diff options
Diffstat (limited to 'misc/src/map/skill.c')
-rw-r--r-- | misc/src/map/skill.c | 10637 |
1 files changed, 10637 insertions, 0 deletions
diff --git a/misc/src/map/skill.c b/misc/src/map/skill.c new file mode 100644 index 0000000..1e92b3f --- /dev/null +++ b/misc/src/map/skill.c @@ -0,0 +1,10637 @@ +// $Id: skill.c,v 1.8 2004/09/25 05:32:19 MouseJstr Exp $ +/* スキル関係 */ + +#include <stdio.h> +#include <stdlib.h> +#include <string.h> +#include <time.h> + +#include "timer.h" +#include "nullpo.h" +#include "malloc.h" + +#include "skill.h" +#include "map.h" +#include "clif.h" +#include "pc.h" +#include "pet.h" +#include "mob.h" +#include "battle.h" +#include "party.h" +#include "itemdb.h" +#include "script.h" +#include "intif.h" + +#ifdef MEMWATCH +#include "memwatch.h" +#endif + +#define SKILLUNITTIMER_INVERVAL 100 + +#define STATE_BLIND 0x10 + +/* スキル番号=>ステータス異常番号変換テーブル */ +int SkillStatusChangeTable[]={ /* skill.hのenumのSC_***とあわせること */ +/* 0- */ + -1,-1,-1,-1,-1,-1, + SC_PROVOKE, /* プロボック */ + -1, 1,-1, +/* 10- */ + SC_SIGHT, /* サイト */ + -1,-1,-1,-1, + SC_FREEZE, /* フロストダイバー */ + SC_STONE, /* ストーンカース */ + -1,-1,-1, +/* 20- */ + -1,-1,-1,-1, + SC_RUWACH, /* ルアフ */ + -1,-1,-1,-1, + SC_INCREASEAGI, /* 速度増加 */ +/* 30- */ + SC_DECREASEAGI, /* 速度減少 */ + -1, + SC_SIGNUMCRUCIS, /* シグナムクルシス */ + SC_ANGELUS, /* エンジェラス */ + SC_BLESSING, /* ブレッシング */ + -1,-1,-1,-1,-1, +/* 40- */ + -1,-1,-1,-1,-1, + SC_CONCENTRATE, /* 集中力向上 */ + -1,-1,-1,-1, +/* 50- */ + -1, + SC_HIDING, /* ハイディング */ + -1,-1,-1,-1,-1,-1,-1,-1, +/* 60- */ + SC_TWOHANDQUICKEN, /* 2HQ */ + SC_AUTOCOUNTER, + -1,-1,-1,-1, + SC_IMPOSITIO, /* インポシティオマヌス */ + SC_SUFFRAGIUM, /* サフラギウム */ + SC_ASPERSIO, /* アスペルシオ */ + SC_BENEDICTIO, /* 聖体降福 */ +/* 70- */ + -1, + SC_SLOWPOISON, + -1, + SC_KYRIE, /* キリエエレイソン */ + SC_MAGNIFICAT, /* マグニフィカート */ + SC_GLORIA, /* グロリア */ + SC_DIVINA, /* レックスディビーナ */ + -1, + SC_AETERNA, /* レックスエーテルナ */ + -1, +/* 80- */ + -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, +/* 90- */ + -1,-1, + SC_QUAGMIRE, /* クァグマイア */ + -1,-1,-1,-1,-1,-1,-1, +/* 100- */ + -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, +/* 110- */ + -1, + SC_ADRENALINE, /* アドレナリンラッシュ */ + SC_WEAPONPERFECTION,/* ウェポンパーフェクション */ + SC_OVERTHRUST, /* オーバートラスト */ + SC_MAXIMIZEPOWER, /* マキシマイズパワー */ + -1,-1,-1,-1,-1, +/* 120- */ + -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, +/* 130- */ + -1,-1,-1,-1,-1, + SC_CLOAKING, /* クローキング */ + SC_STAN, /* ソニックブロー */ + -1, + SC_ENCPOISON, /* エンチャントポイズン */ + SC_POISONREACT, /* ポイズンリアクト */ +/* 140- */ + SC_POISON, /* ベノムダスト */ + SC_SPLASHER, /* ベナムスプラッシャー */ + -1, + SC_TRICKDEAD, /* 死んだふり */ + -1,-1,-1,-1,-1,-1, +/* 150- */ + -1,-1,-1,-1,-1, + SC_LOUD, /* ラウドボイス */ + -1, + SC_ENERGYCOAT, /* エナジーコート */ + -1,-1, +/* 160- */ + -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, + -1,-1,-1, + SC_SELFDESTRUCTION, + -1,-1,-1,-1,-1,-1, + -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, + -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, + -1, + SC_KEEPING, + -1,-1, + SC_BARRIER, + -1,-1, + SC_HALLUCINATION, + -1,-1, +/* 210- */ + -1,-1,-1,-1,-1, + SC_STRIPWEAPON, + SC_STRIPSHIELD, + SC_STRIPARMOR, + SC_STRIPHELM, + -1, +/* 220- */ + -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, +/* 230- */ + -1,-1,-1,-1, + SC_CP_WEAPON, + SC_CP_SHIELD, + SC_CP_ARMOR, + SC_CP_HELM, + -1,-1, +/* 240- */ + -1,-1,-1,-1,-1,-1,-1,-1,-1, + SC_AUTOGUARD, +/* 250- */ + -1,-1, + SC_REFLECTSHIELD, + -1,-1, + SC_DEVOTION, + SC_PROVIDENCE, + SC_DEFENDER, + SC_SPEARSQUICKEN, + -1, +/* 260- */ + -1,-1,-1,-1,-1,-1,-1,-1, + SC_STEELBODY, + SC_BLADESTOP_WAIT, +/* 270- */ + SC_EXPLOSIONSPIRITS, + SC_EXTREMITYFIST, + -1,-1,-1,-1, + SC_MAGICROD, + -1,-1,-1, +/* 280- */ + SC_FLAMELAUNCHER, + SC_FROSTWEAPON, + SC_LIGHTNINGLOADER, + SC_SEISMICWEAPON, + -1, + SC_VOLCANO, + SC_DELUGE, + SC_VIOLENTGALE, + SC_LANDPROTECTOR, + -1, +/* 290- */ + -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, +/* 300- */ + -1,-1,-1,-1,-1,-1, + SC_LULLABY, + SC_RICHMANKIM, + SC_ETERNALCHAOS, + SC_DRUMBATTLE, +/* 310- */ + SC_NIBELUNGEN, + SC_ROKISWEIL, + SC_INTOABYSS, + SC_SIEGFRIED, + -1,-1,-1, + SC_DISSONANCE, + -1, + SC_WHISTLE, +/* 320- */ + SC_ASSNCROS, + SC_POEMBRAGI, + SC_APPLEIDUN, + -1,-1, + SC_UGLYDANCE, + -1, + SC_HUMMING, + SC_DONTFORGETME, + SC_FORTUNE, +/* 330- */ + SC_SERVICE4U, + SC_SELFDESTRUCTION, + -1,-1,-1,-1,-1,-1,-1,-1, +/* 340- */ + -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, +/* 350- */ + -1,-1,-1,-1,-1, + SC_AURABLADE, + SC_PARRYING, + SC_CONCENTRATION, + SC_TENSIONRELAX, + SC_BERSERK, +/* 360- */ + SC_BERSERK, + SC_ASSUMPTIO, + SC_BASILICA, + -1,-1,-1, + SC_MAGICPOWER, + -1,-1, + SC_GOSPEL, +/* 370- */ + -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, +/* 380- */ + SC_TRUESIGHT, + -1,-1, + SC_WINDWALK, + SC_MELTDOWN, + -1,-1, + SC_CARTBOOST, + -1, + SC_CHASEWALK, +/* 390- */ + SC_REJECTSWORD, + -1,-1,-1,-1,-1, + SC_MARIONETTE, + -1, + SC_HEADCRUSH, + SC_JOINTBEAT, +/* 400 */ + -1,-1, + SC_MINDBREAKER, + SC_MEMORIZE, + SC_FOGWALL, + SC_SPIDERWEB, + -1,-1,-1,-1, +/* 410- */ + -1,-1,-1,-1,-1,-1,-1,-1,-1,-1, +}; + +struct skill_name_db skill_names[] = { + { AC_CHARGEARROW, "CHARGEARROW", "Charge_Arrow" } , + { AC_CONCENTRATION, "CONCENTRATION", "Improve_Concentration" } , + { AC_DOUBLE, "DOUBLE", "Double_Strafe" } , + { AC_MAKINGARROW, "MAKINGARROW", "Arrow_Creation" } , + { AC_OWL, "OWL", "Owl's_Eye" } , + { AC_SHOWER, "SHOWER", "Arrow_Shower" } , + { AC_VULTURE, "VULTURE", "Vulture's_Eye" } , + { ALL_RESURRECTION, "RESURRECTION", "Resurrection" } , + { AL_ANGELUS, "ANGELUS", "Angelus" } , + { AL_BLESSING, "BLESSING", "Blessing" } , + { AL_CRUCIS, "CRUCIS", "Signum_Crusis" } , + { AL_CURE, "CURE", "Cure" } , + { AL_DECAGI, "DECAGI", "Decrease_AGI" } , + { AL_DEMONBANE, "DEMONBANE", "Demon_Bane" } , + { AL_DP, "DP", "Divine_Protection" } , + { AL_HEAL, "HEAL", "Heal" } , + { AL_HOLYLIGHT, "HOLYLIGHT", "Holy_Light" } , + { AL_HOLYWATER, "HOLYWATER", "Aqua_Benedicta" } , + { AL_INCAGI, "INCAGI", "Increase_AGI" } , + { AL_PNEUMA, "PNEUMA", "Pneuma" } , + { AL_RUWACH, "RUWACH", "Ruwach" } , + { AL_TELEPORT, "TELEPORT", "Teleport" } , + { AL_WARP, "WARP", "Warp_Portal" } , + { AM_ACIDTERROR, "ACIDTERROR", "Acid_Terror" } , + { AM_AXEMASTERY, "AXEMASTERY", "Axe_Mastery" } , + { AM_BERSERKPITCHER, "BERSERKPITCHER", "Berserk Pitcher" } , + { AM_BIOETHICS, "BIOETHICS", "Bioethics" } , + { AM_BIOTECHNOLOGY, "BIOTECHNOLOGY", "Biotechnology" } , + { AM_CALLHOMUN, "CALLHOMUN", "Call_Homunculus" } , + { AM_CANNIBALIZE, "CANNIBALIZE", "Bio_Cannibalize" } , + { AM_CP_ARMOR, "ARMOR", "Chemical_Protection_Armor" } , + { AM_CP_HELM, "HELM", "Chemical_Protection_Helm" } , + { AM_CP_SHIELD, "SHIELD", "Chemical_Protection_Shield" } , + { AM_CP_WEAPON, "WEAPON", "Chemical_Protection_Weapon" } , + { AM_CREATECREATURE, "CREATECREATURE", "Life_Creation" } , + { AM_CULTIVATION, "CULTIVATION", "Cultivation" } , + { AM_DEMONSTRATION, "DEMONSTRATION", "Demonstration" } , + { AM_DRILLMASTER, "DRILLMASTER", "Drillmaster" } , + { AM_FLAMECONTROL, "FLAMECONTROL", "Flame_Control" } , + { AM_HEALHOMUN, "HEALHOMUN", "Heal_Homunculus" } , + { AM_LEARNINGPOTION, "LEARNINGPOTION", "AM_LEARNINGPOTION" } , + { AM_PHARMACY, "PHARMACY", "Pharmacy" } , + { AM_POTIONPITCHER, "POTIONPITCHER", "Potion_Pitcher" } , + { AM_REST, "REST", "Sabbath" } , + { AM_RESURRECTHOMUN, "RESURRECTHOMUN", "Ressurect_Homunculus" } , + { AM_SPHEREMINE, "SPHEREMINE", "Sphere_Mine" } , + { ASC_BREAKER, "BREAKER", "Breaker" } , + { ASC_CDP, "CDP", "Create_Deadly_Poison" } , + { ASC_EDP, "EDP", "Deadly_Poison_Enchantment" } , + { ASC_HALLUCINATION, "HALLUCINATION", "Hallucination_Walk" } , + { ASC_KATAR, "KATAR", "Advanced_Katar_Mastery" } , + { ASC_METEORASSAULT, "METEORASSAULT", "Meteor_Assault" } , + { AS_CLOAKING, "CLOAKING", "Cloaking" } , + { AS_ENCHANTPOISON, "ENCHANTPOISON", "Enchant_Poison" } , + { AS_GRIMTOOTH, "GRIMTOOTH", "Grimtooth" } , + { AS_KATAR, "KATAR", "Katar_Mastery" } , + { AS_LEFT, "LEFT", "Lefthand_Mastery" } , + { AS_POISONREACT, "POISONREACT", "Poison_React" } , + { AS_RIGHT, "RIGHT", "Righthand_Mastery" } , + { AS_SONICBLOW, "SONICBLOW", "Sonic_Blow" } , + { AS_SPLASHER, "SPLASHER", "Venom_Splasher" } , + { AS_VENOMDUST, "VENOMDUST", "Venom_Dust" } , + { BA_APPLEIDUN, "APPLEIDUN", "Apple_of_Idun" } , + { BA_ASSASSINCROSS, "ASSASSINCROSS", "Assassin_Cross" } , + { BA_DISSONANCE, "DISSONANCE", "Dissonance" } , + { BA_FROSTJOKE, "FROSTJOKE", "Dumb_Joke" } , + { BA_MUSICALLESSON, "MUSICALLESSON", "Musical_Lesson" } , + { BA_MUSICALSTRIKE, "MUSICALSTRIKE", "Musical_Strike" } , + { BA_POEMBRAGI, "POEMBRAGI", "Poem_of_Bragi" } , + { BA_WHISTLE, "WHISTLE", "Whistle" } , + { BD_ADAPTATION, "ADAPTATION", "Adaption" } , + { BD_DRUMBATTLEFIELD, "DRUMBATTLEFIELD", "Drumb_BattleField" } , + { BD_ENCORE, "ENCORE", "Encore" } , + { BD_ETERNALCHAOS, "ETERNALCHAOS", "Eternal_Chaos" } , + { BD_INTOABYSS, "INTOABYSS", "Into_the_Abyss" } , + { BD_LULLABY, "LULLABY", "Lullaby" } , + { BD_RAGNAROK, "RAGNAROK", "Ragnarok" } , + { BD_RICHMANKIM, "RICHMANKIM", "Rich_Mankim" } , + { BD_RINGNIBELUNGEN, "RINGNIBELUNGEN", "Ring_of_Nibelugen" } , + { BD_ROKISWEIL, "ROKISWEIL", "Loki's_Wail" } , + { BD_SIEGFRIED, "SIEGFRIED", "Invulnerable_Siegfried" } , + { BS_ADRENALINE, "ADRENALINE", "Adrenaline_Rush" } , + { BS_ADRENALINE2, "ADRENALINE2", "Adrenaline Rush 2" } , + { BS_AXE, "AXE", "Smith_Axe" } , + { BS_DAGGER, "DAGGER", "Smith_Dagger" } , + { BS_ENCHANTEDSTONE, "ENCHANTEDSTONE", "Enchantedstone_Craft" } , + { BS_FINDINGORE, "FINDINGORE", "Ore_Discovery" } , + { BS_HAMMERFALL, "HAMMERFALL", "Hammer_Fall" } , + { BS_HILTBINDING, "HILTBINDING", "Hilt_Binding" } , + { BS_IRON, "IRON", "Iron_Tempering" } , + { BS_KNUCKLE, "KNUCKLE", "Smith_Knucklebrace" } , + { BS_MACE, "MACE", "Smith_Mace" } , + { BS_MAXIMIZE, "MAXIMIZE", "Power_Maximize" } , + { BS_ORIDEOCON, "ORIDEOCON", "Orideocon_Research" } , + { BS_OVERTHRUST, "OVERTHRUST", "Power-Thrust" } , + { BS_REPAIRWEAPON, "REPAIRWEAPON", "Weapon_Repair" } , + { BS_SKINTEMPER, "SKINTEMPER", "Skin_Tempering" } , + { BS_SPEAR, "SPEAR", "Smith_Spear" } , + { BS_STEEL, "STEEL", "Steel_Tempering" } , + { BS_SWORD, "SWORD", "Smith_Sword" } , + { BS_TWOHANDSWORD, "TWOHANDSWORD", "Smith_Two-handed_Sword" } , + { BS_WEAPONPERFECT, "WEAPONPERFECT", "Weapon_Perfection" } , + { BS_WEAPONRESEARCH, "WEAPONRESEARCH", "Weaponry_Research" } , + { CG_ARROWVULCAN, "ARROWVULCAN", "Vulcan_Arrow" } , + { CG_MARIONETTE, "MARIONETTE", "Marionette_Control" } , + { CG_MOONLIT, "MOONLIT", "Moonlight_Petals" } , + { CH_CHAINCRUSH, "CHAINCRUSH", "Chain_Crush_Combo" } , + { CH_PALMSTRIKE, "PALMSTRIKE", "Palm_Push_Strike" } , + { CH_SOULCOLLECT, "SOULCOLLECT", "Collect_Soul" } , + { CH_TIGERFIST, "TIGERFIST", "Tiger_Knuckle_Fist" } , + { CR_ALCHEMY, "ALCHEMY", "Alchemy" } , + { CR_AUTOGUARD, "AUTOGUARD", "Guard" } , + { CR_DEFENDER, "DEFENDER", "Defender" } , + { CR_DEVOTION, "DEVOTION", "Sacrifice" } , + { CR_GRANDCROSS, "GRANDCROSS", "Grand_Cross" } , + { CR_HOLYCROSS, "HOLYCROSS", "Holy_Cross" } , + { CR_PROVIDENCE, "PROVIDENCE", "Providence" } , + { CR_REFLECTSHIELD, "REFLECTSHIELD", "Shield_Reflect" } , + { CR_SHIELDBOOMERANG, "SHIELDBOOMERANG", "Shield_Boomerang" } , + { CR_SHIELDCHARGE, "SHIELDCHARGE", "Shield_Charge" } , + { CR_SPEARQUICKEN, "SPEARQUICKEN", "Spear_Quicken" } , + { CR_SYNTHESISPOTION, "SYNTHESISPOTION", "Potion_Synthesis" } , + { CR_TRUST, "TRUST", "Faith" } , + { DC_DANCINGLESSON, "DANCINGLESSON", "Dancing_Lesson" } , + { DC_DONTFORGETME, "DONTFORGETME", "Don't_Forget_Me" } , + { DC_FORTUNEKISS, "FORTUNEKISS", "Fortune_Kiss" } , + { DC_HUMMING, "HUMMING", "Humming" } , + { DC_SCREAM, "SCREAM", "Scream" } , + { DC_SERVICEFORYOU, "SERVICEFORYOU", "Prostitute" } , + { DC_THROWARROW, "THROWARROW", "Throw_Arrow" } , + { DC_UGLYDANCE, "UGLYDANCE", "Ugly_Dance" } , + { HP_ASSUMPTIO, "ASSUMPTIO", "Assumptio" } , + { HP_BASILICA, "BASILICA", "Basilica" } , + { HP_MEDITATIO, "MEDITATIO", "Meditation" } , + { HT_ANKLESNARE, "ANKLESNARE", "Ankle_Snare" } , + { HT_BEASTBANE, "BEASTBANE", "Beast_Bane" } , + { HT_BLASTMINE, "BLASTMINE", "Blast_Mine" } , + { HT_BLITZBEAT, "BLITZBEAT", "Blitz_Beat" } , + { HT_CLAYMORETRAP, "CLAYMORETRAP", "Claymore_Trap" } , + { HT_DETECTING, "DETECTING", "Detect" } , + { HT_FALCON, "FALCON", "Falconry_Mastery" } , + { HT_FLASHER, "FLASHER", "Flasher" } , + { HT_FREEZINGTRAP, "FREEZINGTRAP", "Freezing_Trap" } , + { HT_LANDMINE, "LANDMINE", "Land_Mine" } , + { HT_REMOVETRAP, "REMOVETRAP", "Remove_Trap" } , + { HT_SANDMAN, "SANDMAN", "Sandman" } , + { HT_SHOCKWAVE, "SHOCKWAVE", "Shockwave_Trap" } , + { HT_SKIDTRAP, "SKIDTRAP", "Skid_Trap" } , + { HT_SPRINGTRAP, "SPRINGTRAP", "Spring_Trap" } , + { HT_STEELCROW, "STEELCROW", "Steel_Crow" } , + { HT_TALKIEBOX, "TALKIEBOX", "Talkie_Box" } , + { HW_MAGICCRASHER, "MAGICCRASHER", "Magic_Crasher" } , + { HW_MAGICPOWER, "MAGICPOWER", "Magic_Power" } , + { HW_NAPALMVULCAN, "NAPALMVULCAN", "Napalm_Vulcan" } , + { HW_SOULDRAIN, "SOULDRAIN", "Soul_Drain" } , + { KN_AUTOCOUNTER, "AUTOCOUNTER", "Counter_Attack" } , + { KN_BOWLINGBASH, "BOWLINGBASH", "Bowling_Bash" } , + { KN_BRANDISHSPEAR, "BRANDISHSPEAR", "Brandish_Spear" } , + { KN_CAVALIERMASTERY, "CAVALIERMASTERY", "Cavalier_Mastery" } , + { KN_PIERCE, "PIERCE", "Pierce" } , + { KN_RIDING, "RIDING", "Peco_Peco_Ride" } , + { KN_SPEARBOOMERANG, "SPEARBOOMERANG", "Spear_Boomerang" } , + { KN_SPEARMASTERY, "SPEARMASTERY", "Spear_Mastery" } , + { KN_SPEARSTAB, "SPEARSTAB", "Spear_Stab" } , + { KN_TWOHANDQUICKEN, "TWOHANDQUICKEN", "Twohand_Quicken" } , + { LK_AURABLADE, "AURABLADE", "Aura_Blade" } , + { LK_BERSERK, "BERSERK", "Berserk" } , + { LK_CONCENTRATION, "CONCENTRATION", "Concentration" } , + { LK_FURY, "FURY", "LK_FURY" } , + { LK_HEADCRUSH, "HEADCRUSH", "Head_Crusher" } , + { LK_JOINTBEAT, "JOINTBEAT", "Joint_Beat" } , + { LK_PARRYING, "PARRYING", "Parrying" } , + { LK_SPIRALPIERCE, "SPIRALPIERCE", "Spiral_Pierce" } , + { LK_TENSIONRELAX, "TENSIONRELAX", "Tension_Relax" } , + { MC_CARTREVOLUTION, "CARTREVOLUTION", "Cart_Revolution" } , + { MC_CHANGECART, "CHANGECART", "Change_Cart" } , + { MC_DISCOUNT, "DISCOUNT", "Discount" } , + { MC_IDENTIFY, "IDENTIFY", "Item_Appraisal" } , + { MC_INCCARRY, "INCCARRY", "Enlarge_Weight_Limit" } , + { MC_LOUD, "LOUD", "Lord_Exclamation" } , + { MC_MAMMONITE, "MAMMONITE", "Mammonite" } , + { MC_OVERCHARGE, "OVERCHARGE", "Overcharge" } , + { MC_PUSHCART, "PUSHCART", "Pushcart" } , + { MC_VENDING, "VENDING", "Vending" } , + { MG_COLDBOLT, "COLDBOLT", "Cold_Bolt" } , + { MG_ENERGYCOAT, "ENERGYCOAT", "Energy_Coat" } , + { MG_FIREBALL, "FIREBALL", "Fire_Ball" } , + { MG_FIREBOLT, "FIREBOLT", "Fire_Bolt" } , + { MG_FIREWALL, "FIREWALL", "Fire_Wall" } , + { MG_FROSTDIVER, "FROSTDIVER", "Frost_Diver" } , + { MG_LIGHTNINGBOLT, "LIGHTNINGBOLT", "Lightening_Bolt" } , + { MG_NAPALMBEAT, "NAPALMBEAT", "Napalm_Beat" } , + { MG_SAFETYWALL, "SAFETYWALL", "Safety_Wall" } , + { MG_SIGHT, "SIGHT", "Sight" } , + { MG_SOULSTRIKE, "SOULSTRIKE", "Soul_Strike" } , + { MG_SRECOVERY, "SRECOVERY", "Increase_SP_Recovery" } , + { MG_STONECURSE, "STONECURSE", "Stone_Curse" } , + { MG_THUNDERSTORM, "THUNDERSTORM", "Thunderstorm" } , + { MO_ABSORBSPIRITS, "ABSORBSPIRITS", "Absorb_Spirits" } , + { MO_BLADESTOP, "BLADESTOP", "Blade_Stop" } , + { MO_BODYRELOCATION, "BODYRELOCATION", "Body_Relocation" } , + { MO_CALLSPIRITS, "CALLSPIRITS", "Call_Spirits" } , + { MO_CHAINCOMBO, "CHAINCOMBO", "Chain_Combo" } , + { MO_COMBOFINISH, "COMBOFINISH", "Combo_Finish" } , + { MO_DODGE, "DODGE", "Dodge" } , + { MO_EXPLOSIONSPIRITS, "EXPLOSIONSPIRITS", "Explosion_Spirits" } , + { MO_EXTREMITYFIST, "EXTREMITYFIST", "Extremity_Fist" } , + { MO_FINGEROFFENSIVE, "FINGEROFFENSIVE", "Finger_Offensive" } , + { MO_INVESTIGATE, "INVESTIGATE", "Investigate" } , + { MO_IRONHAND, "IRONHAND", "Iron_Hand" } , + { MO_SPIRITSRECOVERY, "SPIRITSRECOVERY", "Spirit_Recovery" } , + { MO_STEELBODY, "STEELBODY", "Steel_Body" } , + { MO_TRIPLEATTACK, "TRIPLEATTACK", "Triple_Blows" } , + { NPC_ATTRICHANGE, "ATTRICHANGE", "NPC_ATTRICHANGE" } , + { NPC_BARRIER, "BARRIER", "NPC_BARRIER" } , + { NPC_BLINDATTACK, "BLINDATTACK", "NPC_BLINDATTACK" } , + { NPC_BLOODDRAIN, "BLOODDRAIN", "NPC_BLOODDRAIN" } , + { NPC_CHANGEDARKNESS, "CHANGEDARKNESS", "NPC_CHANGEDARKNESS" } , + { NPC_CHANGEFIRE, "CHANGEFIRE", "NPC_CHANGEFIRE" } , + { NPC_CHANGEGROUND, "CHANGEGROUND", "NPC_CHANGEGROUND" } , + { NPC_CHANGEHOLY, "CHANGEHOLY", "NPC_CHANGEHOLY" } , + { NPC_CHANGEPOISON, "CHANGEPOISON", "NPC_CHANGEPOISON" } , + { NPC_CHANGETELEKINESIS, "CHANGETELEKINESIS", "NPC_CHANGETELEKINESIS" } , + { NPC_CHANGEWATER, "CHANGEWATER", "NPC_CHANGEWATER" } , + { NPC_CHANGEWIND, "CHANGEWIND", "NPC_CHANGEWIND" } , + { NPC_COMBOATTACK, "COMBOATTACK", "NPC_COMBOATTACK" } , + { NPC_CRITICALSLASH, "CRITICALSLASH", "NPC_CRITICALSLASH" } , + { NPC_CURSEATTACK, "CURSEATTACK", "NPC_CURSEATTACK" } , + { NPC_DARKBLESSING, "DARKBLESSING", "NPC_DARKBLESSING" } , + { NPC_DARKBREATH, "DARKBREATH", "NPC_DARKBREATH" } , + { NPC_DARKCROSS, "DARKCROSS", "NPC_DARKCROSS" } , + { NPC_DARKNESSATTACK, "DARKNESSATTACK", "NPC_DARKNESSATTACK" } , + { NPC_DEFENDER, "DEFENDER", "NPC_DEFENDER" } , + { NPC_EMOTION, "EMOTION", "NPC_EMOTION" } , + { NPC_ENERGYDRAIN, "ENERGYDRAIN", "NPC_ENERGYDRAIN" } , + { NPC_FIREATTACK, "FIREATTACK", "NPC_FIREATTACK" } , + { NPC_GROUNDATTACK, "GROUNDATTACK", "NPC_GROUNDATTACK" } , + { NPC_GUIDEDATTACK, "GUIDEDATTACK", "NPC_GUIDEDATTACK" } , + { NPC_HALLUCINATION, "HALLUCINATION", "NPC_HALLUCINATION" } , + { NPC_HOLYATTACK, "HOLYATTACK", "NPC_HOLYATTACK" } , + { NPC_KEEPING, "KEEPING", "NPC_KEEPING" } , + { NPC_LICK, "LICK", "NPC_LICK" } , + { NPC_MAGICALATTACK, "MAGICALATTACK", "NPC_MAGICALATTACK" } , + { NPC_MENTALBREAKER, "MENTALBREAKER", "NPC_MENTALBREAKER" } , + { NPC_METAMORPHOSIS, "METAMORPHOSIS", "NPC_METAMORPHOSIS" } , + { NPC_PETRIFYATTACK, "PETRIFYATTACK", "NPC_PETRIFYATTACK" } , + { NPC_PIERCINGATT, "PIERCINGATT", "NPC_PIERCINGATT" } , + { NPC_POISON, "POISON", "NPC_POISON" } , + { NPC_POISONATTACK, "POISONATTACK", "NPC_POISONATTACK" } , + { NPC_PROVOCATION, "PROVOCATION", "NPC_PROVOCATION" } , + { NPC_RANDOMATTACK, "RANDOMATTACK", "NPC_RANDOMATTACK" } , + { NPC_RANGEATTACK, "RANGEATTACK", "NPC_RANGEATTACK" } , + { NPC_REBIRTH, "REBIRTH", "NPC_REBIRTH" } , + { NPC_SELFDESTRUCTION, "SELFDESTRUCTION", "Kabooooom!" } , + { NPC_SELFDESTRUCTION2, "SELFDESTRUCTION2", "NPC_SELFDESTRUCTION2" } , + { NPC_SILENCEATTACK, "SILENCEATTACK", "NPC_SILENCEATTACK" } , + { NPC_SLEEPATTACK, "SLEEPATTACK", "NPC_SLEEPATTACK" } , + { NPC_SMOKING, "SMOKING", "NPC_SMOKING" } , + { NPC_SPLASHATTACK, "SPLASHATTACK", "NPC_SPLASHATTACK" } , + { NPC_STUNATTACK, "STUNATTACK", "NPC_STUNATTACK" } , + { NPC_SUICIDE, "SUICIDE", "NPC_SUICIDE" } , + { NPC_SUMMONMONSTER, "SUMMONMONSTER", "NPC_SUMMONMONSTER" } , + { NPC_SUMMONSLAVE, "SUMMONSLAVE", "NPC_SUMMONSLAVE" } , + { NPC_TELEKINESISATTACK, "TELEKINESISATTACK", "NPC_TELEKINESISATTACK" } , + { NPC_TRANSFORMATION, "TRANSFORMATION", "NPC_TRANSFORMATION" } , + { NPC_WATERATTACK, "WATERATTACK", "NPC_WATERATTACK" } , + { NPC_WINDATTACK, "WINDATTACK", "NPC_WINDATTACK" } , + { NV_BASIC, "BASIC", "Basic_Skill" } , + { NV_FIRSTAID, "FIRSTAID", "First Aid" } , + { NV_TRICKDEAD, "TRICKDEAD", "Play_Dead" } , + { PA_GOSPEL, "GOSPEL", "Gospel" } , + { PA_PRESSURE, "PRESSURE", "Pressure" } , + { PA_SACRIFICE, "SACRIFICE", "Sacrificial_Ritual" } , + { PF_FOGWALL, "FOGWALL", "Wall_of_Fog" } , + { PF_HPCONVERSION, "HPCONVERSION", "Health_Conversion" } , + { PF_MEMORIZE, "MEMORIZE", "Memorize" } , + { PF_MINDBREAKER, "MINDBREAKER", "Mind_Breaker" } , + { PF_SOULBURN, "SOULBURN", "Soul_Burn" } , + { PF_SOULCHANGE, "SOULCHANGE", "Soul_Change" } , + { PF_SPIDERWEB, "SPIDERWEB", "Spider_Web" } , + { PR_ASPERSIO, "ASPERSIO", "Aspersio" } , + { PR_BENEDICTIO, "BENEDICTIO", "B.S_Sacramenti" } , + { PR_GLORIA, "GLORIA", "Gloria" } , + { PR_IMPOSITIO, "IMPOSITIO", "Impositio_Manus" } , + { PR_KYRIE, "KYRIE", "Kyrie_Eleison" } , + { PR_LEXAETERNA, "LEXAETERNA", "Lex_Aeterna" } , + { PR_LEXDIVINA, "LEXDIVINA", "Lex_Divina" } , + { PR_MACEMASTERY, "MACEMASTERY", "Mace_Mastery" } , + { PR_MAGNIFICAT, "MAGNIFICAT", "Magnificat" } , + { PR_MAGNUS, "MAGNUS", "Magnus_Exorcismus" } , + { PR_SANCTUARY, "SANCTUARY", "Santuary" } , + { PR_SLOWPOISON, "SLOWPOISON", "Slow_Poison" } , + { PR_STRECOVERY, "STRECOVERY", "Status_Recovery" } , + { PR_SUFFRAGIUM, "SUFFRAGIUM", "Suffragium" } , + { PR_TURNUNDEAD, "TURNUNDEAD", "Turn_Undead" } , + { RG_BACKSTAP, "BACKSTAP", "Back_Stab" } , + { RG_CLEANER, "CLEANER", "Remover" } , + { RG_COMPULSION, "COMPULSION", "Compulsion_Discount" } , + { RG_FLAGGRAFFITI, "FLAGGRAFFITI", "Flag_Graffity" } , + { RG_GANGSTER, "GANGSTER", "Gangster's_Paradise" } , + { RG_GRAFFITI, "GRAFFITI", "Graffiti" } , + { RG_INTIMIDATE, "INTIMIDATE", "Intimidate" } , + { RG_PLAGIARISM, "PLAGIARISM", "Plagiarism" } , + { RG_RAID, "RAID", "Raid" } , + { RG_SNATCHER, "SNATCHER", "Snatcher" } , + { RG_STEALCOIN, "STEALCOIN", "Steal_Coin" } , + { RG_STRIPARMOR, "STRIPARMOR", "Strip_Armor" } , + { RG_STRIPHELM, "STRIPHELM", "Strip_Helm" } , + { RG_STRIPSHIELD, "STRIPSHIELD", "Strip_Shield" } , + { RG_STRIPWEAPON, "STRIPWEAPON", "Strip_Weapon" } , + { RG_TUNNELDRIVE, "TUNNELDRIVE", "Tunnel_Drive" } , + { SA_ABRACADABRA, "ABRACADABRA", "Hocus-pocus" } , + { SA_ADVANCEDBOOK, "ADVANCEDBOOK", "Advanced_Book" } , + { SA_AUTOSPELL, "AUTOSPELL", "Auto_Cast" } , + { SA_CASTCANCEL, "CASTCANCEL", "Cast_Cancel" } , + { SA_CLASSCHANGE, "CLASSCHANGE", "Class_Change" } , + { SA_COMA, "COMA", "Coma" } , + { SA_DEATH, "DEATH", "Death" } , + { SA_DELUGE, "DELUGE", "Deluge" } , + { SA_DISPELL, "DISPELL", "Dispel" } , + { SA_DRAGONOLOGY, "DRAGONOLOGY", "Dragonology" } , + { SA_FLAMELAUNCHER, "FLAMELAUNCHER", "Flame_Launcher" } , + { SA_FORTUNE, "FORTUNE", "Fortune" } , + { SA_FREECAST, "FREECAST", "Cast_Freedom" } , + { SA_FROSTWEAPON, "FROSTWEAPON", "Frost_Weapon" } , + { SA_FULLRECOVERY, "FULLRECOVERY", "Full_Recovery" } , + { SA_GRAVITY, "GRAVITY", "Gravity" } , + { SA_INSTANTDEATH, "INSTANTDEATH", "Instant_Death" } , + { SA_LANDPROTECTOR, "LANDPROTECTOR", "Land_Protector" } , + { SA_LEVELUP, "LEVELUP", "Level_Up" } , + { SA_LIGHTNINGLOADER, "LIGHTNINGLOADER", "Lightning_Loader" } , + { SA_MAGICROD, "MAGICROD", "Magic_Rod" } , + { SA_MONOCELL, "MONOCELL", "Monocell" } , + { SA_QUESTION, "QUESTION", "Question?" } , + { SA_REVERSEORCISH, "REVERSEORCISH", "Reverse_Orcish" } , + { SA_SEISMICWEAPON, "SEISMICWEAPON", "Seismic_Weapon" } , + { SA_SPELLBREAKER, "SPELLBREAKER", "Break_Spell" } , + { SA_SUMMONMONSTER, "SUMMONMONSTER", "Summon_Monster" } , + { SA_TAMINGMONSTER, "TAMINGMONSTER", "Taming_Monster" } , + { SA_VIOLENTGALE, "VIOLENTGALE", "Violent_Gale" } , + { SA_VOLCANO, "VOLCANO", "Volcano" } , + { SG_DEVIL, "DEVIL", "Devil" } , + { SG_FEEL, "FEEL", "Feel" } , + { SG_FRIEND, "FRIEND", "Friend" } , + { SG_FUSION, "FUSION", "Fusion" } , + { SG_HATE, "HATE", "Hate" } , + { SG_KNOWLEDGE, "KNOWLEDGE", "Knowledge" } , + { SG_MOON_ANGER, "ANGER", "Moon Anger" } , + { SG_MOON_BLESS, "BLESS", "Moon Bless" } , + { SG_MOON_COMFORT, "COMFORT", "Moon Comfort" } , + { SG_MOON_WARM, "WARM", "Moon Warm" } , + { SG_STAR_ANGER, "ANGER", "Star Anger" } , + { SG_STAR_BLESS, "BLESS", "Star Bless" } , + { SG_STAR_COMFORT, "COMFORT", "Star Comfort" } , + { SG_STAR_WARM, "WARM", "Star Warm" } , + { SG_SUN_ANGER, "ANGER", "Sun Anger" } , + { SG_SUN_BLESS, "BLESS", "Sun Bless" } , + { SG_SUN_COMFORT, "COMFORT", "Sun Comfort" } , + { SG_SUN_WARM, "WARM", "Sun Warm" } , + { SL_ALCHEMIST, "ALCHEMIST", "Alchemist" } , + { SL_ASSASIN, "ASSASIN", "Assasin" } , + { SL_BARDDANCER, "BARDDANCER", "Bard Dancer" } , + { SL_BLACKSMITH, "BLACKSMITH", "Black Smith" } , + { SL_CRUSADER, "CRUSADER", "Crusader" } , + { SL_HUNTER, "HUNTER", "Hunter" } , + { SL_KAAHI, "KAAHI", "Kaahi" } , + { SL_KAINA, "KAINA", "Kaina" } , + { SL_KAITE, "KAITE", "Kaite" } , + { SL_KAIZEL, "KAIZEL", "Kaizel" } , + { SL_KAUPE, "KAUPE", "Kaupe" } , + { SL_KNIGHT, "KNIGHT", "Knight" } , + { SL_MONK, "MONK", "Monk" } , + { SL_PRIEST, "PRIEST", "Priest" } , + { SL_ROGUE, "ROGUE", "Rogue" } , + { SL_SAGE, "SAGE", "Sage" } , + { SL_SKA, "SKA", "SKA" } , + { SL_SKE, "SKE", "SKE" } , + { SL_SMA, "SMA", "SMA" } , + { SL_SOULLINKER, "SOULLINKER", "Soul Linker" } , + { SL_STAR, "STAR", "Star" } , + { SL_STIN, "STIN", "Stin" } , + { SL_STUN, "STUN", "Stun" } , + { SL_SUPERNOVICE, "SUPERNOVICE", "Super Novice" } , + { SL_SWOO, "SWOO", "Swoo" } , + { SL_WIZARD, "WIZARD", "Wizard" } , + { SM_AUTOBERSERK, "AUTOBERSERK", "Auto_Berserk" } , + { SM_BASH, "BASH", "Bash" } , + { SM_ENDURE, "ENDURE", "Endure" } , + { SM_FATALBLOW, "FATALBLOW", "Attack_Weak_Point" } , + { SM_MAGNUM, "MAGNUM", "Magnum_Break" } , + { SM_MOVINGRECOVERY, "MOVINGRECOVERY", "Moving_HP_Recovery" } , + { SM_PROVOKE, "PROVOKE", "Provoke" } , + { SM_RECOVERY, "RECOVERY", "Increase_HP_Recovery" } , + { SM_SWORD, "SWORD", "Sword_Mastery" } , + { SM_TWOHAND, "TWOHAND", "Two-Handed_Sword_Mastery" } , + { SN_FALCONASSAULT, "FALCONASSAULT", "Falcon_Assault" } , + { SN_SHARPSHOOTING, "SHARPSHOOTING", "Sharpshooting" } , + { SN_SIGHT, "SIGHT", "True_Sight" } , + { SN_WINDWALK, "WINDWALK", "Wind_Walk" } , + { ST_CHASEWALK, "CHASEWALK", "Chase_Walk" } , + { ST_REJECTSWORD, "REJECTSWORD", "Reject_Sword" } , + { ST_STEALBACKPACK, "STEALBACKPACK", "Steal_Backpack" } , + { TF_BACKSLIDING, "BACKSLIDING", "Back_Sliding" } , + { TF_DETOXIFY, "DETOXIFY", "Detoxify" } , + { TF_DOUBLE, "DOUBLE", "Double_Attack" } , + { TF_HIDING, "HIDING", "Hiding" } , + { TF_MISS, "MISS", "Improve_Dodge" } , + { TF_PICKSTONE, "PICKSTONE", "Take_Stone" } , + { TF_POISON, "POISON", "Envenom" } , + { TF_SPRINKLESAND, "SPRINKLESAND", "Throw_Sand" } , + { TF_STEAL, "STEAL", "Steal" } , + { TF_THROWSTONE, "THROWSTONE", "Throw_Stone" } , + { TK_COUNTER, "COUNTER", "Counter" } , + { TK_DODGE, "DODGE", "Dodge" } , + { TK_DOWNKICK, "DOWNKICK", "Down Kick" } , + { TK_HIGHJUMP, "HIGHJUMP", "High Jump" } , + { TK_HPTIME, "HPTIME", "HP Time" } , + { TK_JUMPKICK, "JUMPKICK", "Jump Kick" } , + { TK_POWER, "POWER", "Power" } , + { TK_READYCOUNTER, "READYCOUNTER", "Ready Counter" } , + { TK_READYDOWN, "READYDOWN", "Ready Down" } , + { TK_READYSTORM, "READYSTORM", "Ready Storm" } , + { TK_READYTURN, "READYTURN", "Ready Turn" } , + { TK_RUN, "RUN", "TK_RUN" } , + { TK_SEVENWIND, "SEVENWIND", "Seven Wind" } , + { TK_SPTIME, "SPTIME", "SP Time" } , + { TK_STORMKICK, "STORMKICK", "Storm Kick" } , + { TK_TURNKICK, "TURNKICK", "Turn Kick" } , + { WE_BABY, "BABY", "Adopt_Baby" } , + { WE_CALLBABY, "CALLBABY", "Call_Baby" } , + { WE_CALLPARENT, "CALLPARENT", "Call_Parent" } , + { WE_CALLPARTNER, "CALLPARTNER", "I Want to See You" } , + { WE_FEMALE, "FEMALE", "I Only Look Up to You" } , + { WE_MALE, "MALE", "I Will Protect You" } , + { WS_CARTBOOST, "CARTBOOST", "Cart_Boost" } , + { WS_CREATECOIN, "CREATECOIN", "Create_Coins" } , + { WS_CREATENUGGET, "CREATENUGGET", "Create_Nuggets" } , + { WS_MELTDOWN, "MELTDOWN", "Meltdown" } , + { WS_SYSTEMCREATE, "SYSTEMCREATE", "Create_System_tower" } , + { WZ_EARTHSPIKE, "EARTHSPIKE", "Earth_Spike" } , + { WZ_ESTIMATION, "ESTIMATION", "Sense" } , + { WZ_FIREIVY, "FIREIVY", "Fire_Ivy" } , + { WZ_FIREPILLAR, "FIREPILLAR", "Fire_Pillar" } , + { WZ_FROSTNOVA, "FROSTNOVA", "Frost_Nova" } , + { WZ_HEAVENDRIVE, "HEAVENDRIVE", "Heaven's_Drive" } , + { WZ_ICEWALL, "ICEWALL", "Ice_Wall" } , + { WZ_JUPITEL, "JUPITEL", "Jupitel_Thunder" } , + { WZ_METEOR, "METEOR", "Meteor_Storm" } , + { WZ_QUAGMIRE, "QUAGMIRE", "Quagmire" } , + { WZ_SIGHTRASHER, "SIGHTRASHER", "Sightrasher" } , + { WZ_STORMGUST, "STORMGUST", "Storm_Gust" } , + { WZ_VERMILION, "VERMILION", "Lord_of_Vermilion" } , + { WZ_WATERBALL, "WATERBALL", "Water_Ball" } , + { 0, 0, 0 } +}; + +static const int dirx[8]={0,-1,-1,-1,0,1,1,1}; +static const int diry[8]={1,1,0,-1,-1,-1,0,1}; + +static int rdamage; + +/* スキルデータベース */ +struct skill_db skill_db[MAX_SKILL_DB]; + +/* アイテム作成データベース */ +struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB]; + +/* 矢作成スキルデータベース */ +struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB]; + +/* アブラカダブラ発動スキルデータベース */ +struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB]; + +int skill_get_hit( int id ){ return skill_db[id].hit; } +int skill_get_inf( int id ){ return skill_db[id].inf; } +int skill_get_pl( int id ){ return skill_db[id].pl; } +int skill_get_nk( int id ){ return skill_db[id].nk; } +int skill_get_max( int id ){ return skill_db[id].max; } +int skill_get_range( int id , int lv ){ return (lv <= 0) ? 0:skill_db[id].range[lv-1]; } +int skill_get_hp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].hp[lv-1]; } +int skill_get_sp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].sp[lv-1]; } +int skill_get_zeny( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].zeny[lv-1]; } +int skill_get_num( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].num[lv-1]; } +int skill_get_cast( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].cast[lv-1]; } +int skill_get_delay( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].delay[lv-1]; } +int skill_get_time( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].upkeep_time[lv-1]; } +int skill_get_time2( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].upkeep_time2[lv-1]; } +int skill_get_castdef( int id ){ return skill_db[id].cast_def_rate; } +int skill_get_weapontype( int id ){ return skill_db[id].weapon; } +int skill_get_inf2( int id ){ return skill_db[id].inf2; } +int skill_get_maxcount( int id ){ return skill_db[id].maxcount; } +int skill_get_blewcount( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].blewcount[lv-1]; } +int skill_get_mhp( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].mhp[lv-1]; } +int skill_get_castnodex( int id ,int lv ){ return (lv <= 0) ? 0:skill_db[id].castnodex[lv-1]; } + +/* プロトタイプ */ +struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag); +int skill_check_condition( struct map_session_data *sd,int type); +int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ); +int skill_frostjoke_scream(struct block_list *bl,va_list ap); +int skill_status_change_timer_sub(struct block_list *bl, va_list ap ); +int skill_attack_area(struct block_list *bl,va_list ap); +int skill_abra_dataset(int skilllv); +int skill_clear_element_field(struct block_list *bl); +int skill_landprotector(struct block_list *bl, va_list ap ); +int skill_trap_splash(struct block_list *bl, va_list ap ); +int skill_count_target(struct block_list *bl, va_list ap ); + +// [MouseJstr] - skill ok to cast? and when? +static int skillnotok(int skillid, struct map_session_data *sd) { + if (sd == 0) + return 0; + if (pc_isGM(sd) >= 20) + return 0; // gm's can do anything damn thing they want + switch (skillid) { + case AL_WARP: + case AL_TELEPORT: + case MC_VENDING: + case MC_IDENTIFY: + return 0; // always allowed + default: + return(map[sd->bl.m].flag.noskill); + } +} + + +static int distance(int x0,int y0,int x1,int y1) +{ + int dx,dy; + + dx=abs(x0-x1); + dy=abs(y0-y1); + return dx>dy ? dx : dy; +} + +/* スキルユニットIDを返す(これもデータベースに入れたいな) */ +int skill_get_unit_id(int id,int flag) +{ + + switch(id){ + case MG_SAFETYWALL: return 0x7e; /* セイフティウォール */ + case MG_FIREWALL: return 0x7f; /* ファイアーウォール */ + case AL_WARP: return (flag==0)?0x81:0x80; /* ワープポータル */ + case PR_BENEDICTIO: return 0x82; /* 聖体降福 */ + case PR_SANCTUARY: return 0x83; /* サンクチュアリ */ + case PR_MAGNUS: return 0x84; /* マグヌスエクソシズム */ + case AL_PNEUMA: return 0x85; /* ニューマ */ + case MG_THUNDERSTORM: return 0x86; /* サンダーストーム */ + case WZ_HEAVENDRIVE: return 0x86; /* ヘヴンズドライブ */ + case WZ_SIGHTRASHER: return 0x86; /* サイトラッシャー */ + case WZ_METEOR: return 0x86; /* メテオストーム */ + case WZ_VERMILION: return 0x86; /* ロードオブヴァーミリオン */ + case WZ_FROSTNOVA: return 0x86; /* フロストノヴァ */ + case WZ_STORMGUST: return 0x86; /* ストームガスト(とりあえずLoVと同じで処理) */ + case CR_GRANDCROSS: return 0x86; /* グランドクロス */ + case WZ_FIREPILLAR: return (flag==0)?0x87:0x88; /* ファイアーピラー */ + case HT_TALKIEBOX: return 0x99; /* トーキーボックス */ + case WZ_ICEWALL: return 0x8d; /* アイスウォール */ + case WZ_QUAGMIRE: return 0x8e; /* クァグマイア */ + case HT_BLASTMINE: return 0x8f; /* ブラストマイン */ + case HT_SKIDTRAP: return 0x90; /* スキッドトラップ */ + case HT_ANKLESNARE: return 0x91; /* アンクルスネア */ + case AS_VENOMDUST: return 0x92; /* ベノムダスト */ + case HT_LANDMINE: return 0x93; /* ランドマイン */ + case HT_SHOCKWAVE: return 0x94; /* ショックウェーブトラップ */ + case HT_SANDMAN: return 0x95; /* サンドマン */ + case HT_FLASHER: return 0x96; /* フラッシャー */ + case HT_FREEZINGTRAP: return 0x97; /* フリージングトラップ */ + case HT_CLAYMORETRAP: return 0x98; /* クレイモアートラップ */ + case SA_VOLCANO: return 0x9a; /* ボルケーノ */ + case SA_DELUGE: return 0x9b; /* デリュージ */ + case SA_VIOLENTGALE: return 0x9c; /* バイオレントゲイル */ + case SA_LANDPROTECTOR: return 0x9d; /* ランドプロテクター */ + case BD_LULLABY: return 0x9e; /* 子守歌 */ + case BD_RICHMANKIM: return 0x9f; /* ニヨルドの宴 */ + case BD_ETERNALCHAOS: return 0xa0; /* 永遠の混沌 */ + case BD_DRUMBATTLEFIELD:return 0xa1; /* 戦太鼓の響き */ + case BD_RINGNIBELUNGEN: return 0xa2; /* ニーベルングの指輪 */ + case BD_ROKISWEIL: return 0xa3; /* ロキの叫び */ + case BD_INTOABYSS: return 0xa4; /* 深淵の中に */ + case BD_SIEGFRIED: return 0xa5; /* 不死身のジークフリード */ + case BA_DISSONANCE: return 0xa6; /* 不協和音 */ + case BA_WHISTLE: return 0xa7; /* 口笛 */ + case BA_ASSASSINCROSS: return 0xa8; /* 夕陽のアサシンクロス */ + case BA_POEMBRAGI: return 0xa9; /* ブラギの詩 */ + case BA_APPLEIDUN: return 0xaa; /* イドゥンの林檎 */ + case DC_UGLYDANCE: return 0xab; /* 自分勝手なダンス */ + case DC_HUMMING: return 0xac; /* ハミング */ + case DC_DONTFORGETME: return 0xad; /* 私を忘れないで… */ + case DC_FORTUNEKISS: return 0xae; /* 幸運のキス */ + case DC_SERVICEFORYOU: return 0xaf; /* サービスフォーユー */ + case RG_GRAFFITI: return 0xb0; /* グラフィティ */ + case AM_DEMONSTRATION: return 0xb1; /* デモンストレーション */ + case WE_CALLPARTNER: return 0xb2; /* あなたに逢いたい */ + case PA_GOSPEL: return 0xb3; /* ゴスペル */ + case HP_BASILICA: return 0xb4; /* バジリカ */ + case PF_FOGWALL: return 0xb6; /* フォグウォール */ + case PF_SPIDERWEB: return 0xb7; /* スパイダーウェッブ */ + } + return 0; + /* + 0x89,0x8a,0x8b 表示無し + 0x9a 炎属性の詠唱みたいなエフェクト + 0x9b 水属性の詠唱みたいなエフェクト + 0x9c 風属性の詠唱みたいなエフェクト + 0x9d 白い小さなエフェクト + 0xb1 Alchemist Demonstration + 0xb2 = Pink Warp Portal + 0xb3 = Gospel For Paladin + 0xb4 = Basilica + 0xb5 = Empty + 0xb6 = Fog Wall for Professor + 0xb7 = Spider Web for Professor + 0xb8 = Empty + 0xb9 = + */ +} + +/*========================================== + * スキル追加効果 + *------------------------------------------ + */ +int skill_additional_effect( struct block_list* src, struct block_list *bl,int skillid,int skilllv,int attack_type,unsigned int tick) +{ + /* MOB追加効果スキル用 */ + const int sc[]={ + SC_POISON, SC_BLIND, SC_SILENCE, SC_STAN, + SC_STONE, SC_CURSE, SC_SLEEP + }; + const int sc2[]={ + MG_STONECURSE,MG_FROSTDIVER,NPC_STUNATTACK, + NPC_SLEEPATTACK,TF_POISON,NPC_CURSEATTACK, + NPC_SILENCEATTACK,0,NPC_BLINDATTACK + }; + + struct map_session_data *sd=NULL; + struct map_session_data *dstsd=NULL; + struct mob_data *md=NULL; + struct mob_data *dstmd=NULL; + struct pet_data *pd=NULL; + + int skill,skill2; + int rate,luk; + + int sc_def_mdef,sc_def_vit,sc_def_int,sc_def_luk; + int sc_def_mdef2,sc_def_vit2,sc_def_int2,sc_def_luk2; + + nullpo_retr(0, src); + nullpo_retr(0, bl); + + if(skilllv < 0) return 0; + + if(src->type==BL_PC){ + nullpo_retr(0, sd=(struct map_session_data *)src); + }else if(src->type==BL_MOB){ + nullpo_retr(0, md=(struct mob_data *)src); //未使用? + }else if(src->type==BL_PET){ + nullpo_retr(0, pd=(struct pet_data *)src); // [Valaris] + } + + //対象の耐性 + luk = battle_get_luk(bl); + sc_def_mdef=100 - (3 + battle_get_mdef(bl) + luk/3); + sc_def_vit=100 - (3 + battle_get_vit(bl) + luk/3); + sc_def_int=100 - (3 + battle_get_int(bl) + luk/3); + sc_def_luk=100 - (3 + luk); + //自分の耐性 + luk = battle_get_luk(src); + sc_def_mdef2=100 - (3 + battle_get_mdef(src) + luk/3); + sc_def_vit2=100 - (3 + battle_get_vit(src) + luk/3); + sc_def_int2=100 - (3 + battle_get_int(src) + luk/3); + sc_def_luk2=100 - (3 + luk); + if(bl->type==BL_PC) + dstsd=(struct map_session_data *)bl; + else if(bl->type==BL_MOB){ + dstmd=(struct mob_data *)bl; //未使用? + if(sc_def_mdef>50) + sc_def_mdef=50; + if(sc_def_vit>50) + sc_def_vit=50; + if(sc_def_int>50) + sc_def_int=50; + if(sc_def_luk>50) + sc_def_luk=50; + } + if(sc_def_mdef<0) + sc_def_mdef=0; + if(sc_def_vit<0) + sc_def_vit=0; + if(sc_def_int<0) + sc_def_int=0; + + switch(skillid){ + case 0: /* 通常攻撃 */ + /* 自動鷹 */ + if( sd && pc_isfalcon(sd) && sd->status.weapon == 11 && (skill=pc_checkskill(sd,HT_BLITZBEAT))>0 && + rand()%1000 <= sd->paramc[5]*10/3+1 ) { + int lv=(sd->status.job_level+9)/10; + skill_castend_damage_id(src,bl,HT_BLITZBEAT,(skill<lv)?skill:lv,tick,0xf00000); + } + // スナッチャー + if(sd && sd->status.weapon != 11 && (skill=pc_checkskill(sd,RG_SNATCHER)) > 0) + if((skill*15 + 55) + (skill2 = pc_checkskill(sd,TF_STEAL))*10 > rand()%1000) { + if(pc_steal_item(sd,bl)) + clif_skill_nodamage(src,bl,TF_STEAL,skill2,1); + else + clif_skill_fail(sd,skillid,0,0); + } + break; + + case SM_BASH: /* バッシュ(急所攻撃) */ + if( sd && (skill=pc_checkskill(sd,SM_FATALBLOW))>0 ){ + if( rand()%100 < 6*(skilllv-5)*sc_def_vit/100 ) + skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(SM_FATALBLOW,skilllv),0); + } + break; + + case TF_POISON: /* インベナム */ + case AS_SPLASHER: /* ベナムスプラッシャー */ + if(rand()%100< (2*skilllv+10)*sc_def_vit/100 ) + skill_status_change_start(bl,SC_POISON,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + else{ + if(sd && skillid==TF_POISON) + clif_skill_fail(sd,skillid,0,0); + } + break; + + case AS_SONICBLOW: /* ソニックブロー */ + if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 ) + skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + break; + + + case HT_FREEZINGTRAP: /* フリージングトラップ */ + rate=skilllv*3+35; + if(rand()%100 < rate*sc_def_mdef/100) + skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + break; + + case MG_FROSTDIVER: /* フロストダイバー */ + case WZ_FROSTNOVA: /* フロストノヴァ */ + rate=(skilllv*3+35)*sc_def_mdef/100-(battle_get_int(bl)+battle_get_luk(bl))/15; + rate=rate<=5?5:rate; + if(rand()%100 < rate) + skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + else if(sd) + clif_skill_fail(sd,skillid,0,0); + break; + + case WZ_STORMGUST: /* ストームガスト */ + { + struct status_change *sc_data = battle_get_sc_data(bl); + if(sc_data) { + sc_data[SC_FREEZE].val3++; + if(sc_data[SC_FREEZE].val3 >= 3) + skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + } + } + break; + + case HT_LANDMINE: /* ランドマイン */ + if( rand()%100 < (5*skilllv+30)*sc_def_vit/100 ) + skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + break; + + case HT_SHOCKWAVE: /* ショックウェーブトラップ */ + if(map[bl->m].flag.pvp && dstsd){ + dstsd->status.sp -= dstsd->status.sp*(5+15*skilllv)/100; + pc_calcstatus(dstsd,0); + } + break; + case HT_SANDMAN: /* サンドマン */ + if( rand()%100 < (5*skilllv+30)*sc_def_int/100 ) + skill_status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + break; + case TF_SPRINKLESAND: /* 砂まき */ + if( rand()%100 < 15*sc_def_int/100 ) + skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + break; + + case TF_THROWSTONE: /* 石投げ */ + if( rand()%100 < 5*sc_def_vit/100 ) + skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + break; + + case CR_HOLYCROSS: /* ホーリークロス */ + if( rand()%100 < 3*skilllv*sc_def_int/100 ) + skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + break; + + case CR_GRANDCROSS: /* グランドクロス */ + { + int race = battle_get_race(bl); + if( (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6) && rand()%100 < 100000*sc_def_int/100) //強制付与だが完全耐性には無効 + skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + } + break; + + case CR_SHIELDCHARGE: /* シールドチャージ */ + if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 ) + skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + break; + + case RG_RAID: /* サプライズアタック */ + if( rand()%100 < (10+3*skilllv)*sc_def_vit/100 ) + skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + if( rand()%100 < (10+3*skilllv)*sc_def_int/100 ) + skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + break; + case BA_FROSTJOKE: + if(rand()%100 < (15+5*skilllv)*sc_def_mdef/100) + skill_status_change_start(bl,SC_FREEZE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + break; + + case DC_SCREAM: + if( rand()%100 < (25+5*skilllv)*sc_def_vit/100 ) + skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + break; + + case BD_LULLABY: /* 子守唄 */ + if( rand()%100 < 15*sc_def_int/100 ) + skill_status_change_start(bl,SC_SLEEP,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + break; + + /* MOBの追加効果付きスキル */ + + case NPC_PETRIFYATTACK: + if(rand()%100 < sc_def_mdef) + skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + break; + case NPC_POISON: + case NPC_SILENCEATTACK: + case NPC_STUNATTACK: + if(rand()%100 < sc_def_vit && src->type!