From 41974ae5265fbc23a06f276f9e008d5dad020e0b Mon Sep 17 00:00:00 2001 From: Ben Longbons Date: Thu, 30 Aug 2012 16:16:25 -0700 Subject: Rename files for C++ conversion. Does not compile. After updating, you can remove these files, as shown in 'git status': Untracked files: (use "git add ..." to include in what will be committed) src/map/magic-interpreter-lexer.c src/map/magic-interpreter-parser.c src/map/magic-interpreter-parser.h --- src/map/battle.cpp | 6282 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 6282 insertions(+) create mode 100644 src/map/battle.cpp (limited to 'src/map/battle.cpp') diff --git a/src/map/battle.cpp b/src/map/battle.cpp new file mode 100644 index 0000000..a46db13 --- /dev/null +++ b/src/map/battle.cpp @@ -0,0 +1,6282 @@ +// $Id: battle.c,v 1.10 2004/09/29 21:08:17 Akitasha Exp $ +#include +#include +#include +#include + +#include "battle.hpp" + +#include "../common/timer.hpp" +#include "../common/nullpo.hpp" + +#include "clif.hpp" +#include "guild.hpp" +#include "itemdb.hpp" +#include "map.hpp" +#include "mob.hpp" +#include "pc.hpp" +#include "skill.hpp" +#include "../common/socket.hpp" +#include "../common/mt_rand.hpp" + +#ifdef MEMWATCH +#include "memwatch.hpp" +#endif + +int attr_fix_table[4][10][10]; + +struct Battle_Config battle_config; + +/*========================================== + * 二点間の距離を返す + * 戻りは整数で0以上 + *------------------------------------------ + */ +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; +} + +/*========================================== + * 自分をロックしている対象の数を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_counttargeted (struct block_list *bl, struct block_list *src, + int target_lv) +{ + nullpo_retr (0, bl); + if (bl->type == BL_PC) + return pc_counttargeted ((struct map_session_data *) bl, src, + target_lv); + else if (bl->type == BL_MOB) + return mob_counttargeted ((struct mob_data *) bl, src, target_lv); + return 0; +} + +/*========================================== + * 対象のClassを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_class (struct block_list *bl) +{ + nullpo_retr (0, bl); + if (bl->type == BL_MOB && (struct mob_data *) bl) + return ((struct mob_data *) bl)->mob_class; + else if (bl->type == BL_PC && (struct map_session_data *) bl) + return ((struct map_session_data *) bl)->status.pc_class; + else + return 0; +} + +/*========================================== + * 対象の方向を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_dir (struct block_list *bl) +{ + nullpo_retr (0, bl); + if (bl->type == BL_MOB && (struct mob_data *) bl) + return ((struct mob_data *) bl)->dir; + else if (bl->type == BL_PC && (struct map_session_data *) bl) + return ((struct map_session_data *) bl)->dir; + else + return 0; +} + +/*========================================== + * 対象のレベルを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_lv (struct block_list *bl) +{ + nullpo_retr (0, bl); + if (bl->type == BL_MOB && (struct mob_data *) bl) + return ((struct mob_data *) bl)->stats[MOB_LV]; + else if (bl->type == BL_PC && (struct map_session_data *) bl) + return ((struct map_session_data *) bl)->status.base_level; + else + return 0; +} + +/*========================================== + * 対象の射程を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_range (struct block_list *bl) +{ + nullpo_retr (0, bl); + if (bl->type == BL_MOB && (struct mob_data *) bl) + return mob_db[((struct mob_data *) bl)->mob_class].range; + else if (bl->type == BL_PC && (struct map_session_data *) bl) + return ((struct map_session_data *) bl)->attackrange; + else + return 0; +} + +/*========================================== + * 対象のHPを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_hp (struct block_list *bl) +{ + nullpo_retr (1, bl); + if (bl->type == BL_MOB && (struct mob_data *) bl) + return ((struct mob_data *) bl)->hp; + else if (bl->type == BL_PC && (struct map_session_data *) bl) + return ((struct map_session_data *) bl)->status.hp; + else + return 1; +} + +/*========================================== + * 対象のMHPを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_max_hp (struct block_list *bl) +{ + nullpo_retr (1, bl); + if (bl->type == BL_PC && ((struct map_session_data *) bl)) + return ((struct map_session_data *) bl)->status.max_hp; + else + { + struct status_change *sc_data = battle_get_sc_data (bl); + int max_hp = 1; + if (bl->type == BL_MOB && ((struct mob_data *) bl)) + { + max_hp = ((struct mob_data *) bl)->stats[MOB_MAX_HP]; + if (mob_db[((struct mob_data *) bl)->mob_class].mexp > 0) + { + if (battle_config.mvp_hp_rate != 100) + max_hp = (max_hp * battle_config.mvp_hp_rate) / 100; + } + else + { + if (battle_config.monster_hp_rate != 100) + max_hp = (max_hp * battle_config.monster_hp_rate) / 100; + } + } + if (sc_data) + { + if (sc_data[SC_APPLEIDUN].timer != -1) + max_hp += + ((5 + sc_data[SC_APPLEIDUN].val1 * 2 + + ((sc_data[SC_APPLEIDUN].val2 + 1) >> 1) + + sc_data[SC_APPLEIDUN].val3 / 10) * max_hp) / 100; + } + if (max_hp < 1) + max_hp = 1; + return max_hp; + } + return 1; +} + +/*========================================== + * 対象のStrを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_str (struct block_list *bl) +{ + int str = 0; + struct status_change *sc_data; + + nullpo_retr (0, bl); + sc_data = battle_get_sc_data (bl); + if (bl->type == BL_MOB && ((struct mob_data *) bl)) + str = ((struct mob_data *) bl)->stats[MOB_STR]; + else if (bl->type == BL_PC && ((struct map_session_data *) bl)) + return ((struct map_session_data *) bl)->paramc[0]; + + if (sc_data) + { + if (sc_data[SC_LOUD].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 + && bl->type != BL_PC) + str += 4; + if (sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC) + { // ブレッシング + int race = battle_get_race (bl); + if (battle_check_undead (race, battle_get_elem_type (bl)) + || race == 6) + str >>= 1; // 悪 魔/不死 + else + str += sc_data[SC_BLESSING].val1; // その他 + } + if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト + str += 5; + } + if (str < 0) + str = 0; + return str; +} + +/*========================================== + * 対象のAgiを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ + +int battle_get_agi (struct block_list *bl) +{ + int agi = 0; + struct status_change *sc_data; + + nullpo_retr (0, bl); + sc_data = battle_get_sc_data (bl); + if (bl->type == BL_MOB && (struct mob_data *) bl) + agi = ((struct mob_data *) bl)->stats[MOB_AGI]; + else if (bl->type == BL_PC && (struct map_session_data *) bl) + agi = ((struct map_session_data *) bl)->paramc[1]; + + if (sc_data) + { + if (sc_data[SC_INCREASEAGI].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1 && bl->type != BL_PC) // 速度増加(PCはpc.cで) + agi += 2 + sc_data[SC_INCREASEAGI].val1; + + if (sc_data[SC_CONCENTRATE].timer != -1 + && sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC) + agi += agi * (2 + sc_data[SC_CONCENTRATE].val1) / 100; + + if (sc_data[SC_DECREASEAGI].timer != -1) // 速度減少 + agi -= 2 + sc_data[SC_DECREASEAGI].val1; + + if (sc_data[SC_QUAGMIRE].timer != -1) // クァグマイア + agi >>= 1; + if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト + agi += 5; + } + if (agi < 0) + agi = 0; + return agi; +} + +/*========================================== + * 対象のVitを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_vit (struct block_list *bl) +{ + int vit = 0; + struct status_change *sc_data; + + nullpo_retr (0, bl); + sc_data = battle_get_sc_data (bl); + if (bl->type == BL_MOB && (struct mob_data *) bl) + vit = ((struct mob_data *) bl)->stats[MOB_VIT]; + else if (bl->type == BL_PC && (struct map_session_data *) bl) + vit = ((struct map_session_data *) bl)->paramc[2]; + if (sc_data) + { + if (sc_data[SC_STRIPARMOR].timer != -1 && bl->type != BL_PC) + vit = vit * 60 / 100; + if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト + vit += 5; + } + + if (vit < 0) + vit = 0; + return vit; +} + +/*========================================== + * 対象のIntを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_int (struct block_list *bl) +{ + int int_ = 0; + struct status_change *sc_data; + + nullpo_retr (0, bl); + sc_data = battle_get_sc_data (bl); + if (bl->type == BL_MOB && (struct mob_data *) bl) + int_ = ((struct mob_data *) bl)->stats[MOB_INT]; + else if (bl->type == BL_PC && (struct map_session_data *) bl) + int_ = ((struct map_session_data *) bl)->paramc[3]; + + if (sc_data) + { + if (sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC) + { // ブレッシング + int race = battle_get_race (bl); + if (battle_check_undead (race, battle_get_elem_type (bl)) + || race == 6) + int_ >>= 1; // 悪 魔/不死 + else + int_ += sc_data[SC_BLESSING].val1; // その他 + } + if (sc_data[SC_STRIPHELM].timer != -1 && bl->type != BL_PC) + int_ = int_ * 60 / 100; + if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト + int_ += 5; + } + if (int_ < 0) + int_ = 0; + return int_; +} + +/*========================================== + * 対象のDexを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_dex (struct block_list *bl) +{ + int dex = 0; + struct status_change *sc_data; + + nullpo_retr (0, bl); + sc_data = battle_get_sc_data (bl); + if (bl->type == BL_MOB && (struct mob_data *) bl) + dex = ((struct mob_data *) bl)->stats[MOB_DEX]; + else if (bl->type == BL_PC && (struct map_session_data *) bl) + dex = ((struct map_session_data *) bl)->paramc[4]; + + if (sc_data) + { + if (sc_data[SC_CONCENTRATE].timer != -1 + && sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC) + dex += dex * (2 + sc_data[SC_CONCENTRATE].val1) / 100; + + if (sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC) + { // ブレッシング + int race = battle_get_race (bl); + if (battle_check_undead (race, battle_get_elem_type (bl)) + || race == 6) + dex >>= 1; // 悪 魔/不死 + else + dex += sc_data[SC_BLESSING].val1; // その他 + } + + if (sc_data[SC_QUAGMIRE].timer != -1) // クァグマイア + dex >>= 1; + if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト + dex += 5; + } + if (dex < 0) + dex = 0; + return dex; +} + +/*========================================== + * 対象のLukを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_luk (struct block_list *bl) +{ + int luk = 0; + struct status_change *sc_data; + + nullpo_retr (0, bl); + sc_data = battle_get_sc_data (bl); + if (bl->type == BL_MOB && (struct mob_data *) bl) + luk = ((struct mob_data *) bl)->stats[MOB_LUK]; + else if (bl->type == BL_PC && (struct map_session_data *) bl) + luk = ((struct map_session_data *) bl)->paramc[5]; + + if (sc_data) + { + if (sc_data[SC_GLORIA].timer != -1 && bl->type != BL_PC) // グロリア(PCはpc.cで) + luk += 30; + if (sc_data[SC_CURSE].timer != -1) // 呪い + luk = 0; + if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト + luk += 5; + } + if (luk < 0) + luk = 0; + return luk; +} + +/*========================================== + * 対象のFleeを返す(汎用) + * 戻りは整数で1以上 + *------------------------------------------ + */ +int battle_get_flee (struct block_list *bl) +{ + int flee = 1; + struct status_change *sc_data; + + nullpo_retr (1, bl); + sc_data = battle_get_sc_data (bl); + if (bl->type == BL_PC && (struct map_session_data *) bl) + flee = ((struct map_session_data *) bl)->flee; + else + flee = battle_get_agi (bl) + battle_get_lv (bl); + + if (sc_data) + { + if (sc_data[SC_WHISTLE].timer != -1 && bl->type != BL_PC) + flee += + flee * (sc_data[SC_WHISTLE].val1 + sc_data[SC_WHISTLE].val2 + + (sc_data[SC_WHISTLE].val3 >> 16)) / 100; + if (sc_data[SC_BLIND].timer != -1 && bl->type != BL_PC) + flee -= flee * 25 / 100; + if (sc_data[SC_WINDWALK].timer != -1 && bl->type != BL_PC) // ウィンドウォーク + flee += flee * (sc_data[SC_WINDWALK].val2) / 100; + if (sc_data[SC_SPIDERWEB].timer != -1 && bl->type != BL_PC) //スパイダーウェブ + flee -= flee * 50 / 100; + + if (battle_is_unarmed (bl)) + flee += (skill_power_bl (bl, TMW_BRAWLING) >> 3); // +25 for 200 + flee += skill_power_bl (bl, TMW_SPEED) >> 3; + } + if (flee < 1) + flee = 1; + return flee; +} + +/*========================================== + * 対象のHitを返す(汎用) + * 戻りは整数で1以上 + *------------------------------------------ + */ +int battle_get_hit (struct block_list *bl) +{ + int hit = 1; + struct status_change *sc_data; + + nullpo_retr (1, bl); + sc_data = battle_get_sc_data (bl); + if (bl->type == BL_PC && (struct map_session_data *) bl) + hit = ((struct map_session_data *) bl)->hit; + else + hit = battle_get_dex (bl) + battle_get_lv (bl); + + if (sc_data) + { + if (sc_data[SC_HUMMING].timer != -1 && bl->type != BL_PC) // + hit += + hit * (sc_data[SC_HUMMING].val1 * 2 + + sc_data[SC_HUMMING].val2 + + sc_data[SC_HUMMING].val3) / 100; + if (sc_data[SC_BLIND].timer != -1 && bl->type != BL_PC) // 呪い + hit -= hit * 25 / 100; + if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト + hit += 3 * (sc_data[SC_TRUESIGHT].val1); + if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC) //コンセントレーション + hit += (hit * (10 * (sc_data[SC_CONCENTRATION].val1))) / 100; + + if (battle_is_unarmed (bl)) + hit += (skill_power_bl (bl, TMW_BRAWLING) >> 4); // +12 for 200 + } + if (hit < 1) + hit = 1; + return hit; +} + +/*========================================== + * 対象の完全回避を返す(汎用) + * 戻りは整数で1以上 + *------------------------------------------ + */ +int battle_get_flee2 (struct block_list *bl) +{ + int flee2 = 1; + struct status_change *sc_data; + + nullpo_retr (1, bl); + sc_data = battle_get_sc_data (bl); + if (bl->type == BL_PC && (struct map_session_data *) bl) + { + flee2 = battle_get_luk (bl) + 10; + flee2 += + ((struct map_session_data *) bl)->flee2 - + (((struct map_session_data *) bl)->paramc[5] + 10); + } + else + flee2 = battle_get_luk (bl) + 1; + + if (sc_data) + { + if (sc_data[SC_WHISTLE].timer != -1 && bl->type != BL_PC) + flee2 += (sc_data[SC_WHISTLE].val1 + sc_data[SC_WHISTLE].val2 + + (sc_data[SC_WHISTLE].val3 & 0xffff)) * 10; + + if (battle_is_unarmed (bl)) + flee2 += (skill_power_bl (bl, TMW_BRAWLING) >> 3); // +25 for 200 + flee2 += skill_power_bl (bl, TMW_SPEED) >> 3; + } + if (flee2 < 1) + flee2 = 1; + return flee2; +} + +/*========================================== + * 対象のクリティカルを返す(汎用) + * 戻りは整数で1以上 + *------------------------------------------ + */ +int battle_get_critical (struct block_list *bl) +{ + int critical = 1; + struct status_change *sc_data; + + nullpo_retr (1, bl); + sc_data = battle_get_sc_data (bl); + if (bl->type == BL_PC && (struct map_session_data *) bl) + { + critical = battle_get_luk (bl) * 2 + 10; + critical += + ((struct map_session_data *) bl)->critical - + ((((struct map_session_data *) bl)->paramc[5] * 3) + 10); + } + else + critical = battle_get_luk (bl) * 3 + 1; + + if (sc_data) + { + if (sc_data[SC_FORTUNE].timer != -1 && bl->type != BL_PC) + critical += + (10 + sc_data[SC_FORTUNE].val1 + sc_data[SC_FORTUNE].val2 + + sc_data[SC_FORTUNE].val3) * 10; + if (sc_data[SC_EXPLOSIONSPIRITS].timer != -1 && bl->type != BL_PC) + critical += sc_data[SC_EXPLOSIONSPIRITS].val2; + if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) //トゥルーサイト + critical += critical * sc_data[SC_TRUESIGHT].val1 / 100; + } + if (critical < 1) + critical = 1; + return critical; +} + +/*========================================== + * base_atkの取得 + * 戻りは整数で1以上 + *------------------------------------------ + */ +int battle_get_baseatk (struct block_list *bl) +{ + struct status_change *sc_data; + int batk = 1; + + nullpo_retr (1, bl); + sc_data = battle_get_sc_data (bl); + if (bl->type == BL_PC && (struct map_session_data *) bl) + batk = ((struct map_session_data *) bl)->base_atk; //設定されているbase_atk + else + { //それ以外なら + int str, dstr; + str = battle_get_str (bl); //STR + dstr = str / 10; + batk = dstr * dstr + str; //base_atkを計算する + } + if (sc_data) + { //状態異常あり + if (sc_data[SC_PROVOKE].timer != -1 && bl->type != BL_PC) //PCでプロボック(SM_PROVOKE)状態 + batk = batk * (100 + 2 * sc_data[SC_PROVOKE].val1) / 100; //base_atk増加 + if (sc_data[SC_CURSE].timer != -1) //呪われていたら + batk -= batk * 25 / 100; //base_atkが25%減少 + if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC) //コンセントレーション + batk += batk * (5 * sc_data[SC_CONCENTRATION].val1) / 100; + } + if (batk < 1) + batk = 1; //base_atkは最低でも1 + return batk; +} + +/*========================================== + * 対象のAtkを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_atk (struct block_list *bl) +{ + struct status_change *sc_data; + int atk = 0; + + nullpo_retr (0, bl); + sc_data = battle_get_sc_data (bl); + if (bl->type == BL_PC && (struct map_session_data *) bl) + atk = ((struct map_session_data *) bl)->watk; + else if (bl->type == BL_MOB && (struct mob_data *) bl) + atk = ((struct mob_data *) bl)->stats[MOB_ATK1]; + + if (sc_data) + { + if (sc_data[SC_PROVOKE].timer != -1 && bl->type != BL_PC) + atk = atk * (100 + 2 * sc_data[SC_PROVOKE].val1) / 100; + if (sc_data[SC_CURSE].timer != -1) + atk -= atk * 25 / 100; + if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC) //コンセントレーション + atk += atk * (5 * sc_data[SC_CONCENTRATION].val1) / 100; + } + if (atk < 0) + atk = 0; + return atk; +} + +/*========================================== + * 対象の左手Atkを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_atk_ (struct block_list *bl) +{ + nullpo_retr (0, bl); + if (bl->type == BL_PC && (struct map_session_data *) bl) + { + int atk = ((struct map_session_data *) bl)->watk_; + + if (((struct map_session_data *) bl)->sc_data[SC_CURSE].timer != -1) + atk -= atk * 25 / 100; + return atk; + } + else + return 0; +} + +/*========================================== + * 対象のAtk2を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_atk2 (struct block_list *bl) +{ + nullpo_retr (0, bl); + if (bl->type == BL_PC && (struct map_session_data *) bl) + return ((struct map_session_data *) bl)->watk2; + else + { + struct status_change *sc_data = battle_get_sc_data (bl); + int atk2 = 0; + if (bl->type == BL_MOB && (struct mob_data *) bl) + atk2 = ((struct mob_data *) bl)->stats[MOB_ATK2]; + if (sc_data) + { + if (sc_data[SC_IMPOSITIO].timer != -1) + atk2 += sc_data[SC_IMPOSITIO].val1 * 5; + if (sc_data[SC_PROVOKE].timer != -1) + atk2 = atk2 * (100 + 2 * sc_data[SC_PROVOKE].val1) / 100; + if (sc_data[SC_CURSE].timer != -1) + atk2 -= atk2 * 25 / 100; + if (sc_data[SC_DRUMBATTLE].timer != -1) + atk2 += sc_data[SC_DRUMBATTLE].val2; + if (sc_data[SC_NIBELUNGEN].timer != -1 + && (battle_get_element (bl) / 10) >= 8) + atk2 += sc_data[SC_NIBELUNGEN].val2; + if (sc_data[SC_STRIPWEAPON].timer != -1) + atk2 = atk2 * 90 / 100; + if (sc_data[SC_CONCENTRATION].timer != -1) //コンセントレーション + atk2 += atk2 * (5 * sc_data[SC_CONCENTRATION].val1) / 100; + } + + if (atk2 < 0) + atk2 = 0; + return atk2; + } + return 0; +} + +/*========================================== + * 対象の左手Atk2を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_atk_2 (struct block_list *bl) +{ + nullpo_retr (0, bl); + if (bl->type == BL_PC) + return ((struct map_session_data *) bl)->watk_2; + else + return 0; +} + +/*========================================== + * 対象のMAtk1を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_matk1 (struct block_list *bl) +{ + struct status_change *sc_data; + nullpo_retr (0, bl); + sc_data = battle_get_sc_data (bl); + if (bl->type == BL_MOB) + { + int matk, int_ = battle_get_int (bl); + matk = int_ + (int_ / 5) * (int_ / 5); + + if (sc_data) + if (sc_data[SC_MINDBREAKER].timer != -1 && bl->type != BL_PC) + matk = matk * (100 + 2 * sc_data[SC_MINDBREAKER].val1) / 100; + return matk; + } + else if (bl->type == BL_PC && (struct map_session_data *) bl) + return ((struct map_session_data *) bl)->matk1; + else + return 0; +} + +/*========================================== + * 対象のMAtk2を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_matk2 (struct block_list *bl) +{ + struct status_change *sc_data = battle_get_sc_data (bl); + nullpo_retr (0, bl); + if (bl->type == BL_MOB) + { + int matk, int_ = battle_get_int (bl); + matk = int_ + (int_ / 7) * (int_ / 7); + + if (sc_data) + if (sc_data[SC_MINDBREAKER].timer != -1 && bl->type != BL_PC) + matk = matk * (100 + 2 * sc_data[SC_MINDBREAKER].val1) / 100; + return matk; + } + else if (bl->type == BL_PC && (struct map_session_data *) bl) + return ((struct map_session_data *) bl)->matk2; + else + return 0; +} + +/*========================================== + * 対象のDefを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_def (struct block_list *bl) +{ + struct status_change *sc_data; + int def = 0, skilltimer = -1, skillid = 0; + + nullpo_retr (0, bl); + sc_data = battle_get_sc_data (bl); + if (bl->type == BL_PC && (struct map_session_data *) bl) + { + def = ((struct map_session_data *) bl)->def; + skilltimer = ((struct map_session_data *) bl)->skilltimer; + skillid = ((struct map_session_data *) bl)->skillid; + } + else if (bl->type == BL_MOB && (struct mob_data *) bl) + { + def = ((struct mob_data *) bl)->stats[MOB_DEF]; + skilltimer = ((struct mob_data *) bl)->skilltimer; + skillid = ((struct mob_data *) bl)->skillid; + } + + if (def < 1000000) + { + if (sc_data) + { + //キーピング時はDEF100 + if (sc_data[SC_KEEPING].timer != -1) + def = 100; + //プロボック時は減算 + if (sc_data[SC_PROVOKE].timer != -1 && bl->type != BL_PC) + def = (def * (100 - 6 * sc_data[SC_PROVOKE].val1) + 50) / 100; + //戦太鼓の響き時は加算 + if (sc_data[SC_DRUMBATTLE].timer != -1 && bl->type != BL_PC) + def += sc_data[SC_DRUMBATTLE].val3; + //毒にかかっている時は減算 + if (sc_data[SC_POISON].timer != -1 && bl->type != BL_PC) + def = def * 75 / 100; + //ストリップシールド時は減算 + if (sc_data[SC_STRIPSHIELD].timer != -1 && bl->type != BL_PC) + def = def * 85 / 100; + //シグナムクルシス時は減算 + if (sc_data[SC_SIGNUMCRUCIS].timer != -1 && bl->type != BL_PC) + def = def * (100 - sc_data[SC_SIGNUMCRUCIS].val2) / 100; + //永遠の混沌時はDEF0になる + if (sc_data[SC_ETERNALCHAOS].timer != -1 && bl->type != BL_PC) + def = 0; + //凍結、石化時は右シフト + if (sc_data[SC_FREEZE].timer != -1 + || (sc_data[SC_STONE].timer != -1 + && sc_data[SC_STONE].val2 == 0)) + def >>= 1; + //コンセントレーション時は減算 + if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC) + def = + (def * (100 - 5 * sc_data[SC_CONCENTRATION].val1)) / 100; + } + //詠唱中は詠唱時減算率に基づいて減算 + if (skilltimer != -1) + { + int def_rate = skill_get_castdef (skillid); + if (def_rate != 0) + def = (def * (100 - def_rate)) / 100; + } + } + if (def < 0) + def = 0; + return def; +} + +/*========================================== + * 対象のMDefを返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_mdef (struct block_list *bl) +{ + struct status_change *sc_data; + int mdef = 0; + + nullpo_retr (0, bl); + sc_data = battle_get_sc_data (bl); + if (bl->type == BL_PC && (struct map_session_data *) bl) + mdef = ((struct map_session_data *) bl)->mdef; + else if (bl->type == BL_MOB && (struct mob_data *) bl) + mdef = ((struct mob_data *) bl)->stats[MOB_MDEF]; + + if (mdef < 1000000) + { + if (sc_data) + { + //バリアー状態時はMDEF100 + if (mdef < 90 && sc_data[SC_MBARRIER].timer != -1) + { + mdef += sc_data[SC_MBARRIER].val1; + if (mdef > 90) + mdef = 90; + } + if (sc_data[SC_BARRIER].timer != -1) + mdef = 100; + //凍結、石化時は1.25倍 + if (sc_data[SC_FREEZE].timer != -1 + || (sc_data[SC_STONE].timer != -1 + && sc_data[SC_STONE].val2 == 0)) + mdef = mdef * 125 / 100; + if (sc_data[SC_MINDBREAKER].timer != -1 && bl->type != BL_PC) + mdef -= (mdef * 6 * sc_data[SC_MINDBREAKER].val1) / 100; + } + } + if (mdef < 0) + mdef = 0; + return mdef; +} + +/*========================================== + * 対象のDef2を返す(汎用) + * 戻りは整数で1以上 + *------------------------------------------ + */ +int battle_get_def2 (struct block_list *bl) +{ + struct status_change *sc_data; + int def2 = 1; + + nullpo_retr (1, bl); + sc_data = battle_get_sc_data (bl); + if (bl->type == BL_PC) + def2 = ((struct map_session_data *) bl)->def2; + else if (bl->type == BL_MOB) + def2 = ((struct mob_data *) bl)->stats[MOB_VIT]; + + if (sc_data) + { + if (sc_data[SC_ANGELUS].timer != -1 && bl->type != BL_PC) + def2 = def2 * (110 + 5 * sc_data[SC_ANGELUS].val1) / 100; + if (sc_data[SC_PROVOKE].timer != -1 && bl->type != BL_PC) + def2 = (def2 * (100 - 6 * sc_data[SC_PROVOKE].val1) + 50) / 100; + if (sc_data[SC_POISON].timer != -1 && bl->type != BL_PC) + def2 = def2 * 75 / 100; + //コンセントレーション時は減算 + if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC) + def2 = def2 * (100 - 5 * sc_data[SC_CONCENTRATION].val1) / 100; + } + if (def2 < 1) + def2 = 1; + return def2; +} + +/*========================================== + * 対象のMDef2を返す(汎用) + * 戻りは整数で0以上 + *------------------------------------------ + */ +int battle_get_mdef2 (struct block_list *bl) +{ + int mdef2 = 0; + struct status_change *sc_data = battle_get_sc_data (bl); + + nullpo_retr (0, bl); + if (bl->type == BL_MOB) + mdef2 = + ((struct mob_data *) bl)->stats[MOB_INT] + + (((struct mob_data *) bl)->stats[MOB_VIT] >> 1); + else if (bl->type == BL_PC) + mdef2 = + ((struct map_session_data *) bl)->mdef2 + + (((struct map_session_data *) bl)->paramc[2] >> 1); + if (sc_data) + { + if (sc_data[SC_MINDBREAKER].timer != -1 && bl->type != BL_PC) + mdef2 -= (mdef2 * 6 * sc_data[SC_MINDBREAKER].val1) / 100; + } + if (mdef2 < 0) + mdef2 = 0; + return mdef2; +} + +/*========================================== + * 対象のSpeed(移動速度)を返す(汎用) + * 戻りは整数で1以上 + * Speedは小さいほうが移動速度が速い + *------------------------------------------ + */ +int battle_get_speed (struct block_list *bl) +{ + nullpo_retr (1000, bl); + if (bl->type == BL_PC && (struct map_session_data *) bl) + return ((struct map_session_data *) bl)->speed; + else + { + struct status_change *sc_data = battle_get_sc_data (bl); + int speed = 1000; + if (bl->type == BL_MOB && (struct mob_data *) bl) + speed = ((struct mob_data *) bl)->stats[MOB_SPEED]; + + if (sc_data) + { + //速度増加時は25%減算 + if (sc_data[SC_INCREASEAGI].timer != -1 + && sc_data[SC_DONTFORGETME].timer == -1) + speed -= speed * 25 / 100; + //速度減少時は25%加算 + if (sc_data[SC_DECREASEAGI].timer != -1) + speed = speed * 125 / 100; + //クァグマイア時は50%加算 + if (sc_data[SC_QUAGMIRE].timer != -1) + speed = speed * 3 / 2; + //私を忘れないで…時は加算 + if (sc_data[SC_DONTFORGETME].timer != -1) + speed = + speed * (100 + sc_data[SC_DONTFORGETME].val1 * 2 + + sc_data[SC_DONTFORGETME].val2 + + (sc_data[SC_DONTFORGETME].val3 & 0xffff)) / 100; + //金剛時は25%加算 + if (sc_data[SC_STEELBODY].timer != -1) + speed = speed * 125 / 100; + //ディフェンダー時は加算 + if (sc_data[SC_DEFENDER].timer != -1) + speed = (speed * (155 - sc_data[SC_DEFENDER].val1 * 5)) / 100; + //踊り状態は4倍遅い + if (sc_data[SC_DANCING].timer != -1) + speed *= 4; + //呪い時は450加算 + if (sc_data[SC_CURSE].timer != -1) + speed = speed + 450; + //ウィンドウォーク時はLv*2%減算 + if (sc_data[SC_WINDWALK].timer != -1) + speed -= (speed * (sc_data[SC_WINDWALK].val1 * 2)) / 100; + } + if (speed < 1) + speed = 1; + return speed; + } + + return 1000; +} + +/*========================================== + * 対象のaDelay(攻撃時ディレイ)を返す(汎用) + * aDelayは小さいほうが攻撃速度が速い + *------------------------------------------ + */ +int battle_get_adelay (struct block_list *bl) +{ + nullpo_retr (4000, bl); + if (bl->type == BL_PC && (struct map_session_data *) bl) + return (((struct map_session_data *) bl)->aspd << 1); + else + { + struct status_change *sc_data = battle_get_sc_data (bl); + int adelay = 4000, aspd_rate = 100, i; + if (bl->type == BL_MOB && (struct mob_data *) bl) + adelay = ((struct mob_data *) bl)->stats[MOB_ADELAY]; + + if (sc_data) + { + //ツーハンドクイッケン使用時でクァグマイアでも私を忘れないで…でもない時は3割減算 + if (sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ + aspd_rate -= 30; + //アドレナリンラッシュ使用時でツーハンドクイッケンでもクァグマイアでも私を忘れないで…でもない時は + if (sc_data[SC_ADRENALINE].timer != -1 + && sc_data[SC_TWOHANDQUICKEN].timer == -1 + && sc_data[SC_QUAGMIRE].timer == -1 + && sc_data[SC_DONTFORGETME].timer == -1) + { // アドレナリンラッシュ + //使用者とパーティメンバーで格差が出る設定でなければ3割減算 + if (sc_data[SC_ADRENALINE].val2 + || !battle_config.party_skill_penaly) + aspd_rate -= 30; + //そうでなければ2.5割減算 + else + aspd_rate -= 25; + } + //スピアクィッケン時は減算 + if (sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン + aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2; + //夕日のアサシンクロス時は減算 + if (sc_data[SC_ASSNCROS].timer != -1 && // 夕陽のアサシンクロス + sc_data[SC_TWOHANDQUICKEN].timer == -1 + && sc_data[SC_ADRENALINE].timer == -1 + && sc_data[SC_SPEARSQUICKEN].timer == -1 + && sc_data[SC_DONTFORGETME].timer == -1) + aspd_rate -= + 5 + sc_data[SC_ASSNCROS].val1 + + sc_data[SC_ASSNCROS].val2 + sc_data[SC_ASSNCROS].val3; + //私を忘れないで…時は加算 + if (sc_data[SC_DONTFORGETME].timer != -1) // 私を忘れないで + aspd_rate += + sc_data[SC_DONTFORGETME].val1 * 3 + + sc_data[SC_DONTFORGETME].val2 + + (sc_data[SC_DONTFORGETME].val3 >> 16); + //金剛時25%加算 + if (sc_data[SC_STEELBODY].timer != -1) // 金剛 + aspd_rate += 25; + //増速ポーション使用時は減算 + if (sc_data[i = SC_SPEEDPOTION2].timer != -1 + || sc_data[i = SC_SPEEDPOTION1].timer != -1 + || sc_data[i = SC_SPEEDPOTION0].timer != -1) + aspd_rate -= sc_data[i].val1; + // Fate's `haste' spell works the same as the above + if (sc_data[SC_HASTE].timer != -1) + aspd_rate -= sc_data[SC_HASTE].val1; + //ディフェンダー時は加算 + if (sc_data[SC_DEFENDER].timer != -1) + adelay += (1100 - sc_data[SC_DEFENDER].val1 * 100); + } + + if (aspd_rate != 100) + adelay = adelay * aspd_rate / 100; + if (adelay < battle_config.monster_max_aspd << 1) + adelay = battle_config.monster_max_aspd << 1; + return adelay; + } + return 4000; +} + +int battle_get_amotion (struct block_list *bl) +{ + nullpo_retr (2000, bl); + if (bl->type == BL_PC && (struct map_session_data *) bl) + return ((struct map_session_data *) bl)->amotion; + else + { + struct status_change *sc_data = battle_get_sc_data (bl); + int amotion = 2000, aspd_rate = 100, i; + if (bl->type == BL_MOB && (struct mob_data *) bl) + amotion = mob_db[((struct mob_data *) bl)->mob_class].amotion; + + if (sc_data) + { + if (sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ + aspd_rate -= 30; + if (sc_data[SC_ADRENALINE].timer != -1 + && sc_data[SC_TWOHANDQUICKEN].timer == -1 + && sc_data[SC_QUAGMIRE].timer == -1 + && sc_data[SC_DONTFORGETME].timer == -1) + { // アドレナリンラッシュ + if (sc_data[SC_ADRENALINE].val2 + || !battle_config.party_skill_penaly) + aspd_rate -= 30; + else + aspd_rate -= 25; + } + if (sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン + aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2; + if (sc_data[SC_ASSNCROS].timer != -1 && // 夕陽のアサシンクロス + sc_data[SC_TWOHANDQUICKEN].timer == -1 + && sc_data[SC_ADRENALINE].timer == -1 + && sc_data[SC_SPEARSQUICKEN].timer == -1 + && sc_data[SC_DONTFORGETME].timer == -1) + aspd_rate -= + 5 + sc_data[SC_ASSNCROS].val1 + + sc_data[SC_ASSNCROS].val2 + sc_data[SC_ASSNCROS].val3; + if (sc_data[SC_DONTFORGETME].timer != -1) // 私を忘れないで + aspd_rate += + sc_data[SC_DONTFORGETME].val1 * 3 + + sc_data[SC_DONTFORGETME].val2 + + (sc_data[SC_DONTFORGETME].val3 >> 16); + if (sc_data[SC_STEELBODY].timer != -1) // 金剛 + aspd_rate += 25; + if (sc_data[i = SC_SPEEDPOTION2].timer != -1 + || sc_data[i = SC_SPEEDPOTION1].timer != -1 + || sc_data[i = SC_SPEEDPOTION0].timer != -1) + aspd_rate -= sc_data[i].val1; + if (sc_data[SC_HASTE].timer != -1) + aspd_rate -= sc_data[SC_HASTE].val1; + if (sc_data[SC_DEFENDER].timer != -1) + amotion += (550 - sc_data[SC_DEFENDER].val1 * 50); + } + + if (aspd_rate != 100) + amotion = amotion * aspd_rate / 100; + if (amotion < battle_config.monster_max_aspd) + amotion = battle_config.monster_max_aspd; + return amotion; + } + return 2000; +} + +int battle_get_dmotion (struct block_list *bl) +{ + int ret; + struct status_change *sc_data; + + nullpo_retr (0, bl); + sc_data = battle_get_sc_data (bl); + if (bl->type == BL_MOB && (struct mob_data *) bl) + { + ret = mob_db[((struct mob_data *) bl)->mob_class].dmotion; + if (battle_config.monster_damage_delay_rate != 100) + ret = ret * battle_config.monster_damage_delay_rate / 400; + } + else if (bl->type == BL_PC && (struct map_session_data *) bl) + { + ret = ((struct map_session_data *) bl)->dmotion; + if (battle_config.pc_damage_delay_rate != 100) + ret = ret * battle_config.pc_damage_delay_rate / 400; + } + else + return 2000; + + if ((sc_data && sc_data[SC_ENDURE].timer != -1) || + (bl->type == BL_PC + && ((struct map_session_data *) bl)->special_state.infinite_endure)) + ret = 0; + + return ret; +} + +int battle_get_element (struct block_list *bl) +{ + int ret = 20; + struct status_change *sc_data; + + nullpo_retr (ret, bl); + sc_data = battle_get_sc_data (bl); + if (bl->type == BL_MOB && (struct mob_data *) bl) // 10の位=Lv*2、1の位=属性 + ret = ((struct mob_data *) bl)->def_ele; + else if (bl->type == BL_PC && (struct map_session_data *) bl) + ret = 20 + ((struct map_session_data *) bl)->def_ele; // 防御属性Lv1 + + if (sc_data) + { + if (sc_data[SC_BENEDICTIO].timer != -1) // 聖体降福 + ret = 26; + if (sc_data[SC_FREEZE].timer != -1) // 凍結 + ret = 21; + if (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0) + ret = 22; + } + + return ret; +} + +int battle_get_attack_element (struct block_list *bl) +{ + int ret = 0; + struct status_change *sc_data = battle_get_sc_data (bl); + + nullpo_retr (0, bl); + if (bl->type == BL_MOB && (struct mob_data *) bl) + ret = 0; + else if (bl->type == BL_PC && (struct map_session_data *) bl) + ret = ((struct map_session_data *) bl)->atk_ele; + + if (sc_data) + { + if (sc_data[SC_FROSTWEAPON].timer != -1) // フロストウェポン + ret = 1; + if (sc_data[SC_SEISMICWEAPON].timer != -1) // サイズミックウェポン + ret = 2; + if (sc_data[SC_FLAMELAUNCHER].timer != -1) // フレームランチャー + ret = 3; + if (sc_data[SC_LIGHTNINGLOADER].timer != -1) // ライトニングローダー + ret = 4; + if (sc_data[SC_ENCPOISON].timer != -1) // エンチャントポイズン + ret = 5; + if (sc_data[SC_ASPERSIO].timer != -1) // アスペルシオ + ret = 6; + } + + return ret; +} + +int battle_get_attack_element2 (struct block_list *bl) +{ + nullpo_retr (0, bl); + if (bl->type == BL_PC && (struct map_session_data *) bl) + { + int ret = ((struct map_session_data *) bl)->atk_ele_; + struct status_change *sc_data = + ((struct map_session_data *) bl)->sc_data; + + if (sc_data) + { + if (sc_data[SC_FROSTWEAPON].timer != -1) // フロストウェポン + ret = 1; + if (sc_data[SC_SEISMICWEAPON].timer != -1) // サイズミックウェポン + ret = 2; + if (sc_data[SC_FLAMELAUNCHER].timer != -1) // フレームランチャー + ret = 3; + if (sc_data[SC_LIGHTNINGLOADER].timer != -1) // ライトニングローダー + ret = 4; + if (sc_data[SC_ENCPOISON].timer != -1) // エンチャントポイズン + ret = 5; + if (sc_data[SC_ASPERSIO].timer != -1) // アスペルシオ + ret = 6; + } + return ret; + } + return 0; +} + +int battle_get_party_id (struct block_list *bl) +{ + nullpo_retr (0, bl); + if (bl->type == BL_PC && (struct map_session_data *) bl) + return ((struct map_session_data *) bl)->status.party_id; + else if (bl->type == BL_MOB && (struct mob_data *) bl) + { + struct mob_data *md = (struct mob_data *) bl; + if (md->master_id > 0) + return -md->master_id; + return -md->bl.id; + } + else if (bl->type == BL_SKILL && (struct skill_unit *) bl) + return ((struct skill_unit *) bl)->group->party_id; + else + return 0; +} + +int battle_get_guild_id (struct block_list *bl) +{ + nullpo_retr (0, bl); + if (bl->type == BL_PC && (struct map_session_data *) bl) + return ((struct map_session_data *) bl)->status.guild_id; + else if (bl->type == BL_MOB && (struct mob_data *) bl) + return ((struct mob_data *) bl)->mob_class; + else if (bl->type == BL_SKILL && (struct skill_unit *) bl) + return ((struct skill_unit *) bl)->group->guild_id; + else + return 0; +} + +int battle_get_race (struct block_list *bl) +{ + nullpo_retr (0, bl); + if (bl->type == BL_MOB && (struct mob_data *) bl) + return mob_db[((struct mob_data *) bl)->mob_class].race; + else if (bl->type == BL_PC && (struct map_session_data *) bl) + return 7; + else + return 0; +} + +int battle_get_size (struct block_list *bl) +{ + nullpo_retr (1, bl); + if (bl->type == BL_MOB && (struct mob_data *) bl) + return mob_db[((struct mob_data *) bl)->mob_class].size; + else if (bl->type == BL_PC && (struct map_session_data *) bl) + return 1; + else + return 1; +} + +int battle_get_mode (struct block_list *bl) +{ + nullpo_retr (0x01, bl); + if (bl->type == BL_MOB && (struct mob_data *) bl) + return mob_db[((struct mob_data *) bl)->mob_class].mode; + else + return 0x01; // とりあえず動くということで1 +} + +int battle_get_mexp (struct block_list *bl) +{ + nullpo_retr (0, bl); + if (bl->type == BL_MOB && (struct mob_data *) bl) + { + const struct mob_data *mob = (struct mob_data *) bl; + const int retval = + (mob_db[mob->mob_class].mexp * + (int) (mob->stats[MOB_XP_BONUS])) >> MOB_XP_BONUS_SHIFT; + fprintf (stderr, "Modifier of %x: -> %d\n", mob->stats[MOB_XP_BONUS], + retval); + return retval; + } + else + return 0; +} + +int battle_get_stat (int stat_id /* SP_VIT or similar */ , + struct block_list *bl) +{ + switch (stat_id) + { + case SP_STR: + return battle_get_str (bl); + case SP_AGI: + return battle_get_agi (bl); + case SP_DEX: + return battle_get_dex (bl); + case SP_VIT: + return battle_get_vit (bl); + case SP_INT: + return battle_get_int (bl); + case SP_LUK: + return battle_get_luk (bl); + default: + return 0; + } +} + +// StatusChange系の所得 +struct status_change *battle_get_sc_data (struct block_list *bl) +{ + nullpo_retr (NULL, bl); + if (bl->type == BL_MOB && (struct mob_data *) bl) + return ((struct mob_data *) bl)->sc_data; + else if (bl->type == BL_PC && (struct map_session_data *) bl) + return ((struct map_session_data *) bl)->sc_data; + return NULL; +} + +short *battle_get_sc_count (struct block_list *bl) +{ + nullpo_retr (NULL, bl); + if (bl->type == BL_MOB && (struct mob_data *) bl) + return &((struct mob_data *) bl)->sc_count; + else if (bl->type == BL_PC && (struct map_session_data *) bl) + return &((struct map_session_data *) bl)->sc_count; + return NULL; +} + +short *battle_get_opt1 (struct block_list *bl) +{ + nullpo_retr (0, bl); + if (bl->type == BL_MOB && (struct mob_data *) bl) + return &((struct mob_data *) bl)->opt1; + else if (bl->type == BL_PC && (struct map_session_data *) bl) + return &((struct map_session_data *) bl)->opt1; + else if (bl->type == BL_NPC && (struct npc_data *) bl) + return &((struct npc_data *) bl)->opt1; + return 0; +} + +short *battle_get_opt2 (struct block_list *bl) +{ + nullpo_retr (0, bl); + if (bl->type == BL_MOB && (struct mob_data *) bl) + return &((struct mob_data *) bl)->opt2; + else if (bl->type == BL_PC && (struct map_session_data *) bl) + return &((struct map_session_data *) bl)->opt2; + else if (bl->type == BL_NPC && (struct npc_data *) bl) + return &((struct npc_data *) bl)->opt2; + return 0; +} + +short *battle_get_opt3 (struct block_list *bl) +{ + nullpo_retr (0, bl); + if (bl->type == BL_MOB && (struct mob_data *) bl) + return &((struct mob_data *) bl)->opt3; + else if (bl->type == BL_PC && (struct map_session_data *) bl) + return &((struct map_session_data *) bl)->opt3; + else if (bl->type == BL_NPC && (struct npc_data *) bl) + return &((struct npc_data *) bl)->opt3; + return 0; +} + +short *battle_get_option (struct block_list *bl) +{ + nullpo_retr (0, bl); + if (bl->type == BL_MOB && (struct mob_data *) bl) + return &((struct mob_data *) bl)->option; + else if (bl->type == BL_PC && (struct map_session_data *) bl) + return &((struct map_session_data *) bl)->status.option; + else if (bl->type == BL_NPC && (struct npc_data *) bl) + return &((struct npc_data *) bl)->option; + return 0; +} + +//------------------------------------------------------------------- + +// ダメージの遅延 +struct battle_delay_damage_ +{ + struct block_list *src, *target; + int damage; + int flag; +}; +void battle_delay_damage_sub (timer_id tid, tick_t tick, custom_id_t id, custom_data_t data) +{ + struct battle_delay_damage_ *dat = (struct battle_delay_damage_ *) data; + if (dat && map_id2bl (id) == dat->src && dat->target->prev != NULL) + battle_damage (dat->src, dat->target, dat->damage, dat->flag); + free (dat); +} + +int battle_delay_damage (unsigned int tick, struct block_list *src, + struct block_list *target, int damage, int flag) +{ + struct battle_delay_damage_ *dat; + CREATE (dat, struct battle_delay_damage_, 1); + + nullpo_retr (0, src); + nullpo_retr (0, target); + + dat->src = src; + dat->target = target; + dat->damage = damage; + dat->flag = flag; + add_timer (tick, battle_delay_damage_sub, src->id, (int) dat); + return 0; +} + +// 実際にHPを操作 +int battle_damage (struct block_list *bl, struct block_list *target, + int damage, int flag) +{ + struct map_session_data *sd = NULL; + struct status_change *sc_data = battle_get_sc_data (target); + short *sc_count; + int i; + + nullpo_retr (0, target); //blはNULLで呼ばれることがあるので他でチェック + + if (damage == 0) + return 0; + + if (target->prev == NULL) + return 0; + + if (bl) + { + if (bl->prev == NULL) + return 0; + + if (bl->type == BL_PC) + sd = (struct map_session_data *) bl; + } + + if (damage < 0) + return battle_heal (bl, target, -damage, 0, flag); + + if (!flag && (sc_count = battle_get_sc_count (target)) != NULL + && *sc_count > 0) + { + // 凍結、石化、睡眠を消去 + if (sc_data[SC_FREEZE].timer != -1) + skill_status_change_end (target, SC_FREEZE, -1); + if (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0) + skill_status_change_end (target, SC_STONE, -1); + if (sc_data[SC_SLEEP].timer != -1) + skill_status_change_end (target, SC_SLEEP, -1); + } + + if (target->type == BL_MOB) + { // MOB + struct mob_data *md = (struct mob_data *) target; + if (md && md->skilltimer != -1 && md->state.skillcastcancel) // 詠唱妨害 + skill_castcancel (target, 0); + return mob_damage (bl, md, damage, 0); + } + else if (target->type == BL_PC) + { // PC + + struct map_session_data *tsd = (struct map_session_data *) target; + + if (tsd && tsd->sc_data && tsd->sc_data[SC_DEVOTION].val1) + { // ディボーションをかけられている + struct map_session_data *md = + map_id2sd (tsd->sc_data[SC_DEVOTION].val1); + if (md && skill_devotion3 (&md->bl, target->id)) + { + skill_devotion (md, target->id); + } + else if (md && bl) + for (i = 0; i < 5; i++) + if (md->dev.val1[i] == target->id) + { + clif_damage (bl, &md->bl, gettick (), 0, 0, + damage, 0, 0, 0); + pc_damage (&md->bl, md, damage); + + return 0; + } + } + + if (tsd && tsd->skilltimer != -1) + { // 詠唱妨害 + // フェンカードや妨害されないスキルかの検査 + if ((!tsd->special_state.no_castcancel || map[bl->m].flag.gvg) + && tsd->state.skillcastcancel + && !tsd->special_state.no_castcancel2) + skill_castcancel (target, 0); + } + + return pc_damage (bl, tsd, damage); + + } + else if (target->type == BL_SKILL) + return skill_unit_ondamaged ((struct skill_unit *) target, bl, damage, + gettick ()); + return 0; +} + +int battle_heal (struct block_list *bl, struct block_list *target, int hp, + int sp, int flag) +{ + nullpo_retr (0, target); //blはNULLで呼ばれることがあるので他でチェック + + if (target->type == BL_PC + && pc_isdead ((struct map_session_data *) target)) + return 0; + if (hp == 0 && sp == 0) + return 0; + + if (hp < 0) + return battle_damage (bl, target, -hp, flag); + + if (target->type == BL_MOB) + return mob_heal ((struct mob_data *) target, hp); + else if (target->type == BL_PC) + return pc_heal ((struct map_session_data *) target, hp, sp); + return 0; +} + +// 攻撃停止 +int battle_stopattack (struct block_list *bl) +{ + nullpo_retr (0, bl); + if (bl->type == BL_MOB) + return mob_stopattack ((struct mob_data *) bl); + else if (bl->type == BL_PC) + return pc_stopattack ((struct map_session_data *) bl); + return 0; +} + +// 移動停止 +int battle_stopwalking (struct block_list *bl, int type) +{ + nullpo_retr (0, bl); + if (bl->type == BL_MOB) + return mob_stop_walking ((struct mob_data *) bl, type); + else if (bl->type == BL_PC) + return pc_stop_walking ((struct map_session_data *) bl, type); + return 0; +} + +/*========================================== + * ダメージの属性修正 + *------------------------------------------ + */ +int battle_attr_fix (int damage, int atk_elem, int def_elem) +{ + int def_type = def_elem % 10, def_lv = def_elem / 10 / 2; + + if (atk_elem < 0 || atk_elem > 9 || def_type < 0 || def_type > 9 || + def_lv < 1 || def_lv > 4) + { // 属 性値がおかしいのでとりあえずそのまま返す + if (battle_config.error_log) + printf + ("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n", + atk_elem, def_type, def_lv); + return damage; + } + + return damage * attr_fix_table[def_lv - 1][atk_elem][def_type] / 100; +} + +/*========================================== + * ダメージ最終計算 + *------------------------------------------ + */ +int battle_calc_damage (struct block_list *src, struct block_list *bl, + int damage, int div_, int skill_num, int skill_lv, + int flag) +{ + struct map_session_data *sd = NULL; + struct mob_data *md = NULL; + struct status_change *sc_data, *sc; + short *sc_count; + int class_; + + nullpo_retr (0, bl); + + class_ = battle_get_class (bl); + if (bl->type == BL_MOB) + md = (struct mob_data *) bl; + else + sd = (struct map_session_data *) bl; + + sc_data = battle_get_sc_data (bl); + sc_count = battle_get_sc_count (bl); + + if (sc_count != NULL && *sc_count > 0) + { + + if (sc_data[SC_SAFETYWALL].timer != -1 && damage > 0 + && flag & BF_WEAPON && flag & BF_SHORT + && skill_num != NPC_GUIDEDATTACK) + { + // セーフティウォール + struct skill_unit *unit = + (struct skill_unit *) sc_data[SC_SAFETYWALL].val2; + if (unit && unit->alive && (--unit->group->val2) <= 0) + skill_delunit (unit); + skill_unit_move (bl, gettick (), 1); // 重ね掛けチェック + damage = 0; + } + if (sc_data[SC_PNEUMA].timer != -1 && damage > 0 && flag & BF_WEAPON + && flag & BF_LONG && skill_num != NPC_GUIDEDATTACK) + { + // ニューマ + damage = 0; + } + + if (sc_data[SC_ROKISWEIL].timer != -1 && damage > 0 && + flag & BF_MAGIC) + { + // ニューマ + damage = 0; + } + + if (sc_data[SC_AETERNA].timer != -1 && damage > 0) + { // レックスエーテルナ + damage <<= 1; + skill_status_change_end (bl, SC_AETERNA, -1); + } + + //属性場のダメージ増加 + if (sc_data[SC_VOLCANO].timer != -1) + { // ボルケーノ + if (flag & BF_SKILL && skill_get_pl (skill_num) == 3) + damage += damage * sc_data[SC_VOLCANO].val4 / 100; + else if (!(flag & BF_SKILL) && (battle_get_attack_element (bl) == 3)) + damage += damage * sc_data[SC_VOLCANO].val4 / 100; + } + + if (sc_data[SC_VIOLENTGALE].timer != -1) + { // バイオレントゲイル + if (flag & BF_SKILL && skill_get_pl (skill_num) == 4) + damage += damage * sc_data[SC_VIOLENTGALE].val4 / 100; + else if (!(flag & BF_SKILL) && (battle_get_attack_element (bl) == 4)) + damage += damage * sc_data[SC_VIOLENTGALE].val4 / 100; + } + + if (sc_data[SC_DELUGE].timer != -1) + { // デリュージ + if (flag & BF_SKILL && skill_get_pl (skill_num) == 1) + damage += damage * sc_data[SC_DELUGE].val4 / 100; + else if (!(flag & BF_SKILL) && (battle_get_attack_element (bl) == 1)) + damage += damage * sc_data[SC_DELUGE].val4 / 100; + } + + if (sc_data[SC_ENERGYCOAT].timer != -1 && damage > 0 + && flag & BF_WEAPON) + { // エナジーコート + if (sd) + { + if (sd->status.sp > 0) + { + int per = sd->status.sp * 5 / (sd->status.max_sp + 1); + sd->status.sp -= sd->status.sp * (per * 5 + 10) / 1000; + if (sd->status.sp < 0) + sd->status.sp = 0; + damage -= damage * ((per + 1) * 6) / 100; + clif_updatestatus (sd, SP_SP); + } + if (sd->status.sp <= 0) + skill_status_change_end (bl, SC_ENERGYCOAT, -1); + } + else + damage -= damage * (sc_data[SC_ENERGYCOAT].val1 * 6) / 100; + } + + if (sc_data[SC_KYRIE].timer != -1 && damage > 0) + { // キリエエレイソン + sc = &sc_data[SC_KYRIE]; + sc->val2 -= damage; + if (flag & BF_WEAPON) + { + if (sc->val2 >= 0) + damage = 0; + else + damage = -sc->val2; + } + if ((--sc->val3) <= 0 || (sc->val2 <= 0) + || skill_num == AL_HOLYLIGHT) + skill_status_change_end (bl, SC_KYRIE, -1); + } + + if (sc_data[SC_BASILICA].timer != -1 && damage > 0) + { + // ニューマ + damage = 0; + } + if (sc_data[SC_LANDPROTECTOR].timer != -1 && damage > 0 + && flag & BF_MAGIC) + { + // ニューマ + damage = 0; + } + + if (sc_data[SC_AUTOGUARD].timer != -1 && damage > 0 + && flag & BF_WEAPON) + { + if (MRAND (100) < sc_data[SC_AUTOGUARD].val2) + { + damage = 0; + clif_skill_nodamage (bl, bl, CR_AUTOGUARD, + sc_data[SC_AUTOGUARD].val1, 1); + if (sd) + sd->canmove_tick = gettick () + 300; + else if (md) + md->canmove_tick = gettick () + 300; + } + } +// -- moonsoul (chance to block attacks with new Lord Knight skill parrying) +// + if (sc_data[SC_PARRYING].timer != -1 && damage > 0 + && flag & BF_WEAPON) + { + if (MRAND (100) < sc_data[SC_PARRYING].val2) + { + damage = 0; + clif_skill_nodamage (bl, bl, LK_PARRYING, + sc_data[SC_PARRYING].val1, 1); + } + } + // リジェクトソード + if (sc_data[SC_REJECTSWORD].timer != -1 && damage > 0 + && flag & BF_WEAPON + && + ((src->type == BL_PC + && ((struct map_session_data *) src)->status.weapon == (1 || 2 + || 3)) + || src->type == BL_MOB)) + { + if (MRAND (100) < (10 + 5 * sc_data[SC_REJECTSWORD].val1)) + { //反射確率は10+5*Lv + damage = damage * 50 / 100; + battle_damage (bl, src, damage, 0); + //ダメージを与えたのは良いんだが、ここからどうして表示するんだかわかんねぇ + //エフェクトもこれでいいのかわかんねぇ + clif_skill_nodamage (bl, bl, ST_REJECTSWORD, + sc_data[SC_REJECTSWORD].val1, 1); + if ((--sc_data[SC_REJECTSWORD].val2) <= 0) + skill_status_change_end (bl, SC_REJECTSWORD, -1); + } + } + } + + if (class_ == 1288 || class_ == 1287 || class_ == 1286 || class_ == 1285) + { +// if(class == 1288) { + if (class_ == 1288 && flag & BF_SKILL) + damage = 0; + if (src->type == BL_PC) + { + struct guild *g = + guild_search (((struct map_session_data *) src)-> + status.guild_id); + struct guild_castle *gc = guild_mapname2gc (map[bl->m].name); + if (!((struct map_session_data *) src)->status.guild_id) + damage = 0; + if (gc && agit_flag == 0 && class_ != 1288) // guardians cannot be damaged during non-woe [Valaris] + damage = 0; // end woe check [Valaris] + if (g == NULL) + damage = 0; //ギルド未加入ならダメージ無し + else if ((gc != NULL) && guild_isallied (g, gc)) + damage = 0; //自占領ギルドのエンペならダメージ無し + else if (g && guild_checkskill (g, GD_APPROVAL) <= 0) + damage = 0; //正規ギルド承認がないとダメージ無し + else if (battle_config.guild_max_castles != 0 + && guild_checkcastles (g) >= + battle_config.guild_max_castles) + damage = 0; // [MouseJstr] + } + else + damage = 0; + } + + if (map[bl->m].flag.gvg && damage > 0) + { //GvG + if (flag & BF_WEAPON) + { + if (flag & BF_SHORT) + damage = damage * battle_config.gvg_short_damage_rate / 100; + if (flag & BF_LONG) + damage = damage * battle_config.gvg_long_damage_rate / 100; + } + if (flag & BF_MAGIC) + damage = damage * battle_config.gvg_magic_damage_rate / 100; + if (flag & BF_MISC) + damage = damage * battle_config.gvg_misc_damage_rate / 100; + if (damage < 1) + damage = 1; + } + + if (battle_config.skill_min_damage || flag & BF_MISC) + { + if (div_ < 255) + { + if (damage > 0 && damage < div_) + damage = div_; + } + else if (damage > 0 && damage < 3) + damage = 3; + } + + if (md != NULL && md->hp > 0 && damage > 0) // 反撃などのMOBスキル判定 + mobskill_event (md, flag); + + return damage; +} + +/*========================================== + * 修練ダメージ + *------------------------------------------ + */ +int battle_addmastery (struct map_session_data *sd, struct block_list *target, + int dmg, int type) +{ + int damage, skill; + int race = battle_get_race (target); + int weapon; + damage = 0; + + nullpo_retr (0, sd); + + // デーモンベイン(+3 〜 +30) vs 不死 or 悪魔 (死人は含めない?) + if ((skill = pc_checkskill (sd, AL_DEMONBANE)) > 0 + && (battle_check_undead (race, battle_get_elem_type (target)) + || race == 6)) + damage += (skill * 3); + + // ビーストベイン(+4 〜 +40) vs 動物 or 昆虫 + if ((skill = pc_checkskill (sd, HT_BEASTBANE)) > 0 + && (race == 2 || race == 4)) + damage += (skill * 4); + + if (type == 0) + weapon = sd->weapontype1; + else + weapon = sd->weapontype2; + switch (weapon) + { + case 0x01: // 短剣 (Updated By AppleGirl) + case 0x02: // 1HS + { + // 剣修練(+4 〜 +40) 片手剣 短剣含む + if ((skill = pc_checkskill (sd, SM_SWORD)) > 0) + { + damage += (skill * 4); + } + break; + } + case 0x03: // 2HS + { + // 両手剣修練(+4 〜 +40) 両手剣 + if ((skill = pc_checkskill (sd, SM_TWOHAND)) > 0) + { + damage += (skill * 4); + } + break; + } + case 0x04: // 1HL + { + // 槍修練(+4 〜 +40,+5 〜 +50) 槍 + if ((skill = pc_checkskill (sd, KN_SPEARMASTERY)) > 0) + { + if (!pc_isriding (sd)) + damage += (skill * 4); // ペコに乗ってない + else + damage += (skill * 5); // ペコに乗ってる + } + break; + } + case 0x05: // 2HL + { + // 槍修練(+4 〜 +40,+5 〜 +50) 槍 + if ((skill = pc_checkskill (sd, KN_SPEARMASTERY)) > 0) + { + if (!pc_isriding (sd)) + damage += (skill * 4); // ペコに乗ってない + else + damage += (skill * 5); // ペコに乗ってる + } + break; + } + case 0x06: // 片手斧 + { + if ((skill = pc_checkskill (sd, AM_AXEMASTERY)) > 0) + { + damage += (skill * 3); + } + break; + } + case 0x07: // Axe by Tato + { + if ((skill = pc_checkskill (sd, AM_AXEMASTERY)) > 0) + { + damage += (skill * 3); + } + break; + } + case 0x08: // メイス + { + // メイス修練(+3 〜 +30) メイス + if ((skill = pc_checkskill (sd, PR_MACEMASTERY)) > 0) + { + damage += (skill * 3); + } + break; + } + case 0x09: // なし? + break; + case 0x0a: // 杖 + break; + case 0x0b: // 弓 + break; + case 0x00: // 素手 + case 0x0c: // Knuckles + { + // 鉄拳(+3 〜 +30) 素手,ナックル + if ((skill = pc_checkskill (sd, MO_IRONHAND)) > 0) + { + damage += (skill * 3); + } + break; + } + case 0x0d: // Musical Instrument + { + // 楽器の練習(+3 〜 +30) 楽器 + if ((skill = pc_checkskill (sd, BA_MUSICALLESSON)) > 0) + { + damage += (skill * 3); + } + break; + } + case 0x0e: // Dance Mastery + { + // Dance Lesson Skill Effect(+3 damage for every lvl = +30) 鞭 + if ((skill = pc_checkskill (sd, DC_DANCINGLESSON)) > 0) + { + damage += (skill * 3); + } + break; + } + case 0x0f: // Book + { + // Advance Book Skill Effect(+3 damage for every lvl = +30) { + if ((skill = pc_checkskill (sd, SA_ADVANCEDBOOK)) > 0) + { + damage += (skill * 3); + } + break; + } + case 0x10: // Katars + { + // カタール修練(+3 〜 +30) カタール + if ((skill = pc_checkskill (sd, AS_KATAR)) > 0) + { + //ソニックブロー時は別処理(1撃に付き1/8適応) + damage += (skill * 3); + } + break; + } + } + damage = dmg + damage; + return (damage); +} + +static struct Damage battle_calc_mob_weapon_attack (struct block_list *src, + struct block_list *target, + int skill_num, + int skill_lv, int wflag) +{ + struct map_session_data *tsd = NULL; + struct mob_data *md = (struct mob_data *) src, *tmd = NULL; + int hitrate, flee, cri = 0, atkmin, atkmax; + int luk, target_count = 1; + int def1 = battle_get_def (target); + int def2 = battle_get_def2 (target); + int t_vit = battle_get_vit (target); + struct Damage wd; + int damage, damage2 = 0, type, div_, blewcount = + skill_get_blewcount (skill_num, skill_lv); + int flag, skill, ac_flag = 0, dmg_lv = 0; + int t_mode = 0, t_race = 0, t_size = 1, s_race = 0, s_ele = 0; + struct status_change *sc_data, *t_sc_data; + short *sc_count; + short *option, *opt1, *opt2; + + //return前の処理があるので情報出力部のみ変更 + if (src == NULL || target == NULL || md == NULL) + { + nullpo_info (NLP_MARK); + memset (&wd, 0, sizeof (wd)); + return wd; + } + + s_race = battle_get_race (src); + s_ele = battle_get_attack_element (src); + sc_data = battle_get_sc_data (src); + sc_count = battle_get_sc_count (src); + option = battle_get_option (src); + opt1 = battle_get_opt1 (src); + opt2 = battle_get_opt2 (src); + + // ターゲット + if (target->type == BL_PC) + tsd = (struct map_session_data *) target; + else if (target->type == BL_MOB) + tmd = (struct mob_data *) target; + t_race = battle_get_race (target); + t_size = battle_get_size (target); + t_mode = battle_get_mode (target); + t_sc_data = battle_get_sc_data (target); + + if ((skill_num == 0 + || (target->type == BL_PC && battle_config.pc_auto_counter_type & 2) + || (target->type == BL_MOB + && battle_config.monster_auto_counter_type & 2)) + && skill_lv >= 0) + { + if (skill_num != CR_GRANDCROSS && t_sc_data + && t_sc_data[SC_AUTOCOUNTER].timer != -1) + { + int dir = map_calc_dir (src, target->x, target->y), t_dir = + battle_get_dir (target); + int dist = distance (src->x, src->y, target->x, target->y); + if (dist <= 0 || map_check_dir (dir, t_dir)) + { + memset (&wd, 0, sizeof (wd)); + t_sc_data[SC_AUTOCOUNTER].val3 = 0; + t_sc_data[SC_AUTOCOUNTER].val4 = 1; + if (sc_data && sc_data[SC_AUTOCOUNTER].timer == -1) + { + int range = battle_get_range (target); + if ((target->type == BL_PC + && ((struct map_session_data *) target)-> + status.weapon != 11 && dist <= range + 1) + || (target->type == BL_MOB && range <= 3 + && dist <= range + 1)) + t_sc_data[SC_AUTOCOUNTER].val3 = src->id; + } + return wd; + } + else + ac_flag = 1; + } + } + flag = BF_SHORT | BF_WEAPON | BF_NORMAL; // 攻撃の種類の設定 + + // 回避率計算、回避判定は後で + flee = battle_get_flee (target); + if (battle_config.agi_penaly_type > 0 + || battle_config.vit_penaly_type > 0) + target_count += + battle_counttargeted (target, src, + battle_config.agi_penaly_count_lv); + if (battle_config.agi_penaly_type > 0) + { + if (target_count >= battle_config.agi_penaly_count) + { + if (battle_config.agi_penaly_type == 1) + flee = + (flee * + (100 - + (target_count - + (battle_config.agi_penaly_count - + 1)) * battle_config.agi_penaly_num)) / 100; + else if (battle_config.agi_penaly_type == 2) + flee -= + (target_count - + (battle_config.agi_penaly_count - + 1)) * battle_config.agi_penaly_num; + if (flee < 1) + flee = 1; + } + } + hitrate = battle_get_hit (src) - flee + 80; + + type = 0; // normal + div_ = 1; // single attack + + luk = battle_get_luk (src); + + if (battle_config.enemy_str) + damage = battle_get_baseatk (src); + else + damage = 0; + if (skill_num == HW_MAGICCRASHER) + { /* マジッククラッシャーはMATKで殴る */ + atkmin = battle_get_matk1 (src); + atkmax = battle_get_matk2 (src); + } + else + { + atkmin = battle_get_atk (src); + atkmax = battle_get_atk2 (src); + } + if (mob_db[md->mob_class].range > 3) + flag = (flag & ~BF_RANGEMASK) | BF_LONG; + + if (atkmin > atkmax) + atkmin = atkmax; + + if (sc_data != NULL && sc_data[SC_MAXIMIZEPOWER].timer != -1) + { // マキシマイズパワー + atkmin = atkmax; + } + + cri = battle_get_critical (src); + cri -= battle_get_luk (target) * 3; + if (battle_config.enemy_critical_rate != 100) + { + cri = cri * battle_config.enemy_critical_rate / 100; + if (cri < 1) + cri = 1; + } + if (t_sc_data != NULL && t_sc_data[SC_SLEEP].timer != -1) // 睡眠中はクリティカルが倍に + cri <<= 1; + + if (ac_flag) + cri = 1000; + + if (skill_num == KN_AUTOCOUNTER) + { + if (!(battle_config.monster_auto_counter_type & 1)) + cri = 1000; + else + cri <<= 1; + } + + if (tsd && tsd->critical_def) + cri = cri * (100 - tsd->critical_def) / 100; + + if ((skill_num == 0 || skill_num == KN_AUTOCOUNTER) && skill_lv >= 0 && battle_config.enemy_critical && (MRAND (1000)) < cri) // 判定(スキルの場合は無視) + // 敵の判定 + { + damage += atkmax; + type = 0x0a; + } + else + { + int vitbonusmax; + + if (atkmax > atkmin) + damage += atkmin + MRAND ((atkmax - atkmin + 1)); + else + damage += atkmin; + // スキル修正1(攻撃力倍化系) + // オーバートラスト(+5% 〜 +25%),他攻撃系スキルの場合ここで補正 + // バッシュ,マグナムブレイク, + // ボーリングバッシュ,スピアブーメラン,ブランディッシュスピア,スピアスタッブ, + // メマーナイト,カートレボリューション + // ダブルストレイフィング,アローシャワー,チャージアロー, + // ソニックブロー + if (sc_data) + { //状態異常中のダメージ追加 + if (sc_data[SC_OVERTHRUST].timer != -1) // オーバートラスト + damage += damage * (5 * sc_data[SC_OVERTHRUST].val1) / 100; + if (sc_data[SC_TRUESIGHT].timer != -1) // トゥルーサイト + damage += damage * (2 * sc_data[SC_TRUESIGHT].val1) / 100; + if (sc_data[SC_BERSERK].timer != -1) // バーサーク + damage += damage * 50 / 100; + } + + if (skill_num > 0) + { + int i; + if ((i = skill_get_pl (skill_num)) > 0) + s_ele = i; + + flag = (flag & ~BF_SKILLMASK) | BF_SKILL; + switch (skill_num) + { + case SM_BASH: // バッシュ + damage = damage * (100 + 30 * skill_lv) / 100; + hitrate = (hitrate * (100 + 5 * skill_lv)) / 100; + break; + case SM_MAGNUM: // マグナムブレイク + damage = + damage * (5 * skill_lv + (wflag) ? 65 : 115) / 100; + break; + case MC_MAMMONITE: // メマーナイト + damage = damage * (100 + 50 * skill_lv) / 100; + break; + case AC_DOUBLE: // ダブルストレイフィング + damage = damage * (180 + 20 * skill_lv) / 100; + div_ = 2; + flag = (flag & ~BF_RANGEMASK) | BF_LONG; + break; + case AC_SHOWER: // アローシャワー + damage = damage * (75 + 5 * skill_lv) / 100; + flag = (flag & ~BF_RANGEMASK) | BF_LONG; + break; + case AC_CHARGEARROW: // チャージアロー + damage = damage * 150 / 100; + flag = (flag & ~BF_RANGEMASK) | BF_LONG; + break; + case KN_PIERCE: // ピアース + damage = damage * (100 + 10 * skill_lv) / 100; + hitrate = hitrate * (100 + 5 * skill_lv) / 100; + div_ = t_size + 1; + damage *= div_; + break; + case KN_SPEARSTAB: // スピアスタブ + damage = damage * (100 + 15 * skill_lv) / 100; + break; + case KN_SPEARBOOMERANG: // スピアブーメラン + damage = damage * (100 + 50 * skill_lv) / 100; + flag = (flag & ~BF_RANGEMASK) | BF_LONG; + break; + case KN_BRANDISHSPEAR: // ブランディッシュスピア + damage = damage * (100 + 20 * skill_lv) / 100; + if (skill_lv > 3 && wflag == 1) + damage2 += damage / 2; + if (skill_lv > 6 && wflag == 1) + damage2 += damage / 4; + if (skill_lv > 9 && wflag == 1) + damage2 += damage / 8; + if (skill_lv > 6 && wflag == 2) + damage2 += damage / 2; + if (skill_lv > 9 && wflag == 2) + damage2 += damage / 4; + if (skill_lv > 9 && wflag == 3) + damage2 += damage / 2; + damage += damage2; + blewcount = 0; + break; + case KN_BOWLINGBASH: // ボウリングバッシュ + damage = damage * (100 + 50 * skill_lv) / 100; + blewcount = 0; + break; + case KN_AUTOCOUNTER: + if (battle_config.monster_auto_counter_type & 1) + hitrate += 20; + else + hitrate = 1000000; + flag = (flag & ~BF_SKILLMASK) | BF_NORMAL; + break; + case AS_SONICBLOW: // ソニックブロウ + damage = damage * (300 + 50 * skill_lv) / 100; + div_ = 8; + break; + case TF_SPRINKLESAND: // 砂まき + damage = damage * 125 / 100; + break; + case MC_CARTREVOLUTION: // カートレボリューション + damage = (damage * 150) / 100; + break; + // 以下MOB + case NPC_COMBOATTACK: // 多段攻撃 + div_ = skill_get_num (skill_num, skill_lv); + damage *= div_; + break; + case NPC_RANDOMATTACK: // ランダムATK攻撃 + damage = damage * (MPRAND (50, 150)) / 100; + break; + // 属性攻撃(適当) + case NPC_WATERATTACK: + case NPC_GROUNDATTACK: + case NPC_FIREATTACK: + case NPC_WINDATTACK: + case NPC_POISONATTACK: + case NPC_HOLYATTACK: + case NPC_DARKNESSATTACK: + case NPC_TELEKINESISATTACK: + damage = damage * (100 + 25 * (skill_lv - 1)) / 100; + break; + case NPC_GUIDEDATTACK: + hitrate = 1000000; + break; + case NPC_RANGEATTACK: + flag = (flag & ~BF_RANGEMASK) | BF_LONG; + break; + case NPC_PIERCINGATT: + flag = (flag & ~BF_RANGEMASK) | BF_SHORT; + break; + case RG_BACKSTAP: // バックスタブ + damage = damage * (300 + 40 * skill_lv) / 100; + hitrate = 1000000; + break; + case RG_RAID: // サプライズアタック + damage = damage * (100 + 40 * skill_lv) / 100; + break; + case RG_INTIMIDATE: // インティミデイト + damage = damage * (100 + 30 * skill_lv) / 100; + break; + case CR_SHIELDCHARGE: // シールドチャージ + damage = damage * (100 + 20 * skill_lv) / 100; + flag = (flag & ~BF_RANGEMASK) | BF_SHORT; + s_ele = 0; + break; + case CR_SHIELDBOOMERANG: // シールドブーメラン + damage = damage * (100 + 30 * skill_lv) / 100; + flag = (flag & ~BF_RANGEMASK) | BF_LONG; + s_ele = 0; + break; + case CR_HOLYCROSS: // ホーリークロス + damage = damage * (100 + 35 * skill_lv) / 100; + div_ = 2; + break; + case CR_GRANDCROSS: + hitrate = 1000000; + break; + case AM_DEMONSTRATION: // デモンストレーション + damage = damage * (100 + 20 * skill_lv) / 100; + damage2 = damage2 * (100 + 20 * skill_lv) / 100; + break; + case AM_ACIDTERROR: // アシッドテラー + damage = damage * (100 + 40 * skill_lv) / 100; + damage2 = damage2 * (100 + 40 * skill_lv) / 100; + break; + case MO_FINGEROFFENSIVE: //指弾 + damage = damage * (100 + 50 * skill_lv) / 100; + div_ = 1; + break; + case MO_INVESTIGATE: // 発 勁 + if (def1 < 1000000) + damage = + damage * (100 + 75 * skill_lv) / 100 * (def1 + + def2) / + 100; + hitrate = 1000000; + s_ele = 0; + break; + case MO_EXTREMITYFIST: // 阿修羅覇鳳拳 + damage = damage * 8 + 250 + (skill_lv * 150); + hitrate = 1000000; + s_ele = 0; + break; + case MO_CHAINCOMBO: // 連打掌 + damage = damage * (150 + 50 * skill_lv) / 100; + div_ = 4; + break; + case BA_MUSICALSTRIKE: // ミュージカルストライク + damage = damage * (100 + 50 * skill_lv) / 100; + flag = (flag & ~BF_RANGEMASK) | BF_LONG; + break; + case DC_THROWARROW: // 矢撃ち + damage = damage * (100 + 50 * skill_lv) / 100; + flag = (flag & ~BF_RANGEMASK) | BF_LONG; + break; + case MO_COMBOFINISH: // 猛龍拳 + damage = damage * (240 + 60 * skill_lv) / 100; + break; + case CH_TIGERFIST: // 伏虎拳 + damage = damage * (100 + 20 * skill_lv) / 100; + break; + case CH_CHAINCRUSH: // 連柱崩撃 + damage = damage * (100 + 20 * skill_lv) / 100; + div_ = skill_get_num (skill_num, skill_lv); + break; + case CH_PALMSTRIKE: // 猛虎硬派山 + damage = damage * (50 + 100 * skill_lv) / 100; + break; + case LK_SPIRALPIERCE: /* スパイラルピアース */ + damage = damage * (100 + 50 * skill_lv) / 100; //増加量が分からないので適当に + div_ = 5; + if (tsd) + tsd->canmove_tick = gettick () + 1000; + else if (tmd) + tmd->canmove_tick = gettick () + 1000; + break; + case LK_HEADCRUSH: /* ヘッドクラッシュ */ + damage = damage * (100 + 20 * skill_lv) / 100; + break; + case LK_JOINTBEAT: /* ジョイントビート */ + damage = damage * (50 + 10 * skill_lv) / 100; + break; + case ASC_METEORASSAULT: /* メテオアサルト */ + damage = damage * (40 + 40 * skill_lv) / 100; + break; + case SN_SHARPSHOOTING: /* シャープシューティング */ + damage += damage * (30 * skill_lv) / 100; + break; + case CG_ARROWVULCAN: /* アローバルカン */ + damage = damage * (160 + 40 * skill_lv) / 100; + div_ = 9; + break; + case AS_SPLASHER: /* ベナムスプラッシャー */ + damage = damage * (200 + 20 * skill_lv) / 100; + break; + } + } + + if (skill_num != NPC_CRITICALSLASH) + { + // 対 象の防御力によるダメージの減少 + // ディバインプロテクション(ここでいいのかな?) + if (skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST + && skill_num != KN_AUTOCOUNTER && def1 < 1000000) + { //DEF, VIT無視 + int t_def; + target_count = + 1 + battle_counttargeted (target, src, + battle_config.vit_penaly_count_lv); + if (battle_config.vit_penaly_type > 0) + { + if (target_count >= battle_config.vit_penaly_count) + { + if (battle_config.vit_penaly_type == 1) + { + def1 = + (def1 * + (100 - + (target_count - + (battle_config.vit_penaly_count - + 1)) * battle_config.vit_penaly_num)) / + 100; + def2 = + (def2 * + (100 - + (target_count - + (battle_config.vit_penaly_count - + 1)) * battle_config.vit_penaly_num)) / + 100; + t_vit = + (t_vit * + (100 - + (target_count - + (battle_config.vit_penaly_count - + 1)) * battle_config.vit_penaly_num)) / + 100; + } + else if (battle_config.vit_penaly_type == 2) + { + def1 -= + (target_count - + (battle_config.vit_penaly_count - + 1)) * battle_config.vit_penaly_num; + def2 -= + (target_count - + (battle_config.vit_penaly_count - + 1)) * battle_config.vit_penaly_num; + t_vit -= + (target_count - + (battle_config.vit_penaly_count - + 1)) * battle_config.vit_penaly_num; + } + if (def1 < 0) + def1 = 0; + if (def2 < 1) + def2 = 1; + if (t_vit < 1) + t_vit = 1; + } + } + t_def = def2 * 8 / 10; + if (battle_check_undead (s_race, battle_get_elem_type (src)) + || s_race == 6) + if (tsd && (skill = pc_checkskill (tsd, AL_DP)) > 0) + t_def += skill * 3; + + vitbonusmax = (t_vit / 20) * (t_vit / 20) - 1; + if (battle_config.monster_defense_type) + { + damage = + damage - (def1 * battle_config.monster_defense_type) - + t_def - + ((vitbonusmax < 1) ? 