
- ar = skilllv / 3;
- skill_brandishspear_first (&tc, dir, x, y);
- skill_brandishspear_dir (&tc, dir, 4);
- /* 範囲C */
- if (skilllv == 10)
- {
- for (c = 1; c < 4; c++)
- {
- map_foreachinarea (skill_area_sub,
- bl->m, tc.val1[c], tc.val2[c],
- tc.val1[c], tc.val2[c], 0, src,
- skillid, skilllv, tick,
- flag | BCT_ENEMY | n,
- skill_castend_damage_id);
- }
- }
- /* 範囲BA */
- if (skilllv > 6)
- {
- skill_brandishspear_dir (&tc, dir, -1);
- n--;
- }
- else
- {
- skill_brandishspear_dir (&tc, dir, -2);
- n -= 2;
- }
-
- if (skilllv > 3)
- {
- for (c = 0; c < 5; c++)
- {
- map_foreachinarea (skill_area_sub,
- bl->m, tc.val1[c], tc.val2[c],
- tc.val1[c], tc.val2[c], 0, src,
- skillid, skilllv, tick,
- flag | BCT_ENEMY | n,
- skill_castend_damage_id);
- if (skilllv > 6 && n == 3 && c == 4)
- {
- skill_brandishspear_dir (&tc, dir, -1);
- n--;
- c = -1;
- }
- }
- }
- /* 範囲@ */
- for (c = 0; c < 10; c++)
- {
- if (c == 0 || c == 5)
- skill_brandishspear_dir (&tc, dir, -1);
- map_foreachinarea (skill_area_sub,
- bl->m, tc.val1[c % 5], tc.val2[c % 5],
- tc.val1[c % 5], tc.val2[c % 5], 0, src,
- skillid, skilllv, tick,
- flag | BCT_ENEMY | 1,
- skill_castend_damage_id);
- }
- }
- break;
-
- /* パーティスキル */
- case AL_ANGELUS: /* エンジェラス */
- case PR_MAGNIFICAT: /* マグニフィカート */
- case PR_GLORIA: /* グロリア */
- case SN_WINDWALK: /* ウインドウォーク */
- if (sd == NULL || sd->status.party_id == 0 || (flag & 1))
- {
- /* 個別の処理 */
- clif_skill_nodamage (bl, bl, skillid, skilllv, 1);
- if (bl->type == BL_PC
- && ((struct map_session_data *) bl)->
- special_state.no_magic_damage)
- break;
- skill_status_change_start (bl,
- SkillStatusChangeTable[skillid],
- skilllv, 0, 0, 0,
- skill_get_time (skillid, skilllv),
- 0);
- }
- else
- {
- /* パーティ全体への処理 */
- party_foreachsamemap (skill_area_sub,
- sd, 1,
- src, skillid, skilllv, tick,
- flag | BCT_PARTY | 1,
- skill_castend_nodamage_id);
- }
- break;
- case BS_ADRENALINE: /* アドレナリンラッシュ */
- case BS_WEAPONPERFECT: /* ウェポンパーフェクション */
- case BS_OVERTHRUST: /* オーバートラスト */
- if (sd == NULL || sd->status.party_id == 0 || (flag & 1))
- {
- /* 個別の処理 */
- clif_skill_nodamage (bl, bl, skillid, skilllv, 1);
- skill_status_change_start (bl,
- SkillStatusChangeTable[skillid],
- skilllv, (src == bl) ? 1 : 0, 0, 0,
- skill_get_time (skillid, skilllv),
- 0);
- }
- else
- {
- /* パーティ全体への処理 */
- party_foreachsamemap (skill_area_sub,
- sd, 1,
- src, skillid, skilllv, tick,
- flag | BCT_PARTY | 1,
- skill_castend_nodamage_id);
- }
- break;
-
- /*(付加と解除が必要) */
- case BS_MAXIMIZE: /* マキシマイズパワー */
- case NV_TRICKDEAD: /* 死んだふり */
- case CR_DEFENDER: /* ディフェンダー */
- case CR_AUTOGUARD: /* オートガード */
- {
- struct status_change *tsc_data = battle_get_sc_data (bl);
- int sc = SkillStatusChangeTable[skillid];
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (tsc_data)
- {
- if (tsc_data[sc].timer == -1)
- /* 付加する */
- skill_status_change_start (bl, sc, skilllv, 0, 0, 0,
- skill_get_time (skillid,
- skilllv), 0);
- else
- /* 解除する */
- skill_status_change_end (bl, sc, -1);
- }
- }
- break;
-
- case TF_HIDING: /* ハイディング */
- {
- struct status_change *tsc_data = battle_get_sc_data (bl);
- int sc = SkillStatusChangeTable[skillid];
- clif_skill_nodamage (src, bl, skillid, -1, 1);
- if (tsc_data)
- {
- if (tsc_data[sc].timer == -1)
- /* 付加する */
- skill_status_change_start (bl, sc, skilllv, 0, 0, 0,
- skill_get_time (skillid,
- skilllv), 0);
- else
- /* 解除する */
- skill_status_change_end (bl, sc, -1);
- }
- }
- break;
-
- case AS_CLOAKING: /* クローキング */
- {
- struct status_change *tsc_data = battle_get_sc_data (bl);
- int sc = SkillStatusChangeTable[skillid];
- clif_skill_nodamage (src, bl, skillid, -1, 1);
- if (tsc_data)
- {
- if (tsc_data[sc].timer == -1)
- /* 付加する */
- skill_status_change_start (bl, sc, skilllv, 0, 0, 0,
- skill_get_time (skillid,
- skilllv), 0);
- else
- /* 解除する */
- skill_status_change_end (bl, sc, -1);
- }
-
- skill_check_cloaking (bl);
- }
- break;
-
- case ST_CHASEWALK: /* ハイディング */
- {
- struct status_change *tsc_data = battle_get_sc_data (bl);
- int sc = SkillStatusChangeTable[skillid];
- clif_skill_nodamage (src, bl, skillid, -1, 1);
- if (tsc_data)
- {
- if (tsc_data[sc].timer == -1)
- /* 付加する */
- skill_status_change_start (bl, sc, skilllv, 0, 0, 0,
- skill_get_time (skillid,
- skilllv), 0);
- else
- /* 解除する */
- skill_status_change_end (bl, sc, -1);
- }
- }
- break;
-
- /* 対地スキル */
- case BD_LULLABY: /* 子守唄 */
- case BD_RICHMANKIM: /* ニヨルドの宴 */
- case BD_ETERNALCHAOS: /* 永遠の混沌 */
- case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */
- case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */
- case BD_ROKISWEIL: /* ロキの叫び */
- case BD_INTOABYSS: /* 深淵の中に */
- case BD_SIEGFRIED: /* 不死身のジークフリード */
- case BA_DISSONANCE: /* 不協和音 */
- case BA_POEMBRAGI: /* ブラギの詩 */
- case BA_WHISTLE: /* 口笛 */
- case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
- case BA_APPLEIDUN: /* イドゥンの林檎 */
- case DC_UGLYDANCE: /* 自分勝手なダンス */
- case DC_HUMMING: /* ハミング */
- case DC_DONTFORGETME: /* 私を忘れないで… */
- case DC_FORTUNEKISS: /* 幸運のキス */
- case DC_SERVICEFORYOU: /* サービスフォーユー */
- case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- skill_unitsetting (src, skillid, skilllv, src->x, src->y, 0);
- break;
-
- case HP_BASILICA: /* バジリカ */
- case PA_GOSPEL: /* ゴスペル */
- skill_clear_unitgroup (src);
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- skill_unitsetting (src, skillid, skilllv, src->x, src->y, 0);
- break;
-
- case BD_ADAPTATION: /* アドリブ */
- {
- struct status_change *sc_data = battle_get_sc_data (src);
- if (sc_data && sc_data[SC_DANCING].timer != -1)
- {
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- skill_stop_dancing (src, 0);
- }
- }
- break;
-
- case BA_FROSTJOKE: /* 寒いジョーク */
- case DC_SCREAM: /* スクリーム */
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- skill_addtimerskill (src, tick + 3000, bl->id, 0, 0, skillid,
- skilllv, 0, flag);
- break;
-
- case TF_STEAL: // スティール
- if (sd)
- {
- if (pc_steal_item (sd, bl))
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- else
- clif_skill_nodamage (src, bl, skillid, skilllv, 0);
- }
- break;
-
- case RG_STEALCOIN: // スティールコイン
- if (sd)
- {
- if (pc_steal_coin (sd, bl))
- {
- int range = skill_get_range (skillid, skilllv);
- if (range < 0)
- range = battle_get_range (src) - (range + 1);
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- mob_target ((struct mob_data *) bl, src, range);
- }
- else
- clif_skill_nodamage (src, bl, skillid, skilllv, 0);
- }
- break;
-
- case MG_STONECURSE: /* ストーンカース */
- if (bl->type == BL_MOB && battle_get_mode (bl) & 0x20)
- {
- clif_skill_fail (sd, sd->skillid, 0, 0);
- break;
- }
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (bl->type == BL_PC
- && ((struct map_session_data *) bl)->
- special_state.no_magic_damage)
- break;
- if (MRAND (100) < skilllv * 4 + 20
- && !battle_check_undead (battle_get_race (bl),
- battle_get_elem_type (bl)))
- skill_status_change_start (bl, SC_STONE, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- else if (sd)
- clif_skill_fail (sd, skillid, 0, 0);
- break;
-
- case NV_FIRSTAID: /* 応急手当 */
- clif_skill_nodamage (src, bl, skillid, 5, 1);
- battle_heal (NULL, bl, 5, 0, 0);
- break;
-
- case AL_CURE: /* キュアー */
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (bl->type == BL_PC
- && ((struct map_session_data *) bl)->
- special_state.no_magic_damage)
- break;
- skill_status_change_end (bl, SC_SILENCE, -1);
- skill_status_change_end (bl, SC_BLIND, -1);
- skill_status_change_end (bl, SC_CONFUSION, -1);
- if (battle_check_undead
- (battle_get_race (bl), battle_get_elem_type (bl)))
- { //アンデッドなら暗闇効果
- skill_status_change_start (bl, SC_CONFUSION, 1, 0, 0, 0, 6000,
- 0);
- }
- break;
-
- case TF_DETOXIFY: /* 解毒 */
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- skill_status_change_end (bl, SC_POISON, -1);
- break;
-
- case PR_STRECOVERY: /* リカバリー */
- {
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (bl->type == BL_PC
- && ((struct map_session_data *) bl)->
- special_state.no_magic_damage)
- break;
- skill_status_change_end (bl, SC_FREEZE, -1);
- skill_status_change_end (bl, SC_STONE, -1);
- skill_status_change_end (bl, SC_SLEEP, -1);
- skill_status_change_end (bl, SC_STAN, -1);
- if (battle_check_undead
- (battle_get_race (bl), battle_get_elem_type (bl)))
- { //アンデッドなら暗闇効果
- int blind_time;
- //blind_time=30-battle_get_vit(bl)/10-battle_get_int/15;
- blind_time =
- 30 * (100 -
- (battle_get_int (bl) +
- battle_get_vit (bl)) / 2) / 100;
- if (MRAND (100) <
- (100 -
- (battle_get_int (bl) / 2 + battle_get_vit (bl) / 3 +
- battle_get_luk (bl) / 10)))
- skill_status_change_start (bl, SC_BLIND, 1, 0, 0, 0,
- blind_time, 0);
- }
- if (dstmd)
- {
- dstmd->attacked_id = 0;
- dstmd->target_id = 0;
- dstmd->state.targettype = NONE_ATTACKABLE;
- dstmd->state.skillstate = MSS_IDLE;
- dstmd->next_walktime = tick + MRAND (3000) + 3000;
- }
- }
- break;
-
- case WZ_ESTIMATION: /* モンスター情報 */
- if (src->type == BL_PC)
- {
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- clif_skill_estimation ((struct map_session_data *) src, bl);
- }
- break;
-
- case MC_IDENTIFY: /* アイテム鑑定 */
- if (sd)
- clif_item_identify_list (sd);
- break;
-
- case BS_REPAIRWEAPON: /* 武器修理 */
- if (sd)
-//動作しないのでとりあえずコメントアウト
-// clif_item_repair_list(sd);
- break;
-
- case AL_TELEPORT: /* テレポート */
- if (sd)
- {
- if (map[sd->bl.m].flag.noteleport)
- { /* テレポ禁止 */
- clif_skill_teleportmessage (sd, 0);
- break;
- }
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (sd->skilllv == 1)
- clif_skill_warppoint (sd, sd->skillid, "Random", "", "",
- "");
- else
- {
- clif_skill_warppoint (sd, sd->skillid, "Random",
- sd->status.save_point.map, "", "");
- }
- }
- else if (bl->type == BL_MOB)
- mob_warp ((struct mob_data *) bl, -1, -1, -1, 3);
- break;
-
- case AL_HOLYWATER: /* アクアベネディクタ */
- if (sd)
- {
- int eflag;
- struct item item_tmp;
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- memset (&item_tmp, 0, sizeof (item_tmp));
- item_tmp.nameid = 523;
- item_tmp.identify = 1;
- if (battle_config.holywater_name_input)
- {
- item_tmp.card[0] = 0xfe;
- item_tmp.card[1] = 0;
- *((unsigned long *) (&item_tmp.card[2])) = sd->char_id; /* キャラID */
- }
- eflag = pc_additem (sd, &item_tmp, 1);
- if (eflag)
- {
- clif_additem (sd, 0, 0, eflag);
- map_addflooritem (&item_tmp, 1, sd->bl.m, sd->bl.x,
- sd->bl.y, NULL, NULL, NULL, 0);
- }
- }
- break;
- case TF_PICKSTONE:
- if (sd)
- {
- int eflag;
- struct item item_tmp;
- struct block_list tbl;
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- memset (&item_tmp, 0, sizeof (item_tmp));
- memset (&tbl, 0, sizeof (tbl)); // [MouseJstr]
- item_tmp.nameid = 7049;
- item_tmp.identify = 1;
- tbl.id = 0;
- clif_takeitem (&sd->bl, &tbl);
- eflag = pc_additem (sd, &item_tmp, 1);
- if (eflag)
- {
- clif_additem (sd, 0, 0, eflag);
- map_addflooritem (&item_tmp, 1, sd->bl.m, sd->bl.x,
- sd->bl.y, NULL, NULL, NULL, 0);
- }
- }
- break;
-
- case RG_STRIPWEAPON: /* ストリップウェポン */
- {
- struct status_change *tsc_data = battle_get_sc_data (bl);
-
- if (tsc_data && tsc_data[SC_CP_WEAPON].timer != -1)
- break;
- strip_per = 5 + 2 * skilllv + strip_fix / 5;
- strip_time = skill_get_time (skillid, skilllv) + strip_fix / 2;
- if (MRAND (100) < strip_per)
- {
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- skill_status_change_start (bl,
- SkillStatusChangeTable[skillid],
- skilllv, 0, 0, 0, strip_time, 0);
- if (dstsd)
- {
- for (int i = 0; i < MAX_INVENTORY; i++)
- {
- if (dstsd->status.inventory[i].equip
- && dstsd->status.inventory[i].equip & 0x0002)
- {
- pc_unequipitem (dstsd, i, 0);
- break;
- }
- }
- }
- }
- }
- break;
-
- case RG_STRIPSHIELD: /* ストリップシールド */
- {
- struct status_change *tsc_data = battle_get_sc_data (bl);
-
- if (tsc_data && tsc_data[SC_CP_SHIELD].timer != -1)
- break;
- strip_per = 5 + 2 * skilllv + strip_fix / 5;
- strip_time = skill_get_time (skillid, skilllv) + strip_fix / 2;
- if (MRAND (100) < strip_per)
- {
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- skill_status_change_start (bl,
- SkillStatusChangeTable[skillid],
- skilllv, 0, 0, 0, strip_time, 0);
- if (dstsd)
- {
- for (int i = 0; i < MAX_INVENTORY; i++)
- {
- if (dstsd->status.inventory[i].equip
- && dstsd->status.inventory[i].equip & 0x0020)
- {
- pc_unequipitem (dstsd, i, 0);
- break;
- }
- }
- }
- }
- }
- break;
-
- case RG_STRIPARMOR: /* ストリップアーマー */
- {
- struct status_change *tsc_data = battle_get_sc_data (bl);
-
- if (tsc_data && tsc_data[SC_CP_ARMOR].timer != -1)
- break;
- strip_per = 5 + 2 * skilllv + strip_fix / 5;
- strip_time = skill_get_time (skillid, skilllv) + strip_fix / 2;
- if (MRAND (100) < strip_per)
- {
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- skill_status_change_start (bl,
- SkillStatusChangeTable[skillid],
- skilllv, 0, 0, 0, strip_time, 0);
- if (dstsd)
- {
- for (int i = 0; i < MAX_INVENTORY; i++)
- {
- if (dstsd->status.inventory[i].equip
- && dstsd->status.inventory[i].equip & 0x0010)
- {
- pc_unequipitem (dstsd, i, 0);
- break;
- }
- }
- }
- }
- }
- break;
- case RG_STRIPHELM: /* ストリップヘルム */
- {
- struct status_change *tsc_data = battle_get_sc_data (bl);
-
- if (tsc_data && tsc_data[SC_CP_HELM].timer != -1)
- break;
- strip_per = 5 + 2 * skilllv + strip_fix / 5;
- strip_time = skill_get_time (skillid, skilllv) + strip_fix / 2;
- if (MRAND (100) < strip_per)
- {
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- skill_status_change_start (bl,
- SkillStatusChangeTable[skillid],
- skilllv, 0, 0, 0, strip_time, 0);
- if (dstsd)
- {
- for (int i = 0; i < MAX_INVENTORY; i++)
- {
- if (dstsd->status.inventory[i].equip
- && dstsd->status.inventory[i].equip & 0x0100)
- {
- pc_unequipitem (dstsd, i, 0);
- break;
- }
- }
- }
- }
- }
- break;
- /* PotionPitcher */
- case AM_POTIONPITCHER: /* ポーションピッチャー */
- {
- struct block_list tbl;
- int i, x, hp = 0, sp = 0;
- if (sd)
- {
- if (sd == dstsd)
- { // cancel use on oneself
- map_freeblock_unlock ();
- return 1;
- }
- x = skilllv % 11 - 1;
- i = pc_search_inventory (sd, skill_db[skillid].itemid[x]);
- if (i < 0 || skill_db[skillid].itemid[x] <= 0)
- {
- clif_skill_fail (sd, skillid, 0, 0);
- map_freeblock_unlock ();
- return 1;
- }
- if (sd->inventory_data[i] == NULL
- || sd->status.inventory[i].amount <
- skill_db[skillid].amount[x])
- {
- clif_skill_fail (sd, skillid, 0, 0);
- map_freeblock_unlock ();
- return 1;
- }
- sd->state.potionpitcher_flag = 1;
- sd->potion_hp = sd->potion_sp = sd->potion_per_hp =
- sd->potion_per_sp = 0;
- sd->skilltarget = bl->id;
- run_script (sd->inventory_data[i]->use_script, 0, sd->bl.id,
- 0);
- pc_delitem (sd, i, skill_db[skillid].amount[x], 0);
- sd->state.potionpitcher_flag = 0;
- if (sd->potion_per_hp > 0 || sd->potion_per_sp > 0)
- {
- hp = battle_get_max_hp (bl) * sd->potion_per_hp / 100;
- hp = hp * (100 +
- pc_checkskill (sd,
- AM_POTIONPITCHER) * 10 +
- pc_checkskill (sd,
- AM_LEARNINGPOTION) * 5) / 100;
- if (dstsd)
- {
- sp = dstsd->status.max_sp * sd->potion_per_sp / 100;
- sp = sp * (100 +
- pc_checkskill (sd,
- AM_POTIONPITCHER) +
- pc_checkskill (sd,
- AM_LEARNINGPOTION) * 5) /
- 100;
- }
- }
- else
- {
- if (sd->potion_hp > 0)
- {
- hp = sd->potion_hp * (100 +
- pc_checkskill (sd,
- AM_POTIONPITCHER)
- * 10 + pc_checkskill (sd,
- AM_LEARNINGPOTION)
- * 5) / 100;
- hp = hp * (100 + (battle_get_vit (bl) << 1)) / 100;
- if (dstsd)
- hp = hp * (100 +
- pc_checkskill (dstsd,
- SM_RECOVERY) * 10) /
- 100;
- }
- if (sd->potion_sp > 0)
- {
- sp = sd->potion_sp * (100 +
- pc_checkskill (sd,
- AM_POTIONPITCHER)
- + pc_checkskill (sd,
- AM_LEARNINGPOTION)
- * 5) / 100;
- sp = sp * (100 + (battle_get_int (bl) << 1)) / 100;
- if (dstsd)
- sp = sp * (100 +
- pc_checkskill (dstsd,
- MG_SRECOVERY) * 10) /
- 100;
- }
- }
- }
- else
- {
- hp = (1 + MRAND (400)) * (100 + skilllv * 10) / 100;
- hp = hp * (100 + (battle_get_vit (bl) << 1)) / 100;
- if (dstsd)
- hp = hp * (100 +
- pc_checkskill (dstsd, SM_RECOVERY) * 10) / 100;
- }
- tbl.id = 0;
- tbl.m = src->m;
- tbl.x = src->x;
- tbl.y = src->y;
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (hp > 0 || (hp <= 0 && sp <= 0))
- clif_skill_nodamage (&tbl, bl, AL_HEAL, hp, 1);
- if (sp > 0)
- clif_skill_nodamage (&tbl, bl, MG_SRECOVERY, sp, 1);
- battle_heal (src, bl, hp, sp, 0);
- }
- break;
- case AM_CP_WEAPON:
- {
- struct status_change *tsc_data = battle_get_sc_data (bl);
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (tsc_data && tsc_data[SC_STRIPWEAPON].timer != -1)
- skill_status_change_end (bl, SC_STRIPWEAPON, -1);
- skill_status_change_start (bl, SkillStatusChangeTable[skillid],
- skilllv, 0, 0, 0,
- skill_get_time (skillid, skilllv), 0);
- }
- break;
- case AM_CP_SHIELD:
- {
- struct status_change *tsc_data = battle_get_sc_data (bl);
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (tsc_data && tsc_data[SC_STRIPSHIELD].timer != -1)
- skill_status_change_end (bl, SC_STRIPSHIELD, -1);
- skill_status_change_start (bl, SkillStatusChangeTable[skillid],
- skilllv, 0, 0, 0,
- skill_get_time (skillid, skilllv), 0);
- }
- break;
- case AM_CP_ARMOR:
- {
- struct status_change *tsc_data = battle_get_sc_data (bl);
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (tsc_data && tsc_data[SC_STRIPARMOR].timer != -1)
- skill_status_change_end (bl, SC_STRIPARMOR, -1);
- skill_status_change_start (bl, SkillStatusChangeTable[skillid],
- skilllv, 0, 0, 0,
- skill_get_time (skillid, skilllv), 0);
- }
- break;
- case AM_CP_HELM:
- {
- struct status_change *tsc_data = battle_get_sc_data (bl);
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (tsc_data && tsc_data[SC_STRIPHELM].timer != -1)
- skill_status_change_end (bl, SC_STRIPHELM, -1);
- skill_status_change_start (bl, SkillStatusChangeTable[skillid],
- skilllv, 0, 0, 0,
- skill_get_time (skillid, skilllv), 0);
- }
- break;
- case SA_DISPELL: /* ディスペル */
- {
- int i;
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (bl->type == BL_PC
- && ((struct map_session_data *) bl)->
- special_state.no_magic_damage)
- break;
- for (i = 0; i < 136; i++)
- {
- if (i == SC_RIDING || i == SC_FALCON || i == SC_HALLUCINATION
- || i == SC_WEIGHT50 || i == SC_WEIGHT90
- || i == SC_STRIPWEAPON || i == SC_STRIPSHIELD
- || i == SC_STRIPARMOR || i == SC_STRIPHELM
- || i == SC_CP_WEAPON || i == SC_CP_SHIELD
- || i == SC_CP_ARMOR || i == SC_CP_HELM || i == SC_COMBO)
- continue;
- skill_status_change_end (bl, i, -1);
- }
- }
- break;
-
- case TF_BACKSLIDING: /* バックステップ */
- battle_stopwalking (src, 1);
- skill_blown (src, bl,
- skill_get_blewcount (skillid, skilllv) | 0x10000);
- if (src->type == BL_MOB)
- clif_fixmobpos ((struct mob_data *) src);
- else if (src->type == BL_PC)
- clif_fixpos (src);
- skill_addtimerskill (src, tick + 200, src->id, 0, 0, skillid,
- skilllv, 0, flag);
- break;
-
- case SA_CASTCANCEL:
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- skill_castcancel (src, 1);
- if (sd)
- {
- int sp = skill_get_sp (sd->skillid_old, sd->skilllv_old);
- sp = sp * (90 - (skilllv - 1) * 20) / 100;
- if (sp < 0)
- sp = 0;
- pc_heal (sd, 0, -sp);
- }
- break;
- case SA_SPELLBREAKER: // スペルブレイカー
- {
- struct status_change *sc_data = battle_get_sc_data (bl);
- int sp;
- if (sc_data && sc_data[SC_MAGICROD].timer != -1)
- {
- if (dstsd)
- {
- sp = skill_get_sp (skillid, skilllv);
- sp = sp * sc_data[SC_MAGICROD].val2 / 100;
- if (sp > 0x7fff)
- sp = 0x7fff;
- else if (sp < 1)
- sp = 1;
- if (dstsd->status.sp + sp > dstsd->status.max_sp)
- {
- sp = dstsd->status.max_sp - dstsd->status.sp;
- dstsd->status.sp = dstsd->status.max_sp;
- }
- else
- dstsd->status.sp += sp;
- clif_heal (dstsd->fd, SP_SP, sp);
- }
- clif_skill_nodamage (bl, bl, SA_MAGICROD,
- sc_data[SC_MAGICROD].val1, 1);
- if (sd)
- {
- sp = sd->status.max_sp / 5;
- if (sp < 1)
- sp = 1;
- pc_heal (sd, 0, -sp);
- }
- }
- else
- {
- int bl_skillid = 0, bl_skilllv = 0;
- if (bl->type == BL_PC)
- {
- if (dstsd && dstsd->skilltimer != -1)
- {
- bl_skillid = dstsd->skillid;
- bl_skilllv = dstsd->skilllv;
- }
- }
- else if (bl->type == BL_MOB)
- {
- if (dstmd && dstmd->skilltimer != -1)
- {
- bl_skillid = dstmd->skillid;
- bl_skilllv = dstmd->skilllv;
- }
- }
- if (bl_skillid > 0
- && skill_db[bl_skillid].skill_type == BF_MAGIC)
- {
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- skill_castcancel (bl, 0);
- sp = skill_get_sp (bl_skillid, bl_skilllv);
- if (dstsd)
- pc_heal (dstsd, 0, -sp);
- if (sd)
- {
- sp = sp * (25 * (skilllv - 1)) / 100;
- if (skilllv > 1 && sp < 1)
- sp = 1;
- if (sp > 0x7fff)
- sp = 0x7fff;
- else if (sp < 1)
- sp = 1;
- if (sd->status.sp + sp > sd->status.max_sp)
- {
- sp = sd->status.max_sp - sd->status.sp;
- sd->status.sp = sd->status.max_sp;
- }
- else
- sd->status.sp += sp;
- clif_heal (sd->fd, SP_SP, sp);
- }
- }
- else if (sd)
- clif_skill_fail (sd, skillid, 0, 0);
- }
- }
- break;
- case SA_MAGICROD:
- if (bl->type == BL_PC
- && ((struct map_session_data *) bl)->
- special_state.no_magic_damage)
- break;
- skill_status_change_start (bl, SkillStatusChangeTable[skillid],
- skilllv, 0, 0, 0,
- skill_get_time (skillid, skilllv), 0);
- break;
- case SA_AUTOSPELL: /* オートスペル */
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (sd)
- clif_autospell (sd, skilllv);
- else
- {
- int maxlv = 1, spellid = 0;
- static const int spellarray[3] =
- { MG_COLDBOLT, MG_FIREBOLT, MG_LIGHTNINGBOLT };
- if (skilllv >= 10)
- {
- spellid = MG_FROSTDIVER;
- maxlv = skilllv - 9;
- }
- else if (skilllv >= 8)
- {
- spellid = MG_FIREBALL;
- maxlv = skilllv - 7;
- }
- else if (skilllv >= 5)
- {
- spellid = MG_SOULSTRIKE;
- maxlv = skilllv - 4;
- }
- else if (skilllv >= 2)
- {
- int i = MRAND (3);
- spellid = spellarray[i];
- maxlv = skilllv - 1;
- }
- else if (skilllv > 0)
- {
- spellid = MG_NAPALMBEAT;
- maxlv = 3;
- }
- if (spellid > 0)
- skill_status_change_start (src, SC_AUTOSPELL, skilllv,
- spellid, maxlv, 0,
- skill_get_time (SA_AUTOSPELL,
- skilllv), 0);
- }
- break;
-
- /* ランダム属性変化、水属性変化、地、火、風 */
- case NPC_ATTRICHANGE:
- case NPC_CHANGEWATER:
- case NPC_CHANGEGROUND:
- case NPC_CHANGEFIRE:
- case NPC_CHANGEWIND:
- /* 毒、聖、念、闇 */
- case NPC_CHANGEPOISON:
- case NPC_CHANGEHOLY:
- case NPC_CHANGEDARKNESS:
- case NPC_CHANGETELEKINESIS:
- if (md)
- {
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- md->def_ele = skill_get_pl (skillid);
- if (md->def_ele == 0) /* ランダム変化、ただし、 */
- md->def_ele = MRAND (10); /* 不死属性は除く */
- md->def_ele += (1 + MRAND (4)) * 20; /* 属性レベルはランダム */
- }
- break;
-
- case NPC_HALLUCINATION:
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (bl->type == BL_PC
- && ((struct map_session_data *) bl)->
- special_state.no_magic_damage)
- break;
- skill_status_change_start (bl, SkillStatusChangeTable[skillid],
- skilllv, 0, 0, 0,
- skill_get_time (skillid, skilllv), 0);
- break;
-
- case NPC_KEEPING:
- case NPC_BARRIER:
- {
- int skill_time = skill_get_time (skillid, skilllv);
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- skill_status_change_start (bl, SkillStatusChangeTable[skillid],
- skilllv, 0, 0, 0, skill_time, 0);
- mob_changestate ((struct mob_data *) src, MS_DELAY, skill_time);
- }
- break;
-
- case NPC_DARKBLESSING:
- {
- int sc_def = 100 - battle_get_mdef (bl);
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (bl->type == BL_PC
- && ((struct map_session_data *) bl)->
- special_state.no_magic_damage)
- break;
- if (battle_get_elem_type (bl) == 7 || battle_get_race (bl) == 6)
- break;
- if (MRAND (100) < sc_def * (50 + skilllv * 5) / 100)
- {
- if (dstsd)
- {
- int hp = battle_get_hp (bl) - 1;
- pc_heal (dstsd, -hp, 0);
- }
- else if (dstmd)
- dstmd->hp = 1;
- }
- }
- break;
-
- case NPC_SELFDESTRUCTION: /* 自爆 */
- case NPC_SELFDESTRUCTION2: /* 自爆2 */
- skill_status_change_start (bl, SkillStatusChangeTable[skillid],
- skilllv, skillid, 0, 0,
- skill_get_time (skillid, skilllv), 0);
- break;
- case NPC_LICK:
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (bl->type == BL_PC
- && ((struct map_session_data *) bl)->
- special_state.no_weapon_damage)
- break;
- if (dstsd)
- pc_heal (dstsd, 0, -100);
- if (MRAND (100) < (skilllv * 5) * sc_def_vit / 100)
- skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0,
- skill_get_time2 (skillid, skilllv),
- 0);
- break;
-
- case NPC_SUICIDE: /* 自決 */
- if (src && bl && md)
- {
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- mob_damage (NULL, md, md->hp, 0);
- }
- break;
-
- case NPC_SUMMONSLAVE: /* 手下召喚 */
- case NPC_SUMMONMONSTER: /* MOB召喚 */
+ case SkillID::NPC_SUMMONSLAVE:
if (md && !md->master_id)
{
- mob_summonslave (md,
- mob_db[md->mob_class].skill[md->skillidx].val,
- skilllv,
- (skillid == NPC_SUMMONSLAVE) ? 1 : 0);
+ mob_summonslave(md,
+ mob_db[md->mob_class].skill[md->skillidx].val,
+ skilllv,
+ 1);
}
break;
- case NPC_TRANSFORMATION:
- case NPC_METAMORPHOSIS:
+ case SkillID::NPC_EMOTION:
if (md)
- mob_class_change (md,
- mob_db[md->mob_class].skill[md->skillidx].val);
- break;
-
- case NPC_EMOTION: /* エモーション */
- if (md)
- clif_emotion (&md->bl,
- mob_db[md->mob_class].skill[md->skillidx].val[0]);
- break;
-
- case NPC_DEFENDER:
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- break;
-
- case WE_MALE: /* 君だけは護るよ */
- if (sd && dstsd)
- {
- int hp_rate =
- (skilllv <=
- 0) ? 0 : skill_db[skillid].hp_rate[skilllv - 1];
- int gain_hp = sd->status.max_hp * abs (hp_rate) / 100; // 15%
- clif_skill_nodamage (src, bl, skillid, gain_hp, 1);
- battle_heal (NULL, bl, gain_hp, 0, 0);
- }
- break;
- case WE_FEMALE: /* あなたの為に犠牲になります */
- if (sd && dstsd)
- {
- int sp_rate =
- (skilllv <=
- 0) ? 0 : skill_db[skillid].sp_rate[skilllv - 1];
- int gain_sp = sd->status.max_sp * abs (sp_rate) / 100; // 15%
- clif_skill_nodamage (src, bl, skillid, gain_sp, 1);
- battle_heal (NULL, bl, 0, gain_sp, 0);
- }
- break;
-
- case WE_CALLPARTNER: /* あなたに会いたい */
- if (sd && dstsd)
- {
- if (map[sd->bl.m].flag.nomemo)
- {
- clif_skill_teleportmessage (sd, 1);
- return 0;
- }
- if ((dstsd = pc_get_partner (sd)) == NULL)
- {
- clif_skill_fail (sd, skillid, 0, 0);
- return 0;
- }
- skill_unitsetting (src, skillid, skilllv, sd->bl.x, sd->bl.y,
- 0);
- }
- break;
-
- case PF_HPCONVERSION: /* ライフ置き換え */
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (sd)
- {
- int conv_hp = 0, conv_sp = 0;
- conv_hp = sd->status.hp / 10; //基本はHPの10%
- sd->status.hp -= conv_hp; //HPを減らす
- conv_sp = conv_hp * 20 * skilllv / 100;
- conv_sp =
- (sd->status.sp + conv_sp >
- sd->status.max_sp) ? sd->status.max_sp -
- sd->status.sp : conv_sp;
- sd->status.sp += conv_sp; //SPを増やす
- pc_heal (sd, -conv_hp, conv_sp);
- clif_heal (sd->fd, SP_SP, conv_sp);
- }
- break;
- case HT_REMOVETRAP: /* リムーブトラップ */
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- {
- struct skill_unit *su = NULL;
- struct item item_tmp;
- if ((bl->type == BL_SKILL) &&
- (su = (struct skill_unit *) bl) &&
- (su->group->src_id == src->id || map[bl->m].flag.pvp
- || map[bl->m].flag.gvg) && (su->group->unit_id >= 0x8f
- && su->group->unit_id <=
- 0x99)
- && (su->group->unit_id != 0x92))
- { //罠を取り返す
- if (sd)
- {
- if (battle_config.skill_removetrap_type == 1)
- {
- for (int i = 0; i < 10; i++)
- {
- if (skill_db[su->group->skill_id].itemid[i] >
- 0)
- {
- memset (&item_tmp, 0, sizeof (item_tmp));
- item_tmp.nameid =
- skill_db[su->group->
- skill_id].itemid[i];
- item_tmp.identify = 1;
- int item_flag;
- if (item_tmp.nameid
- && (item_flag =
- pc_additem (sd, &item_tmp,
- skill_db[su->
- group->skill_id].amount
- [i])))
- {
- clif_additem (sd, 0, 0, item_flag);
- map_addflooritem (&item_tmp,
- skill_db[su->
- group->skill_id].amount
- [i], sd->bl.m,
- sd->bl.x, sd->bl.y,
- NULL, NULL, NULL,
- 0);
- }
- }
- }
- }
- else
- {
- memset (&item_tmp, 0, sizeof (item_tmp));
- item_tmp.nameid = 1065;
- item_tmp.identify = 1;
- int item_flag;
- if (item_tmp.nameid
- && (item_flag = pc_additem (sd, &item_tmp, 1)))
- {
- clif_additem (sd, 0, 0, item_flag);
- map_addflooritem (&item_tmp, 1, sd->bl.m,
- sd->bl.x, sd->bl.y, NULL,
- NULL, NULL, 0);
- }
- }
-
- }
- if (su->group->unit_id == 0x91 && su->group->val2)
- {
- struct block_list *target =
- map_id2bl (su->group->val2);
- if (target
- && (target->type == BL_PC
- || target->type == BL_MOB))
- skill_status_change_end (target, SC_ANKLE, -1);
- }
- skill_delunit (su);
- }
- }
- break;
- case HT_SPRINGTRAP: /* スプリングトラップ */
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- {
- struct skill_unit *su = NULL;
- if ((bl->type == BL_SKILL) && (su = (struct skill_unit *) bl)
- && (su->group))
- {
- switch (su->group->unit_id)
- {
- case 0x8f: /* ブラストマイン */
- case 0x90: /* スキッドトラップ */
- case 0x93: /* ランドマイン */
- case 0x94: /* ショックウェーブトラップ */
- case 0x95: /* サンドマン */
- case 0x96: /* フラッシャー */
- case 0x97: /* フリージングトラップ */
- case 0x98: /* クレイモアートラップ */
- case 0x99: /* トーキーボックス */
- su->group->unit_id = 0x8c;
- clif_changelook (bl, LOOK_BASE,
- su->group->unit_id);
- su->group->limit =
- DIFF_TICK (tick + 1500, su->group->tick);
- su->limit =
- DIFF_TICK (tick + 1500, su->group->tick);
- }
- }
- }
- break;
- case BD_ENCORE: /* アンコール */
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- if (sd)
- skill_use_id (sd, src->id, sd->skillid_dance,
- sd->skilllv_dance);
- break;
- case AS_SPLASHER: /* ベナムスプラッシャー */
- if ((double) battle_get_max_hp (bl) * 2 / 3 < battle_get_hp (bl)) //HPが2/3以上残っていたら失敗
- return 1;
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- skill_status_change_start (bl, SkillStatusChangeTable[skillid],
- skilllv, skillid, src->id, 0,
- skill_get_time (skillid, skilllv), 0);
- break;
- case PF_MINDBREAKER: /* プロボック */
- {
- struct status_change *sc_data = battle_get_sc_data (bl);
-
- /* MVPmobと不死には効かない */
- if ((bl->type == BL_MOB && battle_get_mode (bl) & 0x20) || battle_check_undead (battle_get_race (bl), battle_get_elem_type (bl))) //不死には効かない
- {
- map_freeblock_unlock ();
- return 1;
- }
-
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- skill_status_change_start (bl, SkillStatusChangeTable[skillid],
- skilllv, 0, 0, 0,
- skill_get_time (skillid, skilllv), 0);
-
- if (dstmd && dstmd->skilltimer != -1 && dstmd->state.skillcastcancel) // 詠唱妨害
- skill_castcancel (bl, 0);
- if (dstsd && dstsd->skilltimer != -1
- && (!dstsd->special_state.no_castcancel
- || map[bl->m].flag.gvg) && dstsd->state.skillcastcancel
- && !dstsd->special_state.no_castcancel2)
- skill_castcancel (bl, 0);
-
- if (sc_data)
- {
- if (sc_data[SC_FREEZE].timer != -1)
- skill_status_change_end (bl, SC_FREEZE, -1);
- if (sc_data[SC_STONE].timer != -1
- && sc_data[SC_STONE].val2 == 0)
- skill_status_change_end (bl, SC_STONE, -1);
- if (sc_data[SC_SLEEP].timer != -1)
- skill_status_change_end (bl, SC_SLEEP, -1);
- }
-
- if (bl->type == BL_MOB)
- {
- int range = skill_get_range (skillid, skilllv);
- if (range < 0)
- range = battle_get_range (src) - (range + 1);
- mob_target ((struct mob_data *) bl, src, range);
- }
- }
- break;
-
- case RG_CLEANER: //AppleGirl
- clif_skill_nodamage (src, bl, skillid, skilllv, 1);
- {
- struct skill_unit *su = NULL;
- if ((bl->type == BL_SKILL) &&
- (su = (struct skill_unit *) bl) &&
- (su->group->src_id == src->id || map[bl->m].flag.pvp
- || map[bl->m].flag.gvg) && (su->group->unit_id == 0xb0))
- { //罠を取り返す
- if (sd)
- skill_delunit (su);
- }
- }
- break;
- default:
- printf ("Unknown skill used:%d\n", skillid);
- map_freeblock_unlock ();
- return 1;
- }
-
- map_freeblock_unlock ();
- return 0;
-}
-
-/*==========================================
- * スキル使用(詠唱完了、ID指定)
- *------------------------------------------
- */
-static
-void skill_castend_id (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
-{
- struct map_session_data *sd = map_id2sd (id) /*,*target_sd=NULL */ ;
- struct block_list *bl;
- int range, inf2;
-
- nullpo_retv ( sd);
-
- if (sd->bl.prev == NULL) //prevが無いのはありなの?