=BL_PET) + skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + if(src->type==BL_PET) + skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skilllv*1000,0); + break; + case NPC_CURSEATTACK: + if(rand()%100 < sc_def_luk) + skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + break; + case NPC_SLEEPATTACK: + case NPC_BLINDATTACK: + if(rand()%100 < sc_def_int) + skill_status_change_start(bl,sc[skillid-NPC_POISON],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + break; + case NPC_MENTALBREAKER: + if(dstsd) { + int sp = dstsd->status.max_sp*(10+skilllv)/100; + if(sp < 1) sp = 1; + pc_heal(dstsd,0,-sp); + } + break; + +// -- moonsoul (adding status effect chance given to wizard aoe skills meteor and vermillion) +// + case WZ_METEOR: + if(rand()%100 < sc_def_vit) + skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + break; + case WZ_VERMILION: + if(rand()%100 < sc_def_int) + skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + break; + +// -- moonsoul (stun ability of new champion skill tigerfist) +// + case CH_TIGERFIST: + if( rand()%100 < (5 + skilllv*5)*sc_def_vit/100 ) + skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + break; + + case LK_SPIRALPIERCE: + if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 ) + skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + break; + case ST_REJECTSWORD: /* フリージングトラップ */ + if( rand()%100 < (10 + skilllv*5) ) + skill_status_change_start(bl,SC_AUTOCOUNTER,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + break; + case PF_FOGWALL: /* ホーリークロス */ + if( rand()%100 < 3*skilllv*sc_def_int/100 ) + skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + break; + case LK_HEADCRUSH: /* ヘッドクラッシュ */ + {//条件が良く分からないので適当に + int race=battle_get_race(bl); + if( !(battle_check_undead(race,battle_get_elem_type(bl)) || race == 6) && rand()%100 < (2*skilllv+10)*sc_def_vit/100 ) + skill_status_change_start(bl,SC_HEADCRUSH,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + } + break; + case LK_JOINTBEAT: /* ジョイントビート */ + //条件が良く分からないので適当に + if( rand()%100 < (2*skilllv+10)*sc_def_vit/100 ) + skill_status_change_start(bl,SC_JOINTBEAT,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + break; + case PF_SPIDERWEB: /* スパイダーウェッブ */ + { + int sec=skill_get_time2(skillid,skilllv); + if(map[src->m].flag.pvp) //PvPでは拘束時間半減? + sec = sec/2; + battle_stopwalking(bl,1); + skill_status_change_start(bl,SC_SPIDERWEB,skilllv,0,0,0,sec,0); + } + break; + case ASC_METEORASSAULT: /* メテオアサルト */ + if( rand()%100 < (15 + skilllv*5)*sc_def_vit/100 ) //状態異常は詳細が分からないので適当に + skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + if( rand()%100 < (10+3*skilllv)*sc_def_int/100 ) + skill_status_change_start(bl,SC_BLIND,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + break; + case MO_EXTREMITYFIST: /* 阿修羅覇凰拳 */ + //阿修羅を使うと5分間自然回復しないようになる + skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time2(skillid,skilllv),0 ); + break; + } + + if(sd && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* カードによる追加効果 */ + int i; + int sc_def_card=100; + + for(i=SC_STONE;i<=SC_BLIND;i++){ + //対象に状態異常 + if(i==SC_STONE || i==SC_FREEZE) + sc_def_card=sc_def_mdef; + else if(i==SC_STAN || i==SC_POISON || i==SC_SILENCE) + sc_def_card=sc_def_vit; + else if(i==SC_SLEEP || i==SC_CONFUSION || i==SC_BLIND) + sc_def_card=sc_def_int; + else if(i==SC_CURSE) + sc_def_card=sc_def_luk; + + if(!sd->state.arrow_atk) { + if(rand()%10000 < (sd->addeff[i-SC_STONE])*sc_def_card/100 ){ + if(battle_config.battle_log) + printf("PC %d skill_addeff: cardによる異常発動 %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]); + skill_status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0); + } + } + else { + if(rand()%10000 < (sd->addeff[i-SC_STONE]+sd->arrow_addeff[i-SC_STONE])*sc_def_card/100 ){ + if(battle_config.battle_log) + printf("PC %d skill_addeff: cardによる異常発動 %d %d\n",sd->bl.id,i,sd->addeff[i-SC_STONE]); + skill_status_change_start(bl,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0); + } + } + //自分に状態異常 + if(i==SC_STONE || i==SC_FREEZE) + sc_def_card=sc_def_mdef2; + else if(i==SC_STAN || i==SC_POISON || i==SC_SILENCE) + sc_def_card=sc_def_vit2; + else if(i==SC_SLEEP || i==SC_CONFUSION || i==SC_BLIND) + sc_def_card=sc_def_int2; + else if(i==SC_CURSE) + sc_def_card=sc_def_luk2; + + if(!sd->state.arrow_atk) { + if(rand()%10000 < (sd->addeff2[i-SC_STONE])*sc_def_card/100 ){ + if(battle_config.battle_log) + printf("PC %d skill_addeff: cardによる異常発動 %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]); + skill_status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0); + } + } + else { + if(rand()%10000 < (sd->addeff2[i-SC_STONE]+sd->arrow_addeff2[i-SC_STONE])*sc_def_card/100 ){ + if(battle_config.battle_log) + printf("PC %d skill_addeff: cardによる異常発動 %d %d\n",src->id,i,sd->addeff2[i-SC_STONE]); + skill_status_change_start(src,i,7,0,0,0,(i==SC_CONFUSION)? 10000+7000:skill_get_time2(sc2[i-SC_STONE],7),0); + } + } + } + } + return 0; +} + +/*========================================================================= + スキル攻撃吹き飛ばし処理 +-------------------------------------------------------------------------*/ +int skill_blown( struct block_list *src, struct block_list *target,int count) +{ + int dx=0,dy=0,nx,ny; + int x=target->x,y=target->y; + int ret,prev_state=MS_IDLE; + int moveblock; + struct map_session_data *sd=NULL; + struct mob_data *md=NULL; + struct pet_data *pd=NULL; + struct skill_unit *su=NULL; + + nullpo_retr(0, src); + nullpo_retr(0, target); + + if(target->type==BL_PC){ + nullpo_retr(0, sd=(struct map_session_data *)target); + }else if(target->type==BL_MOB){ + nullpo_retr(0, md=(struct mob_data *)target); + }else if(target->type==BL_PET){ + nullpo_retr(0, pd=(struct pet_data *)target); + }else if(target->type==BL_SKILL){ + nullpo_retr(0, su=(struct skill_unit *)target); + }else return 0; + + if(!(count&0x10000 && (sd||md||pd||su))){ /* 指定なしなら位置関係から方向を求める */ + dx=target->x-src->x; dx=(dx>0)?1:((dx<0)?-1: 0); + dy=target->y-src->y; dy=(dy>0)?1:((dy<0)?-1: 0); + } + if(dx==0 && dy==0){ + int dir=battle_get_dir(target); + if(dir>=0 && dir<8){ + dx=-dirx[dir]; + dy=-diry[dir]; + } + } + + ret=path_blownpos(target->m,x,y,dx,dy,count&0xffff); + nx=ret>>16; + ny=ret&0xffff; + moveblock=( x/BLOCK_SIZE != nx/BLOCK_SIZE || y/BLOCK_SIZE != ny/BLOCK_SIZE); + + if(count&0x20000) { + battle_stopwalking(target,1); + if(sd){ + sd->to_x=nx; + sd->to_y=ny; + sd->walktimer = 1; + clif_walkok(sd); + clif_movechar(sd); + } + else if(md) { + md->to_x=nx; + md->to_y=ny; + prev_state = md->state.state; + md->state.state = MS_WALK; + clif_fixmobpos(md); + } + else if(pd) { + pd->to_x=nx; + pd->to_y=ny; + prev_state = pd->state.state; + pd->state.state = MS_WALK; + clif_fixpetpos(pd); + } + } + else + battle_stopwalking(target,2); + + dx = nx - x; + dy = ny - y; + + if(sd) /* 画面外に出たので消去 */ + map_foreachinmovearea(clif_pcoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,0,sd); + else if(md) + map_foreachinmovearea(clif_moboutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,md); + else if(pd) + map_foreachinmovearea(clif_petoutsight,target->m,x-AREA_SIZE,y-AREA_SIZE,x+AREA_SIZE,y+AREA_SIZE,dx,dy,BL_PC,pd); + + if(su){ + skill_unit_move_unit_group(su->group,target->m,dx,dy); + }else{ +// struct status_change *sc_data=battle_get_sc_data(target); + if(moveblock) map_delblock(target); + target->x=nx; + target->y=ny; + if(moveblock) map_addblock(target); +/*ダンス中にエフェクトは移動しないらしい + if(sc_data && sc_data[SC_DANCING].timer!=-1){ //対象がダンス中なのでエフェクトも移動 + struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[SC_DANCING].val2; + if(sg) + skill_unit_move_unit_group(sg,target->m,dx,dy); + } +*/ + } + + if(sd) { /* 画面内に入ってきたので表示 */ + map_foreachinmovearea(clif_pcinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,0,sd); + if(count&0x20000) + sd->walktimer = -1; + } + else if(md) { + map_foreachinmovearea(clif_mobinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,md); + if(count&0x20000) + md->state.state = prev_state; + } + else if(pd) { + map_foreachinmovearea(clif_petinsight,target->m,nx-AREA_SIZE,ny-AREA_SIZE,nx+AREA_SIZE,ny+AREA_SIZE,-dx,-dy,BL_PC,pd); + if(count&0x20000) + pd->state.state = prev_state; + } + + skill_unit_move(target,gettick(),(count&0xffff)+7); /* スキルユニットの判定 */ + + return 0; +} + + +/* + * ========================================================================= + * スキル攻撃効果処理まとめ + * flagの説明。16進図 + * 00XRTTff + * ff = magicで計算に渡される) + * TT = パケットのtype部分(0でデフォルト) + * X = パケットのスキルLv + * R = 予約(skill_area_subで使用する) + *------------------------------------------------------------------------- + */ + +int skill_attack( int attack_type, struct block_list* src, struct block_list *dsrc, + struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ) +{ + struct Damage dmg; + struct status_change *sc_data; + int type,lv,damage; + + rdamage = 0; + nullpo_retr(0, src); + nullpo_retr(0, dsrc); + nullpo_retr(0, bl); + + sc_data = battle_get_sc_data(bl); + +//何もしない判定ここから + if(dsrc->m != bl->m) //対象が同じマップにいなければ何もしない + return 0; + if(src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL) //prevよくわからない※ + return 0; + if(src->type == BL_PC && pc_isdead((struct map_session_data *)src)) //術者?がPCですでに死んでいたら何もしない + return 0; + if(dsrc->type == BL_PC && pc_isdead((struct map_session_data *)dsrc)) //術者?がPCですでに死んでいたら何もしない + return 0; + if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl)) //対象がPCですでに死んでいたら何もしない + return 0; + if(skillnotok(skillid, (struct map_session_data *) bl)) + return 0; // [MouseJstr] + if(sc_data && sc_data[SC_HIDING].timer != -1) { //ハイディング状態で + if(skill_get_pl(skillid) != 2) //スキルの属性が地属性でなければ何もしない + return 0; + } + if(sc_data && sc_data[SC_TRICKDEAD].timer != -1) //死んだふり中は何もしない + return 0; + if(skillid == WZ_STORMGUST) { //使用スキルがストームガストで + if(sc_data && sc_data[SC_FREEZE].timer != -1) //凍結状態なら何もしない + return 0; + } + if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //使用スキルがフロストノヴァで、dsrcとblが同じ場所なら何もしない + return 0; + if(src->type == BL_PC && ((struct map_session_data *)src)->chatID) //術者がPCでチャット中なら何もしない + return 0; + if(dsrc->type == BL_PC && ((struct map_session_data *)dsrc)->chatID) //術者がPCでチャット中なら何もしない + return 0; + if(src->type == BL_PC && bl && mob_gvmobcheck(((struct map_session_data *)src),bl)==0) + return 0; + +//何もしない判定ここまで + + type=-1; + lv=(flag>>20)&0xf; + dmg=battle_calc_attack(attack_type,src,bl,skillid,skilllv,flag&0xff ); //ダメージ計算 + +//マジックロッド処理ここから + if(attack_type&BF_MAGIC && sc_data && sc_data[SC_MAGICROD].timer != -1 && src == dsrc) { //魔法攻撃でマジックロッド状態でsrc=dsrcなら + dmg.damage = dmg.damage2 = 0; //ダメージ0 + if(bl->type == BL_PC) { //対象がPCの場合 + int sp = skill_get_sp(skillid,skilllv); //使用されたスキルのSPを吸収 + sp = sp * sc_data[SC_MAGICROD].val2 / 100; //吸収率計算 + if(skillid == WZ_WATERBALL && skilllv > 1) //ウォーターボールLv1以上 + sp = sp/((skilllv|1)*(skilllv|1)); //さらに計算? + if(sp > 0x7fff) sp = 0x7fff; //SP多すぎの場合は理論最大値 + else if(sp < 1) sp = 1; //1以下の場合は1 + if(((struct map_session_data *)bl)->status.sp + sp > ((struct map_session_data *)bl)->status.max_sp) { //回復SP+現在のSPがMSPより大きい場合 + sp = ((struct map_session_data *)bl)->status.max_sp - ((struct map_session_data *)bl)->status.sp; //SPをMSP-現在SPにする + ((struct map_session_data *)bl)->status.sp = ((struct map_session_data *)bl)->status.max_sp; //現在のSPにMSPを代入 + } + else //回復SP+現在のSPがMSPより小さい場合は回復SPを加算 + ((struct map_session_data *)bl)->status.sp += sp; + clif_heal(((struct map_session_data *)bl)->fd,SP_SP,sp); //SP回復エフェクトの表示 + ((struct map_session_data *)bl)->canact_tick = tick + skill_delayfix(bl, skill_get_delay(SA_MAGICROD,sc_data[SC_MAGICROD].val1)); // + } + clif_skill_nodamage(bl,bl,SA_MAGICROD,sc_data[SC_MAGICROD].val1,1); //マジックロッドエフェクトを表示 + } +//マジックロッド処理ここまで + + if(src->type==BL_PET) { // [Valaris] + dmg.damage=battle_attr_fix(skilllv, skill_get_pl(skillid), battle_get_element(bl) ); + dmg.damage2=0; + } + + damage = dmg.damage + dmg.damage2; + + if(lv==15) + lv=-1; + + if( flag&0xff00 ) + type=(flag&0xff00)>>8; + + if(damage <= 0 || damage < dmg.div_) //吹き飛ばし判定?※ + dmg.blewcount = 0; + + if(skillid == CR_GRANDCROSS) {//グランドクロス + if(battle_config.gx_disptype) dsrc = src; // 敵ダメージ白文字表示 + if( src == bl) type = 4; // 反動はダメージモーションなし + } + +//使用者がPCの場合の処理ここから + if(src->type == BL_PC) { + struct map_session_data *sd = (struct map_session_data *)src; + nullpo_retr(0, sd); +//連打掌(MO_CHAINCOMBO)ここから + if(skillid == MO_CHAINCOMBO) { + int delay = 1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src); //基本ディレイの計算 + if(damage < battle_get_hp(bl)) { //ダメージが対象のHPより小さい場合 + if(pc_checkskill(sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) //猛龍拳(MO_COMBOFINISH)取得&気球保持時は+300ms + delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整 + + skill_status_change_start(src,SC_COMBO,MO_CHAINCOMBO,skilllv,0,0,delay,0); //コンボ状態に + } + sd->attackabletime = sd->canmove_tick = tick + delay; + clif_combo_delay(src,delay); //コンボディレイパケットの送信 + } +//連打掌(MO_CHAINCOMBO)ここまで +//猛龍拳(MO_COMBOFINISH)ここから + else if(skillid == MO_COMBOFINISH) { + int delay = 700 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src); + if(damage < battle_get_hp(bl)) { + //阿修羅覇凰拳(MO_EXTREMITYFIST)取得&気球4個保持&爆裂波動(MO_EXPLOSIONSPIRITS)状態時は+300ms + //伏虎拳(CH_TIGERFIST)取得時も+300ms + if((pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1) || + (pc_checkskill(sd, CH_TIGERFIST) > 0 && sd->spiritball > 0) || + (pc_checkskill(sd, CH_CHAINCRUSH) > 0 && sd->spiritball > 1)) + delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整 + + skill_status_change_start(src,SC_COMBO,MO_COMBOFINISH,skilllv,0,0,delay,0); //コンボ状態に + } + sd->attackabletime = sd->canmove_tick = tick + delay; + clif_combo_delay(src,delay); //コンボディレイパケットの送信 + } +//猛龍拳(MO_COMBOFINISH)ここまで +//伏虎拳(CH_TIGERFIST)ここから + else if(skillid == CH_TIGERFIST) { + int delay = 1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src); + if(damage < battle_get_hp(bl)) { + if(pc_checkskill(sd, CH_CHAINCRUSH) > 0) //連柱崩撃(CH_CHAINCRUSH)取得時は+300ms + delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整 + + skill_status_change_start(src,SC_COMBO,CH_TIGERFIST,skilllv,0,0,delay,0); //コンボ状態に + } + sd->attackabletime = sd->canmove_tick = tick + delay; + clif_combo_delay(src,delay); //コンボディレイパケットの送信 + } +//伏虎拳(CH_TIGERFIST)ここまで +//連柱崩撃(CH_CHAINCRUSH)ここから + else if(skillid == CH_CHAINCRUSH) { + int delay = 1000 - 4 * battle_get_agi(src) - 2 * battle_get_dex(src); + if(damage < battle_get_hp(bl)) { + //阿修羅覇凰拳(MO_EXTREMITYFIST)取得&気球4個保持&爆裂波動(MO_EXPLOSIONSPIRITS)状態時は+300ms + if(pc_checkskill(sd, MO_EXTREMITYFIST) > 0 && sd->spiritball >= 4 && sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1) + delay += 300 * battle_config.combo_delay_rate /100; //追加ディレイをconfにより調整 + + skill_status_change_start(src,SC_COMBO,CH_CHAINCRUSH,skilllv,0,0,delay,0); //コンボ状態に + } + sd->attackabletime = sd->canmove_tick = tick + delay; + clif_combo_delay(src,delay); //コンボディレイパケットの送信 + } +//連柱崩撃(CH_CHAINCRUSH)ここまで + } +//使用者がPCの場合の処理ここまで +//武器スキル?ここから + //AppleGirl Was Here + if(attack_type&BF_MAGIC && damage > 0 && src != bl && src == dsrc) { //Blah Blah + if(bl->type == BL_PC) { //Blah Blah + struct map_session_data *tsd = (struct map_session_data *)bl; + if(tsd->magic_damage_return > 0) { //More Blah + rdamage += damage * tsd->magic_damage_return / 100; + if(rdamage < 1) rdamage = 1; + } + } + } + //Stop Here + if(attack_type&BF_WEAPON && damage > 0 && src != bl && src == dsrc) { //武器スキル&ダメージあり&使用者と対象者が違う&src=dsrc + if(dmg.flag&BF_SHORT) { //近距離攻撃時?※ + if(bl->type == BL_PC) { //対象がPCの時 + struct map_session_data *tsd = (struct map_session_data *)bl; + nullpo_retr(0, tsd); + if(tsd->short_weapon_damage_return > 0) { //近距離攻撃跳ね返し?※ + rdamage += damage * tsd->short_weapon_damage_return / 100; + if(rdamage < 1) rdamage = 1; + } + } + if(sc_data && sc_data[SC_REFLECTSHIELD].timer != -1) { //リフレクトシールド時 + rdamage += damage * sc_data[SC_REFLECTSHIELD].val2 / 100; //跳ね返し計算 + if(rdamage < 1) rdamage = 1; + } + } + else if(dmg.flag&BF_LONG) { //遠距離攻撃時?※ + if(bl->type == BL_PC) { //対象がPCの時 + struct map_session_data *tsd = (struct map_session_data *)bl; + nullpo_retr(0, tsd); + if(tsd->long_weapon_damage_return > 0) { //遠距離攻撃跳ね返し?※ + rdamage += damage * tsd->long_weapon_damage_return / 100; + if(rdamage < 1) rdamage = 1; + } + } + } + if(rdamage > 0) + clif_damage(src,src,tick, dmg.amotion,0,rdamage,1,4,0); + } +//武器スキル?ここまで + + switch(skillid){ + case WZ_SIGHTRASHER: + clif_skill_damage(src,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, 5); + break; + case AS_SPLASHER: + clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, -1, 5); + break; + case NPC_SELFDESTRUCTION: + case NPC_SELFDESTRUCTION2: + break; + default: + clif_skill_damage(dsrc,bl,tick,dmg.amotion,dmg.dmotion, damage, dmg.div_, skillid, (lv!=0)?lv:skilllv, (skillid==0)? 5:type ); + } + if(dmg.blewcount > 0 && !map[src->m].flag.gvg) { /* 吹き飛ばし処理とそのパケット */ + if(skillid == WZ_SIGHTRASHER) + skill_blown(src,bl,dmg.blewcount); + else + skill_blown(dsrc,bl,dmg.blewcount); + if(bl->type == BL_MOB) + clif_fixmobpos((struct mob_data *)bl); + else if(bl->type == BL_PET) + clif_fixpetpos((struct pet_data *)bl); + else + clif_fixpos(bl); + } + + map_freeblock_lock(); + /* 実際にダメージ処理を行う */ + if(skillid != KN_BOWLINGBASH || flag) + battle_damage(src,bl,damage,0); + if(skillid == RG_INTIMIDATE && damage > 0 && !(battle_get_mode(bl)&0x20) && !map[src->m].flag.gvg ) { + int s_lv = battle_get_lv(src),t_lv = battle_get_lv(bl); + int rate = 50 + skilllv * 5; + rate = rate + (s_lv - t_lv); + if(rand()%100 < rate) + skill_addtimerskill(src,tick + 800,bl->id,0,0,skillid,skilllv,0,flag); + } + if(damage > 0 && dmg.flag&BF_SKILL && bl->type==BL_PC && pc_checkskill((struct map_session_data *)bl,RG_PLAGIARISM)){ + struct map_session_data *tsd = (struct map_session_data *)bl; + nullpo_retr(0, tsd); + if(!tsd->status.skill[skillid].id && !tsd->status.skill[skillid].id + && !(skillid > NPC_PIERCINGATT && skillid < NPC_SUMMONMONSTER) ){ + //既に盗んでいるスキルがあれば該当スキルを消す + if (tsd->cloneskill_id && tsd->cloneskill_lv && tsd->status.skill[tsd->cloneskill_id].flag==13){ + tsd->status.skill[tsd->cloneskill_id].id=0; + tsd->status.skill[tsd->cloneskill_id].lv=0; + tsd->status.skill[tsd->cloneskill_id].flag=0; + } + tsd->cloneskill_id=skillid; + tsd->cloneskill_lv=skilllv; + tsd->status.skill[skillid].id=skillid; + tsd->status.skill[skillid].lv=(pc_checkskill(tsd,RG_PLAGIARISM) > skill_get_max(skillid))? + skill_get_max(skillid):pc_checkskill(tsd,RG_PLAGIARISM); + tsd->status.skill[skillid].flag=13;//cloneskill flag + clif_skillinfoblock(tsd); + } + } + /* ダメージがあるなら追加効果判定 */ + if(bl->prev != NULL){ + struct map_session_data *sd = (struct map_session_data *)bl; + nullpo_retr(0, sd); + if( bl->type != BL_PC || (sd && !pc_isdead(sd)) ) { + if(damage > 0) + skill_additional_effect(src,bl,skillid,skilllv,attack_type,tick); + if(bl->type==BL_MOB && src!=bl) /* スキル使用条件のMOBスキル */ + { + struct mob_data *md=(struct mob_data *)bl; + nullpo_retr(0, md); + if(battle_config.mob_changetarget_byskill == 1) + { + int target; + target=md->target_id; + if(src->type == BL_PC) + md->target_id=src->id; + mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16)); + md->target_id=target; + } + else + mobskill_use(md,tick,MSC_SKILLUSED|(skillid<<16)); + } + } + } + + if(src->type == BL_PC && dmg.flag&BF_WEAPON && src != bl && src == dsrc && damage > 0) { + struct map_session_data *sd = (struct map_session_data *)src; + int hp = 0,sp = 0; + nullpo_retr(0, sd); + if(sd->hp_drain_rate && sd->hp_drain_per > 0 && dmg.damage > 0 && rand()%100 < sd->hp_drain_rate) { + hp += (dmg.damage * sd->hp_drain_per)/100; + if(sd->hp_drain_rate > 0 && hp < 1) hp = 1; + else if(sd->hp_drain_rate < 0 && hp > -1) hp = -1; + } + if(sd->hp_drain_rate_ && sd->hp_drain_per_ > 0 && dmg.damage2 > 0 && rand()%100 < sd->hp_drain_rate_) { + hp += (dmg.damage2 * sd->hp_drain_per_)/100; + if(sd->hp_drain_rate_ > 0 && hp < 1) hp = 1; + else if(sd->hp_drain_rate_ < 0 && hp > -1) hp = -1; + } + if(sd->sp_drain_rate > 0 && sd->sp_drain_per > 0 && dmg.damage > 0 && rand()%100 < sd->sp_drain_rate) { + sp += (dmg.damage * sd->sp_drain_per)/100; + if(sd->sp_drain_rate > 0 && sp < 1) sp = 1; + else if(sd->sp_drain_rate < 0 && sp > -1) sp = -1; + } + if(sd->sp_drain_rate_ > 0 && sd->sp_drain_per_ > 0 && dmg.damage2 > 0 && rand()%100 < sd->sp_drain_rate_) { + sp += (dmg.damage2 * sd->sp_drain_per_)/100; + if(sd->sp_drain_rate_ > 0 && sp < 1) sp = 1; + else if(sd->sp_drain_rate_ < 0 && sp > -1) sp = -1; + } + if(hp || sp) pc_heal(sd,hp,sp); + } + + if((skillid != KN_BOWLINGBASH || flag) && rdamage > 0) + battle_damage(bl,src,rdamage,0); + + if(attack_type&BF_WEAPON && sc_data && sc_data[SC_AUTOCOUNTER].timer != -1 && sc_data[SC_AUTOCOUNTER].val4 > 0) { + if(sc_data[SC_AUTOCOUNTER].val3 == dsrc->id) + battle_weapon_attack(bl,dsrc,tick,0x8000|sc_data[SC_AUTOCOUNTER].val1); + skill_status_change_end(bl,SC_AUTOCOUNTER,-1); + } + + map_freeblock_unlock(); + + return (dmg.damage+dmg.damage2); /* 与ダメを返す */ +} + +/*========================================== + * スキル範囲攻撃用(map_foreachinareaから呼ばれる) + * flagについて:16進図を確認 + * MSB <- 00fTffff ->LSB + * T =ターゲット選択用(BCT_*) + * ffff=自由に使用可能 + * 0 =予約。0に固定 + *------------------------------------------ + */ +static int skill_area_temp[8]; /* 一時変数。必要なら使う。 */ +typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int); +int skill_area_sub( struct block_list *bl,va_list ap ) +{ + struct block_list *src; + int skill_id,skill_lv,flag; + unsigned int tick; + SkillFunc func; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + + if(bl->type!=BL_PC && bl->type!=BL_MOB && bl->type!=BL_SKILL) + return 0; + + src=va_arg(ap,struct block_list *); //ここではsrcの値を参照していないのでNULLチェックはしない + skill_id=va_arg(ap,int); + skill_lv=va_arg(ap,int); + tick=va_arg(ap,unsigned int); + flag=va_arg(ap,int); + func=va_arg(ap,SkillFunc); + + if(battle_check_target(src,bl,flag) > 0) + func(src,bl,skill_id,skill_lv,tick,flag); + return 0; +} + +static int skill_check_unit_range_sub( struct block_list *bl,va_list ap ) +{ + struct skill_unit *unit; + int *c,x,y,range,sx[4],sy[4]; + int t_range,tx[4],ty[4]; + int i,r_flag,skillid; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + nullpo_retr(0, unit = (struct skill_unit *)bl); + nullpo_retr(0, c = va_arg(ap,int *)); + + if(bl->prev == NULL || bl->type != BL_SKILL) + return 0; + + if(!unit->alive) + return 0; + + x = va_arg(ap,int); + y = va_arg(ap,int); + range = va_arg(ap,int); + skillid = va_arg(ap,int); + + if(skillid == MG_SAFETYWALL || skillid == AL_PNEUMA) { + if(unit->group->unit_id != 0x7e && unit->group->unit_id != 0x85) + return 0; + } + else if(skillid == AL_WARP) { + if((unit->group->unit_id < 0x8f || unit->group->unit_id > 0x99) && unit->group->unit_id != 0x92) + return 0; + } + else if((skillid >= HT_SKIDTRAP && skillid <= HT_CLAYMORETRAP) || skillid == HT_TALKIEBOX) { + if((unit->group->unit_id < 0x8f || unit->group->unit_id > 0x99) && unit->group->unit_id != 0x92) + return 0; + } + else if(skillid == WZ_FIREPILLAR) { + if(unit->group->unit_id != 0x87) + return 0; + } + else return 0; + t_range=(unit->range!=0)? unit->range:unit->group->range; + tx[0] = tx[3] = unit->bl.x - t_range; + tx[1] = tx[2] = unit->bl.x + t_range; + ty[0] = ty[1] = unit->bl.y - t_range; + ty[2] = ty[3] = unit->bl.y + t_range; + sx[0] = sx[3] = x - range; + sx[1] = sx[2] = x + range; + sy[0] = sy[1] = y - range; + sy[2] = sy[3] = y + range; + for(i=r_flag=0;i<4;i++) { + if(sx[i] >= tx[0] && sx[i] <= tx[1] && sy[i] >= ty[0] && sy[i] <= ty[2]) { + r_flag = 1; + break; + } + if(tx[i] >= sx[0] && tx[i] <= sx[1] && ty[i] >= sy[0] && ty[i] <= sy[2]) { + r_flag = 1; + break; + } + } + if(r_flag) (*c)++; + + return 0; +} + +int skill_check_unit_range(int m,int x,int y,int range,int skillid) +{ + int c = 0; + + map_foreachinarea(skill_check_unit_range_sub,m,x-10,y-10,x+10,y+10,BL_SKILL,&c,x,y,range,skillid); + + return c; +} + +static int skill_check_unit_range2_sub( struct block_list *bl,va_list ap ) +{ + int *c; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + nullpo_retr(0, c = va_arg(ap,int *)); + + if(bl->prev == NULL || (bl->type != BL_PC && bl->type != BL_MOB)) + return 0; + + if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl)) + return 0; + + (*c)++; + + return 0; +} + +int skill_check_unit_range2(int m,int x,int y,int range) +{ + int c = 0; + + map_foreachinarea(skill_check_unit_range2_sub,m,x-range,y-range,x+range,y+range,0,&c); + + return c; +} + +/*========================================================================= + * 範囲スキル使用処理小分けここから + */ +/* 対象の数をカウントする。(skill_area_temp[0]を初期化しておくこと) */ +int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag) +{ + if(skill_area_temp[0] < 0xffff) + skill_area_temp[0]++; + return 0; +} + +/*========================================== + * + *------------------------------------------ + */ +static int skill_timerskill(int tid, unsigned int tick, int id,int data ) +{ + struct map_session_data *sd = NULL; + struct mob_data *md = NULL; + struct pet_data *pd = NULL; + struct block_list *src = map_id2bl(id),*target; + struct skill_timerskill *skl = NULL; + int range; + + nullpo_retr(0, src); + + if(src->prev == NULL) + return 0; + + if(src->type == BL_PC) { + nullpo_retr(0, sd = (struct map_session_data *)src); + skl = &sd->skilltimerskill[data]; + } + else if(src->type == BL_MOB) { + nullpo_retr(0, md = (struct mob_data *)src); + skl = &md->skilltimerskill[data]; + } + else if(src->type == BL_PET) { // [Valaris] + nullpo_retr(0, pd = (struct pet_data *)src); + skl = &pd->skilltimerskill[data]; + } + + else + return 0; + + nullpo_retr(0, skl); + + skl->timer = -1; + if(skl->target_id) { + struct block_list tbl; + target = map_id2bl(skl->target_id); + if(skl->skill_id == RG_INTIMIDATE) { + if(target == NULL) { + target = &tbl; //初期化してないのにアドレス突っ込んでいいのかな? + target->type = BL_NUL; + target->m = src->m; + target->prev = target->next = NULL; + } + } + if(target == NULL) + return 0; + if(target->prev == NULL && skl->skill_id != RG_INTIMIDATE) + return 0; + if(src->m != target->m) + return 0; + if(sd && pc_isdead(sd)) + return 0; + if(target->type == BL_PC && pc_isdead((struct map_session_data *)target) && skl->skill_id != RG_INTIMIDATE) + return 0; + + switch(skl->skill_id) { + case TF_BACKSLIDING: + clif_skill_nodamage(src,src,skl->skill_id,skl->skill_lv,1); + break; + case RG_INTIMIDATE: + if(sd && !map[src->m].flag.noteleport) { + int x,y,i,j,c; + pc_randomwarp(sd,3); + for(i=0;i<16;i++) { + j = rand()%8; + x = sd->bl.x + dirx[j]; + y = sd->bl.y + diry[j]; + if((c=map_getcell(sd->bl.m,x,y)) != 1 && c != 5) + break; + } + if(i >= 16) { + x = sd->bl.x; + y = sd->bl.y; + } + if(target->prev != NULL) { + if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target)) + pc_setpos((struct map_session_data *)target,map[sd->bl.m].name,x,y,3); + else if(target->type == BL_MOB) + mob_warp((struct mob_data *)target,-1,x,y,3); + } + } + else if(md && !map[src->m].flag.monster_noteleport) { + int x,y,i,j,c; + mob_warp(md,-1,-1,-1,3); + for(i=0;i<16;i++) { + j = rand()%8; + x = md->bl.x + dirx[j]; + y = md->bl.y + diry[j]; + if((c=map_getcell(md->bl.m,x,y)) != 1 && c != 5) + break; + } + if(i >= 16) { + x = md->bl.x; + y = md->bl.y; + } + if(target->prev != NULL) { + if(target->type == BL_PC && !pc_isdead((struct map_session_data *)target)) + pc_setpos((struct map_session_data *)target,map[md->bl.m].name,x,y,3); + else if(target->type == BL_MOB) + mob_warp((struct mob_data *)target,-1,x,y,3); + } + } + break; + + case BA_FROSTJOKE: /* 寒いジョーク */ + case DC_SCREAM: /* スクリーム */ + range=15; //視界全体 + map_foreachinarea(skill_frostjoke_scream,src->m,src->x-range,src->y-range, + src->x+range,src->y+range,0,src,skl->skill_id,skl->skill_lv,tick); + break; + + default: + skill_attack(skl->type,src,src,target,skl->skill_id,skl->skill_lv,tick,skl->flag); + break; + } + } + else { + if(src->m != skl->map) + return 0; + switch(skl->skill_id) { + case WZ_METEOR: + if(skl->type >= 0) { + skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->type>>16,skl->type&0xFFFF,0); + clif_skill_poseffect(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,tick); + } + else + skill_unitsetting(src,skl->skill_id,skl->skill_lv,skl->x,skl->y,0); + break; + } + } + + return 0; +} + +/*========================================== + * + *------------------------------------------ + */ +int skill_addtimerskill(struct block_list *src,unsigned int tick,int target,int x,int y,int skill_id,int skill_lv,int type,int flag) +{ + int i; + + nullpo_retr(1, src); + + if(src->type == BL_PC) { + struct map_session_data *sd = (struct map_session_data *)src; + nullpo_retr(1, sd); + for(i=0;i<MAX_SKILLTIMERSKILL;i++) { + if(sd->skilltimerskill[i].timer == -1) { + sd->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i); + sd->skilltimerskill[i].src_id = src->id; + sd->skilltimerskill[i].target_id = target; + sd->skilltimerskill[i].skill_id = skill_id; + sd->skilltimerskill[i].skill_lv = skill_lv; + sd->skilltimerskill[i].map = src->m; + sd->skilltimerskill[i].x = x; + sd->skilltimerskill[i].y = y; + sd->skilltimerskill[i].type = type; + sd->skilltimerskill[i].flag = flag; + + return 0; + } + } + return 1; + } + else if(src->type == BL_MOB) { + struct mob_data *md = (struct mob_data *)src; + nullpo_retr(1, md); + for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) { + if(md->skilltimerskill[i].timer == -1) { + md->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i); + md->skilltimerskill[i].src_id = src->id; + md->skilltimerskill[i].target_id = target; + md->skilltimerskill[i].skill_id = skill_id; + md->skilltimerskill[i].skill_lv = skill_lv; + md->skilltimerskill[i].map = src->m; + md->skilltimerskill[i].x = x; + md->skilltimerskill[i].y = y; + md->skilltimerskill[i].type = type; + md->skilltimerskill[i].flag = flag; + + return 0; + } + } + return 1; + } + else if(src->type == BL_PET) { // [Valaris] + struct pet_data *pd = (struct pet_data *)src; + nullpo_retr(1, pd); + for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) { + if(pd->skilltimerskill[i].timer == -1) { + pd->skilltimerskill[i].timer = add_timer(tick, skill_timerskill, src->id, i); + pd->skilltimerskill[i].src_id = src->id; + pd->skilltimerskill[i].target_id = target; + pd->skilltimerskill[i].skill_id = skill_id; + pd->skilltimerskill[i].skill_lv = skill_lv; + pd->skilltimerskill[i].map = src->m; + pd->skilltimerskill[i].x = x; + pd->skilltimerskill[i].y = y; + pd->skilltimerskill[i].type = type; + pd->skilltimerskill[i].flag = flag; + + return 0; + } + } + return 1; + } + return 1; +} + +/*========================================== + * + *------------------------------------------ + */ +int skill_cleartimerskill(struct block_list *src) +{ + int i; + + nullpo_retr(0, src); + + if(src->type == BL_PC) { + struct map_session_data *sd = (struct map_session_data *)src; + nullpo_retr(0, sd); + for(i=0;i<MAX_SKILLTIMERSKILL;i++) { + if(sd->skilltimerskill[i].timer != -1) { + delete_timer(sd->skilltimerskill[i].timer, skill_timerskill); + sd->skilltimerskill[i].timer = -1; + } + } + } + else if(src->type == BL_MOB) { + struct mob_data *md = (struct mob_data *)src; + nullpo_retr(0, md); + for(i=0;i<MAX_MOBSKILLTIMERSKILL;i++) { + if(md->skilltimerskill[i].timer != -1) { + delete_timer(md->skilltimerskill[i].timer, skill_timerskill); + md->skilltimerskill[i].timer = -1; + } + } + } + + return 0; +} + +/* 範囲スキル使用処理小分けここまで + * ------------------------------------------------------------------------- + */ + +/*========================================== + * スキル使用(詠唱完了、ID指定攻撃系) + * (スパゲッティに向けて1歩前進!