0 : MRAND ((vitbonusmax + 1))); + } + else + { + damage = + damage * (100 - def1) / 100 - t_def - + ((vitbonusmax < 1) ? 0 : MRAND ((vitbonusmax + 1))); + } + } + } + } + + // 0未満だった場合1に補正 + if (damage < 1) + damage = 1; + + // 回避修正 + if (hitrate < 1000000) + hitrate = ((hitrate > 95) ? 95 : ((hitrate < 5) ? 5 : hitrate)); + if (hitrate < 1000000 && // 必中攻撃 + (t_sc_data != NULL && (t_sc_data[SC_SLEEP].timer != -1 || // 睡眠は必中 + t_sc_data[SC_STAN].timer != -1 || // スタンは必中 + t_sc_data[SC_FREEZE].timer != -1 || (t_sc_data[SC_STONE].timer != -1 && t_sc_data[SC_STONE].val2 == 0)))) // 凍結は必中 + hitrate = 1000000; + if (type == 0 && MRAND (100) >= hitrate) + { + damage = damage2 = 0; + dmg_lv = ATK_FLEE; + } + else + { + dmg_lv = ATK_DEF; + } + + if (tsd) + { + int cardfix = 100, i; + cardfix = cardfix * (100 - tsd->subele[s_ele]) / 100; // 属 性によるダメージ耐性 + cardfix = cardfix * (100 - tsd->subrace[s_race]) / 100; // 種族によるダメージ耐性 + if (mob_db[md->mob_class].mode & 0x20) + cardfix = cardfix * (100 - tsd->subrace[10]) / 100; + else + cardfix = cardfix * (100 - tsd->subrace[11]) / 100; + for (i = 0; i < tsd->add_def_class_count; i++) + { + if (tsd->add_def_classid[i] == md->mob_class) + { + cardfix = cardfix * (100 - tsd->add_def_classrate[i]) / 100; + break; + } + } + if (flag & BF_LONG) + cardfix = cardfix * (100 - tsd->long_attack_def_rate) / 100; + if (flag & BF_SHORT) + cardfix = cardfix * (100 - tsd->near_attack_def_rate) / 100; + damage = damage * cardfix / 100; + } + if (t_sc_data) + { + int cardfix = 100; + if (t_sc_data[SC_DEFENDER].timer != -1 && flag & BF_LONG) + cardfix = cardfix * (100 - t_sc_data[SC_DEFENDER].val2) / 100; + if (cardfix != 100) + damage = damage * cardfix / 100; + } + if (t_sc_data && t_sc_data[SC_ASSUMPTIO].timer != -1) + { //アシャンプティオ + if (!map[target->m].flag.pvp) + damage = damage / 3; + else + damage = damage / 2; + } + + if (damage < 0) + damage = 0; + + // 属 性の適用 + if (!((battle_config.mob_ghostring_fix == 1) && (battle_get_element (target) == 8) && (target->type == BL_PC))) // [MouseJstr] + if (skill_num != 0 || s_ele != 0 + || !battle_config.mob_attack_attr_none) + damage = + battle_attr_fix (damage, s_ele, battle_get_element (target)); + + if (sc_data && sc_data[SC_AURABLADE].timer != -1) /* オーラブレード 必中 */ + damage += sc_data[SC_AURABLADE].val1 * 10; + if (skill_num == PA_PRESSURE) /* プレッシャー 必中? */ + damage = 700 + 100 * skill_lv; + + // インベナム修正 + if (skill_num == TF_POISON) + { + damage = + battle_attr_fix (damage + 15 * skill_lv, s_ele, + battle_get_element (target)); + } + if (skill_num == MC_CARTREVOLUTION) + { + damage = battle_attr_fix (damage, 0, battle_get_element (target)); + } + + // 完全回避の判定 + if (skill_num == 0 && skill_lv >= 0 && tsd != NULL + && MRAND (1000) < battle_get_flee2 (target)) + { + damage = 0; + type = 0x0b; + dmg_lv = ATK_LUCKY; + } + + if (battle_config.enemy_perfect_flee) + { + if (skill_num == 0 && skill_lv >= 0 && tmd != NULL + && MRAND (1000) < battle_get_flee2 (target)) + { + damage = 0; + type = 0x0b; + dmg_lv = ATK_LUCKY; + } + } + +// if(def1 >= 1000000 && damage > 0) + if (t_mode & 0x40 && damage > 0) + damage = 1; + + if (tsd && tsd->special_state.no_weapon_damage) + damage = 0; + + if (skill_num != CR_GRANDCROSS) + damage = + battle_calc_damage (src, target, damage, div_, skill_num, + skill_lv, flag); + + wd.damage = damage; + wd.damage2 = 0; + wd.type = type; + wd.div_ = div_; + wd.amotion = battle_get_amotion (src); + if (skill_num == KN_AUTOCOUNTER) + wd.amotion >>= 1; + wd.dmotion = battle_get_dmotion (target); + wd.blewcount = blewcount; + wd.flag = flag; + wd.dmg_lv = dmg_lv; + return wd; +} + +int battle_is_unarmed (struct block_list *bl) +{ + if (!bl) + return 0; + if (bl->type == BL_PC) + { + struct map_session_data *sd = (struct map_session_data *) bl; + + return (sd->equip_index[EQUIP_SHIELD] == -1 + && sd->equip_index[EQUIP_WEAPON] == -1); + } + else + return 0; +} + +/* + * ========================================================================= + * PCの武器による攻撃 + *------------------------------------------------------------------------- + */ +static struct Damage battle_calc_pc_weapon_attack (struct block_list *src, + struct block_list *target, + int skill_num, + int skill_lv, int wflag) +{ + struct map_session_data *sd = (struct map_session_data *) src, *tsd = + NULL; + struct mob_data *tmd = NULL; + int hitrate, flee, cri = 0, atkmin, atkmax; + int dex, luk, target_count = 1; + int def1 = battle_get_def (target); + int def2 = battle_get_def2 (target); + int t_vit = battle_get_vit (target); + struct Damage wd; + int damage, damage2, damage3 = 0, damage4 = 0, type, div_, blewcount = + skill_get_blewcount (skill_num, skill_lv); + int flag, skill, dmg_lv = 0; + int t_mode = 0, t_race = 0, t_size = 1, s_race = 7, s_ele = 0; + struct status_change *sc_data, *t_sc_data; + short *sc_count; + short *option, *opt1, *opt2; + int atkmax_ = 0, atkmin_ = 0, s_ele_; //二刀流用 + int watk, watk_, cardfix, t_ele; + int da = 0, i, t_class, ac_flag = 0; + int idef_flag = 0, idef_flag_ = 0; + int target_distance; + + //return前の処理があるので情報出力部のみ変更 + if (src == NULL || target == NULL || sd == NULL) + { + nullpo_info (NLP_MARK); + memset (&wd, 0, sizeof (wd)); + return wd; + } + + // アタッカー + s_race = battle_get_race (src); //種族 + s_ele = battle_get_attack_element (src); //属性 + s_ele_ = battle_get_attack_element2 (src); //左手属性 + sc_data = battle_get_sc_data (src); //ステータス異常 + sc_count = battle_get_sc_count (src); //ステータス異常の数 + option = battle_get_option (src); //鷹とかペコとかカートとか + opt1 = battle_get_opt1 (src); //石化、凍結、スタン、睡眠、暗闇 + opt2 = battle_get_opt2 (src); //毒、呪い、沈黙、暗闇? + + if (skill_num != CR_GRANDCROSS) //グランドクロスでないなら + sd->state.attack_type = BF_WEAPON; //攻撃タイプは武器攻撃 + + // ターゲット + if (target->type == BL_PC) //対象がPCなら + tsd = (struct map_session_data *) target; //tsdに代入(tmdはNULL) + else if (target->type == BL_MOB) //対象がMobなら + tmd = (struct mob_data *) target; //tmdに代入(tsdはNULL) + t_race = battle_get_race (target); //対象の種族 + t_ele = battle_get_elem_type (target); //対象の属性 + t_size = battle_get_size (target); //対象のサイズ + t_mode = battle_get_mode (target); //対象のMode + t_sc_data = battle_get_sc_data (target); //対象のステータス異常 + +//オートカウンター処理ここから + if ((skill_num == 0 + || (target->type == BL_PC && battle_config.pc_auto_counter_type & 2) + || (target->type == BL_MOB + && battle_config.monster_auto_counter_type & 2)) + && skill_lv >= 0) + { + if (skill_num != CR_GRANDCROSS && t_sc_data + && t_sc_data[SC_AUTOCOUNTER].timer != -1) + { //グランドクロスでなく、対象がオートカウンター状態の場合 + int dir = map_calc_dir (src, target->x, target->y), t_dir = + battle_get_dir (target); + int dist = distance (src->x, src->y, target->x, target->y); + if (dist <= 0 || map_check_dir (dir, t_dir)) + { //対象との距離が0以下、または対象の正面? + memset (&wd, 0, sizeof (wd)); + t_sc_data[SC_AUTOCOUNTER].val3 = 0; + t_sc_data[SC_AUTOCOUNTER].val4 = 1; + if (sc_data && sc_data[SC_AUTOCOUNTER].timer == -1) + { //自分がオートカウンター状態 + int range = battle_get_range (target); + if ((target->type == BL_PC && ((struct map_session_data *) target)->status.weapon != 11 && dist <= range + 1) || //対象がPCで武器が弓矢でなく射程内 + (target->type == BL_MOB && range <= 3 && dist <= range + 1)) //または対象がMobで射程が3以下で射程内 + t_sc_data[SC_AUTOCOUNTER].val3 = src->id; + } + return wd; //ダメージ構造体を返して終了 + } + else + ac_flag = 1; + } + } +//オートカウンター処理ここまで + + flag = BF_SHORT | BF_WEAPON | BF_NORMAL; // 攻撃の種類の設定 + + // 回避率計算、回避判定は後で + flee = battle_get_flee (target); + if (battle_config.agi_penaly_type > 0 || battle_config.vit_penaly_type > 0) //AGI、VITペナルティ設定が有効 + target_count += battle_counttargeted (target, src, battle_config.agi_penaly_count_lv); //対象の数を算出 + if (battle_config.agi_penaly_type > 0) + { + if (target_count >= battle_config.agi_penaly_count) + { //ペナルティ設定より対象が多い + if (battle_config.agi_penaly_type == 1) //回避率がagi_penaly_num%ずつ減少 + flee = + (flee * + (100 - + (target_count - + (battle_config.agi_penaly_count - + 1)) * battle_config.agi_penaly_num)) / 100; + else if (battle_config.agi_penaly_type == 2) //回避率がagi_penaly_num分減少 + flee -= + (target_count - + (battle_config.agi_penaly_count - + 1)) * battle_config.agi_penaly_num; + if (flee < 1) + flee = 1; //回避率は最低でも1 + } + } + hitrate = battle_get_hit (src) - flee + 80; //命中率計算 + + { // [fate] Reduce hit chance by distance + int dx = abs (src->x - target->x); + int dy = abs (src->y - target->y); + int malus_dist; + + target_distance = MAX (dx, dy); + malus_dist = + MAX (0, target_distance - (skill_power (sd, AC_OWL) / 75)); + hitrate -= (malus_dist * (malus_dist + 1)); + } + + dex = battle_get_dex (src); //DEX + luk = battle_get_luk (src); //LUK + watk = battle_get_atk (src); //ATK + watk_ = battle_get_atk_ (src); //ATK左手 + + type = 0; // normal + div_ = 1; // single attack + + if (skill_num == HW_MAGICCRASHER) + { /* マジッククラッシャーはMATKで殴る */ + damage = damage2 = battle_get_matk1 (src); //damega,damega2初登場、base_atkの取得 + } + else + { + damage = damage2 = battle_get_baseatk (&sd->bl); //damega,damega2初登場、base_atkの取得 + } + if (sd->attackrange > 2) + { // [fate] ranged weapon? + const int range_damage_bonus = 80; // up to 31.25% bonus for long-range hit + damage = + damage * (256 + + ((range_damage_bonus * target_distance) / + sd->attackrange)) >> 8; + damage2 = + damage2 * (256 + + ((range_damage_bonus * target_distance) / + sd->attackrange)) >> 8; + } + + atkmin = atkmin_ = dex; //最低ATKはDEXで初期化? + sd->state.arrow_atk = 0; //arrow_atk初期化 + if (sd->equip_index[9] >= 0 && sd->inventory_data[sd->equip_index[9]]) + atkmin = + atkmin * (80 + + sd->inventory_data[sd->equip_index[9]]->wlv * 20) / 100; + if (sd->equip_index[8] >= 0 && sd->inventory_data[sd->equip_index[8]]) + atkmin_ = + atkmin_ * (80 + + sd->inventory_data[sd->equip_index[8]]->wlv * 20) / + 100; + if (sd->status.weapon == 11) + { //武器が弓矢の場合 + atkmin = watk * ((atkmin < watk) ? atkmin : watk) / 100; //弓用最低ATK計算 + flag = (flag & ~BF_RANGEMASK) | BF_LONG; //遠距離攻撃フラグを有効 + if (sd->arrow_ele > 0) //属性矢なら属性を矢の属性に変更 + s_ele = sd->arrow_ele; + sd->state.arrow_atk = 1; //arrow_atk有効化 + } + + // サイズ修正 + // ペコ騎乗していて、槍で攻撃した場合は中型のサイズ修正を100にする + // ウェポンパーフェクション,ドレイクC + if (((sd->special_state.no_sizefix) + || (pc_isriding (sd) + && (sd->status.weapon == 4 || sd->status.weapon == 5) + && t_size == 1) || skill_num == MO_EXTREMITYFIST)) + { //ペコ騎乗していて、槍で中型を攻撃 + atkmax = watk; + atkmax_ = watk_; + } + else + { + atkmax = (watk * sd->atkmods[t_size]) / 100; + atkmin = (atkmin * sd->atkmods[t_size]) / 100; + atkmax_ = (watk_ * sd->atkmods_[t_size]) / 100; + atkmin_ = (atkmin_ * sd->atkmods[t_size]) / 100; + } + if ((sc_data != NULL && sc_data[SC_WEAPONPERFECTION].timer != -1) + || (sd->special_state.no_sizefix)) + { // ウェポンパーフェクション || ドレイクカード + atkmax = watk; + atkmax_ = watk_; + } + + if (atkmin > atkmax && !(sd->state.arrow_atk)) + atkmin = atkmax; //弓は最低が上回る場合あり + if (atkmin_ > atkmax_) + atkmin_ = atkmax_; + + if (sc_data != NULL && sc_data[SC_MAXIMIZEPOWER].timer != -1) + { // マキシマイズパワー + atkmin = atkmax; + atkmin_ = atkmax_; + } + + //ダブルアタック判定 + if (sd->weapontype1 == 0x01) + { + if (skill_num == 0 && skill_lv >= 0 + && (skill = pc_checkskill (sd, TF_DOUBLE)) > 0) + da = (MRAND (100) < (skill * 5)) ? 1 : 0; + } + + //三段掌 + if (skill_num == 0 && skill_lv >= 0 + && (skill = pc_checkskill (sd, MO_TRIPLEATTACK)) > 0 + && sd->status.weapon <= 16 && !sd->state.arrow_atk) + { + da = (MRAND (100) < (30 - skill)) ? 2 : 0; + } + + if (sd->double_rate > 0 && da == 0 && skill_num == 0 && skill_lv >= 0) + da = (MRAND (100) < sd->double_rate) ? 1 : 0; + + // 過剰精錬ボーナス + if (sd->overrefine > 0) + damage += MPRAND (1, sd->overrefine); + if (sd->overrefine_ > 0) + damage2 += MPRAND (1, sd->overrefine_); + + if (da == 0) + { //ダブルアタックが発動していない + // クリティカル計算 + cri = battle_get_critical (src); + + if (sd->state.arrow_atk) + cri += sd->arrow_cri; + if (sd->status.weapon == 16) + // カタールの場合、クリティカルを倍に + cri <<= 1; + cri -= battle_get_luk (target) * 3; + if (t_sc_data != NULL && t_sc_data[SC_SLEEP].timer != -1) // 睡眠中はクリティカルが倍に + cri <<= 1; + if (ac_flag) + cri = 1000; + + if (skill_num == KN_AUTOCOUNTER) + { + if (!(battle_config.pc_auto_counter_type & 1)) + cri = 1000; + else + cri <<= 1; + } + + if (skill_num == SN_SHARPSHOOTING && MRAND (100) < 50) + cri = 1000; + } + + if (tsd && tsd->critical_def) + cri = cri * (100 - tsd->critical_def) / 100; + + if (da == 0 && (skill_num == 0 || skill_num == KN_AUTOCOUNTER || skill_num == SN_SHARPSHOOTING) && skill_lv >= 0 && //ダブルアタックが発動していない + (MRAND (1000)) < cri) // 判定(スキルの場合は無視) + { + damage += atkmax; + damage2 += atkmax_; + if (sd->atk_rate != 100) + { + damage = (damage * sd->atk_rate) / 100; + damage2 = (damage2 * sd->atk_rate) / 100; + } + if (sd->state.arrow_atk) + damage += sd->arrow_atk; + type = 0x0a; + +/* if(def1 < 1000000) { + if(sd->def_ratio_atk_ele & (1<def_ratio_atk_race & (1<def_ratio_atk_ele_ & (1<def_ratio_atk_race_ & (1<def_ratio_atk_race & (1<<10)) { + damage = (damage * (def1 + def2))/100; + idef_flag = 1; + } + if(!idef_flag_ && sd->def_ratio_atk_race_ & (1<<10)) { + damage2 = (damage2 * (def1 + def2))/100; + idef_flag_ = 1; + } + } + else { + if(!idef_flag && sd->def_ratio_atk_race & (1<<11)) { + damage = (damage * (def1 + def2))/100; + idef_flag = 1; + } + if(!idef_flag_ && sd->def_ratio_atk_race_ & (1<<11)) { + damage2 = (damage2 * (def1 + def2))/100; + idef_flag_ = 1; + } + } + }*/ + } + else + { + int vitbonusmax; + + if (atkmax > atkmin) + damage += atkmin + MRAND ((atkmax - atkmin + 1)); + else + damage += atkmin; + if (atkmax_ > atkmin_) + damage2 += atkmin_ + MRAND ((atkmax_ - atkmin_ + 1)); + else + damage2 += atkmin_; + if (sd->atk_rate != 100) + { + damage = (damage * sd->atk_rate) / 100; + damage2 = (damage2 * sd->atk_rate) / 100; + } + + if (sd->state.arrow_atk) + { + if (sd->arrow_atk > 0) + damage += MRAND ((sd->arrow_atk + 1)); + hitrate += sd->arrow_hit; + } + + if (skill_num != MO_INVESTIGATE && def1 < 1000000) + { + if (sd->def_ratio_atk_ele & (1 << t_ele) + || sd->def_ratio_atk_race & (1 << t_race)) + { + damage = (damage * (def1 + def2)) / 100; + idef_flag = 1; + } + if (sd->def_ratio_atk_ele_ & (1 << t_ele) + || sd->def_ratio_atk_race_ & (1 << t_race)) + { + damage2 = (damage2 * (def1 + def2)) / 100; + idef_flag_ = 1; + } + if (t_mode & 0x20) + { + if (!idef_flag && sd->def_ratio_atk_race & (1 << 10)) + { + damage = (damage * (def1 + def2)) / 100; + idef_flag = 1; + } + if (!idef_flag_ && sd->def_ratio_atk_race_ & (1 << 10)) + { + damage2 = (damage2 * (def1 + def2)) / 100; + idef_flag_ = 1; + } + } + else + { + if (!idef_flag && sd->def_ratio_atk_race & (1 << 11)) + { + damage = (damage * (def1 + def2)) / 100; + idef_flag = 1; + } + if (!idef_flag_ && sd->def_ratio_atk_race_ & (1 << 11)) + { + damage2 = (damage2 * (def1 + def2)) / 100; + idef_flag_ = 1; + } + } + } + + // スキル修正1(攻撃力倍化系) + // オーバートラスト(+5% 〜 +25%),他攻撃系スキルの場合ここで補正 + // バッシュ,マグナムブレイク, + // ボーリングバッシュ,スピアブーメラン,ブランディッシュスピア,スピアスタッブ, + // メマーナイト,カートレボリューション + // ダブルストレイフィング,アローシャワー,チャージアロー, + // ソニックブロー + if (sc_data) + { //状態異常中のダメージ追加 + if (sc_data[SC_OVERTHRUST].timer != -1) + { // オーバートラスト + damage += damage * (5 * sc_data[SC_OVERTHRUST].val1) / 100; + damage2 += damage2 * (5 * sc_data[SC_OVERTHRUST].val1) / 100; + } + if (sc_data[SC_TRUESIGHT].timer != -1) + { // トゥルーサイト + damage += damage * (2 * sc_data[SC_TRUESIGHT].val1) / 100; + damage2 += damage2 * (2 * sc_data[SC_TRUESIGHT].val1) / 100; + } + if (sc_data[SC_BERSERK].timer != -1) + { // バーサーク + damage += damage * 50 / 100; + damage2 += damage2 * 50 / 100; + } + } + + if (skill_num > 0) + { + int i; + if ((i = skill_get_pl (skill_num)) > 0) + s_ele = s_ele_ = i; + + flag = (flag & ~BF_SKILLMASK) | BF_SKILL; + switch (skill_num) + { + case SM_BASH: // バッシュ + damage = damage * (100 + 30 * skill_lv) / 100; + damage2 = damage2 * (100 + 30 * skill_lv) / 100; + hitrate = (hitrate * (100 + 5 * skill_lv)) / 100; + break; + case SM_MAGNUM: // マグナムブレイク + damage = + damage * (5 * skill_lv + (wflag) ? 65 : 115) / 100; + damage2 = + damage2 * (5 * skill_lv + (wflag) ? 