summaryrefslogtreecommitdiff
path: root/src/map/skill.cpp
blob: 4b7a935304bac6dd52bf5313687b776713f992fe (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
#include "skill.hpp"

#include <cassert>
#include <cstdlib>
#include <cstring>
#include <ctime>

#include "../common/cxxstdio.hpp"
#include "../common/random.hpp"
#include "../common/nullpo.hpp"
#include "../common/socket.hpp"
#include "../common/timer.hpp"

#include "battle.hpp"
#include "clif.hpp"
#include "magic.hpp"
#include "map.hpp"
#include "mob.hpp"
#include "pc.hpp"

#include "../poison.hpp"

struct skill_name_db skill_names[] =
{
    {SkillID::AC_OWL, "OWL", "Owl's_Eye"},

    {SkillID::NPC_EMOTION, "EMOTION", "NPC_EMOTION"},
    {SkillID::NPC_POISON, "POISON", "NPC_POISON"},
    {SkillID::NPC_SELFDESTRUCTION, "SELFDESTRUCTION", "Kabooooom!"},
    {SkillID::NPC_SUMMONSLAVE, "SUMMONSLAVE", "NPC_SUMMONSLAVE"},

    {SkillID::NV_EMOTE, "EMOTE", "Emote_Skill"},
    {SkillID::NV_TRADE, "TRADE", "Trade_Skill"},
    {SkillID::NV_PARTY, "PARTY", "Party_Skill"},

    {SkillID::TMW_MAGIC, "MAGIC", "General Magic"},
    {SkillID::TMW_MAGIC_LIFE, "MAGIC_LIFE", "Life Magic"},
    {SkillID::TMW_MAGIC_WAR, "MAGIC_WAR", "War Magic"},
    {SkillID::TMW_MAGIC_TRANSMUTE, "MAGIC_TRANSMUTE", "Transmutation Magic"},
    {SkillID::TMW_MAGIC_NATURE, "MAGIC_NATURE", "Nature Magic"},
    {SkillID::TMW_MAGIC_ETHER, "MAGIC_ETHER", "Astral Magic"},
    {SkillID::TMW_MAGIC_DARK, "MAGIC_DARK", "Dark Magic"},
    {SkillID::TMW_MAGIC_LIGHT, "MAGIC_LIGHT", "Light Magic"},

    {SkillID::TMW_BRAWLING, "BRAWLING", "Brawling"},
    {SkillID::TMW_LUCKY_COUNTER, "LUCKY_COUNTER", "Lucky Counter"},
    {SkillID::TMW_SPEED, "SPEED", "Speed"},
    {SkillID::TMW_RESIST_POISON, "RESIST_POISON", "Resist Poison"},
    {SkillID::TMW_ASTRAL_SOUL, "ASTRAL_SOUL", "Astral Soul"},
    {SkillID::TMW_RAGING, "RAGING", "Raging"},

    {SkillID::ZERO, nullptr, nullptr}
};

earray<struct skill_db, SkillID, SkillID::MAX_SKILL_DB> skill_db;


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(SkillID id)
{
    return skill_db[id].inf;
}

int skill_get_nk(SkillID id)
{
    return skill_db[id].nk;
}

int skill_get_max(SkillID id)
{
    return skill_db[id].max;
}

int skill_get_max_raise(SkillID id)
{
    return skill_db[id].max_raise;
}

int skill_get_range(SkillID id, int lv)
{
    return (lv <= 0) ? 0 : skill_db[id].range[lv - 1];
}

int skill_get_sp(SkillID id, int lv)
{
    return (lv <= 0) ? 0 : skill_db[id].sp[lv - 1];
}

int skill_get_num(SkillID id, int lv)
{
    return (lv <= 0) ? 0 : skill_db[id].num[lv - 1];
}

int skill_get_cast(SkillID id, int lv)
{
    return (lv <= 0) ? 0 : skill_db[id].cast[lv - 1];
}

int skill_get_delay(SkillID id, int lv)
{
    return (lv <= 0) ? 0 : skill_db[id].delay[lv - 1];
}

