From 620e60eebce2c1f35c5c9a82f6ca365b316587f5 Mon Sep 17 00:00:00 2001 From: Valaris Date: Sun, 29 Jan 2006 16:10:48 +0000 Subject: AS OF SVN REV. 5901, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK. IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. EVERYTHING ELSE GOES INTO TRUNK AND WILL BE MERGED INTO STABLE BY VALARIS AND WIZPUTER. -- VALARIS git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5094 54d463be-8e91-2dee-dedb-b68131a5f0ec --- src/map/battle.c | 4412 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 4412 insertions(+) create mode 100644 src/map/battle.c (limited to 'src/map/battle.c') diff --git a/src/map/battle.c b/src/map/battle.c new file mode 100644 index 000000000..91563d939 --- /dev/null +++ b/src/map/battle.c @@ -0,0 +1,4412 @@ +// Copyright (c) Athena Dev Teams - Licensed under GNU GPL +// For more information, see LICENCE in the main folder + +#include +#include +#include +#include + +#include "battle.h" +#include "../common/timer.h" +#include "../common/nullpo.h" +#include "../common/malloc.h" +#include "../common/showmsg.h" + +#include "map.h" +#include "pc.h" +#include "status.h" +#include "skill.h" +#include "mob.h" +#include "itemdb.h" +#include "clif.h" +#include "pet.h" +#include "guild.h" +#include "party.h" + +#define is_boss(bl) status_get_mexp(bl) // Can refine later [Aru] + +int attr_fix_table[4][10][10]; + +struct Battle_Config battle_config; + +/*========================================== + * Ž©•ª‚ðƒ?ƒbƒN‚µ‚Ä‚¢‚éMOB‚Ì?‚ð?‚¦‚é(foreachclient) + *------------------------------------------ + */ +static int battle_counttargeted_sub(struct block_list *bl, va_list ap) +{ + int id, *c, target_lv; + struct block_list *src; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + + id = va_arg(ap,int); + nullpo_retr(0, c = va_arg(ap, int *)); + src = va_arg(ap,struct block_list *); + target_lv = va_arg(ap,int); + + if (id == bl->id || (src && id == src->id)) + return 0; + if (bl->type == BL_PC) { + struct map_session_data *sd = (struct map_session_data *)bl; + if (sd && sd->attacktarget == id && sd->attacktimer != -1 && sd->attacktarget_lv >= target_lv) + (*c)++; + } + else if (bl->type == BL_MOB) { + struct mob_data *md = (struct mob_data *)bl; + if (md && md->target_id == id && md->timer != -1 && md->state.state == MS_ATTACK && md->target_lv >= target_lv) + (*c)++; + //printf("md->target_lv:%d, target_lv:%d\n", md->target_lv, target_lv); + } + else if (bl->type == BL_PET) { + struct pet_data *pd = (struct pet_data *)bl; + if (pd && pd->target_id == id && pd->timer != -1 && pd->state.state == MS_ATTACK && pd->target_lv >= target_lv) + (*c)++; + } + + return 0; +} +/*========================================== + * Ž©•ª‚ðƒ?ƒbƒN‚µ‚Ä‚¢‚é‘Î?Û‚Ì?”‚ð•Ô‚·(”Ä—p) + * –ß‚è‚Í?®?”‚Å0ˆÈ?ã + *------------------------------------------ + */ +int battle_counttargeted(struct block_list *bl,struct block_list *src,int target_lv) +{ + int c = 0; + nullpo_retr(0, bl); + + map_foreachinarea(battle_counttargeted_sub, bl->m, + bl->x-AREA_SIZE, bl->y-AREA_SIZE, + bl->x+AREA_SIZE, bl->y+AREA_SIZE, BL_CHAR, + bl->id, &c, src, target_lv); + + return c; +} + +/*========================================== + * Get random targetting enemy + *------------------------------------------ + */ +static int battle_gettargeted_sub(struct block_list *bl, va_list ap) +{ + struct block_list **bl_list; + struct block_list *target; + int *c; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + + bl_list = va_arg(ap, struct block_list **); + nullpo_retr(0, c = va_arg(ap, int *)); + nullpo_retr(0, target = va_arg(ap, struct block_list *)); + + if (bl->id == target->id) + return 0; + if (*c >= 24) + return 0; + + if (bl->type == BL_PC) { + struct map_session_data *sd = (struct map_session_data *)bl; + if (!sd || sd->attacktarget != target->id || sd->attacktimer == -1) + return 0; + } else if (bl->type == BL_MOB) { + struct mob_data *md = (struct mob_data *)bl; + if (!md || md->target_id != target->id || md->timer == -1 || md->state.state != MS_ATTACK) + return 0; + } else if (bl->type == BL_PET) { + struct pet_data *pd = (struct pet_data *)bl; + if (!pd || pd->target_id != target->id || pd->timer == -1 || pd->state.state != MS_ATTACK) + return 0; + } + + bl_list[(*c)++] = bl; + return 0; +} + +int battle_getcurrentskill(struct block_list *bl) +{ //Returns the current/last skill in use by this bl. + switch (bl->type) + { + case BL_PC: + return ((struct map_session_data*)bl)->skillid; + case BL_MOB: + return ((struct mob_data*)bl)->skillid; + case BL_PET: + return 0; //Skill data is not stored for pets... + break; + case BL_SKILL: + { + struct skill_unit * su = (struct skill_unit*)bl; + if (su->group) + return su->group->skill_id; + } + break; + } + return 0; +} + +//Returns the id of the current targetted character of the passed bl. [Skotlex] +int battle_gettarget(struct block_list *bl) +{ + switch (bl->type) + { + case BL_PC: + return ((struct map_session_data*)bl)->attacktarget; + case BL_MOB: + return ((struct mob_data*)bl)->target_id; + case BL_PET: + return ((struct pet_data*)bl)->target_id; + } + return 0; +} + +struct block_list* battle_gettargeted(struct block_list *target) +{ + struct block_list *bl_list[24]; + int c = 0; + nullpo_retr(NULL, target); + + memset(bl_list, 0, sizeof(bl_list)); + map_foreachinarea(battle_gettargeted_sub, target->m, + target->x-AREA_SIZE, target->y-AREA_SIZE, + target->x+AREA_SIZE, target->y+AREA_SIZE, BL_CHAR, + bl_list, &c, target); + if (c == 0 || c > 24) + return NULL; + return bl_list[rand()%c]; +} + +// ƒ_ƒ??[ƒW‚Ì’x‰„ +struct delay_damage { + struct block_list *src; + int target; + int damage; + unsigned short distance; + unsigned short skill_lv; + unsigned short skill_id; + unsigned short dmg_lv; + unsigned short flag; + unsigned char attack_type; +}; + +int battle_delay_damage_sub (int tid, unsigned int tick, int id, int data) +{ + struct delay_damage *dat = (struct delay_damage *)data; + struct block_list *target = map_id2bl(dat->target); + if (target && dat && map_id2bl(id) == dat->src && target->prev != NULL && !status_isdead(target) && + target->m == dat->src->m && check_distance_bl(dat->src, target, dat->distance)) //Check to see if you haven't teleported. [Skotlex] + { + battle_damage(dat->src, target, dat->damage, dat->flag); + if (!status_isdead(target) && (dat->dmg_lv == ATK_DEF || dat->damage > 0) && dat->attack_type) + skill_additional_effect(dat->src,target,dat->skill_id,dat->skill_lv,dat->attack_type, tick); + } + aFree(dat); + return 0; +} + +int battle_delay_damage (unsigned int tick, struct block_list *src, struct block_list *target, int attack_type, int skill_id, int skill_lv, int damage, int dmg_lv, int flag) +{ + struct delay_damage *dat; + nullpo_retr(0, src); + nullpo_retr(0, target); + + if (!battle_config.delay_battle_damage) { + battle_damage(src, target, damage, flag); + if (!status_isdead(target) && (damage > 0 || dmg_lv == ATK_DEF) && attack_type) + skill_additional_effect(src, target, skill_id, skill_lv, attack_type, gettick()); + return 0; + } + dat = (struct delay_damage *)aCalloc(1, sizeof(struct delay_damage)); + dat->src = src; + dat->target = target->id; + dat->skill_id = skill_id; + dat->skill_lv = skill_lv; + dat->attack_type = attack_type; + dat->damage = damage; + dat->dmg_lv = dmg_lv; + dat->flag = flag; + dat->distance = distance_bl(src, target)+10; //Attack should connect regardless unless you teleported. + add_timer(tick, battle_delay_damage_sub, src->id, (int)dat); + + return 0; +} + +// ŽÀ?Û‚ÉHP‚ð‘€?ì +int battle_damage(struct block_list *bl,struct block_list *target,int damage, int flag) +{ + struct map_session_data *sd = NULL; + struct status_change *sc_data; + short *sc_count; + + nullpo_retr(0, target); //bl‚ÍNULL‚ŌĂ΂ê‚邱‚Æ‚ª‚ ‚é‚Ì‚Å‘¼‚Ń`ƒFƒbƒN + + sc_data = status_get_sc_data(target); + sc_count = status_get_sc_count(target); + + if (damage == 0 || + target->prev == NULL || + target->type == BL_PET) + return 0; + + if (bl) { + if (bl->prev == NULL) + return 0; + if (bl->type == BL_PC) { + nullpo_retr(0, sd = (struct map_session_data *)bl); + } + } + + if (damage < 0) + return battle_heal(bl,target,-damage,0,flag); + + if (!flag && sc_count && *sc_count > 0) { + // “€Œ‹?A?Ή»?A?‡–°‚ð?Á‹Ž + if (sc_data[SC_FREEZE].timer != -1) + status_change_end(target,SC_FREEZE,-1); + if (sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2 == 0) + status_change_end(target,SC_STONE,-1); + if (sc_data[SC_SLEEP].timer != -1) + status_change_end(target,SC_SLEEP,-1); + if (sc_data[SC_WINKCHARM].timer != -1) + status_change_end(target,SC_WINKCHARM,-1); + } + + if (target->type == BL_MOB) { // MOB + struct mob_data *md = (struct mob_data *)target; + if (md && md->skilltimer != -1 && md->state.skillcastcancel) // ‰r?¥–WŠQ + skill_castcancel(target,0); + return mob_damage(bl,md,damage,0); + } else if (target->type == BL_PC) { // PC + struct map_session_data *tsd = (struct map_session_data *)target; + if (!tsd) + return 0; + if (sc_data[SC_DEVOTION].val1 && bl && battle_getcurrentskill(bl) != PA_PRESSURE) + { //Devotion only works on attacks from a source (prevent it from absorbing coma) [Skotlex] + struct map_session_data *sd2 = map_id2sd(tsd->sc_data[SC_DEVOTION].val1); + if (sd2 && sd2->devotion[sc_data[SC_DEVOTION].val2] == target->id) + { + clif_damage(bl, &sd2->bl, gettick(), 0, 0, damage, 0, 0, 0); + pc_damage(&sd2->bl, sd2, damage); + return 0; + } else + status_change_end(target, SC_DEVOTION, -1); + } + + if (tsd->skilltimer != -1) { // ‰r?¥–WŠQ + // ƒtƒFƒ“ƒJ?[ƒh‚â–WŠQ‚³‚ê‚È‚¢ƒXƒLƒ‹‚©‚ÌŒŸ?¸ + if ((!tsd->special_state.no_castcancel || map_flag_gvg(target->m)) && tsd->state.skillcastcancel && + !tsd->special_state.no_castcancel2) + skill_castcancel(target,0); + } + return pc_damage(bl,tsd,damage); + } else if (target->type == BL_SKILL) + return skill_unit_ondamaged((struct skill_unit *)target, bl, damage, gettick()); + return 0; +} + +int battle_heal(struct block_list *bl,struct block_list *target,int hp,int sp,int flag) +{ + nullpo_retr(0, target); //bl‚ÍNULL‚ŌĂ΂ê‚邱‚Æ‚ª‚ ‚é‚Ì‚Å‘¼‚Ń`ƒFƒbƒN + + if (target->type == BL_PET) + return 0; + if (target->type == BL_PC && pc_isdead((struct map_session_data *)target) ) + return 0; + if (hp == 0 && sp == 0) + return 0; + + if (hp < 0) + return battle_damage(bl,target,-hp,flag); + + if (target->type == BL_MOB) + return mob_heal((struct mob_data *)target,hp); + else if (target->type == BL_PC) + return pc_heal((struct map_session_data *)target,hp,sp); + return 0; +} + +// ?UŒ‚’âŽ~ +int battle_stopattack(struct block_list *bl) +{ + nullpo_retr(0, bl); + if (bl->type == BL_MOB) + return mob_stopattack((struct mob_data*)bl); + else if (bl->type == BL_PC) + return pc_stopattack((struct map_session_data*)bl); + else if (bl->type == BL_PET) + return pet_stopattack((struct pet_data*)bl); + return 0; +} + +// Returns whether the given object is moving or not. +int battle_iswalking(struct block_list *bl) { + switch (bl->type) + { + case BL_PC: + return (((struct map_session_data*)bl)->walktimer != -1); + case BL_MOB: + return (((struct mob_data*)bl)->state.state == MS_WALK); + case BL_PET: + return (((struct pet_data*)bl)->state.state == MS_WALK); + default: + return 0; + } +} +// ˆÚ“®’âŽ~ +int battle_stopwalking(struct block_list *bl,int type) +{ + nullpo_retr(0, bl); + if (bl->type == BL_MOB) + return mob_stop_walking((struct mob_data*)bl,type); + else if (bl->type == BL_PC) + return pc_stop_walking((struct map_session_data*)bl,type); + else if (bl->type == BL_PET) + return pet_stop_walking((struct pet_data*)bl,type); + return 0; +} + + +/*========================================== + * Does attribute fix modifiers. + * Added passing of the chars so that the status changes can affect it. [Skotlex] + * Note: Passing src/target == NULL is perfectly valid, it skips SC_ checks. + *------------------------------------------ + */ +int battle_attr_fix(struct block_list *src, struct block_list *target, int damage,int atk_elem,int def_elem) +{ + int def_type = def_elem % 10, def_lv = def_elem / 10 / 2; + struct status_change *sc_data=NULL, *tsc_data=NULL; + int ratio; + + if (src) sc_data = status_get_sc_data(src); + if (target) tsc_data = status_get_sc_data(target); + + if (atk_elem < 0 || atk_elem > 9) + atk_elem = rand()%9; //•?Ší‘®?«ƒ‰ƒ“ƒ_ƒ€‚Å•t‰Á + + if (def_type < 0 || def_type > 9 || + def_lv < 1 || def_lv > 4) { // ‘® ?«’l‚ª‚¨‚©‚µ‚¢‚Ì‚Å‚Æ‚è‚ ‚¦‚¸‚»‚Ì‚Ü‚Ü•Ô‚· + if (battle_config.error_log) + ShowError("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",atk_elem,def_type,def_lv); + //TODO: Remove this debug case once the cause is resolved. [Skotlex] + if (src) switch (src->type) { + case BL_MOB: + ShowDebug("src: Mob %s-%d\n", ((struct mob_data*)src)->name, ((struct mob_data*)src)->class_); + break; + case BL_PC: + ShowDebug("src: Player %s-%d\n", ((struct map_session_data*)src)->status.name, ((struct map_session_data*)src)->bl.id); + break; + case BL_PET: + ShowDebug("src: Pet %s-%d\n", ((struct pet_data*)src)->name, ((struct pet_data*)src)->bl.id); + break; + case BL_SKILL: + ShowDebug("src: Ground Skill id: %d\n", ((struct skill_unit*)src)->group->skill_id); + break; + default: + ShowDebug("unknown source type %d.\n", src->type); + } + if (target) switch (target->type) { + case BL_MOB: + ShowDebug("target: Mob %s-%d\n", ((struct mob_data*)target)->name, ((struct mob_data*)target)->class_); + break; + case BL_PC: + ShowDebug("target: Player %s-%d\n", ((struct map_session_data*)target)->status.name, ((struct map_session_data*)target)->bl.id); + break; + case BL_PET: + ShowDebug("target: Pet %s-%d\n", ((struct pet_data*)target)->name, ((struct pet_data*)target)->bl.id); + break; + case BL_SKILL: + ShowDebug("target: Ground Skill id: %d\n", ((struct skill_unit*)target)->group->skill_id); + break; + default: + ShowDebug("unknown target type %d.\n", target->type); + } + return damage; + } + + ratio = attr_fix_table[def_lv-1][atk_elem][def_type]; + if (sc_data) + { + if(sc_data[SC_VOLCANO].timer!=-1 && atk_elem == 3) + ratio += enchant_eff[sc_data[SC_VOLCANO].val1-1]; + if(sc_data[SC_VIOLENTGALE].timer!=-1 && atk_elem == 4) + ratio += enchant_eff[sc_data[SC_VIOLENTGALE].val1-1]; + if(sc_data[SC_DELUGE].timer!=-1 && atk_elem == 1) + ratio += enchant_eff[sc_data[SC_DELUGE].val1-1]; + } + if (tsc_data) + { + if(tsc_data[SC_ARMOR_ELEMENT].timer!=-1) + { + if (tsc_data[SC_ARMOR_ELEMENT].val1 == atk_elem) + ratio -= tsc_data[SC_ARMOR_ELEMENT].val2; + else + if (tsc_data[SC_ARMOR_ELEMENT].val3 == atk_elem) + ratio -= tsc_data[SC_ARMOR_ELEMENT].val4; + } + } + return damage*ratio/100; +} + +static int battle_walkdelay_sub(int tid, unsigned int tick, int id, int data) +{ + struct block_list *bl = map_id2bl(id); + if (!bl || status_isdead(bl)) + return 0; + + switch (bl->type) { + case BL_PC: + { + struct map_session_data *sd = (struct map_session_data*)bl; + if (sd->walktimer != -1) + pc_stop_walking (sd,3); + if (sd->canmove_tick < tick) + sd->canmove_tick = tick + data; + } + break; + case BL_MOB: + { + struct mob_data *md = (struct mob_data*)bl; + if (md->state.state == MS_WALK) + mob_stop_walking(md,3); + if (md->canmove_tick < tick) + md->canmove_tick = tick + data; + } + break; + } + return 0; +} +/*========================================== + * Applies walk delay based on attack type. [Skotlex] + *------------------------------------------ + */ +int battle_walkdelay(struct block_list *bl, unsigned int tick, int adelay, int delay, int div_) { + + if (status_isdead(bl)) + return 0; + + if (bl->type == BL_PC) { + if (battle_config.pc_walk_delay_rate != 100) + delay = delay*battle_config.pc_walk_delay_rate/100; + } else + if (battle_config.walk_delay_rate != 100) + delay = delay*battle_config.walk_delay_rate/100; + + if (div_ > 1) //Multi-hit skills mean higher delays. + delay += battle_config.multihit_delay*(div_-1); + + if (delay <= 0) + return 0; + + //See if it makes sense to set this trigger. + switch (bl->type) { + case BL_PC: + { + struct map_session_data *sd = (struct map_session_data*)bl; + if (DIFF_TICK(sd->canmove_tick, tick+adelay) > 0) + return 0; + if (!adelay) //No need of timer. + sd->canmove_tick = tick + delay; + break; + } + case BL_MOB: + { + struct mob_data *md = (struct mob_data*)bl; + if (DIFF_TICK(md->canmove_tick, tick+adelay) > 0) + return 0; + if (!adelay) //No need of timer. + md->canmove_tick = tick + delay; + break; + } + default: + return 0; + } + if (adelay > 0) + add_timer(tick+adelay, battle_walkdelay_sub, bl->id, delay); + return 1; +} + +/*========================================== + * ƒ_ƒ??[ƒW?Å?IŒvŽZ + *------------------------------------------ + */ +int battle_calc_damage(struct block_list *src,struct block_list *bl,int damage,int div_,int skill_num,int skill_lv,int flag) +{ + struct map_session_data *sd = NULL; + struct mob_data *md = NULL; + struct status_change *sc_data, *sc; + short *sc_count; + int class_; + + nullpo_retr(0, bl); + + if (damage <= 0) + return 0; + + class_ = status_get_class(bl); + + if (bl->type == BL_MOB) { + md=(struct mob_data *)bl; + } else if (bl->type == BL_PC) { + sd=(struct map_session_data *)bl; + } + + sc_data = status_get_sc_data(bl); + sc_count = status_get_sc_count(bl); + + if(flag&BF_LONG && map_getcell(bl->m, bl->x, bl->y, CELL_CHKPNEUMA) && + ((flag&BF_WEAPON && skill_num != NPC_GUIDEDATTACK) || + (flag&BF_MISC && skill_num != PA_PRESSURE) || + (flag&BF_MAGIC && skill_num == ASC_BREAKER))){ // It should block only physical part of Breaker! [Lupus], on the contrary, players all over the boards say it completely blocks Breaker x.x' [Skotlex] + return 0; + } + + if (sc_count && *sc_count > 0) { + //First, sc_*'s that reduce damage to 0. + if (sc_data[SC_SAFETYWALL].timer!=-1 && flag&BF_SHORT && (skill_num != NPC_GUIDEDATTACK && skill_num != AM_DEMONSTRATION) + ) { + // ƒZ?[ƒtƒeƒBƒEƒH?[ƒ‹ + struct skill_unit_group *group = (struct skill_unit_group *)sc_data[SC_SAFETYWALL].val3; + if (group) { + if (--group->val2<=0) + skill_delunitgroup(group); + return 0; + } else { + status_change_end(bl,SC_SAFETYWALL,-1); + } + } + + if(sc_data[SC_LANDPROTECTOR].timer!