(ダメポ)) + *------------------------------------------ + */ +int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ) +{ + struct map_session_data *sd=NULL; + int i; + + nullpo_retr(1, src); + nullpo_retr(1, bl); + + if(src->type==BL_PC) + sd=(struct map_session_data *)src; + if(sd && pc_isdead(sd)) + return 1; + + if((skillid == WZ_SIGHTRASHER || skillid == CR_GRANDCROSS) && src != bl) + bl = src; + if(bl->prev == NULL) + return 1; + if(bl->type == BL_PC && pc_isdead((struct map_session_data *)bl)) + return 1; + map_freeblock_lock(); + switch(skillid) + { + /* 武器攻撃系スキル */ + case SM_BASH: /* バッシュ */ + case MC_MAMMONITE: /* メマーナイト */ + case AC_DOUBLE: /* ダブルストレイフィング */ + case AS_SONICBLOW: /* ソニックブロー */ + case KN_PIERCE: /* ピアース */ + case KN_SPEARBOOMERANG: /* スピアブーメラン */ + case TF_POISON: /* インベナム */ + case TF_SPRINKLESAND: /* 砂まき */ + case AC_CHARGEARROW: /* チャージアロー */ + case KN_SPEARSTAB: /* スピアスタブ */ + case RG_RAID: /* サプライズアタック */ + case RG_INTIMIDATE: /* インティミデイト */ + case BA_MUSICALSTRIKE: /* ミュージカルストライク */ + case DC_THROWARROW: /* 矢撃ち */ + case BA_DISSONANCE: /* 不協和音 */ + case CR_HOLYCROSS: /* ホーリークロス */ + case CR_SHIELDCHARGE: + case CR_SHIELDBOOMERANG: + + /* 以下MOB専用 */ + /* 単体攻撃、SP減少攻撃、遠距離攻撃、防御無視攻撃、多段攻撃 */ + case NPC_PIERCINGATT: + case NPC_MENTALBREAKER: + case NPC_RANGEATTACK: + case NPC_CRITICALSLASH: + case NPC_COMBOATTACK: + /* 必中攻撃、毒攻撃、暗黒攻撃、沈黙攻撃、スタン攻撃 */ + case NPC_GUIDEDATTACK: + case NPC_POISON: + case NPC_BLINDATTACK: + case NPC_SILENCEATTACK: + case NPC_STUNATTACK: + /* 石化攻撃、呪い攻撃、睡眠攻撃、ランダムATK攻撃 */ + case NPC_PETRIFYATTACK: + case NPC_CURSEATTACK: + case NPC_SLEEPATTACK: + case NPC_RANDOMATTACK: + /* 水属性攻撃、地属性攻撃、火属性攻撃、風属性攻撃 */ + case NPC_WATERATTACK: + case NPC_GROUNDATTACK: + case NPC_FIREATTACK: + case NPC_WINDATTACK: + /* 毒属性攻撃、聖属性攻撃、闇属性攻撃、念属性攻撃、SP減少攻撃 */ + case NPC_POISONATTACK: + case NPC_HOLYATTACK: + case NPC_DARKNESSATTACK: + case NPC_TELEKINESISATTACK: + case LK_AURABLADE: /* オーラブレード */ + case LK_SPIRALPIERCE: /* スパイラルピアース */ + case LK_HEADCRUSH: /* ヘッドクラッシュ */ + case LK_JOINTBEAT: /* ジョイントビート */ + case PA_PRESSURE: /* プレッシャー */ + case PA_SACRIFICE: /* サクリファイス */ + case SN_SHARPSHOOTING: /* シャープシューティング */ + case CG_ARROWVULCAN: /* アローバルカン */ + case ASC_BREAKER: /* ソウルブレーカー */ + case HW_MAGICCRASHER: /* マジッククラッシャー */ + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + break; + case NPC_DARKBREATH: + clif_emotion(src,7); + skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag); + break; + case MO_INVESTIGATE: /* 発勁 */ + { + struct status_change *sc_data = battle_get_sc_data(src); + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + if(sc_data[SC_BLADESTOP].timer != -1) + skill_status_change_end(src,SC_BLADESTOP,-1); + } + break; + case SN_FALCONASSAULT: /* ファルコンアサルト */ + skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,flag); + break; + case KN_BRANDISHSPEAR: /* ブランディッシュスピア */ + { + struct mob_data *md = (struct mob_data *)bl; + nullpo_retr(1, md); + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + if(md->hp > 0){ + skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)); + if(bl->type == BL_MOB) + clif_fixmobpos((struct mob_data *)bl); + else if(bl->type == BL_PET) + clif_fixpetpos((struct pet_data *)bl); + else + clif_fixpos(bl); + } + } + break; + case RG_BACKSTAP: /* バックスタブ */ + { + int dir = map_calc_dir(src,bl->x,bl->y),t_dir = battle_get_dir(bl); + int dist = distance(src->x,src->y,bl->x,bl->y); + if((dist > 0 && !map_check_dir(dir,t_dir)) || bl->type == BL_SKILL) { + struct status_change *sc_data = battle_get_sc_data(src); + if(sc_data && sc_data[SC_HIDING].timer != -1) + skill_status_change_end(src, SC_HIDING, -1); // ハイディング解除 + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)); + } + else if(src->type == BL_PC) + clif_skill_fail(sd,sd->skillid,0,0); + } + break; + + case AM_ACIDTERROR: /* アシッドテラー */ + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + if(bl->type == BL_PC && rand()%100 < skill_get_time(skillid,skilllv) && battle_config.equipment_breaking) + pc_breakarmor((struct map_session_data *)bl); + break; + case MO_FINGEROFFENSIVE: /* 指弾 */ + { + struct status_change *sc_data = battle_get_sc_data(src); + + if(!battle_config.finger_offensive_type) + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + else { + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + if(sd) { + for(i=1;i<sd->spiritball_old;i++) + skill_addtimerskill(src,tick+i*200,bl->id,0,0,skillid,skilllv,BF_WEAPON,flag); + sd->canmove_tick = tick + (sd->spiritball_old-1)*200; + } + } + if(sc_data && sc_data[SC_BLADESTOP].timer != -1) + skill_status_change_end(src,SC_BLADESTOP,-1); + } + break; + case MO_CHAINCOMBO: /* 連打掌 */ + { + struct status_change *sc_data = battle_get_sc_data(src); + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + if(sc_data && sc_data[SC_BLADESTOP].timer != -1) + skill_status_change_end(src,SC_BLADESTOP,-1); + } + break; + case MO_COMBOFINISH: /* 猛龍拳 */ + case CH_TIGERFIST: /* 伏虎拳 */ + case CH_CHAINCRUSH: /* 連柱崩撃 */ + case CH_PALMSTRIKE: /* 猛虎硬派山 */ + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + break; + case MO_EXTREMITYFIST: /* 阿修羅覇鳳拳 */ + { + struct status_change *sc_data = battle_get_sc_data(src); + + if(sd) { + struct walkpath_data wpd; + int dx,dy; + + dx = bl->x - sd->bl.x; + dy = bl->y - sd->bl.y; + if(dx > 0) dx++; + else if(dx < 0) dx--; + if(dy > 0) dy++; + else if(dy < 0) dy--; + if(dx == 0 && dy == 0) dx++; + if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) { + dx = bl->x - sd->bl.x; + dy = bl->y - sd->bl.y; + if(path_search(&wpd,src->m,sd->bl.x,sd->bl.y,sd->bl.x+dx,sd->bl.y+dy,1) == -1) { + clif_skill_fail(sd,sd->skillid,0,0); + break; + } + } + sd->to_x = sd->bl.x + dx; + sd->to_y = sd->bl.y + dy; + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + clif_walkok(sd); + clif_movechar(sd); + if(dx < 0) dx = -dx; + if(dy < 0) dy = -dy; + sd->attackabletime = sd->canmove_tick = tick + 100 + sd->speed * ((dx > dy)? dx:dy); + if(sd->canact_tick < sd->canmove_tick) + sd->canact_tick = sd->canmove_tick; + pc_movepos(sd,sd->to_x,sd->to_y); + skill_status_change_end(&sd->bl,SC_COMBO,-1); + } + else + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag); + skill_status_change_end(src, SC_EXPLOSIONSPIRITS, -1); + if(sc_data && sc_data[SC_BLADESTOP].timer != -1) + skill_status_change_end(src,SC_BLADESTOP,-1); + } + break; + /* 武器系範囲攻撃スキル */ + case AC_SHOWER: /* アローシャワー */ + case SM_MAGNUM: /* マグナムブレイク */ + case AS_GRIMTOOTH: /* グリムトゥース */ + case MC_CARTREVOLUTION: /* カートレヴォリューション */ + case NPC_SPLASHATTACK: /* スプラッシュアタック */ + case ASC_METEORASSAULT: /* メテオアサルト */ + case AS_SPLASHER: /* [Valaris] */ + if(flag&1){ + /* 個別にダメージを与える */ + if(bl->id!=skill_area_temp[1]){ + int dist=0; + if(skillid==SM_MAGNUM){ /* マグナムブレイクなら中心からの距離を計算 */ + int dx=abs( bl->x - skill_area_temp[2] ); + int dy=abs( bl->y - skill_area_temp[3] ); + dist=((dx>dy)?dx:dy); + } + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick, + 0x0500|dist ); + } + }else{ + int ar=1; + int x=bl->x,y=bl->y; + if( skillid==SM_MAGNUM){ + x=src->x; + y=src->y; + }else if(skillid==AC_SHOWER || skillid==ASC_METEORASSAULT) /* アローシャワー、メテオアサルト範囲5*5 */ + ar=2; + else if(skillid==AS_SPLASHER) /* ベナムスプラッシャー範囲3*3 */ + ar=1; + else if(skillid==NPC_SPLASHATTACK) /* スプラッシュアタックは範囲7*7 */ + ar=3; + skill_area_temp[1]=bl->id; + skill_area_temp[2]=x; + skill_area_temp[3]=y; + /* まずターゲットに攻撃を加える */ + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0); + /* その後ターゲット以外の範囲内の敵全体に処理を行う */ + map_foreachinarea(skill_area_sub, + bl->m,x-ar,y-ar,x+ar,y+ar,0, + src,skillid,skilllv,tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + } + break; + + case KN_BOWLINGBASH: /* ボウリングバッシュ */ + if(flag&1){ + /* 個別にダメージを与える */ + if(bl->id!=skill_area_temp[1]) + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500); + } + else { + int damage; + map_freeblock_lock(); + damage = skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0); + if(damage > 0) { + int i,c; /* 他人から聞いた動きなので間違ってる可能性大&効率が悪いっす>< */ + c = skill_get_blewcount(skillid,skilllv); + if(map[bl->m].flag.gvg) c = 0; + for(i=0;i<c;i++){ + skill_blown(src,bl,1); + if(bl->type == BL_MOB) + clif_fixmobpos((struct mob_data *)bl); + else if(bl->type == BL_PET) + clif_fixpetpos((struct pet_data *)bl); + else + clif_fixpos(bl); + skill_area_temp[0]=0; + map_foreachinarea(skill_area_sub, + bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0, + src,skillid,skilllv,tick, flag|BCT_ENEMY , + skill_area_sub_count); + if(skill_area_temp[0]>1) break; + } + skill_area_temp[1]=bl->id; + skill_area_temp[2]=bl->x; + skill_area_temp[3]=bl->y; + /* その後ターゲット以外の範囲内の敵全体に処理を行う */ + map_foreachinarea(skill_area_sub, + bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0, + src,skillid,skilllv,tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + battle_damage(src,bl,damage,1); + if(rdamage > 0) + battle_damage(bl,src,rdamage,0); + } + map_freeblock_unlock(); + } + break; + + case ALL_RESURRECTION: /* リザレクション */ + case PR_TURNUNDEAD: /* ターンアンデッド */ + if(bl->type != BL_PC && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) + skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); + else { + map_freeblock_unlock(); + return 1; + } + break; + + /* 魔法系スキル */ + case MG_SOULSTRIKE: /* ソウルストライク */ + case MG_COLDBOLT: /* コールドボルト */ + case MG_FIREBOLT: /* ファイアーボルト */ + case MG_LIGHTNINGBOLT: /* ライトニングボルト */ + case WZ_EARTHSPIKE: /* アーススパイク */ + case AL_HEAL: /* ヒール */ + case AL_HOLYLIGHT: /* ホーリーライト */ + case MG_FROSTDIVER: /* フロストダイバー */ + case WZ_JUPITEL: /* ユピテルサンダー */ + case NPC_MAGICALATTACK: /* MOB:魔法打撃攻撃 */ + case PR_ASPERSIO: /* アスペルシオ */ + skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); + break; + + case WZ_WATERBALL: /* ウォーターボール */ + skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); + if(skilllv>1) + skill_status_change_start(src,SC_WATERBALL,skilllv,bl->id,0,0,0,0); + break; + + case PR_BENEDICTIO: /* 聖体降福 */ + if(battle_get_race(bl)==1 || battle_get_race(bl)==6) + skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); + break; + + /* 魔法系範囲攻撃スキル */ + case MG_NAPALMBEAT: /* ナパームビート */ + case MG_FIREBALL: /* ファイヤーボール */ + if(flag&1){ + /* 個別にダメージを与える */ + if(bl->id!=skill_area_temp[1]){ + if(skillid==MG_FIREBALL){ /* ファイヤーボールなら中心からの距離を計算 */ + int dx=abs( bl->x - skill_area_temp[2] ); + int dy=abs( bl->y - skill_area_temp[3] ); + skill_area_temp[0]=((dx>dy)?dx:dy); + } + skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, + skill_area_temp[0]| 0x0500); + } + }else{ + int ar=(skillid==MG_NAPALMBEAT)?1:2; + skill_area_temp[1]=bl->id; + if(skillid==MG_NAPALMBEAT){ /* ナパームでは先に数える */ + skill_area_temp[0]=0; + map_foreachinarea(skill_area_sub, + bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0, + src,skillid,skilllv,tick, flag|BCT_ENEMY , + skill_area_sub_count); + }else{ + skill_area_temp[0]=0; + skill_area_temp[2]=bl->x; + skill_area_temp[3]=bl->y; + } + /* まずターゲットに攻撃を加える */ + skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, + skill_area_temp[0] ); + /* その後ターゲット以外の範囲内の敵全体に処理を行う */ + map_foreachinarea(skill_area_sub, + bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0, + src,skillid,skilllv,tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + } + break; + + case HW_NAPALMVULCAN: // Fixed By SteelViruZ + if(flag&1){ + if(bl->id!=skill_area_temp[1]){ + skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, + skill_area_temp[0]); + } + }else{ + int ar=(skillid==HW_NAPALMVULCAN)?1:2; + skill_area_temp[1]=bl->id; + if(skillid==HW_NAPALMVULCAN){ + skill_area_temp[0]=0; + map_foreachinarea(skill_area_sub, + bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0, + src,skillid,skilllv,tick, flag|BCT_ENEMY , + skill_area_sub_count); + }else{ + skill_area_temp[0]=0; + skill_area_temp[2]=bl->x; + skill_area_temp[3]=bl->y; + } + skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, + skill_area_temp[0] ); + map_foreachinarea(skill_area_sub, + bl->m,bl->x-ar,bl->y-ar,bl->x+ar,bl->y+ar,0, + src,skillid,skilllv,tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + } + break; + + case WZ_FROSTNOVA: /* フロストノヴァ */ + skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0); + skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); + break; + + case WZ_SIGHTRASHER: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0); + skill_status_change_end(src,SC_SIGHT,-1); + break; + + /* その他 */ + case HT_BLITZBEAT: /* ブリッツビート */ + if(flag&1){ + /* 個別にダメージを与える */ + if(bl->id!=skill_area_temp[1]) + skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000)); + }else{ + skill_area_temp[0]=0; + skill_area_temp[1]=bl->id; + if(flag&0xf00000) + map_foreachinarea(skill_area_sub,bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0, + src,skillid,skilllv,tick, flag|BCT_ENEMY ,skill_area_sub_count); + /* まずターゲットに攻撃を加える */ + skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,skill_area_temp[0]|(flag&0xf00000)); + /* その後ターゲット以外の範囲内の敵全体に処理を行う */ + map_foreachinarea(skill_area_sub, + bl->m,bl->x-1,bl->y-1,bl->x+1,bl->y+1,0, + src,skillid,skilllv,tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + } + break; + + case CR_GRANDCROSS: /* グランドクロス */ + /* スキルユニット配置 */ + skill_castend_pos2(src,bl->x,bl->y,skillid,skilllv,tick,0); + if(sd) + sd->canmove_tick = tick + 1000; + else if(src->type == BL_MOB) + mob_changestate((struct mob_data *)src,MS_DELAY,1000); + break; + + case TF_THROWSTONE: /* 石投げ */ + case NPC_SMOKING: /* スモーキング */ + skill_attack(BF_MISC,src,src,bl,skillid,skilllv,tick,0 ); + break; + + case NPC_SELFDESTRUCTION: /* 自爆 */ + case NPC_SELFDESTRUCTION2: /* 自爆2 */ + if(flag&1){ + /* 個別にダメージを与える */ + if(src->type==BL_MOB){ + struct mob_data* mb = (struct mob_data*)src; + nullpo_retr(1, mb); + mb->hp=skill_area_temp[2]; + if(bl->id!=skill_area_temp[1]) + skill_attack(BF_MISC,src,src,bl,NPC_SELFDESTRUCTION,skilllv,tick,flag ); + mb->hp=1; + } + }else{ + struct mob_data *md; + if((md=(struct mob_data *)src)){ + skill_area_temp[1]=bl->id; + skill_area_temp[2]=battle_get_hp(src); + clif_skill_nodamage(src,src,NPC_SELFDESTRUCTION,-1,1); + map_foreachinarea(skill_area_sub, + bl->m,bl->x-5,bl->y-5,bl->x+5,bl->y+5,0, + src,skillid,skilllv,tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + battle_damage(src,src,md->hp,0); + } + } + break; + + /* HP吸収/HP吸収魔法 */ + case NPC_BLOODDRAIN: + case NPC_ENERGYDRAIN: + { + int heal; + heal = skill_attack((skillid==NPC_BLOODDRAIN)?BF_WEAPON:BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag); + if( heal > 0 ){ + struct block_list tbl; + tbl.id = 0; + tbl.m = src->m; + tbl.x = src->x; + tbl.y = src->y; + clif_skill_nodamage(&tbl,src,AL_HEAL,heal,1); + battle_heal(NULL,src,heal,0,0); + } + } + break; + case 0: + if(sd) { + if(flag&3){ + if(bl->id!=skill_area_temp[1]) + skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500); + } + else{ + int ar=sd->splash_range; + skill_area_temp[1]=bl->id; + map_foreachinarea(skill_area_sub, + bl->m, bl->x - ar, bl->y - ar, bl->x + ar, bl->y + ar, 0, + src, skillid, skilllv, tick, flag | BCT_ENEMY | 1, + skill_castend_damage_id); + } + } + break; + + default: + map_freeblock_unlock(); + return 1; + } + map_freeblock_unlock(); + + return 0; +} + +/*========================================== + * スキル使用(詠唱完了、ID指定支援系) + *------------------------------------------ + */ +int skill_castend_nodamage_id( struct block_list *src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag ) +{ + struct map_session_data *sd=NULL; + struct map_session_data *dstsd=NULL; + struct mob_data *md=NULL; + struct mob_data *dstmd=NULL; + int i,abra_skillid=0,abra_skilllv; + int sc_def_vit,sc_def_mdef,strip_fix,strip_time,strip_per; + int sc_dex,sc_luk; + //クラスチェンジ用ボスモンスターID + int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115 + ,1157,1159,1190,1272,1312,1373,1492}; + int poringclass[]={1002}; + + nullpo_retr(1, src); + nullpo_retr(1, bl); + + if(src->type==BL_PC) + sd=(struct map_session_data *)src; + else if(src->type==BL_MOB) + md=(struct mob_data *)src; + + sc_dex=battle_get_mdef(bl); + sc_luk=battle_get_luk(bl); + sc_def_vit = 100 - (3 + battle_get_vit(bl) + battle_get_luk(bl)/3); + sc_def_vit = 100 - (3 + battle_get_vit(bl) + battle_get_luk(bl)/3); + sc_def_mdef = 100 - (3 + battle_get_mdef(bl) + battle_get_luk(bl)/3); + strip_fix = battle_get_dex(src) - battle_get_dex(bl); + + if(bl->type==BL_PC){ + nullpo_retr(1, dstsd=(struct map_session_data *)bl); + }else if(bl->type==BL_MOB){ + nullpo_retr(1, dstmd=(struct mob_data *)bl); + if(sc_def_vit>50) + sc_def_vit=50; + if(sc_def_mdef>50) + sc_def_mdef=50; + } + if(sc_def_vit < 0) + sc_def_vit=0; + if(sc_def_mdef < 0) + sc_def_mdef=0; + if(strip_fix < 0) + strip_fix=0; + + if(bl == NULL || bl->prev == NULL) + return 1; + if(sd && pc_isdead(sd)) + return 1; + if(dstsd && pc_isdead(dstsd) && skillid != ALL_RESURRECTION) + return 1; + if(battle_get_class(bl) == 1288) + return 1; + if (skillnotok(skillid, (struct map_session_data *)bl)) // [MouseJstr] + return 0; + + map_freeblock_lock(); + switch(skillid) + { + case AL_HEAL: /* ヒール */ + { + int heal=skill_calc_heal( src, skilllv ); + int heal_get_jobexp; + int skill; + struct pc_base_job s_class; + + if( dstsd && dstsd->special_state.no_magic_damage ) + heal=0; /* 黄金蟲カード(ヒール量0) */ + if (sd){ + s_class = pc_calc_base_job(sd->status.class); + if((skill=pc_checkskill(sd,HP_MEDITATIO))>0) // メディテイティオ + heal += heal*(skill*2/100); + if(sd && dstsd && sd->status.partner_id == dstsd->status.char_id && s_class.job == 23 && sd->status.sex == 0) //自分も対象もPC、対象が自分のパートナー、自分がスパノビ、自分が♀なら + heal = heal*2; //スパノビの嫁が旦那にヒールすると2倍になる + } + + + clif_skill_nodamage(src,bl,skillid,heal,1); + heal_get_jobexp = battle_heal(NULL,bl,heal,0,0); + + // JOB経験値獲得 + if(src->type == BL_PC && bl->type==BL_PC && heal > 0 && src != bl && battle_config.heal_exp > 0){ + heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100; + if(heal_get_jobexp <= 0) + heal_get_jobexp = 1; + pc_gainexp((struct map_session_data *)src,0,heal_get_jobexp); + } + } + break; + + case ALL_RESURRECTION: /* リザレクション */ + if(bl->type==BL_PC){ + int per=0; + struct map_session_data *tsd = (struct map_session_data*)bl; + nullpo_retr(1, tsd); + if( (map[bl->m].flag.pvp) && tsd->pvp_point<0 ) + break; /* PVPで復活不可能状態 */ + + if(pc_isdead(tsd)){ /* 死亡判定 */ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + switch(skilllv){ + case 1: per=10; break; + case 2: per=30; break; + case 3: per=50; break; + case 4: per=80; break; + } + tsd->status.hp=tsd->status.max_hp*per/100; + if(tsd->status.hp<=0) tsd->status.hp=1; + if(tsd->special_state.restart_full_recover ){ /* オシリスカード */ + tsd->status.hp=tsd->status.max_hp; + tsd->status.sp=tsd->status.max_sp; + } + pc_setstand(tsd); + if(battle_config.pc_invincible_time > 0) + pc_setinvincibletimer(tsd,battle_config.pc_invincible_time); + clif_updatestatus(tsd,SP_HP); + clif_resurrection(&tsd->bl,1); + if(src != bl && sd && battle_config.resurrection_exp > 0) { + int exp = 0,jexp = 0; + int lv = tsd->status.base_level - sd->status.base_level, jlv = tsd->status.job_level - sd->status.job_level; + if(lv > 0) { + exp = (int)((double)tsd->status.base_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); + if(exp < 1) exp = 1; + } + if(jlv > 0) { + jexp = (int)((double)tsd->status.job_exp * (double)lv * (double)battle_config.resurrection_exp / 1000000.); + if(jexp < 1) jexp = 1; + } + if(exp > 0 || jexp > 0) + pc_gainexp(sd,exp,jexp); + } + } + } + break; + + case AL_DECAGI: /* 速度減少 */ + if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) + break; + if( rand()%100 < (50+skilllv*3+(battle_get_lv(src)+battle_get_int(src)/5)-sc_def_mdef) ) { + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0); + } + break; + + case AL_CRUCIS: + if(flag&1) { + int race = battle_get_race(bl),ele = battle_get_elem_type(bl); + if(battle_check_target(src,bl,BCT_ENEMY) && (race == 6 || battle_check_undead(race,ele))) { + int slv=battle_get_lv(src),tlv=battle_get_lv(bl),rate; + rate = 25 + skilllv*2 + slv - tlv; + if(rand()%100 < rate) + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,0,0); + } + } + else { + int range = 15; + clif_skill_nodamage(src,bl,skillid,skilllv,1); + map_foreachinarea(skill_area_sub, + src->m,src->x-range,src->y-range,src->x+range,src->y+range,0, + src,skillid,skilllv,tick, flag|BCT_ENEMY|1, + skill_castend_nodamage_id); + } + break; + + case PR_LEXDIVINA: /* レックスディビーナ */ + { + struct status_change *sc_data = battle_get_sc_data(bl); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) + break; + if(sc_data && sc_data[SC_DIVINA].timer != -1) + skill_status_change_end(bl,SC_DIVINA,-1); + else if( rand()%100 < sc_def_vit ) { + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0); + } + } + break; + case SA_ABRACADABRA: + //require 1 yellow gemstone even with mistress card or Into the Abyss + if (pc_search_inventory(sd, 715) <= 0 ) { + clif_skill_fail(sd,sd->skillid,0,0); + break; + } + pc_delitem(sd, pc_search_inventory(sd, 715), 1, 0); + // + do{ + abra_skillid=skill_abra_dataset(skilllv); + }while(abra_skillid == 0); + abra_skilllv=skill_get_max(abra_skillid)>pc_checkskill(sd,SA_ABRACADABRA)?pc_checkskill(sd,SA_ABRACADABRA):skill_get_max(abra_skillid); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + sd->skillitem=abra_skillid; + sd->skillitemlv=abra_skilllv; + clif_item_skill(sd,abra_skillid,abra_skilllv,"アブラカダブラ"); + break; + case SA_COMA: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) + break; + if(dstsd){ + dstsd->status.hp=1; + dstsd->status.sp=1; + clif_updatestatus(dstsd,SP_HP); + clif_updatestatus(dstsd,SP_SP); + } + if(dstmd) dstmd->hp=1; + break; + case SA_FULLRECOVERY: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) + break; + if(dstsd) pc_heal(dstsd,dstsd->status.max_hp,dstsd->status.max_sp); + if(dstmd) dstmd->hp=battle_get_max_hp(&dstmd->bl); + break; + case SA_SUMMONMONSTER: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if (sd) mob_once_spawn(sd,map[sd->bl.m].name,sd->bl.x,sd->bl.y,"--ja--",-1,1,""); + break; + case SA_LEVELUP: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if (sd && pc_nextbaseexp(sd)) pc_gainexp(sd,pc_nextbaseexp(sd)*10/100,0); + break; + + case SA_INSTANTDEATH: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if (sd) pc_damage(NULL,sd,sd->status.max_hp); + break; + + case SA_QUESTION: + case SA_GRAVITY: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + break; + case SA_CLASSCHANGE: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if(dstmd) mob_class_change(dstmd,changeclass); + break; + case SA_MONOCELL: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if(dstmd) mob_class_change(dstmd,poringclass); + break; + case SA_DEATH: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if (dstsd) pc_damage(NULL,dstsd,dstsd->status.max_hp); + if (dstmd) mob_damage(NULL,dstmd,dstmd->hp,1); + break; + case SA_REVERSEORCISH: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if (dstsd) pc_setoption(dstsd,dstsd->status.option|0x0800); + break; + case SA_FORTUNE: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if(sd) pc_getzeny(sd,battle_get_lv(bl)*100); + break; + case SA_TAMINGMONSTER: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if (dstmd){ + for(i=0;i<MAX_PET_DB;i++){ + if(dstmd->class == pet_db[i].class){ + pet_catch_process1(sd,dstmd->class); + break; + } + } + } + break; + case AL_INCAGI: /* 速度増加 */ + case AL_BLESSING: /* ブレッシング */ + case PR_SLOWPOISON: + case PR_IMPOSITIO: /* イムポシティオマヌス */ + case PR_LEXAETERNA: /* レックスエーテルナ */ + case PR_SUFFRAGIUM: /* サフラギウム */ + case PR_BENEDICTIO: /* 聖体降福 */ + case CR_PROVIDENCE: /* プロヴィデンス */ + case CG_MARIONETTE: /* マリオネットコントロール */ + if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + }else{ + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + + case SA_FLAMELAUNCHER: // added failure chance and chance to break weapon if turned on [Valaris] + case SA_FROSTWEAPON: + case SA_LIGHTNINGLOADER: + case SA_SEISMICWEAPON: + if(bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ){ + clif_skill_nodamage(src,bl,skillid,skilllv,0); + break; + } + if(bl->type==BL_PC) { + struct map_session_data *sd2=(struct map_session_data *)bl; + if(sd2->status.weapon==0 || sd2->sc_data[SC_FLAMELAUNCHER].timer!=-1 || sd2->sc_data[SC_FROSTWEAPON].timer!=-1 || + sd2->sc_data[SC_LIGHTNINGLOADER].timer!=-1 || sd2->sc_data[SC_SEISMICWEAPON].timer!=-1 || + sd2->sc_data[SC_ENCPOISON].timer!=-1) { + clif_skill_fail(sd,skillid,0,0); + clif_skill_nodamage(src,bl,skillid,skilllv,0); + break; + } + } + if(rand()%100 > (75+skilllv*1) && (skilllv != 5)) { + clif_skill_fail(sd,skillid,0,0); + clif_skill_nodamage(src,bl,skillid,skilllv,0); + if(bl->type==BL_PC && battle_config.equipment_breaking) { + struct map_session_data *sd2=(struct map_session_data *)bl; + if(sd!=sd2) clif_displaymessage(sd->fd,"You broke target's weapon"); + pc_breakweapon(sd2); + } + break; + } + else { + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + + case PR_ASPERSIO: /* アスペルシオ */ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) + break; + if(bl->type==BL_MOB) + break; + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + break; + case PR_KYRIE: /* キリエエレイソン */ + clif_skill_nodamage(bl,bl,skillid,skilllv,1); + if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) + break; + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + break; + case KN_AUTOCOUNTER: /* オートカウンター */ + case KN_TWOHANDQUICKEN: /* ツーハンドクイッケン */ + case CR_SPEARQUICKEN: /* スピアクイッケン */ + case CR_REFLECTSHIELD: + case AS_POISONREACT: /* ポイズンリアクト */ + case MC_LOUD: /* ラウドボイス */ + case MG_ENERGYCOAT: /* エナジーコート */ + case SM_ENDURE: /* インデュア */ + case MG_SIGHT: /* サイト */ + case AL_RUWACH: /* ルアフ */ + case MO_EXPLOSIONSPIRITS: // 爆裂波動 + case MO_STEELBODY: // 金剛 + case LK_AURABLADE: /* オーラブレード */ + case LK_PARRYING: /* パリイング */ + case LK_CONCENTRATION: /* コンセントレーション */ + case LK_BERSERK: /* バーサーク */ + case HP_ASSUMPTIO: /* */ + case WS_CARTBOOST: /* カートブースト */ + case SN_SIGHT: /* トゥルーサイト */ + case WS_MELTDOWN: /* メルトダウン */ + case ST_REJECTSWORD: /* リジェクトソード */ + case HW_MAGICPOWER: /* 魔法力増幅 */ + case PF_MEMORIZE: /* メモライズ */ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + break; + case AS_ENCHANTPOISON: // Prevent spamming [Valaris] + if(bl->type==BL_PC) { + struct map_session_data *sd2=(struct map_session_data *)bl; + if(sd2->sc_data[SC_FLAMELAUNCHER].timer!=-1 || sd2->sc_data[SC_FROSTWEAPON].timer!=-1 || + sd2->sc_data[SC_LIGHTNINGLOADER].timer!=-1 || sd2->sc_data[SC_SEISMICWEAPON].timer!=-1 || + sd2->sc_data[SC_ENCPOISON].timer!=-1) { + clif_skill_nodamage(src,bl,skillid,skilllv,0); + clif_skill_fail(sd,skillid,0,0); + break; + } + } + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + break; + case LK_TENSIONRELAX: /* テンションリラックス */ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + pc_setsit(sd); + clif_sitting(sd->fd,sd); + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + break; + case MC_CHANGECART: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + break; + case AC_CONCENTRATION: /* 集中力向上 */ + { + int range = 1; + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + map_foreachinarea( skill_status_change_timer_sub, + src->m, src->x-range, src->y-range, src->x+range,src->y+range,0, + src,SkillStatusChangeTable[skillid],tick); + } + break; + case SM_PROVOKE: /* プロボック */ + { + struct status_change *sc_data = battle_get_sc_data(bl); + + /* MVPmobと不死には効かない */ + if((bl->type==BL_MOB && battle_get_mode(bl)&0x20) || battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) //不死には効かない + { + map_freeblock_unlock(); + return 1; + } + + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + + if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠唱妨害 + skill_castcancel(bl,0); + if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map[bl->m].flag.gvg) + && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2) + skill_castcancel(bl,0); + + if(sc_data){ + if(sc_data[SC_FREEZE].timer!=-1) + skill_status_change_end(bl,SC_FREEZE,-1); + if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0) + skill_status_change_end(bl,SC_STONE,-1); + if(sc_data[SC_SLEEP].timer!=-1) + skill_status_change_end(bl,SC_SLEEP,-1); + } + + if(bl->type==BL_MOB) { + int range = skill_get_range(skillid,skilllv); + if(range < 0) + range = battle_get_range(src) - (range + 1); + mob_target((struct mob_data *)bl,src,range); + } + } + break; + + case CR_DEVOTION: /* ディボーション */ + if(sd && dstsd){ + //転生や養子の場合の元の職業を算出する + + int lv = sd->status.base_level-dstsd->status.base_level; + lv = (lv<0)?-lv:lv; + if((dstsd->bl.type!=BL_PC) // 相手はPCじゃないとだめ + ||(sd->bl.id == dstsd->bl.id) // 相手が自分はだめ + ||(lv > 10) // レベル差±10まで + ||(!sd->status.party_id && !sd->status.guild_id) // PTにもギルドにも所属無しはだめ + ||((sd->status.party_id != dstsd->status.party_id) // 同じパーティーか、 + ||(sd->status.guild_id != dstsd->status.guild_id)) // 同じギルドじゃないとだめ + ||(dstsd->status.class==14||dstsd->status.class==21 + ||dstsd->status.class==4015||dstsd->status.class==4022)){ // クルセだめ + clif_skill_fail(sd,skillid,0,0); + map_freeblock_unlock(); + return 1; + } + for(i=0;i<skilllv;i++){ + if(!sd->dev.val1[i]){ // 空きがあったら入れる + sd->dev.val1[i] = bl->id; + sd->dev.val2[i] = bl->id; + break; + }else if(i==skilllv-1){ // 空きがなかった + clif_skill_fail(sd,skillid,0,0); + map_freeblock_unlock(); + return 1; + } + } + clif_skill_nodamage(src,bl,skillid,skilllv,1); + clif_devotion(sd,bl->id); + skill_status_change_start(bl,SkillStatusChangeTable[skillid],src->id,1,0,0,1000*(15+15*skilllv),0 ); + } + else clif_skill_fail(sd,skillid,0,0); + break; + case MO_CALLSPIRITS: // 気功 + if(sd) { + clif_skill_nodamage(src,bl,skillid,skilllv,1); + pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv); + } + break; + case CH_SOULCOLLECT: // 狂気功 + if(sd) { + clif_skill_nodamage(src,bl,skillid,skilllv,1); + for(i=0;i<5;i++) + pc_addspiritball(sd,skill_get_time(skillid,skilllv),5); + } + break; + case MO_BLADESTOP: // 白刃取り + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_status_change_start(src,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + break; + case MO_ABSORBSPIRITS: // 気奪 + i=0; + if(sd && dstsd) { + if(sd == dstsd || map[sd->bl.m].flag.pvp || map[sd->bl.m].flag.gvg) { + if(dstsd->spiritball > 0) { + clif_skill_nodamage(src,bl,skillid,skilllv,1); + i = dstsd->spiritball * 7; + pc_delspiritball(dstsd,dstsd->spiritball,0); + if(i > 0x7FFF) + i = 0x7FFF; + if(sd->status.sp + i > sd->status.max_sp) + i = sd->status.max_sp - sd->status.sp; + } + } + }else if(sd && dstmd){ //対象がモンスターの場合 + //20%の確率で対象のLv*2のSPを回復する。成功したときはターゲット(σ゚Д゚)σゲッツ!! + if(rand()%100<20){ + i=2*mob_db[dstmd->class].lv; + mob_target(dstmd,src,0); + } + } + if(i){ + sd->status.sp += i; + clif_heal(sd->fd,SP_SP,i); + } + else + clif_skill_nodamage(src,bl,skillid,skilllv,0); + break; + + case AC_MAKINGARROW: /* 矢作成 */ + if(sd) { + clif_arrow_create_list(sd); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + + case AM_PHARMACY: /* ポーション作成 */ + if(sd) { + clif_skill_produce_mix_list(sd,32); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + case WS_CREATECOIN: /* クリエイトコイン */ + if(sd) { + clif_skill_produce_mix_list(sd,64); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + case WS_CREATENUGGET: /* 塊製造 */ + if(sd) { + clif_skill_produce_mix_list(sd,128); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + } + break; + case BS_HAMMERFALL: /* ハンマーフォール */ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_weapon_damage ) + break; + if( rand()%100 < (20+ 10*skilllv)*sc_def_vit/100 ) { + skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + } + break; + + case RG_RAID: /* サプライズアタック */ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + { + int x=bl->x,y=bl->y; + skill_area_temp[1]=bl->id; + skill_area_temp[2]=x; + skill_area_temp[3]=y; + map_foreachinarea(skill_area_sub, + bl->m,x-1,y-1,x+1,y+1,0, + src,skillid,skilllv,tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + } + skill_status_change_end(src, SC_HIDING, -1); // ハイディング解除 + break; + + case KN_BRANDISHSPEAR: /*ブランディッシュスピア*/ + { + int c,n=4,ar; + int dir = map_calc_dir(src,bl->x,bl->y); + struct square tc; + int x=bl->x,y=bl->y; + ar=skilllv/3; + skill_brandishspear_first(&tc,dir,x,y); + skill_brandishspear_dir(&tc,dir,4); + /* 範囲C */ + if(skilllv == 10){ + for(c=1;c<4;c++){ + map_foreachinarea(skill_area_sub, + bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0, + src,skillid,skilllv,tick, flag|BCT_ENEMY|n, + skill_castend_damage_id); + } + } + /* 範囲BA */ + if(skilllv > 6){ + skill_brandishspear_dir(&tc,dir,-1); + n--; + }else{ + skill_brandishspear_dir(&tc,dir,-2); + n-=2; + } + + if(skilllv > 3){ + for(c=0;c<5;c++){ + map_foreachinarea(skill_area_sub, + bl->m,tc.val1[c],tc.val2[c],tc.val1[c],tc.val2[c],0, + src,skillid,skilllv,tick, flag|BCT_ENEMY|n, + skill_castend_damage_id); + if(skilllv > 6 && n==3 && c==4){ + skill_brandishspear_dir(&tc,dir,-1); + n--;c=-1; + } + } + } + /* 範囲@ */ + for(c=0;c<10;c++){ + if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1); + map_foreachinarea(skill_area_sub, + bl->m,tc.val1[c%5],tc.val2[c%5],tc.val1[c%5],tc.val2[c%5],0, + src,skillid,skilllv,tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + } + } + break; + + /* パーティスキル */ + case AL_ANGELUS: /* エンジェラス */ + case PR_MAGNIFICAT: /* マグニフィカート */ + case PR_GLORIA: /* グロリア */ + case SN_WINDWALK: /* ウインドウォーク */ + if(sd == NULL || sd->status.party_id==0 || (flag&1) ){ + /* 個別の処理 */ + clif_skill_nodamage(bl,bl,skillid,skilllv,1); + if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) + break; + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0); + } + else{ + /* パーティ全体への処理 */ + party_foreachsamemap(skill_area_sub, + sd,1, + src,skillid,skilllv,tick, flag|BCT_PARTY|1, + skill_castend_nodamage_id); + } + break; + case BS_ADRENALINE: /* アドレナリンラッシュ */ + case BS_WEAPONPERFECT: /* ウェポンパーフェクション */ + case BS_OVERTHRUST: /* オーバートラスト */ + if(sd == NULL || sd->status.party_id==0 || (flag&1) ){ + /* 個別の処理 */ + clif_skill_nodamage(bl,bl,skillid,skilllv,1); + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv),0); + } + else{ + /* パーティ全体への処理 */ + party_foreachsamemap(skill_area_sub, + sd,1, + src,skillid,skilllv,tick, flag|BCT_PARTY|1, + skill_castend_nodamage_id); + } + break; + + /*(付加と解除が必要) */ + case BS_MAXIMIZE: /* マキシマイズパワー */ + case NV_TRICKDEAD: /* 死んだふり */ + case CR_DEFENDER: /* ディフェンダー */ + case CR_AUTOGUARD: /* オートガード */ + { + struct status_change *tsc_data = battle_get_sc_data(bl); + int sc=SkillStatusChangeTable[skillid]; + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if( tsc_data ){ + if( tsc_data[sc].timer==-1 ) + /* 付加する */ + skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0); + else + /* 解除する */ + skill_status_change_end(bl, sc, -1); + } + } + break; + + case TF_HIDING: /* ハイディング */ + { + struct status_change *tsc_data = battle_get_sc_data(bl); + int sc=SkillStatusChangeTable[skillid]; + clif_skill_nodamage(src,bl,skillid,-1,1); + if( tsc_data ){ + if( tsc_data[sc].timer==-1 ) + /* 付加する */ + skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0); + else + /* 解除する */ + skill_status_change_end(bl, sc, -1); + } + } + break; + + case AS_CLOAKING: /* クローキング */ + { + struct status_change *tsc_data = battle_get_sc_data(bl); + int sc=SkillStatusChangeTable[skillid]; + clif_skill_nodamage(src,bl,skillid,-1,1); + if( tsc_data ){ + if( tsc_data[sc].timer==-1 ) + /* 付加する */ + skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0); + else + /* 解除する */ + skill_status_change_end(bl, sc, -1); + } + + skill_check_cloaking(bl); + } + break; + + case ST_CHASEWALK: /* ハイディング */ + { + struct status_change *tsc_data = battle_get_sc_data(bl); + int sc=SkillStatusChangeTable[skillid]; + clif_skill_nodamage(src,bl,skillid,-1,1); + if( tsc_data ){ + if( tsc_data[sc].timer==-1 ) + /* 付加する */ + skill_status_change_start(bl,sc,skilllv,0,0,0,skill_get_time(skillid,skilllv),0); + else + /* 解除する */ + skill_status_change_end(bl, sc, -1); + } + } + break; + + /* 対地スキル */ + case BD_LULLABY: /* 子守唄 */ + case BD_RICHMANKIM: /* ニヨルドの宴 */ + case BD_ETERNALCHAOS: /* 永遠の混沌 */ + case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */ + case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */ + case BD_ROKISWEIL: /* ロキの叫び */ + case BD_INTOABYSS: /* 深淵の中に */ + case BD_SIEGFRIED: /* 不死身のジークフリード */ + case BA_DISSONANCE: /* 不協和音 */ + case BA_POEMBRAGI: /* ブラギの詩 */ + case BA_WHISTLE: /* 口笛 */ + case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */ + case BA_APPLEIDUN: /* イドゥンの林檎 */ + case DC_UGLYDANCE: /* 自分勝手なダンス */ + case DC_HUMMING: /* ハミング */ + case DC_DONTFORGETME: /* 私を忘れないで… */ + case DC_FORTUNEKISS: /* 幸運のキス */ + case DC_SERVICEFORYOU: /* サービスフォーユー */ + case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_unitsetting(src,skillid,skilllv,src->x,src->y,0); + break; + + case HP_BASILICA: /* バジリカ */ + case PA_GOSPEL: /* ゴスペル */ + skill_clear_unitgroup(src); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_unitsetting(src,skillid,skilllv,src->x,src->y,0); + break; + + case BD_ADAPTATION: /* アドリブ */ + { + struct status_change *sc_data = battle_get_sc_data(src); + if(sc_data && sc_data[SC_DANCING].timer!