int skill_get_inf2(SkillID id)
{
    return skill_db[id].inf2;
}

int skill_get_maxcount(SkillID id)
{
    return skill_db[id].maxcount;
}

static
int skill_get_castnodex(SkillID id, int lv)
{
    return (lv <= 0) ? 0 : skill_db[id].castnodex[lv - 1];
}

static
int distance(int x0, int y0, int x1, int y1)
{
    int dx, dy;

    dx = abs(x0 - x1);
    dy = abs(y0 - y1);
    return dx > dy ? dx : dy;
}

/*==========================================
 * スキル追加効果
 *------------------------------------------
 */
int skill_additional_effect(struct block_list *src, struct block_list *bl,
        SkillID skillid, int skilllv)
{
    struct map_session_data *sd = NULL;
    struct mob_data *md = NULL;

    int luk;

    int sc_def_mdef, sc_def_vit, sc_def_int, sc_def_luk;
    int sc_def_phys_shield_spell;

    nullpo_ret(src);
    nullpo_ret(bl);

    if (skilllv < 0)
        return 0;

    if (src->type == BL::PC)
    {
        sd = (struct map_session_data *) src;
        nullpo_ret(sd);
    }
    else if (src->type == BL::MOB)
    {
        md = (struct mob_data *) src;
        nullpo_ret(md);  //未使用?
    }

    sc_def_phys_shield_spell = 0;
    if (battle_get_sc_data(bl)[StatusChange::SC_PHYS_SHIELD].timer)
        sc_def_phys_shield_spell =
            battle_get_sc_data(bl)[StatusChange::SC_PHYS_SHIELD].val1;

    //対象の耐性
    luk = battle_get_luk(bl);
    sc_def_mdef = 100 - (3 + battle_get_mdef(bl) + luk / 3);
    sc_def_vit = 100 - (3 + battle_get_vit(bl) + luk / 3);
    sc_def_int = 100 - (3 + battle_get_int(bl) + luk / 3);
    sc_def_luk = 100 - (3 + luk);
    //自分の耐性
    luk = battle_get_luk(src);

    if (bl->type == BL::MOB)
    {
        if (sc_def_mdef > 50)
            sc_def_mdef = 50;
        if (sc_def_vit > 50)
            sc_def_vit = 50;
        if (sc_def_int > 50)
            sc_def_int = 50;
        if (sc_def_luk > 50)
            sc_def_luk = 50;
    }
    if (sc_def_mdef < 0)
        sc_def_mdef = 0;
    if (sc_def_vit < 0)
        sc_def_vit = 0;
    if (sc_def_int < 0)
        sc_def_int = 0;

    switch (skillid)
    {
        case SkillID::NPC_POISON:
            // blame Fate for this
            if (random_::chance({50 - (sc_def_vit >> 2) - (sc_def_phys_shield_spell) + (skilllv >> 2), 100}))
                skill_status_change_start(bl, StatusChange::SC_POISON, skilllv, static_cast<interval_t>(skilllv));
            break;
    }

    return 0;
}

/*
 * =========================================================================
 * スキル攻撃効果処理まとめ
 * flagの説明。16進図
 *      00XRTTff
 *  ff  = magicで計算に渡される)
 *      TT      = パケットのtype部分(0でデフォルト)
 *  X   = パケットのスキルLv
 *  R   = 予約(skill_area_subで使用する)
 *-------------------------------------------------------------------------
 */

int skill_attack(BF attack_type, struct block_list *src,
        struct block_list *dsrc, struct block_list *bl,
        SkillID skillid, int skilllv, tick_t tick, BCT flag)
{
    struct Damage dmg;
    eptr<struct status_change, StatusChange> sc_data;
    int type, lv, damage;

    nullpo_ret(src);
    nullpo_ret(dsrc);
    nullpo_ret(bl);

    sc_data = battle_get_sc_data(bl);

//何もしない判定ここから
    if (dsrc->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 (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 (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.level;
    dmg = battle_calc_attack(attack_type, src, bl, skillid, skilllv, flag.lo); //ダメージ計算

    damage = dmg.damage + dmg.damage2;

    if (lv == 15)
        lv = -1;

    if (flag.mid)
        type = flag.mid;

    switch (skillid)
    {
        case SkillID::NPC_SELFDESTRUCTION:
            break;
        default:
            clif_skill_damage(dsrc, bl, tick, dmg.amotion, dmg.dmotion,
                               damage, dmg.div_, skillid,
                               (lv != 0) ? lv : skilllv,
                               (skillid == SkillID::ZERO) ? 5 : type);
    }

    map_freeblock_lock();
    /* 実際にダメージ処理を行う */
    battle_damage(src, bl, damage, 0);