- return;
-
- if (sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid) /* タイマIDの確認 */
- return;
- if (sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1
- && pc_checkskill (sd, SA_FREECAST) > 0)
- {
- sd->speed = sd->prev_speed;
- clif_updatestatus (sd, SP_SPEED);
- }
- if (sd->skillid != SA_CASTCANCEL)
- sd->skilltimer = -1;
-
- if ((bl = map_id2bl (sd->skilltarget)) == NULL || bl->prev == NULL)
- {
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return;
- }
- if (sd->bl.m != bl->m || pc_isdead (sd))
- { //マップが違うか自分が死んでいる
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return;
- }
-
- if (sd->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)))
- {
- clif_skill_fail (sd, sd->skillid, 0, 0);
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return;
- }
- }
- else if (sd->skillid == RG_BACKSTAP)
- {
- int dir = map_calc_dir (&sd->bl, bl->x, bl->y), t_dir =
- battle_get_dir (bl);
- int dist = distance (sd->bl.x, sd->bl.y, bl->x, bl->y);
- if (bl->type != BL_SKILL && (dist == 0 || map_check_dir (dir, t_dir)))
- {
- clif_skill_fail (sd, sd->skillid, 0, 0);
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return;
- }
- }
-
- inf2 = skill_get_inf2 (sd->skillid);
- if (((skill_get_inf (sd->skillid) & 1) || inf2 & 4) && // 彼我敵対関係チェック
- battle_check_target (&sd->bl, bl, BCT_ENEMY) <= 0)
- {
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return;
- }
- if (inf2 & 0xC00 && sd->bl.id != bl->id)
- {
- int fail_flag = 1;
- if (inf2 & 0x400 && battle_check_target (&sd->bl, bl, BCT_PARTY) > 0)
- fail_flag = 0;
- if (inf2 & 0x800 && sd->status.guild_id > 0
- && sd->status.guild_id == battle_get_guild_id (bl))
- fail_flag = 0;
- if (fail_flag)
- {
- clif_skill_fail (sd, sd->skillid, 0, 0);
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return;
- }
- }
-
- range = skill_get_range (sd->skillid, sd->skilllv);
- if (range < 0)
- range = battle_get_range (&sd->bl) - (range + 1);
- range += battle_config.pc_skill_add_range;
- if ((sd->skillid == MO_EXTREMITYFIST && sd->sc_data[SC_COMBO].timer != -1
- && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH)
- || (sd->skillid == CH_TIGERFIST && sd->sc_data[SC_COMBO].timer != -1
- && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH)
- || (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1
- && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH)
- || (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1
- && sd->sc_data[SC_COMBO].val1 == CH_TIGERFIST))
- range +=
- skill_get_blewcount (MO_COMBOFINISH, sd->sc_data[SC_COMBO].val2);
- if (battle_config.skill_out_range_consume)
- { // changed to allow casting when target walks out of range [Valaris]
- if (range < distance (sd->bl.x, sd->bl.y, bl->x, bl->y))
- {
- clif_skill_fail (sd, sd->skillid, 0, 0);
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return;
- }
- }
- if (!skill_check_condition (sd, 1))
- { /* 使用条件チェック */
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return;
- }
- sd->skillitem = sd->skillitemlv = -1;
- if (battle_config.skill_out_range_consume)
- {
- if (range < distance (sd->bl.x, sd->bl.y, bl->x, bl->y))
- {
- clif_skill_fail (sd, sd->skillid, 0, 0);
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- return;
- }
- }
-
- if (battle_config.pc_skill_log)
- printf ("PC %d skill castend skill=%d\n", sd->bl.id, sd->skillid);
- pc_stop_walking (sd, 0);
-
- switch (skill_get_nk (sd->skillid))
- {
- /* 攻撃系/吹き飛ばし系 */
- case 0:
- case 2:
- skill_castend_damage_id (&sd->bl, bl, sd->skillid, sd->skilllv,
- tick, 0);
- break;
- case 1: /* 支援系 */
- if ((sd->skillid == AL_HEAL
- || (sd->skillid == ALL_RESURRECTION && bl->type != BL_PC)
- || sd->skillid == PR_ASPERSIO)
- && battle_check_undead (battle_get_race (bl),
- battle_get_elem_type (bl)))
- skill_castend_damage_id (&sd->bl, bl, sd->skillid,
- sd->skilllv, tick, 0);
- else
- skill_castend_nodamage_id (&sd->bl, bl, sd->skillid,
- sd->skilllv, tick, 0);
- break;
- }
-}
-
-/*==========================================
- * スキル使用(詠唱完了、場所指定の実際の処理)
- *------------------------------------------
- */
-int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid,
- int skilllv, unsigned int tick, int flag)
-{
- struct map_session_data *sd = NULL;
- int i, tmpx = 0, tmpy = 0, x1 = 0, y1 = 0;
-
- nullpo_retr (0, src);
-
- if (src->type == BL_PC)
- {
- nullpo_retr (0, sd = (struct map_session_data *) src);
- }
- if (skillid != WZ_METEOR &&
- skillid != WZ_SIGHTRASHER &&
- skillid != AM_CANNIBALIZE && skillid != AM_SPHEREMINE)
- clif_skill_poseffect (src, skillid, skilllv, x, y, tick);
-
- if (skillnotok (skillid, sd)) // [MouseJstr]
- return 0;
-
- switch (skillid)
- {
- case PR_BENEDICTIO: /* 聖体降福 */
- skill_area_temp[1] = src->id;
- map_foreachinarea (skill_area_sub,
- src->m, x - 1, y - 1, x + 1, y + 1, 0,
- src, skillid, skilllv, tick,
- flag | BCT_NOENEMY | 1,
- skill_castend_nodamage_id);
- map_foreachinarea (skill_area_sub, src->m, x - 1, y - 1, x + 1,
- y + 1, 0, src, skillid, skilllv, tick,
- flag | BCT_ENEMY | 1, skill_castend_damage_id);
- break;
-
- case BS_HAMMERFALL: /* ハンマーフォール */
- skill_area_temp[1] = src->id;
- skill_area_temp[2] = x;
- skill_area_temp[3] = y;
- map_foreachinarea (skill_area_sub,
- src->m, x - 2, y - 2, x + 2, y + 2, 0,
- src, skillid, skilllv, tick,
- flag | BCT_ENEMY | 2,
- skill_castend_nodamage_id);
- break;
-
- case HT_DETECTING: /* ディテクティング */
- {
- const int range = 7;
- map_foreachinarea (skill_status_change_timer_sub,
- src->m, src->x - range, src->y - range,
- src->x + range, src->y + range, 0, src,
- SC_SIGHT, tick);
- }
- break;
-
- case MG_SAFETYWALL: /* セイフティウォール */
- case MG_FIREWALL: /* ファイヤーウォール */
- case MG_THUNDERSTORM: /* サンダーストーム */
- case AL_PNEUMA: /* ニューマ */
- case WZ_ICEWALL: /* アイスウォール */
- case WZ_FIREPILLAR: /* ファイアピラー */
- case WZ_SIGHTRASHER:
- case WZ_QUAGMIRE: /* クァグマイア */
- case WZ_VERMILION: /* ロードオブヴァーミリオン */
- case WZ_FROSTNOVA: /* フロストノヴァ */
- case WZ_STORMGUST: /* ストームガスト */
- case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
- case PR_SANCTUARY: /* サンクチュアリ */
- case PR_MAGNUS: /* マグヌスエクソシズム */
- case CR_GRANDCROSS: /* グランドクロス */
- case HT_SKIDTRAP: /* スキッドトラップ */
- case HT_LANDMINE: /* ランドマイン */
- case HT_ANKLESNARE: /* アンクルスネア */
- case HT_SHOCKWAVE: /* ショックウェーブトラップ */
- case HT_SANDMAN: /* サンドマン */
- case HT_FLASHER: /* フラッシャー */
- case HT_FREEZINGTRAP: /* フリージングトラップ */
- case HT_BLASTMINE: /* ブラストマイン */
- case HT_CLAYMORETRAP: /* クレイモアートラップ */
- case AS_VENOMDUST: /* ベノムダスト */
- case AM_DEMONSTRATION: /* デモンストレーション */
- case PF_SPIDERWEB: /* スパイダーウェッブ */
- case PF_FOGWALL: /* フォグウォール */
- case HT_TALKIEBOX: /* トーキーボックス */
- skill_unitsetting (src, skillid, skilllv, x, y, 0);
- break;
-
- case RG_GRAFFITI: /* Graffiti [Valaris] */
- skill_clear_unitgroup (src);
- skill_unitsetting (src, skillid, skilllv, x, y, 0);
- break;
-
- case SA_VOLCANO: /* ボルケーノ */
- case SA_DELUGE: /* デリュージ */
- case SA_VIOLENTGALE: /* バイオレントゲイル */
- case SA_LANDPROTECTOR: /* ランドプロテクター */
- skill_clear_element_field (src); //既に自分が発動している属性場をクリア
- skill_unitsetting (src, skillid, skilllv, x, y, 0);
- break;
-
- case WZ_METEOR: //メテオストーム
- {
- int flag_ = 0;
- for (i = 0; i < 2 + (skilllv >> 1); i++)
- {
- int j = 0, c;
- do
- {
- tmpx = x + (MRAND (7) - 3);
- tmpy = y + (MRAND (7) - 3);
- if (tmpx < 0)
- tmpx = 0;
- else if (tmpx >= map[src->m].xs)
- tmpx = map[src->m].xs - 1;
- if (tmpy < 0)
- tmpy = 0;
- else if (tmpy >= map[src->m].ys)
- tmpy = map[src->m].ys - 1;
- j++;
- }
- while (((c = map_getcell (src->m, tmpx, tmpy)) == 1 || c == 5)
- && j < 100);
- if (j >= 100)
- continue;
- if (flag_ == 0)
- {
- clif_skill_poseffect (src, skillid, skilllv, tmpx, tmpy,
- tick);
- flag_ = 1;
- }
- if (i > 0)
- skill_addtimerskill (src, tick + i * 1000, 0, tmpx, tmpy,
- skillid, skilllv, (x1 << 16) | y1,
- flag_);
- x1 = tmpx;
- y1 = tmpy;
- }
- skill_addtimerskill (src, tick + i * 1000, 0, tmpx, tmpy, skillid,
- skilllv, -1, flag_);
- }
- break;
-
- case AL_WARP: /* ワープポータル */
- if (sd)
- {
- if (map[sd->bl.m].flag.noteleport) /* テレポ禁止 */
- break;
- clif_skill_warppoint (sd, sd->skillid,
- sd->status.save_point.map,
- (sd->skilllv >
- 1) ? sd->status.memo_point[0].map : "",
- (sd->skilllv >
- 2) ? sd->status.memo_point[1].map : "",
- (sd->skilllv >
- 3) ? sd->status.
- memo_point[2].map : "");
- }
- break;
- case MO_BODYRELOCATION:
- if (sd)
- {
- pc_movepos (sd, x, y);
- }
- else if (src->type == BL_MOB)
- mob_warp ((struct mob_data *) src, -1, x, y, 0);
- break;
- case AM_CANNIBALIZE: // バイオプラント
- if (sd)
- {
- int mx, my, id = 0;
- struct mob_data *md;
-
- mx = x; // + (rand()%10 - 5);
- my = y; // + (rand()%10 - 5);
- id = mob_once_spawn (sd, "this", mx, my, "--ja--", 1118, 1,
- "");
- if ((md = (struct mob_data *) map_id2bl (id)) != NULL)
- {
- md->master_id = sd->bl.id;
- md->hp = 2210 + skilllv * 200;
- md->state.special_mob_ai = 1;
- md->deletetimer =
- add_timer (gettick () +
- skill_get_time (skillid, skilllv),
- mob_timer_delete, id, 0);
- }
- clif_skill_poseffect (src, skillid, skilllv, x, y, tick);
- }
- break;
- case AM_SPHEREMINE: // スフィアーマイン
- if (sd)
- {
- int mx, my, id = 0;
- struct mob_data *md;
-
- mx = x; // + (rand()%10 - 5);
- my = y; // + (rand()%10 - 5);
- id = mob_once_spawn (sd, "this", mx, my, "--ja--", 1142, 1,
- "");
- if ((md = (struct mob_data *) map_id2bl (id)) != NULL)
- {
- md->master_id = sd->bl.id;
- md->hp = 1000 + skilllv * 200;
- md->state.special_mob_ai = 2;
- md->deletetimer =
- add_timer (gettick () +
- skill_get_time (skillid, skilllv),
- mob_timer_delete, id, 0);
- }
- clif_skill_poseffect (src, skillid, skilllv, x, y, tick);
- }
- break;
- }
-
- return 0;
-}
-
-/*==========================================
- * スキル使用(詠唱完了、map指定)
- *------------------------------------------
- */
-int skill_castend_map (struct map_session_data *sd, int skill_num,
- const char *mapname)
-{
- int x = 0, y = 0;
-
- nullpo_retr (0, sd);
- if (sd->bl.prev == NULL || pc_isdead (sd))
- return 0;
-
- if (sd->opt1 > 0 || sd->status.option & 2)
- return 0;
- //スキルが使えない状態異常中
- if (sd->sc_data)
- {
- if (sd->sc_data[SC_DIVINA].timer != -1 ||
- sd->sc_data[SC_ROKISWEIL].timer != -1 ||
- sd->sc_data[SC_AUTOCOUNTER].timer != -1 ||
- sd->sc_data[SC_STEELBODY].timer != -1 ||
- sd->sc_data[SC_DANCING].timer != -1 ||
- sd->sc_data[SC_BERSERK].timer != -1)
- return 0;
- }
-
- if (skill_num != sd->skillid) /* 不正パケットらしい */
- return 0;
-
- pc_stopattack (sd);
-
- if (battle_config.pc_skill_log)
- printf ("PC %d skill castend skill =%d map=%s\n", sd->bl.id,
- skill_num, mapname);
- pc_stop_walking (sd, 0);
-
- if (strcmp (mapname, "cancel") == 0)
- return 0;
-
- switch (skill_num)
- {
- case AL_TELEPORT: /* テレポート */
- if (strcmp (mapname, "Random") == 0)
- pc_randomwarp (sd, 3);
- else
- pc_setpos (sd, sd->status.save_point.map,
- sd->status.save_point.x, sd->status.save_point.y,
- 3);
- break;
-
- case AL_WARP: /* ワープポータル */
- {
- const struct point *p[] = {
- &sd->status.save_point, &sd->status.memo_point[0],
- &sd->status.memo_point[1], &sd->status.memo_point[2],
- };
- struct skill_unit_group *group;
- int i;
- int maxcount = 0;
-
- if ((maxcount = skill_get_maxcount (sd->skillid)) > 0)
- {
- int c;
- for (i = c = 0; i < MAX_SKILLUNITGROUP; i++)
- {
- if (sd->skillunit[i].alive_count > 0
- && sd->skillunit[i].skill_id == sd->skillid)
- c++;
- }
- if (c >= maxcount)
- {
- clif_skill_fail (sd, sd->skillid, 0, 0);
- sd->canact_tick = gettick ();
- sd->canmove_tick = gettick ();
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- }
-
- for (i = 0; i < sd->skilllv; i++)
- {
- if (strcmp (mapname, p[i]->map) == 0)
- {
- x = p[i]->x;
- y = p[i]->y;
- break;
- }
- }
- if (x == 0 || y == 0) /* 不正パケット? */
- return 0;
-
- if (!skill_check_condition (sd, 3))
- return 0;
- if ((group =
- skill_unitsetting (&sd->bl, sd->skillid, sd->skilllv,
- sd->skillx, sd->skilly, 0)) == NULL)
- return 0;
- CREATE (group->valstr, char, 24);
- memcpy (group->valstr, map, 24);
- group->val2 = (x << 16) | y;
- }
- break;
- }
-
- return 0;
-}
-
-/*==========================================
- * スキルユニット設定処理
- *------------------------------------------
- */
-struct skill_unit_group *skill_unitsetting (struct block_list *src,
- int skillid, int skilllv, int x,
- int y, int flag)
-{
- struct skill_unit_group *group;
- int i, count = 1, limit_ = 10000, val1_ = 0, val2_ = 0;
- int target = BCT_ENEMY, interval = 1000, range_ = 0;
- int dir = 0, aoe_diameter = 0; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
-
- nullpo_retr (0, src);
-
- switch (skillid)
- { /* 設定 */
-
- case MG_SAFETYWALL: /* セイフティウォール */
- limit_ = skill_get_time (skillid, skilllv);
- val2_ = skilllv + 1;
- interval = -1;
- target = (battle_config.defnotenemy) ? BCT_NOENEMY : BCT_ALL;
- break;
-
- case MG_FIREWALL: /* ファイヤーウォール */
- if (src->x == x && src->y == y)
- dir = 2;
- else
- dir = map_calc_dir (src, x, y);
- if (dir & 1)
- count = 5;
- else
- count = 3;
- limit_ = skill_get_time (skillid, skilllv);
- val2_ = 4 + skilllv;
- interval = 1;
- break;
-
- case AL_PNEUMA: /* ニューマ */
- limit_ = skill_get_time (skillid, skilllv);
- interval = -1;
- target = (battle_config.defnotenemy) ? BCT_NOENEMY : BCT_ALL;
- count = 9;
- break;
-
- case AL_WARP: /* ワープポータル */
- target = BCT_ALL;
- val1_ = skilllv + 6;
- if (flag == 0)
- limit_ = 2000;
- else
- limit_ = skill_get_time (skillid, skilllv);
- break;
-
- case PR_SANCTUARY: /* サンクチュアリ */
- count = 21;
- limit_ = skill_get_time (skillid, skilllv);
- val1_ = skilllv + 3;
- val2_ = (skilllv > 6) ? 777 : skilllv * 100;
- target = BCT_ALL;
- range_ = 1;
- break;
-
- case PR_MAGNUS: /* マグヌスエクソシズム */
- count = 33;
- limit_ = skill_get_time (skillid, skilllv);
- interval = 3000;
- break;
-
- case WZ_FIREPILLAR: /* ファイアーピラー */
- if (flag == 0)
- limit_ = skill_get_time (skillid, skilllv);
- else
- limit_ = 1000;
- interval = 2000;
- val1_ = skilllv + 2;
- range_ = 1;
- break;
-
- case MG_THUNDERSTORM: /* サンダーストーム */
- limit_ = 500;
- range_ = 1;
- break;
-
- case WZ_FROSTNOVA: /* フロストノヴァ */
- limit_ = 500;
- range_ = 5;
- break;
- case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
- limit_ = 500;
- range_ = 2;
- break;
-
- case WZ_METEOR: /* メテオストーム */
- limit_ = 500;
- range_ = 3;
- break;
-
- case WZ_SIGHTRASHER:
- limit_ = 500;
- count = 41;
- break;
-
- case WZ_VERMILION: /* ロードオブヴァーミリオン */
- limit_ = 4100;
- interval = 1000;
- range_ = 6;
- break;
-
- case WZ_ICEWALL: /* アイスウォール */
- limit_ = skill_get_time (skillid, skilllv);
- count = 5;
- break;
-
- case WZ_STORMGUST: /* ストームガスト */
- limit_ = 4600;
- interval = 450;
- range_ = 5;
- break;
-
- case WZ_QUAGMIRE: /* クァグマイア */
- limit_ = skill_get_time (skillid, skilllv);
- interval = 200;
- count = 25;
- break;
-
- case HT_SKIDTRAP: /* スキッドトラップ */
- case HT_LANDMINE: /* ランドマイン */
- case HT_ANKLESNARE: /* アンクルスネア */
- case HT_SANDMAN: /* サンドマン */
- case PF_SPIDERWEB: /* スパイダーウェッブ */
- case HT_FLASHER: /* フラッシャー */
- case HT_FREEZINGTRAP: /* フリージングトラップ */
- case HT_BLASTMINE: /* ブラストマイン */
- case HT_CLAYMORETRAP: /* クレイモアートラップ */
- limit_ = skill_get_time (skillid, skilllv);
- range_ = 1;
- break;
-
- case HT_TALKIEBOX: /* トーキーボックス */
- limit_ = skill_get_time (skillid, skilllv);
- range_ = 1;
- target = BCT_ALL;
- break;
-
- case HT_SHOCKWAVE: /* ショックウェーブトラップ */
- limit_ = skill_get_time (skillid, skilllv);
- range_ = 1;
- val1_ = skilllv * 15 + 10;
- break;
-
- case AS_VENOMDUST: /* ベノムダスト */
- limit_ = skill_get_time (skillid, skilllv);
- interval = 1000;
- count = 5;
- break;
-
- case CR_GRANDCROSS: /* グランドクロス */
- count = 29;
- limit_ = 1000;
- interval = 300;
- break;
-
- case SA_VOLCANO: /* ボルケーノ */
- case SA_DELUGE: /* デリュージ */
- case SA_VIOLENTGALE: /* バイオレントゲイル */
- limit_ = skill_get_time (skillid, skilllv);
- count = skilllv <= 2 ? 25 : (skilllv <= 4 ? 49 : 81);
- target = BCT_ALL;
- break;
-
- case SA_LANDPROTECTOR: /* グランドクロス */
- limit_ = skill_get_time (skillid, skilllv); // changed to get duration from cast_db (moonsoul)
- val1_ = skilllv * 15 + 10;
- aoe_diameter = skilllv + skilllv % 2 + 5;
- target = BCT_ALL;
- count = aoe_diameter * aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
- break;
-
- case BD_LULLABY: /* 子守唄 */
- case BD_ETERNALCHAOS: /* エターナルカオス */
- case BD_ROKISWEIL: /* ロキの叫び */
- count = 81;
- limit_ = skill_get_time (skillid, skilllv);
- range_ = 5;
- target = BCT_ALL;
- break;
- case BD_RICHMANKIM:
- case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */
- case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */
- case BD_INTOABYSS: /* 深淵の中に */
- case BD_SIEGFRIED: /* 不死身のジークフリード */
- count = 81;
- limit_ = skill_get_time (skillid, skilllv);
- range_ = 5;
- target = BCT_PARTY;
- break;
-
- case BA_WHISTLE: /* 口笛 */
- count = 49;
- limit_ = skill_get_time (skillid, skilllv);
- range_ = 5;
- target = BCT_NOENEMY;
- if (src->type == BL_PC)
- val1_ =
- (pc_checkskill
- ((struct map_session_data *) src,
- BA_MUSICALLESSON) + 1) >> 1;
- val2_ = ((battle_get_agi (src) / 10) & 0xffff) << 16;
- val2_ |= (battle_get_luk (src) / 10) & 0xffff;
- break;
- case DC_HUMMING: /* ハミング */
- count = 49;
- limit_ = skill_get_time (skillid, skilllv);
- range_ = 5;
- target = BCT_NOENEMY;
- if (src->type == BL_PC)
- val1_ =
- (pc_checkskill
- ((struct map_session_data *) src,
- DC_DANCINGLESSON) + 1) >> 1;
- val2_ = battle_get_dex (src) / 10;
- break;
-
- case BA_DISSONANCE: /* 不協和音 */
- case DC_UGLYDANCE: /* 自分勝手なダンス */
- count = 49;
- limit_ = skill_get_time (skillid, skilllv);
- range_ = 5;
- target = BCT_ENEMY;
- break;
-
- case DC_DONTFORGETME: /* 私を忘れないで… */
- count = 49;
- limit_ = skill_get_time (skillid, skilllv);
- range_ = 5;
- target = BCT_ENEMY;
- if (src->type == BL_PC)
- val1_ =
- (pc_checkskill
- ((struct map_session_data *) src,
- DC_DANCINGLESSON) + 1) >> 1;
- val2_ = ((battle_get_str (src) / 20) & 0xffff) << 16;
- val2_ |= (battle_get_agi (src) / 10) & 0xffff;
- break;
- case BA_POEMBRAGI: /* ブラギの詩 */
- count = 49;
- limit_ = skill_get_time (skillid, skilllv);
- range_ = 5;
- target = BCT_NOENEMY;
- if (src->type == BL_PC)
- val1_ =
- pc_checkskill ((struct map_session_data *) src,
- BA_MUSICALLESSON);
- val2_ = ((battle_get_dex (src) / 10) & 0xffff) << 16;
- val2_ |= (battle_get_int (src) / 5) & 0xffff;
- break;
- case BA_APPLEIDUN: /* イドゥンの林檎 */
- count = 49;
- limit_ = skill_get_time (skillid, skilllv);
- range_ = 5;
- target = BCT_NOENEMY;
- if (src->type == BL_PC)
- val1_ =
- ((pc_checkskill
- ((struct map_session_data *) src,
- BA_MUSICALLESSON)) & 0xffff) << 16;
- else
- val1_ = 0;
- val1_ |= (battle_get_vit (src)) & 0xffff;
- val2_ = 0; //回復用タイムカウンタ(6秒毎に1増加)
- break;
- case DC_SERVICEFORYOU: /* サービスフォーユー */
- count = 49;
- limit_ = skill_get_time (skillid, skilllv);
- range_ = 5;
- target = BCT_PARTY;
- if (src->type == BL_PC)
- val1_ =
- (pc_checkskill
- ((struct map_session_data *) src,
- DC_DANCINGLESSON) + 1) >> 1;
- val2_ = battle_get_int (src) / 10;
- break;
- case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
- count = 49;
- limit_ = skill_get_time (skillid, skilllv);
- range_ = 5;
- target = BCT_NOENEMY;
- if (src->type == BL_PC)
- val1_ =
- (pc_checkskill
- ((struct map_session_data *) src,
- BA_MUSICALLESSON) + 1) >> 1;
- val2_ = battle_get_agi (src) / 20;
- break;
- case DC_FORTUNEKISS: /* 幸運のキス */
- count = 49;
- limit_ = skill_get_time (skillid, skilllv);
- range_ = 5;
- target = BCT_NOENEMY;
- if (src->type == BL_PC)
- val1_ =
- (pc_checkskill
- ((struct map_session_data *) src,
- DC_DANCINGLESSON) + 1) >> 1;
- val2_ = battle_get_luk (src) / 10;
- break;
- case AM_DEMONSTRATION: /* デモンストレーション */
- limit_ = skill_get_time (skillid, skilllv);
- interval = 1000;
- range_ = 1;
- target = BCT_ENEMY;
- break;
- case WE_CALLPARTNER: /* あなたに逢いたい */
- limit_ = skill_get_time (skillid, skilllv);
- range_ = -1;
- break;
-
- case HP_BASILICA: /* バジリカ */
- limit_ = skill_get_time (skillid, skilllv);
- target = BCT_ALL;
- range_ = 3;
- //Fix to prevent the priest from walking while Basilica is up.