=-1 && flag&BF_MAGIC) + return 0; + + /* Moved to battle_calc_weapon_attack for now. + if(sc_data[SC_KAUPE].timer != -1 && damage > 0 && !skill_num) { + if(rand()%100 < sc_data[SC_KAUPE].val2) { + clif_skill_nodamage(bl,bl,SL_KAUPE,sc_data[SC_KAUPE].val1,1); + if (--sc_data[SC_KAUPE].val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time. + status_change_end(bl, SC_KAUPE, -1); + return 0; + } + } + */ + + if(sc_data[SC_AUTOGUARD].timer != -1 && flag&BF_WEAPON && + rand()%100 < sc_data[SC_AUTOGUARD].val2) { + int delay; + clif_skill_nodamage(bl,bl,CR_AUTOGUARD,sc_data[SC_AUTOGUARD].val1,1); + // different delay depending on skill level [celest] + if (sc_data[SC_AUTOGUARD].val1 <= 5) + delay = 300; + else if (sc_data[SC_AUTOGUARD].val1 > 5 && sc_data[SC_AUTOGUARD].val1 <= 9) + delay = 200; + else + delay = 100; + if(sd) + sd->canmove_tick = gettick() + delay; + else if(md) + md->canmove_tick = gettick() + delay; + + if(sc_data[SC_SHRINK].timer != -1 && rand()%100<5*sc_data[SC_AUTOGUARD].val1) + skill_blown(bl,src,skill_get_blewcount(CR_SHRINK,1)); + return 0; + } + +// -- moonsoul (chance to block attacks with new Lord Knight skill parrying) +// + if(sc_data[SC_PARRYING].timer != -1 && flag&BF_WEAPON && + rand()%100 < sc_data[SC_PARRYING].val2) { + clif_skill_nodamage(bl,bl,LK_PARRYING,sc_data[SC_PARRYING].val1,1); + return 0; + } + + if(sc_data[SC_DODGE].timer != -1 && (flag&BF_LONG || (sc_data[SC_SPURT].timer != -1 && flag&BF_WEAPON)) + && rand()%100 < 20) { + clif_skill_nodamage(bl,bl,TK_DODGE,1,1); + if (sc_data[SC_COMBO].timer == -1) + status_change_start(bl, SC_COMBO, TK_JUMPKICK, src->id, 0, 0, 2000, 0); + return 0; + } + + if(sc_data[SC_FOGWALL].timer != -1 && flag&BF_MAGIC + && rand()%100 < 75 && !(skill_get_inf(skill_num)&INF_GROUND_SKILL)) + return 0; + + //Now damage increasing effects + if(sc_data[SC_AETERNA].timer!=-1 && skill_num != PA_PRESSURE){ + damage<<=1; + if (skill_num != ASC_BREAKER || flag & BF_MAGIC) //Only end it on the second attack of breaker. [Skotlex] + status_change_end( bl,SC_AETERNA,-1 ); + } + + if(sc_data[SC_SPIDERWEB].timer!=-1) // [Celest] + if ((flag&BF_SKILL && skill_get_pl(skill_num)==3) || + (!flag&BF_SKILL && status_get_attack_element(src)==3)) { + damage<<=1; + status_change_end(bl, SC_SPIDERWEB, -1); + } + + //Finally damage reductions.... + if(sc_data[SC_ASSUMPTIO].timer != -1){ + if(map_flag_vs(bl->m)) + damage=damage*2/3; //Receive 66% damage + else + damage>>=1; //Receive 50% damage + } + + if(sc_data[SC_DEFENDER].timer != -1 && flag&BF_LONG && flag&BF_WEAPON) + damage=damage*(100-sc_data[SC_DEFENDER].val2)/100; + + if(sc_data[SC_FOGWALL].timer != -1 && flag&BF_LONG && flag&BF_WEAPON) + damage >>=1; + + if(sc_data[SC_ENERGYCOAT].timer!=-1 && flag&BF_WEAPON){ + if(sd){ + if(sd->status.sp>0){ + int per = sd->status.sp * 5 / (sd->status.max_sp + 1); + sd->status.sp -= sd->status.sp * (per * 5 + 10) / 1000; + if( sd->status.sp < 0 ) sd->status.sp = 0; + damage -= damage * ((per+1) * 6) / 100; + clif_updatestatus(sd,SP_SP); + } + if(sd->status.sp<=0) + status_change_end( bl,SC_ENERGYCOAT,-1 ); + } + else + damage -= damage * (sc_data[SC_ENERGYCOAT].val1 * 6) / 100; + } + + if(sc_data[SC_REJECTSWORD].timer!=-1 && flag&BF_WEAPON && + // Fixed the condition check [Aalye] + (src->type==BL_MOB || (src->type==BL_PC && (((struct map_session_data *)src)->status.weapon == 1 || + ((struct map_session_data *)src)->status.weapon == 2 || + ((struct map_session_data *)src)->status.weapon == 3)))){ + if(rand()%100 < (15*sc_data[SC_REJECTSWORD].val1)){ + damage = damage*50/100; + clif_damage(bl,src,gettick(),0,0,damage,0,0,0); + battle_damage(bl,src,damage,0); + clif_skill_nodamage(bl,bl,ST_REJECTSWORD,sc_data[SC_REJECTSWORD].val1,1); + if((--sc_data[SC_REJECTSWORD].val2)<=0) + status_change_end(bl, SC_REJECTSWORD, -1); + } + } + + //Finally Kyrie because it may, or not, reduce damage to 0. + if(sc_data[SC_KYRIE].timer!=-1){ + sc=&sc_data[SC_KYRIE]; + sc->val2-=damage; + if(flag&BF_WEAPON || skill_num == TF_THROWSTONE){ + if(sc->val2>=0) + damage=0; + else + damage=-sc->val2; + } + if((--sc->val3)<=0 || (sc->val2<=0) || skill_num == AL_HOLYLIGHT) + status_change_end(bl, SC_KYRIE, -1); + } + if (damage <= 0) return 0; + } + + //SC effects from caster side. + sc_data = status_get_sc_data(src); + sc_count = status_get_sc_count(src); + if (sc_count && *sc_count > 0) { + if(sc_data[SC_FOGWALL].timer != -1 && flag&(BF_LONG|BF_MAGIC)) { + if (flag&BF_MAGIC) { + if(!(skill_get_inf(skill_num)&INF_GROUND_SKILL) && rand()%100 < 75) + return 0; + } else + damage /=2; + } + } + + if(md && md->guardian_data) { + if(class_ == MOBID_EMPERIUM && (flag&BF_SKILL && //Only a few skills can hit the Emperium. + skill_num != PA_PRESSURE && skill_num != MO_TRIPLEATTACK && skill_num != HW_GRAVITATION)) + return 0; + if(src->type == BL_PC) { + struct guild *g=guild_search(((struct map_session_data *)src)->status.guild_id); + if (g && class_ == MOBID_EMPERIUM && guild_checkskill(g,GD_APPROVAL) <= 0) + return 0; + if (g && battle_config.guild_max_castles && guild_checkcastles(g)>=battle_config.guild_max_castles) + return 0; // [MouseJstr] + } + } + + if (skill_num != PA_PRESSURE) { // Gloria Domini ignores WoE damage reductions + if (map_flag_gvg(bl->m)) { //GvG + if (md && md->guardian_data) + damage -= damage * (md->guardian_data->castle->defense/100) * (battle_config.castle_defense_rate/100); + + if (flag & BF_SKILL) { //Skills get a different reduction than non-skills. [Skotlex] + if (flag&BF_WEAPON) + damage = damage * battle_config.gvg_weapon_damage_rate/100; + if (flag&BF_MAGIC) + damage = damage * battle_config.gvg_magic_damage_rate/100; + if (flag&BF_MISC) + damage = damage * battle_config.gvg_misc_damage_rate/100; + } else { //Normal attacks get reductions based on range. + if (flag & BF_SHORT) + damage = damage * battle_config.gvg_short_damage_rate/100; + if (flag & BF_LONG) + damage = damage * battle_config.gvg_long_damage_rate/100; + } + } else if (battle_config.pk_mode && bl->type == BL_PC) { + if (flag & BF_WEAPON) { + if (flag & BF_SHORT) + damage = damage * 80/100; + if (flag & BF_LONG) + damage = damage * 70/100; + } + if (flag & BF_MAGIC) + damage = damage * 60/100; + if(flag & BF_MISC) + damage = damage * 60/100; + } + if(damage < 1) damage = 1; + } + + if(battle_config.skill_min_damage && damage > 0 && damage < div_) + { + if ((flag&BF_WEAPON && battle_config.skill_min_damage&1) + || (flag&BF_MAGIC && battle_config.skill_min_damage&2) + || (flag&BF_MISC && battle_config.skill_min_damage&4) + ) + damage = div_; + } + + if( md!=NULL && md->hp>0 && damage > 0 ) // ”½Œ‚‚È‚Ç‚ÌMOBƒXƒLƒ‹”»’è + mobskill_event(md,flag); + + return damage; +} + +/*========================================== + * HP/SP‹zŽû‚ÌŒvŽZ + *------------------------------------------ + */ +int battle_calc_drain(int damage, int rate, int per, int val) +{ + int diff = 0; + + if (damage <= 0) + return 0; + + if (per && rand()%1000 < rate) { + diff = (damage * per) / 100; + if (diff == 0) { + if (per > 0) + diff = 1; + else + diff = -1; + } + } + + if (val /*&& rand()%1000 < rate*/) { //Absolute leech/penalties have 100% chance. [Skotlex] + diff += val; + } + return diff; +} + +/*========================================== + * ?C—ûƒ_ƒ??[ƒW + *------------------------------------------ + */ +int battle_addmastery(struct map_session_data *sd,struct block_list *target,int dmg,int type) +{ + int damage,skill; + int race=status_get_race(target); + int weapon; + damage = dmg; + + nullpo_retr(0, sd); + + // ƒf?[ƒ‚ƒ“ƒxƒCƒ“(+3 ?` +30) vs •sŽ€ or ˆ«–‚ (Ž€?l‚ÍŠÜ‚ß‚È‚¢?H) + if((skill = pc_checkskill(sd,AL_DEMONBANE)) > 0 && (battle_check_undead(race,status_get_elem_type(target)) || race==6) ) + damage += (skill*(int)(3+(sd->status.base_level+1)*0.05)); // submitted by orn + //damage += (skill * 3); + + // ƒr?[ƒXƒgƒxƒCƒ“(+4 ?` +40) vs “®•¨ or ?©’Ž + if((skill = pc_checkskill(sd,HT_BEASTBANE)) > 0 && (race==2 || race==4) ) { + damage += (skill * 4); + if (sd->sc_data[SC_SPIRIT].timer != -1 && sd->sc_data[SC_SPIRIT].val2 == SL_HUNTER) + damage += sd->status.str; + } + + if(type == 0) + weapon = sd->weapontype1; + else + weapon = sd->weapontype2; + switch(weapon) + { + case 0x01: // Knife + case 0x02: // 1HS + { + // Œ•?C—û(+4 ?` +40) •ÐŽèŒ• ’ZŒ•ŠÜ‚Þ + if((skill = pc_checkskill(sd,SM_SWORD)) > 0) { + damage += (skill * 4); + } + break; + } + case 0x03: // 2HS + { + // —¼ŽèŒ•?C—û(+4 ?` +40) —¼ŽèŒ• + if((skill = pc_checkskill(sd,SM_TWOHAND)) > 0) { + damage += (skill * 4); + } + break; + } + case 0x04: // 1HL + case 0x05: // 2HL + { + // ‘„?C—û(+4 ?` +40,+5 ?` +50) ‘„ + if((skill = pc_checkskill(sd,KN_SPEARMASTERY)) > 0) { + if(!pc_isriding(sd)) + damage += (skill * 4); // ƒyƒR‚É?æ‚Á‚Ä‚È‚¢ + else + damage += (skill * 5); // ƒyƒR‚É?æ‚Á‚Ä‚é + } + break; + } + case 0x06: // 1H Axe + case 0x07: // 2H Axe by Tato + { + if((skill = pc_checkskill(sd,AM_AXEMASTERY)) > 0) { + damage += (skill * 3); + } + break; + } + case 0x08: // Maces + { + if((skill = pc_checkskill(sd,PR_MACEMASTERY)) > 0) { + damage += (skill * 3); + } + break; + } + case 0x09: // ‚È‚µ? + break; + case 0x0a: // Staffs + break; + case 0x0b: // Bows + break; + case 0x00: // Bare Hands + case 0x0c: // Knuckles + { + if((skill = pc_checkskill(sd,MO_IRONHAND)) > 0) { + damage += (skill * 3); + } + break; + } + case 0x0d: // Musical Instrument + { + // ŠyŠí‚Ì—û?K(+3 ?` +30) ŠyŠí + if((skill = pc_checkskill(sd,BA_MUSICALLESSON)) > 0) { + damage += (skill * 3); + } + break; + } + case 0x0e: // Whips + { + // Dance Lesson Skill Effect(+3 damage for every lvl = +30) •Ú + if((skill = pc_checkskill(sd,DC_DANCINGLESSON)) > 0) { + damage += (skill * 3); + } + break; + } + case 0x0f: // Book + { + // Advance Book Skill Effect(+3 damage for every lvl = +30) { + if((skill = pc_checkskill(sd,SA_ADVANCEDBOOK)) > 0) { + damage += (skill * 3); + } + break; + } + case 0x10: // Katars + { + if((skill = pc_checkskill(sd,ASC_KATAR)) > 0) { + //Advanced Katar Research by zanetheinsane + damage += damage*(10 +skill * 2)/100; + } + // ƒJƒ^?[ƒ‹?C—û(+3 ?` +30) ƒJƒ^?[ƒ‹ + if((skill = pc_checkskill(sd,AS_KATAR)) > 0) { + //ƒ\ƒjƒbƒNƒuƒ??[Žž‚Í•Ê?ˆ—??i1Œ‚‚É•t‚«1/8“K‰ž) + damage += (skill * 3); + } + break; + } + } + return (damage); +} +/*========================================== + * Calculates the standard damage of a normal attack assuming it hits, + * it calculates nothing extra fancy, is needed for magnum break's WATK_ELEMENT bonus. [Skotlex] + *------------------------------------------ + * Pass damage2 as NULL to not calc it. + * Flag values: + * &1: Critical hit + * &2: Arrow attack + * &4: Skill is Magic Crasher + * &8: Skip target size adjustment (Extremity Fist?) + */ +static void battle_calc_base_damage(struct block_list *src, struct block_list *target, int* damage1, int* damage2, int flag) +{ + unsigned short baseatk=0, baseatk_=0, atkmin=0, atkmax=0, atkmin_=0, atkmax_=0; + struct map_session_data *sd; + struct status_change *sc_data = status_get_sc_data(src); + int t_size = status_get_size(target); + + if (src->type == BL_PC) + sd = (struct map_session_data*)src; + else + sd = NULL; + + if (!sd) + { //Mobs/Pets + if ((target->type==BL_MOB && battle_config.enemy_str) || + (target->type==BL_PET && battle_config.pet_str)) + baseatk = status_get_batk(src); + + if(flag&4) + { + if (!(flag&1)) + atkmin = status_get_matk2(src); + atkmax = status_get_matk1(src); + } else { + if (!(flag&1)) + atkmin = status_get_atk(src); + atkmax = status_get_atk2(src); + } + if (atkmin > atkmax) + atkmin = atkmax; + } else { //PCs + if(flag&4) + { + baseatk = status_get_matk2(src); + if (damage2) baseatk_ = baseatk; + } else { + baseatk = status_get_batk(src); + if (damage2) baseatk_ = baseatk; + } + //rodatazone says that Overrefine bonuses are part of baseatk + if(sd->right_weapon.overrefine>0) + baseatk+= rand()%sd->right_weapon.overrefine+1; + if (damage2 && sd->left_weapon.overrefine>0) + baseatk_+= rand()%sd->left_weapon.overrefine+1; + + atkmax = status_get_atk(src); + if (damage2) + atkmax_ = status_get_atk(src); + + if (!(flag&1) || (flag&2)) + { //Normal attacks + atkmin = atkmin_ = status_get_dex(src); + + if (sd->equip_index[9] >= 0 && sd->inventory_data[sd->equip_index[9]]) + atkmin = atkmin*(80 + sd->inventory_data[sd->equip_index[9]]->wlv*20)/100; + + if (atkmin > atkmax) + atkmin = atkmax; + + if(damage2) + { + if (sd->equip_index[8] >= 0 && sd->inventory_data[sd->equip_index[8]]) + atkmin_ = atkmin_*(80 + sd->inventory_data[sd->equip_index[8]]->wlv*20)/100; + + if (atkmin_ > atkmax_) + atkmin_ = atkmax_; + } + + if(flag&2) + { //Bows + atkmin = atkmin*atkmax/100; + if (atkmin > atkmax) + atkmax = atkmin; + } + } + } + + if (sc_data && sc_data[SC_MAXIMIZEPOWER].timer!=-1) + { + atkmin = atkmax; + atkmin_ = atkmax_; + } + + //Weapon Damage calculation + if (!(flag&1)) + { + (*damage1) += (atkmax>atkmin? rand()%(atkmax-atkmin):0)+atkmin; + if (damage2) + (*damage2) += (atkmax_>atkmin_? rand()%(atkmax_-atkmin_) :0) +atkmin_; + } else { + (*damage1) += atkmax; + if (damage2) + (*damage2) += atkmax_; + } + + if (sd) + { + //rodatazone says the range is 0~arrow_atk-1 for non crit + if (flag&2 && sd->arrow_atk) + (*damage1) += ((flag&1)?sd->arrow_atk:rand()%sd->arrow_atk); + + //SizeFix only for players + if (!( + sd->special_state.no_sizefix || + (sc_data && sc_data[SC_WEAPONPERFECTION].timer!=-1) || + (pc_isriding(sd) && (sd->status.weapon==4 || sd->status.weapon==5) && t_size==1) || + (flag&8) + )) + { + (*damage1) = (*damage1)*(sd->right_weapon.atkmods[t_size])/100; + if (damage2) + (*damage2) = (*damage2)*(sd->left_weapon.atkmods[t_size])/100; + } + } + + //Finally, add baseatk + (*damage1) += baseatk; + if (damage2) + (*damage2) += baseatk_; + return; +} +/*========================================== + * battle_calc_weapon_attack (by Skotlex) + *------------------------------------------ + */ +static struct Damage battle_calc_weapon_attack( + struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int wflag) +{ + struct map_session_data *sd=NULL, *tsd=NULL; + struct mob_data *md=NULL, *tmd=NULL; + struct pet_data *pd=NULL;//, *tpd=NULL; (Noone can target pets) + struct Damage wd; + short skill=0; + unsigned short skillratio = 100; //Skill dmg modifiers. + + short i; + short t_mode = status_get_mode(target), t_size = status_get_size(target); + short t_race=0, t_ele=0, s_race=0; //Set to 0 because the compiler does not notices they are NOT gonna be used uninitialized + short s_ele, s_ele_; + short def1, def2; + struct status_change *sc_data = status_get_sc_data(src); + struct status_change *t_sc_data = status_get_sc_data(target); + struct { + unsigned hit : 1; //the attack Hit? (not a miss) + unsigned cri : 1; //Critical hit + unsigned idef : 1; //Ignore defense + unsigned idef2 : 1; //Ignore defense (left weapon) + unsigned infdef : 1; //Infinite defense (plants) + unsigned arrow : 1; //Attack is arrow-based + unsigned rh : 1; //Attack considers right hand (wd.damage) + unsigned lh : 1; //Attack considers left hand (wd.damage2) + unsigned weapon : 1; //It's a weapon attack (consider VVS, and all that) + unsigned cardfix : 1; + } flag; + + memset(&wd,0,sizeof(wd)); + memset(&flag,0,sizeof(flag)); + + if(src==NULL || target==NULL) + { + nullpo_info(NLP_MARK); + return wd; + } + //Initial flag + flag.rh=1; + flag.weapon=1; + flag.cardfix=1; + flag.infdef=(t_mode&MD_PLANT?1:0); + + //Initial Values + wd.type=0; //Normal attack + wd.div_=skill_num?skill_get_num(skill_num,skill_lv):1; + wd.amotion=(skill_num && skill_get_inf(skill_num)&INF_GROUND_SKILL)?0:status_get_amotion(src); //Amotion should be 0 for ground skills. + if(skill_num == KN_AUTOCOUNTER) + wd.amotion >>= 1; + wd.dmotion=status_get_dmotion(target); + wd.blewcount=skill_get_blewcount(skill_num,skill_lv); + wd.flag=BF_SHORT|BF_WEAPON|BF_NORMAL; //Initial Flag + wd.dmg_lv=ATK_DEF; //This assumption simplifies the assignation later + + switch (src->type) + { + case BL_PC: + sd=(struct map_session_data *)src; + break; + case BL_MOB: + md=(struct mob_data *)src; + break; + case BL_PET: + pd=(struct pet_data *)src; + break; + } + switch (target->type) + { + case BL_PC: + tsd=(struct map_session_data *)target; + if (pd) { //Pets can't target players + memset(&wd,0,sizeof(wd)); + return wd; + } + break; + case BL_MOB: + tmd=(struct mob_data *)target; + break; + case BL_PET://Cannot target pets + memset(&wd,0,sizeof(wd)); + return wd; + } + + if(sd) { + sd->state.attack_type = BF_WEAPON; + if (sd->skillblown[0].id != 0) + { //Apply the bonus blewcount. [Skotlex] + for (i = 0; i < 5 && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++); + if (i < 5 && sd->skillblown[i].id == skill_num) + wd.blewcount += sd->skillblown[i].val; + } + } + //Set miscellaneous data that needs be filled regardless of hit/miss + if(sd && sd->status.weapon == 11) { + wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG; + flag.arrow = 1; + } else if (status_get_range(src) > 3) + wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG; + + + if(skill_num){ + wd.flag=(wd.flag&~BF_SKILLMASK)|BF_SKILL; + switch(skill_num) + { + case AC_DOUBLE: + case AC_SHOWER: + case AC_CHARGEARROW: + case BA_MUSICALSTRIKE: + case DC_THROWARROW: + case CG_ARROWVULCAN: + case AS_VENOMKNIFE: + case HT_POWER: + wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG; + flag.arrow = 1; + break; + + case HT_PHANTASMIC: + wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG; + flag.arrow = 0; + break; + + case MO_FINGEROFFENSIVE: + if(sd && battle_config.finger_offensive_type == 0) + wd.div_ = sd->spiritball_old; + wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG; + break; + + case CR_SHIELDBOOMERANG: + case PA_SHIELDCHAIN: + flag.weapon = 0; + case AS_GRIMTOOTH: + case KN_SPEARBOOMERANG: + case NPC_RANGEATTACK: + case LK_SPIRALPIERCE: + case ASC_BREAKER: + case AM_ACIDTERROR: + case ITM_TOMAHAWK: //Tomahawk is a ranged attack! [Skotlex] + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG; + break; + + case KN_PIERCE: + wd.div_= t_size+1; + break; + + case TF_DOUBLE: //For NPC used skill. + wd.type = 0x08; + break; + + case KN_SPEARSTAB: + case KN_BOWLINGBASH: + case MO_BALKYOUNG: + case TK_TURNKICK: + wd.blewcount=0; + break; + + case CR_SHIELDCHARGE: + flag.weapon = 0; + case NPC_PIERCINGATT: + wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT; + break; + + case KN_AUTOCOUNTER: + wd.flag=(wd.flag&~BF_SKILLMASK)|BF_NORMAL; + break; + + + } + } + + if (skill_num && battle_config.skillrange_by_distance) + { //Skill range based on distance between src/target [Skotlex] + if ((sd && battle_config.skillrange_by_distance&1) + || (md && battle_config.skillrange_by_distance&2) + || (pd && battle_config.skillrange_by_distance&4) + ) { + if (check_distance_bl(src, target, 3)) + wd.flag=(wd.flag&~BF_RANGEMASK)|BF_SHORT; + else + wd.flag=(wd.flag&~BF_RANGEMASK)|BF_LONG; + } + } + + if(is_boss(target)) //Bosses can't be knocked-back + wd.blewcount = 0; + + if (sd) + { //Arrow consumption + sd->state.arrow_atk = flag.arrow; + } + + //Check for counter + if(!skill_num) + { + if(t_sc_data && t_sc_data[SC_AUTOCOUNTER].timer != -1) + //If it got here and you had autocounter active, then the direction/range does not matches: critical + flag.cri = 1; + } //End counter-check + + if (!skill_num && (tsd || battle_config.enemy_perfect_flee)) + { //Check for Lucky Dodge + short flee2 = status_get_flee2(target); + if (rand()%1000 < flee2) + { + wd.type=0x0b; + wd.dmg_lv=ATK_LUCKY; + return wd; + } + } + + //Initialize variables that will be used afterwards + t_race = status_get_race(target); + t_ele = status_get_elem_type(target); + + s_race = status_get_race(src); + s_ele = s_ele_ = skill_get_pl(skill_num); + if (!skill_num || s_ele == -1) { //Take weapon's element + s_ele = status_get_attack_element(src); + s_ele_ = status_get_attack_element2(src); + if (flag.arrow && sd && sd->arrow_ele) + s_ele = sd->arrow_ele; + } else if (s_ele == -2) { //Use enchantment's element + s_ele = s_ele_ = status_get_attack_sc_element(src); + } + + if (sd) + { //Set whether damage1 or damage2 (or both) will be used + if(sd->weapontype1 == 0 && sd->weapontype2 > 0) + { + flag.rh=0; + flag.lh=1; + } + if(sd->status.weapon > 16) + flag.rh = flag.lh = 1; + } + + //Check for critical + if(!flag.cri && + (sd || battle_config.enemy_critical_rate) && + (!skill_num || skill_num == KN_AUTOCOUNTER || skill_num == SN_SHARPSHOOTING)) + { + short cri = status_get_critical(src); + if (sd) + { + cri+= sd->critaddrace[t_race]; + if(flag.arrow) + cri += sd->arrow_cri; + if(sd->status.weapon == 16) + cri <<=1; + } + //The official equation is *2, but that only applies when sd's do critical. + //Therefore, we use the old value 3 on cases when an sd gets attacked by a mob + cri -= status_get_luk(target) * (md&&tsd?3:2); + + if(t_sc_data) + { + if (t_sc_data[SC_SLEEP].timer!