    /* ダメージがあるなら追加効果判定 */
    if (bl->prev != NULL)
    {
        struct map_session_data *sd = (struct map_session_data *) bl;
        nullpo_ret(sd);
        if (bl->type != BL::PC || (sd && !pc_isdead(sd)))
        {
            if (damage > 0)
                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_ret(md);
                if (battle_config.mob_changetarget_byskill == 1)
                {
                    int target;
                    target = md->target_id;
                    if (src->type == BL::PC)
                        md->target_id = src->id;
                    mobskill_use(md, tick, MobSkillCondition::ANY);
                    md->target_id = target;
                }
                else
                    mobskill_use(md, tick, MobSkillCondition::ANY);
            }
        }
    }

    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_ret(sd);
        if (sd->hp_drain_rate && dmg.damage > 0
            && random_::chance({sd->hp_drain_rate, 100}))
        {
            hp += (dmg.damage * sd->hp_drain_per) / 100;
        }
        if (sd->hp_drain_rate_ && dmg.damage2 > 0
            && random_::chance({sd->hp_drain_rate_, 100}))
        {
            hp += (dmg.damage2 * sd->hp_drain_per_) / 100;
        }
        if (sd->sp_drain_rate > 0 && dmg.damage > 0
            && random_::chance({sd->sp_drain_rate, 100}))
        {
            sp += (dmg.damage * sd->sp_drain_per) / 100;
        }
        if (sd->sp_drain_rate_ > 0 && dmg.damage2 > 0
            && random_::chance({sd->sp_drain_rate_, 100}))
        {
            sp += (dmg.damage2 * sd->sp_drain_per_) / 100;
        }
        if (hp || sp)
            pc_heal(sd, hp, sp);
    }

    map_freeblock_unlock();

    return (dmg.damage + dmg.damage2);  /* 与ダメを返す */
}

typedef int(*SkillFunc)(struct block_list *, struct block_list *,
        SkillID, int,
        tick_t, BCT);

static
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)
{
    nullpo_retv(bl);

    if (bl->type != BL::PC && bl->type != BL::MOB)
        return;

    if (battle_check_target(src, bl, flag) > 0)
        func(src, bl, skill_id, skill_lv, tick, flag);
}


/* 範囲スキル使用処理小分けここまで
 * -------------------------------------------------------------------------
 */

// these variables are set in the 'else' branches,
// and used in the (recursive) 'if' branch
static int skill_area_temp_id, skill_area_temp_hp;


/*==========================================
 * スキル使用(詠唱完了、ID指定攻撃系)
 * (スパゲッティに向けて1歩前進!(ダメポ))
 *------------------------------------------
 */
int skill_castend_damage_id(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);

    if (src->type == BL::PC)
        sd = (struct map_session_data *) src;
    if (sd && pc_isdead(sd))
        return 1;

    if (bl->prev == NULL)
        return 1;
    if (bl->type == BL::PC && pc_isdead((struct map_session_data *) bl))
        return 1;
    map_freeblock_lock();
    switch (skillid)
    {
        case SkillID::NPC_POISON:
            skill_attack(BF::WEAPON, src, src, bl, skillid, skilllv, tick,
                          flag);
            break;

        case SkillID::NPC_SELFDESTRUCTION:  /* 自爆 */
            if (flag.lo & 1)
            {
                /* 個別にダメージを与える */
                if (src->type == BL::MOB)
                {
                    struct mob_data *mb = (struct mob_data *) src;
                    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;
                }
            }
            else
            {
                struct mob_data *md;
                if ((md = (struct mob_data *) src))
                {
                    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 SkillID::ZERO:
            if (sd)
            {
                if (flag.lo & 3)
                {
                    if (bl->id != skill_area_temp_id)
                        skill_attack(BF::WEAPON, src, src, bl, skillid,
                                      skilllv, tick, BCT_mid_x05);
                }
                else
                {
                    // TODO does this happen?
                    skill_area_temp_id = bl->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();
            return 1;
    }
    map_freeblock_unlock();

    return 0;
}

/*==========================================
 * スキル使用(詠唱完了、ID指定支援系)
 *------------------------------------------
 */
// skillid.nk == 1
// so skillid in (SkillID::NPC_SUMMONSLAVE, SkillID::NPC_EMOTION)
int skill_castend_nodamage_id(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;