- battle_stopwalking (src, 1);
- skill_status_change_start (src, SC_ANKLE, skilllv, 0, 0, 0, limit_,
- 0);
- break;
- case PA_GOSPEL: /* ゴスペル */
- count = 49;
- target = BCT_PARTY;
- limit_ = skill_get_time (skillid, skilllv);
- break;
- case PF_FOGWALL: /* フォグウォール */
- count = 15;
- limit_ = skill_get_time (skillid, skilllv);
- break;
- case RG_GRAFFITI: /* Graffiti */
- count = 1; // Leave this at 1 [Valaris]
- limit_ = 600000; // Time length [Valaris]
- break;
- };
-
- nullpo_retr (NULL, group =
- skill_initunitgroup (src, count, skillid, skilllv,
- skill_get_unit_id (skillid, flag & 1)));
- group->limit = limit_;
- group->val1 = val1_;
- group->val2 = val2_;
- group->target_flag = target;
- group->interval = interval;
- group->range = range_;
- if (skillid == HT_TALKIEBOX || skillid == RG_GRAFFITI)
- {
- CREATE (group->valstr, char, 80);
- memcpy (group->valstr, talkie_mes, 80);
- }
- for (i = 0; i < count; i++)
- {
- struct skill_unit *unit;
- int ux = x, uy = y, val1 = skilllv, val2 = 0, limit =
- group->limit, alive = 1;
- int range = group->range;
- switch (skillid)
- { /* 設定 */
- case AL_PNEUMA: /* ニューマ */
- {
- static const int dx[9] = { -1, 0, 1, -1, 0, 1, -1, 0, 1 };
- static const int dy[9] = { -1, -1, -1, 0, 0, 0, 1, 1, 1 };
- ux += dx[i];
- uy += dy[i];
- }
- break;
- case MG_FIREWALL: /* ファイヤーウォール */
- {
- if (dir & 1)
- { /* 斜め配置 */
- static const int dx[][5] = {
- {1, 1, 0, 0, -1}, {-1, -1, 0, 0, 1},
- }, dy[][5] =
- {
- {
- 1, 0, 0, -1, -1},
- {
- 1, 0, 0, -1, -1},};
- ux += dx[(dir >> 1) & 1][i];
- uy += dy[(dir >> 1) & 1][i];
- }
- else
- { /* 上下配置 */
- if (dir % 4 == 0) /* 上下 */
- ux += i - 1;
- else /* 左右 */
- uy += i - 1;
- }
- val2 = group->val2;
- }
- break;
-
- case PR_SANCTUARY: /* サンクチュアリ */
- {
- static const int dx[] = {
- -1, 0, 1, -2, -1, 0, 1, 2, -2, -1, 0, 1, 2, -2, -1, 0, 1,
- 2, -1, 0, 1
- };
- static const int dy[] = {
- -2, -2, -2, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 1, 1, 1, 1,
- 1, 2, 2, 2,
- };
- ux += dx[i];
- uy += dy[i];
- }
- break;
-
- case PR_MAGNUS: /* マグヌスエクソシズム */
- {
- static const int dx[] =
- { -1, 0, 1, -1, 0, 1, -3, -2, -1, 0, 1, 2, 3,
- -3, -2, -1, 0, 1, 2, 3, -3, -2, -1, 0, 1, 2, 3, -1, 0, 1,
- -1, 0, 1,
- };
- static const int dy[] = {
- -3, -3, -3, -2, -2, -2, -1, -1, -1, -1, -1, -1, -1,
- 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3
- };
- ux += dx[i];
- uy += dy[i];
- }
- break;
-
- case WZ_SIGHTRASHER:
- {
- static const int dx[] = {
- -5, 0, 5, -4, 0, 4, -3, 0, 3, -2, 0, 2, -1, 0, 1, -5, -4,
- -3, -2, -1, 0, 1, 2, 3, 4, 5, -1, 0, 1, -2, 0, 2, -3,
- 0, 3, -4, 0, 4, -5, 0, 5
- };
- static const int dy[] = {
- -5, -5, -5, -4, -4, -4, -3, -3, -3, -2, -2, -2, -1, -1,
- -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2,
- 3, 3, 3, 4, 4, 4, 5, 5, 5
- };
- ux += dx[i];
- uy += dy[i];
- }
- break;
-
- case WZ_ICEWALL: /* アイスウォール */
- {
- if (skilllv <= 1)
- val1 = 500;
- else
- val1 = 200 + 200 * skilllv;
- if (src->x == x && src->y == y)
- dir = 2;
- else
- dir = map_calc_dir (src, x, y);
- ux += (2 - i) * diry[dir];
- uy += (i - 2) * dirx[dir];
- }
- break;
-
- case WZ_QUAGMIRE: /* クァグマイア */
- ux += (i % 5 - 2);
- uy += (i / 5 - 2);
- if (i == 12)
- range = 2;
- else
- range = -1;
-
- break;
-
- case AS_VENOMDUST: /* ベノムダスト */
- {
- static const int dx[] = { -1, 0, 0, 0, 1 };
- static const int dy[] = { 0, -1, 0, 1, 0 };
- ux += dx[i];
- uy += dy[i];
- }
- break;
-
- case CR_GRANDCROSS: /* グランドクロス */
- {
- static const int dx[] = {
- 0, 0, -1, 0, 1, -2, -1, 0, 1, 2, -4, -3, -2, -1, 0, 1, 2,
- 3, 4, -2, -1, 0, 1, 2, -1, 0, 1, 0, 0,
- };
- static const int dy[] = {
- -4, -3, -2, -2, -2, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0,
- 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 3, 4,
- };
- ux += dx[i];
- uy += dy[i];
- }
- break;
- case SA_VOLCANO: /* ボルケーノ */
- case SA_DELUGE: /* デリュージ */
- case SA_VIOLENTGALE: /* バイオレントゲイル */
- {
- int u_range = 0, central = 0;
- if (skilllv <= 2)
- {
- u_range = 2;
- central = 12;
- }
- else if (skilllv <= 4)
- {
- u_range = 3;
- central = 24;
- }
- else if (skilllv >= 5)
- {
- u_range = 4;
- central = 40;
- }
- ux += (i % (u_range * 2 + 1) - u_range);
- uy += (i / (u_range * 2 + 1) - u_range);
-
- if (i == central)
- range = u_range; //中央のユニットの効果範囲は全範囲
- else
- range = -1; //中央以外のユニットは飾り
- }
- break;
- case SA_LANDPROTECTOR: /* ランドプロテクター */
- {
- int u_range = 0;
-
- if (skilllv <= 2)
- u_range = 3;
- else if (skilllv <= 4)
- u_range = 4;
- else if (skilllv >= 5)
- u_range = 5;
-
- ux += (i % (u_range * 2 + 1) - u_range);
- uy += (i / (u_range * 2 + 1) - u_range);
-
- range = 0;
- }
- break;
-
- /* ダンスなど */
- case BD_LULLABY: /* 子守歌 */
- case BD_RICHMANKIM: /* ニヨルドの宴 */
- case BD_ETERNALCHAOS: /* 永遠の混沌 */
- case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */
- case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */
- case BD_ROKISWEIL: /* ロキの叫び */
- case BD_INTOABYSS: /* 深淵の中に */
- case BD_SIEGFRIED: /* 不死身のジークフリード */
- ux += (i % 9 - 4);
- uy += (i / 9 - 4);
- if (i == 40)
- range = 4; /* 中心の場合は範囲を4にオーバーライド */
- else
- range = -1; /* 中心じゃない場合は範囲を-1にオーバーライド */
- break;
- case BA_DISSONANCE: /* 不協和音 */
- case BA_WHISTLE: /* 口笛 */
- case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
- case BA_POEMBRAGI: /* ブラギの詩 */
- case BA_APPLEIDUN: /* イドゥンの林檎 */
- case DC_UGLYDANCE: /* 自分勝手なダンス */
- case DC_HUMMING: /* ハミング */
- case DC_DONTFORGETME: /* 私を忘れないで… */
- case DC_FORTUNEKISS: /* 幸運のキス */
- case DC_SERVICEFORYOU: /* サービスフォーユー */
- ux += (i % 7 - 3);
- uy += (i / 7 - 3);
- if (i == 40)
- range = 4; /* 中心の場合は範囲を4にオーバーライド */
- else
- range = -1; /* 中心じゃない場合は範囲を-1にオーバーライド */
- break;
- case PA_GOSPEL: /* ゴスペル */
- ux += (i % 7 - 3);
- uy += (i / 7 - 3);
- break;
- case PF_FOGWALL: /* フォグウォール */
- ux += (i % 5 - 2);
- uy += (i / 5 - 1);
- break;
- case RG_GRAFFITI: /* Graffiti [Valaris] */
- ux += (i % 5 - 2);
- uy += (i / 5 - 2);
- break;
- }
- //直上スキルの場合設置座標上にランドプロテクターがないかチェック
- if (range <= 0)
- map_foreachinarea (skill_landprotector, src->m, ux, uy, ux, uy,
- BL_SKILL, skillid, &alive);
-
- if (skillid == WZ_ICEWALL && alive)
- {
- val2 = map_getcell (src->m, ux, uy);
- if (val2 == 5 || val2 == 1)
- alive = 0;
- else
- {
- map_setcell (src->m, ux, uy, 5);
- clif_changemapcell (src->m, ux, uy, 5, 0);
- }
- }
-
- if (alive)
- {
- nullpo_retr (NULL, unit = skill_initunit (group, i, ux, uy));
- unit->val1 = val1;
- unit->val2 = val2;
- unit->limit = limit;
- unit->range = range;
- }
- }
- return group;
-}
-
-/*==========================================
- * スキルユニットの発動イベント
- *------------------------------------------
- */
-static
-int skill_unit_onplace (struct skill_unit *src, struct block_list *bl,
- unsigned int tick)
-{
- struct skill_unit_group *sg;
- struct block_list *ss;
- struct skill_unit_group_tickset *ts;
- struct map_session_data *srcsd = NULL;
- int diff, goflag, splash_count = 0;
-
- nullpo_retr (0, src);
- nullpo_retr (0, bl);
-
- if (bl->prev == NULL || !src->alive
- || (bl->type == BL_PC && pc_isdead ((struct map_session_data *) bl)))
- return 0;
-
- nullpo_retr (0, sg = src->group);
- nullpo_retr (0, ss = map_id2bl (sg->src_id));
-
- if (ss->type == BL_PC)
- nullpo_retr (0, srcsd = (struct map_session_data *) ss);
- if (srcsd && srcsd->chatID)
- return 0;
-
- if (bl->type != BL_PC && bl->type != BL_MOB)
- return 0;
- nullpo_retr (0, ts = skill_unitgrouptickset_search (bl, sg->group_id));
- diff = DIFF_TICK (tick, ts->tick);
- goflag = (diff > sg->interval || diff < 0);
- if (sg->skill_id == CR_GRANDCROSS && !battle_config.gx_allhit) // 重なっていたら3HITしない
- goflag = (diff > sg->interval * map_count_oncell (bl->m, bl->x, bl->y)
- || diff < 0);
-
- //対象がLP上に居る場合は無効
- map_foreachinarea (skill_landprotector, bl->m, bl->x, bl->y, bl->x, bl->y,
- BL_SKILL, 0, &goflag);
-
- if (!goflag)
- return 0;
- ts->tick = tick;
- ts->group_id = sg->group_id;
-
- switch (sg->unit_id)
- {
- case 0x83: /* サンクチュアリ */
- {
- int race = battle_get_race (bl);
- int damage_flag =
- (battle_check_undead (race, battle_get_elem_type (bl))
- || race == 6) ? 1 : 0;
-
- if (battle_get_hp (bl) >= battle_get_max_hp (bl) && !damage_flag)
- break;
-
- if ((sg->val1--) <= 0)
- {
- skill_delunitgroup (sg);
- return 0;
- }
- if (!damage_flag)
- {
- int heal = sg->val2;
- if (bl->type == BL_PC
- && ((struct map_session_data *) bl)->
- special_state.no_magic_damage)
- heal = 0; /* 黄金蟲カード(ヒール量0) */
- clif_skill_nodamage (&src->bl, bl, AL_HEAL, heal, 1);
- battle_heal (NULL, bl, heal, 0, 0);
- }
- else
- skill_attack (BF_MAGIC, ss, &src->bl, bl, sg->skill_id,
- sg->skill_lv, tick, 0);
- }
- break;
-
- case 0x84: /* マグヌスエクソシズム */
- {
- int race = battle_get_race (bl);
- int damage_flag =
- (battle_check_undead (race, battle_get_elem_type (bl))
- || race == 6) ? 1 : 0;
-
- if (!damage_flag)
- return 0;
- skill_attack (BF_MAGIC, ss, &src->bl, bl, sg->skill_id,
- sg->skill_lv, tick, 0);
- }
- break;
-
- case 0x85: /* ニューマ */
- {
- struct skill_unit *unit2;
- struct status_change *sc_data = battle_get_sc_data (bl);
- int type = SC_PNEUMA;
- if (sc_data && sc_data[type].timer == -1)
- skill_status_change_start (bl, type, sg->skill_lv, (int) src,
- 0, 0, 0, 0);
- else if ((unit2 = (struct skill_unit *) sc_data[type].val2)
- && unit2 != src)
- {
- if (DIFF_TICK (sg->tick, unit2->group->tick) > 0)
- skill_status_change_start (bl, type, sg->skill_lv,
- (int) src, 0, 0, 0, 0);
- ts->tick -= sg->interval;
- }
- }
- break;
- case 0x7e: /* セイフティウォール */
- {
- struct skill_unit *unit2;
- struct status_change *sc_data = battle_get_sc_data (bl);
- int type = SC_SAFETYWALL;
- if (sc_data && sc_data[type].timer == -1)
- skill_status_change_start (bl, type, sg->skill_lv, (int) src,
- 0, 0, 0, 0);
- else if ((unit2 = (struct skill_unit *) sc_data[type].val2)
- && unit2 != src)
- {
- if (sg->val1 < unit2->group->val1)
- skill_status_change_start (bl, type, sg->skill_lv,
- (int) src, 0, 0, 0, 0);
- ts->tick -= sg->interval;
- }
- }
- break;
-
- case 0x86: /* ロードオブヴァーミリオン(&ストームガスト &グランドクロス) */
- skill_attack (BF_MAGIC, ss, &src->bl, bl, sg->skill_id,
- sg->skill_lv, tick, 0);
- break;
-
- case 0x7f: /* ファイヤーウォール */
- if ((src->val2--) > 0)
- skill_attack (BF_MAGIC, ss, &src->bl, bl,
- sg->skill_id, sg->skill_lv, tick, 0);
- if (src->val2 <= 0)
- skill_delunit (src);
- break;
-
- case 0x87: /* ファイアーピラー(発動前) */
- skill_delunit (src);
- skill_unitsetting (ss, sg->skill_id, sg->skill_lv, src->bl.x,
- src->bl.y, 1);
- break;
-
- case 0x88: /* ファイアーピラー(発動後) */
- if (DIFF_TICK (tick, sg->tick) < 150)
- skill_attack (BF_MAGIC, ss, &src->bl, bl, sg->skill_id,
- sg->skill_lv, tick, 0);
- break;
-
- case 0x90: /* スキッドトラップ */
- {
- int i, c = skill_get_blewcount (sg->skill_id, sg->skill_lv);
- if (map[bl->m].flag.gvg)
- c = 0;
- for (i = 0; i < c; i++)
- skill_blown (&src->bl, bl, 1 | 0x30000);
- sg->unit_id = 0x8c;
- clif_changelook (&src->bl, LOOK_BASE, sg->unit_id);
- sg->limit = DIFF_TICK (tick, sg->tick) + 1500;
- }
- break;
-
- case 0x93: /* ランドマイン */
- skill_attack (BF_MISC, ss, &src->bl, bl, sg->skill_id,
- sg->skill_lv, tick, 0);
- sg->unit_id = 0x8c;
- clif_changelook (&src->bl, LOOK_BASE, 0x88);
- sg->limit = DIFF_TICK (tick, sg->tick) + 1500;
- break;
-
- case 0x8f: /* ブラストマイン */
- case 0x94: /* ショックウェーブトラップ */
- case 0x95: /* サンドマン */
- case 0x96: /* フラッシャー */
- case 0x97: /* フリージングトラップ */
- case 0x98: /* クレイモアートラップ */
- map_foreachinarea (skill_count_target, src->bl.m,
- src->bl.x - src->range, src->bl.y - src->range,
- src->bl.x + src->range, src->bl.y + src->range,
- 0, &src->bl, &splash_count);
- map_foreachinarea (skill_trap_splash, src->bl.m,
- src->bl.x - src->range, src->bl.y - src->range,
- src->bl.x + src->range, src->bl.y + src->range,
- 0, &src->bl, tick, splash_count);
- sg->unit_id = 0x8c;
- clif_changelook (&src->bl, LOOK_BASE, sg->unit_id);
- sg->limit = DIFF_TICK (tick, sg->tick) + 1500;
- break;
-
- case 0x91: /* アンクルスネア */
- {
- struct status_change *sc_data = battle_get_sc_data (bl);
- if (sg->val2 == 0 && sc_data && sc_data[SC_ANKLE].timer == -1)
- {
- int moveblock = (bl->x / BLOCK_SIZE != src->bl.x / BLOCK_SIZE
- || bl->y / BLOCK_SIZE !=
- src->bl.y / BLOCK_SIZE);
- int sec = skill_get_time2 (sg->skill_id,
- sg->skill_lv) -
- (double) battle_get_agi (bl) * 0.1;
- if (battle_get_mode (bl) & 0x20)
- sec = sec / 5;
- battle_stopwalking (bl, 1);
- skill_status_change_start (bl, SC_ANKLE, sg->skill_lv, 0, 0,
- 0, sec, 0);
-
- if (moveblock)
- map_delblock (bl);
- bl->x = src->bl.x;
- bl->y = src->bl.y;
- if (moveblock)
- map_addblock (bl);
- if (bl->type == BL_MOB)
- clif_fixmobpos ((struct mob_data *) bl);
- else
- clif_fixpos (bl);
- clif_01ac (&src->bl);
- sg->limit = DIFF_TICK (tick, sg->tick) + sec;
- sg->val2 = bl->id;
- }
- }
- break;
-
- case 0x80: /* ワープポータル(発動後) */
- if (bl->type == BL_PC)
- {
- struct map_session_data *sd = (struct map_session_data *) bl;
- if (sd && src->bl.m == bl->m && src->bl.x == bl->x
- && src->bl.y == bl->y && src->bl.x == sd->to_x
- && src->bl.y == sd->to_y)
- {
- if (battle_config.chat_warpportal || !sd->chatID)
- {
- if ((sg->val1--) > 0)
- {
- pc_setpos (sd, sg->valstr, sg->val2 >> 16,
- sg->val2 & 0xffff, 3);
- if (sg->src_id == bl->id
- || (strcmp (map[src->bl.m].name, sg->valstr)
- == 0 && src->bl.x == (sg->val2 >> 16)
- && src->bl.y == (sg->val2 & 0xffff)))
- skill_delunitgroup (sg);
- }
- else
- skill_delunitgroup (sg);
- }
- }
- }
- else if (bl->type == BL_MOB && battle_config.mob_warpportal)
- {
- int m = map_mapname2mapid (sg->valstr);
- struct mob_data *md;
- md = (struct mob_data *) bl;
- mob_warp ((struct mob_data *) bl, m, sg->val2 >> 16,
- sg->val2 & 0xffff, 3);
- }
- break;
-
- case 0x8e: /* クァグマイア */
- {
- int type = SkillStatusChangeTable[sg->skill_id];
- if (bl->type == BL_PC
- && ((struct map_session_data *) bl)->
- special_state.no_magic_damage)
- break;
- if (battle_get_sc_data (bl)[type].timer == -1)
- skill_status_change_start (bl, type, sg->skill_lv, (int) src,
- 0, 0,
- skill_get_time2 (sg->skill_id,
- sg->skill_lv), 0);
- }
- break;
- case 0x92: /* ベノムダスト */
- {
- struct status_change *sc_data = battle_get_sc_data (bl);
- int type = SkillStatusChangeTable[sg->skill_id];
- if (sc_data && sc_data[type].timer == -1)
- skill_status_change_start (bl, type, sg->skill_lv, (int) src,
- 0, 0,
- skill_get_time2 (sg->skill_id,
- sg->skill_lv), 0);
- }
- break;
- case 0x9a: /* ボルケーノ */
- case 0x9b: /* デリュージ */
- case 0x9c: /* バイオレントゲイル */
- {
- struct skill_unit *unit2;
- struct status_change *sc_data = battle_get_sc_data (bl);
- int type = SkillStatusChangeTable[sg->skill_id];
- if (sc_data && sc_data[type].timer == -1)
- skill_status_change_start (bl, type, sg->skill_lv, (int) src,
- 0, 0,
- skill_get_time2 (sg->skill_id,
- sg->skill_lv), 0);
- else if ((unit2 = (struct skill_unit *) sc_data[type].val2)
- && unit2 != src)
- {
- if (DIFF_TICK (sg->tick, unit2->group->tick) > 0)
- skill_status_change_start (bl, type, sg->skill_lv,
- (int) src, 0, 0,
- skill_get_time2 (sg->skill_id,
- sg->skill_lv),
- 0);
- ts->tick -= sg->interval;
- }
- } break;
-
- case 0x9e: /* 子守唄 */
- case 0x9f: /* ニヨルドの宴 */
- case 0xa0: /* 永遠の混沌 */
- case 0xa1: /* 戦太鼓の響き */
- case 0xa2: /* ニーベルングの指輪 */
- case 0xa3: /* ロキの叫び */
- case 0xa4: /* 深淵の中に */
- case 0xa5: /* 不死身のジークフリード */
- case 0xa6: /* 不協和音 */
- case 0xa7: /* 口笛 */
- case 0xa8: /* 夕陽のアサシンクロス */
- case 0xa9: /* ブラギの詩 */
- case 0xab: /* 自分勝手なダンス */
- case 0xac: /* ハミング */
- case 0xad: /* 私を忘れないで… */
- case 0xae: /* 幸運のキス */
- case 0xaf: /* サービスフォーユー */
- case 0xb4:
- {
- struct skill_unit *unit2;
- struct status_change *sc_data = battle_get_sc_data (bl);
- int type = SkillStatusChangeTable[sg->skill_id];
- if (sg->src_id == bl->id)
- break;
- if (sc_data && sc_data[type].timer == -1)
- skill_status_change_start (bl, type, sg->skill_lv, sg->val1,
- sg->val2, (int) src,
- skill_get_time2 (sg->skill_id,
- sg->skill_lv), 0);
- else if ((unit2 = (struct skill_unit *) sc_data[type].val4)
- && unit2 != src)
- {
- if (unit2->group
- && DIFF_TICK (sg->tick, unit2->group->tick) > 0)
- skill_status_change_start (bl, type, sg->skill_lv,
- sg->val1, sg->val2, (int) src,
- skill_get_time2 (sg->skill_id,
- sg->skill_lv),
- 0);
- ts->tick -= sg->interval;
- }
- } break;
-
- case 0xaa: /* イドゥンの林檎 */
- {
- struct skill_unit *unit2;
- struct status_change *sc_data = battle_get_sc_data (bl);
- int type = SkillStatusChangeTable[sg->skill_id];
- if (sg->src_id == bl->id)
- break;
- if (sc_data && sc_data[type].timer == -1)
- skill_status_change_start (bl, type, sg->skill_lv,
- (sg->val1) >> 16,
- (sg->val1) & 0xffff, (int) src,
- skill_get_time2 (sg->skill_id,
- sg->skill_lv), 0);
- else if ((unit2 = (struct skill_unit *) sc_data[type].val4)
- && unit2 != src)
- {
- if (DIFF_TICK (sg->tick, unit2->group->tick) > 0)
- skill_status_change_start (bl, type, sg->skill_lv,
- (sg->val1) >> 16,
- (sg->val1) & 0xffff, (int) src,
- skill_get_time2 (sg->skill_id,
- sg->skill_lv),
- 0);
- ts->tick -= sg->interval;
- }
- } break;
-
- case 0xb1: /* デモンストレーション */
- skill_attack (BF_WEAPON, ss, &src->bl, bl, sg->skill_id,
- sg->skill_lv, tick, 0);
- if (bl->type == BL_PC && MRAND (100) < sg->skill_lv
- && battle_config.equipment_breaking)
- pc_breakweapon ((struct map_session_data *) bl);
- break;
- case 0x99: /* トーキーボックス */
- if (sg->src_id == bl->id) //自分が踏んでも発動しない
- break;
- if (sg->val2 == 0)
- {
- clif_talkiebox (&src->bl, sg->valstr);
- sg->unit_id = 0x8c;
- clif_changelook (&src->bl, LOOK_BASE, sg->unit_id);
- sg->limit = DIFF_TICK (tick, sg->tick) + 5000;
- sg->val2 = -1; //踏んだ
- }
- break;
- case 0xb2: /* あなたを_会いたいです */
- case 0xb3: /* ゴスペル */
- case 0xb6: /* フォグウォール */
- //とりあえず何もしない
- break;
-
- case 0xb7: /* スパイダーウェッブ */
- if (sg->val2 == 0)
- {
- int moveblock = (bl->x / BLOCK_SIZE != src->bl.x / BLOCK_SIZE
- || bl->y / BLOCK_SIZE !=
- src->bl.y / BLOCK_SIZE);
- skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv,
- BF_MISC, tick);
- if (moveblock)
- map_delblock (bl);
- bl->x = (&src->bl)->x;
- bl->y = (&src->bl)->y;
- if (moveblock)
- map_addblock (bl);
- if (bl->type == BL_MOB)
- clif_fixmobpos ((struct mob_data *) bl);
- else
- clif_fixpos (bl);
- clif_01ac (&src->bl);
- sg->limit =
- DIFF_TICK (tick,
- sg->tick) + skill_get_time2 (sg->skill_id,
- sg->skill_lv);
- sg->val2 = bl->id;
- }
- break;
-
-/* default:
- if(battle_config.error_log)
- printf("skill_unit_onplace: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
- break;*/
- }
- if (bl->type == BL_MOB && ss != bl) /* スキル使用条件のMOBスキル */
- {
- if (battle_config.mob_changetarget_byskill == 1)
- {
- int target = ((struct mob_data *) bl)->target_id;
- if (ss->type == BL_PC)
- ((struct mob_data *) bl)->target_id = ss->id;
- mobskill_use ((struct mob_data *) bl, tick,
- MSC_SKILLUSED | (sg->skill_id << 16));
- ((struct mob_data *) bl)->target_id = target;
- }
- else
- mobskill_use ((struct mob_data *) bl, tick,
- MSC_SKILLUSED | (sg->skill_id << 16));
- }
-
- return 0;
-}
-
-/*==========================================
- * スキルユニットから離脱する(もしくはしている)場合
- *------------------------------------------
- */
-static
-int skill_unit_onout (struct skill_unit *src, struct block_list *bl,
- unsigned int tick)
-{
- struct skill_unit_group *sg;
-
- nullpo_retr (0, src);
- nullpo_retr (0, bl);
- nullpo_retr (0, sg = src->group);
-
- if (bl->prev == NULL || !src->alive)
- return 0;
-
- if (bl->type != BL_PC && bl->type != BL_MOB)
- return 0;
-
- switch (sg->unit_id)
- {
- case 0x7e: /* セイフティウォール */
- case 0x85: /* ニューマ */
- case 0x8e: /* クァグマイア */
- {
- struct status_change *sc_data = battle_get_sc_data (bl);
- int type =
- (sg->unit_id == 0x85) ? SC_PNEUMA :
- ((sg->unit_id == 0x7e) ? SC_SAFETYWALL : SC_QUAGMIRE);
- if ((type != SC_QUAGMIRE || bl->type != BL_MOB) &&
- sc_data && sc_data[type].timer != -1
- && ((struct skill_unit *) sc_data[type].val2) == src)
- {
- skill_status_change_end (bl, type, -1);
- }
- } break;
-
- case 0x91: /* アンクルスネア */
- {
- struct block_list *target = map_id2bl (sg->val2);
- if (target && target == bl)
- {
- skill_status_change_end (bl, SC_ANKLE, -1);
- sg->limit = DIFF_TICK (tick, sg->tick) + 1000;
- }
- }
- break;
- case 0xb5:
- case 0xb8:
- {
- struct block_list *target = map_id2bl (sg->val2);
- if (target == bl)
- skill_status_change_end (bl, SC_SPIDERWEB, -1);
- sg->limit = DIFF_TICK (tick, sg->tick) + 1000;
- }
- break;
- case 0xb6:
- {
- struct block_list *target = map_id2bl (sg->val2);
- if (target == bl)
- skill_status_change_end (bl, SC_FOGWALL, -1);
- sg->limit = DIFF_TICK (tick, sg->tick) + 1000;
- }
- break;
- case 0x9a: /* ボルケーノ */
- case 0x9b: /* デリュージ */
- case 0x9c: /* バイオレントゲイル */
- {
- struct status_change *sc_data = battle_get_sc_data (bl);
- struct skill_unit *su;
- int type = SkillStatusChangeTable[sg->skill_id];
- if (sc_data && sc_data[type].timer != -1
- && (su = ((struct skill_unit *) sc_data[type].val2))
- && su == src)
- {
- skill_status_change_end (bl, type, -1);
- }
- }
- break;
-
- case 0x9e: /* 子守唄 */
- case 0x9f: /* ニヨルドの宴 */
- case 0xa0: /* 永遠の混沌 */
- case 0xa1: /* 戦太鼓の響き */
- case 0xa2: /* ニーベルングの指輪 */
- case 0xa3: /* ロキの叫び */
- case 0xa4: /* 深淵の中に */
- case 0xa5: /* 不死身のジークフリード */
- case 0xa6: /* 不協和音 */
- case 0xa7: /* 口笛 */
- case 0xa8: /* 夕陽のアサシンクロス */
- case 0xa9: /* ブラギの詩 */
- case 0xaa: /* イドゥンの林檎 */
- case 0xab: /* 自分勝手なダンス */
- case 0xac: /* ハミング */
- case 0xad: /* 私を忘れないで… */
- case 0xae: /* 幸運のキス */
- case 0xaf: /* サービスフォーユー */
- case 0xb4:
- {
- struct status_change *sc_data = battle_get_sc_data (bl);
- struct skill_unit *su;
- int type = SkillStatusChangeTable[sg->skill_id];
- if (sc_data && sc_data[type].timer != -1
- && (su = ((struct skill_unit *) sc_data[type].val4))
- && su == src)
- {
- skill_status_change_end (bl, type, -1);
- }
- }
- break;
- case 0xb7: /* スパイダーウェッブ */
- {
- struct block_list *target = map_id2bl (sg->val2);
- if (target && target == bl)
- skill_status_change_end (bl, SC_SPIDERWEB, -1);
- sg->limit = DIFF_TICK (tick, sg->tick) + 1000;
- }
- break;
-
-/* default:
- if(battle_config.error_log)
- printf("skill_unit_onout: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
- break;*/
- }
- skill_unitgrouptickset_delete (bl, sg->group_id);
- return 0;
-}
-
-/*==========================================
- * スキルユニットの削除イベント
- *------------------------------------------
- */
-static
-int skill_unit_ondelete (struct skill_unit *src, struct block_list *bl,
- unsigned int tick)
-{
- struct skill_unit_group *sg;
-
- nullpo_retr (0, src);
- nullpo_retr (0, bl);
- nullpo_retr (0, sg = src->group);
-
- if (bl->prev == NULL || !src->alive)
- return 0;
-
- if (bl->type != BL_PC && bl->type != BL_MOB)
- return 0;
-
- switch (sg->unit_id)
- {
- case 0x85: /* ニューマ */
- case 0x7e: /* セイフティウォール */
- case 0x8e: /* クァグマイヤ */
- case 0x9a: /* ボルケーノ */
- case 0x9b: /* デリュージ */
- case 0x9c: /* バイオレントゲイル */
- case 0x9e: /* 子守唄 */
- case 0x9f: /* ニヨルドの宴 */
- case 0xa0: /* 永遠の混沌 */
- case 0xa1: /* 戦太鼓の響き */
- case 0xa2: /* ニーベルングの指輪 */
- case 0xa3: /* ロキの叫び */
- case 0xa4: /* 深淵の中に */
- case 0xa5: /* 不死身のジークフリード */
- case 0xa6: /* 不協和音 */
- case 0xa7: /* 口笛 */
- case 0xa8: /* 夕陽のアサシンクロス */
- case 0xa9: /* ブラギの詩 */
- case 0xaa: /* イドゥンの林檎 */
- case 0xab: /* 自分勝手なダンス */
- case 0xac: /* ハミング */
- case 0xad: /* 私を忘れないで… */
- case 0xae: /* 幸運のキス */
- case 0xaf: /* サービスフォーユー */
- case 0xb4:
- return skill_unit_onout (src, bl, tick);
-
-/* default:
- if(battle_config.error_log)
- printf("skill_unit_ondelete: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
- break;*/
- }
- skill_unitgrouptickset_delete (bl, sg->group_id);
- return 0;
-}
-
-/*==========================================
- * スキルユニットの限界イベント
- *------------------------------------------
- */
-static
-int skill_unit_onlimit (struct skill_unit *src, unsigned int tick)
-{
- struct skill_unit_group *sg;
-
- nullpo_retr (0, src);
- nullpo_retr (0, sg = src->group);
-
- switch (sg->unit_id)
- {
- case 0x81: /* ワープポータル(発動前) */
- {
- struct skill_unit_group *group =
- skill_unitsetting (map_id2bl (sg->src_id), sg->skill_id,
- sg->skill_lv,
- src->bl.x, src->bl.y, 1);
- if (group == NULL)
- return 0;
- CREATE (group->valstr, char, 24);
- memcpy (group->valstr, sg->valstr, 24);
- group->val2 = sg->val2;
- }
- break;
-
- case 0x8d: /* アイスウォール */
- map_setcell (src->bl.m, src->bl.x, src->bl.y, src->val2);
- clif_changemapcell (src->bl.m, src->bl.x, src->bl.y, src->val2,
- 1);
- break;
- case 0xb2: /* あなたに会いたい */
- {
- struct map_session_data *sd = NULL;
- struct map_session_data *p_sd = NULL;
- if ((sd =
- (struct map_session_data *) (map_id2bl (sg->src_id))) ==
- NULL)
- return 0;
- if ((p_sd = pc_get_partner (sd)) == NULL)
- return 0;
-
- pc_setpos (p_sd, map[src->bl.m].name, src->bl.x, src->bl.y, 3);
- }
- break;
- }
- return 0;
-}
-
-/*==========================================
- * スキルユニットのダメージイベント
- *------------------------------------------
- */
-int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl,
- int damage, unsigned int tick)
-{
- struct skill_unit_group *sg;
-
- nullpo_retr (0, src);
- nullpo_retr (0, sg = src->group);
-
- switch (sg->unit_id)
- {
- case 0x8d: /* アイスウォール */
- src->val1 -= damage;
- break;
- case 0x8f: /* ブラストマイン */
- case 0x98: /* クレイモアートラップ */
- skill_blown (bl, &src->bl, 2); //吹き飛ばしてみる
- break;
- default:
- damage = 0;
- break;
- }
- return damage;
-}
-
-/*---------------------------------------------------------------------------- */
-
-/*==========================================
- * スキル使用(詠唱完了、場所指定)
- *------------------------------------------
- */
-static
-void skill_castend_pos (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
-{
- struct map_session_data *sd = map_id2sd (id) /*,*target_sd=NULL */ ;
- int range, maxcount;
-
- nullpo_retv (sd);
-
- if (sd->bl.prev == NULL)
- return;
- if (sd->skilltimer != tid) /* タイマIDの確認 */
- return;
- if (sd->skilltimer != -1 && pc_checkskill (sd, SA_FREECAST) > 0)
- {
- sd->speed = sd->prev_speed;
- clif_updatestatus (sd, SP_SPEED);
- }
- sd->skilltimer = -1;
- if (pc_isdead (sd))
- {
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return;
- }
-
- if (battle_config.pc_skill_reiteration == 0)
- {
- range = -1;
- switch (sd->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 HT_TALKIEBOX:
- case AL_WARP:
- case PF_SPIDERWEB: /* スパイダーウェッブ */
- case RG_GRAFFITI: /* グラフィティ */
- range = 0;
- break;
- case AL_PNEUMA:
- range = 1;
- break;
- }
- if (range >= 0)
- {
- if (skill_check_unit_range
- (sd->bl.m, sd->skillx, sd->skilly, range, sd->skillid) > 0)
- {
- clif_skill_fail (sd, sd->skillid, 0, 0);
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return;
- }
- }
- }
- if (battle_config.pc_skill_nofootset)
- {
- range = -1;
- switch (sd->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 HT_TALKIEBOX:
- case PF_SPIDERWEB: /* スパイダーウェッブ */
- case WZ_ICEWALL:
- range = 1;
- break;
- case AL_WARP:
- range = 0;
- break;
- }
- if (range >= 0)
- {
- if (skill_check_unit_range2
- (sd->bl.m, sd->skillx, sd->skilly, range) > 0)
- {
- clif_skill_fail (sd, sd->skillid, 0, 0);
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return;
- }
- }
- }
-
- if (battle_config.pc_land_skill_limit)
- {
- maxcount = skill_get_maxcount (sd->skillid);
- if (maxcount > 0)
- {
- int i, c;
- for (i = c = 0; i < MAX_SKILLUNITGROUP; i++)
- {
- if (sd->skillunit[i].alive_count > 0
- && sd->skillunit[i].skill_id == sd->skillid)
- c++;
- }
- if (c >= maxcount)
- {