=-1){ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_stop_dancing(src,0); + } + } + break; + + case BA_FROSTJOKE: /* 寒いジョーク */ + case DC_SCREAM: /* スクリーム */ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_addtimerskill(src,tick+3000,bl->id,0,0,skillid,skilllv,0,flag); + break; + + case TF_STEAL: // スティール + if(sd) { + if(pc_steal_item(sd,bl)) + clif_skill_nodamage(src,bl,skillid,skilllv,1); + else + clif_skill_nodamage(src,bl,skillid,skilllv,0); + } + break; + + case RG_STEALCOIN: // スティールコイン + if(sd) { + if(pc_steal_coin(sd,bl)) { + int range = skill_get_range(skillid,skilllv); + if(range < 0) + range = battle_get_range(src) - (range + 1); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + mob_target((struct mob_data *)bl,src,range); + } + else + clif_skill_nodamage(src,bl,skillid,skilllv,0); + } + break; + + case MG_STONECURSE: /* ストーンカース */ + if (bl->type==BL_MOB && battle_get_mode(bl)&0x20) { + clif_skill_fail(sd,sd->skillid,0,0); + break; + } + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) + break; + if( rand()%100 < skilllv*4+20 && !battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) + skill_status_change_start(bl,SC_STONE,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + else if(sd) + clif_skill_fail(sd,skillid,0,0); + break; + + case NV_FIRSTAID: /* 応急手当 */ + clif_skill_nodamage(src,bl,skillid,5,1); + battle_heal(NULL,bl,5,0,0); + break; + + case AL_CURE: /* キュアー */ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) + break; + skill_status_change_end(bl, SC_SILENCE , -1 ); + skill_status_change_end(bl, SC_BLIND , -1 ); + skill_status_change_end(bl, SC_CONFUSION, -1 ); + if( battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)) ){//アンデッドなら暗闇効果 + skill_status_change_start(bl, SC_CONFUSION,1,0,0,0,6000,0); + } + break; + + case TF_DETOXIFY: /* 解毒 */ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_status_change_end(bl, SC_POISON , -1 ); + break; + + case PR_STRECOVERY: /* リカバリー */ + { + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) + break; + skill_status_change_end(bl, SC_FREEZE , -1 ); + skill_status_change_end(bl, SC_STONE , -1 ); + skill_status_change_end(bl, SC_SLEEP , -1 ); + skill_status_change_end(bl, SC_STAN , -1 ); + if( battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)) ){//アンデッドなら暗闇効果 + int blind_time; + //blind_time=30-battle_get_vit(bl)/10-battle_get_int/15; + blind_time=30*(100-(battle_get_int(bl)+battle_get_vit(bl))/2)/100; + if(rand()%100 < (100-(battle_get_int(bl)/2+battle_get_vit(bl)/3+battle_get_luk(bl)/10))) + skill_status_change_start(bl, SC_BLIND,1,0,0,0,blind_time,0); + } + if(dstmd){ + dstmd->attacked_id=0; + dstmd->target_id=0; + dstmd->state.targettype = NONE_ATTACKABLE; + dstmd->state.skillstate=MSS_IDLE; + dstmd->next_walktime=tick+rand()%3000+3000; + } + } + break; + + case WZ_ESTIMATION: /* モンスター情報 */ + if(src->type==BL_PC){ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + clif_skill_estimation((struct map_session_data *)src,bl); + } + break; + + case MC_IDENTIFY: /* アイテム鑑定 */ + if(sd) + clif_item_identify_list(sd); + break; + + case BS_REPAIRWEAPON: /* 武器修理 */ + if(sd) +//動作しないのでとりあえずコメントアウト +// clif_item_repair_list(sd); + break; + + case MC_VENDING: /* 露店開設 */ + if(sd) + clif_openvendingreq(sd,2+sd->skilllv); + break; + + case AL_TELEPORT: /* テレポート */ + if( sd ){ + if(map[sd->bl.m].flag.noteleport){ /* テレポ禁止 */ + clif_skill_teleportmessage(sd,0); + break; + } + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if( sd->skilllv==1 ) + clif_skill_warppoint(sd,sd->skillid,"Random","","",""); + else{ + clif_skill_warppoint(sd,sd->skillid,"Random", + sd->status.save_point.map,"",""); + } + }else if( bl->type==BL_MOB ) + mob_warp((struct mob_data *)bl,-1,-1,-1,3); + break; + + case AL_HOLYWATER: /* アクアベネディクタ */ + if(sd) { + int eflag; + struct item item_tmp; + clif_skill_nodamage(src,bl,skillid,skilllv,1); + memset(&item_tmp,0,sizeof(item_tmp)); + item_tmp.nameid = 523; + item_tmp.identify = 1; + if(battle_config.holywater_name_input) { + item_tmp.card[0] = 0xfe; + item_tmp.card[1] = 0; + *((unsigned long *)(&item_tmp.card[2]))=sd->char_id; /* キャラID */ + } + eflag = pc_additem(sd,&item_tmp,1); + if(eflag) { + clif_additem(sd,0,0,eflag); + map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); + } + } + break; + case TF_PICKSTONE: + if(sd) { + int eflag; + struct item item_tmp; + struct block_list tbl; + clif_skill_nodamage(src,bl,skillid,skilllv,1); + memset(&item_tmp,0,sizeof(item_tmp)); + memset(&tbl,0,sizeof(tbl)); // [MouseJstr] + item_tmp.nameid = 7049; + item_tmp.identify = 1; + tbl.id = 0; + clif_takeitem(&sd->bl,&tbl); + eflag = pc_additem(sd,&item_tmp,1); + if(eflag) { + clif_additem(sd,0,0,eflag); + map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); + } + } + break; + + case RG_STRIPWEAPON: /* ストリップウェポン */ + { + struct status_change *tsc_data = battle_get_sc_data(bl); + + if(tsc_data && tsc_data[SC_CP_WEAPON].timer != -1 ) + break; + strip_per = 5+2*skilllv+strip_fix/5; + strip_time = skill_get_time(skillid,skilllv)+strip_fix/2; + if(rand()%100 < strip_per){ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 ); + if(dstsd){ + for(i=0;i<MAX_INVENTORY;i++){ + if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0002){ + pc_unequipitem(dstsd,i,0); + break; + } + } + } + } + } + break; + + case RG_STRIPSHIELD: /* ストリップシールド */ + { + struct status_change *tsc_data = battle_get_sc_data(bl); + + if(tsc_data && tsc_data[SC_CP_SHIELD].timer != -1 ) + break; + strip_per = 5+2*skilllv+strip_fix/5; + strip_time = skill_get_time(skillid,skilllv)+strip_fix/2; + if(rand()%100 < strip_per){ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 ); + if(dstsd){ + for(i=0;i<MAX_INVENTORY;i++){ + if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0020){ + pc_unequipitem(dstsd,i,0); + break; + } + } + } + } + } + break; + + case RG_STRIPARMOR: /* ストリップアーマー */ + { + struct status_change *tsc_data = battle_get_sc_data(bl); + + if(tsc_data && tsc_data[SC_CP_ARMOR].timer != -1 ) + break; + strip_per = 5+2*skilllv+strip_fix/5; + strip_time = skill_get_time(skillid,skilllv)+strip_fix/2; + if(rand()%100 < strip_per){ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 ); + if(dstsd){ + for(i=0;i<MAX_INVENTORY;i++){ + if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0010){ + pc_unequipitem(dstsd,i,0); + break; + } + } + } + } + } + break; + case RG_STRIPHELM: /* ストリップヘルム */ + { + struct status_change *tsc_data = battle_get_sc_data(bl); + + if(tsc_data && tsc_data[SC_CP_HELM].timer != -1 ) + break; + strip_per = 5+2*skilllv+strip_fix/5; + strip_time = skill_get_time(skillid,skilllv)+strip_fix/2; + if(rand()%100 < strip_per){ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,strip_time,0 ); + if(dstsd){ + for(i=0;i<MAX_INVENTORY;i++){ + if(dstsd->status.inventory[i].equip && dstsd->status.inventory[i].equip & 0x0100){ + pc_unequipitem(dstsd,i,0); + break; + } + } + } + } + } + break; + /* PotionPitcher */ + case AM_POTIONPITCHER: /* ポーションピッチャー */ + { + struct block_list tbl; + int i,x,hp = 0,sp = 0; + if(sd) { + if(sd==dstsd) { // cancel use on oneself + map_freeblock_unlock(); + return 1; + } + x = skilllv%11 - 1; + i = pc_search_inventory(sd,skill_db[skillid].itemid[x]); + if(i < 0 || skill_db[skillid].itemid[x] <= 0) { + clif_skill_fail(sd,skillid,0,0); + map_freeblock_unlock(); + return 1; + } + if(sd->inventory_data[i] == NULL || sd->status.inventory[i].amount < skill_db[skillid].amount[x]) { + clif_skill_fail(sd,skillid,0,0); + map_freeblock_unlock(); + return 1; + } + sd->state.potionpitcher_flag = 1; + sd->potion_hp = sd->potion_sp = sd->potion_per_hp = sd->potion_per_sp = 0; + sd->skilltarget = bl->id; + run_script(sd->inventory_data[i]->use_script,0,sd->bl.id,0); + pc_delitem(sd,i,skill_db[skillid].amount[x],0); + sd->state.potionpitcher_flag = 0; + if(sd->potion_per_hp > 0 || sd->potion_per_sp > 0) { + hp = battle_get_max_hp(bl) * sd->potion_per_hp / 100; + hp = hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100; + if(dstsd) { + sp = dstsd->status.max_sp * sd->potion_per_sp / 100; + sp = sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER) + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100; + } + } + else { + if(sd->potion_hp > 0) { + hp = sd->potion_hp * (100 + pc_checkskill(sd,AM_POTIONPITCHER)*10 + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100; + hp = hp * (100 + (battle_get_vit(bl)<<1)) / 100; + if(dstsd) + hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; + } + if(sd->potion_sp > 0) { + sp = sd->potion_sp * (100 + pc_checkskill(sd,AM_POTIONPITCHER) + pc_checkskill(sd,AM_LEARNINGPOTION)*5)/100; + sp = sp * (100 + (battle_get_int(bl)<<1)) / 100; + if(dstsd) + sp = sp * (100 + pc_checkskill(dstsd,MG_SRECOVERY)*10) / 100; + } + } + } + else { + hp = (1 + rand()%400) * (100 + skilllv*10) / 100; + hp = hp * (100 + (battle_get_vit(bl)<<1)) / 100; + if(dstsd) + hp = hp * (100 + pc_checkskill(dstsd,SM_RECOVERY)*10) / 100; + } + tbl.id = 0; + tbl.m = src->m; + tbl.x = src->x; + tbl.y = src->y; + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if(hp > 0 || (hp <= 0 && sp <= 0)) + clif_skill_nodamage(&tbl,bl,AL_HEAL,hp,1); + if(sp > 0) + clif_skill_nodamage(&tbl,bl,MG_SRECOVERY,sp,1); + battle_heal(src,bl,hp,sp,0); + } + break; + case AM_CP_WEAPON: + { + struct status_change *tsc_data = battle_get_sc_data(bl); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if(tsc_data && tsc_data[SC_STRIPWEAPON].timer != -1) + skill_status_change_end(bl, SC_STRIPWEAPON, -1 ); + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + } + break; + case AM_CP_SHIELD: + { + struct status_change *tsc_data = battle_get_sc_data(bl); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if(tsc_data && tsc_data[SC_STRIPSHIELD].timer != -1) + skill_status_change_end(bl, SC_STRIPSHIELD, -1 ); + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + } + break; + case AM_CP_ARMOR: + { + struct status_change *tsc_data = battle_get_sc_data(bl); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if(tsc_data && tsc_data[SC_STRIPARMOR].timer != -1) + skill_status_change_end(bl, SC_STRIPARMOR, -1 ); + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + } + break; + case AM_CP_HELM: + { + struct status_change *tsc_data = battle_get_sc_data(bl); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if(tsc_data && tsc_data[SC_STRIPHELM].timer != -1) + skill_status_change_end(bl, SC_STRIPHELM, -1 ); + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + } + break; + case SA_DISPELL: /* ディスペル */ + { + int i; + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) + break; + for(i=0;i<136;i++){ + if(i==SC_RIDING || i== SC_FALCON || i==SC_HALLUCINATION || i==SC_WEIGHT50 + || i==SC_WEIGHT90 || i==SC_STRIPWEAPON || i==SC_STRIPSHIELD || i==SC_STRIPARMOR + || i==SC_STRIPHELM || i==SC_CP_WEAPON || i==SC_CP_SHIELD || i==SC_CP_ARMOR + || i==SC_CP_HELM || i==SC_COMBO) + continue; + skill_status_change_end(bl,i,-1); + } + } + break; + + case TF_BACKSLIDING: /* バックステップ */ + battle_stopwalking(src,1); + skill_blown(src,bl,skill_get_blewcount(skillid,skilllv)|0x10000); + if(src->type == BL_MOB) + clif_fixmobpos((struct mob_data *)src); + else if(src->type == BL_PET) + clif_fixpetpos((struct pet_data *)src); + else if(src->type == BL_PC) + clif_fixpos(src); + skill_addtimerskill(src,tick + 200,src->id,0,0,skillid,skilllv,0,flag); + break; + + case SA_CASTCANCEL: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_castcancel(src,1); + if(sd) { + int sp = skill_get_sp(sd->skillid_old,sd->skilllv_old); + sp = sp * (90 - (skilllv-1)*20) / 100; + if(sp < 0) sp = 0; + pc_heal(sd,0,-sp); + } + break; + case SA_SPELLBREAKER: // スペルブレイカー + { + struct status_change *sc_data = battle_get_sc_data(bl); + int sp; + if(sc_data && sc_data[SC_MAGICROD].timer != -1) { + if(dstsd) { + sp = skill_get_sp(skillid,skilllv); + sp = sp * sc_data[SC_MAGICROD].val2 / 100; + if(sp > 0x7fff) sp = 0x7fff; + else if(sp < 1) sp = 1; + if(dstsd->status.sp + sp > dstsd->status.max_sp) { + sp = dstsd->status.max_sp - dstsd->status.sp; + dstsd->status.sp = dstsd->status.max_sp; + } + else + dstsd->status.sp += sp; + clif_heal(dstsd->fd,SP_SP,sp); + } + clif_skill_nodamage(bl,bl,SA_MAGICROD,sc_data[SC_MAGICROD].val1,1); + if(sd) { + sp = sd->status.max_sp/5; + if(sp < 1) sp = 1; + pc_heal(sd,0,-sp); + } + } + else { + int bl_skillid=0,bl_skilllv=0; + if(bl->type == BL_PC) { + if(dstsd && dstsd->skilltimer != -1) { + bl_skillid = dstsd->skillid; + bl_skilllv = dstsd->skilllv; + } + } + else if(bl->type == BL_MOB) { + if(dstmd && dstmd->skilltimer != -1) { + bl_skillid = dstmd->skillid; + bl_skilllv = dstmd->skilllv; + } + } + if(bl_skillid > 0 && skill_db[bl_skillid].skill_type == BF_MAGIC) { + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_castcancel(bl,0); + sp = skill_get_sp(bl_skillid,bl_skilllv); + if(dstsd) + pc_heal(dstsd,0,-sp); + if(sd) { + sp = sp*(25*(skilllv-1))/100; + if(skilllv > 1 && sp < 1) sp = 1; + if(sp > 0x7fff) sp = 0x7fff; + else if(sp < 1) sp = 1; + if(sd->status.sp + sp > sd->status.max_sp) { + sp = sd->status.max_sp - sd->status.sp; + sd->status.sp = sd->status.max_sp; + } + else + sd->status.sp += sp; + clif_heal(sd->fd,SP_SP,sp); + } + } + else if(sd) + clif_skill_fail(sd,skillid,0,0); + } + } + break; + case SA_MAGICROD: + if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) + break; + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + break; + case SA_AUTOSPELL: /* オートスペル */ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if(sd) + clif_autospell(sd,skilllv); + else { + int maxlv=1,spellid=0; + static const int spellarray[3] = { MG_COLDBOLT,MG_FIREBOLT,MG_LIGHTNINGBOLT }; + if(skilllv >= 10) { + spellid = MG_FROSTDIVER; + maxlv = skilllv - 9; + } + else if(skilllv >=8) { + spellid = MG_FIREBALL; + maxlv = skilllv - 7; + } + else if(skilllv >=5) { + spellid = MG_SOULSTRIKE; + maxlv = skilllv - 4; + } + else if(skilllv >=2) { + int i = rand()%3; + spellid = spellarray[i]; + maxlv = skilllv - 1; + } + else if(skilllv > 0) { + spellid = MG_NAPALMBEAT; + maxlv = 3; + } + if(spellid > 0) + skill_status_change_start(src,SC_AUTOSPELL,skilllv,spellid,maxlv,0, + skill_get_time(SA_AUTOSPELL,skilllv),0); + } + break; + + /* ランダム属性変化、水属性変化、地、火、風 */ + case NPC_ATTRICHANGE: + case NPC_CHANGEWATER: + case NPC_CHANGEGROUND: + case NPC_CHANGEFIRE: + case NPC_CHANGEWIND: + /* 毒、聖、念、闇 */ + case NPC_CHANGEPOISON: + case NPC_CHANGEHOLY: + case NPC_CHANGEDARKNESS: + case NPC_CHANGETELEKINESIS: + if(md){ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + md->def_ele=skill_get_pl(skillid); + if(md->def_ele==0) /* ランダム変化、ただし、*/ + md->def_ele=rand()%10; /* 不死属性は除く */ + md->def_ele+=(1+rand()%4)*20; /* 属性レベルはランダム */ + } + break; + + case NPC_PROVOCATION: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if(md) + clif_pet_performance(src,mob_db[md->class].skill[md->skillidx].val[0]); + break; + + case NPC_HALLUCINATION: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) + break; + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + break; + + case NPC_KEEPING: + case NPC_BARRIER: + { + int skill_time = skill_get_time(skillid,skilllv); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_time,0 ); + mob_changestate((struct mob_data *)src,MS_DELAY,skill_time); + } + break; + + case NPC_DARKBLESSING: + { + int sc_def = 100 - battle_get_mdef(bl); + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) + break; + if(battle_get_elem_type(bl) == 7 || battle_get_race(bl) == 6) + break; + if(rand()%100 < sc_def*(50+skilllv*5)/100) { + if(dstsd) { + int hp = battle_get_hp(bl)-1; + pc_heal(dstsd,-hp,0); + } + else if(dstmd) + dstmd->hp = 1; + } + } + break; + + case NPC_SELFDESTRUCTION: /* 自爆 */ + case NPC_SELFDESTRUCTION2: /* 自爆2 */ + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,0,0,skill_get_time(skillid,skilllv),0); + break; + case NPC_LICK: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_weapon_damage ) + break; + if(dstsd) + pc_heal(dstsd,0,-100); + if(rand()%100 < (skilllv*5)*sc_def_vit/100) + skill_status_change_start(bl,SC_STAN,skilllv,0,0,0,skill_get_time2(skillid,skilllv),0); + break; + + case NPC_SUICIDE: /* 自決 */ + if(src && bl && md){ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + mob_damage(NULL,md,md->hp,0); + } + break; + + case NPC_SUMMONSLAVE: /* 手下召喚 */ + case NPC_SUMMONMONSTER: /* MOB召喚 */ + if(md && !md->master_id){ + mob_summonslave(md,mob_db[md->class].skill[md->skillidx].val,skilllv,(skillid==NPC_SUMMONSLAVE)?1:0); + } + break; + + case NPC_TRANSFORMATION: + case NPC_METAMORPHOSIS: + if(md) + mob_class_change(md,mob_db[md->class].skill[md->skillidx].val); + break; + + case NPC_EMOTION: /* エモーション */ + if(md) + clif_emotion(&md->bl,mob_db[md->class].skill[md->skillidx].val[0]); + break; + + case NPC_DEFENDER: + clif_skill_nodamage(src,bl,skillid,skilllv,1); + break; + + case WE_MALE: /* 君だけは護るよ */ + if(sd && dstsd){ + int hp_rate=(skilllv <= 0)? 0:skill_db[skillid].hp_rate[skilllv-1]; + int gain_hp=sd->status.max_hp*abs(hp_rate)/100;// 15% + clif_skill_nodamage(src,bl,skillid,gain_hp,1); + battle_heal(NULL,bl,gain_hp,0,0); + } + break; + case WE_FEMALE: /* あなたの為に犠牲になります */ + if(sd && dstsd){ + int sp_rate=(skilllv <= 0)? 0:skill_db[skillid].sp_rate[skilllv-1]; + int gain_sp=sd->status.max_sp*abs(sp_rate)/100;// 15% + clif_skill_nodamage(src,bl,skillid,gain_sp,1); + battle_heal(NULL,bl,0,gain_sp,0); + } + break; + + case WE_CALLPARTNER: /* あなたに会いたい */ + if(sd && dstsd){ + if(map[sd->bl.m].flag.nomemo){ + clif_skill_teleportmessage(sd,1); + return 0; + } + if((dstsd = pc_get_partner(sd)) == NULL){ + clif_skill_fail(sd,skillid,0,0); + return 0; + } + skill_unitsetting(src,skillid,skilllv,sd->bl.x,sd->bl.y,0); + } + break; + + case PF_HPCONVERSION: /* ライフ置き換え */ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if(sd){ + int conv_hp=0,conv_sp=0; + conv_hp=sd->status.hp/10; //基本はHPの10% + sd->status.hp -= conv_hp; //HPを減らす + conv_sp=conv_hp*20*skilllv/100; + conv_sp=(sd->status.sp+conv_sp>sd->status.max_sp)?sd->status.max_sp-sd->status.sp:conv_sp; + sd->status.sp += conv_sp; //SPを増やす + pc_heal(sd,-conv_hp,conv_sp); + clif_heal(sd->fd,SP_SP,conv_sp); + } + break; + case HT_REMOVETRAP: /* リムーブトラップ */ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + { + struct skill_unit *su=NULL; + struct item item_tmp; + int flag; + if((bl->type==BL_SKILL) && + (su=(struct skill_unit *)bl) && + (su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) && + (su->group->unit_id >= 0x8f && su->group->unit_id <= 0x99) && + (su->group->unit_id != 0x92)){ //罠を取り返す + if(sd){ + if(battle_config.skill_removetrap_type == 1){ + for(i=0;i<10;i++) { + if(skill_db[su->group->skill_id].itemid[i] > 0){ + memset(&item_tmp,0,sizeof(item_tmp)); + item_tmp.nameid = skill_db[su->group->skill_id].itemid[i]; + item_tmp.identify = 1; + if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,skill_db[su->group->skill_id].amount[i]))){ + clif_additem(sd,0,0,flag); + map_addflooritem(&item_tmp,skill_db[su->group->skill_id].amount[i],sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); + } + } + } + }else{ + memset(&item_tmp,0,sizeof(item_tmp)); + item_tmp.nameid = 1065; + item_tmp.identify = 1; + if(item_tmp.nameid && (flag=pc_additem(sd,&item_tmp,1))){ + clif_additem(sd,0,0,flag); + map_addflooritem(&item_tmp,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); + } + } + + } + if(su->group->unit_id == 0x91 && su->group->val2){ + struct block_list *target=map_id2bl(su->group->val2); + if(target && (target->type == BL_PC || target->type == BL_MOB)) + skill_status_change_end(target,SC_ANKLE,-1); + } + skill_delunit(su); + } + } + break; + case HT_SPRINGTRAP: /* スプリングトラップ */ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + { + struct skill_unit *su=NULL; + if((bl->type==BL_SKILL) && (su=(struct skill_unit *)bl) && (su->group) ){ + switch(su->group->unit_id){ + case 0x8f: /* ブラストマイン */ + case 0x90: /* スキッドトラップ */ + case 0x93: /* ランドマイン */ + case 0x94: /* ショックウェーブトラップ */ + case 0x95: /* サンドマン */ + case 0x96: /* フラッシャー */ + case 0x97: /* フリージングトラップ */ + case 0x98: /* クレイモアートラップ */ + case 0x99: /* トーキーボックス */ + su->group->unit_id = 0x8c; + clif_changelook(bl,LOOK_BASE,su->group->unit_id); + su->group->limit=DIFF_TICK(tick+1500,su->group->tick); + su->limit=DIFF_TICK(tick+1500,su->group->tick); + } + } + } + break; + case BD_ENCORE: /* アンコール */ + clif_skill_nodamage(src,bl,skillid,skilllv,1); + if(sd) + skill_use_id(sd,src->id,sd->skillid_dance,sd->skilllv_dance); + break; + case AS_SPLASHER: /* ベナムスプラッシャー */ + if((double)battle_get_max_hp(bl)*2/3 < battle_get_hp(bl)) //HPが2/3以上残っていたら失敗 + return 1; + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,skillid,src->id,0,skill_get_time(skillid,skilllv),0 ); + break; + case PF_MINDBREAKER: /* プロボック */ + { + struct status_change *sc_data = battle_get_sc_data(bl); + + /* MVPmobと不死には効かない */ + if((bl->type==BL_MOB && battle_get_mode(bl)&0x20) || battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) //不死には効かない + { + map_freeblock_unlock(); + return 1; + } + + clif_skill_nodamage(src,bl,skillid,skilllv,1); + skill_status_change_start(bl,SkillStatusChangeTable[skillid],skilllv,0,0,0,skill_get_time(skillid,skilllv),0 ); + + if(dstmd && dstmd->skilltimer!=-1 && dstmd->state.skillcastcancel) // 詠唱妨害 + skill_castcancel(bl,0); + if(dstsd && dstsd->skilltimer!=-1 && (!dstsd->special_state.no_castcancel || map[bl->m].flag.gvg) + && dstsd->state.skillcastcancel && !dstsd->special_state.no_castcancel2) + skill_castcancel(bl,0); + + if(sc_data){ + if(sc_data[SC_FREEZE].timer!=-1) + skill_status_change_end(bl,SC_FREEZE,-1); + if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2==0) + skill_status_change_end(bl,SC_STONE,-1); + if(sc_data[SC_SLEEP].timer!=-1) + skill_status_change_end(bl,SC_SLEEP,-1); + } + + if(bl->type==BL_MOB) { + int range = skill_get_range(skillid,skilllv); + if(range < 0) + range = battle_get_range(src) - (range + 1); + mob_target((struct mob_data *)bl,src,range); + } + } + break; + + + + + + + case RG_CLEANER: //AppleGirl + clif_skill_nodamage(src,bl,skillid,skilllv,1); + { + struct skill_unit *su=NULL; + if((bl->type==BL_SKILL) && + (su=(struct skill_unit *)bl) && + (su->group->src_id == src->id || map[bl->m].flag.pvp || map[bl->m].flag.gvg) && + (su->group->unit_id == 0xb0)){ //罠を取り返す + if(sd) + skill_delunit(su); + } + } + break; + default: + printf("Unknown skill used:%d\n",skillid); + map_freeblock_unlock(); + return 1; + } + + map_freeblock_unlock(); + return 0; +} + +/*========================================== + * スキル使用(詠唱完了、ID指定) + *------------------------------------------ + */ +int skill_castend_id( int tid, unsigned int tick, int id,int data ) +{ + struct map_session_data* sd = map_id2sd(id)/*,*target_sd=NULL*/; + struct block_list *bl; + int range,inf2; + + nullpo_retr(0, sd); + + if( sd->bl.prev == NULL ) //prevが無いのはありなの? + return 0; + + if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid ) /* タイマIDの確認 */ + return 0; + if(sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0) { + sd->speed = sd->prev_speed; + clif_updatestatus(sd,SP_SPEED); + } + if(sd->skillid != SA_CASTCANCEL) + sd->skilltimer=-1; + + if((bl=map_id2bl(sd->skilltarget))==NULL || bl->prev==NULL) { + sd->canact_tick = tick; + sd->canmove_tick = tick; + sd->skillitem = sd->skillitemlv = -1; + return 0; + } + if(sd->bl.m != bl->m || pc_isdead(sd)) { //マップが違うか自分が死んでいる + sd->canact_tick = tick; + sd->canmove_tick = tick; + sd->skillitem = sd->skillitemlv = -1; + return 0; + } + + if(sd->skillid == PR_LEXAETERNA) { + struct status_change *sc_data = battle_get_sc_data(bl); + if(sc_data && (sc_data[SC_FREEZE].timer != -1 || (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0))) { + clif_skill_fail(sd,sd->skillid,0,0); + sd->canact_tick = tick; + sd->canmove_tick = tick; + sd->skillitem = sd->skillitemlv = -1; + return 0; + } + } + else if(sd->skillid == RG_BACKSTAP) { + int dir = map_calc_dir(&sd->bl,bl->x,bl->y),t_dir = battle_get_dir(bl); + int dist = distance(sd->bl.x,sd->bl.y,bl->x,bl->y); + if(bl->type != BL_SKILL && (dist == 0 || map_check_dir(dir,t_dir))) { + clif_skill_fail(sd,sd->skillid,0,0); + sd->canact_tick = tick; + sd->canmove_tick = tick; + sd->skillitem = sd->skillitemlv = -1; + return 0; + } + } + + inf2 = skill_get_inf2(sd->skillid); + if( ( (skill_get_inf(sd->skillid)&1) || inf2&4 ) && // 彼我敵対関係チェック + battle_check_target(&sd->bl,bl, BCT_ENEMY)<=0 ) { + sd->canact_tick = tick; + sd->canmove_tick = tick; + sd->skillitem = sd->skillitemlv = -1; + return 0; + } + if(inf2 & 0xC00 && sd->bl.id != bl->id) { + int fail_flag = 1; + if(inf2 & 0x400 && battle_check_target(&sd->bl,bl, BCT_PARTY) > 0) + fail_flag = 0; + if(inf2 & 0x800 && sd->status.guild_id > 0 && sd->status.guild_id == battle_get_guild_id(bl)) + fail_flag = 0; + if(fail_flag) { + clif_skill_fail(sd,sd->skillid,0,0); + sd->canact_tick = tick; + sd->canmove_tick = tick; + sd->skillitem = sd->skillitemlv = -1; + return 0; + } + } + + range = skill_get_range(sd->skillid,sd->skilllv); + if(range < 0) + range = battle_get_range(&sd->bl) - (range + 1); + range += battle_config.pc_skill_add_range; + if((sd->skillid == MO_EXTREMITYFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) || + (sd->skillid == CH_TIGERFIST && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) || + (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH) || + (sd->skillid == CH_CHAINCRUSH && sd->sc_data[SC_COMBO].timer != -1 && sd->sc_data[SC_COMBO].val1 == CH_TIGERFIST)) + range += skill_get_blewcount(MO_COMBOFINISH,sd->sc_data[SC_COMBO].val2); + if(battle_config.skill_out_range_consume) { // changed to allow casting when target walks out of range [Valaris] + if(range < distance(sd->bl.x,sd->bl.y,bl->x,bl->y)) { + clif_skill_fail(sd,sd->skillid,0,0); + sd->canact_tick = tick; + sd->canmove_tick = tick; + sd->skillitem = sd->skillitemlv = -1; + return 0; + } + } + if(!skill_check_condition(sd,1)) { /* 使用条件チェック */ + sd->canact_tick = tick; + sd->canmove_tick = tick; + sd->skillitem = sd->skillitemlv = -1; + return 0; + } + sd->skillitem = sd->skillitemlv = -1; + if(battle_config.skill_out_range_consume) { + if(range < distance(sd->bl.x,sd->bl.y,bl->x,bl->y)) { + clif_skill_fail(sd,sd->skillid,0,0); + sd->canact_tick = tick; + sd->canmove_tick = tick; + return 0; + } + } + + if(battle_config.pc_skill_log) + printf("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid); + pc_stop_walking(sd,0); + + switch( skill_get_nk(sd->skillid) ) + { + /* 攻撃系/吹き飛ばし系 */ + case 0: case 2: + skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0); + break; + case 1:/* 支援系 */ + if( (sd->skillid==AL_HEAL || (sd->skillid==ALL_RESURRECTION && bl->type != BL_PC) || sd->skillid==PR_ASPERSIO) && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) + skill_castend_damage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0); + else + skill_castend_nodamage_id(&sd->bl,bl,sd->skillid,sd->skilllv,tick,0); + break; + } + + return 0; +} + +/*========================================== + * スキル使用(詠唱完了、場所指定の実際の処理) + *------------------------------------------ + */ +int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag) +{ + struct map_session_data *sd=NULL; + int i,tmpx = 0,tmpy = 0, x1 = 0, y1 = 0; + + nullpo_retr(0, src); + + if(src->type==BL_PC){ + nullpo_retr(0, sd=(struct map_session_data *)src); + } + if( skillid != WZ_METEOR && + skillid != WZ_SIGHTRASHER && + skillid != AM_CANNIBALIZE && + skillid != AM_SPHEREMINE) + clif_skill_poseffect(src,skillid,skilllv,x,y,tick); + + if (skillnotok(skillid, sd)) // [MouseJstr] + return 0; + + switch(skillid) + { + case PR_BENEDICTIO: /* 聖体降福 */ + skill_area_temp[1]=src->id; + map_foreachinarea(skill_area_sub, + src->m,x-1,y-1,x+1,y+1,0, + src,skillid,skilllv,tick, flag|BCT_NOENEMY|1, + skill_castend_nodamage_id); + map_foreachinarea(skill_area_sub, + src->m,x-1,y-1,x+1,y+1,0, + src,skillid,skilllv,tick, flag|BCT_ENEMY|1, + skill_castend_damage_id); + break; + + case BS_HAMMERFALL: /* ハンマーフォール */ + skill_area_temp[1]=src->id; + skill_area_temp[2]=x; + skill_area_temp[3]=y; + map_foreachinarea(skill_area_sub, + src->m,x-2,y-2,x+2,y+2,0, + src,skillid,skilllv,tick, flag|BCT_ENEMY|2, + skill_castend_nodamage_id); + break; + + case HT_DETECTING: /* ディテクティング */ + { + const int range=7; + map_foreachinarea( skill_status_change_timer_sub, + src->m, src->x-range, src->y-range, src->x+range,src->y+range,0, + src,SC_SIGHT,tick); + } + break; + + case MG_SAFETYWALL: /* セイフティウォール */ + case MG_FIREWALL: /* ファイヤーウォール */ + case MG_THUNDERSTORM: /* サンダーストーム */ + case AL_PNEUMA: /* ニューマ */ + case WZ_ICEWALL: /* アイスウォール */ + case WZ_FIREPILLAR: /* ファイアピラー */ + case WZ_SIGHTRASHER: + case WZ_QUAGMIRE: /* クァグマイア */ + case WZ_VERMILION: /* ロードオブヴァーミリオン */ + case WZ_FROSTNOVA: /* フロストノヴァ */ + case WZ_STORMGUST: /* ストームガスト */ + case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */ + case PR_SANCTUARY: /* サンクチュアリ */ + case PR_MAGNUS: /* マグヌスエクソシズム */ + case CR_GRANDCROSS: /* グランドクロス */ + case HT_SKIDTRAP: /* スキッドトラップ */ + case HT_LANDMINE: /* ランドマイン */ + case HT_ANKLESNARE: /* アンクルスネア */ + case HT_SHOCKWAVE: /* ショックウェーブトラップ */ + case HT_SANDMAN: /* サンドマン */ + case HT_FLASHER: /* フラッシャー */ + case HT_FREEZINGTRAP: /* フリージングトラップ */ + case HT_BLASTMINE: /* ブラストマイン */ + case HT_CLAYMORETRAP: /* クレイモアートラップ */ + case AS_VENOMDUST: /* ベノムダスト */ + case AM_DEMONSTRATION: /* デモンストレーション */ + case PF_SPIDERWEB: /* スパイダーウェッブ */ + case PF_FOGWALL: /* フォグウォール */ + case HT_TALKIEBOX: /* トーキーボックス */ + skill_unitsetting(src,skillid,skilllv,x,y,0); + break; + + case RG_GRAFFITI: /* Graffiti [Valaris] */ + skill_clear_unitgroup(src); + skill_unitsetting(src,skillid,skilllv,x,y,0); + break; + + case SA_VOLCANO: /* ボルケーノ */ + case SA_DELUGE: /* デリュージ */ + case SA_VIOLENTGALE: /* バイオレントゲイル */ + case SA_LANDPROTECTOR: /* ランドプロテクター */ + skill_clear_element_field(src);//既に自分が発動している属性場をクリア + skill_unitsetting(src,skillid,skilllv,x,y,0); + break; + + case WZ_METEOR: //メテオストーム + { + int flag=0; + for(i=0;i<2+(skilllv>>1);i++) { + int j=0, c; + do { + tmpx = x + (rand()%7 - 3); + tmpy = y + (rand()%7 - 3); + if(tmpx < 0) + tmpx = 0; + else if(tmpx >= map[src->m].xs) + tmpx = map[src->m].xs - 1; + if(tmpy < 0) + tmpy = 0; + else if(tmpy >= map[src->m].ys) + tmpy = map[src->m].ys - 1; + j++; + } while(((c=map_getcell(src->m,tmpx,tmpy))==1 || c==5) && j<100); + if(j >= 100) + continue; + if(flag==0){ + clif_skill_poseffect(src,skillid,skilllv,tmpx,tmpy,tick); + flag=1; + } + if(i > 0) + skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,(x1<<16)|y1,flag); + x1 = tmpx; + y1 = tmpy; + } + skill_addtimerskill(src,tick+i*1000,0,tmpx,tmpy,skillid,skilllv,-1,flag); + } + break; + + case AL_WARP: /* ワープポータル */ + if(sd) { + if(map[sd->bl.m].flag.noteleport) /* テレポ禁止 */ + break; + clif_skill_warppoint(sd,sd->skillid,sd->status.save_point.map, + (sd->skilllv>1)?sd->status.memo_point[0].map:"", + (sd->skilllv>2)?sd->status.memo_point[1].map:"", + (sd->skilllv>3)?sd->status.memo_point[2].map:""); + } + break; + case MO_BODYRELOCATION: + if(sd){ + pc_movepos(sd,x,y); + }else if( src->type==BL_MOB ) + mob_warp((struct mob_data *)src,-1,x,y,0); + break; + case AM_CANNIBALIZE: // バイオプラント + if(sd){ + int mx,my,id=0; + struct mob_data *md; + + mx = x;// + (rand()%10 - 5); + my = y;// + (rand()%10 - 5); + id=mob_once_spawn(sd,"this",mx,my,"--ja--",1118,1,""); + if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){ + md->master_id=sd->bl.id; + md->hp=2210+skilllv*200; + md->state.special_mob_ai=1; + md->deletetimer=add_timer(gettick()+skill_get_time(skillid,skilllv),mob_timer_delete,id,0); + } + clif_skill_poseffect(src,skillid,skilllv,x,y,tick); + } + break; + case AM_SPHEREMINE: // スフィアーマイン + if(sd){ + int mx,my,id=0; + struct mob_data *md; + + mx = x;// + (rand()%10 - 5); + my = y;// + (rand()%10 - 5); + id=mob_once_spawn(sd,"this",mx,my,"--ja--",1142,1,""); + if( (md=(struct mob_data *)map_id2bl(id)) !=NULL ){ + md->master_id=sd->bl.id; + md->hp=1000+skilllv*200; + md->state.special_mob_ai=2; + md->deletetimer=add_timer(gettick()+skill_get_time(skillid,skilllv),mob_timer_delete,id,0); + } + clif_skill_poseffect(src,skillid,skilllv,x,y,tick); + } + break; + } + + return 0; +} + +/*========================================== + * スキル使用(詠唱完了、map指定) + *------------------------------------------ + */ +int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map) +{ + int x=0,y=0; + + nullpo_retr(0, sd); + if( sd->bl.prev == NULL || pc_isdead(sd) ) + return 0; + + if( sd->opt1>0 || sd->status.option&2 ) + return 0; + //スキルが使えない状態異常中 + if(sd->sc_data){ + if( sd->sc_data[SC_DIVINA].timer!=-1 || + sd->sc_data[SC_ROKISWEIL].timer!=-1 || + sd->sc_data[SC_AUTOCOUNTER].timer != -1 || + sd->sc_data[SC_STEELBODY].timer != -1 || + sd->sc_data[SC_DANCING].timer!=-1 || + sd->sc_data[SC_BERSERK].timer != -1 ) + return 0; + } + + if( skill_num != sd->skillid) /* 不正パケットらしい */ + return 0; + + pc_stopattack(sd); + + if(battle_config.pc_skill_log) + printf("PC %d skill castend skill =%d map=%s\n",sd->bl.id,skill_num,map); + pc_stop_walking(sd,0); + + if(strcmp(map,"cancel")==0) + return 0; + + switch(skill_num){ + case AL_TELEPORT: /* テレポート */ + if(strcmp(map,"Random")==0) + pc_randomwarp(sd,3); + else + pc_setpos(sd,sd->status.save_point.map, + sd->status.save_point.x,sd->status.save_point.y,3); + break; + + case AL_WARP: /* ワープポータル */ + { + const struct point *p[]={ + &sd->status.save_point,&sd->status.memo_point[0], + &sd->status.memo_point[1],&sd->status.memo_point[2], + }; + struct skill_unit_group *group; + int i; + int maxcount=0; + + if((maxcount = skill_get_maxcount(sd->skillid)) > 0) { + int c; + for(i=c=0;i<MAX_SKILLUNITGROUP;i++) { + if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid) + c++; + } + if(c >= maxcount) { + clif_skill_fail(sd,sd->skillid,0,0); + sd->canact_tick = gettick(); + sd->canmove_tick = gettick(); + sd->skillitem = sd->skillitemlv = -1; + return 0; + } + } + + for(i=0;i<sd->skilllv;i++){ + if(strcmp(map,p[i]->map)==0){ + x=p[i]->x; + y=p[i]->y; + break; + } + } + if(x==0 || y==0) /* 不正パケット? */ + return 0; + + if(!skill_check_condition(sd,3)) + return 0; + if((group=skill_unitsetting(&sd->bl,sd->skillid,sd->skilllv,sd->skillx,sd->skilly,0))==NULL) + return 0; + group->valstr=(char *)aCalloc(24,sizeof(char)); + memcpy(group->valstr,map,24); + group->val2=(x<<16)|y; + } + break; + } + + return 0; +} + +/*========================================== + * スキルユニット設定処理 + *------------------------------------------ + */ +struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,int skilllv,int x,int y,int flag) +{ + struct skill_unit_group *group; + int i,count=1,limit=10000,val1=0,val2=0; + int target=BCT_ENEMY,interval=1000,range=0; + int dir=0,aoe_diameter=0; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills + + nullpo_retr(0, src); + + switch(skillid){ /* 設定 */ + + case MG_SAFETYWALL: /* セイフティウォール */ + limit=skill_get_time(skillid,skilllv); + val2=skilllv+1; + interval = -1; + target=(battle_config.defnotenemy)?BCT_NOENEMY:BCT_ALL; + break; + + case MG_FIREWALL: /* ファイヤーウォール */ + if(src->x == x && src->y == y) + dir = 2; + else + dir=map_calc_dir(src,x,y); + if(dir&1) count=5; + else count=3; + limit=skill_get_time(skillid,skilllv); + val2=4+skilllv; + interval=1; + break; + + case AL_PNEUMA: /* ニューマ */ + limit=skill_get_time(skillid,skilllv); + interval = -1; + target=(battle_config.defnotenemy)?BCT_NOENEMY:BCT_ALL; + count = 9; + break; + + case AL_WARP: /* ワープポータル */ + target=BCT_ALL; + val1=skilllv+6; + if(flag==0) + limit=2000; + else + limit=skill_get_time(skillid,skilllv); + break; + + case PR_SANCTUARY: /* サンクチュアリ */ + count=21; + limit=skill_get_time(skillid,skilllv); + val1=skilllv+3; + val2=(skilllv>6)?777:skilllv*100; + target=BCT_ALL; + range=1; + break; + + case PR_MAGNUS: /* マグヌスエクソシズム */ + count=33; + limit=skill_get_time(skillid,skilllv); + interval=3000; + break; + + case WZ_FIREPILLAR: /* ファイアーピラー */ + if(flag==0) + limit=skill_get_time(skillid,skilllv); + else + limit=1000; + interval=2000; + val1=skilllv+2; + range=1; + break; + + case MG_THUNDERSTORM: /* サンダーストーム */ + limit=500; + range=1; + break; + + case WZ_FROSTNOVA: /* フロストノヴァ */ + limit=500; + range=5; + break; + case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */ + limit=500; + range=2; + break; + + case WZ_METEOR: /* メテオストーム */ + limit=500; + range=3; + break; + + case WZ_SIGHTRASHER: + limit=500; + count=41; + break; + + case WZ_VERMILION: /* ロードオブヴァーミリオン */ + limit=4100; + interval=1000; + range=6; + break; + + case WZ_ICEWALL: /* アイスウォール */ + limit=skill_get_time(skillid,skilllv); + count=5; + break; + + case WZ_STORMGUST: /* ストームガスト */ + limit=4600; + interval=450; + range=5; + break; + + case WZ_QUAGMIRE: /* クァグマイア */ + limit=skill_get_time(skillid,skilllv); + interval=200; + count=25; + break; + + case HT_SKIDTRAP: /* スキッドトラップ */ + case HT_LANDMINE: /* ランドマイン */ + case HT_ANKLESNARE: /* アンクルスネア */ + case HT_SANDMAN: /* サンドマン */ + case PF_SPIDERWEB: /* スパイダーウェッブ */ + case HT_FLASHER: /* フラッシャー */ + case HT_FREEZINGTRAP: /* フリージングトラップ */ + case HT_BLASTMINE: /* ブラストマイン */ + case HT_CLAYMORETRAP: /* クレイモアートラップ */ + limit=skill_get_time(skillid,skilllv); + range=1; + break; + + case HT_TALKIEBOX: /* トーキーボックス */ + limit=skill_get_time(skillid,skilllv); + range=1; + target=BCT_ALL; + break; + + case HT_SHOCKWAVE: /* ショックウェーブトラップ */ + limit=skill_get_time(skillid,skilllv); + range=1; + val1=skilllv*15+10; + break; + + case AS_VENOMDUST: /* ベノムダスト */ + limit=skill_get_time(skillid,skilllv); + interval=1000; + count=5; + break; + + case CR_GRANDCROSS: /* グランドクロス */ + count=29; + limit=1000; + interval=300; + break; + + case SA_VOLCANO: /* ボルケーノ */ + case SA_DELUGE: /* デリュージ */ + case SA_VIOLENTGALE: /* バイオレントゲイル */ + limit=skill_get_time(skillid,skilllv); + count=skilllv<=2?25:(skilllv<=4?49:81); + target=BCT_ALL; + break; + + case SA_LANDPROTECTOR: /* グランドクロス */ + limit=skill_get_time(skillid,skilllv); // changed to get duration from cast_db (moonsoul) + val1=skilllv*15+10; + aoe_diameter=skilllv+skilllv%2+5; + target=BCT_ALL; + count=aoe_diameter*aoe_diameter; // -- this will not function if changed to ^2 (moonsoul) + break; + + case BD_LULLABY: /* 子守唄 */ + case BD_ETERNALCHAOS: /* エターナルカオス */ + case BD_ROKISWEIL: /* ロキの叫び */ + count=81; + limit=skill_get_time(skillid,skilllv); + range=5; + target=BCT_ALL; + break; + case BD_RICHMANKIM: + case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */ + case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */ + case BD_INTOABYSS: /* 深淵の中に */ + case BD_SIEGFRIED: /* 不死身のジークフリード */ + count=81; + limit=skill_get_time(skillid,skilllv); + range=5; + target=BCT_PARTY; + break; + + case BA_WHISTLE: /* 口笛 */ + count=49; + limit=skill_get_time(skillid,skilllv); + range=5; + target=BCT_NOENEMY; + if(src->type == BL_PC) + val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1; + val2 = ((battle_get_agi(src)/10)&0xffff)<<16; + val2 |= (battle_get_luk(src)/10)&0xffff; + break; + case DC_HUMMING: /* ハミング */ + count=49; + limit=skill_get_time(skillid,skilllv); + range=5; + target=BCT_NOENEMY; + if(src->type == BL_PC) + val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1; + val2 = battle_get_dex(src)/10; + break; + + case BA_DISSONANCE: /* 不協和音 */ + case DC_UGLYDANCE: /* 自分勝手なダンス */ + count=49; + limit=skill_get_time(skillid,skilllv); + range=5; + target=BCT_ENEMY; + break; + + case DC_DONTFORGETME: /* 私を忘れないで… */ + count=49; + limit=skill_get_time(skillid,skilllv); + range=5; + target=BCT_ENEMY; + if(src->type == BL_PC) + val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1; + val2 = ((battle_get_str(src)/20)&0xffff)<<16; + val2 |= (battle_get_agi(src)/10)&0xffff; + break; + case BA_POEMBRAGI: /* ブラギの詩 */ + count=49; + limit=skill_get_time(skillid,skilllv); + range=5; + target=BCT_NOENEMY; + if(src->type == BL_PC) + val1 = pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON); + val2 = ((battle_get_dex(src)/10)&0xffff)<<16; + val2 |= (battle_get_int(src)/5)&0xffff; + break; + case BA_APPLEIDUN: /* イドゥンの林檎 */ + count=49; + limit=skill_get_time(skillid,skilllv); + range=5; + target=BCT_NOENEMY; + if(src->type == BL_PC) + val1 = ((pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON))&0xffff)<<16; + else + val1 = 0; + val1 |= (battle_get_vit(src))&0xffff; + val2 = 0;//回復用タイムカウンタ(6秒毎に1増加) + break; + case DC_SERVICEFORYOU: /* サービスフォーユー */ + count=49; + limit=skill_get_time(skillid,skilllv); + range=5; + target=BCT_PARTY; + if(src->type == BL_PC) + val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1; + val2 = battle_get_int(src)/10; + break; + case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */ + count=49; + limit=skill_get_time(skillid,skilllv); + range=5; + target=BCT_NOENEMY; + if(src->type == BL_PC) + val1 = (pc_checkskill((struct map_session_data *)src,BA_MUSICALLESSON)+1)>>1; + val2 = battle_get_agi(src)/20; + break; + case DC_FORTUNEKISS: /* 幸運のキス */ + count=49; + limit=skill_get_time(skillid,skilllv); + range=5; + target=BCT_NOENEMY; + if(src->type == BL_PC) + val1 = (pc_checkskill((struct map_session_data *)src,DC_DANCINGLESSON)+1)>>1; + val2 = battle_get_luk(src)/10; + break; + case AM_DEMONSTRATION: /* デモンストレーション */ + limit=skill_get_time(skillid,skilllv); + interval=1000; + range=1; + target=BCT_ENEMY; + break; + case WE_CALLPARTNER: /* あなたに逢いたい */ + limit=skill_get_time(skillid,skilllv); + range=-1; + break; + + case HP_BASILICA: /* バジリカ */ + limit=skill_get_time(skillid,skilllv); + target=BCT_ALL; + range=3; + //Fix to prevent the priest from walking while Basilica is up. + battle_stopwalking(src,1); + skill_status_change_start(src,SC_ANKLE,skilllv,0,0,0,limit,0); + break; + case PA_GOSPEL: /* ゴスペル */ + count=49; + target=BCT_PARTY; + limit=skill_get_time(skillid,skilllv); + break; + case PF_FOGWALL: /* フォグウォール */ + count=15; + limit=skill_get_time(skillid,skilllv); + break; + case RG_GRAFFITI: /* Graffiti */ + count=1; // Leave this at 1 [Valaris] + limit=600000; // Time length [Valaris] + break; + }; + + nullpo_retr(NULL, group=skill_initunitgroup(src,count,skillid,skilllv,skill_get_unit_id(skillid,flag&1))); + group->limit=limit; + group->val1=val1; + group->val2=val2; + group->target_flag=target; + group->interval=interval; + group->range=range; + if(skillid==HT_TALKIEBOX || + skillid==RG_GRAFFITI){ + group->valstr=calloc(80, 1); + if(group->valstr==NULL){ + printf("skill_castend_map: out of memory !