    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)
        md = (struct mob_data *) src;

    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)
    {
        dstsd = (struct map_session_data *) bl;
        nullpo_retr(1, dstsd);
    }
    else if (bl->type == BL::MOB)
    {
        dstmd = (struct mob_data *) bl;
        nullpo_retr(1, dstmd);
        if (sc_def_vit > 50)
            sc_def_vit = 50;
        if (sc_def_mdef > 50)
            sc_def_mdef = 50;
    }
    if (sc_def_vit < 0)
        sc_def_vit = 0;
    if (sc_def_mdef < 0)
        sc_def_mdef = 0;
    if (strip_fix < 0)
        strip_fix = 0;

    if (bl == NULL || bl->prev == NULL)
        return 1;
    if (sd && pc_isdead(sd))
        return 1;
    if (dstsd && pc_isdead(dstsd))
        return 1;

    map_freeblock_lock();
    switch (skillid)
    {
        case SkillID::NPC_SUMMONSLAVE:
            if (md && !md->master_id)
            {
                mob_summonslave(md,
                        mob_db[md->mob_class].skill[md->skillidx].val,
                        skilllv,
                        1);
            }
            break;

        case SkillID::NPC_EMOTION:
            if (md)
                clif_emotion(&md->bl,
                        mob_db[md->mob_class].skill[md->skillidx].val[0]);
            break;
    }

    map_freeblock_unlock();
    return 0;
}

/*==========================================
 * 詠唱時間計算
 *------------------------------------------
 */
interval_t skill_castfix(struct block_list *bl, interval_t interval)
{
    struct mob_data *md;        // [Valaris]
    eptr<struct status_change, StatusChange> sc_data;
    int dex;
    int castrate = 100;
    SkillID skill;
    int lv, castnodex;

    nullpo_retr(interval_t::zero(), bl);

    if (bl->type == BL::MOB)
    {                           // Crash fix [Valaris]
        md = (struct mob_data *) bl;
        skill = md->skillid;
        lv = md->skilllv;
    }
    else
    {
        skill = SkillID::ZERO;
        lv = 0;
    }

    sc_data = battle_get_sc_data(bl);
    dex = battle_get_dex(bl);

    if (skill > SkillID::MAX_SKILL_DB /*|| skill < SkillID()*/)
        return interval_t::zero();

    castnodex = skill_get_castnodex(skill, lv);

    if (interval == interval_t::zero())
        return interval_t::zero();
    if (castnodex > 0 && bl->type == BL::PC)
        castrate = 100;
    else if (castnodex <= 0 && bl->type == BL::PC)
    {
        castrate = 100;
        interval =
            interval * castrate * (battle_config.castrate_dex_scale -
                               dex) / (battle_config.castrate_dex_scale *
                                       100);
        interval = interval * battle_config.cast_rate / 100;
    }

    return std::max(interval, interval_t::zero());
}

/*==========================================
 * ディレイ計算
 *------------------------------------------
 */
interval_t skill_delayfix(struct block_list *bl, interval_t interval)
{
    eptr<struct status_change, StatusChange> sc_data;

    nullpo_retr(interval_t::zero(), bl);

    sc_data = battle_get_sc_data(bl);
    if (interval <= interval_t::zero())
        return interval_t::zero();

    if (bl->type == BL::PC)
    {
        if (battle_config.delay_dependon_dex)   /* dexの影響を計算する */
            interval =
                interval * (battle_config.castrate_dex_scale -
                        battle_get_dex(bl)) /
                battle_config.castrate_dex_scale;
        interval = interval * battle_config.delay_rate / 100;
    }

    return std::max(interval, interval_t::zero());
}

/*==========================================
 * スキル詠唱キャンセル
 *------------------------------------------
 */
int skill_castcancel(struct block_list *bl, int)
{
    nullpo_ret(bl);

    if (bl->type == BL::PC)
    {
        struct map_session_data *sd = (struct map_session_data *) bl;
        tick_t tick = gettick();
        sd->canact_tick = tick;
        sd->canmove_tick = tick;

        return 0;
    }
    else if (bl->type == BL::MOB)
    {
        struct mob_data *md = (struct mob_data *) bl;
        if (md->skilltimer)
        {
            md->skilltimer.cancel();
            clif_skillcastcancel(bl);
        }
        return 0;
    }
    return 1;
}