65 : 115) / 100; + break; + case MC_MAMMONITE: // メマーナイト + damage = damage * (100 + 50 * skill_lv) / 100; + damage2 = damage2 * (100 + 50 * skill_lv) / 100; + break; + case AC_DOUBLE: // ダブルストレイフィング + if (!sd->state.arrow_atk && sd->arrow_atk > 0) + { + int arr = MRAND ((sd->arrow_atk + 1)); + damage += arr; + damage2 += arr; + } + damage = damage * (180 + 20 * skill_lv) / 100; + damage2 = damage2 * (180 + 20 * skill_lv) / 100; + div_ = 2; + if (sd->arrow_ele > 0) + { + s_ele = sd->arrow_ele; + s_ele_ = sd->arrow_ele; + } + flag = (flag & ~BF_RANGEMASK) | BF_LONG; + sd->state.arrow_atk = 1; + break; + case AC_SHOWER: // アローシャワー + if (!sd->state.arrow_atk && sd->arrow_atk > 0) + { + int arr = MRAND ((sd->arrow_atk + 1)); + damage += arr; + damage2 += arr; + } + damage = damage * (75 + 5 * skill_lv) / 100; + damage2 = damage2 * (75 + 5 * skill_lv) / 100; + if (sd->arrow_ele > 0) + { + s_ele = sd->arrow_ele; + s_ele_ = sd->arrow_ele; + } + flag = (flag & ~BF_RANGEMASK) | BF_LONG; + sd->state.arrow_atk = 1; + break; + case AC_CHARGEARROW: // チャージアロー + if (!sd->state.arrow_atk && sd->arrow_atk > 0) + { + int arr = MRAND ((sd->arrow_atk + 1)); + damage += arr; + damage2 += arr; + } + damage = damage * 150 / 100; + damage2 = damage2 * 150 / 100; + if (sd->arrow_ele > 0) + { + s_ele = sd->arrow_ele; + s_ele_ = sd->arrow_ele; + } + flag = (flag & ~BF_RANGEMASK) | BF_LONG; + sd->state.arrow_atk = 1; + break; + case KN_PIERCE: // ピアース + damage = damage * (100 + 10 * skill_lv) / 100; + damage2 = damage2 * (100 + 10 * skill_lv) / 100; + hitrate = hitrate * (100 + 5 * skill_lv) / 100; + div_ = t_size + 1; + damage *= div_; + damage2 *= div_; + break; + case KN_SPEARSTAB: // スピアスタブ + damage = damage * (100 + 15 * skill_lv) / 100; + damage2 = damage2 * (100 + 15 * skill_lv) / 100; + break; + case KN_SPEARBOOMERANG: // スピアブーメラン + damage = damage * (100 + 50 * skill_lv) / 100; + damage2 = damage2 * (100 + 50 * skill_lv) / 100; + flag = (flag & ~BF_RANGEMASK) | BF_LONG; + break; + case KN_BRANDISHSPEAR: // ブランディッシュスピア + damage = damage * (100 + 20 * skill_lv) / 100; + damage2 = damage2 * (100 + 20 * skill_lv) / 100; + if (skill_lv > 3 && wflag == 1) + damage3 += damage / 2; + if (skill_lv > 6 && wflag == 1) + damage3 += damage / 4; + if (skill_lv > 9 && wflag == 1) + damage3 += damage / 8; + if (skill_lv > 6 && wflag == 2) + damage3 += damage / 2; + if (skill_lv > 9 && wflag == 2) + damage3 += damage / 4; + if (skill_lv > 9 && wflag == 3) + damage3 += damage / 2; + damage += damage3; + if (skill_lv > 3 && wflag == 1) + damage4 += damage2 / 2; + if (skill_lv > 6 && wflag == 1) + damage4 += damage2 / 4; + if (skill_lv > 9 && wflag == 1) + damage4 += damage2 / 8; + if (skill_lv > 6 && wflag == 2) + damage4 += damage2 / 2; + if (skill_lv > 9 && wflag == 2) + damage4 += damage2 / 4; + if (skill_lv > 9 && wflag == 3) + damage4 += damage2 / 2; + damage2 += damage4; + blewcount = 0; + break; + case KN_BOWLINGBASH: // ボウリングバッシュ + damage = damage * (100 + 50 * skill_lv) / 100; + damage2 = damage2 * (100 + 50 * skill_lv) / 100; + blewcount = 0; + break; + case KN_AUTOCOUNTER: + if (battle_config.pc_auto_counter_type & 1) + hitrate += 20; + else + hitrate = 1000000; + flag = (flag & ~BF_SKILLMASK) | BF_NORMAL; + break; + case AS_SONICBLOW: // ソニックブロウ + hitrate += 30; // hitrate +30, thanks to midas + damage = damage * (300 + 50 * skill_lv) / 100; + damage2 = damage2 * (300 + 50 * skill_lv) / 100; + div_ = 8; + break; + case TF_SPRINKLESAND: // 砂まき + damage = damage * 125 / 100; + damage2 = damage2 * 125 / 100; + break; + case MC_CARTREVOLUTION: // カートレボリューション + if (sd->cart_max_weight > 0 && sd->cart_weight > 0) + { + damage = + (damage * + (150 + pc_checkskill (sd, BS_WEAPONRESEARCH) + + (sd->cart_weight * 100 / + sd->cart_max_weight))) / 100; + damage2 = + (damage2 * + (150 + pc_checkskill (sd, BS_WEAPONRESEARCH) + + (sd->cart_weight * 100 / + sd->cart_max_weight))) / 100; + } + else + { + damage = (damage * 150) / 100; + damage2 = (damage2 * 150) / 100; + } + break; + // 以下MOB + case NPC_COMBOATTACK: // 多段攻撃 + div_ = skill_get_num (skill_num, skill_lv); + damage *= div_; + damage2 *= div_; + break; + case NPC_RANDOMATTACK: // ランダムATK攻撃 + damage = damage * (MPRAND (50, 150)) / 100; + damage2 = damage2 * (MPRAND (50, 150)) / 100; + break; + // 属性攻撃(適当) + case NPC_WATERATTACK: + case NPC_GROUNDATTACK: + case NPC_FIREATTACK: + case NPC_WINDATTACK: + case NPC_POISONATTACK: + case NPC_HOLYATTACK: + case NPC_DARKNESSATTACK: + case NPC_TELEKINESISATTACK: + damage = damage * (100 + 25 * skill_lv) / 100; + damage2 = damage2 * (100 + 25 * skill_lv) / 100; + break; + case NPC_GUIDEDATTACK: + hitrate = 1000000; + break; + case NPC_RANGEATTACK: + flag = (flag & ~BF_RANGEMASK) | BF_LONG; + break; + case NPC_PIERCINGATT: + flag = (flag & ~BF_RANGEMASK) | BF_SHORT; + break; + case RG_BACKSTAP: // バックスタブ + if (battle_config.backstab_bow_penalty == 1 + && sd->status.weapon == 11) + { + damage = (damage * (300 + 40 * skill_lv) / 100) / 2; + damage2 = (damage2 * (300 + 40 * skill_lv) / 100) / 2; + } + else + { + damage = damage * (300 + 40 * skill_lv) / 100; + damage2 = damage2 * (300 + 40 * skill_lv) / 100; + } + hitrate = 1000000; + break; + case RG_RAID: // サプライズアタック + damage = damage * (100 + 40 * skill_lv) / 100; + damage2 = damage2 * (100 + 40 * skill_lv) / 100; + break; + case RG_INTIMIDATE: // インティミデイト + damage = damage * (100 + 30 * skill_lv) / 100; + damage2 = damage2 * (100 + 30 * skill_lv) / 100; + break; + case CR_SHIELDCHARGE: // シールドチャージ + damage = damage * (100 + 20 * skill_lv) / 100; + damage2 = damage2 * (100 + 20 * skill_lv) / 100; + flag = (flag & ~BF_RANGEMASK) | BF_SHORT; + s_ele = 0; + break; + case CR_SHIELDBOOMERANG: // シールドブーメラン + damage = damage * (100 + 30 * skill_lv) / 100; + damage2 = damage2 * (100 + 30 * skill_lv) / 100; + flag = (flag & ~BF_RANGEMASK) | BF_LONG; + s_ele = 0; + break; + case CR_HOLYCROSS: // ホーリークロス + damage = damage * (100 + 35 * skill_lv) / 100; + damage2 = damage2 * (100 + 35 * skill_lv) / 100; + div_ = 2; + break; + case CR_GRANDCROSS: + hitrate = 1000000; + break; + case AM_DEMONSTRATION: // デモンストレーション + damage = damage * (100 + 20 * skill_lv) / 100; + damage2 = damage2 * (100 + 20 * skill_lv) / 100; + break; + case AM_ACIDTERROR: // アシッドテラー + damage = damage * (100 + 40 * skill_lv) / 100; + damage2 = damage2 * (100 + 40 * skill_lv) / 100; + break; + case MO_FINGEROFFENSIVE: //指弾 + if (battle_config.finger_offensive_type == 0) + { + damage = + damage * (100 + + 50 * skill_lv) / 100 * + sd->spiritball_old; + damage2 = + damage2 * (100 + + 50 * skill_lv) / 100 * + sd->spiritball_old; + div_ = sd->spiritball_old; + } + else + { + damage = damage * (100 + 50 * skill_lv) / 100; + damage2 = damage2 * (100 + 50 * skill_lv) / 100; + div_ = 1; + } + break; + case MO_INVESTIGATE: // 発 勁 + if (def1 < 1000000) + { + damage = + damage * (100 + 75 * skill_lv) / 100 * (def1 + + def2) / + 100; + damage2 = + damage2 * (100 + 75 * skill_lv) / 100 * (def1 + + def2) / + 100; + } + hitrate = 1000000; + s_ele = 0; + s_ele_ = 0; + break; + case MO_EXTREMITYFIST: // 阿修羅覇鳳拳 + damage = + damage * (8 + ((sd->status.sp) / 10)) + 250 + + (skill_lv * 150); + damage2 = + damage2 * (8 + ((sd->status.sp) / 10)) + 250 + + (skill_lv * 150); + sd->status.sp = 0; + clif_updatestatus (sd, SP_SP); + hitrate = 1000000; + s_ele = 0; + s_ele_ = 0; + break; + case MO_CHAINCOMBO: // 連打掌 + damage = damage * (150 + 50 * skill_lv) / 100; + damage2 = damage2 * (150 + 50 * skill_lv) / 100; + div_ = 4; + break; + case MO_COMBOFINISH: // 猛龍拳 + damage = damage * (240 + 60 * skill_lv) / 100; + damage2 = damage2 * (240 + 60 * skill_lv) / 100; + break; + case BA_MUSICALSTRIKE: // ミュージカルストライク + if (!sd->state.arrow_atk && sd->arrow_atk > 0) + { + int arr = MRAND ((sd->arrow_atk + 1)); + damage += arr; + damage2 += arr; + } + damage = damage * (100 + 50 * skill_lv) / 100; + damage2 = damage2 * (100 + 50 * skill_lv) / 100; + if (sd->arrow_ele > 0) + { + s_ele = sd->arrow_ele; + s_ele_ = sd->arrow_ele; + } + flag = (flag & ~BF_RANGEMASK) | BF_LONG; + sd->state.arrow_atk = 1; + break; + case DC_THROWARROW: // 矢撃ち + if (!sd->state.arrow_atk && sd->arrow_atk > 0) + { + int arr = MRAND ((sd->arrow_atk + 1)); + damage += arr; + damage2 += arr; + } + damage = damage * (100 + 50 * skill_lv) / 100; + damage2 = damage2 * (100 + 50 * skill_lv) / 100; + if (sd->arrow_ele > 0) + { + s_ele = sd->arrow_ele; + s_ele_ = sd->arrow_ele; + } + flag = (flag & ~BF_RANGEMASK) | BF_LONG; + sd->state.arrow_atk = 1; + break; + case CH_TIGERFIST: // 伏虎拳 + damage = damage * (100 + 20 * skill_lv) / 100; + damage2 = damage2 * (100 + 20 * skill_lv) / 100; + break; + case CH_CHAINCRUSH: // 連柱崩撃 + damage = damage * (100 + 20 * skill_lv) / 100; + damage2 = damage2 * (100 + 20 * skill_lv) / 100; + div_ = skill_get_num (skill_num, skill_lv); + break; + case CH_PALMSTRIKE: // 猛虎硬派山 + damage = damage * (50 + 100 * skill_lv) / 100; + damage2 = damage2 * (50 + 100 * skill_lv) / 100; + break; + case LK_SPIRALPIERCE: /* スパイラルピアース */ + damage = damage * (100 + 50 * skill_lv) / 100; //増加量が分からないので適当に + damage2 = damage2 * (100 + 50 * skill_lv) / 100; //増加量が分からないので適当に + div_ = 5; + if (tsd) + tsd->canmove_tick = gettick () + 1000; + else if (tmd) + tmd->canmove_tick = gettick () + 1000; + break; + case LK_HEADCRUSH: /* ヘッドクラッシュ */ + damage = damage * (100 + 20 * skill_lv) / 100; + damage2 = damage2 * (100 + 20 * skill_lv) / 100; + break; + case LK_JOINTBEAT: /* ジョイントビート */ + damage = damage * (50 + 10 * skill_lv) / 100; + damage2 = damage2 * (50 + 10 * skill_lv) / 100; + break; + case ASC_METEORASSAULT: /* メテオアサルト */ + damage = damage * (40 + 40 * skill_lv) / 100; + damage2 = damage2 * (40 + 40 * skill_lv) / 100; + break; + case SN_SHARPSHOOTING: /* シャープシューティング */ + damage += damage * (30 * skill_lv) / 100; + damage2 += damage2 * (30 * skill_lv) / 100; + break; + case CG_ARROWVULCAN: /* アローバルカン */ + damage = damage * (160 + 40 * skill_lv) / 100; + damage2 = damage2 * (160 + 40 * skill_lv) / 100; + div_ = 9; + break; + case AS_SPLASHER: /* ベナムスプラッシャー */ + damage = + damage * (200 + 20 * skill_lv + + 20 * pc_checkskill (sd, + AS_POISONREACT)) / 100; + damage2 = + damage2 * (200 + 20 * skill_lv + + 20 * pc_checkskill (sd, + AS_POISONREACT)) / 100; + break; + case PA_SACRIFICE: + if (sd) + { + int hp, mhp, damage3; + hp = battle_get_hp (src); + mhp = battle_get_max_hp (src); + damage3 = mhp * ((skill_lv / 2) + (50 / 100)) / 100; + damage = + (((skill_lv * 15) + 90) / 100) * damage3 / 100; + damage2 = + (((skill_lv * 15) + 90) / 100) * damage3 / 100; + } + break; + case ASC_BREAKER: // -- moonsoul (special damage for ASC_BREAKER skill) + if (sd) + { + int damage3; + int mdef1 = battle_get_mdef (target); + int mdef2 = battle_get_mdef2 (target); + int imdef_flag = 0; + + damage = + ((damage * 5) + + (skill_lv * battle_get_int (src) * 5) + + MRAND (500) + 500) / 2; + damage2 = + ((damage2 * 5) + + (skill_lv * battle_get_int (src) * 5) + + MRAND (500) + 500) / 2; + damage3 = damage; + hitrate = 1000000; + + if (sd->ignore_mdef_ele & (1 << t_ele) + || sd->ignore_mdef_race & (1 << t_race)) + imdef_flag = 1; + if (t_mode & 0x20) + { + if (sd->ignore_mdef_race & (1 << 10)) + imdef_flag = 1; + } + else + { + if (sd->ignore_mdef_race & (1 << 11)) + imdef_flag = 1; + } + if (!imdef_flag) + { + if (battle_config.magic_defense_type) + { + damage3 = + damage3 - + (mdef1 * + battle_config.magic_defense_type) - + mdef2; + } + else + { + damage3 = + (damage3 * (100 - mdef1)) / 100 - mdef2; + } + } + + if (damage3 < 1) + damage3 = 1; + + damage3 = + battle_attr_fix (damage2, s_ele_, + battle_get_element (target)); + } + break; + } + } + if (da == 2) + { //三段掌が発動しているか + type = 0x08; + div_ = 255; //三段掌用に… + damage = + damage * (100 + + 20 * pc_checkskill (sd, MO_TRIPLEATTACK)) / 100; + } + + if (skill_num != NPC_CRITICALSLASH) + { + // 対 象の防御力によるダメージの減少 + // ディバインプロテクション(ここでいいのかな?) + if (skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST + && skill_num != KN_AUTOCOUNTER && def1 < 1000000) + { //DEF, VIT無視 + int t_def; + target_count = + 1 + battle_counttargeted (target, src, + battle_config.vit_penaly_count_lv); + if (battle_config.vit_penaly_type > 0) + { + if (target_count >= battle_config.vit_penaly_count) + { + if (battle_config.vit_penaly_type == 1) + { + def1 = + (def1 * + (100 - + (target_count - + (battle_config.vit_penaly_count - + 1)) * battle_config.vit_penaly_num)) / + 100; + def2 = + (def2 * + (100 - + (target_count - + (battle_config.vit_penaly_count - + 1)) * battle_config.vit_penaly_num)) / + 100; + t_vit = + (t_vit * + (100 - + (target_count - + (battle_config.vit_penaly_count - + 1)) * battle_config.vit_penaly_num)) / + 100; + } + else if (battle_config.vit_penaly_type == 2) + { + def1 -= + (target_count - + (battle_config.vit_penaly_count - + 1)) * battle_config.vit_penaly_num; + def2 -= + (target_count - + (battle_config.vit_penaly_count - + 1)) * battle_config.vit_penaly_num; + t_vit -= + (target_count - + (battle_config.vit_penaly_count - + 1)) * battle_config.vit_penaly_num; + } + if (def1 < 0) + def1 = 0; + if (def2 < 1) + def2 = 1; + if (t_vit < 1) + t_vit = 1; + } + } + t_def = def2 * 8 / 10; + vitbonusmax = (t_vit / 20) * (t_vit / 20) - 1; + if (sd->ignore_def_ele & (1 << t_ele) + || sd->ignore_def_race & (1 << t_race)) + idef_flag = 1; + if (sd->ignore_def_ele_ & (1 << t_ele) + || sd->ignore_def_race_ & (1 << t_race)) + idef_flag_ = 1; + if (t_mode & 0x20) + { + if (sd->ignore_def_race & (1 << 10)) + idef_flag = 1; + if (sd->ignore_def_race_ & (1 << 10)) + idef_flag_ = 1; + } + else + { + if (sd->ignore_def_race & (1 << 11)) + idef_flag = 1; + if (sd->ignore_def_race_ & (1 << 11)) + idef_flag_ = 1; + } + + if (!idef_flag) + { + if (battle_config.player_defense_type) + { + damage = + damage - + (def1 * battle_config.player_defense_type) - + t_def - + ((vitbonusmax < + 1) ? 0 : MRAND ((vitbonusmax + 1))); + } + else + { + damage = + damage * (100 - def1) / 100 - t_def - + ((vitbonusmax < + 1) ? 0 : MRAND ((vitbonusmax + 1))); + } + } + if (!idef_flag_) + { + if (battle_config.player_defense_type) + { + damage2 = + damage2 - + (def1 * battle_config.player_defense_type) - + t_def - + ((vitbonusmax < + 1) ? 0 : MRAND ((vitbonusmax + 1))); + } + else + { + damage2 = + damage2 * (100 - def1) / 100 - t_def - + ((vitbonusmax < + 1) ? 0 : MRAND ((vitbonusmax + 1))); + } + } + } + } + } + // 精錬ダメージの追加 + if (skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST) + { //DEF, VIT無視 + damage += battle_get_atk2 (src); + damage2 += battle_get_atk_2 (src); + } + if (skill_num == CR_SHIELDBOOMERANG) + { + if (sd->equip_index[8] >= 0) + { + int index = sd->equip_index[8]; + if (sd->inventory_data[index] + && sd->inventory_data[index]->type == 5) + { + damage += sd->inventory_data[index]->weight / 10; + damage += + sd->status.inventory[index].refine * pc_getrefinebonus (0, + 1); + } + } + } + if (skill_num == LK_SPIRALPIERCE) + { /* スパイラルピアース */ + if (sd->equip_index[9] >= 0) + { //重量で追加ダメージらしいのでシールドブーメランを参考に追加 + int index = sd->equip_index[9]; + if (sd->inventory_data[index] + && sd->inventory_data[index]->type == 4) + { + damage += + (int) (double) (sd->inventory_data[index]->weight * + (0.8 * skill_lv * 4 / 10)); + damage += + sd->status.inventory[index].refine * pc_getrefinebonus (0, + 1); + } + } + } + + // 0未満だった場合1に補正 + if (damage < 1) + damage = 1; + if (damage2 < 1) + damage2 = 1; + + // スキル修正2(修練系) + // 修練ダメージ(右手のみ) ソニックブロー時は別処理(1撃に付き1/8適応) + if (skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST + && skill_num != CR_GRANDCROSS) + { //修練ダメージ無視 + damage = battle_addmastery (sd, target, damage, 0); + damage2 = battle_addmastery (sd, target, damage2, 1); + } + + if (sd->perfect_hit > 0) + { + if (MRAND (100) < sd->perfect_hit) + hitrate = 1000000; + } + + // 回避修正 + hitrate = (hitrate < 5) ? 5 : hitrate; + if (hitrate < 1000000 && // 必中攻撃 + (t_sc_data != NULL && (t_sc_data[SC_SLEEP].timer != -1 || // 睡眠は必中 + t_sc_data[SC_STAN].timer != -1 || // スタンは必中 + t_sc_data[SC_FREEZE].timer != -1 || (t_sc_data[SC_STONE].timer != -1 && t_sc_data[SC_STONE].val2 == 0)))) // 凍結は必中 + hitrate = 1000000; + if (type == 0 && MRAND (100) >= hitrate) + { + damage = damage2 = 0; + dmg_lv = ATK_FLEE; + } + else + { + dmg_lv = ATK_DEF; + } + // スキル修正3(武器研究) + if ((skill = pc_checkskill (sd, BS_WEAPONRESEARCH)) > 0) + { + damage += skill * 2; + damage2 += skill * 2; + } + //Advanced Katar Research by zanetheinsane + if (sd->weapontype1 == 0x10 || sd->weapontype2 == 0x10) + { + if ((skill = pc_checkskill (sd, ASC_KATAR)) > 0) + { + damage += (damage * ((skill * 2) + 10)) / 100; + } + } + +//スキルによるダメージ補正ここまで + +//カードによるダメージ追加処理ここから + cardfix = 100; + if (!sd->state.arrow_atk) + { //弓矢以外 + if (!battle_config.left_cardfix_to_right) + { //左手カード補正設定無し + cardfix = cardfix * (100 + sd->addrace[t_race]) / 100; // 種族によるダメージ修正 + cardfix = cardfix * (100 + sd->addele[t_ele]) / 100; // 属性によるダメージ修正 + cardfix = cardfix * (100 + sd->addsize[t_size]) / 100; // サイズによるダメージ修正 + } + else + { + cardfix = cardfix * (100 + sd->addrace[t_race] + sd->addrace_[t_race]) / 100; // 種族によるダメージ修正(左手による追加あり) + cardfix = cardfix * (100 + sd->addele[t_ele] + sd->addele_[t_ele]) / 100; // 属性によるダメージ修正(左手による追加あり) + cardfix = cardfix * (100 + sd->addsize[t_size] + sd->addsize_[t_size]) / 100; // サイズによるダメージ修正(左手による追加あり) + } + } + else + { //弓矢 + cardfix = cardfix * (100 + sd->addrace[t_race] + sd->arrow_addrace[t_race]) / 100; // 種族によるダメージ修正(弓矢による追加あり) + cardfix = cardfix * (100 + sd->addele[t_ele] + sd->arrow_addele[t_ele]) / 100; // 属性によるダメージ修正(弓矢による追加あり) + cardfix = cardfix * (100 + sd->addsize[t_size] + sd->arrow_addsize[t_size]) / 100; // サイズによるダメージ修正(弓矢による追加あり) + } + if (t_mode & 0x20) + { //ボス + if (!sd->state.arrow_atk) + { //弓矢攻撃以外なら + if (!battle_config.left_cardfix_to_right) //左手カード補正設定無し + cardfix = cardfix * (100 + sd->addrace[10]) / 100; //ボスモンスターに追加ダメージ + else //左手カード補正設定あり + cardfix = cardfix * (100 + sd->addrace[10] + sd->addrace_[10]) / 100; //ボスモンスターに追加ダメージ(左手による追加あり) + } + else //弓矢攻撃 + cardfix = cardfix * (100 + sd->addrace[10] + sd->arrow_addrace[10]) / 100; //ボスモンスターに追加ダメージ(弓矢による追加あり) + } + else + { //ボスじゃない + if (!sd->state.arrow_atk) + { //弓矢攻撃以外 + if (!battle_config.left_cardfix_to_right) //左手カード補正設定無し + cardfix = cardfix * (100 + sd->addrace[11]) / 100; //ボス以外モンスターに追加ダメージ + else //左手カード補正設定あり + cardfix = cardfix * (100 + sd->addrace[11] + sd->addrace_[11]) / 100; //ボス以外モンスターに追加ダメージ(左手による追加あり) + } + else + cardfix = cardfix * (100 + sd->addrace[11] + sd->arrow_addrace[11]) / 100; //ボス以外モンスターに追加ダメージ(弓矢による追加あり) + } + //特定Class用補正処理(少女の日記→ボンゴン用?) + t_class = battle_get_class (target); + for (i = 0; i < sd->add_damage_class_count; i++) + { + if (sd->add_damage_classid[i] == t_class) + { + cardfix = cardfix * (100 + sd->add_damage_classrate[i]) / 100; + break; + } + } + if (skill_num != CR_GRANDCROSS || !battle_config.gx_cardfix) + damage = damage * cardfix / 100; //カード補正によるダメージ増加 +//カードによるダメージ増加処理ここまで + +//カードによるダメージ追加処理(左手)ここから + cardfix = 100; + if (!battle_config.left_cardfix_to_right) + { //左手カード補正設定無し + cardfix = cardfix * (100 + sd->addrace_[t_race]) / 100; // 種族によるダメージ修正左手 + cardfix = cardfix * (100 + sd->addele_[t_ele]) / 100; // 属 性によるダメージ修正左手 + cardfix = cardfix * (100 + sd->addsize_[t_size]) / 100; // サイズによるダメージ修正左手 + if (t_mode & 0x20) //ボス + cardfix = cardfix * (100 + sd->addrace_[10]) / 100; //ボスモンスターに追加ダメージ左手 + else + cardfix = cardfix * (100 + sd->addrace_[11]) / 100; //ボス以外モンスターに追加ダメージ左手 + } + //特定Class用補正処理左手(少女の日記→ボンゴン用?) + for (i = 0; i < sd->add_damage_class_count_; i++) + { + if (sd->add_damage_classid_[i] == t_class) + { + cardfix = cardfix * (100 + sd->add_damage_classrate_[i]) / 100; + break; + } + } + if (skill_num != CR_GRANDCROSS) + damage2 = damage2 * cardfix / 100; //カード補正による左手ダメージ増加 +//カードによるダメージ増加処理(左手)ここまで + +// -- moonsoul (cardfix for magic damage portion of ASC_BREAKER) + if (skill_num == ASC_BREAKER) + damage3 = damage3 * cardfix / 100; + +//カードによるダメージ減衰処理ここから + if (tsd) + { //対象がPCの場合 + cardfix = 100; + cardfix = cardfix * (100 - tsd->subrace[s_race]) / 100; // 種族によるダメージ耐性 + cardfix = cardfix * (100 - tsd->subele[s_ele]) / 100; // 属性によるダメージ耐性 + if (battle_get_mode (src) & 0x20) + cardfix = cardfix * (100 - tsd->subrace[10]) / 100; //ボスからの攻撃はダメージ減少 + else + cardfix = cardfix * (100 - tsd->subrace[11]) / 100; //ボス以外からの攻撃はダメージ減少 + //特定Class用補正処理左手(少女の日記→ボンゴン用?) + for (i = 0; i < tsd->add_def_class_count; i++) + { + if (tsd->add_def_classid[i] == sd->status.pc_class) + { + cardfix = cardfix * (100 - tsd->add_def_classrate[i]) / 100; + break; + } + } + if (flag & BF_LONG) + cardfix = cardfix * (100 - tsd->long_attack_def_rate) / 100; //遠距離攻撃はダメージ減少(ホルンCとか) + if (flag & BF_SHORT) + cardfix = cardfix * (100 - tsd->near_attack_def_rate) / 100; //近距離攻撃はダメージ減少(該当無し?) + damage = damage * cardfix / 100; //カード補正によるダメージ減少 + damage2 = damage2 * cardfix / 100; //カード補正による左手ダメージ減少 + } +//カードによるダメージ減衰処理ここまで + +//対象にステータス異常がある場合のダメージ減算処理ここから + if (t_sc_data) + { + cardfix = 100; + if (t_sc_data[SC_DEFENDER].timer != -1 && flag & BF_LONG) //ディフェンダー状態で遠距離攻撃 + cardfix = cardfix * (100 - t_sc_data[SC_DEFENDER].val2) / 100; //ディフェンダーによる減衰 + if (cardfix != 100) + { + damage = damage * cardfix / 100; //ディフェンダー補正によるダメージ減少 + damage2 = damage2 * cardfix / 100; //ディフェンダー補正による左手ダメージ減少 + } + if (t_sc_data[SC_ASSUMPTIO].timer != -1) + { //アスムプティオ + if (!map[target->m].flag.pvp) + { + damage = damage / 3; + damage2 = damage2 / 3; + } + else + { + damage = damage / 2; + damage2 = damage2 / 2; + } + } + } +//対象にステータス異常がある場合のダメージ減算処理ここまで + + if (damage < 0) + damage = 0; + if (damage2 < 0) + damage2 = 0; + + // 属 性の適用 + damage = battle_attr_fix (damage, s_ele, battle_get_element (target)); + damage2 = battle_attr_fix (damage2, s_ele_, battle_get_element (target)); + + // 星のかけら、気球の適用 + damage += sd->star; + damage2 += sd->star_; + damage += sd->spiritball * 3; + damage2 += sd->spiritball * 3; + + if (sc_data && sc_data[SC_AURABLADE].timer != -1) + { /* オーラブレード 必中 */ + damage += sc_data[SC_AURABLADE].val1 * 10; + damage2 += sc_data[SC_AURABLADE].val1 * 10; + } + if (skill_num == PA_PRESSURE) + { /* プレッシャー 必中? */ + damage = 700 + 100 * skill_lv; + damage2 = 700 + 100 * skill_lv; + } + + // >二刀流の左右ダメージ計算誰かやってくれぇぇぇぇえええ! + // >map_session_data に左手ダメージ(atk,atk2)追加して + // >pc_calcstatus()でやるべきかな? + // map_session_data に左手武器(atk,atk2,ele,star,atkmods)追加して + // pc_calcstatus()でデータを入力しています + + //左手のみ武器装備 + if (sd->weapontype1 == 0 && sd->weapontype2 > 0) + { + damage = damage2; + damage2 = 0; + } + // 右手、左手修練の適用 + if (sd->status.weapon > 16) + { // 二刀流か? + int dmg = damage, dmg2 = damage2; + // 右手修練(60% 〜 100%) 右手全般 + skill = pc_checkskill (sd, AS_RIGHT); + damage = damage * (50 + (skill * 10)) / 100; + if (dmg > 0 && damage < 1) + damage = 1; + // 左手修練(40% 〜 80%) 左手全般 + skill = pc_checkskill (sd, AS_LEFT); + damage2 = damage2 * (30 + (skill * 10)) / 100; + if (dmg2 > 0 && damage2 < 1) + damage2 = 1; + } + else //二刀流でなければ左手ダメージは0 + damage2 = 0; + + // 右手,短剣のみ + if (da == 1) + { //ダブルアタックが発動しているか + div_ = 2; + damage += damage; + type = 0x08; + } + + if (sd->status.weapon == 16) + { + // カタール追撃ダメージ + skill = pc_checkskill (sd, TF_DOUBLE); + damage2 = damage * (1 + (skill * 2)) / 100; + if (damage > 0 && damage2 < 1) + damage2 = 1; + } + + // インベナム修正 + if (skill_num == TF_POISON) + { + damage = + battle_attr_fix (damage + 15 * skill_lv, s_ele, + battle_get_element (target)); + } + if (skill_num == MC_CARTREVOLUTION) + { + damage = battle_attr_fix (damage, 0, battle_get_element (target)); + } + + // 完全回避の判定 + if (skill_num == 0 && skill_lv >= 0 && tsd != NULL && div_ < 255 + && MRAND (1000) < battle_get_flee2 (target)) + { + damage = damage2 = 0; + type = 0x0b; + dmg_lv = ATK_LUCKY; + } + + // 対象が完全回避をする設定がONなら + if (battle_config.enemy_perfect_flee) + { + if (skill_num == 0 && skill_lv >= 0 && tmd != NULL && div_ < 255 + && MRAND (1000) < battle_get_flee2 (target)) + { + damage = damage2 = 0; + type = 0x0b; + dmg_lv = ATK_LUCKY; + } + } + + //MobのModeに頑強フラグが立っているときの処理 + if (t_mode & 0x40) + { + if (damage > 0) + damage = 1; + if (damage2 > 0) + damage2 = 1; + } + + //bNoWeaponDamage(設定アイテム無し?)