\n"); + exit(1); + } + memcpy(group->valstr,talkie_mes,80); + } + for(i=0;i<count;i++){ + struct skill_unit *unit; + int ux=x,uy=y,val1=skilllv,val2=0,limit=group->limit,alive=1; + int range=group->range; + switch(skillid){ /* 設定 */ + case AL_PNEUMA: /* ニューマ */ + { + static const int dx[9]={-1, 0, 1,-1, 0, 1,-1, 0, 1}; + static const int dy[9]={-1,-1,-1, 0, 0, 0, 1, 1, 1}; + ux+=dx[i]; + uy+=dy[i]; + } + break; + case MG_FIREWALL: /* ファイヤーウォール */ + { + if(dir&1){ /* 斜め配置 */ + static const int dx[][5]={ + { 1,1,0,0,-1 }, { -1,-1,0,0,1 }, + },dy[][5]={ + { 1,0,0,-1,-1 }, { 1,0,0,-1,-1 }, + }; + ux+=dx[(dir>>1)&1][i]; + uy+=dy[(dir>>1)&1][i]; + }else{ /* 上下配置 */ + if(dir%4==0) /* 上下 */ + ux+=i-1; + else /* 左右 */ + uy+=i-1; + } + val2=group->val2; + } + break; + + case PR_SANCTUARY: /* サンクチュアリ */ + { + static const int dx[]={ + -1,0,1, -2,-1,0,1,2, -2,-1,0,1,2, -2,-1,0,1,2, -1,0,1 }; + static const int dy[]={ + -2,-2,-2, -1,-1,-1,-1,-1, 0,0,0,0,0, 1,1,1,1,1, 2,2,2, }; + ux+=dx[i]; + uy+=dy[i]; + } + break; + + case PR_MAGNUS: /* マグヌスエクソシズム */ + { + static const int dx[]={ -1,0,1, -1,0,1, -3,-2,-1,0,1,2,3, + -3,-2,-1,0,1,2,3, -3,-2,-1,0,1,2,3, -1,0,1, -1,0,1, }; + static const int dy[]={ + -3,-3,-3, -2,-2,-2, -1,-1,-1,-1,-1,-1,-1, + 0,0,0,0,0,0,0, 1,1,1,1,1,1,1, 2,2,2, 3,3,3 }; + ux+=dx[i]; + uy+=dy[i]; + } + break; + + case WZ_SIGHTRASHER: + { + static const int dx[]={ + -5, 0, 5, -4, 0, 4, -3, 0, 3, -2, 0, 2, -1, 0, 1, -5,-4,-3,-2,-1, 0, 1, 2, 3, 4, 5, -1, 0, 1, -2, 0, 2, -3, 0, 3, -4, 0, 4, -5, 0, 5 }; + static const int dy[]={ + -5,-5,-5, -4,-4,-4, -3,-3,-3, -2,-2,-2, -1,-1,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5 }; + ux+=dx[i]; + uy+=dy[i]; + } + break; + + case WZ_ICEWALL: /* アイスウォール */ + { + static const int dirx[8]={0,-1,-1,-1,0,1,1,1}; + static const int diry[8]={1,1,0,-1,-1,-1,0,1}; + if(skilllv <= 1) + val1 = 500; + else + val1 = 200 + 200*skilllv; + if(src->x == x && src->y == y) + dir = 2; + else + dir=map_calc_dir(src,x,y); + ux+=(2-i)*diry[dir]; + uy+=(i-2)*dirx[dir]; + } + break; + + case WZ_QUAGMIRE: /* クァグマイア */ + ux+=(i%5-2); + uy+=(i/5-2); + if(i==12) + range=2; + else + range=-1; + + break; + + case AS_VENOMDUST: /* ベノムダスト */ + { + static const int dx[]={-1,0,0,0,1}; + static const int dy[]={0,-1,0,1,0}; + ux+=dx[i]; + uy+=dy[i]; + } + break; + + case CR_GRANDCROSS: /* グランドクロス */ + { + static const int dx[]={ + 0, 0, -1,0,1, -2,-1,0,1,2, -4,-3,-2,-1,0,1,2,3,4, -2,-1,0,1,2, -1,0,1, 0, 0, }; + static const int dy[]={ + -4, -3, -2,-2,-2, -1,-1,-1,-1,-1, 0,0,0,0,0,0,0,0,0, 1,1,1,1,1, 2,2,2, 3, 4, }; + ux+=dx[i]; + uy+=dy[i]; + } + break; + case SA_VOLCANO: /* ボルケーノ */ + case SA_DELUGE: /* デリュージ */ + case SA_VIOLENTGALE: /* バイオレントゲイル */ + { + int u_range=0,central=0; + if(skilllv<=2){ + u_range=2; + central=12; + }else if(skilllv<=4){ + u_range=3; + central=24; + }else if(skilllv>=5){ + u_range=4; + central=40; + } + ux+=(i%(u_range*2+1)-u_range); + uy+=(i/(u_range*2+1)-u_range); + + if(i==central) + range=u_range;//中央のユニットの効果範囲は全範囲 + else + range=-1;//中央以外のユニットは飾り + } + break; + case SA_LANDPROTECTOR: /* ランドプロテクター */ + { + int u_range=0; + + if(skilllv<=2) u_range=3; + else if(skilllv<=4) u_range=4; + else if(skilllv>=5) u_range=5; + + ux+=(i%(u_range*2+1)-u_range); + uy+=(i/(u_range*2+1)-u_range); + + range=0; + } + break; + + /* ダンスなど */ + case BD_LULLABY: /* 子守歌 */ + case BD_RICHMANKIM: /* ニヨルドの宴 */ + case BD_ETERNALCHAOS: /* 永遠の混沌 */ + case BD_DRUMBATTLEFIELD:/* 戦太鼓の響き */ + case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */ + case BD_ROKISWEIL: /* ロキの叫び */ + case BD_INTOABYSS: /* 深淵の中に */ + case BD_SIEGFRIED: /* 不死身のジークフリード */ + ux+=(i%9-4); + uy+=(i/9-4); + if(i==40) + range=4; /* 中心の場合は範囲を4にオーバーライド */ + else + range=-1; /* 中心じゃない場合は範囲を-1にオーバーライド */ + break; + case BA_DISSONANCE: /* 不協和音 */ + case BA_WHISTLE: /* 口笛 */ + case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */ + case BA_POEMBRAGI: /* ブラギの詩 */ + case BA_APPLEIDUN: /* イドゥンの林檎 */ + case DC_UGLYDANCE: /* 自分勝手なダンス */ + case DC_HUMMING: /* ハミング */ + case DC_DONTFORGETME: /* 私を忘れないで… */ + case DC_FORTUNEKISS: /* 幸運のキス */ + case DC_SERVICEFORYOU: /* サービスフォーユー */ + ux+=(i%7-3); + uy+=(i/7-3); + if(i==40) + range=4; /* 中心の場合は範囲を4にオーバーライド */ + else + range=-1; /* 中心じゃない場合は範囲を-1にオーバーライド */ + break; + case PA_GOSPEL: /* ゴスペル */ + ux+=(i%7-3); + uy+=(i/7-3); + break; + case PF_FOGWALL: /* フォグウォール */ + ux+=(i%5-2); + uy+=(i/5-1); + break; + case RG_GRAFFITI: /* Graffiti [Valaris] */ + ux+=(i%5-2); + uy+=(i/5-2); + break; + } + //直上スキルの場合設置座標上にランドプロテクターがないかチェック + if(range<=0) + map_foreachinarea(skill_landprotector,src->m,ux,uy,ux,uy,BL_SKILL,skillid,&alive); + + if(skillid==WZ_ICEWALL && alive){ + val2=map_getcell(src->m,ux,uy); + if(val2==5 || val2==1) + alive=0; + else { + map_setcell(src->m,ux,uy,5); + clif_changemapcell(src->m,ux,uy,5,0); + } + } + + if(alive){ + nullpo_retr(NULL, unit=skill_initunit(group,i,ux,uy)); + unit->val1=val1; + unit->val2=val2; + unit->limit=limit; + unit->range=range; + } + } + return group; +} + +/*========================================== + * スキルユニットの発動イベント + *------------------------------------------ + */ +int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick) +{ + struct skill_unit_group *sg; + struct block_list *ss; + struct skill_unit_group_tickset *ts; + struct map_session_data *srcsd=NULL; + int diff,goflag,splash_count=0; + + nullpo_retr(0, src); + nullpo_retr(0, bl); + + if( bl->prev==NULL || !src->alive || (bl->type == BL_PC && pc_isdead((struct map_session_data *)bl) ) ) + return 0; + + nullpo_retr(0, sg=src->group); + nullpo_retr(0, ss=map_id2bl(sg->src_id)); + + if(ss->type == BL_PC) + nullpo_retr(0, srcsd=(struct map_session_data *)ss); + if(srcsd && srcsd->chatID) + return 0; + + if( bl->type!=BL_PC && bl->type!=BL_MOB ) + return 0; + nullpo_retr(0, ts=skill_unitgrouptickset_search( bl, sg->group_id)); + diff=DIFF_TICK(tick,ts->tick); + goflag=(diff>sg->interval || diff<0); + if (sg->skill_id == CR_GRANDCROSS && !battle_config.gx_allhit) // 重なっていたら3HITしない + goflag = (diff>sg->interval*map_count_oncell(bl->m,bl->x,bl->y) || diff<0); + + //対象がLP上に居る場合は無効 + map_foreachinarea(skill_landprotector,bl->m,bl->x,bl->y,bl->x,bl->y,BL_SKILL,0,&goflag); + + if(!goflag) + return 0; + ts->tick=tick; + ts->group_id=sg->group_id; + + switch(sg->unit_id){ + case 0x83: /* サンクチュアリ */ + { + int race=battle_get_race(bl); + int damage_flag = (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6)? 1:0; + + if( battle_get_hp(bl)>=battle_get_max_hp(bl) && !damage_flag) + break; + + if((sg->val1--)<=0){ + skill_delunitgroup(sg); + return 0; + } + if(!damage_flag) { + int heal=sg->val2; + if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage) + heal=0; /* 黄金蟲カード(ヒール量0) */ + clif_skill_nodamage(&src->bl,bl,AL_HEAL,heal,1); + battle_heal(NULL,bl,heal,0,0); + } + else + skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + } + break; + + case 0x84: /* マグヌスエクソシズム */ + { + int race=battle_get_race(bl); + int damage_flag = (battle_check_undead(race,battle_get_elem_type(bl)) || race == 6)? 1:0; + + if(!damage_flag) + return 0; + skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + } + break; + + case 0x85: /* ニューマ */ + { + struct skill_unit *unit2; + struct status_change *sc_data=battle_get_sc_data(bl); + int type=SC_PNEUMA; + if(sc_data && sc_data[type].timer==-1) + skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0); + else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){ + if(DIFF_TICK(sg->tick,unit2->group->tick)>0 ) + skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0); + ts->tick-=sg->interval; + } + } + break; + case 0x7e: /* セイフティウォール */ + { + struct skill_unit *unit2; + struct status_change *sc_data=battle_get_sc_data(bl); + int type=SC_SAFETYWALL; + if(sc_data && sc_data[type].timer==-1) + skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0); + else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){ + if(sg->val1 < unit2->group->val1 ) + skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,0,0); + ts->tick-=sg->interval; + } + } + break; + + case 0x86: /* ロードオブヴァーミリオン(&ストームガスト &グランドクロス) */ + skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + + case 0x7f: /* ファイヤーウォール */ + if( (src->val2--)>0) + skill_attack(BF_MAGIC,ss,&src->bl,bl, + sg->skill_id,sg->skill_lv,tick,0); + if( src->val2<=0 ) + skill_delunit(src); + break; + + case 0x87: /* ファイアーピラー(発動前) */ + skill_delunit(src); + skill_unitsetting(ss,sg->skill_id,sg->skill_lv,src->bl.x,src->bl.y,1); + break; + + case 0x88: /* ファイアーピラー(発動後) */ + if(DIFF_TICK(tick,sg->tick) < 150) + skill_attack(BF_MAGIC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + break; + + case 0x90: /* スキッドトラップ */ + { + int i,c = skill_get_blewcount(sg->skill_id,sg->skill_lv); + if(map[bl->m].flag.gvg) c = 0; + for(i=0;i<c;i++) + skill_blown(&src->bl,bl,1|0x30000); + sg->unit_id = 0x8c; + clif_changelook(&src->bl,LOOK_BASE,sg->unit_id); + sg->limit=DIFF_TICK(tick,sg->tick)+1500; + } + break; + + case 0x93: /* ランドマイン */ + skill_attack(BF_MISC,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + sg->unit_id = 0x8c; + clif_changelook(&src->bl,LOOK_BASE,0x88); + sg->limit=DIFF_TICK(tick,sg->tick)+1500; + break; + + case 0x8f: /* ブラストマイン */ + case 0x94: /* ショックウェーブトラップ */ + case 0x95: /* サンドマン */ + case 0x96: /* フラッシャー */ + case 0x97: /* フリージングトラップ */ + case 0x98: /* クレイモアートラップ */ + map_foreachinarea(skill_count_target,src->bl.m + ,src->bl.x-src->range,src->bl.y-src->range + ,src->bl.x+src->range,src->bl.y+src->range + ,0,&src->bl,&splash_count); + map_foreachinarea(skill_trap_splash,src->bl.m + ,src->bl.x-src->range,src->bl.y-src->range + ,src->bl.x+src->range,src->bl.y+src->range + ,0,&src->bl,tick,splash_count); + sg->unit_id = 0x8c; + clif_changelook(&src->bl,LOOK_BASE,sg->unit_id); + sg->limit=DIFF_TICK(tick,sg->tick)+1500; + break; + + case 0x91: /* アンクルスネア */ + { + struct status_change *sc_data=battle_get_sc_data(bl); + if(sg->val2==0 && sc_data && sc_data[SC_ANKLE].timer==-1){ + int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE); + int sec=skill_get_time2(sg->skill_id,sg->skill_lv) - (double)battle_get_agi(bl)*0.1; + if(battle_get_mode(bl)&0x20) + sec = sec/5; + battle_stopwalking(bl,1); + skill_status_change_start(bl,SC_ANKLE,sg->skill_lv,0,0,0,sec,0); + + if(moveblock) map_delblock(bl); + bl->x = src->bl.x; + bl->y = src->bl.y; + if(moveblock) map_addblock(bl); + if(bl->type == BL_MOB) + clif_fixmobpos((struct mob_data *)bl); + else if(bl->type == BL_PET) + clif_fixpetpos((struct pet_data *)bl); + else + clif_fixpos(bl); + clif_01ac(&src->bl); + sg->limit=DIFF_TICK(tick,sg->tick) + sec; + sg->val2=bl->id; + } + } + break; + + case 0x80: /* ワープポータル(発動後) */ + if(bl->type==BL_PC){ + struct map_session_data *sd = (struct map_session_data *)bl; + if(sd && src->bl.m == bl->m && src->bl.x == bl->x && src->bl.y == bl->y && src->bl.x == sd->to_x && src->bl.y == sd->to_y) { + if( battle_config.chat_warpportal || !sd->chatID ){ + if((sg->val1--)>0){ + pc_setpos(sd,sg->valstr,sg->val2>>16,sg->val2&0xffff,3); + if(sg->src_id == bl->id ||( strcmp(map[src->bl.m].name,sg->valstr) == 0 && src->bl.x == (sg->val2>>16) && src->bl.y == (sg->val2&0xffff) )) + skill_delunitgroup(sg); + }else + skill_delunitgroup(sg); + } + } + }else if(bl->type==BL_MOB && battle_config.mob_warpportal){ + int m=map_mapname2mapid(sg->valstr); + struct mob_data *md; + md=(struct mob_data *)bl; + mob_warp((struct mob_data *)bl,m,sg->val2>>16,sg->val2&0xffff,3); + } + break; + + case 0x8e: /* クァグマイア */ + { + int type=SkillStatusChangeTable[sg->skill_id]; + if( bl->type==BL_PC && ((struct map_session_data *)bl)->special_state.no_magic_damage ) + break; + if( battle_get_sc_data(bl)[type].timer==-1 ) + skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0); + } + break; + case 0x92: /* ベノムダスト */ + { + struct status_change *sc_data=battle_get_sc_data(bl); + int type=SkillStatusChangeTable[sg->skill_id]; + if( sc_data && sc_data[type].timer==-1 ) + skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0); + } + break; + case 0x9a: /* ボルケーノ */ + case 0x9b: /* デリュージ */ + case 0x9c: /* バイオレントゲイル */ + { + struct skill_unit *unit2; + struct status_change *sc_data=battle_get_sc_data(bl); + int type=SkillStatusChangeTable[sg->skill_id]; + if(sc_data && sc_data[type].timer==-1) + skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0); + else if((unit2=(struct skill_unit *)sc_data[type].val2) && unit2 != src ){ + if( DIFF_TICK(sg->tick,unit2->group->tick)>0 ) + skill_status_change_start(bl,type,sg->skill_lv,(int)src,0,0,skill_get_time2(sg->skill_id,sg->skill_lv),0); + ts->tick-=sg->interval; + } + } break; + + case 0x9e: /* 子守唄 */ + case 0x9f: /* ニヨルドの宴 */ + case 0xa0: /* 永遠の混沌 */ + case 0xa1: /* 戦太鼓の響き */ + case 0xa2: /* ニーベルングの指輪 */ + case 0xa3: /* ロキの叫び */ + case 0xa4: /* 深淵の中に */ + case 0xa5: /* 不死身のジークフリード */ + case 0xa6: /* 不協和音 */ + case 0xa7: /* 口笛 */ + case 0xa8: /* 夕陽のアサシンクロス */ + case 0xa9: /* ブラギの詩 */ + case 0xab: /* 自分勝手なダンス */ + case 0xac: /* ハミング */ + case 0xad: /* 私を忘れないで… */ + case 0xae: /* 幸運のキス */ + case 0xaf: /* サービスフォーユー */ + case 0xb4: + { + struct skill_unit *unit2; + struct status_change *sc_data=battle_get_sc_data(bl); + int type=SkillStatusChangeTable[sg->skill_id]; + if(sg->src_id == bl->id) + break; + if(sc_data && sc_data[type].timer==-1) + skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2, + (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0); + else if( (unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){ + if( unit2->group && DIFF_TICK(sg->tick,unit2->group->tick)>0 ) + skill_status_change_start(bl,type,sg->skill_lv,sg->val1,sg->val2, + (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0); + ts->tick-=sg->interval; + } + } break; + + case 0xaa: /* イドゥンの林檎 */ + { + struct skill_unit *unit2; + struct status_change *sc_data=battle_get_sc_data(bl); + int type=SkillStatusChangeTable[sg->skill_id]; + if(sg->src_id == bl->id) + break; + if( sc_data && sc_data[type].timer==-1) + skill_status_change_start(bl,type,sg->skill_lv,(sg->val1)>>16,(sg->val1)&0xffff, + (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0); + else if((unit2=(struct skill_unit *)sc_data[type].val4) && unit2 != src ){ + if( DIFF_TICK(sg->tick,unit2->group->tick)>0 ) + skill_status_change_start(bl,type,sg->skill_lv,(sg->val1)>>16,(sg->val1)&0xffff, + (int)src,skill_get_time2(sg->skill_id,sg->skill_lv),0); + ts->tick-=sg->interval; + } + } break; + + case 0xb1: /* デモンストレーション */ + skill_attack(BF_WEAPON,ss,&src->bl,bl,sg->skill_id,sg->skill_lv,tick,0); + if(bl->type == BL_PC && rand()%100 < sg->skill_lv && battle_config.equipment_breaking) + pc_breakweapon((struct map_session_data *)bl); + break; + case 0x99: /* トーキーボックス */ + if(sg->src_id == bl->id) //自分が踏んでも発動しない + break; + if(sg->val2==0){ + clif_talkiebox(&src->bl,sg->valstr); + sg->unit_id = 0x8c; + clif_changelook(&src->bl,LOOK_BASE,sg->unit_id); + sg->limit=DIFF_TICK(tick,sg->tick)+5000; + sg->val2=-1; //踏んだ + } + break; + case 0xb2: /* あなたを_会いたいです */ + case 0xb3: /* ゴスペル */ + case 0xb6: /* フォグウォール */ + //とりあえず何もしない + break; + + + + + + + case 0xb7: /* スパイダーウェッブ */ + if(sg->val2==0){ + int moveblock = ( bl->x/BLOCK_SIZE != src->bl.x/BLOCK_SIZE || bl->y/BLOCK_SIZE != src->bl.y/BLOCK_SIZE); + skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick); + if(moveblock) map_delblock(bl); + bl->x = (&src->bl)->x; + bl->y = (&src->bl)->y; + if(moveblock) map_addblock(bl); + if(bl->type == BL_MOB) + clif_fixmobpos((struct mob_data *)bl); + else if(bl->type == BL_PET) + clif_fixpetpos((struct pet_data *)bl); + else + clif_fixpos(bl); + clif_01ac(&src->bl); + sg->limit=DIFF_TICK(tick,sg->tick) + skill_get_time2(sg->skill_id,sg->skill_lv); + sg->val2=bl->id; + } + break; + +/* default: + if(battle_config.error_log) + printf("skill_unit_onplace: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id); + break;*/ + } + if(bl->type==BL_MOB && ss!=bl) /* スキル使用条件のMOBスキル */ + { + if(battle_config.mob_changetarget_byskill == 1) + { + int target=((struct mob_data *)bl)->target_id; + if(ss->type == BL_PC) + ((struct mob_data *)bl)->target_id=ss->id; + mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16)); + ((struct mob_data *)bl)->target_id=target; + } + else + mobskill_use((struct mob_data *)bl,tick,MSC_SKILLUSED|(sg->skill_id<<16)); + } + + return 0; +} +/*========================================== + * スキルユニットから離脱する(もしくはしている)場合 + *------------------------------------------ + */ +int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick) +{ + struct skill_unit_group *sg; + + nullpo_retr(0, src); + nullpo_retr(0, bl); + nullpo_retr(0, sg=src->group); + + if( bl->prev==NULL || !src->alive ) + return 0; + + if( bl->type!=BL_PC && bl->type!=BL_MOB ) + return 0; + + switch(sg->unit_id){ + case 0x7e: /* セイフティウォール */ + case 0x85: /* ニューマ */ + case 0x8e: /* クァグマイア */ + { + struct status_change *sc_data=battle_get_sc_data(bl); + int type= + (sg->unit_id==0x85)?SC_PNEUMA: + ((sg->unit_id==0x7e)?SC_SAFETYWALL: + SC_QUAGMIRE); + if((type != SC_QUAGMIRE || bl->type != BL_MOB) && + sc_data && sc_data[type].timer!=-1 && ((struct skill_unit *)sc_data[type].val2)==src){ + skill_status_change_end(bl,type,-1); + } + } break; + + case 0x91: /* アンクルスネア */ + { + struct block_list *target=map_id2bl(sg->val2); + if( target && target==bl ){ + skill_status_change_end(bl,SC_ANKLE,-1); + sg->limit=DIFF_TICK(tick,sg->tick)+1000; + } + } + break; + case 0xb5: + case 0xb8: + { + struct block_list *target=map_id2bl(sg->val2); + if( target==bl ) + skill_status_change_end(bl,SC_SPIDERWEB,-1); + sg->limit=DIFF_TICK(tick,sg->tick)+1000; + } + break; + case 0xb6: + { + struct block_list *target=map_id2bl(sg->val2); + if( target==bl ) + skill_status_change_end(bl,SC_FOGWALL,-1); + sg->limit=DIFF_TICK(tick,sg->tick)+1000; + } + break; + case 0x9a: /* ボルケーノ */ + case 0x9b: /* デリュージ */ + case 0x9c: /* バイオレントゲイル */ + { + struct status_change *sc_data=battle_get_sc_data(bl); + struct skill_unit *su; + int type=SkillStatusChangeTable[sg->skill_id]; + if( sc_data && sc_data[type].timer!=-1 && (su=((struct skill_unit *)sc_data[type].val2)) && su == src ){ + skill_status_change_end(bl,type,-1); + } + } + break; + + case 0x9e: /* 子守唄 */ + case 0x9f: /* ニヨルドの宴 */ + case 0xa0: /* 永遠の混沌 */ + case 0xa1: /* 戦太鼓の響き */ + case 0xa2: /* ニーベルングの指輪 */ + case 0xa3: /* ロキの叫び */ + case 0xa4: /* 深淵の中に */ + case 0xa5: /* 不死身のジークフリード */ + case 0xa6: /* 不協和音 */ + case 0xa7: /* 口笛 */ + case 0xa8: /* 夕陽のアサシンクロス */ + case 0xa9: /* ブラギの詩 */ + case 0xaa: /* イドゥンの林檎 */ + case 0xab: /* 自分勝手なダンス */ + case 0xac: /* ハミング */ + case 0xad: /* 私を忘れないで… */ + case 0xae: /* 幸運のキス */ + case 0xaf: /* サービスフォーユー */ + case 0xb4: + { + struct status_change *sc_data=battle_get_sc_data(bl); + struct skill_unit *su; + int type=SkillStatusChangeTable[sg->skill_id]; + if( sc_data && sc_data[type].timer!=-1 && (su=((struct skill_unit *)sc_data[type].val4)) && su == src ){ + skill_status_change_end(bl,type,-1); + } + } + break; + case 0xb7: /* スパイダーウェッブ */ + { + struct block_list *target=map_id2bl(sg->val2); + if( target && target==bl ) + skill_status_change_end(bl,SC_SPIDERWEB,-1); + sg->limit=DIFF_TICK(tick,sg->tick)+1000; + } + break; + +/* default: + if(battle_config.error_log) + printf("skill_unit_onout: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id); + break;*/ + } + skill_unitgrouptickset_delete(bl,sg->group_id); + return 0; +} +/*========================================== + * スキルユニットの削除イベント + *------------------------------------------ + */ +int skill_unit_ondelete(struct skill_unit *src,struct block_list *bl,unsigned int tick) +{ + struct skill_unit_group *sg; + + nullpo_retr(0, src); + nullpo_retr(0, bl); + nullpo_retr(0, sg = src->group); + + if( bl->prev==NULL || !src->alive ) + return 0; + + if( bl->type!=BL_PC && bl->type!=BL_MOB ) + return 0; + + switch(sg->unit_id){ + case 0x85: /* ニューマ */ + case 0x7e: /* セイフティウォール */ + case 0x8e: /* クァグマイヤ */ + case 0x9a: /* ボルケーノ */ + case 0x9b: /* デリュージ */ + case 0x9c: /* バイオレントゲイル */ + case 0x9e: /* 子守唄 */ + case 0x9f: /* ニヨルドの宴 */ + case 0xa0: /* 永遠の混沌 */ + case 0xa1: /* 戦太鼓の響き */ + case 0xa2: /* ニーベルングの指輪 */ + case 0xa3: /* ロキの叫び */ + case 0xa4: /* 深淵の中に */ + case 0xa5: /* 不死身のジークフリード */ + case 0xa6: /* 不協和音 */ + case 0xa7: /* 口笛 */ + case 0xa8: /* 夕陽のアサシンクロス */ + case 0xa9: /* ブラギの詩 */ + case 0xaa: /* イドゥンの林檎 */ + case 0xab: /* 自分勝手なダンス */ + case 0xac: /* ハミング */ + case 0xad: /* 私を忘れないで… */ + case 0xae: /* 幸運のキス */ + case 0xaf: /* サービスフォーユー */ + case 0xb4: + return skill_unit_onout(src,bl,tick); + +/* default: + if(battle_config.error_log) + printf("skill_unit_ondelete: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id); + break;*/ + } + skill_unitgrouptickset_delete(bl,sg->group_id); + return 0; +} +/*========================================== + * スキルユニットの限界イベント + *------------------------------------------ + */ +int skill_unit_onlimit(struct skill_unit *src,unsigned int tick) +{ + struct skill_unit_group *sg; + + nullpo_retr(0, src); + nullpo_retr(0, sg=src->group); + + switch(sg->unit_id){ + case 0x81: /* ワープポータル(発動前) */ + { + struct skill_unit_group *group= + skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv, + src->bl.x,src->bl.y,1); + if(group == NULL) + return 0; + group->valstr=calloc(24, 1); + if(group->valstr==NULL){ + printf("skill_unit_onlimit: out of memory !\n"); + exit(1); + } + memcpy(group->valstr,sg->valstr,24); + group->val2=sg->val2; + } + break; + + case 0x8d: /* アイスウォール */ + map_setcell(src->bl.m,src->bl.x,src->bl.y,src->val2); + clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1); + break; + case 0xb2: /* あなたに会いたい */ + { + struct map_session_data *sd = NULL; + struct map_session_data *p_sd = NULL; + if((sd = (struct map_session_data *)(map_id2bl(sg->src_id))) == NULL) + return 0; + if((p_sd = pc_get_partner(sd)) == NULL) + return 0; + + pc_setpos(p_sd,map[src->bl.m].name,src->bl.x,src->bl.y,3); + } + break; + } + return 0; +} +/*========================================== + * スキルユニットのダメージイベント + *------------------------------------------ + */ +int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl, + int damage,unsigned int tick) +{ + struct skill_unit_group *sg; + + nullpo_retr(0, src); + nullpo_retr(0, sg=src->group); + + switch(sg->unit_id){ + case 0x8d: /* アイスウォール */ + src->val1-=damage; + break; + case 0x8f: /* ブラストマイン */ + case 0x98: /* クレイモアートラップ */ + skill_blown(bl,&src->bl,2); //吹き飛ばしてみる + break; + default: + damage = 0; + break; + } + return damage; +} + + +/*---------------------------------------------------------------------------- */ + +/*========================================== + * スキル使用(詠唱完了、場所指定) + *------------------------------------------ + */ +int skill_castend_pos( int tid, unsigned int tick, int id,int data ) +{ + struct map_session_data* sd=map_id2sd(id)/*,*target_sd=NULL*/; + int range,maxcount; + + nullpo_retr(0, sd); + + if( sd->bl.prev == NULL ) + return 0; + if( sd->skilltimer != tid ) /* タイマIDの確認 */ + return 0; + if(sd->skilltimer != -1 && pc_checkskill(sd,SA_FREECAST) > 0) { + sd->speed = sd->prev_speed; + clif_updatestatus(sd,SP_SPEED); + } + sd->skilltimer=-1; + if(pc_isdead(sd)) { + sd->canact_tick = tick; + sd->canmove_tick = tick; + sd->skillitem = sd->skillitemlv = -1; + return 0; + } + + if(battle_config.pc_skill_reiteration == 0) { + range = -1; + switch(sd->skillid) { + case MG_SAFETYWALL: + case WZ_FIREPILLAR: + case HT_SKIDTRAP: + case HT_LANDMINE: + case HT_ANKLESNARE: + case HT_SHOCKWAVE: + case HT_SANDMAN: + case HT_FLASHER: + case HT_FREEZINGTRAP: + case HT_BLASTMINE: + case HT_CLAYMORETRAP: + case HT_TALKIEBOX: + case AL_WARP: + case PF_SPIDERWEB: /* スパイダーウェッブ */ + case RG_GRAFFITI: /* グラフィティ */ + range = 0; + break; + case AL_PNEUMA: + range = 1; + break; + } + if(range >= 0) { + if(skill_check_unit_range(sd->bl.m,sd->skillx,sd->skilly,range,sd->skillid) > 0) { + clif_skill_fail(sd,sd->skillid,0,0); + sd->canact_tick = tick; + sd->canmove_tick = tick; + sd->skillitem = sd->skillitemlv = -1; + return 0; + } + } + } + if(battle_config.pc_skill_nofootset) { + range = -1; + switch(sd->skillid) { + case WZ_FIREPILLAR: + case HT_SKIDTRAP: + case HT_LANDMINE: + case HT_ANKLESNARE: + case HT_SHOCKWAVE: + case HT_SANDMAN: + case HT_FLASHER: + case HT_FREEZINGTRAP: + case HT_BLASTMINE: + case HT_CLAYMORETRAP: + case HT_TALKIEBOX: + case PF_SPIDERWEB: /* スパイダーウェッブ */ + case WZ_ICEWALL: + range = 1; + break; + case AL_WARP: + range = 0; + break; + } + if(range >= 0) { + if(skill_check_unit_range2(sd->bl.m,sd->skillx,sd->skilly,range) > 0) { + clif_skill_fail(sd,sd->skillid,0,0); + sd->canact_tick = tick; + sd->canmove_tick = tick; + sd->skillitem = sd->skillitemlv = -1; + return 0; + } + } + } + + if(battle_config.pc_land_skill_limit) { + maxcount = skill_get_maxcount(sd->skillid); + if(maxcount > 0) { + int i,c; + for(i=c=0;i<MAX_SKILLUNITGROUP;i++) { + if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == sd->skillid) + c++; + } + if(c >= maxcount) { + clif_skill_fail(sd,sd->skillid,0,0); + sd->canact_tick = tick; + sd->canmove_tick = tick; + sd->skillitem = sd->skillitemlv = -1; + return 0; + } + } + } + + range = skill_get_range(sd->skillid,sd->skilllv); + if(range < 0) + range = battle_get_range(&sd->bl) - (range + 1); + range += battle_config.pc_skill_add_range; + if(battle_config.skill_out_range_consume) { // changed to allow casting when target walks out of range [Valaris] + if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) { + clif_skill_fail(sd,sd->skillid,0,0); + sd->canact_tick = tick; + sd->canmove_tick = tick; + sd->skillitem = sd->skillitemlv = -1; + return 0; + } + } + if(!skill_check_condition(sd,1)) { /* 使用条件チェック */ + sd->canact_tick = tick; + sd->canmove_tick = tick; + sd->skillitem = sd->skillitemlv = -1; + return 0; + } + sd->skillitem = sd->skillitemlv = -1; + if(battle_config.skill_out_range_consume) { + if(range < distance(sd->bl.x,sd->bl.y,sd->skillx,sd->skilly)) { + clif_skill_fail(sd,sd->skillid,0,0); + sd->canact_tick = tick; + sd->canmove_tick = tick; + return 0; + } + } + + if(battle_config.pc_skill_log) + printf("PC %d skill castend skill=%d\n",sd->bl.id,sd->skillid); + pc_stop_walking(sd,0); + + skill_castend_pos2(&sd->bl,sd->skillx,sd->skilly,sd->skillid,sd->skilllv,tick,0); + + return 0; +} + +/*========================================== + * 範囲内キャラ存在確認判定処理(foreachinarea) + *------------------------------------------ + */ + +static int skill_check_condition_char_sub(struct block_list *bl,va_list ap) +{ + int *c; + struct block_list *src; + struct map_session_data *sd; + struct map_session_data *ssd; + struct pc_base_job s_class; + struct pc_base_job ss_class; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + nullpo_retr(0, sd=(struct map_session_data*)bl); + nullpo_retr(0, src=va_arg(ap,struct block_list *)); + nullpo_retr(0, c=va_arg(ap,int *)); + nullpo_retr(0, ssd=(struct map_session_data*)src); + + s_class = pc_calc_base_job(sd->status.class); + //チェックしない設定ならcにありえない大きな数字を返して終了 + if(!battle_config.player_skill_partner_check){ //本当はforeachの前にやりたいけど設定適用箇所をまとめるためにここへ + (*c)=99; + return 0; + } + + ; + ss_class = pc_calc_base_job(ssd->status.class); + + switch(ssd->skillid){ + case PR_BENEDICTIO: /* 聖体降福 */ + if(sd != ssd && (sd->status.class == 4 || sd->status.class == 8 || sd->status.class == 15 || + sd->status.class == 4005 || sd->status.class == 4009 || sd->status.class == 4016) && + (sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10) + (*c)++; + break; + case BD_LULLABY: /* 子守歌 */ + case BD_RICHMANKIM: /* ニヨルドの宴 */ + case BD_ETERNALCHAOS: /* 永遠の混沌 */ + case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */ + case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */ + case BD_ROKISWEIL: /* ロキの叫び */ + case BD_INTOABYSS: /* 深淵の中に */ + case BD_SIEGFRIED: /* 不死身のジークフリード */ + case BD_RAGNAROK: /* 神々の黄昏 */ + case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ + if(sd != ssd && + ((ssd->status.class==19 && sd->status.class==20) || + (ssd->status.class==20 && sd->status.class==19) || + (ssd->status.class==4020 && sd->status.class==4021) || + (ssd->status.class==4021 && sd->status.class==4020) || + (ssd->status.class==20 && sd->status.class==4020) || + (ssd->status.class==19 && sd->status.class==4021)) && + pc_checkskill(sd,ssd->skillid) > 0 && + (*c)==0 && + sd->status.party_id == ssd->status.party_id && + !pc_issit(sd) && + sd->sc_data[SC_DANCING].timer==-1 + ) + (*c)=pc_checkskill(sd,ssd->skillid); + break; + } + return 0; +} +/*========================================== + * 範囲内キャラ存在確認判定後スキル使用処理(foreachinarea) + *------------------------------------------ + */ + +static int skill_check_condition_use_sub(struct block_list *bl,va_list ap) +{ + int *c; + struct block_list *src; + struct map_session_data *sd; + struct map_session_data *ssd; + struct pc_base_job s_class; + struct pc_base_job ss_class; + int skillid,skilllv; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + nullpo_retr(0, sd=(struct map_session_data*)bl); + nullpo_retr(0, src=va_arg(ap,struct block_list *)); + nullpo_retr(0, c=va_arg(ap,int *)); + nullpo_retr(0, ssd=(struct map_session_data*)src); + + s_class = pc_calc_base_job(sd->status.class); + + //チェックしない設定ならcにありえない大きな数字を返して終了 + if(!battle_config.player_skill_partner_check){ //本当はforeachの前にやりたいけど設定適用箇所をまとめるためにここへ + (*c)=99; + return 0; + } + + ss_class = pc_calc_base_job(ssd->status.class); + skillid=ssd->skillid; + skilllv=ssd->skilllv; + switch(skillid){ + case PR_BENEDICTIO: /* 聖体降福 */ + if(sd != ssd && (sd->status.class == 4 || sd->status.class == 8 || sd->status.class == 15 || + sd->status.class == 4005 || sd->status.class == 4009 || sd->status.class == 4016) && + (sd->bl.x == ssd->bl.x - 1 || sd->bl.x == ssd->bl.x + 1) && sd->status.sp >= 10){ + sd->status.sp -= 10; + pc_calcstatus(sd,0); + (*c)++; + } + break; + case BD_LULLABY: /* 子守歌 */ + case BD_RICHMANKIM: /* ニヨルドの宴 */ + case BD_ETERNALCHAOS: /* 永遠の混沌 */ + case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */ + case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */ + case BD_ROKISWEIL: /* ロキの叫び */ + case BD_INTOABYSS: /* 深淵の中に */ + case BD_SIEGFRIED: /* 不死身のジークフリード */ + case BD_RAGNAROK: /* 神々の黄昏 */ + case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ + if(sd != ssd && //本人以外で + ((ssd->status.class==19 && sd->status.class==20) || + (ssd->status.class==20 && sd->status.class==19) || + (ssd->status.class==4020 && sd->status.class==4021) || + (ssd->status.class==4021 && sd->status.class==4020) || + (ssd->status.class==20 && sd->status.class==4020) || + (ssd->status.class==19 && sd->status.class==4021)) && //自分がダンサーならバードで + pc_checkskill(sd,skillid) > 0 && //スキルを持っていて + (*c)==0 && //最初の一人で + sd->status.party_id == ssd->status.party_id && //パーティーが同じで + !pc_issit(sd) && //座ってない + sd->sc_data[SC_DANCING].timer==-1 //ダンス中じゃない + ){ + ssd->sc_data[SC_DANCING].val4=bl->id; + clif_skill_nodamage(bl,src,skillid,skilllv,1); + skill_status_change_start(bl,SC_DANCING,skillid,ssd->sc_data[SC_DANCING].val2,0,src->id,skill_get_time(skillid,skilllv)+1000,0); + sd->skillid_dance=sd->skillid=skillid; + sd->skilllv_dance=sd->skilllv=skilllv; + (*c)++; + } + break; + } + return 0; +} +/*========================================== + * 範囲内バイオプラント、スフィアマイン用Mob存在確認判定処理(foreachinarea) + *------------------------------------------ + */ + +static int skill_check_condition_mob_master_sub(struct block_list *bl,va_list ap) +{ + int *c,src_id=0,mob_class=0; + struct mob_data *md; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + nullpo_retr(0, md=(struct mob_data*)bl); + nullpo_retr(0, src_id=va_arg(ap,int)); + nullpo_retr(0, mob_class=va_arg(ap,int)); + nullpo_retr(0, c=va_arg(ap,int *)); + + if(md->class==mob_class && md->master_id==src_id) + (*c)++; + return 0; +} + +/*========================================== + * スキル使用条件(偽で使用失敗) + *------------------------------------------ + */ +int skill_check_condition(struct map_session_data *sd,int type) +{ + int i,hp,sp,hp_rate,sp_rate,zeny,weapon,state,spiritball,skill,lv,mhp; + int index[10],itemid[10],amount[10]; + + nullpo_retr(0, sd); + + if( battle_config.gm_skilluncond>0 && pc_isGM(sd)>= battle_config.gm_skilluncond ) { + sd->skillitem = sd->skillitemlv = -1; + return 1; + } + + if( sd->opt1>0) { + clif_skill_fail(sd,sd->skillid,0,0); + sd->skillitem = sd->skillitemlv = -1; + return 0; + } + if(pc_is90overweight(sd)) { + clif_skill_fail(sd,sd->skillid,9,0); + sd->skillitem = sd->skillitemlv = -1; + return 0; + } + + if(sd->skillid == AC_MAKINGARROW && sd->state.make_arrow_flag == 1) { + sd->skillitem = sd->skillitemlv = -1; + return 0; + } + if(sd->skillid == AM_PHARMACY && sd->state.produce_flag == 1) { + sd->skillitem = sd->skillitemlv = -1; + return 0; + } + + if(sd->skillitem == sd->skillid) { /* アイテムの場合無条件成功 */ + if(type&1) + sd->skillitem = sd->skillitemlv = -1; + return 1; + } + if( sd->opt1>0 ){ + clif_skill_fail(sd,sd->skillid,0,0); + return 0; + } + if(sd->sc_data){ + if( sd->sc_data[SC_DIVINA].timer!=-1 || + sd->sc_data[SC_ROKISWEIL].timer!=-1 || + (sd->sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) || + sd->sc_data[SC_STEELBODY].timer != -1 || + sd->sc_data[SC_BERSERK].timer != -1 + ){ + clif_skill_fail(sd,sd->skillid,0,0); + return 0; /* 状態異常や沈黙など */ + } + } + skill = sd->skillid; + lv = sd->skilllv; + hp=skill_get_hp(skill, lv); /* 消費HP */ + sp=skill_get_sp(skill, lv); /* 消費SP */ + if((sd->skillid_old == BD_ENCORE) && skill==sd->skillid_dance) + sp=sp/2; //アンコール時はSP消費が半分 + hp_rate = (lv <= 0)? 0:skill_db[skill].hp_rate[lv-1]; + sp_rate = (lv <= 0)? 0:skill_db[skill].sp_rate[lv-1]; + zeny = skill_get_zeny(skill,lv); + weapon = skill_db[skill].weapon; + state = skill_db[skill].state; + spiritball = (lv <= 0)? 0:skill_db[skill].spiritball[lv-1]; + mhp=skill_get_mhp(skill, lv); /* 消費HP */ + for(i=0;i<10;i++) { + itemid[i] = skill_db[skill].itemid[i]; + amount[i] = skill_db[skill].amount[i]; + } + if(mhp > 0) + hp += (sd->status.max_hp * mhp)/100; + if(hp_rate > 0) + hp += (sd->status.hp * hp_rate)/100; + else + hp += (sd->status.max_hp * abs(hp_rate))/100; + if(sp_rate > 0) + sp += (sd->status.sp * sp_rate)/100; + else + sp += (sd->status.max_sp * abs(sp_rate))/100; + if(sd->dsprate!=100) + sp=sp*sd->dsprate/100; /* 消費SP修正 */ + + switch(skill) { + case SA_CASTCANCEL: + if(sd->skilltimer == -1) { + clif_skill_fail(sd,skill,0,0); + return 0; + } + break; + case BS_MAXIMIZE: /* マキシマイズパワー */ + case NV_TRICKDEAD: /* 死んだふり */ + case TF_HIDING: /* ハイディング */ + case AS_CLOAKING: /* クローキング */ + case CR_AUTOGUARD: /* オートガード */ + case CR_DEFENDER: /* ディフェンダー */ + case ST_CHASEWALK: + if(sd->sc_data[SkillStatusChangeTable[skill]].timer!=-1) + return 1; /* 解除する場合はSP消費しない */ + break; + case AL_TELEPORT: + case AL_WARP: + if(map[sd->bl.m].flag.noteleport) { + clif_skill_teleportmessage(sd,0); + return 0; + } + break; + case MO_CALLSPIRITS: /* 気功 */ + if(sd->spiritball >= lv) { + clif_skill_fail(sd,skill,0,0); + return 0; + } + break; + case CH_SOULCOLLECT: /* 狂気功 */ + if(sd->spiritball >= 5) { + clif_skill_fail(sd,skill,0,0); + return 0; + } + break; + case MO_FINGEROFFENSIVE: //指弾 + if (sd->spiritball > 0 && sd->spiritball < spiritball) { + spiritball = sd->spiritball; + sd->spiritball_old = sd->spiritball; + } + else sd->spiritball_old = lv; + break; + case MO_CHAINCOMBO: //連打掌 + if(sd->sc_data[SC_BLADESTOP].timer==-1){ + if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_TRIPLEATTACK) + return 0; + } + break; + case MO_COMBOFINISH: //猛龍拳 + if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_CHAINCOMBO) + return 0; + break; + case CH_TIGERFIST: //伏虎拳 + if(sd->sc_data[SC_COMBO].timer == -1 || sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH) + return 0; + break; + case CH_CHAINCRUSH: //連柱崩撃 + if(sd->sc_data[SC_COMBO].timer == -1) + return 0; + if(sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH && sd->sc_data[SC_COMBO].val1 != CH_TIGERFIST) + return 0; + break; + case MO_EXTREMITYFIST: // 阿修羅覇鳳拳 + if((sd->sc_data[SC_COMBO].timer != -1 && (sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sd->sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) || sd->sc_data[SC_BLADESTOP].timer!=-1) + spiritball--; + break; + case BD_ADAPTATION: /* アドリブ */ + { + struct skill_unit_group *group=NULL; + if(sd->sc_data[SC_DANCING].timer==-1 || ((group=(struct skill_unit_group*)sd->sc_data[SC_DANCING].val2) && (skill_get_time(sd->sc_data[SC_DANCING].val1,group->skill_lv) - sd->sc_data[SC_DANCING].val3*1000) <= skill_get_time2(skill,lv))){ //ダンス中で使用後5秒以上のみ? + clif_skill_fail(sd,skill,0,0); + return 0; + } + } + break; + case PR_BENEDICTIO: /* 聖体降福 */ + { + int range=1; + int c=0; + if(!