/*==========================================
 * ディボーション 有効確認
 *------------------------------------------
 */
void skill_devotion(struct map_session_data *md, int)
{
    // 総確認
    int n;

    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]);
            // 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
                || (md->bl.id != 0/* was something else - TODO remove this */)
                || skill_devotion3(&md->bl, md->dev.val1[n]))
            {
                skill_devotion_end(md, sd, n);
            }
        }
    }
}

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;

    nullpo_retr(1, bl);

    if ((md = (struct map_session_data *) bl) == NULL
        || (sd = map_id2sd(target)) == NULL)
        return 1;
    else
        r = distance(bl->x, bl->y, sd->bl.x, sd->bl.y);

    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
        return 1;
    }
    return 0;
}

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);

    md->dev.val1[target] = md->dev.val2[target] = 0;
}

int skill_gangsterparadise(struct map_session_data *, int)
{
    return 0;
}

/*----------------------------------------------------------------------------
 * ステータス異常
 *----------------------------------------------------------------------------
 */

/*==========================================
 * ステータス異常終了
 *------------------------------------------
 */
int skill_status_change_active(struct block_list *bl, StatusChange type)
{
    eptr<struct status_change, StatusChange> sc_data;

    nullpo_ret(bl);
    if (bl->type != BL::PC && bl->type != BL::MOB)
    {
        if (battle_config.error_log)
            PRINTF("skill_status_change_active: neither MOB nor PC !\n");
        return 0;
    }

    sc_data = battle_get_sc_data(bl);
    if (not sc_data)
        return 0;

    return bool(sc_data[type].timer);
}

void skill_status_change_end(struct block_list *bl, StatusChange type, TimerData *tid)
{
    eptr<struct status_change, StatusChange> sc_data;
    int opt_flag = 0, calc_flag = 0;
    short *sc_count;
    Option *option;
    Opt1 *opt1;
    Opt2 *opt2;
    Opt3 *opt3;

    nullpo_retv(bl);
    if (bl->type != BL::PC && bl->type != BL::MOB)
    {
        if (battle_config.error_log)
            PRINTF("skill_status_change_end: neither MOB nor PC !\n");
        return;
    }
    sc_data = battle_get_sc_data(bl);
    if (not sc_data)
        return;
    sc_count = battle_get_sc_count(bl);
    nullpo_retv(sc_count);
    option = battle_get_option(bl);
    nullpo_retv(option);
    opt1 = battle_get_opt1(bl);
    nullpo_retv(opt1);
    opt2 = battle_get_opt2(bl);
    nullpo_retv(opt2);
    opt3 = battle_get_opt3(bl);
    nullpo_retv(opt3);

    // status_change_end can be called 2 ways: automatically by a timer,
    // or manually to cancel it.
    if (!tid) // if this is a cancel
    {
        // and it was not active
        if (!sc_data[type].timer)
            // there's nothing to do
            return;
        // if it was active, cancel it
        sc_data[type].timer.cancel();
    }
    // whether we are the timer or a cancel no longer matters

    assert (!sc_data[type].timer);
    assert ((*sc_count) > 0);
    (*sc_count)--;

    switch (type)
    {                       /* 異常の種類ごとの処理 */
        case StatusChange::SC_SPEEDPOTION0:  /* 増速ポーション */
        case StatusChange::SC_ATKPOT:    /* attack potion [Valaris] */
        case StatusChange::SC_MATKPOT:   /* magic attack potion [Valaris] */
        case StatusChange::SC_PHYS_SHIELD:
        case StatusChange::SC_HASTE:
            calc_flag = 1;
            break;