- clif_skill_fail (sd, sd->skillid, 0, 0);
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return;
- }
- }
- }
-
- range = skill_get_range (sd->skillid, sd->skilllv);
- if (range < 0)
- range = battle_get_range (&sd->bl) - (range + 1);
- range += battle_config.pc_skill_add_range;
- if (battle_config.skill_out_range_consume)
- { // changed to allow casting when target walks out of range [Valaris]
- if (range < distance (sd->bl.x, sd->bl.y, sd->skillx, sd->skilly))
- {
- clif_skill_fail (sd, sd->skillid, 0, 0);
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return;
- }
- }
- if (!skill_check_condition (sd, 1))
- { /* 使用条件チェック */
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- sd->skillitem = sd->skillitemlv = -1;
- return;
- }
- sd->skillitem = sd->skillitemlv = -1;
- if (battle_config.skill_out_range_consume)
- {
- if (range < distance (sd->bl.x, sd->bl.y, sd->skillx, sd->skilly))
- {
- clif_skill_fail (sd, sd->skillid, 0, 0);
- sd->canact_tick = tick;
- sd->canmove_tick = tick;
- return;
- }
- }
-
- if (battle_config.pc_skill_log)
- printf ("PC %d skill castend skill=%d\n", sd->bl.id, sd->skillid);
- pc_stop_walking (sd, 0);
-
- skill_castend_pos2 (&sd->bl, sd->skillx, sd->skilly, sd->skillid,
- sd->skilllv, tick, 0);
-}
-
-/*==========================================
- * 範囲内キャラ存在確認判定処理(foreachinarea)
- *------------------------------------------
- */
-
-static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
-{
- int *c;
- struct block_list *src;
- struct map_session_data *sd;
- struct map_session_data *ssd;
- struct pc_base_job s_class;
- struct pc_base_job ss_class;
-
- nullpo_retr (0, bl);
- nullpo_retr (0, ap);
- nullpo_retr (0, sd = (struct map_session_data *) bl);
- nullpo_retr (0, src = va_arg (ap, struct block_list *));
- nullpo_retr (0, c = va_arg (ap, int *));
- nullpo_retr (0, ssd = (struct map_session_data *) src);
-
- s_class = pc_calc_base_job (sd->status.pc_class);
- //チェックしない設定ならcにありえない大きな数字を返して終了
- if (!battle_config.player_skill_partner_check)
- { //本当はforeachの前にやりたいけど設定適用箇所をまとめるためにここへ
- (*c) = 99;
- return 0;
- }
-
- ;
- ss_class = pc_calc_base_job (ssd->status.pc_class);
-
- switch (ssd->skillid)
- {
- case PR_BENEDICTIO: /* 聖体降福 */
- if (sd != ssd
- && (sd->status.pc_class == 4 || sd->status.pc_class == 8
- || sd->status.pc_class == 15 || sd->status.pc_class == 4005
- || sd->status.pc_class == 4009 || sd->status.pc_class == 4016)
- && (sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1)
- && sd->status.sp >= 10)
- (*c)++;
- break;
- case BD_LULLABY: /* 子守歌 */
- case BD_RICHMANKIM: /* ニヨルドの宴 */
- case BD_ETERNALCHAOS: /* 永遠の混沌 */
- case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */
- case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */
- case BD_ROKISWEIL: /* ロキの叫び */
- case BD_INTOABYSS: /* 深淵の中に */
- case BD_SIEGFRIED: /* 不死身のジークフリード */
- case BD_RAGNAROK: /* 神々の黄昏 */
- case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
- if (sd != ssd &&
- ((ssd->status.pc_class == 19 && sd->status.pc_class == 20) ||
- (ssd->status.pc_class == 20 && sd->status.pc_class == 19) ||
- (ssd->status.pc_class == 4020 && sd->status.pc_class == 4021) ||
- (ssd->status.pc_class == 4021 && sd->status.pc_class == 4020) ||
- (ssd->status.pc_class == 20 && sd->status.pc_class == 4020) ||
- (ssd->status.pc_class == 19 && sd->status.pc_class == 4021)) &&
- pc_checkskill (sd, ssd->skillid) > 0 &&
- (*c) == 0 &&
- sd->status.party_id == ssd->status.party_id &&
- !pc_issit (sd) && sd->sc_data[SC_DANCING].timer == -1)
- (*c) = pc_checkskill (sd, ssd->skillid);
+ clif_emotion(&md->bl,
+ mob_db[md->mob_class].skill[md->skillidx].val[0]);
break;
}
- return 0;
-}
-
-/*==========================================
- * 範囲内キャラ存在確認判定後スキル使用処理(foreachinarea)
- *------------------------------------------
- */
-
-static int skill_check_condition_use_sub (struct block_list *bl, va_list ap)
-{
- int *c;
- struct block_list *src;
- struct map_session_data *sd;
- struct map_session_data *ssd;
- struct pc_base_job s_class;
- struct pc_base_job ss_class;
- int skillid, skilllv;
-
- nullpo_retr (0, bl);
- nullpo_retr (0, ap);
- nullpo_retr (0, sd = (struct map_session_data *) bl);
- nullpo_retr (0, src = va_arg (ap, struct block_list *));
- nullpo_retr (0, c = va_arg (ap, int *));
- nullpo_retr (0, ssd = (struct map_session_data *) src);
-
- s_class = pc_calc_base_job (sd->status.pc_class);
-
- //チェックしない設定ならcにありえない大きな数字を返して終了
- if (!battle_config.player_skill_partner_check)
- { //本当はforeachの前にやりたいけど設定適用箇所をまとめるためにここへ
- (*c) = 99;
- return 0;
- }
-
- ss_class = pc_calc_base_job (ssd->status.pc_class);
- skillid = ssd->skillid;
- skilllv = ssd->skilllv;
- switch (skillid)
- {
- case PR_BENEDICTIO: /* 聖体降福 */
- if (sd != ssd
- && (sd->status.pc_class == 4 || sd->status.pc_class == 8
- || sd->status.pc_class == 15 || sd->status.pc_class == 4005
- || sd->status.pc_class == 4009 || sd->status.pc_class == 4016)
- && (sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1)
- && sd->status.sp >= 10)
- {
- sd->status.sp -= 10;
- pc_calcstatus (sd, 0);
- (*c)++;
- }
- break;
- case BD_LULLABY: /* 子守歌 */
- case BD_RICHMANKIM: /* ニヨルドの宴 */
- case BD_ETERNALCHAOS: /* 永遠の混沌 */
- case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */
- case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */
- case BD_ROKISWEIL: /* ロキの叫び */
- case BD_INTOABYSS: /* 深淵の中に */
- case BD_SIEGFRIED: /* 不死身のジークフリード */
- case BD_RAGNAROK: /* 神々の黄昏 */
- case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
- if (sd != ssd && //本人以外で
- ((ssd->status.pc_class == 19 && sd->status.pc_class == 20) ||
- (ssd->status.pc_class == 20 && sd->status.pc_class == 19) ||
- (ssd->status.pc_class == 4020 && sd->status.pc_class == 4021) ||
- (ssd->status.pc_class == 4021 && sd->status.pc_class == 4020) ||
- (ssd->status.pc_class == 20 && sd->status.pc_class == 4020) ||
- (ssd->status.pc_class == 19 && sd->status.pc_class == 4021)) && //自分がダンサーならバードで
- pc_checkskill (sd, skillid) > 0 && //スキルを持っていて
- (*c) == 0 && //最初の一人で
- sd->status.party_id == ssd->status.party_id && //パーティーが同じで
- !pc_issit (sd) && //座ってない
- sd->sc_data[SC_DANCING].timer == -1 //ダンス中じゃない
- )
- {
- ssd->sc_data[SC_DANCING].val4 = bl->id;
- clif_skill_nodamage (bl, src, skillid, skilllv, 1);
- skill_status_change_start (bl, SC_DANCING, skillid,
- ssd->sc_data[SC_DANCING].val2, 0,
- src->id, skill_get_time (skillid,
- skilllv) +
- 1000, 0);
- sd->skillid_dance = sd->skillid = skillid;
- sd->skilllv_dance = sd->skilllv = skilllv;
- (*c)++;
- }
- break;
- }
- return 0;
-}
-
-/*==========================================
- * 範囲内バイオプラント、スフィアマイン用Mob存在確認判定処理(foreachinarea)
- *------------------------------------------
- */
-
-static int skill_check_condition_mob_master_sub (struct block_list *bl,
- va_list ap)
-{
- int *c, src_id = 0, mob_class = 0;
- struct mob_data *md;
-
- nullpo_retr (0, bl);
- nullpo_retr (0, ap);
- nullpo_retr (0, md = (struct mob_data *) bl);
-
- if (!(src_id = va_arg (ap, int)))
- return 0;
- if (!(mob_class = va_arg (ap, int)))
- return 0;
- nullpo_retr (0, c = va_arg (ap, int *));
- if (md->mob_class == mob_class && md->master_id == src_id)
- (*c)++;
+ map_freeblock_unlock();
return 0;
}
/*==========================================
- * スキル使用条件(偽で使用失敗)
- *------------------------------------------
- */
-int skill_check_condition (struct map_session_data *sd, int type)
-{
- int hp, sp, hp_rate, sp_rate, zeny, weapon, state, spiritball, skill,
- lv, mhp;
- int index[10], itemid[10], amount[10];
-
- nullpo_retr (0, sd);
-
- if (battle_config.gm_skilluncond > 0
- && pc_isGM (sd) >= battle_config.gm_skilluncond)
- {
- sd->skillitem = sd->skillitemlv = -1;
- return 1;
- }
-
- if (sd->opt1 > 0)
- {
- clif_skill_fail (sd, sd->skillid, 0, 0);
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- if (pc_is90overweight (sd))
- {
- clif_skill_fail (sd, sd->skillid, 9, 0);
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
-
- if (sd->skillid == AC_MAKINGARROW && sd->state.make_arrow_flag == 1)
- {
- sd->skillitem = sd->skillitemlv = -1;
- return 0;
- }
- /*if(sd->skillid == AM_PHARMACY && sd->state.produce_flag == 1) {
- * sd->skillitem = sd->skillitemlv = -1;
- * return 0;
- * } */
-
- if (sd->skillitem == sd->skillid)
- { /* アイテムの場合無条件成功 */
- if (type & 1)
- sd->skillitem = sd->skillitemlv = -1;
- return 1;
- }
- if (sd->opt1 > 0)
- {
- clif_skill_fail (sd, sd->skillid, 0, 0);
- return 0;
- }
- if (sd->sc_data)
- {
- if (sd->sc_data[SC_DIVINA].timer != -1 ||
- sd->sc_data[SC_ROKISWEIL].timer != -1 ||
- (sd->sc_data[SC_AUTOCOUNTER].timer != -1
- && sd->skillid != KN_AUTOCOUNTER)
- || sd->sc_data[SC_STEELBODY].timer != -1
- || sd->sc_data[SC_BERSERK].timer != -1)
- {
- clif_skill_fail (sd, sd->skillid, 0, 0);
- return 0; /* 状態異常や沈黙など */
- }
- }
- skill = sd->skillid;
- lv = sd->skilllv;
- hp = skill_get_hp (skill, lv); /* 消費HP */
- sp = skill_get_sp (skill, lv); /* 消費SP */
- if ((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
- sp = sp / 2; //アンコール時はSP消費が半分
- hp_rate = (lv <= 0) ? 0 : skill_db[skill].hp_rate[lv - 1];
- sp_rate = (lv <= 0) ? 0 : skill_db[skill].sp_rate[lv - 1];
- zeny = skill_get_zeny (skill, lv);
- weapon = skill_db[skill].weapon;
- state = skill_db[skill].state;
- spiritball = (lv <= 0) ? 0 : skill_db[skill].spiritball[lv - 1];
- mhp = skill_get_mhp (skill, lv); /* 消費HP */
- for (int i = 0; i < 10; i++)
- {
- itemid[i] = skill_db[skill].itemid[i];
- amount[i] = skill_db[skill].amount[i];
- }
- if (mhp > 0)
- hp += (sd->status.max_hp * mhp) / 100;
- if (hp_rate > 0)
- hp += (sd->status.hp * hp_rate) / 100;
- else
- hp += (sd->status.max_hp * abs (hp_rate)) / 100;
- if (sp_rate > 0)
- sp += (sd->status.sp * sp_rate) / 100;
- else
- sp += (sd->status.max_sp * abs (sp_rate)) / 100;
- if (sd->dsprate != 100)
- sp = sp * sd->dsprate / 100; /* 消費SP修正 */
-
- switch (skill)
- {
- case SA_CASTCANCEL:
- if (sd->skilltimer == -1)
- {
- clif_skill_fail (sd, skill, 0, 0);
- return 0;
- }
- break;
- case BS_MAXIMIZE: /* マキシマイズパワー */
- case NV_TRICKDEAD: /* 死んだふり */
- case TF_HIDING: /* ハイディング */
- case AS_CLOAKING: /* クローキング */
- case CR_AUTOGUARD: /* オートガード */
- case CR_DEFENDER: /* ディフェンダー */
- case ST_CHASEWALK:
- if (sd->sc_data[SkillStatusChangeTable[skill]].timer != -1)
- return 1; /* 解除する場合はSP消費しない */
- break;
- case AL_TELEPORT:
- case AL_WARP:
- if (map[sd->bl.m].flag.noteleport)
- {
- clif_skill_teleportmessage (sd, 0);
- return 0;
- }
- break;
- case MO_CALLSPIRITS: /* 気功 */
- if (sd->spiritball >= lv)
- {
- clif_skill_fail (sd, skill, 0, 0);
- return 0;
- }
- break;
- case CH_SOULCOLLECT: /* 狂気功 */
- if (sd->spiritball >= 5)
- {
- clif_skill_fail (sd, skill, 0, 0);
- return 0;
- }
- break;
- case MO_FINGEROFFENSIVE: //指弾
- if (sd->spiritball > 0 && sd->spiritball < spiritball)
- {
- spiritball = sd->spiritball;
- sd->spiritball_old = sd->spiritball;
- }
- else
- sd->spiritball_old = lv;
- break;
- case MO_CHAINCOMBO: //連打掌
- if (sd->sc_data[SC_BLADESTOP].timer == -1)
- {
- if (sd->sc_data[SC_COMBO].timer == -1
- || sd->sc_data[SC_COMBO].val1 != MO_TRIPLEATTACK)
- return 0;
- }
- break;
- case MO_COMBOFINISH: //猛龍拳
- if (sd->sc_data[SC_COMBO].timer == -1
- || sd->sc_data[SC_COMBO].val1 != MO_CHAINCOMBO)
- return 0;
- break;
- case CH_TIGERFIST: //伏虎拳
- if (sd->sc_data[SC_COMBO].timer == -1
- || sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH)
- return 0;
- break;
- case CH_CHAINCRUSH: //連柱崩撃
- if (sd->sc_data[SC_COMBO].timer == -1)
- return 0;
- if (sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH
- && sd->sc_data[SC_COMBO].val1 != CH_TIGERFIST)
- return 0;
- break;
- case MO_EXTREMITYFIST: // 阿修羅覇鳳拳
- if ((sd->sc_data[SC_COMBO].timer != -1
- && (sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH
- || sd->sc_data[SC_COMBO].val1 == CH_CHAINCRUSH))
- || sd->sc_data[SC_BLADESTOP].timer != -1)
- spiritball--;
- break;
- case BD_ADAPTATION: /* アドリブ */
- {
- struct skill_unit_group *group = NULL;
- if (sd->sc_data[SC_DANCING].timer == -1
- ||
- ((group =
- (struct skill_unit_group *) sd->sc_data[SC_DANCING].val2)
- &&
- (skill_get_time
- (sd->sc_data[SC_DANCING].val1,
- group->skill_lv) - sd->sc_data[SC_DANCING].val3 * 1000) <=
- skill_get_time2 (skill, lv)))
- { //ダンス中で使用後5秒以上のみ?
- clif_skill_fail (sd, skill, 0, 0);
- return 0;
- }
- }
- break;
- case PR_BENEDICTIO: /* 聖体降福 */
- {
- int range = 1;
- int c = 0;
- if (!(type & 1))
- {
- map_foreachinarea (skill_check_condition_char_sub, sd->bl.m,
- sd->bl.x - range, sd->bl.y - range,
- sd->bl.x + range, sd->bl.y + range, BL_PC,
- &sd->bl, &c);
- if (c < 2)
- {
- clif_skill_fail (sd, skill, 0, 0);
- return 0;
- }
- }
- else
- {
- map_foreachinarea (skill_check_condition_use_sub, sd->bl.m,
- sd->bl.x - range, sd->bl.y - range,
- sd->bl.x + range, sd->bl.y + range, BL_PC,
- &sd->bl, &c);
- }
- }
- break;
- case WE_CALLPARTNER: /* あなたに逢いたい */
- if (!sd->status.partner_id)
- {
- clif_skill_fail (sd, skill, 0, 0);
- return 0;
- }
- break;
- case AM_CANNIBALIZE: /* バイオプラント */
- case AM_SPHEREMINE: /* スフィアーマイン */
- if (type & 1)
- {
- int c = 0;
- int maxcount = skill_get_maxcount (skill);
- int mob_class = (skill == AM_CANNIBALIZE) ? 1118 : 1142;
- if (battle_config.pc_land_skill_limit && maxcount > 0)
- {
- map_foreachinarea (skill_check_condition_mob_master_sub,
- sd->bl.m, 0, 0, map[sd->bl.m].xs,
- map[sd->bl.m].ys, BL_MOB, sd->bl.id,
- mob_class, &c);
- if (c >= maxcount)
- {
- clif_skill_fail (sd, skill, 0, 0);
- return 0;
- }
- }
- }
- break;
- case MG_FIREWALL: /* ファイアーウォール */
- /* 数制限 */
- if (battle_config.pc_land_skill_limit)
- {
- int maxcount = skill_get_maxcount (skill);
- if (maxcount > 0)
- {
- int i, c;
- for (i = c = 0; i < MAX_SKILLUNITGROUP; i++)
- {
- if (sd->skillunit[i].alive_count > 0
- && sd->skillunit[i].skill_id == skill)
- c++;
- }
- if (c >= maxcount)
- {
- clif_skill_fail (sd, skill, 0, 0);
- return 0;
- }
- }
- }
- break;
- }
-
- if (!(type & 2))
- {
- if (hp > 0 && sd->status.hp < hp)
- { /* HPチェック */
- clif_skill_fail (sd, skill, 2, 0); /* HP不足:失敗通知 */
- return 0;
- }
- if (sp > 0 && sd->status.sp < sp)
- { /* SPチェック */
- clif_skill_fail (sd, skill, 1, 0); /* SP不足:失敗通知 */
- return 0;
- }
- if (zeny > 0 && sd->status.zeny < zeny)
- {
- clif_skill_fail (sd, skill, 5, 0);
- return 0;
- }
- if (!(weapon & (1 << sd->status.weapon)))
- {
- clif_skill_fail (sd, skill, 6, 0);
- return 0;
- }
- if (spiritball > 0 && sd->spiritball < spiritball)
- {
- clif_skill_fail (sd, skill, 0, 0); // 氣球不足
- return 0;
- }
- }
-
- switch (state)
- {
- case ST_HIDING:
- if (!(sd->status.option & 2))
- {
- clif_skill_fail (sd, skill, 0, 0);
- return 0;
- }
- break;
- case ST_CLOAKING:
- if (!(sd->status.option & 4))
- {
- clif_skill_fail (sd, skill, 0, 0);
- return 0;
- }
- break;
- case ST_HIDDEN:
- if (!pc_ishiding (sd))
- {
- clif_skill_fail (sd, skill, 0, 0);
- return 0;
- }
- break;
- case ST_RIDING:
- if (!pc_isriding (sd))
- {
- clif_skill_fail (sd, skill, 0, 0);
- return 0;
- }
- break;
- case ST_FALCON:
- if (!pc_isfalcon (sd))
- {
- clif_skill_fail (sd, skill, 0, 0);
- return 0;
- }
- break;
- case ST_CART:
- if (!pc_iscarton (sd))
- {
- clif_skill_fail (sd, skill, 0, 0);
- return 0;
- }
- break;
- case ST_SHIELD:
- if (sd->status.shield <= 0)
- {
- clif_skill_fail (sd, skill, 0, 0);
- return 0;
- }
- break;
- case ST_SIGHT:
- if (sd->sc_data[SC_SIGHT].timer == -1 && type & 1)
- {
- clif_skill_fail (sd, skill, 0, 0);
- return 0;
- }
- break;
- case ST_EXPLOSIONSPIRITS:
- if (sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1)
- {
- clif_skill_fail (sd, skill, 0, 0);
- return 0;
- }
- break;
- case ST_RECOV_WEIGHT_RATE:
- if (battle_config.natural_heal_weight_rate <= 100
- && sd->weight * 100 / sd->max_weight >=
- battle_config.natural_heal_weight_rate)
- {
- clif_skill_fail (sd, skill, 0, 0);
- return 0;
- }
- break;
- case ST_MOVE_ENABLE:
- {
- struct walkpath_data wpd;
- if (path_search
- (&wpd, sd->bl.m, sd->bl.x, sd->bl.y, sd->skillx, sd->skilly,
- 1) == -1)
- {
- clif_skill_fail (sd, skill, 0, 0);
- return 0;
- }
- }
- break;
- case ST_WATER:
- if (map_getcell (sd->bl.m, sd->bl.x, sd->bl.y) != 3
- && (sd->sc_data[SC_DELUGE].timer == -1))
- { //水場判定
- clif_skill_fail (sd, skill, 0, 0);
- return 0;
- }
- break;
- }
-
- for (int i = 0; i < 10; i++)
- {
- int x = lv % 11 - 1;
- index[i] = -1;
- if (itemid[i] <= 0)
- continue;
- if (itemid[i] >= 715 && itemid[i] <= 717
- && sd->special_state.no_gemstone)
- continue;
- if (((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065)
- && sd->sc_data[SC_INTOABYSS].timer != -1)
- continue;
- if (skill == AM_POTIONPITCHER && i != x)
- continue;
-
- index[i] = pc_search_inventory (sd, itemid[i]);
- if (index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i])
- {
- if (itemid[i] == 716 || itemid[i] == 717)
- clif_skill_fail (sd, skill, (7 + (itemid[i] - 716)), 0);
- else
- clif_skill_fail (sd, skill, 0, 0);
- return 0;
- }
- }
-
- if (!(type & 1))
- return 1;
-
- if (skill != AM_POTIONPITCHER)
- {
- if (skill == AL_WARP && !(type & 2))
- return 1;
- for (int i = 0; i < 10; i++)
- {
- if (index[i] >= 0)
- pc_delitem (sd, index[i], amount[i], 0); // アイテム消費
- }
- }
-
- if (type & 2)
- return 1;
-
- pc_heal (sd, -sp, -hp); // [Fate] This might suppress some dupe messages
-
-/* if(sp > 0) { // SP消費 */
-/* sd->status.sp-=sp; */
-/* clif_updatestatus(sd,SP_SP); */
-/* } */
-/* if(hp > 0) { // HP消費 */
-/* sd->status.hp-=hp; */
-/* clif_updatestatus(sd,SP_HP); */
-/* } */
- if (zeny > 0) // Zeny消費
- pc_payzeny (sd, zeny);
- if (spiritball > 0) // 氣球消費
- pc_delspiritball (sd, spiritball, 0);
-
- return 1;
-}
-
-/*==========================================
* 詠唱時間計算
*------------------------------------------
*/
-int skill_castfix (struct block_list *bl, int time)
+interval_t skill_castfix(struct block_list *bl, interval_t interval)
{
- struct map_session_data *sd;
struct mob_data *md; // [Valaris]
- struct status_change *sc_data;
- int dex;
- int castrate = 100;
- int skill, lv, castnodex;
+ eptr<struct status_change, StatusChange> sc_data;
+ int dex;
+ int castrate = 100;
+ SkillID skill;
+ int lv, castnodex;
- nullpo_retr (0, bl);
+ nullpo_retr(interval_t::zero(), bl);
- if (bl->type == BL_MOB)
+ if (bl->type == BL::MOB)
{ // Crash fix [Valaris]
md = (struct mob_data *) bl;
skill = md->skillid;
lv = md->skilllv;
}
-
else
{
- sd = (struct map_session_data *) bl;
- skill = sd->skillid;
- lv = sd->skilllv;
+ skill = SkillID::ZERO;
+ lv = 0;
}
- sc_data = battle_get_sc_data (bl);
- dex = battle_get_dex (bl);
+ sc_data = battle_get_sc_data(bl);
+ dex = battle_get_dex(bl);
- if (skill > MAX_SKILL_DB || skill < 0)
- return 0;
+ if (skill > SkillID::MAX_SKILL_DB /*|| skill < SkillID()*/)
+ return interval_t::zero();
- castnodex = skill_get_castnodex (skill, lv);
+ castnodex = skill_get_castnodex(skill, lv);
- if (time == 0)
- return 0;
- if (castnodex > 0 && bl->type == BL_PC)
- castrate = ((struct map_session_data *) bl)->castrate;
- else if (castnodex <= 0 && bl->type == BL_PC)
+ if (interval == interval_t::zero())
+ return interval_t::zero();
+ if (castnodex > 0 && bl->type == BL::PC)
+ castrate = 100;
+ else if (castnodex <= 0 && bl->type == BL::PC)
{
- castrate = ((struct map_session_data *) bl)->castrate;
- time =
- time * castrate * (battle_config.castrate_dex_scale -
+ castrate = 100;
+ interval =
+ interval * castrate * (battle_config.castrate_dex_scale -
dex) / (battle_config.castrate_dex_scale *
100);
- time = time * battle_config.cast_rate / 100;
+ interval = interval * battle_config.cast_rate / 100;
}
- /* サフラギウム */
- if (sc_data && sc_data[SC_SUFFRAGIUM].timer != -1)
- {
- time = time * (100 - sc_data[SC_SUFFRAGIUM].val1 * 15) / 100;
- skill_status_change_end (bl, SC_SUFFRAGIUM, -1);
- }
- /* ブラギの詩 */
- if (sc_data && sc_data[SC_POEMBRAGI].timer != -1)
- time =
- time * (100 -
- (sc_data[SC_POEMBRAGI].val1 * 3 +
- sc_data[SC_POEMBRAGI].val2 +
- (sc_data[SC_POEMBRAGI].val3 >> 16))) / 100;
-
- return (time > 0) ? time : 0;
+ return std::max(interval, interval_t::zero());
}
/*==========================================
* ディレイ計算
*------------------------------------------
*/
-int skill_delayfix (struct block_list *bl, int time)
+interval_t skill_delayfix(struct block_list *bl, interval_t interval)
{
- struct status_change *sc_data;
+ eptr<struct status_change, StatusChange> sc_data;
- nullpo_retr (0, bl);
+ nullpo_retr(interval_t::zero(), bl);
- sc_data = battle_get_sc_data (bl);
- if (time <= 0)
- return 0;
+ sc_data = battle_get_sc_data(bl);
+ if (interval <= interval_t::zero())
+ return interval_t::zero();
- if (bl->type == BL_PC)
+ if (bl->type == BL::PC)
{
if (battle_config.delay_dependon_dex) /* dexの影響を計算する */
- time =
- time * (battle_config.castrate_dex_scale -
- battle_get_dex (bl)) /
+ interval =
+ interval * (battle_config.castrate_dex_scale -
+ battle_get_dex(bl)) /
battle_config.castrate_dex_scale;
- time = time * battle_config.delay_rate / 100;
+ interval = interval * battle_config.delay_rate / 100;
}
- /* ブラギの詩 */
- if (sc_data && sc_data[SC_POEMBRAGI].timer != -1)
- time =
- time * (100 -
- (sc_data[SC_POEMBRAGI].val1 * 3 +
- sc_data[SC_POEMBRAGI].val2 +
- (sc_data[SC_POEMBRAGI].val3 & 0xffff))) / 100;
-
- return (time > 0) ? time : 0;
-}
-
-/*==========================================
- * スキル使用(ID指定)
- *------------------------------------------
- */
-int skill_use_id (struct map_session_data *sd, int target_id,
- int skill_num, int skill_lv)
-{
- unsigned int tick;
- int casttime = 0, delay = 0, skill, range_;
- struct map_session_data *target_sd = NULL;
- int forcecast = 0;
- struct block_list *bl;
- struct status_change *sc_data;
- tick = gettick ();
-
- nullpo_retr (0, sd);
-
- if ((bl = map_id2bl (target_id)) == NULL)
- {
-/* if(battle_config.error_log)
- printf("skill target not found %d\n",target_id); */
- return 0;
- }
- if (sd->bl.m != bl->m || pc_isdead (sd))
- return 0;
-
- if (skillnotok (skill_num, sd)) // [MouseJstr]
- return 0;
-
- if (sd->skillid == WZ_ICEWALL && map[sd->bl.m].flag.noicewall
- && !map[sd->bl.m].flag.pvp)
- { // noicewall flag [Valaris]
- clif_skill_fail (sd, sd->skillid, 0, 0);
- return 0;
- }
- sc_data = sd->sc_data;
-
- /* 沈黙や異常(ただし、グリムなどの判定をする) */
- if (sd->opt1 > 0)
- return 0;
- if (sd->sc_data)
- {
- if (sc_data[SC_CHASEWALK].timer != -1)
- return 0;
- if (sc_data[SC_VOLCANO].timer != -1)
- {
- if (skill_num == WZ_ICEWALL)
- return 0;
- }
- if (sc_data[SC_ROKISWEIL].timer != -1)
- {
- if (skill_num == BD_ADAPTATION)
- return 0;
- }
- if (sd->sc_data[SC_DIVINA].timer != -1 ||
- sd->sc_data[SC_ROKISWEIL].timer != -1 ||
- (sd->sc_data[SC_AUTOCOUNTER].timer != -1
- && sd->skillid != KN_AUTOCOUNTER)
- || sd->sc_data[SC_STEELBODY].timer != -1
- || sd->sc_data[SC_BERSERK].timer != -1)
- {
- return 0; /* 状態異常や沈黙など */
- }
-
- if (sc_data[SC_BLADESTOP].timer != -1)
- {
- int lv = sc_data[SC_BLADESTOP].val1;
- if (sc_data[SC_BLADESTOP].val2 == 1)
- return 0; //白羽された側なのでダメ
- if (lv == 1)
- return 0;
- if (lv == 2 && skill_num != MO_FINGEROFFENSIVE)
- return 0;
- if (lv == 3 && skill_num != MO_FINGEROFFENSIVE
- && skill_num != MO_INVESTIGATE)
- return 0;
- if (lv == 4 && skill_num != MO_FINGEROFFENSIVE
- && skill_num != MO_INVESTIGATE && skill_num != MO_CHAINCOMBO)
- return 0;
- if (lv == 5 && skill_num != MO_FINGEROFFENSIVE
- && skill_num != MO_INVESTIGATE && skill_num != MO_CHAINCOMBO
- && skill_num != MO_EXTREMITYFIST)
- return 0;
- }
- }
-
- if (sd->status.option & 4 && skill_num == TF_HIDING)
- return 0;
- if (sd->status.option & 2 && skill_num != TF_HIDING
- && skill_num != AS_GRIMTOOTH && skill_num != RG_BACKSTAP
- && skill_num != RG_RAID)
- return 0;
-
- if (map[sd->bl.m].flag.gvg)
- { //GvGで使用できないスキル
- switch (skill_num)
- {
- case SM_ENDURE:
- case AL_TELEPORT:
- case AL_WARP:
- case WZ_ICEWALL:
- case TF_BACKSLIDING:
- case LK_BERSERK:
- case HP_BASILICA:
- case ST_CHASEWALK:
- return 0;
- }
- }
-
- /* 演奏/ダンス中 */
- if (sc_data && sc_data[SC_DANCING].timer != -1)
- {
-// if(battle_config.pc_skill_log)
-// printf("dancing! %d\n",skill_num);
- if (sc_data[SC_DANCING].val4 && skill_num != BD_ADAPTATION) //合奏中はアドリブ以外不可
- return 0;
- if (skill_num != BD_ADAPTATION && skill_num != BA_MUSICALSTRIKE
- && skill_num != DC_THROWARROW)
- {
- return 0;
- }
- }
-
- if (skill_get_inf2 (skill_num) & 0x200 && sd->bl.id == target_id)
- return 0;
- //直前のスキルが何か覚える必要のあるスキル
- switch (skill_num)
- {
- case SA_CASTCANCEL:
- if (sd->skillid != skill_num)
- { //キャストキャンセル自体は覚えない
- sd->skillid_old = sd->skillid;
- sd->skilllv_old = sd->skilllv;
- break;
- }
- case BD_ENCORE: /* アンコール */
- if (!sd->skillid_dance)
- { //前回使用した踊りがないとだめ
- clif_skill_fail (sd, skill_num, 0, 0);
- return 0;
- }
- else
- {
- sd->skillid_old = skill_num;
- }
- break;
- }
-
- sd->skillid = skill_num;
- sd->skilllv = skill_lv;
-
- switch (skill_num)
- { //事前にレベルが変わったりするスキル
- case BD_LULLABY: /* 子守歌 */
- case BD_RICHMANKIM: /* ニヨルドの宴 */
- case BD_ETERNALCHAOS: /* 永遠の混沌 */
- case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */
- case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */
- case BD_ROKISWEIL: /* ロキの叫び */
- case BD_INTOABYSS: /* 深淵の中に */
- case BD_SIEGFRIED: /* 不死身のジークフリード */
- case BD_RAGNAROK: /* 神々の黄昏 */
- case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
- {
- int range = 1;
- int c = 0;
- map_foreachinarea (skill_check_condition_char_sub, sd->bl.m,
- sd->bl.x - range, sd->bl.y - range,
- sd->bl.x + range, sd->bl.y + range, BL_PC,
- &sd->bl, &c);
- if (c < 1)
- {
- clif_skill_fail (sd, skill_num, 0, 0);
- return 0;
- }
- else if (c == 99)
- { //相方不要設定だった
- ;
- }
- else
- {
- sd->skilllv = (c + skill_lv) / 2;
- }
- }
- break;
- }
-
- if (!skill_check_condition (sd, 0))
- return 0;
-
- /* 射程と障害物チェック */
- range_ = skill_get_range (skill_num, skill_lv);
- if (range_ < 0)
- range_ = battle_get_range (&sd->bl) - (range_ + 1);
- if (!battle_check_range (&sd->bl, bl, range_))
- return 0;
-
- if (bl->type == BL_PC)
- {
- target_sd = (struct map_session_data *) bl;
- if (target_sd && skill_num == ALL_RESURRECTION
- && !pc_isdead (target_sd))
- return 0;
- }
- if ((skill_num != MO_CHAINCOMBO &&
- skill_num != MO_COMBOFINISH &&
- skill_num != MO_EXTREMITYFIST &&
- skill_num != CH_TIGERFIST &&
- skill_num != CH_CHAINCRUSH) ||
- (skill_num == MO_EXTREMITYFIST && sd->state.skill_flag))
- pc_stopattack (sd);
-
- casttime = skill_castfix (&sd->bl, skill_get_cast (skill_num, skill_lv));
- if (skill_num != SA_MAGICROD)
- delay =
- skill_delayfix (&sd->bl, skill_get_delay (skill_num, skill_lv));
- sd->state.skillcastcancel = skill_db[skill_num].castcancel;
-
- switch (skill_num)
- { /* 何か特殊な処理が必要 */
-// case AL_HEAL: /* ヒール */
-// if(battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
-// forcecast=1; /* ヒールアタックなら詠唱エフェクト有り */
-// break;
- case ALL_RESURRECTION: /* リザレクション */
- if (bl->type != BL_PC
- && battle_check_undead (battle_get_race (bl),
- battle_get_elem_type (bl)))
- { /* 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 (&sd->bl,
- skill_get_cast (PR_TURNUNDEAD, skill_lv));
- }
- break;
- case MO_FINGEROFFENSIVE: /* 指弾 */
- casttime +=
- casttime *
- ((skill_lv > sd->spiritball) ? sd->spiritball : skill_lv);
- break;
- case MO_CHAINCOMBO: /*連打掌 */
- target_id = sd->attacktarget;
- if (sc_data && sc_data[SC_BLADESTOP].timer != -1)
- {
- struct block_list *tbl;
- if ((tbl = (struct block_list *) sc_data[SC_BLADESTOP].val4) == NULL) //ターゲットがいない?