(type&1)){ + map_foreachinarea(skill_check_condition_char_sub,sd->bl.m, + sd->bl.x-range,sd->bl.y-range, + sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c); + if(c<2){ + clif_skill_fail(sd,skill,0,0); + return 0; + } + }else{ + map_foreachinarea(skill_check_condition_use_sub,sd->bl.m, + sd->bl.x-range,sd->bl.y-range, + sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c); + } + } + break; + case WE_CALLPARTNER: /* あなたに逢いたい */ + if(!sd->status.partner_id){ + clif_skill_fail(sd,skill,0,0); + return 0; + } + break; + case AM_CANNIBALIZE: /* バイオプラント */ + case AM_SPHEREMINE: /* スフィアーマイン */ + if(type&1){ + int c=0; + int maxcount=skill_get_maxcount(skill); + int mob_class=(skill==AM_CANNIBALIZE)?1118:1142; + if(battle_config.pc_land_skill_limit && maxcount>0) { + map_foreachinarea(skill_check_condition_mob_master_sub ,sd->bl.m, 0, 0, map[sd->bl.m].xs, map[sd->bl.m].ys, BL_MOB, sd->bl.id, mob_class,&c ); + if(c >= maxcount){ + clif_skill_fail(sd,skill,0,0); + return 0; + } + } + } + break; + case MG_FIREWALL: /* ファイアーウォール */ + /* 数制限 */ + if(battle_config.pc_land_skill_limit) { + int maxcount = skill_get_maxcount(skill); + if(maxcount > 0) { + int i,c; + for(i=c=0;i<MAX_SKILLUNITGROUP;i++) { + if(sd->skillunit[i].alive_count > 0 && sd->skillunit[i].skill_id == skill) + c++; + } + if(c >= maxcount) { + clif_skill_fail(sd,skill,0,0); + return 0; + } + } + } + break; + } + + if(!(type&2)){ + if( hp>0 && sd->status.hp < hp) { /* HPチェック */ + clif_skill_fail(sd,skill,2,0); /* HP不足:失敗通知 */ + return 0; + } + if( sp>0 && sd->status.sp < sp) { /* SPチェック */ + clif_skill_fail(sd,skill,1,0); /* SP不足:失敗通知 */ + return 0; + } + if( zeny>0 && sd->status.zeny < zeny) { + clif_skill_fail(sd,skill,5,0); + return 0; + } + if(!(weapon & (1<<sd->status.weapon) ) ) { + clif_skill_fail(sd,skill,6,0); + return 0; + } + if( spiritball > 0 && sd->spiritball < spiritball) { + clif_skill_fail(sd,skill,0,0); // 氣球不足 + return 0; + } + } + + switch(state) { + case ST_HIDING: + if(!(sd->status.option&2)) { + clif_skill_fail(sd,skill,0,0); + return 0; + } + break; + case ST_CLOAKING: + if(!(sd->status.option&4)) { + clif_skill_fail(sd,skill,0,0); + return 0; + } + break; + case ST_HIDDEN: + if(!pc_ishiding(sd)) { + clif_skill_fail(sd,skill,0,0); + return 0; + } + break; + case ST_RIDING: + if(!pc_isriding(sd)) { + clif_skill_fail(sd,skill,0,0); + return 0; + } + break; + case ST_FALCON: + if(!pc_isfalcon(sd)) { + clif_skill_fail(sd,skill,0,0); + return 0; + } + break; + case ST_CART: + if(!pc_iscarton(sd)) { + clif_skill_fail(sd,skill,0,0); + return 0; + } + break; + case ST_SHIELD: + if(sd->status.shield <= 0) { + clif_skill_fail(sd,skill,0,0); + return 0; + } + break; + case ST_SIGHT: + if(sd->sc_data[SC_SIGHT].timer == -1 && type&1) { + clif_skill_fail(sd,skill,0,0); + return 0; + } + break; + case ST_EXPLOSIONSPIRITS: + if(sd->sc_data[SC_EXPLOSIONSPIRITS].timer == -1) { + clif_skill_fail(sd,skill,0,0); + return 0; + } + break; + case ST_RECOV_WEIGHT_RATE: + if(battle_config.natural_heal_weight_rate <= 100 && sd->weight*100/sd->max_weight >= battle_config.natural_heal_weight_rate) { + clif_skill_fail(sd,skill,0,0); + return 0; + } + break; + case ST_MOVE_ENABLE: + { + struct walkpath_data wpd; + if(path_search(&wpd,sd->bl.m,sd->bl.x,sd->bl.y,sd->skillx,sd->skilly,1)==-1) { + clif_skill_fail(sd,skill,0,0); + return 0; + } + } + break; + case ST_WATER: + if(map_getcell(sd->bl.m,sd->bl.x,sd->bl.y) != 3 && (sd->sc_data[SC_DELUGE].timer==-1)){ //水場判定 + clif_skill_fail(sd,skill,0,0); + return 0; + } + break; + } + + for(i=0;i<10;i++) { + int x = lv%11 - 1; + index[i] = -1; + if(itemid[i] <= 0) + continue; + if(itemid[i] >= 715 && itemid[i] <= 717 && sd->special_state.no_gemstone) + continue; + if(((itemid[i] >= 715 && itemid[i] <= 717) || itemid[i] == 1065) && sd->sc_data[SC_INTOABYSS].timer != -1) + continue; + if(skill == AM_POTIONPITCHER && i != x) + continue; + + index[i] = pc_search_inventory(sd,itemid[i]); + if(index[i] < 0 || sd->status.inventory[index[i]].amount < amount[i]) { + if(itemid[i] == 716 || itemid[i] == 717) + clif_skill_fail(sd,skill,(7+(itemid[i]-716)),0); + else + clif_skill_fail(sd,skill,0,0); + return 0; + } + } + + if(!(type&1)) + return 1; + + if(skill != AM_POTIONPITCHER) { + if(skill == AL_WARP && !(type&2)) + return 1; + for(i=0;i<10;i++) { + if(index[i] >= 0) + pc_delitem(sd,index[i],amount[i],0); // アイテム消費 + } + } + + if(type&2) + return 1; + + if(sp > 0) { // SP消費 + sd->status.sp-=sp; + clif_updatestatus(sd,SP_SP); + } + if(hp > 0) { // HP消費 + sd->status.hp-=hp; + clif_updatestatus(sd,SP_HP); + } + if(zeny > 0) // Zeny消費 + pc_payzeny(sd,zeny); + if(spiritball > 0) // 氣球消費 + pc_delspiritball(sd,spiritball,0); + + + return 1; +} + +/*========================================== + * 詠唱時間計算 + *------------------------------------------ + */ +int skill_castfix( struct block_list *bl, int time ) +{ + struct map_session_data *sd; + struct mob_data *md; // [Valaris] + struct status_change *sc_data; + int dex; + int castrate=100; + int skill,lv,castnodex; + + nullpo_retr(0, bl); + + if(bl->type==BL_MOB){ // Crash fix [Valaris] + md=(struct mob_data*)bl; + skill = md->skillid; + lv = md->skilllv; + } + + else { + sd=(struct map_session_data*)bl; + skill = sd->skillid; + lv = sd->skilllv; + } + + sc_data = battle_get_sc_data(bl); + dex=battle_get_dex(bl); + + if (skill > MAX_SKILL_DB || skill < 0) + return 0; + + castnodex=skill_get_castnodex(skill, lv); + + if(time==0) + return 0; + if(castnodex > 0 && bl->type==BL_PC) + castrate=((struct map_session_data *)bl)->castrate; + else if (castnodex <= 0 && bl->type==BL_PC) { + castrate=((struct map_session_data *)bl)->castrate; + time=time*castrate*(battle_config.castrate_dex_scale - dex)/(battle_config.castrate_dex_scale * 100); + time=time*battle_config.cast_rate/100; + } + + /* サフラギウム */ + if(sc_data && sc_data[SC_SUFFRAGIUM].timer!=-1 ){ + time=time*(100-sc_data[SC_SUFFRAGIUM].val1*15)/100; + skill_status_change_end( bl, SC_SUFFRAGIUM, -1); + } + /* ブラギの詩 */ + if(sc_data && sc_data[SC_POEMBRAGI].timer!=-1 ) + time=time*(100-(sc_data[SC_POEMBRAGI].val1*3+sc_data[SC_POEMBRAGI].val2 + +(sc_data[SC_POEMBRAGI].val3>>16)))/100; + + return (time>0)?time:0; +} +/*========================================== + * ディレイ計算 + *------------------------------------------ + */ +int skill_delayfix( struct block_list *bl, int time ) +{ + struct status_change *sc_data; + + nullpo_retr(0, bl); + + sc_data = battle_get_sc_data(bl); + if(time<=0) + return 0; + + if(bl->type == BL_PC) { + if( battle_config.delay_dependon_dex ) /* dexの影響を計算する */ + time=time*(battle_config.castrate_dex_scale - battle_get_dex(bl))/battle_config.castrate_dex_scale; + time=time*battle_config.delay_rate/100; + } + + /* ブラギの詩 */ + if(sc_data && sc_data[SC_POEMBRAGI].timer!=-1 ) + time=time*(100-(sc_data[SC_POEMBRAGI].val1*3+sc_data[SC_POEMBRAGI].val2 + +(sc_data[SC_POEMBRAGI].val3&0xffff)))/100; + + return (time>0)?time:0; +} + +/*========================================== + * スキル使用(ID指定) + *------------------------------------------ + */ +int skill_use_id( struct map_session_data *sd, int target_id, + int skill_num, int skill_lv) +{ + unsigned int tick; + int casttime=0,delay=0,skill,range; + struct map_session_data* target_sd=NULL; + int forcecast=0; + struct block_list *bl; + struct status_change *sc_data; + tick=gettick(); + + nullpo_retr(0, sd); + + if( (bl=map_id2bl(target_id)) == NULL ){ +/* if(battle_config.error_log) + printf("skill target not found %d\n",target_id); */ + return 0; + } + if(sd->bl.m != bl->m || pc_isdead(sd)) + return 0; + + if(skillnotok(skill_num, sd)) // [MouseJstr] + return 0; + + if(sd->skillid==WZ_ICEWALL && map[sd->bl.m].flag.noicewall && !map[sd->bl.m].flag.pvp) { // noicewall flag [Valaris] + clif_skill_fail(sd,sd->skillid,0,0); + return 0; + } + sc_data=sd->sc_data; + + /* 沈黙や異常(ただし、グリムなどの判定をする) */ + if( sd->opt1>0 ) + return 0; + if(sd->sc_data){ + if(sc_data[SC_CHASEWALK].timer != -1) return 0; + if(sc_data[SC_VOLCANO].timer != -1){ + if(skill_num==WZ_ICEWALL) return 0; + } + if(sc_data[SC_ROKISWEIL].timer!=-1){ + if(skill_num==BD_ADAPTATION) return 0; + } + if( sd->sc_data[SC_DIVINA].timer!=-1 || + sd->sc_data[SC_ROKISWEIL].timer!=-1 || + (sd->sc_data[SC_AUTOCOUNTER].timer != -1 && sd->skillid != KN_AUTOCOUNTER) || + sd->sc_data[SC_STEELBODY].timer != -1 || + sd->sc_data[SC_BERSERK].timer != -1 ){ + return 0; /* 状態異常や沈黙など */ + } + + if(sc_data[SC_BLADESTOP].timer != -1){ + int lv = sc_data[SC_BLADESTOP].val1; + if(sc_data[SC_BLADESTOP].val2==1) return 0;//白羽された側なのでダメ + if(lv==1) return 0; + if(lv==2 && skill_num!=MO_FINGEROFFENSIVE) return 0; + if(lv==3 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE) return 0; + if(lv==4 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE && skill_num!=MO_CHAINCOMBO) return 0; + if(lv==5 && skill_num!=MO_FINGEROFFENSIVE && skill_num!=MO_INVESTIGATE && skill_num!=MO_CHAINCOMBO && skill_num!=MO_EXTREMITYFIST) return 0; + } + } + + if(sd->status.option&4 && skill_num==TF_HIDING) + return 0; + if(sd->status.option&2 && skill_num!=TF_HIDING && skill_num!=AS_GRIMTOOTH && skill_num!=RG_BACKSTAP && skill_num!=RG_RAID ) + return 0; + + if(map[sd->bl.m].flag.gvg){ //GvGで使用できないスキル + switch(skill_num){ + case SM_ENDURE: + case AL_TELEPORT: + case AL_WARP: + case WZ_ICEWALL: + case TF_BACKSLIDING: + case LK_BERSERK: + case HP_BASILICA: + case ST_CHASEWALK: + return 0; + } + } + + /* 演奏/ダンス中 */ + if( sc_data && sc_data[SC_DANCING].timer!=-1 ){ +// if(battle_config.pc_skill_log) +// printf("dancing! %d\n",skill_num); + if( sc_data[SC_DANCING].val4 && skill_num!=BD_ADAPTATION ) //合奏中はアドリブ以外不可 + return 0; + if(skill_num!=BD_ADAPTATION && skill_num!=BA_MUSICALSTRIKE && skill_num!=DC_THROWARROW){ + return 0; + } + } + + if(skill_get_inf2(skill_num)&0x200 && sd->bl.id == target_id) + return 0; + //直前のスキルが何か覚える必要のあるスキル + switch(skill_num){ + case SA_CASTCANCEL: + if(sd->skillid != skill_num){ //キャストキャンセル自体は覚えない + sd->skillid_old = sd->skillid; + sd->skilllv_old = sd->skilllv; + break; + } + case BD_ENCORE: /* アンコール */ + if(!sd->skillid_dance){ //前回使用した踊りがないとだめ + clif_skill_fail(sd,skill_num,0,0); + return 0; + }else{ + sd->skillid_old = skill_num; + } + break; + } + + sd->skillid = skill_num; + sd->skilllv = skill_lv; + + switch(skill_num){ //事前にレベルが変わったりするスキル + case BD_LULLABY: /* 子守歌 */ + case BD_RICHMANKIM: /* ニヨルドの宴 */ + case BD_ETERNALCHAOS: /* 永遠の混沌 */ + case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */ + case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */ + case BD_ROKISWEIL: /* ロキの叫び */ + case BD_INTOABYSS: /* 深淵の中に */ + case BD_SIEGFRIED: /* 不死身のジークフリード */ + case BD_RAGNAROK: /* 神々の黄昏 */ + case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ + { + int range=1; + int c=0; + map_foreachinarea(skill_check_condition_char_sub,sd->bl.m, + sd->bl.x-range,sd->bl.y-range, + sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c); + if(c<1){ + clif_skill_fail(sd,skill_num,0,0); + return 0; + }else if(c==99){ //相方不要設定だった + ; + }else{ + sd->skilllv=(c + skill_lv)/2; + } + } + break; + } + + if(!skill_check_condition(sd,0)) return 0; + + /* 射程と障害物チェック */ + range = skill_get_range(skill_num,skill_lv); + if(range < 0) + range = battle_get_range(&sd->bl) - (range + 1); + if(!battle_check_range(&sd->bl,bl,range) ) + return 0; + + if(bl->type==BL_PC) { + target_sd=(struct map_session_data*)bl; + if(target_sd && skill_num == ALL_RESURRECTION && !pc_isdead(target_sd)) + return 0; + } + if((skill_num != MO_CHAINCOMBO && + skill_num != MO_COMBOFINISH && + skill_num != MO_EXTREMITYFIST && + skill_num != CH_TIGERFIST && + skill_num != CH_CHAINCRUSH) || + (skill_num == MO_EXTREMITYFIST && sd->state.skill_flag) ) + pc_stopattack(sd); + + casttime=skill_castfix(&sd->bl, skill_get_cast( skill_num,skill_lv) ); + if(skill_num != SA_MAGICROD) + delay=skill_delayfix(&sd->bl, skill_get_delay( skill_num,skill_lv) ); + sd->state.skillcastcancel = skill_db[skill_num].castcancel; + + switch(skill_num){ /* 何か特殊な処理が必要 */ +// case AL_HEAL: /* ヒール */ +// if(battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))) +// forcecast=1; /* ヒールアタックなら詠唱エフェクト有り */ +// break; + case ALL_RESURRECTION: /* リザレクション */ + if(bl->type != BL_PC && battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl))){ /* 敵がアンデッドなら */ + forcecast=1; /* ターンアンデットと同じ詠唱時間 */ + casttime=skill_castfix(&sd->bl, skill_get_cast(PR_TURNUNDEAD,skill_lv) ); + } + break; + case MO_FINGEROFFENSIVE: /* 指弾 */ + casttime += casttime * ((skill_lv > sd->spiritball)? sd->spiritball:skill_lv); + break; + case MO_CHAINCOMBO: /*連打掌*/ + target_id = sd->attacktarget; + if( sc_data && sc_data[SC_BLADESTOP].timer!=-1 ){ + struct block_list *tbl; + if((tbl=(struct block_list *)sc_data[SC_BLADESTOP].val4) == NULL) //ターゲットがいない? + return 0; + target_id = tbl->id; + } + break; + case MO_COMBOFINISH: /*猛龍拳*/ + case CH_TIGERFIST: /* 伏虎拳 */ + case CH_CHAINCRUSH: /* 連柱崩撃 */ + target_id = sd->attacktarget; + break; + +// -- moonsoul (altered to allow proper usage of extremity from new champion combos) +// + case MO_EXTREMITYFIST: /*阿修羅覇鳳拳*/ + if(sc_data && sc_data[SC_COMBO].timer != -1 && (sc_data[SC_COMBO].val1 == MO_COMBOFINISH || sc_data[SC_COMBO].val1 == CH_CHAINCRUSH)) { + casttime = 0; + target_id = sd->attacktarget; + } + forcecast=1; + break; + case SA_MAGICROD: + case SA_SPELLBREAKER: + forcecast=1; + break; + case WE_MALE: + case WE_FEMALE: + { + struct map_session_data *p_sd = NULL; + if((p_sd = pc_get_partner(sd)) == NULL) + return 0; + target_id = p_sd->bl.id; + //rangeをもう1回検査 + range = skill_get_range(skill_num,skill_lv); + if(range < 0) + range = battle_get_range(&sd->bl) - (range + 1); + if(!battle_check_range(&sd->bl,&p_sd->bl,range) ){ + return 0; + } + } + break; + case AS_SPLASHER: /* ベナムスプラッシャー */ + { + struct status_change *t_sc_data = battle_get_sc_data(bl); + if(t_sc_data && t_sc_data[SC_POISON].timer==-1){ + clif_skill_fail(sd,skill_num,0,10); + return 0; + } + } + break; + case PF_MEMORIZE: /* メモライズ */ + casttime = 12000; + break; + + } + + //メモライズ状態ならキャストタイムが1/3 + if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){ + casttime = casttime/3; + if((--sc_data[SC_MEMORIZE].val2)<=0) + skill_status_change_end(&sd->bl, SC_MEMORIZE, -1); + } + + if(battle_config.pc_skill_log) + printf("PC %d skill use target_id=%d skill=%d lv=%d cast=%d\n",sd->bl.id,target_id,skill_num,skill_lv,casttime); + +// if(sd->skillitem == skill_num) +// casttime = delay = 0; + + if( casttime>0 || forcecast ){ /* 詠唱が必要 */ + struct mob_data *md; + clif_skillcasting( &sd->bl, + sd->bl.id, target_id, 0,0, skill_num,casttime); + + /* 詠唱反応モンスター */ + if( bl->type==BL_MOB && (md=(struct mob_data *)bl) && mob_db[md->class].mode&0x10 && + md->state.state!=MS_ATTACK && sd->invincible_timer == -1){ + md->target_id=sd->bl.id; + md->state.targettype = ATTACKABLE; + md->min_chase=13; + } + } + + if( casttime<=0 ) /* 詠唱の無いものはキャンセルされない */ + sd->state.skillcastcancel=0; + + sd->skilltarget = target_id; +/* sd->cast_target_bl = bl; */ + sd->skillx = 0; + sd->skilly = 0; + sd->canact_tick = tick + casttime + delay; + sd->canmove_tick = tick; + if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1 && sd->skillid != AS_CLOAKING) + skill_status_change_end(&sd->bl,SC_CLOAKING,-1); + if(casttime > 0) { + sd->skilltimer = add_timer( tick+casttime, skill_castend_id, sd->bl.id, 0 ); + if((skill = pc_checkskill(sd,SA_FREECAST)) > 0) { + sd->prev_speed = sd->speed; + sd->speed = sd->speed*(175 - skill*5)/100; + clif_updatestatus(sd,SP_SPEED); + } + else + pc_stop_walking(sd,0); + } + else { + if(skill_num != SA_CASTCANCEL) + sd->skilltimer = -1; + skill_castend_id(sd->skilltimer,tick,sd->bl.id,0); + } + + //マジックパワーの効果終了 + if(sc_data && sc_data[SC_MAGICPOWER].timer != -1 && skill_num != HW_MAGICPOWER) + skill_status_change_end(&sd->bl,SC_MAGICPOWER,-1); + + return 0; +} + +/*========================================== + * スキル使用(場所指定) + *------------------------------------------ + */ +int skill_use_pos( struct map_session_data *sd, + int skill_x, int skill_y, int skill_num, int skill_lv) +{ + struct block_list bl; + struct status_change *sc_data; + unsigned int tick; + int casttime=0,delay=0,skill,range; + + nullpo_retr(0, sd); + + if(pc_isdead(sd)) + return 0; + + if (skillnotok(skill_num, sd)) // [MoueJstr] + return 0; + + sc_data=sd->sc_data; + + if( sd->opt1>0 ) + return 0; + if(sc_data){ + if( sc_data[SC_DIVINA].timer!=-1 || + sc_data[SC_ROKISWEIL].timer!=-1 || + sc_data[SC_AUTOCOUNTER].timer != -1 || + sc_data[SC_STEELBODY].timer != -1 || + sc_data[SC_DANCING].timer!=-1 || + sc_data[SC_BERSERK].timer != -1 ) + return 0; /* 状態異常や沈黙など */ + } + + if(sd->status.option&2) + return 0; + + if(map[sd->bl.m].flag.gvg && (skill_num == SM_ENDURE || skill_num == AL_TELEPORT || skill_num == AL_WARP || + skill_num == WZ_ICEWALL || skill_num == TF_BACKSLIDING)) + return 0; + + sd->skillid = skill_num; + sd->skilllv = skill_lv; + sd->skillx = skill_x; + sd->skilly = skill_y; + if(!skill_check_condition(sd,0)) return 0; + + /* 射程と障害物チェック */ + bl.type = BL_NUL; + bl.m = sd->bl.m; + bl.x = skill_x; + bl.y = skill_y; + range = skill_get_range(skill_num,skill_lv); + if(range < 0) + range = battle_get_range(&sd->bl) - (range + 1); + if(!battle_check_range(&sd->bl,&bl,range) ) + return 0; + + pc_stopattack(sd); + + casttime=skill_castfix(&sd->bl, skill_get_cast( skill_num,skill_lv) ); + delay=skill_delayfix(&sd->bl, skill_get_delay( skill_num,skill_lv) ); + sd->state.skillcastcancel = skill_db[skill_num].castcancel; + + if(battle_config.pc_skill_log) + printf("PC %d skill use target_pos=(%d,%d) skill=%d lv=%d cast=%d\n",sd->bl.id,skill_x,skill_y,skill_num,skill_lv,casttime); + +// if(sd->skillitem == skill_num) +// casttime = delay = 0; + //メモライズ状態ならキャストタイムが1/3 + if(sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0){ + casttime = casttime/3; + if((--sc_data[SC_MEMORIZE].val2)<=0) + skill_status_change_end(&sd->bl, SC_MEMORIZE, -1); + } + + if( casttime>0 ) /* 詠唱が必要 */ + clif_skillcasting( &sd->bl, + sd->bl.id, 0, skill_x,skill_y, skill_num,casttime); + + if( casttime<=0 ) /* 詠唱の無いものはキャンセルされない */ + sd->state.skillcastcancel=0; + + sd->skilltarget = 0; +/* sd->cast_target_bl = NULL; */ + tick=gettick(); + sd->canact_tick = tick + casttime + delay; + sd->canmove_tick = tick; + if(!(battle_config.pc_cloak_check_type&2) && sc_data && sc_data[SC_CLOAKING].timer != -1) + skill_status_change_end(&sd->bl,SC_CLOAKING,-1); + if(casttime > 0) { + sd->skilltimer = add_timer( tick+casttime, skill_castend_pos, sd->bl.id, 0 ); + if((skill = pc_checkskill(sd,SA_FREECAST)) > 0) { + sd->prev_speed = sd->speed; + sd->speed = sd->speed*(175 - skill*5)/100; + clif_updatestatus(sd,SP_SPEED); + } + else + pc_stop_walking(sd,0); + } + else { + sd->skilltimer = -1; + skill_castend_pos(sd->skilltimer,tick,sd->bl.id,0); + } + //マジックパワーの効果終了 + if(sc_data && sc_data[SC_MAGICPOWER].timer != -1 && skill_num != HW_MAGICPOWER) + skill_status_change_end(&sd->bl,SC_MAGICPOWER,-1); + + return 0; +} + +/*========================================== + * スキル詠唱キャンセル + *------------------------------------------ + */ +int skill_castcancel(struct block_list *bl,int type) +{ + int inf; + int ret=0; + + nullpo_retr(0, bl); + + if(bl->type==BL_PC){ + struct map_session_data *sd=(struct map_session_data *)bl; + unsigned long tick=gettick(); + nullpo_retr(0, sd); + sd->canact_tick=tick; + sd->canmove_tick = tick; + if( sd->skilltimer!=-1){ + if(pc_checkskill(sd,SA_FREECAST) > 0) { + sd->speed = sd->prev_speed; + clif_updatestatus(sd,SP_SPEED); + } + if(!type) { + if((inf = skill_get_inf( sd->skillid )) == 2 || inf == 32) + ret=delete_timer( sd->skilltimer, skill_castend_pos ); + else + ret=delete_timer( sd->skilltimer, skill_castend_id ); + if(ret<0) + printf("delete timer error : skillid : %d\n",sd->skillid); + } + else { + if((inf = skill_get_inf( sd->skillid_old )) == 2 || inf == 32) + ret=delete_timer( sd->skilltimer, skill_castend_pos ); + else + ret=delete_timer( sd->skilltimer, skill_castend_id ); + if(ret<0) + printf("delete timer error : skillid : %d\n",sd->skillid_old); + } + sd->skilltimer=-1; + clif_skillcastcancel(bl); + } + + return 0; + }else if(bl->type==BL_MOB){ + struct mob_data *md=(struct mob_data *)bl; + nullpo_retr(0, md); + if( md->skilltimer!=-1 ){ + if((inf = skill_get_inf( md->skillid )) == 2 || inf == 32) + ret=delete_timer( md->skilltimer, mobskill_castend_pos ); + else + ret=delete_timer( md->skilltimer, mobskill_castend_id ); + md->skilltimer=-1; + clif_skillcastcancel(bl); + } + if(ret<0) + printf("delete timer error : skillid : %d\n",md->skillid); + return 0; + } + return 1; +} +/*========================================= + * ブランディッシュスピア 初期範囲決定 + *---------------------------------------- + */ +void skill_brandishspear_first(struct square *tc,int dir,int x,int y){ + + nullpo_retv(tc); + + if(dir == 0){ + tc->val1[0]=x-2; + tc->val1[1]=x-1; + tc->val1[2]=x; + tc->val1[3]=x+1; + tc->val1[4]=x+2; + tc->val2[0]= + tc->val2[1]= + tc->val2[2]= + tc->val2[3]= + tc->val2[4]=y-1; + } + else if(dir==2){ + tc->val1[0]= + tc->val1[1]= + tc->val1[2]= + tc->val1[3]= + tc->val1[4]=x+1; + tc->val2[0]=y+2; + tc->val2[1]=y+1; + tc->val2[2]=y; + tc->val2[3]=y-1; + tc->val2[4]=y-2; + } + else if(dir==4){ + tc->val1[0]=x-2; + tc->val1[1]=x-1; + tc->val1[2]=x; + tc->val1[3]=x+1; + tc->val1[4]=x+2; + tc->val2[0]= + tc->val2[1]= + tc->val2[2]= + tc->val2[3]= + tc->val2[4]=y+1; + } + else if(dir==6){ + tc->val1[0]= + tc->val1[1]= + tc->val1[2]= + tc->val1[3]= + tc->val1[4]=x-1; + tc->val2[0]=y+2; + tc->val2[1]=y+1; + tc->val2[2]=y; + tc->val2[3]=y-1; + tc->val2[4]=y-2; + } + else if(dir==1){ + tc->val1[0]=x-1; + tc->val1[1]=x; + tc->val1[2]=x+1; + tc->val1[3]=x+2; + tc->val1[4]=x+3; + tc->val2[0]=y-4; + tc->val2[1]=y-3; + tc->val2[2]=y-1; + tc->val2[3]=y; + tc->val2[4]=y+1; + } + else if(dir==3){ + tc->val1[0]=x+3; + tc->val1[1]=x+2; + tc->val1[2]=x+1; + tc->val1[3]=x; + tc->val1[4]=x-1; + tc->val2[0]=y-1; + tc->val2[1]=y; + tc->val2[2]=y+1; + tc->val2[3]=y+2; + tc->val2[4]=y+3; + } + else if(dir==5){ + tc->val1[0]=x+1; + tc->val1[1]=x; + tc->val1[2]=x-1; + tc->val1[3]=x-2; + tc->val1[4]=x-3; + tc->val2[0]=y+3; + tc->val2[1]=y+2; + tc->val2[2]=y+1; + tc->val2[3]=y; + tc->val2[4]=y-1; + } + else if(dir==7){ + tc->val1[0]=x-3; + tc->val1[1]=x-2; + tc->val1[2]=x-1; + tc->val1[3]=x; + tc->val1[4]=x+1; + tc->val2[1]=y; + tc->val2[0]=y+1; + tc->val2[2]=y-1; + tc->val2[3]=y-2; + tc->val2[4]=y-3; + } + +} + +/*========================================= + * ブランディッシュスピア 方向判定 範囲拡張 + *----------------------------------------- + */ +void skill_brandishspear_dir(struct square *tc,int dir,int are){ + + int c; + + nullpo_retv(tc); + + for(c=0;c<5;c++){ + if(dir==0){ + tc->val2[c]+=are; + }else if(dir==1){ + tc->val1[c]-=are; tc->val2[c]+=are; + }else if(dir==2){ + tc->val1[c]-=are; + }else if(dir==3){ + tc->val1[c]-=are; tc->val2[c]-=are; + }else if(dir==4){ + tc->val2[c]-=are; + }else if(dir==5){ + tc->val1[c]+=are; tc->val2[c]-=are; + }else if(dir==6){ + tc->val1[c]+=are; + }else if(dir==7){ + tc->val1[c]+=are; tc->val2[c]+=are; + } + } +} + +/*========================================== + * ディボーション 有効確認 + *------------------------------------------ + */ +void skill_devotion(struct map_session_data *md,int target) +{ + // 総確認 + int n; + + nullpo_retv(md); + + for(n=0;n<5;n++){ + if(md->dev.val1[n]){ + struct map_session_data *sd = map_id2sd(md->dev.val1[n]); + // 相手が見つからない // 相手をディボしてるのが自分じゃない // 距離が離れてる + if( sd == NULL || (sd->sc_data && (md->bl.id != sd->sc_data[SC_DEVOTION].val1)) || skill_devotion3(&md->bl,md->dev.val1[n])){ + skill_devotion_end(md,sd,n); + } + } + } +} +void skill_devotion2(struct block_list *bl,int crusader) +{ + // 被ディボーションが歩いた時の距離チェック + struct map_session_data *sd = map_id2sd(crusader); + + nullpo_retv(bl); + + if(sd) skill_devotion3(&sd->bl,bl->id); +} +int skill_devotion3(struct block_list *bl,int target) +{ + // クルセが歩いた時の距離チェック + struct map_session_data *md; + struct map_session_data *sd; + int n,r=0; + + nullpo_retr(1, bl); + + if( (md = (struct map_session_data *)bl) == NULL || (sd = map_id2sd(target)) == NULL ) + return 1; + else + r = distance(bl->x,bl->y,sd->bl.x,sd->bl.y); + + if(pc_checkskill(sd,CR_DEVOTION)+6 < r){ // 許容範囲を超えてた + for(n=0;n<5;n++) + if(md->dev.val1[n]==target) + md->dev.val2[n]=0; // 離れた時は、糸を切るだけ + clif_devotion(md,sd->bl.id); + return 1; + } + return 0; +} + +void skill_devotion_end(struct map_session_data *md,struct map_session_data *sd,int target) +{ + // クルセと被ディボキャラのリセット + nullpo_retv(md); + nullpo_retv(sd); + + md->dev.val1[target]=md->dev.val2[target]=0; + if(sd && sd->sc_data){ + // skill_status_change_end(sd->bl,SC_DEVOTION,-1); + sd->sc_data[SC_DEVOTION].val1=0; + sd->sc_data[SC_DEVOTION].val2=0; + clif_status_change(&sd->bl,SC_DEVOTION,0); + clif_devotion(md,sd->bl.id); + } +} +/*========================================== + * オートスペル + *------------------------------------------ + */ +int skill_autospell(struct map_session_data *sd,int skillid) +{ + int skilllv; + int maxlv=1,lv; + + nullpo_retr(0, sd); + + skilllv = pc_checkskill(sd,SA_AUTOSPELL); + + if(skillid==MG_NAPALMBEAT) maxlv=3; + else if(skillid==MG_COLDBOLT || skillid==MG_FIREBOLT || skillid==MG_LIGHTNINGBOLT){ + if(skilllv==2) maxlv=1; + else if(skilllv==3) maxlv=2; + else if(skilllv>=4) maxlv=3; + } + else if(skillid==MG_SOULSTRIKE){ + if(skilllv==5) maxlv=1; + else if(skilllv==6) maxlv=2; + else if(skilllv>=7) maxlv=3; + } + else if(skillid==MG_FIREBALL){ + if(skilllv==8) maxlv=1; + else if(skilllv>=9) maxlv=2; + } + else if(skillid==MG_FROSTDIVER) maxlv=1; + else return 0; + + if(maxlv > (lv=pc_checkskill(sd,skillid))) + maxlv = lv; + + skill_status_change_start(&sd->bl,SC_AUTOSPELL,skilllv,skillid,maxlv,0, // val1:スキルID val2:使用最大Lv + skill_get_time(SA_AUTOSPELL,skilllv),0);// にしてみたけどbscriptが書き易い・・・? + return 0; +} + +/*========================================== + * ギャングスターパラダイス判定処理(foreachinarea) + *------------------------------------------ + */ + +static int skill_gangster_count(struct block_list *bl,va_list ap) +{ + int *c; + struct map_session_data *sd; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + + sd=(struct map_session_data*)bl; + c=va_arg(ap,int *); + + if(sd && c && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0) + (*c)++; + return 0; +} + +static int skill_gangster_in(struct block_list *bl,va_list ap) +{ + struct map_session_data *sd; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + + sd=(struct map_session_data*)bl; + if(sd && pc_issit(sd) && pc_checkskill(sd,RG_GANGSTER) > 0) + sd->state.gangsterparadise=1; + return 0; +} + +static int skill_gangster_out(struct block_list *bl,va_list ap) +{ + struct map_session_data *sd; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + + sd=(struct map_session_data*)bl; + if(sd && sd->state.gangsterparadise) + sd->state.gangsterparadise=0; + return 0; +} + +int skill_gangsterparadise(struct map_session_data *sd ,int type) +{ + int range=1; + int c=0; + + nullpo_retr(0, sd); + + if(pc_checkskill(sd,RG_GANGSTER) <= 0) + return 0; + + if(type==1) {/* 座った時の処理 */ + map_foreachinarea(skill_gangster_count,sd->bl.m, + sd->bl.x-range,sd->bl.y-range, + sd->bl.x+range,sd->bl.y+range,BL_PC,&c); + if(c > 0) {/*ギャングスター成功したら自分にもギャングスター属性付与*/ + map_foreachinarea(skill_gangster_in,sd->bl.m, + sd->bl.x-range,sd->bl.y-range, + sd->bl.x+range,sd->bl.y+range,BL_PC); + sd->state.gangsterparadise = 1; + } + return 0; + } + else if(type==0) {/* 立ち上がったときの処理 */ + map_foreachinarea(skill_gangster_count,sd->bl.m, + sd->bl.x-range,sd->bl.y-range, + sd->bl.x+range,sd->bl.y+range,BL_PC,&c); + if(c < 1) + map_foreachinarea(skill_gangster_out,sd->bl.m, + sd->bl.x-range,sd->bl.y-range, + sd->bl.x+range,sd->bl.y+range,BL_PC); + sd->state.gangsterparadise = 0; + return 0; + } + return 0; +} +/*========================================== + * 寒いジョーク・スクリーム判定処理(foreachinarea) + *------------------------------------------ + */ +int skill_frostjoke_scream(struct block_list *bl,va_list ap) +{ + struct block_list *src; + int skillnum,skilllv; + unsigned int tick; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + nullpo_retr(0, src=va_arg(ap,struct block_list*)); + + skillnum=va_arg(ap,int); + skilllv=va_arg(ap,int); + tick=va_arg(ap,unsigned int); + + if(src == bl)//自分には効かない + return 0; + + if(battle_check_target(src,bl,BCT_ENEMY) > 0) + skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick); + else if(battle_check_target(src,bl,BCT_PARTY) > 0) { + if(rand()%100 < 10)//PTメンバにも低確率でかかる(とりあえず10%) + skill_additional_effect(src,bl,skillnum,skilllv,BF_MISC,tick); + } + + return 0; +} + +/*========================================== + *アブラカダブラの使用スキル決定(決定スキルがダメなら0を返す) + *------------------------------------------ + */ +int skill_abra_dataset(int skilllv) +{ + int skill = rand()%331; + //dbに基づくレベル・確率判定 + if(skill_abra_db[skill].req_lv > skilllv || rand()%10000 >= skill_abra_db[skill].per) return 0; + //NPCスキルはダメ + if(skill >= NPC_PIERCINGATT && skill <= NPC_SUMMONMONSTER) return 0; + //演奏スキルはダメ + if(skill_is_danceskill(skill)) return 0; + + return skill; +} + +/*========================================== + * + *------------------------------------------ + */ +int skill_attack_area(struct block_list *bl,va_list ap) +{ + struct block_list *src,*dsrc; + int atk_type,skillid,skilllv,flag,type; + unsigned int tick; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + + atk_type = va_arg(ap,int); + if((src=va_arg(ap,struct block_list*)) == NULL) + return 0; + if((dsrc=va_arg(ap,struct block_list*)) == NULL) + return 0; + skillid=va_arg(ap,int); + skilllv=va_arg(ap,int); + tick=va_arg(ap,unsigned int); + flag=va_arg(ap,int); + type=va_arg(ap,int); + + if(battle_check_target(dsrc,bl,type) > 0) + skill_attack(atk_type,src,dsrc,bl,skillid,skilllv,tick,flag); + + return 0; +} +/*========================================== + * + *------------------------------------------ + */ +int skill_clear_element_field(struct block_list *bl) +{ + struct mob_data *md=NULL; + struct map_session_data *sd=NULL; + int i,skillid; + + nullpo_retr(0, bl); + + if(bl->type==BL_MOB) + md=(struct mob_data *)bl; + if(bl->type==BL_PC) + sd=(struct map_session_data *)bl; + + for(i=0;i<MAX_MOBSKILLUNITGROUP;i++){ + if(sd){ + skillid=sd->skillunit[i].skill_id; + if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR) + skill_delunitgroup(&sd->skillunit[i]); + }else if(md){ + skillid=md->skillunit[i].skill_id; + if(skillid==SA_DELUGE||skillid==SA_VOLCANO||skillid==SA_VIOLENTGALE||skillid==SA_LANDPROTECTOR) + skill_delunitgroup(&md->skillunit[i]); + } + } + return 0; +} +/*========================================== + * ランドプロテクターチェック(foreachinarea) + *------------------------------------------ + */ +int skill_landprotector(struct block_list *bl, va_list ap ) +{ + int skillid; + int *alive; + struct skill_unit *unit; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + + skillid=va_arg(ap,int); + alive=va_arg(ap,int *); + if((unit=(struct skill_unit *)bl) == NULL) + return 0; + + if(skillid==SA_LANDPROTECTOR){ + skill_delunit(unit); + }else{ + if(alive && unit->group->skill_id==SA_LANDPROTECTOR) + (*alive)=0; + } + return 0; +} +/*========================================== + * イドゥンの林檎の回復処理(foreachinarea) + *------------------------------------------ + */ +int skill_idun_heal(struct block_list *bl, va_list ap ) +{ + struct skill_unit *unit; + struct skill_unit_group *sg; + int heal; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + nullpo_retr(0, unit = va_arg(ap,struct skill_unit *)); + nullpo_retr(0, sg = unit->group); + + heal=30+sg->skill_lv*5+((sg->val1)>>16)*5+((sg->val1)&0xfff)/2; + + if(bl->type == BL_SKILL || bl->id == sg->src_id) + return 0; + + if(bl->type == BL_PC || bl->type == BL_MOB){ + clif_skill_nodamage(&unit->bl,bl,AL_HEAL,heal,1); + battle_heal(NULL,bl,heal,0,0); + } + return 0; +} + +/*========================================== + * 指定範囲内でsrcに対して有効なターゲットのblの数を数える(foreachinarea) + *------------------------------------------ + */ +int skill_count_target(struct block_list *bl, va_list ap ){ + struct block_list *src; + int *c; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + + if((src = va_arg(ap,struct block_list *)) == NULL) + return 0; + if((c = va_arg(ap,int *)) == NULL) + return 0; + if(battle_check_target(src,bl,BCT_ENEMY) > 0) + (*c)++; + return 0; +} +/*========================================== + * トラップ範囲処理(foreachinarea) + *------------------------------------------ + */ +int skill_trap_splash(struct block_list *bl, va_list ap ) +{ + struct block_list *src; + int tick; + int splash_count; + struct skill_unit *unit; + struct skill_unit_group *sg; + struct block_list *ss; + int i; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + nullpo_retr(0, src = va_arg(ap,struct block_list *)); + nullpo_retr(0, unit = (struct skill_unit *)src); + nullpo_retr(0, sg = unit->group); + nullpo_retr(0, ss = map_id2bl(sg->src_id)); + + tick = va_arg(ap,int); + splash_count = va_arg(ap,int); + + if(battle_check_target(src,bl,BCT_ENEMY) > 0){ + switch(sg->unit_id){ + case 0x95: /* サンドマン */ + case 0x96: /* フラッシャー */ + case 0x94: /* ショックウェーブトラップ */ + skill_additional_effect(ss,bl,sg->skill_id,sg->skill_lv,BF_MISC,tick); + break; + case 0x8f: /* ブラストマイン */ + case 0x98: /* クレイモアートラップ */ + for(i=0;i<splash_count;i++){ + skill_attack(BF_MISC,ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0); + } + case 0x97: /* フリージングトラップ */ + skill_attack(BF_WEAPON, ss,src,bl,sg->skill_id,sg->skill_lv,tick,(sg->val2)?0x0500:0); + break; + default: + break; + } + } + + return 0; +} +/*---------------------------------------------------------------------------- + * ステータス異常 + *---------------------------------------------------------------------------- + */ + +/*========================================== + * ステータス異常タイマー範囲処理 + *------------------------------------------ + */ +int skill_status_change_timer_sub(struct block_list *bl, va_list ap ) +{ + struct block_list *src; + int type; + unsigned int tick; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + nullpo_retr(0, src=va_arg(ap,struct block_list*)); + type=va_arg(ap,int); + tick=va_arg(ap,unsigned int); + + if(bl->type!=BL_PC && bl->type!=BL_MOB) + return 0; + + switch( type ){ + case SC_SIGHT: /* サイト */ + case SC_CONCENTRATE: + if( (*battle_get_option(bl))&6 ){ + skill_status_change_end( bl, SC_HIDING, -1); + skill_status_change_end( bl, SC_CLOAKING, -1); + } + break; + case SC_RUWACH: /* ルアフ */ + if( (*battle_get_option(bl))&6 ){ + skill_status_change_end( bl, SC_HIDING, -1); + skill_status_change_end( bl, SC_CLOAKING, -1); + if(battle_check_target( src,bl, BCT_ENEMY ) > 0) { + struct status_change *sc_data = battle_get_sc_data(bl); + skill_attack(BF_MAGIC,src,src,bl,AL_RUWACH,sc_data[type].val1,tick,0); + } + } + break; + } + return 0; +} + +/*========================================== + * ステータス異常終了 + *------------------------------------------ + */ +int skill_status_change_end(struct block_list* bl, int type, int tid) +{ + struct status_change* sc_data; + int opt_flag=0, calc_flag = 0; + short *sc_count, *option, *opt1, *opt2, *opt3; + + nullpo_retr(0, bl); + if(bl->type!=BL_PC && bl->type!=BL_MOB) { + if(battle_config.error_log) + printf("skill_status_change_end: neither MOB nor PC !\n"); + return 0; + } + nullpo_retr(0, sc_data = battle_get_sc_data(bl)); + nullpo_retr(0, sc_count = battle_get_sc_count(bl)); + nullpo_retr(0, option = battle_get_option(bl)); + nullpo_retr(0, opt1 = battle_get_opt1(bl)); + nullpo_retr(0, opt2 = battle_get_opt2(bl)); + nullpo_retr(0, opt3 = battle_get_opt3(bl)); + + if ((*sc_count) > 0 && sc_data[type].timer != -1 && (sc_data[type].timer == tid || tid == -1)) { + + if (tid == -1) // タイマから呼ばれていないならタイマ削除をする + delete_timer(sc_data[type].timer,skill_status_change_timer); + + /* 該当の異常を正常に戻す */ + sc_data[type].timer=-1; + (*sc_count)--; + + switch(type){ /* 異常の種類ごとの処理 */ + case SC_PROVOKE: /* プロボック */ + case SC_CONCENTRATE: /* 集中力向上 */ + case SC_BLESSING: /* ブレッシング */ + case SC_ANGELUS: /* アンゼルス */ + case SC_INCREASEAGI: /* 速度上昇 */ + case SC_DECREASEAGI: /* 速度減少 */ + case SC_SIGNUMCRUCIS: /* シグナムクルシス */ + case SC_HIDING: + case SC_TWOHANDQUICKEN: /* 2HQ */ + case SC_ADRENALINE: /* アドレナリンラッシュ */ + case SC_ENCPOISON: /* エンチャントポイズン */ + case SC_IMPOSITIO: /* インポシティオマヌス */ + case SC_GLORIA: /* グロリア */ + case SC_LOUD: /* ラウドボイス */ + case SC_QUAGMIRE: /* クァグマイア */ + case SC_PROVIDENCE: /* プロヴィデンス */ + case SC_SPEARSQUICKEN: /* スピアクイッケン */ + case SC_VOLCANO: + case SC_DELUGE: + case SC_VIOLENTGALE: + case SC_ETERNALCHAOS: /* エターナルカオス */ + case SC_DRUMBATTLE: /* 戦太鼓の響き */ + case SC_NIBELUNGEN: /* ニーベルングの指輪 */ + case SC_SIEGFRIED: /* 不死身のジークフリード */ + case SC_WHISTLE: /* 口笛 */ + case SC_ASSNCROS: /* 夕陽のアサシンクロス */ + case SC_HUMMING: /* ハミング */ + case SC_DONTFORGETME: /* 私を忘れないで */ + case SC_FORTUNE: /* 幸運のキス */ + case SC_SERVICE4U: /* サービスフォーユー */ + case SC_EXPLOSIONSPIRITS: // 爆裂波動 + case SC_STEELBODY: // 金剛 + case SC_DEFENDER: + case SC_SPEEDPOTION0: /* 増速ポーション */ + case SC_SPEEDPOTION1: + case SC_SPEEDPOTION2: + case SC_APPLEIDUN: /* イドゥンの林檎 */ + case SC_RIDING: + case SC_BLADESTOP_WAIT: + case SC_AURABLADE: /* オーラブレード */ + case SC_PARRYING: /* パリイング */ + case SC_CONCENTRATION: /* コンセントレーション */ + case SC_TENSIONRELAX: /* テンションリラックス */ + case SC_ASSUMPTIO: /* アシャンプティオ */ + case SC_WINDWALK: /* ウインドウォーク */ + case SC_TRUESIGHT: /* トゥルーサイト */ + case SC_SPIDERWEB: /* スパイダーウェッブ */ + case SC_MAGICPOWER: /* 魔法力増幅 */ + case SC_CHASEWALK: + case SC_ATKPOT: /* attack potion [Valaris] */ + case SC_MATKPOT: /* magic attack potion [Valaris] */ + case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか) + case SC_MELTDOWN: /* メルトダウン */ + calc_flag = 1; + break; + case SC_BERSERK: /* バーサーク */ + calc_flag = 1; + clif_status_change(bl,SC_INCREASEAGI,0); /* アイコン消去 */ + break; + case SC_DEVOTION: /* ディボーション */ + { + struct map_session_data *md = map_id2sd(sc_data[type].val1); + sc_data[type].val1=sc_data[type].val2=0; + skill_devotion(md,bl->id); + calc_flag = 1; + } + break; + case SC_BLADESTOP: + { + struct status_change *t_sc_data = battle_get_sc_data((struct block_list *)sc_data[type].val4); + //片方が切れたので相手の白刃状態が切れてないのなら解除 + if(t_sc_data && t_sc_data[SC_BLADESTOP].timer!