            /* option2 */
        case StatusChange::SC_POISON:    /* 毒 */
            calc_flag = 1;
            break;
    }

    if (bl->type == BL::PC && type < StatusChange::SC_SENDMAX)
        clif_status_change(bl, type, 0);   /* アイコン消去 */

    switch (type)
    {
    case StatusChange::SC_POISON:
        *opt2 &= ~Opt2::_poison;
        opt_flag = 1;
        break;

    case StatusChange::SC_SLOWPOISON:
        if (sc_data[StatusChange::SC_POISON].timer)
            *opt2 |= Opt2::_poison;
        *opt2 &= ~Opt2::_slowpoison;
        opt_flag = 1;
        break;

    case StatusChange::SC_SPEEDPOTION0:
        *opt2 &= ~Opt2::_speedpotion0;
        opt_flag = 1;
        break;

    case StatusChange::SC_ATKPOT:
        *opt2 &= ~Opt2::_atkpot;
        opt_flag = 1;
        break;
    }

    if (opt_flag)           /* optionの変更を伝える */
        clif_changeoption(bl);

    if (bl->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)
{
    const Opt2 mask = Opt2::_heal;

    nullpo_ret(sd);
    bool was_active = bool(sd->opt2 & mask);
    bool is_active = sd->quick_regeneration_hp.amount > 0;

    if (was_active == is_active)
        return 0;               // no update

    if (is_active)
        sd->opt2 |= mask;
    else
        sd->opt2 &= ~mask;

    return clif_changeoption(&sd->bl);
}

/*==========================================
 * ステータス異常終了タイマー
 *------------------------------------------
 */
void skill_status_change_timer(TimerData *tid, tick_t tick, int id, StatusChange type)
{
    struct block_list *bl;
    struct map_session_data *sd = NULL;
    eptr<struct status_change, StatusChange> sc_data;
    //short *sc_count; //使ってない?

    if ((bl = map_id2bl(id)) == NULL)
        return;
    //該当IDがすでに消滅しているというのはいかにもありそうなのでスルーしてみる
    sc_data = battle_get_sc_data(bl);
    if (not sc_data)
        return;

    if (bl->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].spell_invocation)
    {                           // Must report termination
        spell_effect_report_termination(sc_data[type].spell_invocation,
                                         bl->id, type, 0);
        sc_data[type].spell_invocation = 0;
    }

    switch (type)
    {
        case StatusChange::SC_POISON:
            if (!sc_data[StatusChange::SC_SLOWPOISON].timer)
            {
                const int resist_poison =
                    skill_power_bl(bl, SkillID::TMW_RESIST_POISON) >> 3;
                if (resist_poison)
                    sc_data[type].val1 -= random_::in(0, resist_poison);

                if ((--sc_data[type].val1) > 0)
                {

                    int hp = battle_get_max_hp(bl);
                    if (battle_get_hp(bl) > hp >> 4)
                    {
                        if (bl->type == BL::PC)
                        {
                            hp = 3 + hp * 3 / 200;
                            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;
                            hp = 3 + hp / 200;
                            md->hp -= hp;
                        }
                    }
                    sc_data[type].timer = Timer(tick + std::chrono::seconds(1),
                            std::bind(skill_status_change_timer, ph::_1, ph::_2,
                                bl->id, type));
                }
            }
            else
                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 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 StatusChange::SC_FLYING_BACKPACK:
            clif_updatestatus(sd, SP::WEIGHT);
            break;

    }

    skill_status_change_end(bl, type, tid);
}

/*==========================================
 * ステータス異常開始
 *------------------------------------------
 */
int skill_status_change_start(struct block_list *bl, StatusChange type,
        int val1,
        interval_t tick)
{
    return skill_status_effect(bl, type, val1, tick, 0);
}

int skill_status_effect(struct block_list *bl, StatusChange type,
        int val1,
        interval_t tick, int spell_invocation)
{
    struct map_session_data *sd = NULL;
    eptr<struct status_change, StatusChange> sc_data;
    short *sc_count;
    Option *option;
    Opt1 *opt1;
    Opt2 *opt2;
    Opt3 *opt3;
    int opt_flag = 0, calc_flag = 0;
    SP updateflag = SP::ZERO;
    int scdef = 0;