- return 0;
- target_id = tbl->id;
- }
- break;
- case MO_COMBOFINISH: /*猛龍拳 */
- case CH_TIGERFIST: /* 伏虎拳 */
- case CH_CHAINCRUSH: /* 連柱崩撃 */
- target_id = sd->attacktarget;
- break;
-
-// -- moonsoul (altered to allow proper usage of extremity from new champion combos)
-//
- case MO_EXTREMITYFIST: /*阿修羅覇鳳拳 */
- if (sc_data && sc_data[SC_COMBO].timer != -1
- && (sc_data[SC_COMBO].val1 == MO_COMBOFINISH
- || sc_data[SC_COMBO].val1 == CH_CHAINCRUSH))
- {
- casttime = 0;
- target_id = sd->attacktarget;
- }
- forcecast = 1;
- break;
- case SA_MAGICROD:
- case SA_SPELLBREAKER:
- forcecast = 1;
- break;
- case WE_MALE:
- case WE_FEMALE:
- {
- struct map_session_data *p_sd = NULL;
- if ((p_sd = pc_get_partner (sd)) == NULL)
- return 0;
- target_id = p_sd->bl.id;
- //rangeをもう1回検査
- range_ = skill_get_range (skill_num, skill_lv);
- if (range_ < 0)
- range_ = battle_get_range (&sd->bl) - (range_ + 1);
- if (!battle_check_range (&sd->bl, &p_sd->bl, range_))
- {
- return 0;
- }
- }
- break;
- case AS_SPLASHER: /* ベナムスプラッシャー */
- {
- struct status_change *t_sc_data = battle_get_sc_data (bl);
- if (t_sc_data && t_sc_data[SC_POISON].timer == -1)
- {
- clif_skill_fail (sd, skill_num, 0, 10);
- return 0;
- }
- }
- break;
- case PF_MEMORIZE: /* メモライズ */
- casttime = 12000;
- break;
-
- }
-
- //メモライズ状態ならキャストタイムが1/3
- if (sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0)
- {
- casttime = casttime / 3;
- if ((--sc_data[SC_MEMORIZE].val2) <= 0)
- skill_status_change_end (&sd->bl, SC_MEMORIZE, -1);
- }
-
- if (battle_config.pc_skill_log)
- printf ("PC %d skill use target_id=%d skill=%d lv=%d cast=%d\n",
- sd->bl.id, target_id, skill_num, skill_lv, casttime);
-
-// if(sd->skillitem == skill_num)
-// casttime = delay = 0;
-
- if (casttime > 0 || forcecast)
- { /* 詠唱が必要 */
- struct mob_data *md;
- clif_skillcasting (&sd->bl,
- sd->bl.id, target_id, 0, 0, skill_num, casttime);
-
- /* 詠唱反応モンスター */
- if (bl->type == BL_MOB && (md = (struct mob_data *) bl)
- && mob_db[md->mob_class].mode & 0x10 && md->state.state != MS_ATTACK
- && sd->invincible_timer == -1)
- {
- md->target_id = sd->bl.id;
- md->state.targettype = ATTACKABLE;
- md->min_chase = 13;
- }
- }
-
- if (casttime <= 0) /* 詠唱の無いものはキャンセルされない */
- sd->state.skillcastcancel = 0;
-
- sd->skilltarget = target_id;
-/* sd->cast_target_bl = bl; */
- sd->skillx = 0;
- sd->skilly = 0;
- sd->canact_tick = tick + casttime + delay;
- sd->canmove_tick = tick;
- if (!(battle_config.pc_cloak_check_type & 2) && sc_data
- && sc_data[SC_CLOAKING].timer != -1 && sd->skillid != AS_CLOAKING)
- skill_status_change_end (&sd->bl, SC_CLOAKING, -1);
- if (casttime > 0)
- {
- sd->skilltimer =
- add_timer (tick + casttime, skill_castend_id, sd->bl.id, 0);
- if ((skill = pc_checkskill (sd, SA_FREECAST)) > 0)
- {
- sd->prev_speed = sd->speed;
- sd->speed = sd->speed * (175 - skill * 5) / 100;
- clif_updatestatus (sd, SP_SPEED);
- }
- else
- pc_stop_walking (sd, 0);
- }
- else
- {
- if (skill_num != SA_CASTCANCEL)
- sd->skilltimer = -1;
- skill_castend_id (sd->skilltimer, tick, sd->bl.id, 0);
- }
-
- //マジックパワーの効果終了
- if (sc_data && sc_data[SC_MAGICPOWER].timer != -1
- && skill_num != HW_MAGICPOWER)
- skill_status_change_end (&sd->bl, SC_MAGICPOWER, -1);
-
- return 0;
-}
-
-/*==========================================
- * スキル使用(場所指定)
- *------------------------------------------
- */
-int skill_use_pos (struct map_session_data *sd,
- int skill_x, int skill_y, int skill_num, int skill_lv)
-{
- struct block_list bl;
- struct status_change *sc_data;
- unsigned int tick;
- int casttime = 0, delay = 0, skill, range;
-
- nullpo_retr (0, sd);
-
- if (pc_isdead (sd))
- return 0;
-
- if (skillnotok (skill_num, sd)) // [MoueJstr]
- return 0;
-
- sc_data = sd->sc_data;
-
- if (sd->opt1 > 0)
- return 0;
- if (sc_data)
- {
- if (sc_data[SC_DIVINA].timer != -1 ||
- sc_data[SC_ROKISWEIL].timer != -1 ||
- sc_data[SC_AUTOCOUNTER].timer != -1 ||
- sc_data[SC_STEELBODY].timer != -1 ||
- sc_data[SC_DANCING].timer != -1 ||
- sc_data[SC_BERSERK].timer != -1)
- return 0; /* 状態異常や沈黙など */
- }
-
- if (sd->status.option & 2)
- return 0;
-
- if (map[sd->bl.m].flag.gvg
- && (skill_num == SM_ENDURE || skill_num == AL_TELEPORT
- || skill_num == AL_WARP || skill_num == WZ_ICEWALL
- || skill_num == TF_BACKSLIDING))
- return 0;
-
- sd->skillid = skill_num;
- sd->skilllv = skill_lv;
- sd->skillx = skill_x;
- sd->skilly = skill_y;
- if (!skill_check_condition (sd, 0))
- return 0;
-
- /* 射程と障害物チェック */
- bl.type = BL_NUL;
- bl.m = sd->bl.m;
- bl.x = skill_x;
- bl.y = skill_y;
- range = skill_get_range (skill_num, skill_lv);
- if (range < 0)
- range = battle_get_range (&sd->bl) - (range + 1);
- if (!battle_check_range (&sd->bl, &bl, range))
- return 0;
-
- pc_stopattack (sd);
-
- casttime = skill_castfix (&sd->bl, skill_get_cast (skill_num, skill_lv));
- delay = skill_delayfix (&sd->bl, skill_get_delay (skill_num, skill_lv));
- sd->state.skillcastcancel = skill_db[skill_num].castcancel;
-
- if (battle_config.pc_skill_log)
- printf ("PC %d skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d\n",
- sd->bl.id, skill_x, skill_y, skill_num, skill_lv, casttime);
-
-// if(sd->skillitem == skill_num)
-// casttime = delay = 0;
- //メモライズ状態ならキャストタイムが1/3
- if (sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0)
- {
- casttime = casttime / 3;
- if ((--sc_data[SC_MEMORIZE].val2) <= 0)
- skill_status_change_end (&sd->bl, SC_MEMORIZE, -1);
- }
-
- if (casttime > 0) /* 詠唱が必要 */
- clif_skillcasting (&sd->bl,
- sd->bl.id, 0, skill_x, skill_y, skill_num,
- casttime);
-
- if (casttime <= 0) /* 詠唱の無いものはキャンセルされない */
- sd->state.skillcastcancel = 0;
-
- sd->skilltarget = 0;
-/* sd->cast_target_bl = NULL; */
- tick = gettick ();
- sd->canact_tick = tick + casttime + delay;
- sd->canmove_tick = tick;
- if (!(battle_config.pc_cloak_check_type & 2) && sc_data
- && sc_data[SC_CLOAKING].timer != -1)
- skill_status_change_end (&sd->bl, SC_CLOAKING, -1);
- if (casttime > 0)
- {
- sd->skilltimer =
- add_timer (tick + casttime, skill_castend_pos, sd->bl.id, 0);
- if ((skill = pc_checkskill (sd, SA_FREECAST)) > 0)
- {
- sd->prev_speed = sd->speed;
- sd->speed = sd->speed * (175 - skill * 5) / 100;
- clif_updatestatus (sd, SP_SPEED);
- }
- else
- pc_stop_walking (sd, 0);
- }
- else
- {
- sd->skilltimer = -1;
- skill_castend_pos (sd->skilltimer, tick, sd->bl.id, 0);
- }
- //マジックパワーの効果終了
- if (sc_data && sc_data[SC_MAGICPOWER].timer != -1
- && skill_num != HW_MAGICPOWER)
- skill_status_change_end (&sd->bl, SC_MAGICPOWER, -1);
-
- return 0;
+ return std::max(interval, interval_t::zero());
}
/*==========================================
* スキル詠唱キャンセル
*------------------------------------------
*/
-int skill_castcancel (struct block_list *bl, int type)
+int skill_castcancel(struct block_list *bl, int)
{
- int inf;
+ nullpo_ret(bl);
- nullpo_retr (0, bl);
-
- if (bl->type == BL_PC)
+ if (bl->type == BL::PC)
{
struct map_session_data *sd = (struct map_session_data *) bl;
- unsigned long tick = gettick ();
- nullpo_retr (0, sd);
+ tick_t tick = gettick();
sd->canact_tick = tick;
sd->canmove_tick = tick;
- if (sd->skilltimer != -1)
- {
- if (pc_checkskill (sd, SA_FREECAST) > 0)
- {
- sd->speed = sd->prev_speed;
- clif_updatestatus (sd, SP_SPEED);
- }
- if (!type)
- {
- if ((inf = skill_get_inf (sd->skillid)) == 2 || inf == 32)
- delete_timer (sd->skilltimer, skill_castend_pos);
- else
- delete_timer (sd->skilltimer, skill_castend_id);
- }
- else
- {
- if ((inf = skill_get_inf (sd->skillid_old)) == 2 || inf == 32)
- delete_timer (sd->skilltimer, skill_castend_pos);
- else
- delete_timer (sd->skilltimer, skill_castend_id);
- }
- sd->skilltimer = -1;
- clif_skillcastcancel (bl);
- }
return 0;
}
- else if (bl->type == BL_MOB)
+ else if (bl->type == BL::MOB)
{
struct mob_data *md = (struct mob_data *) bl;
- nullpo_retr (0, md);
- if (md->skilltimer != -1)
+ if (md->skilltimer)
{
- if ((inf = skill_get_inf (md->skillid)) == 2 || inf == 32)
- delete_timer (md->skilltimer, mobskill_castend_pos);
- else
- delete_timer (md->skilltimer, mobskill_castend_id);
- md->skilltimer = -1;
- clif_skillcastcancel (bl);
+ md->skilltimer.cancel();
+ clif_skillcastcancel(bl);
}
return 0;
}
return 1;
}
-/*=========================================
- * ブランディッシュスピア 初期範囲決定
- *----------------------------------------
- */
-void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
-{
-
- nullpo_retv (tc);
-
- if (dir == 0)
- {
- tc->val1[0] = x - 2;
- tc->val1[1] = x - 1;
- tc->val1[2] = x;
- tc->val1[3] = x + 1;
- tc->val1[4] = x + 2;
- tc->val2[0] =
- tc->val2[1] = tc->val2[2] = tc->val2[3] = tc->val2[4] = y - 1;
- }
- else if (dir == 2)
- {
- tc->val1[0] =
- tc->val1[1] = tc->val1[2] = tc->val1[3] = tc->val1[4] = x + 1;
- tc->val2[0] = y + 2;
- tc->val2[1] = y + 1;
- tc->val2[2] = y;
- tc->val2[3] = y - 1;
- tc->val2[4] = y - 2;
- }
- else if (dir == 4)
- {
- tc->val1[0] = x - 2;
- tc->val1[1] = x - 1;
- tc->val1[2] = x;
- tc->val1[3] = x + 1;
- tc->val1[4] = x + 2;
- tc->val2[0] =
- tc->val2[1] = tc->val2[2] = tc->val2[3] = tc->val2[4] = y + 1;
- }
- else if (dir == 6)
- {
- tc->val1[0] =
- tc->val1[1] = tc->val1[2] = tc->val1[3] = tc->val1[4] = x - 1;
- tc->val2[0] = y + 2;
- tc->val2[1] = y + 1;
- tc->val2[2] = y;
- tc->val2[3] = y - 1;
- tc->val2[4] = y - 2;
- }
- else if (dir == 1)
- {
- tc->val1[0] = x - 1;
- tc->val1[1] = x;
- tc->val1[2] = x + 1;
- tc->val1[3] = x + 2;
- tc->val1[4] = x + 3;
- tc->val2[0] = y - 4;
- tc->val2[1] = y - 3;
- tc->val2[2] = y - 1;
- tc->val2[3] = y;
- tc->val2[4] = y + 1;
- }
- else if (dir == 3)
- {
- tc->val1[0] = x + 3;
- tc->val1[1] = x + 2;
- tc->val1[2] = x + 1;
- tc->val1[3] = x;
- tc->val1[4] = x - 1;
- tc->val2[0] = y - 1;
- tc->val2[1] = y;
- tc->val2[2] = y + 1;
- tc->val2[3] = y + 2;
- tc->val2[4] = y + 3;
- }
- else if (dir == 5)
- {
- tc->val1[0] = x + 1;
- tc->val1[1] = x;
- tc->val1[2] = x - 1;
- tc->val1[3] = x - 2;
- tc->val1[4] = x - 3;
- tc->val2[0] = y + 3;
- tc->val2[1] = y + 2;
- tc->val2[2] = y + 1;
- tc->val2[3] = y;
- tc->val2[4] = y - 1;
- }
- else if (dir == 7)
- {
- tc->val1[0] = x - 3;
- tc->val1[1] = x - 2;
- tc->val1[2] = x - 1;
- tc->val1[3] = x;
- tc->val1[4] = x + 1;
- tc->val2[1] = y;
- tc->val2[0] = y + 1;
- tc->val2[2] = y - 1;
- tc->val2[3] = y - 2;
- tc->val2[4] = y - 3;
- }
-
-}
-
-/*=========================================
- * ブランディッシュスピア 方向判定 範囲拡張
- *-----------------------------------------
- */
-void skill_brandishspear_dir (struct square *tc, int dir, int are)
-{
-
- int c;
-
- nullpo_retv (tc);
-
- for (c = 0; c < 5; c++)
- {
- if (dir == 0)
- {
- tc->val2[c] += are;
- }
- else if (dir == 1)
- {
- tc->val1[c] -= are;
- tc->val2[c] += are;
- }
- else if (dir == 2)
- {
- tc->val1[c] -= are;
- }
- else if (dir == 3)
- {
- tc->val1[c] -= are;
- tc->val2[c] -= are;
- }
- else if (dir == 4)
- {
- tc->val2[c] -= are;
- }
- else if (dir == 5)
- {
- tc->val1[c] += are;
- tc->val2[c] -= are;
- }
- else if (dir == 6)
- {
- tc->val1[c] += are;
- }
- else if (dir == 7)
- {
- tc->val1[c] += are;
- tc->val2[c] += are;
- }
- }
-}
-
/*==========================================
* ディボーション 有効確認
*------------------------------------------
*/
-void skill_devotion (struct map_session_data *md, int target)
+void skill_devotion(struct map_session_data *md, int)
{
// 総確認
- int n;
+ int n;
- nullpo_retv (md);
+ nullpo_retv(md);
for (n = 0; n < 5; n++)
{
if (md->dev.val1[n])
{
- struct map_session_data *sd = map_id2sd (md->dev.val1[n]);
+ struct map_session_data *sd = map_id2sd(md->dev.val1[n]);
// 相手が見つからない // 相手をディボしてるのが自分じゃない // 距離が離れてる
if (sd == NULL
- || (sd->sc_data
- && (md->bl.id != sd->sc_data[SC_DEVOTION].val1))
- || skill_devotion3 (&md->bl, md->dev.val1[n]))
+ || (md->bl.id != 0/* was something else - TODO remove this */)
+ || skill_devotion3(&md->bl, md->dev.val1[n]))
{
- skill_devotion_end (md, sd, n);
+ skill_devotion_end(md, sd, n);
}
}
}
}
-void skill_devotion2 (struct block_list *bl, int crusader)
-{
- // 被ディボーションが歩いた時の距離チェック
- struct map_session_data *sd = map_id2sd (crusader);
-
- nullpo_retv (bl);
-
- if (sd)
- skill_devotion3 (&sd->bl, bl->id);
-}
-
-int skill_devotion3 (struct block_list *bl, int target)
+int skill_devotion3(struct block_list *bl, int target)
{
// クルセが歩いた時の距離チェック
struct map_session_data *md;
struct map_session_data *sd;
- int n, r = 0;
+ int n, r = 0;
- nullpo_retr (1, bl);
+ nullpo_retr(1, bl);
if ((md = (struct map_session_data *) bl) == NULL
- || (sd = map_id2sd (target)) == NULL)
+ || (sd = map_id2sd(target)) == NULL)
return 1;
else
- r = distance (bl->x, bl->y, sd->bl.x, sd->bl.y);
+ r = distance(bl->x, bl->y, sd->bl.x, sd->bl.y);
- if (pc_checkskill (sd, CR_DEVOTION) + 6 < r)
+ if ( + 6 < r)
{ // 許容範囲を超えてた
for (n = 0; n < 5; n++)
if (md->dev.val1[n] == target)
md->dev.val2[n] = 0; // 離れた時は、糸を切るだけ
- clif_devotion (md, sd->bl.id);
return 1;
}
return 0;
}
-void skill_devotion_end (struct map_session_data *md,
- struct map_session_data *sd, int target)
+void skill_devotion_end(struct map_session_data *md,
+ struct map_session_data *, int target)
{
// クルセと被ディボキャラのリセット
- nullpo_retv (md);
- nullpo_retv (sd);
+ nullpo_retv(md);
md->dev.val1[target] = md->dev.val2[target] = 0;
- if (sd && sd->sc_data)
- {
- // skill_status_change_end(sd->bl,SC_DEVOTION,-1);
- sd->sc_data[SC_DEVOTION].val1 = 0;
- sd->sc_data[SC_DEVOTION].val2 = 0;
- clif_status_change (&sd->bl, SC_DEVOTION, 0);
- clif_devotion (md, sd->bl.id);
- }
}
-/*==========================================
- * オートスペル
- *------------------------------------------
- */
-int skill_autospell (struct map_session_data *sd, int skillid)
+int skill_gangsterparadise(struct map_session_data *, int)
{
- int skilllv;
- int maxlv = 1, lv;
-
- nullpo_retr (0, sd);
-
- skilllv = pc_checkskill (sd, SA_AUTOSPELL);
-
- if (skillid == MG_NAPALMBEAT)
- maxlv = 3;
- else if (skillid == MG_COLDBOLT || skillid == MG_FIREBOLT
- || skillid == MG_LIGHTNINGBOLT)
- {
- if (skilllv == 2)
- maxlv = 1;
- else if (skilllv == 3)
- maxlv = 2;
- else if (skilllv >= 4)
- maxlv = 3;
- }
- else if (skillid == MG_SOULSTRIKE)
- {
- if (skilllv == 5)
- maxlv = 1;
- else if (skilllv == 6)
- maxlv = 2;
- else if (skilllv >= 7)
- maxlv = 3;
- }
- else if (skillid == MG_FIREBALL)
- {
- if (skilllv == 8)
- maxlv = 1;
- else if (skilllv >= 9)
- maxlv = 2;
- }
- else if (skillid == MG_FROSTDIVER)
- maxlv = 1;
- else
- return 0;
-
- if (maxlv > (lv = pc_checkskill (sd, skillid)))
- maxlv = lv;
-
- skill_status_change_start (&sd->bl, SC_AUTOSPELL, skilllv, skillid, maxlv, 0, // val1:スキルID val2:使用最大Lv
- skill_get_time (SA_AUTOSPELL, skilllv), 0); // にしてみたけどbscriptが書き易い・・・?
return 0;
}
-/*==========================================
- * ギャングスターパラダイス判定処理(foreachinarea)
- *------------------------------------------
+/*----------------------------------------------------------------------------
+ * ステータス異常
+ *----------------------------------------------------------------------------
*/
-static int skill_gangster_count (struct block_list *bl, va_list ap)
-{
- int *c;
- struct map_session_data *sd;
-
- nullpo_retr (0, bl);
- nullpo_retr (0, ap);
-
- sd = (struct map_session_data *) bl;
- c = va_arg (ap, int *);
-
- if (sd && c && pc_issit (sd) && pc_checkskill (sd, RG_GANGSTER) > 0)
- (*c)++;
- return 0;
-}
-
-static int skill_gangster_in (struct block_list *bl, va_list ap)
-{
- struct map_session_data *sd;
-
- nullpo_retr (0, bl);
- nullpo_retr (0, ap);
-
- sd = (struct map_session_data *) bl;
- if (sd && pc_issit (sd) && pc_checkskill (sd, RG_GANGSTER) > 0)
- sd->state.gangsterparadise = 1;
- return 0;
-}
-
-static int skill_gangster_out (struct block_list *bl, va_list ap)
-{
- struct map_session_data *sd;
-
- nullpo_retr (0, bl);
- nullpo_retr (0, ap);
-
- sd = (struct map_session_data *) bl;
- if (sd && sd->state.gangsterparadise)
- sd->state.gangsterparadise = 0;
- return 0;
-}
-
-int skill_gangsterparadise (struct map_session_data *sd, int type)
-{
- int range = 1;
- int c = 0;
-
- nullpo_retr (0, sd);
-
- if (pc_checkskill (sd, RG_GANGSTER) <= 0)
- return 0;
-
- if (type == 1)
- { /* 座った時の処理 */
- map_foreachinarea (skill_gangster_count, sd->bl.m,
- sd->bl.x - range, sd->bl.y - range,
- sd->bl.x + range, sd->bl.y + range, BL_PC, &c);
- if (c > 0)
- { /*ギャングスター成功したら自分にもギャングスター属性付与 */
- map_foreachinarea (skill_gangster_in, sd->bl.m,
- sd->bl.x - range, sd->bl.y - range,
- sd->bl.x + range, sd->bl.y + range, BL_PC);
- sd->state.gangsterparadise = 1;
- }
- return 0;
- }
- else if (type == 0)
- { /* 立ち上がったときの処理 */
- map_foreachinarea (skill_gangster_count, sd->bl.m,
- sd->bl.x - range, sd->bl.y - range,
- sd->bl.x + range, sd->bl.y + range, BL_PC, &c);
- if (c < 1)
- map_foreachinarea (skill_gangster_out, sd->bl.m,
- sd->bl.x - range, sd->bl.y - range,
- sd->bl.x + range, sd->bl.y + range, BL_PC);
- sd->state.gangsterparadise = 0;
- return 0;
- }
- return 0;
-}
-
/*==========================================
- * 寒いジョーク・スクリーム判定処理(foreachinarea)
+ * ステータス異常終了
*------------------------------------------
*/
-int skill_frostjoke_scream (struct block_list *bl, va_list ap)
+int skill_status_change_active(struct block_list *bl, StatusChange type)
{
- struct block_list *src;
- int skillnum, skilllv;
- unsigned int tick;
+ eptr<struct status_change, StatusChange> sc_data;
- nullpo_retr (0, bl);
- nullpo_retr (0, ap);
- nullpo_retr (0, src = va_arg (ap, struct block_list *));
-
- skillnum = va_arg (ap, int);
- skilllv = va_arg (ap, int);
- tick = va_arg (ap, unsigned int);
-
- if (src == bl) //自分には効かない
- return 0;
-
- if (battle_check_target (src, bl, BCT_ENEMY) > 0)
- skill_additional_effect (src, bl, skillnum, skilllv, BF_MISC, tick);
- else if (battle_check_target (src, bl, BCT_PARTY) > 0)
+ nullpo_ret(bl);
+ if (bl->type != BL::PC && bl->type != BL::MOB)
{
- if (MRAND (100) < 10) //PTメンバにも低確率でかかる(とりあえず10%)
- skill_additional_effect (src, bl, skillnum, skilllv, BF_MISC,
- tick);
- }
-
- return 0;
-}
-
-/*==========================================
- *
- *------------------------------------------
- */
-int skill_attack_area (struct block_list *bl, va_list ap)
-{
- struct block_list *src, *dsrc;
- int atk_type, skillid, skilllv, flag, type;
- unsigned int tick;
-
- nullpo_retr (0, bl);
- nullpo_retr (0, ap);
-
- atk_type = va_arg (ap, int);
- if ((src = va_arg (ap, struct block_list *)) == NULL)
- return 0;
- if ((dsrc = va_arg (ap, struct block_list *)) == NULL)
+ if (battle_config.error_log)
+ PRINTF("skill_status_change_active: neither MOB nor PC !\n");
return 0;
- skillid = va_arg (ap, int);
- skilllv = va_arg (ap, int);
- tick = va_arg (ap, unsigned int);
- flag = va_arg (ap, int);
- type = va_arg (ap, int);
-
- if (battle_check_target (dsrc, bl, type) > 0)
- skill_attack (atk_type, src, dsrc, bl, skillid, skilllv, tick, flag);
-
- return 0;
-}
-
-/*==========================================
- *
- *------------------------------------------
- */
-int skill_clear_element_field (struct block_list *bl)
-{
- struct mob_data *md = NULL;
- struct map_session_data *sd = NULL;
- int i, skillid;
-
- nullpo_retr (0, bl);
-
- if (bl->type == BL_MOB)
- md = (struct mob_data *) bl;
- if (bl->type == BL_PC)
- sd = (struct map_session_data *) bl;
-
- for (i = 0; i < MAX_MOBSKILLUNITGROUP; i++)
- {
- if (sd)
- {
- skillid = sd->skillunit[i].skill_id;
- if (skillid == SA_DELUGE || skillid == SA_VOLCANO
- || skillid == SA_VIOLENTGALE || skillid == SA_LANDPROTECTOR)
- skill_delunitgroup (&sd->skillunit[i]);
- }
- else if (md)
- {
- skillid = md->skillunit[i].skill_id;
- if (skillid == SA_DELUGE || skillid == SA_VOLCANO
- || skillid == SA_VIOLENTGALE || skillid == SA_LANDPROTECTOR)
- skill_delunitgroup (&md->skillunit[i]);
- }
}
- return 0;
-}
-/*==========================================
- * ランドプロテクターチェック(foreachinarea)
- *------------------------------------------
- */
-int skill_landprotector (struct block_list *bl, va_list ap)
-{
- int skillid;
- int *alive;
- struct skill_unit *unit;
-
- nullpo_retr (0, bl);
- nullpo_retr (0, ap);
-
- skillid = va_arg (ap, int);
- alive = va_arg (ap, int *);
- if ((unit = (struct skill_unit *) bl) == NULL)
+ sc_data = battle_get_sc_data(bl);
+ if (not sc_data)
return 0;
- if (skillid == SA_LANDPROTECTOR)
- {
- skill_delunit (unit);
- }
- else
- {
- if (alive && unit->group->skill_id == SA_LANDPROTECTOR)
- (*alive) = 0;
- }
- return 0;
+ return bool(sc_data[type].timer);
}
-/*==========================================
- * イドゥンの林檎の回復処理(foreachinarea)
- *------------------------------------------
- */
-static
-int skill_idun_heal (struct block_list *bl, va_list ap)
+void skill_status_change_end(struct block_list *bl, StatusChange type, TimerData *tid)
{
- struct skill_unit *unit;
- struct skill_unit_group *sg;
- int heal;
-
- nullpo_retr (0, bl);
- nullpo_retr (0, ap);
- nullpo_retr (0, unit = va_arg (ap, struct skill_unit *));
- nullpo_retr (0, sg = unit->group);
+ 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;
- heal =
- 30 + sg->skill_lv * 5 + ((sg->val1) >> 16) * 5 +
- ((sg->val1) & 0xfff) / 2;
-
- if (bl->type == BL_SKILL || bl->id == sg->src_id)
- return 0;
-
- if (bl->type == BL_PC || bl->type == BL_MOB)
+ nullpo_retv(bl);
+ if (bl->type != BL::PC && bl->type != BL::MOB)
{
- clif_skill_nodamage (&unit->bl, bl, AL_HEAL, heal, 1);
- battle_heal (NULL, bl, heal, 0, 0);
+ if (battle_config.error_log)
+ PRINTF("skill_status_change_end: neither MOB nor PC !\n");
+ return;
}
- return 0;
-}
-
-/*==========================================
- * 指定範囲内でsrcに対して有効なターゲットのblの数を数える(foreachinarea)
- *------------------------------------------
- */
-int skill_count_target (struct block_list *bl, va_list ap)
-{
- struct block_list *src;
- int *c;
-
- nullpo_retr (0, bl);
- nullpo_retr (0, ap);
-
- if ((src = va_arg (ap, struct block_list *)) == NULL)
- return 0;
- if ((c = va_arg (ap, int *)) == NULL)
- return 0;
- if (battle_check_target (src, bl, BCT_ENEMY) > 0)
- (*c)++;
- return 0;
-}
-
-/*==========================================
- * トラップ範囲処理(foreachinarea)
- *------------------------------------------
- */
-int skill_trap_splash (struct block_list *bl, va_list ap)
-{
- struct block_list *src;
- int tick;
- int splash_count;
- struct skill_unit *unit;
- struct skill_unit_group *sg;
- struct block_list *ss;
- int i;
-
- nullpo_retr (0, bl);
- nullpo_retr (0, ap);
- nullpo_retr (0, src = va_arg (ap, struct block_list *));
- nullpo_retr (0, unit = (struct skill_unit *) src);
- nullpo_retr (0, sg = unit->group);
- nullpo_retr (0, ss = map_id2bl (sg->src_id));
-
- tick = va_arg (ap, int);
- splash_count = va_arg (ap, int);
-
- if (battle_check_target (src, bl, BCT_ENEMY) > 0)
- {
- switch (sg->unit_id)
- {
- case 0x95: /* サンドマン */
- case 0x96: /* フラッシャー */
- case 0x94: /* ショックウェーブトラップ */
- skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv,
- BF_MISC, tick);
- break;
- case 0x8f: /* ブラストマイン */
- case 0x98: /* クレイモアートラップ */
- for (i = 0; i < splash_count; i++)
- {
- skill_attack (BF_MISC, ss, src, bl, sg->skill_id,
- sg->skill_lv, tick,
- (sg->val2) ? 0x0500 : 0);
- }
- case 0x97: /* フリージングトラップ */
- skill_attack (BF_WEAPON, ss, src, bl, sg->skill_id,
- sg->skill_lv, tick, (sg->val2) ? 0x0500 : 0);
- break;
- default:
- break;
- }
+ 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
- return 0;
-}
-
-/*----------------------------------------------------------------------------
- * ステータス異常
- *----------------------------------------------------------------------------
- */
-
-/*==========================================
- * ステータス異常タイマー範囲処理
- *------------------------------------------
- */
-int skill_status_change_timer_sub (struct block_list *bl, va_list ap)
-{
- struct block_list *src;
- int type;
- unsigned int tick;
-
- nullpo_retr (0, bl);
- nullpo_retr (0, ap);
- nullpo_retr (0, src = va_arg (ap, struct block_list *));
- type = va_arg (ap, int);
- tick = va_arg (ap, unsigned int);
-
- if (bl->type != BL_PC && bl->type != BL_MOB)
- return 0;
+ assert (!sc_data[type].timer);
+ assert ((*sc_count) > 0);
+ (*sc_count)--;
switch (type)
- {
- case SC_SIGHT: /* サイト */
- case SC_CONCENTRATE:
- if ((*battle_get_option (bl)) & 6)
- {
- skill_status_change_end (bl, SC_HIDING, -1);
- skill_status_change_end (bl, SC_CLOAKING, -1);
- }
+ { /* 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;
- case SC_RUWACH: /* ルアフ */
- if ((*battle_get_option (bl)) & 6)
- {
- skill_status_change_end (bl, SC_HIDING, -1);
- skill_status_change_end (bl, SC_CLOAKING, -1);
- if (battle_check_target (src, bl, BCT_ENEMY) > 0)
- {
- struct status_change *sc_data = battle_get_sc_data (bl);
- skill_attack (BF_MAGIC, src, src, bl, AL_RUWACH,
- sc_data[type].val1, tick, 0);
- }
- }
+
+ /* option2 */
+ case StatusChange::SC_POISON: /* 毒 */
+ calc_flag = 1;
break;
}
- return 0;
-}
-/*==========================================
- * ステータス異常終了
- *------------------------------------------
- */
-int skill_status_change_active (struct block_list *bl, int type)
-{
- struct status_change *sc_data;
+ if (bl->type == BL::PC && type < StatusChange::SC_SENDMAX)
+ clif_status_change(bl, type, 0); /* アイコン消去 */
- nullpo_retr (0, bl);
- if (bl->type != BL_PC && bl->type != BL_MOB)
+ switch (type)
{
- if (battle_config.error_log)
- printf ("skill_status_change_active: neither MOB nor PC !\n");
- return 0;
- }
-
- nullpo_retr (0, sc_data = battle_get_sc_data (bl));
+ case StatusChange::SC_POISON:
+ *opt2 &= ~Opt2::_poison;
+ opt_flag = 1;
+ break;
- return sc_data[type].timer != -1;
-}
+ case StatusChange::SC_SLOWPOISON:
+ if (sc_data[StatusChange::SC_POISON].timer)
+ *opt2 |= Opt2::_poison;
+ *opt2 &= ~Opt2::_slowpoison;
+ opt_flag = 1;
+ break;
-int skill_status_change_end (struct block_list *bl, int type, int tid)
-{
- struct status_change *sc_data;
- int opt_flag = 0, calc_flag = 0;
- short *sc_count, *option, *opt1, *opt2, *opt3;
+ case StatusChange::SC_SPEEDPOTION0:
+ *opt2 &= ~Opt2::_speedpotion0;
+ opt_flag = 1;
+ break;
- nullpo_retr (0, bl);
- if (bl->type != BL_PC && bl->type != BL_MOB)
- {
- if (battle_config.error_log)
- printf ("skill_status_change_end: neither MOB nor PC !\n");
- return 0;
+ case StatusChange::SC_ATKPOT:
+ *opt2 &= ~Opt2::_atkpot;
+ opt_flag = 1;
+ break;
}
- nullpo_retr (0, sc_data = battle_get_sc_data (bl));
- nullpo_retr (0, sc_count = battle_get_sc_count (bl));
- nullpo_retr (0, option = battle_get_option (bl));
- nullpo_retr (0, opt1 = battle_get_opt1 (bl));
- nullpo_retr (0, opt2 = battle_get_opt2 (bl));
- nullpo_retr (0, opt3 = battle_get_opt3 (bl));
-
- if ((*sc_count) > 0 && sc_data[type].timer != -1
- && (sc_data[type].timer == tid || tid == -1))
- {
- if (tid == -1) // タイマから呼ばれていないならタイマ削除をする
- delete_timer (sc_data[type].timer, skill_status_change_timer);
-
- /* 該当の異常を正常に戻す */
- sc_data[type].timer = -1;
- (*sc_count)--;
-
- switch (type)
- { /* 異常の種類ごとの処理 */
- case SC_PROVOKE: /* プロボック */
- case SC_CONCENTRATE: /* 集中力向上 */
- case SC_BLESSING: /* ブレッシング */
- case SC_ANGELUS: /* アンゼルス */
- case SC_INCREASEAGI: /* 速度上昇 */
- case SC_DECREASEAGI: /* 速度減少 */
- case SC_SIGNUMCRUCIS: /* シグナムクルシス */
- case SC_HIDING:
- case SC_TWOHANDQUICKEN: /* 2HQ */
- case SC_ADRENALINE: /* アドレナリンラッシュ */
- case SC_ENCPOISON: /* エンチャントポイズン */
- case SC_IMPOSITIO: /* インポシティオマヌス */
- case SC_GLORIA: /* グロリア */
- case SC_LOUD: /* ラウドボイス */
- case SC_QUAGMIRE: /* クァグマイア */
- case SC_PROVIDENCE: /* プロヴィデンス */
- case SC_SPEARSQUICKEN: /* スピアクイッケン */
- case SC_VOLCANO:
- case SC_DELUGE:
- case SC_VIOLENTGALE:
- case SC_ETERNALCHAOS: /* エターナルカオス */
- case SC_DRUMBATTLE: /* 戦太鼓の響き */
- case SC_NIBELUNGEN: /* ニーベルングの指輪 */
- case SC_SIEGFRIED: /* 不死身のジークフリード */
- case SC_WHISTLE: /* 口笛 */
- case SC_ASSNCROS: /* 夕陽のアサシンクロス */
- case SC_HUMMING: /* ハミング */
- case SC_DONTFORGETME: /* 私を忘れないで */
- case SC_FORTUNE: /* 幸運のキス */
- case SC_SERVICE4U: /* サービスフォーユー */
- case SC_EXPLOSIONSPIRITS: // 爆裂波動
- case SC_STEELBODY: // 金剛
- case SC_DEFENDER:
- case SC_SPEEDPOTION0: /* 増速ポーション */
- case SC_SPEEDPOTION1:
- case SC_SPEEDPOTION2:
- case SC_APPLEIDUN: /* イドゥンの林檎 */
- case SC_RIDING:
- case SC_BLADESTOP_WAIT:
- case SC_AURABLADE: /* オーラブレード */
- case SC_PARRYING: /* パリイング */
- case SC_CONCENTRATION: /* コンセントレーション */
- case SC_TENSIONRELAX: /* テンションリラックス */
- case SC_ASSUMPTIO: /* アシャンプティオ */
- case SC_WINDWALK: /* ウインドウォーク */
- case SC_TRUESIGHT: /* トゥルーサイト */
- case SC_SPIDERWEB: /* スパイダーウェッブ */
- case SC_MAGICPOWER: /* 魔法力増幅 */
- case SC_CHASEWALK:
- case SC_ATKPOT: /* attack potion [Valaris] */
- case SC_MATKPOT: /* magic attack potion [Valaris] */
- case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか)
- case SC_MELTDOWN: /* メルトダウン */
- case SC_PHYS_SHIELD:
- case SC_HASTE:
- calc_flag = 1;
- break;
- case SC_BERSERK: /* バーサーク */
- calc_flag = 1;
- clif_status_change (bl, SC_INCREASEAGI, 0); /* アイコン消去 */
- break;
- case SC_DEVOTION: /* ディボーション */
- {
- struct map_session_data *md = map_id2sd (sc_data[type].val1);
- sc_data[type].val1 = sc_data[type].val2 = 0;
- skill_devotion (md, bl->id);
- calc_flag = 1;
- }
- break;
- case SC_BLADESTOP:
- {
- struct status_change *t_sc_data =
- battle_get_sc_data ((struct block_list *)
- sc_data[type].val4);
- //片方が切れたので相手の白刃状態が切れてないのなら解除
- if (t_sc_data && t_sc_data[SC_BLADESTOP].timer != -1)
- skill_status_change_end ((struct block_list *)
- sc_data[type].val4, SC_BLADESTOP,
- -1);
-
- if (sc_data[type].val2 == 2)
- clif_bladestop ((struct block_list *) sc_data[type].val3,
- (struct block_list *) sc_data[type].val4,
- 0);
- }
- break;
- case SC_DANCING:
- {
- struct map_session_data *dsd;
- struct status_change *d_sc_data;
- if (sc_data[type].val4
- && (dsd = map_id2sd (sc_data[type].val4)))
- {
- d_sc_data = dsd->sc_data;
- //合奏で相手がいる場合相手のval4を0にする
- if (d_sc_data && d_sc_data[type].timer != -1)
- d_sc_data[type].val4 = 0;
- }
- }
- calc_flag = 1;
- break;
- case SC_GRAFFITI:
- {
- struct skill_unit_group *sg = (struct skill_unit_group *) sc_data[type].val4; //val4がグラフィティのgroup_id
- if (sg)
- skill_delunitgroup (sg);
- }
- break;
- case SC_NOCHAT: //チャット禁止状態
- {
- struct map_session_data *sd = NULL;
- if (bl->type == BL_PC
- && (sd = (struct map_session_data *) bl))
- {
- sd->status.manner = 0;
- clif_updatestatus (sd, SP_MANNER);
- }
- }
- break;
- case SC_SPLASHER: /* ベナムスプラッシャー */
- {
- struct block_list *src = map_id2bl (sc_data[type].val3);
- if (src && tid != -1)
- {
- //自分にダメージ&周囲3*3にダメージ
- skill_castend_damage_id (src, bl, sc_data[type].val2,
- sc_data[type].val1, gettick (),
- 0);
- }
- }
- break;
- case SC_SELFDESTRUCTION: /* 自爆 */
- {
- //自分のダメージは0にして
- struct mob_data *md = NULL;
- if (bl->type == BL_MOB && (md = (struct mob_data *) bl))
- skill_castend_damage_id (bl, bl, sc_data[type].val2,
- sc_data[type].val1, gettick (),
- 0);
- }
- break;
- /* option1 */
- case SC_FREEZE:
- sc_data[type].val3 = 0;
- break;
-
- /* option2 */
- case SC_POISON: /* 毒 */
- case SC_BLIND: /* 暗黒 */
- case SC_CURSE:
- calc_flag = 1;
- break;
- }
-
- if (bl->type == BL_PC && type < SC_SENDMAX)
- clif_status_change (bl, type, 0); /* アイコン消去 */
-
- switch (type)
- { /* 正常に戻るときなにか処理が必要 */
- case SC_STONE:
- case SC_FREEZE:
- case SC_STAN:
- case SC_SLEEP:
- *opt1 = 0;
- opt_flag = 1;
- break;
-
- case SC_POISON:
- case SC_CURSE:
- case SC_SILENCE:
- case SC_BLIND:
- *opt2 &= ~(1 << (type - SC_POISON));
- opt_flag = 1;
- break;
-
- case SC_SLOWPOISON:
- if (sc_data[SC_POISON].timer != -1)
- *opt2 |= 0x1;
- *opt2 &= ~0x200;
- opt_flag = 1;
- break;
-
- case SC_SIGNUMCRUCIS:
- *opt2 &= ~0x40;
- opt_flag = 1;
- break;
-
- case SC_SPEEDPOTION0:
- *opt2 &= ~0x20;
- opt_flag = 1;
- break;
+ if (opt_flag) /* optionの変更を伝える */
+ clif_changeoption(bl);
- case SC_ATKPOT:
- *opt2 &= ~0x80;
- opt_flag = 1;
- break;
-
- case SC_HIDING:
- case SC_CLOAKING:
- *option &= ~((type == SC_HIDING) ? 2 : 4);
- opt_flag = 1;
- break;
-
- case SC_CHASEWALK:
- *option &= ~16388;
- opt_flag = 1;
- break;
-
- case SC_SIGHT:
- *option &= ~1;
- opt_flag = 1;
- break;
- case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか)
- *option &= ~4096;
- opt_flag = 1;
- break;
- case SC_RUWACH:
- *option &= ~8192;
- opt_flag = 1;
- break;
-
- //opt3
- case SC_TWOHANDQUICKEN: /* 2HQ */
- case SC_SPEARSQUICKEN: /* スピアクイッケン */
- case SC_CONCENTRATION: /* コンセントレーション */
- *opt3 &= ~1;
- break;
- case SC_OVERTHRUST: /* オーバースラスト */
- *opt3 &= ~2;
- break;
- case SC_ENERGYCOAT: /* エナジーコート */
- *opt3 &= ~4;
- break;
- case SC_EXPLOSIONSPIRITS: // 爆裂波動
- *opt3 &= ~8;
- break;
- case SC_STEELBODY: // 金剛
- *opt3 &= ~16;
- break;
- case SC_BLADESTOP: /* 白刃取り */
- *opt3 &= ~32;
- break;
- case SC_BERSERK: /* バーサーク */
- *opt3 &= ~128;
- break;
- case SC_MARIONETTE: /* マリオネットコントロール */
- *opt3 &= ~1024;
- break;
- case SC_ASSUMPTIO: /* アスムプティオ */
- *opt3 &= ~2048;
- break;
- }
-
- if (night_flag == 1 && (*opt2 & STATE_BLIND) == 0
- && bl->type == BL_PC)
- { // by [Yor]
- *opt2 |= STATE_BLIND;
- opt_flag = 1;
- }
-
- if (opt_flag) /* optionの変更を伝える */
- clif_changeoption (bl);
-
- if (bl->type == BL_PC && calc_flag)
- pc_calcstatus ((struct map_session_data *) bl, 0); /* ステータス再計算 */
- }
-
- return 0;
+ if (bl->type == BL::PC && calc_flag)
+ pc_calcstatus((struct map_session_data *) bl, 0); /* ステータス再計算 */
}
-int skill_update_heal_animation (struct map_session_data *sd)
+int skill_update_heal_animation(struct map_session_data *sd)
{
- const int mask = 0x100;
- int was_active;
- int is_active;
+ const Opt2 mask = Opt2::_heal;
- nullpo_retr (0, sd);
- was_active = sd->opt2 & mask;
- is_active = sd->quick_regeneration_hp.amount > 0;
+ nullpo_ret(sd);
+ bool was_active = bool(sd->opt2 & mask);
+ bool is_active = sd->quick_regeneration_hp.amount > 0;
- if ((was_active && is_active) || (!was_active && !is_active))
+ if (was_active == is_active)
return 0; // no update
if (is_active)
@@ -9463,280 +875,61 @@ int skill_update_heal_animation (struct map_session_data *sd)
else
sd->opt2 &= ~mask;
- return clif_changeoption (&sd->bl);
+ return clif_changeoption(&sd->bl);
}
/*==========================================
* ステータス異常終了タイマー
*------------------------------------------
*/
-void skill_status_change_timer (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
+void skill_status_change_timer(TimerData *tid, tick_t tick, int id, StatusChange type)
{
- int type = data;
struct block_list *bl;
struct map_session_data *sd = NULL;
- struct status_change *sc_data;
+ 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
- nullpo_retv (sc_data = battle_get_sc_data (bl));
+ 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->type == BL_PC)
+ if (bl->type == BL::PC)
sd = (struct map_session_data *) bl;
//sc_count=battle_get_sc_count(bl); //使ってない?