でグランドクロスじゃない場合はダメージが0 + if (tsd && tsd->special_state.no_weapon_damage + && skill_num != CR_GRANDCROSS) + damage = damage2 = 0; + + if (skill_num != CR_GRANDCROSS && (damage > 0 || damage2 > 0)) + { + if (damage2 < 1) // ダメージ最終修正 + damage = + battle_calc_damage (src, target, damage, div_, skill_num, + skill_lv, flag); + else if (damage < 1) // 右手がミス? + damage2 = + battle_calc_damage (src, target, damage2, div_, skill_num, + skill_lv, flag); + else + { // 両 手/カタールの場合はちょっと計算ややこしい + int d1 = damage + damage2, d2 = damage2; + damage = + battle_calc_damage (src, target, damage + damage2, div_, + skill_num, skill_lv, flag); + damage2 = (d2 * 100 / d1) * damage / 100; + if (damage > 1 && damage2 < 1) + damage2 = 1; + damage -= damage2; + } + } + + /* For executioner card [Valaris] */ + if (src->type == BL_PC && sd->random_attack_increase_add > 0 + && sd->random_attack_increase_per > 0 && skill_num == 0) + { + if (MRAND (100) < sd->random_attack_increase_per) + { + if (damage > 0) + damage *= sd->random_attack_increase_add / 100; + if (damage2 > 0) + damage2 *= sd->random_attack_increase_add / 100; + } + } + /* End addition */ + +// -- moonsoul (final combination of phys, mag damage for ASC_BREAKER) + if (skill_num == ASC_BREAKER) + { + damage += damage3; + damage2 += damage3; + } + + wd.damage = damage; + wd.damage2 = damage2; + wd.type = type; + wd.div_ = div_; + wd.amotion = battle_get_amotion (src); + if (skill_num == KN_AUTOCOUNTER) + wd.amotion >>= 1; + wd.dmotion = battle_get_dmotion (target); + wd.blewcount = blewcount; + wd.flag = flag; + wd.dmg_lv = dmg_lv; + + return wd; +} + +/*========================================== + * 武器ダメージ計算 + *------------------------------------------ + */ +struct Damage battle_calc_weapon_attack (struct block_list *src, + struct block_list *target, + int skill_num, int skill_lv, + int wflag) +{ + struct Damage wd; + + //return前の処理があるので情報出力部のみ変更 + if (src == NULL || target == NULL) + { + nullpo_info (NLP_MARK); + memset (&wd, 0, sizeof (wd)); + return wd; + } + + else if (src->type == BL_PC) + wd = battle_calc_pc_weapon_attack (src, target, skill_num, skill_lv, wflag); // weapon breaking [Valaris] + else if (src->type == BL_MOB) + wd = battle_calc_mob_weapon_attack (src, target, skill_num, skill_lv, + wflag); + else + memset (&wd, 0, sizeof (wd)); + + if (battle_config.equipment_breaking && src->type == BL_PC + && (wd.damage > 0 || wd.damage2 > 0)) + { + struct map_session_data *sd = (struct map_session_data *) src; + if (sd->status.weapon && sd->status.weapon != 11) + { + int breakrate = 1; + if (target->type == BL_PC && sd->sc_data[SC_MELTDOWN].timer != -1) + { + breakrate += 100 * sd->sc_data[SC_MELTDOWN].val1; + if (MRAND (10000) < + breakrate * battle_config.equipment_break_rate / 100 + || breakrate >= 10000) + pc_breakweapon ((struct map_session_data *) target); + } + if (sd->sc_data[SC_OVERTHRUST].timer != -1) + breakrate += 20 * sd->sc_data[SC_OVERTHRUST].val1; + if (wd.type == 0x0a) + breakrate *= 2; + if (MRAND (10000) < + breakrate * battle_config.equipment_break_rate / 100 + || breakrate >= 10000) + { + pc_breakweapon (sd); + memset (&wd, 0, sizeof (wd)); + } + } + } + + if (battle_config.equipment_breaking && target->type == BL_PC + && (wd.damage > 0 || wd.damage2 > 0)) + { + int breakrate = 1; + if (src->type == BL_PC + && ((struct map_session_data *) src)-> + sc_data[SC_MELTDOWN].timer != -1) + breakrate += + 70 * + ((struct map_session_data *) src)->sc_data[SC_MELTDOWN].val1; + if (wd.type == 0x0a) + breakrate *= 2; + if (MRAND (10000) < + breakrate * battle_config.equipment_break_rate / 100 + || breakrate >= 10000) + { + pc_breakarmor ((struct map_session_data *) target); + } + } + + return wd; +} + +/*========================================== + * 魔法ダメージ計算 + *------------------------------------------ + */ +struct Damage battle_calc_magic_attack (struct block_list *bl, + struct block_list *target, + int skill_num, int skill_lv, int flag) +{ + int mdef1 = battle_get_mdef (target); + int mdef2 = battle_get_mdef2 (target); + int matk1, matk2, damage = 0, div_ = 1, blewcount = + skill_get_blewcount (skill_num, skill_lv), rdamage = 0; + struct Damage md; + int aflag; + int normalmagic_flag = 1; + int ele = 0, race = 7, t_ele = 0, t_race = 7, t_mode = + 0, cardfix, t_class, i; + struct map_session_data *sd = NULL, *tsd = NULL; + struct mob_data *tmd = NULL; + + //return前の処理があるので情報出力部のみ変更 + if (bl == NULL || target == NULL) + { + nullpo_info (NLP_MARK); + memset (&md, 0, sizeof (md)); + return md; + } + + matk1 = battle_get_matk1 (bl); + matk2 = battle_get_matk2 (bl); + ele = skill_get_pl (skill_num); + race = battle_get_race (bl); + t_ele = battle_get_elem_type (target); + t_race = battle_get_race (target); + t_mode = battle_get_mode (target); + +#define MATK_FIX( a,b ) { matk1=matk1*(a)/(b); matk2=matk2*(a)/(b); } + + if (bl->type == BL_PC && (sd = (struct map_session_data *) bl)) + { + sd->state.attack_type = BF_MAGIC; + if (sd->matk_rate != 100) + MATK_FIX (sd->matk_rate, 100); + sd->state.arrow_atk = 0; + } + if (target->type == BL_PC) + tsd = (struct map_session_data *) target; + else if (target->type == BL_MOB) + tmd = (struct mob_data *) target; + + aflag = BF_MAGIC | BF_LONG | BF_SKILL; + + if (skill_num > 0) + { + switch (skill_num) + { // 基本ダメージ計算(スキルごとに処理) + // ヒールor聖体 + case AL_HEAL: + case PR_BENEDICTIO: + damage = skill_calc_heal (bl, skill_lv) / 2; + normalmagic_flag = 0; + break; + case PR_ASPERSIO: /* アスペルシオ */ + damage = 40; //固定ダメージ + normalmagic_flag = 0; + break; + case PR_SANCTUARY: // サンクチュアリ + damage = (skill_lv > 6) ? 388 : skill_lv * 50; + normalmagic_flag = 0; + blewcount |= 0x10000; + break; + case ALL_RESURRECTION: + case PR_TURNUNDEAD: // 攻撃リザレクションとターンアンデッド + if (target->type != BL_PC + && battle_check_undead (t_race, t_ele)) + { + int hp, mhp, thres; + hp = battle_get_hp (target); + mhp = battle_get_max_hp (target); + thres = (skill_lv * 20) + battle_get_luk (bl) + + battle_get_int (bl) + battle_get_lv (bl) + + ((200 - hp * 200 / mhp)); + if (thres > 700) + thres = 700; +// if(battle_config.battle_log) +// printf("ターンアンデッド! 確率%d ‰(千分率)\n", thres); + if (MRAND (1000) < thres && !(t_mode & 0x20)) // 成功 + damage = hp; + else // 失敗 + damage = + battle_get_lv (bl) + battle_get_int (bl) + + skill_lv * 10; + } + normalmagic_flag = 0; + break; + + case MG_NAPALMBEAT: // ナパームビート(分散計算込み) + MATK_FIX (70 + skill_lv * 10, 100); + if (flag > 0) + { + MATK_FIX (1, flag); + } + else + { + if (battle_config.error_log) + printf + ("battle_calc_magic_attack(): napam enemy count=0 !\n"); + } + break; + case MG_FIREBALL: // ファイヤーボール + { + const int drate[] = { 100, 90, 70 }; + if (flag > 2) + matk1 = matk2 = 0; + else + MATK_FIX ((95 + skill_lv * 5) * drate[flag], 10000); + } + break; + case MG_FIREWALL: // ファイヤーウォール +/* + if( (t_ele!=3 && !battle_check_undead(t_race,t_ele)) || target->type==BL_PC ) //PCは火属性でも飛ぶ?そもそもダメージ受ける? + blewcount |= 0x10000; + else + blewcount = 0; +*/ + if ((t_ele == 3 || battle_check_undead (t_race, t_ele)) + && target->type != BL_PC) + blewcount = 0; + else + blewcount |= 0x10000; + MATK_FIX (1, 2); + break; + case MG_THUNDERSTORM: // サンダーストーム + MATK_FIX (80, 100); + break; + case MG_FROSTDIVER: // フロストダイバ + MATK_FIX (100 + skill_lv * 10, 100); + break; + case WZ_FROSTNOVA: // フロストダイバ + MATK_FIX (((100 + skill_lv * 10) * (2 / 3)), 100); + break; + case WZ_FIREPILLAR: // ファイヤーピラー + if (mdef1 < 1000000) + mdef1 = mdef2 = 0; // MDEF無視 + MATK_FIX (1, 5); + matk1 += 50; + matk2 += 50; + break; + case WZ_SIGHTRASHER: + MATK_FIX (100 + skill_lv * 20, 100); + break; + case WZ_METEOR: + case WZ_JUPITEL: // ユピテルサンダー + break; + case WZ_VERMILION: // ロードオブバーミリオン + MATK_FIX (skill_lv * 20 + 80, 100); + break; + case WZ_WATERBALL: // ウォーターボール + matk1 += skill_lv * 30; + matk2 += skill_lv * 30; + break; + case WZ_STORMGUST: // ストームガスト + MATK_FIX (skill_lv * 40 + 100, 100); + blewcount |= 0x10000; + break; + case AL_HOLYLIGHT: // ホーリーライト + MATK_FIX (125, 100); + break; + case AL_RUWACH: + MATK_FIX (145, 100); + break; + case HW_NAPALMVULCAN: // ナパームビート(分散計算込み) + MATK_FIX (70 + skill_lv * 10, 100); + if (flag > 0) + { + MATK_FIX (1, flag); + } + else + { + if (battle_config.error_log) + printf + ("battle_calc_magic_attack(): napalmvulcan enemy count=0 !\n"); + } + break; + } + } + + if (normalmagic_flag) + { // 一般魔法ダメージ計算 + int imdef_flag = 0; + if (matk1 > matk2) + damage = matk2 + MRAND ((matk1 - matk2 + 1)); + else + damage = matk2; + if (sd) + { + if (sd->ignore_mdef_ele & (1 << t_ele) + || sd->ignore_mdef_race & (1 << t_race)) + imdef_flag = 1; + if (t_mode & 0x20) + { + if (sd->ignore_mdef_race & (1 << 10)) + imdef_flag = 1; + } + else + { + if (sd->ignore_mdef_race & (1 << 11)) + imdef_flag = 1; + } + } + if (!imdef_flag) + { + if (battle_config.magic_defense_type) + { + damage = + damage - (mdef1 * battle_config.magic_defense_type) - + mdef2; + } + else + { + damage = (damage * (100 - mdef1)) / 100 - mdef2; + } + } + + if (damage < 1) + damage = 1; + } + + if (sd) + { + cardfix = 100; + cardfix = cardfix * (100 + sd->magic_addrace[t_race]) / 100; + cardfix = cardfix * (100 + sd->magic_addele[t_ele]) / 100; + if (t_mode & 0x20) + cardfix = cardfix * (100 + sd->magic_addrace[10]) / 100; + else + cardfix = cardfix * (100 + sd->magic_addrace[11]) / 100; + t_class = battle_get_class (target); + for (i = 0; i < sd->add_magic_damage_class_count; i++) + { + if (sd->add_magic_damage_classid[i] == t_class) + { + cardfix = + cardfix * (100 + sd->add_magic_damage_classrate[i]) / 100; + break; + } + } + damage = damage * cardfix / 100; + } + + if (tsd) + { + int s_class = battle_get_class (bl); + cardfix = 100; + cardfix = cardfix * (100 - tsd->subele[ele]) / 100; // 属 性によるダメージ耐性 + cardfix = cardfix * (100 - tsd->subrace[race]) / 100; // 種族によるダメージ耐性 + cardfix = cardfix * (100 - tsd->magic_subrace[race]) / 100; + if (battle_get_mode (bl) & 0x20) + cardfix = cardfix * (100 - tsd->magic_subrace[10]) / 100; + else + cardfix = cardfix * (100 - tsd->magic_subrace[11]) / 100; + for (i = 0; i < tsd->add_mdef_class_count; i++) + { + if (tsd->add_mdef_classid[i] == s_class) + { + cardfix = cardfix * (100 - tsd->add_mdef_classrate[i]) / 100; + break; + } + } + cardfix = cardfix * (100 - tsd->magic_def_rate) / 100; + damage = damage * cardfix / 100; + } + if (damage < 0) + damage = 0; + + damage = battle_attr_fix (damage, ele, battle_get_element (target)); // 属 性修正 + + if (skill_num == CR_GRANDCROSS) + { // グランドクロス + struct Damage wd; + wd = battle_calc_weapon_attack (bl, target, skill_num, skill_lv, + flag); + damage = (damage + wd.damage) * (100 + 40 * skill_lv) / 100; + if (battle_config.gx_dupele) + damage = battle_attr_fix (damage, ele, battle_get_element (target)); //属性2回かかる + if (bl == target) + damage = damage / 2; //反動は半分 + } + + div_ = skill_get_num (skill_num, skill_lv); + + if (div_ > 1 && skill_num != WZ_VERMILION) + damage *= div_; + +// if(mdef1 >= 1000000 && damage > 0) + if (t_mode & 0x40 && damage > 0) + damage = 1; + + if (tsd && tsd->special_state.no_magic_damage) + { + if (battle_config.gtb_pvp_only != 0) + { // [MouseJstr] + if ((map[target->m].flag.pvp || map[target->m].flag.gvg) + && target->type == BL_PC) + damage = (damage * (100 - battle_config.gtb_pvp_only)) / 100; + } + else + damage = 0; // 黄 金蟲カード(魔法ダメージ0) + } + + damage = battle_calc_damage (bl, target, damage, div_, skill_num, skill_lv, aflag); // 最終修正 + + /* magic_damage_return by [AppleGirl] and [Valaris] */ + if (target->type == BL_PC && tsd && tsd->magic_damage_return > 0) + { + rdamage += damage * tsd->magic_damage_return / 100; + if (rdamage < 1) + rdamage = 1; + clif_damage (target, bl, gettick (), 0, 0, rdamage, 0, 0, 0); + battle_damage (target, bl, rdamage, 0); + } + /* end magic_damage_return */ + + md.damage = damage; + md.div_ = div_; + md.amotion = battle_get_amotion (bl); + md.dmotion = battle_get_dmotion (target); + md.damage2 = 0; + md.type = 0; + md.blewcount = blewcount; + md.flag = aflag; + + return md; +} + +/*========================================== + * その他ダメージ計算 + *------------------------------------------ + */ +struct Damage battle_calc_misc_attack (struct block_list *bl, + struct block_list *target, + int skill_num, int skill_lv, int flag) +{ + int int_ = battle_get_int (bl); +// int luk=battle_get_luk(bl); + int dex = battle_get_dex (bl); + int skill, ele, race, cardfix; + struct map_session_data *sd = NULL, *tsd = NULL; + int damage = 0, div_ = 1, blewcount = + skill_get_blewcount (skill_num, skill_lv); + struct Damage md; + int damagefix = 1; + + int aflag = BF_MISC | BF_LONG | BF_SKILL; + + //return前の処理があるので情報出力部のみ変更 + if (bl == NULL || target == NULL) + { + nullpo_info (NLP_MARK); + memset (&md, 0, sizeof (md)); + return md; + } + + if (bl->type == BL_PC && (sd = (struct map_session_data *) bl)) + { + sd->state.attack_type = BF_MISC; + sd->state.arrow_atk = 0; + } + + if (target->type == BL_PC) + tsd = (struct map_session_data *) target; + + switch (skill_num) + { + + case HT_LANDMINE: // ランドマイン + damage = skill_lv * (dex + 75) * (100 + int_) / 100; + break; + + case HT_BLASTMINE: // ブラストマイン + damage = skill_lv * (dex / 2 + 50) * (100 + int_) / 100; + break; + + case HT_CLAYMORETRAP: // クレイモアートラップ + damage = skill_lv * (dex / 2 + 75) * (100 + int_) / 100; + break; + + case HT_BLITZBEAT: // ブリッツビート + if (sd == NULL || (skill = pc_checkskill (sd, HT_STEELCROW)) <= 0) + skill = 0; + damage = (dex / 10 + int_ / 2 + skill * 3 + 40) * 2; + if (flag > 1) + damage /= flag; + break; + + case TF_THROWSTONE: // 石投げ + damage = 30; + damagefix = 0; + break; + + case BA_DISSONANCE: // 不協和音 + damage = + (skill_lv) * 20 + pc_checkskill (sd, BA_MUSICALLESSON) * 3; + break; + + case NPC_SELFDESTRUCTION: // 自爆 + damage = battle_get_hp (bl) - (bl == target ? 1 : 0); + damagefix = 0; + break; + + case NPC_SMOKING: // タバコを吸う + damage = 3; + damagefix = 0; + break; + + case NPC_DARKBREATH: + { + struct status_change *sc_data = battle_get_sc_data (target); + int hitrate = + battle_get_hit (bl) - battle_get_flee (target) + 80; + hitrate = ((hitrate > 95) ? 95 : ((hitrate < 5) ? 5 : hitrate)); + if (sc_data + && (sc_data[SC_SLEEP].timer != -1 + || sc_data[SC_STAN].timer != -1 + || sc_data[SC_FREEZE].timer != -1 + || (sc_data[SC_STONE].timer != -1 + && sc_data[SC_STONE].val2 == 0))) + hitrate = 1000000; + if (MRAND (100) < hitrate) + { + damage = 500 + (skill_lv - 1) * 1000 + MRAND (1000); + if (damage > 9999) + damage = 9999; + } + } + break; + case SN_FALCONASSAULT: /* ファルコンアサルト */ + skill = pc_checkskill (sd, HT_BLITZBEAT); + damage = + (100 + 50 * skill_lv + + (dex / 10 + int_ / 2 + skill * 3 + 40) * 2); + break; + } + + ele = skill_get_pl (skill_num); + race = battle_get_race (bl); + + if (damagefix) + { + if (damage < 1 && skill_num != NPC_DARKBREATH) + damage = 1; + + if (tsd) + { + cardfix = 100; + cardfix = cardfix * (100 - tsd->subele[ele]) / 100; // 属性によるダメージ耐性 + cardfix = cardfix * (100 - tsd->subrace[race]) / 100; // 種族によるダメージ耐性 + cardfix = cardfix * (100 - tsd->misc_def_rate) / 100; + damage = damage * cardfix / 100; + } + if (damage < 0) + damage = 0; + damage = battle_attr_fix (damage, ele, battle_get_element (target)); // 属性修正 + } + + div_ = skill_get_num (skill_num, skill_lv); + if (div_ > 1) + damage *= div_; + + if (damage > 0 + && (damage < div_ + || (battle_get_def (target) >= 1000000 + && battle_get_mdef (target) >= 1000000))) + { + damage = div_; + } + + damage = battle_calc_damage (bl, target, damage, div_, skill_num, skill_lv, aflag); // 最終修正 + + md.damage = damage; + md.div_ = div_; + md.amotion = battle_get_amotion (bl); + md.dmotion = battle_get_dmotion (target); + md.damage2 = 0; + md.type = 0; + md.blewcount = blewcount; + md.flag = aflag; + return md; + +} + +/*========================================== + * ダメージ計算一括処理用 + *------------------------------------------ + */ +struct Damage battle_calc_attack (int attack_type, + struct block_list *bl, + struct block_list *target, int skill_num, + int skill_lv, int flag) +{ + struct Damage d; + memset (&d, 0, sizeof (d)); + + switch (attack_type) + { + case BF_WEAPON: + return battle_calc_weapon_attack (bl, target, skill_num, skill_lv, + flag); + case BF_MAGIC: + return battle_calc_magic_attack (bl, target, skill_num, skill_lv, + flag); + case BF_MISC: + return battle_calc_misc_attack (bl, target, skill_num, skill_lv, + flag); + default: + if (battle_config.error_log) + printf ("battle_calc_attack: unknwon attack type ! %d\n", + attack_type); + break; + } + return d; +} + +/*========================================== + * 通常攻撃処理まとめ + *------------------------------------------ + */ +int battle_weapon_attack (struct block_list *src, struct block_list *target, + unsigned int tick, int flag) +{ + struct map_session_data *sd = NULL; + struct status_change *sc_data = battle_get_sc_data (src), *t_sc_data = + battle_get_sc_data (target); + short *opt1; + int race = 7, ele = 0; + int damage, rdamage = 0; + struct Damage wd; + + nullpo_retr (0, src); + nullpo_retr (0, target); + + if (src->type == BL_PC) + sd = (struct map_session_data *) src; + + if (src->prev == NULL || target->prev == NULL) + return 0; + if (src->type == BL_PC && pc_isdead (sd)) + return 0; + if (target->type == BL_PC + && pc_isdead ((struct map_session_data *) target)) + return 0; + + opt1 = battle_get_opt1 (src); + if (opt1 && *opt1 > 0) + { + battle_stopattack (src); + return 0; + } + if (sc_data && sc_data[SC_BLADESTOP].timer != -1) + { + battle_stopattack (src); + return 0; + } + + race = battle_get_race (target); + ele = battle_get_elem_type (target); + if (battle_check_target (src, target, BCT_ENEMY) > 0 && + battle_check_range (src, target, 0)) + { + // 攻撃対象となりうるので攻撃 + if (sd && sd->status.weapon == 11) + { + if (sd->equip_index[10] >= 0) + { + if (battle_config.arrow_decrement) + pc_delitem (sd, sd->equip_index[10], 1, 0); + } + else + { + clif_arrow_fail (sd, 0); + return 0; + } + } + if (flag & 0x8000) + { + if (sd && battle_config.pc_attack_direction_change) + sd->dir = sd->head_dir = + map_calc_dir (src, target->x, target->y); + else if (src->type == BL_MOB + && battle_config.monster_attack_direction_change) + ((struct mob_data *) src)->dir = + map_calc_dir (src, target->x, target->y); + wd = battle_calc_weapon_attack (src, target, KN_AUTOCOUNTER, + flag & 0xff, 0); + } + else + wd = battle_calc_weapon_attack (src, target, 0, 0, 0); + + // significantly increase injuries for hasted characters + if (wd.damage > 0 && (t_sc_data[SC_HASTE].timer != -1)) + { + wd.damage = (wd.damage * (16 + t_sc_data[SC_HASTE].val1)) >> 4; + } + + if (wd.damage > 0 + && t_sc_data[SC_PHYS_SHIELD].timer != -1 && target->type == BL_PC) + { + int reduction = t_sc_data[SC_PHYS_SHIELD].val1; + if (reduction > wd.damage) + reduction = wd.damage; + + wd.damage -= reduction; + MAP_LOG_PC (((struct map_session_data *) target), + "MAGIC-ABSORB-DMG %d", reduction); + } + + if ((damage = wd.damage + wd.damage2) > 0 && src != target) + { + if (wd.flag & BF_SHORT) + { + if (target->type == BL_PC) + { + struct map_session_data *tsd = + (struct map_session_data *) target; + if (tsd && tsd->short_weapon_damage_return > 0) + { + rdamage += + damage * tsd->short_weapon_damage_return / 100; + if (rdamage < 1) + rdamage = 1; + } + } + if (t_sc_data && t_sc_data[SC_REFLECTSHIELD].timer != -1) + { + rdamage += + damage * t_sc_data[SC_REFLECTSHIELD].val2 / 100; + if (rdamage < 1) + rdamage = 1; + } + } + else if (wd.flag & BF_LONG) + { + if (target->type == BL_PC) + { + struct map_session_data *tsd = + (struct map_session_data *) target; + if (tsd && tsd->long_weapon_damage_return > 0) + { + rdamage += + damage * tsd->long_weapon_damage_return / 100; + if (rdamage < 1) + rdamage = 1; + } + } + } + + if (rdamage > 0) + clif_damage (src, src, tick, wd.amotion, 0, rdamage, 1, 4, 0); + } + + if (wd.div_ == 255 && sd) + { //三段掌 + int delay = + 1000 - 4 * battle_get_agi (src) - 2 * battle_get_dex (src); + int skilllv; + if (wd.damage + wd.damage2 < battle_get_hp (target)) + { + if ((skilllv = pc_checkskill (sd, MO_CHAINCOMBO)) > 0) + 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_TRIPLEATTACK, + skilllv, 0, 0, delay, 0); + } + sd->attackabletime = sd->canmove_tick = tick + delay; + clif_combo_delay (src, delay); + clif_skill_damage (src, target, tick, wd.amotion, wd.dmotion, + wd.damage, 3, MO_TRIPLEATTACK, + pc_checkskill (sd, MO_TRIPLEATTACK), -1); + } + else + { + clif_damage (src, target, tick, wd.amotion, wd.dmotion, + wd.damage, wd.div_, wd.type, wd.damage2); + //二刀流左手とカタール追撃のミス表示(無理やり〜) + if (sd && sd->status.weapon >= 16 && wd.damage2 == 0) + clif_damage (src, target, tick + 10, wd.amotion, wd.dmotion, + 0, 1, 0, 0); + } + if (sd && sd->splash_range > 0 && (wd.damage > 0 || wd.damage2 > 0)) + skill_castend_damage_id (src, target, 0, -1, tick, 0); + map_freeblock_lock (); + + if (src->type == BL_PC) + { + int weapon_index = sd->equip_index[9]; + int weapon = 0; + if (sd->inventory_data[weapon_index] + && sd->status.inventory[weapon_index].equip & 0x2) + weapon = sd->inventory_data[weapon_index]->nameid; + + MAP_LOG ("PC%d %d:%d,%d WPNDMG %s%d %d FOR %d WPN %d", + sd->status.char_id, src->m, src->x, src->y, + (target->type == BL_PC) ? "PC" : "MOB", + (target->type == + BL_PC) ? ((struct map_session_data *) target)-> + status.char_id : target->id, + (target->type == + BL_PC) ? 