=-1 ) + cri <<=1; + if(t_sc_data[SC_JOINTBEAT].timer != -1 && + t_sc_data[SC_JOINTBEAT].val2 == 6) // Always take crits with Neck broken by Joint Beat [DracoRPG] + flag.cri=1; + } + switch (skill_num) + { + case KN_AUTOCOUNTER: + if(!(battle_config.pc_auto_counter_type&1)) + flag.cri = 1; + else + cri <<= 1; + break; + case SN_SHARPSHOOTING: + cri += 200; + break; + } + if(tsd && tsd->critical_def) + cri = cri*(100-tsd->critical_def)/100; + if (rand()%1000 < cri) + flag.cri= 1; + } + if (flag.cri) + { + wd.type = 0x0a; + flag.idef = flag.idef2 = flag.hit = 1; + } else { //Check for Perfect Hit + if(sd && sd->perfect_hit > 0 && rand()%100 < sd->perfect_hit) + flag.hit = 1; + if (sc_data && sc_data[SC_FUSION].timer != -1) { + flag.hit = 1; //SG_FUSION always hit [Komurka] + flag.idef = flag.idef2 = 1; //def ignore [Komurka] + } + if (skill_num && !flag.hit) + switch(skill_num) + { + case NPC_GUIDEDATTACK: + case RG_BACKSTAP: + case AM_ACIDTERROR: + case MO_INVESTIGATE: + case MO_EXTREMITYFIST: + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + case PA_SACRIFICE: + case TK_COUNTER: + case SG_SUN_WARM: + case SG_MOON_WARM: + case SG_STAR_WARM: + flag.hit = 1; + break; + case CR_SHIELDBOOMERANG: + if (sc_data && sc_data[SC_SPIRIT].timer != -1 && sc_data[SC_SPIRIT].val2 == SL_CRUSADER) + flag.hit = 1; + break; + } + if ((t_sc_data && !flag.hit) && + (t_sc_data[SC_SLEEP].timer!=-1 || + t_sc_data[SC_STAN].timer!=-1 || + t_sc_data[SC_FREEZE].timer!=-1 || + (t_sc_data[SC_STONE].timer!=-1 && t_sc_data[SC_STONE].val2==0)) + ) + flag.hit = 1; + } + + if (!flag.hit) + { //Hit/Flee calculation + short + flee = status_get_flee(target), + hitrate=80; //Default hitrate + + if(battle_config.agi_penalty_type) + { + unsigned char target_count; //256 max targets should be a sane max + target_count = 1+battle_counttargeted(target,src,battle_config.agi_penalty_count_lv); + if(target_count >= battle_config.agi_penalty_count) + { + if (battle_config.agi_penalty_type == 1) + flee = (flee * (100 - (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num))/100; + else //asume type 2: absolute reduction + flee -= (target_count - (battle_config.agi_penalty_count - 1))*battle_config.agi_penalty_num; + if(flee < 1) flee = 1; + } + } + + hitrate+= status_get_hit(src) - flee; + + if(sd && flag.arrow) + hitrate += sd->arrow_hit; + if(skill_num) + switch(skill_num) + { //Hit skill modifiers + case SM_BASH: + hitrate += 5*skill_lv; + break; + case SM_MAGNUM: + hitrate += 10*skill_lv; + break; + case KN_AUTOCOUNTER: + hitrate += 20; + break; + case KN_PIERCE: + hitrate += hitrate*(5*skill_lv)/100; + break; + case PA_SHIELDCHAIN: + hitrate += 20; + break; + case AS_SONICBLOW: + if(sd && pc_checkskill(sd,AS_SONICACCEL)>0) + hitrate += 50; + break; + } + + // Weaponry Research hidden bonus + if (sd && (skill = pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) + hitrate += hitrate*(2*skill)/100; + + if (hitrate > battle_config.max_hitrate) + hitrate = battle_config.max_hitrate; + else if (hitrate < battle_config.min_hitrate) + hitrate = battle_config.min_hitrate; + + if(rand()%100 >= hitrate) + wd.dmg_lv = ATK_FLEE; + else if (t_sc_data && t_sc_data[SC_KAUPE].timer != -1 && rand()%100 < t_sc_data[SC_KAUPE].val2) { + if (--t_sc_data[SC_KAUPE].val3 <= 0) //We make it work like Safety Wall, even though it only blocks 1 time. + status_change_end(target, SC_KAUPE, -1); + wd.dmg_lv = ATK_FLEE; + } else + flag.hit =1; + } //End hit/miss calculation + + if(tsd && tsd->special_state.no_weapon_damage) + return wd; + + if (flag.hit && !flag.infdef) //No need to do the math for plants + { //Hitting attack + +//Assuming that 99% of the cases we will not need to check for the flag.rh... we don't. +//ATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc +#define ATK_RATE( a ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(a)/100; } +#define ATK_RATE2( a , b ) { wd.damage= wd.damage*(a)/100 ; if(flag.lh) wd.damage2= wd.damage2*(b)/100; } +//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage +#define ATK_ADDRATE( a ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(a)/100; } +#define ATK_ADDRATE2( a , b ) { wd.damage+= wd.damage*(a)/100 ; if(flag.lh) wd.damage2+= wd.damage2*(b)/100; } +//Adds an absolute value to damage. 100 = +100 damage +#define ATK_ADD( a ) { wd.damage+= a; if (flag.lh) wd.damage2+= a; } +#define ATK_ADD2( a , b ) { wd.damage+= a; if (flag.lh) wd.damage2+= b; } + + def1 = status_get_def(target); + def2 = status_get_def2(target); + + switch (skill_num) + { //Calc base damage according to skill + case PA_SACRIFICE: + { + int hp_dmg = status_get_max_hp(src)* 9/100; + battle_damage(src, src, hp_dmg, 0); //Damage to self is always 9% + clif_damage(src,src, gettick(), 0, 0, hp_dmg, 0 , 0, 0); + + wd.damage = hp_dmg; + wd.damage2 = 0; + + if (sc_data && sc_data[SC_SACRIFICE].timer != -1) + { + if (--sc_data[SC_SACRIFICE].val2 <= 0) + status_change_end(src, SC_SACRIFICE,-1); + } + break; + } + case LK_SPIRALPIERCE: + if (sd) { + short index = sd->equip_index[9]; + + if (index >= 0 && + sd->inventory_data[index] && + sd->inventory_data[index]->type == 4) + wd.damage = sd->inventory_data[index]->weight*8/100; //80% of weight + + ATK_ADDRATE(50*skill_lv); //Skill modifier applies to weight only. + index = status_get_str(src)/10; + index = index*index; + ATK_ADD(index); //Add str bonus. + + switch (t_size) { //Size-fix. Is this modified by weapon perfection? + case 0: //Small: 125% + ATK_RATE(125); + break; + //case 1: //Medium: 100% + case 2: //Large: 75% + ATK_RATE(75); + break; + } + ATK_RATE(wd.div_*100); //Increase overall damage by number of this + //FIXME: (shouldn't something like this apply to ALL weapon skills?) [Skotlex] + break; + } + case CR_SHIELDBOOMERANG: + case PA_SHIELDCHAIN: + if (sd) { + short index = sd->equip_index[8]; + + wd.damage = status_get_batk(src); + if (flag.lh) wd.damage2 = status_get_batk(src); + + if (index >= 0 && + sd->inventory_data[index] && + sd->inventory_data[index]->type == 5) + ATK_ADD(sd->inventory_data[index]->weight/10); + break; + } + default: + { + battle_calc_base_damage(src, target, &wd.damage, flag.lh?&wd.damage2:NULL, + (flag.cri?1:0)|(flag.arrow?2:0)|(skill_num == HW_MAGICCRASHER?4:0)|(skill_num == MO_EXTREMITYFIST?8:0)); + //Add any bonuses that modify the base baseatk+watk (pre-skills) + if(sd) + { + if (sd->status.weapon < 16 && (sd->atk_rate != 100 || sd->weapon_atk_rate[sd->status.weapon] != 0)) + ATK_RATE(sd->atk_rate + sd->weapon_atk_rate[sd->status.weapon]); + + if(flag.cri && sd->crit_atk_rate) + ATK_ADDRATE(sd->crit_atk_rate); + + if(sd->status.party_id && (skill=pc_checkskill(sd,TK_POWER)) > 0){ + i = 0; + party_foreachsamemap(party_sub_count, sd, 0, &i); + ATK_ADDRATE(2*skill*i); + } + } + break; + } //End default case + } //End switch(skill_num) + + //Skill damage modifiers that stack linearly + if(sc_data && skill_num != PA_SACRIFICE) + { + if(sc_data[SC_OVERTHRUST].timer != -1) + skillratio += 5*sc_data[SC_OVERTHRUST].val1; + if(sc_data[SC_MAXOVERTHRUST].timer != -1) + skillratio += 20*sc_data[SC_MAXOVERTHRUST].val1; + if(sc_data[SC_BERSERK].timer != -1) + skillratio += 100; + } + if (!skill_num) + { + // Random chance to deal multiplied damage - Consider it as part of skill-based-damage + if(sd && + sd->random_attack_increase_add > 0 && + sd->random_attack_increase_per && + rand()%100 < sd->random_attack_increase_per + ) + skillratio += sd->random_attack_increase_add; + + ATK_RATE(skillratio); + } else { //Skills + switch( skill_num ) + { + case SM_BASH: + skillratio += 30*skill_lv; + break; + case SM_MAGNUM: + skillratio += 20*skill_lv; + break; + case MC_MAMMONITE: + skillratio += 50*skill_lv; + break; + case HT_POWER: //FIXME: How exactly is the STR based damage supposed to be done? [Skotlex] + skillratio += 10*status_get_str(src); + break; + case TF_DOUBLE: //This is the mob-used Double Attack. [Skotlex] + skillratio += 100; + break; + case AC_DOUBLE: + skillratio += 80+20*skill_lv; + break; + case AC_SHOWER: + skillratio += 5*skill_lv-25; + break; + case AC_CHARGEARROW: + skillratio += 50; + break; + case KN_PIERCE: + skillratio += wd.div_*(100+10*skill_lv)-100; + break; + case KN_SPEARSTAB: + skillratio += 15*skill_lv; + break; + case KN_SPEARBOOMERANG: + skillratio += 50*skill_lv; + break; + case KN_BRANDISHSPEAR: + { + int ratio = 100+20*skill_lv; + skillratio += ratio-100; + if(skill_lv>3 && wflag==1) skillratio += ratio/2; + if(skill_lv>6 && wflag==1) skillratio += ratio/4; + if(skill_lv>9 && wflag==1) skillratio += ratio/8; + if(skill_lv>6 && wflag==2) skillratio += ratio/2; + if(skill_lv>9 && wflag==2) skillratio += ratio/4; + if(skill_lv>9 && wflag==3) skillratio += ratio/2; + break; + } + case KN_BOWLINGBASH: + skillratio+= 40*skill_lv; + break; + case KN_AUTOCOUNTER: + case LK_SPIRALPIERCE: + case NPC_CRITICALSLASH: + flag.idef= flag.idef2= 1; + break; + case AS_GRIMTOOTH: + skillratio += 20*skill_lv; + break; + case AS_POISONREACT: + skillratio += 30*skill_lv; + break; + case AS_SONICBLOW: + skillratio += 200+50*skill_lv; + break; + case TF_SPRINKLESAND: + skillratio += 30; + break; + case MC_CARTREVOLUTION: + skillratio += 50; + if(sd && sd->cart_max_weight > 0 && sd->cart_weight > 0) + skillratio += 100*sd->cart_weight/sd->cart_max_weight; // +1% every 1% weight + else if (!sd) + skillratio += 150; //Max damage for non players. + break; + case NPC_COMBOATTACK: + skillratio += 100*wd.div_ -100; + break; + case NPC_RANDOMATTACK: + skillratio += rand()%150-50; + break; + case NPC_WATERATTACK: + case NPC_GROUNDATTACK: + case NPC_FIREATTACK: + case NPC_WINDATTACK: + case NPC_POISONATTACK: + case NPC_HOLYATTACK: + case NPC_DARKNESSATTACK: + case NPC_UNDEADATTACK: + case NPC_TELEKINESISATTACK: + skillratio += 25*skill_lv; + break; + case NPC_GUIDEDATTACK: + case NPC_RANGEATTACK: + case NPC_PIERCINGATT: + break; + case RG_BACKSTAP: + if(sd && sd->status.weapon == 11 && battle_config.backstab_bow_penalty) + skillratio += (200+40*skill_lv)/2; + else + skillratio += 200+40*skill_lv; + break; + case RG_RAID: + skillratio += 40*skill_lv; + break; + case RG_INTIMIDATE: + skillratio += 30*skill_lv; + break; + case CR_SHIELDCHARGE: + skillratio += 20*skill_lv; + break; + case CR_SHIELDBOOMERANG: + skillratio += 30*skill_lv; + if (sc_data && sc_data[SC_SPIRIT].timer != -1 && sc_data[SC_SPIRIT].val2 == SL_CRUSADER) + skillratio += 100; + break; + case NPC_DARKCROSS: + case CR_HOLYCROSS: + skillratio += 35*skill_lv; + break; + case CR_GRANDCROSS: + case NPC_GRANDDARKNESS: + flag.cardfix = 0; + break; + case AM_DEMONSTRATION: + skillratio += 20*skill_lv; + flag.cardfix = 0; + break; + case AM_ACIDTERROR: + skillratio += 40*skill_lv; + flag.cardfix = 0; + break; + case MO_FINGEROFFENSIVE: + if(battle_config.finger_offensive_type == 0) + skillratio+= wd.div_ * (100 + 50*skill_lv) -100; + else + skillratio+= 50 * skill_lv; + break; + case MO_INVESTIGATE: + skillratio += 75*skill_lv; + ATK_RATE(2*(def1 + def2)); + flag.idef= flag.idef2= 1; + break; + case MO_EXTREMITYFIST: + if (sd) + { //Overflow check. [Skotlex] + unsigned int ratio = skillratio + 100*(8 + ((sd->status.sp)/10)); + //You'd need something like 6K SP to reach this max, so should be fine for most purposes. + if (ratio > 60000) ratio = 60000; //We leave some room here in case skillratio gets further increased. + skillratio = (unsigned short)ratio; + sd->status.sp = 0; + clif_updatestatus(sd,SP_SP); + } + flag.idef= flag.idef2= 1; + break; + case MO_TRIPLEATTACK: + skillratio += 20*skill_lv; + break; + case MO_CHAINCOMBO: + skillratio += 50+50*skill_lv; + break; + case MO_COMBOFINISH: + skillratio += 140+60*skill_lv; + break; + case BA_MUSICALSTRIKE: + skillratio += 40*skill_lv-40; + break; + case DC_THROWARROW: + skillratio += 50*skill_lv; + break; + case CH_TIGERFIST: + skillratio += 100*skill_lv-60; + break; + case CH_CHAINCRUSH: + skillratio += 300+100*skill_lv; + break; + case CH_PALMSTRIKE: + skillratio += 100+100*skill_lv; + break; + case LK_HEADCRUSH: + skillratio += 40*skill_lv; + break; + case LK_JOINTBEAT: + skillratio += 10*skill_lv-50; + break; + case ASC_METEORASSAULT: + skillratio += 40*skill_lv-60; + flag.cardfix = 0; + break; + case SN_SHARPSHOOTING: + skillratio += 50*skill_lv; + break; + case CG_ARROWVULCAN: + skillratio += 100+100*skill_lv; + break; + case AS_SPLASHER: + skillratio += 100+20*skill_lv; + if (sd) + skillratio += 20*pc_checkskill(sd,AS_POISONREACT); + if(wflag>1) //FIXME: Splash damage... is this the correct method? [Skotlex] + skillratio /= wflag; + flag.cardfix = 0; + break; + case ASC_BREAKER: + skillratio += 100*skill_lv-100; + flag.cardfix = 0; + break; + case PA_SACRIFICE: + //40% less effective on siege maps. [Skotlex] + skillratio += 10*skill_lv-10; + flag.idef = flag.idef2 = 1; + break; + case PA_SHIELDCHAIN: + skillratio += wd.div_*(100+30*skill_lv)-100; + break; + case WS_CARTTERMINATION: + if(sd && sd->cart_weight > 0) + skillratio += sd->cart_weight / (10 * (16 - skill_lv)) - 100; + else if (!sd) + skillratio += battle_config.max_cart_weight / (10 * (16 - skill_lv)); + flag.cardfix = 0; + break; + case TK_DOWNKICK: + skillratio += 60 + 20*skill_lv; + break; + case TK_STORMKICK: + skillratio += 60 + 20*skill_lv; + break; + case TK_TURNKICK: + skillratio += 90 + 30*skill_lv; + break; + case TK_COUNTER: + skillratio += 90 + 30*skill_lv; + break; + case TK_JUMPKICK: + skillratio += -70 + 10*skill_lv; + if (sc_data && sc_data[SC_COMBO].timer != -1 && sc_data[SC_COMBO].val1 == skill_num) + skillratio += 10*status_get_lv(src)/3; + break; + case KN_CHARGEATK: + skillratio += wflag*15; //FIXME: How much is the actual bonus? [Skotlex] + break; + case HT_PHANTASMIC: + skillratio += 50; + break; + case MO_BALKYOUNG: + skillratio += 200; + break; + } + + ATK_RATE(skillratio); + + //Constant/misc additions from skills + switch (skill_num) { + case MO_EXTREMITYFIST: + ATK_ADD(250 + 150*skill_lv); + break; + case TK_DOWNKICK: + case TK_STORMKICK: + case TK_TURNKICK: + case TK_COUNTER: + case TK_JUMPKICK: + //TK_RUN kick damage bonus. + if(sd && sd->weapontype1 == 0 && sd->weapontype2 == 0) + ATK_ADD(10*pc_checkskill(sd, TK_RUN)); + break; + } + } + //Here comes a second pass for skills that stack to the previously defined % damage. [Skotlex] + skillratio = 100; + //Skill damage modifiers that affect linearly stacked damage. + if (sc_data && skill_num != PA_SACRIFICE) { + if(sc_data[SC_TRUESIGHT].timer != -1) + skillratio += 2*sc_data[SC_TRUESIGHT].val1; + // It is still not quite decided whether it works on bosses or not... + if(sc_data[SC_EDP].timer != -1 /*&& !(t_mode&MD_BOSS)*/ && skill_num != ASC_BREAKER && skill_num != ASC_METEORASSAULT) + skillratio += 50 +50*sc_data[SC_EDP].val1; + } + switch (skill_num) { + case AS_SONICBLOW: + if (sc_data && sc_data[SC_SPIRIT].timer != -1 && sc_data[SC_SPIRIT].val2 == SL_ASSASIN) + skillratio += (map_flag_gvg(src->m))?25:100; //+25% dmg on woe/+100% dmg on nonwoe + if(sd && pc_checkskill(sd,AS_SONICACCEL)>0) + skillratio += 10; + break; + } + if (sd && sd->skillatk[0].id != 0) + { + for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++); + if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num) + //May seem wrong as it also applies on top of other modifiers, but adding, say, 10% + //to 800% dmg -> 810% would make the bonus a little lame. [Skotlex] + skillratio += sd->skillatk[i].val; + } + if (skillratio != 100) + ATK_RATE(skillratio); + if(sd) + { + if (skill_num != PA_SACRIFICE && skill_num != MO_INVESTIGATE && !flag.cri) + { //Elemental/Racial adjustments + char raceele_flag=0, raceele_flag_=0; + if(sd->right_weapon.def_ratio_atk_ele & (1<right_weapon.def_ratio_atk_race & (1<right_weapon.def_ratio_atk_race & (is_boss(target)?1<<10:1<<11) + ) + raceele_flag = flag.idef = 1; + + if(sd->left_weapon.def_ratio_atk_ele & (1<left_weapon.def_ratio_atk_race & (1<left_weapon.def_ratio_atk_race & (is_boss(target)?1<<10:1<<11) + ) { //Pass effect onto right hand if configured so. [Skotlex] + if (battle_config.left_cardfix_to_right && flag.rh) + raceele_flag = flag.idef = 1; + else + raceele_flag_ = flag.idef2 = 1; + } + + if (raceele_flag || raceele_flag_) + ATK_RATE2(raceele_flag?(def1 + def2):100, raceele_flag_?