- if (sc_data[type].timer != tid)
- {
- if (battle_config.error_log)
- printf ("skill_status_change_timer %d != %d\n", tid,
- sc_data[type].timer);
- }
-
if (sc_data[type].spell_invocation)
{ // Must report termination
- spell_effect_report_termination (sc_data[type].spell_invocation,
+ spell_effect_report_termination(sc_data[type].spell_invocation,
bl->id, type, 0);
sc_data[type].spell_invocation = 0;
}
switch (type)
- { /* 特殊な処理になる場合 */
- case SC_MAXIMIZEPOWER: /* マキシマイズパワー */
- case SC_CLOAKING: /* クローキング */
- case SC_CHASEWALK:
- if (sd)
- {
- if (sd->status.sp > 0)
- { /* SP切れるまで持続 */
- sd->status.sp--;
- clif_updatestatus (sd, SP_SP);
- sc_data[type].timer = add_timer ( /* タイマー再設定 */
- sc_data[type].val2 +
- tick,
- skill_status_change_timer,
- bl->id, data);
- return;
- }
- }
- break;
-
- case SC_HIDING: /* ハイディング */
- if (sd)
- { /* SPがあって、時間制限の間は持続 */
- if (sd->status.sp > 0 && (--sc_data[type].val2) > 0)
- {
- if (sc_data[type].val2 % (sc_data[type].val1 + 3) == 0)
- {
- sd->status.sp--;
- clif_updatestatus (sd, SP_SP);
- }
- sc_data[type].timer = add_timer ( /* タイマー再設定 */
- 1000 + tick,
- skill_status_change_timer,
- bl->id, data);
- return;
- }
- }
- break;
-
- case SC_SIGHT: /* サイト */
- {
- const int range = 7;
- map_foreachinarea (skill_status_change_timer_sub,
- bl->m, bl->x - range, bl->y - range,
- bl->x + range, bl->y + range, 0, bl, type,
- tick);
-
- if ((--sc_data[type].val2) > 0)
- {
- sc_data[type].timer = add_timer ( /* タイマー再設定 */
- 250 + tick,
- skill_status_change_timer,
- bl->id, data);
- return;
- }
- }
- break;
- case SC_RUWACH: /* ルアフ */
- {
- const int range = 5;
- map_foreachinarea (skill_status_change_timer_sub,
- bl->m, bl->x - range, bl->y - range,
- bl->x + range, bl->y + range, 0, bl, type,
- tick);
-
- if ((--sc_data[type].val2) > 0)
- {
- sc_data[type].timer = add_timer ( /* タイマー再設定 */
- 250 + tick,
- skill_status_change_timer,
- bl->id, data);
- return;
- }
- }
- break;
-
- case SC_SIGNUMCRUCIS: /* シグナムクルシス */
- {
- int race = battle_get_race (bl);
- if (race == 6
- || battle_check_undead (race, battle_get_elem_type (bl)))
- {
- sc_data[type].timer =
- add_timer (1000 * 600 + tick, skill_status_change_timer,
- bl->id, data);
- return;
- }
- }
- break;
-
- case SC_PROVOKE: /* プロボック/オートバーサーク */
- if (sc_data[type].val2 != 0)
- { /* オートバーサーク(1秒ごとにHPチェック) */
- if (sd && sd->status.hp > sd->status.max_hp >> 2) /* 停止 */
- break;
- sc_data[type].timer =
- add_timer (1000 + tick, skill_status_change_timer, bl->id,
- data);
- return;
- }
- break;
-
- case SC_WATERBALL: /* ウォーターボール */
- {
- struct block_list *target = map_id2bl (sc_data[type].val2);
- if (target == NULL || target->prev == NULL)
- break;
- skill_attack (BF_MAGIC, bl, bl, target, WZ_WATERBALL,
- sc_data[type].val1, tick, 0);
- if ((--sc_data[type].val3) > 0)
- {
- sc_data[type].timer =
- add_timer (150 + tick, skill_status_change_timer, bl->id,
- data);
- return;
- }
- }
- break;
-
- case SC_ENDURE: /* インデュア */
- if (sd && sd->special_state.infinite_endure)
- {
- sc_data[type].timer =
- add_timer (1000 * 600 + tick, skill_status_change_timer,
- bl->id, data);
- sc_data[type].val2 = 1;
- return;
- }
- break;
-
- case SC_DISSONANCE: /* 不協和音 */
- if ((--sc_data[type].val2) > 0)
- {
- struct skill_unit *unit =
- (struct skill_unit *) sc_data[type].val4;
- struct block_list *src;
-
- if (!unit || !unit->group)
- break;
- src = map_id2bl (unit->group->src_id);
- if (!src)
- break;
- skill_attack (BF_MISC, src, &unit->bl, bl,
- unit->group->skill_id, sc_data[type].val1, tick,
- 0);
- sc_data[type].timer =
- add_timer (skill_get_time2
- (unit->group->skill_id,
- unit->group->skill_lv) + tick,
- skill_status_change_timer, bl->id, data);
- return;
- }
- break;
-
- case SC_LULLABY: /* 子守唄 */
- if ((--sc_data[type].val2) > 0)
- {
- struct skill_unit *unit =
- (struct skill_unit *) sc_data[type].val4;
- if (!unit || !unit->group || unit->group->src_id == bl->id)
- break;
- skill_additional_effect (bl, bl, unit->group->skill_id,
- sc_data[type].val1,
- BF_LONG | BF_SKILL | BF_MISC, tick);
- sc_data[type].timer =
- add_timer (skill_get_time
- (unit->group->skill_id,
- unit->group->skill_lv) / 10 + tick,
- skill_status_change_timer, bl->id, data);
- return;
- }
- break;
-
- case SC_STONE:
- if (sc_data[type].val2 != 0)
- {
- short *opt1 = battle_get_opt1 (bl);
- sc_data[type].val2 = 0;
- sc_data[type].val4 = 0;
- battle_stopwalking (bl, 1);
- if (opt1)
- {
- *opt1 = 1;
- clif_changeoption (bl);
- }
- sc_data[type].timer =
- add_timer (1000 + tick, skill_status_change_timer, bl->id,
- data);
- return;
- }
- else if ((--sc_data[type].val3) > 0)
- {
- int hp = battle_get_max_hp (bl);
- if ((++sc_data[type].val4) % 5 == 0
- && battle_get_hp (bl) > hp >> 2)
- {
- hp = hp / 100;
- if (hp < 1)
- hp = 1;
- if (bl->type == BL_PC)
- pc_heal ((struct map_session_data *) bl, -hp, 0);
- else if (bl->type == BL_MOB)
- {
- struct mob_data *md;
- if ((md = ((struct mob_data *) bl)) == NULL)
- break;
- md->hp -= hp;
- }
- }
- sc_data[type].timer =
- add_timer (1000 + tick, skill_status_change_timer, bl->id,
- data);
- return;
- }
- break;
- case SC_POISON:
- if (sc_data[SC_SLOWPOISON].timer == -1)
+ {
+ case StatusChange::SC_POISON:
+ if (!sc_data[StatusChange::SC_SLOWPOISON].timer)
{
const int resist_poison =
- skill_power_bl (bl, TMW_RESIST_POISON) >> 3;
+ skill_power_bl(bl, SkillID::TMW_RESIST_POISON) >> 3;
if (resist_poison)
- sc_data[type].val1 -= MRAND (resist_poison + 1);
+ 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)
+ int hp = battle_get_max_hp(bl);
+ if (battle_get_hp(bl) > hp >> 4)
{
- if (bl->type == BL_PC)
+ if (bl->type == BL::PC)
{
hp = 3 + hp * 3 / 200;
- pc_heal ((struct map_session_data *) bl, -hp, 0);
+ pc_heal((struct map_session_data *) bl, -hp, 0);
}
- else if (bl->type == BL_MOB)
+ else if (bl->type == BL::MOB)
{
struct mob_data *md;
if ((md = ((struct mob_data *) bl)) == NULL)
@@ -9745,1064 +938,218 @@ void skill_status_change_timer (timer_id tid, tick_t tick, custom_id_t id, custo
md->hp -= hp;
}
}
- sc_data[type].timer =
- add_timer (1000 + tick, skill_status_change_timer,
- bl->id, data);
+ sc_data[type].timer = Timer(tick + std::chrono::seconds(1),
+ std::bind(skill_status_change_timer, ph::_1, ph::_2,
+ bl->id, type));
}
}
else
- sc_data[type].timer =
- add_timer (2000 + tick, skill_status_change_timer, bl->id,
- data);
- break;
-
- case SC_TENSIONRELAX: /* テンションリラックス */
- if (sd)
- { /* SPがあって、HPが満タンでなければ継続 */
- if (sd->status.sp > 12 && sd->status.max_hp > sd->status.hp)
- {
- if (sc_data[type].val2 % (sc_data[type].val1 + 3) == 0)
- {
- sd->status.sp -= 12;
- clif_updatestatus (sd, SP_SP);
- }
- sc_data[type].timer = add_timer ( /* タイマー再設定 */
- 10000 + tick,
- skill_status_change_timer,
- bl->id, data);
- return;
- }
- if (sd->status.max_hp <= sd->status.hp)
- skill_status_change_end (&sd->bl, SC_TENSIONRELAX, -1);
- }
+ sc_data[type].timer = Timer(tick + std::chrono::seconds(2),
+ std::bind(skill_status_change_timer, ph::_1, ph::_2,
+ bl->id, type));
break;
/* 時間切れ無し?? */
- case SC_AETERNA:
- case SC_TRICKDEAD:
- case SC_RIDING:
- case SC_FALCON:
- case SC_WEIGHT50:
- case SC_WEIGHT90:
- case SC_MAGICPOWER: /* 魔法力増幅 */
- case SC_REJECTSWORD: /* リジェクトソード */
- case SC_MEMORIZE: /* メモライズ */
- case SC_BROKNWEAPON:
- case SC_BROKNARMOR:
- if (sc_data[type].timer == tid)
- sc_data[type].timer =
- add_timer (1000 * 600 + tick, skill_status_change_timer,
- bl->id, data);
+ 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->id, type));
return;
- case SC_DANCING: //ダンススキルの時間SP消費
- {
- int s = 0;
- if (sd)
- {
- if (sd->status.sp > 0 && (--sc_data[type].val3) > 0)
- {
- switch (sc_data[type].val1)
- {
- case BD_RICHMANKIM: /* ニヨルドの宴 3秒にSP1 */
- case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き 3秒にSP1 */
- case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 3秒にSP1 */
- case BD_SIEGFRIED: /* 不死身のジークフリード 3秒にSP1 */
- case BA_DISSONANCE: /* 不協和音 3秒でSP1 */
- case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス 3秒でSP1 */
- case DC_UGLYDANCE: /* 自分勝手なダンス 3秒でSP1 */
- s = 3;
- break;
- case BD_LULLABY: /* 子守歌 4秒にSP1 */
- case BD_ETERNALCHAOS: /* 永遠の混沌 4秒にSP1 */
- case BD_ROKISWEIL: /* ロキの叫び 4秒にSP1 */
- case DC_FORTUNEKISS: /* 幸運のキス 4秒でSP1 */
- s = 4;
- break;
- case BD_INTOABYSS: /* 深淵の中に 5秒にSP1 */
- case BA_WHISTLE: /* 口笛 5秒でSP1 */
- case DC_HUMMING: /* ハミング 5秒でSP1 */
- case BA_POEMBRAGI: /* ブラギの詩 5秒でSP1 */
- case DC_SERVICEFORYOU: /* サービスフォーユー 5秒でSP1 */
- s = 5;
- break;
- case BA_APPLEIDUN: /* イドゥンの林檎 6秒でSP1 */
- s = 6;
- break;
- case DC_DONTFORGETME: /* 私を忘れないで… 10秒でSP1 */
- case CG_MOONLIT: /* 月明りの泉に落ちる花びら 10秒でSP1? */
- s = 10;
- break;
- }
- if (s && ((sc_data[type].val3 % s) == 0))
- {
- sd->status.sp--;
- clif_updatestatus (sd, SP_SP);
- }
- sc_data[type].timer = add_timer ( /* タイマー再設定 */
- 1000 + tick,
- skill_status_change_timer,
- bl->id, data);
- return;
- }
- }
- }
- break;
- case SC_BERSERK: /* バーサーク */
- if (sd)
- { /* HPが100以上なら継続 */
- if ((sd->status.hp - sd->status.hp / 100) > 100)
- {
- sd->status.hp -= sd->status.hp / 100;
- clif_updatestatus (sd, SP_HP);
- sc_data[type].timer = add_timer ( /* タイマー再設定 */
- 15000 + tick,
- skill_status_change_timer,
- bl->id, data);
- return;
- }
- }
- break;
- case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか)
- if (sd)
- {
- time_t timer;
- if (time (&timer) < ((sc_data[type].val2) + 3600))
- { //1時間たっていないので継続
- sc_data[type].timer = add_timer ( /* タイマー再設定 */
- 10000 + tick,
- skill_status_change_timer,
- bl->id, data);
- return;
- }
- }
- break;
- case SC_NOCHAT: //チャット禁止状態
- if (sd && battle_config.muting_players)
- {
- time_t timer;
- if ((++sd->status.manner)
- && time (&timer) <
- ((sc_data[type].val2) + 60 * (0 - sd->status.manner)))
- { //開始からstatus.manner分経ってないので継続
- clif_updatestatus (sd, SP_MANNER);
- sc_data[type].timer = add_timer ( /* タイマー再設定(60秒) */
- 60000 + tick,
- skill_status_change_timer,
- bl->id, data);
- return;
- }
- }
- break;
- case SC_SELFDESTRUCTION: /* 自爆 */
- if (--sc_data[type].val3 > 0)
- {
- struct mob_data *md;
- if (bl->type == BL_MOB && (md = (struct mob_data *) bl)
- && md->stats[MOB_SPEED] > 250)
- {
- md->stats[MOB_SPEED] -= 250;
- md->next_walktime = tick;
- }
- sc_data[type].timer = add_timer ( /* タイマー再設定 */
- 1000 + tick,
- skill_status_change_timer,
- bl->id, data);
- return;
- }
- break;
-
- case SC_FLYING_BACKPACK:
- clif_updatestatus (sd, SP_WEIGHT);
+ case StatusChange::SC_FLYING_BACKPACK:
+ clif_updatestatus(sd, SP::WEIGHT);
break;
}
- skill_status_change_end (bl, type, tid);
-}
-
-/*==========================================
- * ステータス異常終了
- *------------------------------------------
- */
-int skill_encchant_eremental_end (struct block_list *bl, int type)
-{
- struct status_change *sc_data;
-
- nullpo_retr (0, bl);
- nullpo_retr (0, sc_data = battle_get_sc_data (bl));
-
- if (type != SC_ENCPOISON && sc_data[SC_ENCPOISON].timer != -1) /* エンチャントポイズン解除 */
- skill_status_change_end (bl, SC_ENCPOISON, -1);
- if (type != SC_ASPERSIO && sc_data[SC_ASPERSIO].timer != -1) /* アスペルシオ解除 */
- skill_status_change_end (bl, SC_ASPERSIO, -1);
- if (type != SC_FLAMELAUNCHER && sc_data[SC_FLAMELAUNCHER].timer != -1) /* フレイムランチャ解除 */
- skill_status_change_end (bl, SC_FLAMELAUNCHER, -1);
- if (type != SC_FROSTWEAPON && sc_data[SC_FROSTWEAPON].timer != -1) /* フロストウェポン解除 */
- skill_status_change_end (bl, SC_FROSTWEAPON, -1);
- if (type != SC_LIGHTNINGLOADER && sc_data[SC_LIGHTNINGLOADER].timer != -1) /* ライトニングローダー解除 */
- skill_status_change_end (bl, SC_LIGHTNINGLOADER, -1);
- if (type != SC_SEISMICWEAPON && sc_data[SC_SEISMICWEAPON].timer != -1) /* サイスミックウェポン解除 */
- skill_status_change_end (bl, SC_SEISMICWEAPON, -1);
-
- return 0;
+ skill_status_change_end(bl, type, tid);
}
/*==========================================
* ステータス異常開始
*------------------------------------------
*/
-int skill_status_change_start (struct block_list *bl, int type, int val1,
- int val2, int val3, int val4, int tick,
- int flag)
+int skill_status_change_start(struct block_list *bl, StatusChange type,
+ int val1,
+ interval_t tick)
{
- return skill_status_effect (bl, type, val1, val2, val3, val4, tick, flag,
- 0);
+ return skill_status_effect(bl, type, val1, tick, 0);
}
-int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
- int val3, int val4, int tick, int flag,
- int spell_invocation)
+int skill_status_effect(struct block_list *bl, StatusChange type,
+ int val1,
+ interval_t tick, int spell_invocation)
{
struct map_session_data *sd = NULL;
- struct status_change *sc_data;
- short *sc_count, *option, *opt1, *opt2, *opt3;
- int opt_flag = 0, calc_flag = 0, updateflag =
- 0, race, mode, elem, undead_flag;
- int scdef = 0;
-
- nullpo_retr (0, bl);
- if (bl->type == BL_SKILL)
- return 0;
- nullpo_retr (0, sc_data = battle_get_sc_data (bl));
- nullpo_retr (0, sc_count = battle_get_sc_count (bl));
- nullpo_retr (0, option = battle_get_option (bl));
- nullpo_retr (0, opt1 = battle_get_opt1 (bl));
- nullpo_retr (0, opt2 = battle_get_opt2 (bl));
- nullpo_retr (0, opt3 = battle_get_opt3 (bl));
-
- race = battle_get_race (bl);
- mode = battle_get_mode (bl);
- elem = battle_get_elem_type (bl);
- undead_flag = battle_check_undead (race, elem);
-
- if (type == SC_AETERNA
- && (sc_data[SC_STONE].timer != -1 || sc_data[SC_FREEZE].timer != -1))
- return 0;
+ 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 SC_STONE:
- case SC_FREEZE:
- scdef = 3 + battle_get_mdef (bl) + battle_get_luk (bl) / 3;
- break;
- case SC_STAN:
- case SC_SILENCE:
- case SC_POISON:
- scdef = 3 + battle_get_vit (bl) + battle_get_luk (bl) / 3;
- break;
- case SC_SLEEP:
- case SC_BLIND:
- scdef = 3 + battle_get_int (bl) + battle_get_luk (bl) / 3;
- break;
- case SC_CURSE:
- scdef = 3 + battle_get_luk (bl);
+ case StatusChange::SC_POISON:
+ scdef = 3 + battle_get_vit(bl) + battle_get_luk(bl) / 3;
break;
-
-// case SC_CONFUSION:
- default:
- scdef = 0;
}
if (scdef >= 100)
return 0;
- if (bl->type == BL_PC)
+ if (bl->type == BL::PC)
{
sd = (struct map_session_data *) bl;
- if (sd && type == SC_ADRENALINE
- && !(skill_get_weapontype (BS_ADRENALINE) &
- (1 << sd->status.weapon)))
- return 0;
-
- if (SC_STONE <= type && type <= SC_BLIND)
- { /* カードによる耐性 */
- if (sd && sd->reseff[type - SC_STONE] > 0
- && MRAND (10000) < sd->reseff[type - SC_STONE])
- {
- if (battle_config.battle_log)
- printf ("PC %d skill_sc_start: cardによる異常耐性発動\n",
- sd->bl.id);
- return 0;
- }
- }
}
- else if (bl->type == BL_MOB)
+ else if (bl->type == BL::MOB)
{
}
else
{
if (battle_config.error_log)
- printf ("skill_status_change_start: neither MOB nor PC !\n");
- return 0;
- }
-
- if (type == SC_FREEZE && undead_flag && !(flag & 1))
- return 0;
-
- if ((type == SC_ADRENALINE || type == SC_WEAPONPERFECTION
- || type == SC_OVERTHRUST) && sc_data[type].timer != -1
- && sc_data[type].val2 && !val2)
- return 0;
-
- if (mode & 0x20 && (type == SC_STONE || type == SC_FREEZE ||
- type == SC_STAN || type == SC_SLEEP
- || type == SC_SILENCE || type == SC_QUAGMIRE
- || type == SC_DECREASEAGI || type == SC_SIGNUMCRUCIS
- || type == SC_PROVOKE || (type == SC_BLESSING
- && (undead_flag
- || race == 6)))
- && !(flag & 1))
- {
- /* ボスには効かない(ただしカードによる効果は適用される) */
+ PRINTF("skill_status_change_start: neither MOB nor PC !\n");
return 0;
}
- if (type == SC_FREEZE || type == SC_STAN || type == SC_SLEEP)
- battle_stopwalking (bl, 1);
- if (sc_data[type].timer != -1)
+ 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 != SC_COMBO && type != SC_DANCING && type != SC_DEVOTION && type != SC_SPEEDPOTION0 && type != SC_SPEEDPOTION1 && type != SC_SPEEDPOTION2 && type != SC_ATKPOT && type != SC_MATKPOT) // added atk and matk potions [Valaris]
+ 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 >= SC_STAN && type <= SC_BLIND)
- 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 */
- if (type == SC_GRAFFITI)
- { //異常中にもう一度状態異常になった時に解除してから再度かかる
- skill_status_change_end (bl, type, -1);
- }
- else
+ 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)--;
- delete_timer (sc_data[type].timer, skill_status_change_timer);
- sc_data[type].timer = -1;
+ sc_data[type].timer.cancel();
}
}
switch (type)
- { /* 異常の種類ごとの処理 */
- case SC_PROVOKE: /* プロボック */
- calc_flag = 1;
- if (tick <= 0)
- tick = 1000; /* (オートバーサーク) */
- break;
- case SC_ENDURE: /* インデュア */
- if (tick <= 0)
- tick = 1000 * 60;
- break;
- case SC_CONCENTRATE: /* 集中力向上 */
- calc_flag = 1;
- break;
- case SC_BLESSING: /* ブレッシング */
- {
- if (bl->type == BL_PC || (!undead_flag && race != 6))
- {
- if (sc_data[SC_CURSE].timer != -1)
- skill_status_change_end (bl, SC_CURSE, -1);
- if (sc_data[SC_STONE].timer != -1
- && sc_data[SC_STONE].val2 == 0)
- skill_status_change_end (bl, SC_STONE, -1);
- }
- calc_flag = 1;
- }
- break;
- case SC_ANGELUS: /* アンゼルス */
- calc_flag = 1;
- break;
- case SC_INCREASEAGI: /* 速度上昇 */
- calc_flag = 1;
- if (sc_data[SC_DECREASEAGI].timer != -1)
- skill_status_change_end (bl, SC_DECREASEAGI, -1);
- if (sc_data[SC_WINDWALK].timer != -1) /* ウインドウォーク */
- skill_status_change_end (bl, SC_WINDWALK, -1);
- break;
- case SC_DECREASEAGI: /* 速度減少 */
- calc_flag = 1;
- if (sc_data[SC_INCREASEAGI].timer != -1)
- skill_status_change_end (bl, SC_INCREASEAGI, -1);
- break;
- case SC_SIGNUMCRUCIS: /* シグナムクルシス */
- calc_flag = 1;
-// val2 = 14 + val1;
- val2 = 10 + val1 * 2;
- tick = 600 * 1000;
- clif_emotion (bl, 4);
- break;
- case SC_SLOWPOISON:
- if (sc_data[SC_POISON].timer == -1)
+ {
+ /* 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 SC_TWOHANDQUICKEN: /* 2HQ */
- *opt3 |= 1;
- calc_flag = 1;
- break;
- case SC_ADRENALINE: /* アドレナリンラッシュ */
- calc_flag = 1;
- break;
- case SC_WEAPONPERFECTION: /* ウェポンパーフェクション */
- if (battle_config.party_skill_penaly && !val2)
- tick /= 5;
- break;
- case SC_OVERTHRUST: /* オーバースラスト */
- *opt3 |= 2;
- if (battle_config.party_skill_penaly && !val2)
- tick /= 10;
- break;
- case SC_MAXIMIZEPOWER: /* マキシマイズパワー(SPが1減る時間,val2にも) */
- if (bl->type == BL_PC)
- val2 = tick;
- else
- tick = 5000 * val1;
- break;
- case SC_ENCPOISON: /* エンチャントポイズン */
- calc_flag = 1;
- val2 = (((val1 - 1) / 2) + 3) * 100; /* 毒付与確率 */
- skill_encchant_eremental_end (bl, SC_ENCPOISON);
- break;
- case SC_POISONREACT: /* ポイズンリアクト */
- break;
- case SC_IMPOSITIO: /* インポシティオマヌス */
- calc_flag = 1;
- break;
- case SC_ASPERSIO: /* アスペルシオ */
- skill_encchant_eremental_end (bl, SC_ASPERSIO);
- break;
- case SC_SUFFRAGIUM: /* サフラギム */
- case SC_BENEDICTIO: /* 聖体 */
- case SC_MAGNIFICAT: /* マグニフィカート */
- case SC_AETERNA: /* エーテルナ */
- break;
- case SC_ENERGYCOAT: /* エナジーコート */
- *opt3 |= 4;
- break;
- case SC_MAGICROD:
- val2 = val1 * 20;
- break;
- case SC_KYRIE: /* キリエエレイソン */
- val2 = battle_get_max_hp (bl) * (val1 * 2 + 10) / 100; /* 耐久度 */
- val3 = (val1 / 2 + 5); /* 回数 */
-// -- moonsoul (added to undo assumptio status if target has it)
- if (sc_data[SC_ASSUMPTIO].timer != -1)
- skill_status_change_end (bl, SC_ASSUMPTIO, -1);
- break;
- case SC_MINDBREAKER:
- calc_flag = 1;
- if (tick <= 0)
- tick = 1000; /* (オートバーサーク) */
- case SC_GLORIA: /* グロリア */
- calc_flag = 1;
- break;
- case SC_LOUD: /* ラウドボイス */
- calc_flag = 1;
- break;
- case SC_TRICKDEAD: /* 死んだふり */
- break;
- case SC_QUAGMIRE: /* クァグマイア */