0 : ((struct mob_data *) target)->mob_class, + wd.damage + wd.damage2, weapon); + } + + if (target->type == BL_PC) + { + struct map_session_data *sd2 = (struct map_session_data *) target; + MAP_LOG ("PC%d %d:%d,%d WPNINJURY %s%d %d FOR %d", + sd2->status.char_id, target->m, target->x, target->y, + (src->type == BL_PC) ? "PC" : "MOB", + (src->type == + BL_PC) ? ((struct map_session_data *) src)-> + status.char_id : src->id, + (src->type == + BL_PC) ? 0 : ((struct mob_data *) src)->mob_class, + wd.damage + wd.damage2); + } + + battle_damage (src, target, (wd.damage + wd.damage2), 0); + if (target->prev != NULL && + (target->type != BL_PC + || (target->type == BL_PC + && !pc_isdead ((struct map_session_data *) target)))) + { + if (wd.damage > 0 || wd.damage2 > 0) + { + skill_additional_effect (src, target, 0, 0, BF_WEAPON, tick); + if (sd) + { + if (sd->weapon_coma_ele[ele] > 0 + && MRAND (10000) < sd->weapon_coma_ele[ele]) + battle_damage (src, target, + battle_get_max_hp (target), 1); + if (sd->weapon_coma_race[race] > 0 + && MRAND (10000) < sd->weapon_coma_race[race]) + battle_damage (src, target, + battle_get_max_hp (target), 1); + if (battle_get_mode (target) & 0x20) + { + if (sd->weapon_coma_race[10] > 0 + && MRAND (10000) < sd->weapon_coma_race[10]) + battle_damage (src, target, + battle_get_max_hp (target), 1); + } + else + { + if (sd->weapon_coma_race[11] > 0 + && MRAND (10000) < sd->weapon_coma_race[11]) + battle_damage (src, target, + battle_get_max_hp (target), 1); + } + } + } + } + if (sc_data && sc_data[SC_AUTOSPELL].timer != -1 + && MRAND (100) < sc_data[SC_AUTOSPELL].val4) + { + int skilllv = sc_data[SC_AUTOSPELL].val3, i, f = 0; + i = MRAND (100); + if (i >= 50) + skilllv -= 2; + else if (i >= 15) + skilllv--; + if (skilllv < 1) + skilllv = 1; + if (sd) + { + int sp = skill_get_sp (sc_data[SC_AUTOSPELL].val2, + skilllv) * 2 / 3; + if (sd->status.sp >= sp) + { + if ((i = skill_get_inf (sc_data[SC_AUTOSPELL].val2) == 2) + || i == 32) + f = skill_castend_pos2 (src, target->x, target->y, + sc_data[SC_AUTOSPELL].val2, + skilllv, tick, flag); + else + { + switch (skill_get_nk (sc_data[SC_AUTOSPELL].val2)) + { + case 0: + case 2: + f = skill_castend_damage_id (src, target, + sc_data + [SC_AUTOSPELL].val2, + skilllv, tick, + flag); + break; + case 1: /* 支援系 */ + if ((sc_data[SC_AUTOSPELL].val2 == AL_HEAL + || (sc_data[SC_AUTOSPELL].val2 == + ALL_RESURRECTION + && target->type != BL_PC)) + && battle_check_undead (race, ele)) + f = skill_castend_damage_id (src, target, + sc_data + [SC_AUTOSPELL].val2, + skilllv, + tick, flag); + else + f = skill_castend_nodamage_id (src, + target, + sc_data + [SC_AUTOSPELL].val2, + skilllv, + tick, + flag); + break; + } + } + if (!f) + pc_heal (sd, 0, -sp); + } + } + else + { + if ((i = skill_get_inf (sc_data[SC_AUTOSPELL].val2) == 2) + || i == 32) + skill_castend_pos2 (src, target->x, target->y, + sc_data[SC_AUTOSPELL].val2, skilllv, + tick, flag); + else + { + switch (skill_get_nk (sc_data[SC_AUTOSPELL].val2)) + { + case 0: + case 2: + skill_castend_damage_id (src, target, + sc_data + [SC_AUTOSPELL].val2, + skilllv, tick, flag); + break; + case 1: /* 支援系 */ + if ((sc_data[SC_AUTOSPELL].val2 == AL_HEAL + || (sc_data[SC_AUTOSPELL].val2 == + ALL_RESURRECTION + && target->type != BL_PC)) + && battle_check_undead (race, ele)) + skill_castend_damage_id (src, target, + sc_data + [SC_AUTOSPELL].val2, + skilllv, tick, flag); + else + skill_castend_nodamage_id (src, target, + sc_data + [SC_AUTOSPELL].val2, + skilllv, tick, + flag); + break; + } + } + } + } + if (sd) + { + if (sd->autospell_id > 0 && sd->autospell_lv > 0 + && MRAND (100) < sd->autospell_rate) + { + int skilllv = sd->autospell_lv, i, f = 0, sp; + i = MRAND (100); + if (i >= 50) + skilllv -= 2; + else if (i >= 15) + skilllv--; + if (skilllv < 1) + skilllv = 1; + sp = skill_get_sp (sd->autospell_id, skilllv) * 2 / 3; + if (sd->status.sp >= sp) + { + if ((i = skill_get_inf (sd->autospell_id) == 2) + || i == 32) + f = skill_castend_pos2 (src, target->x, target->y, + sd->autospell_id, skilllv, + tick, flag); + else + { + switch (skill_get_nk (sd->autospell_id)) + { + case 0: + case 2: + f = skill_castend_damage_id (src, target, + sd->autospell_id, + skilllv, tick, + flag); + break; + case 1: /* 支援系 */ + if ((sd->autospell_id == AL_HEAL + || (sd->autospell_id == ALL_RESURRECTION + && target->type != BL_PC)) + && battle_check_undead (race, ele)) + f = skill_castend_damage_id (src, target, + sd->autospell_id, + skilllv, + tick, flag); + else + f = skill_castend_nodamage_id (src, + target, + sd->autospell_id, + skilllv, + tick, + flag); + break; + } + } + if (!f) + pc_heal (sd, 0, -sp); + } + } + if (wd.flag & BF_WEAPON && src != target + && (wd.damage > 0 || wd.damage2 > 0)) + { + int hp = 0, sp = 0; + if (sd->hp_drain_rate && sd->hp_drain_per > 0 && wd.damage > 0 + && MRAND (100) < sd->hp_drain_rate) + { + hp += (wd.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 + && wd.damage2 > 0 && MRAND (100) < sd->hp_drain_rate_) + { + hp += (wd.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 && sd->sp_drain_per > 0 && wd.damage > 0 + && MRAND (100) < sd->sp_drain_rate) + { + sp += (wd.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_ && sd->sp_drain_per_ > 0 + && wd.damage2 > 0 && MRAND (100) < sd->sp_drain_rate_) + { + sp += (wd.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 (rdamage > 0) + battle_damage (target, src, rdamage, 0); + if (t_sc_data && t_sc_data[SC_AUTOCOUNTER].timer != -1 + && t_sc_data[SC_AUTOCOUNTER].val4 > 0) + { + if (t_sc_data[SC_AUTOCOUNTER].val3 == src->id) + battle_weapon_attack (target, src, tick, + 0x8000 | + t_sc_data[SC_AUTOCOUNTER].val1); + skill_status_change_end (target, SC_AUTOCOUNTER, -1); + } + if (t_sc_data && t_sc_data[SC_BLADESTOP_WAIT].timer != -1) + { + int lv = t_sc_data[SC_BLADESTOP_WAIT].val1; + skill_status_change_end (target, SC_BLADESTOP_WAIT, -1); + skill_status_change_start (src, SC_BLADESTOP, lv, 1, (int) src, + (int) target, + skill_get_time2 (MO_BLADESTOP, lv), 0); + skill_status_change_start (target, SC_BLADESTOP, lv, 2, + (int) target, (int) src, + skill_get_time2 (MO_BLADESTOP, lv), 0); + } + if (t_sc_data && t_sc_data[SC_SPLASHER].timer != -1) //殴ったので対象のベナムスプラッシャー状態を解除 + skill_status_change_end (target, SC_SPLASHER, -1); + + map_freeblock_unlock (); + } + return wd.dmg_lv; +} + +int battle_check_undead (int race, int element) +{ + if (battle_config.undead_detect_type == 0) + { + if (element == 9) + return 1; + } + else if (battle_config.undead_detect_type == 1) + { + if (race == 1) + return 1; + } + else + { + if (element == 9 || race == 1) + return 1; + } + return 0; +} + +/*========================================== + * 敵味方判定(1=肯定,0=否定,-1=エラー) + * flag&0xf0000 = 0x00000:敵じゃないか判定(ret:1=敵ではない) + * = 0x10000:パーティー判定(ret:1=パーティーメンバ) + * = 0x20000:全て(ret:1=敵味方両方) + * = 0x40000:敵か判定(ret:1=敵) + * = 0x50000:パーティーじゃないか判定(ret:1=パーティでない) + *------------------------------------------ + */ +int battle_check_target (struct block_list *src, struct block_list *target, + int flag) +{ + int s_p, s_g, t_p, t_g; + struct block_list *ss = src; + + nullpo_retr (0, src); + nullpo_retr (0, target); + + if (flag & 0x40000) + { // 反転フラグ + int ret = battle_check_target (src, target, flag & 0x30000); + if (ret != -1) + return !ret; + return -1; + } + + if (flag & 0x20000) + { + if (target->type == BL_MOB || target->type == BL_PC) + return 1; + else + return -1; + } + + if (src->type == BL_SKILL && target->type == BL_SKILL) // 対象がスキルユニットなら無条件肯定 + return -1; + + if (target->type == BL_PC + && ((struct map_session_data *) target)->invincible_timer != -1) + return -1; + + if (target->type == BL_SKILL) + { + switch (((struct skill_unit *) target)->group->unit_id) + { + case 0x8d: + case 0x8f: + case 0x98: + return 0; + break; + } + } + + // スキルユニットの場合、親を求める + if (src->type == BL_SKILL) + { + int inf2 = + skill_get_inf2 (((struct skill_unit *) src)->group->skill_id); + if ((ss = + map_id2bl (((struct skill_unit *) src)->group->src_id)) == NULL) + return -1; + if (ss->prev == NULL) + return -1; + if (inf2 & 0x80 && (map[src->m].flag.pvp || pc_iskiller ((struct map_session_data *) src, (struct map_session_data *) target)) && // [MouseJstr] + !(target->type == BL_PC + && pc_isinvisible ((struct map_session_data *) target))) + return 0; + if (ss == target) + { + if (inf2 & 0x100) + return 0; + if (inf2 & 0x200) + return -1; + } + } + // Mobでmaster_idがあってspecial_mob_aiなら、召喚主を求める + if (src->type == BL_MOB) + { + struct mob_data *md = (struct mob_data *) src; + if (md && md->master_id > 0) + { + if (md->master_id == target->id) // 主なら肯定 + return 1; + if (md->state.special_mob_ai) + { + if (target->type == BL_MOB) + { //special_mob_aiで対象がMob + struct mob_data *tmd = (struct mob_data *) target; + if (tmd) + { + if (tmd->master_id != md->master_id) //召喚主が一緒でなければ否定 + return 0; + else + { //召喚主が一緒なので肯定したいけど自爆は否定 + if (md->state.special_mob_ai > 2) + return 0; + else + return 1; + } + } + } + } + if ((ss = map_id2bl (md->master_id)) == NULL) + return -1; + } + } + + if (src == target || ss == target) // 同じなら肯定 + return 1; + + if (target->type == BL_PC + && pc_isinvisible ((struct map_session_data *) target)) + return -1; + + if (src->prev == NULL || // 死んでるならエラー + (src->type == BL_PC && pc_isdead ((struct map_session_data *) src))) + return -1; + + if ((ss->type == BL_PC && target->type == BL_MOB) || + (ss->type == BL_MOB && target->type == BL_PC)) + return 0; // PCvsMOBなら否定 + + s_p = battle_get_party_id (ss); + s_g = battle_get_guild_id (ss); + + t_p = battle_get_party_id (target); + t_g = battle_get_guild_id (target); + + if (flag & 0x10000) + { + if (s_p && t_p && s_p == t_p) // 同じパーティなら肯定(味方) + return 1; + else // パーティ検索なら同じパーティじゃない時点で否定 + return 0; + } + + if (ss->type == BL_MOB && s_g > 0 && t_g > 0 && s_g == t_g) // 同じギルド/mobクラスなら肯定(味方) + return 1; + +//printf("ss:%d src:%d target:%d flag:0x%x %d %d ",ss->id,src->id,target->id,flag,src->type,target->type); +//printf("p:%d %d g:%d %d\n",s_p,t_p,s_g,t_g); + + if (ss->type == BL_PC && target->type == BL_PC) + { // 両方PVPモードなら否定(敵) + struct skill_unit *su = NULL; + if (src->type == BL_SKILL) + su = (struct skill_unit *) src; + if (map[ss->m].flag.pvp + || pc_iskiller ((struct map_session_data *) ss, + (struct map_session_data *) target)) + { // [MouseJstr] + if (su && su->group->target_flag == BCT_NOENEMY) + return 1; + else if (battle_config.pk_mode + && (((struct map_session_data *) ss)->status.pc_class == 0 + || ((struct map_session_data *) target)-> + status.pc_class == 0)) + return 1; // prevent novice engagement in pk_mode [Valaris] + else if (map[ss->m].flag.pvp_noparty && s_p > 0 && t_p > 0 + && s_p == t_p) + return 1; + else if (map[ss->m].flag.pvp_noguild && s_g > 0 && t_g > 0 + && s_g == t_g) + return 1; + return 0; + } + if (map[src->m].flag.gvg) + { + struct guild *g = NULL; + if (su && su->group->target_flag == BCT_NOENEMY) + return 1; + if (s_g > 0 && s_g == t_g) + return 1; + if (map[src->m].flag.gvg_noparty && s_p > 0 && t_p > 0 + && s_p == t_p) + return 1; + if ((g = guild_search (s_g))) + { + int i; + for (i = 0; i < MAX_GUILDALLIANCE; i++) + { + if (g->alliance[i].guild_id > 0 + && g->alliance[i].guild_id == t_g) + { + if (g->alliance[i].opposition) + return 0; //敵対ギルドなら無条件に敵 + else + return 1; //同盟ギルドなら無条件に味方 + } + } + } + return 0; + } + } + + return 1; // 該当しないので無関係人物(まあ敵じゃないので味方) +} + +/*========================================== + * 射程判定 + *------------------------------------------ + */ +int battle_check_range (struct block_list *src, struct block_list *bl, + int range) +{ + + int dx, dy; + struct walkpath_data wpd; + int arange; + + nullpo_retr (0, src); + nullpo_retr (0, bl); + + dx = abs (bl->x - src->x); + dy = abs (bl->y - src->y); + arange = ((dx > dy) ? dx : dy); + + if (src->m != bl->m) // 違うマップ + return 0; + + if (range > 0 && range < arange) // 遠すぎる + return 0; + + if (arange < 2) // 同じマスか隣接 + return 1; + +// if(bl->type == BL_SKILL && ((struct skill_unit *)bl)->group->unit_id == 0x8d) +// return 1; + + // 障害物判定 + wpd.path_len = 0; + wpd.path_pos = 0; + wpd.path_half = 0; + if (path_search (&wpd, src->m, src->x, src->y, bl->x, bl->y, 0x10001) != + -1) + return 1; + + dx = (dx > 0) ? 1 : ((dx < 0) ? -1 : 0); + dy = (dy > 0) ? 1 : ((dy < 0) ? -1 : 0); + return (path_search (&wpd, src->m, src->x + dx, src->y + dy, + bl->x - dx, bl->y - dy, 0x10001) != -1) ? 1 : 0; +} + +/*========================================== + * Return numerical value of a switch configuration (modified by [Yor]) + * on/off, english, fran軋is, deutsch, espal + *------------------------------------------ + */ +int battle_config_switch (const char *str) +{ + if (strcasecmp (str, "on") == 0 || strcasecmp (str, "yes") == 0 + || strcasecmp (str, "oui") == 0 || strcasecmp (str, "ja") == 0 + || strcasecmp (str, "si") == 0) + return 1; + if (strcasecmp (str, "off") == 0 || strcasecmp (str, "no") == 0 + || strcasecmp (str, "non") == 0 || strcasecmp (str, "nein") == 0) + return 0; + return atoi (str); +} + +/*========================================== + * 設定ファイルを読み込む + *------------------------------------------ + */ +int battle_config_read (const char *cfgName) +{ + int i; + char line[1024], w1[1024], w2[1024]; + FILE *fp; + static int count = 0; + + if ((count++) == 0) + { + battle_config.warp_point_debug = 0; + battle_config.enemy_critical = 0; + battle_config.enemy_critical_rate = 100; + battle_config.enemy_str = 1; + battle_config.enemy_perfect_flee = 0; + battle_config.cast_rate = 100; + battle_config.delay_rate = 100; + battle_config.delay_dependon_dex = 0; + battle_config.sdelay_attack_enable = 0; + battle_config.left_cardfix_to_right = 0; + battle_config.pc_skill_add_range = 0; + battle_config.skill_out_range_consume = 1; + battle_config.mob_skill_add_range = 0; + battle_config.pc_damage_delay = 1; + battle_config.pc_damage_delay_rate = 100; + battle_config.defnotenemy = 1; + battle_config.random_monster_checklv = 1; + battle_config.attr_recover = 1; + battle_config.flooritem_lifetime = LIFETIME_FLOORITEM * 1000; + battle_config.item_auto_get = 0; + battle_config.drop_pickup_safety_zone = 20; + battle_config.item_first_get_time = 3000; + battle_config.item_second_get_time = 1000; + battle_config.item_third_get_time = 1000; + battle_config.mvp_item_first_get_time = 10000; + battle_config.mvp_item_second_get_time = 10000; + battle_config.mvp_item_third_get_time = 2000; + + battle_config.drop_rate0item = 0; + battle_config.base_exp_rate = 100; + battle_config.job_exp_rate = 100; + battle_config.pvp_exp = 1; + battle_config.gtb_pvp_only = 0; + battle_config.death_penalty_type = 0; + battle_config.death_penalty_base = 0; + battle_config.death_penalty_job = 0; + battle_config.zeny_penalty = 0; + battle_config.restart_hp_rate = 0; + battle_config.restart_sp_rate = 0; + battle_config.mvp_item_rate = 100; + battle_config.mvp_exp_rate = 100; + battle_config.mvp_hp_rate = 100; + battle_config.monster_hp_rate = 100; + battle_config.monster_max_aspd = 199; + battle_config.atc_gmonly = 0; + battle_config.gm_allskill = 0; + battle_config.gm_allequip = 0; + battle_config.gm_skilluncond = 0; + battle_config.guild_max_castles = 0; + battle_config.skillfree = 0; + battle_config.skillup_limit = 0; + battle_config.wp_rate = 100; + battle_config.pp_rate = 100; + battle_config.monster_active_enable = 1; + battle_config.monster_damage_delay_rate = 100; + battle_config.monster_loot_type = 0; + battle_config.mob_skill_use = 1; + battle_config.mob_count_rate = 100; + battle_config.quest_skill_learn = 0; + battle_config.quest_skill_reset = 1; + battle_config.basic_skill_check = 1; + battle_config.guild_emperium_check = 1; + battle_config.guild_exp_limit = 50; + battle_config.pc_invincible_time = 5000; + battle_config.skill_min_damage = 0; + battle_config.finger_offensive_type = 0; + battle_config.heal_exp = 0; + battle_config.resurrection_exp = 0; + battle_config.shop_exp = 0; + battle_config.combo_delay_rate = 100; + battle_config.item_check = 1; + battle_config.wedding_modifydisplay = 0; + battle_config.natural_healhp_interval = 6000; + battle_config.natural_healsp_interval = 8000; + battle_config.natural_heal_skill_interval = 10000; + battle_config.natural_heal_weight_rate = 50; + battle_config.itemheal_regeneration_factor = 1; + battle_config.item_name_override_grffile = 1; + battle_config.arrow_decrement = 1; + battle_config.max_aspd = 199; + battle_config.max_hp = 32500; + battle_config.max_sp = 32500; + battle_config.max_lv = 99; // [MouseJstr] + battle_config.max_parameter = 99; + battle_config.max_cart_weight = 8000; + battle_config.pc_skill_log = 0; + battle_config.mob_skill_log = 0; + battle_config.battle_log = 0; + battle_config.save_log = 0; + battle_config.error_log = 1; + battle_config.etc_log = 1; + battle_config.save_clothcolor = 0; + battle_config.undead_detect_type = 0; + battle_config.pc_auto_counter_type = 1; + battle_config.monster_auto_counter_type = 1; + battle_config.agi_penaly_type = 0; + battle_config.agi_penaly_count = 3; + battle_config.agi_penaly_num = 0; + battle_config.agi_penaly_count_lv = ATK_FLEE; + battle_config.vit_penaly_type = 0; + battle_config.vit_penaly_count = 3; + battle_config.vit_penaly_num = 0; + battle_config.vit_penaly_count_lv = ATK_DEF; + battle_config.player_defense_type = 0; + battle_config.monster_defense_type = 0; + battle_config.magic_defense_type = 0; + battle_config.pc_skill_reiteration = 0; + battle_config.monster_skill_reiteration = 0; + battle_config.pc_skill_nofootset = 0; + battle_config.monster_skill_nofootset = 0; + battle_config.pc_cloak_check_type = 0; + battle_config.monster_cloak_check_type = 0; + battle_config.gvg_short_damage_rate = 100; + battle_config.gvg_long_damage_rate = 100; + battle_config.gvg_magic_damage_rate = 100; + battle_config.gvg_misc_damage_rate = 100; + battle_config.gvg_eliminate_time = 7000; + battle_config.mob_changetarget_byskill = 0; + battle_config.pc_attack_direction_change = 1; + battle_config.monster_attack_direction_change = 1; + battle_config.pc_undead_nofreeze = 0; + battle_config.pc_land_skill_limit = 1; + battle_config.monster_land_skill_limit = 1; + battle_config.party_skill_penaly = 1; + battle_config.monster_class_change_full_recover = 0; + battle_config.produce_item_name_input = 1; + battle_config.produce_potion_name_input = 1; + battle_config.making_arrow_name_input = 1; + battle_config.holywater_name_input = 1; + battle_config.display_delay_skill_fail = 1; + battle_config.chat_warpportal = 0; + battle_config.mob_warpportal = 0; + battle_config.dead_branch_active = 0; + battle_config.show_steal_in_same_party = 0; + battle_config.enable_upper_class = 0; + battle_config.pc_attack_attr_none = 0; + battle_config.mob_attack_attr_none = 1; + battle_config.mob_ghostring_fix = 0; + battle_config.gx_allhit = 0; + battle_config.gx_cardfix = 0; + battle_config.gx_dupele = 1; + battle_config.gx_disptype = 1; + battle_config.player_skill_partner_check = 1; + battle_config.hide_GM_session = 0; + battle_config.unit_movement_type = 0; + battle_config.invite_request_check = 1; + battle_config.skill_removetrap_type = 0; + battle_config.disp_experience = 0; + battle_config.item_rate_common = 100; + battle_config.item_rate_equip = 100; + battle_config.item_rate_card = 100; + battle_config.item_rate_heal = 100; // Added by Valaris + battle_config.item_rate_use = 100; // End + battle_config.item_drop_common_min = 1; // Added by TyrNemesis^ + battle_config.item_drop_common_max = 10000; + battle_config.item_drop_equip_min = 1; + battle_config.item_drop_equip_max = 10000; + battle_config.item_drop_card_min = 1; + battle_config.item_drop_card_max = 10000; + battle_config.item_drop_mvp_min = 1; + battle_config.item_drop_mvp_max = 10000; // End Addition + battle_config.item_drop_heal_min = 1; // Added by Valaris + battle_config.item_drop_heal_max = 10000; + battle_config.item_drop_use_min = 1; + battle_config.item_drop_use_max = 10000; // End + battle_config.prevent_logout = 1; // Added by RoVeRT + battle_config.maximum_level = 255; // Added by Valaris + battle_config.drops_by_luk = 0; // [Valaris] + battle_config.equipment_breaking = 0; // [Valaris] + battle_config.equipment_break_rate = 100; // [Valaris] + battle_config.pk_mode = 0; // [Valaris] + battle_config.multi_level_up = 0; // [Valaris] + battle_config.backstab_bow_penalty = 0; // Akaru + battle_config.night_at_start = 0; // added by [Yor] + battle_config.day_duration = 2 * 60 * 60 * 1000; // added by [Yor] (2 hours) + battle_config.night_duration = 30 * 60 * 1000; // added by [Yor] (30 minutes) + battle_config.show_mob_hp = 0; // [Valaris] + battle_config.hack_info_GM_level = 60; // added by [Yor] (default: 60, GM level) + battle_config.any_warp_GM_min_level = 20; // added by [Yor] + battle_config.packet_ver_flag = 63; // added by [Yor] + battle_config.min_hair_style = 0; + battle_config.max_hair_style = 20; + battle_config.min_hair_color = 0; + battle_config.max_hair_color = 9; + battle_config.min_cloth_color = 0; + battle_config.max_cloth_color = 4; + + battle_config.castrate_dex_scale = 150; + + battle_config.area_size = 14; + + battle_config.chat_lame_penalty = 2; + battle_config.chat_spam_threshold = 10; + battle_config.chat_spam_flood = 10; + battle_config.chat_spam_ban = 1; + battle_config.chat_spam_warn = 8; + battle_config.chat_maxline = 255; + + battle_config.packet_spam_threshold = 2; + battle_config.packet_spam_flood = 30; + battle_config.packet_spam_kick = 1; + + battle_config.mask_ip_gms = 1; + + battle_config.mob_splash_radius = -1; + } + + fp = fopen_ (cfgName, "r"); + if (fp == NULL) + { + printf ("file not found: %s\n", cfgName); + return 1; + } + while (fgets (line, 1020, fp)) + { + const struct + { + char str[128]; + int *val; + } data[] = + { + { + "warp_point_debug", &battle_config.warp_point_debug}, + { + "enemy_critical", &battle_config.enemy_critical}, + { + "enemy_critical_rate", &battle_config.enemy_critical_rate}, + { + "enemy_str", &battle_config.enemy_str}, + { + "enemy_perfect_flee", &battle_config.enemy_perfect_flee}, + { + "casting_rate", &battle_config.cast_rate}, + { + "delay_rate", &battle_config.delay_rate}, + { + "delay_dependon_dex", &battle_config.delay_dependon_dex}, + { + "skill_delay_attack_enable", + &battle_config.sdelay_attack_enable}, + { + "left_cardfix_to_right", &battle_config.left_cardfix_to_right}, + { + "player_skill_add_range", &battle_config.pc_skill_add_range}, + { + "skill_out_range_consume", + &battle_config.skill_out_range_consume}, + { + "monster_skill_add_range", &battle_config.mob_skill_add_range}, + { + "player_damage_delay", &battle_config.pc_damage_delay}, + { + "player_damage_delay_rate", + &battle_config.pc_damage_delay_rate}, + { + "defunit_not_enemy", &battle_config.defnotenemy}, + { + "random_monster_checklv", + &battle_config.random_monster_checklv}, + { + "attribute_recover", &battle_config.attr_recover}, + { + "flooritem_lifetime", &battle_config.flooritem_lifetime}, + { + "item_auto_get", &battle_config.item_auto_get}, + { + "drop_pickup_safety_zone", + &battle_config.drop_pickup_safety_zone}, + { + "item_first_get_time", &battle_config.item_first_get_time}, + { + "item_second_get_time", &battle_config.item_second_get_time}, + { + "item_third_get_time", &battle_config.item_third_get_time}, + { + "mvp_item_first_get_time", + &battle_config.mvp_item_first_get_time}, + { + "mvp_item_second_get_time", + &battle_config.mvp_item_second_get_time}, + { + "mvp_item_third_get_time", + &battle_config.mvp_item_third_get_time}, + { + "item_rate", &battle_config.item_rate}, + { + "drop_rate0item", &battle_config.drop_rate0item}, + { + "base_exp_rate", &battle_config.base_exp_rate}, + { + "job_exp_rate", &battle_config.job_exp_rate}, + { + "pvp_exp", &battle_config.pvp_exp}, + { + "gtb_pvp_only", &battle_config.gtb_pvp_only}, + { + "guild_max_castles", &battle_config.guild_max_castles}, + { + "death_penalty_type", &battle_config.death_penalty_type}, + { + "death_penalty_base", &battle_config.death_penalty_base}, + { + "death_penalty_job", &battle_config.death_penalty_job}, + { + "zeny_penalty", &battle_config.zeny_penalty}, + { + "restart_hp_rate", &battle_config.restart_hp_rate}, + { + "restart_sp_rate", &battle_config.restart_sp_rate}, + { + "mvp_hp_rate", &battle_config.mvp_hp_rate}, + { + "mvp_item_rate", &battle_config.mvp_item_rate}, + { + "mvp_exp_rate", &battle_config.mvp_exp_rate}, + { + "monster_hp_rate", &battle_config.monster_hp_rate}, + { + "monster_max_aspd", &battle_config.monster_max_aspd}, + { + "atcommand_gm_only", &battle_config.atc_gmonly}, + { + "atcommand_spawn_quantity_limit", + &battle_config.atc_spawn_quantity_limit}, + { + "gm_all_skill", &battle_config.gm_allskill}, + { + "gm_all_skill_add_abra", &battle_config.gm_allskill_addabra}, + { + "gm_all_equipment", &battle_config.gm_allequip}, + { + "gm_skill_unconditional", &battle_config.gm_skilluncond}, + { + "player_skillfree", &battle_config.skillfree}, + { + "player_skillup_limit", &battle_config.skillup_limit}, + { + "weapon_produce_rate", &battle_config.wp_rate}, + { + "potion_produce_rate", &battle_config.pp_rate}, + { + "monster_active_enable", &battle_config.monster_active_enable}, + { + "monster_damage_delay_rate", + &battle_config.monster_damage_delay_rate}, + { + "monster_loot_type", &battle_config.monster_loot_type}, + { + "mob_skill_use", &battle_config.mob_skill_use}, + { + "mob_count_rate", &battle_config.mob_count_rate}, + { + "quest_skill_learn", &battle_config.quest_skill_learn}, + { + "quest_skill_reset", &battle_config.quest_skill_reset}, + { + "basic_skill_check", &battle_config.basic_skill_check}, + { + "guild_emperium_check", &battle_config.guild_emperium_check}, + { + "guild_exp_limit", &battle_config.guild_exp_limit}, + { + "player_invincible_time", &battle_config.pc_invincible_time}, + { + "skill_min_damage", &battle_config.skill_min_damage}, + { + "finger_offensive_type", &battle_config.finger_offensive_type}, + { + "heal_exp", &battle_config.heal_exp}, + { + "resurrection_exp", &battle_config.resurrection_exp}, + { + "shop_exp", &battle_config.shop_exp}, + { + "combo_delay_rate", &battle_config.combo_delay_rate}, + { + "item_check", &battle_config.item_check}, + { + "wedding_modifydisplay", &battle_config.wedding_modifydisplay}, + { + "natural_healhp_interval", + &battle_config.natural_healhp_interval}, + { + "natural_healsp_interval", + &battle_config.natural_healsp_interval}, + { + "natural_heal_skill_interval", + &battle_config.natural_heal_skill_interval}, + { + "natural_heal_weight_rate", + &battle_config.natural_heal_weight_rate}, + { + "itemheal_regeneration_factor", + &battle_config.itemheal_regeneration_factor}, + { + "item_name_override_grffile", + &battle_config.item_name_override_grffile}, + { + "arrow_decrement", &battle_config.arrow_decrement}, + { + "max_aspd", &battle_config.max_aspd}, + { + "max_hp", &battle_config.max_hp}, + { + "max_sp", &battle_config.max_sp}, + { + "max_lv", &battle_config.max_lv}, + { + "max_parameter", &battle_config.max_parameter}, + { + "max_cart_weight", &battle_config.max_cart_weight}, + { + "player_skill_log", &battle_config.pc_skill_log}, + { + "monster_skill_log", &battle_config.mob_skill_log}, + { + "battle_log", &battle_config.battle_log}, + { + "save_log", &battle_config.save_log}, + { + "error_log", &battle_config.error_log}, + { + "etc_log", &battle_config.etc_log}, + { + "save_clothcolor", &battle_config.save_clothcolor}, + { + "undead_detect_type", &battle_config.undead_detect_type}, + { + "player_auto_counter_type", + &battle_config.pc_auto_counter_type}, + { + "monster_auto_counter_type", + &battle_config.monster_auto_counter_type}, + { + "agi_penaly_type", &battle_config.agi_penaly_type}, + { + "agi_penaly_count", &battle_config.agi_penaly_count}, + { + "agi_penaly_num", &battle_config.agi_penaly_num}, + { + "agi_penaly_count_lv", &battle_config.agi_penaly_count_lv}, + { + "vit_penaly_type", &battle_config.vit_penaly_type}, + { + "vit_penaly_count", &battle_config.vit_penaly_count}, + { + "vit_penaly_num", &battle_config.vit_penaly_num}, + { + "vit_penaly_count_lv", &battle_config.vit_penaly_count_lv}, + { + "player_defense_type", &battle_config.player_defense_type}, + { + "monster_defense_type", &battle_config.monster_defense_type}, + { + "magic_defense_type", &battle_config.magic_defense_type}, + { + "player_skill_reiteration", + &battle_config.pc_skill_reiteration}, + { + "monster_skill_reiteration", + &battle_config.monster_skill_reiteration}, + { + "player_skill_nofootset", &battle_config.pc_skill_nofootset}, + { + "monster_skill_nofootset", + &battle_config.monster_skill_nofootset}, + { + "player_cloak_check_type", &battle_config.pc_cloak_check_type}, + { + "monster_cloak_check_type", + &battle_config.monster_cloak_check_type}, + { + "gvg_short_attack_damage_rate", + &battle_config.gvg_short_damage_rate}, + { + "gvg_long_attack_damage_rate", + &battle_config.gvg_long_damage_rate}, + { + "gvg_magic_attack_damage_rate", + &battle_config.gvg_magic_damage_rate}, + { + "gvg_misc_attack_damage_rate", + &battle_config.gvg_misc_damage_rate}, + { + "gvg_eliminate_time", &battle_config.gvg_eliminate_time}, + { + "mob_changetarget_byskill", + &battle_config.mob_changetarget_byskill}, + { + "player_attack_direction_change", + &battle_config.pc_attack_direction_change}, + { + "monster_attack_direction_change", + &battle_config.monster_attack_direction_change}, + { + "player_land_skill_limit", &battle_config.pc_land_skill_limit}, + { + "monster_land_skill_limit", + &battle_config.monster_land_skill_limit}, + { + "party_skill_penaly", &battle_config.party_skill_penaly}, + { + "monster_class_change_full_recover", + &battle_config.monster_class_change_full_recover}, + { + "produce_item_name_input", + &battle_config.produce_item_name_input}, + { + "produce_potion_name_input", + &battle_config.produce_potion_name_input}, + { + "making_arrow_name_input", + &battle_config.making_arrow_name_input}, + { + "holywater_name_input", &battle_config.holywater_name_input}, + { + "display_delay_skill_fail", + &battle_config.display_delay_skill_fail}, + { + "chat_warpportal", &battle_config.chat_warpportal}, + { + "mob_warpportal", &battle_config.mob_warpportal}, + { + "dead_branch_active", &battle_config.dead_branch_active}, + { + "show_steal_in_same_party", + &battle_config.show_steal_in_same_party}, + { + "enable_upper_class", &battle_config.enable_upper_class}, + { + "mob_attack_attr_none", &battle_config.mob_attack_attr_none}, + { + "mob_ghostring_fix", &battle_config.mob_ghostring_fix}, + { + "pc_attack_attr_none", &battle_config.pc_attack_attr_none}, + { + "gx_allhit", &battle_config.gx_allhit}, + { + "gx_cardfix", &battle_config.gx_cardfix}, + { + "gx_dupele", &battle_config.gx_dupele}, + { + "gx_disptype", &battle_config.gx_disptype}, + { + "player_skill_partner_check", + &battle_config.player_skill_partner_check}, + { + "hide_GM_session", &battle_config.hide_GM_session}, + { + "unit_movement_type", &battle_config.unit_movement_type}, + { + "invite_request_check", &battle_config.invite_request_check}, + { + "skill_removetrap_type", &battle_config.skill_removetrap_type}, + { + "disp_experience", &battle_config.disp_experience}, + { + "castle_defense_rate", &battle_config.castle_defense_rate}, + { + "riding_weight", &battle_config.riding_weight}, + { + "item_rate_common", &battle_config.item_rate_common}, // Added by RoVeRT + { + "item_rate_equip", &battle_config.item_rate_equip}, + { + "item_rate_card", &battle_config.item_rate_card}, // End Addition + { + "item_rate_heal", &battle_config.item_rate_heal}, // Added by Valaris + { + "item_rate_use", &battle_config.item_rate_use}, // End + { + "item_drop_common_min", &battle_config.item_drop_common_min}, // Added by TyrNemesis^ + { + "item_drop_common_max", &battle_config.item_drop_common_max}, + { + "item_drop_equip_min", &battle_config.item_drop_equip_min}, + { + "item_drop_equip_max", &battle_config.item_drop_equip_max}, + { + "item_drop_card_min", &battle_config.item_drop_card_min}, + { + "item_drop_card_max", &battle_config.item_drop_card_max}, + { + "item_drop_mvp_min", &battle_config.item_drop_mvp_min}, + { + "item_drop_mvp_max", &battle_config.item_drop_mvp_max}, // End Addition + { + "prevent_logout", &battle_config.prevent_logout}, // Added by RoVeRT + { + "alchemist_summon_reward", &battle_config.alchemist_summon_reward}, // [Valaris] + { + "maximum_level", &battle_config.maximum_level}, // [Valaris] + { + "drops_by_luk", &battle_config.drops_by_luk}, // [Valaris] + { + "monsters_ignore_gm", &battle_config.monsters_ignore_gm}, // [Valaris] + { + "equipment_breaking", &battle_config.equipment_breaking}, // [Valaris] + { + "equipment_break_rate", &battle_config.equipment_break_rate}, // [Valaris] + { + "pk_mode", &battle_config.pk_mode}, // [Valaris] + { + "multi_level_up", &battle_config.multi_level_up}, // [Valaris] + { + "backstab_bow_penalty", &battle_config.backstab_bow_penalty}, + { + "night_at_start", &battle_config.night_at_start}, // added by [Yor] + { + "day_duration", &battle_config.day_duration}, // added by [Yor] + { + "night_duration", &battle_config.night_duration}, // added by [Yor] + { + "show_mob_hp", &battle_config.show_mob_hp}, // [Valaris] + { + "hack_info_GM_level", &battle_config.hack_info_GM_level}, // added by [Yor] + { + "any_warp_GM_min_level", &battle_config.any_warp_GM_min_level}, // added by [Yor] + { + "packet_ver_flag", &battle_config.packet_ver_flag}, // added by [Yor] + { + "min_hair_style", &battle_config.min_hair_style}, // added by [MouseJstr] + { + "max_hair_style", &battle_config.max_hair_style}, // added by [MouseJstr] + { + "min_hair_color", &battle_config.min_hair_color}, // added by [MouseJstr] + { + "max_hair_color", &battle_config.max_hair_color}, // added by [MouseJstr] + { + "min_cloth_color", &battle_config.min_cloth_color}, // added by [MouseJstr] + { + "max_cloth_color", &battle_config.max_cloth_color}, // added by [MouseJstr] + { + "castrate_dex_scale", &battle_config.castrate_dex_scale}, // added by [MouseJstr] + { + "area_size", &battle_config.area_size}, // added by [MouseJstr] + { + "muting_players", &battle_config.muting_players}, // added by [Apple] + { + "chat_lame_penalty", &battle_config.chat_lame_penalty}, + { + "chat_spam_threshold", &battle_config.chat_spam_threshold}, + { + "chat_spam_flood", &battle_config.chat_spam_flood}, + { + "chat_spam_ban", &battle_config.chat_spam_ban}, + { + "chat_spam_warn", &battle_config.chat_spam_warn}, + { + "chat_maxline", &battle_config.chat_maxline}, + { + "packet_spam_threshold", &battle_config.packet_spam_threshold}, + { + "packet_spam_flood", &battle_config.packet_spam_flood}, + { + "packet_spam_kick", &battle_config.packet_spam_kick}, + { + "mask_ip_gms", &battle_config.mask_ip_gms}, + { + "mob_splash_radius", &battle_config.mob_splash_radius}, + }; + + if (line[0] == '/' && line[1] == '/') + continue; + if (sscanf (line, "%[^:]:%s", w1, w2) != 2) + continue; + for (i = 0; i < sizeof (data) / (sizeof (data[0])); i++) + if (strcasecmp (w1, data[i].str) == 0) + *data[i].val = battle_config_switch (w2); + + if (strcasecmp (w1, "import") == 0) + battle_config_read (w2); + } + fclose_ (fp); + + if (--count == 0) + { + if (battle_config.flooritem_lifetime < 1000) + battle_config.flooritem_lifetime = LIFETIME_FLOORITEM * 1000; + if (battle_config.restart_hp_rate < 0) + battle_config.restart_hp_rate = 0; + else if (battle_config.restart_hp_rate > 100) + battle_config.restart_hp_rate = 100; + if (battle_config.restart_sp_rate < 0) + battle_config.restart_sp_rate = 0; + else if (battle_config.restart_sp_rate > 100) + battle_config.restart_sp_rate = 100; + if (battle_config.natural_healhp_interval < NATURAL_HEAL_INTERVAL) + battle_config.natural_healhp_interval = NATURAL_HEAL_INTERVAL; + if (battle_config.natural_healsp_interval < NATURAL_HEAL_INTERVAL) + battle_config.natural_healsp_interval = NATURAL_HEAL_INTERVAL; + if (battle_config.natural_heal_skill_interval < NATURAL_HEAL_INTERVAL) + battle_config.natural_heal_skill_interval = NATURAL_HEAL_INTERVAL; + if (battle_config.natural_heal_weight_rate < 50) + battle_config.natural_heal_weight_rate = 50; + if (battle_config.natural_heal_weight_rate > 101) + battle_config.natural_heal_weight_rate = 101; + battle_config.monster_max_aspd = + 2000 - battle_config.monster_max_aspd * 10; + if (battle_config.monster_max_aspd < 10) + battle_config.monster_max_aspd = 10; + if (battle_config.monster_max_aspd > 1000) + battle_config.monster_max_aspd = 1000; + battle_config.max_aspd = 2000 - battle_config.max_aspd * 10; + if (battle_config.max_aspd < 10) + battle_config.max_aspd = 10; + if (battle_config.max_aspd > 1000) + battle_config.max_aspd = 1000; + if (battle_config.max_hp > 1000000) + battle_config.max_hp = 1000000; + if (battle_config.max_hp < 100) + battle_config.max_hp = 100; + if (battle_config.max_sp > 1000000) + battle_config.max_sp = 1000000; + if (battle_config.max_sp < 100) + battle_config.max_sp = 100; + if (battle_config.max_parameter < 10) + battle_config.max_parameter = 10; + if (battle_config.max_parameter > 10000) + battle_config.max_parameter = 10000; + if (battle_config.max_cart_weight > 1000000) + battle_config.max_cart_weight = 1000000; + if (battle_config.max_cart_weight < 100) + battle_config.max_cart_weight = 100; + battle_config.max_cart_weight *= 10; + + if (battle_config.agi_penaly_count < 2) + battle_config.agi_penaly_count = 2; + if (battle_config.vit_penaly_count < 2) + battle_config.vit_penaly_count = 2; + + if (battle_config.guild_exp_limit > 99) + battle_config.guild_exp_limit = 99; + if (battle_config.guild_exp_limit < 0) + battle_config.guild_exp_limit = 0; + + if (battle_config.castle_defense_rate < 0) + battle_config.castle_defense_rate = 0; + if (battle_config.castle_defense_rate > 100) + battle_config.castle_defense_rate = 100; + if (battle_config.item_drop_common_min < 1) // Added by TyrNemesis^ + battle_config.item_drop_common_min = 1; + if (battle_config.item_drop_common_max > 10000) + battle_config.item_drop_common_max = 10000; + if (battle_config.item_drop_equip_min < 1) + battle_config.item_drop_equip_min = 1; + if (battle_config.item_drop_equip_max > 10000) + battle_config.item_drop_equip_max = 10000; + if (battle_config.item_drop_card_min < 1) + battle_config.item_drop_card_min = 1; + if (battle_config.item_drop_card_max > 10000) + battle_config.item_drop_card_max = 10000; + if (battle_config.item_drop_mvp_min < 1) + battle_config.item_drop_mvp_min = 1; + if (battle_config.item_drop_mvp_max > 10000) + battle_config.item_drop_mvp_max = 10000; // End Addition + + if (battle_config.night_at_start < 0) // added by [Yor] + battle_config.night_at_start = 0; + else if (battle_config.night_at_start > 1) // added by [Yor] + battle_config.night_at_start = 1; + if (battle_config.day_duration < 0) // added by [Yor] + battle_config.day_duration = 0; + if (battle_config.night_duration < 0) // added by [Yor] + battle_config.night_duration = 0; + + if (battle_config.hack_info_GM_level < 0) // added by [Yor] + battle_config.hack_info_GM_level = 0; + else if (battle_config.hack_info_GM_level > 100) + battle_config.hack_info_GM_level = 100; + + if (battle_config.any_warp_GM_min_level < 0) // added by [Yor] + battle_config.any_warp_GM_min_level = 0; + else if (battle_config.any_warp_GM_min_level > 100) + battle_config.any_warp_GM_min_level = 100; + + if (battle_config.chat_spam_ban < 0) + battle_config.chat_spam_ban = 0; + else if (battle_config.chat_spam_ban > 32767) + battle_config.chat_spam_ban = 32767; + + if (battle_config.chat_spam_flood < 0) + battle_config.chat_spam_flood = 0; + else if (battle_config.chat_spam_flood > 32767) + battle_config.chat_spam_flood = 32767; + + if (battle_config.chat_spam_warn < 0) + battle_config.chat_spam_warn = 0; + else if (battle_config.chat_spam_warn > 32767) + battle_config.chat_spam_warn = 32767; + + if (battle_config.chat_spam_threshold < 0) + battle_config.chat_spam_threshold = 0; + else if (battle_config.chat_spam_threshold > 32767) + battle_config.chat_spam_threshold = 32767; + + if (battle_config.chat_maxline < 1) + battle_config.chat_maxline = 1; + else if (battle_config.chat_maxline > 512) + battle_config.chat_maxline = 512; + + if (battle_config.packet_spam_threshold < 0) + battle_config.packet_spam_threshold = 0; + else if (battle_config.packet_spam_threshold > 32767) + battle_config.packet_spam_threshold = 32767; + + if (battle_config.packet_spam_flood < 0) + battle_config.packet_spam_flood = 0; + else if (battle_config.packet_spam_flood > 32767) + battle_config.packet_spam_flood = 32767; + + if (battle_config.packet_spam_kick < 0) + battle_config.packet_spam_kick = 0; + else if (battle_config.packet_spam_kick > 1) + battle_config.packet_spam_kick = 1; + + if (battle_config.mask_ip_gms < 0) + battle_config.mask_ip_gms = 0; + else if (battle_config.mask_ip_gms > 1) + battle_config.mask_ip_gms = 1; + + // at least 1 client must be accepted + if ((battle_config.packet_ver_flag & 63) == 0) // added by [Yor] + battle_config.packet_ver_flag = 63; // accept all clients + + } + + return 0; +} -- cgit v1.2.3-70-g09d2