    nullpo_ret(bl);
    sc_data = battle_get_sc_data(bl);
    if (not sc_data)
        return 0;
    sc_count = battle_get_sc_count(bl);
    nullpo_ret(sc_count);
    option = battle_get_option(bl);
    nullpo_ret(option);
    opt1 = battle_get_opt1(bl);
    nullpo_ret(opt1);
    opt2 = battle_get_opt2(bl);
    nullpo_ret(opt2);
    opt3 = battle_get_opt3(bl);
    nullpo_ret(opt3);

    switch (type)
    {
        case StatusChange::SC_POISON:
            scdef = 3 + battle_get_vit(bl) + battle_get_luk(bl) / 3;
            break;
    }
    if (scdef >= 100)
        return 0;
    if (bl->type == BL::PC)
    {
        sd = (struct map_session_data *) bl;
    }
    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 (sc_data[type].timer)
    {                           /* すでに同じ異常になっている場合タイマ解除 */
        if (sc_data[type].val1 > val1
            && type != StatusChange::SC_SPEEDPOTION0
            && type != StatusChange::SC_ATKPOT
            && type != StatusChange::SC_MATKPOT) // added atk and matk potions [Valaris]
            return 0;
        if (type == StatusChange::SC_POISON)
            return 0;

        /* 継ぎ足しができない状態異常である時は状態異常を行わない */
        {
            (*sc_count)--;
            sc_data[type].timer.cancel();
        }
    }

    switch (type)
    {
        /* 異常の種類ごとの処理 */
        case StatusChange::SC_SLOWPOISON:
            if (!sc_data[StatusChange::SC_POISON].timer)
                return 0;
            break;

        case StatusChange::SC_SPEEDPOTION0:  /* 増速ポーション */
            *opt2 |= Opt2::_speedpotion0;
            calc_flag = 1;
//          val2 = 5*(2+type-StatusChange::SC_SPEEDPOTION0);
            break;

            /* atk & matk potions [Valaris] */
        case StatusChange::SC_ATKPOT:
            *opt2 |= Opt2::_atkpot;
            FALLTHROUGH;
        case StatusChange::SC_MATKPOT:
            calc_flag = 1;
            break;

            /* option2 */
        case StatusChange::SC_POISON:        /* 毒 */
            calc_flag = 1;
            {
                int sc_def =
                    100 - (battle_get_vit(bl) + battle_get_luk(bl) / 5);
                tick = tick * sc_def / 100;
            }

            // huh?
            tick = std::chrono::seconds(1);
            break;

        case StatusChange::SC_WEIGHT50:
        case StatusChange::SC_WEIGHT90:
        case StatusChange::SC_BROKNWEAPON:
        case StatusChange::SC_BROKNARMOR:
            tick = std::chrono::minutes(10);
            break;

        case StatusChange::SC_HASTE:
            calc_flag = 1;
            break;
        case StatusChange::SC_PHYS_SHIELD:
        case StatusChange::SC_MBARRIER:
        case StatusChange::SC_HALT_REGENERATE:
        case StatusChange::SC_HIDE:
            break;
        case StatusChange::SC_FLYING_BACKPACK:
            updateflag = SP::WEIGHT;
            break;
        default:
            if (battle_config.error_log)
                PRINTF("UnknownStatusChange [%d]\n", type);
            return 0;
    }

    if (bl->type == BL::PC && type < StatusChange::SC_SENDMAX)
        clif_status_change(bl, type, 1);   /* アイコン表示 */

    /* optionの変更 */
    switch (type)
    {
        case StatusChange::SC_POISON:
            if (!sc_data[StatusChange::SC_SLOWPOISON].timer)
            {
                *opt2 |= Opt2::_poison;
                opt_flag = 1;
            }
            break;

        case StatusChange::SC_SLOWPOISON:
            *opt2 &= ~Opt2::_poison;
            *opt2 |= Opt2::_slowpoison;
            opt_flag = 1;
            break;
    }

    if (opt_flag)               /* optionの変更 */
        clif_changeoption(bl);

    (*sc_count)++;              /* ステータス異常の数 */

    sc_data[type].val1 = val1;
    if (sc_data[type].spell_invocation) // Supplant by newer spell
        spell_effect_report_termination(sc_data[type].spell_invocation,
                                         bl->id, type, 1);

    sc_data[type].spell_invocation = spell_invocation;