(def1 + def2):100); + } + + //Ignore Defense? + if (!flag.idef && ( + (tmd && sd->right_weapon.ignore_def_mob & (is_boss(target)?2:1)) || + sd->right_weapon.ignore_def_ele & (1<right_weapon.ignore_def_race & (1<right_weapon.ignore_def_race & (is_boss(target)?1<<10:1<<11) + )) + flag.idef = 1; + + if (!flag.idef2 && ( + (tmd && sd->left_weapon.ignore_def_mob & (is_boss(target)?2:1)) || + sd->left_weapon.ignore_def_ele & (1<left_weapon.ignore_def_race & (1<left_weapon.ignore_def_race & (is_boss(target)?1<<10:1<<11) + )) { + if(battle_config.left_cardfix_to_right && flag.rh) //Move effect to right hand. [Skotlex] + flag.idef = 1; + else + flag.idef2 = 1; + } + } + + if (!flag.idef || !flag.idef2) + { //Defense reduction + short vit_def; + if(battle_config.vit_penalty_type) + { + unsigned char target_count; //256 max targets should be a sane max + target_count = 1 + battle_counttargeted(target,src,battle_config.vit_penalty_count_lv); + if(target_count >= battle_config.vit_penalty_count) { + if(battle_config.vit_penalty_type == 1) { + def1 = (def1 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100; + def2 = (def2 * (100 - (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num))/100; + } else { //Assume type 2 + def1 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num; + def2 -= (target_count - (battle_config.vit_penalty_count - 1))*battle_config.vit_penalty_num; + } + } + if(def1 < 0 || skill_num == AM_ACIDTERROR) def1 = 0; //Acid Terror ignores only armor defense. [Skotlex] + if(def2 < 1) def2 = 1; + } + //Vitality reduction from rodatazone: http://rodatazone.simgaming.net/mechanics/substats.php#def + if (tsd) //Sd vit-eq + { //[VIT*0.5] + rnd([VIT*0.3], max([VIT*0.3],[VIT^2/150]-1)) + vit_def = def2*(def2-15)/150; + vit_def = def2/2 + (vit_def>0?rand()%vit_def:0); + + if((battle_check_undead(s_race,status_get_elem_type(src)) || s_race==6) && + (skill=pc_checkskill(tsd,AL_DP)) >0) + vit_def += skill*(int)(3 +(tsd->status.base_level+1)*0.04); // submitted by orn + } else { //Mob-Pet vit-eq + //VIT + rnd(0,[VIT/20]^2-1) + vit_def = (def2/20)*(def2/20); + vit_def = def2 + (vit_def>0?rand()%vit_def:0); + } + + if ((sd && battle_config.player_defense_type) + || (md && battle_config.monster_defense_type) + || (pd && battle_config.pet_defense_type) + ) + vit_def += def1*battle_config.player_defense_type; + else + ATK_RATE2(flag.idef?100:100-def1, flag.idef2?100:100-def1); + ATK_ADD2(flag.idef?0:-vit_def, flag.idef2?0:-vit_def); + } + + //Post skill/vit reduction damage increases + if (sc_data && skill_num != LK_SPIRALPIERCE) + { //SC skill damages + if(sc_data[SC_AURABLADE].timer!=-1) + ATK_ADD(20*sc_data[SC_AURABLADE].val1); + } + + //Refine bonus + if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST) { + if (skill_num == MO_FINGEROFFENSIVE) //Counts refine bonus multiple times + { + ATK_ADD2(wd.div_*status_get_atk2(src), wd.div_*status_get_atk_2(src)); + } else { + ATK_ADD2(status_get_atk2(src), status_get_atk_2(src)); + } + } + + //Set to min of 1 + if (flag.rh && wd.damage < 1) wd.damage = 1; + if (flag.lh && wd.damage2 < 1) wd.damage2 = 1; + + if (sd && flag.weapon && skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST + && skill_num != CR_GRANDCROSS) + { //Add mastery damage + wd.damage = battle_addmastery(sd,target,wd.damage,0); + if (flag.lh) wd.damage2 = battle_addmastery(sd,target,wd.damage2,1); + + if (pc_checkskill(sd,SG_SUN_ANGER) || pc_checkskill(sd,SG_MOON_ANGER) || pc_checkskill(sd,SG_STAR_ANGER)) + { //SG Anger bonus - ATK_ADDRATE [Komurka] + static int type[] = { SG_SUN_ANGER, SG_MOON_ANGER, SG_STAR_ANGER }; + short t_class = status_get_class(target); + for (i = 0; i < 2; i++) + { + if (t_class == sd->hate_mob[i] && (skill = pc_checkskill(sd,type[i]))) + { + skillratio = (sd->status.base_level + (i==2?status_get_str(src):0) + status_get_dex(src)+ status_get_luk(src))/(skill<4?12-3*skill:1); + ATK_ADDRATE(skillratio); + break; + } + } + } + } + } //Here ends flag.hit section, the rest of the function applies to both hitting and missing attacks + + if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS) + return wd; //Enough, rest is not needed. + + if(sd && (skill=pc_checkskill(sd,BS_WEAPONRESEARCH)) > 0) + ATK_ADD(skill*2); + + if(skill_num==TF_POISON) + ATK_ADD(15*skill_lv); + + if ((sd && (skill_num || !battle_config.pc_attack_attr_none)) || + (md && (skill_num || !battle_config.mob_attack_attr_none)) || + (pd && (skill_num || !battle_config.pet_attack_attr_none))) + { //Elemental attribute fix + short t_element = status_get_element(target); + if (!(!sd && tsd && battle_config.mob_ghostring_fix && t_ele==8)) + { + if (wd.damage > 0) + { + wd.damage=battle_attr_fix(src,target,wd.damage,s_ele,t_element); + if(skill_num==MC_CARTREVOLUTION) //Cart Revolution applies the element fix once more with neutral element + wd.damage = battle_attr_fix(src,target,wd.damage,0,t_element); + } + if (flag.lh && wd.damage2 > 0) + wd.damage2 = battle_attr_fix(src,target,wd.damage2,s_ele_,t_element); + } + if(sc_data && sc_data[SC_WATK_ELEMENT].timer != -1) + { //Descriptions indicate this means adding a percent of a normal attack in another element. [Skotlex] + int damage=0; + battle_calc_base_damage(src, target, &damage, NULL, (flag.arrow?2:0)); + damage = damage*sc_data[SC_WATK_ELEMENT].val2/100; + damage = battle_attr_fix(src,target,damage,sc_data[SC_WATK_ELEMENT].val1,t_element); + ATK_ADD(damage); + } + } + + + if ((!flag.rh || wd.damage == 0) && (!flag.lh || wd.damage2 == 0)) + flag.cardfix = 0; //When the attack does no damage, avoid doing %bonuses + + if (sd) + { + if (skill_num != CR_SHIELDBOOMERANG) //Only Shield boomerang doesn't takes the Star Crumbs bonus. + ATK_ADD2(wd.div_*sd->right_weapon.star, wd.div_*sd->left_weapon.star); + if (skill_num==MO_FINGEROFFENSIVE) { //The finger offensive spheres on moment of attack do count. [Skotlex] + ATK_ADD(wd.div_*sd->spiritball_old*3); + } else { + ATK_ADD(wd.div_*sd->spiritball*3); + } + + //Card Fix, sd side + if (flag.cardfix) + { + short cardfix = 1000, cardfix_ = 1000; + short t_class = status_get_class(target); + short t_race2 = status_get_race2(target); + if(sd->state.arrow_atk) + { + cardfix=cardfix*(100+sd->right_weapon.addrace[t_race]+sd->arrow_addrace[t_race])/100; + cardfix=cardfix*(100+sd->right_weapon.addele[t_ele]+sd->arrow_addele[t_ele])/100; + cardfix=cardfix*(100+sd->right_weapon.addsize[t_size]+sd->arrow_addsize[t_size])/100; + cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100; + cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?10:11]+sd->arrow_addrace[is_boss(target)?10:11])/100; + } else { //Melee attack + if(!battle_config.left_cardfix_to_right) + { + cardfix=cardfix*(100+sd->right_weapon.addrace[t_race])/100; + cardfix=cardfix*(100+sd->right_weapon.addele[t_ele])/100; + cardfix=cardfix*(100+sd->right_weapon.addsize[t_size])/100; + cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2])/100; + cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?10:11])/100; + + if (flag.lh) + { + cardfix_=cardfix_*(100+sd->left_weapon.addrace[t_race])/100; + cardfix_=cardfix_*(100+sd->left_weapon.addele[t_ele])/100; + cardfix_=cardfix_*(100+sd->left_weapon.addsize[t_size])/100; + cardfix_=cardfix_*(100+sd->left_weapon.addrace2[t_race2])/100; + cardfix_=cardfix_*(100+sd->left_weapon.addrace[is_boss(target)?10:11])/100; + } + } else { + cardfix=cardfix*(100+sd->right_weapon.addrace[t_race]+sd->left_weapon.addrace[t_race])/100; + cardfix=cardfix*(100+sd->right_weapon.addele[t_ele]+sd->left_weapon.addele[t_ele])/100; + cardfix=cardfix*(100+sd->right_weapon.addsize[t_size]+sd->left_weapon.addsize[t_size])/100; + cardfix=cardfix*(100+sd->right_weapon.addrace2[t_race2]+sd->left_weapon.addrace2[t_race2])/100; + cardfix=cardfix*(100+sd->right_weapon.addrace[is_boss(target)?10:11]+sd->left_weapon.addrace[is_boss(target)?10:11])/100; + } + } + + for(i=0;iright_weapon.add_damage_class_count;i++) { + if(sd->right_weapon.add_damage_classid[i] == t_class) { + cardfix=cardfix*(100+sd->right_weapon.add_damage_classrate[i])/100; + break; + } + } + + if (flag.lh) + { + for(i=0;ileft_weapon.add_damage_class_count;i++) { + if(sd->left_weapon.add_damage_classid[i] == t_class) { + cardfix_=cardfix_*(100+sd->left_weapon.add_damage_classrate[i])/100; + break; + } + } + } + + if(wd.flag&BF_LONG) + cardfix=cardfix*(100+sd->long_attack_atk_rate)/100; + + if (cardfix != 1000 || cardfix_ != 1000) + ATK_RATE2(cardfix/10, cardfix_/10); //What happens if you use right-to-left and there's no right weapon, only left? + } + + if (skill_num == CR_SHIELDBOOMERANG || skill_num == PA_SHIELDCHAIN) { //Refine bonus applies after cards and elements. + short index= sd->equip_index[8]; + if (index >= 0 && + sd->inventory_data[index] && + sd->inventory_data[index]->type == 5) + ATK_ADD(10*sd->status.inventory[index].refine); + } + } //if (sd) + + //Card Fix, tsd side - Cards always apply on the target. [Skotlex] + if (tsd) { + short s_size,s_race2,s_class; + short cardfix=1000; + + s_size = status_get_size(src); + s_race2 = status_get_race2(src); + s_class = status_get_class(src); + + cardfix=cardfix*(100-tsd->subele[s_ele])/100; + cardfix=cardfix*(100-tsd->subsize[s_size])/100; + cardfix=cardfix*(100-tsd->subrace2[s_race2])/100; + cardfix=cardfix*(100-tsd->subrace[s_race])/100; + cardfix=cardfix*(100-tsd->subrace[is_boss(src)?10:11])/100; + + for(i=0;iadd_dmg_count;i++) { + if(tsd->add_dmg[i].class_ == s_class) { + cardfix=cardfix*(100+tsd->add_dmg[i].rate)/100; + break; + } + } + + if(wd.flag&BF_SHORT) + cardfix=cardfix*(100-tsd->near_attack_def_rate)/100; + else // BF_LONG (there's no other choice) + cardfix=cardfix*(100-tsd->long_attack_def_rate)/100; + + if (cardfix != 1000) + ATK_RATE(cardfix/10); + } + + if(flag.infdef) + { //Plants receive 1 damage when hit + if (flag.rh && (flag.hit || wd.damage>0)) + wd.damage = 1; + if (flag.lh && (flag.hit || wd.damage2>0)) + wd.damage2 = 1; + if (!(battle_config.skill_min_damage&1)) //Do not return if you are supposed to deal greater damage to plants than 1. [Skotlex] + return wd; + } + + if(sd && !skill_num && !flag.cri) + { //Check for double attack. + if(( (skill_lv = 5*pc_checkskill(sd,TF_DOUBLE)) > 0 && sd->weapontype1 == 0x01) || + sd->double_rate > 0) //Success chance is not added, the higher one is used? [Skotlex] + if (rand()%100 < (skill_lv>sd->double_rate?skill_lv:sd->double_rate)) + { + wd.damage *=2; + wd.div_=skill_get_num(TF_DOUBLE,skill_lv?skill_lv:1); + wd.type = 0x08; + } + } + + if(!flag.rh || wd.damage<1) + wd.damage=0; + + if(!flag.lh || wd.damage2<1) + wd.damage2=0; + + if (sd) + { + if (!flag.rh && flag.lh) + { //Move lh damage to the rh + wd.damage = wd.damage2; + wd.damage2 = 0; + flag.rh=1; + flag.lh=0; + } else if(sd->status.weapon > 16) + { //Dual-wield + if (wd.damage > 0) + { + skill = pc_checkskill(sd,AS_RIGHT); + wd.damage = wd.damage * (50 + (skill * 10))/100; + if(wd.damage < 1) wd.damage = 1; + } + if (wd.damage2 > 0) + { + skill = pc_checkskill(sd,AS_LEFT); + wd.damage2 = wd.damage2 * (30 + (skill * 10))/100; + if(wd.damage2 < 1) wd.damage2 = 1; + } + } else if(sd->status.weapon == 16) + { //Katars + skill = pc_checkskill(sd,TF_DOUBLE); + wd.damage2 = wd.damage * (1 + (skill * 2))/100; + + if(wd.damage > 0 && wd.damage2 < 1) wd.damage2 = 1; + flag.lh = 1; + } + } + + if(wd.damage > 0 || wd.damage2 > 0) + { + if(wd.damage2<1) + wd.damage=battle_calc_damage(src,target,wd.damage,wd.div_,skill_num,skill_lv,wd.flag); + else if(wd.damage<1) + wd.damage2=battle_calc_damage(src,target,wd.damage2,wd.div_,skill_num,skill_lv,wd.flag); + else + { + int d1=wd.damage+wd.damage2,d2=wd.damage2; + wd.damage=battle_calc_damage(src,target,d1,wd.div_,skill_num,skill_lv,wd.flag); + wd.damage2=(d2*100/d1)*wd.damage/100; + if(wd.damage > 1 && wd.damage2 < 1) wd.damage2=1; + wd.damage-=wd.damage2; + } + } + + if(sd && sd->classchange && tmd && !(t_mode&MD_BOSS) && !tmd->guardian_data && (tmd->class_ < 1324 || tmd->class_ > 1363) && (rand()%10000 < sd->classchange)) + { //Classchange: + struct mob_db *mob; + int k, class_; + i = 0; + do { + do { + class_ = rand() % MAX_MOB_DB; + } while (!mobdb_checkid(class_)); + + k = rand() % 1000000; + mob = mob_db(class_); + } while ((mob->mode&(MD_BOSS|MD_PLANT) || mob->summonper[0] <= k) && (i++) < 2000); + if (i< 2000) + mob_class_change(((struct mob_data *)target),class_); + } + + if (sd && (battle_config.equip_self_break_rate || battle_config.equip_skill_break_rate) && + (wd.damage > 0 || wd.damage2 > 0)) { + if (battle_config.equip_self_break_rate) { // Self weapon breaking + int breakrate = battle_config.equip_natural_break_rate; + if (sd->sc_count) { + if(sd->sc_data[SC_OVERTHRUST].timer!=-1) + breakrate += 10; + if(sd->sc_data[SC_MAXOVERTHRUST].timer!=-1) + breakrate += 10; + } + if(rand() % 10000 < breakrate * battle_config.equip_self_break_rate / 100 || breakrate >= 10000) + pc_breakweapon(sd); + } + if (battle_config.equip_skill_break_rate) { // Target equipment breaking + int breakrate[2] = {0,0}; // weapon = 0, armor = 1 + int breaktime = 5000; + + breakrate[0] += sd->break_weapon_rate; // Break rate from equipment + breakrate[1] += sd->break_armor_rate; + if (sd->sc_count) { + if (sd->sc_data[SC_MELTDOWN].timer!=-1) { + breakrate[0] += 100*sd->sc_data[SC_MELTDOWN].val1; + breakrate[1] += 70*sd->sc_data[SC_MELTDOWN].val1; + breaktime = skill_get_time2(WS_MELTDOWN,1); + } + } + if(rand() % 10000 < breakrate[0] * battle_config.equip_skill_break_rate / 100 || breakrate[0] >= 10000) { + if (target->type == BL_PC) + pc_breakweapon((struct map_session_data *)target); + else + status_change_start(target,SC_STRIPWEAPON,1,75,0,0,breaktime,0); + } + if(rand() % 10000 < breakrate[1] * battle_config.equip_skill_break_rate/100 || breakrate[1] >= 10000) { + if (target->type == BL_PC) { + struct map_session_data *tsd = (struct map_session_data *)target; + pc_breakarmor(tsd); + } else + status_change_start(target,SC_STRIPSHIELD,1,75,0,0,breaktime,0); + } + } + } + return wd; +} + +/*========================================== + * battle_calc_magic_attack [DracoRPG] + *------------------------------------------ + */ +struct Damage battle_calc_magic_attack( + struct block_list *src,struct block_list *target,int skill_num,int skill_lv,int mflag) + { + struct map_session_data *sd=NULL, *tsd=NULL; + struct mob_data *md=NULL, *tmd=NULL; + struct pet_data *pd=NULL;//, *tpd=NULL; (Noone can target pets) + struct Damage ad; + unsigned short skillratio = 100; //Skill dmg modifiers. + + short i; + short t_mode = status_get_mode(target); + short t_race, t_size, t_ele, s_race, s_size, s_ele; + struct { + unsigned imdef : 1; + unsigned infdef : 1; + unsigned elefix : 1; + unsigned cardfix : 1; + } flag; + + memset(&ad,0,sizeof(ad)); + memset(&flag,0,sizeof(flag)); + + if(src==NULL || target==NULL) + { + nullpo_info(NLP_MARK); + return ad; + } + //Initial flag + flag.elefix=1; + flag.cardfix=1; + + //Initial Values + ad.damage = 1; + ad.div_=skill_get_num(skill_num,skill_lv); + ad.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:status_get_amotion(src); //Amotion should be 0 for ground skills. + ad.dmotion=status_get_dmotion(target); + ad.blewcount = skill_get_blewcount(skill_num,skill_lv); + ad.flag=BF_MAGIC|BF_LONG|BF_SKILL; + ad.dmg_lv=ATK_DEF; + + switch (src->type) + { + case BL_PC: + sd=(struct map_session_data *)src; + break; + case BL_MOB: + md=(struct mob_data *)src; + break; + case BL_PET: + pd=(struct pet_data *)src; + break; + } + switch (target->type) + { + case BL_PC: + tsd=(struct map_session_data *)target; + if (pd) { //Pets can't target players + memset(&ad,0,sizeof(ad)); + return ad; + } + break; + case BL_MOB: + tmd=(struct mob_data *)target; + break; + case BL_PET://Cannot target pets + memset(&ad,0,sizeof(ad)); + return ad; + } + + //Initialize variables that will be used afterwards + t_race = status_get_race(target); + t_size = status_get_size(target); + t_ele = status_get_elem_type(target); + + s_race = status_get_race(src); + s_size = status_get_size(src); + s_ele = skill_get_pl(skill_num); + + if (s_ele == -1) // pl=-1 : the skill takes the weapon's element + s_ele = status_get_attack_element(src); + else if (s_ele == -2) //Use status element + s_ele = status_get_attack_sc_element(src); + + if (skill_num == ASC_BREAKER) // Soul Breaker's magical part is neutral, although pl=-1 for the physical part to take weapon element + s_ele = 0; + + //Set miscellaneous data that needs be filled + if(sd) { + sd->state.attack_type = BF_MAGIC; + sd->state.arrow_atk = 0; + if (sd->skillblown[0].id != 0) + { //Apply the bonus blewcount. [Skotlex] + for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++); + if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num) + ad.blewcount += sd->skillblown[i].val; + } + } + + if (battle_config.skillrange_by_distance) + { //Skill range based on distance between src/target [Skotlex] + if ((sd && battle_config.skillrange_by_distance&1) + || (md && battle_config.skillrange_by_distance&2) + || (pd && battle_config.skillrange_by_distance&4) + ) { + if (check_distance_bl(src, target, 3)) + ad.flag=(ad.flag&~BF_RANGEMASK)|BF_SHORT; + else + ad.flag=(ad.flag&~BF_RANGEMASK)|BF_LONG; + } + } + + flag.infdef=(t_mode&MD_PLANT?1:0); + + switch(skill_num) + { + case MG_FIREWALL: + if(mflag) { //mflag has a value when it was checked it works against an undead in skill.c [Skotlex] + ad.div_ = mflag; //mflag contains the number of hits against undead. + ad.blewcount = 0; //No knockback + ad.dmotion = 0; //No flinch animation. + } else + ad.blewcount |= 0x10000; + break; + case PR_SANCTUARY: + ad.blewcount|=0x10000; + case AL_HEAL: + case WZ_FIREPILLAR: + flag.imdef = 1; + break; + case PR_ASPERSIO: + case PF_SOULBURN: + case HW_GRAVITATION: + case ASC_BREAKER: + flag.imdef = 1; + flag.elefix = 0; + flag.cardfix = 0; + break; + case PR_TURNUNDEAD: + flag.imdef = 1; + flag.cardfix = 0; + break; + case NPC_GRANDDARKNESS: + case CR_GRANDCROSS: + flag.cardfix = 0; + break; + } + + if(is_boss(target)) //Bosses can't be knocked-back + ad.blewcount = 0; + + if (!flag.infdef) //No need to do the math for plants + { + +//MATK_RATE scales the damage. 100 = no change. 50 is halved, 200 is doubled, etc +#define MATK_RATE( a ) { ad.damage= ad.damage*(a)/100; } +//Adds dmg%. 100 = +100% (double) damage. 10 = +10% damage +#define MATK_ADDRATE( a ) { ad.damage+= ad.damage*(a)/100; } +//Adds an absolute value to damage. 100 = +100 damage +#define MATK_ADD( a ) { ad.damage+= a; } + + switch (skill_num) + { //Calc base damage according to skill + case AL_HEAL: + case PR_BENEDICTIO: + ad.damage = skill_calc_heal(src,skill_lv)/2; + if (sd) + ad.damage += ad.damage * pc_checkskill(sd, HP_MEDITATIO) * 2 / 100; + break; + case PR_ASPERSIO: + ad.damage = 40; + break; + case PR_SANCTUARY: + ad.damage = (skill_lv>6)?388:skill_lv*50; + break; + case ALL_RESURRECTION: + case PR_TURNUNDEAD: + if(!tsd && battle_check_undead(t_race,t_ele)){ + int hp, mhp, thres; + hp = status_get_hp(target); + mhp = status_get_max_hp(target); + thres = (skill_lv * 20) + status_get_luk(src) + status_get_int(src) + status_get_lv(src) + ((200 - hp * 200 / mhp)); + if(thres > 700) thres = 700; + if(rand()%1000 < thres && !(t_mode&MD_BOSS)) + ad.damage = hp; + else + ad.damage = status_get_lv(src) + status_get_int(src) + skill_lv * 10; + } + break; + case PF_SOULBURN: + if (!tsd) { + memset(&ad,0,sizeof(ad)); + return ad; + } else + ad.damage = tsd->status.sp * 2; + break; + case ASC_BREAKER: + ad.damage = rand()%500 + 500 + skill_lv * status_get_int(src) * 5; + break; + case HW_GRAVITATION: + ad.damage = 200+200*skill_lv; + break; + default: + { + unsigned short matkmin,matkmax; + + matkmin = status_get_matk2(src); + matkmax = status_get_matk1(src); + + MATK_ADD(matkmin+(matkmax>matkmin?rand()%(matkmax-matkmin+1):0)); + + if(skill_num == MG_NAPALMBEAT || skill_num == HW_NAPALMVULCAN){ // Divide MATK in case of multiple targets skill + if(mflag>0) + ad.damage/= mflag; + else if(battle_config.error_log) + ShowError("0 enemies targeted by Napalm Beat/Vulcan, divide per 0 avoided!