- calc_flag = 1;
- if (sc_data[SC_CONCENTRATE].timer != -1) /* 集中力向上解除 */
- skill_status_change_end (bl, SC_CONCENTRATE, -1);
- if (sc_data[SC_INCREASEAGI].timer != -1) /* 速度上昇解除 */
- skill_status_change_end (bl, SC_INCREASEAGI, -1);
- if (sc_data[SC_TWOHANDQUICKEN].timer != -1)
- skill_status_change_end (bl, SC_TWOHANDQUICKEN, -1);
- if (sc_data[SC_SPEARSQUICKEN].timer != -1)
- skill_status_change_end (bl, SC_SPEARSQUICKEN, -1);
- if (sc_data[SC_ADRENALINE].timer != -1)
- skill_status_change_end (bl, SC_ADRENALINE, -1);
- if (sc_data[SC_LOUD].timer != -1)
- skill_status_change_end (bl, SC_LOUD, -1);
- if (sc_data[SC_TRUESIGHT].timer != -1) /* トゥルーサイト */
- skill_status_change_end (bl, SC_TRUESIGHT, -1);
- if (sc_data[SC_WINDWALK].timer != -1) /* ウインドウォーク */
- skill_status_change_end (bl, SC_WINDWALK, -1);
- if (sc_data[SC_CARTBOOST].timer != -1) /* カートブースト */
- skill_status_change_end (bl, SC_CARTBOOST, -1);
- break;
- case SC_FLAMELAUNCHER: /* フレームランチャー */
- skill_encchant_eremental_end (bl, SC_FLAMELAUNCHER);
- break;
- case SC_FROSTWEAPON: /* フロストウェポン */
- skill_encchant_eremental_end (bl, SC_FROSTWEAPON);
- break;
- case SC_LIGHTNINGLOADER: /* ライトニングローダー */
- skill_encchant_eremental_end (bl, SC_LIGHTNINGLOADER);
- break;
- case SC_SEISMICWEAPON: /* サイズミックウェポン */
- skill_encchant_eremental_end (bl, SC_SEISMICWEAPON);
- break;
- case SC_DEVOTION: /* ディボーション */
- calc_flag = 1;
- break;
- case SC_PROVIDENCE: /* プロヴィデンス */
- calc_flag = 1;
- val2 = val1 * 5;
- break;
- case SC_REFLECTSHIELD:
- val2 = 10 + val1 * 3;
- break;
- case SC_STRIPWEAPON:
- case SC_STRIPSHIELD:
- case SC_STRIPARMOR:
- case SC_STRIPHELM:
- case SC_CP_WEAPON:
- case SC_CP_SHIELD:
- case SC_CP_ARMOR:
- case SC_CP_HELM:
- break;
- case SC_AUTOSPELL: /* オートスペル */
- val4 = 5 + val1 * 2;
- break;
-
- case SC_VOLCANO:
+ case StatusChange::SC_SPEEDPOTION0: /* 増速ポーション */
+ *opt2 |= Opt2::_speedpotion0;
calc_flag = 1;
- val3 = val1 * 10;
- val4 =
- val1 >= 5 ? 20 : (val1 ==
- 4 ? 19 : (val1 ==
- 3 ? 17 : (val1 == 2 ? 14 : 10)));
- break;
- case SC_DELUGE:
- calc_flag = 1;
- val3 =
- val1 >= 5 ? 15 : (val1 ==
- 4 ? 14 : (val1 ==
- 3 ? 12 : (val1 == 2 ? 9 : 5)));
- val4 =
- val1 >= 5 ? 20 : (val1 ==
- 4 ? 19 : (val1 ==
- 3 ? 17 : (val1 == 2 ? 14 : 10)));
- break;
- case SC_VIOLENTGALE:
- calc_flag = 1;
- val3 = val1 * 3;
- val4 =
- val1 >= 5 ? 20 : (val1 ==
- 4 ? 19 : (val1 ==
- 3 ? 17 : (val1 == 2 ? 14 : 10)));
- break;
-
- case SC_SPEARSQUICKEN: /* スピアクイッケン */
- calc_flag = 1;
- val2 = 20 + val1;
- *opt3 |= 1;
- break;
- case SC_COMBO:
- break;
- case SC_BLADESTOP_WAIT: /* 白刃取り(待ち) */
- break;
- case SC_BLADESTOP: /* 白刃取り */
- if (val2 == 2)
- clif_bladestop ((struct block_list *) val3,
- (struct block_list *) val4, 1);
- *opt3 |= 32;
- break;
-
- case SC_LULLABY: /* 子守唄 */
- val2 = 11;
- break;
- case SC_RICHMANKIM:
- break;
- case SC_ETERNALCHAOS: /* エターナルカオス */
- calc_flag = 1;
- break;
- case SC_DRUMBATTLE: /* 戦太鼓の響き */
- calc_flag = 1;
- val2 = (val1 + 1) * 25;
- val3 = (val1 + 1) * 2;
- break;
- case SC_NIBELUNGEN: /* ニーベルングの指輪 */
- calc_flag = 1;
- val2 = (val1 + 2) * 50;
- val3 = (val1 + 2) * 25;
- break;
- case SC_ROKISWEIL: /* ロキの叫び */
- break;
- case SC_INTOABYSS: /* 深淵の中に */
- break;
- case SC_SIEGFRIED: /* 不死身のジークフリード */
- calc_flag = 1;
- val2 = 40 + val1 * 5;
- val3 = val1 * 10;
- break;
- case SC_DISSONANCE: /* 不協和音 */
- val2 = 10;
- break;
- case SC_WHISTLE: /* 口笛 */
- calc_flag = 1;
- break;
- case SC_ASSNCROS: /* 夕陽のアサシンクロス */
- calc_flag = 1;
- break;
- case SC_POEMBRAGI: /* ブラギの詩 */
- break;
- case SC_APPLEIDUN: /* イドゥンの林檎 */
- calc_flag = 1;
- break;
- case SC_UGLYDANCE: /* 自分勝手なダンス */
- val2 = 10;
- break;
- case SC_HUMMING: /* ハミング */
- calc_flag = 1;
- break;
- case SC_DONTFORGETME: /* 私を忘れないで */
- calc_flag = 1;
- if (sc_data[SC_INCREASEAGI].timer != -1) /* 速度上昇解除 */
- skill_status_change_end (bl, SC_INCREASEAGI, -1);
- if (sc_data[SC_TWOHANDQUICKEN].timer != -1)
- skill_status_change_end (bl, SC_TWOHANDQUICKEN, -1);
- if (sc_data[SC_SPEARSQUICKEN].timer != -1)
- skill_status_change_end (bl, SC_SPEARSQUICKEN, -1);
- if (sc_data[SC_ADRENALINE].timer != -1)
- skill_status_change_end (bl, SC_ADRENALINE, -1);
- if (sc_data[SC_ASSNCROS].timer != -1)
- skill_status_change_end (bl, SC_ASSNCROS, -1);
- if (sc_data[SC_TRUESIGHT].timer != -1) /* トゥルーサイト */
- skill_status_change_end (bl, SC_TRUESIGHT, -1);
- if (sc_data[SC_WINDWALK].timer != -1) /* ウインドウォーク */
- skill_status_change_end (bl, SC_WINDWALK, -1);
- if (sc_data[SC_CARTBOOST].timer != -1) /* カートブースト */
- skill_status_change_end (bl, SC_CARTBOOST, -1);
- break;
- case SC_FORTUNE: /* 幸運のキス */
- calc_flag = 1;
- break;
- case SC_SERVICE4U: /* サービスフォーユー */
- calc_flag = 1;
- break;
- case SC_DANCING: /* ダンス/演奏中 */
- calc_flag = 1;
- val3 = tick / 1000;
- tick = 1000;
- break;
-
- case SC_EXPLOSIONSPIRITS: // 爆裂波動
- calc_flag = 1;
- val2 = 75 + 25 * val1;
- *opt3 |= 8;
- break;
- case SC_STEELBODY: // 金剛
- calc_flag = 1;
- *opt3 |= 16;
- break;
- case SC_EXTREMITYFIST: /* 阿修羅覇凰拳 */
- break;
- case SC_AUTOCOUNTER:
- val3 = val4 = 0;
- break;
-
- case SC_SPEEDPOTION0: /* 増速ポーション */
- *opt2 |= 0x20;
- case SC_SPEEDPOTION1:
- case SC_SPEEDPOTION2:
- calc_flag = 1;
- tick = 1000 * tick;
-// val2 = 5*(2+type-SC_SPEEDPOTION0);
+// val2 = 5*(2+type-StatusChange::SC_SPEEDPOTION0);
break;
/* atk & matk potions [Valaris] */
- case SC_ATKPOT:
- *opt2 |= 0x80;
- case SC_MATKPOT:
- calc_flag = 1;
- tick = 1000 * tick;
- break;
- case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか)
- {
- time_t timer;
-
+ case StatusChange::SC_ATKPOT:
+ *opt2 |= Opt2::_atkpot;
+ FALLTHROUGH;
+ case StatusChange::SC_MATKPOT:
calc_flag = 1;
- tick = 10000;
- if (!val2)
- val2 = time (&timer);
- }
- break;
- case SC_NOCHAT: //チャット禁止状態
- {
- time_t timer;
-
- if (!battle_config.muting_players)
- break;
-
- tick = 60000;
- if (!val2)
- val2 = time (&timer);
- updateflag = SP_MANNER;
- }
- break;
- case SC_SELFDESTRUCTION: //自爆
- clif_skillcasting (bl, bl->id, bl->id, 0, 0, 331,
- skill_get_time (val2, val1));
- val3 = tick / 1000;
- tick = 1000;
- break;
-
- /* option1 */
- case SC_STONE: /* 石化 */
- if (!(flag & 2))
- {
- int sc_def = battle_get_mdef (bl) * 200;
- tick = tick - sc_def;
- }
- val3 = tick / 1000;
- if (val3 < 1)
- val3 = 1;
- tick = 5000;
- val2 = 1;
- break;
- case SC_SLEEP: /* 睡眠 */
- if (!(flag & 2))
- {
-// int sc_def = 100 - (battle_get_int(bl) + battle_get_luk(bl)/3);
-// tick = tick * sc_def / 100;
-// if(tick < 1000) tick = 1000;
- tick = 30000; //睡眠はステータス耐性に関わらず30秒
- }
- break;
- case SC_FREEZE: /* 凍結 */
- if (!(flag & 2))
- {
- int sc_def = 100 - battle_get_mdef (bl);
- tick = tick * sc_def / 100;
- }
- break;
- case SC_STAN: /* スタン(val2にミリ秒セット) */
- if (!(flag & 2))
- {
- int sc_def =
- 100 - (battle_get_vit (bl) + battle_get_luk (bl) / 3);
- tick = tick * sc_def / 100;
- }
break;
/* option2 */
- case SC_POISON: /* 毒 */
+ case StatusChange::SC_POISON: /* 毒 */
calc_flag = 1;
- if (!(flag & 2))
{
- int sc_def =
- 100 - (battle_get_vit (bl) + battle_get_luk (bl) / 5);
+ int sc_def =
+ 100 - (battle_get_vit(bl) + battle_get_luk(bl) / 5);
tick = tick * sc_def / 100;
}
- val3 = tick / 1000;
- if (val3 < 1)
- val3 = 1;
- tick = 1000;
- break;
- case SC_SILENCE: /* 沈黙(レックスデビーナ) */
- if (!(flag & 2))
- {
- int sc_def = 100 - battle_get_vit (bl);
- tick = tick * sc_def / 100;
- }
- break;
- case SC_BLIND: /* 暗黒 */
- calc_flag = 1;
- if (!(flag & 2))
- {
- int sc_def =
- battle_get_lv (bl) / 10 + battle_get_int (bl) / 15;
- tick = 30000 - sc_def;
- }
- break;
- case SC_CURSE:
- calc_flag = 1;
- if (!(flag & 2))
- {
- int sc_def = 100 - battle_get_vit (bl);
- tick = tick * sc_def / 100;
- }
- break;
-
- /* option */
- case SC_HIDING: /* ハイディング */
- calc_flag = 1;
- if (bl->type == BL_PC)
- {
- val2 = tick / 1000; /* 持続時間 */
- tick = 1000;
- }
- break;
- case SC_CHASEWALK:
- case SC_CLOAKING: /* クローキング */
- if (bl->type == BL_PC)
- val2 = tick;
- else
- tick = 5000 * val1;
- break;
- case SC_SIGHT: /* サイト/ルアフ */
- case SC_RUWACH:
- val2 = tick / 250;
- tick = 10;
- break;
-
- /* セーフティウォール、ニューマ */
- case SC_SAFETYWALL:
- case SC_PNEUMA:
- tick = ((struct skill_unit *) val2)->group->limit;
- break;
-
- /* アンクル */
- case SC_ANKLE:
- break;
-
- /* ウォーターボール */
- case SC_WATERBALL:
- tick = 150;
- if (val1 > 5) //レベルが5以上の場合は25発に制限(1発目はすでに打ってるので-1)
- val3 = 5 * 5 - 1;
- else
- val3 = (val1 | 1) * (val1 | 1) - 1;
- break;
-
- /* スキルじゃない/時間に関係しない */
- case SC_RIDING:
- calc_flag = 1;
- tick = 600 * 1000;
- break;
- case SC_FALCON:
- case SC_WEIGHT50:
- case SC_WEIGHT90:
- case SC_BROKNWEAPON:
- case SC_BROKNARMOR:
- tick = 600 * 1000;
- break;
-
- case SC_AUTOGUARD:
- {
- int i, t;
- for (i = val2 = 0; i < val1; i++)
- {
- t = 5 - (i >> 1);
- val2 += (t < 0) ? 1 : t;
- }
- }
- break;
- case SC_DEFENDER:
- calc_flag = 1;
- val2 = 5 + val1 * 15;
+ // huh?
+ tick = std::chrono::seconds(1);
break;
- case SC_KEEPING:
- case SC_BARRIER:
- case SC_HALLUCINATION:
- break;
- case SC_CONCENTRATION: /* コンセントレーション */
- *opt3 |= 1;
- calc_flag = 1;
- break;
- case SC_TENSIONRELAX: /* テンションリラックス */
- calc_flag = 1;
- if (bl->type == BL_PC)
- {
- tick = 10000;
- }
- break;
- case SC_AURABLADE: /* オーラブレード */
- case SC_PARRYING: /* パリイング */
-// case SC_ASSUMPTIO: /* */
- case SC_HEADCRUSH: /* ヘッドクラッシュ */
- case SC_JOINTBEAT: /* ジョイントビート */
-// case SC_MARIONETTE: /* マリオネットコントロール */
-
- //とりあえず手抜き
+ case StatusChange::SC_WEIGHT50:
+ case StatusChange::SC_WEIGHT90:
+ case StatusChange::SC_BROKNWEAPON:
+ case StatusChange::SC_BROKNARMOR:
+ tick = std::chrono::minutes(10);
break;
-// -- moonsoul (for new upper class related skill status effects)
-/*
- case SC_AURABLADE:
- val2 = val1*10;
- break;
- case SC_PARRYING:
- val2=val1*3;
- break;
- case SC_CONCENTRATION:
- calc_flag=1;
- val2=val1*10;
- val3=val1*5;
- break;
- case SC_TENSIONRELAX:
-// val2 = 10;
-// val3 = 15;
- break;
- case SC_BERSERK:
- calc_flag=1;
- break;
- case SC_ASSUMPTIO:
- if(sc_data[SC_KYRIE].timer!=-1 )
- skill_status_change_end(bl,SC_KYRIE,-1);
- break;
-*/
- case SC_WINDWALK: /* ウインドウォーク */
+ case StatusChange::SC_HASTE:
calc_flag = 1;
- val2 = (val1 / 2); //Flee上昇率
break;
- case SC_BERSERK: /* バーサーク */
- if (sd)
- {
- sd->status.sp = 0;
- clif_updatestatus (sd, SP_SP);
- clif_status_change (bl, SC_INCREASEAGI, 1); /* アイコン表示 */
- }
- *opt3 |= 128;
- tick = 1000;
- calc_flag = 1;
+ case StatusChange::SC_PHYS_SHIELD:
+ case StatusChange::SC_MBARRIER:
+ case StatusChange::SC_HALT_REGENERATE:
+ case StatusChange::SC_HIDE:
break;
- case SC_ASSUMPTIO: /* アスムプティオ */
- *opt3 |= 2048;
- break;
- case SC_MARIONETTE: /* マリオネットコントロール */
- *opt3 |= 1024;
- break;
- case SC_MELTDOWN: /* メルトダウン */
- case SC_CARTBOOST: /* カートブースト */
- case SC_TRUESIGHT: /* トゥルーサイト */
- case SC_SPIDERWEB: /* スパイダーウェッブ */
- case SC_MAGICPOWER: /* 魔法力増幅 */
- calc_flag = 1;
- break;
- case SC_REJECTSWORD: /* リジェクトソード */
- val2 = 3; //3回攻撃を跳ね返す
- break;
- case SC_MEMORIZE: /* メモライズ */
- val2 = 3; //3回詠唱を1/3にする
- break;
- case SC_GRAFFITI: /* グラフィティ */
- {
- struct skill_unit_group *sg =
- skill_unitsetting (bl, RG_GRAFFITI, val1, val2, val3, 0);
- if (sg)
- val4 = (int) sg;
- }
- break;
- case SC_HASTE:
- calc_flag = 1;
- case SC_SPLASHER: /* ベナムスプラッシャー */
- case SC_PHYS_SHIELD:
- case SC_MBARRIER:
- case SC_HALT_REGENERATE:
- case SC_HIDE:
- break;
- case SC_FLYING_BACKPACK:
- updateflag = SP_WEIGHT;
+ case StatusChange::SC_FLYING_BACKPACK:
+ updateflag = SP::WEIGHT;
break;
default:
if (battle_config.error_log)
- printf ("UnknownStatusChange [%d]\n", type);
+ PRINTF("UnknownStatusChange [%d]\n", type);
return 0;
}
- if (bl->type == BL_PC && type < SC_SENDMAX)
- clif_status_change (bl, type, 1); /* アイコン表示 */
+ if (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 SC_STONE:
- case SC_FREEZE:
- case SC_STAN:
- case SC_SLEEP:
- battle_stopattack (bl); /* 攻撃停止 */
- skill_stop_dancing (bl, 0); /* 演奏/ダンスの中断 */
- { /* 同時に掛からないステータス異常を解除 */
- int i;
- for (i = SC_STONE; i <= SC_SLEEP; i++)
- {
- if (sc_data[i].timer != -1)
- {
- (*sc_count)--;
- delete_timer (sc_data[i].timer,
- skill_status_change_timer);
- sc_data[i].timer = -1;
- }
- }
- }
- if (type == SC_STONE)
- *opt1 = 6;
- else
- *opt1 = type - SC_STONE + 1;
- opt_flag = 1;
- break;
- case SC_POISON:
- if (sc_data[SC_SLOWPOISON].timer == -1)
+ case StatusChange::SC_POISON:
+ if (!sc_data[StatusChange::SC_SLOWPOISON].timer)
{
- *opt2 |= 0x1;
+ *opt2 |= Opt2::_poison;
opt_flag = 1;
}
break;
- case SC_CURSE:
- case SC_SILENCE:
- case SC_BLIND:
- *opt2 |= 1 << (type - SC_POISON);
- opt_flag = 1;
- break;
- case SC_SLOWPOISON:
- *opt2 &= ~0x1;
- *opt2 |= 0x200;
- opt_flag = 1;
- break;
- case SC_SIGNUMCRUCIS:
- *opt2 |= 0x40;
- opt_flag = 1;
- break;
- case SC_HIDING:
- case SC_CLOAKING:
- battle_stopattack (bl); /* 攻撃停止 */
- *option |= ((type == SC_HIDING) ? 2 : 4);
- opt_flag = 1;
- break;
- case SC_CHASEWALK:
- battle_stopattack (bl); /* 攻撃停止 */
- *option |= 16388;
- opt_flag = 1;
- break;
- case SC_SIGHT:
- *option |= 1;
+ case StatusChange::SC_SLOWPOISON:
+ *opt2 &= ~Opt2::_poison;
+ *opt2 |= Opt2::_slowpoison;
opt_flag = 1;
break;
- case SC_RUWACH:
- *option |= 8192;
- opt_flag = 1;
- break;
- case SC_WEDDING:
- *option |= 4096;
- opt_flag = 1;
}
if (opt_flag) /* optionの変更 */
- clif_changeoption (bl);
+ clif_changeoption(bl);
(*sc_count)++; /* ステータス異常の数 */
sc_data[type].val1 = val1;
- sc_data[type].val2 = val2;
- sc_data[type].val3 = val3;
- sc_data[type].val4 = val4;
if (sc_data[type].spell_invocation) // Supplant by newer spell
- spell_effect_report_termination (sc_data[type].spell_invocation,
+ spell_effect_report_termination(sc_data[type].spell_invocation,
bl->id, type, 1);
sc_data[type].spell_invocation = spell_invocation;
/* タイマー設定 */
- sc_data[type].timer =
- add_timer (gettick () + tick, skill_status_change_timer, bl->id,
- type);
+ sc_data[type].timer = Timer(gettick() + tick,
+ std::bind(skill_status_change_timer, ph::_1, ph::_2,
+ bl->id, type));
- if (bl->type == BL_PC && calc_flag)
- pc_calcstatus (sd, 0); /* ステータス再計算 */
+ if (bl->type == BL::PC && calc_flag)
+ pc_calcstatus(sd, 0); /* ステータス再計算 */
- if (bl->type == BL_PC && updateflag)
- clif_updatestatus (sd, updateflag); /* ステータスをクライアントに送る */
+ if (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;
}
@@ -10811,82 +1158,49 @@ int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
* ステータス異常全解除
*------------------------------------------
*/
-int skill_status_change_clear (struct block_list *bl, int type)
-{
- struct status_change *sc_data;
- short *sc_count, *option, *opt1, *opt2, *opt3;
- int i;
-
- nullpo_retr (0, bl);
- nullpo_retr (0, sc_data = battle_get_sc_data (bl));
- nullpo_retr (0, sc_count = battle_get_sc_count (bl));
- nullpo_retr (0, option = battle_get_option (bl));
- nullpo_retr (0, opt1 = battle_get_opt1 (bl));
- nullpo_retr (0, opt2 = battle_get_opt2 (bl));
- nullpo_retr (0, opt3 = battle_get_opt3 (bl));
+int skill_status_change_clear(struct 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 (i = 0; i < MAX_STATUSCHANGE; i++)
+ for (StatusChange i : erange(StatusChange(), StatusChange::MAX_STATUSCHANGE))
{
- if (sc_data[i].timer != -1)
- { /* 異常があるならタイマーを削除する */
-/*
- delete_timer(sc_data[i].timer, skill_status_change_timer);
- sc_data[i].timer = -1;
-
- if (!type && i < SC_SENDMAX)
- clif_status_change(bl, i, 0);
-*/
-
- skill_status_change_end (bl, i, -1);
- }
+ if (sc_data[i].timer)
+ skill_status_change_end(bl, i, nullptr);
}
*sc_count = 0;
- *opt1 = 0;
- *opt2 = 0;
- *opt3 = 0;
- *option &= OPTION_MASK;
-
- if (night_flag == 1 && type == BL_PC) // by [Yor]
- *opt2 |= STATE_BLIND;
+ *opt1 = Opt1::ZERO;
+ *opt2 = Opt2::ZERO;
+ *opt3 = Opt3::ZERO;
+ *option = Option::ZERO;
- if (!type || type & 2)
- clif_changeoption (bl);
+ if (type == 0 || type & 2)
+ clif_changeoption(bl);
return 0;
}
-/* クローキング検査(周りに移動不可能地帯があるか) */
-int skill_check_cloaking (struct block_list *bl)
-{
- struct map_session_data *sd = NULL;
- static int dx[] = { -1, 0, 1, -1, 1, -1, 0, 1 };
- static int dy[] = { -1, -1, -1, 0, 0, 1, 1, 1 };
- int end = 1, i;
-
- nullpo_retr (0, bl);
-
- if (pc_checkskill (sd, AS_CLOAKING) > 2)
- return 0;
- if (bl->type == BL_PC && battle_config.pc_cloak_check_type & 1)
- return 0;
- if (bl->type == BL_MOB && battle_config.monster_cloak_check_type & 1)
- return 0;
- for (i = 0; i < sizeof (dx) / sizeof (dx[0]); i++)
- {
- int c = map_getcell (bl->m, bl->x + dx[i], bl->y + dy[i]);
- if (c == 1 || c == 5)
- end = 0;
- }
- if (end)
- {
- skill_status_change_end (bl, SC_CLOAKING, -1);
- *battle_get_option (bl) &= ~4; /* 念のための処理 */
- }
- return end;
-}
-
/*
*----------------------------------------------------------------------------
* スキルユニット
@@ -10894,891 +1208,18 @@ int skill_check_cloaking (struct block_list *bl)
*/
/*==========================================
- * 演奏/ダンススキルかどうか判定
- * 引数 スキルID
- * 戻り ダンスじゃない=0 合奏=2 それ以外のダンス=1
- *------------------------------------------
- */
-int skill_is_danceskill (int id)
-{
- int i;
- switch (id)
- {
- case BD_LULLABY: /* 子守歌 */
- case BD_RICHMANKIM: /* ニヨルドの宴 */
- case BD_ETERNALCHAOS: /* 永遠の混沌 */
- case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */
- case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */
- case BD_ROKISWEIL: /* ロキの叫び */
- case BD_INTOABYSS: /* 深淵の中に */
- case BD_SIEGFRIED: /* 不死身のジークフリード */
- case BD_RAGNAROK: /* 神々の黄昏 */
- case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
- i = 2;
- break;
- case BA_DISSONANCE: /* 不協和音 */
- case BA_FROSTJOKE: /* 寒いジョーク */
- case BA_WHISTLE: /* 口笛 */
- case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */
- case BA_POEMBRAGI: /* ブラギの詩 */
- case BA_APPLEIDUN: /* イドゥンの林檎 */
- case DC_UGLYDANCE: /* 自分勝手なダンス */
- case DC_SCREAM: /* スクリーム */
- case DC_HUMMING: /* ハミング */
- case DC_DONTFORGETME: /* 私を忘れないで… */
- case DC_FORTUNEKISS: /* 幸運のキス */
- case DC_SERVICEFORYOU: /* サービスフォーユー */
- i = 1;
- break;
- default:
- i = 0;
- }
- return i;
-}
-
-/*==========================================
* 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 (struct block_list *src, int flag)
-{
- struct status_change *sc_data;
- struct skill_unit_group *group;
-
- nullpo_retv (src);
-
- sc_data = battle_get_sc_data (src);
- if (sc_data && sc_data[SC_DANCING].timer == -1)
- return;
- group = (struct skill_unit_group *) sc_data[SC_DANCING].val2; //ダンスのスキルユニットIDはval2に入ってる
- if (group && src->type == BL_PC && sc_data && sc_data[SC_DANCING].val4)
- { //合奏中断
- struct map_session_data *dsd = map_id2sd (sc_data[SC_DANCING].val4); //相方のsd取得
- if (flag)
- { //ログアウトなど片方が落ちても演奏が継続される
- if (dsd && src->id == group->src_id)
- { //グループを持ってるPCが落ちる
- group->src_id = sc_data[SC_DANCING].val4; //相方にグループを任せる
- if (flag & 1) //ログアウト
- dsd->sc_data[SC_DANCING].val4 = 0; //相方の相方を0にして合奏終了→通常のダンス状態
- if (flag & 2) //ハエ飛びなど
- return; //合奏もダンス状態も終了させない&スキルユニットは置いてけぼり
- }
- else if (dsd && dsd->bl.id == group->src_id)
- { //相方がグループを持っているPCが落ちる(自分はグループを持っていない)
- if (flag & 1) //ログアウト
- dsd->sc_data[SC_DANCING].val4 = 0; //相方の相方を0にして合奏終了→通常のダンス状態
- if (flag & 2) //ハエ飛びなど
- return; //合奏もダンス状態も終了させない&スキルユニットは置いてけぼり
- }
- skill_status_change_end (src, SC_DANCING, -1); //自分のステータスを終了させる
- //そしてグループは消さない&消さないのでステータス計算もいらない?