    /* タイマー設定 */
    sc_data[type].timer = Timer(gettick() + tick,
            std::bind(skill_status_change_timer, ph::_1, ph::_2,
                bl->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 && updateflag != SP::ZERO)
        clif_updatestatus(sd, updateflag); /* ステータスをクライアントに送る */

    return 0;
}

/*==========================================
 * ステータス異常全解除
 *------------------------------------------
 */
int skill_status_change_clear(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 (StatusChange i : erange(StatusChange(), StatusChange::MAX_STATUSCHANGE))
    {
        if (sc_data[i].timer)
            skill_status_change_end(bl, i, nullptr);
    }
    *sc_count = 0;
    *opt1 = Opt1::ZERO;
    *opt2 = Opt2::ZERO;
    *opt3 = Opt3::ZERO;
    *option = Option::ZERO;

    if (type == 0 || type & 2)
        clif_changeoption(bl);

    return 0;
}

/*
 *----------------------------------------------------------------------------
 * スキルユニット
 *----------------------------------------------------------------------------
 */

/*==========================================
 * 演奏/ダンスをやめる
 * flag 1で合奏中なら相方にユニットを任せる
 *
 *------------------------------------------
 */
void skill_stop_dancing(struct block_list *, int)
{
    // TODO remove this
}

void skill_unit_timer_sub_ondelete(struct block_list *bl,
        struct block_list *src, unsigned int tick);

/*----------------------------------------------------------------------------
 * アイテム合成
 *----------------------------------------------------------------------------
 */

/*----------------------------------------------------------------------------
 * 初期化系
 */

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;
}

/*==========================================
 * スキル関係ファイル読み込み
 * skill_db.txt スキルデータ
 * skill_cast_db.txt スキルの詠唱時間とディレイデータ
 *------------------------------------------
 */
static
int skill_readdb(void)
{
    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");
    if (fp == NULL)
    {
        PRINTF("can't read db/skill_db.txt\n");
        return 1;
    }
    while (fgets(line, 1020, fp))
    {
        char *split[50], *split2[MAX_SKILL_LEVEL];
        if (line[0] == '/' && line[1] == '/')
            continue;
        for (j = 0, p = line; j < 18 && p; j++)
        {
            while (*p == '\t' || *p == ' ')
                p++;
            split[j] = p;
            p = strchr(p, ',');
            if (p)
                *p++ = 0;
        }
        if (split[17] == NULL || j < 18)
        {
            FPRINTF(stderr, "Incomplete skill db data online (%d entries)\n",
                     j);
            continue;
        }

        SkillID i = SkillID(atoi(split[0]));
        if (/*i < SkillID() ||*/ i > SkillID::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].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));
        for (j = 0, p = split[8]; 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].num[k] =
                (split2[k]) ? atoi(split2[k]) : atoi(split2[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[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"))
        {
            skill_pool_register(i);
            skill_db[i].poolflags = SkillFlags::POOL_FLAG;
        }
        else if (!strcasecmp(split[15], "active"))
        {
            skill_pool_register(i);
            skill_db[i].poolflags = SkillFlags::POOL_FLAG | SkillFlags::POOL_ACTIVE;
        }
        else
            skill_db[i].poolflags = SkillFlags::ZERO;

        skill_db[i].stat = scan_stat(split[16]);

        char *tmp = strdup(split[17]);
        {
            // replace "_" by " "
            char *s = tmp;
            while ((s = strchr(s, '_')))
                *s = ' ';
            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");

    return 0;
}

void skill_reload(void)
{
    /*
     *
     * <empty skill database>
     * <?>
     *
     */

    do_init_skill();
}

/*==========================================
 * スキル関係初期化処理
 *------------------------------------------
 */
int do_init_skill(void)
{
    skill_readdb();

    return 0;
}

constexpr size_t num_names = sizeof(skill_names) / sizeof(skill_names[0]);

skill_name_db& skill_lookup_by_id(SkillID id)
{
    for (skill_name_db& ner : skill_names)
        if (ner.id == id)
            return ner;
    return skill_names[num_names - 1];
}

skill_name_db& skill_lookup_by_name(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];
}