\n"); + } + + switch(skill_num){ + case MG_NAPALMBEAT: + skillratio += skill_lv*10-30; + break; + case MG_SOULSTRIKE: + if (battle_check_undead(t_race,t_ele)) + skillratio += 5*skill_lv; + break; + case MG_FIREBALL: + if(mflag>2) + ad.damage = 0; + else { + int drate[]={100,90,70}; + MATK_RATE(drate[mflag]); + skillratio += 70+10*skill_lv; + } + break; + case MG_FIREWALL: + skillratio -= 50; + break; + case MG_THUNDERSTORM: + skillratio -= 20; + break; + case MG_FROSTDIVER: + skillratio += 10*skill_lv; + break; + case AL_HOLYLIGHT: + skillratio += 25; + if (sd && sd->sc_data[SC_SPIRIT].timer != -1 && sd->sc_data[SC_SPIRIT].val2 == SL_PRIEST) + skillratio *= 5; //Does 5x damage include bonuses from other skills? + break; + case AL_RUWACH: + skillratio += 45; + break; + case WZ_FROSTNOVA: + skillratio += (100+skill_lv*10)*2/3-100; + break; + case WZ_FIREPILLAR: + skillratio -= 80; + break; + case WZ_SIGHTRASHER: + skillratio += 20*skill_lv; + break; + case WZ_VERMILION: + skillratio += 20*skill_lv-20; + break; + case WZ_WATERBALL: + skillratio += 30*skill_lv; + break; + case WZ_STORMGUST: + skillratio += 40*skill_lv; + break; + case HW_NAPALMVULCAN: + skillratio += 10*skill_lv-30; + break; + case SL_STIN: + skillratio += (t_size?-99:10*skill_lv); //target size must be small (0) for full damage. + break; + case SL_STUN: + skillratio += (t_size!=2?5*skill_lv:-99); //Full damage is dealt on small/medium targets + break; + case SL_SMA: + skillratio += -60 + status_get_lv(src); //Base damage is 40% + lv% + break; + } + + if (sd && sd->skillatk[0].id != 0) + { + for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++) + if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num) + //If we apply skillatk[] as ATK_RATE, it will also affect other skills, + //unfortunately this way ignores a skill's constant modifiers... + skillratio += sd->skillatk[i].val; + } + + MATK_RATE(skillratio); + + //Constant/misc additions from skills + if (skill_num == WZ_FIREPILLAR) + MATK_ADD(50); + } + } + + if(sd) { + //Ignore Defense? + if (!flag.imdef && ( + sd->ignore_mdef_ele & (1<ignore_mdef_race & (1<ignore_mdef_race & (is_boss(target)?1<<10:1<<11) + )) + flag.imdef = 1; + } + + if(!flag.imdef){ + if(battle_config.magic_defense_type) + ad.damage = ad.damage - (status_get_mdef(target)*battle_config.magic_defense_type) - status_get_mdef2(target); + else + ad.damage = ad.damage * (100-status_get_mdef(target))/100 - status_get_mdef2(target); + } + + if(skill_num == CR_GRANDCROSS || skill_num == NPC_GRANDDARKNESS) + { //Apply the physical part of the skill's damage. [Skotlex] + struct Damage wd = battle_calc_weapon_attack(src,target,skill_num,skill_lv,mflag); + ad.damage = (wd.damage + ad.damage) * (100 + 40*skill_lv)/100; + if(src==target) + { + if (src->type == BL_PC) + ad.damage = ad.damage/2; + else + ad.damage = 0; + } + } + + if(ad.damage<1) + ad.damage=1; + + if (flag.elefix) + ad.damage=battle_attr_fix(src, target, ad.damage, s_ele, status_get_element(target)); + + if (sd && flag.cardfix) { + short t_class = status_get_class(target); + short cardfix=100; + + cardfix=cardfix*(100+sd->magic_addrace[t_race])/100; + cardfix=cardfix*(100+sd->magic_addele[t_ele])/100; + cardfix=cardfix*(100+sd->magic_addsize[t_size])/100; + cardfix=cardfix*(100+sd->magic_addrace[is_boss(target)?10:11])/100; + for(i=0;iadd_mdmg_count;i++) { + if(sd->add_mdmg[i].class_ == t_class) { + cardfix=cardfix*(100+sd->add_mdmg[i].rate)/100; + continue; + } + } + + MATK_RATE(cardfix); + } + + if (tsd && skill_num != HW_GRAVITATION) { //Card fixes always apply on the target side. [Skotlex] + short s_race2=status_get_race2(src); + short s_class= status_get_class(src); + short cardfix=100; + + cardfix=cardfix*(100-tsd->subele[s_ele])/100; + cardfix=cardfix*(100-tsd->subsize[s_size])/100; + cardfix=cardfix*(100-tsd->subrace2[s_race2])/100; + cardfix=cardfix*(100-tsd->subrace[s_race])/100; + cardfix=cardfix*(100-tsd->subrace[is_boss(src)?10:11])/100; + for(i=0;iadd_mdef_count;i++) { + if(tsd->add_mdef[i].class_ == s_class) { + cardfix=cardfix*(100-tsd->add_mdef[i].rate)/100; + continue; + } + } + cardfix=cardfix*(100-tsd->magic_def_rate)/100; + + MATK_RATE(cardfix); + } + } + + if(!flag.infdef && ad.div_>1 && skill_num != WZ_VERMILION) + ad.damage *= ad.div_; + + if (tsd && status_isimmune(target)) { + if (sd && battle_config.gtb_pvp_only) { // [MouseJstr] + MATK_RATE(100 - battle_config.gtb_pvp_only); + } else ad.damage = 0; + } + + ad.damage=battle_calc_damage(src,target,ad.damage,ad.div_,skill_num,skill_lv,ad.flag); + if (ad.damage == 0) //Magic attack blocked? Consider it a miss so it doesn't invokes additional effects. [Skotlex] + ad.dmg_lv = ATK_FLEE; + return ad; +} + +/*========================================== + * ‚»‚Ì‘¼ƒ_ƒ??[ƒWŒvŽZ + *------------------------------------------ + */ +struct Damage battle_calc_misc_attack( + struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag) +{ + int int_=status_get_int(bl); + int dex=status_get_dex(bl); + int skill,ele,race,size,cardfix,race2,t_mode; + struct map_session_data *sd=NULL,*tsd=NULL; + int damage=0,div_=1,blewcount=skill_get_blewcount(skill_num,skill_lv); + struct Damage md; + int damagefix=1; + + int aflag=BF_MISC|BF_SHORT|BF_SKILL; + + if( bl == NULL || target == NULL ){ + nullpo_info(NLP_MARK); + memset(&md,0,sizeof(md)); + return md; + } + + if(target->type == BL_PET) { + memset(&md,0,sizeof(md)); + return md; + } + + //Some initial values + md.amotion=skill_get_inf(skill_num)&INF_GROUND_SKILL?0:status_get_amotion(bl); + md.dmotion=status_get_dmotion(target); + md.damage2=0; + md.type=0; + md.dmg_lv=ATK_DEF; + + if( bl->type == BL_PC && (sd=(struct map_session_data *)bl) ) { + sd->state.attack_type = BF_MISC; + sd->state.arrow_atk = 0; + if (sd->skillblown[0].id != 0) + { //Apply the bonus blewcount. [Skotlex] + int i; + for (i = 0; i < MAX_PC_BONUS && sd->skillblown[i].id != 0 && sd->skillblown[i].id != skill_num; i++); + if (i < MAX_PC_BONUS && sd->skillblown[i].id == skill_num) + blewcount += sd->skillblown[i].val; + } + } + + if( target->type==BL_PC ) + tsd=(struct map_session_data *)target; + + t_mode = status_get_mode(target); + ele = skill_get_pl(skill_num); + if (ele == -1) //Attack that takes weapon's element for misc attacks? Make it neutral [Skotlex] + ele = 0; + race = status_get_race(bl); + size = status_get_size(bl); + race2 = status_get_race(bl); + + switch(skill_num){ + + case HT_LANDMINE: // ƒ‰ƒ“ƒhƒ}ƒCƒ“ + damage=skill_lv*(dex+75)*(100+int_)/100; + break; + + case HT_BLASTMINE: // ƒuƒ‰ƒXƒgƒ}ƒCƒ“ + damage=skill_lv*(dex/2+50)*(100+int_)/100; + break; + + case HT_CLAYMORETRAP: // ƒNƒŒƒCƒ‚ƒA?[ƒgƒ‰ƒbƒv + damage=skill_lv*(dex/2+75)*(100+int_)/100; + break; + + case HT_BLITZBEAT: // ƒuƒŠƒbƒcƒr?[ƒg + if( sd==NULL || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0) + skill=0; + damage=(dex/10+int_/2+skill*3+40)*2; + if(flag > 1) + damage /= flag; + aflag = (aflag&~BF_RANGEMASK)|BF_LONG; + break; + + case TF_THROWSTONE: // ?ΓŠ‚° + damage=50; + aflag = (aflag&~BF_RANGEMASK)|BF_LONG; + break; + + case BA_DISSONANCE: // •s‹¦˜a‰¹ + damage=30+skill_lv*10+pc_checkskill(sd,BA_MUSICALLESSON)*3; + break; + + case NPC_SELFDESTRUCTION: // Ž©”š + damage = status_get_hp(bl); + damagefix = 0; + break; + + case NPC_SMOKING: // ƒ^ƒoƒR‚ð‹z‚¤ + damage=3; + damagefix=0; + break; + + case NPC_DARKBREATH: + { + struct status_change *sc_data = status_get_sc_data(target); + int hitrate=status_get_hit(bl) - status_get_flee(target) + 80; + hitrate = ( (hitrate>95)?95: ((hitrate<5)?5:hitrate) ); + if(sc_data && (sc_data[SC_SLEEP].timer!=-1 || sc_data[SC_STAN].timer!=-1 || + sc_data[SC_FREEZE].timer!=-1 || (sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0) ) ) + hitrate = 1000000; + if(rand()%100 < hitrate) { + damage = 500 + (skill_lv-1)*1000 + rand()%1000; + if(damage > 9999) damage = 9999; + } else + md.dmg_lv=ATK_FLEE; + } + break; + + case SN_FALCONASSAULT: /* ƒtƒ@ƒ‹ƒRƒ“ƒAƒTƒ‹ƒg */ + if( sd==NULL || (skill = pc_checkskill(sd,HT_STEELCROW)) <= 0) + skill=0; + damage=(dex/10+int_/2+skill*3+40)*2; //Blitz Beat Damage + damage=damage*(150+70*skill_lv)/100; //Falcon Assault Modifier + if(flag > 1) + damage /= flag; + aflag = (aflag&~BF_RANGEMASK)|BF_LONG; + break; + + case PA_PRESSURE: + damage=500+300*skill_lv; + damagefix=0; + aflag = (aflag&~BF_RANGEMASK)|BF_LONG; + break; + + case CR_ACIDDEMONSTRATION: + //This equation is not official, but it's the closest to the official one + //that Viccious Pucca and the other folks at the forums could come up with. [Skotlex] + damage = int_ * (int)(sqrt(100*status_get_vit(target))) / 3; + if (tsd) damage/=2; + aflag = (aflag&~BF_RANGEMASK)|BF_LONG; + break; + } + + if(damagefix){ + if(damage<1 && skill_num != NPC_DARKBREATH) + damage=1; + + if( tsd ){ + cardfix=100; + cardfix=cardfix*(100-tsd->subele[ele])/100; + cardfix=cardfix*(100-tsd->subsize[size])/100; + cardfix=cardfix*(100-tsd->subrace2[race2])/100; + cardfix=cardfix*(100-tsd->subrace[race])/100; + cardfix=cardfix*(100-tsd->subrace[is_boss(bl)?10:11])/100; + cardfix=cardfix*(100-tsd->misc_def_rate)/100; + if(aflag&BF_SHORT) + cardfix=cardfix*(100-tsd->near_attack_def_rate)/100; + else // BF_LONG (there's no other choice) + cardfix=cardfix*(100-tsd->long_attack_def_rate)/100; + + damage=damage*cardfix/100; + } + if (sd && skill_num > 0 && sd->skillatk[0].id != 0) + { + int i; + for (i = 0; i < MAX_PC_BONUS && sd->skillatk[i].id != 0 && sd->skillatk[i].id != skill_num; i++); + if (i < MAX_PC_BONUS && sd->skillatk[i].id == skill_num) + damage += damage*sd->skillatk[i].val/100; + } + + if(damage < 0) damage = 0; + damage=battle_attr_fix(bl, target, damage, ele, status_get_element(target) ); // ‘®?«?C?³ + } + + div_=skill_get_num( skill_num,skill_lv ); + if(div_>1) + damage*=div_; + + if(damage > 0 && t_mode&MD_PLANT && skill_num != PA_PRESSURE) //Pressure can vaporize plants. + damage = 1; + + if(is_boss(target)) + blewcount = 0; + + if (battle_config.skillrange_by_distance) + { //Skill range based on distance between src/target [Skotlex] + if ((bl->type == BL_PC && battle_config.skillrange_by_distance&1) + || (bl->type == BL_MOB && battle_config.skillrange_by_distance&2) + || (bl->type == BL_PET && battle_config.skillrange_by_distance&4) + ) { + if (check_distance_bl(bl, target, 3)) + aflag=(aflag&~BF_RANGEMASK)|BF_SHORT; + else + aflag=(aflag&~BF_RANGEMASK)|BF_LONG; + } + } + + if (skill_num != PA_PRESSURE) //Pressure ignores all these things... + damage=battle_calc_damage(bl,target,damage,div_,skill_num,skill_lv,aflag); // ÅIC³ + + md.damage=damage; + md.div_=div_; + md.blewcount=blewcount; + md.flag=aflag; + return md; +} +/*========================================== + * ƒ_ƒ??[ƒWŒvŽZˆêŠ‡?ˆ—?—p + *------------------------------------------ + */ +struct Damage battle_calc_attack( int attack_type, + struct block_list *bl,struct block_list *target,int skill_num,int skill_lv,int flag) +{ + struct Damage d; + switch(attack_type){ + case BF_WEAPON: + d = battle_calc_weapon_attack(bl,target,skill_num,skill_lv,flag); + break; + case BF_MAGIC: + d = battle_calc_magic_attack(bl,target,skill_num,skill_lv,flag); + break; + case BF_MISC: + d = battle_calc_misc_attack(bl,target,skill_num,skill_lv,flag); + break; + default: + if (battle_config.error_log) + ShowError("battle_calc_attack: unknown attack type! %d\n",attack_type); + memset(&d,0,sizeof(d)); + break; + } + return d; +} +/*========================================== + * ’Ê?í?UŒ‚?ˆ—?‚Ü‚Æ‚ß + *------------------------------------------ + */ +int battle_weapon_attack( struct block_list *src,struct block_list *target, + unsigned int tick,int flag) +{ + struct map_session_data *sd = NULL, *tsd = NULL; + struct status_change *sc_data, *tsc_data; + int race, ele, damage, rdamage = 0; + struct Damage wd; + + nullpo_retr(0, src); + nullpo_retr(0, target); + + if (src->prev == NULL || target->prev == NULL) + return 0; + + if(src->type == BL_PC) + sd = (struct map_session_data *)src; + + if (target->type == BL_PC) + tsd = (struct map_session_data *)target; + + sc_data = status_get_sc_data(src); + tsc_data = status_get_sc_data(target); + + race = status_get_race(target); + ele = status_get_elem_type(target); + + if(sd && sd->status.weapon == 11) { + if(sd->equip_index[10] >= 0) { + if(battle_config.arrow_decrement) + pc_delitem(sd,sd->equip_index[10],1,0); + } + else { + clif_arrow_fail(sd,0); + return 0; + } + } + + //Check for counter attacks that block your attack. [Skotlex] + if(tsc_data) + { + if(tsc_data[SC_AUTOCOUNTER].timer != -1 && + (!sc_data || sc_data[SC_AUTOCOUNTER].timer == -1) && + status_check_skilluse(target, src, KN_AUTOCOUNTER, 0) + ) { + int dir = map_calc_dir(target,src->x,src->y); + int t_dir = status_get_dir(target); + int dist = distance_bl(src, target); + if(dist <= 0 || (!map_check_dir(dir,t_dir) && dist <= status_get_range(target)+1)) + { + int skilllv = tsc_data[SC_AUTOCOUNTER].val1; + clif_skillcastcancel(target); //Remove the casting bar. [Skotlex] + clif_damage(src, target, tick, status_get_amotion(src), 1, 0, 1, 0, 0); //Display MISS. + status_change_end(target,SC_AUTOCOUNTER,-1); + skill_attack(BF_WEAPON,target,target,src,KN_AUTOCOUNTER,skilllv,tick,0); + return 0; + } + } + if (tsc_data[SC_BLADESTOP_WAIT].timer != -1 && !is_boss(src)) { + int skilllv = tsc_data[SC_BLADESTOP_WAIT].val1; + int duration = skill_get_time2(MO_BLADESTOP,skilllv); + status_change_end(target, SC_BLADESTOP_WAIT, -1); + clif_damage(src, target, tick, status_get_amotion(src), 1, 0, 1, 0, 0); //Display MISS. + status_change_start(target, SC_BLADESTOP, skilllv, 2, (int)target, (int)src, duration, 0); + skilllv = sd?pc_checkskill(sd, MO_BLADESTOP):1; + status_change_start(src, SC_BLADESTOP, skilllv, 1, (int)src, (int)target, duration, 0); + return 0; + } + + } + //Recycled the rdamage variable rather than use a new one... [Skotlex] + if(sd && (rdamage = pc_checkskill(sd,MO_TRIPLEATTACK)) > 0 && sd->status.weapon <= 16) // triple blow works with bows ^^ [celest] + { + int triple_rate= 30 - rdamage; //Base Rate + if (sc_data && sc_data[SC_SKILLRATE_UP].timer!=-1 && sc_data[SC_SKILLRATE_UP].val1 == MO_TRIPLEATTACK) + { + triple_rate+= triple_rate*(sc_data[SC_SKILLRATE_UP].val2)/100; + status_change_end(src,SC_SKILLRATE_UP,-1); + } + if (rand()%100 < triple_rate) return skill_attack(BF_WEAPON,src,src,target,MO_TRIPLEATTACK,rdamage,tick,0); + } + else if (sc_data && sc_data[SC_SACRIFICE].timer != -1) + return skill_attack(BF_WEAPON,src,src,target,PA_SACRIFICE,sc_data[SC_SACRIFICE].val1,tick,0); + + wd = battle_calc_weapon_attack(src,target, 0, 0,0); + + if ((damage = wd.damage + wd.damage2) > 0 && src != target) { + rdamage = 0; + if (wd.flag & BF_SHORT) { + if (tsd && tsd->short_weapon_damage_return) + rdamage += damage * tsd->short_weapon_damage_return / 100; + if (tsc_data && tsc_data[SC_REFLECTSHIELD].timer != -1) { + rdamage += damage * tsc_data[SC_REFLECTSHIELD].val2 / 100; + if (rdamage < 1) rdamage = 1; + } + } else if (wd.flag & BF_LONG) { + if (tsd && tsd->long_weapon_damage_return) + rdamage += damage * tsd->long_weapon_damage_return / 100; + } + if (rdamage > 0) + clif_damage(src, src, tick, wd.amotion, wd.dmotion, rdamage, 1, 4, 0); + } + + + clif_damage(src, target, tick, wd.amotion, wd.dmotion, wd.damage, wd.div_ , wd.type, wd.damage2); + //“ñ“?—¬?¶Žè‚ƃJƒ^?[ƒ‹’ÇŒ‚‚̃~ƒX•\Ž¦(–³—?‚â‚è?`) + if(sd && sd->status.weapon >= 16 && wd.damage2 == 0) + clif_damage(src, target, tick+10, wd.amotion, wd.dmotion,0, 1, 0, 0); + + if (sd && sd->splash_range > 0 && (wd.damage > 0 || wd.damage2 > 0)) + skill_castend_damage_id(src, target, 0, -1, tick, 0); + + map_freeblock_lock(); + + battle_delay_damage(tick+wd.amotion, src, target, BF_WEAPON, 0, 0, (wd.damage+wd.damage2), wd.dmg_lv, 0); + + if (wd.dmg_lv == ATK_DEF || wd.damage > 0 || wd.damage2 > 0) //Added counter effect [Skotlex] + skill_counter_additional_effect(src, target, 0, 0, BF_WEAPON, tick); + if (!status_isdead(target) && (wd.damage > 0 || wd.damage2 > 0)) { + if (sd) { + int boss = status_get_mode(target)&MD_BOSS; + if ( + (sd->weapon_coma_ele[ele] > 0 && rand()%10000 < sd->weapon_coma_ele[ele]) || + (sd->weapon_coma_race[race] > 0 && rand()%10000 < sd->weapon_coma_race[race]) || + (sd->weapon_coma_race[boss?10:11] > 0 && rand()%10000 < sd->weapon_coma_race[boss?10:11]) + ) + status_change_start(target, SC_COMA, 0, 0, 0, 0, 0, 0); + } + } + + if (sc_data && sc_data[SC_AUTOSPELL].timer != -1 && rand()%100 < sc_data[SC_AUTOSPELL].val4) { + int sp = 0, f = 0; + int skillid = sc_data[SC_AUTOSPELL].val2; + int skilllv = sc_data[SC_AUTOSPELL].val3; + int i = rand()%100; + if (sc_data[SC_SPIRIT].timer != -1 && sc_data[SC_SPIRIT].val2 == SL_SAGE) + i = 0; //Max chance, no skilllv reduction. [Skotlex] + if (i >= 50) skilllv -= 2; + else if (i >= 15) skilllv--; + if (skilllv < 1) skilllv = 1; + if (sd) sp = skill_get_sp(skillid,skilllv) * 2 / 3; + + if ((sd && sd->status.sp >= sp) || !sd) { + if (skill_get_inf(skillid) & INF_GROUND_SKILL) + f = skill_castend_pos2(src, target->x, target->y, skillid, skilllv, tick, flag); + else { + switch(skill_get_nk(skillid)) { + case NK_NO_DAMAGE:/* Žx‰‡Œn */ + if((skillid == AL_HEAL || (skillid == ALL_RESURRECTION && !tsd)) && battle_check_undead(race,ele)) + f = skill_castend_damage_id(src, target, skillid, skilllv, tick, flag); + else + f = skill_castend_nodamage_id(src, target, skillid, skilllv, tick, flag); + break; + case NK_SPLASH_DAMAGE: + default: + f = skill_castend_damage_id(src, target, skillid, skilllv, tick, flag); + break; + } + } + if (sd && !f) { pc_heal(sd, 0, -sp); } + } + } + if (sd) { + if (wd.flag & BF_WEAPON && src != target && (wd.damage > 0 || wd.damage2 > 0)) { + int hp = 0, sp = 0; + if (!battle_config.left_cardfix_to_right) { // “ñ“?—¬?¶ŽèƒJ?[ƒh‚Ì‹zŽûŒnŒø‰Ê‚ð‰EŽè‚ɒljÁ‚µ‚È‚¢?ê?‡ + hp += battle_calc_drain(wd.damage, sd->right_weapon.hp_drain_rate, sd->right_weapon.hp_drain_per, sd->right_weapon.hp_drain_value); + hp += battle_calc_drain(wd.damage2, sd->left_weapon.hp_drain_rate, sd->left_weapon.hp_drain_per, sd->left_weapon.hp_drain_value); + sp += battle_calc_drain(wd.damage, sd->right_weapon.sp_drain_rate, sd->right_weapon.sp_drain_per, sd->right_weapon.sp_drain_value); + sp += battle_calc_drain(wd.damage2, sd->left_weapon.sp_drain_rate, sd->left_weapon.sp_drain_per, sd->left_weapon.sp_drain_value); + } else { // “ñ“?—¬?¶ŽèƒJ?[ƒh‚Ì‹zŽûŒnŒø‰Ê‚ð‰EŽè‚ɒljÁ‚·‚é?ê?