- return;
- }
- else
- {
- if (dsd && src->id == group->src_id)
- { //グループを持ってるPCが止める
- skill_status_change_end ((struct block_list *) dsd, SC_DANCING, -1); //相手のステータスを終了させる
- }
- if (dsd && dsd->bl.id == group->src_id)
- { //相方がグループを持っているPCが止める(自分はグループを持っていない)
- skill_status_change_end (src, SC_DANCING, -1); //自分のステータスを終了させる
- }
- }
- }
- if (flag & 2 && group && src->type == BL_PC)
- { //ハエで飛んだときとかはユニットも飛ぶ
- struct map_session_data *sd = (struct map_session_data *) src;
- skill_unit_move_unit_group (group, sd->bl.m, (sd->to_x - sd->bl.x),
- (sd->to_y - sd->bl.y));
- return;
- }
- skill_delunitgroup (group);
- if (src->type == BL_PC)
- pc_calcstatus ((struct map_session_data *) src, 0);
-}
-
-/*==========================================
- * スキルユニット初期化
- *------------------------------------------
- */
-struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx,
- int x, int y)
-{
- struct skill_unit *unit;
-
- nullpo_retr (NULL, group);
- nullpo_retr (NULL, unit = &group->unit[idx]);
-
- if (!unit->alive)
- group->alive_count++;
-
- unit->bl.id = map_addobject (&unit->bl);
- unit->bl.type = BL_SKILL;
- unit->bl.m = group->map;
- unit->bl.x = x;
- unit->bl.y = y;
- unit->group = group;
- unit->val1 = unit->val2 = 0;
- unit->alive = 1;
-
- map_addblock (&unit->bl);
- clif_skill_setunit (unit);
- return unit;
-}
-
-int skill_unit_timer_sub_ondelete (struct block_list *bl, va_list ap);
-/*==========================================
- * スキルユニット削除
- *------------------------------------------
- */
-int skill_delunit (struct skill_unit *unit)
-{
- struct skill_unit_group *group;
- int range;
-
- nullpo_retr (0, unit);
- if (!unit->alive)
- return 0;
- nullpo_retr (0, group = unit->group);
-
- /* onlimitイベント呼び出し */
- skill_unit_onlimit (unit, gettick ());
-
- /* ondeleteイベント呼び出し */
- range = group->range;
- map_foreachinarea (skill_unit_timer_sub_ondelete, unit->bl.m,
- unit->bl.x - range, unit->bl.y - range,
- unit->bl.x + range, unit->bl.y + range, 0, &unit->bl,
- gettick ());
-
- clif_skill_delunit (unit);
-
- unit->group = NULL;
- unit->alive = 0;
- map_delobjectnofree (unit->bl.id, BL_SKILL);
- if (group->alive_count > 0 && (--group->alive_count) <= 0)
- skill_delunitgroup (group);
-
- return 0;
-}
-
-/*==========================================
- * スキルユニットグループ初期化
- *------------------------------------------
- */
-static int skill_unit_group_newid = 10;
-struct skill_unit_group *skill_initunitgroup (struct block_list *src,
- int count, int skillid,
- int skilllv, int unit_id)
-{
- int i;
- struct skill_unit_group *group = NULL, *list = NULL;
- int maxsug = 0;
-
- nullpo_retr (NULL, src);
-
- if (src->type == BL_PC)
- {
- list = ((struct map_session_data *) src)->skillunit;
- maxsug = MAX_SKILLUNITGROUP;
- }
- else if (src->type == BL_MOB)
- {
- list = ((struct mob_data *) src)->skillunit;
- maxsug = MAX_MOBSKILLUNITGROUP;
- }
- if (list)
- {
- for (i = 0; i < maxsug; i++) /* 空いているもの検索 */
- if (list[i].group_id == 0)
- {
- group = &list[i];
- break;
- }
-
- if (group == NULL)
- { /* 空いてないので古いもの検索 */
- int j = 0;
- unsigned maxdiff = 0, x, tick = gettick ();
- for (i = 0; i < maxsug; i++)
- if ((x = DIFF_TICK (tick, list[i].tick)) > maxdiff)
- {
- maxdiff = x;
- j = i;
- }
- skill_delunitgroup (&list[j]);
- group = &list[j];
- }
- }
-
- if (group == NULL)
- {
- printf ("skill_initunitgroup: error unit group !\n");
- exit (1);
- }
-
- group->src_id = src->id;
- group->party_id = battle_get_party_id (src);
- group->guild_id = battle_get_guild_id (src);
- group->group_id = skill_unit_group_newid++;
- if (skill_unit_group_newid <= 0)
- skill_unit_group_newid = 10;
- CREATE (group->unit, struct skill_unit, count);
- group->unit_count = count;
- group->val1 = group->val2 = 0;
- group->skill_id = skillid;
- group->skill_lv = skilllv;
- group->unit_id = unit_id;
- group->map = src->m;
- group->range = 0;
- group->limit = 10000;
- group->interval = 1000;
- group->tick = gettick ();
- group->valstr = NULL;
-
- if (skill_is_danceskill (skillid))
- {
- struct map_session_data *sd = NULL;
- if (src->type == BL_PC && (sd = (struct map_session_data *) src))
- {
- sd->skillid_dance = skillid;
- sd->skilllv_dance = skilllv;
- }
- skill_status_change_start (src, SC_DANCING, skillid, (int) group, 0,
- 0, skill_get_time (skillid,
- skilllv) + 1000, 0);
- switch (skillid)
- { //合奏スキルは相方をダンス状態にする
- case BD_LULLABY: /* 子守歌 */
- case BD_RICHMANKIM: /* ニヨルドの宴 */
- case BD_ETERNALCHAOS: /* 永遠の混沌 */
- case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */
- case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */
- case BD_ROKISWEIL: /* ロキの叫び */
- case BD_INTOABYSS: /* 深淵の中に */
- case BD_SIEGFRIED: /* 不死身のジークフリード */
- case BD_RAGNAROK: /* 神々の黄昏 */
- case CG_MOONLIT: /* 月明りの泉に落ちる花びら */
- {
- int range = 1;
- int c = 0;
- if (sd)
- {
- map_foreachinarea (skill_check_condition_use_sub,
- sd->bl.m, sd->bl.x - range,
- sd->bl.y - range, sd->bl.x + range,
- sd->bl.y + range, BL_PC, &sd->bl, &c);
- }
- }
- }
- }
- return group;
-}
-
-/*==========================================
- * スキルユニットグループ削除
- *------------------------------------------
- */
-int skill_delunitgroup (struct skill_unit_group *group)
-{
- struct block_list *src;
- int i;
-
- nullpo_retr (0, group);
- if (group->unit_count <= 0)
- return 0;
-
- src = map_id2bl (group->src_id);
- if (skill_is_danceskill (group->skill_id))
- { //ダンススキルはダンス状態を解除する
- if (src)
- skill_status_change_end (src, SC_DANCING, -1);
- }
-
- group->alive_count = 0;
- if (group->unit != NULL)
- {
- for (i = 0; i < group->unit_count; i++)
- if (group->unit[i].alive)
- skill_delunit (&group->unit[i]);
- }
- if (group->valstr != NULL)
- {
- map_freeblock (group->valstr);
- group->valstr = NULL;
- }
-
- map_freeblock (group->unit); /* free()の替わり */
- group->unit = NULL;
- group->src_id = 0;
- group->group_id = 0;
- group->unit_count = 0;
- return 0;
-}
-
-/*==========================================
- * スキルユニットグループ全削除
- *------------------------------------------
- */
-int skill_clear_unitgroup (struct block_list *src)
-{
- struct skill_unit_group *group = NULL;
- int maxsug = 0;
-
- nullpo_retr (0, src);
-
- if (src->type == BL_PC)
- {
- group = ((struct map_session_data *) src)->skillunit;
- maxsug = MAX_SKILLUNITGROUP;
- }
- else if (src->type == BL_MOB)
- {
- group = ((struct mob_data *) src)->skillunit;
- maxsug = MAX_MOBSKILLUNITGROUP;
- }
- if (group)
- {
- int i;
- for (i = 0; i < maxsug; i++)
- if (group[i].group_id > 0 && group[i].src_id == src->id)
- skill_delunitgroup (&group[i]);
- }
- return 0;
-}
-
-/*==========================================
- * スキルユニットグループの被影響tick検索
- *------------------------------------------
- */
-struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct
- block_list
- *bl,
- int group_id)
-{
- int i, j = 0, k, s = group_id % MAX_SKILLUNITGROUPTICKSET;
- struct skill_unit_group_tickset *set = NULL;
-
- nullpo_retr (0, bl);
-
- if (bl->type == BL_PC)
- {
- set = ((struct map_session_data *) bl)->skillunittick;
- }
- else
- {
- set = ((struct mob_data *) bl)->skillunittick;
- }
- if (set == NULL)
- return 0;
- for (i = 0; i < MAX_SKILLUNITGROUPTICKSET; i++)
- if (set[(k = (i + s) % MAX_SKILLUNITGROUPTICKSET)].group_id ==
- group_id)
- return &set[k];
- else if (set[k].group_id == 0)
- j = k;
-
- return &set[j];
-}
-
-/*==========================================
- * スキルユニットグループの被影響tick削除
- *------------------------------------------
- */
-int skill_unitgrouptickset_delete (struct block_list *bl, int group_id)
-{
- int i, s = group_id % MAX_SKILLUNITGROUPTICKSET;
- struct skill_unit_group_tickset *set = NULL, *ts;
-
- nullpo_retr (0, bl);
-
- if (bl->type == BL_PC)
- {
- set = ((struct map_session_data *) bl)->skillunittick;
- }
- else
- {
- set = ((struct mob_data *) bl)->skillunittick;
- }
-
- if (set != NULL)
- {
-
- for (i = 0; i < MAX_SKILLUNITGROUPTICKSET; i++)
- if ((ts =
- &set[(i + s) % MAX_SKILLUNITGROUPTICKSET])->group_id ==
- group_id)
- ts->group_id = 0;
-
- }
- return 0;
-}
-
-/*==========================================
- * スキルユニットタイマー発動処理用(foreachinarea)
- *------------------------------------------
- */
-static
-int skill_unit_timer_sub_onplace (struct block_list *bl, va_list ap)
+void skill_stop_dancing(struct block_list *, int)
{
- struct block_list *src;
- struct skill_unit *su;
- unsigned int tick;
-
- nullpo_retr (0, bl);
- nullpo_retr (0, ap);
- src = va_arg (ap, struct block_list *);
-
- tick = va_arg (ap, unsigned int);
- su = (struct skill_unit *) src;
-
- if (su && su->alive)
- {
- struct skill_unit_group *sg;
- sg = su->group;
- if (sg && battle_check_target (src, bl, sg->target_flag) > 0)
- skill_unit_onplace (su, bl, tick);
- }
- return 0;
+ // TODO remove this
}
-/*==========================================
- * スキルユニットタイマー削除処理用(foreachinarea)
- *------------------------------------------
- */
-int skill_unit_timer_sub_ondelete (struct block_list *bl, va_list ap)
-{
- struct block_list *src;
- struct skill_unit *su;
- unsigned int tick;
-
- nullpo_retr (0, bl);
- nullpo_retr (0, ap);
- src = va_arg (ap, struct block_list *);
-
- tick = va_arg (ap, unsigned int);
- su = (struct skill_unit *) src;
-
- if (su && su->alive)
- {
- struct skill_unit_group *sg;
- sg = su->group;
- if (sg && battle_check_target (src, bl, sg->target_flag) > 0)
- skill_unit_ondelete (su, bl, tick);
- }
- return 0;
-}
-
-/*==========================================
- * スキルユニットタイマー処理用(foreachobject)
- *------------------------------------------
- */
-static
-int skill_unit_timer_sub (struct block_list *bl, va_list ap)
-{
- struct skill_unit *unit;
- struct skill_unit_group *group;
- int range;
- unsigned int tick;
-
- nullpo_retr (0, bl);
- nullpo_retr (0, ap);
- nullpo_retr (0, unit = (struct skill_unit *) bl);
- nullpo_retr (0, group = unit->group);
- tick = va_arg (ap, unsigned int);
-
- if (!unit->alive)
- return 0;
-
- range = (unit->range != 0) ? unit->range : group->range;
-
- /* onplaceイベント呼び出し */
- if (unit->alive && unit->range >= 0)
- {
- map_foreachinarea (skill_unit_timer_sub_onplace, bl->m,
- bl->x - range, bl->y - range, bl->x + range,
- bl->y + range, 0, bl, tick);
- if (group->unit_id == 0xaa
- && DIFF_TICK (tick, group->tick) >= 6000 * group->val2)
- {
- map_foreachinarea (skill_idun_heal, bl->m,
- bl->x - range, bl->y - range, bl->x + range,
- bl->y + range, 0, unit);
- group->val2++;
- }
- }
- /* 時間切れ削除 */
- if (unit->alive &&
- (DIFF_TICK (tick, group->tick) >= group->limit
- || DIFF_TICK (tick, group->tick) >= unit->limit))
- {
- switch (group->unit_id)
- {
-
- case 0x8f: /* ブラストマイン */
- group->unit_id = 0x8c;
- clif_changelook (bl, LOOK_BASE, group->unit_id);
- group->limit = DIFF_TICK (tick + 1500, group->tick);
- unit->limit = DIFF_TICK (tick + 1500, group->tick);
- break;
- case 0x90: /* スキッドトラップ */
- case 0x91: /* アンクルスネア */
- case 0x93: /* ランドマイン */
- case 0x94: /* ショックウェーブトラップ */
- case 0x95: /* サンドマン */
- case 0x96: /* フラッシャー */
- case 0x97: /* フリージングトラップ */
- case 0x98: /* クレイモアートラップ */
- case 0x99: /* トーキーボックス */
- {
- struct block_list *src = map_id2bl (group->src_id);
- if (group->unit_id == 0x91 && group->val2);
- else
- {
- if (src && src->type == BL_PC)
- {
- struct item item_tmp;
- memset (&item_tmp, 0, sizeof (item_tmp));
- item_tmp.nameid = 1065;
- item_tmp.identify = 1;
- map_addflooritem (&item_tmp, 1, bl->m, bl->x, bl->y, NULL, NULL, NULL, 0); // 罠返還
- }
- }
- }
- default:
- skill_delunit (unit);
- }
- }
-
- if (group->unit_id == 0x8d)
- {
- unit->val1 -= 5;
- if (unit->val1 <= 0 && unit->limit + group->tick > tick + 700)
- unit->limit = DIFF_TICK (tick + 700, group->tick);
- }
-
- return 0;
-}
-
-/*==========================================
- * スキルユニットタイマー処理
- *------------------------------------------
- */
-static
-void skill_unit_timer (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data)
-{
- map_freeblock_lock ();
-
- map_foreachobject (skill_unit_timer_sub, BL_SKILL, tick);
-
- map_freeblock_unlock ();
-}
-
-/*==========================================
- * スキルユニット移動時処理用(foreachinarea)
- *------------------------------------------
- */
-static
-int skill_unit_out_all_sub (struct block_list *bl, va_list ap)
-{
- struct skill_unit *unit;
- struct skill_unit_group *group;
- struct block_list *src;
- int range;
- unsigned int tick;
-
- nullpo_retr (0, bl);
- nullpo_retr (0, ap);
- nullpo_retr (0, src = va_arg (ap, struct block_list *));
- nullpo_retr (0, unit = (struct skill_unit *) bl);
- nullpo_retr (0, group = unit->group);
-
- tick = va_arg (ap, unsigned int);
-
- if (!unit->alive || src->prev == NULL)
- return 0;
-
- range = (unit->range != 0) ? unit->range : group->range;
-
- if (range < 0 || battle_check_target (bl, src, group->target_flag) <= 0)
- return 0;
-
- if (src->x >= bl->x - range && src->x <= bl->x + range &&
- src->y >= bl->y - range && src->y <= bl->y + range)
- skill_unit_onout (unit, src, tick);
-
- return 0;
-}
-
-/*==========================================
- * スキルユニット移動時処理
- *------------------------------------------
- */
-int skill_unit_out_all (struct block_list *bl, unsigned int tick, int range)
-{
- nullpo_retr (0, bl);
-
- if (bl->prev == NULL)
- return 0;
-
- if (range < 7)
- range = 7;
- map_foreachinarea (skill_unit_out_all_sub,
- bl->m, bl->x - range, bl->y - range, bl->x + range,
- bl->y + range, BL_SKILL, bl, tick);
-
- return 0;
-}
-
-/*==========================================
- * スキルユニット移動時処理用(foreachinarea)
- *------------------------------------------
- */
-static
-int skill_unit_move_sub (struct block_list *bl, va_list ap)
-{
- struct skill_unit *unit;
- struct skill_unit_group *group;
- struct block_list *src;
- int range;
- unsigned int tick;
-
- nullpo_retr (0, bl);
- nullpo_retr (0, ap);
- nullpo_retr (0, unit = (struct skill_unit *) bl);
- nullpo_retr (0, src = va_arg (ap, struct block_list *));
-
- tick = va_arg (ap, unsigned int);
-
- if (!unit->alive || src->prev == NULL)
- return 0;
-
- if ((group = unit->group) == NULL)
- return 0;
- range = (unit->range != 0) ? unit->range : group->range;
-
- if (range < 0 || battle_check_target (bl, src, group->target_flag) <= 0)
- return 0;
-
- if (src->x >= bl->x - range && src->x <= bl->x + range &&
- src->y >= bl->y - range && src->y <= bl->y + range)
- skill_unit_onplace (unit, src, tick);
- else
- skill_unit_onout (unit, src, tick);
-
- return 0;
-}
-
-/*==========================================
- * スキルユニット移動時処理
- *------------------------------------------
- */
-int skill_unit_move (struct block_list *bl, unsigned int tick, int range)
-{
- nullpo_retr (0, bl);
-
- if (bl->prev == NULL)
- return 0;
-
- if (range < 7)
- range = 7;
- map_foreachinarea (skill_unit_move_sub,
- bl->m, bl->x - range, bl->y - range, bl->x + range,
- bl->y + range, BL_SKILL, bl, tick);
-
- return 0;
-}
-
-/*==========================================
- * スキルユニット自体の移動時処理(foreachinarea)
- *------------------------------------------
- */
-static
-int skill_unit_move_unit_group_sub (struct block_list *bl, va_list ap)
-{
- struct skill_unit *unit;
- struct skill_unit_group *group;
- struct block_list *src;
- int range;
- unsigned int tick;
-
- nullpo_retr (0, bl);
- nullpo_retr (0, ap);
- nullpo_retr (0, src = va_arg (ap, struct block_list *));
- nullpo_retr (0, unit = (struct skill_unit *) src);
- nullpo_retr (0, group = unit->group);
-
- tick = va_arg (ap, unsigned int);
-
- if (!unit->alive || bl->prev == NULL)
- return 0;
-
- range = (unit->range != 0) ? unit->range : group->range;
-
- if (range < 0 || battle_check_target (src, bl, group->target_flag) <= 0)
- return 0;
- if (bl->x >= src->x - range && bl->x <= src->x + range &&
- bl->y >= src->y - range && bl->y <= src->y + range)
- skill_unit_onplace (unit, bl, tick);
- else
- skill_unit_onout (unit, bl, tick);
- return 0;
-}
-
-/*==========================================
- * スキルユニット自体の移動時処理
- * 引数はグループと移動量
- *------------------------------------------
- */
-int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx,
- int dy)
-{
- nullpo_retr (0, group);
-
- if (group->unit_count <= 0)
- return 0;
-
- if (group->unit != NULL)
- {
- if (!battle_config.unit_movement_type)
- {
- int i;
- for (i = 0; i < group->unit_count; i++)
- {
- struct skill_unit *unit = &group->unit[i];
- if (unit->alive && !(m == unit->bl.m && dx == 0 && dy == 0))
- {
- int range = unit->range;
- map_delblock (&unit->bl);
- unit->bl.m = m;
- unit->bl.x += dx;
- unit->bl.y += dy;
- map_addblock (&unit->bl);
- clif_skill_setunit (unit);
- if (range > 0)
- {
- if (range < 7)
- range = 7;
- map_foreachinarea (skill_unit_move_unit_group_sub,
- unit->bl.m, unit->bl.x - range,
- unit->bl.y - range,
- unit->bl.x + range,
- unit->bl.y + range, 0, &unit->bl,
- gettick ());
- }
- }
- }
- }
- else
- {
- int i, j, *r_flag, *s_flag, *m_flag;
- struct skill_unit *unit1;
- struct skill_unit *unit2;
- r_flag = (int *) malloc (sizeof (int) * group->unit_count);
- s_flag = (int *) malloc (sizeof (int) * group->unit_count);
- m_flag = (int *) malloc (sizeof (int) * group->unit_count);
- memset (r_flag, 0, sizeof (int) * group->unit_count); // 継承フラグ
- memset (s_flag, 0, sizeof (int) * group->unit_count); // 継承フラグ
- memset (m_flag, 0, sizeof (int) * group->unit_count); // 継承フラグ
-
- //先にフラグを全部決める
- for (i = 0; i < group->unit_count; i++)
- {
- int move_check = 0; // かぶりフラグ
- unit1 = &group->unit[i];
- for (j = 0; j < group->unit_count; j++)
- {
- unit2 = &group->unit[j];
- if (unit1->bl.m == m && unit1->bl.x + dx == unit2->bl.x
- && unit1->bl.y + dy == unit2->bl.y)
- {
- //移動先にユニットがかぶってたら
- s_flag[i] = 1; // 移動前のユニットナンバーの継承フラグon
- r_flag[j] = 1; // かぶるユニットナンバーの残留フラグon
- move_check = 1; //ユニットがかぶった。
- break;
- }
- }
- if (!move_check) // ユニットがかぶってなかったら
- m_flag[i] = 1; // 移動前ユニットナンバーの移動フラグon
- }
-
- //フラグに基づいてユニット移動
- for (i = 0; i < group->unit_count; i++)
- {
- unit1 = &group->unit[i];
- if (m_flag[i])
- { // 移動フラグがonで
- if (!r_flag[i])
- { // 残留フラグがoffなら
- //単純移動(rangeも継承の必要無し)
- int range = unit1->range;
- map_delblock (&unit1->bl);
- unit1->bl.m = m;
- unit1->bl.x += dx;
- unit1->bl.y += dy;
- map_addblock (&unit1->bl);
- clif_skill_setunit (unit1);
- if (range > 0)
- {
- if (range < 7)
- range = 7;
- map_foreachinarea (skill_unit_move_unit_group_sub,
- unit1->bl.m,
- unit1->bl.x - range,
- unit1->bl.y - range,
- unit1->bl.x + range,
- unit1->bl.y + range, 0,
- &unit1->bl, gettick ());
- }
- }
- else
- { // 残留フラグがonなら
- //空ユニットになるので、継承可能なユニットを探す
- for (j = 0; j < group->unit_count; j++)
- {
- unit2 = &group->unit[j];
- if (s_flag[j] && !r_flag[j])
- {
- // 継承移動(range継承付き)
- int range = unit1->range;
- map_delblock (&unit2->bl);
- unit2->bl.m = m;
- unit2->bl.x = unit1->bl.x + dx;
- unit2->bl.y = unit1->bl.y + dy;
- unit2->range = unit1->range;
- map_addblock (&unit2->bl);
- clif_skill_setunit (unit2);
- if (range > 0)
- {
- if (range < 7)
- range = 7;
- map_foreachinarea
- (skill_unit_move_unit_group_sub,
- unit2->bl.m, unit2->bl.x - range,
- unit2->bl.y - range,
- unit2->bl.x + range,
- unit2->bl.y + range, 0, &unit2->bl,
- gettick ());
- }
- s_flag[j] = 0; // 継承完了したのでoff
- break;
- }
- }
- }
- }
- }
- free (r_flag);
- free (s_flag);
- free (m_flag);
- }
- }
- return 0;
-}
+void skill_unit_timer_sub_ondelete(struct block_list *bl,
+ struct block_list *src, unsigned int tick);
/*----------------------------------------------------------------------------
* アイテム合成
@@ -11789,26 +1230,26 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx,
* 初期化系
*/
-static int scan_stat (char *statname)
-{
- if (!strcasecmp (statname, "str"))
- return SP_STR;
- if (!strcasecmp (statname, "dex"))
- return SP_DEX;
- if (!strcasecmp (statname, "agi"))
- return SP_AGI;
- if (!strcasecmp (statname, "vit"))
- return SP_VIT;
- if (!strcasecmp (statname, "int"))
- return SP_INT;
- if (!strcasecmp (statname, "luk"))
- return SP_LUK;
- if (!strcasecmp (statname, "none"))
- return 0;
-
- else
- fprintf (stderr, "Unknown stat `%s'\n", statname);
- return 0;
+static
+SP scan_stat(char *statname)
+{
+ if (!strcasecmp(statname, "str"))
+ return SP::STR;
+ if (!strcasecmp(statname, "dex"))
+ return SP::DEX;
+ if (!strcasecmp(statname, "agi"))
+ return SP::AGI;
+ if (!strcasecmp(statname, "vit"))
+ return SP::VIT;
+ if (!strcasecmp(statname, "int"))
+ return SP::INT;
+ if (!strcasecmp(statname, "luk"))
+ return SP::LUK;
+ if (!strcasecmp(statname, "none"))
+ return SP::ZERO;
+
+ FPRINTF(stderr, "Unknown stat `%s'\n", statname);
+ return SP::ZERO;
}
/*==========================================
@@ -11818,21 +1259,21 @@ static int scan_stat (char *statname)
*------------------------------------------
*/
static
-int skill_readdb (void)
+int skill_readdb(void)
{
- int i, j, k, l;
+ int j, k;
FILE *fp;
char line[1024], *p;
/* The main skill database */
- memset (skill_db, 0, sizeof (skill_db));
- fp = fopen_ ("db/skill_db.txt", "r");
+ memset(&skill_db, 0, sizeof(skill_db));
+ fp = fopen_("db/skill_db.txt", "r");
if (fp == NULL)
{
- printf ("can't read db/skill_db.txt\n");
+ PRINTF("can't read db/skill_db.txt\n");
return 1;
}
- while (fgets (line, 1020, fp))
+ while (fgets(line, 1020, fp))
{
char *split[50], *split2[MAX_SKILL_LEVEL];
if (line[0] == '/' && line[1] == '/')
@@ -11842,414 +1283,97 @@ int skill_readdb (void)
while (*p == '\t' || *p == ' ')
p++;
split[j] = p;
- p = strchr (p, ',');
+ p = strchr(p, ',');
if (p)
*p++ = 0;
}
if (split[17] == NULL || j < 18)
{
- fprintf (stderr, "Incomplete skill db data online (%d entries)\n",
+ FPRINTF(stderr, "Incomplete skill db data online (%d entries)\n",
j);
continue;
}
- i = atoi (split[0]);
- if (i < 0 || i > MAX_SKILL_DB)
+ SkillID i = SkillID(atoi(split[0]));
+ if (/*i < SkillID() ||*/ i > SkillID::MAX_SKILL_DB)
continue;
- memset (split2, 0, sizeof (split2));
+ memset(split2, 0, sizeof(split2));
for (j = 0, p = split[1]; j < MAX_SKILL_LEVEL && p; j++)
{
split2[j] = p;
- p = strchr (p, ':');
+ p = strchr(p, ':');
if (p)
*p++ = 0;
}
for (k = 0; k < MAX_SKILL_LEVEL; k++)
skill_db[i].range[k] =
- (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
- skill_db[i].hit = atoi (split[2]);
- skill_db[i].inf = atoi (split[3]);
- skill_db[i].pl = atoi (split[4]);
- skill_db[i].nk = atoi (split[5]);
- skill_db[i].max_raise = atoi (split[6]);
- skill_db[i].max = atoi (split[7]);
-
- memset (split2, 0, sizeof (split2));
+ (split2[k]) ? atoi(split2[k]) : atoi(split2[0]);
+ skill_db[i].hit = atoi(split[2]);
+ skill_db[i].inf = atoi(split[3]);
+ skill_db[i].pl = atoi(split[4]);
+ skill_db[i].nk = atoi(split[5]);
+ skill_db[i].max_raise = atoi(split[6]);
+ skill_db[i].max = atoi(split[7]);
+
+ memset(split2, 0, sizeof(split2));
for (j = 0, p = split[8]; j < MAX_SKILL_LEVEL && p; j++)
{
split2[j] = p;
- p = strchr (p, ':');
+ p = strchr(p, ':');
if (p)
*p++ = 0;
}
for (k = 0; k < MAX_SKILL_LEVEL; k++)
skill_db[i].num[k] =
- (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
+ (split2[k]) ? atoi(split2[k]) : atoi(split2[0]);
- if (strcasecmp (split[9], "yes") == 0)
+ if (strcasecmp(split[9], "yes") == 0)
skill_db[i].castcancel = 1;
else
skill_db[i].castcancel = 0;
- skill_db[i].cast_def_rate = atoi (split[9]);
- skill_db[i].inf2 = atoi (split[10]);
- skill_db[i].maxcount = atoi (split[11]);
- if (strcasecmp (split[13], "weapon") == 0)
- skill_db[i].skill_type = BF_WEAPON;
- else if (strcasecmp (split[12], "magic") == 0)
- skill_db[i].skill_type = BF_MAGIC;
- else if (strcasecmp (split[12], "misc") == 0)
- skill_db[i].skill_type = BF_MISC;
- else
- skill_db[i].skill_type = 0;
- memset (split2, 0, sizeof (split2));
- for (j = 0, p = split[14]; j < MAX_SKILL_LEVEL && p; j++)
- {
- split2[j] = p;
- p = strchr (p, ':');
- if (p)
- *p++ = 0;
- }
- for (k = 0; k < MAX_SKILL_LEVEL; k++)
- skill_db[i].blewcount[k] =
- (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
+ skill_db[i].cast_def_rate = atoi(split[10]);
+ skill_db[i].inf2 = atoi(split[11]);
+ skill_db[i].maxcount = atoi(split[12]);
+ // split[13] was one of: BF::WEAPON, BF::MAGIC, BF::MISC, BF::ZERO
+ memset(split2, 0, sizeof(split2));
+ // split[14] was colon-separated blow counts.
- if (!strcasecmp (split[15], "passive"))
+ if (!strcasecmp(split[15], "passive"))
{
- skill_pool_register (i);
- skill_db[i].poolflags = SKILL_POOL_FLAG;
+ skill_pool_register(i);
+ skill_db[i].poolflags = SkillFlags::POOL_FLAG;
}
- else if (!strcasecmp (split[15], "active"))
+ else if (!strcasecmp(split[15], "active"))
{
- skill_pool_register (i);
- skill_db[i].poolflags = SKILL_POOL_FLAG | SKILL_POOL_ACTIVE;
+ skill_pool_register(i);
+ skill_db[i].poolflags = SkillFlags::POOL_FLAG | SkillFlags::POOL_ACTIVE;
}
else
- skill_db[i].poolflags = 0;
+ skill_db[i].poolflags = SkillFlags::ZERO;
- skill_db[i].stat = scan_stat (split[16]);
+ skill_db[i].stat = scan_stat(split[16]);
- char *tmp = strdup (split[17]);
- skill_names[i].desc = tmp;
- { // replace "_" by " "
+ char *tmp = strdup(split[17]);
+ {
+ // replace "_" by " "
char *s = tmp;
- while ((s = strchr (s, '_')))
+ while ((s = strchr(s, '_')))
*s = ' ';
- if ((s = strchr (tmp, '\t'))
- || (s = strchr (tmp, ' '))
- || (s = strchr (tmp, '\n')))
+ if ((s = strchr(tmp, '\t'))
+ || (s = strchr(tmp, ' '))
+ || (s = strchr(tmp, '\n')))
*s = '\000';
}
+ skill_lookup_by_id(i).desc = tmp;
}
- fclose_ (fp);
- printf ("read db/skill_db.txt done\n");
-
- fp = fopen_ ("db/skill_require_db.txt", "r");
- if (fp == NULL)
- {
- printf ("can't read db/skill_require_db.txt\n");
- return 1;
- }
- while (fgets (line, 1020, fp))
- {
- char *split[51], *split2[MAX_SKILL_LEVEL];
- if (line[0] == '/' && line[1] == '/')
- continue;
- for (j = 0, p = line; j < 30 && p; j++)
- {
- while (*p == '\t' || *p == ' ')
- p++;
- split[j] = p;
- p = strchr (p, ',');
- if (p)
- *p++ = 0;
- }
- if (split[29] == NULL || j < 30)
- continue;
-
- i = atoi (split[0]);
- if (i < 0 || i > MAX_SKILL_DB)
- continue;
-
- memset (split2, 0, sizeof (split2));
- for (j = 0, p = split[1]; j < MAX_SKILL_LEVEL && p; j++)
- {
- split2[j] = p;
- p = strchr (p, ':');
- if (p)
- *p++ = 0;
- }
- for (k = 0; k < MAX_SKILL_LEVEL; k++)
- skill_db[i].hp[k] =
- (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
-
- memset (split2, 0, sizeof (split2));
- for (j = 0, p = split[2]; j < MAX_SKILL_LEVEL && p; j++)
- {
- split2[j] = p;
- p = strchr (p, ':');
- if (p)
- *p++ = 0;
- }
- for (k = 0; k < MAX_SKILL_LEVEL; k++)
- skill_db[i].mhp[k] =
- (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
-
- memset (split2, 0, sizeof (split2));
- for (j = 0, p = split[3]; j < MAX_SKILL_LEVEL && p; j++)
- {
- split2[j] = p;
- p = strchr (p, ':');
- if (p)
- *p++ = 0;
- }
- for (k = 0; k < MAX_SKILL_LEVEL; k++)
- skill_db[i].sp[k] =
- (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
-
- memset (split2, 0, sizeof (split2));
- for (j = 0, p = split[4]; j < MAX_SKILL_LEVEL && p; j++)
- {
- split2[j] = p;
- p = strchr (p, ':');
- if (p)
- *p++ = 0;
- }
- for (k = 0; k < MAX_SKILL_LEVEL; k++)
- skill_db[i].hp_rate[k] =
- (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
-
- memset (split2, 0, sizeof (split2));
- for (j = 0, p = split[5]; j < MAX_SKILL_LEVEL && p; j++)
- {
- split2[j] = p;
- p = strchr (p, ':');
- if (p)
- *p++ = 0;
- }
- for (k = 0; k < MAX_SKILL_LEVEL; k++)
- skill_db[i].sp_rate[k] =
- (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
-
- memset (split2, 0, sizeof (split2));
- for (j = 0, p = split[6]; j < MAX_SKILL_LEVEL && p; j++)
- {
- split2[j] = p;
- p = strchr (p, ':');
- if (p)
- *p++ = 0;
- }
- for (k = 0; k < MAX_SKILL_LEVEL; k++)
- skill_db[i].zeny[k] =
- (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
-
- memset (split2, 0, sizeof (split2));
- for (j = 0, p = split[7]; j < 32 && p; j++)
- {
- split2[j] = p;
- p = strchr (p, ':');
- if (p)
- *p++ = 0;
- }
- for (k = 0; k < 32 && split2[k]; k++)
- {
- l = atoi (split2[k]);
- if (l == 99)
- {
- skill_db[i].weapon = 0xffffffff;
- break;
- }
- else
- skill_db[i].weapon |= 1 << l;
- }
-
- if (strcasecmp (split[8], "hiding") == 0)
- skill_db[i].state = ST_HIDING;
- else if (strcasecmp (split[8], "cloaking") == 0)
- skill_db[i].state = ST_CLOAKING;
- else if (strcasecmp (split[8], "hidden") == 0)
- skill_db[i].state = ST_HIDDEN;
- else if (strcasecmp (split[8], "riding") == 0)
- skill_db[i].state = ST_RIDING;
- else if (strcasecmp (split[8], "falcon") == 0)
- skill_db[i].state = ST_FALCON;
- else if (strcasecmp (split[8], "cart") == 0)
- skill_db[i].state = ST_CART;
- else if (strcasecmp (split[8], "shield") == 0)
- skill_db[i].state = ST_SHIELD;
- else if (strcasecmp (split[8], "sight") == 0)
- skill_db[i].state = ST_SIGHT;
- else if (strcasecmp (split[8], "explosionspirits") == 0)
- skill_db[i].state = ST_EXPLOSIONSPIRITS;
- else if (strcasecmp (split[8], "recover_weight_rate") == 0)
- skill_db[i].state = ST_RECOV_WEIGHT_RATE;
- else if (strcasecmp (split[8], "move_enable") == 0)
- skill_db[i].state = ST_MOVE_ENABLE;
- else if (strcasecmp (split[8], "water") == 0)
- skill_db[i].state = ST_WATER;
- else
- skill_db[i].state = ST_NONE;
-
- memset (split2, 0, sizeof (split2));
- for (j = 0, p = split[9]; j < MAX_SKILL_LEVEL && p; j++)
- {
- split2[j] = p;
- p = strchr (p, ':');
- if (p)
- *p++ = 0;
- }
- for (k = 0; k < MAX_SKILL_LEVEL; k++)
- skill_db[i].spiritball[k] =
- (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
- skill_db[i].itemid[0] = atoi (split[10]);
- skill_db[i].amount[0] = atoi (split[11]);
- skill_db[i].itemid[1] = atoi (split[12]);
- skill_db[i].amount[1] = atoi (split[13]);
- skill_db[i].itemid[2] = atoi (split[14]);
- skill_db[i].amount[2] = atoi (split[15]);
- skill_db[i].itemid[3] = atoi (split[16]);
- skill_db[i].amount[3] = atoi (split[17]);
- skill_db[i].itemid[4] = atoi (split[18]);
- skill_db[i].amount[4] = atoi (split[19]);
- skill_db[i].itemid[5] = atoi (split[20]);
- skill_db[i].amount[5] = atoi (split[21]);
- skill_db[i].itemid[6] = atoi (split[22]);
- skill_db[i].amount[6] = atoi (split[23]);
- skill_db[i].itemid[7] = atoi (split[24]);
- skill_db[i].amount[7] = atoi (split[25]);
- skill_db[i].itemid[8] = atoi (split[26]);
- skill_db[i].amount[8] = atoi (split[27]);
- skill_db[i].itemid[9] = atoi (split[28]);
- skill_db[i].amount[9] = atoi (split[29]);
- }
- fclose_ (fp);
- printf ("read db/skill_require_db.txt done\n");
-
- /* ? */
- fp = fopen_ ("db/skill_cast_db.txt", "r");
- if (fp == NULL)
- {
- printf ("can't read db/skill_cast_db.txt\n");
- return 1;
- }
- while (fgets (line, 1020, fp))
- {
- char *split[50], *split2[MAX_SKILL_LEVEL];
- memset (split, 0, sizeof (split)); // [Valaris] thanks to fov
- if (line[0] == '/' && line[1] == '/')
- continue;
- for (j = 0, p = line; j < 5 && p; j++)
- {
- while (*p == '\t' || *p == ' ')
- p++;
- split[j] = p;
- p = strchr (p, ',');
- if (p)
- *p++ = 0;
- }
- if (split[4] == NULL || j < 5)
- continue;
-
- i = atoi (split[0]);
- if (i < 0 || i > MAX_SKILL_DB)
- continue;
-
- memset (split2, 0, sizeof (split2));
- for (j = 0, p = split[1]; j < MAX_SKILL_LEVEL && p; j++)
- {
- split2[j] = p;
- p = strchr (p, ':');
- if (p)
- *p++ = 0;
- }
- for (k = 0; k < MAX_SKILL_LEVEL; k++)
- skill_db[i].cast[k] =
- (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
-
- memset (split2, 0, sizeof (split2));
- for (j = 0, p = split[2]; j < MAX_SKILL_LEVEL && p; j++)
- {
- split2[j] = p;
- p = strchr (p, ':');
- if (p)
- *p++ = 0;
- }
- for (k = 0; k < MAX_SKILL_LEVEL; k++)
- skill_db[i].delay[k] =
- (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
-
- memset (split2, 0, sizeof (split2));
- for (j = 0, p = split[3]; j < MAX_SKILL_LEVEL && p; j++)
- {
- split2[j] = p;
- p = strchr (p, ':');
- if (p)
- *p++ = 0;
- }
- for (k = 0; k < MAX_SKILL_LEVEL; k++)
- skill_db[i].upkeep_time[k] =
- (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
-
- memset (split2, 0, sizeof (split2));
- for (j = 0, p = split[4]; j < MAX_SKILL_LEVEL && p; j++)
- {
- split2[j] = p;
- p = strchr (p, ':');
- if (p)
- *p++ = 0;
- }
- for (k = 0; k < MAX_SKILL_LEVEL; k++)
- skill_db[i].upkeep_time2[k] =
- (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
- }
- fclose_ (fp);
- printf ("read db/skill_cast_db.txt done\n");
-
- fp = fopen_ ("db/skill_castnodex_db.txt", "r");
- if (fp == NULL)
- {
- printf ("can't read db/skill_castnodex_db.txt\n");
- return 1;
- }
- while (fgets (line, 1020, fp))
- {
- char *split[50], *split2[MAX_SKILL_LEVEL];
- memset (split, 0, sizeof (split));
- if (line[0] == '/' && line[1] == '/')
- continue;
- for (j = 0, p = line; j < 2 && p; j++)
- {
- while (*p == '\t' || *p == ' ')
- p++;
- split[j] = p;
- p = strchr (p, ',');
- if (p)
- *p++ = 0;
- }
-
- i = atoi (split[0]);
- if (i < 0 || i > MAX_SKILL_DB)
- continue;
-
- memset (split2, 0, sizeof (split2));
- for (j = 0, p = split[1]; j < MAX_SKILL_LEVEL && p; j++)
- {
- split2[j] = p;
- p = strchr (p, ':');
- if (p)
- *p++ = 0;
- }
- for (k = 0; k < MAX_SKILL_LEVEL; k++)
- skill_db[i].castnodex[k] =
- (split2[k]) ? atoi (split2[k]) : atoi (split2[0]);
- }
- fclose_ (fp);
- printf ("read db/skill_castnodex_db.txt done\n");
+ fclose_(fp);
+ PRINTF("read db/skill_db.txt done\n");
return 0;
}
-void skill_reload (void)
+void skill_reload(void)
{
/*
*
@@ -12258,19 +1382,34 @@ void skill_reload (void)
*
*/
- do_init_skill ();
+ do_init_skill();
}
/*==========================================
* スキル関係初期化処理
*------------------------------------------
*/
-int do_init_skill (void)
+int do_init_skill(void)
{
- skill_readdb ();
-
- add_timer_interval (gettick () + SKILLUNITTIMER_INVERVAL,
- skill_unit_timer, 0, 0, SKILLUNITTIMER_INVERVAL);
+ 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(const char *name)
+{
+ for (skill_name_db& ner : skill_names)
+ if (!strcasecmp(name, ner.name) || !strcasecmp(name, ner.desc))
+ return ner;
+ return skill_names[num_names - 1];
+}