=-1) + skill_status_change_end((struct block_list *)sc_data[type].val4,SC_BLADESTOP,-1); + + if(sc_data[type].val2==2) + clif_bladestop((struct block_list *)sc_data[type].val3,(struct block_list *)sc_data[type].val4,0); + } + break; + case SC_DANCING: + { + struct map_session_data *dsd; + struct status_change *d_sc_data; + if(sc_data[type].val4 && (dsd=map_id2sd(sc_data[type].val4))){ + d_sc_data = dsd->sc_data; + //合奏で相手がいる場合相手のval4を0にする + if(d_sc_data && d_sc_data[type].timer!=-1) + d_sc_data[type].val4=0; + } + } + calc_flag = 1; + break; + case SC_GRAFFITI: + { + struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[type].val4; //val4がグラフィティのgroup_id + if(sg) + skill_delunitgroup(sg); + } + break; + case SC_NOCHAT: //チャット禁止状態 + { + struct map_session_data *sd=NULL; + if(bl->type == BL_PC && (sd=(struct map_session_data *)bl)){ + sd->status.manner = 0; + clif_updatestatus(sd,SP_MANNER); + } + } + break; + case SC_SPLASHER: /* ベナムスプラッシャー */ + { + struct block_list *src=map_id2bl(sc_data[type].val3); + if(src && tid!=-1){ + //自分にダメージ&周囲3*3にダメージ + skill_castend_damage_id(src, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 ); + } + } + break; + case SC_SELFDESTRUCTION: /* 自爆 */ + { + //自分のダメージは0にして + struct mob_data *md=NULL; + if(bl->type == BL_MOB && (md=(struct mob_data*)bl)) + skill_castend_damage_id(bl, bl,sc_data[type].val2,sc_data[type].val1,gettick(),0 ); + } + break; + /* option1 */ + case SC_FREEZE: + sc_data[type].val3 = 0; + break; + + /* option2 */ + case SC_POISON: /* 毒 */ + case SC_BLIND: /* 暗黒 */ + case SC_CURSE: + calc_flag = 1; + break; + } + + if(bl->type==BL_PC && type<SC_SENDMAX) + clif_status_change(bl,type,0); /* アイコン消去 */ + + switch(type){ /* 正常に戻るときなにか処理が必要 */ + case SC_STONE: + case SC_FREEZE: + case SC_STAN: + case SC_SLEEP: + *opt1 = 0; + opt_flag = 1; + break; + + case SC_POISON: + case SC_CURSE: + case SC_SILENCE: + case SC_BLIND: + *opt2 &= ~(1<<(type-SC_POISON)); + opt_flag = 1; + break; + + case SC_SIGNUMCRUCIS: + *opt2 &= ~0x40; + opt_flag = 1; + break; + + case SC_HIDING: + case SC_CLOAKING: + *option &= ~((type == SC_HIDING) ? 2 : 4); + opt_flag = 1 ; + break; + + case SC_CHASEWALK: + *option &= ~16388; + opt_flag = 1 ; + break; + + case SC_SIGHT: + *option &= ~1; + opt_flag = 1; + break; + case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか) + *option &= ~4096; + opt_flag = 1; + break; + case SC_RUWACH: + *option &= ~8192; + opt_flag = 1; + break; + + //opt3 + case SC_TWOHANDQUICKEN: /* 2HQ */ + case SC_SPEARSQUICKEN: /* スピアクイッケン */ + case SC_CONCENTRATION: /* コンセントレーション */ + *opt3 &= ~1; + break; + case SC_OVERTHRUST: /* オーバースラスト */ + *opt3 &= ~2; + break; + case SC_ENERGYCOAT: /* エナジーコート */ + *opt3 &= ~4; + break; + case SC_EXPLOSIONSPIRITS: // 爆裂波動 + *opt3 &= ~8; + break; + case SC_STEELBODY: // 金剛 + *opt3 &= ~16; + break; + case SC_BLADESTOP: /* 白刃取り */ + *opt3 &= ~32; + break; + case SC_BERSERK: /* バーサーク */ + *opt3 &= ~128; + break; + case SC_MARIONETTE: /* マリオネットコントロール */ + *opt3 &= ~1024; + break; + case SC_ASSUMPTIO: /* アスムプティオ */ + *opt3 &= ~2048; + break; + } + + if (night_flag == 1 && (*opt2 & STATE_BLIND) == 0 && bl->type == BL_PC) { // by [Yor] + *opt2 |= STATE_BLIND; + opt_flag = 1; + } + + if(opt_flag) /* optionの変更を伝える */ + clif_changeoption(bl); + + if (bl->type == BL_PC && calc_flag) + pc_calcstatus((struct map_session_data *)bl,0); /* ステータス再計算 */ + } + + return 0; +} +/*========================================== + * ステータス異常終了タイマー + *------------------------------------------ + */ +int skill_status_change_timer(int tid, unsigned int tick, int id, int data) +{ + int type=data; + struct block_list *bl; + struct map_session_data *sd=NULL; + struct status_change *sc_data; + //short *sc_count; //使ってない? + + if( (bl=map_id2bl(id)) == NULL ) + return 0; //該当IDがすでに消滅しているというのはいかにもありそうなのでスルーしてみる + nullpo_retr(0, sc_data=battle_get_sc_data(bl)); + + if(bl->type==BL_PC) + sd=(struct map_session_data *)bl; + + //sc_count=battle_get_sc_count(bl); //使ってない? + + if(sc_data[type].timer != tid) { + if(battle_config.error_log) + printf("skill_status_change_timer %d != %d\n",tid,sc_data[type].timer); + } + + switch(type){ /* 特殊な処理になる場合 */ + case SC_MAXIMIZEPOWER: /* マキシマイズパワー */ + case SC_CLOAKING: /* クローキング */ + case SC_CHASEWALK: + if(sd){ + if( sd->status.sp > 0 ){ /* SP切れるまで持続 */ + sd->status.sp--; + clif_updatestatus(sd,SP_SP); + sc_data[type].timer=add_timer( /* タイマー再設定 */ + sc_data[type].val2+tick, skill_status_change_timer, + bl->id, data); + return 0; + } + } + break; + + case SC_HIDING: /* ハイディング */ + if(sd){ /* SPがあって、時間制限の間は持続 */ + if( sd->status.sp > 0 && (--sc_data[type].val2)>0 ){ + if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){ + sd->status.sp--; + clif_updatestatus(sd,SP_SP); + } + sc_data[type].timer=add_timer( /* タイマー再設定 */ + 1000+tick, skill_status_change_timer, + bl->id, data); + return 0; + } + } + break; + + case SC_SIGHT: /* サイト */ + { + const int range=7; + map_foreachinarea( skill_status_change_timer_sub, + bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0, + bl,type,tick); + + if( (--sc_data[type].val2)>0 ){ + sc_data[type].timer=add_timer( /* タイマー再設定 */ + 250+tick, skill_status_change_timer, + bl->id, data); + return 0; + } + } + break; + case SC_RUWACH: /* ルアフ */ + { + const int range=5; + map_foreachinarea( skill_status_change_timer_sub, + bl->m, bl->x-range, bl->y-range, bl->x+range,bl->y+range,0, + bl,type,tick); + + if( (--sc_data[type].val2)>0 ){ + sc_data[type].timer=add_timer( /* タイマー再設定 */ + 250+tick, skill_status_change_timer, + bl->id, data); + return 0; + } + } + break; + + case SC_SIGNUMCRUCIS: /* シグナムクルシス */ + { + int race = battle_get_race(bl); + if(race == 6 || battle_check_undead(race,battle_get_elem_type(bl))) { + sc_data[type].timer=add_timer(1000*600+tick,skill_status_change_timer, bl->id, data ); + return 0; + } + } + break; + + case SC_PROVOKE: /* プロボック/オートバーサーク */ + if(sc_data[type].val2!=0){ /* オートバーサーク(1秒ごとにHPチェック) */ + if(sd && sd->status.hp>sd->status.max_hp>>2) /* 停止 */ + break; + sc_data[type].timer=add_timer( 1000+tick,skill_status_change_timer, bl->id, data ); + return 0; + } + break; + + case SC_WATERBALL: /* ウォーターボール */ + { + struct block_list *target=map_id2bl(sc_data[type].val2); + if(target==NULL || target->prev==NULL) + break; + skill_attack(BF_MAGIC,bl,bl,target,WZ_WATERBALL,sc_data[type].val1,tick,0); + if((--sc_data[type].val3)>0) { + sc_data[type].timer=add_timer( 150+tick,skill_status_change_timer, bl->id, data ); + return 0; + } + } + break; + + case SC_ENDURE: /* インデュア */ + if(sd && sd->special_state.infinite_endure) { + sc_data[type].timer=add_timer( 1000*600+tick,skill_status_change_timer, bl->id, data ); + sc_data[type].val2=1; + return 0; + } + break; + + case SC_DISSONANCE: /* 不協和音 */ + if( (--sc_data[type].val2)>0){ + struct skill_unit *unit= + (struct skill_unit *)sc_data[type].val4; + struct block_list *src; + + if(!unit || !unit->group) + break; + src=map_id2bl(unit->group->src_id); + if(!src) + break; + skill_attack(BF_MISC,src,&unit->bl,bl,unit->group->skill_id,sc_data[type].val1,tick,0); + sc_data[type].timer=add_timer(skill_get_time2(unit->group->skill_id,unit->group->skill_lv)+tick, + skill_status_change_timer, bl->id, data ); + return 0; + } + break; + + case SC_LULLABY: /* 子守唄 */ + if( (--sc_data[type].val2)>0){ + struct skill_unit *unit= + (struct skill_unit *)sc_data[type].val4; + if(!unit || !unit->group || unit->group->src_id==bl->id) + break; + skill_additional_effect(bl,bl,unit->group->skill_id,sc_data[type].val1,BF_LONG|BF_SKILL|BF_MISC,tick); + sc_data[type].timer=add_timer(skill_get_time(unit->group->skill_id,unit->group->skill_lv)/10+tick, + skill_status_change_timer, bl->id, data ); + return 0; + } + break; + + case SC_STONE: + if(sc_data[type].val2 != 0) { + short *opt1 = battle_get_opt1(bl); + sc_data[type].val2 = 0; + sc_data[type].val4 = 0; + battle_stopwalking(bl,1); + if(opt1) { + *opt1 = 1; + clif_changeoption(bl); + } + sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data ); + return 0; + } + else if( (--sc_data[type].val3) > 0) { + int hp = battle_get_max_hp(bl); + if((++sc_data[type].val4)%5 == 0 && battle_get_hp(bl) > hp>>2) { + hp = hp/100; + if(hp < 1) hp = 1; + if(bl->type == BL_PC) + pc_heal((struct map_session_data *)bl,-hp,0); + else if(bl->type == BL_MOB){ + struct mob_data *md; + if((md=((struct mob_data *)bl)) == NULL) + break; + md->hp -= hp; + } + } + sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data ); + return 0; + } + break; + case SC_POISON: + if(sc_data[SC_SLOWPOISON].timer == -1) { + if( (--sc_data[type].val3) > 0) { + int hp = battle_get_max_hp(bl); + if(battle_get_hp(bl) > hp>>2) { + if(bl->type == BL_PC) { + hp = 3 + hp*3/200; + pc_heal((struct map_session_data *)bl,-hp,0); + } + else if(bl->type == BL_MOB) { + struct mob_data *md; + if((md=((struct mob_data *)bl)) == NULL) + break; + hp = 3 + hp/200; + md->hp -= hp; + } + } + sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data ); + } + } + else + sc_data[type].timer=add_timer(1000+tick,skill_status_change_timer, bl->id, data ); + break; + case SC_TENSIONRELAX: /* テンションリラックス */ + if(sd){ /* SPがあって、HPが満タンでなければ継続 */ + if( sd->status.sp > 12 && sd->status.max_hp > sd->status.hp ){ + if(sc_data[type].val2 % (sc_data[type].val1+3) ==0 ){ + sd->status.sp -= 12; + clif_updatestatus(sd,SP_SP); + } + sc_data[type].timer=add_timer( /* タイマー再設定 */ + 10000+tick, skill_status_change_timer, + bl->id, data); + return 0; + } + if(sd->status.max_hp <= sd->status.hp) + skill_status_change_end(&sd->bl,SC_TENSIONRELAX,-1); + } + break; + + /* 時間切れ無し?? */ + case SC_AETERNA: + case SC_TRICKDEAD: + case SC_RIDING: + case SC_FALCON: + case SC_WEIGHT50: + case SC_WEIGHT90: + case SC_MAGICPOWER: /* 魔法力増幅 */ + case SC_REJECTSWORD: /* リジェクトソード */ + case SC_MEMORIZE: /* メモライズ */ + case SC_BROKNWEAPON: + case SC_BROKNARMOR: + if(sc_data[type].timer==tid) + sc_data[type].timer=add_timer( 1000*600+tick,skill_status_change_timer, bl->id, data ); + return 0; + + case SC_DANCING: //ダンススキルの時間SP消費 + { + int s=0; + if(sd){ + if(sd->status.sp > 0 && (--sc_data[type].val3)>0){ + switch(sc_data[type].val1){ + case BD_RICHMANKIM: /* ニヨルドの宴 3秒にSP1 */ + case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き 3秒にSP1 */ + case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 3秒にSP1 */ + case BD_SIEGFRIED: /* 不死身のジークフリード 3秒にSP1 */ + case BA_DISSONANCE: /* 不協和音 3秒でSP1 */ + case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス 3秒でSP1 */ + case DC_UGLYDANCE: /* 自分勝手なダンス 3秒でSP1 */ + s=3; + break; + case BD_LULLABY: /* 子守歌 4秒にSP1 */ + case BD_ETERNALCHAOS: /* 永遠の混沌 4秒にSP1 */ + case BD_ROKISWEIL: /* ロキの叫び 4秒にSP1 */ + case DC_FORTUNEKISS: /* 幸運のキス 4秒でSP1 */ + s=4; + break; + case BD_INTOABYSS: /* 深淵の中に 5秒にSP1 */ + case BA_WHISTLE: /* 口笛 5秒でSP1 */ + case DC_HUMMING: /* ハミング 5秒でSP1 */ + case BA_POEMBRAGI: /* ブラギの詩 5秒でSP1 */ + case DC_SERVICEFORYOU: /* サービスフォーユー 5秒でSP1 */ + s=5; + break; + case BA_APPLEIDUN: /* イドゥンの林檎 6秒でSP1 */ + s=6; + break; + case DC_DONTFORGETME: /* 私を忘れないで… 10秒でSP1 */ + case CG_MOONLIT: /* 月明りの泉に落ちる花びら 10秒でSP1? */ + s=10; + break; + } + if(s && ((sc_data[type].val3 % s) == 0)){ + sd->status.sp--; + clif_updatestatus(sd,SP_SP); + } + sc_data[type].timer=add_timer( /* タイマー再設定 */ + 1000+tick, skill_status_change_timer, + bl->id, data); + return 0; + } + } + } + break; + case SC_BERSERK: /* バーサーク */ + if(sd){ /* HPが100以上なら継続 */ + if( (sd->status.hp - sd->status.hp/100) > 100 ){ + sd->status.hp -= sd->status.hp/100; + clif_updatestatus(sd,SP_HP); + sc_data[type].timer=add_timer( /* タイマー再設定 */ + 15000+tick, skill_status_change_timer, + bl->id, data); + return 0; + } + } + break; + case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか) + if(sd){ + time_t timer; + if(time(&timer) < ((sc_data[type].val2) + 3600)){ //1時間たっていないので継続 + sc_data[type].timer=add_timer( /* タイマー再設定 */ + 10000+tick, skill_status_change_timer, + bl->id, data); + return 0; + } + } + break; + case SC_NOCHAT: //チャット禁止状態 + if(sd && battle_config.muting_players){ + time_t timer; + if((++sd->status.manner) && time(&timer) < ((sc_data[type].val2) + 60*(0-sd->status.manner))){ //開始からstatus.manner分経ってないので継続 + clif_updatestatus(sd,SP_MANNER); + sc_data[type].timer=add_timer( /* タイマー再設定(60秒) */ + 60000+tick, skill_status_change_timer, + bl->id, data); + return 0; + } + } + break; + case SC_SELFDESTRUCTION: /* 自爆 */ + if(--sc_data[type].val3>0){ + struct mob_data *md; + if(bl->type==BL_MOB && (md=(struct mob_data *)bl) && md->speed > 250){ + md->speed -= 250; + md->next_walktime=tick; + } + sc_data[type].timer=add_timer( /* タイマー再設定 */ + 1000+tick, skill_status_change_timer, + bl->id, data); + return 0; + } + break; + } + + return skill_status_change_end( bl,type,tid ); +} + +/*========================================== + * ステータス異常終了 + *------------------------------------------ + */ +int skill_encchant_eremental_end(struct block_list *bl,int type) +{ + struct status_change *sc_data; + + nullpo_retr(0, bl); + nullpo_retr(0, sc_data=battle_get_sc_data(bl)); + + if( type!=SC_ENCPOISON && sc_data[SC_ENCPOISON].timer!=-1 ) /* エンチャントポイズン解除 */ + skill_status_change_end(bl,SC_ENCPOISON,-1); + if( type!=SC_ASPERSIO && sc_data[SC_ASPERSIO].timer!=-1 ) /* アスペルシオ解除 */ + skill_status_change_end(bl,SC_ASPERSIO,-1); + if( type!=SC_FLAMELAUNCHER && sc_data[SC_FLAMELAUNCHER].timer!=-1 ) /* フレイムランチャ解除 */ + skill_status_change_end(bl,SC_FLAMELAUNCHER,-1); + if( type!=SC_FROSTWEAPON && sc_data[SC_FROSTWEAPON].timer!=-1 ) /* フロストウェポン解除 */ + skill_status_change_end(bl,SC_FROSTWEAPON,-1); + if( type!=SC_LIGHTNINGLOADER && sc_data[SC_LIGHTNINGLOADER].timer!=-1 ) /* ライトニングローダー解除 */ + skill_status_change_end(bl,SC_LIGHTNINGLOADER,-1); + if( type!=SC_SEISMICWEAPON && sc_data[SC_SEISMICWEAPON].timer!=-1 ) /* サイスミックウェポン解除 */ + skill_status_change_end(bl,SC_SEISMICWEAPON,-1); + + return 0; +} +/*========================================== + * ステータス異常開始 + *------------------------------------------ + */ +int skill_status_change_start(struct block_list *bl, int type, int val1, int val2, int val3, int val4, int tick, int flag) +{ + struct map_session_data *sd = NULL; + struct status_change* sc_data; + short *sc_count, *option, *opt1, *opt2, *opt3; + int opt_flag = 0, calc_flag = 0,updateflag = 0, race, mode, elem, undead_flag; + int scdef=0; + + nullpo_retr(0, bl); + if(bl->type == BL_SKILL) + return 0; + nullpo_retr(0, sc_data=battle_get_sc_data(bl)); + nullpo_retr(0, sc_count=battle_get_sc_count(bl)); + nullpo_retr(0, option=battle_get_option(bl)); + nullpo_retr(0, opt1=battle_get_opt1(bl)); + nullpo_retr(0, opt2=battle_get_opt2(bl)); + nullpo_retr(0, opt3=battle_get_opt3(bl)); + + + race=battle_get_race(bl); + mode=battle_get_mode(bl); + elem=battle_get_elem_type(bl); + undead_flag=battle_check_undead(race,elem); + + if(type == SC_AETERNA && (sc_data[SC_STONE].timer != -1 || sc_data[SC_FREEZE].timer != -1) ) + return 0; + + switch(type){ + case SC_STONE: + case SC_FREEZE: + scdef=3+battle_get_mdef(bl)+battle_get_luk(bl)/3; + break; + case SC_STAN: + case SC_SILENCE: + case SC_POISON: + scdef=3+battle_get_vit(bl)+battle_get_luk(bl)/3; + break; + case SC_SLEEP: + case SC_BLIND: + scdef=3+battle_get_int(bl)+battle_get_luk(bl)/3; + break; + case SC_CURSE: + scdef=3+battle_get_luk(bl); + break; + +// case SC_CONFUSION: + default: + scdef=0; + } + if(scdef>=100) + return 0; + if(bl->type==BL_PC){ + sd=(struct map_session_data *)bl; + if( sd && type == SC_ADRENALINE && !(skill_get_weapontype(BS_ADRENALINE)&(1<<sd->status.weapon))) + return 0; + + if(SC_STONE<=type && type<=SC_BLIND){ /* カードによる耐性 */ + if( sd && sd->reseff[type-SC_STONE] > 0 && rand()%10000<sd->reseff[type-SC_STONE]){ + if(battle_config.battle_log) + printf("PC %d skill_sc_start: cardによる異常耐性発動\n",sd->bl.id); + return 0; + } + } + } + else if(bl->type == BL_MOB) { + } + else { + if(battle_config.error_log) + printf("skill_status_change_start: neither MOB nor PC !\n"); + return 0; + } + + if(type==SC_FREEZE && undead_flag && !(flag&1)) + return 0; + + if((type == SC_ADRENALINE || type == SC_WEAPONPERFECTION || type == SC_OVERTHRUST) && + sc_data[type].timer != -1 && sc_data[type].val2 && !val2) + return 0; + + if(mode & 0x20 && (type==SC_STONE || type==SC_FREEZE || + type==SC_STAN || type==SC_SLEEP || type==SC_SILENCE || type==SC_QUAGMIRE || type == SC_DECREASEAGI || type == SC_SIGNUMCRUCIS || type == SC_PROVOKE || + (type == SC_BLESSING && (undead_flag || race == 6))) && !(flag&1)){ + /* ボスには効かない(ただしカードによる効果は適用される) */ + return 0; + } + if(type==SC_FREEZE || type==SC_STAN || type==SC_SLEEP) + battle_stopwalking(bl,1); + + if(sc_data[type].timer != -1){ /* すでに同じ異常になっている場合タイマ解除 */ + if(sc_data[type].val1 > val1 && type != SC_COMBO && type != SC_DANCING && type != SC_DEVOTION && + type != SC_SPEEDPOTION0 && type != SC_SPEEDPOTION1 && type != SC_SPEEDPOTION2 + && type != SC_ATKPOT && type != SC_MATKPOT) // added atk and matk potions [Valaris] + return 0; + if(type >=SC_STAN && type <= SC_BLIND) + return 0;/* 継ぎ足しができない状態異常である時は状態異常を行わない */ + if(type == SC_GRAFFITI){ //異常中にもう一度状態異常になった時に解除してから再度かかる + skill_status_change_end(bl,type,-1); + }else{ + (*sc_count)--; + delete_timer(sc_data[type].timer, skill_status_change_timer); + sc_data[type].timer = -1; + } + } + + switch(type){ /* 異常の種類ごとの処理 */ + case SC_PROVOKE: /* プロボック */ + calc_flag = 1; + if(tick <= 0) tick = 1000; /* (オートバーサーク) */ + break; + case SC_ENDURE: /* インデュア */ + if(tick <= 0) tick = 1000 * 60; + break; + case SC_CONCENTRATE: /* 集中力向上 */ + calc_flag = 1; + break; + case SC_BLESSING: /* ブレッシング */ + { + if(bl->type == BL_PC || (!undead_flag && race != 6)) { + if(sc_data[SC_CURSE].timer!=-1 ) + skill_status_change_end(bl,SC_CURSE,-1); + if(sc_data[SC_STONE].timer!=-1 && sc_data[SC_STONE].val2 == 0) + skill_status_change_end(bl,SC_STONE,-1); + } + calc_flag = 1; + } + break; + case SC_ANGELUS: /* アンゼルス */ + calc_flag = 1; + break; + case SC_INCREASEAGI: /* 速度上昇 */ + calc_flag = 1; + if(sc_data[SC_DECREASEAGI].timer!=-1 ) + skill_status_change_end(bl,SC_DECREASEAGI,-1); + if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォーク */ + skill_status_change_end(bl,SC_WINDWALK,-1); + break; + case SC_DECREASEAGI: /* 速度減少 */ + calc_flag = 1; + if(sc_data[SC_INCREASEAGI].timer!=-1 ) + skill_status_change_end(bl,SC_INCREASEAGI,-1); + break; + case SC_SIGNUMCRUCIS: /* シグナムクルシス */ + calc_flag = 1; +// val2 = 14 + val1; + val2 = 10 + val1*2; + tick = 600*1000; + clif_emotion(bl,4); + break; + case SC_SLOWPOISON: + if(sc_data[SC_POISON].timer == -1 ) + return 0; + break; + case SC_TWOHANDQUICKEN: /* 2HQ */ + *opt3 |= 1; + calc_flag = 1; + break; + case SC_ADRENALINE: /* アドレナリンラッシュ */ + calc_flag = 1; + break; + case SC_WEAPONPERFECTION: /* ウェポンパーフェクション */ + if(battle_config.party_skill_penaly && !val2) tick /= 5; + break; + case SC_OVERTHRUST: /* オーバースラスト */ + *opt3 |= 2; + if(battle_config.party_skill_penaly && !val2) tick /= 10; + break; + case SC_MAXIMIZEPOWER: /* マキシマイズパワー(SPが1減る時間,val2にも) */ + if(bl->type == BL_PC) + val2 = tick; + else + tick = 5000*val1; + break; + case SC_ENCPOISON: /* エンチャントポイズン */ + calc_flag = 1; + val2=(((val1 - 1) / 2) + 3)*100; /* 毒付与確率 */ + skill_encchant_eremental_end(bl,SC_ENCPOISON); + break; + case SC_POISONREACT: /* ポイズンリアクト */ + break; + case SC_IMPOSITIO: /* インポシティオマヌス */ + calc_flag = 1; + break; + case SC_ASPERSIO: /* アスペルシオ */ + skill_encchant_eremental_end(bl,SC_ASPERSIO); + break; + case SC_SUFFRAGIUM: /* サフラギム */ + case SC_BENEDICTIO: /* 聖体 */ + case SC_MAGNIFICAT: /* マグニフィカート */ + case SC_AETERNA: /* エーテルナ */ + break; + case SC_ENERGYCOAT: /* エナジーコート */ + *opt3 |= 4; + break; + case SC_MAGICROD: + val2 = val1*20; + break; + case SC_KYRIE: /* キリエエレイソン */ + val2 = battle_get_max_hp(bl) * (val1 * 2 + 10) / 100;/* 耐久度 */ + val3 = (val1 / 2 + 5); /* 回数 */ +// -- moonsoul (added to undo assumptio status if target has it) + if(sc_data[SC_ASSUMPTIO].timer!=-1 ) + skill_status_change_end(bl,SC_ASSUMPTIO,-1); + break; + case SC_MINDBREAKER: + calc_flag = 1; + if(tick <= 0) tick = 1000; /* (オートバーサーク) */ + case SC_GLORIA: /* グロリア */ + calc_flag = 1; + break; + case SC_LOUD: /* ラウドボイス */ + calc_flag = 1; + break; + case SC_TRICKDEAD: /* 死んだふり */ + break; + case SC_QUAGMIRE: /* クァグマイア */ + calc_flag = 1; + if(sc_data[SC_CONCENTRATE].timer!=-1 ) /* 集中力向上解除 */ + skill_status_change_end(bl,SC_CONCENTRATE,-1); + if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */ + skill_status_change_end(bl,SC_INCREASEAGI,-1); + if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 ) + skill_status_change_end(bl,SC_TWOHANDQUICKEN,-1); + if(sc_data[SC_SPEARSQUICKEN].timer!=-1 ) + skill_status_change_end(bl,SC_SPEARSQUICKEN,-1); + if(sc_data[SC_ADRENALINE].timer!=-1 ) + skill_status_change_end(bl,SC_ADRENALINE,-1); + if(sc_data[SC_LOUD].timer!=-1 ) + skill_status_change_end(bl,SC_LOUD,-1); + if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥルーサイト */ + skill_status_change_end(bl,SC_TRUESIGHT,-1); + if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォーク */ + skill_status_change_end(bl,SC_WINDWALK,-1); + if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カートブースト */ + skill_status_change_end(bl,SC_CARTBOOST,-1); + break; + case SC_FLAMELAUNCHER: /* フレームランチャー */ + skill_encchant_eremental_end(bl,SC_FLAMELAUNCHER); + break; + case SC_FROSTWEAPON: /* フロストウェポン */ + skill_encchant_eremental_end(bl,SC_FROSTWEAPON); + break; + case SC_LIGHTNINGLOADER: /* ライトニングローダー */ + skill_encchant_eremental_end(bl,SC_LIGHTNINGLOADER); + break; + case SC_SEISMICWEAPON: /* サイズミックウェポン */ + skill_encchant_eremental_end(bl,SC_SEISMICWEAPON); + break; + case SC_DEVOTION: /* ディボーション */ + calc_flag = 1; + break; + case SC_PROVIDENCE: /* プロヴィデンス */ + calc_flag = 1; + val2=val1*5; + break; + case SC_REFLECTSHIELD: + val2=10+val1*3; + break; + case SC_STRIPWEAPON: + case SC_STRIPSHIELD: + case SC_STRIPARMOR: + case SC_STRIPHELM: + case SC_CP_WEAPON: + case SC_CP_SHIELD: + case SC_CP_ARMOR: + case SC_CP_HELM: + break; + + case SC_AUTOSPELL: /* オートスペル */ + val4 = 5 + val1*2; + break; + + case SC_VOLCANO: + calc_flag = 1; + val3 = val1*10; + val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) ); + break; + case SC_DELUGE: + calc_flag = 1; + val3 = val1>=5?15: (val1==4?14: (val1==3?12: ( val1==2?9:5 ) ) ); + val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) ); + break; + case SC_VIOLENTGALE: + calc_flag = 1; + val3 = val1*3; + val4 = val1>=5?20: (val1==4?19: (val1==3?17: ( val1==2?14:10 ) ) ); + break; + + case SC_SPEARSQUICKEN: /* スピアクイッケン */ + calc_flag = 1; + val2 = 20+val1; + *opt3 |= 1; + break; + case SC_COMBO: + break; + case SC_BLADESTOP_WAIT: /* 白刃取り(待ち) */ + break; + case SC_BLADESTOP: /* 白刃取り */ + if(val2==2) clif_bladestop((struct block_list *)val3,(struct block_list *)val4,1); + *opt3 |= 32; + break; + + case SC_LULLABY: /* 子守唄 */ + val2 = 11; + break; + case SC_RICHMANKIM: + break; + case SC_ETERNALCHAOS: /* エターナルカオス */ + calc_flag = 1; + break; + case SC_DRUMBATTLE: /* 戦太鼓の響き */ + calc_flag = 1; + val2 = (val1+1)*25; + val3 = (val1+1)*2; + break; + case SC_NIBELUNGEN: /* ニーベルングの指輪 */ + calc_flag = 1; + val2 = (val1+2)*50; + val3 = (val1+2)*25; + break; + case SC_ROKISWEIL: /* ロキの叫び */ + break; + case SC_INTOABYSS: /* 深淵の中に */ + break; + case SC_SIEGFRIED: /* 不死身のジークフリード */ + calc_flag = 1; + val2 = 40 + val1*5; + val3 = val1*10; + break; + case SC_DISSONANCE: /* 不協和音 */ + val2 = 10; + break; + case SC_WHISTLE: /* 口笛 */ + calc_flag = 1; + break; + case SC_ASSNCROS: /* 夕陽のアサシンクロス */ + calc_flag = 1; + break; + case SC_POEMBRAGI: /* ブラギの詩 */ + break; + case SC_APPLEIDUN: /* イドゥンの林檎 */ + calc_flag = 1; + break; + case SC_UGLYDANCE: /* 自分勝手なダンス */ + val2 = 10; + break; + case SC_HUMMING: /* ハミング */ + calc_flag = 1; + break; + case SC_DONTFORGETME: /* 私を忘れないで */ + calc_flag = 1; + if(sc_data[SC_INCREASEAGI].timer!=-1 ) /* 速度上昇解除 */ + skill_status_change_end(bl,SC_INCREASEAGI,-1); + if(sc_data[SC_TWOHANDQUICKEN].timer!=-1 ) + skill_status_change_end(bl,SC_TWOHANDQUICKEN,-1); + if(sc_data[SC_SPEARSQUICKEN].timer!=-1 ) + skill_status_change_end(bl,SC_SPEARSQUICKEN,-1); + if(sc_data[SC_ADRENALINE].timer!=-1 ) + skill_status_change_end(bl,SC_ADRENALINE,-1); + if(sc_data[SC_ASSNCROS].timer!=-1 ) + skill_status_change_end(bl,SC_ASSNCROS,-1); + if(sc_data[SC_TRUESIGHT].timer!=-1 ) /* トゥルーサイト */ + skill_status_change_end(bl,SC_TRUESIGHT,-1); + if(sc_data[SC_WINDWALK].timer!=-1 ) /* ウインドウォーク */ + skill_status_change_end(bl,SC_WINDWALK,-1); + if(sc_data[SC_CARTBOOST].timer!=-1 ) /* カートブースト */ + skill_status_change_end(bl,SC_CARTBOOST,-1); + break; + case SC_FORTUNE: /* 幸運のキス */ + calc_flag = 1; + break; + case SC_SERVICE4U: /* サービスフォーユー */ + calc_flag = 1; + break; + case SC_DANCING: /* ダンス/演奏中 */ + calc_flag = 1; + val3= tick / 1000; + tick = 1000; + break; + + case SC_EXPLOSIONSPIRITS: // 爆裂波動 + calc_flag = 1; + val2 = 75 + 25*val1; + *opt3 |= 8; + break; + case SC_STEELBODY: // 金剛 + calc_flag = 1; + *opt3 |= 16; + break; + case SC_EXTREMITYFIST: /* 阿修羅覇凰拳 */ + break; + case SC_AUTOCOUNTER: + val3 = val4 = 0; + break; + + case SC_SPEEDPOTION0: /* 増速ポーション */ + case SC_SPEEDPOTION1: + case SC_SPEEDPOTION2: + calc_flag = 1; + tick = 1000 * tick; + val2 = 5*(2+type-SC_SPEEDPOTION0); + break; + + /* atk & matk potions [Valaris] */ + case SC_ATKPOT: + case SC_MATKPOT: + calc_flag = 1; + tick = 1000 * tick; + break; + case SC_WEDDING: //結婚用(結婚衣裳になって歩くのが遅いとか) + { + time_t timer; + + calc_flag = 1; + tick = 10000; + if(!val2) + val2 = time(&timer); + } + break; + case SC_NOCHAT: //チャット禁止状態 + { + time_t timer; + + if(!battle_config.muting_players) + break; + + tick = 60000; + if(!val2) + val2 = time(&timer); + updateflag = SP_MANNER; + } + break; + case SC_SELFDESTRUCTION: //自爆 + clif_skillcasting(bl,bl->id, bl->id,0,0,331,skill_get_time(val2,val1)); + val3 = tick / 1000; + tick = 1000; + break; + + /* option1 */ + case SC_STONE: /* 石化 */ + if(!(flag&2)) { + int sc_def = battle_get_mdef(bl)*200; + tick = tick - sc_def; + } + val3 = tick/1000; + if(val3 < 1) val3 = 1; + tick = 5000; + val2 = 1; + break; + case SC_SLEEP: /* 睡眠 */ + if(!(flag&2)) { +// int sc_def = 100 - (battle_get_int(bl) + battle_get_luk(bl)/3); +// tick = tick * sc_def / 100; +// if(tick < 1000) tick = 1000; + tick = 30000;//睡眠はステータス耐性に関わらず30秒 + } + break; + case SC_FREEZE: /* 凍結 */ + if(!(flag&2)) { + int sc_def = 100 - battle_get_mdef(bl); + tick = tick * sc_def / 100; + } + break; + case SC_STAN: /* スタン(val2にミリ秒セット) */ + if(!(flag&2)) { + int sc_def = 100 - (battle_get_vit(bl) + battle_get_luk(bl)/3); + tick = tick * sc_def / 100; + } + break; + + /* option2 */ + case SC_POISON: /* 毒 */ + calc_flag = 1; + if(!(flag&2)) { + int sc_def = 100 - (battle_get_vit(bl) + battle_get_luk(bl)/5); + tick = tick * sc_def / 100; + } + val3 = tick/1000; + if(val3 < 1) val3 = 1; + tick = 1000; + break; + case SC_SILENCE: /* 沈黙(レックスデビーナ) */ + if(!(flag&2)) { + int sc_def = 100 - battle_get_vit(bl); + tick = tick * sc_def / 100; + } + break; + case SC_BLIND: /* 暗黒 */ + calc_flag = 1; + if(!(flag&2)) { + int sc_def = battle_get_lv(bl)/10 + battle_get_int(bl)/15; + tick = 30000 - sc_def; + } + break; + case SC_CURSE: + calc_flag = 1; + if(!(flag&2)) { + int sc_def = 100 - battle_get_vit(bl); + tick = tick * sc_def / 100; + } + break; + + /* option */ + case SC_HIDING: /* ハイディング */ + calc_flag = 1; + if(bl->type == BL_PC) { + val2 = tick / 1000; /* 持続時間 */ + tick = 1000; + } + break; + case SC_CHASEWALK: + case SC_CLOAKING: /* クローキング */ + if(bl->type == BL_PC) + val2 = tick; + else + tick = 5000*val1; + break; + case SC_SIGHT: /* サイト/ルアフ */ + case SC_RUWACH: + val2 = tick/250; + tick = 10; + break; + + /* セーフティウォール、ニューマ */ + case SC_SAFETYWALL: case SC_PNEUMA: + tick=((struct skill_unit *)val2)->group->limit; + break; + + /* アンクル */ + case SC_ANKLE: + break; + + /* ウォーターボール */ + case SC_WATERBALL: + tick=150; + if(val1>5) //レベルが5以上の場合は25発に制限(1発目はすでに打ってるので-1) + val3=5*5-1; + else + val3= (val1|1)*(val1|1)-1; + break; + + /* スキルじゃない/時間に関係しない */ + case SC_RIDING: + calc_flag = 1; + tick = 600*1000; + break; + case SC_FALCON: + case SC_WEIGHT50: + case SC_WEIGHT90: + case SC_BROKNWEAPON: + case SC_BROKNARMOR: + tick=600*1000; + break; + + case SC_AUTOGUARD: + { + int i,t; + for(i=val2=0;i<val1;i++) { + t = 5-(i>>1); + val2 += (t < 0)? 1:t; + } + } + break; + + case SC_DEFENDER: + calc_flag = 1; + val2 = 5 + val1*15; + break; + + case SC_KEEPING: + case SC_BARRIER: + case SC_HALLUCINATION: + break; + case SC_CONCENTRATION: /* コンセントレーション */ + *opt3 |= 1; + calc_flag = 1; + break; + case SC_TENSIONRELAX: /* テンションリラックス */ + calc_flag = 1; + if(bl->type == BL_PC) { + tick = 10000; + } + break; + case SC_AURABLADE: /* オーラブレード */ + case SC_PARRYING: /* パリイング */ +// case SC_ASSUMPTIO: /* */ + case SC_HEADCRUSH: /* ヘッドクラッシュ */ + case SC_JOINTBEAT: /* ジョイントビート */ +// case SC_MARIONETTE: /* マリオネットコントロール */ + + //とりあえず手抜き + break; + +// -- moonsoul (for new upper class related skill status effects) +/* + case SC_AURABLADE: + val2 = val1*10; + break; + case SC_PARRYING: + val2=val1*3; + break; + case SC_CONCENTRATION: + calc_flag=1; + val2=val1*10; + val3=val1*5; + break; + case SC_TENSIONRELAX: +// val2 = 10; +// val3 = 15; + break; + case SC_BERSERK: + calc_flag=1; + break; + case SC_ASSUMPTIO: + if(sc_data[SC_KYRIE].timer!=-1 ) + skill_status_change_end(bl,SC_KYRIE,-1); + break; +*/ + case SC_WINDWALK: /* ウインドウォーク */ + calc_flag = 1; + val2 = (val1 / 2); //Flee上昇率 + break; + case SC_BERSERK: /* バーサーク */ + if(sd){ + sd->status.sp = 0; + clif_updatestatus(sd,SP_SP); + clif_status_change(bl,SC_INCREASEAGI,1); /* アイコン表示 */ + } + *opt3 |= 128; + tick = 1000; + calc_flag = 1; + break; + case SC_ASSUMPTIO: /* アスムプティオ */ + *opt3 |= 2048; + break; + case SC_MARIONETTE: /* マリオネットコントロール */ + *opt3 |= 1024; + break; + case SC_MELTDOWN: /* メルトダウン */ + case SC_CARTBOOST: /* カートブースト */ + case SC_TRUESIGHT: /* トゥルーサイト */ + case SC_SPIDERWEB: /* スパイダーウェッブ */ + case SC_MAGICPOWER: /* 魔法力増幅 */ + calc_flag = 1; + break; + case SC_REJECTSWORD: /* リジェクトソード */ + val2 = 3; //3回攻撃を跳ね返す + break; + case SC_MEMORIZE: /* メモライズ */ + val2 = 3; //3回詠唱を1/3にする + break; + case SC_GRAFFITI: /* グラフィティ */ + { + struct skill_unit_group *sg = skill_unitsetting(bl,RG_GRAFFITI,val1,val2,val3,0); + if(sg) + val4 = (int)sg; + } + break; + case SC_SPLASHER: /* ベナムスプラッシャー */ + break; + default: + if(battle_config.error_log) + printf("UnknownStatusChange [%d]\n", type); + return 0; + } + + if(bl->type==BL_PC && type<SC_SENDMAX) + clif_status_change(bl,type,1); /* アイコン表示 */ + + /* optionの変更 */ + switch(type){ + case SC_STONE: + case SC_FREEZE: + case SC_STAN: + case SC_SLEEP: + battle_stopattack(bl); /* 攻撃停止 */ + skill_stop_dancing(bl,0); /* 演奏/ダンスの中断 */ + { /* 同時に掛からないステータス異常を解除 */ + int i; + for(i = SC_STONE; i <= SC_SLEEP; i++){ + if(sc_data[i].timer != -1){ + (*sc_count)--; + delete_timer(sc_data[i].timer, skill_status_change_timer); + sc_data[i].timer = -1; + } + } + } + if(type == SC_STONE) + *opt1 = 6; + else + *opt1 = type - SC_STONE + 1; + opt_flag = 1; + break; + case SC_POISON: + case SC_CURSE: + case SC_SILENCE: + case SC_BLIND: + *opt2 |= 1<<(type-SC_POISON); + opt_flag = 1; + break; + case SC_SIGNUMCRUCIS: + *opt2 |= 0x40; + opt_flag = 1; + break; + case SC_HIDING: + case SC_CLOAKING: + battle_stopattack(bl); /* 攻撃停止 */ + *option |= ((type==SC_HIDING)?2:4); + opt_flag =1 ; + break; + case SC_CHASEWALK: + battle_stopattack(bl); /* 攻撃停止 */ + *option |= 16388; + opt_flag =1 ; + break; + case SC_SIGHT: + *option |= 1; + opt_flag = 1; + break; + case SC_RUWACH: + *option |= 8192; + opt_flag = 1; + break; + case SC_WEDDING: + *option |= 4096; + opt_flag = 1; + } + + if(opt_flag) /* optionの変更 */ + clif_changeoption(bl); + + (*sc_count)++; /* ステータス異常の数 */ + + sc_data[type].val1 = val1; + sc_data[type].val2 = val2; + sc_data[type].val3 = val3; + sc_data[type].val4 = val4; + /* タイマー設定 */ + sc_data[type].timer = add_timer( + gettick() + tick, skill_status_change_timer, bl->id, type); + + if(bl->type==BL_PC && calc_flag) + pc_calcstatus(sd,0); /* ステータス再計算 */ + + if(bl->type==BL_PC && updateflag) + clif_updatestatus(sd,updateflag); /* ステータスをクライアントに送る */ + + return 0; +} +/*========================================== + * ステータス異常全解除 + *------------------------------------------ + */ +int skill_status_change_clear(struct block_list *bl, int type) +{ + struct status_change* sc_data; + short *sc_count, *option, *opt1, *opt2, *opt3; + int i; + + nullpo_retr(0, bl); + nullpo_retr(0, sc_data = battle_get_sc_data(bl)); + nullpo_retr(0, sc_count = battle_get_sc_count(bl)); + nullpo_retr(0, option = battle_get_option(bl)); + nullpo_retr(0, opt1 = battle_get_opt1(bl)); + nullpo_retr(0, opt2 = battle_get_opt2(bl)); + nullpo_retr(0, opt3 = battle_get_opt3(bl)); + + if (*sc_count == 0) + return 0; + for(i = 0; i < MAX_STATUSCHANGE; i++){ + if(sc_data[i].timer != -1){ /* 異常があるならタイマーを削除する */ +/* + delete_timer(sc_data[i].timer, skill_status_change_timer); + sc_data[i].timer = -1; + + if (!type && i < SC_SENDMAX) + clif_status_change(bl, i, 0); +*/ + + skill_status_change_end(bl, i, -1); + } + } + *sc_count = 0; + *opt1 = 0; + *opt2 = 0; + *opt3 = 0; + *option &= OPTION_MASK; + + if (night_flag == 1 && type == BL_PC) // by [Yor] + *opt2 |= STATE_BLIND; + + if(!type || type&2) + clif_changeoption(bl); + + return 0; +} + +/* クローキング検査(周りに移動不可能地帯があるか) */ +int skill_check_cloaking(struct block_list *bl) +{ + struct map_session_data *sd=NULL; + static int dx[]={-1, 0, 1,-1, 1,-1, 0, 1}; + static int dy[]={-1,-1,-1, 0, 0, 1, 1, 1}; + int end=1,i; + + nullpo_retr(0, bl); + + if(pc_checkskill(sd,AS_CLOAKING)>2) + return 0; + if(bl->type == BL_PC && battle_config.pc_cloak_check_type&1) + return 0; + if(bl->type == BL_MOB && battle_config.monster_cloak_check_type&1) + return 0; + for(i=0;i<sizeof(dx)/sizeof(dx[0]);i++){ + int c=map_getcell(bl->m,bl->x+dx[i],bl->y+dy[i]); + if(c==1 || c==5) end=0; + } + if(end){ + skill_status_change_end(bl, SC_CLOAKING, -1); + *battle_get_option(bl)&=~4; /* 念のための処理 */ + } + return end; +} + +/* + *---------------------------------------------------------------------------- + * スキルユニット + *---------------------------------------------------------------------------- + */ + +/*========================================== + * 演奏/ダンススキルかどうか判定 + * 引数 スキルID + * 戻り ダンスじゃない=0 合奏=2 それ以外のダンス=1 + *------------------------------------------ + */ +int skill_is_danceskill(int id) +{ + int i; + switch(id){ + case BD_LULLABY: /* 子守歌 */ + case BD_RICHMANKIM: /* ニヨルドの宴 */ + case BD_ETERNALCHAOS: /* 永遠の混沌 */ + case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */ + case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */ + case BD_ROKISWEIL: /* ロキの叫び */ + case BD_INTOABYSS: /* 深淵の中に */ + case BD_SIEGFRIED: /* 不死身のジークフリード */ + case BD_RAGNAROK: /* 神々の黄昏 */ + case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ + i=2; + break; + case BA_DISSONANCE: /* 不協和音 */ + case BA_FROSTJOKE: /* 寒いジョーク */ + case BA_WHISTLE: /* 口笛 */ + case BA_ASSASSINCROSS: /* 夕陽のアサシンクロス */ + case BA_POEMBRAGI: /* ブラギの詩 */ + case BA_APPLEIDUN: /* イドゥンの林檎 */ + case DC_UGLYDANCE: /* 自分勝手なダンス */ + case DC_SCREAM: /* スクリーム */ + case DC_HUMMING: /* ハミング */ + case DC_DONTFORGETME: /* 私を忘れないで… */ + case DC_FORTUNEKISS: /* 幸運のキス */ + case DC_SERVICEFORYOU: /* サービスフォーユー */ + i=1; + break; + default: + i=0; + } + return i; +} + +/*========================================== + * 演奏/ダンスをやめる + * flag 1で合奏中なら相方にユニットを任せる + * + *------------------------------------------ + */ +void skill_stop_dancing(struct block_list *src, int flag) +{ + struct status_change* sc_data; + struct skill_unit_group* group; + + nullpo_retv(src); + + sc_data=battle_get_sc_data(src); + if(sc_data && sc_data[SC_DANCING].timer==-1) + return; + group=(struct skill_unit_group *)sc_data[SC_DANCING].val2; //ダンスのスキルユニットIDはval2に入ってる + if(group && src->type==BL_PC && sc_data && sc_data[SC_DANCING].val4){ //合奏中断 + struct map_session_data* dsd=map_id2sd(sc_data[SC_DANCING].val4); //相方のsd取得 + if(flag){ //ログアウトなど片方が落ちても演奏が継続される + if(dsd && src->id == group->src_id){ //グループを持ってるPCが落ちる + group->src_id=sc_data[SC_DANCING].val4; //相方にグループを任せる + if(flag&1) //ログアウト + dsd->sc_data[SC_DANCING].val4=0; //相方の相方を0にして合奏終了→通常のダンス状態 + if(flag&2) //ハエ飛びなど + return; //合奏もダンス状態も終了させない&スキルユニットは置いてけぼり + }else if(dsd && dsd->bl.id == group->src_id){ //相方がグループを持っているPCが落ちる(自分はグループを持っていない) + if(flag&1) //ログアウト + dsd->sc_data[SC_DANCING].val4=0; //相方の相方を0にして合奏終了→通常のダンス状態 + if(flag&2) //ハエ飛びなど + return; //合奏もダンス状態も終了させない&スキルユニットは置いてけぼり + } + skill_status_change_end(src,SC_DANCING,-1);//自分のステータスを終了させる + //そしてグループは消さない&消さないのでステータス計算もいらない? + return; + }else{ + if(dsd && src->id == group->src_id){ //グループを持ってるPCが止める + skill_status_change_end((struct block_list *)dsd,SC_DANCING,-1);//相手のステータスを終了させる + } + if(dsd && dsd->bl.id == group->src_id){ //相方がグループを持っているPCが止める(自分はグループを持っていない) + skill_status_change_end(src,SC_DANCING,-1);//自分のステータスを終了させる + } + } + } + if(flag&2 && group && src->type==BL_PC){ //ハエで飛んだときとかはユニットも飛ぶ + struct map_session_data *sd = (struct map_session_data *)src; + skill_unit_move_unit_group(group, sd->bl.m,(sd->to_x - sd->bl.x),(sd->to_y - sd->bl.y)); + return; + } + skill_delunitgroup(group); + if(src->type==BL_PC) + pc_calcstatus((struct map_session_data *)src,0); +} + +/*========================================== + * スキルユニット初期化 + *------------------------------------------ + */ +struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y) +{ + struct skill_unit *unit; + + nullpo_retr(NULL, group); + nullpo_retr(NULL, unit=&group->unit[idx]); + + if(!unit->alive) + group->alive_count++; + + unit->bl.id=map_addobject(&unit->bl); + unit->bl.type=BL_SKILL; + unit->bl.m=group->map; + unit->bl.x=x; + unit->bl.y=y; + unit->group=group; + unit->val1=unit->val2=0; + unit->alive=1; + + map_addblock(&unit->bl); + clif_skill_setunit(unit); + return unit; +} + +int skill_unit_timer_sub_ondelete( struct block_list *bl, va_list ap ); +/*========================================== + * スキルユニット削除 + *------------------------------------------ + */ +int skill_delunit(struct skill_unit *unit) +{ + struct skill_unit_group *group; + int range; + + nullpo_retr(0, unit); + if(!unit->alive) + return 0; + nullpo_retr(0, group=unit->group); + + /* onlimitイベント呼び出し */ + skill_unit_onlimit( unit,gettick() ); + + /* ondeleteイベント呼び出し */ + range=group->range; + map_foreachinarea( skill_unit_timer_sub_ondelete, unit->bl.m, + unit->bl.x-range,unit->bl.y-range,unit->bl.x+range,unit->bl.y+range,0, + &unit->bl,gettick() ); + + clif_skill_delunit(unit); + + unit->group=NULL; + unit->alive=0; + map_delobjectnofree(unit->bl.id); + if(group->alive_count>0 && (--group->alive_count)<=0) + skill_delunitgroup(group); + + return 0; +} +/*========================================== + * スキルユニットグループ初期化 + *------------------------------------------ + */ +static int skill_unit_group_newid=10; +struct skill_unit_group *skill_initunitgroup(struct block_list *src, + int count,int skillid,int skilllv,int unit_id) +{ + int i; + struct skill_unit_group *group=NULL, *list=NULL; + int maxsug=0; + + nullpo_retr(NULL, src); + + if(src->type==BL_PC){ + list=((struct map_session_data *)src)->skillunit; + maxsug=MAX_SKILLUNITGROUP; + }else if(src->type==BL_MOB){ + list=((struct mob_data *)src)->skillunit; + maxsug=MAX_MOBSKILLUNITGROUP; + }else if(src->type==BL_PET){ + list=((struct pet_data *)src)->skillunit; + maxsug=MAX_MOBSKILLUNITGROUP; + } + if(list){ + for(i=0;i<maxsug;i++) /* 空いているもの検索 */ + if(list[i].group_id==0){ + group=&list[i]; + break; + } + + if(group==NULL){ /* 空いてないので古いもの検索 */ + int j=0; + unsigned maxdiff=0,x,tick=gettick(); + for(i=0;i<maxsug;i++) + if((x=DIFF_TICK(tick,list[i].tick))>maxdiff){ + maxdiff=x; + j=i; + } + skill_delunitgroup(&list[j]); + group=&list[j]; + } + } + + if(group==NULL){ + printf("skill_initunitgroup: error unit group !