‡ + int hp_drain_rate = sd->right_weapon.hp_drain_rate + sd->left_weapon.hp_drain_rate; + int hp_drain_per = sd->right_weapon.hp_drain_per + sd->left_weapon.hp_drain_per; + int hp_drain_value = sd->right_weapon.hp_drain_value + sd->left_weapon.hp_drain_value; + int sp_drain_rate = sd->right_weapon.sp_drain_rate + sd->left_weapon.sp_drain_rate; + int sp_drain_per = sd->right_weapon.sp_drain_per + sd->left_weapon.sp_drain_per; + int sp_drain_value = sd->right_weapon.sp_drain_value + sd->left_weapon.sp_drain_value; + hp += battle_calc_drain(wd.damage, hp_drain_rate, hp_drain_per, hp_drain_value); + sp += battle_calc_drain(wd.damage, sp_drain_rate, sp_drain_per, sp_drain_value); + } + if (hp && hp + sd->status.hp > sd->status.max_hp) + hp = sd->status.max_hp - sd->status.hp; + if (sp && sp + sd->status.sp > sd->status.max_sp) + sp = sd->status.max_sp - sd->status.sp; + + if (hp || sp) + pc_heal(sd, hp, sp); + + if (battle_config.show_hp_sp_drain) + { //Display gained values only when they are positive [Skotlex] + if (hp > 0) + clif_heal(sd->fd, SP_HP, hp); + if (sp > 0) + clif_heal(sd->fd, SP_SP, sp); + } + + if (tsd && sd->sp_drain_type) + pc_heal(tsd, 0, -sp); + } + } + if (rdamage > 0) //By sending attack type "none" skill_additional_effect won't be invoked. [Skotlex] + battle_delay_damage(tick+wd.amotion, target, src, 0, 0, 0, rdamage, ATK_DEF, 0); + + if (tsc_data) { + if (tsc_data[SC_POISONREACT].timer != -1 && + check_distance_bl(src, target, status_get_range(target)+1) && + status_check_skilluse(target, src, TF_POISON, 0) + ) { //Poison React + if (status_get_elem_type(src) == 5) { + tsc_data[SC_POISONREACT].val2 = 0; + skill_attack(BF_WEAPON,target,target,src,AS_POISONREACT,sc_data[SC_POISONREACT].val1,tick,0); + } else { + skill_attack(BF_WEAPON,target,target,src,TF_POISON, 5, tick, flag); + --tsc_data[SC_POISONREACT].val2; + } + if (tsc_data[SC_POISONREACT].val2 <= 0) + status_change_end(target, SC_POISONREACT, -1); + } + if (tsc_data[SC_SPLASHER].timer != -1) //‰£‚Á‚½‚Ì‚Å‘Î?ۂ̃xƒiƒ€ƒXƒvƒ‰ƒbƒVƒƒ?[?ó‘Ô‚ð‰ð?œ + status_change_end(target, SC_SPLASHER, -1); + } + + //SG_FUSION hp penalty [Komurka] + if (sd && sc_data && sc_data[SC_FUSION].timer!=-1) + { + int hp=0; + if(target->type == BL_PC) + { + hp = sd->status.max_hp * 8 / 100; + if((sd->status.hp * 100/sd->status.max_hp) <= 20) + hp = sd->status.hp; + }else + hp = sd->status.max_hp * 5 / 1000; + pc_heal(sd,-hp,0); + } + + map_freeblock_unlock(); + return wd.dmg_lv; +} + +int battle_check_undead(int race,int element) +{ + if(battle_config.undead_detect_type == 0) { + if(element == 9) + return 1; + } + else if(battle_config.undead_detect_type == 1) { + if(race == 1) + return 1; + } + else { + if(element == 9 || race == 1) + return 1; + } + return 0; +} + +/*========================================== + * Checks the state between two targets (rewritten by Skotlex) + * (enemy, friend, party, guild, etc) + * See battle.h for possible values/combinations + * to be used here (BCT_* constants) + * Return value is: + * 1: flag holds true (is enemy, party, etc) + * -1: flag fails + * 0: Invalid target (non-targetable ever) + *------------------------------------------ + */ +int battle_check_target( struct block_list *src, struct block_list *target,int flag) +{ + int m,state = 0; //Initial state none + int strip_enemy = 1; //Flag which marks whether to remove the BCT_ENEMY status if it's also friend/ally. + struct block_list *s_bl= src, *t_bl= target; + + nullpo_retr(0, src); + nullpo_retr(0, target); + + m = target->m; + if (flag&BCT_ENEMY && !map_flag_gvg(m) && !(status_get_mode(src)&MD_BOSS)) + { //No offensive stuff while in Basilica. + if (map_getcell(m,src->x,src->y,CELL_CHKBASILICA) || + map_getcell(m,target->x,target->y,CELL_CHKBASILICA)) + return -1; + } + + if (target->type == BL_SKILL) //Needed out of the switch in case the ownership needs to be passed skill->mob->master + { + struct skill_unit *su = (struct skill_unit *)target; + if (!su->group) + return 0; + if (skill_get_inf2(su->group->skill_id)&INF2_TRAP) + { //Only a few skills can target traps... + switch (battle_getcurrentskill(src)) + { + case HT_REMOVETRAP: + case AC_SHOWER: + case WZ_HEAVENDRIVE: + state |= BCT_ENEMY; + strip_enemy = 0; + break; + default: + return 0; + } + } else if (su->group->skill_id==WZ_ICEWALL) + { //Icewall can be hit by anything except skills. + if (src->type == BL_SKILL) + return 0; + state |= BCT_ENEMY; + strip_enemy = 0; + } else //Excepting traps and icewall, you should not be able to target skills. + return 0; + if ((t_bl = map_id2bl(su->group->src_id)) == NULL) + t_bl = target; //Fallback on the trap itself, otherwise consider this a "versus caster" scenario. + } + + switch (t_bl->type) + { + case BL_PC: + { + struct map_session_data *sd = (struct map_session_data *)t_bl; + if (sd->invincible_timer != -1 || pc_isinvisible(sd)) + return -1; //Cannot be targeted yet. + if (sd->state.monster_ignore && src->type == BL_MOB) + return 0; //option to have monsters ignore GMs [Valaris] + if (sd->special_state.killable) + { + state |= BCT_ENEMY; //Universal Victim + strip_enemy = 0; + } + break; + } + case BL_MOB: + { + struct mob_data *md = (struct mob_data *)t_bl; + if (!agit_flag && md->guardian_data && md->guardian_data->guild_id) + return 0; //Disable guardians/emperiums owned by Guilds on non-woe times. + if (md->special_state.ai == 2) + { //Mines are sort of universal enemies. + state |= BCT_ENEMY; + strip_enemy = 0; + } + if (md->master_id && (t_bl = map_id2bl(md->master_id)) == NULL) + t_bl = &md->bl; //Fallback on the mob itself, otherwise consider this a "versus master" scenario. + break; + } + case BL_PET: + { + return 0; //Pets cannot be targetted. + } + case BL_SKILL: //Skill with no owner? Kinda odd... but.. let it through. + break; + default: //Invalid target + return 0; + } + + if (src->type == BL_SKILL) + { + struct skill_unit *su = (struct skill_unit *)src; + if (!su->group) + return 0; + + if (su->group->src_id == target->id) + { + int inf2; + inf2 = skill_get_inf2(su->group->skill_id); + if (inf2&INF2_NO_TARGET_SELF) + return -1; + if (inf2&INF2_TARGET_SELF) + return 1; + } + if ((s_bl = map_id2bl(su->group->src_id)) == NULL) + s_bl = src; //Fallback on the trap itself, otherwise consider this a "caster versus enemy" scenario. + } + + switch (s_bl->type) + { + case BL_PC: + { + struct map_session_data *sd = (struct map_session_data *) s_bl; + if (sd->special_state.killer) + { + state |= BCT_ENEMY; //Is on a killing rampage :O + strip_enemy = 0; + } else + if (sd->duel_group && // Duel [LuzZza] + !((!battle_config.duel_allow_pvp && map[m].flag.pvp) || + (!battle_config.duel_allow_gvg && map_flag_gvg(m)))) { + if (t_bl->type == BL_PC && t_bl != s_bl && + (sd->duel_group == ((struct map_session_data *)t_bl)->duel_group)) + { + state |= BCT_ENEMY; + strip_enemy = 0; + } else if (t_bl != s_bl) { + // You can't target anything out of your duel + return 0; + } + } + if (map_flag_gvg(m) && !sd->status.guild_id && + t_bl->type == BL_MOB && ((struct mob_data *)t_bl)->guardian_data) + return 0; //If you don't belong to a guild, can't target guardians/emperium. + if (t_bl->type != BL_PC) + state |= BCT_ENEMY; //Natural enemy. + break; + } + case BL_MOB: + { + struct mob_data *md = (struct mob_data *)s_bl; + if (!agit_flag && md->guardian_data && md->guardian_data->guild_id) + return 0; //Disable guardians/emperium owned by Guilds on non-woe times. + if (!md->special_state.ai) { //Normal mobs. + if (t_bl->type == BL_MOB && !((struct mob_data*)t_bl)->special_state.ai) + state |= BCT_PARTY; //Normal mobs with no ai are friends. + else + state |= BCT_ENEMY; //However, all else are enemies. + } else if (t_bl->type != BL_PC) + state |= BCT_ENEMY; //Natural enemy for AI mobs are nonplayers. + if (md->master_id && (s_bl = map_id2bl(md->master_id)) == NULL) + s_bl = &md->bl; //Fallback on the mob itself, otherwise consider this a "from master" scenario. + break; + } + case BL_PET: + { + struct pet_data *pd = (struct pet_data *)s_bl; + if (t_bl->type != BL_MOB && flag&BCT_ENEMY) + return 0; //Pet may not attack non-mobs/items. + if (t_bl->type == BL_MOB && ((struct mob_data *)t_bl)->guardian_data && flag&BCT_ENEMY) + return 0; //pet may not attack Guardians/Emperium + if (t_bl->type != BL_PC) + state |= BCT_ENEMY; //Stock enemy type. + if (pd->msd) + s_bl = &pd->msd->bl; //"My master's enemies are my enemies..." + break; + } + case BL_SKILL: //Skill with no owner? Fishy, but let it through. + break; + default: //Invalid source of attack? + return 0; + } + + if ((flag&BCT_ALL) == BCT_ALL) { //All actually stands for all players/mobs + if (target->type == BL_MOB || target->type == BL_PC) + return 1; + else + return -1; + } else if (flag == BCT_NOONE) //Why would someone use this? no clue. + return -1; + + if (t_bl == s_bl) + { //No need for further testing. + state |= BCT_SELF|BCT_PARTY|BCT_GUILD; + if (state&BCT_ENEMY && strip_enemy) + state&=~BCT_ENEMY; + return (flag&state)?1:-1; + } + + if (map_flag_vs(m)) { //Check rivalry settings. + if (flag&(BCT_PARTY|BCT_ENEMY)) { + int s_party = status_get_party_id(s_bl); + if ( + !(map[m].flag.pvp && map[m].flag.pvp_noparty) && + !(map_flag_gvg(m) && map[m].flag.gvg_noparty) && + s_party && s_party == status_get_party_id(t_bl) + ) + state |= BCT_PARTY; + else + state |= BCT_ENEMY; + } + if (flag&(BCT_GUILD|BCT_ENEMY)) { + int s_guild = status_get_guild_id(s_bl); + int t_guild = status_get_guild_id(t_bl); + if ( + !(map[m].flag.pvp && map[m].flag.pvp_noguild) && + s_guild && t_guild && (s_guild == t_guild || guild_idisallied(s_guild, t_guild)) + ) + state |= BCT_GUILD; + else + state |= BCT_ENEMY; + } + if (state&BCT_ENEMY && battle_config.pk_mode && !map_flag_gvg(m) && s_bl->type == BL_PC && t_bl->type == BL_PC) + { //Prevent novice engagement on pk_mode (feature by Valaris) + struct map_session_data* sd; + if ((sd = (struct map_session_data*)s_bl) && + ((sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE || sd->status.base_level < battle_config.pk_min_level)) + state&=~BCT_ENEMY; + else + if ((sd = (struct map_session_data*)t_bl) && + ((sd->class_&MAPID_UPPERMASK) == MAPID_NOVICE || sd->status.base_level < battle_config.pk_min_level)) + state&=~BCT_ENEMY; + } + } else { //Non pvp/gvg, check party/guild settings. + if (flag&BCT_PARTY || state&BCT_ENEMY) { + int s_party = status_get_party_id(s_bl); + if (s_party && s_party ==status_get_party_id(t_bl)) + state |= BCT_PARTY; + } + if (flag&BCT_GUILD || state&BCT_ENEMY) { + int s_guild = status_get_guild_id(s_bl); + int t_guild = status_get_guild_id(t_bl); + if (s_guild && t_guild && (s_guild == t_guild || guild_idisallied(s_guild, t_guild))) + state |= BCT_GUILD; + } + } + + if (!state) //If not an enemy, nor a guild, nor party, nor yourself, it's neutral. + state = BCT_NEUTRAL; + //Alliance state takes precedence over enemy one. + else if (state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD)) + state&=~BCT_ENEMY; + + return (flag&state)?1:-1; +} +/*========================================== + * ŽË’ö”»’è + *------------------------------------------ + */ +int battle_check_range(struct block_list *src,struct block_list *bl,int range) +{ + int arange; + + nullpo_retr(0, src); + nullpo_retr(0, bl); + + if(src->m != bl->m) // ˆá‚¤ƒ}ƒbƒv + return 0; + + arange = distance_bl(src, bl); + if( range>0 && range < arange) + return 0; + + if( arange<2 ) //No need for path checking. + return 1; + + // ?áŠQ•¨”»’è + return path_search_long(NULL,src->m,src->x,src->y,bl->x,bl->y); +} + +/*========================================== + * Return numerical value of a switch configuration (modified by [Yor]) + * on/off, english, français, deutsch, español + *------------------------------------------ + */ +int battle_config_switch(const char *str) { + if (strcmpi(str, "on") == 0 || strcmpi(str, "yes") == 0 || strcmpi(str, "oui") == 0 || strcmpi(str, "ja") == 0 || strcmpi(str, "si") == 0) + return 1; + if (strcmpi(str, "off") == 0 || strcmpi(str, "no") == 0 || strcmpi(str, "non") == 0 || strcmpi(str, "nein") == 0) + return 0; + return atoi(str); +} + +static const struct battle_data_short { + const char *str; + unsigned short *val; +} battle_data_short[] = { //List here battle_athena options which are type unsigned short! + { "warp_point_debug", &battle_config.warp_point_debug }, + { "enemy_critical_rate", &battle_config.enemy_critical_rate }, + { "enemy_str", &battle_config.enemy_str }, + { "enemy_perfect_flee", &battle_config.enemy_perfect_flee }, + { "casting_rate", &battle_config.cast_rate }, + { "delay_rate", &battle_config.delay_rate }, + { "delay_dependon_dex", &battle_config.delay_dependon_dex }, + { "skill_delay_attack_enable", &battle_config.sdelay_attack_enable }, + { "left_cardfix_to_right", &battle_config.left_cardfix_to_right }, + { "player_skill_add_range", &battle_config.pc_skill_add_range }, + { "skill_out_range_consume", &battle_config.skill_out_range_consume }, + { "monster_skill_add_range", &battle_config.mob_skill_add_range }, + { "skillrange_by_distance", &battle_config.skillrange_by_distance }, + { "skillrange_from_weapon", &battle_config.use_weapon_skill_range }, + { "player_damage_delay_rate", &battle_config.pc_damage_delay_rate }, + { "defunit_not_enemy", &battle_config.defnotenemy }, + { "gvg_traps_target_all", &battle_config.vs_traps_bctall }, + { "random_monster_checklv", &battle_config.random_monster_checklv }, + { "attribute_recover", &battle_config.attr_recover }, + { "flooritem_lifetime", &battle_config.flooritem_lifetime }, + { "item_auto_get", &battle_config.item_auto_get }, + { "drop_rate0item", &battle_config.drop_rate0item }, + { "pvp_exp", &battle_config.pvp_exp }, + { "gtb_pvp_only", &battle_config.gtb_pvp_only }, + { "guild_max_castles", &battle_config.guild_max_castles }, + { "death_penalty_type", &battle_config.death_penalty_type }, + { "death_penalty_base", &battle_config.death_penalty_base }, + { "death_penalty_job", &battle_config.death_penalty_job }, + { "restart_hp_rate", &battle_config.restart_hp_rate }, + { "restart_sp_rate", &battle_config.restart_sp_rate }, + { "mvp_hp_rate", &battle_config.mvp_hp_rate }, + { "monster_hp_rate", &battle_config.monster_hp_rate }, + { "monster_max_aspd", &battle_config.monster_max_aspd }, + { "atcommand_gm_only", &battle_config.atc_gmonly }, + { "atcommand_spawn_quantity_limit", &battle_config.atc_spawn_quantity_limit }, + { "atcommand_slave_clone_limit", &battle_config.atc_slave_clone_limit}, + { "gm_all_skill", &battle_config.gm_allskill }, + { "gm_all_skill_add_abra", &battle_config.gm_allskill_addabra }, + { "gm_all_equipment", &battle_config.gm_allequip }, + { "gm_skill_unconditional", &battle_config.gm_skilluncond }, + { "gm_join_chat", &battle_config.gm_join_chat }, + { "gm_kick_chat", &battle_config.gm_kick_chat }, + { "player_skillfree", &battle_config.skillfree }, + { "player_skillup_limit", &battle_config.skillup_limit }, + { "weapon_produce_rate", &battle_config.wp_rate }, + { "potion_produce_rate", &battle_config.pp_rate }, + { "monster_active_enable", &battle_config.monster_active_enable }, + { "monster_damage_delay_rate", &battle_config.monster_damage_delay_rate}, + { "monster_loot_type", &battle_config.monster_loot_type }, +// { "mob_skill_use", &battle_config.mob_skill_use }, //Deprecated + { "mob_skill_rate", &battle_config.mob_skill_rate }, + { "mob_skill_delay", &battle_config.mob_skill_delay }, + { "mob_count_rate", &battle_config.mob_count_rate }, + { "mob_spawn_delay", &battle_config.mob_spawn_delay }, + { "no_spawn_on_player", &battle_config.no_spawn_on_player }, + { "plant_spawn_delay", &battle_config.plant_spawn_delay }, + { "boss_spawn_delay", &battle_config.boss_spawn_delay }, + { "slaves_inherit_speed", &battle_config.slaves_inherit_speed }, + { "summons_inherit_effects", &battle_config.summons_inherit_effects }, + { "pc_damage_walk_delay_rate", &battle_config.pc_walk_delay_rate }, + { "damage_walk_delay_rate", &battle_config.walk_delay_rate }, + { "multihit_delay", &battle_config.multihit_delay }, + { "quest_skill_learn", &battle_config.quest_skill_learn }, + { "quest_skill_reset", &battle_config.quest_skill_reset }, + { "basic_skill_check", &battle_config.basic_skill_check }, + { "guild_emperium_check", &battle_config.guild_emperium_check }, + { "guild_exp_rate", &battle_config.guild_exp_rate }, + { "guild_exp_limit", &battle_config.guild_exp_limit }, + { "player_invincible_time", &battle_config.pc_invincible_time }, + { "pet_catch_rate", &battle_config.pet_catch_rate }, + { "pet_rename", &battle_config.pet_rename }, + { "pet_friendly_rate", &battle_config.pet_friendly_rate }, + { "pet_hungry_delay_rate", &battle_config.pet_hungry_delay_rate }, + { "pet_hungry_friendly_decrease", &battle_config.pet_hungry_friendly_decrease}, + { "pet_str", &battle_config.pet_str }, + { "pet_status_support", &battle_config.pet_status_support }, + { "pet_attack_support", &battle_config.pet_attack_support }, + { "pet_damage_support", &battle_config.pet_damage_support }, + { "pet_support_min_friendly", &battle_config.pet_support_min_friendly }, + { "pet_support_rate", &battle_config.pet_support_rate }, + { "pet_attack_exp_to_master", &battle_config.pet_attack_exp_to_master }, + { "pet_attack_exp_rate", &battle_config.pet_attack_exp_rate }, + { "pet_lv_rate", &battle_config.pet_lv_rate }, //Skotlex + { "pet_max_stats", &battle_config.pet_max_stats }, //Skotlex + { "pet_max_atk1", &battle_config.pet_max_atk1 }, //Skotlex + { "pet_max_atk2", &battle_config.pet_max_atk2 }, //Skotlex + { "pet_disable_in_gvg", &battle_config.pet_no_gvg }, //Skotlex + { "skill_min_damage", &battle_config.skill_min_damage }, + { "finger_offensive_type", &battle_config.finger_offensive_type }, + { "heal_exp", &battle_config.heal_exp }, + { "resurrection_exp", &battle_config.resurrection_exp }, + { "shop_exp", &battle_config.shop_exp }, + { "combo_delay_rate", &battle_config.combo_delay_rate }, + { "item_check", &battle_config.item_check }, + { "item_use_interval", &battle_config.item_use_interval }, + { "wedding_modifydisplay", &battle_config.wedding_modifydisplay }, + { "wedding_ignorepalette", &battle_config.wedding_ignorepalette }, //[Skotlex] + { "xmas_ignorepalette", &battle_config.xmas_ignorepalette }, // [Valaris] + { "natural_heal_weight_rate", &battle_config.natural_heal_weight_rate }, + { "item_name_override_grffile", &battle_config.item_name_override_grffile}, + { "item_equip_override_grffile", &battle_config.item_equip_override_grffile}, // [Celest] + { "item_slots_override_grffile", &battle_config.item_slots_override_grffile}, // [Celest] + { "indoors_override_grffile", &battle_config.indoors_override_grffile}, // [Celest] + { "skill_sp_override_grffile", &battle_config.skill_sp_override_grffile}, // [Celest] + { "cardillust_read_grffile", &battle_config.cardillust_read_grffile}, // [Celest] + { "arrow_decrement", &battle_config.arrow_decrement }, + { "max_aspd", &battle_config.max_aspd }, + { "max_walk_speed", &battle_config.max_walk_speed }, + { "max_lv", &battle_config.max_lv }, + { "aura_lv", &battle_config.aura_lv }, + { "max_parameter", &battle_config.max_parameter }, + { "max_baby_parameter", &battle_config.max_baby_parameter }, + { "max_def", &battle_config.max_def }, + { "over_def_bonus", &battle_config.over_def_bonus }, + { "player_skill_log", &battle_config.pc_skill_log }, + { "monster_skill_log", &battle_config.mob_skill_log }, + { "battle_log", &battle_config.battle_log }, + { "save_log", &battle_config.save_log }, + { "error_log", &battle_config.error_log }, + { "etc_log", &battle_config.etc_log }, + { "save_clothcolor", &battle_config.save_clothcolor }, + { "undead_detect_type", &battle_config.undead_detect_type }, + { "player_auto_counter_type", &battle_config.pc_auto_counter_type }, + { "monster_auto_counter_type", &battle_config.monster_auto_counter_type}, + { "min_hitrate", &battle_config.min_hitrate }, + { "max_hitrate", &battle_config.max_hitrate }, + { "agi_penalty_type", &battle_config.agi_penalty_type }, + { "agi_penalty_count", &battle_config.agi_penalty_count }, + { "agi_penalty_num", &battle_config.agi_penalty_num }, + { "agi_penalty_count_lv", &battle_config.agi_penalty_count_lv }, + { "vit_penalty_type", &battle_config.vit_penalty_type }, + { "vit_penalty_count", &battle_config.vit_penalty_count }, + { "vit_penalty_num", &battle_config.vit_penalty_num }, + { "vit_penalty_count_lv", &battle_config.vit_penalty_count_lv }, + { "player_defense_type", &battle_config.player_defense_type }, + { "monster_defense_type", &battle_config.monster_defense_type }, + { "pet_defense_type", &battle_config.pet_defense_type }, + { "magic_defense_type", &battle_config.magic_defense_type }, + { "player_skill_reiteration", &battle_config.pc_skill_reiteration }, + { "monster_skill_reiteration", &battle_config.monster_skill_reiteration}, + { "player_skill_nofootset", &battle_config.pc_skill_nofootset }, + { "monster_skill_nofootset", &battle_config.monster_skill_nofootset }, + { "player_cloak_check_type", &battle_config.pc_cloak_check_type }, + { "monster_cloak_check_type", &battle_config.monster_cloak_check_type }, + { "sense_type", &battle_config.estimation_type }, + { "gvg_short_attack_damage_rate", &battle_config.gvg_short_damage_rate }, + { "gvg_long_attack_damage_rate", &battle_config.gvg_long_damage_rate }, + { "gvg_weapon_attack_damage_rate", &battle_config.gvg_weapon_damage_rate }, + { "gvg_magic_attack_damage_rate", &battle_config.gvg_magic_damage_rate }, + { "gvg_misc_attack_damage_rate", &battle_config.gvg_misc_damage_rate }, + { "gvg_flee_penalty", &battle_config.gvg_flee_penalty }, + { "mob_changetarget_byskill", &battle_config.mob_changetarget_byskill}, + { "player_attack_direction_change", &battle_config.pc_attack_direction_change }, + { "monster_attack_direction_change", &battle_config.monster_attack_direction_change }, + { "player_land_skill_limit", &battle_config.pc_land_skill_limit }, + { "monster_land_skill_limit", &battle_config.monster_land_skill_limit}, + { "party_skill_penalty", &battle_config.party_skill_penalty }, + { "monster_class_change_full_recover", &battle_config.monster_class_change_full_recover }, + { "produce_item_name_input", &battle_config.produce_item_name_input }, + { "produce_potion_name_input", &battle_config.produce_potion_name_input}, + { "making_arrow_name_input", &battle_config.making_arrow_name_input }, + { "holywater_name_input", &battle_config.holywater_name_input }, + { "cdp_name_input", &battle_config.cdp_name_input }, + { "display_delay_skill_fail", &battle_config.display_delay_skill_fail }, + { "display_snatcher_skill_fail", &battle_config.display_snatcher_skill_fail }, + { "chat_warpportal", &battle_config.chat_warpportal }, + { "mob_warpportal", &battle_config.mob_warpportal }, + { "dead_branch_active", &battle_config.dead_branch_active }, + { "show_steal_in_same_party", &battle_config.show_steal_in_same_party }, + { "show_party_share_picker", &battle_config.party_show_share_picker }, + { "party_item_share_type", &battle_config.party_share_type }, + { "pet_attack_attr_none", &battle_config.pet_attack_attr_none }, + { "mob_attack_attr_none", &battle_config.mob_attack_attr_none }, + { "mob_ghostring_fix", &battle_config.mob_ghostring_fix }, + { "pc_attack_attr_none", &battle_config.pc_attack_attr_none }, + { "gx_allhit", &battle_config.gx_allhit }, + { "gx_disptype", &battle_config.gx_disptype }, + { "devotion_level_difference", &battle_config.devotion_level_difference }, + { "player_skill_partner_check", &battle_config.player_skill_partner_check}, + { "hide_GM_session", &battle_config.hide_GM_session }, + { "invite_request_check", &battle_config.invite_request_check }, + { "skill_removetrap_type", &battle_config.skill_removetrap_type }, + { "disp_experience", &battle_config.disp_experience }, + { "disp_zeny", &battle_config.disp_zeny }, + { "castle_defense_rate", &battle_config.castle_defense_rate }, + { "hp_rate", &battle_config.hp_rate }, + { "sp_rate", &battle_config.sp_rate }, + { "gm_cant_drop_min_lv", &battle_config.gm_cant_drop_min_lv }, + { "gm_cant_drop_max_lv", &battle_config.gm_cant_drop_max_lv }, + { "disp_hpmeter", &battle_config.disp_hpmeter }, + { "bone_drop", &battle_config.bone_drop }, + { "buyer_name", &battle_config.buyer_name }, + { "skill_wall_check", &battle_config.skill_wall_check }, + { "cell_stack_limit", &battle_config.cell_stack_limit }, +// eAthena additions + { "item_logarithmic_drops", &battle_config.logarithmic_drops }, + { "item_drop_common_min", &battle_config.item_drop_common_min }, // Added by TyrNemesis^ + { "item_drop_common_max", &battle_config.item_drop_common_max }, + { "item_drop_equip_min", &battle_config.item_drop_equip_min }, + { "item_drop_equip_max", &battle_config.item_drop_equip_max }, + { "item_drop_card_min", &battle_config.item_drop_card_min }, + { "item_drop_card_max", &battle_config.item_drop_card_max }, + { "item_drop_mvp_min", &battle_config.item_drop_mvp_min }, + { "item_drop_mvp_max", &battle_config.item_drop_mvp_max }, // End Addition + { "item_drop_heal_min", &battle_config.item_drop_heal_min }, + { "item_drop_heal_max", &battle_config.item_drop_heal_max }, + { "item_drop_use_min", &battle_config.item_drop_use_min }, + { "item_drop_use_max", &battle_config.item_drop_use_max }, + { "item_drop_treasure_min", &battle_config.item_drop_treasure_min }, + { "item_drop_treasure_max", &battle_config.item_drop_treasure_max }, + { "prevent_logout", &battle_config.prevent_logout }, // Added by RoVeRT + { "alchemist_summon_reward", &battle_config.alchemist_summon_reward }, // [Valaris] + { "max_base_level", &battle_config.max_base_level }, // [Valaris] + { "max_job_level", &battle_config.max_job_level }, + { "max_advanced_job_level", &battle_config.max_adv_level }, + { "max_super_novice_level", &battle_config.max_sn_level }, + { "drops_by_luk", &battle_config.drops_by_luk }, // [Valaris] + { "drops_by_luk2", &battle_config.drops_by_luk2 }, // [Skotlex] + { "equip_natural_break_rate", &battle_config.equip_natural_break_rate }, + { "equip_self_break_rate", &battle_config.equip_self_break_rate }, + { "equip_skill_break_rate", &battle_config.equip_skill_break_rate }, + { "pk_mode", &battle_config.pk_mode }, // [Valaris] + { "manner_system", &battle_config.manner_system }, // [Komurka] + { "pet_equip_required", &battle_config.pet_equip_required }, // [Valaris] + { "multi_level_up", &battle_config.multi_level_up }, // [Valaris] + { "backstab_bow_penalty", &battle_config.backstab_bow_penalty }, + { "night_at_start", &battle_config.night_at_start }, // added by [Yor] + { "show_mob_hp", &battle_config.show_mob_hp }, // [Valaris] + { "ban_spoof_namer", &battle_config.ban_spoof_namer }, // added by [Yor] + { "hack_info_GM_level", &battle_config.hack_info_GM_level }, // added by [Yor] + { "any_warp_GM_min_level", &battle_config.any_warp_GM_min_level }, // added by [Yor] + { "packet_ver_flag", &battle_config.packet_ver_flag }, // added by [Yor] + { "min_hair_style", &battle_config.min_hair_style }, // added by [MouseJstr] + { "max_hair_style", &battle_config.max_hair_style }, // added by [MouseJstr] + { "min_hair_color", &battle_config.min_hair_color }, // added by [MouseJstr] + { "max_hair_color", &battle_config.max_hair_color }, // added by [MouseJstr] + { "min_cloth_color", &battle_config.min_cloth_color }, // added by [MouseJstr] + { "max_cloth_color", &battle_config.max_cloth_color }, // added by [MouseJstr] + { "pet_hair_style", &battle_config.pet_hair_style }, // added by [Skotlex] + { "castrate_dex_scale", &battle_config.castrate_dex_scale }, // added by [MouseJstr] + { "area_size", &battle_config.area_size }, // added by [MouseJstr] + { "muting_players", &battle_config.muting_players}, // added by [Apple] + { "zeny_from_mobs", &battle_config.zeny_from_mobs}, // [Valaris] + { "mobs_level_up", &battle_config.mobs_level_up}, // [Valaris] + { "mobs_level_up_exp_rate", &battle_config.mobs_level_up_exp_rate}, // [Valaris] + { "pk_min_level", &battle_config.pk_min_level}, // [celest] + { "skill_steal_type", &battle_config.skill_steal_type}, // [celest] + { "skill_steal_rate", &battle_config.skill_steal_rate}, // [celest] +// { "night_darkness_level", &battle_config.night_darkness_level}, // [celest] + { "motd_type", &battle_config.motd_type}, // [celest] + { "allow_atcommand_when_mute", &battle_config.allow_atcommand_when_mute}, // [celest] + { "finding_ore_rate", &battle_config.finding_ore_rate}, // [celest] + { "exp_calc_type", &battle_config.exp_calc_type}, // [celest] + { "min_skill_delay_limit", &battle_config.min_skill_delay_limit}, // [celest] + { "require_glory_guild", &battle_config.require_glory_guild}, // [celest] + { "idle_no_share", &battle_config.idle_no_share}, // [celest], for a feature by [MouseJstr] + { "party_even_share_bonus", &battle_config.party_even_share_bonus}, + { "delay_battle_damage", &battle_config.delay_battle_damage}, // [celest] + { "display_version", &battle_config.display_version}, // [Ancyker], for a feature by...? + { "who_display_aid", &battle_config.who_display_aid}, // [Ancyker], for a feature by...? + { "display_hallucination", &battle_config.display_hallucination}, // [Skotlex] + { "use_statpoint_table", &battle_config.use_statpoint_table}, // [Skotlex] + { "ignore_items_gender", &battle_config.ignore_items_gender}, // [Lupus] + { "copyskill_restrict", &battle_config.copyskill_restrict}, // [Aru] + { "berserk_cancels_buffs", &battle_config.berserk_cancels_buffs}, // [Aru] + { "monster_ai", &battle_config.mob_ai}, + { "dynamic_mobs", &battle_config.dynamic_mobs}, + { "mob_remove_damaged", &battle_config.mob_remove_damaged}, + { "show_hp_sp_drain", &battle_config.show_hp_sp_drain}, // [Skotlex] + { "show_hp_sp_gain", &battle_config.show_hp_sp_gain}, // [Skotlex] + { "mob_npc_event_type", &battle_config.mob_npc_event_type}, + { "mob_clear_delay", &battle_config.mob_clear_delay}, // [Valaris] + { "character_size", &battle_config.character_size}, // [Lupus] + { "mob_max_skilllvl", &battle_config.mob_max_skilllvl}, // [Lupus] + { "retaliate_to_master", &battle_config.retaliate_to_master}, // [Skotlex] + { "rare_drop_announce", &battle_config.rare_drop_announce}, // [Lupus] + { "firewall_hits_on_undead", &battle_config.firewall_hits_on_undead}, // [Skotlex] + { "title_lvl1", &battle_config.title_lvl1}, // [Lupus] + { "title_lvl2", &battle_config.title_lvl2}, // [Lupus] + { "title_lvl3", &battle_config.title_lvl3}, // [Lupus] + { "title_lvl4", &battle_config.title_lvl4}, // [Lupus] + { "title_lvl5", &battle_config.title_lvl5}, // [Lupus] + { "title_lvl6", &battle_config.title_lvl6}, // [Lupus] + { "title_lvl7", &battle_config.title_lvl7}, // [Lupus] + { "title_lvl8", &battle_config.title_lvl8}, // [Lupus] + + { "duel_enable", &battle_config.duel_enable}, // [LuzZza] + { "duel_allow_pvp", &battle_config.duel_allow_pvp}, // [LuzZza] + { "duel_allow_gvg", &battle_config.duel_allow_gvg}, // [LuzZza] + { "duel_allow_teleport", &battle_config.duel_allow_teleport}, // [LuzZza] + { "duel_autoleave_when_die", &battle_config.duel_autoleave_when_die}, //[LuzZza] + { "duel_time_interval", &battle_config.duel_time_interval}, // [LuzZza] + + { "skip_teleport_lv1_menu", &battle_config.skip_teleport_lv1_menu}, // [LuzZza] + { "allow_skill_without_day", &battle_config.allow_skill_without_day}, // [Komurka] +}; + +static const struct battle_data_int { + const char *str; + int *val; +} battle_data_int[] = { //List here battle_athena options which are type int! + { "item_first_get_time", &battle_config.item_first_get_time }, + { "item_second_get_time", &battle_config.item_second_get_time }, + { "item_third_get_time", &battle_config.item_third_get_time }, + { "mvp_item_first_get_time", &battle_config.mvp_item_first_get_time }, + { "mvp_item_second_get_time", &battle_config.mvp_item_second_get_time }, + { "mvp_item_third_get_time", &battle_config.mvp_item_third_get_time }, + { "base_exp_rate", &battle_config.base_exp_rate }, + { "job_exp_rate", &battle_config.job_exp_rate }, + { "zeny_penalty", &battle_config.zeny_penalty }, + { "mvp_exp_rate", &battle_config.mvp_exp_rate }, + { "natural_healhp_interval", &battle_config.natural_healhp_interval }, + { "natural_healsp_interval", &battle_config.natural_healsp_interval }, + { "natural_heal_skill_interval", &battle_config.natural_heal_skill_interval}, + { "max_hp", &battle_config.max_hp }, + { "max_sp", &battle_config.max_sp }, + { "max_cart_weight", &battle_config.max_cart_weight }, + { "gvg_eliminate_time", &battle_config.gvg_eliminate_time }, + { "vending_max_value", &battle_config.vending_max_value }, +// eAthena additions + { "item_rate_mvp", &battle_config.item_rate_mvp }, + { "item_rate_common", &battle_config.item_rate_common }, // Added by RoVeRT + { "item_rate_equip", &battle_config.item_rate_equip }, + { "item_rate_card", &battle_config.item_rate_card }, // End Addition + { "item_rate_heal", &battle_config.item_rate_heal }, // Added by Valaris + { "item_rate_use", &battle_config.item_rate_use }, // End + { "item_rate_treasure", &battle_config.item_rate_treasure }, // End + { "day_duration", &battle_config.day_duration }, // added by [Yor] + { "night_duration", &battle_config.night_duration }, // added by [Yor] + { "mob_remove_delay", &battle_config.mob_remove_delay }, +}; + +int battle_set_value(char *w1, char *w2) { + int i; + for(i = 0; i < sizeof(battle_data_short) / (sizeof(battle_data_short[0])); i++) + if (strcmpi(w1, battle_data_short[i].str) == 0) { + * battle_data_short[i].val = battle_config_switch(w2); + return 1; + } + for(i = 0; i < sizeof(battle_data_int) / (sizeof(battle_data_int[0])); i++) + if (strcmpi(w1, battle_data_int[i].str) == 0) { + *battle_data_int[i].val = battle_config_switch(w2); + return 1; + } +/* + int val = battle_config_switch(w2); + switch(battle_data[i].size) { + case 1: + *((unsigned char *) battle_data[i].val) = val; + break; + case 2: + *((unsigned short *) battle_data[i].val) = val; + break; + case 4: + *((unsigned int *) battle_data[i].val) = val; + break; + } + return 1; + } +*/ + return 0; +} + +void battle_set_defaults() { + battle_config.warp_point_debug=0; + battle_config.enemy_critical_rate=0; + battle_config.enemy_str=1; + battle_config.enemy_perfect_flee=0; + battle_config.cast_rate=100; + battle_config.delay_rate=100; + battle_config.delay_dependon_dex=0; + battle_config.sdelay_attack_enable=0; + battle_config.left_cardfix_to_right=0; + battle_config.pc_skill_add_range=0; + battle_config.skill_out_range_consume=1; + battle_config.mob_skill_add_range=0; + battle_config.skillrange_by_distance=6; + battle_config.use_weapon_skill_range=0; + battle_config.pc_damage_delay_rate=100; + battle_config.defnotenemy=0; + battle_config.vs_traps_bctall=1; + battle_config.random_monster_checklv=1; + battle_config.attr_recover=1; + battle_config.flooritem_lifetime=LIFETIME_FLOORITEM*1000; + battle_config.item_auto_get=0; + battle_config.item_first_get_time=3000; + battle_config.item_second_get_time=1000; + battle_config.item_third_get_time=1000; + battle_config.mvp_item_first_get_time=10000; + battle_config.mvp_item_second_get_time=10000; + battle_config.mvp_item_third_get_time=2000; + + battle_config.drop_rate0item=0; + battle_config.base_exp_rate=100; + battle_config.job_exp_rate=100; + battle_config.pvp_exp=1; + battle_config.gtb_pvp_only=0; + battle_config.death_penalty_type=0; + battle_config.death_penalty_base=0; + battle_config.death_penalty_job=0; + battle_config.zeny_penalty=0; + battle_config.restart_hp_rate=0; + battle_config.restart_sp_rate=0; + battle_config.mvp_exp_rate=100; + battle_config.mvp_hp_rate=100; + battle_config.monster_hp_rate=100; + battle_config.monster_max_aspd=199; + battle_config.atc_gmonly=0; + battle_config.atc_spawn_quantity_limit=0; + battle_config.atc_slave_clone_limit=0; + battle_config.gm_allskill=0; + battle_config.gm_allequip=0; + battle_config.gm_skilluncond=0; + battle_config.gm_join_chat=0; + battle_config.gm_kick_chat=0; + battle_config.guild_max_castles=0; + battle_config.skillfree = 0; + battle_config.skillup_limit = 0; + battle_config.wp_rate=100; + battle_config.pp_rate=100; + battle_config.monster_active_enable=1; + battle_config.monster_damage_delay_rate=100; + battle_config.monster_loot_type=0; +// battle_config.mob_skill_use=1; + battle_config.mob_skill_rate=100; + battle_config.mob_skill_delay=100; + battle_config.mob_count_rate=100; + battle_config.mob_spawn_delay=100; + battle_config.no_spawn_on_player=0; + battle_config.plant_spawn_delay=100; + battle_config.boss_spawn_delay=100; + battle_config.slaves_inherit_speed=1; + battle_config.summons_inherit_effects=1; + battle_config.pc_walk_delay_rate=20; + battle_config.walk_delay_rate=100; + battle_config.multihit_delay=230; + battle_config.quest_skill_learn=0; + battle_config.quest_skill_reset=1; + battle_config.basic_skill_check=1; + battle_config.guild_emperium_check=1; + battle_config.guild_exp_limit=50; + battle_config.guild_exp_rate=100; + battle_config.pc_invincible_time = 5000; + battle_config.pet_catch_rate=100; + battle_config.pet_rename=0; + battle_config.pet_friendly_rate=100; + battle_config.pet_hungry_delay_rate=100; + battle_config.pet_hungry_friendly_decrease=5; + battle_config.pet_str=1; + battle_config.pet_status_support=0; + battle_config.pet_attack_support=0; + battle_config.pet_damage_support=0; + battle_config.pet_support_min_friendly=900; + battle_config.pet_support_rate=100; + battle_config.pet_attack_exp_to_master=0; + battle_config.pet_attack_exp_rate=100; + battle_config.pet_lv_rate=0; //Skotlex + battle_config.pet_max_stats=99; //Skotlex + battle_config.pet_max_atk1=750; //Skotlex + battle_config.pet_max_atk2=1000; //Skotlex + battle_config.pet_no_gvg=0; //Skotlex + battle_config.skill_min_damage=6; //Ishizu claims that magic and misc attacks always do at least div_ damage. [Skotlex] + battle_config.finger_offensive_type=0; + battle_config.heal_exp=0; + battle_config.resurrection_exp=0; + battle_config.shop_exp=0; + battle_config.combo_delay_rate=100; + battle_config.item_check=1; + battle_config.item_use_interval=500; + battle_config.wedding_modifydisplay=0; + battle_config.wedding_ignorepalette=0; + battle_config.xmas_ignorepalette=0; // [Valaris] + battle_config.natural_healhp_interval=6000; + battle_config.natural_healsp_interval=8000; + battle_config.natural_heal_skill_interval=10000; + battle_config.natural_heal_weight_rate=50; + battle_config.item_name_override_grffile=1; + battle_config.item_equip_override_grffile=0; // [Celest] + battle_config.item_slots_override_grffile=0; // [Celest] + battle_config.indoors_override_grffile=0; // [Celest] + battle_config.skill_sp_override_grffile=0; // [Celest] + battle_config.cardillust_read_grffile=0; // [Celest] + battle_config.arrow_decrement=1; + battle_config.max_aspd = 199; + battle_config.max_walk_speed = 300; + battle_config.max_hp = 32500; + battle_config.max_sp = 32500; + battle_config.max_lv = 99; // [MouseJstr] + battle_config.aura_lv = 99; // [Skotlex] + battle_config.max_parameter = 99; + battle_config.max_baby_parameter = 80; + battle_config.max_cart_weight = 8000; + battle_config.max_def = 99; // [Skotlex] + battle_config.over_def_bonus = 0; // [Skotlex] + battle_config.pc_skill_log = 0; + battle_config.mob_skill_log = 0; + battle_config.battle_log = 0; + battle_config.save_log = 0; + battle_config.error_log = 1; + battle_config.etc_log = 1; + battle_config.save_clothcolor = 0; + battle_config.undead_detect_type = 0; + battle_config.pc_auto_counter_type = 1; + battle_config.monster_auto_counter_type = 1; + battle_config.min_hitrate = 5; + battle_config.max_hitrate = 95; + battle_config.agi_penalty_type = 1; + battle_config.agi_penalty_count = 3; + battle_config.agi_penalty_num = 10; + battle_config.agi_penalty_count_lv = ATK_FLEE; + battle_config.vit_penalty_type = 1; + battle_config.vit_penalty_count = 3; + battle_config.vit_penalty_num = 5; + battle_config.vit_penalty_count_lv = ATK_DEF; + battle_config.player_defense_type = 0; + battle_config.monster_defense_type = 0; + battle_config.pet_defense_type = 0; + battle_config.magic_defense_type = 0; + battle_config.pc_skill_reiteration = 0; + battle_config.monster_skill_reiteration = 0; + battle_config.pc_skill_nofootset = 0; + battle_config.monster_skill_nofootset = 0; + battle_config.pc_cloak_check_type = 1; + battle_config.monster_cloak_check_type = 0; + battle_config.estimation_type = 3; + battle_config.gvg_short_damage_rate = 100; + battle_config.gvg_long_damage_rate = 75; + battle_config.gvg_weapon_damage_rate = 60; + battle_config.gvg_magic_damage_rate = 50; + battle_config.gvg_misc_damage_rate = 60; + battle_config.gvg_flee_penalty = 20; + battle_config.gvg_eliminate_time = 7000; + battle_config.mob_changetarget_byskill = 0; + battle_config.pc_attack_direction_change = 1; + battle_config.monster_attack_direction_change = 1; + battle_config.pc_land_skill_limit = 1; + battle_config.monster_land_skill_limit = 1; + battle_config.party_skill_penalty = 1; + battle_config.monster_class_change_full_recover = 0; + battle_config.produce_item_name_input = 1; + battle_config.produce_potion_name_input = 1; + battle_config.making_arrow_name_input = 1; + battle_config.holywater_name_input = 1; + battle_config.cdp_name_input = 1; + battle_config.display_delay_skill_fail = 1; + battle_config.display_snatcher_skill_fail = 1; + battle_config.chat_warpportal = 0; + battle_config.mob_warpportal = 0; + battle_config.dead_branch_active = 0; + battle_config.vending_max_value = 10000000; + battle_config.show_steal_in_same_party = 0; + battle_config.party_share_type = 0; + battle_config.party_show_share_picker = 0; + battle_config.pet_attack_attr_none = 0; + battle_config.pc_attack_attr_none = 0; + battle_config.mob_attack_attr_none = 0; + battle_config.mob_ghostring_fix = 1; + battle_config.gx_allhit = 1; + battle_config.gx_disptype = 1; + battle_config.devotion_level_difference = 10; + battle_config.player_skill_partner_check = 1; + battle_config.hide_GM_session = 0; + battle_config.invite_request_check = 1; + battle_config.skill_removetrap_type = 0; + battle_config.disp_experience = 0; + battle_config.disp_zeny = 0; + battle_config.castle_defense_rate = 100; + battle_config.hp_rate = 100; + battle_config.sp_rate = 100; + battle_config.gm_cant_drop_min_lv = 1; + battle_config.gm_cant_drop_max_lv = 0; + battle_config.disp_hpmeter = 60; + battle_config.skill_wall_check = 0; + battle_config.cell_stack_limit = 1; + battle_config.bone_drop = 0; + battle_config.buyer_name = 1; + +// eAthena additions + battle_config.item_rate_mvp=100; + battle_config.item_rate_common = 100; + battle_config.item_rate_equip = 100; + battle_config.item_rate_card = 100; + battle_config.item_rate_heal = 100; // Added by Valaris + battle_config.item_rate_use = 100; // End + battle_config.item_rate_treasure = 100; + battle_config.logarithmic_drops = 0; + battle_config.item_drop_common_min=1; // Added by TyrNemesis^ + battle_config.item_drop_common_max=10000; + battle_config.item_drop_equip_min=1; + battle_config.item_drop_equip_max=10000; + battle_config.item_drop_card_min=1; + battle_config.item_drop_card_max=10000; + battle_config.item_drop_mvp_min=1; + battle_config.item_drop_mvp_max=10000; // End Addition + battle_config.item_drop_heal_min=1; // Added by Valaris + battle_config.item_drop_heal_max=10000; + battle_config.item_drop_use_min=1; + battle_config.item_drop_use_max=10000; // End + battle_config.item_drop_treasure_min=1; + battle_config.item_drop_treasure_max=10000; + battle_config.prevent_logout = 10000; // Added by RoVeRT + battle_config.max_base_level = 255; // Added by Valaris + battle_config.max_job_level = 50; + battle_config.max_adv_level = 70; + battle_config.max_sn_level = 99; + battle_config.drops_by_luk = 0; // [Valaris] + battle_config.drops_by_luk2 = 0; + battle_config.equip_natural_break_rate = 1; + battle_config.equip_self_break_rate = 100; // [Valaris], adapted by [Skotlex] + battle_config.equip_skill_break_rate = 100; // [Valaris], adapted by [Skotlex] + battle_config.pk_mode = 0; // [Valaris] + battle_config.manner_system = 1; // [Valaris] + battle_config.pet_equip_required = 0; // [Valaris] + battle_config.multi_level_up = 0; // [Valaris] + battle_config.backstab_bow_penalty = 0; // Akaru + battle_config.night_at_start = 0; // added by [Yor] + battle_config.day_duration = 2*60*60*1000; // added by [Yor] (2 hours) + battle_config.night_duration = 30*60*1000; // added by [Yor] (30 minutes) + battle_config.show_mob_hp = 0; // [Valaris] + battle_config.ban_spoof_namer = 5; // added by [Yor] (default: 5 minutes) + battle_config.hack_info_GM_level = 60; // added by [Yor] (default: 60, GM level) + battle_config.any_warp_GM_min_level = 20; // added by [Yor] + battle_config.packet_ver_flag = 1023; // added by [Yor] + battle_config.min_hair_style = 0; + battle_config.max_hair_style = 23; + battle_config.min_hair_color = 0; + battle_config.max_hair_color = 9; + battle_config.min_cloth_color = 0; + battle_config.max_cloth_color = 4; + battle_config.pet_hair_style = 100; + battle_config.zeny_from_mobs = 0; + battle_config.mobs_level_up = 0; // [Valaris] + battle_config.mobs_level_up_exp_rate = 1; // [Valaris] + battle_config.pk_min_level = 55; + battle_config.skill_steal_type = 1; + battle_config.skill_steal_rate = 100; +// battle_config.night_darkness_level = 9; + battle_config.motd_type = 0; + battle_config.allow_atcommand_when_mute = 0; + battle_config.finding_ore_rate = 100; + battle_config.castrate_dex_scale = 150; + battle_config.area_size = 14; + battle_config.exp_calc_type = 1; + battle_config.min_skill_delay_limit = 100; + battle_config.require_glory_guild = 0; + battle_config.idle_no_share = 0; + battle_config.party_even_share_bonus = 0; + battle_config.delay_battle_damage = 1; + battle_config.display_version = 1; + battle_config.who_display_aid = 0; + battle_config.display_hallucination = 1; + battle_config.ignore_items_gender = 1; + battle_config.use_statpoint_table = 1; + battle_config.mob_ai = 0; + battle_config.dynamic_mobs = 1; // use Dynamic Mobs [Wizputer] + battle_config.mob_remove_damaged = 1; // Dynamic Mobs - Remove mobs even if damaged [Wizputer] + battle_config.mob_remove_delay = 60000; + battle_config.show_hp_sp_drain = 0; //Display drained hp/sp from attacks + battle_config.show_hp_sp_gain = 1; //Display gained hp/sp from mob-kills + battle_config.mob_npc_event_type = 1; //Execute npc-event on player that delivered final blow. + battle_config.mob_clear_delay = 0; + battle_config.character_size = 3; //3: Peco riders Size=2, Baby Class Riders Size=1 [Lupus] + battle_config.mob_max_skilllvl = MAX_SKILL_LEVEL; //max possible level of monsters skills [Lupus] + battle_config.retaliate_to_master = 1; //Make mobs retaliate against the master rather than the mob that attacked them. [Skotlex] + battle_config.rare_drop_announce = 1; //show global announces for rare items drops (<= 0.01% chance) [Lupus] + battle_config.firewall_hits_on_undead = 1; + battle_config.title_lvl1 = 1; //Players Titles for @who, etc commands [Lupus] + battle_config.title_lvl2 = 10; + battle_config.title_lvl3 = 20; + battle_config.title_lvl4 = 40; + battle_config.title_lvl5 = 50; + battle_config.title_lvl6 = 60; + battle_config.title_lvl7 = 80; + battle_config.title_lvl8 = 99; + + battle_config.duel_enable = 1; + battle_config.duel_allow_pvp = 0; + battle_config.duel_allow_pvp = 0; + battle_config.duel_allow_teleport = 0; + battle_config.duel_autoleave_when_die = 1; + battle_config.duel_time_interval = 60; + + battle_config.skip_teleport_lv1_menu = 0; + battle_config.allow_skill_without_day = 0; +} + +void battle_validate_conf() { + if(battle_config.flooritem_lifetime < 1000) + battle_config.flooritem_lifetime = LIFETIME_FLOORITEM*1000; +/* if(battle_config.restart_hp_rate < 0) + battle_config.restart_hp_rate = 0; + else*/ if(battle_config.restart_hp_rate > 100) + battle_config.restart_hp_rate = 100; +/* if(battle_config.restart_sp_rate < 0) + battle_config.restart_sp_rate = 0; + else*/ if(battle_config.restart_sp_rate > 100) + battle_config.restart_sp_rate = 100; + if(battle_config.natural_healhp_interval < NATURAL_HEAL_INTERVAL) + battle_config.natural_healhp_interval=NATURAL_HEAL_INTERVAL; + if(battle_config.natural_healsp_interval < NATURAL_HEAL_INTERVAL) + battle_config.natural_healsp_interval=NATURAL_HEAL_INTERVAL; + if(battle_config.natural_heal_skill_interval < NATURAL_HEAL_INTERVAL) + battle_config.natural_heal_skill_interval=NATURAL_HEAL_INTERVAL; + if(battle_config.natural_heal_weight_rate < 50) + battle_config.natural_heal_weight_rate = 50; + if(battle_config.natural_heal_weight_rate > 101) + battle_config.natural_heal_weight_rate = 101; + battle_config.monster_max_aspd = 2000 - battle_config.monster_max_aspd*10; + if(battle_config.monster_max_aspd < 10) + battle_config.monster_max_aspd = 10; + if(battle_config.monster_max_aspd > 1000) + battle_config.monster_max_aspd = 1000; + battle_config.max_aspd = 2000 - battle_config.max_aspd*10; + if(battle_config.max_aspd < 10) + battle_config.max_aspd = 10; + if(battle_config.max_aspd > 1000) + battle_config.max_aspd = 1000; + + if (battle_config.max_walk_speed < 100) + battle_config.max_walk_speed = 100; + battle_config.max_walk_speed = 100*DEFAULT_WALK_SPEED/battle_config.max_walk_speed; + if (battle_config.max_walk_speed < 1) + battle_config.max_walk_speed = 1; + + if(battle_config.hp_rate < 1) + battle_config.hp_rate = 1; + if(battle_config.sp_rate < 1) + battle_config.sp_rate = 1; + if(battle_config.max_hp > 1000000000) + battle_config.max_hp = 1000000000; + if(battle_config.max_hp < 100) + battle_config.max_hp = 100; + if(battle_config.max_sp > 1000000000) + battle_config.max_sp = 1000000000; + if(battle_config.max_sp < 100) + battle_config.max_sp = 100; + if(battle_config.max_parameter < 10) + battle_config.max_parameter = 10; + if(battle_config.max_parameter > 10000) + battle_config.max_parameter = 10000; + if(battle_config.max_baby_parameter < 10) + battle_config.max_baby_parameter = 10; + if(battle_config.max_baby_parameter > 10000) + battle_config.max_baby_parameter = 10000; + if(battle_config.max_cart_weight > 1000000) + battle_config.max_cart_weight = 1000000; + if(battle_config.max_cart_weight < 100) + battle_config.max_cart_weight = 100; + battle_config.max_cart_weight *= 10; + + if(battle_config.max_def > 100 && !battle_config.player_defense_type) // added by [Skotlex] + battle_config.max_def = 100; + if(battle_config.over_def_bonus > 1000) + battle_config.over_def_bonus = 1000; + + if(battle_config.min_hitrate > battle_config.max_hitrate) + battle_config.min_hitrate = battle_config.max_hitrate; + + if(battle_config.agi_penalty_count < 2) + battle_config.agi_penalty_count = 2; + if(battle_config.vit_penalty_count < 2) + battle_config.vit_penalty_count = 2; + + if(battle_config.guild_exp_limit > 99) + battle_config.guild_exp_limit = 99; +/* if(battle_config.guild_exp_limit < 0) + battle_config.guild_exp_limit = 0;*/ + + if(battle_config.pet_support_min_friendly > 950) //Capped to 950/1000 [Skotlex] + battle_config.pet_support_min_friendly = 950; + + if(battle_config.pet_max_atk1 > battle_config.pet_max_atk2) //Skotlex + battle_config.pet_max_atk1 = battle_config.pet_max_atk2; + +// if(battle_config.castle_defense_rate < 0) +// battle_config.castle_defense_rate = 0; + if(battle_config.castle_defense_rate > 100) + battle_config.castle_defense_rate = 100; + if(battle_config.item_drop_common_min < 1) // Added by TyrNemesis^ + battle_config.item_drop_common_min = 1; + if(battle_config.item_drop_common_max > 10000) + battle_config.item_drop_common_max = 10000; + if(battle_config.item_drop_equip_min < 1) + battle_config.item_drop_equip_min = 1; + if(battle_config.item_drop_equip_max > 10000) + battle_config.item_drop_equip_max = 10000; + if(battle_config.item_drop_card_min < 1) + battle_config.item_drop_card_min = 1; + if(battle_config.item_drop_card_max > 10000) + battle_config.item_drop_card_max = 10000; + if(battle_config.item_drop_mvp_min < 1) + battle_config.item_drop_mvp_min = 1; + if(battle_config.item_drop_mvp_max > 10000) + battle_config.item_drop_mvp_max = 10000; // End Addition + +/* if (battle_config.night_at_start < 0) // added by [Yor] + battle_config.night_at_start = 0; + else if (battle_config.night_at_start > 1) // added by [Yor] + battle_config.night_at_start = 1; */ + if (battle_config.day_duration != 0 && battle_config.day_duration < 60000) // added by [Yor] + battle_config.day_duration = 60000; + if (battle_config.night_duration != 0 && battle_config.night_duration < 60000) // added by [Yor] + battle_config.night_duration = 60000; + +/* if (battle_config.ban_spoof_namer < 0) // added by [Yor] + battle_config.ban_spoof_namer = 0; + else*/ if (battle_config.ban_spoof_namer > 32767) + battle_config.ban_spoof_namer = 32767; + +/* if (battle_config.hack_info_GM_level < 0) // added by [Yor] + battle_config.hack_info_GM_level = 0; + else*/ if (battle_config.hack_info_GM_level > 100) + battle_config.hack_info_GM_level = 100; + +/* if (battle_config.any_warp_GM_min_level < 0) // added by [Yor] + battle_config.any_warp_GM_min_level = 0; + else*/ if (battle_config.any_warp_GM_min_level > 100) + battle_config.any_warp_GM_min_level = 100; + +/* //This is a hassle to keep updated each time there's a new limit to packet_ver_flag.... [Skotlex] + // at least 1 client must be accepted + if ((battle_config.packet_ver_flag & 255) == 0) // added by [Yor] + battle_config.packet_ver_flag = 255; // accept all clients +*/ +/* Deprecated by dynamix's new night system (using SI_NIGHT) + if (battle_config.night_darkness_level <= 0) + battle_config.night_darkness_level = 9; + else if (battle_config.night_darkness_level > 10) // Celest + battle_config.night_darkness_level = 10; +*/ +/* if (battle_config.motd_type < 0) + battle_config.motd_type = 0; + else if (battle_config.motd_type > 1) + battle_config.motd_type = 1; +*/ +// if (battle_config.finding_ore_rate < 0) +// battle_config.finding_ore_rate = 0; + + if (battle_config.vending_max_value > MAX_ZENY || battle_config.vending_max_value==0) + battle_config.vending_max_value = MAX_ZENY; + + if (battle_config.min_skill_delay_limit < 10) + battle_config.min_skill_delay_limit = 10; // minimum delay of 10ms + + //Spawn delays [Skotlex] +/* if (battle_config.mob_spawn_delay < 0) + battle_config.mob_spawn_delay = 0; + if (battle_config.boss_spawn_delay < 0) + battle_config.boss_spawn_delay = 0; + if (battle_config.plant_spawn_delay < 0) + battle_config.plant_spawn_delay = 0; +*/ + if (battle_config.no_spawn_on_player > 50) + battle_config.no_spawn_on_player = 50; + if (battle_config.mob_remove_delay < 15000) //Min 15 sec + battle_config.mob_remove_delay = 15000; + if (battle_config.dynamic_mobs > 1) + battle_config.dynamic_mobs = 1; //The flag will be used in assignations + if (battle_config.mob_max_skilllvl> 11 || battle_config.mob_max_skilllvl<1 ) + battle_config.mob_max_skilllvl = 11; + + if (battle_config.firewall_hits_on_undead < 1) + battle_config.firewall_hits_on_undead = 1; + else if (battle_config.firewall_hits_on_undead > 255) //The flag passed to battle_calc_damage is limited to 0xff + battle_config.firewall_hits_on_undead = 255; + + if (battle_config.prevent_logout > 60000) + battle_config.prevent_logout = 60000; + + if (battle_config.mobs_level_up_exp_rate < 1) // [Valaris] + battle_config.mobs_level_up_exp_rate = 1; + +#ifdef CELL_NOSTACK + if (battle_config.cell_stack_limit < 1) + battle_config.cell_stack_limit = 1; + else + if (battle_config.cell_stack_limit > 255) + battle_config.cell_stack_limit = 255; +#else + if (battle_config.cell_stack_limit != 1) + ShowWarning("Battle setting 'cell_stack_limit' takes no effect as this server was compiled without Cell Stack Limit support.\n"); +#endif +} + +/*========================================== + * ?Ý’èƒtƒ@ƒCƒ‹‚ð“Ç‚Ý?ž‚Þ + *------------------------------------------ + */ +int battle_config_read(const char *cfgName) +{ + char line[1024], w1[1024], w2[1024]; + FILE *fp; + static int count = 0; + + if ((count++) == 0) + battle_set_defaults(); + + fp = fopen(cfgName,"r"); + if (fp == NULL) { + ShowError("File not found: %s\n", cfgName); + return 1; + } + while(fgets(line,1020,fp)){ + if (line[0] == '/' && line[1] == '/') + continue; + if (sscanf(line, "%[^:]:%s", w1, w2) != 2) + continue; + if (strcmpi(w1, "import") == 0) + battle_config_read(w2); + else + battle_set_value(w1, w2); + } + fclose(fp); + + if (--count == 0) { + battle_validate_conf(); + add_timer_func_list(battle_delay_damage_sub, "battle_delay_damage_sub"); + add_timer_func_list(battle_walkdelay_sub, "battle_walkdelay_sub"); + } + + return 0; +} -- cgit v1.2.3-70-g09d2