\n"); + exit(1); + } + + group->src_id=src->id; + group->party_id=battle_get_party_id(src); + group->guild_id=battle_get_guild_id(src); + group->group_id=skill_unit_group_newid++; + if(skill_unit_group_newid<=0) + skill_unit_group_newid=10; + group->unit=(struct skill_unit *)aCalloc(count,sizeof(struct skill_unit)); + group->unit_count=count; + group->val1=group->val2=0; + group->skill_id=skillid; + group->skill_lv=skilllv; + group->unit_id=unit_id; + group->map=src->m; + group->range=0; + group->limit=10000; + group->interval=1000; + group->tick=gettick(); + group->valstr=NULL; + + if( skill_is_danceskill(skillid) ){ + struct map_session_data *sd = NULL; + if(src->type==BL_PC && (sd=(struct map_session_data *)src) ){ + sd->skillid_dance=skillid; + sd->skilllv_dance=skilllv; + } + skill_status_change_start(src,SC_DANCING,skillid,(int)group,0,0,skill_get_time(skillid,skilllv)+1000,0); + switch(skillid){ //合奏スキルは相方をダンス状態にする + case BD_LULLABY: /* 子守歌 */ + case BD_RICHMANKIM: /* ニヨルドの宴 */ + case BD_ETERNALCHAOS: /* 永遠の混沌 */ + case BD_DRUMBATTLEFIELD: /* 戦太鼓の響き */ + case BD_RINGNIBELUNGEN: /* ニーベルングの指輪 */ + case BD_ROKISWEIL: /* ロキの叫び */ + case BD_INTOABYSS: /* 深淵の中に */ + case BD_SIEGFRIED: /* 不死身のジークフリード */ + case BD_RAGNAROK: /* 神々の黄昏 */ + case CG_MOONLIT: /* 月明りの泉に落ちる花びら */ + { + int range=1; + int c=0; + if(sd){ + map_foreachinarea(skill_check_condition_use_sub,sd->bl.m, + sd->bl.x-range,sd->bl.y-range, + sd->bl.x+range,sd->bl.y+range,BL_PC,&sd->bl,&c); + } + } + } + } + return group; +} + +/*========================================== + * スキルユニットグループ削除 + *------------------------------------------ + */ +int skill_delunitgroup(struct skill_unit_group *group) +{ + struct block_list *src; + int i; + + nullpo_retr(0, group); + if(group->unit_count<=0) + return 0; + + src=map_id2bl(group->src_id); + if( skill_is_danceskill(group->skill_id) ){ //ダンススキルはダンス状態を解除する + if(src) + skill_status_change_end(src,SC_DANCING,-1); + } + + group->alive_count=0; + if(group->unit!=NULL){ + for(i=0;i<group->unit_count;i++) + if(group->unit[i].alive) + skill_delunit(&group->unit[i]); + } + if(group->valstr!=NULL){ + map_freeblock(group->valstr); + group->valstr=NULL; + } + + map_freeblock(group->unit); /* free()の替わり */ + group->unit=NULL; + group->src_id=0; + group->group_id=0; + group->unit_count=0; + return 0; +} + +/*========================================== + * スキルユニットグループ全削除 + *------------------------------------------ + */ +int skill_clear_unitgroup(struct block_list *src) +{ + struct skill_unit_group *group=NULL; + int maxsug=0; + + nullpo_retr(0, src); + + if(src->type==BL_PC){ + group=((struct map_session_data *)src)->skillunit; + maxsug=MAX_SKILLUNITGROUP; + }else if(src->type==BL_MOB){ + group=((struct mob_data *)src)->skillunit; + maxsug=MAX_MOBSKILLUNITGROUP; + }else if(src->type==BL_PET){ // [Valaris] + group=((struct pet_data *)src)->skillunit; + maxsug=MAX_MOBSKILLUNITGROUP; + } + if(group){ + int i; + for(i=0;i<maxsug;i++) + if(group[i].group_id>0 && group[i].src_id == src->id) + skill_delunitgroup(&group[i]); + } + return 0; +} + +/*========================================== + * スキルユニットグループの被影響tick検索 + *------------------------------------------ + */ +struct skill_unit_group_tickset *skill_unitgrouptickset_search( + struct block_list *bl,int group_id) +{ + int i,j=0,k,s=group_id%MAX_SKILLUNITGROUPTICKSET; + struct skill_unit_group_tickset *set=NULL; + + nullpo_retr(0, bl); + + if(bl->type==BL_PC){ + set=((struct map_session_data *)bl)->skillunittick; + }else{ + set=((struct mob_data *)bl)->skillunittick; + } + if(set==NULL) + return 0; + for(i=0;i<MAX_SKILLUNITGROUPTICKSET;i++) + if( set[(k=(i+s)%MAX_SKILLUNITGROUPTICKSET)].group_id == group_id ) + return &set[k]; + else if( set[k].group_id==0 ) + j=k; + + return &set[j]; +} + +/*========================================== + * スキルユニットグループの被影響tick削除 + *------------------------------------------ + */ +int skill_unitgrouptickset_delete(struct block_list *bl,int group_id) +{ + int i,s=group_id%MAX_SKILLUNITGROUPTICKSET; + struct skill_unit_group_tickset *set=NULL,*ts; + + nullpo_retr(0, bl); + + if(bl->type==BL_PC){ + set=((struct map_session_data *)bl)->skillunittick; + }else{ + set=((struct mob_data *)bl)->skillunittick; + } + + if(set!=NULL){ + + for(i=0;i<MAX_SKILLUNITGROUPTICKSET;i++) + if( (ts=&set[(i+s)%MAX_SKILLUNITGROUPTICKSET])->group_id == group_id ) + ts->group_id=0; + + } + return 0; +} + +/*========================================== + * スキルユニットタイマー発動処理用(foreachinarea) + *------------------------------------------ + */ +int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap ) +{ + struct block_list *src; + struct skill_unit *su; + unsigned int tick; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + src=va_arg(ap,struct block_list*); + + tick=va_arg(ap,unsigned int); + su = (struct skill_unit *)src; + + if( su && su->alive ) { + struct skill_unit_group *sg; + sg = su->group; + if(sg && battle_check_target(src,bl,sg->target_flag )>0) + skill_unit_onplace( su, bl, tick ); + } + return 0; +} + +/*========================================== + * スキルユニットタイマー削除処理用(foreachinarea) + *------------------------------------------ + */ +int skill_unit_timer_sub_ondelete( struct block_list *bl, va_list ap ) +{ + struct block_list *src; + struct skill_unit *su; + unsigned int tick; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + src=va_arg(ap,struct block_list*); + + tick=va_arg(ap,unsigned int); + su = (struct skill_unit *)src; + + if( su && su->alive ){ + struct skill_unit_group *sg; + sg = su->group; + if( sg && battle_check_target(src,bl,sg->target_flag )>0 ) + skill_unit_ondelete( su, bl, tick ); + } + return 0; +} + +/*========================================== + * スキルユニットタイマー処理用(foreachobject) + *------------------------------------------ + */ +int skill_unit_timer_sub( struct block_list *bl, va_list ap ) +{ + struct skill_unit *unit; + struct skill_unit_group *group; + int range; + unsigned int tick; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + nullpo_retr(0, unit=(struct skill_unit *)bl); + nullpo_retr(0, group=unit->group); + tick=va_arg(ap,unsigned int); + + if(!unit->alive) + return 0; + + range=(unit->range!=0)?unit->range:group->range; + + /* onplaceイベント呼び出し */ + if(unit->alive && unit->range>=0){ + map_foreachinarea( skill_unit_timer_sub_onplace, bl->m, + bl->x-range,bl->y-range,bl->x+range,bl->y+range,0, + bl,tick); + if(group->unit_id == 0xaa && DIFF_TICK(tick,group->tick)>=6000*group->val2){ + map_foreachinarea( skill_idun_heal, bl->m, + bl->x-range,bl->y-range,bl->x+range,bl->y+range,0,unit); + group->val2++; + } + } + /* 時間切れ削除 */ + if(unit->alive && + (DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit) ){ + switch(group->unit_id){ + + + + + + + case 0x8f: /* ブラストマイン */ + group->unit_id = 0x8c; + clif_changelook(bl,LOOK_BASE,group->unit_id); + group->limit=DIFF_TICK(tick+1500,group->tick); + unit->limit=DIFF_TICK(tick+1500,group->tick); + break; + case 0x90: /* スキッドトラップ */ + case 0x91: /* アンクルスネア */ + case 0x93: /* ランドマイン */ + case 0x94: /* ショックウェーブトラップ */ + case 0x95: /* サンドマン */ + case 0x96: /* フラッシャー */ + case 0x97: /* フリージングトラップ */ + case 0x98: /* クレイモアートラップ */ + case 0x99: /* トーキーボックス */ + { + struct block_list *src=map_id2bl(group->src_id); + if(group->unit_id == 0x91 && group->val2); + else{ + if(src && src->type==BL_PC){ + struct item item_tmp; + memset(&item_tmp,0,sizeof(item_tmp)); + item_tmp.nameid=1065; + item_tmp.identify=1; + map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0); // 罠返還 + } + } + } + default: + skill_delunit(unit); + } + } + + if(group->unit_id == 0x8d) { + unit->val1 -= 5; + if(unit->val1 <= 0 && unit->limit + group->tick > tick + 700) + unit->limit = DIFF_TICK(tick+700,group->tick); + } + + return 0; +} +/*========================================== + * スキルユニットタイマー処理 + *------------------------------------------ + */ +int skill_unit_timer( int tid,unsigned int tick,int id,int data) +{ + map_freeblock_lock(); + + map_foreachobject( skill_unit_timer_sub, BL_SKILL, tick ); + + map_freeblock_unlock(); + + return 0; +} + +/*========================================== + * スキルユニット移動時処理用(foreachinarea) + *------------------------------------------ + */ +int skill_unit_out_all_sub( struct block_list *bl, va_list ap ) +{ + struct skill_unit *unit; + struct skill_unit_group *group; + struct block_list *src; + int range; + unsigned int tick; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + nullpo_retr(0, src=va_arg(ap,struct block_list*)); + nullpo_retr(0, unit=(struct skill_unit *)bl); + nullpo_retr(0, group=unit->group); + + tick=va_arg(ap,unsigned int); + + if(!unit->alive || src->prev==NULL) + return 0; + + range=(unit->range!=0)?unit->range:group->range; + + if( range<0 || battle_check_target(bl,src,group->target_flag )<=0 ) + return 0; + + if( src->x >= bl->x-range && src->x <= bl->x+range && + src->y >= bl->y-range && src->y <= bl->y+range ) + skill_unit_onout( unit, src, tick ); + + return 0; +} + + +/*========================================== + * スキルユニット移動時処理 + *------------------------------------------ + */ +int skill_unit_out_all( struct block_list *bl,unsigned int tick,int range) +{ + nullpo_retr(0, bl); + + if( bl->prev==NULL ) + return 0; + + if(range<7) + range=7; + map_foreachinarea( skill_unit_out_all_sub, + bl->m,bl->x-range,bl->y-range,bl->x+range,bl->y+range,BL_SKILL, + bl,tick ); + + return 0; +} + +/*========================================== + * スキルユニット移動時処理用(foreachinarea) + *------------------------------------------ + */ +int skill_unit_move_sub( struct block_list *bl, va_list ap ) +{ + struct skill_unit *unit; + struct skill_unit_group *group; + struct block_list *src; + int range; + unsigned int tick; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + nullpo_retr(0, unit=(struct skill_unit *)bl); + nullpo_retr(0, src=va_arg(ap,struct block_list*)); + + tick=va_arg(ap,unsigned int); + + if(!unit->alive || src->prev==NULL) + return 0; + + if((group=unit->group) == NULL) + return 0; + range=(unit->range!=0)?unit->range:group->range; + + if( range<0 || battle_check_target(bl,src,group->target_flag )<=0 ) + return 0; + + if( src->x >= bl->x-range && src->x <= bl->x+range && + src->y >= bl->y-range && src->y <= bl->y+range ) + skill_unit_onplace( unit, src, tick ); + else + skill_unit_onout( unit, src, tick ); + + return 0; +} + +/*========================================== + * スキルユニット移動時処理 + *------------------------------------------ + */ +int skill_unit_move( struct block_list *bl,unsigned int tick,int range) +{ + nullpo_retr(0, bl); + + if( bl->prev==NULL ) + return 0; + + if(range<7) + range=7; + map_foreachinarea( skill_unit_move_sub, + bl->m,bl->x-range,bl->y-range,bl->x+range,bl->y+range,BL_SKILL, + bl,tick ); + + return 0; +} + +/*========================================== + * スキルユニット自体の移動時処理(foreachinarea) + *------------------------------------------ + */ +int skill_unit_move_unit_group_sub( struct block_list *bl, va_list ap ) +{ + struct skill_unit *unit; + struct skill_unit_group *group; + struct block_list *src; + int range; + unsigned int tick; + + nullpo_retr(0, bl); + nullpo_retr(0, ap); + nullpo_retr(0, src=va_arg(ap,struct block_list*)); + nullpo_retr(0, unit=(struct skill_unit *)src); + nullpo_retr(0, group=unit->group); + + tick=va_arg(ap,unsigned int); + + if(!unit->alive || bl->prev==NULL) + return 0; + + range=(unit->range!=0)?unit->range:group->range; + + if( range<0 || battle_check_target(src,bl,group->target_flag )<=0 ) + return 0; + if( bl->x >= src->x-range && bl->x <= src->x+range && + bl->y >= src->y-range && bl->y <= src->y+range ) + skill_unit_onplace( unit, bl, tick ); + else + skill_unit_onout( unit, bl, tick ); + return 0; +} + +/*========================================== + * スキルユニット自体の移動時処理 + * 引数はグループと移動量 + *------------------------------------------ + */ +int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy) +{ + nullpo_retr(0, group); + + if( group->unit_count<=0) + return 0; + + if(group->unit!=NULL){ + if(!battle_config.unit_movement_type){ + int i; + for(i=0;i<group->unit_count;i++){ + struct skill_unit *unit=&group->unit[i]; + if(unit->alive && !(m==unit->bl.m && dx==0 && dy==0)){ + int range=unit->range; + map_delblock(&unit->bl); + unit->bl.m = m; + unit->bl.x += dx; + unit->bl.y += dy; + map_addblock(&unit->bl); + clif_skill_setunit(unit); + if(range>0){ + if(range<7) + range=7; + map_foreachinarea( skill_unit_move_unit_group_sub, unit->bl.m, + unit->bl.x-range,unit->bl.y-range,unit->bl.x+range,unit->bl.y+range,0, + &unit->bl,gettick() ); + } + } + } + }else{ + int i,j, *r_flag, *s_flag, *m_flag; + struct skill_unit *unit1; + struct skill_unit *unit2; + r_flag = (int *) malloc(sizeof(int) * group->unit_count); + s_flag = (int *) malloc(sizeof(int) * group->unit_count); + m_flag = (int *) malloc(sizeof(int) * group->unit_count); + memset(r_flag,0, sizeof(int) * group->unit_count);// 継承フラグ + memset(s_flag,0, sizeof(int) * group->unit_count);// 継承フラグ + memset(m_flag,0, sizeof(int) * group->unit_count);// 継承フラグ + + //先にフラグを全部決める + for(i=0;i<group->unit_count;i++){ + int move_check=0;// かぶりフラグ + unit1=&group->unit[i]; + for(j=0;j<group->unit_count;j++){ + unit2=&group->unit[j]; + if(unit1->bl.m==m && unit1->bl.x+dx==unit2->bl.x && unit1->bl.y+dy==unit2->bl.y){ + //移動先にユニットがかぶってたら + s_flag[i]=1;// 移動前のユニットナンバーの継承フラグon + r_flag[j]=1;// かぶるユニットナンバーの残留フラグon + move_check=1;//ユニットがかぶった。 + break; + } + } + if(!move_check)// ユニットがかぶってなかったら + m_flag[i]=1;// 移動前ユニットナンバーの移動フラグon + } + + //フラグに基づいてユニット移動 + for(i=0;i<group->unit_count;i++){ + unit1=&group->unit[i]; + if(m_flag[i]){// 移動フラグがonで + if(!r_flag[i]){// 残留フラグがoffなら + //単純移動(rangeも継承の必要無し) + int range=unit1->range; + map_delblock(&unit1->bl); + unit1->bl.m = m; + unit1->bl.x += dx; + unit1->bl.y += dy; + map_addblock(&unit1->bl); + clif_skill_setunit(unit1); + if(range > 0){ + if(range < 7) + range = 7; + map_foreachinarea( skill_unit_move_unit_group_sub, unit1->bl.m, + unit1->bl.x-range,unit1->bl.y-range,unit1->bl.x+range,unit1->bl.y+range,0, + &unit1->bl,gettick() ); + } + }else{// 残留フラグがonなら + //空ユニットになるので、継承可能なユニットを探す + for(j=0;j<group->unit_count;j++){ + unit2=&group->unit[j]; + if(s_flag[j] && !r_flag[j]){ + // 継承移動(range継承付き) + int range=unit1->range; + map_delblock(&unit2->bl); + unit2->bl.m = m; + unit2->bl.x = unit1->bl.x + dx; + unit2->bl.y = unit1->bl.y + dy; + unit2->range = unit1->range; + map_addblock(&unit2->bl); + clif_skill_setunit(unit2); + if(range > 0){ + if(range < 7) + range = 7; + map_foreachinarea( skill_unit_move_unit_group_sub, unit2->bl.m, + unit2->bl.x-range,unit2->bl.y-range,unit2->bl.x+range,unit2->bl.y+range,0, + &unit2->bl,gettick() ); + } + s_flag[j]=0;// 継承完了したのでoff + break; + } + } + } + } + } + free(r_flag); + free(s_flag); + free(m_flag); + } + } + return 0; +} + +/*---------------------------------------------------------------------------- + * アイテム合成 + *---------------------------------------------------------------------------- + */ + +/*========================================== + * アイテム合成可能判定 + *------------------------------------------ + */ +int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger ) +{ + int i,j; + + nullpo_retr(0, sd); + + if(nameid<=0) + return 0; + + for(i=0;i<MAX_SKILL_PRODUCE_DB;i++){ + if(skill_produce_db[i].nameid == nameid ) + break; + } + if( i >= MAX_SKILL_PRODUCE_DB ) /* データベースにない */ + return 0; + + if(trigger>=0){ + if(trigger==32 || trigger==16 || trigger==64){ + if(skill_produce_db[i].itemlv!=trigger) /* ファーマシー*ポーション類と溶鉱炉*鉱石以外はだめ */ + return 0; + }else{ + if(skill_produce_db[i].itemlv>=16) /* 武器以外はだめ */ + return 0; + if( itemdb_wlv(nameid)>trigger ) /* 武器Lv判定 */ + return 0; + } + } + if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 ) + return 0; /* スキルが足りない */ + + for(j=0;j<5;j++){ + int id,x,y; + if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) /* これ以上は材料要らない */ + continue; + if(skill_produce_db[i].mat_amount[j] <= 0) { + if(pc_search_inventory(sd,id) < 0) + return 0; + } + else { + for(y=0,x=0;y<MAX_INVENTORY;y++) + if( sd->status.inventory[y].nameid == id ) + x+=sd->status.inventory[y].amount; + if(x<skill_produce_db[i].mat_amount[j]) /* アイテムが足りない */ + return 0; + } + } + return i+1; +} + +/*========================================== + * アイテム合成可能判定 + *------------------------------------------ + */ +int skill_produce_mix( struct map_session_data *sd, + int nameid, int slot1, int slot2, int slot3 ) +{ + int slot[3]; + int i,sc,ele,idx,equip,wlv,make_per,flag; + + nullpo_retr(0, sd); + + if( !(idx=skill_can_produce_mix(sd,nameid,-1)) ) /* 条件不足 */ + return 0; + idx--; + slot[0]=slot1; + slot[1]=slot2; + slot[2]=slot3; + + /* 埋め込み処理 */ + for(i=0,sc=0,ele=0;i<3;i++){ + int j; + if( slot[i]<=0 ) + continue; + j = pc_search_inventory(sd,slot[i]); + if(j < 0) /* 不正パケット(アイテム存在)チェック */ + continue; + if(slot[i]==1000){ /* 星のかけら */ + pc_delitem(sd,j,1,1); + sc++; + } + if(slot[i]>=994 && slot[i]<=997 && ele==0){ /* 属性石 */ + static const int ele_table[4]={3,1,4,2}; + pc_delitem(sd,j,1,1); + ele=ele_table[slot[i]-994]; + } + } + + /* 材料消費 */ + for(i=0;i<5;i++){ + int j,id,x; + if( (id=skill_produce_db[idx].mat_id[i]) <= 0 ) + continue; + x=skill_produce_db[idx].mat_amount[i]; /* 必要な個数 */ + do{ /* 2つ以上のインデックスにまたがっているかもしれない */ + int y=0; + j = pc_search_inventory(sd,id); + + if(j >= 0){ + y = sd->status.inventory[j].amount; + if(y>x)y=x; /* 足りている */ + pc_delitem(sd,j,y,0); + }else { + if(battle_config.error_log) + printf("skill_produce_mix: material item error\n"); + } + + x-=y; /* まだ足りない個数を計算 */ + }while( j>=0 && x>0 ); /* 材料を消費するか、エラーになるまで繰り返す */ + } + + /* 確率判定 */ + equip = itemdb_isequip(nameid); + if(!equip) { + if(skill_produce_db[idx].req_skill==AM_PHARMACY) { + if((nameid >= 501 && nameid <= 506) || (nameid >= 545 && nameid <= 547) || nameid == 525) + make_per = 2000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_POTIONPITCHER)*100; + else if(nameid == 970) + make_per = 1500 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300; + else if(nameid == 7135) + make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_DEMONSTRATION)*100; + else if(nameid == 7136) + make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_ACIDTERROR)*100; + else if(nameid == 7137) + make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_CANNIBALIZE)*100; + else if(nameid == 7138) + make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_SPHEREMINE)*100; + else if(nameid == 7139) + make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300 + pc_checkskill(sd,AM_CP_WEAPON)*100 + + pc_checkskill(sd,AM_CP_SHIELD)*100 + pc_checkskill(sd,AM_CP_ARMOR)*100 + pc_checkskill(sd,AM_CP_HELM)*100; + else + make_per = 1000 + sd->status.base_level*30 + sd->paramc[3]*20 + sd->paramc[4]*15 + pc_checkskill(sd,AM_LEARNINGPOTION)*100 + pc_checkskill(sd,AM_PHARMACY)*300; + } + else { + if(nameid == 998) + make_per = 2000 + sd->status.base_level*30 + sd->paramc[4]*20 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*600; + else if(nameid == 985) + make_per = 1000 + sd->status.base_level*30 + sd->paramc[4]*20 + sd->paramc[5]*10 + (pc_checkskill(sd,skill_produce_db[idx].req_skill)-1)*500; + else + make_per = 1000 + sd->status.base_level*30 + sd->paramc[4]*20 + sd->paramc[5]*10 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*500; + } + } + else { + int add_per; + if(pc_search_inventory(sd,989) >= 0) add_per = 750; + else if(pc_search_inventory(sd,988) >= 0) add_per = 500; + else if(pc_search_inventory(sd,987) >= 0) add_per = 250; + else if(pc_search_inventory(sd,986) >= 0) add_per = 0; + else add_per = -500; + if(ele) add_per -= 500; + add_per -= sc*500; + wlv = itemdb_wlv(nameid); + make_per = ((250 + sd->status.base_level*15 + sd->paramc[4]*10 + sd->paramc[5]*5 + pc_checkskill(sd,skill_produce_db[idx].req_skill)*500 + + add_per) * (100 - (wlv - 1)*20))/100 + pc_checkskill(sd,BS_WEAPONRESEARCH)*100 + ((wlv >= 3)? pc_checkskill(sd,BS_ORIDEOCON)*100 : 0); + } + + if(make_per < 1) make_per = 1; + + if(skill_produce_db[idx].req_skill==AM_PHARMACY) { + if( battle_config.pp_rate!=100 ) + make_per=make_per*battle_config.pp_rate/100; + } + else { + if( battle_config.wp_rate!=100 ) /* 確率補正 */ + make_per=make_per*battle_config.wp_rate/100; + } + +// if(battle_config.etc_log) +// printf("make rate = %d\n",make_per); + + if(rand()%10000 < make_per){ + /* 成功 */ + struct item tmp_item; + memset(&tmp_item,0,sizeof(tmp_item)); + tmp_item.nameid=nameid; + tmp_item.amount=1; + tmp_item.identify=1; + if(equip){ /* 武器の場合 */ + tmp_item.card[0]=0x00ff; /* 製造武器フラグ */ + tmp_item.card[1]=((sc*5)<<8)+ele; /* 属性とつよさ */ + *((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */ + } + else if((battle_config.produce_item_name_input && skill_produce_db[idx].req_skill!=AM_PHARMACY) || + (battle_config.produce_potion_name_input && skill_produce_db[idx].req_skill==AM_PHARMACY)) { + tmp_item.card[0]=0x00fe; + tmp_item.card[1]=0; + *((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */ + } + + if(skill_produce_db[idx].req_skill!=AM_PHARMACY && skill_produce_db[idx].req_skill!=WS_CREATECOIN) { //武器製造の場合 + clif_produceeffect(sd,0,nameid);/* 武器製造エフェクトパケット */ + clif_misceffect(&sd->bl,3); /* 他人にも成功を通知(精錬成功エフェクトと同じでいいの?) */ + } + else if(skill_produce_db[idx].req_skill==AM_PHARMACY){ //ファーマシーの場合 + clif_produceeffect(sd,2,nameid);/* 製薬エフェクトパケット */ + clif_misceffect(&sd->bl,5); /* 他人にも成功を通知*/ + }else{ + clif_produceeffect(sd,0,nameid);/* 不明なのでとりあえず製造エフェクトパケット */ + clif_misceffect(&sd->bl,3); /* 他人にも成功を通知*/ + } + + if((flag = pc_additem(sd,&tmp_item,1))) { + clif_additem(sd,0,0,flag); + map_addflooritem(&tmp_item,1,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); + } + } + else { + if(skill_produce_db[idx].req_skill!=AM_PHARMACY) { //武器製造の場合 + clif_produceeffect(sd,1,nameid);/* 武器製造失敗エフェクトパケット */ + clif_misceffect(&sd->bl,2); /* 他人にも失敗を通知 */ + } + else if(skill_produce_db[idx].req_skill==AM_PHARMACY){ //ファーマシーの場合 + clif_produceeffect(sd,3,nameid);/* 製薬失敗エフェクトパケット */ + clif_misceffect(&sd->bl,6); /* 他人にも失敗を通知*/ + }else{ + clif_produceeffect(sd,1,nameid);/* 不明なのでとりあえず製造失敗エフェクトパケット */ + clif_misceffect(&sd->bl,2); /* 他人にも失敗を通知*/ + } + } + return 0; +} + +int skill_arrow_create( struct map_session_data *sd,int nameid) +{ + int i,j,flag,index=-1; + struct item tmp_item; + + nullpo_retr(0, sd); + + if(nameid <= 0) + return 1; + + for(i=0;i<MAX_SKILL_ARROW_DB;i++) + if(nameid == skill_arrow_db[i].nameid) { + index = i; + break; + } + + if(index < 0 || (j = pc_search_inventory(sd,nameid)) < 0) + return 1; + + pc_delitem(sd,j,1,0); + for(i=0;i<5;i++) { + memset(&tmp_item,0,sizeof(tmp_item)); + tmp_item.identify = 1; + tmp_item.nameid = skill_arrow_db[index].cre_id[i]; + tmp_item.amount = skill_arrow_db[index].cre_amount[i]; + if(battle_config.making_arrow_name_input) { + tmp_item.card[0]=0x00fe; + tmp_item.card[1]=0; + *((unsigned long *)(&tmp_item.card[2]))=sd->char_id; /* キャラID */ + } + if(tmp_item.nameid <= 0 || tmp_item.amount <= 0) + continue; + if((flag = pc_additem(sd,&tmp_item,tmp_item.amount))) { + clif_additem(sd,0,0,flag); + map_addflooritem(&tmp_item,tmp_item.amount,sd->bl.m,sd->bl.x,sd->bl.y,NULL,NULL,NULL,0); + } + } + + return 0; +} + +/*---------------------------------------------------------------------------- + * 初期化系 + */ + +/*========================================== + * スキル関係ファイル読み込み + * skill_db.txt スキルデータ + * skill_cast_db.txt スキルの詠唱時間とディレイデータ + * produce_db.txt アイテム作成スキル用データ + * create_arrow_db.txt 矢作成スキル用データ + * abra_db.txt アブラカダブラ発動スキルデータ + *------------------------------------------ + */ +int skill_readdb(void) +{ + int i,j,k,l,m; + FILE *fp; + char line[1024],*p; + char *filename[]={"db/produce_db.txt","db/produce_db2.txt"}; + + /* スキルデータベース */ + memset(skill_db,0,sizeof(skill_db)); + fp=fopen("db/skill_db.txt","r"); + if(fp==NULL){ + printf("can't read db/skill_db.txt\n"); + return 1; + } + while(fgets(line,1020,fp)){ + char *split[50], *split2[MAX_SKILL_LEVEL]; + if(line[0]=='/' && line[1]=='/') + continue; + for(j=0,p=line;j<14 && p;j++){ + split[j]=p; + p=strchr(p,','); + if(p) *p++=0; + } + if(split[13]==NULL || j<14) + continue; + + i=atoi(split[0]); + if(i<0 || i>MAX_SKILL_DB) + continue; + +/* printf("skill id=%d\n",i); */ + memset(split2,0,sizeof(split2)); + for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){ + split2[j]=p; + p=strchr(p,':'); + if(p) *p++=0; + } + for(k=0;k<MAX_SKILL_LEVEL;k++) + skill_db[i].range[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]); + skill_db[i].hit=atoi(split[2]); + skill_db[i].inf=atoi(split[3]); + skill_db[i].pl=atoi(split[4]); + skill_db[i].nk=atoi(split[5]); + skill_db[i].max=atoi(split[6]); + + memset(split2,0,sizeof(split2)); + for(j=0,p=split[7];j<MAX_SKILL_LEVEL && p;j++){ + split2[j]=p; + p=strchr(p,':'); + if(p) *p++=0; + } + for(k=0;k<MAX_SKILL_LEVEL;k++) + skill_db[i].num[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]); + + if(strcmpi(split[8],"yes") == 0) + skill_db[i].castcancel=1; + else + skill_db[i].castcancel=0; + skill_db[i].cast_def_rate=atoi(split[9]); + skill_db[i].inf2=atoi(split[10]); + skill_db[i].maxcount=atoi(split[11]); + if(strcmpi(split[12],"weapon") == 0) + skill_db[i].skill_type=BF_WEAPON; + else if(strcmpi(split[12],"magic") == 0) + skill_db[i].skill_type=BF_MAGIC; + else if(strcmpi(split[12],"misc") == 0) + skill_db[i].skill_type=BF_MISC; + else + skill_db[i].skill_type=0; + memset(split2,0,sizeof(split2)); + for(j=0,p=split[13];j<MAX_SKILL_LEVEL && p;j++){ + split2[j]=p; + p=strchr(p,':'); + if(p) *p++=0; + } + for(k=0;k<MAX_SKILL_LEVEL;k++) + skill_db[i].blewcount[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]); + } + fclose(fp); + printf("read db/skill_db.txt done\n"); + + fp=fopen("db/skill_require_db.txt","r"); + if(fp==NULL){ + printf("can't read db/skill_require_db.txt\n"); + return 1; + } + while(fgets(line,1020,fp)){ + char *split[51], *split2[MAX_SKILL_LEVEL]; + if(line[0]=='/' && line[1]=='/') + continue; + for(j=0,p=line;j<30 && p;j++){ + split[j]=p; + p=strchr(p,','); + if(p) *p++=0; + } + if(split[29]==NULL || j<30) + continue; + + i=atoi(split[0]); + if(i<0 || i>MAX_SKILL_DB) + continue; + + memset(split2,0,sizeof(split2)); + for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){ + split2[j]=p; + p=strchr(p,':'); + if(p) *p++=0; + } + for(k=0;k<MAX_SKILL_LEVEL;k++) + skill_db[i].hp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]); + + memset(split2,0,sizeof(split2)); + for(j=0,p=split[2];j<MAX_SKILL_LEVEL && p;j++){ + split2[j]=p; + p=strchr(p,':'); + if(p) *p++=0; + } + for(k=0;k<MAX_SKILL_LEVEL;k++) + skill_db[i].mhp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]); + + memset(split2,0,sizeof(split2)); + for(j=0,p=split[3];j<MAX_SKILL_LEVEL && p;j++){ + split2[j]=p; + p=strchr(p,':'); + if(p) *p++=0; + } + for(k=0;k<MAX_SKILL_LEVEL;k++) + skill_db[i].sp[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]); + + memset(split2,0,sizeof(split2)); + for(j=0,p=split[4];j<MAX_SKILL_LEVEL && p;j++){ + split2[j]=p; + p=strchr(p,':'); + if(p) *p++=0; + } + for(k=0;k<MAX_SKILL_LEVEL;k++) + skill_db[i].hp_rate[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]); + + memset(split2,0,sizeof(split2)); + for(j=0,p=split[5];j<MAX_SKILL_LEVEL && p;j++){ + split2[j]=p; + p=strchr(p,':'); + if(p) *p++=0; + } + for(k=0;k<MAX_SKILL_LEVEL;k++) + skill_db[i].sp_rate[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]); + + memset(split2,0,sizeof(split2)); + for(j=0,p=split[6];j<MAX_SKILL_LEVEL && p;j++){ + split2[j]=p; + p=strchr(p,':'); + if(p) *p++=0; + } + for(k=0;k<MAX_SKILL_LEVEL;k++) + skill_db[i].zeny[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]); + + memset(split2,0,sizeof(split2)); + for(j=0,p=split[7];j<32 && p;j++){ + split2[j]=p; + p=strchr(p,':'); + if(p) *p++=0; + } + for(k=0;k<32 && split2[k];k++) { + l = atoi(split2[k]); + if(l == 99) { + skill_db[i].weapon = 0xffffffff; + break; + } + else + skill_db[i].weapon |= 1<<l; + } + + if( strcmpi(split[8],"hiding")==0 ) skill_db[i].state=ST_HIDING; + else if( strcmpi(split[8],"cloaking")==0 ) skill_db[i].state=ST_CLOAKING; + else if( strcmpi(split[8],"hidden")==0 ) skill_db[i].state=ST_HIDDEN; + else if( strcmpi(split[8],"riding")==0 ) skill_db[i].state=ST_RIDING; + else if( strcmpi(split[8],"falcon")==0 ) skill_db[i].state=ST_FALCON; + else if( strcmpi(split[8],"cart")==0 ) skill_db[i].state=ST_CART; + else if( strcmpi(split[8],"shield")==0 ) skill_db[i].state=ST_SHIELD; + else if( strcmpi(split[8],"sight")==0 ) skill_db[i].state=ST_SIGHT; + else if( strcmpi(split[8],"explosionspirits")==0 ) skill_db[i].state=ST_EXPLOSIONSPIRITS; + else if( strcmpi(split[8],"recover_weight_rate")==0 ) skill_db[i].state=ST_RECOV_WEIGHT_RATE; + else if( strcmpi(split[8],"move_enable")==0 ) skill_db[i].state=ST_MOVE_ENABLE; + else if( strcmpi(split[8],"water")==0 ) skill_db[i].state=ST_WATER; + else skill_db[i].state=ST_NONE; + + memset(split2,0,sizeof(split2)); + for(j=0,p=split[9];j<MAX_SKILL_LEVEL && p;j++){ + split2[j]=p; + p=strchr(p,':'); + if(p) *p++=0; + } + for(k=0;k<MAX_SKILL_LEVEL;k++) + skill_db[i].spiritball[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]); + skill_db[i].itemid[0]=atoi(split[10]); + skill_db[i].amount[0]=atoi(split[11]); + skill_db[i].itemid[1]=atoi(split[12]); + skill_db[i].amount[1]=atoi(split[13]); + skill_db[i].itemid[2]=atoi(split[14]); + skill_db[i].amount[2]=atoi(split[15]); + skill_db[i].itemid[3]=atoi(split[16]); + skill_db[i].amount[3]=atoi(split[17]); + skill_db[i].itemid[4]=atoi(split[18]); + skill_db[i].amount[4]=atoi(split[19]); + skill_db[i].itemid[5]=atoi(split[20]); + skill_db[i].amount[5]=atoi(split[21]); + skill_db[i].itemid[6]=atoi(split[22]); + skill_db[i].amount[6]=atoi(split[23]); + skill_db[i].itemid[7]=atoi(split[24]); + skill_db[i].amount[7]=atoi(split[25]); + skill_db[i].itemid[8]=atoi(split[26]); + skill_db[i].amount[8]=atoi(split[27]); + skill_db[i].itemid[9]=atoi(split[28]); + skill_db[i].amount[9]=atoi(split[29]); + } + fclose(fp); + printf("read db/skill_require_db.txt done\n"); + + /* キャスティングデータベース */ + fp=fopen("db/skill_cast_db.txt","r"); + if(fp==NULL){ + printf("can't read db/skill_cast_db.txt\n"); + return 1; + } + while(fgets(line,1020,fp)){ + char *split[50], *split2[MAX_SKILL_LEVEL]; + memset(split,0,sizeof(split)); // [Valaris] thanks to fov + if(line[0]=='/' && line[1]=='/') + continue; + for(j=0,p=line;j<5 && p;j++){ + split[j]=p; + p=strchr(p,','); + if(p) *p++=0; + } + if(split[4]==NULL || j<5) + continue; + + i=atoi(split[0]); + if(i<0 || i>MAX_SKILL_DB) + continue; + + memset(split2,0,sizeof(split2)); + for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){ + split2[j]=p; + p=strchr(p,':'); + if(p) *p++=0; + } + for(k=0;k<MAX_SKILL_LEVEL;k++) + skill_db[i].cast[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]); + + memset(split2,0,sizeof(split2)); + for(j=0,p=split[2];j<MAX_SKILL_LEVEL && p;j++){ + split2[j]=p; + p=strchr(p,':'); + if(p) *p++=0; + } + for(k=0;k<MAX_SKILL_LEVEL;k++) + skill_db[i].delay[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]); + + memset(split2,0,sizeof(split2)); + for(j=0,p=split[3];j<MAX_SKILL_LEVEL && p;j++){ + split2[j]=p; + p=strchr(p,':'); + if(p) *p++=0; + } + for(k=0;k<MAX_SKILL_LEVEL;k++) + skill_db[i].upkeep_time[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]); + + memset(split2,0,sizeof(split2)); + for(j=0,p=split[4];j<MAX_SKILL_LEVEL && p;j++){ + split2[j]=p; + p=strchr(p,':'); + if(p) *p++=0; + } + for(k=0;k<MAX_SKILL_LEVEL;k++) + skill_db[i].upkeep_time2[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]); + } + fclose(fp); + printf("read db/skill_cast_db.txt done\n"); + + /* 製造系スキルデータベース */ + memset(skill_produce_db,0,sizeof(skill_produce_db)); + for(m=0;m<2;m++){ + fp=fopen(filename[m],"r"); + if(fp==NULL){ + if(m>0) + continue; + printf("can't read %s\n",filename[m]); + return 1; + } + k=0; + while(fgets(line,1020,fp)){ + char *split[16]; + int x,y; + if(line[0]=='/' && line[1]=='/') + continue; + memset(split,0,sizeof(split)); + for(j=0,p=line;j<13 && p;j++){ + split[j]=p; + p=strchr(p,','); + if(p) *p++=0; + } + if(split[0]==NULL) + continue; + i=atoi(split[0]); + if(i<=0) + continue; + + skill_produce_db[k].nameid=i; + skill_produce_db[k].itemlv=atoi(split[1]); + skill_produce_db[k].req_skill=atoi(split[2]); + + for(x=3,y=0;split[x] && split[x+1] && y<5;x+=2,y++){ + skill_produce_db[k].mat_id[y]=atoi(split[x]); + skill_produce_db[k].mat_amount[y]=atoi(split[x+1]); + } + k++; + if(k >= MAX_SKILL_PRODUCE_DB) + break; + } + fclose(fp); + printf("read %s done (count=%d)\n",filename[m],k); + } + + memset(skill_arrow_db,0,sizeof(skill_arrow_db)); + fp=fopen("db/create_arrow_db.txt","r"); + if(fp==NULL){ + printf("can't read db/create_arrow_db.txt\n"); + return 1; + } + k=0; + while(fgets(line,1020,fp)){ + char *split[16]; + int x,y; + if(line[0]=='/' && line[1]=='/') + continue; + memset(split,0,sizeof(split)); + for(j=0,p=line;j<13 && p;j++){ + split[j]=p; + p=strchr(p,','); + if(p) *p++=0; + } + if(split[0]==NULL) + continue; + i=atoi(split[0]); + if(i<=0) + continue; + + skill_arrow_db[k].nameid=i; + + for(x=1,y=0;split[x] && split[x+1] && y<5;x+=2,y++){ + skill_arrow_db[k].cre_id[y]=atoi(split[x]); + skill_arrow_db[k].cre_amount[y]=atoi(split[x+1]); + } + k++; + if(k >= MAX_SKILL_ARROW_DB) + break; + } + fclose(fp); + printf("read db/create_arrow_db.txt done (count=%d)\n",k); + + memset(skill_abra_db,0,sizeof(skill_abra_db)); + fp=fopen("db/abra_db.txt","r"); + if(fp==NULL){ + printf("can't read db/abra_db.txt\n"); + return 1; + } + k=0; + while(fgets(line,1020,fp)){ + char *split[16]; + if(line[0]=='/' && line[1]=='/') + continue; + memset(split,0,sizeof(split)); + for(j=0,p=line;j<13 && p;j++){ + split[j]=p; + p=strchr(p,','); + if(p) *p++=0; + } + if(split[0]==NULL) + continue; + i=atoi(split[0]); + if(i<=0) + continue; + + skill_abra_db[i].req_lv=atoi(split[2]); + skill_abra_db[i].per=atoi(split[3]); + + k++; + if(k >= MAX_SKILL_ABRA_DB) + break; + } + fclose(fp); + printf("read db/abra_db.txt done (count=%d)\n",k); + + fp=fopen("db/skill_castnodex_db.txt","r"); + if(fp==NULL){ + printf("can't read db/skill_castnodex_db.txt\n"); + return 1; + } + while(fgets(line,1020,fp)){ + char *split[50], *split2[MAX_SKILL_LEVEL]; + memset(split,0,sizeof(split)); + if(line[0]=='/' && line[1]=='/') + continue; + for(j=0,p=line;j<2 && p;j++){ + split[j]=p; + p=strchr(p,','); + if(p) *p++=0; + } + + i=atoi(split[0]); + if(i<0 || i>MAX_SKILL_DB) + continue; + + memset(split2,0,sizeof(split2)); + for(j=0,p=split[1];j<MAX_SKILL_LEVEL && p;j++){ + split2[j]=p; + p=strchr(p,':'); + if(p) *p++=0; + } + for(k=0;k<MAX_SKILL_LEVEL;k++) + skill_db[i].castnodex[k]=(split2[k])? atoi(split2[k]):atoi(split2[0]); + } + fclose(fp); + printf("read db/skill_castnodex_db.txt done\n"); + + return 0; +} + +void skill_reload(void) +{ + /* + + <empty skill database> + <?> + + */ + + do_init_skill(); +} + +/*========================================== + * スキル関係初期化処理 + *------------------------------------------ + */ +int do_init_skill(void) +{ + skill_readdb(); + + add_timer_func_list(skill_unit_timer,"skill_unit_timer"); + add_timer_func_list(skill_castend_id,"skill_castend_id"); + add_timer_func_list(skill_castend_pos,"skill_castend_pos"); + add_timer_func_list(skill_timerskill,"skill_timerskill"); + add_timer_func_list(skill_status_change_timer,"skill_status_change_timer"); + add_timer_interval(gettick()+SKILLUNITTIMER_INVERVAL,skill_unit_timer,0,0,SKILLUNITTIMER_INVERVAL); + + return 0; +} |